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heres the souce code from the wallhack its not completed

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Old 08-02-2007, 08:05 AM   #1
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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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Old 08-02-2007, 08:34 AM   #2
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Re: heres the souce code from the wallhack its not completed

thanks i can make an aimbot outaa this
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Old 08-02-2007, 08:36 AM   #3
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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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Old 08-02-2007, 09:04 AM   #4
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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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Old 08-02-2007, 09:48 AM   #5
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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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Old 08-02-2007, 09:53 AM   #6
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Re: heres the souce code from the wallhack its not completed

Quote:
Originally Posted by silentk View Post
wow noob u cant make an aimbot out of wallhack code LOL its just texnums
actually u can since u have 2d vect0rs it would be crappy tho =)
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Old 08-02-2007, 10:00 AM   #7
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Re: heres the souce code from the wallhack its not completed

Quote:
Originally Posted by fatboy88 View Post
actually u can since u have 2d vect0rs it would be crappy tho =)
ohhh fatboy owned you.
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Old 08-02-2007, 10:17 AM   #8
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Re: heres the souce code from the wallhack its not completed

WOW Thx...Bro And how to useed?
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Old 08-02-2007, 10:35 AM   #9
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Re: heres the souce code from the wallhack its not completed

Quote:
Originally Posted by dbostwick View Post
ohhh fatboy owned you.

na hes just drunk or high ...lol

me and silentK team up on projects

early pic of us teaming up together


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Old 08-02-2007, 10:38 AM   #10
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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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