[SAMP 0.3.7] Custom Nametags + more incoming [0X-DUMP]

0x688

Wtf I'm not new....
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#1
These are from old mod(s), you should figure out how to use them yourself so it's just a plain dump replace the functions needed and you have nice nametags with weapon icons :0 Ask questions if you have some.

If someone gets them working for themselves then don't be shy post it and brag!
[shcode=cpp]

if (settings.Nametags)
{
    SAMPHelper::RequestPingUpdates();

    void* pPlayerTags = (void*)(*(DWORD*)(dwSAMPBase + 0x21A0B0));
    void(__thiscall *CPlayerTags__Draw)(void *_this, CVector *position, char *text, DWORD color, float dist, BYTE unk, int unk1) =
        ((void(__thiscall *)(void *_this, CVector *position, char *text, DWORD color, float dist, BYTE renderPause, int unk1))(dwSAMPBase + 0x686C0));
    void(__thiscall *CPlayerTags__Begin)(void *_this) = ((void(__thiscall *)(void *_this))(dwSAMPBase + 0x686A0));
    void(__thiscall *CPlayerTags__End)(void *_this) = ((void(__thiscall *)(void *_this))(dwSAMPBase + 0x686B0));

    void(__thiscall *CPlayerTagsBars__Draw)(void *_this, CVector *position, float health, float armor, float dist) =
        ((void(__thiscall *)(void *_this, CVector *position, float health, float armor, float dist))(dwSAMPBase + 0x689C0));
    void(__thiscall *CPlayerTagsBars__Begin)(void *_this) = ((void(__thiscall *)(void *_this))(dwSAMPBase + 0x68FD0));
    void(__thiscall *CPlayerTagsBars__End)(void *_this) = ((void(__thiscall *)(void *_this))(dwSAMPBase + 0x68670));

    CPlayerTags__Begin(pPlayerTags);
    for (it = 0; it != n; it++)
    {
        CPed *ped = pGame->GetPools()->GetPed(it);
        if (ped)
        {
            if (pLocalPed == ped)
                continue;

            iSAMPID = loader->GetSAMP()->GetPlayerIDFromGtaPed(ped);
            DWORD dwColor = D3DCOLOR_XRGB(255, 0, 0);

            if (iSAMPID != INVALID_SAMP_ID)
            {
                dwColor = players[iSAMPID]->GetColor();
            }

            float dist = ped->GetPosition()->DistanceTo(pLocalPed->GetPosition());
            ped->GetBonePosition(BONE_HEAD, &vecTemp1);
            vecTemp1.fZ += 0.146000f;

            if (iSAMPID != INVALID_SAMP_ID)
            {
                sprintf_s(szRenderBuffer, 80, "{B9C9BF}%ims\n{%s}%s (%i)", players[iSAMPID]->GetPing(), players[iSAMPID]->GetColorCode(), players[iSAMPID]->GetName(), iSAMPID);
                CPlayerTags__Draw(pPlayerTags, &vecTemp1, szRenderBuffer, dwColor, dist, players[iSAMPID]->IsAFK() ? 1 : 0, 2);
            }
            else
            {
                sprintf_s(szRenderBuffer, 80, "Actor");
                CPlayerTags__Draw(pPlayerTags, &vecTemp1, szRenderBuffer, dwColor, dist, 0, 0);
            }

            if (iSAMPID != INVALID_SAMP_ID && settings.NametagIcons)
            {
                // Weapon Icons
                void *dwDeathWindow = (void*)(*(DWORD*)(dwSAMPBase + 0x21A0EC));
                ID3DXSprite *sprite = (ID3DXSprite*)(*(DWORD*)((DWORD)dwDeathWindow + 0x143));
                ID3DXFont *m_pWeaponFont = (ID3DXFont*)(*(DWORD*)((DWORD)dwDeathWindow + 0x13B));

                D3DXVECTOR3 TagPos = CVecToD3DXVEC(vecTemp1);
                TagPos.z += 0.2f + (dist * 0.047499999f);

                D3DVIEWPORT9 Viewport;
                device->GetViewport(&Viewport);

                /* COULD REPLACE THIS STUFF WITH WORLDTOSCREEN */
                D3DXMATRIX proj(*(D3DXMATRIX*)(dwSAMPBase + 0x12C980));
                D3DXMATRIX view(*(D3DXMATRIX*)(dwSAMPBase + 0x12C940));

                D3DXVECTOR3 out;
                D3DXMATRIX ident;
                D3DXMatrixIdentity(&ident);
                D3DXVec3Project(&out, &TagPos, &Viewport, &proj, &view, &ident);

                /* COULD REPLACE THIS STUFF WITH WORLDTOSCREEN END */
                
                if (out.z < 1.0f)
                {
                    sprite->Begin(D3DXSPRITE_ALPHABLEND | D3DXSPRITE_SORT_TEXTURE);

                    RECT rect = { (LONG)out.x + 20, (LONG)out.y + 17, (LONG)out.x + 1, (LONG)out.y + 1 };

                    m_pWeaponFont->DrawText(sprite, "G", -1, &rect, DT_NOCLIP | DT_LEFT, D3DCOLOR_XRGB(0, 0, 0));
                    m_pWeaponFont->DrawText(sprite, SpriteIDForWeapon(players[iSAMPID]->GetWeaponID()), -1, &rect, DT_NOCLIP | DT_LEFT, 0xFFFFFFFF);

                    sprite->End();
                }
            }
        }
    }
    CPlayerTags__End(pPlayerTags);

    // Bars
    CPlayerTagsBars__Begin(pPlayerTags);
    for (it = 0; it != n; it++)
    {
        CPed *ped = pGame->GetPools()->GetPed(it);
        if (ped)
        {
            if (pLocalPed == ped)
                continue;

            iSAMPID = loader->GetSAMP()->GetPlayerIDFromGtaPed(ped);

            static float fHealth = 100.0f;
            static float fArmor = 0.0f;

            if (iSAMPID != INVALID_SAMP_ID)
            {
                fHealth = players[iSAMPID]->GetHealth();
                fArmor = players[iSAMPID]->GetArmor();
            }
            else
            {
                fHealth = ped->GetHealth();
                fArmor = ped->GetArmor();
            }

            ped->GetBonePosition(BONE_HEAD, &vecTemp1);
            vecTemp1.fZ += 0.146000f;
            CPlayerTagsBars__Draw(pPlayerTags, &vecTemp1, fHealth, fArmor, ped->GetPosition()->DistanceTo(pLocalPed->GetPosition()));
        }
    }
    CPlayerTagsBars__End(pPlayerTags);
}

[/shcode]
 
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