float GetDist(float *from, float *to)
{
float ang[3];
ang[0] = to[0] - from[0];
ang[1] = to[1] - from[1];
ang[2] = to[2] - from[2];
return sqrt(ang[0] * ang[0] + ang[1] * ang[1] + ang[2] * ang[2]);
}
void PlayerDisEsp()
{
float drawhere[2];
vec3_t vecScreen;
int espr,espg,espb; // For teh Weapon
espr = 255;
espg = 0;
espb = 0;
char nbuf[1024];
cl_entity_t ent, pLocal = pEngfuncs-GetLocalPlayer();
hud_player_info_t pinfo;
// Lets begin a loop
for(int i = 0; i 33; i++)
{
if(i == pLocal-index) continue;
cl_entity_s ent = pEngfuncs-GetEntityByIndex(i);
float distance = GetDist(pLocal-origin, ent-origin) 22.0f;
pEngfuncs-pfnGetPlayerInfo(i, &pinfo);
if(ent != NULL && isValidEnt(ent)Credits to tabris)
{
if(CalcScreen(ent-origin,vecScreen))
float drawhere[2];
CalcScreen(ent-origin, drawhere);
{
sprintf(nbuf,%s,pinfo.name);
CalcScreen(ent-origin, drawhere);
int namelen;
namelen = strlen(nbuf);
if( strstr( pinfo.model, arctic ) strstr( pinfo.model, guerilla ) strstr( pinfo.model, leet ) strstr( pinfo.model, militia ) strstr( pinfo.model, terror ) ) {
espr = 255;
espg = 40;
espb = 40;
}
else if( strstr( pinfo.model, gign ) strstr( pinfo.model, gsg9 ) strstr( pinfo.model, sas ) strstr( pinfo.model, urban ) strstr( pinfo.model, spetsnaz ) strstr( pinfo.model, vip )) {
espr = 40;
espg = 80;
espb = 255;
}
if (isValidEnt(ent)==true)
{
DrawHudStringCenter(drawhere[0] - namelen 0, drawhere[1] - 5, espr, espg, espb, - %.0f -,distance);
}
}
}
}
}