All pastes #347666 Raw Edit

Unnamed

public cpp v1 · immutable
·published 2007-02-09 15:59 UTC
rendered paste body
int Player::drawEspIcons(int yOffset) {	float iconSize;	// Distance based icon size	if (VAR(VAR_ESP_SIZE_TYPE) == ESP_SIZE_TYPE_DIST) {		iconSize = 10000.0f / this->distance;		iconSize = max(iconSize, 5.0f);		// Min size		iconSize = min(iconSize, 25.0f);	// Max size	// Static icon size	} else {		iconSize = 15.0f;	}	qhandle_t weaponIcon = this->getWeaponIcons(cgame->cg_entities[this->entityNum].currentState->weapon);		float iconWidth = iconSize;	// Weapons with 'wide' icons	if ((weaponIcon == cgame->weaponIconThompson)			|| (weaponIcon == cgame->weaponIconMp40)			|| (weaponIcon == cgame->weaponIconSten)			|| (weaponIcon == cgame->weaponIconPanzerfaust)			|| (weaponIcon == cgame->weaponIconFlamethrower)			|| (weaponIcon == cgame->weaponIconGarand)			|| (weaponIcon == cgame->weaponIconFg42)			|| (weaponIcon == cgame->weaponIconK43)			|| (weaponIcon == cgame->weaponIconScoped)			|| (weaponIcon == cgame->weaponIconK43Gren)			|| (weaponIcon == cgame->weaponIconGarandGren)			|| (weaponIcon == cgame->weaponIconMg42)			|| (weaponIcon == cgame->weaponIconMortar)) {		iconWidth *= 2;	}	// Position	int height = (int)(iconSize + 4);	int x = (int)(this->screenX - ((iconSize + iconWidth) / 2));	int y = this->screenY - yOffset - height;	// Icon color	vec4_t iconColor;	Vector4Copy(this->espColor, iconColor);	// Background	if (VAR(VAR_ESP_ICONS_BG)) {		vec4_t bgColor;		Vector4Copy(colorBlack, bgColor);		bgColor[3] = this->espColor[3] / 2.0;		drawFillRect(x, y, (iconSize + iconWidth) + 2 , iconSize + 2, bgColor);	}	syscall_R_SetColor(iconColor);    // Draw class icon	drawPic(x, y, iconSize, iconSize, cgame->classIcons[cgame->clientInfo[this->entityNum]->cls]);	// Draw weapon icon	drawPic(x + iconSize, y, iconWidth, iconSize, weaponIcon);	syscall_R_SetColor(NULL);		return height;		}qhandle_t Player::getWeaponIcons(int weapon) {	switch (cgame->mod->type) {		case MOD_ETMAIN:		case MOD_ETPRO:			switch (weapon) {				case WP_KNIFE:					return cgame->weaponIconKnife;				case WP_LUGER:				case WP_SILENCER:				case WP_AKIMBO_LUGER:				case WP_AKIMBO_SILENCEDLUGER:					return cgame->weaponIconLuger;				case WP_COLT:				case WP_SILENCED_COLT:				case WP_AKIMBO_COLT:				case WP_AKIMBO_SILENCEDCOLT:					return cgame->weaponIconColt;				case WP_MP40:					return cgame->weaponIconMp40;				case WP_THOMPSON:					return cgame->weaponIconThompson;				case WP_GRENADE_LAUNCHER:					return cgame->weaponIconGrenade;				case WP_GRENADE_PINEAPPLE:					return cgame->weaponIconPineapple;				case WP_PANZERFAUST:					return cgame->weaponIconPanzerfaust;				case WP_FLAMETHROWER:					return cgame->weaponIconFlamethrower;				case WP_STEN:					return cgame->weaponIconSten;				case WP_MEDIC_SYRINGE:					return cgame->weaponIconSyringe;				case WP_MEDIC_ADRENALINE:					return cgame->weaponIconSyringeAdre;				case WP_MORTAR:				case WP_MORTAR_SET:					return cgame->weaponIconMortar;				case WP_AMMO:					return cgame->weaponIconAmmopack;				case WP_MEDKIT:					return cgame->weaponIconMedicpack;				case WP_BINOCULARS:					return cgame->weaponIconBinoculars;				case WP_SMOKE_MARKER:				case WP_SMOKE_BOMB:					return cgame->weaponIconSmokegrenade;				case WP_PLIERS:					return cgame->weaponIconPliers;				case WP_K43:				case WP_KAR98:					return cgame->weaponIconK43;				case WP_GARAND:				case WP_CARBINE:					return cgame->weaponIconGarand;				case WP_GARAND_SCOPE:				case WP_K43_SCOPE:					return cgame->weaponIconScoped;				case WP_FG42:				case WP_FG42SCOPE:					return cgame->weaponIconFg42;				case WP_LANDMINE:					return cgame->weaponIconLandmine;				case WP_SATCHEL:					return cgame->weaponIconSatchel;				case WP_SATCHEL_DET:					return cgame->weaponIconSatchelDet;				case WP_GPG40:					return cgame->weaponIconK43Gren;				case WP_M7:					return cgame->weaponIconGarandGren;				case WP_MOBILE_MG42:				case WP_MOBILE_MG42_SET:					return cgame->weaponIconMg42;				case WP_DYNAMITE:					return cgame->weaponIconDynamite;				default:					return -1;			}		case MOD_NOQUARTER:			switch (weapon) {				case NQ_WP_KNIFE:				case NQ_WP_KNIFE_KABAR:					return cgame->weaponIconKnife;				case NQ_WP_LUGER:				case NQ_WP_SILENCER:				case NQ_WP_AKIMBO_LUGER:				case NQ_WP_AKIMBO_SILENCEDLUGER:					return cgame->weaponIconLuger;				case NQ_WP_COLT:				case NQ_WP_SILENCED_COLT:				case NQ_WP_AKIMBO_COLT:				case NQ_WP_AKIMBO_SILENCEDCOLT:					return cgame->weaponIconColt;				case NQ_WP_STG44:				case NQ_WP_MP34:				case NQ_WP_MP40:					return cgame->weaponIconMp40;				case NQ_WP_THOMPSON:				case NQ_WP_SHOTGUN:	// Not good but it's the best place					return cgame->weaponIconThompson;				case NQ_WP_GRENADE_LAUNCHER:					return cgame->weaponIconGrenade;				case NQ_WP_GRENADE_PINEAPPLE:					return cgame->weaponIconPineapple;				case NQ_WP_PANZERFAUST:				case NQ_WP_BAZOOKA:					return cgame->weaponIconPanzerfaust;				case NQ_WP_FLAMETHROWER:					return cgame->weaponIconFlamethrower;				case NQ_WP_STEN:				case NQ_WP_STEN_MKII:					return cgame->weaponIconSten;				case NQ_WP_MEDIC_SYRINGE:					return cgame->weaponIconSyringe;				case NQ_WP_MEDIC_ADRENALINE:				case NQ_WP_POISON:					return cgame->weaponIconSyringeAdre;				case NQ_WP_MORTAR:				case NQ_WP_MORTAR_SET:				case NQ_WP_GRANATWERFER:				case NQ_WP_GRANATWERFER_SET:					return cgame->weaponIconMortar;				case NQ_WP_AMMO:					return cgame->weaponIconAmmopack;				case NQ_WP_MEDKIT:					return cgame->weaponIconMedicpack;				case NQ_WP_BINOCULARS:					return cgame->weaponIconBinoculars;				case NQ_WP_SMOKE_MARKER:				case NQ_WP_SMOKE_BOMB:					return cgame->weaponIconSmokegrenade;				case NQ_WP_PLIERS:					return cgame->weaponIconPliers;				case NQ_WP_K43:				case NQ_WP_KAR98:					return cgame->weaponIconK43;				case NQ_WP_GARAND:				case NQ_WP_CARBINE:					return cgame->weaponIconGarand;				case NQ_WP_GARAND_SCOPE:				case NQ_WP_K43_SCOPE:					return cgame->weaponIconScoped;				case NQ_WP_FG42:				case NQ_WP_FG42SCOPE:					return cgame->weaponIconFg42;				case NQ_WP_LANDMINE:					return cgame->weaponIconLandmine;				case NQ_WP_SATCHEL:					return cgame->weaponIconSatchel;				case NQ_WP_SATCHEL_DET:					return cgame->weaponIconSatchelDet;				case NQ_WP_GPG40:					return cgame->weaponIconK43Gren;				case NQ_WP_M7:					return cgame->weaponIconGarandGren;				case NQ_WP_MOBILE_MG42:				case NQ_WP_MOBILE_MG42_SET:				case NQ_WP_BROWNING:				case NQ_WP_BROWNING_SET:				case NQ_WP_BAR:				case NQ_WP_BAR_SET:					return cgame->weaponIconMg42;				case NQ_WP_DYNAMITE:					return cgame->weaponIconDynamite;				default:					return -1;			}		case MOD_TCE:		default:			return -1;	}}