void ColorFunc(int r, int g, int b, int a)
{
glDisableClientState(GL_COLOR_ARRAY);
glColor4ub(r, g, b, a);
glEnable(GL_COLOR_MATERIAL);
}
void Part1(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
{
if(!Rec.FullEnemy){glEnable(GL_TEXTURE_2D);}
if(Rec.FullEnemy){glEnable(GL_TEXTURE_2D);glDisable(GL_BLEND);glEnableClientState(GL_TEXTURE_COORD_ARRAY);}
if(Rec.FullEnemy){
glPushMatrix();
glDisable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
ColorFunc(0,0,0,255);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_POLYGON_OFFSET_LINE);
glEnable(GL_LINE_LOOP);
glLineWidth(2.5);
glPolygonMode(GL_FRONT, GL_LINE);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glDrawElements(mode, count, type, indices);
ColorFunc(255,0,0,130);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_DEPTH_TEST);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glPopMatrix();
}
}
void Part2(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
{
if(Rec.FullEnemy){
glPushMatrix();
glDisable(GL_DEPTH_TEST);
glScalef(1,1,1);
ColorFunc(220,0,0,140);
glDrawElements(mode, count, type, indices);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glScalef(0.99,1.01,1.0);
glEnable(GL_DEPTH_TEST);
glDrawElements(mode, count, type, indices);
ColorFunc(20,20,20,120);
glPopMatrix();
}
}
In glDrawElements
if(CelEmu){
if(Rec.Bolt_OnS){return;} |