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Código De Chams


Robson

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Create a header.h With Name "ChamsRGB.h" 
 
 
 
add this code inside:


Código: #include <windows.h>
#include <d3d9.h>
#include <d3dx9.h>

#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")

// NUMPAD1 => Types of chams.
// NUMPAD2 => Types of colors for front and back.
// LEFT and Right => Change colors.

// Change here the version of your Combat Arms => CABR or CAEU or CANA or CAKR
#define CABR

// Actual Address: 06/03/2012

#ifdef CABR
// Combat Arms Brazil
#define GameStatus 0x377F0DDC // Endereços Velhos..
#define DIPEngine 0x006A086A // Endereços Velhos..
#endif

#ifdef CAEU
// Combat Arms Europe
#define GameStatus 0x37806FC4 // Endereços Velhos..
#define DIPEngine 0x006A3E0A // Endereços Velhos..
#endif

#ifdef CANA
// Combat Arms North American
#define GameStatus 0x37806FC4 // Endereços Velhos..
#define DIPEngine 0x006A3E1A // Endereços Velhos..
#endif

#ifdef CAKR
// Combat Arms Korean
#define GameStatus 0x3774C6F0 // Endereços Velhos..
#define DIPEngine 0x006A358A // Endereços Velhos..
#endif

DWORD retDIPEngine = (DIPEngine + 0x8);

INT chams;
INT color1;
INT color2;
INT color3;
INT color4;
INT indexcolor;

//#define Red D3DCOLOR_ARGB( 255, 255, 000, 000 )
//#define Green D3DCOLOR_ARGB( 255, 000, 255, 000 )
//#define Blue D3DCOLOR_ARGB( 255, 000, 000, 255 )
//#define Black D3DCOLOR_ARGB( 255, 000, 000, 000 )

VOID SetLightChams(LPDIRECT3DDEVICE9 pDevice, FLOAT A, FLOAT R, FLOAT G, FLOAT B)
{
D3DMATERIAL9 pMaterial;
ZeroMemory(&pMaterial, sizeof(D3DMATERIAL9));
pDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
//Ambient
pMaterial.Ambient.a = (A/255);
pMaterial.Ambient.r = (R/255);
pMaterial.Ambient.g = (G/255);
pMaterial.Ambient.b = (B/255);
//Diffuse
pMaterial.Diffuse.a = (A/255);
pMaterial.Diffuse.r = (R/255);
pMaterial.Diffuse.g = (G/255);
pMaterial.Diffuse.b = (B/255);
//Specular
pMaterial.Specular.a = (A/255);
pMaterial.Specular.r = (R/255);
pMaterial.Specular.g = (G/255);
pMaterial.Specular.b = (B/255);
pDevice->SetMaterial(&pMaterial);
}

__declspec( naked ) HRESULT WINAPI DIPMidfunction( )
{
static LPDIRECT3DDEVICE9 pDevice;
static INT BaseVertexIndex;
static UINT MinVertexIndex, NumVertices, startIndex, primCount;

__asm
{
MOV ECX, DWORD PTR DS:[EAX]
MOV EDX, DWORD PTR DS:[ECX + 0x148]
MOV DWORD PTR DS:[pDevice], EAX;
MOV ECX, DWORD PTR DS:[EBP + 0x18]
MOV DWORD PTR DS:[baseVertexIndex], ECX
MOV ECX, DWORD PTR DS:[EBP + 0x8]
MOV DWORD PTR DS:[MinVertexIndex], ECX
MOV ECX, DWORD PTR DS:[EBP + 0x10]
MOV DWORD PTR DS:[NumVertices], ECX
MOV ECX, DWORD PTR DS:[EBP + 0xC]
MOV DWORD PTR DS:[startIndex], ECX
MOV ECX, DWORD PTR DS:[EBP + 0x14]
MOV DWORD PTR DS:[primCount], ECX
PUSHAD
}

if( chams ) {

pDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_FALSE );

if( chams == 1 ) {
if( color1 == 1 ) SetLightChams( pDevice, 255, 255, 000, 000 );
if( color1 == 2 ) SetLightChams( pDevice, 255, 000, 255, 000 );
if( color1 == 3 ) SetLightChams( pDevice, 255, 000, 000, 255 );
if( color1 == 4 ) SetLightChams( pDevice, 255, 000, 000, 000 );
if( color1 == 5 ) SetLightChams( pDevice, 255, 255, 000, 255 );
if( color1 == 6 ) SetLightChams( pDevice, 255, 255, 255, 255 );
if( color1 == 7 ) SetLightChams( pDevice, 255, 255, 255, 000 );
if( color1 == 8 ) SetLightChams( pDevice, 255, 150, 000, 255 );
}
if( chams == 2 ) {
pDevice->SetRenderState( D3DRS_LIGHTING, D3DZB_TRUE );
pDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_FLAT );
pDevice->SetRenderState( D3DRS_FOGENABLE, D3DZB_FALSE );
if( color2 == 1 ) pDevice->SetRenderState( D3DRS_AMBIENT, Red );
if( color2 == 2 ) pDevice->SetRenderState( D3DRS_AMBIENT, Green );
if( color2 == 3 ) pDevice->SetRenderState( D3DRS_AMBIENT, Blue );
if( color2 == 4 ) pDevice->SetRenderState( D3DRS_AMBIENT, Black );
}
if( chams > 2 ) {
pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, D3DZB_TRUE );
pDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVDESTCOLOR );
if( chams == 3 ) pDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_INVSRCCOLOR );
if( chams == 4 ) pDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_INVSRCALPHA );
}

pDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount );

pDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_TRUE );

if( chams == 1 ) {
if( color3 == 1 ) SetLightChams( pDevice, 255, 255, 000, 000 );
if( color3 == 2 ) SetLightChams( pDevice, 255, 000, 255, 000 );
if( color3 == 3 ) SetLightChams( pDevice, 255, 000, 000, 255 );
if( color3 == 4 ) SetLightChams( pDevice, 255, 000, 000, 000 );
if( color3 == 5 ) SetLightChams( pDevice, 255, 255, 000, 255 );
if( color3 == 6 ) SetLightChams( pDevice, 255, 255, 255, 255 );
if( color3 == 7 ) SetLightChams( pDevice, 255, 255, 255, 000 );
if( color3 == 8 ) SetLightChams( pDevice, 255, 150, 000, 255 );
}
if( chams == 2 ) {
if( color4 == 1 ) pDevice->SetRenderState( D3DRS_AMBIENT, Red );
if( color4 == 2 ) pDevice->SetRenderState( D3DRS_AMBIENT, Green );
if( color4 == 3 ) pDevice->SetRenderState( D3DRS_AMBIENT, Blue );
if( color4 == 4 ) pDevice->SetRenderState( D3DRS_AMBIENT, Black );
}
if( chams > 2 ) {
pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, D3DZB_TRUE );
pDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVDESTCOLOR );
if( chams == 3 ) pDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_INVSRCCOLOR );
if( chams == 4 ) pDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_INVSRCALPHA );
}
} else {
pDevice->SetRenderState( D3DRS_ZENABLE, D3DZB_TRUE );
}

__asm
{
POPAD
JMP retDIPEngine
}
}

void *DetourCreate( BYTE *src, const BYTE *dst, const int len )
{
BYTE *jmp = ( BYTE * )malloc( len + 5 );
DWORD dwBack;

VirtualProtect( src, len, PAGE_EXECUTE_READWRITE, &dwBack );
memcpy( jmp, src, len );
jmp += len;
jmp[0] = 0xE9;
*( DWORD * )( jmp + 1 ) = ( DWORD )( src + len - jmp ) - 5;
src[0] = 0xE9;
*( DWORD * )( src + 1 ) = ( DWORD )( dst - src ) - 5;
for( int i = 5; i < len; i++ )
src = 0x90;
VirtualProtect( src, len, dwBack, &dwBack );
return ( jmp - len );
}

VOID Hook( VOID )
{
while( TRUE ) {
if( *(BYTE *)GameStatus == 1 ) {

Detours( (PBYTE)DIP, (PBYTE)DIPMidfunction, 8 );

if(chams) indexcolor = !indexcolor;
}
else
memcpy( (VOID *)DIP, (CONST VOID *)(PBYTE)"\x8B\x08\x8B\x91\x48\x01\x00\x00", 8 );

Sleep(100);
}
}

BOOL CheckModules( VOID )
{
if( GetModuleHandleA("d3d9.dll") != NULL
&& GetModuleHandleA("CShell.dll") != NULL
&& GetModuleHandleA("ClientFX.fxd") != NULL )
return TRUE;

return FALSE;
}

DWORD WINAPI StartRoutine( LPVOID )
{
while( !CheckModules( ) )
Sleep(100);

Hook( );

return 0;
}
After Include header.h in base.cpp or Cheat.cpp 
and add it here:
Código: #include "ChamsRGB.h"

Then go in the Header or main.cpp Base.cpp add this code:
Código:

CreateThread(NULL, NULL,(LPTHREAD_START_ROUTINE)StartRoutine, NULL, NULL, NULL);


 

Some Basis In For A mistake of saying that is not yet defined "StartRoutine" Ai Vc places in the Hook Up the Code below 
 
add this code:

Código: DWORD WINAPI StartRoutine( LPVOID ) ;



E por ultimo vamos nas cores e os tipos de chams 
adicione esse codigo em Files.h ou Cheat.cpp ou Itens.h
Código:

char* Opt_Chams5[] = { "[Des]","[RGB]", "[Wall]", "[Ghost]", "[Phantom]" };

char* Opt_CorRGB[] = { "[Des]","[Red]", "[Green]", "[blue]", "[black]", "[Pink]", "[branco]", "[Yellow]", "[Roxo]" }


E por ultimo um exemplo de como adicionar no menu item Observe como é:





AdicionarItem(" Chams D3D", Opt_Chams5, &chams, 5, MENUITEM);

AdicionarItem(" Cor 1", Opt_CorRGB, &color1, 9, MENUITEM);

AdicionarItem(" Cor 2", Opt_CorRGB, &color3, 9, MENUITEM);



Creditos:

ROBSON 
Noob

Gellin

We11ingtow

Ussr´s

srDIEGO

 

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