SKELETON ESP

- Adds in skeleton esp
- Head tracker is now just a part of skeleton esp, and has been improved to fit head even better
- Made box esp toggleable

- Small tweaks to possibly increase performance
- Small tweaks to enhance readability
This commit is contained in:
ifBars
2023-11-10 19:34:26 -07:00
parent 3e48c06cc0
commit f00531c0cd
11 changed files with 169 additions and 56 deletions
+33 -16
View File
@@ -59,28 +59,45 @@ namespace hack {
float distance = g_game.localOrigin.calculate_distance(player->origin);
int roundedDistance = std::round(distance / 10.f);
if (config::show_head_tracker) {
const Vector3 screenHeadPos = g_game.world_to_screen(&player->skull);
const float head_height = (screenHeadPos.y - screenHeadPos.y) / 8;
const float head_width = (head_height / 2.4f) / 4;
if (config::show_skeleton_esp) {
render::DrawCircle(
g::hdcBuffer,
screenHeadPos.x,
screenHeadPos.y,
player->bones.bonePositions["head"].x,
player->bones.bonePositions["head"].y - width / 12,
width / 5,
config::esp_box_color_enemy
);
// render::DrawLine(g::hdcBuffer, player->bones.bonePositions["head"].x, player->bones.bonePositions["head"].y, player->bones.bonePositions["neck_0"].x, player->bones.bonePositions["neck_0"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
render::DrawLine(g::hdcBuffer, player->bones.bonePositions["neck_0"].x, player->bones.bonePositions["neck_0"].y, player->bones.bonePositions["spine_1"].x, player->bones.bonePositions["spine_1"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
render::DrawLine(g::hdcBuffer, player->bones.bonePositions["spine_1"].x, player->bones.bonePositions["spine_1"].y, player->bones.bonePositions["spine_2"].x, player->bones.bonePositions["spine_2"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
render::DrawLine(g::hdcBuffer, player->bones.bonePositions["spine_2"].x, player->bones.bonePositions["spine_2"].y, player->bones.bonePositions["pelvis"].x, player->bones.bonePositions["pelvis"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
render::DrawLine(g::hdcBuffer, player->bones.bonePositions["spine_1"].x, player->bones.bonePositions["spine_1"].y, player->bones.bonePositions["arm_upper_L"].x, player->bones.bonePositions["arm_upper_L"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
render::DrawLine(g::hdcBuffer, player->bones.bonePositions["arm_upper_L"].x, player->bones.bonePositions["arm_upper_L"].y, player->bones.bonePositions["arm_lower_L"].x, player->bones.bonePositions["arm_lower_L"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
render::DrawLine(g::hdcBuffer, player->bones.bonePositions["arm_lower_L"].x, player->bones.bonePositions["arm_lower_L"].y, player->bones.bonePositions["hand_L"].x, player->bones.bonePositions["hand_L"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
render::DrawLine(g::hdcBuffer, player->bones.bonePositions["spine_1"].x, player->bones.bonePositions["spine_1"].y, player->bones.bonePositions["arm_upper_R"].x, player->bones.bonePositions["arm_upper_R"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
render::DrawLine(g::hdcBuffer, player->bones.bonePositions["arm_upper_R"].x, player->bones.bonePositions["arm_upper_R"].y, player->bones.bonePositions["arm_lower_R"].x, player->bones.bonePositions["arm_lower_R"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
render::DrawLine(g::hdcBuffer, player->bones.bonePositions["arm_lower_R"].x, player->bones.bonePositions["arm_lower_R"].y, player->bones.bonePositions["hand_R"].x, player->bones.bonePositions["hand_R"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
render::DrawLine(g::hdcBuffer, player->bones.bonePositions["pelvis"].x, player->bones.bonePositions["pelvis"].y, player->bones.bonePositions["leg_upper_L"].x, player->bones.bonePositions["leg_upper_L"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
render::DrawLine(g::hdcBuffer, player->bones.bonePositions["leg_upper_L"].x, player->bones.bonePositions["leg_upper_L"].y, player->bones.bonePositions["leg_lower_L"].x, player->bones.bonePositions["leg_lower_L"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
render::DrawLine(g::hdcBuffer, player->bones.bonePositions["leg_lower_L"].x, player->bones.bonePositions["leg_lower_L"].y, player->bones.bonePositions["ankle_L"].x, player->bones.bonePositions["ankle_L"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
render::DrawLine(g::hdcBuffer, player->bones.bonePositions["pelvis"].x, player->bones.bonePositions["pelvis"].y, player->bones.bonePositions["leg_upper_R"].x, player->bones.bonePositions["leg_upper_R"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
render::DrawLine(g::hdcBuffer, player->bones.bonePositions["leg_upper_R"].x, player->bones.bonePositions["leg_upper_R"].y, player->bones.bonePositions["leg_lower_R"].x, player->bones.bonePositions["leg_lower_R"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
render::DrawLine(g::hdcBuffer, player->bones.bonePositions["leg_lower_R"].x, player->bones.bonePositions["leg_lower_R"].y, player->bones.bonePositions["ankle_R"].x, player->bones.bonePositions["ankle_R"].y, g_game.localTeam == player->team ? config::esp_skeleton_color_team : config::esp_skeleton_color_enemy);
}
render::DrawBorderBox(
g::hdcBuffer,
screenHead.x - width / 2,
screenHead.y,
width,
height,
(g_game.localTeam == player->team ? config::esp_box_color_team : config::esp_box_color_enemy)
);
if (config::show_box_esp)
{
render::DrawBorderBox(
g::hdcBuffer,
screenHead.x - width / 2,
screenHead.y,
width,
height,
(g_game.localTeam == player->team ? config::esp_box_color_team : config::esp_box_color_enemy)
);
}
render::DrawBorderBox(
g::hdcBuffer,