@ -1,75 +1,75 @@
# include "overlay.h"
extern int E01C6D aim;
extern bool E01C6D esp;
extern bool E01C6D aim_no_recoil;
extern bool E01C6D ready;
extern bool E01C6D use_nvidia;
extern float E01C6D max_dist;
extern float E01C6D seer_dist;
extern float E01C6D smooth;
extern float E01C6D max_fov;
extern float E01C6D xp_dist;
extern float E01C6D scale;
extern int E01C6D bone;
extern bool E01C6D thirdperson;
extern int E01C6D spectators;
extern int E01C6D allied_spectators;
extern bool E01C6D chargerifle;
extern bool E01C6D freecam;
extern bool E01C6D lockall_mode;
extern bool E01C6D start_rank_process;
extern bool E01C6D firing_range;
extern int E01C6D index;
extern float E01C6D rcs_pitch;
extern float E01C6D rcs_yaw;
extern bool E01C6D refresh;
extern bool E01C6D render_plist;
int E01C6D width;
int E01C6D height;
bool E01C6D k_leftclick = false ;
bool E01C6D k_ins = false ;
bool E01C6D show_menu = false ;
E01C6D visuals E01C6D v;
extern int aim;
extern bool esp;
extern bool aim_no_recoil;
extern bool ready;
extern bool use_nvidia;
extern float max_dist;
extern float seer_dist;
extern float smooth;
extern float max_fov;
extern float xp_dist;
extern float scale;
extern int bone;
extern bool thirdperson;
extern int spectators;
extern int allied_spectators;
extern bool chargerifle;
extern bool freecam;
extern bool lockall_mode;
extern bool start_rank_process;
extern bool firing_range;
extern int index;
extern float rcs_pitch;
extern float rcs_yaw;
extern bool refresh;
extern bool render_plist;
int width;
int height;
bool k_leftclick = false ;
bool k_ins = false ;
bool show_menu = false ;
visuals v;
extern bool IsKeyDown ( int vk ) ;
LONG E01C6D nv_default = WS_POPUP | WS_CLIPSIBLINGS ;
LONG E01C6D nv_default_in_game = E01C6D nv_default | WS_DISABLED ;
LONG E01C6D nv_edit = E01C6D nv_default_in_game | WS_VISIBLE ;
LONG nv_default = WS_POPUP | WS_CLIPSIBLINGS ;
LONG nv_default_in_game = nv_default | WS_DISABLED ;
LONG nv_edit = nv_default_in_game | WS_VISIBLE ;
LONG E01C6D nv_ex_default = WS_EX_TOOLWINDOW ;
LONG E01C6D nv_ex_edit = E01C6D nv_ex_default | WS_EX_LAYERED | WS_EX_TRANSPARENT ;
LONG E01C6D nv_ex_edit_menu = E01C6D nv_ex_default | WS_EX_TRANSPARENT ;
LONG nv_ex_default = WS_EX_TOOLWINDOW ;
LONG nv_ex_edit = nv_ex_default | WS_EX_LAYERED | WS_EX_TRANSPARENT ;
LONG nv_ex_edit_menu = nv_ex_default | WS_EX_TRANSPARENT ;
static DWORD WINAPI StaticMessageStart ( void * E01C6D Param)
static DWORD WINAPI StaticMessageStart ( void * Param)
{
Overlay * E01C6D ov = ( Overlay * ) E01C6D Param;
E01C6D ov- > Create E01C6D Overlay( ) ;
Overlay * ov = ( Overlay * ) Param;
ov- > Create Overlay( ) ;
return 0 ;
}
BOOL CALLBACK EnumWindowsCallback ( HWND E01C6D hwnd, LPARAM lParam )
BOOL CALLBACK EnumWindowsCallback ( HWND hwnd, LPARAM lParam )
{
wchar_t class E01C6D Name[ 255 ] = L " " ;
GetClassName ( E01C6D hwnd, class E01C6D Name, 255 ) ;
if ( E01C6D use_nvidia)
wchar_t class Name[ 255 ] = L " " ;
GetClassName ( hwnd, class Name, 255 ) ;
if ( use_nvidia)
{
if ( wcscmp ( XorStrW ( L " CEF-OSC-WIDGET " ) , class E01C6D Name) = = 0 ) //Nvidia overlay
if ( wcscmp ( XorStrW ( L " CEF-OSC-WIDGET " ) , class Name) = = 0 ) //Nvidia overlay
{
HWND * w = ( HWND * ) lParam ;
if ( GetWindowLong ( E01C6D hwnd, GWL_STYLE ) ! = E01C6D nv_default & & GetWindowLong ( E01C6D hwnd, GWL_STYLE ) ! = E01C6D nv_default_in_game)
if ( GetWindowLong ( hwnd, GWL_STYLE ) ! = nv_default & & GetWindowLong ( hwnd, GWL_STYLE ) ! = nv_default_in_game)
return TRUE ;
* w = E01C6D hwnd;
* w = hwnd;
return TRUE ;
}
}
else
{
if ( wcscmp ( XorStrW ( L " E01C6D overlay" ) , class E01C6D Name) = = 0 ) //Custom overlay
if ( wcscmp ( XorStrW ( L " overlay" ) , class Name) = = 0 ) //Custom overlay
{
HWND * w = ( HWND * ) lParam ;
* w = E01C6D hwnd;
* w = hwnd;
return TRUE ;
}
}
@ -88,29 +88,29 @@ void CleanupDeviceD3D();
void CreateRenderTarget ( ) ;
void CleanupRenderTarget ( ) ;
void Overlay : : Render E01C6D Menu( )
void Overlay : : Render Menu( )
{
static bool E01C6D aim_enable = false ;
static bool E01C6D vis_check = false ;
static bool E01C6D spec_disable = false ;
static bool E01C6D all_spec_disable = false ;
static bool aim_enable = false ;
static bool vis_check = false ;
static bool spec_disable = false ;
static bool all_spec_disable = false ;
if ( E01C6D aim > 0 )
if ( aim > 0 )
{
E01C6D aim_enable = true ;
if ( E01C6D aim > 1 )
aim_enable = true ;
if ( aim > 1 )
{
E01C6D vis_check = true ;
vis_check = true ;
}
else
{
E01C6D vis_check = false ;
vis_check = false ;
}
}
else
{
E01C6D aim_enable = false ;
E01C6D vis_check = false ;
aim_enable = false ;
vis_check = false ;
}
ImGui : : SetNextWindowPos ( ImVec2 ( 0 , 0 ) ) ;
ImGui : : SetNextWindowSize ( ImVec2 ( 490 , 325 ) ) ;
@ -120,82 +120,82 @@ void Overlay::RenderE01C6DMenu()
{
if ( ImGui : : BeginTabItem ( XorStr ( u8 " MainMenu " ) ) )
{
ImGui : : Checkbox ( XorStr ( u8 " ESP " ) , & E01C6D esp) ;
ImGui : : Checkbox ( XorStr ( u8 " Aimbot " ) , & E01C6D aim_enable) ;
ImGui : : Checkbox ( XorStr ( u8 " ESP " ) , & esp) ;
ImGui : : Checkbox ( XorStr ( u8 " Aimbot " ) , & aim_enable) ;
if ( E01C6D aim_enable)
if ( aim_enable)
{
ImGui : : SameLine ( ) ;
ImGui : : Checkbox ( XorStr ( u8 " Visible check " ) , & E01C6D vis_check) ;
ImGui : : Checkbox ( XorStr ( u8 " Visible check " ) , & vis_check) ;
ImGui : : SameLine ( ) ;
ImGui : : Checkbox ( XorStr ( u8 " No recoil " ) , & E01C6D aim_no_recoil) ;
if ( E01C6D vis_check)
ImGui : : Checkbox ( XorStr ( u8 " No recoil " ) , & aim_no_recoil) ;
if ( vis_check)
{
E01C6D aim = 2 ;
aim = 2 ;
}
else
{
E01C6D aim = 1 ;
aim = 1 ;
}
}
else
{
E01C6D aim = 0 ;
aim = 0 ;
}
ImGui : : Checkbox ( XorStr ( u8 " freecamera " ) , & E01C6D freecam) ;
ImGui : : Checkbox ( XorStr ( u8 " Lock on teammates " ) , & E01C6D lockall_mode) ;
ImGui : : Checkbox ( XorStr ( u8 " firing_range mode " ) , & E01C6D firing_range) ; // E01C6D firing_range
//ImGui::InputInt(XorStr("index"), & E01C6D index);//E01C6D index
ImGui : : Checkbox ( XorStr ( u8 " freecamera " ) , & freecam) ;
ImGui : : Checkbox ( XorStr ( u8 " Lock on teammates " ) , & lockall_mode) ;
ImGui : : Checkbox ( XorStr ( u8 " firing_range mode " ) , & firing_range) ; // firing_range
//ImGui::InputInt(XorStr("index"), & index);//index
ImGui : : EndTabItem ( ) ;
}
if ( ImGui : : BeginTabItem ( XorStr ( u8 " Aimbot " ) ) )
{
ImGui : : Text ( XorStr ( u8 " Max distence: " ) ) ;
ImGui : : SliderFloat ( XorStr ( " ##1 " ) , & E01C6D max_dist, 100.0f * 40 , 800.0f * 40 , " %.2f " ) ;
ImGui : : SliderFloat ( XorStr ( " ##1 " ) , & max_dist, 100.0f * 40 , 800.0f * 40 , " %.2f " ) ;
ImGui : : SameLine ( ) ;
ImGui : : Text ( u8 " (%d M) " , ( int ) ( E01C6D max_dist / 40 ) ) ;
ImGui : : Text ( u8 " real dist :%d M " , ( int ) ( E01C6D max_dist / 40 ) ) ;
ImGui : : Text ( u8 " (%d M) " , ( int ) ( max_dist / 40 ) ) ;
ImGui : : Text ( u8 " real dist :%d M " , ( int ) ( max_dist / 40 ) ) ;
ImGui : : Text ( XorStr ( u8 " Smooth " ) ) ;
ImGui : : SliderFloat ( XorStr ( " ##2 " ) , & E01C6D smooth, 76.0f , 100.0f , " %.2f " ) ;
ImGui : : SliderFloat ( XorStr ( " ##2 " ) , & smooth, 76.0f , 100.0f , " %.2f " ) ;
ImGui : : Text ( XorStr ( u8 " FOV: " ) ) ;
ImGui : : SliderFloat ( XorStr ( " ##3 " ) , & E01C6D max_fov, 5.0f , 250.0f , " %.2f " ) ;
ImGui : : SliderFloat ( XorStr ( " ##3 " ) , & max_fov, 5.0f , 250.0f , " %.2f " ) ;
ImGui : : Text ( XorStr ( u8 " Bone: " ) ) ;
ImGui : : SliderInt ( XorStr ( " ##4 " ) , & E01C6D bone, 0 , 3 ) ;
ImGui : : SliderInt ( XorStr ( " ##4 " ) , & bone, 0 , 3 ) ;
ImGui : : Text ( XorStr ( u8 " RCS PITCH: " ) ) ;
ImGui : : SliderFloat ( XorStr ( " ##5 " ) , & E01C6D rcs_pitch, 0 , 1 ) ;
ImGui : : SliderFloat ( XorStr ( " ##5 " ) , & rcs_pitch, 0 , 1 ) ;
ImGui : : Text ( XorStr ( u8 " RCS YAW: " ) ) ;
ImGui : : SliderFloat ( XorStr ( " ##6 " ) , & E01C6D rcs_yaw, 0 , 1 ) ;
ImGui : : SliderFloat ( XorStr ( " ##6 " ) , & rcs_yaw, 0 , 1 ) ;
//ImGui::Text(XorStr(u8"FOV Draw scale:"));
//ImGui::SliderFloat(XorStr("##5"), & E01C6D scale, 0.0f, 140.0f, "%.2f");
//ImGui::SliderFloat(XorStr("##5"), & scale, 0.0f, 140.0f, "%.2f");
ImGui : : EndTabItem ( ) ;
}
if ( ImGui : : BeginTabItem ( XorStr ( u8 " ESPHACK " ) ) )
{
ImGui : : Text ( XorStr ( u8 " ESP " ) ) ;
//ImGui::Checkbox
ImGui : : Checkbox ( XorStr ( u8 " BOX " ) , & E01C6D v. E01C6D box) ;
ImGui : : Checkbox ( XorStr ( u8 " BOX " ) , & v. box) ;
ImGui : : SameLine ( 0 , 70.0f ) ;
ImGui : : Checkbox ( XorStr ( u8 " xp level " ) , & E01C6D v. E01C6D renderxp) ;
ImGui : : Checkbox ( XorStr ( u8 " line " ) , & E01C6D v. E01C6D line) ;
ImGui : : Checkbox ( XorStr ( u8 " dist + teamID " ) , & E01C6D v. E01C6D distance) ;
ImGui : : Checkbox ( XorStr ( u8 " seer esp " ) , & E01C6D v. E01C6D healthbar) ;
ImGui : : Checkbox ( XorStr ( u8 " xp level " ) , & v. renderxp) ;
ImGui : : Checkbox ( XorStr ( u8 " line " ) , & v. line) ;
ImGui : : Checkbox ( XorStr ( u8 " dist + teamID " ) , & v. distance) ;
ImGui : : Checkbox ( XorStr ( u8 " seer esp " ) , & v. healthbar) ;
ImGui : : Text ( XorStr ( u8 " seer esp distence: " ) ) ;
ImGui : : SliderFloat ( XorStr ( " ##1 " ) , & E01C6D seer_dist, 100.0f * 40 , 800.0f * 40 , " %.2f " ) ;
ImGui : : SliderFloat ( XorStr ( " ##1 " ) , & seer_dist, 100.0f * 40 , 800.0f * 40 , " %.2f " ) ;
ImGui : : SameLine ( ) ;
ImGui : : Text ( u8 " (%d M) " , ( int ) ( E01C6D seer_dist / 40 ) ) ;
ImGui : : Text ( u8 " (%d M) " , ( int ) ( seer_dist / 40 ) ) ;
ImGui : : Text ( XorStr ( u8 " XP level display distence: " ) ) ;
ImGui : : SliderFloat ( XorStr ( " ##2 " ) , & E01C6D xp_dist, 100.0f * 40 , 800.0f * 40 , " %.2f " ) ;
ImGui : : SliderFloat ( XorStr ( " ##2 " ) , & xp_dist, 100.0f * 40 , 800.0f * 40 , " %.2f " ) ;
ImGui : : SameLine ( ) ;
ImGui : : Text ( u8 " (%d M) " , ( int ) ( E01C6D xp_dist / 40 ) ) ;
ImGui : : Text ( u8 " (%d M) " , ( int ) ( xp_dist / 40 ) ) ;
ImGui : : EndTabItem ( ) ;
}
@ -204,17 +204,17 @@ void Overlay::RenderE01C6DMenu()
ImGui : : Text ( XorStr ( u8 " DEBUG & PlayerList " ) ) ;
if ( ImGui : : Button ( u8 " Refresh " , ImVec2 ( 40 , 20 ) ) )
{
E01C6D refresh = true ;
refresh = true ;
Sleep ( 200 ) ;
E01C6D refresh = false ;
refresh = false ;
} ImGui : : SameLine ( ) ;
if ( ImGui : : Button ( u8 " GetRank " , ImVec2 ( 55 , 20 ) ) )
{
E01C6D start_rank_process = true ;
start_rank_process = true ;
Sleep ( 300 ) ;
E01C6D start_rank_process = false ;
start_rank_process = false ;
}
ImGui : : Checkbox ( XorStr ( u8 " Display list(Replace SpectatorList) " ) , & E01C6D render_plist) ;
ImGui : : Checkbox ( XorStr ( u8 " Display list(Replace SpectatorList) " ) , & render_plist) ;
ImGui : : EndTabItem ( ) ;
}
ImGui : : EndTabBar ( ) ;
@ -223,40 +223,40 @@ void Overlay::RenderE01C6DMenu()
ImGui : : End ( ) ;
}
void Overlay : : Render E01C6D Info( )
void Overlay : : Render Info( )
{
ImGui : : SetNextWindowPos ( ImVec2 ( 0 , 0 ) ) ;
ImGui : : SetNextWindowSize ( ImVec2 ( 210 , 25 ) ) ;
ImGui : : Begin ( XorStr ( " ##info " ) , ( bool * ) true , ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar ) ;
ImGui : : TextColored ( RED , u8 " Enemies %d " , E01C6D spectators) ;
ImGui : : TextColored ( RED , u8 " Enemies %d " , spectators) ;
ImGui : : SameLine ( ) ;
ImGui : : Text ( " / " ) ;
ImGui : : SameLine ( ) ;
ImGui : : TextColored ( GREEN , u8 " Team %d " , E01C6D allied_spectators) ;
ImGui : : TextColored ( GREEN , u8 " Team %d " , allied_spectators) ;
ImGui : : End ( ) ;
}
void Overlay : : Click E01C6D Through( bool E01C6D v)
void Overlay : : Click Through( bool v)
{
if ( E01C6D v)
if ( v)
{
E01C6D nv_edit = E01C6D nv_default_in_game | WS_VISIBLE ;
if ( GetWindowLong ( overlay E01C6D HWND, GWL_EXSTYLE ) ! = E01C6D nv_ex_edit)
SetWindowLong ( overlay E01C6D HWND, GWL_EXSTYLE , E01C6D nv_ex_edit) ;
nv_edit = nv_default_in_game | WS_VISIBLE ;
if ( GetWindowLong ( overlay HWND, GWL_EXSTYLE ) ! = nv_ex_edit)
SetWindowLong ( overlay HWND, GWL_EXSTYLE , nv_ex_edit) ;
}
else
{
E01C6D nv_edit = E01C6D nv_default | WS_VISIBLE ;
if ( GetWindowLong ( overlay E01C6D HWND, GWL_EXSTYLE ) ! = E01C6D nv_ex_edit_menu)
SetWindowLong ( overlay E01C6D HWND, GWL_EXSTYLE , E01C6D nv_ex_edit_menu) ;
nv_edit = nv_default | WS_VISIBLE ;
if ( GetWindowLong ( overlay HWND, GWL_EXSTYLE ) ! = nv_ex_edit_menu)
SetWindowLong ( overlay HWND, GWL_EXSTYLE , nv_ex_edit_menu) ;
}
}
DWORD Overlay : : Create E01C6D Overlay( )
DWORD Overlay : : Create Overlay( )
{
EnumWindows ( EnumWindowsCallback , ( LPARAM ) & overlay E01C6D HWND) ;
EnumWindows ( EnumWindowsCallback , ( LPARAM ) & overlay HWND) ;
//Sleep(300);
if ( overlay E01C6D HWND = = 0 )
if ( overlay HWND = = 0 )
{
printf ( XorStr ( " Can't find the overlay \n " ) ) ;
Sleep ( 1000 ) ;
@ -264,21 +264,21 @@ DWORD Overlay::CreateE01C6DOverlay()
}
HDC hDC = : : GetWindowDC ( NULL ) ;
E01C6D width = : : GetDeviceCaps ( hDC , HORZRES ) ;
E01C6D height = : : GetDeviceCaps ( hDC , VERTRES ) ;
width = : : GetDeviceCaps ( hDC , HORZRES ) ;
height = : : GetDeviceCaps ( hDC , VERTRES ) ;
E01C6D running = true ;
running = true ;
// Initialize Direct3D
if ( ! CreateDeviceD3D ( overlay E01C6D HWND) )
if ( ! CreateDeviceD3D ( overlay HWND) )
{
CleanupDeviceD3D ( ) ;
return 1 ;
}
// Show the window
: : ShowWindow ( overlay E01C6D HWND, SW_SHOWDEFAULT ) ;
: : UpdateWindow ( overlay E01C6D HWND) ;
: : ShowWindow ( overlay HWND, SW_SHOWDEFAULT ) ;
: : UpdateWindow ( overlay HWND) ;
// Setup Dear ImGui context
IMGUI_CHECKVERSION ( ) ;
@ -293,7 +293,7 @@ DWORD Overlay::CreateE01C6DOverlay()
ImGui : : GetStyle ( ) . WindowMinSize = ImVec2 ( 1 , 1 ) ;
// Setup Platform/Renderer bindings
ImGui_ImplWin32_Init ( overlay E01C6D HWND) ;
ImGui_ImplWin32_Init ( overlay HWND) ;
ImGui_ImplDX11_Init ( g_pd3dDevice , g_pd3dDeviceContext ) ;
ImVec4 clear_color = ImVec4 ( 0.0f , 0.0f , 0.0f , 0.00f ) ;
@ -301,14 +301,14 @@ DWORD Overlay::CreateE01C6DOverlay()
// Main loop
MSG msg ;
ZeroMemory ( & msg , sizeof ( msg ) ) ;
Click E01C6D Through( true ) ;
while ( E01C6D running)
Click Through( true ) ;
while ( running)
{
HWND wnd = GetWindow ( GetForegroundWindow ( ) , GW_HWNDPREV ) ;
if ( wnd ! = overlay E01C6D HWND)
if ( wnd ! = overlay HWND)
{
SetWindowPos ( overlay E01C6D HWND, wnd , 0 , 0 , 0 , 0 , SWP_ASYNCWINDOWPOS | SWP_NOMOVE | SWP_NOSIZE ) ;
: : UpdateWindow ( overlay E01C6D HWND) ;
SetWindowPos ( overlay HWND, wnd , 0 , 0 , 0 , 0 , SWP_ASYNCWINDOWPOS | SWP_NOMOVE | SWP_NOSIZE ) ;
: : UpdateWindow ( overlay HWND) ;
}
if ( : : PeekMessage ( & msg , NULL , 0U , 0U , PM_REMOVE ) )
@ -323,36 +323,36 @@ DWORD Overlay::CreateE01C6DOverlay()
ImGui_ImplWin32_NewFrame ( ) ;
ImGui : : NewFrame ( ) ;
if ( IsKeyDown ( VK_LBUTTON ) & & ! E01C6D k_leftclick)
if ( IsKeyDown ( VK_LBUTTON ) & & ! k_leftclick)
{
io . MouseDown [ 0 ] = true ;
E01C6D k_leftclick = true ;
k_leftclick = true ;
}
else if ( ! IsKeyDown ( VK_LBUTTON ) & & E01C6D k_leftclick)
else if ( ! IsKeyDown ( VK_LBUTTON ) & & k_leftclick)
{
io . MouseDown [ 0 ] = false ;
E01C6D k_leftclick = false ;
k_leftclick = false ;
}
if ( IsKeyDown ( VK_INSERT ) & & ! E01C6D k_ins & & E01C6D ready)
if ( IsKeyDown ( VK_INSERT ) & & ! k_ins & & ready)
{
E01C6D show_menu = ! E01C6D show_menu;
Click E01C6D Through( ! E01C6D show_menu) ;
E01C6D k_ins = true ;
show_menu = ! show_menu;
Click Through( ! show_menu) ;
k_ins = true ;
}
else if ( ! IsKeyDown ( VK_INSERT ) & & E01C6D k_ins)
else if ( ! IsKeyDown ( VK_INSERT ) & & k_ins)
{
E01C6D k_ins = false ;
k_ins = false ;
}
if ( E01C6D show_menu) {
Render E01C6D Menu( ) ;
if ( show_menu) {
Render Menu( ) ;
}
else {
Render E01C6D Info( ) ;
Render E01C6D Spectator( ) ;
Render Info( ) ;
Render Spectator( ) ;
}
ProcessE 01C6DE sp( ) ;
ProcessE sp( ) ;
// Rendering
ImGui : : EndFrame ( ) ;
@ -372,33 +372,33 @@ DWORD Overlay::CreateE01C6DOverlay()
//std::this_thread::sleep_for(std::chrono::milliseconds(1));// Modified to increase FPS
> > > > > > > 046f 9 c6ef56140fc611ab4d38f4c9f0426c98dfd
}
Click E01C6D Through( true ) ;
Click Through( true ) ;
CleanupDeviceD3D ( ) ;
: : DestroyWindow ( overlay E01C6D HWND) ;
: : DestroyWindow ( overlay HWND) ;
return 0 ;
}
void Overlay : : Start E01C6D ( )
void Overlay : : Start ( )
{
DWORD ThreadID ;
CreateThread ( NULL , 0 , StaticMessageStart , ( void * ) this , 0 , & ThreadID ) ;
}
void Overlay : : Clear E01C6D ( )
void Overlay : : Clear ( )
{
E01C6D running = 0 ;
running = 0 ;
Sleep ( 1 ) ;
}
int Overlay : : get E01C6D Width( )
int Overlay : : get Width( )
{
return E01C6D width;
return width;
}
int Overlay : : get E01C6D Height( )
int Overlay : : get Height( )
{
return E01C6D height;
return height;
}
// Helper functions
@ -457,47 +457,47 @@ void CleanupDeviceD3D()
if ( g_pd3dDevice ) { g_pd3dDevice - > Release ( ) ; g_pd3dDevice = NULL ; }
}
void Overlay : : Draw E01C6D Line( ImVec2 a , ImVec2 b , ImColor color , float width )
void Overlay : : Draw Line( ImVec2 a , ImVec2 b , ImColor color , float width )
{
ImGui : : GetWindowDrawList ( ) - > AddLine ( a , b , color , width ) ;
}
void Overlay : : Draw E01C6D Box( ImColor color , float x , float y , float w , float h )
void Overlay : : Draw Box( ImColor color , float x , float y , float w , float h )
{
Draw E01C6D Line( ImVec2 ( x , y ) , ImVec2 ( x + w , y ) , color , 1.0f ) ;
Draw E01C6D Line( ImVec2 ( x , y ) , ImVec2 ( x , y + h ) , color , 1.0f ) ;
Draw E01C6D Line( ImVec2 ( x + w , y ) , ImVec2 ( x + w , y + h ) , color , 1.0f ) ;
Draw E01C6D Line( ImVec2 ( x , y + h ) , ImVec2 ( x + w , y + h ) , color , 1.0f ) ;
Draw Line( ImVec2 ( x , y ) , ImVec2 ( x + w , y ) , color , 1.0f ) ;
Draw Line( ImVec2 ( x , y ) , ImVec2 ( x , y + h ) , color , 1.0f ) ;
Draw Line( ImVec2 ( x + w , y ) , ImVec2 ( x + w , y + h ) , color , 1.0f ) ;
Draw Line( ImVec2 ( x , y + h ) , ImVec2 ( x + w , y + h ) , color , 1.0f ) ;
}
void Overlay : : E01C6D Text( ImVec2 pos , ImColor color , const char * text_begin , const char * text_end , float wrap_width , const ImVec4 * cpu_fine_clip_rect )
void Overlay : : Text( ImVec2 pos , ImColor color , const char * text_begin , const char * text_end , float wrap_width , const ImVec4 * cpu_fine_clip_rect )
{
ImGui : : GetWindowDrawList ( ) - > AddText ( ImGui : : GetFont ( ) , 14 , pos , color , text_begin , text_end , wrap_width , cpu_fine_clip_rect ) ;
}
void Overlay : : E01C6D Text( ImVec2 pos , ImColor color , const char * text_begin , const char * text_end , float wrap_width , const ImVec4 * cpu_fine_clip_rect , int font )
void Overlay : : Text( ImVec2 pos , ImColor color , const char * text_begin , const char * text_end , float wrap_width , const ImVec4 * cpu_fine_clip_rect , int font )
{
ImGui : : GetWindowDrawList ( ) - > AddText ( ImGui : : GetFont ( ) , font , pos , color , text_begin , text_end , wrap_width , cpu_fine_clip_rect ) ;
}
void Overlay : : String E01C6D ( ImVec2 pos , ImColor color , const char * text )
void Overlay : : String ( ImVec2 pos , ImColor color , const char * text )
{
E01C6D Text( pos , color , text , text + strlen ( text ) , 200 , 0 ) ;
Text( pos , color , text , text + strlen ( text ) , 200 , 0 ) ;
}
void Overlay : : String E01C6D ( ImVec2 pos , ImColor color , const char * text , int font )
void Overlay : : String ( ImVec2 pos , ImColor color , const char * text , int font )
{
E01C6D Text( pos , color , text , text + strlen ( text ) , 200 , 0 , font ) ;
Text( pos , color , text , text + strlen ( text ) , 200 , 0 , font ) ;
}
void Overlay : : Rect E01C6D Filled( float x0 , float y0 , float x1 , float y1 , ImColor color , float rounding , int rounding_corners_flags )
void Overlay : : Rect Filled( float x0 , float y0 , float x1 , float y1 , ImColor color , float rounding , int rounding_corners_flags )
{
ImGui : : GetWindowDrawList ( ) - > AddRectFilled ( ImVec2 ( x0 , y0 ) , ImVec2 ( x1 , y1 ) , color , rounding , rounding_corners_flags ) ;
}
void Overlay : : Progress E01C6D Bar( float x , float y , float w , float h , int value , int v_max , ImColor barColor )
void Overlay : : Progress Bar( float x , float y , float w , float h , int value , int v_max , ImColor barColor )
{
Rect E01C6D Filled( x , y , x + w , y + ( ( h / float ( v_max ) ) * ( float ) value ) , barColor , 0.0f , 0 ) ;
Rect Filled( x , y , x + w , y + ( ( h / float ( v_max ) ) * ( float ) value ) , barColor , 0.0f , 0 ) ;
}
@ -514,36 +514,36 @@ void DrawHexagonFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, con
ImGui : : GetWindowDrawList ( ) - > AddHexagonFilled ( p1 , p2 , p3 , p4 , p5 , p6 , col ) ;
}
void Overlay : : Draw E01C6D Health( float E01C6D x, float E01C6D y, int E01C6D shield, int E01C6D max_shield, int E01C6D armorType, int E01C6D health) {
void Overlay : : Draw Health( float x, float y, int shield, int max_shield, int armorType, int health) {
int E01C6D bg_offset = 3 ;
int E01C6D bar_width = 105 ; //158
int bg_offset = 3 ;
int bar_width = 105 ; //158
// 4steps...2*3=6
// 38*4=152 152+6 = 158
// 5steps...2*4=8
// 30*5=150 150+8 = 158
float E01C6D max_health = 100.0f ; //100
float E01C6D shield_step = 25.0f ; //25
float max_health = 100.0f ; //100
float shield_step = 25.0f ; //25
int E01C6D shield_25 = 14 ; //30
int E01C6D steps = 5 ;
int shield_25 = 14 ; //30
int steps = 5 ;
ImVec2 bg1 ( E01C6D x - E01C6D bar_width / 2 - E01C6D bg_offset, E01C6D y) ;
ImVec2 bg1 ( x - bar_width / 2 - bg_offset, y) ;
ImVec2 bg2 ( bg1 . x - 10 , bg1 . y - 16 ) ;
ImVec2 bg3 ( bg2 . x + 5 , bg2 . y - 7 ) ;
ImVec2 bg4 ( bg3 . x + E01C6D bar_width + E01C6D bg_offset, bg3 . y ) ;
ImVec2 bg4 ( bg3 . x + bar_width + bg_offset, bg3 . y ) ;
ImVec2 bg5 ( bg4 . x + 11 , bg4 . y + 18 ) ;
ImVec2 bg6 ( E01C6D x + E01C6D bar_width / 2 + E01C6D bg_offset, E01C6D y) ;
ImVec2 bg6 ( x + bar_width / 2 + bg_offset, y) ;
DrawHexagonFilled ( bg1 , bg2 , bg3 , bg4 , bg5 , bg6 , ImColor ( 0 , 0 , 0 , 120 ) ) ;
ImVec2 h1 ( bg1 . x + 3 , bg1 . y - 4 ) ;
ImVec2 h2 ( h1 . x - 5 , h1 . y - 8 ) ;
ImVec2 h3 ( h2 . x + ( float ) E01C6D health / E01C6D max_health * E01C6D bar_width, h2 . y ) ;
ImVec2 h4 ( h1 . x + ( float ) E01C6D health / E01C6D max_health * E01C6D bar_width, h1 . y ) ;
ImVec2 h3m ( h2 . x + E01C6D bar_width, h2 . y ) ;
ImVec2 h4m ( h1 . x + E01C6D bar_width, h1 . y ) ;
ImVec2 h3 ( h2 . x + ( float ) health / max_health * bar_width, h2 . y ) ;
ImVec2 h4 ( h1 . x + ( float ) health / max_health * bar_width, h1 . y ) ;
ImVec2 h3m ( h2 . x + bar_width, h2 . y ) ;
ImVec2 h4m ( h1 . x + bar_width, h1 . y ) ;
DrawQuadFilled ( h1 , h2 , h3m , h4m , ImColor ( 10 , 10 , 30 , 60 ) ) ;
DrawQuadFilled ( h1 , h2 , h3 , h4 , WHITE ) ;
@ -553,23 +553,23 @@ void Overlay::DrawE01C6DHealth(float E01C6Dx, float E01C6Dy, int E01C6Dshield, i
ImColor shieldCol ;
ImColor shieldColDark ; //not used, but the real seer q has shadow inside
if ( E01C6D max_shield = = 50 ) { //white
if ( max_shield = = 50 ) { //white
shieldCol = ImColor ( 247 , 247 , 247 ) ;
shieldColDark = ImColor ( 164 , 164 , 164 ) ;
}
else if ( E01C6D max_shield = = 75 ) { //blue
else if ( max_shield = = 75 ) { //blue
shieldCol = ImColor ( 39 , 178 , 255 ) ;
shieldColDark = ImColor ( 27 , 120 , 210 ) ;
}
else if ( E01C6D max_shield = = 100 ) { //purple
else if ( max_shield = = 100 ) { //purple
shieldCol = ImColor ( 206 , 59 , 255 ) ;
shieldColDark = ImColor ( 136 , 36 , 220 ) ;
}
else if ( E01C6D max_shield = = 100 ) { //gold
else if ( max_shield = = 100 ) { //gold
shieldCol = ImColor ( 255 , 255 , 79 ) ;
shieldColDark = ImColor ( 218 , 175 , 49 ) ;
}
else if ( E01C6D max_shield = = 125 ) { //red
else if ( max_shield = = 125 ) { //red
shieldCol = ImColor ( 219 , 2 , 2 ) ;
shieldColDark = ImColor ( 219 , 2 , 2 ) ;
}
@ -577,7 +577,7 @@ void Overlay::DrawE01C6DHealth(float E01C6Dx, float E01C6Dy, int E01C6Dshield, i
shieldCol = ImColor ( 247 , 247 , 247 ) ;
shieldColDark = ImColor ( 164 , 164 , 164 ) ;
}
int shield_tmp = E01C6D shield;
int shield_tmp = shield;
int shield1 = 0 ;
int shield2 = 0 ;
int shield3 = 0 ;
@ -614,185 +614,185 @@ void Overlay::DrawE01C6DHealth(float E01C6Dx, float E01C6Dy, int E01C6Dshield, i
}
ImVec2 s1 ( h2 . x - 1 , h2 . y - 2 ) ;
ImVec2 s2 ( s1 . x - 3 , s1 . y - 5 ) ;
ImVec2 s3 ( s2 . x + shield1 / E01C6D shield_step * E01C6D shield_25, s2 . y ) ;
ImVec2 s4 ( s1 . x + shield1 / E01C6D shield_step * E01C6D shield_25, s1 . y ) ;
ImVec2 s3m ( s2 . x + E01C6D shield_25, s2 . y ) ;
ImVec2 s4m ( s1 . x + E01C6D shield_25, s1 . y ) ;
ImVec2 s3 ( s2 . x + shield1 / shield_step * shield_25, s2 . y ) ;
ImVec2 s4 ( s1 . x + shield1 / shield_step * shield_25, s1 . y ) ;
ImVec2 s3m ( s2 . x + shield_25, s2 . y ) ;
ImVec2 s4m ( s1 . x + shield_25, s1 . y ) ;
ImVec2 ss1 ( s4m . x + 2 , s1 . y ) ;
ImVec2 ss2 ( s3m . x + 2 , s2 . y ) ;
ImVec2 ss3 ( ss2 . x + shield2 / E01C6D shield_step * E01C6D shield_25, s2 . y ) ;
ImVec2 ss4 ( ss1 . x + shield2 / E01C6D shield_step * E01C6D shield_25, s1 . y ) ;
ImVec2 ss3m ( ss2 . x + E01C6D shield_25, s2 . y ) ;
ImVec2 ss4m ( ss1 . x + E01C6D shield_25, s1 . y ) ;
ImVec2 ss3 ( ss2 . x + shield2 / shield_step * shield_25, s2 . y ) ;
ImVec2 ss4 ( ss1 . x + shield2 / shield_step * shield_25, s1 . y ) ;
ImVec2 ss3m ( ss2 . x + shield_25, s2 . y ) ;
ImVec2 ss4m ( ss1 . x + shield_25, s1 . y ) ;
ImVec2 sss1 ( ss4m . x + 2 , s1 . y ) ;
ImVec2 sss2 ( ss3m . x + 2 , s2 . y ) ;
ImVec2 sss3 ( sss2 . x + shield3 / E01C6D shield_step * E01C6D shield_25, s2 . y ) ;
ImVec2 sss4 ( sss1 . x + shield3 / E01C6D shield_step * E01C6D shield_25, s1 . y ) ;
ImVec2 sss3m ( sss2 . x + E01C6D shield_25, s2 . y ) ;
ImVec2 sss4m ( sss1 . x + E01C6D shield_25, s1 . y ) ;
ImVec2 sss3 ( sss2 . x + shield3 / shield_step * shield_25, s2 . y ) ;
ImVec2 sss4 ( sss1 . x + shield3 / shield_step * shield_25, s1 . y ) ;
ImVec2 sss3m ( sss2 . x + shield_25, s2 . y ) ;
ImVec2 sss4m ( sss1 . x + shield_25, s1 . y ) ;
ImVec2 ssss1 ( sss4m . x + 2 , s1 . y ) ;
ImVec2 ssss2 ( sss3m . x + 2 , s2 . y ) ;
ImVec2 ssss3 ( ssss2 . x + shield4 / E01C6D shield_step * E01C6D shield_25, s2 . y ) ;
ImVec2 ssss4 ( ssss1 . x + shield4 / E01C6D shield_step * E01C6D shield_25, s1 . y ) ;
ImVec2 ssss3m ( ssss2 . x + E01C6D shield_25, s2 . y ) ;
ImVec2 ssss4m ( ssss1 . x + E01C6D shield_25, s1 . y ) ;
ImVec2 ssss3 ( ssss2 . x + shield4 / shield_step * shield_25, s2 . y ) ;
ImVec2 ssss4 ( ssss1 . x + shield4 / shield_step * shield_25, s1 . y ) ;
ImVec2 ssss3m ( ssss2 . x + shield_25, s2 . y ) ;
ImVec2 ssss4m ( ssss1 . x + shield_25, s1 . y ) ;
ImVec2 sssss1 ( ssss4m . x + 2 , s1 . y ) ;
ImVec2 sssss2 ( ssss3m . x + 2 , s2 . y ) ;
ImVec2 sssss3 ( sssss2 . x + shield5 / E01C6D shield_step * E01C6D shield_25, s2 . y ) ;
ImVec2 sssss4 ( sssss1 . x + shield5 / E01C6D shield_step * E01C6D shield_25, s1 . y ) ;
ImVec2 sssss3m ( sssss2 . x + E01C6D shield_25, s2 . y ) ;
ImVec2 sssss4m ( sssss1 . x + E01C6D shield_25, s1 . y ) ;
if ( E01C6D max_shield = = 50 ) {
if ( E01C6D shield < = 25 ) {
if ( E01C6D shield < 25 ) {
ImVec2 sssss3 ( sssss2 . x + shield5 / shield_step * shield_25, s2 . y ) ;
ImVec2 sssss4 ( sssss1 . x + shield5 / shield_step * shield_25, s1 . y ) ;
ImVec2 sssss3m ( sssss2 . x + shield_25, s2 . y ) ;
ImVec2 sssss4m ( sssss1 . x + shield_25, s1 . y ) ;
if ( max_shield = = 50 ) {
if ( shield < = 25 ) {
if ( shield < 25 ) {
DrawQuadFilled ( s1 , s2 , s3m , s4m , shieldCracked ) ;
DrawQuadFilled ( ss1 , ss2 , ss3m , ss4m , shieldCracked ) ;
}
if ( E01C6D shield ! = 0 )
if ( shield ! = 0 )
DrawQuadFilled ( s1 , s2 , s3 , s4 , shieldCol ) ;
}
else if ( E01C6D shield < = 50 ) {
else if ( shield < = 50 ) {
DrawQuadFilled ( s1 , s2 , s3 , s4 , shieldCol ) ;
if ( E01C6D shield ! = 50 ) {
if ( shield ! = 50 ) {
DrawQuadFilled ( ss1 , ss2 , ss3m , ss4m , shieldCracked ) ;
}
if ( E01C6D shield ! = 0 )
if ( shield ! = 0 )
DrawQuadFilled ( ss1 , ss2 , ss3 , ss4 , shieldCol ) ;
}
}
else if ( E01C6D max_shield = = 75 ) {
if ( E01C6D shield < = 25 ) {
if ( E01C6D shield < 25 ) {
else if ( max_shield = = 75 ) {
if ( shield < = 25 ) {
if ( shield < 25 ) {
DrawQuadFilled ( s1 , s2 , s3m , s4m , shieldCracked ) ;
DrawQuadFilled ( ss1 , ss2 , ss3m , ss4m , shieldCracked ) ;
DrawQuadFilled ( sss1 , sss2 , sss3m , sss4m , shieldCracked ) ;
}
if ( E01C6D shield ! = 0 )
if ( shield ! = 0 )
DrawQuadFilled ( s1 , s2 , s3 , s4 , shieldCol ) ;
}
else if ( E01C6D shield < = 50 ) {
else if ( shield < = 50 ) {
DrawQuadFilled ( s1 , s2 , s3 , s4 , shieldCol ) ;
if ( E01C6D shield < 50 ) {
if ( shield < 50 ) {
DrawQuadFilled ( ss1 , ss2 , ss3m , ss4m , shieldCracked ) ;
DrawQuadFilled ( sss1 , sss2 , sss3m , sss4m , shieldCracked ) ;
}
if ( E01C6D shield ! = 0 )
if ( shield ! = 0 )
DrawQuadFilled ( ss1 , ss2 , ss3 , ss4 , shieldCol ) ;
}
else if ( E01C6D shield < = 75 ) {
else if ( shield < = 75 ) {
DrawQuadFilled ( s1 , s2 , s3 , s4 , shieldCol ) ;
DrawQuadFilled ( ss1 , ss2 , ss3 , ss4 , shieldCol ) ;
if ( E01C6D shield < 75 ) {
if ( shield < 75 ) {
DrawQuadFilled ( sss1 , sss2 , sss3m , sss4m , shieldCracked ) ;
}
if ( E01C6D shield ! = 0 )
if ( shield ! = 0 )
DrawQuadFilled ( sss1 , sss2 , sss3 , sss4 , shieldCol ) ;
}
}
else if ( E01C6D max_shield = = 100 ) {
if ( E01C6D shield < = 25 ) {
if ( E01C6D shield < 25 ) {
else if ( max_shield = = 100 ) {
if ( shield < = 25 ) {
if ( shield < 25 ) {
DrawQuadFilled ( s1 , s2 , s3m , s4m , shieldCracked ) ;
DrawQuadFilled ( ss1 , ss2 , ss3m , ss4m , shieldCracked ) ;
DrawQuadFilled ( sss1 , sss2 , sss3m , sss4m , shieldCracked ) ;
DrawQuadFilled ( ssss1 , ssss2 , ssss3m , ssss4m , shieldCracked ) ;
}
if ( E01C6D shield ! = 0 )
if ( shield ! = 0 )
DrawQuadFilled ( s1 , s2 , s3 , s4 , shieldCol ) ;
}
else if ( E01C6D shield < = 50 ) {
else if ( shield < = 50 ) {
DrawQuadFilled ( s1 , s2 , s3 , s4 , shieldCol ) ;
if ( E01C6D shield < 50 ) {
if ( shield < 50 ) {
DrawQuadFilled ( ss1 , ss2 , ss3m , ss4m , shieldCracked ) ;
DrawQuadFilled ( sss1 , sss2 , sss3m , sss4m , shieldCracked ) ;
DrawQuadFilled ( ssss1 , ssss2 , ssss3m , ssss4m , shieldCracked ) ;
}
if ( E01C6D shield ! = 0 )
if ( shield ! = 0 )
DrawQuadFilled ( ss1 , ss2 , ss3 , ss4 , shieldCol ) ;
}
else if ( E01C6D shield < = 75 ) {
else if ( shield < = 75 ) {
DrawQuadFilled ( s1 , s2 , s3 , s4 , shieldCol ) ;
DrawQuadFilled ( ss1 , ss2 , ss3 , ss4 , shieldCol ) ;
if ( E01C6D shield < 75 ) {
if ( shield < 75 ) {
DrawQuadFilled ( sss1 , sss2 , sss3m , sss4m , shieldCracked ) ;
DrawQuadFilled ( ssss1 , ssss2 , ssss3m , ssss4m , shieldCracked ) ;
}
if ( E01C6D shield ! = 0 )
if ( shield ! = 0 )
DrawQuadFilled ( sss1 , sss2 , sss3 , sss4 , shieldCol ) ;
}
else if ( E01C6D shield < = 100 ) {
else if ( shield < = 100 ) {
DrawQuadFilled ( s1 , s2 , s3 , s4 , shieldCol ) ;
DrawQuadFilled ( ss1 , ss2 , ss3 , ss4 , shieldCol ) ;
DrawQuadFilled ( sss1 , sss2 , sss3 , sss4 , shieldCol ) ;
if ( E01C6D shield < 100 ) {
if ( shield < 100 ) {
DrawQuadFilled ( ssss1 , ssss2 , ssss3m , ssss4m , shieldCracked ) ;
}
if ( E01C6D shield ! = 0 )
if ( shield ! = 0 )
DrawQuadFilled ( ssss1 , ssss2 , ssss3 , ssss4 , shieldCol ) ;
}
}
else if ( E01C6D max_shield = = 125 ) {
if ( E01C6D shield < = 25 ) {
if ( E01C6D shield < 25 ) {
else if ( max_shield = = 125 ) {
if ( shield < = 25 ) {
if ( shield < 25 ) {
DrawQuadFilled ( s1 , s2 , s3m , s4m , shieldCracked ) ;
DrawQuadFilled ( ss1 , ss2 , ss3m , ss4m , shieldCracked ) ;
DrawQuadFilled ( sss1 , sss2 , sss3m , sss4m , shieldCracked ) ;
DrawQuadFilled ( ssss1 , ssss2 , ssss3m , ssss4m , shieldCracked ) ;
DrawQuadFilled ( sssss1 , sssss2 , sssss3m , sssss4m , shieldCracked ) ;
}
if ( E01C6D shield ! = 0 )
if ( shield ! = 0 )
DrawQuadFilled ( s1 , s2 , s3 , s4 , shieldCol ) ;
}
else if ( E01C6D shield < = 50 ) {
else if ( shield < = 50 ) {
DrawQuadFilled ( s1 , s2 , s3 , s4 , shieldCol ) ;
if ( E01C6D shield < 50 ) {
if ( shield < 50 ) {
DrawQuadFilled ( ss1 , ss2 , ss3m , ss4m , shieldCracked ) ;
DrawQuadFilled ( sss1 , sss2 , sss3m , sss4m , shieldCracked ) ;
DrawQuadFilled ( ssss1 , ssss2 , ssss3m , ssss4m , shieldCracked ) ;
DrawQuadFilled ( sssss1 , sssss2 , sssss3m , sssss4m , shieldCracked ) ;
}
if ( E01C6D shield ! = 0 )
if ( shield ! = 0 )
DrawQuadFilled ( ss1 , ss2 , ss3 , ss4 , shieldCol ) ;
}
else if ( E01C6D shield < = 75 ) {
else if ( shield < = 75 ) {
DrawQuadFilled ( s1 , s2 , s3 , s4 , shieldCol ) ;
DrawQuadFilled ( ss1 , ss2 , ss3 , ss4 , shieldCol ) ;
if ( E01C6D shield < 75 ) {
if ( shield < 75 ) {
DrawQuadFilled ( sss1 , sss2 , sss3m , sss4m , shieldCracked ) ;
DrawQuadFilled ( ssss1 , ssss2 , ssss3m , ssss4m , shieldCracked ) ;
DrawQuadFilled ( sssss1 , sssss2 , sssss3m , sssss4m , shieldCracked ) ;
}
if ( E01C6D shield ! = 0 )
if ( shield ! = 0 )
DrawQuadFilled ( sss1 , sss2 , sss3 , sss4 , shieldCol ) ;
}
else if ( E01C6D shield < = 100 ) {
else if ( shield < = 100 ) {
DrawQuadFilled ( s1 , s2 , s3 , s4 , shieldCol ) ;
DrawQuadFilled ( ss1 , ss2 , ss3 , ss4 , shieldCol ) ;
DrawQuadFilled ( sss1 , sss2 , sss3 , sss4 , shieldCol ) ;
if ( E01C6D shield < 100 ) {
if ( shield < 100 ) {
DrawQuadFilled ( ssss1 , ssss2 , ssss3m , ssss4m , shieldCracked ) ;
DrawQuadFilled ( sssss1 , sssss2 , sssss3m , sssss4m , shieldCracked ) ;
}
if ( E01C6D shield ! = 0 )
if ( shield ! = 0 )
DrawQuadFilled ( ssss1 , ssss2 , ssss3 , ssss4 , shieldCol ) ;
}
else if ( E01C6D shield < = 125 ) {
else if ( shield < = 125 ) {
DrawQuadFilled ( s1 , s2 , s3 , s4 , shieldCol ) ;
DrawQuadFilled ( ss1 , ss2 , ss3 , ss4 , shieldCol ) ;
DrawQuadFilled ( sss1 , sss2 , sss3 , sss4 , shieldCol ) ;
DrawQuadFilled ( ssss1 , ssss2 , ssss3 , ssss4 , shieldCol ) ;
if ( E01C6D shield < 125 ) {
if ( shield < 125 ) {
DrawQuadFilled ( sssss1 , sssss2 , sssss3m , sssss4m , shieldCracked ) ;
}
if ( E01C6D shield ! = 0 )
if ( shield ! = 0 )
DrawQuadFilled ( sssss1 , sssss2 , sssss3 , sssss4 , shieldCol ) ;
}
}