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#Post#: 364--------------------------------------------------
[C++] Radar
DIR By: pipo1337
Date: May 1, 2018, 9:15 am
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Definition:
--- Code ---
D3DXVECTOR3 Rotate(const D3DXVECTOR3 objectLocation, const
D3DXVECTOR3 localPlayerLocation, float localPlayerYaw)
{
D3DXVECTOR3 vResult;
D3DXVECTOR3 vRelative;
float Angle = (localPlayerYaw* D3DX_PI) / 180;
vRelative.x = objectLocation.x - localPlayerLocation.x;
vRelative.z = objectLocation.z - localPlayerLocation.z;
vResult.x = (vRelative.x * cos(Angle) + vRelative.z *
sin(Angle));
vResult.z = (vRelative.x * sin(Angle) - vRelative.z *
cos(Angle));
return vResult;
}
void WorldToRadar(LPDIRECT3DDEVICE9 pDevice, CEntity* pEntity,
CPlayerBase* pBase, FLOAT PosX, FLOAT PosY, INT Size, INT
PlayerSize)
{
CharacterHack* Character = pClassManager.GetCharacter();
D3DXVECTOR3 Coord = Rotate(pEntity->GetLocation(),
pBase->GetLocation(), Character->f_Yaw);
D3DXVECTOR3 Return;
Return.x = Coord.x + PosX + (Size / 2.0f);
Return.z = -Coord.z + PosY + (Size / 2.0f);
if (Return.x > (PosX + Size - PlayerSize))
Return.x = (PosX + Size);
else if (Return.x < (PosX))
Return.x = PosX;
if (Return.z > (PosY + Size - PlayerSize))
Return.z = (PosY + Size);
else if (Return.z < (PosY))
Return.z = PosY;
//Tools.Draw2D(pDevice, PosX, PosY, Size, Size,
D3DCOLOR_ARGB(255, 20, 20, 20)); Background if you want
Tools.FillRGB(PosX, PosY + (Size / 2) + 2, Size, 1,
Menu.C_BOX, pDevice);
Tools.FillRGB(PosX + (Size / 2) + 2, PosY, 1, Size,
Menu.C_BOX, pDevice);
Tools.FillRGB((PosX + (Size / 2)), (PosY + (Size / 2)),
PlayerSize, PlayerSize, Menu.GREEN, pDevice);
Tools.FillRGB(Return.x, Return.z, PlayerSize, PlayerSize,
Menu.C_FOOTER, pDevice);
}
--- End Code ---
Call function:
--- Code ---
if(opt.d3d.radar)
{
floatPosX=Tools.g_ViewPort.Width/2-500;
floatPosY=Tools.g_ViewPort.Height/2-100;
WorldToRadar(pDevice, pEntity, pBase,PosX,PosY,150,4);
}
--- End Code ---
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