#include #include #include "reader.hpp" #include "../classes/render.hpp" #include "../classes/config.hpp" #include "../classes/globals.hpp" namespace hack { void loop() { if (g_game.isC4Planted) { Vector3 c4Origin = g_game.c4.get_origin(); const Vector3 c4ScreenPos = g_game.world_to_screen(&c4Origin); if (c4ScreenPos.z >= 0.01f) { float c4Distance = g_game.localOrigin.calculate_distance(c4Origin); float c4RoundedDistance = std::round(c4Distance / 500.f); float height = 10 - c4RoundedDistance; float width = height * 1.4f; render::DrawFilledBox( g::hdcBuffer, c4ScreenPos.x - (width / 2), c4ScreenPos.y - (height / 2), width, height, config::esp_box_color_enemy ); render::RenderText( g::hdcBuffer, c4ScreenPos.x + (width / 2 + 5), c4ScreenPos.y, "C4", config::esp_name_color, 10 ); } } int playerIndex = 0; uintptr_t list_entry; /** * Loop through all the players in the entity list * * (This could have been done by getting a entity list count from the engine, but I'm too lazy to do that) **/ for (auto player = g_game.players.begin(); player < g_game.players.end(); player++) { const Vector3 screenPos = g_game.world_to_screen(&player->origin); const Vector3 screenHead = g_game.world_to_screen(&player->head); const Vector3 screenHeadPos = g_game.world_to_screen(&player->skull); if (screenPos.z >= 0.01f) { const float height = screenPos.y - screenHead.y; const float width = height / 2.4f; const float head_height = (screenHeadPos.y - screenHeadPos.y) / 8; const float head_width = (head_height / 2.4f) / 4; float distance = g_game.localOrigin.calculate_distance(player->origin); int roundedDistance = std::round(distance / 10.f); render::DrawCircle( g::hdcBuffer, screenHeadPos.x, screenHeadPos.y, 5, config::esp_box_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) ); render::DrawBorderBox( g::hdcBuffer, screenHead.x - (width / 2 + 10), screenHead.y + (height * (100 - player->armor) / 100), 2, height - (height * (100 - player->armor) / 100), RGB(0, 185, 255) ); render::DrawBorderBox( g::hdcBuffer, screenHead.x - (width / 2 + 5), screenHead.y + (height * (100 - player->health) / 100), 2, height - (height * (100 - player->health) / 100), RGB( (255 - player->health), (55 + player->health * 2), 75 ) ); render::RenderText( g::hdcBuffer, screenHead.x + (width / 2 + 5), screenHead.y, player->name.c_str(), config::esp_name_color, 10 ); /** * 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) continue; render::RenderText( g::hdcBuffer, screenHead.x + (width / 2 + 5), screenHead.y + 10, (std::to_string(player->health) + "hp").c_str(), RGB( (255 - player->health), (55 + player->health * 2), 75 ), 10 ); render::RenderText( g::hdcBuffer, screenHead.x + (width / 2 + 5), screenHead.y + 20, (std::to_string(player->armor) + "armor").c_str(), RGB( (255 - player->armor), (55 + player->armor * 2), 75 ), 10 ); if (config::show_extra_flags) { render::RenderText( g::hdcBuffer, screenHead.x + (width / 2 + 5), screenHead.y + 30, player->weapon.c_str(), config::esp_distance_color, 10 ); render::RenderText( g::hdcBuffer, screenHead.x + (width / 2 + 5), screenHead.y + 40, (std::to_string(roundedDistance) + "m away").c_str(), config::esp_distance_color, 10 ); render::RenderText( g::hdcBuffer, screenHead.x + (width / 2 + 5), screenHead.y + 50, ("$" + std::to_string(player->money)).c_str(), RGB(0, 125, 0), 10 ); if (player->flashAlpha > 100) { render::RenderText( g::hdcBuffer, screenHead.x + (width / 2 + 5), screenHead.y + 60, "Player is flashed", config::esp_distance_color, 10 ); } if (player->is_defusing) { const std::string defuText = "Player is defusing"; render::RenderText( g::hdcBuffer, screenHead.x + (width / 2 + 5), screenHead.y + 60, defuText.c_str(), config::esp_distance_color, 10 ); } } } } // std::this_thread::sleep_for(std::chrono::milliseconds(1)); } }