Beispiel #1
0
    // add the glow componet to a object and assigns it a random glow color and tells it not to glow
    private void AddGlows(GameObject obj)
    {
        GlowObject go = obj.AddComponent <GlowObject>();

        go.glowColor = UnityEngine.Random.ColorHSV(0.2F, 1, 0.2F, 1, 0.2F, 1, 0, 0);
        go.Glow(false);
    }
Beispiel #2
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    void Start()
    {
        objectClicker = FindObjectOfType <ObjectClicker>();
        glowObject    = FindObjectOfType <GlowObject>();

        ActiveModel = Models[0];
        ActiveModel.GetComponent <DisassembleObject>().Enable();
    }
Beispiel #3
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    private void OnTriggerExit(Collider other)
    {
        GlowObject glowObj = gameObject.GetComponent <GlowObject>();

        if (glowObj != null)
        {
            glowObj.TurnOffGlow();
        }
    }
Beispiel #4
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    void Start()
    {
        player = GameObject.FindGameObjectWithTag("Player")?.GetComponent <PlayerController>();

        glowObj = gameObject.GetComponent <GlowObject>();

        if (player == null)
        {
            Debug.Log("No player found. Put the 'Player' tag on the player!");
        }
    }
Beispiel #5
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    public void AddGrowObject(GameObject obj)
    {
        Renderer renderer = obj.GetComponent <Renderer>();

        if (renderer != null && renderer.material.GetTag("RenderEffect", false) == "Glow2")
        {
            Material gmat = Instantiate(GlowObjectMaterial) as Material;
            gmat.color = renderer.material.GetColor("_GlowColor");
            GlowObject glowObj = new GlowObject(obj, renderer.material, gmat, obj.layer);
            GlowObjects.Add(glowObj);
        }
    }
 /// <summary>
 /// Remove object from list of glowing objects to be rendered. Updates (rebuilds) buffer.
 /// </summary>
 public void DeRegisterObject(GlowObject _glowObj)
 {
     glowingObjects.Remove(_glowObj);
     if (glowingObjects.Count < 1)         //Clearing for (almost)zero overhead when there's no active glow
     {
         glowBuff.Clear();
     }
     else
     {
         RebuildCommandBuffer();
     }
 }
 // Use this for initialization
 void Start()
 {
     GameObject[] targets = GameObject.FindGameObjectsWithTag("Target");
     foreach (GameObject target in targets)
     {
         GlowObject glow = target.GetComponent <GlowObject>();
         targetStates.Add(glow, glow.isFound);
         if (glow.isFound)
         {
             Debug.LogWarning("Target object " + target.name + " is starting the game marked as already found. That's weird.");
         }
     }
 }
Beispiel #8
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    void Start()
    {
        movt = ((MovieTexture)transform.root.GetComponentInChildren <Renderer>().material.mainTexture);

        ranges      = new Ranges(stepCount);
        parentTrans = transform.parent;
        glowPick    = GetComponentInChildren <GlowObject>();
        prb         = transform.root.GetComponent <Rigidbody>();
        rb          = GetComponent <Rigidbody>();

        //this is just the pick (for changing colors, etc)
        pickObject = transform.GetChild(0).gameObject;
        por        = pickObject.GetComponent <Renderer>();
        lowRange   = (int)Mathf.Floor(Random.Range(-angleThresh + stepCount, angleThresh - stepCount));
        highRange  = lowRange + stepCount;
    }
Beispiel #9
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        private void Start()
        {
            if (GetComponent <BoxCollider>())
            {
                myCollider         = GetComponent <BoxCollider>();
                myCollider.enabled = false;
            }

            myObjectPart = GetComponentInParent <ObjectPart>();
            myGlowObject = GetComponent <GlowObject>();

            gameObject.layer = LayerMask.NameToLayer("ObjectPart");

            startLocalPosition = transform.localPosition;
            startLocalRotation = transform.localRotation;
        }
Beispiel #10
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 void initGlowObjects()
 {
     foreach (GameObject obj in Object.FindObjectsOfType(typeof(GameObject)))
     {
         if (obj.activeInHierarchy)
         {
             Renderer renderer = obj.GetComponent <Renderer>();
             if (renderer != null && renderer.material.GetTag("RenderEffect", false) == "Glow2")
             {
                 Material gmat = Instantiate(GlowObjectMaterial) as Material;
                 gmat.color = renderer.material.GetColor("_GlowColor");
                 GlowObject glowObj = new GlowObject(obj, renderer.material, gmat, obj.layer);
                 GlowObjects.Add(glowObj);
                 //Debug.Log(obj.name);
             }
         }
     }
 }
Beispiel #11
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    public override void OnInspectorGUI()
    {
        GlowObject glowObj = (GlowObject)target;

        DrawDefaultInspector();

        GUILayout.Space(10);
        if (GUILayout.Button("Start Glowing"))
        {
            glowObj.Glow(true);
        }

        GUILayout.Space(10);
        if (GUILayout.Button("Stop Glowing"))
        {
            glowObj.Glow(false);
        }
    }
Beispiel #12
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    static void SetHalo(GameObject o, bool on)
    {
        GlowObject glow = o.GetComponent <GlowObject>();

        if (glow == null)
        {
            glow = o.GetComponentsInChildren <GlowObject>()[0];
        }

        if (glow != null)
        {
            if (on)
            {
                glow.Activate();
            }
            else
            {
                glow.Deactivate();
            }
        }
    }
Beispiel #13
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    private void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.tag == "Player")
        {
            if (activateOnEnter)
            {
                Activate();
            }
            else
            {
                if (player.interacting)
                {
                    Activate();
                }
            }
        }
        GlowObject glowObj = gameObject.GetComponent <GlowObject>();

        if (glowObj != null)
        {
            glowObj.TurnOnGlow();
        }
    }
Beispiel #14
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        public static void MainLoop()
        {
            while (true)
            {
                int        GlowBase   = ReadMemory <int>((int)g_pClient + dwGlowObjectManager);
                int        Local      = ReadMemory <int>((int)g_pClient + dwLocalPlayer);
                int        LocalTeam  = ReadMemory <int>(Local + m_iTeamNum);
                int        LocalFlash = ReadMemory <int>(Local + m_flFlashMaxAlpha);
                int        LocalFov   = ReadMemory <int>(Local + m_iFOVStart);
                int        LocalScope = ReadMemory <int>(Local + m_bIsScoped);
                GlowObject GlowObj    = new GlowObject();
                #region EntityLoop
                for (var i = 0; i <= 64; i++)
                {
                    int EntBase = ReadMemory <int>((int)g_pClient + dwEntityList + i * 0x10);
                    if (EntBase == 0)
                    {
                        continue;
                    }
                    int Dormant = ReadMemory <int>(EntBase + m_bDormant);
                    if (Dormant == 1)
                    {
                        continue;
                    }
                    int  Team      = ReadMemory <int>(EntBase + m_iTeamNum);
                    int  GlowIndex = ReadMemory <int>(EntBase + m_iGlowIndex);
                    int  Spotted   = ReadMemory <int>(EntBase + m_bSpotted);
                    bool Visible   = IsVisible(Local, EntBase);
                    var  M8        = (Team == LocalTeam);
                    if (Globals.bRadar)
                    {
                        if (Spotted == 0 && !M8)
                        {
                            WriteMemory <int>(EntBase + m_bSpotted, 1);
                        }
                    }
                    if (Globals.bGlow)
                    {
                        GlowObj = ReadMemory <GlowObject>(GlowBase + GlowIndex * 0x38);
                        if (Globals.iGlowMode == 1 && M8)
                        {
                            continue;
                        }
                        if (Globals.iGlowMode == 2 && !Visible)
                        {
                            continue;
                        }
                        GlowObj.r = M8 ? 0.0f : 1.0f;
                        GlowObj.g = M8 ? 1.0f : 0.0f;
                        GlowObj.b = 0.0f;
                        GlowObj.a = 0.7f;
                        GlowObj.m_bRenderWhenOccluded   = true;
                        GlowObj.m_bRenderWhenUnoccluded = false;
                        GlowObj.m_bFullBloom            = false;
                        WriteMemory <GlowObject>(GlowBase + GlowIndex * 0x38, GlowObj);
                    }
                    #region Trigger Bot
                    var iCrosshairIndex = ReadMemory <int>(EntBase + m_iCrosshairId);
                    var iCrossBase      = ReadMemory <int>((int)g_pClient + dwEntityList + (iCrosshairIndex - 1) * 0x10);
                    var iCrossTeam      = ReadMemory <int>(iCrossBase + m_iTeamNum);
                    var HoldingKey      = GetAsyncKeyState(Globals.iTriggerKey);
                    var M8onCross       = (iCrossTeam == LocalTeam);
                    if (((HoldingKey & 0x8000) > 0) && (iCrosshairIndex > 0 && iCrosshairIndex < 65))
                    {
                        if (M8onCross)
                        {
                            continue;
                        }

                        Thread.Sleep(20); // delay before shoot in ms
                        WriteMemory <int>((int)g_pClient + dwForceAttack, 5);
                        Thread.Sleep(80); // delay between shoots in ms
                        WriteMemory <int>((int)g_pClient + dwForceAttack, 4);
                        Thread.Sleep(5);  // delay after shoot in ms
                    }
                    #endregion
                }
                #endregion
                #region NoEntityLoopThings
                if (Globals.bNoflash)
                {
                    if (LocalFlash > 1)
                    {
                        WriteMemory <int>(Local + m_flFlashMaxAlpha, 0);
                    }
                }
                if (Globals.bFov)
                {
                    if (LocalScope == 0)
                    {
                        if (LocalFov != 90)
                        {
                            WriteMemory <int>(Local + m_iFOVStart, 90);
                        }
                    }
                }
                #endregion

                Thread.Sleep(5); // to avoid huge usage CPU
            }
        }
Beispiel #15
0
        public static void WallHackThread()
        {
            while (true)
            {
                if (!Globals.WallHackEnabled)
                {
                    Thread.Sleep(Globals.IdleWait);
                    continue;
                }
                if (!EngineDLL.InGame)
                {
                    Thread.Sleep(Globals.IdleWait);
                    continue;
                }

                int mp = EngineDLL.MaxPlayer;
                for (int i = 0; i < mp; i++)
                {
                    CBaseEntity baseEntity = entityList[i];
                    if (baseEntity == null)
                    {
                        continue;
                    }
                    CCSPlayer entity = new CCSPlayer(baseEntity);
                    if (entity == null)
                    {
                        continue;
                    }
                    if (entity.Dormant)
                    {
                        continue;
                    }
                    if (entity.Health <= 0)
                    {
                        continue;
                    }

                    if (entity.Team != CBasePlayer.Team)
                    {
                        GlowObject glowObject = entityList[i].GlowObject;
                        glowObject.r                       = Globals.WallHackEnemy.R / 255;
                        glowObject.g                       = Globals.WallHackEnemy.G / 255;
                        glowObject.b                       = Globals.WallHackEnemy.B / 255;
                        glowObject.a                       = 0.7f;
                        glowObject.m_bFullBloom            = Globals.WallHackFullEnabled;
                        glowObject.m_nGlowStyle            = Globals.WallHackGlowOnly ? 1 : 0;
                        glowObject.m_bRenderWhenOccluded   = true;
                        glowObject.m_bRenderWhenUnoccluded = false;

                        entityList[i].GlowObject = glowObject;
                    }
                    else
                    {
                        GlowObject glowObject = entityList[i].GlowObject;
                        glowObject.r                       = 0 / 255;
                        glowObject.g                       = 255 / 255;
                        glowObject.b                       = 0 / 255;
                        glowObject.a                       = 0.7f;
                        glowObject.m_bFullBloom            = Globals.WallHackFullEnabled;
                        glowObject.m_nGlowStyle            = Globals.WallHackGlowOnly ? 1 : 0;
                        glowObject.m_bRenderWhenOccluded   = true;
                        glowObject.m_bRenderWhenUnoccluded = false;

                        entityList[i].GlowObject = glowObject;
                    }
                }

                Thread.Sleep(Globals.UsageDelay);
            }
        }
Beispiel #16
0
        public static void start()
        {
            while (true)
            {
                int        Local      = Memory.ReadMemory <int>((int)Memory.g_pClient + Offsets.dwLocalPlayer);
                int        LocalTeam  = Memory.ReadMemory <int>(Local + Offsets.m_iTeamNum);
                bool       LocalScope = Memory.ReadMemory <bool>(Local + Offsets.m_bIsScoped);
                int        LocalFlash = Memory.ReadMemory <int>(Local + Offsets.m_flFlashMaxAlpha);
                int        LocalFlags = Memory.ReadMemory <int>(Local + Offsets.m_fFlags);
                int        GlowBase   = Memory.ReadMemory <int>((int)Memory.g_pClient + Offsets.dwGlowObjectManager);
                GlowObject GlowObj    = new GlowObject();

                {
                    if (Settings.Flash.enabled == true)
                    {
                        Memory.WriteMemory <int>(Local + Offsets.m_flFlashMaxAlpha, 0);
                    }
                    else
                    {
                        Memory.WriteMemory <int>(Local + Offsets.m_flFlashMaxAlpha, 255);
                    }
                }


                {
                    if (Settings.Bunnyhop.enabled == true)
                    {
                        var bunnyhopKey = Imports.GetAsyncKeyState(Settings.Bunnyhop.key);
                        //KEY NOT PRESSED / DOWN = 0; KEY PRESSED / DOWN = not 0
                        // == , !=
                        if ((bunnyhopKey & 0x8000) > 0)
                        {
                            if (LocalFlags == 257 || LocalFlags == 263 || LocalFlags == 1281 || LocalFlags == 1287)
                            {
                                Memory.WriteMemory <int>((int)Memory.g_pClient + Offsets.dwForceJump, 6);
                            }
                        }
                    }
                }


                {
                    for (int i = 0; i <= 64; i++)
                    {
                        int  EntityBase    = Memory.ReadMemory <int>((int)Memory.g_pClient + Offsets.dwEntityList + i * 0x10);
                        int  EntityTeam    = Memory.ReadMemory <int>(EntityBase + Offsets.m_iTeamNum);
                        int  EntityHealth  = Memory.ReadMemory <int>(EntityBase + Offsets.m_iHealth);
                        bool EntitySpotted = Memory.ReadMemory <bool>(EntityBase + Offsets.m_bSpotted);
                        int  GlowIndex     = Memory.ReadMemory <int>(EntityBase + Offsets.m_iGlowIndex);

                        GlowObj = Memory.ReadMemory <GlowObject>(GlowBase + GlowIndex * 0x38);

                        if (Settings.Glowteam.enabled == true)
                        {
                            if (EntityTeam == LocalTeam)
                            {
                                //TEAMMATE
                                GlowObj.r = 0f;
                                GlowObj.g = 0f;
                                GlowObj.b = 1;
                            }
                        }

                        if (Settings.Glowenemy.enabled == true)
                        {
                            if (EntityTeam != LocalTeam)
                            {
                                //ENEMY
                                //HAS OVER 50HP RED
                                //LESS THAN 50HP ORANGE - R = 1; G = 0.5; B = 0;
                                // if ::: health == 0  ; health != 0 ;  health > 50 || health < 50
                                if (EntityHealth > 50)
                                {
                                    //OVER 50HP
                                    GlowObj.r = 1f;
                                    GlowObj.g = 0f;
                                }
                                else
                                {
                                    //UNDER 50HP
                                    GlowObj.r = 1f;
                                    GlowObj.g = 0.4f;
                                }
                                GlowObj.b = 0f;
                            }
                        }

                        //IF TEAMMATE: RED = 0; GREEN 0; BLUE = 1;
                        //IF ENEMY: RED = 1; GREEN 0; BLUE = 0;
                        //
                        //ENEMY GLOW BY HEALTH
                        GlowObj.a = 1f;
                        GlowObj.m_bRenderWhenOccluded   = true;
                        GlowObj.m_bRenderWhenUnoccluded = false;
                        GlowObj.m_bFullBloom            = false;
                        if (Settings.Glow.enabled == true)
                        {
                            Memory.WriteMemory <GlowObject>(GlowBase + GlowIndex * 0x38, GlowObj);
                        }

                        if (Settings.Radar.enabled == true)
                        {
                            if (EntityTeam != LocalTeam)
                            {
                                if (EntitySpotted == false)
                                {
                                    Memory.WriteMemory <bool>(EntityBase + Offsets.m_bSpotted, true);
                                }
                            }
                        }
                    }
                }
                Thread.Sleep(1);
            }
        }
Beispiel #17
0
        public static void EngineChams()
        {
            while (true)
            {
                // Check If Glow is Enabled
                if (Settings.m_bEngineChams)
                {
                    for (var i = 0; i < 64; i++)
                    {
                        // Check If Our Entity Is Valid
                        if (Arrays.Entity[i].m_iBase == 0)
                        {
                            continue;
                        }
                        if (Arrays.Entity[i].m_iBase == LocalPlayer.m_iBase)
                        {
                            continue;
                        }
                        if (Arrays.Entity[i].m_iHealth < 1)
                        {
                            continue;
                        }
                        if (Arrays.Entity[i].m_iDormant == 1)
                        {
                            continue;
                        }

                        Color Color = Arrays.Entity[i].m_iTeam != LocalPlayer.m_iTeam ? Color.FromArgb(255, 255, 0, 0) : Color.FromArgb(180, 0, 255, 0);


                        GlowObject GlowObj = new GlowObject();

                        GlowObj = ManageMemory.ReadMemory <GlowObject>(LocalPlayer.m_iGlowBase + Arrays.Entity[i].m_iGlowIndex * 0x38);

                        GlowObj.r = Color.R / 255;
                        GlowObj.g = Color.G / 255;
                        GlowObj.b = Color.B / 255;
                        GlowObj.a = Color.A / 255;
                        GlowObj.m_bRenderWhenOccluded   = true;
                        GlowObj.m_bRenderWhenUnoccluded = false;
                        GlowObj.m_bFullBloom            = false;

                        //GlowObj.SplitScreenSlot = 0xFFFFFFFF;

                        ManageMemory.WriteMemory <GlowObject>(LocalPlayer.m_iGlowBase + Arrays.Entity[i].m_iGlowIndex * 0x38, GlowObj);


                        /*
                         * ManageMemory.WriteMemory<float>(LocalPlayer.m_iGlowBase + Arrays.Entity[i].m_iGlowIndex * 0x38 + 0x4, (float)Color.R / 255);
                         * ManageMemory.WriteMemory<float>(LocalPlayer.m_iGlowBase + Arrays.Entity[i].m_iGlowIndex * 0x38 + 0x8, (float)Color.G / 255);
                         * ManageMemory.WriteMemory<float>(LocalPlayer.m_iGlowBase + Arrays.Entity[i].m_iGlowIndex * 0x38 + 0xC, (float)Color.B / 255);
                         * ManageMemory.WriteMemory<float>(LocalPlayer.m_iGlowBase + Arrays.Entity[i].m_iGlowIndex * 0x38 + 0x10, 1.0f);
                         * ManageMemory.WriteMemory<byte>(LocalPlayer.m_iGlowBase + Arrays.Entity[i].m_iGlowIndex * 0x38 + 0x24, 1);
                         *
                         * //GlowObj = ManageMemory.ReadMemory<GlowObject>(LocalPlayer.m_iGlowBase + Arrays.Entity[i].m_iGlowIndex * 0x38);
                         */
                    }
                }
                Thread.Sleep(5);
            }
        }
 /// <summary>
 /// Add object to list of glowing objects to be rendered.
 /// </summary>
 public void RegisterObject(GlowObject _glowObj)
 {
     glowingObjects.Add(_glowObj);
     RebuildCommandBuffer();
 }
Beispiel #19
0
 private void Start()
 {
     glowControl = GetComponent <GlowObject>();
 }