That code is not complete for making chams, if you really want a complete one you need to find a source and learn it. That code is only for people that can implement the snippets into a fully working DLL that works for chams.
Code:
UINT Stride;
UINT NumVertices;
UINT PrimitiveCount;
#define Player (Stride == 44 || Stride == 20 || NumVertices == 200 || PrimitiveCount == 30);
//NOTE, these are Fake Strides.
//You will have to use the Game Specific ones for the game you are planning to 'hack'
bool chams = false;
LPDIRECT3DVERTEXBUFFER8 Stream_Data;
UINT Stride = 0;
if (m_pD3DDev->GetStreamSource(0, &Stream_Data, &Stride) == D3D_OK)
Stream_Data->Release();
if (GetAsyncKeyState (VK_INSERT)&1)
{
Chams = !Chams
}
if(Chams)
if(Player)
{
{
//If the player stride is active.
DrawIndexedPrimitive(Device, Type, MinIndex, NumVertices, StartIndex, PrimitiveCount);
//If it's behind the wall, then fill it with Green
Device->SetRenderState( D3DRS_ZENABLE,false );
Device->SetTexture( 0, texGreen );
//and then disable the Z Axis buffer, and bring them to the front.
DrawIndexedPrimitive(Device, Type, MinIndex, NumVertices, StartIndex, PrimitiveCount);
//if the player is in front of the wall
Device->SetRenderState( D3DRS_ZENABLE, true );
//turn the Z Buffer back on, and then fill the playermodel with blue
Device->SetTexture( 0, texBlue);
DrawIndexedPrimitive(Device, Type, MinIndex, NumVertices, StartIndex, PrimitiveCount);
}
}
Press insert to toggle on and off. Please note the strides and the player definition is fake, so you must find the real Player definitions.