PostD3D No FLash for COD4

Posts 13 of 3 · Page 1 of 1
D3D No FLash for COD4
D3D No FLash for COD4

 
Code:
HRESULT WINAPI DrawIndexedPrimitive_Detour(LPDIRECT3DDEVICE9 Device_Interface, D3DPRIMITIVETYPE Type, INT BaseIndex,
UINT MinIndex, UINT NumVertices, UINT StartIndex, UINT PrimitiveCount)
{
LPDIRECT3DVERTEXBUFFER9 Stream_Data;
LPDIRECT3DTEXTURE9 BTEX = NULL;
D3DSURFACE_DESC pDesc;
PDWORD IsInGame =
(PDWORD)0x0074E35C;
D3DVIEWPORT9 Vwp;
UINT Offset = 0;
UINT Stride = 0;

if(Device_Interface->GetStreamSource(0, &Stream_Data, &Offset, &Stride) == D3D_OK)
Stream_Data->Release();

Device_Interface->GetViewport( &Vwp );

if( NumVertices == 4 && PrimitiveCount == 2 && *IsInGame && Stride == 32 )
{

Device_Interface->GetTexture
( 0, (LPDIRECT3DBASETEXTURE9*)&BTEX );

if( BTEX )
{
BTEX->GetLevelDesc( 0, &pDesc );
BTEX->Release();
}

if( pDesc.Height == Vwp.Height && pDesc.Width == Vwp.Width )
return D3D_OK;
}

return DrawIndexedPrimitive_Pointer(Device_Interface, Type, BaseIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);




Credit:Zooom
stop leaching and you they could just use
 
Code

WriteProcessMemory(CallOfDuty4, (void*)0x00451FB9, &NoFlash, 2, 0);
WriteProcessMemory(CallOfDuty4, (void*)0x0063DB0D, &NoFog, 2, 0);
Posts 13 of 3 · Page 1 of 1

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