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  1.  
  2.  
  3. if (current_rage_tab == 0)
  4. {
  5. if (ImGui::Begin("##AimbotMenuwdqwdqq", &open, ImVec2(750, 700), 255.f, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoScrollbar))
  6. {
  7. ImGui::TextColored(ImVec4(RGBA_TO_FLOAT(0, 125, 255, 255)), "Ragebot - Aimbot");
  8.  
  9. ImGui::Separator();
  10.  
  11. ImGui::Columns(2, "yes", false);
  12.  
  13. ImGui::BeginChild("Aimbot", ImVec2(355, 410), true);
  14. {
  15. ImGui::Checkbox("Enable", &config.rage.enabled);
  16. //ImGui::Checkbox("Experiemental Resolving", &config.rage.experiemental_resolver);
  17.  
  18. ImGui::Combo("Select Weapon", &weapon_select, "AUTO SNIPER\0SCOUT\0AWP\0PISTOL\0HEAVY\0OTHER\0");
  19.  
  20. switch (weapon_select)
  21. {
  22. case 0: ImGui::Checkbox("Auto Shoot", &config.rage.auto_snipe.auto_shoot); break;
  23. case 1: ImGui::Checkbox("Auto Shoot", &config.rage.scout.auto_shoot); break;
  24. case 2: ImGui::Checkbox("Auto Shoot", &config.rage.awp.auto_shoot); break;
  25. case 3: ImGui::Checkbox("Auto Shoot", &config.rage.pistol.auto_shoot); break;
  26. case 4: ImGui::Checkbox("Auto Shoot", &config.rage.heavy.auto_shoot); break;
  27. case 5: ImGui::Checkbox("Auto Shoot", &config.rage.misc.auto_shoot); break;
  28. }
  29.  
  30.  
  31. // ImGui::Combo("AutoStop", &config.rage.auto_stop, "Minimal\0Full\0");
  32.  
  33. ImGui::Checkbox("Adaptive History Backtrack", &config.rage.adaptive_history_backtrack);
  34.  
  35. ImGui::Combo("History Type", &config.rage.backtrack_mode, "Standard\0Last\0");
  36.  
  37. switch (weapon_select)
  38. {
  39. case 0:
  40. {
  41. ImGui::SliderFloat("Hitchance Head", &config.rage.auto_snipe.hitchance_head, 0.f, 100.f, "%1.f", 1.f);
  42. ImGui::SliderFloat("Hitchance Body", &config.rage.auto_snipe.hitchance_body, 0.f, 100.f, "%1.f", 1.f);
  43. ImGui::SliderFloat("Minimum damage", &config.rage.auto_snipe.min_dmg, 0.f, 100.f, "%1.f", 1.f);
  44. ImGui::SliderFloat("Optimize Framerate", &config.rage.auto_snipe.optimize_fps, 0.f, 300.f, "%1.f", 1.f);
  45.  
  46.  
  47. }
  48. break;
  49. case 1:
  50. {
  51. ImGui::SliderFloat("Hitchance Head", &config.rage.scout.hitchance_head, 0.f, 100.f, "%1.f", 1.f);
  52. ImGui::SliderFloat("Hitchance Body", &config.rage.scout.hitchance_body, 0.f, 100.f, "%1.f", 1.f);
  53. ImGui::SliderFloat("Minimum damage", &config.rage.scout.min_dmg, 0.f, 105.f, "%1.f", 1.f);
  54. ImGui::SliderFloat("Optimize Framerate", &config.rage.scout.optimize_fps, 0.f, 300.f, "%1.f", 1.f);
  55.  
  56. }
  57. break;
  58. case 2:
  59. {
  60. ImGui::SliderFloat("Hitchance Head", &config.rage.awp.hitchance_head, 0.f, 100.f, "%1.f", 1.f);
  61. ImGui::SliderFloat("Hitchance Body", &config.rage.awp.hitchance_body, 0.f, 100.f, "%1.f", 1.f);
  62. ImGui::SliderFloat("Minimum damage", &config.rage.awp.min_dmg, 0.f, 105.f, "%1.f", 1.f);
  63. ImGui::SliderFloat("Optimize Framerate", &config.rage.awp.optimize_fps, 0.f, 300.f, "%1.f", 1.f);
  64. }
  65. break;
  66. case 3:
  67. {
  68. ImGui::SliderFloat("Hitchance Head", &config.rage.pistol.hitchance_head, 0.f, 100.f, "%1.f", 1.f);
  69. ImGui::SliderFloat("Hitchance Body", &config.rage.pistol.hitchance_body, 0.f, 100.f, "%1.f", 1.f);
  70.  
  71. ImGui::SliderFloat("Minimum damage", &config.rage.pistol.min_dmg, 0.f, 105.f, "%1.f", 1.f);
  72. ImGui::SliderFloat("Optimize Framerate", &config.rage.pistol.optimize_fps, 0.f, 300.f, "%1.f", 1.f);
  73.  
  74. }
  75. break;
  76. case 4:
  77. {
  78. ImGui::SliderFloat("Hitchance Head", &config.rage.heavy.hitchance_head, 0.f, 100.f, "%1.f", 1.f);
  79. ImGui::SliderFloat("Hitchance Body", &config.rage.heavy.hitchance_body, 0.f, 100.f, "%1.f", 1.f);
  80.  
  81. ImGui::SliderFloat("Minimum damage", &config.rage.heavy.min_dmg, 0.f, 105.f, "%1.f", 1.f);
  82. ImGui::SliderFloat("Optimize Framerate", &config.rage.heavy.optimize_fps, 0.f, 300.f, "%1.f", 1.f);
  83.  
  84.  
  85. }
  86. break;
  87. case 5:
  88. {
  89. ImGui::SliderFloat("Hitchance Head", &config.rage.misc.hitchance_head, 0.f, 100.f, "%1.f", 1.f);
  90. ImGui::SliderFloat("Hitchance Body", &config.rage.misc.hitchance_body, 0.f, 100.f, "%1.f", 1.f);
  91.  
  92. ImGui::SliderFloat("Minimum damage", &config.rage.misc.min_dmg, 0.f, 100.f, "%1.f", 1.f);
  93. ImGui::SliderFloat("Optimize Framerate", &config.rage.misc.optimize_fps, 0.f, 300.f, "%1.f", 1.f);
  94.  
  95.  
  96. }
  97. break;
  98. }
  99. } ImGui::EndChild();
  100.  
  101. ImGui::BeginChild("Advanced", ImVec2(355, 200), true | ImGuiWindowFlags_NoScrollbar);
  102. {
  103. static int modification;
  104.  
  105. ImGui::Combo("Mode", &modification, "OnShot\0Baim\0Health\0");
  106.  
  107. if (modification == 0)
  108. {
  109. switch (weapon_select)
  110. {
  111. case 0:
  112. {
  113. ImGui::Checkbox("Head aim only when enemy firing", &config.rage.auto_snipe.head_aim_only_while_firing);
  114.  
  115. if (config.rage.auto_snipe.head_aim_only_while_firing)
  116. {
  117. ImGui::Checkbox("Override Head Aim If Baim", &config.rage.auto_snipe.override_head_aim_only);
  118.  
  119. ImGui::BeginChild("On-Shot Hitboxes", ImVec2(0, 70), true, ImGuiWindowFlags_NoScrollbar);
  120.  
  121. ImGui::Selectable("Head", &config.rage.auto_snipe.on_shot_hitscan_head);
  122. ImGui::Selectable("Body", &config.rage.auto_snipe.on_shot_hitscan_body);
  123.  
  124. ImGui::EndChild();
  125. }
  126. }
  127. break;
  128. case 1:
  129. {
  130. ImGui::Checkbox("Head aim only when enemy firing", &config.rage.scout.head_aim_only_while_firing);
  131.  
  132. if (config.rage.scout.head_aim_only_while_firing)
  133. {
  134. ImGui::Checkbox("Override Head Aim If Baim", &config.rage.scout.override_head_aim_only);
  135.  
  136. ImGui::BeginChild("On-Shot Hitboxes", ImVec2(0, 70), true, ImGuiWindowFlags_NoScrollbar);
  137.  
  138. ImGui::Selectable("Head", &config.rage.scout.on_shot_hitscan_head);
  139. ImGui::Selectable("Body", &config.rage.scout.on_shot_hitscan_body);
  140.  
  141. ImGui::EndChild();
  142. }
  143. }
  144. break;
  145. case 2:
  146. {
  147. ImGui::Checkbox("Head aim only when enemy firing", &config.rage.awp.head_aim_only_while_firing);
  148.  
  149. if (config.rage.awp.head_aim_only_while_firing)
  150. {
  151. ImGui::Checkbox("Override Head Aim If Baim", &config.rage.awp.override_head_aim_only);
  152.  
  153. ImGui::BeginChild("On-Shot Hitboxes", ImVec2(0, 70), true, ImGuiWindowFlags_NoScrollbar);
  154.  
  155. ImGui::Selectable("Head", &config.rage.awp.on_shot_hitscan_head);
  156. ImGui::Selectable("Body", &config.rage.awp.on_shot_hitscan_body);
  157.  
  158. ImGui::EndChild();
  159. }
  160. }
  161. break;
  162. case 3:
  163. {
  164. ImGui::Checkbox("Head aim only when enemy firing", &config.rage.pistol.head_aim_only_while_firing);
  165.  
  166. if (config.rage.pistol.head_aim_only_while_firing)
  167. {
  168. ImGui::Checkbox("Override Head Aim If Baim", &config.rage.pistol.override_head_aim_only);
  169.  
  170. ImGui::BeginChild("On-Shot Hitboxes", ImVec2(0, 70), true, ImGuiWindowFlags_NoScrollbar);
  171.  
  172. ImGui::Selectable("Head", &config.rage.pistol.on_shot_hitscan_head);
  173. ImGui::Selectable("Body", &config.rage.pistol.on_shot_hitscan_body);
  174.  
  175.  
  176. ImGui::EndChild();
  177. }
  178. }
  179. break;
  180. case 4:
  181. {
  182. ImGui::Checkbox("Head aim only when enemy firing", &config.rage.heavy.head_aim_only_while_firing);
  183.  
  184. if (config.rage.heavy.head_aim_only_while_firing)
  185. {
  186. ImGui::Checkbox("Override Head Aim If Baim", &config.rage.heavy.override_head_aim_only);
  187.  
  188. ImGui::BeginChild("On-Shot Hitboxes", ImVec2(0, 70), true, ImGuiWindowFlags_NoScrollbar);
  189.  
  190. ImGui::Selectable("Head", &config.rage.heavy.on_shot_hitscan_head);
  191. ImGui::Selectable("Body", &config.rage.heavy.on_shot_hitscan_body);
  192.  
  193. ImGui::EndChild();
  194. }
  195. }
  196. break;
  197. case 5:
  198. {
  199. ImGui::Checkbox("Head aim only when enemy firing", &config.rage.misc.head_aim_only_while_firing);
  200.  
  201. if (config.rage.misc.head_aim_only_while_firing)
  202. {
  203. ImGui::Checkbox("Override Head Aim If Baim", &config.rage.misc.override_head_aim_only);
  204.  
  205. ImGui::BeginChild("On-Shot Hitboxes", ImVec2(0, 70), true, ImGuiWindowFlags_NoScrollbar);
  206.  
  207. ImGui::Selectable("Head", &config.rage.misc.on_shot_hitscan_head);
  208. ImGui::Selectable("Body", &config.rage.misc.on_shot_hitscan_body);
  209.  
  210. ImGui::EndChild();
  211. }
  212. }
  213. break;
  214. }
  215. }
  216. if (modification == 1)
  217. {
  218. switch (weapon_select)
  219. {
  220. case 0:
  221. {
  222. ImGui::Checkbox("Smart Body", &config.rage.auto_snipe.smart_aim);
  223.  
  224. ImGui::SliderInt("Body Aim HP", &config.rage.auto_snipe.body_aim_health, 0, 100);
  225.  
  226. ImGui::BeginChild("Body Modes", ImVec2(0, 70), true, ImGuiWindowFlags_AlwaysVerticalScrollbar);
  227.  
  228. ImGui::Selectable("In Air", &config.rage.auto_snipe.body_aim_in_air);
  229. ImGui::Selectable("Lethal", &config.rage.auto_snipe.body_aim_lethal);
  230. ImGui::Selectable("Slow Walk", &config.rage.auto_snipe.body_aim_slow_walk);
  231. ImGui::Selectable("If not on shot", &config.rage.auto_snipe.body_aim_if_not_on_shot);
  232.  
  233. ImGui::EndChild();
  234.  
  235. }
  236. break;
  237. case 1:
  238. {
  239. ImGui::Checkbox("Smart Body", &config.rage.scout.smart_aim);
  240.  
  241. ImGui::SliderInt("Body Aim HP", &config.rage.scout.body_aim_health, 0, 100);
  242.  
  243. ImGui::BeginChild("Body Modes", ImVec2(0, 70), true, ImGuiWindowFlags_AlwaysVerticalScrollbar);
  244.  
  245.  
  246. ImGui::Selectable("In Air", &config.rage.scout.body_aim_in_air);
  247. ImGui::Selectable("Lethal", &config.rage.scout.body_aim_lethal);
  248. ImGui::Selectable("Slow Walk", &config.rage.scout.body_aim_slow_walk);
  249. ImGui::Selectable("If not on shot", &config.rage.scout.body_aim_if_not_on_shot);
  250.  
  251. ImGui::EndChild();
  252.  
  253. }
  254. break;
  255. case 2:
  256. {
  257. ImGui::Checkbox("Smart Body", &config.rage.awp.smart_aim);
  258.  
  259. ImGui::SliderInt("Body Aim HP", &config.rage.awp.body_aim_health, 0, 100);
  260.  
  261.  
  262. ImGui::BeginChild("Body Modes", ImVec2(0, 70), true, ImGuiWindowFlags_AlwaysVerticalScrollbar);
  263.  
  264. ImGui::Selectable("In Air", &config.rage.awp.body_aim_in_air);
  265. ImGui::Selectable("Lethal", &config.rage.awp.body_aim_lethal);
  266. ImGui::Selectable("Slow Walk", &config.rage.awp.body_aim_slow_walk);
  267. ImGui::Selectable("If not on shot", &config.rage.awp.body_aim_if_not_on_shot);
  268.  
  269. ImGui::EndChild();
  270.  
  271. }
  272. break;
  273. case 3:
  274. {
  275. ImGui::Checkbox("Smart Body", &config.rage.pistol.smart_aim);
  276.  
  277. ImGui::SliderInt("Body Aim HP", &config.rage.pistol.body_aim_health, 0, 100);
  278.  
  279. ImGui::BeginChild("Body Modes", ImVec2(0, 70), true, ImGuiWindowFlags_AlwaysVerticalScrollbar);
  280.  
  281. ImGui::Selectable("In Air", &config.rage.pistol.body_aim_in_air);
  282. ImGui::Selectable("Lethal", &config.rage.pistol.body_aim_lethal);
  283. ImGui::Selectable("Slow Walk", &config.rage.pistol.body_aim_slow_walk);
  284. ImGui::Selectable("If not on shot", &config.rage.pistol.body_aim_if_not_on_shot);
  285.  
  286. ImGui::EndChild();
  287.  
  288. }
  289. break;
  290. case 4:
  291. {
  292. ImGui::Checkbox("Smart Body", &config.rage.heavy.smart_aim);
  293.  
  294. ImGui::SliderInt("Body Aim HP", &config.rage.heavy.body_aim_health, 0, 100);
  295.  
  296. ImGui::BeginChild("Body Modes", ImVec2(0, 70), true, ImGuiWindowFlags_AlwaysVerticalScrollbar);
  297.  
  298. ImGui::Selectable("In Air", &config.rage.heavy.body_aim_in_air);
  299. ImGui::Selectable("Lethal", &config.rage.heavy.body_aim_lethal);
  300. ImGui::Selectable("Slow Walk", &config.rage.heavy.body_aim_slow_walk);
  301. ImGui::Selectable("If not on shot", &config.rage.heavy.body_aim_if_not_on_shot);
  302.  
  303. ImGui::EndChild();
  304.  
  305. }
  306. break;
  307. case 5:
  308. {
  309. ImGui::Checkbox("Smart Body", &config.rage.misc.smart_aim);
  310.  
  311. ImGui::SliderInt("Body Aim HP", &config.rage.misc.body_aim_health, 0, 100);
  312.  
  313. ImGui::BeginChild("Body Modes", ImVec2(0, 70), true, ImGuiWindowFlags_AlwaysVerticalScrollbar);
  314.  
  315. ImGui::Selectable("In Air", &config.rage.misc.body_aim_in_air);
  316. ImGui::Selectable("Lethal", &config.rage.misc.body_aim_lethal);
  317. ImGui::Selectable("Slow Walk", &config.rage.misc.body_aim_slow_walk);
  318. ImGui::Selectable("If not on shot", &config.rage.misc.body_aim_if_not_on_shot);
  319.  
  320. ImGui::EndChild();
  321.  
  322. }
  323. break;
  324. }
  325. }
  326.  
  327. if (modification == 2)
  328. {
  329.  
  330.  
  331. switch (weapon_select)
  332. {
  333. case 0:
  334. {
  335.  
  336. ImGui::Checkbox("Hp +", &config.rage.auto_snipe.min_dmg_hp);
  337.  
  338. ImGui::SliderInt("Hp + damage", &config.rage.auto_snipe.min_dmg_hp_slider, 1, 5);
  339.  
  340. ImGui::SliderFloat("Hp+ if x health", &config.rage.auto_snipe.hp, 0.f, 100.f, "%1.f", 1.f);
  341.  
  342. ImGui::SliderFloat("Override Health", &config.rage.auto_snipe.hp_health_override, 0.f, 100.f, "%1.f", 1.f);
  343.  
  344. ImGui::SliderFloat("Head Hitchance", &config.rage.auto_snipe.hp_head_hitchance, 0.f, 100.f, "%1.f", 1.f);
  345.  
  346. ImGui::SliderFloat("Body Hitchance", &config.rage.auto_snipe.hp_body_hitchance, 0.f, 100.f, "%1.f", 1.f);
  347.  
  348. ImGui::SliderFloat("Min Damage", &config.rage.auto_snipe.hp_mindmg, 0.f, 100.f, "%1.f", 1.f);
  349.  
  350. }
  351. break;
  352. case 1:
  353. {
  354.  
  355. ImGui::Checkbox("Hp +", &config.rage.scout.min_dmg_hp);
  356.  
  357. ImGui::SliderInt("Hp + damage", &config.rage.scout.min_dmg_hp_slider, 1, 5);
  358.  
  359. ImGui::SliderFloat("Hp+ if x health", &config.rage.scout.hp, 0.f, 100.f, "%1.f", 1.f);
  360.  
  361. ImGui::SliderFloat("Override Health", &config.rage.scout.hp_health_override, 0.f, 100.f, "%1.f", 1.f);
  362.  
  363. ImGui::SliderFloat("Head Hitchance", &config.rage.scout.hp_head_hitchance, 0.f, 100.f, "%1.f", 1.f);
  364.  
  365. ImGui::SliderFloat("Body Hitchance", &config.rage.scout.hp_body_hitchance, 0.f, 100.f, "%1.f", 1.f);
  366.  
  367. ImGui::SliderFloat("Min Damage", &config.rage.scout.hp_mindmg, 0.f, 100.f, "%1.f", 1.f);
  368.  
  369.  
  370.  
  371. }
  372. break;
  373. case 2:
  374. {
  375.  
  376. ImGui::Checkbox("Hp +", &config.rage.awp.min_dmg_hp);
  377.  
  378. ImGui::SliderInt("Hp + damage", &config.rage.awp.min_dmg_hp_slider, 1, 5);
  379.  
  380. ImGui::SliderFloat("Hp+ if x health", &config.rage.awp.hp, 0.f, 100.f, "%1.f", 1.f);
  381.  
  382. ImGui::SliderFloat("Override Health", &config.rage.awp.hp_health_override, 0.f, 100.f, "%1.f", 1.f);
  383.  
  384. ImGui::SliderFloat("Head Hitchance", &config.rage.awp.hp_head_hitchance, 0.f, 100.f, "%1.f", 1.f);
  385.  
  386. ImGui::SliderFloat("Body Hitchance", &config.rage.awp.hp_body_hitchance, 0.f, 100.f, "%1.f", 1.f);
  387.  
  388. ImGui::SliderFloat("Min Damage", &config.rage.awp.hp_mindmg, 0.f, 100.f, "%1.f", 1.f);
  389.  
  390.  
  391.  
  392. }
  393. break;
  394. case 3:
  395. {
  396.  
  397. ImGui::Checkbox("Hp +", &config.rage.pistol.min_dmg_hp);
  398.  
  399. ImGui::SliderInt("Hp + damage", &config.rage.pistol.min_dmg_hp_slider, 1, 5);
  400.  
  401. ImGui::SliderFloat("Hp+ if x health", &config.rage.pistol.hp, 0.f, 100.f, "%1.f", 1.f);
  402.  
  403. ImGui::SliderFloat("Override Health", &config.rage.pistol.hp_health_override, 0.f, 100.f, "%1.f", 1.f);
  404.  
  405. ImGui::SliderFloat("Head Hitchance", &config.rage.pistol.hp_head_hitchance, 0.f, 100.f, "%1.f", 1.f);
  406.  
  407. ImGui::SliderFloat("Body Hitchance", &config.rage.pistol.hp_body_hitchance, 0.f, 100.f, "%1.f", 1.f);
  408.  
  409. ImGui::SliderFloat("Min Damage", &config.rage.pistol.hp_mindmg, 0.f, 100.f, "%1.f", 1.f);
  410.  
  411.  
  412.  
  413. }
  414. break;
  415. case 4:
  416. {
  417.  
  418. ImGui::Checkbox("Hp +", &config.rage.heavy.min_dmg_hp);
  419.  
  420. ImGui::SliderInt("Hp + damage", &config.rage.heavy.min_dmg_hp_slider, 1, 5);
  421.  
  422. ImGui::SliderFloat("Hp+ if x health", &config.rage.heavy.hp, 0.f, 100.f, "%1.f", 1.f);
  423.  
  424. ImGui::SliderFloat("Override Health", &config.rage.heavy.hp_health_override, 0.f, 100.f, "%1.f", 1.f);
  425.  
  426. ImGui::SliderFloat("Head Hitchance", &config.rage.heavy.hp_head_hitchance, 0.f, 100.f, "%1.f", 1.f);
  427.  
  428. ImGui::SliderFloat("Body Hitchance", &config.rage.heavy.hp_body_hitchance, 0.f, 100.f, "%1.f", 1.f);
  429.  
  430. ImGui::SliderFloat("Min Damage", &config.rage.heavy.hp_mindmg, 0.f, 100.f, "%1.f", 1.f);
  431.  
  432.  
  433.  
  434. }
  435. break;
  436. case 5:
  437. {
  438.  
  439. ImGui::Checkbox("Hp +", &config.rage.misc.min_dmg_hp);
  440.  
  441. ImGui::SliderInt("Hp + damage", &config.rage.misc.min_dmg_hp_slider, 1, 5);
  442.  
  443. ImGui::SliderFloat("Hp+ if x health", &config.rage.misc.hp, 0.f, 100.f, "%1.f", 1.f);
  444.  
  445. ImGui::SliderFloat("Override Health", &config.rage.misc.hp_health_override, 0.f, 100.f, "%1.f", 1.f);
  446.  
  447. ImGui::SliderFloat("Head Hitchance", &config.rage.misc.hp_head_hitchance, 0.f, 100.f, "%1.f", 1.f);
  448.  
  449. ImGui::SliderFloat("Body Hitchance", &config.rage.misc.hp_body_hitchance, 0.f, 100.f, "%1.f", 1.f);
  450.  
  451. ImGui::SliderFloat("Min Damage", &config.rage.misc.hp_mindmg, 0.f, 100.f, "%1.f", 1.f);
  452.  
  453.  
  454.  
  455. }
  456. break;
  457.  
  458.  
  459.  
  460. }
  461.  
  462. }
  463.  
  464.  
  465. ImGui::EndChild();
  466.  
  467.  
  468. }
  469.  
  470.  
  471.  
  472.  
  473.  
  474. ImGui::NextColumn();
  475.  
  476. ImGui::BeginChild("Hitscan", ImVec2(350, 410), true);
  477. {
  478. static int hitscan_type;
  479.  
  480. switch (weapon_select)
  481. {
  482. case 0:
  483. {
  484. ImGui::BeginChild("Hitscan", ImVec2(0, 190), true, ImGuiWindowFlags_NoScrollbar);
  485.  
  486. ImGui::Combo("Mode", &hitscan_type, "Standing\0Moving\0");
  487.  
  488. ImGui::Spacing();
  489.  
  490. if (hitscan_type == 0)
  491. {
  492. ImGui::Selectable("Head", &config.rage.auto_snipe.hitscan_head);
  493. ImGui::Selectable("Chest", &config.rage.auto_snipe.hitscan_chest);
  494. ImGui::Selectable("Stomach", &config.rage.auto_snipe.hitscan_stomach);
  495. ImGui::Selectable("Pelvis", &config.rage.auto_snipe.hitscan_pelvis);
  496. ImGui::Selectable("Legs", &config.rage.auto_snipe.hitscan_legs);
  497. ImGui::Selectable("Toes", &config.rage.auto_snipe.hitscan_feet);
  498. }
  499.  
  500.  
  501. ImGui::EndChild();
  502.  
  503. }
  504. break;
  505. case 1:
  506. {
  507. ImGui::BeginChild("Hitscan", ImVec2(0, 130), true, ImGuiWindowFlags_AlwaysVerticalScrollbar);
  508.  
  509. ImGui::Combo("Mode", &hitscan_type, "Standing\0Moving\0");
  510.  
  511. ImGui::Spacing();
  512.  
  513. if (hitscan_type == 0)
  514. {
  515. ImGui::Selectable("Head", &config.rage.scout.hitscan_head);
  516. ImGui::Selectable("Chest", &config.rage.scout.hitscan_chest);
  517. ImGui::Selectable("Stomach", &config.rage.scout.hitscan_stomach);
  518. ImGui::Selectable("Pelvis", &config.rage.scout.hitscan_pelvis);
  519. ImGui::Selectable("Legs", &config.rage.scout.hitscan_legs);
  520. ImGui::Selectable("Toes", &config.rage.scout.hitscan_feet);
  521. }
  522.  
  523.  
  524. ImGui::EndChild();
  525.  
  526.  
  527. }
  528. break;
  529. case 2:
  530. {
  531. ImGui::BeginChild("Hitscan", ImVec2(0, 130), true, ImGuiWindowFlags_AlwaysVerticalScrollbar);
  532.  
  533. ImGui::Combo("Mode", &hitscan_type, "Standing\0Moving\0");
  534.  
  535. ImGui::Spacing();
  536.  
  537. if (hitscan_type == 0)
  538. {
  539. ImGui::Selectable("Head", &config.rage.awp.hitscan_head);
  540. ImGui::Selectable("Chest", &config.rage.awp.hitscan_chest);
  541. ImGui::Selectable("Stomach", &config.rage.awp.hitscan_stomach);
  542. ImGui::Selectable("Pelvis", &config.rage.awp.hitscan_pelvis);
  543. ImGui::Selectable("Legs", &config.rage.awp.hitscan_legs);
  544. ImGui::Selectable("Toes", &config.rage.awp.hitscan_feet);
  545. }
  546.  
  547.  
  548. ImGui::EndChild();
  549.  
  550. }
  551. break;
  552. case 3:
  553. {
  554. ImGui::BeginChild("Hitscan", ImVec2(0, 130), true, ImGuiWindowFlags_AlwaysVerticalScrollbar);
  555.  
  556. ImGui::Combo("Mode", &hitscan_type, "Standing\0Moving\0");
  557.  
  558. ImGui::Spacing();
  559.  
  560. if (hitscan_type == 0)
  561. {
  562. ImGui::Selectable("Head", &config.rage.pistol.hitscan_head);
  563. ImGui::Selectable("Chest", &config.rage.pistol.hitscan_chest);
  564. ImGui::Selectable("Stomach", &config.rage.pistol.hitscan_stomach);
  565. ImGui::Selectable("Pelvis", &config.rage.pistol.hitscan_pelvis);
  566. ImGui::Selectable("Legs", &config.rage.pistol.hitscan_legs);
  567. ImGui::Selectable("Toes", &config.rage.pistol.hitscan_feet);
  568. }
  569.  
  570. ImGui::EndChild();
  571.  
  572.  
  573.  
  574. }
  575. break;
  576. case 4:
  577. {
  578.  
  579. ImGui::BeginChild("Hitscan", ImVec2(0, 130), true, ImGuiWindowFlags_AlwaysVerticalScrollbar);
  580.  
  581. ImGui::Combo("Mode", &hitscan_type, "Standing\0Moving\0");
  582.  
  583. ImGui::Spacing();
  584.  
  585. if (hitscan_type == 0)
  586. {
  587. ImGui::Selectable("Head", &config.rage.heavy.hitscan_head);
  588. ImGui::Selectable("Chest", &config.rage.heavy.hitscan_chest);
  589. ImGui::Selectable("Stomach", &config.rage.heavy.hitscan_stomach);
  590. ImGui::Selectable("Pelvis", &config.rage.heavy.hitscan_pelvis);
  591. ImGui::Selectable("Legs", &config.rage.heavy.hitscan_legs);
  592. ImGui::Selectable("Toes", &config.rage.heavy.hitscan_feet);
  593. }
  594.  
  595. }
  596.  
  597. break;
  598. case 5:
  599. {
  600. ImGui::BeginChild("Hitscan", ImVec2(0, 130), true, ImGuiWindowFlags_AlwaysVerticalScrollbar);
  601.  
  602. ImGui::Combo("Mode", &hitscan_type, "Standing\0Moving\0");
  603.  
  604. ImGui::Spacing();
  605.  
  606. if (hitscan_type == 0)
  607. {
  608. ImGui::Selectable("Head", &config.rage.misc.hitscan_head);
  609. ImGui::Selectable("Chest", &config.rage.misc.hitscan_chest);
  610. ImGui::Selectable("Stomach", &config.rage.misc.hitscan_stomach);
  611. ImGui::Selectable("Pelvis", &config.rage.misc.hitscan_pelvis);
  612. ImGui::Selectable("Legs", &config.rage.misc.hitscan_legs);
  613. ImGui::Selectable("Toes", &config.rage.misc.hitscan_feet);
  614. }
  615.  
  616.  
  617. ImGui::EndChild();
  618.  
  619.  
  620. break;
  621. }
  622.  
  623. }ImGui::EndChild();
  624.  
  625. ImGui::BeginChild("Filters", ImVec2(350, 200), true);
  626. {
  627. switch (weapon_select)
  628. {
  629. case 0:
  630. {
  631.  
  632. ImGui::Hotkey("Force Body Key", &config.rage.auto_snipe.body_aim_key, ImVec2(150, 25));
  633. ImGui::Hotkey("Force Head Key", &config.rage.auto_snipe.head_aim_key, ImVec2(150, 25));
  634.  
  635. ImGui::SliderInt("Body X Missed Resolver", &config.rage.auto_snipe.body_after_x_missed_resolver, 0, 5);
  636. ImGui::SliderInt("Body X Missed Spread", &config.rage.auto_snipe.body_after_x_missed_spread, 0, 20);
  637.  
  638. }
  639. break;
  640. case 1:
  641. {
  642. ImGui::Hotkey("Force Body Key", &config.rage.scout.body_aim_key, ImVec2(150, 25));
  643. ImGui::Hotkey("Force Head Key", &config.rage.scout.head_aim_key, ImVec2(150, 25));
  644.  
  645. ImGui::SliderInt("Body After X Missed Resolver", &config.rage.scout.body_after_x_missed_resolver, 0, 5);
  646. ImGui::SliderInt("Body After X Missed Spread", &config.rage.scout.body_after_x_missed_spread, 0, 20);
  647.  
  648. }
  649. break;
  650. case 2:
  651. {
  652.  
  653. ImGui::Hotkey("Force Body Key", &config.rage.awp.body_aim_key, ImVec2(150, 25));
  654. ImGui::Hotkey("Force Head Key", &config.rage.awp.head_aim_key, ImVec2(150, 25));
  655.  
  656. ImGui::SliderInt("Body After X Missed Resolver", &config.rage.awp.body_after_x_missed_resolver, 0, 5);
  657. ImGui::SliderInt("Body After X Missed Spread", &config.rage.awp.body_after_x_missed_spread, 0, 20);
  658. }
  659. break;
  660. case 3:
  661. {
  662.  
  663. ImGui::Hotkey("Force Body Key", &config.rage.pistol.body_aim_key, ImVec2(150, 25));
  664. ImGui::Hotkey("Force Head Key", &config.rage.pistol.head_aim_key, ImVec2(150, 25));
  665.  
  666. ImGui::SliderInt("Body After X Missed Resolver", &config.rage.pistol.body_after_x_missed_resolver, 0, 5);
  667. ImGui::SliderInt("Body After X Missed Spread", &config.rage.pistol.body_after_x_missed_spread, 0, 20);
  668. }
  669. break;
  670. case 4:
  671. {
  672.  
  673. ImGui::Hotkey("Force Body Key", &config.rage.heavy.body_aim_key, ImVec2(150, 25));
  674. ImGui::Hotkey("Force Head Key", &config.rage.heavy.head_aim_key, ImVec2(150, 25));
  675.  
  676. ImGui::SliderInt("Body After X Missed Resolver", &config.rage.heavy.body_after_x_missed_resolver, 0, 5);
  677. ImGui::SliderInt("Body After X Missed Spread", &config.rage.heavy.body_after_x_missed_spread, 0, 20);
  678.  
  679. }
  680. break;
  681. case 5:
  682. {
  683.  
  684. ImGui::Hotkey("Force Body Key", &config.rage.misc.body_aim_key, ImVec2(150, 25));
  685. ImGui::Hotkey("Force Head Key", &config.rage.misc.head_aim_key, ImVec2(150, 25));
  686.  
  687. ImGui::SliderInt("Body After X Missed Resolver", &config.rage.misc.body_after_x_missed_resolver, 0, 5);
  688. ImGui::SliderInt("Body After X Missed Spread", &config.rage.misc.body_after_x_missed_spread, 0, 20);
  689.  
  690. }
  691. break;
  692. }
  693.  
  694. } ImGui::EndChild();
  695. }
  696.  
  697. ImGui::End();
  698.  
  699. }
  700. if (current_rage_tab == 1)
  701. {
  702. if (ImGui::Begin("##AntiAimMenu", &open, ImVec2(750, 650), 255.f, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoTitleBar))
  703. {
  704. ImGui::TextColored(ImVec4(RGBA_TO_FLOAT(0, 125, 255, 255)), "Ragebot - AntiAim/Fakelag");
  705.  
  706. ImGui::Separator();
  707.  
  708. ImGui::Columns(2, "yes", false);
  709.  
  710. ImGui::BeginChild("##misc", ImVec2(330, 500), true);
  711. {
  712. ImGui::Combo("Mode", &selected_mode, "Standing\0Moving\0Air\0Slowwalking\0");
  713.  
  714. if (selected_mode == 0)
  715. {
  716. ImGui::Checkbox("Enable", &config.rage.antiaim_settings.enabled);
  717.  
  718. ImGui::Text("Pitch");
  719. ImGui::Combo("##PitchModifier", &config.rage.antiaim_settings.pitch_mode, "Off\0Emotion\0Zero\0Up\0Custom\0");
  720. ImGui::SliderFloat("Custom Pitch", &config.rage.antiaim_settings.custom_pitch, -180.f, 180.f, "%1.f", 1.f);
  721.  
  722. ImGui::Spacing();
  723.  
  724. ImGui::Text("Yaw");
  725. ImGui::Combo("##YawModified", &config.rage.antiaim_settings.yaw_mode, "Off\0Static\0Jitter\0Hidden\0Manual\0");
  726. ImGui::SliderFloat("Yaw Add", &config.rage.antiaim_settings.yaw_add, -180.f, 180.f, "%1.f", 1.f);
  727.  
  728. if (config.rage.antiaim_settings.yaw_mode == 2)
  729. {
  730. ImGui::SliderFloat("Jitter Range", &config.rage.antiaim_settings.jitter_range, 0, 180.f, "%1.f", 1.f);
  731. // ImGui::SliderFloat("Jitter Speed", &config.rage.antiaim_settings.jitter_speed, 0, 100.f, "%1.f", 1.f);
  732. }
  733. ImGui::SliderFloat("Max Desync Delta", &config.rage.antiaim_settings.desync_delta, 0.f, 58.f, "%1.f", 1.f);
  734.  
  735. ImGui::Spacing();
  736. }
  737.  
  738. if (selected_mode == 1)
  739. {
  740. ImGui::Text("Pitch");
  741. ImGui::Combo("##PitchModifier", &config.rage.antiaim_settings.pitch_moving_mode, "Off\0Emotion\0Zero\0Up\0Custom\0");
  742. ImGui::SliderFloat("Custom Pitch", &config.rage.antiaim_settings.custom_moving_pitch, -180.f, 180.f, "%1.f", 1.f);
  743.  
  744. ImGui::Spacing();
  745.  
  746. ImGui::Text("Yaw");
  747. ImGui::Combo("##YawModified", &config.rage.antiaim_settings.yaw_moving_mode, "Off\0Static\0Jitter\0Hidden\0Manual\0");
  748. ImGui::SliderFloat("Yaw Add", &config.rage.antiaim_settings.yaw_moving_add, -180.f, 180.f, "%1.f", 1.f);
  749.  
  750. if (config.rage.antiaim_settings.yaw_moving_mode == 2)
  751. {
  752. ImGui::SliderFloat("Jitter Range", &config.rage.antiaim_settings.jitter_moving_range, 0, 180.f, "%1.f", 1.f);
  753. //ImGui::SliderFloat("Jitter Speed", &config.rage.antiaim_settings.jitter_moving_speed, 0, 100.f, "%1.f", 1.f);
  754. }
  755. ImGui::SliderFloat("Max Desync Delta", &config.rage.antiaim_settings.desync_moving_delta, 0.f, 58.f, "%1.f", 1.f);
  756.  
  757. ImGui::Spacing();
  758. }
  759. if (selected_mode == 2)
  760. {
  761. ImGui::Text("Pitch");
  762. ImGui::Combo("##PitchModifier", &config.rage.antiaim_settings.pitch_air_mode, "Off\0Emotion\0Zero\0Up\0Custom\0");
  763. ImGui::SliderFloat("Custom Pitch", &config.rage.antiaim_settings.custom_air_pitch, -180.f, 180.f, "%1.f", 1.f);
  764.  
  765. ImGui::Spacing();
  766.  
  767. ImGui::Text("Yaw");
  768. ImGui::Combo("##YawModified", &config.rage.antiaim_settings.yaw_air_mode, "Off\0Static\0Jitter\0Hidden\0Manual\0");
  769. ImGui::SliderFloat("Yaw Add", &config.rage.antiaim_settings.yaw_air_add, -180.f, 180.f, "%1.f", 1.f);
  770.  
  771. if (config.rage.antiaim_settings.yaw_air_mode == 2)
  772. {
  773. ImGui::SliderFloat("Jitter Range", &config.rage.antiaim_settings.jitter_air_range, 0, 180.f, "%1.f", 1.f);
  774. //ImGui::SliderFloat("Jitter Speed", &config.rage.antiaim_settings.jitter_moving_speed, 0, 100.f, "%1.f", 1.f);
  775. }
  776. ImGui::SliderFloat("Max Desync Delta", &config.rage.antiaim_settings.desync_air_delta, 0.f, 58.f, "%1.f", 1.f);
  777.  
  778. ImGui::Spacing();
  779. }
  780. if (selected_mode == 3)
  781. {
  782. ImGui::Text("Pitch");
  783. ImGui::Combo("##PitchModifier", &config.rage.antiaim_settings.pitch_slow_mode, "Off\0Emotion\0Zero\0Up\0Custom\0");
  784. ImGui::SliderFloat("Custom Pitch", &config.rage.antiaim_settings.custom_slow_pitch, -180.f, 180.f, "%1.f", 1.f);
  785.  
  786. ImGui::Spacing();
  787.  
  788. ImGui::Text("Yaw");
  789. ImGui::Combo("##YawModified", &config.rage.antiaim_settings.yaw_slow_mode, "Off\0Static\0Jitter\0Hidden\0Manual\0");
  790. ImGui::SliderFloat("Yaw Add", &config.rage.antiaim_settings.yaw_slow_add, -180.f, 180.f, "%1.f", 1.f);
  791.  
  792. if (config.rage.antiaim_settings.yaw_slow_mode == 2)
  793. {
  794. ImGui::SliderFloat("Jitter Range", &config.rage.antiaim_settings.jitter_slow_range, 0, 180.f, "%1.f", 1.f);
  795. //ImGui::SliderFloat("Jitter Speed", &config.rage.antiaim_settings.jitter_moving_speed, 0, 100.f, "%1.f", 1.f);
  796. }
  797. ImGui::SliderFloat("Max Desync Delta", &config.rage.antiaim_settings.desync_slow_delta, 0.f, 58.f, "%1.f", 1.f);
  798.  
  799. ImGui::Spacing();
  800. }
  801.  
  802. ImGui::Hotkey("Slow Walk Key", &config.rage.slow_walk, ImVec2(150, 25));
  803. ImGui::Hotkey("Fake Duck Key", &config.rage.fake_duck, ImVec2(150, 25));
  804. ImGui::Hotkey("Inverter Key", &config.misc.inverter, ImVec2(150, 25));
  805.  
  806.  
  807. } ImGui::EndChild();
  808.  
  809. ImGui::NextColumn();
  810.  
  811. ImGui::BeginChild("##presets", ImVec2(330, 500), true);
  812. {
  813. ImGui::Checkbox("Enable", &config.rage.fakelag_settings.enabled);
  814. ImGui::Checkbox("Automatic Fakelag", &config.rage.fakelag_settings.fake_lag_automatic);
  815. ImGui::Checkbox("Delay shot on peek", &config.rage.fakelag_settings.fake_lag_on_peek_delay);
  816.  
  817. ImGui::Checkbox("Disable On Shooting", &config.rage.fakelag_settings.disable_on_shooting);
  818. ImGui::Checkbox("Disable On Revolver", &config.rage.fakelag_settings.disable_on_revolver);
  819. ImGui::Checkbox("Disable On Taser", &config.rage.fakelag_settings.disable_on_tazer);
  820. ImGui::Checkbox("Disable On Grenade", &config.rage.fakelag_settings.disable_on_grenade);
  821. ImGui::Checkbox("Disable On Knife", &config.rage.fakelag_settings.disable_on_knife);
  822.  
  823. if (!config.rage.fakelag_settings.fake_lag_automatic)
  824. {
  825. ImGui::Spacing();
  826. ImGui::Spacing();
  827.  
  828. ImGui::Text("Standing");
  829. ImGui::SliderInt("##Value1", &config.rage.fakelag_settings.fake_lag_standing, 1, 16);
  830.  
  831. ImGui::Spacing();
  832.  
  833. ImGui::Text("Moving");
  834. ImGui::SliderInt("##Value2", &config.rage.fakelag_settings.fake_lag_moving, 1, 16);
  835.  
  836. ImGui::Spacing();
  837.  
  838. ImGui::Text("Air");
  839. ImGui::SliderInt("##Value3", &config.rage.fakelag_settings.fake_lag_air, 1, 16);
  840.  
  841. ImGui::Spacing();
  842.  
  843. ImGui::Text("Slow Walk");
  844. ImGui::SliderInt("##Value4", &config.rage.fakelag_settings.fake_lag_slowwalk, 1, 16);
  845. }
  846.  
  847. } ImGui::EndChild();
  848. }
  849. ImGui::End();
  850. }
  851. }
  852.  
  853. if (current_main_tab == 1)
  854. {
  855. if (ImGui::Begin("##visualmainpage9", &open, ImVec2(150, 240), 255.f, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoTitleBar))
  856. {
  857. ImGui::TextColored(ImVec4(RGBA_TO_FLOAT(0, 125, 255, 255)), " Visuals");
  858. ImGui::TextColored(ImVec4(RGBA_TO_FLOAT(255, 255, 255, 255)), " Display Visuals.");
  859.  
  860. ImGui::Separator();
  861.  
  862. for (auto i = 0; i < ARRAYSIZE(visual_tabs); i++)
  863. {
  864. if (ImGui::Button(visual_tabs[i], ImVec2(120, 30)))
  865. current_visual_tab = i;
  866. }
  867. }
  868. ImGui::End();
  869.  
  870. if (current_visual_tab == 0)
  871. {
  872. if (ImGui::Begin("##visual_main_players5", &open, ImVec2(300, 398), 255.f, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoTitleBar))
  873. {
  874. ImGui::TextColored(ImVec4(RGBA_TO_FLOAT(0, 125, 255, 255)), "Visuals - ESP");
  875. ImGui::Separator();
  876.  
  877. float box_color[3] = { std::min(255.f, config.esp.box_color.red / 255.f), std::min(255.f, config.esp.box_color.green / 255.f), std::min(255.f, config.esp.box_color.blue / 255.f) };
  878. float skeleton_color[3] = { std::min(255.f, config.esp.skeleton_color.red / 255.f), std::min(255.f, config.esp.skeleton_color.green / 255.f), std::min(255.f, config.esp.skeleton_color.blue / 255.f) };
  879. float ammo_color[3] = { std::min(255.f, config.esp.ammo_color.red / 255.f), std::min(255.f, config.esp.ammo_color.green / 255.f), std::min(255.f, config.esp.ammo_color.blue / 255.f) };
  880. float weapon_color[3] = { std::min(255.f, config.esp.weapon_color.red / 255.f), std::min(255.f, config.esp.weapon_color.green / 255.f), std::min(255.f, config.esp.weapon_color.blue / 255.f) };
  881.  
  882.  
  883. float name_color[3] = { std::min(255.f, config.esp.color.red / 255.f), std::min(255.f, config.esp.color.green / 255.f), std::min(255.f, config.esp.color.blue / 255.f) };
  884. float col_4[3] = { std::min(255.f, config.esp.impacts_color.red / 255.f), std::min(255.f, config.esp.impacts_color.green / 255.f), std::min(255.f, config.esp.impacts_color.blue / 255.f) };
  885. // float col_5[3] = { std::min(255.f, config.esp.show_lag_compensation_color / 255.f), std::min(255.f, show_lag_compensation_color / 255.f), std::min(255.f, show_lag_compensation_color / 255.f) };
  886.  
  887. //ImGui::Checkbox("Name", &config.esp.enemy.name);
  888.  
  889. // ImGui::SameLine(216);
  890.  
  891. // if (ImGui::ColorEdit3("##namecolor", name_color, ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_AlphaBar | ImGuiColorEditFlags_NoInputs))
  892. // config.esp.color = c_color((BYTE)(name_color[0] * 255), (BYTE)(name_color[1] * 255), (BYTE)(name_color[2] * 255), 255);
  893.  
  894. ImGui::Checkbox("Box", &config.esp.enemy.box);
  895.  
  896. ImGui::SameLine(216);
  897.  
  898. if (ImGui::ColorEdit3("##boxcolor", box_color, ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_AlphaBar | ImGuiColorEditFlags_NoInputs))
  899. config.esp.box_color = c_color((BYTE)(box_color[0] * 255), (BYTE)(box_color[1] * 255), (BYTE)(box_color[2] * 255), 255);
  900.  
  901. ImGui::Checkbox("Health bar", &config.esp.enemy.health);
  902.  
  903. // ImGui::Checkbox("Health Divider", &config.esp.deviding);
  904.  
  905. // ImGui::Checkbox("Weapon", &config.esp.enemy.weapon);
  906.  
  907. // ImGui::SameLine(216);
  908.  
  909. // if (ImGui::ColorEdit3("##weaponcolor", weapon_color, ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_AlphaBar | ImGuiColorEditFlags_NoInputs))
  910. // config.esp.weapon_color = c_color((BYTE)(weapon_color[0] * 255), (BYTE)(weapon_color[1] * 255), (BYTE)(weapon_color[2] * 255), 255);
  911.  
  912. ImGui::Checkbox("Ammo", &config.esp.enemy.ammo);
  913.  
  914. ImGui::SameLine(216);
  915.  
  916. if (ImGui::ColorEdit3("##ammocolor", ammo_color, ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_AlphaBar | ImGuiColorEditFlags_NoInputs))
  917. config.esp.ammo_color = c_color((BYTE)(ammo_color[0] * 255), (BYTE)(ammo_color[1] * 255), (BYTE)(ammo_color[2] * 255), 255);
  918.  
  919. ImGui::Checkbox("Skeleton", &config.esp.enemy.skeleton);
  920.  
  921. ImGui::SameLine(216);
  922.  
  923. if (ImGui::ColorEdit3("##Skeletonolor", skeleton_color, ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_AlphaBar | ImGuiColorEditFlags_NoInputs))
  924. config.esp.skeleton_color = c_color((BYTE)(skeleton_color[0] * 255), (BYTE)(skeleton_color[1] * 255), (BYTE)(skeleton_color[2] * 255), 255);
  925.  
  926. ImGui::Checkbox("History Skeleton", &config.esp.enemy.history_skeleton);
  927.  
  928.  
  929. // ImGui::Checkbox("Slide", &config.rage.slide);
  930.  
  931. ImGui::Checkbox("Flags", &config.esp.enemy.flags);
  932.  
  933. if (config.esp.enemy.flags)
  934. {
  935. if (ImGui::Begin("##visualflags7", &open, ImVec2(160, 230), 255.f, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoTitleBar))
  936. {
  937. ImGui::TextColored(ImVec4(RGBA_TO_FLOAT(0, 125, 255, 255)), "Visuals - Flags");
  938. ImGui::Separator();
  939.  
  940. ImGui::Checkbox("Scoped", &config.esp.enemy_flags.zoom);
  941. ImGui::Checkbox("Reload", &config.esp.enemy_flags.reload);
  942. ImGui::Checkbox("Defuse", &config.esp.enemy_flags.defuse);
  943. ImGui::Checkbox("Kevlar", &config.esp.enemy_flags.kevlar);
  944. ImGui::Checkbox("Resolver", &config.esp.enemy_flags.resolver);
  945. }
  946. ImGui::End();
  947. }
  948.  
  949. ImGui::Checkbox("Enemy bullet tracers", &config.esp.enemy.impacts);
  950.  
  951. ImGui::SameLine(216);
  952.  
  953. if (ImGui::ColorEdit3("##bulletimpacts", col_4, ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_AlphaBar | ImGuiColorEditFlags_NoInputs))
  954. config.esp.impacts_color = c_color((BYTE)(col_4[0] * 255), (BYTE)(col_4[1] * 255), (BYTE)(col_4[2] * 255), 255);
  955.  
  956. ImGui::Checkbox("display actual shot", &config.esp.show_lag_compensation);
  957.  
  958. //ImGui::SameLine(216);
  959.  
  960. //if (ImGui::ColorEdit3("##lccolor", col_4, ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_AlphaBar | ImGuiColorEditFlags_NoInputs))
  961. // config.esp.show_lag_compensation_color = c_color((BYTE)(col_4[0] * 255), (BYTE)(col_4[1] * 255), (BYTE)(col_4[2] * 255), 255);
  962.  
  963. ImGui::Checkbox("Display on-shot Hitboxes", &config.esp.show_on_shot_hitboxes);
  964. ImGui::Checkbox("Display aimbot multipoint", &config.esp.multipoint);
  965. }
  966. ImGui::End();
  967. }
  968.  
  969. if (current_visual_tab == 1)
  970. {
  971. if (ImGui::Begin("##visual_chams_players5", &open, ImVec2(300, 398), 255.f, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoTitleBar))
  972. {
  973.  
  974.  
  975. ImGui::Combo("##Type", &combotype, "Local\0Enemy\0Backtrack\0");
  976.  
  977.  
  978. float cham_color_player[3] = { std::min(255.f, config.chams.enemy.color.red / 255.f), std::min(255.f, config.chams.enemy.color.green / 255.f), std::min(255.f, config.chams.enemy.color.blue / 255.f) };
  979. float history_cham_color[3] = { std::min(255.f, config.chams.backtrack.color.red / 255.f), std::min(255.f, config.chams.backtrack.color.green / 255.f), std::min(255.f, config.chams.backtrack.color.blue / 255.f) };
  980. float history_cham_xqz_color[3] = { std::min(255.f, config.chams.backtrack.xqz_color.red / 255.f), std::min(255.f, config.chams.backtrack.xqz_color.green / 255.f), std::min(255.f, config.chams.backtrack.xqz_color.blue / 255.f) };
  981.  
  982. float cham_color_xqz[3] = { std::min(255.f, config.chams.enemy.xqz_color.red / 255.f), std::min(255.f, config.chams.enemy.xqz_color.green / 255.f), std::min(255.f, config.chams.enemy.xqz_color.blue / 255.f) };
  983.  
  984. if (combotype == 1)
  985. {
  986. ImGui::TextColored(ImVec4(RGBA_TO_FLOAT(0, 125, 255, 255)), "Visuals - Enemy Chams");
  987. ImGui::Separator();
  988.  
  989. ImGui::Checkbox("Chams", &config.chams.enemy.enabled);
  990.  
  991. ImGui::SameLine(216);
  992.  
  993. if (ImGui::ColorEdit3("##chamscolor", cham_color_player, ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_AlphaBar | ImGuiColorEditFlags_NoInputs))
  994. config.chams.enemy.color = c_color((BYTE)(cham_color_player[0] * 255), (BYTE)(cham_color_player[1] * 255), (BYTE)(cham_color_player[2] * 255), 255);
  995.  
  996. ImGui::Checkbox("XQZ", &config.chams.enemy.xqz);
  997. ImGui::SameLine(216);
  998.  
  999. if (ImGui::ColorEdit3("##chamscolorxqz", cham_color_xqz, ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_AlphaBar | ImGuiColorEditFlags_NoInputs))
  1000. config.chams.enemy.xqz_color = c_color((BYTE)(cham_color_xqz[0] * 255), (BYTE)(cham_color_xqz[1] * 255), (BYTE)(cham_color_xqz[2] * 255), 255);
  1001. ImGui::Combo("##chamstype", &config.chams.enemy.type, "Material\0lightray\0Glass\0");
  1002. // ImGui::Checkbox("Enemy Wireframe", &config.chams.enemy.wireframe);
  1003. // ImGui::SliderFloat("Transparency", &config.chams.transparency, 0.f, 1000.f, "%1.f", 1.f);
  1004. }
  1005.  
  1006. if (combotype == 2)
  1007. {
  1008. ImGui::TextColored(ImVec4(RGBA_TO_FLOAT(0, 125, 255, 255)), "Visuals - Backtrack Chams");
  1009. ImGui::Separator();
  1010.  
  1011. ImGui::Checkbox("History Chams", &config.chams.backtrack.enabled);
  1012.  
  1013. ImGui::SameLine(216);
  1014.  
  1015. if (ImGui::ColorEdit3("##colorbacktrack", history_cham_color, ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_AlphaBar | ImGuiColorEditFlags_NoInputs))
  1016. config.chams.backtrack.color = c_color((BYTE)(history_cham_color[0] * 255), (BYTE)(history_cham_color[1] * 255), (BYTE)(history_cham_color[2] * 255), 255);
  1017.  
  1018. ImGui::Checkbox("History XQZ", &config.chams.backtrack.xqz);
  1019.  
  1020.  
  1021. ImGui::SameLine(216);
  1022.  
  1023. if (ImGui::ColorEdit3("##color_xqz_backtrack", history_cham_xqz_color, ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_AlphaBar | ImGuiColorEditFlags_NoInputs))
  1024. config.chams.backtrack.xqz_color = c_color((BYTE)(history_cham_xqz_color[0] * 255), (BYTE)(history_cham_xqz_color[1] * 255), (BYTE)(history_cham_xqz_color[2] * 255), 255);
  1025. ImGui::Combo("##backtrackstyletype", &config.chams.backtrack.type, "Material\0lightray\0Glass\0");
  1026.  
  1027. // ImGui::SliderFloat("Transparency", &config.chams.transparency, 0.f, 100.f, "%1.f", 1.f);
  1028.  
  1029. // ImGui::Checkbox("Backtrack Wireframe", &config.chams.backtrack.wireframe);
  1030. }
  1031.  
  1032. ImGui::Spacing();
  1033.  
  1034.  
  1035. float local_cham_color[3] = { std::min(255.f, config.chams.local.color.red / 255.f), std::min(255.f, config.chams.local.color.green / 255.f), std::min(255.f, config.chams.local.color.blue / 255.f) };
  1036. float local_desync_color[3] = { std::min(255.f, config.chams.local.desync_color.red / 255.f), std::min(255.f, config.chams.local.desync_color.green / 255.f), std::min(255.f, config.chams.local.desync_color.blue / 255.f) };
  1037. float local_xqz_color[3] = { std::min(255.f, config.chams.local.xqz_color.red / 255.f), std::min(255.f, config.chams.local.xqz_color.green / 255.f), std::min(255.f, config.chams.local.xqz_color.blue / 255.f) };
  1038.  
  1039. ImGui::Spacing();
  1040.  
  1041. if (combotype == 0)
  1042. {
  1043. ImGui::TextColored(ImVec4(RGBA_TO_FLOAT(0, 125, 255, 255)), "Visuals - Local Chams");
  1044. ImGui::Separator();
  1045.  
  1046. ImGui::Checkbox("Local Chams", &config.chams.local.enabled);
  1047.  
  1048. ImGui::SameLine(216);
  1049.  
  1050. if (ImGui::ColorEdit3("##local_cham_color", local_cham_color, ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_AlphaBar | ImGuiColorEditFlags_NoInputs))
  1051. config.chams.local.color = c_color((BYTE)(local_cham_color[0] * 255), (BYTE)(local_cham_color[1] * 255), (BYTE)(local_cham_color[2] * 255), 255);
  1052.  
  1053. if (config.chams.local.type < 3)
  1054. {
  1055. ImGui::Checkbox("Local XQZ", &config.chams.local.xqz);
  1056.  
  1057.  
  1058. ImGui::SameLine(216);
  1059.  
  1060. if (ImGui::ColorEdit3("##local_xqz_chams", local_xqz_color, ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_AlphaBar | ImGuiColorEditFlags_NoInputs))
  1061. config.chams.local.xqz_color = c_color((BYTE)(local_xqz_color[0] * 255), (BYTE)(local_xqz_color[1] * 255), (BYTE)(local_xqz_color[2] * 255), 255);
  1062. }
  1063.  
  1064. ImGui::Combo("##localchamstyle", &config.chams.local.type, "Material\0lightray\0Glass\0Glow\0");
  1065. // ImGui::Checkbox("Local Wireframe", &config.chams.local.wireframe);
  1066. ImGui::Checkbox("Local Desync Chams", &config.chams.show_desync);
  1067.  
  1068. ImGui::SameLine(216);
  1069.  
  1070. if (ImGui::ColorEdit3("##local_desync_chams", local_desync_color, ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_AlphaBar | ImGuiColorEditFlags_NoInputs))
  1071. config.chams.local.desync_color = c_color((BYTE)(local_desync_color[0] * 255), (BYTE)(local_desync_color[1] * 255), (BYTE)(local_desync_color[2] * 255), 255);
  1072.  
  1073. if (config.chams.show_desync)
  1074. ImGui::Combo("Desync Type", &config.chams.local.desync_type, "Material\0lightray\0Glass\0Glow\0");
  1075.  
  1076. /* //////////////////////////////////////////////////////////
  1077.  
  1078. float hand_color[3] = { std::min(255.f, config.chams.hand.color.red / 255.f), std::min(255.f, config.chams.hand.color.green / 255.f), std::min(255.f, config.chams.hand.color.blue / 255.f) };
  1079. float weapon_color[3] = { std::min(255.f, config.chams.weapon.color.red / 255.f), std::min(255.f, config.chams.weapon.color.green / 255.f), std::min(255.f, config.chams.weapon.color.blue / 255.f) };
  1080.  
  1081. ImGui::TextColored(ImVec4(RGBA_TO_FLOAT(0, 125, 255, 255)), "Visuals - Misc");
  1082. ImGui::Separator();
  1083.  
  1084. ImGui::Checkbox("Hand Chams", &config.chams.hand.enabled);
  1085.  
  1086. ImGui::SameLine(216);
  1087.  
  1088. if (ImGui::ColorEdit3("##hand_cham_color", hand_color, ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_AlphaBar | ImGuiColorEditFlags_NoInputs))
  1089. config.chams.hand.color = c_color((BYTE)(hand_color[0] * 255), (BYTE)(hand_color[1] * 255), (BYTE)(hand_color[2] * 255), 255);
  1090.  
  1091. ImGui::Combo("##handchamstyle", &config.chams.hand.type, "Material\0lightray\0Glass\0Glow\0");
  1092.  
  1093. /////////////////////////////////////////////////////////
  1094.  
  1095. ImGui::Checkbox("Weapon Chams", &config.chams.weapon.enabled);
  1096.  
  1097. ImGui::SameLine(216);
  1098.  
  1099. if (ImGui::ColorEdit3("##weapon_chams", weapon_color, ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_AlphaBar | ImGuiColorEditFlags_NoInputs))
  1100. config.chams.weapon.color = c_color((BYTE)(weapon_color[0] * 255), (BYTE)(weapon_color[1] * 255), (BYTE)(weapon_color[2] * 255), 255);
  1101.  
  1102. ImGui::Combo("##weaponchamstyle", &config.chams.weapon.type, "Material\0lightray\0Glass\0Glow\0");
  1103.  
  1104. }*/
  1105. }
  1106. }
  1107. ImGui::End();
  1108. }
  1109.  
  1110. if (current_visual_tab == 2)
  1111. {
  1112. if (ImGui::Begin("##visual_effects_players3", &open, ImVec2(300, 360), 255.f, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoTitleBar))
  1113. {
  1114. ImGui::TextColored(ImVec4(RGBA_TO_FLOAT(0, 125, 255, 255)), "Visuals - Effects");
  1115. ImGui::Separator();
  1116.  
  1117. ImGui::Checkbox("Remove scope overlay", &config.misc.no_scope);
  1118. ImGui::Checkbox("Remove smoke", &config.misc.no_smoke);
  1119. ImGui::Checkbox("Remove chams in scope", &config.misc.no_draw);
  1120. ImGui::Checkbox("Remove fog", &config.misc.no_fog);
  1121. ImGui::Checkbox("Remove flashbang effects", &config.misc.no_flash);
  1122. ImGui::Checkbox("Remove zoom", &config.misc.remove_zoom);
  1123. ImGui::Checkbox("Remove punch", &config.misc.remove_punch);
  1124. ImGui::Checkbox("Disable post processing", &config.misc.no_post_processing);
  1125. ImGui::Checkbox("Night mode", &config.misc.nightmode);
  1126. if (config.misc.nightmode)
  1127. {
  1128.  
  1129.  
  1130. if (ImGui::Begin("##nightmode7", &open, ImVec2(240, 120), 255.f, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoScrollbar))
  1131. {
  1132. float nightmode_color_color[3] = { std::min(255.f,config.misc.nightmode_color.red / 255.f), std::min(255.f, config.misc.nightmode_color.green / 255.f), std::min(255.f, config.misc.nightmode_color.blue / 255.f) };
  1133.  
  1134. ImGui::TextColored(ImVec4(RGBA_TO_FLOAT(0, 125, 255, 255)), " Nightmode");
  1135. ImGui::Separator();
  1136.  
  1137. ImGui::Combo("Mode", &config.misc.nightmode_selection, "Off\0Normal Darkmode\0Light Purple\0Dark Purple\0Custom Colored\0");
  1138.  
  1139.  
  1140. if (config.misc.nightmode_selection == 4)
  1141. {
  1142.  
  1143. if (ImGui::ColorEdit3("##arrowcolors", nightmode_color_color, ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_AlphaBar | ImGuiColorEditFlags_NoInputs))
  1144. config.misc.nightmode_color = c_color((BYTE)(nightmode_color_color[0] * 255), (BYTE)(nightmode_color_color[1] * 255), (BYTE)(nightmode_color_color[2] * 255), 255);
  1145.  
  1146. }
  1147.  
  1148. if (config.misc.nightmode_selection == 1 || config.misc.nightmode_selection == 3)
  1149. {
  1150.  
  1151. ImGui::SliderFloat("Darkness", &config.misc.nightmode_darkness, 0.f, 100.f, "%1.f", 1.f);
  1152.  
  1153. }
  1154.  
  1155. bool Nightmode = false;
  1156.  
  1157. if (config.misc.nightmode && !Nightmode)
  1158. {
  1159. menu->apply_nightmode = true;
  1160. Nightmode = !Nightmode;
  1161. }
  1162.  
  1163. else if (!config.misc.nightmode && Nightmode)
  1164. {
  1165. Nightmode = !Nightmode;
  1166. }
  1167.  
  1168. }
  1169. ImGui::End();
  1170. }
  1171. ImGui::Checkbox("Full bright", &config.misc.full_bright);
  1172. ImGui::Checkbox("Precise impacts", &config.misc.sv_impacts);
  1173. ImGui::Checkbox("Preserve Killfeed", &config.misc.preserve_feed);
  1174.  
  1175.  
  1176. }
  1177. ImGui::End();
  1178. }
  1179.  
  1180. if (current_visual_tab == 3)
  1181. {
  1182. if (ImGui::Begin("##visual_other_players1", &open, ImVec2(300, 350), 255.f, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoTitleBar))
  1183. {
  1184. ImGui::TextColored(ImVec4(RGBA_TO_FLOAT(0, 125, 255, 255)), "Visuals - Other");
  1185. ImGui::Separator();
  1186.  
  1187. float col_5[3] = { std::min(255.f, config.esp.nade_color.red / 255.f), std::min(255.f, config.esp.nade_color.green / 255.f), std::min(255.f, config.esp.nade_color.blue / 255.f) };
  1188. float col_6[3] = { std::min(255.f, config.esp.local_impacts_color.red / 255.f), std::min(255.f, config.esp.local_impacts_color.green / 255.f), std::min(255.f, config.esp.local_impacts_color.blue / 255.f) };
  1189. float col_7[3] = { std::min(255.f, config.esp.radar_color.red / 255.f), std::min(255.f, config.esp.radar_color.green / 255.f), std::min(255.f, config.esp.radar_color.blue / 255.f) };
  1190.  
  1191. ImGui::Checkbox("Local bullet tracers", &config.esp.local_impact);
  1192.  
  1193. ImGui::SameLine(216);
  1194.  
  1195. if (ImGui::ColorEdit3("##bulletimpacts_local", col_6, ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_AlphaBar | ImGuiColorEditFlags_NoInputs))
  1196. config.esp.local_impacts_color = c_color((BYTE)(col_6[0] * 255), (BYTE)(col_6[1] * 255), (BYTE)(col_6[2] * 255), 255);
  1197.  
  1198. if (config.esp.local_impact)
  1199. ImGui::SliderFloat("Impact Width", &config.esp.local_impact_width, 0, 20, "%1.f", 1.f);
  1200.  
  1201. ImGui::Checkbox("Grenades", &config.esp.nade_esp);
  1202.  
  1203. ImGui::SameLine(216);
  1204.  
  1205. if (ImGui::ColorEdit3("##nadecolor", col_5, ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_AlphaBar | ImGuiColorEditFlags_NoInputs))
  1206. config.esp.nade_color = c_color((BYTE)(col_5[0] * 255), (BYTE)(col_5[1] * 255), (BYTE)(col_5[2] * 255), 255);
  1207.  
  1208. ImGui::Checkbox("Out of FOV arrow", &config.esp.enemy.radar);
  1209.  
  1210. ImGui::SameLine(216);
  1211.  
  1212. if (ImGui::ColorEdit3("##arrowcolors", col_7, ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_AlphaBar | ImGuiColorEditFlags_NoInputs))
  1213. config.esp.radar_color = c_color((BYTE)(col_7[0] * 255), (BYTE)(col_7[1] * 255), (BYTE)(col_7[2] * 255), 255);
  1214.  
  1215. ImGui::Checkbox("Engine radar", &config.misc.engine_radar);
  1216. ImGui::Checkbox("Grenade trajectory", &config.esp.grenade_pred);
  1217. ImGui::Checkbox("Damage Indicator", &config.esp.hitmarker_damage);
  1218.  
  1219. }
  1220. ImGui::End();
  1221. }
  1222. }
  1223.  
  1224. if (current_main_tab == 2)
  1225. {
  1226. if (ImGui::Begin("##visualmiscpage7", &open, ImVec2(700, 575), 255.f, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoTitleBar))
  1227. {
  1228.  
  1229. ImGui::Columns(2, "yes", false);
  1230.  
  1231. ImGui::Spacing();
  1232. ImGui::Spacing();
  1233.  
  1234. ImGui::Text("Miscellaneous");
  1235. ImGui::BeginChild("##misc", ImVec2(300, 500), true);
  1236. {
  1237. ImGui::SliderFloat("Override FOV", &config.misc.fov, 0.f, 150.f, "%1.f", 1.f);
  1238. ImGui::SliderFloat("View Model fov", &config.misc.fov_view, 0.f, 150.f, "%1.f", 1.f);
  1239.  
  1240. ImGui::Checkbox("Buy bot", &config.misc.buy_bot);
  1241.  
  1242. if (config.misc.buy_bot)
  1243. {
  1244. if (ImGui::Begin("##Buybot13", &open, ImVec2(290, 250), 255.f, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoScrollbar))
  1245. {
  1246. ImGui::TextColored(ImVec4(RGBA_TO_FLOAT(0, 125, 255, 255)), " Buybot");
  1247. ImGui::Separator();
  1248.  
  1249. ImGui::Combo("Primary", &config.misc.buy_bot_primary, "Off\0Autosniper\0Scout\0Awp\0");
  1250. ImGui::Combo("Secondary", &config.misc.buy_bot_secondary, "Off\0Elite\0P250\0Tec-9 - CZ - F7\0Revolver - Deagle\0");
  1251. ImGui::Combo("Armor", &config.misc.buy_bot_armor, "Off\0Armor\0Armor + Helm\0");
  1252. ImGui::Checkbox("Grenades", &config.misc.buy_bot_grenades);
  1253. ImGui::Checkbox("Zeus", &config.misc.buy_bot_zeus);
  1254. ImGui::Checkbox("Defuse Kit", &config.misc.buy_bot_defuser);
  1255. }
  1256. ImGui::End();
  1257. }
  1258. ImGui::Checkbox("Ragdoll flicking", &config.misc.pushscale);
  1259.  
  1260. ImGui::Checkbox("Moon", &config.misc.gravity);
  1261.  
  1262. ImGui::Checkbox("bhop", &config.misc.knife);
  1263.  
  1264. ImGui::Checkbox("Local Hitmarker", &config.esp.hitmarker);
  1265.  
  1266. ImGui::SameLine(216);
  1267. float hitmarker_color[3] = { std::min(255.f, config.esp.hitmarker_color.red / 255.f), std::min(255.f, config.esp.hitmarker_color.green / 255.f), std::min(255.f, config.esp.hitmarker_color.blue / 255.f) };
  1268. if (ImGui::ColorEdit3("hitmarker_color", hitmarker_color, ImGuiColorEditFlags_NoLabel | ImGuiColorEditFlags_NoTooltip | ImGuiColorEditFlags_AlphaBar | ImGuiColorEditFlags_NoInputs))
  1269. config.esp.hitmarker_color = c_color((BYTE)(hitmarker_color[0] * 255), (BYTE)(hitmarker_color[1] * 255), (BYTE)(hitmarker_color[2] * 255), 255);
  1270.  
  1271. ImGui::Combo("Hitsound", &config.esp.hitsound, "Off\0Cod\0Bilal\0Bameware\0Coin\0Uff\0Laser\0Bubble\0Anime\0");
  1272. ImGui::Checkbox("Death Sound", &config.esp.deadsound);
  1273. ImGui::SliderFloat("Volume", &config.esp.hitsound_volume, 0.f, 100.f, "%1.f", 1.f);
  1274.  
  1275. ImGui::Checkbox("Indicators", &config.misc.indicators);
  1276.  
  1277. std::string channels[] = { _("OFF"), _("Smileycast [OFF]"), _("Trapsens anime shit"),
  1278. _("Techno"), _("Big time"),
  1279. _("Chill"), _("Club"), _("House"), _("Radio") , _("Rock") };
  1280. const char* radioChannels[] = { channels[0].c_str(), channels[1].c_str(), channels[2].c_str(),
  1281. channels[3].c_str(), channels[4].c_str() , channels[5].c_str() , channels[6].c_str(), channels[7].c_str(), channels[8].c_str(), channels[9].c_str() };
  1282.  
  1283. ImGui::Combo("Radio", &config.misc.radio_channel, radioChannels, IM_ARRAYSIZE(radioChannels));
  1284. ImGui::SliderFloat("R-Volume", &config.misc.radio_volume, 0.f, 30.f, "%1.f", 1.f);
  1285. // ImGui::RadioButton("Mute", &config.misc.radio_mute);
  1286. // ImGui::Checkbox("Slide", &config.rage.slide);
  1287.  
  1288. ImGui::SliderFloat("Fake Ping", &config.misc.spike_ping, 0.f, 200.f, "%1.f", 1.f);
  1289. ImGui::Hotkey("##ping_switch", &config.misc.ping_switch, ImVec2(150, 25));
  1290.  
  1291. ImGui::Checkbox("Aspectratio", &config.esp.enemy.Aspectratio);
  1292. ImGui::SliderFloat("Value", &config.esp.enemy.Aspectratio_slider, 0.f, 30.f, "%1.f", 1.f);
  1293.  
  1294.  
  1295. //ImGui::Checkbox("Local Indicators", &config.misc.indicators);
  1296.  
  1297. } ImGui::EndChild();
  1298.  
  1299. ImGui::NextColumn();
  1300.  
  1301. ImGui::Spacing();
  1302. ImGui::Spacing();
  1303.  
  1304. ImGui::Text("Configs");
  1305. ImGui::BeginChild("##presets", ImVec2(316, 255), true);
  1306. {
  1307. style.Colors[ImGuiCol_Button] = ImColor(26, 28, 33, 180);
  1308.  
  1309. static const auto legit_1 = __("%s\\legit.cfg");
  1310. static const auto legit_2 = __("%s\\legit1.cfg");
  1311.  
  1312. static const auto rage_1 = __("%s\\hvh.cfg");
  1313. static const auto rage_2 = __("%s\\hvh1.cfg");
  1314.  
  1315. CreateDirectoryA("C:\\zalupa1", nullptr);
  1316.  
  1317. static char elevenBytes[32] = {};
  1318.  
  1319. std::string fPath = std::string("C:\\") + "\\zalupa1\\" + elevenBytes + ".cfg";
  1320.  
  1321. std::string directory_path = std::string("C:\\") + "\\zalupa1\\";
  1322.  
  1323. std::vector<std::string> names = get_all_files_names_within_folder(directory_path);
  1324.  
  1325. ImGui::InputText("Config Name", elevenBytes, 32);
  1326.  
  1327. ImGui::BeginChild("Configs", ImVec2(0, 120), true, ImGuiWindowFlags_AlwaysVerticalScrollbar);
  1328.  
  1329. static int configItemCurrent = -1;
  1330.  
  1331. if (ImGui::ListBox("##configs", &configItemCurrent, names, 3))
  1332. {
  1333.  
  1334. }
  1335.  
  1336. ImGui::EndChild();
  1337.  
  1338. if (ImGui::Button("Load Config") && names.size() > 0)
  1339. {
  1340.  
  1341. std::string l_path = std::string("C:\\") + "\\zalupa1\\" + names[configItemCurrent];
  1342.  
  1343. c_config::load_from_file(l_path);
  1344. }
  1345.  
  1346. ImGui::SameLine();
  1347.  
  1348. if (ImGui::Button("Save Config"))
  1349. {
  1350.  
  1351. std::string s_path = std::string("C:\\") + "\\zalupa1\\" + elevenBytes;
  1352.  
  1353. c_config::save_to_file(s_path);
  1354. }
  1355.  
  1356. if (ImGui::Button("Delete Config"))
  1357. {
  1358. if (names.size() > 0 && (configItemCurrent >= 0 && configItemCurrent < (int)names.size()))
  1359. {
  1360. std::string d_path = std::string("C:\\") + "\\zalupa1\\" + names[configItemCurrent];
  1361. std::remove(d_path.c_str());
  1362.  
  1363. configItemCurrent = -1;
  1364. }
  1365. }
  1366.  
  1367.  
  1368. } ImGui::EndChild();
  1369.  
  1370. ImGui::Text("Thirdperson");
  1371. ImGui::BeginChild("##other", ImVec2(316, 200), true);
  1372. {
  1373. ImGui::SliderFloat("Distance", &config.misc.thirdperson_dist, 0.f, 150.f, "%1.f", 1.f);
  1374. ImGui::Hotkey("##thirdpersonswitch", &config.misc.thirdperson_switch, ImVec2(150, 25));
  1375.  
  1376. } ImGui::EndChild();
  1377. }
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