#pragma once #include "include/Menu.hpp" #include "config.h" #include void ESP(); void ESP_DEBUG(float mDist, ImVec4 color = { 1.0f, 1.0f, 1.0f, 01.0f }, SDK::UClass* mEntType = SDK::AActor::StaticClass()); void DrawUActorComponent(SDK::TArray Comps, ImColor color); void UnlockAllEffigies(); void IncrementInventoryItemCountByIndex(__int32 mCount, __int32 mIndex = 0); void AddItemToInventoryByName(SDK::UPalPlayerInventoryData* data, char* itemName, int count); void SpawnMultiple_ItemsToInventory(config::QuickItemSet Set); void AnyWhereTP(SDK::FVector& vector, bool IsSafe); void ExploitFly(bool IsFly); void SetFullbright(bool bIsSet); void SpeedHack(float mSpeed); void SetDemiGodMode(bool bIsSet); void RespawnLocalPlayer(bool bIsSafe); void SetPlayerHealth(__int32 newHealth); void ReviveLocalPlayer(); void ResetStamina(); void GiveExperiencePoints(__int32 mXP); void SetPlayerAttackParam(__int32 mNewAtk); void SetPlayerDefenseParam(__int32 mNewDef); void SetInfiniteAmmo(bool bInfAmmo); void SetCraftingSpeed(float mNewSpeed, bool bRestoreDefault = false); void AddTechPoints(__int32 mPoints); void AddAncientTechPoints(__int32 mPoints); void RemoveTechPoints(__int32 mPoints); void RemoveAncientTechPoint(__int32 mPoints); float GetDistanceToActor(SDK::AActor* pLocal, SDK::AActor* pTarget); void ForgeActor(SDK::AActor* pTarget, float mDistance, float mHeight = 0.0f, float mAngle = 0.0f); void SendDamageToActor(SDK::APalCharacter* pTarget, int32 damage, bool bSpoofAttacker = false); void DeathAura(__int32 dmgAmount, float mDistance, bool bIntensityEffect = false, bool bVisualEffect = false, SDK::EPalVisualEffectID visID = SDK::EPalVisualEffectID::None); void TeleportAllPalsToCrosshair(float mDistance); void AddWaypointLocation(std::string wpName); void RenderWaypointsToScreen();