Update hack.hpp
- Add C4 ESP
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@@ -38,6 +38,33 @@ namespace hack {
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* (This could have been done by getting a entity list count from the engine, but I'm too lazy to do that)
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* (This could have been done by getting a entity list count from the engine, but I'm too lazy to do that)
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**/
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**/
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while (true) {
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while (true) {
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bool c4IsPlanted = process->read<bool>(base_client.base + updater::offsets::dwPlantedC4 - 0x8);
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if (c4IsPlanted)
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{
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const uintptr_t planted_c4 = process->read<uintptr_t>(process->read<uintptr_t>(base_client.base + updater::offsets::dwPlantedC4));
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const uintptr_t c4Node = process->read<uintptr_t>(planted_c4 + updater::offsets::m_pGameSceneNode);
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const Vector3 c4Origin = process->read<Vector3>(c4Node + updater::offsets::m_vecAbsOrigin);
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const Vector3 c4ScreenPos = c4Origin.world_to_screen(view_matrix);
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float distance = localOrigin.calculate_distance(c4Origin);
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float roundedDistance = std::round(distance / 500.f);
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float height = 10 - roundedDistance;
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float width = height * 1.2f;
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render::DrawBorderBox(
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g::hdcBuffer,
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c4ScreenPos.x - (width / 2),
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c4ScreenPos.y - (height / 2),
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width,
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height,
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RGB(0, 185, 255)
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);
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}
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playerIndex++;
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playerIndex++;
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list_entry = process->read<uintptr_t>(entity_list + (8 * (playerIndex & 0x7FFF) >> 9) + 16);
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list_entry = process->read<uintptr_t>(entity_list + (8 * (playerIndex & 0x7FFF) >> 9) + 16);
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if (!list_entry)
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if (!list_entry)
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