Get good. Get Mercy.
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Автор темы
- #1
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
В client.cpp
Settings.cpp
Settings.h
Esp.h (Public)
Esp.cpp (OnRender)
Esp.cpp
Код:
ImGui::Checkbox("Asus Walls", &Settings::Esp::esp_AsusWalls);
ImGui::SliderInt("Walls Opacity", &Settings::Esp::esp_WallsOpacity, 0, 100);
Код:
bool esp_AsusWalls = false;
int esp_WallsOpacity = 100;
Код:
extern bool esp_AsusWalls;
extern int esp_WallsOpacity;
Код:
void AsusWalls();
Код:
AsusWalls();
Код:
void CEsp::AsusWalls()
{
bool AsusDone = false;
if (Settings::Esp::esp_AsusWalls)
{
if (!AsusDone)
{
static auto r_DrawSpecificStaticProp = Interfaces::GetConVar()->FindVar("r_DrawSpecificStaticProp");
r_DrawSpecificStaticProp->SetValue(1);
for (MaterialHandle_t i = Interfaces::MaterialSystem()->FirstMaterial(); i != Interfaces::MaterialSystem()->InvalidMaterial(); i = Interfaces::MaterialSystem()->NextMaterial(i))
{
IMaterial *pMaterial = Interfaces::MaterialSystem()->GetMaterial(i);
if (!pMaterial)
continue;
const char* group = pMaterial->GetTextureGroupName();
const char* name = pMaterial->GetName();
double XD = 100;
double Opacity = int(Settings::Esp::esp_WallsOpacity);
double RealOpacity = Opacity / XD;
/*if (strstr(group, "StaticProp"))
{
pMaterial->AlphaModulate(RealOpacity);
pMaterial->SetMaterialVarFlag(MATERIAL_VAR_IGNOREZ, false);
}*/
if (strstr(group, "World textures"))
{
pMaterial->AlphaModulate(RealOpacity);
pMaterial->SetMaterialVarFlag(MATERIAL_VAR_IGNOREZ, false);
}
if (strstr(name, "models/props/de_dust/palace_bigdome"))
{
pMaterial->SetMaterialVarFlag(MATERIAL_VAR_NO_DRAW, true);
pMaterial->SetMaterialVarFlag(MATERIAL_VAR_IGNOREZ, false);
}
if (strstr(name, "models/props/de_dust/palace_pillars"))
{
pMaterial->AlphaModulate(RealOpacity);
pMaterial->SetMaterialVarFlag(MATERIAL_VAR_IGNOREZ, false);
}
if (strstr(group, "Particle textures"))
{
pMaterial->SetMaterialVarFlag(MATERIAL_VAR_NO_DRAW, true);
pMaterial->SetMaterialVarFlag(MATERIAL_VAR_IGNOREZ, false);
}
AsusDone = true;
}
}
}
else
{
if (AsusDone)
{
for (MaterialHandle_t i = Interfaces::MaterialSystem()->FirstMaterial(); i != Interfaces::MaterialSystem()->InvalidMaterial(); i = Interfaces::MaterialSystem()->NextMaterial(i))
{
IMaterial *pMaterial = Interfaces::MaterialSystem()->GetMaterial(i);
if (!pMaterial)
continue;
const char* group = pMaterial->GetTextureGroupName();
const char* name = pMaterial->GetName();
if (strstr(group, "World textures"))
{
pMaterial->AlphaModulate(1);
}
if (strstr(group, "StaticProp"))
{
pMaterial->AlphaModulate(1);
}
if (strstr(name, "models/props/de_dust/palace_bigdome"))
{
pMaterial->SetMaterialVarFlag(MATERIAL_VAR_NO_DRAW, false);
}
if (strstr(name, "models/props/de_dust/palace_pillars"))
{
pMaterial->AlphaModulate(1);
}
if (strstr(group, "Particle textures"))
{
pMaterial->SetMaterialVarFlag(MATERIAL_VAR_NO_DRAW, false);
}
}
AsusDone = false;
}
}
}
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