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C++ source problem (fehlermeldung)


icon C++ source problem (fehlermeldung) #1

Join Date: Mar 2009

Posts: 8

Hi ich hab mir nen source code besorgt zum testen ob bei mir das c++ auch funtzt (DEV-C++).

aber nun kommt immer eine fehler meldung bei der zeile: # i n c l u d e < d e t o u r s . h > <--- musste so schrtieben sonst is es unsichbar ^^ im

den code hab ich net selber geschrieben, war nur so zum testen.


TEXT Code:
  1. #include <windows.h>
  2. #include <detours.h>
  3. #include <d3d8.h>
  4. #include <d3dx8.h>
  5. #include \"log.h\"
  6. #include <fstream>
  7. #include <fstream>
  8. #pragma comment(lib, \"d3dx8.lib\")
  9. #pragma comment(lib, \"d3d8.lib\")
  10. using namespace std;
  11. static DWORD dwBeginScene = 0x6D9D9250;
  12. static DWORD dwEndScene = 0x6d9d93a0;
  13. static DWORD dwDrawIndexedPrimitive = 0x6d9d73a0;
  14. static DWORD dwSetStreamSource = 0x6d9d6760;
  15. static DWORD dwSetViewport = 0x6d9d5b90 ;
  16.  
  17.  
  18. int m_Stride;
  19. int texnum;
  20. int nNumVertices;
  21. int nPrimitiveCount;
  22.  
  23. LPDIRECT3DTEXTURE8 Red,Yellow,Green,Blue,Purple,Pink,Orange;
  24. bool Color = true;
  25. bool Logger = false;
  26. ofstream ofile;
  27. char dlldir[320];
  28. float ScreenCenterX = 0.0f;
  29. float ScreenCenterY = 0.0f;
  30. bool xhair = false;
  31. bool WallHack = false;
  32. bool WallHack2 = false;
  33. HANDLE hand1 =NULL;
  34. HANDLE hand2 =NULL;
  35.  
  36. DWORD bytes;
  37.  
  38. //Logger
  39. int texarray[1000];
  40. int arraycounter;
  41. int delarray[500];
  42. int dcount;
  43. unsigned int arrc;
  44. int i=0;
  45.  
  46.  
  47. D3DCOLOR redt = D3DCOLOR_XRGB( 255, 0, 0 );
  48.  
  49.  
  50. char *GetDirectoryFile(char *filename)
  51. {
  52. static char path[320];
  53. strcpy(path, dlldir);
  54. strcat(path, filename);
  55. return path;
  56. }
  57.  
  58. void __cdecl add_log (const char *fmt, ...)
  59. {
  60. if(ofile != NULL)
  61. {
  62. if(!fmt) { return; }
  63.  
  64. va_list va_alist;
  65. char logbuf[256] = {0};
  66.  
  67. va_start (va_alist, fmt);
  68. _vsnprintf (logbuf+strlen(logbuf), sizeof(logbuf) - strlen(logbuf), fmt, va_alist);
  69. va_end (va_alist);
  70.  
  71. ofile << logbuf << endl;
  72. }
  73. }
  74.  
  75. HRESULT GenerateTexture(IDirect3DDevice8 *pD3Ddev, IDirect3DTexture8 **ppD3Dtex, DWORD colour32)
  76. {
  77. if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex)) )
  78. return E_FAIL;
  79.  
  80. WORD colour16 = ((WORD)((colour32>>2 [Augenrollen] &0xF)<<12)
  81. |(WORD)(((colour32>>20)&0xF)<< [Augenrollen]
  82. |(WORD)(((colour32>>12)&0xF)<<4)
  83. |(WORD)(((colour32>>4)&0xF)<<0);
  84.  
  85. D3DLOCKED_RECT d3dlr;
  86. (*ppD3Dtex)->LockRect(0, &d3dlr, 0, 0);
  87. WORD *pDst16 = (WORD*)d3dlr.pBits;
  88.  
  89. for(int xy=0; xy < 8*8; xy++)
  90. *pDst16++ = colour16;
  91.  
  92. (*ppD3Dtex)->UnlockRect(0);
  93.  
  94. return S_OK;
  95. }
  96.  
  97.  
  98. //=================================EndScene_Start=== ================================================== ============================//
  99. typedef HRESULT ( WINAPI* oEndScene ) ( LPDIRECT3DDEVICE8 pDevice );
  100. oEndScene pEndScene;
  101.  
  102. HRESULT WINAPI myEndScene(LPDIRECT3DDEVICE8 pDevice)
  103. {
  104. if(Color)
  105. {
  106. GenerateTexture(pDevice, &Red, D3DCOLOR_ARGB (255 , 255 , 0 , 0 ));
  107. GenerateTexture(pDevice, &Yellow, D3DCOLOR_ARGB (255 , 255 , 255 , 0 ));
  108. GenerateTexture(pDevice, &Green, D3DCOLOR_ARGB (255 , 0 , 255 , 0 ));
  109. GenerateTexture(pDevice, &Blue, D3DCOLOR_ARGB (255 , 0 , 0 , 255 ));
  110. GenerateTexture(pDevice, &Purple, D3DCOLOR_ARGB (255 , 102 , 0 , 153 ));
  111. GenerateTexture(pDevice, &Pink, D3DCOLOR_ARGB (255 , 255 , 20 , 147 ));
  112. GenerateTexture(pDevice, &Orange, D3DCOLOR_ARGB (255 , 255 , 165 , 0 ));
  113. Color=false;
  114. }
  115.  
  116. if(xhair)
  117. {
  118. D3DRECT rec2 = {ScreenCenterX-20, ScreenCenterY, ScreenCenterX+ 20, ScreenCenterY+2};
  119. D3DRECT rec3 = {ScreenCenterX, ScreenCenterY-20, ScreenCenterX+ 2,ScreenCenterY+20};
  120. pDevice->Clear(1, &rec2, D3DCLEAR_TARGET,redt, 0, 0);
  121. pDevice->Clear(1, &rec3, D3DCLEAR_TARGET,redt, 0, 0);
  122. }
  123.  
  124. //=============================================UnHoo K_Start=========================================== ========//
  125.  
  126. if((GetAsyncKeyState(VK_F5)&1))
  127. {
  128. int end =NULL;
  129. int dip =NULL;
  130. int svp =NULL;
  131. int sss =NULL;
  132.  
  133.  
  134. BYTE Unhook[5] = {0x8B,0xFF,0x55,0x8B,0xEC};//Original Function Bytes.
  135. hand1 = GetCurrentProcess();
  136. DWORD dwmodualBase=(DWORD)GetModuleHandle(\"d3d8.dll\");
  137. end = 0x6d9d93a0;
  138. dip = 0x6d9d73a0;
  139. svp = 0x6d9d5b90;
  140. sss = 0x6d9d6760;
  141.  
  142. WriteProcessMemory(hand1, (void*) end, Unhook, 5, &bytes);
  143. WriteProcessMemory(hand1, (void*) dip, Unhook, 5, &bytes);
  144. WriteProcessMemory(hand1, (void*) svp ,Unhook, 5, &bytes);
  145. WriteProcessMemory(hand1, (void*) sss,Unhook, 5, &bytes);
  146. }
  147. //=========================================UnHook_En d================================================= ========//
  148.  
  149. if((GetAsyncKeyState(VK_F1)&1)){xhair=!xhair;}
  150. if((GetAsyncKeyState(VK_F2)&1)){WallHack=!WallHack ;}
  151.  
  152. return pEndScene(pDevice);
  153. }
  154. //====================================EndScene_End== ================================================== ========================//
  155.  
  156.  
  157.  
  158.  
  159. //=================================Dip_Start======== ================================================== ==================================//
  160. typedef HRESULT ( WINAPI* oDrawIndexedPrimitive ) ( LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount );
  161. oDrawIndexedPrimitive pDrawIndexedPrimitive;
  162.  
  163. HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount)
  164. {
  165.  
  166.  
  167.  
  168.  
  169. if(WallHack)
  170. {
  171. texnum = (nNumVertices*100000)+nPrimitiveCount;
  172. if(m_Stride==40 &&
  173.  
  174. (texnum==7500121 )||(texnum==8500105 )||(texnum==1240016 [Augenrollen] ||(texnum==37000650)||
  175. (texnum==18000274)||(texnum==8800105 )||(texnum==36900650)||(texnum==19600314)||
  176. (texnum==21800306)||(texnum==7500121 )||(texnum==8500105 )||(texnum==1240016 [Augenrollen] ||
  177. (texnum==21800306)||(texnum==36900650)||(texnum==7 500121 )||(texnum==37000650)||
  178. (texnum==18000274)||(texnum==7500121 )||(texnum==8500105 )||(texnum==3800065 [Augenrollen] ||
  179. (texnum==2210026 [Augenrollen] ||(texnum==62400752)||(texnum==2 7900456)||(texnum==45700654)||
  180. (texnum==4800040 )||(texnum==83600752)||(texnum==33400477)||(texnum ==38100666)||
  181. (texnum==2800036 )||(texnum==62400752)||(texnum==29700492)||(texnum ==8490077 [Augenrollen] ||
  182. (texnum==27500442)||(texnum==5210065 [Augenrollen] ||(texnum==6 2400752)||(texnum==33600552)||
  183. (texnum==44100646)||(texnum==18000274)||(texnum==3 720050 [Augenrollen] ||(texnum==45700654)||
  184. (texnum==3720050 [Augenrollen] ||(texnum==5210065 [Augenrollen] ||(texnum==5 210065 [Augenrollen] &&
  185.  
  186.  
  187.  
  188. (nNumVertices == 100 && nPrimitiveCount == 121) || //Foot
  189. (nNumVertices == 105 && nPrimitiveCount == 16 [Augenrollen] || //Right Arm
  190. (nNumVertices == 132 && nPrimitiveCount == 180) || //
  191. (nNumVertices == 159 && nPrimitiveCount == 200) || //Left Arm
  192. (nNumVertices == 338 && nPrimitiveCount == 534) || //Underbody thanks japennese guy =)
  193. //(nNumVertices == 448 && nPrimitiveCount == 776) || //Head
  194. (nNumVertices == 804 && nPrimitiveCount == 1016) || // //SRG Option item
  195. (nNumVertices == 109 && nPrimitiveCount == 110) || //Bulletproof Vest
  196. (nNumVertices == 336 && nPrimitiveCount == 532)) //Battle Pants
  197.  
  198. {
  199. pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
  200. pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
  201. pDevice->SetTexture(0,Orange);
  202. //pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME );
  203.  
  204. pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
  205.  
  206. //pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID );
  207. pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
  208. pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
  209. pDevice->SetTexture(0,Pink);
  210. }
  211.  
  212. if(m_Stride==40 && texnum== 21300174)
  213. {
  214. pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
  215. pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
  216. pDevice->SetTexture(0,Green);//GreenNade
  217. pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
  218. pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
  219. pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
  220. pDevice->SetTexture(0,Purple);
  221. }
  222.  
  223.  
  224. if(nNumVertices == 158 && nPrimitiveCount == 131)
  225. {
  226. pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
  227. pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
  228. pDevice->SetTexture(0,Red);//GreenNade
  229. pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
  230. pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
  231. pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
  232. pDevice->SetTexture(0,Yellow);
  233. }
  234.  
  235. if (nNumVertices == 171 && nPrimitiveCount == 143)
  236. {
  237.  
  238. pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
  239. pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
  240. pDevice->SetTexture(0,Red);//GreenNade
  241. pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
  242. pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
  243. pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
  244. pDevice->SetTexture(0,Yellow);
  245. }
  246.  
  247.  
  248.  
  249. if(m_Stride==40 &&//face,mask etc...
  250. (texnum==36700612) ||
  251. (texnum==9600172 ) ||
  252. (texnum==14200236) ||
  253. (texnum==37800552) ||
  254. (texnum==28100486) ||
  255. (texnum==3550056 [Augenrollen] ||
  256. (texnum==2200024 ) ||
  257. (texnum==16200243) ||
  258. (texnum==31900466) ||
  259. (texnum==19300342) ||
  260. (texnum==36200604) ||
  261. (texnum==21300290) ||
  262. (texnum==3570055 [Augenrollen] ||
  263. (texnum==22100396) ||
  264. (texnum==36100604) ||
  265. (texnum==27100464) ||
  266. (texnum==11400180) ||
  267. (texnum==34900580) ||
  268. (texnum==13200212) ||
  269. (texnum==3470053 [Augenrollen] ||
  270. (texnum==19500352)&&
  271. (nNumVertices == 448 && nPrimitiveCount == 776))
  272.  
  273. {
  274. pDevice->SetTexture(0,Blue);
  275. }
  276.  
  277.  
  278. {
  279. pDevice->SetRenderState(D3DRS_FOGENABLE,false);
  280. }
  281.  
  282. /*Logger
  283. if(m_Stride==40){
  284.  
  285.  
  286. while(GetAsyncKeyState(VK_NUMPAD1)&1) arrc--; //Used as manual for adding textures to delarray
  287. while(GetAsyncKeyState(VK_NUMPAD3)&1) arrc++;
  288. bool alrdy=false;
  289. bool inarr=false;
  290.  
  291. if(texarray[arrc]==texnum)
  292. if(delarray[i]==texarray[arrc])
  293. alrdy=true;
  294. for(int i=0;i
  295. if(delarray[i]==texnum)
  296. inarr=true;
  297. if(texarray[arrc]==texnum || inarr){ //If true, color model differently
  298. LPDIRECT3DTEXTURE8 texCol;
  299. DWORD dwOldZEnable = D3DZB_TRUE;
  300. pDevice->SetTexture(0, NULL);
  301. pDevice->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable);
  302. pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
  303. if(alrdy) //Different colors for selected models that are already being logged (For removal from array)
  304. texCol=Blue;
  305. else
  306. texCol=Red;
  307. pDevice->SetTexture(0, texCol);
  308. pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
  309. pDevice->SetRenderState(D3DRS_ZENABLE, dwOldZEnable);
  310.  
  311. }
  312. }
  313. if(GetAsyncKeyState(VK_F5)&1) add_log(\"Logged tesx: %i\", texarray[arrc]); //F5 will currently selected texnum to logfile
  314. if(GetAsyncKeyState(VK_F6)&1) { //For adding/removing textures to array
  315. bool inarr=true;
  316. for(int k=0;k
  317. if(delarray[k]==texarray[arrc])
  318. {
  319. inarr=false;//Found selected texture to already exist
  320. delarray[k]=0;//Delete texture
  321. break;//Cancel loop
  322. }
  323. }
  324. if(inarr==true)
  325. {
  326. delarray[dcount]=texarray[arrc];//Add texture
  327. dcount++;
  328. }
  329. }
  330. if(GetAsyncKeyState(VK_F7)&1){
  331. int total=1;
  332. add_log(\"omfg values?!? {\");
  333. for(int x=0;x
  334. if(delarray[x]){
  335. add_log(\"%i,\",delarray[x]); //add_log2==add_log but without endl
  336. total++;
  337. }
  338. add_log(\"}; %i variables in array\",total);
  339. }
  340. bool found = false; //THIS PART CREDITS TO KRYPTEC
  341. for(int y=0; y
  342. {
  343. if(texnum==texarray[y])found=true; //I JUST CREATED AN FOR IT
  344. }
  345. if(!found && arraycounter < 1000)
  346. {
  347. texarray[arraycounter]=texnum;
  348. arraycounter++;
  349. }*/
  350.  
  351. }
  352. return pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
  353. }
  354. //=====================================Dip_End====== ================================================== ===================//
  355.  
  356.  
  357. //=====================================Sss_Start==== ================================================== ====================//
  358. typedef HRESULT ( WINAPI* oSetStreamSource ) ( LPDIRECT3DDEVICE8 pDevice, UINT nStreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData, UINT nStride );
  359. oSetStreamSource pSetStreamSource;
  360.  
  361. HRESULT WINAPI mySetStreamSource(LPDIRECT3DDEVICE8 pDevice, UINT nStreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData, UINT nStride)
  362. {
  363. if(nStreamNumber==0)
  364. m_Stride = nStride;
  365.  
  366. return pSetStreamSource(pDevice, nStreamNumber, pStreamData, nStride);
  367. }
  368. //====================================Sss_End======= ================================================== ===================//
  369.  
  370. //====================================Svp_Start===== ================================================== ===================//
  371. typedef HRESULT (WINAPI* oSetViewport)(LPDIRECT3DDEVICE8 pDevice,CONST D3DVIEWPORT8* pViewport);
  372. oSetViewport pSetViewport;
  373.  
  374. HRESULT WINAPI mySetViewport(LPDIRECT3DDEVICE8 pDevice,CONST D3DVIEWPORT8* pViewport)
  375. {
  376. ScreenCenterX = ( float )pViewport->Width / 2;
  377. ScreenCenterY = ( float )pViewport->Height / 2;
  378.  
  379. return pSetViewport(pDevice,pViewport);
  380. }
  381. //===================================Svp_End======== ================================================== ===================//
  382.  
  383. typedef HRESULT ( WINAPI* oBeginScene ) ( LPDIRECT3DDEVICE8 pDevice );
  384. oBeginScene pBeginScene;
  385.  
  386. HRESULT WINAPI myBeginScene(LPDIRECT3DDEVICE8 pDevice)
  387. {
  388. if((GetAsyncKeyState(VK_F6)&1))
  389. {
  390. pEndScene = (oEndScene)DetourFunction((PBYTE)dwEndScene, (PBYTE)myEndScene);
  391. pDrawIndexedPrimitive = (oDrawIndexedPrimitive)DetourFunction((PBYTE)dwDra wIndexedPrimitive, (PBYTE)myDrawIndexedPrimitive);
  392. pSetStreamSource = (oSetStreamSource)DetourFunction((PBYTE)dwSetStrea mSource, (PBYTE)mySetStreamSource);
  393. pSetViewport=(oSetViewport)DetourFunction((PBYTE)d wSetViewport,(PBYTE)mySetViewport);
  394. }
  395.  
  396. return pBeginScene(pDevice);
  397. }
  398.  
  399.  
  400. BOOL WINAPI DllMain ( HMODULE hModule, DWORD dwReason, LPVOID lpReserved )
  401. {
  402. DisableThreadLibraryCalls(hModule);
  403.  
  404. if ( dwReason == DLL_PROCESS_ATTACH )
  405. {
  406.  
  407. //=========Log==========================//
  408. GetModuleFileName(hModule, dlldir, 512);
  409. for(int i = strlen(dlldir); i > 0; i--) { if(dlldir[i] == \'\\\') { dlldir[i+1] = 0; break; } }
  410. ofile.(GetDirectoryFile(\"log.txt\"), ios::app);
  411. //=========Log=========================//
  412.  
  413. pBeginScene = (oBeginScene)DetourFunction((PBYTE)dwBeginScene, (PBYTE)myBeginScene);
  414. pEndScene = (oEndScene)DetourFunction((PBYTE)dwEndScene, (PBYTE)myEndScene);
  415. pDrawIndexedPrimitive = (oDrawIndexedPrimitive)DetourFunction((PBYTE)dwDra wIndexedPrimitive, (PBYTE)myDrawIndexedPrimitive);
  416. pSetStreamSource = (oSetStreamSource)DetourFunction((PBYTE)dwSetStrea mSource, (PBYTE)mySetStreamSource);
  417. pSetViewport=(oSetViewport)DetourFunction((PBYTE)d wSetViewport,(PBYTE)mySetViewport);
  418.  
  419. }
  420. return TRUE;
  421. }


icon #2

Join Date: Mar 2009

Posts: 22

Wird etwas dauern bis ich den "Fehler" gefunden habe.
icon #3

Join Date: Aug 2007

Posts: 8643

User-Rating:

199 positive
33 negative
mit Codetags wärs auch ohne Leerzeichen gegangen. Poste mal den Fehler der in der Zeile kommt. Ganz sicher findet er den Header nicht bei dir.

greetz KN4CK3R

__________________

Hallo
icon #4

Join Date: Nov 2007

Posts: 2801

Hast du überhaupt die DirectX SDK\'s? O_o

BTW: Was bringt es C&P Soldier Front WallHack, wenn man kA hat, naja

Fang lieber an mit \"Hello World\"


mfg
Aldi

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icon #5

Join Date: Mar 2009

Posts: 8

wollte nur mal so testen^^

ps: hallo world kann ich inzwischen ^^ :schaden:
icon #6

Join Date: Nov 2007

Posts: 2801

Ladt dir am Besten die DirectX SDK's -> google hilft...

Dann dürften keine Fehlermeldungen mehr kommen...


mfg
Aldi

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