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Struct.h
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#pragma once
#include<Windows.h>
#include<d3dx9math.h>
#include<string>
#include<vector>
#include"ImGui\imgui.h"
typedef D3DXVECTOR4 Vector4;
typedef D3DXVECTOR3 Vector3;
typedef D3DXVECTOR2 Vector2;
typedef D3DMATRIX Matrix;
typedef struct
{
DWORD R;
DWORD G;
DWORD B;
DWORD A;
}RGBA;
typedef struct TRect
{
int x;
int y;
int w;
int h;
}MRect;
struct FTransform
{
Vector4 Rotation;
Vector3 Translation;
Vector3 Scale3D;
};
template <class T>
struct UE4Engine
{
T pGname;
T pMatrix;
T pUworld;
T pUlevel;
T ActorArray;
DWORD ActorCount;
T GameInstance;
T LocalPlayer;
T PlayerController;
Matrix ViewWorld;
T CameraPos;
T MouseAddr;
T ScreenAddr;
};
template <class T>
struct Object
{
T Object;
DWORD ObjectId;
std::string ObjectType;
std::string ObjectRealName;
FLOAT ObjectHp;
std::string ObjectName;
T RootComponent;
T Mesh;
T WeaponPtr;
Vector3 Vector3d;
Vector3 Velocity;
FLOAT Distance;
};
struct ObjArray
{
std::vector<ULONG64> player;
std::vector<ULONG64> zombie;
std::vector<ULONG64> car;
std::vector<ULONG64> boom;
std::vector<ULONG64> box;
std::vector<ULONG64> parts;
std::vector<ULONG64> other;
std::vector<ULONG64> plane;
std::vector<ULONG64> weapon;
std::vector<ULONG64> goods;
std::vector<ULONG64> ammo;
};
typedef struct TOPTION
{
bool isShow;
//Esp
bool playerBox;
bool playerInfo;
bool zombieBox;
bool zombieInfo;
bool plane;
bool car;
bool goods;
bool parts;
bool weapon;
bool ammo;
bool box;
bool boom;
bool crosshare;
bool playerbone;
bool zombiebone;
//aim
int aimType; //0ÎÞ 1µ¯µÀ 2ħÊõ 3ÓÒ¼ü×ÔÃé
int aimPart;
bool showScope;
float aimSpeed;
float aimScope;
//super
bool superSpeed;
float speedSize;
bool gatherPlayer;
bool gatherZombie;
bool noCollision;
bool hightJump;
float jumpSize;
bool noRecoil;
bool unlimitBullet;
bool noMakeCondic;
bool gost;
bool unlimitMake;
bool noNight;
bool unLock;
bool carSky;
bool carSpeed;
float carSpeedSize;
}Option;
typedef struct TAimBot
{
bool bLook;
ULONG64 dwObj;
ULONG64 dwObjMesh;
Vector3 Position;
FLOAT Value1;
FLOAT Value2;
}AimBot;