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Вопрос Menu FATALITY.WIN

Лучше иметь друга чем друг друга
Пользователь
Пользователь
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Оффлайн
Регистрация
14 Фев 2019
Сообщения
53
Реакции
36
Всем привет, есть ли у кого пустое меню фаталити на имгуи? Ну или кому не лень сделать что нибудь похожее на скорую руку дропните в лс)
 

Вложения

  • csgo_LWf480J4Jk.png
    csgo_LWf480J4Jk.png
    966.8 KB · Просмотры: 289
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
дропали недавно сурсы фаталили 2018 года там было похожее меню
 
ну держи без кнопок
т.е
1586370040426.png

образно, в фотошопе показал т.к инжектить нахуй надо
C++:
Expand Collapse Copy
#include "external_include.h"

std::vector< std::string > m_slots =
{
    _w( "Config slot #1" ),
    _w( "Config slot #2" ),
    _w( "Config slot #3" ),
    _w( "Config slot #4" ),
    _w( "Config slot #5" ),
    _w( "Config slot #6" )
};

std::vector< std::string > m_sounds =
{
    _w( "bubble" ),
    _w( "cod" ),
    _w( "fatality" ),
    _w( "arena_switch" ),
};

std::vector< std::string > m_knives =
{
    _w( "Default" ),
    _w( "Karambit" ),
    _w( "M9 Bayonet" ),
    _w( "Butterfly" ),
    _w( "Bayonet" ),
    _w( "Bowie Knife" ),
    _w( "Gut Knife" ),
    _w( "Flip Knife" ),
    _w( "Falchion" ),
    _w( "Shadow Daggers" )
};
std::vector< std::string > aimware_type =
{
    _w("Off"),
    _w("Still"),
    _w("Balance"),
    _w("Stretch"),
    _w("Jitter")
};

std::vector<std::string> m_baim =
{
    _w( "Off" ),
    _w( "Adaptive" ),
};

std::vector<std::string> m_baim_when =
{
    _w( "In air" ),
    _w( "Lethal" ),
    _w( "Resolver unsure" ),
};

std::vector<std::string> m_baim_when_au =
{
    _w( "aim_au_bm_air" ),
    _w( "aim_au_bm_l" ),
    _w( "aim_au_bm_ru" )
};

std::vector<std::string> m_baim_when_sc =
{
    _w( "aim_sc_bm_air" ),
    _w( "aim_sc_bm_l" ),
    _w( "aim_sc_bm_ru" )
};

std::vector<std::string> m_baim_when_awp =
{
    _w( "aim_awp_bm_air" ),
    _w( "aim_awp_bm_l" ),
    _w( "aim_awp_bm_ru" )
};

std::vector<std::string> m_baim_when_hp =
{
    _w( "aim_hp_bm_air" ),
    _w( "aim_hp_bm_l" ),
    _w( "aim_hp_bm_ru" )
};

std::vector<std::string> m_baim_when_p =
{
    _w( "aim_p_bm_air" ),
    _w( "aim_p_bm_l" ),
    _w( "aim_p_bm_ru" )
};

std::vector<std::string> m_baim_when_o =
{
    _w( "aim_o_bm_air" ),
    _w( "aim_o_bm_l" ),
    _w( "aim_o_bm_ru" )
};

std::vector<std::string> m_chams_type =
{
    _w( "Normal" ),
    _w( "Flat" ),
    _w( "Shiny" )
};

std::vector<std::string> m_autostop_type =
{
    _w( "Off" ),
    _w( "Normal" ),
    _w( "Full" ),
};

std::vector<std::string> m_spread_type =
{
    _w( "Gradient" ),
    _w( "Rainbow" ),
    _w( "Rainbow ( rotating )" )
};

std::vector<std::string> m_world_glow =
{
    _w( "Weapons" ),
    _w( "Grenades" ),
    _w( "C4" )
};

std::vector<std::string> m_world_glow2 =
{
    _w( "v_gl_w_weap" ),
    _w( "v_gl_w_gre" ),
    _w( "v_gl_w_c4" )
};

std::vector<std::string> m_choke =
{
    _w( "Peek" ),
    _w( "Reload" ),
    _w( "Weapon switch" ),
    _w( "Shot" )
};

std::vector<std::string> m_choke2 =
{
    _w( "aa_fk_on_peek" ),
    _w( "aa_ck_rl" ),
    _w( "aa_ck_sw" ),
    _w( "aa_ck_sh" )
};

std::vector<std::string> m_world_esp =
{
    _w( "Weapons" ),
    _w( "Grenades" ),
    _w( "C4" )
};

std::vector<std::string> m_world_esp2 =
{
    _w( "v_w_weap" ),
    _w( "v_w_gre" ),
    _w( "v_w_c4" )
};

std::vector<std::string> m_info_esp =
{
    _w( "Scoped" ),
    _w( "Bomb" ),
    _w( "Reload" )
};

std::vector<std::string> m_pitch_type = {
    _w("Disabled"),
    _w("Emotion"),
    _w("Up-Nospread")
};

std::vector<std::string> m_yaw_desync_type = {
    _w("Disabled"),
    _w("Backwars"),
    _w("Tension - Desync")
};
std::vector<std::string> m_info_esp2 =
{
    _w( "v_i_scop" ),
    _w( "v_i_bomb" ),
    _w( "v_i_reload" )
};

std::string weapon_filter;
std::string kit_filter;

void save_config()
{
    _( menu_slot, "menu_slot" );
    config::get().save( g_cfg[ menu_slot ]->get<int>() + 1 );
}

void load_config()
{
    _( menu_slot, "menu_slot" );
    config::get().load( g_cfg[ menu_slot ]->get<int>() + 1 );
}

void inventory_add()
{
    inventorychanger::get().add();
}

void inventory_save()
{
    inventorychanger::get().save();
}

void inventory_rm()
{
    inventorychanger::get().remove();
}

void c_menu::init()
{
    if ( m_init )
        return;

    c_window* main_window = new c_window( _w( "MAIN WINDOW" ), bounds( 100, 100, 860, 600 ), true );

    c_tab* tab_first = main_window->add_tab( _w( "Rage" ) );
    {
        c_subtab* subtab_one = tab_first->add_subtab( _w( "Aimbot" ) );
        {
          
        } tab_first->pushback_subtab( subtab_one );

        c_subtab* subtab_three = tab_first->add_subtab( _w( "Anti-aim" ) );
        {
          



          

        } tab_first->pushback_subtab( subtab_three );

        c_subtab* subtab_four = tab_first->add_subtab( _w( "AA Regular" ) );
        {
      

            if (vars::aa.desync_enable.get<int>() == 2)
            {
              
            }



          
          
        } tab_first->pushback_subtab( subtab_four );

      

    } main_window->pushback_tab( tab_first );

    c_tab* tab_second = main_window->add_tab( _w( "Config" ) );
    {
        c_subtab* subtab_one = tab_second->add_subtab( _w( "Slots" ) );
        {
          
        } tab_second->pushback_subtab( subtab_one );
        c_subtab* subtab_two = tab_second->add_subtab( _w( "Auto" ) );
        {
          

        } tab_second->pushback_subtab( subtab_two );
        c_subtab* subtab_three = tab_second->add_subtab( _w( "Scout" ) );
        {
          
        } tab_second->pushback_subtab( subtab_three );
        c_subtab* subtab_four = tab_second->add_subtab( _w( "AWP" ) );
        {
          
        } tab_second->pushback_subtab( subtab_four );
        c_subtab* subtab_five = tab_second->add_subtab( _w( "Heavy pistols" ) );
        {
          
        } tab_second->pushback_subtab( subtab_five );
        c_subtab* subtab_six = tab_second->add_subtab( _w( "Pistols" ) );
        {
          
        } tab_second->pushback_subtab( subtab_six );
        c_subtab* subtab_seven = tab_second->add_subtab( _w( "Other" ) );
        {
          
        } tab_second->pushback_subtab( subtab_seven );
    } main_window->pushback_tab( tab_second );

    c_tab* tab_third = main_window->add_tab( _w( "Visuals" ) );
    {
        c_subtab* subtab_one = tab_third->add_subtab( _w( "Chams" ) );
        {
          
        } tab_third->pushback_subtab( subtab_one );

        c_subtab* subtab_two = tab_third->add_subtab( _w( "Esp" ) );
        {
          
        } tab_third->pushback_subtab( subtab_two );

        c_subtab* subtab_three = tab_third->add_subtab( _w( "Glow" ) );
        {
          
        } tab_third->pushback_subtab( subtab_three );

        c_subtab* subtab_four = tab_third->add_subtab( _w( "Misc" ) );
        {

          
        } tab_third->pushback_subtab( subtab_four );

    } main_window->pushback_tab( tab_third );

    c_tab* tab_fourth = main_window->add_tab( _w( "Gameplay" ) );
    {
        c_subtab* subtab_one = tab_fourth->add_subtab( _w( "Visual" ) );
        {
          
        } tab_fourth->pushback_subtab( subtab_one );
        c_subtab* subtab_two = tab_fourth->add_subtab( _w( "Movement" ) );
        {
            subtab_two->add_checkbox( _w( "Bhop" ), _w( "m_bhp" ) );
            subtab_two->add_checkbox( _w( "Autostrafer" ), _w( "m_strf" ) );
        } tab_fourth->pushback_subtab( subtab_two );
    } main_window->pushback_tab( tab_fourth );

    c_tab* tab_five = main_window->add_tab( _w( "Legit" ) );
    {
    } main_window->pushback_tab( tab_five );

    c_tab* tab_six = main_window->add_tab( _w( "Skins" ) );
    {
        c_subtab* subtab_one = tab_six->add_subtab( _w( "Inventory" ) );
        {
          
        } tab_six->pushback_subtab( subtab_one );
    } main_window->pushback_tab( tab_six );

    this->m_windows.push_back( main_window );

    m_init = true;
}

void c_menu::render()
{
    init();

    if ( !m_opened )
        return;

    update_input();

    inventorychanger::get().update_selected();

    for ( auto window : m_windows )
        window->render();

    draw_cursor();
}

bool c_menu::is_hovering( bounds pbounds )
{
    return is_in_area( g_mouse.pos, pbounds );
}

bool c_menu::is_holding( bounds pbounds ) const
{
    if ( !g_mouse.is_holding )
        return false;

    return is_in_area( g_mouse.hold_pos, pbounds );
}

bool c_menu::mouse_is_holding()
{
    return g_mouse.is_holding;
}

void c_menu::reset_mouse_state()
{
    g_mouse.is_pressed = false;
    g_mouse.is_holding = false;
    g_mouse.needs_reset = true;
}

bool c_menu::key_updated( int key )
{
    return ( m_keystate[ key ] && !m_oldstate[ key ] );
}

bool c_menu::mouse_is_pressed()
{
    return g_mouse.is_pressed;
}

bool c_menu::is_pressed( bounds pbounds )
{
    if ( !g_mouse.is_pressed )
        return false;

    return is_in_area( g_mouse.press_pos, pbounds );
}

POINT c_menu::get_mouse_pos()
{
    return g_mouse.pos;
}

POINT c_menu::get_hold_pos()
{
    return g_mouse.hold_pos;
}

POINT c_menu::get_press_pos()
{
    return g_mouse.press_pos;
}

//if this is ghetto - change plz
bool c_menu::is_in_area( POINT p, bounds pbounds )
{
    if ( p.x >= pbounds.x && p.x <= ( pbounds.x + pbounds.w ) )
        if ( p.y > pbounds.y && p.y < ( pbounds.y + pbounds.h ) )
            return true;

    return false;
}

bool& c_menu::get_opened()
{
    return m_opened;
}

void c_menu::toggle()
{
    static bool prev_state;
    const bool state = GetAsyncKeyState( VK_INSERT );
    if ( prev_state != state )
    {
        if ( state )
            m_opened = !m_opened;

        _( cl_mouseenable, "cl_mouseenable " );
        auto msg = cl_mouseenable + std::to_string( !m_opened );
        g_pEngine->ClientCmd_Unrestricted( msg.c_str() );

        prev_state = state;
    }
}

void c_menu::release_images()
{
    {
        for ( auto window : m_windows )
        {
            SAFE_RELEASE( window->img );
            SAFE_RELEASE( window->sprite );
            SAFE_RELEASE( window->img_big );
            SAFE_RELEASE( window->sprite_big );
        }
    }
}

void c_menu::draw_cursor()
{
    /*recreation of csgo cursor (size-wise)*/
    D3DCOLOR main_color = D3DCOLOR_RGBA( 20, 179, 178, 255 );
    D3DCOLOR back_color = D3DCOLOR_RGBA( 189, 201, 221, 255 );

    POINT p1; p1.x = g_mouse.pos.x; p1.y = g_mouse.pos.y;
    POINT p2; p2.x = g_mouse.pos.x + 24; p2.y = g_mouse.pos.y + 12;
    POINT p3; p3.x = g_mouse.pos.x + 12; p3.y = g_mouse.pos.y + 24;
    render::get().filled_triangle( p1, p2, p3, main_color );

    POINT p4; p4.x = g_mouse.pos.x + 3; p4.y = g_mouse.pos.y + 3;
    POINT p5; p5.x = g_mouse.pos.x + 23; p5.y = g_mouse.pos.y + 13;
    POINT p6; p6.x = g_mouse.pos.x + 13; p6.y = g_mouse.pos.y + 23;
    render::get().filled_triangle( p4, p5, p6, back_color );
}

void c_menu::update_input()
{
    std::copy( m_keystate, m_keystate + 255, m_oldstate );

    // simple keyboard iteration
    for ( auto n = 0; n < 255; ++n )
    {
        // update current state
        m_keystate[ n ] = GetAsyncKeyState( n );
    }

    POINT p;
    if ( !GetCursorPos( &p ) )
        return;

    ScreenToClient( init::window, &p );

    if ( GetAsyncKeyState( VK_LBUTTON ) && g_mouse.needs_reset )
        return;
    else if ( g_mouse.needs_reset )
        g_mouse.needs_reset = false;

    g_mouse.pos = p;

    if ( GetAsyncKeyState( VK_LBUTTON ) && !g_mouse.is_pressed && !g_mouse.is_holding )
    {
        g_mouse.is_pressed = true;
        g_mouse.press_pos = p;
    }
    else if ( GetAsyncKeyState( VK_LBUTTON ) && !g_mouse.is_holding )
    {
        g_mouse.is_pressed = false;
        g_mouse.is_holding = true;
        g_mouse.hold_pos = p;
    }
    else if ( !GetAsyncKeyState( VK_LBUTTON ) )
    {
        g_mouse.is_pressed = false;
        g_mouse.is_holding = false;
    }
    else if ( g_mouse.is_holding )
    {
        g_mouse.hold_pos = p;
    }
}

uintptr_t c_menu::modulate_alpha( uintptr_t orig, int alpha )
{
    int a = ( orig >> 24 ) & 0xff;
    int r = ( orig >> 16 ) & 0xff;
    int g = ( orig >> 8 ) & 0xff;
    int b = orig & 0xff;

    int newAlpha = ceil( alpha * a );

    UINT newColor = r << 16;
    newColor += g << 8;
    newColor += b;
    newColor += ( newAlpha << 24 );


    return ( uintptr_t )newColor;
}

если вообще прям чистое то на
т.е
1586370238238.png

но за работу не ручаюсь походу много вырезал )))
C++:
Expand Collapse Copy
#include "external_include.h"
void c_menu::init()
{
    if ( m_init )
        return;

    c_window* main_window = new c_window( _w( "MAIN WINDOW" ), bounds( 100, 100, 860, 600 ), true );


    this->m_windows.push_back( main_window );

    m_init = true;
}

void c_menu::render()
{
    init();

    if ( !m_opened )
        return;

    update_input();

    inventorychanger::get().update_selected();

    for ( auto window : m_windows )
        window->render();

    draw_cursor();
}

bool c_menu::is_hovering( bounds pbounds )
{
    return is_in_area( g_mouse.pos, pbounds );
}

bool c_menu::is_holding( bounds pbounds ) const
{
    if ( !g_mouse.is_holding )
        return false;

    return is_in_area( g_mouse.hold_pos, pbounds );
}

bool c_menu::mouse_is_holding()
{
    return g_mouse.is_holding;
}

void c_menu::reset_mouse_state()
{
    g_mouse.is_pressed = false;
    g_mouse.is_holding = false;
    g_mouse.needs_reset = true;
}

bool c_menu::key_updated( int key )
{
    return ( m_keystate[ key ] && !m_oldstate[ key ] );
}

bool c_menu::mouse_is_pressed()
{
    return g_mouse.is_pressed;
}

bool c_menu::is_pressed( bounds pbounds )
{
    if ( !g_mouse.is_pressed )
        return false;

    return is_in_area( g_mouse.press_pos, pbounds );
}

POINT c_menu::get_mouse_pos()
{
    return g_mouse.pos;
}

POINT c_menu::get_hold_pos()
{
    return g_mouse.hold_pos;
}

POINT c_menu::get_press_pos()
{
    return g_mouse.press_pos;
}

//if this is ghetto - change plz
bool c_menu::is_in_area( POINT p, bounds pbounds )
{
    if ( p.x >= pbounds.x && p.x <= ( pbounds.x + pbounds.w ) )
        if ( p.y > pbounds.y && p.y < ( pbounds.y + pbounds.h ) )
            return true;

    return false;
}

bool& c_menu::get_opened()
{
    return m_opened;
}

void c_menu::toggle()
{
    static bool prev_state;
    const bool state = GetAsyncKeyState( VK_INSERT );
    if ( prev_state != state )
    {
        if ( state )
            m_opened = !m_opened;

        _( cl_mouseenable, "cl_mouseenable " );
        auto msg = cl_mouseenable + std::to_string( !m_opened );
        g_pEngine->ClientCmd_Unrestricted( msg.c_str() );

        prev_state = state;
    }
}

void c_menu::release_images()
{
    {
        for ( auto window : m_windows )
        {
            SAFE_RELEASE( window->img );
            SAFE_RELEASE( window->sprite );
            SAFE_RELEASE( window->img_big );
            SAFE_RELEASE( window->sprite_big );
        }
    }
}

void c_menu::draw_cursor()
{
    /*recreation of csgo cursor (size-wise)*/
    D3DCOLOR main_color = D3DCOLOR_RGBA( 20, 179, 178, 255 );
    D3DCOLOR back_color = D3DCOLOR_RGBA( 189, 201, 221, 255 );

    POINT p1; p1.x = g_mouse.pos.x; p1.y = g_mouse.pos.y;
    POINT p2; p2.x = g_mouse.pos.x + 24; p2.y = g_mouse.pos.y + 12;
    POINT p3; p3.x = g_mouse.pos.x + 12; p3.y = g_mouse.pos.y + 24;
    render::get().filled_triangle( p1, p2, p3, main_color );

    POINT p4; p4.x = g_mouse.pos.x + 3; p4.y = g_mouse.pos.y + 3;
    POINT p5; p5.x = g_mouse.pos.x + 23; p5.y = g_mouse.pos.y + 13;
    POINT p6; p6.x = g_mouse.pos.x + 13; p6.y = g_mouse.pos.y + 23;
    render::get().filled_triangle( p4, p5, p6, back_color );
}

void c_menu::update_input()
{
    std::copy( m_keystate, m_keystate + 255, m_oldstate );

    // simple keyboard iteration
    for ( auto n = 0; n < 255; ++n )
    {
        // update current state
        m_keystate[ n ] = GetAsyncKeyState( n );
    }

    POINT p;
    if ( !GetCursorPos( &p ) )
        return;

    ScreenToClient( init::window, &p );

    if ( GetAsyncKeyState( VK_LBUTTON ) && g_mouse.needs_reset )
        return;
    else if ( g_mouse.needs_reset )
        g_mouse.needs_reset = false;

    g_mouse.pos = p;

    if ( GetAsyncKeyState( VK_LBUTTON ) && !g_mouse.is_pressed && !g_mouse.is_holding )
    {
        g_mouse.is_pressed = true;
        g_mouse.press_pos = p;
    }
    else if ( GetAsyncKeyState( VK_LBUTTON ) && !g_mouse.is_holding )
    {
        g_mouse.is_pressed = false;
        g_mouse.is_holding = true;
        g_mouse.hold_pos = p;
    }
    else if ( !GetAsyncKeyState( VK_LBUTTON ) )
    {
        g_mouse.is_pressed = false;
        g_mouse.is_holding = false;
    }
    else if ( g_mouse.is_holding )
    {
        g_mouse.hold_pos = p;
    }
}

uintptr_t c_menu::modulate_alpha( uintptr_t orig, int alpha )
{
    int a = ( orig >> 24 ) & 0xff;
    int r = ( orig >> 16 ) & 0xff;
    int g = ( orig >> 8 ) & 0xff;
    int b = orig & 0xff;

    int newAlpha = ceil( alpha * a );

    UINT newColor = r << 16;
    newColor += g << 8;
    newColor += b;
    newColor += ( newAlpha << 24 );


    return ( uintptr_t )newColor;
}
 
Вот тебя кто научил создавать темы? Ты бы у него лучше попросил научить поискам пользоваться. Старая и новое меню фатала давно есть на имгуи
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
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