Add more spoofing options and added clang-format (#1020)
* feat(Spoofing): add spoofing * feat(Spoofing): prepare code for player attach * remove(PlayerAttach): isn't going to work due to netsync architecture * fix(GUI): fix scaling * feat(Project): add clang-format file * feat(Classes): update classes * fix(BlackHole): remove unnecessary cleanup * fix(Formatting): fix formatting for initializer lists * feat(clang-format): Set tab width and 1 space before comment Co-authored-by: Yimura <24669514+Yimura@users.noreply.github.com>
This commit is contained in:
@ -5,9 +5,10 @@
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namespace big
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{
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void view::mobile() {
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ImGui::SetWindowSize({ 0.f, (float)*g_pointers->m_resolution_y }, ImGuiCond_Always);
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void view::mobile()
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{
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ImGui::SetWindowSize({0.f, (float)*g_pointers->m_resolution_y}, ImGuiCond_Always);
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components::sub_title("MERRYWEATHER"_T);
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ImGui::Separator();
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@ -35,8 +36,9 @@ namespace big
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components::button("MORS_FIX_ALL"_T, [] {
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int amount_fixed = mobile::mors_mutual::fix_all();
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g_notification_service->push("MOBILE"_T.data(),
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std::vformat("VEHICLE_FIX_AMOUNT"_T, std::make_format_args(amount_fixed, amount_fixed == 1 ? "VEHICLE_FIX_HAS"_T.data() : "VEHICLE_FIX_HAVE"_T.data()))
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);
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std::vformat("VEHICLE_FIX_AMOUNT"_T,
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std::make_format_args(amount_fixed,
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amount_fixed == 1 ? "VEHICLE_FIX_HAS"_T.data() : "VEHICLE_FIX_HAVE"_T.data())));
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});
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components::sub_title("CEO_ABILITIES"_T);
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@ -1,10 +1,10 @@
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#include "core/data/hud_component_names.hpp"
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#include "core/data/ptfx_effects.hpp"
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#include "fiber_pool.hpp"
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#include "util/entity.hpp"
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#include "util/local_player.hpp"
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#include "views/view.hpp"
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#include "core/data/hud_component_names.hpp"
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#include "util/scripts.hpp"
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#include "core/data/ptfx_effects.hpp"
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#include "views/view.hpp"
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namespace big
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{
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@ -42,9 +42,9 @@ namespace big
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components::command_checkbox<"fastrun">();
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ImGui::Checkbox("NO_IDLE_KICK"_T.data(), &g.tunables.no_idle_kick);
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components::command_checkbox<"walkunder">();
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if(!g.self.super_jump)
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if (!g.self.super_jump)
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components::command_checkbox<"beastjump">();
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if(!g.self.beast_jump)
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if (!g.self.beast_jump)
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components::command_checkbox<"superjump">();
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ImGui::EndGroup();
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ImGui::SameLine();
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@ -52,7 +52,7 @@ namespace big
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components::command_checkbox<"invis">();
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if (g.self.invisibility)
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components::command_checkbox<"localvis">(); // TODO: does nothing in SP
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components::command_checkbox<"localvis">();// TODO: does nothing in SP
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components::command_checkbox<"cleanloop">();
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components::command_checkbox<"nocollision">();
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components::command_checkbox<"mobileradio">();
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@ -74,9 +74,9 @@ namespace big
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{
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if (ImGui::Selectable(ptfx_named[i].friendly_name, ptfx_named[i].asset_name == g.self.ptfx_effects.asset))
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{
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g.self.ptfx_effects.asset = ptfx_named[i].asset_name; // Update our asset name to be used
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g.self.ptfx_effects.asset = ptfx_named[i].asset_name;// Update our asset name to be used
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g.self.ptfx_effects.select = i;
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g.self.ptfx_effects.effect = ptfx_named[i].effect_names.at(0); // set the effect to the first instance in the vector
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g.self.ptfx_effects.effect = ptfx_named[i].effect_names.at(0);// set the effect to the first instance in the vector
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}
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if (ptfx_named[i].asset_name == g.self.ptfx_effects.asset)
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@ -91,7 +91,7 @@ namespace big
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for (const auto& ptfx_type : ptfx_named[g.self.ptfx_effects.select].effect_names)
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{
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if (ImGui::Selectable(ptfx_type, ptfx_type == g.self.ptfx_effects.effect))
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g.self.ptfx_effects.effect = ptfx_type; // Update our ptfx effect
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g.self.ptfx_effects.effect = ptfx_type;// Update our ptfx effect
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if (ptfx_type == g.self.ptfx_effects.effect)
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ImGui::SetItemDefaultFocus();
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@ -99,38 +99,37 @@ namespace big
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ImGui::EndCombo();
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}
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}
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ImGui::Separator();
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components::sub_title("PROOFS"_T);
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if (ImGui::Button("CHECK_ALL"_T.data()))
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{
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g.self.proof_bullet = true;
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g.self.proof_fire = true;
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g.self.proof_bullet = true;
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g.self.proof_fire = true;
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g.self.proof_collision = true;
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g.self.proof_melee = true;
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g.self.proof_melee = true;
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g.self.proof_explosion = true;
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g.self.proof_steam = true;
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g.self.proof_drown = true;
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g.self.proof_water = true;
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g.self.proof_steam = true;
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g.self.proof_drown = true;
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g.self.proof_water = true;
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}
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ImGui::SameLine();
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if (ImGui::Button("UNCHECK_ALL"_T.data()))
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{
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g.self.proof_bullet = false;
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g.self.proof_fire = false;
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g.self.proof_bullet = false;
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g.self.proof_fire = false;
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g.self.proof_collision = false;
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g.self.proof_melee = false;
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g.self.proof_melee = false;
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g.self.proof_explosion = false;
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g.self.proof_steam = false;
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g.self.proof_drown = false;
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g.self.proof_water = false;
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g.self.proof_steam = false;
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g.self.proof_drown = false;
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g.self.proof_water = false;
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}
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ImGui::BeginGroup();
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@ -173,11 +172,8 @@ namespace big
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if (ImGui::IsItemHovered())
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ImGui::SetTooltip("FORCE_WANTED_LVL_INFO"_T.data());
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ImGui::Text("WANTED_LVL"_T.data());
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if (
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ImGui::SliderInt("###wanted_level", &g.self.wanted_level, 0, 5) &&
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!g.self.force_wanted_level &&
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g_local_player != nullptr
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) {
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if (ImGui::SliderInt("###wanted_level", &g.self.wanted_level, 0, 5) && !g.self.force_wanted_level && g_local_player != nullptr)
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{
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g_local_player->m_player_info->m_wanted_level = g.self.wanted_level;
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}
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}
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@ -210,7 +206,7 @@ namespace big
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components::button("HIDE_ALL"_T, [] {
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g.self.hide_radar = true;
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g.self.hide_ammo = true;
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g.self.hide_ammo = true;
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for (int i = 0; i < (int)HudComponents::HUD_WEAPONS; i++)
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{
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g.self.hud_components_states[i] = true;
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@ -219,7 +215,7 @@ namespace big
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ImGui::SameLine();
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components::button("SHOW_ALL"_T, [] {
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g.self.hide_radar = false;
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g.self.hide_ammo = false;
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g.self.hide_ammo = false;
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for (int i = 0; i < (int)HudComponents::HUD_WEAPONS; i++)
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{
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g.self.hud_components_states[i] = false;
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@ -1,9 +1,9 @@
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#include "views/view.hpp"
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#include "fiber_pool.hpp"
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#include "util/globals.hpp"
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#include "util/mobile.hpp"
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#include "util/teleport.hpp"
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#include "util/vehicle.hpp"
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#include "views/view.hpp"
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namespace big
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{
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@ -1,16 +1,17 @@
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#include "core/data/custom_weapons.hpp"
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#include "fiber_pool.hpp"
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#include "natives.hpp"
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#include "core/data/special_ammo_types.hpp"
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#include "core/data/bullet_impact_types.hpp"
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#include "services/gta_data/gta_data_service.hpp"
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#include "core/data/custom_weapons.hpp"
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#include "core/data/special_ammo_types.hpp"
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#include "fiber_pool.hpp"
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#include "gta/joaat.hpp"
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#include "views/view.hpp"
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#include "natives.hpp"
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#include "pointers.hpp"
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#include "services/gta_data/gta_data_service.hpp"
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#include "views/view.hpp"
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namespace big
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{
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void view::weapons() {
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void view::weapons()
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{
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components::sub_title("AMMO"_T);
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ImGui::BeginGroup();
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@ -34,7 +35,7 @@ namespace big
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ImGui::Checkbox("ENABLE_SPECIAL_AMMO"_T.data(), &g.weapons.ammo_special.toggle);
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eAmmoSpecialType selected_ammo = g.weapons.ammo_special.type;
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eAmmoSpecialType selected_ammo = g.weapons.ammo_special.type;
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eExplosionTag selected_explosion = g.weapons.ammo_special.explosion_tag;
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if (ImGui::BeginCombo("SPECIAL_AMMO"_T.data(), SPECIAL_AMMOS[(int)selected_ammo].name))
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@ -83,8 +84,7 @@ namespace big
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ImGui::SameLine();
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components::command_checkbox<"nospread">();
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components::button("GET_ALL_WEAPONS"_T, []
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{
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components::button("GET_ALL_WEAPONS"_T, [] {
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for (const auto& [_, weapon] : g_gta_data_service->weapons())
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{
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WEAPON::GIVE_DELAYED_WEAPON_TO_PED(self::ped, weapon.m_hash, 9999, false);
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@ -94,8 +94,7 @@ namespace big
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WEAPON::GIVE_DELAYED_WEAPON_TO_PED(self::ped, parachute_hash, 0, true);
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});
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ImGui::SameLine();
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components::button("REMOVE_CUR_WEAPON"_T, []
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{
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components::button("REMOVE_CUR_WEAPON"_T, [] {
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Hash weaponHash;
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WEAPON::GET_CURRENT_PED_WEAPON(self::ped, &weaponHash, 1);
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if (weaponHash != RAGE_JOAAT("WEAPON_UNARMED"))
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@ -133,8 +132,8 @@ namespace big
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switch (selected)
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{
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case CustomWeapon::GRAVITY_GUN:
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ImGui::Checkbox("Launch on release", &g.weapons.gravity_gun.launch_on_release);
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break;
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ImGui::Checkbox("Launch on release", &g.weapons.gravity_gun.launch_on_release);
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break;
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case CustomWeapon::VEHICLE_GUN:
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// this some ugly ass looking code
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static char vehicle_gun[12];
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@ -145,8 +144,7 @@ namespace big
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}
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if (ImGui::IsItemActive())
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{
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g_fiber_pool->queue_job([]
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{
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g_fiber_pool->queue_job([] {
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PAD::DISABLE_ALL_CONTROL_ACTIONS(0);
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});
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}
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@ -156,14 +154,18 @@ namespace big
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ImGui::Separator();
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components::sub_title("Aim Assistance");
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components::command_checkbox<"triggerbot">(); ImGui::SameLine();
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components::command_checkbox<"triggerbot">();
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ImGui::SameLine();
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components::command_checkbox<"aimbot">();
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if (g.weapons.aimbot.enable)
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if (g.weapons.aimbot.enable)
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{
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components::command_checkbox<"aimatplayer">(); ImGui::SameLine();
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components::command_checkbox<"aimatnpc">(); ImGui::SameLine();
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components::command_checkbox<"aimatpolice">(); ImGui::SameLine();
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components::command_checkbox<"aimatplayer">();
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ImGui::SameLine();
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components::command_checkbox<"aimatnpc">();
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ImGui::SameLine();
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components::command_checkbox<"aimatpolice">();
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ImGui::SameLine();
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components::command_checkbox<"aimatenemy">();
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components::command_checkbox<"smoothing">();
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