// Player_ReturnAddress player bodies
// 0xd6b5f0 - No smoke
// 0xD57417 - Like, everything... seriously..??? Maybe fullbright? idk

Code:
#define Player_ReturnAddress 0xD5746B 
#define Smoke_ReturenAddress 0XD5B5F0
Code:
	void* ReturnAddress = _ReturnAddress();
	if (Wallhack)
		if (ReturnAddress != NULL && ReturnAddress == (void *)Player_ReturnAddress)
		{

			pDevice->SetRenderState(D3DRS_ZENABLE, false);
			pDevice->DrawIndexedPrimitive(PrimType, BaseVertexIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
			pDevice->SetRenderState(D3DRS_ZENABLE, true);
		}


	if (ChamsEnabled)
		if (ReturnAddress != NULL && ReturnAddress == (void *)Player_ReturnAddress)
		{
			pDevice->SetRenderState(D3DRS_ZENABLE, false);
			pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
			pDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
			pDevice->SetTexture(0, texPink);
			pDevice->DrawIndexedPrimitive(PrimType, BaseVertexIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
			pDevice->SetRenderState(D3DRS_ZENABLE, true);
			//pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
			pDevice->SetTexture(0, texRed);
		}

			//Fullbright
	if (FullbrightEnabled)
	{pDevice->SetRenderState(D3DRS_LIGHTING, false);}

			//Wireframe
					if(Wireframe)
						if (ReturnAddress != NULL && ReturnAddress == (void *)Player_ReturnAddress)
						{
							pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
						}
					else {
					pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
						}

			//nofog
			if (nofog)
			{
				pDevice->SetRenderState(D3DRS_FOGENABLE, false);

			}
                          //Smoke
			if (Smoke)
				if (ReturnAddress != NULL && ReturnAddress == (void *)Smoke_ReturnAddress){
                       return D3D_OK;
			}