2025-07-22 22:06:34 +03:00

265 lines
8.7 KiB
C++

#include "visuals.h"
#include <algorithm>
#include <iostream>
#include "../../hooks/hooks.h"
#include "../../players/players.h"
#include "../../utils/memory/patternscan/patternscan.h"
#include "../../utils/memory/gaa/gaa.h"
#include "../../../../external/imgui/imgui.h"
#include "../../interfaces/interfaces.h"
#include "../../config/config.h"
#include "../../menu/menu.h"
using namespace Esp;
LocalPlayerCached cached_local;
std::vector<PlayerCache> cached_players;
void Visuals::init() {
viewMatrix.viewMatrix = (viewmatrix_t*)M::getAbsoluteAddress(M::patternScan("client", "48 8D 0D ? ? ? ? 48 C1 E0 06"), 3, 0);
}
void Esp::cache()
{
if (!I::EngineClient->valid())
return;
/* Old method READ ME
* @ // @here: manually cache once all existing entitys
// to avoid issues when injecting mid game and hkAddEnt not called by game on existing Entity's
int highest_index = I::GameEntity->Instance->GetHighestEntityIndex();
for (int i = 1; i <= highest_index; i++) {
auto entity = I::GameEntity->Instance->Get(i);
if (!entity)
continue;
uintptr_t entityPointer = reinterpret_cast<uintptr_t>(entity);
SchemaClassInfoData_t* entityInfo = nullptr;
GetSchemaClassInfo(entityPointer, &entityInfo);
if (!entityInfo) continue;
if (strcmp(entityInfo->szName, "C_CSPlayerPawn") == 0) {
if (!Players::pawns.contains(entityPointer)) {
Players::pawns.insert(entityPointer);
std::cout << "Added pawn " << Players::pawns.size() << "\n";
}
continue;
}
if (strcmp(entityInfo->szName, "CCSPlayerController") == 0) {
if (!Players::controllers.contains(entityPointer)) {
Players::controllers.insert(entityPointer);
}
continue;
}
}*/
cached_players.clear();
int nMaxHighestEntity = I::GameEntity->Instance->GetHighestEntityIndex();
for (int i = 1; i <= nMaxHighestEntity; i++)
{
auto Entity = I::GameEntity->Instance->Get(i);
if (!Entity)
continue;
if (!Entity->handle().valid())
continue;
SchemaClassInfoData_t* _class = nullptr;
Entity->dump_class_info(&_class);
if (!_class)
continue;
const uint32_t hash = HASH(_class->szName);
PlayerType_t type = none;
if (hash == HASH("CCSPlayerController"))
{
type = none; int health = 0;
Vector_t position; Vector_t viewOffset;
const char* name = "none"; const char* weapon_name = "none";
CCSPlayerController* Controller = reinterpret_cast<CCSPlayerController*>(Entity);
if (!Controller)
continue;
if (!Controller->m_hPawn().valid())
continue;
//@handle caching local player
if (Controller->IsLocalPlayer()) {
auto LocalPlayer = I::GameEntity->Instance->Get<C_CSPlayerPawn>(Controller->m_hPawn().index());
if (!LocalPlayer) {
cached_local.reset();
continue;
}
cached_local.alive = LocalPlayer->m_iHealth() > 0;
if (LocalPlayer->m_iHealth() > 0) {
cached_local.poisition = LocalPlayer->m_vOldOrigin();
cached_local.health = LocalPlayer->m_iHealth();
cached_local.handle = LocalPlayer->handle().index();
cached_local.team = LocalPlayer->m_iTeamNum();
}
else {
cached_local.reset();
}
}
else // @handle only players
{
auto Player = I::GameEntity->Instance->Get<C_CSPlayerPawn>(Controller->m_hPawn().index());
if (!Player)
continue;
if (Player->m_iHealth() <= 0)
continue;
health = Player->m_iHealth();
name = Controller->m_sSanitizedPlayerName();
position = Player->m_vOldOrigin(); viewOffset = Player->m_vecViewOffset();
cached_players.emplace_back(Entity, Player, Player->handle(),
type, health, name,
weapon_name, position, viewOffset, Player->m_iTeamNum());
}
}
}
}
void Visuals::esp() {
// Only proceed if at least one ESP component is enabled
if (!Config::esp && !Config::showHealth && !Config::espFill && !Config::showNameTags) {
return; // Exit early if no component is enabled
}
//@better example of getting local pawn
C_CSPlayerPawn* localPawn = H::oGetLocalPlayer(0);
if (!localPawn) {
return;
}
if (cached_players.empty())
return;
for (const auto& Player : cached_players)
{
if (!Player.handle.valid() || Player.health <= 0 || Player.handle.index() == INVALID_EHANDLE_INDEX)
continue;
if (Config::teamCheck && (Player.team_num == cached_local.team))
continue;
ImDrawList* drawList = ImGui::GetBackgroundDrawList();
Vector_t feetPos = Player.position;
Vector_t headPos = Player.position + Player.viewOffset;
Vector_t feetScreen, headScreen;
if (!viewMatrix.WorldToScreen(feetPos, feetScreen) ||
!viewMatrix.WorldToScreen(headPos, headScreen))
continue;
float boxHeight = (feetScreen.y - headScreen.y) * 1.3f;
float boxWidth = boxHeight / 2.0f;
float centerX = (feetScreen.x + headScreen.x) / 2.0f;
float boxX = centerX - (boxWidth / 2.0f);
float boxY = headScreen.y - (boxHeight - (feetScreen.y - headScreen.y)) / 2.0f;
ImVec4 espColorWithAlpha = Config::espColor;
espColorWithAlpha.w = Config::espFillOpacity;
ImU32 boxColor = ImGui::ColorConvertFloat4ToU32(Config::espColor);
ImU32 fillColor = ImGui::ColorConvertFloat4ToU32(espColorWithAlpha);
// ESP Fill
if (Config::espFill) {
drawList->AddRectFilled(
ImVec2(boxX, boxY),
ImVec2(boxX + boxWidth, boxY + boxHeight),
fillColor
);
}
// ESP Box - only render if Config::esp is enabled
if (Config::esp) {
drawList->AddRect(
ImVec2(boxX, boxY),
ImVec2(boxX + boxWidth, boxY + boxHeight),
boxColor,
0.0f,
0,
Config::espThickness
);
}
// Health Bar
if (Config::showHealth) {
int health = Player.health;
float healthHeight = boxHeight * (static_cast<float>(health) / 100.0f);
float barWidth = 4.0f;
float barX = boxX - (barWidth + 2);
float barY = boxY + (boxHeight - healthHeight);
drawList->AddRectFilled(
ImVec2(barX, boxY),
ImVec2(barX + barWidth, boxY + boxHeight),
IM_COL32(70, 70, 70, 255)
);
ImU32 healthColor = IM_COL32(
static_cast<int>((100 - health) * 2.55f),
static_cast<int>(health * 2.55f),
0,
255
);
drawList->AddRectFilled(
ImVec2(barX, barY),
ImVec2(barX + barWidth, barY + healthHeight),
healthColor
);
std::string displayText = "[" + std::to_string(health) + "HP]";
ImVec2 textSize = ImGui::CalcTextSize(displayText.c_str());
float textX = boxX + (boxWidth - textSize.x) / 2;
float textY = boxY + boxHeight + 2;
drawList->AddText(
ImVec2(textX + 1, textY + 1),
IM_COL32(0, 0, 0, 255),
displayText.c_str()
);
drawList->AddText(
ImVec2(textX, textY),
IM_COL32(255, 255, 255, 255),
displayText.c_str()
);
}
if (Config::showNameTags) {
std::string playerName = Player.name;
ImVec2 nameSize = ImGui::CalcTextSize(playerName.c_str());
float nameX = boxX + (boxWidth - nameSize.x) / 2;
float nameY = boxY - nameSize.y - 2;
//@FIXME: shit method to do outline
drawList->AddText(
ImVec2(nameX + 1, nameY + 1),
IM_COL32(0, 0, 0, 255),
playerName.c_str()
);
drawList->AddText(
ImVec2(nameX, nameY),
IM_COL32(255, 255, 255, 255),
playerName.c_str()
);
}
}
}