![]() ![]() PDevice->GetVertexShaderConstantF(0, (float*)&WVP, 4) PDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME) HRESULT WINAPI hkDrawIndexedPrimitive(LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE Type, int BaseVertexIndex, UINT MinIndex, UINT NumVertices, UINT StartIndex, UINT PrimitiveCount)ĭWORD ID = NumVertices | (PrimitiveCount GetStreamSource(0, &buffer, &offset, &stride) */ĭoDisassembleShader(pDevice, "C:\\Users\\(your computer name)\\Desktop\\shader.txt") Return oPresent(pDevice, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion) HRESULT WINAPI hkPresent(LPDIRECT3DDEVICE9 pDevice, RECT* pSourceRect, RECT* pDestRect, HWND hDestWindowOverride, RGNDATA *pDirtyRegion) If(len != 1 & len != 15 & len != 11 & len != 3)įopen_s(&file, "C:\\Users\\(your computer name)\\Desktop\\packetLog.txt", "a") įprintf(file, "Packet sent with length %i first byte 0x%.2X\n", len, (DWORD)buf) Int WINAPI hk_send(SOCKET s, char *buf, int len, int flags) OEndScene = (EndScene_t)DetourFunc((BYTE*)vTable, (BYTE*)hkEndScene, 5) ĬreateThread(NULL, NULL, (LPTHREAD_START_ROUTINE)Thread, NULL, NULL, NULL) OBeginScene = (BeginScene_t)DetourFunc((BYTE*)vTable, (BYTE*)hkBeginScene, 5) ODrawPrimitive = (DrawPrimitive_t)DetourFunc((BYTE*)vTable, (BYTE*)hkDrawPrimitive, 5) ODrawIndexedPrimitive = (DrawIndexedPrimitive_t)DetourFunc((BYTE*)vTable, (BYTE*)hkDrawIndexedPrimitive, 5) OPresent = (Present_t)DetourFunc((BYTE*)vTable, (BYTE*)hkPresent, 5) HRESULT WINAPI hkEndScene(LPDIRECT3DDEVICE9 pDevice) īOOL WINAPI DllMain(HINSTANCE hModule, DWORD dwReason, LPVOID reserved)ĭWORD addr_send = (DWORD)GetProcAddress(GetModuleHandle("WS2_32.dll"), "send") HRESULT WINAPI hkBeginScene(LPDIRECT3DDEVICE9 pDevice) HRESULT WINAPI hkDrawPrimitive(LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount) ![]() HRESULT WINAPI hkDrawIndexedPrimitive(LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE Type, int BaseVertexIndex, UINT MinIndex, UINT NumVertices, UINT StartIndex, UINT PrimitiveCount) Int WINAPI hk_send(SOCKET s, char *buf, int len, int flags) ĭrawIndexedPrimitive_t oDrawIndexedPrimitive Void WindowToScreen(HWND hWnd, POINT &wnd, POINT &scrn) Void doDisassembleShader(LPDIRECT3DDEVICE9 pDevice, char* FileName) īOOL CALLBACK EnumChildProc(HWND hwnd, LPARAM lParam) īOOL CALLBACK EnumWindowProc(HWND hwnd, LPARAM lParam) Void DrawRect(LPDIRECT3DDEVICE9 pDevice, int x, int y, int w, int h, BYTE r, BYTE g, BYTE b) īool Compare(const BYTE* pData, const BYTE* bMask, const char* szMask) ĭWORD FindPattern(DWORD dwAddress, DWORD dwLen, BYTE *bMask, char * szMask) Void DrawTextF(D3DCOLOR color, int x, int y, const char *fmt. Void* DetourFunc(BYTE *src, const BYTE *dst, const int len) ![]() Typedef int(WINAPI *send_t)(SOCKET, char *, int, int) I got the harddrive today morning and im at my own computer now :) + More features will come after getting this working with Simba ![]() New MakeCompass function that can set your minimap to the angle you want +- 1 degreeĪccurate specific spot finding from the currently loaded minimap area New ChooseOption function, same precision as the uptext reading Perfect uptext reading, never messes up the letters We can also get the vertex data of the ground we are standing on from a pretty large area and that way we can search for a specific point on the map and get our players relative position to it. That way we can identify each drawn object with an ID that the program creates automatically from the model and get its exact screen position. It allows us to read the data that runescape client sends to the graphics card. Status: Creating plugin for simba and working on the connection part ![]()
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