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Apr 19th, 2018
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  1. if (tabSelected == 0) // Aimbot
  2. {
  3. ImGui::PushItemWidth(110.f);
  4. ImGui::Text("Current Weapon: ");
  5. ImGui::SameLine();
  6. ImGui::Combo("##AimWeapon", &iWeaponID, pWeaponData, IM_ARRAYSIZE(pWeaponData));
  7. ImGui::PopItemWidth();
  8.  
  9. ImGui::Spacing();
  10. ImGui::Separator();
  11. ImGui::Spacing();
  12.  
  13. ImGui::Checkbox("Deathmatch", &Settings::Aimbot::aim_Deathmatch);
  14. ImGui::SameLine(SpaceLineOne);
  15. ImGui::Checkbox("WallAttack", &Settings::Aimbot::aim_WallAttack);
  16. ImGui::SameLine(SpaceLineTwo);
  17. ImGui::Checkbox("CheckSmoke", &Settings::Aimbot::aim_CheckSmoke);
  18.  
  19. ImGui::Checkbox("AntiJump", &Settings::Aimbot::aim_AntiJump);
  20. ImGui::SameLine(SpaceLineOne);
  21. ImGui::Checkbox("Draw Fov", &Settings::Aimbot::aim_DrawFov);
  22. ImGui::SameLine(SpaceLineTwo);
  23. ImGui::Checkbox("DrawSpot", &Settings::Aimbot::aim_DrawSpot);
  24.  
  25. ImGui::Spacing();
  26. ImGui::Separator();
  27. ImGui::Spacing();
  28.  
  29. ImGui::Checkbox("Active", &Settings::Aimbot::weapon_aim_settings[iWeaponID].aim_Active);
  30.  
  31. if (iWeaponID <= 9)
  32. {
  33. ImGui::SameLine();
  34. ImGui::Checkbox("Autopistol", &Settings::Aimbot::weapon_aim_settings[iWeaponID].aim_AutoPistol);
  35. }
  36.  
  37. ImGui::PushItemWidth(362.f);
  38. ImGui::SliderInt("Smooth", &Settings::Aimbot::weapon_aim_settings[iWeaponID].aim_Smooth, 1, 300);
  39. ImGui::SliderInt("Fov", &Settings::Aimbot::weapon_aim_settings[iWeaponID].aim_Fov, 1, 300);
  40. ImGui::PopItemWidth();
  41.  
  42. const char* AimFovType[] = { "Dynamic" , "Static" };
  43. ImGui::PushItemWidth(362.f);
  44. ImGui::Combo("Fov Type", &Settings::Aimbot::weapon_aim_settings[iWeaponID].aim_FovType, AimFovType, IM_ARRAYSIZE(AimFovType));
  45. ImGui::PopItemWidth();
  46.  
  47. const char* BestHit[] = { "Disable" , "Enable" };
  48. ImGui::PushItemWidth(362.f);
  49. ImGui::Combo("BestHit", &Settings::Aimbot::weapon_aim_settings[iWeaponID].aim_BestHit, BestHit, IM_ARRAYSIZE(BestHit));
  50.  
  51. if (ImGui::IsItemHovered())
  52. ImGui::SetTooltip("if disabled then used Aimspot");
  53.  
  54. ImGui::PopItemWidth();
  55.  
  56. const char* Aimspot[] = { "Head" , "Neck" , "Low Neck" , "Body" , "Thorax" , "Chest" };
  57. ImGui::PushItemWidth(362.f);
  58. ImGui::Combo("Aimspot", &Settings::Aimbot::weapon_aim_settings[iWeaponID].aim_Spot, Aimspot, IM_ARRAYSIZE(Aimspot));
  59. ImGui::PopItemWidth();
  60.  
  61. ImGui::Spacing();
  62. ImGui::Separator();
  63. ImGui::Spacing();
  64.  
  65. ImGui::PushItemWidth(362.f);
  66. ImGui::SliderInt("ShotDelay", &Settings::Aimbot::weapon_aim_settings[iWeaponID].aim_Delay, 0, 200);
  67. ImGui::SliderInt("Rcs", &Settings::Aimbot::weapon_aim_settings[iWeaponID].aim_Rcs, 0, 100);
  68. ImGui::PopItemWidth();
  69.  
  70. ImGui::Spacing();
  71. ImGui::Separator();
  72. ImGui::Spacing();
  73.  
  74. if (iWeaponID >= 10 && iWeaponID <= 30)
  75. {
  76. ImGui::PushItemWidth(362.f);
  77. ImGui::SliderInt("Rcs Fov", &Settings::Aimbot::weapon_aim_settings[iWeaponID].aim_RcsFov, 1, 300);
  78. ImGui::SliderInt("Rcs Smooth", &Settings::Aimbot::weapon_aim_settings[iWeaponID].aim_RcsSmooth, 1, 300);
  79. ImGui::PopItemWidth();
  80.  
  81. const char* ClampType[] = { "All Target" , "Shot" , "Shot + Target" };
  82. ImGui::PushItemWidth(362.f);
  83. ImGui::Combo("Rcs Clamp", &Settings::Aimbot::weapon_aim_settings[iWeaponID].aim_RcsClampType, ClampType, IM_ARRAYSIZE(ClampType));
  84. ImGui::PopItemWidth();
  85.  
  86. ImGui::Spacing();
  87. ImGui::Separator();
  88. ImGui::Spacing();
  89. }
  90. }
  91. else if (tabSelected == 1) // Trigger
  92. {
  93. const char* TriggerEnable[] = { "Disable" , "Fov" , "Trace" };
  94. ImGui::PushItemWidth(80.f);
  95. ImGui::Combo("Enable", &Settings::Triggerbot::trigger_Enable, TriggerEnable, IM_ARRAYSIZE(TriggerEnable));
  96. ImGui::PopItemWidth();
  97. ImGui::SameLine();
  98.  
  99. ImGui::Spacing();
  100. ImGui::Separator();
  101. ImGui::Spacing();
  102.  
  103. ImGui::Checkbox("Deathmatch", &Settings::Triggerbot::trigger_Deathmatch);
  104. ImGui::SameLine(SpaceLineOne);
  105. ImGui::Checkbox("WallAttack", &Settings::Triggerbot::trigger_WallAttack);
  106. ImGui::SameLine(SpaceLineTwo);
  107. ImGui::Checkbox("FastZoom", &Settings::Triggerbot::trigger_FastZoom);
  108.  
  109. ImGui::Checkbox("SmokCheck", &Settings::Triggerbot::trigger_SmokCheck);
  110. ImGui::SameLine(SpaceLineOne);
  111. ImGui::Checkbox("DrawFov", &Settings::Triggerbot::trigger_DrawFov);
  112. ImGui::SameLine(SpaceLineTwo);
  113. ImGui::Checkbox("DrawSpot", &Settings::Triggerbot::trigger_DrawSpot);
  114. ImGui::SameLine(SpaceLineThr);
  115. ImGui::Checkbox("DrawFovAssist", &Settings::Triggerbot::trigger_DrawFovAssist);
  116.  
  117. ImGui::Spacing();
  118. ImGui::Separator();
  119. ImGui::Spacing();
  120.  
  121. const char* items1[] = { CVAR_KEY_MOUSE3 , CVAR_KEY_MOUSE4 , CVAR_KEY_MOUSE5 };
  122. ImGui::PushItemWidth(80.f);
  123. ImGui::Combo("Key", &Settings::Triggerbot::trigger_Key, items1, IM_ARRAYSIZE(items1));
  124. ImGui::PopItemWidth();
  125. ImGui::SameLine();
  126.  
  127. const char* items2[] = { "Hold" , "Press" };
  128. ImGui::PushItemWidth(80.f);
  129. ImGui::Combo("Key Mode", &Settings::Triggerbot::trigger_KeyMode, items2, IM_ARRAYSIZE(items2));
  130. ImGui::PopItemWidth();
  131. ImGui::SameLine();
  132.  
  133. ImGui::PushItemWidth(110.f);
  134. ImGui::Combo("Weapon", &iWeaponID, pWeaponData, IM_ARRAYSIZE(pWeaponData));
  135. ImGui::PopItemWidth();
  136.  
  137. ImGui::Spacing();
  138. ImGui::Separator();
  139. ImGui::Spacing();
  140.  
  141. ImGui::PushItemWidth(362.f);
  142. ImGui::SliderInt("Min Disstance", &Settings::Triggerbot::weapon_trigger_settings[iWeaponID].trigger_DistanceMin, 0, 5000);
  143. ImGui::SliderInt("Max Disstance", &Settings::Triggerbot::weapon_trigger_settings[iWeaponID].trigger_DistanceMax, 0, 5000);
  144. ImGui::SliderInt("Fov", &Settings::Triggerbot::weapon_trigger_settings[iWeaponID].trigger_Fov, 1, 100);
  145. ImGui::SliderInt("Delay Before", &Settings::Triggerbot::weapon_trigger_settings[iWeaponID].trigger_DelayBefore, 0, 200);
  146. ImGui::SliderInt("Delay After", &Settings::Triggerbot::weapon_trigger_settings[iWeaponID].trigger_DelayAfter, 0, 1000);
  147. ImGui::PopItemWidth();
  148.  
  149. ImGui::Spacing();
  150. ImGui::Separator();
  151. ImGui::Spacing();
  152.  
  153. ImGui::Checkbox("HeadOnly", &Settings::Triggerbot::weapon_trigger_settings[iWeaponID].trigger_HeadOnly);
  154. ImGui::SameLine();
  155.  
  156. const char* AssistMode[] = { "Disable" , "One Shot" , "Auto" };
  157. ImGui::PushItemWidth(80.f);
  158. ImGui::Combo("Assist", &Settings::Triggerbot::weapon_trigger_settings[iWeaponID].trigger_Assist, AssistMode, IM_ARRAYSIZE(AssistMode));
  159. ImGui::PopItemWidth();
  160. ImGui::SameLine();
  161.  
  162. const char* AssistFovType[] = { "Dynamic" , "Static" };
  163. ImGui::PushItemWidth(80.f);
  164. ImGui::Combo("Assist Fov Type", &Settings::Triggerbot::weapon_trigger_settings[iWeaponID].trigger_AssistFovType, AssistFovType, IM_ARRAYSIZE(AssistFovType));
  165. ImGui::PopItemWidth();
  166.  
  167. const char* HitGroup[] = { "All" , "Head + Body" , "Head" };
  168. ImGui::Combo("HitGroup", &Settings::Triggerbot::weapon_trigger_settings[iWeaponID].trigger_HitGroup, HitGroup, IM_ARRAYSIZE(HitGroup));
  169. //ImGui::PopItemWidth();
  170.  
  171. ImGui::PushItemWidth(362.f);
  172. ImGui::SliderInt("Assist Rcs", &Settings::Triggerbot::weapon_trigger_settings[iWeaponID].trigger_AssistRcs, 0, 100);
  173. ImGui::SliderInt("Assist Fov", &Settings::Triggerbot::weapon_trigger_settings[iWeaponID].trigger_AssistFov, 1, 300);
  174. ImGui::SliderInt("Assist Smooth", &Settings::Triggerbot::weapon_trigger_settings[iWeaponID].trigger_AssistSmooth, 1, 300);
  175. ImGui::PopItemWidth();
  176.  
  177. ImGui::Spacing();
  178. ImGui::Separator();
  179. ImGui::Spacing();
  180. }
  181. else if (tabSelected == 2) // Visuals
  182. {
  183. string style_1 = "Box";
  184. string style_2 = "CoalBox";
  185.  
  186. const char* items1[] = { style_1.c_str() , style_2.c_str() };
  187.  
  188. ImGui::PushItemWidth(339.f);
  189. ImGui::Combo("Esp Type", &Settings::Esp::esp_Style, items1, IM_ARRAYSIZE(items1));
  190. ImGui::PopItemWidth();
  191.  
  192. ImGui::Spacing();
  193. ImGui::Separator();
  194. ImGui::Spacing();
  195.  
  196. ImGui::Checkbox("Esp Team", &Settings::Esp::esp_Team);
  197. ImGui::SameLine(SpaceLineOne);
  198. ImGui::Checkbox("Esp Enemy", &Settings::Esp::esp_Enemy);
  199. ImGui::SameLine(SpaceLineTwo);
  200. ImGui::Checkbox("Esp Bomb", &Settings::Esp::esp_Bomb);
  201. ImGui::SameLine(SpaceLineThr);
  202. ImGui::Checkbox("Esp Sound", &Settings::Esp::esp_Sound);
  203.  
  204. ImGui::Checkbox("Esp Line", &Settings::Esp::esp_Line);
  205. ImGui::SameLine(SpaceLineOne);
  206. ImGui::Checkbox("Esp OutLine", &Settings::Esp::esp_Outline);
  207. ImGui::SameLine(SpaceLineTwo);
  208. ImGui::Checkbox("Esp Name", &Settings::Esp::esp_Name);
  209. ImGui::SameLine(SpaceLineThr);
  210. ImGui::Checkbox("Esp Rank", &Settings::Esp::esp_Rank);
  211.  
  212. ImGui::Checkbox("Esp Weapon", &Settings::Esp::esp_Weapon);
  213. ImGui::SameLine(SpaceLineOne);
  214. ImGui::Checkbox("Esp Ammo", &Settings::Esp::esp_Ammo);
  215. ImGui::SameLine(SpaceLineTwo);
  216. ImGui::Checkbox("Esp Distance", &Settings::Esp::esp_Distance);
  217. ImGui::SameLine(SpaceLineThr);
  218. ImGui::Checkbox("Esp Skeleton", &Settings::Esp::esp_Skeleton);
  219.  
  220. ImGui::Spacing();
  221. ImGui::Separator();
  222. ImGui::Spacing();
  223.  
  224. ImGui::Checkbox("Esp World Weapon", &Settings::Esp::esp_WorldWeapons);
  225. ImGui::Checkbox("Esp World Grenade", &Settings::Esp::esp_WorldGrenade);
  226.  
  227. ImGui::Spacing();
  228. ImGui::Separator();
  229. ImGui::Spacing();
  230.  
  231. string visible_1 = "Enemy";
  232. string visible_2 = "Team";
  233. string visible_3 = "All";
  234. string visible_4 = "Only Visible";
  235.  
  236. const char* items2[] = { visible_1.c_str() , visible_2.c_str() , visible_3.c_str() , visible_4.c_str() };
  237.  
  238. ImGui::PushItemWidth(339.f);
  239. ImGui::Combo("Esp Visible", &Settings::Esp::esp_Visible, items2, IM_ARRAYSIZE(items2));
  240.  
  241. ImGui::Spacing();
  242. ImGui::Separator();
  243. ImGui::Spacing();
  244.  
  245. ImGui::SliderInt("Esp Size", &Settings::Esp::esp_Size, 0, 10);
  246. ImGui::SliderInt("Esp BombTimer", &Settings::Esp::esp_BombTimer, 0, 65);
  247. ImGui::SliderInt("Esp BulletTrace", &Settings::Esp::esp_BulletTrace, 0, 3000);
  248.  
  249. ImGui::Spacing();
  250. ImGui::Separator();
  251. ImGui::Spacing();
  252.  
  253. string hpbar_1 = "None";
  254. string hpbar_2 = "Number";
  255. string hpbar_3 = "Bottom";
  256. string hpbar_4 = "Left";
  257.  
  258. const char* items3[] = { hpbar_1.c_str() , hpbar_2.c_str() , hpbar_3.c_str() , hpbar_4.c_str() };
  259. ImGui::Combo("Esp Health", &Settings::Esp::esp_Health, items3, IM_ARRAYSIZE(items3));
  260.  
  261. string arbar_1 = "None";
  262. string arbar_2 = "Number";
  263. string arbar_3 = "Bottom";
  264. string arbar_4 = "Right";
  265.  
  266. const char* items4[] = { arbar_1.c_str() , arbar_2.c_str() , arbar_3.c_str() , arbar_4.c_str() };
  267. ImGui::Combo("Esp Armor", &Settings::Esp::esp_Armor, items4, IM_ARRAYSIZE(items4));
  268.  
  269. ImGui::Spacing();
  270. ImGui::Separator();
  271. ImGui::Spacing();
  272.  
  273. string chams_1 = "None";
  274. string chams_2 = "Flat";
  275. string chams_3 = "Texture";
  276.  
  277. const char* items5[] = { chams_1.c_str() , chams_2.c_str() , chams_3.c_str() };
  278. ImGui::Combo("Chams", &Settings::Esp::esp_Chams, items5, IM_ARRAYSIZE(items5));
  279.  
  280. ImGui::Spacing();
  281. ImGui::Separator();
  282. ImGui::Spacing();
  283.  
  284. ImGui::ColorEdit3("Esp Color CT", Settings::Esp::esp_Color_CT);
  285. ImGui::ColorEdit3("Esp Color TT", Settings::Esp::esp_Color_TT);
  286. ImGui::ColorEdit3("Esp Color Visible CT", Settings::Esp::esp_Color_VCT);
  287. ImGui::ColorEdit3("Esp Color Visible TT", Settings::Esp::esp_Color_VTT);
  288.  
  289. ImGui::ColorEdit3("Chams Color CT", Settings::Esp::chams_Color_CT);
  290. ImGui::ColorEdit3("Chams Color TT", Settings::Esp::chams_Color_TT);
  291. ImGui::ColorEdit3("Chams Color Visible CT", Settings::Esp::chams_Color_VCT);
  292. ImGui::ColorEdit3("Chams Color Visible TT", Settings::Esp::chams_Color_VTT);
  293. ImGui::PopItemWidth();
  294.  
  295. ImGui::Spacing();
  296. ImGui::Separator();
  297. ImGui::Spacing();
  298. }
  299.  
  300.  
  301. //Fixed by smef#2433 and Troll Face#1136 on discord
  302.  
  303. else if (tabSelected == 3) // Misc
  304. {
  305. ImGui::Checkbox("Bhop", &Settings::Misc::misc_Bhop);
  306. ImGui::Checkbox("Punch", &Settings::Misc::misc_Punch);
  307. ImGui::Checkbox("AwpAim", &Settings::Misc::misc_AwpAim);
  308. ImGui::Checkbox("NoFlash", &Settings::Misc::misc_NoFlash);
  309. ImGui::Checkbox("AutoStrafe", &Settings::Misc::misc_AutoStrafe);
  310. ImGui::Checkbox("AutoAccept", &Settings::Misc::misc_AutoAccept);
  311. ImGui::Checkbox("Spectators", &Settings::Misc::misc_Spectators);
  312. ImGui::Checkbox("Fov Changer", &Settings::Misc::misc_FovChanger);
  313. ImGui::PushItemWidth(362.f);
  314. ImGui::SliderInt("Fov View", &Settings::Misc::misc_FovView, 1, 190);
  315. ImGui::SliderInt("Fov Model View", &Settings::Misc::misc_FovModelView, 1, 190);
  316. ImGui::Separator();
  317. ImGui::ColorEdit3("Awp Aim Color", Settings::Misc::misc_AwpAimColor);
  318. ImGui::PopItemWidth();
  319. }
  320. else if (tabSelected == 4) // Config
  321. {
  322. static int iConfigSelect = 0;
  323. static int iMenuSheme = 1;
  324. static char ConfigName[64] = { 0 };
  325.  
  326. ImGui::ComboBoxArray("Select Config", &iConfigSelect, ConfigList);
  327.  
  328. ImGui::Separator();
  329.  
  330. if (ImGui::Button("Load Config"))
  331. {
  332. Settings::LoadSettings(BaseDir + "\\" + ConfigList[iConfigSelect]);
  333. }
  334. ImGui::SameLine();
  335. if (ImGui::Button("Save Config"))
  336. {
  337. Settings::SaveSettings(BaseDir + "\\" + ConfigList[iConfigSelect]);
  338. }
  339. ImGui::SameLine();
  340. if (ImGui::Button("Refresh Config List"))
  341. {
  342. RefreshConfigs();
  343. }
  344.  
  345. ImGui::Separator();
  346.  
  347. ImGui::InputText("Config Name", ConfigName, 64);
  348.  
  349. if (ImGui::Button("Create & Save new Config"))
  350. {
  351. string ConfigFileName = ConfigName;
  352.  
  353. if (ConfigFileName.size() < 1)
  354. {
  355. ConfigFileName = "settings";
  356. }
  357.  
  358. Settings::SaveSettings(BaseDir + "\\" + ConfigFileName + ".ini");
  359. RefreshConfigs();
  360. }
  361.  
  362. ImGui::Separator();
  363.  
  364. const char* ThemesList[] = { "Default" , "Red" , "Blue" };
  365.  
  366. ImGui::Combo("Menu Color Sheme", &iMenuSheme, ThemesList, IM_ARRAYSIZE(ThemesList));
  367.  
  368. ImGui::Separator();
  369.  
  370. if (ImGui::Button("Apply Sheme"))
  371. {
  372. if (iMenuSheme == 0)
  373. {
  374. g_pGui->DefaultSheme();
  375. }
  376. else if (iMenuSheme == 1)
  377. {
  378. g_pGui->RedSheme();
  379. }
  380. else if (iMenuSheme == 2)
  381. {
  382. g_pGui->BlackSheme();
  383. }
  384. }
  385. }
  386.  
  387. ImGui::End();
  388. }
  389. }
  390. }
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