Functions D3DWall Hack : CODE if(opt.esp.WalllH) { if((m_Stride == 44 || m_Stride == 40)) { pDevice->SetRenderState(D3DRS_ZENABLE,false); pDevice->SetRenderState(D3DRS_LIGHTING, true); pDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); pDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_ARGB(255,128,128,128)); //Wall Hack } } Wall Glass : CODE if(opt.esp.WHGlass) { if((m_Stride == 44 || m_Stride == 52 || m_Stride == 64)) { SumStride=SumStride+4; pDevice->SetRenderState(D3DRS_ZENABLE,false); pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,true); pDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVDEST CO LOR); //Wall Glass pDevice->SetRenderState(D3DRS_ZENABLE,false); } } Chams(Players) : CODE if(opt.esp.ChamsPlayers) { if((m_Stride == 44)) { pDevice->SetRenderState(D3DRS_ZENABLE, false); pDevice->SetTexture(0, texGreen); pDrawIndexedPrimitive(pDevice,pType D3DparamvalX,nMinIndex,nNumVertices,nStartIndex,nP rimitiveCount);//Wall Players pDevice->SetTexture(0, texRed); pDevice->SetRenderState(D3DRS_ZENABLE, true); } } WriteFrame : CODE if(opt.esp.wirefame) { if(m_Stride == 36 || 32) { pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME); } } No Smoke : CODE if (opt.esp.nosmoke) { if(( m_Stride == 24 && nNumVertices == 256 ||(m_Stride == 24 && nNumVertices == 192))) // No Smoke { return D3D_OK; } } No Fog : CODE if (opt.esp.nofog) { pDevice->SetRenderState(D3DRS_FOGENABLE, false); } Other - Wall Hack² : CODE if(opt.esp.WallHack) { if(m_Stride == 36) { pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE); } else { pDevice->SetRenderState(D3DRS_ZENABLE, TRUE); } Chams Weapon/Helmet : CODE if(opt.esp.ChamsHelmtWeapon) { if((m_Stride == 32)) { pDevice->SetRenderState(D3DRS_ZENABLE, false); pDevice->SetTexture(0, texGreen); pDrawIndexedPrimitive(pDevice,pType D3DparamvalX,nMinIndex,nNumVertices,nStartIndex,nP rimitiveCount);//HelmetWeapon pDevice->SetTexture(0, texRed); pDevice->SetRenderState(D3DRS_ZENABLE, true); } } Traces : CODE if(opt.esp.Traces) { if((m_Stride == 24)) { pDevice->SetRenderState(D3DRS_ZENABLE, false); pDevice->SetTexture(0, texGreen); pDrawIndexedPrimitive(pDevice,pType D3DparamvalX,nMinIndex,nNumVertices,nStartIndex,nP rimitiveCount);//Traces pDevice->SetTexture(0, texRed); pDevice->SetRenderState(D3DRS_ZENABLE, true); } } World : CODE if(opt.esp.World) { if((m_Stride == 40)) { pDevice->SetRenderState(D3DRS_ZENABLE, false); pDevice->SetTexture(0, texGreen); pDrawIndexedPrimitive(pDevice,pType D3DparamvalX,nMinIndex,nNumVertices,nStartIndex,nP rimitiveCount);//WORLD pDevice->SetTexture(0, texRed); pDevice->SetRenderState(D3DRS_ZENABLE, true); } } Tested in Epic PB... Credits: Qmo.