#include "Features.h" bool Settings::Dlights::enabled = false; float Settings::Dlights::radius = 500.0f; void Dlights::Paint() { if (!Settings::ESP::enabled || !Settings::Dlights::enabled) return; if (!Settings::ESP::Filters::enemies && !Settings::ESP::Filters::allies) return; if (!pEngine->IsInGame()) return; C_BasePlayer* localplayer = (C_BasePlayer*)pEntityList->GetClientEntity(pEngine->GetLocalPlayer()); if (!localplayer) return; for (int i = 1; i < pEngine->GetMaxClients(); ++i) { C_BasePlayer* player = (C_BasePlayer*)pEntityList->GetClientEntity(i); if (!player) continue; if (player == localplayer) continue; if (player->GetTeam() != localplayer->GetTeam() && !Settings::ESP::Filters::enemies) return; if (player->GetTeam() == localplayer->GetTeam() && !Settings::ESP::Filters::allies) return; bool bIsVisible = false; if (Settings::ESP::Filters::visibilityCheck || Settings::ESP::Filters::legit) { bIsVisible = Entity::IsVisible(player, Bone::BONE_HEAD, 180.f, Settings::ESP::Filters::smokeCheck); if (!bIsVisible && Settings::ESP::Filters::legit) continue; } Color color = Color::FromImColor(ESP::GetESPPlayerColor(player, bIsVisible)); dlight_t* dLight = pEffects->CL_AllocDlight(i); dLight->key = i; dLight->color.r = (unsigned char)color.r; dLight->color.g = (unsigned char)color.g; dLight->color.b = (unsigned char)color.b; dLight->color.exponent = true; dLight->flags = DLIGHT_NO_MODEL_ILLUMINATION; dLight->m_Direction = player->GetVecOrigin(); dLight->origin = player->GetVecOrigin(); dLight->radius = Settings::Dlights::radius; dLight->die = pGlobalVars->curtime + 0.1f; dLight->decay = 20.0f; } }