

All leeched features? D3D features aren't hardpDevice->SetTexture(0,back color); pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); pDevice->SetRenderState(D3DRS_LIGHTING,true); pDrawIndexedPrimitive(pDevice, typ, BaseVertex, MinId, NumVer, StartId, Prim); pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE); pDevice->SetRenderState(D3DRS_LIGHTING,true); pDevice->SetTexture(0,front color);
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
pDevice->SetRenderState(D3DRS_LIGHTING, false); pDevice->SetRenderState(D3DRS_AMBIENT,FRONT);
pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
pDevice->SetRenderState(D3DRS_ZENABLE, true); pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER); pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID); pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);

pDevice->SetRenderState(D3DRS_LIGHTING, false); pDevice->SetRenderState(D3DRS_AMBIENT,FRONT);
pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
pDevice->SetRenderState(D3DRS_ZENABLE, true); pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER); pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID); pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
I just said, I already have this working
Thanks anyway.. Got it from Swag's thread 
... By the way, we almost have the same hack... lol I might release it to CFPH today 
... Is it possible to merge memhacks to D3d? tried it awhile ago it crashes the game
lol...pDevice->SetRenderState(D3DRS_LIGHTING, false); pDevice->SetRenderState(D3DRS_AMBIENT,FRONT);
pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
pDevice->SetRenderState(D3DRS_ZENABLE, true); pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER); pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID); pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
What about no fog
