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#include "stdafx.h"#include <windows.h>
#include <d3d8.h>#pragma comment(lib, "d3d8.lib")
typedef HRESULT (WINAPI* CreateDevice_Prototype) (LPDIRECT3D8, UINT, D3DDEVTYPE, HWND, DWORD, D3DPRESENT_PARAMETERS*, LPDIRECT3DDEVICE8*);typedef HRESULT (WINAPI* Reset_Prototype) (LPDIRECT3DDEVICE8, D3DPRESENT_PARAMETERS*);typedef HRESULT (WINAPI* EndScene_Prototype) (LPDIRECT3DDEVICE8);typedef HRESULT (WINAPI* DrawIndexedPrimitive_Prototype)(LPDIRECT3DDEVICE8, D3DPRIMITIVETYPE, UINT, UINT, UINT, UINT);
CreateDevice_Prototype CreateDevice_Pointer = NULL;Reset_Prototype Reset_Pointer = NULL;EndScene_Prototype EndScene_Pointer = NULL;DrawIndexedPrimitive_Prototype DrawIndexedPrimitive_Pointer = NULL;
HRESULT WINAPI Direct3DCreate8_VMTable (VOID);HRESULT WINAPI CreateDevice_Detour (LPDIRECT3D8, UINT, D3DDEVTYPE, HWND, DWORD, D3DPRESENT_PARAMETERS*, LPDIRECT3DDEVICE8*);HRESULT WINAPI Reset_Detour (LPDIRECT3DDEVICE8, D3DPRESENT_PARAMETERS*);HRESULT WINAPI EndScene_Detour (LPDIRECT3DDEVICE8);HRESULT WINAPI DrawIndexedPrimitive_Detour(LPDIRECT3DDEVICE8, D3DPRIMITIVETYPE, UINT, UINT, UINT, UINT);
PDWORD Direct3D_VMTable = NULL;
BOOL WINAPI DllMain(HINSTANCE hinstModule, DWORD dwReason, LPVOID lpvReserved){ if(dwReason == DLL_PROCESS_ATTACH) { DisableThreadLibraryCalls(hinstModule);
if(Direct3DCreate8_VMTable() == D3D_OK) return TRUE; }
return FALSE;}
HRESULT WINAPI Direct3DCreate8_VMTable(VOID){ LPDIRECT3D8 Direct3D_Object = Direct3DCreate8(D3D_SDK_VERSION);
if(Direct3D_Object == NULL) return D3DERR_INVALIDCALL; Direct3D_VMTable = (PDWORD)*(PDWORD)Direct3D_Object; Direct3D_Object->Release();
DWORD dwProtect;
if(VirtualProtect(&Direct3D_VMTable[15], sizeof(DWORD), PAGE_READWRITE, &dwProtect) != 0) { *(PDWORD)&CreateDevice_Pointer = Direct3D_VMTable[15]; *(PDWORD)&Direct3D_VMTable[15] = (DWORD)CreateDevice_Detour;
if(VirtualProtect(&Direct3D_VMTable[15], sizeof(DWORD), dwProtect, &dwProtect) == 0) return D3DERR_INVALIDCALL; } else return D3DERR_INVALIDCALL;
return D3D_OK;}
HRESULT WINAPI CreateDevice_Detour(LPDIRECT3D8 Direct3D_Object, UINT Adapter, D3DDEVTYPE DeviceType, HWND FocusWindow, DWORD BehaviorFlags, D3DPRESENT_PARAMETERS* PresentationParameters, LPDIRECT3DDEVICE8* Returned_Device_Interface){ HRESULT Returned_Result = CreateDevice_Pointer(Direct3D_Object, Adapter, DeviceType, FocusWindow, BehaviorFlags, PresentationParameters, Returned_Device_Interface);
DWORD dwProtect;
if(VirtualProtect(&Direct3D_VMTable[15], sizeof(DWORD), PAGE_READWRITE, &dwProtect) != 0) { *(PDWORD)&Direct3D_VMTable[15] = *(PDWORD)&CreateDevice_Pointer; CreateDevice_Pointer = NULL;
if(VirtualProtect(&Direct3D_VMTable[15], sizeof(DWORD), dwProtect, &dwProtect) == 0) return D3DERR_INVALIDCALL; } else return D3DERR_INVALIDCALL;
if(Returned_Result == D3D_OK) { Direct3D_VMTable = (PDWORD)*(PDWORD)*Returned_Device_Interface;
*(PDWORD)&Reset_Pointer = (DWORD)Direct3D_VMTable[14]; *(PDWORD)&EndScene_Pointer = (DWORD)Direct3D_VMTable[35]; *(PDWORD)&DrawIndexedPrimitive_Pointer = (DWORD)Direct3D_VMTable[71];
*(PDWORD)&Direct3D_VMTable[14] = (DWORD)Reset_Detour; *(PDWORD)&Direct3D_VMTable[35] = (DWORD)EndScene_Detour; *(PDWORD)&Direct3D_VMTable[71] = (DWORD)DrawIndexedPrimitive_Detour; } return Returned_Result;}
HRESULT WINAPI Reset_Detour(LPDIRECT3DDEVICE8 Device_Interface, D3DPRESENT_PARAMETERS* PresentationParameters){ return Reset_Pointer(Device_Interface, PresentationParameters);}
HRESULT WINAPI EndScene_Detour(LPDIRECT3DDEVICE8 Device_Interface){ return EndScene_Pointer(Device_Interface);}
HRESULT WINAPI DrawIndexedPrimitive_Detour(LPDIRECT3DDEVICE8 Device_Interface, D3DPRIMITIVETYPE Type, UINT MinIndex, UINT NumVertices, UINT StartIndex, UINT PrimitiveCount){ LPDIRECT3DVERTEXBUFFER8 Stream_Data; UINT Stride = 0;
if(Device_Interface->GetStreamSource(0, &Stream_Data, &Stride) == D3D_OK) Stream_Data->Release(); return DrawIndexedPrimitive_Pointer(Device_Interface, Type, MinIndex, NumVertices, StartIndex, PrimitiveCount);}
bool wallhack;{
if(Stride == 40 && wallhack || Stride == 44 && wallhack) Device_Interface->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
if((GetAsyncKeyState(VK_NUMPAD1)&1) == 1) //Numpad 1 wallhack = !wallhack;//Start Wallhack}
//code
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