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Автор темы
- #1
Здравствуйте господа кто из вас сможет помочь с этой проблемой? Из-за чего может выходить эта ошибка буду благодарен, если найдётся человек, который сможет мне помочь, так же буду благодарен, если объясните суть моей ошибки.
C++:
void Aimbot::MenuAimbot() {
static bool editor_mode{ false };
static std::string current_group{ "" };
if (Menu::Get().AimbotFirstTimeRender) {
if (g_LocalPlayer && g_EngineClient && g_EngineClient->IsInGame() && g_EngineClient->IsConnected()) {
auto weapon = g_LocalPlayer->m_hActiveWeapon();
if (weapon) {
current_group = g_CustomWeaponGroups->GetGroupName(weapon->m_Item().m_iItemDefinitionIndex());
}
}
}
Menu::Get().AimbotFirstTimeRender = false;
if (editor_mode) {
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(27 / 255.f, 27 / 255.f, 27 / 255.f, 1.f));
if (ImGui::Button("Back", ImVec2(-1, 19)) || InputSys::Get().IsKeyDown(VK_ESCAPE))
editor_mode = !editor_mode;
g_CustomWeaponGroups->Menu(current_group);
return;
}
ImGui::SetCursorPos({ (float)27, (float)93 });
ImGui::BeginGroup();
{
if (ImGui::Subtab("WEAPON", usertabs == 0))
usertabs = TAB_WEAPON;
if (ImGui::Subtab("AIM", usertabs == 1))
usertabs = TAB_AIM;
if (ImGui::Subtab("RCS", usertabs == 2))
usertabs = TAB_RCS;
if (ImGui::Subtab("OPTION", usertabs == 3))
usertabs = TAB_OPTIONAIM;
}
ImGui::EndGroup();
ImGui::SetCursorPos({ (float)141, (float)73 });
switch (usertabs)
{
case 0:
ImGui::BeginGroup();
{
if (category("B", testfloat == 0))
testfloat = 0;
}
ImGui::EndGroup();
break;
case 1:
ImGui::BeginGroup();
{
if (category("B", testfloat == 0))
testfloat = 0;
}
ImGui::EndGroup();
break;
case 2:
ImGui::BeginGroup();
{
if (category("B", testfloat == 0))
testfloat = 0;
}
ImGui::EndGroup();
break;
case 3:
ImGui::BeginGroup();
{
if (category("B", testfloat == 0))
testfloat = 0;
}
ImGui::EndGroup();
break;
}
ImGui::SetCursorPos({ (float)212, (float)100 });
ImGui::BeginChild("User tipa", { 348,340 });
switch (usertabs)
{
case 0:
if (ImGui::Button("Editor Mode", ImVec2(-1, 19)))
editor_mode = !editor_mode;
g_CustomWeaponGroups->RenderSelector(current_group, 39.f);
break;
case 1:
legitbot_settings * settings = g_CustomWeaponGroups->GetSettings(current_group);
ImGui::Checkbox("Enable aimbot functions", &aimbot_enable);
ImGui::Checkbox("Friendly fire", &aimbot_deathmatch);
ImGui::Checkbox("On key", &aimbot_on_key);
if (aimbot_on_key)
ImGui::Keybind("##HotKey", &aimbot_key);
ImGui::Checkbox("Backtrack", &settings->enable_backtrack);
if (ImGui::Checkbox("Silent", &settings->silent) && settings->silent)
settings->psilent = false;
ImGui::Checkbox("Curve", &settings->humanize);
ImGui::Checkbox("Smoke Check", &settings->smoke_check);
ImGui::Checkbox("Flash Check", &settings->flash_check);
ImGui::Checkbox("Jump Check", &settings->jump_check);
ImGui::Checkbox("Auto Wall", &settings->autowall);
ImGui::Checkbox("Auto Stop", &settings->autostop);
//if (weapon_index_aimbot == WEAPON_P250 ||
// weapon_index_aimbot == WEAPON_USP_SILENCER ||
// weapon_index_aimbot == WEAPON_GLOCK ||
// weapon_index_aimbot == WEAPON_FIVESEVEN ||
// weapon_index_aimbot == WEAPON_TEC9 ||
// weapon_index_aimbot == WEAPON_DEAGLE ||
// weapon_index_aimbot == WEAPON_ELITE ||
// weapon_index_aimbot == WEAPON_HKP2000) {
ImGui::Checkbox("Auto Pistol", &settings->autopistol);
//}
//if (weapon_index_aimbot == WEAPON_AWP || weapon_index_aimbot == WEAPON_SSG08 ||
// weapon_index_aimbot == WEAPON_AUG || weapon_index_aimbot == WEAPON_SG556) {
ImGui::Checkbox("Only in zoom", &settings->only_in_zoom);
//}
break;
case 2:
ImGui::Checkbox("Enabled##aimbot.rcs", &settings->rcs);
ImGui::Combo("Type##rcs", &settings->rcs_type, values::rcs_types, 2);
ImGui::Checkbox("Fov##rcsfov", &settings->rcs_fov_enabled);
if (settings->rcs_fov_enabled)
if (ImGui::SliderFloat("FOV##rcs", &settings->rcs_fov, 0, 20))
settings->rcs_fov = std::clamp(settings->rcs_fov, 0.f, 20.f);
ImGui::Checkbox("Smooth##rcs_enabled", &settings->rcs_smooth_enabled);
if (settings->rcs_smooth_enabled)
if (ImGui::SliderFloat("Smooth##rcs", &settings->rcs_smooth, 1, 15))
settings->rcs_smooth = std::clamp(settings->rcs_smooth, 1.f, 15.f);
if (ImGui::SliderInt("X", &settings->rcs_x, 0, 100))
settings->rcs_x = std::clamp(settings->rcs_x, 0, 100);
if (ImGui::SliderInt("Y", &settings->rcs_y, 0, 100))
settings->rcs_y = std::clamp(settings->rcs_y, 0, 100);
if (ImGui::SliderInt("Start", &settings->rcs_start, 1, 30))
settings->rcs_start = std::clamp(settings->rcs_start, 1, 30);
break;
case 3:
if (ImGui::SliderFloat("FOV", &settings->fov, 0, 30))
settings->fov = std::clamp(settings->fov, 0.f, 30.f);
if (ImGui::SliderFloat("Smooth", &settings->smooth, 1, 20))
settings->smooth = std::clamp(settings->smooth, 1.f, 20.f);
if (settings->silent || settings->psilent)
if (ImGui::SliderFloat("Silent FOV", &settings->silent_fov, 0, 20))
settings->silent_fov = std::clamp(settings->silent_fov, 0.f, 20.f);
if (settings->enable_backtrack && ImGui::SliderInt("Backtrack##ticks", &settings->backtrack_ticks, 0, 12))
settings->backtrack_ticks = std::clamp(settings->backtrack_ticks, 0, 12);
ImGui::Combo("Priority", &settings->priority, values::priorities, 4);
ImGui::Combo("Aiming type", &settings->fov_type, values::fov_types, 2);
if (!settings->silent)
{
if (ImGui::SliderInt("Shot Delay", &settings->shot_delay, 0, 3000))
settings->shot_delay = std::clamp(settings->shot_delay, 0, 3000);
ImGui::Checkbox("Auto delay", &settings->auto_delay);
}
if (ImGui::SliderInt("Kill Delay", &settings->kill_delay, 0, 1000))
settings->kill_delay = std::clamp(settings->kill_delay, 0, 1000);
ImGui::Combo("Aim Type", &settings->aim_type, values::aim_types, 2);
if (settings->aim_type == 0)
ImGui::Combo("Hitbox", &settings->hitbox, values::hitbox_list, 7);
ImGui::Combo("Smooth Type", &settings->smooth_type, values::smooth_types, 2);
if (settings->humanize)
if (ImGui::SliderFloat("Curves", &settings->curve, -10.f, 10.f))
settings->curve = std::clamp(settings->curve, -10.f, 10.f);
if (settings->autowall) {
if (ImGui::SliderInt("Min Damage", &settings->min_damage, 1, 100))
settings->min_damage = std::clamp(settings->min_damage, 1, 100);
if (ImGui::SliderFloat("Hitchance", &settings->hitchance_amount, 1, 100))
settings->hitchance_amount = std::clamp(settings->hitchance_amount, 1.f, 100.f);
}
break;
}
ImGui::EndChild();
}