Feature Additions, GUI Tweaks, Fixes (#975)

* Added view nearby to view header, moved get_entities function to entities and refactored some code. Also implemented a sphere scale to the blackhole as it can get big
* added delete and kill nearby peds and updated ped header
* added some nearby ped looped commands, and some changes to extend the buttons
* add vehicle options to nearby
* add most ciritcal feature kill enemies
* changes to ignore peds based off of some of maybegreat's suggestions, same with ped_rain, removed loose comment. Updated vehicle.hpp, changed size of vehicle buttons and inlined kill enemies
* fixed a problem where the vehicle options crashed + added color
* updated colors and added on disable for ped_rush
* finished and added vehicle rain feature
* added aimbot and triggerbot, added templating to buttons
* update vehicle rain desc
* added vdistance check, player check, police check, enemy check. Added even more commenting... sue me. 3 toggles added for the checks and slider for dist. Will tweak more later
* switched to goto statements instead of continue, should be done now
* removed delete nearby vehicles
* there was no check in get_entities for our local vehicle
This commit is contained in:
Seanghost117
2023-02-25 13:33:16 -07:00
committed by GitHub
parent 9056f5aba1
commit 7084ce510b
22 changed files with 571 additions and 78 deletions

View File

@ -153,5 +153,31 @@ namespace big
break;
}
ImGui::Separator();
components::sub_title("Aim Assistance");
components::command_checkbox<"triggerbot">(); ImGui::SameLine();
components::command_checkbox<"aimbot">();
if (g.weapons.aimbot.enable)
{
components::command_checkbox<"aimatplayer">(); ImGui::SameLine();
components::command_checkbox<"aimatnpc">(); ImGui::SameLine();
components::command_checkbox<"aimatpolice">(); ImGui::SameLine();
components::command_checkbox<"aimatenemy">();
components::command_checkbox<"smoothing">();
if (g.weapons.aimbot.smoothing)
{
ImGui::SameLine();
ImGui::PushItemWidth(220);
ImGui::SliderFloat("Speed", &g.weapons.aimbot.smoothing_speed, 1.f, 12.f, "%.1f");
ImGui::PopItemWidth();
}
ImGui::PushItemWidth(350);
ImGui::SliderFloat("FOV", &g.weapons.aimbot.fov, 1.f, 360.f, "%.0f");
ImGui::SliderFloat("Distance", &g.weapons.aimbot.distance, 1.f, 350.f, "%.0f");
ImGui::PopItemWidth();
}
}
}