JS-скрипт [REQ] out of fov custom

Забаненный
Статус
Оффлайн
Регистрация
4 Фев 2021
Сообщения
26
Реакции[?]
0
Поинты[?]
0
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
на кряк?
 
Забаненный
Статус
Оффлайн
Регистрация
4 Фев 2021
Сообщения
26
Реакции[?]
0
Поинты[?]
0
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
если что, вот на в4(мб фиксить надо)
JavaScript:
var lp = Entity.GetLocalPlayer

var lp = Entity.GetLocalPlayer
var screen_size = Render.GetScreenSize();
var center_screen = [screen_size[0]/2, screen_size[1]/2 ]

UI.AddSubTab(["Config", "SUBTAB_MGR"], "Out of FOV");
var path = ["Config", "Out of FOV", "Out of FOV"]
UI.AddColorPicker(path, "Color")
UI.AddColorPicker(path, "Dormant color")
UI.AddCheckbox(path, "Only draw when offscreen")
UI.AddSliderInt(path, "Distance", 50, 450);

function rad( deg )
{
    return deg * Math.PI / 180
}

function rotate_angle(cx, cy, deg, distance, xmp, ymp)
{

    var viewAngles = Local.GetViewAngles()

    deg = rad( deg - viewAngles[1] )

    var x = Math.sin( deg ) * distance * xmp
    var y = Math.cos( deg ) * distance * ymp

    x = cx - x
    y = cy - y

    return [ x, y ]
}

function normalize_yaw(angle) {
    angle = (angle % 360 + 360) % 360;
    return angle > 180 ? angle - 360 : angle;
}

function calculate_yaw(src, to) {
    var delta = [src[0] - to[0], src[1] - to[1]]
    var yaw = Math.atan(delta[1]/delta[0])
    yaw = normalize_yaw(yaw * 180 / Math.PI)

    if (delta[0] >= 0)
        yaw = normalize_yaw(yaw + 180)

    return yaw
}

//This method just looks better
function drawArrow(angle, distance, color, size) {
    var new_point = rotate_angle(center_screen[0], center_screen[1], angle, distance, 1, 1)

    var top = rotate_angle(new_point[0], new_point[1], angle, size, 1, 1)
    var left = rotate_angle( new_point[0], new_point[1], angle + (size/1.75),  size/1.75, 1, 1)
    var right = rotate_angle( new_point[0], new_point[1], angle - (size/1.75), size/1.75, 1, 1)


    Render.Polygon( [ top, right, left ], [color[0], color[1], color[2], color[3]] );

}

function world_point_visible(origin) {
    var w2s = Render.WorldToScreen(origin)
    if (w2s[0] < 0 || w2s[0] > screen_size[0] || w2s[1] < 0 || w2s[1] > screen_size[1])
        return false
    else
        return true
}

function paint() {
    if (Entity.IsAlive(lp()) == false)
        return

    var players = Entity.GetEnemies();

    var local_origin = Entity.GetRenderOrigin(lp());

    var color_g = UI.GetColor(["Config", "Out of FOV", "Out of FOV", "Color"])
    var dormant_color_g = UI.GetColor(["Config", "Out of FOV", "Out of FOV", "Dormant color"])
    var draw_vis_g = UI.GetValue(["Config", "Out of FOV", "Out of FOV", "Only draw when offscreen"])
    var distance_g = UI.GetValue(["Config", "Out of FOV", "Out of FOV", "Distance"])

    for (var i in players) {
        var player = players[i]
        if (Entity.IsValid(player) && Entity.IsAlive(player)) {
            var player_origin = Entity.GetRenderOrigin(player);
            var yaw = calculate_yaw(local_origin, player_origin);

            var do_draw = world_point_visible(player_origin) && draw_vis_g
            if (!do_draw)
                drawArrow(yaw, distance_g, Entity.IsDormant(player) ? dormant_color_g : color_g, 50)
        }
    } 
}

Cheat.RegisterCallback("Draw", "paint");
 
Сверху Снизу