Merge pull request #30 from ifBars/main
Add toggleable things: rainbow effect, armor display, distance display, and a somewhat working head tracker
This commit is contained in:
@@ -193,6 +193,8 @@ namespace updater {
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if (data["dwViewMatrix"].is_number())
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offsets::dwViewMatrix = data["dwViewMatrix"];
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if (data["m_iPawnArmor"].is_number())
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offsets::m_iPawnArmor = data["m_iPawnArmor"];
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if (data["dwPawnHealth"].is_number())
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offsets::dwPawnHealth = data["dwPawnHealth"];
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if (data["dwPlayerPawn"].is_number())
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@@ -214,6 +216,7 @@ namespace updater {
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data["dwEntityList"] = offsets::dwEntityList;
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data["dwViewMatrix"] = offsets::dwViewMatrix;
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data["m_iPawnArmor"] = offsets::m_iPawnArmor;
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data["dwPawnHealth"] = offsets::dwPawnHealth;
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data["dwPlayerPawn"] = offsets::dwPlayerPawn;
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data["dwSanitizedName"] = offsets::dwSanitizedName;
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@@ -35,6 +35,7 @@ namespace updater {
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inline std::ptrdiff_t dwEntityList = 0x178D8E8;
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inline std::ptrdiff_t dwViewMatrix = 0x187B730;
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inline std::ptrdiff_t m_iPawnArmor = 0x80c;
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inline std::ptrdiff_t dwPawnHealth = 0x808;
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inline std::ptrdiff_t dwPlayerPawn = 0x7FC;
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inline std::ptrdiff_t dwSanitizedName = 0x720;
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@@ -26,6 +26,16 @@ namespace config {
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automatic_update = data["automatic_update"];
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if (data["render_distance"].is_number())
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render_distance = data["render_distance"];
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if (data["show_distance"].is_boolean())
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show_distance = data["show_distance"];
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if (data["show_armor"].is_boolean())
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show_armor = data["show_armor"];
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if (data["rainbow"].is_boolean())
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rainbow = data["rainbow"];
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if (data["rainbow_speed"].is_number())
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rainbow_speed = data["rainbow_speed"];
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if (data["head_tracker"].is_boolean())
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head_tracker = data["head_tracker"];
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return true;
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}
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@@ -36,7 +46,11 @@ namespace config {
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data["team_esp"] = team_esp;
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data["automatic_update"] = automatic_update;
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data["render_distance"] = render_distance;
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data["show_distance"] = show_distance;
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data["show_armor"] = show_armor;
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data["rainbow"] = rainbow;
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data["rainbow_speed"] = rainbow_speed;
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data["head_tracker"] = head_tracker;
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std::ofstream output(file_path);
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output << std::setw(4) << data << std::endl;
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@@ -14,4 +14,9 @@ namespace config {
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inline bool automatic_update = false;
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inline bool team_esp = false;
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inline float render_distance = -1.f;
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inline bool show_distance = false;
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inline bool show_armor = false;
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inline bool head_tracker = false;
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inline bool rainbow = false;
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inline float rainbow_speed = 0.001f;
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}
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@@ -1,4 +1,5 @@
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#include <thread>
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#include <cmath>
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#include "../memory/memory.hpp"
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#include "../classes/globals.hpp"
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#include "../classes/render.hpp"
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@@ -8,6 +9,14 @@ namespace hack {
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std::shared_ptr<pProcess> process;
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ProcessModule base_module;
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float CalculateDistance(const Vector3& point1, const Vector3& point2) {
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float dx = point2.x - point1.x;
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float dy = point2.y - point1.y;
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float dz = point2.z - point1.z;
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return std::sqrt(dx * dx + dy * dy + dz * dz);
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}
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void loop() {
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const uintptr_t localPlayer = process->read<uintptr_t>(base_module.base + updater::offsets::dwLocalPlayer);
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if (!localPlayer)
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@@ -38,6 +47,7 @@ namespace hack {
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}
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const int playerHealth = process->read<int>(player + updater::offsets::dwPawnHealth);
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const int playerArmor = process->read<int>(player + updater::offsets::m_iPawnArmor);
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if (playerHealth <= 0 || playerHealth > 100) {
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playerIndex++;
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continue;
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@@ -85,6 +95,8 @@ namespace hack {
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const Vector3 origin = process->read<Vector3>(pCSPlayerPawn + updater::offsets::m_vecOrigin);
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const Vector3 head = { origin.x, origin.y, origin.z + 75.f };
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const Vector3 head2 = { origin.x + 10, origin.y + 10, origin.z + 75.f };
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const Vector3 localOrigin = process->read<Vector3>(localPlayer + updater::offsets::m_vecOrigin);
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if (config::render_distance != -1 && (localOrigin - origin).length2d() > config::render_distance) {
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playerIndex++;
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@@ -97,10 +109,42 @@ namespace hack {
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const float height = screenPos.y - screenHead.y;
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const float width = height / 2.4f;
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const float height2 = (screenPos.y - screenHead.y) / 8;
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const float width2 = (height / 2.4f) / 4;
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if (screenPos.z >= 0.01f) {
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const COLORREF boxColor = RGB(175, 75, 75);
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const COLORREF healthBarColor = RGB(255 - playerHealth, 55 + playerHealth * 2, 75);
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const float pi = 3.14159265358979323846f;
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// Get the current time
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DWORD currentTime = GetTickCount();
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// Calculate the sinusoidal values for RGB colors
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float red = (sin(config::rainbow_speed * currentTime + 0) * 127.5f + 127.5f); // 0 phase shift
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float green = (sin(config::rainbow_speed * currentTime + 2 * pi / 3) * 127.5f + 127.5f); // 2*pi/3 phase shift
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float blue = (sin(config::rainbow_speed * currentTime + 4 * pi / 3) * 127.5f + 127.5f); // 4*pi/3 phase shift
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// Convert the floating point values to integers for RGB color creation
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COLORREF rainbowColor = RGB(static_cast<int>(red), static_cast<int>(green), static_cast<int>(blue));
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float distance = CalculateDistance(localOrigin, origin);
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// Round the distance to the nearest integer
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int roundedDistance = std::round(distance / 10);
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if (config::rainbow) {
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render::DrawBorderBox(
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g::hdcBuffer,
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screenHead.x - width / 2,
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screenHead.y,
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width,
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height,
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(localTeam == playerTeam ? rainbowColor : rainbowColor)
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);
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}
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else
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{
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render::DrawBorderBox(
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g::hdcBuffer,
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screenHead.x - width / 2,
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@@ -109,6 +153,7 @@ namespace hack {
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height,
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(localTeam == playerTeam ? RGB(75, 175, 75) : RGB(175, 75, 75))
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);
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}
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render::DrawBorderBox(
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g::hdcBuffer,
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@@ -123,6 +168,45 @@ namespace hack {
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)
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);
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if (config::head_tracker)
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{
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if (roundedDistance > 35)
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{
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render::DrawFilledBox(
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g::hdcBuffer,
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screenHead.x - (width2 / 2),
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(screenHead.y + 10 - (roundedDistance / 80)) - (height2 / 2),
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width2,
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height2,
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rainbowColor
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);
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}
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else if (roundedDistance > 5)
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{
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render::DrawFilledBox(
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g::hdcBuffer,
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screenHead.x - (width2 / 2),
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screenHead.y + 25 - (height2 / 2),
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width2,
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height2,
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rainbowColor
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);
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}
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}
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if (config::rainbow)
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{
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render::RenderText(
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g::hdcBuffer,
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screenHead.x + (width / 2 + 5),
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screenHead.y,
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playerName.c_str(),
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rainbowColor,
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10
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);
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}
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else
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{
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render::RenderText(
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g::hdcBuffer,
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screenHead.x + (width / 2 + 5),
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@@ -131,6 +215,7 @@ namespace hack {
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RGB(75, 75, 175),
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10
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);
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}
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render::RenderText(
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g::hdcBuffer,
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@@ -144,6 +229,48 @@ namespace hack {
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),
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10
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);
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if (config::show_armor)
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{
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render::RenderText(
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g::hdcBuffer,
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screenHead.x + (width / 2 + 5),
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screenHead.y + 21,
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(std::to_string(playerArmor) + "armor").c_str(),
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RGB(
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(255 - playerArmor),
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(55 + playerArmor * 2),
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75
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),
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10
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);
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}
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if (config::show_distance)
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{
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if (config::rainbow)
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{
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render::RenderText(
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g::hdcBuffer,
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screenHead.x + (width / 2 + 5),
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screenHead.y + 32,
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(std::to_string(roundedDistance) + "m away").c_str(),
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rainbowColor,
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10
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);
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}
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else
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{
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render::RenderText(
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g::hdcBuffer,
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screenHead.x + (width / 2 + 5),
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screenHead.y + 32,
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(std::to_string(roundedDistance) + "m away").c_str(),
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RGB(75, 75, 175),
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10
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);
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}
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}
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}
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playerIndex++;
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}
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@@ -137,7 +137,7 @@ int main() {
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//SetActiveWindow(hack::process->hwnd_);
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#ifndef _UC
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std::cout << "\n[settings] In Game keybinds:\n\t[F5] enable/disable Team ESP\n\t[F6] enable/disable automatic updates\n\t[fin] Unload esp.\n" << std::endl;
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std::cout << "\n[settings] In Game keybinds:\n\t[F5] enable/disable Team ESP\n\t[F6] enable/disable automatic updates\n\t[F7] enable/disable rainbow boxes & names\n\t[F8] enable/disable player distances\n\t[F9] enable/disable player armor\n\t[F10] enable/disable player head tracker\n\t[fin] Unload esp.\n" << std::endl;
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#else
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std::cout << "\n[settings] In Game keybinds:\n\t[F5] enable/disable Team ESP\n\t[fin] Unload esp\n" << std::endl;
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#endif
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@@ -152,6 +152,13 @@ int main() {
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#ifndef _UC
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if (GetAsyncKeyState(VK_F6) & 0x8000) { config::automatic_update = !config::automatic_update; config::save(); Beep(700, 100); }
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#endif
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if (GetAsyncKeyState(VK_F7) & 0x8000) { config::rainbow = !config::rainbow; config::save(); Beep(700, 100); };
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if (GetAsyncKeyState(VK_F8) & 0x8000) { config::show_distance = !config::show_distance; config::save(); Beep(700, 100); };
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if (GetAsyncKeyState(VK_F9) & 0x8000) { config::show_armor = !config::show_armor; config::save(); Beep(700, 100); };
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if (GetAsyncKeyState(VK_F10) & 0x8000) { config::head_tracker = !config::head_tracker; config::save(); Beep(700, 100); };
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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