Results 1 to 11 of 11
  1. #1
    nwouh's Avatar
    Join Date
    Jul 2012
    Gender
    male
    Posts
    29
    Reputation
    10
    Thanks
    0

    SpecialForce PH D3D Hack

    SpecialForce DFI D3D Hack Source

    Features:
    Player Chams // still missing addons & zombies
    Weapon Chams
    Crosshair
    Asus
    Naked
    FullBright

    Hotkey: Numpad 1-Crosshair; 2- Chams; 3- Fullbright; 4-Asus; 5-Naked; 6-Weapon Chams
    Code:
    //==============================================================================
    // CMain.cpp
    //==============================================================================
    
    #include "CTools.h"
    #include "CMain.h"
    
    #pragma comment(lib, "d3dx9.lib")
    #pragma comment(lib, "d3d9.lib")
    
    //==============================================================================
    
    LPDIRECT3DTEXTURE9 Red,Green;
    float CenterX = 0.0f;
    float CenterY = 0.0f;
    BOOL NaKed = TRUE;
    
    BOOL DrawIndexedPrimitive_Check = FALSE;
    DWORD DrawIndexedPrimitive_Hook, DrawIndexedPrimitive_Jump;
    BOOL DrawIndexedPrimitive_CheckPtr = FALSE;
    
    VOID WINAPI DrawIndexedPrimitive_Breakpoint();
    LONG WINAPI DrawIndexedPrimitive_Exception(EXCEPTION_POINTERS* ExceptionInfo);
    
    HRESULT (WINAPI* DrawIndexedPrimitive_Pointer)(LPDIRECT3DDEVICE9,D3DPRIMITIVETYPE,INT,UINT,UINT,UINT,UINT);
    
    //==============================================================================
    
    VOID WINAPI DrawIndexedPrimitive_Main(LPDIRECT3DDEVICE9 pDevice,D3DPRIMITIVETYPE Type,INT BaseVertexIndex,UINT MinIndex,UINT NumVertices,UINT StartIndex,UINT PrimitiveCount)
    {
    	LPDIRECT3DVERTEXBUFFER9 Stream;
    	UINT Stride;
    	UINT Offset;
    
    	if ( pDevice->GetStreamSource(0,&Stream,&Offset,&Stride) == D3D_OK )
    	{
    		Stream->Release();
    	}
    
    	DrawIndexedPrimitive_CheckPtr = TRUE;
    
            if(!Tools.DrawTexture)
            {
    		Tools.GenerateTexture(pDevice,&Green,D3DCOLOR_ARGB(255,0,255,0));
    		Tools.GenerateTexture(pDevice,&Red,D3DCOLOR_ARGB(255,255,0,0));
    		Tools.DrawTexture = true;
    	}
    	
            if(GetAsyncKeyState(VK_NUMPAD6)&1) Tools.DrawWeap=!Tools.DrawWeap;
            if(GetAsyncKeyState(VK_NUMPAD5)&1) NaKed=!NaKed;
    	if(GetAsyncKeyState(VK_NUMPAD4)&1) Tools.Asus=!Tools.Asus;
    	if(GetAsyncKeyState(VK_NUMPAD3)&1) Tools.FullBright=!Tools.FullBright;
    	if(GetAsyncKeyState(VK_NUMPAD2)&1) Tools.DrawChams=!Tools.DrawChams;
    	if(GetAsyncKeyState(VK_NUMPAD1)&1) Tools.DrawCrosshair=!Tools.DrawCrosshair;
    
    	pDevice->GetViewport(&Tools.pViewport);
    	CenterX = (float)Tools.pViewport.Width / 2;
    	CenterY = (float)Tools.pViewport.Height / 2;
    
    	if(Tools.DrawCrosshair)
            {
    		D3DRECT rec1 = {CenterX-8, CenterY, CenterX+ 8+1, CenterY+1};
    		D3DRECT rec2 = {CenterX, CenterY-8, CenterX+ 1, CenterY+8+1};  
    		pDevice->Clear( 1, &rec1, D3DCLEAR_TARGET, D3DCOLOR_ARGB(255,0,255,255), 0,  0 );
    		pDevice->Clear( 1, &rec2, D3DCLEAR_TARGET, D3DCOLOR_ARGB(255,0,255,255), 0,  0 );
    
    		D3DRECT rec3 = {CenterX-2, CenterY, CenterX+ 2+1, CenterY+1};
    		D3DRECT rec4 = {CenterX, CenterY-2, CenterX+ 1, CenterY+2+1};  
    		pDevice->Clear( 1, &rec3, D3DCLEAR_TARGET, D3DCOLOR_ARGB(255,255,0,0), 0,  0 );
    		pDevice->Clear( 1, &rec4, D3DCLEAR_TARGET, D3DCOLOR_ARGB(255,255,0,0), 0,  0 );
    	}
    
    	if(Tools.DrawChams)
            {
    		if(UcCodez)
    		{
    			pDevice->SetRenderState(D3DRS_ZENABLE,FALSE);
    			if (NaKed)  pDevice->SetTexture( 0, Red );
    			DrawIndexedPrimitive_Pointer(pDevice,Type,BaseVertexIndex,MinIndex,NumVertices,StartIndex,PrimitiveCount);
    			if (NaKed)  pDevice->SetTexture( 0, Green );
    			pDevice->SetRenderState(D3DRS_ZENABLE,TRUE);
    		}
    	}
    
            if(Tools.DrawWeap)
            {
                    if(UcWeapon)
                    {
                            pDevice->SetRenderState(D3DRS_ZENABLE,FALSE);
    			if (NaKed)  pDevice->SetTexture( 0, Red );
    			DrawIndexedPrimitive_Pointer(pDevice,Type,BaseVertexIndex,MinIndex,NumVertices,StartIndex,PrimitiveCount);
    			if (NaKed)  pDevice->SetTexture( 0, Green );
    			pDevice->SetRenderState(D3DRS_ZENABLE,TRUE);
                    }
            }
    
    	if(Tools.FullBright)
            {
    		if(Stride == 40) pDevice->SetRenderState(D3DRS_LIGHTING, false);
    	}
    
    	if(!Tools.FullBright)
            {
    		if(Stride == 40) pDevice->SetRenderState(D3DRS_LIGHTING, true);
    	}
    
    	if(Tools.Asus)
            {
    		if(Stride == 40)
                    {
    			pDevice->SetRenderState( D3DRS_SRCBLEND, 2 );
    			pDevice->SetRenderState( D3DRS_DESTBLEND, 3 );
    			pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
    		}
    	}
    
    	if(!Tools.Asus)
            {
    		if(Stride == 40)
                    {
    			pDevice->SetRenderState( D3DRS_SRCBLEND, 0 );
    			pDevice->SetRenderState( D3DRS_DESTBLEND, 0 );
    			pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, false );
    		}
    	}
    
    	DrawIndexedPrimitive_CheckPtr = FALSE;
    }
    
    //==============================================================================
    
    __declspec(naked)VOID WINAPI DrawIndexedPrimitive_Call()
    {
    	if ( !DrawIndexedPrimitive_Check )
            {
    		DrawIndexedPrimitive_Breakpoint();
    		DrawIndexedPrimitive_Check = true;
    	}
    
    	if ( Tools.CheckWindowsVersion(6,1,VER_NT_WORKSTATION) || Tools.CheckWindowsVersion(6,0,VER_NT_WORKSTATION) )
            {
    		__asm
    		{
    			MOV EDI,DWORD PTR SS:[EBP+0x8] // --- Vista and 7
    			XOR EBX,EBX						
    			CMP EDI,EBX
    			PUSHFD 
    			PUSHAD
    			JMP UCFORUM
    		}
    	}
    
    	if ( Tools.CheckWindowsVersion(5,1,VER_NT_WORKSTATION) || Tools.CheckWindowsVersion(5,2,VER_NT_WORKSTATION) )
            {
    		__asm
    		{
    			PUSH EBX // --- XP
    			PUSH ESI
    			MOV ESI,dword ptr ss:[ebp+8]
    			PUSHFD 
    			PUSHAD
    			JMP UCFORUM
    		}
    	}
    
    	__asm
            {
    		UCFORUM:
         	        MOV EDX,[DrawIndexedPrimitive_CheckPtr]
    		CMP EDX,0x0
    		JG Jump
    		PUSH [EBP+0x20]
    		PUSH [EBP+0x1C]
    		PUSH [EBP+0x18]
    		PUSH [EBP+0x14]
    		PUSH [EBP+0x10]
    		PUSH [EBP+0xC]
    		PUSH [EBP+0x8]
    	        CALL [DrawIndexedPrimitive_Main]
    		Jump:
                    POPAD
                    POPFD
    		CMP EDI,EBX
    		JMP [DrawIndexedPrimitive_Jump]
             }
    }
    
    //==============================================================================
    
    LONG WINAPI DrawIndexedPrimitive_Exception(EXCEPTION_POINTERS* ExceptionInfo)
    {
    	if ( ExceptionInfo->ExceptionRecord->ExceptionCode == EXCEPTION_SINGLE_STEP && (DWORD)ExceptionInfo->ExceptionRecord->ExceptionAddress == DrawIndexedPrimitive_Hook )
            {
    		ExceptionInfo->ContextRecord->Eip = (DWORD)DrawIndexedPrimitive_Call;
    		return ( EXCEPTION_CONTINUE_EXECUTION );
    	} 
    	return ( EXCEPTION_CONTINUE_SEARCH );
    }
    
    //==============================================================================
    
    VOID WINAPI DrawIndexedPrimitive_Breakpoint()
    {
    	AddVectoredExceptionHandler((rand()%0xFFFFFF),DrawIndexedPrimitive_Exception); 
    	CONTEXT Context = {CONTEXT_DEBUG_REGISTERS};
    	Context.Dr0 = DrawIndexedPrimitive_Hook;
    	Context.Dr7 = 0x1;
    	SetThreadContext(GetCurrentThread(),&Context);
    }
    
    //==============================================================================
    
    VOID WINAPI UcCoder()
    {
    	PDWORD dwD3DVTable;
    
    	do
    	{
    		*(DWORD*)&dwD3DVTable = *(DWORD*)Tools.D3D9VTable();
    	}
    	while ( !dwD3DVTable );
    
    	if ( Tools.CheckWindowsVersion(6,1,VER_NT_WORKSTATION) || Tools.CheckWindowsVersion(6,0,VER_NT_WORKSTATION) )
    	{
    	        DrawIndexedPrimitive_Hook = ( dwD3DVTable[82] + 0x2D );
    	        DrawIndexedPrimitive_Jump = ( DrawIndexedPrimitive_Hook + 0x7 );
    	        *(PDWORD)(&DrawIndexedPrimitive_Pointer) = (DWORD)dwD3DVTable[82];
    		Tools.DetourCreate((BYTE*)DrawIndexedPrimitive_Hook,(BYTE*)DrawIndexedPrimitive_Call,5);
    	}
    	else if( Tools.CheckWindowsVersion(5,1,VER_NT_WORKSTATION) || Tools.CheckWindowsVersion(5,2,VER_NT_WORKSTATION) )
    	{
    		DrawIndexedPrimitive_Hook = ( dwD3DVTable[82] + 0x1D );
    	        DrawIndexedPrimitive_Jump = ( DrawIndexedPrimitive_Hook + 0x5 );
    	        *(PDWORD)(&DrawIndexedPrimitive_Pointer) = (DWORD)dwD3DVTable[82];
    		Tools.DetourCreate((BYTE*)DrawIndexedPrimitive_Hook,(BYTE*)DrawIndexedPrimitive_Call,5);
    	}
    	else 
    	{
    		MessageBoxA(GetActiveWindow()," Uc-Codez: Your System IsN't Supported","Error",MB_OK);
    		ExitProcess(0);
    	}
    }
    
    //==============================================================================
    
    BOOL WINAPI DllMain(HMODULE hModule,DWORD dwReason,LPVOID lpReserved)
    {
    	UNREFERENCED_PARAMETER(lpReserved);
    	if ( dwReason == DLL_PROCESS_ATTACH )
    	{
    		CreateThread(0,0,(LPTHREAD_START_ROUTINE)UcCoder0,0,0);
    MessageBoxA(NULL,"Hack Injected","UC-CoderX",MB_OK);
    	}
    	return ( TRUE );
    }
    
    //=============================================================================
    Code:
    //==============================================================================
    // CMain.h
    //==============================================================================
    
    #define UcCodez ((SSD1||SSD2||SSD3||SSD4||SSD5||SSD6||SSD7||SSD8||SSD9||PSU1||PSU2||PSU3||PSU4||PSU5||PSU6||PSU7||PSU8||PSU9||Mulan1||Mulan2||Mulan3||Mulan4||Mulan5||Mulan6||Mulan7||Mulan8||Mulan9||ForceRecon1||ForceRecon2||ForceRecon3||ForceRecon4||ForceRecon5||ForceRecon6||ForceRecon7||ForceRecon8||ForceRecon9||SRG1||SRG2||SRG3||SRG4||SRG5||SRG6||SRG7||SRG8||SRG9||KSF1||KSF2||KSF3||KSF4||KSF5||KSF6||KSF7||KSF8||KSF9||SAS1||SAS2||SAS3||SAS4||SAS5||SAS6||SAS7||SAS8||ROKMC1||ROKMC2||ROKMC3||ROKMC4||ROKMC5||ROKMC6||GSG91||GSG92||GSG93||GSG94||GSG95||GSG96||GSG97||GSG98||GSG99||GIGN1||GIGN2||GIGN3||GIGN4||GIGN5||GIGN6||Delta||Spetsnaz1||Spetsnaz2||Spetsnaz3||Spetsnaz4||Spetsnaz5||Spetsnaz6||PASKAL1||PASKAL2||PASKAL3||RISA1||RISA2||RISA3||BlackDevil1||BlackDevil2||BlackDevil3||BlackDevil4||BlackDevil5))
    
    //----- SSD Character
    #define SSD1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==130) && (StartIndex==0) && (PrimitiveCount==213))
    #define SSD2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==130) && (NumVertices==100) && (StartIndex==639) && (PrimitiveCount==146))
    #define SSD3 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==230) && (NumVertices==113) && (StartIndex==1077) && (PrimitiveCount==168))
    #define SSD4 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==343) && (NumVertices==525) && (StartIndex==1581) && (PrimitiveCount==716))
    #define SSD5 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==868) && (NumVertices==130) && (StartIndex==3729) && (PrimitiveCount==213))
    #define SSD6 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==998) && (NumVertices==100) && (StartIndex==4368) && (PrimitiveCount==146))
    #define SSD7 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1098) && (NumVertices==113) && (StartIndex==4806) && (PrimitiveCount==168))
    #define SSD8 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1211) && (NumVertices==260) && (StartIndex==5310) && (PrimitiveCount==394))
    #define SSD9 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1471) && (NumVertices==591) && (StartIndex==6492) && (PrimitiveCount==948))
    //----- End SSD Character
    
    //----- PSU Character
    #define PSU1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==87) && (StartIndex==0) && (PrimitiveCount==139))
    #define PSU2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==87) && (NumVertices==79) && (StartIndex==417) && (PrimitiveCount==105))
    #define PSU3 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==166) && (NumVertices==126) && (StartIndex==732) && (PrimitiveCount==172))
    #define PSU4 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==292) && (NumVertices==555) && (StartIndex==1248) && (PrimitiveCount==740))
    #define PSU5 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==847) && (NumVertices==87) && (StartIndex==3468) && (PrimitiveCount==139))
    #define PSU6 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==934) && (NumVertices==79) && (StartIndex==3885) && (PrimitiveCount==105))
    #define PSU7 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1013) && (NumVertices==126) && (StartIndex==4200) && (PrimitiveCount==172))
    #define PSU8 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1139) && (NumVertices==499) && (StartIndex==4716) && (PrimitiveCount==624))
    #define PSU9 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1638) && (NumVertices==523) && (StartIndex==6588) && (PrimitiveCount==846))
    //----- End PSU Character
    
    //----- Mulan Character
    #define Mulan1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==90) && (StartIndex==0) && (PrimitiveCount==146))
    #define Mulan2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==90) && (NumVertices==118) && (StartIndex==438) && (PrimitiveCount==126))
    #define Mulan3 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==208) && (NumVertices==121) && (StartIndex==816) && (PrimitiveCount==180))
    #define Mulan4 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==329) && (NumVertices==299) && (StartIndex==1356) && (PrimitiveCount==452))
    #define Mulan5 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==628) && (NumVertices==90) && (StartIndex==2712) && (PrimitiveCount==146))
    #define Mulan6 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==718) && (NumVertices==124) && (StartIndex==3150) && (PrimitiveCount==126))
    #define Mulan7 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==842) && (NumVertices==121) && (StartIndex==3528) && (PrimitiveCount==180))
    #define Mulan8 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==963) && (NumVertices==295) && (StartIndex==4068) && (PrimitiveCount==482))
    #define Mulan9 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1258) && (NumVertices==474) && (StartIndex==5514) && (PrimitiveCount==728))
    //----- End Mulan Character
    
    //----- ForceRecon Character
    #define ForceRecon1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==83) && (StartIndex==0) && (PrimitiveCount==137))
    #define ForceRecon2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==83) && (NumVertices==79) && (StartIndex==411) && (PrimitiveCount==105))
    #define ForceRecon3 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==162) && (NumVertices==142) && (StartIndex==726) && (PrimitiveCount==174))
    #define ForceRecon4 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==304) && (NumVertices==278) && (StartIndex==1248) && (PrimitiveCount==462))
    #define ForceRecon5 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==582) && (NumVertices==83) && (StartIndex==2634) && (PrimitiveCount==137))
    #define ForceRecon6 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==665) && (NumVertices==79) && (StartIndex==3045) && (PrimitiveCount==105))
    #define ForceRecon7 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==744) && (NumVertices==142) && (StartIndex==3360) && (PrimitiveCount==174))
    #define ForceRecon8 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==886) && (NumVertices==263) && (StartIndex==3882) && (PrimitiveCount==290))
    #define ForceRecon9 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1149) && (NumVertices==316) && (StartIndex==4752) && (PrimitiveCount==556))
    //----- End ForceRecon Character
    
    //----- SRG Character
    #define SRG1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==159) && (StartIndex==0) && (PrimitiveCount==200))
    #define SRG2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==159) && (NumVertices==100) && (StartIndex==600) && (PrimitiveCount==121))
    #define SRG3 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==259) && (NumVertices==132) && (StartIndex==963) && (PrimitiveCount==180))
    #define SRG4 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==391) && (NumVertices==338) && (StartIndex==1503) && (PrimitiveCount==534))
    #define SRG5 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==729) && (NumVertices==105) && (StartIndex==3105) && (PrimitiveCount==168))
    #define SRG6 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==834) && (NumVertices==100) && (StartIndex==3609) && (PrimitiveCount==121))
    #define SRG7 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==934) && (NumVertices==132) && (StartIndex==3972) && (PrimitiveCount==180))
    #define SRG8 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1066) && (NumVertices==804) && (StartIndex==4512) && (PrimitiveCount==1016))
    #define SRG9 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1870) && (NumVertices==448) && (StartIndex==7560) && (PrimitiveCount==776))
    //----- End SRG Character
    
    //----- KSF Character
    #define KSF1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==75) && (StartIndex==0) && (PrimitiveCount==121))
    #define KSF2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==75) && (NumVertices==92) && (StartIndex==363) && (PrimitiveCount==115))
    #define KSF3 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==167) && (NumVertices==124) && (StartIndex==708) && (PrimitiveCount==168))
    #define KSF4 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==291) && (NumVertices==301) && (StartIndex==1212) && (PrimitiveCount==522))
    #define KSF5 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==592) && (NumVertices==75) && (StartIndex==2778) && (PrimitiveCount==121))
    #define KSF6 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==667) && (NumVertices==92) && (StartIndex==3141) && (PrimitiveCount==115))
    #define KSF7 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==759) && (NumVertices==124) && (StartIndex==3486) && (PrimitiveCount==168))
    #define KSF8 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==883) && (NumVertices==187) && (StartIndex==3990) && (PrimitiveCount==288))
    #define KSF9 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1070) && (NumVertices==353) && (StartIndex==4854) && (PrimitiveCount==556))
    //----- End KSF Character
    
    //----- SAS Character
    #define SAS1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==75) && (NumVertices==85) && (StartIndex==363) && (PrimitiveCount==105))
    #define SAS2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==160) && (NumVertices==124) && (StartIndex==678) && (PrimitiveCount==168))
    #define SAS3 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==284) && (NumVertices==370) && (StartIndex==1182) && (PrimitiveCount==650))
    #define SAS4 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==654) && (NumVertices==75) && (StartIndex==3132) && (PrimitiveCount==121))
    #define SAS5 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==729) && (NumVertices==85) && (StartIndex==3495) && (PrimitiveCount==105))
    #define SAS6 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==814) && (NumVertices==124) && (StartIndex==3810) && (PrimitiveCount==168))
    #define SAS7 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==938) && (NumVertices==180) && (StartIndex==4314) && (PrimitiveCount==274))
    #define SAS8 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1118) && (NumVertices==367) && (StartIndex==5136) && (PrimitiveCount==612))
    //----- End SAS Character
    
    //----- ROKMC Character
    #define ROKMC1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==284) && (NumVertices==365) && (StartIndex==1182) && (PrimitiveCount==642))
    #define ROKMC2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==649) && (NumVertices==75) && (StartIndex==3108) && (PrimitiveCount==121))
    #define ROKMC3 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==724) && (NumVertices==85) && (StartIndex==3471) && (PrimitiveCount==105))
    #define ROKMC4 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==809) && (NumVertices==124) && (StartIndex==3786) && (PrimitiveCount==168))
    #define ROKMC5 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==933) && (NumVertices==194) && (StartIndex==4290) && (PrimitiveCount==260))
    #define ROKMC6 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1127) && (NumVertices==379) && (StartIndex==5070) && (PrimitiveCount==592))
    //----- End ROKMC Character
    
    //----- GSG9 Character
    #define GSG91 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==75) && (NumVertices==88) && (StartIndex==363) && (PrimitiveCount==105))
    #define GSG92 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==163) && (NumVertices==124) && (StartIndex==678) && (PrimitiveCount==168))
    #define GSG93 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==287) && (NumVertices==369) && (StartIndex==1182) && (PrimitiveCount==650))
    #define GSG94 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==656) && (NumVertices==75) && (StartIndex==3132) && (PrimitiveCount==121))
    #define GSG95 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==731) && (NumVertices==88) && (StartIndex==3495) && (PrimitiveCount==105))
    #define GSG96 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==819) && (NumVertices==124) && (StartIndex==3810) && (PrimitiveCount==168))
    #define GSG97 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==943) && (NumVertices==196) && (StartIndex==4314) && (PrimitiveCount==314))
    #define GSG98 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1139) && (NumVertices==355) && (StartIndex==5256) && (PrimitiveCount==568))
    #define GSG99 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1494) && (NumVertices==22) && (StartIndex==6960) && (PrimitiveCount==24))
    //----- End GSG9 Character
    
    //----- GIGN Character
    #define GIGN1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==284) && (NumVertices==369) && (StartIndex==1182) && (PrimitiveCount==650))
    #define GIGN2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==653) && (NumVertices==75) && (StartIndex==3132) && (PrimitiveCount==121))
    #define GIGN3 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==728) && (NumVertices==85) && (StartIndex==3495) && (PrimitiveCount==105))
    #define GIGN4 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==813) && (NumVertices==124) && (StartIndex==3810) && (PrimitiveCount==168))
    #define GIGN5 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==937) && (NumVertices==212) && (StartIndex==4314) && (PrimitiveCount==306))
    #define GIGN6 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1149) && (NumVertices==362) && (StartIndex==5232) && (PrimitiveCount==604))
    //----- End GIGN Character
    
    //----- Delta Character
    #define Delta ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1118) && (NumVertices==349) && (StartIndex==5136) && (PrimitiveCount==580))
    //----- End Delta Character
    
    //----- Spetsnaz Character
    #define Spetsnaz1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==284) && (NumVertices==380) && (StartIndex==1182) && (PrimitiveCount==658))
    #define Spetsnaz2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==664) && (NumVertices==75) && (StartIndex==3156) && (PrimitiveCount==121))
    #define Spetsnaz3 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==739) && (NumVertices==85) && (StartIndex==3519) && (PrimitiveCount==105))
    #define Spetsnaz4 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==824) && (NumVertices==124) && (StartIndex==3834) && (PrimitiveCount==168))
    #define Spetsnaz5 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==948) && (NumVertices==183) && (StartIndex==4338) && (PrimitiveCount==268))
    #define Spetsnaz6 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1131) && (NumVertices==361) && (StartIndex==5142) && (PrimitiveCount==604))
    //----- End Spetsnaz Character
    
    //----- New Character Defines
    #define PASKAL1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==1441) && (StartIndex==0) && (PrimitiveCount==1776))
    #define PASKAL2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1441) && (NumVertices==1631) && (StartIndex==5328) && (PrimitiveCount==1577))
    #define PASKAL3 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==3072) && (NumVertices==122) && (StartIndex==10059) && (PrimitiveCount==128))
    
    #define RISA1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==1516) && (StartIndex==0) && (PrimitiveCount==2122))
    #define RISA2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1516) && (NumVertices==713) && (StartIndex==6366) && (PrimitiveCount==962))
    #define RISA3 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==2229) && (NumVertices==214) && (StartIndex==9252) && (PrimitiveCount==130))
    
    #define BlackDevil1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==1322) && (StartIndex==0) && (PrimitiveCount==1674))
    #define BlackDevil2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1322) && (NumVertices==1091) && (StartIndex==5022) && (PrimitiveCount==1702))
    #define BlackDevil3 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==2413) && (NumVertices==8) && (StartIndex==10128) && (PrimitiveCount==6))
    #define BlackDevil4 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==2421) && (NumVertices==8) && (StartIndex==10146) && (PrimitiveCount==6))
    #define BlackDevil5 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==2429) && (NumVertices==10) && (StartIndex==10164) && (PrimitiveCount==8))
    //----- End New Character Defines
    
    //----- Weapons Defines----------------------------------------------------------------------------------------------------------------------------------------- 
    
    #define UcWeapon ((DcafeP90||FNFAL||PhoenixM4A1Sight1||PhoenixM4A1Sight2||HorrorTAR21||M4A1||HK416||M16A2GL1||M16A2GL2||TigerGalil||AK74||Type97||EVLAN941||EVLAN942||EVLM16A2||M4A12||HotRodMP7A1||PPSH41||Uzi||EVLGalil1||EVLGalil2||SAMRM16A21||SAMRM16A22||MarineUzi||K7||Type89||TAR21||UMP45||ScarH1||ScarH2||AN94||DevilUzi||MAC10||AUGA3||MP7A1||GoldAK47s||G3A3||FAMAS||GALIL||SIG551||M16A2||G36C||P90||EVLK21||EVLK22||EVLK23||K11||K12||K13||K14||K15||K21||K22||K23||K24||MP51||MP52||MP53||MP54||MP55||SteyrAUG1||SteyrAUG2||SteyrAUG3||SteyrAUG4||SteyrAUG5||SteyrAUG6||DcafeM14EBR||EngravingPSG1||PSG1||PSG2||GOLDPSG1||DragonPSG1||MSG90DMR||DragonWA2000||KAR98K||DSR1||GoldDragunov||WA2000||GoldTango51||CheytacM200||Tango51||BlackM110||FRF2||AWP||M110SAS||Dragunov||DEGTYAREV||EVLM249||GattlingGun1||GattlingGun2||MG36||M249||LUGER||BerettaM92F1||BerettaM92F2||BerettaM92F3||BerettaM92F4||BerettaM92F5||M945ExtendedS1||M945ExtendedS2||M629||SPAS12||DesertEagle||DoubleMK23||Desperado||CompactM945||MR73||RemingtonM870||BenelliM1||Colt45||Glock23||MarkIIGrenade||VXGrenade||RGD5||ANM8Smoke||FlashBang||M67Grenade||SilverKnife||Shovel||SharkKnife||Hatchet))
    
    //----- Rifles Defines 
    #define DcafeP90 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==282) && (StartIndex==0) && (PrimitiveCount==168)) 
    #define FNFAL ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==615) && (StartIndex==0) && (PrimitiveCount==481)) 
    
    #define PhoenixM4A1Sight1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==712) && (StartIndex==0) && (PrimitiveCount==467)) 
    #define PhoenixM4A1Sight2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==712) && (NumVertices==255) && (StartIndex==1401) && (PrimitiveCount==220)) 
    
    #define HorrorTAR21 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==486) && (StartIndex==0) && (PrimitiveCount==260)) 
    #define M4A1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==812) && (StartIndex==0) && (PrimitiveCount==523)) 
    #define HK416 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==860) && (StartIndex==0) && (PrimitiveCount==534)) 
    
    #define M16A2GL1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==561) && (StartIndex==0) && (PrimitiveCount==408)) 
    #define M16A2GL2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==561) && (NumVertices==166) && (StartIndex==1224) && (PrimitiveCount==118)) 
    
    #define TigerGalil ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==805) && (StartIndex==0) && (PrimitiveCount==427)) 
    #define AK74 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==331) && (StartIndex==0) && (PrimitiveCount==237)) 
    #define Type97 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==1126) && (StartIndex==0) && (PrimitiveCount==743)) 
    
    #define EVLAN941 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==648) && (StartIndex==0) && (PrimitiveCount==394)) 
    #define EVLAN942 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==648) && (NumVertices==202) && (StartIndex==1182) && (PrimitiveCount==139)) 
    
    #define EVLM16A2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==537) && (StartIndex==0) && (PrimitiveCount==419)) 
    #define M4A12 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==587) && (StartIndex==0) && (PrimitiveCount==457)) 
    #define HotRodMP7A1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==280) && (StartIndex==0) && (PrimitiveCount==201)) 
    #define PPSH41 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==401) && (StartIndex==0) && (PrimitiveCount==267)) 
    #define Uzi ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==784) && (StartIndex==0) && (PrimitiveCount==463)) 
    
    #define EVLGalil1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==1868) && (StartIndex==0) && (PrimitiveCount==968)) 
    #define EVLGalil2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1868) && (NumVertices==498) && (StartIndex==2904) && (PrimitiveCount==338)) 
    
    #define SAMRM16A21 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==509) && (StartIndex==0) && (PrimitiveCount==385)) 
    #define SAMRM16A22 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==509) && (NumVertices==407) && (StartIndex==1155) && (PrimitiveCount==292)) 
    
    #define MarineUzi ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==620) && (StartIndex==0) && (PrimitiveCount==416)) 
    #define K7 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==664) && (StartIndex==0) && (PrimitiveCount==495)) 
    #define Type89 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==1014) && (StartIndex==0) && (PrimitiveCount==754)) 
    #define TAR21 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==454) && (StartIndex==0) && (PrimitiveCount==240)) 
    #define UMP45 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==459) && (StartIndex==0) && (PrimitiveCount==271)) 
    
    #define ScarH1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==582) && (StartIndex==0) && (PrimitiveCount==345)) 
    #define ScarH2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==582) && (NumVertices==84) && (StartIndex==1035) && (PrimitiveCount==44)) 
    
    #define AN94 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==650) && (StartIndex==0) && (PrimitiveCount==394)) 
    #define DevilUzi ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==876) && (StartIndex==0) && (PrimitiveCount==515)) 
    #define MAC10 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==526) && (StartIndex==0) && (PrimitiveCount==417)) 
    #define AUGA3 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==512) && (StartIndex==0) && (PrimitiveCount==302)) 
    #define MP7A1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==287) && (StartIndex==0) && (PrimitiveCount==124)) 
    #define GoldAK47s ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==872) && (StartIndex==0) && (PrimitiveCount==500)) 
    #define G3A3 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==1493) && (StartIndex==0) && (PrimitiveCount==1099)) 
    #define FAMAS ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==1615) && (StartIndex==0) && (PrimitiveCount==751)) 
    #define GALIL ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==1872) && (StartIndex==0) && (PrimitiveCount==968)) 
    #define SIG551 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==2325) && (StartIndex==0) && (PrimitiveCount==1431)) 
    #define M16A2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==565) && (StartIndex==0) && (PrimitiveCount==423)) 
    #define G36C ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==1459) && (StartIndex==0) && (PrimitiveCount==805)) 
    #define P90 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==317) && (StartIndex==0) && (PrimitiveCount==230)) 
    
    #define EVLK21 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==490) && (StartIndex==0) && (PrimitiveCount==352)) 
    #define EVLK22 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==490) && (NumVertices==798) && (StartIndex==1056) && (PrimitiveCount==559)) 
    #define EVLK23 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1288) && (NumVertices==98) && (StartIndex==2733) && (PrimitiveCount==66)) 
    
    #define K11 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==422) && (StartIndex==0) && (PrimitiveCount==339)) 
    #define K12 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==422) && (NumVertices==234) && (StartIndex==1017) && (PrimitiveCount==116)) 
    #define K13 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==656) && (NumVertices==175) && (StartIndex==1365) && (PrimitiveCount==73)) 
    #define K14 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==831) && (NumVertices==32) && (StartIndex==1584) && (PrimitiveCount==12)) 
    #define K15 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==863) && (NumVertices==23) && (StartIndex==1620) && (PrimitiveCount==12)) 
    
    #define K21 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==405) && (StartIndex==0) && (PrimitiveCount==383)) 
    #define K22 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==405) && (NumVertices==158) && (StartIndex==1149) && (PrimitiveCount==89)) 
    #define K23 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==563) && (NumVertices==22) && (StartIndex==1416) && (PrimitiveCount==12)) 
    #define K24 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==585) && (NumVertices==70) && (StartIndex==1452) && (PrimitiveCount==34)) 
    
    #define MP51 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==719) && (StartIndex==0) && (PrimitiveCount==459)) 
    #define MP52 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==719) && (NumVertices==18) && (StartIndex==1377) && (PrimitiveCount==8)) 
    #define MP53 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==737) && (NumVertices==203) && (StartIndex==1401) && (PrimitiveCount==84)) 
    #define MP54 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==940) && (NumVertices==167) && (StartIndex==1653) && (PrimitiveCount==83)) 
    #define MP55 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1107) && (NumVertices==676) && (StartIndex==1902) && (PrimitiveCount==452)) 
    
    #define SteyrAUG1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==462) && (StartIndex==0) && (PrimitiveCount==348)) 
    #define SteyrAUG2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==462) && (NumVertices==270) && (StartIndex==1044) && (PrimitiveCount==133)) 
    #define SteyrAUG3 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==732) && (NumVertices==41) && (StartIndex==1443) && (PrimitiveCount==25)) 
    #define SteyrAUG4 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==773) && (NumVertices==12) && (StartIndex==1518) && (PrimitiveCount==6)) 
    #define SteyrAUG5 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==785) && (NumVertices==4) && (StartIndex==1536) && (PrimitiveCount==2)) 
    #define SteyrAUG6 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==789) && (NumVertices==18) && (StartIndex==1542) && (PrimitiveCount==8)) 
    //----- End Rifle Defines 
    
    //----- Sniper Defines 
    #define DcafeM14EBR ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==801) && (StartIndex==0) && (PrimitiveCount==544)) 
    
    #define EngravingPSG1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==961) && (StartIndex==0) && (PrimitiveCount==588)) 
    #define PSG1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==652) && (StartIndex==0) && (PrimitiveCount==444)) 
    #define PSG2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1258) && (NumVertices==474) && (StartIndex==5514) && (PrimitiveCount==728)) 
    #define GOLDPSG1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==963) && (StartIndex==0) && (PrimitiveCount==588)) 
    #define DragonPSG1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==659) && (StartIndex==0) && (PrimitiveCount==444)) 
    
    #define MSG90DMR ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==673) && (StartIndex==0) && (PrimitiveCount==368)) 
    #define DragonWA2000 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==726) && (StartIndex==0) && (PrimitiveCount==474)) 
    #define KAR98K ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==391) && (StartIndex==0) && (PrimitiveCount==267)) 
    #define DSR1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==663) && (StartIndex==0) && (PrimitiveCount==527)) 
    #define GoldDragunov ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==1832) && (StartIndex==0) && (PrimitiveCount==865)) 
    #define WA2000 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==717) && (StartIndex==0) && (PrimitiveCount==464)) 
    #define GoldTango51 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==617) && (StartIndex==0) && (PrimitiveCount==509)) 
    #define CheytacM200 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==717) && (StartIndex==0) && (PrimitiveCount==422)) 
    #define Tango51 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==285) && (StartIndex==0) && (PrimitiveCount==135)) 
    #define BlackM110 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==763) && (StartIndex==0) && (PrimitiveCount==433)) 
    #define FRF2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==537) && (StartIndex==0) && (PrimitiveCount==373)) 
    #define AWP ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==1152) && (StartIndex==0) && (PrimitiveCount==840)) 
    #define M110SAS ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==760) && (StartIndex==0) && (PrimitiveCount==431)) 
    #define Dragunov ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==2390) && (StartIndex==0) && (PrimitiveCount==1276)) 
    //----- End Sniper Defines 
    
    //----- Machine Gun Defines 
    #define DEGTYAREV ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==526) && (StartIndex==0) && (PrimitiveCount==315)) 
    #define EVLM249 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==1692) && (StartIndex==0) && (PrimitiveCount==1052)) 
    
    #define GattlingGun1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==553) && (StartIndex==0) && (PrimitiveCount==380)) 
    #define GattlingGun2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==54) && (StartIndex==0) && (PrimitiveCount==34)) 
    
    #define MG36 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==582) && (StartIndex==0) && (PrimitiveCount==322)) 
    #define M249 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==1937) && (StartIndex==0) && (PrimitiveCount==1304)) 
    #define LUGER ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==319) && (StartIndex==0) && (PrimitiveCount==171)) 
    //----- End Machine Gun Defines 
    
    //----- Secondary Defines 
    #define BerettaM92F1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==715) && (StartIndex==0) && (PrimitiveCount==449)) 
    #define BerettaM92F2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==715) && (NumVertices==110) && (StartIndex==1347) && (PrimitiveCount==44)) 
    #define BerettaM92F3 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==825) && (NumVertices==165) && (StartIndex==1479) && (PrimitiveCount==75)) 
    #define BerettaM92F4 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==990) && (NumVertices==44) && (StartIndex==1704) && (PrimitiveCount==20)) 
    #define BerettaM92F5 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1034) && (NumVertices==28) && (StartIndex==1764) && (PrimitiveCount==14)) 
    
    #define M945ExtendedS1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==256) && (StartIndex==0) && (PrimitiveCount==192)) 
    #define M945ExtendedS2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==256) && (NumVertices==400) && (StartIndex==576) && (PrimitiveCount==246)) 
    
    #define M629 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==281) && (StartIndex==0) && (PrimitiveCount==215)) 
    #define SPAS12 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==418) && (StartIndex==0) && (PrimitiveCount==249)) 
    #define DesertEagle ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==362) && (StartIndex==0) && (PrimitiveCount==209)) 
    #define DoubleMK23 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==328) && (StartIndex==0) && (PrimitiveCount==174)) 
    #define Desperado ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==197) && (StartIndex==0) && (PrimitiveCount==127)) 
    #define CompactM945 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==247) && (StartIndex==0) && (PrimitiveCount==178)) 
    #define MR73 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==289) && (StartIndex==0) && (PrimitiveCount==223)) 
    #define RemingtonM870 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==701) && (StartIndex==0) && (PrimitiveCount==618)) 
    #define BenelliM1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==721) && (StartIndex==0) && (PrimitiveCount==457)) 
    #define Colt45 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==920) && (StartIndex==0) && (PrimitiveCount==543)) 
    #define Glock23 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==165) && (StartIndex==0) && (PrimitiveCount==122)) 
    //----- End Secondary Defines 
    
    //----- Knives Defines 
    #define SilverKnife ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==167) && (StartIndex==0) && (PrimitiveCount==189)) 
    #define Shovel ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==126) && (StartIndex==0) && (PrimitiveCount==102)) 
    #define SharkKnife ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==260) && (StartIndex==0) && (PrimitiveCount==205)) 
    #define Hatchet ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==106) && (StartIndex==0) && (PrimitiveCount==114)) 
    //----- End Knives Defines 
    
    //----- Nades Defines 
    #define MarkIIGrenade ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==174) && (StartIndex==0) && (PrimitiveCount==152)) 
    #define VXGrenade ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==271) && (StartIndex==0) && (PrimitiveCount==257)) 
    #define RGD5 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==338) && (StartIndex==0) && (PrimitiveCount==339)) 
    #define ANM8Smoke ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==171) && (StartIndex==0) && (PrimitiveCount==143)) 
    #define FlashBang ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==158) && (StartIndex==0) && (PrimitiveCount==131)) 
    #define M67Grenade ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==213) && (StartIndex==0) && (PrimitiveCount==174)) 
    //----- End Nades Defines 
    //----- End Weapon Defines-------------------------------------------------------------------------------------------------------------------------------------
    Code:
    //==============================================================================
    // CTools.cpp
    //==============================================================================
    
    #include "CTools.h"
    
    CTools Tools;
    
    //==============================================================================
    
    DWORD CTools::D3D9VTable()
    {
        DWORD dwObjBase = (DWORD)LoadLibraryA("D3D9.DLL");
        while ( dwObjBase++ < dwObjBase + 0x127850 )
        {
            if ( (*(WORD*)(dwObjBase + 0x00)) == 0x06C7 && (*(WORD*)(dwObjBase + 0x06)) == 0x8689 && (*(WORD*)(dwObjBase + 0x0C)) == 0x8689 ) 
    		{ 
    			dwObjBase += 2; 
    			break; 
    		}
        }
        return ( dwObjBase );
    }
    
    //==============================================================================
    
    BOOL CTools::CheckWindowsVersion(DWORD dwMajorVersion,DWORD dwMinorVersion,DWORD dwProductType)
    {
        OSVERSIONINFOEX VersionInfo;
        ZeroMemory(&VersionInfo,sizeof(OSVERSIONINFOEX));
        VersionInfo.dwOSVersionInfoSize = sizeof(VersionInfo);
        GetVersionEx((OSVERSIONINFO*)&VersionInfo);
    	if ( VersionInfo.dwMajorVersion	== dwMajorVersion )
    	{
    		if ( VersionInfo.dwMinorVersion == dwMinorVersion )
    		{
    			if ( VersionInfo.wProductType == dwProductType )
    			{
    				return ( TRUE );
    			}
    		}
    	}
    	return ( FALSE );
    }
    
    //==============================================================================
    
    void *CTools::DetourCreate(BYTE *src, const BYTE *dst, const int len)
    {
    	BYTE *jmp = (BYTE*)malloc(len+5);
    	DWORD dwBack;
    
    	VirtualProtect(src, len, PAGE_EXECUTE_READWRITE, &dwBack);
    	memcpy(jmp, src, len);	
    	jmp += len;
    	jmp[0] = 0xE9;
    	*(DWORD*)(jmp+1) = (DWORD)(src+len - jmp) - 5;
    	src[0] = 0xE9;
    	*(DWORD*)(src+1) = (DWORD)(dst - src) - 5;
    	for (int i=5; i<len; i++)  src[i]=0x90;
    	VirtualProtect(src, len, dwBack, &dwBack);
    	return (jmp-len);
    }
    
    //==============================================================================
    
    HRESULT CTools::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;
    }
    
    //===========================================================================
    Code:
    //==============================================================================
    // CTools.h
    //==============================================================================
    
    #include <windows.h>
    #include <d3d9.h>
    #include <d3dx9.h>
    
    //==============================================================================
    
    class CTools
    {
    public:
    	D3DVIEWPORT9  pViewport;
    	BOOL	DrawTexture;
    	BOOL	DrawCrosshair;
    	BOOL	DrawChams;
            BOOL	DrawWeap;
    	BOOL	FullBright;
    	BOOL	Asus;
    	DWORD	D3D9VTable();
    	BOOL	CheckWindowsVersion(DWORD dwMajorVersion,DWORD dwMinorVersion,DWORD dwProductType);
    	void    *DetourCreate( BYTE *src, const BYTE *dst, const int len );
    	HRESULT GenerateTexture( IDirect3DDevice9 *pD3Ddev, IDirect3DTexture9 **ppD3Dtex, DWORD colour32 );
    };
    extern CTools Tools;
    
    //=========================================================================


    ---------- Post added at 09:38 PM ---------- Previous post was at 09:35 PM ----------

    Added All Weapons Define
    Code:
    //----- Weapons Defines----------------------------------------------------------------------------------------------------------------------------------------- 
    //----- Rifles Defines 
    #define DcafeP90 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==282) && (StartIndex==0) && (PrimitiveCount==168)) 
    #define FNFAL ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==615) && (StartIndex==0) && (PrimitiveCount==481)) 
    
    #define PhoenixM4A1Sight1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==712) && (StartIndex==0) && (PrimitiveCount==467)) 
    #define PhoenixM4A1Sight2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==712) && (NumVertices==255) && (StartIndex==1401) && (PrimitiveCount==220)) 
    
    #define HorrorTAR21 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==486) && (StartIndex==0) && (PrimitiveCount==260)) 
    #define M4A1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==812) && (StartIndex==0) && (PrimitiveCount==523)) 
    #define HK416 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==860) && (StartIndex==0) && (PrimitiveCount==534)) 
    
    #define M16A2GL1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==561) && (StartIndex==0) && (PrimitiveCount==408)) 
    #define M16A2GL2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==561) && (NumVertices==166) && (StartIndex==1224) && (PrimitiveCount==118)) 
    
    #define TigerGalil ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==805) && (StartIndex==0) && (PrimitiveCount==427)) 
    #define AK74 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==331) && (StartIndex==0) && (PrimitiveCount==237)) 
    #define Type97 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==1126) && (StartIndex==0) && (PrimitiveCount==743)) 
    
    #define EVLAN941 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==648) && (StartIndex==0) && (PrimitiveCount==394)) 
    #define EVLAN942 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==648) && (NumVertices==202) && (StartIndex==1182) && (PrimitiveCount==139)) 
    
    #define EVLM16A2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==537) && (StartIndex==0) && (PrimitiveCount==419)) 
    #define M4A12 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==587) && (StartIndex==0) && (PrimitiveCount==457)) 
    #define HotRodMP7A1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==280) && (StartIndex==0) && (PrimitiveCount==201)) 
    #define PPSH41 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==401) && (StartIndex==0) && (PrimitiveCount==267)) 
    #define Uzi ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==784) && (StartIndex==0) && (PrimitiveCount==463)) 
    
    #define EVLGalil1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==1868) && (StartIndex==0) && (PrimitiveCount==968)) 
    #define EVLGalil2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1868) && (NumVertices==498) && (StartIndex==2904) && (PrimitiveCount==338)) 
    
    #define SAMRM16A21 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==509) && (StartIndex==0) && (PrimitiveCount==385)) 
    #define SAMRM16A22 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==509) && (NumVertices==407) && (StartIndex==1155) && (PrimitiveCount==292)) 
    
    #define MarineUzi ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==620) && (StartIndex==0) && (PrimitiveCount==416)) 
    #define K7 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==664) && (StartIndex==0) && (PrimitiveCount==495)) 
    #define Type89 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==1014) && (StartIndex==0) && (PrimitiveCount==754)) 
    #define TAR21 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==454) && (StartIndex==0) && (PrimitiveCount==240)) 
    #define UMP45 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==459) && (StartIndex==0) && (PrimitiveCount==271)) 
    
    #define ScarH1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==582) && (StartIndex==0) && (PrimitiveCount==345)) 
    #define ScarH2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==582) && (NumVertices==84) && (StartIndex==1035) && (PrimitiveCount==44)) 
    
    #define AN94 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==650) && (StartIndex==0) && (PrimitiveCount==394)) 
    #define DevilUzi ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==876) && (StartIndex==0) && (PrimitiveCount==515)) 
    #define MAC10 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==526) && (StartIndex==0) && (PrimitiveCount==417)) 
    #define AUGA3 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==512) && (StartIndex==0) && (PrimitiveCount==302)) 
    #define MP7A1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==287) && (StartIndex==0) && (PrimitiveCount==124)) 
    #define GoldAK47s ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==872) && (StartIndex==0) && (PrimitiveCount==500)) 
    #define G3A3 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==1493) && (StartIndex==0) && (PrimitiveCount==1099)) 
    #define FAMAS ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==1615) && (StartIndex==0) && (PrimitiveCount==751)) 
    #define GALIL ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==1872) && (StartIndex==0) && (PrimitiveCount==968)) 
    #define SIG551 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==2325) && (StartIndex==0) && (PrimitiveCount==1431)) 
    #define M16A2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==565) && (StartIndex==0) && (PrimitiveCount==423)) 
    #define G36C ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==1459) && (StartIndex==0) && (PrimitiveCount==805)) 
    #define P90 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==317) && (StartIndex==0) && (PrimitiveCount==230)) 
    
    #define EVLK21 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==490) && (StartIndex==0) && (PrimitiveCount==352)) 
    #define EVLK22 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==490) && (NumVertices==798) && (StartIndex==1056) && (PrimitiveCount==559)) 
    #define EVLK23 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1288) && (NumVertices==98) && (StartIndex==2733) && (PrimitiveCount==66)) 
    
    #define K11 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==422) && (StartIndex==0) && (PrimitiveCount==339)) 
    #define K12 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==422) && (NumVertices==234) && (StartIndex==1017) && (PrimitiveCount==116)) 
    #define K13 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==656) && (NumVertices==175) && (StartIndex==1365) && (PrimitiveCount==73)) 
    #define K14 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==831) && (NumVertices==32) && (StartIndex==1584) && (PrimitiveCount==12)) 
    #define K15 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==863) && (NumVertices==23) && (StartIndex==1620) && (PrimitiveCount==12)) 
    
    #define K21 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==405) && (StartIndex==0) && (PrimitiveCount==383)) 
    #define K22 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==405) && (NumVertices==158) && (StartIndex==1149) && (PrimitiveCount==89)) 
    #define K23 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==563) && (NumVertices==22) && (StartIndex==1416) && (PrimitiveCount==12)) 
    #define K24 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==585) && (NumVertices==70) && (StartIndex==1452) && (PrimitiveCount==34)) 
    
    #define MP51 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==719) && (StartIndex==0) && (PrimitiveCount==459)) 
    #define MP52 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==719) && (NumVertices==18) && (StartIndex==1377) && (PrimitiveCount==8)) 
    #define MP53 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==737) && (NumVertices==203) && (StartIndex==1401) && (PrimitiveCount==84)) 
    #define MP54 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==940) && (NumVertices==167) && (StartIndex==1653) && (PrimitiveCount==83)) 
    #define MP55 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1107) && (NumVertices==676) && (StartIndex==1902) && (PrimitiveCount==452)) 
    
    #define SteyrAUG1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==462) && (StartIndex==0) && (PrimitiveCount==348)) 
    #define SteyrAUG2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==462) && (NumVertices==270) && (StartIndex==1044) && (PrimitiveCount==133)) 
    #define SteyrAUG3 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==732) && (NumVertices==41) && (StartIndex==1443) && (PrimitiveCount==25)) 
    #define SteyrAUG4 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==773) && (NumVertices==12) && (StartIndex==1518) && (PrimitiveCount==6)) 
    #define SteyrAUG5 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==785) && (NumVertices==4) && (StartIndex==1536) && (PrimitiveCount==2)) 
    #define SteyrAUG6 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==789) && (NumVertices==18) && (StartIndex==1542) && (PrimitiveCount==8)) 
    //----- End Rifle Defines 
    
    //----- Sniper Defines 
    #define DcafeM14EBR ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==801) && (StartIndex==0) && (PrimitiveCount==544)) 
    
    #define EngravingPSG1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==961) && (StartIndex==0) && (PrimitiveCount==588)) 
    #define PSG1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==652) && (StartIndex==0) && (PrimitiveCount==444)) 
    #define PSG2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1258) && (NumVertices==474) && (StartIndex==5514) && (PrimitiveCount==728)) 
    #define GOLDPSG1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==963) && (StartIndex==0) && (PrimitiveCount==588)) 
    #define DragonPSG1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==659) && (StartIndex==0) && (PrimitiveCount==444)) 
    
    #define MSG90DMR ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==673) && (StartIndex==0) && (PrimitiveCount==368)) 
    #define DragonWA2000 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==726) && (StartIndex==0) && (PrimitiveCount==474)) 
    #define KAR98K ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==391) && (StartIndex==0) && (PrimitiveCount==267)) 
    #define DSR1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==663) && (StartIndex==0) && (PrimitiveCount==527)) 
    #define GoldDragunov ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==1832) && (StartIndex==0) && (PrimitiveCount==865)) 
    #define WA2000 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==717) && (StartIndex==0) && (PrimitiveCount==464)) 
    #define GoldTango51 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==617) && (StartIndex==0) && (PrimitiveCount==509)) 
    #define CheytacM200 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==717) && (StartIndex==0) && (PrimitiveCount==422)) 
    #define Tango51 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==285) && (StartIndex==0) && (PrimitiveCount==135)) 
    #define BlackM110 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==763) && (StartIndex==0) && (PrimitiveCount==433)) 
    #define FRF2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==537) && (StartIndex==0) && (PrimitiveCount==373)) 
    #define AWP ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==1152) && (StartIndex==0) && (PrimitiveCount==840)) 
    #define M110SAS ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==760) && (StartIndex==0) && (PrimitiveCount==431)) 
    #define Dragunov ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==2390) && (StartIndex==0) && (PrimitiveCount==1276)) 
    //----- End Sniper Defines 
    
    //----- Machine Gun Defines 
    #define DEGTYAREV ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==526) && (StartIndex==0) && (PrimitiveCount==315)) 
    #define EVLM249 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==1692) && (StartIndex==0) && (PrimitiveCount==1052)) 
    
    #define GattlingGun1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==553) && (StartIndex==0) && (PrimitiveCount==380)) 
    #define GattlingGun2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==54) && (StartIndex==0) && (PrimitiveCount==34)) 
    
    #define MG36 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==582) && (StartIndex==0) && (PrimitiveCount==322)) 
    #define M249 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==1937) && (StartIndex==0) && (PrimitiveCount==1304)) 
    #define LUGER ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==319) && (StartIndex==0) && (PrimitiveCount==171)) 
    //----- End Machine Gun Defines 
    
    //----- Secondary Defines 
    #define BerettaM92F1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==715) && (StartIndex==0) && (PrimitiveCount==449)) 
    #define BerettaM92F2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==715) && (NumVertices==110) && (StartIndex==1347) && (PrimitiveCount==44)) 
    #define BerettaM92F3 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==825) && (NumVertices==165) && (StartIndex==1479) && (PrimitiveCount==75)) 
    #define BerettaM92F4 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==990) && (NumVertices==44) && (StartIndex==1704) && (PrimitiveCount==20)) 
    #define BerettaM92F5 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==1034) && (NumVertices==28) && (StartIndex==1764) && (PrimitiveCount==14)) 
    
    #define M945ExtendedS1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==256) && (StartIndex==0) && (PrimitiveCount==192)) 
    #define M945ExtendedS2 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==256) && (NumVertices==400) && (StartIndex==576) && (PrimitiveCount==246)) 
    
    #define M629 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==281) && (StartIndex==0) && (PrimitiveCount==215)) 
    #define SPAS12 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==418) && (StartIndex==0) && (PrimitiveCount==249)) 
    #define DesertEagle ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==362) && (StartIndex==0) && (PrimitiveCount==209)) 
    #define DoubleMK23 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==328) && (StartIndex==0) && (PrimitiveCount==174)) 
    #define Desperado ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==197) && (StartIndex==0) && (PrimitiveCount==127)) 
    #define CompactM945 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==247) && (StartIndex==0) && (PrimitiveCount==178)) 
    #define MR73 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==289) && (StartIndex==0) && (PrimitiveCount==223)) 
    #define RemingtonM870 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==701) && (StartIndex==0) && (PrimitiveCount==618)) 
    #define BenelliM1 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==721) && (StartIndex==0) && (PrimitiveCount==457)) 
    #define Colt45 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==920) && (StartIndex==0) && (PrimitiveCount==543)) 
    #define Glock23 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==165) && (StartIndex==0) && (PrimitiveCount==122)) 
    //----- End Secondary Defines 
    
    //----- Knives Defines 
    #define SilverKnife ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==167) && (StartIndex==0) && (PrimitiveCount==189)) 
    #define Shovel ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==126) && (StartIndex==0) && (PrimitiveCount==102)) 
    #define SharkKnife ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==260) && (StartIndex==0) && (PrimitiveCount==205)) 
    #define Hatchet ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==106) && (StartIndex==0) && (PrimitiveCount==114)) 
    //----- End Knives Defines 
    
    //----- Nades Defines 
    #define MarkIIGrenade ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==174) && (StartIndex==0) && (PrimitiveCount==152)) 
    #define VXGrenade ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==271) && (StartIndex==0) && (PrimitiveCount==257)) 
    #define RGD5 ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==338) && (StartIndex==0) && (PrimitiveCount==339)) 
    #define ANM8Smoke ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==171) && (StartIndex==0) && (PrimitiveCount==143)) 
    #define FlashBang ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==158) && (StartIndex==0) && (PrimitiveCount==131)) 
    #define M67Grenade ((Stride==40) && (BaseVertexIndex==0) && (MinIndex==0) && (NumVertices==213) && (StartIndex==0) && (PrimitiveCount==174)) 
    //----- End Nades Defines 
    //----- End Weapon Defines---------------------------------------
    Usage:
    In DIP
    Code:
    if(Tools.DrawChams)
    {
    		// Rifles
    				if(DcafeP90||FNFAL||PhoenixM4A1Sight1||PhoenixM4A1Sight2||HorrorTAR21||M4A1||HK416||M16A2GL1||M16A2GL2||TigerGalil||AK74||Type97||EVLAN941||EVLAN942||EVLM16A2||M4A12||HotRodMP7A1||PPSH41||Uzi||EVLGalil1||EVLGalil2||SAMRM16A21||SAMRM16A22||MarineUzi||K7||Type89||TAR21||UMP45||ScarH1||ScarH2||AN94||DevilUzi||MAC10||AUGA3||MP7A1||GoldAK47s||G3A3||FAMAS||GALIL||SIG551||M16A2||G36C||P90||EVLK21||EVLK22||EVLK23||K11||K12||K13||K14||K15||K21||K22||K23||K24||MP51||MP52||MP53||MP54||MP55||SteyrAUG1||SteyrAUG2||SteyrAUG3||SteyrAUG4||SteyrAUG5||SteyrAUG6)
    				{
    					pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    					pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    					pDevice->SetTexture( 0, Red );
    						DrawIndexedPrimitive_Pointer(pDevice,Type,BaseVertexIndex,MinIndex,NumVertices,StartIndex,PrimitiveCount);
    					pDevice->SetTexture( 0, Lime );
    					pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    					pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    				}
    		// Snipers
    				if(DcafeM14EBR||EngravingPSG1||PSG1||PSG2||GOLDPSG1||DragonPSG1||MSG90DMR||DragonWA2000||KAR98K||DSR1||GoldDragunov||WA2000||GoldTango51||CheytacM200||Tango51||BlackM110||FRF2||AWP||M110SAS||Dragunov)
    				{
    					pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    					pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    					pDevice->SetTexture( 0, Red );
    						DrawIndexedPrimitive_Pointer(pDevice,Type,BaseVertexIndex,MinIndex,NumVertices,StartIndex,PrimitiveCount);
    					pDevice->SetTexture( 0, Lime );
    					pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    					pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    				}
    		// Machine Guns
    				if(DEGTYAREV||EVLM249||GattlingGun1||GattlingGun2||MG36||M249||LUGER)
    				{
    					pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    					pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    					pDevice->SetTexture( 0, Red );
    						DrawIndexedPrimitive_Pointer(pDevice,Type,BaseVertexIndex,MinIndex,NumVertices,StartIndex,PrimitiveCount);
    					pDevice->SetTexture( 0, Lime );
    					pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    					pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    				}
    		// Secondary Weapons
    				if(BerettaM92F1||BerettaM92F2||BerettaM92F3||BerettaM92F4||BerettaM92F5||M945ExtendedS1||M945ExtendedS2||M629||SPAS12||DesertEagle||DoubleMK23||Desperado||CompactM945||MR73||RemingtonM870||BenelliM1||Colt45||Glock23)
    				{
    					pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    					pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    					pDevice->SetTexture( 0, Red );
    						DrawIndexedPrimitive_Pointer(pDevice,Type,BaseVertexIndex,MinIndex,NumVertices,StartIndex,PrimitiveCount);
    					pDevice->SetTexture( 0, Lime );
    					pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    					pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    				}
    		// Nades
    				if(MarkIIGrenade||VXGrenade||RGD5||ANM8Smoke||FlashBang||M67Grenade)
    				{
    					pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    					pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    					pDevice->SetTexture( 0, Red );
    						DrawIndexedPrimitive_Pointer(pDevice,Type,BaseVertexIndex,MinIndex,NumVertices,StartIndex,PrimitiveCount);
    					pDevice->SetTexture( 0, Lime );
    					pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    					pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    				}
    				// Knives
    				if(SilverKnife||Shovel||SharkKnife||Hatchet)
    				{
    					pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    					pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_NEVER);
    					pDevice->SetTexture( 0, Red );
    						DrawIndexedPrimitive_Pointer(pDevice,Type,BaseVertexIndex,MinIndex,NumVertices,StartIndex,PrimitiveCount);
    					pDevice->SetTexture( 0, Lime );
    					pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
    					pDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);
    				}
    }

    Note:Do Not Copy Paste ,, Write It

  2. #2
    pureskill14's Avatar
    Join Date
    Apr 2012
    Gender
    female
    Posts
    47
    Reputation
    10
    Thanks
    36
    My Mood
    Bored
    Lol, Proper Credits and I think you Posted it in a Wrong Section Bro,
    Vist Us

  3. #3
    Schoorp's Avatar
    Join Date
    Sep 2010
    Gender
    male
    Location
    Between Space and Time
    Posts
    924
    Reputation
    19
    Thanks
    80
    How are you ever gonna write this down without copying? That's insane. O.o

  4. #4
    CheapShizz's Avatar
    Join Date
    Jul 2012
    Gender
    male
    Location
    Loading.........
    Posts
    666
    Reputation
    10
    Thanks
    28
    My Mood
    Brooding
    Don't copy??
    LoL, You mad?

  5. #5
    Schoorp's Avatar
    Join Date
    Sep 2010
    Gender
    male
    Location
    Between Space and Time
    Posts
    924
    Reputation
    19
    Thanks
    80
    I ain't even mad.

  6. #6
    ~Syphox's Avatar
    Join Date
    May 2012
    Gender
    male
    Location
    The Third Reich
    Posts
    1,307
    Reputation
    337
    Thanks
    344
    My Mood
    Angelic
    Wow, if you really typed this: THANKS

  7. #7
    unionbanklouie's Avatar
    Join Date
    May 2013
    Gender
    male
    Posts
    1
    Reputation
    10
    Thanks
    0
    is this source not detected?

  8. #8
    Schoorp's Avatar
    Join Date
    Sep 2010
    Gender
    male
    Location
    Between Space and Time
    Posts
    924
    Reputation
    19
    Thanks
    80
    Quote Originally Posted by unionbanklouie View Post
    is this source not detected?
    Try it out for yourself.

  9. #9
    das11501's Avatar
    Join Date
    Mar 2012
    Gender
    male
    Posts
    8
    Reputation
    10
    Thanks
    0
    Source Error help me plase
    documents\visual studio 2008\projects\specialforce d3d hack\specialforce d3d hack\cmain.cpp(58) : warning C4244: 'initializing' : conversion from 'float' to 'LONG', possible loss of data
    1>documents\visual studio 2008\projects\specialforce d3d hack\specialforce d3d hack\cmain.cpp(58) : warning C4244: 'initializing' : conversion from 'float' to 'LONG', possible loss of data
    1>documents\visual studio 2008\projects\specialforce d3d hack\specialforce d3d hack\cmain.cpp(58) : warning C4244: 'initializing' : conversion from 'float' to 'LONG', possible loss of data
    1>documents\visual studio 2008\projects\specialforce d3d hack\specialforce d3d hack\cmain.cpp(58) : warning C4244: 'initializing' : conversion from 'float' to 'LONG', possible loss of data
    1>documents\visual studio 2008\projects\specialforce d3d hack\specialforce d3d hack\cmain.cpp(59) : warning C4244: 'initializing' : conversion from 'float' to 'LONG', possible loss of data
    1>documents\visual studio 2008\projects\specialforce d3d hack\specialforce d3d hack\cmain.cpp(59) : warning C4244: 'initializing' : conversion from 'float' to 'LONG', possible loss of data
    1>documents\visual studio 2008\projects\specialforce d3d hack\specialforce d3d hack\cmain.cpp(59) : warning C4244: 'initializing' : conversion from 'float' to 'LONG', possible loss of data
    1>documents\visual studio 2008\projects\specialforce d3d hack\specialforce d3d hack\cmain.cpp(59) : warning C4244: 'initializing' : conversion from 'float' to 'LONG', possible loss of data
    1>documents\visual studio 2008\projects\specialforce d3d hack\specialforce d3d hack\cmain.cpp(63) : warning C4244: 'initializing' : conversion from 'float' to 'LONG', possible loss of data
    1>documents\visual studio 2008\projects\specialforce d3d hack\specialforce d3d hack\cmain.cpp(63) : warning C4244: 'initializing' : conversion from 'float' to 'LONG', possible loss of data
    1>documents\visual studio 2008\projects\specialforce d3d hack\specialforce d3d hack\cmain.cpp(63) : warning C4244: 'initializing' : conversion from 'float' to 'LONG', possible loss of data
    1>documents\visual studio 2008\projects\specialforce d3d hack\specialforce d3d hack\cmain.cpp(63) : warning C4244: 'initializing' : conversion from 'float' to 'LONG', possible loss of data
    1>documents\visual studio 2008\projects\specialforce d3d hack\specialforce d3d hack\cmain.cpp(64) : warning C4244: 'initializing' : conversion from 'float' to 'LONG', possible loss of data
    1>documents\visual studio 2008\projects\specialforce d3d hack\specialforce d3d hack\cmain.cpp(64) : warning C4244: 'initializing' : conversion from 'float' to 'LONG', possible loss of data
    1>documents\visual studio 2008\projects\specialforce d3d hack\specialforce d3d hack\cmain.cpp(64) : warning C4244: 'initializing' : conversion from 'float' to 'LONG', possible loss of data
    1>documents\visual studio 2008\projects\specialforce d3d hack\specialforce d3d hack\cmain.cpp(64) : warning C4244: 'initializing' : conversion from 'float' to 'LONG', possible loss of data
    1>documents\visual studio 2008\projects\specialforce d3d hack\specialforce d3d hack\cmain.cpp(247) : error C2065: 'UcCoder0' : undeclared identifier

  10. #10
    blackgaming's Avatar
    Join Date
    Oct 2010
    Gender
    male
    Posts
    72
    Reputation
    10
    Thanks
    6
    My Mood
    Aggressive
    Learning C++ will help a lot

  11. #11
    Schoorp's Avatar
    Join Date
    Sep 2010
    Gender
    male
    Location
    Between Space and Time
    Posts
    924
    Reputation
    19
    Thanks
    80
    Quote Originally Posted by blackgaming View Post
    Learning C++ will help a lot
    That's an understatement.

Similar Threads

  1. New D3D Hack has been released!
    By Dave84311 in forum Hack/Release News
    Replies: 23
    Last Post: 05-29-2009, 08:02 AM
  2. D3D hacks? Or fix OpenGL?
    By Cataldo in forum CounterStrike (CS) 1.6 Hacks / Counter Strike: Source (CSS) Hacks
    Replies: 5
    Last Post: 02-08-2009, 05:27 AM
  3. d3d hack
    By wieter20 in forum WarRock - International Hacks
    Replies: 41
    Last Post: 12-27-2007, 07:16 PM
  4. ::.Undetected D3D Hack.::
    By WHX in forum Trade Accounts/Keys/Items
    Replies: 2
    Last Post: 11-30-2007, 02:39 PM
  5. D3D Hack (Old)
    By PBFUCKER in forum WarRock - International Hacks
    Replies: 10
    Last Post: 06-09-2007, 09:00 AM