clrRender chams

Posts 1–15 of 17 · Page 1 of 2
clrRender chams
Code:
void MiniChams()
{
	while (true)
	{
		for (int i = 0; i <= 64; i++)
		{
			int MChamsPlayer = user.nmd< int >(Client + dwEntity + (i * 0x10));
			int MChamsCurPlayer = user.nmd< int >(MChamsPlayer + dwTeam);
			if (Data.GetTeam() != MChamsCurPlayer)
			{
				user.cmd < int >((MChamsPlayer + m_clrRender), 255); // r
				user.cmd < int >((MChamsPlayer + m_clrRender + 0x1), 128); // b
				user.cmd < int >((MChamsPlayer + m_clrRender + 0x2), 240); // b
			//	user.cmd < int >((MChamsPlayer + m_clrRender + 0x3), 255); // a
			}
		}
		Sleep(1);
	}
}
hey, here is my code. It's work so nice. But it isn't work throw wall, only visible. How to fix it?
Quote Originally Posted by SP1K3CSGO View Post
But it isn't work throw wall, only visible. How to fix it?
you literally just described what chams are, they aren't supposed to show through walls.
you are only changing the player model color tint, it won't work thru walls.... Also, you don't need to do 4 wpm calls every milisecond, pretty sure you only need to write it once per map or once per life (not sure atm) and you can stick to 1 4-byte wpm call, also, you are writing sizeof(int) into 1 byte but i guess it somehow works rofl
oh yea, ty for asnwers, but i am I already guessed what was going on, but now i have a new question, how make it over the wall
Quote Originally Posted by SP1K3CSGO View Post
oh yea, ty for asnwers, but i am I already guessed what was going on, but now i have a new question, how make it over the wall
You can't do this through walls as far as I know either do esp boxes or glowesp. there's plenty of tutorials and snippets on here
hmm. Alpha doesn't work! r g b - work, 0x3 - not work. why?
Quote Originally Posted by SP1K3CSGO View Post
hmm. Alpha doesn't work! r g b - work, 0x3 - not work. why?
Like i said in the other forum, 0x10

Quote Originally Posted by SP1K3CSGO View Post
~
Body color does look kinda like chams,but it isn't great, if u have bloom set to true...
Just pass the same RGB's to full bloom and turn the alpha down.
ImStyl, alpha not work. what i am doing wrong?
Code:
			for (int i = 0; i <= 64; i++)
			{
				int MChamsPlayer = user.nmd< int >(Client + dwEntity + (i * 0x10));
				int MChamsCurPlayer = user.nmd< int >(MChamsPlayer + dwTeam);
				if (Data.GetTeam() != MChamsCurPlayer)
				{
					user.cmd < int >((MChamsPlayer + m_clrRender + 0x0), VB_R1); // r
					user.cmd < int >((MChamsPlayer + m_clrRender + 0x1), VB_G1); // g
					user.cmd < int >((MChamsPlayer + m_clrRender + 0x2), VB_B1); // b
					user.cmd < int >((MChamsPlayer + m_clrRender + 0x10), 1); // a - not work!!!

				}
                      }
Quote Originally Posted by SP1K3CSGO View Post
snip~
why are you writing a 1 to that, also btw the index is 0x3, not 0x10. AAAALso, 255 is the max.
Quote Originally Posted by nexcat View Post
why are you writing a 1 to that, also btw the index is 0x3, not 0x10. AAAALso, 255 is the max.
0x3 doesn't work, i can record the video to confirm it

I beat you to it phyz. Muahahha
V check this out.

Lies, you weren't
From the SDK.

Code:
#ifndef COLOR_H
#define COLOR_H

#ifdef _WIN32
#pragma once
#endif

class Color
{
public:
	// constructors
	Color()
	{
		*((int *)this) = 0;
	}
	Color(int color32)
	{
		*((int *)this) = color32;
	}
	Color(int _r, int _g, int _b)
	{
		SetColor(_r, _g, _b, 255);
	}
	Color(int _r, int _g, int _b, int _a)
	{
		SetColor(_r, _g, _b, _a);
	}

	// set the color
	// r - red component (0-255)
	// g - green component (0-255)
	// b - blue component (0-255)
	// a - alpha component, controls transparency (0 - transparent, 255 - opaque);
	void SetColor(int _r, int _g, int _b, int _a = 255)
	{
		_color[0] = (unsigned char)_r;
		_color[1] = (unsigned char)_g;
		_color[2] = (unsigned char)_b;
		_color[3] = (unsigned char)_a;
	}

	void GetColor(int &_r, int &_g, int &_b, int &_a) const
	{
		_r = _color[0];
		_g = _color[1];
		_b = _color[2];
		_a = _color[3];
	}

	void SetRawColor(int color32)
	{
		*((int*)this) = color32;
	}

	int GetRawColor() const
	{
		return *((int*)this);
	}

	int GetD3DColor() const
	{
		return ((int)((((_color[3]) & 0xff) << 24) | (((_color[0]) & 0xff) << 16) | (((_color[1]) & 0xff) << 8) | ((_color[2]) & 0xff)));
	}

	inline int r() const	{ return _color[0]; }
	inline int g() const	{ return _color[1]; }
	inline int b() const	{ return _color[2]; }
	inline int a() const	{ return _color[3]; }

	unsigned char &operator[](int index)
	{
		return _color[index];
	}

	const unsigned char &operator[](int index) const
	{
		return _color[index];
	}

	bool operator == (const Color &rhs) const
	{
		return (*((int *)this) == *((int *)&rhs));
	}

	bool operator != (const Color &rhs) const
	{
		return !(operator==(rhs));
	}

	Color &operator=(const Color &rhs)
	{
		SetRawColor(rhs.GetRawColor());
		return *this;
	}

	float* Base()
	{
		float clr[3];

		clr[0] = _color[0] / 255.0f;
		clr[1] = _color[1] / 255.0f;
		clr[2] = _color[2] / 255.0f;

		return &clr[0];
	}

	float Hue() const
	{
		if (_color[0] == _color[1] && _color[1] == _color[2])
		{
			return 0.0f;
		}

		float r = _color[0] / 255.0f;
		float g = _color[1] / 255.0f;
		float b = _color[2] / 255.0f;

		float max = r > g ? r : g > b ? g : b,
			min = r < g ? r : g < b ? g : b;
		float delta = max - min;
		float hue = 0.0f;

		if (r == max)
		{
			hue = (g - b) / delta;
		}
		else if (g == max)
		{
			hue = 2 + (b - r) / delta;
		}
		else if (b == max)
		{
			hue = 4 + (r - g) / delta;
		}
		hue *= 60;

		if (hue < 0.0f)
		{
			hue += 360.0f;
		}
		return hue;
	}

	float Saturation() const
	{
		float r = _color[0] / 255.0f;
		float g = _color[1] / 255.0f;
		float b = _color[2] / 255.0f;

		float max = r > g ? r : g > b ? g : b,
			min = r < g ? r : g < b ? g : b;
		float l, s = 0;

		if (max != min)
		{
			l = (max + min) / 2;
			if (l <= 0.5f)
				s = (max - min) / (max + min);
			else
				s = (max - min) / (2 - max - min);
		}
		return s;
	}

	float Brightness() const
	{
		float r = _color[0] / 255.0f;
		float g = _color[1] / 255.0f;
		float b = _color[2] / 255.0f;

		float max = r > g ? r : g > b ? g : b,
			min = r < g ? r : g < b ? g : b;
		return (max + min) / 2;
	}

	Color FromHSB(float hue, float saturation, float brightness)
	{
		float h = hue == 1.0f ? 0 : hue * 6.0f;
		float f = h - (int)h;
		float p = brightness * (1.0f - saturation);
		float q = brightness * (1.0f - saturation * f);
		float t = brightness * (1.0f - (saturation * (1.0f - f)));

		if (h < 1)
		{
			return Color(
				(unsigned char)(brightness * 255),
				(unsigned char)(t * 255),
				(unsigned char)(p * 255)
				);
		}
		else if (h < 2)
		{
			return Color(
				(unsigned char)(q * 255),
				(unsigned char)(brightness * 255),
				(unsigned char)(p * 255)
				);
		}
		else if (h < 3)
		{
			return Color(
				(unsigned char)(p * 255),
				(unsigned char)(brightness * 255),
				(unsigned char)(t * 255)
				);
		}
		else if (h < 4)
		{
			return Color(
				(unsigned char)(p * 255),
				(unsigned char)(q * 255),
				(unsigned char)(brightness * 255)
				);
		}
		else if (h < 5)
		{
			return Color(
				(unsigned char)(t * 255),
				(unsigned char)(p * 255),
				(unsigned char)(brightness * 255)
				);
		}
		else
		{
			return Color(
				(unsigned char)(brightness * 255),
				(unsigned char)(p * 255),
				(unsigned char)(q * 255)
				);
		}
	}

	static Color Red()			{ return Color(255, 0, 0); }
	static Color Green()		{ return Color(0, 255, 0); }
	static Color LightGreen()	{ return Color(128, 255, 128); }
	static Color Blue()			{ return Color(0, 0, 255); }
	static Color LightBlue()	{ return Color(100, 100, 255); }
	static Color Cyan()			{ return Color(0, 255, 255); }
	static Color LightGrey()	{ return Color(128, 128, 128); }
	static Color Grey()			{ return Color(84, 84, 84); }
	static Color DarkGrey()		{ return Color(45, 45, 45); }
	static Color Black()		{ return Color(0, 0, 0); }
	static Color White()		{ return Color(255, 255, 255); }
	static Color Yellow()		{ return Color(255, 255, 0); }
	static Color Purple()		{ return Color(220, 0, 220); }
	static Color Orange()		{ return Color(255, 102, 0); }
	static Color Pink()         { return Color(255, 20, 255); }

private:
	unsigned char _color[4];
};
#endif
Usage:
Code:
#include "Color.h"

...
WPM(EntityBase + 0x70, Color( R, G, B, A);
...

// R = red, G = green, B = blue, A = alpha
// Range --= 0.0f -> 255.0f
// Type: float.

Quote Originally Posted by ImStyL View Post
I bet you to it phyz. Muahahha
V check this out.
): Just cuz i was sharing screen you commented first </3
Quote Originally Posted by PhY'z View Post
From the SDK.

Code:
#ifndef COLOR_H
#define COLOR_H

#ifdef _WIN32
#pragma once
#endif

class Color
{
public:
	// constructors
	Color()
	{
		*((int *)this) = 0;
	}
	Color(int color32)
	{
		*((int *)this) = color32;
	}
	Color(int _r, int _g, int _b)
	{
		SetColor(_r, _g, _b, 255);
	}
	Color(int _r, int _g, int _b, int _a)
	{
		SetColor(_r, _g, _b, _a);
	}

	// set the color
	// r - red component (0-255)
	// g - green component (0-255)
	// b - blue component (0-255)
	// a - alpha component, controls transparency (0 - transparent, 255 - opaque);
	void SetColor(int _r, int _g, int _b, int _a = 255)
	{
		_color[0] = (unsigned char)_r;
		_color[1] = (unsigned char)_g;
		_color[2] = (unsigned char)_b;
		_color[3] = (unsigned char)_a;
	}

	void GetColor(int &_r, int &_g, int &_b, int &_a) const
	{
		_r = _color[0];
		_g = _color[1];
		_b = _color[2];
		_a = _color[3];
	}

	void SetRawColor(int color32)
	{
		*((int*)this) = color32;
	}

	int GetRawColor() const
	{
		return *((int*)this);
	}

	int GetD3DColor() const
	{
		return ((int)((((_color[3]) & 0xff) << 24) | (((_color[0]) & 0xff) << 16) | (((_color[1]) & 0xff) << 8) | ((_color[2]) & 0xff)));
	}

	inline int r() const	{ return _color[0]; }
	inline int g() const	{ return _color[1]; }
	inline int b() const	{ return _color[2]; }
	inline int a() const	{ return _color[3]; }

	unsigned char &operator[](int index)
	{
		return _color[index];
	}

	const unsigned char &operator[](int index) const
	{
		return _color[index];
	}

	bool operator == (const Color &rhs) const
	{
		return (*((int *)this) == *((int *)&rhs));
	}

	bool operator != (const Color &rhs) const
	{
		return !(operator==(rhs));
	}

	Color &operator=(const Color &rhs)
	{
		SetRawColor(rhs.GetRawColor());
		return *this;
	}

	float* Base()
	{
		float clr[3];

		clr[0] = _color[0] / 255.0f;
		clr[1] = _color[1] / 255.0f;
		clr[2] = _color[2] / 255.0f;

		return &clr[0];
	}

	float Hue() const
	{
		if (_color[0] == _color[1] && _color[1] == _color[2])
		{
			return 0.0f;
		}

		float r = _color[0] / 255.0f;
		float g = _color[1] / 255.0f;
		float b = _color[2] / 255.0f;

		float max = r > g ? r : g > b ? g : b,
			min = r < g ? r : g < b ? g : b;
		float delta = max - min;
		float hue = 0.0f;

		if (r == max)
		{
			hue = (g - b) / delta;
		}
		else if (g == max)
		{
			hue = 2 + (b - r) / delta;
		}
		else if (b == max)
		{
			hue = 4 + (r - g) / delta;
		}
		hue *= 60;

		if (hue < 0.0f)
		{
			hue += 360.0f;
		}
		return hue;
	}

	float Saturation() const
	{
		float r = _color[0] / 255.0f;
		float g = _color[1] / 255.0f;
		float b = _color[2] / 255.0f;

		float max = r > g ? r : g > b ? g : b,
			min = r < g ? r : g < b ? g : b;
		float l, s = 0;

		if (max != min)
		{
			l = (max + min) / 2;
			if (l <= 0.5f)
				s = (max - min) / (max + min);
			else
				s = (max - min) / (2 - max - min);
		}
		return s;
	}

	float Brightness() const
	{
		float r = _color[0] / 255.0f;
		float g = _color[1] / 255.0f;
		float b = _color[2] / 255.0f;

		float max = r > g ? r : g > b ? g : b,
			min = r < g ? r : g < b ? g : b;
		return (max + min) / 2;
	}

	Color FromHSB(float hue, float saturation, float brightness)
	{
		float h = hue == 1.0f ? 0 : hue * 6.0f;
		float f = h - (int)h;
		float p = brightness * (1.0f - saturation);
		float q = brightness * (1.0f - saturation * f);
		float t = brightness * (1.0f - (saturation * (1.0f - f)));

		if (h < 1)
		{
			return Color(
				(unsigned char)(brightness * 255),
				(unsigned char)(t * 255),
				(unsigned char)(p * 255)
				);
		}
		else if (h < 2)
		{
			return Color(
				(unsigned char)(q * 255),
				(unsigned char)(brightness * 255),
				(unsigned char)(p * 255)
				);
		}
		else if (h < 3)
		{
			return Color(
				(unsigned char)(p * 255),
				(unsigned char)(brightness * 255),
				(unsigned char)(t * 255)
				);
		}
		else if (h < 4)
		{
			return Color(
				(unsigned char)(p * 255),
				(unsigned char)(q * 255),
				(unsigned char)(brightness * 255)
				);
		}
		else if (h < 5)
		{
			return Color(
				(unsigned char)(t * 255),
				(unsigned char)(p * 255),
				(unsigned char)(brightness * 255)
				);
		}
		else
		{
			return Color(
				(unsigned char)(brightness * 255),
				(unsigned char)(p * 255),
				(unsigned char)(q * 255)
				);
		}
	}

	static Color Red()			{ return Color(255, 0, 0); }
	static Color Green()		{ return Color(0, 255, 0); }
	static Color LightGreen()	{ return Color(128, 255, 128); }
	static Color Blue()			{ return Color(0, 0, 255); }
	static Color LightBlue()	{ return Color(100, 100, 255); }
	static Color Cyan()			{ return Color(0, 255, 255); }
	static Color LightGrey()	{ return Color(128, 128, 128); }
	static Color Grey()			{ return Color(84, 84, 84); }
	static Color DarkGrey()		{ return Color(45, 45, 45); }
	static Color Black()		{ return Color(0, 0, 0); }
	static Color White()		{ return Color(255, 255, 255); }
	static Color Yellow()		{ return Color(255, 255, 0); }
	static Color Purple()		{ return Color(220, 0, 220); }
	static Color Orange()		{ return Color(255, 102, 0); }
	static Color Pink()         { return Color(255, 20, 255); }

private:
	unsigned char _color[4];
};
#endif
Usage:
Code:
#include "Color.h"

...
WPM(EntityBase + 0x70, Color( R, G, B, A);
...

// R = red, G = green, B = blue, A = alpha
// Range --= 0.0f -> 255.0f
// Type: float.



): Just cuz i was sharing screen you commented first </3
u are insane, nice, it work, ty ty tyty

- - - Updated - - -

fuck this life.
Quote Originally Posted by SP1K3CSGO View Post
u are insane, nice, it work, ty ty tyty

- - - Updated - - -

fuck this life.
Oh gosh, that one is easy yeah? You are not even trying... Remove the "int" and change it to "Color", Or simple just remove the < int > and let just user.cmd(...);
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