𝗔𝗟𝗟 𝗦𝗥𝗖 𝟮.𝟬
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if (Config.PlayerESP.Alert) {
bool shit = false;
Vector3 MyPosition, EnemyPosition;
auto CurrentVehiclea = *(uintptr_t *) (Actor + STExtraCharacter_CurrentVehicle);
if (CurrentVehiclea) {
auto RootComponent = *(uintptr_t *)(CurrentVehiclea + Actor_RootComponent);
if (RootComponent) {
MyPosition = *(Vector3 *)(RootComponent + SceneComponent_RelativeLocation);
}
} else {
auto RootComponent = *(uintptr_t *)(Actor + Actor_RootComponent);
if (RootComponent) {
MyPosition = *(Vector3 *)(RootComponent + SceneComponent_RelativeLocation);
}
}
auto CurrentVehicle = *(uintptr_t *) (localPlayer + STExtraCharacter_CurrentVehicle);
if (CurrentVehicle) {
auto RootComponent = *(uintptr_t *)(CurrentVehicle + Actor_RootComponent);
if (RootComponent) {
EnemyPosition = *(Vector3 *)(RootComponent + SceneComponent_RelativeLocation);
}
} else {
auto RootComponent = *(uintptr_t *)(localPlayer + Actor_RootComponent);
if (RootComponent) {
EnemyPosition = *(Vector3 *)(RootComponent + SceneComponent_RelativeLocation);
}
}
Vector3 EntityPos = WorldToRadar(GetPOV().Rotation.Yaw, MyPosition, EnemyPosition, NULL, NULL, Vector3(glWidth, glHeight, 0), shit);
Vector3 angle = Vector3();
Vector3 forward = Vector3((float)(glWidth / 2) - EntityPos.X, (float)(glHeight / 2) - EntityPos.Y, 0.0f);
VectorAnglesRadar(forward, angle);
const auto angle_yaw_rad = DEG2RAD(angle.Y + 180.f);
const auto new_point_x = (glWidth / 2) + (55/*alert dist from me*/) / 2 * 8 * cosf(angle_yaw_rad);
const auto new_point_y = (glHeight / 2) + (55/*alert dist from me*/) / 2 * 8 * sinf(angle_yaw_rad);
std::array<Vector3, 3> points { Vector3(new_point_x - ((90) / 4 + 3.5f) / 2, new_point_y - ((55) / 4 + 3.5f) / 2, 0.f), Vector3(new_point_x + ((90) / 4 + 3.5f) / 4, new_point_y, 0.f), Vector3(new_point_x - ((90) / 4 + 3.5f) / 2, new_point_y + ((55) / 4 + 3.5f) / 2, 0.f)};
RotateTriangle(points, angle.Y + 180.f);
draw->AddTriangle(ImVec2(points.at(0).X, points.at(0).Y), ImVec2(points.at(1).X, points.at(1).Y), ImVec2(points.at(2).X, points.at(2).Y), U1SCOLOR, 14.0f);
draw->AddTriangleFilled(ImVec2(points.at(0).X, points.at(0).Y), ImVec2(points.at(1).X, points.at(1).Y), ImVec2(points.at(2).X, points.at(2).Y), U1SCOLOR);
}
if (RootPosSC.Z > 0 && HeadPosSC.Z > 0) {
if (Config.PlayerESP.Line) {
float boxWidth = 7.f - Distance * 0.03;
draw->AddCircle({HeadPosSC.X, HeadPosSC.Y}, boxWidth, IM_COL32(255, 199, 0, 255), 0, 1.5f);
auto LineOfSightTo = (bool (*)(uintptr_t, uintptr_t, Vector3, bool)) (*(uintptr_t *) (*(uintptr_t *) (localController) + 0x35C));
if (!LineOfSightTo(localController, Actor, {0, 0, 0}, true)) {
draw->AddLine({(float)glWidth / 2, 0}, {HeadPosSC.X, HeadPosSC.Y}, IM_COL32(0, 255, 0, 255), 1.5f);
} else {
draw->AddLine({(float)glWidth / 2, 0}, {HeadPosSC.X, HeadPosSC.Y}, IM_COL32(255, 0, 255, 255), 1.5f);
}
}
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