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if (Config.PlayerESP.Alert2) {
bool shit = false;
FVector MyPosition, EnemyPosition;
ASTExtraVehicleBase * CurrentVehiclea = Player->CurrentVehicle;
if (CurrentVehiclea) {
MyPosition = CurrentVehiclea->RootComponent->RelativeLocation;
} else {
MyPosition = Player->RootComponent->RelativeLocation;}
ASTExtraVehicleBase * CurrentVehicle = localPlayer->CurrentVehicle;
if (CurrentVehicle) {
EnemyPosition = CurrentVehicle->RootComponent->RelativeLocation;
} else {
EnemyPosition = localPlayer->RootComponent->RelativeLocation;
}FVector EntityPos = WorldToRadar(localController->PlayerCameraManager->CameraCache.POV.Rotation.Yaw, MyPosition, EnemyPosition, NULL, NULL, Vector3(glWidth, glHeight, 0), shit);
FVector angle = FVector();
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) + (65/*alert dist from me*/) / 2 * 8 * cosf(angle_yaw_rad);
const auto new_point_y = (glHeight / 2) + (65/*alert dist from me*/) / 2 * 8 * sinf(angle_yaw_rad);
std::array<Vector3, 3> points { Vector3(new_point_x - ((45) / 4 + 3.5f) / 2, new_point_y - ((55) / 4 + 3.5f) / 2, 0.f), Vector3(new_point_x + ((45) / 4 + 3.5f) / 4, new_point_y, 0.f), Vector3(new_point_x - ((45) / 4 + 3.5f) / 2, new_point_y + ((55) / 4 + 3.5f) / 2, 0.f)};
RotateTriangle(points, angle.Y + 180.f); //
float radius = 10.0f;
bool IsVisible = localController ->LineOfSightTo (Player, {0, 0, 0}, true);
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), PlayerBoxClrCf2);//
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), IM_COL32(0, 0, 0, 255), 18.18f);
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), PlayerBoxClrCf2, 15.18f);
std::string s;
s += std::to_string((int)Distance);
if (IsVisible) {
if (Player ->bIsAI) {
}else{
auto textSize = ImGui::CalcTextSize(s.c_str(), 0, ((float) density / 20.0f));
draw->AddText(NULL, ((float) density / 13.0f), {new_point_x - (textSize.x / 2), new_point_y + 7.1f}, IM_COL32(255,255,0,255), s.c_str());
}} else {
if (Player ->bIsAI) {
}else{auto textSize = ImGui::CalcTextSize(s.c_str(), 0, ((float) density / 20.0f));
draw->AddText(NULL, ((float) density / 13.0f), {new_point_x - (textSize.x / 2), new_point_y + 7.1f}, IM_COL32(255,255,0,255), s.c_str());
}}}2 087
ImDrawList* draw = ImGui::GetForegroundDrawList();
float screenWidth = io.DisplaySize.x;
float posX = (screenWidth / 2.0f) - 170.0f;
float posY = 40.0f;
float boxW = 340.0f;
float boxH = 70.0f;
ImU32 bgColor = IM_COL32(255, 255, 255, 255);
ImU32 borderColor = IM_COL32(220, 220, 220, 255);
ImU32 playerColor = IM_COL32(255, 80, 80, 255);
ImU32 botColor = IM_COL32(0, 0, 0, 255);
draw->AddRectFilled(
ImVec2(posX, posY),
ImVec2(posX + boxW, posY + boxH),
bgColor,
35.0f
);
draw->AddRect(
ImVec2(posX, posY),
ImVec2(posX + boxW, posY + boxH),
borderColor,
35.0f,
0,
2.0f
);
draw->AddLine(
ImVec2(posX + boxW / 2, posY + 8),
ImVec2(posX + boxW / 2, posY + boxH - 8),
IM_COL32(180,180,180,255),
2.5f
);
int playerCount = 2;
int botCount = 0;
std::string playerText = "Player : " + std::to_string(playerCount);
std::string botText = "Bot : " + std::to_string(botCount);
float fontSize = 32.0f;
draw->AddText(
NULL,
fontSize,
ImVec2(posX + 20, posY + 18),
playerColor,
playerText.c_str()
);
draw->AddText(
NULL,
fontSize,
ImVec2(posX + boxW / 2 + 25, posY + 18),
botColor,
botText.c_str()
);
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