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Mc fix this Empty Mc fix this

Post by M4c_m4n Wed Jan 20, 2010 2:56 pm

} #define charbody m==char Stridenum[44];
unsigned int m_Stride;
unsigned int NumVertices;
unsigned int primCount;
int Stridelogger = false;
int stri = 0;
int numvert = 0;
int primcnt = 0;



CD3DFont *pD3DFont;

LPDIRECT3DTEXTURE9 texRed;
LPDIRECT3DTEXTURE9 texBlue;
LPDIRECT3DTEXTURE9 texYellow;
LPDIRECT3DTEXTURE9 texGreen;
LPDIRECT3DTEXTURE9 texWhite;
LPDIRECT3DTEXTURE9 texAqua;
//LPDIRECT3DTEXTURE9 texDarkBlue;
//LPDIRECT3DTEXTURE9 texPink;
//LPDIRECT3DTEXTURE9 texOrange;
LPDIRECT3DTEXTURE9 texPurple;
const BYTE bRed[60] =
{
0x42, 0x4D, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0xFF, 0x00, 0x00, 0x00
};
const BYTE bBlue[60] =
{
0x42, 0x4D, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
0x00, 0x20, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xFF, 0x00, 0x00, 0x00, 0x00, 0x00
};

const BYTE bGreen[60] =
{
0x42, 0x4D, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x06, 0x00,
0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x9E, 0x00, 0x00, 0x00, 0x00
};
const BYTE bYellow[60] =
{
0x42, 0x4D, 0x3C, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00,
0x00, 0x00, 0x12, 0x0B, 0x00, 0x00, 0x12, 0x0B, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0xFF, 0xFF, 0x00, 0x00, 0x00
};
const BYTE bAqua[58] =
{
0x42, 0x4D, 0x3A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0x00, 0x00
};
const BYTE bPurple[58] =
{
0x42, 0x4D, 0x3A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xFF, 0x00, 0xFF, 0x00
};
.r{}
const BYTE bWhite[58] =
{
0x42, 0x4D, 0x3A, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x36, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01,
0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x04, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xFF, 0xFF, 0xFF, 0x00
};

#define D3DHOOK_TEXTURES
HRESULT CD3DManager::Initialize()
{
D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bRed, 60, &texRed);
D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bBlue, 60, &texBlue);
D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bGreen, 60, &texGreen);
D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bYellow, 60, &texYellow);
D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bWhite, 60, &texWhite);
D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bAqua, 60, &texAqua);
D3DXCreateTextureFromFileInMemory(m_pD3Ddev, (LPCVOID)&bPurple, 60, &texPurple);

pD3DFont = new CD3DFont("Comic Sans MS", 12);
pD3DFont->InitDeviceObjects(m_pD3Ddev);
pD3DFont->RestoreDeviceObjects();
return S_OK;
}


HRESULT CD3DManager::PreReset()
{

return S_OK;
}


HRESULT CD3DManager::PostReset()
{
return S_OK;
}

HRESULT CD3DManager::Release()
{
delete pD3DFont;
texRed->Release();
texBlue->Release();
texGreen->Release();
texWhite->Release();
texAqua->Release();
texYellow->Release();
texPurple->Release();
return S_OK;
}




in DIP
-------

if(GetAsyncKeyState(VK_F1)&1)
{
Stridelogger=!Stridelogger;
}

if(Stridelogger)
{
if(GetAsyncKeyState(VK_NUMPAD7)&1)stri ;
if(GetAsyncKeyState(VK_NUMPAD1)&1)stri--;
if(GetAsyncKeyState(VK_NUMPAD8)&1)numvert ;
if(GetAsyncKeyState(VK_NUMPAD2)&1)numvert--;
if(GetAsyncKeyState(VK_NUMPAD9)&1)primcnt ;
if(GetAsyncKeyState(VK_NUMPAD3)&1)primcnt--;
}

if(m_Stride == stri)
{
m_pD3Ddev->SetTexture(0,texRed);
return m_pD3Ddev->DrawIndexedPrimitive(Type,BaseVertexIndex,
MinVertexIndex, NumVertices, startIndex, primCount);
}

if(NumVertices == numvert)
{
m_pD3Ddev->SetTexture(0,texBlue);
return m_pD3Ddev->DrawIndexedPrimitive
(Type,BaseVertexIndex,MinVertexIndex, NumVertices, startIndex, primCount);
}

if(primCount == primcnt)
{
m_pD3Ddev->SetTexture(0,texGreen);
return m_pD3Ddev->DrawIndexedPrimitive (Type,BaseVertexIndex,MinVertexIndex, NumVertices, startIndex, primCount);
}

if(GetAsyncKeyState(VK_NUMPAD0)&1)
{
stri=0;
numvert=0;
primcnt=0;
}

if(GetAsyncKeyState(VK_NUMPAD4)&1)
{
add_log("Player Stride:%i",stri);
}

if(GetAsyncKeyState(VK_NUMPAD5)&1)
{
add_log("Stride:%i",stri);
add_log("NumVertices:%i",numvert);
add_log("primCount:%i",primcnt);
}
[code]
M4c_m4n
M4c_m4n
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Posts : 454
Join date : 2009-11-14

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Mc fix this Empty Re: Mc fix this

Post by Guest Wed Jan 20, 2010 3:25 pm

Ok... i totally understand this. sike!
I got lost on } #define

Guest
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