Reviewed #30 pull request
- Added customizable colors in the configuration - Cleaned code just a bit - Updated offsets to the latest game version Thnaks @ifBars for great ideas in with his pull request
This commit is contained in:
@@ -19,8 +19,6 @@ namespace updater {
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std::tm commit_date = {};
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std::istringstream(last_commit_date) >> std::get_time(&commit_date, "%Y-%m-%dT%H:%M:%SZ");
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auto currentTime = std::chrono::system_clock::now();
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std::chrono::system_clock::time_point commitTimePoint = std::chrono::system_clock::from_time_t(std::mktime(&commit_date));
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if (file_good("offsets.json")) {
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@@ -31,7 +29,7 @@ namespace updater {
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// Check if the local file is older than the last GitHub commit
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if (lastModifiedClockTime < commitTimePoint) {
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std::cout << "[updater] Local file is older than the last GitHub commit." << std::endl;
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char response;
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if (!automatic_update) {
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std::cout << "[updater] Do you want to download the latest offsets? (y/n): ";
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@@ -47,7 +45,7 @@ namespace updater {
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std::cout << "[updater] Error: Failed to download file, try downloading manually from " << raw_updated_offets << "\n" << std::endl;
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}
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}
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}
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else {
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std::cout << "[updater] Local file is up to date.\n" << std::endl;
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@@ -27,13 +27,13 @@ namespace updater {
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extern bool read();
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extern void save();
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inline std::string github_repo_api = "https://api.github.com/repos/IMXNOOBX/cs2-external-esp/commits";
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inline std::string raw_updated_offets = "https://github.com/IMXNOOBX/cs2-external-esp/raw/main/offsets/offsets.json";
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const inline std::string github_repo_api = "https://api.github.com/repos/IMXNOOBX/cs2-external-esp/commits";
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const inline std::string raw_updated_offets = "https://github.com/IMXNOOBX/cs2-external-esp/raw/main/offsets/offsets.json";
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namespace offsets {
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inline std::ptrdiff_t dwLocalPlayer = 0x187AC48;
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inline std::ptrdiff_t dwEntityList = 0x178D8E8;
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inline std::ptrdiff_t dwViewMatrix = 0x187B730;
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inline std::ptrdiff_t dwLocalPlayer = 0x1877CF8;
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inline std::ptrdiff_t dwEntityList = 0x178A808;
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inline std::ptrdiff_t dwViewMatrix = 0x18787E0;
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inline std::ptrdiff_t m_iPawnArmor = 0x80c;
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inline std::ptrdiff_t dwPawnHealth = 0x808;
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@@ -26,16 +26,53 @@ namespace config {
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automatic_update = data["automatic_update"];
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if (data["render_distance"].is_number())
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render_distance = data["render_distance"];
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if (data["show_distance"].is_boolean())
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show_distance = data["show_distance"];
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if (data["show_armor"].is_boolean())
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show_armor = data["show_armor"];
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if (data["rainbow"].is_boolean())
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rainbow = data["rainbow"];
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if (data["rainbow_speed"].is_number())
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rainbow_speed = data["rainbow_speed"];
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if (data["head_tracker"].is_boolean())
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head_tracker = data["head_tracker"];
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if (data["flag_render_distance"].is_number())
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flag_render_distance = data["flag_render_distance"];
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if (data["show_extra_flags"].is_boolean())
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show_extra_flags = data["show_extra_flags"];
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if (data.find("esp_box_color_team") != data.end()) {
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esp_box_color_team = {
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data["esp_box_color_team"][0].get<int>(),
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data["esp_box_color_team"][1].get<int>(),
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data["esp_box_color_team"][2].get<int>()
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};
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}
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if (data.find("esp_box_color_enemy") != data.end()) {
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esp_box_color_enemy = {
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data["esp_box_color_enemy"][0].get<int>(),
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data["esp_box_color_enemy"][1].get<int>(),
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data["esp_box_color_enemy"][2].get<int>()
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};
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}
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if (data.find("esp_name_color") != data.end()) {
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esp_name_color = {
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data["esp_name_color"][0].get<int>(),
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data["esp_name_color"][1].get<int>(),
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data["esp_name_color"][2].get<int>()
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};
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}
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if (data.find("esp_distance_color") != data.end()) {
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esp_distance_color = {
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data["esp_distance_color"][0].get<int>(),
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data["esp_distance_color"][1].get<int>(),
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data["esp_distance_color"][2].get<int>()
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};
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}
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//if (data["show_distance"].is_boolean())
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// show_distance = data["show_distance"];
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//if (data["show_armor"].is_boolean())
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// show_armor = data["show_armor"];
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//if (data["rainbow"].is_boolean())
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// rainbow = data["rainbow"];
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//if (data["rainbow_speed"].is_number())
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// rainbow_speed = data["rainbow_speed"];
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//if (data["head_tracker"].is_boolean())
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// head_tracker = data["head_tracker"];
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return true;
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}
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@@ -46,12 +83,20 @@ namespace config {
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data["team_esp"] = team_esp;
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data["automatic_update"] = automatic_update;
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data["render_distance"] = render_distance;
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data["show_distance"] = show_distance;
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data["show_armor"] = show_armor;
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data["rainbow"] = rainbow;
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data["rainbow_speed"] = rainbow_speed;
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data["head_tracker"] = head_tracker;
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data["flag_render_distance"] = flag_render_distance;
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data["show_extra_flags"] = show_extra_flags;
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data["esp_box_color_team"] = { esp_box_color_team.r, esp_box_color_team.g, esp_box_color_team.b };
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data["esp_box_color_enemy"] = { esp_box_color_enemy.r, esp_box_color_enemy.g, esp_box_color_enemy.b };
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data["esp_name_color"] = { esp_name_color.r, esp_name_color.g, esp_name_color.b };
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data["esp_distance_color"] = { esp_distance_color.r, esp_distance_color.g, esp_distance_color.b };
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//data["show_distance"] = show_distance;
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//data["show_armor"] = show_armor;
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//data["rainbow"] = rainbow;
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//data["rainbow_speed"] = rainbow_speed;
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//data["head_tracker"] = head_tracker;
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std::ofstream output(file_path);
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output << std::setw(4) << data << std::endl;
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output.close();
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@@ -5,6 +5,18 @@
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using json = nlohmann::json;
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struct RGB {
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int r;
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int g;
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int b;
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// Conversion function from RGB to COLORREF
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operator COLORREF() const {
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return RGB(r, g, b);
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}
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};
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namespace config {
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const std::string file_path = "config.json";
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@@ -13,10 +25,18 @@ namespace config {
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inline bool automatic_update = false;
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inline bool team_esp = false;
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inline float render_distance = -1.f;
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inline bool show_distance = false;
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inline bool show_armor = false;
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inline bool head_tracker = false;
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inline bool rainbow = false;
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inline float rainbow_speed = 0.001f;
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inline float render_distance = -1.f;
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inline int flag_render_distance = 200;
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inline bool show_extra_flags = false;
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//inline bool show_distance = false;
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//inline bool show_armor = false;
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//inline bool head_tracker = false;
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//inline bool rainbow = false;
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//inline float rainbow_speed = 0.001f;
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inline RGB esp_box_color_team = { 75, 175, 75 };
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inline RGB esp_box_color_enemy = { 175, 75, 75 };
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inline RGB esp_name_color = { 75, 75, 175 };
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inline RGB esp_distance_color = { 75, 75, 175 };
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}
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@@ -99,6 +99,14 @@ struct Vector3
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return { x, y, w };
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}
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float calculate_distance(const Vector3& point) const {
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float dx = point.x - x;
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float dy = point.y - y;
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float dz = point.z - z;
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return std::sqrt(dx * dx + dy * dy + dz * dz);
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}
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// struct data
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float x, y, z;
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};
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+177
-235
@@ -5,275 +5,217 @@
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#include "../classes/render.hpp"
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#include "../classes/config.hpp"
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namespace hack {
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std::shared_ptr<pProcess> process;
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ProcessModule base_module;
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float CalculateDistance(const Vector3& point1, const Vector3& point2) {
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float dx = point2.x - point1.x;
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float dy = point2.y - point1.y;
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float dz = point2.z - point1.z;
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//const float pi = 3.14159265358979323846f;
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return std::sqrt(dx * dx + dy * dy + dz * dz);
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}
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void loop() {
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const uintptr_t localPlayer = process->read<uintptr_t>(base_module.base + updater::offsets::dwLocalPlayer);
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if (!localPlayer)
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return;
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void loop() {
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const uintptr_t localPlayer = process->read<uintptr_t>(base_module.base + updater::offsets::dwLocalPlayer);
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if (!localPlayer)
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return;
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const int localTeam = process->read<int>(localPlayer + updater::offsets::m_iTeamNum);
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const view_matrix_t view_matrix = process->read<view_matrix_t>(base_module.base + updater::offsets::dwViewMatrix);
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const Vector3 localOrigin = process->read<Vector3>(localPlayer + updater::offsets::m_vecOrigin);
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const uintptr_t entity_list = process->read<uintptr_t>(base_module.base + updater::offsets::dwEntityList);
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const int localTeam = process->read<int>(localPlayer + updater::offsets::m_iTeamNum);
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const view_matrix_t view_matrix = process->read<view_matrix_t>(base_module.base + updater::offsets::dwViewMatrix);
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const Vector3 localOrigin = process->read<Vector3>(localPlayer + updater::offsets::m_vecOrigin);
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const uintptr_t entity_list = process->read<uintptr_t>(base_module.base + updater::offsets::dwEntityList);
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int playerIndex = 0;
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uintptr_t list_entry;
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int playerIndex = 1;
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uintptr_t list_entry;
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/**
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* Loop through all the players in the entity list
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*
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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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while (true) {
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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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if (!list_entry)
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break;
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/**
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* Loop through all the players in the entity list
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*
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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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while (true) {
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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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break;
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const uintptr_t player = process->read<uintptr_t>(list_entry + 120 * (playerIndex & 0x1FF));
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if (!player)
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continue;
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const uintptr_t player = process->read<uintptr_t>(list_entry + 120 * (playerIndex & 0x1FF));
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if (!player) {
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playerIndex++;
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continue;
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}
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const int playerHealth = process->read<int>(player + updater::offsets::dwPawnHealth);
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const int playerArmor = process->read<int>(player + updater::offsets::m_iPawnArmor);
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if (playerHealth <= 0 || playerHealth > 100) {
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playerIndex++;
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continue;
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}
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const int playerHealth = process->read<int>(player + updater::offsets::dwPawnHealth);
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const int playerArmor = process->read<int>(player + updater::offsets::m_iPawnArmor);
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if (playerHealth <= 0 || playerHealth > 100)
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continue;
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/**
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* Skip rendering your own character and teammates
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*
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* If you really want you can exclude your own character from the check but
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* since you are in the same team as yourself it will be excluded anyway
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**/
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const int playerTeam = process->read<int>(player + updater::offsets::m_iTeamNum);
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if (config::team_esp && (playerTeam == localTeam)) {
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playerIndex++;
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continue;
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}
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const std::uint32_t playerPawn = process->read<std::uint32_t>(player + updater::offsets::dwPlayerPawn);
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/**
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* Skip rendering your own character and teammates
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*
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* If you really want you can exclude your own character from the check but
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* since you are in the same team as yourself it will be excluded anyway
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**/
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const int playerTeam = process->read<int>(player + updater::offsets::m_iTeamNum);
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if (config::team_esp && (playerTeam == localTeam))
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continue;
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const uintptr_t list_entry2 = process->read<uintptr_t>(entity_list + 0x8 * ((playerPawn & 0x7FFF) >> 9) + 16);
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if (!list_entry2) {
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playerIndex++;
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continue;
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}
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const uintptr_t pCSPlayerPawn = process->read<uintptr_t>(list_entry2 + 120 * (playerPawn & 0x1FF));
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if (!pCSPlayerPawn) {
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playerIndex++;
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continue;
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}
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const std::uint32_t playerPawn = process->read<std::uint32_t>(player + updater::offsets::dwPlayerPawn);
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if (config::team_esp && (pCSPlayerPawn == localPlayer)) {
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playerIndex++;
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continue;
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}
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const uintptr_t list_entry2 = process->read<uintptr_t>(entity_list + 0x8 * ((playerPawn & 0x7FFF) >> 9) + 16);
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if (!list_entry2)
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continue;
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std::string playerName = "Invalid Name";
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const DWORD64 playerNameAddress = process->read<DWORD64>(player + updater::offsets::dwSanitizedName);
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if (playerNameAddress) {
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char buf[256];
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process->read_raw(playerNameAddress, buf, sizeof(buf));
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playerName = std::string(buf);
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}
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const uintptr_t pCSPlayerPawn = process->read<uintptr_t>(list_entry2 + 120 * (playerPawn & 0x1FF));
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if (!pCSPlayerPawn)
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continue;
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const Vector3 origin = process->read<Vector3>(pCSPlayerPawn + updater::offsets::m_vecOrigin);
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const Vector3 head = { origin.x, origin.y, origin.z + 75.f };
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const Vector3 head2 = { origin.x + 10, origin.y + 10, origin.z + 75.f };
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const Vector3 localOrigin = process->read<Vector3>(localPlayer + updater::offsets::m_vecOrigin);
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if (config::team_esp && (pCSPlayerPawn == localPlayer))
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continue;
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if (config::render_distance != -1 && (localOrigin - origin).length2d() > config::render_distance) {
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playerIndex++;
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continue;
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}
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const Vector3 screenPos = origin.world_to_screen(view_matrix);
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const Vector3 screenHead = head.world_to_screen(view_matrix);
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std::string playerName = "Invalid Name";
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const DWORD64 playerNameAddress = process->read<DWORD64>(player + updater::offsets::dwSanitizedName);
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const float height = screenPos.y - screenHead.y;
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const float width = height / 2.4f;
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if (playerNameAddress) {
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char buf[256];
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process->read_raw(playerNameAddress, buf, sizeof(buf));
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playerName = std::string(buf);
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}
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const float height2 = (screenPos.y - screenHead.y) / 8;
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const float width2 = (height / 2.4f) / 4;
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const Vector3 origin = process->read<Vector3>(pCSPlayerPawn + updater::offsets::m_vecOrigin);
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const Vector3 head = { origin.x, origin.y, origin.z + 75.f };
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const Vector3 head2 = { origin.x + 10, origin.y + 10, origin.z + 75.f };
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const Vector3 localOrigin = process->read<Vector3>(localPlayer + updater::offsets::m_vecOrigin);
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if (screenPos.z >= 0.01f) {
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const COLORREF boxColor = RGB(175, 75, 75);
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const COLORREF healthBarColor = RGB(255 - playerHealth, 55 + playerHealth * 2, 75);
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if (config::render_distance != -1 && (localOrigin - origin).length2d() > config::render_distance)
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continue;
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const float pi = 3.14159265358979323846f;
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// Get the current time
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DWORD currentTime = GetTickCount();
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if ((localOrigin - origin).length2d() < 5)
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continue;
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// Calculate the sinusoidal values for RGB colors
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float red = (sin(config::rainbow_speed * currentTime + 0) * 127.5f + 127.5f); // 0 phase shift
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float green = (sin(config::rainbow_speed * currentTime + 2 * pi / 3) * 127.5f + 127.5f); // 2*pi/3 phase shift
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float blue = (sin(config::rainbow_speed * currentTime + 4 * pi / 3) * 127.5f + 127.5f); // 4*pi/3 phase shift
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// Convert the floating point values to integers for RGB color creation
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COLORREF rainbowColor = RGB(static_cast<int>(red), static_cast<int>(green), static_cast<int>(blue));
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const Vector3 screenPos = origin.world_to_screen(view_matrix);
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const Vector3 screenHead = head.world_to_screen(view_matrix);
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float distance = CalculateDistance(localOrigin, origin);
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// Round the distance to the nearest integer
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int roundedDistance = std::round(distance / 10);
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const float height = screenPos.y - screenHead.y;
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const float width = height / 2.4f;
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||||
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if (config::rainbow) {
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render::DrawBorderBox(
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g::hdcBuffer,
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||||
screenHead.x - width / 2,
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||||
screenHead.y,
|
||||
width,
|
||||
height,
|
||||
(localTeam == playerTeam ? rainbowColor : rainbowColor)
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||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
render::DrawBorderBox(
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||||
g::hdcBuffer,
|
||||
screenHead.x - width / 2,
|
||||
screenHead.y,
|
||||
width,
|
||||
height,
|
||||
(localTeam == playerTeam ? RGB(75, 175, 75) : RGB(175, 75, 75))
|
||||
);
|
||||
}
|
||||
const float head_height = (screenPos.y - screenHead.y) / 8;
|
||||
const float head_width = (height / 2.4f) / 4;
|
||||
|
||||
render::DrawBorderBox(
|
||||
g::hdcBuffer,
|
||||
screenHead.x - (width / 2 + 5),
|
||||
screenHead.y + (height * (100 - playerHealth) / 100),
|
||||
2,
|
||||
height - (height * (100 - playerHealth) / 100),
|
||||
RGB(
|
||||
(255 - playerHealth),
|
||||
(55 + playerHealth * 2),
|
||||
75
|
||||
)
|
||||
);
|
||||
if (screenPos.z >= 0.01f) {
|
||||
float distance = localOrigin.calculate_distance(origin);
|
||||
int roundedDistance = std::round(distance / 10);
|
||||
|
||||
if (config::head_tracker)
|
||||
{
|
||||
if (roundedDistance > 35)
|
||||
{
|
||||
render::DrawFilledBox(
|
||||
g::hdcBuffer,
|
||||
screenHead.x - (width2 / 2),
|
||||
(screenHead.y + 10 - (roundedDistance / 80)) - (height2 / 2),
|
||||
width2,
|
||||
height2,
|
||||
rainbowColor
|
||||
);
|
||||
}
|
||||
else if (roundedDistance > 5)
|
||||
{
|
||||
render::DrawFilledBox(
|
||||
g::hdcBuffer,
|
||||
screenHead.x - (width2 / 2),
|
||||
screenHead.y + 25 - (height2 / 2),
|
||||
width2,
|
||||
height2,
|
||||
rainbowColor
|
||||
);
|
||||
}
|
||||
}
|
||||
render::DrawBorderBox(
|
||||
g::hdcBuffer,
|
||||
screenHead.x - width / 2,
|
||||
screenHead.y,
|
||||
width,
|
||||
height,
|
||||
(localTeam == playerTeam ? config::esp_box_color_team : config::esp_box_color_enemy)
|
||||
);
|
||||
|
||||
if (config::rainbow)
|
||||
{
|
||||
render::RenderText(
|
||||
g::hdcBuffer,
|
||||
screenHead.x + (width / 2 + 5),
|
||||
screenHead.y,
|
||||
playerName.c_str(),
|
||||
rainbowColor,
|
||||
10
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
render::RenderText(
|
||||
g::hdcBuffer,
|
||||
screenHead.x + (width / 2 + 5),
|
||||
screenHead.y,
|
||||
playerName.c_str(),
|
||||
RGB(75, 75, 175),
|
||||
10
|
||||
);
|
||||
}
|
||||
render::DrawBorderBox(
|
||||
g::hdcBuffer,
|
||||
screenHead.x - (width / 2 + 5),
|
||||
screenHead.y + (height * (100 - playerHealth) / 100),
|
||||
2,
|
||||
height - (height * (100 - playerHealth) / 100),
|
||||
RGB(
|
||||
(255 - playerHealth),
|
||||
(55 + playerHealth * 2),
|
||||
75
|
||||
)
|
||||
);
|
||||
|
||||
render::RenderText(
|
||||
g::hdcBuffer,
|
||||
screenHead.x + (width / 2 + 5),
|
||||
screenHead.y + 10,
|
||||
(std::to_string(playerHealth) + "hp").c_str(),
|
||||
RGB(
|
||||
(255 - playerHealth),
|
||||
(55 + playerHealth * 2),
|
||||
75
|
||||
),
|
||||
10
|
||||
);
|
||||
render::RenderText(
|
||||
g::hdcBuffer,
|
||||
screenHead.x + (width / 2 + 5),
|
||||
screenHead.y,
|
||||
playerName.c_str(),
|
||||
config::esp_name_color,
|
||||
10
|
||||
);
|
||||
|
||||
if (config::show_armor)
|
||||
{
|
||||
render::RenderText(
|
||||
g::hdcBuffer,
|
||||
screenHead.x + (width / 2 + 5),
|
||||
screenHead.y + 21,
|
||||
(std::to_string(playerArmor) + "armor").c_str(),
|
||||
RGB(
|
||||
(255 - playerArmor),
|
||||
(55 + playerArmor * 2),
|
||||
75
|
||||
),
|
||||
10
|
||||
);
|
||||
}
|
||||
/**
|
||||
* I know is not the best way but a simple way to not saturate the screen with a ton of information
|
||||
*/
|
||||
if (roundedDistance > config::flag_render_distance)
|
||||
continue;
|
||||
|
||||
if (config::show_distance)
|
||||
{
|
||||
if (config::rainbow)
|
||||
{
|
||||
render::RenderText(
|
||||
g::hdcBuffer,
|
||||
screenHead.x + (width / 2 + 5),
|
||||
screenHead.y + 32,
|
||||
(std::to_string(roundedDistance) + "m away").c_str(),
|
||||
rainbowColor,
|
||||
10
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
render::RenderText(
|
||||
g::hdcBuffer,
|
||||
screenHead.x + (width / 2 + 5),
|
||||
screenHead.y + 32,
|
||||
(std::to_string(roundedDistance) + "m away").c_str(),
|
||||
RGB(75, 75, 175),
|
||||
10
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
playerIndex++;
|
||||
}
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(1));
|
||||
}
|
||||
render::RenderText(
|
||||
g::hdcBuffer,
|
||||
screenHead.x + (width / 2 + 5),
|
||||
screenHead.y + 10,
|
||||
(std::to_string(playerHealth) + "hp").c_str(),
|
||||
RGB(
|
||||
(255 - playerHealth),
|
||||
(55 + playerHealth * 2),
|
||||
75
|
||||
),
|
||||
10
|
||||
);
|
||||
|
||||
if (config::show_extra_flags)
|
||||
{
|
||||
render::RenderText(
|
||||
g::hdcBuffer,
|
||||
screenHead.x + (width / 2 + 5),
|
||||
screenHead.y + 21,
|
||||
(std::to_string(playerArmor) + "armor").c_str(),
|
||||
RGB(
|
||||
(255 - playerArmor),
|
||||
(55 + playerArmor * 2),
|
||||
75
|
||||
),
|
||||
10
|
||||
);
|
||||
|
||||
render::RenderText(
|
||||
g::hdcBuffer,
|
||||
screenHead.x + (width / 2 + 5),
|
||||
screenHead.y + 32,
|
||||
(std::to_string(roundedDistance) + "m away").c_str(),
|
||||
config::esp_distance_color,
|
||||
10
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Great idea by @ifBars that will be implemented later on
|
||||
*/
|
||||
/*
|
||||
if (config::head_tracker)
|
||||
{
|
||||
if (roundedDistance > 35)
|
||||
{
|
||||
render::DrawFilledBox(
|
||||
g::hdcBuffer,
|
||||
screenHead.x - (head_width / 2),
|
||||
(screenHead.y + 10 - (roundedDistance / 80)) - (head_height / 2),
|
||||
head_width,
|
||||
head_height,
|
||||
(localTeam == playerTeam ? RGB(75, 175, 75) : RGB(175, 75, 75))
|
||||
);
|
||||
}
|
||||
else if (roundedDistance > 5)
|
||||
{
|
||||
render::DrawFilledBox(
|
||||
g::hdcBuffer,
|
||||
screenHead.x - (head_width / 2),
|
||||
screenHead.y + 25 - (head_height / 2),
|
||||
head_width,
|
||||
head_height,
|
||||
(localTeam == playerTeam ? RGB(75, 175, 75) : RGB(175, 75, 75))
|
||||
);
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(1));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -137,10 +137,11 @@ int main() {
|
||||
//SetActiveWindow(hack::process->hwnd_);
|
||||
|
||||
#ifndef _UC
|
||||
std::cout << "\n[settings] In Game keybinds:\n\t[F5] enable/disable Team ESP\n\t[F6] enable/disable automatic updates\n\t[F7] enable/disable rainbow boxes & names\n\t[F8] enable/disable player distances\n\t[F9] enable/disable player armor\n\t[F10] enable/disable player head tracker\n\t[fin] Unload esp.\n" << std::endl;
|
||||
std::cout << "\n[settings] In Game keybinds:\n\t[F5] enable/disable Team ESP\n\t[F6] enable/disable automatic updates\n\t[F7] enable/disable extra flags\n\t[end] Unload esp.\n" << std::endl;
|
||||
#else
|
||||
std::cout << "\n[settings] In Game keybinds:\n\t[F5] enable/disable Team ESP\n\t[fin] Unload esp\n" << std::endl;
|
||||
std::cout << "\n[settings] In Game keybinds:\n\t[F5] enable/disable Team ESP\n\t[F7] enable/disable extra flags\n\t[end] Unload esp\n" << std::endl;
|
||||
#endif
|
||||
std::cout << "[settings] Make sure you check the config for additional settings!" << std::endl;
|
||||
|
||||
// Message loop
|
||||
MSG msg;
|
||||
@@ -152,13 +153,7 @@ int main() {
|
||||
#ifndef _UC
|
||||
if (GetAsyncKeyState(VK_F6) & 0x8000) { config::automatic_update = !config::automatic_update; config::save(); Beep(700, 100); }
|
||||
#endif
|
||||
if (GetAsyncKeyState(VK_F7) & 0x8000) { config::rainbow = !config::rainbow; config::save(); Beep(700, 100); };
|
||||
|
||||
if (GetAsyncKeyState(VK_F8) & 0x8000) { config::show_distance = !config::show_distance; config::save(); Beep(700, 100); };
|
||||
|
||||
if (GetAsyncKeyState(VK_F9) & 0x8000) { config::show_armor = !config::show_armor; config::save(); Beep(700, 100); };
|
||||
|
||||
if (GetAsyncKeyState(VK_F10) & 0x8000) { config::head_tracker = !config::head_tracker; config::save(); Beep(700, 100); };
|
||||
if (GetAsyncKeyState(VK_F7) & 0x8000) { config::show_extra_flags = !config::show_extra_flags; config::save(); Beep(700, 100); };
|
||||
|
||||
TranslateMessage(&msg);
|
||||
DispatchMessage(&msg);
|
||||
|
||||
Reference in New Issue
Block a user