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  1. #1
    warrick983's Avatar
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    Question

    Hey does anyone think they could take these cham files and put them in the player file and maybe get an unpatchable chams

    Defines -


    Code:
    bool Chams;
    UINT m_Stride;
    LPDIRECT3DTEXTURE9 texGreen;
    LPDIRECT3DTEXTURE9 texYellow;
    Above Initialize() -


    Code:
    HRESULT GenerateTexture(IDirect3DDevice9 *pD3Ddev, IDirect3DTexture9 **ppD3Dtex, DWORD colour32)
    {
    if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex, NULL)) )
    return E_FAIL;

    WORD colour16 = ((WORD)((colour32>>28)&0xF)<<12)
    |(WORD)(((colour32>>20)&0xF)<<8)
    |(WORD)(((colour32>>12)&0xF)<<4)
    |(WORD)(((colour32>>4)&0xF)<<0);

    D3DLOCKED_RECT d3dlr;
    (*ppD3Dtex)->LockRect(0, &d3dlr, 0, 0);
    WORD *pDst16 = (WORD*)d3dlr.pBits;

    for(int xy=0; xy < 8*8; xy++)
    *pDst16++ = colour16;

    (*ppD3Dtex)->UnlockRect(0);

    return S_OK;
    }

    Initialize() -


    Code:
    GenerateTexture(m_pD3Ddev, &texYellow,D3DCOLOR_ARGB(255,255,255,0));
    GenerateTexture(m_pD3Ddev, &texGreen,D3DCOLOR_ARGB(255,0,255,0));DrawIndexedP rimitive -


    Code:
    if (Chams)
    {
    if (m_Stride == 44)
    {
    DWORD dwOldZEnable = D3DZB_TRUE;
    m_pD3Ddev->SetTexture(0, texYellow);
    m_pD3Ddev->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable);
    m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    m_pD3Ddev->DrawIndexedPrimitive(Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
    m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, dwOldZEnable);
    m_pD3Ddev->SetTexture(0, texGreen);
    }
    }SetStreamSource -


    Code:
    if( StreamNumber == 0 ){m_Stride = Stride;}BeginScene -


    Code:
    if (GetAsyncKeyState(VK_INSERT)&1)
    {
    Chams = !Chams;
    }
    I have been screwing around with the player file quite some bit I keep two just incase I suck up bad. But im trying to get chams by replacing files in the player .txt. Anyone think its possible or am I just retarded

  2. The Following User Says Thank You to warrick983 For This Useful Post:

    afoolforlove (08-31-2008)

  3. #2
    JHooker's Avatar
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    Harold will answer your question

  4. #3
    ShawnRocks's Avatar
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    It seems possible, but there are many different questions:

    Where to put it?
    How to activate it?
    Should it be in a specific order?

  5. #4
    warrick983's Avatar
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    Quote Originally Posted by ShawnRocks View Post
    It seems possible, but there are many different questions:

    Where to put it?
    How to activate it?
    Should it be in a specific order?
    Well it pretty much is in order
    It would be unpatchable and activated automaticly like always there. It would be in player file.
    Im going to spend like all night figuring this out.
    If im correct I should only need colors and texture modules.

  6. #5
    afoolforlove's Avatar
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    sounds like a good idea so far, ^_^ i say go for it, if theres anything i can do to help, just let me know

  7. #6
    warrick983's Avatar
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    Well you could copy/paste em into txt file and help me just mess around with em until we start to see a change in aynthing graphical. Or if you have time. Read all the player.txt words and like try to find textures/details or player models

  8. #7
    warrick983's Avatar
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    OK sorry for double post but Im starting to get it workin. I got an outline on teamates but you can only see when near them. WOW this is pissing me off. The out line is Yellow

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