If you can hook DrawIndexedPrimitive you can use these:

Show your FPS, not Combat Arms' engine function. I don't know who made this,Code:#define D3D_SKY (uiStride == 28 && NumVertices == 8 && primCount == 4) //Desert #define D3D_SKY2 (uiStride == 28 && NumVertices == 4 && primCount == 2 ) //Urban #define D3D_SKY3 (uiStride == 28 && NumVertices == 240 && primCount == 80 ) //Snow #define D3D_HANDS (uiStride == 40 && NumVertices == 31 && primCount == 16 || uiStride == 40 && NumVertices == 70 && primCount == 70 || uiStride == 40 && NumVertices == 116 && primCount == 111 || uiStride == 40 && NumVertices == 23 && primCount == 11 || uiStride == 40 && NumVertices == 36 && primCount == 22 || uiStride == 40 && NumVertices == 41 && primCount == 25 || uiStride == 40 && NumVertices == 18 && primCount == 11 || uiStride == 40 && NumVertices == 20 && primCount == 11 || uiStride == 40 && NumVertices == 35 && primCount == 15 || uiStride == 40 && NumVertices == 25 && primCount == 16 || uiStride == 40 && NumVertices == 24 && primCount == 20 || uiStride == 40 && NumVertices == 49 && primCount == 54 || uiStride == 40 && NumVertices == 28 && primCount == 20 || uiStride == 40 && NumVertices == 65 && primCount == 54 || uiStride == 40 && NumVertices == 24 && primCount == 17 || uiStride == 40 && NumVertices == 58 & primCount == 52 || uiStride == 40 && NumVertices == 8 && primCount == 3 || uiStride == 40 && NumVertices == 59 && primCount == 64 || uiStride == 40 && NumVertices == 141 && primCount == 181 || uiStride == 40 && NumVertices == 55 && primCount == 61 || uiStride == 40 && NumVertices == 35 && primCount == 26 || uiStride == 40 && NumVertices == 63 && primCount == 54 || uiStride == 40 && NumVertices == 257 && primCount == 292 || uiStride == 40 && NumVertices == 305 && primCount == 364 || uiStride == 40 && NumVertices == 189 && primCount == 253 ) if( iSky == 1 ) { if( D3D_SKY || D3D_SKY2 || D3D_SKY3 ) { pDevice->SetTexture(0, texSky ); // FILE COLOR //return D3D_OK; } } if( iNoHands == 1 ) { if( D3D_HANDS ) { return D3D_OK; // REMOVAL } }I take no credit.

Code:float fFps = NULL; float fLastTickCount = NULL; float fCurrentTickCount; char cFrameRate[50] = {NULL}; char *GetFrameRate() { fCurrentTickCount = clock() * 0.001f; ++fFps; if((fCurrentTickCount - fLastTickCount) > 1.0f) { fLastTickCount = fCurrentTickCount; sprintf( cFrameRate, "[ Current FPS: %d ]", int( fFps ) ); fFps = 0; } return cFrameRate; } myFont->DrawTextA( 5, 0, D3DCOLOR_XRGB( 255, 250, 0 ), GetFrameRate() );