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
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.
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?
huhuhu...
how and where to download this d3d8 thing or what so ever..??
how ..
where..?? please..!
can you share your wallhack? or at least create a simple one...