* Wireframed Walls
[Release] GunZ Direct3D Hack + Source Code
Hacks
* Wireframed Walls
* X-Ray
* No Fog
NoFog
-This just makes the map clearer, in foggy areas, u get an advantage over others because you can see clear. Like castle map.
How to use:
On NAGunZ you need the d3d9.dll
1. Place the d3d9.dll in your GunZ Directory
2. Run GunZ and inject, OWSD3D.dll on process watch.
NOTE*
-This works on EVERY version of Gunz
Credits
-NovoCain for GunZ Strides
-Azorbix (ofcourse)
-Everybody else at
HOTKEYS
ALT + W - ON/OFF WiredFrame Walls
ALT + X - ON/OFF X-Ray Hack
ALT + F - ON/OFF No-Fog
This dll is useful for finding hiders too.
Source Code:
Code:
//Gunz Direct3D9 Hacks by OneWhoSighs based off Azorbix D3D9 Starterkit and hooks. //Shoutouts to everyone I <3 NovoCain,Waryas,Dexgod,LanceVorgin,Legion,CBWhiz,Phail,Phun,QRFL,xXZyZXx(Ihateulol),Everyone else //SDK Required //Figure out mstrides yourself, because I did not retrieve them so I will not give them out. #include <windows.h> #include "main.h" #include "d3d9.h" int m_Stride; #define D3DHOOK_TEXTURES //comment this to disable texture hooking #define GetTwoKeys(keyone,keytwo) if(GetAsyncKeyState(keyone) &0x8000 && GetAsyncKeyState(keytwo) &0x8000) COLORREF playercolor1 = 0x00FF0000; //Red COLORREF playercolor2 = 0x0000FF00; //Green LPDIRECT3DTEXTURE9 playertex1; LPDIRECT3DTEXTURE9 playertex2; //Bool definitions bool bWallHack = false; bool bNoFog = false; bool bXRayHack = false; 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; } void Main(){ MessageBox(0,"D3D Hack by OneWhoSighs","GunZ D3D Hack",0); ExitThread(0); } HRESULT CD3DManager::Initialize() { CreateThread(NULL,0,(LPTHREAD_START_ROUTINE)Main,NULL,NULL,NULL); return S_OK; } HRESULT CD3DManager::PreReset() { return S_OK; } HRESULT CD3DManager::PostReset() { return S_OK; } HRESULT CD3DManager::Release() { return S_OK; } //----------------------------------------------------------------------------- HRESULT APIENTRY hkIDirect3DDevice9::QueryInterface(REFIID riid, LPVOID *ppvObj) { return m_pD3Ddev->QueryInterface(riid, ppvObj); } ULONG APIENTRY hkIDirect3DDevice9::AddRef() { m_refCount++; return m_pD3Ddev->AddRef(); } HRESULT APIENTRY hkIDirect3DDevice9::BeginScene() { return m_pD3Ddev->BeginScene(); } HRESULT APIENTRY hkIDirect3DDevice9::BeginStateBlock() { return m_pD3Ddev->BeginStateBlock(); } HRESULT APIENTRY hkIDirect3DDevice9::Clear(DWORD Count, CONST D3DRECT *pRects, DWORD Flags, D3DCOLOR Color, float Z, DWORD Stencil) { return m_pD3Ddev->Clear(Count, pRects, Flags, Color, Z, Stencil); } HRESULT APIENTRY hkIDirect3DDevice9::ColorFill(IDirect3DSurface9* pSurface,CONST RECT* pRect, D3DCOLOR color) { return m_pD3Ddev->ColorFill(pSurface,pRect,color); } HRESULT APIENTRY hkIDirect3DDevice9::CreateAdditionalSwapChain(D3DPRESENT_PARAMETERS *pPresentationParameters, IDirect3DSwapChain9 **ppSwapChain) { return m_pD3Ddev->CreateAdditionalSwapChain(pPresentationParameters, ppSwapChain); } HRESULT APIENTRY hkIDirect3DDevice9::CreateCubeTexture(UINT EdgeLength,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DCubeTexture9** ppCubeTexture,HANDLE* pSharedHandle) { return m_pD3Ddev->CreateCubeTexture(EdgeLength, Levels, Usage, Format, Pool, ppCubeTexture,pSharedHandle); } HRESULT APIENTRY hkIDirect3DDevice9::CreateDepthStencilSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Discard,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle) { return m_pD3Ddev->CreateDepthStencilSurface(Width, Height, Format, MultiSample, MultisampleQuality,Discard,ppSurface, pSharedHandle); } HRESULT APIENTRY hkIDirect3DDevice9::CreateIndexBuffer(UINT Length,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DIndexBuffer9** ppIndexBuffer,HANDLE* pSharedHandle) { return m_pD3Ddev->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer,pSharedHandle); } HRESULT APIENTRY hkIDirect3DDevice9::CreateOffscreenPlainSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DPOOL Pool,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle) { return m_pD3Ddev->CreateOffscreenPlainSurface(Width,Height,Format,Pool,ppSurface,pSharedHandle); } HRESULT APIENTRY hkIDirect3DDevice9::CreatePixelShader(CONST DWORD* pFunction,IDirect3DPixelShader9** ppShader) { return m_pD3Ddev->CreatePixelShader(pFunction, ppShader); } HRESULT APIENTRY hkIDirect3DDevice9::CreateQuery(D3DQUERYTYPE Type,IDirect3DQuery9** ppQuery) { return m_pD3Ddev->CreateQuery(Type,ppQuery); } HRESULT APIENTRY hkIDirect3DDevice9::CreateRenderTarget(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Lockable,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle) { return m_pD3Ddev->CreateRenderTarget(Width, Height, Format, MultiSample,MultisampleQuality, Lockable, ppSurface,pSharedHandle); } HRESULT APIENTRY hkIDirect3DDevice9::CreateStateBlock(D3DSTATEBLOCKTYPE Type,IDirect3DStateBlock9** ppSB) { return m_pD3Ddev->CreateStateBlock(Type, ppSB); } HRESULT APIENTRY hkIDirect3DDevice9::CreateTexture(UINT Width,UINT Height,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DTexture9** ppTexture,HANDLE* pSharedHandle) { HRESULT ret = m_pD3Ddev->CreateTexture(Width, Height, Levels, Usage, Format, Pool, ppTexture, pSharedHandle); #ifdef D3DHOOK_TEXTURES if(ret == D3D_OK) { new hkIDirect3DTexture9(ppTexture, this, Width, Height, Format); } #endif return ret; } HRESULT APIENTRY hkIDirect3DDevice9::CreateVertexBuffer(UINT Length,DWORD Usage,DWORD FVF,D3DPOOL Pool,IDirect3DVertexBuffer9** ppVertexBuffer,HANDLE* pSharedHandle) { return m_pD3Ddev->CreateVertexBuffer(Length, Usage, FVF, Pool, ppVertexBuffer,pSharedHandle); } HRESULT APIENTRY hkIDirect3DDevice9::CreateVertexDeclaration(CONST D3DVERTEXELEMENT9* pVertexElements,IDirect3DVertexDeclaration9** ppDecl) { return m_pD3Ddev->CreateVertexDeclaration(pVertexElements,ppDecl); } HRESULT APIENTRY hkIDirect3DDevice9::CreateVertexShader(CONST DWORD* pFunction,IDirect3DVertexShader9** ppShader) { return m_pD3Ddev->CreateVertexShader(pFunction, ppShader); } HRESULT APIENTRY hkIDirect3DDevice9::CreateVolumeTexture(UINT Width,UINT Height,UINT Depth,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DVolumeTexture9** ppVolumeTexture,HANDLE* pSharedHandle) { return m_pD3Ddev->CreateVolumeTexture(Width, Height, Depth, Levels, Usage, Format, Pool, ppVolumeTexture,pSharedHandle); } HRESULT APIENTRY hkIDirect3DDevice9::DeletePatch(UINT Handle) { return m_pD3Ddev->DeletePatch(Handle); } HRESULT APIENTRY hkIDirect3DDevice9::DrawIndexedPrimitive(D3DPRIMITIVETYPE Type,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount) { return m_pD3Ddev->DrawIndexedPrimitive(Type,BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount); } HRESULT APIENTRY hkIDirect3DDevice9::DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT MinIndex, UINT NumVertices, UINT PrimitiveCount, CONST void *pIndexData, D3DFORMAT IndexDataFormat, CONST void *pVertexStreamZeroData, UINT VertexStreamZeroStride) { return m_pD3Ddev->DrawIndexedPrimitiveUP(PrimitiveType, MinIndex, NumVertices, PrimitiveCount, pIndexData, IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride); } HRESULT APIENTRY hkIDirect3DDevice9::DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount) { return m_pD3Ddev->DrawPrimitive(PrimitiveType, StartVertex, PrimitiveCount); } HRESULT APIENTRY hkIDirect3DDevice9::DrawPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, CONST void *pVertexStreamZeroData, UINT VertexStreamZeroStride) { return m_pD3Ddev->DrawPrimitiveUP(PrimitiveType, PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride); } HRESULT APIENTRY hkIDirect3DDevice9::DrawRectPatch(UINT Handle, CONST float *pNumSegs, CONST D3DRECTPATCH_INFO *pRectPatchInfo) { return m_pD3Ddev->DrawRectPatch(Handle, pNumSegs, pRectPatchInfo); } HRESULT APIENTRY hkIDirect3DDevice9::DrawTriPatch(UINT Handle, CONST float *pNumSegs, CONST D3DTRIPATCH_INFO *pTriPatchInfo) { return m_pD3Ddev->DrawTriPatch(Handle, pNumSegs, pTriPatchInfo); } HRESULT APIENTRY hkIDirect3DDevice9::EndScene() { return m_pD3Ddev->EndScene(); } HRESULT APIENTRY hkIDirect3DDevice9::EndStateBlock(IDirect3DStateBlock9** ppSB) { return m_pD3Ddev->EndStateBlock(ppSB); } HRESULT APIENTRY hkIDirect3DDevice9::EvictManagedResources() { return m_pD3Ddev->EvictManagedResources(); } UINT APIENTRY hkIDirect3DDevice9::GetAvailableTextureMem() { return m_pD3Ddev->GetAvailableTextureMem(); } HRESULT APIENTRY hkIDirect3DDevice9::GetBackBuffer(UINT iSwapChain,UINT iBackBuffer,D3DBACKBUFFER_TYPE Type,IDirect3DSurface9** ppBackBuffer) { return m_pD3Ddev->GetBackBuffer(iSwapChain,iBackBuffer, Type, ppBackBuffer); } HRESULT APIENTRY hkIDirect3DDevice9::GetClipPlane(DWORD Index, float *pPlane) { return m_pD3Ddev->GetClipPlane(Index, pPlane); } HRESULT APIENTRY hkIDirect3DDevice9::GetClipStatus(D3DCLIPSTATUS9 *pClipStatus) { return m_pD3Ddev->GetClipStatus(pClipStatus); } HRESULT APIENTRY hkIDirect3DDevice9::GetCreationParameters(D3DDEVICE_CREATION_PARAMETERS *pParameters) { return m_pD3Ddev->GetCreationParameters(pParameters); } HRESULT APIENTRY hkIDirect3DDevice9::GetCurrentTexturePalette(UINT *pPaletteNumber) { return m_pD3Ddev->GetCurrentTexturePalette(pPaletteNumber); } HRESULT APIENTRY hkIDirect3DDevice9::GetDepthStencilSurface(IDirect3DSurface9 **ppZStencilSurface) { return m_pD3Ddev->GetDepthStencilSurface(ppZStencilSurface); } HRESULT APIENTRY hkIDirect3DDevice9::GetDeviceCaps(D3DCAPS9 *pCaps) { return m_pD3Ddev->GetDeviceCaps(pCaps); } HRESULT APIENTRY hkIDirect3DDevice9::GetDirect3D(IDirect3D9 **ppD3D9) { HRESULT hRet = m_pD3Ddev->GetDirect3D(ppD3D9); if( SUCCEEDED(hRet) ) *ppD3D9 = m_pD3Dint; return hRet; } HRESULT APIENTRY hkIDirect3DDevice9::GetDisplayMode(UINT iSwapChain,D3DDISPLAYMODE* pMode) { return m_pD3Ddev->GetDisplayMode(iSwapChain,pMode); } HRESULT APIENTRY hkIDirect3DDevice9::GetFrontBufferData(UINT iSwapChain,IDirect3DSurface9* pDestSurface) { return m_pD3Ddev->GetFrontBufferData(iSwapChain,pDestSurface); } HRESULT APIENTRY hkIDirect3DDevice9::GetFVF(DWORD* pFVF) { return m_pD3Ddev->GetFVF(pFVF); } void APIENTRY hkIDirect3DDevice9::GetGammaRamp(UINT iSwapChain,D3DGAMMARAMP* pRamp) { m_pD3Ddev->GetGammaRamp(iSwapChain,pRamp); } HRESULT APIENTRY hkIDirect3DDevice9::GetIndices(IDirect3DIndexBuffer9** ppIndexData) { return m_pD3Ddev->GetIndices(ppIndexData); } HRESULT APIENTRY hkIDirect3DDevice9::GetLight(DWORD Index, D3DLIGHT9 *pLight) { return m_pD3Ddev->GetLight(Index, pLight); } HRESULT APIENTRY hkIDirect3DDevice9::GetLightEnable(DWORD Index, BOOL *pEnable) { return m_pD3Ddev->GetLightEnable(Index, pEnable); } HRESULT APIENTRY hkIDirect3DDevice9::GetMaterial(D3DMATERIAL9 *pMaterial) { return m_pD3Ddev->GetMaterial(pMaterial); } float APIENTRY hkIDirect3DDevice9::GetNPatchMode() { return m_pD3Ddev->GetNPatchMode(); } unsigned int APIENTRY hkIDirect3DDevice9::GetNumberOfSwapChains() { return m_pD3Ddev->GetNumberOfSwapChains(); } HRESULT APIENTRY hkIDirect3DDevice9::GetPaletteEntries(UINT PaletteNumber, PALETTEENTRY *pEntries) { return m_pD3Ddev->GetPaletteEntries(PaletteNumber, pEntries); } HRESULT APIENTRY hkIDirect3DDevice9::GetPixelShader(IDirect3DPixelShader9** ppShader) { return m_pD3Ddev->GetPixelShader(ppShader); } HRESULT APIENTRY hkIDirect3DDevice9::GetPixelShaderConstantB(UINT StartRegister,BOOL* pConstantData,UINT BoolCount) { return m_pD3Ddev->GetPixelShaderConstantB(StartRegister,pConstantData,BoolCount); } HRESULT APIENTRY hkIDirect3DDevice9::GetPixelShaderConstantF(UINT StartRegister,float* pConstantData,UINT Vector4fCount) { return m_pD3Ddev->GetPixelShaderConstantF(StartRegister,pConstantData,Vector4fCount); } HRESULT APIENTRY hkIDirect3DDevice9::GetPixelShaderConstantI(UINT StartRegister,int* pConstantData,UINT Vector4iCount) { return m_pD3Ddev->GetPixelShaderConstantI(StartRegister,pConstantData,Vector4iCount); } HRESULT APIENTRY hkIDirect3DDevice9::GetRasterStatus(UINT iSwapChain,D3DRASTER_STATUS* pRasterStatus) { return m_pD3Ddev->GetRasterStatus(iSwapChain,pRasterStatus); } HRESULT APIENTRY hkIDirect3DDevice9::GetRenderState(D3DRENDERSTATETYPE State, DWORD *pValue) { return m_pD3Ddev->GetRenderState(State, pValue); } HRESULT APIENTRY hkIDirect3DDevice9::GetRenderTarget(DWORD RenderTargetIndex,IDirect3DSurface9** ppRenderTarget) { return m_pD3Ddev->GetRenderTarget(RenderTargetIndex,ppRenderTarget); } HRESULT APIENTRY hkIDirect3DDevice9::GetRenderTargetData(IDirect3DSurface9* pRenderTarget,IDirect3DSurface9* pDestSurface) { return m_pD3Ddev->GetRenderTargetData(pRenderTarget,pDestSurface); } HRESULT APIENTRY hkIDirect3DDevice9::GetSamplerState(DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD* pValue) { return m_pD3Ddev->GetSamplerState(Sampler,Type,pValue); } HRESULT APIENTRY hkIDirect3DDevice9::GetScissorRect(RECT* pRect) { return m_pD3Ddev->GetScissorRect(pRect); } BOOL APIENTRY hkIDirect3DDevice9::GetSoftwareVertexProcessing() { return m_pD3Ddev->GetSoftwareVertexProcessing(); } HRESULT APIENTRY hkIDirect3DDevice9::GetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer9** ppStreamData,UINT* OffsetInBytes,UINT* pStride) { return m_pD3Ddev->GetStreamSource(StreamNumber, ppStreamData,OffsetInBytes, pStride); } HRESULT APIENTRY hkIDirect3DDevice9::GetStreamSourceFreq(UINT StreamNumber,UINT* Divider) { return m_pD3Ddev->GetStreamSourceFreq(StreamNumber,Divider); } HRESULT APIENTRY hkIDirect3DDevice9::GetSwapChain(UINT iSwapChain,IDirect3DSwapChain9** pSwapChain) { return m_pD3Ddev->GetSwapChain(iSwapChain,pSwapChain); } HRESULT APIENTRY hkIDirect3DDevice9::GetTexture(DWORD Stage, IDirect3DBaseTexture9 **ppTexture) { return m_pD3Ddev->GetTexture(Stage, ppTexture); } HRESULT APIENTRY hkIDirect3DDevice9::GetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD *pValue) { return m_pD3Ddev->GetTextureStageState(Stage, Type, pValue); } HRESULT APIENTRY hkIDirect3DDevice9::GetTransform(D3DTRANSFORMSTATETYPE State, D3DMATRIX *pMatrix) { return m_pD3Ddev->GetTransform(State, pMatrix); } HRESULT APIENTRY hkIDirect3DDevice9::GetVertexDeclaration(IDirect3DVertexDeclaration9** ppDecl) { return m_pD3Ddev->GetVertexDeclaration(ppDecl); } HRESULT APIENTRY hkIDirect3DDevice9::GetVertexShader(IDirect3DVertexShader9** ppShader) { return m_pD3Ddev->GetVertexShader(ppShader); } HRESULT APIENTRY hkIDirect3DDevice9::GetVertexShaderConstantB(UINT StartRegister,BOOL* pConstantData,UINT BoolCount) { return m_pD3Ddev->GetVertexShaderConstantB(StartRegister,pConstantData,BoolCount); } HRESULT APIENTRY hkIDirect3DDevice9::GetVertexShaderConstantF(UINT StartRegister,float* pConstantData,UINT Vector4fCount) { return m_pD3Ddev->GetVertexShaderConstantF(StartRegister,pConstantData,Vector4fCount); } HRESULT APIENTRY hkIDirect3DDevice9::GetVertexShaderConstantI(UINT StartRegister,int* pConstantData,UINT Vector4iCount) { return m_pD3Ddev->GetVertexShaderConstantI(StartRegister,pConstantData,Vector4iCount); } HRESULT APIENTRY hkIDirect3DDevice9::GetViewport(D3DVIEWPORT9 *pViewport) { return m_pD3Ddev->GetViewport(pViewport); } HRESULT APIENTRY hkIDirect3DDevice9::LightEnable(DWORD LightIndex, BOOL bEnable) { return m_pD3Ddev->LightEnable(LightIndex, bEnable); } HRESULT APIENTRY hkIDirect3DDevice9::MultiplyTransform(D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX *pMatrix) { return m_pD3Ddev->MultiplyTransform(State, pMatrix); } HRESULT APIENTRY hkIDirect3DDevice9::Present(CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion) { return m_pD3Ddev->Present(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion); } HRESULT APIENTRY hkIDirect3DDevice9::ProcessVertices(UINT SrcStartIndex,UINT DestIndex,UINT VertexCount,IDirect3DVertexBuffer9* pDestBuffer,IDirect3DVertexDeclaration9* pVertexDecl,DWORD Flags) { return m_pD3Ddev->ProcessVertices(SrcStartIndex, DestIndex, VertexCount, pDestBuffer,pVertexDecl, Flags); } ULONG APIENTRY hkIDirect3DDevice9::Release() { if( --m_refCount == 0 ) m_pManager->Release(); return m_pD3Ddev->Release(); } HRESULT APIENTRY hkIDirect3DDevice9::Reset(D3DPRESENT_PARAMETERS *pPresentationParameters) { m_pManager->PreReset(); HRESULT hRet = m_pD3Ddev->Reset(pPresentationParameters); if( SUCCEEDED(hRet) ) { m_PresentParam = *pPresentationParameters; m_pManager->PostReset(); } return hRet; } HRESULT APIENTRY hkIDirect3DDevice9::SetClipPlane(DWORD Index, CONST float *pPlane) { return m_pD3Ddev->SetClipPlane(Index, pPlane); } HRESULT APIENTRY hkIDirect3DDevice9::SetClipStatus(CONST D3DCLIPSTATUS9 *pClipStatus) { return m_pD3Ddev->SetClipStatus(pClipStatus); } HRESULT APIENTRY hkIDirect3DDevice9::SetCurrentTexturePalette(UINT PaletteNumber) { return m_pD3Ddev->SetCurrentTexturePalette(PaletteNumber); } void APIENTRY hkIDirect3DDevice9::SetCursorPosition(int X, int Y, DWORD Flags) { m_pD3Ddev->SetCursorPosition(X, Y, Flags); } HRESULT APIENTRY hkIDirect3DDevice9::SetCursorProperties(UINT XHotSpot, UINT YHotSpot, IDirect3DSurface9 *pCursorBitmap) { return m_pD3Ddev->SetCursorProperties(XHotSpot, YHotSpot, pCursorBitmap); } HRESULT APIENTRY hkIDirect3DDevice9::SetDepthStencilSurface(IDirect3DSurface9* pNewZStencil) { return m_pD3Ddev->SetDepthStencilSurface(pNewZStencil); } HRESULT APIENTRY hkIDirect3DDevice9::SetDialogBoxMode(BOOL bEnableDialogs) { return m_pD3Ddev->SetDialogBoxMode(bEnableDialogs); } HRESULT APIENTRY hkIDirect3DDevice9::SetFVF(DWORD FVF) { return m_pD3Ddev->SetFVF(FVF); } void APIENTRY hkIDirect3DDevice9::SetGammaRamp(UINT iSwapChain,DWORD Flags,CONST D3DGAMMARAMP* pRamp) { m_pD3Ddev->SetGammaRamp(iSwapChain,Flags, pRamp); } HRESULT APIENTRY hkIDirect3DDevice9::SetIndices(IDirect3DIndexBuffer9* pIndexData) { return m_pD3Ddev->SetIndices(pIndexData); } HRESULT APIENTRY hkIDirect3DDevice9::SetLight(DWORD Index, CONST D3DLIGHT9 *pLight) { return m_pD3Ddev->SetLight(Index, pLight); } HRESULT APIENTRY hkIDirect3DDevice9::SetMaterial(CONST D3DMATERIAL9 *pMaterial) { return m_pD3Ddev->SetMaterial(pMaterial); } HRESULT APIENTRY hkIDirect3DDevice9::SetNPatchMode(float nSegments) { return m_pD3Ddev->SetNPatchMode(nSegments); } HRESULT APIENTRY hkIDirect3DDevice9::SetPaletteEntries(UINT PaletteNumber, CONST PALETTEENTRY *pEntries) { return m_pD3Ddev->SetPaletteEntries(PaletteNumber, pEntries); } HRESULT APIENTRY hkIDirect3DDevice9::SetPixelShader(IDirect3DPixelShader9* pShader) { return m_pD3Ddev->SetPixelShader(pShader); } HRESULT APIENTRY hkIDirect3DDevice9::SetPixelShaderConstantB(UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount) { return m_pD3Ddev->SetPixelShaderConstantB(StartRegister,pConstantData,BoolCount); } HRESULT APIENTRY hkIDirect3DDevice9::SetPixelShaderConstantF(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount) { return m_pD3Ddev->SetPixelShaderConstantF(StartRegister,pConstantData,Vector4fCount); } HRESULT APIENTRY hkIDirect3DDevice9::SetPixelShaderConstantI(UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount) { return m_pD3Ddev->SetPixelShaderConstantI(StartRegister,pConstantData,Vector4iCount); } HRESULT APIENTRY hkIDirect3DDevice9::SetRenderState(D3DRENDERSTATETYPE State, DWORD Value) { //Wall Hack GetTwoKeys(0x12,'W') { if(bWallHack == false) bWallHack = true; else bWallHack = false; Sleep(1000); } if(bWallHack == true){ if(m_Stride == ??) //Wall stride - figure this out yourself { m_pD3Ddev->SetRenderState(D3DRS_FILLMODE,D3DFILL_WIREFRAME); } }*/ //X-Ray Hack GetTwoKeys(0x12,'X') { if(bXRayHack == false) bXRayHack = true; else bXRayHack = false; Sleep(1000); } if(bXRayHack == true){ if(m_Stride == ??) //Wall stride - figure this out yourself { m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); } } //No Fog GetTwoKeys(0x12, 'F') { if(bNoFog == false) bNoFog = true; else bNoFog = false; Sleep(1000); } if(bNoFog == true){ if(m_Stride == ??) //Wall stride - figure this out yourself. { m_pD3Ddev->SetRenderState(D3DRS_FOGENABLE, false); } } return m_pD3Ddev->SetRenderState(State, Value); } HRESULT APIENTRY hkIDirect3DDevice9::SetRenderTarget(DWORD RenderTargetIndex, IDirect3DSurface9* pRenderTarget) { return m_pD3Ddev->SetRenderTarget(RenderTargetIndex,pRenderTarget); } HRESULT APIENTRY hkIDirect3DDevice9::SetSamplerState(DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD Value) { return m_pD3Ddev->SetSamplerState(Sampler,Type,Value); } HRESULT APIENTRY hkIDirect3DDevice9::SetScissorRect(CONST RECT* pRect) { return m_pD3Ddev->SetScissorRect(pRect); } HRESULT APIENTRY hkIDirect3DDevice9::SetSoftwareVertexProcessing(BOOL bSoftware) { return m_pD3Ddev->SetSoftwareVertexProcessing(bSoftware); } HRESULT APIENTRY hkIDirect3DDevice9::SetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer9* pStreamData,UINT OffsetInBytes,UINT Stride) { if(StreamNumber==0)m_Stride=Stride; return m_pD3Ddev->SetStreamSource(StreamNumber, pStreamData,OffsetInBytes, Stride); } HRESULT APIENTRY hkIDirect3DDevice9::SetStreamSourceFreq(UINT StreamNumber,UINT Divider) { return m_pD3Ddev->SetStreamSourceFreq(StreamNumber,Divider); } HRESULT APIENTRY hkIDirect3DDevice9::SetTexture(DWORD Stage, IDirect3DBaseTexture9 *pTexture) { #ifdef D3DHOOK_TEXTURES IDirect3DDevice9 *dev = NULL; if(pTexture != NULL && ((hkIDirect3DTexture9*)(pTexture))->GetDevice(&dev) == D3D_OK) { if(dev == this) return m_pD3Ddev->SetTexture(Stage, ((hkIDirect3DTexture9*)(pTexture))->m_D3Dtex); } #endif return m_pD3Ddev->SetTexture(Stage, pTexture); } HRESULT APIENTRY hkIDirect3DDevice9::SetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value) { return m_pD3Ddev->SetTextureStageState(Stage, Type, Value); } HRESULT APIENTRY hkIDirect3DDevice9::SetTransform(D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX *pMatrix) { return m_pD3Ddev->SetTransform(State, pMatrix); } HRESULT APIENTRY hkIDirect3DDevice9::SetVertexDeclaration(IDirect3DVertexDeclaration9* pDecl) { return m_pD3Ddev->SetVertexDeclaration(pDecl); } HRESULT APIENTRY hkIDirect3DDevice9::SetVertexShader(IDirect3DVertexShader9* pShader) { return m_pD3Ddev->SetVertexShader(pShader); } HRESULT APIENTRY hkIDirect3DDevice9::SetVertexShaderConstantB(UINT StartRegister,CONST BOOL* pConstantData,UINT BoolCount) { return m_pD3Ddev->SetVertexShaderConstantB(StartRegister,pConstantData,BoolCount); } HRESULT APIENTRY hkIDirect3DDevice9::SetVertexShaderConstantF(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount) { return m_pD3Ddev->SetVertexShaderConstantF(StartRegister,pConstantData,Vector4fCount); } HRESULT APIENTRY hkIDirect3DDevice9::SetVertexShaderConstantI(UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount) { return m_pD3Ddev->SetVertexShaderConstantI(StartRegister,pConstantData,Vector4iCount); } HRESULT APIENTRY hkIDirect3DDevice9::SetViewport(CONST D3DVIEWPORT9 *pViewport) { return m_pD3Ddev->SetViewport(pViewport); } BOOL APIENTRY hkIDirect3DDevice9::ShowCursor(BOOL bShow) { return m_pD3Ddev->ShowCursor(bShow); } HRESULT APIENTRY hkIDirect3DDevice9::StretchRect(IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestSurface,CONST RECT* pDestRect,D3DTEXTUREFILTERTYPE Filter) { return m_pD3Ddev->StretchRect(pSourceSurface,pSourceRect,pDestSurface,pDestRect,Filter); } HRESULT APIENTRY hkIDirect3DDevice9::TestCooperativeLevel() { return m_pD3Ddev->TestCooperativeLevel(); } HRESULT APIENTRY hkIDirect3DDevice9::UpdateSurface(IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestinationSurface,CONST POINT* pDestPoint) { return m_pD3Ddev->UpdateSurface(pSourceSurface,pSourceRect,pDestinationSurface,pDestPoint); } HRESULT APIENTRY hkIDirect3DDevice9::UpdateTexture(IDirect3DBaseTexture9 *pSourceTexture, IDirect3DBaseTexture9 *pDestinationTexture) { return m_pD3Ddev->UpdateTexture(pSourceTexture, pDestinationTexture); } HRESULT APIENTRY hkIDirect3DDevice9::ValidateDevice(DWORD *pNumPasses) { return m_pD3Ddev->ValidateDevice(pNumPasses); }
OWS is from MC and the others are from gamedeception
+thx if you want but u dnt have to since i didnt make and i dont take credz