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    How to Compile Wallhack

    GM_Smash
    GM_Smash
    Administrator
    Administrator


    Post : 150
    Join date : 2011-05-15
    Age : 31

    How to Compile Wallhack Empty How to Compile Wallhack

    Post by GM_Smash Sun May 20, 2012 2:01 pm

    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 linkdownloads

    2. Download Direct SDKDownload details: DirectX SDK - (Summer 2004).

    3. Open Visual C++ 2008 Express Edition and Click Create Projects.



    [You must be registered and logged in to see this image.]

    How to Compile Wallhack Source [Tutorial]
    ***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.


    4. In Project types Click on Win32 then on the Right side click Win32 Project then Name Your Project and Click Ok.

    [You must be registered and logged in to see this image.]


    How to Compile Wallhack Source [Tutorial]
    ***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.


    4. In Project types Click on Win32 then on the Right side click Win32 Project then Name Your Project and Click Ok.


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


    [You must be registered and logged in to see this image.]


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

    name.cpp

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


    #include
    #include
    #include
    #include
    #include "log.h"
    #include
    #include
    #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);
    }

    //=============================================UnHooK_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_End=========================================================//

    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==7500121 )||(texnum==37000650)||
    (texnum==18000274)||(texnum==7500121 )||(texnum==8500105 )||(texnum==38000658)||
    (texnum==22100268)||(texnum==62400752)||(texnum==27900456)||(texnum==45700654)||
    (texnum==4800040 )||(texnum==83600752)||(texnum==33400477)||(texnum==38100666)||
    (texnum==2800036 )||(texnum==62400752)||(texnum==29700492)||(texnum==84900778)||
    (texnum==27500442)||(texnum==52100658)||(texnum==62400752)||(texnum==33600552)||
    (texnum==44100646)||(texnum==18000274)||(texnum==37200508)||(texnum==45700654)||
    (texnum==37200508)||(texnum==52100658)||(texnum==52100658) &&



    (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
    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
    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
    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
    {
    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)dwDrawIndexedPrimitive, (PBYTE)myDrawIndexedPrimitive);
    pSetStreamSource = (oSetStreamSource)DetourFunction((PBYTE)dwSetStreamSource, (PBYTE)mySetStreamSource);
    pSetViewport=(oSetViewport)DetourFunction((PBYTE)dwSetViewport,(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)dwDrawIndexedPrimitive, (PBYTE)myDrawIndexedPrimitive);
    pSetStreamSource = (oSetStreamSource)DetourFunction((PBYTE)dwSetStreamSource, (PBYTE)mySetStreamSource);
    pSetViewport=(oSetViewport)DetourFunction((PBYTE)dwSetViewport,(PBYTE)mySetViewport);

    }
    return TRUE;
    }





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

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

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

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

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    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

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

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    13. Click on Project And then Click Properties.

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    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.

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    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.

    Here's The Filesmediafire.com ktojy0do5m3

    16. Click Build and Build your Project.

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    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 (me) for making This Tutorial.

    Code:
    wew
    amichael
    amichael
    Member
    Member


    Post : 8
    Join date : 2012-06-14

    How to Compile Wallhack Empty Re: How to Compile Wallhack

    Post by amichael Thu Jun 14, 2012 7:42 pm

    nagna ba to mga kua?? ask lang testing ko kc ehh
    Anonymous17
    Anonymous17
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    Post : 19
    Join date : 2012-06-02

    How to Compile Wallhack Empty Re: How to Compile Wallhack

    Post by Anonymous17 Thu Jun 14, 2012 8:38 pm

    amichael wrote:nagna ba to mga kua?? ask lang testing ko kc ehh

    this is for tutorial code only

    but if you update this code its possible to work
    amichael
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    Post : 8
    Join date : 2012-06-14

    How to Compile Wallhack Empty Re: How to Compile Wallhack

    Post by amichael Fri Jun 15, 2012 9:14 pm

    a kua pang gawa ba yan ng wallhack?
    cuteblue
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    Post : 1
    Join date : 2012-06-15

    How to Compile Wallhack Empty Re: How to Compile Wallhack

    Post by cuteblue Fri Jun 15, 2012 11:34 pm

    the said file that is attached and also the detour is no where to find. invalid or deleted files so it is useless..

    Sponsored content


    How to Compile Wallhack Empty Re: How to Compile Wallhack

    Post by Sponsored content


      Current date/time is Sun Sep 29, 2024 5:43 am