SolvedAyyware esp

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Ayyware esp
Can you make this source with junk code and a toggle switch like F9 for example i am terrible at coding heres the code

// Fuck Off Cunt

#include "ESP.h"
#include "Interfaces.h"
#include "RenderManager.h"

void CEsp::Init()
{
BombCarrier = nullptr;
}

// Yeah dude we're defo gunna do some sick moves for the esp yeah
void CEsp::Move(CUserCmd *pCmd,bool &bSendPacket)
{

}

// Main ESP Drawing loop
void CEsp:raw()
{
IClientEntity *pLocal = hackManager.pLocal();

if (Menu::Window.MiscTab.OtherSpectators.GetState())
{
SpecList();
}

// Loop through all active entitys
for (int i = 0; i < Interfaces::EntList->GetHighestEntityIndex(); i++)
{
// Get the entity
IClientEntity *pEntity = Interfaces::EntList->GetClientEntity(i);
player_info_t pinfo;

// The entity isn't some laggy peice of shit or something
if (pEntity && pEntity != pLocal && !pEntity->IsDormant())
{
// Radar
if (Menu::Window.VisualsTab.OtherRadar.GetState())
{
DWORD m_bSpotted = NetVar.GetNetVar(0x839EB159);
*(char*)((DWORD)(pEntity) + m_bSpotted) = 1;
}

// Is it a player?!
if (Menu::Window.VisualsTab.FiltersPlayers.GetState() && Interfaces::Engine->GetPlayerInfo(i, &pinfo) && pEntity->IsAlive())
{
DrawPlayer(pEntity, pinfo);
}

// ~ Other ESP's here (items and shit) ~ //
ClientClass* cClass = (ClientClass*)pEntity->GetClientClass();

// Dropped weapons
if (Menu::Window.VisualsTab.FiltersWeapons.GetState() && cClass->m_ClassID != (int)CSGOClassID::CBaseWeaponWorldModel && ((strstr(cClass->m_pNetworkName, "Weapon") || cClass->m_ClassID == (int)CSGOClassID::CDEagle || cClass->m_ClassID == (int)CSGOClassID::CAK47)))
{
DrawDrop(pEntity, cClass);
}

// If entity is the bomb
if (Menu::Window.VisualsTab.FiltersC4.GetState())
{
if (cClass->m_ClassID == (int)CSGOClassID::CPlantedC4)
DrawBombPlanted(pEntity, cClass);

if (cClass->m_ClassID == (int)CSGOClassID::CC4)
DrawBomb(pEntity, cClass);
}

// If entity is a chicken
if (Menu::Window.VisualsTab.FiltersChickens.GetState( ))
{
if (cClass->m_ClassID == (int)CSGOClassID::CChicken)
DrawChicken(pEntity, cClass);
}
}
}

// Anti Flash
if (Menu::Window.VisualsTab.OtherNoFlash.GetState())
{
DWORD m_flFlashMaxAlpha = NetVar.GetNetVar(0xFE79FB98);
*(float*)((DWORD)pLocal + m_flFlashMaxAlpha) = 0;
}
}

void CEsp::SpecList()
{
IClientEntity *pLocal = hackManager.pLocal();

RECT scrn = Render::GetViewport();
int ayy = 0;

// Loop through all active entitys
for (int i = 0; i < Interfaces::EntList->GetHighestEntityIndex(); i++)
{
// Get the entity
IClientEntity *pEntity = Interfaces::EntList->GetClientEntity(i);
player_info_t pinfo;

// The entity isn't some laggy peice of shit or something
if (pEntity && pEntity != pLocal)
{
if (Interfaces::Engine->GetPlayerInfo(i, &pinfo) && !pEntity->IsAlive() && !pEntity->IsDormant())
{
HANDLE obs = pEntity->GetObserverTargetHandle();

if (obs)
{
IClientEntity *pTarget = Interfaces::EntList->GetClientEntityFromHandle(obs);
player_info_t pinfo2;
if (pTarget)
{
if (Interfaces::Engine->GetPlayerInfo(pTarget->GetIndex(), &pinfo2))
{
char buf[255]; sprintf_s(buf, "%s => %s", pinfo.name, pinfo2.name);
RECT TextSize = Render::GetTextSize(Render::Fonts::ESP, buf);
Render::Clear(scrn.right - 260, (scrn.bottom / 2) + (16 * ayy), 260, 16, Color(0, 0, 0, 140));
Render::Text(scrn.right - TextSize.right - 4, (scrn.bottom / 2) + (16 * ayy), pTarget->GetIndex() == pLocal->GetIndex() ? Color(240, 70, 80, 255) : Color(255, 255, 255, 255), Render::Fonts::ESP, buf);
ayy++;
}
}
}
}
}
}

Render::Outline(scrn.right - 261, (scrn.bottom / 2) - 1, 262, (16 * ayy) + 2, Color(23, 23, 23, 255));
Render::Outline(scrn.right - 260, (scrn.bottom / 2), 260, (16 * ayy), Color(90, 90, 90, 255));
}

// Yeah m8
void CEsp:rawPlayer(IClientEntity* pEntity, player_info_t pinfo)
{
ESPBox Box;
Color Color;

// Show own team false? well gtfo teammate lol
if (Menu::Window.VisualsTab.FiltersEnemiesOnly.GetSta te() && (pEntity->GetTeamNum() == hackManager.pLocal()->GetTeamNum()))
return;

if (GetBox(pEntity, Box))
{
Color = GetPlayerColor(pEntity);

/*if (Menu::Window.VisualsTab.OptionsGlow.GetState())
{
int TeamNum = pEntity->GetTeamNum();

if (TeamNum == TEAM_CS_T)
{
DrawGlow(pEntity, 255, 0, 0, 160);
}
else if (TeamNum == TEAM_CS_CT)
{
DrawGlow(pEntity, 0, 0, 255, 160);
}
}*/

if (Menu::Window.VisualsTab.OptionsBox.GetState())
DrawBox(Box, Color);

if (Menu::Window.VisualsTab.OptionsName.GetState())
DrawName(pinfo, Box);

if (Menu::Window.VisualsTab.OptionsHealth.GetState())
DrawHealth(pEntity, Box);

if (Menu::Window.VisualsTab.OptionsInfo.GetState() || Menu::Window.VisualsTab.OptionsWeapon.GetState())
DrawInfo(pEntity, Box);

if (Menu::Window.VisualsTab.OptionsAimSpot.GetState() )
DrawCross(pEntity);

if (Menu::Window.VisualsTab.OptionsSkeleton.GetState( ))
DrawSkeleton(pEntity);
}
}

// glow shit
/*struct Glowobject
{
IClientEntity* pEntity;
Vector Color;
float Alpha;
byte PAD[16];
bool RenderWhenOccluded;
bool RenderWhenUnOccluded;
bool FullBloomRender;
byte PAD2[17];
};

// simple sexy glow
void CEsp:rawGlow(IClientEntity *pEntity, int r, int g, int b, int a)
{
static uintptr_t Module = (uintptr_t)GetModuleHandle("client.dll");

Glowobject* GlowManager = *(Glowobject**)(Module + 0x4B71C6C);

if (GlowManager)
{
Glowobject* GlowObject = &GlowManager[pEntity->GetGlowIndex()];

if (GlowObject)
{
GlowObject->RenderWhenOccluded = 1;
GlowObject->RenderWhenUnOccluded = 0;

float glowr = (1 / 255.0f)*r;
float glowg = (1 / 255.0f)*g;
float glowb = (1 / 255.0f)*b;
float glowa = (1 / 255.0f)*a;
GlowObject->Color = Vector((1 / 255.0f)*r, (1 / 255.0f)*g, (1 / 255.0f)*b);
GlowObject->Alpha = (1 / 255.0f)*a;
}
}
}*/

// Gets the 2D bounding box for the entity
// Returns false on failure nigga don't fail me
bool CEsp::GetBox(IClientEntity* pEntity, CEsp::ESPBox &result)
{
// Variables
Vector vOrigin, min, max, sMin, sMax, sOrigin,
flb, brt, blb, frt, frb, brb, blt, flt;
float left, top, right, bottom;

// Get the locations
vOrigin = pEntity->GetOrigin();
min = pEntity->collisionProperty()->GetMins() + vOrigin;
max = pEntity->collisionProperty()->GetMaxs() + vOrigin;

// Points of a 3d bounding box
Vector points[] = { Vector(min.x, min.y, min.z),
Vector(min.x, max.y, min.z),
Vector(max.x, max.y, min.z),
Vector(max.x, min.y, min.z),
Vector(max.x, max.y, max.z),
Vector(min.x, max.y, max.z),
Vector(min.x, min.y, max.z),
Vector(max.x, min.y, max.z) };

// Get screen positions
if (!Render::WorldToScreen(points[3], flb) || !Render::WorldToScreen(points[5], brt)
|| !Render::WorldToScreen(points[0], blb) || !Render::WorldToScreen(points[4], frt)
|| !Render::WorldToScreen(points[2], frb) || !Render::WorldToScreen(points[1], brb)
|| !Render::WorldToScreen(points[6], blt) || !Render::WorldToScreen(points[7], flt))
return false;

// Put them in an array (maybe start them off in one later for speed?)
Vector arr[] = { flb, brt, blb, frt, frb, brb, blt, flt };

// Init this shit
left = flb.x;
top = flb.y;
right = flb.x;
bottom = flb.y;

// Find the bounding corners for our box
for (int i = 1; i < 8; i++)
{
if (left > arr[i].x)
left = arr[i].x;
if (bottom < arr[i].y)
bottom = arr[i].y;
if (right < arr[i].x)
right = arr[i].x;
if (top > arr[i].y)
top = arr[i].y;
}

// Width / height
result.x = left;
result.y = top;
result.w = right - left;
result.h = bottom - top;

return true;
}

// Get an entities color depending on team and vis ect
Color CEsp::GetPlayerColor(IClientEntity* pEntity)
{
int TeamNum = pEntity->GetTeamNum();
bool IsVis = GameUtils::IsVisible(hackManager.pLocal(), pEntity, (int)CSGOHitboxID::Head);

Color color;

if (TeamNum == TEAM_CS_T)
{
if (IsVis)
color = Color(235, 200, 0, 255);
else
color = Color(235, 50, 0, 255);
}
else
{
if (IsVis)
color = Color(120, 210, 26, 255);
else
color = Color(15, 110, 220, 255);
}


return color;
}

// 2D Esp box
void CEsp:rawBox(CEsp::ESPBox size, Color color)
{
//if (PlayerBoxes->GetStringIndex() == 1)
//{
// Full Box
//Render::Clear(size.x, size.y, size.w, size.h, color);
//Render::Clear(size.x - 1, size.y - 1, size.w + 2, size.h + 2, Color(10, 10, 10, 150));
//Render::Clear(size.x + 1, size.y + 1, size.w - 2, size.h - 2, Color(10, 10, 10, 150));
//}
//else
{
// Corner Box
int VertLine = (((float)size.w) * (0.20f));
int HorzLine = (((float)size.h) * (0.20f));

Render::Clear(size.x, size.y - 1, VertLine, 1, Color(10, 10, 10, 150));
Render::Clear(size.x + size.w - VertLine, size.y - 1, VertLine, 1, Color(10, 10, 10, 150));
Render::Clear(size.x, size.y + size.h - 1, VertLine, 1, Color(10, 10, 10, 150));
Render::Clear(size.x + size.w - VertLine, size.y + size.h - 1, VertLine, 1, Color(10, 10, 10, 150));

Render::Clear(size.x - 1, size.y, 1, HorzLine, Color(10, 10, 10, 150));
Render::Clear(size.x - 1, size.y + size.h - HorzLine, 1, HorzLine, Color(10, 10, 10, 150));
Render::Clear(size.x + size.w - 1, size.y, 1, HorzLine, Color(10, 10, 10, 150));
Render::Clear(size.x + size.w - 1, size.y + size.h - HorzLine, 1, HorzLine, Color(10, 10, 10, 150));

Render::Clear(size.x, size.y, VertLine, 1, color);
Render::Clear(size.x + size.w - VertLine, size.y, VertLine, 1, color);
Render::Clear(size.x, size.y + size.h, VertLine, 1, color);
Render::Clear(size.x + size.w - VertLine, size.y + size.h, VertLine, 1, color);

Render::Clear(size.x, size.y, 1, HorzLine, color);
Render::Clear(size.x, size.y + size.h - HorzLine, 1, HorzLine, color);
Render::Clear(size.x + size.w, size.y, 1, HorzLine, color);
Render::Clear(size.x + size.w, size.y + size.h - HorzLine, 1, HorzLine, color);
}
}


// Unicode Conversions
static wchar_t* CharToWideChar(const char* text)
{
size_t size = strlen(text) + 1;
wchar_t* wa = new wchar_t[size];
mbstowcs_s(NULL, wa, size/4, text, size);
return wa;
}

// Player name
void CEsp:rawName(player_info_t pinfo, CEsp::ESPBox size)
{
RECT nameSize = Render::GetTextSize(Render::Fonts::ESP, pinfo.name);
Render::Text(size.x + (size.w / 2) - (nameSize.right / 2), size.y - 16,
Color(255, 255, 255, 255), Render::Fonts::ESP, pinfo.name);
}

// Draw a health bar. For Tf2 when a bar is bigger than max health a second bar is displayed
void CEsp:rawHealth(IClientEntity* pEntity, CEsp::ESPBox size)
{
ESPBox HealthBar = size;
HealthBar.y += (HealthBar.h + 6);
HealthBar.h = 4;

float HealthValue = pEntity->GetHealth();
float HealthPerc = HealthValue / 100.f;
float Width = (size.w * HealthPerc);
HealthBar.w = Width;

// -- Main Bar -- //

Vertex_t Verts[4];
Verts[0].Init(Vector2D(HealthBar.x, HealthBar.y));
Verts[1].Init(Vector2D(HealthBar.x + size.w + 5, HealthBar.y));
Verts[2].Init(Vector2D(HealthBar.x + size.w, HealthBar.y + 5));
Verts[3].Init(Vector2D(HealthBar.x - 5, HealthBar.y + 5));

Render::PolygonOutline(4, Verts, Color(10, 10, 10, 255), Color(255, 255, 255, 170));

Vertex_t Verts2[4];
Verts2[0].Init(Vector2D(HealthBar.x + 1, HealthBar.y + 1));
Verts2[1].Init(Vector2D(HealthBar.x + HealthBar.w + 4, HealthBar.y + 1));
Verts2[2].Init(Vector2D(HealthBar.x + HealthBar.w, HealthBar.y + 5));
Verts2[3].Init(Vector2D(HealthBar.x - 4, HealthBar.y + 5));

Color c = GetPlayerColor(pEntity);
Render::Polygon(4, Verts2, c);

Verts2[0].Init(Vector2D(HealthBar.x + 1, HealthBar.y + 1));
Verts2[1].Init(Vector2D(HealthBar.x + HealthBar.w + 2, HealthBar.y + 1));
Verts2[2].Init(Vector2D(HealthBar.x + HealthBar.w, HealthBar.y + 2));
Verts2[3].Init(Vector2D(HealthBar.x - 2, HealthBar.y + 2));

Render::Polygon(4, Verts2, Color(255, 255, 255, 40));

}

// Cleans the internal class name up to something human readable and nice
std::string CleanItemName(std::string name)
{
std::string Name = name;
// Tidy up the weapon Name
if (Name[0] == 'C')
Name.erase(Name.begin());

// Remove the word Weapon
auto startOfWeap = Name.find("Weapon");
if (startOfWeap != std::string::npos)
Name.erase(Name.begin() + startOfWeap, Name.begin() + startOfWeap + 6);

return Name;
}

// Anything else: weapons, class state? idk
void CEsp:rawInfo(IClientEntity* pEntity, CEsp::ESPBox size)
{
std::vector<std::string> Info;

// Player Weapon ESP
IClientEntity* pWeapon = Interfaces::EntList->GetClientEntityFromHandle((HANDLE)pEntity->GetActiveWeaponHandle());
if (Menu::Window.VisualsTab.OptionsWeapon.GetState() && pWeapon)
{
ClientClass* cClass = (ClientClass*)pWeapon->GetClientClass();
if (cClass)
{
// Draw it
Info.push_back(CleanItemName(cClass->m_pNetworkName));
}
}

// Bomb Carrier
if (Menu::Window.VisualsTab.OptionsInfo.GetState() && pEntity == BombCarrier)
{
Info.push_back("Bomb Carrier");
}

static RECT Size = Render::GetTextSize(Render::Fonts:efault, "Hi");
int i = 0;
for (auto Text : Info)
{
Render::Text(size.x + size.w + 3, size.y + (i*(Size.bottom + 2)), Color(255, 255, 255, 255), Render::Fonts::ESP, Text.c_str());
i++;
}
}

// Little cross on their heads
void CEsp:rawCross(IClientEntity* pEntity)
{
Vector cross = pEntity->GetHeadPos(), screen;
static int Scale = 2;
if (Render::WorldToScreen(cross, screen))
{
Render::Clear(screen.x - Scale, screen.y - (Scale * 2), (Scale * 2), (Scale * 4), Color(20, 20, 20, 160));
Render::Clear(screen.x - (Scale * 2), screen.y - Scale, (Scale * 4), (Scale * 2), Color(20, 20, 20, 160));
Render::Clear(screen.x - Scale - 1, screen.y - (Scale * 2) - 1, (Scale * 2) - 2, (Scale * 4) - 2, Color(250, 250, 250, 160));
Render::Clear(screen.x - (Scale * 2) - 1, screen.y - Scale - 1, (Scale * 4) - 2, (Scale * 2) - 2, Color(250, 250, 250, 160));
}
}

// Draws a dropped CS:GO Item
void CEsp:rawDrop(IClientEntity* pEntity, ClientClass* cClass)
{
Vector Box;
CBaseCombatWeapon* Weapon = (CBaseCombatWeapon*)pEntity;
IClientEntity* plr = Interfaces::EntList->GetClientEntityFromHandle((HANDLE)Weapon->GetOwnerHandle());
if (!plr && Render::WorldToScreen(Weapon->GetOrigin(), Box))
{
if (Menu::Window.VisualsTab.OptionsBox.GetState())
{
Render::Outline(Box.x - 2, Box.y - 2, 4, 4, Color(255, 255, 255, 255));
Render::Outline(Box.x - 3, Box.y - 3, 6, 6, Color(10, 10, 10, 150));
}

if (Menu::Window.VisualsTab.OptionsInfo.GetState())
{
std::string ItemName = CleanItemName(cClass->m_pNetworkName);
RECT TextSize = Render::GetTextSize(Render::Fonts::ESP, ItemName.c_str());
Render::Text(Box.x - (TextSize.right / 2), Box.y - 16, Color(255, 255, 255, 255), Render::Fonts::ESP, ItemName.c_str());
}
}
}

// Draws a chicken
void CEsp:rawChicken(IClientEntity* pEntity, ClientClass* cClass)
{
ESPBox Box;

if (GetBox(pEntity, Box))
{
player_info_t pinfo; strcpy_s(pinfo.name, "Chicken");
if (Menu::Window.VisualsTab.OptionsBox.GetState())
DrawBox(Box, Color(255,255,255,255));

if (Menu::Window.VisualsTab.OptionsName.GetState())
DrawName(pinfo, Box);
}
}

// Draw the planted bomb and timer
void CEsp:rawBombPlanted(IClientEntity* pEntity, ClientClass* cClass)
{
// Null it out incase bomb has been dropped or planted
BombCarrier = nullptr;

Vector vOrig; Vector vScreen;
vOrig = pEntity->GetOrigin();
CCSBomb* Bomb = (CCSBomb*)pEntity;

if (Render::WorldToScreen(vOrig, vScreen))
{
float flBlow = Bomb->GetC4BlowTime();
float TimeRemaining = flBlow - (Interfaces::Globals->interval_per_tick * hackManager.pLocal()->GetTickBase());
char buffer[64];
sprintf_s(buffer, "Bomb: %.1f", TimeRemaining);
Render::Text(vScreen.x, vScreen.y, Color(250, 42, 42, 255), Render::Fonts::ESP, buffer);
}
}

// Draw the bomb if it's dropped, or store the player who's carrying
void CEsp:rawBomb(IClientEntity* pEntity, ClientClass* cClass)
{
// Null it out incase bomb has been dropped or planted
BombCarrier = nullptr;
CBaseCombatWeapon *BombWeapon = (CBaseCombatWeapon *)pEntity;
Vector vOrig; Vector vScreen;
vOrig = pEntity->GetOrigin();
bool adopted = true;
HANDLE parent = BombWeapon->GetOwnerHandle();
if (parent || (vOrig.x == 0 && vOrig.y == 0 && vOrig.z == 0))
{
IClientEntity* pParentEnt = (Interfaces::EntList->GetClientEntityFromHandle(parent));
if (pParentEnt && pParentEnt->IsAlive())
{
BombCarrier = pParentEnt;
adopted = false;
}
}

if (adopted)
{
if (Render::WorldToScreen(vOrig, vScreen))
{
Render::Text(vScreen.x, vScreen.y, Color(112, 230, 20, 255), Render::Fonts::ESP, "Bomb");
}
}
}

void DrawBoneArray(int* boneNumbers, int amount, IClientEntity* pEntity, Color color)
{
Vector LastBoneScreen;
for (int i = 0; i < amount; i++)
{
Vector Bone = pEntity->GetBonePos(boneNumbers[i]);
Vector BoneScreen;

if (Render::WorldToScreen(Bone, BoneScreen))
{
if (i>0)
{
Render::Line(LastBoneScreen.x, LastBoneScreen.y, BoneScreen.x, BoneScreen.y, color);
}
}
LastBoneScreen = BoneScreen;
}
}

void DrawBoneTest(IClientEntity *pEntity)
{
for (int i = 0; i < 127; i++)
{
Vector BoneLoc = pEntity->GetBonePos(i);
Vector BoneScreen;
if (Render::WorldToScreen(BoneLoc, BoneScreen))
{
char buf[10];
_itoa_s(i, buf, 10);
Render::Text(BoneScreen.x, BoneScreen.y, Color(255, 255, 255, 180), Render::Fonts::ESP, buf);
}
}
}

void CEsp:rawSkeleton(IClientEntity* pEntity)
{
studiohdr_t* pStudioHdr = Interfaces::ModelInfo->GetStudiomodel(pEntity->GetModel());

if (!pStudioHdr)
return;

Vector vParent, vChild, sParent, sChild;

for (int j = 0; j < pStudioHdr->numbones; j++)
{
mstudiobone_t* pBone = pStudioHdr->GetBone(j);

if (pBone && (pBone->flags & BONE_USED_BY_HITBOX) && (pBone->parent != -1))
{
vChild = pEntity->GetBonePos(j);
vParent = pEntity->GetBonePos(pBone->parent);

if (Render::WorldToScreen(vParent, sParent) && Render::WorldToScreen(vChild, sChild))
{
Render::Line(sParent[0], sParent[1], sChild[0], sChild[1], Color(255,255,255,255));
}
}
}
}
move your ayyware csgo folder into the trash where it belongs. learncpp .com
why the fuck did you post this? no one wants to do that. The F9 thing is also impossible to do without the menu source.. smh.
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