النتائج 1 إلى 6 من 6

الموضوع: من له خبرة فى البرمجة c++

  1. #1
    عضو سوبر نشيط
    تاريخ التسجيل
    Jan 2002
    المشاركات
    663

    من له خبرة فى البرمجة c++



    السلام عليكم ورحمة الله وبركاتة

    كيف حالك ان شاء الله بخير


    اخواني من لة خبرة فى البرمجة ممكن يساعدني؟

    الى بسوية ول هاك للعبة معينة وموجود مصدر الملف بس يبيلة تعديل


    كود:
    /*creds to me,Roverturbo,Azorbix,Frit0 ,unreal*/

    كود:
    #include <windows.h>
    #include <detours.h>
    #include <d3d8.h>
    #include <d3dx8.h>
    #include "log.h"
    #include <fstream>
    #include <iostream>
    #pragma comment(lib, "d3dx8.lib")
    #pragma comment(lib, "d3d8.lib")
    using namespace std;
    كود:
    static DWORD dwBeginScene            = 0x6D9D9250;
    static DWORD dwEndScene                = 0x6d9d93a0;
    static DWORD dwDrawIndexedPrimitive = 0x6d9d73a0;
    static DWORD dwSetStreamSource        = 0x6d9d6760;
    static DWORD dwSetViewport            = 0x6d9d5b90    ;

    كود:
    int m_Stride;
    int texnum;
    int nNumVertices;
    int nPrimitiveCount;
     
    LPDIRECT3DTEXTURE8  Red,Yellow,Green,Blue,Purple,Pink,Orange;
    bool Color = true;
    bool Logger = false;
    ofstream ofile;    
    char dlldir[320];
    float ScreenCenterX = 0.0f;
    float ScreenCenterY = 0.0f;
    bool xhair = false;
    bool WallHack = false; 
    bool WallHack2 = false;
    HANDLE hand1       =NULL;
    HANDLE hand2       =NULL;
     
    DWORD bytes;
     
    //Logger
    int texarray[1000]; 
    int arraycounter; 
    int delarray[500]; 
    int dcount; 
    unsigned int arrc;
    int i=0;

    كود:
    D3DCOLOR redt = D3DCOLOR_XRGB( 255, 0, 0 );
     
     
    char *GetDirectoryFile(char *filename)
    {
        static char path[320];
        strcpy(path, dlldir);
        strcat(path, filename);
        return path;
    }
     
    void __cdecl add_log (const char *fmt, ...)
    {
        if(ofile != NULL)
        {
            if(!fmt) { return; }
     
            va_list va_alist;
            char logbuf[256] = {0};
     
            va_start (va_alist, fmt);
            _vsnprintf (logbuf+strlen(logbuf), sizeof(logbuf) - strlen(logbuf), fmt, va_alist);
            va_end (va_alist);
     
            ofile << logbuf << endl;
        }
    }
     
    HRESULT GenerateTexture(IDirect3DDevice8 *pD3Ddev, IDirect3DTexture8 **ppD3Dtex, DWORD colour32)
    {
        if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex)) )
            return E_FAIL;
     
        WORD colour16 =    ((WORD)((colour32>>28)&0xF)<<12)
                |(WORD)(((colour32>>20)&0xF)<<8)
                |(WORD)(((colour32>>12)&0xF)<<4)
                |(WORD)(((colour32>>4)&0xF)<<0);
     
        D3DLOCKED_RECT d3dlr;    
        (*ppD3Dtex)->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;
    }


    كود:
    //=================================EndScene_Start=================================================================================//
    typedef HRESULT ( WINAPI* oEndScene ) ( LPDIRECT3DDEVICE8 pDevice );
    oEndScene pEndScene;
     
    HRESULT WINAPI myEndScene(LPDIRECT3DDEVICE8 pDevice)
    {
    if(Color)
    { 
    GenerateTexture(pDevice, &Red,      D3DCOLOR_ARGB    (255   ,   255  ,     0      ,    0      ));
    GenerateTexture(pDevice, &Yellow,   D3DCOLOR_ARGB    (255   ,   255  ,     255    ,    0      ));
    GenerateTexture(pDevice, &Green,    D3DCOLOR_ARGB    (255   ,   0    ,     255    ,    0      ));
    GenerateTexture(pDevice, &Blue,     D3DCOLOR_ARGB    (255   ,   0    ,     0      ,    255    ));
    GenerateTexture(pDevice, &Purple,   D3DCOLOR_ARGB    (255   ,   102  ,     0      ,    153    ));
    GenerateTexture(pDevice, &Pink,     D3DCOLOR_ARGB    (255   ,   255  ,     20      ,   147    ));
    GenerateTexture(pDevice, &Orange,   D3DCOLOR_ARGB    (255   ,   255  ,     165      ,  0      ));
    Color=false; 
    }


    كود:
    if(xhair)
    {
      D3DRECT rec2 = {ScreenCenterX-20, ScreenCenterY, ScreenCenterX+ 20, ScreenCenterY+2};
      D3DRECT rec3 = {ScreenCenterX, ScreenCenterY-20, ScreenCenterX+ 2,ScreenCenterY+20};
      pDevice->Clear(1, &rec2, D3DCLEAR_TARGET,redt, 0,  0);
      pDevice->Clear(1, &rec3, D3DCLEAR_TARGET,redt, 0,  0);
    }

    كود:
    //=============================================UnHooK_Start===================================================//
     
    if((GetAsyncKeyState(VK_F5)&1))        
    {    
    int end    =NULL;
    int dip    =NULL;
    int svp    =NULL;
    int sss    =NULL;
     
     
    BYTE Unhook[5] = {0x8B,0xFF,0x55,0x8B,0xEC};//Original Function Bytes.
    hand1 = GetCurrentProcess();
    DWORD dwmodualBase=(DWORD)GetModuleHandle("d3d8.dll");
    end = 0x6d9d93a0;
    dip = 0x6d9d73a0;
    svp = 0x6d9d5b90;
    sss = 0x6d9d6760;
     
    WriteProcessMemory(hand1, (void*) end, Unhook, 5, &bytes);
    WriteProcessMemory(hand1, (void*) dip, Unhook, 5, &bytes);
    WriteProcessMemory(hand1, (void*) svp ,Unhook, 5, &bytes);
    WriteProcessMemory(hand1, (void*) sss,Unhook, 5, &bytes);
    }

    كود:
    //=========================================UnHook_End=========================================================//
     
    if((GetAsyncKeyState(VK_F1)&1)){xhair=!xhair;}        
    if((GetAsyncKeyState(VK_F2)&1)){WallHack=!WallHack;}        
     
    return pEndScene(pDevice);
    }
    //=====


    كود:
    //=================================Dip_Start============================================================================================//
    typedef HRESULT ( WINAPI* oDrawIndexedPrimitive ) ( LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount );
    oDrawIndexedPrimitive pDrawIndexedPrimitive;
     
    HRESULT WINAPI myDrawIndexedPrimitive(LPDIRECT3DDEVICE8 pDevice, D3DPRIMITIVETYPE pType, UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount)
    {
     
     
     
     
    if(WallHack)
    {
    texnum = (nNumVertices*100000)+nPrimitiveCount; 
        if(m_Stride==40 && 
     
      (texnum==7500121 )||(texnum==8500105 )||(texnum==12400168)||(texnum==37000650)||
      (texnum==18000274)||(texnum==8800105 )||(texnum==36900650)||(texnum==19600314)||
      (texnum==21800306)||(texnum==7500121 )||(texnum==8500105 )||(texnum==12400168)||
      (texnum==21800306)||(texnum==36900650)||(texnum==7500121 )||(texnum==37000650)||
      (texnum==18000274)||(texnum==7500121 )||(texnum==8500105 )||(texnum==38000658)||
      (texnum==22100268)||(texnum==62400752)||(texnum==27900456)||(texnum==45700654)|| 
      (texnum==4800040 )||(texnum==83600752)||(texnum==33400477)||(texnum==38100666)|| 
      (texnum==2800036 )||(texnum==62400752)||(texnum==29700492)||(texnum==84900778)|| 
      (texnum==27500442)||(texnum==52100658)||(texnum==62400752)||(texnum==33600552)|| 
      (texnum==44100646)||(texnum==18000274)||(texnum==37200508)||(texnum==45700654)|| 
      (texnum==37200508)||(texnum==52100658)||(texnum==52100658) &&
     
     
     
         (nNumVertices == 100 && nPrimitiveCount == 121) || //Foot 
         (nNumVertices == 105 && nPrimitiveCount == 168) || //Right Arm 
         (nNumVertices == 132 && nPrimitiveCount == 180) || //Hand 
         (nNumVertices == 159 && nPrimitiveCount == 200) || //Left Arm 
         (nNumVertices == 338 && nPrimitiveCount == 534) || //Underbody    thanks japennese guy =)
         //(nNumVertices == 448 && nPrimitiveCount == 776) || //Head 
         (nNumVertices == 804 && nPrimitiveCount == 1016) || //Body //SRG Option item 
         (nNumVertices == 109 && nPrimitiveCount == 110) || //Bulletproof Vest 
         (nNumVertices == 336 && nPrimitiveCount == 532)) //Battle Pants
     
    {
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Orange);
    //pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME );
     
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
     
    //pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID );
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Pink);
    }            
     
    if(m_Stride==40 && texnum== 21300174)    
    {
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Green);//GreenNade
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Purple);
    }       
     
     
    if(nNumVertices == 158 && nPrimitiveCount == 131)
    {
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Red);//GreenNade
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Yellow);
    }
     
    if (nNumVertices == 171 && nPrimitiveCount == 143)
    {
     
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    pDevice->SetTexture(0,Red);//GreenNade
    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    pDevice->SetTexture(0,Yellow);
    }
     
     
     
    if(m_Stride==40 &&//face,mask etc...
    (texnum==36700612) ||
    (texnum==9600172 ) ||
    (texnum==14200236) ||
    (texnum==37800552) ||
    (texnum==28100486) ||
    (texnum==35500568) ||
    (texnum==2200024 ) ||
    (texnum==16200243) ||
    (texnum==31900466) ||
    (texnum==19300342) ||
    (texnum==36200604) ||
    (texnum==21300290) ||
    (texnum==35700558) ||
    (texnum==22100396) ||
    (texnum==36100604) ||
    (texnum==27100464) ||
    (texnum==11400180) ||
    (texnum==34900580) ||
    (texnum==13200212) ||
    (texnum==34700538) ||
    (texnum==19500352)&&
    (nNumVertices == 448 && nPrimitiveCount == 776))
     
    {
    pDevice->SetTexture(0,Blue);
    }
     
     
    {
    pDevice->SetRenderState(D3DRS_FOGENABLE,false);
    }

    كود:
    /*Logger
    if(m_Stride==40){
     
     
     while(GetAsyncKeyState(VK_NUMPAD1)&1) arrc--; //Used as manual index for adding textures to delarray
        while(GetAsyncKeyState(VK_NUMPAD3)&1) arrc++;
        bool alrdy=false;
        bool inarr=false;
     
            if(texarray[arrc]==texnum)
                if(delarray[i]==texarray[arrc])
                alrdy=true;
        for(int i=0;i<dcount;i++) //sees if said texture is in delarray
            if(delarray[i]==texnum)
                inarr=true;
        if(texarray[arrc]==texnum || inarr){ //If true, color model differently
            LPDIRECT3DTEXTURE8 texCol;
                DWORD dwOldZEnable = D3DZB_TRUE; 
                pDevice->SetTexture(0, NULL);
                pDevice->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable); 
                pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
                if(alrdy) //Different colors for selected models that are already being logged (For removal from array)
                    texCol=Blue;
                else
                    texCol=Red;
               pDevice->SetTexture(0, texCol);
                pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
                pDevice->SetRenderState(D3DRS_ZENABLE, dwOldZEnable);
     
        }
    }
    if(GetAsyncKeyState(VK_F5)&1) add_log("Logged tesx: %i", texarray[arrc]); //F5 will print currently selected texnum to logfile
    if(GetAsyncKeyState(VK_F6)&1) { //For adding/removing textures to array
        bool inarr=true;
        for(int k=0;k<dcount;k++){
            if(delarray[k]==texarray[arrc])
            {
                inarr=false;//Found selected texture to already exist
                delarray[k]=0;//Delete texture
                break;//Cancel loop
            }
        }
        if(inarr==true)
        {
        delarray[dcount]=texarray[arrc];//Add texture
        dcount++;
        }
    }
    if(GetAsyncKeyState(VK_F7)&1){
    int total=1;
        add_log("omfg values?!? {");
        for(int x=0;x<dcount;x++)//Loops through all recorded variables and prints them in a nice array based format
            if(delarray[x]){
                add_log("%i,",delarray[x]); //add_log2==add_log but without endl
                total++;
            }
        add_log("}; %i variables in array",total);
    }
    bool found = false; //THIS PART CREDITS TO KRYPTEC
    for(int y=0; y<arraycounter; y++) //THIS IS HIS LOGGING FUNCTION
    {
        if(texnum==texarray[y])found=true; //I JUST CREATED AN INTERFACE FOR IT
    }
        if(!found && arraycounter < 1000)
        {
        texarray[arraycounter]=texnum;
        arraycounter++;
        }*/
    كود:
    }
    return pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);
    }
    //=====================================Dip_End===========================================================================//
    كود:
    //=====================================Sss_Start==========================================================================//
    typedef HRESULT ( WINAPI* oSetStreamSource ) ( LPDIRECT3DDEVICE8 pDevice, UINT nStreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData, UINT nStride );
    oSetStreamSource pSetStreamSource;
     
    HRESULT WINAPI mySetStreamSource(LPDIRECT3DDEVICE8 pDevice, UINT nStreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData, UINT nStride)
    {
            if(nStreamNumber==0)
            m_Stride = nStride;
     
        return pSetStreamSource(pDevice, nStreamNumber, pStreamData, nStride);
    }
    //====================================Sss_End============================================================================//

    كود:
    //====================================Svp_Start==========================================================================//
    typedef HRESULT (WINAPI* oSetViewport)(LPDIRECT3DDEVICE8 pDevice,CONST D3DVIEWPORT8* pViewport);
    oSetViewport pSetViewport;
     
    HRESULT WINAPI mySetViewport(LPDIRECT3DDEVICE8 pDevice,CONST D3DVIEWPORT8* pViewport)
    {
        ScreenCenterX = ( float )pViewport->Width / 2;
        ScreenCenterY = ( float )pViewport->Height / 2;    
     
        return pSetViewport(pDevice,pViewport);
    }
    //===================================Svp_End=============================================================================//

    كود:
    typedef HRESULT ( WINAPI* oBeginScene ) ( LPDIRECT3DDEVICE8 pDevice );
    oBeginScene pBeginScene;
     
    HRESULT WINAPI myBeginScene(LPDIRECT3DDEVICE8 pDevice)
    {
        if((GetAsyncKeyState(VK_F6)&1))    
        {
            pEndScene = (oEndScene)DetourFunction((PBYTE)dwEndScene, (PBYTE)myEndScene);
            pDrawIndexedPrimitive = (oDrawIndexedPrimitive)DetourFunction((PBYTE)dwDrawIndexedPrimitive, (PBYTE)myDrawIndexedPrimitive);
            pSetStreamSource = (oSetStreamSource)DetourFunction((PBYTE)dwSetStreamSource, (PBYTE)mySetStreamSource);
            pSetViewport=(oSetViewport)DetourFunction((PBYTE)dwSetViewport,(PBYTE)mySetViewport);
        }
     
        return pBeginScene(pDevice);
    }
     
     
    BOOL WINAPI DllMain ( HMODULE hModule, DWORD dwReason, LPVOID lpReserved )
    {
        DisableThreadLibraryCalls(hModule);
     
        if ( dwReason == DLL_PROCESS_ATTACH )
        {
     
            //=========Log==========================//
            GetModuleFileName(hModule, dlldir, 512);
            for(int i = strlen(dlldir); i > 0; i--) { if(dlldir[i] == '\\') { dlldir[i+1] = 0; break; } }
            ofile.open(GetDirectoryFile("log.txt"), ios::app);    
            //=========Log=========================//
     
            pBeginScene = (oBeginScene)DetourFunction((PBYTE)dwBeginScene, (PBYTE)myBeginScene);
            pEndScene = (oEndScene)DetourFunction((PBYTE)dwEndScene, (PBYTE)myEndScene);
            pDrawIndexedPrimitive = (oDrawIndexedPrimitive)DetourFunction((PBYTE)dwDrawIndexedPrimitive, (PBYTE)myDrawIndexedPrimitive);
            pSetStreamSource = (oSetStreamSource)DetourFunction((PBYTE)dwSetStreamSource, (PBYTE)mySetStreamSource);
            pSetViewport=(oSetViewport)DetourFunction((PBYTE)dwSetViewport,(PBYTE)mySetViewport);
     
    }
    return TRUE;
    }

    وهنا موضوع يشرح وش هالاكواد
    http://www.gamerzplanet.net/forums/s...ck-source.html


    وتحميل مصدر الكود للفيوجل


    ياليت الى يقدر يساعد يرد







  2. #2
    عضو نشيط
    تاريخ التسجيل
    May 2007
    المشاركات
    293


    I love soldier Front

    ^_^

    تكفى ارسل لي الول إذا خلصت منه





    __________________
    من تدخل فيما لايعنيه

    وجد مالا يرضيه

  3. #3
    عضو فعال
    تاريخ التسجيل
    Dec 2008
    المشاركات
    1,440


    أبشر يا بعدي ..

    خبرتي لا بأس فيها

    لكن متعقد من المترجمات

    وإن شاء الله نتساعد ..





    __________________
    لا تسقني كأس الحياة بذلةٍ .... بل فاسقني بالعز كأس الحنظل

  4. #4
    عضو سوبر نشيط
    تاريخ التسجيل
    Jan 2002
    المشاركات
    663


    هلا والله

    حلو فى هنا ناس تعلبها الله حية واطلع برا يالاقر - - - - - >> متعود خخخخخخخخ


    وش اسمك باللعبة؟






  5. #5
    عضو نشيط
    تاريخ التسجيل
    Jan 2008
    المشاركات
    164


    متأكد إنك بالمنتدى الصحيح؟؟
    إما أنا أو إنت غلطان بالعنوان .
    -----
    هذي سي++ عرفتها لكن بشو قاعد تستخدمها؟ له علاقة بالويب؟





    __________________
    مدونة شخصية: عمر الدليمي
    راسلني
    أنصح بإستخدام "أوبونتو"

  6. #6
    عضو نشيط
    تاريخ التسجيل
    Feb 2008
    المشاركات
    105


    ^_^





    __________________
    فهد المرزوقي





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