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Jul 23rd, 2018
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  1. void CVisuals::DrawBacktrack()
  2. {
  3.  
  4. auto local = INTERFACES::ClientEntityList->GetClientEntity(INTERFACES::Engine->GetLocalPlayer());
  5. SDK::player_info_t pinfo;
  6.  
  7. for (int i = 0; i < INTERFACES::ClientEntityList->GetHighestEntityIndex(); i++) {
  8. auto entity = INTERFACES::ClientEntityList->GetClientEntity(i);
  9. if (INTERFACES::Engine->GetPlayerInfo(i, &pinfo) && entity->GetHealth() > 0) {
  10. if (local->GetHealth() > 0) {
  11. for (int t = 0; t < 12; ++t) {
  12. Vector screenbacktrack[64][12];
  13. int index = entity->GetIndex();
  14. if (backtrack_simtime[i][t] && backtrack_simtime[i][t] + 1 > local->GetSimTime()) {
  15. if (RENDER::WorldToScreen(backtrack_hitbox[index][i][t], screenbacktrack[i][t])) {
  16. RENDER::DrawFilledRect(screenbacktrack[i][t].x, screenbacktrack[i][t].y, screenbacktrack[i][t].x + 2, screenbacktrack[i][t].y + 2, CColor(255, 255, 255, 255));
  17. }
  18. }
  19. }
  20. }
  21. else {
  22. memset(&headPositions[0][0], 0, sizeof(headPositions));
  23. }
  24. }
  25. }
  26. }
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