So when does d3d chams mean (god mode)
D3D Call Of Duty
Players.h
Code:#define OpForces ( Stride == 32 && ( Opfor_Assault || Opfor_SpecOps || Opfor_Gunner || Opfor_Demo || Opfor_Sniper ) ) #define Marine_Sas ( Stride == 32 && ( MarSas_Assault || MarSas_SpecOps || MarSas_Gunner || MarSas_Demo || MarSas_Sniper ) ) #define Spetznas ( Stride == 32 && ( Spetz_Assault || Spetz_SpecOps || Spetz_Gunner || Spetz_Demo || Spetz_Sniper || Spetz_Sniper2 ) ) #define Sas ( Stride == 32 && ( Sas_Assault || Sas_SpecOps || Sas_Gunner || Sas_Demo || Sas_Sniper || Sas_Sniper2 ) ) #define Opfor_Assault ( Opfor_Assault_Head || Opfor_Assault_Body || Opfor_Assault_Helmet_Scarf || Opfor_Assault_Body_Dynamic_LOD ) #define Opfor_SpecOps ( Opfor_SpecOps_Head || Opfor_SpecOps_Body || Opfor_SpecOps_Body_Dynamic_LOD ) #define Opfor_Gunner ( Opfor_Gunner_Head || Opfor_Gunner_Body || Opfor_Gunner_Hat || Opfor_Gunner_Body_Dynamic_LOD ) #define Opfor_Demo ( Opfor_Demo_Head || Opfor_Demo_Body || Opfor_Demo_Scarf || Opfor_Demo_Vest || Opfor_Demo_Body_Dynamic_LOD ) #define Opfor_Sniper ( Opfor_Sniper_Head || Opfor_Sniper_Body || Opfor_Sniper_Hat_Scarf || Opfor_Sniper_Body_Dynamic_LOD) #define MarSas_Assault ( MarSas_Assault_Head || MarSas_Assault_Body || MarSas_Assault_Hand || MarSas_Assault_Hat || MarSas_Assault_Body_Dynamic_LOD ) #define MarSas_SpecOps ( MarSas_SpecOps_Head || MarSas_SpecOps_Body || MarSas_SpecOps_Hand_ETC || MarSas_SpecOps_Body_Dynamic_LOD ) #define MarSas_Gunner ( MarSas_Gunner_Head || MarSas_Gunner_Body || MarSas_Gunner_Hand_ETC || MarSas_Gunner_Hat || MarSas_Gunner_Body_Dynamic_LOD ) #define MarSas_Demo ( MarSas_Demo_Head || MarSas_Demo_Body || MarSas_Demo_Hand_ETC || MarSas_Demo_Body_Dynamic_LOD ) #define MarSas_Sniper ( MarSas_Sniper_Head || MarSas_Sniper_Body || MarSas_Sniper_Hand || MarSas_Sniper_Body_Dynamic_LOD ) #define Spetz_Assault ( Spetz_Assault_Head || Spetz_Assault_Body || Spetz_Assault_Hand || Spetz_Assault_Body_DLOD ) #define Spetz_SpecOps ( Spetz_SpecOps_Head || Spetz_SpecOps_Body || Spetz_SpecOps_Hand|| Spetz_SpecOps_Body_DLOD ) #define Spetz_Gunner ( Spetz_Gunner_Head || Spetz_Gunner_Body || Spetz_Gunner_Hand || Spetz_Gunner_Acc || Spetz_Gunner_Body_DLOD ) #define Spetz_Demo ( Spetz_Demo_Head || Spetz_Demo_Body || Spetz_Demo_Hand || Spetz_Demo_Acc || Spetz_Demo_Body_DLOD ) #define Spetz_Sniper ( Spetz_Sniper_Head || Spetz_Sniper_Body || Spetz_Sniper_Hand || Spetz_Sniper_Body_DLOD || Spetz_Sniper_Camo ) #define Spetz_Sniper2 ( Spetz_Sniper2_Head || Spetz_Sniper2_Body || Spetz_Sniper2_Hand || Spetz_Sniper2_Body_DLOD ) #define Sas_Assault (Sas_Assault_Head || Sas_Assault_Body || Sas_Assault_Hand || Sas_Assault_Body_DLOD ) #define Sas_SpecOps ( Sas_SpecOps_Head || Sas_SpecOps_Body || Sas_SpecOps_Body_DLOD ) #define Sas_Gunner ( Sas_Gunner_Head || Sas_Gunner_Body || Sas_Gunner_Body_DLOD ) #define Sas_Demo ( Sas_Demo_Head || Sas_Demo_Body || Sas_Demo_Body_DLOD ) #define Sas_Sniper ( Sas_Sniper_Head || Sas_Sniper_Body || Sas_Sniper_Hand || Sas_Sniper_Body_Dynamic_LOD || Sas_Sniper_Hand_Dynamic_LOD || Sas_Sniper_Camo ) #define Sas_Sniper2 ( Sas_Sniper2_Head || Sas_Sniper2_Body || Sas_Sniper2_Body_DLOD ) #define Opfor_Assault_Head \ (( NumVertices == 776 && PrimitiveCount == 1212 ) || /*Head*/ \ ( NumVertices == 440 && PrimitiveCount == 616 )) /*Head DLOD*/ #define Opfor_Assault_Body \ (( NumVertices == 3124 && PrimitiveCount == 4132 ) || /*Body*/ \ ( NumVertices == 842 && PrimitiveCount == 1276 ) || /*Hand*/ \ ( NumVertices == 1970 && PrimitiveCount == 2186 ) || /*Body DLOD*/ \ ( NumVertices == 544 && PrimitiveCount == 696 )) /*Hand DLOD*/ #define Opfor_Assault_Helmet_Scarf \ (( NumVertices == 202 && PrimitiveCount == 324 ) || /*Helmet*/ \ ( NumVertices == 282 && PrimitiveCount == 376 ) || /*Scarf*/ \ ( NumVertices == 142 && PrimitiveCount == 132 ) || /*Helmet Strap*/ \ ( NumVertices == 125 && PrimitiveCount == 160 ) || /*Helmet DLOD*/ \ ( NumVertices == 153 && PrimitiveCount == 190 ) || /*Scarf DLOD*/\ ( NumVertices == 112 && PrimitiveCount == 96 )) /*Helmet Strap DLOD*/ #define Opfor_Assault_Body_Dynamic_LOD \ (( NumVertices == 1252 && PrimitiveCount == 1160 ) || /*Body Near*/ \ ( NumVertices == 780 && PrimitiveCount == 780 ) || /*Hand & Head Near*/ \ ( NumVertices == 470 && PrimitiveCount == 352 ) || /*Body Far*/ \ ( NumVertices == 151 && PrimitiveCount == 118 )) /*Hand & Head Far*/ //////////////////////////////////////////////////// #define Opfor_SpecOps_Head \ (( NumVertices == 830 && PrimitiveCount == 1206 ) || /*Head*/ \ ( NumVertices == 491 && PrimitiveCount == 700 )) /*Head DLOD*/ #define Opfor_SpecOps_Body \ (( NumVertices == 3531 && PrimitiveCount == 4526 ) || /*Body*/ \ ( NumVertices == 760 && PrimitiveCount == 1192 ) || /*Hand*/ \ ( NumVertices == 2188 && PrimitiveCount == 2386 ) || /*Body DLOD*/ \ ( NumVertices == 422 && PrimitiveCount == 584 )) /*Hand DLOD*/ #define Opfor_SpecOps_Body_Dynamic_LOD \ (( NumVertices == 103 && PrimitiveCount == 130 ) || /*Face Piece Near*/ \ ( NumVertices == 1325 && PrimitiveCount == 1194 ) || /*Body Near*/ \ ( NumVertices == 504 && PrimitiveCount == 536 ) || /*Head & Hand Near*/ \ ( NumVertices == 499 && PrimitiveCount == 352 ) || /*Body Far*/ \ ( NumVertices == 174 && PrimitiveCount == 182 )) /*Head hanf Far*/ //////////////////////////////////////////////////// #define Opfor_Gunner_Head \ (( NumVertices == 928 && PrimitiveCount == 1392 ) || /*Head*/ \ ( NumVertices == 602 && PrimitiveCount == 800 )) /*Head DLOD*/ #define Opfor_Gunner_Body \ (( NumVertices == 2715 && PrimitiveCount == 3588 ) || /*Body*/ \ ( NumVertices == 767 && PrimitiveCount == 1192 ) || /*Hand*/ \ ( NumVertices == 1620 && PrimitiveCount == 1886 ) || /*Body DLOD*/ \ ( NumVertices == 429 && PrimitiveCount == 584 )) /*Hand DLOD*/ #define Opfor_Gunner_Hat \ (( NumVertices == 251 && PrimitiveCount == 304 ) || /*Hat*/ \ ( NumVertices == 155 && PrimitiveCount == 138 )) /*Hat DLOD*/ #define Opfor_Gunner_Body_Dynamic_LOD \ (( NumVertices == 943 && PrimitiveCount == 908 ) || /*Body Near*/ \ ( NumVertices == 622 && PrimitiveCount == 612 ) || /*Head & Hand Near*/ \ ( NumVertices == 441 && PrimitiveCount == 308 ) || /*Body Far*/ \ ( NumVertices == 119 && PrimitiveCount == 86 )) /*Head & Hand Far*/ //////////////////////////////////////////////////// #define Opfor_Demo_Head \ (( NumVertices == 808 && PrimitiveCount == 1220 ) || /*Head*/ \ ( NumVertices == 540 && PrimitiveCount == 812 )) /*Head DLOD*/ #define Opfor_Demo_Body \ (( NumVertices == 2816 && PrimitiveCount == 3642 ) || /*Body*/ \ ( NumVertices == 760 && PrimitiveCount == 1192 ) || /*Hand*/ \ ( NumVertices == 1773 && PrimitiveCount == 2022 ) || /*Body DLOD*/ \ ( NumVertices == 422 && PrimitiveCount == 584 )) /*Hand DLOD*/ #define Opfor_Demo_Scarf \ (( NumVertices == 280 && PrimitiveCount == 376 ) || /*Scarf*/ \ ( NumVertices == 152 && PrimitiveCount == 190 )) /*Scarf DLOD*/ #define Opfor_Demo_Vest \ (( NumVertices == 793 && PrimitiveCount == 796 ) || /*Vest*/ \ ( NumVertices == 486 && PrimitiveCount == 412 ) || /*Vest DLOD Near*/ \ ( NumVertices == 237 && PrimitiveCount == 216 )) /*Vest DLOD Far*/ #define Opfor_Demo_Body_Dynamic_LOD \ (( NumVertices == 1150 && PrimitiveCount == 1086 ) || /*Body DLOD Near*/ \ ( NumVertices == 648 && PrimitiveCount == 744 ) || /*Hand DLOD Near*/ \ ( NumVertices == 435 && PrimitiveCount == 320 ) || /*Body DLOD Far*/ \ ( NumVertices == 95 && PrimitiveCount == 94 )) /*Hand DLOD Far*/ //////////////////////////////////////////////////// #define Opfor_Sniper_Head \ (( NumVertices == 890 && PrimitiveCount == 1390 ) || /*Head*/ \ ( NumVertices == 539 && PrimitiveCount == 760 ) || /*Head DLOD Near*/ \ ( NumVertices == 52 && PrimitiveCount == 28 )) /*Eyeball DLOD Near*/ #define Opfor_Sniper_Body \ (( NumVertices == 2818 && PrimitiveCount == 3672 ) || /*Body*/ \ ( NumVertices == 760 && PrimitiveCount == 1192 ) || /*Hand*/ \ ( NumVertices == 1715 && PrimitiveCount == 1950 ) || /*Body DLOD*/ \ ( NumVertices == 422 && PrimitiveCount == 584 )) /*Hand DLOD*/ #define Opfor_Sniper_Hat_Scarf \ (( NumVertices == 250 && PrimitiveCount == 304 ) || /*Hat*/ \ ( NumVertices == 281 && PrimitiveCount == 376 ) || /*Scarf*/ \ ( NumVertices == 150 && PrimitiveCount == 142 ) || /*Hat DLOD*/ \ ( NumVertices == 153 && PrimitiveCount == 190 )) /*Scarf DLOD*/ #define Opfor_Sniper_Body_Dynamic_LOD \ (( NumVertices == 1101 && PrimitiveCount == 1066 ) || /*Body DLOD Near*/ \ ( NumVertices == 602 && PrimitiveCount == 692 ) || /*Head & Hand DLOD Near*/ \ ( NumVertices == 481 && PrimitiveCount == 350 ) || /*Body DLOD Far*/ \ ( NumVertices == 135 && PrimitiveCount == 116 )) /*Head & Hand DLOD Far*/ //////////////////////////////////////////////////// #define MarSas_Assault_Head \ (( NumVertices == 1001 && PrimitiveCount == 964 ) || /*Helmet*/ \ ( NumVertices == 1092 && PrimitiveCount == 1402 ) || /*Head*/ \ ( NumVertices == 552 && PrimitiveCount == 452 ) || /*Helmet DLOD*/ \ ( NumVertices == 638 && PrimitiveCount == 738 )) /*Head DLOD*/ #define MarSas_Assault_Body \ (( NumVertices == 1144 && PrimitiveCount == 814 ) || /*Vest Acc's Explv's & Right Leg Part*/ \ ( NumVertices == 2613 && PrimitiveCount == 3248 ) || /*Body*/ \ ( NumVertices == 455 && PrimitiveCount == 448 ) || /*Left Hip Grenade & Bag*/ \ ( NumVertices == 114 && PrimitiveCount == 162 ) || /*Right Leg Part*/ \ ( NumVertices == 151 && PrimitiveCount == 130 ) || /*Right Hip Pistol & Grenades & Mag*/ \ ( NumVertices == 713 && PrimitiveCount == 496 ) || /*Vest Eplsv's Acc's DLOD*/ \ ( NumVertices == 1842 && PrimitiveCount == 1978 ) || /*Body DLOD*/ \ ( NumVertices == 281 && PrimitiveCount == 220 )) /*Left Hip Grenades & Bag DLOD*/ #define MarSas_Assault_Hand \ (( NumVertices == 356 && PrimitiveCount == 262 ) || /*Goggles*/ \ ( NumVertices == 686 && PrimitiveCount == 952 ) || /*Hand*/ \ ( NumVertices == 301 && PrimitiveCount == 192 ) || /*Goggles DLOD*/ \ ( NumVertices == 568 && PrimitiveCount == 698 )) /*Hand DLOD*/ #define MarSas_Assault_Hat \ (( NumVertices == 110 && PrimitiveCount == 122 ) || /*Hat*/ \ ( NumVertices == 66 && PrimitiveCount == 64 )) /*Hat DLOD*/ #define MarSas_Assault_Lens \ (( NumVertices == 34 && PrimitiveCount == 30 ) || /*Goggles Lens*/ \ ( NumVertices == 25 && PrimitiveCount == 22 )) /*Goggles Lens DLOD*/ #define MarSas_Assault_Lens_Part \ ( NumVertices == 28 && PrimitiveCount == 28 ) #define MarSas_Assault_Body_Dynamic_LOD \ (( NumVertices == 385 && PrimitiveCount == 196 ) || /*Vest Explsv's & Acc's DLOD Near*/ \ ( NumVertices == 1034 && PrimitiveCount == 904 ) || /*Body DLOD Near*/ \ ( NumVertices == 180 && PrimitiveCount == 118 ) || /*Left Hip Grenades & Bag DLOD Near*/ \ ( NumVertices == 1021 && PrimitiveCount == 922 ) || /*Head & Hand DLOD Near*/ \ ( NumVertices == 447 && PrimitiveCount == 312 ) || /*Body DLOD Far*/ \ ( NumVertices == 248 && PrimitiveCount == 176 )) /*Head & Hand DLOD Far*/ //////////////////////////////////////////////////// #define MarSas_SpecOps_Head \ (( NumVertices == 233 && PrimitiveCount == 330 ) || /*Helmet*/ \ ( NumVertices == 976 && PrimitiveCount == 1372 ) || /*Head*/ \ ( NumVertices == 142 && PrimitiveCount == 174 ) || /*Helmet DLOD*/ \ ( NumVertices == 513 && PrimitiveCount == 674 )) /*Head DLOD*/ #define MarSas_SpecOps_Body \ (( NumVertices == 623 && PrimitiveCount == 592 ) || /*Collar & Knife & Acc's*/ \ ( NumVertices == 3790 && PrimitiveCount == 4078 ) || /*Body*/ \ ( NumVertices == 49 && PrimitiveCount == 50 ) || /*Wrist Watch*/ \ ( NumVertices == 165 && PrimitiveCount == 146 ) || /*String Behind Body*/ \ ( NumVertices == 2784 && PrimitiveCount == 2384 ) || /*Body DLOD*/ \ ( NumVertices == 40 && PrimitiveCount == 40 )) /*Head Camera*/ #define MarSas_SpecOps_Hand_ETC \ (( NumVertices == 599 && PrimitiveCount == 418 ) || /*Goggles*/ \ ( NumVertices == 855 && PrimitiveCount == 1100 ) || /*Hand*/ \ ( NumVertices == 183 && PrimitiveCount == 112 ) || /*Head Camera Mount*/ \ ( NumVertices == 296 && PrimitiveCount == 188 ) || /*Goggles DLOD*/ \ ( NumVertices == 834 && PrimitiveCount == 770 )) /*Hand DLOD*/ #define MarSas_SpecOps_Lens \ (( NumVertices == 34 && PrimitiveCount == 30 ) || /*Lens*/ \ ( NumVertices == 25 && PrimitiveCount == 22 )) /*Lens DLOD*/ #define MarSas_SpecOps_Body_Dynamic_LOD \ (( NumVertices == 1572 && PrimitiveCount == 1166 ) || /*Body DLOD Near*/ \ ( NumVertices == 795 && PrimitiveCount == 704 ) || /*Hand DLOD Near*/ \ ( NumVertices == 634 && PrimitiveCount == 372 ) || /*Body DLOD Far*/ \ ( NumVertices == 150 && PrimitiveCount == 96 )) /*Hand DLOD Far*/ //////////////////////////////////////////////////// #define MarSas_Gunner_Head \ (( NumVertices == 828 && PrimitiveCount == 1300 ) || /*Head*/ \ ( NumVertices == 493 && PrimitiveCount == 688 )) /*Head DLOD*/ #define MarSas_Gunner_Body \ (( NumVertices == 178 && PrimitiveCount == 166 ) || /*Right Leg Pistol*/ \ ( NumVertices == 3597 && PrimitiveCount == 4280 ) || /*Body & Acc's*/ \ ( NumVertices == 2301 && PrimitiveCount == 2364 )) /*Body & Acc's DLOD*/ #define MarSas_Gunner_Hand_ETC \ (( NumVertices == 394 && PrimitiveCount == 274 ) || /*Head Phones*/ \ ( NumVertices == 716 && PrimitiveCount == 962 ) || /*Hand*/ \ ( NumVertices == 283 && PrimitiveCount == 170 ) || /*Head Phones DLOD*/ \ ( NumVertices == 596 && PrimitiveCount == 704 )) /*Hand DLOD*/ #define MarSas_Gunner_Hat \ (( NumVertices == 275 && PrimitiveCount == 322 ) || /*Hat*/ \ ( NumVertices == 127 && PrimitiveCount == 124 )) /*Hat DLOD*/ #define MarSas_Gunner_Body_Dynamic_LOD \ (( NumVertices == 1341 && PrimitiveCount == 1132 ) || /*Body DLOD Near*/ \ ( NumVertices == 802 && PrimitiveCount == 800 ) || /*Hand DLOD Near*/ \ ( NumVertices == 580 && PrimitiveCount == 380 ) || /*Body DLOD Far*/ \ ( NumVertices == 193 && PrimitiveCount == 140 )) /*Hand DLOD Far*/ //////////////////////////////////////////////////// #define MarSas_Demo_Head \ (( NumVertices == 689 && PrimitiveCount == 1172 ) || /*Head*/ \ ( NumVertices == 356 && PrimitiveCount == 566 ) || /*Head DLOD*/ \ ( NumVertices == 6 && PrimitiveCount == 2 )) /*Head Piece*/ #define MarSas_Demo_Body \ (( NumVertices == 306 && PrimitiveCount == 274 ) || /*Collar & Knife*/ \ ( NumVertices == 4050 && PrimitiveCount == 4486 ) || /*Body & Acc's*/ \ ( NumVertices == 2540 && PrimitiveCount == 2444 )) /*Body & Acc's DLOD*/ #define MarSas_Demo_Hand_ETC \ (( NumVertices == 367 && PrimitiveCount == 298 ) || /*Head Phones*/ \ ( NumVertices == 686 && PrimitiveCount == 952 ) || /*Hand*/ \ ( NumVertices == 308 && PrimitiveCount == 212 ) || /*Head Phones DLOD*/ \ ( NumVertices == 568 && PrimitiveCount == 698 )) /*Hand DLOD*/ #define MarSas_Demo_Body_Dynamic_LOD \ (( NumVertices == 1488 && PrimitiveCount == 1114 ) || /*Body DLOD Near*/ \ ( NumVertices == 628 && PrimitiveCount == 670 ) || /*Head & Hand DLOD Near*/ \ ( NumVertices == 592 && PrimitiveCount == 374 ) || /*Body DLOD Far*/ \ ( NumVertices == 105 && PrimitiveCount == 74 )) /*Head & Hand DLOD Far*/ //////////////////////////////////////////////////// #define MarSas_Sniper_Head \ (( NumVertices == 213 && PrimitiveCount == 282 ) || /*Hat*/ \ ( NumVertices == 874 && PrimitiveCount == 1228 ) || /*Head*/ \ ( NumVertices == 106 && PrimitiveCount == 114 ) || /*Hat DLOD*/ \ ( NumVertices == 537 && PrimitiveCount == 698 )) /*Head DLOD*/ #define MarSas_Sniper_Body \ (( NumVertices == 681 && PrimitiveCount == 588 ) || /*Collar & Vest Acc's*/ \ ( NumVertices == 2516 && PrimitiveCount == 2940 ) || /*Body*/ \ ( NumVertices == 204 && PrimitiveCount == 172 ) || /*Vest Acc's*/ \ ( NumVertices == 63 && PrimitiveCount == 62 ) || /*Wrist Watch & Hat Plate*/ \ ( NumVertices == 337 && PrimitiveCount == 240 ) || /*Collar & Vest Acc's DLOD*/ \ ( NumVertices == 1726 && PrimitiveCount == 1760 ) || /*Body DLOD*/ \ ( NumVertices == 140 && PrimitiveCount == 104 ) || /*Vest Acc's DLOD*/ \ ( NumVertices == 53 && PrimitiveCount == 50 )) /*Wrist Watch & Hat Plate DLOD*/ #define MarSas_Sniper_Hand \ (( NumVertices == 822 && PrimitiveCount == 1084 ) || /*Hand*/ \ ( NumVertices == 562 && PrimitiveCount == 632 )) /*Hand DLOD*/ #define MarSas_Sniper_Body_Dynamic_LOD \ (( NumVertices == 1020 && PrimitiveCount == 872 ) || /*Body DLOD Near*/ \ ( NumVertices == 635 && PrimitiveCount == 654 ) || /*Head & Hand DLOD Near*/ \ ( NumVertices == 587 && PrimitiveCount == 370 ) || /*Body DLOD Far*/ \ ( NumVertices == 137 && PrimitiveCount == 100 )) /*Head & Hand DLOD Far*/ //////////////////////////////////////////////////// #define Sas_Sniper_Head \ (( NumVertices == 698 && PrimitiveCount == 1200 ) || /*Head*/ \ ( NumVertices == 357 && PrimitiveCount == 566 )) /*Head DLOD*/ #define Sas_Sniper_Body \ (( NumVertices == 438 && PrimitiveCount == 376 ) || /*Collar & Vest Acc's*/ \ ( NumVertices == 2334 && PrimitiveCount == 2826 ) || /*Body*/ \ ( NumVertices == 204 && PrimitiveCount == 172 ) || /*Vest Acc's*/ \ ( NumVertices == 177 && PrimitiveCount == 120 ) || /*Vest Acc's Piece*/ \ ( NumVertices == 1615 && PrimitiveCount == 1706 ) || /*Body DLOD*/ \ ( NumVertices == 140 && PrimitiveCount == 104 )) /*Vest Acc's DLOD*/ #define Sas_Sniper_Hand \ (( NumVertices == 822 && PrimitiveCount == 1084 ) || /*Hand*/ \ ( NumVertices == 562 && PrimitiveCount == 632 )) /*Hand DLOD*/ #define Sas_Sniper_Watch \ (( NumVertices == 49 && PrimitiveCount == 50 ) || /*Watch*/ \ ( NumVertices == 40 && PrimitiveCount == 40 )) /*Watch DLOD*/ #define Sas_Sniper_Body_Dynamic_LOD \ (( NumVertices == 1021 && PrimitiveCount == 872 ) || /*Body DLOD Near*/ \ ( NumVertices == 541 && PrimitiveCount == 366 )) /*Body DLOD Far*/ #define Sas_Sniper_Hand_Dynamic_LOD \ (( NumVertices == 470 && PrimitiveCount == 506 ) || /*Head & Hand DLOD Near*/ \ ( NumVertices == 71 && PrimitiveCount == 50 )) /*Head & Hand DLOD Far*/ #define Sas_Sniper_Camo \ (( NumVertices == 2578 && PrimitiveCount == 2192 ) || /*Body*/ \ ( NumVertices == 482 && PrimitiveCount == 476 ) || /*Head*/ \ ( NumVertices == 428 && PrimitiveCount == 446 ) || /*Head DLOD Near*/ \ ( NumVertices == 2328 && PrimitiveCount == 1992 ) || /*Body DLOD Near*/ \ ( NumVertices == 132 && PrimitiveCount == 158 ) || /*Head DLOD Far*/ \ ( NumVertices == 1186 && PrimitiveCount == 1184 ) || /*Body DLOD Far*/ \ ( NumVertices == 153 && PrimitiveCount == 194 ) || /*Head DLOD very Far*/ \ ( NumVertices == 349 && PrimitiveCount == 254 )) /*Body DLOD very Far*/ //////////////////////////////////////////////////// #define Spetz_Assault_Head \ (( NumVertices == 783 && PrimitiveCount == 1168 ) || /*Head*/ \ ( NumVertices == 503 && PrimitiveCount == 704 )) /*Head DLOD*/ #define Spetz_Assault_Body \ (( NumVertices == 4358 && PrimitiveCount == 4864 ) || /*Body*/ \ ( NumVertices == 3278 && PrimitiveCount == 3188 )) /*Body DLOD*/ #define Spetz_Assault_Hand \ (( NumVertices == 892 && PrimitiveCount == 1108 ) || /*Hand*/ \ ( NumVertices == 584 && PrimitiveCount == 568 )) /*Hand DLOD*/ #define Spetz_Assault_Body_DLOD \ (( NumVertices == 103 && PrimitiveCount == 130 ) || /*Face Piece DLOD Near*/ \ ( NumVertices == 1633 && PrimitiveCount == 1332 ) || /*Body DLOD Near*/ \ ( NumVertices == 625 && PrimitiveCount == 612 ) || /*Head & Hand DLOD Near*/ \ ( NumVertices == 840 && PrimitiveCount == 618 ) || /*Body DLOD Far*/ \ ( NumVertices == 288 && PrimitiveCount == 260 )) /*Head & Hand DLOD Far*/ //////////////////////////////////////////////////// #define Spetz_SpecOps_Head \ (( NumVertices == 793 && PrimitiveCount == 834 ) || /*Head*/ \ ( NumVertices == 409 && PrimitiveCount == 588 ) || /*Neck & Face Part*/ \ ( NumVertices == 592 && PrimitiveCount == 532 ) || /*Head DLOD*/ \ ( NumVertices == 274 && PrimitiveCount == 350 )) /*Neck & Face Part DLOD*/ #define Spetz_SpecOps_Body \ (( NumVertices == 424 && PrimitiveCount == 346 ) || /*Grenade & Radio*/ \ ( NumVertices == 4242 && PrimitiveCount == 5028 ) || /*Body*/ \ ( NumVertices == 323 && PrimitiveCount == 260 ) || /*Grenade & Radio DLOD*/ \ ( NumVertices == 2391 && PrimitiveCount == 2488 )) /*Body DLOD*/ #define Spetz_SpecOps_Hand \ (( NumVertices == 796 && PrimitiveCount == 1036 ) || /*Hand*/ \ ( NumVertices == 607 && PrimitiveCount == 512 )) /*Hand DLOD*/ #define Spetz_SpecOps_Lens \ (( NumVertices == 26 && PrimitiveCount == 24 ) || /*Lens*/ \ ( NumVertices == 14 && PrimitiveCount == 12 )) /*Lens DLOD*/ #define Spetz_SpecOps_Body_DLOD \ (( NumVertices == 425 && PrimitiveCount == 316 ) || /*Head DLOD Near*/ \ ( NumVertices == 1689 && PrimitiveCount == 1422 ) || /*Body DLOD Near*/ \ ( NumVertices == 553 && PrimitiveCount == 544 ) || /*Hand & Neck & Face DLOD Near*/ \ ( NumVertices == 384 && PrimitiveCount == 250 ) || /*Head DLOD Far*/ \ ( NumVertices == 969 && PrimitiveCount == 708 ) || /*Body DLOD Far*/ \ ( NumVertices == 163 && PrimitiveCount == 116 )) /*Hand & Neck & Face DLOD Far*/ //////////////////////////////////////////////////// #define Spetz_Gunner_Head \ (( NumVertices == 745 && PrimitiveCount == 1216 ) || /*Head*/ \ ( NumVertices == 540 && PrimitiveCount == 812 )) /*Head DLOD*/ #define Spetz_Gunner_Body \ (( NumVertices == 4270 && PrimitiveCount == 4804 ) || /*Body*/ \ ( NumVertices == 2755 && PrimitiveCount == 2494 )) /*Body DLOD*/ #define Spetz_Gunner_Hand \ (( NumVertices == 880 && PrimitiveCount == 1108 ) || /*Hand*/ \ ( NumVertices == 584 && PrimitiveCount == 568 )) /*Hand DLOD*/ #define Spetz_Gunner_Acc \ (( NumVertices == 231 && PrimitiveCount == 244 ) || /*Acc's*/ \ ( NumVertices == 125 && PrimitiveCount == 142 )) /*Acc's DLOD*/ #define Spetz_Gunner_Body_DLOD \ (( NumVertices == 1317 && PrimitiveCount == 1054 ) || /*Body DLOD Near*/ \ ( NumVertices == 809 && PrimitiveCount == 590 ) || /*Body DLOD Far*/ \ ( NumVertices == 286 && PrimitiveCount == 300 ) || /*Head & Hand DLOD Far*/ \ ( NumVertices == 773 && PrimitiveCount == 828 )) /*Head & Hand DLOD Near*/ //////////////////////////////////////////////////// #define Spetz_Demo_Head \ (( NumVertices == 793 && PrimitiveCount == 834 ) || /*Head*/ \ ( NumVertices == 409 && PrimitiveCount == 588 ) || /*Neck & Face Piece*/ \ ( NumVertices == 592 && PrimitiveCount == 532 ) || /*Head DLOD*/ \ ( NumVertices == 274 && PrimitiveCount == 350 )) /*Neck & Face Piece DLOD*/ #define Spetz_Demo_Body \ (( NumVertices == 267 && PrimitiveCount == 186 ) || /*Vest Grenade*/ \ ( NumVertices == 3891 && PrimitiveCount == 4598 ) || /*Body*/ \ ( NumVertices == 263 && PrimitiveCount == 178 ) || /*Vest Grenade DLOD*/ \ ( NumVertices == 2510 && PrimitiveCount == 2470 )) /*Body DLOD*/ #define Spetz_Demo_Hand \ (( NumVertices == 796 && PrimitiveCount == 1036 ) || /*Hand*/ \ ( NumVertices == 607 && PrimitiveCount == 512 )) /*Hand DLOD*/ #define Spetz_Demo_Acc \ (( NumVertices == 529 && PrimitiveCount == 540 ) || /*Back Acc's*/ \ ( NumVertices == 353 && PrimitiveCount == 346 )) /*Back Acc's DLOD*/ #define Spetz_Demo_Body_DLOD \ (( NumVertices == 171 && PrimitiveCount == 114 ) || /*Head DLOD Near*/ \ ( NumVertices == 1398 && PrimitiveCount == 1176 ) || /*Body DLOD Near*/ \ ( NumVertices == 553 && PrimitiveCount == 544 ) || /*Hand & Mask Piece DLOD Near*/ \ ( NumVertices == 384 && PrimitiveCount == 250 ) || /*Head DLOD Far*/ \ ( NumVertices == 994 && PrimitiveCount == 714 ) || /*Body DLOD Far*/ \ ( NumVertices == 163 && PrimitiveCount == 116 )) /*Hand & Mask Piece DLOD Far*/ //////////////////////////////////////////////////// #define Spetz_Sniper_Head \ (( NumVertices == 498 && PrimitiveCount == 840 ) || /*Head*/ \ ( NumVertices == 327 && PrimitiveCount == 500 )) /*Head DLOD*/ #define Spetz_Sniper_Body \ (( NumVertices == 212 && PrimitiveCount == 146 ) || /*Vest grenade*/ \ ( NumVertices == 3254 && PrimitiveCount == 4122 ) || /*Body*/ \ ( NumVertices == 166 && PrimitiveCount == 128 ) || /*Vest grenade DLOD*/ \ ( NumVertices == 1730 && PrimitiveCount == 1938 )) /*Body DLOD*/ #define Spetz_Sniper_Hand \ (( NumVertices == 796 && PrimitiveCount == 1036 ) || /*Hand*/ \ ( NumVertices == 607 && PrimitiveCount == 512 )) /*Hand DLOD*/ #define Spetz_Sniper_Body_DLOD \ (( NumVertices == 1111 && PrimitiveCount == 986 ) || /*Body DLOD Near*/ \ ( NumVertices == 724 && PrimitiveCount == 562 ) || /*Body DLOD Far*/ \ ( NumVertices == 189 && PrimitiveCount == 172 ) || /*Head & Hand DLOD Far*/ \ ( NumVertices == 545 && PrimitiveCount == 560 )) /*Head & Hand DLOD Near*/ #define Spetz_Sniper_Camo \ (( NumVertices == 2578 && PrimitiveCount == 2192 ) || /*Body*/ \ ( NumVertices == 482 && PrimitiveCount == 476 ) || /*Head*/ \ ( NumVertices == 398 && PrimitiveCount == 410 ) || /*Head DLOD*/ \ ( NumVertices == 2388 && PrimitiveCount == 2040 ) || /*Body DLOD*/ \ ( NumVertices == 222 && PrimitiveCount == 298 ) || /*Head DLOD Near*/ \ ( NumVertices == 1186 && PrimitiveCount == 1184 ) || /*Body DLOD Near*/ \ ( NumVertices == 71 && PrimitiveCount == 66 ) || /*Head DLOD Far*/ \ ( NumVertices == 339 && PrimitiveCount == 248 )) /*Body DLOD Far*/ //////////////////////////////////////////////////// #define Sas_Assault_Head \ (( NumVertices == 146 && PrimitiveCount == 214 ) || /*Hat*/ \ ( NumVertices == 690 && PrimitiveCount == 1074 ) || /*Head*/ \ ( NumVertices == 91 && PrimitiveCount == 114 ) || /*Hat DLOD*/ \ ( NumVertices == 446 && PrimitiveCount == 632 )) /*Head DLOD*/ #define Sas_Assault_Body \ (( NumVertices == 388 && PrimitiveCount == 322 ) || /*Vest Explv's & Radio */ \ ( NumVertices == 3326 && PrimitiveCount == 4336 ) || /*Body*/ \ ( NumVertices == 182 && PrimitiveCount == 154 ) || /*Vest Explv's & Radio DLOD*/ \ ( NumVertices == 2140 && PrimitiveCount == 2310 )) /*Body DLOD*/ #define Sas_Assault_Hand \ (( NumVertices == 796 && PrimitiveCount == 1036 ) || /*Hand*/ \ ( NumVertices == 607 && PrimitiveCount == 512 )) /*Hand DLOD*/ #define Sas_Assault_Body_DLOD \ (( NumVertices == 146 && PrimitiveCount == 116 ) || /*Vest Explv's & Radio DLOD Near*/ \ ( NumVertices == 1315 && PrimitiveCount == 1170 ) || /*Body DLOD Near*/ \ ( NumVertices == 651 && PrimitiveCount == 702 ) || /*Head & Hand DLOD Near*/ \ ( NumVertices == 726 && PrimitiveCount == 556 ) || /*Body DLOD Far*/ \ ( NumVertices == 201 && PrimitiveCount == 170 )) /*Head & Hand DLOD Far*/ //////////////////////////////////////////////////// #define Sas_SpecOps_Head \ (( NumVertices == 591 && PrimitiveCount == 740 ) || /*Gas Mask*/ \ ( NumVertices == 418 && PrimitiveCount == 672 ) || /*Head*/ \ ( NumVertices == 255 && PrimitiveCount == 282 ) || /*Gas Mask DLOD*/ \ ( NumVertices == 153 && PrimitiveCount == 182 )) /*Head DLOD*/ #define Sas_SpecOps_Body \ (( NumVertices == 131 && PrimitiveCount == 122 ) || /*Vest Pistol*/ \ ( NumVertices == 3585 && PrimitiveCount == 4858 ) || /*Body*/ \ ( NumVertices == 2525 && PrimitiveCount == 3022 )) /*Body DLOD*/ #define Sas_SpecOps_Mask_Lens \ ( NumVertices == 14 && PrimitiveCount == 12 ) #define Sas_SpecOps_Body_DLOD \ (( NumVertices == 182 && PrimitiveCount == 186 ) || /*Gas Mask DLOD Near*/ \ ( NumVertices == 1498 && PrimitiveCount == 1304 ) || /*Body DLOD Near*/ \ ( NumVertices == 695 && PrimitiveCount == 478 ) || /*Body DLOD Far*/ \ ( NumVertices == 132 && PrimitiveCount == 130 ) || /*Left Hand Piece DLOD Near*/ \ ( NumVertices == 118 && PrimitiveCount == 120 )) /*Right Hand Piece DLOD Near*/ //////////////////////////////////////////////////// #define Sas_Gunner_Head \ (( NumVertices == 260 && PrimitiveCount == 250 ) || /*Goggles*/ \ ( NumVertices == 491 && PrimitiveCount == 756 ) || /*Head*/ \ ( NumVertices == 182 && PrimitiveCount == 154 ) || /*Goggles DLOD*/ \ ( NumVertices == 234 && PrimitiveCount == 328 )) /*Head DLOD*/ #define Sas_Gunner_Body \ (( NumVertices == 136 && PrimitiveCount == 124 ) || /*Right Leg Pistol*/ \ ( NumVertices == 3716 && PrimitiveCount == 5064 ) || /*Body*/ \ ( NumVertices == 2578 && PrimitiveCount == 2994 )) /*Body DLOD*/ #define Sas_Gunner_Mask_Lens \ ( NumVertices == 24 && PrimitiveCount == 22 ) #define Sas_Gunner_Body_DLOD \ (( NumVertices == 132 && PrimitiveCount == 130 ) || /*Right Hand Piece DLOD Near*/ \ ( NumVertices == 1412 && PrimitiveCount == 1330 ) || /*Body DLOD Near*/ \ ( NumVertices == 166 && PrimitiveCount == 128 ) || /*Lens DLOD Near*/ \ ( NumVertices == 118 && PrimitiveCount == 120 ) || /*Left Hand Piece DLOD Near*/ \ ( NumVertices == 568 && PrimitiveCount == 470 )) /*Body DLOD Far*/ //////////////////////////////////////////////////// #define Sas_Demo_Head \ (( NumVertices == 1000 && PrimitiveCount == 1164 ) || /*Helmet Mask*/ \ ( NumVertices == 425 && PrimitiveCount == 636 ) || /*Head*/ \ ( NumVertices == 494 && PrimitiveCount == 544 ) || /*Helmet Mask DLOD*/ \ ( NumVertices == 174 && PrimitiveCount == 218 )) /*Head DLOD*/ #define Sas_Demo_Body \ (( NumVertices == 133 && PrimitiveCount == 122 ) || /*Vest Pistol*/ \ ( NumVertices == 3562 && PrimitiveCount == 4784 ) || /*Body*/ \ ( NumVertices == 2509 && PrimitiveCount == 2954 )) /*Body DLOD*/ #define Sas_Demo_mask_Lens \ ( NumVertices == 14 && PrimitiveCount == 12 ) #define Sas_Demo_Body_DLOD \ (( NumVertices == 292 && PrimitiveCount == 296 ) || /*Head DLOD Near*/ \ ( NumVertices == 1402 && PrimitiveCount == 1164 ) || /*Body DLOD Near*/ \ ( NumVertices == 132 && PrimitiveCount == 130 ) || /*Left Hand Piece DLOD Near*/ \ ( NumVertices == 118 && PrimitiveCount == 120 ) || /*Right Hand Piece DLOD Near*/ \ ( NumVertices == 628 && PrimitiveCount == 450 )) /*Body DLOD Far*/ //////////////////////////////////////////////////// #define Sas_Sniper2_Head \ (( NumVertices == 314 && PrimitiveCount == 294 ) || /*Goggles*/ \ ( NumVertices == 544 && PrimitiveCount == 832 ) || /*Head*/ \ ( NumVertices == 236 && PrimitiveCount == 198 ) || /*Goggles DLOD*/ \ ( NumVertices == 298 && PrimitiveCount == 420 )) /*Head DLOD*/ #define Sas_Sniper2_Body \ (( NumVertices == 136 && PrimitiveCount == 124 ) || /*Right Leg Pistol*/ \ ( NumVertices == 3667 && PrimitiveCount == 4952 ) || /*Body*/ \ ( NumVertices == 2460 && PrimitiveCount == 2882 )) /*Body DLOD*/ #define Sas_Sniper2_mask_Lens \ ( NumVertices == 24 && PrimitiveCount == 22 ) #define Sas_Sniper2_Body_DLOD \ (( NumVertices == 194 && PrimitiveCount == 142 ) || /*Mask Piece DLOD Near*/ \ ( NumVertices == 1479 && PrimitiveCount == 1402 ) || /*Body DLOD Near*/ \ ( NumVertices == 552 && PrimitiveCount == 452 ) || /*Body DLOD Far*/ \ ( NumVertices == 118 && PrimitiveCount == 120 )) /*Right Hand Piece DLOD Near*/ //////////////////////////////////////////////////// #define Spetz_Sniper2_Head \ (( NumVertices == 146 && PrimitiveCount == 214 ) || /*Hat*/ \ ( NumVertices == 690 && PrimitiveCount == 1074 ) || /*Head*/ \ ( NumVertices == 91 && PrimitiveCount == 114 ) || /*Hat DLOD*/ \ ( NumVertices == 446 && PrimitiveCount == 632 )) /*Head DLOD*/ #define Spetz_Sniper2_Body \ (( NumVertices == 388 && PrimitiveCount == 322 ) || /*Vest Grenade & Radio*/ \ ( NumVertices == 3326 && PrimitiveCount == 4336 ) || /*Body*/ \ ( NumVertices == 182 && PrimitiveCount == 154 ) || /*Vest Grenade & Radio DLOD*/ \ ( NumVertices == 2140 && PrimitiveCount == 2310 )) /*Body DLOD*/ #define Spetz_Sniper2_Hand \ (( NumVertices == 796 && PrimitiveCount == 1036 ) || /*Hand*/ \ ( NumVertices == 607 && PrimitiveCount == 512 )) /*Hand DLOD*/ #define Spetz_Sniper2_Body_DLOD \ (( NumVertices == 146 && PrimitiveCount == 116 ) || /*Vest Grenade & Radio DLOD Near*/ \ ( NumVertices == 1315 && PrimitiveCount == 1170 ) || /*Body DLOD Near*/ \ ( NumVertices == 651 && PrimitiveCount == 702 ) || /*Head & Hand DLOD Near*/ \ ( NumVertices == 726 && PrimitiveCount == 556 ) || /*Body DLOD Far*/ \ ( NumVertices == 201 && PrimitiveCount == 170 )) /*Head & Hand DLOD Far*/ //////////////////////////////////////////////////// #define Eyes \ ( NumVertices == 90 && PrimitiveCount == 140 ) #define Sas_Assualt_Sniper2_Eyes \ ( NumVertices == 102 && PrimitiveCount == 144 ) ////////////////////////////////////////////////////
Helicopter.h
Code:#define MI28 ( MAIN_BODY_MI28 || MAIN_BODY_MI28_DYNAMIC_LOD_NEAR || MAIN_BODY_MI28_DYNAMIC_LOD_FAR || \ MAIN_BODY_MI28_DLOD_CLOSE || MAIN_ROTOR_SHAFT_MI28 || MAIN_ROTOR_SHAFT_DYNAMIC_LOD_MI28 || MAIN_GUN_MI28 || \ MAIN_GUN_MI28_DYNAMIC_LOD_MI28 || MAIN_GUN_ROTOR_SHAFT_MI28 || \ WINDSHIELD_MI28 || WINDSHIELD_MI28_DYNAMIC_LOD || WINDSHIELD_MI28_DYNAMIC_LOD_NEAR || \ WINDSHIELD_MI28_DYNAMIC_LOD_FAR || MAIN_BACK_ROTORBLADES_MI28 ) #define COBRA ( MAIN_BODY_COBRA || MAIN_BODY_COBRA_DYNAMIC_LOD || MAIN_BODY_COBRA_DYNAMIC_LOD_FAR || MAIN_BODY_COBRA_DYNAMIC_LOD_NEAR || \ MAIN_BODY_COBRA_DLOD_CLOSE || MAIN_GUN_ROTOR_SHAFT_COBRA || INTERNALS_COBRA /*|| MAIN_BACK_ROTORBLADES_COBRA*/ ) #define MAIN_BODY_MI28 ( NumVertices == 4322 && PrimitiveCount == 3864 ) #define MAIN_BODY_MI28_DLOD_CLOSE ( NumVertices == 3437 && PrimitiveCount == 2646 ) #define MAIN_BODY_MI28_DYNAMIC_LOD_NEAR ( NumVertices == 1724 && PrimitiveCount == 1466 ) #define MAIN_BODY_MI28_DYNAMIC_LOD_FAR ( NumVertices == 902 && PrimitiveCount == 664 ) #define MAIN_ROTOR_SHAFT_MI28 ( NumVertices == 493 && PrimitiveCount == 274 ) #define MAIN_ROTOR_SHAFT_DYNAMIC_LOD_MI28 ( NumVertices == 409 && PrimitiveCount == 212 ) #define MAIN_GUN_MI28 ( NumVertices == 181 && PrimitiveCount == 140 ) #define MAIN_GUN_MI28_DYNAMIC_LOD_MI28 ( NumVertices == 147 && PrimitiveCount == 108 ) #define MAIN_GUN_ROTOR_SHAFT_MI28 ( NumVertices == 219 && PrimitiveCount == 118 ) #define WINDSHIELD_MI28 ( NumVertices == 414 && PrimitiveCount == 354 ) #define WINDSHIELD_MI28_DYNAMIC_LOD ( NumVertices == 327 && PrimitiveCount == 246 ) #define WINDSHIELD_MI28_DYNAMIC_LOD_NEAR ( NumVertices == 278 && PrimitiveCount == 190 ) #define WINDSHIELD_MI28_DYNAMIC_LOD_FAR ( NumVertices == 229 && PrimitiveCount == 146 ) #define MAIN_BACK_ROTORBLADES_MI28 ( NumVertices == 32 && PrimitiveCount == 18 ) #define MAIN_BODY_COBRA ( NumVertices == 3549 && PrimitiveCount == 3882 ) #define MAIN_BODY_COBRA_DLOD_CLOSE ( NumVertices == 2335 && PrimitiveCount == 2166 ) #define MAIN_BODY_COBRA_DYNAMIC_LOD ( NumVertices == 340 && PrimitiveCount == 278 ) #define MAIN_BODY_COBRA_DYNAMIC_LOD_NEAR ( NumVertices == 323 && PrimitiveCount == 306 ) #define MAIN_BODY_COBRA_DYNAMIC_LOD_FAR ( NumVertices == 278 && PrimitiveCount == 184 ) #define MAIN_GUN_ROTOR_SHAFT_COBRA ( NumVertices == 275 && PrimitiveCount == 182 ) #define INTERNALS_COBRA ( NumVertices == 961 && PrimitiveCount == 656 ) #define MAIN_BACK_ROTORBLADES_COBRA ( NumVertices == 64 && PrimitiveCount == 32 ) #define MAIN_BACK_ROTORBLADES_COBRA_DLOD_FAR ( NumVertices == 187 && PrimitiveCount == 170 ) #define MAIN_BACK_ROTORBLADES_COBRA_DLOD_CLOSE ( NumVertices == 76 && PrimitiveCount == 38 ) #define BACK_ROTORBLADES_COBRA_DLOD_FAR ( NumVertices == 36 && PrimitiveCount == 24 )
Try use it like this to avoid some blending between body parts:
Code:UINT Team1 = 0; UINT Team2 = 0; if( Marine_Sas || Sas || COBRA ) Team1 = 1; if( OpForces || Spetznas || MI28 ) Team2 = 1; if( Team1 || Team2 ) { if( Team1 ) Device_Interface->SetTexture( 0, Red ); if( Team2 ) Device_Interface->SetTexture( 0, Green ); Device_Interface->SetRenderState( D3DRS_ZENABLE, FALSE ); DrawIndexedPrimitive_Pointer( Device_Interface, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount ); Device_Interface->SetRenderState( D3DRS_ZENABLE, TRUE ); } return DrawIndexedPrimitive_Pointer( Device_Interface, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount );
Images:
THIS IS CREDIT BY:ZOOOM
So when does d3d chams mean (god mode)
nice release , but I dont like these chams, they look too basic.
This is a D3D model recognition, not chams.
And by the way there's a mistake.
Code:#define Sas_Assault_Head \ (( NumVertices == 960 && PrimitiveCount == 1072 ) || /*Mask*/\ ( NumVertices == 418 && PrimitiveCount == 636 ) || /*Head*/\ ( NumVertices == 475 && PrimitiveCount == 486 ) || /*Mask DLOD*/\ ( NumVertices == 212 && PrimitiveCount == 288 )) /*Head DLOD*/ #define Sas_Assault_Body \ (( NumVertices == 154 && PrimitiveCount == 140 ) || /*Right Leg Pistol*/\ ( NumVertices == 3935 && PrimitiveCount == 5226 ) || /*Body*/\ ( NumVertices == 2640 && PrimitiveCount == 3070 )) /*Body DLOD*/ #define Sas_Assault_Lens \ ( NumVertices == 14 && PrimitiveCount == 12 ) #define Sas_Assault_Body_DLOD \ (( NumVertices == 214 && PrimitiveCount == 202 ) || /*Mask DLOD Near*/\ ( NumVertices == 1373 && PrimitiveCount == 1256 ) || /*Body DLOD Near*/\ ( NumVertices == 585 && PrimitiveCount == 440 ) || /*Body DLOD Far*/\ ( NumVertices == 132 && PrimitiveCount == 130 ) || /*Left Hand Part DLOD Near*/\ ( NumVertices == 118 && PrimitiveCount == 120 )) /*Right Hand Part DLOD Near*/
Last edited by AraaasH; 06-11-2013 at 09:22 AM.
FUCK LIFE I'M OUT
Press "Thanks" if I helped you bitch.
Hi guys where to enter these codes?
---------- Post added at 04:36 AM ---------- Previous post was at 04:33 AM ----------
Describe for details
You're kidding me right?
Get an IDE, place the "players.h" code into a "players.h" file, place the "helicopters.h" code into a "helicopters.h" file.
Place the bottom code into the Main function of a "main.cpp" file.
Include the "players.h" and "helicopters.h" files into the "main.cpp" and compile (I think).
Although someone noted an error with one of script so copy & pasting might not work.
EDIT: You'll need an injector to inject the DLL file you built.
Last edited by K^2; 06-16-2013 at 05:18 AM.