/* * * Esp additions * */ #include "../../../features/esp.hpp" // So we can get the esp menu location so we can add to it #include "../../../framework/entitys.hpp" // So we can use entitys #include "../hacks/interfaces.hpp" // Get client entitys #include "../util/netvars.hpp" // Contains definition for use of netvars #include "esp.hpp" namespace modules { namespace csgo { namespace cheats { namespace esp { static CatVarBool show_entity_classnames(features::esp::esp_menu, "esp_classname", true, "Show Entity Class Name", "Shows entitys classnames"); static CatVarBool show_team_num(features::esp::esp_menu, "esp_teamnum", true, "Show Entity Team Name", "debug team nums"); // Function to run on world tick void WorldTick() { // Check if esp is enabled // if (!features::esp::esp_enabled) return; /* for (const auto& entity : g_CatEntitys) { if (CE_BAD(entity) || !entity.alive) continue; IClientEntity* raw_entity = g_IEntityList->GetClientEntity(entity.IDX); if (!raw_entity || raw_entity->GetDormant()) continue; // Buffer for sprintf char buf[64]; // Classname esp if (show_entity_classnames) features::esp::AddEspString(entity, raw_entity->GetClientClass()->m_pNetworkName); // Team number if (show_team_num && entity.type == ETYPE_PLAYER) { sprintf(buf, "Team: %i", NET_VAR(raw_entity, netvars::m_iTeamNum, int)); features::esp::AddEspString(entity, buf); } }*/ } } // namespace esp } // namespace cheats } // namespace csgo } // namespace modules