Download Aimbot Warface Parte II


Fala galera segue a segunda parte do código já incluídas as bibliotecas que necessitarias. No próximo final de semana dia 03/08 segue a ultima parte.
Junto terá um videos que estou preparando exclusivamente para o pessoal do canal gilmaik martins e da comunidade do Facebook Warface hack, será ao vivo no canal como mencionei gilmaik com inicio as 20:00 horas do dia 03/08.
Objetivo do encontro mostrar desenvolvimento de Cheats no game Warface e finalizando o código ao vivo espero a presença de todos té.

--------------------
#include <iostream>
#include <windows.h>
#include "main.h"
#include "d3d9.h"
#include <ctime> //for the clock
#include "Hacks.h"
#include "ESP.h"


Hacks hacks;
ESP EspHack;




HRESULT CD3DManager::Initialize()
{


//create our font, if you don't have this one choose another
hacks.CreateFont(m_pD3Ddev, "Arial");
//Send over our D3D device pointer
EspHack.SetupDirect3D(m_pD3Ddev, &hacks.m_font);
return S_OK;
}

HRESULT CD3DManager::PreReset()
{

return S_OK;
}

HRESULT CD3DManager::PostReset()
{

return S_OK;
}

HRESULT CD3DManager::Release()
{

return S_OK;
}

//-----------------------------------------------------------------------------

HRESULT APIENTRY hkIDirect3DDevice9::QueryInterface(REFIID riid, LPVOID *ppvObj)
{
return m_pD3Ddev->QueryInterface(riid, ppvObj);
}

ULONG APIENTRY hkIDirect3DDevice9::AddRef()
{
m_refCount++;
return m_pD3Ddev->AddRef();
}

HRESULT APIENTRY hkIDirect3DDevice9::BeginScene()
{
static bool RunOnce = true;
if(RunOnce)
{
RunOnce = false;
hacks.InitializeMenuItems();
}

return m_pD3Ddev->BeginScene();
}

HRESULT APIENTRY hkIDirect3DDevice9::BeginStateBlock()
{
return m_pD3Ddev->BeginStateBlock();
}

HRESULT APIENTRY hkIDirect3DDevice9::Clear(DWORD Count, CONST D3DRECT *pRects, DWORD Flags, D3DCOLOR Color, float Z, DWORD Stencil)
{
return m_pD3Ddev->Clear(Count, pRects, Flags, Color, Z, Stencil);
}

HRESULT APIENTRY hkIDirect3DDevice9::ColorFill(IDirect3DSurface9* pSurface,CONST RECT* pRect, D3DCOLOR color)
{
return m_pD3Ddev->ColorFill(pSurface,pRect,color);
}

HRESULT APIENTRY hkIDirect3DDevice9::CreateAdditionalSwapChain(D3DPRESENT_PARAMETERS *pPresentationParameters, IDirect3DSwapChain9 **ppSwapChain)
{
return m_pD3Ddev->CreateAdditionalSwapChain(pPresentationParameters, ppSwapChain);
}

HRESULT APIENTRY hkIDirect3DDevice9::CreateCubeTexture(UINT EdgeLength,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DCubeTexture9** ppCubeTexture,HANDLE* pSharedHandle)
{
return m_pD3Ddev->CreateCubeTexture(EdgeLength, Levels, Usage, Format, Pool, ppCubeTexture,pSharedHandle);
}

HRESULT APIENTRY hkIDirect3DDevice9::CreateDepthStencilSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Discard,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle)
{
return m_pD3Ddev->CreateDepthStencilSurface(Width, Height, Format, MultiSample, MultisampleQuality,Discard,ppSurface, pSharedHandle);
}

HRESULT APIENTRY hkIDirect3DDevice9::CreateIndexBuffer(UINT Length,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DIndexBuffer9** ppIndexBuffer,HANDLE* pSharedHandle)
{
return m_pD3Ddev->CreateIndexBuffer(Length, Usage, Format, Pool, ppIndexBuffer,pSharedHandle);
}

HRESULT APIENTRY hkIDirect3DDevice9::CreateOffscreenPlainSurface(UINT Width,UINT Height,D3DFORMAT Format,D3DPOOL Pool,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle)
{
return m_pD3Ddev->CreateOffscreenPlainSurface(Width,Height,Format,Pool,ppSurface,pSharedHandle);
}

HRESULT APIENTRY hkIDirect3DDevice9::CreatePixelShader(CONST DWORD* pFunction,IDirect3DPixelShader9** ppShader)
{
return m_pD3Ddev->CreatePixelShader(pFunction, ppShader);
}

HRESULT APIENTRY hkIDirect3DDevice9::CreateQuery(D3DQUERYTYPE Type,IDirect3DQuery9** ppQuery)
{
return m_pD3Ddev->CreateQuery(Type,ppQuery);
}

HRESULT APIENTRY hkIDirect3DDevice9::CreateRenderTarget(UINT Width,UINT Height,D3DFORMAT Format,D3DMULTISAMPLE_TYPE MultiSample,DWORD MultisampleQuality,BOOL Lockable,IDirect3DSurface9** ppSurface,HANDLE* pSharedHandle)
{
return m_pD3Ddev->CreateRenderTarget(Width, Height, Format, MultiSample,MultisampleQuality, Lockable, ppSurface,pSharedHandle);
}

HRESULT APIENTRY hkIDirect3DDevice9::CreateStateBlock(D3DSTATEBLOCKTYPE Type,IDirect3DStateBlock9** ppSB)
{
return m_pD3Ddev->CreateStateBlock(Type, ppSB);
}

HRESULT APIENTRY hkIDirect3DDevice9::CreateTexture(UINT Width,UINT Height,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DTexture9** ppTexture,HANDLE* pSharedHandle)
{
HRESULT ret = m_pD3Ddev->CreateTexture(Width, Height, Levels, Usage, Format, Pool, ppTexture, pSharedHandle);

#ifdef D3DHOOK_TEXTURES
if(ret == D3D_OK) { new hkIDirect3DTexture9(ppTexture, this, Width, Height, Format); }
#endif

return ret;
}

HRESULT APIENTRY hkIDirect3DDevice9::CreateVertexBuffer(UINT Length,DWORD Usage,DWORD FVF,D3DPOOL Pool,IDirect3DVertexBuffer9** ppVertexBuffer,HANDLE* pSharedHandle)
{
return m_pD3Ddev->CreateVertexBuffer(Length, Usage, FVF, Pool, ppVertexBuffer,pSharedHandle);
}

HRESULT APIENTRY hkIDirect3DDevice9::CreateVertexDeclaration(CONST D3DVERTEXELEMENT9* pVertexElements,IDirect3DVertexDeclaration9** ppDecl)
{
return m_pD3Ddev->CreateVertexDeclaration(pVertexElements,ppDecl);
}

HRESULT APIENTRY hkIDirect3DDevice9::CreateVertexShader(CONST DWORD* pFunction,IDirect3DVertexShader9** ppShader)
{
return m_pD3Ddev->CreateVertexShader(pFunction, ppShader);
}

HRESULT APIENTRY hkIDirect3DDevice9::CreateVolumeTexture(UINT Width,UINT Height,UINT Depth,UINT Levels,DWORD Usage,D3DFORMAT Format,D3DPOOL Pool,IDirect3DVolumeTexture9** ppVolumeTexture,HANDLE* pSharedHandle)
{
return m_pD3Ddev->CreateVolumeTexture(Width, Height, Depth, Levels, Usage, Format, Pool, ppVolumeTexture,pSharedHandle);
}

HRESULT APIENTRY hkIDirect3DDevice9::DeletePatch(UINT Handle)
{
return m_pD3Ddev->DeletePatch(Handle);
}

HRESULT APIENTRY hkIDirect3DDevice9::DrawIndexedPrimitive(D3DPRIMITIVETYPE device,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount)
{
HRESULT hRet = m_pD3Ddev->DrawIndexedPrimitive(device, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
return hRet;
}

HRESULT APIENTRY hkIDirect3DDevice9::DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT MinIndex, UINT NumVertices, UINT PrimitiveCount, CONST void *pIndexData, D3DFORMAT IndexDataFormat, CONST void *pVertexStreamZeroData, UINT VertexStreamZeroStride)
{
return m_pD3Ddev->DrawIndexedPrimitiveUP(PrimitiveType, MinIndex, NumVertices, PrimitiveCount, pIndexData, IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
}

HRESULT APIENTRY hkIDirect3DDevice9::DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount)
{
return m_pD3Ddev->DrawPrimitive(PrimitiveType, StartVertex, PrimitiveCount);
}

HRESULT APIENTRY hkIDirect3DDevice9::DrawPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, CONST void *pVertexStreamZeroData, UINT VertexStreamZeroStride)
{
return m_pD3Ddev->DrawPrimitiveUP(PrimitiveType, PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
}

HRESULT APIENTRY hkIDirect3DDevice9::DrawRectPatch(UINT Handle, CONST float *pNumSegs, CONST D3DRECTPATCH_INFO *pRectPatchInfo)
{
return m_pD3Ddev->DrawRectPatch(Handle, pNumSegs, pRectPatchInfo);
}

HRESULT APIENTRY hkIDirect3DDevice9::DrawTriPatch(UINT Handle, CONST float *pNumSegs, CONST D3DTRIPATCH_INFO *pTriPatchInfo)
{
return m_pD3Ddev->DrawTriPatch(Handle, pNumSegs, pTriPatchInfo);
}

HRESULT APIENTRY hkIDirect3DDevice9::EndScene()
{
//Move our menu through keyboard import
hacks.KeyboardInput();
//Draws our menu with a ton of different colours
hacks.DrawMenu(m_pD3Ddev);
//Sending in what we want ON and OFF
EspHack.Esp_Aimbot
(
hacks.hack[ESP_BOX_NAME].on,
hacks.hack[ESP_HEALTH].on,
hacks.hack[ESP_DISTANCE].on,
hacks.hack[SNAP_LINE].on,
hacks.hack[AIMBOT_HK].on
);

EspHack.DrawMyHealth();
return m_pD3Ddev->EndScene();
}

HRESULT APIENTRY hkIDirect3DDevice9::EndStateBlock(IDirect3DStateBlock9** ppSB)
{
return m_pD3Ddev->EndStateBlock(ppSB);
}

HRESULT APIENTRY hkIDirect3DDevice9::EvictManagedResources()
{
return m_pD3Ddev->EvictManagedResources();
}

UINT APIENTRY hkIDirect3DDevice9::GetAvailableTextureMem()
{
return m_pD3Ddev->GetAvailableTextureMem();
}

HRESULT APIENTRY hkIDirect3DDevice9::GetBackBuffer(UINT iSwapChain,UINT iBackBuffer,D3DBACKBUFFER_TYPE Type,IDirect3DSurface9** ppBackBuffer)
{
return m_pD3Ddev->GetBackBuffer(iSwapChain,iBackBuffer, Type, ppBackBuffer);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetClipPlane(DWORD Index, float *pPlane)
{
return m_pD3Ddev->GetClipPlane(Index, pPlane);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetClipStatus(D3DCLIPSTATUS9 *pClipStatus)
{
return m_pD3Ddev->GetClipStatus(pClipStatus);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetCreationParameters(D3DDEVICE_CREATION_PARAMETERS *pParameters)
{
return m_pD3Ddev->GetCreationParameters(pParameters);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetCurrentTexturePalette(UINT *pPaletteNumber)
{
return m_pD3Ddev->GetCurrentTexturePalette(pPaletteNumber);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetDepthStencilSurface(IDirect3DSurface9 **ppZStencilSurface)
{
return m_pD3Ddev->GetDepthStencilSurface(ppZStencilSurface);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetDeviceCaps(D3DCAPS9 *pCaps)
{
return m_pD3Ddev->GetDeviceCaps(pCaps);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetDirect3D(IDirect3D9 **ppD3D9)
{
HRESULT hRet = m_pD3Ddev->GetDirect3D(ppD3D9);
if( SUCCEEDED(hRet) )
*ppD3D9 = m_pD3Dint;
return hRet;
}

HRESULT APIENTRY hkIDirect3DDevice9::GetDisplayMode(UINT iSwapChain,D3DDISPLAYMODE* pMode)
{
return m_pD3Ddev->GetDisplayMode(iSwapChain,pMode);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetFrontBufferData(UINT iSwapChain,IDirect3DSurface9* pDestSurface)
{
return m_pD3Ddev->GetFrontBufferData(iSwapChain,pDestSurface);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetFVF(DWORD* pFVF)
{
return m_pD3Ddev->GetFVF(pFVF);
}

void APIENTRY hkIDirect3DDevice9::GetGammaRamp(UINT iSwapChain,D3DGAMMARAMP* pRamp)
{
m_pD3Ddev->GetGammaRamp(iSwapChain,pRamp);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetIndices(IDirect3DIndexBuffer9** ppIndexData)
{
return m_pD3Ddev->GetIndices(ppIndexData);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetLight(DWORD Index, D3DLIGHT9 *pLight)
{
return m_pD3Ddev->GetLight(Index, pLight);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetLightEnable(DWORD Index, BOOL *pEnable)
{
return m_pD3Ddev->GetLightEnable(Index, pEnable);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetMaterial(D3DMATERIAL9 *pMaterial)
{
return m_pD3Ddev->GetMaterial(pMaterial);
}

float APIENTRY hkIDirect3DDevice9::GetNPatchMode()
{
return m_pD3Ddev->GetNPatchMode();
}

unsigned int APIENTRY hkIDirect3DDevice9::GetNumberOfSwapChains()
{
return m_pD3Ddev->GetNumberOfSwapChains();
}

HRESULT APIENTRY hkIDirect3DDevice9::GetPaletteEntries(UINT PaletteNumber, PALETTEENTRY *pEntries)
{
return m_pD3Ddev->GetPaletteEntries(PaletteNumber, pEntries);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetPixelShader(IDirect3DPixelShader9** ppShader)
{
return m_pD3Ddev->GetPixelShader(ppShader);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetPixelShaderConstantB(UINT StartRegister,BOOL* pConstantData,UINT BoolCount)
{
return m_pD3Ddev->GetPixelShaderConstantB(StartRegister,pConstantData,BoolCount);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetPixelShaderConstantF(UINT StartRegister,float* pConstantData,UINT Vector4fCount)
{
return m_pD3Ddev->GetPixelShaderConstantF(StartRegister,pConstantData,Vector4fCount);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetPixelShaderConstantI(UINT StartRegister,int* pConstantData,UINT Vector4iCount)
{
return m_pD3Ddev->GetPixelShaderConstantI(StartRegister,pConstantData,Vector4iCount);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetRasterStatus(UINT iSwapChain,D3DRASTER_STATUS* pRasterStatus)
{
return m_pD3Ddev->GetRasterStatus(iSwapChain,pRasterStatus);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetRenderState(D3DRENDERSTATETYPE State, DWORD *pValue)
{
return m_pD3Ddev->GetRenderState(State, pValue);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetRenderTarget(DWORD RenderTargetIndex,IDirect3DSurface9** ppRenderTarget)
{
return m_pD3Ddev->GetRenderTarget(RenderTargetIndex,ppRenderTarget);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetRenderTargetData(IDirect3DSurface9* pRenderTarget,IDirect3DSurface9* pDestSurface)
{
return m_pD3Ddev->GetRenderTargetData(pRenderTarget,pDestSurface);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetSamplerState(DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD* pValue)
{
return m_pD3Ddev->GetSamplerState(Sampler,Type,pValue);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetScissorRect(RECT* pRect)
{
return m_pD3Ddev->GetScissorRect(pRect);
}

BOOL APIENTRY hkIDirect3DDevice9::GetSoftwareVertexProcessing()
{
return m_pD3Ddev->GetSoftwareVertexProcessing();
}

HRESULT APIENTRY hkIDirect3DDevice9::GetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer9** ppStreamData,UINT* OffsetInBytes,UINT* pStride)
{
return m_pD3Ddev->GetStreamSource(StreamNumber, ppStreamData,OffsetInBytes, pStride);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetStreamSourceFreq(UINT StreamNumber,UINT* Divider)
{
return m_pD3Ddev->GetStreamSourceFreq(StreamNumber,Divider);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetSwapChain(UINT iSwapChain,IDirect3DSwapChain9** pSwapChain)
{
return m_pD3Ddev->GetSwapChain(iSwapChain,pSwapChain);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetTexture(DWORD Stage, IDirect3DBaseTexture9 **ppTexture)
{
return m_pD3Ddev->GetTexture(Stage, ppTexture);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD *pValue)
{
return m_pD3Ddev->GetTextureStageState(Stage, Type, pValue);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetTransform(D3DTRANSFORMSTATETYPE State, D3DMATRIX *pMatrix)
{
return m_pD3Ddev->GetTransform(State, pMatrix);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetVertexDeclaration(IDirect3DVertexDeclaration9** ppDecl)
{
return m_pD3Ddev->GetVertexDeclaration(ppDecl);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetVertexShader(IDirect3DVertexShader9** ppShader)
{
return m_pD3Ddev->GetVertexShader(ppShader);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetVertexShaderConstantB(UINT StartRegister,BOOL* pConstantData,UINT BoolCount)
{
return m_pD3Ddev->GetVertexShaderConstantB(StartRegister,pConstantData,BoolCount);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetVertexShaderConstantF(UINT StartRegister,float* pConstantData,UINT Vector4fCount)
{
return m_pD3Ddev->GetVertexShaderConstantF(StartRegister,pConstantData,Vector4fCount);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetVertexShaderConstantI(UINT StartRegister,int* pConstantData,UINT Vector4iCount)
{
return m_pD3Ddev->GetVertexShaderConstantI(StartRegister,pConstantData,Vector4iCount);
}

HRESULT APIENTRY hkIDirect3DDevice9::GetViewport(D3DVIEWPORT9 *pViewport)
{
return m_pD3Ddev->GetViewport(pViewport);
}

HRESULT APIENTRY hkIDirect3DDevice9::LightEnable(DWORD LightIndex, BOOL bEnable)
{
return m_pD3Ddev->LightEnable(LightIndex, bEnable);
}

HRESULT APIENTRY hkIDirect3DDevice9::MultiplyTransform(D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX *pMatrix)
{
return m_pD3Ddev->MultiplyTransform(State, pMatrix);
}

HRESULT APIENTRY hkIDirect3DDevice9::Present(CONST RECT *pSourceRect, CONST RECT *pDestRect, HWND hDestWindowOverride, CONST RGNDATA *pDirtyRegion)
{
return m_pD3Ddev->Present(pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion);
}

HRESULT APIENTRY hkIDirect3DDevice9::ProcessVertices(UINT SrcStartIndex,UINT DestIndex,UINT VertexCount,IDirect3DVertexBuffer9* pDestBuffer,IDirect3DVertexDeclaration9* pVertexDecl,DWORD Flags)
{
return m_pD3Ddev->ProcessVertices(SrcStartIndex, DestIndex, VertexCount, pDestBuffer,pVertexDecl, Flags);
}

ULONG APIENTRY hkIDirect3DDevice9::Release()
{
if( --m_refCount == 0 )
m_pManager->Release();

return m_pD3Ddev->Release();
}

HRESULT APIENTRY hkIDirect3DDevice9::Reset(D3DPRESENT_PARAMETERS *pPresentationParameters)
{
m_pManager->PreReset();

HRESULT hRet = m_pD3Ddev->Reset(pPresentationParameters);

if( SUCCEEDED(hRet) )
{
m_PresentParam = *pPresentationParameters;
m_pManager->PostReset();
}

return hRet;
}

HRESULT APIENTRY hkIDirect3DDevice9::SetClipPlane(DWORD Index, CONST float *pPlane)
{
return m_pD3Ddev->SetClipPlane(Index, pPlane);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetClipStatus(CONST D3DCLIPSTATUS9 *pClipStatus)
{
return m_pD3Ddev->SetClipStatus(pClipStatus);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetCurrentTexturePalette(UINT PaletteNumber)
{
return m_pD3Ddev->SetCurrentTexturePalette(PaletteNumber);
}

void APIENTRY hkIDirect3DDevice9::SetCursorPosition(int X, int Y, DWORD Flags)
{
m_pD3Ddev->SetCursorPosition(X, Y, Flags);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetCursorProperties(UINT XHotSpot, UINT YHotSpot, IDirect3DSurface9 *pCursorBitmap)
{
return m_pD3Ddev->SetCursorProperties(XHotSpot, YHotSpot, pCursorBitmap);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetDepthStencilSurface(IDirect3DSurface9* pNewZStencil)
{
return m_pD3Ddev->SetDepthStencilSurface(pNewZStencil);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetDialogBoxMode(BOOL bEnableDialogs)
{
return m_pD3Ddev->SetDialogBoxMode(bEnableDialogs);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetFVF(DWORD FVF)
{
return m_pD3Ddev->SetFVF(FVF);
}

void APIENTRY hkIDirect3DDevice9::SetGammaRamp(UINT iSwapChain,DWORD Flags,CONST D3DGAMMARAMP* pRamp)
{
m_pD3Ddev->SetGammaRamp(iSwapChain,Flags, pRamp);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetIndices(IDirect3DIndexBuffer9* pIndexData)
{
return m_pD3Ddev->SetIndices(pIndexData);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetLight(DWORD Index, CONST D3DLIGHT9 *pLight)
{
return m_pD3Ddev->SetLight(Index, pLight);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetMaterial(CONST D3DMATERIAL9 *pMaterial)
{
return m_pD3Ddev->SetMaterial(pMaterial);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetNPatchMode(float nSegments)
{
return m_pD3Ddev->SetNPatchMode(nSegments);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetPaletteEntries(UINT PaletteNumber, CONST PALETTEENTRY *pEntries)
{
return m_pD3Ddev->SetPaletteEntries(PaletteNumber, pEntries);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetPixelShader(IDirect3DPixelShader9* pShader)
{
return m_pD3Ddev->SetPixelShader(pShader);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetPixelShaderConstantB(UINT StartRegister,CONST BOOL* pConstantData,UINT  BoolCount)
{
return m_pD3Ddev->SetPixelShaderConstantB(StartRegister,pConstantData,BoolCount);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetPixelShaderConstantF(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount)
{
return m_pD3Ddev->SetPixelShaderConstantF(StartRegister,pConstantData,Vector4fCount);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetPixelShaderConstantI(UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount)
{
return m_pD3Ddev->SetPixelShaderConstantI(StartRegister,pConstantData,Vector4iCount);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetRenderState(D3DRENDERSTATETYPE State, DWORD Value)
{
return m_pD3Ddev->SetRenderState(State, Value);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetRenderTarget(DWORD RenderTargetIndex, IDirect3DSurface9* pRenderTarget)
{
return m_pD3Ddev->SetRenderTarget(RenderTargetIndex,pRenderTarget);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetSamplerState(DWORD Sampler,D3DSAMPLERSTATETYPE Type,DWORD Value)
{
return m_pD3Ddev->SetSamplerState(Sampler,Type,Value);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetScissorRect(CONST RECT* pRect)
{
return m_pD3Ddev->SetScissorRect(pRect);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetSoftwareVertexProcessing(BOOL bSoftware)
{
return m_pD3Ddev->SetSoftwareVertexProcessing(bSoftware);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetStreamSource(UINT StreamNumber,IDirect3DVertexBuffer9* pStreamData,UINT OffsetInBytes,UINT Stride)
{
return m_pD3Ddev->SetStreamSource(StreamNumber, pStreamData,OffsetInBytes, Stride);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetStreamSourceFreq(UINT StreamNumber,UINT Divider)
{
return m_pD3Ddev->SetStreamSourceFreq(StreamNumber,Divider);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetTexture(DWORD Stage, IDirect3DBaseTexture9 *pTexture)
{
#ifdef D3DHOOK_TEXTURES
IDirect3DDevice9 *dev = NULL;
if(pTexture != NULL && ((hkIDirect3DTexture9*)(pTexture))->GetDevice(&dev) == D3D_OK)
{
if(dev == this)
return m_pD3Ddev->SetTexture(Stage, ((hkIDirect3DTexture9*)(pTexture))->m_D3Dtex);
}
#endif

return m_pD3Ddev->SetTexture(Stage, pTexture);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetTextureStageState(DWORD Stage, D3DTEXTURESTAGESTATETYPE Type, DWORD Value)
{
return m_pD3Ddev->SetTextureStageState(Stage, Type, Value);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetTransform(D3DTRANSFORMSTATETYPE State, CONST D3DMATRIX *pMatrix)
{
return m_pD3Ddev->SetTransform(State, pMatrix);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetVertexDeclaration(IDirect3DVertexDeclaration9* pDecl)
{
return m_pD3Ddev->SetVertexDeclaration(pDecl);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetVertexShader(IDirect3DVertexShader9* pShader)
{
return m_pD3Ddev->SetVertexShader(pShader);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetVertexShaderConstantB(UINT StartRegister,CONST BOOL* pConstantData,UINT  BoolCount)
{
return m_pD3Ddev->SetVertexShaderConstantB(StartRegister,pConstantData,BoolCount);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetVertexShaderConstantF(UINT StartRegister,CONST float* pConstantData,UINT Vector4fCount)
{
return m_pD3Ddev->SetVertexShaderConstantF(StartRegister,pConstantData,Vector4fCount);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetVertexShaderConstantI(UINT StartRegister,CONST int* pConstantData,UINT Vector4iCount)
{
return m_pD3Ddev->SetVertexShaderConstantI(StartRegister,pConstantData,Vector4iCount);
}

HRESULT APIENTRY hkIDirect3DDevice9::SetViewport(CONST D3DVIEWPORT9 *pViewport)
{
return m_pD3Ddev->SetViewport(pViewport);
}

BOOL APIENTRY hkIDirect3DDevice9::ShowCursor(BOOL bShow)
{
return m_pD3Ddev->ShowCursor(bShow);
}

HRESULT APIENTRY hkIDirect3DDevice9::StretchRect(IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestSurface,CONST RECT* pDestRect,D3DTEXTUREFILTERTYPE Filter)
{
return m_pD3Ddev->StretchRect(pSourceSurface,pSourceRect,pDestSurface,pDestRect,Filter);
}

HRESULT APIENTRY hkIDirect3DDevice9::TestCooperativeLevel()
{
return m_pD3Ddev->TestCooperativeLevel();
}

HRESULT APIENTRY hkIDirect3DDevice9::UpdateSurface(IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestinationSurface,CONST POINT* pDestPoint)
{
return m_pD3Ddev->UpdateSurface(pSourceSurface,pSourceRect,pDestinationSurface,pDestPoint);
}

HRESULT APIENTRY hkIDirect3DDevice9::UpdateTexture(IDirect3DBaseTexture9 *pSourceTexture, IDirect3DBaseTexture9 *pDestinationTexture)
{
return m_pD3Ddev->UpdateTexture(pSourceTexture, pDestinationTexture);
}

HRESULT APIENTRY hkIDirect3DDevice9::ValidateDevice(DWORD *pNumPasses)
{
return m_pD3Ddev->ValidateDevice(pNumPasses);
}

----------------------

#include <windows.h>
#include "main.h"
#include "d3d9.h"


HRESULT APIENTRY hkIDirect3D9::QueryInterface(REFIID riid,  void **ppvObj)
{
return m_pD3Dint->QueryInterface(riid,  ppvObj);
}

ULONG APIENTRY hkIDirect3D9::AddRef()
{
return m_pD3Dint->AddRef();
}

HRESULT APIENTRY hkIDirect3D9::CheckDepthStencilMatch(UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat, D3DFORMAT RenderTargetFormat, D3DFORMAT DepthStencilFormat)
{
return m_pD3Dint->CheckDepthStencilMatch(Adapter, DeviceType, AdapterFormat, RenderTargetFormat, DepthStencilFormat);
}

HRESULT APIENTRY hkIDirect3D9::CheckDeviceFormat(UINT Adapter, D3DDEVTYPE DeviceType, D3DFORMAT AdapterFormat, DWORD Usage, D3DRESOURCETYPE RType, D3DFORMAT CheckFormat)
{
return m_pD3Dint->CheckDeviceFormat(Adapter, DeviceType, AdapterFormat, Usage, RType, CheckFormat);
}

HRESULT APIENTRY hkIDirect3D9::CheckDeviceFormatConversion(UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT SourceFormat,D3DFORMAT TargetFormat)
{
return m_pD3Dint->CheckDeviceFormatConversion(Adapter, DeviceType, SourceFormat, TargetFormat);
}

HRESULT APIENTRY hkIDirect3D9::CheckDeviceMultiSampleType(UINT Adapter,D3DDEVTYPE DeviceType,D3DFORMAT SurfaceFormat,BOOL Windowed,D3DMULTISAMPLE_TYPE MultiSampleType,DWORD* pQualityLevels)
{
return m_pD3Dint->CheckDeviceMultiSampleType(Adapter, DeviceType, SurfaceFormat, Windowed, MultiSampleType, pQualityLevels);
}

HRESULT APIENTRY hkIDirect3D9::CheckDeviceType(UINT Adapter, D3DDEVTYPE CheckType, D3DFORMAT DisplayFormat, D3DFORMAT BackBufferFormat, BOOL Windowed)
{
return m_pD3Dint->CheckDeviceType(Adapter, CheckType, DisplayFormat, BackBufferFormat, Windowed);
}

HRESULT APIENTRY hkIDirect3D9::CreateDevice(UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviorFlags, D3DPRESENT_PARAMETERS *pPresentationParameters, IDirect3DDevice9 **ppReturnedDeviceInterface)
{
HRESULT hRet = m_pD3Dint->CreateDevice(Adapter, DeviceType, hFocusWindow, BehaviorFlags, pPresentationParameters, ppReturnedDeviceInterface);

if( SUCCEEDED(hRet) )
{
hkIDirect3DDevice9 *ret = new hkIDirect3DDevice9(ppReturnedDeviceInterface, pPresentationParameters, this);
}

return hRet;
}

HRESULT APIENTRY hkIDirect3D9::EnumAdapterModes(UINT Adapter,D3DFORMAT Format,UINT Mode,D3DDISPLAYMODE* pMode)
{
return m_pD3Dint->EnumAdapterModes(Adapter, Format, Mode, pMode);
}

UINT APIENTRY hkIDirect3D9::GetAdapterCount()
{
return m_pD3Dint->GetAdapterCount();
}

HRESULT APIENTRY hkIDirect3D9::GetAdapterDisplayMode(UINT Adapter, D3DDISPLAYMODE *pMode)
{
return m_pD3Dint->GetAdapterDisplayMode(Adapter, pMode);
}

HRESULT APIENTRY hkIDirect3D9::GetAdapterIdentifier(UINT Adapter, DWORD Flags, D3DADAPTER_IDENTIFIER9 *pIdentifier)
{
return m_pD3Dint->GetAdapterIdentifier(Adapter, Flags, pIdentifier);
}

UINT APIENTRY hkIDirect3D9::GetAdapterModeCount(UINT Adapter,D3DFORMAT Format)
{
return m_pD3Dint->GetAdapterModeCount(Adapter, Format);
}

HMONITOR APIENTRY hkIDirect3D9::GetAdapterMonitor(UINT Adapter)
{
return m_pD3Dint->GetAdapterMonitor(Adapter);
}

HRESULT APIENTRY hkIDirect3D9::GetDeviceCaps(UINT Adapter, D3DDEVTYPE DeviceType, D3DCAPS9 *pCaps)
{
return m_pD3Dint->GetDeviceCaps(Adapter, DeviceType, pCaps);
}

HRESULT APIENTRY hkIDirect3D9::RegisterSoftwareDevice(void *pInitializeFunction)
{
return m_pD3Dint->RegisterSoftwareDevice(pInitializeFunction);
}

ULONG APIENTRY hkIDirect3D9::Release()
{
return m_pD3Dint->Release();
}
-----------------------------------------

#include <windows.h>
#include "main.h"
#include "d3d9.h"

HRESULT APIENTRY hkIDirect3DTexture9::QueryInterface(REFIID riid, void** ppvObj)
{
return m_D3Dtex->QueryInterface(riid, ppvObj);
}

ULONG APIENTRY hkIDirect3DTexture9::AddRef()
{
return m_D3Dtex->AddRef();
}

ULONG APIENTRY hkIDirect3DTexture9::Release()
{
return m_D3Dtex->Release();
}

HRESULT APIENTRY hkIDirect3DTexture9::GetDevice(IDirect3DDevice9** ppDevice)
{
*ppDevice = m_D3Ddev;
return D3D_OK;
}

HRESULT APIENTRY hkIDirect3DTexture9::SetPrivateData(REFGUID refguid,CONST void* pData,DWORD SizeOfData,DWORD Flags)
{
return m_D3Dtex->SetPrivateData(refguid, pData, SizeOfData, Flags);
}

HRESULT APIENTRY hkIDirect3DTexture9::GetPrivateData(REFGUID refguid,void* pData,DWORD* pSizeOfData)
{
return m_D3Dtex->GetPrivateData(refguid, pData, pSizeOfData);
}

HRESULT APIENTRY hkIDirect3DTexture9::FreePrivateData(REFGUID refguid)
{
return m_D3Dtex->FreePrivateData(refguid);
}

DWORD APIENTRY hkIDirect3DTexture9::SetPriority(DWORD PriorityNew)
{
return m_D3Dtex->SetPriority(PriorityNew);
}

DWORD APIENTRY hkIDirect3DTexture9::GetPriority()
{
return m_D3Dtex->GetPriority();
}

void APIENTRY hkIDirect3DTexture9::PreLoad()
{
m_D3Dtex->PreLoad();
}

D3DRESOURCETYPE APIENTRY hkIDirect3DTexture9::GetType()
{
return m_D3Dtex->GetType();
}

DWORD APIENTRY hkIDirect3DTexture9::SetLOD(DWORD LODNew)
{
return m_D3Dtex->SetLOD(LODNew);
}

DWORD APIENTRY hkIDirect3DTexture9::GetLOD()
{
return m_D3Dtex->GetLOD();
}

DWORD APIENTRY hkIDirect3DTexture9::GetLevelCount()
{
return m_D3Dtex->GetLevelCount();
}

HRESULT APIENTRY hkIDirect3DTexture9::SetAutoGenFilterType(D3DTEXTUREFILTERTYPE FilterType)
{
return m_D3Dtex->SetAutoGenFilterType(FilterType);
}

D3DTEXTUREFILTERTYPE APIENTRY hkIDirect3DTexture9::GetAutoGenFilterType()
{
return m_D3Dtex->GetAutoGenFilterType();
}

void APIENTRY hkIDirect3DTexture9::GenerateMipSubLevels()
{
m_D3Dtex->GenerateMipSubLevels();
}

HRESULT APIENTRY hkIDirect3DTexture9::GetLevelDesc(UINT Level,D3DSURFACE_DESC *pDesc)
{
return m_D3Dtex->GetLevelDesc(Level, pDesc);
}

HRESULT APIENTRY hkIDirect3DTexture9::GetSurfaceLevel(UINT Level,IDirect3DSurface9** ppSurfaceLevel)
{
return m_D3Dtex->GetSurfaceLevel(Level, ppSurfaceLevel);
}

HRESULT APIENTRY hkIDirect3DTexture9::LockRect(UINT Level,D3DLOCKED_RECT* pLockedRect,CONST RECT* pRect,DWORD Flags)
{
return m_D3Dtex->LockRect(Level, pLockedRect, pRect, Flags);
}

HRESULT APIENTRY hkIDirect3DTexture9::UnlockRect(UINT Level)
{
return m_D3Dtex->UnlockRect(Level);
}

HRESULT APIENTRY hkIDirect3DTexture9::AddDirtyRect(CONST RECT* pDirtyRect)
{
return m_D3Dtex->AddDirtyRect(pDirtyRect);
}

//////////////////////////////
// Useful Functions
//////////////////////////////
DWORD QuickChecksum(DWORD *pData, int size)
{
if(!pData) { return 0x0; }

DWORD sum;
DWORD tmp;
sum = *pData;

for(int i = 1; i < (size/4); i++)
{
tmp = pData[i];
tmp = (DWORD)(sum >> 29) + tmp;
tmp = (DWORD)(sum >> 17) + tmp;
sum = (DWORD)(sum << 3)  ^ tmp;
}

return sum;
}


------------------------------------------
#include "Drawing.h"


void Drawing::DrawBorderBox( int x, int y, int w, int h, int thickness, D3DCOLOR Colour, IDirect3DDevice9 *pDevice)
{
//Top horiz line
DrawFilledRect( x, y, w, thickness,  Colour, pDevice );
//Left vertical line
DrawFilledRect( x, y, thickness, h, Colour, pDevice );
//right vertical line
DrawFilledRect( (x + w), y, thickness, h, Colour, pDevice );
//bottom horiz line
DrawFilledRect( x, y + h, w+thickness, thickness, Colour, pDevice );
}


//We receive the 2-D Coordinates the colour and the device we want to use to draw those colours with
void Drawing::DrawFilledRect(int x, int y, int w, int h, D3DCOLOR color, IDirect3DDevice9* dev)
{
//We create our rectangle to draw on screen
D3DRECT BarRect = { x, y, x + w, y + h };
//We clear that portion of the screen and display our rectangle
dev->Clear(1, &BarRect, D3DCLEAR_TARGET | D3DCLEAR_TARGET, color, 0, 0);
}


void Drawing::Draw_Text(LPCSTR TextToDraw, int x, int y, D3DCOLOR Colour, LPD3DXFONT m_font)
{
// Create a rectangle to indicate where on the screen it should be drawn
RECT rct = {x- 120, y, x+ 120, y + 15};

// Draw some text
m_font->DrawText(NULL, TextToDraw, -1, &rct, DT_NOCLIP, Colour );
}


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