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#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()( );
};
}
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