Вопрос Esp preview

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Крашит при заходе в players (lw)
Код:
void c_menu::draw_players(int child)
{
    auto player = players_section;

    if (!child)
    {
        child_title(crypt_str("ESP"));

        tab_start();
        ImGui::BeginChild(crypt_str("##ESP1_FIRST"), ImVec2(317 * dpi_scale, (child_height - 35) * dpi_scale));
        {

            ImGui::Checkbox(crypt_str("Enable"), &g_cfg.player.enable);

            if (player == ENEMY)
            {
                ImGui::Checkbox(crypt_str("Out Of Fov Arrows"), &g_cfg.player.arrows);
                ImGui::SameLine();
                ImGui::ColorEdit(crypt_str("##arrowscolor"), &g_cfg.player.arrows_color, ALPHA);

                if (g_cfg.player.arrows)
                {
                    ImGui::SliderInt(crypt_str("Arrows distance"), &g_cfg.player.distance, 1, 100);
                    ImGui::SliderInt(crypt_str("Arrows size"), &g_cfg.player.size, 1, 100);
                }
            }

            ImGui::Checkbox(crypt_str("Bounding box"), &g_cfg.player.type[player].box);
            ImGui::SameLine();
            ImGui::ColorEdit(crypt_str("##boxcolor"), &g_cfg.player.type[player].box_color, ALPHA);

            ImGui::Checkbox(crypt_str("Name"), &g_cfg.player.type[player].name);
            ImGui::SameLine();
            ImGui::ColorEdit(crypt_str("##namecolor"), &g_cfg.player.type[player].name_color, ALPHA);

            ImGui::Checkbox(crypt_str("Health bar"), &g_cfg.player.type[player].health);
            ImGui::Checkbox(crypt_str("Health color"), &g_cfg.player.type[player].custom_health_color);
            ImGui::SameLine();
            ImGui::ColorEdit(crypt_str("##healthcolor"), &g_cfg.player.type[player].health_color, ALPHA);

            for (auto i = 0, j = 0; i < ARRAYSIZE(flags); i++)
            {
                if (g_cfg.player.type[player].flags[i])
                {
                    if (j)
                        preview += crypt_str(", ") + (std::string)flags[i];
                    else
                        preview = flags[i];

                    j++;
                }
            }

            draw_multicombo(crypt_str("Flags"), g_cfg.player.type[player].flags, flags, ARRAYSIZE(flags), preview);
            draw_multicombo(crypt_str("Weapon"), g_cfg.player.type[player].weapon, weaponplayer, ARRAYSIZE(weaponplayer), preview);


            if (g_cfg.player.type[player].weapon[WEAPON_ICON] || g_cfg.player.type[player].weapon[WEAPON_TEXT])
            {
                ImGui::Text(crypt_str("Color "));
                ImGui::SameLine();
                ImGui::ColorEdit(crypt_str("##weapcolor"), &g_cfg.player.type[player].weapon_color, ALPHA);
            }

            ImGui::Checkbox(crypt_str("Skeleton"), &g_cfg.player.type[player].skeleton);
            ImGui::SameLine();
            ImGui::ColorEdit(crypt_str("##skeletoncolor"), &g_cfg.player.type[player].skeleton_color, ALPHA);

            ImGui::Checkbox(crypt_str("Ammo bar"), &g_cfg.player.type[player].ammo);
            ImGui::SameLine();
            ImGui::ColorEdit(crypt_str("##ammocolor"), &g_cfg.player.type[player].ammobar_color, ALPHA);

            ImGui::Checkbox(crypt_str("Footsteps"), &g_cfg.player.type[player].footsteps);
            ImGui::SameLine();
            ImGui::ColorEdit(crypt_str("##footstepscolor"), &g_cfg.player.type[player].footsteps_color, ALPHA);

            if (g_cfg.player.type[player].footsteps)
            {
                ImGui::SliderInt(crypt_str("Thickness"), &g_cfg.player.type[player].thickness, 1, 10);
                ImGui::SliderInt(crypt_str("Radius"), &g_cfg.player.type[player].radius, 50, 500);
            }

            if (player == ENEMY || player == TEAM)
            {
                ImGui::Checkbox(crypt_str("Snap lines"), &g_cfg.player.type[player].snap_lines);
                ImGui::SameLine();
                ImGui::ColorEdit(crypt_str("##snapcolor"), &g_cfg.player.type[player].snap_lines_color, ALPHA);

                if (player == ENEMY)
                {
                    if (g_cfg.ragebot.enable)
                    {
                        ImGui::Checkbox(crypt_str("Shot Capsules"), &g_cfg.player.lag_hitbox);
                        ImGui::SameLine();
                        ImGui::ColorEdit(crypt_str("##lagcompcolor"), &g_cfg.player.lag_hitbox_color, ALPHA);
                    }
                }
            }
            else
            {
            }

        }



            static std::vector<esp_info_s> info;

            static bool enabled = true;
            ImGui::SetNextWindowSize(ImVec2(280, 430));
            //ffs i dont find showborder here maybe u can find it on old imgui or i dont know where it is
            ImGui::Begin("ESP Preview", &enabled, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse);
            {
                auto cur_window = ImGui::GetCurrentWindow();
                ImVec2 w_pos = cur_window->Pos;
                if (g_cfg.player.type->box)
                {
                    //clear shit box
                    cur_window->DrawList->AddRect(ImVec2(w_pos.x + 40, w_pos.y + 60), ImVec2(w_pos.x + 200, w_pos.y + 360), ImColor(g_cfg.player.type->box_color[0] * 255, g_cfg.player.type->box_color[1] * 255, g_cfg.player.type->box_color[2] * 255));//getrawcolor???
                }
                if (g_cfg.player.type->health)
                {
                    cur_window->DrawList->AddRectFilled(ImVec2(w_pos.x + 34, w_pos.y + 60), ImVec2(w_pos.x + 37, w_pos.y + 360), ImColor(255, 255, 255, 255));//change this to green value im lazy to look hex color
                }
                if (g_cfg.player.type->name)
                    info.emplace_back(esp_info_s("name", ImColor(255, 255, 255, 255), CENTER_UP));

                for (auto render : info)
                {
                    auto text_size = ImGui::CalcTextSize(render.f_name.c_str());
                    auto pos = ImVec2(w_pos.x + 205, w_pos.y + 60);
                    if (render.f_position == CENTER_DOWN)
                    {
                        pos = ImVec2(w_pos.x + (240 / 2) - text_size.x / 2, pos.y + 315 - text_size.y);
                    }
                    else if (render.f_position == CENTER_UP)
                    {
                        pos = ImVec2(w_pos.x + (240 / 2) - text_size.x / 2, pos.y - 5 - text_size.y);
                    }
                    cur_window->DrawList->AddText(pos, render.f_color, render.f_name.c_str());//still no u32 ;D
                }

                ImGui::EndGroup();

            }

            ImGui::EndChild();
            tab_end();
        }
попросил друг не бейте
 
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Крашит при заходе в players (lw)
Код:
void c_menu::draw_players(int child)
{
    auto player = players_section;

    if (!child)
    {
        child_title(crypt_str("ESP"));

        tab_start();
        ImGui::BeginChild(crypt_str("##ESP1_FIRST"), ImVec2(317 * dpi_scale, (child_height - 35) * dpi_scale));
        {

            ImGui::Checkbox(crypt_str("Enable"), &g_cfg.player.enable);

            if (player == ENEMY)
            {
                ImGui::Checkbox(crypt_str("Out Of Fov Arrows"), &g_cfg.player.arrows);
                ImGui::SameLine();
                ImGui::ColorEdit(crypt_str("##arrowscolor"), &g_cfg.player.arrows_color, ALPHA);

                if (g_cfg.player.arrows)
                {
                    ImGui::SliderInt(crypt_str("Arrows distance"), &g_cfg.player.distance, 1, 100);
                    ImGui::SliderInt(crypt_str("Arrows size"), &g_cfg.player.size, 1, 100);
                }
            }

            ImGui::Checkbox(crypt_str("Bounding box"), &g_cfg.player.type[player].box);
            ImGui::SameLine();
            ImGui::ColorEdit(crypt_str("##boxcolor"), &g_cfg.player.type[player].box_color, ALPHA);

            ImGui::Checkbox(crypt_str("Name"), &g_cfg.player.type[player].name);
            ImGui::SameLine();
            ImGui::ColorEdit(crypt_str("##namecolor"), &g_cfg.player.type[player].name_color, ALPHA);

            ImGui::Checkbox(crypt_str("Health bar"), &g_cfg.player.type[player].health);
            ImGui::Checkbox(crypt_str("Health color"), &g_cfg.player.type[player].custom_health_color);
            ImGui::SameLine();
            ImGui::ColorEdit(crypt_str("##healthcolor"), &g_cfg.player.type[player].health_color, ALPHA);

            for (auto i = 0, j = 0; i < ARRAYSIZE(flags); i++)
            {
                if (g_cfg.player.type[player].flags[i])
                {
                    if (j)
                        preview += crypt_str(", ") + (std::string)flags[i];
                    else
                        preview = flags[i];

                    j++;
                }
            }

            draw_multicombo(crypt_str("Flags"), g_cfg.player.type[player].flags, flags, ARRAYSIZE(flags), preview);
            draw_multicombo(crypt_str("Weapon"), g_cfg.player.type[player].weapon, weaponplayer, ARRAYSIZE(weaponplayer), preview);


            if (g_cfg.player.type[player].weapon[WEAPON_ICON] || g_cfg.player.type[player].weapon[WEAPON_TEXT])
            {
                ImGui::Text(crypt_str("Color "));
                ImGui::SameLine();
                ImGui::ColorEdit(crypt_str("##weapcolor"), &g_cfg.player.type[player].weapon_color, ALPHA);
            }

            ImGui::Checkbox(crypt_str("Skeleton"), &g_cfg.player.type[player].skeleton);
            ImGui::SameLine();
            ImGui::ColorEdit(crypt_str("##skeletoncolor"), &g_cfg.player.type[player].skeleton_color, ALPHA);

            ImGui::Checkbox(crypt_str("Ammo bar"), &g_cfg.player.type[player].ammo);
            ImGui::SameLine();
            ImGui::ColorEdit(crypt_str("##ammocolor"), &g_cfg.player.type[player].ammobar_color, ALPHA);

            ImGui::Checkbox(crypt_str("Footsteps"), &g_cfg.player.type[player].footsteps);
            ImGui::SameLine();
            ImGui::ColorEdit(crypt_str("##footstepscolor"), &g_cfg.player.type[player].footsteps_color, ALPHA);

            if (g_cfg.player.type[player].footsteps)
            {
                ImGui::SliderInt(crypt_str("Thickness"), &g_cfg.player.type[player].thickness, 1, 10);
                ImGui::SliderInt(crypt_str("Radius"), &g_cfg.player.type[player].radius, 50, 500);
            }

            if (player == ENEMY || player == TEAM)
            {
                ImGui::Checkbox(crypt_str("Snap lines"), &g_cfg.player.type[player].snap_lines);
                ImGui::SameLine();
                ImGui::ColorEdit(crypt_str("##snapcolor"), &g_cfg.player.type[player].snap_lines_color, ALPHA);

                if (player == ENEMY)
                {
                    if (g_cfg.ragebot.enable)
                    {
                        ImGui::Checkbox(crypt_str("Shot Capsules"), &g_cfg.player.lag_hitbox);
                        ImGui::SameLine();
                        ImGui::ColorEdit(crypt_str("##lagcompcolor"), &g_cfg.player.lag_hitbox_color, ALPHA);
                    }
                }
            }
            else
            {
            }

        }



            static std::vector<esp_info_s> info;

            static bool enabled = true;
            ImGui::SetNextWindowSize(ImVec2(280, 430));
            //ffs i dont find showborder here maybe u can find it on old imgui or i dont know where it is
            ImGui::Begin("ESP Preview", &enabled, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse);
            {
                auto cur_window = ImGui::GetCurrentWindow();
                ImVec2 w_pos = cur_window->Pos;
                if (g_cfg.player.type->box)
                {
                    //clear shit box
                    cur_window->DrawList->AddRect(ImVec2(w_pos.x + 40, w_pos.y + 60), ImVec2(w_pos.x + 200, w_pos.y + 360), ImColor(g_cfg.player.type->box_color[0] * 255, g_cfg.player.type->box_color[1] * 255, g_cfg.player.type->box_color[2] * 255));//getrawcolor???
                }
                if (g_cfg.player.type->health)
                {
                    cur_window->DrawList->AddRectFilled(ImVec2(w_pos.x + 34, w_pos.y + 60), ImVec2(w_pos.x + 37, w_pos.y + 360), ImColor(255, 255, 255, 255));//change this to green value im lazy to look hex color
                }
                if (g_cfg.player.type->name)
                    info.emplace_back(esp_info_s("name", ImColor(255, 255, 255, 255), CENTER_UP));

                for (auto render : info)
                {
                    auto text_size = ImGui::CalcTextSize(render.f_name.c_str());
                    auto pos = ImVec2(w_pos.x + 205, w_pos.y + 60);
                    if (render.f_position == CENTER_DOWN)
                    {
                        pos = ImVec2(w_pos.x + (240 / 2) - text_size.x / 2, pos.y + 315 - text_size.y);
                    }
                    else if (render.f_position == CENTER_UP)
                    {
                        pos = ImVec2(w_pos.x + (240 / 2) - text_size.x / 2, pos.y - 5 - text_size.y);
                    }
                    cur_window->DrawList->AddText(pos, render.f_color, render.f_name.c_str());//still no u32 ;D
                }

                ImGui::EndGroup();

            }

            ImGui::EndChild();
            tab_end();
        }
попросил друг не бейте
пастед с люкси рофлан ебало (или же с треда ледасира)
 
ставь чайник, зажигай плиту
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Крашит при заходе в players (lw)
Код:
void c_menu::draw_players(int child)
{
    auto player = players_section;

    if (!child)
    {
        child_title(crypt_str("ESP"));

        tab_start();
        ImGui::BeginChild(crypt_str("##ESP1_FIRST"), ImVec2(317 * dpi_scale, (child_height - 35) * dpi_scale));
        {

            ImGui::Checkbox(crypt_str("Enable"), &g_cfg.player.enable);

            if (player == ENEMY)
            {
                ImGui::Checkbox(crypt_str("Out Of Fov Arrows"), &g_cfg.player.arrows);
                ImGui::SameLine();
                ImGui::ColorEdit(crypt_str("##arrowscolor"), &g_cfg.player.arrows_color, ALPHA);

                if (g_cfg.player.arrows)
                {
                    ImGui::SliderInt(crypt_str("Arrows distance"), &g_cfg.player.distance, 1, 100);
                    ImGui::SliderInt(crypt_str("Arrows size"), &g_cfg.player.size, 1, 100);
                }
            }

            ImGui::Checkbox(crypt_str("Bounding box"), &g_cfg.player.type[player].box);
            ImGui::SameLine();
            ImGui::ColorEdit(crypt_str("##boxcolor"), &g_cfg.player.type[player].box_color, ALPHA);

            ImGui::Checkbox(crypt_str("Name"), &g_cfg.player.type[player].name);
            ImGui::SameLine();
            ImGui::ColorEdit(crypt_str("##namecolor"), &g_cfg.player.type[player].name_color, ALPHA);

            ImGui::Checkbox(crypt_str("Health bar"), &g_cfg.player.type[player].health);
            ImGui::Checkbox(crypt_str("Health color"), &g_cfg.player.type[player].custom_health_color);
            ImGui::SameLine();
            ImGui::ColorEdit(crypt_str("##healthcolor"), &g_cfg.player.type[player].health_color, ALPHA);

            for (auto i = 0, j = 0; i < ARRAYSIZE(flags); i++)
            {
                if (g_cfg.player.type[player].flags[i])
                {
                    if (j)
                        preview += crypt_str(", ") + (std::string)flags[i];
                    else
                        preview = flags[i];

                    j++;
                }
            }

            draw_multicombo(crypt_str("Flags"), g_cfg.player.type[player].flags, flags, ARRAYSIZE(flags), preview);
            draw_multicombo(crypt_str("Weapon"), g_cfg.player.type[player].weapon, weaponplayer, ARRAYSIZE(weaponplayer), preview);


            if (g_cfg.player.type[player].weapon[WEAPON_ICON] || g_cfg.player.type[player].weapon[WEAPON_TEXT])
            {
                ImGui::Text(crypt_str("Color "));
                ImGui::SameLine();
                ImGui::ColorEdit(crypt_str("##weapcolor"), &g_cfg.player.type[player].weapon_color, ALPHA);
            }

            ImGui::Checkbox(crypt_str("Skeleton"), &g_cfg.player.type[player].skeleton);
            ImGui::SameLine();
            ImGui::ColorEdit(crypt_str("##skeletoncolor"), &g_cfg.player.type[player].skeleton_color, ALPHA);

            ImGui::Checkbox(crypt_str("Ammo bar"), &g_cfg.player.type[player].ammo);
            ImGui::SameLine();
            ImGui::ColorEdit(crypt_str("##ammocolor"), &g_cfg.player.type[player].ammobar_color, ALPHA);

            ImGui::Checkbox(crypt_str("Footsteps"), &g_cfg.player.type[player].footsteps);
            ImGui::SameLine();
            ImGui::ColorEdit(crypt_str("##footstepscolor"), &g_cfg.player.type[player].footsteps_color, ALPHA);

            if (g_cfg.player.type[player].footsteps)
            {
                ImGui::SliderInt(crypt_str("Thickness"), &g_cfg.player.type[player].thickness, 1, 10);
                ImGui::SliderInt(crypt_str("Radius"), &g_cfg.player.type[player].radius, 50, 500);
            }

            if (player == ENEMY || player == TEAM)
            {
                ImGui::Checkbox(crypt_str("Snap lines"), &g_cfg.player.type[player].snap_lines);
                ImGui::SameLine();
                ImGui::ColorEdit(crypt_str("##snapcolor"), &g_cfg.player.type[player].snap_lines_color, ALPHA);

                if (player == ENEMY)
                {
                    if (g_cfg.ragebot.enable)
                    {
                        ImGui::Checkbox(crypt_str("Shot Capsules"), &g_cfg.player.lag_hitbox);
                        ImGui::SameLine();
                        ImGui::ColorEdit(crypt_str("##lagcompcolor"), &g_cfg.player.lag_hitbox_color, ALPHA);
                    }
                }
            }
            else
            {
            }

        }



            static std::vector<esp_info_s> info;

            static bool enabled = true;
            ImGui::SetNextWindowSize(ImVec2(280, 430));
            //ffs i dont find showborder here maybe u can find it on old imgui or i dont know where it is
            ImGui::Begin("ESP Preview", &enabled, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse);
            {
                auto cur_window = ImGui::GetCurrentWindow();
                ImVec2 w_pos = cur_window->Pos;
                if (g_cfg.player.type->box)
                {
                    //clear shit box
                    cur_window->DrawList->AddRect(ImVec2(w_pos.x + 40, w_pos.y + 60), ImVec2(w_pos.x + 200, w_pos.y + 360), ImColor(g_cfg.player.type->box_color[0] * 255, g_cfg.player.type->box_color[1] * 255, g_cfg.player.type->box_color[2] * 255));//getrawcolor???
                }
                if (g_cfg.player.type->health)
                {
                    cur_window->DrawList->AddRectFilled(ImVec2(w_pos.x + 34, w_pos.y + 60), ImVec2(w_pos.x + 37, w_pos.y + 360), ImColor(255, 255, 255, 255));//change this to green value im lazy to look hex color
                }
                if (g_cfg.player.type->name)
                    info.emplace_back(esp_info_s("name", ImColor(255, 255, 255, 255), CENTER_UP));

                for (auto render : info)
                {
                    auto text_size = ImGui::CalcTextSize(render.f_name.c_str());
                    auto pos = ImVec2(w_pos.x + 205, w_pos.y + 60);
                    if (render.f_position == CENTER_DOWN)
                    {
                        pos = ImVec2(w_pos.x + (240 / 2) - text_size.x / 2, pos.y + 315 - text_size.y);
                    }
                    else if (render.f_position == CENTER_UP)
                    {
                        pos = ImVec2(w_pos.x + (240 / 2) - text_size.x / 2, pos.y - 5 - text_size.y);
                    }
                    cur_window->DrawList->AddText(pos, render.f_color, render.f_name.c_str());//still no u32 ;D
                }

                ImGui::EndGroup();

            }

            ImGui::EndChild();
            tab_end();
        }
попросил друг не бейте
группы, чайлды, окна в говне
 
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у тебя нет ни BeginGroup, ни BeginChild, однако это не мешает тебе юзать EndGroup и EndChild
 
B.O.M.J
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