Some people say cham is patched... i know it is not true.

I use that script, it doesn't work:

Code:
if (chams)            //if cham bool is called
    {
        if (m_Stride == 44)            //on the player models
        {
            m_pD3Ddev->SetRenderState(D3DRS_ZENABLE,false);         //bring to front
            m_pD3Ddev->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);        //fill it with a solid color
            m_pD3Ddev->SetTexture( 0, texRed);      //fill it wih red
            m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount);
            m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, true);
            m_pD3Ddev->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
            m_pD3Dde->SetTexture( 0, texGreen);             //fill it with green
        }
        }

if ((GetAsyncKeyState(VK_NUMPAD2)&1) == 1)         //if numpad 2 is called then
     Chams = !Chams;   //chams on and off
Someone know another way it can work?

I already know to try placing this..

Code:
if (chams)            //if cham bool is called
    {
        if (m_Stride == 44)            //on the player models
        {
            m_pD3Ddev->SetRenderState(D3DRS_ZENABLE,false);         //bring to front
            m_pD3Ddev->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);        //fill it with a solid color
            m_pD3Ddev->SetTexture( 0, texRed);      //fill it wih red
            m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount);
            m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, true);
            m_pD3Ddev->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
            m_pD3Dde->SetTexture( 0, texGreen);             //fill it with green
        }
        }
in the DIP.