wall hack

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wall hack

楼层直达
作弊辅导员_h

ZxID:1019634

等级: 元老
定做作弊器
举报 只看楼主 使用道具 楼主   发表于: 2007-07-03 0


//nightvision wall hack


  if  (!(mode==GL_TRIANGLES||mode==GL_TRIANGLE_STRIP||mode==GL_TRIANGLE_FAN||mode==GL_QUADS))
    {
         ColorEntry* c = colorList.get(31);
         glColor3f(c->onebased_r, c->onebased_g, c->onebased_b);
         float curcolor[4];
         glGetFloatv(GL_CURRENT_COLOR, curcolor);
         glDisable(GL_DEPTH_TEST);
         glEnable (GL_BLEND);
         glBlendFunc(1,2),(GL_DEPTH_TEST, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA_SATURATE);
         glColor4f(0.0,1.0,0.0,.40);
         glClearColor(0.0,1.0,0.0,.40);
      }


//1. Model hack
if (cvar.model)//cvar.model :-)
if(mode == GL_TRIANGLE_STRIP)
{
glDisable(GL_DEPTH_TEST);
}
//End of Modelhack
---------------------------------
case 1:   // Doesnt mess up the gun when used like xqz style does
   if (!(mode==GL_TRIANGLE_STRIP||mode==GL_TRIANGLE_FAN||mode==GL_QUADS))
      {
         ColorEntry* c = colorList.get(51);
         p_fnglColor3f( c->onebased_r, c->onebased_g, c->onebased_b);
         float curcolor[4];
         p_fnglGetFloatv(GL_CURRENT_COLOR, curcolor);
         p_fnglDisable(GL_DEPTH_TEST);
         p_fnglEnable (GL_BLEND);
         oglBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA_SATURATE);
         oglColor4f(curcolor[0], curcolor[1], curcolor[2], .2 );
         cvar.nosky=1;
         cvar.trans=0;
         cvar.tran_team=0;
      }
      else if(mode==GL_TRIANGLES || mode==GL_TRIANGLE_STRIP || mode==GL_TRIANGLE_FAN)
      {
         p_fnglEnable(GL_DEPTH_TEST);
         p_fnglDisable(GL_BLEND);
      }
   }


now just change Code:
ColorEntry* c = colorList.get(51);


to any number (you don't have to use 51) and then when u put a different number go to color.cpp and add this Code:
add("wallhack" ,255,0,0      ); // index:51


and then in game go into console and type color wallhack blah blah blah and blah blah blah is standing for the color numbers u want..hope u enjoy!
---------------------------


-----------------------------------------------------------
//4. Special Wallhack
if (cvar.wall)
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(curcol[0],curcol[1],curcol[2],0.5f);   
glClearColor(0.0f,0.0f,0.0f,0.0f);
}
---------------
dunno if it wrks

wireframe with no color

void APIENTRY pglClear(GLbitfield mask)
{
mask = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
oglClear(mask);
}


---------------------------------------
azorbix wall

bool bWalls = false;
int iDrawn = 0;
float origin[] = {0.0f, 0.0f, 0.0f};
float GetDistance(const float *src, const float *dst);


void APIENTRY my_glBegin(GLenum mode)
{
    if(mode != GL_TRIANGLES && mode != GL_TRIANGLE_STRIP && mode != GL_TRIANGLE_FAN && mode != GL_QUADS)
    {
        bWalls = true;
        glDisable(GL_DEPTH_TEST);
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    }
    else
    {
        bWalls = false;
    }

    glBegin(mode);
}

void APIENTRY my_glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
{
    iDrawn++;

    glViewport(x, y, width, height);
}

void APIENTRY my_glTranslatef(GLfloat x, GLfloat y, GLfloat z)
{
    if(iDrawn == 2 && (x != 0 || y != 0 || z != 0))
    { //get our origin on the world
        origin[0] = x*-1;
        origin[1] = y*-1;
        origin[2] = z*-1;
    }

    glTranslatef(x, y, z);
}

void APIENTRY my_glVertex3fv(const GLfloat *v)
{
    if(bWalls)
    {
        float dist = GetDistance(v, origin);
   
        dist /= 3000;
   
        if(dist > 1.0f)            dist = 1.0f;
        else if(dist < 0.1f)    dist = 0.1f;

        dist = 1.0f - dist; //comment this if you want to change how it blends (farther or closer)
   
        glColor4f(1.0f, 1.0f, 1.0f, dist);
    }

    glVertex3fv(v);
}

void APIENTRY my_wglSwapBuffers(HDC hDC)
{
    iDrawn = 0;

    wglSwapBuffers(hDC);
}

float GetDistance(const float *src, const float *dst)
{
    float ang[3] =
    {
        dst[0] - src[0],
        dst[1] - src[1],
        dst[2] - src[2]
    };

    return (float)sqrt(ang[0]*ang[0] + ang[1]*ang[1] + ang[2]*ang[2]);
}

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零零漆

ZxID:1117890

等级: 上士
举报 只看该作者 沙发   发表于: 2007-07-04 0
我倒,都是E文的
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