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Warrock - Code Snippets
Discussion on Warrock - Code Snippets within the WarRock forum part of the Shooter category.
09/22/2012, 13:42
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#346
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elite*gold: 93
Join Date: Jan 2012
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mein plvlbot biatches
Code:
gelöscht auf wunsch von speedlvlers....
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09/22/2012, 13:51
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#347
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Join Date: Mar 2012
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"\x74\x15",2);
or "\x74",1);
and Addys Fail :O
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09/22/2012, 16:12
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#348
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elite*gold: 0
Join Date: Apr 2009
Posts: 36
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I have without \x15 but don't working.
Addys is ok.
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09/22/2012, 17:39
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#349
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elite*gold: 73
Join Date: Mar 2011
Posts: 2,908
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Quote:
I have without \x15 but don't working.
Addys is ok.
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you need new addys lol
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09/22/2012, 19:13
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#350
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Join Date: Jun 2012
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Ey Marvin nimm das raus mann... Da sind auch alte sourcen von mir drinne, gut ich mach jetzt über die Hälfte mit ASM und code besser, aber trotzdem gibt es paar noobs die sowas dann veröffentlichen...
btw komm mal wieder skype
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09/22/2012, 20:04
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#351
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Quote:
Ey Marvin nimm das raus mann... Da sind auch alte sourcen von mir drinne, gut ich mach jetzt über die Hälfte mit ASM und code besser, aber trotzdem gibt es paar noobs die sowas dann veröffentlichen...
btw komm mal wieder skype
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Was ist den da Bitte von dir ? , alle Sourcen die ich da gesehn habe sind Public.
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09/22/2012, 21:57
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#352
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Jaja, bestimmt sind auch alle Addys Public, die sourcen sowieso, joa jeder hat die On und off bytes dazu und dann auch noch die pattern. Glaub mir das hat nicht jeder..
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09/22/2012, 23:27
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#353
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Join Date: Sep 2012
Posts: 18
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Brauche Hilfe!
Fremdprogramm entdeckt nach dem Joinen einer Runde.
Keine ASM Funktionen.
Einfach bei mir Melden!
Skype: nomad.warrock
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09/23/2012, 00:17
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#354
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elite*gold: 93
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Quote:
Originally Posted by Speedlvlers
Jaja, bestimmt sind auch alle Addys Public, die sourcen sowieso, joa jeder hat die On und off bytes dazu und dann auch noch die pattern. Glaub mir das hat nicht jeder..
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bin skype add mich mal wieder ...
und dein umstieg auf asm nützt dir was ?
garnichts?!  jaja junger padawan  lern lieber mehr über cpp im allgemeinen
@pumio vlt sind alle wr funktionen public mehr aber auchnicht ...
die base ist bzw war nicht public und ist 1 zu 1 von mir ...
sie crasht auchnicht und erkennt auch ob 32 oder 64 bit ist und hat auch nen ftp check drin ;D
für nen nomenü ist die base ansich perfeckt da sie niemals crasht und auf alles os workt  D
also sag nicht alles!!!
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09/23/2012, 14:51
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#355
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DetourBase & ModuleBase
DetourBase
Code:
#ifndef _CDETOUR_H
#define _CDETOUR_H
#include <windows.h>
class DetourBase
{
public:
VOID WriteMemory(PVOID dwAdress,VOID* dwValue,INT dwBytes);
LPVOID WriteDetour(PBYTE dwAdress,PBYTE dwThread,INT dwLen);
};
#pragma optimize("",on)
#endif
ModuleBase
Code:
#ifndef _CMODULE_H
#define _CMODULE_H
#include <windows.h>
class ModuleBase
{
public:
VOID AntiPEB(HINSTANCE hModule);
};
#pragma optimize("",on)
#endif
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09/23/2012, 15:44
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#356
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elite*gold: 0
Join Date: Feb 2012
Posts: 85
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This bypass don't working
void WriteASM ( void* pxAddress, BYTE *code, int size )
{
unsigned long Protection;
VirtualProtect((void*)pxAddress, size, PAGE_READWRITE, &Protection);
memcpy((void*)pxAddress, (const void*)code, size);
VirtualProtect((void*)pxAddress, size, Protection, 0);
}
DWORD WINAPI Bypass()
{
DWORD HSEhsvc = 0;
do{
HSEhsvc = (DWORD)GetModuleHandleA("Ehsvc.dll");
Sleep(1);
}while(!HSEhsvc);
WriteASM((LPVOID)(HSEhsvc+0x007C139),(PBYTE)"\xC3" ,1);//hscallback1
WriteASM((LPVOID)(HSEhsvc+0x000A048),(PBYTE)"\x74" ,1);//hscallback2
WriteASM((LPVOID)(HSEhsvc+0x009A520),(PBYTE)"\x03\ xD2",2);//nanoscan1
WriteASM((LPVOID)(HSEhsvc+0x0097F6F),(PBYTE)"\xB8\ x00\x00\x00\x00",5);//nanoscan2
return 1;
}
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09/23/2012, 16:20
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#357
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(FONT3DVERTEX); (FONT2DVERTEX); (tD3D); (tFolders); (tPlayer); (tWeapon)
(FONT3DVERTEX)
Code:
#include <stdio.h>
#include <tchar.h>
#include <D3DX9.h>
#include "D3DFont.h"
#pragma warning( disable : 4996 )
//-----------------------------------------------------------------------------
// Custom vertex types for rendering text
//-----------------------------------------------------------------------------
#define MAX_NUM_VERTICES 50*6
struct FONT2DVERTEX { D3DXVECTOR4 p; DWORD color; FLOAT tu, tv; };
struct FONT3DVERTEX { D3DXVECTOR3 p; D3DXVECTOR3 n; FLOAT tu, tv; };
#define D3DFVF_FONT2DVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_TEX1)
#define D3DFVF_FONT3DVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)
inline FONT2DVERTEX InitFont2DVertex( const D3DXVECTOR4& p, D3DCOLOR color,
FLOAT tu, FLOAT tv )
{
FONT2DVERTEX v; v.p = p; v.color = color; v.tu = tu; v.tv = tv;
return v;
}
inline FONT3DVERTEX InitFont3DVertex( const D3DXVECTOR3& p, const D3DXVECTOR3& n,
FLOAT tu, FLOAT tv )
{
FONT3DVERTEX v; v.p = p; v.n = n; v.tu = tu; v.tv = tv;
return v;
}
//-----------------------------------------------------------------------------
// Name: CD3DFont()
// Desc: Font class constructor
//-----------------------------------------------------------------------------
CD3DFont::CD3DFont( const TCHAR* strFontName, DWORD dwHeight, DWORD dwFlags )
{
_tcsncpy( m_strFontName, strFontName, sizeof(m_strFontName) / sizeof(TCHAR) );
m_strFontName[sizeof(m_strFontName) / sizeof(TCHAR) - 1] = _T('\0');
m_dwFontHeight = dwHeight;
m_dwFontFlags = dwFlags;
m_dwSpacing = 0;
m_pd3dDevice = NULL;
m_pTexture = NULL;
m_pVB = NULL;
m_pStateBlockSaved = NULL;
m_pStateBlockDrawText = NULL;
}
//-----------------------------------------------------------------------------
// Name: ~CD3DFont()
// Desc: Font class destructor
//-----------------------------------------------------------------------------
CD3DFont::~CD3DFont()
{
InvalidateDeviceObjects();
DeleteDeviceObjects();
}
//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: Initializes device-dependent objects, including the vertex buffer used
// for rendering text and the texture map which stores the font image.
//-----------------------------------------------------------------------------
HRESULT CD3DFont::InitDeviceObjects( LPDIRECT3DDEVICE9 pd3dDevice )
{
HRESULT hr;
// Keep a local copy of the device
m_pd3dDevice = pd3dDevice;
// Establish the font and texture size
m_fTextScale = 1.0f; // Draw fonts into texture without scaling
// Large fonts need larger textures
if( m_dwFontHeight > 60 )
m_dwTexWidth = m_dwTexHeight = 2048;
else if( m_dwFontHeight > 30 )
m_dwTexWidth = m_dwTexHeight = 1024;
else if( m_dwFontHeight > 15 )
m_dwTexWidth = m_dwTexHeight = 512;
else
m_dwTexWidth = m_dwTexHeight = 256;
// If requested texture is too big, use a smaller texture and smaller font,
// and scale up when rendering.
D3DCAPS9 d3dCaps;
m_pd3dDevice->GetDeviceCaps( &d3dCaps );
if( m_dwTexWidth > d3dCaps.MaxTextureWidth )
{
m_fTextScale = (FLOAT)d3dCaps.MaxTextureWidth / (FLOAT)m_dwTexWidth;
m_dwTexWidth = m_dwTexHeight = d3dCaps.MaxTextureWidth;
}
// Create a new texture for the font
hr = m_pd3dDevice->CreateTexture( m_dwTexWidth, m_dwTexHeight, 1,
0, D3DFMT_A4R4G4B4,
D3DPOOL_MANAGED, &m_pTexture, NULL );
if( FAILED(hr) )
return hr;
// Prepare to create a bitmap
DWORD* pBitmapBits;
BITMAPINFO bmi;
ZeroMemory( &bmi.bmiHeader, sizeof(BITMAPINFOHEADER) );
bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bmi.bmiHeader.biWidth = (int)m_dwTexWidth;
bmi.bmiHeader.biHeight = -(int)m_dwTexHeight;
bmi.bmiHeader.biPlanes = 1;
bmi.bmiHeader.biCompression = BI_RGB;
bmi.bmiHeader.biBitCount = 32;
// Create a DC and a bitmap for the font
HDC hDC = CreateCompatibleDC( NULL );
HBITMAP hbmBitmap = CreateDIBSection( hDC, &bmi, DIB_RGB_COLORS,
(void**)&pBitmapBits, NULL, 0 );
SetMapMode( hDC, MM_TEXT );
// Create a font. By specifying ANTIALIASED_QUALITY, we might get an
// antialiased font, but this is not guaranteed.
INT nHeight = -MulDiv( m_dwFontHeight,
(INT)(GetDeviceCaps(hDC, LOGPIXELSY) * m_fTextScale), 72 );
DWORD dwBold = (m_dwFontFlags&D3DFONT_BOLD) ? FW_BOLD : FW_NORMAL;
DWORD dwItalic = (m_dwFontFlags&D3DFONT_ITALIC) ? TRUE : FALSE;
HFONT hFont = CreateFont( nHeight, 0, 0, 0, dwBold, dwItalic,
FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
CLIP_DEFAULT_PRECIS, ANTIALIASED_QUALITY,
VARIABLE_PITCH, m_strFontName );
if( NULL==hFont )
return E_FAIL;
SelectObject( hDC, hbmBitmap );
SelectObject( hDC, hFont );
// Set text properties
SetTextColor( hDC, RGB(255,255,255) );
SetBkColor( hDC, 0x00000000 );
SetTextAlign( hDC, TA_TOP );
// Loop through all printable character and output them to the bitmap..
// Meanwhile, keep track of the corresponding tex coords for each character.
DWORD x = 0;
DWORD y = 0;
TCHAR str[2] = _T("x");
SIZE size;
// Calculate the spacing between characters based on line height
GetTextExtentPoint32( hDC, TEXT(" "), 1, &size );
x = m_dwSpacing = (DWORD) ceil(size.cy * 0.3f);
for( TCHAR c=32; c<127; c++ )
{
str[0] = c;
GetTextExtentPoint32( hDC, str, 1, &size );
if( (DWORD)(x + size.cx + m_dwSpacing) > m_dwTexWidth )
{
x = m_dwSpacing;
y += size.cy+1;
}
ExtTextOut( hDC, x+0, y+0, ETO_OPAQUE, NULL, str, 1, NULL );
m_fTexCoords[c-32][0] = ((FLOAT)(x + 0 - m_dwSpacing))/m_dwTexWidth;
m_fTexCoords[c-32][1] = ((FLOAT)(y + 0 + 0 ))/m_dwTexHeight;
m_fTexCoords[c-32][2] = ((FLOAT)(x + size.cx + m_dwSpacing))/m_dwTexWidth;
m_fTexCoords[c-32][3] = ((FLOAT)(y + size.cy + 0 ))/m_dwTexHeight;
x += size.cx + (2 * m_dwSpacing);
}
// Lock the surface and write the alpha values for the set pixels
D3DLOCKED_RECT d3dlr;
m_pTexture->LockRect( 0, &d3dlr, 0, 0 );
BYTE* pDstRow = (BYTE*)d3dlr.pBits;
WORD* pDst16;
BYTE bAlpha; // 4-bit measure of pixel intensity
for( y=0; y < m_dwTexHeight; y++ )
{
pDst16 = (WORD*)pDstRow;
for( x=0; x < m_dwTexWidth; x++ )
{
bAlpha = (BYTE)((pBitmapBits[m_dwTexWidth*y + x] & 0xff) >> 4);
if (bAlpha > 0)
{
*pDst16++ = (WORD) ((bAlpha << 12) | 0x0fff);
}
else
{
*pDst16++ = 0x0000;
}
}
pDstRow += d3dlr.Pitch;
}
// Done updating texture, so clean up used objects
m_pTexture->UnlockRect(0);
DeleteObject( hbmBitmap );
DeleteDC( hDC );
DeleteObject( hFont );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CD3DFont::RestoreDeviceObjects()
{
HRESULT hr;
// Create vertex buffer for the letters
int vertexSize = max( sizeof(FONT2DVERTEX), sizeof(FONT3DVERTEX ) );
if( FAILED( hr = m_pd3dDevice->CreateVertexBuffer( MAX_NUM_VERTICES * vertexSize,
D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, 0,
D3DPOOL_DEFAULT, &m_pVB, NULL ) ) )
{
return hr;
}
// Create the state blocks for rendering text
for( UINT which=0; which<2; which++ )
{
m_pd3dDevice->BeginStateBlock();
m_pd3dDevice->SetTexture( 0, m_pTexture );
if ( D3DFONT_ZENABLE & m_dwFontFlags )
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
else
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
m_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_ALPHAREF, 0x08 );
m_pd3dDevice->SetRenderState( D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL );
m_pd3dDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_CLIPPING, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_CLIPPLANEENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_VERTEXBLEND, D3DVBF_DISABLE );
m_pd3dDevice->SetRenderState( D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_FOGENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_COLORWRITEENABLE,
D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN |
D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT );
m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT );
m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE );
if( which==0 )
m_pd3dDevice->EndStateBlock( &m_pStateBlockSaved );
else
m_pd3dDevice->EndStateBlock( &m_pStateBlockDrawText );
}
return S_OK;
}
#define SAFE_RELEASE(p) if (p) { free(p); p=NULL; }
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc: Destroys all device-dependent objects
//-----------------------------------------------------------------------------
HRESULT CD3DFont::InvalidateDeviceObjects()
{
SAFE_RELEASE( m_pVB );
SAFE_RELEASE( m_pStateBlockSaved );
SAFE_RELEASE( m_pStateBlockDrawText );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Destroys all device-dependent objects
//-----------------------------------------------------------------------------
HRESULT CD3DFont::DeleteDeviceObjects()
{
SAFE_RELEASE( m_pTexture );
m_pd3dDevice = NULL;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: GetTextExtent()
// Desc: Get the dimensions of a text string
//-----------------------------------------------------------------------------
HRESULT CD3DFont::GetTextExtent( const TCHAR* strText, SIZE* pSize )
{
if( NULL==strText || NULL==pSize )
return E_FAIL;
FLOAT fRowWidth = 0.0f;
FLOAT fRowHeight = (m_fTexCoords[0][3]-m_fTexCoords[0][1])*m_dwTexHeight;
FLOAT fWidth = 0.0f;
FLOAT fHeight = fRowHeight;
while( *strText )
{
TCHAR c = *strText++;
if( c == _T('\n') )
{
fRowWidth = 0.0f;
fHeight += fRowHeight;
}
if( (c-32) < 0 || (c-32) >= 128-32 )
continue;
FLOAT tx1 = m_fTexCoords[c-32][0];
FLOAT tx2 = m_fTexCoords[c-32][2];
fRowWidth += (tx2-tx1)*m_dwTexWidth - 2*m_dwSpacing;
if( fRowWidth > fWidth )
fWidth = fRowWidth;
}
pSize->cx = (int)fWidth;
pSize->cy = (int)fHeight;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DrawText()
// Desc: Draws 2D text. Note that sx and sy are in pixels
//-----------------------------------------------------------------------------
HRESULT CD3DFont::DrawText( FLOAT sx, FLOAT sy, DWORD dwColor,
const TCHAR* strText, DWORD dwFlags )
{
if( m_pd3dDevice == NULL )
return E_FAIL;
// Setup renderstate
m_pStateBlockSaved->Capture();
m_pStateBlockDrawText->Apply();
m_pd3dDevice->SetFVF( D3DFVF_FONT2DVERTEX );
m_pd3dDevice->SetPixelShader( NULL );
m_pd3dDevice->SetStreamSource( 0, m_pVB, 0, sizeof(FONT2DVERTEX) );
// Set filter states
if( dwFlags & D3DFONT_FILTERED )
{
m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
}
if( dwFlags & D3DFONT_RIGHT ) {
SIZE sz;
GetTextExtent( strText, &sz );
sx -= (FLOAT)sz.cx;
} else if( dwFlags & D3DFONT_CENTERED ) {
SIZE sz;
GetTextExtent( strText, &sz );
sx -= (FLOAT)sz.cx/2.0f;
}
// Adjust for character spacing
sx -= m_dwSpacing;
FLOAT fStartX = sx;
// Fill vertex buffer
FONT2DVERTEX* pVertices = NULL;
DWORD dwNumTriangles = 0;
m_pVB->Lock( 0, 0, (void**)&pVertices, D3DLOCK_DISCARD );
while( *strText )
{
TCHAR c = *strText++;
if( c == _T('\n') )
{
sx = fStartX;
sy += (m_fTexCoords[0][3]-m_fTexCoords[0][1])*m_dwTexHeight;
}
if( (c-32) < 0 || (c-32) >= 128-32 )
continue;
FLOAT tx1 = m_fTexCoords[c-32][0];
FLOAT ty1 = m_fTexCoords[c-32][1];
FLOAT tx2 = m_fTexCoords[c-32][2];
FLOAT ty2 = m_fTexCoords[c-32][3];
FLOAT w = (tx2-tx1) * m_dwTexWidth / m_fTextScale;
FLOAT h = (ty2-ty1) * m_dwTexHeight / m_fTextScale;
if( c != _T(' ') )
{
*pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+0-0.5f,sy+h-0.5f,0.9f,1.0f), dwColor, tx1, ty2 );
*pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+0-0.5f,sy+0-0.5f,0.9f,1.0f), dwColor, tx1, ty1 );
*pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+w-0.5f,sy+h-0.5f,0.9f,1.0f), dwColor, tx2, ty2 );
*pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+w-0.5f,sy+0-0.5f,0.9f,1.0f), dwColor, tx2, ty1 );
*pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+w-0.5f,sy+h-0.5f,0.9f,1.0f), dwColor, tx2, ty2 );
*pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+0-0.5f,sy+0-0.5f,0.9f,1.0f), dwColor, tx1, ty1 );
dwNumTriangles += 2;
if( dwNumTriangles*3 > (MAX_NUM_VERTICES-6) )
{
// Unlock, render, and relock the vertex buffer
m_pVB->Unlock();
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, dwNumTriangles );
pVertices = NULL;
m_pVB->Lock( 0, 0, (void**)&pVertices, D3DLOCK_DISCARD );
dwNumTriangles = 0L;
}
}
sx += w - (2 * m_dwSpacing);
}
// Unlock and render the vertex buffer
m_pVB->Unlock();
if( dwNumTriangles > 0 )
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, dwNumTriangles );
// Restore the modified renderstates
m_pStateBlockSaved->Apply();
return S_OK;
}
(FONT2DVERTEX)
Code:
#include <stdio.h>
#include <tchar.h>
#include <D3DX9.h>
#include "D3DFont.h"
#pragma warning( disable : 4996 )
//-----------------------------------------------------------------------------
// Custom vertex types for rendering text
//-----------------------------------------------------------------------------
#define MAX_NUM_VERTICES 50*6
struct FONT2DVERTEX { D3DXVECTOR4 p; DWORD color; FLOAT tu, tv; };
struct FONT3DVERTEX { D3DXVECTOR3 p; D3DXVECTOR3 n; FLOAT tu, tv; };
#define D3DFVF_FONT2DVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_TEX1)
#define D3DFVF_FONT3DVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)
inline FONT2DVERTEX InitFont2DVertex( const D3DXVECTOR4& p, D3DCOLOR color,
FLOAT tu, FLOAT tv )
{
FONT2DVERTEX v; v.p = p; v.color = color; v.tu = tu; v.tv = tv;
return v;
}
inline FONT3DVERTEX InitFont3DVertex( const D3DXVECTOR3& p, const D3DXVECTOR3& n,
FLOAT tu, FLOAT tv )
{
FONT3DVERTEX v; v.p = p; v.n = n; v.tu = tu; v.tv = tv;
return v;
}
//-----------------------------------------------------------------------------
// Name: CD3DFont()
// Desc: Font class constructor
//-----------------------------------------------------------------------------
CD3DFont::CD3DFont( const TCHAR* strFontName, DWORD dwHeight, DWORD dwFlags )
{
_tcsncpy( m_strFontName, strFontName, sizeof(m_strFontName) / sizeof(TCHAR) );
m_strFontName[sizeof(m_strFontName) / sizeof(TCHAR) - 1] = _T('\0');
m_dwFontHeight = dwHeight;
m_dwFontFlags = dwFlags;
m_dwSpacing = 0;
m_pd3dDevice = NULL;
m_pTexture = NULL;
m_pVB = NULL;
m_pStateBlockSaved = NULL;
m_pStateBlockDrawText = NULL;
}
//-----------------------------------------------------------------------------
// Name: ~CD3DFont()
// Desc: Font class destructor
//-----------------------------------------------------------------------------
CD3DFont::~CD3DFont()
{
InvalidateDeviceObjects();
DeleteDeviceObjects();
}
//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: Initializes device-dependent objects, including the vertex buffer used
// for rendering text and the texture map which stores the font image.
//-----------------------------------------------------------------------------
HRESULT CD3DFont::InitDeviceObjects( LPDIRECT3DDEVICE9 pd3dDevice )
{
HRESULT hr;
// Keep a local copy of the device
m_pd3dDevice = pd3dDevice;
// Establish the font and texture size
m_fTextScale = 1.0f; // Draw fonts into texture without scaling
// Large fonts need larger textures
if( m_dwFontHeight > 60 )
m_dwTexWidth = m_dwTexHeight = 2048;
else if( m_dwFontHeight > 30 )
m_dwTexWidth = m_dwTexHeight = 1024;
else if( m_dwFontHeight > 15 )
m_dwTexWidth = m_dwTexHeight = 512;
else
m_dwTexWidth = m_dwTexHeight = 256;
// If requested texture is too big, use a smaller texture and smaller font,
// and scale up when rendering.
D3DCAPS9 d3dCaps;
m_pd3dDevice->GetDeviceCaps( &d3dCaps );
if( m_dwTexWidth > d3dCaps.MaxTextureWidth )
{
m_fTextScale = (FLOAT)d3dCaps.MaxTextureWidth / (FLOAT)m_dwTexWidth;
m_dwTexWidth = m_dwTexHeight = d3dCaps.MaxTextureWidth;
}
// Create a new texture for the font
hr = m_pd3dDevice->CreateTexture( m_dwTexWidth, m_dwTexHeight, 1,
0, D3DFMT_A4R4G4B4,
D3DPOOL_MANAGED, &m_pTexture, NULL );
if( FAILED(hr) )
return hr;
// Prepare to create a bitmap
DWORD* pBitmapBits;
BITMAPINFO bmi;
ZeroMemory( &bmi.bmiHeader, sizeof(BITMAPINFOHEADER) );
bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bmi.bmiHeader.biWidth = (int)m_dwTexWidth;
bmi.bmiHeader.biHeight = -(int)m_dwTexHeight;
bmi.bmiHeader.biPlanes = 1;
bmi.bmiHeader.biCompression = BI_RGB;
bmi.bmiHeader.biBitCount = 32;
// Create a DC and a bitmap for the font
HDC hDC = CreateCompatibleDC( NULL );
HBITMAP hbmBitmap = CreateDIBSection( hDC, &bmi, DIB_RGB_COLORS,
(void**)&pBitmapBits, NULL, 0 );
SetMapMode( hDC, MM_TEXT );
// Create a font. By specifying ANTIALIASED_QUALITY, we might get an
// antialiased font, but this is not guaranteed.
INT nHeight = -MulDiv( m_dwFontHeight,
(INT)(GetDeviceCaps(hDC, LOGPIXELSY) * m_fTextScale), 72 );
DWORD dwBold = (m_dwFontFlags&D3DFONT_BOLD) ? FW_BOLD : FW_NORMAL;
DWORD dwItalic = (m_dwFontFlags&D3DFONT_ITALIC) ? TRUE : FALSE;
HFONT hFont = CreateFont( nHeight, 0, 0, 0, dwBold, dwItalic,
FALSE, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
CLIP_DEFAULT_PRECIS, ANTIALIASED_QUALITY,
VARIABLE_PITCH, m_strFontName );
if( NULL==hFont )
return E_FAIL;
SelectObject( hDC, hbmBitmap );
SelectObject( hDC, hFont );
// Set text properties
SetTextColor( hDC, RGB(255,255,255) );
SetBkColor( hDC, 0x00000000 );
SetTextAlign( hDC, TA_TOP );
// Loop through all printable character and output them to the bitmap..
// Meanwhile, keep track of the corresponding tex coords for each character.
DWORD x = 0;
DWORD y = 0;
TCHAR str[2] = _T("x");
SIZE size;
// Calculate the spacing between characters based on line height
GetTextExtentPoint32( hDC, TEXT(" "), 1, &size );
x = m_dwSpacing = (DWORD) ceil(size.cy * 0.3f);
for( TCHAR c=32; c<127; c++ )
{
str[0] = c;
GetTextExtentPoint32( hDC, str, 1, &size );
if( (DWORD)(x + size.cx + m_dwSpacing) > m_dwTexWidth )
{
x = m_dwSpacing;
y += size.cy+1;
}
ExtTextOut( hDC, x+0, y+0, ETO_OPAQUE, NULL, str, 1, NULL );
m_fTexCoords[c-32][0] = ((FLOAT)(x + 0 - m_dwSpacing))/m_dwTexWidth;
m_fTexCoords[c-32][1] = ((FLOAT)(y + 0 + 0 ))/m_dwTexHeight;
m_fTexCoords[c-32][2] = ((FLOAT)(x + size.cx + m_dwSpacing))/m_dwTexWidth;
m_fTexCoords[c-32][3] = ((FLOAT)(y + size.cy + 0 ))/m_dwTexHeight;
x += size.cx + (2 * m_dwSpacing);
}
// Lock the surface and write the alpha values for the set pixels
D3DLOCKED_RECT d3dlr;
m_pTexture->LockRect( 0, &d3dlr, 0, 0 );
BYTE* pDstRow = (BYTE*)d3dlr.pBits;
WORD* pDst16;
BYTE bAlpha; // 4-bit measure of pixel intensity
for( y=0; y < m_dwTexHeight; y++ )
{
pDst16 = (WORD*)pDstRow;
for( x=0; x < m_dwTexWidth; x++ )
{
bAlpha = (BYTE)((pBitmapBits[m_dwTexWidth*y + x] & 0xff) >> 4);
if (bAlpha > 0)
{
*pDst16++ = (WORD) ((bAlpha << 12) | 0x0fff);
}
else
{
*pDst16++ = 0x0000;
}
}
pDstRow += d3dlr.Pitch;
}
// Done updating texture, so clean up used objects
m_pTexture->UnlockRect(0);
DeleteObject( hbmBitmap );
DeleteDC( hDC );
DeleteObject( hFont );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CD3DFont::RestoreDeviceObjects()
{
HRESULT hr;
// Create vertex buffer for the letters
int vertexSize = max( sizeof(FONT2DVERTEX), sizeof(FONT3DVERTEX ) );
if( FAILED( hr = m_pd3dDevice->CreateVertexBuffer( MAX_NUM_VERTICES * vertexSize,
D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, 0,
D3DPOOL_DEFAULT, &m_pVB, NULL ) ) )
{
return hr;
}
// Create the state blocks for rendering text
for( UINT which=0; which<2; which++ )
{
m_pd3dDevice->BeginStateBlock();
m_pd3dDevice->SetTexture( 0, m_pTexture );
if ( D3DFONT_ZENABLE & m_dwFontFlags )
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
else
m_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
m_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
m_pd3dDevice->SetRenderState( D3DRS_ALPHATESTENABLE, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_ALPHAREF, 0x08 );
m_pd3dDevice->SetRenderState( D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL );
m_pd3dDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
m_pd3dDevice->SetRenderState( D3DRS_STENCILENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_CLIPPING, TRUE );
m_pd3dDevice->SetRenderState( D3DRS_CLIPPLANEENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_VERTEXBLEND, D3DVBF_DISABLE );
m_pd3dDevice->SetRenderState( D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_FOGENABLE, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_COLORWRITEENABLE,
D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN |
D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_DISABLE );
m_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT );
m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT );
m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE );
if( which==0 )
m_pd3dDevice->EndStateBlock( &m_pStateBlockSaved );
else
m_pd3dDevice->EndStateBlock( &m_pStateBlockDrawText );
}
return S_OK;
}
#define SAFE_RELEASE(p) if (p) { free(p); p=NULL; }
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc: Destroys all device-dependent objects
//-----------------------------------------------------------------------------
HRESULT CD3DFont::InvalidateDeviceObjects()
{
SAFE_RELEASE( m_pVB );
SAFE_RELEASE( m_pStateBlockSaved );
SAFE_RELEASE( m_pStateBlockDrawText );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Destroys all device-dependent objects
//-----------------------------------------------------------------------------
HRESULT CD3DFont::DeleteDeviceObjects()
{
SAFE_RELEASE( m_pTexture );
m_pd3dDevice = NULL;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: GetTextExtent()
// Desc: Get the dimensions of a text string
//-----------------------------------------------------------------------------
HRESULT CD3DFont::GetTextExtent( const TCHAR* strText, SIZE* pSize )
{
if( NULL==strText || NULL==pSize )
return E_FAIL;
FLOAT fRowWidth = 0.0f;
FLOAT fRowHeight = (m_fTexCoords[0][3]-m_fTexCoords[0][1])*m_dwTexHeight;
FLOAT fWidth = 0.0f;
FLOAT fHeight = fRowHeight;
while( *strText )
{
TCHAR c = *strText++;
if( c == _T('\n') )
{
fRowWidth = 0.0f;
fHeight += fRowHeight;
}
if( (c-32) < 0 || (c-32) >= 128-32 )
continue;
FLOAT tx1 = m_fTexCoords[c-32][0];
FLOAT tx2 = m_fTexCoords[c-32][2];
fRowWidth += (tx2-tx1)*m_dwTexWidth - 2*m_dwSpacing;
if( fRowWidth > fWidth )
fWidth = fRowWidth;
}
pSize->cx = (int)fWidth;
pSize->cy = (int)fHeight;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DrawText()
// Desc: Draws 2D text. Note that sx and sy are in pixels
//-----------------------------------------------------------------------------
HRESULT CD3DFont::DrawText( FLOAT sx, FLOAT sy, DWORD dwColor,
const TCHAR* strText, DWORD dwFlags )
{
if( m_pd3dDevice == NULL )
return E_FAIL;
// Setup renderstate
m_pStateBlockSaved->Capture();
m_pStateBlockDrawText->Apply();
m_pd3dDevice->SetFVF( D3DFVF_FONT2DVERTEX );
m_pd3dDevice->SetPixelShader( NULL );
m_pd3dDevice->SetStreamSource( 0, m_pVB, 0, sizeof(FONT2DVERTEX) );
// Set filter states
if( dwFlags & D3DFONT_FILTERED )
{
m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
m_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
}
if( dwFlags & D3DFONT_RIGHT ) {
SIZE sz;
GetTextExtent( strText, &sz );
sx -= (FLOAT)sz.cx;
} else if( dwFlags & D3DFONT_CENTERED ) {
SIZE sz;
GetTextExtent( strText, &sz );
sx -= (FLOAT)sz.cx/2.0f;
}
// Adjust for character spacing
sx -= m_dwSpacing;
FLOAT fStartX = sx;
// Fill vertex buffer
FONT2DVERTEX* pVertices = NULL;
DWORD dwNumTriangles = 0;
m_pVB->Lock( 0, 0, (void**)&pVertices, D3DLOCK_DISCARD );
while( *strText )
{
TCHAR c = *strText++;
if( c == _T('\n') )
{
sx = fStartX;
sy += (m_fTexCoords[0][3]-m_fTexCoords[0][1])*m_dwTexHeight;
}
if( (c-32) < 0 || (c-32) >= 128-32 )
continue;
FLOAT tx1 = m_fTexCoords[c-32][0];
FLOAT ty1 = m_fTexCoords[c-32][1];
FLOAT tx2 = m_fTexCoords[c-32][2];
FLOAT ty2 = m_fTexCoords[c-32][3];
FLOAT w = (tx2-tx1) * m_dwTexWidth / m_fTextScale;
FLOAT h = (ty2-ty1) * m_dwTexHeight / m_fTextScale;
if( c != _T(' ') )
{
*pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+0-0.5f,sy+h-0.5f,0.9f,1.0f), dwColor, tx1, ty2 );
*pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+0-0.5f,sy+0-0.5f,0.9f,1.0f), dwColor, tx1, ty1 );
*pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+w-0.5f,sy+h-0.5f,0.9f,1.0f), dwColor, tx2, ty2 );
*pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+w-0.5f,sy+0-0.5f,0.9f,1.0f), dwColor, tx2, ty1 );
*pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+w-0.5f,sy+h-0.5f,0.9f,1.0f), dwColor, tx2, ty2 );
*pVertices++ = InitFont2DVertex( D3DXVECTOR4(sx+0-0.5f,sy+0-0.5f,0.9f,1.0f), dwColor, tx1, ty1 );
dwNumTriangles += 2;
if( dwNumTriangles*3 > (MAX_NUM_VERTICES-6) )
{
// Unlock, render, and relock the vertex buffer
m_pVB->Unlock();
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, dwNumTriangles );
pVertices = NULL;
m_pVB->Lock( 0, 0, (void**)&pVertices, D3DLOCK_DISCARD );
dwNumTriangles = 0L;
}
}
sx += w - (2 * m_dwSpacing);
}
// Unlock and render the vertex buffer
m_pVB->Unlock();
if( dwNumTriangles > 0 )
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, dwNumTriangles );
// Restore the modified renderstates
m_pStateBlockSaved->Apply();
return S_OK;
}
(tD3D)
Code:
#ifndef _CSTRUCT_H
#define _CSTRUCT_H
#include <math.h>
struct tFolders
{
int D3D;
int Player;
int Weapon;
}cFolders;
struct tD3D
{
int D3DHooK;
int NoFog;
int WallHack;
int FullBright;
}cD3D;
struct tPlayer
{
int NFD;
}cPlayer;
struct tWeapon
{
int NoRecoil;
int NoSpread;
int NoReload;
int NoDelay;
}cWeapon;
char* encrypti(const char* plaintext)
{
int len = strlen(plaintext);
char* cyphertext = new char[len+1];
for(int i=0 ; i<len ; ++i)
{
cyphertext[i] = plaintext[i] + 1;
}
cyphertext[len] = 0;
return cyphertext;
}
char *Folder[] = {(encrypti("RGNV")), (encrypti("GHCD"))};
char *Item[] = {(encrypti("NEE")), (encrypti("NM"))};
char *Chams[] = {(encrypti("NEE")),(encrypti("QDC")),(encrypti("AKTD")),(encrypti("BX@M"))};
#pragma optimize("",on)
#endif
(tFolders)
Code:
#ifndef _CSTRUCT_H
#define _CSTRUCT_H
#include <math.h>
struct tFolders
{
int D3D;
int Player;
int Weapon;
}cFolders;
struct tD3D
{
int D3DHooK;
int NoFog;
int WallHack;
int FullBright;
}cD3D;
struct tPlayer
{
int NFD;
}cPlayer;
struct tWeapon
{
int NoRecoil;
int NoSpread;
int NoReload;
int NoDelay;
}cWeapon;
char* encrypti(const char* plaintext)
{
int len = strlen(plaintext);
char* cyphertext = new char[len+1];
for(int i=0 ; i<len ; ++i)
{
cyphertext[i] = plaintext[i] + 1;
}
cyphertext[len] = 0;
return cyphertext;
}
char *Folder[] = {(encrypti("RGNV")), (encrypti("GHCD"))};
char *Item[] = {(encrypti("NEE")), (encrypti("NM"))};
char *Chams[] = {(encrypti("NEE")),(encrypti("QDC")),(encrypti("AKTD")),(encrypti("BX@M"))};
#pragma optimize("",on)
#endif
(tPlayer)
Code:
#ifndef _CSTRUCT_H
#define _CSTRUCT_H
#include <math.h>
struct tFolders
{
int D3D;
int Player;
int Weapon;
}cFolders;
struct tD3D
{
int D3DHooK;
int NoFog;
int WallHack;
int FullBright;
}cD3D;
struct tPlayer
{
int NFD;
}cPlayer;
struct tWeapon
{
int NoRecoil;
int NoSpread;
int NoReload;
int NoDelay;
}cWeapon;
char* encrypti(const char* plaintext)
{
int len = strlen(plaintext);
char* cyphertext = new char[len+1];
for(int i=0 ; i<len ; ++i)
{
cyphertext[i] = plaintext[i] + 1;
}
cyphertext[len] = 0;
return cyphertext;
}
char *Folder[] = {(encrypti("RGNV")), (encrypti("GHCD"))};
char *Item[] = {(encrypti("NEE")), (encrypti("NM"))};
char *Chams[] = {(encrypti("NEE")),(encrypti("QDC")),(encrypti("AKTD")),(encrypti("BX@M"))};
#pragma optimize("",on)
#endif
(tWeapon)
Code:
#ifndef _CSTRUCT_H
#define _CSTRUCT_H
#include <math.h>
struct tFolders
{
int D3D;
int Player;
int Weapon;
}cFolders;
struct tD3D
{
int D3DHooK;
int NoFog;
int WallHack;
int FullBright;
}cD3D;
struct tPlayer
{
int NFD;
}cPlayer;
struct tWeapon
{
int NoRecoil;
int NoSpread;
int NoReload;
int NoDelay;
}cWeapon;
char* encrypti(const char* plaintext)
{
int len = strlen(plaintext);
char* cyphertext = new char[len+1];
for(int i=0 ; i<len ; ++i)
{
cyphertext[i] = plaintext[i] + 1;
}
cyphertext[len] = 0;
return cyphertext;
}
char *Folder[] = {(encrypti("RGNV")), (encrypti("GHCD"))};
char *Item[] = {(encrypti("NEE")), (encrypti("NM"))};
char *Chams[] = {(encrypti("NEE")),(encrypti("QDC")),(encrypti("AKTD")),(encrypti("BX@M"))};
#pragma optimize("",on)
#endif
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09/23/2012, 17:10
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#358
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elite*gold: 0
Join Date: Sep 2012
Posts: 14
Received Thanks: 4
|
Kann mir jemand den Bypass von xXRusSXx oder wie er heisst geben?
Bin zu dumm für IDA
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09/23/2012, 17:15
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#359
|
elite*gold: 351
Join Date: Jul 2012
Posts: 427
Received Thanks: 430
|
Quote:
Originally Posted by SiLenTHaLo
Kann mir jemand den Bypass von xXRusSXx oder wie er heisst geben?
Bin zu dumm für IDA 
|
von xXRusSXx ich kann nemmer
Code:
[22.09.2012 18:54:48] Micha xXRusSXx|ᶠᶸᶜᵏᵧₒᵤ: gib mir mal bitte adressen von aktuellen hsshield
[22.09.2012 18:54:54] Chowniiqhtz: nö
[22.09.2012 18:55:07] Micha xXRusSXx|ᶠᶸᶜᵏᵧₒᵤ: war a klar xDD
Wird wohl nicht seiner sein 
Der Bypass ist public und du musst nur die Addys updaten, das bekommste schon hin.
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09/23/2012, 17:36
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#360
|
elite*gold: 0
Join Date: Sep 2012
Posts: 14
Received Thanks: 4
|
Quote:
Originally Posted by Chowniіqhtz
von xXRusSXx ich kann nemmer
Code:
[22.09.2012 18:54:48] Micha xXRusSXx|ᶠᶸᶜᵏᵧₒᵤ: gib mir mal bitte adressen von aktuellen hsshield
[22.09.2012 18:54:54] Chowniiqhtz: nö
[22.09.2012 18:55:07] Micha xXRusSXx|ᶠᶸᶜᵏᵧₒᵤ: war a klar xDD
Wird wohl nicht seiner sein 
Der Bypass ist public und du musst nur die Addys updaten, das bekommste schon hin.
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wie soll ich die addys updaten ohne das ich sie habe?
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Hi Leute,
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