D3D Chams
in DIP hook
Glass
WireFrame
in EndScene
and at the top of function
more coming soon.
Credits : me , zooom , rawr im a tiger , JackD , author of D3DProLogger (don't remember the name) and Qmo


Code:
if ( ChamsMain && hack5 ) {
//Device_Interface->SetTexture ( 0 , Engine.SkyBlueTexture );
Device_Interface->SetPixelShader ( Blue );
Device_Interface->SetRenderState ( D3DRS_ZENABLE , FALSE );
Engine.DrawIndexedPrimitive ( Device_Interface , Type , BaseIndex , MinIndex , uiNumVertices , StartIndex , uiPrimitiveCount );
Device_Interface->SetRenderState ( D3DRS_ZENABLE , TRUE );
}
Code:
Device_Interface->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
Device_Interface->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCOLOR);
Device_Interface->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_INVSRCCOLOR);
Code:
Device_Interface->SetRenderState(D3DRS_FILLMODE, oldfill);
Code:
if (!done) {
Engine.GenerateTexture ( pDevice , &Engine.RedTexture , D3D_RED );
Engine.GenerateTexture ( pDevice , &Engine.SkyBlueTexture , D3D_SKYBLUE );
Engine.GenerateTexture ( pDevice , &Engine.YellowTexture , D3D_YELLOW );
Engine.GenerateTexture ( pDevice , &Engine.GreenTexture , D3D_GREEN );
Engine.GenerateTexture ( pDevice , &Engine.BlackTexture , D3D_BLACK );
Engine.GenerateTexture ( pDevice , &Engine.TealTexture , D3D_TEAL );
Engine.GenerateTexture ( pDevice , &Engine.OrangeTexture , D3D_ORANGE );
Draw.GenerateShader( pDevice , &Blue , 0.0f, 0.0f, 1.0f );
Draw.GenerateShader( pDevice, &Orange, 1.0f, 0.5f, 0.0f );
Draw.GenerateShader( pDevice, &Purple, 1.0f, 0.0f, 1.0f );
Draw.GenerateShader( pDevice, &White, 1.0f, 1.0f, 1.0f );
Draw.GenerateShader( pDevice, &Yellow, 1.0f, 1.0f, 0.0f );
Draw.GenerateShader( pDevice, &Teal, 0.0f, 1.0f, 1.0f );
Draw.GenerateShader( pDevice, &Red, 1.0f, 0.0f, 0.0f );
Draw.GenerateShader( pDevice, &Green, 0.0f, 1.0f, 0.0f );
done = true;
}
Code:
bool gentex = false; #define Chams ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==280) && (StartIndex==1257408) && (uiPrimitiveCount==156)) #define Chams2 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==110) && (StartIndex==1296112) && (uiPrimitiveCount==160)) #define Chams3 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==81) && (StartIndex==1166568) && (uiPrimitiveCount==104)) #define Chams4 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==1097) && (StartIndex==155976) && (uiPrimitiveCount==1582)) #define Chams5 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==2263) && (StartIndex==1604528) && (uiPrimitiveCount==1782)) #define Chams6 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==2730) && (StartIndex==1804008) && (uiPrimitiveCount==4312)) #define Sniper ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==3039) && (StartIndex==1674544) && (uiPrimitiveCount==4894)) #define Scope ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==1921) && (StartIndex==1232328) && (uiPrimitiveCount==1708)) #define Sniper2 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==964) && (StartIndex==1672072) && (uiPrimitiveCount==824)) #define ChamsMain Chams || Chams2 || Chams3 || Chams4 || Chams5 || Chams6 || Sniper || Scope || Sniper2
Credits : me , zooom , rawr im a tiger , JackD , author of D3DProLogger (don't remember the name) and Qmo



I used nothing from you.


