#include

#include "Headers.h"#include "DevDe

#include "Headers.h"
#include "DevDeclares.h"

DirectXHook D3D;

cVars CVars;
extern cTools Tools;
cMenu* pMenu;
cESP ESP;

extern "C" LPVOID _ReturnAddress();

unsigned long uiStride;
LPDIRECT3DVERTEXBUFFER9 StreamData;
UINT OffsetInBytes;
UINT m_Stride;

bool bInit = false;
bool bRunOnce = false;

HRESULT GenerateTexture(IDirect3DDevice9 *pD3Ddev, IDirect3DTexture9 **ppD3Dtex, DWORD colour32)
{
if (FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex, NULL)))
return E_FAIL;

WORD colour16 = ((WORD)((colour32 >> 28) & 0xF) > 20) & 0xF) > 12) & 0xF) > 4) & 0xF) LockRect(0, &d3dlr, 0, 0);
WORD *pDst16 = (WORD*)d3dlr.pBits;

for (int xy = 0; xy < 8 * 8; xy++)
*pDst16++ = colour16;

(*ppD3Dtex)->UnlockRect(0);

return S_OK;
}

void MenuItems()
{
pMenu->AddGroup("[視覺]", &CVars.Mvisible1, opt_Grp);
if (CVars.Mvisible1)
{
pMenu->AddItem("目標選擇", &CVars.Targets, sESPTarget, 2);
pMenu->AddItem("可見檢測", &CVars.VisCheck, opt_OFFON);
pMenu->AddItem("2D方塊", &CVars.Box2DESP, opt_OFFON);
pMenu->AddItem("3D方塊", &CVars.Box3DESP, opt_OFFON);
pMenu->AddItem("骨骼線", &CVars.BoneLineESP, opt_OFFON);
pMenu->AddItem("骨骼點", &CVars.BonePointESP, opt_OFFON);
pMenu->AddItem("顯示血條", &CVars.DrawHealth, sHealth, 4);
pMenu->AddItem("顯示名字", &CVars.NameESP, opt_OFFON);
pMenu->AddItem("顯示距離", &CVars.DistanceESP, opt_OFFON);
pMenu->AddItem("顯示武器", &CVars.WeaponESP, opt_OFFON);
pMenu->AddItem("顯示連線", &CVars.LineESP, opt_OFFON);
pMenu->AddItem("顯示等級", &CVars.RankESP, opt_OFFON);
pMenu->AddItem("顯示C4", &CVars.C4ESP, opt_OFFON);
pMenu->AddItem("顯示QQ號", &CVars.QQESP, opt_OFFON);
pMenu->AddItem("雷達", &CVars.Radar2D, sRadar, 3);
pMenu->AddItem("准星", &CVars.DrawXHair, opt_OFFON);
// pMenu->AddItem("狀態信息", &CVars.StatsBox, opt_OFFON);
}

pMenu->AddGroup("[透視]", &CVars.Mvisible2, opt_Grp);
if (CVars.Mvisible2)
{
pMenu->AddItem("人物高亮", &CVars.HighLight, opt_OFFON); //
pMenu->AddItem("人物全白", &CVars.PlayerWhite, opt_OFFON); //
pMenu->AddItem("人物線條", &CVars.PlayerFrame, opt_OFFON); //
// pMenu->AddItem("去除煙霧", &CVars.NoSmoke, opt_OFFON);
// pMenu->AddItem("去除閃光", &CVars.NoFlash, opt_OFFON);
pMenu->AddItem("去除世界", &CVars.NoWorld, opt_OFFON); //
pMenu->AddItem("去除天空", &CVars.NoSky, opt_OFFON); //
pMenu->AddItem("白色牆壁", &CVars.WhiteWall, opt_OFFON); //
}

pMenu->AddGroup("[自瞄]", &CVars.Mvisible3, opt_Grp);
if (CVars.Mvisible3)
{
pMenu->AddItem("自瞄開關", &CVars.Aimbot, opt_OFFON);
pMenu->AddItem("自瞄位置", &CVars.AimBoneId, sAimSlot, 4);
pMenu->AddItem("自瞄鍵", &CVars.AimKey, sAimKey, 6);
}

pMenu->AddGroup("[關于]", &CVars.Mvisible12, opt_Grp);
if (CVars.Mvisible12)
{
pMenu->AddItem("仅供学习 交流QQ群:166126451", &CVars.StatsBox, opt_OFFON);
}
}

void MenuDrawing()
{
if (pMenu == 0) {
pMenu = new cMenu(NULL, 390, 134);
pMenu->visible = 1;
pMenu->col_title = TextWhite;

}
else {
if (pMenu->noitems == 0) MenuItems();

pMenu->Show();
pMenu->Nav();

}
}

void pCreateLine(LPDIRECT3DDEVICE9 pDevice)
{
bool bLine = false;
if (D3D.pLine)
{
D3D.pLine->Release();
D3D.pLine = NULL;
bLine = false;
}

if (!bLine)
{
D3DXCreateLine(pDevice, &D3D.pLine);
bLine = true;
}
}
void pCreateFont(LPDIRECT3DDEVICE9 pDevice)
{
bool bFont = false;
if (D3D.pFont)
{
D3D.pFont->Release();
D3D.pFont = NULL;
bFont = false;
}

if (!bFont)
{
D3DXCreateFont(pDevice, 15, 0, FW_NORMAL, 1, 0, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, ANTIALIASED_QUALITY, DEFAULT_PITCH | FF_DONTCARE, "Arial", &D3D.pFont);
bFont = true;
}
}
HRESULT WINAPI nEndScene(LPDIRECT3DDEVICE9 pDevice)
{
_asm pushad;
Render.GetDevice(pDevice);
pDevice->GetViewport(&D3D.Viewport);
pCreateFont(pDevice);
pCreateLine(pDevice);

MenuDrawing();

ESP.Console();
ESP.DrawESP(pDevice);
ESP.DrawMiscESP(pDevice);
ESP.PlayerAimbot(pDevice);

Render.DrawString(0, 0, ColRed, 0, D3D.pFont, "仅供学习 交流QQ群:166126451");

if (CVars.DrawXHair)
{
Render.FillRGBA(D3D.Viewport.Width / 2 - 14 - 2, D3D.Viewport.Height / 2 - 2, 9, 1, D3DCOLOR_ARGB(200, 0, 255, 0));
Render.FillRGBA(D3D.Viewport.Width / 2 + 5 - 2, D3D.Viewport.Height / 2 - 2, 9, 1, D3DCOLOR_ARGB(200, 0, 255, 0));
Render.FillRGBA(D3D.Viewport.Width / 2 - 2, D3D.Viewport.Height / 2 - 14 - 2, 1, 9, D3DCOLOR_ARGB(200, 0, 255, 0));
Render.FillRGBA(D3D.Viewport.Width / 2 - 2, D3D.Viewport.Height / 2 + 5 - 2, 1, 9, D3DCOLOR_ARGB(200, 0, 255, 0));
Render.FillRGBA(D3D.Viewport.Width / 2 - 2, D3D.Viewport.Height / 2 - 2, 1, 1, D3DCOLOR_ARGB(200, 0, 255, 0));
}
OutputDebugString("3");
_asm popad;
return pEndScene(pDevice);
}


DWORD* FindDevice(DWORD Base)
{
for (long i = 0, n = 0; i < 0x128000; i++)
{
if (*(BYTE *)(Base + i + 0x00) == 0xC7)n++;
if (*(BYTE *)(Base + i + 0x01) == 0x06)n++;
if (*(BYTE *)(Base + i + 0x06) == 0x89)n++;
if (*(BYTE *)(Base + i + 0x07) == 0x86)n++;
if (*(BYTE *)(Base + i + 0x0C) == 0x89)n++;
if (*(BYTE *)(Base + i + 0x0D) == 0x86)n++;

if (n == 6) return (DWORD*)
(Base + i + 2); n = 0;
}
return(0);
}

LPDIRECT3DDEVICE9 nm_pD3Ddev;
PBYTE HookVTable(PDWORD* dwVTable, PBYTE dwHook, INT Index)
{
DWORD dwOld = 0;
VirtualProtect((void*)((*dwVTable) + (Index * 4)), 4, PAGE_EXECUTE_READWRITE, &dwOld);
PBYTE pOrig = ((PBYTE)(*dwVTable)[Index]);
(*dwVTable)[Index] = (DWORD)dwHook;
VirtualProtect((void*)((*dwVTable) + (Index * 4)), 4, dwOld, &dwOld);

return pOrig;
}
LRESULT CALLBACK MsgProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam){ return DefWindowProc(hwnd, uMsg, wParam, lParam); }
void DX_Init(DWORD* table)
{
WNDCLASSEXA wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, "DX", NULL };
RegisterClassExA(&wc);
HWND hWnd = CreateWindowA("DX", NULL, WS_OVERLAPPEDWINDOW, 100, 100, 300, 300, GetDesktopWindow(), NULL, wc.hInstance, NULL);
LPDIRECT3D9 pD3D = Direct3DCreate9(D3D_SDK_VERSION);
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
LPDIRECT3DDEVICE9 pd3dDevice;
pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pd3dDevice);

DWORD* pVTable = (DWORD*)pd3dDevice;
pVTable = (DWORD*)pVTable[0];

table[0] = pVTable[42];

DestroyWindow(hWnd);
}

DWORD WINAPI VMT_Patching(LPVOID Param)
{
HookVTable((PDWORD*)nm_pD3Ddev, (PBYTE)nEndScene, 42);
return 1;
}


bool hooked = false;

void LoopFunction()
{
if (hooked == false)
{
DWORD VTable[3] = { 0 };
while (GetModuleHandle("d3d9.dll") == NULL)
{
Sleep(250);
}
DX_Init(VTable);

HOOK(EndScene, VTable[0]);
while (!nm_pD3Ddev)
{
Sleep(50);
}
UNHOOK(EndScene, VTable[0]);
*(PDWORD)&pEndScene = VTable[0];
CreateThread(NULL, 0, &VMT_Patching, NULL, 0, NULL);
hooked = true;
}
}

void DirectXHook::Initialize()
{
CreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)LoopFunction, NULL, NULL, NULL);
}
0/5000
原始語言: -
目標語言: -
結果 (中文) 1: [復制]
復制成功!
#include"Headers.h"#include"DevDeclares.h"DirectXHook; D3D通过信息模式通过信息模式;extern cTools 工具;cMenu * pMenu;直筒电除尘器;extern"C"lpvoid 成对出现 _ReturnAddress();无符号长 uiStride;LPDIRECT3DVERTEXBUFFER9; StreamDataUINT; OffsetInBytesUINT; m_Stridebool 尼特 = false;bool bRunOnce = false;HRESULT GenerateTexture(IDirect3DDevice9 *pD3Ddev, IDirect3DTexture9 **ppD3Dtex, DWORD colour32){如果 (失败 (pD3Ddev-> CreateTexture (8,8,1,0,D3DFMT_A4R4G4B4,D3DPOOL_MANAGED,ppD3Dtex,则为 NULL)))返回 E_FAIL;WORD colour16 = ((WORD) ((colour32 >> 28) & 0xF) << 12)|(词)(((colour32 >> 20) & 0xF) << 8)|(词)(((colour32 >> 12) & 0xF) << 4)|(词)(((colour32 >> 4) & 0xF) << 0);D3DLOCKED_RECT; d3dlr(* ppD3Dtex)-> LockRect (0,& d3dlr,0,0);词 * pDst16 = (WORD*)d3dlr.pBits;为 (int xy = 0; xy < 8 * 8; xy + +)*pDst16++ = colour16;(* ppD3Dtex)-> UnlockRect(0);返回 S_OK;}空 MenuItems(){pMenu-> AddGroup ("[視覺]",& CVars.Mvisible1,opt_Grp);如果 (CVars.Mvisible1) {pMenu-> AddItem ("目標選擇"和 CVars.Targets,sESPTarget,2);pMenu-> AddItem ("可見檢測"和 CVars.VisCheck,opt_OFFON);pMenu-> AddItem ("2D方塊"和 CVars.Box2DESP,opt_OFFON);pMenu-> AddItem ("3D方塊"和 CVars.Box3DESP,opt_OFFON);pMenu-> AddItem ("骨骼線"和 CVars.BoneLineESP,opt_OFFON);pMenu-> AddItem ("骨骼點"和 CVars.BonePointESP,opt_OFFON); pMenu->AddItem("显示血条", &CVars.DrawHealth, sHealth, 4); pMenu->AddItem("显示名字", &CVars.NameESP, opt_OFFON); pMenu->AddItem("显示距离", &CVars.DistanceESP, opt_OFFON); pMenu->AddItem("显示武器", &CVars.WeaponESP, opt_OFFON); pMenu->AddItem("显示联机", &CVars.LineESP, opt_OFFON); pMenu->AddItem("显示等级", &CVars.RankESP, opt_OFFON); pMenu->AddItem("显示C4", &CVars.C4ESP, opt_OFFON); pMenu->AddItem("显示QQ号", &CVars.QQESP, opt_OFFON); pMenu->AddItem("雷达", &CVars.Radar2D, sRadar, 3); pMenu->AddItem("准星", &CVars.DrawXHair, opt_OFFON); pMenu->AddItem("状态信息", &CVars.StatsBox, opt_OFFON); } pMenu->AddGroup("[透视]", &CVars.Mvisible2, opt_Grp); if (CVars.Mvisible2) { pMenu->AddItem("人物高亮", &CVars.HighLight, opt_OFFON); // pMenu->AddItem("人物全白", &CVars.PlayerWhite, opt_OFFON); // pMenu->AddItem("人物线条", &CVars.PlayerFrame, opt_OFFON); // pMenu->AddItem("去除烟雾", &CVars.NoSmoke, opt_OFFON); pMenu->AddItem("去除闪光", &CVars.NoFlash, opt_OFFON); pMenu->AddItem("去除世界", &CVars.NoWorld, opt_OFFON); // pMenu->AddItem("去除天空", &CVars.NoSky, opt_OFFON); // pMenu->AddItem("白色墙壁", &CVars.WhiteWall, opt_OFFON); // } pMenu->AddGroup("[自瞄]", &CVars.Mvisible3, opt_Grp);如果 (CVars.Mvisible3) {pMenu-> AddItem ("自瞄開關"和 CVars.Aimbot,opt_OFFON);pMenu-> AddItem ("自瞄位置"和 CVars.AimBoneId,sAimSlot,4);pMenu-> AddItem ("自瞄鍵"和 CVars.AimKey,sAimKey,6); }pMenu-> AddGroup ("[關于]",& CVars.Mvisible12,opt_Grp);如果 (CVars.Mvisible12) {pMenu-> AddItem ("仅供学习交流QQ群:166126451"和 CVars.StatsBox,opt_OFFON); }}空 MenuDrawing(){如果 (pMenu = = 0) {pMenu = 新 cMenu (NULL,390、 134);pMenu-> 可见 = 1;pMenu-> col_title = TextWhite; }其他 {如果 (pMenu-> noitems = = 0) MenuItems();pMenu-> show ();pMenu-> Nav(); }}空 pCreateLine(LPDIRECT3DDEVICE9 pDevice){bool bLine = false;如果 (D3D.pLine) {D3D.pLine-> release ();D3D.pLine = NULL;bLine = false; }如果 (! bLine) {D3DXCreateLine (花了,& D3D.pLine);bLine = true; }}空 pCreateFont(LPDIRECT3DDEVICE9 pDevice){bool bFont = false;如果 (D3D.pFont) {D3D.pFont-> release ();D3D.pFont = NULL;bFont = false; }如果 (! bFont) {D3DXCreateFont (花了,15,0,FW_NORMAL,1,0,DEFAULT_CHARSET,OUT_DEFAULT_PRECIS,ANTIALIASED_QUALITY,DEFAULT_PITCH |FF_DONTCARE,"Arial",& D3D.pFont);bFont = true; }}HRESULT WINAPI nEndScene (LPDIRECT3DDEVICE9 花了){ _asm; pushadRender.GetDevice(pDevice)花了-> GetViewport (D3D。视区);pCreateFont(pDevice)pCreateLine(pDevice)MenuDrawing()ESP。Console()ESP。DrawESP(pDevice)ESP。DrawMiscESP(pDevice)ESP。PlayerAimbot(pDevice)Render.DrawString (0,0,ColRed,0,D3D.pFont,"仅供学习交流QQ群:166126451");如果 (CVars.DrawXHair) {Render.FillRGBA (D3D。Viewport.Width / 2-14-2,D3D。Viewport.Height / 2-2,9,1,D3DCOLOR_ARGB (200,0、 255,0));Render.FillRGBA (D3D。Viewport.Width / 2 + 5-2,D3D。Viewport.Height / 2-2,9,1,D3DCOLOR_ARGB (200,0、 255,0));Render.FillRGBA (D3D。Viewport.Width / 2-2,D3D。Viewport.Height / 2-14-2、 1、 9、 D3DCOLOR_ARGB (200,0、 255,0));Render.FillRGBA (D3D。Viewport.Width / 2-2,D3D。Viewport.Height / 2 + 5-2,1,9,D3DCOLOR_ARGB (200,0、 255,0));Render.FillRGBA (D3D。Viewport.Width / 2-2,D3D。Viewport.Height / 2-2,1,1,D3DCOLOR_ARGB (200,0、 255,0)); }OutputDebugString("3")_asm; popad返回 pEndScene(pDevice);}Dword 值 * FindDevice (DWORD 基地){为 (长我 = 0,n = 0; 我 < 0x128000; i + +) {如果 (*(BYTE *) (基地 + 我 + 0x00) = = 0xC7) n + +;如果 (*(BYTE *) (基地 + 我 + 0x01) = = 0x06) n + +;如果 (*(BYTE *) (基地 + 我 + 0x06) = = 0x89) n + +;如果 (*(BYTE *) (基地 + 我 + 为 0x07) = = 0x86) n + +;如果 (*(BYTE *) (基地 + 我 + 0x0C) = = 0x89) n + +;如果 (*(BYTE *) (基地 + 我 + 0x0D) = = 0x86) n + +;如果 (n = = 6) 返回 (DWORD *)(基地 + 我 + 2);n = 0; }return(0)}LPDIRECT3DDEVICE9; nm_pD3DdevPBYTE HookVTable(PDWORD* dwVTable, PBYTE dwHook, INT Index){Dword 值 dwOld = 0;VirtualProtect((void*)((*dwVTable) + (索引 * 4)),4,PAGE_EXECUTE_READWRITE,& dwOld);PBYTE pOrig = ((PBYTE)(*dwVTable)[Index]);(* dwVTable)[索引] = (DWORD) dwHook;VirtualProtect((void*)((*dwVTable) + (索引 * 4)),4,dwOld 和 dwOld);返回 pOrig;}Lresult 替换回调 MsgProc (HWND hwnd,UINT uMsg,WPARAM wParam,LPARAM lParam) {返回被 (hwnd,uMsg,wParam,lParam);}void DX_Init (DWORD * 表){WNDCLASSEXA wc = {sizeof(WNDCLASSEX),CS_CLASSDC,MsgProc,0 L,0 L GetModuleHandle(NULL),NULL,空、 空、 空,"DX",空};RegisterClassExA(&wc)HWND hWnd = CreateWindowA ("DX"、 空值、 WS_OVERLAPPEDWINDOW、 100、 100、 300、 300、 GetDesktopWindow()、 NULL、 wc.hInstance,NULL);LPDIRECT3D9 pD3D = Direct3DCreate9(D3D_SDK_VERSION);D3DPRESENT_PARAMETERS; d3dppZeroMemory (& d3dpp,sizeof(d3dpp));d3dpp。加窗 = TRUE;d3dpp。SwapEffect = D3DSWAPEFFECT_DISCARD;d3dpp。BackBufferFormat = D3DFMT_UNKNOWN;LPDIRECT3DDEVICE9; pd3dDevicepD3D-> CreateDevice (D3DCREATE_SOFTWARE_VERTEXPROCESSING,D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hWnd & d3dpp,& pd3dDevice);Dword 值 * pVTable = (DWORD *) pd3dDevice;pVTable = pVTable (DWORD *) [0];表 [0] = pVTable [42];DestroyWindow(hWnd)}Dword 值 WINAPI VMT_Patching (lpvoid 成对出现参数){42 (PBYTE) nEndScene HookVTable ((PDWORD*) nm_pD3Ddev);返回 1;}bool 钩 = false;空 LoopFunction(){如果 (钩 = = false) {DWORD VTable [3] = {0};虽然 (GetModuleHandle("d3d9.dll") = = NULL) {Sleep(250) }DX_Init(VTable)钩 (EndScene、 VTable[0]);虽然 (! nm_pD3Ddev) {Sleep(50) }解开 (EndScene,VTable[0]);*(PDWORD) & pEndScene = VTable [0];CreateThread (NULL,0,& VMT_Patching,NULL,0,则为 NULL);钩 = true; }}空 DirectXHook::Initialize(){CreateThread (NULL,NULL,(LPTHREAD_START_ROUTINE) LoopFunction,NULL,NULL,NULL);}
正在翻譯中..
結果 (中文) 3:[復制]
復制成功!
#包括“标题。H”
#包括H devdeclares。”

directxhook D3D;

CVARS CVARS;
extern ctools工具;
CMenu * pmenu;
CESP ESP;

extern“C”LPVOID _returnaddress();

无符号长uistride;
lpdirect3dvertexbuffer9 streamdata;
uint offsetinbytes;
uint M步幅;

bool二进制符号=假;
bool brunonce = false;

HRESULT generatetexture(IDirect3DDevice9 * pd3ddev,idirect3dtexture9 * * ppd3dtex,(())4)(4))12()(8))20()(12)colour32 = colour16返回托管(DWORD colour32)中的
{
(如果失败(pd3ddev > createtexture 8,8,1,0,D3DFMT d3dfmt_a4r4g4b4,D3DPOOL,ppd3dtex,空的))
E FAIL;

词(字)(〉〉28)&0xF < <0)
|字(colour32&0xF < <0)
|字(colour32&0xF < <0)
|字(colour32&0xF<<<0 0);

d3dlocked_rect RECT d3dlr;
* ppd3dtex)-> lockrect 0,&d3dlr,0,0);
“”(“”))”(


返回了(

)*字* pdst16 =词d3dlr。pbits;
(int XY = 0;XY<8×8;XY)
pdst16 = colour16;
* ppd3dtex)-> unlockrect为0;

的好;
}无效menuitems() {
pmenu >的addgroup”[視覺,&cvars.mvisible1,选择GRP;
(如果CVARS。mvisible1
{
pmenu > AddItem目標選擇,&cvars.targets,sesptarget,2;
pmenu > AddItem可見檢測,&cvars.vischeck,选择断断续续地);
pmenu > AddItem 2D方塊,&CVARS。box2desp,选择断断续续地);
pmenu - > addItem(“3D方塊”,&cvars.box3desp,选择断断续续地);
pmenu - > addItem(”“骨骼線,&cvars.bonelineesp,断断续续地选择);
pmenu - > addItem(”“骨骼點,&cvars.bonepointesp,断断续续地选择);
pmenu - > addItem(”“顯示血條,&cvars.drawhealth,鞘,4);
pmenu - > addItem(”“顯示名字,&cvars.nameesp,断断续续地选择);
pmenu - > addItem(”“顯示距離,&cvars.distanceesp,断断续续地选择);
pmenu - > addItem(”“顯示武器,&cvars.weaponesp,选择断断续续地);
pmenu -> addItem(”“顯示連線,&cvars.lineesp,选择断断续续地);
pmenu -> addItem(”“顯示等級,&cvars.rankesp,选择断断续续地);
pmenu -> addItem(“顯示C4”,&cvars.c4esp,选择断断续续地);
pmenu -> addItem(“顯示QQ號”,&cvars.qqesp,选择断断续续地);
pmenu -> addItem(”“雷達,&cvars.radar2d,sradar,3);
pmenu -> addItem(”“准星,&cvars.drawxhair,选择断断续续地);
/ / pmenu - > addItem(”“狀態信息,&cvars.statsbox,选择断断续续地);
}

pmenu - >的addgroup”([透視]”,&cvars.mvisible2,选择GRP);
如果(CVARS。mvisible2)
{
pmenu -> addItem(”“人物高亮,&cvars.highlight,选择断断续续地);/ /
pmenu -> addItem(”“人物全白,&cvars.playerwhite,选择断断续续地);/ /
pmenu -> addItem(”“人物線條,&cvars.playerframe,选择断断续续地);/ / / / pmenu - > AddItem(”“去除煙霧,&cvars.nosmoke,选择断断续续地)

/ / pmenu - > addItem(”“去除閃光,&cvars.noflash,选择断断续续地);
pmenu -> addItem(”“去除世界,&cvars.noworld,选择断断续续地);/ /
pmenu -> addItem(”“去除天空,&cvars.nosky,选择断断续续地);/ /
pmenu -> addItem(”“白色牆壁,&cvars.whitewall,选择断断续续地);//
}

pmenu - >的addgroup”([自瞄]”,&cvars.mvisible3,选择GRP);
如果(CVARS。mvisible3)
{
pmenu -> addItem(”“自瞄開關,&cvars.aimbot,选择断断续续地);
可见pmenu menudrawing()


“”(-))”(-)”(-)”(pmenu -> AddItem自瞄位置,&cvars.aimboneid,saimslot,4;
pmenu > AddItem自瞄鍵,&cvars.aimkey,saimkey,6;
}

pmenu >的addgroup”[關于,&cvars.mvisible12,选择GRP;
(如果CVARS。mvisible12
{
pmenu > AddItem仅供学习交流QQ群:166126451,&cvars.statsbox,选择断断续续地);
} }空隙
{
如果(= = 0时){
pmenu新CMenu的(null,390,134);
pmenu > =1;
pmenu - > Col标题= textwhite;

}
else {
如果(pmenu -> noitems = = 0)menuitems();

pmenu - > show();
pmenu - > nav();

}
}

无效pcreateline lpdirect3ddevice9 pdevice
{
bool盲= false;如果
(D3D。多义线)
{
D3D。多义线- > release();
d3d.pline = null;
盲= false;
}

如果(!盲)
{
d3dxcreateline(pdevice,&D3D。样条);
盲=真实;
}
}
无效pcreatefont(lpdirect3ddevice9 pdevice)
{
布尔bfont = false;


{ if(d3d.pfont)d3d.pfont - > Release();

d3d.pfont = null;bfont = false;} if(


!bfont

)d3dxcreatefont(FW pdevice,15,0,1,0,_正常,_默认默认charset,out _ _ PRECIS,antialiased _默认_沥青质量,| _ dontcare FF,“宋体”,d3d.pfont&);


bfont = true;} } nendscene HRESULT WINAPI
(lpdirect3ddevice9 pdevice

)_ render.getdevice(ASM pushad;pdevice

);pdevice - > getviewport(&D3D。视口);
pcreatefont pdevice;
pcreateline pdevice;

menudrawing();

尤其是console();
esp.drawesp pdevice;
esp.drawmiscesp pdevice;
esp.playeraimbot pdevice;

渲染。拉带(0,0,有色,0,d3d.pfont,“仅供学习交流QQ群:166126451”);

如果(CVARS。drawxhair)

{渲染。fillrgba(d3d.viewport.width / 2 - 14 - 2,d3d.viewport.height / 2 - 2,9,1,D3DCOLOR ARGB(200,0,255,0));
渲染。fillrgba(d3d.viewport.width / 2 5 - 2,d3d.viewport.height / 2 - 2,9,1,D3DCOLOR ARGB(200,0,255,0));
渲染。fillrgba(d3d.viewport.width / 2 - 2,d3d.viewport.height / 2 - 14 - 2,1,9,D3DCOLOR ARGB(200,0,255,0));
渲染。fillrgba(d3d.viewport.width / 2 - 2,d3d.viewport.height / 2 5 - 2,1,9,D3DCOLOR ARGB(200,0,255,0));
渲染。我0x06字节0x06我0x01字节0xc7(字节)基地(*(返回(2 2 / 2 2 /(fillrgba d3d.viewport.width,d3d.viewport.height,1,1,D3DCOLOR ARGB(200,0,255,0);
}
OutputDebugString”3“);
ASM POPAD;
pendscene pdevice);
}


DWORD finddevice的DWORD
{
(我= 0,n = 0;i < 0x128000;我的)
{
如果(* *)(我基地0x00)= n);
如果(*(*)(基地)== n);
如果(*(*)(基地),= 0x89)N;
如果(*(*(字节)的基础0x86 I 0x07)= =)N
;if(*(*(字节)为基础的一0x0c)= = 0x89)N
;如果(*(*(字节)为基础的一0x0d)= = 0x86 N

);if(N = = 6()返回DWORD *)
(基础I 2);N = 0;} return


(0);}


pbyte _ pd3ddev lpdirect3ddevice9 nm;hookvtable(pdword * dwvtable,pbyte dwhook,int index){


DWORD dwold = 0;virtualprotect(void *)((* dwvtable(指数)×4,4页),_执行_写字了,&dwold);
PBYTE porig =(PBYTE)(* dwvtable)的的[索引]);
(* dwvtable)[索引] =(DWORD)dwhook;
virtualprotect(void *)((* dwvtable)(指数×4),4,dwold,&dwold);

返回porig;
}
,回调msgproc(HWND hWnd,uint umsg,wParam WPARAM,LPARAM lParam){返回DefWindowProc(hWnd,umsg,WPARAM,LPARAM);} void
DX init(DWORD *表)
{
wndclassexa WC = { sizeof(WNDCLASSEX),CS cs_classdc,msgproc,0L,0L,GetModuleHandle函数(null),零,零,零,零,零“DX”,};
registerclassexa(&WC);
HWND hWnd = createwindowa(“DX”,空,WS OVERLAPPEDWINDOW,100,100,300,300,getdesktopwindow(),空,wc.hinstance,null);
lpdirect3d9 pd3d = direct3dcreate9(D3D SDK版本);
d3dpresent_parameters参数d3dpp;
zeromemory(&d3dpp,sizeof(d3dpp);
d3dpp。窗口= true;
d3dpp。swapeffect = d3dswapeffect_discard丢弃;
d3dpp.backbufferformat = D3DFMT未知;
lpdirect3ddevice9 pd3ddevice;
pd3d - > CreateDevice(d3dadapter_default默认,d3ddevtype_hal哈尔,hWnd,d3dcreate_software_vertexprocessing软件顶点处理,&d3dpp,&pd3ddevice);

DWORD * pvtable =(DWORD)pd3ddevice;
pvtable = 0 ](DWORD)[ pvtable;

表[ 0 ] = pvtable [ 42 ];

DestroyWindow(hWnd);
}

DWORD WINAPI VMT修补(LPVOID param)

{hookvtable((pdword *)nm nm_pd3ddev,(PBYTE)nendscene,42);返回
1个;
}


bool钩= false;

无效loopfunction()

{如果(钩= = false)
{
DWORD vtable [ 3 ] = { 0 };
(GetModuleHandle函数”(D3D9。DLL”)== null)
{
睡眠(250);
}
DX init(vtable);

钩(EndScene,vtable [ 0 ]);而
(!nm_pd3ddev)
{
睡眠(50);
}
脱钩(EndScene函数,[ 0 ]);
*(pdword)&pendscene = vtable [ 0 ];
CreateThread(null,0,&VMT修补,零,零,零);
钩= true;
} }


无效directxhook:initialize()
{
CreateThread(零,零,(lpthread_start_routine开始常规)loopfunction,空,空,空);
}
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