Dont double post.
yo i have a question any exprect or any one who knows much about Chams tell me if this is right
HRESULT GenerateTexture(IDirect3DDevice9 *pD3Ddev, IDirect3DTexture9 **ppD3Dtex, DWORD colour32)
{
if( FAILED(pD3Ddev->CreateTexture(8, 8, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED, ppD3Dtex, NULL)) )
return E_FAIL;
WORD colour16 = ((WORD)((colour32>>28)&0xF)<<12)
|(WORD)(((colour32>>20)&0xF)<<8)
|(WORD)(((colour32>>12)&0xF)<<4)
|(WORD)(((colour32>>4)&0xF)<<0);
D3DLOCKED_RECT d3dlr;
(*ppD3Dtex)->LockRect(0, &d3dlr, 0, 0);
WORD *pDst16 = (WORD*)d3dlr.pBits;
for(int xy=0; xy < 8*8; xy++)
*pDst16++ = colour16;
(*ppD3Dtex)->UnlockRect(0);
return S_OK;
}
HRESULT CD3DManager::Initialize()
{
/*
initialize Resources such as textures
(managed and unmanaged [D3DPOOL]),
vertex buffers, and other D3D rendering resources
...
m_pD3Ddev->CreateTexture(..., ..., &m_pD3Dtexture);
*/
GenerateTexture(m_pD3Ddev, &texRed,D3DCOLOR_ARGB(255,255,0,0));
GenerateTexture(m_pD3Ddev, &texPurple,D3DCOLOR_ARGB(255,160,32,240));
GenerateTexture(m_pD3Ddev, &texGreen,D3DCOLOR_ARGB(255,0,255,0));
GenerateTexture(m_pD3Ddev, &texYellow,D3DCOLOR_ARGB(255,255,255,0));
GenerateTexture(m_pD3Ddev, &texOrange,D3DCOLOR_ARGB(255,255,140,0));
GenerateTexture(m_pD3Ddev, &texPink,D3DCOLOR_ARGB(255,255,192,203));
GenerateTexture(m_pD3Ddev, &texBlue,D3DCOLOR_ARGB(255,0,0,255));
GenerateTexture(m_pD3Ddev, &texViolet,D3DCOLOR_ARGB(208,32,144,0));
GenerateTexture(m_pD3Ddev, &texSea,D3DCOLOR_XRGB( 32, 178, 170 ));
GenerateTexture(m_pD3Ddev, &texBlack,D3DCOLOR_XRGB( 0, 0, 0 ));
GenerateTexture(m_pD3Ddev, &texSlate,D3DCOLOR_XRGB( 47, 79, 79 ));
GenerateTexture(m_pD3Ddev, &texCoral,D3DCOLOR_XRGB( 255, 127, 80 ));
GenerateTexture(m_pD3Ddev, &texDOrange,D3DCOLOR_XRGB( 255, 140, 0 ));
GenerateTexture(m_pD3Ddev, &texGrey,D3DCOLOR_XRGB( 190, 190, 190 ));
return S_OK;
}
i know i edited
Did you write this?
This is just some old source code for taking a player X and Y and turning them into a certain color. I am not sure if this script is still works.
If you were to execute this code you'd probably just end up with D3D errors.
man this thing is complicated
Destroy Nexon!
im not sure, but atm, im looking for a way, to get the cham source [c=19]\ if i got the right one, the one i have looks different from the one you have / [/c] to work with iwin's bypass. and trying to modify the application.
Anyway to re-hook this onto Combat Arms?
omg this is hard im working on a chams but i get 1 failed is that an error what???
Wow andy you have so much kills. :l
and it is complicated
this guy is a fuckin dum ass he has kryticals stats on his sig! wtf take dat crap off. stupid ass noob
Says the choob.
Anyway, isn't this method patched? I thought the chams use a different address now.
GenerateTexture(m_pD3Ddev, &texRed,D3DCOLOR_ARGB(255,255,0,0));
GenerateTexture(m_pD3Ddev, &texPurple,D3DCOLOR_ARGB(255,160,32,240));
GenerateTexture(m_pD3Ddev, &texGreen,D3DCOLOR_ARGB(255,0,255,0));
GenerateTexture(m_pD3Ddev, &texYellow,D3DCOLOR_ARGB(255,255,255,0));
GenerateTexture(m_pD3Ddev, &texOrange,D3DCOLOR_ARGB(255,255,140,0));
GenerateTexture(m_pD3Ddev, &texPink,D3DCOLOR_ARGB(255,255,192,203));
GenerateTexture(m_pD3Ddev, &texBlue,D3DCOLOR_ARGB(255,0,0,255));
GenerateTexture(m_pD3Ddev, &texViolet,D3DCOLOR_ARGB(208,32,144,0));
GenerateTexture(m_pD3Ddev, &texSea,D3DCOLOR_XRGB( 32, 178, 170 ));
GenerateTexture(m_pD3Ddev, &texBlack,D3DCOLOR_XRGB( 0, 0, 0 ));
GenerateTexture(m_pD3Ddev, &texSlate,D3DCOLOR_XRGB( 47, 79, 79 ));
GenerateTexture(m_pD3Ddev, &texCoral,D3DCOLOR_XRGB( 255, 127, 80 ));
GenerateTexture(m_pD3Ddev, &texDOrange,D3DCOLOR_XRGB( 255, 140, 0 ));
GenerateTexture(m_pD3Ddev, &texGrey,D3DCOLOR_XRGB( 190, 190, 190 ));
Use only 2 of the textures, unless you put a hokey on all 2 of the each.