Source Code OpenGL Model Logger

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Solaire

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Dec 15, 2013
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So I've got a pretty basic model logger going for OpenGL games, and I've run into an issue with AssaultCube.

The models render like this when attempting to apply a wallhack + cham to them.

C++:
//glDrawElements Counts
#define Player (count == 534 || count == 537 || count == 540 || count == 543 || count == 546 || count == 549 || count == 552 || count == 555 || count == 558 || count == 561 || count == 564 || count == 567 || count == 570 || count == 573 || count == 576)

//In glDrawElements
if Player
{
    //Credits to Liduen
	glDisable(GL_TEXTURE_2D);
	glDisableClientState(GL_COLOR_ARRAY);
	glEnable(GL_COLOR_MATERIAL);

	glDepthFunc(GL_LEQUAL); // normal state
	glColor3f(1.0f, 0.0f, 0.0f); // red before walls
	__glDrawElements(mode, count, type, indicies);

	glDepthFunc(GL_GREATER);
	glColor3f(0.0f, 1.0f, 0.0f); // green behind walls
	__glDrawElements(mode, count, type, indicies);

	glDisable(GL_COLOR_MATERIAL);
	glEnableClientState(GL_COLOR_ARRAY);
	glEnable(GL_TEXTURE_2D);
	glDepthFunc(GL_LEQUAL); // restore normal state
}
I found that when I have the model logger checking between 0 - 100, then I reset the graphics (Change resolution, etc), the models to render in color and through the edges of walls. This doesn't work for player's though. Completely confused as to why AssaultCube has these issues, yet if I were to hook the same functions in Half-Life 1, it would work just fine.

Full Model Logger Source:
Hooks.h
Source.cpp

EDIT:
Any sort of attempt to modify depth buffers is incredibly glitchy with AssaultCube.
 
Last edited:

Solaire

Respected Hacker
Dank Tier VIP
Dec 15, 2013
1,051
16,353
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I like the idea of that BatchGrab. :)
Pretty usefull!
Thanks! I've seen a few people do that with their loggers, so I did it here since it makes things go a bit faster :D
 
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