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; } 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 ); //Get Distance float fdist = flGetDistance( base.m_pMyPlayer->BaseEnt()->EyePosition(), pBaseEntity->EyePosition() ) / 22.0f; int idist = fdist;//Distance base.m_pUtil->PrintText( vScreen.x + 60, vScreen.y - 25, Color(0, 255, 0, 255), "D: %i", idist ); //Outline circlebase.m_pMatSurface->DrawOutlinedCircle( vScreen.x, vScreen.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 ); 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 circlebase.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 ); }}