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| Soldier Front Hacks Discussion Discuss anything about Soldier Front hacks. Soldier Front Aimbot, Soldier Front Wallhacks. |
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| | #1 |
| Banned | heres the souce code from the wallhack its not completed heres the source code from the wallhack texnum = (uiNumVertices*100000)+uiPrimitiveCount; 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)) { pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); pDevice->SetTexture(0,Yellow); pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME ); pDrawIndexedPrimitive(pDevice, pType, uiMinIndex, uiNumVertices, uiStartIndex, uiPrimitiveCount); pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID ); pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); pDevice->SetTexture(0,Red); } 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)) { pDevice->SetTexture(0,Blue); } DWORD dwOldZEnable; pDevice->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable); pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); pDevice->SetRenderState( D3DRS_LIGHTING, TRUE ); pDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff);//bRed pDevice->SetRenderState( D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL ); D3DMATERIAL8 mtrl; ZeroMemory( &mtrl, sizeof( mtrl ) ); mtrl.Ambient.r = mtrl.Ambient.g = mtrl.Ambient.b = mtrl.Ambient.a = 1.0; mtrl.Diffuse.r = mtrl.Diffuse.g = mtrl.Diffuse.b = mtrl.Diffuse.a = 1.0; pDevice->SetMaterial( &mtrl ); pDevice->SetTexture(0, Green); pDrawIndexedPrimitive(pDevice, pType, uiMinIndex, uiNumVertices, uiStartIndex, uiPrimitiveCount); pDevice->SetTexture(0, Blue); pDevice->SetRenderState(D3DRS_ZENABLE, dwOldZEnable); unsigned char tgs_dot[163] = { 0x89, 0x50, 0x4E, 0x47, 0x0D, 0x0A, 0x1A, 0x0A, 0x00, 0x00, 0x00, 0x0D, 0x49, 0x48, 0x44, 0x52, 0x00, 0x00, 0x00, 0x0A, 0x00, 0x00, 0x00, 0x09, 0x08, 0x02, 0x00, 0x00, 0x00, 0x84, 0xC4, 0x2A, 0x44, 0x00, 0x00, 0x00, 0x01, 0x73, 0x52, 0x47, 0x42, 0x00, 0xAE, 0xCE, 0x1C, 0xE9, 0x00, 0x00, 0x00, 0x04, 0x67, 0x41, 0x4D, 0x41, 0x00, 0x00, 0xB1, 0x8F, 0x0B, 0xFC, 0x61, 0x05, 0x00, 0x00, 0x00, 0x20, 0x63, 0x48, 0x52, 0x4D, 0x00, 0x00, 0x7A, 0x26, 0x00, 0x00, 0x80, 0x84, 0x00, 0x00, 0xFA, 0x00, 0x00, 0x00, 0x80, 0xE8, 0x00, 0x00, 0x75, 0x30, 0x00, 0x00, 0xEA, 0x60, 0x00, 0x00, 0x3A, 0x98, 0x00, 0x00, 0x17, 0x70, 0x9C, 0xBA, 0x51, 0x3C, 0x00, 0x00, 0x00, 0x21, 0x49, 0x44, 0x41, 0x54, 0x28, 0x53, 0x63, 0xFC, 0xFF, 0xFF, 0x3F, 0x03, 0x23, 0x23, 0x03, 0x56, 0x00, 0x94, 0x02, 0x4A, 0xFF, 0x67, 0x60, 0xC0, 0x8E, 0x86, 0xBC, 0x34, 0xC8, 0x73, 0xD8, 0x01, 0x00, 0x6D, 0x33, 0x84, 0x7F, 0x03, 0x99, 0x2C, 0x99, 0x00, 0x00, 0x00, 0x00, 0x49, 0x45, 0x4E, 0x44, 0xAE, 0x42, 0x60, 0x82 }; LPDIRECT3DTEXTURE8 oTexture; LPD3DXSPRITE oSprite = NULL; D3DXVECTOR2 oPos ; D3DVIEWPORT8 d3dvp; D3DXVECTOR3 vector_3d, vector_2d; D3DXMATRIX proj_matrix, view_matrix, world_matrix, identity; { oPos.x = vector_2d.x - 15; oPos.y = vector_2d.y - 17; D3DXCreateTextureFromFileInMemory(pDevice,tgs_dot, 163, &oTexture); D3DXCreateSprite(pDevice, &oSprite); } if( ESP) { oSprite->Begin(); oSprite->Draw(oTexture, NULL, NULL, NULL, NULL, &oPos, 0xFFFFFFFF); oSprite->End(); } if(modelrec) { pDevice->GetTransform( D3DTS_VIEW, &view_matrix ); pDevice->GetTransform( D3DTS_PROJECTION, &proj_matrix ); pDevice->GetTransform( D3DTS_WORLD, &world_matrix ); pDevice->GetViewport( &d3dvp ); D3DXVec3Project( &vector_2d, &vector_3d, &d3dvp, &proj_matrix, &view_matrix, &world_matrix ); } WindowMode:creds DX SDk"d3d8types.h",s0beit D3DPRESENT_PARAMETERS pPresentParam = *pPresentationParameters; int bWindowedMode=1; if (bWindowedMode==1) { pPresentationParameters->Windowed = 1; pPresentationParameters->Flags = 0; pPresentationParameters->FullScreen_RefreshRateInHz = 0; pPresentationParameters->FullScreen_PresentationInterval = 0; SetWindowPos(pPresentationParameters->hDeviceWindow, HWND_NOTOPMOST, 0, 0, pPresentationParameters->BackBufferWidth, pPresentationParameters->BackBufferHeight, SWP_SHOWWINDOW); } m_pManager->PreReset(); HRESULT hRet = m_pD3Ddev->Reset(pPresentationParameters); if( SUCCEEDED(hRet) ) { m_PresentParam = *pPresentationParameters; m_pManager->PostReset(); if(bWindowedMode) { RECT r; SetWindowLong(pPresentParam.hDeviceWindow, GWL_STYLE,WS_POPUP | WS_CAPTION | WS_MINIMIZEBOX | WS_SYSMENU | WS_VISIBLE); SetWindowPos(pPresentationParameters->hDeviceWindow, HWND_NOTOPMOST,0, 0, 0, 0, SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOSIZE | SWP_NOMOVE); GetClientRect(pPresentParam.hDeviceWindow, &r); SetWindowPos(pPresentationParameters->hDeviceWindow, HWND_NOTOPMOST,0, 0, pPresentParam.BackBufferWidth + (pPresentParam.BackBufferWidth - r.right), pPresentParam.BackBufferHeight + (pPresentParam.BackBufferHeight - r.bottom), SWP_FRAMECHANGED | SWP_SHOWWINDOW | SWP_NOMOVE); } } {eturn hRet; SFexe + 0xCD3B5; 0xEB,0x3D;Jmp} rok:modelrec (texnum==19400260)//body (texnum==36500642)//body (texnum==37900592)//head |
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| The Following 3 Users Say Thank You to Robert411 For This Useful Post: |
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| | #2 |
| Banned | Re: heres the souce code from the wallhack its not completed thanks i can make an aimbot outaa this |
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| | #3 |
| Banned | Re: heres the souce code from the wallhack its not completed Lol @ Forsaken do you even know what you're reading. |
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| | #4 |
| Registered User | Re: heres the souce code from the wallhack its not completed Wow Blind... Anyways thanks, been looking for the source code. |
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| | #5 |
| Registered User | Re: heres the souce code from the wallhack its not completed wow noob u cant make an aimbot out of wallhack code LOL its just texnums |
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| | #6 |
| Registered User | Re: heres the souce code from the wallhack its not completed |
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| | #7 |
| Registered User | Re: heres the souce code from the wallhack its not completed |
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| | #8 |
| Banned | Re: heres the souce code from the wallhack its not completed WOW Thx...Bro And how to useed? ![]() |
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| | #9 |
| Registered User | Re: heres the souce code from the wallhack its not completed |
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| | #10 |
| Registered User | Re: heres the souce code from the wallhack its not completed LOL nice......-.-....now we need new directions?.......or maybe im just a stupid noob.......-.- |
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