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- void RenderBacktrack(C_BaseEntity* entity)
- {
- for (int i = 0; i < g_EntityList->GetHighestEntityIndex(); i++)
- {
- if (!g_Options.exploits_backtrack_moving_targets)
- {
- if (g_LocalPlayer->IsAlive())
- {
- for (int t = 0; t < 12; ++t)
- {
- Vector screenbacktrack[64][12];
- if (positions[i][t].m_flSimulationTime && positions[i][t].m_flSimulationTime + 1 > entity->GetSimulationTime())
- {
- if (Math::WorldToScreen(positions[i][t].m_vectorHitboxPos, screenbacktrack[i][t]))
- {
- g_VGuiSurface->DrawSetColor(243, 25, 255, esp_ctx.pl->m_flVisualsAlpha);
- g_VGuiSurface->DrawOutlinedRect(screenbacktrack[i][t].x, screenbacktrack[i][t].y, screenbacktrack[i][t].x + 2, screenbacktrack[i][t].y + 2);
- }
- }
- }
- }
- }
- }
- }
- _____________________________________________________
- float GetSimulationTime()
- {
- return *(float*)((uintptr_t)this + .... DT_BaseEntity.m_flSimulationTime); //... = keine Ahnung was ich dort brauche
- }
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