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Config.hpp
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Config.hpp
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#pragma once
#include <string>
namespace OW {
namespace Config {
bool loginornot = 1;
bool LoggedIn = false;
int got = 0;
bool namespoofer = false;
char fakename[] = u8"猎户座用户#1234";
uint8_t trytoplus = 0;
bool enablechangefov = false;
float CHANGEFOV = 103;
/* Aimbot */
bool aiaim = false;
bool lockontarget = false;
bool highPriority = false;
bool hanzoautospeed = false;
float Flick_smooth = 0.1f;
float bladespeed = 0.5f;
float Flick_smooth2 = 0.1f;
float Tracking_smooth = 0.1f;
float Tracking_smooth2 = 0.1f;
bool autoscalefov = false;
float minFov1 = 200;
float minFov2 = 200;
float Fov = 200.f;
float Fov2 = 200.f;
float y_pitch = 0.45f;
float hitbox = 0.130f;
float hitbox2 = 0.130f;
float accvalue = 0.75f;
float accvalue2 = 0.75f;
float missbox = 0.6f;
float predit_level = 110.f; // 家傈 160.f
int deleteraw = 0;
int makesuredelete = 0;
bool secondaim = false;
bool Flick = true;
bool Tracking = false;
bool trackcompensate = false;
float comarea = 0;
float comspeed = 0;
bool widowautounscope = false;
bool Prediction = false;
bool hanzo_flick = false;
bool shooted = false;
bool shooted2 = false;
bool triggerbot = false;
bool silent = false;
bool silenttrace = false;
bool fakesilent = false;
bool Flick2 = false;
bool Tracking2 = false;
bool Prediction2 = false;
bool Gravitypredit2 = false;
float predit_level2 = 110.0f;
bool Antiaim = false;
bool autobone2 = false;
bool autobone = false;
bool dontshot = false;
int shotmanydont = false;
bool targetdelay = false;
int targetdelaytime = false;
int shotcount = 0;
int timebeforedelay = 0;
int doingdelay = 0;
int doingentity = 1;
bool Gravitypredit = false;
bool GenjiBlade = false;
int Qstarttime = 0;
int Qtime = 12000;
bool Rage = false;
bool fov360 = false;
bool AutoShoot = false;
int Shoottime = 500;
//hitbox附近延迟开枪
bool hitboxdelayshoot = false;
int hiboxdelaytime = 0;
int lasttime = 0;
int slasttime = 0;
float meleedistance = 3;
float meleehealth = 30;
bool AutoSkill = false;
float SkillHealth = 50;
bool skilled = false;
bool skillinfo = false;
float lasthealth = 10;
bool reloading = false;
uint64_t lastheroid = -2;
const char* BoneName = "Head";
const char* BoneName2 = "Head";
int Bone = 1;
int Bone2 = 1;
float health = 0.f;
bool AutoMelee = false;
bool AutoShiftGenji = false;
bool sskilled = false;
bool outline = false;
bool externaloutline = false;
bool teamoutline = false;
bool manualsave = false;
/* Draw */
bool draw_hp_pack = false;
bool draw_fov = false;
bool draw_box = false;
bool draw_edge = false;
bool draw_info = false;
bool draw_skel = false;
bool drawbox3d = false;
bool drawline = false;
bool trackback = false;
bool healthoutline = false;
bool rainbowoutline = false;
bool radar = false;
bool radarline = false;
bool healthbar = true;
bool drawhealth = false;
bool ult = true;
bool dist = false;
bool name = false;
bool drawbattletag = true;
bool eyeray = 1;
bool crosscircle = 1;
int crss = 0;
int locx, locy, pon;
float therad;
/* Draw Menu */
bool Menu = true;
/* Team */
bool is_team = false;
bool switch_team = false;
bool switch_team2 = false;
//misc
bool musicplay = false;
float recoilnum = 0.f;
bool norecoil = false;
bool horizonreco = false;
int aim_key = VK_XBUTTON2;
int aim_key2 = VK_XBUTTON1;
int togglekey = 0;
uint32_t Allycolor = 0xFFFFFF66;
uint32_t invisenemy = 0xF5E75F66;
uint32_t targetenemy = 0xAF00ffff;
uint32_t targetenemy2 = 0xAF00ffff;
uint32_t visenemy = 0xAF0079FF;
int Targetenemyi = -1;
int Targetenemyifov = -1;
int lastenemy = -1;
float lastcd1 = 0;
short pitch = 0;
short yaw = 0;
float tracktime = 0;
bool dotrack = false;
bool startsilent = 0;
bool didsilent = 0;
/* Color */
ImVec4 EnemyCol = ImVec4(1, 1, 1, 1);
ImVec4 fovcol = ImVec4(1.0f, 0.9f, 0, 1);
ImVec4 fovcol2 = ImVec4(0.855, 0.439, 0.839, 0.5);
ImVec4 enargb = ImVec4(1, 0.3, 0, 1);
ImVec4 invisenargb = ImVec4(0.4, 0.37, 0.91, 1);
ImVec4 allyargb = ImVec4(0.4, 1, 1, 1);
ImVec4 targetargb = ImVec4(1, 1, 0, 1);
ImVec4 targetargb2 = ImVec4(1, 1, 0.4, 1);
ImVec4 rainbowargb = ImVec4(0.15, 1, 0, 1);
int cps1 = 0;
int cps2 = 1;
int cps3 = 0;
//现在英雄
std::string nowhero = "";
}
}