NightFyre 9dc8140e59 Project Adjustments
PROJECT SETTINGS
- Additional Options "/bigobj" for debug builds
- Output directory relocated to solution directory "/bin"
- include "ProjDir" as an additional include directory for debug builds

FEATURES
- adjust params for some functions to include default values
- relocate functions from Menu to Features for clarity
- included comments

ISSUES
- SpeedHack is causing a crash if toggled while loading from main menu
- Database Tab is causing a crash due to "Config.Update"
2024-01-28 13:08:50 -05:00

82 lines
2.4 KiB
C++

#pragma once
#include <Windows.h>
#include "libs/utils/memory.h"
#include "SDK.hpp"
#include "database.h"
typedef bool(*Tick)(SDK::APalPlayerCharacter* m_this, float DeltaSecond);
class config
{
public:
//offsets
DWORD64 ClientBase = 0;
DWORD64 offset_Tick = 0x2AB1DC0;//APalPlayerCharacter::Tick
//check
bool IsESP = false;
bool IsAimbot = false;
bool IsSpeedHack = false;
bool IsAttackModiler = false;
bool IsDefuseModiler = false;
bool IsInfStamina = false;
bool IsSafe = true;
bool IsInfinAmmo = false;
bool IsToggledFly = false;
bool IsMuteki = false;
bool IsMonster = false;
bool IsQuick = false;
bool matchDbItems = true;
bool isDebugESP = false;
bool bisOpenManager = false;
bool filterPlayer = false;
bool bisRandomName = false;
bool bisTeleporter = false;
float SpeedModiflers = 1.0f;
//def and value
float mDebugESPDistance = 5.0f;
int DamageUp = 0;
int DefuseUp = 0;
int EXP = 0;
int Item = 0;
float Pos[3] = { 0,0,0 };
char ItemName[255];
char inputTextBuffer[255] = "";
SDK::UWorld* gWorld = nullptr;
SDK::APalPlayerCharacter* localPlayer = NULL;
SDK::TArray<SDK::APalPlayerCharacter*> AllPlayers = {};
SDK::UPalCharacterImportanceManager* UCIM = NULL;
SDK::UObject* WorldContextObject = NULL;
int AddItemSlot = 0;
int AddItemCount = 2;
enum QuickItemSet
{
basic_items_stackable,
basic_items_single,
pal_unlock_skills,
spheres,
tools
};
//Filtered Items
std::vector<std::string> db_filteredItems;
//static function
static SDK::UWorld* GetUWorld();
static SDK::UPalCharacterImportanceManager* GetCharacterImpManager();
static SDK::APalPlayerCharacter* GetPalPlayerCharacter();
static SDK::APalPlayerController* GetPalPlayerController();
static SDK::APalPlayerState* GetPalPlayerState();
static SDK::UPalPlayerInventoryData* GetInventoryComponent();
static SDK::APalWeaponBase* GetPlayerEquippedWeapon();
static bool GetTAllPlayers(SDK::TArray<class SDK::APalCharacter*>* outResult);
static bool GetTAllImpNPC(SDK::TArray<class SDK::APalCharacter*>* outResult);
static bool GetTAllNPC(SDK::TArray<class SDK::APalCharacter*>* outResult);
static bool GetTAllPals(SDK::TArray<class SDK::APalCharacter*>* outResult);
static bool GetAllActorsofType(SDK::UClass* mType, std::vector<SDK::AActor*>* outArray, bool bLoopAllLevels = false, bool bSkipLocalPlayer = false);
static void Init();
static void Update(const char* filterText);
static const std::vector<std::string>& GetFilteredItems();
};
extern config Config;