Out streamed players sending position.

tested05

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Trying to get the position of a player that is out of range of the stream. What functions do I need to implement this?
 

dphome

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renderOutStreamPlayerTags from source of mod_sa Blue Eclipse

PHP:
void renderOutStreamPlayerTags(void)
{
    // don't run in the menu
    if (gta_menu_active())
        return;

    // Exit this function and enable samp nametags, if panic key
    if (cheat_state->_generic.cheat_panic_enabled || !bemod->MegaESP.enabled)
        return;

    if (!g_dwSAMP_Addr || !g_SAMP || !g_Players)
        return;

    // don't run during certain samp events
    if (g_dwSAMP_Addr && g_SAMP)
    {
        if (
            // Scoreboard open?
            (GetAsyncKeyState(VK_TAB) < 0 && set.d3dtext_score)
            || g_Scoreboard->iIsEnabled
            // F10 key down?
            || GetAsyncKeyState(VK_F10) < 0
            )
            return;
    }

    // don't run if the CGameSA doesn't exist
    if (!pGameInterface)
        return;

    // don't run if we don't exist
    if (isBadPtr_GTA_pPed(pPedSelf))
        return;

    // for tracking player states as we iterate through
    bool    isPedESPCollided[SAMP_MAX_PLAYERS];
    bool    isPedESPStairStacked[SAMP_MAX_PLAYERS];
    memset(isPedESPCollided, false, sizeof(bool)* SAMP_MAX_PLAYERS);
    memset(isPedESPStairStacked, true, sizeof(bool)* SAMP_MAX_PLAYERS);

    // alignment settings
    int            ESP_tag_player_pixelOffsetY = -10;
    float        ESP_tag_player_D3DBox_pixelOffsetX = -0.5f;
    float        ESP_tag_player_D3DBox_pixelOffsetY = -0.5f;
    float        ESP_tag_player_posOffsetZ = 1.0f;
    float        ESP_tag_player_espHeight = 40.0f;
    //float        ESP_tag_player_movementSpeed = 5.0f;

    D3DXVECTOR3 poss, screenposs;
    char        buf[256];

    actor_info * actor_self = actor_info_get(ACTOR_SELF, NULL);
    if (!actor_self)
        return;

    // get initial variables for peds streamed in
    for (int iGTAID = 0; iGTAID < SAMP_MAX_PLAYERS; iGTAID++)
    {

        if (g_Players->iIsListed[iGTAID] != 1)
            continue;

        if (vect3_near_zero(bemod->MegaESP.player[iGTAID].pos))
            continue;

        actor_info *actor = getGTAPedFromSAMPPlayerID(iGTAID);

        if (actor)
            continue;

        // get the player position in 2D
        poss.x = bemod->MegaESP.player[iGTAID].pos[0];
        poss.y = bemod->MegaESP.player[iGTAID].pos[1];
        poss.z = bemod->MegaESP.player[iGTAID].pos[2] + ESP_tag_player_posOffsetZ;
        CalcScreenCoors(&poss, &screenposs);

        // check if the iter is culled or not
        if (screenposs.z < 1.f)
        {
            g_playerTagInfo2[iGTAID].tagOffsetY = 0.0f;
            g_playerTagInfo2[iGTAID].isPastMaxDistance = true;
            g_playerTagInfo2[iGTAID].draw = false;
            continue;
        }
        g_playerTagInfo2[iGTAID].draw = true;

        g_playerTagInfo2[iGTAID].dist = vect3_dist(actor_self->base.matrix + 12, bemod->MegaESP.player[iGTAID].pos);
        // global, set ESP position for tagOffsetY use
        g_playerTagInfo2[iGTAID].tagPosition.fX = screenposs.x;
        g_playerTagInfo2[iGTAID].tagPosition.fY = screenposs.y;
        g_playerTagInfo2[iGTAID].tagPosition.fZ = screenposs.z;
    }

    // remove staircase problem
    for (int iGTAID = 0; iGTAID < SAMP_MAX_PLAYERS; iGTAID++)
    {
        if (g_Players->iIsListed[iGTAID] != 1)
            continue;

        if (vect3_near_zero(bemod->MegaESP.player[iGTAID].pos))
            continue;

        actor_info *actor = getGTAPedFromSAMPPlayerID(iGTAID);

        if (actor)
            continue;

        // filter out "ok" ESP
        if (!g_playerTagInfo2[iGTAID].isStairStacked
            && g_playerTagInfo2[iGTAID].tagOffsetY < 40.0f
            )
            continue;

        // detect stair stacking per frame if ESP isn't already stair stacked
        if (!g_playerTagInfo2[iGTAID].isStairStacked)
        {
            // reset iterInner position
            for (int iGTAID_Inner = 0; iGTAID_Inner < SAMP_MAX_PLAYERS; iGTAID_Inner++)
            {

                if (g_Players->iIsListed[iGTAID] != 1)
                    continue;

                if (vect3_near_zero(bemod->MegaESP.player[iGTAID].pos))
                    continue;

                actor_info *actor = getGTAPedFromSAMPPlayerID(iGTAID);
                if (actor)
                    continue;

                // ignore if it's us or isPastMaxDistance
                if (iGTAID_Inner == iGTAID)
                    continue;

                // test to see who comes out on top
                if (abs(g_playerTagInfo2[iGTAID].tagPosition.fX - g_playerTagInfo2[iGTAID_Inner].tagPosition.fX) <= 100.0f
                    &&     abs((g_playerTagInfo2[iGTAID].tagPosition.fY - (g_playerTagInfo2[iGTAID].tagOffsetY / 2.0f)) - (g_playerTagInfo2[iGTAID_Inner].tagPosition.fY - g_playerTagInfo2[iGTAID_Inner].tagOffsetY)) <= ESP_tag_player_espHeight)
                {
                    isPedESPStairStacked[iGTAID] = false;
                }
            }

            // setup stair stack variables needed to un stack the ESP
            if (isPedESPStairStacked[iGTAID])
            {
                g_playerTagInfo2[iGTAID].isStairStacked = true;
                g_playerTagInfo2[iGTAID].stairStackedOffset = g_playerTagInfo2[iGTAID].tagOffsetY / 2.0f;
            }
        }    // end inner while - detect stair stacking

        // lower the offsets for stair stacked ESP
        // and turn off stack status of ESP that reaches the "available" offset
        if (g_playerTagInfo2[iGTAID].isStairStacked)
        {
            g_playerTagInfo2[iGTAID].tagOffsetY -= 5.0f;
            g_playerTagInfo2[iGTAID].stairStackedOffset -= 5.0f;
            if (g_playerTagInfo2[iGTAID].stairStackedOffset < 5.0f)
            {
                g_playerTagInfo2[iGTAID].stairStackedOffset = 0.0f;
                g_playerTagInfo2[iGTAID].isStairStacked = false;
            }
        }
    }        // end outer while - remove staircase problem

    for (int iGTAID = 0; iGTAID < SAMP_MAX_PLAYERS; iGTAID++)
    {

        if (g_Players->iIsListed[iGTAID] != 1)
            continue;

        if (vect3_near_zero(bemod->MegaESP.player[iGTAID].pos))
            continue;

        actor_info *actor = getGTAPedFromSAMPPlayerID(iGTAID);

        if (actor)
            continue;

        // we isPastMaxDistance or stairstacked, move along
        if (g_playerTagInfo2[iGTAID].isStairStacked)
            continue;

        for (int iGTAID_Inner = 0; iGTAID_Inner < SAMP_MAX_PLAYERS; iGTAID_Inner++)
        {

            if (g_Players->iIsListed[iGTAID] != 1)
                continue;

            if (vect3_near_zero(bemod->MegaESP.player[iGTAID].pos))
                continue;

            actor_info *actor = getGTAPedFromSAMPPlayerID(iGTAID);

            if (actor)
                continue;

            // filter out isPastMaxDistance, stairstacked, and same Ped
            if (g_playerTagInfo2[iGTAID_Inner].isStairStacked
                || iGTAID == iGTAID_Inner) continue;

            // player is within range, figure out if there's collision
            if (abs(g_playerTagInfo2[iGTAID].tagPosition.fX - g_playerTagInfo2[iGTAID_Inner].tagPosition.fX) <= 100.0f
                &&     abs((g_playerTagInfo2[iGTAID].tagPosition.fY - g_playerTagInfo2[iGTAID].tagOffsetY) - (
                g_playerTagInfo2[iGTAID_Inner].tagPosition.fY - g_playerTagInfo2[iGTAID_Inner].tagOffsetY)) <= ESP_tag_player_espHeight)
            {
                // collision, figure out who gets to stay
                if (g_playerTagInfo2[iGTAID].tagPosition.fZ < g_playerTagInfo2[iGTAID_Inner].tagPosition.fZ)
                {
                    // playerID "g_pTI_i" is farther, it should move up
                    g_playerTagInfo2[iGTAID_Inner].tagOffsetY += 5.0f;
                    isPedESPCollided[iGTAID_Inner] = true;
                }
                else if (g_playerTagInfo2[iGTAID].tagPosition.fZ > g_playerTagInfo2[iGTAID_Inner].tagPosition.fZ)
                {
                    // playerID "i" is farther, it should move up
                    // we should only need normal upward movement here
                    g_playerTagInfo2[iGTAID].tagOffsetY += 5.0f;
                    isPedESPCollided[iGTAID] = true;
                }
                else
                {
                    // both playerIDs are the same position @_@ so prefer the lower ID#
                    if (iGTAID < iGTAID_Inner)
                    {
                        g_playerTagInfo2[iGTAID_Inner].tagOffsetY += 5.0f;
                        isPedESPCollided[iGTAID_Inner] = true;
                    }
                    else
                    {
                        g_playerTagInfo2[iGTAID].tagOffsetY += 5.0f;
                        isPedESPCollided[iGTAID] = true;
                    }
                }
            }

            // are we jigglin?  everybody likes ta jiggle.
            if (abs(g_playerTagInfo2[iGTAID].tagPosition.fX - g_playerTagInfo2[iGTAID_Inner].tagPosition.fX) <= 100.0f
                && abs(
                (g_playerTagInfo2[iGTAID].tagPosition.fY - g_playerTagInfo2[iGTAID].tagOffsetY)
                - (g_playerTagInfo2[iGTAID_Inner].tagPosition.fY - g_playerTagInfo2[iGTAID_Inner].tagOffsetY)
                ) - 5.0f <= ESP_tag_player_espHeight
                )
            {
                if (g_playerTagInfo2[iGTAID].tagPosition.fZ < g_playerTagInfo2[iGTAID_Inner].tagPosition.fZ)
                {
                    isPedESPCollided[iGTAID_Inner] = true;
                }
                else
                {
                    isPedESPCollided[iGTAID] = true;
                }
            }


        }    // end inner while

        // return tagOffsetY to zero if needed
        if (!isPedESPCollided[iGTAID])
        {
            if (g_playerTagInfo2[iGTAID].tagOffsetY >= 5.0f)
            {
                g_playerTagInfo2[iGTAID].tagOffsetY -= 5.0f;
            }
            else
            {
                g_playerTagInfo2[iGTAID].tagOffsetY = 0.0f;
            }
        }
    }        // end outer while
    float h, playerBaseY;
    for (int iGTAID = 0; iGTAID < SAMP_MAX_PLAYERS; iGTAID++)
    {

        if (g_Players->iIsListed[iGTAID] != 1)
            continue;

        if (vect3_near_zero(bemod->MegaESP.player[iGTAID].pos))
            continue;

        actor_info *actor = getGTAPedFromSAMPPlayerID(iGTAID);

        if (actor)
            continue;

        if (!g_playerTagInfo2[iGTAID].draw)
            continue;

        DWORD tick = GetTickCount();

        if (tick - bemod->MegaESP.player[iGTAID].dw_last_update > 5000 && bemod->smart_ESP.enabled)
            continue;

        byte alpha = 0xff;
        byte alpha_distance = 0x5F;
        D3DCOLOR color_name = 0;

        D3DCOLOR
        red = 0xFF,
        green = 0xFF,
        blue = 0xFF;
        D3DCOLOR distance_color = 0xFFFFFFFF;

        float dist = vect3_dist(bemod->MegaESP.player[iGTAID].pos,actor_info_get(ACTOR_SELF, NULL)->base.matrix + 12);

            if (dist < 500.0f)
                dist = 10.0f;

            if (dist > 2000.0f)
                dist = 2000.0f;

            alpha_distance = (2000.0f - dist) / 2000.0f*255.0f;

        color_name = GetPlayerColor(iGTAID);

        alpha = GetPlayerAlpha(iGTAID);

        SetColorAlpha(color_name, alpha);

        if (bemod->smart_ESP.enabled)
            distance_color = color_name;

        SetColorAlpha(distance_color, alpha_distance);

        playerBaseY = g_playerTagInfo2[iGTAID].tagPosition.fY -g_playerTagInfo2[iGTAID].tagOffsetY +ESP_tag_player_pixelOffsetY;

        //D3DCOLOR    color = D3DCOLOR_ARGB(0xFF, 0, 200, 0);

        CD3DFont * cFontDraw = pD3DFontFixed/*pD3DFont_sampStuff*/;
        // this should also calculate the anti-aliasing top edge somehow
        h = cFontDraw->DrawHeight() - 1;
        _snprintf_s(buf, sizeof(buf)-1, "%s(%d)", getPlayerName(iGTAID), iGTAID);
        cFontDraw->PrintShadow(g_playerTagInfo2[iGTAID].tagPosition.fX, playerBaseY - h,
            color_name, buf);

        _snprintf_s(buf, sizeof(buf)-1, "Distance %0.2f", g_playerTagInfo2[iGTAID].dist);
        cFontDraw->PrintShadow(g_playerTagInfo2[iGTAID].tagPosition.fX, playerBaseY,
            distance_color, buf);
    }
    // end render ESP tags
}

PHP:
bool OnReceivePacket(Packet *p)
{
    if (p->data == nullptr || p->length == 0)
        return true;


    if (set.netPatchAssoc[p->data[0]][INCOMING_PACKET] != nullptr && set.netPatchAssoc[p->data[0]][INCOMING_PACKET]->enabled)
        return false;



    if (p->data[0] == ID_MARKERS_SYNC)
    {
        RakNet::BitStream    bs(p->data, p->length, false);
        int            iNumberOfPlayers = 0;
        uint16_t    playerID = uint16_t(-1);
        short        sPos[3] = { 0, 0, 0 };
        bool        bIsPlayerActive = false;

        bs.IgnoreBits(8);
        bs.Read(iNumberOfPlayers);
        if (iNumberOfPlayers < 0 || iNumberOfPlayers > SAMP_MAX_PLAYERS)
            return true;

        for (int i = 0; i < iNumberOfPlayers; i++)
        {
            bs.Read(playerID);
            bs.ReadCompressed(bIsPlayerActive);
            if (bIsPlayerActive == 0 || isBadSAMPPlayerID(playerID))
                continue;
            bs.Read(sPos);
            g_stStreamedOutInfo.iPlayerID[playerID] = playerID;
            g_stStreamedOutInfo.fPlayerPos[playerID][0] = sPos[0];
            g_stStreamedOutInfo.fPlayerPos[playerID][1] = sPos[1];
            g_stStreamedOutInfo.fPlayerPos[playerID][2] = sPos[2];

            bemod->MegaESP.player[playerID].dw_last_update = GetTickCount();

            for (int i = 0; i < 3; ++i)
                bemod->MegaESP.player[playerID].pos[i] = sPos[i];
        }
    }

    return true;
}
 
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