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ESP Box - New Wallhack

UnboundGodz

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Code:
ToggleWallHack()
{
    if(!self.ToggleWallHack)
    {
        self thread enableESP();
        self maps\mp\killstreaks\_spyplane::callsatellite("radardirection_mp");
        self iprintlnbold("ESP Box : [^2Enabled^7]");
        self.ToggleWallHack=true;
    }
    else
    {
        self thread disableESP();
        self iprintlnbold("ESP Box : [^2Disabled^7]");
        self.ToggleWallHack=false;
    }
}



enableESP()
{
        //self setDvar("r_esp", "1");
        self thread getTargets();
}

disableESP()
{
        //self setDvar("r_esp", "0");
        self notify("esp_end");
        for(i=0;i<self.esp.targets.size;i++)
                self.esp.targets[i].hudbox destroy();
}

getTargets()
{
self endon("esp_end");
        for(;;)
        {
                self.esp = spawnStruct();
                self.esp.targets = [];
                a = 0;
                for(i=0; i<level.players.size; i++)
                {
                        if(self != level.players[i])
                        {
                                self.esp.targets[a] = spawnStruct();
                                self.esp.targets[a].player = level.players[i];
                                self.esp.targets[a].hudbox = self createBox(self.esp.targets[a].player.origin,1);
                                self thread monitorTarget( self.esp.targets[a] );
                                a++;
                        }
                }
                level waittill("connected", player );
                self notify("esp_target_update");
        }
}

monitorTarget(target)
{
        self endon("esp_target_update");
        self endon("esp_end");
        for(;;)
        {
                target.hudbox destroy();
                h_pos = target.player.origin;
                t_pos = target.player.origin;
                if(bulletTracePassed(self getTagOrigin("j_spine4"), target.player getTagOrigin("j_spine4"), false, self))
                {
                        if(distance(self.origin,target.player.origin)<=1800)
                        {
                                if(level.teamBased && target.player.pers["team"] != self.pers["team"])
                                      {  target.hudbox = self createBox(h_pos, 900);
                                        target.hudbox.color = (0,1,0); }
                                 if(!level.teamBased)
                                     {  target.hudbox = self createBox(h_pos, 900);
                                      
                                target.hudbox.color = (0,1,0); }
                       }
                        else
                                target.hudbox = self createBox(t_pos,900);
                }
                else
                        target.hudbox = self createBox(t_pos,100);
              
                if(!isAlive(target.player))
                {
                        target.hudbox destroy();
                        if(level.teamBased && target.player.pers["team"] != self.pers["team"]) {
                               target.hudbox = self createBox(t_pos, 900);
                               target.hudbox setShader(level.deads, 6, 6);
                             }
                       else if(!level.teamBased)
                               { target.hudbox = self createBox(t_pos, 900);
                                target.hudbox setShader(level.deads, 6, 6);
                               }
                }
              
               if(self.pers["team"] == target.player.pers["team"] && level.teamBased)
               {
                        target.hudbox destroy();
                       if(distance(target.player.origin,self.origin) < 3)
                               target.hudbox = self createBox(t_pos, 900);

               }
              
                wait 0.01;
        }
}
createBox(pos,type)
{
        shader = newClientHudElem( self );
        shader.sort = 0;
        shader.archived = false;
        shader.x = pos[0];
        shader.y = pos[1];
        shader.z = pos[2] + 30;
        shader setShader(level.esps, 6, 6);
        shader setWaypoint(true,true);
        shader.alpha = 0.80;
        shader.color = (1,0,0);
        return shader;
}
 
Thanks man good post :)
 
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