Originally Posted by Fischii26
Brauche Hilfe bei Chams Source, Debuggen geht mittlerweile 1a aber ingame gehen sie nicht. Kann mir wer über TV helfen?
Danke
€: Mein Versuch. (Hab ich mehrmals umgeschrieben)
PHP Code:
HRESULT GenerateTexture(IDirect3DDevice9 *pD3Ddev, IDirect3DTexture9 **ppD3Dtex, DWORD colour32) { if(FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex, NULL))) return E_FAIL; WORD colour16 = ((WORD)((colour32>>28)&0xF)<<12) |(WORD)(((colour32>>20)&0xF)<<8) |(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; } LPDIRECT3DTEXTURE9 sRed,sYellow,sGreen,sBlue,sPurple,sPink,sOrange,sBlack,sWhite,sGrey,sCyan; HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE Type, INT BaseVertexIndex, UINT MinVertexIndex, UINT NumVertices, UINT startIndex, UINT primCount) { if(Color) { GenerateTexture(pDevice, &sRed, RED); GenerateTexture(pDevice, &sYellow, YELLOW); GenerateTexture(pDevice, &sGreen, GREEN); GenerateTexture(pDevice, &sBlue, BLUE); GenerateTexture(pDevice, &sPurple, PURPLE); GenerateTexture(pDevice, &sPink, PINK); GenerateTexture(pDevice, &sOrange, ORANGE); GenerateTexture(pDevice, &sBlack, BLACK); GenerateTexture(pDevice, &sWhite, WHITE); GenerateTexture(pDevice, &sGrey, GREY); GenerateTexture(pDevice, &sCyan , CYAN); Color = false;
return TRUE; }} UINT m_Stride; HRESULT WINAPI DrawIndexedPrimitiveMain(LPDIRECT3DDEVICE9 pDevice,D3DPRIMITIVETYPE Type,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount) { if(CH_Chams==1) { if(CH_ChamsColorA || !CH_ChamsColorA) { if(m_Stride == 36) { if(CH_ChamsColorA) pDevice->SetRenderState(D3DRS_LIGHTING,false); if(CH_ChamsColorA) pDevice->SetRenderState(D3DRS_ZENABLE,false); if(CH_ChamsColorA==1){pDevice->SetTexture(0, sRed);} if(CH_ChamsColorA==2){pDevice->SetTexture(0, sYellow);} if(CH_ChamsColorA==3){pDevice->SetTexture(0, sGreen);} if(CH_ChamsColorA==4){pDevice->SetTexture(0, sBlue);} if(CH_ChamsColorA==5){pDevice->SetTexture(0, sPurple);} if(CH_ChamsColorA==6){pDevice->SetTexture(0, sPink);} if(CH_ChamsColorA==7){pDevice->SetTexture(0, sOrange);} if(CH_ChamsColorA==8){pDevice->SetTexture(0, sBlack);} if(CH_ChamsColorA==9){pDevice->SetTexture(0, sWhite);} if(CH_ChamsColorA==10){pDevice->SetTexture(0, sGrey);} if(CH_ChamsColorA==11){pDevice->SetTexture(0, sCyan);} myDrawIndexedPrimitive(pDevice, Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount); } if(m_Stride == 32) { if(CH_ChamsColorA) pDevice->SetRenderState(D3DRS_LIGHTING,false); if(CH_ChamsColorA) pDevice->SetRenderState(D3DRS_ZENABLE,false); if(CH_ChamsColorA==1){pDevice->SetTexture(0, sRed);} if(CH_ChamsColorA==2){pDevice->SetTexture(0, sYellow);} if(CH_ChamsColorA==3){pDevice->SetTexture(0, sGreen);} if(CH_ChamsColorA==4){pDevice->SetTexture(0, sBlue);} if(CH_ChamsColorA==5){pDevice->SetTexture(0, sPurple);} if(CH_ChamsColorA==6){pDevice->SetTexture(0, sPink);} if(CH_ChamsColorA==7){pDevice->SetTexture(0, sOrange);} if(CH_ChamsColorA==8){pDevice->SetTexture(0, sBlack);} if(CH_ChamsColorA==9){pDevice->SetTexture(0, sWhite);} if(CH_ChamsColorA==10){pDevice->SetTexture(0, sGrey);} if(CH_ChamsColorA==11){pDevice->SetTexture(0, sCyan);} myDrawIndexedPrimitive(pDevice, Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount); if(CH_Chams==1) { if(CH_ChamsColorB || !CH_ChamsColorB) { if(m_Stride== 36){ if(CH_ChamsColorB)pDevice->SetRenderState(D3DRS_LIGHTING, false); if(CH_ChamsColorB)pDevice->SetRenderState(D3DRS_ZENABLE, true); if(CH_ChamsColorB==1){pDevice->SetTexture(0, sRed);} if(CH_ChamsColorB==2){pDevice->SetTexture(0, sYellow);} if(CH_ChamsColorB==3){pDevice->SetTexture(0, sGreen);} if(CH_ChamsColorB==4){pDevice->SetTexture(0, sBlue);} if(CH_ChamsColorB==5){pDevice->SetTexture(0, sPurple);} if(CH_ChamsColorB==6){pDevice->SetTexture(0, sPink);} if(CH_ChamsColorB==7){pDevice->SetTexture(0, sOrange);} if(CH_ChamsColorB==8){pDevice->SetTexture(0, sBlack);} if(CH_ChamsColorB==9){pDevice->SetTexture(0, sWhite);} if(CH_ChamsColorB==10){pDevice->SetTexture(0, sGrey);} if(CH_ChamsColorB==11){pDevice->SetTexture(0, sCyan);} } if(m_Stride== 32){ if(CH_ChamsColorB)pDevice->SetRenderState(D3DRS_LIGHTING, false); if(CH_ChamsColorB)pDevice->SetRenderState(D3DRS_ZENABLE, true); if(CH_ChamsColorB==1){pDevice->SetTexture(0, sRed);} if(CH_ChamsColorB==2){pDevice->SetTexture(0, sYellow);} if(CH_ChamsColorB==3){pDevice->SetTexture(0, sGreen);} if(CH_ChamsColorB==4){pDevice->SetTexture(0, sBlue);} if(CH_ChamsColorB==5){pDevice->SetTexture(0, sPurple);} if(CH_ChamsColorB==6){pDevice->SetTexture(0, sPink);} if(CH_ChamsColorB==7){pDevice->SetTexture(0, sOrange);} if(CH_ChamsColorB==8){pDevice->SetTexture(0, sBlack);} if(CH_ChamsColorB==9){pDevice->SetTexture(0, sWhite);} if(CH_ChamsColorB==10){pDevice->SetTexture(0, sGrey);} if(CH_ChamsColorB==11){pDevice->SetTexture(0, sCyan);} } } return myDrawIndexedPrimitive(pDevice, Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount); }}}}}
Edit:
BlackLegends 0815 Debuggingbug behoben
PHP Code:
DWORD lpflOldProtect; BOOL MemoryEditx ( VOID *lpMem, VOID *lpSrc, DWORD len) { DWORD lpflOldProtect, flNewProtect = PAGE_READWRITE; unsigned char *pDst = (unsigned char *)lpMem, *pSrc = (unsigned char *)lpSrc; if (VirtualProtect(lpMem,len,flNewProtect,&lpflOldProtect)) { while(len-- >0) *pDst++ = *pSrc++; VirtualProtect(lpMem,len, lpflOldProtect,&lpflOldProtect); FlushInstructionCache(GetCurrentProcess(), lpMem, len); return 1; } return 0; }
void HackShieldBP (void)//new Bypass { DWORD hEhSvc = 0; do{ hEhSvc = (DWORD)GetModuleHandle("EhSvc.dll"); Sleep(300); // Waiting EhSvc.dll Module }while(!hEhSvc); MemoryEditx((void *)(hEhSvc + 0x09FA8), (void *)"\x74\x15", 2); MemoryEditx((void *)(hEhSvc + 0x7907A), (void *)"\xC3", 1); MemoryEditx((void *)(hEhSvc + 0x96863), (void *)"\x03\xD2\xB0\x00\x00\x00\x00", 2); MemoryEditx((void *)(hEhSvc + 0x9457F), (void *)"\xB0\x00\x00\x00\x00",5); }
When u use it give 95% Crediz to Black and 5% Credis ti mee^^
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