#pragma once #include "Bones.h" #include "D3D.h" inline int CurrentHotkey; namespace MenuConfig { inline bool ShowBoneESP = true; inline bool ShowBoxESP = true; inline bool ShowHealthBar = true; inline int SelectedHotkey; inline bool ShowWeaponESP = true; inline bool StandloneRCS = false; inline int SelectedBoneIndex; inline bool BunnyHop = false; inline bool AutoStrafe = false; inline bool EnableAimbot = false; inline bool EnableSilentAim = false; inline bool TargetClosestVisibleBoneToFov = false; inline bool ShowDistance = true; inline bool ItemESP = true; inline bool ShowPlayerName = true; inline bool DrawFOV = false; inline bool TriggerBot = false; inline ImColor BoneColorVisible = ImColor(255, 0, 0, 255); // Red for visible inline ImColor BoneColorNotVisible = ImColor(0, 255, 0, 255); // Green for not visible inline ImColor BoxColorVisible = ImColor(255, 0, 0, 255); // Red for visible inline ImColor BoxColorNotVisible = ImColor(0, 255, 0, 255); // Green for not visible inline ImColor ItemColor = ImColor(255, 255, 255, 255); // Cyan inline ImColor NameColor = ImColor(255, 255, 255, 255); // Yellow inline ImColor WeaponColor = ImColor(255, 255, 255, 255); // White inline ImColor DistanceColor = ImColor(255, 255, 255, 255); // Orange inline float BoxThickness = 1.55f; inline float BoneThickness = 1.55f; inline float AimSmoothness = 1.0f; inline float RCS_Y = 2.55f; inline float RCS_X = 2.40f; inline bool ClosestBone = false; inline int CurrentBoneIndex = 6; inline float FOV = 100.0f;; inline bool ShowMenu = true; inline int MenuState = 1; inline bool ShowTimer = true; inline float TriggerbotDistanceThreshold = 155.0f; inline float TriggerbotAngleTolerance = 55.0f; inline bool LightChanger = false; inline bool EnableSmokeColor = false; inline ImVec4 g_SkyboxColor = ImVec4(1.0f, 0.75f, 0.8f, 1.0f); inline Vector_t SmokeColorPicker = Vector_t(1.0f, 0.0f, 0.0f); // Default to red inline struct WorldModulation { ImVec4 LightingColor = ImVec4(1.0f, 1.0f, 1.0f, 1.0f); float LightingIntensity = 1.0f; } wModulation; } inline const char* HotKeys[] = { "Shift", "Alt" , "Left Mouse Button" , "Right Mouse Button" , "Middle Mouse Button" , "Mouse Button 4" , "Mouse Button 5" }; inline int HotKeyCodes[] = { VK_SHIFT, // "Shift" VK_MENU, // "Alt" VK_LBUTTON, // "Left Mouse Button" VK_RBUTTON, // "Right Mouse Button" VK_MBUTTON, // "Middle Mouse Button" VK_XBUTTON1, // "Mouse Button 4" VK_XBUTTON2, // "Mouse Button 5" }; inline const char* Bones[] = { "Head", // head = 6 "Neck", // neck_0 = 5 "Spine 1", // spine_1 = 4 "Spine 2", // spine_2 = 2 "Pelvis", // pelvis = 0 "Left Upper Arm", // arm_upper_L = 8 "Left Lower Arm", // arm_lower_L = 9 "Left Hand", // hand_L = 10 "Right Upper Arm", // arm_upper_R = 13 "Right Lower Arm", // arm_lower_R = 14 "Right Hand", // hand_R = 15 "Left Upper Leg", // leg_upper_L = 22 "Left Lower Leg", // leg_lower_L = 23 "Left Ankle", // ankle_L = 24 "Right Upper Leg", // leg_upper_R = 25 "Right Lower Leg", // leg_lower_R = 26 "Right Ankle" // ankle_R = 27 }; inline BONEINDEX BoneIndexMap[] = { BONEINDEX::Head, // 0 "Head" maps to BONEINDEX::Head (6) BONEINDEX::Neck_0, // 1 "Neck" maps to BONEINDEX::Neck_0 (5) BONEINDEX::Spine_1, // 2 "Spine 1" maps to BONEINDEX::Spine_1 (4) BONEINDEX::Spine_2, // 3 "Spine 2" maps to BONEINDEX::Spine_2 (2) BONEINDEX::Pelvis, // 4 "Pelvis" maps to BONEINDEX::Pelvis (0) BONEINDEX::Arm_Upper_L, // 5 "Left Upper Arm" maps to BONEINDEX::Arm_Upper_L (8) BONEINDEX::Arm_Lower_L, // 6 "Left Lower Arm" maps to BONEINDEX::Arm_Lower_L (9) BONEINDEX::Hand_L, // 7 "Left Hand" maps to BONEINDEX::Hand_L (10) BONEINDEX::Arm_Upper_R, // 8 "Right Upper Arm" maps to BONEINDEX::Arm_Upper_R (13) BONEINDEX::Arm_Lower_R, // 9 "Right Lower Arm" maps to BONEINDEX::Arm_Lower_R (14) BONEINDEX::Hand_R, // 10 "Right Hand" maps to BONEINDEX::Hand_R (15) BONEINDEX::Leg_Upper_L, // 11 "Left Upper Leg" maps to BONEINDEX::Leg_Upper_L (22) BONEINDEX::Leg_Lower_L, // 12 "Left Lower Leg" maps to BONEINDEX::Leg_Lower_L (23) BONEINDEX::Ankle_L, // 13 "Left Ankle" maps to BONEINDEX::Ankle_L (24) BONEINDEX::Leg_Upper_R, // 14 "Right Upper Leg" maps to BONEINDEX::Leg_Upper_R (25) BONEINDEX::Leg_Lower_R, // 15 "Right Lower Leg" maps to BONEINDEX::Leg_Lower_R (26) BONEINDEX::Ankle_R // 16 "Right Ankle" maps to BONEINDEX::Ankle_R (27) }; VOID MenuESP(); VOID MenuAimBot(); VOID RenderUI();