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Jun 19th, 2018
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  1. void CG_Draw2D( ) // Begin Visual ESP
  2. {
  3. g_pAPI->GetCGame( )->GetExports( )->CG_Draw2D( );
  4.  
  5. for( int playerIndex = 0; playerIndex < MAX_PLAYERS; playerIndex++ )
  6. {
  7. playerContainer_t *currentPlayer = g_pFW->GetPlayers( )->GetContainer( playerIndex );
  8.  
  9. if( !currentPlayer || !currentPlayer->isValid )
  10. continue;
  11.  
  12. vec2_t dotPos, dotSize;
  13.  
  14. g_pFW->GetDraw2D( )->WorldToScreen( currentPlayer->bones[BONE_EYES].origin, dotPos );
  15.  
  16. rgba_t dotColor = { 0, 0, 0 , 1 };
  17.  
  18. dotSize[0] = dotSize[1] = 5;
  19.  
  20. g_pFW->GetDraw2D( )->DrawBox( ALGN_CENTERMIDDLE,
  21. dotPos, dotSize, dotColor );
  22.  
  23. if( currentPlayer->isEnemy )
  24. dotColor[0] = 1;
  25. else
  26. dotColor[1] = 1;
  27.  
  28. dotSize[0] = dotSize[1] = 3;
  29.  
  30. g_pFW->GetDraw2D( )->DrawBox( ALGN_CENTERMIDDLE,
  31. dotPos, dotSize, dotColor );
  32.  
  33. rgba_t textColor = { 1, 1, 1 , 1 };
  34.  
  35. if( !currentPlayer->isVisible )
  36. textColor[3] = 0.5f;
  37.  
  38. vec2_t textPos;
  39.  
  40. Vec3Copy( dotPos, textPos );
  41.  
  42. textPos[1] -= 24;
  43.  
  44. g_pFW->GetDraw2D( )->DrawString( ALGN_CENTERTOP,
  45. textPos, textColor, g_pAPI->GetCgs( )->media.attackerFont,
  46. "%s", currentPlayer->name );
  47. //...
  48. }
  49. //...
  50. } // End Visual ESP
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