mirror of
https://github.com/swordbluesword/PalWorld-NetCrack.git
synced 2025-04-28 18:37:16 +09:00
- Adjusted SDK UGameViewportClient class members and padding - Created helper function to get local player - precompile headers for SDK - SDK made into a static library ( single compile as its never changed )
84 lines
2.5 KiB
C++
84 lines
2.5 KiB
C++
#pragma once
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#include <Windows.h>
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#include "libs/utils/memory.h"
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#include "database.h"
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#include "ItemList.hpp"
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typedef bool(*Tick)(SDK::APalPlayerCharacter* m_this, float DeltaSecond);
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class config
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{
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public:
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//offsets
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DWORD64 ClientBase = 0;
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DWORD64 offset_Tick = 0x2AB1DC0;//APalPlayerCharacter::Tick
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//check
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bool IsESP = false;
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bool IsFullbright = false;
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bool IsAimbot = false;
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bool IsSpeedHack = false;
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bool IsAttackModiler = false;
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bool IsDefuseModiler = false;
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bool IsInfStamina = false;
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bool IsSafe = true;
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bool IsInfinAmmo = false;
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bool IsToggledFly = false;
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bool IsMuteki = false;
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bool IsMonster = false;
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bool IsQuick = false;
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bool matchDbItems = true;
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bool isDebugESP = false;
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bool bisOpenManager = false;
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bool filterPlayer = false;
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bool bisRandomName = false;
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bool bisTeleporter = false;
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float SpeedModiflers = 1.0f;
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//def and value
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float mDebugESPDistance = 5.0f;
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int DamageUp = 0;
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int DefuseUp = 0;
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int EXP = 0;
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int Item = 0;
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float Pos[3] = { 0,0,0 };
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char ItemName[255];
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char inputTextBuffer[255] = "";
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SDK::UWorld* gWorld = nullptr;
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SDK::APalPlayerCharacter* localPlayer = NULL;
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SDK::TArray<SDK::APalPlayerCharacter*> AllPlayers = {};
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SDK::UPalCharacterImportanceManager* UCIM = NULL;
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SDK::UObject* WorldContextObject = NULL;
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int AddItemSlot = 0;
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int AddItemCount = 2;
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enum QuickItemSet
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{
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basic_items_stackable,
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basic_items_single,
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pal_unlock_skills,
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spheres,
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tools
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};
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//Filtered Items
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std::vector<std::string> db_filteredItems;
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//static function
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static SDK::UWorld* GetUWorld();
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static SDK::UPalCharacterImportanceManager* GetCharacterImpManager();
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static SDK::ULocalPlayer* GetLocalPlayer();
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static SDK::APalPlayerCharacter* GetPalPlayerCharacter();
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static SDK::APalPlayerController* GetPalPlayerController();
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static SDK::APalPlayerState* GetPalPlayerState();
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static SDK::UPalPlayerInventoryData* GetInventoryComponent();
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static SDK::APalWeaponBase* GetPlayerEquippedWeapon();
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static bool GetTAllPlayers(SDK::TArray<class SDK::APalCharacter*>* outResult);
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static bool GetTAllImpNPC(SDK::TArray<class SDK::APalCharacter*>* outResult);
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static bool GetTAllNPC(SDK::TArray<class SDK::APalCharacter*>* outResult);
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static bool GetTAllPals(SDK::TArray<class SDK::APalCharacter*>* outResult);
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static bool GetAllActorsofType(SDK::UClass* mType, std::vector<SDK::AActor*>* outArray, bool bLoopAllLevels = false, bool bSkipLocalPlayer = false);
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static void Init();
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static void Update(const char* filterText);
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static const std::vector<std::string>& GetFilteredItems();
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};
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extern config Config;
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