return pDrawIndexedPrimitive

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return pDrawIndexedPrimitive
okay i fixed it thanks to @258456
but not it giving me this..!
Code:
pDrawIndexedPrimitive' : recursive on all control paths, function will cause runtime stack overflow
Go Check TopBase v1.1 this base will help u
Quote Originally Posted by BlackLite View Post
Go Check TopBase v1.1 this base will help u
His D3D Menu base makes me go crazy....it's shit big and shit hard...
Quote Originally Posted by DevilGhost View Post
His D3D Menu base makes me go crazy....it's shit big and shit hard...
Lol, thats an easy menu but you're a beginner
Quote Originally Posted by Swag View Post
Lol, thats an easy menu but you're a beginner
stay on topic....
then why dont u put it in ur hack then!!
Quote Originally Posted by DevilGhost View Post
stay on topic....
then why dont u put it in ur hack then!!
Because Team Destroy try to make their own menu
IDirect3DDevice9::drawIndexedPrimitive method

typedef HRESULT (WINAPI* oDrawIndexedPrimitive) (LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE Type , INT BaseIndex, UINT MinIndex, UINT NumVertices, UINT StartIndex, UINT PrimtiveCount);

oDrawIndexedPrimitive pDrawIndexedPrimitive;
It's undefined because yo didn't define it. It's not a d3d function (the "pDrawIndexedPrimitive"), it's a function pointer to a d3d function, that's why you are getting the issue.
Quote Originally Posted by DevilGhost View Post
okay i fixed it thanks to @258456
but not it giving me this..!
Code:
pDrawIndexedPrimitive' : recursive on all control paths, function will cause runtime stack overflow
Idk, show us how you defined it.
Quote Originally Posted by 258456 View Post
Idk, show us how you defined it.
Code:
HRESULT WINAPI pDrawIndexedPrimitive(LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE Type, INT BaseIndex, 
UINT MinIndex, UINT NumVertices, UINT StartIndex, UINT PrimitiveCount)
{
//some other shit here

return pDrawIndexedPrimitive(pDevice, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);

}
the one with red is the one that has the proplem
And what is your "pDrawIndexedPrimitive"?

( look @ hahaz post )

And did you made that point to DIP?
Quote Originally Posted by Brimir View Post
And what is your "pDrawIndexedPrimitive"?

( look @ hahaz post )

And did you made that point to DIP?
yup....
here is the full DIP:
Code:
HRESULT WINAPI pDrawIndexedPrimitive(LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE Type, INT BaseIndex, 
UINT MinIndex, UINT NumVertices, UINT StartIndex, UINT PrimitiveCount)
{

LPDIRECT3DVERTEXBUFFER9 Stream_Data;
UINT Offset,iStride;

if(pDevice->GetStreamSource(0, &Stream_Data, &Offset, &iStride) == D3D_OK)
Stream_Data->Release();
//end DIP
if (Stride blabla)

return pDrawIndexedPrimitive(pDevice, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);

}
We need the definition from pDrawIndexedPrimitive.
~Solved~.0
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