Исходник Better Smoke Timer (LW)

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You can easily customize this to your liking
world_visuals.cpp
C++:
void worldesp :: smoke_timer (entity_t * entity)

{

    if (! g_cfg.esp.smoke_timer)

        return;



    auto smoke = reinterpret_cast <smoke_t *> (entity);



    if (! smoke-> m_nSmokeEffectTickBegin () ||! smoke-> m_bDidSmokeEffect ())

        return;



    auto origin = smoke-> GetAbsOrigin ();



    Vector screen_origin;



    if (! math :: world_to_screen (origin, screen_origin))

        return;



    auto spawn_time = TICKS_TO_TIME (smoke-> m_nSmokeEffectTickBegin ());

    auto factor = (spawn_time + smoke_t :: get_expiry_time () - m_globals () -> m_curtime) / smoke_t :: get_expiry_time ();



    static auto size = Vector2D (35.0f, 5.0f);

    render :: get (). circle_filled (screen_origin.x, screen_origin.y - size.y * 0.5f, 60, 20, Color (15, 15, 15, 187));





    render :: get (). CircularProgressBar (screen_origin.x, screen_origin.y - size.y * 0.5f, 17, 20, 0, 360 * factor, Color (255, 255, 255, 187), true);



    //render::get().Draw3DRainbowCircle1(screen_origin.x, screen_origin.y - size.y * 0.7f, 60, 20, Color (0, 0, 0, 187)); // sex







    //render::get().rect_filled(screen_origin.x - size.x * 0.5f, screen_origin.y - size.y * 0.5f - 1.0f, size.x, size.y, Color (37, 37, 37, g_cfg.esp.smoke_timer_color.a ()));

    //render::get().rect_filled(screen_origin.x - size.x * 0.5f + 2.0f, screen_origin.y - size.y * 0.5f, (size.x - 4.0f) * factor, size.y - 2.0f, g_cfg.esp.smoke_timer_color);



    //render::get().rect(screen_origin.x - size.x * 0.5f, screen_origin.y - size.y * 0.5f, size.x, size.y, Color (7, 7, 7, g_cfg .esp.smoke_timer_color.a ()));

    render :: get (). text (fonts [ESP], screen_origin.x, screen_origin.y - size.y * 0.5f, g_cfg.esp.smoke_timer_color, HFONT_CENTERED_X | HFONT_CENTERED_Y, "SMOKE");

    //render::get().text(fonts [GRENADES], screen_origin.x + 1.0f, screen_origin.y - size.y * 0.5f - 9.0f, g_cfg.esp.smoke_timer_color, HFONT_CENTERED_X | HFONT_CENTERED_Y, "k" );

}
draw_manager.cpp
C++:
 void render :: CircularProgressBar (int x, int y, int r1, int r2, int s, int d, Color col, bool inverse)



{



    for (int i = s; i <s + d; i ++)



    {



        auto rad = i * 3.1415 / 180;



        if (! inverse)



            line (x + cos (rad) * r1, y + sin (rad) * r1, x + cos (rad) * r2, y + sin (rad) * r2, col);



        else



            line (x - sin (rad) * r1, y - cos (rad) * r1, x - sin (rad) * r2, y - cos (rad) * r2, col);



    }



}
draw_manager.h
C++:
void CircularProgressBar (int x, int y, int r1, int r2, int s, int d, Color col, bool inverse);
Пожалуйста, авторизуйтесь для просмотра ссылки.
 
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Give please Draw3DRainbowCircle1
 
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[QUOTE = "Demon530, post: 2194417, member: 405546"]
Give please Draw3DRainbowCircle1
[/ QUOTE]
is in legendware i was just making some modifications to it, not finished or ready
 
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[QUOTE = "familytrapper, post: 2194507, member: 451921"]
and where did you see it in the chela's code?
[/ QUOTE]
in draw_manager somewhere
 
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You can easily customize this to your liking
world_visuals.cpp
C++:
void worldesp :: smoke_timer (entity_t * entity)

{

    if (! g_cfg.esp.smoke_timer)

        return;



    auto smoke = reinterpret_cast <smoke_t *> (entity);



    if (! smoke-> m_nSmokeEffectTickBegin () ||! smoke-> m_bDidSmokeEffect ())

        return;



    auto origin = smoke-> GetAbsOrigin ();



    Vector screen_origin;



    if (! math :: world_to_screen (origin, screen_origin))

        return;



    auto spawn_time = TICKS_TO_TIME (smoke-> m_nSmokeEffectTickBegin ());

    auto factor = (spawn_time + smoke_t :: get_expiry_time () - m_globals () -> m_curtime) / smoke_t :: get_expiry_time ();



    static auto size = Vector2D (35.0f, 5.0f);

    render :: get (). circle_filled (screen_origin.x, screen_origin.y - size.y * 0.5f, 60, 20, Color (15, 15, 15, 187));





    render :: get (). CircularProgressBar (screen_origin.x, screen_origin.y - size.y * 0.5f, 17, 20, 0, 360 * factor, Color (255, 255, 255, 187), true);



    //render::get().Draw3DRainbowCircle1(screen_origin.x, screen_origin.y - size.y * 0.7f, 60, 20, Color (0, 0, 0, 187)); // sex







    //render::get().rect_filled(screen_origin.x - size.x * 0.5f, screen_origin.y - size.y * 0.5f - 1.0f, size.x, size.y, Color (37, 37, 37, g_cfg.esp.smoke_timer_color.a ()));

    //render::get().rect_filled(screen_origin.x - size.x * 0.5f + 2.0f, screen_origin.y - size.y * 0.5f, (size.x - 4.0f) * factor, size.y - 2.0f, g_cfg.esp.smoke_timer_color);



    //render::get().rect(screen_origin.x - size.x * 0.5f, screen_origin.y - size.y * 0.5f, size.x, size.y, Color (7, 7, 7, g_cfg .esp.smoke_timer_color.a ()));

    render :: get (). text (fonts [ESP], screen_origin.x, screen_origin.y - size.y * 0.5f, g_cfg.esp.smoke_timer_color, HFONT_CENTERED_X | HFONT_CENTERED_Y, "SMOKE");

    //render::get().text(fonts [GRENADES], screen_origin.x + 1.0f, screen_origin.y - size.y * 0.5f - 9.0f, g_cfg.esp.smoke_timer_color, HFONT_CENTERED_X | HFONT_CENTERED_Y, "k" );

}
draw_manager.cpp
C++:
 void render :: CircularProgressBar (int x, int y, int r1, int r2, int s, int d, Color col, bool inverse)



{



    for (int i = s; i <s + d; i ++)



    {



        auto rad = i * 3.1415 / 180;



        if (! inverse)



            line (x + cos (rad) * r1, y + sin (rad) * r1, x + cos (rad) * r2, y + sin (rad) * r2, col);



        else



            line (x - sin (rad) * r1, y - cos (rad) * r1, x - sin (rad) * r2, y - cos (rad) * r2, col);



    }



}
draw_manager.h
C++:
void CircularProgressBar (int x, int y, int r1, int r2, int s, int d, Color col, bool inverse);
Пожалуйста, авторизуйтесь для просмотра ссылки.
I Like your spectator list :P
 
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molotov timer:

C++:
if (!g_cfg.esp.molotov_timer)
        return;

    auto inferno = reinterpret_cast<inferno_t*>(entity);
    auto origininf = inferno->GetAbsOrigin();
    Vector screen_origin_m;

    if (!math::world_to_screen(origininf, screen_origin_m))
        return;

    auto spawn_time = inferno->get_spawn_time();
    auto factor = (spawn_time + inferno_t::get_expiry_time() - m_globals()->m_curtime) / inferno_t::get_expiry_time();
    static auto size_m = Vector2D(35.0f, 5.0f);

    render::get().circle_filled(screen_origin_m.x, screen_origin_m.y - size_m.y * 0.5f, 60, 20, Color(15, 15, 15, 187));
    render::get().CircularProgressBar(screen_origin_m.x, screen_origin_m.y - size_m.y * 0.5f, 17, 20, 0, 360 * factor, Color(255, 255, 255, 187), true);
    render::get().text(fonts[ESP], screen_origin_m.x, screen_origin_m.y - size_m.y * 0.5f, g_cfg.esp.molotov_timer_color, HFONT_CENTERED_X | HFONT_CENTERED_Y, "FIRE");
 
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