[OTCv4] Nade warning

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23 Дек 2021
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RU: Для корректного отображения, нужно отключить grenade prediction в самом программном обеспечении. Приятной игры!
EU: For correct display, you need to disable grenade prediction in the software itself. Have a nice game!

JS:
Код:
function GrenadeWarning() {

    var font1 = Render.GetFont("Calibrib.ttf", 25, true);
    var font2 = Render.GetFont("Verdanab.ttf", 10, true);
    var DistanceInFeet = function (origin, destination) {
        var sub = [destination[0] - origin[0], destination[1] - origin[1], destination[2] - origin[2]];
        return Math.round(Math.sqrt(sub[0] ** 2 + sub[1] ** 2 + sub[2] ** 2) / 12);
    }

    GrenadePrediction.Run();
    var lp = Entity.GetLocalPlayer;
    var origin = Entity.GetRenderOrigin(lp());
    var grenades = GrenadePrediction.GetLiveGrenades();

    for (var i in grenades) {
        var g = grenades[i];
        var destination = g.Position;
        var distance = DistanceInFeet(origin, destination);
        var screen = Render.WorldToScreen(destination);


        function Clamp(num, min, max) {
            return num <= min ? min : num >= max ? max : num;
        }


        if (!g.IsLive)
            continue;
        function draw_arc1(a, n, o, r, t, h, M, c) { M = 360 / M; for (var e = t; e < t + h; e += M) { var s = e * Math.PI / 180, P = (e + M) * Math.PI / 180, d = Math.cos(s), i = Math.sin(s), f = Math.cos(P), g = Math.sin(P), l = a + d * r, v = n + i * r, y = a + d * o, I = n + i * o, R = a + f * r, u = n + g * r, w = a + f * o, _ = n + g * o; Render.Polygon([[y, I], [w, _], [l, v]], c), Render.Polygon([[l, v], [w, _], [R, u]], c) } };
        Render.FilledCircle(screen[0], screen[1] - 50, 30, [Math.max(0, 255 - Math.pow(distance, 1.7)), 0, 0, 255])
        draw_arc1(screen[0] - 1, screen[1] - 50, 31, 29, 270, 360, 30, [10, 10, 10, 255]);
        Render.String(screen[0], screen[1] - 68, 1, "!", [255, 250, 20, 200], font1);
        Render.String(screen[0], screen[1] - 45, 1, distance + " ft", [232, 232, 232, 200], font2);
        if (g.Type == "Molotov") {
            time = Entity.GetProp(g.EntityIndex, "CInferno", "m_nFireEffectTickBegin") * Globals.TickInterval();
            factor = Clamp(((time + 7) - Globals.Curtime()) / 7, 0, 7);
            draw_arc1(screen[0] - 1, screen[1] - 50, 31, 29, 270, 360 * factor, 150, [232, 232, 232, 200]);
        }
    }


}

Cheat.RegisterCallback("Draw", "GrenadeWarning");
 
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