void DrawESP( ) { FLOAT Screen[2]; for( int i=0; i<=64; i++ ) { int CurrentLine = 0; vec3_t nameSpot = { 0, 0, 40.0f }; VectorAdd( cg_entities[i].lerpOrigin, nameSpot, nameSpot ); if( CG_WorldCoordToScreenCoordFloat( nameSpot, &Screen[0], &Screen[1] ) ) { if( clientInfo[i].infoValid && cg_entities[i].currentState.clientNum != cg->clientNum ) { if( clientInfo[cg_entities[i].currentState.clientNum].team != clientInfo[cg->clientNum].team ) { if( cod2_names->value == 1 ) { char name[50]; sprintf_s( name, sizeof( name ), va( "=[ %s ]=", clientInfo[ cg_entities[i].currentState.clientNum ].name ) ); re.DrawMyText( RCOLOR( name ), 100, consoleFont, Screen[0] - ( Q_PrintStrlen( RCOLOR( name ) ) / 2 * 6 ), Screen[1], 0.90f, 0.90f, colorRed, 0 ); CurrentLine++; } if( cod2_weap->value == 1 ) { char weapon[50]; sprintf_s( weapon, sizeof( weapon ), va( "=[ %s ]=", weaponInfo[cg_entities[i].currentState.clientNum].name ) ); re.DrawMyText( RCOLOR( weapon ), 50, consoleFont, Screen[0] - ( Q_PrintStrlen( RCOLOR( weapon ) ) / 2 * 6 ), Screen[1] + ( 11 * CurrentLine ), 0.90f, 0.90f, colorRed, 0 ); CurrentLine++; } if( cod2_dist->value == 1 ) { FLOAT Distance = VectorDistance( cg->refdef.vieworg, nameSpot ); char Dist[50]; sprintf_s( Dist, sizeof( Dist ), va( "=[ %.0f ]=", Distance / 40 ) ); re.DrawMyText( RCOLOR( Dist ), 50, consoleFont, Screen[0] - ( Q_PrintStrlen( RCOLOR( Dist ) ) / 2 * 6 ), Screen[1] + ( 11 * CurrentLine ), 0.90f, 0.90f, colorRed, 0 ); CurrentLine++; } } else if( clientInfo[cg_entities[i].currentState.clientNum].team == clientInfo[cg->clientNum].team ) { if( cod2_names->value == 1 ) { char name[50]; sprintf_s( name, sizeof( name ), va( "=[ %s ]=", clientInfo[ cg_entities[i].currentState.clientNum ].name ) ); re.DrawMyText( RCOLOR( name ), 100, consoleFont, Screen[0] - ( Q_PrintStrlen( RCOLOR( name ) ) / 2 * 6 ), Screen[1], 0.90f, 0.90f, colorBlue, 0 ); CurrentLine++; } if( cod2_weap->value == 1 ) { char weapon[50]; sprintf_s( weapon, sizeof( weapon ), va( "=[ %s ]=", weaponInfo[cg_entities[i].currentState.clientNum].name ) ); re.DrawMyText( RCOLOR( weapon ), 50, consoleFont, Screen[0] - ( Q_PrintStrlen( RCOLOR( weapon ) ) / 2 * 6 ), Screen[1] + ( 11 * CurrentLine ), 0.90f, 0.90f, colorBlue, 0 ); CurrentLine++; } if( cod2_dist->value == 1 ) { FLOAT Distance = VectorDistance( cg->refdef.vieworg, nameSpot ); char Dist[50]; sprintf_s( Dist, sizeof( Dist ), va( "=[ %.0f ]=", Distance / 40 ) ); re.DrawMyText( RCOLOR( Dist ), 50, consoleFont, Screen[0] - ( Q_PrintStrlen( RCOLOR( Dist ) ) / 2 * 6 ), Screen[1] + ( 11 * CurrentLine ), 0.90f, 0.90f, colorBlue, 0 ); CurrentLine++; } } } } } } VOID R_DrawMyText( LPSTR text, INT len, INT font, FLOAT x, FLOAT y, FLOAT width, FLOAT height, PFLOAT color, INT flags ) { //Even if i do a font check its the same if( show ) { if( cg->snap ) { if( cod2_xhair->value == 1 ) { re.DrawMyText( "+", -1, consoleFont, ( myw / 2 ) - 6, ( myh / 2 ) + 9, 1.3f, 1.3f, colorRed, 0 ); } DrawESP( ); } re.DrawMyText( " Call Of Duty 2 Hook", -1, consoleFont, ( myw / 2 ) - 100, myh / 35, 1.3f, 1.3f, colorRed, 0 ); re.DrawMyText( " By Mombatu ", -1, consoleFont, ( myw / 2 ) - 100, myh / 20, 1.3f, 1.3f, colorRed, 0 ); } re.DrawMyText( text, len, font, x, y, width, height, color, flags ); }