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YimMenu/BigBaseV2/src/views/esp/view_esp.cpp

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#include "view_esp.hpp"
#include "pointers.hpp"
#include "services/player_service.hpp"
#include "util/math.hpp"
#include "gta_util.hpp"
#include "util/misc.hpp"
namespace big
{
float esp::calculate_distance(rage::fvector3 player_position)
{
const Vector3 plyr_coords = { player_position.x, player_position.y, player_position.z };
const Vector3 cam_coords = g_pointers->m_get_gamplay_cam_coords();
return (float)math::distance_between_vectors(plyr_coords, cam_coords);
}
void esp::draw() {
if (!g->esp.enabled) return;
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 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 = 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 = ImColor(0.69f, 0.29f, 0.29f, 1.f);
ImGui::SetNextWindowSize({ (float)g->window.x, (float)g->window.y });
if (ImGui::Begin("draw_window", nullptr, ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoFocusOnAppearing))
{
ImDrawList* draw_list = ImGui::GetWindowDrawList();
for (auto& item : g_player_service->m_players)
{
const std::unique_ptr<player>& plyr = item.second;
if (plyr->id() == gta_util::get_network_player_mgr()->m_local_net_player->m_player_id || !plyr->is_valid() || plyr->get_ped() == nullptr) continue;
rage::fvector3& player_pos = plyr->get_ped()->m_navigation->m_position;
float screen_x;
float screen_y;
const float distance = calculate_distance(player_pos);
const float multplr = distance > g->esp.global_render_distance[1] ? -1.f : 6.17757f / distance;
if (multplr == -1.f || g->esp.global_render_distance[0] > distance) continue;
bool god = misc::has_bit_set((int*)&plyr->get_ped()->m_damage_bits, 8);
if (g_pointers->m_get_screen_coords_for_world_coords(player_pos.data, &screen_x, &screen_y))
{
const float esp_x = (float)g->window.x * screen_x;
const float esp_y = (float)g->window.y * screen_y;
const float esp_side_x = esp_x + (67.5f * multplr);
ImVec2 name_pos = { esp_side_x, esp_y - (175.f * multplr) };
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ImU32 esp_color = g->esp.color;
if (plyr->is_friend())
esp_color = g->esp.friend_color;
if (g->esp.distance)
name_pos = { esp_x - (62.5f * multplr), esp_y - (175.f * multplr) - 25.f };
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;
if (distance < g->esp.tracer_render_distance[1] && distance > g->esp.tracer_render_distance[0] && g->esp.tracer)
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draw_list->AddLine({ (float)g->window.x * 0.5f, (float)g->window.y }, { esp_x, esp_y }, esp_color);
if (distance < g->esp.box_render_distance[1] && distance > g->esp.box_render_distance[0] && g->esp.box)
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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)
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draw_list->AddText(name_pos, esp_color, plyr->get_name());
if (g->esp.distance)
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draw_list->AddText({ esp_side_x, esp_y - (175.f * multplr) }, esp_color, fmt::format("{}m", (int)distance).c_str());
if (god && g->esp.god)
draw_list->AddText({ esp_side_x, esp_y - (175.f * multplr) + 20.f }, health_red, "GOD");
else if (g->esp.health)
{
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);
}
}
}
ImGui::End();
}
}
}