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esp code :
Code:
#ifndef ESP_H
#define ESP_H
#include "Engine.h"
#include "Settings.h"
#include "Decrypt.h"
struct GlowObjectDefinition_t
{
DWORD dwBase;
float r;
float g;
float b;
float a;
uint8_t unk1[8];
float m_flBloomAmount;
uint8_t unk2[4];
bool m_bRenderWhenOccluded;
bool m_bRenderWhenUnoccluded;
bool m_bFullBloom;
int m_nFullBloomStencil;
uint8_t unk3[10];
};
struct Player {
[swap_lines]
DWORD dwBase;
int team;
int Dormant;
bool isDormant;
[/swap_lines]
};
class ESP {
public:
void run() {
[junk_enable 5 7 /]
int objectCount;
DWORD pointerGlow;
while (true) {
[add_junk /]
if (Settings()->espEnabled && (Engine()->me.team == 2 || Engine()->me.team == 3)) {
[add_junk /]
pointerGlow = Engine()->Memory()->Read<DWORD>(Engine()->getClientModule()->dwBase + Engine()->Offsets()->dwGlow);
objectCount = Engine()->Memory()->Read<DWORD>(Engine()->getClientModule()->dwBase + Engine()->Offsets()->dwGlow + 0x4);
if (pointerGlow != NULL && objectCount > 0) {
[add_junk /]
for (int i = 0; i < (objectCount + 1); i++) {
[add_junk /]
DWORD mObj = pointerGlow + i * sizeof(GlowObjectDefinition_t);
GlowObjectDefinition_t glowObj = Engine()->Memory()->Read<GlowObjectDefinition_t>(mObj);
Entity* Player = Engine()->getEntityByBase(glowObj.dwBase);
if (glowObj.dwBase != NULL && Player != nullptr && !Player->is_dormant) {
[add_junk /]
if (Engine()->me.team == Player->team) {
[add_junk /]
glowPlayer(mObj, 0.6f, 1.f, 0.8f);
} else if (inCrosshair(Player->id)) {
[add_junk /]
glowPlayer(mObj, 1.4f, 0.8f, 1.6f);
} else if (Engine()->me.team != Player->team && Player->hp > 0) {
[add_junk /]
float greenamount, redamount;
float hp = Player->hp;
if (Player->hp > 0 && Player->hp < 101) {
greenamount = hp / 100.f;
redamount = (100.f - hp) / 100.f;
} else {
greenamount = 1.f;
redamount = 0.f;
}
glowPlayer(mObj, redamount, greenamount, 0);
} else if (Engine()->me.team != Player->team) {
[add_junk /]
glowPlayer(mObj, 0, 1.f, 0);
} else {
[add_junk /]
glowPlayer(mObj, 1.f, 0, 0);
}
}
[add_junk /]
}
}
[add_junk /]
}
Sleep(30);
[add_junk /]
}
[add_junk /]
[junk_disable /]
}
private:
void glowPlayer(DWORD mObj, float r, float g, float b) {
[junk_enable 2 5 /]
[junk_enable_declares /]
[swap_lines]
Engine()->Memory()->Write<float>(mObj + 0x4, r);
Engine()->Memory()->Write<float>(mObj + 0x8, g);
Engine()->Memory()->Write<float>(mObj + 0xC, b);
Engine()->Memory()->Write<float>(mObj + 0x10, 0.8f);
Engine()->Memory()->Write<BOOL>(mObj + 0x24, true);
Engine()->Memory()->Write<BOOL>(mObj + 0x25, false);
[/swap_lines]
[junk_disable /]
}
bool inCrosshair(int mObjId) {
[junk_enable 2 5 /]
[add_junk /]
int idInX = Engine()->Memory()->Read<int>(Engine()->me.dwBase + Engine()->Offsets()->dwInCross);
return (idInX == mObjId);
[junk_disable /]
}
float sanitizeChannel(int value) {
[junk_enable 2 5 /]
[add_junk /]
[swap_lines]
if (value > 255) value = 255;
if (value < 0) value = 0;
[/swap_lines]
return (float) value / 255;
[junk_disable /]
}
};
#endif
