//================================================
=====================================
// Project : try
// Version : v2
// Coder : [D2]Shiva
// Site : DD / D2 Member
//================================================
=====================================
//C:\Documents and Settings\boss\Mes documents\prog\public\ShiVstuff\ShivZ.dll
- include "breakpoint.h"
- include "Radar.h"
- include <detours.h>
/////////////////////////
// Radar
/////////////////////////
void* orgPostRender;
float inline Dot (const FVector& V1, const FVector& V2)
{
return ( V1.X*V2.X + V1.Y*V2.Y + V1.Z*V2.Z );
};
FRotator inline Rot (int R1, int R2, int R3)
{
return FRotator(R1,R2,R3);
};
void inline Msg (FString S)
{
struct Command_Parms
{
FString Message;
};
static Command_Parms Parms;
UFunction* pFunc;
Parms.Message = S;
pFunc = Me->FindFunction(TEXT("ClientMessage"));
if ( pFunc != NULL )
{
Me->ProcessEvent(pFunc, &Parms);
}
};
void inline Cmd (TCHAR* S)
{
Me->Player->Exec(S, *GLog);
};
void inline GetAxes (FRotator R, FVector &X, FVector &Y, FVector &Z)
{
X = R.Vector();
X.Normalize();
R.Yaw += 16384;
FRotator R2 = R;
R2.Pitch = 0.f;
Y = R2.Vector();
Y.Normalize();
Y.Z = 0.f;
R.Yaw -= 16384;
R.Pitch += 16384;
Z = R.Vector();
Z.Normalize();
}
- define ResetCanvas \
Canvas->SpaceX=0; \
Canvas->SpaceY=0; \
Canvas->OrgX=0; \
Canvas->OrgY=0; \
Canvas->CurX=0; \
Canvas->CurY=0; \
- define SetPos(PosX,PosY) \
Canvas->CurX = PosX; \
Canvas->CurY = PosY; \
void inline DrawSettingSpec (UCanvas* Canvas, FString Txt, float PosX, float PosY, FColor Col )
{
Canvas->Color = Col;
SetPos(PosX, PosY);
Canvas->WrappedPrintf(SmallFont,0, TEXT("%s"), Txt);
}
void inline DrawTextureSpec (UCanvas* Canvas, UTexture* Tex, float PosX, float PosY, FColor Col )
{
Canvas->Color = FColor(0,0,0);
SetPos(PosX + 1, PosY);
Canvas->DrawIcon(Tex, PosX + 1, PosY, 92, 92, NULL, 1, Canvas->Color.Plane(), FPlane(1,1,1,1), PF_Masked);
SetPos(PosX - 1, PosY);
Canvas->DrawIcon(Tex, PosX - 1, PosY, 92, 92, NULL, 1, Canvas->Color.Plane(), FPlane(1,1,1,1), PF_Masked);
SetPos(PosX, PosY + 1);
Canvas->DrawIcon(Tex, PosX, PosY + 1, 92, 92, NULL, 1, Canvas->Color.Plane(), FPlane(1,1,1,1), PF_Masked);
SetPos(PosX, PosY - 1);
Canvas->DrawIcon(Tex, PosX, PosY - 1, 92, 92, NULL, 1, Canvas->Color.Plane(), FPlane(1,1,1,1), PF_Masked);
Canvas->Color = Col;
SetPos(PosX, PosY);
Canvas->DrawIcon(Tex, PosX, PosY, 92, 92, NULL, 1, Canvas->Color.Plane(), FPlane(1,1,1,1), PF_Masked);
}
- define RadarTexture (UTexture*)UTexture::StaticLoadObject( UTexture::StaticClass(), NULL, TEXT("BotPack.CHair6"), NULL, LOAD_NoFail, NULL )
- define Radar2DTexture (UTexture*)UTexture::StaticLoadObject( UTexture::StaticClass(), NULL, TEXT("BotPack.CHair8"), NULL, LOAD_NoFail, NULL )
bool inline ValidRender (UCanvas* Canvas)
{
return (Canvas != NULL) &&
(Canvas->Viewport != NULL) &&
(Canvas->Viewport->Actor != NULL) &&
(Canvas->Viewport->Actor->PlayerReplicationInfo
!= NULL) &&
(Canvas->Viewport->Actor->XLevel != NULL);
}
void inline DrawSetting (UCanvas* Canvas, FString Txt, float PosX, float PosY, FColor Col )
{
Canvas->Color = FColor(0,0,0);
SetPos(PosX + 1, PosY);
Canvas->WrappedPrintf(SmallFont,0, TEXT("%s"), Txt);
SetPos(PosX - 1, PosY);
Canvas->WrappedPrintf(SmallFont,0, TEXT("%s"), Txt);
SetPos(PosX, PosY + 1);
Canvas->WrappedPrintf(SmallFont,0, TEXT("%s"), Txt);
SetPos(PosX, PosY - 1);
Canvas->WrappedPrintf(SmallFont,0, TEXT("%s"), Txt);
Canvas->Color = Col;
SetPos(PosX, PosY);
Canvas->WrappedPrintf(SmallFont,0, TEXT("%s"), Txt);
}
void inline DrawMySettings (UCanvas* Canvas)
{
DrawSetting(Canvas, TEXT("Digital Dominance presents D² Radar v1.0"), Canvas->ClipX * 0.4, 0, FColor(229,229,229));
DrawTextureSpec(Canvas, Radar2DTexture, Canvas->ClipX * 0.018, Canvas->ClipY * 0.60999998, FColor(229,229,229));
}
/////////////////////////
// UnrealTournament Radar
/////////////////////////
FColor inline UTTeamColor (APawn* Target)
{
switch( Target->PlayerReplicationInfo->Team )
{
case 0:
return FColor(229,60,60);
break;
case 1:
return FColor(90,160,229);
break;
case 2:
return FColor(60,229,60);
break;
case 3:
return FColor(229,229,60);
break;
default:
return FColor(60,229,60);
break;
}
}
void inline UTDrawPlayerOnRadar (UCanvas* Canvas,APawn* Target)
{
FVector X,Y,Z,D,End,Start;
FLOAT PosX = 0, PosY = 0;
if ( bRadar < 1 ) return;
End = Target->Location;
End.Z += 15;
Start = Me->Location;
//
Pour Deus Ex. Coming soon 