2025-07-25 22:49:56 +03:00

124 lines
4.5 KiB
C++

#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();