View Full Version : CSS Sprite ESP
03-06-2005, 06:20 AM
first you need to Load the TTF named "cstrike.ttf" or "cs.ttf" dark or light...
you may use my fontmanager for that :)
then just draw a single character
depending on the Weapon
use the flags FONTFLAG_ANTIALIAS | FONTFLAG_SYMBOL
char GetWeaponID(const char *szWeaponName)
// add more here
Tabris (Original Idea)
Boecke (he had the idea of using the ttf file)
Tetsuo& PizzaPan (weaponStuff)
03-06-2005, 06:21 AM
omg owned T_T gj
03-06-2005, 07:47 AM
yeah i had this some time ago becuase i was trying to see if my esp would look good with original cs font and then it turn out to be weapons and bombs and symbols. and i use additive flag, it gives it a 1.6 look. but yeah nice to see it here, good job for all involved
03-06-2005, 08:27 AM
Rofl. Never occured to me to use the cs fonts for "sprite" esp like this and I even knew the damn fonts had the weapons and bombs and crap in them. :speechles
03-06-2005, 08:38 AM
omfg ansem :cool(2):
03-06-2005, 12:27 PM
post a screenie! iam lazy
other than that, you rox! :D
03-06-2005, 10:52 PM
I uploaded these a while ago,
My 'Tutorial' is also in there :)
03-07-2005, 07:05 AM
nice idea thanks :cool(2):
08-02-2006, 07:17 PM
in case anyone wants them to save them some trouble. ill post the rest of the code for the function once I get around to it:
08-03-2006, 03:16 PM
here is screenshot
08-03-2006, 08:46 PM
here is screenshot
How do you get it so the sprite doesn't draw on your own screen if you use worldtoscreen from the entity's origin. Sometimes it draws the sprite right in front of me and it's annoying. Is there a way to find the entity index of the gun you're currently holding?
and how do you get kills, deaths, headshots? Do you have to hook gameresources or whatever? or just intercept game messages?
you can see the entity of my own m4a1 drawing up there. Should i just subtract a number from the Z vector of the location?
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