CrimeCraft ESP | #1 | |
Join Date: Dec 2008 Posts: 3 |
Hallo, suche einen CrimeCraft ESP, Wallhack, Radar oder sonstige Hacks wären auch ganz nice . Da ich hier zwar länger nen Acc habe aber nich Community aktiv war, biete ich euch was für euren Hack an! Näheres per PM! Also wer direkt einen Coden könnte wäre natürlich super . Das hier sollte helfen: http://forum.gamedeception.net/showthread.php?18841-CrimeCraft-Info&p=126377 |
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reckoning is offline |
CPP Code:
struct Model_t { D3DXVECTOR3 Position2D; D3DXVECTOR3 Position3D; BOOL bVisible; FLOAT DepthDistance; }; std::vector<Model_t*>ModelList; ULONG CurrentTexture[5]; FLOAT GetDistance(float Xx,float Yy,float xX,float yY) { return sqrt((yY-Yy)*(yY-Yy)+(xX-Xx)*(xX-Xx)); } VOID AddModel(IDirect3DDevice9* Device,UINT NumVertices) { D3DVIEWPORT9 Viewport; D3DXMATRIX ViewProjectionMatrix,LocalToWorld,WorldToLocal; IDirect3DVertexBuffer9 *pStreamData; IDirect3DIndexBuffer9 *pIndexData; Model_t* pModel = new Model_t; VOID* pIndex,*pData; UINT OffsetInBytes,Stride; Device->GetIndices(&pIndexData); Device->GetViewport(&Viewport); Device->GetVertexShaderConstantF(0,ViewProjectionMatrix,4); Device->GetVertexShaderConstantF(230,LocalToWorld,4); D3DXVECTOR3 VectorMiddle(0,0,0),ScreenMiddle(Viewport.Width/2,Viewport.Height/2,0); D3DXMatrixIdentity(&WorldToLocal); D3DXVec3Unproject(&VectorMiddle,&ScreenMiddle,&Viewport,&ViewProjectionMatrix,&LocalToWorld,&WorldToLocal); if(pIndexData->Lock(0, 0, &pIndex, D3DLOCK_READONLY) == D3D_OK) { Device->GetStreamSource(0, &pStreamData, &OffsetInBytes, &Stride); if(pStreamData->Lock(0, 0,&pData, D3DLOCK_READONLY) == D3D_OK) { D3DXVECTOR3 BoxMin,BoxMax; D3DXComputeBoundingBox((LPD3DXVECTOR3)pData,NumVertices,Stride,&BoxMin,&BoxMax); pModel->Position3D = BoxMin - ((BoxMin - BoxMax)/2); } }pIndexData->Unlock();pIndexData->Release();pStreamData->Unlock();pStreamData->Release(); D3DXVec3Project(&pModel->Position2D,&pModel->Position3D,&Viewport,&ViewProjectionMatrix,&LocalToWorld,&WorldToLocal); pModel->DepthDistance = GetDistance(VectorMiddle.x,VectorMiddle.y,pModel->Position3D.x,pModel->Position3D.y); if(pModel->Position2D.x > Viewport.Width || pModel->Position2D.x < 0 || pModel->Position2D.y > Viewport.Height || pModel->Position2D.y < 0 || (float)pModel->Position2D.z > 1.0f || (float)pModel->Position2D.z < 0.9f) { pModel->bVisible = D3DZB_FALSE; }else{ pModel->bVisible = D3DZB_TRUE; } ModelList.push_back(pModel); } VOID ProcessTargets(IDirect3DDevice9* Device) { if(ModelList.size() != NULL) { for(int i = 0; i < ModelList.size(); i++) { if(ModelList[i]->bVisible) { char bEspString[MAX_PATH]; sprintf(bEspString,"-=|%.1f|=-",ModelList[i]->DepthDistance); iD3DFont.Draw((int)ModelList[i]->Position2D.x - (strlen(bEspString)/2*5),(int)ModelList[i]->Position2D.y,bEspString,D3DCOLOR_XRGB(50,100,255)); } } ModelList.clear(); } } HRESULT (WINAPI* pEndScene)(LPDIRECT3DDEVICE9); HRESULT WINAPI myEndScene(LPDIRECT3DDEVICE9 pDevice) { if(ResourceLoaded==1) { ProcessTargets(pDevice); } return pEndScene(pDevice); } HRESULT (WINAPI* pSetTexture)(LPDIRECT3DDEVICE9,DWORD,IDirect3DBaseTexture9*); HRESULT WINAPI mySetTexture(LPDIRECT3DDEVICE9 pDevice,DWORD Stage, IDirect3DBaseTexture9 *pTexture) { if(pTexture != NULL && pTexture->GetType() == D3DRTYPE_TEXTURE && pTexture != TextureBlue && pTexture != TextureRed) { ULONG* pTex = (ULONG*)pTexture;//modelrec... CurrentTexture[0] = pTex[8]; CurrentTexture[1] = pTex[9]; CurrentTexture[2] = pTex[35]; } return pSetTexture(pDevice,Stage, pTexture); } HRESULT (WINAPI* pDrawIndexedPrimitive)(LPDIRECT3DDEVICE9,D3DPRIMITIVETYPE,int,int,int,int,int); HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE pType,int BaseVertexIndex,int uiMinIndex,int NumVertices,int StartIndex,int PrimitiveCount) { if(myStride == 48) { if((CurrentTexture[0]==0x100 && CurrentTexture[1]==0x100 && CurrentTexture[2]==0x15570) || (CurrentTexture[0]==0x1 && CurrentTexture[1]==0x1 && CurrentTexture[2]==0x4)) { if( NumVertices==784 || NumVertices==800 || NumVertices==803 || NumVertices==806 || NumVertices==801 || NumVertices==780 || NumVertices==708 || NumVertices==750 || NumVertices==737 || NumVertices==754 || NumVertices==774 || NumVertices==786 || NumVertices==783) { AddModel(pDevice,NumVertices);//just add heads, if you want another aimpoints get the right nums for them } DWORD dwOldZEnable; pDevice->SetTexture(1,TextureBlue); pDevice->GetRenderState(D3DRS_ZENABLE,&dwOldZEnable); pDevice->SetRenderState(D3DRS_ZENABLE,D3DZB_FALSE); pDrawIndexedPrimitive(pDevice,pType,BaseVertexIndex,uiMinIndex,NumVertices,StartIndex,PrimitiveCount); pDevice->SetRenderState(D3DRS_ZENABLE,dwOldZEnable); pDevice->SetTexture(1,TextureRed); } } return pDrawIndexedPrimitive(pDevice,pType,BaseVertexIndex,uiMinIndex,NumVertices,StartIndex,PrimitiveCount); }