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 );
}
Device_Interface->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
Device_Interface->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDESTCOLOR);
Device_Interface->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_INVSRCCOLOR);
Device_Interface->SetRenderState(D3DRS_FILLMODE, oldfill);
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;
}
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


#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 Chams7 ((uiStride==32) && (uiNumVertices==68) && (uiPrimitiveCount==60 )) #define OverWatch ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==3652) && (StartIndex==1528800) && (uiPrimitiveCount==2738)) #define Chams8 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==3652) && (StartIndex==1528800) && (uiPrimitiveCount==2738)) #define Hands_ ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==2716) && (StartIndex==1383328) && (uiPrimitiveCount==4498)) #define G3G6 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==2982) && (StartIndex==1308072) && (uiPrimitiveCount==2324)) #define UMP45 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==3097) && (StartIndex==1463312) && (uiPrimitiveCount==2396)) #define UMP45_Crosshair ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==188) && (StartIndex==1470896) && (uiPrimitiveCount==122)) #define MilitiaHands_1 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==292) && (StartIndex==1396824) && (uiPrimitiveCount==302)) #define MilitiaHands_2 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==2716) && (StartIndex==1383328) && (uiPrimitiveCount==4498)) #define Striker ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==3156) && (StartIndex==1777760) && (uiPrimitiveCount==2656)) #define Chams8 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==3156) && (StartIndex==1777760) && (uiPrimitiveCount==2656)) #define M4A1 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==2831) && (StartIndex==1251224) && (uiPrimitiveCount==2060)) #define Launcher ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==3524) && (StartIndex==843584) && (uiPrimitiveCount==2874)) #define ChamsMain Chams || Chams2 || Chams3 || Chams4 || Chams5 || Chams6 || Sniper || Scope || Sniper2 || Chams7 || Chams8 #define Gun OverWatch || UMP45 || UMP45_Crosshair || G3G6 || Striker || M4A1 || Launcher #define Hands Hands_ || MilitiaHands_1 || MilitiaHands_2


#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 Chams7 ((uiStride==32) && (uiNumVertices==68) && (uiPrimitiveCount==60 )) #define Chams9 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==72)) #define Chams10 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==86)) #define Chams11 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==90)) #define Chams12 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==124)) #define Chams13 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==130)) #define Chams14 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==163)) #define Chams15 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==234)) #define Chams16 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==240)) #define OverWatch ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==3652) && (StartIndex==1528800) && (uiPrimitiveCount==2738)) #define Chams8 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==3652) && (StartIndex==1528800) && (uiPrimitiveCount==2738)) #define Hands_ ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==2716) && (StartIndex==1383328) && (uiPrimitiveCount==4498)) #define G3G6 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==2982) && (StartIndex==1308072) && (uiPrimitiveCount==2324)) #define UMP45 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==3097) && (StartIndex==1463312) && (uiPrimitiveCount==2396)) #define UMP45_Crosshair ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==188) && (StartIndex==1470896) && (uiPrimitiveCount==122)) #define MilitiaHands_1 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==292) && (StartIndex==1396824) && (uiPrimitiveCount==302)) #define MilitiaHands_2 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==2716) && (StartIndex==1383328) && (uiPrimitiveCount==4498)) #define Striker ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==3156) && (StartIndex==1777760) && (uiPrimitiveCount==2656)) #define Chams8 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==3156) && (StartIndex==1777760) && (uiPrimitiveCount==2656)) #define M4A1 ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==2831) && (StartIndex==1251224) && (uiPrimitiveCount==2060)) #define Launcher ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==3524) && (StartIndex==843584) && (uiPrimitiveCount==2874)) #define MSR_Stands ((uiStride==32) && (BaseIndex==0) && (MinIndex==0) && (uiNumVertices==832) && (StartIndex==1692984) && (uiPrimitiveCount==544)) #define mtl_viewmodel_russian_glove (uiNumVertices == 2730 && uiPrimitiveCount == 4312) #define mtl_viewmodel_russian_sleeve_a (uiNumVertices == 1046 && uiPrimitiveCount == 1364) #define mtl_russian_military_boots_a (uiNumVertices == 314 && uiPrimitiveCount == 436) #define mtl_russian_military_sidearm_a (uiNumVertices == 195 && uiPrimitiveCount == 146) #define mtl_russian_military_head_a (uiNumVertices == 295 && uiPrimitiveCount == 378) #define mtl_russian_military_head_a (uiNumVertices == 925 && uiPrimitiveCount == 1522) #define mtl_russian_military_headgear_a (uiNumVertices == 85 && uiPrimitiveCount == 54) #define mtl_russian_military_headgear_a (uiNumVertices == 160 && uiPrimitiveCount == 128) #define mtl_russian_military_head_d (uiNumVertices == 201 && uiPrimitiveCount == 180) #define mtl_russian_military_head_d (uiNumVertices == 295 && uiPrimitiveCount == 382) #define mtl_russian_military_lower_body_a (uiNumVertices == 176 && uiPrimitiveCount == 236) #define mtl_russian_military_lower_body_a (uiNumVertices == 873 && uiPrimitiveCount == 1194) #define mtl_russian_military_upper_body_a (uiNumVertices == 460 && uiPrimitiveCount == 442) #define mtl_russian_military_upper_body_a (uiNumVertices == 1973 && uiPrimitiveCount == 2116) #define mtl_russian_military_rpg_a (uiNumVertices == 292 && uiPrimitiveCount == 210) #define mtl_russian_military_rpg_a (uiNumVertices == 498 && uiPrimitiveCount == 430) #define mtl_russian_military_hands_a (uiNumVertices == 353 && uiPrimitiveCount == 418) #define mtl_russian_military_hands_a (uiNumVertices == 701 && uiPrimitiveCount == 1096) #define mtl_russian_military_assault_a (uiNumVertices == 139 && uiPrimitiveCount == 110) #define mtl_russian_military_assault_a (uiNumVertices == 412 && uiPrimitiveCount == 440) #define mtl_russian_military_lmg_a (uiNumVertices == 109 && uiPrimitiveCount == 84) #define mtl_russian_military_lmg_a (uiNumVertices == 220 && uiPrimitiveCount == 214) #define Team_Model mtl_viewmodel_russian_glove || mtl_viewmodel_russian_sleeve_a || mtl_russian_military_boots_a || mtl_russian_military_boots_a || mtl_russian_military_sidearm_a || mtl_russian_military_head_a || mtl_russian_military_headgear_a || mtl_russian_military_head_d || mtl_russian_military_lower_body_a || mtl_russian_military_upper_body_a || mtl_russian_military_rpg_a || mtl_russian_military_hands_a || mtl_russian_military_assault_a || mtl_russian_military_lmg_a || Chams9 || Chams11 || Chams12 || Chams13 || Chams14 || Chams15 || Chams16 #define ChamsMain Chams || Chams2 || Chams3 || Chams4 || Chams5 || Chams6 || Sniper || Scope || Sniper2 || Chams7 || Chams8 #define Gun OverWatch || UMP45 || UMP45_Crosshair || G3G6 || Striker || M4A1 || Launcher || MSR_Stands #define Hands Hands_ || MilitiaHands_1 || MilitiaHands_2