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Added / Improved: No recoil, Draw crosshair, New GUI, Draw esp lines, Radar now looks a bit better, Blacklist looks better, Unlock all, No hardcore restrictions Something else too but I forgot
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# Created by https://www.toptal.com/developers/gitignore/api/c++ | ||
# Edit at https://www.toptal.com/developers/gitignore?templates=c++ | ||
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### C++ ### | ||
# Prerequisites | ||
*.d | ||
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# Compiled Object files | ||
*.slo | ||
*.lo | ||
*.o | ||
*.obj | ||
*.tlog | ||
*.log | ||
*.ipdb | ||
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# Precompiled Headers | ||
*.gch | ||
*.pch | ||
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# Compiled Dynamic libraries | ||
*.so | ||
*.dylib | ||
*.dll | ||
*.pdb | ||
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# Fortran module files | ||
*.mod | ||
*.smod | ||
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# Compiled Static libraries | ||
*.lai | ||
*.la | ||
*.a | ||
*.lib | ||
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# Executables | ||
*.exe | ||
*.out | ||
*.app | ||
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# Packages | ||
/packages/ | ||
!packages/repositories.config | ||
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# .vs | ||
/.vs/ | ||
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# End of https://www.toptal.com/developers/gitignore/api/c++ |
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#include "crosshair.h" | ||
#include "../../settings.h" | ||
#include "../../Rendering/draw-list.h" | ||
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using namespace big; | ||
namespace plugins | ||
{ | ||
void draw_crosshair() | ||
{ | ||
if (!g_settings.draw_crosshair) return; | ||
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const auto game_context = ClientGameContext::GetInstance(); | ||
if (!game_context) return; | ||
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const auto player_manager = game_context->m_pPlayerManager; | ||
if (!player_manager) return; | ||
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const auto local_player = player_manager->m_pLocalPlayer; | ||
if (!local_player) return; | ||
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const auto local_soldier = local_player->GetSoldier(); | ||
if (!local_soldier) return; | ||
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if (!local_soldier->IsAlive()) return; | ||
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// Positions | ||
ImVec2 screen_center = ImVec2(ImGui::GetIO().DisplaySize.x / 2.0f, ImGui::GetIO().DisplaySize.y / 2.0f); | ||
ImVec2 horizontal_start = ImVec2(screen_center.x - g_settings.crosshair_size / 2.0f, screen_center.y); | ||
ImVec2 horizontal_end = ImVec2(screen_center.x + g_settings.crosshair_size / 2.0f, screen_center.y); | ||
ImVec2 vertical_start = ImVec2(screen_center.x, screen_center.y - g_settings.crosshair_size / 2.0f); | ||
ImVec2 vertical_end = ImVec2(screen_center.x, screen_center.y + g_settings.crosshair_size / 2.0f); | ||
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// Draw the shadow lines | ||
if (g_settings.crosshair_shadow) | ||
{ | ||
ImVec2 horizontal_start_shadow = ImVec2(horizontal_start.x + 1.35f, horizontal_start.y + 1.35f); | ||
ImVec2 horizontal_end_shadow = ImVec2(horizontal_end.x + 1.35f, horizontal_end.y + 1.35f); | ||
ImVec2 vertical_start_shadow = ImVec2(vertical_start.x + 1.35f, vertical_start.y + 1.35f); | ||
ImVec2 vertical_end_shadow = ImVec2(vertical_end.x + 1.35f, vertical_end.y + 1.35f); | ||
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m_drawing->AddLine(horizontal_start_shadow, horizontal_end_shadow, ImColor(0.0f, 0.0f, 0.0f, 0.7f), g_settings.crosshair_thickness); | ||
m_drawing->AddLine(vertical_start_shadow, vertical_end_shadow, ImColor(0.0f, 0.0f, 0.0f, 0.7f), g_settings.crosshair_thickness); | ||
} | ||
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// Drawing colored crosshair | ||
m_drawing->AddLine(horizontal_start, horizontal_end, g_settings.crosshair_color, g_settings.crosshair_thickness); | ||
m_drawing->AddLine(vertical_start, vertical_end, g_settings.crosshair_color, g_settings.crosshair_thickness); | ||
} | ||
} |
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#pragma once | ||
#include "../../SDK/sdk.h" | ||
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namespace plugins | ||
{ | ||
void draw_crosshair(); | ||
} |
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#include "risky.h" | ||
#include "../../settings.h" | ||
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using namespace big; | ||
namespace plugins | ||
{ | ||
void no_recoil() | ||
{ | ||
if (!g_settings.no_recoil) return; | ||
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const auto game_context = ClientGameContext::GetInstance(); | ||
if (!game_context) return; | ||
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const auto player_manager = game_context->m_pPlayerManager; | ||
if (!player_manager) return; | ||
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const auto local_player = player_manager->m_pLocalPlayer; | ||
if (!local_player) return; | ||
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const auto local_soldier = local_player->GetSoldier(); | ||
if (!local_soldier) return; | ||
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if (local_soldier->IsAlive()) | ||
{ | ||
const auto weapon = WeaponFiring::GetInstance(); | ||
if (!weapon) return; | ||
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const auto is_hit_type = [weapon]() -> bool | ||
{ | ||
switch (weapon->GetWeaponClass()) | ||
{ | ||
case WeaponClass::_12gauge: | ||
case WeaponClass::_338Magnum: | ||
case WeaponClass::_357Magnum: | ||
case WeaponClass::_44Magnum: | ||
case WeaponClass::_45cal: | ||
case WeaponClass::_46x30mm: | ||
case WeaponClass::_50cal: | ||
case WeaponClass::_545x45mmWP: | ||
case WeaponClass::_556x45mmNATO: | ||
case WeaponClass::_57x28mm: | ||
case WeaponClass::_58x42mm: | ||
case WeaponClass::_762x39mmWP: | ||
case WeaponClass::_762x51mmNATO: | ||
case WeaponClass::_762x54mmR: | ||
case WeaponClass::_9x19mm: | ||
case WeaponClass::_9x39mm: | ||
case WeaponClass::Assault: | ||
case WeaponClass::Shotgun: | ||
case WeaponClass::Smg: | ||
case WeaponClass::Lmg: | ||
case WeaponClass::Sniper: | ||
return true; | ||
default: | ||
return false; | ||
} | ||
}; | ||
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const auto sway = weapon->m_Sway; | ||
if (!sway) return; | ||
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const auto data = sway->m_Data; | ||
if (!data) return; | ||
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if (is_hit_type()) | ||
{ | ||
data->m_ShootingRecoilDecreaseScale = 100.0f; | ||
data->m_FirstShotRecoilMultiplier = 0.0f; | ||
} | ||
} | ||
} | ||
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void unlock_all() | ||
{ | ||
if (!g_settings.unlock_all) return; | ||
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const auto settings = SyncedBFSettings::GetInstance(); | ||
if (!settings) return; | ||
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settings->m_AllUnlocksUnlocked = true; | ||
} | ||
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void no_hc_restrictions() | ||
{ | ||
if (!g_settings.no_hc_restrictions) return; | ||
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const auto settings = SyncedBFSettings::GetInstance(); | ||
if (!settings) return; | ||
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settings->m_DisableHitIndicators = false; | ||
settings->m_NoMinimap = false; | ||
} | ||
} |
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#pragma once | ||
#include "../../SDK/sdk.h" | ||
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namespace plugins | ||
{ | ||
void no_recoil(); | ||
void unlock_all(); | ||
void no_hc_restrictions(); | ||
} |
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