Исходник [CS2] External Sound Esp

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C++:
#include "../../../inc.hpp"
#include "../../../sdk/animation_system/animation_system.hpp"

/* rendering stuff gonna sit there */
void render_filled_3d_circle( const evo::vec3_t& origin, float radius, evo::col_t color ) {
    static constexpr float pi = 3.14159265358979323846f;

    static constexpr float Step = pi * 2.0f / 60;
    std::vector<ImVec2> points;
    for ( float lat = 0.f; lat <= pi * 2.0f; lat += Step ) {
        const auto& point3d = evo::vec3_t( sin( lat ), cos( lat ), 0.f ) * radius;
        evo::vec2_t point2d;
        if ( evo::_address->view.world_to_screen( origin + point3d, point2d ) )
            points.push_back( ImVec2( point2d.x, point2d.y ) );
    }
    ImGui::GetBackgroundDrawList( )->AddConvexPolyFilled( points.data( ), points.size( ), color.convert( ) );
}

/* rendering stuff gonna sit there */
void render_3d_circle( const evo::vec3_t& origin, float radius, evo::col_t color ) {
    static constexpr float pi = 3.14159265358979323846f;
    static constexpr float Step = pi * 2.0f / 60;

    std::vector<ImVec2> points;
    for ( float lat = 0.f; lat <= pi * 2.0f; lat += Step ) {
        const auto& point3d = evo::vec3_t( sin( lat ), cos( lat ), 0.f ) * radius;
        evo::vec2_t point2d;
        if ( evo::_address->view.world_to_screen( origin + point3d, point2d ) )
            points.push_back( ImVec2( point2d.x, point2d.y ) );
    }

    if ( !points.empty() ) {
        points.push_back( points.front() );
        ImGui::GetBackgroundDrawList( )->AddPolyline( points.data( ), points.size( ), color.convert( ), false, 1.0f );
    }
}

void evo::sound_info::push_sound( const c_entity& entity ) {
    if ( !_settings->local_sound )
        return; /* do not run */

    // game::m_flEmitSoundTime
    float smth3; // will we need to iterate?
    _proc_manager.read_memory<float>( entity.player_pawn.address + offsets::pawn::emit_sound_time, smth3 );

    static float main = smth3;
    
    if ( main != smth3 ) {
#if 0
        printf( "mem[0]\n" );
#endif
        /* should pushback */
        this->s_info_l.push_back( sound_info_t{ entity.player_pawn.vec_origin, true } );

        /* update */
        main = smth3;
    }

    /* draw */
    for ( int i = 0; i < this->s_info_l.size() ; i++ ) {
        auto animation = animation_controller.get( "soundinfo" + std::to_string( i ) + animation_controller.current_child );
        animation.adjust( animation.value + 3.f * animation_controller.get_min_deltatime( _settings->sound_animation_speed_l ) * ( this->s_info_l[i].has_changed ? 1.f : -1.f ) );

        if ( animation.value >= 0.99f )
            this->s_info_l[ i ].has_changed = false;

        render_3d_circle( this->s_info_l[ i ].player_origin, _settings->local_range * animation.value, _render->to_main_color( _settings->sound_col_l ) );

        if (i >= 60) {
#if 0
            printf( "mem[1]" );
#endif
            this->s_info_l.erase( this->s_info_l.begin() , this->s_info_l.begin() + 51 );

#if 0
            print_with_data_scoped( "size: " + std::to_string( this->s_info_l.size( ) ) )
#endif
        }
    }
}

void evo::sound_info::push_sound2( const c_entity& entity, int idx ) { /* use that for enemy */
    if ( !_settings->enemy_sound )
        return;

    // game::m_flEmitSoundTime
    float smth3; // will we need to iterate?
    _proc_manager.read_memory<float>( entity.player_pawn.address + offsets::pawn::emit_sound_time, smth3 );

    static float main[ 64 ]{smth3};

    if ( main[idx] != smth3) {
#if 0
        printf( "mem[0]\n" );
#endif
        /* should pushback */
        this->s_info.push_back( sound_info_t{ entity.player_pawn.vec_origin, true } );

        /* update */
        main[idx] = smth3;
    }

    /* draw */
    for ( int i = 0; i < this->s_info.size() ; i++ ) {
        auto animation = animation_controller.get( "soundinfo" + std::to_string( i ) + animation_controller.current_child );
        animation.adjust( animation.value + 3.f * animation_controller.get_min_deltatime( _settings->sound_animation_speed_e ) * ( this->s_info[ i ].has_changed ? 1.f : -1.f ) );

        if ( animation.value >= 0.99f )
            this->s_info[ i ].has_changed = false;

        render_3d_circle( this->s_info[ i ].player_origin, _settings->enemy_range * animation.value, _render->to_main_color( _settings->sound_col_e ) );

        if (i >= 60) {
#if 0
            printf( "mem[1]" );
#endif
            this->s_info.erase( this->s_info.begin() , this->s_info.begin() + 51 );

#if 0
            print_with_data_scoped( "size: " + std::to_string( this->s_info.size() ) )
#endif
        }
    }
}
C++:
#pragma once

namespace evo {
    struct sound_info_t {
        vec3_t player_origin;
        bool has_changed;
    };

    class sound_info {
    public:
        void push_sound( const c_entity& entity );
        void push_sound2( const c_entity& entity, int idx );

        std::vector<sound_info_t> s_info;
        std::vector<sound_info_t> s_info_l;
    };

    inline const auto _sound = std::make_unique< sound_info >( );
}
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