C++ Weapon Informer

_=Gigant=_

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Code:
void renderWeaponInfo()
{
	traceLastFunc("renderWeaponInfo()");


	if (gta_menu_active())
		return;

	if (cheat_state->_generic.cheat_panic_enabled)
		return;

	if (!g_dwSAMP_Addr || !g_SAMP || !g_Players)
		return;

	if (!pGameInterface)
		return;

	if (isBadPtr_GTA_pPed(pPedSelf))
		return;

	if (cheat_state->actor.weaponinformer)
	{
		if (g_Scoreboard->iIsEnabled)
			return;

		for (int i = 0; i < SAMP_MAX_PLAYERS; i++)
		{
			actor_info *actor = getGTAPedFromSAMPPlayerID(i);

			if (!actor)
			   continue;

			D3DXVECTOR3 player_pos, screenposs;

			float * f_pos = &actor->base.matrix[4 * 3];
			player_pos.x = f_pos[0];
			player_pos.y = f_pos[1];
			player_pos.z = f_pos[2];
			CalcScreenCoors(&player_pos, &screenposs);

			char buf[128];

			stRemotePlayer *pPlayer = g_SAMP->pPools->pPlayer->pRemotePlayer[i];

			const struct weapon_entry *weapon = &weapon_list[pPlayer->pPlayerData->onFootData.byteCurrentWeapon];


			if (screenposs.z < 1.f)
				continue;

			if (g_Players->iIsListed[i] != 1)
				continue;

			for (int wep = 0; weapon_list[wep].name != nullptr; wep++)
			{
				const struct weapon_entry *weapon = &weapon_list[wep];

				if (weapon->id == pPlayer->pPlayerData->onFootData.byteCurrentWeapon)
				{
					_snprintf_s(buf, sizeof(buf) - 1, "%s {00FF00}[%u]", weapon->name, g_Players->pRemotePlayer[i]->pPlayerData->onFootData.byteCurrentWeapon);
					pD3DFont_sampStuff->PrintShadow(screenposs.x, screenposs.y + 20, COLOR_WHITE(255), buf);
				}
			}

		}
	}
}

you put this in proxyIDirect3DDevice9.cpp and under renderSAMP(); put renderWeaponInfo();
 
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