Solved D3d Menu Crashes

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CodeAngel

Newbie
Full Member
Feb 16, 2013
15
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So I'm having a problem when I minimize the game and maximizing it again, the game crashes or sticks.

I know that it destroys the scene and recreates it when I do and I have to use the ResetHook. But I do the ResetHook and it's still crashing. IDK what I'm doing wrong

C++:
void ReFont(LPDIRECT3DDEVICE9 pDevice)
{
    if (g_pDevice != pDevice)
    {
        g_pDevice = pDevice;
        try
        {
            if (dMenu.pFont != 0)
                dMenu.pFont->Release();
        }
        catch (...) {}
        dMenu.pFont = 0;
        D3DXCreateFontA(pDevice, 14, 0, FW_BOLD, 0, 0, DEFAULT_CHARSET, OUT_TT_ONLY_PRECIS, PROOF_QUALITY, DEFAULT_PITCH | FF_DONTCARE, "Arial", &dMenu.pFont);
    }
}


HRESULT __stdcall Hooked_Reset(IDirect3DDevice9* pDevice, D3DPRESENT_PARAMETERS* pPresentationParameters)
{

    if (dMenu.pFont)
    {
        dMenu.pFont->Release();
        dMenu.pFont = NULL;

    }
    return dMenu.oReset(pDevice, pPresentationParameters);
}




HRESULT __stdcall Hooked_EndScene(IDirect3DDevice9 * pDevice)
{
    ReFont(pDevice);
    dMenu.BuildMenu((char*)"Menu", 0, 0, 180, 200, RED, BLACK, GREEN, pDevice);
    TestThread();


    return dMenu.oEndScene(pDevice);
}



DWORD WINAPI MainThread(LPVOID param)
{

    while (!dMenu.pDevice)
        dMenu.pDevice = **(DWORD**)(FindPattern("shaderapidx9.dll", "A1 ?? ?? ?? ?? 50 8B 08 FF 51 0C") + 0x1);

    void ** pVTable = *reinterpret_cast<void***>(dMenu.pDevice);


    dMenu.oEndScene = (f_EndScene)DetourFunction((PBYTE)pVTable[42], (PBYTE)Hooked_EndScene);

    dMenu.oReset = (Reset_t)DetourFunction((PBYTE)pVTable[16], (PBYTE)Hooked_Reset);


    return false;
}

***UPDATE**

nvm.. i forgot about LostDevice
 
Last edited:

mambda

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Jun 25, 2014
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youve gotta do some debugging fam, attach your favourite debugger and see what happens when you crash
 

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