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goldsrc-cheat/src/features/esp.c

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#include <stdint.h>
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#include "features.h"
#include "../include/globals.h"
#include "../include/cvars.h"
#include "../include/util.h"
/* For cv_esp */
enum esp_values {
ESP_OFF = 0,
ESP_BOX = 1,
ESP_NAME = 2,
/* ESP_ALL should be 3 but we can just OR box and name */
};
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bool gl_draw3dbox(vec3_t o, int bh, int bw, int lw) {
/*
* Parameters:
* bw: 3d box width (game units)
* bh: 3d box height (game units)
* lw: Line width
*/
if (vec_is_zero(o))
return false;
const rgb_t col = { 255, 255, 255 }; /* Color */
/*
* (Origin would be in the middle of the cube)
*
* 1---2 y(+)
* /| /| /
* 3---4 | *--x(+)
* | 5-|-6 |
* |/ O|/ z(-)
* 7---8
*/
vec3_t p1 = vec3(o.x - bw / 2, o.y + bw / 2, o.z + bh / 2);
vec3_t p2 = vec3(o.x + bw / 2, o.y + bw / 2, o.z + bh / 2);
vec3_t p3 = vec3(o.x - bw / 2, o.y - bw / 2, o.z + bh / 2);
vec3_t p4 = vec3(o.x + bw / 2, o.y - bw / 2, o.z + bh / 2);
vec3_t p5 = vec3(o.x - bw / 2, o.y + bw / 2, o.z - bh / 2);
vec3_t p6 = vec3(o.x + bw / 2, o.y + bw / 2, o.z - bh / 2);
vec3_t p7 = vec3(o.x - bw / 2, o.y - bw / 2, o.z - bh / 2);
vec3_t p8 = vec3(o.x + bw / 2, o.y - bw / 2, o.z - bh / 2);
vec2_t s1, s2, s3, s4, s5, s6, s7, s8;
if (!world_to_screen(p1, s1) || !world_to_screen(p2, s2) ||
!world_to_screen(p3, s3) || !world_to_screen(p4, s4) ||
!world_to_screen(p5, s5) || !world_to_screen(p6, s6) ||
!world_to_screen(p7, s7) || !world_to_screen(p8, s8))
return false;
gl_drawline_points(s1, s2, lw, col);
gl_drawline_points(s1, s3, lw, col);
gl_drawline_points(s1, s5, lw, col);
gl_drawline_points(s2, s4, lw, col);
gl_drawline_points(s2, s6, lw, col);
gl_drawline_points(s3, s4, lw, col);
gl_drawline_points(s3, s7, lw, col);
gl_drawline_points(s4, s8, lw, col);
gl_drawline_points(s5, s6, lw, col);
gl_drawline_points(s5, s7, lw, col);
gl_drawline_points(s6, s8, lw, col);
gl_drawline_points(s7, s8, lw, col);
return true;
}
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static bool gl_draw2dbox(vec3_t o, int bh) {
/* bh: 3d box height (game units) */
if (vec_is_zero(o))
return false;
const rgb_t col = { 255, 255, 255 }; /* Color */
const rgb_t out_col = { 0, 0, 0 }; /* Outline */
/* Get top and bottom of player from origin with box height */
const vec3_t bot = vec3(o.x, o.y, o.z - bh / 2);
const vec3_t top = vec3(o.x, o.y, o.z + bh / 2);
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vec2_t s_bot, s_top;
if (!world_to_screen(bot, s_bot) || !world_to_screen(top, s_top))
return false;
const int h = s_bot[1] - s_top[1];
const int w = bh == 70 ? h * 0.40f : h * 0.75f;
const int y = s_top[1];
const int x = s_top[0] - w / 2;
gl_drawbox(x - 1, y - 1, w + 2, h + 2, out_col); /* Outer outline */
gl_drawbox(x + 1, y + 1, w - 2, h - 2, out_col); /* Inner outline */
gl_drawbox(x, y, w, h, col); /* Fill */
return true;
}
void esp(void) {
const int setting = (int)cv_esp->value;
if (setting == ESP_OFF)
return;
/* Iterate all clients */
for (int i = 1; i <= i_engine->GetMaxClients(); i++) {
cl_entity_t* ent = get_player(i);
if (!valid_player(ent) || !is_alive(ent) || vec_is_zero(ent->origin))
continue;
const int bh = (ent->curstate.usehull == 1) ? 44 : 70;
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/* const int bw = 25; */
/* If ESP_BOX is enabled, draw it. If it returns false, continue */
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if (setting & ESP_BOX && !gl_draw2dbox(ent->origin, bh))
continue;
/* Rest of the loop is for name esp, if var is not enabled, continue */
if (!(setting & ESP_NAME))
continue;
/* Draw name on top of the player. */
vec3_t top = vec3(ent->origin.x, ent->origin.y, ent->origin.z + bh);
vec2_t s_top;
if (!world_to_screen(top, s_top))
continue;
/* TODO: Instead of -5px, center the player name to the player origin.
* I don't know how to get the text size before rendering. */
engine_draw_text(s_top[0] - 5, s_top[1] - 2, get_name(ent->index),
(rgb_t){ 255, 255, 255 });
}
}