Fixed what I broke

Everything is working again....
pull/30/head
NerfBatInc 3 years ago
parent d0e36afb31
commit e022a2806c

@ -270,6 +270,14 @@ bool Item::isBox()
return strncmp(class_name, "CDeathBoxProp", 13) == 0;
}
bool Item::isTrap()
{
char class_name[33] = {};
get_class_name(ptr, class_name);
return strncmp(class_name, "caustic_trap", 13) == 0;
}
bool Item::isGlowing()
{
return *(int*)(buffer + OFFSET_ITEM_GLOW) == 1363184265;

@ -59,6 +59,7 @@ public:
Vector getPosition();
bool isItem();
bool isBox();
bool isTrap();
bool isGlowing();
void enableGlow();
void disableGlow();

@ -114,6 +114,7 @@ void ProcessPlayer(Entity& LPlayer, Entity& target, uint64_t entitylist, int ind
Vector EntityPosition = target.getPosition();
Vector LocalPlayerPosition = LPlayer.getPosition();
float dist = LocalPlayerPosition.DistTo(EntityPosition);
//std::printf(" X: %.6f || Y:%.6f",LocalPlayerPosition.x, LocalPlayerPosition.y); //Prints x and y cords of localplayer to get mainmap radar stuff.
if (dist > max_dist) return;
if(!firing_range)
@ -668,14 +669,11 @@ static void set_vars(uint64_t add_addr)
client_mem.Read<float>(max_fov_addr, max_fov);
client_mem.Read<int>(bone_addr, bone);
client_mem.Read<bool>(thirdperson_addr, thirdperson);
client_mem.Read<bool>(shooting_addr, shooting);
client_mem.Read<bool>(chargerifle_addr, chargerifle);
client_mem.Read<float>(glowr_addr, glowr);
client_mem.Read<float>(glowg_addr, glowg);
client_mem.Read<float>(glowb_addr, glowb);
client_mem.Read<bool>(firing_range_addr, firing_range);
client_mem.Read<int>(glowtype_addr, glowtype);
client_mem.Read<int>(glowtype2_addr, glowtype2);
if(esp && next2)
{
@ -716,7 +714,7 @@ static void item_glow_t()
uint64_t entitylist = g_Base + OFFSET_ENTITYLIST;
if (item_glow)
{
for (int i = 0; i < 20000; i++)
for (int i = 0; i < 15000; i++)
{
uint64_t centity = 0;
apex_mem.Read<uint64_t>(entitylist + ((uint64_t)i << 5), centity);
@ -733,6 +731,15 @@ static void item_glow_t()
}
if (item.isTrap())
{
apex_mem.Write<int>(centity + 0x262, 16256);
apex_mem.Write<int>(centity + 0x2dc, 1193322764);
apex_mem.Write<int>(centity + 0x3c8, 7);
apex_mem.Write<int>(centity + 0x3d0, 2);
}
if(item.isItem() && !item.isGlowing())
{
item.enableGlow();
@ -746,7 +753,7 @@ static void item_glow_t()
{
if(k==1)
{
for (int i = 0; i < 20000; i++)
for (int i = 0; i < 15000; i++)
{
uint64_t centity = 0;
apex_mem.Read<uint64_t>(entitylist + ((uint64_t)i << 5), centity);
@ -781,7 +788,7 @@ int main(int argc, char *argv[])
//const char* ap_proc = "EasyAntiCheat_launcher.exe";
//Client "add" offset
uint64_t add_off = 0x12c980;
uint64_t add_off = 0x12c940;
std::thread aimbot_thr;
std::thread esp_thr;

@ -72,7 +72,7 @@ int allied_spectators = 0; //write
bool valid = true; //write
bool next2 = true; //read write
uint64_t add[27];
uint64_t add[24];
bool k_f5 = 0;
bool k_f6 = 0;
@ -286,7 +286,6 @@ ImVec2 worldToScreenMap(D3DXVECTOR3 origin) {
s1 = WorldsEdge.s1;
}
else {
return ImVec2(0, 0);
}
@ -506,10 +505,13 @@ int main(int argc, char** argv)
mainradartoggle = 0;
}
if (IsKeyDown(aim_key | aim_key2))
if (IsKeyDown(aim_key))
{
aiming = true;
}
else if (IsKeyDown(aim_key2))
aiming = true;
else
{
aiming = false;

@ -26,7 +26,7 @@ extern float glowb; //Blue Value
extern float glowcolor[3];
//radar color
extern bool minimapradar;
unsigned int radarcolorr = 255; //Red Value
unsigned int radarcolorr = 0; //Red Value
unsigned int radarcolorg = 0; //Green Value
unsigned int radarcolorb = 0; //Blue Value
extern float radarcolor[3];
@ -162,23 +162,23 @@ void Overlay::RenderMenu()
//setting the state counter
static int e = 0;
//Is it me being lazy? or that i dont know how? prob both. Setting the Map for the Main Map Radar
ImGui::RadioButton("King's Canyon", &e, 0); ImGui::SameLine();
ImGui::RadioButton("World's Edge", &e, 1); ImGui::SameLine();
ImGui::RadioButton("Storm Point", &e, 2);
ImGui::RadioButton("King's Canyon", &e, 1); ImGui::SameLine();
ImGui::RadioButton("World's Edge", &e, 2); ImGui::SameLine();
ImGui::RadioButton("Storm Point", &e, 3);
//Setting one and unsetting the other
if (e == 0)
if (e == 1)
{
kingscanyon = true;
worldsedge = false;
stormpoint = false;
}
else if (e == 1)
else if (e == 2)
{
kingscanyon = false;
worldsedge = true;
stormpoint = false;
}
else if (e == 2)
else if (e == 3)
{
kingscanyon = false;
worldsedge = false;

Loading…
Cancel
Save