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  1. #1
    bullpop's Avatar
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    Make your own Chams!

    Code:
    #define claymore ((NumVertices == 469 && primCount == 316) || (NumVertices == 262 && primCount == 160) || (NumVertices == 68 && primCount == 34))
    
    #define OpforAssualt ((NumVertices == 3124 && primCount == 4132) || (NumVertices == 1970 && primCount == 2186) || (NumVertices == 1252 && primCount == 1160) || (NumVertices == 470 && primCount == 352))
    
    #define OpforGunnermen ((NumVertices == 2715 && primCount == 3588) || (NumVertices == 1620 && primCount == 1886) || (NumVertices == 943 && primCount == 908) || (NumVertices == 441 && primCount == 308))
    
    #define OpforSniper ((NumVertices == 250 && primCount == 304) || (NumVertices == 2818 && primCount == 3672) || (NumVertices == 150 && primCount == 142) || (NumVertices == 1715 && primCount == 1950) || (NumVertices == 1101 && primCount == 1066) || (NumVertices == 481 && primCount == 350)) || ( (NumVertices == 2816 && primCount == 3642) || (NumVertices == 1773 && primCount == 2022) || (NumVertices == 1150 && primCount == 1086) || (NumVertices == 435 && primCount == 320))
    
    #define Opfor ((NumVertices == 3531 && primCount == 4526) || (NumVertices == 2188 && primCount == 2386) || (NumVertices == 1325 && primCount == 1194) || (NumVertices == 499 && primCount == 352))
    
    #define MarinesAssault ((NumVertices == 2613 && primCount == 3248) || (NumVertices == 1842 && primCount == 1978) || (NumVertices == 1144 && primCount == 814) || (NumVertices == 1034 && primCount == 904) || (NumVertices == 447 && primCount == 312))
    
    #define MarinesGunnremen ((NumVertices == 3597 && primCount == 4280) || (NumVertices == 2301 && primCount == 2364) || (NumVertices == 1341 && primCount == 1132) || (NumVertices == 580 && primCount == 380))
    
    #define MarinesSniper ((NumVertices == 2516 && primCount == 2940) || (NumVertices == 681 && primCount == 588) || (NumVertices == 106 && primCount == 114) || (NumVertices == 1726 && primCount == 1760) || (NumVertices == 1020 && primCount == 872) || (NumVertices == 587 && primCount == 370))
    
    #define Marines ((NumVertices == 689 && primCount == 1172) || (NumVertices == 367 && primCount == 298) || (NumVertices == 4050 && primCount == 4486) || (NumVertices == 308 && primCount == 212) || (NumVertices == 2540 && primCount == 2444) || (NumVertices == 628 && primCount == 670) || (NumVertices == 1488 && primCount == 1114) || (NumVertices == 105 && primCount == 74) || (NumVertices == 592 && primCount == 374))
    
    #define Marines2 ((NumVertices == 3790 && primCount == 4078) || (NumVertices == 2784 && primCount == 2384) || (NumVertices == 1572 && primCount == 1166) || (NumVertices == 634 && primCount == 372) || (NumVertices == 233 && primCount == 330))
    
    #define SpetzAssualt ((NumVertices == 4358 && primCount == 4864) || (NumVertices == 3278 && primCount == 3188) || (NumVertices == 503 && primCount == 704) || (NumVertices == 1633 && primCount == 1332) || (NumVertices == 840 && primCount == 618) || (NumVertices == 783 && primCount == 1168))
    
    #define SpetzGunnermen ((NumVertices == 4270 && primCount == 4804) || (NumVertices == 2755 && primCount == 2494) || (NumVertices == 1317 && primCount == 1054) || (NumVertices == 809 && primCount == 590))
    
    #define SPETZ_SNIPER ((NumVertices == 726 && primCount == 556) || (NumVertices == 1315 && primCount == 1170) || (NumVertices == 2140 && primCount == 2310) || (NumVertices == 3326 && primCount == 4336) || (NumVertices == 2578 && primCount == 2192) || (NumVertices == 482 && primCount == 476) || (NumVertices == 3254 && primCount == 4122) || (NumVertices == 1730 && primCount == 1938) || (NumVertices == 398 && primCount == 410) || (NumVertices == 327 && primCount == 500) || (NumVertices == 2388 && primCount == 2040) || (NumVertices == 222 && primCount == 298) || (NumVertices == 1111 && primCount == 986) || (NumVertices == 1186 && primCount == 1184) || (NumVertices == 339 && primCount == 248) || (NumVertices == 994 && primCount == 714))
    
    
    #define Spetz ((NumVertices == 4242 && primCount == 5028) || (NumVertices == 2391 && primCount == 2488) || (NumVertices == 1689 && primCount == 1422) || (NumVertices == 384 && primCount == 250) || (NumVertices == 969 && primCount == 708))
    
    #define Spetz2 ((NumVertices == 793 && primCount == 834) || (NumVertices == 3891 && primCount == 4598) || (NumVertices == 592 && primCount == 532) || (NumVertices == 2510 && primCount == 2470) || (NumVertices == 171 && primCount == 114) || (NumVertices == 1398 && primCount == 1176) || (NumVertices == 384 && primCount == 250) || (NumVertices == 384 && primCount == 250) || (NumVertices == 994 && primCount == 714) || (NumVertices == 529 && primCount == 540) || (NumVertices == 353 && primCount == 346))
    
    #define SASAssualt ((NumVertices == 447 && primCount == 312) || (NumVertices == 1034 && primCount == 904) || (NumVertices == 1842 && primCount == 1978) || (NumVertices == 2613 && primCount == 3248) || (NumVertices == 1001 && primCount == 964) || (NumVertices == 3935 && primCount == 5226) || (NumVertices == 960 && primCount == 1072) || (NumVertices == 2640 && primCount == 3070) || (NumVertices == 212 && primCount == 288) || (NumVertices == 214 && primCount == 202) || (NumVertices == 1373 && primCount == 1256) || (NumVertices == 585 && primCount == 440))
    
    #define SASGunnermen ((NumVertices == 193 && primCount == 140) || (NumVertices == 580 && primCount == 380) || (NumVertices == 1341 && primCount == 1132) || (NumVertices == 802 && primCount == 800) || (NumVertices == 2301 && primCount == 2364) || (NumVertices == 275 && primCount == 322) || (NumVertices == 3597 && primCount == 4280) || (NumVertices == 3716 && primCount == 5064) || (NumVertices == 2578 && primCount == 2994) || (NumVertices == 1412 && primCount == 1330) || (NumVertices == 568 && primCount == 470))
    
    #define SASSniper ((NumVertices == 1615 && primCount == 1706) || (NumVertices == 541 && primCount == 366) || (NumVertices == 3667 && primCount == 4952) || (NumVertices == 2460 && primCount == 2882) || (NumVertices == 1479 && primCount == 1402) || (NumVertices == 552 && primCount == 452)) 
    
    #define SAS ((NumVertices == 634 && primCount == 372) || (NumVertices == 1572 && primCount == 1166) || (NumVertices == 2784 && primCount == 2384) || (NumVertices == 3790 && primCount == 4078) || (NumVertices == 3585 && primCount == 4858) || (NumVertices == 1498 && primCount == 1304) || (NumVertices == 2525 && primCount == 3022) || (NumVertices == 695 && primCount == 478)) 
    
    #define SAS2 ((NumVertices == 689 && primCount == 1172) || (NumVertices == 367 && primCount == 298) || (NumVertices == 4050 && primCount == 4486) || (NumVertices == 308 && primCount == 212) || (NumVertices == 2540 && primCount == 2444) || (NumVertices == 628 && primCount == 670) || (NumVertices == 1488 && primCount == 1114) || (NumVertices == 105 && primCount == 74) || (NumVertices == 592 && primCount == 374) || (NumVertices == 3562 && primCount == 4784) || (NumVertices == 2509 && primCount == 2954) || (NumVertices == 1402 && primCount == 1164) || (NumVertices == 628 && primCount == 450))
    
    #define grenade ((NumVertices == 374 && primCount == 438) || (NumVertices == 30 && primCount == 22) )
    
    #define c4 ((NumVertices == 899 && primCount == 690) || (NumVertices == 500 && primCount == 328) || (NumVertices == 40 && primCount == 28))rimitiveCount == 2826) || (NumVertices == 438 && primCount == 376) || (NumVertices == 447 && primCount == 312) || (NumVertices == 1034 && primCount == 904) || (NumVertices == 1842 && primCount == 1978) || (NumVertices == 2613 && primCount == 3248) || (NumVertices == 1001 && primCount == 964) || (NumVertices == 3935 && primCount == 5226) || (NumVertices == 960 && primCount == 1072) || (NumVertices == 2640 && primCount == 3070) || (NumVertices == 212 && primCount == 288) || (NumVertices == 214 && primCount == 202) || (NumVertices == 1373 && primCount == 1256) || (NumVertices == 585 && primCount == 440) || (NumVertices == 634 && primCount == 372) || (NumVertices == 1572 && primCount == 1166) || (NumVertices == 2784 && primCount == 2384) || (NumVertices == 3790 && primCount == 4078) || (NumVertices == 3585 && primCount == 4858) || (NumVertices == 1498 && primCount == 1304) || (NumVertices == 2525 && primCount == 3022) || (NumVertices == 695 && primCount == 478) ||  (NumVertices == 193 && primCount == 140) || (NumVertices == 580 && primCount == 380) || (NumVertices == 1341 && primCount == 1132) || (NumVertices == 802 && primCount == 800) || (NumVertices == 2301 && primCount == 2364) || (NumVertices == 275 && primCount == 322) || (NumVertices == 3597 && primCount == 4280) || (NumVertices == 3716 && primCount == 5064) || (NumVertices == 2578 && primCount == 2994) || (NumVertices == 1412 && primCount == 1330) || (NumVertices == 568 && primCount == 470) || (NumVertices == 689 && primCount == 1172) || (NumVertices == 367 && primCount == 298) || (NumVertices == 4050 && primCount == 4486) || (NumVertices == 308 && primCount == 212) || (NumVertices == 2540 && primCount == 2444) || (NumVertices == 628 && primCount == 670) || (NumVertices == 1488 && primCount == 1114) || (NumVertices == 105 && primCount == 74) || (NumVertices == 592 && primCount == 374) || (NumVertices == 3562 && primCount == 4784) || (NumVertices == 2509 && primCount == 2954) || (NumVertices == 1402 && primCount == 1164) || (NumVertices == 628 && primCount == 450) || (NumVertices == 1615 && primCount == 1706) || (NumVertices == 541 && primCount == 366) || (NumVertices == 3667 && primCount == 4952) || (NumVertices == 2460 && primCount == 2882) || (NumVertices == 1479 && primCount == 1402) || (NumVertices == 552 && primCount == 452) )
    
    
    #define chams1        ((MarinesAssault) || (MarinesGunnremen) || (MarinesSniper) || (Marines) || (Marines2) || (SAS) || (SAS2) || (SASSniper) || (SASGunnermen) || (SASAssualt) )
    #define chams2        ((OpforAssualt) || (OpforGunnermen) || (OpforSniper) || (Opfor) || (Spetz) || (Spetz2) || (SPETZ_SNIPER) || (SpetzGunnermen) || (SpetzAssualt) )
    And
    Code:
    if(Chams)
       {
        if( chams1 )
        {
            m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, false);
            m_pD3Ddev->SetTexture(0,Red);
            m_pD3Ddev->DrawIndexedPrimitive(Type,BaseVertexIndex,MinVertexIndex,NumVertices,startIndex,primCount); 
            m_pD3Ddev->SetTexture(0,Green);
            m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, true); 
        }
    
        if( chams2 )
        {
            m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, false);
            m_pD3Ddev->SetTexture(0,Red);
            m_pD3Ddev->DrawIndexedPrimitive(Type,BaseVertexIndex,MinVertexIndex,NumVertices,startIndex,primCount); 
            m_pD3Ddev->SetTexture(0,Green);
            m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, true); 
        }
     }

    If you want to use this you HAVE to know c++. Do NOT ask me how to do ect, Do NOT ask me to compile it for you, you guys have to learn how to compile source codes.

    Credits goes to: Sycore
    MPGH Member Since 10/17/2010
    Battlefield Minion Since 01/22/2014 till - 08/27/2014
    APB Minion since 11/12/2011 till 4/16/2012

  2. The Following 4 Users Say Thank You to bullpop For This Useful Post:

    4len (01-05-2012),cruciimperio (01-05-2012),Jakob (01-05-2012),smonist (10-29-2012)

  3. #2
    Jakob's Avatar
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    Interesting..
    Thanks for this!
    RIP MINECRAFT SECTION!
    03.10.2010 - 26.09.2011

  4. #3
    xxGOTGAMExx's Avatar
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    What are chams? Sorry for the noob question

  5. #4
    bullpop's Avatar
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    Quote Originally Posted by xxGOTGAMExx View Post
    What are chams? Sorry for the noob question
    Cheating in online games - Wikipedia, the free encyclopedia

    Click that, and look for chams.
    MPGH Member Since 10/17/2010
    Battlefield Minion Since 01/22/2014 till - 08/27/2014
    APB Minion since 11/12/2011 till 4/16/2012

  6. #5
    IGotBanned.'s Avatar
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    is there anyscreen shoot, is it engine chams ?

  7. #6
    taNuEE's Avatar
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    Does this code work in COD mw3 ? xD

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