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  1. #391
    Cypher's Avatar Kynox's Sister's Pimp
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    Originally Posted by UnknOwned View Post
    I would LOVE to see some "practical" examples of your Hades.
    Most of it is "under the hood" if that makes sense.

    I guess I could post scripts and what-not but that never seemed to make much sense as they're kinda useless and without context when they're on their own.

    The only 'practical' stuff I have in-game screenshots of is game hacks like:
    http://dl.getdropbox.com/u/74751/had...eek_v30002.jpg
    http://dl.getdropbox.com/u/74751/had...pmode_v2_1.jpg

    But again, that makes little sense because it doesn't demonstrate the features of the framework, but rather the end result.

    It's designed as a developer tool, it provides a generic framework which is difficult to show visually.

    Here's a usage example though from the simple CSS hack above:
    Code:
    // Exported initialization function
    extern "C" __declspec(dllexport) void Initialize()
    {
      using namespace std;
      using namespace Cypher;
    
      // Create HadesMgr
      HadesMgr::Get();
      HadesMgr::Get()->Initialize();
      Loader::AddExe(L"hl2.exe", L"HXCSS.dll");
    
      // Initialize CSS Hack
      static CSSHack MyCSSHack;
    
      // Debug output
      wcout << "HXCSS initialized." << endl;
    }
    Code:
    [SNIP]
    CSSHack::CSSHack() : m_Models()
    {
      using namespace Cypher;
    
      [SNIP]
      // Hands
      m_Models.push_back(ModelData(1286, 1778, 64, MT_HANDS)); // Norm + Knife
      m_Models.push_back(ModelData(1276, 1778, 64, MT_HANDS)); // Dualies
    
      // Register callbacks
      D3D9Mgr::RegisterOnDrawIndexedPrimitive(boost::bind(
        &CSSHack::DipCallback, this, _1, _2, _3));
    }
    
    bool CSSHack::DipCallback(IDirect3DDevice9* pDevice, 
      Cypher::D3D9HelperPtr pHelper, Cypher::D3D9Mgr::DipData* pData)
    {
      using namespace std;
      using namespace Cypher;
    
      static bool Enabled = true;
    
      if (GetAsyncKeyState(VK_INSERT) & 1)
        Enabled = !Enabled;
    
      if (!Enabled)
        return false;
    
      IDirect3DDevice9Hk* pDeviceHk(static_cast<IDirect3DDevice9Hk*>(pDevice));
      IDirect3DDevice9* pDeviceRl(pDeviceHk->GetDevice());
    
      UINT Stride(pDeviceHk->GetStride());
    
      UINT NumVerts(pData->NumVertices);
      UINT PrimCount(pData->primCount);
      ModelData CurT(ModelData(NumVerts, PrimCount, Stride, MT_TERRORIST));
      ModelData CurCT(ModelData(NumVerts, PrimCount, Stride, MT_COUNTERTERRORIST));
      ModelData CurWep(ModelData(NumVerts, PrimCount, Stride, MT_WEAPON));
      ModelData CurH(ModelData(NumVerts, PrimCount, Stride, MT_HOSTAGE));
      ModelData CurHands(ModelData(NumVerts, PrimCount, Stride, MT_HANDS));
    
      bool TFound(find(m_Models.begin(), m_Models.end(), CurT) 
        != m_Models.end());
      bool CTFound(find(m_Models.begin(), m_Models.end(), CurCT) 
        != m_Models.end());
      bool WepFound(find(m_Models.begin(), m_Models.end(), CurWep) 
        != m_Models.end());
      bool HFound(find(m_Models.begin(), m_Models.end(), CurH) 
        != m_Models.end());
      bool HandsFound(find(m_Models.begin(), m_Models.end(), CurHands) 
        != m_Models.end());
    
      IDirect3DTexture9* pTexHidden(0);
      IDirect3DTexture9* pTexShown(0);
    
      if (CTFound)
      {
    	  pTexHidden = pHelper->GetTexCyan();
    	  pTexShown = pHelper->GetTexBlue();
      }
      if (TFound)
      {
    	  pTexHidden = pHelper->GetTexOrange();
    	  pTexShown = pHelper->GetTexRed();
      }
      if (WepFound)
      {
    	  pTexHidden = pHelper->GetTexPurple();
    	  pTexShown = pHelper->GetTexYellow();
      }
      if (HFound)
      {
    	  pTexHidden = pHelper->GetTexGreen();
    	  pTexShown = pHelper->GetTexWhite();
      }
    
      if (CTFound || TFound || WepFound || HFound)
      {
    	  pHelper->WallhackXQZ(pDeviceRl, pTexHidden, pTexShown, pData->Type, 
    		  pData->BaseVertexIndex, pData->MinVertexIndex, pData->NumVertices, 
    		  pData->startIndex, pData->primCount);
      }
    
      if (HandsFound)
        return true;
    
      return false;
    }
    Sorry about the ugly code, I havn't touched it since I originally wrote it, it was a quick test and once it was working I didn't really care after that.

    This particular DLL is designed to be injected into Steam and 'piggyback' it to get injected into CSS. You can see that in the Initialize function I add CSS as a target for the Loader.

    As you can see the system is event based, you subscribe to the event you want (in this case the DrawIndexedPrimitive function being called) and pass in your subscriber.

    When your subscriber gets called you also get a pointer to a "D3DHelper" class, this just encapsulates things like textures, wallhacks, drawing boxes, etc.

    The return value of the subscriber is whether you want the call to 'block'. Hence the check for "HandsFound". If the game is rendering the hands then we want to "block" the call so they don't actually get rendered.

    Another example of the event stuff is here:
    Code:
      // Constructor
      GuiMgr::GuiMgr(const std::wstring& Path) : m_pRoot(0), m_pRenderer(0), 
        m_pSystem(0), m_pConsole(), m_Path(Path)
      {
        // C++ Standard Library
        using namespace std;
    
        // Set current GUI in mouse manager
        MouseMgr::SetCurrentGui(this);
    
        // Register D3D event callbacks
        D3D9Mgr::RegisterOnInitialize(boost::bind(&GuiMgr::OnInitialize, this, 
          _1, _2));
        D3D9Mgr::RegisterOnFrame(boost::bind(&GuiMgr::OnFrame, this, _1, _2));
        D3D9Mgr::RegisterOnLostDevice(boost::bind(&GuiMgr::OnLostDevice, this, 
          _1, _2));
        D3D9Mgr::RegisterOnResetDevice(boost::bind(&GuiMgr::OnResetDevice, this, 
          _1, _2));
    
        // Register keyboard input callbacks
        KeyboardMgr::RegisterOnKey(boost::bind(&GuiMgr::OnKeyboardKey, this, _1, 
          _2, _3));
        KeyboardMgr::RegisterOnChar(boost::bind(&GuiMgr::OnKeyboardChar, this, 
          _1));
    
        // Register mouse input callbacks
        MouseMgr::RegisterOnButton(boost::bind(&GuiMgr::OnMouseButton, this, _1, 
          _2));
        MouseMgr::RegisterOnMove(boost::bind(&GuiMgr::OnMouseMove, this, _1, _2));
        MouseMgr::RegisterOnWheel(boost::bind(&GuiMgr::OnMouseWheel, this, _1));
    
        // Debug output
        wcout << "GuiMgr initialized." << endl;
      }
    Again though, most functionality is developer oriented and 'behind the scenes'. How would you propose I show examples of stuff like the Lua subsystem, the .NET subsystem, the input subsystem, the D3D subsystem, etc?

    P.S. Most of the code I write is generally to test a specific feature and then I throw it away, hence I don't have a lot of stuff where it all 'comes together'. Primarily because I can't find another MMO I actually feel like playing and hacking. So whilst practical examples do exist, they're isolated and hence don't seem to 'make much sense'.

    EDIT:
    Here's an example of registering a callback in the Lua system. In this case I'm registering my 'WoWLua' command which just executes a Lua string using WoW's lua engine and prints out the results. Again, just a 'test'. The 'WoWPulse' function is just to do stuff that needs to be done every frame like refresh my cached object list and what-not.

    Code:
      // Only do game-specific initialization if the game version is correct
      if (CorrectVersion)
      {
        // Register LUA callbacks
        module(HadesMgr::Get()->GetLuaMgr()->GetState())
        [
          def("WoWLua", &WoWLua)
        ];
    
        // Register pulse callback
        D3D9Mgr::RegisterOnFrame(&WoWPulse);
      }
    Last edited by Cypher; 09-20-2009 at 05:43 AM.

    Screenshot Thread
  2. #392
    UnknOwned's Avatar Legendary
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    I see...
    Though very interesting.

  3. #393
    Viano's Avatar Active Member
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    Originally Posted by halloman View Post
    btw whar is hades exactly?
    God of the underworld.
    Hades - Wikipedia, the free encyclopedia
    Viano

  4. #394
    halloman's Avatar Banned
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    ... :P
    I dont what to know it in that way
    Cypher already posted it

  5. #395
    grosfilsdepute's Avatar Member
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    PPather style


  6. #396
    luciferc's Avatar Contributor
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    Warden doesnt scan form names at least not since Wow Classic. So you dont need to hash your name / randomize it :P

  7. #397
    zzgw's Avatar Member
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    Did some work on combat related functionality, still needs a shitload of work, it's all pretty annoying too
    [ame=http://www.youtube.com/watch?v=rFT9OIMVVac]YouTube - XtBot: BG Combat[/ame]

  8. #398
    Viano's Avatar Active Member
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    Originally Posted by zzgw View Post
    Did some work on combat related functionality, still needs a shitload of work, it's all pretty annoying too
    YouTube - XtBot: BG Combat
    Awesome. Waypoints or A*?
    Viano

  9. #399
    UnknOwned's Avatar Legendary
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    Originally Posted by Viano View Post
    Awesome. Waypoints or A*?
    You do know what A* is right?
    Even glider "could" have used A*

    I presume you by "A*" mean a form of free-form navigation or MPQ based navigation as many like to call it.

  10. #400
    MaiN's Avatar Elite User
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    Originally Posted by UnknOwned View Post
    You do know what A* is right?
    Even glider "could" have used A*

    I presume you by "A*" mean a form of free-form navigation or MPQ based navigation as many like to call it.
    He probably meant a navmesh using A* =P
    [16:15:41] Cypher: caus the CPU is a dick
    [16:16:07] kynox: CPU is mad
    [16:16:15] Cypher: CPU is all like
    [16:16:16] Cypher: whatever, i do what i want

  11. #401
    kynox's Avatar Member
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    Some juicy hax: [ame=http://www.youtube.com/watch?v=59fzu3l2BaY]YouTube - WoW Ingame Editing - Very Basic Controls[/ame]

  12. #402
    Neverhaven's Avatar Member
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    Originally Posted by kynox View Post
    Some juicy hax:
    That's pretty damn sexy. Planned editor or just messing around?

  13. #403
    kynox's Avatar Member
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    Originally Posted by Neverhaven View Post
    That's pretty damn sexy. Planned editor or just messing around?
    Half and half.

  14. #404
    Krillere's Avatar Contributor
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    WTB That Editor :O

  15. #405
    mordok's Avatar Member
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    Well here I show my last additons, bender its now 90% done ^^.

    I added a nice C# msn client so that my bot logs into an MSN account and throught a normal conversation you can controll it with commands.
    That means if you have a cell phone with msn you can controll it anywhere and for example reply back to whispers typing

    .qk /r hi! im not bot dont report me badass XD

    BTW the names of all people who helped me in this forum are going to be added as a credit scroll down text on top of the credit animation (bottom left of the image)
    Last edited by mordok; 10-04-2009 at 11:44 PM.
    "I'm not going to expose my methods for time bending, as i don't want to do get nerfed!"-Kynox

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