- 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
320 lines
9.7 KiB
C++
320 lines
9.7 KiB
C++
#include <thread>
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#include <cmath>
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#include "../memory/memory.hpp"
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#include "../classes/globals.hpp"
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#include "../classes/render.hpp"
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#include "../classes/config.hpp"
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namespace hack {
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std::shared_ptr<pProcess> process;
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ProcessModule base_client;
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ProcessModule base_engine;
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void loop() {
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const view_matrix_t view_matrix = process->read<view_matrix_t>(base_client.base + updater::offsets::dwViewMatrix);
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const uintptr_t entity_list = process->read<uintptr_t>(base_client.base + updater::offsets::dwEntityList);
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const uintptr_t localPlayer = process->read<uintptr_t>(base_client.base + updater::offsets::dwLocalPlayer);
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if (!localPlayer)
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return;
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const int localTeam = process->read<int>(localPlayer + updater::offsets::m_iTeamNum);
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const std::uint32_t localPlayerPawn = process->read<std::uint32_t>(localPlayer + updater::offsets::m_hPlayerPawn);
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if (!localPlayerPawn)
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return;
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const uintptr_t localList_entry2 = process->read<uintptr_t>(entity_list + 0x8 * ((localPlayerPawn & 0x7FFF) >> 9) + 16);
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const uintptr_t localpCSPlayerPawn = process->read<uintptr_t>(localList_entry2 + 120 * (localPlayerPawn & 0x1FF));
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if (!localpCSPlayerPawn)
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return;
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const Vector3 localOrigin = process->read<Vector3>(localpCSPlayerPawn + updater::offsets::m_vecOrigin);
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bool c4IsPlanted = process->read<bool>(base_client.base + updater::offsets::dwPlantedC4 - 0x8);
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if (c4IsPlanted)
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{
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const uintptr_t planted_c4 = process->read<uintptr_t>(process->read<uintptr_t>(base_client.base + updater::offsets::dwPlantedC4));
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const uintptr_t c4Node = process->read<uintptr_t>(planted_c4 + updater::offsets::m_pGameSceneNode);
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const Vector3 c4Origin = process->read<Vector3>(c4Node + updater::offsets::m_vecAbsOrigin);
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const Vector3 c4ScreenPos = c4Origin.world_to_screen(view_matrix);
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if (c4ScreenPos.z >= 0.01f) {
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float c4Distance = localOrigin.calculate_distance(c4Origin);
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float c4RoundedDistance = std::round(c4Distance / 500.f);
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float height = 10 - c4RoundedDistance;
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float width = height * 1.4f;
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render::DrawFilledBox(
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g::hdcBuffer,
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c4ScreenPos.x - (width / 2),
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c4ScreenPos.y - (height / 2),
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width,
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height,
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config::esp_box_color_enemy
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);
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render::RenderText(
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g::hdcBuffer,
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c4ScreenPos.x + (width / 2 + 5),
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c4ScreenPos.y,
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"C4",
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config::esp_name_color,
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10
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);
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}
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}
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int playerIndex = 0;
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uintptr_t list_entry;
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/**
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* Loop through all the players in the entity list
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*
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* (This could have been done by getting a entity list count from the engine, but I'm too lazy to do that)
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**/
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while (true) {
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playerIndex++;
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list_entry = process->read<uintptr_t>(entity_list + (8 * (playerIndex & 0x7FFF) >> 9) + 16);
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if (!list_entry)
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break;
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const uintptr_t player = process->read<uintptr_t>(list_entry + 120 * (playerIndex & 0x1FF));
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if (!player)
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continue;
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/**
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* Skip rendering your own character and teammates
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*
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* If you really want you can exclude your own character from the check but
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* since you are in the same team as yourself it will be excluded anyway
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**/
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const int playerTeam = process->read<int>(player + updater::offsets::m_iTeamNum);
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if (config::team_esp && (playerTeam == localTeam))
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continue;
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const std::uint32_t playerPawn = process->read<std::uint32_t>(player + updater::offsets::m_hPlayerPawn);
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const uintptr_t list_entry2 = process->read<uintptr_t>(entity_list + 0x8 * ((playerPawn & 0x7FFF) >> 9) + 16);
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if (!list_entry2)
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continue;
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const uintptr_t pCSPlayerPawn = process->read<uintptr_t>(list_entry2 + 120 * (playerPawn & 0x1FF));
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if (!pCSPlayerPawn)
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continue;
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const int playerHealth = process->read<int>(pCSPlayerPawn + updater::offsets::m_iHealth);
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const int playerArmor = process->read<int>(pCSPlayerPawn + updater::offsets::m_ArmorValue);
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if (playerHealth <= 0 || playerHealth > 100)
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continue;
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if (config::team_esp && (pCSPlayerPawn == localPlayer))
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continue;
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std::string playerName = "Invalid Name";
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const DWORD64 playerNameAddress = process->read<DWORD64>(player + updater::offsets::m_sSanitizedPlayerName);
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if (playerNameAddress) {
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char buf[256];
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process->read_raw(playerNameAddress, buf, sizeof(buf));
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playerName = std::string(buf);
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}
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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)
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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 = (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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screenHead.y,
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width,
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height,
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(localTeam == playerTeam ? config::esp_box_color_team : 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 + 10),
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screenHead.y + (height * (100 - playerArmor) / 100),
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2,
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height - (height * (100 - playerArmor) / 100),
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RGB(0, 185, 255)
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);
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render::DrawBorderBox(
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g::hdcBuffer,
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screenHead.x - (width / 2 + 5),
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screenHead.y + (height * (100 - playerHealth) / 100),
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2,
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height - (height * (100 - playerHealth) / 100),
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RGB(
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(255 - playerHealth),
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(55 + playerHealth * 2),
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75
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)
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);
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render::RenderText(
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g::hdcBuffer,
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screenHead.x + (width / 2 + 5),
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screenHead.y,
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playerName.c_str(),
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config::esp_name_color,
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10
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);
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/**
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* I know is not the best way but a simple way to not saturate the screen with a ton of information
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*/
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if (roundedDistance > config::flag_render_distance)
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continue;
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render::RenderText(
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g::hdcBuffer,
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screenHead.x + (width / 2 + 5),
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screenHead.y + 10,
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(std::to_string(playerHealth) + "hp").c_str(),
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RGB(
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(255 - playerHealth),
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(55 + playerHealth * 2),
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75
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),
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10
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);
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render::RenderText(
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g::hdcBuffer,
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screenHead.x + (width / 2 + 5),
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screenHead.y + 20,
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(std::to_string(playerArmor) + "armor").c_str(),
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RGB(
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(255 - playerArmor),
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(55 + playerArmor * 2),
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75
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),
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10
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);
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if (config::show_extra_flags)
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{
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/*
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* Reading values for extra flags is now seperated from the other reads
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* This removes unnecessary memory reads, improving performance when not showing extra flags
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*/
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const bool isDefusing = process->read<bool>(pCSPlayerPawn + updater::offsets::m_bIsDefusing);
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const uintptr_t playerMoneyServices = process->read<uintptr_t>(player + updater::offsets::m_pInGameMoneyServices);
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const int32_t money = process->read<int32_t>(playerMoneyServices + updater::offsets::m_iAccount);
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const float flashAlpha = process->read<float>(pCSPlayerPawn + updater::offsets::m_flFlashOverlayAlpha);
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const auto clippingWeapon = process->read<std::uint64_t>(pCSPlayerPawn + updater::offsets::m_pClippingWeapon);
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const auto weaponData = process->read<std::uint64_t>(clippingWeapon + 0x360);
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const auto weaponNameAddress = process->read<std::uint64_t>(weaponData + updater::offsets::m_szName);
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std::string weaponName = "Invalid Weapon Name";
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if (!weaponNameAddress) {
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weaponName = "Invalid Weapon Name";
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}
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else {
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char buf[32];
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process->read_raw(weaponNameAddress, buf, sizeof(buf));
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weaponName = std::string(buf);
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if (weaponName.compare(0, 7, "weapon_") == 0)
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weaponName = weaponName.substr(7, weaponName.length()); // Remove weapon_ prefix
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}
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render::RenderText(
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g::hdcBuffer,
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screenHead.x + (width / 2 + 5),
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screenHead.y + 30,
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weaponName.c_str(),
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config::esp_distance_color,
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10
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);
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render::RenderText(
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g::hdcBuffer,
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screenHead.x + (width / 2 + 5),
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screenHead.y + 40,
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(std::to_string(roundedDistance) + "m away").c_str(),
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config::esp_distance_color,
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10
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);
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render::RenderText(
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g::hdcBuffer,
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screenHead.x + (width / 2 + 5),
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screenHead.y + 50,
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("$" + std::to_string(money)).c_str(),
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RGB(0, 125, 0),
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10
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);
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if (flashAlpha > 100)
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{
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render::RenderText(
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g::hdcBuffer,
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screenHead.x + (width / 2 + 5),
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screenHead.y + 60,
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"Player is flashed",
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config::esp_distance_color,
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10
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);
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}
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if (isDefusing)
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{
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const std::string defuText = "Player is defusing";
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render::RenderText(
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g::hdcBuffer,
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screenHead.x + (width / 2 + 5),
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screenHead.y + 60,
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defuText.c_str(),
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config::esp_distance_color,
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10
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);
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}
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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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}
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}
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