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Home › Forum › MultiPlayer Game Hacks & Cheats › Other Semi-Popular First Person Shooter Hacks › WarRock - International Hacks › WarRock Hack Source Code › D3D9 Menu Hack - > Chams

D3D9 Menu Hack - > Chams

Posts 1–9 of 9 · Page 1 of 1
taylan
taylan
D3D9 Menu Hack - > Chams
Hey Guys !

im finnaly done with my Warrock Menu Hack (with some helps )
And im going to release it at mpgh first !
Now i want to add Chams to my Warrock Hack so if someone has the
fully D3D9 Chams Source Code for Menu Hacks than post it pls

THX
#1 · 15y ago
JO
johnnydicamillo
wow nice i heard D3D hacks are not easy and i did not know there was chams for this game either
#2 · 15y ago
GH
Gh0sts~l1f3
i Could Help u With Chams

Sweet-l0v3-2010@hotmail.com

Add me
#3 · 15y ago
taylan
taylan
okay moment ..

Gh0sts~l1f3 come msn online pls
#4 · 15y ago
xTremist
xTremist
This is old code of mine and is most likely a terrible way of doing it, I haven't made anything for WarRock in forever.

Code:
// Chams
	if (Cham == 1)
	{
		if (Stride == 36)
		{
            switch (ChamC)
			{ // Cham Body
			case 1: pDevice->SetRenderState(D3DRS_ZENABLE,false);         
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);        
				pDevice->SetTexture( 0, textureRed);
				pDrawIndexedPrimitive(pDevice, PrimType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
				pDevice->SetRenderState(D3DRS_ZENABLE, true);
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
				pDevice->SetTexture( 0, textureRed);break;
			case 2: pDevice->SetRenderState(D3DRS_ZENABLE,false);         
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);        
				pDevice->SetTexture( 0, textureGreen);
				pDrawIndexedPrimitive(pDevice, PrimType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
				pDevice->SetRenderState(D3DRS_ZENABLE, true);
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
				pDevice->SetTexture( 0, textureGreen);break;
			case 3: pDevice->SetRenderState(D3DRS_ZENABLE,false);         
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);        
				pDevice->SetTexture( 0, textureBlue);
				pDrawIndexedPrimitive(pDevice, PrimType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
				pDevice->SetRenderState(D3DRS_ZENABLE, true);
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
				pDevice->SetTexture( 0, textureBlue);break;
			case 4: pDevice->SetRenderState(D3DRS_ZENABLE,false);         
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);        
				pDevice->SetTexture( 0, textureOrange);
				pDrawIndexedPrimitive(pDevice, PrimType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
				pDevice->SetRenderState(D3DRS_ZENABLE, true);
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
				pDevice->SetTexture( 0, textureOrange);break;
			case 5: pDevice->SetRenderState(D3DRS_ZENABLE,false);         
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);        
				pDevice->SetTexture( 0, textureCyan);
				pDrawIndexedPrimitive(pDevice, PrimType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
				pDevice->SetRenderState(D3DRS_ZENABLE, true);
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
				pDevice->SetTexture( 0, textureCyan);break;
			case 6: pDevice->SetRenderState(D3DRS_ZENABLE,false);         
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);        
				pDevice->SetTexture( 0, texturePink);
				pDrawIndexedPrimitive(pDevice, PrimType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
				pDevice->SetRenderState(D3DRS_ZENABLE, true);
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
				pDevice->SetTexture( 0, texturePink);break;
			case 7: pDevice->SetRenderState(D3DRS_ZENABLE,false);         
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);        
				pDevice->SetTexture( 0, textureWhite);
				pDrawIndexedPrimitive(pDevice, PrimType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
				pDevice->SetRenderState(D3DRS_ZENABLE, true);
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
				pDevice->SetTexture( 0, textureWhite);break;
			case 8: pDevice->SetRenderState(D3DRS_ZENABLE,false);         
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);        
				pDevice->SetTexture( 0, textureBlack);
				pDrawIndexedPrimitive(pDevice, PrimType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
				pDevice->SetRenderState(D3DRS_ZENABLE, true);
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
				pDevice->SetTexture( 0, textureBlack);break;
			}
		}
		if (Stride == 32)
		{ // Cham Hands.
            switch (ChamC2)
			{
			case 1: pDevice->SetRenderState(D3DRS_ZENABLE,false);         
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);        
				pDevice->SetTexture( 0, textureRed);
				pDrawIndexedPrimitive(pDevice, PrimType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
				pDevice->SetRenderState(D3DRS_ZENABLE, true);
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
				pDevice->SetTexture( 0, textureRed);break;
			case 2: pDevice->SetRenderState(D3DRS_ZENABLE,false);         
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);        
				pDevice->SetTexture( 0, textureGreen);
				pDrawIndexedPrimitive(pDevice, PrimType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
				pDevice->SetRenderState(D3DRS_ZENABLE, true);
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
				pDevice->SetTexture( 0, textureGreen);break;
			case 3: pDevice->SetRenderState(D3DRS_ZENABLE,false);         
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);        
				pDevice->SetTexture( 0, textureBlue);
				pDrawIndexedPrimitive(pDevice, PrimType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
				pDevice->SetRenderState(D3DRS_ZENABLE, true);
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
				pDevice->SetTexture( 0, textureBlue);break;
			case 4: pDevice->SetRenderState(D3DRS_ZENABLE,false);         
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);        
				pDevice->SetTexture( 0, textureOrange);
				pDrawIndexedPrimitive(pDevice, PrimType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
				pDevice->SetRenderState(D3DRS_ZENABLE, true);
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
				pDevice->SetTexture( 0, textureOrange);break;
			case 5: pDevice->SetRenderState(D3DRS_ZENABLE,false);         
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);        
				pDevice->SetTexture( 0, textureCyan);
				pDrawIndexedPrimitive(pDevice, PrimType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
				pDevice->SetRenderState(D3DRS_ZENABLE, true);
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
				pDevice->SetTexture( 0, textureCyan);break;
			case 6: pDevice->SetRenderState(D3DRS_ZENABLE,false);         
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);        
				pDevice->SetTexture( 0, texturePink);
				pDrawIndexedPrimitive(pDevice, PrimType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
				pDevice->SetRenderState(D3DRS_ZENABLE, true);
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
				pDevice->SetTexture( 0, texturePink);break;
			case 7: pDevice->SetRenderState(D3DRS_ZENABLE,false);         
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);        
				pDevice->SetTexture( 0, textureWhite);
				pDrawIndexedPrimitive(pDevice, PrimType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
				pDevice->SetRenderState(D3DRS_ZENABLE, true);
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
				pDevice->SetTexture( 0, textureWhite);break;
			case 8: pDevice->SetRenderState(D3DRS_ZENABLE,false);         
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);        
				pDevice->SetTexture( 0, textureBlack);
				pDrawIndexedPrimitive(pDevice, PrimType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
				pDevice->SetRenderState(D3DRS_ZENABLE, true);
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
				pDevice->SetTexture( 0, textureBlack);break;
			}
		}
	}
#5 · 15y ago
taylan
taylan
testing it now ...
#6 · 15y ago
xTremist
xTremist
It won't work just like that.

Here try this (Put it in the DrawIndexedPrimitive function):

Code:
if (Cham == 1)
	{
	if (Stride == 36)
		{
				pDevice->SetRenderState(D3DRS_ZENABLE,false);         
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);        
				pDevice->SetTexture( 0, textureRed);
				pDrawIndexedPrimitive(pDevice, PrimType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
				pDevice->SetRenderState(D3DRS_ZENABLE, true);
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
				pDevice->SetTexture( 0, textureRed);
		}
	if (Stride == 32)
		{
				pDevice->SetRenderState(D3DRS_ZENABLE,false);         
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);        
				pDevice->SetTexture( 0, textureGreen);
				pDrawIndexedPrimitive(pDevice, PrimType, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
				pDevice->SetRenderState(D3DRS_ZENABLE, true);
				pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
				pDevice->SetTexture( 0, textureGreen);
		}
}
You'll also need the textures.

Put this at the top of your code:
Code:
bool Colors = true;
and this in Present

Code:
if(Colors)
{
	GenerateTexture(pDevice, &textureGreen, D3DCOLOR_ARGB(255,0,255,0));
	GenerateTexture(pDevice, &textureRed, D3DCOLOR_ARGB(255,255,0,0));
	GenerateTexture(pDevice, &textureBlue, D3DCOLOR_ARGB(255,0,0,255));
	GenerateTexture(pDevice, &textureOrange, D3DCOLOR_ARGB(255,255,165,0));
	GenerateTexture(pDevice, &texturePink, D3DCOLOR_ARGB(255,255,20,147));
	GenerateTexture(pDevice, &textureCyan, D3DCOLOR_ARGB(255,0,255,255));
	GenerateTexture(pDevice, &texturePurple, D3DCOLOR_ARGB(255,160,32,240));
	GenerateTexture(pDevice, &textureBlack, D3DCOLOR_ARGB(255,0,0,0));
	GenerateTexture(pDevice, &textureWhite, D3DCOLOR_ARGB(255,255,255,255));
	Colors = false;
}
#7 · 15y ago
taylan
taylan
which on off options do i need can u insert the code pls.

which on off options do i need can u insert the code pls.

doestn worked i added it and got problems with 2 lines. i deleted it and add a on off function to the hack 0 erros. i inejcted it, runed it , press on -> didnt worked .....
#8 · edited 15y ago · 15y ago
Wizdom-X
Wizdom-X
Please can you help me with Chams??
i need sorce and addys im new to coding please help me??

please can u tell me awell on where to put the codes???

Quote Originally Posted by Wizdom-X View Post
Please can you help me with Chams??
i need sorce and addys im new to coding please help me??

please can u tell me awell on where to put the codes???

My Email:
Msn

Wizdom-x@hotmail.co.uk

My Programme :

Im working on my first simple hack
im new to coding so
Please you give me some tips
Where to put codes??

Any help with codes? on C++ 2010 Exspress my Email Above ^^^^
#9 · edited 15y ago · 15y ago
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