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Pretty Cool Taser Range

Тема в разделе Читы CS2 создана пользователем Lacker123 2 фев 2021. 167 просмотров

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  1. Lacker123
    Lacker123 Автор темы 2 фев 2021 faceit 2 15 авг 2018
    qq:clown:

    Код
    void misc::zeus_range()
    {
    if (!g_cfg.player.enable)
    return;

    if (!g_cfg.esp.taser_range)
    return;

    if (!m_input()->m_fCameraInThirdPerson)
    return;

    if (!g_ctx.local()->is_alive())
    return;

    auto weapon = g_ctx.local()->m_hActiveWeapon().Get();

    if (!weapon)
    return;

    if (weapon->m_iItemDefinitionIndex() != WEAPON_TASER)
    return;

    auto weapon_info = weapon->get_csweapon_info();

    if (!weapon_info)
    return;

    float circle_range = weapon_info->flRange / 2;

    auto draw_pos = g_ctx.local()->get_shoot_position();
    draw_pos.z -= 32;
    render::get().Draw3DRainbowCircle(draw_pos, circle_range);

    draw_pos.z -= 4;
    render::get().Draw3DRainbowCircle(draw_pos, circle_range);

    draw_pos.z -= 26;
    render::get().Draw3DFilledCircle(draw_pos, circle_range, Color(255, 255, 255, 120));
    }
    Draw3DFilledCircle:
    Код:
    void render::Draw3DRainbowCircle(const Vector& origin, float radius)
    {
    static auto hue_offset = 0.0f;
    static auto prevScreenPos = ZERO; //-V656
    static auto step = M_PI * 2.0f / 72.0f;

    auto screenPos = ZERO;

    for (auto rotation = 0.0f; rotation <= M_PI * 2.0f; rotation += step) //-V1034
    {
    Vector pos(radius * cos(rotation) + origin.x, radius * sin(rotation) + origin.y, origin.z);

    Ray_t ray;
    trace_t trace;
    CTraceFilterWorldOnly filter;

    ray.Init(origin, pos);
    m_trace()->TraceRay(ray, MASK_SHOT_BRUSHONLY, &filter, &trace);

    if (math::world_to_screen(trace.endpos, screenPos))
    {
    if (!prevScreenPos.IsZero())
    {
    auto hue = RAD2DEG(rotation) + hue_offset;

    float r, g, b;
    ColorConvertHSVtoRGB(hue / 360.0f, 1.0f, 1.0f, r, g, b);

    render::get().line(prevScreenPos.x, prevScreenPos.y, screenPos.x, screenPos.y, Color(r, g, b));
    }

    prevScreenPos = screenPos;
    }
    }

    hue_offset += m_globals()->m_frametime * 200.0f;
    }
     
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