add: player esp and snaplines
for now the esp will show "Player" instead of the real player name //TOFIX
This commit is contained in:
72
user/features/esp/esp.cpp
Normal file
72
user/features/esp/esp.cpp
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#include "pch-il2cpp.h"
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#include <iostream>
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#include "ClientHelper.h"
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#include "UnityCore.h"
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#include "players/players.h"
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#include "helpers.h"
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#include "esp.hpp"
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static void DrawBox(float x, float y, float w, float h, ImColor color, float thickness)
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{
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auto drawlist = ImGui::GetBackgroundDrawList();
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drawlist->AddLine(ImVec2{ x, y }, ImVec2{ x + w, y }, color, thickness);
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drawlist->AddLine(ImVec2{ x, y }, ImVec2{ x, y + h }, color, thickness);
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drawlist->AddLine(ImVec2{ x + w, y }, ImVec2{ x + w, y + h }, color, thickness);
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drawlist->AddLine(ImVec2{ x, y + h }, ImVec2{ x + w, y + h}, color, thickness);
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}
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static void DrawString(ImVec2 pos, ImColor color, std::string label)
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{
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auto drawlist = ImGui::GetBackgroundDrawList();
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drawlist->AddText(pos, color, label.c_str());
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}
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static void DrawBoxESP(app::GameObject *it, float footOffset, float headOffset, std::string name, ImColor color, bool snapline = false, bool esp = false, float nameOffset = -0.5f, float widthOffset = 2.0f)
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{
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ImGuiIO& io = ImGui::GetIO();
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app::Camera* cam = app::Camera_get_main(nullptr);
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if (!it || cam == nullptr)
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return;
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app::Transform* _transform = Unity::Transform::Get(it);
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if (_transform == nullptr)
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return;
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app::Vector3 pos = Unity::Transform::Position(_transform);
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app::Vector3 footpos = app::Camera_WorldToScreenPoint_1(cam, app::Vector3{pos.x, pos.y + footOffset, pos.z}, NULL);
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app::Vector3 headpos = app::Camera_WorldToScreenPoint_1(cam, app::Vector3{pos.x, pos.y + headOffset, pos.z}, NULL);
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app::Vector3 namepos = app::Camera_WorldToScreenPoint_1(cam, app::Vector3{pos.x, pos.y + nameOffset, pos.z}, NULL);
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if (esp && footpos.z > 0.0f) {
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float height = (headpos.y - footpos.y);
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float width = height / widthOffset;
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DrawBox(footpos.x - (width / 2), (float)io.DisplaySize.y - footpos.y - height, width, height, color, 2.0f);
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DrawString(ImVec2(namepos.x, (float)io.DisplaySize.y - namepos.y), color, name);
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}
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if (snapline && footpos.z > 0.f) {
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auto drawlist = ImGui::GetBackgroundDrawList();
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drawlist->AddLine(ImVec2(io.DisplaySize.x / 2, io.DisplaySize.y / 2), ImVec2(footpos.x, io.DisplaySize.y - footpos.y), color, 2.f);
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}
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}
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void ESP::RunPlayersESP() {
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app::GameObject__Array* players = Players::GetAllPlayers();
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if (players == NULL)
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return;
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for (int i = 0; i < players->max_length; i++) {
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app::GameObject* ent = players->vector[i];
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if (ent == nullptr || ent == Player::GetLocalPlayer())
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continue;
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DrawBoxESP(ent, -0.25, 1.75, "Player", ImColor{settings::player_esp_color[0], settings::player_esp_color[1], settings::player_esp_color[2], settings::player_esp_color[3]}, settings::player_snaplines, settings::player_esp);
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}
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}
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