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1028 lines
33 KiB
C++
1028 lines
33 KiB
C++
#pragma warning (disable : 4715)
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#pragma warning (disable : 4005)
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#pragma warning (disable : 4305)
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#pragma warning (disable : 4244)
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#include "main.h"
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typedef struct player
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{
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float dist = 0;
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int entity_team = 0;
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float boxMiddle = 0;
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float h_y = 0;
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float width = 0;
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float height = 0;
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float b_x = 0;
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float b_y = 0;
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bool knocked = false;
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bool visible = false;
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int health = 0;
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int shield = 0;
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//seer
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int maxshield = 0;
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int armortype = 0;
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D3DXVECTOR3 EntityPosition;
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D3DXVECTOR3 LocalPlayerPosition;
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D3DXVECTOR3 localviewangle;
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char name[33] = { 0 };
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}player;
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uint32_t check = 0xABCD;
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//Aiming keys: left and right mouse button
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int aim_key = VK_LBUTTON; //Left Click
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int aim_key2 = VK_RBUTTON; //Right Click
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int shoot_key = VK_LBUTTON; //Left Click
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int shoot_key2 = VK_RBUTTON; //Right Click
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//Left and Right Aim key toggle
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bool toggleaim = false;
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bool toggleaim2 = false;
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extern int e;
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bool firing_range = false;
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bool use_nvidia = true; //Nvidia Shadowplay Overlay
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bool active = true;
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bool ready = false;
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extern visuals v;
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int aim = 2; //read
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bool esp = true; //read
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bool item_glow = true;
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bool player_glow = true;
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bool aim_no_recoil = true;
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bool aiming = false; //read
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uint64_t g_Base = 0; //write
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float max_dist = 3800.0f * 40.0f; //read //Max Distance of ESP 3800 is full map
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float smooth = 110.0f; //Min 100 for safe aimbotting
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float max_fov = 15.0f; //15 is the sweetspot for 1080p
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int bone = 2; //0 Head, 1 Neck, 2 Body, 3 Stomace, 4 Nuts
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//Player Glow Color and Brightness
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float glowr = 120.0f; //Red Value
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float glowg = 0.0f; //Green Value
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float glowb = 0.0f; //Blue Value
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float glowcolor[3] = { 000.0f, 000.0f, 000.0f };
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extern int minimapradardotsize1;
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extern int minimapradardotsize2;
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bool minimapradar = false;
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extern unsigned int radarcolorr; //Red Value
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extern unsigned int radarcolorg; //Green Value
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extern unsigned int radarcolorb; //Blue Value
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float radarcolor[3];
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//Full Map Radar
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bool mainradartoggle = 0; //Toggle for Main Map radar
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bool mainradarmap = false; //if the Main Map Radar is enabled
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bool kingscanyon = false; //Set for map, ONLY ONE THO
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bool stormpoint = true; //Set for map, ONLY ONE THO
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extern int mainmapradardotsize1;
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extern int mainmapradardotsize2;
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//Ha think i was done ?
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//Item Filter Brute Force!
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bool lightbackpack = false;
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bool medbackpack = false;
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bool heavybackpack = false;
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bool shieldupgrade = false;
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bool shieldupgradehead = false;
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bool accelerant = false;
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bool phoenix = false;
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bool healthlarge = false;
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bool healthsmall = false;
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bool shieldbattsmall = false;
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bool shieldbattlarge = false;
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bool ammosniper = false;
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bool ammohc = false;
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bool optic = false;
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bool ammosc = false;
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bool ammonrg = false;
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bool ammoshotgun = false;
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bool lasersight = false;
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bool magsniper = false;
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bool magenergy = false;
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bool stocksniper = false;
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bool stockregular = false;
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bool shielddown = false;
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bool lightammomag = false;
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bool heavyammomag = false;
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bool optic2x = false;
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bool opticholo1x = false;
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bool opticsniper6x = false;
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bool opticsniper4x8x = false;
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bool opticsniperthreat = false;
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bool optic2x4x = false;
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bool opticthreat = false;
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bool optic3x = false;
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bool opticholo1x2x = false;
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bool suppressor = false;
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bool weaponmod = false;
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bool grenade_frag = false;
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bool grenade_arc_star = false;
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bool grenade_thermite = false;
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bool shotgunbolt = false;
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bool weapon_kraber = false;
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bool weapon_mastiff = false;
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bool weapon_lstar = false;
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bool weapon_havoc = false;
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bool weapon_devotion = false;
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bool weapon_triple_take = false;
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bool weapon_flatline = false;
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bool weapon_hemlock = false;
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bool weapon_g7_scout = false;
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bool weapon_alternator = false;
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bool weapon_r99 = false;
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bool weapon_prowler = false;
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bool weapon_volt = false;
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bool weapon_longbow = false;
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bool weapon_charge_rifle = false;
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bool weapon_spitfire = false;
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bool weapon_r301 = false;
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bool weapon_eva8 = false;
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bool weapon_peacekeeper = false;
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bool weapon_mozambique = false;
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bool weapon_wingman = false;
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bool weapon_p2020 = false;
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bool weapon_re45 = false;
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bool weapon_sentinel = false;
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bool weapon_bow = false;
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bool weapon_3030_repeater = false;
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bool weapon_rampage = false;
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bool weapon_car_smg = false;
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// Aim distance check
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float aimdist = 9905.0f;
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//item glow brightness
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int itemglowbrightness = 10;
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bool thirdperson = false;
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int spectators = 0; //write
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int allied_spectators = 0; //write
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bool valid = true; //write
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bool next2 = true; //read write
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uint64_t add[92];
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bool k_f5 = 0;
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bool k_f6 = 0;
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bool k_f7 = 0;
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bool k_f8 = 0;
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bool k_f9 = 0;
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bool k_f10 = 0;
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bool k_f20 = 0;
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bool k_f100 = 0;
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player players[100];
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//Radar Code
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#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
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static D3DXVECTOR3 RotatePoint(D3DXVECTOR3 EntityPos, D3DXVECTOR3 LocalPlayerPos, int posX, int posY, int sizeX, int sizeY, float angle, float zoom, bool* viewCheck)
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{
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float r_1, r_2;
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float x_1, y_1;
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r_1 = -(EntityPos.y - LocalPlayerPos.y);
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r_2 = EntityPos.x - LocalPlayerPos.x;
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float Yaw = angle - 90.0f;
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float yawToRadian = Yaw * (float)(M_PI / 180.0F);
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x_1 = (float)(r_2 * (float)cos((double)(yawToRadian)) - r_1 * sin((double)(yawToRadian))) / 20;
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y_1 = (float)(r_2 * (float)sin((double)(yawToRadian)) + r_1 * cos((double)(yawToRadian))) / 20;
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*viewCheck = y_1 < 0;
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x_1 *= zoom;
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y_1 *= zoom;
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int sizX = sizeX / 2;
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int sizY = sizeY / 2;
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x_1 += sizX;
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y_1 += sizY;
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if (x_1 < 5)
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x_1 = 5;
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if (x_1 > sizeX - 5)
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x_1 = sizeX - 5;
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if (y_1 < 5)
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y_1 = 5;
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if (y_1 > sizeY - 5)
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y_1 = sizeY - 5;
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x_1 += posX;
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y_1 += posY;
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return D3DXVECTOR3(x_1, y_1, 0);
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}
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//Main Map Radar Color
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typedef struct
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{
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DWORD R;
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DWORD G;
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DWORD B;
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DWORD A;
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}RGBA;
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//static void FilledRectangle(int x, int y, int w, int h, RGBA color)
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//{
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// 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);
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//}
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//Color Team Radar Test. oh god why... This is stupid.. dont do this.. it works tho
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static void Team1(int x, int y, int w, int h, RGBA color)
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{
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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);
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}
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static void Team2(int x, int y, int w, int h, RGBA color)
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{
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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);
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}
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static void Team3(int x, int y, int w, int h, RGBA color)
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{
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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);
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}
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static void Team4(int x, int y, int w, int h, RGBA color)
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{
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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);
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}
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static void Team5(int x, int y, int w, int h, RGBA color)
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{
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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);
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}
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static void Team6(int x, int y, int w, int h, RGBA color)
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{
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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);
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}
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static void Team7(int x, int y, int w, int h, RGBA color)
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{
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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);
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}
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static void Team8(int x, int y, int w, int h, RGBA color)
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{
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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);
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}
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static void Team9(int x, int y, int w, int h, RGBA color)
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{
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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);
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}
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static void Team10(int x, int y, int w, int h, RGBA color)
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{
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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);
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}
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static void Team11(int x, int y, int w, int h, RGBA color)
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{
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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);
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}
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static void Team12(int x, int y, int w, int h, RGBA color)
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{
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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);
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}
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static void Team13(int x, int y, int w, int h, RGBA color)
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{
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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);
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}
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static void Team14(int x, int y, int w, int h, RGBA color)
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{
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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);
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}
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static void Team15(int x, int y, int w, int h, RGBA color)
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{
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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);
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}
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static void Team16(int x, int y, int w, int h, RGBA color)
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{
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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);
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}
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static void Team17(int x, int y, int w, int h, RGBA color)
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{
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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);
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}
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static void Team18(int x, int y, int w, int h, RGBA color)
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{
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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);
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}
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static void Team19(int x, int y, int w, int h, RGBA color)
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{
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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);
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}
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static void Team20(int x, int y, int w, int h, RGBA color)
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{
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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);
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}
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static void Team21(int x, int y, int w, int h, RGBA color)
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{
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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);
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}
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static void Team22(int x, int y, int w, int h, RGBA color)
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{
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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);
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}
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bool menu = true;
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bool firstS = true;
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//Radar Settings.. ToDO: Put in ImGui menu to change in game
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namespace RadarSettings
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{
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bool Radar = true;
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bool teamRadar = true;
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bool enemyRadar = true;
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int xAxis_Radar = 0;
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int yAxis_Radar = 400;
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int radartype = 0;
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int width_Radar = 400;
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int height_Radar = 400;
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int distance_Radar = 250;
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int distance_Radar2 = 1000;
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};
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void DrawRadarPoint(D3DXVECTOR3 EneamyPos, D3DXVECTOR3 LocalPos, float LocalPlayerY, float eneamyDist, int TeamID, int xAxis, int yAxis, int width, int height, D3DXCOLOR color)
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{
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bool out = false;
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D3DXVECTOR3 siz;
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siz.x = width;
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siz.y = height;
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D3DXVECTOR3 pos;
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pos.x = xAxis;
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pos.y = yAxis;
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bool ck = false;
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D3DXVECTOR3 single = RotatePoint(EneamyPos, LocalPos, pos.x, pos.y, siz.x, siz.y, LocalPlayerY, 0.3f, &ck);
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if (eneamyDist >= 0.f && eneamyDist < RadarSettings::distance_Radar)
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{
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if (TeamID == 1)
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{
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Team1(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 255, 255, 255, 255 });
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}
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if (TeamID == 2)
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{
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Team2(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 242, 86, 38, 255 });
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}
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if (TeamID == 3)
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{
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Team3(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 242, 86, 38, 255 });
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}
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if (TeamID == 4)
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{
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Team4(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 174, 247, 89, 255 });
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}
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if (TeamID == 5)
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{
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Team5(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 102, 214, 173, 255 });
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}
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if (TeamID == 6)
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{
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Team6(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 98, 244, 234, 255 });
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}
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if (TeamID == 7)
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{
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Team7(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 92, 208, 250, 255 });
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}
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if (TeamID == 8)
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{
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Team8(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 93, 137, 238, 255 });
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}
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if (TeamID == 9)
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{
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Team9(single.x, single.y, minimapradardotsize1, minimapradardotsize2, { 164, 105, 252, 255 });
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}
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if (TeamID == 10)
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{
|
|
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, 408));
|
|
//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);
|
|
//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 |-| Main Map Radar 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.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;
|
|
}
|
|
|
|
|
|
|