Вопрос Glow esp

Начинающий
Статус
Онлайн
Регистрация
8 Дек 2020
Сообщения
102
Реакции[?]
24
Поинты[?]
4K
Не могу понять почему когда включаю чамсы то глоу применяет цвет чамсов
Sign:Client.dll 40 53 48 83 EC 20 48 8B 54

C++:
void* hook::drawGlow(CGlowProperty* glowProperty)
{
    const auto origin = hkdrawGlow.getOriginal();

    if (!Interfaces::Engine->IsInGame() || !Interfaces::Engine->IsConnected())
        return origin(glowProperty);
  
    auto hOwner = glowProperty->m_pOwnerHandle;
    if (hOwner == nullptr)
        return origin(glowProperty);

    C_CSPlayerPawn* pPawn = Interfaces::GameResourceService->pGameEntitySystem->Get<C_CSPlayerPawn>(hOwner->GetRefEHandle());
    if (pPawn == nullptr || !pPawn->IsAlive())
        return origin(glowProperty);

    if (Global::localPawn && (Global::localPawn == pPawn || Global::localPawn->GetTeam() == pPawn->GetTeam()))
        return origin(glowProperty);
  
    glowProperty->m_bGlowing = true;
    glowProperty->m_glowColorOverride = Color(0.5f, 0.5f, 0.5f, 1.f);
  
    return origin(glowProperty);
}
C++:
class CGlowProperty
{
public:
    char pad_0000[24]; //0x0000
    CEntityInstance* m_pOwnerHandle; //0x0018
    char pad_0020[16]; //0x0020
    int32_t m_glowType; //0x0030
    int32_t m_glowTeam; //0x0034
    int32_t m_glowRange; //0x0038
    int32_t m_glowRangeMin; //0x003C
    Color m_glowColorOverride; //0x0040
    float m_bFlashing; //0x0044
    float m_flGlowTime; //0x0048
    float m_flGlowStartTime; //0x004C
    bool m_bEligibleForScreenHighlighting; //0x0050
    bool m_bGlowing; //0x0051
    char pad_0052[317]; //0x0052
}; //Size: 0x018F
 
Начинающий
Статус
Оффлайн
Регистрация
26 Мар 2023
Сообщения
71
Реакции[?]
10
Поинты[?]
9K
I can't understand why when I turn on the chams, the glow uses the color of the chams
Sign:Client.dll 40 53 48 83 EC 20 48 8B 54

C++:
void* hook::drawGlow(CGlowProperty* glowProperty)
{
    const auto origin = hkdrawGlow.getOriginal();

    if (!Interfaces::Engine->IsInGame() || !Interfaces::Engine->IsConnected())
        return origin(glowProperty);
 
    auto hOwner = glowProperty->m_pOwnerHandle;
    if (hOwner == nullptr)
        return origin(glowProperty);

    C_CSPlayerPawn* pPawn = Interfaces::GameResourceService->pGameEntitySystem->Get<C_CSPlayerPawn>(hOwner->GetRefEHandle());
    if (pPawn == nullptr || !pPawn->IsAlive())
        return origin(glowProperty);

    if (Global::localPawn && (Global::localPawn == pPawn || Global::localPawn->GetTeam() == pPawn->GetTeam()))
        return origin(glowProperty);
 
    glowProperty->m_bGlowing = true;
    glowProperty->m_glowColorOverride = Color(0.5f, 0.5f, 0.5f, 1.f);
 
    return origin(glowProperty);
}
C++:
class CGlowProperty
{
public:
    char pad_0000[24]; //0x0000
    CEntityInstance* m_pOwnerHandle; //0x0018
    char pad_0020[16]; //0x0020
    int32_t m_glowType; //0x0030
    int32_t m_glowTeam; //0x0034
    int32_t m_glowRange; //0x0038
    int32_t m_glowRangeMin; //0x003C
    Color m_glowColorOverride; //0x0040
    float m_bFlashing; //0x0044
    float m_flGlowTime; //0x0048
    float m_flGlowStartTime; //0x004C
    bool m_bEligibleForScreenHighlighting; //0x0050
    bool m_bGlowing; //0x0051
    char pad_0052[317]; //0x0052
}; //Size: 0x018F
This is because of how you implement chams, not due to your glow.
 
Начинающий
Статус
Онлайн
Регистрация
8 Дек 2020
Сообщения
102
Реакции[?]
24
Поинты[?]
4K
This is because of how you implement chams, not due to your glow.
C++:
CMaterial2* CChams::createMaterial(const char* materialName)
{
    CKeyValues3* buffer = CKeyValues3::createMaterialResource();
    buffer->loadFromBuffer(bufferWhiteVisible);

    CMaterial2** customMaterial;
    I::MaterialSystem2->createMaterial(&customMaterial, materialName, buffer);

    return *customMaterial;
}
C++:
void CChams::Init(void* pAnimatableSceneObjectDesc, void* pDx11, CMeshData* data, int nDataCount, void* pSceneView, void* pSceneLayer, void* pUnk, void* pUnk2)
{
    const auto original = Hooks::hDrawObject.GetOriginal();

    if (!data || !data->pMaterial || !data->pObjectInfo)
        return;

    const int id = data->pObjectInfo->nId;

    switch (id)
    {
    case 104:
    {
        data->pMaterial = CChams::Get().create_material("materials/dev/primary_white.vmat");
        data->colValue = Color(0.f, 1.f, 0.f);

        original(pAnimatableSceneObjectDesc, pDx11, data, nDataCount, pSceneView, pSceneLayer, pUnk, pUnk2);

        data->pMaterial = CChams::Get().create_material("materials/dev/primary_white.vmat");
        data->colValue = Color(0.f, 0.f, 1.f);
    } break;
    case 113:

        break;
    }

    return;
}
C++:
static constexpr char bufferWhiteVisible[] =
R"#(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d}
            format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
            {
                Shader = "csgo_unlitgeneric.vfx"
                F_BLEND_MODE = 1
                F_TRANSLUCENT = 1

                g_tColor = resource:"materials/dev/primary_white_color_tga_f7b257f6.vtex"
                g_tNormal = resource:"materials/default/default_normal_tga_7652cb.vtex"
                g_tRoughness = resource:"materials/default/default_normal_tga_b3f4ec4c.vtex"
            } )#";

so idk what wrong, but i tried it init chams material through InitShaderType and InitFunc but its not solved my problem
 
PoC Life
Пользователь
Статус
Оффлайн
Регистрация
22 Авг 2022
Сообщения
331
Реакции[?]
47
Поинты[?]
37K
Не могу понять почему когда включаю чамсы то глоу применяет цвет чамсов
Sign:Client.dll 40 53 48 83 EC 20 48 8B 54

C++:
void* hook::drawGlow(CGlowProperty* glowProperty)
{
    const auto origin = hkdrawGlow.getOriginal();

    if (!Interfaces::Engine->IsInGame() || !Interfaces::Engine->IsConnected())
        return origin(glowProperty);
 
    auto hOwner = glowProperty->m_pOwnerHandle;
    if (hOwner == nullptr)
        return origin(glowProperty);

    C_CSPlayerPawn* pPawn = Interfaces::GameResourceService->pGameEntitySystem->Get<C_CSPlayerPawn>(hOwner->GetRefEHandle());
    if (pPawn == nullptr || !pPawn->IsAlive())
        return origin(glowProperty);

    if (Global::localPawn && (Global::localPawn == pPawn || Global::localPawn->GetTeam() == pPawn->GetTeam()))
        return origin(glowProperty);
 
    glowProperty->m_bGlowing = true;
    glowProperty->m_glowColorOverride = Color(0.5f, 0.5f, 0.5f, 1.f);
 
    return origin(glowProperty);
}
C++:
class CGlowProperty
{
public:
    char pad_0000[24]; //0x0000
    CEntityInstance* m_pOwnerHandle; //0x0018
    char pad_0020[16]; //0x0020
    int32_t m_glowType; //0x0030
    int32_t m_glowTeam; //0x0034
    int32_t m_glowRange; //0x0038
    int32_t m_glowRangeMin; //0x003C
    Color m_glowColorOverride; //0x0040
    float m_bFlashing; //0x0044
    float m_flGlowTime; //0x0048
    float m_flGlowStartTime; //0x004C
    bool m_bEligibleForScreenHighlighting; //0x0050
    bool m_bGlowing; //0x0051
    char pad_0052[317]; //0x0052
}; //Size: 0x018F
m_fGlowColor - я что для тебя какая-то шутка?

Sign:Client.dll 40 53 48 83 EC 20 48 8B 54
и это кстати не здесь делается :)
 
Сверху Снизу