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Home › Forum › MultiPlayer Game Hacks & Cheats › Other First Person Shooter Hacks › Quake LIVE Hacks › my wallhack code doesn't work

my wallhack code doesn't work

Posts 1–2 of 2 · Page 1 of 1
SP
speedy7
my wallhack code doesn't work
why does it crash, dword_10B1B2A0 = 0x10B1B2A0 correct?

Ida:
Code:
	mov     eax, dword_10B1B2A0 
	push    eax
	push    offset aAutosprite2Sha ; "Autosprite2 shader %s had odd vertex co"...
	push    2
	call    dword_10B45200
	add     esp, 0Ch
my code:
Code:
	char* lpCurrentShader = NULL;
	lpCurrentShader = *((char **)0x10B1B2A0); //<- crash


	if( strstr( lpCurrentShader, "models/players/temperate/allied" ) )
	teamA = true;
	else teamA = false;
	
	if( strstr( lpCurrentShader, "models/players/temperate/axis" ) )
	teamB = true;
	else teamB = false;

	//wallhack
	glEnable( GL_DEPTH_TEST );
	if(teamA || teamB)
	glDisable( GL_DEPTH_TEST );
#1 · 13y ago
SP
speedy7
My opengl wallhack is working now.

Code:
bool StrStr(char *Str, char *SubStr, bool LinearCmp)
{
	char *Str2 = Str;
	char *SubStr2 = SubStr;

	while(*Str2)
	{
		char *Str3 = Str2;

		while(*Str3 && *SubStr2 && *Str3 == *SubStr2)
		{
			*Str3++;
			*SubStr2++;

			if(*SubStr2 == NULL)
				return true;
		}

		if(LinearCmp) return false;

		*Str2++;
		SubStr2 = SubStr;
	}

	return false;
}

bool StrStrSkipSlashes(char *Str, char *SubStr, bool LinearCmp)
{
	char *Str2 = Str;
	char *SubStr2 = SubStr;

	while(*Str2)
	{
		char *Str3 = Str2;

		while(*Str3 && *SubStr2 
			&& (*Str3 == *SubStr2 || (*Str3 == '\\' || *Str3 == '/') ))
		{
			// Mini loop to skip infinite series of slashes in str and substr
			if(*Str3 == '\\' || *Str3 == '/')
			{
				while(*Str3 == '\\' || *Str3 == '/') *Str3++;
				while(*SubStr2 == '\\' || *SubStr2 == '/') *SubStr2++;
			}

			*Str3++;
			*SubStr2++;

			if(*SubStr2 == NULL)
				return true;
		}

		if(LinearCmp) return false;

		*Str2++;
		SubStr2 = SubStr;
	}

	return false;
}

void FlagShaders(char *Shader)
{
	glEnable( GL_DEPTH_TEST );

	//everything, models, items etc.
	if(StrStr(Shader, "models", true))
	{
		
		//player models
		if(StrStrSkipSlashes(Shader, "models/players", true))
		{
			glDisable( GL_DEPTH_TEST );

			//Log("Shader == %s", Shader);
			//Shader == models/players/uriel/blue.tga

			//team blue
			if( (StrStrSkipSlashes(Shader, "models/players/anarki/Blue.tga", true)) ||
			(StrStrSkipSlashes(Shader, "models/players/biker/Blue.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/bitterman/Blue.tga", true))	||
			(StrStrSkipSlashes(Shader, "models/players/bones/Blue.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/crash/Blue.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/doom/Blue.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/grunt/Blue.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/hunter/Blue.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/keel/Blue.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/klesk/Blue.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/lucy/Blue.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/major/Blue.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/mynx/Blue.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/orbb/Blue.tg", true))		||
			(StrStrSkipSlashes(Shader, "models/players/ranger/Blue.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/razor/Blue.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/sarge/Blue.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/slash/Blue.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/sorlag/Blue.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/tankjr/Blue.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/uriel/Blue.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/visor/Blue.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/xaero/Blue.tga", true)) )
			{
				glDisable( GL_DEPTH_TEST );
			}

			//team red
			if( (StrStrSkipSlashes(Shader, "models/players/anarki/Red.tga", true))  ||
			(StrStrSkipSlashes(Shader, "models/players/biker/Red.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/bitterman/Red.tga", true))	||
			(StrStrSkipSlashes(Shader, "models/players/bones/Red.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/crash/Red.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/doom/Red.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/grunt/Red.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/hunter/Red.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/keel/Red.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/klesk/Red.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/lucy/Red.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/major/Red.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/mynx/Red.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/orbb/Red.tg", true))			||
			(StrStrSkipSlashes(Shader, "models/players/ranger/Red.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/razor/Red.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/sarge/Red.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/slash/Red.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/sorlag/Red.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/tankjr/Red.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/uriel/Red.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/visor/Red.tga", true))		||
			(StrStrSkipSlashes(Shader, "models/players/xaero/Red.tga", true)) )
			{
				glDisable( GL_DEPTH_TEST );
			}
		
		}
		
	}
}
in glbindtexture:
Code:
DWORD Shader;
__asm mov Shader, esi
if(Shader > 0x1000) FlagShaders((char*)Shader);
credits: sinner
#2 · 13y ago
Posts 1–2 of 2 · Page 1 of 1

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