Ревершу очко титова
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Автор темы
- #1
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Увидел этот тред - https://yougame.biz/threads/182689/
и понял, что это пиздец
Держите +- нормальный:
Wndproc hook:
Mouse pointer:
Mouse pos:
Vector2D mouse_pos = Vector2D(0, 0);
SS:
и понял, что это пиздец
Держите +- нормальный:
Код:
static Vector2D tl(500, 150);
static bool _dragging = false;
bool _click = false;
static int drag_x = 50;
static int drag_y = 50;
if (hooks::menu_open && GetAsyncKeyState(VK_LBUTTON))
_click = true;
Vector2D _mouse_pos = hooks::mouse_pos;
if (hooks::menu_open)
{
if (_dragging && !_click)
_dragging = false;
if (_dragging && _click)
{
tl.x = _mouse_pos.x - drag_x;
tl.y = _mouse_pos.y - drag_y;
}
if (mouse_pointer(Vector2D(tl.x, tl.y), Vector2D(130, 20)))
{
_dragging = true;
drag_x = _mouse_pos.x - tl.x;
drag_y = _mouse_pos.y - tl.y;
}
}
const auto pos = Vector2D(tl.x, tl.y);
const auto col_background = Color(0, 0, 0, 200);
const auto col_accent = Color(255, 0, 0, 255);
const auto col_text = Color(255, 255, 255);
const auto bg_size = Vector2D(100, 20);
// spectators list
//const auto col_background = Color(0, 0, 0, 160);
//const auto col_accent = Color(255, 0, 0, 255);
//const auto col_text = Color(255, 255, 255);
//const auto bg_size = Vector2D(100, 20);
const std::string name = "keybinds";
std::vector<std::string> vec;
render::get().rect_filled(pos.x, pos.y, bg_size.x, bg_size.y, col_background);
render::get().rect_filled(pos.x, pos.y, bg_size.x, 2, col_accent);
render::get().text(fonts[NAME], pos.x + (bg_size.x / 2), pos.y + 4, col_text, HFONT_CENTERED_X, name.c_str());
/*update_key_bind(&g_cfg.legitbot.autofire_key, 0);
update_key_bind(&g_cfg.legitbot.key, 1);
update_key_bind(&g_cfg.ragebot.double_tap_key, 2);
update_key_bind(&g_cfg.ragebot.safe_point_key, 3);
for (auto i = 0; i < 8; i++)
update_key_bind(&g_cfg.ragebot.weapon[i].damage_override_key, 4 + i);
update_key_bind(&g_cfg.antiaim.hide_shots_key, 12);
update_key_bind(&g_cfg.antiaim.manual_back, 13);
update_key_bind(&g_cfg.antiaim.manual_left, 14);
update_key_bind(&g_cfg.antiaim.manual_right, 15);
update_key_bind(&g_cfg.antiaim.flip_desync, 16);
update_key_bind(&g_cfg.misc.thirdperson_toggle, 17);
update_key_bind(&g_cfg.misc.automatic_peek, 18);
update_key_bind(&g_cfg.misc.edge_jump, 19);
update_key_bind(&g_cfg.misc.fakeduck_key, 20);
update_key_bind(&g_cfg.misc.slowwalk_key, 21);
update_key_bind(&g_cfg.ragebot.body_aim_key, 22);*/
switch (get_bind_state(g_cfg.antiaim.flip_desync, 16)) {
case 1: vec.push_back("inverter [holding]"); break;
case 2: vec.push_back("inverter [toggled]"); break;
}
switch (get_bind_state(g_cfg.misc.thirdperson_toggle, 17)) {
case 1: vec.push_back("thirdperson [holding]"); break;
case 2: vec.push_back("thirdperson [toggled]"); break;
}
switch (get_bind_state(g_cfg.antiaim.hide_shots_key, 12)) {
case 1: vec.push_back("hide shots [holding]"); break;
case 2: vec.push_back("hide shots [toggled]"); break;
}
switch (get_bind_state(g_cfg.misc.fakeduck_key, 20)) {
case 1: vec.push_back("fake duck [holding]"); break;
case 2: vec.push_back("fake duck [toggled]"); break;
}
switch (get_bind_state(g_cfg.misc.slowwalk_key, 21)) {
case 1: vec.push_back("slow walk [holding]"); break;
case 2: vec.push_back("slow walk [toggled]"); break;
}
switch (get_bind_state(g_cfg.ragebot.body_aim_key, 22)) {
case 1: vec.push_back("body aim [holding]"); break;
case 2: vec.push_back("body aim [toggled]"); break;
}
switch (get_bind_state(g_cfg.ragebot.double_tap_key, 2)) {
case 1: vec.push_back("double tap [holding]"); break;
case 2: vec.push_back("double tap [toggled]"); break;
}
switch (get_bind_state(g_cfg.ragebot.safe_point_key, 3)) {
case 1: vec.push_back("safe points [holding]"); break;
case 2: vec.push_back("safe points [toggled]"); break;
}
switch (get_bind_state(g_cfg.misc.automatic_peek, 18)) {
case 1: vec.push_back("automatic peek [holding]"); break;
case 2: vec.push_back("automatic peek [toggled]"); break;
}
switch (get_bind_state(g_cfg.antiaim.manual_back, 13)) {
case 1: vec.push_back("manual side - back [holding]"); break;
case 2:
vec.push_back("manual side - back [toggled]"); break;
}
switch (get_bind_state(g_cfg.antiaim.manual_left, 14)) {
case 1: vec.push_back("manual side - left [holding]"); break;
case 2: vec.push_back("manual side - left [toggled]"); break;
}
switch (get_bind_state(g_cfg.antiaim.manual_right, 15)) {
case 1: vec.push_back("manual side - right [holding]"); break;
case 2: vec.push_back("manual side - right [toggled]"); break;
}
switch (get_bind_state(g_cfg.misc.edge_jump, 19)) {
case 1: vec.push_back("edge jump [holding]"); break;
case 2: vec.push_back("edge jump [toggled]"); break;
}
int cyc = 0;
for (auto i : vec)
render::get().text(fonts[NAME], pos.x + bg_size.x / 2, pos.y + 4 + ++cyc * 20, col_text, HFONT_CENTERED_X, i.c_str());
}
Код:
if (uMsg == WM_MOUSEMOVE)
mouse_pos = Vector2D(GET_X_LPARAM(lParam), GET_Y_LPARAM(lParam));
Код:
bool mouse_pointer(Vector2D position, Vector2D size)
{
return hooks::mouse_pos.x > position.x && hooks::mouse_pos.y > position.y && hooks::mouse_pos.x < position.x + size.x && hooks::mouse_pos.y < position.y + size.y;
}
Vector2D mouse_pos = Vector2D(0, 0);
SS:
Пожалуйста, авторизуйтесь для просмотра ссылки.
p.s хз паблик это или нет, но все равно....