fr1kin

CSS Skeleton ESP

Aug 19th, 2011
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  1. // Heres my homosexual method of doing skeleton ESP
  2. // syak dyiks all day ok
  3.  
  4. struct bones {
  5.     int start;
  6.     int end;
  7. };
  8. bones skeleton[35];
  9.  
  10. int AddBone( int vstart, int vend, int index )
  11. {
  12.     skeleton[ index ].start = vstart;
  13.     skeleton[ index ].end   = vend;
  14.     return ( index + 1 );
  15. }
  16.  
  17. int CreateSkeleton()
  18. {
  19.     int bidx = 0;
  20.  
  21.     // Main body
  22.     bidx = AddBone( BONE_HEAD, BONE_NECK, bidx );
  23.     bidx = AddBone( BONE_NECK, BONE_SPINE4, bidx );
  24.     bidx = AddBone( BONE_SPINE4, BONE_SPINE3, bidx );
  25.     bidx = AddBone( BONE_SPINE3, BONE_SPINE1, bidx );
  26.     bidx = AddBone( BONE_SPINE1, BONE_SPINE, bidx );
  27.     bidx = AddBone( BONE_SPINE, BONE_PELVIS, bidx );
  28.  
  29.     // Left Arm
  30.     bidx = AddBone( BONE_SPINE3, BONE_LEFT_UPPER_ARM, bidx );
  31.     bidx = AddBone( BONE_LEFT_UPPER_ARM, BONE_LEFT_FOREARM, bidx );
  32.     bidx = AddBone( BONE_LEFT_FOREARM, BONE_LEFT_HAND, bidx );
  33.  
  34.     // Right Arm
  35.     bidx = AddBone( BONE_SPINE3, BONE_RIGHT_UPPER_ARM, bidx );
  36.     bidx = AddBone( BONE_RIGHT_UPPER_ARM, BONE_RIGHT_FOREARM, bidx );
  37.     bidx = AddBone( BONE_RIGHT_FOREARM, BONE_RIGHT_HAND, bidx );
  38.  
  39.     // Left Leg
  40.     bidx = AddBone( BONE_PELVIS, BONE_LEFT_THIGH, bidx );
  41.     bidx = AddBone( BONE_LEFT_THIGH, BONE_LEFT_CALF, bidx );
  42.     bidx = AddBone( BONE_LEFT_CALF, BONE_LEFT_FOOT, bidx );
  43.     bidx = AddBone( BONE_LEFT_FOOT, BONE_LEFT_TOE, bidx );
  44.  
  45.     // Right Leg
  46.     bidx = AddBone( BONE_PELVIS, BONE_RIGHT_THIGH, bidx );
  47.     bidx = AddBone( BONE_RIGHT_THIGH, BONE_RIGHT_CALF, bidx );
  48.     bidx = AddBone( BONE_RIGHT_CALF, BONE_RIGHT_FOOT, bidx );
  49.     bidx = AddBone( BONE_RIGHT_FOOT, BONE_RIGHT_TOE, bidx );
  50.  
  51.     return bidx;
  52. }
  53.  
  54. void DrawSkeleton( int index )
  55. {
  56.     int idx = CreateSkeleton();
  57.  
  58.     QAngle fag, olet;
  59.     for( int i = 0; i < idx; i++ )
  60.     {
  61.         Vector strt, ed, type1, type2;
  62.         if( !Player::GetBonePosition( skeleton[i].start, type1, fag, index ) )
  63.             continue;
  64.         if( !Player::GetBonePosition( skeleton[i].end, type2, olet, index ) )
  65.             continue;
  66.  
  67.         if( Drawing::WorldToScreen( type1, strt ) && Drawing::WorldToScreen( type2, ed ) )
  68.         {
  69.             Interfaces::m_pSurface->DrawSetColor( WHITE );
  70.             Interfaces::m_pSurface->DrawLine( strt.x, strt.y, ed.x, ed.y );
  71.         }
  72.     }
  73. }
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