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u_vars.hpp
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#pragma once
#ifndef u_vars_hpp
#define u_vars_hpp
class c_vars
{
public:
// menu
bool g_open = true;
int g_menu_key = VK_INSERT;
int walkbind = 0;
int longbind = 0;
int speedbind = 0;
int mountbind = 0;
int zoombind = 0;
int desyncbind = 0;
int flyhackbind = 0;
bool rapidfire = false;
bool mounted = false;
float rapid_val = 0.01;
int rWidth;
int rHeight;
float health_color[4] = { 3.10f, 0.09f, 2.12f, 1.00f };
float esp_color[4] = { 3.10f, 0.09f, 2.12f, 1.00f };
float corner_color[4] = { 3.10f, 0.09f, 2.12f, 1.00f };
float drawColor_skeleton[4] = { 3.10f, 0.09f, 2.12f, 1.00f };
float drawColor_crosshair[4] = { 3.10f, 0.09f, 2.12f, 1.00f };
float drawColor_name[4] = { 3.10f, 0.09f, 2.12f, 1.00f };
float drawColor_weapon[4] = { 3.10f, 0.09f, 2.12f, 1.00f };
bool bone_esp = false;
float draw_coolcolor[4] = { 1.f, 1.f, 1.f, 0.15f };
// cheat
bool no_recoil = false;
bool admin_flags = false;
bool doublejump = true;
bool walkonwater = false;
bool spyderman = false;
bool always_shoot = false;
bool antiaim = false;
bool flyhack = false;
bool longeject = false;
bool thickbullet = false;
bool instacompound = false;
bool speedhack = false;
bool nospread = false;
bool mountfire = false;
bool omnisprint = false;
bool set_zoom = false;
bool instanteoka = false;
bool desync = false;
bool fastbow = false;
bool aimbot = false;
bool silentaim = false;
bool prediction = true;
int aimbotkey = 0;
float aimbotDist = 300.f;
bool fov = false;
bool skychanger = false;
float fovamount = 120;
float skycolor = 1.0f;
bool esp = false;
bool corner = false;
bool boxesp = false;
bool healthesp = false;
bool nameesp = false;
bool weaponesp = false;
bool head = false;
bool chest = false;
bool pelvis = false;
bool tdtdbox = false;
bool tdbox = false;
bool interactive_esp = false;
const char* bone[4] = {
"Head",
"Chest",
"Arms",
"Legs",
};
const char* aimtype[2] = {
"memory",
"silent"
};
bool tracers = false;
bool autooo = false;
bool shotty_ns = false;
int aim_on = 0;
float fovcolor[4] = { 3.10f, 0.09f, 2.12f, 1.00f};
int dist;
int max_distance = 400;
float neckamount = 0.0f;
float fov_amount = 90;
float gravity_amount = 2.5f;
float fatbulletamount = 1.f;
bool enabled = false;
bool radar = false;
bool beltesp = false;
bool nodeesp = false;
bool stashesp = false;
bool scientistesp = false;
bool peekassist = false;
bool crosshair = false;
bool chams = false;
bool stone = false;
bool metal = false;
bool sulfur = false;
bool hemp = false;
};
inline c_vars vars;
#endif // !u_vars_hpp