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  1. #1
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    Can someone tell me whats wrong with this?

    Code:
    } #define charbody m==char Stridenum[44];
    unsigned int m_Stride;
    unsigned int NumVertices;
    unsigned int primCount;
    int Stridelogger = false;
    int stri = 0;
    int numvert = 0;
    int primcnt = 0;
    
    
    
    CD3DFont *pD3DFont;
    
    LPDIRECT3DTEXTURE9 texRed;
    LPDIRECT3DTEXTURE9 texBlue;
    LPDIRECT3DTEXTURE9 texYellow;
    LPDIRECT3DTEXTURE9 texGreen;
    LPDIRECT3DTEXTURE9 texWhite;
    LPDIRECT3DTEXTURE9 texAqua;
    //LPDIRECT3DTEXTURE9 texDarkBlue;
    //LPDIRECT3DTEXTURE9 texPink;
    //LPDIRECT3DTEXTURE9 texOrange;
    LPDIRECT3DTEXTURE9 texPurple;
    const BYTE bRed[60] =
    {
    0x42, 0x4D, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
    0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
    0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00,
    0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0xFF, 0x00, 0x00, 0x00
    };
    const BYTE bBlue[60] =
    { 
    0x42, 0x4D, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
    0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
    0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00,
    0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0xFF, 0x00, 0x00, 0x00, 0x00, 0x00
    };
    
    const BYTE bGreen[60] =
    {
    0x42, 0x4D, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
    0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
    0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x06, 0x00,
    0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00,
    0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x9E, 0x00, 0x00, 0x00, 0x00
    };
    const BYTE bYellow[60] =
    {
    0x42, 0x4D, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
    0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
    0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00,
    0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00,
    0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0xFF, 0xFF, 0x00, 0x00, 0x00
    }; 
    const BYTE bAqua[58] =
    {
    0x42, 0x4D, 0x3A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
    0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
    0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00,
    0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0xFF, 0xFF, 0x00, 0x00
    };
    const BYTE bPurple[58] =
    {
    0x42, 0x4D, 0x3A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
    0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
    0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00,
    0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0xFF, 0x00, 0xFF, 0x00
    };
    .r{}
    const BYTE bWhite[58] =
    {
    0x42, 0x4D, 0x3A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
    0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
    0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00,
    0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
    0xFF, 0xFF, 0xFF, 0x00
    };
    
    #define D3DHOOK_TEXTURES
    HRESULT CD3DManager::Initialize()
    {
    D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bRed, 60, &texRed);
    D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bBlue, 60, &texBlue);
    D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bGreen, 60, &texGreen);
    D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bYellow, 60, &texYellow);
    D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bWhite, 60, &texWhite);
    D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bAqua, 60, &texAqua);
    D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bPurple, 60, &texPurple);
    
    pD3DFont = new CD3DFont("Comic Sans MS", 12);
    pD3DFont->InitDeviceObjects(m_pD3Ddev);
    pD3DFont->RestoreDeviceObjects();
    return S_OK;
    }
    
    
    HRESULT CD3DManager::PreReset()
    {
    
    return S_OK;
    }
    
    
    HRESULT CD3DManager::PostReset()
    {
    return S_OK;
    }
    
    HRESULT CD3DManager::Release()
    {
    delete pD3DFont;
    texRed->Release();
    texBlue->Release();
    texGreen->Release();
    texWhite->Release();
    texAqua->Release();
    texYellow->Release();
    texPurple->Release();
    return S_OK;
    }
    
    
    
    
    in DIP
    -------
    
    if(GetAsyncKeyState(VK_F1)&1)
    {
    Stridelogger=!Stridelogger;
    }
    
    if(Stridelogger)
    {
    if(GetAsyncKeyState(VK_NUMPAD7)&1)stri  ;
    if(GetAsyncKeyState(VK_NUMPAD1)&1)stri--;
    if(GetAsyncKeyState(VK_NUMPAD8)&1)numvert  ;
    if(GetAsyncKeyState(VK_NUMPAD2)&1)numvert--;
    if(GetAsyncKeyState(VK_NUMPAD9)&1)primcnt  ;
    if(GetAsyncKeyState(VK_NUMPAD3)&1)primcnt--;
    }
    
    if(m_Stride == stri)
    {
    m_pD3Ddev->SetTexture(0,texRed);
    return m_pD3Ddev->DrawIndexedPrimitive(Type,BaseVertexIndex,
    MinVertexIndex, NumVertices, startIndex, primCount);
    }
    
    if(NumVertices == numvert)
    {
    m_pD3Ddev->SetTexture(0,texBlue);
    return m_pD3Ddev->DrawIndexedPrimitive
    (Type,BaseVertexIndex,MinVertexIndex, NumVertices, startIndex, primCount);
    }
    
    if(primCount == primcnt)
    {
    m_pD3Ddev->SetTexture(0,texGreen);
    return m_pD3Ddev->DrawIndexedPrimitive (Type,BaseVertexIndex,MinVertexIndex, NumVertices, startIndex, primCount);
    }
    
    if(GetAsyncKeyState(VK_NUMPAD0)&1)
    {
    stri=0;
    numvert=0;
    primcnt=0;
    }
    
    if(GetAsyncKeyState(VK_NUMPAD4)&1)
    {
    add_log("Player Stride:%i",stri);
    }
    
    if(GetAsyncKeyState(VK_NUMPAD5)&1)
    {
    add_log("Stride:%i",stri);
    add_log("NumVertices:%i",numvert);
    add_log("primCount:%i",primcnt);
    }

  2. #2
    Void's Avatar
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    The problem is that you don't know C++ and you failed at copy and pasting.

  3. The Following User Says Thank You to Void For This Useful Post:

    Retoxified (03-22-2010)

  4. #3
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    Quote Originally Posted by Davidm44 View Post
    The problem is that you don't know C++ and you failed at copy and pasting.
    i wanted to paste that o.0

  5. #4
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    I have no idea what you're saying but I can already tell you didn't bother using the search button before you made this thread.

    I posted a copy and paste friendly source somewhere in this section.

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    crushed (03-22-2010)

  7. #5
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    no we can not tell you what's wrong with it. You tell us what's wrong with it so that we can fix it obviously. You see how this works? o_O

    "Every gun that is made, every warship launched, every rocket fired signifies, in the final sense, a theft from those who hunger and are not fed, those who are cold and are not clothed. This world in arms is not spending money alone. It is spending the sweat of its laborers, the genius of its scientists, the hopes of its children. The cost of one modern heavy bomber is this: a modern brick school in more than 30 cities. It is two electric power plants, each serving a town of 60,000 population. It is two fine, fully equipped hospitals. It is some fifty miles of concrete pavement. We pay for a single fighter plane with a half million bushels of wheat. We pay for a single destroyer with new homes that could have housed more than 8,000 people. This is, I repeat, the best way of life to be found on the road the world has been taking. This is not a way of life at all, in any true sense. Under the cloud of threatening war, it is humanity hanging from a cross of iron."
    - Dwight D. Eisenhower

  8. The Following 2 Users Say Thank You to why06 For This Useful Post:

    crushed (03-22-2010),Melodia (03-22-2010)

  9. #6
    crushed's Avatar
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    Quote Originally Posted by why06 View Post
    no we can not tell you what's wrong with it. You tell us what's wrong with it so that we can fix it obviously. You see how this works? o_O
    The poor guy is already confused, and now he's lost all hope. Look what you did, next thing you know, he'll go cut himself.

  10. The Following User Says Thank You to crushed For This Useful Post:

    Retoxified (03-22-2010)

  11. #7
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    Quote Originally Posted by crushed View Post
    The poor guy is already confused, and now he's lost all hope. Look what you did, next thing you know, he'll go cut himself.
    And that will be a C++ Emoness ?,

    'Right.

    But next time if he just Copyed the thing, He couldn't post in the original thread instad of just ;
    Copy
    Paste to compiler,
    Error,
    Copy To Mpgh and Cry.

    Thank You,
    Mel
    Love You All~

  12. #8
    crushed's Avatar
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    Quote Originally Posted by Melodia View Post
    And that will be a C++ Emoness ?,

    'Right.

    But next time if he just Copyed the thing, He couldn't post in the original thread instad of just ;
    Copy
    Paste to compiler,
    Error,
    Copy To Mpgh and Cry.

    Thank You,
    Mel
    Sarcasm ma'am. lol, Why you were right, it doesn't work well over the *********. ):

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