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indicators.cpp
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#include "includes.h"
hud_indicators g_indicators{ };
// Hardcoded too much
// indicators
void hud_indicators::DrawFrame(const vec2_t& pos, const std::string& name, const std::vector<std::string>& first_column, const std::vector<std::string>& second_column) {
render::FontSize_t size = render::esp.size(name);
/// Base
render::rect_filled(pos.x, pos.y, 150, 2, g_gui.m_color);
render::rect_filled(pos.x, pos.y + 2, 150, size.m_height + 5, { 0, 0, 0, 125 });
/// Label
render::hud.string(pos.x + 75, pos.y + 5, Color(255, 255, 255, 255), name, render::ALIGN_CENTER);
/// Left column
if (!first_column.empty()) {
/// C'mon, let's go.
auto builder_pos = pos + 25;
/// Ampersand imeni Platina300.
for (const auto& item : first_column) {
render::hud.string(pos.x + 5, builder_pos.y, Color(255, 255, 255, 255), item.c_str(), render::ALIGN_LEFT);
builder_pos.y += 15;
}
}
/// Right column.
if (!second_column.empty()) {
/// C'mon, let's go.
auto builder_pos = pos + 25;
/// Ampersand imeni Platina300.
for (const auto& item : second_column) {
render::hud.string(pos.x + 145, builder_pos.y, Color(255, 255, 255, 255), item.c_str(), render::ALIGN_RIGHT);
builder_pos.y += 15;
}
}
}
void hud_indicators::Indicators()
{
if (!g_csgo.m_engine->IsInGame())
return;
if (!g_menu.main.misc.indicators.get())
return;
g_csgo.m_engine->GetScreenSize(m_width, m_height);
Color color = g_gui.m_color;
// main window
// alien calculations hehe
int x{ 8 };
render::rect_filled(x + 10, m_height / 2 + 10, 200, 65, { 10, 10, 10, 160 });
// overlay black.
//render::rect_filled(x + 10, m_height / 2 + 10, 200, 15 + 2, { 10, 10, 10, 200 });
// line.
render::rect_filled(x + 10, m_height / 2 + 10, 200, 2, { color.r(), color.g(), color.b(), 255 });
// black outline.
//render::rect(x + 10 - 1, m_height / 2 + 9, 202, 65 + 1, { 10, 10, 10, 200 });
// text.
render::indicators.string(x + 10 + 100, m_height / 2 + 14, { 255, 255, 255, 255 }, "indicators", render::ALIGN_CENTER);
render::indicators.string(x + 10 + 6, m_height / 2 + 30, { 255, 255, 255, 255 }, "fake latency", render::ALIGN_LEFT);
render::indicators.string(x + 10 + 6, m_height / 2 + 40, { 255, 255, 255, 255 }, "override", render::ALIGN_LEFT);
render::indicators.string(x + 10 + 6, m_height / 2 + 40, { 255, 255, 255, 255 }, "damage override", render::ALIGN_LEFT);
render::indicators.string(x + 10 + 6, m_height / 2 + 50, { 255, 255, 255, 255 }, "doubletap", render::ALIGN_LEFT);
/*render::hud.string(x + 10 + 6, m_height / 2 + 30, { 255, 255, 255, 255 }, "", render::ALIGN_LEFT);
render::hud.string(x + 10 + 6, m_height / 2 + 50, { 255, 255, 255, 255 }, "damage set", render::ALIGN_LEFT);
render::hud.string(x + 10 + 6, m_height / 2 + 30, { 255, 255, 255, 255 }, "", render::ALIGN_LEFT);
render::hud.string(x + 10 + 6, m_height / 2 + 60, { 255, 255, 255, 255 }, "manual yaw", render::ALIGN_LEFT);*/
// condition dt if (g_menu.main.antiaim.desync_mode.get() != 0 || !g_menu.main.antiaim.desync.get())
if (!g_aimbot.m_fake_latency)
render::indicators.string(x + 10 + 195, m_height / 2 + 30, { color.r(), color.g(), color.b(), 255 }, "disabled", render::ALIGN_RIGHT);
else
render::indicators.string(x + 10 + 195, m_height / 2 + 30, { 124,252,0 }, "toggled", render::ALIGN_RIGHT);
// baim
if (!g_aimbot.m_baim_toggle)
render::indicators.string(x + 10 + 195, m_height / 2 + 40, { color.r(), color.g(), color.b(), 255 }, "disabled", render::ALIGN_RIGHT);
else
render::indicators.string(x + 10 + 195, m_height / 2 + 40, { 124,252,0 }, "toggled", render::ALIGN_RIGHT);
// min dmg
if (!g_aimbot.m_damage_toggle)
render::indicators.string(x + 10 + 195, m_height / 2 + 50, { color.r(), color.g(), color.b(), 255 }, "disabled", render::ALIGN_RIGHT);
else
render::indicators.string(x + 10 + 195, m_height / 2 + 50, { 124,252,0 }, "toggled", render::ALIGN_RIGHT);
if (!g_aimbot.m_double_tap)
render::indicators.string(x + 10 + 195, m_height / 2 + 60, { color.r(), color.g(), color.b(), 255 }, "disabled", render::ALIGN_RIGHT);
else
render::indicators.string(x + 10 + 195, m_height / 2 + 60, { 124,252,0 }, "toggled", render::ALIGN_RIGHT);
//draw anti aim arrows
if (g_menu.main.antiaim.desync_mode.get() == 0)
{
if (!g_cl.m_processing)
return;
{
if (g_hvh.angle_side == 2)
{
render::arrows.string(m_width / 2 + 70, m_height / 2 - 31, { color.r(), color.g(), color.b(), 150 }, "Q", render::ALIGN_CENTER);
render::arrows.string(m_width / 2 - 70, m_height / 2 - 31, { 255, 255, 255, 50 }, "R", render::ALIGN_CENTER);
render::arrows.string(m_width / 2 + 1, m_height / 2 - 31 + 70, { 255, 255, 255, 50 }, "T", render::ALIGN_CENTER);
}
if (g_hvh.angle_side == 1)
{
render::arrows.string(m_width / 2 + 70, m_height / 2 - 31, { 255, 255, 255, 50 }, "Q", render::ALIGN_CENTER);
render::arrows.string(m_width / 2 - 70, m_height / 2 - 31, { color.r(), color.g(), color.b(), 150 }, "R", render::ALIGN_CENTER);
render::arrows.string(m_width / 2 + 1, m_height / 2 - 31 + 70, { 255, 255, 255, 50 }, "T", render::ALIGN_CENTER);
}
if (g_hvh.angle_side == 3)
{
render::arrows.string(m_width / 2 + 70, m_height / 2 - 31, { 255, 255, 255, 50 }, "Q", render::ALIGN_CENTER);
render::arrows.string(m_width / 2 - 70, m_height / 2 - 31, { 255, 255, 255, 50 }, "R", render::ALIGN_CENTER);
render::arrows.string(m_width / 2 + 1, m_height / 2 - 31 + 70, { color.r(), color.g(), color.b(), 150 }, "T", render::ALIGN_CENTER);
}
// this is just useless, draws on status or not
if (g_hvh.angle_side == NULL)
{
render::arrows.string(m_width / 2 + 70, m_height / 2 - 31, { 255, 255, 255, 50 }, "Q", render::ALIGN_CENTER);
render::arrows.string(m_width / 2 - 70, m_height / 2 - 31, { 255, 255, 255, 50 }, "R", render::ALIGN_CENTER);
render::arrows.string(m_width / 2 + 1, m_height / 2 - 31 + 70, { 255, 255, 255, 50 }, "T", render::ALIGN_CENTER);
}
}
/*// min dmg
if (!g_menu.main.aimbot.baim_key.get())
render::indicators.string(x + 10 + 195, m_height / 2 + 50, { color.r(), color.g(), color.b(), 255 }, "disabled", render::ALIGN_RIGHT);
else
render::indicators.string(x + 10 + 195, m_height / 2 + 50, { 255, 255, 255, 255 }, "toggled", render::ALIGN_RIGHT);*/
/*// desync type manual
if (!g_menu.main.aimbot..get())
render::hud.string(x + 10 + 195, m_height / 2 + 60, { color.r(), color.g(), color.b(), 255 }, "disabled", render::ALIGN_RIGHT);
else
render::hud.string(x + 10 + 195, m_height / 2 + 60, { 255, 255, 255, 255 }, "toggled", render::ALIGN_RIGHT);
// let's make something different now... >_<
// why everyone loves the centered status position?
if (g_hvh.invert)
render::hud.string(m_width / 2 + 64, m_height / 2 + 59, { color.r(), color.g(), color.b(), 255 }, "anti-aim inverter: on", render::ALIGN_LEFT);
else
render::hud.string(m_width / 2 + 64, m_height / 2 + 59, { 255, 255, 255, 255 }, "anti-aim inverter: off", render::ALIGN_LEFT);
// is ducking?
if (g_hvh.m_fakeduck)
render::hud.string(m_width / 2 + 64, m_height / 2 + 75, { color.r(), color.g(), color.b(), 255 }, "fakeduck status: enabled", render::ALIGN_LEFT);
else
render::hud.string(m_width / 2 + 64, m_height / 2 + 75, { 255, 255, 255, 255 }, "fakeduck status: disabled", render::ALIGN_LEFT);*/
}
}
void hud_indicators::StateIndicators()
{
if (!g_csgo.m_engine->IsInGame())
return;
if (!g_menu.main.misc.indicators_status.get())
return;
g_csgo.m_engine->GetScreenSize(m_width, m_height);
Color color = g_gui.m_color;
int x{ 8 };
// what we are btw trying to draw...
float dsync_height = g_cl.m_local->m_flPoseParameter()[11] * 58; // this?
float choke_value = g_csgo.m_cl->m_choked_commands;
// dsync
// outline
render::rect_filled(x + 10, m_height / 1.6, 97, 6, { 10, 10, 10, 160 });
// line.
render::rect_filled(x + 10, m_height / 1.6, dsync_height * 1.67, 6, { color.r(), color.g(), color.b(), 255 }); // 97/58
// outline
render::rect_filled(x + 10, m_height / 1.6 + 35, 97, 6, { 10, 10, 10, 160 });
// line.
render::rect_filled(x + 10, m_height / 1.6 + 35, choke_value * (97 / 14.f), 6, { color.r(), color.g(), color.b(), 255 });
}