//1st
void DrawStats()
{
///next
//Health
int health = *(int*)0x019E4204;
float perHP = float(health) / 100;
//Armour
int armour = *(int*)0x019E5AD4;
float perAP = float(armour) / 100
//then
oglDisable(GL_TEXTURE_2D);
oglDisable(GL_BLEND);
//Drawing Health Bar
oglBegin(GL_POLYGON);
glColor3ub(255,0, 0);//Left
glVertex2f(10, viewport[3] - 40);
glVertex2f(10,viewport[3] - 40 + 15);
glColor3ub(255 - (255 * perHP),0 + (255 * perHP), 0);//Right
glVertex2f(10 + (0.8*health), viewport[3] - 40 + 15);
glVertex2f(10 + (0.8*health),viewport[3] - 40);
oglEnd();
glLineWidth(2);
oglBegin(GL_LINE_STRIP);
glColor3ub(0,0, 255);//Left
glVertex2f(10, viewport[3] - 40);
glVertex2f(10,viewport[3] - 40 + 15);
glVertex2f(10 + 80, viewport[3] - 40 + 15);
glVertex2f(10 + 80,viewport[3] - 40);
glVertex2f(10, viewport[3] - 40);
oglEnd();
//Drawing Armour Bar
oglBegin(GL_POLYGON);
glColor3ub(255,0, 0);//Left
glVertex2f(10, viewport[3] - 20);
glVertex2f(10,viewport[3] - 20 + 15);
glColor3ub(255 - (255 * perAP),0 + (255 * perAP), 0);//Right
glVertex2f(10 + (0.8*armour), viewport[3] - 20 + 15);
glVertex2f(10 + (0.8*armour),viewport[3] - 20);
oglEnd();
glLineWidth(2);
oglBegin(GL_LINE_STRIP);
glColor3ub(0,0, 255);//Left
glVertex2f(10, viewport[3] - 20);
glVertex2f(10,viewport[3] - 20 + 15);
glVertex2f(10 + 80, viewport[3] - 20 + 15);
glVertex2f(10 + 80,viewport[3] - 20);
glVertex2f(10, viewport[3] - 20);
oglEnd();
oglEnable(GL_TEXTURE_2D);
////-----------
F_Console.Print(40, info.viewport[3] - 29, 0,0,255, FL_NONE, "%i %", info.health);
F_Console.Print(40, info.viewport[3] - 9, 0,0,255, FL_NONE, "%i %", info.armour);
}