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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/internal_rewrite/visual.hpp
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/internal_rewrite/visual.hpp')
-rw-r--r--cheat/internal_rewrite/visual.hpp126
1 files changed, 126 insertions, 0 deletions
diff --git a/cheat/internal_rewrite/visual.hpp b/cheat/internal_rewrite/visual.hpp
new file mode 100644
index 0000000..4d0e996
--- /dev/null
+++ b/cheat/internal_rewrite/visual.hpp
@@ -0,0 +1,126 @@
+#pragma once
+#include <vector>
+#include "vector.hpp"
+#include "color.hpp"
+#include <unordered_map>
+#include "strings.hpp"
+#include "IVRenderView.hpp"
+#include "context.hpp"
+
+class c_base_player;
+
+enum HitFlag_t {
+ HIT_NONE = 0,
+ HIT_ALERT = 1,
+ HIT_1W = 2
+};
+
+namespace features
+{
+ class c_visuals {
+ private:
+ static const clr_t esp_green( uint8_t alpha = 255 ) {
+ return clr_t( 110, 200, 20, alpha );
+ }
+ static const clr_t esp_red( uint8_t alpha = 255 ) {
+ return clr_t( 240, 0, 0, alpha );
+ }
+ static const clr_t esp_blue( uint8_t alpha = 255 ) {
+ return clr_t( 84, 173, 247, alpha );
+ }
+
+ void draw_line( const vec2_t& a, const vec2_t& b, const clr_t& clr );
+ void draw_line( int x, int y, int x1, int y1, const clr_t& clr );
+ void draw_rect( int x, int y, int w, int h, const clr_t& clr );
+ void draw_filled_rect( int x, int y, int w, int h, const clr_t& clr );
+ void draw_circle( int x, int y, int r, const clr_t& clr, int res = 48 );
+
+ void draw_really_big_string( int x, int y, const clr_t& clr, const char* msg, ... );
+ void draw_string( int x, int y, int align, bool big, const clr_t& clr, const char* msg, ... );
+
+
+ void draw_local( );
+ void draw_players( );
+ void draw_world( );
+
+ void draw_hits( );
+ void spectator_list( );
+ void grenade_prediction( );
+ void draw_firegrenade( );
+
+ struct tracer_t {
+ float m_time;
+ vec3_t m_start;
+ vec3_t m_end;
+ bool m_local;
+ };
+
+ struct hit_t {
+ int m_ent;
+ char m_name[ 32 ];
+ matrix3x4 m_matrix[ 128 ];
+ vec3_t m_pos;
+ bool m_dead;
+ float m_time;
+ };
+
+ //you should always store the entity index rather than the ptr
+ struct sound_t {
+ float m_time;
+ vec3_t m_pos;
+ int m_ent;
+ };
+
+ struct firegrenade_t {
+ float m_time;
+ vec3_t m_pos;
+ int m_ent;
+ };
+
+ struct shot_t {
+ float time;
+ vec3_t pos;
+ bool hit;
+ };
+
+ std::vector< firegrenade_t > m_firegrenades;
+ std::vector< shot_t > m_shots;
+ std::vector< sound_t > m_sounds;
+ std::vector< tracer_t > m_tracers;
+ std::vector< hit_t > m_hits;
+
+ vec3_t m_stored_pos[ 65 ]{ };
+ float m_anim_progress[ 65 ]{ };
+ bool m_has_seen[ 65 ]{ };
+ float m_last_hit{ };
+ int m_ent_dmg[ 65 ]{ };
+ int m_teamdmg{ 0 };
+ int m_hit_flag[ 65 ]{ };
+ float m_last_roundstart{ };
+ public:
+ void update_glow( );
+ void world_modulate( );
+ void update_position( int index, const vec3_t& pos );
+ void reset_position( );
+ void store_tracer( int ent_index, vec3_t shot );
+ void store_sound( int ent, vec3_t origin );
+ void store_firegrenades( int ent, vec3_t origin );
+ void draw_autowall( );
+ void draw_spread( );
+ void out_of_fov( c_base_player* ent, const vec3_t& pos, clr_t col );
+ void update_positions( );
+ void store_hit( );
+ void radar( );
+ void draw_tracers( );
+ void store_ent_dmg( int, int, int );
+ void store_shot( vec3_t pos, bool hit = false );
+ void draw_shots( );
+ void reset_local_dmg( );
+ void draw_skeletons( );
+ void on_round_start( );
+ void draw_sound( );
+ void update_hit_flags( );
+ void store_hit( context::shot_data_t* shot );
+ void operator()( );
+ };
+} \ No newline at end of file