Code:IDirect3DPixelShader9* pShader;
UINT pSizeOfData;
//in dip
if(SUCCEEDED(Device->GetPixelShader(&pShader)))
if(pShader!=NULL)
if(SUCCEEDED(pShader->GetFunction(NULL,&pSizeOfData)))
if( pShader != NULL ){ pShader->Release(); pShader = NULL; }
//wallhack
if(pSizeOfData == 640)//all models
Device->SetRenderState( D3DRS_ZENABLE, FALSE );
else
Device->SetRenderState( D3DRS_ZENABLE, TRUE );