[C++ mod_sa] Weapon Informer

dphome

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Joined
Mar 21, 2020
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Poland
proxyIDirect3DDevice9.cpp here:
Code:
            if (set.weaponinformer)
            {
                char        bufdwa[256];
                for (int i = 1; i < 45; i++)
                {
                    if (getPlayerState(iSAMPID) == PLAYER_STATE_DRIVER)
                    {
                        if (weapon_list[i].id == g_Players->pRemotePlayer[iSAMPID]->pPlayerData->inCarData.byteCurrentWeapon)
                        {
                            _snprintf_s(bufdwa, sizeof(bufdwa) - 1, "%s", weapon_list[i].name);
                            float w = pD3DFontFixedSmall->DrawLength(bufdwa);
                            h = pD3DFontFixedSmall->DrawHeight() + 1;
                            pD3DFontFixedSmall->PrintShadow(g_playerTagInfo[iGTAID].tagPosition.fX - 2.0f - w - 1.0f, playerBaseY - 3.0f + offY,
                                D3DCOLOR_ARGB(255, 255, 153, 0), bufdwa);
                            break;
                        }
                    }
                    if (getPlayerState(iSAMPID) == PLAYER_STATE_ONFOOT)
                    {
                        if (weapon_list[i].id == g_Players->pRemotePlayer[iSAMPID]->pPlayerData->onFootData.byteCurrentWeapon)
                        {
                            _snprintf_s(bufdwa, sizeof(bufdwa) - 1, "%s", weapon_list[i].name);
                            float w = pD3DFontFixedSmall->DrawLength(bufdwa);
                            h = pD3DFontFixedSmall->DrawHeight() + 1;
                            pD3DFontFixedSmall->PrintShadow(g_playerTagInfo[iGTAID].tagPosition.fX - 2.0f - w - 1.0f, playerBaseY - 3.0f + offY,
                                D3DCOLOR_ARGB(255, 255, 153, 0), bufdwa);
                            break;
                        }
                    }
                    if (getPlayerState(iSAMPID) == PLAYER_STATE_PASSENGER)
                    {
                        if (weapon_list[i].id == g_Players->pRemotePlayer[iSAMPID]->pPlayerData->passengerData.byteCurrentWeapon)
                        {
                            _snprintf_s(bufdwa, sizeof(bufdwa) - 1, "%s", weapon_list[i].name);
                            float w = pD3DFontFixedSmall->DrawLength(bufdwa);
                            h = pD3DFontFixedSmall->DrawHeight() + 1;
                            pD3DFontFixedSmall->PrintShadow(g_playerTagInfo[iGTAID].tagPosition.fX - 2.0f - w - 1.0f, playerBaseY - 3.0f + offY,
                                D3DCOLOR_ARGB(255, 255, 153, 0), bufdwa);
                            break;
                        }
                    }
                }
            }
Screenshot:
 
Last edited:
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