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May 23rd, 2019
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  1. #include "damageindicator.hpp"
  2.  
  3.  
  4. damage_indicator damage_indicators;
  5.  
  6. void damage_indicator::paint() noexcept
  7. {
  8. auto local_player = reinterpret_cast<player_t*>(interfaces::entity_list->get_client_entity(interfaces::engine->get_local_player()));
  9.  
  10.  
  11. if (interfaces::engine->is_connected() && interfaces::engine->is_in_game() && local_player->is_alive())
  12. {
  13. float current_time = local_player->get_tick_base() * interfaces::globals->interval_per_tick;
  14.  
  15. for (int i = 0; i < data.size(); i++)
  16. {
  17. if (data[i].flEraseTime < current_time) {
  18. data.erase(data.begin() + i);
  19. continue;
  20. }
  21.  
  22. if (!data[i].bInitialized) {
  23. data[i].Position = data[i].Player->get_head_pos();
  24. data[i].bInitialized = true;
  25. }
  26.  
  27. if (current_time - data[i].flLastUpdate > 0.0001f) {
  28. data[i].Position.z -= (0.1f * (current_time - data[i].flEraseTime));
  29. data[i].flLastUpdate = current_time;
  30. }
  31.  
  32. vec3_t screen_pos;
  33. auto red = c_config::get().clr_damage_indicator[0] * 255;
  34. auto green = c_config::get().clr_damage_indicator[1] * 255;
  35. auto blue = c_config::get().clr_damage_indicator[2] * 255;
  36. auto alpha = c_config::get().clr_damage_indicator[3] * 255;
  37. if (c_math::get().world_to_screen(data[i].Position, screen_pos))
  38. {
  39. //render::get().draw_text(screen_pos.x, screen_pos.y, std::to_string(data[i].iDamage).c_str(), render::get().name_font, Color(26, 130, 228, 255));
  40. render::get().draw_text(screen_pos.x, screen_pos.y, render::get().damage_font, std::to_string(data[i].iDamage).c_str(), false, color(red, green, blue, alpha));
  41. }
  42. }
  43. }
  44. else
  45. {
  46. return;
  47. }
  48.  
  49. }
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