Download RagingLogger_2.0_DX9

Hexui Undetected CSGO Cheats Sinkicheat PUBG Cheat

GAFO666

Hacker
Meme Tier VIP
Aug 19, 2012
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Yo Guys,
nothing much to say, all explained in the following video~
https://www.youtube.com/watch?v=YXlj28VvEdE


Info:
-MenuToggle is Tab , hell knows why i didnt make it changeable but whatever
- T.txt and AT.txt included for 25.06.15
-tested on win7 x64 home premium
-Bugreports, suggestions, raging to me ^^
-Credits for the theory of logging like min/middle/max border and turning models invisible after found
going to drunkenchetah of gameanarchy.net
And the rest of the credits go to me, since i implemented that afterwards, added instachams etc etc
and s0beit for the debug class, which helped me finding errors

Known bugs:
-enable model logger at beginning need weirdly 3 times or so pressing the toggle button whyever o_O
-KeySettings.txt , FileSettings.txt need to be created manualy (but included in download)

Some sauce for insta chams ... :
C++:
namespace Rage{

	struct chamsStruct
	{
		int index;
		chamsStruct * prev;
		chamsStruct * next;

		int num;
		int prim;	
		char * name;
		char * filename;		
	};	

	template <class T>
	class DataList
	{
	public:
		//you must not change these 3 items either
		int index;
		DataList * prev;
		DataList * next;	

	private:
		T  *   const nPtr;
		T  *   const start;

		T  *   tail;
		T  *   actual;

		T  **  s_array;

		int    IndexSum;
		int	   IndexCount;
	public:
		DataList::DataList();
		DataList::~DataList();	

		bool		_addMember(T * item);
		void		_printData(void);
		bool		_DelMember(T * item);
		bool		_DelMember(int Index);
		T  *		_SearchMember(T * item);
		T  *		_SearchMemberIndex(int Index);
		T  *		_ReturnStart();
		T  *		_ReturnActual();
		T  *		_ReturnTail();

		bool        _CreateStaticArray();
		bool		_DelStaticArray();
		T  **       _ReturnStaticArray();

		int			_ReturnIndexSum();		
		void		_IncrementIndexSum();
		void        _DecrementIndexSum();

		int			_ReturnIndexCount();
		void		_IncrementIndexCount();
		void        _DecrementIndexCount();

	};		

#pragma region Functions

	template <class T>
	Rage::DataList<T>::DataList() : nPtr(NULL), start((T*)malloc(sizeof(T)))
	{
		actual = start;
		tail = start;
		start->index = 0;
		start->prev = nPtr;
		start->next = nPtr;

		s_array = (T**)nPtr;

		IndexSum = 0;
		IndexCount = 1;		
	}

	template <class T>
	Rage::DataList<T>::~DataList()
	{

	}
	
	//Functions below

	template <class T>
	bool Rage::DataList<T>::_addMember(T * item)
	{
		actual = tail;
		actual->next = item;
		actual->next->index = IndexCount;		

		if (actual->next == NULL)
			return false;

		actual->next->prev = actual;

		actual = actual->next;
		tail = actual;
		actual->next = nPtr;

		_IncrementIndexSum();
		_IncrementIndexCount();
		return true;
	}

	template <class T>
	void Rage::DataList<T>::_printData(void)
	{
		actual = start->next;
		while (true)
		{
			cout << actual->Name << " is at Index " << actual->index << endl;
			actual = actual->next;
			if (actual == nPtr)
				break;
		}
	}

	template <class T>
	bool Rage::DataList<T>::_DelMember(T * item)
	{
		actual = start;
		while (actual->next != item)
		{
			actual = actual->next;

			if (actual == tail && tail != item)
				return false;
		}

		T * delNode = actual->next;
		actual->next = actual->next->next;
		
		if (actual->next != nPtr)
			actual->next->prev = actual;
		MemoryArith::SafeDelete(delNode);

		_DecrementIndexSum();
		_DecrementIndexCount();
		return true;
	}

	template <class T>
	bool Rage::DataList<T>::_DelMember(int Index)
	{
		actual = start;
		while (actual->next->index != Index)
		{
			actual = actual->next;

			if (actual == tail && tail->index != Index)
				return false;
		}

		T * delNode = actual->next;
		actual->next = actual->next->next;

		if (actual->next != nPtr)
			actual->next->prev = actual;
		else
			tail = actual;

		free(delNode);
		_DecrementIndexSum();
		_DecrementIndexCount();
		return true;
	}


	template <class T>
	T * Rage::DataList<T>::_SearchMember(T * item)
	{
		actual = start->next;//edited

		while (actual != item)
		{
			actual = actual->next;

			if (actual == tail && tail != item)
				return nPtr;
		}

		return actual;
	}
	template <class T>
	T * Rage::DataList<T>::_SearchMemberIndex(int Index)//check if e.g. a item is already in list
	{
		actual = start->next;//edited

		while (actual->index != Index)
		{
			actual = actual->next;

			if (actual == tail && tail->index != Index)
				return nPtr;
		}

		return actual;
	}

	template <class T>
	T * Rage::DataList<T>::_ReturnStart()
	{
		return start;
	}

	template <class T>
	T * Rage::DataList<T>::_ReturnActual()
	{
		return actual;
	}

	template <class T>
	T * Rage::DataList<T>::_ReturnTail()
	{
		return tail;
	}

	template <class T>
	bool Rage::DataList<T>::_CreateStaticArray()
	{
		s_array = new T*[IndexSum];

		if (s_array == (T**)nPtr)
			return false;

		for (int i = 0; i < IndexSum; i++)
		{
			s_array[i] = _SearchMemberIndex(i + 1);
		}

		return true;
	}

	template <class T>
	bool Rage::DataList<T>::_DelStaticArray()
	{
		delete[] s_array;
		s_array = nPtr;

		return true;
	}

	template <class T>
	T ** Rage::DataList<T>::_ReturnStaticArray()
	{
		return s_array;
	}

	template <class T>
	int Rage::DataList<T>::_ReturnIndexSum()
	{
		return IndexSum;
	}	

	template <class T>
	void Rage::DataList<T>::_IncrementIndexSum()
	{
		++IndexSum;
	}

	template <class T>
	void Rage::DataList<T>::_DecrementIndexSum()
	{
		--IndexSum;
	}

	template <class T>
	int Rage::DataList<T>::_ReturnIndexCount()
	{
		return IndexCount;
	}

	template <class T>
	void Rage::DataList<T>::_IncrementIndexCount()
	{
		++IndexCount;
	}

	template <class T>
	void Rage::DataList<T>::_DecrementIndexCount()
	{
		--IndexCount;
	}

#pragma endregion	
	

	struct manageStruct
	{
		bool is_startpoint;

		bool gfx_enabled;
		G::Color gfx_shown;
		G::Color gfx_hidden;
		IDirect3DPixelShader9 * shader_shown;
		IDirect3DPixelShader9 * shader_hidden;

		DataList<chamsStruct>* data;
	};
};
C++:
std::map<std::string, manageStruct>SecurityMap;
and into dip after filling all with tons of info
C++:
for (auto iterator = SecurityMap.begin(); iterator != SecurityMap.end(); iterator++) {
				if (iterator->second.is_startpoint)
					continue;
					
				if (iterator->second.shader_shown == NULL)
					GenerateShaderByCC(Device, &iterator->second.shader_shown, iterator->second.gfx_shown.R, iterator->second.gfx_shown.G, iterator->second.gfx_shown.B, iterator->second.gfx_shown.A);
				if (iterator->second.shader_hidden == NULL)
					GenerateShaderByCC(Device, &iterator->second.shader_hidden, iterator->second.gfx_hidden.R, iterator->second.gfx_hidden.G, iterator->second.gfx_hidden.B, iterator->second.gfx_hidden.A);
		

				if (iterator->second.gfx_enabled)
				{
					for (auto j = iterator->second.data->_ReturnStart()->next; j != NULL; j = j->next)
					{

						if (j->prim == 0)
						{
							if (j->num == NumVertices)
							{
								Device->SetRenderState(D3DRS_ZENABLE, false);
								Device->SetPixelShader(iterator->second.shader_hidden);
								oDIP(Device, Type, BaseVertexIndex, MinIndex, NumVertices, StartIndex, PrimCount);
								Device->SetRenderState(D3DRS_ZENABLE, true);
								Device->SetPixelShader(iterator->second.shader_shown);
							}
						}
						else
						{
							if (j->num == NumVertices && j->prim == PrimCount)
							{
								Device->SetRenderState(D3DRS_ZENABLE, false);
								Device->SetPixelShader(iterator->second.shader_hidden);
								oDIP(Device, Type, BaseVertexIndex, MinIndex, NumVertices, StartIndex, PrimCount);
								Device->SetRenderState(D3DRS_ZENABLE, true);
								Device->SetPixelShader(iterator->second.shader_shown);
							}
						}
					}
				}			
			}

Hope I didnt forget anything o_O

,greez


https://virusscan.jotti.org/en/scanresult/c569c4177fa5fc610a151e9604a6c3643552abc6
-> virustotal 2/54 https://www.virustotal.com/de/file/...f68c72d840ec23247db413bf/analysis/1435181553/
C++:
Bkav	HW32.Packed.6F42	20150623
Panda	Trj/Genetic.gen	20150622
 

Attachments

Last edited by a moderator:

till0sch

Respected Hacker
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Oct 14, 2012
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51
Will try out tomorrow. Thanks for sharing.
 

Rake

Cesspool Admin
Administrator
Jan 21, 2014
12,061
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2,370
Awesome video tutorial thanks for linking to guidedhacking on your youtube
 

GAFO666

Hacker
Meme Tier VIP
Aug 19, 2012
520
3,188
23
impost0r
thatfor you are a bit late xDD and wrong gender as i assume ;D
till0sch Dr.Phil
k, tell me if any bugs etc appear :)
AnomanderRake
hope the site goes up with some cute releases man. e.g. for this tool i spend like 2 hrs , not rly much time tho
trying to figure out some new ideas in case of dx tools , dunno if i should release my menu sdk hmmmmmmm
@ all here
yeh no problem,
just wondering -> question :
- is it needed that i add a virtual mouse which can be moved with keys just in case that the mouse is blocked by some games ? (cause of insta chams etc)
- should i try to add a logg-function which searches a model itself just by clicking it ?
ofc depending on my time :p

,greez
 

HexMurder

Arcane Hacker
Dank Tier VIP
Dank Tier Donator
Jun 7, 2012
319
7,988
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Not trying to be the guy bumping an old ass thread but i was looking for this for ages a while back. Glad to have finally stumbled across it.
 

rickblack28

Jr.Coder
Full Member
Nobleman
Sep 23, 2014
82
573
0
can you please upload a compiled version with 64 bit Architecture, that would be lovely :)

Thanks m8 :)


Since most unity games are 64 bit and for some reason i get lots of errors with the code.. would appriciate it allot if you could spoonfeed me this one ^^
 
Mar 14, 2018
3
4
0
Hey, nice release, it helped me a lot already.
I got one stupid question though, with what hotkey do you hide the menue?
 

Rake

Cesspool Admin
Administrator
Jan 21, 2014
12,061
78,998
2,370
Hey, nice release, it helped me a lot already.
I got one stupid question though, with what hotkey do you hide the menue?
what in god's name would be the purpose of hiding the menu?
 

Kinvaras

Full Member
Nobleman
Dec 18, 2017
99
528
10
That was actually a good answer xD

I havent tried this logger, but in his post:
-MenuToggle is Tab , hell knows why i didnt make it changeable but whatever
 
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