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authorboris <wzn@moneybot.cc>2018-11-28 16:00:02 +1300
committerboris <wzn@moneybot.cc>2018-11-28 16:00:02 +1300
commit3d412a4b30a9f7c7f51ea6562e694315948bd3da (patch)
tree26d67dfd1f3e5fd12903ad13e85d0cb8bcf8f21c /cheat/gmod/visual_player.cpp
parente4729e4393d90271a3814c7a79950a660c48325a (diff)
cleaned up
in short, the cheat and loader are now separate solutions. unused stuff was moved into the legacy solution in case anyone wants to compile it or whatever. i can change this back if you want to. also, i configured the loader to compile in x64, and have separate build types for linux and win64
Diffstat (limited to 'cheat/gmod/visual_player.cpp')
-rw-r--r--cheat/gmod/visual_player.cpp308
1 files changed, 308 insertions, 0 deletions
diff --git a/cheat/gmod/visual_player.cpp b/cheat/gmod/visual_player.cpp
new file mode 100644
index 0000000..fb65458
--- /dev/null
+++ b/cheat/gmod/visual_player.cpp
@@ -0,0 +1,308 @@
+#include <algorithm>
+
+#include "visual.hpp"
+#include "context.hpp"
+#include "base_cheat.hpp"
+#include "renderer.hpp"
+#include "input_system.hpp"
+#include "math.hpp"
+
+/*
+ Change hook where grabbing lua related from RenderView to CEngineVGui::Paint to see if that works.
+ I do all my drawing in Paint and should not crash( I never crash ).
+*/
+
+namespace features
+{
+
+ struct box_t
+ {
+ int x, y, w, h;
+ };
+
+ box_t get_box( c_base_player* ent, matrix3x4& frame ) {
+ const matrix3x4& matrix = frame;
+
+ vec3_t min = ent->m_vecMins( );
+ vec3_t max = ent->m_vecMaxs( );
+
+ std::array< vec3_t, 8 > point_list = {
+ vec3_t{ min.x, min.y, min.z },
+ vec3_t{ min.x, max.y, min.z },
+ vec3_t{ max.x, max.y, min.z },
+ vec3_t{ max.x, min.y, min.z },
+ vec3_t{ max.x, max.y, max.z },
+ vec3_t{ min.x, max.y, max.z },
+ vec3_t{ min.x, min.y, max.z },
+ vec3_t{ max.x, min.y, max.z }
+ };
+
+ std::array< float, 8 > x_points;
+ std::array< float, 8 > y_points;
+
+ for( auto& it : point_list ) {
+ vec3_t backup = it;
+ for( int i{ }; i < 3; ++i ) {
+ it[ i ] = backup.dot( ( const vec3_t& )( matrix[ i ] ) ) + matrix[ i ][ 3 ];
+ }
+ }
+
+ for( size_t i{ }; i < 8; ++i ) {
+ vec2_t w2s = util::screen_transform( point_list[ i ] );
+ x_points[ i ] = w2s.x;
+ y_points[ i ] = w2s.y;
+ }
+
+ std::sort( x_points.begin( ), x_points.end( ) );
+ std::sort( y_points.begin( ), y_points.end( ) );
+
+ int x = ( int )x_points.front( );
+ int w = ( int )x_points.back( ) - x;
+
+ int y = ( int )y_points.front( );
+ int h = ( int )y_points.back( ) - y;
+
+ return { x, y, w, h };
+ }
+
+ void c_visuals::store_data( ) {
+ g_ctx.m_lua = g_gmod.m_lua_shared( )->GetLuaInterface( LUA_CLIENT );
+ if( !g_ctx.m_lua )
+ return;
+
+ m_data.m_matrix = *( VMatrix* )( 0x18C * 2 + *( uintptr_t* )( ( uintptr_t )g_gmod.m_engine_render( ) + 0xDC ) - 0x44 );
+
+ const auto local_id = g_gmod.m_engine( )->GetLocalPlayer( );
+
+ for( int i{ 1 }; i <= g_gmod.m_globals->m_maxclients; ++i ) {
+ auto ent = g_gmod.m_entlist( )->GetClientEntity< >( i );
+ if( !ent || !ent->is_valid( ) )
+ continue;
+
+ auto& data = m_data.m_player.at( i );
+
+ if( g_settings.visuals.ignore_teamcolor ) {
+ data.m_team_color = ent->get_team_color( );
+ }
+
+ if( i == local_id )
+ continue;
+
+ data.m_coordinate_frame = ent->m_CoordinateFrame( );
+
+ if( g_settings.visuals.skeleton ) {
+ ent->ce( )->SetupBones( data.m_matrix, 128, 0x100, g_gmod.m_globals->m_curtime ); // yep, 256 is the max bone count in gmod, but i doubt it's used for anything.
+ }
+
+ if( g_settings.visuals.rank || g_settings.visuals.spec_list ) {
+ data.m_rank = ent->get_rank( );
+ }
+ }
+ }
+
+ void c_visuals::spectator_list( ) {
+ if( !g_settings.visuals.spec_list )
+ return;
+
+ int cur_pos{ };
+ player_info_t info{ };
+ char buffer[ 128 ]{ };
+ std::vector< const char* > list_of_names{ };
+
+ const int local_id = g_gmod.m_engine( )->GetLocalPlayer( );
+
+ for( int i{ 1 }; i <= g_gmod.m_globals->m_maxclients; ++i ) {
+ if( i == local_id )
+ continue;
+
+ auto ent = g_gmod.m_entlist( )->GetClientEntity< >( i );
+ if( !ent )
+ continue;
+
+ if( !g_gmod.m_engine( )->GetPlayerInfo( i, &info ) )
+ continue;
+
+ auto target = ent->get_observer_target( );
+ if( !target )
+ continue;
+
+ if( target->ce( )->GetIndex( ) != local_id )
+ continue;
+
+ sprintf_s( buffer, "%s - (%s)", info.name, m_data.m_player.at( i ).m_rank.c_str( ) );
+
+ list_of_names.push_back( buffer );
+ }
+
+ int screen_w, screen_h;
+ g_gmod.m_engine( )->GetScreenSize( screen_w, screen_h );
+
+ if( g_settings.misc.watermark ) {
+ cur_pos = 20;
+ }
+
+ for( const auto& it : list_of_names ) {
+ draw_string( screen_w - 3, cur_pos, ALIGN_RIGHT, true, clr_t( 255, 255, 255 ), it );
+ cur_pos += 10;
+ }
+ }
+
+
+ void c_visuals::draw_players( ) {
+ const auto local_id = g_gmod.m_engine( )->GetLocalPlayer( );
+ const auto local_team_color = m_data.m_player.at( local_id ).m_team_color;
+
+ for( int i{ 1 }; i <= g_gmod.m_globals->m_maxclients; ++i ) {
+ if( i == local_id )
+ continue;
+
+ auto ent = g_gmod.m_entlist( )->GetClientEntity< >( i );
+ if( !ent || !ent->is_valid( ) )
+ continue;
+
+ auto& data = m_data.m_player.at( i );
+
+ if( g_settings.visuals.ignore_team &&
+ g_ctx.m_local->m_iTeamNum( ) == ent->m_iTeamNum( ) )
+ continue;
+
+ if( g_settings.visuals.ignore_teamcolor &&
+ local_team_color == data.m_team_color )
+ continue;
+
+ //clr_t col = ent->m_iTeamNum( ) == g_ctx.m_local->m_iTeamNum( ) ?
+ // g_settings.visuals.box_friendly : g_settings.visuals.box_enemy;
+
+ clr_t col = g_settings.visuals.box_enemy;
+
+ auto box = get_box( ent, data.m_coordinate_frame );
+ int health = ent->m_iHealth( );
+ int bottom_pos = 0;
+
+ if( g_settings.visuals.skeleton( ) ) {
+ //clr_t col = ent->m_iTeamNum( ) == g_ctx.m_local->m_iTeamNum( ) ? g_settings.visuals.skeleton_friendly : g_settings.visuals.skeleton_enemy;
+ clr_t col = g_settings.visuals.skeleton_enemy;
+
+ auto hdr = g_gmod.m_model_info( )->GetStudiomodel( ent->ce( )->GetModel( ) );
+ if( hdr ) {
+ for( size_t bone{ }; bone < hdr->numbones; ++bone ) {
+ auto b = hdr->get_bone( bone );
+ if( b && b->flags & 0x100 && b->parent != -1 ) {
+ vec3_t child = vec3_t{ data.m_matrix[ bone ][ 0 ][ 3 ], data.m_matrix[ bone ][ 1 ][ 3 ], data.m_matrix[ bone ][ 2 ][ 3 ] };
+ vec3_t parent = vec3_t{ data.m_matrix[ b->parent ][ 0 ][ 3 ], data.m_matrix[ b->parent ][ 1 ][ 3 ], data.m_matrix[ b->parent ][ 2 ][ 3 ] };
+
+ auto child_screen = util::screen_transform( child );
+ auto parent_screen = util::screen_transform( parent );
+
+ draw_line( child_screen, parent_screen, col );
+ }
+ }
+ }
+ }
+
+ if( g_settings.visuals.box( ) ) {
+ draw_rect( box.x + 1, box.y + 1, box.w - 2, box.h - 2, clr_t( 0, 0, 0, 180 ) );
+ draw_rect( box.x, box.y, box.w, box.h, col );
+ }
+
+ if( g_settings.visuals.health( ) ) {
+ auto fill = box.h - 1;
+ fill *= std::clamp( health, 0, 100 ) * 0.01f;
+
+ auto hp_col = clr_t(
+ std::min< int >( 510 * ( 100 - health ) / 100, 255 ),
+ std::min< int >( 510 * health / 100, 255 ),
+ 0,
+ 255 );
+
+ draw_filled_rect( box.x - 4, box.y, 3, box.h + 1, clr_t( 0, 0, 0, 170 ) );
+ draw_filled_rect( box.x - 3, box.y + box.h - fill, 1, fill, hp_col );
+
+ if( health != 100 )
+ draw_string( box.x - 2, box.y + 1 + box.h - fill - 3, ALIGN_CENTER, false, clr_t( 255, 255, 255, 255 ), "%d", health );
+ }
+
+ if( g_settings.visuals.name( ) ) {
+ draw_string( box.x + box.w / 2, box.y - 12, ALIGN_CENTER, true,
+ clr_t( 255, 255, 255, 255 ), ent->get_info( ).name );
+ }
+
+ if( g_settings.visuals.weapon( ) ) {
+ auto weapon = ent->get_weapon( );
+ if( weapon ) {
+ std::string wep_str = weapon->get_print_name( );
+ if( !wep_str.empty( ) ) {
+ std::transform( wep_str.begin( ), wep_str.end( ), wep_str.begin( ), ::tolower ); // lowercase gang
+
+ draw_string( box.x + box.w / 2, box.y + box.h + 3 + bottom_pos, ALIGN_CENTER, true,
+ clr_t( 255, 255, 255, 255 ), wep_str.c_str( ) ); // font is a little ugly
+
+ bottom_pos += 11;
+ }
+ }
+ }
+
+ if( g_settings.visuals.rank( ) ) {
+ auto rank = data.m_rank;
+ if( !rank.empty( ) ) {
+ draw_string( box.x + box.w / 2, box.y + box.h + 3 + bottom_pos, ALIGN_CENTER, true,
+ clr_t( 255, 255, 255, 255 ), rank.c_str( ) );
+
+ bottom_pos += 11;
+ }
+ }
+
+ //if( g_settings.visuals.ammo ) { m_iClip1 just returns the max clip??? doesn't work.
+ // if( auto weapon = ent->get_weapon( ) ) { // hacker codes 8)
+ // draw_string( box.x + box.w / 2, box.y + box.h + 3 + bottom_pos, ALIGN_CENTER, true,
+ // clr_t( 255, 255, 255, 255 ), "%d / %d", weapon->m_iClip1( ), m_stored_data.at( i ).m_max_clip1 );
+ // }
+ //}
+ }
+ }
+
+ void c_visuals::operator()( ) {
+ g_ctx.m_lua = g_gmod.m_lua_shared( )->GetLuaInterface( LUA_CLIENT );
+ if( !g_ctx.m_lua )
+ return;
+
+ switch( g_settings.visuals.activation_type( ) ) {
+ case 0:
+ g_settings.visuals.active = false;
+ break;
+ case 1:
+ g_settings.visuals.active = true;
+ break;
+ case 2:
+ g_settings.visuals.active = g_input.is_key_pressed( g_settings.visuals.key );
+ break;
+ case 3:
+ {
+ static bool held = false;
+ bool pressed = g_input.is_key_pressed( g_settings.visuals.key );
+ if( pressed ) {
+ if( !held )
+ g_settings.visuals.active ^= 1;
+ held = true;
+ }
+ else held = false;
+ }
+ break;
+ default:
+ g_settings.visuals.active = false;
+ break;
+ }
+
+ if( g_ctx.run_frame( ) ) {
+ spectator_list( );
+ g_cheat.m_playerlist( );
+ if( g_settings.visuals.active ) {
+ draw_players( );
+ }
+ }
+ }
+
+ VMatrix& c_visuals::get_matrix( ) {
+ return m_data.m_matrix;
+ }
+} \ No newline at end of file