Advertisement
Guest User

Untitled

a guest
Feb 19th, 2017
170
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.66 KB | None | 0 0
  1. #include "hvhtab.h"
  2.  
  3. void HvH::RenderTab()
  4. {
  5. const char* yTypes[] = {
  6. "SLOW SPIN", "FAST SPIN", "JITTER", "SIDE", "BACKWARDS", "BACKWARDSJITTER", "FORWARDS", "LEFT", "RIGHT", "STATIC", "STATIC JITTER", "STATIC SMALL JITTER", // safe
  7. "LISP", "LISP SIDE", "LISP JITTER", "ANGEL BACKWARDS", "ANGEL INVERSE", "ANGEL SPIN" // untrusted
  8. };
  9.  
  10. const char* xTypes[] = {
  11. "UP", "DOWN", "DANCE", "FRONT", // safe
  12. "FAKE UP", "FAKE DOWN", "LISP DOWN", "ANGEL DOWN", "ANGEL UP" // untrusted
  13. };
  14.  
  15. ImGui::Columns(2, NULL, true);
  16. {
  17. ImGui::BeginChild("HVH1", ImVec2(0, 0), true);
  18. {
  19. ImGui::Text("AntiAim");
  20. ImGui::BeginChild("##ANTIAIM", ImVec2(0, 0), true);
  21. {
  22. ImGui::Checkbox("Yaw", &Settings::AntiAim::Yaw::enabled);
  23. SetTooltip("Enables Yaw AntiAim");
  24. ImGui::Separator();
  25. ImGui::Columns(2, NULL, true);
  26. {
  27. ImGui::ItemSize(ImVec2(0.0f, 0.0f), 0.0f);
  28. ImGui::Text("Yaw Fake");
  29. ImGui::ItemSize(ImVec2(0.0f, 0.0f), 0.0f);
  30. ImGui::Text("Yaw Actual");
  31. ImGui::Checkbox("Anti Resolver", &Settings::AntiAim::Yaw::antiResolver);
  32. SetTooltip("Simple resolver prevention");
  33. }
  34. ImGui::NextColumn();
  35. {
  36. ImGui::PushItemWidth(-1);
  37. if (ImGui::Combo("##YFAKETYPE", (int*)& Settings::AntiAim::Yaw::typeFake, yTypes, IM_ARRAYSIZE(yTypes)))
  38. {
  39. if (!ValveDSCheck::forceUT && ((*csGameRules) && (*csGameRules)->IsValveDS()) && Settings::AntiAim::Yaw::typeFake >= AntiAimType_Y::LISP)
  40. {
  41. Settings::AntiAim::Yaw::typeFake = AntiAimType_Y::SPIN_SLOW;
  42. ImGui::OpenPopup("Error###UNTRUSTED_AA");
  43. }
  44. }
  45.  
  46. if (ImGui::Combo("##YACTUALTYPE", (int*)& Settings::AntiAim::Yaw::type, yTypes, IM_ARRAYSIZE(yTypes)))
  47. {
  48. if (!ValveDSCheck::forceUT && ((*csGameRules) && (*csGameRules)->IsValveDS()) && Settings::AntiAim::Yaw::type >= AntiAimType_Y::LISP)
  49. {
  50. Settings::AntiAim::Yaw::type = AntiAimType_Y::SPIN_SLOW;
  51. ImGui::OpenPopup("Error###UNTRUSTED_AA");
  52. }
  53. }
  54. ImGui::PopItemWidth();
  55. }
  56. ImGui::Columns(1);
  57. ImGui::Separator();
  58. ImGui::Checkbox("Pitch", &Settings::AntiAim::Pitch::enabled);
  59. SetTooltip("Enables Pitch AntiAim");
  60. ImGui::Separator();
  61. ImGui::Columns(2, NULL, true);
  62. {
  63. ImGui::ItemSize(ImVec2(0.0f, 0.0f), 0.0f);
  64. ImGui::Text("Pitch Actual");
  65. }
  66. ImGui::NextColumn();
  67. {
  68. ImGui::PushItemWidth(-1);
  69. if (ImGui::Combo("##XTYPE", (int*)& Settings::AntiAim::Pitch::type, xTypes, IM_ARRAYSIZE(xTypes)))
  70. {
  71. if (!ValveDSCheck::forceUT && ((*csGameRules) && (*csGameRules)->IsValveDS()) && Settings::AntiAim::Pitch::type >= AntiAimType_X::STATIC_UP_FAKE)
  72. {
  73. Settings::AntiAim::Pitch::type = AntiAimType_X::STATIC_UP;
  74. ImGui::OpenPopup("Error###UNTRUSTED_AA");
  75. }
  76. }
  77. ImGui::PopItemWidth();
  78. }
  79. ImGui::Columns(1);
  80. ImGui::Separator();
  81. ImGui::Text("Disable");
  82. ImGui::Separator();
  83. ImGui::Checkbox("Knife", &Settings::AntiAim::AutoDisable::knifeHeld);
  84. SetTooltip("Stops your antiaim while you have your knife out.");
  85. ImGui::Checkbox("No Enemy", &Settings::AntiAim::AutoDisable::noEnemy);
  86. SetTooltip("Stops your antiaim when there are no enemies visible.");
  87.  
  88. ImGui::Columns(1);
  89. ImGui::Separator();
  90. ImGui::Text("Edging");
  91. ImGui::Separator();
  92. ImGui::Columns(2, NULL, true);
  93. {
  94. ImGui::Checkbox("Enabled", &Settings::AntiAim::HeadEdge::enabled);
  95. SetTooltip("Aims your head into the closest wall");
  96. }
  97. ImGui::NextColumn();
  98. {
  99. ImGui::PushItemWidth(-1);
  100. ImGui::SliderFloat("##EDGEDISTANCE", &Settings::AntiAim::HeadEdge::distance, 20, 30, "Distance: %0.f");
  101. ImGui::PopItemWidth();
  102. }
  103. ImGui::Columns(1);
  104. ImGui::PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(210, 85));
  105. if (ImGui::BeginPopupModal("Error###UNTRUSTED_AA"))
  106. {
  107. ImGui::Text("You cannot use this antiaim type on a VALVE server.");
  108.  
  109. ImGui::Checkbox("This is not a VALVE server", &ValveDSCheck::forceUT);
  110.  
  111. if (ImGui::Button("OK"))
  112. ImGui::CloseCurrentPopup();
  113.  
  114. ImGui::EndPopup();
  115. }
  116. ImGui::PopStyleVar();
  117.  
  118. ImGui::EndChild();
  119. }
  120. ImGui::EndChild();
  121. }
  122. }
  123. ImGui::NextColumn();
  124. {
  125. ImGui::BeginChild("HVH2", ImVec2(0, 0), true);
  126. {
  127. ImGui::Text("Resolver");
  128. ImGui::Separator();
  129. ImGui::Checkbox("Resolve All", &Settings::Resolver::resolveAll);
  130. SetTooltip("Resolves all players on the server");
  131. ImGui::Separator();
  132. ImGui::Text("Movement");
  133. ImGui::Checkbox("Auto Crouch", &Settings::Aimbot::AutoCrouch::enabled);
  134. SetTooltip("Auto crouch when an enemy is in sight");
  135. ImGui::EndChild();
  136. }
  137. }
  138. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement