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[HowTo]How to make D3D menu

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adham1996
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lolman963
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1[HowTo]How to make D3D menu Empty [HowTo]How to make D3D menu Fri Aug 03, 2012 9:26 pm

lolman963


Registered User
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Okay The First Thing I will say is that its for learning i mean i ll teach you how to make a full base detailed for a d3d menu ofcourse not including the HOOK
Now Follow The Steps:

1.Download files in attachment
2.Make a new project
3.Name the header Files and the cpp files like those in attachment
4.copy and paste what in them to ur code but be accurate in this
5.[Info]this base i gave u is without the menu.cpp and the menu.h [ cuz thats what i ll teach u today how to make them]
Now How To Add what u want to ur menu first we need to make them recogonize the menu : [deadhellmenu.h]
Code:
Code:
#include "stdafx.h"
#include "deadhellfont.h"
To Recogonize:
Code:
#pragma once

#define ITEM_ARRAY 64 // Maximum of 64 Items change to reduce Static address size

// ============ SOME CALCULATION MACROS FOR LONG CALCULATIONS ================
// ============                THE PREFIX IS MC                  ================
#define MC_MAXX                    (X+WIDTH)                                                // X of Menu + Width
#define MC_FCTR(x,y)            ((x+y)/2)                                                // Calculate Center Point Between two items
#define MC_ITEMY(index)            (Y+(index*I_SPC)+T_SPC+(T_SPC/2))                        // Calculate Y of Item using Index or calculate Menu Maximum Y
#define MC_MSY                    (Y+T_SPC+(T_SPC/2))                                        // Y Start For Menu Items
The Menu Class:
Code:
Code:
class cMenu{

public:
Item Index Structure:
Code:
struct sitem{
            char title[50];        // Name Of Item to Display
            char state[50];        // States of Item
            int    type;            // Type of Item ie. Cat , Items
            int  max;            // Number of States
            int  no;            // number inside the Array
            int    *val;            // Variable Being Controlled
    } items[ITEM_ARRAY];
Item Color Enumeration:[Normal Colors]
Code:
enum COLORS{  // Normal Colors
        WHITE    =    D3DCOLOR_ARGB(255,255,255,255),
        RED        =    D3DCOLOR_ARGB(255,220,20,60),
        GREEN    =    D3DCOLOR_ARGB(255,0,255,0),
        BLUE    =    D3DCOLOR_ARGB(255,0,0,255),
        BLACK    =    D3DCOLOR_ARGB(255,0,0,0),
        PURPLE    =    D3DCOLOR_ARGB(255,125,0,255),
        GREY    =    D3DCOLOR_ARGB(255,128,128,128),
        YELLOW  =    D3DCOLOR_ARGB(255,255,255,0),
        ORANGE    =    D3DCOLOR_ARGB(255,255,125,0)
    };

Item Color Enumeration:[Item Colors]
Code:
enum I_COLORS{  // Item Colors
        C_OFF    =    D3DCOLOR_ARGB(255,255,255,255),
        C_ON    =  D3DCOLOR_ARGB(255,220,20,60),
        C_CAT    =    D3DCOLOR_ARGB(255,220,20,60),
        C_CUR    =    D3DCOLOR_ARGB(255,220,20,60),
        C_TITLE    =    D3DCOLOR_ARGB(255,255,255,255),
        C_STRING =    D3DCOLOR_ARGB(255,220,20,60),
    };
BackGround Color Enumeration:
Code:
enum BK_COLORS{ // BackGround Colors
        C_BOX    = D3DCOLOR_ARGB(255,0,0,0),
        C_BORDER = D3DCOLOR_ARGB(255,220,20,60)
    };
Menu Types Enumeration:
Code:
enum I_TYPES{
        T_TEXT = 0,
        T_ITEM = 1,
        T_CAT  = 2
    };
Class Global Variables:
Code:
    CD3DFont *font;
    int  X,Y;            // TOP LEFT OF MENU
    POINT mofs;            // Offset From Mouse Last Point
    POINT mpos;            // Mouse Coordinates
    int  M_DRAG;        // is Menu Being Dragged
    int  WIDTH;            // Width of Menu
    int  I_OFS,S_OFS;    // Item Title Column Start
    int  I_SPC,I_TSPC;  // Title Spacing and Item Spacing
    int  T_SPC,F_SPC;    // Title Spacing from Menu Items and Footer Spacing
    int  NO;            // Number of Menu Items
    int  I_CUR;            // Current Menu Item
    bool SHOW;            // Is menu shown
    bool INIT;            // Has Menu Been Setup
    // ANIMATION GLOBALS
    int  ABOR;            // Board Animation Offset
    int  BTEX,BDIR;        // Blinking Text Highlight
Class Global Functions:
Code:
    void    DrawBox( int x, int y, int w, int h, D3DCOLOR Color,LPDIRECT3DDEVICE9 pDevice);
    void    DrawBorder( int x, int y, int w, int h, D3DCOLOR Color,LPDIRECT3DDEVICE9 pDevice);
    void    DrawMouse(int x, int y,LPDIRECT3DDEVICE9 pDevice);
    char*    oprintf (const char *fmt, ...);
    void    PostReset(LPDIRECT3DDEVICE9 pDevice);
    void    PreReset(void);
    char*    FPS(int en = 1);
    char*    TIME(void);
    char*    DATE(void);
    void    ShowMenu(LPDIRECT3DDEVICE9 pDevice);
    void    ShowBox(LPDIRECT3DDEVICE9 pDevice);
private:
Class Private Functions[so u can add groups,items,texts,custom borders and so on..all attatched under one main ]
Code:
    void    acat(char *title, char *states, int *var);
    void    aitem(char *title, char *states,int *var, int show, int when);
    void    atext(char *title, char *states,int show, int when);
    void    atext(char *title, char *states);
    void    additem(char *title, char *states,int type, int *var, int show, int when);
    void    getfield(char *str,char *dst,int no);
    int        nofields(char *str);
    void    Init(void);
    int        Load(char* szSection, char* szKey, int iDefaultValue,LPCSTR file);
    void    Save(char* szSection, char* szKey, int iValue,LPCSTR file);

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


};
extern cMenu Menu;

// Item Manager Struct
struct copt{
//Global Variables
int text; // Text Items
        struct sinfo{
                int main;
        }info;
        struct splayer{
                int main;
                int superj;
                int speed;
                int stamina;
                int recoil;
                int spread;
                int trigger;
                int    nfd;
        }player;
        struct sserver{
                int main;
                int spawn;
                int prem;
                int slots;
        }server;
        struct susercp{
                int main;
                int pfind;
                int pinfo;
                int pkey;
        }usercp;

        struct sasm{
                int main;
                int antik;
                int invis;
                int restrict;
                int mview;
                int nodelay;
                int prone;
                int uoxy;
                int bone;
                int shotty;
                int opk;
                int svp;
                int    uammo;
                int stw;
                int wtw;
        }asmm;
        struct sd3d{
                int main3;
                int main;
                int noreload;
                int norecoil;
                int nochangedelay;
                int noweaponweight;
                int nofalldamage;
                int nonadedamage;
                int main2;
                int seeghosts;
                int fastdefuse;
                int fastplant;
                int crouchspeed;
                int speedknife;
                int nogatlinggunspeedpenalty;
                int nogatlinggundelay;
        }d3d;
            struct schams{
                int main;
                int chams;
                int    chamsf;
                int    chamsb;
                int type;
        }chams;
        struct sesp{
                int main;
                int oespn;
                int oesph;
                int espn;
                int esph;
                int espi;
                int eonly;
                int espd;

        }esp;
        struct soptions{
                int main;
                int move;
                int reset;
                int save;
                int load;
        }options;
};
extern copt opt;

Done! Now To Make The Menu It Self:[deadhellmenu.cpp]
Code:
#include "stdafx.h"
#include "deadhellMenu.h"
#include "deadhellSound.h"
#include "deadhellBase.h"
#include "Sounds.h"
#include "pragma.h"
We Need To use the PostReset() method to Create Fonts and other Resources for Menu:
Code:
void cMenu::PostReset(LPDIRECT3DDEVICE9 pDevice)
{
    font = new CD3DFont("Impac", 6, D3DFONT_BOLD);
    font->InitDeviceObjects(pDevice);
    font->RestoreDeviceObjects();
   
}
We Need To use the PreReset() method to Release Fonts / objects for menu:
Code:
void cMenu::PreReset(void)
{
    font->InvalidateDeviceObjects();
    font->DeleteDeviceObjects();
    delete font;
    font = NULL;
}
We Need To use the init() method toLoad Menu Defaults / Prepare Menu For Usage:
Code:
void cMenu::Init()
{
    if (opt.options.reset)INIT=false;
    if(!INIT){
        opt.options.move=0;        // BUG FIX FOR RESET DISABLE MOVE BEFORE SETTING COORDINATES
        X=Y=100;                // TOP LEFT START
        WIDTH=200;                // MENU WIDTH
        I_OFS=4;                // OFSET FOR ITEM
        S_OFS=WIDTH-2;            // OFSET FOR STATE
        T_SPC=20;                // Space from Title and Start of Items
        F_SPC=20;                // Footer Spacing Hook Menu
        I_SPC=17;                // Item Spacing
        I_CUR=0;                // Set current Item
        ABOR=0;                    // ANIMATION MOVE
        BDIR=0;                    // ANIMATION HIGHLIGHT
        SHOW=true;                // false=hide  true=show
        INIT=true;                // STOP INITATION
    }
}
Then We need to add an FPS Counter:
Code:
Code:
char* cMenu::FPS(int en)
{
    static int    FPScounter = 0;
    static float FPSfLastTickCount = 0.0f;
    static float FPSfCurrentTickCount;
    static char  cfps[6] = "";

    if(!en)
    {
        FPSfCurrentTickCount = clock() * 0.001f;
        FPScounter++;

        if((FPSfCurrentTickCount - FPSfLastTickCount) > 1.0f)
        {
            FPSfLastTickCount = FPSfCurrentTickCount;
            sprintf(cfps," %d",FPScounter);
            FPScounter = 0;
        }
    }

    return cfps;

}
Now We need to add Time it is in USA Format:
Code:
char* cMenu::DATE(void)
{
    static char cdate[20] = "" ;
    struct tm * current_tm;
    time_t current_time;
    time (&current_time);
    current_tm = localtime (&current_time);
    sprintf( cdate, "%d-%02d-%d",current_tm->tm_mon+1,current_tm->tm_mday,current_tm->tm_year-100+2000);
    return cdate;
}
Now We need to add Date it is in USA Format:
Code:
char* cMenu::DATE(void)
{
    static char cdate[20] = "" ;
    struct tm * current_tm;
    time_t current_time;
    time (&current_time);
    current_tm = localtime (&current_time);
    sprintf( cdate, "%d-%02d-%d",current_tm->tm_mon+1,current_tm->tm_mday,current_tm->tm_year-100+2000);
    return cdate;
}
oprintf()[equivilant to sprintf but for output into of dest]
Code:
char* cMenu::oprintf (const char *fmt, ...)
{
    static char buffer[225] = "";
    va_list va_alist;
    va_start (va_alist, fmt);
    _vsnprintf (buffer,sizeof(buffer), fmt, va_alist);
    va_end (va_alist);
    return buffer;
}
Save() [saves ur setting in menu]
Code:
void cMenu::Save(char* szSection, char* szKey, int iValue,LPCSTR file)
{
    char szValue[255];
    sprintf(szValue, "%d", iValue);
    WritePrivateProfileString(szSection,  szKey, szValue, file);
}
Load()[Loads Menu Item States From Previously Saved File]
Code:
int cMenu::Load(char* szSection, char* szKey, int iDefaultValue,LPCSTR file)
{
    int iResult = GetPrivateProfileInt(szSection,  szKey, iDefaultValue, file);
    return iResult;
}
Now Lets the BaseFunction for aitem,acat,and atext
Code:
//additem
void cMenu::additem(char *title, char *states,int type, int *var, int show, int when)
{
    if(show==when)
    {
        strcpy(items[NO].title,title);
        getfield(states,items[NO].state,*var+1);
        items[NO].type=type;
        items[NO].max=nofields(states);
        items[NO].val=var;

        NO++;
    }
    if(type!=T_TEXT)
    {
        if (opt.options.load)
            *var = Load("Items", title, *var,Base.GetFile("mset.ini"));
        if (opt.options.save)
            Save("Items", title, *var,Base.GetFile("mset.ini"));
        if (opt.options.reset)
            *var=0;
    }
}
//acat
void cMenu::acat(char *title, char *states,int *var)
{
    additem(title,states,T_CAT,var,0,0);
}
//aitem
void cMenu::aitem(char *title, char *states,int *var,int show,int when)
{
    additem(title,states,T_ITEM,var,show,when);
}
//atext
void cMenu::atext(char *title, char *states,int show,int when)
{
    additem(title,states,T_TEXT,&opt.text,show,when);
}

void cMenu::atext(char *title, char *states)
{
    additem(title,states,T_TEXT,&opt.text,1,1);
}
//no fields
int cMenu::nofields(char *str)
{
    char *ptr;
    int  no;
    for(no=1; (ptr=strchr(str,(char)'|'))!=NULL; no++)str=ptr+1;
   
    return no;
}
//get field
void cMenu::getfield(char *str,char *dst,int no)
{
    char *ptr;
    int  i;
    for(i=1; (ptr=strchr(str,(char)'|'))!=NULL ; i++)
    {
        if(i==no) break;
        str=ptr+1;
    }
    if(ptr)
    {
        i=(int)(ptr-str);
        strncpy(dst,str,i);
        dst[i]=0;
    }
    else
        strcpy(dst,str);
}
//draw box
void cMenu::DrawBox( int x, int y, int w, int h, D3DCOLOR Color,LPDIRECT3DDEVICE9 pDevice)
{
struct Vertex
{
    float x,y,z,ht;
    DWORD Color;
}V[4] = {
            {x,y+h, 0.0f, 0.0f, Color},
            {x,y, 0.0f, 0.0f, Color},
            {x+w,y+h, 0.0f, 0.0f, Color},
            {x+w,y, 0.0f, 0.0f, Color}
        };
pDevice->SetTexture(0, NULL);
pDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);
pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVSRCALPHA);
pDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP,2,V,sizeof(Vertex));
return;
}
//draw border
void cMenu::DrawBorder( int x, int y, int w, int h, D3DCOLOR Color,LPDIRECT3DDEVICE9 pDevice)
{
    DrawBox(x,  y, 1,  h,Color,pDevice);
    DrawBox(x,y+h, w,  1,Color,pDevice);
    DrawBox(x,  y, w,  1,Color,pDevice);
    DrawBox(x+w,y, 1,h+1,Color,pDevice);
    return;
}
Check Hot Keys:
Code:
Code:
void cMenu::ShowMenu(LPDIRECT3DDEVICE9 pDevice)
{

    //-----------------------------------------------------------------------------
    // Desc: Check Hotkeys
    //-----------------------------------------------------------------------------
    int    lm        =    GetAsyncKeyState(VK_LBUTTON)&1;
    int    rm        =    GetAsyncKeyState(VK_RBUTTON)&1;
    int    left    =    GetAsyncKeyState(VK_LEFT )&1;
    int    right    =    GetAsyncKeyState(VK_RIGHT)&1;
    int    up        =    GetAsyncKeyState(VK_UP  )&1;
    int    down    =    GetAsyncKeyState(VK_DOWN )&1;
    //-----------------------------------------------------------------------------
    // Desc: Prepare/Reset Menu
    //-----------------------------------------------------------------------------

    Init();

    //-----------------------------------------------------------------------------
    // Desc: Show The Menu
    //-----------------------------------------------------------------------------
    if(GetAsyncKeyState(VK_INSERT)&1) SHOW=(!SHOW);
    if(SHOW){

        //-----------------------------------------------------------------------------
        // Desc: Get Mouse Coordinates and translate
        //-----------------------------------------------------------------------------

        GetCursorPos(&mpos);// Update Mouse Coordinates
        ScreenToClient(GetForegroundWindow(),&mpos); // Translate to Current Window

        //-----------------------------------------------------------------------------
        // Desc: Move Menu
        //-----------------------------------------------------------------------------

        //if(mpos.x>X && mpos.x<X+WIDTH && mpos.y>Y && mpos.y<Y+T_SPC && GetAsyncKeyState(VK_LBUTTON)&1 && !opt.options.move)  // If Header Clicked on
        //{
        //    M_DRAG=1;
        //}
        //else
        //{
        //    mofs.x=mpos.x - X;
        //    mofs.y=mpos.y - Y;
        //}

        //if(M_DRAG)
        //{
        //    if(GetAsyncKeyState(VK_LBUTTON)&1)M_DRAG=0;
        //    X = mpos.x - mofs.x;
        //    Y = mpos.y - mofs.y;
        //}

        if(opt.options.move && GetAsyncKeyState(VK_LCONTROL))    // If Options for Left Control is Set
        {
            X =(((X<=mpos.x+4) && (X>=mpos.x)) || ((X>=mpos.x-4) && (X<=mpos.x)))?(X=mpos.x):(X+=((mpos.x-X)/4));
            Y =(((Y<=mpos.y+4) && (Y>=mpos.y)) || ((Y>=mpos.y-4) && (Y<=mpos.y)))?(Y=mpos.y):(Y+=((mpos.y-Y)/4));
        }
Menu Items:
Code:
        NO=0;
        acat("FPS",FPS(0),&opt.d3d.main3);
        acat("Normal Functions","[OPEN]|[CLOSE]",&opt.d3d.main);
            aitem("No Reload","OFF|ON",&opt.d3d.noreload,opt.d3d.main,1);
            aitem("No Recoil","OFF|ON",&opt.d3d.norecoil,opt.d3d.main,1);
            aitem("No Change Delay","OFF|ON",&opt.d3d.nochangedelay,opt.d3d.main,1);
            aitem("No Weapon Weight","OFF|ON",&opt.d3d.noweaponweight,opt.d3d.main,1);
            aitem("No Fall Damage","OFF|ON",&opt.d3d.nofalldamage,opt.d3d.main,1);
            aitem("No Nade Damage","OFF|ON",&opt.d3d.nonadedamage,opt.d3d.main,1);
            acat("Super Functions","[OPEN]|[CLOSE]",&opt.d3d.main2);
            aitem("See Ghosts","OFF|ON",&opt.d3d.seeghosts,opt.d3d.main2,1);
            aitem("Fast Defuse","OFF|ON",&opt.d3d.fastdefuse,opt.d3d.main2,1);
            aitem("Fast Plant","OFF|ON",&opt.d3d.fastplant,opt.d3d.main2,1);
            aitem("Crouch Speed","OFF|ON",&opt.d3d.crouchspeed,opt.d3d.main2,1);
            aitem("Speed Knife","OFF|ON",&opt.d3d.speedknife,opt.d3d.main2,1);
            aitem("No Gatling Gun Speed Penalty","OFF|ON",&opt.d3d.nogatlinggunspeedpenalty,opt.d3d.main2,1);
            aitem("No Gatling Gun Delay","OFF|ON",&opt.d3d.nogatlinggundelay,opt.d3d.main2,1);


        acat("Menu Options","[OPEN]|[CLOSE]",&opt.options.main);
            aitem("Move Menu","NO|L-CTRL",&opt.options.move,opt.options.main,1);
            aitem("Save Menu","Off|Saving",&opt.options.save,opt.options.main,1);
            aitem("Load Menu","Off|Loading",&opt.options.load,opt.options.main,1);
            aitem("Reset Menu","Off|Resetting",&opt.options.reset,opt.options.main,1);

        acat("Information ","[OPEN]|[CLOSE]",&opt.info.main);
            atext("By:","Master Coders",opt.info.main,1);   
            atext("Version","Master Coders V4",opt.info.main,1);
            /*atext("FPS",FPS(0),opt.info.main,1);*/
            atext("Time",TIME(),opt.info.main,1);
            atext("Date",DATE(),opt.info.main,1);
   

        opt.options.save=0;
        opt.options.load=0;

        DrawBox(X,MC_MSY,WIDTH,(NO*I_SPC),C_BOX,pDevice);// Render Menu Backround for items
        DrawBorder(X,MC_MSY,WIDTH,(NO*I_SPC),C_BORDER,pDevice);// set-up border
Menu Loop
Code:
        for(int no=0; no<NO; no++)
        {   
            D3DCOLOR text;

            text=(*(items[no].val)>0)?C_ON:C_OFF;    // Is ON OR OFF

            if(items[no].type==T_CAT)
                text=C_CAT;    // Category

            if(I_CUR==no)
            {

           
                if(BDIR==0)
                    (BTEX<0xFF/4)?BTEX+=1:BDIR=1;
                if(BDIR==1)
                        (BTEX>0x00)?BTEX-=1:BDIR=0;

                if(ABOR>I_SPC*I_CUR)
                    ABOR=I_SPC*I_CUR;
                else if (ABOR<(-I_SPC*I_CUR))
                    ABOR=(-I_SPC*I_CUR);

                if(ABOR<0)
                    ABOR++;
                else if(ABOR>0)
                    ABOR--;

                text=0xFF000000+(0x10000*(BTEX*4))+(0x100*(BTEX*4))+0x1*(BTEX*4);

                DrawBorder(X,MC_ITEMY(no)-ABOR,WIDTH,I_SPC,C_CUR,pDevice);
            }

            if(mpos.x>X && mpos.x<MC_MAXX && mpos.y>MC_ITEMY(no) && mpos.y<MC_ITEMY(no)+I_SPC)
            {
                text=0xFF000000+(0x10000*(BTEX*4))+(0x100*(BTEX*4))+0x1*(BTEX*4);
                DrawBorder(X,MC_ITEMY(no),WIDTH,I_SPC,C_CUR,pDevice);
            }

            font->DrawText(X+I_OFS,MC_ITEMY(no)+2,text,items[no].title,DT_SHADOW);
            font->DrawText(X+S_OFS,MC_ITEMY(no)+2,text,items[no].state,DT_RIGHT|DT_SHADOW);
           
        }
Footer:
Code:
        DrawBox(X,MC_ITEMY(NO)+(F_SPC/2),WIDTH,(F_SPC),C_BOX,pDevice);// Draw Footer Filled
        DrawBorder(X,MC_ITEMY(NO)+(F_SPC/2),WIDTH,(F_SPC),C_BORDER,pDevice);// Footer Border
       
        font->DrawText(MC_FCTR(X,MC_MAXX),MC_ITEMY(NO)+(F_SPC/2)+2,GREEN,"Master Coders V4",DT_CENTER|DT_SHADOW);
KeyBoard Navi:
Code:
        if(left && (*items[I_CUR].val)>0)
        {
            (*items[I_CUR].val)-=1;

                Sound.wav.playsoundmem((LPCSTR)SWITCH);
        }

        if(right && (*items[I_CUR].val)<(items[I_CUR].max-1))
        {
            (*items[I_CUR].val)+=1;
            Sound.wav.playsoundmem((LPCSTR)SWITCH);
        }

        if(up)
        {
            do {
                I_CUR=(I_CUR==0)?(NO-1):(I_CUR-1);
                if(ABOR>(-(I_SPC)))ABOR-=I_SPC;
            } while (items[I_CUR].type==T_TEXT);
            Sound.wav.playsoundmem((LPCSTR)MOVE);
           
        }

        if(down || items[I_CUR].type==T_TEXT)
        {
            do
            {
                I_CUR=(I_CUR+1)%NO;
                if(ABOR<(I_SPC))ABOR+=I_SPC;
            } while (items[I_CUR].type==T_TEXT);
            Sound.wav.playsoundmem((LPCSTR)MOVE);
        }
        //-----------------------------------------------------------------------------
        // Desc: Menu Saftey / Sanity Checks and ReEncryption
        //-----------------------------------------------------------------------------
        if(I_CUR>NO)I_CUR=NO-1; // Prevent Selection From Hiding be hind hidden item
       
        //-----------------------------------------------------------------------------
    }
}
VS:
D3D Menu.rar - Jotti's malware scan
[You must be registered and logged in to see this link.]

IT HAS 2 BE LIKE DAT:

2[HowTo]How to make D3D menu Empty Re: [HowTo]How to make D3D menu Fri Aug 03, 2012 9:56 pm

Cr4zy[ox]

Cr4zy[ox]
Admininstrator
Admininstrator

-.- use [code]--[ /code] for codes

and.. give credits Smile

https://cffg.umforum.net

3[HowTo]How to make D3D menu Empty Re: [HowTo]How to make D3D menu Sat Aug 04, 2012 1:44 am

adham1996


Registered User
Registered User

thx but when i make hack it doesnt work please tell me why ? :S please

4[HowTo]How to make D3D menu Empty Re: [HowTo]How to make D3D menu Sat Aug 04, 2012 8:04 am

lolman963


Registered User
Registered User

this is only for pro coders

5[HowTo]How to make D3D menu Empty Re: [HowTo]How to make D3D menu Sat Aug 04, 2012 11:41 am

nonsoc

nonsoc
Registered User
Registered User

download?

6[HowTo]How to make D3D menu Empty Re: [HowTo]How to make D3D menu Sun Aug 12, 2012 8:18 am

hane237


Registered User
Registered User

guyes i made the hack can some one help me add a d3d and i give credit

7[HowTo]How to make D3D menu Empty Re: [HowTo]How to make D3D menu Sun Sep 02, 2012 4:59 am

buddhayang


Senior Member
Senior Member

ehh wheres the download link??

8[HowTo]How to make D3D menu Empty Re: [HowTo]How to make D3D menu Sun Sep 02, 2012 11:40 am

mohammadking1

mohammadking1
Senior Member
Senior Member

guys its easy to add Boh

9[HowTo]How to make D3D menu Empty Re: [HowTo]How to make D3D menu Sun Sep 02, 2012 11:46 am

mohammadking1

mohammadking1
Senior Member
Senior Member

bro you want to be good for add addys on .dllnothing hard dont ask somebody to learn good you want to start with your self you need loadib thets programe you can see any code and start learn how to but code all try Very Happy

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