Quote:
Originally Posted by AzzLacK68
Suche Chams Und Crosshair Source !
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Code:
if (Crosshair==1)
{
int x = ( GetSystemMetrics( 0 ) / 2);
int y = ( GetSystemMetrics( 1 ) / 2);
D3DRECT rec = { x - 10, y, x + 10, y + 1};
D3DRECT rec2 = { x, y - 10, x + 1, y + 10};
pDevice->Clear(1, &rec, D3DCLEAR_TARGET, D3DCOLOR_ARGB(255, 255, 0, 0), 0, 0); //Red
pDevice->Clear(1, &rec2, D3DCLEAR_TARGET, D3DCOLOR_ARGB(255, 255, 0, 0), 0, 0); //Red
}
Code:
if(Chams)
{
if (Stride == 36 || Stride == 32)
{
if (ColorA) {pDevice->SetRenderState(D3DRS_ZENABLE,0); }
if (ColorA) {pDevice->SetTexture(0,0); }
if (ColorA == 1) {pDevice->SetRenderState(D3DRS_AMBIENT,RED); }
if (ColorA == 2) {pDevice->SetRenderState(D3DRS_AMBIENT,BLUE); }
if (ColorA == 3) {pDevice->SetRenderState(D3DRS_AMBIENT,GREEN); }
pDrawIndexedPrimitive(pDevice, Type, BaseVertexIndex, MinVertexIndex, NumVertices, startIndex, primCount);
if (ColorB ) {pDevice->SetTexture(0,0); }
if (ColorB ) {pDevice->SetRenderState(D3DRS_ZENABLE,1); }
if (ColorB == 1) {pDevice->SetRenderState(D3DRS_AMBIENT,RED); }
if (ColorB == 2) {pDevice->SetRenderState(D3DRS_AMBIENT,BLUE); }
if (ColorB == 3) {pDevice->SetRenderState(D3DRS_AMBIENT,GREEN); }
}