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Feb 23rd, 2020
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  1. void RenderLegitTab() {
  2. static int Aimbot_Tabs = 0;
  3.  
  4. auto& style = ImGui::GetStyle();
  5. float group_w = ImGui::GetCurrentWindow()->Size.x - style.WindowPadding.x * 0.1;
  6. ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0, 0));
  7. {
  8. render_tabs(Aimbot_Tab1, Aimbot_Tabs, group_w / _countof(Aimbot_Tab1), 25.0f);
  9. }
  10. auto settings = &g_Options.legitbot_items[weapon_index];
  11.  
  12. ImGui::PopStyleVar();
  13. ImGui::BeginGroupBox("##aimbot_content");
  14. {
  15. if (Aimbot_Tabs == 0) {
  16. ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2{ style.WindowPadding.x, style.ItemSpacing.y });
  17. {
  18. ImGui::Columns(3, nullptr, false);
  19. ImGui::BeginChild("##aimbot_primary", ImVec2(0, 0), true);
  20. {
  21. // ImGui::Text("General -");
  22. //ImGui::Separator();
  23. ImGui::PushItemWidth(-1);
  24. ImGui::Text("Aimbot -");
  25.  
  26. ImGui::Checkbox("Enabled", &settings->enabled);
  27.  
  28. if (weapon_index == WEAPON_AWP || weapon_index == WEAPON_SSG08 ||
  29. weapon_index == WEAPON_AUG || weapon_index == WEAPON_SG553) {
  30. ImGui::Checkbox("Only In Zoom", &settings->only_in_zoom);
  31. }
  32.  
  33. ImGui::Checkbox("On Key", &settings->on_key);
  34.  
  35. if (settings->on_key) {
  36. ImGui::SameLine();
  37. ImGui::Hotkey("##Key bind", &settings->key);
  38. }
  39.  
  40. ImGui::Checkbox("Auto Fire", &settings->autofire);
  41. if (settings->autofire) {
  42. ImGui::SameLine();
  43. ImGui::Hotkey("##Auto Fire bind", &settings->autofire_key);
  44. ImGui::Checkbox("Auto stop", &settings->autostop);
  45. }
  46.  
  47. ImGui::Checkbox("Friendly fire", &settings->deathmatch);
  48. ImGui::Checkbox("Autowall", &settings->autowall);
  49. ImGui::Checkbox("Silent", &settings->silent);
  50.  
  51. if (weapon_index == WEAPON_P250 ||
  52. weapon_index == WEAPON_USPS ||
  53. weapon_index == WEAPON_GLOCK ||
  54. weapon_index == WEAPON_FIVESEVEN ||
  55. weapon_index == WEAPON_TEC9 ||
  56. weapon_index == WEAPON_DEAGLE ||
  57. weapon_index == WEAPON_ELITE ||
  58. weapon_index == WEAPON_P2000) {
  59. ImGui::Checkbox("Autopistol", &settings->autopistol);
  60. }
  61.  
  62. ImGui::Separator();
  63. ImGui::Text("Check options -");
  64.  
  65. ImGui::Checkbox("Smoke check", &settings->smoke_check);
  66. ImGui::Checkbox("Flash check ", &settings->flash_check);
  67. ImGui::Checkbox("Jump check", &settings->jump_check);
  68.  
  69.  
  70. ImGui::PopItemWidth();
  71. }
  72. ImGui::EndChild();
  73. ImGui::NextColumn();
  74.  
  75. float item_width = ImGui::GetColumnWidth() * 0.5f - ImGui::GetStyle().ItemSpacing.x;
  76. ImGui::PushItemWidth(item_width);
  77. if (ImGui::Combo(
  78. "##weapon_aimbot", &weapon_vector_index,
  79. [](void* data, int32_t idx, const char** out_text) {
  80. auto vec = reinterpret_cast<std::vector< WeaponName_t >*>(data);
  81. *out_text = vec->at(idx).name;
  82. return true;
  83. }, (void*)(&WeaponNames), WeaponNames.size())) {
  84. weapon_index = WeaponNames[weapon_vector_index].definition_index;
  85. }
  86.  
  87. ImGui::PopItemWidth();
  88.  
  89. RenderCurrentWeaponButton(item_width - ImGui::GetStyle().ItemSpacing.x);
  90. ImGui::BeginChild("##aimbot.misc", ImVec2(0, 0), true);
  91. {
  92. ImGui::PushItemWidth(-1);
  93.  
  94. static char* priorities[] = {
  95. "Field of View",
  96. "Health",
  97. "Damage",
  98. "Distance"
  99. };
  100.  
  101. static char* aim_types[] = {
  102. "Hitbox",
  103. "Nearest"
  104. };
  105.  
  106. static char* smooth_types[] = {
  107. "Static",
  108. "Dynamic"
  109. };
  110.  
  111. static char* fov_types[] = {
  112. "Static",
  113. "Dynamic"
  114. };
  115.  
  116. static char* hitbox_list[] = {
  117. "Head",
  118. "Neck",
  119. "Pelvis",
  120. "Stomach",
  121. "Lower chest",
  122. "Chest",
  123. "Upper chest",
  124. };
  125. if (settings->enabled) {
  126. ImGui::Text("Priority:");
  127. ImGui::Combo("##aimbot.priority", &settings->priority, priorities, IM_ARRAYSIZE(priorities));
  128.  
  129. ImGui::Text("Fov Type:");
  130. ImGui::Combo("##aimbot.fov_type", &settings->fov_type, fov_types, IM_ARRAYSIZE(fov_types));
  131.  
  132. ImGui::Text("Aim Type:");
  133. ImGui::Combo("##aimbot.aim_type", &settings->aim_type, aim_types, IM_ARRAYSIZE(aim_types));
  134.  
  135. if (settings->aim_type == 0) {
  136. ImGui::Text("Hitbox:");
  137. ImGui::Combo("##aimbot.hitbox", &settings->hitbox, hitbox_list, IM_ARRAYSIZE(hitbox_list));
  138. }
  139. ImGui::Text("Smooth Type:");
  140. ImGui::Combo("##aimbot.smooth_type", &settings->smooth_type, smooth_types, IM_ARRAYSIZE(smooth_types));
  141. ImGui::SliderFloat("##aimbot.fov", &settings->fov, 0, 30, "Fov: %.2f");
  142.  
  143. if (settings->silent) {
  144. ImGui::SliderFloat("##aimbot.silent_fov", &settings->silent_fov, 0, 20, "Silent Fov: %.2f");
  145. }
  146.  
  147. ImGui::SliderFloat("##aimbot.smooth", &settings->smooth, 1, 20, "Smooth: %.2f");
  148.  
  149. if (!settings->silent) {
  150. ImGui::SliderInt("##aimbot.shot_delay", &settings->shot_delay, 0, 100, "Shot Delay: %.0f");
  151. }
  152.  
  153. ImGui::SliderInt("##aimbot.kill_delay", &settings->kill_delay, 0, 1000, "Kill Delay: %.0f");
  154.  
  155. if (settings->autowall) {
  156. ImGui::SliderInt("##aimbot.min_damage", &settings->min_damage, 1, 100, "Minimum Damage: %.0f");
  157. }
  158.  
  159. ImGui::SliderFloat("##aimbot_backtrack_time", &settings->backtrack_time, 0.f, 0.2f, "Position Adjustment: %.2f");
  160.  
  161. ImGui::PopItemWidth();
  162. }
  163. }
  164. ImGui::EndChild();
  165. ImGui::NextColumn();
  166. ImGui::BeginChild("##aimbot_third", ImVec2(0, 200), true);
  167. {
  168. ImGui::PushItemWidth(-1);
  169. ImGui::Text("Recoil Control System -");
  170. ImGui::Checkbox("Enabled##aimbot.rcs", &settings->rcs);
  171. if (settings->rcs) {
  172. static char* rcs_types[] = {
  173. "Standalone",
  174. "Recoil Control System"
  175. };
  176. ImGui::Combo("##aimbot.rcs_type", &settings->rcs_type, rcs_types, IM_ARRAYSIZE(rcs_types));
  177. ImGui::Checkbox("RCS Custom Fov", &settings->rcs_fov_enabled);
  178. if (settings->rcs_fov_enabled) {
  179. ImGui::SliderFloat("##aimbot.rcs_fov", &settings->rcs_fov, 0, 20, "RCS Fov: %.2f");
  180. }
  181. ImGui::Checkbox("RCS Custom Smooth", &settings->rcs_smooth_enabled);
  182. if (settings->rcs_smooth_enabled) {
  183. ImGui::SliderFloat("##aimbot.rcs_smooth", &settings->rcs_smooth, 1, 15, "RCS Smooth: %.2f");
  184. }
  185. ImGui::SliderInt("##aimbot.rcs_x", &settings->rcs_x, 0, 100, "RCS X: %.0f");
  186. ImGui::SliderInt("##aimbot.rcs_y", &settings->rcs_y, 0, 100, "RCS Y: %.0f");
  187. ImGui::SliderInt("##aimbot.rcs_start", &settings->rcs_start, 1, 30, "RCS Start: %.0f");
  188. ImGui::PopItemWidth();
  189. }
  190. }
  191. ImGui::EndChild();
  192.  
  193. ImGui::BeginChild("##aimbot_anti_aim", ImVec2(0, -1), true);
  194. {
  195. ImGui::Text("Anti-Aim");
  196.  
  197. ImGui::Combo("Desync", &g_Options.misc_desync, std::vector<std::string>{ "Disabled", "Static", "Manual" });
  198.  
  199. if (!g_Options.misc_screen43) { ImGui::Checkbox("Drawing in 16:9", &g_Options.misc_screen169); }
  200.  
  201. if (!g_Options.misc_screen169) { ImGui::Checkbox("Drawing in 4:3", &g_Options.misc_screen43); }
  202.  
  203. if (g_Options.misc_screen169) {
  204. if (!g_Options.misc_screen43) {
  205. if (g_Options.misc_desync) {
  206. ImGui::Text("Inverse AA");
  207. ImGui::Hotkey("##InverseAntiAim", &g_Options.misc_desync_bind);
  208. ImGui::SameLine();
  209. ImGui::ColorEdit4("##AntiAim_Color", g_Options.color_esp_antiaim, ImGuiColorEditFlags_NoInputs);
  210. ImGui::Checkbox("Disable DS on Grenade", &g_Options.misc_disable_desync);
  211. }
  212. }
  213. }
  214. if (g_Options.misc_screen43){
  215. if (!g_Options.misc_screen169) {
  216. if (g_Options.misc_desync) {
  217. ImGui::Text("Inverse AA");
  218. ImGui::Hotkey("##InverseAntiAim", &g_Options.misc_desync_bind);
  219. ImGui::SameLine();
  220. ImGui::ColorEdit4("##AntiAim_Color", g_Options.color_esp_antiaim, ImGuiColorEditFlags_NoInputs);
  221. ImGui::Checkbox("Disable DS on Grenade", &g_Options.misc_disable_desync);
  222. }
  223. }
  224. }
  225. }
  226.  
  227.  
  228. ImGui::Columns(1, nullptr, false);
  229. }
  230. ImGui::PopStyleVar();
  231. }
  232. else if (Aimbot_Tabs == 1) {
  233. ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2{ style.WindowPadding.x, style.ItemSpacing.y });
  234. {
  235. ImGui::Columns(2, nullptr, false);
  236.  
  237. ImGui::BeginChild("##aimbot_thebest", ImVec2(0, 0), true);
  238. {
  239. ImGui::Text("Triggerbot -");
  240. ImGui::Checkbox("Enable##485", &g_Options.enable_show_trigger);
  241. if (g_Options.enable_show_trigger) {
  242.  
  243. if (!g_Options.enable_trigger_auto) {
  244. ImGui::Checkbox("Triggerbot key##444", &g_Options.enable_trigger);
  245. if (g_Options.enable_trigger) {
  246. ImGui::SameLine();
  247. ImGui::PushItemWidth(90.f);
  248. ImGui::Hotkey("##OnKey", &g_Options.trigger_key);
  249. ImGui::PopItemWidth();
  250. }
  251. }
  252. if (!g_Options.enable_trigger) {
  253. ImGui::Checkbox("Triggerbot automatic", &g_Options.enable_trigger_auto);
  254. }
  255.  
  256. ImGui::SliderFloat("Trigger delay", &g_Options.trigger_delay, 0.0f, 150.0f, "%.3f");
  257.  
  258. }
  259.  
  260. }
  261. ImGui::EndChild();
  262.  
  263. ImGui::NextColumn();
  264.  
  265. ImGui::BeginChild("##other_aimbot_third", ImVec2(0, 200), true);
  266. {
  267. ImGui::Text("Hitbox -");
  268.  
  269. ImGui::Selectable("Head", &g_Options.trigger_head);
  270. ImGui::Selectable("Chest", &g_Options.trigger_chest);
  271. ImGui::Selectable("Stomach", &g_Options.trigger_stomatch);
  272. ImGui::Selectable("Arms", &g_Options.trigger_arms);
  273. ImGui::Selectable("Legs", &g_Options.trigger_legs);
  274. }ImGui::EndChild();
  275.  
  276.  
  277. ImGui::BeginChild("##other_options_for", ImVec2(0, -1), true);
  278. {
  279. ImGui::Text("Check options -");
  280.  
  281. ImGui::Checkbox("Auto stop", &g_Options.autostop2);
  282. ImGui::Checkbox("Flash check", &g_Options.trigger_flashcheck);
  283. ImGui::Checkbox("Smoke check", &g_Options.trigger_smokecheck);
  284.  
  285. }ImGui::EndChild();
  286. ImGui::Columns(1, nullptr, false);
  287. }
  288. ImGui::PopStyleVar();
  289. }
  290. }
  291. ImGui::EndGroupBox();
  292. }
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