Исходник Много буллет трейсеров

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Может пригодиться, если кому то лень
C++:
if (!g_cfg.esp.bullet_tracer && g_cfg.esp.bullet_tracer_mode == 0)
    {
        beam_info.m_vecEnd = end;
        beam_info.m_nType = TE_BEAMPOINTS;
        beam_info.m_pszModelName = crypt_str("sprites/1.vmt");
        beam_info.m_nModelIndex = -1;
        beam_info.m_flHaloScale = 0.0f;
        beam_info.m_flLife = 5.0f;
        beam_info.m_flWidth = 2.0f;
        beam_info.m_flEndWidth = 2.0f;
        beam_info.m_flFadeLength = 0.0f;
        beam_info.m_flAmplitude = 1.f;
        beam_info.m_flBrightness = (float)color.a();
        beam_info.m_flSpeed = 0.2f;
        beam_info.m_nStartFrame = 0;
        beam_info.m_flFrameRate = 0.0f;
        beam_info.m_flRed = (float)color.r();
        beam_info.m_flGreen = (float)color.g();
        beam_info.m_flBlue = (float)color.b();
        beam_info.m_nSegments = 2;
        beam_info.m_bRenderable = true;
        beam_info.m_nFlags = FBEAM_ONLYNOISEONCE | FBEAM_NOTILE | FBEAM_HALOBEAM;
    }


    if (!g_cfg.esp.bullet_tracer && g_cfg.esp.bullet_tracer_mode == 1)
    {
        beam_info.m_vecEnd = end;
        beam_info.m_nType = TE_BEAMPOINTS;
        beam_info.m_pszModelName = crypt_str("sprites/physbeam.vmt");
        beam_info.m_nModelIndex = -1;
        beam_info.m_flHaloScale = 0.0f;
        beam_info.m_flLife = 5.0f;
        beam_info.m_flWidth = 2.0f;
        beam_info.m_flEndWidth = 2.0f;
        beam_info.m_flFadeLength = 0.0f;
        beam_info.m_flAmplitude = 1.f;
        beam_info.m_flBrightness = (float)color.a();
        beam_info.m_flSpeed = 0.2f;
        beam_info.m_nStartFrame = 0;
        beam_info.m_flFrameRate = 0.0f;
        beam_info.m_flRed = (float)color.r();
        beam_info.m_flGreen = (float)color.g();
        beam_info.m_flBlue = (float)color.b();
        beam_info.m_nSegments = 2;
        beam_info.m_bRenderable = true;
        beam_info.m_nFlags = FBEAM_ONLYNOISEONCE | FBEAM_NOTILE | FBEAM_HALOBEAM;
    }

    if (!g_cfg.esp.bullet_tracer && g_cfg.esp.bullet_tracer_mode == 2)
    {
        beam_info.m_vecEnd = end;
        beam_info.m_nType = TE_BEAMPOINTS;
        beam_info.m_pszModelName = crypt_str("sprites/radio.vmt");
        beam_info.m_nModelIndex = -1;
        beam_info.m_flHaloScale = 0.0f;
        beam_info.m_flLife = 5.0f;
        beam_info.m_flWidth = 2.0f;
        beam_info.m_flEndWidth = 2.0f;
        beam_info.m_flFadeLength = 0.0f;
        beam_info.m_flAmplitude = 1.f;
        beam_info.m_flBrightness = (float)color.a();
        beam_info.m_flSpeed = 0.2f;
        beam_info.m_nStartFrame = 0;
        beam_info.m_flFrameRate = 0.0f;
        beam_info.m_flRed = (float)color.r();
        beam_info.m_flGreen = (float)color.g();
        beam_info.m_flBlue = (float)color.b();
        beam_info.m_nSegments = 2;
        beam_info.m_bRenderable = true;
        beam_info.m_nFlags = FBEAM_ONLYNOISEONCE | FBEAM_NOTILE | FBEAM_HALOBEAM;
    }



    if (!g_cfg.esp.bullet_tracer && g_cfg.esp.bullet_tracer_mode == 3)
    {
        beam_info.m_vecEnd = end;
        beam_info.m_nType = TE_BEAMPOINTS;
        beam_info.m_pszModelName = crypt_str("sprites/bubble.vmt");
        beam_info.m_nModelIndex = -1;
        beam_info.m_flHaloScale = 0.0f;
        beam_info.m_flLife = 5.0f;
        beam_info.m_flWidth = 2.0f;
        beam_info.m_flEndWidth = 2.0f;
        beam_info.m_flFadeLength = 0.0f;
        beam_info.m_flAmplitude = 1.f;
        beam_info.m_flBrightness = (float)color.a();
        beam_info.m_flSpeed = 0.2f;
        beam_info.m_nStartFrame = 0;
        beam_info.m_flFrameRate = 0.0f;
        beam_info.m_flRed = (float)color.r();
        beam_info.m_flGreen = (float)color.g();
        beam_info.m_flBlue = (float)color.b();
        beam_info.m_nSegments = 2;
        beam_info.m_bRenderable = true;
        beam_info.m_nFlags = FBEAM_ONLYNOISEONCE | FBEAM_NOTILE | FBEAM_HALOBEAM;
    }

    if (!g_cfg.esp.bullet_tracer && g_cfg.esp.bullet_tracer_mode == 4)
    {
        beam_info.m_vecEnd = end;
        beam_info.m_nType = TE_BEAMPOINTS;
        beam_info.m_pszModelName = crypt_str("sprites/glow04.vmt");
        beam_info.m_nModelIndex = -1;
        beam_info.m_flHaloScale = 0.0f;
        beam_info.m_flLife = 5.0f;
        beam_info.m_flWidth = 2.0f;
        beam_info.m_flEndWidth = 2.0f;
        beam_info.m_flFadeLength = 0.0f;
        beam_info.m_flAmplitude = 1.f;
        beam_info.m_flBrightness = (float)color.a();
        beam_info.m_flSpeed = 0.2f;
        beam_info.m_nStartFrame = 0;
        beam_info.m_flFrameRate = 0.0f;
        beam_info.m_flRed = (float)color.r();
        beam_info.m_flGreen = (float)color.g();
        beam_info.m_flBlue = (float)color.b();
        beam_info.m_nSegments = 2;
        beam_info.m_bRenderable = true;
        beam_info.m_nFlags = FBEAM_ONLYNOISEONCE | FBEAM_NOTILE | FBEAM_HALOBEAM;
    }



    if (!g_cfg.esp.bullet_tracer && g_cfg.esp.bullet_tracer_mode == 5)
    {
        beam_info.m_vecEnd = end;
        beam_info.m_nType = TE_BEAMPOINTS;
        beam_info.m_pszModelName = crypt_str("sprites/purpleglow1.vmt");
        beam_info.m_nModelIndex = -1;
        beam_info.m_flHaloScale = 0.0f;
        beam_info.m_flLife = 5.0f;
        beam_info.m_flWidth = 2.0f;
        beam_info.m_flEndWidth = 2.0f;
        beam_info.m_flFadeLength = 0.0f;
        beam_info.m_flAmplitude = 1.f;
        beam_info.m_flBrightness = (float)color.a();
        beam_info.m_flSpeed = 0.2f;
        beam_info.m_nStartFrame = 0;
        beam_info.m_flFrameRate = 0.0f;
        beam_info.m_flRed = (float)color.r();
        beam_info.m_flGreen = (float)color.g();
        beam_info.m_flBlue = (float)color.b();
        beam_info.m_nSegments = 2;
        beam_info.m_bRenderable = true;
        beam_info.m_nFlags = FBEAM_ONLYNOISEONCE | FBEAM_NOTILE | FBEAM_HALOBEAM;
    }

    if (!g_cfg.esp.bullet_tracer && g_cfg.esp.bullet_tracer_mode == 6)
    {
        beam_info.m_vecEnd = end;
        beam_info.m_nType = TE_BEAMPOINTS;
        beam_info.m_pszModelName = crypt_str("sprites/purplelaser1.vmt");
        beam_info.m_nModelIndex = -1;
        beam_info.m_flHaloScale = 0.0f;
        beam_info.m_flLife = 5.0f;
        beam_info.m_flWidth = 2.0f;
        beam_info.m_flEndWidth = 2.0f;
        beam_info.m_flFadeLength = 0.0f;
        beam_info.m_flAmplitude = 1.f;
        beam_info.m_flBrightness = (float)color.a();
        beam_info.m_flSpeed = 0.2f;
        beam_info.m_nStartFrame = 0;
        beam_info.m_flFrameRate = 0.0f;
        beam_info.m_flRed = (float)color.r();
        beam_info.m_flGreen = (float)color.g();
        beam_info.m_flBlue = (float)color.b();
        beam_info.m_nSegments = 2;
        beam_info.m_bRenderable = true;
        beam_info.m_nFlags = FBEAM_ONLYNOISEONCE | FBEAM_NOTILE | FBEAM_HALOBEAM;
    }

    if (!g_cfg.esp.bullet_tracer && g_cfg.esp.bullet_tracer_mode == 7)
    {
        beam_info.m_vecEnd = end;
        beam_info.m_nType = TE_BEAMPOINTS;
        beam_info.m_pszModelName = crypt_str("sprites/white.vmt");
        beam_info.m_nModelIndex = -1;
        beam_info.m_flHaloScale = 0.0f;
        beam_info.m_flLife = 5.0f;
        beam_info.m_flWidth = 2.0f;
        beam_info.m_flEndWidth = 2.0f;
        beam_info.m_flFadeLength = 0.0f;
        beam_info.m_flAmplitude = 1.f;
        beam_info.m_flBrightness = (float)color.a();
        beam_info.m_flSpeed = 0.2f;
        beam_info.m_nStartFrame = 0;
        beam_info.m_flFrameRate = 0.0f;
        beam_info.m_flRed = (float)color.r();
        beam_info.m_flGreen = (float)color.g();
        beam_info.m_flBlue = (float)color.b();
        beam_info.m_nSegments = 2;
        beam_info.m_bRenderable = true;
        beam_info.m_nFlags = FBEAM_ONLYNOISEONCE | FBEAM_NOTILE | FBEAM_HALOBEAM;
    }

    if (!g_cfg.esp.bullet_tracer && g_cfg.esp.bullet_tracer_mode == 8)
    {
        beam_info.m_vecEnd = end;
        beam_info.m_nType = TE_BEAMPOINTS;
        beam_info.m_pszModelName = crypt_str("sprites/glow01.vmt");
        beam_info.m_nModelIndex = -1;
        beam_info.m_flHaloScale = 0.0f;
        beam_info.m_flLife = 5.0f;
        beam_info.m_flWidth = 2.0f;
        beam_info.m_flEndWidth = 2.0f;
        beam_info.m_flFadeLength = 0.0f;
        beam_info.m_flAmplitude = 1.f;
        beam_info.m_flBrightness = (float)color.a();
        beam_info.m_flSpeed = 0.2f;
        beam_info.m_nStartFrame = 0;
        beam_info.m_flFrameRate = 0.0f;
        beam_info.m_flRed = (float)color.r();
        beam_info.m_flGreen = (float)color.g();
        beam_info.m_flBlue = (float)color.b();
        beam_info.m_nSegments = 2;
        beam_info.m_bRenderable = true;
        beam_info.m_nFlags = FBEAM_ONLYNOISEONCE | FBEAM_NOTILE | FBEAM_HALOBEAM;
    }

    if (!g_cfg.esp.bullet_tracer && g_cfg.esp.bullet_tracer_mode == 9)
    {
        beam_info.m_vecEnd = end;
        beam_info.m_nType = TE_BEAMPOINTS;
        beam_info.m_pszModelName = crypt_str("sprites/blueglow1.vmt");
        beam_info.m_nModelIndex = -1;
        beam_info.m_flHaloScale = 0.0f;
        beam_info.m_flLife = 5.0f;
        beam_info.m_flWidth = 2.0f;
        beam_info.m_flEndWidth = 2.0f;
        beam_info.m_flFadeLength = 0.0f;
        beam_info.m_flAmplitude = 1.f;
        beam_info.m_flBrightness = (float)color.a();
        beam_info.m_flSpeed = 0.2f;
        beam_info.m_nStartFrame = 0;
        beam_info.m_flFrameRate = 0.0f;
        beam_info.m_flRed = (float)color.r();
        beam_info.m_flGreen = (float)color.g();
        beam_info.m_flBlue = (float)color.b();
        beam_info.m_nSegments = 2;
        beam_info.m_bRenderable = true;
        beam_info.m_nFlags = FBEAM_ONLYNOISEONCE | FBEAM_NOTILE | FBEAM_HALOBEAM;
    }
 
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а что, по кейсам не судьба сделать это? зачем лишний код
 
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Хех.......)#манипулятор #кукловод #манипуляция
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Я имел ввиду равенство beam_info.m_pszModelName изменять через кейсы
a ne проще сделать так..

Код:
constexpr const char* model_names[ ] = { "sprites/1.vmt", "sprites/physbeam.vmt", ... };
beam_info.m_szModelName = model_names[ cfg->m_bullet_tracer_type ];
? ? ?
 
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Web developer / designer
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ну давайте, напишите ещё миллион комментов, что это щиткод и можно было реализовать смену модельки биома через свич кейс, вы же одни такие дохуя умные...
 
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ну давайте, напишите ещё миллион комментов, что это щиткод и можно было реализовать смену модельки биома через свич кейс, вы же одни такие дохуя умные...
по факту. Работает и збс
 
Хех.......)#манипулятор #кукловод #манипуляция
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по факту. Работает и збс
да! давай каждый раз будем c+p код ради того, чтобы изменять одну и ту же строчку!!! это же так круто!!!!!!! а ещё делать одно и тоже условие (
g_cfg.esp.bullet_tracer ) в этих же проверках!!!!!!!!!!!! мы же крутые кодеры, можем такое позволить!! :flushed: :flushed: :flushed:
 
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Да хули все пишёт шитпост, а что от меня ожидать,то ещё? ахах
Я просто скинул код буллет трейсеров, а не говорил как это использовать надо
 
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ну давайте, напишите ещё миллион комментов, что это щиткод и можно было реализовать смену модельки биома через свич кейс, вы же одни такие дохуя умные...
По идее если кстати делать таким способом можно изменять их вид, например
beam_info.m_flAmplitude
и т.д.
 
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Может пригодиться, если кому то лень
C++:
if (!g_cfg.esp.bullet_tracer && g_cfg.esp.bullet_tracer_mode == 0)
    {
        beam_info.m_vecEnd = end;
        beam_info.m_nType = TE_BEAMPOINTS;
        beam_info.m_pszModelName = crypt_str("sprites/1.vmt");
        beam_info.m_nModelIndex = -1;
        beam_info.m_flHaloScale = 0.0f;
        beam_info.m_flLife = 5.0f;
        beam_info.m_flWidth = 2.0f;
        beam_info.m_flEndWidth = 2.0f;
        beam_info.m_flFadeLength = 0.0f;
        beam_info.m_flAmplitude = 1.f;
        beam_info.m_flBrightness = (float)color.a();
        beam_info.m_flSpeed = 0.2f;
        beam_info.m_nStartFrame = 0;
        beam_info.m_flFrameRate = 0.0f;
        beam_info.m_flRed = (float)color.r();
        beam_info.m_flGreen = (float)color.g();
        beam_info.m_flBlue = (float)color.b();
        beam_info.m_nSegments = 2;
        beam_info.m_bRenderable = true;
        beam_info.m_nFlags = FBEAM_ONLYNOISEONCE | FBEAM_NOTILE | FBEAM_HALOBEAM;
    }


    if (!g_cfg.esp.bullet_tracer && g_cfg.esp.bullet_tracer_mode == 1)
    {
        beam_info.m_vecEnd = end;
        beam_info.m_nType = TE_BEAMPOINTS;
        beam_info.m_pszModelName = crypt_str("sprites/physbeam.vmt");
        beam_info.m_nModelIndex = -1;
        beam_info.m_flHaloScale = 0.0f;
        beam_info.m_flLife = 5.0f;
        beam_info.m_flWidth = 2.0f;
        beam_info.m_flEndWidth = 2.0f;
        beam_info.m_flFadeLength = 0.0f;
        beam_info.m_flAmplitude = 1.f;
        beam_info.m_flBrightness = (float)color.a();
        beam_info.m_flSpeed = 0.2f;
        beam_info.m_nStartFrame = 0;
        beam_info.m_flFrameRate = 0.0f;
        beam_info.m_flRed = (float)color.r();
        beam_info.m_flGreen = (float)color.g();
        beam_info.m_flBlue = (float)color.b();
        beam_info.m_nSegments = 2;
        beam_info.m_bRenderable = true;
        beam_info.m_nFlags = FBEAM_ONLYNOISEONCE | FBEAM_NOTILE | FBEAM_HALOBEAM;
    }

    if (!g_cfg.esp.bullet_tracer && g_cfg.esp.bullet_tracer_mode == 2)
    {
        beam_info.m_vecEnd = end;
        beam_info.m_nType = TE_BEAMPOINTS;
        beam_info.m_pszModelName = crypt_str("sprites/radio.vmt");
        beam_info.m_nModelIndex = -1;
        beam_info.m_flHaloScale = 0.0f;
        beam_info.m_flLife = 5.0f;
        beam_info.m_flWidth = 2.0f;
        beam_info.m_flEndWidth = 2.0f;
        beam_info.m_flFadeLength = 0.0f;
        beam_info.m_flAmplitude = 1.f;
        beam_info.m_flBrightness = (float)color.a();
        beam_info.m_flSpeed = 0.2f;
        beam_info.m_nStartFrame = 0;
        beam_info.m_flFrameRate = 0.0f;
        beam_info.m_flRed = (float)color.r();
        beam_info.m_flGreen = (float)color.g();
        beam_info.m_flBlue = (float)color.b();
        beam_info.m_nSegments = 2;
        beam_info.m_bRenderable = true;
        beam_info.m_nFlags = FBEAM_ONLYNOISEONCE | FBEAM_NOTILE | FBEAM_HALOBEAM;
    }



    if (!g_cfg.esp.bullet_tracer && g_cfg.esp.bullet_tracer_mode == 3)
    {
        beam_info.m_vecEnd = end;
        beam_info.m_nType = TE_BEAMPOINTS;
        beam_info.m_pszModelName = crypt_str("sprites/bubble.vmt");
        beam_info.m_nModelIndex = -1;
        beam_info.m_flHaloScale = 0.0f;
        beam_info.m_flLife = 5.0f;
        beam_info.m_flWidth = 2.0f;
        beam_info.m_flEndWidth = 2.0f;
        beam_info.m_flFadeLength = 0.0f;
        beam_info.m_flAmplitude = 1.f;
        beam_info.m_flBrightness = (float)color.a();
        beam_info.m_flSpeed = 0.2f;
        beam_info.m_nStartFrame = 0;
        beam_info.m_flFrameRate = 0.0f;
        beam_info.m_flRed = (float)color.r();
        beam_info.m_flGreen = (float)color.g();
        beam_info.m_flBlue = (float)color.b();
        beam_info.m_nSegments = 2;
        beam_info.m_bRenderable = true;
        beam_info.m_nFlags = FBEAM_ONLYNOISEONCE | FBEAM_NOTILE | FBEAM_HALOBEAM;
    }

    if (!g_cfg.esp.bullet_tracer && g_cfg.esp.bullet_tracer_mode == 4)
    {
        beam_info.m_vecEnd = end;
        beam_info.m_nType = TE_BEAMPOINTS;
        beam_info.m_pszModelName = crypt_str("sprites/glow04.vmt");
        beam_info.m_nModelIndex = -1;
        beam_info.m_flHaloScale = 0.0f;
        beam_info.m_flLife = 5.0f;
        beam_info.m_flWidth = 2.0f;
        beam_info.m_flEndWidth = 2.0f;
        beam_info.m_flFadeLength = 0.0f;
        beam_info.m_flAmplitude = 1.f;
        beam_info.m_flBrightness = (float)color.a();
        beam_info.m_flSpeed = 0.2f;
        beam_info.m_nStartFrame = 0;
        beam_info.m_flFrameRate = 0.0f;
        beam_info.m_flRed = (float)color.r();
        beam_info.m_flGreen = (float)color.g();
        beam_info.m_flBlue = (float)color.b();
        beam_info.m_nSegments = 2;
        beam_info.m_bRenderable = true;
        beam_info.m_nFlags = FBEAM_ONLYNOISEONCE | FBEAM_NOTILE | FBEAM_HALOBEAM;
    }



    if (!g_cfg.esp.bullet_tracer && g_cfg.esp.bullet_tracer_mode == 5)
    {
        beam_info.m_vecEnd = end;
        beam_info.m_nType = TE_BEAMPOINTS;
        beam_info.m_pszModelName = crypt_str("sprites/purpleglow1.vmt");
        beam_info.m_nModelIndex = -1;
        beam_info.m_flHaloScale = 0.0f;
        beam_info.m_flLife = 5.0f;
        beam_info.m_flWidth = 2.0f;
        beam_info.m_flEndWidth = 2.0f;
        beam_info.m_flFadeLength = 0.0f;
        beam_info.m_flAmplitude = 1.f;
        beam_info.m_flBrightness = (float)color.a();
        beam_info.m_flSpeed = 0.2f;
        beam_info.m_nStartFrame = 0;
        beam_info.m_flFrameRate = 0.0f;
        beam_info.m_flRed = (float)color.r();
        beam_info.m_flGreen = (float)color.g();
        beam_info.m_flBlue = (float)color.b();
        beam_info.m_nSegments = 2;
        beam_info.m_bRenderable = true;
        beam_info.m_nFlags = FBEAM_ONLYNOISEONCE | FBEAM_NOTILE | FBEAM_HALOBEAM;
    }

    if (!g_cfg.esp.bullet_tracer && g_cfg.esp.bullet_tracer_mode == 6)
    {
        beam_info.m_vecEnd = end;
        beam_info.m_nType = TE_BEAMPOINTS;
        beam_info.m_pszModelName = crypt_str("sprites/purplelaser1.vmt");
        beam_info.m_nModelIndex = -1;
        beam_info.m_flHaloScale = 0.0f;
        beam_info.m_flLife = 5.0f;
        beam_info.m_flWidth = 2.0f;
        beam_info.m_flEndWidth = 2.0f;
        beam_info.m_flFadeLength = 0.0f;
        beam_info.m_flAmplitude = 1.f;
        beam_info.m_flBrightness = (float)color.a();
        beam_info.m_flSpeed = 0.2f;
        beam_info.m_nStartFrame = 0;
        beam_info.m_flFrameRate = 0.0f;
        beam_info.m_flRed = (float)color.r();
        beam_info.m_flGreen = (float)color.g();
        beam_info.m_flBlue = (float)color.b();
        beam_info.m_nSegments = 2;
        beam_info.m_bRenderable = true;
        beam_info.m_nFlags = FBEAM_ONLYNOISEONCE | FBEAM_NOTILE | FBEAM_HALOBEAM;
    }

    if (!g_cfg.esp.bullet_tracer && g_cfg.esp.bullet_tracer_mode == 7)
    {
        beam_info.m_vecEnd = end;
        beam_info.m_nType = TE_BEAMPOINTS;
        beam_info.m_pszModelName = crypt_str("sprites/white.vmt");
        beam_info.m_nModelIndex = -1;
        beam_info.m_flHaloScale = 0.0f;
        beam_info.m_flLife = 5.0f;
        beam_info.m_flWidth = 2.0f;
        beam_info.m_flEndWidth = 2.0f;
        beam_info.m_flFadeLength = 0.0f;
        beam_info.m_flAmplitude = 1.f;
        beam_info.m_flBrightness = (float)color.a();
        beam_info.m_flSpeed = 0.2f;
        beam_info.m_nStartFrame = 0;
        beam_info.m_flFrameRate = 0.0f;
        beam_info.m_flRed = (float)color.r();
        beam_info.m_flGreen = (float)color.g();
        beam_info.m_flBlue = (float)color.b();
        beam_info.m_nSegments = 2;
        beam_info.m_bRenderable = true;
        beam_info.m_nFlags = FBEAM_ONLYNOISEONCE | FBEAM_NOTILE | FBEAM_HALOBEAM;
    }

    if (!g_cfg.esp.bullet_tracer && g_cfg.esp.bullet_tracer_mode == 8)
    {
        beam_info.m_vecEnd = end;
        beam_info.m_nType = TE_BEAMPOINTS;
        beam_info.m_pszModelName = crypt_str("sprites/glow01.vmt");
        beam_info.m_nModelIndex = -1;
        beam_info.m_flHaloScale = 0.0f;
        beam_info.m_flLife = 5.0f;
        beam_info.m_flWidth = 2.0f;
        beam_info.m_flEndWidth = 2.0f;
        beam_info.m_flFadeLength = 0.0f;
        beam_info.m_flAmplitude = 1.f;
        beam_info.m_flBrightness = (float)color.a();
        beam_info.m_flSpeed = 0.2f;
        beam_info.m_nStartFrame = 0;
        beam_info.m_flFrameRate = 0.0f;
        beam_info.m_flRed = (float)color.r();
        beam_info.m_flGreen = (float)color.g();
        beam_info.m_flBlue = (float)color.b();
        beam_info.m_nSegments = 2;
        beam_info.m_bRenderable = true;
        beam_info.m_nFlags = FBEAM_ONLYNOISEONCE | FBEAM_NOTILE | FBEAM_HALOBEAM;
    }

    if (!g_cfg.esp.bullet_tracer && g_cfg.esp.bullet_tracer_mode == 9)
    {
        beam_info.m_vecEnd = end;
        beam_info.m_nType = TE_BEAMPOINTS;
        beam_info.m_pszModelName = crypt_str("sprites/blueglow1.vmt");
        beam_info.m_nModelIndex = -1;
        beam_info.m_flHaloScale = 0.0f;
        beam_info.m_flLife = 5.0f;
        beam_info.m_flWidth = 2.0f;
        beam_info.m_flEndWidth = 2.0f;
        beam_info.m_flFadeLength = 0.0f;
        beam_info.m_flAmplitude = 1.f;
        beam_info.m_flBrightness = (float)color.a();
        beam_info.m_flSpeed = 0.2f;
        beam_info.m_nStartFrame = 0;
        beam_info.m_flFrameRate = 0.0f;
        beam_info.m_flRed = (float)color.r();
        beam_info.m_flGreen = (float)color.g();
        beam_info.m_flBlue = (float)color.b();
        beam_info.m_nSegments = 2;
        beam_info.m_bRenderable = true;
        beam_info.m_nFlags = FBEAM_ONLYNOISEONCE | FBEAM_NOTILE | FBEAM_HALOBEAM;
    }
а зочем менять весь бим инфо, если можно менять лишь материал
 
Хех.......)#манипулятор #кукловод #манипуляция
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Не, ну явно кому-то не похуй))
Все же блять не умеют делать трейсеры)
Крутой пост, чел шарит видно.
Хз, что все пишут щитпост, все сделано адекватно.
 
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