Fix drawing self on ESP (#437)
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@ -7,10 +7,6 @@
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namespace big
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{
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void esp::draw() {
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if (!g->esp.enabled) return;
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static ImColor death_bg = ImColor(0.117f, 0.113f, 0.172f, .75f);
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static ImColor armor_blue_bg = ImColor(0.36f, 0.71f, 0.89f, .75f);
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static ImColor armor_blue = ImColor(0.36f, 0.71f, 0.89f, 1.f);
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@ -21,14 +17,11 @@ namespace big
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static ImColor health_red_bg = ImColor(0.69f, 0.29f, 0.29f, .75f);
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static ImColor health_red = ImColor(0.69f, 0.29f, 0.29f, 1.f);
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if (const auto draw_list = ImGui::GetBackgroundDrawList(); draw_list)
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{
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for (const auto& [_, plyr] : g_player_service->players())
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{
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if (g->esp.hide_self && plyr->id() == gta_util::get_network_player_mgr()->m_local_net_player->m_player_id ||
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void esp::draw_player(const player_ptr& plyr, ImDrawList* const draw_list) {
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if (g->esp.hide_self && plyr->is_valid() && plyr->id() == gta_util::get_network_player_mgr()->m_local_net_player->m_player_id ||
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!plyr->is_valid() ||
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!plyr->get_ped() ||
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!plyr->get_ped()->m_navigation) continue;
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!plyr->get_ped()->m_navigation) return;
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auto& player_pos = plyr->get_ped()->m_navigation->m_position;
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@ -37,7 +30,7 @@ namespace big
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const float distance = math::calculate_distance_from_game_cam(player_pos);
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const float multplr = distance > g->esp.global_render_distance[1] ? -1.f : 6.17757f / distance;
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if (multplr == -1.f || g->esp.global_render_distance[0] > distance) continue;
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if (multplr == -1.f || g->esp.global_render_distance[0] > distance) return;
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uint32_t ped_damage_bits = plyr->get_ped()->m_damage_bits;
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@ -135,6 +128,18 @@ namespace big
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}
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}
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}
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void esp::draw() {
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if (!g->esp.enabled) return;
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if (const auto draw_list = ImGui::GetBackgroundDrawList(); draw_list)
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{
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draw_player(g_player_service->get_self(), draw_list);
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for (const auto& [_, plyr] : g_player_service->players())
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{
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draw_player(plyr, draw_list);
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}
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}
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}
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}
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@ -1,4 +1,5 @@
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#pragma once
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#include "services/players/player_service.hpp"
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namespace big
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{
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@ -6,5 +7,6 @@ namespace big
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{
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public:
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static void draw();
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static void draw_player(const player_ptr& plyr, ImDrawList* const draw_list);
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};
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}
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