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- 27 Фев 2019
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C++:
//GlobalVars.h
#pragma once
#include "..\SDK\CInput.h"
#include "..\SDK\CEntity.h"
namespace Globals
{
extern CUserCmd* pCmd;
extern C_BaseEntity* LocalPlayer;
extern std::uintptr_t uRandomSeed;
extern Vector OriginalView;
extern bool bSendPacket;
extern bool LagPeek;
extern int TargetIndex;
extern Vector EnemyEyeAngs[65];
extern Vector AimbotHitbox[65][27];
extern Vector RealAngle;
extern Vector FakeAngle;
static int kills;
static float killtime = 255.f;
static float globalAlpha;
extern bool Shot[65];
extern bool Hit[65];
extern int MissedShots[65];
extern bool Manual_Side;
extern bool FakeDuck[65];
extern bool MissedShot;
extern bool DesyncEnabledSpecialChecks;
extern bool HitPlayer;
extern std::string Username;
extern DWORD CourierNew;
extern DWORD SmallText;
extern DWORD WeaponESP;
extern DWORD WeaponIcon;
extern DWORD TabFont;
extern DWORD IndicatorFont;
static DWORD KillFont;
extern HMODULE Module;
extern float w2s_matrix[4][4];
}
//ESP code
void c_visuals::QuakeKillCounter()
{
if (!g_pEngine->IsInGame() || !g_pEngine->IsConnected())
return;
int screen_sizex, screen_sizey, cW, cH;
g_pEngine->GetScreenSize(screen_sizex, screen_sizey);
cW = screen_sizex / 2;
cH = screen_sizey / 2;
float animationAlpha = 0.0;
int alpha = 0;
float animation_speed_value = 0.6;
float step = 255 / 0.6 * g_pGlobalVars->frametime;
if (Globals::killtime + 0.4 > g_pGlobalVars->realtime)
{
alpha = 255;
}
else
alpha = alpha - step;
float animate = g_pGlobalVars->curtime;
float endTime = Globals::globalAlpha + 1.1f;
float t = 1.0f - (endTime - g_pGlobalVars->curtime) / (endTime - Globals::globalAlpha);
float animationStep = animation_speed_value * g_pGlobalVars->frametime;
if (Globals::killtime + 0.1 > g_pGlobalVars->realtime)
{
animationAlpha -= 80;
}
else
animationAlpha = animationAlpha - animationStep;
int customY, customX;
screen_sizey = (screen_sizey / 2) - (t * 10.f);
if (alpha > 0)
{
switch (Globals::kills)
{
case 1:
g_pSurface->DrawT(screen_sizex / 2, screen_sizey, Color(255, 119, 0, alpha), Globals::KillFont, true, "1");
break;
case 2:
g_pSurface->DrawT(screen_sizex / 2, screen_sizey, Color(255, 119, 0, alpha), Globals::KillFont, true, "HEADSHOT");
break;
case 3:
g_pSurface->DrawT(screen_sizex / 2, screen_sizey, Color(255, 119, 0, alpha), Globals::KillFont, true, "soo ez 1");
break;
case 4:
g_pSurface->DrawT(screen_sizex / 2, screen_sizey, Color(255, 119, 0, alpha), Globals::KillFont, true, "by katana bro");
break;
case 5:
g_pSurface->DrawT(screen_sizex / 2, screen_sizey, Color(255, 119, 0, alpha), Globals::KillFont, true, "paste >>> paid");
break;
case 6:
g_pSurface->DrawT(screen_sizex / 2, screen_sizey, Color(255, 119, 0, alpha), Globals::KillFont, true, "paste >>> aimware/onetap");
break;
default:
g_pSurface->DrawT(screen_sizex / 2, screen_sizey, Color(255, 119, 0, alpha), Globals::KillFont, true, "SO EZ DOGS");
break;
}
}
}
//ESP.h
#pragma once
#include "..\..\Utils\GlobalVars.h"
#include "..\..\SDK\singleton.h"
#include "..\..\SDK\IEngineTrace.h"
#include "..\Aimbot\Autowall.h"
enum HitboxList
{
HITBOX_HEAD,
HITBOX_NECK,
HITBOX_LOWER_NECK,
HITBOX_PELVIS,
HITBOX_BODY,
HITBOX_THORAX,
HITBOX_CHEST,
HITBOX_UPPER_CHEST,
HITBOX_RIGHT_THIGH,
HITBOX_LEFT_THIGH,
HITBOX_RIGHT_CALF,
HITBOX_LEFT_CALF,
HITBOX_RIGHT_FOOT,
HITBOX_LEFT_FOOT,
HITBOX_RIGHT_HAND,
HITBOX_LEFT_HAND,
HITBOX_RIGHT_UPPER_ARM,
HITBOX_RIGHT_FOREARM,
HITBOX_LEFT_UPPER_ARM,
HITBOX_LEFT_FOREARM,
HITBOX_MAX
};
class c_visuals : public singleton< c_visuals > {
private:
public:
void CollectFootstep(int iEntIndex, const char * pSample);
void run();
void DrawSpreadCircle();
void run_viewmodel();
void spectators();
void force_crosshair();
void flags(C_BaseEntity * player);
void BoxESP(C_BaseEntity * Entity);
void NameESP(C_BaseEntity * Entity);
void QuakeKillCounter();
void PlayerIndicator(C_BaseEntity * entity);
void WeaponESP(C_BaseEntity * Entity);
void Ammo(C_BaseEntity * Entity);
void HealthESP(C_BaseEntity * Entity);
void DrawPlayers();
void draw_scope();
void DrawRadarPoint(Vector vOriginX, Vector vOriginY, QAngle qAngle, C_BaseEntity * pBaseEntity, Color col);
void DrawRadarBackground();
void DrawRadar(C_BaseEntity * pEntity);
void worldWeapon(C_BaseEntity * pEntity);
void spectator_list(C_BaseEntity * entity, C_BaseEntity * local_player, Color col);
void DrawRadar();
void run_aspect_ratio_changer();
void draw_watermark();
void do_nightmode();
void do_fullbright();
};
