@ -63,7 +63,11 @@ float glowcolor[3] = { 000.0f, 000.0f, 000.0f };
//Radar multi res
int wstimesx = 0 ;
int wstimesy = 0 ;
float fwstimesx = 170.0f ;
float fwstimesy = 170.0f ;
//MiniMap Radar
int minimapposx = 0 ;
int minimapposy = 0 ;
extern int minimapradardotsize1 ;
extern int minimapradardotsize2 ;
bool minimapradar = false ;
@ -74,7 +78,8 @@ float radarcolor[3];
//Full Map Radar
bool mainradartoggle = 0 ; //Toggle for Main Map radar
bool mainradarmap = false ; //if the Main Map Radar is enabled
bool kingscanyon = true ; //Set for map, ONLY ONE THO
bool kingscanyon = false ; //Set for map, ONLY ONE THO
bool stormpoint = true ; //Set for map, ONLY ONE THO
extern int mainmapradardotsize1 ;
extern int mainmapradardotsize2 ;
//Ha think i was done ?
@ -433,22 +438,17 @@ void DrawRadarPoint(D3DXVECTOR3 EneamyPos, D3DXVECTOR3 LocalPos, float LocalPlay
//MiniMap Radar Stuff
void MiniMapRadar ( D3DXVECTOR3 EneamyPos , D3DXVECTOR3 LocalPos , float LocalPlayerY , float eneamyDist , int TeamId )
{
ImGuiStyle * style = & ImGui : : GetStyle ( ) ;
style - > WindowRounding = 0.2f ;
ImGui : : PushStyleColor ( ImGuiCol_WindowBg , ImVec4 ( 0.13529413f , 0.14705884f , 0.15490198f , 0.82f ) ) ;
ImGuiWindowFlags TargetFlags ;
//Radar Window Flags: No Move, Resize, Title bar, Background etc. makes it so you can change it once set.
//slash out | ImGuiWindowFlags_::ImGuiWindowFlags_NoMove to move the minimap
TargetFlags = ImGuiWindowFlags_ : : ImGuiWindowFlags_NoResize | ImGuiWindowFlags_ : : ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_ : : ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_ : : ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_ : : ImGuiWindowFlags_NoMove ;
TargetFlags = ImGuiWindowFlags_ : : ImGuiWindowFlags_NoResize | ImGuiWindowFlags_ : : ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_ : : ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_ : : ImGuiWindowFlags_NoTitleBar ;
if ( ! firstS ) //dunno
{
ImGui : : SetNextWindowPos ( ImVec2 { 1200 , 60 } , ImGuiCond_Once ) ;
firstS = true ;
}
if ( RadarSettings : : Radar = = true )
{
ImGui : : SetNextWindowPos ( ImVec2 { fwstimesx - 125 , fwstimesy - 125 } ) ;
ImGui : : SetNextWindowSize ( { 250 , 250 } ) ;
ImGui : : Begin ( ( " Radar " ) , 0 , TargetFlags ) ;
//if (ImGui::Begin(xorstr("Radar", 0, ImVec2(200, 200), -1.f, TargetFlags))) {
@ -466,7 +466,7 @@ void MiniMapRadar(D3DXVECTOR3 EneamyPos, D3DXVECTOR3 LocalPos, float LocalPlayer
}
ImGui : : End ( ) ;
}
ImGui : : PopStyleColor ( ) ;
}
bool IsKeyDown ( int vk )
{
@ -505,7 +505,7 @@ public:
world KingsCanyon ( ImVec2 ( 25223.177734 , 28906.144531 ) , ImVec2 ( 1197 * wstimesx , 185 * wstimesy ) , ImVec2 ( 10399.223633 , 13334.792969 ) , ImVec2 ( 1014 * wstimesx , 381 * wstimesy ) ) ; //could be more accurate
world WorldsEdge ( ImVec2 ( - 9190.608398 , 8443.554688 ) , ImVec2 ( 824 , 412 ) , ImVec2 ( - 19529.794922 , - 8933.173828 ) , ImVec2 ( 707 , 608 ) ) ;
world Olympus ( ImVec2 ( 0 , 0 ) , ImVec2 ( 0 , 0 ) , ImVec2 ( 0 , 0 ) , ImVec2 ( 0 , 0 ) ) ; //to be measured
world StormPoint ( ImVec2 ( - 21264.427734 , - 47086.878906 ) , ImVec2 ( 711 , 983 ) , ImVec2 ( 40298.070313 , 21163.728516 ) , ImVec2 ( 1321 , 306 ) ) ;
world StormPoint ( ImVec2 ( - 21264.427734 , - 47086.878906 ) , ImVec2 ( 711 * wstimesx , 983 * wstimesy ) , ImVec2 ( 40298.070313 , 21163.728516 ) , ImVec2 ( 1321 * wstimesx , 306 * wstimesy ) ) ;
//Arena
world Overflow ( ImVec2 ( - 3344.994629 , - 4018.093018 ) , ImVec2 ( 552 , 431 ) , ImVec2 ( 5039.592773 , - 4639.289063 ) , ImVec2 ( 1322 , 489 ) ) ;
world DropOff ( ImVec2 ( 3135.113281 , 1654.107666 ) , ImVec2 ( 1151 , 603 ) , ImVec2 ( - 2920.918701 , 811.240479 ) , ImVec2 ( 722 , 663 ) ) ;
@ -519,13 +519,19 @@ ImVec2 worldToScreenMap(D3DXVECTOR3 origin, int TeamID) {
ImVec2 w1 ;
ImVec2 s1 ;
//Is it me being lazy? or that i dont know how? prob both. True or False for the map detection, set in the overlay menu.
if ( kingscanyon = = true ) { //KingsCanyon
/*if (kingscanyon == true) { //KingsCanyon
ratioX = KingsCanyon . ratioX ;
ratioY = KingsCanyon . ratioY ;
w1 = KingsCanyon . w1 ;
s1 = KingsCanyon . s1 ;
}
*/
if ( stormpoint = = true ) { //Storm Point
ratioX = StormPoint . ratioX ;
ratioY = StormPoint . ratioY ;
w1 = StormPoint . w1 ;
s1 = StormPoint . s1 ;
}
else {
return ImVec2 ( 0 , 0 ) ;