Old 5151
Old 5151
sw
#include "cache_helper.hpp"
#include <iomanip>
#include "triggerbothelper.h"
#include "xorst.h"
#include "crypter.h"
#include "ImGui/imgui.h"
#include "crypt23.h"
struct WeaponInformation
{
int32_t ammo_count;
int32_t max_ammo;
BYTE tier;
std::string weapon_name;
std::string buildplan;
};
std::string LocalPlayerWeapon;
WeaponInformation WeaponInfo;
int InFovEnemy = 0;
int visennemy = 0;
__int64 TargetedBuild;
bool bTargetedBuild;
{
uintptr_t rankedprogress = read<uintptr_t>(HabaneroComponent +
0xb8);
}
wchar_t ranked[64] = { 0 };
std::wstring ranked_wstr(ranked);
std::string ranked_str(ranked_wstr.begin(), ranked_wstr.end());
return ranked_str;
}
}
namespace Offset
{
namespace AFortWeapon
{
auto bIsReloadingWeapon = 0x399;
auto Ammo = 0xe54;
}
namespace UFortMovementComp_Character
{
auto bWantsToSwing = 0x14bc;
auto SwingAttachLocation = 0x14c0;
auto bSwingInstantVelocity = 0x14bf;
auto SwingLaunch = 0x14d8;
if (globals::show_lines) {
float line_length = size / 2;
drawList->AddLine(center, ImVec2(x, y), white, 1.0f);
drawList->AddLine(center, ImVec2(x + size, y), white, 1.0f);
ImGui::End();
}
}
ImGui::End();
}
}
namespace g_loop {
class g_fn {
public:
ue5->get_camera();
if (globals::g_watermark) {
switch (globals::g_watermark_type)
{
case 0:
{
char aimfovText[64];
sprintf_s(aimfovText, sizeof(aimfovText), "",
globals::g_aimfov);
DrawString(globals::g_font_size, 10, 30, ImColor(255,
255, 255, 255), false, true, aimfovText);
break;
}
case 1:
{
char fps[64];
sprintf_s(fps, sizeof(fps), "FPS-> %.1f",
ImGui::GetIO().Framerate);
DrawString(globals::g_font_size, 110, 70,
ImColor(255, 255, 255, 255), false, true, fps);
break;
}
case 2:
{
ImVec2 rectMin3 = ImVec2(10, 10);
ImVec2 rectMax3 = ImVec2(120, 30);
draw_list->AddRectFilled(rectMin3, rectMax3,
ImColor(255, 192, 203, 255), 5.0f);
draw_list->AddRect(rectMin3, rectMax3, ImColor(255,
192, 203, 255), 5.0f);
}
}
if (globals::g_aimbot) {
auto dx = head.x - (screen_width / 2);
auto dy = head.y - (screen_height / 2);
auto dist = sqrtf(dx * dx + dy * dy);
if (globals::g_visible_check) {
if (ue5->is_visible(cached.skeletal_mesh)) {
if (dist < globals::g_aimfov && dist <
target_dist) {
target_dist = dist;
target_entity = cached.entity;
}
}
}
else {
if (dist < globals::g_aimfov && dist <
target_dist) {
target_dist = dist;
target_entity = cached.entity;
}
}
}
if (globals::g_star_fov)
{
ImColor fov_col;
ImVec2 starPoints[10];
float angleOff = 144.0f;
if (globals::g_render_fov) {
ImGui::GetBackgroundDrawList()-
>AddCircle(ImVec2(screen_width / 2, screen_height / 2), globals::g_aimfov,
ImColor(255, 255, 255), 64, 1);
}
if (globals::g_star_fov)
{
ImColor fov_col;
ImVec2 starPoints[10];
float angleOff = 144.0f;
ImVec2 distancePosition =
ImVec2(playerCountPosition.x, playerCountPosition.y + visibleTextSize.y + 5);
ImVec2 textSize =
ImGui::CalcTextSize(nearbyPlayerCountStr.c_str());
ImGui::GetBackgroundDrawList()->AddText(textPosition,
ImColor(0, 255, 0, 255), nearbyPlayerCountStr.c_str());
if (globals::crosshair)
{
ImVec2 center(screen_width / 2, screen_height / 2);
ImU32 crosshair_color_u32 =
ImGui::ColorConvertFloat4ToU32(globals::crosshair_color);
draw_list->AddLine(ImVec2(center.x -
globals::crosshair_size, center.y), ImVec2(center.x - globals::crosshair_length,
center.y), crosshair_color_u32, globals::crosshair_thickness);
draw_list->AddLine(ImVec2(center.x +
globals::crosshair_size, center.y), ImVec2(center.x + globals::crosshair_length,
center.y), crosshair_color_u32, globals::crosshair_thickness);
draw_list->AddLine(ImVec2(center.x, center.y -
globals::crosshair_size), ImVec2(center.x, center.y - globals::crosshair_length),
crosshair_color_u32, globals::crosshair_thickness);
draw_list->AddLine(ImVec2(center.x, center.y +
globals::crosshair_size), ImVec2(center.x, center.y + globals::crosshair_length),
crosshair_color_u32, globals::crosshair_thickness);
draw_list->AddLine(ImVec2(center.x -
globals::crosshair_size - 1, center.y), ImVec2(center.x - globals::crosshair_length
+ 1, center.y), crosshair_color_u32, globals::crosshair_thickness - 1);
draw_list->AddLine(ImVec2(center.x +
globals::crosshair_size + 1, center.y), ImVec2(center.x + globals::crosshair_length
- 1, center.y), crosshair_color_u32, globals::crosshair_thickness - 1);
draw_list->AddLine(ImVec2(center.x, center.y -
globals::crosshair_size - 1), ImVec2(center.x, center.y - globals::crosshair_length
+ 1), crosshair_color_u32, globals::crosshair_thickness - 1);
draw_list->AddLine(ImVec2(center.x, center.y +
globals::crosshair_size + 1), ImVec2(center.x, center.y + globals::crosshair_length
- 1), crosshair_color_u32, globals::crosshair_thickness - 1);
}
ImColor vis;
ImColor invis;
ImColor normal;
vis = ImVec4(globals::g_color_Visible[0],
globals::g_color_Visible[1], globals::g_color_Visible[2], 1.0f);
invis = ImVec4(globals::g_color_invisible[0],
globals::g_color_invisible[1], globals::g_color_invisible[2], 1.0f);
normal = ImVec4(globals::g_color[0], globals::g_color[1],
globals::g_color[2], 1.0f);
ImColor visibleColor;
if (globals::g_visible_check && globals::g_enable_esp)
{
visibleColor = ue5-
>is_visible(cached.skeletal_mesh) ? ImColor(vis) : ImColor(invis);
}
else
{
visibleColor = ImColor(normal);
}
draw_list->AddLine(ImVec2(head_box.x -
(box_width / 2), head_box.y), ImVec2(root.x + (box_width / 2), head_box.y),
visibleColor, globals::g_box_thick);
draw_list->AddLine(ImVec2(head_box.x -
(box_width / 2), head_box.y), ImVec2(head_box.x - (box_width / 2), root.y),
visibleColor, globals::g_box_thick);
draw_list->AddLine(ImVec2(head_box.x -
(box_width / 2), root.y), ImVec2(root.x + (box_width / 2), root.y), visibleColor,
globals::g_box_thick);
draw_list->AddLine(ImVec2(root.x + (box_width /
2), head_box.y), ImVec2(root.x + (box_width / 2), root.y), visibleColor,
globals::g_box_thick);
break;
case 1:
if (globals::g_outline)
{
DrawCorneredBox(root.x - (box_width / 2),
head_box.y, box_width, box_height, ImColor(0, 0, 0), globals::g_box_thick + 2.0, 0,
0);
}
case 2:
{
if (globals::g_outline)
{
ImVec4 filledColorTransparent =
ImVec4(0.0f, 0.0f, 0.0f, 0.5f);
draw_list-
>AddRectFilled(ImVec2(head_box.x - (box_width / 2), head_box.y),
ImVec2(root.x + (box_width / 2),
root.y),
IM_COL32(filledColorTransparent.x *
255, filledColorTransparent.y * 255, filledColorTransparent.z * 255,
filledColorTransparent.w * 255));
}
draw_list->AddRectFilled(ImVec2(head_box.x -
(box_width / 2), head_box.y),
ImVec2(root.x + (box_width / 2), root.y),
IM_COL32(0, 0, 0, 128));
}
}
}
case 1:
{
std::string username_str = ue5-
>get_player_name(cached.player_state);
ImVec2 text_size =
ImGui::CalcTextSize(username_str.c_str());
DrawString(globals::g_font_size, root.x -
(text_size.x / 2), root.y + 20, ImColor(globals::FontColor[0],
globals::FontColor[1], globals::FontColor[2]), false, true, username_str.c_str());
break;
}
}
}
wchar_t platform[64];
mem::read_physical((PVOID)test_platform,
(uint8_t*)platform, sizeof(platform));
std::wstring platform_wstr(platform);
std::string platform_str(platform_wstr.begin(),
platform_wstr.end());
draw_outlined_text(textPosition,
ImColor(globals::FontColor[0], globals::FontColor[1], globals::FontColor[2]),
platform_str.c_str());
}
if (globals::g_ranked)
{
ImVec2 text_size;
int32_t rankProgress = read<int32_t>(
read<uintptr_t>(
(uintptr_t)cached.player_state + 0x9E8) +
0xb8 + 0x10
);
std::string ranktype = get_rank(rankProgress);
std::wstring w_ranktype =
string_to_wstring(ranktype);
std::string final = wstring_to_utf8(w_ranktype);
char ranked[64];
sprintf_s(ranked, E("%s"), (final));
ImVec4 rankedColor = get_rank_color(rankProgress);
DrawString(globals::g_font_size, head_box.x -
(text_size.x / 2) - 25, head_box.y - 50, rankedColor, false, true, ranked);
if (globals::radaresp)
{
float radarX = radar_position_x;
float radarY = radar_position_y;
bool isRect = rect_radar;
fortnite_radar(radarX, radarY, globals::radar_size,
isRect);
add_players_radar(root_bone);
}
ImVec2 text_size =
ImGui::CalcTextSize(Distance.c_str());
DrawString(globals::g_font_size, head_box.x -
(text_size.x / 2), head_box.y + 5, ImColor(globals::FontColor[0],
globals::FontColor[1], globals::FontColor[2]), false, true, Distance.c_str());
break;
}
case 1:
{
std::string Distance = "" +
std::to_string((int)distance) + (std::string)"m";
ImVec2 text_size =
ImGui::CalcTextSize(Distance.c_str());
DrawString(globals::g_font_size, root.x -
(text_size.x / 2), root.y + 5, ImColor(globals::FontColor[0],
globals::FontColor[1], globals::FontColor[2]), false, true, Distance.c_str());
break;
}
}
}
if (globals::g_watermark) {
if (globals::g_fps) {
char fps[64];
sprintf_s(fps, sizeof(fps), "%.0f",
ImGui::GetIO().Framerate);
DrawString(globals::g_font_size, 10, 35, ImColor(255, 255,
255, 255), false, true, fps);
}
float projectileSpeed = 0;
float projectileGravityScale = 0;
projectileSpeed = read<float>(arrays->current_weapon +
0x1F30);
projectileGravityScale = read<float>(arrays->current_weapon
+ 0x1F34);
auto closest_mesh2 = read <std::uint64_t>(target_entity +
offset::mesh);
fvector hitbox = ue5->Bone(closest_mesh2, bone::Head);
auto root = read <uintptr_t>(target_entity +
offset::root_component);
auto distance = arrays->relative_location.distance(hitbox);
fvector velocity = read <fvector>(root + offset::velocity);
fvector Predictor = ue5->Prediction(hitbox, velocity,
distance, projectileSpeed);
fvector2d hitbox_screen_predict = ue5->w2s(Predictor);
if (globals::predictiondot)
ImGui::GetBackgroundDrawList()-
>AddCircleFilled(ImVec2(head_box.x, head_box.y), 3.0f, ImColor(255, 105, 180));
input->move(hitbox_screen_predict);
if (globals::g_triggerbot) {
{
__int64 temp_targted = read<__int64>(arrays-
>player_controller + 0x1710);
bool b = GetAsyncKeyState(triggerkey);
if (TargetedBuild != 0 && TargetedBuild !=
temp_targted)
{
INPUT Input = { 0 };
Input.type = INPUT_MOUSE;
Input.mi.dwFlags = TYPES::left_down;
::SendInput(1, &Input, sizeof(INPUT));
::ZeroMemory(&Input, sizeof(INPUT));
Input.type = INPUT_MOUSE;
Input.mi.dwFlags = TYPES::left_up;
::SendInput(1, &Input, sizeof(INPUT));
TargetedBuild = 0;
}
int PlayerPOS = 0;
if (target_entity && globals::g_aimbot) {
auto closest_mesh = read <std::uint64_t>(target_entity +
offset::mesh);
float projectileSpeed = 0;
float projectileGravityScale = 0;
fvector hitbox;
fvector2d hitbox_screen;
switch (globals::g_hitbox) {
case 0:
hitbox_screen = ue5->w2s(ue5->Bone(closest_mesh,
bone::Head));
hitbox = ue5->Bone(closest_mesh, bone::Head);;
break;
case 1:
hitbox_screen = ue5->w2s(ue5->Bone(closest_mesh,
bone::Neck));
hitbox = ue5->Bone(closest_mesh, bone::Neck);;
break;
case 2:
hitbox_screen = ue5->w2s(ue5->Bone(closest_mesh,
bone::Chest));
hitbox = ue5->Bone(closest_mesh, bone::Chest);;
break;
case 3:
std::mt19937 rng(static_cast<unsigned
int>(std::time(nullptr)));
std::uniform_int_distribution<int> distribution(0,
3);
int randomHitbox = distribution(rng);
switch (randomHitbox) {
case 0:
hitbox_screen = ue5->w2s(ue5-
>Bone(closest_mesh, bone::Head));
hitbox = ue5->Bone(closest_mesh, bone::Head);
break;
case 1:
hitbox_screen = ue5->w2s(ue5-
>Bone(closest_mesh, bone::Neck));
hitbox = ue5->Bone(closest_mesh, bone::Neck);
break;
case 2:
hitbox_screen = ue5->w2s(ue5-
>Bone(closest_mesh, bone::Chest));
hitbox = ue5->Bone(closest_mesh, bone::Chest);
break;
case 3:
hitbox_screen = ue5->w2s(ue5-
>Bone(closest_mesh, bone::RShoulder));
hitbox = ue5->Bone(closest_mesh,
bone::RShoulder);
break;
case 4:
hitbox_screen = ue5->w2s(ue5-
>Bone(closest_mesh, bone::LShoulder));
hitbox = ue5->Bone(closest_mesh,
bone::LShoulder);
break;
}
break;
}
std::string LocalPlayerWeapon;
if (globals::g_target_text)
{
DrawString(20, hitbox_screen.x - 6,
hitbox_screen.y - 80, ImColor(255, 0, 0), true, true, ("TARGET"));
}
if (GetAsyncKeyState(aimkey))
input->move(hitbox_screen);
}
}
}
else {
target_dist = FLT_MAX;
target_entity = NULL;
}
ImGui::PopFont();
}
};
} static g_loop::g_fn* g_main = new g_loop::g_fn();