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AdminSpec-ESP


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El Abuelo Loco
Senior Member
Join Date: Jun 2020
Old 03-12-2021 , 20:24   AdminSpec-ESP
Reply With Quote #1

Hello, can you help me? I want to use the Admin Spec ESP plugin. the thing that is activated but does not work for me

because if someone knows how to fix it. I already add the Cvars in amx and it still doesn't work.!

Admin Spectator E 1.3 KoST admin_spec_esp. running

PHP Code:
/* AMX Mod X - Script
*
*    Admin Spectator ESP v1.3
*    Copyright (C) 2006 by KoST
*
*    this plugin along with its compiled version can de downloaded here:
*    http://www.amxmodx.org/forums/viewtopic.php?t=24787    
*    
*
*  This program is free software; you can redistribute it and/or
*  modify it under the terms of the GNU General Public License
*  as published by the Free Software Foundation; either version 2
*  of the License, or (at your option) any later version.
*
*  This program is distributed in the hope that it will be useful,
*  but WITHOUT ANY WARRANTY; without even the implied warranty of
*  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
*  GNU General Public License for more details.
*
*  You should have received a copy of the GNU General Public License
*  along with this program; if not, write to the Free Software
*  Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
*  or download here: http://www.gnu.org/licenses/gpl.txt
*
*  In addition, as a special exception, the author gives permission to
*  link the code of this program with the Half-Life Game Engine ("HL
*  Engine") and Modified Game Libraries ("MODs") developed by Valve,
*  L.L.C ("Valve"). You must obey the GNU General Public License in all
*  respects for all of the code used other than the HL Engine and MODs
*  from Valve. If you modify this file, you may extend this exception
*  to your version of the file, but you are not obligated to do so. If
*  you do not wish to do so, delete this exception statement from your
*  version.
*/
//--------------------------------------------------------------------------------------------------

#include <amxmodx>
#include <engine>

// Here you can adjust the required admin level if needed
// there is a list of all levels http://www.amxmodx.org/funcwiki.php?go=module&id=1#const_admin

#define REQUIRED_ADMIN_LEVEL ADMIN_KICK

//--------------------------------------------------------------------------------------------------

#define PLUGIN "Admin Spectator ESP"
#define VERSION "1.3"
#define AUTHOR "KoST"

enum {
    
ESP_ON=0,
    
ESP_LINE,
    
ESP_BOX,
    
ESP_NAME,
    
ESP_HEALTH_ARMOR,
    
ESP_WEAPON,
    
ESP_CLIP_AMMO,
    
ESP_DISTANCE,
    
ESP_TEAM_MATES,
    
ESP_AIM_VEC,
}

new 
bool:admin[33// is/is not admin
new bool:first_person[33//is/is not in first person view
new spec[33// spec[player_id]=the players id if
new laser // precached model
new max_players // if you start hlds with +maxplayers 20 for example this would be 20
new team_colors[4][3]={{0,0,0},{150,0,0},{0,0,150},{0,150,0}} 
new 
esp_colors[5][3]={{0,255,0},{100,60,60},{60,60,100},{255,0,255},{128,128,128}}
new 
bool:ducking[33//is/is not player ducked
new damage_done_to[33//damage_done_to[p1]=p2 // p1 has hit p2
new view_target[33// attackers victim
new bool:admin_options[33][10// individual esp options
new bool:is_in_menu[33// has esp menu open

// weapon strings
new weapons[30][10]={"None","P228","Scout","HE","XM1014","C4",
    
"MAC-10","AUG","Smoke","Elite","Fiveseven",
    
"UMP45","SIG550","Galil","Famas","USP",
    
"Glock","AWP","MP5","M249","M3","M4A1",
    
"TMP","G3SG1","Flash","Deagle","SG552",
    
"AK47","Knife","P90"}

public 
plugin_precache(){
    
laser=precache_model("sprites/laserbeam.spr"
}

public 
plugin_init(){
    
register_plugin(PLUGIN,VERSION,AUTHOR)
    
server_print("^n^t%s v%s, Copyright (C) 2006 by %s^n",PLUGIN,VERSION,AUTHOR)
    
    
// cvars
    
register_cvar("esp","1")
    
register_cvar("esp_timer","0.3")
    
register_cvar("esp_allow_all","0")
    
register_cvar("esp_disable_default_keys","0")
    
register_cvar("aesp_version",VERSION,FCVAR_SERVER|FCVAR_UNLOGGED|FCVAR_SPONLY)
    
    
// client commands
    
register_clcmd("esp_menu","cmd_esp_menu",REQUIRED_ADMIN_LEVEL,"Shows ESP Menu")
    
register_clcmd("esp_toggle","cmd_esp_toggle",REQUIRED_ADMIN_LEVEL,"Toggle ESP on/off")
    
register_clcmd("say /esp_menu","cmd_esp_menu",REQUIRED_ADMIN_LEVEL,"Shows ESP Menu")
    
register_clcmd("say /esp_toggle","cmd_esp_toggle",REQUIRED_ADMIN_LEVEL,"Toggle ESP on/off")
    
register_clcmd("esp_settings","cmd_esp_settings",REQUIRED_ADMIN_LEVEL," ESP adasdsassdasd")
    
    
    
// events
    
register_event("StatusValue","spec_target","bd","1=2")
    
register_event("SpecHealth2","spec_target","bd")
    
register_event("TextMsg","spec_mode","b","2&#Spec_Mode")
    
register_event("Damage""event_Damage""b""2!0""3=0""4!0")
    
register_event("ResetHUD""reset_hud_alive""be")
    
    
    
// menu
    
new keys=MENU_KEY_0|MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_4|MENU_KEY_5|MENU_KEY_6|MENU_KEY_7|MENU_KEY_8|MENU_KEY_9
    register_menucmd
(register_menuid("Admin Specator ESP"),keys,"menu_esp")
    
    
max_players=get_maxplayers()
    
    
// start esp_timer for the first time
    
set_task(1.0,"esp_timer")


public 
reset_hud_alive(id){
    
spec[id]=0
    
return PLUGIN_CONTINUE
}

public 
cmd_esp_settings(id){
    if (
admin[id]){
        new 
out[11]
        
read_argv(1,out,10)
        new 
len=strlen(out)     
        for (new 
i=0;i<len;i++){
            if (
out[i]=='1'){
                
admin_options[id][i]=true
            
}else{
                
admin_options[id][i]=false
            
}
        }
    }
}

public 
cmd_esp_menu(id){
    if (
admin[id] && get_cvar_num("esp")==1){
        
show_esp_menu(id)
    }
}

public 
cmd_esp_toggle(id){
    if (
admin[id] && get_cvar_num("esp")==1){
        
change_esp_status(id,!admin_options[id][0])
    }
}

public 
show_esp_menu(id){
    
is_in_menu[id]=true
    
new menu[301]
    new 
keys=MENU_KEY_0|MENU_KEY_1|MENU_KEY_2|MENU_KEY_3|MENU_KEY_4|MENU_KEY_5|MENU_KEY_6|MENU_KEY_7|MENU_KEY_8|MENU_KEY_9
    
new onoff[2][]={{"\roff\w"},{"\yon\w"}} // \r=red \y=yellow \w white
    
new text[2][]={{"(use move forward/backward to switch on/off)"},{"(use esp_toggle command to toggle)"}} // \r=red \y=yellow \w white
    
new text_index=get_cvar_num("esp_disable_default_keys")
    if (
text_index!=1text_index=0
    format
(menu300"Admin Specator ESP^nis %s %s^n^n1. Line is %s^n2. Box is %s^n3. Name is %s^n4. Health/Armor is %s^n5. Weapon is %s^n6. Clip/Ammo is %s^n7. Distance is %s^n8. Show TeamMates is %s^n9. Show AimVector is %s^n^n0. Exit",
    
onoff[admin_options[id][ESP_ON]],
    
text[text_index],
    
onoff[admin_options[id][ESP_LINE]],
    
onoff[admin_options[id][ESP_BOX]],
    
onoff[admin_options[id][ESP_NAME]],
    
onoff[admin_options[id][ESP_HEALTH_ARMOR]],
    
onoff[admin_options[id][ESP_WEAPON]],
    
onoff[admin_options[id][ESP_CLIP_AMMO]],
    
onoff[admin_options[id][ESP_DISTANCE]],
    
onoff[admin_options[id][ESP_TEAM_MATES]],
    
onoff[admin_options[id][ESP_AIM_VEC]])
    
show_menu(id,keys,menu)
    
    return 
PLUGIN_HANDLED
}

public 
menu_esp(id,key){
    if (
key==9){ // exit
        
is_in_menu[id]=false
        
return PLUGIN_HANDLED
    
}
    
// toggle esp options
    
if (admin_options[id][key+1]){
        
admin_options[id][key+1]=false
        
}else{
        
admin_options[id][key+1]=true
    
}
    
show_esp_menu(id)
    return 
PLUGIN_HANDLED
}

public 
event_Damage(id){
    if (
id>0) {
        new 
attacker=get_user_attacker(id)
        if (
attacker>&& attacker<=max_players){ 
            if (
view_target[attacker]==id){
                
damage_done_to[attacker]=id
            
}
        }
    }
    return 
PLUGIN_CONTINUE
}

public 
spec_mode(id){
    
// discover if in first_person_view
    
new specMode[12]
    
read_data(2,specMode,11)
    
    if(
equal(specMode,"#Spec_Mode4")){
        
first_person[id]=true
        
}else{
        
first_person[id]=false
    
}
    return 
PLUGIN_CONTINUE
}

public 
spec_target(id){
    if (
id>0){
        new 
target=read_data(2)
        if (
target!=0){
            
spec[id]=target
        
}
    }
    return 
PLUGIN_CONTINUE
}

public 
client_putinserver(id){
    
first_person[id]=false
    
if ((get_user_flags(id) & REQUIRED_ADMIN_LEVEL) || get_cvar_num("esp_allow_all")==1){
        
admin[id]=true
        init_admin_options
(id)
        
        }else{
        
admin[id]=false
    
}
}

public 
init_admin_options(id){
    
    for (new 
i=0;i<10;i++){
        
admin_options[id][i]=true
    
}
    
admin_options[id][ESP_TEAM_MATES]=false
    load_vault_data
(id)
}

public 
save2vault(id){
    if (
admin[id]){
        new 
authid[35]
        
get_user_authid (id,authid,34
        new 
tmp[11]
    
        for (new 
s=0;s<10;s++){
        
            if (
admin_options[id][s]){
                
tmp[s]='1';
            }else{
                
tmp[s]='0';
            }
        }
        
tmp[10]=0

        
//server_print("STEAMID: %s OPTIONS: %s",authid,tmp);
        
new key[41]
        
format(key,40,"AESP_%s",authid
        
        
set_vaultdata(key,tmp)
    }
}

public 
load_vault_data(id){
    if (
admin[id]){
        new 
data[11]
        new 
authid[35]
        
get_user_authid (id,authid,34)
        new 
key[41]
        
format(key,40,"AESP_%s",authid
        
get_vaultdata(key,data,10)
        if (
strlen(data)>0){
            for (new 
s=0;s<10;s++){
                if (
data[s]=='1'){
                    
admin_options[id][s]=true
                
}else{
                    
admin_options[id][s]=false
                
}
            }
        }
    }    
    
}

public 
client_disconnected(id){
    
save2vault(id)
    
admin[id]=false
    spec
[id]=0
}

public 
change_esp_status(id,bool:on){
    if (
on){
        
admin_options[id][0]=true
        
if (!is_in_menu[id]) client_print(id,print_chat,"[%s] ON",PLUGIN)
        if (
is_in_menu[id]) show_esp_menu(id)
    }else{
        
admin_options[id][0]=false
        
if (!is_in_menu[id]) client_print(id,print_chat,"[%s] OFF",PLUGIN)
        if (
is_in_menu[id]) show_esp_menu(id)
    }
}

public 
client_PreThink(id){
    if (!
is_user_connected(id)) return PLUGIN_CONTINUE
    
    
new button=get_user_button(id)
    if (
button==0) return PLUGIN_CONTINUE // saves a lot of cpu
    
    
new oldbutton=get_user_oldbutton(id)
    
    if (
button IN_DUCK){
        
ducking[id]=true
        
}else{
        
ducking[id]=false
    
}
    
    if ((
get_cvar_num("esp")==1) && (get_cvar_num("esp_disable_default_keys")!=1)){
        if (
admin[id]){
            if (
first_person[id] && !is_user_alive(id)){
                if ((
button IN_RELOAD) && !(oldbutton IN_RELOAD)){
                    
show_esp_menu(id)
                }
                if ((
button IN_FORWARD)  && !(oldbutton IN_FORWARD) && !admin_options[id][0]){
                    
change_esp_status(id,true)
                }
                if ((
button IN_BACK)  && !(oldbutton IN_BACK) && admin_options[id][0]){
                    
change_esp_status(id,false)
                }
            }
        }
    }
    return 
PLUGIN_CONTINUE
}

public 
draw_aim_vector(i,s,len){
    new 
Float:endpoint[3]
    new 
tmp[3]
    new 
Float:vec1[3]
    
get_user_origin(stmp1)
    
IVecFVec(tmp,vec1)
    
vec1[2]-=6.0
    VelocityByAim
(s,len,endpoint// get aim vector
    
addVec(endpoint,vec1// add origin to get absolute coordinates
    
make_TE_BEAMPOINTS(i,4,vec1,endpoint,10,0,255)
    return 
PLUGIN_CONTINUE
}

public 
esp_timer(){
    
    if (
get_cvar_num("esp")!=1) { // if esp is not 1, it is off
        
set_task(1.0,"esp_timer"// check for reactivation in 1 sec intervals
        
return PLUGIN_CONTINUE
    
}
    
    for (new 
i=1;i<=max_players;i++){ // loop through players
        
        
if (admin_options[i][ESP_ON] && first_person[i] && is_user_connected(i) && admin[i] && (!is_user_alive(i)) && (spec[i]>0) && is_user_alive(spec[i])){ // :)
            
            
new spec_id=spec[i]
            new 
Float:my_origin[3
            
entity_get_vector(i,EV_VEC_origin,my_origin// get origin of spectating admin
            
new my_team
            my_team
=get_team(spec_id// get team of spectated :)
            
            
new Float:smallest_angle=180.0 
            
new smallest_id=0
            
new Float:xp=2.0,Float:yp=2.0 // x,y of hudmessage
            
new Float:dist
            
            
for (new s=1;s<=max_players;s++){ // loop through the targets
                
if (is_user_alive(s)){ // target must be alive
                    
new target_team=get_team(s// get team of target
                    
if (!(target_team==3)){ //if not spectator
                        
if (spec_id!=s){ // do not target myself
                            // if the target is in the other team and not spectator
                            
                            
if (((my_team!=target_team && (target_team==|| target_team==2)) || admin_options[i][ESP_TEAM_MATES])){
                                
                                new 
Float:target_origin[3]
                                
// get origin of target
                                
entity_get_vector(s,EV_VEC_origin,target_origin)
                                
                                
                                
// get distance from me to target
                                
new Float:distance=vector_distance(my_origin,target_origin)
                                
                                if (
admin_options[i][ESP_LINE]){
                                    
                                    new 
width
                                    
if (distance<2040.0){
                                        
// calculate width according to distance
                                        
width=(255-floatround(distance/8.0))/3
                                        
}else{
                                        
width=1
                                    
}    
                                    
// create temp_ent
                                    
make_TE_BEAMENTPOINT(i,target_origin,width,target_team)
                                }
                                
                                
                                
// get vector from me to target
                                
new Float:v_middle[3]
                                
subVec(target_origin,my_origin,v_middle)
                                
                                
// trace from me to target, getting hitpoint
                                
new Float:v_hitpoint[3]
                                
trace_line (-1,my_origin,target_origin,v_hitpoint)
                                
                                
// get distance from me to hitpoint (nearest wall)
                                
new Float:distance_to_hitpoint=vector_distance(my_origin,v_hitpoint)
                                
                                
// scale
                                
new Float:scaled_bone_len
                                
if (ducking[spec_id]){
                                    
scaled_bone_len=distance_to_hitpoint/distance*(50.0-18.0)
                                    }else{
                                    
scaled_bone_len=distance_to_hitpoint/distance*50.0
                                
}
                                
scaled_bone_len=distance_to_hitpoint/distance*50.0
                                
                                
new Float:scaled_bone_width=distance_to_hitpoint/distance*150.0
                                
                                
new Float:v_bone_start[3],Float:v_bone_end[3]
                                new 
Float:offset_vector[3]
                                
// get the point 10.0 units away from wall
                                
normalize(v_middle,offset_vector,distance_to_hitpoint-10.0// offset from wall
                                
                                // set to eye level
                                
new Float:eye_level[3]
                                
copyVec(my_origin,eye_level)
                                
                                if (
ducking[spec_id]){
                                    
eye_level[2]+=12.3
                                    
}else{
                                    
eye_level[2]+=17.5
                                
}
                                
                                
                                
addVec(offset_vector,eye_level)
                                
                                
// start and end of green box
                                
copyVec(offset_vector,v_bone_start)
                                
copyVec(offset_vector,v_bone_end)
                                
v_bone_end[2]-=scaled_bone_len
                                
                                
new Float:distance_target_hitpoint=distance-distance_to_hitpoint
                                
                                
new actual_bright=255
                                
                                
if (admin_options[i][ESP_BOX]){
                                    
// this is to make green box darker if distance is larger
                                    
if (distance_target_hitpoint<2040.0){
                                        
actual_bright=(255-floatround(distance_target_hitpoint/12.0))
                                        
                                        }else{
                                        
actual_bright=85
                                    
}    
                                    new 
color
                                    
if (distance_to_hitpoint!=distance){ // if no line of sight
                                        
color=0
                                        
}else{ // if line of sight
                                        
color=target_team
                                    
}
                                    
                                    if (
damage_done_to[spec_id]==s) {
                                        
color=3
                                        damage_done_to
[spec_id]=0
                                    
}
                                    
make_TE_BEAMPOINTS(i,color,v_bone_start,v_bone_end,floatround(scaled_bone_width),target_team,actual_bright)
                                }
                                
                                
                                if (
admin_options[i][ESP_AIM_VEC] || admin_options[i][ESP_NAME] || admin_options[i][ESP_HEALTH_ARMOR] || admin_options[i][ESP_WEAPON] || admin_options[i][ESP_CLIP_AMMO] || admin_options[i][ESP_DISTANCE]){
                                    
                                    
                                    new 
Float:ret[2]
                                    new 
Float:x_angle=get_screen_pos(spec_id,v_middle,ret)
                                    
                                    
// find target with the smallest distance to crosshair (on x-axis)
                                    
if (smallest_angle>floatabs(x_angle)){
                                        if (
floatabs(x_angle)!=0.0){
                                            
smallest_angle=floatabs(x_angle)
                                            
view_target[spec_id]=s
                                            smallest_id
=// store nearest target id..
                                            
xp=ret[0// and x,y coordinates of hudmessage
                                            
yp=ret[1]
                                            
dist=distance
                                        
}
                                    }
                                }
                            }
                        }
                    }
                }
            } 
// inner player loop end
            
if (!is_user_alive(smallest_id)) {
                
smallest_id=0
                xp
=-1.0
            
}
            if (
smallest_id>&& admin_options[i][ESP_AIM_VEC]){
                
draw_aim_vector(i,smallest_id,2000)
            }
            if (
xp>0.0 && xp<=1.0 && yp>0.0 && yp<=1.0){ // if in visible range
                // show the player info
                
set_hudmessage(2552550floatabs(xp), floatabs(yp), 00.0get_cvar_float("esp_timer"), 0.00.02)
                
                new 
name[37]=""
                
new tmp[33]
                
get_user_name(smallest_id,tmp,32)
                if (
admin_options[i][ESP_NAME]){
                    
format(name,36,"[%s]^n",tmp)
                }
                
                
                new 
health[25]=""
                
if (admin_options[i][ESP_HEALTH_ARMOR]){
                    new 
hp=get_user_health(smallest_id)
                    new 
armor=get_user_armor(smallest_id)
                    
format(health,24,"health: %d armor: %d^n",hp,armor)
                }
                
                
                new 
clip_ammo[22]=""
                
new clip,ammo
                
new weapon_id=get_user_weapon(smallest_id,clip,ammo)
                if (
admin_options[i][ESP_CLIP_AMMO]){
                    
format(clip_ammo,21,"clip: %d ammo: %d^n",clip,ammo)
                }
                
                new 
weapon_name[21]=""
                
if (admin_options[i][ESP_WEAPON]){
                    if ((
weapon_id-1)<|| (weapon_id-1)>29weapon_id=1
                    format
(weapon_name,20,"weapon: %s^n",weapons[weapon_id-1])
                    
//copy(weapon_name,9,weapons[weapon_id-1])
                
}
                
                new 
str_dist[19]
                if (
admin_options[i][ESP_DISTANCE]){
                    
format(str_dist,18,"distance: %d^n",floatround(dist))
                }
                
                
show_hudmessage(i"%s%s%s%s%s",name,health,weapon_name,clip_ammo,str_dist)
            }
        }
    }
    
set_task(get_cvar_float("esp_timer"),"esp_timer"// keep it going
    
return PLUGIN_CONTINUE    
}

public 
Float:get_screen_pos(id,Float:v_me_to_target[3],Float:Ret[2]){
    new 
Float:v_aim[3]
    
VelocityByAim(id,1,v_aim// get aim vector
    
new Float:aim[3]
    
copyVec(v_aim,aim// make backup copy of v_aim
    
v_aim[2]=0.0 // project aim vector vertically to x,y plane
    
new Float:v_target[3]
    
copyVec(v_me_to_target,v_target)
    
v_target[2]=0.0 // project target vector vertically to x,y plane
    // both v_aim and v_target are in the x,y plane, so angle can be calculated..
    
new Float:x_angle
    
new Float:x_pos=get_screen_pos_x(v_target,v_aim,x_angle// get the x coordinate of hudmessage..
    
new Float:y_pos=get_screen_pos_y(v_me_to_target,aim// get the y coordinate of hudmessage..
    
Ret[0]=x_pos 
    Ret
[1]=y_pos
    
return x_angle
}

public 
Float:get_screen_pos_x(Float:target[3],Float:aim[3],&Float:xangle){
    new 
Float:x_angle=floatacos(vectorProduct(aim,target)/(getVecLen(aim)*getVecLen(target)),1// get angle between vectors
    
new Float:x_pos
    
//this part is a bit tricky..
    //the problem is that the 'angle between vectors' formula returns always positive values
    //how can be determined if the target vector is on the left or right side of the aim vector? with only positive angles?
    //the solution:
    //the scalar triple product returns the volume of the parallelepiped that is created by three input vectors
    //
    //i used the aim and target vectors as the first two input parameters
    //and the third one is a vector pointing straight upwards [0,0,1]
    //if now the target is on the left side of spectator origin the created parallelepipeds volume is negative 
    //and on the right side positive
    //now we can turn x_angle into a signed value..
    
if (scalar_triple_product(aim,target)<0.0x_angle*=-// make signed
    
if (x_angle>=-45.0 && x_angle<=45.0){ // if in fov of 90
        
x_pos=1.0-(floattan(x_angle,degrees)+1.0)/2.0 // calulate y_pos of hudmessage
        
xangle=x_angle
        
return x_pos
    
}
    
xangle=0.0
    
return -2.0
}

public 
Float:get_screen_pos_y(Float:v_target[3],Float:aim[3]){
    new 
Float:target[3]
    
    
// rotate vector about z-axis directly over the direction vector (to get height angle)
    
rotateVectorZ(v_target,aim,target)
    
    
// get angle between aim vector and target vector
    
new Float:y_angle=floatacos(vectorProduct(aim,target)/(getVecLen(aim)*getVecLen(target)),1// get angle between vectors
    
    
new Float:y_pos
    
new Float:norm_target[3],Float:norm_aim[3]
    
    
// get normalized target and aim vectors
    
normalize(v_target,norm_target,1.0)
    
normalize(aim,norm_aim,1.0)
    
    
//since the 'angle between vectors' formula returns always positive values
    
if (norm_target[2]<norm_aim[2]) y_angle*=-//make signed
    
    
if (y_angle>=-45.0 && y_angle<=45.0){ // if in fov of 90
        
y_pos=1.0-(floattan(y_angle,degrees)+1.0)/2.0 // calulate y_pos of hudmessage
        
if (y_pos>=0.0 && y_pos<=1.0) return y_pos
    
}
    return -
2.0
}

public 
get_team(id){
    new 
team[2]
    
get_user_team(id,team,1)
    switch(
team[0]){
        case 
'T':{
            return 
1
        
}
        case 
'C':{
            return 
2
        
}
        case 
'S':{
            return 
3
        
}
        default:{}
    }
    return 
0
}

// Vector Operations -------------------------------------------------------------------------------

public Float:getVecLen(Float:Vec[3]){
    new 
Float:VecNull[3]={0.0,0.0,0.0}
    new 
Float:len=vector_distance(Vec,VecNull)
    return 
len
}

public 
Float:scalar_triple_product(Float:a[3],Float:b[3]){
    new 
Float:up[3]={0.0,0.0,1.0}
    new 
Float:Ret[3]
    
Ret[0]=a[1]*b[2]-a[2]*b[1]
    
Ret[1]=a[2]*b[0]-a[0]*b[2]
    
Ret[2]=a[0]*b[1]-a[1]*b[0]
    return 
vectorProduct(Ret,up)
}

public 
normalize(Float:Vec[3],Float:Ret[3],Float:multiplier){
    new 
Float:len=getVecLen(Vec)
    
copyVec(Vec,Ret)
    
Ret[0]/=len
    Ret
[1]/=len
    Ret
[2]/=len
    Ret
[0]*=multiplier
    Ret
[1]*=multiplier
    Ret
[2]*=multiplier
}

public 
rotateVectorZ(Float:Vec[3],Float:direction[3],Float:Ret[3]){
    
// rotates vector about z-axis
    
new Float:tmp[3]
    
copyVec(Vec,tmp)
    
tmp[2]=0.0
    
new Float:dest_len=getVecLen(tmp)
    
copyVec(direction,tmp)
    
tmp[2]=0.0
    
new Float:tmp2[3]
    
normalize(tmp,tmp2,dest_len)
    
tmp2[2]=Vec[2]
    
copyVec(tmp2,Ret)
}

public 
Float:vectorProduct(Float:Vec1[3],Float:Vec2[3]){
    return 
Vec1[0]*Vec2[0]+Vec1[1]*Vec2[1]+Vec1[2]*Vec2[2]
}

public 
copyVec(Float:Vec[3],Float:Ret[3]){
    
Ret[0]=Vec[0]
    
Ret[1]=Vec[1]
    
Ret[2]=Vec[2]
}

public 
subVec(Float:Vec1[3],Float:Vec2[3],Float:Ret[3]){
    
Ret[0]=Vec1[0]-Vec2[0]
    
Ret[1]=Vec1[1]-Vec2[1]
    
Ret[2]=Vec1[2]-Vec2[2]
}

public 
addVec(Float:Vec1[3],Float:Vec2[3]){
    
Vec1[0]+=Vec2[0]
    
Vec1[1]+=Vec2[1]
    
Vec1[2]+=Vec2[2]
}

// Temporary Entities ------------------------------------------------------------------------------
// there is a list of much more temp entities at: http://djeyl.net/forum/index.php?act=Attach&type=post&id=290870
// all messages are sent with MSG_ONE_UNRELIABLE flag to avoid overflow in case of very low esp_timer setting and much targets

public make_TE_BEAMPOINTS(id,color,Float:Vec1[3],Float:Vec2[3],width,target_team,brightness){
    
message_begin(MSG_ONE_UNRELIABLE ,SVC_TEMPENTITY,{0,0,0},id//message begin
    
write_byte(0)
    
write_coord(floatround(Vec1[0])) // start position
    
write_coord(floatround(Vec1[1]))
    
write_coord(floatround(Vec1[2]))
    
write_coord(floatround(Vec2[0])) // end position
    
write_coord(floatround(Vec2[1]))
    
write_coord(floatround(Vec2[2]))
    
write_short(laser// sprite index
    
write_byte(3// starting frame
    
write_byte(0// frame rate in 0.1's
    
write_byte(floatround(get_cvar_float("esp_timer")*10)) // life in 0.1's
    
write_byte(width// line width in 0.1's
    
write_byte(0// noise amplitude in 0.01's
    
write_byte(esp_colors[color][0])
    
write_byte(esp_colors[color][1])
    
write_byte(esp_colors[color][2])
    
write_byte(brightness// brightness)
    
write_byte(0// scroll speed in 0.1's
    
message_end()
}

public 
make_TE_BEAMENTPOINT(id,Float:target_origin[3],width,target_team){
    
message_begin(MSG_ONE_UNRELIABLE,SVC_TEMPENTITY,{0,0,0},id)
    
write_byte(1)
    
write_short(id)
    
write_coord(floatround(target_origin[0]))
    
write_coord(floatround(target_origin[1]))
    
write_coord(floatround(target_origin[2]))
    
write_short(laser)
    
write_byte(1)        
    
write_byte(1)
    
write_byte(floatround(get_cvar_float("esp_timer")*10))
    
write_byte(width)
    
write_byte(0)
    
write_byte(team_colors[target_team][0])
    
write_byte(team_colors[target_team][1])
    
write_byte(team_colors[target_team][2])
    
write_byte(255)
    
write_byte(0)
    
message_end()

El Abuelo Loco is offline
CryWolf
Veteran Member
Join Date: Jul 2008
Location: Romania
Old 03-13-2021 , 11:13   Re: AdminSpec-ESP
Reply With Quote #2

Just go as a Spectator and with First Person View and use forward and backward keys to activate/dezactivate the function, and it is working just fine, AMXX 1.10

https://ibb.co/RyCsdpw

use esp_menu (console) command to check if the plugin is on or off.
__________________
I dont walk trough this world with fear in my heart.
www.dark-arena.com L4D, CS1.6, CZ Servers

Last edited by CryWolf; 03-13-2021 at 11:18. Reason: proof.
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