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CSGO: Backtrack esp
int index = pBaseEntity->Index(); float lerptime = g_BacktrackHelper->GetLerpTime(); float SV_MAXUNLAG = 1.0f; float latency = g_BacktrackHelper->GetNetworkLatency(); float deltaTime = correct - (estimated_time + lerptime - desired_time); if (fabs(deltaTime) <= 0.2f)
{
for (int i = 0; i < pStudioModel->numbones; i++) if (!pBone || !(pBone->flags & 256) || pBone->parent == -1) Vector sBonePos1 = GameUtils::GetBonePosition(pBaseEntity, i, record.boneMatrix), vBonePos1; //.back() for nice skeleton if (sBonePos1 == Vector(0, 0, 0)) Vector sBonePos2 = GameUtils::GetBonePosition(pBaseEntity, pBone->parent, record.boneMatrix), vBonePos2;//.back() for nice skeleton if (sBonePos2 == Vector(0, 0, 0)) Color col = Color(Red, Green, Blue, 255); if (record.needs_extrapolation) g_Draw.LineRGBA((int)vBonePos1.x, (int)vBonePos1.y, (int)vBonePos2.x, (int)vBonePos2.y, col.r(), col.g(), col.b(), 255); if (record.needs_extrapolation) Vector sBonePos1 = GameUtils::GetBonePosition(pBaseEntity, i, record.boneMatrix), vBonePos1; //.back() for nice skeleton if (sBonePos1 == Vector(0, 0, 0)) sBonePos1 -= position; if (!GameUtils::WorldToScreen(sBonePos1, vBonePos1)) Vector sBonePos2 = GameUtils::GetBonePosition(pBaseEntity, pBone->parent, record.boneMatrix), vBonePos2;//.back() for nice skeleton if (sBonePos2 == Vector(0, 0, 0)) sBonePos2 -= position; if (!GameUtils::WorldToScreen(sBonePos2, vBonePos2)) Color col = Color(0, 0, 255); g_Draw.LineRGBA((int)vBonePos1.x, (int)vBonePos1.y, (int)vBonePos2.x, (int)vBonePos2.y, col.r(), col.g(), col.b(), 255); |
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