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Renderer
Adding a 2D Circle
INFO
This function adds a 2D circle of a specified radius, thickness and color at a screen position
void g_sdk->renderer->add_circle_2d( math::vector2& position, float radius, float thickness, uint32_t color )
Example
cpp
void __fastcall present()
{
const auto width = g_sdk->renderer->get_window_width();
const auto height = g_sdk->renderer->get_window_height();
math::vector2 screen_center { static_cast< float >( width ) * 0.5f , static_cast< float >( height ) * 0.5f };
g_sdk->renderer->add_circle_2d( screen_center, 20.f, 1.f, 0xFFFFFFFF );
}void __fastcall present()
{
const auto width = g_sdk->renderer->get_window_width();
const auto height = g_sdk->renderer->get_window_height();
math::vector2 screen_center { static_cast< float >( width ) * 0.5f , static_cast< float >( height ) * 0.5f };
g_sdk->renderer->add_circle_2d( screen_center, 20.f, 1.f, 0xFFFFFFFF );
}Adding a Filled 2D Circle
INFO
This function adds a filled 2D circle of a specified radius and color at a screen position
void g_sdk->renderer->add_circle_filled_2d( math::vector2& position, float radius, uint32_t color )
Example
cpp
void __fastcall present()
{
const auto width = g_sdk->renderer->get_window_width();
const auto height = g_sdk->renderer->get_window_height();
math::vector2 screen_center { static_cast< float >( width ) * 0.5f , static_cast< float >( height ) * 0.5f };
g_sdk->renderer->add_circle_filled_2d( screen_center, 20.f, 0xFFFFFFFF );
}void __fastcall present()
{
const auto width = g_sdk->renderer->get_window_width();
const auto height = g_sdk->renderer->get_window_height();
math::vector2 screen_center { static_cast< float >( width ) * 0.5f , static_cast< float >( height ) * 0.5f };
g_sdk->renderer->add_circle_filled_2d( screen_center, 20.f, 0xFFFFFFFF );
}Adding a 3D Circle
INFO
This function adds a 3D circle of a specified radius, thickness and color at a world position
void g_sdk->renderer->add_circle_3d( math::vector3& position, float radius, float thickness, uint32_t color )
Example
cpp
void __fastcall draw_world()
{
auto cursor_position = g_sdk->hud_manager->get_cursor_position();
g_sdk->renderer->add_circle_3d( cursor_position, 50.f, 1.f, 0xFFFFFFFF );
}void __fastcall draw_world()
{
auto cursor_position = g_sdk->hud_manager->get_cursor_position();
g_sdk->renderer->add_circle_3d( cursor_position, 50.f, 1.f, 0xFFFFFFFF );
}Adding a Rectangle
INFO
This function adds a rectangle of a specified color and thickness
void g_sdk->renderer->add_rectangle( math::rect const& rectangle, uint32_t color, float thickness )
Adding a Filled Rectangle
INFO
This function adds a filled rectangle of a specified color
void g_sdk->renderer->add_rectangle_filled( math::rect const& rectangle, uint32_t color )
Adding Text
INFO
This function adds text of specified size and color at a 2D screen position
Available flags:1 - Centered Text
void g_sdk->renderer->add_text( std::string const& text, float size, math::vector2 position, uint32_t flags, uint32_t color )
Example
cpp
void __fastcall present()
{
const auto width = g_sdk->renderer->get_window_width();
const auto height = g_sdk->renderer->get_window_height();
math::vector2 screen_center { static_cast< float >( width ) * 0.5f , static_cast< float >( height ) * 0.5f };
g_sdk->renderer->add_text( "Hello!", 12.f, screen_center, 1, 0xFFFFFFFF );
}void __fastcall present()
{
const auto width = g_sdk->renderer->get_window_width();
const auto height = g_sdk->renderer->get_window_height();
math::vector2 screen_center { static_cast< float >( width ) * 0.5f , static_cast< float >( height ) * 0.5f };
g_sdk->renderer->add_text( "Hello!", 12.f, screen_center, 1, 0xFFFFFFFF );
}Adding a 2D Line
INFO
This function adds a 2D line of a specified thickness and color from one screen point to another
void g_sdk->renderer->add_line_2d( math::vector2& point1, math::vector2& point2, float thickness, uint32_t color )
Adding a Sprite
INFO
This function adds a sprite at a screen position
Color should be 0xFFFFFFFF for the sprite to maintain the original color
void g_sdk->renderer->add_sprite( void* sprite, math::vector2 const& position, uint32_t color, math::vector2 const& scale = { 1.f , 1.f } )
Example
cpp
void __fastcall present()
{
const auto player = g_sdk->object_manager->get_local_player();
if ( player )
{
const auto icon = player->get_icon_square();
if ( icon )
{
const auto width = g_sdk->renderer->get_window_width();
const auto height = g_sdk->renderer->get_window_height();
const math::vector2 screen_center { static_cast< float >( width ) * 0.5f , static_cast< float >( height ) * 0.5f };
g_sdk->renderer->add_sprite( icon, screen_center, 0xFFFFFFFF );
}
}
}void __fastcall present()
{
const auto player = g_sdk->object_manager->get_local_player();
if ( player )
{
const auto icon = player->get_icon_square();
if ( icon )
{
const auto width = g_sdk->renderer->get_window_width();
const auto height = g_sdk->renderer->get_window_height();
const math::vector2 screen_center { static_cast< float >( width ) * 0.5f , static_cast< float >( height ) * 0.5f };
g_sdk->renderer->add_sprite( icon, screen_center, 0xFFFFFFFF );
}
}
}Adding a Minimap Circle
INFO
This function adds a circle on the minimap at a world position
void g_sdk->renderer->add_circle_minimap( math::vector3 const& position, float radius, float thickness, uint32_t color )
Example
cpp
void __fastcall present()
{
const auto player = g_sdk->object_manager->get_local_player();
if ( player )
{
g_sdk->renderer->add_circle_minimap( player->get_position(), 30.f, 1.f, 0xFFFFFFFF );
}
}void __fastcall present()
{
const auto player = g_sdk->object_manager->get_local_player();
if ( player )
{
g_sdk->renderer->add_circle_minimap( player->get_position(), 30.f, 1.f, 0xFFFFFFFF );
}
}Translating World Position to Screen
INFO
This function returns the input world position translated into screen coordinates
math::vector2 g_sdk->renderer->world_to_screen( math::vector3 world_position )
Translating World Position to Minimap
INFO
This function returns the input world position translated into minimap screen coordinates
math::vector2 g_sdk->renderer->world_to_minimap( math::vector3 world_position )
Adding Damage/Heal/Shield Indicator
INFO
The argument must be the actual damage/heal/shield value
cpp
void g_sdk->renderer->add_damage_indicator( game_object* object, float damage );
void g_sdk->renderer->add_heal_indicator( game_object* object, float heal );
void g_sdk->renderer->add_shield_indicator( game_object* object, float shield );void g_sdk->renderer->add_damage_indicator( game_object* object, float damage );
void g_sdk->renderer->add_heal_indicator( game_object* object, float heal );
void g_sdk->renderer->add_shield_indicator( game_object* object, float shield );