-
Notifications
You must be signed in to change notification settings - Fork 20
/
Copy pathGlobals.h
258 lines (220 loc) · 7.44 KB
/
Globals.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
#pragma once
#include<Windows.h>
#include<vector>
#include <d3d11.h>
#include "Imgui/imgui.h"
#include "Externs.h"
#include <map>
#include <set>
#include <string>
static inline std::map<std::string, std::string> ModelNameDic = {
{"dummie", "NPC"},
{"stim",u8"动力小子"},
{"bangalore", u8"班加罗尔"},
{"fuse", u8"暴雷"},
{"ash", u8"艾许"},
{"madmaggie",u8"疯马吉"},
{"ballistic",u8"弹道"},
{"pathfinder",u8"探路者"},
{"wraith",u8"恶灵"},
{"revenant",u8"亡灵"},
{"nova",u8"地平线"},
{"valkyrie",u8"瓦尔基里"},
{"bloodhound",u8"寻血猎犬"},
{"crypto",u8"密客"},
{"seer",u8"希尔"},
{"vantage",u8"万蒂奇"},
{"gibraltar",u8"直布罗陀"},
{"lifeline",u8"命脉"},
{"holo",u8"幻象"},
{"loba",u8"罗芭"},
{"newcastle",u8"纽卡斯尔"},
{"conduit",u8"导线管"},
{"caustic",u8"侵蚀"},
{"wattson",u8"沃特森"},
{"rampart",u8"兰伯特"},
{"catalyst",u8"催化姬"}
};
//Overlay Need Var
inline HWND GameHwnd = 0;
inline DWORD ProcessId = 0;
inline RECT rcClient;
//Driver Need Var
inline DWORD64 GameBase = 0;
//Entity Need Var
inline float angleX[90];
inline DWORD64 LocalPlayer = 0;
inline DWORD64 ViewRender = 0;
inline DWORD64 ViewMatrix = 0;
inline int lastTeamID = 0;
inline std::vector<Entity> aEntitys;
inline std::vector<ProUser> Proplayers;
inline std::set<std::string> uniqueNicknames; // 唯一昵称集合,用于确保每个昵称只显示一次
inline std::set<int> uniquePROLevels; // 用于存储已显示过的权限等级
inline std::set<std::string> uniquePROStatus; // 用于存储已显示过的权限状态
inline std::vector<std::string> spectatorList; //观战的人
//Glow
struct GlowMode {
BYTE GeneralGlowMode;
BYTE BorderGlowMode;
BYTE BorderSize;
BYTE TransparentLevel;
};
enum GlowModeStyle :BYTE {
GlowMode_Bloodhound = 12,
GlowMode_Black = 75,
GlowMode_Custom = 101,
GlowMode_Sonar = 103,
GlowMode_Flash = 117,
GlowMode_Color = 118,
GlowMode_Scan = 136,
GlowMode_Digital = 134,
GlowMode_Dynamic = 141,
};
inline float m_lastVisibleTime;
//AimBot Need Var
inline bool StartAimBot = false;
static inline Vector3 oldPunch = { 0,0,0 };
inline uint64_t aimPtr = 0;
inline int AimBot_FOV = 40;
inline int AimBot_Mode = 0;
inline int AimBot_Bones = 2;
inline float AimBot_Smooth = 30;
inline float Grenade_Smooth = 0;
inline int AimBot_Key1 = 0;
inline int AimBot_Key2 = 0;
inline int aimkey = VK_LBUTTON;
inline int aimkey1 = VK_LBUTTON;
inline int aimkey2 = VK_SHIFT;
inline int aimkey3;
inline int aimkey4;
inline int aimkey5;
inline int aimkey6;
inline int aimkey7;
inline int keystatus7;
inline int keystatus6;
inline int keystatus5;
inline int keystatus4;
inline int keystatus3;
inline int keystatus;
inline int keystatus1;
inline int keystatus2;
//Overlay Need Var
inline const char* GrapeWeapon[3]{ "Grenade", "Thermit", "Arc star" };
inline const char* itemGlows[5]{ "Lv1:White", "Lv2:Blue", "Lv3:Purple", "Lv4:Golden","Lv5:Red" };
inline int m_spectators = 0;
inline ImFont* myFont;
inline ImFont* largeFont;
inline ImFont* ico = nullptr;
inline ImFont* ico_2 = nullptr;
inline ImFont* ico_minimize = nullptr;
inline ImFont* tab_text;
inline ImFont* tab_text1;
inline ImFont* tab_text2;
inline ImFont* tab_text3;
inline ImFont* ico_logo;
inline ImFont* ico_subtab;
inline float slider_blur = 3.f;
namespace var {
inline bool Security = false;
inline bool Grenade = true;
inline bool EnableStrfe = true;
inline bool Autto_Grapple = true;
inline bool RadbbitJump = true;
inline bool RoppleJump = true;
inline bool superGulide = false;
inline bool FullMap = true;
inline bool RandomBoneSelection=false;
inline bool RandomPosition=false;
inline float GrenadeSmooth = 0;
inline bool AutoGrenade = true;
inline bool AssistLine = true;
inline int AimBotDistance =150;
inline bool AimBotCheck= true;
inline bool Knocked = true;
inline bool EnableTrigger = true;
inline bool EnableNoRecoli = true;
inline int NoRecoliRate = 80;
inline bool EnableAimBot = true;
inline bool Enable_AimBot_FOV = true;
inline bool EnablePlayerGlow = true;
inline bool EnableNPCGlow = true;
inline bool EnhanceGlow =true;
inline bool EnableWeaponDisappare = true;
inline int AimBot_FOV_Thickness = 1;
inline int GlowModeSelect = 0;
inline int Glow_Border_Size = 50;
inline float WeaponChams_color[4] = { 0 , 8 , 8 , 1.f };
inline float Visible_color[4] = { 1 , 1 , 1 , 1.f };
inline float InVisible_color[4] = { 1 , 0 , 0 , 1.f };
inline bool EnableItemGlow = false;
inline bool ItemGlowSelects[5] = { false, false, false, false,false };
inline bool EnableEsp = true;
inline bool EnableLevel = true;
inline int EspDistance = 100;
inline int SeerDistance = 80;
inline bool EnableBones = false;
inline bool Enable2Dbox = true;
inline bool EnableName = false;
inline bool EnableHero = false;
inline bool EnableHealth = true;
inline bool EnableShield = true;
inline bool EnableTeamId = true;
inline bool EnableDistance = true;
inline bool EnablePRO = true;
inline bool EnableWattcher = true;
inline bool EnableUserID = false;
inline int PROLevel = 0;
inline bool boundbox1 = false;
inline bool boundbox = false;
inline bool bindbox = false;
inline float slider_float1 = 0.0f;
inline float slider_float2 = 1.0f;
inline float slider_float3 = 90.0f;
inline int selectedItem3 = 0;
inline const char* items3_eng[] = { "Selected 0", "Selected 1", "Selected 2", "Selected 3" };
inline bool multi_items_count[5];
inline const char* multi_items[5] = { "One", "Two", "Three", "Four", "Five" };
inline float color_edit0[4] = { 0.70f, 0.80f, 0.90f, 1.000f };
inline float color_edit1[4] = { 0.70f, 0.80f, 0.90f, 1.000f };
inline float color_edit2[4] = { 218 / 255.f, 96 / 255.f, 21 / 255.f, 255 / 255.f };
inline float color_edit3[4] = { 0.70f, 0.80f, 0.90f, 1.000f };
inline float color_edit4[4] = { 0.70f, 0.80f, 0.90f, 1.000f };
inline static const char* items[]{ "Default", "Triangles", "3D Box" };
inline int selectedItem = 0;
inline static char input[64] = { "" };
inline char input2[64] = { "" };
inline int key0;
inline int key1;
inline int key2;
}
inline static float tab_alpha = 0.f;
inline static float tab_add;
inline static int active_tab = 0;
inline int tabs = 0;
inline int sub_tabs = 0;
inline bool menu = true;
inline bool espkkkk = true;
inline float dpi_scale = 1.0f;
inline bool animated_background=true;
inline int key0;
inline int key1;
inline float color_edit[4] = { 64 / 255.f, 77 / 255.f, 236 / 255.f, 190 / 255.f };
inline ID3D11ShaderResourceView* dr = nullptr;
inline ImColor main_color(218, 96, 21, 255);
inline ImVec4 color_particle(0.7f, 0.f, 0.f, 1.f);
inline ImColor background_color(24, 24, 24, 255);
inline ImVec4 second_color(0.09f, 0.09f, 0.09f, 1.f);
inline ImVec2 frame_size = ImVec2(605, 65);
inline float anim_speed = 8.f;
inline bool draw_grind;
inline static int combo = 0;
inline float pos_offset;
inline bool size_change;
inline ID3D11ShaderResourceView* bg = nullptr;
inline ID3D11ShaderResourceView* us = nullptr;
inline static int keybind = 0;
inline static int iSubTabs = 0;
inline const char* themes[]{ "Head","Chest", "Legs", "Hands" };
//Config
inline bool Show_Menu = true;