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- void visClassMW2::entityESPRadar() {
- getStructMW2.getStruct();
- D3DXVECTOR2 screen, res, outClipped;
- globalStructClass::rectDef_s meh = { -80, 30, 150, 150, 20, 20 };
- float x, y, w, h;
- addisMW2::CG_CompassUpYawVector(getStructMW2.cg, res);
- addisMW2::CG_CompassCalcDimensions(globStructClass.COMPASS_TYPE_PARTIAL, getStructMW2.cg, 0, &meh, &x, &y, &w, &h);
- float centerX = (w * .5f) + x;
- float centerY = (h * .5f) + y;
- for (int i = 0; i < 2048; i++) {
- float yawTo = addisMW2::AngleNormalize360(getStructMW2.cg->viewAngles.y - getStructMW2.cg->clientinfo[i].viewAngles.y);
- if (varsMW2::visualOptions::entites) {
- switch (getStructMW2.cen[i].valid) {
- case 3: {
- const char* weaponMaterial = visMW2.weapon(getStructMW2.cen[i].pickUp);
- addisMW2::CG_WorldPosToCompass(globStructClass.COMPASS_TYPE_PARTIAL, getStructMW2.cg, &meh, res, *(D3DXVECTOR2*)&getStructMW2.cg->refdef.viewOrigin, *(D3DXVECTOR2*)&getStructMW2.cen[i].origin, 0, &outClipped);
- float xPos = (centerX - (25 * .5f)) + outClipped.x;
- float yPos = (centerY - (12 * .5f)) + outClipped.y;
- addisMW2::CG_DrawRotatedPic(0x82690F40, xPos, yPos, 25, 12, meh.horzAlign, meh.vertAlign, yawTo, colors::white, addisMW2::DB_FindXAssetHeader(5, weaponMaterial));
- break;
- }
- case 4: {
- const char* missleMaterial = visClass.weapon(getStructMW2.cen[i].weapon);
- addisMW2::CG_WorldPosToCompass(globStructClass.COMPASS_TYPE_PARTIAL, getStructMW2.cg, &meh, res, *(D3DXVECTOR2*)&getStructMW2.cg->refdef.viewOrigin, *(D3DXVECTOR2*)&getStructMW2.cen[i].origin, 0, &outClipped);
- float xPos = (centerX - (25 * .5f)) + outClipped.x;
- float yPos = (centerY - (12 * .5f)) + outClipped.y;
- addisMW2::CG_DrawRotatedPic(0x82690F40, xPos, yPos, 25, 15, meh.horzAlign, meh.vertAlign, yawTo, colors::white, addisMW2::DB_FindXAssetHeader(5, missleMaterial));
- break;
- }
- }
- }
- }
- }
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