- Moderatör
- #1
Słyszę, słyszę letni powiew.
Kurucu
PUBG oyunu için delphide kodlanmış chams kodlarını siz değerli memoryhackers.org üyeleriyle paylaşıyorum.
Unutmadan! Eğer bypass'ınız yoksa hiçbir şekilde bu hileyi derleyip kullanmayınız, aksi halde kesinlikle "ban" yersiniz, hiçbir şekilde bypass nasıl yapıcam / nasıl bulucam diye soru sormayın. İnternette private yani satışı yapılan battleeye için bypass bulabilirsiniz, yada ücretsiz paylaşılmışsa deniyebilirsiniz. Sorumluluk tamamen size aittir, kodlar tarafımca denenmiştir ve çalışmaktadır.
İhtiyacınız Olanlar:
1.
2.
3. Bypass
PixelShader.ps
Unutmadan! Eğer bypass'ınız yoksa hiçbir şekilde bu hileyi derleyip kullanmayınız, aksi halde kesinlikle "ban" yersiniz, hiçbir şekilde bypass nasıl yapıcam / nasıl bulucam diye soru sormayın. İnternette private yani satışı yapılan battleeye için bypass bulabilirsiniz, yada ücretsiz paylaşılmışsa deniyebilirsiniz. Sorumluluk tamamen size aittir, kodlar tarafımca denenmiştir ve çalışmaktadır.
İhtiyacınız Olanlar:
1.
Bağlantıları görmek için lütfen
Giriş Yap
2.
Bağlantıları görmek için lütfen
Giriş Yap
3. Bypass
HTML:
library esp;
uses
Windows, DDetours, DX12.D3D11, DX12.DXGI, DX12.D3DCommon,
DX12.D3DCompiler, DX12.D3D10, DX12.D3DX10;
{$R *.res}
var
RunOnce: Boolean;
ThreadID: DWord;
SwapChainDesc: TDXGI_SWAP_CHAIN_DESC;
pDevice: ID3D11Device;
pContext: ID3D11DeviceContext;
pFeature: TD3D_FEATURE_LEVEL;
pSwapChain: IDXGISwapChain;
psRed: ID3D11PixelShader;
StencilDesc: TD3D11_DEPTH_STENCIL_DESC;
FDepthStencilState: ID3D11DepthStencilState;
var
OriginalPresent: function(pSwapChain: IDXGISwapChain; SyncInterval: UInt; Flags: UInt): HResult; stdcall = nil;
OriginalDrawIndexed: procedure(pContext: ID3D11DeviceContext; IndexCount: UInt; StartIndexLocation: UInt; BaseVertexLocation: Integer); stdcall;
OriginalDraw: procedure(pContext: ID3D11DeviceContext; VertexCount: UInt; StartVertexLocation: UInt); stdcall;
function InitialiseShader(pDevice: ID3D11Device; pShader: ID3D11PixelShader): HResult;
var
pBlob, pErrorMsgs: ID3DBlob;
begin
Result := D3DCompileFromFile(PWideChar(WideString('D:\PixelShader.ps')), nil, nil, 'PSEntry', 'ps_4_0', 0, 0, pBlob, pErrorMsgs);
if Failed(Result) then
begin
//Log('Error: Failed to CompileFromFile.');
exit;
end;
Result := pDevice.CreatePixelShader(pBlob.GetBufferPointer, pBlob.GetBufferSize, nil, psRed);
if Failed(Result) then
begin
//Log('Error: CreatePixelShader Failed.');
exit;
end;
end;
function hkPresent(pSwapChain: IDXGISwapChain; SyncInterval: UInt; Flags: UInt): HResult; stdcall;
begin
if RunOnce then
begin
pSwapChain.GetDevice(TGUID(ID3D11Device), Pointer(pDevice));
pDevice.GetImmediateContext(pContext);
with StencilDesc do
begin
DepthEnable := True;
DepthWriteMask := D3D11_DEPTH_WRITE_MASK_ALL;
DepthFunc := D3D11_COMPARISON_LESS;
StencilEnable := True;
StencilReadMask := $FF;
StencilWriteMask := $FF;
FrontFace.StencilFailOp := D3D11_STENCIL_OP_KEEP;
FrontFace.StencilDepthFailOp := D3D11_STENCIL_OP_INCR;
FrontFace.StencilPassOp := D3D11_STENCIL_OP_KEEP;
FrontFace.StencilFunc := D3D11_COMPARISON_ALWAYS;
BackFace.StencilFailOp := D3D11_STENCIL_OP_KEEP;
BackFace.StencilDepthFailOp := D3D11_STENCIL_OP_DECR;
BackFace.StencilPassOp := D3D11_STENCIL_OP_KEEP;
BackFace.StencilFunc := D3D11_COMPARISON_ALWAYS;
end;
pDevice.CreateDepthStencilState(StencilDesc, FDepthStencilState);
StencilDesc.DepthEnable := false;
StencilDesc.DepthWriteMask := D3D11_DEPTH_WRITE_MASK_ALL;
pDevice.CreateDepthStencilState(StencilDesc, FDepthStencilState);
//Log('hkPresent: First Run.');
RunOnce := False;
end;
InitialiseShader(pDevice, psRed);
Result := OriginalPresent(pSwapChain, SyncInterval, Flags);
end;
procedure hkDraw(pContext: ID3D11DeviceContext; VertexCount: UInt; StartVertexLocation: UInt); stdcall;
begin
//Log('hkDraw: First Run.');
OriginalDraw(pContext, VertexCount, StartVertexLocation);
end;
procedure hkDrawIndexed(pContext: ID3D11DeviceContext; IndexCount: UInt; StartIndexLocation: UInt; BaseVertexLocation: Integer); stdcall;
var
Stride, BufferOffset: UInt;
vBuffer: ID3D11Buffer;
vDesc: TD3D11_BUFFER_DESC;
begin
pContext.IAGetVertexBuffers(0, 1, vBuffer, Stride, BufferOffset);
vBuffer.GetDesc(vDesc);
if Stride = 36 then
begin
pContext.OMSetDepthStencilState(FDepthStencilState, 1);
pContext.PSSetShader(psRed, nil, 0);
OriginalDrawIndexed(pContext, IndexCount, StartIndexLocation, BaseVertexLocation);
//Log('IndexCount: '+IntToStr(IndexCount)+' StartIndexLocation: '+IntToStr(StartIndexLocation)+' BaseVertexLocation: '+IntToStr(BaseVertexLocation)+' Stride: '+IntToStr(Stride)+' BufferOffest: '+IntToStr(BufferOffset));
end;
OriginalDrawIndexed(pContext, IndexCount, StartIndexLocation, BaseVertexLocation);
end;
function InitialiseHook: HResult;
var
Handle: THandle;
FeatureLevel: Array[0..0] of TD3D_FEATURE_LEVEL;
begin
Handle := GetForegroundWindow;
FillChar(SwapChainDesc, SizeOf(SwapChainDesc), 0);
with SwapChainDesc do
begin
BufferCount := 1;
BufferUsage := DXGI_USAGE_RENDER_TARGET_OUTPUT;
OutputWindow := Handle;
SampleDesc.Count := 1;
Windowed := True;
BufferDesc.Format := DXGI_FORMAT_R8G8B8A8_UNORM;
BufferDesc.ScanlineOrdering := DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
BufferDesc.Scaling := DXGI_MODE_SCALING_UNSPECIFIED;
SwapEffect := DXGI_SWAP_EFFECT_DISCARD;
end;
FeatureLevel[0] := D3D_FEATURE_LEVEL_11_0;
Result := D3D11CreateDeviceAndSwapChain(nil, D3D_DRIVER_TYPE_HARDWARE, 0, 0, @FeatureLevel[0], 1, D3D11_SDK_VERSION,
@swapChainDesc, pSwapChain, pDevice, pFeature, pContext);
if Succeeded(Result) then
begin
@originalPresent := InterceptCreate(Pointer(PNativeUint(PNativeUint(pSwapChain)^ + $40)^), @hkPresent);
@originalDrawIndexed := InterceptCreate(Pointer(PNativeUint(PNativeUint(pContext)^ + $60)^), @hkDrawIndexed);
@originalDraw := InterceptCreate(Pointer(PNativeUint(PNativeUint(pContext)^ + $68)^), @hkDraw);
exit;
end;
//Log('Error: Failed to Create Device!');
end;
procedure DLLEntry(dwReason: DWord);
begin
case dwReason of
DLL_PROCESS_ATTACH:
begin
RunOnce := True;
CreateThread(nil, 0, @InitialiseHook, nil, 0, ThreadID);
end;
DLL_PROCESS_DETACH:
begin
exit;
end;
end;
end;
begin
DLLProc := @dLLEntry;
DLLEntry(DLL_PROCESS_ATTACH);
end.
PixelShader.ps
HTML:
struct PSInput
{
float4 position : SV_POSITION;
float4 color : COLOR;
};
float4 PSEntry(PSInput vs_out) : SV_TARGET
{
float4 Red;
Red.a = 1.0;
Red.r = 1.0;
Red.g = 0.0;
Red.b = 0.0;
return Red;
}