[Help] HELP

Discussion in 'Hawk Freedom Squadron Accounts - Buy Sell Trade' started by amir3277, 12/21/16.

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  1. amir3277

    amir3277
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    I do not know why . All the players did not show the 10 people playing now one of them does not show

    Code:
    #ifndef ESP_H
    #define ESP_H

    #include "Engine.h"
    #include "Settings.h"

    struct GlowObjectDefinition_t
    {
    DWORD dwBase;
    float r;
    float g;
    float b;
    float a;
    uint8_t unk1[16];
    bool m_bRenderWhenOccluded;
    bool m_bRenderWhenUnoccluded;
    bool m_bFullBloom;
    uint8_t unk2[14];
    };

    class ESP {
    [junk_enable /]

    public:
    void run() {
    [swap_lines]
    int objectCount;
    DWORD pointerGlow;
    float playerhp;
    bool enemyHealthBased = Settings()->esp_enemyhealth;
    bool friendHealthBased = Settings()->esp_friendhealth;
    float alphaFriend = sanitizeChannel(Settings()->esp_friend);
    float alphaEnemy = sanitizeChannel(Settings()->esp_enemy);
    float alphaInX = sanitizeChannel(Settings()->esp_enemyInX);
    [/swap_lines]
    if (!(Settings()->esp_key || Settings()->espEnabled)) {
    return;
    }
    while (true) {
    [add_junk /]
    if (!Settings()->espEnabled) {
    Sleep(3000);
    continue;
    }
    [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)) {
    Sleep(3000);
    continue;
    }
    [add_junk /]
    for (int i = 0; i < objectCount; 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 && Player && !Player->is_dormant && Player->is_alive)) {
    continue;
    }
    [add_junk /]
    // Player->hp can be greater than 100.0f on custom servers.
    playerhp = Player->hp >= 100 ? 100.0f : (float) Player->hp / 100.0f;
    if (Engine()->me.team == Player->team) {
    glowPlayer(glowObj, 0, friendHealthBased ? (Player->hp > 75 ? 1 : playerhp * 0.75f) : 0, 1, alphaFriend);
    } else if (inCrosshair(Player->id)) {
    glowPlayer(glowObj, 0, 1, 0, alphaInX);
    } else {
    glowPlayer(glowObj, 1, enemyHealthBased ? (Player->hp > 75 ? 1 : playerhp * 0.75f) : 0, 0, alphaEnemy);
    }
    Engine()->Memory()->Write<GlowObjectDefinition_t>(mObj, glowObj);
    [add_junk /]
    }
    [add_junk /]
    Sleep(1);
    }
    [add_junk /]
    }

    private:
    void glowPlayer(GlowObjectDefinition_t &glowObj, float r, float g, float b, float a) {
    [swap_lines]
    glowObj.r = r;
    glowObj.g = g;
    glowObj.b = b;
    glowObj.a = a;
    glowObj.m_bRenderWhenOccluded = true;
    //glowObj.m_bRenderWhenUnoccluded = false;
    //glowObj.m_bFullBloom = false;
    [/swap_lines]
    }
    bool inCrosshair(int mObjId) {
    [add_junk /]
    int idInX = Engine()->Memory()->Read<int>(Engine()->me.dwBase + Engine()->Offsets()->dwInCross);
    return (idInX == mObjId);
    }
    float sanitizeChannel(int value) {
    [swap_lines]
    if (value > 255) value = 255;
    if (value < 0) value = 0;
    [/swap_lines]
    return (float) value / 255;
    }

    [junk_disable /]
    };

    #endif
     
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