Solved How to make CSGO CHAMS WALLHACK

  • CSGO recently moved logic from 'client_panorama.dll' to 'client.dll', you must update all code that uses 'client_panorama.dll' and replace it with 'client.dll' or the code will not work.
Hexui Undetected CSGO Cheats Sinkicheat PUBG Cheat

rN'

Jr.Hacker
Meme Tier VIP
Jan 19, 2014
340
5,268
41
  1. Hook DrawIndexPrimitive* or use my Direct3D-Hook Base: EndScene & DrawIndexPrimitive Hook via Detour - Guided Hacking
  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
C++:
// 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 );
**
C++:
#define CT_1 (NumVertics == 2793 && PrimitiveCount = 843 )
#define CT_2 (...)
#define model_CT CT_1 || CT_2
if( model_CT ){
    //..
}
if you don't understand, watch fleeps video about chams and then come back to this
 
Last edited by a moderator:

highfish

Newbie
Dec 4, 2013
3
122
0
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.
 

noobhacky

Jr.Coder
Full Member
Nobleman
Dec 16, 2012
71
608
0
Making chams very easy. :trollface:

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

You can also find the new logger if you google it :)
 

noobhacky

Jr.Coder
Full Member
Nobleman
Dec 16, 2012
71
608
0
  1. Hook DrawIndexPrimitive* or use my Direct3D-Hook Base: https://guidedhacking.com/showthread.php?5047-EndScene-amp-DrawIndexPrimitive-Hook-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
C++:
// 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 );
**
C++:
#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
 
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