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Wallhack: Source Code (Developer's Only)

Discussion on Wallhack: Source Code (Developer's Only) within the Soldier Front forum part of the Shooter category.

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melrpm's Avatar
 
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Wallhack: Source Code (Developer's Only)

Have fun!

Possible Undetected Methods:
1)F5,F6 original this was put into place cuz GG only scanned for wallhack once,until you joined a room.so basically hook a unscanned function then once in game hook d3d.
2)another way **** it hack GG.
3)breakpoint hooking;doesnt change memory... well changes debug registers.
4)code cave the hook int3->Jmp then in the code cave->Jmp(detour)d3d functions ->jmp back to original flow ;Hook hopin

Vtable:
it wont work for vista its not a vtable hook =)

the reason why my older version worked was cuz it hooked
Createdevice->pointers to the functions

kinda like a class or a struct.


and GG scans createdevice right off the back and the only way u can hook it is a few ways {DETECTED}either when d3d8.dll loaded in....{Undetected}or reversing to internal call inside the game[0x00000] pointer.

3rd maybe- some games recreate the device when a map loads...like BF1942.


Good reading:
Toymaker - Computer Games Programming
MSDN Library Archive

Virtual method table - Wikipedia, the free encyclopedia

name.cpp

PHP 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)<<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;
}


//=================================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;
}
log.h
PHP Code:
#define WIN32_LEAN_AND_MEAN

#ifndef _MAIN_H
#define _MAIN_H

char *GetDirectoryFile(char *filename);
void __cdecl add_log (const char * fmt, ...);
#endif
How to add DirectX SDK:Look in the media section of this site:
soldierfront wallhacks
and
Wallhack: Source Code (Developer's Only)

Understanding detours:
OK,this little topic will be easy if you understand codecaves.

Basically what we use a detour for is to hijack an api/function.So what asmebly it writes is a Jmp[0xE9] to our module,so that now we control that function....then in the hook you hack then the original is then executed....jmp back to the original..where the program can keep flowing. Codecaves work similar but most people jmp inside the target process and u must find the empty space..and write all the extra jmp backs.

DirectX WallHack\Chams:
There are many way of doing this
the way i do it is clearing the zbuffer on the disred (model rec).
Code:

{
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);//disables the zbuffer on our model rec

pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);//stencil buffer can be used to make a wallhack dont really need it

pDevice->SetTexture(0,Red);//set texture on model rec

Since the zbuffer is disabled thats wht u see red behind the walls

pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);//redraws the scene
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);//turns zbuffer back on
pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);//stencil
pDevice->SetTexture(0,Yellow);//sets color on model rec

since the model is not behind the color will be yellow beacuse the zbuffer is enabled at the moment

dont ask about if its work
melrpm is offline  
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4 Users
Old 06/07/2008, 04:40   #2
 
Crapsniper's Avatar
 
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Very nice source code, will try making something out of it and see if it works.
Crapsniper is offline  
Old 06/10/2008, 22:27   #3
 
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wow nice copy and paste from ************ noob
Jeffreythief is offline  
Old 06/11/2008, 15:13   #4
 
melrpm's Avatar
 
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what u mean with noob? noob it ppl dont know play ..... and read rule
melrpm is offline  
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Similar Threads Similar Threads
WALLHACK SOURCE CODE BY FATBOY88(DEVELOPERS ONLY)
10/30/2009 - Soldier Front - 14 Replies
THIS IS A DEVELOPER'S THREAD!!!!! Only ask question's about developing, not "how do i work it etc",or "compile it" ask in the other hundred threads.If you don't know if you should post here or not don't. Have fun! Possible Undetected Methods: 1)F5,F6 original this was put into place cuz GG only scanned for wallhack once,until you joined a room.so basically hook a unscanned function then once in game hook d3d. 2)another way **** it hack GG.



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