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» Gomomo Free VIP Hack l Soldier Front l 4Days VIP l
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» Create New AP HACK!!
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» PHGUSF Pub v1.2
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» SAY HELLO IF U ARE NEW
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» AutoGlitch+Wallhack+Shoot thru wall+ Water proof
Sat May 23, 2015 4:26 am by arrowspeed

» [PHO] USF PUBLIC 12
Thu Apr 23, 2015 4:29 pm by epokrit0

» [UNDETECTED] Soldierfront PSG1 hack
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» Soldier Front HACKS Section ACTIVE READ<<<
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» psg1 Rapid and 100 Ammo!
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» New Realese Dota2 Free Keys/Items 100% Worrking :D
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» (GM)JENESES NEW CHEATS
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» Pro Acc for Soldier Front : FREEEEE
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» new User :)
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» new cheat no recoil //usf soldier front .
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» LATEST SF HACK! WORKING !Ponzi! SpeedHack! and More!
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» USF My Free VIP Hack
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Who is online?

In total there are 14 users online :: 0 Registered, 0 Hidden and 14 Guests

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Most users ever online was 75 on Sun Dec 09, 2012 2:25 pm

PARANORMAL ACTIVITY 4 SOON ON WZG!!!

Sat Oct 27, 2012 8:14 pm by DrSmartGuy



ALRIGHT ALRIGHT ALRIGHT!!!
WEEZYGAMECHEATS IS GOING TO PUT PARANORMAL ACTIVITY 4
ON THE WEBSITE! Btw Its not a Youtube Video this time cus maybe youtube will remove it D: (FUCKING YOUTUBE) Alright lets go on.. We already got the movie and shit but we are going to post it like over 3 weeks on this site or maybe sooner! Tell ur friends about …


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WeezyGameCheats on TWITTER

Fri Oct 12, 2012 2:22 pm by DrSmartGuy

Follow it on Twitter
https://twitter.com/WeezyGameCheats
For the latest game news


GET SOON FIFA 13 FREE ON WZG!

Thu Oct 11, 2012 5:18 pm by DrSmartGuy

Hello WeezyGamers!Your Admin DrSmartGuy here. WeezyGameCheats is working to get a crack for FIFA13. We will get it soon for you Smile We already have it but we're going to wait before posting it. The Game costs $50 If you can't wait before we are posting it? Donate $5 to Paypal - icelesreal@gmail.com for getting FIFA13 Now! Mail me on WZG If you want more infomation. Greetings DrSmartGuy …

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Ghost Online is Back! With SoulSaver Online

Mon Jul 23, 2012 6:08 am by DrSmartGuy

Ghost Online is back! But then with a other name , SoulSaverOnline! Want to play the game? Visit the site
www.soulsaveronline.com People got problem making accounts, If you got a problem to? Reply it and we will PM u a FREE WZG Acc for SoulSaver!



WeezyGameCheats VIDEO WEEK!

Fri Jul 20, 2012 4:42 am by DrSmartGuy

Hello WeezyGameCheats fans!!!
WeezyGameCheats is getting Many Movies this Summer! Stay tuned, and maybe we put ur favorite films?! We take no credit for the movies btw! But the movies we are going to put are Paranomal Activity Tokyo, Blood and Bones and
etc... the other are secret!



Greetings, Admin DrSmartGuy


CallofBow Minecraft Server! My OWN

Thu May 31, 2012 3:41 pm by DrSmartGuy



Hello weezygamecheaters! I made my own MC Server. Its a kinda FPS Razz Soon we will get SDK Gun mods but for now we hold it on BOWS <-- Smile If u want to join the ip is here
----> 5.226.227.131 Smile You will need Hamachi - Hamachi logins are SkyRaft1,2,3,4,5,6,7,8....50 Password : 123

Very Happy The website for more info : www.callofbow.webs.com


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New WZG Movies at WeezyGameCheats!

Thu Mar 08, 2012 12:41 pm by DrSmartGuy

Vampire Suck

How to train you dragon

Dear John




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The Xbox 720 rumor round-up

Wed Feb 22, 2012 1:45 pm by DrSmartGuy


So in the wake of my last article about Nintendo’s next-gen console, here’s one tackling Microsoft’s successor to the mighty Xbox 360. It’s currently known as the Xbox 720 or the Xbox Loop, and there’s a veritable butt-load of rumors out there on the world wide web, so varied in likelihood, paranoia factor, and outright dishonesty, …

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Online Warmongers Interview with Sergey Titov

Wed Feb 22, 2012 1:42 pm by DrSmartGuy


GameZone: Can you tell us about your backgrounds and different games that your development team has worked on?

Sergey Titov: While War Inc. Battle Zone is the first game we’ve worked on together as a team, our employees have worked on some of the world’s best games — both in retail and the online world, including games such as League …

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Soldier Front January Update!

Thu Jan 26, 2012 11:21 am by DrSmartGuy

Atten~tion Soldiers!

We will have a Soldier Front content update on January 18th from 11:00PM to 6:00AM (server time). During this time, the servers will be temporarily unavailable. In this update:

New Weapon Bomb:
- Red Tiger M4A1 (Weapon Bomb)

New Capsule Weapon:
- Thunder K2 (SP Capsule)

New Weapon Shop Item:
- EVL_K2
- Gold MG36 (Moved …

[ Full reading ]
Kid Icarus Uprising gets European release date

Thu Jan 26, 2012 11:19 am by DrSmartGuy

banana

Nintendo's announced that Kid Icarus Uprising will be available in Europe on March 23, along with a special stand for the game.


Kid Icarus Uprising sees angelic hero Pit fight the Queen of the Underworld, Medusa, and her armies both in the air and on the ground.

Since the game requires the left hand to use the Circle Pad and …

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New xBox 720!

Thu Jan 26, 2012 11:12 am by DrSmartGuy


For more opinion and features buy Xbox World online for £4.99 or on Apple Newsstand.

Microsoft has already proved it can outsell Sony, so its biggest concern next generation isn't Sony and PlayStation 4 - it's Apple and Google.

It's on the case. The new Metro dash and apps are turning the 360 into a device capable of halting those …

[ Full reading ]
Resident Evil Revelations Review

Thu Jan 26, 2012 11:10 am by DrSmartGuy



Noises we don't normally make during portable gaming: argh, wah, yoinks, eeep, brrrr. For one, portable gaming is often done in polite company and the other bus passengers don't want to sit next to a whimpering fruitcake.

Then there's the matter of the handheld's diminutive screen. Can an image the size of a Freddo Frog really give us the …

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Wii U to launch by end of 2012

Thu Jan 26, 2012 11:05 am by DrSmartGuy

Wii U to launch by end of 2012
Will be out by Christmas in all major markets











Nintendo president Satoru Iwata has confirmed the Wii U will be available in Japan, Europe and the US by the end of the year.


Iwata confirmed the release date at the investor meeting following the release of the company's Q3 financial results.

Nintendo …

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Modern Warfare 3 - Released!

Thu Nov 24, 2011 1:10 pm by DrSmartGuy




Release dates are important. They’re important to the publisher, developer, marketing, PR and – of course – the public. With a game like Modern Warfare 3, which will have millions invested in just making sure people know when it’s coming out, let alone its development, a level playing field is absolutely crucial.

Of course, not …

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Minecraft Awesome Spider Mod!

Wed Nov 23, 2011 5:38 pm by DrSmartGuy



Ever wanted to be the spider in minecraft? Wanted to climb over 100m's blocks? THAT CAN!
Download Link : mediafire.com ?130yi4s9du97ydm

Video
---------


[ Full reading ]
Minecraft 1.0 OFFICIAL RELEASE! ,Read Now!

Wed Nov 23, 2011 5:30 pm by DrSmartGuy




team at Mojang to do prior to the game's official release this coming weekend was some "very minor tweaks".

If you can't wait until the official release date, fear not -- Mojang is more than happy to break its own (virtual) "street date" for the game, and has made the official, non-beta, 1.0 client available for direct …


[ Full reading ]
Saints Row The Third - Released

Wed Nov 23, 2011 5:16 pm by DrSmartGuy


The time has come Citizens of Steelport. Saints Row 3 has officially been released to the public as of 12:01 AM this morning! We saw tons of you showing up at midnight openings around the United States, and even more of you playing the game throughout the morning.

Once the Saints were an upstart street gang, struggling for every inch of …


[ Full reading ]
Lucent Heart's first expansion released

Wed Nov 23, 2011 10:44 am by DrSmartGuy

Lucent Heart's first expansion released [/
Gamania Digital Entertainment announced today that Lucent Heart’s “Scaena” expansion is now live. Offering an impressive array of additional content, players will get to choreograph dance moves to their favorite tracks, explore new zones with challenging world bosses, and have huge Guild versus …

[ Full reading ]
Dc Universe Onnline now free-to-play!

Wed Nov 23, 2011 10:22 am by DrSmartGuy

DC Universe Online now free-to-play


Sony Online Entertainment LLC (SOE) today announced that players can now download and play its popular massively multiplayer online (MMO) action game DC Universe™ Online (DCUO) for free. Starting today, all PC and PlayStation®3 computer entertainment system players can create their own legendary …

[ Full reading ]

    How to make a Wall Hack Tutorial

    Share
    avatar
    IAMBLACK
    Level 31
    Level 31

    Fame : 3
    Posts : 31
    WGGP : 23586
    Join date : 2011-06-13

    How to make a Wall Hack Tutorial

    Post by IAMBLACK on Mon Jun 13, 2011 2:36 pm

    Exclamation C++ Wall Hack Compile
    ***Updated***

    There is a lot of people who was always asking on how to compile
    fatboy wallhack source well now....im here to teach you
    How to Compile Wallhack
    Follow The Instructions:-
    1. Download and Install Visual C++ here is a link Downloads.
    2. Download Direct SDK Download details: DirectX SDK - (Summer 2004).
    3. Open Visual C++ 2008 Express Edition and Click Create Projects.
    This image has been resized. Click this bar to view the full image. The original image is sized 794x444.


    4. In Project types Click on Win32 then on the Right side click Win32 Project then Name Your Project and Click Ok.
    This image has been resized. Click this bar to view the full image. The original image is sized 683x471.


    5. Click Application Settings , Click on dll option and Click Finish.


    6. Copy the source and Paste it on your Blank page of your project name (.cpp)

    name.cpp
    Code:

    /*creds to me,Roverturbo,Azorbix,Frit0 ,unreal*/


    #include <windows.h>
    #include <detours.h>
    #include <d3d8.h>
    #include <d3dx8.h>
    #include "log.h"
    #include <fstream>
    #include <iostream>
    #pragma comment(lib, "d3dx8.lib")
    #pragma comment(lib, "d3d8.lib")
    using namespace std;
    static DWORD dwBeginScene = 0x6D9D9250;
    static DWORD dwEndScene = 0x6d9d93a0;
    static DWORD dwDrawIndexedPrimitive = 0x6d9d73a0;
    static DWORD dwSetStreamSource = 0x6d9d6760;
    static DWORD dwSetViewport = 0x6d9d5b90 ;


    int m_Stride;
    int texnum;
    int nNumVertices;
    int nPrimitiveCount;

    LPDIRECT3DTEXTURE8 Red,Yellow,Green,Blue,Purple,Pink,Orange;
    bool Color = true;
    bool Logger = false;
    ofstream ofile;
    char dlldir[320];
    float ScreenCenterX = 0.0f;
    float ScreenCenterY = 0.0f;
    bool xhair = false;
    bool WallHack = false;
    bool WallHack2 = false;
    HANDLE hand1 =NULL;
    HANDLE hand2 =NULL;

    DWORD bytes;

    //Logger
    int texarray[1000];
    int arraycounter;
    int delarray[500];
    int dcount;
    unsigned int arrc;
    int i=0;


    D3DCOLOR redt = D3DCOLOR_XRGB( 255, 0, 0 );


    char *GetDirectoryFile(char *filename)
    {
    static char path[320];
    strcpy(path, dlldir);
    strcat(path, filename);
    return path;
    }

    void __cdecl add_log (const char *fmt, ...)
    {
    if(ofile != NULL)
    {
    if(!fmt) { return; }

    va_list va_alist;
    char logbuf[256] = {0};

    va_start (va_alist, fmt);
    _vsnprintf (logbuf+strlen(logbuf), sizeof(logbuf) - strlen(logbuf), fmt, va_alist);
    va_end (va_alist);

    ofile << logbuf << endl;
    }
    }

    HRESULT GenerateTexture(IDirect3DDevice8 *pD3Ddev, IDirect3DTexture8 **ppD3Dtex, DWORD colour32)
    {
    if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex)) )
    return E_FAIL;

    WORD colour16 = ((WORD)((colour32>>28)&0xF)<<12)
    |(WORD)(((colour32>>20)&0xF)<<Cool
    |(WORD)(((colour32>>12)&0xF)<<4)
    |(WORD)(((colour32>>4)&0xF)<<0);

    D3DLOCKED_RECT d3dlr;
    (*ppD3Dtex)->LockRect(0, &d3dlr, 0, 0);
    WORD *pDst16 = (WORD*)d3dlr.pBits;

    for(int xy=0; xy < 8*8; xy++)
    *pDst16++ = colour16;

    (*ppD3Dtex)->UnlockRect(0);

    return S_OK;
    }


    //=================================EndScene_Start===
    ==================================================
    ============================//
    typedef HRESULT ( WINAPI* oEndScene ) ( LPDIRECT3DDEVICE8 pDevice );
    oEndScene pEndScene;

    HRESULT WINAPI myEndScene(LPDIRECT3DDEVICE8 pDevice)
    {
    if(Color)
    {
    GenerateTexture(pDevice, &Red, D3DCOLOR_ARGB (255 , 255 , 0 , 0 ));
    GenerateTexture(pDevice, &Yellow, D3DCOLOR_ARGB (255 , 255 , 255 , 0 ));
    GenerateTexture(pDevice, &Green, D3DCOLOR_ARGB (255 , 0 , 255 , 0 ));
    GenerateTexture(pDevice, &Blue, D3DCOLOR_ARGB (255 , 0 , 0 , 255 ));
    GenerateTexture(pDevice, &Purple, D3DCOLOR_ARGB (255 , 102 , 0 , 153 ));
    GenerateTexture(pDevice, &Pink, D3DCOLOR_ARGB (255 , 255 , 20 , 147 ));
    GenerateTexture(pDevice, &Orange, D3DCOLOR_ARGB (255 , 255 , 165 , 0 ));
    Color=false;
    }

    if(xhair)
    {
    D3DRECT rec2 = {ScreenCenterX-20, ScreenCenterY, ScreenCenterX+ 20, ScreenCenterY+2};
    D3DRECT rec3 = {ScreenCenterX, ScreenCenterY-20, ScreenCenterX+ 2,ScreenCenterY+20};
    pDevice->Clear(1, &rec2, D3DCLEAR_TARGET,redt, 0, 0);
    pDevice->Clear(1, &rec3, D3DCLEAR_TARGET,redt, 0, 0);
    }

    //=============================================UnHoo K_Start=========================================== ========//

    if((GetAsyncKeyState(VK_F5)&1))
    {
    int end =NULL;
    int dip =NULL;
    int svp =NULL;
    int sss =NULL;


    BYTE Unhook[5] = {0x8B,0xFF,0x55,0x8B,0xEC};//Original Function Bytes.
    hand1 = GetCurrentProcess();
    DWORD dwmodualBase=(DWORD)GetModuleHandle("d3d8.dll");
    end = 0x6d9d93a0;
    dip = 0x6d9d73a0;
    svp = 0x6d9d5b90;
    sss = 0x6d9d6760;

    WriteProcessMemory(hand1, (void*) end, Unhook, 5, &bytes);
    WriteProcessMemory(hand1, (void*) dip, Unhook, 5, &bytes);
    WriteProcessMemory(hand1, (void*) svp ,Unhook, 5, &bytes);
    WriteProcessMemory(hand1, (void*) sss,Unhook, 5, &bytes);
    }
    //=========================================UnHook_En d================================================= ========//

    if((GetAsyncKeyState(VK_F1)&1)){xhair=!xhair;}
    if((GetAsyncKeyState(VK_F2)&1)){WallHack=!WallHack ;}

    return pEndScene(pDevice);
    }
    //====================================EndScene_End==
    ==================================================
    ========================//




    //=================================Dip_Start========
    ==================================================
    ==================================//
    typedef HRESULT ( WINAPI* oDrawIndexedPrimitive ) ( LPDIRECT3DDEVICE8
    pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT
    nStartIndex, UINT nPrimitiveCount );
    oDrawIndexedPrimitive pDrawIndexedPrimitive;

    HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE8 pDevice,
    D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT
    nStartIndex, UINT nPrimitiveCount)
    {




    if(WallHack)
    {
    texnum = (nNumVertices*100000)+nPrimitiveCount;
    if(m_Stride==40 &&

    (texnum==7500121 )||(texnum==8500105 )||(texnum==12400168)||(texnum==37000650)||
    (texnum==18000274)||(texnum==8800105 )||(texnum==36900650)||(texnum==19600314)||
    (texnum==21800306)||(texnum==7500121 )||(texnum==8500105 )||(texnum==12400168)||
    (texnum==21800306)||(texnum==36900650)||(texnum==7 500121 )||(texnum==37000650)||
    (texnum==18000274)||(texnum==7500121 )||(texnum==8500105 )||(texnum==38000658)||
    (texnum==22100268)||(texnum==62400752)||(texnum==2 7900456)||(texnum==45700654)||
    (texnum==4800040 )||(texnum==83600752)||(texnum==33400477)||(texnum ==38100666)||
    (texnum==2800036 )||(texnum==62400752)||(texnum==29700492)||(texnum ==84900778)||
    (texnum==27500442)||(texnum==52100658)||(texnum==6 2400752)||(texnum==33600552)||
    (texnum==44100646)||(texnum==18000274)||(texnum==3 7200508)||(texnum==45700654)||
    (texnum==37200508)||(texnum==52100658)||(texnum==5 2100658) &&



    (nNumVertices == 100 && nPrimitiveCount == 121) || //Foot
    (nNumVertices == 105 && nPrimitiveCount == 168) || //Right Arm
    (nNumVertices == 132 && nPrimitiveCount == 180) || //Hand
    (nNumVertices == 159 && nPrimitiveCount == 200) || //Left Arm
    (nNumVertices == 338 && nPrimitiveCount == 534) || //Underbody thanks japennese guy =)
    //(nNumVertices == 448 && nPrimitiveCount == 776) || //Head
    (nNumVertices == 804 && nPrimitiveCount == 1016) || //Body //SRG Option item
    (nNumVertices == 109 && nPrimitiveCount == 110) || //Bulletproof Vest
    (nNumVertices == 336 && nPrimitiveCount == 532)) //Battle Pants

    {
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Orange);
    //pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME );

    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);

    //pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID );
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Pink);
    }

    if(m_Stride==40 && texnum== 21300174)
    {
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Green);//GreenNade
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Purple);
    }


    if(nNumVertices == 158 && nPrimitiveCount == 131)
    {
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Red);//GreenNade
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Yellow);
    }

    if (nNumVertices == 171 && nPrimitiveCount == 143)
    {

    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Red);//GreenNade
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Yellow);
    }



    if(m_Stride==40 &&//face,mask etc...
    (texnum==36700612) ||
    (texnum==9600172 ) ||
    (texnum==14200236) ||
    (texnum==37800552) ||
    (texnum==28100486) ||
    (texnum==35500568) ||
    (texnum==2200024 ) ||
    (texnum==16200243) ||
    (texnum==31900466) ||
    (texnum==19300342) ||
    (texnum==36200604) ||
    (texnum==21300290) ||
    (texnum==35700558) ||
    (texnum==22100396) ||
    (texnum==36100604) ||
    (texnum==27100464) ||
    (texnum==11400180) ||
    (texnum==34900580) ||
    (texnum==13200212) ||
    (texnum==34700538) ||
    (texnum==19500352)&&
    (nNumVertices == 448 && nPrimitiveCount == 776))

    {
    pDevice->SetTexture(0,Blue);
    }


    {
    pDevice->SetRenderState(D3DRS_FOGENABLE,false);
    }

    /*Logger
    if(m_Stride==40){


    while(GetAsyncKeyState(VK_NUMPAD1)&1) arrc--; //Used as manual index for adding textures to delarray
    while(GetAsyncKeyState(VK_NUMPAD3)&1) arrc++;
    bool alrdy=false;
    bool inarr=false;

    if(texarray[arrc]==texnum)
    if(delarray[i]==texarray[arrc])
    alrdy=true;
    for(int i=0;i<dcount;i++) //sees if said texture is in delarray
    if(delarray[i]==texnum)
    inarr=true;
    if(texarray[arrc]==texnum || inarr){ //If true, color model differently
    LPDIRECT3DTEXTURE8 texCol;
    DWORD dwOldZEnable = D3DZB_TRUE;
    pDevice->SetTexture(0, NULL);
    pDevice->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable);
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    if(alrdy) //Different colors for selected models that are already being logged (For removal from array)
    texCol=Blue;
    else
    texCol=Red;
    pDevice->SetTexture(0, texCol);
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    pDevice->SetRenderState(D3DRS_ZENABLE, dwOldZEnable);

    }
    }
    if(GetAsyncKeyState(VK_F5)&1) add_log("Logged tesx: %i",
    texarray[arrc]); //F5 will print currently selected texnum to logfile
    if(GetAsyncKeyState(VK_F6)&1) { //For adding/removing textures to array
    bool inarr=true;
    for(int k=0;k<dcount;k++){
    if(delarray[k]==texarray[arrc])
    {
    inarr=false;//Found selected texture to already exist
    delarray[k]=0;//Delete texture
    break;//Cancel loop
    }
    }
    if(inarr==true)
    {
    delarray[dcount]=texarray[arrc];//Add texture
    dcount++;
    }
    }
    if(GetAsyncKeyState(VK_F7)&1){
    int total=1;
    add_log("omfg values?!? {");
    for(int x=0;x<dcount;x++)//Loops through all recorded variables and prints them in a nice array based format
    if(delarray[x]){
    add_log("%i,",delarray[x]); //add_log2==add_log but without endl
    total++;
    }
    add_log("}; %i variables in array",total);
    }
    bool found = false; //THIS PART CREDITS TO KRYPTEC
    for(int y=0; y<arraycounter; y++) //THIS IS HIS LOGGING FUNCTION
    {
    if(texnum==texarray[y])found=true; //I JUST CREATED AN INTERFACE FOR IT
    }
    if(!found && arraycounter < 1000)
    {
    texarray[arraycounter]=texnum;
    arraycounter++;
    }*/


    }
    return pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    }
    //=====================================Dip_End====== ================================================== ===================//


    //=====================================Sss_Start==== ================================================== ====================//
    typedef HRESULT ( WINAPI* oSetStreamSource ) ( LPDIRECT3DDEVICE8
    pDevice, UINT nStreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData, UINT
    nStride );
    oSetStreamSource pSetStreamSource;

    HRESULT WINAPI mySetStreamSource(LPDIRECT3DDEVICE8 pDevice, UINT
    nStreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData, UINT nStride)
    {
    if(nStreamNumber==0)
    m_Stride = nStride;

    return pSetStreamSource(pDevice, nStreamNumber, pStreamData, nStride);
    }
    //====================================Sss_End======= ================================================== ===================//

    //====================================Svp_Start===== ================================================== ===================//
    typedef HRESULT (WINAPI* oSetViewport)(LPDIRECT3DDEVICE8 pDevice,CONST D3DVIEWPORT8* pViewport);
    oSetViewport pSetViewport;

    HRESULT WINAPI mySetViewport(LPDIRECT3DDEVICE8 pDevice,CONST D3DVIEWPORT8* pViewport)
    {
    ScreenCenterX = ( float )pViewport->Width / 2;
    ScreenCenterY = ( float )pViewport->Height / 2;

    return pSetViewport(pDevice,pViewport);
    }
    //===================================Svp_End======== ================================================== ===================//

    typedef HRESULT ( WINAPI* oBeginScene ) ( LPDIRECT3DDEVICE8 pDevice );
    oBeginScene pBeginScene;

    HRESULT WINAPI myBeginScene(LPDIRECT3DDEVICE8 pDevice)
    {
    if((GetAsyncKeyState(VK_F6)&1))
    {
    pEndScene = (oEndScene)DetourFunction((PBYTE)dwEndScene, (PBYTE)myEndScene);
    pDrawIndexedPrimitive = (oDrawIndexedPrimitive)DetourFunction((PBYTE)dwDra wIndexedPrimitive, (PBYTE)myDrawIndexedPrimitive);
    pSetStreamSource = (oSetStreamSource)DetourFunction((PBYTE)dwSetStrea mSource, (PBYTE)mySetStreamSource);
    pSetViewport=(oSetViewport)DetourFunction((PBYTE)d wSetViewport,(PBYTE)mySetViewport);
    }

    return pBeginScene(pDevice);
    }


    BOOL WINAPI DllMain ( HMODULE hModule, DWORD dwReason, LPVOID lpReserved )
    {
    DisableThreadLibraryCalls(hModule);

    if ( dwReason == DLL_PROCESS_ATTACH )
    {

    //=========Log==========================//
    GetModuleFileName(hModule, dlldir, 512);
    for(int i = strlen(dlldir); i > 0; i--) { if(dlldir[i] == '\') { dlldir[i+1] = 0; break; } }
    ofile.open(GetDirectoryFile("log.txt"), ios::app);
    //=========Log=========================//

    pBeginScene = (oBeginScene)DetourFunction((PBYTE)dwBeginScene, (PBYTE)myBeginScene);
    pEndScene = (oEndScene)DetourFunction((PBYTE)dwEndScene, (PBYTE)myEndScene);
    pDrawIndexedPrimitive = (oDrawIndexedPrimitive)DetourFunction((PBYTE)dwDra wIndexedPrimitive, (PBYTE)myDrawIndexedPrimitive);
    pSetStreamSource = (oSetStreamSource)DetourFunction((PBYTE)dwSetStrea mSource, (PBYTE)mySetStreamSource);
    pSetViewport=(oSetViewport)DetourFunction((PBYTE)d wSetViewport,(PBYTE)mySetViewport);

    }
    return TRUE;
    }

    7.Delete dllmain.cpp You don't Need it.

    8. Include stdafx.h should be on top of Other Includes.



    9. Click on Projects on top, Click Add New Item.

    10.Click on Header file (.h), Name it log and Click Add.


    11. Copy and Paste the source on the Header file you Created.
    log.h (a header file)
    Code:

    #define WIN32_LEAN_AND_MEAN

    #ifndef _MAIN_H
    #define _MAIN_H

    char *GetDirectoryFile(char *filename);
    void __cdecl add_log (const char * fmt, ...);
    #endif






    12.go to tools>>option-projects and solution-VC++directories and add direct sdk Summer 2004 includes and library .

    13. Click on Project And then Click Properties.


    14.Click on Configuration Properties , On the Right side on Character
    set, Change "Use Unicode Character set" to "Use Multi-Byte Character
    set" and Click Ok.



    15. Download the files i attached in this thread and place the detours.h
    in your Include folder C:\Program Files\Microsoft Visual Studio
    9.0\VC\include and Detours.lib in your Library folder C:\Program
    Files\Microsoft Visual Studio 9.0\VC\lib.

    16. Click Build and Build your Project.

    17. You will find your DLL file in C:\Documents and Settings\TheIFear\My
    Documents\Visual Studio 2008\Projects\(name of your dll)\Debug, and you
    will find your dll.


    Credits:-
    Fatboy88 for the source.
    Legify for helping me.
    The1Fear Tutorial
    Jasonaguiar128 (For posting it)
    --------------------------------------------------------------------
    Making Hacks Undetected
    Hi all, for those who don't know who i am i'm an old member of *** but i
    just recently left ************* because the admin refused to pay me
    -.-
    Anyway onto this wallhack code. First lets analise Fatboy's source code
    as your all firmilia with it (wallhacks are very basic but theres alot
    of crap you have to add like hooking D3D and generating texture ect.
    Firstly, we see that he defined his D3D API hook


    Code:

    static DWORD dwBeginScene = 0x6D9D9250;
    static DWORD dwEndScene = 0x6d9d93a0;
    static DWORD dwDrawIndexedPrimitive = 0x6d9d73a0;
    static DWORD dwSetStreamSource = 0x6d9d6760;
    static DWORD dwSetViewport = 0x6d9d5b90 ;

    Code:

    int m_Stride;
    int texnum;
    int nNumVertices;
    int nPrimitiveCount;


    Were just going to focus on Strides - You will still get a nice wallhack
    m_Stride has been defined in his code somewhere as a Stride which 30 == players
    Code:

    LPDIRECT3DTEXTURE8 Red,Yellow,Green,Blue,Purple,Pink,Orange;


    This generates the color's we want for our Cham Shading.
    Then he just defines all his variables as follows:
    Code:

    Code:

    bool Color = true;
    bool Logger = false;
    ofstream ofile;
    char dlldir[320];
    float ScreenCenterX = 0.0f;
    float ScreenCenterY = 0.0f;
    bool xhair = false;
    bool WallHack = false;
    bool WallHack2 = false;
    HANDLE hand1 =NULL;
    HANDLE hand2 =NULL;


    Just throw away the logger function. You don't really need to log unless your wallhack is commercial
    Add the Texture Generation code and im going to skip past his crosshair function and all that and we can look at
    some more useful stuff.
    We Are now in the hacks DIP, All the fun hacks are here Razz
    Lets use some info Fatboy provided - he says that the stride for players
    is 40 "if(m_Stride==40" now we don't want to add all the other info
    lets keep it simple and close the if ")"
    Now he has the start of the cham wallhack
    Code:

    Code:

    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Orange);


    Now we say that here it says (D3DRS_ZENABLE, D3DZB_FALSE);
    So this is when the player is behind a wall.
    He then sets the texture of stride 40 (players) to orange
    Code:

    Code:

    //pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME );

    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);

    //pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID );


    Here he has commented out another nice hack (WireFrame) probably wanted to keep it private
    or just let people who can read his source use it.
    Code:

    Code:

    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Pink);

    This is when there visable to you, the stride then is textured with a pink color.
    [code]now we see more objects amungst the 40 stride such as grenades in his next cham code.

    Anyway, now that i explained a bit about the wallhack. You will want to make it undetected.
    This guy provides you all the info! im just going to explain it to you in a bit of depth.
    Quote:
    Quote:
    Createdevice->pointers to the functions
    kinda like a class or a struct.
    and GG scans createdevice right off the back
    Ok all your D3D hooks go through to be formed into the device. Once this
    is done and D3D is hooked you can release create device so that it wont
    be detected.
    I do so in my base with this code in my CreateDevice Reclass
    Code:

    /r create device code
    //the we move onto
    //Device Unhooking
    unsigned long ulProtect;
    VirtualProtect(&D3D8_object[15], 4, PAGE_EXECUTE_READWRITE, &ulProtect);
    *(unsigned long*)&D3D8_object[15] = (unsigned long)pCreateDevice;
    VirtualProtect(&D3D8_object[15], 4, ulProtect, &ulProtect);
    //

    Then you will need to initialise your device
    Code:

    YourDevice = *ppReturnedDeviceInterface; //Rename to your Device

    Its also a good idea to log this to see if it worked
    to do that just say
    else{ add_log("D3D create device error...\n"); }
    Then return to your device.

    Now lets look at another method
    2)another way **** it hack GG.
    4)code cave the hook int3->Jmp then in the code cave->Jmp(detour)d3d functions ->jmp back to original flow ;Hook hopin

    Now i thought Number 2 looked hansom but then i thought that i could
    adapt that view point to number 4 which basicly bypasses GG.
    now I am not going to go through ASM debugging to detour your d3d hook
    but were not really going to be caving like 4) says. Due to the fact
    that were dropping the Cave early - we can just Jmp to a nice clean bit
    of space (0900001C) looks pretty nice place to settle.
    Then in our C++ for this we __asm for the jmp. Now fatboy88 says to
    detour our d3d functions, thats all good fun but more univsersaly we
    could Jmp the GG check. Therefore placing more memory crazy hacks and
    also you would be bypassing a clean reg for debugger logging and
    looting.

    Don't PM me constantly with help for this - i would rather you do quick posts here.
    I don't give my new msn out, or xfire for that matter.
    I'm still pondering on the thought of releases
    I hope these comments will discourage your annoying spam.
    Enjoy your wallhacks - credit where due.


    If you get detours.h error here is the download link to it.
    Go to google and search detour.h and its the second one look for version 2.1 can't post outside links sorry.

    - Then you can fix it up.

      Current date/time is Sun Nov 19, 2017 4:35 pm