Morphed Tech Support
Posts : 67 Reputation : 6 Join date : 2009-11-12
| Subject: Css Esp source Sun Dec 06, 2009 2:03 am | |
| - Code:
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include "cESP.h" #include "sdk.h" #include "Interpreter/CCvars.h" cESP gESP; cAntiAim pUserCmd;
void Normalize(Vector &vIn, Vector &vOut) { float flLen = vIn.Length(); if(flLen == 0) { vOut.Init(0, 0, 1); return; } flLen = 1 / flLen; vOut.Init(vIn.x * flLen, vIn.y * flLen, vIn.z * flLen); }
void cESP::NameStealer() { player_info_t pInfo; char szPlayerNames[32]; for ( int i = 0; i < m_pEntList->GetHighestEntityIndex(); i++ ) { if ( i == m_pEngine->GetLocalPlayer() ) continue;
IClientEntity* m_pClientEntity = m_pEntMgr->GetClientEnt(i);
if( !m_pClientEntity ) continue; if( m_pClientEntity->IsDormant() ) continue;
C_BasePlayer* m_pBasePlayer = m_pEntMgr->GetBasePlayer(m_pClientEntity);
if( !m_pBasePlayer ) continue; if( !m_pEngine->GetPlayerInfo( m_pBasePlayer->index, &pInfo ) ) continue;
if(cvars.misc_namestealer.bGetValue()) { char szPlayerNames[64]; sdk->Sprint_f( szPlayerNames , "setinfo name \"%s~ ~~~\"" , pInfo.name ); //m_vec_PlayerNameList.push_back( szPlayerNames ); m_pEngine->ExecuteClientCmd( szPlayerNames ); } }
}
void cAntiAim::Manipulate(CUserCmd* cmd) { if( cvars.misc_antiaim.iGetValue() && !g_cNoSpread.IsMisc(Me.BaseEnt()) && g_cPlayerManager.bIsAlive(Me.BaseEnt())) { float forward = cmd->forwardmove; float right = cmd->sidemove; float up = cmd->upmove;
Vector viewforward,viewright,viewup,aimforward,aimright,aimup,vForwardNorm,vRightNorm,vUpNorm; sdk->AngleVectors(cmd->viewangles, &viewforward, &viewright, &viewup); if(!(cmd->buttons & IN_ATTACK)) { switch ( cvars.misc_antiaim.iGetValue() ){ case 1: cmd->viewangles.x = (vec_t)180.0f; cmd->viewangles.y -= (vec_t)90.0f; cmd->viewangles.z = (vec_t)fmod(-360.0f,360.0f); break; case 2: cmd->viewangles.x = (vec_t)180.0f; cmd->viewangles.y -= (vec_t)270.0f; cmd->viewangles.z = (vec_t)fmod(-360.0f,360.0f); break; case 3: cmd->viewangles.x = (vec_t)180.0f; cmd->viewangles.y -= (vec_t)cvars.misc_antiaim_y.flGetValue(); cmd->viewangles.z = (vec_t)fmod(-360,360.0f); break; case 4: cmd->viewangles.x -= (vec_t)180.0f; cmd->viewangles.y -= (vec_t)cvars.misc_antiaim_y.flGetValue(); cmd->viewangles.z = (vec_t)fmod(-360,360.0f); break; case 5: cmd->viewangles.x = (vec_t)180.0f; cmd->viewangles.y -= 1.0f + rand()%359; cmd->viewangles.z = cmd->viewangles.z; break; case 6: cmd->viewangles.x = cmd->viewangles.x; cmd->viewangles.y -= 1.0f + rand()%359; cmd->viewangles.z = cmd->viewangles.z; break; case 7: QAngle Rifk(-180,-90,-360); sdk->CopyAngle(Rifk,cmd->viewangles); //vec_t* A1 = 999; //sdk->CopyVec_t(A1,cmd->viewangles.Length); break;
} } sdk->AngleVectors(cmd->viewangles, &aimforward, &aimright, &aimup);
Normalize( viewforward, vForwardNorm ); Normalize( viewright, vRightNorm ); Normalize( viewup, vUpNorm );
cmd->forwardmove = DotProduct(forward* vForwardNorm, aimforward) + DotProduct(right* vRightNorm, aimforward) + DotProduct(up* vUpNorm, aimforward); cmd->sidemove = DotProduct(forward* vForwardNorm, aimright) + DotProduct(right* vRightNorm, aimright) + DotProduct(up* vUpNorm, aimright); cmd->upmove = DotProduct(forward* vForwardNorm, aimup) + DotProduct(right* vRightNorm, aimup) + DotProduct(up* vUpNorm, aimup); } }
double FloatFromFile( const char* app, const char* key, double def) { char buf[ 256 ]; GetPrivateProfileString( app, key, "", buf, 256, Basedir("configs\\cvars.cfg")); if( strlen( buf ) == 0 ) return def; else return atof( buf ); }; char* StringFromFile(char* szSection, char* szKey, const char* szDefaultValue) { char* szResult = new char[255]; memset(szResult, 0x00, 255); GetPrivateProfileString(szSection, szKey, szDefaultValue, szResult, 255, Basedir("configs\\cvars.cfg")); return szResult; }
char * Cvar_1_Name,*Cvar_2_Name,*Cvar_3_Name,*Cvar_4_Name,*Cvar_5_Name; void cESP::Init_Cvar_Force( void ) { Cvar_1_Name = StringFromFile("CvarForcer","Cvar_1_Name",NULL); Cvar_2_Name = StringFromFile("CvarForcer","Cvar_2_Name",NULL); Cvar_3_Name = StringFromFile("CvarForcer","Cvar_3_Name",NULL); Cvar_4_Name = StringFromFile("CvarForcer","Cvar_4_Name",NULL); Cvar_5_Name = StringFromFile("CvarForcer","Cvar_5_Name",NULL); Unlock_And_Force(Cvar_1_Name,FloatFromFile("CvarForcer", "Cvar_1_ForceValue", 0)); Unlock_And_Force(Cvar_2_Name,FloatFromFile("CvarForcer", "Cvar_2_ForceValue", 0)); Unlock_And_Force(Cvar_3_Name,FloatFromFile("CvarForcer", "Cvar_3_ForceValue", 0)); Unlock_And_Force(Cvar_4_Name,FloatFromFile("CvarForcer", "Cvar_4_ForceValue", 0)); Unlock_And_Force(Cvar_5_Name,FloatFromFile("CvarForcer", "Cvar_5_ForceValue", 0)); } std::vector m_vec_ForcedCvarList; void __cdecl cESP::Unlock_And_Force( char *pszCvarName , int iForceValue ) { if( pszCvarName == NULL || strlen(pszCvarName) <= 6) { add_log("Cvar %s Is Not Valid And Will Not Be Forced/Unflagged!",pszCvarName); return; }
m_vec_ForcedCvarList.push_back( pszCvarName ); ConCommandBase* TempCvar = m_pCvar->FindVar( pszCvarName ); ConVar *TempCvar2 = m_pCvar->FindVar( pszCvarName );
if(TempCvar->IsBitSet(FCVAR_CHEAT)) { TempCvar->m_nFlags &= ~FCVAR_CHEAT; } if(TempCvar->IsBitSet(FCVAR_REPLICATED)) { TempCvar->m_nFlags &= ~FCVAR_REPLICATED; } if(TempCvar->IsBitSet(FCVAR_PROTECTED)) { TempCvar->m_nFlags &= ~FCVAR_PROTECTED; } if(TempCvar->IsBitSet(FCVAR_SPONLY)) { TempCvar->m_nFlags &= ~FCVAR_SPONLY; }
TempCvar2->SetValue( iForceValue );
add_log("Cvar %s Forced to %i",pszCvarName,iForceValue); add_log("Cvars Forced So Far In This Injection: [ %i ]", m_vec_ForcedCvarList.size()); add_log("----------------------------");
for ( int i = 0; i < m_vec_ForcedCvarList.size(); i++ ) { add_log("%s",m_vec_ForcedCvarList[i]); }
add_log("----------------------------"); }
void cESP::iMaterial() { IMaterial *rm = m_pMaterialSystem->FindMaterial( "particle\\particle_smokegrenade1", NULL ); IMaterial *rm1 = m_pMaterialSystem->FindMaterial( "particle\\screenspace_fog", NULL ); IMaterial *rm2 = m_pMaterialSystem->FindMaterial( "particle\\rain", NULL ); IMaterial* Hands = m_pMaterialSystem->FindMaterial("models\\weapons\\v_models\\hands\\v_hands", "Model textures"); ConVar *xSKYBOX = m_pCvar->FindVar("r_drawskybox"); ConVar *xSKY = m_pCvar->FindVar("r_3dsky"); ConVar *gl_clear = m_pCvar->FindVar("gl_clear"); rm->SetMaterialVarFlag( MATERIAL_VAR_NO_DRAW, cvars.vis_nosmoke.bGetValue() ); rm1->SetMaterialVarFlag( MATERIAL_VAR_NO_DRAW, cvars.vis_nosmoke.bGetValue() ); rm2->SetMaterialVarFlag( MATERIAL_VAR_NO_DRAW, cvars.vis_nosmoke.bGetValue() ); Hands->SetMaterialVarFlag(MATERIAL_VAR_NO_DRAW,cvars.vis_nohands.bGetValue() ); IMaterial* rm3 = m_pMaterialSystem->FindMaterial( "effects\\flashbang", "ClientEffect textures" ); IMaterial* rm4 = m_pMaterialSystem->FindMaterial( "effects\\flashbang_white", "ClientEffect textures" ); rm4->SetMaterialVarFlag( MATERIAL_VAR_NO_DRAW, cvars.vis_noflash.bGetValue() ); rm3->SetMaterialVarFlag( MATERIAL_VAR_NO_DRAW, cvars.vis_noflash.bGetValue() ); if(cvars.vis_nosky.iGetValue()) { xSKYBOX->SetValue(0); xSKY->SetValue(0); gl_clear->SetValue(1); } if(!cvars.vis_nosky.iGetValue()) { xSKYBOX->SetValue(1); xSKY->SetValue(1); gl_clear->SetValue(0); } }
ScreenSize_t sScreenSize; void cESP::Valve_Triggerbot() { if( g_cNoSpread.IsMisc(Me.BaseEnt()) || !g_cPlayerManager.bIsAlive(Me.BaseEnt())) return;
if( !g_cNoSpread.GetWeapon(Me.BaseEnt(),"awp") && cvars.aim_triggerbot_awp.bGetValue() ) return;
m_pEngine->GetViewAngles(qMyView); sdk->AngleVectors( qMyView, &vEndVec ); vEndVec = vEndVec* 8192.0f + Me.BaseEnt()->EyePosition(); ray.Init( Me.BaseEnt()->EyePosition(), vEndVec ); m_pEnginetrace->TraceRay( ray,(CONTENTS_SOLID|CONTENTS_HITBOX), NULL, &traceray ); IClientEntity* pClientEntity = traceray.m_pEnt->GetIClientEntity();
if ( !pClientEntity ) return;
C_BasePlayer* pBasePlayer = dynamic_cast( pClientEntity );
if( pBasePlayer == NULL ) return; if( pBasePlayer->GetTeamNumber() == Me.BaseEnt()->GetTeamNumber() ) return;
if( !pBasePlayer->IsAlive() ) return;
if( cvars.aim_triggerbot_delay.flGetValue() >= 0.01 ) { static DWORD nexttime = sdk->TimeS() + cvars.aim_triggerbot_delay.flGetValue(); DWORD curtime = sdk->TimeS(); srand(curtime); if(curtime > nexttime) { nexttime = curtime + cvars.aim_triggerbot_delay.flGetValue(); m_pInput->MouseEvent( 1 , true ); } } else { m_pInput->MouseEvent( 1 , true ); } } void cESP::BunnyHop(CUserCmd* cmd) { int *iMyFlAgs = (int*) ( (DWORD)Me.BaseEnt() + (DWORD)0x2B4 ); int iFlags = *iMyFlAgs;
if ( cmd->buttons & IN_JUMP && cvars.misc_bunnyhop.iGetValue()) { if(!(iFlags &FL_ONGROUND) ) cmd->buttons &= ~IN_JUMP; } } void cESP::TriggerHair() { if( !g_cPlayerManager.bIsAlive(Me.BaseEnt()) ) return;
m_pEngine->GetViewAngles(qMyView); sdk->AngleVectors( qMyView, &vEndVec ); vEndVec = vEndVec* 8192.0f + Me.BaseEnt()->EyePosition(); ray.Init( Me.BaseEnt()->EyePosition(), vEndVec ); m_pEnginetrace->TraceRay( ray,(CONTENTS_SOLID|CONTENTS_HITBOX), NULL, &traceray ); IClientEntity* pClientEntity = traceray.m_pEnt->GetIClientEntity();
switch( cvars.esp_hair_notactive.iGetValue() ){ case 1: dwCrossHair = Color(255,255,255,255); break; case 2: dwCrossHair = Color(100,0,200,255); break; case 3: dwCrossHair = Color(255,0,0,255); break; case 4: dwCrossHair = Color(0,0,255,255); break; case 5: dwCrossHair = Color(0,255,0,255); break; } sdk->FillRGBA( ( sScreenSize.m_iWidth / 2 ) - 10 , ( sScreenSize.m_iHeight /2 ) ,20,1,dwCrossHair); sdk->FillRGBA( ( sScreenSize.m_iWidth / 2 ) , ( sScreenSize.m_iHeight /2 ) - 10,1,20,dwCrossHair);
if ( !pClientEntity ) return;
C_BasePlayer* pBasePlayer = dynamic_cast( pClientEntity );
if( pBasePlayer == NULL ) return; if( pBasePlayer->GetTeamNumber() == Me.BaseEnt()->GetTeamNumber() ) return;
if( !pBasePlayer->IsAlive() ) return;
switch( cvars.esp_hair_active.iGetValue() ){ case 1: dwCrossHair = Color(255,255,255,255); break; case 2: dwCrossHair = Color(0,0,255,255); break; case 3: dwCrossHair = Color(255,0,255,255); break; case 4: dwCrossHair = Color(0,255,255,255); break; case 5: dwCrossHair = Color(255,255,0,255); break; } sdk->FillRGBA( ( sScreenSize.m_iWidth / 2 ) - 10 , ( sScreenSize.m_iHeight /2 ) ,20,1,dwCrossHair); sdk->FillRGBA( ( sScreenSize.m_iWidth / 2 ) , ( sScreenSize.m_iHeight /2 ) - 10,1,20,dwCrossHair); } int cESP::Check_Visible( Vector MyView , Vector vEnd ) { ray.Init(MyView, vEnd ); m_pEnginetrace->TraceRay(ray,CONTENTS_SOLID|CONTENTS_HITBOX,NULL, &ray_trace ); if(GetAsyncKeyState(VK_LBUTTON) && cvars.aim_mousewall.iGetValue()) return 3; if ( cvars.aim_checkvisibility.iGetValue() ){
if( strstr(ray_trace.surface.name,"WALL")) return 0; if( ray_trace.fraction >= cvars.aim_awvalue.flGetValue() && !ray_trace.allsolid && !ray_trace.startsolid && ray_trace.fraction <= 0.95) return 2; } if(ray_trace.fraction >= 0.96) return 1; return 0; }
std::vector m_vec_PlayersNames; void cESP::ESP() { if(!Me.BaseEnt()) return;
for ( int i = 0; i < m_pEntList->GetHighestEntityIndex(); i++ ) { if ( i == m_pEngine->GetLocalPlayer() ) continue;
IClientEntity* ClientEntity = m_pEntMgr->GetClientEnt( i );
if( !ClientEntity || ClientEntity->IsDormant( ) ) continue;
C_BaseEntity* pBaseEntity = m_pEntMgr->GetBaseEntity(ClientEntity);
if( !pBaseEntity || pBaseEntity->IsDormant( ) ) continue;
if(cvars.ea_scramble_fix.iGetValue()) {
C_BasePlayer* pPlayer = dynamic_cast(ClientEntity);
if( pPlayer == NULL ) continue;
if( !pPlayer->IsAlive() ) continue;
if( !g_cPlayerManager.bIsAlive(pBaseEntity)) continue;
if( !m_pEngine->GetPlayerInfo( pBaseEntity->index, &PlayerInfo ) && !strstr(CURRENT_ENT_MODEL,"player") ) continue;
} else {
if( !g_cPlayerManager.bIsAlive(pBaseEntity)) continue;
if( !m_pEngine->GetPlayerInfo( pBaseEntity->index, &PlayerInfo )) continue;
}
if(g_cPlayerManager.IsMyTeam(pBaseEntity)) continue;
sdk->GetWorldSpaceCenter( pBaseEntity , vWorldPos ); sdk->GetEntEyePos( Me.BaseEnt() , vMyEyes ); sdk->GetEntEyePos( pBaseEntity , vPlayerEyesPre ); sdk->WorldToScreen( vWorldPos, vPlayerPosition ); sdk->WorldToScreen( vPlayerEyesPre, vPlayerEyes );
switch( Check_Visible(vMyEyes, vPlayerEyesPre) ){ case 0:{//not vis dwGetTeamColor = Color(255,0,0,255); break; } case 1:{//vis dwGetTeamColor = Color(0,255,0,255); break; } case 2:{//penertrable dwGetTeamColor = Color(0,255,255,255); break; } case 3:{//mouse1 dwGetTeamColor = Color(255,0,255,255); break; } }
char pWeapon[100]; char pWeaponPrint[100]; C_BaseCombatWeapon* m_pWeapon = g_cNoSpread.GetActiveWeapon( pBaseEntity ); if ( m_pWeapon ) { const char* szWeapon = m_pModelinfo->GetModelName ( m_pWeapon->GetModel( ) ); strcpy( pWeapon, szWeapon ); if(cvars.pps_infostyle.iGetValue()) { if ( strstr( pWeapon, "w_pist_usp.mdl" ) ) strcpy( pWeaponPrint, "USP" ); else if ( strstr( pWeapon, "w_pist_usp_silencer.mdl" ) ) sdk->Strcpy( pWeaponPrint, "USP-Silenced" ); else if ( strstr( pWeapon, "w_rif_ak47.mdl" ) ) sdk->Strcpy( pWeaponPrint, "Ak-47" ); else if ( strstr( pWeapon, "w_pist_glock18.mdl" ) ) sdk->Strcpy( pWeaponPrint, "Glock 18" ); else if ( strstr( pWeapon, "w_smg_tmp.mdl" ) ) sdk->Strcpy( pWeaponPrint, "tMp" ); else if ( strstr( pWeapon, "w_rif_aug.mdl" ) ) sdk->Strcpy( pWeaponPrint, "Aug" ); else if ( strstr( pWeapon, "w_pist_deagle.mdl" ) ) sdk->Strcpy( pWeaponPrint, "DeagLe" ); else if ( strstr( pWeapon, "w_eq_fraggrenade" ) ) sdk->Strcpy( pWeaponPrint, "FragGrenade" ); else if ( strstr( pWeapon, "w_eq_flashbang" ) ) sdk->Strcpy( pWeaponPrint, "FlashGrenade" ); else if ( strstr( pWeapon, "w_snip_g3sg1.mdl" ) ) sdk->Strcpy( pWeaponPrint, "g3sg1" ); else if ( strstr( pWeapon, "w_knife_ct.mdl" ) ) sdk->Strcpy( pWeaponPrint, "knife" ); else if ( strstr( pWeapon, "w_knife_t.mdl" ) ) sdk->Strcpy( pWeaponPrint, "knife" ); else if ( strstr( pWeapon, "w_shot_m3super90.mdl" ) ) sdk->Strcpy( pWeaponPrint, "m3 super 90" ); else if ( strstr( pWeapon, "w_smg_mac10.mdl" ) ) sdk->Strcpy( pWeaponPrint, "Uzi" ); else if ( strstr( pWeapon, "w_smg_p90.mdl" ) ) sdk->Strcpy( pWeaponPrint, "p90" ); else if ( strstr( pWeapon, "w_snip_scout.mdl" ) ) sdk->Strcpy( pWeaponPrint, "scout" ); else if ( strstr( pWeapon, "w_snip_sg550.mdl" ) ) sdk->Strcpy( pWeaponPrint, "sg550" ); else if ( strstr( pWeapon, "w_eq_smokegrenade.mdl" ) ) sdk->Strcpy( pWeaponPrint, "smokegrenade" ); else if ( strstr( pWeapon, "w_eq_smokegrenade_thrown.mdl" ) ) sdk->Strcpy( pWeaponPrint, "smokegrenade" ); else if ( strstr( pWeapon, "w_smg_ump45.mdl" ) ) sdk->Strcpy( pWeaponPrint, "ump45" ); else if ( strstr( pWeapon, "w_snip_awp.mdl" ) ) sdk->Strcpy( pWeaponPrint, "-AWP-" ); else if ( strstr( pWeapon, "w_pist_elite.mdl" ) ) sdk->Strcpy( pWeaponPrint, "Dualies" ); else if ( strstr( pWeapon, "w_pist_elite_dropped.mdl" ) ) sdk->Strcpy( pWeaponPrint, "Dualies" ); else if ( strstr( pWeapon, "w_rif_famas.mdl" ) ) sdk->Strcpy( pWeaponPrint, "Famas" ); else if ( strstr( pWeapon, "w_pist_fiveseven.mdl" ) ) sdk->Strcpy( pWeaponPrint, "FiveSeven" ); else if ( strstr( pWeapon, "w_rif_galil.mdl" ) ) sdk->Strcpy( pWeaponPrint, "Galil" ); else if ( strstr( pWeapon, "w_rif_m4a1_silencer.mdl" ) ) sdk->Strcpy( pWeaponPrint, "m4a1 silenced" ); else if ( strstr( pWeapon, "w_rif_m4a1.mdl" ) ) sdk->Strcpy( pWeaponPrint, "m4a1" ); else if ( strstr( pWeapon, "w_smg_mp5.mdl" ) ) sdk->Strcpy( pWeaponPrint, "mp5" ); else if ( strstr( pWeapon, "w_pist_p228.mdl" ) ) sdk->Strcpy( pWeaponPrint, "p228" ); else if ( strstr( pWeapon, "w_mach_m249para.mdl" ) ) sdk->Strcpy( pWeaponPrint, "m249" ); else if ( strstr( pWeapon, "w_rif_sg552.mdl" ) ) sdk->Strcpy( pWeaponPrint, "sg552" ); else if ( strstr( pWeapon, "w_c4.mdl" ) ) sdk->Strcpy( pWeaponPrint, "C4" ); else if ( strstr( pWeapon, "w_c4_planted.mdl" ) ) sdk->Strcpy( pWeaponPrint, "C4" ); else if ( strstr( pWeapon, "w_shot_xm1014.mdl" ) ) sdk->Strcpy( pWeaponPrint, "auto shottie" ); else if ( strstr( pWeapon, "w_defuser.mdl" )) sdk->Strcpy( pWeaponPrint, "defusing" ); else if(strstr(pWeapon,"thompson")) sdk->Strcpy( pWeaponPrint, "Thompson "); else if(strstr(pWeapon,"stick")) sdk->Strcpy( pWeaponPrint, "Stick Grnade"); else if(strstr(pWeapon,"pschreck")) sdk->Strcpy( pWeaponPrint, "Pschreck Rocket!! "); else if(strstr(pWeapon, "p38.mdl" )) sdk->Strcpy( pWeaponPrint, "P38"); else if(strstr(pWeapon, "mp44.mdl" )) sdk->Strcpy( pWeaponPrint, "MP44" ); else if(strstr(pWeapon, "mp40.mdl" )) sdk->Strcpy( pWeaponPrint, "MP40" ); else if(strstr(pWeapon, "mg42" )) sdk->Strcpy( pWeaponPrint, "MG42" ); else if(strstr(pWeapon, "m1carb.mdl" )) sdk->Strcpy( pWeaponPrint, " M1 Carbine" ); else if(strstr( pWeapon, "_k98" )) sdk->Strcpy( pWeaponPrint, " K98" ); else if(strstr( pWeapon, "_garand" )) sdk->Strcpy( pWeaponPrint, "Garand ") ; else if(strstr( pWeapon, "_bazooka" )) sdk->Strcpy( pWeaponPrint, "BAZOOKAH" ); else if(strstr( pWeapon, "_bar" )) sdk->Strcpy( pWeaponPrint, "bar" ); else if(strstr( pWeapon, "_amerk" )) sdk->Strcpy( pWeaponPrint, "Amerk" ); else if(strstr( pWeapon, "_30cal" )) sdk->Strcpy( pWeaponPrint, ".30 Cal") ; } }
switch (cvars.pps_healthbar.iGetValue()) { case 1: { sdk->Border( vPlayerPosition.x-8, vPlayerPosition.y-25, 100 / 3 , 3, Color(0,0,0,255)); sdk->FillRGBA( vPlayerPosition.x-8, vPlayerPosition.y-25, 100 / 3 , 2, Color(0,0,0,255)); sdk->FillRGBA( vPlayerPosition.x-8, vPlayerPosition.y-25, g_cPlayerManager.m_fHealth(pBaseEntity) / 3 , 2, Color(0,255,0,180)); break; } case 2: { sdk->FillRGBA( vPlayerPosition.x-27, vPlayerPosition.y -40, 3 , 100, Color(1,1,1,255));//blak bg/border sdk->FillRGBA( vPlayerPosition.x-26, vPlayerPosition.y -40, 1 , 100 , Color(1,255,70,255));//color for health sdk->FillRGBA( vPlayerPosition.x-27, vPlayerPosition.y -40, 3 , 100 - g_cPlayerManager.m_fHealth(pBaseEntity) , Color(1,1,1,255));//black actual verticle bar effect break; } case 3: { sdk->Border( vPlayerPosition.x-8, vPlayerPosition.y+25, 100 / 3 , 3, Color(0,0,0,255)); sdk->FillRGBA( vPlayerPosition.x-8, vPlayerPosition.y+25, 100 / 3 , 2, Color(0,0,0,255)); sdk->FillRGBA( vPlayerPosition.x-8, vPlayerPosition.y+25, g_cPlayerManager.m_fHealth(pBaseEntity) / 3 , 2, Color(0,255,0,180)); break; } case 4: { sdk->Border( vPlayerPosition.x-8, vPlayerPosition.y, 100 / 3 , 3, Color(0,0,0,255)); sdk->FillRGBA( vPlayerPosition.x-8, vPlayerPosition.y, 100 / 3 , 2, Color(0,0,0,255)); sdk->FillRGBA( vPlayerPosition.x-8, vPlayerPosition.y, g_cPlayerManager.m_fHealth(pBaseEntity) / 3 , 2, Color(0,255,0,180)); break; } }
switch (cvars.pps_optical.iGetValue()) { case 1: { m_pMatSurface->DrawSetColor( RGBA(Color(1,1,1,255)) ); m_pMatSurface->DrawOutlinedRect( vPlayerPosition.x-20, vPlayerPosition.y-20, vPlayerPosition.x+20, vPlayerPosition.y+20 ); m_pMatSurface->DrawSetColor( RGBA(dwGetTeamColor) ); m_pMatSurface->DrawOutlinedRect( vPlayerPosition.x-20, vPlayerPosition.y-20, vPlayerPosition.x+20, vPlayerPosition.y +20); break; } case 2: { m_pMatSurface->DrawSetColor(RED(dwGetTeamColor), GREEN(dwGetTeamColor), BLUE(dwGetTeamColor), ALPHA(dwGetTeamColor) ); m_pMatSurface->DrawOutlinedCircle(vPlayerPosition.x-8,vPlayerPosition.y-18,30,100); break; } case 3: { sdk->FillRGBA(vPlayerEyes.x,vPlayerEyes.y,5,5,dwGetTeamColor); break; } case 4: { m_pMatSurface->DrawSetColor(RED(dwGetTeamColor), GREEN(dwGetTeamColor), BLUE(dwGetTeamColor), ALPHA(dwGetTeamColor) ); m_pMatSurface->DrawOutlinedCircle(vPlayerEyes.x,vPlayerEyes.y,7,25); break; } case 5: { m_pMatSurface->DrawSetColor(RED(dwGetTeamColor), GREEN(dwGetTeamColor), BLUE(dwGetTeamColor), ALPHA(dwGetTeamColor) ); m_pMatSurface->DrawOutlinedRect(vPlayerEyes.x-5,vPlayerEyes.y-5,vPlayerEyes.x+5,vPlayerEyes.y+5); break; } case 6: { sdk->PrintBigText(vPlayerPosition.x,vPlayerPosition.y,dwGetTeamColor,"+"); break; } case 7: { sdk->PrintBigText(vPlayerEyes.x,vPlayerEyes.y,dwGetTeamColor,"+"); break; } case 8: { sdk->PrintBigText(vPlayerEyes.x,vPlayerEyes.y,dwGetTeamColor,"#"); break; } case 9: { sdk->PrintBigText(vPlayerEyes.x,vPlayerEyes.y+5,dwGetTeamColor,"*"); break; } } switch (cvars.pps_infostyle.iGetValue()) { case 1: { sdk->pTextPrint( vPlayerPosition.x, vPlayerPosition.y-15, 1 , dwGetTeamColor,"%s",pWeaponPrint); sdk->pTextPrint( vPlayerPosition.x, vPlayerPosition.y, 1 ,dwGetTeamColor,"%0.0f",g_cPlayerManager.GetDistance_Float(Me.BaseEnt()->GetAbsOrigin(),vPlayerPosition)); sdk->pTextPrint( vPlayerPosition.x, vPlayerPosition.y+15, 1 ,dwGetTeamColor,"%s",PlayerInfo.name); break; } case 2: { sdk->pTextPrint( vPlayerPosition.x+29 , vPlayerPosition.y-5, 1 ,dwGetTeamColor,"%s",pWeaponPrint); sdk->pTextPrint( vPlayerPosition.x-26 , vPlayerPosition.y-5, 1 ,dwGetTeamColor,"%0.0f",g_cPlayerManager.GetDistance_Float(Me.BaseEnt()->GetAbsOrigin(),vPlayerPosition) ); sdk->pTextPrint( vPlayerPosition.x-4 , vPlayerPosition.y+30, 1 ,dwGetTeamColor,"%s",PlayerInfo.name); break; } case 3: { sdk->pTextPrint( vPlayerPosition.x , vPlayerPosition.y-10, 1 ,dwGetTeamColor,"%s",pWeaponPrint); sdk->pTextPrint( vPlayerPosition.x, vPlayerPosition.y, 1 ,dwGetTeamColor,"%s",PlayerInfo.name); break; } case 4: { sdk->pTextPrint( vPlayerPosition.x+30, vPlayerPosition.y+5, 1 ,dwGetTeamColor,"%s",pWeaponPrint); sdk->pTextPrint( vPlayerPosition.x+30 , vPlayerPosition.y +15, 1 ,dwGetTeamColor,"%s",PlayerInfo.name); break; } case 5: { sdk->pTextPrint( vPlayerPosition.x , vPlayerPosition.y, 1 ,dwGetTeamColor,"Health %i %",g_cPlayerManager.m_fHealth(pBaseEntity)); sdk->pTextPrint( vPlayerPosition.x, vPlayerPosition.y+15, 1 ,dwGetTeamColor,"%s",PlayerInfo.name); break; } case 6: { sdk->pTextPrint( vPlayerPosition.x, vPlayerPosition.y, 1 ,dwGetTeamColor,"%s",pWeaponPrint); break; } case 7: { sdk->pTextPrint( vPlayerPosition.x, vPlayerPosition.y, 1 ,dwGetTeamColor,"%s",pWeaponPrint); sdk->pTextPrint( vPlayerPosition.x, vPlayerPosition.y+10, 1 ,dwGetTeamColor,"%s",PlayerInfo.name); break; } case 8: { sdk->pTextPrint( vPlayerEyes.x, vPlayerEyes.y+20, 1 ,dwGetTeamColor,"%s",pWeaponPrint); sdk->pTextPrint( vPlayerEyes.x, vPlayerEyes.y+30, 1 ,dwGetTeamColor,"%s",PlayerInfo.name); break; } case 9: { sdk->pTextPrint( vPlayerEyes.x , vPlayerEyes.y+20, 1 ,dwGetTeamColor,"%s",pWeaponPrint); break; } case 10: { sdk->pTextPrint( vPlayerPosition.x , vPlayerPosition.y+10, 1 ,dwGetTeamColor,"- %0.0f -",g_cPlayerManager.GetDistance_Float(Me.BaseEnt()->GetAbsOrigin(),vPlayerPosition) ); sdk->pTextPrint( vPlayerPosition.x, vPlayerPosition.y+20, 1 ,dwGetTeamColor,"%s",pWeaponPrint); break; } case 11: { sdk->pTextPrint( vPlayerPosition.x+5, vPlayerPosition.y+25, 1 , dwGetTeamColor," %s ", pWeaponPrint ); sdk->FillRGBA( vPlayerPosition.x+3, vPlayerPosition.y + 20 , 33.3, 2, Color(255,100,100,255) ); //sdk->FillRGBA( vPlayerPosition.x+3, vPlayerPosition.y + 20 , *pdwArmor / 3, 2, Color(255,255,255,255) ); sdk->FillRGBA( vPlayerPosition.x+3, vPlayerPosition.y + 16 , 33.3, 2, Color(255,0,0,255) ); sdk->FillRGBA( vPlayerPosition.x+3, vPlayerPosition.y + 16 , g_cPlayerManager.m_fHealth(pBaseEntity) / 3, 2, Color(1,255,1,255) ); sdk->pTextPrint( vPlayerPosition.x-2, vPlayerPosition.y, 1 , dwGetTeamColor, "%s", g_cPlayerManager.GetPlayerName() ); break; } case 12: { sdk->FillRGBA(vPlayerEyes.x,vPlayerEyes.y,5,5,dwGetTeamColor); m_pMatSurface->DrawSetColor( RGBA(dwGetTeamColor) ); m_pMatSurface->DrawOutlinedRect( vPlayerPosition.x-10, vPlayerPosition.y-10, vPlayerPosition.x+10, vPlayerPosition.y+10 ); m_pMatSurface->DrawSetColor( RGBA(dwGetTeamColor) ); m_pMatSurface->DrawOutlinedRect( vPlayerPosition.x-10, vPlayerPosition.y-10, vPlayerPosition.x+10, vPlayerPosition.y +10); sdk->FillRGBA( vPlayerPosition.x+9, vPlayerPosition.y + 9 , 33.3, 2, Color(255,255,255,255) ); sdk->FillRGBA( vPlayerPosition.x+9, vPlayerPosition.y + 9 ,g_cPlayerManager.m_fHealth(pBaseEntity) / 3, 2, Color(1,255,1,255) ); sdk->pTextPrint( vPlayerPosition.x-8, vPlayerPosition.y, 1 , dwGetTeamColor, "%s", g_cPlayerManager.GetPlayerName() ); break; } } switch (cvars.pps_box.iGetValue()) { case 1: { m_pMatSurface->DrawSetColor( RGBA(dwGetTeamColor) ); m_pMatSurface->DrawOutlinedRect( vPlayerPosition.x-20, vPlayerPosition.y-20, vPlayerPosition.x+20, vPlayerPosition.y+20 ); m_pMatSurface->DrawSetColor( RGBA(dwGetTeamColor) ); m_pMatSurface->DrawOutlinedRect( vPlayerPosition.x-19, vPlayerPosition.y-19, vPlayerPosition.x+19, vPlayerPosition.y +19); break; } case 2: { m_pMatSurface->DrawSetColor( RGBA(dwGetTeamColor) ); m_pMatSurface->DrawOutlinedRect( vPlayerPosition.x-12, vPlayerPosition.y-12, vPlayerPosition.x+12, vPlayerPosition.y+12 ); m_pMatSurface->DrawSetColor( RGBA(dwGetTeamColor) ); m_pMatSurface->DrawOutlinedRect( vPlayerPosition.x-13, vPlayerPosition.y-13, vPlayerPosition.x+13, vPlayerPosition.y +13); break; } case 3: { m_pMatSurface->DrawSetColor( RGBA(dwGetTeamColor) ); m_pMatSurface->DrawOutlinedRect( vPlayerPosition.x-10, vPlayerPosition.y-13, vPlayerPosition.x+10, vPlayerPosition.y+13 ); m_pMatSurface->DrawSetColor( RGBA(dwGetTeamColor) ); m_pMatSurface->DrawOutlinedRect( vPlayerPosition.x-9, vPlayerPosition.y-12, vPlayerPosition.x+9, vPlayerPosition.y +12); break; } case 4: { m_pMatSurface->DrawSetColor( RGBA(Color(0,255,255,255)) ); m_pMatSurface->DrawOutlinedRect( vPlayerPosition.x-5, vPlayerPosition.y-5, vPlayerPosition.x+5, vPlayerPosition.y+5 ); m_pMatSurface->DrawSetColor( RGBA(Color(0,255,255,255)) ); m_pMatSurface->DrawOutlinedRect( vPlayerPosition.x-5, vPlayerPosition.y-5, vPlayerPosition.x+5, vPlayerPosition.y +5); break; } case 5: { m_pMatSurface->DrawSetColor( RGBA(dwGetTeamColor) ); m_pMatSurface->DrawOutlinedRect( vPlayerPosition.x-25, vPlayerPosition.y-15, vPlayerPosition.x+25, vPlayerPosition.y+15 ); m_pMatSurface->DrawSetColor( RGBA(dwGetTeamColor) ); m_pMatSurface->DrawOutlinedRect( vPlayerPosition.x-5, vPlayerPosition.y-5, vPlayerPosition.x+5, vPlayerPosition.y +5); break; } case 6: { m_pMatSurface->DrawSetColor( RGBA(dwGetTeamColor) ); m_pMatSurface->DrawOutlinedRect( vPlayerPosition.x-15, vPlayerPosition.y-25, vPlayerPosition.x+15, vPlayerPosition.y+25 ); m_pMatSurface->DrawSetColor( RGBA(dwGetTeamColor) ); m_pMatSurface->DrawOutlinedRect( vPlayerPosition.x-5, vPlayerPosition.y-5, vPlayerPosition.x+5, vPlayerPosition.y +5); break; } case 7: { m_pMatSurface->DrawSetColor( RGBA(dwGetTeamColor) ); m_pMatSurface->DrawOutlinedRect( vPlayerPosition.x-10, vPlayerPosition.y-30, vPlayerPosition.x+10, vPlayerPosition.y+30 ); m_pMatSurface->DrawSetColor( RGBA(Color(255,0,255,255)) ); m_pMatSurface->DrawOutlinedRect( vPlayerPosition.x-5, vPlayerPosition.y-5, vPlayerPosition.x+5, vPlayerPosition.y +5); break; } case 8: { m_pMatSurface->DrawSetColor( RGBA(dwGetTeamColor) ); m_pMatSurface->DrawOutlinedRect( vPlayerPosition.x-5, vPlayerPosition.y-5, vPlayerPosition.x+5, vPlayerPosition.y+5 ); m_pMatSurface->DrawSetColor( RGBA(dwGetTeamColor) ); m_pMatSurface->DrawOutlinedRect( vPlayerPosition.x-5, vPlayerPosition.y-5, vPlayerPosition.x+5, vPlayerPosition.y +5); break; } case 9: { m_pMatSurface->DrawSetColor( RGBA(dwGetTeamColor) ); m_pMatSurface->DrawOutlinedRect( vPlayerPosition.x-5, vPlayerPosition.y-5, vPlayerPosition.x+5, vPlayerPosition.y+5 ); m_pMatSurface->DrawSetColor( RGBA(dwGetTeamColor) ); m_pMatSurface->DrawOutlinedRect( vPlayerPosition.x-4, vPlayerPosition.y-4, vPlayerPosition.x+4, vPlayerPosition.y +4); m_pMatSurface->DrawSetColor( RGBA(dwGetTeamColor) ); m_pMatSurface->DrawOutlinedRect( vPlayerPosition.x-3, vPlayerPosition.y-3, vPlayerPosition.x+3, vPlayerPosition.y +3); m_pMatSurface->DrawSetColor( RGBA(dwGetTeamColor) ); m_pMatSurface->DrawOutlinedRect( vPlayerPosition.x-2, vPlayerPosition.y-2, vPlayerPosition.x+2, vPlayerPosition.y +2); m_pMatSurface->DrawSetColor( RGBA(dwGetTeamColor) ); m_pMatSurface->DrawOutlinedRect( vPlayerPosition.x-1, vPlayerPosition.y-1, vPlayerPosition.x+1, vPlayerPosition.y +1); m_pMatSurface->DrawSetColor( RGBA(dwGetTeamColor) ); m_pMatSurface->DrawOutlinedRect( vPlayerPosition.x-0, vPlayerPosition.y-0, vPlayerPosition.x+0, vPlayerPosition.y +0); break; } }
switch (cvars.vis_dlights.iGetValue()) { case 1: { //pClientFX->MetalSparks(pBaseEntity->GetAbsOrigin(), pBaseEntity->GetAbsOrigin() + Vector(10,0,5)); //pClientFX->Sparks(pBaseEntity->GetAbsOrigin(),1,5,0); pClientFX->EnergySplash(pBaseEntity->GetAbsOrigin(),pBaseEntity->GetAbsOrigin(),true); break; } case 2: { //pClientFX->MetalSparks(pBaseEntity->GetAbsOrigin(), pBaseEntity->GetAbsOrigin() + Vector(10,0,5)); pClientFX->Sparks(pBaseEntity->GetAbsOrigin(),1,5,0); //pClientFX->EnergySplash(pBaseEntity->GetAbsOrigin(),pBaseEntity->GetAbsOrigin(),true); break; } case 3: { //pClientFX->MetalSparks(pBaseEntity->GetAbsOrigin(), pBaseEntity->GetAbsOrigin() + Vector(10,0,5)); pClientFX->MuzzleFlash(vWorldPos,pBaseEntity->EyeAngles(),5,1); //pClientFX->EnergySplash(pBaseEntity->GetAbsOrigin(),pBaseEntity->GetAbsOrigin(),true); break; } case 4: { //pClientFX->MetalSparks(pBaseEntity->GetAbsOrigin(), pBaseEntity->GetAbsOrigin() + Vector(10,0,5)); pClientFX->MuzzleFlash(vWorldPos,pBaseEntity->EyeAngles(),5,1); pClientFX->Sparks(pBaseEntity->GetAbsOrigin(),1,5,0); pClientFX->EnergySplash(pBaseEntity->GetAbsOrigin(),pBaseEntity->GetAbsOrigin(),true); //pClientFX->EnergySplash(pBaseEntity->GetAbsOrigin(),pBaseEntity->GetAbsOrigin(),true); break; } } } }
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