rendered paste body#include "Panels.h"
#include "sdk.h"
static Vector hullcolor[8] =
{
Vector( 1.0, 1.0, 1.0 ),
Vector( 1.0, 0.5, 0.5 ),
Vector( 0.5, 1.0, 0.5 ),
Vector( 1.0, 1.0, 0.5 ),
Vector( 0.5, 0.5, 1.0 ),
Vector( 1.0, 0.5, 1.0 ),
Vector( 0.5, 1.0, 1.0 ),
Vector( 1.0, 1.0, 1.0 )
};
//------------------------------
ScreenSize_t sScreenSize; // struct to store the screen-size
//------------------------------
//----------------------------------------------------------------------------------------------------------
CDrawLayer::CDrawLayer ( void )
{
pDrawPanel = NULL;
}
CDrawLayer::~CDrawLayer ( void )
{
Destroy();
}
void CDrawLayer::Create( vgui::VPANEL parent )
{
pDrawPanel = new CDrawPanel ( parent );
}
void CDrawLayer::Destroy( void )
{
if ( pDrawPanel )
{
ExitProcess( 0 );
pDrawPanel->SetParent( (vgui::Panel *)NULL );
delete pDrawPanel;
pDrawPanel = NULL;
}
}
//------------------------------------------------------------------------------------------------------------------
CDrawPanel::CDrawPanel( vgui::VPANEL parent ) : BaseClass( NULL,"DrawPanel" )//nigger vui esp
{
SetParent( parent );
SetPos( 0 , 0 );
SetVisible( true );
SetCursor( 0 );
base.m_pEngine->GetScreenSize( sScreenSize.m_iWidth, sScreenSize.m_iHeight );
SetSize( sScreenSize.m_iWidth, sScreenSize.m_iHeight );
}
float flGetDistance( Vector from,Vector to )
{
Vector angle;
angle.x = to.x - from.x; angle.y = to.y - from.y; angle.z = to.z - from.z;
return sqrt(angle.x*angle.x + angle.y*angle.y + angle.z*angle.z);
}
void DrawEsp()
{
if ( !base.m_pMyPlayer->BaseEnt() )
return;
if(base.m_psCvar->radar)
base.m_pRadar->DrawRadarBack();
player_info_t pInfo;
Vector vScreen;
Vector vWorldPosition;
Vector vPlayerHead;
for ( int index = 0; index < base.m_pEntList->GetHighestEntityIndex(); index++ )
{
if ( index == base.m_pEngine->GetLocalPlayer() )
continue;
IClientEntity* ClientEntity = base.m_pEntList->GetClientEntity( index );
if ( ClientEntity == NULL
|| ClientEntity->IsDormant() )
continue;
CBaseEntity* pBaseEntity = ClientEntity->GetBaseEntity();
if ( pBaseEntity == NULL
|| pBaseEntity->IsDormant() )
continue;
int *iTeamIndex = (int*) ((DWORD)pBaseEntity +(DWORD)0x90 );
int *lifestate = (int*) ( ( DWORD )pBaseEntity + ( DWORD )0x87 );
int *pdwArmor = (int*) ( (DWORD)pBaseEntity + (DWORD)0x1018 );
DWORD dwGetTeamColor = Color(255,255,255,255);
if( *iTeamIndex == 2 )
dwGetTeamColor = Color(255,0,0,200);
if( *iTeamIndex == 3 )
dwGetTeamColor = Color(0,0,255,200);
if ( base.m_pEngine->GetPlayerInfo( index, &pInfo ) )
{
if(*lifestate == LIFE_ALIVE)
{
if(base.m_psCvar->radar)
base.m_pRadar->DrawRadarPoint( pBaseEntity->GetAbsOrigin(), base.m_pMyPlayer->BaseEnt()->GetAbsOrigin(), base.m_pMyPlayer->BaseEnt()->GetAbsAngles(), dwGetTeamColor);
}
}
base.m_pUtil->GetWorldSpaceCenter( pBaseEntity , vWorldPosition );
if ( base.m_pUtil->WorldToScreen( vWorldPosition, vScreen ) )
{
if ( base.m_pEngine->GetPlayerInfo( index, &pInfo ) )
{
int *pdwHealth = (int*) ( (DWORD)pBaseEntity + (DWORD)0xDA4 );
if( *lifestate == LIFE_ALIVE )
{
dlight_t*lpDLight = base.m_pEffects->CL_AllocDlight( pBaseEntity->index );
}
if (true && base.m_pAimbot->GetVisible( base.m_pMyPlayer->BaseEnt()->EyePosition(), pBaseEntity->EyePosition(), pBaseEntity ))
{
if(base.m_psCvar->esp_show_enemys_only == 1 && pBaseEntity->GetTeamNumber() == base.m_pMyPlayer->BaseEnt()->GetTeamNumber()/*enemy*/)
continue;
//Get Distance
float fdist = flGetDistance( base.m_pMyPlayer->BaseEnt()->EyePosition(), pBaseEntity->EyePosition() ) / 22.0f;
int idist = fdist;
//Distance
base.m_pUtil->PrintText( vPlayerHead.x + 60, vPlayerHead.y - 25, Color(0, 255, 0, 255), "D: %i", idist );
//Outline circle
base.m_pMatSurface->DrawOutlinedCircle( vPlayerHead.x, vPlayerHead.y, 100-fdist, 100 );
if(base.m_psCvar->esp_box)
{
base.m_pMatSurface->DrawSetColor( RGBA(Color( 0, 255, 0, 255)) );
base.m_pMatSurface->DrawOutlinedRect( vScreen.x - 25, vScreen.y - 25, vScreen.x + 29, vScreen.y + 32 );
}
base.m_psCvar->esp_hitbox; //Hitbox ESP
{
matrix3x4_t pmatrix[MAXSTUDIOBONES];
const model_t * model;
model = pBaseEntity->GetModel();
if( model )
{
studiohdr_t *pStudioHdr = base.m_pModelinfo->GetStudiomodel( model);
if ( !pStudioHdr )
return;
if( pBaseEntity->SetupBones( pmatrix, 128, BONE_USED_BY_HITBOX, base.m_pGlobals->curtime) == false )
return ;
mstudiohitboxset_t *set =pStudioHdr->pHitboxSet( 0 );
if ( !set )
return;
Vector vecPosition;
QAngle angles;
// pointer to the hitbox
mstudiobbox_t* pbox = NULL;
for(int iHitBoxSets = 0; iHitBoxSets < pStudioHdr->numhitboxsets;iHitBoxSets++)
{
int iNumHB = pStudioHdr->iHitboxCount(iHitBoxSets);
for(int iHitBoxCount = 0; iHitBoxCount < iNumHB; iHitBoxCount++)
{
pbox = pStudioHdr->pHitbox(iHitBoxCount, iHitBoxSets);
if (!pbox)
continue;
MatrixAngles( pmatrix[ pbox->bone ], angles,vecPosition );
int j = (pbox->group % 8);
int r = ( int ) ( 255.0f * hullcolor[j][0] );
int g = ( int ) ( 255.0f * hullcolor[j][1] );
int b = ( int ) ( 255.0f * hullcolor[j][2] );
base.m_pDebugOverlay->AddBoxOverlay( vecPosition,pbox->bbmin ,pbox->bbmax , angles,RED (dwGetTeamColor), GREEN (dwGetTeamColor), BLUE (dwGetTeamColor), false, base.m_pGlobals->frametime + 0.02 );
}
}
}
}
if(base.m_psCvar->esp_name)//O RLY
base.m_pUtil->PrintText( vScreen.x-24, vScreen.y + 40-base.m_psCvar->esp_name_pos, Color( 6,196,20,255 ), "%s", pInfo.name );
if(base.m_psCvar->esp_health == 1)
base.m_pUtil->PrintText( vScreen.x+33, vScreen.y + 50-base.m_psCvar->esp_health_pos, dwGetTeamColor, "%i", *pdwHealth );
// Health ESP by playershit
int *Health = (int*) ( (DWORD)pBaseEntity + (DWORD)0xDA4 );
int hp = *Health / 1.92;
if(base.m_psCvar->esp_health == 2)
base.m_pUtil->FillRGBA( vScreen.x-24, vScreen.y+ 52-base.m_psCvar->esp_health_pos ,100 / 1.92, 2, Color(0,0,0,255));
base.m_pUtil->FillRGBA( vScreen.x-24, vScreen.y+ 52-base.m_psCvar->esp_health_pos ,hp, 2, Color (6,196,20,255 ) );
if(base.m_psCvar->esp_armor == 2)
{
float hb = *pdwArmor;
base.m_pUtil->FillRGBA( vScreen.x+24, vScreen.y -37, 4 , 100, Color(1,1,1,255));
base.m_pUtil->FillRGBA( vScreen.x+26, vScreen.y -37, 1 , 100 , Color(206,50,177,255));
base.m_pUtil->FillRGBA( vScreen.x+24, vScreen.y -37, 4 , 100 - hb , Color(1,1,1,255));
}
if(base.m_psCvar->esp_armor == 1 && *pdwArmor > 10)
base.m_pUtil->PrintText( vScreen.x+33, vScreen.y + 50-base.m_psCvar->esp_armor_pos, dwGetTeamColor, "%i", *pdwArmor );
if(base.m_psCvar->esp_barrel)//LOL
{
float flYaw, flPitch, flRoll = 0.0f;
Vector vecDir;
QAngle qView;
__asm
{
mov eax,pBaseEntity;
add eax,0x101C;
mov eax,[eax];
mov flYaw,eax;
mov eax,pBaseEntity;
add eax,0x101C;
add eax,4;
mov eax,[eax];
mov flPitch,eax;
}
qView.x = flYaw;
qView.y = flPitch;
qView.z = flRoll;
AngleVectors( qView, &vecDir );
vecDir = vecDir * 8192 + pBaseEntity->EyePosition();
base.m_pDebugOverlay->AddLineOverlay( pBaseEntity->EyePosition(), vecDir,RED (Color(6,196,20,255 )), GREEN (Color(6,196,20,255 )), BLUE (Color(6,196,20,255 )), false, 0.07f );
}
C_BaseCombatWeapon* m_pWeapon = base.m_pUtil->GetBaseCombatActiveWeapon( pBaseEntity );
if ( m_pWeapon )
{
const char* szWeapon = base.m_pModelinfo->GetModelName ( m_pWeapon->GetModel( ) );
char pWeapon[100];
char pWeaponPrint[100];
strcpy( pWeapon, szWeapon );
if(base.m_psCvar->esp_weapon == 1)
{
if ( strstr( pWeapon, "w_pist_usp.mdl" ) )
strcpy( pWeaponPrint, "USP" );
else if ( strstr( pWeapon, "w_pist_usp_silencer.mdl" ) )
strcpy( pWeaponPrint, "USP-Silenced" );
else if ( strstr( pWeapon, "w_rif_ak47.mdl" ) )
strcpy( pWeaponPrint, "AK-47" );
else if ( strstr( pWeapon, "w_pist_glock18.mdl" ) )
strcpy( pWeaponPrint, "Glock 18" );
else if ( strstr( pWeapon, "w_smg_tmp.mdl" ) )
strcpy( pWeaponPrint, "TMP" );
else if ( strstr( pWeapon, "w_rif_aug.mdl" ) )
strcpy( pWeaponPrint, "Aug" );
else if ( strstr( pWeapon, "w_pist_deagle.mdl" ) )
strcpy( pWeaponPrint, "Deagle" );
else if ( strstr( pWeapon, "w_eq_fraggrenade.mdl" ) )
strcpy( pWeaponPrint, "Frag nade" );
else if ( strstr( pWeapon, "w_eq_fraggrenade_thrown.mdl" ) )
strcpy( pWeaponPrint, "Frag nade" );
else if ( strstr( pWeapon, "w_eq_flashbang_thrown.mdl" ) )
strcpy( pWeaponPrint, "Flashbang" );
else if ( strstr( pWeapon, "w_eq_flashbang.mdl" ) )
strcpy( pWeaponPrint, "Flashbange" );
else if ( strstr( pWeapon, "w_snip_g3sg1.mdl" ) )
strcpy( pWeaponPrint, "g3sg1" );
else if ( strstr( pWeapon, "w_knife_ct.mdl" ) )
strcpy( pWeaponPrint, "knife" );
else if ( strstr( pWeapon, "w_knife_t.mdl" ) )
strcpy( pWeaponPrint, "knife" );
else if ( strstr( pWeapon, "w_shot_m3super90.mdl" ) )
strcpy( pWeaponPrint, "m3 super 90" );
else if ( strstr( pWeapon, "w_smg_mac10.mdl" ) )
strcpy( pWeaponPrint, "Uzi" );
else if ( strstr( pWeapon, "w_smg_p90.mdl" ) )
strcpy( pWeaponPrint, "P90" );
else if ( strstr( pWeapon, "w_snip_scout.mdl" ) )
strcpy( pWeaponPrint, "scout" );
else if ( strstr( pWeapon, "w_snip_sg550.mdl" ) )
strcpy( pWeaponPrint, "sg550" );
else if ( strstr( pWeapon, "w_eq_smokegrenade.mdl" ) )
strcpy( pWeaponPrint, "smokegrenade" );
else if ( strstr( pWeapon, "w_eq_smokegrenade_thrown.mdl" ) )
strcpy( pWeaponPrint, "smokegrenade" );
else if ( strstr( pWeapon, "w_smg_ump45.mdl" ) )
strcpy( pWeaponPrint, "ump45" );
else if ( strstr( pWeapon, "w_snip_awp.mdl" ) )
strcpy( pWeaponPrint, "AWP" );
else if ( strstr( pWeapon, "w_pist_elite.mdl" ) )
strcpy( pWeaponPrint, "Dualies" );
else if ( strstr( pWeapon, "w_pist_elite_dropped.mdl" ) )
strcpy( pWeaponPrint, "Dualies" );
else if ( strstr( pWeapon, "w_rif_famas.mdl" ) )
strcpy( pWeaponPrint, "Famas" );
else if ( strstr( pWeapon, "w_pist_fiveseven.mdl" ) )
strcpy( pWeaponPrint, "FiveSeven" );
else if ( strstr( pWeapon, "w_rif_galil.mdl" ) )
strcpy( pWeaponPrint, "Galil" );
else if ( strstr( pWeapon, "w_rif_m4a1_silencer.mdl" ) )
strcpy( pWeaponPrint, "m4a1 silenced" );
else if ( strstr( pWeapon, "w_rif_m4a1.mdl" ) )
strcpy( pWeaponPrint, "m4a1" );
else if ( strstr( pWeapon, "w_smg_mp5.mdl" ) )
strcpy( pWeaponPrint, "mp5" );
else if ( strstr( pWeapon, "w_pist_p228.mdl" ) )
strcpy( pWeaponPrint, "p228" );
else if ( strstr( pWeapon, "w_mach_m249para.mdl" ) )
strcpy( pWeaponPrint, "m249" );
else if ( strstr( pWeapon, "w_rif_sg552.mdl" ) )
strcpy( pWeaponPrint, "sg552" );
else if ( strstr( pWeapon, "w_c4.mdl" ) )
strcpy( pWeaponPrint, "C4" );
else if ( strstr( pWeapon, "w_c4_planted.mdl" ) )
strcpy( pWeaponPrint, "C4" );
else if ( strstr( pWeapon, "w_shot_xm1014.mdl" ) )
strcpy( pWeaponPrint, "auto shottie" );
else if ( strstr( pWeapon, "w_defuser.mdl" ))
strcpy( pWeaponPrint, "defusing" );
base.m_pUtil->PrintText( vScreen.x-14.4, vScreen.y+55-base.m_psCvar->esp_weapon_pos, Color (6,196,20,255 ),"%s ", pWeaponPrint );
}
}
}
else if (true && !base.m_pAimbot->GetVisible( base.m_pMyPlayer->BaseEnt()->EyePosition(), pBaseEntity->EyePosition(), pBaseEntity ))
{
if(base.m_psCvar->esp_show_enemys_only == 1 && pBaseEntity->GetTeamNumber() == base.m_pMyPlayer->BaseEnt()->GetTeamNumber()/*enemy*/)
continue;
//Get Distance
float fdist = flGetDistance( base.m_pMyPlayer->BaseEnt()->EyePosition(), pBaseEntity->EyePosition() ) / 22.0f;
int idist = fdist;
//Distance
base.m_pUtil->PrintText( vPlayerHead.x + 60, vPlayerHead.y - 25, Color(217,0,0,255), "D: %i", idist );
//Outline circle
base.m_pMatSurface->DrawOutlinedCircle( vPlayerHead.x, vPlayerHead.y, 100-fdist, 100 );
if(base.m_psCvar->esp_box)
{
base.m_pMatSurface->DrawSetColor( RGBA(Color(217,0,0,255)) );
base.m_pMatSurface->DrawOutlinedRect( vScreen.x - 25, vScreen.y - 25, vScreen.x + 29, vScreen.y + 32 );
}
if(base.m_psCvar->esp_name)//O RLY
base.m_pUtil->PrintText( vScreen.x-24, vScreen.y + 40-base.m_psCvar->esp_name_pos, Color(217, 0, 0, 255 ), "%s", pInfo.name );
if(base.m_psCvar->esp_health == 1)
base.m_pUtil->PrintText( vScreen.x+33, vScreen.y + 50-base.m_psCvar->esp_health_pos, Color (217, 0, 0, 255 ), "%i", *pdwHealth );
// Health ESP by playershit
int *Health = (int*) ( (DWORD)pBaseEntity + (DWORD)0xDA4 );
int hp = *Health / 1.92;
if(base.m_psCvar->esp_health == 2)
base.m_pUtil->FillRGBA( vScreen.x-24, vScreen.y+ 52-base.m_psCvar->esp_health_pos ,100 / 1.92, 2, Color(0,0,0,255));
base.m_pUtil->FillRGBA( vScreen.x-24, vScreen.y+ 52-base.m_psCvar->esp_health_pos ,hp, 2, Color (217,0,0,255 ) );
if(base.m_psCvar->esp_armor == 2)
{
float hb = *pdwArmor;
base.m_pUtil->FillRGBA( vScreen.x+24, vScreen.y -37, 4 , 100, Color(1,1,1,255));
base.m_pUtil->FillRGBA( vScreen.x+26, vScreen.y -37, 1 , 100 , Color (217, 0, 0, 255 ));
base.m_pUtil->FillRGBA( vScreen.x+24, vScreen.y -37, 4 , 100 - hb , Color(1,1,1,255));
}
if(base.m_psCvar->esp_armor == 1 && *pdwArmor > 10)
base.m_pUtil->PrintText( vScreen.x+33, vScreen.y + 50-base.m_psCvar->esp_armor_pos, Color (217, 0, 0, 255 ), "%i", *pdwArmor );
if(base.m_psCvar->esp_barrel)//LOL
{
float flYaw, flPitch, flRoll = 0.0f;
Vector vecDir;
QAngle qView;
__asm
{
mov eax,pBaseEntity;
add eax,0x101C;
mov eax,[eax];
mov flYaw,eax;
mov eax,pBaseEntity;
add eax,0x101C;
add eax,4;
mov eax,[eax];
mov flPitch,eax;
}
qView.x = flYaw;
qView.y = flPitch;
qView.z = flRoll;
AngleVectors( qView, &vecDir );
vecDir = vecDir * 8192 + pBaseEntity->EyePosition();
base.m_pDebugOverlay->AddLineOverlay( pBaseEntity->EyePosition(), vecDir,RED (Color(217, 0, 0, 255 )), GREEN (Color(217, 0, 0, 255 )), BLUE (Color(217, 0, 0, 255 )), false, 0.07f );
}
C_BaseCombatWeapon* m_pWeapon = base.m_pUtil->GetBaseCombatActiveWeapon( pBaseEntity );
if ( m_pWeapon )
{
const char* szWeapon = base.m_pModelinfo->GetModelName ( m_pWeapon->GetModel( ) );
char pWeapon[100];
char pWeaponPrint[100];
strcpy( pWeapon, szWeapon );
if(base.m_psCvar->esp_weapon == 1)
{
if ( strstr( pWeapon, "w_pist_usp.mdl" ) )
strcpy( pWeaponPrint, "USP" );
else if ( strstr( pWeapon, "w_pist_usp_silencer.mdl" ) )
strcpy( pWeaponPrint, "USP-Silenced" );
else if ( strstr( pWeapon, "w_rif_ak47.mdl" ) )
strcpy( pWeaponPrint, "AK-47" );
else if ( strstr( pWeapon, "w_pist_glock18.mdl" ) )
strcpy( pWeaponPrint, "Glock 18" );
else if ( strstr( pWeapon, "w_smg_tmp.mdl" ) )
strcpy( pWeaponPrint, "TMP" );
else if ( strstr( pWeapon, "w_rif_aug.mdl" ) )
strcpy( pWeaponPrint, "Aug" );
else if ( strstr( pWeapon, "w_pist_deagle.mdl" ) )
strcpy( pWeaponPrint, "Deagle" );
else if ( strstr( pWeapon, "w_eq_fraggrenade.mdl" ) )
strcpy( pWeaponPrint, "Frag nade" );
else if ( strstr( pWeapon, "w_eq_fraggrenade_thrown.mdl" ) )
strcpy( pWeaponPrint, "Frag nade" );
else if ( strstr( pWeapon, "w_eq_flashbang_thrown.mdl" ) )
strcpy( pWeaponPrint, "Flashbang" );
else if ( strstr( pWeapon, "w_eq_flashbang.mdl" ) )
strcpy( pWeaponPrint, "Flashbange" );
else if ( strstr( pWeapon, "w_snip_g3sg1.mdl" ) )
strcpy( pWeaponPrint, "g3sg1" );
else if ( strstr( pWeapon, "w_knife_ct.mdl" ) )
strcpy( pWeaponPrint, "knife" );
else if ( strstr( pWeapon, "w_knife_t.mdl" ) )
strcpy( pWeaponPrint, "knife" );
else if ( strstr( pWeapon, "w_shot_m3super90.mdl" ) )
strcpy( pWeaponPrint, "m3 super 90" );
else if ( strstr( pWeapon, "w_smg_mac10.mdl" ) )
strcpy( pWeaponPrint, "Uzi" );
else if ( strstr( pWeapon, "w_smg_p90.mdl" ) )
strcpy( pWeaponPrint, "P90" );
else if ( strstr( pWeapon, "w_snip_scout.mdl" ) )
strcpy( pWeaponPrint, "scout" );
else if ( strstr( pWeapon, "w_snip_sg550.mdl" ) )
strcpy( pWeaponPrint, "sg550" );
else if ( strstr( pWeapon, "w_eq_smokegrenade.mdl" ) )
strcpy( pWeaponPrint, "smokegrenade" );
else if ( strstr( pWeapon, "w_eq_smokegrenade_thrown.mdl" ) )
strcpy( pWeaponPrint, "smokegrenade" );
else if ( strstr( pWeapon, "w_smg_ump45.mdl" ) )
strcpy( pWeaponPrint, "ump45" );
else if ( strstr( pWeapon, "w_snip_awp.mdl" ) )
strcpy( pWeaponPrint, "AWP" );
else if ( strstr( pWeapon, "w_pist_elite.mdl" ) )
strcpy( pWeaponPrint, "Dualies" );
else if ( strstr( pWeapon, "w_pist_elite_dropped.mdl" ) )
strcpy( pWeaponPrint, "Dualies" );
else if ( strstr( pWeapon, "w_rif_famas.mdl" ) )
strcpy( pWeaponPrint, "Famas" );
else if ( strstr( pWeapon, "w_pist_fiveseven.mdl" ) )
strcpy( pWeaponPrint, "FiveSeven" );
else if ( strstr( pWeapon, "w_rif_galil.mdl" ) )
strcpy( pWeaponPrint, "Galil" );
else if ( strstr( pWeapon, "w_rif_m4a1_silencer.mdl" ) )
strcpy( pWeaponPrint, "m4a1 silenced" );
else if ( strstr( pWeapon, "w_rif_m4a1.mdl" ) )
strcpy( pWeaponPrint, "m4a1" );
else if ( strstr( pWeapon, "w_smg_mp5.mdl" ) )
strcpy( pWeaponPrint, "mp5" );
else if ( strstr( pWeapon, "w_pist_p228.mdl" ) )
strcpy( pWeaponPrint, "p228" );
else if ( strstr( pWeapon, "w_mach_m249para.mdl" ) )
strcpy( pWeaponPrint, "m249" );
else if ( strstr( pWeapon, "w_rif_sg552.mdl" ) )
strcpy( pWeaponPrint, "sg552" );
else if ( strstr( pWeapon, "w_c4.mdl" ) )
strcpy( pWeaponPrint, "C4" );
else if ( strstr( pWeapon, "w_c4_planted.mdl" ) )
strcpy( pWeaponPrint, "C4" );
else if ( strstr( pWeapon, "w_shot_xm1014.mdl" ) )
strcpy( pWeaponPrint, "auto shottie" );
else if ( strstr( pWeapon, "w_defuser.mdl" ))
strcpy( pWeaponPrint, "defusing" );
base.m_pUtil->PrintText( vScreen.x-14.4, vScreen.y+55-base.m_psCvar->esp_weapon_pos, Color (217, 0, 0, 255 ),"%s ", pWeaponPrint );
}
}
}
color32* Model = (color32*)((DWORD)pBaseEntity + (DWORD)0x58 );
if (Model && base.m_pAimbot->GetVisible( base.m_pMyPlayer->BaseEnt()->EyePosition(), pBaseEntity->EyePosition(), pBaseEntity ))
{
if (*iTeamIndex == 3)
{
Model->r = (byte)0;
Model->g = (byte)80;
Model->b = (byte)255;
Model->a = (byte)255;
}
if (*iTeamIndex == 2)
{
Model->r = (byte)255;
Model->g = (byte)80;
Model->b = (byte)0;
Model->a = (byte)255;
}
}
else if (Model && !base.m_pAimbot->GetVisible( base.m_pMyPlayer->BaseEnt()->EyePosition(), pBaseEntity->EyePosition(), pBaseEntity ))
{
if (*iTeamIndex == 3)
{
Model->r = (byte)0;
Model->g = (byte)0;
Model->b = (byte)255;
Model->a = (byte)255;
}
if (*iTeamIndex == 2)
{
Model->r = (byte)255;
Model->g = (byte)0;
Model->b = (byte)0;
Model->a = (byte)255;
}
}
}
}
}
}
bool bPanic = true;
void CDrawPanel::Paint( void )
{
DO_ONCE(
base.m_pSettings->LoadConfigs();
);
base.m_pWallHack->Asus();
if(GetAsyncKeyState(VK_DELETE)&1) bPanic = !bPanic;
base.m_pForceCvar->Unlock();
if ( !base.m_pEngine->IsConnected()
|| !base.m_pEngine->IsInGame()
|| !base.m_pMyPlayer->BaseEnt()
|| base.m_pEngine->Con_IsVisible()
|| base.m_pEngine->IsLevelMainMenuBackground()
|| !bPanic
|| base.m_pEngine->IsTakingScreenshot())
return;
base.m_pWallHack->XQZ();
base.m_pRemovals->NoFlash();
base.m_pRemovals->NoHands();
base.m_pRemovals->NoSky();
base.m_pRemovals->NoScope();
DrawEsp();
if(base.m_psCvar->vis_crosshair)
base.m_pCross->SimpleCross();
base.m_pMenu->InitializeMenu();
base.m_pMenu->MenuDrawing();
if(GetAsyncKeyState(VK_INSERT))
base.m_pSettings->SaveConfigs();
if (base.m_psCvar->misc_speed)
{
ConVar *CVAR_HOST_TIMESCALE = base.m_pCvar->FindVar( "host_timescale" );
if(GetAsyncKeyState(VK_SHIFT)
)
{
CVAR_HOST_TIMESCALE->SetValue(5);
} else
{
CVAR_HOST_TIMESCALE->SetValue(1);
}
}
if (base.m_psCvar->vis_clock == 1)
{
int x = 700;
int y = 50;
char szTime[20];
_strtime(szTime);
base.m_pUtil->PrintText( x, y, Color(255, 255, 255, 255), szTime );
}
}