Fixed merge issue. im getting dumber day to day :c
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@@ -51,25 +51,6 @@ namespace hack {
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for (auto player = g_game.players.begin(); player < g_game.players.end(); player++) {
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for (auto player = g_game.players.begin(); player < g_game.players.end(); player++) {
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const Vector3 screenPos = g_game.world_to_screen(&player->origin);
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const Vector3 screenPos = g_game.world_to_screen(&player->origin);
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const Vector3 screenHead = g_game.world_to_screen(&player->head);
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const Vector3 screenHead = g_game.world_to_screen(&player->head);
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const Vector3 screenHeadPos = g_game.world_to_screen(&player->skull);
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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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if (origin.x == localOrigin.x && origin.y == localOrigin.y && origin.z == localOrigin.z)
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continue;
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if (config::render_distance != -1 && (localOrigin - origin).length2d() > config::render_distance)
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continue;
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if (origin.x == 0 && origin.y == 0)
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continue;
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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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if (screenPos.z >= 0.01f) {
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if (screenPos.z >= 0.01f) {
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const float height = screenPos.y - screenHead.y;
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const float height = screenPos.y - screenHead.y;
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@@ -78,18 +59,16 @@ namespace hack {
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float distance = g_game.localOrigin.calculate_distance(player->origin);
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float distance = g_game.localOrigin.calculate_distance(player->origin);
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int roundedDistance = std::round(distance / 10.f);
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int roundedDistance = std::round(distance / 10.f);
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if (config::show_head_tracker)
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if (config::show_head_tracker) {
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{
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const Vector3 screenHeadPos = g_game.world_to_screen(&player->skull);
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const uintptr_t gamescene = process->read<uint64_t>(pCSPlayerPawn + 0x310);
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const float head_height = (screenHeadPos.y - screenHeadPos.y) / 8;
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const uintptr_t bonearray = process->read<uint64_t>(gamescene + 0x160 + 0x80);
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const float head_width = (head_height / 2.4f) / 4;
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const Vector3 headPos = process->read<Vector3>(bonearray + 6 * 32);
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const Vector3 screenHeadPos = headPos.world_to_screen(view_matrix);
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render::DrawCircle(
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render::DrawCircle(
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g::hdcBuffer,
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g::hdcBuffer,
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screenHeadPos.x,
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screenHeadPos.x,
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screenHeadPos.y,
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screenHeadPos.y,
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width / 5,
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5,
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config::esp_box_color_enemy
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config::esp_box_color_enemy
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);
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);
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}
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}
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@@ -194,7 +173,7 @@ namespace hack {
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RGB(0, 125, 0),
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RGB(0, 125, 0),
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10
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10
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);
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);
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if (player->flashAlpha > 100)
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if (player->flashAlpha > 100)
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{
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{
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render::RenderText(
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render::RenderText(
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@@ -226,4 +205,3 @@ namespace hack {
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}
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}
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}
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}
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@@ -115,9 +115,12 @@ void CGame::loop() {
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if (config::render_distance != -1 && (localOrigin - player.origin).length2d() > config::render_distance) continue;
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if (config::render_distance != -1 && (localOrigin - player.origin).length2d() > config::render_distance) continue;
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if (player.origin.x == 0 && player.origin.y == 0) continue;
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if (player.origin.x == 0 && player.origin.y == 0) continue;
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const uintptr_t gamescene = process->read<uint64_t>(player.pCSPlayerPawn + 0x310);
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if (config::show_head_tracker) {
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const uintptr_t bonearray = process->read<uint64_t>(gamescene + 0x160 + 0x80);
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const uintptr_t gamescene = process->read<uint64_t>(player.pCSPlayerPawn + 0x310);
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player.skull = process->read<Vector3>(bonearray + 6 * 32);
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const uintptr_t bonearray = process->read<uint64_t>(gamescene + 0x160 + 0x80);
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player.skull = process->read<Vector3>(bonearray + 6 * 32);
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}
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if (config::show_extra_flags) {
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if (config::show_extra_flags) {
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/*
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/*
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