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Home › Forum › MultiPlayer Game Hacks & Cheats › Other Semi-Popular First Person Shooter Hacks › Soldier Front Hacks › d3d8 Device pointer offsets

d3d8 Device pointer offsets

Posts 1–8 of 8 · Page 1 of 1
ZA
zach881
d3d8 Device pointer offsets
Here are the device pointer offsets for you d3d8

Useful for making a wallhack.
Code:
ApplyStateBlock = 0x6D9D22A0;
BeginScene = 0x6D9D9250;
BeginStateBlock = 0x6D9D4160;
CaptureStateBlock = 0x6D9D2400;
Clear = 0x6D9D7C10;
CopyRects = 0x6D9EE650;
CreateAdditionalSwapChain = 0x6D9EC830;
CreateCubeTexture = 0x6D9ED950;
CreateDepthStencilSurface = 0x6D9EDA60;
CreateImageSurface = 0x6D9EDAE0;
CreateIndexBuffer = 0x6D9EDBC0;
CreatePixelShader = 0x6D9DA450;
CreateRenderTarget = 0x6D9ED9D0;
CreateStateBlock = 0x6D9D4780;
CreateTexture = 0x6D9ED830;
CreateVertexBuffer = 0x6D9EDB40;
CreateVertexShader = 0x6D9DB190;
CreateVolumeTexture = 0x6D9ED8C0;
DeletePatch = 0x6D9D7600;
DeletePixelShader = 0x6D9D7080;
DeleteStateBlock = 0x6D9D21C0;
DeleteVertexShader = 0x6D9D6C90;
DrawIndexedPrimitive = 0x6D9D73A0;
DrawIndexedPrimitiveUP = 0x6D9D7890;
DrawPrimitive = 0x6D9D72C0;
DrawPrimitiveUP = 0x6D9D76F0;
DrawRectPatch = 0x6D9D7480;
DrawTriPatch = 0x6D9D7540;
EndScene = 0x6D9D93A0;
EndStateBlock = 0x6D9D4320;
GetAvailableTextureMem = 0x6D9ED050;
GetBackBuffer = 0x6D9ECBC0;
Ge***ipPlane = 0x6D9D87B0;
Ge***ipStatus = 0x6D9D5E90;
GetCreationParameters = 0x6D9ECF70;
GetCurrentTexturePalette = 0x6D9D6370;
GetDepthStencilSurface = 0x6D9D9970;
GetDeviceCaps = 0x6D9EDCC0;
GetDirect3D = 0x6D9ECEF0;
GetDisplayMode = 0x6D9ECFE0;
GetFrontBuffer = 0x6D9EDE40;
GetGammaRamp = 0x6D9ECB60;
GetIndices = 0x6D9D6AE0;
GetInfo = 0x6D9D9EF0;
GetLight = 0x6D9D87B0;
GetLightEnable = 0x6D9D87B0;
GetMaterial = 0x6D9D8770;
GetPaletteEntries = 0x6D9D6420;
GetPixelShader = 0x6D9D8770;
GetPixelShaderConstant = 0x6D9D8830;
GetPixelShaderFunction = 0x6D9D8CE0;
GetRasterStatus = 0x6D9ECE00;
GetRenderState = 0x6D9D87B0;
GetRenderTarget = 0x6D9D98B0;
GetStreamSource = 0x6D9D6830;
GetTexture = 0x6D9D6060;
GetTextureStageState = 0x6D9D87F0;
GetTransform = 0x6D9D87B0;
GetVertexShader = 0x6D9D8770;
GetVertexShaderConstant = 0x6D9D8830;
GetVertexShaderDeclaration = 0x6D9D8870;
GetVertexShaderFunction = 0x6D9D8B00;
GetViewport = 0x6D9D8770;
LightEnable = 0x6D9D9D50;
MultiplyTransform = 0x6D9D94B0;
Present = 0x6D9ECC50;
ProcessVertices = 0x6D9D5ED0;
Release = 0x6D9EC750;
Reset = 0x6D9EE3B0;
ResourceManagerDiscardBytes = 0x6D9DB0A0;
Se***ipPlane = 0x6D9D5E90;
Se***ipStatus = 0x6D9D5E90;
SetCurrentTexturePalette = 0x6D9D6290;
SetCursorPosition = 0x6D9ECA30;
SetCursorProperties = 0x6D9EC980;
SetGammaRamp = 0x6D9ECB00;
SetIndices = 0x6D9D68E0;
SetLight = 0x6D9D9A50;
SetMaterial = 0x6D9D5C80;
SetPaletteEntries = 0x6D9DA0F0;
SetPixelShader = 0x6D9D6F10;
SetPixelShaderConstant = 0x6D9D7160;
SetRenderState = 0x6D9D9BE0;
SetRenderTarget = 0x6D9D9670;
SetStreamSource = 0x6D9D65A0;
SetTexture = 0x6D9D5F70;
SetTextureStageState = 0x6D9D6130;
SetTransform = 0x6D9D9560;
SetVertexShader = 0x6D9DA2C0;
SetVertexShaderConstant = 0x6D9D6D90;
SetViewport = 0x6D9D5B90;
ShowCursor = 0x6D9ECA90;
TestCooperativeLevel = 0x6D9ECCE0;
UpdateTexture = 0x6D9ED770;
ValidateDevice = 0x6D9D91A0;
Credz: *** gaming
Me for going into d3d api
#1 · 17y ago
Obama
Obama
Quote Originally Posted by zach881 View Post
Here are the device pointer offsets for you d3d8

Useful for making a wallhack.
Code:
ApplyStateBlock = 0x6D9D22A0;
BeginScene = 0x6D9D9250;
BeginStateBlock = 0x6D9D4160;
CaptureStateBlock = 0x6D9D2400;
Clear = 0x6D9D7C10;
CopyRects = 0x6D9EE650;
CreateAdditionalSwapChain = 0x6D9EC830;
CreateCubeTexture = 0x6D9ED950;
CreateDepthStencilSurface = 0x6D9EDA60;
CreateImageSurface = 0x6D9EDAE0;
CreateIndexBuffer = 0x6D9EDBC0;
CreatePixelShader = 0x6D9DA450;
CreateRenderTarget = 0x6D9ED9D0;
CreateStateBlock = 0x6D9D4780;
CreateTexture = 0x6D9ED830;
CreateVertexBuffer = 0x6D9EDB40;
CreateVertexShader = 0x6D9DB190;
CreateVolumeTexture = 0x6D9ED8C0;
DeletePatch = 0x6D9D7600;
DeletePixelShader = 0x6D9D7080;
DeleteStateBlock = 0x6D9D21C0;
DeleteVertexShader = 0x6D9D6C90;
DrawIndexedPrimitive = 0x6D9D73A0;
DrawIndexedPrimitiveUP = 0x6D9D7890;
DrawPrimitive = 0x6D9D72C0;
DrawPrimitiveUP = 0x6D9D76F0;
DrawRectPatch = 0x6D9D7480;
DrawTriPatch = 0x6D9D7540;
EndScene = 0x6D9D93A0;
EndStateBlock = 0x6D9D4320;
GetAvailableTextureMem = 0x6D9ED050;
GetBackBuffer = 0x6D9ECBC0;
Ge***ipPlane = 0x6D9D87B0;
Ge***ipStatus = 0x6D9D5E90;
GetCreationParameters = 0x6D9ECF70;
GetCurrentTexturePalette = 0x6D9D6370;
GetDepthStencilSurface = 0x6D9D9970;
GetDeviceCaps = 0x6D9EDCC0;
GetDirect3D = 0x6D9ECEF0;
GetDisplayMode = 0x6D9ECFE0;
GetFrontBuffer = 0x6D9EDE40;
GetGammaRamp = 0x6D9ECB60;
GetIndices = 0x6D9D6AE0;
GetInfo = 0x6D9D9EF0;
GetLight = 0x6D9D87B0;
GetLightEnable = 0x6D9D87B0;
GetMaterial = 0x6D9D8770;
GetPaletteEntries = 0x6D9D6420;
GetPixelShader = 0x6D9D8770;
GetPixelShaderConstant = 0x6D9D8830;
GetPixelShaderFunction = 0x6D9D8CE0;
GetRasterStatus = 0x6D9ECE00;
GetRenderState = 0x6D9D87B0;
GetRenderTarget = 0x6D9D98B0;
GetStreamSource = 0x6D9D6830;
GetTexture = 0x6D9D6060;
GetTextureStageState = 0x6D9D87F0;
GetTransform = 0x6D9D87B0;
GetVertexShader = 0x6D9D8770;
GetVertexShaderConstant = 0x6D9D8830;
GetVertexShaderDeclaration = 0x6D9D8870;
GetVertexShaderFunction = 0x6D9D8B00;
GetViewport = 0x6D9D8770;
LightEnable = 0x6D9D9D50;
MultiplyTransform = 0x6D9D94B0;
Present = 0x6D9ECC50;
ProcessVertices = 0x6D9D5ED0;
Release = 0x6D9EC750;
Reset = 0x6D9EE3B0;
ResourceManagerDiscardBytes = 0x6D9DB0A0;
Se***ipPlane = 0x6D9D5E90;
Se***ipStatus = 0x6D9D5E90;
SetCurrentTexturePalette = 0x6D9D6290;
SetCursorPosition = 0x6D9ECA30;
SetCursorProperties = 0x6D9EC980;
SetGammaRamp = 0x6D9ECB00;
SetIndices = 0x6D9D68E0;
SetLight = 0x6D9D9A50;
SetMaterial = 0x6D9D5C80;
SetPaletteEntries = 0x6D9DA0F0;
SetPixelShader = 0x6D9D6F10;
SetPixelShaderConstant = 0x6D9D7160;
SetRenderState = 0x6D9D9BE0;
SetRenderTarget = 0x6D9D9670;
SetStreamSource = 0x6D9D65A0;
SetTexture = 0x6D9D5F70;
SetTextureStageState = 0x6D9D6130;
SetTransform = 0x6D9D9560;
SetVertexShader = 0x6D9DA2C0;
SetVertexShaderConstant = 0x6D9D6D90;
SetViewport = 0x6D9D5B90;
ShowCursor = 0x6D9ECA90;
TestCooperativeLevel = 0x6D9ECCE0;
UpdateTexture = 0x6D9ED770;
ValidateDevice = 0x6D9D91A0;
Credz: *** gaming
Me for going into d3d api
So you cant make it?
#2 · 17y ago
ZA
zach881
I can make a wallhack lol. I have 2 my first one wich is just fatboy88 witch then i d3d hooked it and then i have my very own wallhack wich uses these d3d offsets.
#3 · 17y ago
BO
bobmarley1
so you can use fatboys code and attach this and it will be allright?? also is this the code for api hooking the wallhack

i thought soldierfront now uses d3d9 so you can use d3d8?
#4 · 17y ago
ZA
zach881
Quote Originally Posted by bobmarley1 View Post
so you can use fatboys code and attach this and it will be allright?? also is this the code for api hooking the wallhack

i thought soldierfront now uses d3d9 so you can use d3d8?
d3d9 wtf?

No it uses d3d8 and thisis no api hook.

Its what you use to render your wallhack.
#5 · 17y ago
JU
justhen234
huhuhu...

how and where to download this d3d8 thing or what so ever..??

how ..

where..?? please..!
#6 · 17y ago
LI
liecrez
can you share your wallhack? or at least create a simple one...
#7 · 17y ago
DE
demonyosila
Quote Originally Posted by bobmarley1 View Post
so you can use fatboys code and attach this and it will be allright?? also is this the code for api hooking the wallhack

i thought soldierfront now uses d3d9 so you can use d3d8?
if u done download that d3d8 wer do u go ?
#8 · 17y ago
Posts 1–8 of 8 · Page 1 of 1

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Tags for this Thread

#d3d8#device#offsets#pointer