forked from faggotman69/Prometheus
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathVariables.h
More file actions
458 lines (374 loc) · 8.08 KB
/
Variables.h
File metadata and controls
458 lines (374 loc) · 8.08 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
#pragma once
#include <set>
#include <map>
#include <unordered_map>
struct skinInfo
{
int seed = -1;
int paintkit;
std::string tagName;
};
//Color Feature for Color Changer
struct ColorP
{
public:
const char* Name;
float* Ccolor;
ColorP(const char* name, float* color)
{
this->Name = name;
this->Ccolor = color;
}
};
struct Variables
{
Variables()
{
}
struct Ragebot_s
{
bool MainSwitch;
bool Enabled;
bool AutoFire;
float FOV;
bool Silent;
bool AutoPistol;
int KeyPress;
bool AimStep;
//AA Builder
bool BuilderAAs;
bool Jitter;
bool FJitter;
bool LBYBreaker;
float BuilderReal;
float BuilderFake;
float BuilderPitch;
float JitterRange;
float FJitterRange;
bool EnabledAntiAim;
int SubAATabs;
bool PreAAs;
int Pitch;
int YawTrue;
int YawFake;
int YawTrueMove;
float PitchAdder;
float YawTrueAdder;
float YawFakeAdder;
float YawFakeMove;
bool AtTarget;
bool Edge;
bool KnifeAA;
bool FakeLag;
int FakeLagAmt;
bool FriendlyFire;
int Hitbox;
int Hitscan;
float Pointscale;
bool Multipoint;
float Multipoints;
bool AntiRecoil;
bool AutoWall;
bool AutoStop;
bool AutoCrouch;
bool AutoScope;
float MinimumDamageSniper;
float MinimumDamageRifle;
float MinimumDamagePistol;
float MinimumDamageHeavy;
float MinimumDamageSmg;
float MinimumDamageRevolver;
bool Hitchance;
float HitchanceSniper;
float HitchancePistol;
float HitchanceRifle;
float HitchanceHeavy;
float HitchanceSmgs;
float HitchanceRevolver;
bool Resolver;
bool FakeLagFix;
bool PosAdjust;
bool playerlist;
int BAIMkey;
float bruteAfterX;
bool MovingAA;
} Ragebot;
struct
{
bool Legitbotrun;
int MainKey = 1;
float MainSmooth = 1;
float Mainfov;
float main_random_smooth;
float main_recoil_min;
float main_recoil_max;
float main_randomized_angle;
int PistolKey = 6;
float Pistolfov;
float PistolSmooth = 1;;
float pistol_random_smooth;
float pistol_recoil_min;
float pistol_recoil_max;
float pistol_randomized_angle;
int SniperKey = 6;
float Sniperfov;
float SniperSmooth = 1;
float sniper_random_smooth;
float sniper_recoil_min;
float sniper_recoil_max;
float sniper_randomized_angle;
int smg_Key = 6;
float smg_fov;
float smg_Smooth = 1;
float smg_random_smooth;
float smg_recoil_min;
float smg_recoil_max;
float smg_randomized_angle;
int heavy_wp_Key = 6;
float heavy_wp_fov;
float heavy_wp_Smooth;
float heavy_wp_random_smooth;
float heavy_wp_recoil_min;
float heavy_wp_recoil_max;
float heavy_wp_randomized_angle;
struct
{
bool Headwpmain;
bool Neckwpmain;
bool Chestwpmain;
bool Stomachwpmain;
bool multiboneswpmain;
}FilterMainWeapons;
struct
{
bool Headwppis;
bool Neckwppis;
bool Chestwppis;
bool Stomachwppis;
bool multiboneswppis;
}FilterPistolWeapons;
struct
{
bool HeadwpSnip;
bool NeckwpSnip;
bool ChestwpSnip;
bool StomachwpSnip;
bool multiboneswpSnip;
}FilterSniperWeapons;
struct
{
bool Headwpsmg;
bool Neckwpsmg;
bool Chestwpsmg;
bool Stomachwpsmg;
bool multiboneswpsmg;
}FiltersmgWeapons;
struct
{
bool Headwphv;
bool Neckwphv;
bool Chestwphv;
bool Stomachwphv;
bool multibonewphv;
}FilterheavyWeapons;
struct
{
bool Enabled;
float Delay;
int Key = 6;
float hitchance;
struct
{
bool Head;
bool Arms;
bool Chest;
bool Stomach;
bool Legs;
} Filter;
} Triggerbot;
}LegitBot;
struct
{
bool backtrackenable;
bool backtrackhistory;
int backtrackticks = 1;
}Backtrack;
struct
{
bool Enabled;
bool TeamESP;
bool Box;
int BoxType;
bool fill;
float esp_fill_amount;
int healthtype;
bool health;
bool armor;
bool Money;
bool Name;
bool skeletonenbl;
int skeletonopts;
bool Weapon;
bool AimLine;
bool angleLines;
bool barrel;
int barrelL;
bool DrawAwall;
bool LBYIndicator;
bool RageDraw;
bool C4World;
bool resolveMode;
bool Droppedguns;
bool noscopeborder;
//Info Enemy
bool BombCarrier;
bool Hostage;
bool Flashed;
bool Distance;
bool Scoped;
bool Reloading;
bool IsHasDefuser;
bool IsDefusing;
//GRENADE
bool Grenades;
bool GrenadePrediction;
//CHAMS
bool Chams;
int matierial;
bool Teamchams;
int champlayeralpha = 100;
bool chamsHp;
bool XQZ;
int Hands;
int chamswphands;
//CROSSHAIR
bool RecoilCrosshair;
bool SpreadCrosshair;
//REMOVERS
bool NoVisualRecoil;
bool NoFlash;
bool NoSmoke;
//VIEWMODEL CHANGERS
bool viewmodelChanger_enabled;
bool FOVChanger_enabled;
float FOVChanger;
float viewmodelChanger = 68;
//WORLD
bool nightMode;
bool postprocess;
bool snowmode;
bool lsdmode;
bool chromemode;
bool asuswalls;
bool minecraftmode;
bool ambientlight;
//ThirdPerson
int TPKey;
bool transparency;
bool offtp;
//GLOW
bool GlowEnable;
bool GlowPlayerEnable;
bool GlowEnemy;
bool GlowTeam;
float EnemyAlpha = 255;
float TeamAlpha = 255;
bool GlowWeaponsEnable;
bool GlowC4Enable;
float C4GlowAlpha = 255;
float WeaponsGlowAlpha = 255;
//OTHERS
bool demageidicator;
bool bulletshow;
float flTracersDuration;
float flTracersWidth;
} Visuals;
struct
{
bool antiuntrusted = true;
bool syncclantag;
bool namePrometheus;
bool Bhop;
int spammer;
bool spammeron;
bool AutoStrafe;
bool SpecList;
bool ServerRankRevealAll;
bool Watermark = true;
bool AutoAccept;
bool Hitmarker = false;
int Hitsound = 0;
bool afkbot;
bool bFreeCam;
int iFreeCamKey;
float flFreeCamSpeed;
bool inventoryalwayson;
bool eventlogs;
bool eventlogs2;
int flashlight;
bool radaringame;
bool radarwindow;
int radrsize = 200;
float radralpha = 1.f;
float radrzoom = 2.f;
bool bBlockbot;
int iBlockbotKey;
int customodelst;
int customodelsct;
} Misc;
struct
{
bool Enabled;
int knifemodel;
int glove;
int gloveskin;
struct
{
bool ChangerEnabled = false;
int ChangerSkin = 0;
} W[519]; // CHANGE HERE
std::unordered_map<std::string, std::set<std::string>> weaponSkins;
std::unordered_map<std::string, skinInfo> skinMap;
std::unordered_map<std::string, std::string> skinNames;
std::vector<std::string> weaponNames;
} Skinchanger;
struct
{
bool Opened = false;
int Key;
int ConfigFile = 0;
int Theme = 0;
int currentWeapon;
} Menu;
struct
{//need more
float TeamESP[3] = { 0, 1.f, 0 };
float EnemyESP[3] = { 1.f, 0, 0 };
float EnemyChamsVis[3] = { 1.f, 0, 0 };
float EnemyChamsNVis[3] = { 1.f, 0, 0 };
float TeamChamsVis[3] = { 0, 1.f, 0 };
float TeamChamsNVis[3] = { 0, 1.f, 0 };
float hitmarker_color[3] = { 0.f, 0.f, 0.f };
float backtrackdots_color[3] = { 0.f, 0.f, 0.f };
float dlight_color[3] = { 0.f, 0.f, 0.f };
float color_skeleton[3] = { 0.f, 0.f, 0.f };
float color_grenadeprediction[3] = { 0.f, 0.f, 0.f };
float color_grenadeprediction_circle[3] = { 0.f, 0.f, 0.f };
float color_recoil[3] = { 0.f, 0.f, 0.f };
float color_spread[3] = { 0.f, 0.f, 0.f };
float EnemyGlow[3] = { 0.f, 0.f, 0.f };
float TeamGlow[3] = { 0.f, 0.f, 0.f };
float HandsColor[3] = { 0.f, 0.f, 0.f };
float AimLineColor[3] = { 0.f, 0.f, 0.f };
float BulletTraceColor[3] = { 0.f, 0.f, 0.f };
float fill_color_enemy[3] = { 1.f, 1.f, 0.0f};
float fill_color_team[3] = { 0.f, 0.2f, 1.f};
float glow_weapon[3] = { 0.f, 0.f, 0.f };
float glow_c4[3] = { 0.f, 0.f, 0.f };
float damageindicator[3] = { 0.f,0.f,0.f };
float droppedguns [3] = { 0.f,0.f,0.f };
float flTracers[3] = { 1.f, 0.f, 0.f };
float ambientlightcolor[3];
}Colors;
};
extern Variables g_Options;