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sdk.h
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#pragma once
#include "includes.h"
#include "pure.h"
#define STR_MERGE_IMPL(a, b) a##b
#define STR_MERGE(a, b) STR_MERGE_IMPL(a, b)
#define MAKE_PAD(size) STR_MERGE(_pad, __COUNTER__)[size]
#define DEFINE_MEMBER_N(type, name, offset) struct { unsigned char MAKE_PAD(offset); type name; }
#define TORAD(x) ((x) * 0.01745329252)
#define W2S(x,y) sdk->world_to_screen(x, y)
class Ent {
public:
union {
DEFINE_MEMBER_N(int, client_id, 0x64);
DEFINE_MEMBER_N(bool, m_bDormant, offsets::m_bDormant);
DEFINE_MEMBER_N(int, m_iHealth, offsets::m_iHealth);
DEFINE_MEMBER_N(int, m_iTeamNum, offsets::m_iTeamNum);
DEFINE_MEMBER_N(Vec3, m_vecOrigin, offsets::m_vecOrigin);
DEFINE_MEMBER_N(float, m_angEyeAnglesY, offsets::m_angEyeAnglesY);
DEFINE_MEMBER_N(int, m_dwBoneMatrix, offsets::m_dwBoneMatrix);
DEFINE_MEMBER_N(bool, m_bHasHelmet, offsets::m_bHasHelmet);
DEFINE_MEMBER_N(float, m_flFlashDuration, offsets::m_flFlashDuration);
DEFINE_MEMBER_N(bool, m_bInReload, offsets::m_bInReload);
DEFINE_MEMBER_N(bool, is_c4_owner, offsets::is_c4_owner);
};
};
class SDK {
public:
float view_matrix[16];
uintptr_t engine;
uintptr_t client;
ent_list::IClientEntityList* entity_list;
ID3DXLine* LineL;
ID3DXFont* FontF;
void init();
void update();
uintptr_t get_local_player();
bool is_valid_ent(Ent* ent);
Vec3 get_bone_pos(Ent* ent, int bone);
bool world_to_screen(Vec3 coords_3d, Vec2& coords_2d);
Vec2 world_to_screen(Vec3 coords_3d);
Vec3 transform_vec(Vec3 src, Vec3 ang, float d);
Rect headbox_2D(Vec2 top, Vec2 bottom);
HyperRect headbox_3D(Ent* ent);
~SDK();
struct {
// Hacks.
bool trigger_bot = false;
bool bone_esp = false;
bool skin_changer = false;
bool bunny_hop = false;
bool head_box_esp_2d = false;
bool head_box_esp_3d = false;
bool trigger_hs_only = true;
bool bunny_hop_n6 = true;
// Deprecated.
bool show_boneIDs = false;
bool show_textstatus = false;
} config;
struct {
// Hacks.
bool trigger_bot = false;
bool bunny_hop = false;
bool bone_esp = false;
bool skin_changer = false;
// Others.
bool head_box_esp_2d = false;
bool head_box_esp_3d = false;
} hacks;
struct {
bool trigger_headshot_only = true;
bool trigger_ignore_teamates = true;
bool bone_esp_ignore_teamates = true;
bool bunny_toggle_key = true;
bool bunny_knife_only = true;
} hack_settings;
struct {
// General colors.
D3DCOLOR color_red = D3DCOLOR_ARGB(255, 255, 51, 78);
D3DCOLOR color_orange = D3DCOLOR_ARGB(255, 255, 177, 51);
D3DCOLOR color_green = D3DCOLOR_ARGB(255, 82, 224, 134);
D3DCOLOR color_blue = D3DCOLOR_ARGB(255, 51, 180, 255);
D3DCOLOR color_purple = D3DCOLOR_ARGB(255, 135, 98, 208);
D3DCOLOR color_white = D3DCOLOR_ARGB(255, 255, 255, 255);
// Menu theme.
D3DCOLOR menu_background = D3DCOLOR_ARGB(255, 29, 32, 33);
D3DCOLOR menu_skin = D3DCOLOR_ARGB(255, 235, 219, 178);
D3DCOLOR menu_yellow = D3DCOLOR_ARGB(255, 250, 189, 47);
D3DCOLOR menu_orange = D3DCOLOR_ARGB(255, 215, 153, 33);
D3DCOLOR menu_red = D3DCOLOR_ARGB(255, 251, 73, 52);
D3DCOLOR menu_green = D3DCOLOR_ARGB(255, 152, 151, 26);
D3DCOLOR menu_white = D3DCOLOR_ARGB(255, 228, 228, 228);
D3DCOLOR menu_gray_orange = D3DCOLOR_ARGB(255, 168, 153, 132);
// Transparent colors.
D3DCOLOR color_white_trans = D3DCOLOR_ARGB(100, 255, 255, 255);
D3DCOLOR color_blue_trans = D3DCOLOR_ARGB(70, 51, 180, 255);
D3DCOLOR color_red_trans = D3DCOLOR_ARGB(100, 255, 51, 78);
D3DCOLOR color_purple_trans = D3DCOLOR_ARGB(100, 135, 98, 208);
D3DCOLOR color_green_trans = D3DCOLOR_ARGB(70, 82, 224, 134);
D3DCOLOR color_orange_trans = D3DCOLOR_ARGB(50, 255, 177, 51);
// Transparent strengh.
D3DCOLOR color_trans = D3DCOLOR_ARGB(0, 0, 0, 0);
D3DCOLOR color_bones = D3DCOLOR_ARGB(100, 255, 255, 255);
// Team colors.
D3DCOLOR color_t = color_orange_trans;
D3DCOLOR color_ct = color_purple_trans;
} colors;
};