хотел добавить анимации, но не умею
JavaScript:
/* ------------------------------------------------------ */
const clr = [
text = [ 240, 240, 240, 255 ],
main = [ 38, 38, 38, 160 ],
back = [ 32, 32, 32, 255 ],
high = [ 48, 48, 48, 255 ],
red = [ 240, 41, 41, 255 ],
]
var positions = [];
var trace = [];
var render = [];
var local = Entity.GetLocalPlayer();
function Clamp(v, min, max)
{
return Math.max(Math.min(v, max), min);
}
/* ------------------------------------------------------ */
function ImportGrenades()
{
var grenades = Entity.GetEntitiesByClassID(9).concat(Entity.GetEntitiesByClassID(113).concat(Entity.GetEntitiesByClassID(100)));
for (e in grenades)
{
pass = false;
for (g in positions)
{
if (positions[g][0] == grenades[e])
{
pass = true;
continue;
}
}
if (pass)
continue;
positions.push([grenades[e], Globals.Curtime(), [Entity.GetRenderOrigin(grenades[e])], Globals.Curtime()]);
}
}
/* ------------------------------------------------------ */
function GrenadeWarning()
{
var grenades = Entity.GetEntitiesByClassID(9).concat(Entity.GetEntitiesByClassID(114).concat(Entity.GetEntitiesByClassID(100)));
if (!Entity.IsAlive(local)) { return; }
for (g in grenades) {
for (var i = 0; i < grenades.length; i++) {
var g = grenades[i];
var isInferno = Entity.GetClassID(g) === 100;
var isHeGrenade = Entity.GetClassID(g) === 9;
/* --------------- */
function DistanceInFeets (origin, destination) {
var sub = [destination[0] - origin[0], destination[1] - origin[1], destination[2] - origin[2]];
return Math.round(Math.sqrt(sub[0] ** 2 + sub[1] ** 2 + sub[2] ** 2) / 12);
//return Math.round(sub[0] + sub[1] + sub[2]); // Для измерения в юнитах
}
/* --------------- */
var destination = Entity.GetRenderOrigin(g);
var origin = Entity.GetEyePosition(local);
var distance = DistanceInFeets(origin, destination);
var screen = Render.WorldToScreen(destination);
var isSafe = distance > (isInferno ? 15 : 20) || trace[1] < 0.61;
/* --------------- */
if (distance > 256) { continue; }
if (isHeGrenade && Entity.GetProp (g, "CBaseCSGrenadeProjectile", "m_nExplodeEffectTickBegin")) { continue; }
/* --------------- */
Render.FilledRect (screen[0] + 16, screen[1] - 12, 48, 24, clr[1]);
Render.Polygon ([ [ screen[0] + 8, screen[1] - 1 ], [ screen[0] + 16, screen[1] - 8 ], [ screen[0] + 16, screen[1] + 8 ] ], clr[1]);
Render.String (screen[0] + 36, screen[1] - 5, 0, Math.round(distance / 3.28) + " m", clr[0], 3);
Render.String (screen[0] + 20, screen[1] - 6, 0, isHeGrenade ? "I" : "K", isSafe ? clr[0] : clr[4], 6);
/* --------------- */
const warning_stroke = false; // true для красной обводки при опасности
Render.Line ( screen[0] + 8, screen[1], screen[0] + 16, screen[1] - 8, !isSafe && warning_stroke ? clr[4] : clr[3])
Render.Line ( screen[0] + 8, screen[1], screen[0] + 16, screen[1] + 8, !isSafe && warning_stroke ? clr[4] : clr[3])
Render.Line ( screen[0] + 16, screen[1] - 12, screen[0] + 16, screen[1] - 7, !isSafe && warning_stroke ? clr[4] : clr[3])
Render.Line ( screen[0] + 16, screen[1] + 12, screen[0] + 16, screen[1] + 8, !isSafe && warning_stroke ? clr[4] : clr[3])
Render.Line ( screen[0] + 16, screen[1] - 12, screen[0] + 64, screen[1] - 12, !isSafe && warning_stroke ? clr[4] : clr[3])
Render.Line ( screen[0] + 16, screen[1] + 12, screen[0] + 64, screen[1] + 12, !isSafe && warning_stroke ? clr[4] : clr[3])
Render.Line ( screen[0] + 64, screen[1] + 12, screen[0] + 64, screen[1] - 12, !isSafe && warning_stroke ? clr[4] : clr[3])
/* --------------- */
if (isInferno)
{
var time = Entity.GetProp(g, "CInferno", "m_nFireEffectTickBegin") * Globals.TickInterval();
var factor = Clamp(((time + 7) - Globals.Curtime()) / 7, 0, 7);
Render.FilledRect(screen[0] + 16, screen[1] + 10, 48, 2, clr[2]);
Render.FilledRect(screen[0] + 16, screen[1] + 10, Math.trunc(factor * 48), 2, clr[4]);
}
}
}
}
/* ------------------------------------------------------ */
function onDraw()
{
ImportGrenades();
GrenadeWarning();
}
Cheat.RegisterCallback("Draw", "onDraw");