fix(ESP): player armor incorrectly sized (#484)

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Yimura 2022-10-19 23:13:56 +02:00 committed by GitHub
parent a31e5daf41
commit 688f05fa03
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@ -36,16 +36,15 @@ namespace big
if (g_pointers->m_get_screen_coords_for_world_coords(player_pos.data, &screen_x, &screen_y))
{
const float esp_x = (float)*g_pointers->m_resolution_x * screen_x;
const float esp_y = (float)*g_pointers->m_resolution_y * screen_y;
// const float esp_side_x = esp_x + (67.5f * multplr); // unused?
const auto esp_x = (float)*g_pointers->m_resolution_x * screen_x;
const auto esp_y = (float)*g_pointers->m_resolution_y * screen_y;
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;
if (plyr->is_friend()) {
if (plyr->is_friend())
{
esp_color = g->esp.friend_color;
}
else if (g->esp.change_esp_color_from_dist) {
@ -55,8 +54,8 @@ namespace big
esp_color = g->esp.enemy_near_color;
}
float armor_perc = plyr->get_ped()->m_armor / 100.f;
float health_perc = plyr->get_ped()->m_health / (plyr->get_ped()->m_maxhealth + 0.001f);
const auto armor_perc = plyr->get_ped()->m_armor / 50.f;
const auto health_perc = plyr->get_ped()->m_health / (plyr->get_ped()->m_maxhealth + 0.001f);
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 * g->esp.tracer_draw_position[0], (float)*g_pointers->m_resolution_y * g->esp.tracer_draw_position[1] }, { esp_x, esp_y }, esp_color);
@ -67,7 +66,8 @@ namespace big
if (g->esp.name)
name_str = plyr->get_name();
if (g->esp.distance) {
if (g->esp.distance)
{
if (g->esp.name)
name_str += " | ";
name_str += std::to_string((int)distance);