Hey guys,
Here are some D3D codes

(use them in DIP)
Enjoy!
Strides:
Code:
36 = Weapon
24 = Map
28 = Sky - walls
44 = Body
40 = Head
In Globals:
Code:
LPDIRECT3DTEXTURE9 Red,Yellow,Green,Blue,Purple,Pink,Orange,White,Black;
(myDIP = name of my hook)
Code:
void myDIP(LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE Type,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount)
{
IDirect3DVertexBuffer9* pStreamData = NULL;
UINT iOffsetInBytes,iStride;
pDevice->GetStreamSource(0,&pStreamData,&iOffsetInBytes,&iStride);
Wallhack:
Code:
if ((iStride==36)||(iStride==40)||(iStride==44)) {
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE );
pDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_NEVER);
}
No Fog:
Code:
pDevice->SetRenderState(D3DRS_FOGENABLE, false);
Fullbright:
Code:
if ((iStride==36)||(iStride==40)||(iStride==44)) {
pDevice->SetRenderState(D3DRS_LIGHTING, false); //fullbright
pDevice->SetRenderState(D3DRS_AMBIENT,D3DCOLOR_ARGB(255,255,255,255));
}
Crosshair:
Code:
int size = 8, strong = 1;
D3DVIEWPORT9 viewP;
pDevice->GetViewport( &viewP );
int iCenterX = (viewP.Width / 2) -0;
int iCenterY = (viewP.Height / 2)-0;
if( iCenterX < 20 && iCenterY < 20 )
{
iCenterX = ( GetSystemMetrics( 0 ) / 2 );
iCenterY = ( GetSystemMetrics( 1 ) / 2 );
}
D3DRECT rec2 = { iCenterX- size, iCenterY, iCenterX+ size, iCenterY+ strong};
D3DRECT rec3 = { iCenterX, iCenterY- size, iCenterX+ strong,iCenterY+ size};
pDevice->Clear(1, &rec2, D3DCLEAR_TARGET, D3DCOLOR_ARGB(255,255,0,0), 0, 0);
pDevice->Clear(1, &rec3, D3DCLEAR_TARGET, D3DCOLOR_ARGB(225,255,0,0), 0, 0);
}
Player Wireframe:
Code:
if ((iStride==36)||(iStride==40)||(iStride==44)) {
pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );
}
World Wireframe:
Code:
if ((iStride==24)||(iStride==28)) {
pDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_WIREFRAME );
}
C4 Wallhack: (Thanks to @
Brimir)
Code:
if(iStride==32 && NumVertices == 448 ) {
}
Asus Wallhack:
Code:
if )(iStride==28)) {
pDevice->SetRenderState( D3DRS_SRCBLEND, 3 );
pDevice->SetRenderState( D3DRS_DESTBLEND, 4 );
pDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
}
X-ray:
Code:
if ((iStride==28)) {
pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
}