温柔作弊显示敌方awp超长瞄准线,绝对好用
cvar.h
int awpline;
cvar.cpp
REGISTER_CVAR_INT (awpline ,0);
client.cpp
int GetTargetWeaponID(int ax)
{
if(ax==-1)
return -1;
else
return burstInfo.getWeaponID(gGetWeaponName(vPlayers[ax].getEnt()->curstate.weaponmodel));
}
bool TargeHaveDangeWeapon(int ax)
{
int weaponid=GetTargetWeaponID(ax);
if(weaponid==WEAPON_AWP)
return true;
else
return false;
}
static void playerRenderOptions(cl_entity_s* ent)
{
ColorEntry* color = PlayerColor(ent->index);
if (!cvar.opencheat && isEnemy(ent->index) && TargeHaveDangeWeapon(ent->index))
{
if( (cvar.awpline == 1 &&
ent->curstate.gaitsequence != 3 &&
ent->curstate.gaitsequence != 4 &&
ent->curstate.gaitsequence != 5 &&
ent->curstate.gaitsequence != 6 ) ||
cvar.awpline == 2
)
{
vec3_t vecEnd, up, right, forward, EntViewOrg;
VectorCopy(ent->origin,EntViewOrg);
if (ent->curstate.usehull == 0)
EntViewOrg[2] += 17;
else if (ent->curstate.usehull == 1)
EntViewOrg[2] += 12;
gEngfuncs.pfnAngleVectors (ent->angles, forward, right, up);
forward[2] = -forward[2];
vec3_t vecBegin(EntViewOrg);
vecBegin[0]+=forward[0]*22;
vecBegin[1]+=forward[1]*22;
vecBegin[2]+=forward[2]*22;
vecEnd = vecBegin + forward * 99999;
int beamindex = gEngfuncs.pEventAPI->EV_FindModelIndex("sprites/laserbeam.spr");
gEngfuncs.pEfxAPI->R_BeamPoints(vecBegin,vecEnd,beamindex,0.001f,0.9f,0, 32,2,0,10,color->fr,color->fg,color->fb);
}
}
}
awpline 0 关闭瞄准线
awpline 1 敌方AWP静止时,显示瞄准线(温柔模式很好用)
awpline 2 敌方AWP静止和走动时,都显示瞄准线 (AWP多了,绝对花眼)
注意:nosky必须为0,否则看不到瞄准线
[ 此贴被ghost-dd在2007-10-28 23:02重新编辑 ]