ExclamationMaking chams d3d9, big PROBLEM!

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Making chams d3d9, big PROBLEM!
I follow all the steps that were written at this post: http://www.mpgh.net/forum/31-c-c-pro...-tutorial.html

Programs I used:
- d3d starter kit v3.0b.
- Visual Studio 2006.

I have compiled the dll and exe without errors or warnings and it worked fine on the game (I have tested it con codwaw v1.7), but, the problem is that the chams are not working only on player's body, I can see through everything (in the colours I wrote), and I only want to see the player's body through walls, how can i fixed that??

EDIT: I have found the error, I have to search for strides, but, HOW?
shot0002.jpgattachment deleted · 15 downloads before removal
shot0003.jpgattachment deleted · 15 downloads before removal
is this for chams and stuf i m making a hack loader too but need help
Quote Originally Posted by tributoo2 View Post
I follow all the steps that were written at this post: http://www.mpgh.net/forum/31-c-c-pro...-tutorial.html

Programs I used:
- d3d starter kit v3.0b.
- Visual Studio 2006.

I have compiled the dll and exe without errors or warnings and it worked fine on the game (I have tested it con codwaw v1.7), but, the problem is that the chams are not working only on player's body, I can see through everything (in the colours I wrote), and I only want to see the player's body through walls, how can i fixed that??

EDIT: I have found the error, I have to search for strides, but, HOW?
try using coding to stride player who I have given this Chams

information:
52 = Player 1
44 = Player 2
40 = Wall

put in the global

LPDIRECT3DVERTEXBUFFER9 Stream_Data;
UINT Offset = 0;
UINT Stride = 0;

UINT OffsetInBytes;
UINT m_Stride;
LPDIRECT3DDEVICE9 pDevice;

put in the DIP

if(pDevice->GetStreamSource(0,&Stream_Data,&OffsetInBytes,&m_ Stride) == D3D_OK)
Stream_Data->Release();

DWORD dwOldZEnable = D3DZB_TRUE;

if (Chams)
{
if (m_Stride == 44 | | m_Stride == 52)
{
pDevice-> SetRenderState (D3DRS_ZENABLE, false);
pDevice-> SetTexture (0, texGreen);
DrawIndexedPrimitive (Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
pDevice-> SetTexture (0, texGreen);
pDevice-> SetRenderState (D3DRS_ZENABLE, true);
}
}

if (GetAsyncKeyState (VK_INSERT) & 1)
{
Chams =! Chams;
}

please if less obvious ...

if you are unclear please reply ...

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