Esempio n. 1
0
        public void SDXThread(object sender)
        {
            float progress = 0.0f;

            while (IsRunning)
            {
                GameHandle = GameProcess.MainWindowHandle;

                if (GameProcess.HasExited)
                {
                    IsRunning = false;
                }

                // get the coords of the csgo window
                GetWindowRect(GameHandle, out WindowBounds);

                // set the location of the form overlay
                try
                {
                    if (WindowBounds.X != Location.X || WindowBounds.Width != Size.Width)
                    {
                        Location = new System.Drawing.Point(WindowBounds.X, WindowBounds.Y);
                        Size     = new System.Drawing.Size(WindowBounds.Width, WindowBounds.Height);
                    }
                }
                catch { }

                // set the size of the form overlay
                WindowSize = new Size2(WindowBounds.Width, WindowBounds.Height);

                RenderDevice.BeginDraw();
                RenderDevice.Clear(Color.Transparent);
                RenderDevice.TextAntialiasMode = TextAntialiasMode.Aliased; // you can set another text mode

                //place your rendering things here
                if (GetActiveWindowTitle() == "Counter-Strike: Global Offensive" || GetActiveWindowTitle() == "Dolphin")
                {
                    Mem.StartProcess();

                    // Create Local Entity
                    LocalEntity LE = new LocalEntity();

                    // update viewmatrix
                    ViewMatrix = Matrix4x4.ReadMatrix(Mem, dwClient + dwViewMatrix);

                    // Update radar image (in case of map change)
                    if (RadarEnabled)
                    {
                        RadarImageUpdate();
                    }

                    // perform this loop for every entity in the game
                    for (int i = 0; i < 32; i++)
                    {
                        // increment rainbow cycle colour
                        progress += 0.00001f;

                        // create new entity instance
                        Entity Entity = new Entity(i);

                        // Call Radar if enabled on GUI
                        if (RadarEnabled)
                        {
                            RadarLoop(Entity, LE);
                        }

                        // Call ESP if enabled on GUI
                        if (BoxESPEnabledFriendly || BoxESPEnabledOpposition || SkeletonsEnabledFriendly || SkeletonsEnabledOpposition)
                        {
                            ESPLoop(Entity, LE, progress);
                        }

                        // Draw HP Label if enabled on GUI
                        if (IsEnabled_EnemyHPLabel && Entity.Entity_Team != LE.LocalEntity_Team && Entity.Entity_isAlive())
                        {
                            Drawing2D.DrawShadowText(Entity.Entity_Position_W2S.X - 20, Entity.Entity_Position_W2S.Y, 12.0f, Color.Lime, ("《 ❤ " + Entity.Entity_Health + " 》"));
                        }

                        // Draw Glow if enabled on GUI
                        if (GlowEnabledOpposition || GlowEnabledFriendly)
                        {
                            DoGlow(Mem, Entity, LE, progress);
                        }

                        // Call trigger if enabled on GUI
                        if (IsEnabled_TriggerBot)
                        {
                            TriggerbotLoop(LE);
                        }
                    }
                    Thread.Sleep(1);
                }
                RenderDevice.EndDraw();
            }
        }