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#pragma once
#include <vector>
#include "vector.hpp"
#include "color.hpp"
#include <unordered_map>
#include "strings.hpp"
#include "IVRenderView.h"
class c_base_player;
namespace features
{
class c_visuals {
private:
static const clr_t esp_green( uint8_t alpha = 255 ) {
return clr_t( 1, 216, 62, 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 throwable_prediction( );
void invalidate_glow( );
vec3_t m_stored_pos[ 65 ]{ };
float m_anim_progress[ 65 ]{ };
float m_last_hit{ };
int m_ent_dmg[ 65 ]{ };
public:
void update_glow( );
void world_modulate( );
void update_position( int index, const vec3_t& pos );
void out_of_fov( c_base_player* ent, const vec3_t& pos, clr_t col );
void store_hit( );
void operator()( );
};
}
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