#include "view_esp.hpp" #include "gta_util.hpp" #include "pointers.hpp" #include "services/players/player_service.hpp" #include "util/math.hpp" #include "util/misc.hpp" #include "gta/enums.hpp" namespace big { static const ImColor death_bg = ImColor(0.117f, 0.113f, 0.172f, .75f); static const ImColor armor_blue_bg = ImColor(0.36f, 0.71f, 0.89f, .75f); static const ImColor armor_blue = ImColor(0.36f, 0.71f, 0.89f, 1.f); static const ImColor health_green_bg = ImColor(0.29f, 0.69f, 0.34f, .75f); static const ImColor health_green = ImColor(0.29f, 0.69f, 0.34f, 1.f); static const ImColor health_yellow_bg = ImColor(0.69f, 0.49f, 0.29f, .75f); static const ImColor health_yellow = ImColor(0.69f, 0.49f, 0.29f, 1.f); static const ImColor health_red_bg = ImColor(0.69f, 0.29f, 0.29f, .75f); static const ImColor health_red = ImColor(0.69f, 0.29f, 0.29f, 1.f); void esp::draw_player(const player_ptr& plyr, ImDrawList* const draw_list) { if (!plyr->is_valid() || !plyr->get_ped() || !plyr->get_ped()->m_navigation) return; auto& player_pos = *plyr->get_ped()->m_navigation->get_position(); float screen_x, screen_y; const float distance = math::calculate_distance_from_game_cam(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) return; uint32_t ped_damage_bits = plyr->get_ped()->m_damage_bits; if (g_pointers->m_gta.m_get_screen_coords_for_world_coords(player_pos.data, &screen_x, &screen_y)) { const auto esp_x = (float)*g_pointers->m_gta.m_resolution_x * screen_x; const auto esp_y = (float)*g_pointers->m_gta.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()) { esp_color = g.esp.friend_color; } else if (g.esp.change_esp_color_from_dist) { if (distance <= g.esp.distance_threshold[0]) esp_color = g.esp.enemy_color; else if (distance >= g.esp.distance_threshold[0] && distance < g.esp.distance_threshold[1]) esp_color = g.esp.enemy_near_color; } 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_gta.m_resolution_x * g.esp.tracer_draw_position[0], (float)*g_pointers->m_gta.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) 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) name_str = plyr->get_name(); if (g.esp.distance) { if (g.esp.name) name_str += " | "; name_str += std::to_string((int)distance); name_str += "m"; } draw_list->AddText(name_pos, esp_color, name_str.c_str()); std::string mode_str = ""; if (g.esp.god) { if (ped_damage_bits & (uint32_t)eEntityProofs::GOD) { mode_str = "ESP_GOD"_T.data(); } else { if (ped_damage_bits & (uint32_t)eEntityProofs::BULLET) { mode_str += "ESP_BULLET"_T.data(); } if (ped_damage_bits & (uint32_t)eEntityProofs::EXPLOSION) { mode_str += "ESP_EXPLOSION"_T.data(); } } } if (auto player_vehicle = plyr->get_current_vehicle(); player_vehicle && (plyr->get_ped()->m_ped_task_flag & (uint32_t)ePedTask::TASK_DRIVING) && (player_vehicle->m_damage_bits & (uint32_t)eEntityProofs::GOD)) { mode_str =+ "VEHICLE_GOD"_T.data(); } if (!mode_str.empty()) { draw_list->AddText({esp_x - (62.5f * multplr), esp_y - (175.f * multplr) - 40.f}, ImColor(1.f, 0.f, 0.f, 1.f), mode_str.c_str()); } if (!(ped_damage_bits & (uint32_t)eEntityProofs::GOD)) { 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) { float offset = 5.f; offset = g.esp.health ? 10.f : 5.f; if (g.esp.scale_armor_from_dist) { draw_list->AddLine({esp_x - (62.5f * multplr), esp_y + (175.f * multplr) + offset}, {esp_x - (62.5f * multplr) + (125.f * multplr), esp_y + (175.f * multplr) + offset}, armor_blue_bg, 4); draw_list->AddLine({esp_x - (62.5f * multplr), esp_y + (175.f * multplr) + offset}, {esp_x - (62.5f * multplr) + (125.f * multplr) * armor_perc, esp_y + (175.f * multplr) + offset}, armor_blue, 4); } else { draw_list->AddLine({esp_x - (62.5f * multplr), esp_y + (175.f * multplr) + offset}, {esp_x - (62.5f * multplr) + (100.f), esp_y + (175.f * multplr) + offset}, armor_blue_bg, 4); draw_list->AddLine({esp_x - (62.5f * multplr), esp_y + (175.f * multplr) + offset}, {esp_x - (62.5f * multplr) + (100.f * armor_perc), esp_y + (175.f * multplr) + offset}, armor_blue, 4); } } } } } void esp::draw() { if (!g.esp.enabled) return; if (const auto draw_list = ImGui::GetBackgroundDrawList(); draw_list) { g_player_service->iterate([draw_list](const player_entry& entry) { draw_player(entry.second, draw_list); }); } } }