𝐅𝐄𝐀𝐓𝐔𝐑𝐄𝐒𝐓𝐈𝐂 𝐋𝐄𝐀𝐊𝐒
رفتن به کانال در Telegram
📌 Educational & Research Purpose Only 🔍 Sharing publicly available source code for learning ❌ No selling ❌ No buying ❌ No promotions ⚠️ I am not responsible for misuse 📚 For knowledge & awareness only MODs & Kernel Resources.☑️
نمایش بیشتر2 077
مشترکین
+1024 ساعت
+677 روز
+24030 روز
آرشیو پست ها
2 082
if (Config.PlayerESP.Alert) {
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) + (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)};
std::string s;
s += std::to_string((int)Distance);
auto textSize = ImGui::CalcTextSize(s.c_str(), 0, ((float) density / 20.0f));
draw->AddText(NULL, ((float) density / 20.0f), {new_point_x - (textSize.x / 2), new_point_y + 7.f}, IM_COL32(255,255,255,255), s.c_str());
RotateTriangle(points, angle.Y + 180.f);
draw->AddCircle(ImVec2(new_point_x, new_point_y), 13.0f, IM_COL32(255,255,255,255));
draw->AddCircleFilled(ImVec2(new_point_x, new_point_y), 8.0f, AlertColor);
}2 082
// Define the health color (RGBA) // Green color with moderate transparency (78) Config.ColorsESP.Health = CREATE_COLOR(0, 230, 0, 78); if (Config.PlayerESP.Health && Player && Player->HealthMax > 0) { // Clamp current health between 0 and MaxHealth to prevent UI glitches int CurHP = (int)std::max(0, std::min((int)Player->Health, (int)Player->HealthMax)); int MaxHP = (int)Player->HealthMax; // Check if the player is currently visible to the local player bool IsVisible = localController->LineOfSightTo(Player, {0, 0, 0}, true); // Calculate health bar height or width ratio float healthPercentage = (float)CurHP / (float)MaxHP; // Logic for drawing the ESP health bar would go here // e.g., DrawBar(pos, healthPercentage, Config.ColorsESP.Health); }
