Menu Restructure
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@ -156,34 +156,31 @@
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"name": "ESP",
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"name": "ESP",
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"list": [
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"list": [
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"esp_enabled",
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"esp_enabled",
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"esp_bones",
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"esp_conds",
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"esp_class",
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"esp_name",
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"esp_distance",
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"esp_ubercharge",
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"esp_box",
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"esp_box",
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"esp_box_text_position",
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"esp_box_nodraw",
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"esp_box_expand",
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"esp_box_healthbar",
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"esp_box_corners",
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"esp_box_corner_size",
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"esp_box_corner_size",
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"esp_legit",
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"esp_health",
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"esp_health_num",
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"esp_expand",
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"esp_weapon_spawners",
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"esp_model_name",
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"esp_weapon",
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"esp_vischeck",
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"esp_show_tank",
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"esp_entity_id",
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"esp_followbot_id",
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"esp_teammates",
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"esp_entity",
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"esp_buildings",
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"esp_local",
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"esp_powerups",
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"esp_tracers",
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"esp_tracers",
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"esp_text_position",
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"esp_legit",
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"esp_vischeck",
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"esp_bones",
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"esp_buildings",
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"esp_teammates",
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"esp_name",
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"esp_class",
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"esp_distance",
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"esp_conds",
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"esp_ubercharge",
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"esp_weapon",
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"esp_powerups",
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"esp_show_tank",
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"esp_weapon_spawners",
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"esp_followbot_id",
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"esp_local",
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"esp_entity",
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"esp_model_name",
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"esp_entity_id",
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{
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{
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"type": "list",
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"type": "list",
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"name": "Emoji ESP",
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"name": "Emoji ESP",
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@ -12,56 +12,71 @@
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namespace hacks { namespace shared { namespace esp {
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namespace hacks { namespace shared { namespace esp {
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CatVar show_weapon(CV_SWITCH, "esp_weapon", "1", "Show weapon name", "Show which weapon does the enemy use");
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// Main Switch
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CatVar enabled(CV_SWITCH, "esp_enabled", "0", "ESP", "Master ESP switch");
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// Box esp + Options
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CatEnum box_esp_enum({ "None", "Normal", "Corners" });
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CatVar box_esp(box_esp_enum, "esp_box", "2", "Box", "Draw a 2D box");
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CatVar box_corner_size(CV_INT, "esp_box_corner_size", "10", "Corner Size");
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// Tracers
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CatEnum tracers_enum({ "OFF", "CENTER", "BOTTOM" });
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CatEnum tracers_enum({ "OFF", "CENTER", "BOTTOM" });
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CatVar tracers(tracers_enum, "esp_tracers", "0", "Tracers", "SDraws a line from the player to a position on your screen");
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CatVar tracers(tracers_enum, "esp_tracers", "0", "Tracers", "SDraws a line from the player to a position on your screen");
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// Emoji Esp
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CatEnum emoji_esp_enum({ "None", "Joy", "Thinking" });
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CatVar emoji_esp(emoji_esp_enum, "esp_emoji", "0", "Emoji ESP", "Draw emoji on peopels head");
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CatVar emoji_esp_size(CV_FLOAT, "esp_emoji_size", "32", "Emoji ESP Size");
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CatVar emoji_esp_scaling(CV_SWITCH, "esp_emoji_scaling", "1", "Emoji ESP Scaling");
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CatVar emoji_min_size(CV_INT, "esp_emoji_min_size", "20", "Emoji ESP min size", "Minimum size for an emoji when you use auto scaling");
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// Other esp options
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CatEnum show_health_enum({ "None", "Text", "Healthbar", "Both" });
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CatVar show_health(show_health_enum, "esp_health", "3", "Health ESP", "Show enemy health");
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CatVar draw_bones(CV_SWITCH, "esp_bones", "0", "Draw Bones");
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CatEnum esp_text_position_enum({"TOP RIGHT", "BOTTOM RIGHT", "CENTER", "ABOVE", "BELOW" });
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CatVar esp_text_position(esp_text_position_enum, "esp_text_position", "0", "Text position", "Defines text position");
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CatVar esp_expand(CV_INT, "esp_expand", "0", "Expand Esp", "Spreads out Box, health bar, and text from center"); // Note, check if this should be int, it is being used by casting as float
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CatVar vischeck(CV_SWITCH, "esp_vischeck", "1", "VisCheck", "ESP visibility check - makes enemy info behind walls darker, disable this if you get FPS drops");
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CatVar legit(CV_SWITCH, "esp_legit", "0", "Legit Mode", "Don't show invisible enemies\nHides invisable enemies with visibility enabled");
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// Selective esp options
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CatVar local_esp(CV_SWITCH, "esp_local", "1", "ESP Local Player", "Shows local player ESP in thirdperson");
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CatVar local_esp(CV_SWITCH, "esp_local", "1", "ESP Local Player", "Shows local player ESP in thirdperson");
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CatVar buildings(CV_SWITCH, "esp_buildings", "1", "Building ESP", "Show buildings");
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CatVar buildings(CV_SWITCH, "esp_buildings", "1", "Building ESP", "Show buildings");
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CatVar enabled(CV_SWITCH, "esp_enabled", "0", "ESP", "Master ESP switch");
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CatVar entity_info(CV_SWITCH, "esp_entity", "0", "Entity ESP", "Show entity info (debug)");
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CatVar teammates(CV_SWITCH, "esp_teammates", "0", "ESP Teammates", "Teammate ESP");
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CatVar teammates(CV_SWITCH, "esp_teammates", "0", "ESP Teammates", "Teammate ESP");
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CatVar item_esp(CV_SWITCH, "esp_item", "1", "Item ESP", "Master Item ESP switch (health packs, etc.)");
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CatVar tank(CV_SWITCH, "esp_show_tank", "1", "Show tank", "Show tanks in mvm");
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CatVar show_bot_id(CV_SWITCH, "esp_followbot_id", "1", "Followbot ESP", "Show followbot ID");
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// Text Esps
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CatVar item_dropped_weapons(CV_SWITCH, "esp_item_weapons", "0", "Dropped weapons", "Show dropped weapons");
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CatVar show_weapon(CV_SWITCH, "esp_weapon", "1", "Show weapon name", "Show which weapon the enemy is using");
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CatVar item_ammo_packs(CV_SWITCH, "esp_item_ammo", "0", "Ammo packs", "Show ammo packs");
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CatVar item_health_packs(CV_SWITCH, "esp_item_health", "1", "Health packs", "Show health packs");
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CatVar item_powerups(CV_SWITCH, "esp_item_powerups", "1", "Powerups", "Show powerups");
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CatVar item_money(CV_SWITCH, "esp_money", "1", "MvM money", "Show MvM money");
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CatVar item_money_red(CV_SWITCH, "esp_money_red", "1", "Red MvM money", "Show red MvM money");
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CatVar item_spellbooks(CV_SWITCH, "esp_spellbooks", "1", "Spellbooks", "Spell Books");
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CatVar entity_id(CV_SWITCH, "esp_entity_id", "1", "Entity ID", "Used with Entity ESP. Shows entityID");
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CatVar tank(CV_SWITCH, "esp_show_tank", "1", "Show tank", "Show tank");
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CatVar box_esp(CV_SWITCH, "esp_box", "1", "Box", "Draw 2D box with healthbar. fancy.");
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CatVar show_distance(CV_SWITCH, "esp_distance", "1", "Distance ESP", "Show distance to target");
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CatVar show_distance(CV_SWITCH, "esp_distance", "1", "Distance ESP", "Show distance to target");
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CatVar show_name(CV_SWITCH, "esp_name", "1", "Name ESP", "Show name");
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CatVar show_name(CV_SWITCH, "esp_name", "1", "Name ESP", "Show name");
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CatVar show_class(CV_SWITCH, "esp_class", "1", "Class ESP", "Show class");
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CatVar show_class(CV_SWITCH, "esp_class", "1", "Class ESP", "Show class");
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CatVar show_conditions(CV_SWITCH, "esp_conds", "1", "Conditions ESP", "Show conditions");
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CatVar show_conditions(CV_SWITCH, "esp_conds", "1", "Conditions ESP", "Show conditions");
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CatVar show_ubercharge(CV_SWITCH, "esp_ubercharge", "1", "Ubercharge ESP", "Show ubercharge percentage while players medigun is out");
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CatVar show_ubercharge(CV_SWITCH, "esp_ubercharge", "1", "Ubercharge ESP", "Show ubercharge percentage while players medigun is out");
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CatVar vischeck(CV_SWITCH, "esp_vischeck", "1", "VisCheck", "ESP visibility check - makes enemy info behind walls darker, disable this if you get FPS drops");
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CatVar show_bot_id(CV_SWITCH, "esp_followbot_id", "1", "Followbot ESP", "Show followbot ID");
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CatVar legit(CV_SWITCH, "esp_legit", "0", "Legit Mode", "Don't show invisible enemies");
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CatVar powerup_esp(CV_SWITCH, "esp_powerups", "1", "Powerup ESP", "Shows powerups a player is using");
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CatVar show_health(CV_SWITCH, "esp_health_num", "1", "Health numbers", "Show health in numbers");
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// Item esp
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CatVar item_esp(CV_SWITCH, "esp_item", "1", "Item ESP", "Master Item ESP switch (health packs, etc.)");
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CatVar item_dropped_weapons(CV_SWITCH, "esp_item_weapons", "0", "Dropped weapons", "Show dropped weapons");
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CatVar item_ammo_packs(CV_SWITCH, "esp_item_ammo", "0", "Ammo packs", "Show ammo packs");
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CatVar item_health_packs(CV_SWITCH, "esp_item_health", "1", "Health packs", "Show health packs");
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CatVar item_powerups(CV_SWITCH, "esp_item_powerups", "1", "Powerups", "Shows powerups in the world");
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CatVar item_money(CV_SWITCH, "esp_money", "1", "MvM money", "Show MvM money");
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CatVar item_money_red(CV_SWITCH, "esp_money_red", "1", "Red MvM money", "Show red MvM money");
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CatVar item_spellbooks(CV_SWITCH, "esp_spellbooks", "1", "Spellbooks", "Spell Books");
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CatVar item_weapon_spawners(CV_SWITCH, "esp_weapon_spawners", "1", "Show weapon spawners", "TF2C deathmatch weapon spawners");
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CatVar item_adrenaline(CV_SWITCH, "esp_item_adrenaline", "0", "Show Adrenaline", "TF2C adrenaline pills");
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// Projectile esp
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CatVar proj_esp(CV_SWITCH, "esp_proj", "1", "Projectile ESP", "Projectile ESP");
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CatEnum proj_esp_enum({ "OFF", "ALL", "CRIT" });
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CatEnum proj_esp_enum({ "OFF", "ALL", "CRIT" });
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CatVar proj_rockets(proj_esp_enum, "esp_proj_rockets", "1", "Rockets", "Rockets");
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CatVar proj_rockets(proj_esp_enum, "esp_proj_rockets", "1", "Rockets", "Rockets");
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CatVar proj_arrows(proj_esp_enum, "esp_proj_arrows", "1", "Arrows", "Arrows");
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CatVar proj_arrows(proj_esp_enum, "esp_proj_arrows", "1", "Arrows", "Arrows");
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CatVar proj_pipes(proj_esp_enum, "esp_proj_pipes", "1", "Pipes", "Pipebombs");
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CatVar proj_pipes(proj_esp_enum, "esp_proj_pipes", "1", "Pipes", "Pipebombs");
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CatVar proj_stickies(proj_esp_enum, "esp_proj_stickies", "1", "Stickies", "Stickybombs");
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CatVar proj_stickies(proj_esp_enum, "esp_proj_stickies", "1", "Stickies", "Stickybombs");
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CatVar proj_enemy(CV_SWITCH, "esp_proj_enemy", "1", "Only enemy projectiles", "Don't show friendly projectiles");
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CatVar proj_enemy(CV_SWITCH, "esp_proj_enemy", "1", "Only enemy projectiles", "Don't show friendly projectiles");
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CatVar proj_esp(CV_SWITCH, "esp_proj", "1", "Projectile ESP", "Projectile ESP");
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// Debug
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CatVar entity_info(CV_SWITCH, "esp_entity", "0", "Entity ESP", "Show entity info (debug)");
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CatVar entity_model(CV_SWITCH, "esp_model_name", "0", "Model name ESP", "Model name esp (DEBUG ONLY)");
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CatVar entity_model(CV_SWITCH, "esp_model_name", "0", "Model name ESP", "Model name esp (DEBUG ONLY)");
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CatVar item_weapon_spawners(CV_SWITCH, "esp_weapon_spawners", "1", "Show weapon spawners", "TF2C deathmatch weapon spawners");
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CatVar entity_id(CV_SWITCH, "esp_entity_id", "1", "Entity ID", "Used with Entity ESP. Shows entityID");
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CatVar item_adrenaline(CV_SWITCH, "esp_item_adrenaline", "0", "Show Adrenaline", "TF2C adrenaline pills");
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CatVar box_healthbar(CV_SWITCH, "esp_box_healthbar", "1", "Box Healthbar");
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CatVar draw_bones(CV_SWITCH, "esp_bones", "0", "Draw Bone ID's");
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CatVar box_corner_size(CV_INT, "esp_box_corner_size", "10", "Corner Size");
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CatEnum esp_box_text_position_enum({"TOP RIGHT", "BOTTOM RIGHT", "CENTER", "ABOVE", "BELOW" });
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CatVar esp_box_text_position(esp_box_text_position_enum, "esp_box_text_position", "0", "Text position", "Defines text position");
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CatVar box_nodraw(CV_SWITCH, "esp_box_nodraw", "0", "Invisible 2D Box", "Don't draw 2D box");
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CatVar box_expand(CV_INT, "esp_box_expand", "0", "Expand 2D Box", "Expand 2D box by N units");
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CatVar box_corners(CV_SWITCH, "esp_box_corners", "1", "Box Corners");
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CatVar powerup_esp(CV_SWITCH, "esp_powerups", "1", "Powerup ESP");
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// Storage arrays for keeping strings and other data
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// Unknown
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std::mutex threadsafe_mutex;
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std::mutex threadsafe_mutex;
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// Storage array for keeping strings and other data
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std::array<ESPData, 2048> data;
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std::array<ESPData, 2048> data;
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// Storage vars for entities that need to be re-drawn
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// Storage vars for entities that need to be re-drawn
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@ -99,8 +114,8 @@ bool GetCollide(CachedEntity* ent) {
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Vector points[8]; // Screen vectors
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Vector points[8]; // Screen vectors
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// If user setting for box expnad is true, spread the max and mins
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// If user setting for box expnad is true, spread the max and mins
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if (box_expand) {
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if (esp_expand) {
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const float& exp = (float)box_expand;
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const float& exp = (float)esp_expand;
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maxs.x += exp;
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maxs.x += exp;
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maxs.y += exp;
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maxs.y += exp;
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maxs.z += exp;
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maxs.z += exp;
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@ -280,10 +295,10 @@ void _FASTCALL DrawBox(CachedEntity* ent, const rgba_t& clr) {
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int min_y = ent_data.collide_min.y;
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int min_y = ent_data.collide_min.y;
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// Depending on whether the player is cloaked, we change the color acordingly
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// Depending on whether the player is cloaked, we change the color acordingly
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rgba_t border = ((ent->m_iClassID == RCC_PLAYER) && IsPlayerInvisible(ent)) ? colors::FromRGBA8(160, 160, 160, clr.a * 255.0f) : colors::Transparent(colors::black , clr.a);
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rgba_t border = ((ent->m_iClassID == RCC_PLAYER) && IsPlayerInvisible(ent)) ? colors::FromRGBA8(160, 160, 160, clr.a * 255.0f) : colors::Transparent(colors::black, clr.a);
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// With box corners, we draw differently
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// With box corners, we draw differently
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if (box_corners)
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if ((int)box_esp == 2)
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BoxCorners(min_x, min_y, max_x, max_y, clr, (clr.a != 1.0f));
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BoxCorners(min_x, min_y, max_x, max_y, clr, (clr.a != 1.0f));
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// Otherwise, we just do simple draw funcs
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// Otherwise, we just do simple draw funcs
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else {
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else {
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int level = CE_INT(ent, netvar.iUpgradeLevel);
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int level = CE_INT(ent, netvar.iUpgradeLevel);
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AddEntityString(ent, format("LV ", level, ' ', name));
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AddEntityString(ent, format("LV ", level, ' ', name));
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}
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}
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// If show health is true, then add a string with the health
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// If text health is true, then add a string with the health
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if (show_health) {
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if ((int)show_health == 1 || (int)show_health == 3) {
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AddEntityString(ent, format(ent->m_iHealth, '/', ent->m_iMaxHealth, " HP"), colors::Health(ent->m_iHealth, ent->m_iMaxHealth));
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AddEntityString(ent, format(ent->m_iHealth, '/', ent->m_iMaxHealth, " HP"), colors::Health(ent->m_iHealth, ent->m_iMaxHealth));
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}
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}
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// Set the entity to repaint
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// Set the entity to repaint
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}
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}
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#endif
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#endif
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// Health esp
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// Health esp
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if (show_health) {
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if ((int)show_health == 1 || (int)show_health == 3) {
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AddEntityString(ent, format(ent->m_iHealth, '/', ent->m_iMaxHealth, " HP"), colors::Health(ent->m_iHealth, ent->m_iMaxHealth));
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AddEntityString(ent, format(ent->m_iHealth, '/', ent->m_iMaxHealth, " HP"), colors::Health(ent->m_iHealth, ent->m_iMaxHealth));
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}
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}
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IF_GAME (IsTF()) {
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IF_GAME (IsTF()) {
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@ -686,17 +701,7 @@ struct bonelist_s {
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std::unordered_map<studiohdr_t*, bonelist_s> bonelist_map {};
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std::unordered_map<studiohdr_t*, bonelist_s> bonelist_map {};
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/*
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* According to profiler, this function is the most time-consuming (and gets called up to 200K times a second)
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*/
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CatEnum emoji_esp_enum({ "None", "Joy", "Thinking" });
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CatVar emoji_esp(emoji_esp_enum, "esp_emoji", "0", "Emoji ESP", "Draw emoji on peopels head");
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CatVar emoji_esp_size(CV_FLOAT, "esp_emoji_size", "32", "Emoji ESP Size");
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CatVar emoji_esp_scaling(CV_SWITCH, "esp_emoji_scaling", "1", "Emoji ESP Scaling");
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CatVar emoji_min_size(CV_INT, "esp_emoji_min_size", "20", "Emoji ESP min size", "Minimum size for an emoji when you use auto scaling");
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textures::AtlasTexture joy_texture(64 * 4, textures::atlas_height - 64 * 4, 64, 64);
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textures::AtlasTexture thinking_texture(64 * 5, textures::atlas_height - 64 * 4, 64, 64);
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//CatVar draw_hitbox(CV_SWITCH, "esp_hitbox", "1", "Draw Hitbox");
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//CatVar draw_hitbox(CV_SWITCH, "esp_hitbox", "1", "Draw Hitbox");
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@ -757,8 +762,12 @@ void _FASTCALL ProcessEntityPT(CachedEntity* ent) {
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}
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}
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// Emoji esp
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// Emoji esp
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if (ent->m_Type == ENTITY_PLAYER) {
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if (emoji_esp) {
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if (emoji_esp) {
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if (ent->m_Type == ENTITY_PLAYER) {
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// Positions in the atlas for the textures
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static textures::AtlasTexture joy_texture(64 * 4, textures::atlas_height - 64 * 4, 64, 64);
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static textures::AtlasTexture thinking_texture(64 * 5, textures::atlas_height - 64 * 4, 64, 64);
|
||||||
|
|
||||||
auto hb = ent->hitboxes.GetHitbox(0);
|
auto hb = ent->hitboxes.GetHitbox(0);
|
||||||
Vector hbm, hbx;
|
Vector hbm, hbx;
|
||||||
if (draw::WorldToScreen(hb->min, hbm) && draw::WorldToScreen(hb->max, hbx)) {
|
if (draw::WorldToScreen(hb->min, hbm) && draw::WorldToScreen(hb->max, hbx)) {
|
||||||
@ -798,7 +807,7 @@ void _FASTCALL ProcessEntityPT(CachedEntity* ent) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Healthbar
|
// Healthbar
|
||||||
if (box_healthbar) {
|
if ((int)show_health >= 2) {
|
||||||
|
|
||||||
// We only want health bars on players and buildings
|
// We only want health bars on players and buildings
|
||||||
if (ent->m_Type == ENTITY_PLAYER || ent->m_Type == ENTITY_BUILDING) {
|
if (ent->m_Type == ENTITY_PLAYER || ent->m_Type == ENTITY_BUILDING) {
|
||||||
@ -847,6 +856,9 @@ void _FASTCALL ProcessEntityPT(CachedEntity* ent) {
|
|||||||
Vector draw_point = screen;
|
Vector draw_point = screen;
|
||||||
bool origin_is_zero = true;
|
bool origin_is_zero = true;
|
||||||
|
|
||||||
|
// Only get collidable for players and buildings
|
||||||
|
if (ent->m_Type == ENTITY_PLAYER || ent->m_Type == ENTITY_BUILDING) {
|
||||||
|
|
||||||
// Get collidable from the cache
|
// Get collidable from the cache
|
||||||
if (GetCollide(ent)) {
|
if (GetCollide(ent)) {
|
||||||
|
|
||||||
@ -860,7 +872,7 @@ void _FASTCALL ProcessEntityPT(CachedEntity* ent) {
|
|||||||
int min_y = ent_data.collide_min.y;
|
int min_y = ent_data.collide_min.y;
|
||||||
|
|
||||||
// Change the position of the draw point depending on the user settings
|
// Change the position of the draw point depending on the user settings
|
||||||
switch ((int)esp_box_text_position) {
|
switch ((int)esp_text_position) {
|
||||||
case 0: { // TOP RIGHT
|
case 0: { // TOP RIGHT
|
||||||
draw_point = Vector(max_x + 2, min_y, 0);
|
draw_point = Vector(max_x + 2, min_y, 0);
|
||||||
} break;
|
} break;
|
||||||
@ -878,6 +890,7 @@ void _FASTCALL ProcessEntityPT(CachedEntity* ent) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// if user setting allows vis check and ent isnt visable, make transparent
|
// if user setting allows vis check and ent isnt visable, make transparent
|
||||||
if (vischeck && !ent->IsVisible()) transparent = true;
|
if (vischeck && !ent->IsVisible()) transparent = true;
|
||||||
|
Reference in New Issue
Block a user