void DrawSpread()
{
CBaseEntity* localplayer = (CBaseEntity*)Interfaces.EntityList->GetClientEntity(Interfaces.pEngine->GetLocalPlayer());
if (!localplayer)
return;
CBaseCombatWeapon* activeWeapon = (CBaseCombatWeapon*)Interfaces.EntityList->GetClientEntityFromHandle(localplayer->GetActiveBaseCombatWeapon());
if (!activeWeapon)
return;
int width, height;
Interfaces.Engine->GetScreenSize(width, height);
if (Settings.GetMenuSetting(Tab_Visuals,Visuals_Spread))
{
float cone = activeWeapon->GetInaccuracy();
if (cone > 0.0f) {
float radius = (cone * height) / 1.5f;
Interfaces.Surface->DrawFilledCircle(width / 2, height / 2, radius, 255, 0, 0, 50);
}
}
}
// inside C_WeaponCSBase::DrawCrosshair // this is GetFOV probably (*(void (**)(void))(*(_DWORD *)v113 + 0x500))(); v11 = result * 0.017453292 * 0.5; v154 = v11; (*(void (__thiscall **)(int))(*(_DWORD *)v2 + 1936))(v2); v131 = v11; (*(void (__thiscall **)(int))(*(_DWORD *)v2 + 1940))(v2); v133 = v11; __libm_sse2_tanf((__m128d)LODWORD(v154)); // float spread_distance = ( (weapon->GetInaccuracy() + weapon->GetCone()) * 320.f ) / std::tan( Math::deg_to_rad(local_player->GetFOV()) * 0.5f ) v117 = (float)((float)(v133 + v131) * 320.0) / v154; v137 = (float)((float)(v133 + v131) * 320.0) / v154;
float spread_distance = ((localplayer->get_weapon()->get_accuracy() + localplayer->get_weapon()->get_cone()) * 320.f) / std::tan(DEG2RAD(player_fov) * 0.5f); float radius = spread_distance * (y / 480.f);
void DrawSpread()
{
if (Settings.GetMenuSetting(Tab_Visuals,Visuals_Spread))
{
float cone = activeWeapon->GetInaccuracy();
if (cone > 0.0f) {
(*(void (**)(void))(*(_DWORD *)v113 + 0x500))();
v11 = result * 0.017453292 * 0.5;
v154 = v11;
(*(void (__thiscall **)(int))(*(_DWORD *)v2 + 1936))(v2);
v131 = v11;
(*(void (__thiscall **)(int))(*(_DWORD *)v2 + 1940))(v2);
v133 = v11;
__libm_sse2_tanf((__m128d)LODWORD(v154));
// float spread_distance = ( (weapon->GetInaccuracy() + weapon->GetCone()) * 320.f ) / std::tan( Math::deg_to_rad(local_player->GetFOV()) * 0.5f )
v117 = (float)((float)(v133 + v131) * 320.0) / v154;
v137 = (float)((float)(v133 + v131) * 320.0) / v154;
}
}
}