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Alle D3D Codes

Discussion on Alle D3D Codes within the General Coding forum part of the Coders Den category.

Closed Thread
 
Old   #1
 
mazlumdelil's Avatar
 
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Join Date: Mar 2009
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Post Alle D3D Codes

PHP Code:
= {0x900x900x900x90};

{
DWORD dwProtect;
VirtualProtect((void*)(Svp_Addie1), 4PAGE_EXECUTE_READWRITE, &dwProtect);
memcpy((void*)(Svp_Addie1), &vantage4);
VirtualProtect((void*)(Svp_Addie1), 4dwProtectNULL);
}
}
else
//off below

{
const 
BYTE vantageoff[4] = {0x8B0x540x240x04};

{
DWORD dwProtect;
VirtualProtect((void*)(Svp_Addie1), 4PAGE_EXECUTE_READWRITE, &dwProtect);
memcpy((void*)(Svp_Addie1), &vantageoff4);
VirtualProtect((void*)(Svp_Addie1), 4dwProtectNULL);
}
}

void Bypass()
{
const 
BYTE NopTwoBytes[2] = {0x900x90};
{
DWORD PbclBase = (DWORD)GetModuleHandle("pbcl.dll");
if(
PbclBase)
{
DWORD dwProtect;
VirtualProtect((void*)(PbclBase 0x982CC ), 2, for kick------ PAGE_EXECUTE_READWRITE, &dwProtect);
memcpy((void*)(PbclBase 0xxxxx), &NopTwoBytes2); ---- for pbclbase
VirtualProtect
((void*)(PbclBase 0xxxx), 2dwProtectNULL); for ----SS
}
}
}

if (
SuperJump)
{
if (
GetAsyncKeyState(VK_CONTROL) &1)
{
DWORD dwPlayerPtr = *(DWORD*)PLAYER;
if(
dwPlayerPtr != 0)
{
*(
float*)(dwPlayerPtr+0x190) = SuperJump 1000;
}
}
}



if (
Mapname)
{
sprintf (mapnaame"[Mapname] %s", (ADR_Mapname));
DrawMini(mapnaame400,10,textWhite,abc1233);
}




[
2] {0xEB0xFE}//JUMPBYTES


//Write To Memory
DWORD OldProtection;
void WriteToMemory(DWORD OffsetDWORD PointerDWORD Length){
VirtualProtect((void *)OffsetLengthPAGE_EXECUTE_READWRITE, &OldProtection);
RtlMoveMemory((void *)Offset, (const void*)PointerLength);
VirtualProtect((void *)OffsetLengthOldProtection, &OldProtection);
}
void ModifyMemoryBYTE *OffsetBYTE *ByteArrayDWORD Length){
for(
DWORD i 0Lengthi++)
WriteToMemory((DWORD)Offset i, (DWORD)ByteArray i1);
}



if (
Bypass)
{
ModifyMemory((BYTE*)HackDetect1HD12);
}






Unlim Ammo


if( CH_Unlimammo )
{
FUNCTION 
NAME( ( void* )ullammo_Addie13);//patched
FUNCTION NAME( ( void* )ullammo_Addie23);//patched
FUNCTION NAME( ( void* )ullammo_Addie33);//patched
}
{



if( 
CH_Boxs )
{
D3D_NOP( ( void* )boxs_Addie11);//no one uses
}

if (
Antiban)
{
DWORD dwProtect;

VirtualProtect((void*)(ADR_HACKSHIELD), 8PAGE_EXECUTE_READWRITE, &dwProtect);
*(
int*)(0x005F35D0)= 24159223708;
VirtualProtect((void*)(ADR_HACKSHIELD), 8dwProtectNULL);
}



ESP
if( CH_Esp )
{
D3D_NOP( ( void* )esp_Addie11);//Works
}



{

Invis
if( CH_Invisable )
{
D3D_NOP ( ( void* ) Invis_Addie1,1);//patched
}
{


if (
Roommaster)
{
DWORD dwPlayerPointer = *(DWORD*)0xCD4930;
if(
dwPlayerPointer != 0)
{
*(
long*)(dwPlayerPointer 0x39A00) = *(long*)(dwPlayerPointer 0x4E324);
}
}
if (
Supermaster)
{
DWORD dwPlayerPointer = *(DWORD*)0xCD4930;
if(
dwPlayerPointer != 0)
{
*(
long*)(dwPlayerPointer 0x395EC) = *(long*)(dwPlayerPointer 0x4E324);
}
}


5TH Slot
if (CH_Slot)
{
long t=5;
unsigned long Protection;
VirtualProtect((void*)slot_Addie1sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)slot_Addie1, &sizeof(t));
VirtualProtect((void*)slot_Addie1sizeof(t), Protection0);
}




Spawn
if (CH_Spawn)
{
long t=0;
unsigned long Protection;
VirtualProtect((void*)spawn_Addie1sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)spawn_Addie1, &sizeof(t));
VirtualProtect((void*)spawn_Addie1sizeof(t), Protection0);

VirtualProtect((void*)spawn_Addie2sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)spawn_Addie2, &sizeof(t));
VirtualProtect((void*)spawn_Addie2sizeof(t), Protection0);
}



Super Jump
if (CH_Jump)
{
if(
GetAsyncKeyState(VK_CONTROL) &1)
{
DWORD dwPlayerPtr = *(DWORD*)playrerpointer_Addie1;
if(
dwPlayerPtr != 0)
{
*(
float*)(dwPlayerPtr+0x190) = 2000;
}
}
}



Stanima
if (CH_Stamina)
{
DWORD dwPlayerPtr = *(DWORD*)playrerpointer_Addie1;
if(
dwPlayerPtr != 0)
{
*(
float*)(dwPlayerPtr+0x2A4) = 100;
}
}

Stanima
if (CH_Stamina)
{
DWORD dwPlayerPtr = *(DWORD*)playerpointer;
if(
dwPlayerPtr != 0)
{
if(*(
float*)(dwPlayerPtr+0x2A4) <= 25) {
*(
float*)(dwPlayerPtr+0x2A4) = 25;
}
}


GlassWall Add a hotkey unless its on all the time!
if (
CH_Glasswalls)
{
*(
int*)0xB70EF0 04;
}

No Fall Damage
if (CH_NFD)
{
DWORD dwPlayerPtr = *(DWORD*)playrerpointer_Addie1;
if(
dwPlayerPtr != 0)
{
*(
float*)(dwPlayerPtr+0x27C) = -20000;
}
}

Weapons 30 Scorps/42=Shotgun
if (weapons)
{
if(
GetAsyncKeyState(VK_F5) &1)
{
DWORD dwPlayerPtr = *(DWORD*)playerpointer;
if(
dwPlayerPtr != 0)
{
*(
long*)(dwPlayerPtr+0x4C) = 30;
}
}
}

No Bounds
if (CH_Nobounds)
{
long t=0;
unsigned long Protection;
VirtualProtect((void*)nobounds_Addie1sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)nobounds_Addie1, &sizeof(t));
VirtualProtect((void*)nobounds_Addie1sizeof(t), Protection0);

VirtualProtect((void*)nobounds_Addie2sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)nobounds_Addie2, &sizeof(t));
VirtualProtect((void*)nobounds_Addie2sizeof(t), Protection0);
}




Anti Kick
if (CH_Anti)
{

const 
BYTE anti[6] = {0x900x900x900x900x900x90};

{
DWORD dwProtect;
VirtualProtect((void*)(anti_Addie1), 6PAGE_EXECUTE_READWRITE, &dwProtect);
memcpy((void*)(anti_Addie1), &anti6);
VirtualProtect((void*)(anti_Addie1), 6dwProtectNULL);
}





0-Delay
const BYTE zero[3] = {0x900x900x90};

if ( 
Delay )
{
DWORD dwProtect;
VirtualProtect((void*)(delay_addie1), 3PAGE_EXECUTE_READWRITE, &dwProtect);
memcpy((void*)(delay_addie1), &zero3);
VirtualProtect((void*)(delay_addie1), 3dwProtectNULL);
}






FullBright
if (CH_fullbright)
{
long t=1092779973;
unsigned long Protection;
VirtualProtect((void*)bright_Addie1sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)bright_Addie1, &sizeof(t));
VirtualProtect((void*)bright_Addie1sizeof(t), Protection0);

VirtualProtect((void*)bright_Addie2sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)bright_Addie2, &sizeof(t));
VirtualProtect((void*)bright_Addie2sizeof(t), Protection0);

VirtualProtect((void*)bright_Addie2sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)bright_Addie2, &sizeof(t));
VirtualProtect((void*)bright_Addie2sizeof(t), Protection0);
}[/
code]

Premium
if (premium)
{
DWORD dwPlayerPtr = *(DWORD*)premium_addie1;
if(
dwPlayerPtr != 0)
{
*(
long*)(dwPlayerPtr+0x364) = 310;
}
}




if (
No_Spread)
{
long t=0;
unsigned long Protection;
VirtualProtect((void*)No_Spread_Addie1sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)spread_addie, &sizeof(t));
VirtualProtect((void*)No_Spread_Addie1sizeof(t), Protection0);
}



Scope
if (scope)
{
if (
GetAsyncKeyState(VK_RBUTTON)&1)
{
*(
int*)0xScopeAddy 24;
}
}




No Recoil
if (Norecoil)
{
DWORD dwPlayerPtr = *(DWORD*)playerpointer;
if(
dwPlayerPtr != 0)
{
*(
float*)(dwPlayerPtr+0x2F4) = 0;
*(
float*)(dwPlayerPtr+0x2F8) = 0;
*(
float*)(dwPlayerPtr+0x2FC) = 0;
}
}

if (
Slot5==1)
{
DWORD dwPlayerPointer = *(DWORD*)ADR_SERVER;
if(
dwPlayerPointer != 0)
{
*(
long*)(dwPlayerPointer 0x3EA5C) = 5;
*(
long*)(dwPlayerPointer 0x3EA5D) = 6;
*(
long*)(dwPlayerPointer 0x3EA5E) = 7;
*(
long*)(dwPlayerPointer 0x3EA5F) = 8;
}
}


BoneShot
const BYTE Nopboneshot[1] = {0x31};

if (
boneshot)
{
DWORD dwProtect;
VirtualProtect((void*)(boneshot_addie1), 1PAGE_EXECUTE_READWRITE, &dwProtect);
memcpy((void*)(boneshot_addie1), &Nopboneshot1);
VirtualProtect((void*)(boneshot_addie1), 1dwProtectNULL);
}



Shoot Through Walls
{
if (
stw)
{

const 
BYTE stw[6] = {0x900x900x900x900x900x90};

{
DWORD dwProtect;
VirtualProtect((void*)(stw_addie1), 6PAGE_EXECUTE_READWRITE, &dwProtect);
memcpy((void*)(stw_addie1), &stw6);
VirtualProtect((void*)(stw_addie1), 6dwProtectNULL);
}
}
else
{

const 
BYTE STWoff[3] = {0x8b0x510x38};
{

DWORD dwProtect;
VirtualProtect((void*)(STW_Addie1), 3PAGE_EXECUTE_READWRITE, &dwProtect);
memcpy((void*)(STW_Addie1), &STWoff3);
VirtualProtect((void*)(STW_Addie1), 3dwProtectNULL);
}



ChrossHaires
if (xcrosshairone)
{
romeotomojboy( ( void* )crosshair1_addie16);
romeotomojboy( ( void* )crosshair1_addie26);
}

if (
crosshairrtwo)
{
romeotomojboy( ( void* )crosshair2_addie16);
romeotomojboy( ( void* )crosshair2_addie26);
}

if (
crosshairrthree)
{
romeotomojboy( ( void* )crosshair3_addie16);
romeotomojboy( ( void* )crosshair3_addie26);
}[/
code]



no fog
if (fog)
{
*(
float*)0xB70EF0 1166127104;//far fog address
*(float*)0xB70EEC 0//nerfog addres
}



No Water
if (nowater)
{
long t=0;
unsigned long Protection;
VirtualProtect((void*)nowater_addie1sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)nowater_addie1, &sizeof(t));
VirtualProtect((void*)nowater_addie1sizeof(t), Protection0);
}



Fast All
if (fastall)
{
long t=1092779973;
unsigned long Protection;
VirtualProtect((void*)fast_addie1sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)fast_addie1, &sizeof(t));
VirtualProtect((void*)fast_addie1sizeof(t), Protection0);

VirtualProtect((void*)fast_addie2sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)fast_addie2, &sizeof(t));
VirtualProtect((void*)fast_addie2sizeof(t), Protection0);

VirtualProtect((void*)fast_addie3sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)fast_addie3, &sizeof(t));
VirtualProtect((void*)fast_addie3sizeof(t), Protection0);

VirtualProtect((void*)fast_addie4sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)fast_addie4, &sizeof(t));
VirtualProtect((void*)fast_addie4sizeof(t), Protection0);
}

Vechicle Invisible
if (vechicleinvisible)
{

const 
BYTE vechicleinvisible[3] = {0x900x900x90};

{
DWORD dwProtect;
VirtualProtect((void*)(vechinvis_addie1), 3PAGE_EXECUTE_READWRITE, &dwProtect);
memcpy((void*)(vechinvis_addie1), &vechicleinvisible3);
VirtualProtect((void*)(vechinvis_addie1), 3dwProtectNULL);
}
}



Vechile GPS
if (vechicleradar)
{
long t=1;
unsigned long Protection;
VirtualProtect((void*)vechicleradar_addie1sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)vechicleradar_addie1, &sizeof(t));
VirtualProtect((void*)vechicleradar_addie1sizeof(t), Protection0);
}



Medic Repair Ammo
if (medic)
{

const 
BYTE medic[6] = {0x900x900x900x900x900x90};

{
DWORD dwProtect;
VirtualProtect((void*)(medic_addie1), 6PAGE_EXECUTE_READWRITE, &dwProtect);
memcpy((void*)(medic_addie1), &medic6);
VirtualProtect((void*)(medic_addie1), 6dwProtectNULL);
}
}

if (
ammo)
{

const 
BYTE ammo[6] = {0x900x900x900x900x900x90};

{
DWORD dwProtect;
VirtualProtect((void*)(ammo_addie1), 6PAGE_EXECUTE_READWRITE, &dwProtect);
memcpy((void*)(ammo_addie1), &ammo6);
VirtualProtect((void*)(ammo_addie1), 6dwProtectNULL);
}
}


if (
repair)
{

const 
BYTE repair[6] = {0x900x900x900x900x900x90};

{
DWORD dwProtect;
VirtualProtect((void*)(repair_addie1), 6PAGE_EXECUTE_READWRITE, &dwProtect);
memcpy((void*)(repair_addie1), &repair6);
VirtualProtect((void*)(repair_addie1), 6dwProtectNULL);
}
}

Binocs
if (CH_Binoculars)
{
if(
GetAsyncKeyState(VK_F8) &1)
{
DWORD dwPlayerPtr = *(DWORD*)Playerpointer_Addie1;
if(
dwPlayerPtr != 0)
{
*(
long*)(dwPlayerPtr+0x4C) = 69;
}
}
}


vechicleradar
if (vechicleradar)
{
long t=1;
unsigned long Protection;
VirtualProtect((void*)vechicleradar_addie1sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)vechicleradar_addie1, &sizeof(t));
VirtualProtect((void*)vechicleradar_addie1sizeof(t), Protection0);
}

CrossHaires
if (xcrosshairone)
{
D3D_NOPING( ( void* )crosshair1_addie16);
D3D_NOPING( ( void* )crosshair1_addie26);
}

if (
crosshairrtwo)
{
D3D_NOPING( ( void* )crosshair2_addie16);
D3D_NOPING( ( void* )crosshair2_addie26);
}

if (
crosshairrthree)
{
D3D_NOPING( ( void* )crosshair3_addie16);
D3D_NOPING( ( void* )crosshair3_addie26);
}

Chams
if (CH_Chams///calls Chams On/Off
{
if (
Playerbody//we defined our playerbody already as stride 44
{
m_pD3Ddev->SetRenderState(D3DRS_ZENABLE,false);
m_pD3Ddev->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
m_pD3Ddev->SetTexture0texYellow); ///heres are colors
m_pD3Ddev->DrawIndexedPrimitive(PrimitiveTypeminIndexNumVerticesstartIndexprimCount);
m_pD3Ddev->SetRenderState(D3DRS_ZENABLEtrue);
m_pD3Ddev->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
m_pD3Ddev->SetTexture0texGreen); //colors
}

}


Fog
if (fog)
{
*(
float*)0xB70EF0 1166127104;//far fog address
*(float*)0xB70EEC 0//nerfog addres
}

GlassWalls Redone!
if ( 
CH_Glasswalls )
{
if(
GetAsyncKeyState(VK_DELETE) &1)
{
*(
int*)0xB7D0D0 04;
}
}

BoneShot
const BYTE Nopboneshot[1] = {0x31};

if ( 
CH_Boneshot )
{
DWORD dwProtect;
VirtualProtect((void*)(Boneshot_Addie1), 1PAGE_EXECUTE_READWRITE, &dwProtect);
memcpy((void*)(Boneshot_Addie1), &Nopboneshot1);
VirtualProtect((void*)(Boneshot_Addie1), 1dwProtectNULL);
}

WTW
if ( CH_WTW )
{
const 
BYTE wtw[6] = {0x900x900x900x900x900x90};

{
DWORD dwProtect;
VirtualProtect((void*)(WTW_Addie1), 3PAGE_EXECUTE_READWRITE, &dwProtect);
memcpy((void*)(WTW_Addie1), &wtw3);
VirtualProtect((void*)(WTW_Addie1), 3dwProtectNULL);
}
}
else
{
const 
BYTE wtwoff[3] = {0xD80x4A0x08};
{
DWORD dwProtect;
VirtualProtect((void*)(WTW_Addie1), 3PAGE_EXECUTE_READWRITE, &dwProtect);
memcpy((void*)(WTW_Addie1), &wtwoff3);
VirtualProtect((void*)(WTW_Addie1), 3dwProtectNULL);
}
}

SVP
if ( CH_SVP )
{
const 
BYTE vantage[4] = {0x900x900x900x90};

{
DWORD dwProtect;
VirtualProtect((void*)(Svp_Addie1), 4PAGE_EXECUTE_READWRITE, &dwProtect);
memcpy((void*)(Svp_Addie1), &vantage4);
VirtualProtect((void*)(Svp_Addie1), 4dwProtectNULL);
}
}
else
//off below

{
const 
BYTE vantageoff[4] = {0x8B0x540x240x04};

{
DWORD dwProtect;
VirtualProtect((void*)(Svp_Addie1), 4PAGE_EXECUTE_READWRITE, &dwProtect);
memcpy((void*)(Svp_Addie1), &vantageoff4);
VirtualProtect((void*)(Svp_Addie1), 4dwProtectNULL);
}
}

SkyStorm
if (storm)
{
DWORD dwPlayerPtr = *(DWORD*)Playerpointer_Addie1;
if(
dwPlayerPtr != 0)
{
*(
float*)(dwPlayerPtr+0x190) = 2000;
}


Silent Walk
const BYTE Walk[2] = {0x900x90};
if (
CH_Silentwalk)
{
DWORD dwProtect;
VirtualProtect((void*)(Silentwalk_Addie1), 2PAGE_EXECUTE_READWRITE, &dwProtect);
memcpy((void*)(Silentwalk_Addie1), &Walk2);
VirtualProtect((void*)(Silentwalk_Addie1), 2dwProtectNULL);
}

DIG
if ( CH_Dig )
{
if(
GetAsyncKeyState(VK_F3) &1)
{
DWORD dwPlayerPtr = *(DWORD*)Playerpointer_Addie1;
if(
dwPlayerPtr != 0)
{
*(
float*)(dwPlayerPtr+0x190) = -2000;
}
}
}

All Slots
if ( CH_Allslots )
{
for (
long t=5;9t++){
unsigned long Protection;
VirtualProtect((void*)Allslots_Addie1sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)Allslots_Addie1, &sizeof(t));
VirtualProtect((void*)Allslots_Addie1sizeof(t), Protection0);
}
}

Scorps
if (CH_Scorps)
{
if(
GetAsyncKeyState(VK_F6) &1)
{
DWORD dwPlayerPtr = *(DWORD*)Playerpointer_Addie1;
if(
dwPlayerPtr != 0)
{
*(
long*)(dwPlayerPtr+0x4C) = 30;
}
}
}

Shotty
if (CH_Winchester)
{
if(
GetAsyncKeyState(VK_F5) &1)
{
DWORD dwPlayerPtr = *(DWORD*)Playerpointer_Addie1;
if(
dwPlayerPtr != 0)
{
*(
long*)(dwPlayerPtr+0x4C) = 42;// ok i c lemme send me my code ok
}//this should worl allready... it doest do you wanna see no whereis this ? EndScene? this is begin scene
}
}

Radar
if ( CH_Radar )
{
long t=1;
unsigned long Protection;
VirtualProtect((void*)Radar_Addie1sizeof(t), PAGE_READWRITE, &Protection);
memcpy((void*)Radar_Addie1, &sizeof(t));
VirtualProtect((void*)Radar_Addie1sizeof(t), Protection0);
}


if (
CH_Weapon==1)
{
if(
GetAsyncKeyState(F1))
{
Wrrk GetCurrentProcess();
int addy=0x013FD1F8;
int offset=0x04c;
int value 42;
long maddy;
long saddy;
ReadProcessMemory(Wrrk, (LPVOID*)(DWORDaddy, &maddysizeof(maddy), NULL);
saddy maddy offset;
WriteProcessMemory(Wrrk, (LPVOID*)(DWORDsaddy, &valuesizeof(value), NULL);
}
}



if (
CH_Auto_Medic)
{
D3D_NOPINGS((void* )Auto_Medic_Addie16);
}

if (
CH_Auto_Ammo)
{
D3D_NOPINGS((void* )Auto_Medic_Addie16);
}

void D3D_NOPvoidpxAddressint size )
{
unsigned long Protection;
BYTE IWriteNoFunctions[ ] = {0x1C};
VirtualProtect((void*)pxAddresssizePAGE_READWRITE, &Protection);
memcpy((void*)pxAddress, (const void*)IWriteNoFunctionssize);
VirtualProtect((void*)pxAddresssizeProtection0);
}





if(
Speed)
{
*(
float*) speed_add1 100;
}
else
{
*(
float*) speed_add1 9.6;
}





{
if (
CH_No_Recoil)
{
Wrrk GetCurrentProcess();
int addy=0x13FC1B0;
int offset1=0x2F4;
int offset2=0x2F8;
int offset3=0x2FC;
int value 0;
long maddy;
long saddy;

ReadProcessMemory(Wrrk, (LPVOID*)(DWORDaddy, &maddysizeof(maddy), NULL);

saddy maddy offset1 offset2 offset3;

WriteProcessMemory(Wrrk, (LPVOID*)(DWORDsaddy, &valuesizeof(value), NULL);
}




if (
CH_GMSpectate==1){
DWORD dwPlayerPtr = *(DWORD*)ADR_SERVERBASE;
if(
dwPlayerPtr != 0)
{
*(
float*)(dwPlayerPtr+0x35c) = 5.0f;
}
}


if (
CH_GMSpectate==0){
DWORD dwPlayerPtr = *(DWORD*)ADR_SERVERBASE;
if(
dwPlayerPtr != 0)
{
*(
float*)(dwPlayerPtr+0x35c) = 0.0f;
}
}


//////////////////0 DELAY///////////////////////////
const BYTE zero[3] = {0x900x900x90};

if ( 
CH_delay )
{
DWORD dwProtect;
VirtualProtect((void*)(delay_Addie1), 3PAGE_EXECUTE_READWRITE, &dwProtect);
memcpy((void*)(delay_Addie1), &zero3);
VirtualProtect((void*)(delay_Addie1), 3dwProtectNULL);
}
else
//off below
{
const 
BYTE zerooff[2] = {0x740x43};

if ( 
CH_delay )
{
DWORD dwProtect;
VirtualProtect((void*)(delay_Addie1), 2PAGE_EXECUTE_READWRITE, &dwProtect);
memcpy((void*)(delay_Addie1), &zerooff2);
VirtualProtect((void*)(delay_Addie1), 2dwProtectNULL);
}
}



void D3D_NOPINGvoidpxAddressint size )
{
unsigned long Protection;
BYTE IWriteNoFunctions[ ] = {0x900x900x900x900x900x900x900x900x900x900x900x900x900x900x900x900x900x900x900x90};
VirtualProtect((void*)pxAddresssizePAGE_READWRITE, &Protection);
memcpy((void*)pxAddress, (const void*)IWriteNoFunctionssize);
VirtualProtect((void*)pxAddresssizeProtection0);
}

void Automedic()
{
D3D_NOPING((void* )Automedic_Addie16);
}] 
Yep Thats All For Any Question Send Me A PM Or LEave A Comment
mazlumdelil is offline  
Old 06/11/2009, 18:26   #2
 
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Unnötig. Bis auf die Chams hat das garnichts mit DirectX zu tun, und auch total nutzlos weil die Adressen fehlen.
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Old 06/11/2009, 18:52   #3
 
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für welches spiel ist das überhaupt?
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Old 06/11/2009, 18:56   #4
 
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Wink

Quote:
Originally Posted by __wadim View Post
für welches spiel ist das überhaupt?
xD
steht doch da für alle D3D hacks

Quote:
Originally Posted by Atheuz View Post
Unnötig. Bis auf die Chams hat das garnichts mit DirectX zu tun, und auch total nutzlos weil die Adressen fehlen.
Ich hab eben alles aufgeshrieben für dumme
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Old 06/11/2009, 21:05   #5
 
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mir scheints so, dass du selber nicht weisst was du da gepostet hast!
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Old 06/11/2009, 21:26   #6
 
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Quote:
Originally Posted by mazlumdelil View Post
= {0x90, 0x90, 0x90, 0x90};
Copy&Paste Fail

Quote:
Originally Posted by mazlumdelil View Post
xD
steht doch da für alle D3D hacks
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Old 06/11/2009, 21:37   #7

 
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Ich close mal. Recht senseless der thread.
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