Head Tracker
- Adds in a more advanced head tracker that uses bone array to get the exact position of head - Currently the circle changes size based on distance from player as the radius is set to a constant 5, this needs to be based off distance
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@@ -125,24 +125,40 @@ namespace hack {
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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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const uintptr_t gamescene = process->read<uint64_t>(pCSPlayerPawn + 0x310);
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const uintptr_t bonearray = process->read<uint64_t>(gamescene + 0x160 + 0x80);
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const Vector3 headPos = process->read<Vector3>(bonearray + 6 * 32);
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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 && origin.z == 0)
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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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const Vector3 screenHeadPos = headPos.world_to_screen(view_matrix);
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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 width = height / 2.4f;
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const float head_height = (screenPos.y - screenHead.y) / 8;
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const float head_width = (height / 2.4f) / 4;
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const float head_height = (screenHeadPos.y - screenHeadPos.y) / 8;
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const float head_width = (head_height / 2.4f) / 4;
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float distance = localOrigin.calculate_distance(origin);
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int roundedDistance = std::round(distance / 10.f);
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render::DrawCircle(
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g::hdcBuffer,
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screenHeadPos.x,
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screenHeadPos.y,
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5,
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config::esp_box_color_enemy
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);
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render::DrawBorderBox(
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g::hdcBuffer,
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screenHead.x - width / 2,
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@@ -296,7 +312,7 @@ namespace hack {
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}
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}
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}
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std::this_thread::sleep_for(std::chrono::milliseconds(1));
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// std::this_thread::sleep_for(std::chrono::milliseconds(1));
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}
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}
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