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.