void __thiscall CPlayerTags::DrawHealthBar(
        CPlayerTags *this,
        struct sampapi::CVector *pPosition,
        float fHealth,
        float fArmour,
        float fDistanceToCamera)
{
  float posX; // x-координата позиции
  float posY; // y-координата позиции
  IDirect3DDevice9 *direct3DDevice; // устройство Direct3D
  signed int transformedY; // преобразованная y-координата
  float screenX; // X-координата на экране
  float screenY; // Y-координата на экране
  float reciprocalW; // обратное значение W в пространстве
  int screenCoords[2]; // преобразованные экранные координаты
  float posZ; // z-координата позиции
  D3DVIEWPORT9 viewport; // информация о вьюпорте
  int transformationMatrix[16]; // матрица преобразования

  posX = pPosition->x;
  posY = pPosition->y;
  posZ = pPosition->z;
  direct3DDevice = this->m_pDevice;
  *(float *)&screenCoords[1] = posY;
  *(float *)screenCoords = posX;
  posZ = fDistanceToCamera * 0.047499999 + posZ + 0.2;
  direct3DDevice->lpVtbl->GetViewport(direct3DDevice, &viewport);

  // Инициализация матрицы преобразования
  memset(&transformationMatrix[11], 0, 16);
  memset(&transformationMatrix[6], 0, 16);
  memset(&transformationMatrix[1], 0, 16);
  transformationMatrix[15] = 1065353216;
  transformationMatrix[10] = 1065353216;
  transformationMatrix[5] = 1065353216;
  transformationMatrix[0] = 1065353216;

  // Трансформация координат в экранные координаты
  ((void (__stdcall *)(float *, int *, D3DVIEWPORT9 *, float *, void *, int *))loc_100B4536)(
    &screenX,
    screenCoords,
    &viewport,
    &flt_1012C980,
    &unk_1012C940,
    transformationMatrix);

  if (reciprocalW <= 1.0 && fHealth >= 0.0)
  {
    screenX = (float)(int)sub_100B5CE4(screenX);
    transformedY = sub_100B5CE4(screenY);

    // Установка цвета для полосы здоровья
    dword_100F0544 = -4644312;
    dword_100F0530 = -4644312;
    dword_100F051C = -4644312;
    dword_100F0508 = -4644312;
    dword_100F04F4 = -11859180;
    dword_100F04E0 = -11859180;
    dword_100F04CC = -11859180;
    dword_100F04B8 = -11859180;

    // Вычисление позиций для полосы здоровья
    flt_100F0458 = screenX - 20.0;
    flt_100F045C = screenY + 18.0;
    flt_100F046C = flt_100F0458;
    flt_100F0470 = screenY + 24.0;
    flt_100F0480 = screenX + 21.0;
    flt_100F0484 = flt_100F0470;
    flt_100F0494 = flt_100F0480;
    flt_100F0498 = flt_100F045C;
    flt_100F04F8 = screenX - 19.0;
    flt_100F04A8 = flt_100F04F8;
    flt_100F04FC = screenY + 19.0;
    dword_100F04AC = LODWORD(flt_100F04FC);
    flt_100F050C = flt_100F04F8;
    flt_100F04BC = flt_100F04F8;
    flt_100F0510 = screenY + 23.0;
    dword_100F04C0 = LODWORD(flt_100F0510);
    flt_100F04D0 = screenX + 19.0;
    flt_100F0524 = flt_100F0510;
    dword_100F04D4 = LODWORD(flt_100F0510);
    flt_100F04E4 = flt_100F04D0;
    flt_100F0538 = flt_100F04FC;
    dword_100F04E8 = LODWORD(flt_100F04FC);

    if (fHealth > 100.0)
      fHealth = 100.0;
    flt_100F0520 = fHealth * 0.38461539 - 19.0 + screenX;
    flt_100F0534 = flt_100F0520;

    if (fArmour > 0.0)
    {
      // Корректировка координат для брони
      flt_100F045C += 8.0;
      *(float *)&dword_100F04AC = flt_100F04FC + 8.0;
      flt_100F04FC += 8.0;
      flt_100F0470 += 8.0;
      *(float *)&dword_100F04C0 = flt_100F0510 + 8.0;
      flt_100F0510 += 8.0;
      flt_100F0484 += 8.0;
      *(float *)&dword_100F04D4 = flt_100F0524 + 8.0;
      flt_100F0524 += 8.0;
      flt_100F0498 += 8.0;
      *(float *)&dword_100F04E8 = flt_100F0538 + 8.0;
      flt_100F0538 += 8.0;
    }

    // Отрисовка полосы здоровья
    direct3DDevice->lpVtbl->SetFVF(direct3DDevice, 68);
    direct3DDevice->lpVtbl->DrawPrimitiveUP(direct3DDevice, D3DPT_TRIANGLEFAN, 2, &flt_100F0458, 20);
    direct3DDevice->lpVtbl->DrawPrimitiveUP(direct3DDevice, D3DPT_TRIANGLEFAN, 2, &flt_100F04A8, 20);
    direct3DDevice->lpVtbl->DrawPrimitiveUP(direct3DDevice, D3DPT_TRIANGLEFAN, 2, &flt_100F04F8, 20);

    if (fArmour > 0.0)
    {
      // Корректировка цвета и позиций для брони
      dword_100F0544 = -3618616;
      dword_100F0530 = -3618616;
      dword_100F051C = -3618616;
      flt_100F045C -= 8.0;
      dword_100F0508 = -3618616;
      dword_100F04F4 = -14145496;
      dword_100F04E0 = -14145496;
      dword_100F04CC = -14145496;
      *(float *)&dword_100F04AC -= 8.0;
      dword_100F04B8 = -14145496;
      flt_100F04FC -= 8.0;
      flt_100F0470 -= 8.0;
      *(float *)&dword_100F04C0 -= 8.0;
      flt_100F0510 -= 8.0;
      flt_100F0484 -= 8.0;
      *(float *)&dword_100F04D4 -= 8.0;
      flt_100F0524 -= 8.0;
      flt_100F0498 -= 8.0;
      *(float *)&dword_100F04E8 -= 8.0;
      flt_100F0538 -= 8.0;

      if (fArmour > 100.0)
        fArmour = 100.0;
      flt_100F0520 = fArmour * 0.38461539 - 19.0 + screenX;
      flt_100F0534 = flt_100F0520;

      // Отрисовка полосы брони
      direct3DDevice->lpVtbl->SetFVF(direct3DDevice, 68);
      direct3DDevice->lpVtbl->DrawPrimitiveUP(direct3DDevice, D3DPT_TRIANGLEFAN, 2, &flt_100F0458, 20);
      direct3DDevice->lpVtbl->DrawPrimitiveUP(direct3DDevice, D3DPT_TRIANGLEFAN, 2, &flt_100F04A8, 20);
      direct3DDevice->lpVtbl->DrawPrimitiveUP(direct3DDevice, D3DPT_TRIANGLEFAN, 2, &flt_100F04F8, 20);
    }
  }
}

додумай имена переменным в этом коде