add: continuing the player esp, still not working
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@@ -6,53 +6,44 @@
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#include "../../Utils/Output/Output.hpp"
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void ESP::PlayerESP() {
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IL2CPP::Thread::Attach(IL2CPP::Domain::Get());
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ImGui::SetNextWindowPos(ImVec2(0, 0));
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ImGui::SetNextWindowSize(ImVec2(1024, 768));
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ImGui::Begin("PlayerESPOverlay", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoBackground);
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while (1) {
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if (settings::player_esp || settings::player_snaplines) {
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for (Unity::CGameObject* player : Players::PlayerList) {
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if (!player) {
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continue;
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}
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Unity::Vector3 pivotPos = player->GetComponent("Transform")->GetMemberValue<Unity::Vector3>("position");
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Unity::Vector3 playerFootPos;
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playerFootPos.x = pivotPos.x;
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playerFootPos.z = pivotPos.z;
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playerFootPos.y = pivotPos.y - 2.f; //At the feet
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Unity::Vector3 playerHeadPos;
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playerHeadPos.x = pivotPos.x;
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playerHeadPos.z = pivotPos.z;
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playerHeadPos.y = pivotPos.y + 2.f; //At the head
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Unity::CGameObject* Camera = Unity::GameObject::Find("Camera");
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if (!Camera) {
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continue;
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}
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Unity::CComponent* CameraMain = Camera->GetComponent("Camera");
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if (!CameraMain) {
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continue;
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}
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Unity::Vector3 w2s_footpos = CameraMain->CallMethodSafe<Unity::Vector3>("WorldToScreenPoint");
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Unity::Vector3 w2s_headpos = CameraMain->CallMethodSafe<Unity::Vector3>("WorldToScreenPoint");
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if (w2s_footpos.z > 0.f)
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{
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auto pDrawList = ImGui::GetWindowDrawList();
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pDrawList->AddRect(ImVec2(10, 10), ImVec2(100, 100), ImColor(255, 0, 0));
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pDrawList->AddText(ImVec2(10, 10), ImColor(255, 0, 0), "test");
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//Render.Render.DrawBoxESP(w2s_footpos, w2s_headpos, settings::player_esp_color, "", settings::player_snaplines, settings::player_esp);
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}
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if (settings::player_esp || settings::player_snaplines) {
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for (Unity::CGameObject* player : Players::PlayerList) {
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if (!player || player == Players::LocalPlayer) {
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continue;
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}
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Unity::Vector3 pivotPos = player->GetComponent("Transform")->GetMemberValue<Unity::Vector3>("position");
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Unity::Vector3 playerFootPos;
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playerFootPos.x = pivotPos.x;
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playerFootPos.z = pivotPos.z;
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playerFootPos.y = pivotPos.y - 2.f; //At the feet
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Unity::Vector3 playerHeadPos;
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playerHeadPos.x = pivotPos.x;
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playerHeadPos.z = pivotPos.z;
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playerHeadPos.y = pivotPos.y + 2.f; //At the head
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Unity::CGameObject* Camera = Unity::GameObject::Find("Main Camera");
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if (!Camera) {
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continue;
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}
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Unity::CComponent* CameraMain = Camera->GetComponent("Camera");
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if (!CameraMain) {
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continue;
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}
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Unity::Vector2 w2s_footpos = CameraMain->CallMethodSafe<Unity::Vector2>("WorldToScreenPoint");
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Unity::Vector2 w2s_headpos = CameraMain->CallMethodSafe<Unity::Vector2>("WorldToScreenPoint");
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auto draw = ImGui::GetBackgroundDrawList();
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ImColor box(settings::player_esp_color[0], settings::player_esp_color[1],
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settings::player_esp_color[2], settings::player_esp_color[3]);
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draw->AddRect(ImVec2(w2s_headpos.x, settings::width - w2s_headpos.y), ImVec2(w2s_footpos.x, settings::width - w2s_footpos.y), box);
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}
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}
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}
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