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800 lines
22 KiB
C++

#include "overlay.h"
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 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 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* Param)
{
Overlay* ov = (Overlay*)Param;
ov->CreateOverlay();
return 0;
}
BOOL CALLBACK EnumWindowsCallback(HWND hwnd, LPARAM lParam)
{
wchar_t className[255] = L"";
GetClassName(hwnd, className, 255);
if (use_nvidia)
{
if (wcscmp(XorStrW(L"CEF-OSC-WIDGET"), className) == 0) //Nvidia overlay
{
HWND* w = (HWND*)lParam;
if (GetWindowLong(hwnd, GWL_STYLE) != nv_default && GetWindowLong(hwnd, GWL_STYLE) != nv_default_in_game)
return TRUE;
*w = hwnd;
return TRUE;
}
}
else
{
if (wcscmp(XorStrW(L"overlay"), className) == 0) //Custom overlay
{
HWND* w = (HWND*)lParam;
*w = hwnd;
return TRUE;
}
}
return TRUE;
}
// Data
static ID3D11Device* g_pd3dDevice = NULL;
static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
static IDXGISwapChain* g_pSwapChain = NULL;
static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
// Forward declarations of helper functions
bool CreateDeviceD3D(HWND hWnd);
void CleanupDeviceD3D();
void CreateRenderTarget();
void CleanupRenderTarget();
void Overlay::RenderMenu()
{
static bool aim_enable = false;
static bool vis_check = false;
static bool spec_disable = false;
static bool all_spec_disable = false;
if (aim > 0)
{
aim_enable = true;
if (aim > 1)
{
vis_check = true;
}
else
{
vis_check = false;
}
}
else
{
aim_enable = false;
vis_check = false;
}
ImGui::SetNextWindowPos(ImVec2(0, 0));
ImGui::SetNextWindowSize(ImVec2(490, 325));
ImGui::Begin(XorStr("##title"), (bool*)true, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar);
if (ImGui::BeginTabBar(XorStr("Tab")))
{
if (ImGui::BeginTabItem(XorStr(u8"MainMenu")))
{
ImGui::Checkbox(XorStr(u8"ESP"), &esp);
ImGui::Checkbox(XorStr(u8"Aimbot"), &aim_enable);
if (aim_enable)
{
ImGui::SameLine();
ImGui::Checkbox(XorStr(u8"Visible check"), &vis_check);
ImGui::SameLine();
ImGui::Checkbox(XorStr(u8"No recoil"), &aim_no_recoil);
if (vis_check)
{
aim = 2;
}
else
{
aim = 1;
}
}
else
{
aim = 0;
}
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"), &max_dist, 100.0f * 40, 800.0f * 40, "%.2f");
ImGui::SameLine();
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"), &smooth, 76.0f, 100.0f, "%.2f");
ImGui::Text(XorStr(u8"FOV:"));
ImGui::SliderFloat(XorStr("##3"), &max_fov, 5.0f, 250.0f, "%.2f");
ImGui::Text(XorStr(u8"Bone:"));
ImGui::SliderInt(XorStr("##4"), &bone, 0, 3);
ImGui::Text(XorStr(u8"RCS PITCH:"));
ImGui::SliderFloat(XorStr("##5"), &rcs_pitch, 0, 1);
ImGui::Text(XorStr(u8"RCS YAW:"));
ImGui::SliderFloat(XorStr("##6"), &rcs_yaw, 0, 1);
//ImGui::Text(XorStr(u8"FOV Draw scale:"));
//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"), &v.box);
ImGui::SameLine(0, 70.0f);
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"), &seer_dist, 100.0f * 40, 800.0f * 40, "%.2f");
ImGui::SameLine();
ImGui::Text(u8"(%d M)", (int)(seer_dist / 40));
ImGui::Text(XorStr(u8"XP level display distence:"));
ImGui::SliderFloat(XorStr("##2"), &xp_dist, 100.0f * 40, 800.0f * 40, "%.2f");
ImGui::SameLine();
ImGui::Text(u8"(%d M)", (int)(xp_dist / 40));
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem(XorStr(u8"DEBUG")))
{
ImGui::Text(XorStr(u8"DEBUG & PlayerList"));
if (ImGui::Button(u8"Refresh", ImVec2(40, 20)))
{
refresh = true;
Sleep(200);
refresh = false;
}ImGui::SameLine();
if (ImGui::Button(u8"GetRank", ImVec2(55, 20)))
{
start_rank_process = true;
Sleep(300);
start_rank_process = false;
}
ImGui::Checkbox(XorStr(u8"Display list(Replace SpectatorList)"), &render_plist);
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
ImGui::Text(XorStr("Overlay FPS: %.3f ms/frame (%.1f FPS)"), 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
}
void Overlay::RenderInfo()
{
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", spectators);
ImGui::SameLine();
ImGui::Text(" / ");
ImGui::SameLine();
ImGui::TextColored(GREEN, u8"Team %d", allied_spectators);
ImGui::End();
}
void Overlay::ClickThrough(bool v)
{
if (v)
{
nv_edit = nv_default_in_game | WS_VISIBLE;
if (GetWindowLong(overlayHWND, GWL_EXSTYLE) != nv_ex_edit)
SetWindowLong(overlayHWND, GWL_EXSTYLE, nv_ex_edit);
}
else
{
nv_edit = nv_default | WS_VISIBLE;
if (GetWindowLong(overlayHWND, GWL_EXSTYLE) != nv_ex_edit_menu)
SetWindowLong(overlayHWND, GWL_EXSTYLE, nv_ex_edit_menu);
}
}
DWORD Overlay::CreateOverlay()
{
EnumWindows(EnumWindowsCallback, (LPARAM)&overlayHWND);
//Sleep(300);
if (overlayHWND == 0)
{
printf(XorStr("Can't find the overlay\n"));
Sleep(1000);
exit(0);
}
HDC hDC = ::GetWindowDC(NULL);
width = ::GetDeviceCaps(hDC, HORZRES);
height = ::GetDeviceCaps(hDC, VERTRES);
running = true;
// Initialize Direct3D
if (!CreateDeviceD3D(overlayHWND))
{
CleanupDeviceD3D();
return 1;
}
// Show the window
::ShowWindow(overlayHWND, SW_SHOWDEFAULT);
::UpdateWindow(overlayHWND);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontDefault();
ImFont* font = io.Fonts->AddFontFromFileTTF("C://windows//fonts/simhei.ttf", 12.0f, NULL, io.Fonts->GetGlyphRangesChineseFull());
ImGui::GetIO().FontDefault = font;
// Setup Dear ImGui style
ImGui::StyleColorsDark();
ImGui::GetStyle().WindowMinSize = ImVec2(1, 1);
// Setup Platform/Renderer bindings
ImGui_ImplWin32_Init(overlayHWND);
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 0.00f);
// Main loop
MSG msg;
ZeroMemory(&msg, sizeof(msg));
ClickThrough(true);
while (running)
{
HWND wnd = GetWindow(GetForegroundWindow(), GW_HWNDPREV);
if (wnd != overlayHWND)
{
SetWindowPos(overlayHWND, wnd, 0, 0, 0, 0, SWP_ASYNCWINDOWPOS | SWP_NOMOVE | SWP_NOSIZE);
::UpdateWindow(overlayHWND);
}
if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
::TranslateMessage(&msg);
::DispatchMessage(&msg);
continue;
}
// Start the Dear ImGui frame
ImGui_ImplDX11_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
if (IsKeyDown(VK_LBUTTON) && !k_leftclick)
{
io.MouseDown[0] = true;
k_leftclick = true;
}
else if (!IsKeyDown(VK_LBUTTON) && k_leftclick)
{
io.MouseDown[0] = false;
k_leftclick = false;
}
if (IsKeyDown(VK_INSERT) && !k_ins && ready)
{
show_menu = !show_menu;
ClickThrough(!show_menu);
k_ins = true;
}
else if (!IsKeyDown(VK_INSERT) && k_ins)
{
k_ins = false;
}
if (show_menu) {
RenderMenu();
}
else {
RenderInfo();
RenderSpectator();
}
ProcessEsp();
// Rendering
ImGui::EndFrame();
ImGui::Render();
const float clear_color_with_alpha[4] = { clear_color.x * clear_color.w, clear_color.y * clear_color.w, clear_color.z * clear_color.w, clear_color.w };
g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clear_color_with_alpha);
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
<<<<<<< HEAD
g_pSwapChain->Present(0, 0); // Present with vsync
//std::this_thread::sleep_for(std::chrono::milliseconds(1));
=======
g_pSwapChain->Present(0, 0); // Modified to increase FPS
//std::this_thread::sleep_for(std::chrono::milliseconds(1));// Modified to increase FPS
>>>>>>> 046f9c6ef56140fc611ab4d38f4c9f0426c98dfd
}
ClickThrough(true);
CleanupDeviceD3D();
::DestroyWindow(overlayHWND);
return 0;
}
void Overlay::Start()
{
DWORD ThreadID;
CreateThread(NULL, 0, StaticMessageStart, (void*)this, 0, &ThreadID);
}
void Overlay::Clear()
{
running = 0;
Sleep(1);
}
int Overlay::getWidth()
{
return width;
}
int Overlay::getHeight()
{
return height;
}
// Helper functions
void CreateRenderTarget()
{
ID3D11Texture2D* pBackBuffer;
g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
if (pBackBuffer)
{
g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
pBackBuffer->Release();
}
}
bool CreateDeviceD3D(HWND hWnd)
{
// Setup swap chain
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 2;
sd.BufferDesc.Width = 0;
sd.BufferDesc.Height = 0;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = hWnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
UINT createDeviceFlags = 0;
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
D3D_FEATURE_LEVEL featureLevel;
const D3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
return false;
CreateRenderTarget();
return true;
}
void CleanupRenderTarget()
{
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
}
void CleanupDeviceD3D()
{
CleanupRenderTarget();
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
}
void Overlay::DrawLine(ImVec2 a, ImVec2 b, ImColor color, float width)
{
ImGui::GetWindowDrawList()->AddLine(a, b, color, width);
}
void Overlay::DrawBox(ImColor color, float x, float y, float w, float h)
{
DrawLine(ImVec2(x, y), ImVec2(x + w, y), color, 1.0f);
DrawLine(ImVec2(x, y), ImVec2(x, y + h), color, 1.0f);
DrawLine(ImVec2(x + w, y), ImVec2(x + w, y + h), color, 1.0f);
DrawLine(ImVec2(x, y + h), ImVec2(x + w, y + h), color, 1.0f);
}
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::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(ImVec2 pos, ImColor color, const char* text)
{
Text(pos, color, text, text + strlen(text), 200, 0);
}
void Overlay::String(ImVec2 pos, ImColor color, const char* text,int font)
{
Text(pos, color, text, text + strlen(text), 200, 0 , font);
}
void Overlay::RectFilled(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::ProgressBar(float x, float y, float w, float h, int value, int v_max, ImColor barColor)
{
RectFilled(x, y, x + w, y + ((h / float(v_max)) * (float)value), barColor, 0.0f, 0);
}
//seer esp
void DrawQuadFilled(ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, ImColor color) {
ImGui::GetWindowDrawList()->AddQuadFilled(p1, p2, p3, p4, color);
}
void DrawHexagon(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p5, const ImVec2& p6, ImU32 col, float thickness)
{
ImGui::GetWindowDrawList()->AddHexagon(p1, p2, p3, p4, p5, p6, col, thickness);
}
void DrawHexagonFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p5, const ImVec2& p6, ImU32 col)
{
ImGui::GetWindowDrawList()->AddHexagonFilled(p1, p2, p3, p4, p5, p6, col);
}
void Overlay::DrawHealth(float x, float y, int shield, int max_shield, int armorType, int health) {
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 max_health = 100.0f;//100
float shield_step = 25.0f; //25
int shield_25 = 14; //30
int steps = 5;
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 + bar_width + bg_offset, bg3.y);
ImVec2 bg5(bg4.x + 11, bg4.y + 18);
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)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);
ImColor shieldCracked(97, 97, 97);
ImColor shieldCrackedDark(67, 67, 67);
ImColor shieldCol;
ImColor shieldColDark; //not used, but the real seer q has shadow inside
if (max_shield == 50) { //white
shieldCol = ImColor(247, 247, 247);
shieldColDark = ImColor(164, 164, 164);
}
else if (max_shield == 75) { //blue
shieldCol = ImColor(39, 178, 255);
shieldColDark = ImColor(27, 120, 210);
}
else if (max_shield == 100) { //purple
shieldCol = ImColor(206, 59, 255);
shieldColDark = ImColor(136, 36, 220);
}
else if (max_shield == 100) { //gold
shieldCol = ImColor(255, 255, 79);
shieldColDark = ImColor(218, 175, 49);
}
else if (max_shield == 125) { //red
shieldCol = ImColor(219, 2, 2);
shieldColDark = ImColor(219, 2, 2);
}
else {
shieldCol = ImColor(247, 247, 247);
shieldColDark = ImColor(164, 164, 164);
}
int shield_tmp = shield;
int shield1 = 0;
int shield2 = 0;
int shield3 = 0;
int shield4 = 0;
int shield5 = 0;
if (shield_tmp > 25) {
shield1 = 25;
shield_tmp -= 25;
if (shield_tmp > 25) {
shield2 = 25;
shield_tmp -= 25;
if (shield_tmp > 25) {
shield3 = 25;
shield_tmp -= 25;
if (shield_tmp > 25) {
shield4 = 25;
shield_tmp -= 25;
shield5 = shield_tmp;
}
else {
shield4 = shield_tmp;
}
}
else {
shield3 = shield_tmp;
}
}
else {
shield2 = shield_tmp;
}
}
else {
shield1 = shield_tmp;
}
ImVec2 s1(h2.x - 1, h2.y - 2);
ImVec2 s2(s1.x - 3, s1.y - 5);
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 / 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 / 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 / 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 / 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 (shield != 0)
DrawQuadFilled(s1, s2, s3, s4, shieldCol);
}
else if (shield <= 50) {
DrawQuadFilled(s1, s2, s3, s4, shieldCol);
if (shield != 50) {
DrawQuadFilled(ss1, ss2, ss3m, ss4m, shieldCracked);
}
if (shield != 0)
DrawQuadFilled(ss1, ss2, ss3, ss4, shieldCol);
}
}
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 (shield != 0)
DrawQuadFilled(s1, s2, s3, s4, shieldCol);
}
else if (shield <= 50) {
DrawQuadFilled(s1, s2, s3, s4, shieldCol);
if (shield < 50) {
DrawQuadFilled(ss1, ss2, ss3m, ss4m, shieldCracked);
DrawQuadFilled(sss1, sss2, sss3m, sss4m, shieldCracked);
}
if (shield != 0)
DrawQuadFilled(ss1, ss2, ss3, ss4, shieldCol);
}
else if (shield <= 75) {
DrawQuadFilled(s1, s2, s3, s4, shieldCol);
DrawQuadFilled(ss1, ss2, ss3, ss4, shieldCol);
if (shield < 75) {
DrawQuadFilled(sss1, sss2, sss3m, sss4m, shieldCracked);
}
if (shield != 0)
DrawQuadFilled(sss1, sss2, sss3, sss4, shieldCol);
}
}
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 (shield != 0)
DrawQuadFilled(s1, s2, s3, s4, shieldCol);
}
else if (shield <= 50) {
DrawQuadFilled(s1, s2, s3, s4, shieldCol);
if (shield < 50) {
DrawQuadFilled(ss1, ss2, ss3m, ss4m, shieldCracked);
DrawQuadFilled(sss1, sss2, sss3m, sss4m, shieldCracked);
DrawQuadFilled(ssss1, ssss2, ssss3m, ssss4m, shieldCracked);
}
if (shield != 0)
DrawQuadFilled(ss1, ss2, ss3, ss4, shieldCol);
}
else if (shield <= 75) {
DrawQuadFilled(s1, s2, s3, s4, shieldCol);
DrawQuadFilled(ss1, ss2, ss3, ss4, shieldCol);
if (shield < 75) {
DrawQuadFilled(sss1, sss2, sss3m, sss4m, shieldCracked);
DrawQuadFilled(ssss1, ssss2, ssss3m, ssss4m, shieldCracked);
}
if (shield != 0)
DrawQuadFilled(sss1, sss2, sss3, sss4, shieldCol);
}
else if (shield <= 100) {
DrawQuadFilled(s1, s2, s3, s4, shieldCol);
DrawQuadFilled(ss1, ss2, ss3, ss4, shieldCol);
DrawQuadFilled(sss1, sss2, sss3, sss4, shieldCol);
if (shield < 100) {
DrawQuadFilled(ssss1, ssss2, ssss3m, ssss4m, shieldCracked);
}
if (shield != 0)
DrawQuadFilled(ssss1, ssss2, ssss3, ssss4, shieldCol);
}
}
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 (shield != 0)
DrawQuadFilled(s1, s2, s3, s4, shieldCol);
}
else if (shield <= 50) {
DrawQuadFilled(s1, s2, s3, s4, shieldCol);
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 (shield != 0)
DrawQuadFilled(ss1, ss2, ss3, ss4, shieldCol);
}
else if (shield <= 75) {
DrawQuadFilled(s1, s2, s3, s4, shieldCol);
DrawQuadFilled(ss1, ss2, ss3, ss4, shieldCol);
if (shield < 75) {
DrawQuadFilled(sss1, sss2, sss3m, sss4m, shieldCracked);
DrawQuadFilled(ssss1, ssss2, ssss3m, ssss4m, shieldCracked);
DrawQuadFilled(sssss1, sssss2, sssss3m, sssss4m, shieldCracked);
}
if (shield != 0)
DrawQuadFilled(sss1, sss2, sss3, sss4, shieldCol);
}
else if (shield <= 100) {
DrawQuadFilled(s1, s2, s3, s4, shieldCol);
DrawQuadFilled(ss1, ss2, ss3, ss4, shieldCol);
DrawQuadFilled(sss1, sss2, sss3, sss4, shieldCol);
if (shield < 100) {
DrawQuadFilled(ssss1, ssss2, ssss3m, ssss4m, shieldCracked);
DrawQuadFilled(sssss1, sssss2, sssss3m, sssss4m, shieldCracked);
}
if (shield != 0)
DrawQuadFilled(ssss1, ssss2, ssss3, ssss4, shieldCol);
}
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 (shield < 125) {
DrawQuadFilled(sssss1, sssss2, sssss3m, sssss4m, shieldCracked);
}
if (shield != 0)
DrawQuadFilled(sssss1, sssss2, sssss3, sssss4, shieldCol);
}
}
}