UI.AddSubTab(["Visuals", "SUBTAB_MGR"], "Indicators")
UI.AddCheckbox(["Visuals", "Indicators", "Indicators"], "Enable dmg indicator")
Render.OutlineStringCustom = function(x, y, alignid, text, color, font) {
Render.String(x - 1, y - 1, alignid, text, [0, 0, 0, color[3]], font);
Render.String(x - 1, y, alignid, text, [0, 0, 0, color[3]], font);
Render.String(x - 1, y + 1, alignid, text, [0, 0, 0, color[3]], font);
Render.String(x, y + 1, alignid, text, [0, 0, 0, color[3]], font);
Render.String(x, y - 1, alignid, text, [0, 0, 0, color[3]], font);
Render.String(x + 1, y - 1, alignid, text, [0, 0, 0, color[3]], font);
Render.String(x + 1, y, alignid, text, [0, 0, 0, color[3]], font);
Render.String(x + 1, y + 1, alignid, text, [0, 0, 0, color[3]], font);
Render.String(x, y, alignid, text, color, font);
}
/* Weapons */
var weaponTabNames = {
"usp s": "USP",
"glock 18": "Glock",
"dual berettas": "Dualies",
"r8 revolver": "Revolver",
"desert eagle": "Deagle",
"p250": "P250",
"tec 9": "Tec-9",
"mp9": "MP9",
"mac 10": "Mac10",
"pp bizon": "PP-Bizon",
"ump 45": "UMP45",
"ak 47": "AK47",
"sg 553": "SG553",
"aug": "AUG",
"m4a1 s": "M4A1-S",
"m4a4": "M4A4",
"ssg 08": "SSG08",
"awp": "AWP",
"g3sg1": "G3SG1",
"scar 20": "SCAR20",
"xm1014": "XM1014",
"mag 7": "MAG7",
"m249": "M249",
"negev": "Negev",
"p2000": "P2000",
"famas": "FAMAS",
"five seven": "Five Seven",
"mp7": "MP7",
"ump 45": "UMP45",
"p90": "P90",
"cz75 auto": "CZ-75",
"mp5 sd": "MP5",
"galil ar": "GALIL",
"sawed off": "Sawed off",
}
var other_weapons = ["knife", "knife_t", "knife_karambit", "knife_m9_bayonet", "knife_survival_bowie", "knife_butterfly", "knife_flip", "knife_push", "knife_tactical", "knife_falchion", "knife_gut", "knife_ursus", "knife_gypsy_jackknife", "knife_stiletto", "knife_widowmaker", "knife_css", "knife_cord", "knife_canis", "knife_outdoor", "knife_skeleton", "bayonet", "hegrenade", "smokegrenade", "molotov", "incgrenade", "flashbang", "decoy", "taser"]
var grenades = ["hegrenade", "smokegrenade", "molotov", "incgrenade", "flashbang", "decoy"]
var scx = Render.GetScreenSize()[0];
var scy = Render.GetScreenSize()[1];
function dmg_render() {
if (Entity.IsAlive(Entity.GetLocalPlayer()) && UI.GetValue(["Visuals", "Indicators", "Enable dmg indicator"])) {
if (weaponTabNames[Entity.GetName(Entity.GetWeapon(Entity.GetLocalPlayer()))] != undefined) {
var is_mindmg = UI.GetValue(["Rage", "General", "Damage override"])
var font_dmg = Render.GetFont("smallest_pixel-7.ttf", 10, true)
cur_dmg = is_mindmg ? UI.GetValue(["Rage", "Overrides", weaponTabNames[Entity.GetName(Entity.GetWeapon(Entity.GetLocalPlayer()))], "Minimum damage (on key)"]) : UI.GetValue(["Rage", "Target", weaponTabNames[Entity.GetName(Entity.GetWeapon(Entity.GetLocalPlayer()))], "Minimum damage"])
Render.OutlineStringCustom(scx / 2 + 25, scy / 2 - 19, 0, cur_dmg + "", is_mindmg ? [173, 245, 66, 255] : [255, 255, 255, 255], font_dmg);
}
}
}
Cheat.RegisterCallback("Draw", "dmg_render")