#include #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( ); } }