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    Chams doesnt work properly


    Sakeco
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    I'm using the D3D folder menu by Hans 211, modified by tommy24a. I've added Chams(and some other functions), but i doesn't work properly.

     

    D3D_Screen.jpg

     

    You see, the people behind the walls are not getting green. That's my problem.

     

    Code:

     

    HRESULT WINAPI  myDrawIndexedPrimitive(LPDIRECT3DDEVICE9 pDevice, D3DPRIMITIVETYPE pType D3DparamX ,UINT nMinIndex, UINT nNumVertices, UINT nStartIndex, UINT nPrimitiveCount )
    {
    if(CH_chams ==1)
    {
    		 DWORD dwOldZEnable = D3DZB_TRUE;
    		 pDevice->SetTexture(0, texRed);
    		 pDevice->GetRenderState(D3DRS_ZENABLE, &dwOldZEnable);
    		 pDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
    		 //pDevice->DrawIndexedPrimitive(pType D3DparamvalX,nMinIndex,nNumVertices,nStartIndex,nPrimitiveCount);
    		 pDevice->SetRenderState(D3DRS_ZENABLE, dwOldZEnable);
    		 pDevice->SetTexture(0, texGreen);
    }

     

    If i add this without commenting it out:

    pDevice->DrawIndexedPrimitive(pType D3DparamvalX,nMinIndex,nNumVertices,nStartIndex,nPrimitiveCount);

    the game crashes!

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    if you call it directly from the device, its causing an loop that never ends. you have to call your trampoline instead (the detourfunction returns the pointer to the trampoline). could look like pDrawIndexedPrimitive(...)

    Edited by Gordon`
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    First, very helpfull description, thanks for that.

     

    Ehm, you mean like this?

     

    pDrawIndexedPrimitive(pDevice, pType, nMinIndex, nNumVertices, nStartIndex, nPrimitiveCount);

     

    The compiler misses an argument. But i got no idea, which one he's missing.

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    parameter are listed in d3d9.h

     

     STDMETHOD(DrawIndexedPrimitive)(THIS_ D3DPRIMITIVETYPE,INT BaseVertexIndex,UINT MinVertexIndex,UINT NumVertices,UINT startIndex,UINT primCount) PURE;

     

    ur missing MinVertexIndex

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    Nope, i was missing BaseVertexIndex. The problem is fixed now, thx Gordon :-)

     

     

    D3D_Screen_working.jpg

     

    But there's another problem now. After a few minutes of playin' the menu disappears and the colors of chams are disapearing, too. Then the game crashes.

     

    I think this is my mistake:

     

    In EndScene:

     

    bool genonce = true;
    if(genonce == true)
    {
    GenerateTexture(pDevice, &texRed,txtRed);
    GenerateTexture(pDevice, &texGreen,txtGreen);
    GenerateTexture(pDevice, &texPink,txtPink);
    genonce  = false;
    }

     

    'cause if i comment theese lines out, i can play as long as i want(WallHack, WireFrame etc. works).

    Edited by Sakeco
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    oh my fault, wrote the incorrect parameter

     

     

    maybe the game is using an anticheat? or they are switching devices?

     

    oh edit: is the boolean declared in your hooked rendering function? if yes you are generating every frames the textures.

    bool genonce = true;

    should be

    static bool genonce = true;

    Edited by Gordon`
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    You helped me anyway. I'd be glad i you help me with my other problem.

     

    Edit:

     

     

    maybe the game is using an anticheat?

     

    Thought of this already, but afaik Dead Space is unprotected. That's why i'm thinking i made a mistake.

     

    OT: lol, we both are able to speak german, but we're talkin' in a foreign language...

    Edited by Sakeco
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    Read my edited post.

     

    OT: yeah i know that ur german.. i know you since you created such Biene Majas hacks and you had a site named game-cheaters or smth. like that

    Edited by Gordon`
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    It works now, thanks again.

     

    OT: ...and i acted like a kiddy, i admit that. But i mellowed, i promise :-)

    Edited by Sakeco
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