IMGUI Menu SakuraProject External = Winhack External

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27 Ноя 2020
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Код:
extern LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) {
    if (ImGui_ImplWin32_WndProcHandler(hWnd, msg, wParam, lParam)) {
        return true;
    }
    switch (msg)
    {
    case WM_DESTROY:
        ClearD3D();
        PostQuitMessage(0);
        exit(4);
        break;
    case WM_SIZE:
        if (pDevice != NULL && wParam != SIZE_MINIMIZED) {
            ImGui_ImplDX9_InvalidateDeviceObjects();
            pParams.BackBufferWidth = LOWORD(lParam);
            pParams.BackBufferHeight = HIWORD(lParam);
            HRESULT hr = pDevice->Reset(&pParams);
            ImGui_ImplDX9_CreateDeviceObjects();
        }
        break;
    default:
        return DefWindowProc(hWnd, msg, wParam, lParam);
        break;
    }
    return 0;
}

void SetupWindow() {
    WNDCLASSEX wClass{
        sizeof(WNDCLASSEX), 0, WndProc, 0, 0, nullptr, LoadIcon(nullptr, IDI_APPLICATION), LoadCursor(nullptr, IDC_ARROW), nullptr, nullptr, OverName, LoadIcon(nullptr, IDI_APPLICATION)
    };
    if (!RegisterClassEx(&wClass)) {
        exit(1);
    }
    GameWnd = FindWindowA(NULL, TargetTitle);
    if (GameWnd) {
        GetClientRect(GameWnd, &GameRect);
        POINT xy;
        ClientToScreen(GameWnd, &xy);
        GameRect.left = xy.x;
        GameRect.top = xy.y;
        Width = GameRect.right;
        Height = GameRect.bottom;
    }
    else {
        exit(2);
    }
    Wnd = CreateWindowExA(NULL, OverName, OverName, WS_POPUP | WS_VISIBLE, GameRect.left, GameRect.top, Width, Height, NULL, NULL, 0, NULL);
    DwmExtendFrameIntoClientArea(Wnd, &Margin);
    ShowWindow(Wnd, SW_SHOW);
    UpdateWindow(Wnd);
}

HRESULT DirectXInit(HWND hWnd) {
    if (FAILED(Direct3DCreate9Ex(D3D_SDK_VERSION, &pObject))) {
        exit(3);
    }
    D3DPRESENT_PARAMETERS pParams = { 0 };
    pParams.Windowed = TRUE;
    pParams.SwapEffect = D3DSWAPEFFECT_DISCARD;
    pParams.hDeviceWindow = hWnd;
    pParams.MultiSampleQuality = D3DMULTISAMPLE_NONE;
    pParams.BackBufferFormat = D3DFMT_A8R8G8B8;
    pParams.BackBufferWidth = Width;
    pParams.BackBufferHeight = Height;
    pParams.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
    pParams.EnableAutoDepthStencil = TRUE;
    pParams.AutoDepthStencilFormat = D3DFMT_D16;
    pParams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
    if (FAILED(pObject->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &pParams, 0, &pDevice))) {
        pObject->Release();
        exit(4);
    }
    ImGui::CreateContext();
    ImGuiIO& io = ImGui::GetIO(); (void)io;
    ImGui::GetIO().WantCaptureMouse || ImGui::GetIO().WantTextInput || ImGui::GetIO().WantCaptureKeyboard;
    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
    ImGui_ImplWin32_Init(Wnd);
    ImGui_ImplDX9_Init(pDevice);
    pObject->Release();
    return S_OK;
}



#include <TlHelp32.h>

static int tabs;
static int subtabs;
ImVec2 pos;
ImDrawList* draw;
void decorations()
{

    pos = ImGui::GetWindowPos();
    draw = ImGui::GetWindowDrawList();

    draw->AddRectFilled(ImVec2(pos), ImVec2(pos.x + 680, pos.y + 433), ImColor(13, 13, 13));
    draw->AddRectFilledMultiColor(ImVec2(pos), ImVec2(pos.x + 680, pos.y + 25), ImColor(23, 23, 23), ImColor(23, 23, 23), ImColor(13, 13, 13), ImColor(13, 13, 13));
    draw->AddRectFilled(ImVec2(pos.x + 14, pos.y + 30), ImVec2(pos.x + 670, pos.y + 423), ImColor(18, 18, 18));
    draw->AddRect(ImVec2(pos.x + 14, pos.y + 30), ImVec2(pos.x + 670, pos.y + 423), ImColor(5, 5, 5), 0.f, 0.f, 2.f);
    draw->AddRect(ImVec2(pos.x + 175, pos.y + 35), ImVec2(pos.x + 665, pos.y + 417), ImColor(5, 5, 5), 0, 0, 2.f);

    //draw->AddImage(FonImGui, ImVec2(pos.x + 33, pos.y + 15), ImVec2(pos.x + 129, pos.y + 111));
    //ImGui::Image(FonImGui, ImVec2(900, 460));

    ImGui::SetCursorPos(ImVec2(22, 40));
}
void tabss()
{

    ImGui::SetCursorPos(ImVec2(19, 35));
    ImGui::BeginGroup();

    if (ImGui::tab("Aimbot", 0 == tabs))
        tabs = 0;
    if (ImGui::tab("Visuals", 1 == tabs))
        tabs = 1;
    if (ImGui::tab("Misc", 2 == tabs))
        tabs = 2;


    ImGui::EndGroup();

    ImGui::SetColorEditOptions(ImGuiColorEditFlags_Float | ImGuiColorEditFlags_NoInputs);

    //Aimbot
    if (tabs == 0)
    {
        ImGui::SetCursorPos(ImVec2(180, 30));
        ImGui::BeginChild("Ragebot", ImVec2(235, 382));
        {
            ImGui::SetCursorPos(ImVec2(10, 25));
            ImGui::BeginGroup();
            {
                ImGui::Checkbox(("Enable##2"), &Value::bools::Aim::Enable);
                if (Value::bools::Aim::Enable) {
                    ImGui::SameLine();
                    ImGui::Checkbox(("PSilent##AIM"), &Value::bools::Aim::PSilent);
                    //ImGui::SameLine();
                    //ImGui::ColorEdit3(("##TargetLine"), Value::Colors::Aim::TargetLine);
                    //ImGui::Checkbox(("PSilent##AIM"), &Value::bools::Aim::PSilent);
                    ImGui::Checkbox(("Target Line##AIM"), &Value::bools::Aim::TargetLine);
                    ImGui::SameLine();
                    ImGui::ColorEdit3(("##TargetLine"), Value::Colors::Aim::TargetLine);
                    ImGui::Checkbox(("Visible Check##AIM"), &Value::bools::Aim::VisibleCheck);
                    //ImGui::Checkbox("Ignore Team", &Value::bools::Aim::IgnoreTeam);
                    ImGui::Checkbox(("Ignore Sleepers##AIM"), &Value::bools::Aim::IgnoreSleepers);
                    ImGui::Checkbox(("Fov##AIM"), &Value::bools::Aim::Fov);
                    ImGui::SameLine();
                    ImGui::ColorEdit3(("##Fov"), Value::Colors::Aim::Fov);
                    if (Value::bools::Aim::Fov)
                        ImGui::SliderInt(("Fov"), &Value::floats::Aim::Fov, 0, 120);
                    ImGui::Checkbox(("Smooth##AIM"), &Value::bools::Aim::Smooth);
                    if (Value::bools::Aim::Smooth)
                        ImGui::SliderFloat(("Smooth Speed##AIM"), &Value::floats::Aim::Smooth, 1, 25);
                }

                if (ImGui::Button("Init Cheat"))
                    InitPlayer();
            }
            ImGui::EndGroup();
        }
        ImGui::EndChild();

    }

    //visuals
    if (tabs == 1)
    {
        ImGui::SetCursorPos(ImVec2(180, 30));
        ImGui::BeginChild("Visual", ImVec2(235, 382));
        {
            ImGui::SetCursorPos(ImVec2(10, 20));
            ImGui::BeginGroup();
            {
                ImGui::Checkbox(("Enable##1"), &Value::bools::Visuals::ESP::Enable);
                if (Value::bools::Visuals::ESP::Enable) {
                    ImGui::Checkbox(("Name##ESP"), &Value::bools::Visuals::ESP::Name);
                    ImGui::SameLine();
                    ImGui::ColorEdit3(("##Name"), Value::Colors::Visuals::ESP::Name);
                    ImGui::Checkbox(("Health"), &Value::bools::Visuals::ESP::Health);
                    ImGui::SameLine();
                    ImGui::ColorEdit3(("##Health##ESP"), Value::Colors::Visuals::ESP::Health);
                    ImGui::Checkbox(("Box##ESP"), &Value::bools::Visuals::ESP::Box);
                    ImGui::SameLine();
                    ImGui::ColorEdit3(("##Box"), Value::Colors::Visuals::ESP::Box);
                    ImGui::Checkbox(("Weapon##ESP"), &Value::bools::Visuals::ESP::Weapon);
                    ImGui::SameLine();
                    ImGui::ColorEdit3(("##Weapon"), Value::Colors::Visuals::ESP::Weapon);
                    ImGui::Checkbox(("Distance##ESP"), &Value::bools::Visuals::ESP::Distance);
                    ImGui::SameLine();
                    ImGui::ColorEdit3(("##Distance"), Value::Colors::Visuals::ESP::Distance);
                    ImGui::Checkbox(("Corpse##ESP"), &Value::bools::Visuals::ESP::Corpse);
                    ImGui::SameLine();
                    ImGui::ColorEdit3(("##Corpse"), Value::Colors::Visuals::World::Corpse);
                    ImGui::Checkbox(("Backpack##ESP"), &Value::bools::Visuals::ESP::Backpack);
                    ImGui::SameLine();
                    ImGui::ColorEdit3(("##Backpack"), Value::Colors::Visuals::World::Backpack);
                    ImGui::Checkbox(("Ignore Sleepers##ESP"), &Value::bools::Visuals::ESP::IgnoreSleeper);
                }

                /*ImGui::Text(("-----------------Radar-------------------"));
                ImGui::Checkbox(("Enable-Radar##Radar"), &Value::bools::Visuals::Radar::Enable);
                if (Value::bools::Visuals::Radar::Enable) {
                    ImGui::SliderInt(("Radius##Radar"), &Value::floats::Visuals::Radar::Radius, 0, 200);
                    ImGui::SliderInt(("Distance##Radar"), &Value::floats::Visuals::Radar::Distance, 0, 400);
                }


                ImGui::Text(("-----------------Player-info-panel------"));
                ImGui::Checkbox(("Enable-Player-info-panel##Player-info-panel"), &Value::bools::Visuals::PlayerPanel::Enable);
                if (Value::bools::Visuals::PlayerPanel::Enable) {
                    ImGui::Checkbox(("Name##PIP"), &Value::bools::Visuals::PlayerPanel::Name);
                    ImGui::Checkbox(("HP##PIP"), &Value::bools::Visuals::PlayerPanel::HP);
                    ImGui::Checkbox(("Weapon##PIP"), &Value::bools::Visuals::PlayerPanel::Weapons);
                }*/
            }
            ImGui::EndGroup();
        }
        ImGui::EndChild();
        ImGui::SameLine(0.f, 10.f);
        ImGui::BeginChild("Resource", ImVec2(235, 382));
        {
            ImGui::SetCursorPos(ImVec2(10, 25));
            ImGui::BeginGroup();
            {
                ImGui::Checkbox(("Stash##WORLD"), &Value::bools::Visuals::World::Items::Stash);
                ImGui::SameLine();
                ImGui::ColorEdit3(("##Stash"), Value::Colors::Visuals::World::Stash);
                ImGui::Checkbox(("Hemp##WORLD"), &Value::bools::Visuals::World::Items::Hemp);
                ImGui::SameLine();
                ImGui::ColorEdit3(("##Hemp"), Value::Colors::Visuals::World::Hemp);
                ImGui::Checkbox(("Stone##WORLD"), &Value::bools::Visuals::World::Items::Ore::Stone);
                ImGui::SameLine();
                ImGui::ColorEdit3(("##Stone"), Value::Colors::Visuals::World::Ore::Stone);
                ImGui::Checkbox(("Iron##WORLD"), &Value::bools::Visuals::World::Items::Ore::Iron);
                ImGui::SameLine();
                ImGui::ColorEdit3(("##Iron"), Value::Colors::Visuals::World::Ore::Iron);
                ImGui::Checkbox(("Sulfur##WORLD"), &Value::bools::Visuals::World::Items::Ore::Sulfur);
                ImGui::SameLine();
                ImGui::ColorEdit3(("##Sulfur"), Value::Colors::Visuals::World::Ore::Sulfur);
                ImGui::SliderInt(("Limit Distance##1"), &Value::floats::Visuals::World::LimitDistance, 0, 400);
                ImGui::Checkbox(("AirDrop##WORLD"), &Value::bools::Visuals::World::Items::AirDrop);
                ImGui::SameLine();
                ImGui::ColorEdit3(("##AirDrop"), Value::Colors::Visuals::World::AirDrop);
                ImGui::Checkbox(("CH47##WORLD"), &Value::bools::Visuals::World::Items::CH47);
                ImGui::SameLine();
                ImGui::ColorEdit3(("##CH47"), Value::Colors::Visuals::World::CH47);
                ImGui::Checkbox(("Minicopter##WORLD"), &Value::bools::Visuals::World::Items::Minicopter);
                ImGui::SameLine();
                ImGui::ColorEdit3(("##Minicopter"), Value::Colors::Visuals::World::Minicopter);
                ImGui::Checkbox(("Patrol##WORLD"), &Value::bools::Visuals::World::Items::Patrol);
                ImGui::SameLine();
                ImGui::ColorEdit3(("##Patrol"), Value::Colors::Visuals::World::Patrol);
                ImGui::SliderInt(("Limit Distance##2"), &Value::floats::Visuals::World::LimitDistance2, 0, 2000);
            }
            ImGui::EndGroup();
        }
        ImGui::EndChild();
    }

    //misc
    if (tabs == 2)
    {
        ImGui::SetCursorPos(ImVec2(180, 30));
        ImGui::BeginChild("Movement", ImVec2(235, 382));
        {
            ImGui::SetCursorPos(ImVec2(10, 20));
            ImGui::BeginGroup();
            {
                ImGui::Checkbox(("Spiderman##Player"), &Value::bools::Player::PlayerWalk::Spiderman);
                ImGui::Checkbox(("Fake Admin##Player"), &Value::bools::Player::PlayerWalk::FakeAdmin);
                ImGui::Checkbox(("NightMode"), &Value::bools::Visuals::World::NightModeup);
                ImGui::Checkbox(("NightMode Fix"), &Value::bools::Visuals::World::FixAmbient);
                //ImGui::Checkbox("DebugCameraFix##Player", &Value::bools::Player::PlayerWalk::DebugBypass);
                ImGui::Checkbox(("Change Gravity##Player"), &Value::bools::Player::PlayerWalk::ChangeGravity);
                if (Value::bools::Player::PlayerWalk::ChangeGravity)
                    ImGui::SliderFloat(("Gravity"), &Value::floats::Player::Gravity, 0, 2);
                ImGui::Checkbox(("Infinity Jump##Player"), &Value::bools::Player::PlayerWalk::InfinityJump);

                //ImGui::Checkbox("Anti Aim##Player", &Value::bools::Player::PlayerWalk::AntiAim);

                //ImGui::Text(cry("-----------------Visual-----------------"));
                ImGui::Checkbox(("Always Day##Player"), &Value::bools::Visuals::World::AlwaysDay);
                if (Value::bools::Visuals::World::AlwaysDay)
                    ImGui::SliderInt(("Time"), &Value::floats::Visuals::World::Time, 0, 24);
                ImGui::Checkbox(("Custom Fov##Player"), &Value::bools::Player::CustomFov);
                if (Value::bools::Player::CustomFov)
                {
                    ImGui::SliderFloat("Custom Fov##1", &Value::floats::Player::CustomFov, 0, 120);
                }

                ImGui::Checkbox(("Zoom"), &Value::bools::Player::Zoom);
                if (Value::bools::Player::Zoom)
                {
                   ImGui::Hotkey(("##On Key4"), &Value::floats::Player::zoomKey, ImVec2(100, 20));
                }
            }
            ImGui::EndGroup();
        }
        ImGui::EndChild();
        ImGui::SameLine(0.f, 10.f);
        ImGui::BeginChild("Weapon", ImVec2(235, 382));
        {
            ImGui::SetCursorPos(ImVec2(10, 20));
            ImGui::BeginGroup();
            {
                ImGui::Checkbox(("FatBullet"), &Value::bools::Weapon::FatBullet);
                ImGui::Checkbox(("No Recoil##Weapon"), &Value::bools::Weapon::NoRecoil);
                ImGui::Checkbox(("No Spread##Weapon"), &Value::bools::Weapon::NoSpread);
                ImGui::Checkbox(("IsAutomatic##Weapon"), &Value::bools::Weapon::IsAutomatic);
                ImGui::Checkbox(("Longhand"), &Value::bools::Player::Longhand);
                ImGui::Checkbox(("SuperEoka"), &Value::bools::Player::SuperEoka);
            }
            ImGui::EndGroup();
        }
        ImGui::EndChild();
    }
}
 
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