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-rw-r--r--cheat/tf2/visuals_players.cpp551
1 files changed, 551 insertions, 0 deletions
diff --git a/cheat/tf2/visuals_players.cpp b/cheat/tf2/visuals_players.cpp
new file mode 100644
index 0000000..8b9aaf9
--- /dev/null
+++ b/cheat/tf2/visuals_players.cpp
@@ -0,0 +1,551 @@
+#include <algorithm>
+
+#include "visuals.hpp"
+#include "ctx.hpp"
+#include "base_cheat.h"
+#include "renderer.hpp"
+#include "input_system.hpp"
+#include "math.h"
+#include "settings.h"
+#include "interfaces.h"
+//2k lines of code here
+int screen_w, screen_h;
+
+namespace features
+{
+ void c_visuals::update_position( int index, const vec3_t& pos ) {
+ m_stored_pos[ index ] = pos;
+ if( m_anim_progress[ index ] <= 0.3f && g_settings.visuals.dormant ) {
+ m_anim_progress[ index ] = 0.3f;
+ }
+ }
+
+ void c_visuals::store_hit( ) {
+ if( !g_settings.visuals.hitmarkers )
+ return;
+
+ cl.m_surface( )->play_sound( xors( "buttons\\arena_switch_press_02.wav" ) );
+ m_last_hit = cl.m_globals->curtime;
+ }
+
+
+ void c_visuals::draw_hits( ) {
+ if( !g_settings.visuals.hitmarkers || !g_ctx.run_frame( ) )
+ return;
+
+ static const clr_t col_start = clr_t( 231, 75, 75, 255 );
+ static const clr_t col_end = clr_t( 0xf4, 0x7c, 0xa8, 255 );
+
+ float delta = ( cl.m_globals->curtime - m_last_hit ) * 1.5f;
+ if( std::abs( delta ) > 1.0f ) return;
+
+ clr_t blend = clr_t::blend( col_start, col_end, delta );
+ if( delta > 0.75f ) {
+ blend.a( ) = 255 * ( 1.0f - delta ) * 4.f;
+ }
+
+ auto get_rotated_point = [ ]( vec2_t point, float rotation, float distance ) {
+ float rad = DEG2RAD( rotation );
+
+ point.x += sin( rad ) * distance;
+ point.y += cos( rad ) * distance;
+
+ return point;
+ };
+
+
+ for( size_t i{ }; i < 2; ++i ) {
+ float rotation = 135.f + i * 90.f;
+
+ vec2_t center = { screen_w * 0.5f, screen_h * 0.5f };
+ vec2_t start = get_rotated_point( center, rotation, 8.f );
+ vec2_t end = get_rotated_point( center, rotation, 17.f );
+
+ vec2_t rot_start = get_rotated_point( center, rotation - 180.f, 8.f );
+ vec2_t rot_end = get_rotated_point( center, rotation - 180.f, 17.f );
+
+ draw_line( start, end, blend );
+ draw_line( rot_start, rot_end, blend );
+ }
+ }
+
+ struct box_t {
+ int x, y, w, h;
+ };
+
+ box_t get_box( c_base_player* ent ) {
+ const matrix3x4& matrix = ent->m_CollisionGroup( );
+
+ 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;
+
+ vec2_t origin = util::screen_transform( ent->m_vecOrigin( ) );
+
+ 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 - ( int )origin.x, y - ( int )origin.y, w, h };
+ }
+
+ void c_visuals::out_of_fov( c_base_player* ent, const vec3_t& pos, clr_t col ) {
+ vec2_t screen;
+ vec2_t circle;
+
+ auto find_point = [ ]( vec2_t& point, float deg_x, float deg_y ) {
+ float x2 = screen_w / 2.f;
+ float y2 = screen_h / 2.f;
+
+ float d = sqrt( pow( point.x - x2, 2 ) + pow( point.y - y2, 2 ) );
+ float r_x = deg_x / d;
+ float r_y = deg_y / d;
+
+ point.x = r_x * point.x + ( 1.f - r_x ) * x2;
+ point.y = r_y * point.y + ( 1.f - r_y ) * y2;
+ };
+
+ auto get_screen_point = [ ]( vec2_t& screen, const vec3_t& delta ) {
+ decltype( auto ) w2s_matrix = cl.m_engine( )->GetWorldToScreenMatrix( );
+ float x;
+ float w;
+ float y;
+
+ screen.x = w2s_matrix[ 0 ][ 0 ] * delta[ 0 ] + w2s_matrix[ 0 ][ 1 ] * delta[ 1 ] + w2s_matrix[ 0 ][ 2 ] * delta[ 2 ] + w2s_matrix[ 0 ][ 3 ];
+ screen.y = w2s_matrix[ 1 ][ 0 ] * delta[ 0 ] + w2s_matrix[ 1 ][ 1 ] * delta[ 1 ] + w2s_matrix[ 1 ][ 2 ] * delta[ 2 ] + w2s_matrix[ 1 ][ 3 ];
+ w = w2s_matrix[ 3 ][ 0 ] * delta[ 0 ] + w2s_matrix[ 3 ][ 1 ] * delta[ 1 ] + w2s_matrix[ 3 ][ 2 ] * delta[ 2 ] + w2s_matrix[ 3 ][ 3 ];
+
+ if( w < 0.001f ) {
+ float invw = -1.0f / w;
+ screen.x *= invw;
+ screen.y *= invw;
+ }
+ else {
+ float invw = 1.0f / w;
+ screen.x *= invw;
+ screen.y *= invw;
+ }
+
+ x = float( screen_w ) / 2.f;
+ y = float( screen_h ) / 2.f;
+ x += 0.5f * screen.x * screen_w + 0.5f;
+ y -= 0.5f * screen.y * screen_h + 0.5f;
+ screen.x = x;
+ screen.y = y;
+ };
+
+ screen = util::screen_transform( pos );//get_screen_point( screen, pos );
+ circle = util::screen_transform( pos );// get_screen_point( circle, pos );
+
+ float radius = g_settings.visuals.out_of_pov_radius * 0.49f;
+
+ float ratio = g_settings.visuals.out_of_pov_radius;
+
+ float w = screen_w * ratio + screen_h * ( 1.0f - ratio );
+
+ find_point( screen, w * radius,
+ float( screen_h ) * radius );
+
+ auto min = std::min< int >( screen_w, screen_h ) * radius;
+ find_point( circle, float( min ), float( min ) );
+
+ auto rot_around_center = [ ]( vec2_t start, float rot ) {
+ float rad = rot * ( M_PI / 180.f );
+
+ start.x += sin( rad ) * float( g_settings.visuals.out_of_pov_size );
+ start.y += cos( rad ) * float( g_settings.visuals.out_of_pov_size );
+
+ return start;
+ };
+
+ float delta_x = ( float( screen_w / 2 ) - circle.x );
+ float delta_y = ( float( screen_h / 2 ) - circle.y );
+
+ auto hyp = sqrt( delta_x * delta_x + delta_y * delta_y );
+
+ float cos_ = delta_x / hyp;
+
+ float deg = RAD2DEG( acos( cos_ ) );
+
+ if( screen.y < screen_h / 2 ) {
+ deg *= -1.f;
+ }
+
+ auto rotated_pos_1 = rot_around_center( screen, deg + 115 );
+ auto rotated_pos_2 = rot_around_center( screen, deg + 65 );
+
+ col.a( ) *= 0.8f;
+
+ vertex_t v[ ] = {
+ { screen },
+ { rotated_pos_1 },
+ { rotated_pos_2 }
+ };
+
+ if( !g_settings.misc.hide_from_obs )
+ g_renderer.draw_polygon( 3, v, col );
+ else {
+ draw_line( screen, rotated_pos_1, col );
+ draw_line( screen, rotated_pos_2, col );
+ draw_line( rotated_pos_1, rotated_pos_2, col );
+ }
+ }
+
+ void c_visuals::update_glow( ) {
+ if( !g_settings.visuals.active || g_settings.misc.hide_from_obs )
+ return;
+
+ static auto glow_object_manager = *pattern::first_code_match< GlowObjectManager_t** >( cl.m_chl.dll( ), xors ( "8B 0D ? ? ? ? A1 ? ? ? ? 56 8B 37" ) ) + 0x2;
+ if( !glow_object_manager ) return;
+
+ static bool invalidated;
+ if( !g_settings.visuals.glow ) {
+ if( !invalidated ) {
+ invalidate_glow( );
+ invalidated = true;
+ }
+ return;
+ }
+
+ invalidated = false;
+ for( int i{ }; i < 64; ++i ) {
+ auto ent = cl.m_entlist( )->get_client_entity< c_base_player >( i );
+ if( !ent ) continue;
+
+
+ if( !ent->is_valid( ) ) {
+ continue;
+ }
+
+ if( ent->is_enemy( ) || g_settings.visuals.friendlies ) {
+ ent->m_bGlowEnabled( ) = true;
+ ent->update_glow_effect( );
+ }
+ }
+
+ if( !glow_object_manager->data.Count( ) ) return; //data count crashed yea lazy cool cool? cool
+ for( int i{ }; i < glow_object_manager->data.Count( ); ++i ) {
+ auto ent = ( c_base_player* )cl.m_entlist( )->get_entity_from_handle( glow_object_manager->data[ i ].ent_ptr );
+ if( ent && ent->is_valid( ) && ( ent->is_enemy( ) || g_settings.visuals.friendlies( ) ) ) {
+ clr_t clr = ent->m_iTeamNum( ) == g_ctx.m_local->m_iTeamNum( ) ? g_settings.visuals.glow_friendly : g_settings.visuals.glow_enemy;
+ clr.a( ) = 200;
+ glow_object_manager->data[ i ].glow_color = clr.to_fclr( );
+ }
+ }
+
+ }
+
+ void c_visuals::invalidate_glow( ) {
+ for( int i{ }; i < 64; i++ ) {
+ auto ent = cl.m_entlist( )->get_client_entity< c_base_player >( i );
+ if( !ent ) continue;
+ if( ent->get_client_class( )->m_class_id == CTFPlayer ) {
+ ent->m_bGlowEnabled( ) = false;
+ ent->destroy_glow_effect( );
+ }
+ }
+ }
+
+ inline clr_t blend_clr( clr_t in, float progress ) {
+ static const clr_t clr_gray = { 160, 160, 160, 255 };
+ int a = in.a( );
+
+ clr_t ret = clr_t::blend( clr_gray, in, 0.1f + progress * 0.9f );
+ ret.a( ) = a;
+ return ret;
+ }
+
+ void c_visuals::draw_players( ) {
+ static constexpr float anim_rate = 1.0f / 0.3f;
+ static float pov_progress[ 65 ]{ };
+
+ auto resource = c_base_player::get_player_resource( );
+
+ for( int i{ }; i < 65; ++i ) {
+ auto ent = cl.m_entlist( )->get_client_entity< c_base_player >( i );
+
+ if( !ent || !ent->is_player( ) || !ent->is_alive( ) || ent == g_ctx.m_local )
+ continue;
+
+ if( i == ( g_ctx.m_local->m_hObserverTarget( ) & 0xfff ) )
+ continue;
+
+ if( ent->m_iTeamNum( ) == g_ctx.m_local->m_iTeamNum( ) &&
+ !g_settings.visuals.friendlies( ) )
+ continue;
+
+ float rate = cl.m_globals->frametime * anim_rate;
+ float& anim = m_anim_progress[ i ];
+ float alpha = anim;
+ bool dormant = ent->ce( )->is_dormant( );
+ int health = ent->m_iHealth( );
+ auto origin = ent->m_vecOrigin( );
+ auto box = get_box( ent );
+ int right_pos = 0;
+ int bottom_pos = 0;
+ bool too_distant = true;
+ if( g_ctx.m_local )
+ too_distant = ent->m_vecOrigin( ).dist_to( g_ctx.m_local->m_vecOrigin( ) ) > 2500.f;
+
+ if( !dormant ) {
+ update_position( i, origin );
+ anim = 1.0f;
+ }
+ else {
+ if( anim < 0.3f && g_settings.visuals.dormant && !too_distant ) {
+ rate *= 0.01f;
+ }
+ anim = std::clamp( anim -= rate, 0.f, 1.0f );
+ if( m_anim_progress[ i ] <= 0.f )
+ continue;
+ }
+
+ clr_t col = ent->m_iTeamNum( ) == g_ctx.m_local->m_iTeamNum( ) ?
+ g_settings.visuals.box_friendly : g_settings.visuals.box_enemy;
+
+ if( dormant ) {
+ col = blend_clr( col, anim );
+ col.a( ) *= anim;
+ }
+
+ auto w2s_cur_origin = util::screen_transform( m_stored_pos[ i ] );
+
+ box.x += w2s_cur_origin.x;
+ box.y += w2s_cur_origin.y;
+
+ if( box.x > screen_w || box.x + box.w < 0 ||
+ box.y > screen_h || box.y + box.h < 0 ) {
+ if( g_settings.visuals.out_of_pov ) {
+ auto& anim = pov_progress[ i ];
+ anim = std::clamp( anim += cl.m_globals->frametime * anim_rate, 0.f, 1.0f );
+ if( dormant )
+ anim = std::clamp( anim -= cl.m_globals->frametime * anim_rate, 0.f, 1.0f );
+ else
+ anim = std::clamp( anim += cl.m_globals->frametime * anim_rate, 0.f, 1.0f );
+
+ col.a( ) *= anim;
+ out_of_fov( ent, origin, col );
+ }
+ continue;
+ }
+
+ pov_progress[ i ] = 0.f;
+
+ if( g_settings.visuals.skeleton( ) && !dormant ) {
+ clr_t col = ent->m_iTeamNum( ) == g_ctx.m_local->m_iTeamNum( ) ? g_settings.visuals.skeleton_friendly : g_settings.visuals.skeleton_enemy;
+ col.a( ) *= alpha;
+
+ auto hdr = cl.m_modelinfo( )->GetStudioModel( ent->ce( )->get_model( ) );
+ if( hdr ) {
+ matrix3x4 matrix[ 128 ];
+ ent->ce( )->setup_bones( matrix, 128, 0x100, 0.f );
+
+ for( size_t bone{ }; bone < hdr->numbones; ++bone ) {
+ auto b = hdr->GetBone( bone );
+ if( b && b->flags & 0x100 && b->parent != -1 ) {
+ vec3_t child = vec3_t{ matrix[ bone ][ 0 ][ 3 ], matrix[ bone ][ 1 ][ 3 ], matrix[ bone ][ 2 ][ 3 ] };
+ vec3_t parent = vec3_t{ matrix[ b->parent ][ 0 ][ 3 ], matrix[ b->parent ][ 1 ][ 3 ], 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( ) ) {
+ auto alpha_ = col.a( );
+ float percent = float( alpha_ ) / 255.f;
+ draw_rect( box.x + 1, box.y + 1, box.w - 2, box.h - 2, clr_t( 0, 0, 0, 180 * alpha * percent ) );
+ 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 * alpha );
+
+ draw_filled_rect( box.x - 4, box.y, 3, box.h + 1, clr_t( 0, 0, 0, 170 * alpha ) );
+ 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 * alpha ), "%d", health );
+ }
+
+ if( g_settings.visuals.name( ) ) {
+ draw_string( box.x + box.w / 2, box.y - 12, ALIGN_CENTER, true,
+ blend_clr( clr_t( 255, 255, 255, alpha * 255 ), anim ), ent->get_info( ).name );
+ }
+
+ if( g_settings.visuals.player_class( ) ) {
+ int x_pos = box.x + box.w + 2;
+ int y_pos = box.y - 1 + right_pos;
+ draw_string( x_pos, y_pos, ALIGN_LEFT, false,
+ blend_clr( esp_green( 255 * alpha ), anim ), ent->get_class_name( ) );
+
+ right_pos += 9;
+ }
+
+ if( g_settings.visuals.weapon( ) ) {
+ auto weapon = ent->get_active_weapon( );
+ if( weapon ) { //magic font
+ int max = weapon->get_max_clip_1( );
+
+ if( g_settings.visuals.ammo && max > 1 && g_settings.visuals.weapon == 1 && !g_settings.misc.hide_from_obs ) {
+ auto progress = float( weapon->m_iClip1( ) ) / max;
+ float fill = box.w - 2.f;
+ float percent = fill * progress;
+
+ draw_filled_rect( box.x, box.y + box.h + 3 + bottom_pos,
+ box.w, 3, clr_t( 0, 0, 0, 180 * alpha ) );
+
+ draw_filled_rect( box.x + 1, box.y + box.h + 4 + bottom_pos,
+ percent, 1, blend_clr( clr_t( 66, 143, 244, 255 * alpha ), anim ) );
+
+ if( progress < 0.25f ) {
+ draw_string(
+ box.x + percent, box.y + box.h + 2 + bottom_pos, ALIGN_LEFT, false,
+ clr_t( 255, 255, 255, 180 * alpha ), "%d", weapon->m_iClip1( ) );
+ }
+
+ bottom_pos += 4;
+ }
+
+ /*if( g_settings.visuals.weapon == 1 && !g_settings.misc.hide_from_obs ) {
+ g_renderer.draw_string< ALIGN_CENTER >( 0xa1, box.x + box.w / 2, box.y + box.h + bottom_pos + 3,
+ clr_t( 255, 255, 255, alpha * 255 ), "%c", weapon->get_hud_icon( ) );
+ }*/
+ else {
+ char wep_str[ 64 ];
+ if( g_settings.visuals.ammo( ) && weapon->m_iClip1( ) > -1 )
+ sprintf_s< 64 >( wep_str, "%s [%d]", weapon->get_print_name( ), weapon->m_iClip1( ) );
+ else
+ sprintf_s< 64 >( wep_str, "%s", weapon->get_print_name( ) );
+
+ draw_string( box.x + box.w / 2, box.y + box.h + 3 + bottom_pos, ALIGN_CENTER, false,
+ clr_t( 255, 255, 255, alpha * 255 ), wep_str );
+ }
+ }
+ }
+
+ if( g_settings.visuals.conditions( ) ) {
+ int x_pos = box.x + box.w + 3;
+ int y_pos = box.y - 1;
+
+ switch( ent->m_nPlayerCond( ) ) {
+ case TFCond_Slowed:
+ draw_string( x_pos, y_pos + right_pos, ALIGN_LEFT, false, clr_t( 255, 255, 255, 255 * alpha ), xors( "slow" ) );
+ right_pos += 9;
+ break;
+ case TFCond_Zoomed: //dont work too lazy
+ draw_string( x_pos, y_pos + right_pos, ALIGN_LEFT, false, clr_t( 255, 255, 255, 255 * alpha ), xors( "scoped" ) );
+ right_pos += 9;
+ break;
+ case TFCond_Bonked:
+ draw_string( x_pos, y_pos + right_pos, ALIGN_LEFT, false, clr_t( 255, 255, 255, 255 * alpha ), xors( "bonk" ) );
+ right_pos += 9;
+ break;
+ case TFCond_Disguised:
+ draw_string( x_pos, y_pos + right_pos, ALIGN_LEFT, false, clr_t( 255, 255, 255, 255 * alpha ), xors( "disg" ) );
+ right_pos += 9;
+ break;
+ case TFCond_Cloaked:
+ draw_string( x_pos, y_pos + right_pos, ALIGN_LEFT, false, clr_t( 255, 255, 255, 255 * alpha ), xors( "cloak" ) );
+ right_pos += 9;
+ break;
+ case TFCond_Ubercharged:
+ draw_string( x_pos, y_pos + right_pos, ALIGN_LEFT, false, clr_t( 255, 255, 255, 255 * alpha ), xors( "uber" ) );
+ right_pos += 9;
+ break;
+ case TFCond_UberchargeFading:
+ draw_string( x_pos, y_pos + right_pos, ALIGN_LEFT, false, clr_t( 255, 255, 255, 255 * alpha ), xors( "uber" ) );
+ right_pos += 9;
+ break;
+ }
+
+ }
+
+ }
+ }
+
+ void c_visuals::operator()( ) {
+ cl.m_engine( )->GetScreenSize( screen_w, screen_h );
+ if( g_ctx.run_frame( ) ) {
+ draw_local( );
+ }
+
+ if( !g_ctx.m_local )
+ 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_settings.visuals.active ) {
+ draw_players( );
+ }
+
+ draw_world( );
+ draw_hits( );
+ }
+} \ No newline at end of file