What Is This, And Why Wont It Work

Posts 1–15 of 19 · Page 1 of 2
What Is This, And Why Wont It Work
I Was Looking Through My Base, And Found This In DirectX.cpp someone explain what it does and why it wont work?


Code:
if(pDevice->GetStreamSource(0, &Stream_Data, &Offset, &Stride) == D3D_OK)	Stream_Data->Release();
	if(Stride == 20 || Stride == 32 ||Stride == 36 || Stride == 44 || (Stride == 40 && NumVertices == 436))
	{
		pDevice->SetRenderState(D3DRS_ZENABLE,false);
		
		if( Menu.mOpt[4].nopt == 1 )
		{
			//Ghost Chams
			pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);////
			pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCOLOR);////
			pDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_INVSRCCOLOR);////
			pDevice->SetRenderState(D3DRS_ZENABLE,false);
		
			pDIP(pDevice, Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);

			pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);////
			pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCOLOR);////
			pDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_INVSRCCOLOR);////
			pDevice->SetRenderState(D3DRS_ZENABLE,true);
		}
	else if( Menu.mOpt[4].nopt == 2 )
	{
			//Phantom Chams
			pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);
			pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCOLOR);
			pDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_INVSRCALPHA);
			pDevice->SetRenderState(D3DRS_ZENABLE,false);

			pDIP(pDevice, Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);

			pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true);
			pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCOLOR);
			pDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_INVSRCALPHA);
			pDevice->SetRenderState(D3DRS_ZENABLE,true);
		}
	else if( Menu.mOpt[4].nopt == 3 )
	{
			//Paint Chams
			pDevice->SetRenderState(D3DRS_ZENABLE,false);
			pDevice->SetTexture(0, texBack);
			texBack->Release();

			pDIP(pDevice, Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);

			pDevice->SetRenderState(D3DRS_ZENABLE,true);
			pDevice->SetTexture(0, texFront);
	}
	else if( Menu.mOpt[4].nopt == 4 )
		{
			//Wallhack
			pDevice->SetRenderState(D3DRS_ZENABLE,false);
		}
	}
	return pDIP(pDevice, Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
}
Quote Originally Posted by GameTrainerMaker View Post
I Was Looking Through My Base, And Found This In DirectX.cpp someone explain what it does and why it wont work?
.
Read the comments lol. Duhhhhhhhhhhhh.
yea but it dont work for some reason
Well no shit... I wonder why.
Quote Originally Posted by LightzOut View Post
Well no shit... I wonder why.
You're no help at all. D<
Lol I know right. Don't mean to be rude.. but if you don't understand this code I can guarantee your not going to be able to make DIP undetected. So I don't see the point in helping.
You need to HOOK DIP.
Quote Originally Posted by DeadLinez View Post
You need to HOOK DIP.
Probably doesnt even kno wat DIP is.
DrawIndexedPrimitive.

GL hooking it as you will crash.
Find a new way or make a bypass.

Simple as that
DIP isn't really that hard D< Just put your mind to it :S Thats how I did mine
Quote Originally Posted by Stephen View Post
DIP isn't really that hard D< Just put your mind to it :S Thats how I did mine
Hahahahah.
Good one


You troll so much, or you got it from Gellin. Either way you still haven't gone on TV with me N00B.
You Cant Hook Dip With Gellins Base AT All For Sume Reason..
Idk Why...
Quote Originally Posted by whit View Post
You Cant Hook Dip With Gellins Base AT All For Sume Reason..
Idk Why...
You can with gordons hook /
Quote Originally Posted by markoj View Post
You can with gordons hook /
You used the forbidden word, BURN THE WITCH!
Posts 1–15 of 19 · Page 1 of 2
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