feat(ESP): Expand functionality

This commit is contained in:
karifeld 2022-05-11 18:00:54 +08:00 committed by GitHub
parent addad5d44b
commit 302243038f
3 changed files with 156 additions and 46 deletions

View File

@ -245,17 +245,26 @@ namespace big
struct esp struct esp
{ {
bool enabled = true; bool enabled = true;
float global_render_distance[2] = {0.f, 600.f}; bool hide_self = true;
float tracer_render_distance[2] = {200.f, 600.f}; float global_render_distance[2] = { 0.f, 600.f };
float box_render_distance[2] = {0.f, 150.f}; float tracer_render_distance[2] = { 200.f, 600.f };
float box_render_distance[2] = { 0.f, 150.f };
bool tracer = true; bool tracer = true;
float tracer_draw_position[2] = { 0.5f, 1.f };
bool box = true; bool box = true;
bool health = true; bool health = true;
bool armor = true;
bool god = true; bool god = true;
bool distance = true; bool distance = true;
bool name = true; bool name = true;
ImU32 color = 3359983061; bool change_esp_color_from_dist = false;
ImU32 friend_color = 3359983061; bool scale_health_from_dist = false;
bool scale_armor_from_dist = false;
float distance_threshold[2] = { 100.f, 200.f };
ImU32 enemy_color = 4281479904;
ImU32 enemy_near_color = 4283794943;
ImU32 default_color = 4285713522;
ImU32 friend_color = 4293244509;
}; };
public: public:
@ -470,13 +479,20 @@ namespace big
this->window.users = j["window"]["users"]; this->window.users = j["window"]["users"];
this->esp.enabled = j["esp"]["enabled"]; this->esp.enabled = j["esp"]["enabled"];
this->esp.color = j["esp"]["color"]; this->esp.hide_self = j["esp"]["hide_self"];
this->esp.enemy_color = j["esp"]["enemy_color"];
this->esp.enemy_near_color = j["esp"]["enemy_near_color"];
this->esp.default_color = j["esp"]["default_color"];
this->esp.friend_color = j["esp"]["friend_color"]; this->esp.friend_color = j["esp"]["friend_color"];
this->esp.box = j["esp"]["box"]; this->esp.box = j["esp"]["box"];
this->esp.distance = j["esp"]["distance"]; this->esp.distance = j["esp"]["distance"];
this->esp.god = j["esp"]["god"]; this->esp.god = j["esp"]["god"];
this->esp.health = j["esp"]["health"]; this->esp.health = j["esp"]["health"];
this->esp.armor = j["esp"]["armor"];
this->esp.name = j["esp"]["name"]; this->esp.name = j["esp"]["name"];
this->esp.change_esp_color_from_dist = j["esp"]["change_esp_color_from_dist"];
this->esp.scale_health_from_dist = j["esp"]["scale_health_from_dist"];
this->esp.scale_armor_from_dist = j["esp"]["scale_armor_from_dist"];
for (int i = 0; i < 2; i++) for (int i = 0; i < 2; i++)
this->esp.global_render_distance[i] = j["esp"]["global_render_distance"].at(i); this->esp.global_render_distance[i] = j["esp"]["global_render_distance"].at(i);
for (int i = 0; i < 2; i++) for (int i = 0; i < 2; i++)
@ -484,6 +500,10 @@ namespace big
for (int i = 0; i < 2; i++) for (int i = 0; i < 2; i++)
this->esp.box_render_distance[i] = j["esp"]["box_render_distance"].at(i); this->esp.box_render_distance[i] = j["esp"]["box_render_distance"].at(i);
this->esp.tracer = j["esp"]["tracer"]; this->esp.tracer = j["esp"]["tracer"];
for (int i = 0; i < 2; i++)
this->esp.tracer_draw_position[i] = j["esp"]["tracer_draw_position"].at(i);
for (int i = 0; i < 2; i++)
this->esp.distance_threshold[i] = j["esp"]["distance_threshold"].at(i);
} }
nlohmann::json to_json() nlohmann::json to_json()
@ -694,6 +714,7 @@ namespace big
{ {
"esp", { "esp", {
{ "enabled", this->esp.enabled }, { "enabled", this->esp.enabled },
{ "hide_self", this->esp.hide_self },
{ "global_render_distance", nlohmann::json::array({ { "global_render_distance", nlohmann::json::array({
this->esp.global_render_distance[0], this->esp.global_render_distance[0],
this->esp.global_render_distance[1] }) this->esp.global_render_distance[1] })
@ -706,14 +727,28 @@ namespace big
this->esp.box_render_distance[0], this->esp.box_render_distance[0],
this->esp.box_render_distance[1] }) this->esp.box_render_distance[1] })
}, },
{ "color", this->esp.color }, { "enemy_color", this->esp.enemy_color },
{ "enemy_near_color", this->esp.enemy_near_color },
{ "default_color", this->esp.default_color },
{ "friend_color", this->esp.friend_color }, { "friend_color", this->esp.friend_color },
{ "distance", this->esp.distance }, { "distance", this->esp.distance },
{ "box", this->esp.box }, { "box", this->esp.box },
{ "god", this->esp.god }, { "god", this->esp.god },
{ "health", this->esp.health }, { "health", this->esp.health },
{ "armor", this->esp.armor },
{ "name", this->esp.name }, { "name", this->esp.name },
{ "tracer", this->esp.tracer } { "tracer", this->esp.tracer },
{ "change_esp_color_from_dist", this->esp.change_esp_color_from_dist },
{ "scale_health_from_dist", this->esp.scale_health_from_dist },
{ "scale_armor_from_dist", this->esp.scale_armor_from_dist },
{ "tracer_draw_position", nlohmann::json::array({
this->esp.tracer_draw_position[0],
this->esp.tracer_draw_position[1] })
},
{ "distance_threshold", nlohmann::json::array({
this->esp.distance_threshold[0],
this->esp.distance_threshold[1] })
}
} }
} }
}; };

View File

@ -19,11 +19,13 @@ namespace big
if (!g->esp.enabled) return; if (!g->esp.enabled) return;
static ImColor death_bg = ImColor(0.117f, 0.113f, 0.172f, .75f); static ImColor death_bg = ImColor(0.117f, 0.113f, 0.172f, .75f);
static ImColor health_green_bg = ImColor(0.29f, 0.69f, 0.34f, 0.5f); static ImColor armor_blue_bg = ImColor(0.36f, 0.71f, 0.89f, .75f);
static ImColor armor_blue = ImColor(0.36f, 0.71f, 0.89f, 1.f);
static ImColor health_green_bg = ImColor(0.29f, 0.69f, 0.34f, .75f);
static ImColor health_green = ImColor(0.29f, 0.69f, 0.34f, 1.f); static ImColor health_green = ImColor(0.29f, 0.69f, 0.34f, 1.f);
static ImColor health_yellow_bg = ImColor(0.69f, 0.49f, 0.29f, 0.5f); static ImColor health_yellow_bg = ImColor(0.69f, 0.49f, 0.29f, .75f);
static ImColor health_yellow = ImColor(0.69f, 0.49f, 0.29f, 1.f); static ImColor health_yellow = ImColor(0.69f, 0.49f, 0.29f, 1.f);
static ImColor health_red_bg = ImColor(0.69f, 0.29f, 0.29f, 0.5f); static ImColor health_red_bg = ImColor(0.69f, 0.29f, 0.29f, .75f);
static ImColor health_red = ImColor(0.69f, 0.29f, 0.29f, 1.f); static ImColor health_red = ImColor(0.69f, 0.29f, 0.29f, 1.f);
if (const auto draw_list = ImGui::GetBackgroundDrawList(); draw_list) if (const auto draw_list = ImGui::GetBackgroundDrawList(); draw_list)
@ -32,15 +34,14 @@ namespace big
{ {
const std::unique_ptr<player>& plyr = item.second; const std::unique_ptr<player>& plyr = item.second;
if (plyr->id() == gta_util::get_network_player_mgr()->m_local_net_player->m_player_id || if (g->esp.hide_self && plyr->id() == gta_util::get_network_player_mgr()->m_local_net_player->m_player_id ||
!plyr->is_valid() || !plyr->is_valid() ||
!plyr->get_ped() || !plyr->get_ped() ||
!plyr->get_ped()->m_navigation) continue; !plyr->get_ped()->m_navigation) continue;
rage::fvector3& player_pos = plyr->get_ped()->m_navigation->m_position; rage::fvector3& player_pos = plyr->get_ped()->m_navigation->m_position;
float screen_x; float screen_x, screen_y;
float screen_y;
const float distance = calculate_distance(player_pos); const float distance = calculate_distance(player_pos);
const float multplr = distance > g->esp.global_render_distance[1] ? -1.f : 6.17757f / distance; const float multplr = distance > g->esp.global_render_distance[1] ? -1.f : 6.17757f / distance;
@ -56,37 +57,68 @@ namespace big
const float esp_side_x = esp_x + (67.5f * multplr); const float esp_side_x = esp_x + (67.5f * multplr);
ImVec2 name_pos = { esp_side_x, esp_y - (175.f * multplr) }; std::string name_str = "";
ImVec2 name_pos = { esp_x - (62.5f * multplr), esp_y - (175.f * multplr) - 20.f };
ImU32 esp_color = g->esp.default_color;
ImU32 esp_color = g->esp.color; if (plyr->is_friend()) {
if (plyr->is_friend())
esp_color = g->esp.friend_color; esp_color = g->esp.friend_color;
}
else if (g->esp.change_esp_color_from_dist) {
if (distance >= g->esp.distance_threshold[0] && distance < g->esp.distance_threshold[1])
esp_color = g->esp.enemy_near_color;
else
esp_color = g->esp.enemy_color;
}
if (g->esp.distance) float armor_perc = plyr->get_ped()->m_armor / 50;
name_pos = { esp_x - (62.5f * multplr), esp_y - (175.f * multplr) - 25.f }; armor_perc = armor_perc < 0.f ? 0.f : armor_perc;
float health_perc = (plyr->get_ped()->m_health - 100) / (plyr->get_ped()->m_maxhealth - 100); float health_perc = (plyr->get_ped()->m_health - 100) / (plyr->get_ped()->m_maxhealth - 100);
health_perc = health_perc < 0.f ? 0.f : health_perc; health_perc = health_perc < 0.f ? 0.f : health_perc;
if (distance < g->esp.tracer_render_distance[1] && distance > g->esp.tracer_render_distance[0] && g->esp.tracer) if (distance < g->esp.tracer_render_distance[1] && distance > g->esp.tracer_render_distance[0] && g->esp.tracer)
draw_list->AddLine({ (float)*g_pointers->m_resolution_x * 0.5f, (float)*g_pointers->m_resolution_y }, { esp_x, esp_y }, esp_color); draw_list->AddLine({ (float)*g_pointers->m_resolution_x * g->esp.tracer_draw_position[0], (float)*g_pointers->m_resolution_y * g->esp.tracer_draw_position[1] }, { esp_x, esp_y }, esp_color);
if (distance < g->esp.box_render_distance[1] && distance > g->esp.box_render_distance[0] && g->esp.box) if (distance < g->esp.box_render_distance[1] && distance > g->esp.box_render_distance[0] && g->esp.box)
draw_list->AddRect({ esp_x - (62.5f * multplr), esp_y - (175.f * multplr) }, { esp_x - (62.5f * multplr) + (125.f * multplr), esp_y - (175.f * multplr) + (350.f * multplr) }, esp_color); draw_list->AddRect({ esp_x - (62.5f * multplr), esp_y - (175.f * multplr) }, { esp_x - (62.5f * multplr) + (125.f * multplr), esp_y - (175.f * multplr) + (350.f * multplr) }, esp_color);
if (g->esp.name) if (g->esp.name)
draw_list->AddText(name_pos, esp_color, plyr->get_name()); name_str = plyr->get_name();
if (g->esp.distance) if (g->esp.distance) {
draw_list->AddText({ esp_side_x, esp_y - (175.f * multplr) }, esp_color, fmt::format("{}m", (int)distance).c_str()); if (g->esp.name)
name_str += " | ";
name_str += std::to_string((int)distance);
name_str += "m";
}
if (god && g->esp.god) draw_list->AddText(name_pos, esp_color, name_str.c_str());
draw_list->AddText({ esp_side_x, esp_y - (175.f * multplr) + 20.f }, health_red, "GOD");
else if (g->esp.health) if (god && g->esp.god) {
{ draw_list->AddText({ esp_x - (62.5f * multplr), esp_y - (175.f * multplr) - 40.f }, ImColor(1.f, 0.f, 0.f, 1.f), "GOD");
draw_list->AddLine({ esp_side_x, esp_y - (175.f * multplr) + 25.f }, { esp_side_x + (100.f), esp_y - (175.f * multplr) + 25.f }, health_perc == 0.f ? death_bg : health_perc < 0.25f ? health_red_bg : health_perc < 0.65f ? health_yellow_bg : health_green_bg, 4); }
draw_list->AddLine({ esp_side_x, esp_y - (175.f * multplr) + 25.f }, { esp_side_x + (100.f * health_perc), esp_y - (175.f * multplr) + 25.f }, health_perc < 0.25f ? health_red : health_perc < 0.65f ? health_yellow : health_green, 4); else {
if (g->esp.health) {
if (g->esp.scale_health_from_dist) {
draw_list->AddLine({ esp_x - (62.5f * multplr), esp_y + (175.f * multplr) + 5.f }, { esp_x - (62.5f * multplr) + (125.f * multplr), esp_y + (175.f * multplr) + 5.f }, health_perc == 0.f ? death_bg : health_perc < 0.25f ? health_red_bg : health_perc < 0.65f ? health_yellow_bg : health_green_bg, 4);
draw_list->AddLine({ esp_x - (62.5f * multplr), esp_y + (175.f * multplr) + 5.f }, { esp_x - (62.5f * multplr) + (125.f * multplr) * health_perc, esp_y + (175.f * multplr) + 5.f }, health_perc < 0.25f ? health_red : health_perc < 0.65f ? health_yellow : health_green, 4);
}
else {
draw_list->AddLine({ esp_x - (62.5f * multplr), esp_y + (175.f * multplr) + 5.f }, { esp_x - (62.5f * multplr) + (100.f), esp_y + (175.f * multplr) + 5.f }, health_perc == 0.f ? death_bg : health_perc < 0.25f ? health_red_bg : health_perc < 0.65f ? health_yellow_bg : health_green_bg, 4);
draw_list->AddLine({ esp_x - (62.5f * multplr), esp_y + (175.f * multplr) + 5.f }, { esp_x - (62.5f * multplr) + (100.f * health_perc), esp_y + (175.f * multplr) + 5.f }, health_perc < 0.25f ? health_red : health_perc < 0.65f ? health_yellow : health_green, 4);
}
}
if (g->esp.armor && plyr->get_ped()->m_armor > 0) {
if (g->esp.scale_armor_from_dist) {
draw_list->AddLine({ esp_x - (62.5f * multplr), esp_y + (175.f * multplr) + 10.f }, { esp_x - (62.5f * multplr) + (125.f * multplr), esp_y + (175.f * multplr) + 10.f }, armor_blue_bg, 4);
draw_list->AddLine({ esp_x - (62.5f * multplr), esp_y + (175.f * multplr) + 10.f }, { esp_x - (62.5f * multplr) + (125.f * multplr) * armor_perc, esp_y + (175.f * multplr) + 10.f }, armor_blue, 4);
}
else {
draw_list->AddLine({ esp_x - (62.5f * multplr), esp_y + (175.f * multplr) + 10.f }, { esp_x - (62.5f * multplr) + (100.f), esp_y + (175.f * multplr) + 10.f }, armor_blue_bg, 4);
draw_list->AddLine({ esp_x - (62.5f * multplr), esp_y + (175.f * multplr) + 10.f }, { esp_x - (62.5f * multplr) + (100.f * armor_perc), esp_y + (175.f * multplr) + 10.f }, armor_blue, 4);
}
}
} }
} }
} }

View File

@ -8,31 +8,74 @@ namespace big
if (g->esp.enabled) if (g->esp.enabled)
{ {
ImGui::SliderFloat2("Global Render Distance", g->esp.global_render_distance, 0.f, 1500.f); ImGui::Checkbox("Hide Self", &g->esp.hide_self);
ImGui::Text("Global Render Distance (min, max)");
ImGui::SliderFloat2("###Global Render Distance", g->esp.global_render_distance, 0.f, 1500.f);
ImGui::Checkbox("Tracer", &g->esp.tracer); ImGui::Checkbox("Tracer", &g->esp.tracer);
if (g->esp.tracer) if (g->esp.tracer) {
ImGui::SliderFloat2("Tracer Render Distance", g->esp.tracer_render_distance, g->esp.global_render_distance[0], g->esp.global_render_distance[1]); ImGui::Text("Tracer Draw Position (x, y)");
ImGui::SliderFloat2("###Draw Position", g->esp.tracer_draw_position, 0.f, 1.f);
ImGui::Text("Tracer Render Distance (min, max)");
ImGui::SliderFloat2("###Tracer Render Distance", g->esp.tracer_render_distance, g->esp.global_render_distance[0], g->esp.global_render_distance[1]);
}
ImGui::Checkbox("Box ESP", &g->esp.box); ImGui::Checkbox("Box ESP", &g->esp.box);
if (g->esp.box) if (g->esp.box) {
ImGui::SliderFloat2("Box Render Distance", g->esp.box_render_distance, g->esp.global_render_distance[0], g->esp.global_render_distance[1]); ImGui::Text("Box Render Distance (min, max)");
ImGui::SliderFloat2("###Box Render Distance", g->esp.box_render_distance, g->esp.global_render_distance[0], g->esp.global_render_distance[1]);
}
ImGui::Checkbox("Show Player Name", &g->esp.name);
ImGui::Checkbox("Show Player Distance", &g->esp.distance); ImGui::Checkbox("Show Player Distance", &g->esp.distance);
ImGui::Checkbox("Show Player Godmode", &g->esp.god); ImGui::Checkbox("Show Player Godmode", &g->esp.god);
ImGui::Checkbox("Show Player Health", &g->esp.health); ImGui::Checkbox("Show Player Health", &g->esp.health);
ImGui::Checkbox("Show Player Name", &g->esp.name); ImGui::Checkbox("Show Player Armor", &g->esp.armor);
static ImVec4 col_esp = ImGui::ColorConvertU32ToFloat4(g->esp.color); ImGui::Checkbox("Should ESP Color Change with Distance", &g->esp.change_esp_color_from_dist);
if (g->esp.health)
ImGui::Checkbox("Should Healthbar Scale with Distance", &g->esp.scale_health_from_dist);
if (g->esp.armor)
ImGui::Checkbox("Should Armorbar Scale with Distance", &g->esp.scale_armor_from_dist);
static ImVec4 col_enemy = ImGui::ColorConvertU32ToFloat4(g->esp.enemy_color);
static ImVec4 col_enemy_near = ImGui::ColorConvertU32ToFloat4(g->esp.enemy_near_color);
static ImVec4 col_default = ImGui::ColorConvertU32ToFloat4(g->esp.default_color);
static ImVec4 col_friend = ImGui::ColorConvertU32ToFloat4(g->esp.friend_color); static ImVec4 col_friend = ImGui::ColorConvertU32ToFloat4(g->esp.friend_color);
if (ImGui::ColorEdit4("ESP Color##esp_picker", (float*)&col_esp, ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_NoSidePreview))
ImGui::Text("Distance threshold (min, max)");
ImGui::SliderFloat2("###Distance threshold", g->esp.distance_threshold, g->esp.global_render_distance[0], g->esp.global_render_distance[1]);
if (ImGui::TreeNode("ESP Colors (RGBA)"))
{ {
g->esp.color = ImGui::ColorConvertFloat4ToU32(col_esp); if (g->esp.change_esp_color_from_dist) {
ImGui::Text("Enemy Close Color:");
if (ImGui::ColorEdit4("###Enemy ESP Color##esp_picker", (float*)&col_enemy, ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_NoSidePreview))
{
g->esp.enemy_color = ImGui::ColorConvertFloat4ToU32(col_enemy);
} }
if (ImGui::ColorEdit4("Friend ESP Color##friend_picker", (float*)&col_friend, ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_NoSidePreview))
ImGui::Text("Enemy Near Color:");
if (ImGui::ColorEdit4("###Enemy Near ESP Color##esp_picker", (float*)&col_enemy_near, ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_NoSidePreview))
{
g->esp.enemy_near_color = ImGui::ColorConvertFloat4ToU32(col_enemy_near);
}
}
ImGui::Text("Default Color:");
if (ImGui::ColorEdit4("###Default ESP Color##esp_picker", (float*)&col_default, ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_NoSidePreview))
{
g->esp.default_color = ImGui::ColorConvertFloat4ToU32(col_default);
}
ImGui::Text("Friendly Color:");
if (ImGui::ColorEdit4("###Friend ESP Color##friend_picker", (float*)&col_friend, ImGuiColorEditFlags_InputRGB | ImGuiColorEditFlags_NoSidePreview))
{ {
g->esp.friend_color = ImGui::ColorConvertFloat4ToU32(col_friend); g->esp.friend_color = ImGui::ColorConvertFloat4ToU32(col_friend);
} }
} }
} }
}
} }