#pragma once #include "config.h" #include "../features.h" #pragma region variables_combo_entries using VisualOverlayBox_t = int; enum EVisualOverlayBox : VisualOverlayBox_t { VISUAL_OVERLAY_BOX_NONE = 0, VISUAL_OVERLAY_BOX_FULL, VISUAL_OVERLAY_BOX_CORNERS, VISUAL_OVERLAY_BOX_MAX }; using VisualChamMaterial_t = int; enum EVisualsChamMaterials : VisualChamMaterial_t { VISUAL_MATERIAL_PRIMARY_WHITE = 0, glowproperty = 1, glowproperty2 = 2, VISUAL_MATERIAL_MAX }; using MiscDpiScale_t = int; enum EMiscDpiScale : MiscDpiScale_t { MISC_DPISCALE_DEFAULT = 0, MISC_DPISCALE_125, MISC_DPISCALE_150, MISC_DPISCALE_175, MISC_DPISCALE_200, MISC_DPISCALE_MAX }; #pragma endregion #pragma region variables_multicombo_entries using MenuAddition_t = unsigned int; enum EMenuAddition : MenuAddition_t { MENU_ADDITION_NONE = 0U, MENU_ADDITION_DIM_BACKGROUND = 1 << 0, MENU_ADDITION_BACKGROUND_PARTICLE = 1 << 1, MENU_ADDITION_GLOW = 1 << 2, MENU_ADDITION_ALL = MENU_ADDITION_DIM_BACKGROUND | MENU_ADDITION_GLOW }; using LegitCond_t = unsigned int; enum LegitCond : LegitCond_t { LEGIT_NONE = 0U, LEGIT_IN_AIR = 1 << 0, LEGIT_FLASHED = 1 << 1, LEGIT_IN_SMOKE = 1 << 2, LEGIT_DELAY_SHOT = 1 << 3 }; using ESPFlags_t = unsigned int; enum EESPFlags : ESPFlags_t { FLAGS_NONE = 0U, FLAGS_ARMOR = 1 << 0, FLAGS_DEFUSER = 1 << 1 }; #pragma endregion struct rage_weapon_t { }; struct Variables_t { #pragma region ragebot C_ADD_VARIABLE_ARRAY(int, 7, rage_target_select, 0); C_ADD_VARIABLE_ARRAY(int, 7, rage_minimum_damage, 0); C_ADD_VARIABLE_ARRAY(int, 7, rage_minimum_hitchance, 0); C_ADD_VARIABLE(bool, rage_enable, false); C_ADD_VARIABLE_ARRAY(bool, 7, rage_hitchance, 0); C_ADD_VARIABLE_ARRAY(bool, 7, rapid_fire, 0); C_ADD_VARIABLE_ARRAY(bool, 7, rage_penetration, 0); C_ADD_VARIABLE_ARRAY(bool, 7, rage_safe_point, 0); C_ADD_VARIABLE_ARRAY(bool, 7, rage_auto_stop, 0); C_ADD_VARIABLE_ARRAY(bool, 7, rage_early_stop, 0); C_ADD_VARIABLE_ARRAY(bool, 7, rage_auto_scope, 0); C_ADD_VARIABLE_ARRAY(bool, 7, remove_weapon_accuracy_spread, 0); C_ADD_VARIABLE_ARRAY(bool, 7, hitbox_head, 0); C_ADD_VARIABLE_ARRAY(bool, 7, hitbox_neck, 0); C_ADD_VARIABLE_ARRAY(bool, 7, hitbox_uppeer_chest, 0); C_ADD_VARIABLE_ARRAY(bool, 7, hitbox_chest, 0); C_ADD_VARIABLE_ARRAY(bool, 7, hitbox_stomach, 0); C_ADD_VARIABLE_ARRAY(bool, 7, hitbox_legs, 0); C_ADD_VARIABLE_ARRAY(bool, 7, hitbox_feet, 0); #pragma endregion #pragma region variables_world C_ADD_VARIABLE(bool, bNightmode, false); #pragma endregion #pragma region variables_visuals C_ADD_VARIABLE(bool, bVisualOverlay, false); C_ADD_VARIABLE(bool, bRemoveChamsT, false); C_ADD_VARIABLE(bool, bRemoveChamsOcclude, false); C_ADD_VARIABLE(FrameOverlayVar_t, overlayBox, FrameOverlayVar_t(false)); C_ADD_VARIABLE(TextOverlayVar_t, overlayName, TextOverlayVar_t(false, false)); C_ADD_VARIABLE(BarOverlayVar_t, overlayHealthBar, BarOverlayVar_t(false, false, false, 2.1f, Color_t(0, 255, 155), Color_t(255, 0, 155))); C_ADD_VARIABLE(BarOverlayVar_t, backgroundHealthbar, BarOverlayVar_t(false, false, false, 1.f, Color_t(0, 0, 0, 55), Color_t(0, 0, 0, 55))); C_ADD_VARIABLE(BarOverlayVar_t, AmmoBar, BarOverlayVar_t(false, false, false, 1.f, Color_t(0, 255, 155), Color_t(255, 0, 155))); C_ADD_VARIABLE(BarOverlayVar_t, AmmoBarBackground, BarOverlayVar_t(false, false, false, 1.f, Color_t(0, 0, 0, 55), Color_t(0, 0, 0, 55))); bool full_update = false; C_ADD_VARIABLE(bool, bVisualChams, false); C_ADD_VARIABLE(bool, bSkeleton, false); C_ADD_VARIABLE(int, nVisualChamMaterial, 0); C_ADD_VARIABLE(bool, bVisualChamsIgnoreZ, false); // invisible chams C_ADD_VARIABLE(bool, bNoShadow, false); C_ADD_VARIABLE(ColorPickerVar_t, colVisualChams, ColorPickerVar_t(0, 255, 0)); C_ADD_VARIABLE(ColorPickerVar_t, colVisualChamsIgnoreZ, ColorPickerVar_t(255, 0, 0)); C_ADD_VARIABLE(ColorPickerVar_t, colModulate, ColorPickerVar_t(255, 0, 0)); #pragma endregion #pragma region legit C_ADD_VARIABLE(bool, legit_enable, false); C_ADD_VARIABLE(int, legit_weapon_selection, 0); C_ADD_VARIABLE(bool, legit_silent_aim, false); C_ADD_VARIABLE(bool, legit_delay_aim, false); C_ADD_VARIABLE(int, legit_delay_aim_ms, 0); C_ADD_VARIABLE(int, legit_target_selection, 0); C_ADD_VARIABLE(int, legit_target_selection_machinegun, 0); C_ADD_VARIABLE(int, legit_target_selection_assultrifles, 0); C_ADD_VARIABLE(int, legit_target_selection_snipers, 0); C_ADD_VARIABLE(bool, legit_fov_visualize, false); C_ADD_VARIABLE(ColorPickerVar_t, legit_fov_visualizeclr, ColorPickerVar_t(255, 88, 88)); C_ADD_VARIABLE(int, legit_smooth_pistol, 1); C_ADD_VARIABLE(int, legit_smooth_machinegun, 1); C_ADD_VARIABLE(int, legit_smooth_assultrifles, 1); C_ADD_VARIABLE(int, legit_smooth_snipers, 1); C_ADD_VARIABLE(int, legit_rcs_shots_pistol, 0); C_ADD_VARIABLE(int, legit_rcs_shots_machinegun, 0); C_ADD_VARIABLE(int, legit_rcs_shots_assultrifles, 0); C_ADD_VARIABLE(int, legit_rcs_shots_snipers, 0); C_ADD_VARIABLE(bool, legit_rcs_pistol, false); C_ADD_VARIABLE(bool, legit_rcs_machinegun, false); C_ADD_VARIABLE(bool, legit_rcs_assultrifles, false); C_ADD_VARIABLE(bool, legit_rcs_snipers, false); C_ADD_VARIABLE(bool, PunchRandomization_pistol, false); C_ADD_VARIABLE(bool, PunchRandomization_machinegun, false); C_ADD_VARIABLE(bool, PunchRandomization_assultrifles, false); C_ADD_VARIABLE(bool, PunchRandomization_snipers, false); C_ADD_VARIABLE(float, punch_y_pistol, 0); C_ADD_VARIABLE(float, punch_x_pistol, 0); C_ADD_VARIABLE(float, punch_y_snipers, 0); C_ADD_VARIABLE(float, punch_x_snipers, 0); C_ADD_VARIABLE(float, punch_y_machinegun, 0); C_ADD_VARIABLE(float, punch_x_machinegun, 0); C_ADD_VARIABLE(float, punch_x_assultrifles, 0); C_ADD_VARIABLE(float, punch_y_assultrifles, 0); C_ADD_VARIABLE(bool, legit_rcs_shots_enable_pistol, false); C_ADD_VARIABLE(bool, legit_rcs_shots_enable_machinegun, false); C_ADD_VARIABLE(bool, legit_rcs_shots_enable_assultrifles, false); C_ADD_VARIABLE(bool, legit_rcs_shots_enable_snipers, false); C_ADD_VARIABLE(float, legit_rcs_smoothx_pistol, 0.f); C_ADD_VARIABLE(float, legit_rcs_smoothx_machinegun, 0.f); C_ADD_VARIABLE(float, legit_rcs_smoothx_assultrifles, 0.f); C_ADD_VARIABLE(float, legit_rcs_smoothx_snipers, 0.f); C_ADD_VARIABLE(float, legit_rcs_smoothy_pistol, 0.f); C_ADD_VARIABLE(float, legit_rcs_smoothy_machinegun, 0.f); C_ADD_VARIABLE(float, legit_rcs_smoothy_assultrifles, 0.f); C_ADD_VARIABLE(float, legit_rcs_smoothy_snipers, 0.f); C_ADD_VARIABLE(bool, legit_no_scope, false); C_ADD_VARIABLE(bool, legit_visibility_check_pistol, true); C_ADD_VARIABLE(bool, legit_visibility_check_machinegun, true); C_ADD_VARIABLE(bool, legit_visibility_check_assultrifles, true); C_ADD_VARIABLE(bool, legit_visibility_check_snipers, true); C_ADD_VARIABLE(bool, hitbox_head_pistol, false); C_ADD_VARIABLE(bool, hitbox_head_machinegun, false); C_ADD_VARIABLE(bool, hitbox_head_assultrifles, false); C_ADD_VARIABLE(bool, hitbox_head_snipers, false); C_ADD_VARIABLE(bool, hitbox_neck_pistol, false); C_ADD_VARIABLE(bool, hitbox_neck_machinegun, false); C_ADD_VARIABLE(bool, hitbox_neck_assultrifles, false); C_ADD_VARIABLE(bool, hitbox_neck_snipers, false); C_ADD_VARIABLE(bool, hitbox_uppeer_chest_pistol, false); C_ADD_VARIABLE(bool, hitbox_uppeer_chest_machinegun, false); C_ADD_VARIABLE(bool, hitbox_uppeer_chest_assultrifles, false); C_ADD_VARIABLE(bool, hitbox_uppeer_chest_snipers, false); C_ADD_VARIABLE(float, max_lagcompensation_time, 0.f); C_ADD_VARIABLE(bool, hitbox_chest_pistol, false); C_ADD_VARIABLE(bool, hitbox_chest_machinegun, false); C_ADD_VARIABLE(bool, hitbox_chest_assultrifles, false); C_ADD_VARIABLE(bool, hitbox_chest_snipers, false); C_ADD_VARIABLE(bool, hitbox_stomach_pistol, false); C_ADD_VARIABLE(bool, hitbox_stomach_machinegun, false); C_ADD_VARIABLE(bool, hitbox_stomach_assultrifles, false); C_ADD_VARIABLE(bool, hitbox_stomach_snipers, false); C_ADD_VARIABLE(bool, hitbox_leg_l_pistol, false); C_ADD_VARIABLE(bool, hitbox_leg_l_machinegun, false); C_ADD_VARIABLE(bool, hitbox_leg_l_assultrifles, false); C_ADD_VARIABLE(bool, hitbox_leg_l_snipers, false); C_ADD_VARIABLE(bool, hitbox_leg_r_pistol, false); C_ADD_VARIABLE(bool, hitbox_leg_r_machinegun, false); C_ADD_VARIABLE(bool, hitbox_leg_r_assultrifles, false); C_ADD_VARIABLE(bool, hitbox_leg_r_snipers, false); C_ADD_VARIABLE(bool, trigger_enable_p, false); C_ADD_VARIABLE(bool, trigger_on_key, false); C_ADD_VARIABLE(int, trigger_hitchance_p, 0); C_ADD_VARIABLE(bool, trigger_enable_a, false); C_ADD_VARIABLE(int, trigger_hitchance_a, 0); C_ADD_VARIABLE(bool, trigger_enable_m, false); C_ADD_VARIABLE(int, trigger_hitchance_m, 0); C_ADD_VARIABLE(bool, trigger_enable_s, false); C_ADD_VARIABLE(int, trigger_hitchance_s, 0); // PISTOL C_ADD_VARIABLE(int, legit_fov_pistol, 0); C_ADD_VARIABLE(KeyBind_t, legit_key_pistol, 0); C_ADD_VARIABLE(KeyBind_t, edge_bug_key, 0); // MACHINESGUN C_ADD_VARIABLE(int, legit_fov_machinegun, 0); C_ADD_VARIABLE(KeyBind_t, legit_key_machinegun, 0); // ASSULTRIFLES C_ADD_VARIABLE(int, legit_fov_assultrifles, 0); C_ADD_VARIABLE(KeyBind_t, legit_key_assultrifles, 0); // SNIPERS C_ADD_VARIABLE(int, legit_fov_snipers, 0); C_ADD_VARIABLE(KeyBind_t, legit_key_snipers, 0); #pragma endregion #pragma region antiaim C_ADD_VARIABLE(bool, bAntiAim, false); C_ADD_VARIABLE(int, iBaseYawType, 0); C_ADD_VARIABLE(int, iPitchType, 0); #pragma endregion #pragma region rage C_ADD_VARIABLE(int, rage_weapon_selection, 0); C_ADD_VARIABLE(bool, rage_silent_aim, false); C_ADD_VARIABLE(bool, rage_delay_aim, false); C_ADD_VARIABLE(int, rage_delay_aim_ms, 0); C_ADD_VARIABLE(int, rage_target_selection, 0); C_ADD_VARIABLE(int, rage_target_selection_machinegun, 0); C_ADD_VARIABLE(int, rage_target_selection_assultrifles, 0); C_ADD_VARIABLE(int, rage_target_selection_snipers, 0); C_ADD_VARIABLE(bool, rage_fov_visualize, false); C_ADD_VARIABLE(ColorPickerVar_t, rage_fov_visualizeclr, ColorPickerVar_t(255, 88, 88)); C_ADD_VARIABLE(bool, remove_weapon_accuracy_spread_rage, false); C_ADD_VARIABLE(int, rage_hitchance_p, 1); C_ADD_VARIABLE(int, rage_hitchance_m, 1); C_ADD_VARIABLE(int, rage_hitchance_a, 1); C_ADD_VARIABLE(float, rage_hitchance_s, 1.f); C_ADD_VARIABLE(int, rage_rcs_shots_pistol, 0); C_ADD_VARIABLE(int, rage_rcs_shots_machinegun, 0); C_ADD_VARIABLE(int, rage_rcs_shots_assultrifles, 0); C_ADD_VARIABLE(int, rage_rcs_shots_snipers, 0); C_ADD_VARIABLE(bool, rage_rcs_pistol, false); C_ADD_VARIABLE(bool, rage_rcs_machinegun, false); C_ADD_VARIABLE(bool, rage_rcs_assultrifles, false); C_ADD_VARIABLE(bool, rage_rcs_snipers, false); C_ADD_VARIABLE(bool, PunchRandomization_rage_pistol, false); C_ADD_VARIABLE(bool, PunchRandomization_rage_machinegun, false); C_ADD_VARIABLE(bool, PunchRandomization_rage_assultrifles, false); C_ADD_VARIABLE(bool, PunchRandomization_rage_snipers, false); C_ADD_VARIABLE(float, punch_y_rage_pistol, 0); C_ADD_VARIABLE(float, punch_x_rage_pistol, 0); C_ADD_VARIABLE(float, punch_y_rage_snipers, 0); C_ADD_VARIABLE(float, punch_x_rage_snipers, 0); C_ADD_VARIABLE(float, punch_y_rage_machinegun, 0); C_ADD_VARIABLE(float, punch_x_rage_machinegun, 0); C_ADD_VARIABLE(float, punch_x_rage_assultrifles, 0); C_ADD_VARIABLE(float, punch_y_rage_assultrifles, 0); C_ADD_VARIABLE(bool, rage_rcs_shots_enable_pistol, false); C_ADD_VARIABLE(bool, rage_rcs_shots_enable_machinegun, false); C_ADD_VARIABLE(bool, rage_rcs_shots_enable_assultrifles, false); C_ADD_VARIABLE(bool, rage_rcs_shots_enable_snipers, false); C_ADD_VARIABLE(float, rage_rcs_smoothx_pistol, 0.f); C_ADD_VARIABLE(float, rage_rcs_smoothx_machinegun, 0.f); C_ADD_VARIABLE(float, rage_rcs_smoothx_assultrifles, 0.f); C_ADD_VARIABLE(float, rage_rcs_smoothx_snipers, 0.f); C_ADD_VARIABLE(float, rage_rcs_smoothy_pistol, 0.f); C_ADD_VARIABLE(float, rage_rcs_smoothy_machinegun, 0.f); C_ADD_VARIABLE(float, rage_rcs_smoothy_assultrifles, 0.f); C_ADD_VARIABLE(float, rage_rcs_smoothy_snipers, 0.f); C_ADD_VARIABLE(bool, rage_no_scope, false); C_ADD_VARIABLE(bool, rage_visibility_check_pistol, true); C_ADD_VARIABLE(bool, rage_visibility_check_machinegun, true); C_ADD_VARIABLE(bool, rage_visibility_check_assultrifles, true); C_ADD_VARIABLE(bool, rage_visibility_check_snipers, true); C_ADD_VARIABLE(bool, hitbox_head_rage_pistol, false); C_ADD_VARIABLE(bool, hitbox_head_rage_machinegun, false); C_ADD_VARIABLE(bool, hitbox_head_rage_assultrifles, false); C_ADD_VARIABLE(bool, hitbox_head_rage_snipers, false); C_ADD_VARIABLE(bool, hitbox_neck_rage_pistol, false); C_ADD_VARIABLE(bool, hitbox_neck_rage_machinegun, false); C_ADD_VARIABLE(bool, hitbox_neck_rage_assultrifles, false); C_ADD_VARIABLE(bool, hitbox_neck_rage_snipers, false); // ... Repeat the same pattern for other hitbox variables C_ADD_VARIABLE(bool, trigger_enable_r, false); C_ADD_VARIABLE(bool, trigger_on_key_r, false); C_ADD_VARIABLE(int, trigger_hitchance_r, 0); // PISTOL C_ADD_VARIABLE(int, rage_fov_pistol, 0); C_ADD_VARIABLE(KeyBind_t, rage_key_pistol, 0); // MACHINESGUN C_ADD_VARIABLE(int, rage_fov_machinegun, 0); C_ADD_VARIABLE(KeyBind_t, rage_key_machinegun, 0); // ASSULTRIFLES C_ADD_VARIABLE(int, rage_fov_assultrifles, 0); C_ADD_VARIABLE(KeyBind_t, rage_key_assultrifles, 0); // SNIPERS C_ADD_VARIABLE(int, rage_fov_snipers, 0); C_ADD_VARIABLE(KeyBind_t, rage_key_snipers, 0); #pragma endregion #pragma region variables_misc C_ADD_VARIABLE(bool, bAntiUntrusted, true); C_ADD_VARIABLE(bool, bWatermark, true); C_ADD_VARIABLE(bool, bFOV, false); C_ADD_VARIABLE(bool, bSetViewModelFOV, false); C_ADD_VARIABLE(bool, bAutostrafe, false); C_ADD_VARIABLE(bool, bAutostrafeAssistance, false); C_ADD_VARIABLE(bool, bAutoBHop, false); C_ADD_VARIABLE(bool, bThirdperson, false); C_ADD_VARIABLE(float, flThirdperson, 90.0f); C_ADD_VARIABLE(float, flSetViewModelFOV, 40.0f); C_ADD_VARIABLE(float, fFOVAmount, 30.0f); C_ADD_VARIABLE(bool, bThirdpersonNoInterp, true); C_ADD_VARIABLE(int, nAutoBHopChance, 100); C_ADD_VARIABLE(unsigned int, bAutostrafeMode, 0); C_ADD_VARIABLE(float, autostrafe_smooth, 99); C_ADD_VARIABLE(bool, edge_bug, false); #pragma endregion #pragma region variables_menu C_ADD_VARIABLE(unsigned int, nMenuKey, VK_INSERT); C_ADD_VARIABLE(unsigned int, nPanicKey, VK_END); C_ADD_VARIABLE(int, nDpiScale, 0); C_ADD_VARIABLE(KeyBind_t, OverlayKey, 0); C_ADD_VARIABLE(int, OverlayKeyCurrent, 0); C_ADD_VARIABLE(int, OverlayKeyStyle, 0); /* * color navigation: * [definition N][purpose] * 1. primitive: * - primtv 0 (text) * - primtv 1 (background) * - primtv 2 (disabled) * - primtv 3 (control bg) * - primtv 4 (border) * - primtv 5 (hover) * * 2. accents: * - accent 0 (main) * - accent 1 (dark) * - accent 2 (darker) */ C_ADD_VARIABLE(unsigned int, legit_conditions, LEGIT_NONE); C_ADD_VARIABLE(unsigned int, pEspFlags, FLAGS_NONE); C_ADD_VARIABLE(TextOverlayVar_t, HKFlag, TextOverlayVar_t(true, false)); C_ADD_VARIABLE(TextOverlayVar_t, KitFlag, TextOverlayVar_t(true, false)); C_ADD_VARIABLE(unsigned int, bMenuAdditional, MENU_ADDITION_ALL); C_ADD_VARIABLE(float, flAnimationSpeed, 1.f); C_ADD_VARIABLE(TextOverlayVar_t, Weaponesp, TextOverlayVar_t(false, true)); C_ADD_VARIABLE(ColorPickerVar_t, colSkeleton, ColorPickerVar_t(88, 88, 88)); // (text) C_ADD_VARIABLE(ColorPickerVar_t, colSkeletonOutline, ColorPickerVar_t(0, 0, 0)); // (text) C_ADD_VARIABLE(ColorPickerVar_t, colPrimtv0, ColorPickerVar_t(255, 255, 255)); // (text) C_ADD_VARIABLE(ColorPickerVar_t, colPrimtv1, ColorPickerVar_t(50, 55, 70)); // (background) C_ADD_VARIABLE(ColorPickerVar_t, colPrimtv2, ColorPickerVar_t(190, 190, 190)); // (disabled) C_ADD_VARIABLE(ColorPickerVar_t, colPrimtv3, ColorPickerVar_t(20, 20, 30)); // (control bg) C_ADD_VARIABLE(ColorPickerVar_t, colPrimtv4, ColorPickerVar_t(0, 0, 0)); // (border) C_ADD_VARIABLE(ColorPickerVar_t, colAccent0, ColorPickerVar_t(85, 90, 160)); // (main) C_ADD_VARIABLE(ColorPickerVar_t, colAccent1, ColorPickerVar_t(100, 105, 175)); // (dark) C_ADD_VARIABLE(ColorPickerVar_t, colAccent2, ColorPickerVar_t(115, 120, 190)); // (darker) #pragma endregion }; inline Variables_t Vars = {};