Alternate text rendering method with custom font.
Not 100% sure this will work but I don't see why not.
Pros:
-Less addresses than regular engine font.
-Use your own dtx font. (wow custom fonts yay)
-It's just fucking awesome.
Cons:
-Not using this is the only con.
All the following info is for the current patch of CANA.
Example:
All the missing shit should be in the attached sdk files.
VirusTotal
Jotti
Pros:
-Less addresses than regular engine font.
-Use your own dtx font. (wow custom fonts yay)
-It's just fucking awesome.
Cons:
-Not using this is the only con.
All the following info is for the current patch of CANA.
Code:
g_ITexInterface = 0x7C4B50 g_IFontManager = 0x7C4B4C g_ITexInterface + 0x8 = g_ITexInterface->CreateTextureFromName() g_IFontManager + 0x20 = g_IFontManager->CreateFont() m_Font + 0x58 = SetDefCharWidth() m_Font + 0x5C = SetDefCharHeight() m_Font + 0x70 = SetDefColor() m_Font + 0x78 = DrawString()
Code:
CUIFont* m_Font;
SharedTexture* m_Tex;
ILTFontManager* g_IFontManager;
ILTTexInterface* g_ITexInterface;
void DrawText(float x, float y, char* text)
{
if(m_Font)
{
if (g_IFontManager && g_ITexInterface)
{
g_ITexInterface->CreateTextureFromName(m_Tex,"console\\console_font.dtx");
if(m_Tex)
{
m_Font = g_IFontManager->CreateFont(m_Tex,9,9);
m_Font->SetDefCharWidth(7);
m_Font->SetDefCharHeight(9);
}
else
{
m_Font->SetDefColor(textColor);
m_Font->DrawString((float)10,(float)10,"wow ty based matt");
}
}
}
}
VirusTotal
Jotti


