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- #include "hvhtab.h"
- void HvH::RenderTab()
- {
- const char* yTypes[] = {
- "SLOW SPIN", "FAST SPIN", "JITTER", "SIDE", "BACKWARDS", "BACKWARDSJITTER", "FORWARDS", "LEFT", "RIGHT", "STATIC", "STATIC JITTER", "STATIC SMALL JITTER", // safe
- "LISP", "LISP SIDE", "LISP JITTER", "ANGEL BACKWARDS", "ANGEL INVERSE", "ANGEL SPIN" // untrusted
- };
- const char* xTypes[] = {
- "UP", "DOWN", "DANCE", "FRONT", // safe
- "FAKE UP", "FAKE DOWN", "LISP DOWN", "ANGEL DOWN", "ANGEL UP" // untrusted
- };
- ImGui::Columns(2, NULL, true);
- {
- ImGui::BeginChild("HVH1", ImVec2(0, 0), true);
- {
- ImGui::Text("AntiAim");
- ImGui::BeginChild("##ANTIAIM", ImVec2(0, 0), true);
- {
- ImGui::Checkbox("Yaw", &Settings::AntiAim::Yaw::enabled);
- SetTooltip("Enables Yaw AntiAim");
- ImGui::Separator();
- ImGui::Columns(2, NULL, true);
- {
- ImGui::ItemSize(ImVec2(0.0f, 0.0f), 0.0f);
- ImGui::Text("Yaw Fake");
- ImGui::ItemSize(ImVec2(0.0f, 0.0f), 0.0f);
- ImGui::Text("Yaw Actual");
- ImGui::Checkbox("Anti Resolver", &Settings::AntiAim::Yaw::antiResolver);
- SetTooltip("Simple resolver prevention");
- }
- ImGui::NextColumn();
- {
- ImGui::PushItemWidth(-1);
- if (ImGui::Combo("##YFAKETYPE", (int*)& Settings::AntiAim::Yaw::typeFake, yTypes, IM_ARRAYSIZE(yTypes)))
- {
- if (!ValveDSCheck::forceUT && ((*csGameRules) && (*csGameRules)->IsValveDS()) && Settings::AntiAim::Yaw::typeFake >= AntiAimType_Y::LISP)
- {
- Settings::AntiAim::Yaw::typeFake = AntiAimType_Y::SPIN_SLOW;
- ImGui::OpenPopup("Error###UNTRUSTED_AA");
- }
- }
- if (ImGui::Combo("##YACTUALTYPE", (int*)& Settings::AntiAim::Yaw::type, yTypes, IM_ARRAYSIZE(yTypes)))
- {
- if (!ValveDSCheck::forceUT && ((*csGameRules) && (*csGameRules)->IsValveDS()) && Settings::AntiAim::Yaw::type >= AntiAimType_Y::LISP)
- {
- Settings::AntiAim::Yaw::type = AntiAimType_Y::SPIN_SLOW;
- ImGui::OpenPopup("Error###UNTRUSTED_AA");
- }
- }
- ImGui::PopItemWidth();
- }
- ImGui::Columns(1);
- ImGui::Separator();
- ImGui::Checkbox("Pitch", &Settings::AntiAim::Pitch::enabled);
- SetTooltip("Enables Pitch AntiAim");
- ImGui::Separator();
- ImGui::Columns(2, NULL, true);
- {
- ImGui::ItemSize(ImVec2(0.0f, 0.0f), 0.0f);
- ImGui::Text("Pitch Actual");
- }
- ImGui::NextColumn();
- {
- ImGui::PushItemWidth(-1);
- if (ImGui::Combo("##XTYPE", (int*)& Settings::AntiAim::Pitch::type, xTypes, IM_ARRAYSIZE(xTypes)))
- {
- if (!ValveDSCheck::forceUT && ((*csGameRules) && (*csGameRules)->IsValveDS()) && Settings::AntiAim::Pitch::type >= AntiAimType_X::STATIC_UP_FAKE)
- {
- Settings::AntiAim::Pitch::type = AntiAimType_X::STATIC_UP;
- ImGui::OpenPopup("Error###UNTRUSTED_AA");
- }
- }
- ImGui::PopItemWidth();
- }
- ImGui::Columns(1);
- ImGui::Separator();
- ImGui::Text("Disable");
- ImGui::Separator();
- ImGui::Checkbox("Knife", &Settings::AntiAim::AutoDisable::knifeHeld);
- SetTooltip("Stops your antiaim while you have your knife out.");
- ImGui::Checkbox("No Enemy", &Settings::AntiAim::AutoDisable::noEnemy);
- SetTooltip("Stops your antiaim when there are no enemies visible.");
- ImGui::Columns(1);
- ImGui::Separator();
- ImGui::Text("Edging");
- ImGui::Separator();
- ImGui::Columns(2, NULL, true);
- {
- ImGui::Checkbox("Enabled", &Settings::AntiAim::HeadEdge::enabled);
- SetTooltip("Aims your head into the closest wall");
- }
- ImGui::NextColumn();
- {
- ImGui::PushItemWidth(-1);
- ImGui::SliderFloat("##EDGEDISTANCE", &Settings::AntiAim::HeadEdge::distance, 20, 30, "Distance: %0.f");
- ImGui::PopItemWidth();
- }
- ImGui::Columns(1);
- ImGui::PushStyleVar(ImGuiStyleVar_WindowMinSize, ImVec2(210, 85));
- if (ImGui::BeginPopupModal("Error###UNTRUSTED_AA"))
- {
- ImGui::Text("You cannot use this antiaim type on a VALVE server.");
- ImGui::Checkbox("This is not a VALVE server", &ValveDSCheck::forceUT);
- if (ImGui::Button("OK"))
- ImGui::CloseCurrentPopup();
- ImGui::EndPopup();
- }
- ImGui::PopStyleVar();
- ImGui::EndChild();
- }
- ImGui::EndChild();
- }
- }
- ImGui::NextColumn();
- {
- ImGui::BeginChild("HVH2", ImVec2(0, 0), true);
- {
- ImGui::Text("Resolver");
- ImGui::Separator();
- ImGui::Checkbox("Resolve All", &Settings::Resolver::resolveAll);
- SetTooltip("Resolves all players on the server");
- ImGui::Separator();
- ImGui::Text("Movement");
- ImGui::Checkbox("Auto Crouch", &Settings::Aimbot::AutoCrouch::enabled);
- SetTooltip("Auto crouch when an enemy is in sight");
- ImGui::EndChild();
- }
- }
- }
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