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marohook/Andromeda-CS2-Base/Andromeda-CS2-Base/AndromedaClient/Features/CVisual/CVisual.cpp
T

365 lines
10 KiB
C++

#include "CVisual.hpp"
#include <CS2/SDK/SDK.hpp>
#include <CS2/SDK/Interface/IEngineToClient.hpp>
#include <AndromedaClient/Render/CRender.hpp>
#include <AndromedaClient/Render/CRenderStackSystem.hpp>
#include <AndromedaClient/Settings/Settings.hpp>
#include <GameClient/CEntityCache/CEntityCache.hpp>
#include <GameClient/CL_Players.hpp>
#include <GameClient/CL_VisibleCheck.hpp>
#include <GameClient/CL_Bones.hpp>
#include <CS2/SDK/Math/Math.hpp>
#include <CS2/SDK/Types/CEntityData.hpp>
#include <CS2/SDK/Types/Color.hpp>
static CVisual g_CVisual{};
auto CVisual::OnRender() -> void
{
if ( !Settings::Visual::Active )
return;
const auto& CachedVec = GetEntityCache()->GetCachedEntity();
std::scoped_lock Lock( GetEntityCache()->GetLock() );
for ( const auto& CachedEntity : *CachedVec )
{
auto pEntity = CachedEntity.m_Handle.Get();
if ( !pEntity )
continue;
auto hEntity = pEntity->pEntityIdentity()->Handle();
if ( hEntity != CachedEntity.m_Handle )
continue;
switch ( CachedEntity.m_Type )
{
case CachedEntity_t::PLAYER_CONTROLLER:
{
auto* pCCSPlayerController = reinterpret_cast<CCSPlayerController*>( pEntity );
if ( CachedEntity.m_bDraw )
OnRenderPlayerEsp( pCCSPlayerController , CachedEntity.m_Bbox , CachedEntity.m_bVisible );
}
break;
}
}
}
auto CVisual::OnRenderPlayerEsp( CCSPlayerController* pCCSPlayerController , const Rect_t& bBox , const bool bVisible ) -> void
{
if ( !pCCSPlayerController->m_bPawnIsAlive() )
return;
auto* pC_CSPlayerPawn = pCCSPlayerController->m_hPawn().Get<C_CSPlayerPawn>();
if ( !pC_CSPlayerPawn || !pC_CSPlayerPawn->IsPlayerPawn() )
return;
auto IsEnemy = false;
if ( auto* pLocalPlayerController = GetCL_Players()->GetLocalPlayerController(); pLocalPlayerController )
IsEnemy = pCCSPlayerController->m_iTeamNum() != pLocalPlayerController->m_iTeamNum();
ImVec2 min = { bBox.x, bBox.y };
ImVec2 max = { bBox.w, bBox.h };
min.x = std::floorf( min.x );
min.y = std::floorf( min.y );
max.x = std::ceilf( max.x );
max.y = std::ceilf( max.y );
std::vector<std::string> PlayerItemIconList;
auto Draw = false;
if ( Settings::Visual::Team && !IsEnemy )
Draw = true;
if ( Settings::Visual::Enemy && IsEnemy )
Draw = true;
if ( Settings::Visual::OnlyVisible )
{
if ( bVisible )
Draw = true;
else
Draw = false;
}
if ( Draw )
{
if ( Settings::Visual::PlayerBox )
{
auto PlayerColor = ImColor( 255 , 255 , 255 );
if ( pCCSPlayerController->m_iTeamNum() == TEAM_TT )
{
PlayerColor = Settings::Colors::Visual::PlayerBoxTT;
if ( bVisible )
PlayerColor = Settings::Colors::Visual::PlayerBoxTT_Visible;
}
else if ( pCCSPlayerController->m_iTeamNum() == TEAM_CT )
{
PlayerColor = Settings::Colors::Visual::PlayerBoxCT;
if ( bVisible )
PlayerColor = Settings::Colors::Visual::PlayerBoxCT_Visible;
}
if ( Settings::Visual::PlayerBoxType == EVisualBoxType_t::BOX )
GetRenderStackSystem()->DrawBox( min , max , PlayerColor );
else if ( Settings::Visual::PlayerBoxType == EVisualBoxType_t::OUTLINE_BOX )
GetRenderStackSystem()->DrawOutlineBox( min , max , PlayerColor );
else if ( Settings::Visual::PlayerBoxType == EVisualBoxType_t::COAL_BOX )
GetRenderStackSystem()->DrawCoalBox( min , max , PlayerColor );
else if ( Settings::Visual::PlayerBoxType == EVisualBoxType_t::OUTLINE_COAL_BOX )
GetRenderStackSystem()->DrawOutlineCoalBox( min , max , PlayerColor );
else if ( Settings::Visual::PlayerBoxType == EVisualBoxType_t::GLASSY_BOX )
{
auto FillColor = static_cast<ImColor>( PlayerColor );
FillColor.Value.w = Settings::Visual::GlassOpacity / 100.f;
GetRenderStackSystem()->DrawFillBox( min , max , FillColor );
GetRenderStackSystem()->DrawOutlineBox( min , max , PlayerColor );
}
}
if ( Settings::Visual::BoneESP )
{
auto ShouldDrawBone = false;
if ( Settings::Visual::BoneESPTeam && !IsEnemy )
ShouldDrawBone = true;
if ( Settings::Visual::BoneESPEnemy && IsEnemy )
ShouldDrawBone = true;
if ( Settings::Visual::OnlyVisible && !bVisible )
ShouldDrawBone = false;
if ( ShouldDrawBone )
{
DrawBoneESP( pC_CSPlayerPawn , bVisible , pCCSPlayerController->m_iTeamNum() );
}
}
}
}
auto CVisual::OnClientOutput() -> void
{
OnRender();
}
auto CVisual::OnCreateMove() -> void
{
if ( !Settings::Visual::Active )
return;
const auto CachedVec = GetEntityCache()->GetCachedEntity();
for ( auto& CachedEntity : *CachedVec )
{
auto pEntity = CachedEntity.m_Handle.Get();
if ( !pEntity )
continue;
auto hEntity = pEntity->pEntityIdentity()->Handle();
if ( hEntity != CachedEntity.m_Handle )
continue;
switch ( CachedEntity.m_Type )
{
case CachedEntity_t::PLAYER_CONTROLLER:
{
auto* pCCSPlayerController = reinterpret_cast<CCSPlayerController*>( pEntity );
CachedEntity.m_bVisible = GetCL_VisibleCheck()->IsPlayerControllerVisible( pCCSPlayerController );
}
break;
default:
break;
}
}
}
auto CVisual::OnDrawGlow( CGlowProperty* pCGlowProperty ) -> void
{
if ( Settings::Visual::Active )
{
auto* pPlayerPawn = reinterpret_cast<C_CSPlayerPawn*>( pCGlowProperty->m_pOwner() );
auto* pLocalPlayerPawn = GetCL_Players()->GetLocalPlayerPawn();
if ( pPlayerPawn && pPlayerPawn->IsPlayerPawn() && pPlayerPawn->IsAlive() && pLocalPlayerPawn && pPlayerPawn != pLocalPlayerPawn )
{
auto SetGlove = true;
auto Visible = GetCL_VisibleCheck()->IsPlayerPawnVisible( pPlayerPawn );
if ( !Settings::Visual::Team && pPlayerPawn->m_iTeamNum() == pLocalPlayerPawn->m_iTeamNum() )
SetGlove = false;
if ( !Settings::Visual::Enemy && pPlayerPawn->m_iTeamNum() != pLocalPlayerPawn->m_iTeamNum() )
SetGlove = false;
if ( Settings::Visual::OnlyVisible && !Visible )
SetGlove = false;
if ( SetGlove )
{
auto PlayerColor = Color( 255 , 255 , 255 );
if ( pPlayerPawn->m_iTeamNum() == TEAM_TT )
{
PlayerColor = Color( static_cast<int>( Settings::Colors::Visual::GlowTT.x * 255.f ) , static_cast<int>( Settings::Colors::Visual::GlowTT.y * 255.f ) , static_cast<int>( Settings::Colors::Visual::GlowTT.z * 255.f ) , static_cast<int>( Settings::Colors::Visual::GlowTT.w * 255.f ) );
if ( Visible )
PlayerColor = Color( static_cast<int>( Settings::Colors::Visual::GlowTT_Visible.x * 255.f ) , static_cast<int>( Settings::Colors::Visual::GlowTT_Visible.y * 255.f ) , static_cast<int>( Settings::Colors::Visual::GlowTT_Visible.z * 255.f ) , static_cast<int>( Settings::Colors::Visual::GlowTT_Visible.w * 255.f ) );
}
else if ( pPlayerPawn->m_iTeamNum() == TEAM_CT )
{
PlayerColor = Color( static_cast<int>( Settings::Colors::Visual::GlowCT.x * 255.f ) , static_cast<int>( Settings::Colors::Visual::GlowCT.y * 255.f ) , static_cast<int>( Settings::Colors::Visual::GlowCT.z * 255.f ) , static_cast<int>( Settings::Colors::Visual::GlowCT.w * 255.f ) );
if ( Visible )
PlayerColor = Color( static_cast<int>( Settings::Colors::Visual::GlowCT_Visible.x * 255.f ) , static_cast<int>( Settings::Colors::Visual::GlowCT_Visible.y * 255.f ) , static_cast<int>( Settings::Colors::Visual::GlowCT_Visible.z * 255.f ) , static_cast<int>( Settings::Colors::Visual::GlowCT_Visible.w * 255.f ) );
}
if ( Settings::Visual::Glow )
{
pCGlowProperty->m_glowColorOverride() = PlayerColor;
pCGlowProperty->m_bGlowing() = true;
}
else
pCGlowProperty->m_bGlowing() = false;
}
}
}
}
auto CVisual::CalculateBoundingBoxes() -> void
{
if ( !SDK::Interfaces::EngineToClient()->IsInGame() )
return;
const auto& CachedVec = GetEntityCache()->GetCachedEntity();
std::scoped_lock Lock( GetEntityCache()->GetLock() );
for ( auto& it : *CachedVec )
{
auto pEntity = it.m_Handle.Get();
if ( !pEntity )
continue;
auto hEntity = pEntity->pEntityIdentity()->Handle();
if ( hEntity != it.m_Handle )
continue;
switch ( it.m_Type )
{
case CachedEntity_t::PLAYER_CONTROLLER:
{
auto pPlayerController = reinterpret_cast<CCSPlayerController*>( pEntity );
auto pPlayerPawn = pPlayerController->m_hPawn().Get<C_CSPlayerPawn>();
if ( pPlayerPawn && pPlayerPawn->IsPlayerPawn() && pPlayerController->m_bPawnIsAlive() )
it.m_bDraw = pPlayerPawn->GetBoundingBox( it.m_Bbox );
}
break;
}
}
}
auto CVisual::DrawBoneESP( C_CSPlayerPawn* pC_CSPlayerPawn , const bool bVisible , const int iTeamNum ) -> void
{
if ( !pC_CSPlayerPawn || !pC_CSPlayerPawn->IsPlayerPawn() )
return;
auto BoneColor = ImColor( 255 , 255 , 255 );
if ( iTeamNum == TEAM_TT )
{
BoneColor = Settings::Colors::Visual::BoneESPTT;
if ( bVisible )
BoneColor = Settings::Colors::Visual::BoneESPTT_Visible;
}
else if ( iTeamNum == TEAM_CT )
{
BoneColor = Settings::Colors::Visual::BoneESPCT;
if ( bVisible )
BoneColor = Settings::Colors::Visual::BoneESPCT_Visible;
}
// Bone connections structure for CS2 skeleton
struct BoneConnection_t
{
const char* szFrom;
const char* szTo;
};
static const BoneConnection_t BoneConnections[] =
{
// Head to spine chain
{ "head_0" , "neck_0" },
{ "neck_0" , "spine_1" },
{ "spine_1" , "spine_2" },
{ "spine_2" , "spine_3" },
{ "spine_3" , "pelvis" },
// Left arm
{ "neck_0" , "clavicle_l" },
{ "clavicle_l" , "arm_upper_l" },
{ "arm_upper_l" , "arm_lower_l" },
{ "arm_lower_l" , "hand_l" },
// Right arm
{ "neck_0" , "clavicle_r" },
{ "clavicle_r" , "arm_upper_r" },
{ "arm_upper_r" , "arm_lower_r" },
{ "arm_lower_r" , "hand_r" },
// Left leg
{ "pelvis" , "leg_upper_l" },
{ "leg_upper_l" , "leg_lower_l" },
{ "leg_lower_l" , "ankle_l" },
// Right leg
{ "pelvis" , "leg_upper_r" },
{ "leg_upper_r" , "leg_lower_r" },
{ "leg_lower_r" , "ankle_r" },
};
for ( const auto& Connection : BoneConnections )
{
const Vector3 FromBone = GetCL_Bones()->GetBonePositionByName( pC_CSPlayerPawn , Connection.szFrom );
const Vector3 ToBone = GetCL_Bones()->GetBonePositionByName( pC_CSPlayerPawn , Connection.szTo );
if ( FromBone.IsZero() || ToBone.IsZero() )
continue;
ImVec2 FromScreen , ToScreen;
if ( Math::WorldToScreen( FromBone , FromScreen ) && Math::WorldToScreen( ToBone , ToScreen ) )
{
GetRenderStackSystem()->DrawLine( FromScreen , ToScreen , BoneColor , 1.5f );
}
}
}
auto GetVisual() -> CVisual*
{
return &g_CVisual;
}