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Автор темы
- #1
не знаю почему но до сих пор типы не могут сделать глов 
отображение с чамсам (там где хук чамсов)
interface:
class c_glow_property {
private:
char pad_0000[0x18];
public:
c_entity_instance *m_hOwner;
SCHEMA(сolor_t, m_glowColorOverride, "CGlowProperty","m_glowColorOverride");
SCHEMA(bool, m_bGlowing, "CGlowProperty", "m_bGlowing");
};
C++:
// client.dll 40 53 48 83 EC 20 48 8B 54
void *game::glow(c_glow_property *glow_property) {
static auto original = hk_glow.call_original<decltype(&glow)>();
if (!config.visuals.glow.enable)
return original;
sdk::c_entity_instance *owner = glow_property->m_hOwner;
if (!owner)
return original;
auto player_pawn = owner->as<sdk::c_cs_player_pawn>();
if (!player_pawn || !player_pawn->is_alive())
return original;
sdk::c_cs_player_pawn *local_pawn = globals->local_pawn;
if (local_pawn && (local_pawn == player_pawn || local_pawn->get_m_iTeamNum() == player_pawn->get_m_iTeamNum()))
return original;
glow_property->get_m_bGlowing() = true;
glow_property->get_m_glowColorOverride() = config.visuals.glow.color;
return original;
}
C++:
if (crt->StringCompare(mesh_data->material->get_name(), "materials/dev/glowproperty.vmat") == 0)
return original(desc, dx11, mesh_data, data_count, scene_view, scene_layer, unk1, unk2);