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globals.cpp
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126 lines (104 loc) · 2.47 KB
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#include "globals.h"
#include "sdk.h"
namespace globals
{
bool b_visible_only;
bool b_box;
bool b_line;
bool b_skeleton;
bool b_names;
bool b_distance;
bool b_visible;
bool b_fov;
bool b_lock;
bool b_crosshair;
bool b_friendly;
bool b_recoil;
bool b_in_game;
bool b_health;
bool local_is_alive;
bool b_rapid_fire;
bool b_skip_knocked;
bool b_prediction;
bool b_aim_point;
bool is_aiming;
bool target_bone;
bool b_aimbot;
bool b_UAV;
bool b_scale_Fov;
bool third_person;
bool gamepad;
bool b_rainbow;
bool b_unlock;
bool b_tut;
bool b_fog;
//int game_mode_opt = 0;
int bone_index = 1; //0 ~ 3
int box_index = 0; //0 ~ 3
//int lock_key = 1; //0 ~ 3
int max_distance = 500; //50 ~ 1000
int aim_smooth = 5; // 1 ~ 30
int max_player_count = 0;
int connecte_players = 0;
int local_team_id;
int fire_speed = 40;
int call = 0;
int player_index;
float fov = 1.2f;
Vector3 localpos1;
Vector3 enemypos1;
Vector3 enemypos2;
Vector3 enemypos3;
float f_fov_size = 90.0f; // 0 ~ 1000
float aim_speed = 1.f;
float bullet_speed = 2402.f; // 1 ~ 3000
float bullet_gravity = 5.f;
//float gravity = 1.f;
const char* stance;
const char* aim_lock_point[] = { "Helmet", "Head", "Neck", "Chest" };
const char* box_types[] = { "2D Corner Box", "2D Box" };
const char* theme_choose[] = { "Dark Mode","White Mode"};
//const char* aim_lock_key[] = { "Left Button", "Right Button", "M4", "M5" };
uintptr_t local_ptr;
uintptr_t enemybase;
sdk::refdef_t* refdefadd;
int theme = 0;
}
namespace color
{
ImColor Color{ 255,255,255,255};
ImColor VisibleColorTeam{ 0.f, 0.f, 1.f, 1.f };
ImColor NotVisibleColorTeam{ 0.f, 0.75f, 1.f, 1.f };
ImColor VisibleColorEnemy{ 1.f, 0.f, 0.f, 1.f };
ImColor NotVisibleColorEnemy{ 0.f,1.f,1.f,1.f };
}
namespace screenshot
{
bool visuals = true;
bool* pDrawEnabled = nullptr;
uint32_t screenshot_counter = 0;
uint32_t bit_blt_log = 0;
const char* bit_blt_fail;
uintptr_t bit_blt_anotherlog;
uint32_t GdiStretchBlt_log = 0;
const char* GdiStretchBlt_fail;
uintptr_t GdiStretchBlt_anotherlog;
uintptr_t texture_copy_log = 0;
uintptr_t virtualqueryaddr = 0;
}
namespace loot
{
ImColor lootcolor{ 0.f, 0.75f, 1.f, 1.f };
bool name;
bool distance;
bool ar;
bool smg;
bool lmg;
bool sniper;
bool pistol;
bool shotgun;
bool ar_ammo;
bool smg_ammo;
bool sniper_ammo;
bool shotgun_ammo;
}