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				client.cpp:
			
		
		
		void Client::DrawHUD() {
    int ms = std::max(0, (int)std::round(g_cl.m_latency * 1000.f));
    int rate = (int)std::round(1.f / g_csgo.m_globals->m_interval);
    Color color = g_gui.m_color;
    time_t t = std::time(nullptr);
    std::ostringstream time;
    time << std::put_time(std::localtime(&t), ("%H:%M:%S"));
    bool show_user = (g_menu.main.misc.watermark.get(0));
    bool show_build = (g_menu.main.misc.watermark.get(1));
    bool show_delay = (g_menu.main.misc.watermark.get(2));
    bool show_shots = (g_menu.main.misc.watermark.get(3));
    bool show_time = (g_menu.main.misc.watermark.get(4));
//change to whatever name u want
    std::string text = "paradox";
    if (show_user) {
        text += tfm::format(XOR(" | %s"), g_cl.m_userr);
    }
    if (show_build) {
        text += tfm::format(XOR(" | %s"), g_cl.m_build);
    }
    if (show_delay) {
        if (ms == 0) {
            text += XOR(" | local server");
        } else {
            text += tfm::format(XOR(" | delay: %i ms"), ms);
        }
    }
    if (show_shots) {
        text += tfm::format(XOR(" | taps: %i"), g_shots.taps);
    }
    if (show_time) {
        text += tfm::format(XOR(" | %s"), time.str().data());
    }
    render::FontSize_t target_size = render::hud.size(text);
    static float current_width = 0;
    static float current_height = 0;
    float animation_speed = 0.2f;
    current_width += (target_size.m_width - current_width) * animation_speed;
    current_height += (target_size.m_height - current_height) * animation_speed;
//persona
    int rounded_width = std::round(current_width);
    int rounded_height = std::round(current_height);
    int padding = 5;
    int radius = 5;
    int border_thickness = 1; // Border thickness
    int watermark_width = rounded_width + 2 * padding + 2 * border_thickness;
    int watermark_height = rounded_height + 2 * padding + 2 * border_thickness;
    int x_position = m_width - watermark_width - 10;
    int y_position = 10;
    render::round_rect(x_position, y_position, watermark_width, watermark_height, radius, { 255, 255, 255, 60 });
    render::round_rect(x_position + border_thickness, y_position + border_thickness, rounded_width + 2 * padding, rounded_height + 2 * padding, radius, { 23, 23, 23, 255 });
    int text_y_position = y_position + padding + (watermark_height - rounded_height) / 10;
    render::hud.string(m_width - padding - 10, text_y_position, { 255, 255, 255, 255 }, text, render::ALIGN_RIGHT);
}
	
			
				round_rect:
			
		
		
		void render::round_rect(int x, int y, int w, int h, int r, Color color) {
    Vertex round[64];
    for (int i = 0; i < 4; i++) {
        int _x = x + ((i < 2) ? (w - r) : r);
        int _y = y + ((i % 3) ? (h - r) : r);
        float a = 90.f * i;
        for (int j = 0; j < 16; j++) {
            float _a = math::deg_to_rad(a + j * 6.f);
            round[(i * 16) + j] = Vertex(vec2_t(_x + r * sin(_a), _y - r * cos(_a)));
        }
    }
    g_csgo.m_surface->DrawSetColor(color);
    g_csgo.m_surface->DrawTexturedPolygon(64, round);
}
in render.h void round_rect(int x, int y, int w, int h, int r, Color color);
	
						