Гайд Particle autopeek

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This is the *OLD* Primordial auto peek indicator for anyone wondering.
This will also help you implement iEffects if your too retarded too yourself.

Step 1: head over to your csgo.cpp and paste
after the other #undef's:
#undef iEffects
Step 2: also in csgo.cpp, paste
Anywhere with the other functions:
 IEffects * C_CSGO::iEffects()
{
    if (!p_iEffects)
        p_iEffects = Interface<IEffects>(CLIENT_DLL, crypt_str("IEffects001"));
    return p_iEffects;
}
Step 3: head over to csgo.hpp and paste
in public section under C_CSGO:
 IEffects * iEffects();
Step 4: also in csgo.hpp paste
in private section under C_CSGO:
 IEffects * p_iEffects = nullptr;
Step 5: Create Effects.h header
Step 6: In Effects.h paste
iEffects:
#pragma once

#include ".. /math/Vector.hpp"

class IEffects
{
public:
    virtual ~IEffects() {};

    virtual void Beam(const Vector& Start, const Vector& End, int nModelIndex,
        int nHaloIndex, unsigned char frameStart, unsigned char frameRate,
        float flLife, unsigned char width, unsigned char endWidth, unsigned char fadeLength,
        unsigned char noise, unsigned char red, unsigned char green,
        unsigned char blue, unsigned char brightness, unsigned char speed) = 0;

    //-----------------------------------------------------------------------------
  Purpose: Emits smoke sprites.
  Input : origin - Where to emit the sprites.
  scale - Sprite scale * 10.
  framerate - Framerate at which to animate the smoke sprites.
    //-----------------------------------------------------------------------------
    virtual void Smoke(const Vector& origin, int modelIndex, float scale, float framerate) = 0;

    virtual void Sparks(const Vector& position, int nMagnitude = 1, int nTrailLength = 1, const Vector* pvecDir = NULL) = 0;

    virtual void Dust(const Vector& pos, const Vector& dir, float size, float speed) = 0;

    virtual void MuzzleFlash(const Vector& vecOrigin, const Vector& vecAngles, float flScale, int iType) = 0;

  like ricochet, but no sound
    virtual void MetalSparks(const Vector& position, const Vector& direction) = 0;

    virtual void EnergySplash(const Vector& position, const Vector& direction, bool bExplosive = false) = 0;

    virtual void Ricochet(const Vector& position, const Vector& direction) = 0;

  FIXME: Should these methods remain in this interface? Or go in some
  other client-server neutral interface?
    virtual float Time() = 0;
    virtual bool IsServer() = 0;

  Used by the playback system to suppress sounds
    virtual void SuppressEffectsSounds(bool bSuppress) = 0;
};
Step 7: Go to where your auto peek indicator is rendered and paste this in ur function
Auto peek render:
void otheresp::AutoPeekIndicator()
{
auto weapon = g_ctx.local()->m_hActiveWeapon(). Get();

    if (!weapon)
        return;

    static auto position = ZERO;

if (!g_ctx.globals.start_position. IsZero())
        position = g_ctx.globals.start_position;

if (position. IsZero())
        return;

    if (!g_ctx.local()->is_alive() || !m_engine()->IsInGame() || !m_engine()->IsConnected())
        return;

    if (!key_binds::get().get_key_bind_state(18))
        return;

    current_peek_position = position;
    current_rotation = current_rotation + rotation_step;
    Vector end_pos = Vector(radius * cos(current_rotation) + current_peek_position.x, radius * sin(current_rotation) + current_peek_position.y, current_peek_position.z);

    iEffects()->EnergySplash(end_pos, Vector(0, 0, 0), true);

    if (current_rotation > pi * 2)
        current_rotation = 0.0f;
}
Step 8: go to your auto peek render header and paste this in your private
Header:
float radius = 25.f;
float rotation_step = 0.06f;
float current_rotation = 0.0f;
Vector current_peek_position = Vector(0, 0, 0);
If I did anything wrong then please correct me!
 

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This is the *OLD* Primordial auto peek indicator for anyone wondering.
This will also help you implement iEffects if your too retarded too yourself.

Step 1: head over to your csgo.cpp and paste
after the other #undef's's:
#undef iEffects
Step 2: also in csgo.cpp, paste
Anywhere with the other functions:
 IEffects * C_CSGO::iEffects()
{
    if (!p_iEffects)
        p_iEffects = Interface<IEffects>(CLIENT_DLL, crypt_str("IEffects001"));
    return p_iEffects;
}
Step 3: head over to csgo.hpp and paste
in public section under C_CSGO:
 IEffects * iEffects();
Step 4: also in csgo.hpp paste
in private section under C_CSGO:
 IEffects * p_iEffects = nullptr;
Step 5: Create Effects.h header
Step 6: In Effects.h paste
iEffects:
#pragma once

#include ".. /math/Vector.hpp"

class IEffects
{
public:
    virtual ~IEffects() {};

    virtual void Beam(const Vector& Start, const Vector& End, int nModelIndex,
        int nHaloIndex, unsigned char frameStart, unsigned char frameRate,
        float flLife, unsigned char width, unsigned char endWidth, unsigned char fadeLength,
        unsigned char noise, unsigned char red, unsigned char green,
        unsigned char blue, unsigned char brightness, unsigned char speed) = 0;

    //-----------------------------------------------------------------------------
  Purpose: Emits smoke sprites.
  Input : origin - Where to emit the sprites.
  scale - Sprite scale * 10.
  framerate - Framerate at which to animate the smoke sprites.
    //-----------------------------------------------------------------------------
    virtual void Smoke(const Vector& origin, int modelIndex, float scale, float framerate) = 0;

    virtual void Sparks(const Vector& position, int nMagnitude = 1, int nTrailLength = 1, const Vector* pvecDir = NULL) = 0;

    virtual void Dust(const Vector& pos, const Vector& dir, float size, float speed) = 0;

    virtual void MuzzleFlash(const Vector& vecOrigin, const Vector& vecAngles, float flScale, int iType) = 0;

  like ricochet, but no sound
    virtual void MetalSparks(const Vector& position, const Vector& direction) = 0;

    virtual void EnergySplash(const Vector& position, const Vector& direction, bool bExplosive = false) = 0;

    virtual void Ricochet(const Vector& position, const Vector& direction) = 0;

  FIXME: Should these methods remain in this interface? Or go in some
  other client-server neutral interface?
    virtual float Time() = 0;
    virtual bool IsServer() = 0;

  Used by the playback system to suppress sounds
    virtual void SuppressEffectsSounds(bool bSuppress) = 0;
};
Step 7: Go to where your auto peek indicator is rendered and paste this in ur function
Auto peek render:
void otheresp::AutoPeekIndicator()
{
auto weapon = g_ctx.local()->m_hActiveWeapon(). Get();

    if (!weapon)
        return;

    static auto position = ZERO;

if (!g_ctx.globals.start_position. IsZero())
        position = g_ctx.globals.start_position;

if (position. IsZero())
        return;

    if (!g_ctx.local()->is_alive() || !m_engine()->IsInGame() || !m_engine()->IsConnected())
        return;

    if (!key_binds::get().get_key_bind_state(18))
        return;

    current_peek_position = position;
    current_rotation = current_rotation + rotation_step;
    Vector end_pos = Vector(radius * cos(current_rotation) + current_peek_position.x, radius * sin(current_rotation) + current_peek_position.y, current_peek_position.z);

    iEffects()->EnergySplash(end_pos, Vector(0, 0, 0), true);

    if (current_rotation > pi * 2)
        current_rotation = 0.0f;
}
Step 8: go to your auto peek render header and paste this in your private
Header:
float radius = 25.f;
float rotation_step = 0.06f;
float current_rotation = 0.0f;
Vector current_peek_position = Vector(0, 0, 0);
If I did anything wrong then please correct me!
CLIENT_DLL not found ples help me im gonna cryyyyyyyy :FeelsBadMan:
 
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Можно сс, а то заебло глаза мазолить, пастить эту поебень ради посмотреть на внешку желания зиро
 
Keep Ev0lving, Stay Fatal
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Можно сс, а то заебло глаза мазолить, пастить эту поебень ради посмотреть на внешку желания зиро
Сс вообще то есть в теме, но если хочешь увидеть это в видосе то берёшь любую медию с примо за начало 22 года.
 
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