Update hack.hpp

- Fix player distance, as it was just 0, 0, 0
*Fixed by grabbing the pCSPlayerPawn from localPlayer and reading vecOrigin from that*
This commit is contained in:
ifBars
2023-10-17 01:15:50 -06:00
committed by GitHub
parent 5e781c21d3
commit c42c66fa1c
+11 -2
View File
@@ -17,9 +17,18 @@ namespace hack {
const int localTeam = process->read<int>(localPlayer + updater::offsets::m_iTeamNum);
const view_matrix_t view_matrix = process->read<view_matrix_t>(base_client.base + updater::offsets::dwViewMatrix);
const Vector3 localOrigin = process->read<Vector3>(localPlayer + updater::offsets::m_vecOrigin);
const uintptr_t entity_list = process->read<uintptr_t>(base_client.base + updater::offsets::dwEntityList);
const std::uint32_t localPlayerPawn = process->read<std::uint32_t>(localPlayer + updater::offsets::dwPlayerPawn);
if (!localPlayerPawn)
return;
const uintptr_t localList_entry2 = process->read<uintptr_t>(entity_list + 0x8 * ((localPlayerPawn & 0x7FFF) >> 9) + 16);
const uintptr_t localpCSPlayerPawn = process->read<uintptr_t>(localList_entry2 + 120 * (localPlayerPawn & 0x1FF));
if (!localpCSPlayerPawn)
return;
const Vector3 localOrigin = process->read<Vector3>(localpCSPlayerPawn + updater::offsets::m_vecOrigin);
int playerIndex = 0;
uintptr_t list_entry;
@@ -156,7 +165,7 @@ namespace hack {
/**
* 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)
if (roundedDistance > config::flag_render_distance)
continue;
render::RenderText(