Crossfire D3D Stride:
Funcionts in DrawIndexedPrimitive:
1.Wall Hack + Chams
2.No Fog
3.No Flash
4.No Smoke
5.Asus
6.Full Bright
7.Wire Frame
1.Wall Hack + Chams
2.No Fog
3.No Flash
4.No Smoke
5.Asus
6.Full Bright
7.Wire Frame
Code:
LPDIRECT3DVERTEXBUFFER9 Stream_Data;
LPDIRECT3DTEXTURE9 BTEX = NULL;
D3DSURFACE_DESC pDesc;
D3DVIEWPORT9 Vwp;
UINT Offset = 0;
UINT Stride = 0;
if(pDevice->GetStreamSource(0, &Stream_Data, &Offset, &Stride) == D3D_OK) Stream_Data->Release();
pDevice->GetViewport( &Vwp );
if (Fucntions_Table1[0] && (Stride == 40 || Stride == 44))
{
pDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
if (Fucntions_Table1[1] == 1) pDevice->SetTexture(0, C_Green);
if (Fucntions_Table1[1] == 2) pDevice->SetTexture(0, C_Red);
if (Fucntions_Table1[1] == 3) pDevice->SetTexture(0, C_Blue);
if (Fucntions_Table1[1] == 4) pDevice->SetTexture(0, C_Orange);
if (Fucntions_Table1[1] == 5) pDevice->SetTexture(0, C_Yellow);
if (Fucntions_Table1[1] == 6) pDevice->SetTexture(0, C_Pink);
if (Fucntions_Table1[1] == 7) pDevice->SetTexture(0, C_Cyan);
if (Fucntions_Table1[1] == 8) pDevice->SetTexture(0, C_Purple);
if (Fucntions_Table1[1] == 9) pDevice->SetTexture(0, C_Black);
if (Fucntions_Table1[1] == 10) pDevice->SetTexture(0, C_White);
if (Fucntions_Table1[1] == 11) pDevice->SetTexture(0, C_Grey);
if (Fucntions_Table1[1] == 12) pDevice->SetTexture(0, C_SteelBlue);
if (Fucntions_Table1[1] == 13) pDevice->SetTexture(0, C_LightSteelBlue);
if (Fucntions_Table1[1] == 14) pDevice->SetTexture(0, C_LightBlue);
if (Fucntions_Table1[1] == 15) pDevice->SetTexture(0, C_Salmon);
if (Fucntions_Table1[1] == 16) pDevice->SetTexture(0, C_Brown);
if (Fucntions_Table1[1] == 17) pDevice->SetTexture(0, C_Teal);
if (Fucntions_Table1[1] == 18) pDevice->SetTexture(0, C_Lime);
if (Fucntions_Table1[1] == 19) pDevice->SetTexture(0, C_ElectricLime);
if (Fucntions_Table1[1] == 20) pDevice->SetTexture(0, C_Gold);
if (Fucntions_Table1[1] == 21) pDevice->SetTexture(0, C_OrangeRed);
if (Fucntions_Table1[1] == 22) pDevice->SetTexture(0, C_GreenYellow);
if (Fucntions_Table1[1] == 23) pDevice->SetTexture(0, C_AquaMarine);
if (Fucntions_Table1[1] == 24) pDevice->SetTexture(0, C_SkyBlue);
if (Fucntions_Table1[1] == 25) pDevice->SetTexture(0, C_SlateBlue);
if (Fucntions_Table1[1] == 26) pDevice->SetTexture(0, C_Crimson);
if (Fucntions_Table1[1] == 27) pDevice->SetTexture(0, C_DarkOliveGreen);
if (Fucntions_Table1[1] == 28) pDevice->SetTexture(0, C_PaleGreen);
if (Fucntions_Table1[1] == 29) pDevice->SetTexture(0, C_DarkGoldenRod);
if (Fucntions_Table1[1] == 30) pDevice->SetTexture(0, C_FireBrick);
if (Fucntions_Table1[1] == 31) pDevice->SetTexture(0, C_DarkBlue);
if (Fucntions_Table1[1] == 32) pDevice->SetTexture(0, C_DarkerBlue);
if (Fucntions_Table1[1] == 33) pDevice->SetTexture(0, C_DarkYellow);
if (Fucntions_Table1[1] == 34) pDevice->SetTexture(0, C_LightYellow);
if (Fucntions_Table1[1] == 35) pDevice->SetTexture(0, C_DarkOutline);
pDrawIndexedPrimitive2(pDevice, PrimType, BaseVertexIndex, MinVertexIndex, NumVertices, StartIndex, PrimitiveCount);
pDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
if (Fucntions_Table1[2] == 1) pDevice->SetTexture(0, C_Green);
if (Fucntions_Table1[2] == 2) pDevice->SetTexture(0, C_Red);
if (Fucntions_Table1[2] == 3) pDevice->SetTexture(0, C_Blue);
if (Fucntions_Table1[2] == 4) pDevice->SetTexture(0, C_Orange);
if (Fucntions_Table1[2] == 5) pDevice->SetTexture(0, C_Yellow);
if (Fucntions_Table1[2] == 6) pDevice->SetTexture(0, C_Pink);
if (Fucntions_Table1[2] == 7) pDevice->SetTexture(0, C_Cyan);
if (Fucntions_Table1[2] == 8) pDevice->SetTexture(0, C_Purple);
if (Fucntions_Table1[2] == 9) pDevice->SetTexture(0, C_Black);
if (Fucntions_Table1[2] == 10) pDevice->SetTexture(0, C_White);
if (Fucntions_Table1[2] == 11) pDevice->SetTexture(0, C_Grey);
if (Fucntions_Table1[2] == 12) pDevice->SetTexture(0, C_SteelBlue);
if (Fucntions_Table1[2] == 13) pDevice->SetTexture(0, C_LightSteelBlue);
if (Fucntions_Table1[2] == 14) pDevice->SetTexture(0, C_LightBlue);
if (Fucntions_Table1[2] == 15) pDevice->SetTexture(0, C_Salmon);
if (Fucntions_Table1[2] == 16) pDevice->SetTexture(0, C_Brown);
if (Fucntions_Table1[2] == 17) pDevice->SetTexture(0, C_Teal);
if (Fucntions_Table1[2] == 18) pDevice->SetTexture(0, C_Lime);
if (Fucntions_Table1[2] == 19) pDevice->SetTexture(0, C_ElectricLime);
if (Fucntions_Table1[2] == 20) pDevice->SetTexture(0, C_Gold);
if (Fucntions_Table1[2] == 21) pDevice->SetTexture(0, C_OrangeRed);
if (Fucntions_Table1[2] == 22) pDevice->SetTexture(0, C_GreenYellow);
if (Fucntions_Table1[2] == 23) pDevice->SetTexture(0, C_AquaMarine);
if (Fucntions_Table1[2] == 24) pDevice->SetTexture(0, C_SkyBlue);
if (Fucntions_Table1[2] == 25) pDevice->SetTexture(0, C_SlateBlue);
if (Fucntions_Table1[2] == 26) pDevice->SetTexture(0, C_Crimson);
if (Fucntions_Table1[2] == 27) pDevice->SetTexture(0, C_DarkOliveGreen);
if (Fucntions_Table1[2] == 28) pDevice->SetTexture(0, C_PaleGreen);
if (Fucntions_Table1[2] == 29) pDevice->SetTexture(0, C_DarkGoldenRod);
if (Fucntions_Table1[2] == 30) pDevice->SetTexture(0, C_FireBrick);
if (Fucntions_Table1[2] == 31) pDevice->SetTexture(0, C_DarkBlue);
if (Fucntions_Table1[2] == 32) pDevice->SetTexture(0, C_DarkerBlue);
if (Fucntions_Table1[2] == 33) pDevice->SetTexture(0, C_DarkYellow);
if (Fucntions_Table1[2] == 34) pDevice->SetTexture(0, C_LightYellow);
if (Fucntions_Table1[2] == 35) pDevice->SetTexture(0, C_DarkOutline);
}
if (Fucntions_Table1[3]) pDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
if (Fucntions_Table1[4])
{
pDevice->GetTexture( 0, (LPDIRECT3DBASETEXTURE9*)&BTEX );
if( BTEX )
{
BTEX->GetLevelDesc( 0, &pDesc );
BTEX->Release();
}
if( pDesc.Height == Vwp.Height && pDesc.Width == Vwp.Width )
return D3D_OK;
}
if (Fucntions_Table1[5])
{
return D3D_OK;
}
if (Fucntions_Table1[6] && (Stride == 40 || Stride == 44))
{
pDevice->SetRenderState( D3DRS_SRCBLEND, 2 );
pDevice->SetRenderState( D3DRS_DESTBLEND, 3 );
pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
}
if (Fucntions_Table1[7] && (Stride == 40 || Stride == 44))
{
pDevice->SetRenderState(D3DRS_LIGHTING, false);
pDevice->SetRenderState(D3DRS_AMBIENT,D3DCOLOR_ARGB(255,255,255,255)); // use all colors to glow up the lighting ingame
}
if (Fucntions_Table1[8] && (Stride == 40 || Stride == 44)) pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME); //Draw all models with stride 40 in wireframe fill.

