//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]);
}