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
-
-
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-
-
-
-
-
-
-
-
- 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)
-
-
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-
-
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-
-
-
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-
-
-
-
+
+
+
+
+ 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)
+
+
+
+
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+
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\ 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;