diff --git a/apex_guest/Client/Client/Client.vcxproj b/apex_guest/Client/Client/Client.vcxproj index 60e5154..4eb55a5 100644 --- a/apex_guest/Client/Client/Client.vcxproj +++ b/apex_guest/Client/Client/Client.vcxproj @@ -1,134 +1,137 @@ - - - - - Debug - x64 - - - Release - x64 - - - - 16.0 - {9BF6CD05-63DA-49CF-905E-B82F5F24AC6E} - Win32Proj - Client - 10.0 - Client - net6.0 - - - - Application - true - v143 - Unicode - false - false - - - Application - false - v143 - true - Unicode - false - false - - - - - - - - - - - - - - - true - $(DXSDK_DIR)Lib\x64;$(LibraryPath) - $(DXSDK_DIR)Include;$(IncludePath) - Nodular - true - - - false - $(VC_IncludePath);$(WindowsSDK_IncludePath) - $(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64) - client_ap - - - - NotUsing - Level3 - MaxSpeed - true - _DEBUG;_CONSOLE;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions) - true - Default - C:\Users\baxin\Downloads\KrackerCoRepo - - - Console - true - d3d11.lib;%(AdditionalDependencies) - - - - - - - Level3 - MinSpace - true - true - true - NDEBUG;_CONSOLE;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions) - true - - - Console - true - true - true - d3d11.lib;%(AdditionalDependencies) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + + Debug + x64 + + + Release + x64 + + + + 16.0 + {9BF6CD05-63DA-49CF-905E-B82F5F24AC6E} + Win32Proj + Client + 10.0 + Client + net6.0 + + + + Application + true + v143 + Unicode + false + false + + + Application + false + v143 + true + Unicode + false + false + + + + + + + + + + + + + + + true + $(DXSDK_DIR)Lib\x64;$(LibraryPath) + $(DXSDK_DIR)Include;$(IncludePath) + Nodular + true + + + false + $(VC_IncludePath);$(WindowsSDK_IncludePath) + $(VC_LibraryPath_x64);$(WindowsSDK_LibraryPath_x64) + Nodular + + + + NotUsing + Level3 + MaxSpeed + true + _DEBUG;_CONSOLE;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions) + true + Default + C:\Users\baxin\Downloads\KrackerCoRepo + + + Console + true + d3d11.lib;%(AdditionalDependencies) + + + + + + + Level3 + MinSpace + true + true + true + NDEBUG;_CONSOLE;_CRT_SECURE_NO_WARNINGS;%(PreprocessorDefinitions) + true + Sync + Default + Default + + + Console + true + true + true + d3d11.lib;%(AdditionalDependencies) + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/apex_guest/Client/Client/main.cpp b/apex_guest/Client/Client/main.cpp index 6ffc1fd..513600b 100644 --- a/apex_guest/Client/Client/main.cpp +++ b/apex_guest/Client/Client/main.cpp @@ -4,13 +4,6 @@ #pragma warning (disable : 4244) #include "main.h" -typedef struct player -{#pragma warning (disable : 4715) -#pragma warning (disable : 4005) -#pragma warning (disable : 4305) -#pragma warning (disable : 4244) -#include "main.h" - typedef struct player { float dist = 0; @@ -53,6 +46,7 @@ bool ready = false; extern visuals v; int aim = 2; //read bool esp = true; //read +bool visglow = true; //read bool item_glow = true; bool player_glow = true; bool aim_no_recoil = true; @@ -704,6 +698,7 @@ void Overlay::RenderEsp() { std::string distance = std::to_string(players[i].dist / 39.62); distance = distance.substr(0, distance.find('.')) + "m(" + std::to_string(players[i].entity_team) + ")"; + //Draws Box for Box ESP Option if (v.box) { if (players[i].visible) @@ -733,16 +728,33 @@ void Overlay::RenderEsp() { MiniMapRadar(players[i].EntityPosition, players[i].LocalPlayerPosition, players[i].localviewangle.y, radardistance, players[i].entity_team); } - + //Draws a colored line from you to an enemy and changes color based on visability if (v.line) - DrawLine(ImVec2((float)(getWidth() / 2), (float)getHeight()), ImVec2(players[i].b_x, players[i].b_y), BLUE, 1); //LINE FROM MIDDLE SCREEN - + { + if (players[i].visible) + { + if (players[i].dist < 1600.0f) + { + DrawLine(ImVec2((float)(getWidth() / 2), (float)getHeight()), ImVec2(players[i].b_x, players[i].b_y), RED, 1); //Line in the middle of screen + } + else + { + DrawLine(ImVec2((float)(getWidth() / 2), (float)getHeight()), ImVec2(players[i].b_x, players[i].b_y), ORANGE, 1); //Line in the middle of screen + } + } + else + { + //DrawLine(ImVec2((float)(getWidth() / 2), (float)getHeight()), ImVec2(players[i].b_x, players[i].b_y), WHITE, 1); //Line in the middle of screen + } + } + //Shows distance in meters from enemy player if (v.distance) { if (players[i].knocked) String(ImVec2(players[i].boxMiddle, (players[i].b_y + 1)), RED, distance.c_str()); //DISTANCEs else String(ImVec2(players[i].boxMiddle, (players[i].b_y + 1)), GREEN, distance.c_str()); //DISTANCE } + //Draws Seer Q ESP if (v.healthbar) if (players[i].dist < 16000.0f) { @@ -753,8 +765,9 @@ void Overlay::RenderEsp() if (mainradarmap == true) worldToScreenMap(players[i].EntityPosition, players[i].entity_team); - //if (v.name) - //String(ImVec2(players[i].boxMiddle, (players[i].b_y - players[i].height - 15)), WHITE, players[i].name); + //Displays enemy players name + if (v.name) + String(ImVec2(players[i].boxMiddle, (players[i].b_y - players[i].height - 15)), WHITE, players[i].name); } } ImGui::End(); @@ -918,6 +931,9 @@ int main(int argc, char** argv) config >> v.healthbar; config >> v.shieldbar; config >> v.distance; + config >> v.line; + config >> v.box; + config >> v.name; config >> thirdperson; config >> minimapradar; config >> lightbackpack; @@ -1071,1039 +1087,3 @@ int main(int argc, char** argv) - - float dist = 0; - int entity_team = 0; - float boxMiddle = 0; - float h_y = 0; - float width = 0; - float height = 0; - float b_x = 0; - float b_y = 0; - bool knocked = false; - bool visible = false; - int health = 0; - int shield = 0; - //seer - int maxshield = 0; - int armortype = 0; - D3DXVECTOR3 EntityPosition; - D3DXVECTOR3 LocalPlayerPosition; - D3DXVECTOR3 localviewangle; - char name[33] = { 0 }; -}player; - - -uint32_t check = 0xABCD; - -//Aiming keys: left and right mouse button -int aim_key = VK_LBUTTON; //Left Click -int aim_key2 = VK_RBUTTON; //Right Click -int shoot_key = VK_LBUTTON; //Left Click -int shoot_key2 = VK_RBUTTON; //Right Click -//Left and Right Aim key toggle -bool toggleaim = false; -bool toggleaim2 = false; -extern int e; -bool firing_range = false; -bool use_nvidia = true; //Nvidia Shadowplay Overlay -bool active = true; -bool ready = false; -extern visuals v; -int aim = 2; //read -bool esp = true; //read -bool item_glow = true; -bool player_glow = true; -bool aim_no_recoil = true; -bool aiming = false; //read -uint64_t g_Base = 0; //write -float max_dist = 3800.0f * 40.0f; //read //Max Distance of ESP 3800 is full map -float smooth = 110.0f; //Min 100 for safe aimbotting -float max_fov = 15.0f; //15 is the sweetspot for 1080p -// Dynamic Fov -float dynamicfov = 10; -float dynamicfovmax = 15.0f; -float max_fov2 = 15.f; -int bone = 2; //0 Head, 1 Neck, 2 Body, 3 Stomace, 4 Nuts -//Player Glow Color and Brightness -float glowr = 120.0f; //Red Value -float glowg = 0.0f; //Green Value -float glowb = 0.0f; //Blue Value -float glowcolor[3] = { 000.0f, 000.0f, 000.0f }; -extern int minimapradardotsize1; -extern int minimapradardotsize2; -bool minimapradar = false; -extern unsigned int radarcolorr; //Red Value -extern unsigned int radarcolorg; //Green Value -extern unsigned int radarcolorb; //Blue Value -float radarcolor[3]; -//Full Map Radar -bool mainradartoggle = 0; //Toggle for Main Map radar -bool mainradarmap = false; //if the Main Map Radar is enabled -bool kingscanyon = false; //Set for map, ONLY ONE THO -bool stormpoint = true; //Set for map, ONLY ONE THO -extern int mainmapradardotsize1; -extern int mainmapradardotsize2; -//Ha think i was done ? -//Item Filter Brute Force! -bool lightbackpack = false; -bool medbackpack = false; -bool heavybackpack = false; -bool shieldupgrade = false; -bool shieldupgradehead = false; -bool accelerant = false; -bool phoenix = false; -bool healthlarge = false; -bool healthsmall = false; -bool shieldbattsmall = false; -bool shieldbattlarge = false; -bool ammosniper = false; -bool ammohc = false; -bool optic = false; -bool ammosc = false; -bool ammonrg = false; -bool ammoshotgun = false; -bool lasersight = false; -bool magsniper = false; -bool magenergy = false; -bool stocksniper = false; -bool stockregular = false; -bool shielddown = false; -bool lightammomag = false; -bool heavyammomag = false; -bool optic2x = false; -bool opticholo1x = false; -bool opticsniper6x = false; -bool opticsniper4x8x = false; -bool opticsniperthreat = false; -bool optic2x4x = false; -bool opticthreat = false; -bool optic3x = false; -bool opticholo1x2x = false; -bool suppressor = false; -bool weaponmod = false; -bool grenade_frag = false; -bool grenade_arc_star = false; -bool grenade_thermite = false; -bool shotgunbolt = false; -bool weapon_kraber = false; -bool weapon_mastiff = false; -bool weapon_lstar = false; -bool weapon_havoc = false; -bool weapon_devotion = false; -bool weapon_triple_take = false; -bool weapon_flatline = false; -bool weapon_hemlock = false; -bool weapon_g7_scout = false; -bool weapon_alternator = false; -bool weapon_r99 = false; -bool weapon_prowler = false; -bool weapon_volt = false; -bool weapon_longbow = false; -bool weapon_charge_rifle = false; -bool weapon_spitfire = false; -bool weapon_r301 = false; -bool weapon_eva8 = false; -bool weapon_peacekeeper = false; -bool weapon_mozambique = false; -bool weapon_wingman = false; -bool weapon_p2020 = false; -bool weapon_re45 = false; -bool weapon_sentinel = false; -bool weapon_bow = false; -bool weapon_3030_repeater = false; -bool weapon_rampage = false; -bool weapon_car_smg = false; -// Aim distance check -float aimdist = 9905.0f; -//item glow brightness -int itemglowbrightness = 10; - - -bool thirdperson = false; -int spectators = 0; //write -int allied_spectators = 0; //write -bool valid = true; //write -bool next2 = true; //read write - -uint64_t add[92]; - -bool k_f5 = 0; -bool k_f6 = 0; -bool k_f7 = 0; -bool k_f8 = 0; -bool k_f9 = 0; -bool k_f10 = 0; - - -bool k_f20 = 0; - -bool k_f100 = 0; - -player players[100]; - -//Radar Code -#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h - -static D3DXVECTOR3 RotatePoint(D3DXVECTOR3 EntityPos, D3DXVECTOR3 LocalPlayerPos, int posX, int posY, int sizeX, int sizeY, float angle, float zoom, bool* viewCheck) -{ - float r_1, r_2; - float x_1, y_1; - - r_1 = -(EntityPos.y - LocalPlayerPos.y); - r_2 = EntityPos.x - LocalPlayerPos.x; - float Yaw = angle - 90.0f; - - float yawToRadian = Yaw * (float)(M_PI / 180.0F); - x_1 = (float)(r_2 * (float)cos((double)(yawToRadian)) - r_1 * sin((double)(yawToRadian))) / 20; - y_1 = (float)(r_2 * (float)sin((double)(yawToRadian)) + r_1 * cos((double)(yawToRadian))) / 20; - - *viewCheck = y_1 < 0; - - x_1 *= zoom; - y_1 *= zoom; - - int sizX = sizeX / 2; - int sizY = sizeY / 2; - - x_1 += sizX; - y_1 += sizY; - - if (x_1 < 5) - x_1 = 5; - - if (x_1 > sizeX - 5) - x_1 = sizeX - 5; - - if (y_1 < 5) - y_1 = 5; - - if (y_1 > sizeY - 5) - y_1 = sizeY - 5; - - - x_1 += posX; - y_1 += posY; - - - return D3DXVECTOR3(x_1, y_1, 0); -} -//Main Map Radar Color -typedef struct -{ - - DWORD R; - DWORD G; - DWORD B; - DWORD A; -}RGBA; -//static void FilledRectangle(int x, int y, int w, int h, RGBA color) -//{ -// ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(x, y), ImVec2(x + w, y + h), ImGui::ColorConvertFloat4ToU32(ImVec4(color.R / 255.0, color.G / 255.0, color.B / 255.0, color.A / 255.0)), 0, 0); -//} - -//Color Team Radar Test. oh god why... This is stupid.. dont do this.. it works tho -static void Team1(int x, int y, int w, int h, RGBA color) -{ - ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(x, y), ImVec2(x + w, y + h), ImGui::ColorConvertFloat4ToU32(ImVec4(color.R / 255.0, color.G / 255.0, color.B / 255.0, color.A / 255.0)), 0, 0); -} -static void Team2(int x, int y, int w, int h, RGBA color) -{ - ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(x, y), ImVec2(x + w, y + h), ImGui::ColorConvertFloat4ToU32(ImVec4(color.R / 255.0, color.G / 255.0, color.B / 255.0, color.A / 255.0)), 0, 0); -} -static void Team3(int x, int y, int w, int h, RGBA color) -{ - ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(x, y), ImVec2(x + w, y + h), ImGui::ColorConvertFloat4ToU32(ImVec4(color.R / 255.0, color.G / 255.0, color.B / 255.0, color.A / 255.0)), 0, 0); -} -static void Team4(int x, int y, int w, int h, RGBA color) -{ - ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(x, y), ImVec2(x + w, y + h), ImGui::ColorConvertFloat4ToU32(ImVec4(color.R / 255.0, color.G / 255.0, color.B / 255.0, color.A / 255.0)), 0, 0); -} -static void Team5(int x, int y, int w, int h, RGBA color) -{ - ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(x, y), ImVec2(x + w, y + h), ImGui::ColorConvertFloat4ToU32(ImVec4(color.R / 255.0, color.G / 255.0, color.B / 255.0, color.A / 255.0)), 0, 0); -} -static void Team6(int x, int y, int w, int h, RGBA color) -{ - ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(x, y), ImVec2(x + w, y + h), ImGui::ColorConvertFloat4ToU32(ImVec4(color.R / 255.0, color.G / 255.0, color.B / 255.0, color.A / 255.0)), 0, 0); -} -static void Team7(int x, int y, int w, int h, RGBA color) -{ - ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(x, y), ImVec2(x + w, y + h), ImGui::ColorConvertFloat4ToU32(ImVec4(color.R / 255.0, color.G / 255.0, color.B / 255.0, color.A / 255.0)), 0, 0); -} -static void Team8(int x, int y, int w, int h, RGBA color) -{ - ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(x, y), ImVec2(x + w, y + h), ImGui::ColorConvertFloat4ToU32(ImVec4(color.R / 255.0, color.G / 255.0, color.B / 255.0, color.A / 255.0)), 0, 0); -} -static void Team9(int x, int y, int w, int h, RGBA color) -{ - ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(x, y), ImVec2(x + w, y + h), ImGui::ColorConvertFloat4ToU32(ImVec4(color.R / 255.0, color.G / 255.0, color.B / 255.0, color.A / 255.0)), 0, 0); -} -static void Team10(int x, int y, int w, int h, RGBA color) -{ - ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(x, y), ImVec2(x + w, y + h), ImGui::ColorConvertFloat4ToU32(ImVec4(color.R / 255.0, color.G / 255.0, color.B / 255.0, color.A / 255.0)), 0, 0); -} -static void Team11(int x, int y, int w, int h, RGBA color) -{ - ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(x, y), ImVec2(x + w, y + h), ImGui::ColorConvertFloat4ToU32(ImVec4(color.R / 255.0, color.G / 255.0, color.B / 255.0, color.A / 255.0)), 0, 0); -} -static void Team12(int x, int y, int w, int h, RGBA color) -{ - ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(x, y), ImVec2(x + w, y + h), ImGui::ColorConvertFloat4ToU32(ImVec4(color.R / 255.0, color.G / 255.0, color.B / 255.0, color.A / 255.0)), 0, 0); -} -static void Team13(int x, int y, int w, int h, RGBA color) -{ - ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(x, y), ImVec2(x + w, y + h), ImGui::ColorConvertFloat4ToU32(ImVec4(color.R / 255.0, color.G / 255.0, color.B / 255.0, color.A / 255.0)), 0, 0); -} -static void Team14(int x, int y, int w, int h, RGBA color) -{ - ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(x, y), ImVec2(x + w, y + h), ImGui::ColorConvertFloat4ToU32(ImVec4(color.R / 255.0, color.G / 255.0, color.B / 255.0, color.A / 255.0)), 0, 0); -} -static void Team15(int x, int y, int w, int h, RGBA color) -{ - ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(x, y), ImVec2(x + w, y + h), ImGui::ColorConvertFloat4ToU32(ImVec4(color.R / 255.0, color.G / 255.0, color.B / 255.0, color.A / 255.0)), 0, 0); -} -static void Team16(int x, int y, int w, int h, RGBA color) -{ - ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(x, y), ImVec2(x + w, y + h), ImGui::ColorConvertFloat4ToU32(ImVec4(color.R / 255.0, color.G / 255.0, color.B / 255.0, color.A / 255.0)), 0, 0); -} -static void Team17(int x, int y, int w, int h, RGBA color) -{ - ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(x, y), ImVec2(x + w, y + h), ImGui::ColorConvertFloat4ToU32(ImVec4(color.R / 255.0, color.G / 255.0, color.B / 255.0, color.A / 255.0)), 0, 0); -} -static void Team18(int x, int y, int w, int h, RGBA color) -{ - ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(x, y), ImVec2(x + w, y + h), ImGui::ColorConvertFloat4ToU32(ImVec4(color.R / 255.0, color.G / 255.0, color.B / 255.0, color.A / 255.0)), 0, 0); -} -static void Team19(int x, int y, int w, int h, RGBA color) -{ - ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(x, y), ImVec2(x + w, y + h), ImGui::ColorConvertFloat4ToU32(ImVec4(color.R / 255.0, color.G / 255.0, color.B / 255.0, color.A / 255.0)), 0, 0); -} -static void Team20(int x, int y, int w, int h, RGBA color) -{ - ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(x, y), ImVec2(x + w, y + h), ImGui::ColorConvertFloat4ToU32(ImVec4(color.R / 255.0, color.G / 255.0, color.B / 255.0, color.A / 255.0)), 0, 0); -} -static void Team21(int x, int y, int w, int h, RGBA color) -{ - ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(x, y), ImVec2(x + w, y + h), ImGui::ColorConvertFloat4ToU32(ImVec4(color.R / 255.0, color.G / 255.0, color.B / 255.0, color.A / 255.0)), 0, 0); -} -static void Team22(int x, int y, int w, int h, RGBA color) -{ - ImGui::GetWindowDrawList()->AddRectFilled(ImVec2(x, y), ImVec2(x + w, y + h), ImGui::ColorConvertFloat4ToU32(ImVec4(color.R / 255.0, color.G / 255.0, color.B / 255.0, color.A / 255.0)), 0, 0); -} - -bool menu = true; -bool firstS = true; -//Radar Settings.. ToDO: Put in ImGui menu to change in game -namespace RadarSettings -{ - bool Radar = true; - bool teamRadar = true; - bool enemyRadar = true; - int xAxis_Radar = 0; - int yAxis_Radar = 400; - int radartype = 0; - int width_Radar = 400; - int height_Radar = 400; - int distance_Radar = 250; - int distance_Radar2 = 1000; -}; - -void DrawRadarPoint(D3DXVECTOR3 EneamyPos, D3DXVECTOR3 LocalPos, float LocalPlayerY, float eneamyDist, int TeamID, int xAxis, int yAxis, int width, int height, D3DXCOLOR color) -{ - bool out = false; - D3DXVECTOR3 siz; - siz.x = width; - siz.y = height; - D3DXVECTOR3 pos; - pos.x = xAxis; - pos.y = yAxis; - bool ck = false; - - D3DXVECTOR3 single = RotatePoint(EneamyPos, LocalPos, pos.x, pos.y, siz.x, siz.y, LocalPlayerY, 0.3f, &ck); - if (eneamyDist >= 0.f && eneamyDist < RadarSettings::distance_Radar) - { - if (TeamID == 1) - { - Team1(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 255, 255, 255, 255 }); - } - if (TeamID == 2) - { - Team2(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 242, 86, 38, 255 }); - } - if (TeamID == 3) - { - Team3(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 242, 86, 38, 255 }); - } - if (TeamID == 4) - { - Team4(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 174, 247, 89, 255 }); - } - if (TeamID == 5) - { - Team5(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 102, 214, 173, 255 }); - } - if (TeamID == 6) - { - Team6(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 98, 244, 234, 255 }); - } - if (TeamID == 7) - { - Team7(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 92, 208, 250, 255 }); - } - if (TeamID == 8) - { - Team8(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 93, 137, 238, 255 }); - } - if (TeamID == 9) - { - Team9(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 164, 105, 252, 255 }); - } - if (TeamID == 10) - { - Team10(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 243, 98, 161, 255 }); - } - if (TeamID == 11) - { - Team11(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 214, 67, 67, 255 }); - } - if (TeamID == 12) - { - Team12(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 230, 116, 51, 255 }); - } - if (TeamID == 13) - { - Team13(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 185, 179, 167, 255 }); - } - if (TeamID == 14) - { - Team14(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 148, 200, 65, 255 }); - } - if (TeamID == 15) - { - Team15(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 86, 174, 91, 255 }); - } - if (TeamID == 16) - { - Team16(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 55, 188, 200, 255 }); - } - if (TeamID == 17) - { - Team17(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 84, 169, 212, 255 }); - } - if (TeamID == 18) - { - Team18(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 98, 121, 203, 255 }); - } - if (TeamID == 19) - { - Team19(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 102, 61, 174, 255 }); - } - if (TeamID == 20) - { - Team20(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 218, 73, 145, 255 }); - } - if (TeamID == 21) - { - Team20(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 218, 73, 145, 255 }); - } - if (TeamID == 22) - { - Team20(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 218, 73, 145, 255 }); - } - } -} -//MiniMap Radar Stuff -void MiniMapRadar(D3DXVECTOR3 EneamyPos, D3DXVECTOR3 LocalPos, float LocalPlayerY, float eneamyDist, int TeamId) -{ - ImGuiStyle* style = &ImGui::GetStyle(); - style->WindowRounding = 0.2f; - ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.13529413f, 0.14705884f, 0.15490198f, 0.82f)); - - ImGuiWindowFlags TargetFlags; - //Radar Window Flags: No Move, Resize, Title bar, Background etc. makes it so you can change it once set. - - //slash out | ImGuiWindowFlags_::ImGuiWindowFlags_NoMove to move the minimap - TargetFlags = ImGuiWindowFlags_::ImGuiWindowFlags_NoResize | ImGuiWindowFlags_::ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_::ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_::ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_::ImGuiWindowFlags_NoMove; - if (!firstS) //dunno - { - ImGui::SetNextWindowPos(ImVec2{ 1200, 60 }, ImGuiCond_Once); - firstS = true; - } - - if (RadarSettings::Radar == true) - { - ImGui::SetNextWindowSize({ 250, 250 }); - ImGui::Begin(("Radar"), 0, TargetFlags); - //if (ImGui::Begin(xorstr("Radar", 0, ImVec2(200, 200), -1.f, TargetFlags))) { - { - ImDrawList* Draw = ImGui::GetWindowDrawList(); - ImVec2 DrawPos = ImGui::GetCursorScreenPos(); - ImVec2 DrawSize = ImGui::GetContentRegionAvail(); - ImVec2 midRadar = ImVec2(DrawPos.x + (DrawSize.x / 2), DrawPos.y + (DrawSize.y / 2)); - - //unslash to set to minimap, it helps line it up - //ImGui::GetWindowDrawList()->AddLine(ImVec2(midRadar.x - DrawSize.x / 2.f, midRadar.y), ImVec2(midRadar.x + DrawSize.x / 2.f, midRadar.y), IM_COL32(255, 255, 255, 255)); - //ImGui::GetWindowDrawList()->AddLine(ImVec2(midRadar.x, midRadar.y - DrawSize.y / 2.f), ImVec2(midRadar.x, midRadar.y + DrawSize.y / 2.f), IM_COL32(255, 255, 255, 255)); - - DrawRadarPoint(EneamyPos, LocalPos, LocalPlayerY, eneamyDist, TeamId, DrawPos.x, DrawPos.y, DrawSize.x, DrawSize.y, { 255, 255, 255, 255 }); - } - ImGui::End(); - } - ImGui::PopStyleColor(); -} -bool IsKeyDown(int vk) -{ - return (GetAsyncKeyState(vk) & 0x8000) != 0; -} - - - - -//Full map radar test, Needs Manual setting of cords -//ImVec2 can be replaced with Vector2D -class world { -public: - ImVec2 w1; //origin of point 1 - ImVec2 w2; //origin of point 2 - ImVec2 s1; //screen coord of point 1 - ImVec2 s2; //screen coord of point 2 - float ratioX; - float ratioY; - world(ImVec2 w1, ImVec2 s1, ImVec2 w2, ImVec2 s2) { - this->w1 = w1; - this->w2 = w2; - this->s1 = s1; - this->s2 = s2; - this->ratioX = (s2.x - s1.x) / (w2.x - w1.x); - this->ratioY = (s1.y - s2.y) / (w2.y - w1.y); - } -}; -//These values only work with 1920x1080 fullscreen, you have to redo the values for anything else. -// -// Take screenshot, First is top right random pos, then bttm left random pos from screen shot -// -// First set is the x cord, then the y cord, then the screen pos from the screenshot, do the same for the second set. -//Battel Royal Test -//default creen res 1080p -// 1440p is x1.333333 -world KingsCanyon(ImVec2(25223.177734, 28906.144531), ImVec2(1197, 185), ImVec2(10399.223633, 13334.792969), ImVec2(1014, 381)); //could be more accurate -world WorldsEdge(ImVec2(-9190.608398, 8443.554688), ImVec2(824, 412), ImVec2(-19529.794922, -8933.173828), ImVec2(707, 608)); -world Olympus(ImVec2(0, 0), ImVec2(0, 0), ImVec2(0, 0), ImVec2(0, 0)); //to be measured -// 1080p world StormPoint(ImVec2(-21264.427734, -47086.878906), ImVec2(711, 983), ImVec2(40298.070313, 21163.728516), ImVec2(1321, 306)); - -// 1440p world StormPoint(ImVec2(-21264.427734, -47086.878906), ImVec2(948, 1310), ImVec2(40298.070313, 21163.728516), ImVec2(1761, 306)); -world StormPoint(ImVec2(-21264.427734, -47086.878906), ImVec2(711, 983), ImVec2(40298.070313, 21163.728516), ImVec2(1321, 306)); -//Arena -world Overflow(ImVec2(-3344.994629, -4018.093018), ImVec2(552, 431), ImVec2(5039.592773, -4639.289063), ImVec2(1322, 489)); -world DropOff(ImVec2(3135.113281, 1654.107666), ImVec2(1151, 603), ImVec2(-2920.918701, 811.240479), ImVec2(722, 663)); -world Habitat4(ImVec2(4482.470215, -604.362854), ImVec2(1205, 544), ImVec2(-4464.019043, 593.067688), ImVec2(650, 470)); -world Encore(ImVec2(4144.926270, 468.957611), ImVec2(1184, 472), ImVec2(-3791.070313, 3.092307), ImVec2(692, 501)); -world PartyCrasher(ImVec2(-3275.972900, 3646.970703), ImVec2(589, 197), ImVec2(1085.708740, -3869.658936), ImVec2(1022, 943)); -//TODO get map auto -ImVec2 worldToScreenMap(D3DXVECTOR3 origin, int TeamID) { - float ratioX; - float ratioY; - ImVec2 w1; - ImVec2 s1; - //Is it me being lazy? or that i dont know how? prob both. True or False for the map detection, set in the overlay menu. - /*if (kingscanyon == true) { //KingsCanyon - ratioX = KingsCanyon.ratioX; - ratioY = KingsCanyon.ratioY; - w1 = KingsCanyon.w1; - s1 = KingsCanyon.s1; - } - */ - if (stormpoint == true) { //Storm Point - ratioX = StormPoint.ratioX; - ratioY = StormPoint.ratioY; - w1 = StormPoint.w1; - s1 = StormPoint.s1; - } - - else { - return ImVec2(0, 0); - } - - //difference from location 1 - float world_diff_x = origin.x - w1.x; - float world_diff_y = origin.y - w1.y; - - //get the screen offsets by applying the ratio - float scr_diff_x = world_diff_x * ratioX; - float scr_diff_y = world_diff_y * ratioY; - - //for x, add the offset to the screen x of location 1 - //for y, subtract the offset from the screen y of location 1 (cuz Y is from bottom to up in Apex but it's from up to bottom in screen) - float pos_x = s1.x + scr_diff_x; - float pos_y = s1.y - scr_diff_y; - - if (TeamID == 1) - { - Team1(pos_x, pos_y, mainmapradardotsize1, mainmapradardotsize2, { 255, 255, 255, 255 }); - } - if (TeamID == 2) - { - Team2(pos_x, pos_y, mainmapradardotsize1, mainmapradardotsize2, { 242, 86, 38, 255 }); - } - if (TeamID == 3) - { - Team3(pos_x, pos_y, mainmapradardotsize1, mainmapradardotsize2, { 242, 86, 38, 255 }); - } - if (TeamID == 4) - { - Team4(pos_x, pos_y, mainmapradardotsize1, mainmapradardotsize2, { 174, 247, 89, 255 }); - } - if (TeamID == 5) - { - Team5(pos_x, pos_y, mainmapradardotsize1, mainmapradardotsize2, { 102, 214, 173, 255 }); - } - if (TeamID == 6) - { - Team6(pos_x, pos_y, mainmapradardotsize1, mainmapradardotsize2, { 98, 244, 234, 255 }); - } - if (TeamID == 7) - { - Team7(pos_x, pos_y, mainmapradardotsize1, mainmapradardotsize2, { 92, 208, 250, 255 }); - } - if (TeamID == 8) - { - Team8(pos_x, pos_y, mainmapradardotsize1, mainmapradardotsize2, { 93, 137, 238, 255 }); - } - if (TeamID == 9) - { - Team9(pos_x, pos_y, mainmapradardotsize1, mainmapradardotsize2, { 164, 105, 252, 255 }); - } - if (TeamID == 10) - { - Team10(pos_x, pos_y, mainmapradardotsize1, mainmapradardotsize2, { 243, 98, 161, 255 }); - } - if (TeamID == 11) - { - Team11(pos_x, pos_y, mainmapradardotsize1, mainmapradardotsize2, { 214, 67, 67, 255 }); - } - if (TeamID == 12) - { - Team12(pos_x, pos_y, mainmapradardotsize1, mainmapradardotsize2, { 230, 116, 51, 255 }); - } - if (TeamID == 13) - { - Team13(pos_x, pos_y, mainmapradardotsize1, mainmapradardotsize2, { 185, 179, 167, 255 }); - } - if (TeamID == 14) - { - Team14(pos_x, pos_y, mainmapradardotsize1, mainmapradardotsize2, { 148, 200, 65, 255 }); - } - if (TeamID == 15) - { - Team15(pos_x, pos_y, mainmapradardotsize1, mainmapradardotsize2, { 86, 174, 91, 255 }); - } - if (TeamID == 16) - { - Team16(pos_x, pos_y, mainmapradardotsize1, mainmapradardotsize2, { 55, 188, 200, 255 }); - } - if (TeamID == 17) - { - Team17(pos_x, pos_y, mainmapradardotsize1, mainmapradardotsize2, { 84, 169, 212, 255 }); - } - if (TeamID == 18) - { - Team18(pos_x, pos_y, mainmapradardotsize1, mainmapradardotsize2, { 98, 121, 203, 255 }); - } - if (TeamID == 19) - { - Team19(pos_x, pos_y, mainmapradardotsize1, mainmapradardotsize2, { 102, 61, 174, 255 }); - } - if (TeamID == 20) - { - Team20(pos_x, pos_y, mainmapradardotsize1, mainmapradardotsize2, { 218, 73, 145, 255 }); - } - if (TeamID == 21) - { - Team20(pos_x, pos_y, mainmapradardotsize1, mainmapradardotsize2, { 218, 73, 145, 255 }); - } - if (TeamID == 22) - { - Team20(pos_x, pos_y, mainmapradardotsize1, mainmapradardotsize2, { 218, 73, 145, 255 }); - } - - -} - -void Overlay::RenderEsp() -{ - next2 = false; - if (g_Base != 0 && esp) - { - - memset(players, 0, sizeof(players)); - - while (!next2 && esp) - { - std::this_thread::sleep_for(std::chrono::milliseconds(1)); - } - - if (next2 && valid) - { - ImGui::SetNextWindowPos(ImVec2(0, 0)); - ImGui::SetNextWindowSize(ImVec2((float)getWidth(), (float)getHeight())); - ImGui::Begin(XorStr("##esp"), (bool*)true, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoBringToFrontOnFocus); - - for (int i = 0; i < 100; i++) - { - - if (players[i].health > 0) - { - std::string distance = std::to_string(players[i].dist / 39.62); - distance = distance.substr(0, distance.find('.')) + "m(" + std::to_string(players[i].entity_team) + ")"; - - float radardistance = (int)((players[i].LocalPlayerPosition, players[i].dist) / 39.62); - //Dynamic FOV - if (players[i].dist / 39.62 < dynamicfovmax) - { - max_fov = dynamicfov; - } - else - { - max_fov = max_fov2; - } - //Radar Stuff - if (minimapradar == true) - { - MiniMapRadar(players[i].EntityPosition, players[i].LocalPlayerPosition, players[i].localviewangle.y, radardistance, players[i].entity_team); - } - if (v.line) - DrawLine(ImVec2((float)(getWidth() / 2), (float)getHeight()), ImVec2(players[i].b_x, players[i].b_y), BLUE, 1); //LINE FROM MIDDLE SCREEN - - if (v.distance) - { - if (players[i].knocked) - String(ImVec2(players[i].boxMiddle, (players[i].b_y + 1)), RED, distance.c_str()); //DISTANCEs else - String(ImVec2(players[i].boxMiddle, (players[i].b_y + 1)), GREEN, distance.c_str()); //DISTANCE - } - if (v.healthbar) - if (players[i].dist < 16000.0f) - { - - DrawSeerLikeHealth((players[i].b_x - (players[i].width / 2.0f) + 5), (players[i].b_y - players[i].height - 10), players[i].shield, players[i].maxshield, players[i].armortype, players[i].health); //health bar - } - //Full Radar map, Need Manual setting of cords - if (mainradarmap == true) - - worldToScreenMap(players[i].EntityPosition, players[i].entity_team); - - //String(ImVec2(players[i].boxMiddle, (players[i].b_y - players[i].height - 15)), WHITE, players[i].name); - } - } - ImGui::End(); - } - } -} - -int main(int argc, char** argv) -{ - add[0] = (uintptr_t)✓ - add[1] = (uintptr_t)&aim; - add[2] = (uintptr_t)&esp; - add[3] = (uintptr_t)&aiming; - add[4] = (uintptr_t)&g_Base; - add[5] = (uintptr_t)&next2; - add[6] = (uintptr_t)&players[0]; - add[7] = (uintptr_t)&valid; - add[8] = (uintptr_t)&max_dist; - add[9] = (uintptr_t)&item_glow; - add[10] = (uintptr_t)&player_glow; - add[11] = (uintptr_t)&aim_no_recoil; - add[12] = (uintptr_t)&smooth; - add[13] = (uintptr_t)&max_fov; - add[14] = (uintptr_t)&bone; - add[15] = (uintptr_t)&thirdperson; - add[16] = (uintptr_t)&spectators; - add[17] = (uintptr_t)&allied_spectators; - add[18] = (uintptr_t)&glowr; - add[19] = (uintptr_t)&glowg; - add[20] = (uintptr_t)&glowb; - add[21] = (uintptr_t)&firing_range; - add[22] = (uintptr_t)&lightbackpack; - add[23] = (uintptr_t)&medbackpack; - add[24] = (uintptr_t)&heavybackpack; - add[25] = (uintptr_t)&shieldupgrade; - add[26] = (uintptr_t)&shieldupgradehead; - add[27] = (uintptr_t)&accelerant; - add[28] = (uintptr_t)&phoenix; - add[29] = (uintptr_t)&healthlarge; - add[30] = (uintptr_t)&healthsmall; - add[31] = (uintptr_t)&shieldbattsmall; - add[32] = (uintptr_t)&shieldbattlarge; - add[33] = (uintptr_t)&ammosniper; - add[34] = (uintptr_t)&ammohc; - add[35] = (uintptr_t)&optic; - add[36] = (uintptr_t)&ammosc; - add[37] = (uintptr_t)&ammonrg; - add[38] = (uintptr_t)&ammoshotgun; - add[39] = (uintptr_t)&lasersight; - add[40] = (uintptr_t)&magsniper; - add[41] = (uintptr_t)&magenergy; - add[42] = (uintptr_t)&stocksniper; - add[43] = (uintptr_t)&stockregular; - add[44] = (uintptr_t)&shielddown; - add[45] = (uintptr_t)&lightammomag; - add[46] = (uintptr_t)&heavyammomag; - add[47] = (uintptr_t)&optic2x; - add[48] = (uintptr_t)&opticholo1x; - add[49] = (uintptr_t)&opticholo1x2x; - add[50] = (uintptr_t)&opticthreat; - add[51] = (uintptr_t)&optic3x; - add[52] = (uintptr_t)&optic2x4x; - add[53] = (uintptr_t)&opticsniper6x; - add[54] = (uintptr_t)&opticsniper4x8x; - add[55] = (uintptr_t)&opticsniperthreat; - add[56] = (uintptr_t)&suppressor; - add[57] = (uintptr_t)&weaponmod; - add[58] = (uintptr_t)&grenade_frag; - add[59] = (uintptr_t)&grenade_arc_star; - add[60] = (uintptr_t)&grenade_thermite; - add[61] = (uintptr_t)&shotgunbolt; - add[62] = (uintptr_t)&weapon_kraber; - add[63] = (uintptr_t)&weapon_mastiff; - add[64] = (uintptr_t)&weapon_lstar; - add[65] = (uintptr_t)&weapon_havoc; - add[66] = (uintptr_t)&weapon_devotion; - add[67] = (uintptr_t)&weapon_triple_take; - add[68] = (uintptr_t)&weapon_flatline; - add[69] = (uintptr_t)&weapon_hemlock; - add[70] = (uintptr_t)&weapon_g7_scout; - add[71] = (uintptr_t)&weapon_alternator; - add[72] = (uintptr_t)&weapon_r99; - add[73] = (uintptr_t)&weapon_prowler; - add[74] = (uintptr_t)&weapon_volt; - add[75] = (uintptr_t)&weapon_longbow; - add[76] = (uintptr_t)&weapon_charge_rifle; - add[77] = (uintptr_t)&weapon_spitfire; - add[78] = (uintptr_t)&weapon_r301; - add[79] = (uintptr_t)&weapon_eva8; - add[80] = (uintptr_t)&weapon_peacekeeper; - add[81] = (uintptr_t)&weapon_mozambique; - add[82] = (uintptr_t)&weapon_wingman; - add[83] = (uintptr_t)&weapon_p2020; - add[84] = (uintptr_t)&weapon_re45; - add[85] = (uintptr_t)&weapon_sentinel; - add[86] = (uintptr_t)&weapon_bow; - add[87] = (uintptr_t)&weapon_3030_repeater; - add[88] = (uintptr_t)&weapon_rampage; - add[89] = (uintptr_t)&weapon_car_smg; - add[90] = (uintptr_t)&aimdist; - add[91] = (uintptr_t)&itemglowbrightness; - - - printf(XorStr("Game Version v3.0.12.19 |-| Dynamic Fov Test |-| Add me offset: 0x%I64x\n"), (uint64_t)&add[0] - (uint64_t)GetModuleHandle(NULL)); - - Overlay ov1 = Overlay(); - ov1.Start(); - printf(XorStr("Waiting for The Ban .... Never Gonna Get it!\n")); - while (check == 0xABCD) - { - if (IsKeyDown(VK_F4)) - { - active = false; - break; - } - std::this_thread::sleep_for(std::chrono::milliseconds(1)); - } - if (active) - { - ready = true; - printf(XorStr("Ready To Bring The Cure\n")); - } - - while (active) - { - std::this_thread::sleep_for(std::chrono::milliseconds(1)); - if (IsKeyDown(VK_F4)) - { - active = false; - } - - //Load at start for saved settings to take effect. Need to save once to make the file. - - for (static bool once = true; once; once = false) { - std::ifstream config("Settings.txt"); - if (config.is_open()) - { - config >> std::boolalpha >> firing_range; - config >> aim; - config >> std::boolalpha >> esp; - config >> std::boolalpha >> item_glow; - config >> std::boolalpha >> player_glow; - config >> std::boolalpha >> aim_no_recoil; - config >> max_dist; - config >> smooth; - config >> max_fov; - config >> bone; - config >> glowr; - config >> glowg; - config >> glowb; - config >> glowcolor[0]; - config >> glowcolor[1]; - config >> glowcolor[2]; - config >> radarcolorr; - config >> radarcolorg; - config >> radarcolorb; - config >> radarcolor[0]; - config >> radarcolor[1]; - config >> radarcolor[2]; - config >> v.healthbar; - config >> v.shieldbar; - config >> v.distance; - config >> thirdperson; - config >> minimapradar; - config >> lightbackpack; - config >> medbackpack; - config >> heavybackpack; - config >> shieldupgrade; - config >> shieldupgradehead; - config >> accelerant; - config >> phoenix; - config >> healthlarge; - config >> healthsmall; - config >> shieldbattsmall; - config >> shieldbattlarge; - config >> ammosniper; - config >> ammohc; - config >> optic; - config >> ammosc;; - config >> ammonrg; - config >> ammoshotgun; - config >> lasersight;; - config >> magsniper; - config >> magenergy; - config >> stocksniper; - config >> stockregular; - config >> shielddown; - config >> lightammomag; - config >> heavyammomag; - config >> optic2x; - config >> opticholo1x; - config >> opticsniper6x; - config >> opticsniper4x8x; - config >> opticsniperthreat; - config >> optic2x4x; - config >> opticthreat; - config >> optic3x; - config >> opticholo1x2x; - - config >> suppressor; - config >> weaponmod; - config >> grenade_frag; - config >> grenade_arc_star; - config >> grenade_thermite; - config >> shotgunbolt; - config >> weapon_kraber; - config >> weapon_mastiff; - config >> weapon_lstar; - config >> weapon_havoc; - config >> weapon_devotion; - config >> weapon_triple_take; - config >> weapon_flatline; - config >> weapon_hemlock; - config >> weapon_g7_scout; - config >> weapon_alternator; - config >> weapon_r99; - config >> weapon_prowler; - config >> weapon_volt; - config >> weapon_longbow; - config >> weapon_charge_rifle; - config >> weapon_spitfire; - config >> weapon_r301; - config >> weapon_eva8; - config >> weapon_peacekeeper; - config >> weapon_mozambique; - config >> weapon_wingman; - config >> weapon_p2020; - config >> weapon_re45; - config >> weapon_sentinel; - config >> weapon_bow; - config >> weapon_3030_repeater; - config >> weapon_rampage; - config >> weapon_car_smg; - config >> toggleaim; - config >> toggleaim2; - config >> e; - config >> minimapradardotsize1; - config >> minimapradardotsize2; - config >> aimdist; - config >> itemglowbrightness; - config >> mainmapradardotsize1; - config >> mainmapradardotsize2; - config >> dynamicfov; - config >> dynamicfovmax; - config >> max_fov2; - config.close(); - } - } - //Hotkey to Turn on and off Aimbot - if (IsKeyDown(VK_F6) && k_f6 == 0) - { - k_f6 = 1; - switch (aim) - { - case 0: - aim = 1; - break; - case 1: - aim = 2; - break; - case 2: - aim = 0; - break; - default: - break; - } - } - else if (!IsKeyDown(VK_F6) && k_f6 == 1) - { - k_f6 = 0; - } - //Main Map Radar, Needs Manual Setting of cords - if (IsKeyDown(0x4D) && mainradartoggle == 0) - { - mainradartoggle = 1; - switch (mainradarmap) - { - case 0: - mainradarmap = true; - minimapradar = false; - break; - case 1: - mainradarmap = false; - minimapradar = true; - break; - } - } - else if (!IsKeyDown(0x4D) && mainradartoggle == 1) - { - mainradartoggle = 0; - } - - if (IsKeyDown(aim_key) && toggleaim) - { - aiming = true; - } - - else if (IsKeyDown(aim_key2) && toggleaim2) - aiming = true; - else - { - aiming = false; - } - - } - ready = false; - ov1.Clear(); - if (use_nvidia) - system(XorStr("taskkill /T /IM \"NVIDIA Share.exe\" /F")); //custom overlay process name - return 0; -} - - - diff --git a/apex_guest/Client/Client/overlay.cpp b/apex_guest/Client/Client/overlay.cpp index 47ad3dc..1b9db66 100644 --- a/apex_guest/Client/Client/overlay.cpp +++ b/apex_guest/Client/Client/overlay.cpp @@ -306,7 +306,7 @@ void Overlay::RenderMenu() ImGui::Text(XorStr("Smooth Aim Value:")); ImGui::SameLine(); ImGui::TextColored(GREEN, "%.f", smooth); - ImGui::SliderFloat(XorStr("##2"), &smooth, 85.0f, 150.0f, "##"); + ImGui::SliderFloat(XorStr("##2"), &smooth, 35.0f, 150.0f, "##"); ImGui::SameLine(); ImGui::Text(XorStr("85 To 100 Is Safe")); ImGui::Dummy(ImVec2(0.0f, 10.0f)); @@ -324,7 +324,12 @@ void Overlay::RenderMenu() ImGui::SameLine(); ImGui::Sliderbox(XorStr("Health bar"), &v.healthbar); ImGui::SameLine(); - ImGui::Sliderbox(XorStr("Shield bar"), &v.shieldbar); + ImGui::Sliderbox(XorStr("Shield bar"), &v.shieldbar); + ImGui::Sliderbox(XorStr("Line ESP"), &v.line); + ImGui::SameLine(); + ImGui::Sliderbox(XorStr("Box ESP"), &v.box); + ImGui::SameLine(); + ImGui::Sliderbox(XorStr("Name ESP"), &v.name); ImGui::Dummy(ImVec2(0.0f, 10.0f)); ImGui::Text(XorStr("Player Glow Color:")); ImGui::ColorEdit3("##Glow Color Picker", glowcolor); @@ -366,9 +371,10 @@ void Overlay::RenderMenu() config << v.healthbar << "\n"; config << v.shieldbar << "\n"; config << v.distance << "\n"; + config << v.line << "\n"; + config << v.box << "\n"; config << thirdperson << "\n"; config << std::boolalpha << minimapradar << "\n"; - config << std::boolalpha << lightbackpack << "\n"; config << std::boolalpha << medbackpack << "\n"; config << std::boolalpha << heavybackpack << "\n"; @@ -485,6 +491,9 @@ void Overlay::RenderMenu() config >> v.healthbar; config >> v.shieldbar; config >> v.distance; + config >> v.line; + config >> v.box; + config >> v.name; config >> thirdperson; config >> minimapradar; config >> lightbackpack;