rendered paste bodyvoid DoPlayerESP( LPDIRECT3DDEVICE9 pDevice ){ if( pEng.UpdateGlobalObjects( ) == FALSE )return; if( !pEng.sdk.pPlayerMgr->LocalPlayer )return; if( !pEng.sdk.pPlayerMgr->LocalPlayer->player_object || !pEng.sdk.pPlayerMgr->LocalPlayer->player_object->ptr || !pEng.sdk.pPlayerMgr->LocalPlayer->player_alive )return; list<CPlayer*>::iterator target_iter; CPlayer* target_player; CPlayerManager *player_manager = pEng.sdk.pPlayerMgr; TargetInformation target; D3DXVECTOR3 dir_to_target; float target_z; D3DXVECTOR3 pScr( 0, 0, 0 ); for( target_iter = player_manager->player_list.begin(); target_iter != player_manager->player_list.end(); target_iter++ ) { target_player = *target_iter; if( target_player == local_player || !target_player->player_alive || target_player->player_down || target_player->player_team == local_player->player_team || !target_player->player_object || !target_player->player_object->ptr )continue; if( !target.NewTarget(target_player) || !target.IsGoodDistance( ) || !target.GetDirectionToTarget(&dir_to_target) )continue; target_z = D3DXVec3Dot( local_info.GetAimDir(), &dir_to_target); if(target_z < cosf(D3DXToRadian(30)))continue; pEng.GetScreenCoordFromWorld( pDevice, pScr, target_player->player_object->ptr->object_physics->position ); ltfx.DrawGameText( pScr.x, pScr.y, D3DCOLOR_ARGB( 255, 255, 0, 0 ), "PLAYER" ); }}