ViKiNG SDK [Internal]

Posts 16–19 of 19 · Page 2 of 2
Quote Originally Posted by WasserEsser View Post
The link filter exists for a reason, and you are bypassing it.

If you want viking to know about what you are talking about, either copy the content of the page and credit the original page with "uc" or tell him what to search in order to get to the page.
Oh, that's what you mean. I removed it.
Thank you, Sir!
@viking911
Code:
class TextureHolder
{
public:
	typedef std::shared_ptr<TextureHolder> Ptr;
	TextureHolder()
		: m_pSurface(INTERFACES.GetSurface()), m_iH(0), m_iW(0), m_bgColor(255, 255, 255, 255), m_bValid(false)
	{ };
 
	TextureHolder(const unsigned char* pRawRGBAData, uint32 W, uint32 H) 
		: m_pSurface(INTERFACES.GetSurface()), m_iH(H), m_iW(W), m_bgColor(255, 255, 255, 255), m_bValid(false)
	{
		m_iTexture = m_pSurface->CreateNewTextureID(true);
		if (!m_iTexture)
			return;
		m_pSurface->DrawSetTextureRGBA(m_iTexture, pRawRGBAData, W, H, false, false);
		m_bValid = true;
	};
 
	bool IsValid() const
	{
		return m_bValid; 
	};
 
	int GetTextureId() const
	{
		return m_iTexture;
	};
 
	bool Draw(int x, int y, float scale = 1.0)
	{
		if (!m_pSurface->IsTextureIDValid(m_iTexture))
			return false;
		m_pSurface->DrawSetColor(m_bgColor);
		m_pSurface->DrawSetTexture(m_iTexture);
		m_pSurface->DrawTexturedRect( x, y, x + m_iW * scale, y + m_iH * scale );
		return true;
	};
 
protected:
	uint32 m_iTexture;
	uint32 m_iW, m_iH;
	Color  m_bgColor;
	bool   m_bValid;
 
	vgui::ISurface* m_pSurface;
};
credits goes to Joan @ uc.wiki
Quote Originally Posted by xzackcc View Post
Oh, that's what you mean. I removed it.
Thank you, Sir!
@viking911
Code:
class TextureHolder
{
public:
	typedef std::shared_ptr<TextureHolder> Ptr;
	TextureHolder()
		: m_pSurface(INTERFACES.GetSurface()), m_iH(0), m_iW(0), m_bgColor(255, 255, 255, 255), m_bValid(false)
	{ };
 
	TextureHolder(const unsigned char* pRawRGBAData, uint32 W, uint32 H) 
		: m_pSurface(INTERFACES.GetSurface()), m_iH(H), m_iW(W), m_bgColor(255, 255, 255, 255), m_bValid(false)
	{
		m_iTexture = m_pSurface->CreateNewTextureID(true);
		if (!m_iTexture)
			return;
		m_pSurface->DrawSetTextureRGBA(m_iTexture, pRawRGBAData, W, H, false, false);
		m_bValid = true;
	};
 
	bool IsValid() const
	{
		return m_bValid; 
	};
 
	int GetTextureId() const
	{
		return m_iTexture;
	};
 
	bool Draw(int x, int y, float scale = 1.0)
	{
		if (!m_pSurface->IsTextureIDValid(m_iTexture))
			return false;
		m_pSurface->DrawSetColor(m_bgColor);
		m_pSurface->DrawSetTexture(m_iTexture);
		m_pSurface->DrawTexturedRect( x, y, x + m_iW * scale, y + m_iH * scale );
		return true;
	};
 
protected:
	uint32 m_iTexture;
	uint32 m_iW, m_iH;
	Color  m_bgColor;
	bool   m_bValid;
 
	vgui::ISurface* m_pSurface;
};
credits goes to Joan @ uc.wiki
Never done this before, i will take a closer look when i get's home from school.
Quote Originally Posted by viking911 View Post
Never done this before, i will take a closer look when i get's home from school.
Alright. Thank you for your time.
May you can tell me a totally noobie way to draw a custom textures as like bmp/png file on the screen? :P
hey, i noob making internal hack, i was wondering. im getting the error error C2061: syntax error : identifier 'FontDrawType_t', how / where do i define said fontdrawtype & FONT_DRAW_DEFAULT? probably a noob question but im starting to try to learn painting to csgo as i have only used createmove hooks before.
Posts 16–19 of 19 · Page 2 of 2

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