Model indexes can be used to filter out models rendered in RE_AddRefEntityToScene or anywhere else.
Model index is in centity_t at 0xA8.
Here are some indexes I use:
Hint: The very first beginning of an ItemTimer is shown here
Kind regards,
mOwl
Code:
int* modelIndex = (int*)( ( DWORD ) dllHandles.hQuakeLive + 0x657160 + 0xA8 );
Model index is in centity_t at 0xA8.
Here are some indexes I use:
Code:
#define INDEX_ROCKET 13
#define INDEX_ROCKET_AMMO 24
#define INDEX_YELLOW_HEALTH 6
#define INDEX_SHOTGUN_AMMO 19
#define INDEX_GRENADE_AMMO 21
#define INDEX_LIGHTNING_AMMO 23
#define INDEX_PLASMA_AMMO 22
#define INDEX_RAILGUN_AMMO 25
#define INDEX_QUAD 29
#define INDEX_SHOTGUN 10
#define INDEX_FLAGCTF_BLUE 36
#define INDEX_FLAGCTF_RED 35
#define INDEX_FLAGSTATION_RED 1
#define INDEX_FLAGSTATION_BLUE 2
#define INDEX_GREEN_HEALTH 5
#define INDEX_YELLOW_ARMOR 2
#define INDEX_RED_ARMOR 3
Code:
for (int i = 0 ; i < MAX_ENTITIES ; i++ ) {
if ( modelIndex[ i ] == INDEX_ROCKET ) {
int x, y;
if ( 3DTo2DCoords( items[i].origin , &x, &y ) ) {
CG_DrawText(x, y, 0.15, "Rocket launcher");
}
}
}
Hint: The very first beginning of an ItemTimer is shown here
Kind regards,
mOwl