Updated empty menu descriptions
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270f713698
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@ -12,17 +12,17 @@
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namespace effect_chams {
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CatVar enable(CV_SWITCH, "chams_enable", "0", "Enable");
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static CatVar flat(CV_SWITCH, "chams_flat", "0", "Flat");
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static CatVar health(CV_SWITCH, "chams_health", "0", "Health");
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static CatVar teammates(CV_SWITCH, "chams_teammates", "0", "Teammates");
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static CatVar players(CV_SWITCH, "chams_players", "1", "Players");
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static CatVar medkits(CV_SWITCH, "chams_medkits", "0", "Medkits");
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static CatVar ammobox(CV_SWITCH, "chams_ammo", "0", "Ammoboxes");
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static CatVar buildings(CV_SWITCH, "chams_buildings", "0", "Buildings");
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static CatVar stickies(CV_SWITCH, "chams_stickies", "0", "Stickies");
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static CatVar teammate_buildings(CV_SWITCH, "chams_teammate_buildings", "0", "Teammate Buildings");
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static CatVar weapons(CV_SWITCH, "chams_weapons", "1", "Weapons");
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CatVar enable(CV_SWITCH, "chams_enable", "0", "Enable", "Main chams switch");
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static CatVar flat(CV_SWITCH, "chams_flat", "0", "Flat", "Makes chams brighter and more full");
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static CatVar health(CV_SWITCH, "chams_health", "0", "Health", "Change chams color based on their health");
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static CatVar teammates(CV_SWITCH, "chams_teammates", "0", "Teammates", "Render chams on teammates");
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static CatVar players(CV_SWITCH, "chams_players", "1", "Players", "Render chams on player models");
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static CatVar medkits(CV_SWITCH, "chams_medkits", "0", "Medkits", "Render chams on medkits");
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static CatVar ammobox(CV_SWITCH, "chams_ammo", "0", "Ammoboxes", "Render chams on ammoboxes");
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static CatVar buildings(CV_SWITCH, "chams_buildings", "0", "Buildings", "Render chams on buildings");
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static CatVar stickies(CV_SWITCH, "chams_stickies", "0", "Stickies", "Render chams on stickybombs");
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static CatVar teammate_buildings(CV_SWITCH, "chams_teammate_buildings", "0", "Teammate Buildings", "Render chams on teammates buildings");
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static CatVar weapons(CV_SWITCH, "chams_weapons", "1", "Weapons", "Render chams on players weapons");
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void EffectChams::Init() {
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logging::Info("Init EffectChams...");
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@ -25,15 +25,15 @@ CScreenSpaceEffectRegistration::CScreenSpaceEffectRegistration( const char *pNam
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namespace effect_glow {
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CatVar enable(CV_SWITCH, "glow_enable", "0", "Enable");
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static CatVar health(CV_SWITCH, "glow_health", "0", "Health");
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static CatVar teammates(CV_SWITCH, "glow_teammates", "0", "Teammates");
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static CatVar players(CV_SWITCH, "glow_players", "1", "Players");
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static CatVar medkits(CV_SWITCH, "glow_medkits", "0", "Medkits");
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static CatVar ammobox(CV_SWITCH, "glow_ammo", "0", "Ammoboxes");
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static CatVar buildings(CV_SWITCH, "glow_buildings", "0", "Buildings");
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static CatVar stickies(CV_SWITCH, "glow_stickies", "0", "Stickies");
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static CatVar teammate_buildings(CV_SWITCH, "glow_teammate_buildings", "0", "Teammate Buildings");
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CatVar enable(CV_SWITCH, "glow_enable", "0", "Enable", "Main glow switch");
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static CatVar health(CV_SWITCH, "glow_health", "0", "Health", "Change glow color based on their health");
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static CatVar teammates(CV_SWITCH, "glow_teammates", "0", "Teammates", "Render glow on teammates");
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static CatVar players(CV_SWITCH, "glow_players", "1", "Players", "Render glow on player models");
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static CatVar medkits(CV_SWITCH, "glow_medkits", "0", "Medkits", "Render glow on medkits");
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static CatVar ammobox(CV_SWITCH, "glow_ammo", "0", "Ammoboxes", "Render glow on ammoboxes");
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static CatVar buildings(CV_SWITCH, "glow_buildings", "0", "Buildings", "Render glow on buildings");
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static CatVar stickies(CV_SWITCH, "glow_stickies", "0", "Stickies", "Render glow on stickybombs");
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static CatVar teammate_buildings(CV_SWITCH, "glow_teammate_buildings", "0", "Teammate Buildings", "Render glow on teammates buildings");
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struct ShaderStencilState_t
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@ -275,7 +275,7 @@ void EffectGlow::EndRenderGlow() {
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// https://puu.sh/vobH4/5da8367aef.png
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static CatEnum solid_when_enum({"Never", "Always", "Invisible"});
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static CatVar blur_scale(CV_INT, "glow_blur_scale", "5", "Blur amount");
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static CatVar blur_scale(CV_INT, "glow_blur_scale", "5", "Blur amount", "Ammount to blur the glow");
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static CatVar solid_when(solid_when_enum, "glow_solid_when", "0", "Solid when", "Glow will be solid when entity is...");
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void EffectGlow::StartStenciling() {
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@ -11,13 +11,13 @@
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static CatEnum glow_color_scheme_enum({"ESP", "HEALTH"});
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static CatVar glow_color_scheme(glow_color_scheme_enum, "glow_old_color_scheme", "1", "Colors", "Doesn't need a description");
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// Doesn't work - has to be registered manually.
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static CatVar glow_ammo_boxes(CV_SWITCH, "glow_old_ammo_boxes", "0", "Ammo");
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static CatVar glow_health_packs(CV_SWITCH, "glow_old_health_packs", "0", "Health");
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static CatVar glow_teammates(CV_SWITCH, "glow_old_teammates", "0", "Teammates");
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static CatVar glow_teammate_buildings(CV_SWITCH, "glow_old_teammate_buildings", "0", "Teammate buildings");
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static CatVar glow_buildings(CV_SWITCH, "glow_old_buildings", "1", "Buildings");
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static CatVar glow_stickies(CV_SWITCH, "glow_old_stickies", "0", "Stickies");
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static CatVar glow_players(CV_SWITCH, "glow_old_players", "1", "Players");
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static CatVar glow_ammo_boxes(CV_SWITCH, "glow_old_ammo_boxes", "0", "Ammo", "Render glow on ammoboxes");
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static CatVar glow_health_packs(CV_SWITCH, "glow_old_health_packs", "0", "Health", "Render glow on medkits");
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static CatVar glow_teammates(CV_SWITCH, "glow_old_teammates", "0", "Teammates", "Render glow on teammates");
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static CatVar glow_teammate_buildings(CV_SWITCH, "glow_old_teammate_buildings", "0", "Teammate buildings", "Render glow on teammates buildings");
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static CatVar glow_buildings(CV_SWITCH, "glow_old_buildings", "1", "Buildings", "Render glow on buildings");
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static CatVar glow_stickies(CV_SWITCH, "glow_old_stickies", "0", "Stickies", "Render glow on stickybombs");
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static CatVar glow_players(CV_SWITCH, "glow_old_players", "1", "Players", "Render glow on player models");
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int CGlowObjectManager::EnableGlow(IClientEntity* entity, int color) {
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int idx = GlowHandle(entity);
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@ -47,7 +47,7 @@ CatVar gui_color_r(CV_INT, "gui_color_r", "255", "Main GUI color (red)", "Define
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CatVar gui_color_g(CV_INT, "gui_color_g", "105", "Main GUI color (green)", "Defines green component of main gui color", 0, 255);
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CatVar gui_color_b(CV_INT, "gui_color_b", "180", "Main GUI color (blue)", "Defines blue component of main gui color", 0, 255);
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static CatVar gui_rainbow(CV_SWITCH, "gui_rainbow", "0", "Rainbow GUI");
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static CatVar gui_rainbow(CV_SWITCH, "gui_rainbow", "0", "Rainbow GUI", "RGB all the things!!!");
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int GUIColor() {
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return gui_rainbow ? colors::RainbowCurrent() : colors::Create((int)gui_color_r, (int)gui_color_g, (int)gui_color_b, 255);
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}
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@ -191,7 +191,7 @@ void Reset() {
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projectile_mode = false;
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}
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static CatVar wait_for_charge(CV_SWITCH, "aimbot_charge", "0", "Wait for sniper rifle charge");
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static CatVar wait_for_charge(CV_SWITCH, "aimbot_charge", "0", "Wait for sniper rifle charge", "Aimbot waits untill it has enough charge to kill");
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int ShouldTarget(CachedEntity* entity) {
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// Just assuming CE is good
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@ -10,11 +10,11 @@
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namespace hacks { namespace tf2 { namespace antibackstab {
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static CatVar enabled(CV_SWITCH, "antibackstab", "0", "Enable");
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static CatVar distance(CV_FLOAT, "antibackstab_distance", "200", "Distance");
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static CatVar silent(CV_SWITCH, "antibackstab_silent", "1", "Silent");
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static CatVar enabled(CV_SWITCH, "antibackstab", "0", "Enable", "Main anti-backstab switch);
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static CatVar distance(CV_FLOAT, "antibackstab_distance", "200", "Distance", "Distance Until anti-backstab reacts");
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static CatVar silent(CV_SWITCH, "antibackstab_silent", "1", "Silent", "Works silently without moving your view");
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static CatVar angle(CV_FLOAT, "antibackstab_angle", "150", "Detection Angle");
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static CatVar sayno(CV_SWITCH, "antibackstab_nope", "0", "Nope!", "Memes (non-silent only)");
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static CatVar sayno(CV_SWITCH, "antibackstab_nope", "0", "Nope!", "Memes");
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void SayNope() {
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static float last_say = 0.0f;
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@ -12,7 +12,7 @@
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namespace hacks { namespace tf2 { namespace antidisguise {
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CatVar enabled(CV_SWITCH, "antidisguise", "0", "Remove spy disguise");
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CatVar enabled(CV_SWITCH, "antidisguise", "0", "Remove spy disguise", "Removes the disguise from spys\nUsefull for aimbot");
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void Draw() {
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if (!enabled) return;
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@ -19,9 +19,9 @@ CatVar silent(CV_SWITCH, "autoheal_silent", "1", "Silent AutoHeal", "Silent Auto
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int m_iCurrentHealingTarget { -1 };
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int m_iNewTarget { 0 };
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static CatVar pop_uber_auto(CV_SWITCH, "autoheal_uber", "1", "AutoUber");
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static CatVar pop_uber_percent(CV_FLOAT, "autoheal_uber_health", "30", "Pop uber if health% <");
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static CatVar share_uber(CV_SWITCH, "autoheal_share_uber", "1", "Share ubercharge");
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static CatVar pop_uber_auto(CV_SWITCH, "autoheal_uber", "1", "AutoUber", "Use ubercharge automatically");
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static CatVar pop_uber_percent(CV_FLOAT, "autoheal_uber_health", "30", "Pop uber if health% <", "When under a percentage of health, use ubercharge");
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static CatVar share_uber(CV_SWITCH, "autoheal_share_uber", "1", "Share ubercharge", "Aimbot will attempt to share uber charge with un-ubered players");
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int force_healing_target { 0 };
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@ -105,14 +105,14 @@ void Draw() {
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static CatEnum esp_box_text_position_enum({"TOP RIGHT", "BOTTOM RIGHT", "CENTER", "ABOVE", "BELOW" });
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static CatVar esp_box_text_position(esp_box_text_position_enum, "esp_box_text_position", "0", "Text position", "Defines text position");
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static CatVar esp_3d_box_health(CV_SWITCH, "esp_3d_box_health", "1", "3D box health color");
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static CatVar esp_3d_box_thick(CV_SWITCH, "esp_3d_box_thick", "1", "Thick 3D box");
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static CatVar esp_3d_box_health(CV_SWITCH, "esp_3d_box_health", "1", "3D box health color", "Adds a health bar to 3d esp box");
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static CatVar esp_3d_box_thick(CV_SWITCH, "esp_3d_box_thick", "1", "Thick 3D box", "Makes the 3d box thicker\nMost times, easier to see");
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static CatVar esp_3d_box_expand_rate(CV_FLOAT, "esp_3d_box_expand_size", "10", "3D Box Expand Size", "Expand 3D box by X units", 50.0f);
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static CatVar esp_3d_box_expand(CV_SWITCH, "esp_3d_box_expand", "1", "Expand 3D box");
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static CatVar esp_3d_box_expand(CV_SWITCH, "esp_3d_box_expand", "1", "Expand 3D box", "Makes the 3d bigger");
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static CatEnum esp_3d_box_smoothing_enum({"None", "Origin offset", "Bone update (NOT IMPL)"});
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static CatVar esp_3d_box_smoothing(esp_3d_box_smoothing_enum, "esp_3d_box_smoothing", "1", "3D box smoothing", "3D box smoothing method");
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static CatVar esp_3d_box_nodraw(CV_SWITCH, "esp_3d_box_nodraw", "0", "Invisible 3D box", "Don't draw 3d box");
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static CatVar esp_3d_box_healthbar(CV_SWITCH, "esp_3d_box_healthbar", "1", "Health bar");
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static CatVar esp_3d_box_healthbar(CV_SWITCH, "esp_3d_box_healthbar", "1", "Health bar", "Adds a health bar to the esp");
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void Draw3DBox(CachedEntity* ent, int clr, bool healthbar, int health, int healthmax) {
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Vector mins, maxs;
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@ -13,7 +13,7 @@
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namespace hacks { namespace tf2 { namespace noisemaker {
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extern CatVar enabled(CV_SWITCH, "noisemaker", "0", "Noisemaker spam");
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extern CatVar enabled(CV_SWITCH, "noisemaker", "0", "Noisemaker spam", "Spams noisemakers Infinitly\nWorks with limited use noisemakers");
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void CreateMove() {
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if (enabled) {
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@ -15,7 +15,7 @@ namespace hacks { namespace tf { namespace spyalert {
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CatVar enabled(CV_SWITCH, "spyalert_enabled", "0", "Enable", "Master SpyAlert switch");
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CatVar distance_warning(CV_FLOAT, "spyalert_warning", "500.0", "Warning distance", "Distance where yellow warning shows");
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CatVar distance_backstab(CV_FLOAT, "spyalert_backstab", "200.0", "Backstab distance", "Distance where red warning shows");
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CatVar sound_alerts(CV_SWITCH, "spyalert_sound", "1", "Sound Alerts", "???");
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CatVar sound_alerts(CV_SWITCH, "spyalert_sound", "1", "Sound Alerts", "Demoman yells spy when a spy is within distance");
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CatVar sound_alert_interval(CV_FLOAT, "spyalert_interval", "3", "Alert Interval", "Sound alert interval");
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bool warning_triggered = false;
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@ -23,8 +23,8 @@ int C_TFPlayer__DrawModel_hook(IClientEntity* _this, int flags) {
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*(float*)((uintptr_t)_this + 79u) = old_invis;
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}
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static CatVar no_arms(CV_SWITCH, "no_arms", "0", "No Arms");
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static CatVar no_hats(CV_SWITCH, "no_hats", "0", "No Hats");
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static CatVar no_arms(CV_SWITCH, "no_arms", "0", "No Arms", "Removes arms from first person");
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static CatVar no_hats(CV_SWITCH, "no_hats", "0", "No Hats", "Removes non-stock hats");
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void DrawModelExecute_hook(IVModelRender* _this, const DrawModelState_t& state, const ModelRenderInfo_t& info, matrix3x4_t* matrix) {
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/*IClientUnknown* unknown = info.pRenderable->GetIClientUnknown();
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