Гайд Ot v2 penetration crosshair for legendware

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C++:
void otheresp::penetration_reticle()
{
    if (!g_cfg.player.enable)
        return;

    if (!g_cfg.esp.penetration_reticle)
        return;

    if (!g_ctx.local()->is_alive())
        return;

    auto weapon = g_ctx.local()->m_hActiveWeapon().Get();

    if (!weapon)
        return;

    const auto weapon_info = weapon->get_csweapon_info();
    if (!weapon_info)
        return;

    CTraceFilter filter;
    filter.pSkip = g_ctx.local();

    Vector view_angles;
    m_engine()->GetViewAngles(view_angles);

    Vector direction;
    math::angle_vectors(view_angles, direction);

    trace_t trace;
    util::trace_line(g_ctx.globals.eye_pos, g_ctx.globals.eye_pos + direction * weapon_info->flRange, MASK_SHOT_HULL | CONTENTS_HITBOX, &filter, &trace);

    if (trace.fraction == 1.0f)
        return;

    auto color = Color(34, 139, 34, 179);

    if (!weapon->is_non_aim() && weapon->m_iItemDefinitionIndex() != WEAPON_TASER && can_penetrate(weapon))
        color = Color(237, 42, 28, 179);

    float angle_z = math::dot_product(Vector(0, 0, 1), trace.plane.normal);
    float invangle_z = math::dot_product(Vector(0, 0, -1), trace.plane.normal);
    float angle_y = math::dot_product(Vector(0, 1, 0), trace.plane.normal);
    float invangle_y = math::dot_product(Vector(0, -1, 0), trace.plane.normal);
    float angle_x = math::dot_product(Vector(1, 0, 0), trace.plane.normal);
    float invangle_x = math::dot_product(Vector(-1, 0, 0), trace.plane.normal);


    if (angle_z > 0.5 || invangle_z > 0.5)
        render::get().filled_rect_world(trace.endpos, Vector2D(5, 5), color, 0);
    else if (angle_y > 0.5 || invangle_y > 0.5)
        render::get().filled_rect_world(trace.endpos, Vector2D(5, 5), color, 1);
    else if (angle_x > 0.5 || invangle_x > 0.5)
        render::get().filled_rect_world(trace.endpos, Vector2D(5, 5), color, 2);
}

void render::filled_rect_world(Vector center, Vector2D size, Color color, int angle) {
    Vector top_left, top_right, bot_left, bot_right;

    switch (angle) {
    case 0: // Z
        top_left = Vector(-size.x, -size.y, 0);
        top_right = Vector(size.x, -size.y, 0);

        bot_left = Vector(-size.x, size.y, 0);
        bot_right = Vector(size.x, size.y, 0);

        break;
    case 1: // Y
        top_left = Vector(-size.x, 0, -size.y);
        top_right = Vector(size.x, 0, -size.y);

        bot_left = Vector(-size.x, 0, size.y);
        bot_right = Vector(size.x, 0, size.y);

        break;
    case 2: // X
        top_left = Vector(0, -size.y, -size.x);
        top_right = Vector(0, -size.y, size.x);

        bot_left = Vector(0, size.y, -size.x);
        bot_right = Vector(0, size.y, size.x);

        break;
    }

    //top line
//    Vector c_top_left = center + add_top_left;
    Vector c_top_left = center + top_left;
    Vector c_top_right = center + top_right;

    //bottom line
    Vector c_bot_left = center + bot_left;
    Vector c_bot_right = center + bot_right;

    Vector m_flTopleft, m_flTopRight, m_flBotLeft, m_flBotRight;
    //your standard world to screen if u need one just grab from a past
    if (math::world_to_screen(c_top_left, m_flTopleft) && math::world_to_screen(c_top_right, m_flTopRight) &&
        math::world_to_screen(c_bot_left, m_flBotLeft) && math::world_to_screen(c_bot_right, m_flBotRight)) {

        Vertex_t vertices[4];
        //static int m_flTexID = g_pSurface->CreateNewTextureID(true);
        static int m_flTexID = m_surface()->CreateNewTextureID(true);
        m_surface()->DrawSetTexture(m_flTexID);
        m_surface()->DrawSetColor(color);

        vertices[0].Init(Vector2D(m_flTopleft.x, m_flTopleft.y));
        vertices[1].Init(Vector2D(m_flTopRight.x, m_flTopRight.y));
        vertices[2].Init(Vector2D(m_flBotRight.x, m_flBotRight.y));
        vertices[3].Init(Vector2D(m_flBotLeft.x, m_flBotLeft.y));

        m_surface()->DrawTexturedPolygon(4, vertices, true);
    }
}
ss :ot.PNG
i hope ppl selling legendware paste for this feature:LUL:
 
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
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Не очень понимаю зачем, когда есть свастика ну ладно
 
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