Thumbs upCrossfire D3D Stride:

Posts 1–10 of 10 · Page 1 of 1
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


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.
contact to skype: JB Just Basic
Quote Originally Posted by football662 View Post
Where do i put this code?
To use this code please follow the following steps very carefully.

1. Copy and paste the code into notepad/word/wordpad etc.
2. Print the code off.
3. Place the printed piece of paper in a blender with approx 200ml of water and blend for 1 minute to make a smooth paste.
4. Gather a needle and suck up approx 10ml of the blended juice into the needle.

Now the next step is extremely hard so pay attention as this is the injection method of the hack.

5. Open Crossfire and slowly and steadily pierce a hole into your monitor whilst Crossfire is open, once done slowly start to push the liquid into your monitor.
6. Remove the needle from your screen and then blow and slowly rub the hole to heal it.
7. Go to storage on Crossfire, go make a coffee and sit back and watch the hacks slowly enable, then go play

Hope this helps @football662
lmao xD, im actually new and just wondered how to place a hacking source into an injector?
thanks for sharing { [MPGH] == & MORE POWER !!!!!
This code needs vuisla basic 2010 or vusial basic 2015 or vuisla express 2010 c++ ??
Quote Originally Posted by SinG Ordu View Post
This code needs vuisla basic 2010 or vusial basic 2015 or vuisla express 2010 c++ ??
c++ any version
please link download this visual please :'(
Quote Originally Posted by SinG Ordu View Post
please link download this visual please :'(
Google it by yourself. You said you were going to make tutorials, but you can' t even identify a programming language.
Posts 1–10 of 10 · Page 1 of 1

Post a Reply

Similar Threads

Tags for this Thread

None

Talk with us