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void Circle3D(ImDrawList* draw, SDK::FVector origin, float radius, ImColor col)
{
const int numSegments = 32;
for (int i = 0; i < numSegments; ++i)
{
float theta1 = static_cast<float>(i) / numSegments * 2 * 3.14159265358979323846;
float theta2 = static_cast<float>(i + 1) / numSegments * 2 * 3.14159265358979323846;
SDK::FVector point1;
point1.X = origin.X + radius * cos(theta1);//D3S
point1.Y = origin.Y + radius * sin(theta1);//D3S
point1.Z = origin.Z;
SDK::FVector point2;
point2.X = origin.X + radius * cos(theta2);//D3S
point2.Y = origin.Y + radius * sin(theta2);//D3S
point2.Z = origin.Z;
FVector2D s1, s2;
if (W2S2(point1, &s1) && W2S2(point2, &s2))
{
Line(draw, s1, s2, col);//D3S
}//D3S
}//D3S
}//D3S
if (PlayerEsp::Throwables)
{
if (Actor->IsA(ASTExtraGrenadeBase::StaticClass())) {
auto Grenade = (ASTExtraGrenadeBase *) Actor;
auto RootComponent = Actor->RootComponent;
if (!RootComponent)
continue;
float Distance = Grenade->GetDistanceTo(localPlayer) / 100.f;
FVector2D grenadePos;
if (PlayerEsp::Throwables) {
FVector White;
White.X = 1800.0;
White.Y = 1800.0; // Front
White.Z = 5.0; // Height
Circle3D(draw, Grenade->K2_GetActorLocation(), White, IM_COL32(255, 255, 255, 255));
}
if (PlayerEsp::Throwables) {
FVector White;
White.X = 1500.0;
White.Y = 1500.0; // Front
White.Z = 7.0; // Height
Circle3D(draw, Grenade->K2_GetActorLocation(), White, IM_COL32(255, 255, 0, 255));
}
if (PlayerEsp::Throwables) {
FVector White;
White.X = 1200.0;
White.Y = 1200.0; // Front
White.Z = 20.0; // Height
Circle3D(draw, Grenade->K2_GetActorLocation(), White, IM_COL32(255, 0, 0, 255));
}
draw->AddText(nullptr, ((float) density / 11.0f),
ImVec2(glWidth / 2 - 225, 120), IM_COL32(255, 255, 255, 255), "MOVE! MOVE! MOVE!");
if (W2S(Grenade->K2_GetActorLocation(), &grenadePos)) {
std::string s = "GRENADE";
s += " (";
s += std::to_string((int) Distance);
s += "M)";
draw->AddText(NULL, ((float) density / 20.0f),
{grenadePos.X, grenadePos.Y},
IM_COL32(000, 000, 000, 255), s.c_str());
}
}
}