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Defines.h
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#pragma once
namespace Renderer_Defines {
float Width;
float Height;
}
namespace Settings
{
//Aim
static bool Aim = 1;
static bool AimPrediction = 0;
static bool MouseAim = 0;
int aimbone = 66;
int smooth = 3;
static bool SilentAim = 0;
int FovCircle_Value = 130;
//Player ESP
static bool Box = 1;
static int BoxTypeSelected = 1;
static bool Skeleton = 1;
static bool DistanceESP = 1;
static bool SnapLines = 0;
//Loot ESP
static bool ChestESP = 0;
static bool LLamaESP = 0;
static bool WeaponESP = 0;
static bool LootESP = 0;
static bool AmmoBoxESP = 0;
static bool VehiclesESP = 0;
//Exploits
static bool NoSpread = 0;
static bool InstantRevive = 0;
static bool AimWhileJumping = 0;
static bool AirStuck = 0;
static bool RapidFire = 0;
static float RapidFireValue = 0.001f;
static bool fov360 = 0;
static bool FirstCamera = 0;
static bool godmodeon = 0;
static bool godmodeoff = 0;
static bool nobloom = 0;
//Misc
static int MaxESPDistance = 300;
static bool crosshair = 0;
static bool ShowFovCircle = 1;
static bool trigger = 0;
static bool VisibleCheck = 1;
}
namespace SettingsColor {
float FovCircle_float[4] = { 255, 231, 94, 255 };
ImColor FovCircle = ImColor(255, 231, 94, 255);
struct rainbow
{
float main_red_ = 1.;
float main_green_ = 0;
float main_blue_ = 0;
float main_color_random = 0.0;
float main_speed = -5.0;
};
rainbow r_c;
namespace initrainbow
{
void load_rainbow()
{
static float c_colr[3];
struct tick_
{
DWORD tick_count = 0;
DWORD tick_count2 = 0;
};
tick_ t_c_;
ImGui::ColorConvertRGBtoHSV(r_c.main_red_, r_c.main_green_, r_c.main_blue_, c_colr[0], c_colr[1], c_colr[2]);
if (GetTickCount() - t_c_.tick_count >= 1)
{
if (t_c_.tick_count != t_c_.tick_count)
{
c_colr[0] += 0.001f * r_c.main_speed;
t_c_.tick_count2 = t_c_.tick_count;
}
t_c_.tick_count = GetTickCount();
}
if (c_colr[0] < 0.0f) c_colr[0] += 1.0f;
ImGui::ColorConvertHSVtoRGB(c_colr[0], c_colr[1], c_colr[2], r_c.main_red_, r_c.main_green_, r_c.main_blue_);
}
}
//Players ESP VISIBLE
float Box_float[4] = { 255, 0, 0, 255 };
ImColor Box = ImColor(255, 0, 0, 255);
float Skeleton_float[4] = { 255, 231, 94, 255 };
ImColor Skeleton = ImColor(255, 231, 94, 255);
float Distance_float[4] = { 255, 0, 0, 255 };
ImColor Distance = ImColor(255, 0, 0, 255);
float Snaplines_float[4] = { 255, 0, 0, 255 };
ImColor Snaplines = ImColor(255, 0, 0, 255);
float Box_notvisible_float[4] = { 0, 255, 0, 255 };
ImColor Box_notvisible = ImColor(0, 255, 0, 255);
float Skeleton_notvisible_float[4] = { 255, 231, 94, 255 };
ImColor Skeleton_notvisible = ImColor(255, 231, 94, 255);
float Distance_notvisible_float[4] = { 0, 255, 0, 255 };
ImColor Distance_notvisible = ImColor(0, 255, 0, 255);
float Snaplines_notvisible_float[4] = { 255, 231, 94, 255 };
ImColor Snaplines_notvisible = ImColor(255, 231, 94, 255);
//Loot ESP
float ChestESP_float[4] = { 255, 255, 0, 255 };
ImColor ChestESP = ImColor(255, 255, 0, 255);
float LootESP_float[4] = { 255, 0, 0, 255 };
ImColor LootESP = ImColor(255, 0, 0, 255);
float AmmoBox_float[4] = { 75, 184, 72, 255 };
ImColor AmmoBox = ImColor(75, 184, 72, 255);
float LLamaESP_float[4] = { 178, 0, 232, 255 };
ImColor LLamaESP = ImColor(178, 0, 232, 255);
float VehicleESP_float[4] = { 255, 0, 0, 255 };
ImColor VehicleESP = ImColor(255, 0, 0, 255);
}