Kleines Snippet hoffe es hilft euch ein wenig weiter.
void DrawGrenadeESP(UCanvas* pCanvas){
if (pPC == NULL || pPC->Pawn == NULL || pPC->WorldInfo == NULL )
return;
pPC->Pawn->FindActorsOfClass(AcAPBProjectile::StaticClass( ), &AllOfActors);
for (int i = 0; i < AllOfActors.Count; i++){
if (AllOfActors.Data[i] != NULL)
{
AActor* pActor = AllOfActors.Data[i] ;
if(dynamic_cast<AcAPBProjectile*>(pActor))
{
AcAPBProjectile* GrenadeESPThing = dynamic_cast<AcAPBProjectile*>(pActor);
char* name = GrenadeESPThing->GetFullName();
if(!strcmp( name, "cAPBProjectile TheWorld.PersistentLevel.cAPBProjectile" ))
{
float OldCurX = pCanvas->CurX;
float OldCurY = pCanvas->CurY;
FVector2D locatiescherm;
if (GrenadeESPThing == NULL || GrenadeESPThing->bDeleteMe || GrenadeESPThing->m_bExploded)
return;
locatiescherm = CalculateScreenCoordinate(pCanvas,GrenadeESPThing->Location);
swprintf(tempChar, 256, L"[Grenade]");
pCanvas->CurX = locatiescherm.X;
pCanvas->CurY = locatiescherm.Y;
pCanvas->DrawColor = Purple;
pCanvas->DrawText(tempChar, NULL, 1.0f, 1.0f);
pCanvas->CurX = OldCurX;
pCanvas->CurY = OldCurY;
}
}
}
}
}
if (pPC == NULL || pPC->Pawn == NULL || pPC->WorldInfo == NULL )
return;
pPC->Pawn->FindActorsOfClass(AcAPBProjectile::StaticClass( ), &AllOfActors);
for (int i = 0; i < AllOfActors.Count; i++){
if (AllOfActors.Data[i] != NULL)
{
AActor* pActor = AllOfActors.Data[i] ;
if(dynamic_cast<AcAPBProjectile*>(pActor))
{
AcAPBProjectile* GrenadeESPThing = dynamic_cast<AcAPBProjectile*>(pActor);
char* name = GrenadeESPThing->GetFullName();
if(!strcmp( name, "cAPBProjectile TheWorld.PersistentLevel.cAPBProjectile" ))
{
float OldCurX = pCanvas->CurX;
float OldCurY = pCanvas->CurY;
FVector2D locatiescherm;
if (GrenadeESPThing == NULL || GrenadeESPThing->bDeleteMe || GrenadeESPThing->m_bExploded)
return;
locatiescherm = CalculateScreenCoordinate(pCanvas,GrenadeESPThing->Location);
swprintf(tempChar, 256, L"[Grenade]");
pCanvas->CurX = locatiescherm.X;
pCanvas->CurY = locatiescherm.Y;
pCanvas->DrawColor = Purple;
pCanvas->DrawText(tempChar, NULL, 1.0f, 1.0f);
pCanvas->CurX = OldCurX;
pCanvas->CurY = OldCurY;
}
}
}
}
}