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Автор темы
- #1
Добавляем в world_esp.cpp
потом находим void worldesp::grenade_projectiles(entity_t* entity)
и там прописываем там
ss:
Теперь сидите флексите
Тапками не бейте
Код:
void DrawBeamPaw(Vector src, Vector end, Color color)
{
BeamInfo_t beamInfo;
beamInfo.m_nType = TE_BEAMPOINTS; //TE_BEAMPOINTS
beamInfo.m_vecStart = src;
beamInfo.m_vecEnd = end;
beamInfo.m_pszModelName = "sprites/glow01.vmt";
beamInfo.m_pszHaloName = "sprites/glow01.vmt";
beamInfo.m_flHaloScale = 3.0;
beamInfo.m_flWidth = 4.5f;
beamInfo.m_flEndWidth = 4.5f;
beamInfo.m_flFadeLength = 0.5f;
beamInfo.m_flAmplitude = 0;
beamInfo.m_flBrightness = 255.f;
beamInfo.m_flSpeed = 0.0f;
beamInfo.m_nStartFrame = 0.0;
beamInfo.m_flFrameRate = 0.0;
beamInfo.m_flRed = color.r();
beamInfo.m_flGreen = color.g();
beamInfo.m_flBlue = color.b();
beamInfo.m_nSegments = 2;
beamInfo.m_bRenderable = true;
beamInfo.m_flLife = 1;
beamInfo.m_nFlags = FBEAM_ONLYNOISEONCE | FBEAM_NOTILE | FBEAM_HALOBEAM | FBEAM_ENDVISIBLE; //FBEAM_ONLYNOISEONCE | FBEAM_NOTILE | FBEAM_HALOBEAM
Beam_t* myBeam = m_viewrenderbeams()->CreateBeamPoints(beamInfo);
if (myBeam)
m_viewrenderbeams()->DrawBeam(myBeam);
}
и там прописываем там
Код:
auto distance = g_ctx.local()->GetAbsOrigin().DistTo(grenade_origin) / 12.0f;
auto rainbow_col = Color::FromHSB(rainbow, 1, 1);
DrawBeamPaw(grenade_origin, Vector(grenade_origin.x, grenade_origin.y + 10, grenade_origin.z), rainbow_col);
Теперь сидите флексите
Тапками не бейте