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TinMar0

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Posty opublikowane przez TinMar0

  1. 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);
    		}
    	}
  2. 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 );
    }
  3. 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. :P

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