Several feature additions (#889)
* Added Infinite Range * Added Fill Ammo * Added Aim Assist * Added Hud Color Options * Added Clear Wanted Level * Added Health Regen * curly brackets in invisibility * Added hotkeys * Improved Increased Damage
This commit is contained in:
@ -19,6 +19,8 @@ namespace big
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components::command_button<"skipcutscene">();
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ImGui::SameLine();
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components::command_button<"clean">();
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ImGui::SameLine();
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components::command_button<"fillammo">();
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ImGui::Separator();
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@ -164,6 +166,8 @@ namespace big
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components::sub_title("POLICE"_T);
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components::command_button<"clearwantedlvl">();
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ImGui::Checkbox("NEVER_WANTED"_T.data(), &g.self.never_wanted);
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if (!g.self.never_wanted)
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@ -184,50 +188,69 @@ namespace big
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ImGui::BeginGroup();
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ImGui::Checkbox("HIDE_RADAR"_T.data(), &g.self.hide_radar);
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ImGui::Checkbox("HIDE_RADAR"_T.data(), &g.self.hud.hide_radar);
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ImGui::SameLine();
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ImGui::Checkbox("HIDE_AMMO"_T.data(), &g.self.hide_ammo);
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ImGui::Checkbox("HIDE_AMMO"_T.data(), &g.self.hud.hide_ammo);
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ImGui::SameLine();
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ImGui::Checkbox("FORCE_SHOW_HUD"_T.data(), &g.self.force_show_hud);
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ImGui::Checkbox("FORCE_SHOW_HUD"_T.data(), &g.self.hud.force_show_hud);
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ImGui::Combo("##hud_comp_combo", &g.self.selected_hud_component, hud_component_names, (int)HudComponents::HUD_WEAPONS);
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ImGui::Combo("##hud_comp_combo", &g.self.hud.selected_hud_component, hud_component_names, (int)HudComponents::HUD_WEAPONS);
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ImGui::SameLine();
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components::button("HIDE"_T, [] {
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g.self.hud_components_states[g.self.selected_hud_component] = true;
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g.self.hud.hud_components_states[g.self.hud.selected_hud_component] = true;
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});
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ImGui::SameLine();
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components::button("SHOW"_T, [] {
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g.self.hud_components_states[g.self.selected_hud_component] = false;
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g.self.hud.hud_components_states[g.self.hud.selected_hud_component] = false;
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});
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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.hud.hide_radar = true;
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g.self.hud.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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g.self.hud.hud_components_states[i] = true;
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}
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});
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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.hud.hide_radar = false;
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g.self.hud.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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g.self.hud.hud_components_states[i] = false;
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}
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});
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ImGui::SameLine();
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ImGui::Checkbox("FORCE_SHOW_HUD_ELEMENT"_T.data(), &g.self.force_show_hud_element);
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ImGui::Checkbox("FORCE_SHOW_HUD_ELEMENT"_T.data(), &g.self.hud.force_show_hud_element);
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if (ImGui::IsItemHovered())
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ImGui::SetTooltip("FORCE_SHOW_HUD_ELEMENT_DESC"_T.data());
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ImGui::EndGroup();
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components::command_checkbox<"hudcolor">();
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ImGui::Checkbox("Override Hud Color Specify", &g.self.hud.shcolor);
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ImGui::InputInt("Hud Index", &g.self.hud.index);//need to display current val if not displayed
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ImGui::InputInt("Hud Red", &g.self.hud.r);
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ImGui::InputInt("Hud Green", &g.self.hud.g);
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ImGui::InputInt("Hud Blue", &g.self.hud.b);
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ImGui::InputInt("Hud Alpha", &g.self.hud.a);
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ImGui::Checkbox("Override Multiplayer Hud Color", &g.self.hud.mhcolor);
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ImGui::InputInt("Hud Color", &g.self.hud.hcolor);
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ImGui::Checkbox("Override Multiplayer Text Off Index", &g.self.hud.mtcolor);
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ImGui::InputInt("Hud Text Color", &g.self.hud.tcolor);
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g.self.proof_mask = 0;
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if (g.self.god_mode)
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{
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@ -18,6 +18,7 @@ namespace big
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components::command_checkbox<"infammo">();
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components::command_checkbox<"infclip">();
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components::command_checkbox<"infrange">();
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ImGui::Checkbox("Allow Weapons In Interiors", &g.weapons.interior_weapon);
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ImGui::EndGroup();
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@ -103,7 +104,8 @@ namespace big
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}
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});
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ImGui::SliderFloat("DMG_MULTIPLR"_T.data(), &g.weapons.increased_damage, 1.f, 10.f, "%.1f");
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components::command_checkbox<"incrdamage">();
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ImGui::InputFloat("Damage", &g.weapons.increased_damage, .1, 10, "%.1f");
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ImGui::Separator();
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