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
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@@ -59,28 +59,45 @@ namespace hack {
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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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if (config::show_head_tracker) {
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const Vector3 screenHeadPos = g_game.world_to_screen(&player->skull);
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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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if (config::show_skeleton_esp) {
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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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player->bones.bonePositions["head"].x,
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player->bones.bonePositions["head"].y - width / 12,
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width / 5,
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config::esp_box_color_enemy
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);
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// 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);
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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);
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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);
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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);
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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);
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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);
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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);
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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);
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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);
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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);
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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);
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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);
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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);
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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);
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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);
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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);
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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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screenHead.y,
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width,
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height,
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(g_game.localTeam == player->team ? config::esp_box_color_team : config::esp_box_color_enemy)
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);
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if (config::show_box_esp)
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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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screenHead.y,
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width,
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height,
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(g_game.localTeam == player->team ? config::esp_box_color_team : config::esp_box_color_enemy)
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);
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}
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render::DrawBorderBox(
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g::hdcBuffer,
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