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葫芦娃

葫芦娃

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اطلاعاتی وجود ندارد24 ساعت
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if (血量) { int CurHP = (int)std::max(0.0f, std::min(Player->Health, Player->HealthMax)); int MaxHP = (int)Player->HealthMax; bool bIsDying = (Player->Health == 0.0f) && !Player->bDead; if (bIsDying && Player->NearDeatchComponent){ MaxHP = (int)Player->NearDeatchComponent->BreathMax; } ImU32 current_color; if (Player->bEnsure){ current_color = IM_COL32(255, 104, 181, 255); }else{ current_color = u32_hp_high; float health = Player->Health; if (health <= 50.0f) current_color = u32_hp_mid;if (health <= 25.0f) current_color = u32_hp_low; } FVector HeadLocation = Player->GetHeadLocation(true); HeadLocation.Z += 35.0f; FVector2D ScreenPos; bool isVisible = UGameplayStatics::ProjectWorldToScreen(localPlayerController, HeadLocation, false, &ScreenPos); float barWidth = 55.0f; float barHeight = 6.0f; float verticalOffset = 15.0f; ImVec2 barStart = ImVec2(ScreenPos.X - barWidth / 2, ScreenPos.Y - verticalOffset); ImVec2 barEnd = ImVec2(barStart.x + barWidth, barStart.y + barHeight); static std::unordered_map smoothHPValues; float& smoothHP = smoothHPValues[(uintptr_t)Player]; smoothHP = smoothHP + (CurHP - smoothHP) * 0.1f; if (!isVisible){ barStart.y = std::clamp(barStart.y, 0.0f, (float)glHeight - barHeight); barEnd.y = barStart.y + barHeight; smoothHP = MaxHP; } float fillWidth = barWidth * (smoothHP / MaxHP); ImVec2 fillEnd = ImVec2(barStart.x + fillWidth, barEnd.y); if (isVisible || smoothHP < MaxHP) { draw->AddRectFilled(barStart, fillEnd, current_color); draw->AddRect(barStart, barEnd, IM_COL32(0, 0, 0, 255), 0.0f, 0, 1.1f); } }

if (血量) { int CurHP = (int)std::max(0.0f, std::min(Player->Health, Player->HealthMax)); int MaxHP = (int)Player->HealthMax; bool bIsDying = (Player->Health == 0.0f) && !Player->bDead; if (bIsDying && Player->NearDeatchComponent){ MaxHP = (int)Player->NearDeatchComponent->BreathMax; } ImU32 current_color; if (Player->bEnsure){ current_color = IM_COL32(255, 104, 181, 255); }else{ current_color = u32_hp_high; float health = Player->Health; if (health <= 50.0f) current_color = u32_hp_mid;if (health <= 25.0f) current_color = u32_hp_low; } FVector HeadLocation = Player->GetHeadLocation(true); HeadLocation.Z += 35.0f; FVector2D ScreenPos; bool isVisible = UGameplayStatics::ProjectWorldToScreen(localPlayerController, HeadLocation, false, &ScreenPos); float barWidth = 55.0f; float barHeight = 6.0f; float verticalOffset = 15.0f; ImVec2 barStart = ImVec2(ScreenPos.X - barWidth / 2, ScreenPos.Y - verticalOffset); ImVec2 barEnd = ImVec2(barStart.x + barWidth, barStart.y + barHeight); static std::unordered_map smoothHPValues; float& smoothHP = smoothHPValues[(uintptr_t)Player]; smoothHP = smoothHP + (CurHP - smoothHP) * 0.1f; if (!isVisible){ barStart.y = std::clamp(barStart.y, 0.0f, (float)glHeight - barHeight); barEnd.y = barStart.y + barHeight; smoothHP = MaxHP; } float fillWidth = barWidth * (smoothHP / MaxHP); ImVec2 fillEnd = ImVec2(barStart.x + fillWidth, barEnd.y); if (isVisible || smoothHP < MaxHP) { draw->AddRectFilled(barStart, fillEnd, current_color); draw->AddRect(barStart, barEnd, IM_COL32(0, 0, 0, 255), 0.0f, 0, 1.1f); } }

if (血量) { int CurHP = (int)std::max(0.0f, std::min(Player->Health, Player->HealthMax)); int MaxHP = (int)Player->HealthMax; bool bIsDying = (Player->Health == 0.0f) && !Player->bDead; if (bIsDying && Player->NearDeatchComponent){ MaxHP = (int)Player->NearDeatchComponent->BreathMax; } ImU32 current_color; if (Player->bEnsure){ current_color = IM_COL32(255, 104, 181, 255); }else{ current_color = u32_hp_high; float health = Player->Health; if (health <= 50.0f) current_color = u32_hp_mid;if (health <= 25.0f) current_color = u32_hp_low; } FVector HeadLocation = Player->GetHeadLocation(true); HeadLocation.Z += 35.0f; FVector2D ScreenPos; bool isVisible = UGameplayStatics::ProjectWorldToScreen(localPlayerController, HeadLocation, false, &ScreenPos); float barWidth = 55.0f; float barHeight = 6.0f; float verticalOffset = 15.0f; ImVec2 barStart = ImVec2(ScreenPos.X - barWidth / 2, ScreenPos.Y - verticalOffset); ImVec2 barEnd = ImVec2(barStart.x + barWidth, barStart.y + barHeight); static std::unordered_map smoothHPValues; float& smoothHP = smoothHPValues[(uintptr_t)Player]; smoothHP = smoothHP + (CurHP - smoothHP) * 0.1f; if (!isVisible){ barStart.y = std::clamp(barStart.y, 0.0f, (float)glHeight - barHeight); barEnd.y = barStart.y + barHeight; smoothHP = MaxHP; } float fillWidth = barWidth * (smoothHP / MaxHP); ImVec2 fillEnd = ImVec2(barStart.x + fillWidth, barEnd.y); if (isVisible || smoothHP < MaxHP) { draw->AddRectFilled(barStart, fillEnd, current_color); draw->AddRect(barStart, barEnd, IM_COL32(0, 0, 0, 255), 0.0f, 0, 1.1f); } }

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if (血量) { int CurHP = (int)std::max(0.0f, std::min(Player->Health, Player->HealthMax)); int MaxHP = (int)Player->HealthMax; bool bIsDying = (Player->Health == 0.0f) && !Player->bDead; if (bIsDying && Player->NearDeatchComponent){ MaxHP = (int)Player->NearDeatchComponent->BreathMax; } ImU32 current_color; if (Player->bEnsure){ current_color = IM_COL32(255, 104, 181, 255); }else{ current_color = u32_hp_high; float health = Player->Health; if (health <= 50.0f) current_color = u32_hp_mid;if (health <= 25.0f) current_color = u32_hp_low; } FVector HeadLocation = Player->GetHeadLocation(true); HeadLocation.Z += 35.0f; FVector2D ScreenPos; bool isVisible = UGameplayStatics::ProjectWorldToScreen(localPlayerController, HeadLocation, false, &ScreenPos); float barWidth = 55.0f; float barHeight = 6.0f; float verticalOffset = 15.0f; ImVec2 barStart = ImVec2(ScreenPos.X - barWidth / 2, ScreenPos.Y - verticalOffset); ImVec2 barEnd = ImVec2(barStart.x + barWidth, barStart.y + barHeight); static std::unordered_map smoothHPValues; float& smoothHP = smoothHPValues[(uintptr_t)Player]; smoothHP = smoothHP + (CurHP - smoothHP) * 0.1f; if (!isVisible){ barStart.y = std::clamp(barStart.y, 0.0f, (float)glHeight - barHeight); barEnd.y = barStart.y + barHeight; smoothHP = MaxHP; } float fillWidth = barWidth * (smoothHP / MaxHP); ImVec2 fillEnd = ImVec2(barStart.x + fillWidth, barEnd.y); if (isVisible || smoothHP < MaxHP) { draw->AddRectFilled(barStart, fillEnd, current_color); draw->AddRect(barStart, barEnd, IM_COL32(0, 0, 0, 255), 0.0f, 0, 1.1f); } }

挂个人,这个sz👆🏻,我这么长时间一直免费帮他工资都不给我结,一直使唤我,给他当牛做马,其实他自己一点实力都没有就是找别人更新项目我给他做的项目不知道给他带了了多少流量,这种人纯少🐴,户口本就他一个人了😂😂😂,我都懒得说他,自己啥都不会复
挂个人,这个sz👆🏻,我这么长时间一直免费帮他工资都不给我结,一直使唤我,给他当牛做马,其实他自己一点实力都没有就是找别人更新项目我给他做的项目不知道给他带了了多少流量,这种人纯少🐴,户口本就他一个人了😂😂😂,我都懒得说他,自己啥都不会复活源码估计都不会活着干嘛?死了算了😂😂😂😂笑死我了,赶紧种田去吧,这样做人一辈子火不了有他频道的赶紧退了,骗人的东西 感觉去死行吗?做人不行所以项目也不行 乐子永久id tg://openmessage?user_id=7048777624

下载地址 https://t.me/qxbnb520/267 反馈 @qxbnb78 采用独家美化和独家旁路 稳定性毋庸置疑 当代理联系上面那个 还有独家防录屏
下载地址 https://t.me/qxbnb520/267 反馈 @qxbnb78 采用独家美化和独家旁路 稳定性毋庸置疑 当代理联系上面那个 还有独家防录屏

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PUBG RAIN MOD💯💯 4.5版本已更新 更新时间:7.19 解决所有问题 ‼️旁路稳定连打👏 ‼️解决所有禁令🎉 ‼️新版无敌自瞄🎉 ‼️秒刷美化🎉 增加: memcpy data scan hash scan get4 interface 稳定奔放 反馈: @ccnbzzzz ✔️ 客服: @@gucinb66 频道: @CHOOK78 ✔️

好的卡密到期了

出售一八级号,有装备纯手打有意联系 @ccnbzzzz @ccnbzzzbot

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