From 3d412a4b30a9f7c7f51ea6562e694315948bd3da Mon Sep 17 00:00:00 2001 From: boris Date: Wed, 28 Nov 2018 16:00:02 +1300 Subject: 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 --- internal_rewrite/visual.hpp | 126 -------------------------------------------- 1 file changed, 126 deletions(-) delete mode 100644 internal_rewrite/visual.hpp (limited to 'internal_rewrite/visual.hpp') diff --git a/internal_rewrite/visual.hpp b/internal_rewrite/visual.hpp deleted file mode 100644 index 4d0e996..0000000 --- a/internal_rewrite/visual.hpp +++ /dev/null @@ -1,126 +0,0 @@ -#pragma once -#include -#include "vector.hpp" -#include "color.hpp" -#include -#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 -- cgit v1.2.3