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		<title>Aimbots.net - The N°1 Community For All Your Gaming Needs!</title>
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			<title>Aimbots.net - The N°1 Community For All Your Gaming Needs!</title>
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		<item>
			<title>x86obf - virtualizer binary sample</title>
			<link>http://aimbots.net/non-gaming-related/25957-x86obf-virtualizer-binary-sample.html</link>
			<pubDate>Mon, 20 May 2013 07:48:13 GMT</pubDate>
			<description><![CDATA[Code: 
--------- 
// x86obf - x86obf.blogspot.com 
 
#include <stdio.h> 
#include <stdint.h> 
#include <string.h> 
#include "../x86obf/obf_sdk.h"]]></description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start --><div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">// x86obf - x86obf.blogspot.com<br />
<br />
#include &lt;stdio.h&gt;<br />
#include &lt;stdint.h&gt;<br />
#include &lt;string.h&gt;<br />
#include &quot;../x86obf/obf_sdk.h&quot;<br />
<br />
static uint32_t crc32_tab[] = {<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0x00000000, 0x77073096, 0xee0e612c, 0x990951ba, 0x076dc419, 0x706af48f,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0xe963a535, 0x9e6495a3,&nbsp; &nbsp; &nbsp; &nbsp; 0x0edb8832, 0x79dcb8a4, 0xe0d5e91e, 0x97d2d988,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0x09b64c2b, 0x7eb17cbd, 0xe7b82d07, 0x90bf1d91, 0x1db71064, 0x6ab020f2,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0xf3b97148, 0x84be41de,&nbsp; &nbsp; &nbsp; &nbsp; 0x1adad47d, 0x6ddde4eb, 0xf4d4b551, 0x83d385c7,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0x136c9856, 0x646ba8c0, 0xfd62f97a, 0x8a65c9ec,&nbsp; &nbsp; &nbsp; &nbsp; 0x14015c4f, 0x63066cd9,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0xfa0f3d63, 0x8d080df5,&nbsp; &nbsp; &nbsp; &nbsp; 0x3b6e20c8, 0x4c69105e, 0xd56041e4, 0xa2677172,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0x3c03e4d1, 0x4b04d447, 0xd20d85fd, 0xa50ab56b,&nbsp; &nbsp; &nbsp; &nbsp; 0x35b5a8fa, 0x42b2986c,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0xdbbbc9d6, 0xacbcf940,&nbsp; &nbsp; &nbsp; &nbsp; 0x32d86ce3, 0x45df5c75, 0xdcd60dcf, 0xabd13d59,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0x26d930ac, 0x51de003a, 0xc8d75180, 0xbfd06116, 0x21b4f4b5, 0x56b3c423,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0xcfba9599, 0xb8bda50f, 0x2802b89e, 0x5f058808, 0xc60cd9b2, 0xb10be924,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0x2f6f7c87, 0x58684c11, 0xc1611dab, 0xb6662d3d,&nbsp; &nbsp; &nbsp; &nbsp; 0x76dc4190, 0x01db7106,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0x98d220bc, 0xefd5102a, 0x71b18589, 0x06b6b51f, 0x9fbfe4a5, 0xe8b8d433,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0x7807c9a2, 0x0f00f934, 0x9609a88e, 0xe10e9818, 0x7f6a0dbb, 0x086d3d2d,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0x91646c97, 0xe6635c01, 0x6b6b51f4, 0x1c6c6162, 0x856530d8, 0xf262004e,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0x6c0695ed, 0x1b01a57b, 0x8208f4c1, 0xf50fc457, 0x65b0d9c6, 0x12b7e950,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0x8bbeb8ea, 0xfcb9887c, 0x62dd1ddf, 0x15da2d49, 0x8cd37cf3, 0xfbd44c65,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0x4db26158, 0x3ab551ce, 0xa3bc0074, 0xd4bb30e2, 0x4adfa541, 0x3dd895d7,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0xa4d1c46d, 0xd3d6f4fb, 0x4369e96a, 0x346ed9fc, 0xad678846, 0xda60b8d0,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0x44042d73, 0x33031de5, 0xaa0a4c5f, 0xdd0d7cc9, 0x5005713c, 0x270241aa,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0xbe0b1010, 0xc90c2086, 0x5768b525, 0x206f85b3, 0xb966d409, 0xce61e49f,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0x5edef90e, 0x29d9c998, 0xb0d09822, 0xc7d7a8b4, 0x59b33d17, 0x2eb40d81,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0xb7bd5c3b, 0xc0ba6cad, 0xedb88320, 0x9abfb3b6, 0x03b6e20c, 0x74b1d29a,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0xead54739, 0x9dd277af, 0x04db2615, 0x73dc1683, 0xe3630b12, 0x94643b84,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0x0d6d6a3e, 0x7a6a5aa8, 0xe40ecf0b, 0x9309ff9d, 0x0a00ae27, 0x7d079eb1,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0xf00f9344, 0x8708a3d2, 0x1e01f268, 0x6906c2fe, 0xf762575d, 0x806567cb,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0x196c3671, 0x6e6b06e7, 0xfed41b76, 0x89d32be0, 0x10da7a5a, 0x67dd4acc,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0xf9b9df6f, 0x8ebeeff9, 0x17b7be43, 0x60b08ed5, 0xd6d6a3e8, 0xa1d1937e,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0x38d8c2c4, 0x4fdff252, 0xd1bb67f1, 0xa6bc5767, 0x3fb506dd, 0x48b2364b,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0xd80d2bda, 0xaf0a1b4c, 0x36034af6, 0x41047a60, 0xdf60efc3, 0xa867df55,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0x316e8eef, 0x4669be79, 0xcb61b38c, 0xbc66831a, 0x256fd2a0, 0x5268e236,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0xcc0c7795, 0xbb0b4703, 0x220216b9, 0x5505262f, 0xc5ba3bbe, 0xb2bd0b28,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0x2bb45a92, 0x5cb36a04, 0xc2d7ffa7, 0xb5d0cf31, 0x2cd99e8b, 0x5bdeae1d,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0x9b64c2b0, 0xec63f226, 0x756aa39c, 0x026d930a, 0x9c0906a9, 0xeb0e363f,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0x72076785, 0x05005713, 0x95bf4a82, 0xe2b87a14, 0x7bb12bae, 0x0cb61b38,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0x92d28e9b, 0xe5d5be0d, 0x7cdcefb7, 0x0bdbdf21, 0x86d3d2d4, 0xf1d4e242,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0x68ddb3f8, 0x1fda836e, 0x81be16cd, 0xf6b9265b, 0x6fb077e1, 0x18b74777,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0x88085ae6, 0xff0f6a70, 0x66063bca, 0x11010b5c, 0x8f659eff, 0xf862ae69,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0x616bffd3, 0x166ccf45, 0xa00ae278, 0xd70dd2ee, 0x4e048354, 0x3903b3c2,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0xa7672661, 0xd06016f7, 0x4969474d, 0x3e6e77db, 0xaed16a4a, 0xd9d65adc,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0x40df0b66, 0x37d83bf0, 0xa9bcae53, 0xdebb9ec5, 0x47b2cf7f, 0x30b5ffe9,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0xbdbdf21c, 0xcabac28a, 0x53b39330, 0x24b4a3a6, 0xbad03605, 0xcdd70693,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0x54de5729, 0x23d967bf, 0xb3667a2e, 0xc4614ab8, 0x5d681b02, 0x2a6f2b94,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 0xb40bbe37, 0xc30c8ea1, 0x5a05df1b, 0x2d02ef8d<br />
};<br />
<br />
__declspec(noinline) uint32_t crc32(uint32_t crc, const void *buf, size_t size)<br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; const uint8_t *p;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; OBF_START(OBFMF_VIRTUALIZE)<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; p = (uint8_t *) buf;<br />
&nbsp; &nbsp; &nbsp; &nbsp; crc = crc ^ ~0U;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; while (size--) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; crc = crc32_tab[(crc ^ *p++) &amp; 0xFF] ^ (crc &gt;&gt; 8);<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; OBF_END<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; return crc ^ ~0U;<br />
}<br />
<br />
int main(int argc, char *argv[])<br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; OBF_START(OBFMF_VIRTUALIZE)<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; for (int i = 0; i &lt; argc; i++) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; printf(&quot;crc32('%s'): 0x%08X\n&quot;, argv[i], crc32(0, argv[i], strlen(argv[i])));<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; OBF_END<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; return 0;<br />
}</code><hr />
</div>Protected binary sample: <a href="http://x86obf.blogspot.com/2013/05/x86obf-binary-example.html" target="_blank">The home of the x86 code obfuscator for PE files: x86obf binary example</a><!-- google_ad_section_end --></div>

]]></content:encoded>
			<category domain="http://aimbots.net/non-gaming-related/">Non-Gaming Related</category>
			<dc:creator>chaplex</dc:creator>
			<guid isPermaLink="true">http://aimbots.net/non-gaming-related/25957-x86obf-virtualizer-binary-sample.html</guid>
		</item>
		<item>
			<title>Windows 8 Wallhack?</title>
			<link>http://aimbots.net/call-duty-4-cheats/25956-windows-8-wallhack.html</link>
			<pubDate>Mon, 20 May 2013 06:29:59 GMT</pubDate>
			<description><![CDATA[Anyone knows if some of the a hacks is working with Windows 8, because I've tried with SOH, and it won't work properly. 
If nothing runs properly...]]></description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start -->Anyone knows if some of the a hacks is working with Windows 8, because I've tried with SOH, and it won't work properly.<br />
If nothing runs properly with Windows 8, anyone knows another way?<br />
<br />
/Barry<!-- google_ad_section_end --></div>

]]></content:encoded>
			<category domain="http://aimbots.net/call-duty-4-cheats/">Call of Duty 4 Cheats</category>
			<dc:creator>Barry</dc:creator>
			<guid isPermaLink="true">http://aimbots.net/call-duty-4-cheats/25956-windows-8-wallhack.html</guid>
		</item>
		<item>
			<title>Good Hacks where?</title>
			<link>http://aimbots.net/battlefield-3-cheats/25954-good-hacks-where.html</link>
			<pubDate>Tue, 14 May 2013 08:25:40 GMT</pubDate>
			<description>Hello there! 
I am looking to buy some Hacks for this game from DAMNCheaters or Tmcheats, but I have no experience at all using Hacks. Does anyone...</description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start -->Hello there!<br />
I am looking to buy some Hacks for this game from DAMNCheaters or Tmcheats, but I have no experience at all using Hacks. Does anyone have used their Hacks?...Which one you would choose? DAMNCheaters or Tmcheats<!-- google_ad_section_end --></div>

]]></content:encoded>
			<category domain="http://aimbots.net/battlefield-3-cheats/">BattleField 3 Cheats</category>
			<dc:creator>Sasha</dc:creator>
			<guid isPermaLink="true">http://aimbots.net/battlefield-3-cheats/25954-good-hacks-where.html</guid>
		</item>
		<item>
			<title>Help with source code?</title>
			<link>http://aimbots.net/tutorial-requests/25953-help-source-code.html</link>
			<pubDate>Sun, 12 May 2013 22:47:39 GMT</pubDate>
			<description>I have a source code for a COD4 silent aim, and im trying to change the hook so that it works for mw2, but I have little to no experience with...</description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start -->I have a source code for a COD4 silent aim, and im trying to change the hook so that it works for mw2, but I have little to no experience with coding. Basically im trying to make the code work for mw2, then compile it so i can run and use it on fourdeltaone. Can anyone help me? The code is posted below.<br />
<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">__size32 global26 = 0;// 4 bytes<br />
__size32 global25 = 0;// 4 bytes<br />
__size32 global24 = 0;// 4 bytes<br />
__size32 global23 = 0;// 4 bytes<br />
__size32 global22 = 0;// 4 bytes<br />
__size32 global21 = 0;// 4 bytes<br />
unsigned int timeGetTime = 0x2610;<br />
__size32 CloseHandle = 0x25a8;// 4 bytes<br />
__size32 global2 = 0x44bf19b1;// 4 bytes<br />
int global0 = 0xbb40e64e;<br />
unsigned int global32;<br />
__size32 Process32Next = 0x253e;// 4 bytes<br />
__size32 _stricmp = 0x2628;// 4 bytes<br />
__size32 sprintf_s = 0x2634;// 4 bytes<br />
void global60;<br />
__size32 global91 = 0;// 4 bytes<br />
__size32 global77 = 0;// 4 bytes<br />
__size32 global70;// 4 bytes<br />
<br />
void proc2(int param1, __size32 param2, __size32 param3, __size32 param4);<br />
void proc5(unsigned int param1, unsigned int param2);<br />
void _start();<br />
void proc7(__size32 *param1);<br />
void proc8(short param1, unsigned char param2, __size32 param3, __size32 param4, __size32 param5);<br />
void proc10();<br />
void proc11(short param1, unsigned char param2, __size32 param3, unsigned int param4);<br />
void proc12(__size32 param1, __size32 param2, __size32 param3, __size32 param4, __size32 param5, __size32 param6);<br />
int proc13(__size16 *param1);<br />
__size32 proc14(__size32 param1, unsigned int param2, unsigned int param3);<br />
<br />
// address: 0x401ba9<br />
void proc1(int param1, int param2) {<br />
&nbsp; &nbsp; __size32 eax;&nbsp; &nbsp; &nbsp; &nbsp;  // r24<br />
&nbsp; &nbsp; unsigned int eax_1;&nbsp; &nbsp; &nbsp; &nbsp;  // r24{66}<br />
&nbsp; &nbsp; int eax_2;&nbsp; &nbsp; &nbsp; &nbsp;  // r24{55}<br />
&nbsp; &nbsp; int esi;&nbsp; &nbsp; &nbsp; &nbsp;  // r30<br />
&nbsp; &nbsp; int esi_1;&nbsp; &nbsp; &nbsp; &nbsp;  // r30{56}<br />
<br />
&nbsp; &nbsp; if (global0 == 0xbb40e64e || (global0 &amp; 0xffff0000) == 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; GetSystemTimeAsFileTime();<br />
&nbsp; &nbsp; &nbsp; &nbsp; GetCurrentProcessId();<br />
&nbsp; &nbsp; &nbsp; &nbsp; GetCurrentThreadId();<br />
&nbsp; &nbsp; &nbsp; &nbsp; GetTickCount();<br />
&nbsp; &nbsp; &nbsp; &nbsp; esi_1 = 0 ^ eax ^ eax ^ eax_2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; QueryPerformanceCounter();<br />
&nbsp; &nbsp; &nbsp; &nbsp; eax_1 = param2 ^ param1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; esi = esi_1 ^ eax_1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; if ((esi_1 ^ eax_1) != 0xbb40e64e) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (((esi_1 ^ eax_1) &amp; 0xffff0000) == 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; eax = (esi_1 ^ eax_1 | 0x4711) * 0x10000;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; esi = esi_1 ^ eax_1 | eax;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; esi = 0xbb40e64f;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; global0 = esi;<br />
&nbsp; &nbsp; &nbsp; &nbsp; global2 =&nbsp; !esi;<br />
&nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; global2 =&nbsp; !global0;<br />
&nbsp; &nbsp; }<br />
&nbsp; &nbsp; return;<br />
}<br />
<br />
// address: 0x401b00<br />
void proc2(int param1, __size32 param2, __size32 param3, __size32 param4) {<br />
&nbsp; &nbsp; __size32 *esp;&nbsp; &nbsp; &nbsp; &nbsp;  // r28<br />
&nbsp; &nbsp; __size32 local0;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp]<br />
<br />
&nbsp; &nbsp; *(__size32*)(esp - param1 - 12) = param2;<br />
&nbsp; &nbsp; *(__size32*)(esp - param1 - 16) = param3;<br />
&nbsp; &nbsp; *(__size32*)(esp - param1 - 20) = param4;<br />
&nbsp; &nbsp; *(int*)(esp - param1 - 24) = global0 ^ (esp + 8);<br />
&nbsp; &nbsp; *(__size32*)(esp - param1 - 28) = local0;<br />
&nbsp; &nbsp; *(union { __size32 * x2047; int x2048; }*)0 = (esp - 8);<br />
&nbsp; &nbsp; return;<br />
}<br />
<br />
// address: 0x401a30<br />
void proc5(unsigned int param1, unsigned int param2) {<br />
&nbsp; &nbsp; __size32 eax;&nbsp; &nbsp; &nbsp; &nbsp;  // r24<br />
&nbsp; &nbsp; __size32 eax_1;&nbsp; &nbsp; &nbsp; &nbsp;  // r24{57}<br />
&nbsp; &nbsp; __size32 eax_2;&nbsp; &nbsp; &nbsp; &nbsp;  // r24{39}<br />
&nbsp; &nbsp; int esp;&nbsp; &nbsp; &nbsp; &nbsp;  // r28<br />
&nbsp; &nbsp; unsigned int local1;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 48]<br />
<br />
&nbsp; &nbsp; eax = *0;<br />
&nbsp; &nbsp; *(int*)0 = (esp - 20);<br />
&nbsp; &nbsp; eax_2 = proc13(0x400000);<br />
&nbsp; &nbsp; if (eax_2 == 0) {<br />
L1:<br />
&nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)0 = eax;<br />
&nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; local1 = param1 - 0x400000;<br />
&nbsp; &nbsp; &nbsp; &nbsp; eax_1 = proc14(0x400000, local1, param2);<br />
&nbsp; &nbsp; &nbsp; &nbsp; if (eax_1 == 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; goto L1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)0 = eax;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; }<br />
&nbsp; &nbsp; return;<br />
}<br />
<br />
// address: 0x401730<br />
void _start() {<br />
&nbsp; &nbsp; __size8 al;&nbsp; &nbsp; &nbsp; &nbsp;  // r8<br />
&nbsp; &nbsp; __size16 ax;&nbsp; &nbsp; &nbsp; &nbsp;  // r0<br />
&nbsp; &nbsp; int bl_2;&nbsp; &nbsp; &nbsp; &nbsp;  // r11{169}<br />
&nbsp; &nbsp; unsigned char cl;&nbsp; &nbsp; &nbsp; &nbsp;  // r9<br />
&nbsp; &nbsp; __size16 cx;&nbsp; &nbsp; &nbsp; &nbsp;  // r1<br />
&nbsp; &nbsp; unsigned char dl;&nbsp; &nbsp; &nbsp; &nbsp;  // r10<br />
&nbsp; &nbsp; short dx;&nbsp; &nbsp; &nbsp; &nbsp;  // r2<br />
&nbsp; &nbsp; __size32 eax;&nbsp; &nbsp; &nbsp; &nbsp;  // r24<br />
&nbsp; &nbsp; union { union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x1983; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x1984; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x1985; __size8 ** x1988; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x1990; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x1992; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x1994; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x1996; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x1998; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2000; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2002; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2004; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2006; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2008; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2010; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2012; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2014; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2016; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2018; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2020; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2022; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2024; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2026; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2028; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2030; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2032; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2034; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2036; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2038; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2156; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2158; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2160; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2162; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2164; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2166; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2168; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2170; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2172; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2174; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2176; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2178; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2180; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2182; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2184; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2186; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2188; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2190; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2192; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2194; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2196; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2198; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2200; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2202; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2204; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2206; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2208; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2210; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2212; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2214; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2216; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2218; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2220; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2222; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2224; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2226; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2228; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2230; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2232; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2234; } eax_1;&nbsp; &nbsp; &nbsp; &nbsp;  // r24<br />
&nbsp; &nbsp; union { union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x1983; __size8 ** x1984; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x1985; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x1989; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x1993; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x1997; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2001; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2005; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2009; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2013; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2017; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2021; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2025; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2029; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2033; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2037; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2157; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2161; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2165; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2169; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2173; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2177; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2181; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2185; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2189; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2193; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2197; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2201; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2205; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2209; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2213; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2217; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2221; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2225; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2229; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2233; } eax_2;&nbsp; &nbsp; &nbsp; &nbsp;  // r24<br />
&nbsp; &nbsp; __size8 *eax_3;&nbsp; &nbsp; &nbsp; &nbsp;  // r24{154}<br />
&nbsp; &nbsp; int eax_4;&nbsp; &nbsp; &nbsp; &nbsp;  // r24{351}<br />
&nbsp; &nbsp; void *ebp_1;&nbsp; &nbsp; &nbsp; &nbsp;  // r29{8}<br />
&nbsp; &nbsp; __size32 ebx_1;&nbsp; &nbsp; &nbsp; &nbsp;  // r27{283}<br />
&nbsp; &nbsp; int ebx_2;&nbsp; &nbsp; &nbsp; &nbsp;  // r27{9}<br />
&nbsp; &nbsp; int ecx;&nbsp; &nbsp; &nbsp; &nbsp;  // r25<br />
&nbsp; &nbsp; __size32 edi_1;&nbsp; &nbsp; &nbsp; &nbsp;  // r31{283}<br />
&nbsp; &nbsp; __size32 edi_2;&nbsp; &nbsp; &nbsp; &nbsp;  // r31{41}<br />
&nbsp; &nbsp; int edx;&nbsp; &nbsp; &nbsp; &nbsp;  // r26<br />
&nbsp; &nbsp; __size32 esi;&nbsp; &nbsp; &nbsp; &nbsp;  // r30<br />
&nbsp; &nbsp; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } esi_1;&nbsp; &nbsp; &nbsp; &nbsp;  // r30<br />
&nbsp; &nbsp; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } esi_2;&nbsp; &nbsp; &nbsp; &nbsp;  // r30<br />
&nbsp; &nbsp; union { unsigned int * x1977; __size8 * x1978; } esi_3;&nbsp; &nbsp; &nbsp; &nbsp;  // r30<br />
&nbsp; &nbsp; union { unsigned int * x1973; __size8 * x1974; } esi_4;&nbsp; &nbsp; &nbsp; &nbsp;  // r30<br />
&nbsp; &nbsp; union { unsigned int * x1973; __size8 * x1974; } esi_5;&nbsp; &nbsp; &nbsp; &nbsp;  // r30<br />
&nbsp; &nbsp; union { unsigned int * x1977; __size8 * x1978; } esi_7;&nbsp; &nbsp; &nbsp; &nbsp;  // r30<br />
&nbsp; &nbsp; union { unsigned int * x1977; __size8 * x1978; } esi_8;&nbsp; &nbsp; &nbsp; &nbsp;  // r30<br />
&nbsp; &nbsp; int esp;&nbsp; &nbsp; &nbsp; &nbsp;  // r28<br />
&nbsp; &nbsp; void *esp_4;&nbsp; &nbsp; &nbsp; &nbsp;  // r28{35}<br />
&nbsp; &nbsp; void *esp_5;&nbsp; &nbsp; &nbsp; &nbsp;  // r28{20}<br />
&nbsp; &nbsp; void *esp_6;&nbsp; &nbsp; &nbsp; &nbsp;  // r28{8}<br />
&nbsp; &nbsp; int esp_7;&nbsp; &nbsp; &nbsp; &nbsp;  // r28{169}<br />
&nbsp; &nbsp; int local1;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 24]<br />
&nbsp; &nbsp; union { unsigned int * x1977; __size8 * x1978; } local10;&nbsp; &nbsp; &nbsp; &nbsp;  // m[ebp_1 - 32]{173}<br />
&nbsp; &nbsp; union { unsigned int * x1977; __size8 * x1978; } local12;&nbsp; &nbsp; &nbsp; &nbsp;  // m[ebp_1 - 32]{258}<br />
&nbsp; &nbsp; void *local13;&nbsp; &nbsp; &nbsp; &nbsp;  // esp_4{288}<br />
&nbsp; &nbsp; void *local14;&nbsp; &nbsp; &nbsp; &nbsp;  // esp_4{292}<br />
&nbsp; &nbsp; union { union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x1983; __size8 ** x1984; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x1985; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x1989; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x1993; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x1997; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2001; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2005; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2009; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2013; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2017; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2021; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2025; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2029; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2033; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2037; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2157; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2161; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2165; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2169; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2173; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2177; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2181; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2185; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2189; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2193; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2197; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2201; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2205; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2209; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2213; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2217; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2221; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2225; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2229; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } * x2233; } local15;&nbsp; &nbsp; &nbsp; &nbsp;  // eax_2{340}<br />
&nbsp; &nbsp; union { unsigned int * x1977; __size8 ** x1978; __size8 * x1982; } local16;&nbsp; &nbsp; &nbsp; &nbsp;  // esi_2{344}<br />
&nbsp; &nbsp; union { unsigned int * x1973; __size8 * x1974; } local17;&nbsp; &nbsp; &nbsp; &nbsp;  // esi_4{352}<br />
&nbsp; &nbsp; union { unsigned int * x1977; __size8 * x1978; } local18;&nbsp; &nbsp; &nbsp; &nbsp;  // esi_8{376}<br />
&nbsp; &nbsp; int local2;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 20]<br />
&nbsp; &nbsp; __size32 local5;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp_6 - 4]{24}<br />
&nbsp; &nbsp; union { void * x2149; int x2150; } local6;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp_6 - 4]{15}<br />
&nbsp; &nbsp; union { unsigned int * x1973; __size8 * x1974; } local7;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp_7 - 8]{211}<br />
&nbsp; &nbsp; unsigned int local8;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp_7 - 8]{247}<br />
&nbsp; &nbsp; union { unsigned int * x1973; __size8 * x1974; } local9;&nbsp; &nbsp; &nbsp; &nbsp;  // m[ebp_1 - 32]{196}<br />
<br />
&nbsp; &nbsp; proc1(local1, local2);<br />
&nbsp; &nbsp; proc2(92, ebx_1, esi, edi_1);<br />
&nbsp; &nbsp; ebx_2 = 0;<br />
&nbsp; &nbsp; bl_2 = 0;<br />
&nbsp; &nbsp; *(__size32*)(ebp_1 - 28) = 0;<br />
&nbsp; &nbsp; local6 = ebp_1 - 108;<br />
&nbsp; &nbsp; GetStartupInfoW(*(esp_6 - 4));<br />
&nbsp; &nbsp; local13 = esp_5;<br />
&nbsp; &nbsp; if (*0x403480 == 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; local5 = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_6 - 8) = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_6 - 12) = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_6 - 16) = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; HeapSetInformation();<br />
&nbsp; &nbsp; &nbsp; &nbsp; local13 = esp_4;<br />
&nbsp; &nbsp; }<br />
&nbsp; &nbsp; esp_4 = local13;<br />
&nbsp; &nbsp; *(__size32*)(ebp_1 - 4) = 0;<br />
&nbsp; &nbsp; eax = *24;<br />
&nbsp; &nbsp; esi = *(eax + 4);<br />
&nbsp; &nbsp; *(__size32*)(ebp_1 - 36) = 0;<br />
&nbsp; &nbsp; edi_2 = 0x403474;<br />
&nbsp; &nbsp; local14 = esp_4;<br />
&nbsp; &nbsp; for(;;) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; esp_4 = local14;<br />
&nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_4 - 4) = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_4 - 8) = esi;<br />
&nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_4 - 12) = 0x403474;<br />
&nbsp; &nbsp; &nbsp; &nbsp; InterlockedCompareExchange();<br />
&nbsp; &nbsp; &nbsp; &nbsp; if (eax == 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; goto L32;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; if (eax == esi) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_4 - 16) = 1000;<br />
&nbsp; &nbsp; &nbsp; &nbsp; Sleep(*(esp_4 - 16));<br />
&nbsp; &nbsp; &nbsp; &nbsp; local14 = esp;<br />
&nbsp; &nbsp; }<br />
&nbsp; &nbsp; *(__size32*)(ebp_1 - 36) = 1;<br />
L32:<br />
&nbsp; &nbsp; if (global70 == 1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_4 - 16) = 31;<br />
&nbsp; &nbsp; &nbsp; &nbsp; _amsg_exit();<br />
L22:<br />
&nbsp; &nbsp; &nbsp; &nbsp; eax = *0x403470;<br />
&nbsp; &nbsp; &nbsp; &nbsp; if (eax == 1) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_4 - 16) = 0x402118;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_4 - 20) = 0x402110;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _initterm();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; global70 = 2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; if (*(ebp_1 - 36) == 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_4 - 16) = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_4 - 20) = 0x403474;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; InterlockedExchange(*(esp_4 - 20), *(esp_4 - 16));<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; esp_7 = esp_4 - 12;<br />
&nbsp; &nbsp; &nbsp; &nbsp; if (*0x403484 != 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_4 - 16) = 0x403484;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; proc5(*(esp_4 - 16), 0);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ecx = *(esp_4 - 16);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; esp_7 = esp_4 - 12;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (eax_3 != 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_4 - 16) = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_4 - 20) = 2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_4 - 24) = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; (*global60)(local1, local2, pc, 0x4022a8, 92, ax, cx, dx, (unsigned char) eax, cl, dl, 0, eax_3, ecx, edx, 0, ebp_1, 1, 0x403474, LOGICALFLAGS32(eax_3), LOGICALFLAGS32(eax_3), LOGICALFLAGS32(eax_3));<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; eax_1 = *0x4020d0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; esi_1 = *eax_1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; local15 = eax_1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; local16 = esi_1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; for(;;) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; eax_2 = local15;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; esi_2 = local16;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local10 = esi_2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; al = *esi_2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; eax = eax_2 &gt;&gt; 8 &amp; 0xffffff | (al);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local17 = esi_2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local17 = esi_2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local18 = esi_2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if ( !(al &gt; 32 || al != bl_2 &amp;&amp; *(ebp_1 - 28) != ebx_2)) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; eax_4 = eax;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; esi_4 = local17;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; al = *esi_4;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; eax = eax_4 &gt;&gt; 8 &amp; 0xffffff | (al);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; while ( !(al == bl_2 || al &gt; 32)) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; esi_5 = esi_4 + 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local9 = esi_4 + 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local17 = esi_5;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; eax_4 = eax;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; esi_4 = local17;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; al = *esi_4;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; eax = eax_4 &gt;&gt; 8 &amp; 0xffffff | (al);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; tmpb = *(ebp_1 - 64) &amp; 0x1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (tmpb != 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; eax = *(unsigned short*)(ebp_1 - 60);<br />
L6:<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *(unsigned int*)(esp_7 - 4) = eax;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local7 = esi_4;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *(int*)(esp_7 - 12) = ebx_2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_7 - 16) = 0x400000;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; proc8(dx, cl, ebx_2, esi_4, edi_2);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_7 - 4) = 10;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; eax = *(esp_7 - 4);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; goto L6;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (al == 34) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; cl =&nbsp; (*(ebp_1 - 28) == ebx_2) ? 1 : 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ecx = 0 &gt;&gt; 8 &amp; 0xffffff | (cl);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *(int*)(ebp_1 - 28) = ecx;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *(unsigned int*)(esp_7 - 4) = (al);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; _ismbblead();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local15 = eax;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (eax != 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; esi_7 = esi_2 + 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local12 = esi_2 + 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local18 = esi_7;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; esi_8 = local18;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; esi_3 = esi_8 + 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local16 = esi_3;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; }<br />
&nbsp; &nbsp; if (global70 != 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; global77 = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; goto L22;<br />
&nbsp; &nbsp; }<br />
&nbsp; &nbsp; global70 = 1;<br />
&nbsp; &nbsp; *(__size32*)(esp_4 - 16) = 0x402128;<br />
&nbsp; &nbsp; *(__size32*)(esp_4 - 20) = 0x40211c;<br />
&nbsp; &nbsp; _initterm_e();<br />
&nbsp; &nbsp; if (eax == 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; goto L22;<br />
&nbsp; &nbsp; }<br />
&nbsp; &nbsp; *(__size32*)(ebp_1 - 4) = -2;<br />
&nbsp; &nbsp; proc7(ebp);<br />
&nbsp; &nbsp; return;<br />
}<br />
<br />
// address: 0x401b45<br />
void proc7(__size32 *param1) {<br />
&nbsp; &nbsp; __size32 ecx;&nbsp; &nbsp; &nbsp; &nbsp;  // r25<br />
&nbsp; &nbsp; __size32 local0;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp]<br />
<br />
&nbsp; &nbsp; ecx = *(param1 - 16);<br />
&nbsp; &nbsp; *(__size32*)0 = ecx;<br />
&nbsp; &nbsp; *(__size32*)param1 = local0;<br />
&nbsp; &nbsp; return;<br />
}<br />
<br />
// address: 0x401280<br />
void proc8(short param1, unsigned char param2, __size32 param3, __size32 param4, __size32 param5) {<br />
&nbsp; &nbsp; char al;&nbsp; &nbsp; &nbsp; &nbsp;  // r8<br />
&nbsp; &nbsp; short ax;&nbsp; &nbsp; &nbsp; &nbsp;  // r0<br />
&nbsp; &nbsp; __size8 bl;&nbsp; &nbsp; &nbsp; &nbsp;  // r11<br />
&nbsp; &nbsp; unsigned char cl;&nbsp; &nbsp; &nbsp; &nbsp;  // r9<br />
&nbsp; &nbsp; __size8 cl_1;&nbsp; &nbsp; &nbsp; &nbsp;  // r9{334}<br />
&nbsp; &nbsp; short dx;&nbsp; &nbsp; &nbsp; &nbsp;  // r2<br />
&nbsp; &nbsp; __size16 dx_1;&nbsp; &nbsp; &nbsp; &nbsp;  // r2{333}<br />
&nbsp; &nbsp; __size32 eax;&nbsp; &nbsp; &nbsp; &nbsp;  // r24<br />
&nbsp; &nbsp; unsigned int eax_1;&nbsp; &nbsp; &nbsp; &nbsp;  // r24{289}<br />
&nbsp; &nbsp; unsigned int eax_2;&nbsp; &nbsp; &nbsp; &nbsp;  // r24{253}<br />
&nbsp; &nbsp; __size32 ebp;&nbsp; &nbsp; &nbsp; &nbsp;  // r29<br />
&nbsp; &nbsp; __size32 ebx;&nbsp; &nbsp; &nbsp; &nbsp;  // r27<br />
&nbsp; &nbsp; int ecx;&nbsp; &nbsp; &nbsp; &nbsp;  // r25<br />
&nbsp; &nbsp; __size32 edi;&nbsp; &nbsp; &nbsp; &nbsp;  // r31<br />
&nbsp; &nbsp; int edx;&nbsp; &nbsp; &nbsp; &nbsp;  // r26<br />
&nbsp; &nbsp; __size32 esi;&nbsp; &nbsp; &nbsp; &nbsp;  // r30<br />
&nbsp; &nbsp; int esp;&nbsp; &nbsp; &nbsp; &nbsp;  // r28<br />
&nbsp; &nbsp; unsigned int *esp_1;&nbsp; &nbsp; &nbsp; &nbsp;  // r28<br />
&nbsp; &nbsp; union { __size32 * x2283; int x2284; } esp_2;&nbsp; &nbsp; &nbsp; &nbsp;  // r28<br />
&nbsp; &nbsp; union { __size32 * x2285; int x2286; } esp_3;&nbsp; &nbsp; &nbsp; &nbsp;  // r28<br />
&nbsp; &nbsp; union { __size32 * x2283; int x2284; } esp_4;&nbsp; &nbsp; &nbsp; &nbsp;  // r28<br />
&nbsp; &nbsp; union { __size32 * x1137; int x1138; } esp_5;&nbsp; &nbsp; &nbsp; &nbsp;  // r28<br />
&nbsp; &nbsp; int esp_6;&nbsp; &nbsp; &nbsp; &nbsp;  // r28{165}<br />
&nbsp; &nbsp; int esp_7;&nbsp; &nbsp; &nbsp; &nbsp;  // r28{7}<br />
&nbsp; &nbsp; __size32 local0;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 4]<br />
&nbsp; &nbsp; int local1;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 4]{247}<br />
&nbsp; &nbsp; int local2;&nbsp; &nbsp; &nbsp; &nbsp;  // %flags{149}<br />
&nbsp; &nbsp; int local3;&nbsp; &nbsp; &nbsp; &nbsp;  // %flags{142}<br />
&nbsp; &nbsp; int local4;&nbsp; &nbsp; &nbsp; &nbsp;  // %ZF{149}<br />
&nbsp; &nbsp; int local5;&nbsp; &nbsp; &nbsp; &nbsp;  // %ZF{142}<br />
&nbsp; &nbsp; int local6;&nbsp; &nbsp; &nbsp; &nbsp;  // %CF{149}<br />
&nbsp; &nbsp; int local7;&nbsp; &nbsp; &nbsp; &nbsp;  // %CF{142}<br />
&nbsp; &nbsp; unsigned int local8;&nbsp; &nbsp; &nbsp; &nbsp;  // eax_1{301}<br />
<br />
&nbsp; &nbsp; esp_7 = (esp - 4 &amp; 0xfffffff8) - 876;<br />
&nbsp; &nbsp; *(int*)(esp_7 + 872) = global0 ^ esp_7;<br />
&nbsp; &nbsp; *(__size32*)(esp_7 - 4) = param3;<br />
&nbsp; &nbsp; *(__size32*)(esp_7 - 8) = param4;<br />
&nbsp; &nbsp; *(__size32*)(esp_7 - 12) = param5;<br />
&nbsp; &nbsp; al = (unsigned char) esp_7 + 7;<br />
&nbsp; &nbsp; ax = (unsigned short) esp_7 + 7;<br />
&nbsp; &nbsp; *(__size32*)(esp_7 - 16) = esp_7 + 7;<br />
&nbsp; &nbsp; GetCurrentProcess();<br />
&nbsp; &nbsp; *(__size32*)(esp_7 - 20) = eax;<br />
&nbsp; &nbsp; IsWow64Process();<br />
&nbsp; &nbsp; *(__size32*)(esp_7 - 24) = esp_7 + 92;<br />
&nbsp; &nbsp; *(__size32*)(esp_7 - 28) = 256;<br />
&nbsp; &nbsp; GetCurrentDirectoryA();<br />
&nbsp; &nbsp; tmpb = *(esp_7 - 9);<br />
&nbsp; &nbsp; if (*(esp_7 - 9) == 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; ecx = esp_7 + 84;<br />
&nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_7 - 32) = esp_7 + 84;<br />
&nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_7 - 36) = 0x402198;<br />
&nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_7 - 40) = 256;<br />
&nbsp; &nbsp; &nbsp; &nbsp; edx = esp_7 + 340;<br />
&nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_7 - 44) = esp_7 + 340;<br />
&nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; edx = esp_7 + 84;<br />
&nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_7 - 32) = esp_7 + 84;<br />
&nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_7 - 36) = 0x402184;<br />
&nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_7 - 40) = 256;<br />
&nbsp; &nbsp; &nbsp; &nbsp; eax = esp_7 + 340;<br />
&nbsp; &nbsp; &nbsp; &nbsp; al = (unsigned char) esp_7 + 340;<br />
&nbsp; &nbsp; &nbsp; &nbsp; ax = (unsigned short) esp_7 + 340;<br />
&nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_7 - 44) = esp_7 + 340;<br />
&nbsp; &nbsp; }<br />
&nbsp; &nbsp; (*sprintf_s)(ebp, ax, param1, al, param2, eax, ecx, edx, param3, esp - 4, param4, sprintf_s, SUBFLAGS8(*(esp_7 - 9), 0, tmpb), tmpb == 0, *(esp_7 - 9) &lt; 0);<br />
&nbsp; &nbsp; *(__size32*)(esp + 12) = 68;<br />
&nbsp; &nbsp; *(__size32*)(esp + 8) = 0;<br />
&nbsp; &nbsp; *(void **)(esp + 4) = esp + 56;<br />
&nbsp; &nbsp; memset(*(esp + 4), *(esp + 8), *(esp + 12));<br />
&nbsp; &nbsp; *(void **)(esp + 12) = esp + 40;<br />
&nbsp; &nbsp; *(void **)(esp + 8) = esp + 56;<br />
&nbsp; &nbsp; *(__size32*)(esp + 4) = 0;<br />
&nbsp; &nbsp; *(unsigned int*)esp = 0;<br />
&nbsp; &nbsp; local0 = 0x4000000;<br />
&nbsp; &nbsp; *(__size32*)(esp - 8) = 0;<br />
&nbsp; &nbsp; *(__size32*)(esp - 12) = 0;<br />
&nbsp; &nbsp; *(__size32*)(esp - 16) = 0;<br />
&nbsp; &nbsp; *(__size32*)(esp - 20) = 0;<br />
&nbsp; &nbsp; *(__size32*)(esp + 40) = 0;<br />
&nbsp; &nbsp; *(__size32*)(esp + 44) = 0;<br />
&nbsp; &nbsp; *(__size32*)(esp + 48) = 0;<br />
&nbsp; &nbsp; *(__size32*)(esp + 52) = 0;<br />
&nbsp; &nbsp; *(void **)(esp - 24) = esp + 384;<br />
&nbsp; &nbsp; *(__size32*)(esp + 56) = 68;<br />
&nbsp; &nbsp; CreateProcessA();<br />
&nbsp; &nbsp; ecx = *esp;<br />
&nbsp; &nbsp; *(unsigned int*)(esp - 28) = ecx;<br />
&nbsp; &nbsp; (*CloseHandle)(local0, (unsigned short) esp + 384, dx, (unsigned char) esp + 384, cl, bl, eax, ecx, edx, ebx, ebp, CloseHandle, edi, &lt;all&gt;, LOGICALFLAGS32(0), LOGICALFLAGS32(0), LOGICALFLAGS32(0));<br />
&nbsp; &nbsp; edx = *(esp + 28);<br />
&nbsp; &nbsp; local0 = edx;<br />
&nbsp; &nbsp; (*esi)(local0, ax, dx, al, cl, bl, eax, ecx, edx, ebx, ebp, esi, edi, &lt;all&gt;, local3, local5, local7);<br />
&nbsp; &nbsp; local0 = esp + 112;<br />
&nbsp; &nbsp; *(__size32*)(esp - 8) = 0x4021ac;<br />
&nbsp; &nbsp; *(__size32*)(esp - 12) = 256;<br />
&nbsp; &nbsp; *(void **)(esp - 16) = esp + 624;<br />
&nbsp; &nbsp; (*edi)(local0, (unsigned short) esp + 112, dx, (unsigned char) esp + 112, cl, bl, esp + 112, esp + 624, edx, ebx, ebp, esi, edi, &lt;all&gt;, local2, local4, local6);<br />
&nbsp; &nbsp; local8 = eax_1;<br />
&nbsp; &nbsp; edi = timeGetTime;<br />
&nbsp; &nbsp; esp = esp_6 + 16;<br />
&nbsp; &nbsp; *(__size8*)(esp_6 + 34) = 0;<br />
&nbsp; &nbsp; *(__size8*)(esp_6 + 33) = 0;<br />
&nbsp; &nbsp; *(__size32*)(esp_6 + 36) = 0;<br />
&nbsp; &nbsp; esi = 0;<br />
&nbsp; &nbsp; for(;;) {<br />
L19:<br />
&nbsp; &nbsp; &nbsp; &nbsp; eax_1 = local8;<br />
&nbsp; &nbsp; &nbsp; &nbsp; esp = esp - 4;<br />
&nbsp; &nbsp; &nbsp; &nbsp; proc10();<br />
&nbsp; &nbsp; &nbsp; &nbsp; if (eax_1 == 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *(__size8*)(esp + 14) = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (*(esp + 14) == 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp - 8) = 0x9c4;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Sleep(*(esp - 8));<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *(void **)(esp - 8) = esp + 620;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; proc11(param1, param2, eax_1, edi);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; esp = esp - 8;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *(__size8*)(esp + 18) = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; local0 = 100;<br />
&nbsp; &nbsp; &nbsp; &nbsp; Sleep(*(esp - 4));<br />
&nbsp; &nbsp; &nbsp; &nbsp; bl = *(esp + 17);<br />
&nbsp; &nbsp; &nbsp; &nbsp; local0 = 57;<br />
&nbsp; &nbsp; &nbsp; &nbsp; GetKeyState();<br />
&nbsp; &nbsp; &nbsp; &nbsp; *(char*)(esp + 13) = (unsigned char) eax &amp; 0x1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; (*edi)(local0, ax / 0x8000 &gt;&gt; 8 &amp; 0xff | ((unsigned char) eax &amp; 0x1), dx_1, (unsigned char) eax &amp; 0x1, cl_1, bl, (eax &gt;&gt; 16 &amp; 0xffff | (ax / 0x8000)) &gt;&gt; 8 &amp; 0xffffff | ((unsigned char) eax &amp; 0x1), ecx, edx, eax_1 &gt;&gt; 8 &amp; 0xffffff | (bl), ebp, esi, edi, &lt;all&gt;, LOGICALFLAGS8((unsigned char) eax &amp; 0x1), LOGICALFLAGS8((unsigned char) eax &amp; 0x1), LOGICALFLAGS8((unsigned char) eax &amp; 0x1));<br />
&nbsp; &nbsp; &nbsp; &nbsp; local8 = eax_1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; local8 = eax_1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; if (eax_1 &lt; esi + 500) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp + 20) = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; (*edi)(local0, ax, dx, al, cl, bl, eax_1, esi + 500, edx, ebx, ebp, esi, edi, &lt;all&gt;, SUBFLAGS32(eax_1, esi + 500, eax_1 - esi - 500), eax_1 - esi - 500 == 0, eax_1 &lt; esi + 500);<br />
&nbsp; &nbsp; &nbsp; &nbsp; local8 = eax_1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; esi = eax_1;<br />
&nbsp; &nbsp; }<br />
&nbsp; &nbsp; if (bl == 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; goto L19;<br />
&nbsp; &nbsp; }<br />
&nbsp; &nbsp; tmpb = *(esp + 17);<br />
&nbsp; &nbsp; if (*(esp + 17) != 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; goto L19;<br />
&nbsp; &nbsp; }<br />
&nbsp; &nbsp; (*edi)(local0, ax, dx, al, cl, bl, eax_1, esi + 500, edx, ebx, ebp, esi, edi, &lt;all&gt;, SUBFLAGS8(*(esp + 17), 0, tmpb), tmpb == 0, *(esp + 17) &lt; 0);<br />
&nbsp; &nbsp; esi = eax;<br />
&nbsp; &nbsp; eax = *(esp + 20);<br />
&nbsp; &nbsp; eax_2 = eax + 1;<br />
&nbsp; &nbsp; ax = (unsigned short) eax + 1;<br />
&nbsp; &nbsp; *(__size32*)(esp + 20) = eax + 1;<br />
&nbsp; &nbsp; local8 = eax_2;<br />
&nbsp; &nbsp; if (eax + 1 &lt; 3) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; goto L19;<br />
&nbsp; &nbsp; }<br />
&nbsp; &nbsp; ecx = *(esp + 884);<br />
&nbsp; &nbsp; edi = *esp;<br />
&nbsp; &nbsp; esi = *(esp + 4);<br />
&nbsp; &nbsp; ebx = *(esp + 8);<br />
&nbsp; &nbsp; proc12(local1, 0, dx, 0, cl, (unsigned char) ebx, 0, ecx ^ esp + 12, edx, ebx, ebp, esi, edi, &lt;all&gt;, LOGICALFLAGS32(0), LOGICALFLAGS32(0), LOGICALFLAGS32(0));<br />
&nbsp; &nbsp; return;<br />
}<br />
<br />
// address: 0x4011b0<br />
void proc10() {<br />
&nbsp; &nbsp; __size32 eax;&nbsp; &nbsp; &nbsp; &nbsp;  // r24<br />
&nbsp; &nbsp; union { void * x3473; int x3474; } eax_1;&nbsp; &nbsp; &nbsp; &nbsp;  // r24<br />
&nbsp; &nbsp; int ebp;&nbsp; &nbsp; &nbsp; &nbsp;  // r29<br />
&nbsp; &nbsp; void *ebp_1;&nbsp; &nbsp; &nbsp; &nbsp;  // r29<br />
&nbsp; &nbsp; union { void * x971; int x972; } ebp_2;&nbsp; &nbsp; &nbsp; &nbsp;  // r29<br />
&nbsp; &nbsp; union { void * x971; int x972; } ebp_3;&nbsp; &nbsp; &nbsp; &nbsp;  // r29<br />
&nbsp; &nbsp; __size32 ebx;&nbsp; &nbsp; &nbsp; &nbsp;  // r27<br />
&nbsp; &nbsp; int ecx;&nbsp; &nbsp; &nbsp; &nbsp;  // r25<br />
&nbsp; &nbsp; __size32 edi;&nbsp; &nbsp; &nbsp; &nbsp;  // r31<br />
&nbsp; &nbsp; int edx;&nbsp; &nbsp; &nbsp; &nbsp;  // r26<br />
&nbsp; &nbsp; __size32 esi;&nbsp; &nbsp; &nbsp; &nbsp;  // r30<br />
&nbsp; &nbsp; int esp;&nbsp; &nbsp; &nbsp; &nbsp;  // r28<br />
&nbsp; &nbsp; __size32 *esp_1;&nbsp; &nbsp; &nbsp; &nbsp;  // r28<br />
&nbsp; &nbsp; __size32 esp_2;&nbsp; &nbsp; &nbsp; &nbsp;  // r28{62}<br />
&nbsp; &nbsp; unsigned int local0;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 344]<br />
&nbsp; &nbsp; __size32 local1;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 340]<br />
&nbsp; &nbsp; int local10;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 8]<br />
&nbsp; &nbsp; __size32 local11;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 4]<br />
&nbsp; &nbsp; union { void * x3447; int x3448; } local12;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp_2 + 20]{71}<br />
&nbsp; &nbsp; union { void * x3447; int x3448; } local13;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp_2 + 20]{71}<br />
&nbsp; &nbsp; unsigned int local14;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp_2 + 20]{124}<br />
&nbsp; &nbsp; __size32 local15;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp_2 + 20]{104}<br />
&nbsp; &nbsp; __size32 local16;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 4]{167}<br />
&nbsp; &nbsp; int local17;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 4]{62}<br />
&nbsp; &nbsp; int local18;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 8]{168}<br />
&nbsp; &nbsp; int local19;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 8]{62}<br />
&nbsp; &nbsp; int local2;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 336]<br />
&nbsp; &nbsp; __size32 local20;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 308]{169}<br />
&nbsp; &nbsp; int local21;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 308]{62}<br />
&nbsp; &nbsp; __size32 local22;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 312]{170}<br />
&nbsp; &nbsp; int local23;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 312]{62}<br />
&nbsp; &nbsp; __size32 local24;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 316]{171}<br />
&nbsp; &nbsp; int local25;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 316]{62}<br />
&nbsp; &nbsp; __size32 local26;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 320]{172}<br />
&nbsp; &nbsp; int local27;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 320]{62}<br />
&nbsp; &nbsp; __size32 local28;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 324]{173}<br />
&nbsp; &nbsp; int local29;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 324]{62}<br />
&nbsp; &nbsp; __size32 local3;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 332]<br />
&nbsp; &nbsp; __size32 local30;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 328]{174}<br />
&nbsp; &nbsp; int local31;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 328]{62}<br />
&nbsp; &nbsp; __size32 local32;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 332]{175}<br />
&nbsp; &nbsp; int local33;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 332]{62}<br />
&nbsp; &nbsp; int local34;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 336]{176}<br />
&nbsp; &nbsp; int local35;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 336]{62}<br />
&nbsp; &nbsp; __size32 local36;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 340]{177}<br />
&nbsp; &nbsp; int local37;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 340]{62}<br />
&nbsp; &nbsp; unsigned int local38;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 344]{178}<br />
&nbsp; &nbsp; int local39;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 344]{62}<br />
&nbsp; &nbsp; __size32 local4;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 328]<br />
&nbsp; &nbsp; int local40;&nbsp; &nbsp; &nbsp; &nbsp;  // %flags{140}<br />
&nbsp; &nbsp; int local41;&nbsp; &nbsp; &nbsp; &nbsp;  // %flags{54}<br />
&nbsp; &nbsp; int local42;&nbsp; &nbsp; &nbsp; &nbsp;  // %flags{54}<br />
&nbsp; &nbsp; int local43;&nbsp; &nbsp; &nbsp; &nbsp;  // %flags{37}<br />
&nbsp; &nbsp; int local44;&nbsp; &nbsp; &nbsp; &nbsp;  // %flags{80}<br />
&nbsp; &nbsp; int local45;&nbsp; &nbsp; &nbsp; &nbsp;  // %ZF{141}<br />
&nbsp; &nbsp; int local46;&nbsp; &nbsp; &nbsp; &nbsp;  // %ZF{54}<br />
&nbsp; &nbsp; int local47;&nbsp; &nbsp; &nbsp; &nbsp;  // %ZF{54}<br />
&nbsp; &nbsp; int local48;&nbsp; &nbsp; &nbsp; &nbsp;  // %ZF{37}<br />
&nbsp; &nbsp; int local49;&nbsp; &nbsp; &nbsp; &nbsp;  // %ZF{80}<br />
&nbsp; &nbsp; __size32 local5;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 324]<br />
&nbsp; &nbsp; int local50;&nbsp; &nbsp; &nbsp; &nbsp;  // %CF{142}<br />
&nbsp; &nbsp; int local51;&nbsp; &nbsp; &nbsp; &nbsp;  // %CF{54}<br />
&nbsp; &nbsp; int local52;&nbsp; &nbsp; &nbsp; &nbsp;  // %CF{54}<br />
&nbsp; &nbsp; int local53;&nbsp; &nbsp; &nbsp; &nbsp;  // %CF{37}<br />
&nbsp; &nbsp; int local54;&nbsp; &nbsp; &nbsp; &nbsp;  // %CF{80}<br />
&nbsp; &nbsp; int local55;&nbsp; &nbsp; &nbsp; &nbsp;  // local40{140}<br />
&nbsp; &nbsp; int local56;&nbsp; &nbsp; &nbsp; &nbsp;  // local45{141}<br />
&nbsp; &nbsp; int local57;&nbsp; &nbsp; &nbsp; &nbsp;  // local50{142}<br />
&nbsp; &nbsp; __size32 local6;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 320]<br />
&nbsp; &nbsp; __size32 local7;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 316]<br />
&nbsp; &nbsp; __size32 local8;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 312]<br />
&nbsp; &nbsp; __size32 local9;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 308]<br />
<br />
&nbsp; &nbsp; ebp = esp - 4;<br />
&nbsp; &nbsp; CreateToolhelp32Snapshot();<br />
&nbsp; &nbsp; Process32First();<br />
&nbsp; &nbsp; local43 = LOGICALFLAGS32(eax);<br />
&nbsp; &nbsp; local55 = local43;<br />
&nbsp; &nbsp; local56 = local48;<br />
&nbsp; &nbsp; local57 = local53;<br />
&nbsp; &nbsp; if (eax != 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; esi = sprintf_s;<br />
&nbsp; &nbsp; &nbsp; &nbsp; edi = _stricmp;<br />
&nbsp; &nbsp; &nbsp; &nbsp; ebx = Process32Next;<br />
&nbsp; &nbsp; &nbsp; &nbsp; do {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local40 = local55;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local45 = local56;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local50 = local57;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local11 = ebp - 268;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local10 = 0x402180;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp - 12) = 256;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp - 16) = 0x403370;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; (*esi)(*(esp - 344), *(esp - 340), *(esp - 336), *(esp - 332), *(esp - 328), *(esp - 324), *(esp - 320), *(esp - 316), *(esp - 312), *(esp - 308), *(esp - 8), *(esp - 4), eax, ecx, ebp - 268, ebx, ebp, esi, edi, local40, local45, local50);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local11 = 0x4021c8;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local10 = 0x403370;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; (*edi)(*(esp - 344), *(esp - 340), *(esp - 336), *(esp - 332), *(esp - 328), *(esp - 324), *(esp - 320), *(esp - 316), *(esp - 312), *(esp - 308), *(esp - 8), *(esp - 4), eax, ecx, edx, ebx, ebp, esi, edi, &lt;all&gt;, local41, local46, local51);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (eax == 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; edx = *(ebp_1 - 296);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local15 = edx;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_2 + 16) = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_2 + 12) = 0x1f0fff;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; OpenProcess();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ecx = *(ebp_1 - 4);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; edi = *(esp_2 + 12);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; esi = *(esp_2 + 16);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ebx = *(esp_2 + 20);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; proc12(local39, local37, local35, local33, local31, local29, local27, local25, local23, local21, local19, local17, eax, ecx ^ ebp_1, edx, ebx, ebp_1, esi, edi, &lt;all&gt;, LOGICALFLAGS32(ecx ^ ebp_1), LOGICALFLAGS32(ecx ^ ebp_1), LOGICALFLAGS32(ecx ^ ebp_1));<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ecx = *(ebp_1 - 308);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local12 = ebp_1 - 304;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_2 + 16) = ecx;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; (*ebx)(*(esp - 344), *(esp - 340), *(esp - 336), *(esp - 332), *(esp - 328), *(esp - 324), *(esp - 320), *(esp - 316), *(esp - 312), *(esp - 308), *(esp - 8), *(esp - 4), ebp_1 - 304, ecx, edx, ebx, ebp_1, esi, edi, &lt;all&gt;, LOGICALFLAGS32(eax), LOGICALFLAGS32(eax), LOGICALFLAGS32(eax));<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local44 = LOGICALFLAGS32(eax);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local55 = local44;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local56 = local49;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local57 = local54;<br />
&nbsp; &nbsp; &nbsp; &nbsp; } while (eax != 0);<br />
&nbsp; &nbsp; }<br />
&nbsp; &nbsp; ebp_2 = ebp;<br />
&nbsp; &nbsp; edi = *esp;<br />
&nbsp; &nbsp; esi = *(esp + 4);<br />
&nbsp; &nbsp; ebx = *(esp + 8);<br />
&nbsp; &nbsp; ecx = *(ebp_2 - 4);<br />
&nbsp; &nbsp; proc12(*(esp - 344), *(esp - 340), *(esp - 336), *(esp - 332), *(esp - 328), *(esp - 324), *(esp - 320), *(esp - 316), *(esp - 312), *(esp - 308), *(esp - 8), *(esp - 4), 0, ecx ^ ebp_2, edx, ebx, ebp_2, esi, edi, LOGICALFLAGS32(ecx ^ ebp_2), LOGICALFLAGS32(ecx ^ ebp_2), LOGICALFLAGS32(ecx ^ ebp_2));<br />
}<br />
<br />
// address: 0x401000<br />
void proc11(short param1, unsigned char param2, __size32 param3, unsigned int param4) {<br />
&nbsp; &nbsp; unsigned char cl;&nbsp; &nbsp; &nbsp; &nbsp;  // r9<br />
&nbsp; &nbsp; short dx;&nbsp; &nbsp; &nbsp; &nbsp;  // r2<br />
&nbsp; &nbsp; __size32 eax;&nbsp; &nbsp; &nbsp; &nbsp;  // r24<br />
&nbsp; &nbsp; __size32 eax_1;&nbsp; &nbsp; &nbsp; &nbsp;  // r24{217}<br />
&nbsp; &nbsp; __size32 eax_2;&nbsp; &nbsp; &nbsp; &nbsp;  // r24{163}<br />
&nbsp; &nbsp; int eax_3;&nbsp; &nbsp; &nbsp; &nbsp;  // r24{152}<br />
&nbsp; &nbsp; int eax_4;&nbsp; &nbsp; &nbsp; &nbsp;  // r24{135}<br />
&nbsp; &nbsp; __size32 eax_5;&nbsp; &nbsp; &nbsp; &nbsp;  // r24{95}<br />
&nbsp; &nbsp; __size32 eax_6;&nbsp; &nbsp; &nbsp; &nbsp;  // r24{86}<br />
&nbsp; &nbsp; HANDLE eax_7;&nbsp; &nbsp; &nbsp; &nbsp;  // r24{77}<br />
&nbsp; &nbsp; __size32 ebp;&nbsp; &nbsp; &nbsp; &nbsp;  // r29<br />
&nbsp; &nbsp; int ecx;&nbsp; &nbsp; &nbsp; &nbsp;  // r25<br />
&nbsp; &nbsp; unsigned int edi;&nbsp; &nbsp; &nbsp; &nbsp;  // r31<br />
&nbsp; &nbsp; int edx;&nbsp; &nbsp; &nbsp; &nbsp;  // r26<br />
&nbsp; &nbsp; HANDLE edx_1;&nbsp; &nbsp; &nbsp; &nbsp;  // r26{175}<br />
&nbsp; &nbsp; unsigned int esi;&nbsp; &nbsp; &nbsp; &nbsp;  // r30<br />
&nbsp; &nbsp; __size32 esi_1;&nbsp; &nbsp; &nbsp; &nbsp;  // r30{241}<br />
&nbsp; &nbsp; unsigned int esi_2;&nbsp; &nbsp; &nbsp; &nbsp;  // r30{39}<br />
&nbsp; &nbsp; int esp;&nbsp; &nbsp; &nbsp; &nbsp;  // r28<br />
&nbsp; &nbsp; unsigned int *esp_1;&nbsp; &nbsp; &nbsp; &nbsp;  // r28<br />
&nbsp; &nbsp; int esp_2;&nbsp; &nbsp; &nbsp; &nbsp;  // r28{137}<br />
&nbsp; &nbsp; int esp_3;&nbsp; &nbsp; &nbsp; &nbsp;  // r28{163}<br />
&nbsp; &nbsp; int esp_4;&nbsp; &nbsp; &nbsp; &nbsp;  // r28{152}<br />
&nbsp; &nbsp; int esp_5;&nbsp; &nbsp; &nbsp; &nbsp;  // r28{270}<br />
&nbsp; &nbsp; unsigned int local0;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 0x44c]<br />
&nbsp; &nbsp; unsigned int local1;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 0x448]<br />
&nbsp; &nbsp; int local10;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 0x424]<br />
&nbsp; &nbsp; __size32 local11;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 0x420]<br />
&nbsp; &nbsp; __size32 local12;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 0x41c]<br />
&nbsp; &nbsp; unsigned int local13;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 0x418]<br />
&nbsp; &nbsp; unsigned int local2;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 0x444]<br />
&nbsp; &nbsp; __size32 local21;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp + 4]<br />
&nbsp; &nbsp; __size8 local22;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 0x3f8]<br />
&nbsp; &nbsp; __size32 local23;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 0x3f7]<br />
&nbsp; &nbsp; __size16 local24;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 0x3f3]<br />
&nbsp; &nbsp; __size32 local25;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 0x3f1]<br />
&nbsp; &nbsp; __size8 local26;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 0x3ed]<br />
&nbsp; &nbsp; __size32 local27;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 0x3ec]<br />
&nbsp; &nbsp; __size16 local28;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 1000]<br />
&nbsp; &nbsp; __size32 local29;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 998]<br />
&nbsp; &nbsp; unsigned int local3;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 0x440]<br />
&nbsp; &nbsp; __size32 local30;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 994]<br />
&nbsp; &nbsp; __size32 local31;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 990]<br />
&nbsp; &nbsp; __size32 local32;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 724]<br />
&nbsp; &nbsp; __size32 local33;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 540]<br />
&nbsp; &nbsp; int local4;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 0x43c]<br />
&nbsp; &nbsp; short local40;&nbsp; &nbsp; &nbsp; &nbsp;  // param1{251}<br />
&nbsp; &nbsp; unsigned int local41;&nbsp; &nbsp; &nbsp; &nbsp;  // param4{259}<br />
&nbsp; &nbsp; unsigned char local42;&nbsp; &nbsp; &nbsp; &nbsp;  // param2{266}<br />
&nbsp; &nbsp; int local43;&nbsp; &nbsp; &nbsp; &nbsp;  // esp_5{270}<br />
&nbsp; &nbsp; __size32 local5;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 0x438]<br />
&nbsp; &nbsp; __size32 local6;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 0x434]<br />
&nbsp; &nbsp; int local7;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 0x430]<br />
&nbsp; &nbsp; __size32 local8;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 0x42c]<br />
&nbsp; &nbsp; __size32 local9;&nbsp; &nbsp; &nbsp; &nbsp;  // m[esp - 0x428]<br />
<br />
&nbsp; &nbsp; VirtualAllocEx();<br />
&nbsp; &nbsp; local40 = param1;<br />
&nbsp; &nbsp; local41 = param4;<br />
&nbsp; &nbsp; local42 = param2;<br />
&nbsp; &nbsp; local42 = param2;<br />
&nbsp; &nbsp; if (eax == 0) {<br />
L0:<br />
&nbsp; &nbsp; &nbsp; &nbsp; param1 = local40;<br />
&nbsp; &nbsp; &nbsp; &nbsp; param4 = local41;<br />
&nbsp; &nbsp; &nbsp; &nbsp; esi_2 = *esp_1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; proc12(local0, local1, local2, local3, local4, local5, local6, local7, local8, local9, local10, local11, local12, local13, param3, 0, 291, 0x1000, 64, esi, local21, local22, local23, local24, local25, local26, local27, local28, local29, local30, local31, local32, local33, global0 ^ esp - 4, ebp, local21, param1, 0, param2, 0, global0 ^ esp - 4 ^ esp - 4, edx, param3, esp - 4, esi_2, param4, LOGICALFLAGS32(global0 ^ esp - 4 ^ esp - 4), LOGICALFLAGS32(global0 ^ esp - 4 ^ esp - 4), LOGICALFLAGS32(global0 ^ esp - 4 ^ esp - 4));<br />
&nbsp; &nbsp; }<br />
&nbsp; &nbsp; GetModuleHandleA();<br />
&nbsp; &nbsp; GetProcAddress(eax_7, &quot;LoadLibraryA&quot;);<br />
&nbsp; &nbsp; GetProcAddress(eax_7, &quot;ExitThread&quot;);<br />
&nbsp; &nbsp; lstrcpyA();<br />
&nbsp; &nbsp; WriteProcessMemory();<br />
&nbsp; &nbsp; dx = (unsigned short) global32;<br />
&nbsp; &nbsp; GetThreadContext();<br />
&nbsp; &nbsp; edi = global32;<br />
&nbsp; &nbsp; esp_2 = esp - 1084;<br />
&nbsp; &nbsp; local41 = edi;<br />
&nbsp; &nbsp; local43 = esp_2;<br />
&nbsp; &nbsp; if (eax_4 != 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; SetThreadContext();<br />
&nbsp; &nbsp; &nbsp; &nbsp; local43 = esp_4;<br />
&nbsp; &nbsp; &nbsp; &nbsp; if (eax_3 != 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; dx = (unsigned short) global32;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ResumeThread();<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local43 = esp_3;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; cl =&nbsp; (eax_2 != -1) ? 1 : 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ecx = 0 &gt;&gt; 8 &amp; 0xffffff | (cl);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local42 = cl;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (ecx != 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; edx_1 = *0x40336c;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; WaitForSingleObject(edx_1, -1);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; proc12(pc, edx_1, -1, pc, global32, esp - 724, esp - 724, param3, eax, esp - 1016, 291, 0, (esp - 986), local21, 0x402154, param4, param3, 0, 291, 0x1000, 64, esi, local21, 104, eax + 30, 0x15ff, eax + 22, 104, 0, 0x15ff, eax + 26, eax_6, eax_5, 0x10007, eax, global0 ^ esp - 4, ebp, local21, (unsigned short) edx_1, 1, cl, 1, global0 ^ esp - 4 ^ esp - 4, edx, param3, esp - 4, global32, global32, LOGICALFLAGS32(global0 ^ esp - 4 ^ esp - 4), LOGICALFLAGS32(global0 ^ esp - 4 ^ esp - 4), LOGICALFLAGS32(global0 ^ esp - 4 ^ esp - 4));<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; }<br />
&nbsp; &nbsp; param2 = local42;<br />
&nbsp; &nbsp; esp_5 = local43;<br />
&nbsp; &nbsp; *(__size32*)(esp_5 - 4) = 0;<br />
&nbsp; &nbsp; *(__size32*)(esp_5 - 8) = 0;<br />
&nbsp; &nbsp; *(__size32*)(esp_5 - 12) = 0;<br />
&nbsp; &nbsp; *(__size32*)(esp_5 - 16) = eax;<br />
&nbsp; &nbsp; *(__size32*)(esp_5 - 20) = 0;<br />
&nbsp; &nbsp; *(__size32*)(esp_5 - 24) = 0;<br />
&nbsp; &nbsp; *(__size32*)(esp_5 - 28) = param3;<br />
&nbsp; &nbsp; CreateRemoteThread();<br />
&nbsp; &nbsp; local40 = dx;<br />
&nbsp; &nbsp; if (eax_1 != 0) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_5 - 32) = -1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_5 - 36) = eax_1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; WaitForSingleObject(*(esp_5 - 36), *(esp_5 - 32));<br />
&nbsp; &nbsp; &nbsp; &nbsp; *(__size32*)(esp_5 - 32) = eax_1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; CloseHandle(*(esp_5 - 32));<br />
&nbsp; &nbsp; &nbsp; &nbsp; esi_1 = *(esp_5 - 28);<br />
&nbsp; &nbsp; &nbsp; &nbsp; proc12(local0, local1, local2, local3, esp - 724, param3, eax, esp - 1016, 291, 0, esp - 986, local21, 0x402154, param4, param3, 0, 291, 0x1000, 64, esi, local21, 104, eax + 30, 0x15ff, eax + 22, 104, 0, 0x15ff, eax + 26, eax_6, eax_5, 0x10007, local33, global0 ^ esp - 4, ebp, local21, dx, 1, param2, 1, global0 ^ esp - 4 ^ esp - 4, edx, param3, esp - 4, esi_1, global32, LOGICALFLAGS32(global0 ^ esp - 4 ^ esp - 4), LOGICALFLAGS32(global0 ^ esp - 4 ^ esp - 4), LOGICALFLAGS32(global0 ^ esp - 4 ^ esp - 4));<br />
&nbsp; &nbsp; }<br />
&nbsp; &nbsp; goto L0;<br />
}<br />
<br />
// address: 0x401443<br />
void proc12(__size32 param1, __size32 param2, __size32 param3, __size32 param4, __size32 param5, __size32 param6) {<br />
&nbsp; &nbsp; if (param2 != *0x403000) {<br />
&nbsp; &nbsp; }<br />
&nbsp; &nbsp; global21 = param1;<br />
&nbsp; &nbsp; global22 = param2;<br />
&nbsp; &nbsp; global23 = param3;<br />
&nbsp; &nbsp; global24 = param4;<br />
&nbsp; &nbsp; global25 = param5;<br />
&nbsp; &nbsp; global26 = param6;<br />
}<br />
<br />
// address: 0x4019a0<br />
int proc13(__size16 *param1) {<br />
&nbsp; &nbsp; unsigned char dl;&nbsp; &nbsp; &nbsp; &nbsp;  // r10<br />
&nbsp; &nbsp; int eax;&nbsp; &nbsp; &nbsp; &nbsp;  // r24<br />
&nbsp; &nbsp; int edx;&nbsp; &nbsp; &nbsp; &nbsp;  // r26<br />
<br />
&nbsp; &nbsp; if (*param1 == 0x5a4d) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; eax = *(param1 + 60);<br />
&nbsp; &nbsp; &nbsp; &nbsp; if (*(eax + param1) != 0x4550) {<br />
L1:<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; eax = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; dl =&nbsp; (*(eax + param1 + 24) == 267) ? 1 : 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; edx = 0 &gt;&gt; 8 &amp; 0xffffff | (dl);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; eax = edx;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; goto L1;<br />
&nbsp; &nbsp; }<br />
&nbsp; &nbsp; return eax;<br />
}<br />
<br />
// address: 0x4019e0<br />
__size32 proc14(__size32 param1, unsigned int param2, unsigned int param3) {<br />
&nbsp; &nbsp; unsigned int eax;&nbsp; &nbsp; &nbsp; &nbsp;  // r24<br />
&nbsp; &nbsp; unsigned int ebx;&nbsp; &nbsp; &nbsp; &nbsp;  // r27<br />
&nbsp; &nbsp; unsigned int ebx_1;&nbsp; &nbsp; &nbsp; &nbsp;  // r27{66}<br />
&nbsp; &nbsp; __size32 ecx;&nbsp; &nbsp; &nbsp; &nbsp;  // r25<br />
&nbsp; &nbsp; __size32 edx;&nbsp; &nbsp; &nbsp; &nbsp;  // r26<br />
&nbsp; &nbsp; __size32 edx_1;&nbsp; &nbsp; &nbsp; &nbsp;  // r26{60}<br />
&nbsp; &nbsp; unsigned int esi;&nbsp; &nbsp; &nbsp; &nbsp;  // r30<br />
&nbsp; &nbsp; unsigned int local0;&nbsp; &nbsp; &nbsp; &nbsp;  // param3{61}<br />
&nbsp; &nbsp; unsigned int local1;&nbsp; &nbsp; &nbsp; &nbsp;  // ebx_1{66}<br />
<br />
&nbsp; &nbsp; ecx = *(param1 + 60);<br />
&nbsp; &nbsp; eax = *(unsigned short*)(ecx + param1 + 20);<br />
&nbsp; &nbsp; esi = *(unsigned short*)(ecx + param1 + 6);<br />
&nbsp; &nbsp; edx = 0;<br />
&nbsp; &nbsp; eax = eax + ecx + param1 + 24;<br />
&nbsp; &nbsp; local0 = param3;<br />
&nbsp; &nbsp; if (esi == 0) {<br />
L1:<br />
&nbsp; &nbsp; &nbsp; &nbsp; eax = 0;<br />
&nbsp; &nbsp; } else {<br />
&nbsp; &nbsp; &nbsp; &nbsp; do {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; edx_1 = edx;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; param3 = local0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ecx = *(eax + 12);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local1 = param3;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (param2 &gt;= ecx) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ebx = *(eax + 8);<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ebx_1 = ebx + ecx;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local1 = ebx_1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if (param2 &lt; ebx + ecx) {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; goto L0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; goto L2;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
L2:<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ebx_1 = local1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; edx = edx_1 + 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; eax += 40;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local0 = ebx_1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; } while (edx_1 + 1 &lt; esi);<br />
&nbsp; &nbsp; &nbsp; &nbsp; goto L1;<br />
&nbsp; &nbsp; }<br />
L0:<br />
&nbsp; &nbsp; return eax;<br />
}</code><hr />
</div><!-- google_ad_section_end --></div>

]]></content:encoded>
			<category domain="http://aimbots.net/tutorial-requests/">Tutorial Requests</category>
			<dc:creator>longhornlad</dc:creator>
			<guid isPermaLink="true">http://aimbots.net/tutorial-requests/25953-help-source-code.html</guid>
		</item>
		<item>
			<title>Aimbot?</title>
			<link>http://aimbots.net/call-duty-4-cheats/25952-aimbot.html</link>
			<pubDate>Sun, 12 May 2013 02:52:33 GMT</pubDate>
			<description><![CDATA[I'm looking for a Autofire Undetected Aimbot for CoD4. Any workings ones out there?]]></description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start -->I'm looking for a Autofire Undetected Aimbot for CoD4. Any workings ones out there?<!-- google_ad_section_end --></div>

]]></content:encoded>
			<category domain="http://aimbots.net/call-duty-4-cheats/">Call of Duty 4 Cheats</category>
			<dc:creator>xLoSt</dc:creator>
			<guid isPermaLink="true">http://aimbots.net/call-duty-4-cheats/25952-aimbot.html</guid>
		</item>
		<item>
			<title>How to Get ETH32 Offsets. All The Tutorials Isnt Clear.</title>
			<link>http://aimbots.net/eth32/25946-how-get-eth32-offsets-all-tutorials-isnt-clear.html</link>
			<pubDate>Thu, 09 May 2013 16:29:59 GMT</pubDate>
			<description>I use Olly, what next i need to do after i open *cgame_mp_x86.dll* 
Trying to get Jaymod 2.2.0 Offset 
Picture: 
Attachment 5635...</description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start -->I use Olly, what next i need to do after i open <font color="#FF0000"><b>cgame_mp_x86.dll</b></font><br />
Trying to get Jaymod 2.2.0 Offset<br />
Picture:<br />
<a href="http://aimbots.net/attachment.php?attachmentid=5635&amp;d=1368116977"  title="Name:  olly.png
Views: 18
Size:  39.9 KB">olly.png</a><br />
<br />
Pleas dont post links to &quot;Tutorials&quot; what are in aimbots.net, they r not helpful on beginners..<br />
Many propably saying: <b>Beginner = Quit it</b><br />
Many propably saying: <b>Its easy, use olly and u get it</b><br />
<br />
If so, then i say : <font color="#FF0000"><b>Help a beginner/noob out and get me what i need :) becouse im trying to do something that i dont understant and if its so easy then why dont u advanced guy aint help beginner/noob out or help beginner/noob out with step by step tutorial not like these tutorial what here are alteady... these are not tutorials for beginners.<br />
I had to figure out what i need to open with olly to get the offset...<br />
<br />
So please, if it is so easy then help out, be helpful</b></font><!-- google_ad_section_end --></div>


	<div style="padding:10px">

	

	

	
		<fieldset class="fieldset">
			<legend>Attached Images</legend>
			<ul>
			<li>
	<img class="inlineimg" src="http://aimbots.net/images/SeamusLight/attach/png.gif" alt="File Type: png" />
	<a href="http://aimbots.net/attachment.php?attachmentid=5635&amp;d=1368116977">olly.png</a> 
(39.9 KB)
</li>
			</ul>
			</fieldset>
	

	

	</div>
]]></content:encoded>
			<category domain="http://aimbots.net/eth32/">ETH32</category>
			<dc:creator>sdefref</dc:creator>
			<guid isPermaLink="true">http://aimbots.net/eth32/25946-how-get-eth32-offsets-all-tutorials-isnt-clear.html</guid>
		</item>
		<item>
			<title><![CDATA[[SOH] CSS v1.6]]></title>
			<link>http://aimbots.net/counterstrike-source-cheat-downloads/25945-soh-css-v1-6-a.html</link>
			<pubDate>Wed, 08 May 2013 05:48:16 GMT</pubDate>
			<description><![CDATA[=========================================== 
[SOH] CSS v1.6 
=========================================== 
Features : 
 
Player WallHack 
Chams...]]></description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start -->===========================================<br />
[SOH] CSS v1.6<br />
===========================================<br />
Features :<br />
<br />
Player WallHack<br />
Chams<br />
Crosshair<br />
<br />
===========================================<br />
Hotkeys : <br />
<br />
F11 - Player WallHack 	On/Off<br />
F10 - Crosshair	 	On/Off<br />
<br />
===========================================<br />
Proof : May. 8, 2013.<br />
<br />
GARENA/VAC3<br />
<br />
===========================================<br />
<br />
How to use:<br />
<br />
- If Steam , run Steam .<br />
- Run the executable file (.exe) included.<br />
- Run CSS <br />
- Do &quot;NOT&quot; close the loader it will close after randomization.<br />
<br />
Works on default and custom skins and models.<br />
<br />
===========================================<br />
<br />
IMPORTANT !<br />
<br />
Requirements:<br />
<br />
- Update your video driver .<br />
<br />
Download from Microsoft:<br />
- Directx Web Update complete . ( Not the SDK .)/ No DX11 Support.<br />
- C++ 2005 Redistributable <br />
- C++ 2008 Redistributable <br />
- C++ 2010 Redistributable <br />
- .Net framework 3.5<br />
- .Net framework 4.0<br />
<br />
===========================================<br />
Tested on Vista / Windows 7 32/64 bit .<br />
===========================================<br />
<br />
Creator : (+)<br />
<br />
Credits:<br />
Defcon1 C4 Skin<br />
XION<br />
jimster480<br />
MyDooMJr [SOH]<br />
A.I. [SOH] / SirHackAlot [SOH]<br />
AIWNJOO [SOH]<br />
King-Orgy [aBnet]<br />
Shadow [UC]<br />
f0wh [Fkn]<br />
Shadow [UC]<br />
learn_more [UC]<br />
Roverturbo [UC]<br />
JoshRose [UC]<br />
Drunken Cheetah [UC]<br />
100Proof [UC]<br />
UC<br />
GD<br />
<acronym title="Aimbots.net">aB</acronym><br />
More<br />
...<br />
<br />
<img src="http://farm8.staticflickr.com/7451/8718808371_b4bf312c76_b.jpg" border="0" alt="" /><!-- google_ad_section_end --></div>


	<div style="padding:10px">

	

	

	

	
		<fieldset class="fieldset">
			<legend>Attached Files</legend>
			<ul>
			<li>
	<img class="inlineimg" src="http://aimbots.net/images/SeamusLight/attach/rar.gif" alt="File Type: rar" />
	<a href="http://aimbots.net/attachment.php?attachmentid=5634&amp;d=1367992087">SOH CSS v1.6.rar</a> 
(340.8 KB)
</li>
			</ul>
		</fieldset>
	

	</div>
]]></content:encoded>
			<category domain="http://aimbots.net/counterstrike-source-cheat-downloads/">Counterstrike Source Cheat Downloads</category>
			<dc:creator>(+)</dc:creator>
			<guid isPermaLink="true">http://aimbots.net/counterstrike-source-cheat-downloads/25945-soh-css-v1-6-a.html</guid>
		</item>
		<item>
			<title><![CDATA[[Release] ETH32 Ultra Lite]]></title>
			<link>http://aimbots.net/eth32/25944-release-eth32-ultra-lite.html</link>
			<pubDate>Mon, 06 May 2013 23:40:04 GMT</pubDate>
			<description>ETH32 Ultra Lite by AllisonMODs, formerly known as Marcus or Larz. This is just a lite version of ETH32 0.72 that still lacks proper clean-up. I just...</description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start -->ETH32 Ultra Lite by AllisonMODs, formerly known as Marcus or Larz. This is just a lite version of ETH32 0.72 that still lacks proper clean-up. I just threw a little something together to release here just to give folks something to play around with. Source code is included so all the coders/modders should enjoy toying around with it. Hope you guys enjoy, if not sorry I wasted your time :)<br />
<br />
Note: I modified the hackspam to say &quot;Enemy Territory Hack32&quot; because Mario will mute you for &quot;ETH32&quot;.<br />
<br />
Credits:<br />
All original ETH32 Coders<br />
ETH32nix<br />
Aimbots.net (The source code for ETH32 0.72)<br />
Soundmouse<br />
And anyone else who mods ETH32<br />
<br />
The attachment wouldn't upload so heres a download, if a moderator/admin would please attach this for me I'd appreciate it.<br />
<br />
<a href="http://www.filedropper.com/eth32ultralite" target="_blank">~&gt;ETH32 Ultra Lite Download&lt;~</a><!-- google_ad_section_end --></div>

]]></content:encoded>
			<category domain="http://aimbots.net/eth32/">ETH32</category>
			<dc:creator>Larz</dc:creator>
			<guid isPermaLink="true">http://aimbots.net/eth32/25944-release-eth32-ultra-lite.html</guid>
		</item>
		<item>
			<title><![CDATA[It's my birthday tomorrow May 6. :')]]></title>
			<link>http://aimbots.net/non-gaming-related/25943-its-my-birthday-tomorrow-may-6-a.html</link>
			<pubDate>Sun, 05 May 2013 10:08:59 GMT</pubDate>
			<description><![CDATA[It's my birthday tomorrow May 6. :') My profile does not show it. : >]]></description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start -->It's my birthday tomorrow May 6. :') My profile does not show it. : &gt;<!-- google_ad_section_end --></div>

]]></content:encoded>
			<category domain="http://aimbots.net/non-gaming-related/">Non-Gaming Related</category>
			<dc:creator>(+)</dc:creator>
			<guid isPermaLink="true">http://aimbots.net/non-gaming-related/25943-its-my-birthday-tomorrow-may-6-a.html</guid>
		</item>
		<item>
			<title>Perfected COD4 model rec V1</title>
			<link>http://aimbots.net/d3d/25942-perfected-cod4-model-rec-v1.html</link>
			<pubDate>Sat, 04 May 2013 19:10:39 GMT</pubDate>
			<description>Perfected COD4 model rec V1. 95-98% 
-No missing body parts 
-No blending with other objects 
 
Also added a wall hack with some blending  
and...</description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start -->Perfected COD4 model rec V1. 95-98%<br />
-No missing body parts<br />
-No blending with other objects<br />
<br />
Also added a wall <acronym title="cheat">hack</acronym> with some blending <br />
and transparency if you like.<br />
<br />
Credits:<br />
Uc assorted.<br />
<br />
Models.h<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">#define D3D_RELEASE(D3D_PTR) if( D3D_PTR ){ D3D_PTR-&gt;Release(); D3D_PTR = NULL; }<br />
<br />
#define Opforces ( Opfor_Assualt || Opfor_SpecOps || Opfor_Gunner || \<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Opfor_Demolition || Opfor_Sniper )<br />
<br />
#define MarineSas ( MarineSas1_Assault || MarineSas1_SpecOps || MarineSas1_Gunner || \<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; MarineSas1_Demolition || Marine_Sniper )<br />
<br />
#define Spetznas ( Spetznas_Assault || Spetznas_SpecOps || Spetznas_Gunner || \<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Spetznas_Demolition || Spetznas_Sniper || Spetznas_Sniper2 )<br />
<br />
#define Sas ( Sas_Assault || Sas_SpecOps || Sas_Gunner || Sas_Demo || \<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Sas_Sniper1 || Sas_Sniper2 )<br />
<br />
#define Opfor_Assualt \<br />
((NumVertices == 776&nbsp; &amp;&amp; PrimitiveCount == 1212 ) || \<br />
(NumVertices == 440&nbsp; &amp;&amp; PrimitiveCount == 616 ) || \<br />
(NumVertices == 1252&nbsp; &amp;&amp; PrimitiveCount == 1160 ) || \<br />
(NumVertices == 470&nbsp; &amp;&amp; PrimitiveCount == 352 ) || \<br />
(NumVertices == 202&nbsp; &amp;&amp; PrimitiveCount == 324 ) || \<br />
(NumVertices == 282&nbsp; &amp;&amp; PrimitiveCount == 376 ) || \<br />
(NumVertices == 125&nbsp; &amp;&amp; PrimitiveCount == 160 ) || \<br />
(NumVertices == 153&nbsp; &amp;&amp; PrimitiveCount == 190 ) || \<br />
(NumVertices == 3124 &amp;&amp; PrimitiveCount == 4132 ) || \<br />
(NumVertices == 1970&nbsp; &amp;&amp; PrimitiveCount == 2186 ) || \<br />
( NumVertices == 112 &amp;&amp; PrimitiveCount == 96 ) || \<br />
( NumVertices == 142 &amp;&amp; PrimitiveCount == 132 ) || \<br />
( NumVertices == 544 &amp;&amp; PrimitiveCount == 696 ) || \<br />
( NumVertices == 842 &amp;&amp; PrimitiveCount == 1276 ) || \<br />
( NumVertices == 780 &amp;&amp; PrimitiveCount == 780 ) || \<br />
( NumVertices == 151 &amp;&amp; PrimitiveCount == 118 ))<br />
<br />
#define Opfor_SpecOps \<br />
((NumVertices == 3531 &amp;&amp; PrimitiveCount == 4526 ) || \<br />
(NumVertices == 2188 &amp;&amp; PrimitiveCount == 2386 ) || \<br />
(NumVertices == 830 &amp;&amp; PrimitiveCount == 1206 ) || \<br />
(NumVertices == 491 &amp;&amp; PrimitiveCount == 700 ) || \<br />
(NumVertices == 90 &amp;&amp; PrimitiveCount == 140 ) || \<br />
(NumVertices == 103 &amp;&amp; PrimitiveCount == 130 ) || \<br />
(NumVertices == 1325 &amp;&amp; PrimitiveCount == 1194 ) || \<br />
(NumVertices == 499 &amp;&amp; PrimitiveCount == 352 ) || \<br />
( NumVertices == 422 &amp;&amp; PrimitiveCount == 584 ) || \<br />
( NumVertices == 760 &amp;&amp; PrimitiveCount == 1192 ) || \<br />
( NumVertices == 504 &amp;&amp; PrimitiveCount == 536 ) || \<br />
( NumVertices == 174 &amp;&amp; PrimitiveCount == 182 ))<br />
<br />
#define Opfor_Gunner \<br />
((NumVertices == 251 &amp;&amp; PrimitiveCount == 304 ) || \<br />
(NumVertices == 155 &amp;&amp; PrimitiveCount == 138 ) || \<br />
(NumVertices == 2715 &amp;&amp; PrimitiveCount == 3588 ) || \<br />
(NumVertices == 1620 &amp;&amp; PrimitiveCount == 1886 ) || \<br />
(NumVertices == 928 &amp;&amp; PrimitiveCount == 1392 ) || \<br />
(NumVertices == 602 &amp;&amp; PrimitiveCount == 800 ) || \<br />
(NumVertices == 90 &amp;&amp; PrimitiveCount == 140 ) || \<br />
(NumVertices == 943 &amp;&amp; PrimitiveCount == 908 ) || \<br />
(NumVertices == 441 &amp;&amp; PrimitiveCount == 308 ) || \<br />
( NumVertices == 767 &amp;&amp; PrimitiveCount == 1192 ) || \<br />
( NumVertices == 429 &amp;&amp; PrimitiveCount == 584 ) || \<br />
( NumVertices == 119 &amp;&amp; PrimitiveCount == 86 ) || \<br />
( NumVertices == 622 &amp;&amp; PrimitiveCount == 612 ))<br />
<br />
#define Opfor_Demolition \<br />
((NumVertices == 2816 &amp;&amp; PrimitiveCount == 3642 ) || \<br />
(NumVertices == 1773 &amp;&amp; PrimitiveCount == 2022 ) || \<br />
(NumVertices == 808 &amp;&amp; PrimitiveCount == 1220 ) || \<br />
(NumVertices == 540 &amp;&amp; PrimitiveCount == 812 ) || \<br />
(NumVertices == 280 &amp;&amp; PrimitiveCount == 376 ) || \<br />
(NumVertices == 152 &amp;&amp; PrimitiveCount == 190 ) || \<br />
(NumVertices == 793 &amp;&amp; PrimitiveCount == 796 ) || \<br />
(NumVertices == 486 &amp;&amp; PrimitiveCount == 412 ) || \<br />
(NumVertices == 237 &amp;&amp; PrimitiveCount == 216 ) || \<br />
(NumVertices == 95 &amp;&amp; PrimitiveCount == 58 ) || \<br />
(NumVertices == 90 &amp;&amp; PrimitiveCount == 140 ) || \<br />
(NumVertices == 1150 &amp;&amp; PrimitiveCount == 1086 ) || \<br />
(NumVertices == 435 &amp;&amp; PrimitiveCount == 320 ) || \<br />
( NumVertices == 648 &amp;&amp; PrimitiveCount == 744 ) || \<br />
( NumVertices == 95 &amp;&amp; PrimitiveCount == 94 ) || \<br />
( NumVertices == 760 &amp;&amp; PrimitiveCount == 1192 ) || \<br />
( NumVertices == 422 &amp;&amp; PrimitiveCount == 584 ))<br />
<br />
#define Opfor_Sniper \<br />
((NumVertices == 90 &amp;&amp; PrimitiveCount == 140 ) || \<br />
(NumVertices == 890&nbsp; &amp;&amp; PrimitiveCount == 1390 ) || \<br />
(NumVertices == 539&nbsp; &amp;&amp; PrimitiveCount == 760 ) || \<br />
(NumVertices == 52&nbsp; &amp;&amp; PrimitiveCount == 28 ) || \<br />
(NumVertices == 2818&nbsp; &amp;&amp; PrimitiveCount == 3672 ) || \<br />
(NumVertices == 1715&nbsp; &amp;&amp; PrimitiveCount == 1950 ) || \<br />
(NumVertices == 250&nbsp; &amp;&amp; PrimitiveCount == 304 ) || \<br />
(NumVertices == 281&nbsp; &amp;&amp; PrimitiveCount == 376 ) || \<br />
(NumVertices == 150&nbsp; &amp;&amp; PrimitiveCount == 142 ) || \<br />
(NumVertices == 153&nbsp; &amp;&amp; PrimitiveCount == 190 ) || \<br />
(NumVertices == 150&nbsp; &amp;&amp; PrimitiveCount == 142 ) || \<br />
(NumVertices == 1101&nbsp; &amp;&amp; PrimitiveCount == 1066 ) || \<br />
(NumVertices == 481&nbsp; &amp;&amp; PrimitiveCount == 350 ) || \<br />
( NumVertices == 602 &amp;&amp; PrimitiveCount == 692 ) || \<br />
( NumVertices == 135 &amp;&amp; PrimitiveCount == 116 ) || \<br />
( NumVertices == 760 &amp;&amp; PrimitiveCount == 1192 ) || \<br />
( NumVertices == 422 &amp;&amp; PrimitiveCount == 584 ))<br />
<br />
#define MarineSas1_Assault \<br />
((NumVertices == 356 &amp;&amp; PrimitiveCount == 262 ) || \<br />
(NumVertices == 686 &amp;&amp; PrimitiveCount == 952 ) || \<br />
(NumVertices == 301 &amp;&amp; PrimitiveCount == 192 ) || \<br />
(NumVertices == 568 &amp;&amp; PrimitiveCount == 698 ) || \<br />
(NumVertices == 110 &amp;&amp; PrimitiveCount == 122 ) || \<br />
(NumVertices == 66 &amp;&amp; PrimitiveCount == 64 ) || \<br />
(NumVertices == 1001 &amp;&amp; PrimitiveCount == 964 ) || \<br />
(NumVertices == 1092 &amp;&amp; PrimitiveCount == 1402 ) || \<br />
(NumVertices == 552 &amp;&amp; PrimitiveCount == 452 ) || \<br />
(NumVertices == 638 &amp;&amp; PrimitiveCount == 738 ) || \<br />
(NumVertices == 1144 &amp;&amp; PrimitiveCount == 814 ) || \<br />
(NumVertices == 2613 &amp;&amp; PrimitiveCount == 3248 ) || \<br />
(NumVertices == 713 &amp;&amp; PrimitiveCount == 496 ) || \<br />
(NumVertices == 1842 &amp;&amp; PrimitiveCount == 1978 ) || \<br />
(NumVertices == 90 &amp;&amp; PrimitiveCount == 140 ) || \<br />
(NumVertices == 34 &amp;&amp; PrimitiveCount == 30 ) || \<br />
(NumVertices == 25 &amp;&amp; PrimitiveCount == 22 ) || \<br />
(NumVertices == 385 &amp;&amp; PrimitiveCount == 196 ) || \<br />
(NumVertices == 1034 &amp;&amp; PrimitiveCount == 904 ) || \<br />
(NumVertices == 447 &amp;&amp; PrimitiveCount == 312 ) || \<br />
( NumVertices == 455 &amp;&amp; PrimitiveCount == 448 ) || \<br />
( NumVertices == 281 &amp;&amp; PrimitiveCount == 220 ) || \<br />
( NumVertices == 180 &amp;&amp; PrimitiveCount == 118 ) || \<br />
( NumVertices == 248 &amp;&amp; PrimitiveCount == 176 ) || \<br />
( NumVertices == 1021 &amp;&amp; PrimitiveCount == 922 ) || \<br />
( NumVertices == 114 &amp;&amp; PrimitiveCount == 162 ) || \<br />
( NumVertices == 151 &amp;&amp; PrimitiveCount == 130 ) || \<br />
( NumVertices == 28 &amp;&amp; PrimitiveCount == 28 ))<br />
<br />
#define MarineSas1_SpecOps \<br />
((NumVertices == 599 &amp;&amp; PrimitiveCount == 418 ) || \<br />
(NumVertices == 855 &amp;&amp; PrimitiveCount == 1100 ) || \<br />
(NumVertices == 296 &amp;&amp; PrimitiveCount == 188 ) || \<br />
(NumVertices == 834 &amp;&amp; PrimitiveCount == 770 ) || \<br />
(NumVertices == 233 &amp;&amp; PrimitiveCount == 330 ) || \<br />
(NumVertices == 976 &amp;&amp; PrimitiveCount == 1372 ) || \<br />
(NumVertices == 142 &amp;&amp; PrimitiveCount == 174 ) || \<br />
(NumVertices == 513 &amp;&amp; PrimitiveCount == 674 ) || \<br />
(NumVertices == 623 &amp;&amp; PrimitiveCount == 592 ) || \<br />
(NumVertices == 3790 &amp;&amp; PrimitiveCount == 4078 ) || \<br />
(NumVertices == 165 &amp;&amp; PrimitiveCount == 146 ) || \<br />
(NumVertices == 2784 &amp;&amp; PrimitiveCount == 2384 ) || \<br />
(NumVertices == 34 &amp;&amp; PrimitiveCount == 30 ) || \<br />
(NumVertices == 25 &amp;&amp; PrimitiveCount == 22 ) || \<br />
(NumVertices == 1572 &amp;&amp; PrimitiveCount == 1166 ) || \<br />
(NumVertices == 634 &amp;&amp; PrimitiveCount == 372 ) || \<br />
( NumVertices == 183 &amp;&amp; PrimitiveCount == 112 ) || \<br />
( NumVertices == 49 &amp;&amp; PrimitiveCount == 50 ) || \<br />
( NumVertices == 40 &amp;&amp; PrimitiveCount == 40 ) || \<br />
( NumVertices == 795 &amp;&amp; PrimitiveCount == 704 ) || \<br />
( NumVertices == 150 &amp;&amp; PrimitiveCount == 96 ))<br />
<br />
#define MarineSas1_Gunner \<br />
((NumVertices == 394 &amp;&amp; PrimitiveCount == 274 ) || \<br />
(NumVertices == 716 &amp;&amp; PrimitiveCount == 962 ) || \<br />
(NumVertices == 283 &amp;&amp; PrimitiveCount == 170 ) || \<br />
(NumVertices == 596 &amp;&amp; PrimitiveCount == 704 ) || \<br />
(NumVertices == 275 &amp;&amp; PrimitiveCount == 322 ) || \<br />
(NumVertices == 127 &amp;&amp; PrimitiveCount == 124 ) || \<br />
(NumVertices == 178 &amp;&amp; PrimitiveCount == 166 ) || \<br />
(NumVertices == 3597 &amp;&amp; PrimitiveCount == 4280 ) || \<br />
(NumVertices == 2301 &amp;&amp; PrimitiveCount == 2364 ) || \<br />
(NumVertices == 828 &amp;&amp; PrimitiveCount == 1300 ) || \<br />
(NumVertices == 493 &amp;&amp; PrimitiveCount == 688 ) || \<br />
(NumVertices == 1341 &amp;&amp; PrimitiveCount == 1132 ) || \<br />
(NumVertices == 580 &amp;&amp; PrimitiveCount == 380 ) || \<br />
( NumVertices == 802 &amp;&amp; PrimitiveCount == 800 ) || \<br />
( NumVertices == 193 &amp;&amp; PrimitiveCount == 140 ))<br />
<br />
#define MarineSas1_Demolition \<br />
((NumVertices == 367 &amp;&amp; PrimitiveCount == 298 ) || \<br />
(NumVertices == 686 &amp;&amp; PrimitiveCount == 952 ) || \<br />
(NumVertices == 308 &amp;&amp; PrimitiveCount == 212 ) || \<br />
(NumVertices == 568 &amp;&amp; PrimitiveCount == 698 ) || \<br />
(NumVertices == 306 &amp;&amp; PrimitiveCount == 274 ) || \<br />
(NumVertices == 4050 &amp;&amp; PrimitiveCount == 4486 ) || \<br />
(NumVertices == 2540 &amp;&amp; PrimitiveCount == 2444 ) || \<br />
(NumVertices == 689 &amp;&amp; PrimitiveCount == 1172 ) || \<br />
(NumVertices == 356 &amp;&amp; PrimitiveCount == 566 ) || \<br />
(NumVertices == 6 &amp;&amp; PrimitiveCount == 2 ) || \<br />
(NumVertices == 90 &amp;&amp; PrimitiveCount == 140 ) || \<br />
(NumVertices == 1488 &amp;&amp; PrimitiveCount == 1114 ) || \<br />
(NumVertices == 592 &amp;&amp; PrimitiveCount == 374 ) || \<br />
( NumVertices == 628 &amp;&amp; PrimitiveCount == 670 ) || \<br />
( NumVertices == 105 &amp;&amp; PrimitiveCount == 74 ))<br />
<br />
#define Marine_Sniper \<br />
((NumVertices == 213 &amp;&amp; PrimitiveCount == 282 ) || \<br />
(NumVertices == 874 &amp;&amp; PrimitiveCount == 1228 ) || \<br />
(NumVertices == 106 &amp;&amp; PrimitiveCount == 114 ) || \<br />
(NumVertices == 537 &amp;&amp; PrimitiveCount == 698 ) || \<br />
(NumVertices == 681 &amp;&amp; PrimitiveCount == 588 ) || \<br />
(NumVertices == 2516 &amp;&amp; PrimitiveCount == 2940 ) || \<br />
(NumVertices == 337 &amp;&amp; PrimitiveCount == 240 ) || \<br />
(NumVertices == 1726 &amp;&amp; PrimitiveCount == 1760 ) || \<br />
(NumVertices == 822 &amp;&amp; PrimitiveCount == 1084 ) || \<br />
(NumVertices == 562 &amp;&amp; PrimitiveCount == 632 ) || \<br />
(NumVertices == 90 &amp;&amp; PrimitiveCount == 140 ) || \<br />
(NumVertices == 1020 &amp;&amp; PrimitiveCount == 872 ) || \<br />
(NumVertices == 587 &amp;&amp; PrimitiveCount == 370 ) || \<br />
( NumVertices == 204 &amp;&amp; PrimitiveCount == 172 ) || \<br />
( NumVertices == 63 &amp;&amp; PrimitiveCount == 62 ) || \<br />
( NumVertices == 140 &amp;&amp; PrimitiveCount == 104 ) || \<br />
( NumVertices == 53 &amp;&amp; PrimitiveCount == 50 ) || \<br />
( NumVertices == 635 &amp;&amp; PrimitiveCount == 654 ) || \<br />
( NumVertices == 137 &amp;&amp; PrimitiveCount == 100 ))<br />
<br />
#define Sas_Assault \<br />
(( NumVertices == 154 &amp;&amp; PrimitiveCount == 140 ) || \<br />
( NumVertices == 3935 &amp;&amp; PrimitiveCount == 5226 ) || \<br />
( NumVertices == 2640 &amp;&amp; PrimitiveCount == 3070 ) || \<br />
( NumVertices == 960 &amp;&amp; PrimitiveCount == 1072 ) || \<br />
( NumVertices == 418 &amp;&amp; PrimitiveCount == 636 ) || \<br />
( NumVertices == 475 &amp;&amp; PrimitiveCount == 486 ) || \<br />
( NumVertices == 212 &amp;&amp; PrimitiveCount == 288 ) || \<br />
( NumVertices == 585 &amp;&amp; PrimitiveCount == 440 ) || \<br />
( NumVertices == 214 &amp;&amp; PrimitiveCount == 202 ) || \<br />
( NumVertices == 1373 &amp;&amp; PrimitiveCount == 1256 ) || \<br />
( NumVertices == 132 &amp;&amp; PrimitiveCount == 130 ) || \<br />
( NumVertices == 90 &amp;&amp; PrimitiveCount == 140 ) || \<br />
( NumVertices == 118 &amp;&amp; PrimitiveCount == 120 ))<br />
<br />
#define Sas_SpecOps \<br />
(( NumVertices == 131 &amp;&amp; PrimitiveCount == 122 ) || \<br />
( NumVertices == 3585 &amp;&amp; PrimitiveCount == 4858 ) || \<br />
( NumVertices == 2525 &amp;&amp; PrimitiveCount == 3022 ) || \<br />
( NumVertices == 591 &amp;&amp; PrimitiveCount == 740 ) || \<br />
( NumVertices == 418 &amp;&amp; PrimitiveCount == 672 ) || \<br />
( NumVertices == 255 &amp;&amp; PrimitiveCount == 282 ) || \<br />
( NumVertices == 153 &amp;&amp; PrimitiveCount == 182 ) || \<br />
( NumVertices == 90 &amp;&amp; PrimitiveCount == 140 ) || \<br />
( NumVertices == 14 &amp;&amp; PrimitiveCount == 12 ) || \<br />
( NumVertices == 182 &amp;&amp; PrimitiveCount == 186 ) || \<br />
( NumVertices == 695 &amp;&amp; PrimitiveCount == 478 ) || \<br />
( NumVertices == 132 &amp;&amp; PrimitiveCount == 130 ) || \<br />
( NumVertices == 118 &amp;&amp; PrimitiveCount == 120 ) || \<br />
( NumVertices == 1498 &amp;&amp; PrimitiveCount == 1304 ))<br />
<br />
#define Sas_Gunner \<br />
(( NumVertices == 136 &amp;&amp; PrimitiveCount == 124 ) || \<br />
( NumVertices == 3716 &amp;&amp; PrimitiveCount == 5064 ) || \<br />
( NumVertices == 2578 &amp;&amp; PrimitiveCount == 2994 ) || \<br />
( NumVertices == 260 &amp;&amp; PrimitiveCount == 250 ) || \<br />
( NumVertices == 491 &amp;&amp; PrimitiveCount == 756 ) || \<br />
( NumVertices == 182 &amp;&amp; PrimitiveCount == 154 ) || \<br />
( NumVertices == 234 &amp;&amp; PrimitiveCount == 328 ) || \<br />
( NumVertices == 24 &amp;&amp; PrimitiveCount == 22 ) || \<br />
( NumVertices == 24 &amp;&amp; PrimitiveCount == 22 ) || \<br />
( NumVertices == 166 &amp;&amp; PrimitiveCount == 128 ) || \<br />
( NumVertices == 568 &amp;&amp; PrimitiveCount == 470 ) || \<br />
( NumVertices == 1412 &amp;&amp; PrimitiveCount == 1330 ) || \<br />
( NumVertices == 132 &amp;&amp; PrimitiveCount == 130 ) || \<br />
( NumVertices == 118 &amp;&amp; PrimitiveCount == 120 ))<br />
<br />
#define Sas_Demo \<br />
(( NumVertices == 494 &amp;&amp; PrimitiveCount == 544 ) || \<br />
( NumVertices == 174 &amp;&amp; PrimitiveCount == 218 ) || \<br />
( NumVertices == 1000 &amp;&amp; PrimitiveCount == 1164 ) || \<br />
( NumVertices == 425 &amp;&amp; PrimitiveCount == 636 ) || \<br />
( NumVertices == 133 &amp;&amp; PrimitiveCount == 122 ) || \<br />
( NumVertices == 3562 &amp;&amp; PrimitiveCount == 4784 ) || \<br />
( NumVertices == 2509 &amp;&amp; PrimitiveCount == 2954 ) || \<br />
( NumVertices == 292 &amp;&amp; PrimitiveCount == 296 ) || \<br />
( NumVertices == 628 &amp;&amp; PrimitiveCount == 450 ) || \<br />
( NumVertices == 1402 &amp;&amp; PrimitiveCount == 1164 ) || \<br />
( NumVertices == 132 &amp;&amp; PrimitiveCount == 130 ) || \<br />
( NumVertices == 118 &amp;&amp; PrimitiveCount == 120 ))<br />
<br />
#define Sas_Sniper1 \<br />
((NumVertices == 438 &amp;&amp; PrimitiveCount == 376 ) || \<br />
(NumVertices == 2334 &amp;&amp; PrimitiveCount == 2826 ) || \<br />
(NumVertices == 177 &amp;&amp; PrimitiveCount == 120 ) || \<br />
(NumVertices == 1615 &amp;&amp; PrimitiveCount == 1706 ) || \<br />
(NumVertices == 822 &amp;&amp; PrimitiveCount == 1084 ) || \<br />
(NumVertices == 562 &amp;&amp; PrimitiveCount == 632 ) || \<br />
(NumVertices == 698 &amp;&amp; PrimitiveCount == 1200 ) || \<br />
(NumVertices == 357 &amp;&amp; PrimitiveCount == 566 ) || \<br />
(NumVertices == 49 &amp;&amp; PrimitiveCount == 50 ) || \<br />
(NumVertices == 470 &amp;&amp; PrimitiveCount == 506 ) || \<br />
(NumVertices == 71 &amp;&amp; PrimitiveCount == 50 ) || \<br />
(NumVertices == 1021 &amp;&amp; PrimitiveCount == 872 ) || \<br />
(NumVertices == 541 &amp;&amp; PrimitiveCount == 366 ) || \<br />
( NumVertices == 204 &amp;&amp; PrimitiveCount == 172 ) || \<br />
( NumVertices == 140 &amp;&amp; PrimitiveCount == 104 ))<br />
<br />
#define Sas_Sniper2 \<br />
(( NumVertices == 314 &amp;&amp; PrimitiveCount == 294 ) || \<br />
( NumVertices == 544 &amp;&amp; PrimitiveCount == 832 ) || \<br />
( NumVertices == 236 &amp;&amp; PrimitiveCount == 198 ) || \<br />
( NumVertices == 298 &amp;&amp; PrimitiveCount == 420 ) || \<br />
( NumVertices == 2460 &amp;&amp; PrimitiveCount == 2882 ) || \<br />
( NumVertices == 3667 &amp;&amp; PrimitiveCount == 4952 ) || \<br />
( NumVertices == 194 &amp;&amp; PrimitiveCount == 142 ) || \<br />
( NumVertices == 552 &amp;&amp; PrimitiveCount == 452 ) || \<br />
( NumVertices == 1479 &amp;&amp; PrimitiveCount == 1402 ) || \<br />
( NumVertices == 118 &amp;&amp; PrimitiveCount == 120 ) || \<br />
( NumVertices == 136 &amp;&amp; PrimitiveCount == 124 ))<br />
<br />
#define Spetznas_Assault \<br />
((NumVertices == 4358 &amp;&amp; PrimitiveCount == 4864 ) || \<br />
(NumVertices == 3278 &amp;&amp; PrimitiveCount == 3188 ) || \<br />
(NumVertices == 892 &amp;&amp; PrimitiveCount == 1108 ) || \<br />
(NumVertices == 584 &amp;&amp; PrimitiveCount == 568 ) || \<br />
(NumVertices == 783 &amp;&amp; PrimitiveCount == 1168 ) || \<br />
(NumVertices == 503 &amp;&amp; PrimitiveCount == 704 ) || \<br />
(NumVertices == 90 &amp;&amp; PrimitiveCount == 140 ) || \<br />
(NumVertices == 103 &amp;&amp; PrimitiveCount == 130 ) || \<br />
(NumVertices == 1633 &amp;&amp; PrimitiveCount == 1332 ) || \<br />
(NumVertices == 840 &amp;&amp; PrimitiveCount == 618 ) || \<br />
( NumVertices == 625 &amp;&amp; PrimitiveCount == 612 ) || \<br />
( NumVertices == 288 &amp;&amp; PrimitiveCount == 260 ))<br />
<br />
#define Spetznas_SpecOps \<br />
((NumVertices == 424 &amp;&amp; PrimitiveCount == 346 ) || \<br />
(NumVertices == 4242 &amp;&amp; PrimitiveCount == 5028 ) || \<br />
(NumVertices == 323 &amp;&amp; PrimitiveCount == 260 ) || \<br />
(NumVertices == 2391 &amp;&amp; PrimitiveCount == 2488 ) || \<br />
(NumVertices == 793 &amp;&amp; PrimitiveCount == 834 ) || \<br />
(NumVertices == 409 &amp;&amp; PrimitiveCount == 588 ) || \<br />
(NumVertices == 592 &amp;&amp; PrimitiveCount == 532 ) || \<br />
(NumVertices == 274 &amp;&amp; PrimitiveCount == 350 ) || \<br />
(NumVertices == 796 &amp;&amp; PrimitiveCount == 1036 ) || \<br />
(NumVertices == 607 &amp;&amp; PrimitiveCount == 512 ) || \<br />
(NumVertices == 90 &amp;&amp; PrimitiveCount == 140 ) || \<br />
(NumVertices == 26 &amp;&amp; PrimitiveCount == 24 ) || \<br />
(NumVertices == 26 &amp;&amp; PrimitiveCount == 24 ) || \<br />
(NumVertices == 425 &amp;&amp; PrimitiveCount == 316 ) || \<br />
(NumVertices == 1689 &amp;&amp; PrimitiveCount == 1422 ) || \<br />
(NumVertices == 384 &amp;&amp; PrimitiveCount == 250 ) || \<br />
(NumVertices == 969 &amp;&amp; PrimitiveCount == 708 ) || \<br />
( NumVertices == 625 &amp;&amp; PrimitiveCount == 612 ) || \<br />
( NumVertices == 288 &amp;&amp; PrimitiveCount == 260 ) || \<br />
( NumVertices == 553 &amp;&amp; PrimitiveCount == 544 ) || \<br />
( NumVertices == 163 &amp;&amp; PrimitiveCount == 116 ))<br />
<br />
#define Spetznas_Gunner \<br />
((NumVertices == 4270 &amp;&amp; PrimitiveCount == 4804 ) || \<br />
(NumVertices == 2755&nbsp; &amp;&amp; PrimitiveCount == 2494 ) || \<br />
(NumVertices == 231&nbsp; &amp;&amp; PrimitiveCount == 244 ) || \<br />
(NumVertices == 125&nbsp; &amp;&amp; PrimitiveCount == 142 ) || \<br />
(NumVertices == 880&nbsp; &amp;&amp; PrimitiveCount == 1108 ) || \<br />
(NumVertices == 584&nbsp; &amp;&amp; PrimitiveCount == 568 ) || \<br />
(NumVertices == 745&nbsp; &amp;&amp; PrimitiveCount == 1216 ) || \<br />
(NumVertices == 540&nbsp; &amp;&amp; PrimitiveCount == 812 ) || \<br />
(NumVertices == 98&nbsp; &amp;&amp; PrimitiveCount == 144 ) || \<br />
(NumVertices == 1317&nbsp; &amp;&amp; PrimitiveCount == 1054 ) || \<br />
(NumVertices == 809&nbsp; &amp;&amp; PrimitiveCount == 590 ) || \<br />
( NumVertices == 553 &amp;&amp; PrimitiveCount == 544 ) || \<br />
( NumVertices == 163 &amp;&amp; PrimitiveCount == 116 ) || \<br />
( NumVertices == 773 &amp;&amp; PrimitiveCount == 828 ) || \<br />
( NumVertices == 286 &amp;&amp; PrimitiveCount == 300 ))<br />
<br />
#define Spetznas_Demolition \<br />
((NumVertices == 267&nbsp; &amp;&amp; PrimitiveCount == 186 ) || \<br />
(NumVertices == 3891&nbsp; &amp;&amp; PrimitiveCount == 4598 ) || \<br />
(NumVertices == 263&nbsp; &amp;&amp; PrimitiveCount == 178 ) || \<br />
(NumVertices == 2510&nbsp; &amp;&amp; PrimitiveCount == 2470 ) || \<br />
(NumVertices == 793 &amp;&amp; PrimitiveCount == 834 ) || \<br />
(NumVertices == 409 &amp;&amp; PrimitiveCount == 588 ) || \<br />
(NumVertices == 592 &amp;&amp; PrimitiveCount == 532 ) || \<br />
(NumVertices == 274 &amp;&amp; PrimitiveCount == 350 ) || \<br />
(NumVertices == 529&nbsp; &amp;&amp; PrimitiveCount == 540 ) || \<br />
(NumVertices == 353&nbsp; &amp;&amp; PrimitiveCount == 346 ) || \<br />
(NumVertices == 796 &amp;&amp; PrimitiveCount == 1036 ) || \<br />
(NumVertices == 607 &amp;&amp; PrimitiveCount == 512 ) || \<br />
(NumVertices == 26 &amp;&amp; PrimitiveCount == 24 ) || \<br />
(NumVertices == 26 &amp;&amp; PrimitiveCount == 24 ) || \<br />
(NumVertices == 14 &amp;&amp; PrimitiveCount == 12 ) || \<br />
(NumVertices == 90 &amp;&amp; PrimitiveCount == 140 ) || \<br />
(NumVertices == 171&nbsp; &amp;&amp; PrimitiveCount == 114 ) || \<br />
(NumVertices == 1398&nbsp; &amp;&amp; PrimitiveCount == 1176 ) || \<br />
(NumVertices == 384 &amp;&amp; PrimitiveCount == 250 ) || \<br />
(NumVertices == 994&nbsp; &amp;&amp; PrimitiveCount == 714 ) || \<br />
( NumVertices == 625 &amp;&amp; PrimitiveCount == 612 ) || \<br />
( NumVertices == 288 &amp;&amp; PrimitiveCount == 260 ) || \<br />
( NumVertices == 425 &amp;&amp; PrimitiveCount == 316 ) || \<br />
( NumVertices == 163 &amp;&amp; PrimitiveCount == 116 ) || \<br />
( NumVertices == 553 &amp;&amp; PrimitiveCount == 544 ))<br />
<br />
#define Spetznas_Sniper \<br />
((NumVertices == 212&nbsp; &amp;&amp; PrimitiveCount == 146 ) || \<br />
(NumVertices == 3254&nbsp; &amp;&amp; PrimitiveCount == 4122 ) || \<br />
(NumVertices == 166&nbsp; &amp;&amp; PrimitiveCount == 128 ) || \<br />
(NumVertices == 1730&nbsp; &amp;&amp; PrimitiveCount == 1938 ) || \<br />
(NumVertices == 796&nbsp; &amp;&amp; PrimitiveCount == 1036 ) || \<br />
(NumVertices == 607&nbsp; &amp;&amp; PrimitiveCount == 512 ) || \<br />
(NumVertices == 498&nbsp; &amp;&amp; PrimitiveCount == 840 ) || \<br />
(NumVertices == 327&nbsp; &amp;&amp; PrimitiveCount == 500 ) || \<br />
(NumVertices == 102&nbsp; &amp;&amp; PrimitiveCount == 144 ) || \<br />
(NumVertices == 1111&nbsp; &amp;&amp; PrimitiveCount == 986 ) || \<br />
(NumVertices == 724&nbsp; &amp;&amp; PrimitiveCount == 562 ) || \<br />
( NumVertices == 545 &amp;&amp; PrimitiveCount == 560 ) || \<br />
( NumVertices == 189 &amp;&amp; PrimitiveCount == 172 ))<br />
<br />
#define Spetznas_Sniper2 \<br />
(( NumVertices == 388 &amp;&amp; PrimitiveCount == 322 ) || \<br />
( NumVertices == 3326 &amp;&amp; PrimitiveCount == 4336 ) || \<br />
( NumVertices == 182 &amp;&amp; PrimitiveCount == 154 ) || \<br />
( NumVertices == 2140 &amp;&amp; PrimitiveCount == 2310 ) || \<br />
( NumVertices == 146 &amp;&amp; PrimitiveCount == 214 ) || \<br />
( NumVertices == 690 &amp;&amp; PrimitiveCount == 1074 ) || \<br />
( NumVertices == 91 &amp;&amp; PrimitiveCount == 114 ) || \<br />
( NumVertices == 446 &amp;&amp; PrimitiveCount == 632 ) || \<br />
( NumVertices == 146 &amp;&amp; PrimitiveCount == 116 ) || \<br />
( NumVertices == 1315 &amp;&amp; PrimitiveCount == 1170 ) || \<br />
( NumVertices == 726 &amp;&amp; PrimitiveCount == 556 ) || \<br />
( NumVertices == 651 &amp;&amp; PrimitiveCount == 702 ) || \<br />
( NumVertices == 201 &amp;&amp; PrimitiveCount == 170 ) || \<br />
( NumVertices == 796 &amp;&amp; PrimitiveCount == 1036 ) || \<br />
( NumVertices == 607 &amp;&amp; PrimitiveCount == 512 ))<br />
<br />
#define Sniper_Camouflage \<br />
(( NumVertices == 2578 &amp;&amp; PrimitiveCount == 2192 ) || \<br />
( NumVertices == 398 &amp;&amp; PrimitiveCount == 410 ) || \<br />
( NumVertices == 2388 &amp;&amp; PrimitiveCount == 2040 ) || \<br />
( NumVertices == 222 &amp;&amp; PrimitiveCount == 298 ) || \<br />
( NumVertices == 1186 &amp;&amp; PrimitiveCount == 1184 ) || \<br />
( NumVertices == 71 &amp;&amp; PrimitiveCount == 66 ) || \<br />
( NumVertices == 339 &amp;&amp; PrimitiveCount == 248 ) || \<br />
( NumVertices == 482 &amp;&amp; PrimitiveCount == 476 ) || \<br />
( NumVertices == 428 &amp;&amp; PrimitiveCount == 446 ) || \<br />
( NumVertices == 2328 &amp;&amp; PrimitiveCount == 1992 ) || \<br />
( NumVertices == 132 &amp;&amp; PrimitiveCount == 158 ) || \<br />
( NumVertices == 153 &amp;&amp; PrimitiveCount == 194 ) || \<br />
( NumVertices == 349 &amp;&amp; PrimitiveCount == 254 ))<br />
<br />
#define Cobra_Helicopter \<br />
((NumVertices == 2335 &amp;&amp; PrimitiveCount == 2166 ) || \<br />
(NumVertices == 275 &amp;&amp; PrimitiveCount == 182 ) || \<br />
(NumVertices == 323 &amp;&amp; PrimitiveCount == 306 ) || \<br />
(NumVertices == 961 &amp;&amp; PrimitiveCount == 656 ) || \<br />
(NumVertices == 278 &amp;&amp; PrimitiveCount == 184 ))<br />
<br />
#define Mi28_Helicopter \<br />
((NumVertices == 902 &amp;&amp; PrimitiveCount == 664 ) || \<br />
(NumVertices == 219 &amp;&amp; PrimitiveCount == 118 ) || \<br />
(NumVertices == 1724 &amp;&amp; PrimitiveCount == 1466 ) || \<br />
(NumVertices == 3437 &amp;&amp; PrimitiveCount == 2646 ) || \<br />
(NumVertices == 32 &amp;&amp; PrimitiveCount == 18 ))</code><hr />
</div><div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">#include &lt;windows.h&gt;<br />
#include &lt;d3d9.h&gt;<br />
#include &lt;d3dx9.h&gt;<br />
#include &quot;Models.h&quot;<br />
<br />
#pragma comment( lib, &quot;d3d9.lib&quot; )<br />
#pragma comment( lib, &quot;d3dx9.lib&quot; )<br />
<br />
//-------------------------------------------------------------------<br />
<br />
HRESULT ( WINAPI* oReset )<br />
&nbsp;  ( LPDIRECT3DDEVICE9, D3DPRESENT_PARAMETERS* );<br />
<br />
HRESULT ( WINAPI* oEndScene ) <br />
&nbsp;  ( LPDIRECT3DDEVICE9 );<br />
<br />
HRESULT ( WINAPI* oDrawIdP )<br />
&nbsp;  ( LPDIRECT3DDEVICE9, D3DPRIMITIVETYPE, <br />
&nbsp; &nbsp; &nbsp; INT, UINT, UINT, UINT, UINT );<br />
<br />
VOID WINAPI GenerateTexture( LPDIRECT3DDEVICE9 pDevice, <br />
&nbsp; &nbsp; &nbsp; &nbsp; IDirect3DTexture9 **ppD3Dtex, DWORD colour32 );<br />
<br />
LPDIRECT3DTEXTURE9 Green&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = NULL;<br />
LPDIRECT3DTEXTURE9 Blue&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = NULL;<br />
LPDIRECT3DTEXTURE9 Red&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = NULL;<br />
LPDIRECT3DTEXTURE9 Orange&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = NULL;<br />
LPDIRECT3DTEXTURE9 Yellow&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = NULL;<br />
LPDIRECT3DTEXTURE9 Pink&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = NULL;<br />
D3DPRESENT_PARAMETERS PrP&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = {NULL};<br />
D3DVIEWPORT9 Vpt&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = {NULL}; <br />
LPDIRECT3DDEVICE9 pDev&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = NULL;<br />
LPDIRECT3DTEXTURE9 pTx&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = NULL;<br />
DWORD dCrDev&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = NULL;<br />
LPDIRECT3D9 pDx&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = NULL;<br />
LPD3DXFONT pFont&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = NULL;<br />
PDWORD VTab&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = NULL;<br />
DWORD Old&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = NULL;<br />
BOOL Textures&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = FALSE;<br />
<br />
//-------------------------------------------------------------------<br />
<br />
__declspec( naked )<br />
VOID WINAPI CREATEDEVICE( VOID )<br />
{<br />
&nbsp;  __asm<br />
&nbsp;  {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {PUSH EBP}{MOV EBP,ESP}<br />
&nbsp; &nbsp; &nbsp; {PUSH [EBP+0x20]}{PUSH [EBP+0x1C]}<br />
&nbsp; &nbsp; &nbsp; {PUSH [EBP+0x18]}{PUSH [EBP+0x14]}<br />
&nbsp; &nbsp; &nbsp; {PUSH [EBP+0x10]}{PUSH [EBP+0xC]}<br />
&nbsp; &nbsp; &nbsp; {PUSH [EBP+0x8]}{CALL [dCrDev]}<br />
&nbsp; &nbsp; &nbsp; {MOV EDX,[EBP+0x20]}{MOV EDX,[EDX]}<br />
&nbsp; &nbsp; &nbsp; {MOV [pDev],EDX}{POP EBP}{RETN 0x1C}<br />
&nbsp;  }<br />
}<br />
<br />
//-------------------------------------------------------------------<br />
<br />
HRESULT WINAPI nDrawIdP<br />
&nbsp;  ( LPDIRECT3DDEVICE9 pDev, D3DPRIMITIVETYPE Type, <br />
&nbsp; &nbsp; &nbsp; INT Base, UINT Min, UINT NumVertices, UINT Start, UINT PrimitiveCount )<br />
{<br />
&nbsp;  LPDIRECT3DVERTEXBUFFER9 Stream_Data;<br />
&nbsp;  UINT Offset = 0;<br />
&nbsp;  UINT Stride = 0;<br />
<br />
&nbsp;  if(pDev-&gt;GetStreamSource<br />
&nbsp; &nbsp; &nbsp; ( 0, &amp;Stream_Data, &amp;Offset, &amp;Stride )==S_OK)<br />
&nbsp; &nbsp; &nbsp; &nbsp;  Stream_Data-&gt;Release();<br />
<br />
&nbsp;  if( Stride != 32 &amp;&amp; !Textures )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  goto EXIT;<br />
<br />
&nbsp; &nbsp; UINT uiTeam1&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; UINT uiTeam2&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; UINT uiTeam3&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; UINT uiTeam4&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; UINT uiSniper&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; UINT uiCopter1&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; UINT uiCopter2&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = 0;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; if( Opforces )&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; uiTeam1&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; if( MarineSas )&nbsp; &nbsp; &nbsp; &nbsp; uiTeam2&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; if( Spetznas )&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; uiTeam3&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; if( Sas )&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; uiTeam4&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = 1;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; if( Mi28_Helicopter )&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; uiCopter1&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; if( Cobra_Helicopter )&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; uiCopter2&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; if( Sniper_Camouflage )&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; uiSniper&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = 1;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; if( ( uiTeam1 || uiTeam2 || uiTeam3 || uiTeam4 || uiSniper || uiCopter1 || uiCopter2 ) )<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; LPDIRECT3DBASETEXTURE9 oTexture&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = NULL;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; DWORD oAlpha&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = NULL;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; DWORD oSrcBlnd&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = NULL;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; DWORD oDstBlnd&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = NULL;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pDev-&gt;GetRenderState( D3DRS_ALPHABLENDENABLE,&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &amp;oAlpha );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pDev-&gt;GetRenderState( D3DRS_SRCBLEND,&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &amp;oSrcBlnd );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pDev-&gt;GetRenderState( D3DRS_DESTBLEND,&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &amp;oDstBlnd );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pDev-&gt;GetTexture( 0, &amp;oTexture );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ////////////////////////////////////////////////////////////////////<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if( uiTeam1 || uiTeam4 )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pDev-&gt;SetTexture( 0, Orange );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; else if( uiTeam2 || uiTeam3 )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pDev-&gt;SetTexture( 0, Blue );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; else if( uiSniper )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pDev-&gt;SetTexture( 0, Yellow );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; else if( uiCopter1 )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pDev-&gt;SetTexture( 0, Orange );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; else if( uiCopter2 )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pDev-&gt;SetTexture( 0, Blue );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; oDrawIdP( pDev, Type, Base, Min, NumVertices, Start, PrimitiveCount );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ////////////////////////////////////////////////////////////////////<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pDev-&gt;SetRenderState( D3DRS_ALPHABLENDENABLE,&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; TRUE );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pDev-&gt;SetRenderState( D3DRS_SRCBLEND,&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; D3DBLEND_SRCCOLOR );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pDev-&gt;SetRenderState( D3DRS_DESTBLEND,&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; D3DBLEND_INVSRCCOLOR );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pDev-&gt;SetTexture( 0,&nbsp; &nbsp; &nbsp; &nbsp;  oTexture );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; oDrawIdP( pDev, Type, Base, Min, NumVertices, Start, PrimitiveCount );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ////////////////////////////////////////////////////////////////////<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if( uiTeam1 || uiTeam4 )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pDev-&gt;SetTexture( 0, Red );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; else if( uiTeam2 || uiTeam3 )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pDev-&gt;SetTexture( 0, Green );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; else if( uiSniper )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pDev-&gt;SetTexture( 0, Pink );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; else if( uiCopter1 )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pDev-&gt;SetTexture( 0, Red );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; else if( uiCopter2 )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pDev-&gt;SetTexture( 0, Green );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pDev-&gt;SetRenderState( D3DRS_ZENABLE, FALSE );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; oDrawIdP( pDev, Type, Base, Min, NumVertices, Start, PrimitiveCount );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ////////////////////////////////////////////////////////////////////<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pDev-&gt;SetTexture( 0, oTexture );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pDev-&gt;SetRenderState( D3DRS_ZENABLE, FALSE );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; oDrawIdP( pDev, Type, Base, Min, NumVertices, Start, PrimitiveCount );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ////////////////////////////////////////////////////////////////////<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pDev-&gt;SetRenderState( D3DRS_ALPHABLENDENABLE,&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; oAlpha );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pDev-&gt;SetRenderState( D3DRS_SRCBLEND,&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; oSrcBlnd );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pDev-&gt;SetRenderState( D3DRS_DESTBLEND,&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; oDstBlnd );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pDev-&gt;SetRenderState( D3DRS_ZENABLE, TRUE );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; D3D_RELEASE( ( oTexture ) )<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return S_OK;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
<br />
EXIT:<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; return oDrawIdP( pDev, Type, <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Base, Min, NumVertices, Start, PrimitiveCount );<br />
}<br />
<br />
//-------------------------------------------------------------------<br />
<br />
HRESULT WINAPI nEndScene<br />
&nbsp;  ( LPDIRECT3DDEVICE9 pDev )<br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; if( !Textures )<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; GenerateTexture( pDev, &amp;Green, 0xFF00FF00 );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; GenerateTexture( pDev, &amp;Blue, 0xFF0000FF );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; GenerateTexture( pDev, &amp;Red, 0xFFFF0000 );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; GenerateTexture( pDev, &amp;Yellow, 0xFFFFFF00 );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; GenerateTexture( pDev, &amp;Orange, 0xFFFF8000 );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; GenerateTexture( pDev, &amp;Pink, 0xFFFF00FF );<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; return oEndScene( pDev );<br />
}<br />
<br />
//-------------------------------------------------------------------<br />
<br />
HRESULT WINAPI nReset<br />
&nbsp;  ( LPDIRECT3DDEVICE9 pDev, <br />
&nbsp; &nbsp; &nbsp; D3DPRESENT_PARAMETERS* PresP )<br />
{<br />
&nbsp;  return oReset( pDev, PresP );<br />
}<br />
<br />
//-------------------------------------------------------------------<br />
<br />
VOID WINAPI THREAD( )<br />
{<br />
&nbsp;  while( pDev == NULL ) <br />
&nbsp; &nbsp; &nbsp; Sleep( 100 );<br />
<br />
&nbsp;  VTab[16] = dCrDev;<br />
&nbsp;  VirtualProtect( (PVOID)&amp;VTab[16], 4, Old, &amp;Old );<br />
<br />
&nbsp;  VTab&nbsp; = (PDWORD)*(PDWORD)pDev;<br />
<br />
&nbsp;  *(PDWORD)&amp;oEndScene&nbsp; &nbsp; &nbsp; = VTab[42];<br />
&nbsp;  *(PDWORD)&amp;oReset&nbsp; &nbsp; &nbsp; &nbsp;  = VTab[16];<br />
&nbsp;  *(PDWORD)&amp;oDrawIdP&nbsp; &nbsp; &nbsp; = VTab[82];<br />
<br />
&nbsp;  while( 1 )<br />
&nbsp;  {<br />
&nbsp; &nbsp; &nbsp; VTab[42] = (DWORD)nEndScene;<br />
&nbsp; &nbsp; &nbsp; VTab[16] = (DWORD)nReset;<br />
&nbsp; &nbsp; &nbsp; VTab[82] = (DWORD)nDrawIdP;<br />
&nbsp; &nbsp; &nbsp; Sleep( 100 );<br />
&nbsp;  }<br />
}<br />
<br />
//-------------------------------------------------------------------<br />
<br />
BOOL WINAPI DllMain( HMODULE hModule, <br />
&nbsp;  DWORD dwReason, LPVOID lpReserved )<br />
{<br />
&nbsp;  if( dwReason == DLL_PROCESS_ATTACH )<br />
&nbsp;  {<br />
&nbsp; &nbsp; &nbsp; DisableThreadLibraryCalls( hModule );<br />
<br />
&nbsp; &nbsp; &nbsp; pDx = Direct3DCreate9<br />
&nbsp; &nbsp; &nbsp; &nbsp;  ( D3D_SDK_VERSION );<br />
<br />
&nbsp; &nbsp; &nbsp; if( pDx != NULL )<br />
&nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp;  VTab&nbsp; = *(DWORD**)pDx;<br />
&nbsp; &nbsp; &nbsp; &nbsp;  pDx-&gt;Release( );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp;  dCrDev = (DWORD)VTab[16];<br />
&nbsp; &nbsp; &nbsp; &nbsp;  VirtualProtect( (PVOID)&amp;VTab[16], 4, 0x40, &amp;Old );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp;  VTab[16] = (DWORD)CREATEDEVICE;<br />
&nbsp; &nbsp; &nbsp; &nbsp;  CreateThread( NULL, NULL, (LPTHREAD_START_ROUTINE)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; THREAD, NULL, NULL, NULL );<br />
&nbsp; &nbsp; &nbsp; }<br />
&nbsp;  }<br />
<br />
&nbsp;  return TRUE;<br />
}<br />
<br />
//-------------------------------------------------------------------<br />
<br />
VOID WINAPI GenerateTexture( LPDIRECT3DDEVICE9 pDevice, <br />
&nbsp; &nbsp; &nbsp; &nbsp; IDirect3DTexture9 **ppD3Dtex, DWORD colour32 )<br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; if( pDevice-&gt;CreateTexture( 1, 1, 1, 0, D3DFMT_A8R8G8B8, <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; D3DPOOL_MANAGED, ppD3Dtex, NULL ) == S_OK )<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; D3DLOCKED_RECT d3dlr; <br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if( (*ppD3Dtex)-&gt;LockRect( 0, &amp;d3dlr, 0, <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; D3DLOCK_DONOTWAIT | D3DLOCK_NOSYSLOCK ) == S_OK )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; *(PDWORD)d3dlr.pBits = colour32;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; (*ppD3Dtex)-&gt;UnlockRect( 0 );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
}<br />
<br />
//-------------------------------------------------------------------</code><hr />
</div><img src="http://farm9.staticflickr.com/8548/8708388572_81e451c3a2_b.jpg" border="0" alt="" /><br />
<img src="http://farm9.staticflickr.com/8255/8708388970_c7fd7f5dcb_b.jpg" border="0" alt="" /><br />
<img src="http://farm9.staticflickr.com/8255/8708388714_e11c3786b5_b.jpg" border="0" alt="" /><br />
<img src="http://farm9.staticflickr.com/8419/8707267055_a784fd0bc3_b.jpg" border="0" alt="" /><!-- google_ad_section_end --></div>

]]></content:encoded>
			<category domain="http://aimbots.net/d3d/">D3D</category>
			<dc:creator>(+)</dc:creator>
			<guid isPermaLink="true">http://aimbots.net/d3d/25942-perfected-cod4-model-rec-v1.html</guid>
		</item>
		<item>
			<title>Is there any hack for war thunder or mount and blade warband??</title>
			<link>http://aimbots.net/browser-games/25941-there-any-cheat-war-thunder-mount-blade-warband.html</link>
			<pubDate>Sat, 04 May 2013 19:03:42 GMT</pubDate>
			<description>If there is a hack for war thunder or mount and blade warband, maybe to the mod CRPG please let me know :-)</description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start -->If there is a <acronym title="cheat">hack</acronym> for war thunder or mount and blade warband, maybe to the mod CRPG please let me know :-)<!-- google_ad_section_end --></div>

]]></content:encoded>
			<category domain="http://aimbots.net/browser-games/">Browser Games</category>
			<dc:creator>shanthez</dc:creator>
			<guid isPermaLink="true">http://aimbots.net/browser-games/25941-there-any-cheat-war-thunder-mount-blade-warband.html</guid>
		</item>
		<item>
			<title>Any Bot Build On ETH32 Aint Work</title>
			<link>http://aimbots.net/eth32/25939-any-aimbot-build-eth32-aint-work.html</link>
			<pubDate>Sat, 04 May 2013 10:58:20 GMT</pubDate>
			<description><![CDATA[Hey Guys i need help 
I've got allmost every bot on my pc and any one of them build on eth32 aint work  
 
i put the pthreadVCE2.dll in...]]></description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start -->Hey Guys i need help<br />
I've got allmost every <acronym title="aimbot">bot</acronym> on my pc and any one of them build on eth32 aint work <br />
<br />
i put the pthreadVCE2.dll in c\WINDOWS\System and in c\WINDOWS\System32 (cuz my pc is Windows xp 32bit) <br />
unziped the eth32 in diffrent dirrectory than ET and than run eth32.exe and point it to ET <br />
<br />
But Nothing Happens no background in the start menu and no action when pressed f9 <br />
<br />
i reinstalled ET and The Bots Hundred Times Still - Nothing <br />
<br />
Besides all i've tried to install NEW vcredist_x86 file in my WINDOWS - still nothing <br />
<br />
i had this problem years ago before i quit play now when i back and reinstalled ET to be as less messy it aint work again <br />
<br />
i need your help plz what to do ?<!-- google_ad_section_end --></div>

]]></content:encoded>
			<category domain="http://aimbots.net/eth32/">ETH32</category>
			<dc:creator>III</dc:creator>
			<guid isPermaLink="true">http://aimbots.net/eth32/25939-any-aimbot-build-eth32-aint-work.html</guid>
		</item>
		<item>
			<title>BOII ZomBie +20 v1.2.5 Trainer For v24</title>
			<link>http://aimbots.net/call-duty-9-black-ops-2-cheat-downloads/25938-boii-zombie-20-v1-2-5-trainer-v24.html</link>
			<pubDate>Sat, 04 May 2013 09:46:33 GMT</pubDate>
			<description><![CDATA[1) Give U Self a Weapon that u Choose [Now With All Upgrades] 
2) Toggle GoD Mode [Fixed is now Real Godmode u can only die from ure nades but NOT...]]></description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start -->1) Give U Self a Weapon that u Choose [Now With All Upgrades]<br />
2) Toggle GoD Mode [Fixed is now Real Godmode u can only die from ure nades but NOT from zoises (testet on wave 190)]<br />
3) Toggle Unlimited Ammo [Primary/Secondary/Akimbo]<br />
4) Toggle Unlimited Nades<br />
5) Toggle No Reload [Primary/Secondary/Akimbo]<br />
6) Set Money<br />
7) Change Tactical Nades [EMP/Cymbal Monkey Switch]<br />
8) Change Lethal Nades [Frag/Semtex Switch]<br />
9) Change Knife [Riot Shield/Bowie Knife/Galvaknuckles/Balistic Knife Switch]<br />
10) Give u INSTAND Special Tools:<br />
[TranZit] JetGun,Electric Trap,Turret,Turbine,ZomBie Shield<br />
[Die Rise] Tramper Steam<br />
11) Pause Game<br />
12) Stop ZomBie Spawn/Freeze ZomBies<br />
13) Change Reload Speed*<br />
14) Change Fire Rate**<br />
15) Cahnge Game Speed<br />
16) Change Game Gravity<br />
17) Change KnockBack<br />
18) Change BleedOut Time<br />
19) Change meeleRange / meleeWidth / meleeHeight<br />
20) Give Legit Health***<br />
<br />
Credits: KillerKidV2<!-- google_ad_section_end --></div>


	<div style="padding:10px">

	

	

	

	
		<fieldset class="fieldset">
			<legend>Attached Files</legend>
			<ul>
			<li>
	<img class="inlineimg" src="http://aimbots.net/images/SeamusLight/attach/rar.gif" alt="File Type: rar" />
	<a href="http://aimbots.net/attachment.php?attachmentid=5633&amp;d=1367660777">BO II ZomBie Private v1.2.5 for v22.rar</a> 
(207.7 KB)
</li>
			</ul>
		</fieldset>
	

	</div>
]]></content:encoded>
			<category domain="http://aimbots.net/call-duty-9-black-ops-2-cheat-downloads/">Call of Duty 9: Black Ops 2 Cheat Downloads</category>
			<dc:creator>snickii</dc:creator>
			<guid isPermaLink="true">http://aimbots.net/call-duty-9-black-ops-2-cheat-downloads/25938-boii-zombie-20-v1-2-5-trainer-v24.html</guid>
		</item>
		<item>
			<title>DirectX 10 Draw Text</title>
			<link>http://aimbots.net/d3d/25937-directx-10-draw-text.html</link>
			<pubDate>Fri, 03 May 2013 18:25:45 GMT</pubDate>
			<description>DirectX 10 Draw Text 
 
Credits: 
UC Assorted 
GD 
aB  
More. 
 
 
Code:</description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start -->DirectX 10 Draw Text<br />
<br />
Credits:<br />
UC Assorted<br />
GD<br />
<acronym title="Aimbots.net">aB</acronym> <br />
More.<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">#define _CRT_SECURE_NO_WARNINGS<br />
<br />
#include &lt;windows.h&gt;<br />
#include &lt;stdlib.h&gt;<br />
#include &lt;string.h&gt;<br />
#include &lt;tchar.h&gt;<br />
#include &lt;d3d10.h&gt; <br />
#include &lt;d3dx10.h&gt;<br />
<br />
#pragma comment(lib, &quot;D3D10.lib&quot;)<br />
#pragma comment(lib, &quot;d3dx10d.lib&quot;)<br />
<br />
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);<br />
VOID WINAPI D3D_Thread( VOID );<br />
<br />
static TCHAR szWindowClass[]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = _T(&quot;DX10&quot;);<br />
static TCHAR szTitle[]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = _T(&quot;DX10 Font&quot;);<br />
<br />
HINSTANCE hInst&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = NULL;<br />
HWND hWnd&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = NULL;<br />
IDXGISwapChain* pSwapChain&nbsp; &nbsp; &nbsp; = NULL;<br />
ID3D10Device* pDevice&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = NULL; <br />
ID3D10Texture2D *pBackBuffer&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = NULL;<br />
ID3DX10Font* Font&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = NULL;<br />
<br />
ID3D10RenderTargetView* pRenderTargetView&nbsp; &nbsp; &nbsp; = NULL;<br />
<br />
D3D10_VIEWPORT vp&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = { 0, 0, 500, 400, 0, 1 };<br />
RECT FontRect&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = { 35, 50, 0, 0 };<br />
<br />
D3DXCOLOR FontColor( 1.0f, 0.0f, 0.0f, 1.0f );<br />
<br />
D3DX10_FONT_DESC FontDesc;<br />
<br />
INT WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, <br />
&nbsp; &nbsp; &nbsp; &nbsp; LPSTR lpCmdLine, INT nCmdShow) <br />
{<br />
&nbsp; &nbsp; WNDCLASSEX wcex;<br />
<br />
&nbsp; &nbsp; wcex.cbSize&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = sizeof(WNDCLASSEX);<br />
&nbsp; &nbsp; wcex.style&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = CS_HREDRAW | CS_VREDRAW;<br />
&nbsp; &nbsp; wcex.lpfnWndProc&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = WndProc;<br />
&nbsp; &nbsp; wcex.cbClsExtra&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = 0;<br />
&nbsp; &nbsp; wcex.cbWndExtra&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = 0;<br />
&nbsp; &nbsp; wcex.hInstance&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = hInstance;<br />
&nbsp; &nbsp; wcex.hIcon&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_APPLICATION));<br />
&nbsp; &nbsp; wcex.hCursor&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = LoadCursor(NULL, IDC_ARROW);<br />
&nbsp; &nbsp; wcex.hbrBackground&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = (HBRUSH)(COLOR_WINDOW+1);<br />
&nbsp; &nbsp; wcex.lpszMenuName&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = NULL;<br />
&nbsp; &nbsp; wcex.lpszClassName&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = szWindowClass;<br />
&nbsp; &nbsp; wcex.hIconSm&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_APPLICATION));<br />
<br />
&nbsp; &nbsp; RegisterClassEx( &amp;wcex );<br />
<br />
&nbsp; &nbsp; hInst = hInstance;<br />
<br />
&nbsp; &nbsp; hWnd = CreateWindow(<br />
&nbsp; &nbsp; &nbsp; &nbsp; szWindowClass,<br />
&nbsp; &nbsp; &nbsp; &nbsp; szTitle,<br />
&nbsp; &nbsp; &nbsp; &nbsp; WS_OVERLAPPEDWINDOW,<br />
&nbsp; &nbsp; &nbsp; &nbsp; CW_USEDEFAULT, CW_USEDEFAULT,<br />
&nbsp; &nbsp; &nbsp; &nbsp; 500, 400,<br />
&nbsp; &nbsp; &nbsp; &nbsp; NULL,<br />
&nbsp; &nbsp; &nbsp; &nbsp; NULL,<br />
&nbsp; &nbsp; &nbsp; &nbsp; hInstance,<br />
&nbsp; &nbsp; &nbsp; &nbsp; NULL<br />
&nbsp; &nbsp; );<br />
<br />
&nbsp; &nbsp; ShowWindow( hWnd, nCmdShow );<br />
<br />
&nbsp; &nbsp; UpdateWindow( hWnd );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; CreateThread( NULL, NULL, (LPTHREAD_START_ROUTINE)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; D3D_Thread, NULL, NULL, NULL );<br />
<br />
&nbsp; &nbsp; MSG msg;<br />
<br />
&nbsp; &nbsp; while( GetMessage( &amp;msg, NULL, 0, 0 ) )<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; TranslateMessage( &amp;msg );<br />
&nbsp; &nbsp; &nbsp; &nbsp; DispatchMessage( &amp;msg );<br />
&nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; return (INT)msg.wParam;<br />
}<br />
<br />
LRESULT CALLBACK WndProc( HWND hWnd, UINT message, <br />
&nbsp; &nbsp; &nbsp; &nbsp; WPARAM wParam, LPARAM lParam )<br />
{<br />
&nbsp; &nbsp; switch (message)<br />
&nbsp; &nbsp; {<br />
&nbsp; &nbsp; case WM_PAINT:<br />
&nbsp; &nbsp; &nbsp; &nbsp; break;<br />
&nbsp; &nbsp; case WM_DESTROY:<br />
&nbsp; &nbsp; &nbsp; &nbsp; PostQuitMessage(0);<br />
&nbsp; &nbsp; &nbsp; &nbsp; break;<br />
&nbsp; &nbsp; default:<br />
&nbsp; &nbsp; &nbsp; &nbsp; return DefWindowProc(hWnd, message, wParam, lParam);<br />
&nbsp; &nbsp; &nbsp; &nbsp; break;<br />
&nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; return 0;<br />
}<br />
<br />
VOID WINAPI D3D_Thread( VOID )<br />
{<br />
&nbsp; &nbsp; &nbsp; &nbsp; DXGI_SWAP_CHAIN_DESC swapChainDesc;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; ZeroMemory( &amp;swapChainDesc, sizeof(swapChainDesc) );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; swapChainDesc.BufferCount&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; swapChainDesc.BufferDesc.Width&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = 500;<br />
&nbsp; &nbsp; &nbsp; &nbsp; swapChainDesc.BufferDesc.Height&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = 400;<br />
&nbsp; &nbsp; &nbsp; &nbsp; swapChainDesc.BufferDesc.Format&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = DXGI_FORMAT_R8G8B8A8_UNORM;<br />
&nbsp; &nbsp; &nbsp; &nbsp; swapChainDesc.BufferUsage&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = DXGI_USAGE_RENDER_TARGET_OUTPUT;<br />
&nbsp; &nbsp; &nbsp; &nbsp; swapChainDesc.OutputWindow&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = hWnd;<br />
&nbsp; &nbsp; &nbsp; &nbsp; swapChainDesc.SampleDesc.Count&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; swapChainDesc.SampleDesc.Quality&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; swapChainDesc.Windowed&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = TRUE;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; if( FAILED( D3D10CreateDeviceAndSwapChain( NULL, D3D10_DRIVER_TYPE_HARDWARE, <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; NULL, 0, D3D10_SDK_VERSION, &amp;swapChainDesc, <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &amp;pSwapChain, &amp;pDevice ) ) )<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if( FAILED( D3D10CreateDeviceAndSwapChain( NULL, D3D10_DRIVER_TYPE_REFERENCE, <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; NULL, 0, D3D10_SDK_VERSION, &amp;swapChainDesc, <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &amp;pSwapChain, &amp;pDevice ) ) )<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; MessageBoxA( hWnd, &quot;D3D10CreateDeviceAndSwapChain&quot;, &quot;Error&quot;, MB_OK );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; }<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; if( FAILED( pSwapChain-&gt;GetBuffer( 0, __uuidof( ID3D10Texture2D ), <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  (LPVOID*)&amp;pBackBuffer ) ) )<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; MessageBoxA( hWnd, &quot;GetBuffer&quot;, &quot;Error&quot;, MB_OK );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; if(FAILED( pDevice-&gt;CreateRenderTargetView( pBackBuffer, <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; NULL, &amp;pRenderTargetView )))<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; MessageBoxA( hWnd, &quot;CreateRenderTargetView&quot;, &quot;Error&quot;, MB_OK );<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return;<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; pBackBuffer-&gt;Release( );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; pDevice-&gt;OMSetRenderTargets( 1, &amp;pRenderTargetView, NULL );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; pDevice-&gt;RSSetViewports( 1, &amp;vp );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; FontDesc.Height&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = 20;<br />
&nbsp; &nbsp; &nbsp; &nbsp; FontDesc.Width&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; FontDesc.Weight&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = 0;<br />
&nbsp; &nbsp; &nbsp; &nbsp; FontDesc.MipLevels&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = 1;<br />
&nbsp; &nbsp; &nbsp; &nbsp; FontDesc.Italic&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = false;<br />
&nbsp; &nbsp; &nbsp; &nbsp; FontDesc.CharSet&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = OUT_DEFAULT_PRECIS;<br />
&nbsp; &nbsp; &nbsp; &nbsp; FontDesc.Quality&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; = DEFAULT_QUALITY;<br />
&nbsp; &nbsp; &nbsp; &nbsp; FontDesc.PitchAndFamily&nbsp; &nbsp; &nbsp; &nbsp; = DEFAULT_PITCH | FF_DONTCARE;<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; strcpy( FontDesc.FaceName, &quot;Cambria&quot; );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; D3DX10CreateFontIndirect( pDevice, &amp;FontDesc, &amp;Font );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; while( 1 )<br />
&nbsp; &nbsp; &nbsp; &nbsp; {<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pDevice-&gt;ClearRenderTargetView( pRenderTargetView, D3DXVECTOR4( 0, 0, 0, 1 ) );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if( Font ) Font-&gt;DrawTextA( 0, &quot;TEXT&quot;, -1, &amp;FontRect, DT_NOCLIP, FontColor );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; pSwapChain-&gt;Present( 0, 0 );<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Sleep( 10 );<br />
&nbsp; &nbsp; &nbsp; &nbsp; }<br />
}</code><hr />
</div><img src="http://farm9.staticflickr.com/8134/8705605050_1d370bb76c.jpg" border="0" alt="" /><!-- google_ad_section_end --></div>

]]></content:encoded>
			<category domain="http://aimbots.net/d3d/">D3D</category>
			<dc:creator>(+)</dc:creator>
			<guid isPermaLink="true">http://aimbots.net/d3d/25937-directx-10-draw-text.html</guid>
		</item>
		<item>
			<title>et hacks</title>
			<link>http://aimbots.net/enemy-territory-cheats/25936-et-hacks.html</link>
			<pubDate>Thu, 02 May 2013 17:25:37 GMT</pubDate>
			<description>So whitelight doesnt work for me so is there any alternatives that you would recommend ? 
 
undetected ofc :) 
 
thanks</description>
			<content:encoded><![CDATA[<div><!-- google_ad_section_start -->So whitelight doesnt work for me so is there any alternatives that you would recommend ?<br />
<br />
undetected ofc :)<br />
<br />
thanks<!-- google_ad_section_end --></div>

]]></content:encoded>
			<category domain="http://aimbots.net/enemy-territory-cheats/">Enemy Territory Cheats</category>
			<dc:creator>sukka</dc:creator>
			<guid isPermaLink="true">http://aimbots.net/enemy-territory-cheats/25936-et-hacks.html</guid>
		</item>
	</channel>
</rss>
