for (int i = 0; i < MAX_PLAYERS; i++)
{
CPlayerPool * pPlayerPool = pNetGame->GetPlayerPool();
CRemotePlayer * pRemote;
if (pPlayerPool->GetPlayer(i))
{
pRemote = pPlayerPool->GetPlayer(i);
if (pRemote->m_pPed)
{
SAMP::CPed * pRemotePed = pRemote->m_pPed; // Handle REMOTE Player
SAMP::CPed * pLocalPed = SAMP::pGame->m_pPlayerPed; // Handle LOCAL Player
if (!pRemotePed->IsDead() || !pLocalPed->IsDead())
{
SAMP::CVector pRemoteFirstBoneVector;
pRemotePed->GetBonePosition(BONE_HEAD, &pRemoteFirstBoneVector);
SAMP::CVector pRemoteSecondBoneVector;
pRemotePed->GetBonePosition(BONE_SPINE1, &pRemoteSecondBoneVector);
D3DXVECTOR3 pRemoteFirstBoneDX;
pRemoteFirstBoneDX.x = pRemoteFirstBoneVector.x;
pRemoteFirstBoneDX.y = pRemoteFirstBoneVector.y;
pRemoteFirstBoneDX.z = pRemoteFirstBoneVector.z;
D3DXVECTOR3 pRemoteSecondBoneDX;
pRemoteSecondBoneDX.x = pRemoteSecondBoneVector.x;
pRemoteSecondBoneDX.y = pRemoteSecondBoneVector.y;
pRemoteSecondBoneDX.z = pRemoteSecondBoneVector.z;
D3DXVECTOR3 firstCalculated;
D3DXVECTOR3 secondCalculated;
CalcScreenCoors(&pRemoteFirstBoneDX, &firstCalculated);
CalcScreenCoors(&pRemoteSecondBoneDX, &secondCalculated);
draw.Line(firstCalculated.x, firstCalculated.y, secondCalculated.x, secondCalculated.y, D3DCOLOR_ARGB(255, 255, 255, 255));
//draw.Text(screenPosEx.x, screenPosEx.y, nickname, fontColor, false, TextAlignment::kCenter);
}
}
}
}