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May 19th, 2019
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  1. if (TabSelected == 1)
  2. {
  3. int weapon_id = g_Local.weapon.m_iWeaponID;
  4.  
  5. if (cvar.menu_legit_global_section == 1)
  6. {
  7. if (cvar.menu_legit_sub_section == 1)
  8. weapon_id = WEAPON_GLOCK18;
  9. else if (cvar.menu_legit_sub_section == 2)
  10. weapon_id = WEAPON_P228;
  11. else if (cvar.menu_legit_sub_section == 3)
  12. weapon_id = WEAPON_DEAGLE;
  13. else if (cvar.menu_legit_sub_section == 4)
  14. weapon_id = WEAPON_ELITE;
  15. else if (cvar.menu_legit_sub_section == 5)
  16. weapon_id = WEAPON_FIVESEVEN;
  17. else if (cvar.menu_legit_sub_section == 6)
  18. weapon_id = WEAPON_USP;
  19. }
  20. else if (cvar.menu_legit_global_section == 2)
  21. {
  22. if (cvar.menu_legit_sub_section == 1)
  23. weapon_id = WEAPON_AWP;
  24. else if (cvar.menu_legit_sub_section == 2)
  25. weapon_id = WEAPON_SCOUT;
  26. else if (cvar.menu_legit_sub_section == 3)
  27. weapon_id = WEAPON_G3SG1;
  28. else if (cvar.menu_legit_sub_section == 4)
  29. weapon_id = WEAPON_SG550;
  30. }
  31. else if (cvar.menu_legit_global_section == 3)
  32. {
  33. if (cvar.menu_legit_sub_section == 1)
  34. weapon_id = WEAPON_M4A1;
  35. else if (cvar.menu_legit_sub_section == 2)
  36. weapon_id = WEAPON_GALIL;
  37. else if (cvar.menu_legit_sub_section == 3)
  38. weapon_id = WEAPON_FAMAS;
  39. else if (cvar.menu_legit_sub_section == 4)
  40. weapon_id = WEAPON_AUG;
  41. else if (cvar.menu_legit_sub_section == 5)
  42. weapon_id = WEAPON_AK47;
  43. else if (cvar.menu_legit_sub_section == 6)
  44. weapon_id = WEAPON_SG552;
  45. }
  46. else if (cvar.menu_legit_global_section == 4)
  47. {
  48. if (cvar.menu_legit_sub_section == 1)
  49. weapon_id = WEAPON_XM1014;
  50. else if (cvar.menu_legit_sub_section == 2)
  51. weapon_id = WEAPON_M3;
  52. }
  53. else if (cvar.menu_legit_global_section == 5)
  54. {
  55. if (cvar.menu_legit_sub_section == 1)
  56. weapon_id = WEAPON_M249;
  57. }
  58. else if (cvar.menu_legit_global_section == 6)
  59. {
  60. if (cvar.menu_legit_sub_section == 1)
  61. weapon_id = WEAPON_TMP;
  62. else if (cvar.menu_legit_sub_section == 2)
  63. weapon_id = WEAPON_P90;
  64. else if (cvar.menu_legit_sub_section == 3)
  65. weapon_id = WEAPON_MP5N;
  66. else if (cvar.menu_legit_sub_section == 4)
  67. weapon_id = WEAPON_MAC10;
  68. else if (cvar.menu_legit_sub_section == 5)
  69. weapon_id = WEAPON_UMP45;
  70. }
  71.  
  72. static const char* const global_section[] =
  73. {
  74. "Pistol", "Sniper", "Rifle", "Shotgun", "Machine gun", "Submachine gun",
  75. };
  76.  
  77. static const char* const pistol_section[] =
  78. {
  79. "glock18", "p228", "deagle", "elite", "fiveseven", "usp",
  80. };
  81.  
  82. static const char* const snipers_section[] =
  83. {
  84. "awp", "scout", "g3sg1", "sg550",
  85. };
  86.  
  87. static const char* const rifles_section[] =
  88. {
  89. "m4a1", "galil", "famas", "aug", "ak47", "sg552"
  90. };
  91.  
  92. static const char* const shotgun_section[] =
  93. {
  94. "xm1014", "m3",
  95. };
  96.  
  97. static const char* const machine_section[] =
  98. {
  99. "m249",
  100. };
  101.  
  102. static const char* const submachine_section[] =
  103. {
  104. "tmp", "p90", "mp5", "mac10", "ump45",
  105. };
  106.  
  107. static const char* const psilent_type[] =
  108. {
  109. "Normalize", "Automatic fire",
  110. };
  111.  
  112. static const char* const accuracy_boost[] =
  113. {
  114. "None", "Bound box", "Recoil", "Recoil + spread",
  115. };
  116.  
  117. ImGui::Spacing();
  118. ImGui::Next();
  119. ImGui::Checkbox("Active", &cvar.legit_active);
  120. ImGui::PushItemWidth(130.f);
  121. ImGui::SameLine(450);
  122. ImGui::Combo("Section", &cvar.menu_legit_global_section, global_section, IM_ARRAYSIZE(global_section));
  123. ImGui::SameLine();
  124.  
  125. if (cvar.menu_legit_global_section == 0)
  126. {
  127. ImGui::Combo("Weapon", &cvar.menu_legit_sub_section, pistol_section, IM_ARRAYSIZE(pistol_section));
  128.  
  129. if (cvar.menu_legit_sub_section > 6)
  130. cvar.menu_legit_sub_section = 6;
  131. }
  132. else if (cvar.menu_legit_global_section == 1)
  133. {
  134. ImGui::Combo("Weapon", &cvar.menu_legit_sub_section, snipers_section, IM_ARRAYSIZE(snipers_section));
  135.  
  136. if (cvar.menu_legit_sub_section > 4)
  137. cvar.menu_legit_sub_section = 4;
  138. }
  139. else if (cvar.menu_legit_global_section == 2)
  140. {
  141. ImGui::Combo("Weapon", &cvar.menu_legit_sub_section, rifles_section, IM_ARRAYSIZE(rifles_section));
  142.  
  143. if (cvar.menu_legit_sub_section > 6)
  144. cvar.menu_legit_sub_section = 6;
  145. }
  146. else if (cvar.menu_legit_global_section == 3)
  147. {
  148. ImGui::Combo("Weapon", &cvar.menu_legit_sub_section, shotgun_section, IM_ARRAYSIZE(shotgun_section));
  149.  
  150. if (cvar.menu_legit_sub_section > 2)
  151. cvar.menu_legit_sub_section = 2;
  152. }
  153. else if (cvar.menu_legit_global_section == 4)
  154. {
  155. ImGui::Combo("Weapon", &cvar.menu_legit_sub_section, machine_section, IM_ARRAYSIZE(machine_section));
  156.  
  157. if (cvar.menu_legit_sub_section > 1)
  158. cvar.menu_legit_sub_section = 1;
  159. }
  160. else if (cvar.menu_legit_global_section == 5)
  161. {
  162. ImGui::Combo("Weapon", &cvar.menu_legit_sub_section, submachine_section, IM_ARRAYSIZE(submachine_section));
  163.  
  164. if (cvar.menu_legit_sub_section > 5)
  165. cvar.menu_legit_sub_section = 5;
  166. }
  167. ImGui::PopItemWidth();
  168. ImGui::Columns(2, nullptr, false);
  169. ImGui::SetColumnOffset(1, 420);
  170. ImGui::Spacing(3);
  171. ImGui::Next();
  172. ImGui::Text("Aimbot:");
  173. ImGui::Next();
  174. ImGui::BeginChild("##1", ImVec2(410, 435));
  175. ImGui::Spacing(3);
  176. ImGui::Next();
  177. ImGui::Checkbox("Enabled", &cvar.legit[weapon_id].aim);
  178. ImGui::Next();
  179. ImGui::Checkbox("Head", &cvar.legit[weapon_id].aim_head);
  180. ImGui::Next();
  181. ImGui::Checkbox("Chest", &cvar.legit[weapon_id].aim_chest);
  182. ImGui::Next();
  183. ImGui::Checkbox("Stomach", &cvar.legit[weapon_id].aim_stomach);
  184. ImGui::PushItemWidth(230.f);
  185. ImGui::Next();
  186. ImGui::SliderFloat("Reaction time", &cvar.legit[weapon_id].aim_reaction_time, 0, 1000, "%.2f ms");
  187. ImGui::Next();
  188. ImGui::SliderFloat("FOV", &cvar.legit[weapon_id].aim_fov, 0, 180, "%.2f");
  189. ImGui::Next();
  190. ImGui::SliderFloat("Smooth (auto aim)", &cvar.legit[weapon_id].aim_speed, 0, 300, "%.2f");
  191. ImGui::Next();
  192. ImGui::SliderFloat("Smooth in attack", &cvar.legit[weapon_id].aim_speed_in_attack, 0, 300, "%.2f");
  193. ImGui::Next();
  194. ImGui::SliderFloat("Smooth scale - FOV", &cvar.legit[weapon_id].aim_speed_scale_fov, 0, 100, "%.0f");
  195. ImGui::Next();
  196. ImGui::SliderFloat("Recoil compensation pitch", &cvar.legit[weapon_id].aim_recoil_compensation_pitch, 0, 100, "%.0f");
  197. ImGui::Next();
  198. ImGui::SliderFloat("Recoil compensation yaw", &cvar.legit[weapon_id].aim_recoil_compensation_yaw, 0, 100, "%.0f");
  199. ImGui::Next();
  200. ImGui::SliderFloat("Perfect silent", &cvar.legit[weapon_id].aim_psilent, 0, 1, u8"%.2f°");
  201. ImGui::Next();
  202. ImGui::Combo("Perfect silent type", &cvar.legit[weapon_id].aim_psilent_type, psilent_type, IM_ARRAYSIZE(psilent_type));
  203. ImGui::Next();
  204. ImGui::Checkbox("Automatic penetration", &cvar.legit[weapon_id].aim_automatic_penetration);
  205. ImGui::Next();
  206. ImGui::Checkbox("Huminaze", &cvar.legit[weapon_id].aim_humanize);
  207. ImGui::Next();
  208. ImGui::Combo("Accuracy boost", &cvar.legit[weapon_id].aim_accuracy, accuracy_boost, IM_ARRAYSIZE(accuracy_boost));
  209. ImGui::PopItemWidth();
  210. ImGui::EndChild();
  211.  
  212. ImGui::NextColumn();
  213.  
  214. ImGui::Spacing(2);
  215. ImGui::Text("Triggerbot:");
  216. ImGui::BeginChild("##2", ImVec2(405, 215));
  217. ImGui::Spacing(3);
  218. ImGui::Next();
  219. ImGui::Checkbox("Enabled##trigger", &cvar.legit[weapon_id].trigger);
  220. ImGui::Next();
  221. ImGui::Checkbox("Head##trigger", &cvar.legit[weapon_id].trigger_head);
  222. ImGui::Next();
  223. ImGui::Checkbox("Chest##trigger", &cvar.legit[weapon_id].trigger_chest);
  224. ImGui::Next();
  225. ImGui::Checkbox("Stomach##trigger", &cvar.legit[weapon_id].trigger_stomach);
  226. ImGui::PushItemWidth(230.f);
  227. ImGui::Next();
  228. ImGui::Checkbox("Automatic penetration##trigger", &cvar.legit[weapon_id].trigger_penetration);
  229. ImGui::Next();
  230. ImGui::Combo("Accuracy boost##trigger", &cvar.legit[weapon_id].trigger_accuracy, accuracy_boost, IM_ARRAYSIZE(accuracy_boost));
  231. ImGui::PopItemWidth();
  232. ImGui::Spacing(3);
  233. ImGui::Next();
  234.  
  235. ImGui::EndChild();
  236.  
  237. ImGui::Text("Other:");
  238. ImGui::BeginChild("##3", ImVec2(405, 198));
  239. ImGui::Spacing(3);
  240. ImGui::Next();
  241. ImGui::Checkbox("Friendly fire", &cvar.legit_teammates);
  242. ImGui::Next();
  243. ImGui::Checkbox("Automatic scope", &cvar.aim_autoscope);
  244. ImGui::Next();
  245. ImGui::Checkbox("Trigger only zoom", &cvar.trigger_only_zoomed);
  246. ImGui::PushItemWidth(230.f);
  247. ImGui::Next();
  248. ImGui::SliderFloat("Block after kill", &cvar.block_attack_after_kill, 0, 100, "%.2f ms");
  249. ImGui::Next();
  250. ImGui::SliderInt("Recoil comp. bullet start", &cvar.legit[weapon_id].aim_recoil_compensation_after_shots_fired, 0, 30);
  251. ImGui::PopItemWidth();
  252. ImGui::EndChild();
  253. }
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