-
Notifications
You must be signed in to change notification settings - Fork 22
/
Copy pathSettings.h
1662 lines (1434 loc) · 32.4 KB
/
Settings.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
#pragma once
#include <Windows.h>
#include <unordered_map>
#include <fstream>
#include <vector>
#include <sys/types.h>
#include <sys/stat.h>
#include <stdlib.h>
#include "json.h"
#include "SDK/SDK.h"
#include "SDK\Definitions.h"
#include "ImGui\imgui.h"
#include "Utils/Util.h"
#include "Interfaces.h"
#include "materialsystem_config.h"
namespace G // Global Stuff
{
extern CUserCmd* UserCmd;
extern CUserCmd* UserCmdForBacktracking;
extern NetworkChannel* test;
extern C_BasePlayer* LocalPlayer;
extern bool PressedKeys[256];
extern bool input_shouldListen;
extern bool init;
extern bool is_renderer_active;
extern const char* text;
extern float FakeAngle;
extern ITexture* m_texture_render_target;
//extern ModelRenderInfo_t& pInfo;
}
enum class SmoothType : int
{
SLOW_END,
CONSTANT,
FAST_END,
};
enum class TracerType : int
{
BOTTOM,
CURSOR,
};
enum class ClanTagType : int
{
STATIC,
CURTIME,
MARQUEE,
WORDS,
LETTERS,
};
enum class valueType : int {
XHOOK,
Dogeii_Gang,
CUSTOM,
};
enum class chatType : int {
Color_Standard = 0,
Color_Custom,
Color_Error,
Color_Green,
Color_Yellow,
Color_Unknow,
Color_Unknow2,
Color_Unknow3,
Color_Unknow4,
};
enum class AutostrafeType : int
{
AS_FORWARDS,
AS_BACKWARDS,
AS_LEFTSIDEWAYS,
AS_RIGHTSIDEWAYS,
AS_RAGE,
};
enum class AntiAimType_Y : int {
NOAA,
FORWARDS,
BACKWARDS,
SPIN,
FAKESIDEWAYS,
BACKJITTER,
BACKJITTER2,
FJITTER,
KIDUA,
LBYJITTER,
LBYSPIN,
LOWERBODY,
LBYBREAK,
FAKELBY,
LBYONGROUND,
MASTERLOOSER,
TANK1,
TANK2,
TANK3,
PAAFAKE,
PAAREAL,
MYRRIB,
richieap,
RASP,
RASP2,
FEETWIGGLE,
LEGITTROLLING,
LEGITTROLLING2,
CUSTOM,
CUSTOM2,
NUMBER_OF_TYPES // Leave at bottom
};
enum class AntiAimType_LBY : int {
ONE,
TWO,
THREE,
FOUR,
MYRRIB,
MYRRIB2,
SUICIDE,
NONE,
NUMBER_OF_TYPES // Leave at bottom
};
enum class AntiAimType_Z : int {
TEST,
NUMBER_OF_TYPES // Leave at bottom
};
enum class AntiAimType_X : int {
STATIC_UP,
FLIP,
STATIC_DOWN,
FAKEZERO,
FAKEUP,
NUMBER_OF_TYPES // Leave at bottom
};
enum class ChamsType : int {
CHAMS,
CHAMS_XQZ,
CHAMS_FLAT,
CHAMS_FLAT_XQZ,
CHAMS_GLASS,
CHAMS_CRYSTAL,
CHAMS_CRYSTALBLUE,
CHAMS_GOLD,
CHAMS_VELVET,
CHAMS_TREE,
CHAMS_SPEECHINFO,
CHAMS_FISHNET,
CHAMS_LETTERS,
CHAMS_GLOSS,
CHAMS_ANIMATED,
CHAMS_BLINK,
CHAMS_GLOW,
CHAMS_GUERILLA,
};
enum class ThirdPersonMode : int {
FAKE,
REAL,
LBY,
NUMBER_OF_TYPES // Leave at bottom
};
enum class BoxType : int
{
FLAT_2D,
FRAME_2D,
BOX_3D,
HITBOX,
};
enum class BarType : int
{
VERTICAL,
VERTICAL_RIGHT,
HORIZONTAL,
HORIZONTAL_UP,
INTERWEBZ,
};
enum class ArmorBarType : int {
VERTICAL,
VERTICAL_RIGHT,
HORIZONTAL,
HORIZONTAL_UP
};
enum class BarColorType : int
{
STATIC_COLOR,
HEALTH_BASED,
};
enum class TeamColorType : int
{
ABSOLUTE_,
RELATIVE_,
};
enum class WeaponType : int {
DEFAULT,
WIREFRAME,
NONE,
};
enum class ArmsType : int {
DEFAULT,
GLASS,
CRYSTAL,
CRYSTALBLUE,
GOLD,
VELVET,
TREE,
SPEECHINFO,
FISHNET,
LETTERS,
GLOSS,
WIREFRAME,
NONE,
};
enum class AimTargetType : int
{
FOV,
DISTANCE,
REAL_DISTANCE,
HP,
};
enum class FakeLagType : int {
OFF,
TUX,
KMETH,
STEP,
REACTIVE,
NUCLEAR,
LUNICO,
};
enum class Radio : int {
NONE,
Normal,
Bombsounds,
};
enum class Sound : int {
NONE,
METALDOOR2,
DOORSTOP,
METAL,
DONTLEAVE,
THUNDER,
BEEP,
BASS,
SK00TER,
Medkit,
};
enum class SpammerType : int
{
SPAMMER_NONE,
SPAMMER_NORMAL,
SPAMMER_POSITIONS,
};
struct AimbotWeapon_t
{
bool enabled, silent, pSilent, backtrack, friendly, closestBone, desiredBones[31], engageLock, engageLockTR;
int engageLockTTR, hitChanceRays;
Bone bone;
SmoothType smoothType;
ButtonCode_t aimkey;
bool aimkeyOnly, smoothEnabled, smoothSaltEnabled, errorMarginEnabled, curveEnabled, autoAimEnabled, aimStepEnabled, rcsEnabled, rcsAlwaysOn, spreadLimitEnabled, spreadLimitDistance;
float smoothAmount, smoothSaltMultiplier, curveAmount, errorMarginValue, autoAimFov, aimStepMin, aimStepMax, rcsAmountX, rcsAmountY, autoWallValue, spreadLimit, hitChanceValue, smoothvalue;
bool autoCockRevolver, autoPistolEnabled, autoShootEnabled, autoScopeEnabled, noShootEnabled, ignoreJumpEnabled, smokeCheck, flashCheck, autoWallEnabled, autoAimRealDistance, autoSlow, moveMouse, predEnabled, hitChanceEnabled, velocityCheck, smooth;
AimbotWeapon_t(bool enabled, bool silent, bool pSilent, bool friendly, bool closestBone, bool engageLock, bool engageLockTR, int engageLockTTR, Bone bone, ButtonCode_t aimkey, bool aimkeyOnly,
bool smoothEnabled, float smoothValue, SmoothType smoothType, bool smoothSaltEnabled, float smoothSaltMultiplier,
bool errorMarginEnabled, float errorMarginValue,
bool curveEnabled, float curveAmount,
bool autoAimEnabled, float autoAimValue, bool aimStepEnabled, float aimStepMin, float aimStepMax,
bool rcsEnabled, bool rcsAlwaysOn, float rcsAmountX, float rcsAmountY, //23
bool autoCockRevolver, bool autoPistolEnabled, bool autoShootEnabled, bool autoScopeEnabled,
bool noShootEnabled, bool ignoreJumpEnabled, bool smokeCheck, bool flashCheck, // 8 na RCS
bool spreadLimitEnabled, bool spreadLimitDistance, float spreadLimit,
bool autoWallEnabled, float autoWallValue, bool autoAimRealDistance, bool autoSlow,
bool moveMouse, bool predEnabled, bool backtrack, bool hitChanceEnabled, int hitChanceRays, float hitChanceValue, bool velocityCheck, bool smooth,
float smoothvalue) {
this->enabled = enabled;
this->silent = silent;
this->pSilent = pSilent;
this->backtrack = backtrack;
this->friendly = friendly;
this->closestBone = closestBone;
this->engageLock = engageLock;
this->engageLockTR = engageLockTR;
this->engageLockTTR = engageLockTTR;
this->bone = bone;
this->aimkey = aimkey;
this->aimkeyOnly = aimkeyOnly;
this->smoothEnabled = smoothEnabled;
this->smoothAmount = smoothValue;
this->smoothType = smoothType;
this->smoothSaltEnabled = smoothSaltEnabled;
this->smoothSaltMultiplier = smoothSaltMultiplier;
this->errorMarginEnabled = errorMarginEnabled;
this->errorMarginValue = errorMarginValue;
this->curveEnabled = curveEnabled;
this->curveAmount = curveAmount;
this->autoAimEnabled = autoAimEnabled;
this->autoAimFov = autoAimValue;
this->aimStepEnabled = aimStepEnabled;
this->aimStepMin = aimStepMin;
this->aimStepMax = aimStepMax;
this->rcsEnabled = rcsEnabled;
this->rcsAlwaysOn = rcsAlwaysOn;
this->rcsAmountX = rcsAmountX;
this->rcsAmountY = rcsAmountY;
this->autoCockRevolver = autoCockRevolver;
this->autoPistolEnabled = autoPistolEnabled;
this->autoShootEnabled = autoShootEnabled;
this->autoScopeEnabled = autoScopeEnabled;
this->noShootEnabled = noShootEnabled;
this->ignoreJumpEnabled = ignoreJumpEnabled;
this->smokeCheck = smokeCheck;
this->flashCheck = flashCheck;
this->spreadLimitEnabled = spreadLimitEnabled;
this->spreadLimitDistance = spreadLimitDistance;
this->spreadLimit = spreadLimit;
this->autoWallEnabled = autoWallEnabled;
this->autoWallValue = autoWallValue;
this->autoSlow = autoSlow;
this->predEnabled = predEnabled;
this->moveMouse = moveMouse;
this->hitChanceEnabled = hitChanceEnabled;
this->hitChanceRays = hitChanceRays;
this->hitChanceValue = hitChanceValue;
this->velocityCheck = velocityCheck;
this->smooth = smooth;
this->smoothvalue = smoothvalue;
for (int bone = (int)DesiredBones::BONE_PELVIS; bone <= (int)DesiredBones::BONE_RIGHT_SOLE; bone++)
this->desiredBones[bone] = desiredBones[bone];
this->autoAimRealDistance = autoAimRealDistance;
}
AimbotWeapon_t() {
};
bool operator==(const AimbotWeapon_t& another) const {
for (int bone = (int)DesiredBones::BONE_PELVIS; bone <= (int)DesiredBones::BONE_RIGHT_SOLE; bone++) {
if (this->desiredBones[bone] != another.desiredBones[bone])
return false;
}
return this->enabled == another.enabled &&
this->silent == another.silent &&
this->pSilent == another.pSilent &&
this->backtrack == another.backtrack &&
this->friendly == another.friendly &&
this->closestBone == another.closestBone &&
this->engageLock == another.engageLock &&
this->engageLockTR == another.engageLockTR &&
this->engageLockTTR == another.engageLockTTR &&
this->bone == another.bone &&
this->aimkey == another.aimkey &&
this->aimkeyOnly == another.aimkeyOnly &&
this->smoothEnabled == another.smoothEnabled &&
this->smoothAmount == another.smoothAmount &&
this->smoothType == another.smoothType &&
this->smoothSaltEnabled == another.smoothSaltEnabled &&
this->smoothSaltMultiplier == another.smoothSaltMultiplier &&
this->errorMarginEnabled == another.errorMarginEnabled &&
this->errorMarginValue == another.errorMarginValue &&
this->autoAimEnabled == another.autoAimEnabled &&
this->autoAimFov == another.autoAimFov &&
this->aimStepEnabled == another.aimStepEnabled &&
this->aimStepMin == another.aimStepMin &&
this->aimStepMax == another.aimStepMax &&
this->rcsEnabled == another.rcsEnabled &&
this->rcsAlwaysOn == another.rcsAlwaysOn &&
this->rcsAmountX == another.rcsAmountX &&
this->rcsAmountY == another.rcsAmountY &&
this->autoCockRevolver == another.autoCockRevolver &&
this->autoPistolEnabled == another.autoPistolEnabled &&
this->autoShootEnabled == another.autoShootEnabled &&
this->autoScopeEnabled == another.autoScopeEnabled &&
this->noShootEnabled == another.noShootEnabled &&
this->ignoreJumpEnabled == another.ignoreJumpEnabled &&
this->smokeCheck == another.smokeCheck &&
this->flashCheck == another.flashCheck &&
this->spreadLimitEnabled == another.spreadLimitEnabled &&
this->spreadLimitDistance == another.spreadLimitDistance &&
this->spreadLimit == another.spreadLimit &&
this->autoWallEnabled == another.autoWallEnabled &&
this->autoWallValue == another.autoWallValue &&
this->autoSlow == another.autoSlow &&
this->predEnabled == another.predEnabled &&
this->moveMouse == another.moveMouse &&
this->autoAimRealDistance == another.autoAimRealDistance&&
this->hitChanceEnabled == another.hitChanceEnabled &&
this->hitChanceRays == another.hitChanceRays &&
this->hitChanceValue == another.hitChanceValue &&
this->velocityCheck == another.velocityCheck;
}
};
class ColorVar
{
public:
ImColor color;
bool rainbow;
float rainbowSpeed;
ColorVar() {}
ColorVar(ImColor color)
{
this->color = color;
this->rainbow = false;
this->rainbowSpeed = 0.5f;
}
ImColor Color()
{
ImColor result = this->rainbow ? Util::GetRainbowColor(this->rainbowSpeed) : this->color;
result.Value.w = this->color.Value.w;
return result;
}
};
class HealthColorVar : public ColorVar
{
public:
bool hp;
HealthColorVar(ImColor color)
{
this->color = color;
this->rainbow = false;
this->rainbowSpeed = 0.5f;
this->hp = false;
}
ImColor Color(C_BasePlayer* player)
{
ImColor result = this->rainbow ? Util::GetRainbowColor(this->rainbowSpeed) : (this->hp ? Color::ToImColor(Util::GetHealthColor(player)) : this->color);
result.Value.w = this->color.Value.w;
return result;
}
};
namespace Settings
{
extern CSteamID steamIdLobby;
extern uint64 local_player_xiud;
namespace NoDuckCooldown
{
extern bool enabled;
}
namespace TracerEffects
{
extern bool enabled;
extern bool serverSide;
extern TracerEffects_t effect;
extern int frequency;
}
namespace WalkBot
{
extern bool enabled;
extern bool plantbomb;
extern bool forceReset;
extern bool autobuy;
extern int autobuyAt;
extern int marker;
extern std::string actMapName;
extern ButtonCode_t Key;
}
namespace AutoKnife
{
extern bool enabled;
extern bool onKey;
namespace Filters
{
extern bool enemies;
extern bool allies;
}
}
namespace Background
{
extern bool enable;
}
namespace HWID
{
extern bool LoggedIn;
extern bool Enabled;
extern char Message[255];
extern bool uninject;
}
namespace CONFIGHANDLER
{
// extern void HandleConfigs();
//extern bool AimbotWeaponConfigs;
extern int CurrentConfig;
}
namespace UI
{
extern ColorVar mainColor;
extern ColorVar bodyColor;
extern ColorVar fontColor;
extern ColorVar accentColor;
extern bool MainUI;
extern bool Pie;
extern bool middle;
extern bool right;
namespace Windows {
namespace Config {
extern int posX;
extern int posY;
extern int sizeX;
extern int sizeY;
extern bool open;
extern bool reload; // True on config load, used to change Window Position.
}
}
namespace Watermark {
extern ColorVar color;
extern bool displayIngame;
extern bool showwatermark;
}
namespace Fonts
{
namespace ESP
{
//extern char* family;
//extern int size;
//extern int flags;
}
}
}
namespace Aimbot {
extern bool ignoreSmoke;
extern bool recoilBasedFov;
extern int timeLimit;
extern bool drawAllChams;
extern bool backtron;
extern bool fakeLat;
extern bool btaim;
extern bool enabled;
extern bool silent;
extern bool pSilent;
extern bool backtrack;
extern bool LegitBackTrack;
extern bool friendly;
extern Bone bone;
extern ButtonCode_t aimkey;
extern bool aimkeyOnly;
extern bool moveMouse;
extern bool legitMode;
extern int FakeLatencyMode;
extern bool NoSpread;
namespace Smooth {
extern bool enabled;
extern float value;
extern SmoothType type;
namespace Salting {
extern bool enabled;
extern float multiplier;
}
}
namespace ErrorMargin
{
extern bool enabled;
extern float value;
}
namespace AutoAim
{
extern bool enabled;
extern float fov;
extern int test;
extern bool realDistance;
extern bool closestBone;
extern bool desiredBones[];
extern bool engageLock;
extern bool engageLockTR;
extern int engageLockTTR;
extern bool PsuedoSpread;
// extern int afterAim;
extern int aftershots;
extern Bone boneBEFOREandAFTER;
extern Bone bonePreAim;
}
namespace AutoWall
{
extern bool enabled;
extern float value;
extern bool bones[];
extern bool AutoWallType;
}
namespace AimStep
{
extern bool enabled;
extern float min;
extern float max;
}
namespace RCS
{
extern bool enabled;
extern bool always_on;
extern float valueX;
extern float valueY;
extern bool smooth;
extern float smoothvalue;
}
namespace AutoPistol
{
extern bool enabled;
}
namespace AutoCockRevolver
{
extern bool enabled;
}
namespace AutoShoot
{
extern bool enabled;
extern bool velocityCheck;
extern bool autoscope;
}
namespace AutoCrouch
{
extern bool enabled;
}
namespace AutoSlow
{
extern bool goingToSlow;
extern bool enabled;
extern float minDamage;
}
namespace NoShoot
{
extern bool enabled;
}
namespace IgnoreJump
{
extern bool enabled;
}
namespace SmokeCheck
{
extern bool enabled;
}
namespace FlashCheck
{
extern bool enabled;
}
namespace SpreadLimit
{
extern bool enabled;
extern bool distanceBased;
extern float value;
}
namespace HitChance
{
extern bool enabled;
extern int hitRays;
extern float value;
}
namespace velocityCheck {
extern bool enabled;
}
namespace Prediction
{
extern bool enabled;
}
namespace Curve
{
extern bool enabled;
extern float value;
}
extern std::unordered_map<ItemDefinitionIndex, AimbotWeapon_t, Util::IntHash<ItemDefinitionIndex>> weapons;
}
namespace Triggerbot
{
extern bool enabled;
extern ButtonCode_t key;
namespace Filters
{
extern bool enemies;
extern bool allies;
extern bool walls;
extern bool smokeCheck;
extern bool flashCheck;
extern bool head;
extern bool chest;
extern bool stomach;
extern bool arms;
extern bool legs;
}
namespace RandomDelay
{
extern bool enabled;
extern int lowBound; // in ms
extern int highBound;// in ms
extern int lastRoll;
}
}
namespace IRC
{
extern bool Enabled;
extern char Message[255];
}
namespace AntiAim
{
namespace Moving {
namespace Yaw {
extern bool enabled;
extern AntiAimType_Y type;
extern AntiAimType_Y typeFake;
extern float typeAdd;
extern float typeFakeAdd;
}
namespace Pitch {
extern bool enabled;
extern AntiAimType_X type;
extern float custom;
}
namespace Roll {
extern bool enabled;
extern AntiAimType_Z type;
}
namespace SwitchAA {
extern bool enabled;
extern ButtonCode_t key;
}
namespace LBY {
extern bool enabled;
extern AntiAimType_LBY type;
}
namespace HeadEdge {
extern bool enabled;
extern float realAdd;
extern float fakeAdd;
extern float distance;
}
extern bool antiResolver;
extern bool dynamicAA;
extern bool untrustedAngles;
}
namespace Standing {
namespace Yaw {
extern bool enabled;
extern AntiAimType_Y type;
extern AntiAimType_Y typeFake;
extern float typeAdd;
extern float typeFakeAdd;
}
namespace Pitch {
extern bool enabled;
extern AntiAimType_X type;
extern float custom;
}
namespace Roll {
extern bool enabled;
extern AntiAimType_Z type;
}
namespace SwitchAA {
extern bool enabled;
extern ButtonCode_t key;
}
namespace LBY {
extern bool enabled;
extern AntiAimType_LBY type;
}
namespace HeadEdge {
extern bool enabled;
extern float realAdd;
extern float fakeAdd;
extern float distance;
}
extern bool antiResolver;
extern bool dynamicAA;
extern bool untrustedAngles;
}
namespace Airborne {
namespace Yaw {
extern bool enabled;
extern AntiAimType_Y type;
extern AntiAimType_Y typeFake;
extern float typeAdd;
extern float typeFakeAdd;
}
namespace Pitch {
extern bool enabled;
extern AntiAimType_X type;
extern float custom;
}
namespace Roll {
extern bool enabled;
extern AntiAimType_Z type;
}
namespace SwitchAA {
extern bool enabled;
extern ButtonCode_t key;
}
namespace LBY {
extern bool enabled;
extern AntiAimType_LBY type;
}
namespace HeadEdge {
extern bool enabled;
extern float realAdd;
extern float fakeAdd;
extern float distance;
}
extern bool antiResolver;
extern bool dynamicAA;
extern bool untrustedAngles;
}
namespace Misc {
extern bool LegitAA;
namespace AutoDisable {
extern bool noEnemy;
extern bool knifeHeld;
extern bool bombHeld;
extern bool freezeTime;
}
}
}
namespace Resolver
{
extern bool AnimResolve;
extern bool LagComp;
extern bool enabled;
extern bool info;
extern float ticks;
extern float modulo;
extern bool pitch;
extern bool lbyOnly;
extern bool angleFlipEnabled;
extern ButtonCode_t angleFlip;
extern int baimAfter;
extern bool ResolverOverride;
extern ButtonCode_t ResolverOverrideKey;
}
namespace Debug
{
namespace AnimLayers
{
extern bool draw;
}
}
namespace AngleIndicator {
extern bool enabled;
extern bool Veloc;
}
namespace lbyindicator {
extern bool enabled;
}
namespace SpeedIndicator {
extern bool enabled;
}
namespace ESP
{
extern bool enabled;
extern bool AntiOBS;
extern ButtonCode_t key;
extern TeamColorType teamColorType;
extern HealthColorVar enemyColor;
extern HealthColorVar allyColor;
extern HealthColorVar enemyVisibleColor;
extern HealthColorVar allyVisibleColor;
extern HealthColorVar ctColor;
extern HealthColorVar tColor;
extern HealthColorVar ctVisibleColor;
extern HealthColorVar tVisibleColor;
extern ColorVar bombColor;
extern ColorVar bombDefusingColor;
extern ColorVar hostageColor;
extern ColorVar defuserColor;
extern ColorVar weaponColor;
extern ColorVar chickenColor;
extern ColorVar fishColor;
extern ColorVar smokeColor;
extern ColorVar decoyColor;
extern ColorVar flashbangColor;
extern ColorVar grenadeColor;
extern ColorVar molotovColor;
extern HealthColorVar localplayerColor;
namespace Test
{
extern bool testfunction1;
extern bool testfunction2;
extern bool testfunction3;
}