This repository has been archived on 2024-10-22. You can view files and clone it, but cannot push or open issues or pull requests.
YimMenu/BigBaseV2/src/views/esp/view_esp.cpp
LiamD-Flop 794a84e149
F.A.R.T. Interface (#104)
Co-authored-by: Yimura <andreas.maerten@scarlet.be>
2022-05-22 16:38:28 +02:00

123 lines
6.1 KiB
C++

#include "view_esp.hpp"
#include "pointers.hpp"
#include "services/player_service.hpp"
#include "util/math.hpp"
#include "gta_util.hpp"
#include "util/misc.hpp"
#include "services/context_menu_service.hpp"
namespace big
{
void esp::draw() {
if (!g->esp.enabled) return;
static ImColor death_bg = ImColor(0.117f, 0.113f, 0.172f, .75f);
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_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_red_bg = ImColor(0.69f, 0.29f, 0.29f, .75f);
static ImColor health_red = ImColor(0.69f, 0.29f, 0.29f, 1.f);
if (const auto draw_list = ImGui::GetBackgroundDrawList(); draw_list)
{
for (auto& item : g_player_service->m_players)
{
const std::unique_ptr<player>& plyr = item.second;
if (g->esp.hide_self && plyr->id() == gta_util::get_network_player_mgr()->m_local_net_player->m_player_id ||
!plyr->is_valid() ||
!plyr->get_ped() ||
!plyr->get_ped()->m_navigation) continue;
rage::fvector3& player_pos = plyr->get_ped()->m_navigation->m_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) 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_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);
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;
}
float armor_perc = plyr->get_ped()->m_armor / 50;
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);
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)
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)
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());
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");
}
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) {
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);
}
}
}
}
}
}
}
}