it cant be use in Crossfire?
Code:
char leetstring[20] = {NULL};
bool Hack = true;
int Hack = 1;
if(highlight[1]==1)
m_pFont_INFO->DrawText(15.0f, 220.0f, txtGreen, leetstring);
else
m_pFont_INFO->DrawText(15.0f, 220.0f, txtRed, leetstring);
if(OurInterger == OneMinusTheLowestNumber){OurInterger = TheLowestNumber;}else{if(GetAsyncKeyState(VK_LEFT)&1) {OurIntergerSubtraction;} }
if(OurInterger == HighestNumberPlusOne){OurInterger = HighestNumber;}else{if(GetAsyncKeyState(VK_RIGHT)&1) {OurIntergerAddition;} }}
if(highlight[1]==1){
m_pFont_INFO->DrawText(15.0f, 220.0f, txtGreen, leetstring);
if(Hack == 0){Hack = 1;}else{if(GetAsyncKeyState(VK_LEFT)&1) {Hack--;} }
if(Hack == 6){Hack = 5;}else{if(GetAsyncKeyState(VK_RIGHT)&1) {Hack++;} }}
else
m_pFont_INFO->DrawText(15.0f, 220.0f, txtRed, leetstring);
if(Hack == 1){sprintf (leetstring, "Leet %s", ("One"));}
if(Hack == 2){sprintf (leetstring, "Leet %s", ("Two"));}
if(Hack == 3){sprintf (leetstring, "Leet %s", ("Three"));}
if(Hack == 4){sprintf (leetstring, "Leet %s", ("Four"));}
if(Hack == 5){sprintf (leetstring, "Leet %s", ("Five"));}
if(Hack == 1){{Writelong(ADR, 1);}sprintf (leetstring, "Leet %s", ("One"));}
if(Hack == 2){{Writelong(ADR, 2);}sprintf (leetstring, "Leet %s", ("Two"));}
if(Hack == 3){{Writelong(ADR, 3);}sprintf (leetstring, "Leet %s", ("Three"));}
if(Hack == 4){{Writelong(ADR, 4);}sprintf (leetstring, "Leet %s", ("Four"));}
if(Hack == 5){{Writelong(ADR, 5);}sprintf (leetstring, "Leet %s", ("Five"));}
if (Chams == 1)
{
m_pD3Ddev->SetRenderState(D3DRS_ZENABLE,false);
m_pD3Ddev->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
m_pD3Ddev->SetTexture( 0, COLOR);
m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount);
m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, true);
m_pD3Ddev->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
m_pD3Ddev->SetTexture( 0, COLOR);
}
if (Chams == 2)
{
m_pD3Ddev->SetRenderState(D3DRS_ZENABLE,false);
m_pD3Ddev->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
m_pD3Ddev->SetTexture( 0, COLOR);
m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount);
m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, true);
m_pD3Ddev->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
m_pD3Ddev->SetTexture( 0, COLOR);
}
if (Chams == 3)
{
m_pD3Ddev->SetRenderState(D3DRS_ZENABLE,false);
m_pD3Ddev->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
m_pD3Ddev->SetTexture( 0, COLOR);
m_pD3Ddev->DrawIndexedPrimitive(PrimitiveType, minIndex, NumVertices, startIndex, primCount);
m_pD3Ddev->SetRenderState(D3DRS_ZENABLE, true);
m_pD3Ddev->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
m_pD3Ddev->SetTexture( 0, COLOR);
}
t think is cant! many eerror!
Code:
void CESP::Draw2DPlayerBox( CF_Player *pPlayer, DWORD drawColor )
{
if( !pPlayer )
return;
if( !pPlayer->Object )
return;
if( !g_Engine.GetClient() )
return;
LTVector vCenter, vFoot, vHead;
//this is the centered position
if( g_Engine.GetClient()->GetObjectPos( pPlayer->Object, &vCenter ) != LT_OK )
return;
//foot (bottom)
if( g_Engine.GetClient()->GetObjectBoxMin( pPlayer->Object, vFoot ) != LT_OK )
return;
//head (top)
if( g_Engine.GetClient()->GetObjectBoxMax( pPlayer->Object, vHead ) != LT_OK )
return;
//center the positions for 2d boxes
vFoot.x = vCenter.x;
vFoot.z = vCenter.z;
vHead.x = vCenter.x;
vHead.z = vCenter.z;
LTVector vPlayerFootScreen, vPlayerHeadScreen;
if( g_Engine****WorldToScreen( vFoot, vPlayerFootScreen ) && g_Engine****WorldToScreen( vHead, vPlayerHeadScreen ) )
{
float w = ( vPlayerFootScreen.y - vPlayerHeadScreen.y ) / 4;
g_Engine.OutlineRGBA( vPlayerHeadScreen.x - w, vPlayerHeadScreen.y, w * 2, ( vPlayerFootScreen.y - vPlayerHeadScreen.y ), 1.0f,
RED( drawColor ), GREEN( drawColor ), BLUE( drawColor ), ALPHA( drawColor ) );
}
}
can't you complete this code
and this
Code:
if( g_Cvar.GetBoolean( "vis_class" ) )
{
char szMaterialName[ 256 ] = { 0 };
g_Engine.GetClient()->GetModelLT()->GetFilenames002( pPlayer->Object, szMaterialName, 256 );
char *szClassName = ((char *)szMaterialName) + strlen( "MODELS\\CHARACTER\\" );
for( int i = 0; i < strlen( szClassName ); i++ )
{
if( szClassName[i] == '_' )
{
szClassName[i] = '\0';
break;
}
}
g_Engine.RenderTextEngine( low_pos_2d.x, low_pos_2d.y + 20, (bIsVisible) ? drawColorFront : drawColorBack,
szClassName, true, false );
}
and this also
Code:
void CESP::Draw2DPlayerBox( CF_Player *pPlayer, DWORD drawColor )
{
if( !pPlayer )
return;
if( !pPlayer->Object )
return;
if( !g_Engine.GetClient() )
return;
LTVector vCenter, vFoot, vHead;
//this is the centered position
if( g_Engine.GetClient()->GetObjectPos( pPlayer->Object, &vCenter ) != LT_OK )
return;
//foot (bottom)
if( g_Engine.GetClient()->GetObjectBoxMin( pPlayer->Object, vFoot ) != LT_OK )
return;
//head (top)
if( g_Engine.GetClient()->GetObjectBoxMax( pPlayer->Object, vHead ) != LT_OK )
return;
//center the positions for 2d boxes
vFoot.x = vCenter.x;
vFoot.z = vCenter.z;
vHead.x = vCenter.x;
vHead.z = vCenter.z;
LTVector vPlayerFootScreen, vPlayerHeadScreen;
if( g_Engine****WorldToScreen( vFoot, vPlayerFootScreen ) && g_Engine****WorldToScreen( vHead, vPlayerHeadScreen ) )
{
float w = ( vPlayerFootScreen.y - vPlayerHeadScreen.y ) / 4;
g_Engine.OutlineRGBA( vPlayerHeadScreen.x - w, vPlayerHeadScreen.y, w * 2, ( vPlayerFootScreen.y - vPlayerHeadScreen.y ), 1.0f,
RED( drawColor ), GREEN( drawColor ), BLUE( drawColor ), ALPHA( drawColor ) );
}
}