diff --git a/apex_guest/Client/Client/main.cpp b/apex_guest/Client/Client/main.cpp index dd610de..6ffc1fd 100644 --- a/apex_guest/Client/Client/main.cpp +++ b/apex_guest/Client/Client/main.cpp @@ -5,7 +5,1073 @@ #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; + 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 = false; //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 = 9; + + +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]; + +void randomBone() { + int boneArray[2] = { 1, 2 }; + int randVal = rand() % 2; + bone = boneArray[randVal]; + Sleep(1250); +} + +//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) //USED TO BE COMMENTED +//{ + //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; //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); //used to be 1200,60 too far down and to the left + 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 //USED TO BE COMMENTED + 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) + ")"; + if (v.box) + { + if (players[i].visible) + { + if (players[i].dist < 1600.0f) + DrawBox(RED, players[i].boxMiddle, players[i].h_y, players[i].width, players[i].height); //BOX + else + DrawBox(ORANGE, players[i].boxMiddle, players[i].h_y, players[i].width, players[i].height); //BOX + } + else + { + DrawBox(WHITE, players[i].boxMiddle, players[i].h_y, players[i].width, players[i].height); //white if player not visible + } + } + 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); + //if (v.name) + //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; + randomBone(); + } + + else if (IsKeyDown(aim_key2) && toggleaim2) + aiming = true; + else + { + aiming = false; + } + + } + ready = false; + ov1.Clear(); + if (!use_nvidia) + system(XorStr("taskkill /F /T /IM Stragulum.exe")); //custom overlay process name + return 0; +} + + + + float dist = 0; int entity_team = 0; float boxMiddle = 0;