Show weapons
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@ -19,12 +19,15 @@ pub struct PlayerData {
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is_scoped: bool,
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#[serde(rename = "playerName")]
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player_name: String
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player_name: String,
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#[serde(rename = "weaponId")]
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weapon_id: i16,
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}
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impl PlayerData {
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pub fn new(pos: Vec3, yaw: f32, player_type: PlayerType, has_bomb: bool, has_awp: bool, is_scoped: bool, player_name: String) -> PlayerData {
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PlayerData { pos, yaw, player_type, has_bomb, has_awp, is_scoped, player_name }
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pub fn new(pos: Vec3, yaw: f32, player_type: PlayerType, has_bomb: bool, has_awp: bool, is_scoped: bool, player_name: String, weapon_id: i16) -> PlayerData {
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PlayerData { pos, yaw, player_type, has_bomb, has_awp, is_scoped, player_name, weapon_id }
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}
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}
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@ -126,14 +126,14 @@ impl DmaCtx {
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let team = TeamID::from_i32(team);
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let has_awp = {
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let (has_awp, weapon_id) = {
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let clipping_weapon: Address = clipping_weapon.into();
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let items_def_idx_addr = clipping_weapon + cs2dumper::client::C_EconEntity::m_AttributeManager
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+ cs2dumper::client::C_AttributeContainer::m_Item + cs2dumper::client::C_EconItemView::m_iItemDefinitionIndex;
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let items_def_idx: i16 = self.process.read(items_def_idx_addr)?;
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items_def_idx == 9
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(items_def_idx == 9, items_def_idx)
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};
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Ok(BatchedPlayerData {
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@ -144,6 +144,7 @@ impl DmaCtx {
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has_awp,
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is_scoped: is_scoped != 0,
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player_name,
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weapon_id,
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})
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}
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@ -270,4 +271,5 @@ pub struct BatchedPlayerData {
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pub has_awp: bool,
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pub is_scoped: bool,
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pub player_name: String,
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pub weapon_id: i16,
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}
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@ -166,7 +166,8 @@ pub async fn run(radar_data: ArcRwlockRadarData, connector: Connector, pcileech_
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has_bomb,
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local_data.has_awp,
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local_data.is_scoped,
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local_data.player_name
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local_data.player_name,
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local_data.weapon_id
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)
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)
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);
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@ -204,7 +205,8 @@ pub async fn run(radar_data: ArcRwlockRadarData, connector: Connector, pcileech_
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has_bomb,
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player_data.has_awp,
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player_data.is_scoped,
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player_data.player_name
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player_data.player_name,
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player_data.weapon_id
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)
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)
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);
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@ -22,6 +22,10 @@
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<input type="checkbox" onclick="toggleNames()" id="namesCheck" name="names"/>
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<label for="namesCheck">Player Names</label>
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</div>
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<div>
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<input type="checkbox" onclick="toggleGuns()" id="gunsCheck" name="guns"/>
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<label for="gunsCheck">Weapons</label>
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</div>
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</div>
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</div>
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<canvas id="canvas"></canvas>
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@ -10,6 +10,7 @@ shouldZoom = false
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drawStats = true
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drawNames = true
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drawGuns = true
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// Common
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canvas = null
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@ -30,6 +31,52 @@ zoomSet = false
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safetyBound = 50
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boundingRect = null
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// Weapon IDs
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const weaponIdMap = {
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1: "DEAGLE",
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2: "DUALIES",
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3: "FIVE-SEVEN",
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4: "GLOCK",
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7: "AK-47",
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8: "AUG",
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9: "AWP",
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10: "FAMAS",
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11: "G3SG1",
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13: "GALIL",
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14: "M249",
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16: "M4A4",
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17: "MAC-10",
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19: "P90",
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23: "MP5",
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24: "UMP",
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25: "XM1014",
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26: "BIZON",
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27: "MAG-7",
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28: "NEGEV",
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29: "SAWED-OFF",
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30: "TEC-9",
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31: "ZEUS",
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32: "P2000",
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33: "MP7",
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34: "MP9",
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35: "NOVA",
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36: "P250",
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38: "SCAR-20",
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39: "SG 553",
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40: "SCOUT",
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60: "M4A1-S",
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61: "USP-S",
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63: "CZ75",
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64: "REVOLVER",
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43: "FLASH",
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44: "HE",
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45: "SMOKE",
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46: "MOLOTOV",
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47: "DECOY",
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48: "INCENDIARY",
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49: "C4",
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0: "KNIFE"
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};
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// networking
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websocket = null
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if (location.protocol == 'https:') {
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@ -123,6 +170,7 @@ function drawPlayerName(pos, playerName, playerType, hasAwp, hasBomb) {
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textSize = 12;
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}
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// Always position at the top
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const textY = pos.y + 20;
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let displayName = playerName;
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@ -135,9 +183,6 @@ function drawPlayerName(pos, playerName, playerType, hasAwp, hasBomb) {
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ctx.fillStyle = enemyColor;
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}
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if (hasAwp) {
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displayName += " [AWP]";
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}
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if (hasBomb) {
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displayName += " [C4]";
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}
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@ -153,6 +198,49 @@ function drawPlayerName(pos, playerName, playerType, hasAwp, hasBomb) {
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ctx.fillText(displayName, pos.x, textY);
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}
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function getWeaponName(weaponId) {
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if (weaponIdMap[weaponId]) {
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return weaponIdMap[weaponId];
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}
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if (weaponId >= 500) {
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return "KNIFE";
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}
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return "WEAPON";
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}
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function drawPlayerWeapon(pos, playerType, weaponId) {
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if (!map) return;
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if (zoomSet) {
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pos = boundingCoordinates(mapCoordinates(pos), boundingRect);
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textSize = boundingScale(10, boundingRect);
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} else {
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pos = mapCoordinates(pos);
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textSize = 10;
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}
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const textY = pos.y + (drawNames ? 35 : 20);
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let weaponName = getWeaponName(weaponId);
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if (weaponId === 9) {
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ctx.fillStyle = "orange";
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} else {
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ctx.fillStyle = textColor;
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}
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ctx.font = `${textSize}px Arial`;
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ctx.textAlign = "center";
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ctx.textBaseline = "top";
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ctx.lineWidth = 2;
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ctx.strokeStyle = "black";
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ctx.strokeText(`[${weaponName}]`, pos.x, textY);
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ctx.fillText(`[${weaponName}]`, pos.x, textY);
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}
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function render() {
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if (update) {
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fillCanvas()
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@ -219,6 +307,24 @@ function render() {
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data.Player.isScoped
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);
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if (drawNames && !data.Player.isDormant) {
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drawPlayerName(
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data.Player.pos,
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data.Player.playerName,
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data.Player.playerType,
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data.Player.hasAwp,
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data.Player.hasBomb
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);
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}
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if (drawGuns && !data.Player.isDormant) {
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drawPlayerWeapon(
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data.Player.pos,
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data.Player.playerType,
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data.Player.weaponId
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);
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}
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if (drawNames && data.Player.playerName) {
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drawPlayerName(data.Player.pos, data.Player.playerName, data.Player.playerType);
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}
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@ -569,6 +675,7 @@ addEventListener("DOMContentLoaded", (e) => {
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document.getElementById("zoomCheck").checked = false;
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document.getElementById("statsCheck").checked = true;
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document.getElementById("namesCheck").checked = true;
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document.getElementById("gunsCheck").checked = true;
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canvas = document.getElementById('canvas');
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canvas.width = 1024;
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@ -590,4 +697,8 @@ function toggleStats() {
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function toggleNames() {
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drawNames = !drawNames
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}
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function toggleGuns() {
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drawGuns = !drawGuns
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}
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