how can i change it ?

T52

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Hello, i want to change this sobeit wallhack player visibility with hp bar to other object like text or something. How can i make this ? :)
 

T52

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Mar 16, 2014
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It's the right code to edit?

Code:
// start render ESP tags
	float w, h, playerBaseY;
	while ( iter.pos < iter.end )
	{
		// map iterator pointer to our pointer
		iterPed = iter.pos->second;

		// advance to next item for next pass
		iter.pos++;
		if ( !iterPed )
			continue;

		// get player id
		iGTAID = (int)iterPed->GetArrayID();

		// ignore if isPastMaxDistance or if it's us
		if ( g_playerTagInfo[iGTAID].isPastMaxDistance || iGTAID == selfGTAID )
			continue;

		playerBaseY = g_playerTagInfo[iGTAID].tagPosition.fY -
			g_playerTagInfo[iGTAID].tagOffsetY +
			ESP_tag_player_pixelOffsetY;

		int iSAMPID;
		if ( g_Players )
			iSAMPID = translateGTASAMP_pedPool.iSAMPID[getPedGTAIDFromInterface( (DWORD *)iterPed->GetPedInterface() )];

		// get Ped health
		// works in single player, but SAMP maintains its own player health
		//vh = iterPed->GetHealth();
		// get samp health
		if ( g_Players )
		{
			if ( g_Players->pRemotePlayer[iSAMPID] != NULL
				&&	 g_Players->pRemotePlayer[iSAMPID]->pPlayerData != NULL
				&&  g_Players->pRemotePlayer[iSAMPID]->pPlayerData->pSAMP_Actor != NULL
				&&  (DWORD)g_Players->pRemotePlayer[iSAMPID]->pPlayerData->pSAMP_Actor->pGTA_Ped == (DWORD)iterPed->GetPedInterface() )
			{
				vh = g_Players->pRemotePlayer[iSAMPID]->pPlayerData->fActorHealth;
				va = g_Players->pRemotePlayer[iSAMPID]->pPlayerData->fActorArmor;
			}
			else
			{
				// SA-MP running, but was not a remote player
				continue;
			}
		}
		else
		{
			// SA-MP not running or failed to initialize g_Players
			vh = iterPed->GetHealth();
			va = iterPed->GetArmor();
		}

		D3DCOLOR	color = D3DCOLOR_ARGB( 75, 0, 200, 0 );
		if ( vh > 100.0f )
			vh = 100.0f;
		if ( vh < 100.0f && vh > 60.0f )
			color = D3DCOLOR_ARGB( 111, 0, 200, 0 );
		if ( vh < 60.0f && vh > 20.0f )
			color = D3DCOLOR_ARGB( 111, 200, 200, 0 );
		if ( vh < 20.0f && vh > 0.0f )
			color = D3DCOLOR_ARGB( 111, 200, 0, 0 );

		render->D3DBox( g_playerTagInfo[iGTAID].tagPosition.fX + ESP_tag_player_D3DBox_pixelOffsetX,
						playerBaseY + ESP_tag_player_D3DBox_pixelOffsetY, 100.0f, 10.0f, D3DCOLOR_ARGB(111, 0, 0, 0) );
		render->D3DBox( g_playerTagInfo[iGTAID].tagPosition.fX + 1.0f + ESP_tag_player_D3DBox_pixelOffsetX,
						playerBaseY + 1.0f + ESP_tag_player_D3DBox_pixelOffsetY, vh - 2.0f, 8.0f, color );

		if ( va > 0.0f )
		{
			if ( va > 100.0f )
				va = 100.0f;
			va /= 1.0f;
			render->D3DBox( g_playerTagInfo[iGTAID].tagPosition.fX + ESP_tag_player_D3DBox_pixelOffsetX,
							playerBaseY + ESP_tag_player_D3DBox_pixelOffsetY, va - 1.0f, 10.0f, D3DCOLOR_ARGB(111, 0, 0, 0) );
			render->D3DBox( g_playerTagInfo[iGTAID].tagPosition.fX + 1.0f + ESP_tag_player_D3DBox_pixelOffsetX,
							playerBaseY + 1.0f + ESP_tag_player_D3DBox_pixelOffsetY, va - 2.0f, 8.0f,
							D3DCOLOR_ARGB(111, 220, 220, 220) );
		}

		// this should also calculate the anti-aliasing top edge somehow
		h = pD3DFontFixedSmall->DrawHeight() + 1;

		// already check if player is ok before
		// so now we only need to check if samp is running
		if ( !g_Players )
		{
			_snprintf_s( buf, sizeof(buf)-1, "H: %d, A: %d", (int)iterPed->GetHealth(), (int)iterPed->GetArmor() );
			pD3DFontFixedSmall->PrintShadow( g_playerTagInfo[iGTAID].tagPosition.fX + 8.0f, playerBaseY - h + 10.0f,
										 D3DCOLOR_ARGB(130, 0xFF, 0x6A, 0), buf );
		}
		else
		{
			_snprintf_s( buf, sizeof(buf)-1, "H: %d, A: %d",
						 (int)g_Players->pRemotePlayer[iSAMPID]->pPlayerData->fActorHealth,
						 (int)g_Players->pRemotePlayer[iSAMPID]->pPlayerData->fActorArmor );
			pD3DFontFixedSmall->PrintShadow( g_playerTagInfo[iGTAID].tagPosition.fX + 8.0f, playerBaseY - h + 10.0f,
										 D3DCOLOR_ARGB(130, 0xFF, 0x6A, 0), buf );

			// render the main nametag last so it's on top
			// this should calculate the anti-aliasing top edge somehow
			h = pD3DFont_sampStuff->DrawHeight() - 1;
			_snprintf_s( buf, sizeof(buf)-1, "%s (%d)", getPlayerName(iSAMPID), iSAMPID );
			w = pD3DFont_sampStuff->DrawLength( buf );
			pD3DFont_sampStuff->PrintShadow( g_playerTagInfo[iGTAID].tagPosition.fX, playerBaseY - h,
				samp_color_get( iSAMPID, 0xDD000000 ), buf );
		}
	}

	// end render ESP tags
 
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