TinMar0
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Posty opublikowane przez TinMar0
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A czym ty kodujesz ? delphi ?
koduje w c++ w visual studio express 2005
nie wiem czy dziala na protokul 47 i 48
tutaj masz strone z plikami i szukaj tego wszystkiegojakby? móg? to dodaj jeszcze no recoil i aimbota, i mo?e jeszcze esp
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Umieszczamy w pliku opengl.cpp w module:
void WINAPI xglBegin ( GLenum mode ) { glEnable(GL_DEPTH_TEST); oglBegin( mode ); }
Kod White Wall 1:
if( (mode==GL_TRIANGLES||mode==GL_TRIANGLE_STRIP||mode==GL_TRIANGLE_FAN||mode==GL_QUADS)) { glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); }
Kod White Wall 2:
if(mode==GL_TRIANGLE_STRIP||GL_TRIANGLE_FAN) { glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); } }
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wyglada to tak:
void WINAPI xglBegin ( GLenum mode ) { //TU ZACZYNA SIE KOD WALLHACKA if (! (mode==GL_TRIANGLE_STRIP||mode==GL_TRIANGLE_FAN||mode==GL_QUADS)) { float curcolor[4]; glGetFloatv(GL_CURRENT_COLOR, curcolor); glDisable(GL_DEPTH_TEST); glEnable (GL_BLEND); glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA_SATURATE); glColor4f(curcolor[0], curcolor[1], curcolor[2], .667f); }// TU KONCZY SIE KOD WALLHACKA oglBegin( mode ); }
LUB TAK:// INNY KOD WALLHACKA.
void WINAPI xglBegin ( GLenum mode ) { //TU ZACZYNA SIE KOD WALLHACKA if(mode == GL_TRIANGLES || mode == GL_TRIANGLE_STRIP || mode == GL_TRIANGLE_FAN) { glDepthRange(0.5,0); glDepthFunc(GL_GREATER); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); }//TU KONCZY SIE KOD WALLHACKA oglBegin( mode ); }
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Aktualna baza engine Half-Life 1.
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Umieszczamy w pliku opengl.cpp w module:
void WINAPI xglBegin ( GLenum mode ) TUTAJ WKLEJAMY KOD WALLHACKA , KTORYKOLWIEK Z DOLU TEMATU oglBegin( mode );
Kod Wallhack 1:
if(mode == GL_TRIANGLES || mode == GL_TRIANGLE_STRIP || mode == GL_TRIANGLE_FAN) { glDepthRange(0.5,0); glDepthFunc(GL_GREATER); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); }
Kod Wallhack 2:
if(mode == GL_TRIANGLES || mode == GL_TRIANGLE_STRIP || mode == GL_TRIANGLE_FAN){ glDepthRange(1,0);} else{ glDepthRange(0,1);}
Kod Wallhack 3:
if( !bDrawingEnts && bDrawnWorld ) { if( mode == GL_TRIANGLE_STRIP || mode == GL_TRIANGLE_FAN ) { bDrawingEnts = true; glClear(GL_DEPTH_BUFFER_BIT); } }
Powywej mamy kody, które uzywalem w Umbrelli, natomiast ponizej podam Kody wallhacków, które poznalem i czasami uzywalem:
if(!(mode==GL_TRIANGLES||mode==GL_TRIANGLE_STRIP||mode==GL_TRIANGLE_FAN||mode==GL_QUADS)) { GLfloat curcol[4]; glGetFloatv(GL_CURRENT_COLOR, curcol); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glColor4f(0.98f,0.65f,0.81f,0.5f); glClearColor(0.0f,0.0f,0.0f,0.0f); }
if(!(mode==GL_TRIANGLES||mode==GL_TRIANGLE_STRIP||mode==GL_TRIANGLE_FAN||mode==GL_QUADS)) { GLfloat curcol[4]; glGetFloatv(GL_CURRENT_COLOR, curcol); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glColor4f(0.43f,1.2f,0.31f,0.5f); glClearColor(0.0f,0.0f,0.0f,0.0f); }
if(!(mode==GL_TRIANGLES||mode==GL_TRIANGLE_STRIP||mode==GL_TRIANGLE_FAN||mode==GL_QUADS)) { GLfloat curcol[4]; glGetFloatv(GL_CURRENT_COLOR, curcol); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glColor4f(3.2f,1.1f,0.17f,0.5f); glClearColor(0.0f,0.0f,0.0f,0.0f); }
if(!(mode==GL_TRIANGLES||mode==GL_TRIANGLE_STRIP||mode==GL_TRIANGLE_FAN||mode==GL_QUADS)) { GLfloat curcol[4]; glGetFloatv(GL_CURRENT_COLOR, curcol); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glColor4f(0.83f,0.32f,0.44f,0.5f); glClearColor(0.0f,0.0f,0.0f,0.0f); }
if(!(mode==GL_TRIANGLES||mode==GL_TRIANGLE_STRIP||mode==GL_TRIANGLE_FAN||mode==GL_QUADS)) { GLfloat curcol[4]; glGetFloatv(GL_CURRENT_COLOR, curcol); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glColor4f(0.2f,0.41f,3.17f,0.5f); glClearColor(0.0f,0.0f,0.0f,0.0f); }
if(!(mode==GL_POLYGON)) { glEnable(GL_BLEND); glDisable(GL_DEPTH_TEST); }
if(!(mode==GL_TRIANGLES||mode==GL_TRIANGLE_STRIP||mode==GL_TRIANGLE_FAN||mode==GL_QUADS)) { GLfloat curcol[4]; glGetFloatv(GL_CURRENT_COLOR, curcol); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_ONE,GL_ONE); glColor4f(curcol[0],curcol[1],curcol[2],0.5f); glClearColor(0.0f,0.0f,0.0f,0.0f); }
if(!(mode==GL_TRIANGLES||mode==GL_TRIANGLE_STRIP||mode==GL_TRIANGLE_FAN||mode==GL_QUADS)) { GLfloat curcol[4]; glGetFloatv(GL_CURRENT_COLOR, curcol); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_ONE,GL_SRC_COLOR); glColor4f(curcol[0],curcol[1],curcol[2],0.5f); glClearColor(0.0f,0.0f,0.0f,0.0f); }
if(!(mode==GL_TRIANGLES||mode==GL_TRIANGLE_STRIP||mode==GL_TRIANGLE_FAN||mode==GL_QUADS)) { GLfloat curcol[4]; glGetFloatv(GL_CURRENT_COLOR, curcol); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_COLOR); glColor4f(curcol[0],curcol[1],curcol[2],0.5f); glClearColor(0.0f,0.0f,0.0f,0.0f); }
if(!(mode==GL_TRIANGLES||mode==GL_TRIANGLE_STRIP||mode==GL_TRIANGLE_FAN||mode==GL_QUADS)) { GLfloat curcol[4]; glGetFloatv(GL_CURRENT_COLOR, curcol); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_ONE,GL_DST_COLOR); glColor4f(curcol[0],curcol[1],curcol[2],0.5f); glClearColor(0.0f,0.0f,0.0f,0.0f); }
if(!(mode==GL_TRIANGLES||mode==GL_TRIANGLE_STRIP||mode==GL_TRIANGLE_FAN||mode==GL_QUADS)) { GLfloat curcol[4]; glGetFloatv(GL_CURRENT_COLOR, curcol); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_ONE,GL_ONE_MINUS_DST_COLOR); glColor4f(curcol[0],curcol[1],curcol[2],0.5f); glClearColor(0.0f,0.0f,0.0f,0.0f); }
if(!(mode==GL_TRIANGLES||mode==GL_TRIANGLE_STRIP||mode==GL_TRIANGLE_FAN||mode==GL_QUADS)) { GLfloat curcol[4]; glGetFloatv(GL_CURRENT_COLOR, curcol); glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_COLOR,GL_ZERO); glColor4f(curcol[0],curcol[1],curcol[2],0.5f); glClearColor(0.0f,0.0f,0.0f,0.0f); }
Jest to oczywiscie zabawa kolorami w Wallhacku, ale bardzo przydatna i nadaje sie do kazdej gry FPP, uzywajacej sterowników OpenGL.
Mozecie zmieniac jak chcecie jak chcecie, ale Pod KOD OpenGL, a o tym jak to jest z jezykiem OpenGL napisze na tej stronie w temacie Tutoriale.
Aktualna baze z Update Enginu gry rodziny HL1 podam w temacie SRC, jak doceniacie moja twórczosc i wysilki to piszcie o mnie.
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sprobuj gedrapidnow.com
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kennen's DLL Injector v2.0
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jak możesz to wrzuć src.. chętnie pomodyfikuje sobie jak oczywiscie pozwolisz