Added Commented InfoPanel

This commit is contained in:
julianacat 2017-07-21 21:53:10 -05:00
parent 1e1bca0c12
commit ec41c5a1a8
6 changed files with 115 additions and 43 deletions

View File

@ -8,6 +8,7 @@
#include "Im.hpp"
#include "Schema.hpp"
#include "Playerlist.hpp"
#include "InfoPanel.hpp"
#include "../../common.h"
@ -335,6 +336,10 @@ void Render() {
style->Colors[ImGuiCol_ModalWindowDarkening] = ImVec4(1.00f, 0.98f, 0.95f, 0.73f);
styles_setup = true;
}
// Info panel should be rendered even with main gui disabled
//RenderInfoPanel();
if (!gui_visible) {
ImGui::GetIO().MouseDrawCursor = false;
return;
@ -342,8 +347,7 @@ void Render() {
ImGui::GetIO().MouseDrawCursor = true;
ImGui::SetMouseCursor(ImGuiMouseCursor_Arrow);
}
//ImGui::ShowTestWindow();
RenderPlayerlist();
/*ImGui::Begin("Colors");

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@ -5,4 +5,69 @@
* Author: nullifiedcat
*/
/*
#include "../../common.h"
#include "../../cvwrapper.h"
#include "imgui.h"
#include "InfoPanel.hpp"
namespace menu { namespace im {
// User settings
CatVar enabled(CV_SWITCH, "info_panel_enabled", "0", "Enable Info Panel");
CatVar aimbot_enabled(CV_SWITCH, "info_panel_aimbot", "0", "Show Aimbot");
CatVar aimkey_enabled(CV_SWITCH, "info_panel_aimkey_toggle", "0", "Show Aimkey Toggle");
// Main ImGui menu creator
void RenderInfoPanel() {
// Check if info menu is enabled
if (!enabled) return;
// Check if in-game
if (!g_IEngine->IsInGame()) return;
// Menu creation stuff pasted from playerlist
if (ImGui::Begin("Info Panel")) {
ImGui::SetWindowSize(ImVec2(0, 0));
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 1));
// The main meat of the info panel
if (aimbot_enabled) AddInfoItem(EInfo::AIMBOT, 169);
if (aimkey_enabled) AddInfoItem(EInfo::AIMKEY, 269);
ImGui::PopStyleVar();
}
ImGui::End();
}
// Function to add individual items to menu
void AddInfoItem(EInfo info_type, int id) {
// Dont know what this does but i just use some numbers with 69 to make it somewhat different
ImGui::PushID(id);
// Switch based on into_type
switch (info_type) {
case EInfo::AIMBOT:
ImGui::Text(format("Aimbot: ", GetCatVar("aimbot_enabled") ? "enabled" : "disabled").c_str());
break;
case EInfo::AIMKEY:
ImGui::Text(format("Fak off nagger").c_str());
break;
};
// Dont know what this does but im expecting i would need it
ImGui::PopID();
}
// Helper function ripped from schema.cpp due to ussues if i tri to use it directly from there
CatVar* GetCatVar(const std::string name) {
for (auto var : CatVarList()) {
if (var->name == name) return var;
}
return nullptr;
}
}}*/

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@ -4,17 +4,25 @@
* Created on: Jul 7, 2017
* Author: nullifiedcat
*/
#pragma once
/*
#include "../../common.h"
#include "../../sdk.h"
namespace menu { namespace im {
struct infopanel_data {
// std::vector<CatVar*> variable_watchlist {};
// used to determine what var we need to display
enum class EInfo {
AIMBOT,
AIMKEY
};
void Render(bool ingame);
void RenderInfoPanel();
void AddInfoItem(EInfo info_type, int id);
}}
std::string GetBoolString(CatVar* value);
CatVar* GetCatVar(const std::string name);
}}*/

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@ -1032,4 +1032,4 @@ void DrawText() {
}
}}}
}}}

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@ -15,13 +15,7 @@ class IClientEntity;
namespace hacks { namespace shared { namespace aimbot {
enum class EAimKeyMode {
DISABLED,
PRESS_TO_ENABLE,
PRESS_TO_DISABLE,
PRESS_TO_TOGGLE
};
// Used to store aimbot data to prevent calculating it again
struct AimbotCalculatedData_s {
unsigned long predict_tick { 0 };
Vector aim_position { 0 };
@ -30,24 +24,25 @@ struct AimbotCalculatedData_s {
float fov { 0 };
int hitbox { 0 };
};
// Variable used to tell when the aimbot has found a target
extern bool foundTarget;
// Functions used to calculate aimbot data, and if already calculated use it
const Vector& PredictEntity(CachedEntity* entity);
bool VischeckPredictedEntity(CachedEntity* entity);
// Variable used to tell when the aimbot has found a target
extern bool foundTarget;
// Used by esp to set their color
extern int target_eid;
// Functions called by other functions for when certian game calls are run
void CreateMove();
void DrawText();
void Reset();
// Used by esp to set their color
extern int target_eid;
float EffectiveTargetingRange();
// Stuff to make storing functions easy
CachedEntity* CurrentTarget();
bool ShouldAim();
CachedEntity* RetrieveBestTarget(bool aimkey_state);
@ -59,6 +54,7 @@ int ClosestHitbox(CachedEntity* target);
void slowAim(Vector &inputAngle, Vector userAngle);
bool UpdateAimkey();
bool GetCanAim(int mode);
float EffectiveTargetingRange();
}}}

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@ -53,6 +53,8 @@ float idle_time = 0;
// An array for storing the breadcrumbs
static Vector breadcrumbs [64];
// Int for storing length of array
constexpr int MAX_CRUMBS = 64;
// Array Bookkeeping vars
int crumbBottom = 0;
int crumbTop = 0;
@ -145,11 +147,8 @@ void DoWalking() {
} else {
best_target = target_priority;
}
}
// Doesnt work for some reason, FIX!!!
// If we cant use steam id target, try someone else
if (roaming && CE_BAD(best_target)) {
@ -647,7 +646,7 @@ void CrumbReset() {
void CrumbTopAdd(Vector crumbToAdd) {
// Once the crumbs have hit the limit of the array, loop around and over write unused spots
if (crumbTop == 64) {
if (crumbTop == MAX_CRUMBS) {
crumbTop = 0;
} else {
// Else, bump the top number market of the array
@ -660,7 +659,7 @@ void CrumbTopAdd(Vector crumbToAdd) {
logging::Info("Crumb Top add");
// The array can only hold so many crumbs, once it goes over its cap, stop the bot to prevent un-needed movement
if (crumbArrayLength > 64) {
if (crumbArrayLength > MAX_CRUMBS) {
CrumbReset();
crumbStopped = true;
logging::Info("Crumb Overload!\nDumping array");
@ -671,7 +670,7 @@ void CrumbTopAdd(Vector crumbToAdd) {
void CrumbBottomAdd() {
// Once the crumbs have hit the limit of the array, loop around and over write unused spots
if (crumbBottom == 64) {
if (crumbBottom == MAX_CRUMBS) {
crumbBottom = 0;
} else {
// Else, bump the top number market of the array
@ -756,10 +755,10 @@ void DrawFollowbot() {
tmpCrumb2 = crumbBottom + i + 1;
// Correction for array numbers when one goes over our limit
if (tmpCrumb1 >= 64)
tmpCrumb1 - 64;
if (tmpCrumb2 >= 64)
tmpCrumb1 - 64;
if (tmpCrumb1 >= MAX_CRUMBS)
tmpCrumb1 - MAX_CRUMBS;
if (tmpCrumb2 >= MAX_CRUMBS)
tmpCrumb1 - MAX_CRUMBS;
// Take our 2 crumbs and get a position on the screen
draw::WorldToScreen(breadcrumbs[tmpCrumb1], scnSrt);
@ -804,10 +803,10 @@ void DrawFollowbot() {
tmpCrumb2 = crumbBottom + i + 1;
// Correction for array numbers when one goes over our limit
if (tmpCrumb1 >= 64)
tmpCrumb1 - 64;
if (tmpCrumb2 >= 64)
tmpCrumb2 - 64;
if (tmpCrumb1 >= MAX_CRUMBS)
tmpCrumb1 - MAX_CRUMBS;
if (tmpCrumb2 >= MAX_CRUMBS)
tmpCrumb2 - MAX_CRUMBS;
// Take our 2 crumbs and get a position on the screen
draw::WorldToScreen(breadcrumbs[tmpCrumb1], scnSrt);