Article Timer for molotov

DREDD

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DREDD

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Hi everyone, now I will show you how to add a timer for molotov. Let's start

  1. Add a new entity class
    Code:
    struct inferno_t : public entity_t{
    OFFSET( float, get_spawn_time, 0x20 );
    
    static float get_expiry_time()
    {
    return 7.f;
    }
    };
  2. Find all the molotovs on the map
    Code:
    utils::game::for_every_entity( []( entity_t* ent ) -> void {
    auto inferno = reinterpret_cast< inferno_t* >( ent );
    }, { utils::game::e_entity_iteration_flags::FILTER_CLASSID }, e_class_id::CInferno );
    Code:
    enum e_entity_iteration_flags {
    FILTER_CLASSID = 1 << 0
    };
    
    void for_every_entity( const std::function<void( entity_t* ent )>& func, bitflag_t flags, int classid )
    {
    for ( auto i = 0; i < ctx.csgo.entlist->GetHighestEntityIndex(); i++ )
    {
    auto entity = ctx.csgo.entlist->get<entity_t>( i );
    if ( !entity )
    continue;
    
    if ( flags.has_flag( e_entity_iteration_flags::FILTER_CLASSID ) &&
    classid != entity->GetClientClass()->m_ClassID )
    continue;
    
    func( entity );
    }
            }
  3. Making a simple implementation of style and logic. For the example:

  4. Code:
    utils::game::for_every_entity( []( entity_t* ent ) -> void
                                       {
                                           auto inferno = reinterpret_cast< inferno_t* >( ent );
     
                                           const auto origin = inferno->get_abs_origin();
                                           auto screen_origin = vec3_t();
     
                                           if ( !utils::game::world_to_screen( origin, screen_origin ) )
                                               return;
     
                                           const auto spawn_time = inferno->get_spawn_time();
                                           const auto factor = ( ( spawn_time + inferno_t::get_expiry_time() ) - ctx.csgo.globals->curtime ) / inferno_t::get_expiry_time();
     
                                           static auto size = vec2_t( 60, 10 );
     
                                           render::rect_filled( vec2_t( screen_origin.x - size.x * 0.5, screen_origin.y - size.y * 0.5 ), size, col_t::palette_t::grey( ) );
                                           render::rect_filled( vec2_t( screen_origin.x - size.x * 0.5 + 2, screen_origin.y - size.y * 0.5 + 2 ), vec2_t( ( size.x - 4 ) * factor, size.y - 4 ), col_t::palette_t::red() );
     
                                           render::rect( vec2_t( screen_origin.x - size.x * 0.5, screen_origin.y - size.y * 0.5 ), size, col_t::palette_t::light_black() );
     
                                       }, { utils::game::e_entity_iteration_flags::FILTER_CLASSID }, e_class_id::CInferno );
 
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