If you can hook DrawIndexedPrimitive you can use these:
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
}
}
Show your FPS, not Combat Arms' engine function. I don't know who made this, 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() );