// 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;
}