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    using FX_DrawLine?!

    how to use "FX_DrawLine",
    i did that for aknglock originally but maybe other can need it.

    credits:
    Valve (original "FX_DrawLine")
    Mattdog <3

    Code:
    void draw_lazer_beam(Vector origin,QAngle angles , DWORD color , float lengh, float with)
    {
        Vector vForward;
        AngleVectors(angles, &vForward, 0, 0);
        Vector end = origin + vForward * lengh;
    
        //Get the proper orientation for the line
        Vector lineDir, viewDir;
        VectorSubtract( end, origin, lineDir );
        VectorSubtract( end, get_local_player()->GetEyesPos(), viewDir );
    
        Vector cross = lineDir.Cross( viewDir );
    
        VectorNormalize( cross );
    
        //Bind the material
        IMaterial* m_pMatBeam    = (IMaterial*)FindMaterial("sprites\\physbeam",NULL,0,0);    //m_pMaterialSyetem
        IMesh* pMesh            = (IMesh*)GetDynamicMesh( true, NULL, NULL, m_pMatBeam );//m_pMaterialSyetem
    
        Vector tmp;
        CMeshBuilder meshBuilder;
        meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
    
        VectorMA( origin, -with, cross, tmp );
        meshBuilder.Position3fv( tmp.Base() );
        meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
        meshBuilder.Color4ub( RED(color),GREEN(color),BLUE(color),ALPHA(color) );
        meshBuilder.Normal3fv( cross.Base() );
        meshBuilder.AdvanceVertex();
    
        VectorMA( origin, with, cross, tmp );
        meshBuilder.Position3fv( tmp.Base() );
        meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
        meshBuilder.Color4ub( RED(color),GREEN(color),BLUE(color),ALPHA(color) );
        meshBuilder.Normal3fv( cross.Base() );
        meshBuilder.AdvanceVertex();
    
        VectorMA( end, with, cross, tmp );
        meshBuilder.Position3fv( tmp.Base() );
        meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
        meshBuilder.Color4ub( RED(color),GREEN(color),BLUE(color),ALPHA(color) );
        meshBuilder.Normal3fv( cross.Base() );
        meshBuilder.AdvanceVertex();
    
        VectorMA( end, -with, cross, tmp );
        meshBuilder.Position3fv( tmp.Base() );
        meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
        meshBuilder.Color4ub( RED(color),GREEN(color),BLUE(color),ALPHA(color) );
        meshBuilder.Normal3fv( cross.Base() );
        meshBuilder.AdvanceVertex();
    
        meshBuilder.End();
    
        //////////////////////////////////////////////////////////////////////////
        // for 3D drawing in 2d draw
        CViewSetup myView;
        Frustum m_pFrustum;
        GetPlayerView(myView);                        //m_pClient
        Push3DView(myView,0,false,0,m_pFrustum);        //m_pRender
        //////////////////////////////////////////////////////////////////////////
        pMesh->Draw();
        //////////////////////////////////////////////////////////////////////////
        PopView(m_pFrustum);                        //m_pRender
        //////////////////////////////////////////////////////////////////////////
    }
    [IMG]

    [/IMG]






    gibs coins @
    1KatP9B8KG7mvcoFhdLGua1isG88nYZE8C


    #2
    I already did a function to draw lines with hl2 materials but thats nice

    Comment


      #3
      nice work v3n0m4!!

      Comment


        #4
        Originally posted by Patrick from GD- View Post
        Code:
        void FX_DrawLineEx( const Vector &start, const Vector &end, float scale, IMaterial *pMaterial, const color32 &color,Vector ViewPos )
        {
        	Vector			lineDir, viewDir;
        	//Get the proper orientation for the line
        	VectorSubtract( end, start, lineDir );
        	VectorSubtract( end, ViewPos, viewDir );
        
        	Vector cross = lineDir.Cross( viewDir );
        
        	VectorNormalize( cross );
        
        	//Bind the material
        	IMesh* pMesh = gMaterialSystem.GetDynamicMesh( true, NULL, NULL, pMaterial );
        	CMeshBuilder meshBuilder;
        
        	Vector			tmp;
        	meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
        
        	VectorMA( start, -scale, cross, tmp );
        	meshBuilder.Position3fv( tmp.Base() );
        	meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
        	meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
        	meshBuilder.Normal3fv( cross.Base() );
        	meshBuilder.AdvanceVertex();
        
        	VectorMA( start, scale, cross, tmp );
        	meshBuilder.Position3fv( tmp.Base() );
        	meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
        	meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
        	meshBuilder.Normal3fv( cross.Base() );
        	meshBuilder.AdvanceVertex();
        
        	VectorMA( end, scale, cross, tmp );
        	meshBuilder.Position3fv( tmp.Base() );
        	meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
        	meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
        	meshBuilder.Normal3fv( cross.Base() );
        	meshBuilder.AdvanceVertex();
        
        	VectorMA( end, -scale, cross, tmp );
        	meshBuilder.Position3fv( tmp.Base() );
        	meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
        	meshBuilder.Color4ub( color.r, color.g, color.b, color.a );
        	meshBuilder.Normal3fv( cross.Base() );
        	meshBuilder.AdvanceVertex();
        
        	meshBuilder.End();
        	pMesh->Draw();
        }
        
        }
        didnt patrick show this on GD couple year ago
        credits to pato too or no?
        Last edited by Guest; 05-27-2008, 12:40 AM.

        Comment


          #5
          Originally posted by maples View Post
          [..]credits to pato too or no?
          no, no, no
          I 0x90 you!

          Comment


            #6
            Originally posted by maples View Post
            didnt patrick show this on GD couple year ago
            credits to pato too or no?
            yep if im right he used FX_DrawLine in old hlh,
            but no i not used his code as example so its why he is not credited anyway i <3 him

            ps:
            who showed it is tetsuo if im right,
            but new engine need to do some other call to draw that in 2d place "esp"






            gibs coins @
            1KatP9B8KG7mvcoFhdLGua1isG88nYZE8C

            Comment


              #7
              3333>

              i search a good source code for Dods with aimbot and other stuff i know this is the same engine as counter strike source but css hacks are not work in dods.

              Comment


                #8
                Originally posted by czkb
                how to use "FX_DrawLine",
                i did that for aknglock originally but maybe other can need it.

                credits:
                Valve (original "FX_DrawLine")
                Mattdog <3

                Code:
                void draw_lazer_beam(Vector origin,QAngle angles , DWORD color , float lengh, float with)
                {
                    Vector vForward;
                    AngleVectors(angles, &vForward, 0, 0);
                    Vector end = origin + vForward * lengh;
                
                    //Get the proper orientation for the line
                    Vector lineDir, viewDir;
                    VectorSubtract( end, origin, lineDir );
                    VectorSubtract( end, get_local_player()->GetEyesPos(), viewDir );
                
                    Vector cross = lineDir.Cross( viewDir );
                
                    VectorNormalize( cross );
                
                    //Bind the material
                    IMaterial* m_pMatBeam    = (IMaterial*)FindMaterial("spritesphysbeam",NULL,0,0);    //m_pMaterialSyetem
                    IMesh* pMesh            = (IMesh*)GetDynamicMesh( true, NULL, NULL, m_pMatBeam );//m_pMaterialSyetem
                
                    Vector tmp;
                    CMeshBuilder meshBuilder;
                    meshBuilder.Begin( pMesh, MATERIAL_QUADS, 1 );
                
                    VectorMA( origin, -with, cross, tmp );
                    meshBuilder.Position3fv( tmp.Base() );
                    meshBuilder.TexCoord2f( 0, 1.0f, 1.0f );
                    meshBuilder.Color4ub( RED(color),GREEN(color),BLUE(color),ALPHA(color) );
                    meshBuilder.Normal3fv( cross.Base() );
                    meshBuilder.AdvanceVertex();
                
                    VectorMA( origin, with, cross, tmp );
                    meshBuilder.Position3fv( tmp.Base() );
                    meshBuilder.TexCoord2f( 0, 0.0f, 1.0f );
                    meshBuilder.Color4ub( RED(color),GREEN(color),BLUE(color),ALPHA(color) );
                    meshBuilder.Normal3fv( cross.Base() );
                    meshBuilder.AdvanceVertex();
                
                    VectorMA( end, with, cross, tmp );
                    meshBuilder.Position3fv( tmp.Base() );
                    meshBuilder.TexCoord2f( 0, 0.0f, 0.0f );
                    meshBuilder.Color4ub( RED(color),GREEN(color),BLUE(color),ALPHA(color) );
                    meshBuilder.Normal3fv( cross.Base() );
                    meshBuilder.AdvanceVertex();
                
                    VectorMA( end, -with, cross, tmp );
                    meshBuilder.Position3fv( tmp.Base() );
                    meshBuilder.TexCoord2f( 0, 1.0f, 0.0f );
                    meshBuilder.Color4ub( RED(color),GREEN(color),BLUE(color),ALPHA(color) );
                    meshBuilder.Normal3fv( cross.Base() );
                    meshBuilder.AdvanceVertex();
                
                    meshBuilder.End();
                
                    //////////////////////////////////////////////////////////////////////////
                    // for 3D drawing in 2d draw
                    CViewSetup myView;
                    Frustum m_pFrustum;
                    GetPlayerView(myView);                        //m_pClient
                    Push3DView(myView,0,false,0,m_pFrustum);        //m_pRender
                    //////////////////////////////////////////////////////////////////////////
                    pMesh->Draw();
                    //////////////////////////////////////////////////////////////////////////
                    PopView(m_pFrustum);                        //m_pRender
                    //////////////////////////////////////////////////////////////////////////
                }
                [IMG]

                [/IMG]

                Code:
                do
                {
                	printf("n34t sh1tz v3ni b3ni !!1 <3\n");
                }while(true);
                I 0x90 you!

                Comment


                  #9
                  Hi,

                  i don?t know if v3n is using a new sdk or something

                  GetPlayerView(myView); //m_pClient
                  Push3DView(myView,0,false,0,m_pFrustum); //m_pRender
                  PopView(m_pFrustum); //m_pRender
                  These three functions dont seem to be in my sdk...
                  error C2039: 'GetPlayerView' : is not a member of 'IBaseClientDLL'
                  'PopView' : is not a member of 'IVRenderView' SDKivrenderview.h(151) : see declaration of 'IVRenderView'
                  error C2039: 'Push3DView' : is not a member of 'IVRenderView'
                  Do i have to update my sdk?

                  Comment


                    #10
                    Seems, that u use the SDK of RH Pub BaseHook

                    Thx Gordon` 3>


                    i search a good source code for Dods with aimbot and other stuff i know this is the same engine as counter strike source but css hacks are not work in dods.

                    Comment


                      #11
                      from when is the sdk you posted?

                      Comment


                        #12
                        Gordons Pixeldraw

                        i search a good source code for Dods with aimbot and other stuff i know this is the same engine as counter strike source but css hacks are not work in dods.

                        Comment


                          #13
                          I got some problems too.

                          I found this in my SDK:

                          PHP Code:
                          extern IMeshg_pMesh;
                          bool g_bMesh false;

                          void FX_DrawLine( const Vector &start, const Vector &endfloat scaleIMaterial *pMaterial, const color32 &color )
                          {
                              
                          g_bMesh true;

                              if (
                          g_pMesh == NULL || pMaterial == NULL)
                                  return;


                              
                          Vector            lineDirviewDir;
                              
                          //Get the proper orientation for the line
                              
                          VectorSubtractendstartlineDir );
                              
                          VectorSubtractendCurrentViewOrigin(), viewDir );
                              
                              
                          Vector cross lineDir.CrossviewDir );

                              
                          VectorNormalizecross );

                              
                          //Bind the material
                              
                          IMeshpMesh g_pMesh;

                              if (!
                          pMesh)
                                  return;
                              
                              
                          CMeshBuilder meshBuilder;

                              
                          Vector            tmp;
                              
                          meshBuilder.BeginpMeshMATERIAL_QUADS);

                              
                          VectorMAstart, -scalecrosstmp );
                              
                          meshBuilder.Position3fvtmp.Base() );
                              
                          meshBuilder.TexCoord2f01.0f1.0f );
                              
                          meshBuilder.Color4ubcolor.rcolor.gcolor.bcolor.);
                              
                          meshBuilder.Normal3fvcross.Base() );
                              
                          meshBuilder.AdvanceVertex();

                              
                          VectorMAstartscalecrosstmp );
                              
                          meshBuilder.Position3fvtmp.Base() );
                              
                          meshBuilder.TexCoord2f00.0f1.0f );
                              
                          meshBuilder.Color4ubcolor.rcolor.gcolor.bcolor.);
                              
                          meshBuilder.Normal3fvcross.Base() );
                              
                          meshBuilder.AdvanceVertex();

                              
                          VectorMAendscalecrosstmp );
                              
                          meshBuilder.Position3fvtmp.Base() );
                              
                          meshBuilder.TexCoord2f00.0f0.0f );
                              
                          meshBuilder.Color4ubcolor.rcolor.gcolor.bcolor.);
                              
                          meshBuilder.Normal3fvcross.Base() );
                              
                          meshBuilder.AdvanceVertex();

                              
                          VectorMAend, -scalecrosstmp );
                              
                          meshBuilder.Position3fvtmp.Base() );
                              
                          meshBuilder.TexCoord2f01.0f0.0f );
                              
                          meshBuilder.Color4ubcolor.rcolor.gcolor.bcolor.);
                              
                          meshBuilder.Normal3fvcross.Base() );
                              
                          meshBuilder.AdvanceVertex();

                              
                          meshBuilder.End();
                              
                          pMesh->Draw();

                          And I made the following fot a RH Base:

                          PHP Code:
                          bool g_bMesh false;

                          void FX_DrawLine( const Vector &start, const Vector &endfloat scaleIMaterial *pMaterial, const color32 &color )
                          {
                              
                          g_bMesh true;
                              if(
                          pMaterial == NULL)
                                  return;
                              
                              
                          IMeshg_pMesh HalFLife2.m_pMaterialSystem->GetDynamicMeshtrueNULLNULLpMaterial );
                              
                              if (
                          g_pMesh == NULL)
                                  return;


                              
                          Vector            lineDirviewDir;
                              
                          //Get the proper orientation for the line
                              
                          VectorSubtractendstartlineDir );
                              
                          VectorSubtractendHalFLife2.m_pMyPlayer->BaseEnt()->EyePosition(), viewDir );
                              
                              
                          Vector cross lineDir.CrossviewDir );
                              
                          VectorNormalizecross );

                              
                          //Bind the material
                              
                          IMeshpMesh g_pMesh;

                              if (!
                          pMesh)
                                  return;
                              
                              
                          CMeshBuilder meshBuilder;

                              
                          Vector            tmp;
                              
                          meshBuilder.BeginpMeshMATERIAL_QUADS);

                              
                          VectorMAstart, -scalecrosstmp );
                              
                          meshBuilder.Position3fvtmp.Base() );
                              
                          meshBuilder.TexCoord2f01.0f1.0f );
                              
                          meshBuilder.Color4ubcolor.rcolor.gcolor.bcolor.);
                              
                          meshBuilder.Normal3fvcross.Base() );
                              
                          meshBuilder.AdvanceVertex();

                              
                          VectorMAstartscalecrosstmp );
                              
                          meshBuilder.Position3fvtmp.Base() );
                              
                          meshBuilder.TexCoord2f00.0f1.0f );
                              
                          meshBuilder.Color4ubcolor.rcolor.gcolor.bcolor.);
                              
                          meshBuilder.Normal3fvcross.Base() );
                              
                          meshBuilder.AdvanceVertex();

                              
                          VectorMAendscalecrosstmp );
                              
                          meshBuilder.Position3fvtmp.Base() );
                              
                          meshBuilder.TexCoord2f00.0f0.0f );
                              
                          meshBuilder.Color4ubcolor.rcolor.gcolor.bcolor.);
                              
                          meshBuilder.Normal3fvcross.Base() );
                              
                          meshBuilder.AdvanceVertex();

                              
                          VectorMAend, -scalecrosstmp );
                              
                          meshBuilder.Position3fvtmp.Base() );
                              
                          meshBuilder.TexCoord2f01.0f0.0f );
                              
                          meshBuilder.Color4ubcolor.rcolor.gcolor.bcolor.);
                              
                          meshBuilder.Normal3fvcross.Base() );
                              
                          meshBuilder.AdvanceVertex();

                              
                          meshBuilder.End();
                              
                          pMesh->Draw();

                          Calling:

                          PHP Code:
                          IMaterialm_pMatBeam    HalFLife2.m_pMaterialSystem->FindMaterial("spritesphysbeam",NULL,0,0); 
                          static 
                          color32 white = {255,255,255,255};
                          FX_DrawLine(pBaseEntity->EyePosition(),vecDir,5,m_pMatBeam,white); 
                          But nothing appears. Its the samew code like in the SDK ;/

                          i search a good source code for Dods with aimbot and other stuff i know this is the same engine as counter strike source but css hacks are not work in dods.

                          Comment


                            #14
                            Originally posted by fibens View Post
                            Hi,

                            i don?t know if v3n is using a new sdk or something



                            These three functions dont seem to be in my sdk...


                            Do i have to update my sdk?
                            yes you still use sdk from 2005,
                            just update it and it should be fine.






                            gibs coins @
                            1KatP9B8KG7mvcoFhdLGua1isG88nYZE8C

                            Comment


                              #15
                              Originally posted by floxy View Post
                              I got some problems too.

                              I found this in my SDK:

                              PHP Code:
                              extern IMeshg_pMesh;
                              bool g_bMesh false;

                              void FX_DrawLine( const Vector &start, const Vector &endfloat scaleIMaterial *pMaterial, const color32 &color )
                              {
                                  
                              g_bMesh true;

                                  if (
                              g_pMesh == NULL || pMaterial == NULL)
                                      return;


                                  
                              Vector            lineDirviewDir;
                                  
                              //Get the proper orientation for the line
                                  
                              VectorSubtractendstartlineDir );
                                  
                              VectorSubtractendCurrentViewOrigin(), viewDir );
                                  
                                  
                              Vector cross lineDir.CrossviewDir );

                                  
                              VectorNormalizecross );

                                  
                              //Bind the material
                                  
                              IMeshpMesh g_pMesh;

                                  if (!
                              pMesh)
                                      return;
                                  
                                  
                              CMeshBuilder meshBuilder;

                                  
                              Vector            tmp;
                                  
                              meshBuilder.BeginpMeshMATERIAL_QUADS);

                                  
                              VectorMAstart, -scalecrosstmp );
                                  
                              meshBuilder.Position3fvtmp.Base() );
                                  
                              meshBuilder.TexCoord2f01.0f1.0f );
                                  
                              meshBuilder.Color4ubcolor.rcolor.gcolor.bcolor.);
                                  
                              meshBuilder.Normal3fvcross.Base() );
                                  
                              meshBuilder.AdvanceVertex();

                                  
                              VectorMAstartscalecrosstmp );
                                  
                              meshBuilder.Position3fvtmp.Base() );
                                  
                              meshBuilder.TexCoord2f00.0f1.0f );
                                  
                              meshBuilder.Color4ubcolor.rcolor.gcolor.bcolor.);
                                  
                              meshBuilder.Normal3fvcross.Base() );
                                  
                              meshBuilder.AdvanceVertex();

                                  
                              VectorMAendscalecrosstmp );
                                  
                              meshBuilder.Position3fvtmp.Base() );
                                  
                              meshBuilder.TexCoord2f00.0f0.0f );
                                  
                              meshBuilder.Color4ubcolor.rcolor.gcolor.bcolor.);
                                  
                              meshBuilder.Normal3fvcross.Base() );
                                  
                              meshBuilder.AdvanceVertex();

                                  
                              VectorMAend, -scalecrosstmp );
                                  
                              meshBuilder.Position3fvtmp.Base() );
                                  
                              meshBuilder.TexCoord2f01.0f0.0f );
                                  
                              meshBuilder.Color4ubcolor.rcolor.gcolor.bcolor.);
                                  
                              meshBuilder.Normal3fvcross.Base() );
                                  
                              meshBuilder.AdvanceVertex();

                                  
                              meshBuilder.End();
                                  
                              pMesh->Draw();

                              And I made the following fot a RH Base:

                              PHP Code:
                              bool g_bMesh false;

                              void FX_DrawLine( const Vector &start, const Vector &endfloat scaleIMaterial *pMaterial, const color32 &color )
                              {
                                  
                              g_bMesh true;
                                  if(
                              pMaterial == NULL)
                                      return;
                                  
                                  
                              IMeshg_pMesh HalFLife2.m_pMaterialSystem->GetDynamicMeshtrueNULLNULLpMaterial );
                                  
                                  if (
                              g_pMesh == NULL)
                                      return;


                                  
                              Vector            lineDirviewDir;
                                  
                              //Get the proper orientation for the line
                                  
                              VectorSubtractendstartlineDir );
                                  
                              VectorSubtractendHalFLife2.m_pMyPlayer->BaseEnt()->EyePosition(), viewDir );
                                  
                                  
                              Vector cross lineDir.CrossviewDir );
                                  
                              VectorNormalizecross );

                                  
                              //Bind the material
                                  
                              IMeshpMesh g_pMesh;

                                  if (!
                              pMesh)
                                      return;
                                  
                                  
                              CMeshBuilder meshBuilder;

                                  
                              Vector            tmp;
                                  
                              meshBuilder.BeginpMeshMATERIAL_QUADS);

                                  
                              VectorMAstart, -scalecrosstmp );
                                  
                              meshBuilder.Position3fvtmp.Base() );
                                  
                              meshBuilder.TexCoord2f01.0f1.0f );
                                  
                              meshBuilder.Color4ubcolor.rcolor.gcolor.bcolor.);
                                  
                              meshBuilder.Normal3fvcross.Base() );
                                  
                              meshBuilder.AdvanceVertex();

                                  
                              VectorMAstartscalecrosstmp );
                                  
                              meshBuilder.Position3fvtmp.Base() );
                                  
                              meshBuilder.TexCoord2f00.0f1.0f );
                                  
                              meshBuilder.Color4ubcolor.rcolor.gcolor.bcolor.);
                                  
                              meshBuilder.Normal3fvcross.Base() );
                                  
                              meshBuilder.AdvanceVertex();

                                  
                              VectorMAendscalecrosstmp );
                                  
                              meshBuilder.Position3fvtmp.Base() );
                                  
                              meshBuilder.TexCoord2f00.0f0.0f );
                                  
                              meshBuilder.Color4ubcolor.rcolor.gcolor.bcolor.);
                                  
                              meshBuilder.Normal3fvcross.Base() );
                                  
                              meshBuilder.AdvanceVertex();

                                  
                              VectorMAend, -scalecrosstmp );
                                  
                              meshBuilder.Position3fvtmp.Base() );
                                  
                              meshBuilder.TexCoord2f01.0f0.0f );
                                  
                              meshBuilder.Color4ubcolor.rcolor.gcolor.bcolor.);
                                  
                              meshBuilder.Normal3fvcross.Base() );
                                  
                              meshBuilder.AdvanceVertex();

                                  
                              meshBuilder.End();
                                  
                              pMesh->Draw();

                              Calling:

                              PHP Code:
                              IMaterialm_pMatBeam    HalFLife2.m_pMaterialSystem->FindMaterial("spritesphysbeam",NULL,0,0); 
                              static 
                              color32 white = {255,255,255,255};
                              FX_DrawLine(pBaseEntity->EyePosition(),vecDir,5,m_pMatBeam,white); 
                              But nothing appears. Its the samew code like in the SDK ;/
                              this stuff is 3d drawing but we call it were we draw in 2dso we need to do this
                              //////////////////////////////////////////////////////////////////////////
                              // for 3D drawing in 2d draw
                              CViewSetup myView;
                              Frustum m_pFrustum;
                              GetPlayerView(myView); //m_pClient
                              Push3DView(myView,0,false,0,m_pFrustum); //m_pRender
                              //////////////////////////////////////////////////////////////////////////
                              //hre our 3d draw will be drawed in 2d space
                              FX_DrawLine(pBaseEntity->EyePosition(),vecDir,5,m_pMatBeam,white);
                              //////////////////////////////////////////////////////////////////////////
                              PopView(m_pFrustum); //m_pRender

                              or nothing will be rendered.
                              //////////////////////////////////////////////////////////////////////////






                              gibs coins @
                              1KatP9B8KG7mvcoFhdLGua1isG88nYZE8C

                              Comment


                                #16
                                Re: using FX_DrawLine?!

                                Incase someone is still using this GetDynamicMesh has switched place:

                                Code:
                                CMatRenderContextPtr pRenderContext( pMaterialSystem ); // credits: http://digitalpaintball.net
                                	
                                if( !pRenderContext )
                                	return;
                                
                                IMesh* pMesh = pRenderContext->GetDynamicMesh( true, NULL, NULL, (IMaterial*)pModelHack->MatBeam );
                                also, Push3DView has one parameter less:

                                Code:
                                pRenderViewTable->Push3DView(myView,0,0,m_pFrustum);
                                Hook FindMaterial and:
                                Code:
                                IMaterial* pTemp = 0;
                                if(!strcmp(pTextureGroupName, "ClientEffect textures"))
                                {
                                	if(!strcmp(pMaterialName, "sprites/physbeam" ))
                                	{
                                		pModelHack->MatBeam = (IMaterial*)pTemp;
                                	}
                                	pLogger->Write( "logs\\textures.log", pMaterialName );
                                }
                                Code:
                                sprites/steam1
                                sprites/bubble
                                sprites/laserbeam
                                sprites/blueglow1
                                sprites/purpleglow1
                                sprites/purplelaser1
                                sprites/white
                                sprites/physbeam
                                sprites/gunsmoke
                                there's also plenty other cool sprites in TextureGroup "Other textures"

                                kthxbai.
                                lolmaoman: Germans are born with a lifetime x22 login engraved into their birth certificates. True story.
                                I DONT HAVE TEAMVIEWER AND IM NOT GOING TO GIVE ANY 24/7 ONLINE SUPPORT VIA STEAM, XFIRE OR OTHER IM PROGRAMS SO DONT BOTHER ASKING. THANKS.

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