View Full Version : New Type of wallhack
Arkan
4th October 2004, 16:56
if (m_Stride == 32)
{
DWORD z;
pDirect3DDevice->GetRenderState(D3DRS_ZENABLE, &z);
pDirect3DDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDirect3DDevice->DrawIndexedPrimitive(Type, MinIndex, NumVertices, StartIndex, PrimitiveCount);
pDirect3DDevice->SetRenderState(D3DRS_ZENABLE, z);
}
I posted this on the UC forums, so Ill post it here to
This will show the enemys thru the wall without making the walls transparent. If the enemy is behind the wall the eh colors arent rendered, but if the enemy is not, it will be colored to its default. You can also use CRC
declare Stride as unsigned int m_Stride;
BTW dont forget to credit the code maker!!!!!
gil
4th October 2004, 17:36
Good to have you back Arkan.
I really hope you dont hold grudges and I even more hope that you speak the truth ;)
Thanks for the advance wallhack.
PseudoX
4th October 2004, 18:47
if (m_Stride == 32)
{
DWORD z;
pDirect3DDevice->GetRenderState(D3DRS_ZENABLE, &z);
pDirect3DDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDirect3DDevice->DrawIndexedPrimitive(Type, MinIndex, NumVertices, StartIndex, PrimitiveCount);
pDirect3DDevice->SetRenderState(D3DRS_ZENABLE, z);
}
I posted this on the UC forums, so Ill post it here to
This will show the enemys thru the wall without making the walls transparent. If the enemy is behind the wall the eh colors arent rendered, but if the enemy is not, it will be colored to its default. You can also use CRC
declare Stride as unsigned int m_Stride;
DUDE . WHERE DID YOU GET THAT ......? ILL MENTION WHY . THERES A LEAKER AMIST
NOT YOU ARKAN SOMEONE JACKED MY SHIT ...ILL COLLABERATE AFTER I VERIFY SOME THINGS WITH MY " HOMEBOY " The ONLY ONE I GAVE THIS To .. LATER TODAY .
BUMP
Okay False alarm ., Zodiac ( My Cousin ) Gave gave it to me . and that lil bitch said he coded it . When in fact he got it from someone in CS .So its more than likely OLD News . Pissshh and I thought I was ratholing a secret ./Man we could of ALL had this addon , It removes all that Mumbo jumbo . Thermite has it cause thats what my wallhack looks like . with it .
AN D MLIT You are so like me .. Its not funny ,, He bounces isn " with heres for all you copy pasters " hehehe yer alright man ,,.,, yer alright . Spish cheers mate
Arkan
4th October 2004, 20:23
Well I posted this about maybe 2 weeks ago on the uc forums, but I made this and got the idea from
if(m_Stride == whatever) or m_CurrentTexture
{
save zbuffer
disable zbuffer
DrawIndexedPrim
enable oldbuffer
return DrawINdexPrim
}
And gil, I dont hold any grudges.....
mlitn
4th October 2004, 20:25
here's something for all of you copy-pasters:
Search for something like following code (+- halfway in NewIDirect3dDevice8.cpp):
if (GameInfo.m_Settings.m_bFModels && GameInfo.m_CurrentPlayer.friendly)
{
//Save current AMBIENT Renderstate
DWORD curState;
pD3DDevice8->GetRenderState(D3DRS_AMBIENT, &curState);
pD3DDevice8->SetRenderState(D3DRS_AMBIENT, GameInfo.m_Settings.m_ColorFModel);
//Draw the model
Result = pD3DDevice8->DrawIndexedPrimitive(Type, MinIndex, NumVertices, StartIndex, PrimitiveCount);
//Restore current AMBIENT RENDERSTATE
pD3DDevice8->SetRenderState(D3DRS_AMBIENT, curState);
}
else if (GameInfo.m_Settings.m_bHModels && GameInfo.m_CurrentPlayer.friendly == false)
{
//Save current AMBIENT Renderstate
DWORD curState;
pD3DDevice8->GetRenderState(D3DRS_AMBIENT, &curState);
pD3DDevice8->SetRenderState(D3DRS_AMBIENT, GameInfo.m_Settings.m_ColorHModel);
//Draw the model
Result = pD3DDevice8->DrawIndexedPrimitive(Type, MinIndex, NumVertices, StartIndex, PrimitiveCount);
//Restore current AMBIENT RENDERSTATE
pD3DDevice8->SetRenderState(D3DRS_AMBIENT, curState);
}
else
{
//Draw the model
Result = pD3DDevice8->DrawIndexedPrimitive(Type, MinIndex, NumVertices, StartIndex, PrimitiveCount);
}
Replace all that code by:
if (GameInfo.m_bWall && GameInfo.m_bMasterSwitch)
{
if (m_Stride == 32)
{
DWORD z;
pD3DDevice8->GetRenderState(D3DRS_ZENABLE, &z);
pD3DDevice8->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
if (GameInfo.m_Settings.m_bFModels && GameInfo.m_CurrentPlayer.friendly)
{
pD3DDevice8->SetRenderState(D3DRS_AMBIENT, GameInfo.m_Settings.m_ColorFModel);
}
else if (GameInfo.m_Settings.m_bHModels && GameInfo.m_CurrentPlayer.friendly == false)
{
pD3DDevice8->SetRenderState(D3DRS_AMBIENT, GameInfo.m_Settings.m_ColorHModel);
}
else
{
Result = pD3DDevice8->DrawIndexedPrimitive(Type, MinIndex, NumVertices, StartIndex, PrimitiveCount);
}
Result = pD3DDevice8->DrawIndexedPrimitive(Type, MinIndex, NumVertices, StartIndex, PrimitiveCount);
pD3DDevice8->SetRenderState(D3DRS_ZENABLE, z);
}
}
else if (!GameInfo.m_bWall && GameInfo.m_bMasterSwitch)
{
pD3DDevice8->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
if (GameInfo.m_Settings.m_bFModels && GameInfo.m_CurrentPlayer.friendly)
{
pD3DDevice8->SetRenderState(D3DRS_AMBIENT, GameInfo.m_Settings.m_ColorFModel);
}
else if (GameInfo.m_Settings.m_bHModels && GameInfo.m_CurrentPlayer.friendly == false)
{
pD3DDevice8->SetRenderState(D3DRS_AMBIENT, GameInfo.m_Settings.m_ColorHModel);
}
else
{
Result = pD3DDevice8->DrawIndexedPrimitive(Type, MinIndex, NumVertices, StartIndex, PrimitiveCount);
}
Result = pD3DDevice8->DrawIndexedPrimitive(Type, MinIndex, NumVertices, StartIndex, PrimitiveCount);
}
EDIT:
sorry hockey, i had accidently posted chameleon wallhack instead of this one
PseudoX
4th October 2004, 20:51
That oughta compile some errorsd and keep em busy for a few days lol :rambo: :mad: :rambo:
mlitn
4th October 2004, 20:56
if they can't even fix those then they shouldn't be here at all or don't even touch that wallhack (cuz they wouldn't even get this result then)
all they have to do is remove it for vip if they haven't got vip shit in, or remove bright player models if they haven't got that
if i really missed something out, i'd be glad to fix it
LOCALACCT
5th October 2004, 03:31
w00t! thx mlitn! good shit here huh?
1nfinity
5th October 2004, 03:49
Credits, credits, credits, why no credits?
- I'm in a bad mood right now lol, but never saw the credits...
gil
5th October 2004, 04:37
I guess the credits go to Hockeybuster? ;)
MaVeRiK
5th October 2004, 14:07
thx man! but where the hell do i write that code?
thx
3y3w4nn4ch34t
5th October 2004, 14:12
It should go in the DrawIndexedPrimitive section of NewIDirect3DDevice.cpp. :bandit:
mlitn
5th October 2004, 14:32
Credits, credits, credits, why no credits?
- I'm in a bad mood right now lol, but never saw the credits...
true
sry hockey, posted wrong file > credits to what was up first (with chameleon) goes to hockey
i edited my post now, this is the good way to integrate arkan's wallhack into your build
EDIT:
you'll have to manually add bright models and vip models if you have that in your source
3y3w4nn4ch34t
5th October 2004, 14:40
That should make it easier on some people Mlitn. Personally, if I want bright models I just color em a light color and it does the same thing anyway. Too much code, even if it works, can cause problems sometimes. For me at least ;)
kool-aid
8th October 2004, 03:02
It should go in the DrawIndexedPrimitive section of NewIDirect3DDevice.cpp. :bandit:I'm so sorry, I don't know where the NewIDirect3DDevice.ccp file is. Is it part of some hack because I can't find it. So sorry if this is a noob question because I'm an *****!
JohnBLucky
8th October 2004, 21:14
It's located in the source code kool-aid. You can't add these to already compiled hacks that you download from the main AAO forum.
HYT3CKR3DN3CK
15th October 2004, 22:51
if (m_Stride == 32)
{
DWORD z;
pDirect3DDevice->GetRenderState(D3DRS_ZENABLE, &z);
pDirect3DDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
pDirect3DDevice->DrawIndexedPrimitive(Type, MinIndex, NumVertices, StartIndex, PrimitiveCount);
pDirect3DDevice->SetRenderState(D3DRS_ZENABLE, z);
}
I posted this on the UC forums, so Ill post it here to
This will show the enemys thru the wall without making the walls transparent. If the enemy is behind the wall the eh colors arent rendered, but if the enemy is not, it will be colored to its default. You can also use CRC
declare Stride as unsigned int m_Stride;
BTW dont forget to credit the code maker!!!!!
where does this code go? and can u explain where and how to declare m_Stride plz?
00kes
16th October 2004, 00:12
look at the first page of this thread mlitn explain there how to ;)
HYT3CKR3DN3CK
16th October 2004, 08:18
here's something for all of you copy-pasters:
Search for something like following code (+- halfway in NewIDirect3dDevice8.cpp):
if (GameInfo.m_Settings.m_bFModels && GameInfo.m_CurrentPlayer.friendly)
{
//Save current AMBIENT Renderstate
DWORD curState;
pD3DDevice8->GetRenderState(D3DRS_AMBIENT, &curState);
pD3DDevice8->SetRenderState(D3DRS_AMBIENT, GameInfo.m_Settings.m_ColorFModel);
//Draw the model
Result = pD3DDevice8->DrawIndexedPrimitive(Type, MinIndex, NumVertices, StartIndex, PrimitiveCount);
//Restore current AMBIENT RENDERSTATE
pD3DDevice8->SetRenderState(D3DRS_AMBIENT, curState);
}
else if (GameInfo.m_Settings.m_bHModels && GameInfo.m_CurrentPlayer.friendly == false)
{
//Save current AMBIENT Renderstate
DWORD curState;
pD3DDevice8->GetRenderState(D3DRS_AMBIENT, &curState);
pD3DDevice8->SetRenderState(D3DRS_AMBIENT, GameInfo.m_Settings.m_ColorHModel);
//Draw the model
Result = pD3DDevice8->DrawIndexedPrimitive(Type, MinIndex, NumVertices, StartIndex, PrimitiveCount);
//Restore current AMBIENT RENDERSTATE
pD3DDevice8->SetRenderState(D3DRS_AMBIENT, curState);
}
else
{
//Draw the model
Result = pD3DDevice8->DrawIndexedPrimitive(Type, MinIndex, NumVertices, StartIndex, PrimitiveCount);
}
Replace all that code by:
if (GameInfo.m_bWall && GameInfo.m_bMasterSwitch)
{
if (m_Stride == 32)
{
DWORD z;
pD3DDevice8->GetRenderState(D3DRS_ZENABLE, &z);
pD3DDevice8->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
if (GameInfo.m_Settings.m_bFModels && GameInfo.m_CurrentPlayer.friendly)
{
pD3DDevice8->SetRenderState(D3DRS_AMBIENT, GameInfo.m_Settings.m_ColorFModel);
}
else if (GameInfo.m_Settings.m_bHModels && GameInfo.m_CurrentPlayer.friendly == false)
{
pD3DDevice8->SetRenderState(D3DRS_AMBIENT, GameInfo.m_Settings.m_ColorHModel);
}
else
{
Result = pD3DDevice8->DrawIndexedPrimitive(Type, MinIndex, NumVertices, StartIndex, PrimitiveCount);
}
Result = pD3DDevice8->DrawIndexedPrimitive(Type, MinIndex, NumVertices, StartIndex, PrimitiveCount);
pD3DDevice8->SetRenderState(D3DRS_ZENABLE, z);
}
}
else if (!GameInfo.m_bWall && GameInfo.m_bMasterSwitch)
{
pD3DDevice8->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
if (GameInfo.m_Settings.m_bFModels && GameInfo.m_CurrentPlayer.friendly)
{
pD3DDevice8->SetRenderState(D3DRS_AMBIENT, GameInfo.m_Settings.m_ColorFModel);
}
else if (GameInfo.m_Settings.m_bHModels && GameInfo.m_CurrentPlayer.friendly == false)
{
pD3DDevice8->SetRenderState(D3DRS_AMBIENT, GameInfo.m_Settings.m_ColorHModel);
}
else
{
Result = pD3DDevice8->DrawIndexedPrimitive(Type, MinIndex, NumVertices, StartIndex, PrimitiveCount);
}
Result = pD3DDevice8->DrawIndexedPrimitive(Type, MinIndex, NumVertices, StartIndex, PrimitiveCount);
}
EDIT:
sorry hockey, i had accidently posted chameleon wallhack instead of this one
Anyone know what i can change in this so that only e show up and so they dont show when dead?
itwasfunny
16th October 2004, 15:04
Put this in evilhack modification thread because i need to see a step bt step :)
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