Dxt-Code[V]
10-13-2011, 01:15 AM
I don't do game hacking much anymore, so here it is.
class C_IVDebugOverlay
{
public:
virtual void AddEntityTextOverlay(int ent_index, int line_offset, float duration, int r, int g, int b, int a, const char *format, ...) = 0;
virtual void Function1(); //
virtual void Function2(); //
virtual void Function6(); //
virtual void AddTextOverlay(const D3DXVECTOR3& origin, float duration, const char *format, ...) = 0;
virtual void AddTextOverlay(const D3DXVECTOR3& origin, int line_offset, float duration, const char *format, ...) = 0;
virtual void AddScreenTextOverlay(float flXPos, float flYPos,float flDuration, int r, int g, int b, int a, const char *text) = 0;
virtual void Function7(); //
virtual void Function8(); //
virtual void Function9(); //
};//Size=0x0040
C_IVDebugOverlay* pDebugOverlay = ( C_IVDebugOverlay* )GEngine->CaptureInterface( GEngine->CaptureFactory( "engine.dll" ), "VDebugOverlay003" );
DebugOverlay draws in game only.
Looks like this. No need for any hooking of D3D.
http://screensnapr.com/e/uDDcmg.png
for( int i = 0; i < 33; ++ )
{
pDebugOverlay->AddEntityTextOverlay(i, 0, 0.001, 255, 000, 000, 255, "ClientEntity" );
}
Yay for quick esp?
class C_IVDebugOverlay
{
public:
virtual void AddEntityTextOverlay(int ent_index, int line_offset, float duration, int r, int g, int b, int a, const char *format, ...) = 0;
virtual void Function1(); //
virtual void Function2(); //
virtual void Function6(); //
virtual void AddTextOverlay(const D3DXVECTOR3& origin, float duration, const char *format, ...) = 0;
virtual void AddTextOverlay(const D3DXVECTOR3& origin, int line_offset, float duration, const char *format, ...) = 0;
virtual void AddScreenTextOverlay(float flXPos, float flYPos,float flDuration, int r, int g, int b, int a, const char *text) = 0;
virtual void Function7(); //
virtual void Function8(); //
virtual void Function9(); //
};//Size=0x0040
C_IVDebugOverlay* pDebugOverlay = ( C_IVDebugOverlay* )GEngine->CaptureInterface( GEngine->CaptureFactory( "engine.dll" ), "VDebugOverlay003" );
DebugOverlay draws in game only.
Looks like this. No need for any hooking of D3D.
http://screensnapr.com/e/uDDcmg.png
for( int i = 0; i < 33; ++ )
{
pDebugOverlay->AddEntityTextOverlay(i, 0, 0.001, 255, 000, 000, 255, "ClientEntity" );
}
Yay for quick esp?