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Feb 22nd, 2018
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  1. void RenderBacktrack(C_BaseEntity* entity)
  2. {
  3. for (int i = 0; i < g_EntityList->GetHighestEntityIndex(); i++)
  4. {
  5. if (!g_Options.exploits_backtrack_moving_targets)
  6.  
  7. {
  8. if (g_LocalPlayer->IsAlive())
  9. {
  10. for (int t = 0; t < 12; ++t)
  11. {
  12. Vector screenbacktrack[64][12];
  13.  
  14. if (positions[i][t].m_flSimulationTime && positions[i][t].m_flSimulationTime + 1 > entity->GetSimulationTime())
  15.  
  16. {
  17. if (Math::WorldToScreen(positions[i][t].m_vectorHitboxPos, screenbacktrack[i][t]))
  18. {
  19.  
  20. g_VGuiSurface->DrawSetColor(243, 25, 255, esp_ctx.pl->m_flVisualsAlpha);
  21. g_VGuiSurface->DrawOutlinedRect(screenbacktrack[i][t].x, screenbacktrack[i][t].y, screenbacktrack[i][t].x + 2, screenbacktrack[i][t].y + 2);
  22.  
  23. }
  24. }
  25. }
  26. }
  27. }
  28. }
  29. }
  30.  
  31. _____________________________________________________
  32.  
  33. float GetSimulationTime()
  34. {
  35. return *(float*)((uintptr_t)this + .... DT_BaseEntity.m_flSimulationTime); //... = keine Ahnung was ich dort brauche
  36. }
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