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- void playeresp::draw_weapon(player_t* m_entity, Box box) {
- int _x = box.x + box.w + 1, _y = box.y;
- auto draw_flag2 = [&](Color color, const char * text, ...) -> void {
- render::get().text(fonts[ESPHEALTH], _x, _y, color, HFONT_CENTERED_NONE, text);
- _y += 9;
- };
- if (!g_cfg.player.weapon)
- return;
- player_info_t player_info;
- g_csgo.m_engine()->GetPlayerInfo(m_entity->EntIndex(), &player_info);
- int bottom_pos = 0;
- auto weapon = m_entity->m_hActiveWeapon().Get();
- if (!weapon)
- return;
- bool drawing_ammo_bar = g_cfg.player.ammo == 1;
- bool drawing_lby_bar = g_cfg.player.lby;
- if (weapon->is_non_aim() || !g_cfg.player.lby || player_info.fakeplayer || !g_cfg.ragebot.antiaim_correction)
- drawing_lby_bar = false;
- if (weapon->is_non_aim())
- drawing_ammo_bar = false;
- auto color = m_entity->IsDormant() ? Color(130, 130, 130, 130) : g_cfg.player.weapon_color;
- color.SetAlpha(g_cfg.player.alpha * esp_alpha_fade[m_entity->EntIndex()]);
- //weapon->get_name()
- render::get().text(fonts[ESPHEALTH], box.x + (box.w / 2), box.y + box.h, Color(255, 255, 255, 255), HFONT_CENTERED_X, weapon->get_name());
- }
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