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And again .. Drawing a texture C#


l1qht
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I want to display my texture in the game, i use RagehookPlugin but I can also use the native features

 

I have looked at me already in the documentation but it was not helpful. So I need your help

 

and i have no idea how I should make it

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Use DRAW_SPRITE to DRAW texture that are inside V's folder... If you dont know how to use it you can check on decompiled scripts...

 

EDIT: that's what i use to draw textures iside game called by v's folder..

void DrawSprite(char * Streamedtexture, char * textureName, float x, float y, float width, float height, float rotation, int r, int g, int b, int a){	GRAPHICS::REQUEST_STREAMED_TEXTURE_DICT(Streamedtexture, false);	GRAPHICS::HAS_STREAMED_TEXTURE_DICT_LOADED(Streamedtexture);	GRAPHICS::DRAW_SPRITE(Streamedtexture, textureName, x, y, width, height, rotation, r, g, b, a);}then call thisDrawSprite("mpmissmarkers256", "foot_race_icon", 0.8800, 0.82, 0.13, 0.18, speed, 255, 255, 255, 255);
Edited by pillow
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Use DRAW_SPRITE to DRAW texture that are inside V's folder... If you dont know how to use it you can check on decompiled scripts...

 

EDIT: that's what i use to draw textures iside game called by v's folder..

void DrawSprite(char * Streamedtexture, char * textureName, float x, float y, float width, float height, float rotation, int r, int g, int b, int a){	GRAPHICS::REQUEST_STREAMED_TEXTURE_DICT(Streamedtexture, false);	GRAPHICS::HAS_STREAMED_TEXTURE_DICT_LOADED(Streamedtexture);	GRAPHICS::DRAW_SPRITE(Streamedtexture, textureName, x, y, width, height, rotation, r, g, b, a);}then call thisDrawSprite("mpmissmarkers256", "foot_race_icon", 0.8800, 0.82, 0.13, 0.18, speed, 255, 255, 255, 255);

I am kind of new to programming and C++; how come you have this function that returns a BOOL -- "GRAPHICS::HAS_STREAMED_TEXTURE_DICT_LOADED(Streamedtexture);" -- just on its own, without a while loop to wait for the texture to load? I mean something like this:

while (!GRAPHICS::HAS_STREAMED_TEXTURE_DICT_LOADED(Streamedtexture))     WAIT(0);

Or is that already implied simply when you call that native? Am I missing something?

Edited by whorse
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Use DRAW_SPRITE to DRAW texture that are inside V's folder... If you dont know how to use it you can check on decompiled scripts...

 

EDIT: that's what i use to draw textures iside game called by v's folder..

void DrawSprite(char * Streamedtexture, char * textureName, float x, float y, float width, float height, float rotation, int r, int g, int b, int a){	GRAPHICS::REQUEST_STREAMED_TEXTURE_DICT(Streamedtexture, false);	GRAPHICS::HAS_STREAMED_TEXTURE_DICT_LOADED(Streamedtexture);	GRAPHICS::DRAW_SPRITE(Streamedtexture, textureName, x, y, width, height, rotation, r, g, b, a);}then call thisDrawSprite("mpmissmarkers256", "foot_race_icon", 0.8800, 0.82, 0.13, 0.18, speed, 255, 255, 255, 255);

I am kind of new to programming and C++; how come you have this function that returns a BOOL -- "GRAPHICS::HAS_STREAMED_TEXTURE_DICT_LOADED(Streamedtexture);" -- just on its own, without a while loop to wait for the texture to load? I mean something like this:

while (!GRAPHICS::HAS_STREAMED_TEXTURE_DICT_LOADED(Streamedtexture))     WAIT(0);

Or is that already implied simply when you call that native? Am I missing something?

 

this is a void, just copy/paste what i sent to you if you are working on C++, put it on your main.cpp

 

this:

void DrawSprite(char * Streamedtexture, char * textureName, float x, float y, float width, float height, float rotation, int r, int g, int b, int a){	GRAPHICS::REQUEST_STREAMED_TEXTURE_DICT(Streamedtexture, false);	GRAPHICS::HAS_STREAMED_TEXTURE_DICT_LOADED(Streamedtexture);	GRAPHICS::DRAW_SPRITE(Streamedtexture, textureName, x, y, width, height, rotation, r, g, b, a);}

then if you want for example call it and load a texture, put the "DrawSprite()" under a loop, so do like that..

bool loadtexture;if(loadtexture){    DrawSprite("mpmissmarkers256", "foot_race_icon", 0.8800, 0.82, 0.13, 0.18, speed, 255, 255, 255, 255);}
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