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//Globalsint Mrmedic;bool bCrcTextureGot; int Get_crc_counter;DWORD CrcTextureClamp;DWORD ArrayofCrc[30000] = {0x000000};// Put in SetTexture//start of texture crc bCrcTextureGot = false; CrcTextureClamp = QuickChecksum((DWORD*)pTexture,48); for (UINT Mrmedic = 0; Mrmedic <= Get_crc_counter; Mrmedic++) { if (ArrayofCrc[Mrmedic] == CrcTextureClamp) bCrcTextureGot = true; continue; } if (!bCrcTextureGot && Get_crc_counter < 25000) { ArrayofCrc[Get_crc_counter] = CrcTextureClamp; Get_crc_counter++; }// end of texture crc
:pi really want to learn this...i most put this is a .dll or somthing b00n
ok....what programs i need and how can i do that??b00n
thanks mrmi'm going to try out
Code: (cpp) [Select]//Globalsint Mrmedic;bool bCrcTextureGot; int Get_crc_counter;DWORD CrcTextureClamp;DWORD ArrayofCrc[30000] = {0x000000};// Put in SetTexture//start of texture crc bCrcTextureGot = false; CrcTextureClamp = QuickChecksum((DWORD*)pTexture,48); for (UINT Mrmedic = 0; Mrmedic <= Get_crc_counter; Mrmedic++) { if (ArrayofCrc[Mrmedic] == CrcTextureClamp) bCrcTextureGot = true; continue; } if (!bCrcTextureGot && Get_crc_counter < 25000) { ArrayofCrc[Get_crc_counter] = CrcTextureClamp; Get_crc_counter++; }// end of texture crcthats all there is to it ... texture crc
Code: (cpp) [Select]//Globalsint Mrmedic;bool bCrcTextureGot; int Get_crc_counter;DWORD CrcTextureClamp;DWORD ArrayofCrc[30000] = {0x000000};// Put in SetTexture//start of texture crc bCrcTextureGot = false; CrcTextureClamp = QuickChecksum((DWORD*)pTexture,48); for (UINT Mrmedic = 0; Mrmedic <= Get_crc_counter; Mrmedic++) { if (ArrayofCrc[Mrmedic] == CrcTextureClamp) bCrcTextureGot = true; continue; } if (!bCrcTextureGot && Get_crc_counter < 25000) { ArrayofCrc[Get_crc_counter] = CrcTextureClamp; Get_crc_counter++; }// end of texture crc
Gj on the crc'ing.arma was a bit funny when i tried using crc for model detection, used to just crash alot so i pissed that off and use a different method for model detection. My model detection / logger is quite advanced and quick to use.