Add 3d box esp

Sometimes shows "ghost" boxes with weird strings (not player names but
the coordinates that are drawn bellow the watermark)
This commit is contained in:
8dcc 2023-07-23 14:36:44 +02:00
parent 797c2183e2
commit 41e6b012d9
1 changed files with 71 additions and 7 deletions

View File

@ -1,9 +1,65 @@
#include <stdint.h>
#include "features.h" #include "features.h"
#include "../include/globals.h" #include "../include/globals.h"
#include "../include/cvars.h" #include "../include/cvars.h"
#include "../include/util.h" #include "../include/util.h"
static bool gl_draw3dbox(vec3_t o, int bh, int bw, int lw) {
/*
* Parameters:
* bw: 3d box width (game units)
* bh: 3d box height (game units)
* lw: Line width
*/
if (vec_is_zero(o))
return false;
const rgb_t col = { 255, 255, 255 }; /* Color */
/*
* (Origin would be in the middle of the cube)
*
* 1---2 y(+)
* /| /| /
* 3---4 | *--x(+)
* | 5-|-6 |
* |/ O|/ z(-)
* 7---8
*/
vec3_t p1 = vec3(o[0] - bw / 2, o[1] + bw / 2, o[2] + bh / 2);
vec3_t p2 = vec3(o[0] + bw / 2, o[1] + bw / 2, o[2] + bh / 2);
vec3_t p3 = vec3(o[0] - bw / 2, o[1] - bw / 2, o[2] + bh / 2);
vec3_t p4 = vec3(o[0] + bw / 2, o[1] - bw / 2, o[2] + bh / 2);
vec3_t p5 = vec3(o[0] - bw / 2, o[1] + bw / 2, o[2] - bh / 2);
vec3_t p6 = vec3(o[0] + bw / 2, o[1] + bw / 2, o[2] - bh / 2);
vec3_t p7 = vec3(o[0] - bw / 2, o[1] - bw / 2, o[2] - bh / 2);
vec3_t p8 = vec3(o[0] + bw / 2, o[1] - bw / 2, o[2] - bh / 2);
vec2_t s1, s2, s3, s4, s5, s6, s7, s8;
if (!world_to_screen(p1, s1) || !world_to_screen(p2, s2) ||
!world_to_screen(p3, s3) || !world_to_screen(p4, s4) ||
!world_to_screen(p5, s5) || !world_to_screen(p6, s6) ||
!world_to_screen(p7, s7) || !world_to_screen(p8, s8))
return false;
gl_drawline_points(s1, s2, lw, col);
gl_drawline_points(s1, s3, lw, col);
gl_drawline_points(s1, s5, lw, col);
gl_drawline_points(s2, s4, lw, col);
gl_drawline_points(s2, s6, lw, col);
gl_drawline_points(s3, s4, lw, col);
gl_drawline_points(s3, s7, lw, col);
gl_drawline_points(s4, s8, lw, col);
gl_drawline_points(s5, s6, lw, col);
gl_drawline_points(s5, s7, lw, col);
gl_drawline_points(s6, s8, lw, col);
gl_drawline_points(s7, s8, lw, col);
return true;
}
void esp(void) { void esp(void) {
if (!CVAR_ON(esp)) if (!CVAR_ON(esp))
return; return;
@ -15,12 +71,20 @@ void esp(void) {
if (!valid_client(ent) || vec_is_zero(ent->origin)) if (!valid_client(ent) || vec_is_zero(ent->origin))
continue; continue;
float screen_point[2]; const int bh = 70;
if (world_to_screen(ent->origin, screen_point)) { const int bw = 25;
/* TODO: Draw name at bottom-left of box ESP */
if (!gl_draw3dbox(ent->origin, bh, bw, 1))
continue;
vec3_t top = vec3(ent->origin[0], ent->origin[1], ent->origin[2] + bh);
vec2_t s_top;
if (!world_to_screen(top, s_top))
continue;
i_engine->pfnDrawSetTextColor(1, 1, 1); i_engine->pfnDrawSetTextColor(1, 1, 1);
i_engine->pfnDrawConsoleString(screen_point[0], screen_point[1], i_engine->pfnDrawConsoleString(s_top[0], s_top[1],
get_name(ent->index)); get_name(ent->index));
} }
}
} }