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