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Bom, aqui está o código de renderização que pega todos os modelos, então para pegar somente os players somente terá de usar stride(creio eu).

 

#include <windows.h>
#include <d3d9.h>
#include <d3dx9.h>
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")

#define DIPEngine 0x0048DABF
DWORD retDIPEngine = ( DIPEngine + 0x8 );

__declspec( naked ) HRESULT WINAPI DIPMidfunction( )
{
    static LPDIRECT3DDEVICE9 pDevice; 

    __asm
    {        
        MOV EAX, DWORD PTR DS:[EBX]      
		MOV EAX, DWORD PTR DS:[EAX + 0x148]       
		MOV DWORD PTR DS:[pDevice], EBX
		PUSHAD
    } 

		pDevice->SetRenderState(D3DRS_ZENABLE,FALSE);		
	
    __asm
    {
        POPAD
        JMP retDIPEngine
    }
}
 
DWORD WINAPI StartRoutine( LPVOID )
{
	while( TRUE )
	{
		if( memcmp( ( VOID * )DIPEngine, ( VOID * )( PBYTE )"\x8B", 1 ) == 0 )
		{

			Sleep(1000);	

			*( BYTE  * ) ( DIPEngine + 0x00 ) = 0xE9;
			*( DWORD * ) ( DIPEngine + 0x01 ) = ( ( DWORD ) DIPMidfunction - DIPEngine ) - 5;
			*( BYTE  * ) ( DIPEngine + 0x05 ) = 0x90;
			*( BYTE  * ) ( DIPEngine + 0x06 ) = 0x90;
			*( BYTE  * ) ( DIPEngine + 0x07 ) = 0x90;

		}
	
	} 
    return 0;
}
 
BOOL WINAPI DllMain( HMODULE hDll, DWORD dwReason, LPVOID lpReserved )
{ 
    if( dwReason == DLL_PROCESS_ATTACH )
    {
        DisableThreadLibraryCalls( hDll );
		CreateThread(0,0,StartRoutine,hDll,0,0);      
    }
 
    return TRUE;
}

 

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