#include #include "features.h" #include "../include/globals.h" #include "../include/cvars.h" #include "../include/util.h" static 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[0] - bw / 2, o[1] + bw / 2, o[2] + bh / 2); vec3_t p2 = vec3(o[0] + bw / 2, o[1] + bw / 2, o[2] + bh / 2); vec3_t p3 = vec3(o[0] - bw / 2, o[1] - bw / 2, o[2] + bh / 2); vec3_t p4 = vec3(o[0] + bw / 2, o[1] - bw / 2, o[2] + bh / 2); vec3_t p5 = vec3(o[0] - bw / 2, o[1] + bw / 2, o[2] - bh / 2); vec3_t p6 = vec3(o[0] + bw / 2, o[1] + bw / 2, o[2] - bh / 2); vec3_t p7 = vec3(o[0] - bw / 2, o[1] - bw / 2, o[2] - bh / 2); vec3_t p8 = vec3(o[0] + bw / 2, o[1] - bw / 2, o[2] - 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; } void esp(void) { if (!CVAR_ON(esp)) return; /* Iterate all clients */ for (int i = 1; i <= i_engine->GetMaxClients(); i++) { cl_entity_t* ent = get_entity(i); if (!ent || !valid_client(ent) || !is_alive(ent) || vec_is_zero(ent->origin)) continue; const int bh = 70; const int bw = 25; if (!gl_draw3dbox(ent->origin, bh, bw, 1)) continue; vec3_t top = vec3(ent->origin[0], ent->origin[1], ent->origin[2] + bh); vec2_t s_top; if (!world_to_screen(top, s_top)) continue; i_engine->pfnDrawSetTextColor(1, 1, 1); i_engine->pfnDrawConsoleString(s_top[0] - 5, s_top[1] - 2, get_name(ent->index)); } }