#include "pch.h" #include "feature.h" void ESP() { if (Config.GetPalPlayerCharacter() != NULL) { if (Config.GetPalPlayerCharacter()->ShooterComponent != NULL) { if(Config.GetPalPlayerCharacter()->ShooterComponent->GetHasWeapon() != NULL) { DrawUActorComponent(Config.GetPalPlayerCharacter()->ShooterComponent->GetHasWeapon()->InstanceComponents, ImColor(128, 0, 0)); } } if (Config.UCIM != NULL) { SDK::TArray T = {}; Config.UCIM->GetAllPalCharacter(&T); if (T.IsValid()) { for (int i = 0; i < T.Num(); i++) { ImGui::GetBackgroundDrawList()->AddText(nullptr, 16, ImVec2(10, 10 + (i * 30)), ImColor(128,0,0), T[i]->GetFullName().c_str()); } } } } } void DrawUActorComponent(SDK::TArray Comps,ImColor color) { ImGui::GetBackgroundDrawList()->AddText(nullptr, 16, ImVec2(ImGui::GetIO().DisplaySize.x / 2, ImGui::GetIO().DisplaySize.y / 2), color, "Drawing..."); if (Comps.IsValid()) { for (int i = 0; i < Comps.Num(); i++) { if (Comps[i] != NULL) { ImGui::GetBackgroundDrawList()->AddText(nullptr, 16, ImVec2(10, 10 + (i * 30)), color, Comps[i]->GetFullName().c_str()); } } } }