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Автор темы
- #1
C++:
float Length = 400;
float Angle = GameData.LocalHero->AbsRotation();
Vector AbsOrigin = GameData.LocalHero->AbsOrigin();
Vector Forward = { 0 ,0 , AbsOrigin.z };
Vector2D AbsPos2D;
Vector2D ForwardPos2D;
Forward.x = AbsOrigin.x + X;
Forward.y = AbsOrigin.y + X;
Draw.WorldToScreen(AbsOrigin, &AbsPos2D);
Draw.WorldToScreen(Forward, &ForwardPos2D);
Hooks.DXData.DrawList->AddText(16, ImVec2{ AbsPos2D.x, AbsPos2D.y+30 }, ImColor{0,0,0,255}, std::to_string(Angle).c_str());
Hooks.DXData.DrawList->AddLine(ImVec2{ AbsPos2D.x, AbsPos2D.y }, ImVec2{ ForwardPos2D.x, ForwardPos2D.y }, ImColor{ 0,0,0,255 }, 3);
Я НЕ ДРУЖУ С ГЕОМЕТРИЕЙ АААААА
Length это длинна лении которая мне нужна
Angle это QAngle
C++:
class CGameSceneNode {
public:
Vector AbsOrigin() {
uintptr_t Addr = ((uintptr_t)this + Netvars::Offsets.m_vecAbsOrigin);
return *(Vector*)Addr;
};
float AbsRotation() {
uintptr_t Addr = ((uintptr_t)this + Netvars::Offsets.m_angAbsRotation);
Vector Rotation = *(Vector*)Addr;
return Rotation.y;
}
};