#include #include "features.h" #include "../include/globals.h" #include "../include/cvars.h" #include "../include/util.h" #include "../include/game_detection.h" /* For dz_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 */ }; 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; } 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); 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)dz_visuals_esp->value; if (setting == ESP_OFF) return; 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; if (is_friend(ent) && dz_visuals_friendly->value == 0) continue; int bh = 70; if (IsDayOfDefeat()) { bh = 76; } else if (ent->curstate.usehull == 1) { bh = 44; } if (setting & ESP_BOX && !gl_draw2dbox(ent->origin, bh)) continue; if (!(setting & ESP_NAME)) continue; vec3_t name_pos = vec3(ent->origin.x, ent->origin.y, ent->origin.z + bh + 5); vec2_t s_name_pos; if (world_to_screen(name_pos, s_name_pos)) { engine_draw_text(s_name_pos[0] - 5, s_name_pos[1] - 2, get_name(ent->index), (rgb_t){ 255, 255, 255 }); } } }