Functions D3D

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Functions D3D
Wall 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.
need to update this code but nice to contribute
this code has Been Shared Like 40 time this Month Stop Copy and past
Posts 1–3 of 3 · Page 1 of 1
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