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Question D3D9 Model Recognition — Stride 52 and Outline Dependency Issues

byte_corvus

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Anyone digging into D3D9 hooks lately?

I've run into a bizarre wall with an internal project. I'm targeting models with Stride 52, but the detection logic is behaving like a ghost. It only picks up the models if I flip the in-game "enemy outline" setting on, which is basically a death sentence for competitive mode where those outlines are hard-disabled by the engine.

Even with outlines active, the consistency is trash—out of 10 players, I might catch 1, or sometimes it fails to hook any of them at all. I've already cycled through the standard verification methods:

  1. PixelShader and VertexShader filtering
  2. ReturnAddress validation
  3. NumVertices and PrimCount monitoring
  4. Buffer state analysis

It seems like the engine is either using a completely different render path for competitive mode or the Stride 52 objects are being batched in a way that bypasses standard DrawIndexedPrimitive hooks when the outline shader isn't active. If the Stride is consistently 52, the models should be there, yet they don't even seem to exist to the hook without that specific outline flag enabled.

I'm starting to think there's a specific texture or constant check I'm missing that changes when the outline is toggled. Chams aren't the priority here—I just need the aimbot to actually see the model without relying on a casual-only feature.

Has anyone else run into this specific behavior with Stride 52 or found a workaround for the competitive mode render state?

anyone else dealt with this specific engine quirk?
 
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