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tonti666

Untitled

Aug 25th, 2017
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  1. void OnRenderGUI()
  2. {
  3. ImGui::SetNextWindowSize( ImVec2( 560.f , 325.f ) );
  4. //Begin Main window code
  5. ImGui::Begin("NIGHTCLOUD V2"), &Options::g_bMainWindowOpen, ImVec2(300, 250), 0.75f;
  6. {
  7. if(ImGui::CollapsingHeader("Hack"))
  8. {
  9. //Copy
  10. ImGui::PushItemWidth( 110.f );
  11. ImGui::Text( "Current Weapon: " );
  12. ImGui::SameLine();
  13. ImGui::Combo( "##AimWeapon" , &iWeaponID , pWeaponData , IM_ARRAYSIZE( pWeaponData ) );
  14. ImGui::PopItemWidth();
  15. ImGui::Spacing();
  16. ImGui::Separator();
  17. ImGui::Spacing();
  18. ImGui::Checkbox( "Deathmatch" , &Settings::Aimbot::aim_Deathmatch );
  19. ImGui::Checkbox( "WallAttack" , &Settings::Aimbot::aim_WallAttack );
  20. ImGui::Checkbox( "CheckSmoke" , &Settings::Aimbot::aim_CheckSmoke );
  21. ImGui::Checkbox( "AntiJump" , &Settings::Aimbot::aim_AntiJump );
  22. ImGui::Checkbox( "Draw Fov" , &Settings::Aimbot::aim_DrawFov );
  23. ImGui::Checkbox( "DrawSpot" , &Settings::Aimbot::aim_DrawSpot );
  24. ImGui::Spacing();
  25. ImGui::Separator();
  26. ImGui::Spacing();
  27. ImGui::Checkbox( "Active" , &Settings::Aimbot::weapon_aim_settings[iWeaponID].aim_Active );
  28. if ( iWeaponID <= 9 )
  29. {
  30. ImGui::SameLine();
  31. ImGui::Checkbox( "Autopistol" , &Settings::Aimbot::weapon_aim_settings[iWeaponID].aim_AutoPistol );
  32. }
  33. ImGui::PushItemWidth( 362.f );
  34. ImGui::SliderInt( "Smooth" , &Settings::Aimbot::weapon_aim_settings[iWeaponID].aim_Smooth , 1 , 300 );
  35. ImGui::SliderInt( "Fov" , &Settings::Aimbot::weapon_aim_settings[iWeaponID].aim_Fov , 1 , 300 );
  36. ImGui::PopItemWidth();
  37. const char* AimFovType[] = { "Dynamic" , "Static" };
  38. ImGui::PushItemWidth( 362.f );
  39. ImGui::Combo( "Fov Type" , &Settings::Aimbot::weapon_aim_settings[iWeaponID].aim_FovType , AimFovType , IM_ARRAYSIZE( AimFovType ) );
  40. ImGui::PopItemWidth();
  41. const char* BestHit[] = { "Disable" , "Enable" };
  42. ImGui::PushItemWidth( 362.f );
  43. ImGui::Combo( "BestHit" , &Settings::Aimbot::weapon_aim_settings[iWeaponID].aim_BestHit , BestHit , IM_ARRAYSIZE( BestHit ) );
  44. if ( ImGui::IsItemHovered() )
  45. ImGui::SetTooltip( "if disabled then used Aimspot" );
  46. ImGui::PopItemWidth();
  47. const char* Aimspot[] = { "Head" , "Neck" , "Low Neck" , "Body" , "Thorax" , "Chest" };
  48. ImGui::PushItemWidth( 362.f );
  49. ImGui::Combo( "Aimspot" , &Settings::Aimbot::weapon_aim_settings[iWeaponID].aim_Spot , Aimspot , IM_ARRAYSIZE( Aimspot ) );
  50. ImGui::PopItemWidth();
  51. ImGui::Spacing();
  52. ImGui::Separator();
  53. ImGui::Spacing();
  54. ImGui::PushItemWidth( 362.f );
  55. ImGui::SliderInt( "ShotDelay" , &Settings::Aimbot::weapon_aim_settings[iWeaponID].aim_Delay , 0 , 200 );
  56. ImGui::SliderInt( "Rcs" , &Settings::Aimbot::weapon_aim_settings[iWeaponID].aim_Rcs , 0 , 100 );
  57. ImGui::PopItemWidth();
  58. ImGui::Spacing();
  59. ImGui::Separator();
  60. ImGui::Spacing();
  61. if ( iWeaponID >= 10 && iWeaponID <= 30 )
  62. {
  63. ImGui::PushItemWidth( 362.f );
  64. ImGui::SliderInt( "Rcs Fov" , &Settings::Aimbot::weapon_aim_settings[iWeaponID].aim_RcsFov , 1 , 300 );
  65. ImGui::SliderInt( "Rcs Smooth" , &Settings::Aimbot::weapon_aim_settings[iWeaponID].aim_RcsSmooth , 1 , 300 );
  66. ImGui::PopItemWidth();
  67. const char* ClampType[] = { "All Target" , "Shot" , "Shot + Target" };
  68. ImGui::PushItemWidth( 362.f );
  69. ImGui::Combo( "Rcs Clamp" , &Settings::Aimbot::weapon_aim_settings[iWeaponID].aim_RcsClampType , ClampType , IM_ARRAYSIZE( ClampType ) );
  70. ImGui::PopItemWidth();
  71. ImGui::Spacing();
  72. ImGui::Separator();
  73. ImGui::Spacing();
  74. }
  75. }
  76. if(ImGui::CollapsingHeader("Visuals"))
  77. {
  78. string style_1 = "Box";
  79. string style_2 = "CoalBox";
  80. const char* items1[] = { style_1.c_str() , style_2.c_str() };
  81. ImGui::PushItemWidth( 339.f );
  82. ImGui::Combo( "Esp Type" , &Settings::Esp::esp_Style , items1 , IM_ARRAYSIZE( items1 ) );
  83. ImGui::PopItemWidth();
  84. ImGui::Spacing();
  85. ImGui::Separator();
  86. ImGui::Spacing();
  87. ImGui::Checkbox( "Esp Team" , &Settings::Esp::esp_Team );
  88. ImGui::Checkbox( "Esp Enemy" , &Settings::Esp::esp_Enemy );
  89. ImGui::Checkbox( "Esp Bomp" , &Settings::Esp::esp_Bomb );
  90. ImGui::Checkbox( "Esp Sound" , &Settings::Esp::esp_Sound );
  91. ImGui::Checkbox( "Esp Line" , &Settings::Esp::esp_Line );
  92. ImGui::Checkbox( "Esp OutLine" , &Settings::Esp::esp_Outline );
  93. ImGui::Checkbox( "Esp Name" , &Settings::Esp::esp_Name );
  94. ImGui::Checkbox( "Esp Rank" , &Settings::Esp::esp_Rank );
  95. ImGui::Checkbox( "Esp Weapon" , &Settings::Esp::esp_Weapon );
  96. ImGui::Checkbox( "Esp Ammo" , &Settings::Esp::esp_Ammo );
  97. ImGui::Checkbox( "Esp Distance" , &Settings::Esp::esp_Distance );
  98. ImGui::Checkbox( "Esp Skeleton" , &Settings::Esp::esp_Skeleton );
  99. ImGui::Spacing();
  100. ImGui::Separator();
  101. ImGui::Spacing();
  102. ImGui::Checkbox( "Esp World Weapon" , &Settings::Esp::esp_WorldWeapons );
  103. ImGui::Checkbox( "Esp World Grenade" , &Settings::Esp::esp_WorldGrenade );
  104. ImGui::Spacing();
  105. ImGui::Separator();
  106. ImGui::Spacing();
  107. string visible_1 = "Enemy";
  108. string visible_2 = "Team";
  109. string visible_3 = "All";
  110. string visible_4 = "Only Visible";
  111. const char* items2[] = { visible_1.c_str() , visible_2.c_str() , visible_3.c_str() , visible_4.c_str() };
  112. ImGui::PushItemWidth( 339.f );
  113. ImGui::Combo( "Esp Visible" , &Settings::Esp::esp_Visible , items2 , IM_ARRAYSIZE( items2 ) );
  114. ImGui::Spacing();
  115. ImGui::Separator();
  116. ImGui::Spacing();
  117. ImGui::SliderInt( "Esp Size" , &Settings::Esp::esp_Size , 0 , 10 );
  118. ImGui::SliderInt( "Esp BombTimer" , &Settings::Esp::esp_BombTimer , 0 , 65 );
  119. ImGui::SliderInt( "Esp BulletTrace" , &Settings::Esp::esp_BulletTrace , 0 , 3000 );
  120. ImGui::Spacing();
  121. ImGui::Separator();
  122. ImGui::Spacing();
  123. string hpbar_1 = "None";
  124. string hpbar_2 = "Number";
  125. string hpbar_3 = "Bottom";
  126. string hpbar_4 = "Left";
  127. const char* items3[] = { hpbar_1.c_str() , hpbar_2.c_str() , hpbar_3.c_str() , hpbar_4.c_str() };
  128. ImGui::Combo( "Esp Health" , &Settings::Esp::esp_Health , items3 , IM_ARRAYSIZE( items3 ) );
  129. string arbar_1 = "None";
  130. string arbar_2 = "Number";
  131. string arbar_3 = "Bottom";
  132. string arbar_4 = "Right";
  133. const char* items4[] = { arbar_1.c_str() , arbar_2.c_str() , arbar_3.c_str() , arbar_4.c_str() };
  134. ImGui::Combo( "Esp Armor" , &Settings::Esp::esp_Armor , items4 , IM_ARRAYSIZE( items4 ) );
  135. ImGui::Spacing();
  136. ImGui::Separator();
  137. ImGui::Spacing();
  138. string chams_1 = "None";
  139. string chams_2 = "Flat";
  140. string chams_3 = "Texture";
  141. const char* items5[] = { chams_1.c_str() , chams_2.c_str() , chams_3.c_str() };
  142. ImGui::Combo( "Chams" , &Settings::Esp::esp_Chams , items5 , IM_ARRAYSIZE( items5 ));
  143. ImGui::Spacing();
  144. ImGui::Separator();
  145. ImGui::Spacing();
  146. ImGui::ColorEdit3( "Esp Color CT" , Settings::Esp::esp_Color_CT );
  147. ImGui::ColorEdit3( "Esp Color TT" , Settings::Esp::esp_Color_TT );
  148. ImGui::ColorEdit3( "Esp Color Visible CT" , Settings::Esp::esp_Color_VCT );
  149. ImGui::ColorEdit3( "Esp Color Visible TT" , Settings::Esp::esp_Color_VTT );
  150. ImGui::ColorEdit3( "Chams Color CT" , Settings::Esp::chams_Color_CT );
  151. ImGui::ColorEdit3( "Chams Color TT" , Settings::Esp::chams_Color_TT );
  152. ImGui::ColorEdit3( "Chams Color Visible CT" , Settings::Esp::chams_Color_VCT );
  153. ImGui::ColorEdit3( "Chams Color Visible TT" , Settings::Esp::chams_Color_VTT );
  154. ImGui::PopItemWidth();
  155. ImGui::Spacing();
  156. ImGui::Separator();
  157. ImGui::Spacing();
  158. }
  159. if(ImGui::CollapsingHeader("TriggerBot"))
  160. {
  161. const char* TriggerEnable[] = { "Disable" , "Fov" , "Trace" };
  162. ImGui::PushItemWidth( 80.f );
  163. ImGui::Combo( "Enable" , &Settings::Triggerbot::trigger_Enable , TriggerEnable , IM_ARRAYSIZE( TriggerEnable ) );
  164. ImGui::PopItemWidth();
  165. ImGui::SameLine();
  166. ImGui::Spacing();
  167. ImGui::Separator();
  168. ImGui::Spacing();
  169. ImGui::Checkbox( "Deathmatch" , &Settings::Triggerbot::trigger_Deathmatch );
  170. ImGui::Checkbox( "WallAttack" , &Settings::Triggerbot::trigger_WallAttack );
  171. ImGui::Checkbox( "FastZoom" , &Settings::Triggerbot::trigger_FastZoom );
  172. ImGui::Checkbox( "SmokCheck" , &Settings::Triggerbot::trigger_SmokCheck );
  173. ImGui::Checkbox( "DrawFov" , &Settings::Triggerbot::trigger_DrawFov );
  174. ImGui::Checkbox( "DrawSpot" , &Settings::Triggerbot::trigger_DrawSpot );
  175. ImGui::Checkbox( "DrawFovAssist" , &Settings::Triggerbot::trigger_DrawFovAssist );
  176. ImGui::Spacing();
  177. ImGui::Separator();
  178. ImGui::Spacing();
  179. const char* items1[] = { CVAR_KEY_MOUSE3 , CVAR_KEY_MOUSE4 , CVAR_KEY_MOUSE5 };
  180. ImGui::PushItemWidth( 80.f );
  181. ImGui::Combo( "Key" , &Settings::Triggerbot::trigger_Key , items1 , IM_ARRAYSIZE( items1 ) );
  182. ImGui::PopItemWidth();
  183. ImGui::SameLine();
  184. const char* items2[] = { "Hold" , "Press" };
  185. ImGui::PushItemWidth( 80.f );
  186. ImGui::Combo( "Key Mode" , &Settings::Triggerbot::trigger_KeyMode , items2 , IM_ARRAYSIZE( items2 ) );
  187. ImGui::PopItemWidth();
  188. ImGui::SameLine();
  189. ImGui::PushItemWidth( 110.f );
  190. ImGui::Combo( "Weapon" , &iWeaponID , pWeaponData , IM_ARRAYSIZE( pWeaponData ) );
  191. ImGui::PopItemWidth();
  192. ImGui::Spacing();
  193. ImGui::Separator();
  194. ImGui::Spacing();
  195. ImGui::PushItemWidth( 362.f );
  196. ImGui::SliderInt( "Min Disstance" , &Settings::Triggerbot::weapon_trigger_settings[iWeaponID].trigger_DistanceMin , 0 , 5000 );
  197. ImGui::SliderInt( "Max Disstance" , &Settings::Triggerbot::weapon_trigger_settings[iWeaponID].trigger_DistanceMax , 0 , 5000 );
  198. ImGui::SliderInt( "Fov" , &Settings::Triggerbot::weapon_trigger_settings[iWeaponID].trigger_Fov , 1 , 100 );
  199. ImGui::SliderInt( "Delay Before" , &Settings::Triggerbot::weapon_trigger_settings[iWeaponID].trigger_DelayBefore , 0 , 200 );
  200. ImGui::SliderInt( "Delay After" , &Settings::Triggerbot::weapon_trigger_settings[iWeaponID].trigger_DelayAfter , 0 , 1000 );
  201. ImGui::PopItemWidth();
  202. ImGui::Spacing();
  203. ImGui::Separator();
  204. ImGui::Spacing();
  205. ImGui::Checkbox( "HeadOnly" , &Settings::Triggerbot::weapon_trigger_settings[iWeaponID].trigger_HeadOnly );
  206. ImGui::SameLine();
  207. const char* AssistMode[] = { "Disable" , "One Shot" , "Auto" };
  208. ImGui::PushItemWidth( 80.f );
  209. ImGui::Combo( "Assist" , &Settings::Triggerbot::weapon_trigger_settings[iWeaponID].trigger_Assist , AssistMode , IM_ARRAYSIZE( AssistMode ) );
  210. ImGui::PopItemWidth();
  211. ImGui::SameLine();
  212. const char* AssistFovType[] = { "Dynamic" , "Static" };
  213. ImGui::PushItemWidth( 80.f );
  214. ImGui::Combo( "Assist Fov Type" , &Settings::Triggerbot::weapon_trigger_settings[iWeaponID].trigger_AssistFovType , AssistFovType , IM_ARRAYSIZE( AssistFovType ) );
  215. ImGui::PopItemWidth();
  216. const char* HitGroup[] = { "All" , "Head + Body" , "Head" };
  217. ImGui::Combo( "HitGroup" , &Settings::Triggerbot::weapon_trigger_settings[iWeaponID].trigger_HitGroup , HitGroup , IM_ARRAYSIZE( HitGroup ) );
  218. //ImGui::PopItemWidth();
  219. ImGui::PushItemWidth( 362.f );
  220. ImGui::SliderInt( "Assist Rcs" , &Settings::Triggerbot::weapon_trigger_settings[iWeaponID].trigger_AssistRcs , 0 , 100 );
  221. ImGui::SliderInt( "Assist Fov" , &Settings::Triggerbot::weapon_trigger_settings[iWeaponID].trigger_AssistFov , 1 , 300 );
  222. ImGui::SliderInt( "Assist Smooth" , &Settings::Triggerbot::weapon_trigger_settings[iWeaponID].trigger_AssistSmooth , 1 , 300 );
  223. ImGui::PopItemWidth();
  224. ImGui::Spacing();
  225. ImGui::Separator();
  226. ImGui::Spacing();
  227. }
  228. if(ImGui::CollapsingHeader("Misc"))
  229. {
  230. ImGui::Checkbox( "Bhop" , &Settings::Misc::misc_Bhop );
  231. ImGui::Checkbox( "Punch" , &Settings::Misc::misc_Punch );
  232. ImGui::Checkbox( "AwpAim" , &Settings::Misc::misc_AwpAim );
  233. ImGui::Checkbox( "NoFlash" , &Settings::Misc::misc_NoFlash );
  234. ImGui::Checkbox( "AutoStrafe" , &Settings::Misc::misc_AutoStrafe );
  235. ImGui::Checkbox( "AutoAccept" , &Settings::Misc::misc_AutoAccept );
  236. ImGui::Checkbox( "Spectators" , &Settings::Misc::misc_Spectators );
  237. ImGui::Checkbox( "Fov Changer" , &Settings::Misc::misc_FovChanger );
  238. ImGui::PushItemWidth( 362.f );
  239. ImGui::SliderInt( "Fov View" , &Settings::Misc::misc_FovView , 1 , 190 );
  240. ImGui::SliderInt( "Fov Model View" , &Settings::Misc::misc_FovModelView , 1 , 190 );
  241. ImGui::Separator();
  242. ImGui::ColorEdit3( "Awp Aim Color" , Settings::Misc::misc_AwpAimColor );
  243. ImGui::PopItemWidth();
  244. }
  245. if(ImGui::CollapsingHeader("SKIN CHANGER"))
  246. {
  247. const char* knife_models_items[] =
  248. {
  249. "Default","Bayonet","Flip","Gut","Karambit" ,"M9 Bayonet",
  250. "Huntsman","Falchion","Bowie","Butterfly","Shadow Daggers"
  251. };
  252. const char* quality_items[] =
  253. {
  254. "Normal","Genuine","Vintage","Unusual","Community","Developer",
  255. "Self-Made","Customized","Strange","Completed","Tournament"
  256. };
  257. const char* gloves_listbox_items[25] =
  258. {
  259. "default",
  260. "bloodhound_black_silver","bloodhound_snakeskin_brass","bloodhound_metallic","handwrap_leathery",
  261. "handwrap_camo_grey","slick_black","slick_military","slick_red","sporty_light_blue","sporty_military",
  262. "handwrap_red_slaughter","motorcycle_basic_black","motorcycle_mint_triangle","motorcycle_mono_boom",
  263. "motorcycle_triangle_blue","specialist_ddpat_green_camo","specialist_kimono_diamonds_red",
  264. "specialist_emerald_web","specialist_orange_white","handwrap_fabric_orange_camo","sporty_purple",
  265. "sporty_green","bloodhound_guerrilla","slick_snakeskin_yellow"
  266. };
  267. //[enc_string_enable /]
  268. ImGui::Text( "Current Weapon: %s" , pWeaponData[iWeaponID] );
  269. ImGui::PushItemWidth( 362.f );
  270. ImGui::Separator();
  271. ImGui::Combo( "Knife CT Model" , &Settings::Skin::knf_ct_model , knife_models_items , IM_ARRAYSIZE( knife_models_items ) );
  272. ImGui::Combo( "Knife TT Model" , &Settings::Skin::knf_tt_model , knife_models_items , IM_ARRAYSIZE( knife_models_items ) );
  273. ImGui::Separator();
  274. static int iSelectKnifeCTSkinIndex = -1;
  275. static int iSelectKnifeTTSkinIndex = -1;
  276. int iKnifeCTModelIndex = Settings::Skin::knf_ct_model - 1;
  277. int iKnifeTTModelIndex = Settings::Skin::knf_tt_model - 1;
  278. static int iOldKnifeCTModelIndex = -1;
  279. static int iOldKnifeTTModelIndex = -1;
  280. if ( iOldKnifeCTModelIndex != iKnifeCTModelIndex )
  281. iSelectKnifeCTSkinIndex = GetKnifeSkinIndexFromPaintKit( Settings::Skin::knf_ct_skin , false );
  282. if ( iOldKnifeTTModelIndex != iKnifeTTModelIndex )
  283. iSelectKnifeTTSkinIndex = GetKnifeSkinIndexFromPaintKit( Settings::Skin::knf_ct_skin , true );
  284. iOldKnifeCTModelIndex = iKnifeCTModelIndex;
  285. iOldKnifeTTModelIndex = iKnifeTTModelIndex;
  286. string KnifeCTModel = knife_models_items[Settings::Skin::knf_ct_model];
  287. string KnifeTTModel = knife_models_items[Settings::Skin::knf_tt_model];
  288. KnifeCTModel += " Skin##KCT";
  289. KnifeTTModel += " Skin##KTT";
  290. ImGui::SliderFloat( "Knife CT Wear" , &g_SkinChangerCfg[WEAPON_KNIFE].flFallbackWear , 0.f , 1.f );
  291. ImGui::Combo( "Knife CT Qality" , &g_SkinChangerCfg[WEAPON_KNIFE].iEntityQuality , quality_items , IM_ARRAYSIZE( quality_items ) );
  292. ImGui::ComboBoxArray( KnifeCTModel.c_str() , &iSelectKnifeCTSkinIndex , KnifeSkins[iKnifeCTModelIndex].SkinNames );
  293. ImGui::Separator();
  294. ImGui::SliderFloat( "Knife TT Wear" , &g_SkinChangerCfg[WEAPON_KNIFE_T].flFallbackWear , 0.f , 1.f );
  295. ImGui::Combo( "Knife TT Qality" , &g_SkinChangerCfg[WEAPON_KNIFE_T].iEntityQuality , quality_items , IM_ARRAYSIZE( quality_items ) );
  296. ImGui::ComboBoxArray( KnifeTTModel.c_str() , &iSelectKnifeTTSkinIndex , KnifeSkins[iKnifeTTModelIndex].SkinNames );
  297. ImGui::Separator();
  298. static int iOldWeaponID = -1;
  299. ImGui::Combo( "Weapon##WeaponSelect" , &iWeaponID , pWeaponData , IM_ARRAYSIZE( pWeaponData ) );
  300. iWeaponSelectIndex = pWeaponItemIndexData[iWeaponID];
  301. if ( iOldWeaponID != iWeaponID )
  302. iWeaponSelectSkinIndex = GetWeaponSkinIndexFromPaintKit( g_SkinChangerCfg[iWeaponSelectIndex].nFallbackPaintKit );
  303. iOldWeaponID = iWeaponID;
  304. string WeaponSkin = pWeaponData[iWeaponID];
  305. WeaponSkin += " Skin";
  306. ImGui::ComboBoxArray( WeaponSkin.c_str() , &iWeaponSelectSkinIndex , WeaponSkins[iWeaponID].SkinNames );
  307. ImGui::Combo( "Weapon Qality" , &g_SkinChangerCfg[pWeaponItemIndexData[iWeaponID]].iEntityQuality , quality_items , IM_ARRAYSIZE( quality_items ) );
  308. ImGui::SliderFloat( "Weapon Wear" , &g_SkinChangerCfg[pWeaponItemIndexData[iWeaponID]].flFallbackWear , 0.f , 1.f );
  309. ImGui::InputInt( "Weapon StatTrak" , &g_SkinChangerCfg[pWeaponItemIndexData[iWeaponID]].nFallbackStatTrak , 1 , 100 , ImGuiInputTextFlags_CharsDecimal );
  310. ImGui::Separator();
  311. ImGui::Combo( "Gloves Skin" , &Settings::Skin::gloves_skin , gloves_listbox_items ,
  312. IM_ARRAYSIZE( gloves_listbox_items ) );
  313. ImGui::Separator();
  314. ImGui::PopItemWidth();
  315. if ( ImGui::Button( "Apply##Skin" ) )
  316. {
  317. g_SkinChangerCfg[iWeaponSelectIndex].nFallbackPaintKit = WeaponSkins[iWeaponID].SkinPaintKit[iWeaponSelectSkinIndex];
  318. Settings::Skin::knf_ct_skin = KnifeSkins[iKnifeCTModelIndex].SkinPaintKit[iSelectKnifeCTSkinIndex];
  319. Settings::Skin::knf_tt_skin = KnifeSkins[iKnifeTTModelIndex].SkinPaintKit[iSelectKnifeTTSkinIndex];
  320. ForceFullUpdate();
  321. }
  322. }
  323. if(ImGui::CollapsingHeader("Radar"))
  324. {
  325. ImGui::Checkbox( "Active" , &Settings::Radar::rad_Active );
  326. ImGui::SameLine();
  327. ImGui::Checkbox( "Team" , &Settings::Radar::rad_Team );
  328. ImGui::SameLine();
  329. ImGui::Checkbox( "Enemy" , &Settings::Radar::rad_Enemy );
  330. ImGui::SameLine();
  331. ImGui::Checkbox( "Sound" , &Settings::Radar::rad_Sound );
  332. ImGui::SameLine();
  333. ImGui::Checkbox( "InGame" , &Settings::Radar::rad_InGame );
  334. ImGui::Spacing();
  335. ImGui::Separator();
  336. ImGui::Spacing();
  337. ImGui::PushItemWidth( 339.f );
  338. ImGui::SliderInt( "Range" , &Settings::Radar::rad_Range , 1 , 5000 );
  339. ImGui::SliderInt( "Alpha" , &Settings::Radar::rad_Alpha , 1 , 255 );
  340. ImGui::Spacing();
  341. ImGui::Separator();
  342. ImGui::Spacing();
  343. ImGui::ColorEdit3( "Color CT" , Settings::Radar::rad_Color_CT );
  344. ImGui::ColorEdit3( "Color TT" , Settings::Radar::rad_Color_TT );
  345. ImGui::ColorEdit3( "Color Visible CT" , Settings::Radar::rad_Color_VCT );
  346. ImGui::ColorEdit3( "Color Visible TT" , Settings::Radar::rad_Color_VTT );
  347. ImGui::PopItemWidth();
  348. ImGui::Spacing();
  349. ImGui::Separator();
  350. ImGui::Spacing();
  351. }
  352. if(ImGui::CollapsingHeader("Config"))
  353. {
  354. static int iConfigSelect = 0;
  355. static int iMenuSheme = 1;
  356. static char ConfigName[64] = { 0 };
  357. ImGui::ComboBoxArray( "Select Config" , &iConfigSelect , ConfigList );
  358. ImGui::Separator();
  359. if ( ImGui::Button( "Load Config" ) )
  360. {
  361. Settings::LoadSettings( BaseDir + "\\" + ConfigList[iConfigSelect] );
  362. }
  363. ImGui::SameLine();
  364. if ( ImGui::Button( "Save Config" ) )
  365. {
  366. Settings::SaveSettings( BaseDir + "\\" + ConfigList[iConfigSelect] );
  367. }
  368. ImGui::SameLine();
  369. if ( ImGui::Button( "Refresh Config List" ) )
  370. {
  371. RefreshConfigs();
  372. }
  373. ImGui::Separator();
  374. ImGui::InputText( "Config Name" , ConfigName , 64 );
  375. if ( ImGui::Button( "Create & Save new Config" ) )
  376. {
  377. string ConfigFileName = ConfigName;
  378. if ( ConfigFileName.size() < 1 )
  379. {
  380. ConfigFileName = "settings";
  381. }
  382. Settings::SaveSettings( BaseDir + "\\" + ConfigFileName + ".ini" );
  383. RefreshConfigs();
  384. }
  385. ImGui::Separator();
  386. const char* ThemesList[] = { "Default" , "Red" };
  387. ImGui::Combo( "Menu Color Sheme" , &iMenuSheme , ThemesList , IM_ARRAYSIZE( ThemesList ) );
  388. ImGui::Separator();
  389. if ( ImGui::Button( "Apply Sheme" ) )
  390. {
  391. if ( iMenuSheme == 0 )
  392. {
  393. g_pGui->RedSheme();
  394. }
  395. }
  396. if(ImGui::CollapsingHeader("KnifeBot"))
  397. {
  398. ImGui::Checkbox( "Active" , &Settings::Knifebot::knf_Active );
  399. ImGui::Checkbox( "Attack Team" , &Settings::Knifebot::knf_Team );
  400. ImGui::Separator();
  401. string attack_1 = "Attack 1";
  402. string attack_2 = "Attack 2";
  403. string attack_3 = "Attack 1 + Attack 2";
  404. const char* items[] = { attack_1.c_str() , attack_2.c_str() , attack_3.c_str() };
  405. ImGui::Combo( "Attack type" , &Settings::Knifebot::knf_Attack , items , IM_ARRAYSIZE( items ) );
  406. ImGui::Separator();
  407. ImGui::SliderInt( "Dist to attack 1" , &Settings::Knifebot::knf_DistAttack , 1 , 100 );
  408. ImGui::SliderInt( "Dist to attack 2" , &Settings::Knifebot::knf_DistAttack2 , 1 , 100 );
  409. }
  410. }
  411. ImGui::End(); //End main window
  412. //You can add more windows here if you want, just follow the style above
  413. //Begin(...) to start a new window, End() to finish it
  414. //More about ImGui: https://github.com/ocornut/imgui
  415. }
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