TEXT Code:
if (!sGenerated) {
GenerateShader(ZXDev, &sBlue, 0, 0, 255, 255);//blue
GenerateShader(ZXDev, &sGreen, 0, 255, 0, 255);//green
GenerateShader(ZXDev, &sOrange, 255, 128, 0, 255);//orange
GenerateShader(ZXDev, &sPurple, 255, 0, 255, 255);//purple
GenerateShader(ZXDev, &sRed, 255, 0, 0, 255);
GenerateShader(ZXDev, &sWhite, 255, 255, 255, 255);//white
GenerateShader(ZXDev, &sYellow, 255, 255, 0, 255);//yellow
GenerateShader(ZXDev, &sGlow, 60, 180, 200, 10);
sGenerated = true;
}
void* ReturnAddress = _ReturnAddress();
if (Chams) //Player_ReturnAddress - WFPlayer
if (ReturnAddress != NULL && ReturnAddress == (void *)WFPlayer)
{
// ZXDev->SetPixelShader(sGlow);
ZXDev->SetTexture(0, Green);
ZXDev->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
ZXDev->SetRenderState(D3DRS_ZENABLE, false);
ZXDev->DrawIndexedPrimitive(PrimType, BaseVertexIndex, MinIndex, NumVertices, StartIndex, PrimitiveCount);
ZXDev->SetRenderState(D3DRS_ZENABLE, true);
ZXDev->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
// ZXDev->SetTexture(0, Blue);
ZXDev->SetTexture(0, Red);
}
if (NoFog) {
ZXDev->SetRenderState(D3DRS_FOGENABLE, false);
}
if (NoSmoke)
if (ReturnAddress != NULL && ReturnAddress == (void *)WarfaceSmoke)
{
return D3D_OK;
}
if (Fullbright)
{
ZXDev->SetRenderState(D3DRS_LIGHTING, false);
}
if (Wireframe)
if (ReturnAddress != NULL && ReturnAddress == (void *)WFPlayer)
{
ZXDev->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
}