Java:
var hitlist = [[], [], []]; // array to store hits
function drawSkel(hitboxPos, color) { // function to draw chams, hitboxPos = array with hitbox positions, color = color of skeleton
var skelMesh = [
[0, 1],
[1, 6],
[6, 5],
[5, 4],
[4, 3],
[3, 2],
[2, 7],
[2, 8],
[8, 10],
[10, 12],
[7, 9],
[9, 11],
[6, 15],
[15, 16],
[16, 13],
[6, 17],
[17, 18],
[18, 14]
]; // mesh for the skeleton, basically what hitbox positions should be connected with a line
for (var i = 0; i < skelMesh.length; i++) { // loop through the mesh
var p1 = Render.WorldToScreen(hitboxPos[skelMesh[i][0]]); // w2s p1
var p2 = Render.WorldToScreen(hitboxPos[skelMesh[i][1]]); // w2s p2
Render.Line(p1[0], p1[1], p2[0], p2[1], color); // render line
}
} function h() { // gets called when a player gets hurt
var attackerplayer = Entity.GetEntityFromUserID(Event.GetString("attacker")) // getting the attacker from the event
var localplayer = Entity.GetLocalPlayer(); // getting the local player
if (attackerplayer == localplayer) { // checking if we are the attacker
var victimplayer = Entity.GetEntityFromUserID(Event.GetString("userid")) // getting the victim we hit
var color = UI.GetColor( ["Visuals", "ESP", "Enemy"], "Color Hit"); // getting the color fot hit
if (Event.GetInt("health") < 1) { // check if the player we hit is dead
color = UI.GetColor( ["Visuals", "ESP", "Enemy"], "Color Kill"); // if yes we change color to color for kill
}
var hitboxPos = []; // initializing empty array to fetch hitbox positions
for (var i = 0; i < 19; i++) { // loop for all hitbox positions
var p = Entity.GetHitboxPosition(victimplayer, i);
hitboxPos.push(p); // push the received array into the hitbox position array
}
hitlist[0].push(Global.Curtime() + UI.GetValue( ["Visuals", "ESP", "Enemy"], "Draw Time"));
hitlist[1].push(hitboxPos);
hitlist[2].push(color);
// then we push everything into the hitlist
}
} function d() { // gets called on draw
if (hitlist[0].length == 0 || !UI.GetValue( ["Visuals", "ESP", "Enemy"], "Draw Lagcomp")) return; // check if checkbox is enabled and that the hitlist has entries
for (var i = 0; i < hitlist[0].length; i++) { // loop through the hitlist
if (Global.Curtime() < hitlist[0][i]) { // check if item should be rendered
drawSkel(hitlist[1][i], hitlist[2][i]); // if yes render
} else { // else remove item from the list
hitlist[0].splice(i, 1);
hitlist[1].splice(i, 1);
hitlist[2].splice(i, 1);
}
}
} function s() { // setup function
// add ui elements
UI.AddCheckbox( ["Visuals", "ESP", "Enemy"], "Draw Lagcomp");
UI.AddSliderFloat( ["Visuals", "ESP", "Enemy"], "Draw Time", .1, 10);
UI.AddColorPicker( ["Visuals", "ESP", "Enemy"], "Color Hit");
UI.AddColorPicker( ["Visuals", "ESP", "Enemy"], "Color Kill");
// register callbacks
Cheat.RegisterCallback("Draw", "d");
Cheat.RegisterCallback("player_hurt", "h");
} s(); // call setup function