All pastes #942552 Raw Edit

Unbenannt

public cpp v1 · immutable
·published 2008-03-14 16:31 UTC
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 );	}}