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[VC] 荒野行动 全功能 开源

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发表于 2018-1-12 23:34 | 显示全部楼层
本板块禁止发布 “电子书资料” ,此类主题请发布至『电子书屋』
本板块禁止发布讨论和求助帖,此类主题请发布至『编程语言讨论求助区』
本板块禁止发布 “视频教程” ,此类主题请发布至『动画精品转载区』
本帖最后由 ss22219 于 2018-1-13 12:28 编辑

[C++] 纯文本查看 复制代码
#include <Windows.h>
#include <vector>
#include <d3d11.h>
#include <D3D11Shader.h>
#include <D3Dcompiler.h>//generateshader
#pragma comment(lib, "d3dcompiler43.lib")
#pragma comment(lib, "d3d11.lib")

#define ENABLE_FONT 1

#include "MinHook/include/MinHook.h" //detour x86&x64
#ifdef ENABLE_FONT
#include "FW1FontWrapper/FW1FontWrapper.h" //font
#endif

bool openFeature = true;
bool openColor = true;
bool showCar = true;

#ifdef HeightFeature
HMODULE mainModule;
BYTE wall_bytes[32] = { 0x24, 0x8B, 0x47, 0x04, 0x89, 0x44, 0x8A, 0x28, 0x8B, 0x4D, 0x28, 0x8B, 0x95, 0x34, 0xFE, 0xFF, 0xFF, 0x89, 0x55, 0x0C, 0xF3, 0x0F, 0x10, 0x41, 0x20, 0x0F, 0x2E, 0xC1, 0x9F, 0xF6, 0xC4, 0x44 };
BYTE speed_bytes[21] = { 0x00, 0x00, 0x7A, 0x44, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1D, 0x00, 0x00, 0x00, 0x1C };
//char installPath[255];

int* wall_addr;
float* speed_addr;
int* bullet_addr;
float* dundi_addr;
int* house_addr;
int* big_addr;
int big_back = -1;
float dundi_back = -1;
bool openBig = false;
bool openDundi = false;
bool openHouse = false;
bool openSpeed = false;
bool openBullet = false;

#endif

UINT maxWidth = 22262;
UINT minWidth = 96;

//车辆判断
#define Car (indesc.ByteWidth != 19434\
&& indesc.ByteWidth != 1044\
&& indesc.ByteWidth != 8880\
&& indesc.ByteWidth != 14538\
&&( indesc.ByteWidth < 636 || indesc.ByteWidth > 648 )\
&& indesc.ByteWidth != 22662\
&& indesc.ByteWidth != 144\
&& indesc.ByteWidth != 6240 /*盒子*/\
&& indesc.ByteWidth != 7152\
&& indesc.ByteWidth != 13692\
&& indesc.ByteWidth != 9240\
&& indesc.ByteWidth != 5946\
&& indesc.ByteWidth != 936\
&& indesc.ByteWidth != 18894\
&& indesc.ByteWidth != 2808\
&& indesc.ByteWidth != 1536\
)

//人物判断
#define Player (Stride == 24 && (\
(indesc.ByteWidth == 33912 || indesc.ByteWidth == 23370 || indesc.ByteWidth == 22662) || (\
(indesc.ByteWidth <= maxWidth && indesc.ByteWidth >= minWidth)\
&& (indesc.ByteWidth != 4320)\
&& (indesc.ByteWidth != 1200)\
&& (indesc.ByteWidth != 840)\
&& (indesc.ByteWidth != 528)\
&& (indesc.ByteWidth != 6114)\
&& (indesc.ByteWidth != 2688)\
&& (indesc.ByteWidth != 4932)\
&& (indesc.ByteWidth != 3684)\
&& (indesc.ByteWidth != 2856)\
&& (indesc.ByteWidth != 3960)\
&& (indesc.ByteWidth != 4986)\
&& (indesc.ByteWidth != 4848)\
&& (indesc.ByteWidth != 1326)\
&& (indesc.ByteWidth != 2964)\
&& (indesc.ByteWidth != 3270)\
&& (indesc.ByteWidth != 3288)\
&& (indesc.ByteWidth != 1806)\
&& (indesc.ByteWidth != 21012)\
&& (indesc.ByteWidth != 19200)\
&& (indesc.ByteWidth != 19632)\
&& (indesc.ByteWidth != 15402)\
&& (indesc.ByteWidth != 13590)\
&& (indesc.ByteWidth != 10440)\
&& (indesc.ByteWidth != 6522)\
&& (indesc.ByteWidth != 1764)\
&& (indesc.ByteWidth != 15030)\
&& (indesc.ByteWidth != 12684)\
&& (indesc.ByteWidth != 14220)\
&& (indesc.ByteWidth != 21282)\
&& (indesc.ByteWidth != 17004)\
&& (indesc.ByteWidth != 18654)\
&& (indesc.ByteWidth != 6864)\
&& (indesc.ByteWidth != 13176)\
&& (indesc.ByteWidth != 5640)\
&& (indesc.ByteWidth != 5100)\
)))

typedef HRESULT(__stdcall *D3D11PresentHook) (IDXGISwapChain* pSwapChain, UINT SyncInterval, UINT Flags);
typedef void(__stdcall *D3D11DrawHook) (ID3D11DeviceContext* pContext, UINT VertexCount, UINT StartVertexLocation);
typedef void(__stdcall *D3D11DrawIndexedHook) (ID3D11DeviceContext* pContext, UINT IndexCount, UINT StartIndexLocation, INT BaseVertexLocation);
typedef void(__stdcall *D3D11DrawInstancedHook) (ID3D11DeviceContext* pContext, UINT VertexCountPerInstance, UINT InstanceCount, UINT StartVertexLocation, UINT StartInstanceLocation);
typedef void(__stdcall *D3D11DrawIndexedInstancedHook) (ID3D11DeviceContext* pContext, UINT IndexCountPerInstance, UINT InstanceCount, UINT StartIndexLocation, INT BaseVertexLocation, UINT StartInstanceLocation);
typedef void(__stdcall *D3D11DrawInstancedIndirectHook) (ID3D11DeviceContext* pContext, ID3D11Buffer *pBufferForArgs, UINT AlignedByteOffsetForArgs);
typedef void(__stdcall *D3D11DrawIndexedInstancedIndirectHook) (ID3D11DeviceContext* pContext, ID3D11Buffer *pBufferForArgs, UINT AlignedByteOffsetForArgs);
typedef void(__stdcall *D3D11PSSetShaderResourcesHook) (ID3D11DeviceContext* pContext, UINT StartSlot, UINT NumViews, ID3D11ShaderResourceView *const *ppShaderResourceViews);
typedef void(__stdcall *D3D11CreateQueryHook) (ID3D11Device* pDevice, const D3D11_QUERY_DESC *pQueryDesc, ID3D11Query **ppQuery);



D3D11PresentHook phookD3D11Present = NULL;
D3D11DrawHook phookD3D11Draw = NULL;
D3D11DrawIndexedHook phookD3D11DrawIndexed = NULL;
D3D11DrawInstancedHook phookD3D11DrawInstanced = NULL;
D3D11DrawIndexedInstancedHook phookD3D11DrawIndexedInstanced = NULL;
D3D11DrawInstancedIndirectHook phookD3D11DrawInstancedIndirect = NULL;
D3D11DrawIndexedInstancedIndirectHook phookD3D11DrawIndexedInstancedIndirect = NULL;
D3D11PSSetShaderResourcesHook phookD3D11PSSetShaderResources = NULL;
D3D11CreateQueryHook phookD3D11CreateQuery = NULL;

ID3D11Device *pDevice = NULL;
ID3D11DeviceContext *pContext = NULL;

DWORD_PTR* pSwapChainVtable = NULL;
DWORD_PTR* pContextVTable = NULL;
DWORD_PTR* pDeviceVTable = NULL;

#ifdef ENABLE_FONT
IFW1Factory *pFW1Factory = NULL;
IFW1FontWrapper *pFontWrapper = NULL;
#endif

#include "main.h"

//==========================================================================================================================

//init only once
bool firstTime = true;

//vertex
ID3D11Buffer *veBuffer;
UINT Stride = 0;
UINT veBufferOffset = 0;
D3D11_BUFFER_DESC vedesc;

//index
ID3D11Buffer *inBuffer;
DXGI_FORMAT inFormat;
UINT        inOffset;
D3D11_BUFFER_DESC indesc;

//rendertarget
ID3D11Texture2D* RenderTargetTexture;
ID3D11RenderTargetView* RenderTargetView = NULL;

//shader
ID3D11PixelShader* psRed = NULL;
ID3D11PixelShader* psGreen = NULL;

//pssetshaderresources
UINT pssrStartSlot;
D3D11_SHADER_RESOURCE_VIEW_DESC  Descr;
ID3D11ShaderResourceView* ShaderResourceView;

//used for logging/cycling through values
bool logger = false;
//int countnum = 0;
char szString[64];

//==========================================================================================================================

HRESULT __stdcall hookD3D11Present(IDXGISwapChain* pSwapChain, UINT SyncInterval, UINT Flags)
{
        if (firstTime)
        {
                //get device and context
                HRESULT hresult = pSwapChain->GetDevice(__uuidof(ID3D11Device), (void **)&pDevice);
                if (SUCCEEDED(hresult))
                {
                        pSwapChain->GetDevice(__uuidof(pDevice), (void**)&pDevice);
                        pDevice->GetImmediateContext(&pContext);
                }
                else {
                        Log("Get device failed %02x", hresult);
                        goto end;
                }

                //create depthstencilstate
                D3D11_DEPTH_STENCIL_DESC  stencilDesc;
                stencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
                stencilDesc.StencilEnable = true;
                stencilDesc.StencilReadMask = 0xFF;
                stencilDesc.StencilWriteMask = 0xFF;
                stencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
                stencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
                stencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
                stencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
                stencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
                stencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
                stencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
                stencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

                stencilDesc.DepthEnable = true;
                stencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
                pDevice->CreateDepthStencilState(&stencilDesc, &myDepthStencilStates[static_cast<int>(eDepthState::ENABLED)]);

                stencilDesc.DepthEnable = false;
                stencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
                pDevice->CreateDepthStencilState(&stencilDesc, &myDepthStencilStates[static_cast<int>(eDepthState::DISABLED)]);

                stencilDesc.DepthEnable = false;
                stencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
                stencilDesc.StencilEnable = false;
                stencilDesc.StencilReadMask = UINT8(0xFF);
                stencilDesc.StencilWriteMask = 0x0;
                pDevice->CreateDepthStencilState(&stencilDesc, &myDepthStencilStates[static_cast<int>(eDepthState::NO_READ_NO_WRITE)]);

                stencilDesc.DepthEnable = true;
                stencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; //
                stencilDesc.DepthFunc = D3D11_COMPARISON_GREATER_EQUAL;
                stencilDesc.StencilEnable = false;
                stencilDesc.StencilReadMask = UINT8(0xFF);
                stencilDesc.StencilWriteMask = 0x0;

                stencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_ZERO;
                stencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_ZERO;
                stencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
                stencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_EQUAL;

                stencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_ZERO;
                stencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_ZERO;
                stencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_ZERO;
                stencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_NEVER;
                pDevice->CreateDepthStencilState(&stencilDesc, &myDepthStencilStates[static_cast<int>(eDepthState::READ_NO_WRITE)]);

                //wireframe
                D3D11_RASTERIZER_DESC rwDesc;
                pContext->RSGetState(&rwState); // retrieve the current state
                rwState->GetDesc(&rwDesc);    // get the desc of the state
                rwDesc.FillMode = D3D11_FILL_WIREFRAME;
                rwDesc.CullMode = D3D11_CULL_NONE;
                // create a whole new rasterizer state
                pDevice->CreateRasterizerState(&rwDesc, &rwState);
#ifdef ENABLE_FONT
                //create font
                HRESULT hResult = FW1CreateFactory(FW1_VERSION, &pFW1Factory);
                hResult = pFW1Factory->CreateFontWrapper(pDevice, L"Regular", &pFontWrapper);
                pFW1Factory->Release();
                if (!pFontWrapper)
                        Log("CreateFontWrapper Code:%02X", hResult);
#endif
                //solid
                D3D11_RASTERIZER_DESC rsDesc;
                pContext->RSGetState(&rsState); // retrieve the current state
                rsState->GetDesc(&rsDesc);    // get the desc of the state
                rsDesc.FillMode = D3D11_FILL_SOLID;
                rsDesc.CullMode = D3D11_CULL_BACK;
                // create a whole new rasterizer state
                pDevice->CreateRasterizerState(&rsDesc, &rsState);



                // use the back buffer address to create the render target
                //if (SUCCEEDED(pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<LPVOID*>(&RenderTargetTexture))))
#ifdef ENABLE_FONT
                //执行后可以显示自定义字体,但是改变窗口大小会产生bug
                if (SUCCEEDED(pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&RenderTargetTexture)))
                {
                        pDevice->CreateRenderTargetView(RenderTargetTexture, NULL, &RenderTargetView);
                        RenderTargetTexture->Release();
                }
#endif // DEBUG
                firstTime = false;
        }

        //ALT + CTRL + M toggles logger
        if ((GetAsyncKeyState(VK_MENU)) && (GetAsyncKeyState(VK_CONTROL)) && (GetAsyncKeyState('M') & 1))
        {
                logger = !logger;
        }

#ifndef ENABLE_FONT        
        if (GetAsyncKeyState(VK_F1) & 1)
        {
                Log("minWidth:%d maxWidth:%d", minWidth, maxWidth);
        }
#endif

        //shaders
        if (!psRed)
                GenerateShader(pDevice, &psRed, 1.0f, 0.0f, 0.0f);

        if (!psGreen)
                GenerateShader(pDevice, &psGreen, 0.0f, 1.0f, 0.0f);

#ifdef ENABLE_FONT
        //call before you draw
        pContext->OMSetRenderTargets(1, &RenderTargetView, NULL);

#endif // DEBUG
#ifdef ENABLE_FONT
        if (logger && pFontWrapper) //&& countnum >= 0)
        {
                //call before you draw
                pContext->OMSetRenderTargets(1, &RenderTargetView, NULL);

                wchar_t reportValue[256];
                swprintf_s(reportValue, L"minWidth = %d,maxWidth = %d", minWidth, maxWidth);
                pFontWrapper->DrawString(pContext, reportValue, 20.0f, 220.0f, 100.0f, 0xfff11111, FW1_RESTORESTATE);
        }
        if (pFontWrapper) {
                pFontWrapper->DrawString(pContext, L"F11 透视", 20.0f, 100.0f, 100.0f, 0xff00ff00, FW1_RESTORESTATE);
                pFontWrapper->DrawString(pContext, L"F12 变绿", 20.0f, 100.0f, 120.0f, 0xff00ff00, FW1_RESTORESTATE);
#ifdef HeightFeature
                pFontWrapper->DrawString(pContext, L"F10 2倍速", 20.0f, 100.0f, 140.0f, 0xff00ff00, FW1_RESTORESTATE);
                pFontWrapper->DrawString(pContext, L"ALT+Q 穿墙", 20.0f, 100.0f, 160.0f, 0xff00ff00, FW1_RESTORESTATE);
                pFontWrapper->DrawString(pContext, L"F9 子弹穿墙", 20.0f, 100.0f, 180.0f, 0xff00ff00, FW1_RESTORESTATE);
                pFontWrapper->DrawString(pContext, L"F8 去除房屋", 20.0f, 100.0f, 160.0f, 0xff00ff00, FW1_RESTORESTATE);
                pFontWrapper->DrawString(pContext, L"F7 人物放大", 20.0f, 100.0f, 140.0f, 0xff00ff00, FW1_RESTORESTATE);
                pFontWrapper->DrawString(pContext, L"F2 不透视车辆", 20.0f, 100.0f, 120.0f, 0xff00ff00, FW1_RESTORESTATE);
#endif
        }
#endif
        end:
        return phookD3D11Present(pSwapChain, SyncInterval, Flags);
}

//==========================================================================================================================

void __stdcall hookD3D11DrawIndexed(ID3D11DeviceContext* pContext, UINT IndexCount, UINT StartIndexLocation, INT BaseVertexLocation)
{
        if (GetAsyncKeyState(VK_F11) & 1)
                openFeature = !openFeature;
        if (GetAsyncKeyState(VK_F12) & 1)
                openColor = !openColor;
        if (GetAsyncKeyState(VK_F2) & 1)
                showCar = !showCar;
#ifdef HeightFeature
        if (GetAsyncKeyState(VK_MENU) && GetAsyncKeyState('Q') & 1 && wall_addr != NULL) {
                if (*wall_addr == 1289097062) {
                        *wall_addr = 1154879334;
                }
                else {
                        *wall_addr = 1289097062;
                }
        }


        if (GetAsyncKeyState(VK_F9) & 1) {
                if (!openBullet) {
                        *bullet_addr = 4089587727;
                }
                else {
                        *bullet_addr = 4089915407;
                }
                openBullet = !openBullet;
        }
        if (GetAsyncKeyState(VK_F10) & 1) {
                if (!openSpeed) {
                        *speed_addr = 2000;
                }
                else {
                        *speed_addr = 1000;
                }
                openSpeed = !openSpeed;
        }

        if (GetAsyncKeyState(VK_F8) & 1) {
                if (!openHouse) {
                        *house_addr = 3361214451;
                }
                else {
                        *house_addr = 3394768883;
                }
                openHouse = !openHouse;
        }

        if (GetAsyncKeyState(VK_F7) & 1) {
                if (!openBig) {
                        *big_addr = 1056964608;
                }
                else {
                        *big_addr = 0;
                }
                openBig = !openBig;
        }

        if (GetAsyncKeyState(VK_F6) & 1) {
                if (!openDundi) {
                        *dundi_addr = 1;
                }
                else {
                        *dundi_addr = 2;
                }
                openDundi = !openDundi;
        }
#endif
        if (!psRed || !psGreen || !pContext)
                goto end;
        //get stride & vdesc.ByteWidth
        pContext->IAGetVertexBuffers(0, 1, &veBuffer, &Stride, &veBufferOffset);
        if (veBuffer)
                veBuffer->GetDesc(&vedesc);

        if (veBuffer != NULL) { veBuffer->Release(); veBuffer = NULL; }
        else
                goto end;

        //get indesc.ByteWidth
        pContext->IAGetIndexBuffer(&inBuffer, &inFormat, &inOffset);
        if (inBuffer)
                inBuffer->GetDesc(&indesc);

        if (inBuffer != NULL) { inBuffer->Release(); inBuffer = NULL; }
        else
                goto end;


        //wallhack
        if (Player && (showCar || Car))
        {
                if (openFeature)
                        SetDepthStencilState(DISABLED);

                if (openColor)
                        pContext->PSSetShader(psRed, NULL, NULL);

                if (openFeature)
                        phookD3D11DrawIndexed(pContext, IndexCount, StartIndexLocation, BaseVertexLocation);

                if (openFeature)
                        SetDepthStencilState(ENABLED);

                if (openColor)
                        pContext->PSSetShader(psGreen, NULL, NULL);
        }

        //small bruteforce logger
        //ALT + CTRL + M toggles logger
        if (logger)
        {
                if (GetAsyncKeyState(VK_CONTROL) && GetAsyncKeyState('P') & 1) //-
                        maxWidth -= 100;
                else if (GetAsyncKeyState(VK_CONTROL) && GetAsyncKeyState('U') & 1) //+
                        maxWidth += 100;
                else if (GetAsyncKeyState('P') & 1) //-
                        maxWidth -= 10;
                else if (GetAsyncKeyState('U') & 1) //+
                        maxWidth += 10;

                if (GetAsyncKeyState('O') & 1) //-
                        maxWidth -= 1;
                if (GetAsyncKeyState('I') & 1) //+
                        maxWidth += 1;

                if (GetAsyncKeyState(VK_CONTROL) && GetAsyncKeyState('L') & 1) //-
                        minWidth -= 100;
                else if (GetAsyncKeyState(VK_CONTROL) && GetAsyncKeyState('H') & 1) //+
                        minWidth += 100;
                else if (GetAsyncKeyState('L') & 1) //-
                        minWidth -= 10;
                if (GetAsyncKeyState('H') & 1) //+
                        minWidth += 10;

                if (GetAsyncKeyState('K') & 1) //-
                        minWidth -= 1;
                if (GetAsyncKeyState('J') & 1) //+
                        minWidth += 1;
        }

        end:
        return phookD3D11DrawIndexed(pContext, IndexCount, StartIndexLocation, BaseVertexLocation);
}

//==========================================================================================================================

void __stdcall hookD3D11CreateQuery(ID3D11Device* pDevice, const D3D11_QUERY_DESC *pQueryDesc, ID3D11Query **ppQuery)
{
        //Disable Occlusion which prevents rendering player models through certain objects (used by wallhack to see models through walls at all distances, REDUCES FPS)
        if (pQueryDesc->Query == D3D11_QUERY_OCCLUSION)
        {
                D3D11_QUERY_DESC oqueryDesc = CD3D11_QUERY_DESC();
                (&oqueryDesc)->MiscFlags = pQueryDesc->MiscFlags;
                (&oqueryDesc)->Query = D3D11_QUERY_TIMESTAMP;

                return phookD3D11CreateQuery(pDevice, &oqueryDesc, ppQuery);
        }

        return phookD3D11CreateQuery(pDevice, pQueryDesc, ppQuery);
}


//==========================================================================================================================

const int MultisampleCount = 1; // Set to 1 to disable multisampling
LRESULT CALLBACK DXGIMsgProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { return DefWindowProc(hwnd, uMsg, wParam, lParam); }
DWORD __stdcall InitializeHook(LPVOID)
{
        HMODULE hDXGIDLL = 0;
        do
        {
                hDXGIDLL = GetModuleHandle("dxgi.dll");
                if(!hDXGIDLL)
                        Sleep(8000);
        } while (!hDXGIDLL);
        Sleep(100);
        IDXGISwapChain* pSwapChain;

        WNDCLASSEXA wc = { sizeof(WNDCLASSEX), CS_CLASSDC, DXGIMsgProc, 0L, 0L, GetModuleHandleA(NULL), NULL, NULL, NULL, NULL, "DX", NULL };
        RegisterClassExA(&wc);
        HWND hWnd = CreateWindowA("DX", NULL, WS_OVERLAPPEDWINDOW, 100, 100, 300, 300, NULL, NULL, wc.hInstance, NULL);

        D3D_FEATURE_LEVEL requestedLevels[] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1 };
        D3D_FEATURE_LEVEL obtainedLevel;
        ID3D11Device* d3dDevice = nullptr;
        ID3D11DeviceContext* d3dContext = nullptr;

        DXGI_SWAP_CHAIN_DESC scd;
        ZeroMemory(&scd, sizeof(scd));
        scd.BufferCount = 1;
        scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
        scd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
        scd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
        scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;

        scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
        scd.OutputWindow = hWnd;
        scd.SampleDesc.Count = MultisampleCount;
        scd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
        scd.Windowed = ((GetWindowLongPtr(hWnd, GWL_STYLE) & WS_POPUP) != 0) ? false : true;

        // LibOVR 0.4.3 requires that the width and height for the backbuffer is set even if
        // you use windowed mode, despite being optional according to the D3D11 documentation.
        scd.BufferDesc.Width = 1;
        scd.BufferDesc.Height = 1;
        scd.BufferDesc.RefreshRate.Numerator = 0;
        scd.BufferDesc.RefreshRate.Denominator = 1;

        UINT createFlags = 0;
        IDXGISwapChain* d3dSwapChain = 0;

        if (FAILED(D3D11CreateDeviceAndSwapChain(
                nullptr,
                D3D_DRIVER_TYPE_HARDWARE,
                nullptr,
                createFlags,
                requestedLevels,
                sizeof(requestedLevels) / sizeof(D3D_FEATURE_LEVEL),
                D3D11_SDK_VERSION,
                &scd,
                &pSwapChain,
                &pDevice,
                &obtainedLevel,
                &pContext)))
        {
                MessageBox(hWnd, "Failed to create directX device and swapchain!", "Error", MB_ICONERROR);
                return NULL;
        }

        pSwapChainVtable = (DWORD_PTR*)pSwapChain;
        pSwapChainVtable = (DWORD_PTR*)pSwapChainVtable[0];

        pContextVTable = (DWORD_PTR*)pContext;
        pContextVTable = (DWORD_PTR*)pContextVTable[0];

        pDeviceVTable = (DWORD_PTR*)pDevice;
        pDeviceVTable = (DWORD_PTR*)pDeviceVTable[0];

        if (MH_Initialize() != MH_OK) { return 1; }
        if (MH_CreateHook((DWORD_PTR*)pSwapChainVtable[8], hookD3D11Present, reinterpret_cast<void**>(&phookD3D11Present)) != MH_OK) { return 1; }
        if (MH_EnableHook((DWORD_PTR*)pSwapChainVtable[8]) != MH_OK) { return 1; }
        if (MH_CreateHook((DWORD_PTR*)pContextVTable[12], hookD3D11DrawIndexed, reinterpret_cast<void**>(&phookD3D11DrawIndexed)) != MH_OK) { return 1; }
        if (MH_EnableHook((DWORD_PTR*)pContextVTable[12]) != MH_OK) { return 1; }
        if (MH_CreateHook((DWORD_PTR*)pDeviceVTable[24], hookD3D11CreateQuery, reinterpret_cast<void**>(&phookD3D11CreateQuery)) != MH_OK) { return 1; }
        if (MH_EnableHook((DWORD_PTR*)pDeviceVTable[24]) != MH_OK) { return 1; }

        DWORD dwOld;
        VirtualProtect(phookD3D11Present, 2, PAGE_EXECUTE_READWRITE, &dwOld);

        while (true) {
                Sleep(10);
        }

        pDevice->Release();
        pContext->Release();
        pSwapChain->Release();

        return NULL;
}

//==========================================================================================================================
BOOL __stdcall DllMain(HINSTANCE hModule, DWORD dwReason, LPVOID lpReserved)
{
#ifdef HeightFeature
        mainModule = GetModuleHandle(NULL);
        wall_addr = (int*)FindMemory(mainModule, (char*)wall_bytes, sizeof(wall_bytes));
        if (wall_addr != NULL) {
                wall_addr = (int*)((int)wall_addr - 0x9);
        }
        speed_addr = (float*)FindMemory(mainModule, (char*)speed_bytes, sizeof(speed_bytes));
        bullet_addr = (int*)(((int)mainModule) + 0x13E0244);
        house_addr = (int*)(((int)mainModule) + 0x61E6D6);
        big_addr = (int*)(((int)mainModule) + 0x167C480);
        dundi_addr = (float*)(((int)mainModule) + 0x167C4A0);

#endif // HeightFeature
        switch (dwReason)
        {
        case DLL_PROCESS_ATTACH: // A process is loading the DLL.
                DisableThreadLibraryCalls(hModule);
                GetModuleFileName(hModule, dlldir, 512);
                for (size_t i = strlen(dlldir); i > 0; i--) { if (dlldir[i] == '\\') { dlldir[i + 1] = 0; break; } }
                CreateThread(NULL, 0, InitializeHook, NULL, 0, NULL);
                break;

        case DLL_PROCESS_DETACH: // A process unloads the DLL.
                if (MH_Uninitialize() != MH_OK) { return 1; }
                if (MH_DisableHook((DWORD_PTR*)pSwapChainVtable[8]) != MH_OK) { return 1; }
                if (MH_DisableHook((DWORD_PTR*)pContextVTable[12]) != MH_OK) { return 1; }
                if (MH_DisableHook((DWORD_PTR*)pDeviceVTable[24]) != MH_OK) { return 1; }
                if (MH_DisableHook((DWORD_PTR*)pContextVTable[39]) != MH_OK) { return 1; }
                if (MH_DisableHook((DWORD_PTR*)pContextVTable[20]) != MH_OK) { return 1; }
                if (MH_DisableHook((DWORD_PTR*)pContextVTable[21]) != MH_OK) { return 1; }
                if (MH_DisableHook((DWORD_PTR*)pContextVTable[40]) != MH_OK) { return 1; }
                if (MH_DisableHook((DWORD_PTR*)pContextVTable[13]) != MH_OK) { return 1; }
                if (MH_DisableHook((DWORD_PTR*)pContextVTable[8]) != MH_OK) { return 1; }
                break;
        }
        return TRUE;
}


https://pan.baidu.com/s/1bpUFoz9

免费评分

参与人数 30吾爱币 +27 热心值 +30 收起 理由
lcxlss64 + 1 + 1 谢谢@Thanks!
永恒服务器 + 1 + 1 已经处理,感谢您对吾爱破解论坛的支持!
hjh12900 + 1 + 1 感谢发布原创作品,吾爱破解论坛因你更精彩!
流水易 + 1 + 1 我很赞同!
JavaSB + 1 + 1 刚才就看见群里有人喊这个开始卖,没想到在论坛看见了
11940s + 1 + 1 我很赞同!
kamrob + 1 + 1 我很赞同!
zhangjipeng + 1 + 1 我很赞同!
hadg + 1 + 1 我很赞同!
李里老弟 + 1 我很赞同!
夜夜厮混于我心 + 1 + 1 用心讨论,共获提升!
luckwei1115 + 1 + 1 本瞎只想要一个稳定上色足矣
梦儿小虐 + 1 + 1 热心回复!
风中追曲 + 1 + 1 愿荒野辅助战胜吃鸡辅助
111152lt + 1 + 1 谢谢@Thanks!
123-木头人 + 1 + 1 谢谢@Thanks!
7140968 + 1 + 1 我很赞同!
网管洪先生 + 1 + 1 谢谢@Thanks!
dfg231aa + 1 + 1 热心回复!
ThinkOver + 1 + 1 热心回复!
lonely_520 + 1 + 1 不出半天 某些偷源码的又要建立所谓的内部群了 又是一波圈钱
一生唯爱吾 + 1 + 1 单元论坛的荒野辅助能战胜吃鸡辅助
linzi0713 + 1 + 1 热心回复!
Edinburgh°南空 + 1 + 1 我很赞同!
203156 + 1 + 1 谢谢@Thanks!
会飞的大屌 + 1 + 1 支持楼主 希望有成品
慢慢i + 1 我很赞同!
SharsDela + 1 + 1 必须赞!!
陈小虫 + 1 + 1 已经处理,感谢您对吾爱破解论坛的支持!
14788871771 + 1 我很赞同!

查看全部评分

发帖求助前要善用论坛搜索功能,那里可能会有你要找的答案;

如果你在论坛求助问题,并且已经从坛友或者管理的回复中解决了问题,请把帖子分类或者标题加上【已解决】

如何回报帮助你解决问题的坛友,一个好办法就是给对方加【热心】,加分不会扣除自己的积分,做一个热心并受欢迎的人!

发表于 2018-1-18 14:06 | 显示全部楼层
pojiezhe 发表于 2018-1-18 11:55
感谢回答问题!
纯小白一只,求教程,能拜师么

实际上你已经违规很多次了。论坛禁止拜师。

发帖求助前要善用论坛搜索功能,那里可能会有你要找的答案;

如果你在论坛求助问题,并且已经从坛友或者管理的回复中解决了问题,请把帖子分类或者标题加上【已解决】

如何回报帮助你解决问题的坛友,一个好办法就是给对方加【热心】,加分不会扣除自己的积分,做一个热心并受欢迎的人!

发表于 2018-1-12 23:56 | 显示全部楼层
求楼主弄个整合的exe,小白不会把源码做成软件啊

发帖求助前要善用论坛搜索功能,那里可能会有你要找的答案;

如果你在论坛求助问题,并且已经从坛友或者管理的回复中解决了问题,请把帖子分类或者标题加上【已解决】

如何回报帮助你解决问题的坛友,一个好办法就是给对方加【热心】,加分不会扣除自己的积分,做一个热心并受欢迎的人!

发表于 2018-1-13 00:00 | 显示全部楼层
struggle 发表于 2018-1-12 23:48
谢谢大佬发布这么好的源码。小生拿走了。求来往的大哥加个分。

请问楼主这个源码用什么软件做成成品啊

发帖求助前要善用论坛搜索功能,那里可能会有你要找的答案;

如果你在论坛求助问题,并且已经从坛友或者管理的回复中解决了问题,请把帖子分类或者标题加上【已解决】

如何回报帮助你解决问题的坛友,一个好办法就是给对方加【热心】,加分不会扣除自己的积分,做一个热心并受欢迎的人!

发表于 2018-1-13 02:10 | 显示全部楼层
唉~论坛都快被吃鸡辅助霸占了
  但愿荒野辅助能与之抗衡

发帖求助前要善用论坛搜索功能,那里可能会有你要找的答案;

如果你在论坛求助问题,并且已经从坛友或者管理的回复中解决了问题,请把帖子分类或者标题加上【已解决】

如何回报帮助你解决问题的坛友,一个好办法就是给对方加【热心】,加分不会扣除自己的积分,做一个热心并受欢迎的人!

发表于 2018-1-12 23:48 | 显示全部楼层
谢谢大佬发布这么好的源码。小生拿走了。求来往的大哥加个分。

发帖求助前要善用论坛搜索功能,那里可能会有你要找的答案;

如果你在论坛求助问题,并且已经从坛友或者管理的回复中解决了问题,请把帖子分类或者标题加上【已解决】

如何回报帮助你解决问题的坛友,一个好办法就是给对方加【热心】,加分不会扣除自己的积分,做一个热心并受欢迎的人!

发表于 2018-1-12 23:49 | 显示全部楼层
太强了,楼主好人

发帖求助前要善用论坛搜索功能,那里可能会有你要找的答案;

如果你在论坛求助问题,并且已经从坛友或者管理的回复中解决了问题,请把帖子分类或者标题加上【已解决】

如何回报帮助你解决问题的坛友,一个好办法就是给对方加【热心】,加分不会扣除自己的积分,做一个热心并受欢迎的人!

发表于 2018-1-12 23:55 来自手机 | 显示全部楼层
大佬有成品吗

发帖求助前要善用论坛搜索功能,那里可能会有你要找的答案;

如果你在论坛求助问题,并且已经从坛友或者管理的回复中解决了问题,请把帖子分类或者标题加上【已解决】

如何回报帮助你解决问题的坛友,一个好办法就是给对方加【热心】,加分不会扣除自己的积分,做一个热心并受欢迎的人!

发表于 2018-1-13 00:05 | 显示全部楼层
厉害,收走,哈哈

发帖求助前要善用论坛搜索功能,那里可能会有你要找的答案;

如果你在论坛求助问题,并且已经从坛友或者管理的回复中解决了问题,请把帖子分类或者标题加上【已解决】

如何回报帮助你解决问题的坛友,一个好办法就是给对方加【热心】,加分不会扣除自己的积分,做一个热心并受欢迎的人!

发表于 2018-1-13 00:07 来自手机 | 显示全部楼层
厉害了,收走

发帖求助前要善用论坛搜索功能,那里可能会有你要找的答案;

如果你在论坛求助问题,并且已经从坛友或者管理的回复中解决了问题,请把帖子分类或者标题加上【已解决】

如何回报帮助你解决问题的坛友,一个好办法就是给对方加【热心】,加分不会扣除自己的积分,做一个热心并受欢迎的人!

发表于 2018-1-13 00:07 | 显示全部楼层
哇!公布源码了!

发帖求助前要善用论坛搜索功能,那里可能会有你要找的答案;

如果你在论坛求助问题,并且已经从坛友或者管理的回复中解决了问题,请把帖子分类或者标题加上【已解决】

如何回报帮助你解决问题的坛友,一个好办法就是给对方加【热心】,加分不会扣除自己的积分,做一个热心并受欢迎的人!

发表于 2018-1-13 00:18 | 显示全部楼层
谢谢分享

发帖求助前要善用论坛搜索功能,那里可能会有你要找的答案;

如果你在论坛求助问题,并且已经从坛友或者管理的回复中解决了问题,请把帖子分类或者标题加上【已解决】

如何回报帮助你解决问题的坛友,一个好办法就是给对方加【热心】,加分不会扣除自己的积分,做一个热心并受欢迎的人!

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