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  • Results 1 to 9 of 9
    1. #1
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      machodip's Avatar
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      How to make CSGO CHAMS WALLHACK

      John Kittz
      I am newbie in this site.Please guide me to make chams wallhack.

    2. #2
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      highfish's Avatar
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      What do you need ?

      Fleep made a very nice tutorial, about getting the values you need,
      to draw the players and output them trough walls etc.
      If you follow the video, he really explained it step by step,
      very newbie friendly.

    3. #3
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      if i make that hack and use in csgo mm,is it safe for me (vac safe)

    4. #4
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      Making chams very easy.

      Check out fleeps tutorials, he has a step by step instruction video.

      You can also find the new logger if you google it

    5. #5
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      Quote Originally Posted by noobhacky View Post
      Making chams very easy.

      Check out fleeps tutorials, he has a step by step instruction video.

      You can also find the new logger if you google it
      new logger means?

    6. #6
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      He means the new Model logger.
      But careful with anticheat.

    7. #7
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      1. Hook DrawIndexPrimitive* or use my Direct3D-Hook Base: https://guidedhacking.com/showthread...ook-via-Detour
      2. Log for all Moddels NumVertics & PrimitiveCount
      3. Create a Pixelshader
      4. Check if Log is Valid**
      5. Set PixelShader
      6. Call original DrawIndexPrimitive
      7. Set alternative Pixelshader( if you want the "Visible" effect )


      *
      DrawIndexPrimitve VTable: 82
      Code:
      // Create a typedef of DrawIndexPrimitive
      typedef HRESULT( __stdcall* DrawIndexedPrimitive_t )( LPDIRECT3DDEVICE9, D3DPRIMITIVETYPE, INT, UINT, UINT, UINT, UINT );
      DrawIndexPrimitive_t m_oDrawIndexPrimitive;
      
      // Create the Hooked Function
      HRESULT __stdcall hkDrawIndexPrimitive( LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE Type, INT BaseVertexIndex, UINT MinVertexIndex, UINT NumVertices, UINT startIndex, UINT PrimitiveCount )
      {
      	return m_oDrawIndexPrimitive;
      }
      
      // Hook the Function
      m_oDrawIndexPrimitive = ( DrawIndexedPrimitive_t )DetourFunction( ( PBYTE )m_vTable[ 82 ], ( PBYTE )hkDrawIndexPrimitive, 5 );
      **
      #define CT_1 (NumVertics == 2793 && PrimitiveCount = 843 )
      #define CT_2 (...)
      #define model_CT CT_1 || CT_2
      if( model_CT ){
      //..
      }

    8. #8
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      Quote Originally Posted by rN' View Post
      1. Hook DrawIndexPrimitive* or use my Direct3D-Hook Base: https://guidedhacking.com/showthread...ook-via-Detour
      2. Log for all Moddels NumVertics & PrimitiveCount
      3. Create a Pixelshader
      4. Check if Log is Valid**
      5. Set PixelShader
      6. Call original DrawIndexPrimitive
      7. Set alternative Pixelshader( if you want the "Visible" effect )


      *
      DrawIndexPrimitve VTable: 82
      Code:
      // Create a typedef of DrawIndexPrimitive
      typedef HRESULT( __stdcall* DrawIndexedPrimitive_t )( LPDIRECT3DDEVICE9, D3DPRIMITIVETYPE, INT, UINT, UINT, UINT, UINT );
      DrawIndexPrimitive_t m_oDrawIndexPrimitive;
      
      // Create the Hooked Function
      HRESULT __stdcall hkDrawIndexPrimitive( LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE Type, INT BaseVertexIndex, UINT MinVertexIndex, UINT NumVertices, UINT startIndex, UINT PrimitiveCount )
      {
      	return m_oDrawIndexPrimitive;
      }
      
      // Hook the Function
      m_oDrawIndexPrimitive = ( DrawIndexedPrimitive_t )DetourFunction( ( PBYTE )m_vTable[ 82 ], ( PBYTE )hkDrawIndexPrimitive, 5 );
      **
      #define CT_1 (NumVertics == 2793 && PrimitiveCount = 843 )
      #define CT_2 (...)
      #define model_CT CT_1 || CT_2
      if( model_CT ){
      //..
      }
      very nice. thx for the share

    9. #9
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      Cheats'n'Trainers
      Quote Originally Posted by machodip View Post
      new logger means?
      Model logger, that helps you to identify the models in order to make the chams. As we all suggested, check out fleeps tutorials!

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