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Old 5151

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0% found this document useful (0 votes)
50 views16 pages

Old 5151

5151

Uploaded by

Ristevski Luka
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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OLD

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;

bool ShowRadar = true;


bool rect_radar = true;
float radar_position_x{ 50.0f };
float radar_position_y{ 104.121 };
float radar_size{ 163.513 };
float RadarDistance = { 200.f };
float downed[1];
std::wstring string_to_wstring(const std::string& str) {
if (str.empty()) return std::wstring();
int size_needed = MultiByteToWideChar(CP_UTF8, 0, &str[0], (int)str.size(),
NULL, 0);
std::wstring wstr(size_needed, 0);
MultiByteToWideChar(CP_UTF8, 0, &str[0], (int)str.size(), &wstr[0],
size_needed);
return wstr;
}

std::string wstring_to_utf8(const std::wstring& wstr) {


if (wstr.empty()) return std::string();
int size_needed = WideCharToMultiByte(CP_UTF8, 0, &wstr[0], (int)wstr.size(),
NULL, 0, NULL, NULL);
std::string str(size_needed, 0);
WideCharToMultiByte(CP_UTF8, 0, &wstr[0], (int)wstr.size(), &str[0],
size_needed, NULL, NULL);
return str;
}
std::string get_rank(int32_t Tier)
{
if (Tier == 0)
return std::string("Bronze 1");
else if (Tier == 1)
return std::string("Bronze 2");
else if (Tier == 2)
return std::string("Bronze 3");
else if (Tier == 3)
return std::string("Silver 1");
else if (Tier == 4)
return std::string("Silver 2");
else if (Tier == 5)
return std::string("Silver 3");
else if (Tier == 6)
return std::string("Gold 1");
else if (Tier == 7)
return std::string("Gold 2");
else if (Tier == 8)
return std::string("Gold 3");
else if (Tier == 9)
return std::string("Platinum 1");
else if (Tier == 10)
return std::string("Platinum 2");
else if (Tier == 11)
return std::string("Platinum 3");
else if (Tier == 12)
return std::string("Diamond 1");
else if (Tier == 13)
return std::string("Diamond 2");
else if (Tier == 14)
return std::string("Diamond 3");
else if (Tier == 15)
return std::string("Elite");
else if (Tier == 16)
return std::string("Champion");
else if (Tier == 17)
return std::string("Unreal");
else
return std::string("Unranked");
}
ImVec4 get_rank_color(int32_t Tier)
{
if (Tier == 0 || Tier == 1 || Tier == 2)
return ImVec4(0.902f, 0.580f, 0.227f, 1.0f);
else if (Tier == 3 || Tier == 4 || Tier == 5)
return ImVec4(0.843f, 0.843f, 0.843f, 1.0f);
else if (Tier == 6 || Tier == 7 || Tier == 8)
return ImVec4(1.0f, 0.871f, 0.0f, 1.0f);
else if (Tier == 9 || Tier == 10 || Tier == 11)
return ImVec4(0.0f, 0.7f, 0.7f, 1.0f);
else if (Tier == 12 || Tier == 13 || Tier == 14)
return ImVec4(0.1686f, 0.3294f, 0.8235f, 1.0f);
else if (Tier == 15)
return ImVec4(0.7f, 0.7f, 0.7f, 1.0f);
else if (Tier == 16)
return ImVec4(1.0f, 0.6f, 0.0f, 1.0f);
else if (Tier == 17)
return ImVec4(0.6f, 0.0f, 0.6f, 1.0f);
else
return ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
}

auto getranked(uintptr_t PlayerState) -> std::string


{
if (is_valid(PlayerState))
{
uintptr_t HabaneroComponent = read<uintptr_t>(PlayerState + 0xab0);
if (is_valid(HabaneroComponent))

{
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;

auto bWantsToSkate = 0x5511;


auto acceleration = 0x58;
}
}

void CalcRadarPoint(fvector vOrigin, int& screenx, int& screeny)


{
ue5->get_camera();
fvector vAngle = camera_postion.rotation;
auto fYaw = vAngle.y * M_PI / 180.0f;
float dx = vOrigin.x - camera_postion.location.x;
float dy = vOrigin.y - camera_postion.location.y;

float fsin_yaw = sinf(fYaw);


float fminus_cos_yaw = -cosf(fYaw);

float x = dy * fminus_cos_yaw + dx * fsin_yaw;


x = -x;
float y = dx * fminus_cos_yaw - dy * fsin_yaw;

float range = (float)RadarDistance * 1000.f;

ue5->RadarRange(&x, &y, range);


ImVec2 DrawPos = ImVec2(radar_position_x, radar_position_y);
ImVec2 DrawSize = ImVec2(globals::radar_size, globals::radar_size);

int rad_x = (int)DrawPos.x;


int rad_y = (int)DrawPos.y;

float r_siz_x = DrawSize.x;


float r_siz_y = DrawSize.y;

int x_max = (int)r_siz_x + rad_x - 5;


int y_max = (int)r_siz_y + rad_y - 5;

screenx = rad_x + ((int)r_siz_x / 2 + int(x / range * r_siz_x));


screeny = rad_y + ((int)r_siz_y / 2 + int(y / range * r_siz_y));

if (screenx > x_max)


screenx = x_max;

if (screenx < rad_x)


screenx = rad_x;

if (screeny > y_max)


screeny = y_max;

if (screeny < rad_y)


screeny = rad_y;
}
void fortnite_radar(float x, float y, float size, bool rect = false)
{
if (ShowRadar)
{
ImGui::SetNextWindowPos(ImVec2(0, 0), ImGuiCond_Once);
ImGui::SetNextWindowSize(ImGui::GetIO().DisplaySize, ImGuiCond_Once);
static const auto flags = ImGuiWindowFlags_NoTitleBar |
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar |
ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_NoBringToFrontOnFocus |
ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoBackground;
ImGui::Begin(("##radar"), nullptr, flags);

ImDrawList* drawList = ImGui::GetWindowDrawList();

ImU32 transparentBlack = ImGui::GetColorU32({ 0.0f, 0.0f, 0.0f,


0.5f });
drawList->AddRectFilled(ImVec2(x, y), ImVec2(x + size, y + size),
transparentBlack, 0.0f, 0);

ImVec2 center(x + size / 2, y + size / 2);

ImU32 gray = ImGui::GetColorU32({ 0.5f, 0.5f, 0.5f, 1.0f });

ImU32 white = ImGui::GetColorU32({ 1.0f, 1.0f, 1.0f, 1.0f });


if (globals::show_localplayer) {
drawList->AddCircleFilled(center, 4.0f, white, 100);
}

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);

drawList->AddLine(ImVec2(x, center.y), ImVec2(x + size,


center.y), gray, 2.5f);

drawList->AddLine(center, ImVec2(center.x, center.y +


line_length), gray, 2.5f);
}

ImGui::End();
}
}

void add_players_radar(fvector WorldLocation)


{
if (ShowRadar)
{
static const auto flags = ImGuiWindowFlags_NoTitleBar |
ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar |
ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_NoBringToFrontOnFocus |
ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoBackground;
ImGui::Begin(("##radar"), nullptr, flags);

int ScreenX, ScreenY = 0;


const auto& GetWindowDrawList = ImGui::GetWindowDrawList();
ImDrawList* drawList = ImGui::GetWindowDrawList();

CalcRadarPoint(WorldLocation, ScreenX, ScreenY);


if (globals::g_visible_check) {
drawList->AddCircleFilled(ImVec2(ScreenX, ScreenY), 5,
ImGui::GetColorU32({ globals::g_color_Visible[0],globals::g_color_Visible[1],global
s::g_color_Visible[2], 1.0f }), 7);
}
else {
drawList->AddCircleFilled(ImVec2(ScreenX, ScreenY), 5,
ImGui::GetColorU32({ globals::g_color_invisible[0],globals::g_color_invisible[1],gl
obals::g_color_invisible[2], 1.0f }), 7);
}

ImGui::End();
}
}

namespace g_loop {

class g_fn {
public:

auto actor_loop() -> void {


ImGui::PushFont(FortniteFont);

ue5->get_camera();

ImDrawList* draw_list = ImGui::GetBackgroundDrawList();


float target_dist = FLT_MAX;
uintptr_t target_entity = 0;

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);

ImVec2 textSize3 = ImGui::CalcTextSize("Mikz


Private");

ImVec2 textPos3 = ImVec2(rectMin3.x + (rectMax3.x -


rectMin3.x - textSize3.x) * 0.5f, rectMin3.y + (rectMax3.y - rectMin3.y -
textSize3.y) * 0.5f);

draw_list->AddText(textPos3, ImColor(255, 255, 255),


"Mikz Private");
break;
}

}
}

const float centerWidth = screen_width / 2;


const float centerHeight = screen_height / 2;

for (auto& cached : entity_list) {


auto root_bone = ue5->Bone(cached.skeletal_mesh,
bone::Root);
root = ue5->w2s(root_bone);
root_box = ue5->w2s(fvector(root_bone.x, root_bone.y,
root_bone.z + 30));
root_box1 = ue5->w2s(fvector(root_bone.x, root_bone.y,
root_bone.z - 15));
auto head_bone = ue5->Bone(cached.skeletal_mesh,
bone::Head);
head = ue5->w2s(head_bone);
head_box = ue5->w2s(fvector(head_bone.x, head_bone.y,
head_bone.z + 15));

float box_height = abs(head.y - root_box1.y);


float box_width = box_height * 0.25f;
float distance = arrays-
>relative_location.distance(root_bone) / 100;

auto pawn_private1 = read<uintptr_t>(PlayerState + 0x320);


if (arrays->acknowledged_pawn && !arrays->current_vehicle)
if (distance > globals::g_render_distance && arrays-
>acknowledged_pawn) continue;

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;

float size = globals::g_aimfov;


ImVec2 center(screen_width / 2, screen_height / 2);

ImVec2 starPoints[10];
float angleOff = 144.0f;

for (int i = 0; i < 5; i++) {


starPoints[i * 2] = ImVec2(center.x + size *
sin(angleOff * i * 3.14159265359 / 180.0f),
center.y - size * cos(angleOff * i *
3.14159265359 / 180.0f));
starPoints[i * 2 + 1] = ImVec2(center.x +
size / 2 * sin(angleOff * (i * 2 + 1) * 3.14159265359 / 180.0f),
center.y - size / 2 * cos(angleOff * (i *
2 + 1) * 3.14159265359 / 180.0f));
}
for (int i = 0; i < 5; i++) {
int next = (i + 1) % 5;
ImGui::GetBackgroundDrawList()-
>AddLine(starPoints[i * 2], starPoints[next * 2], fov_col, 2);
}
}
int visibleMeshes = 0;
int nonVisibleMeshes = 0;
ImVec2 countPosition = ImVec2(10, 10);
std::string visibleCountStr =
std::string(verucryptt("Visible Entities: ")) + std::to_string(visibleMeshes);
ImVec2 visibleTextSize =
ImGui::CalcTextSize(visibleCountStr.c_str());
if (arrays->aactor != arrays->acknowledged_pawn)
{
visibleMeshes++;
}
int playersWithin50m = 0;

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;

float size = globals::g_aimfov;


ImVec2 center(screen_width / 2, screen_height / 2);

ImVec2 starPoints[10];
float angleOff = 144.0f;

for (int i = 0; i < 5; i++) {


starPoints[i * 2] = ImVec2(center.x + size *
sin(angleOff * i * 3.14159265359 / 180.0f),
center.y - size * cos(angleOff * i *
3.14159265359 / 180.0f));
starPoints[i * 2 + 1] = ImVec2(center.x +
size / 2 * sin(angleOff * (i * 2 + 1) * 3.14159265359 / 180.0f),
center.y - size / 2 * cos(angleOff * (i *
2 + 1) * 3.14159265359 / 180.0f));
}

for (int i = 0; i < 5; i++) {


int next = (i + 1) % 5;
ImGui::GetBackgroundDrawList()-
>AddLine(starPoints[i * 2], starPoints[next * 2], fov_col, 2);
}
}
if (globals::nearbyplayers)
{
if (distance <= globals::entitydistance)
{
playersWithin50m++;
}
ImVec2 playerCountPosition = ImVec2(countPosition.x,
countPosition.y + visibleTextSize.y + 5);
std::string nearbyPlayerCountStr =
std::string(verucryptt("Nearby Players: ")) + std::to_string(playersWithin50m);

ImVec2 distancePosition =
ImVec2(playerCountPosition.x, playerCountPosition.y + visibleTextSize.y + 5);

ImVec2 textSize =
ImGui::CalcTextSize(nearbyPlayerCountStr.c_str());

ImVec2 textPosition(screen_width / 2.0f -


textSize.x / 2.0f, 10.0f);

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);
}

if (globals::g_line && globals::g_enable_esp)


{
switch (globals::g_line_type)
{
case 0:
draw_list->AddLine(ImVec2(screen_width / 2,
screen_height), ImVec2(root.x, root.y), visibleColor, globals::g_line_thick);
break;
}
}

if (globals::g_box_esp && globals::g_enable_esp) {


switch (globals::g_box_type)
{
case 0:
if (globals::g_outline)
{
draw_list->AddLine(ImVec2(head_box.x -
(box_width / 2), head_box.y), ImVec2(root.x + (box_width / 2), head_box.y),
ImColor(0, 0, 0), globals::g_box_thick + 2);
draw_list->AddLine(ImVec2(head_box.x -
(box_width / 2), head_box.y), ImVec2(head_box.x - (box_width / 2), root.y),
ImColor(0, 0, 0), globals::g_box_thick + 2);
draw_list->AddLine(ImVec2(head_box.x -
(box_width / 2), root.y), ImVec2(root.x + (box_width / 2), root.y), ImColor(0, 0,
0), globals::g_box_thick + 2);
draw_list->AddLine(ImVec2(root.x +
(box_width / 2), head_box.y), ImVec2(root.x + (box_width / 2), root.y), ImColor(0,
0, 0), globals::g_box_thick + 2);
}

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);
}

DrawCorneredBox(root.x - (box_width / 2),


head_box.y, box_width, box_height, visibleColor, globals::g_box_thick, 0, 0);
break;

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));

}
}
}

if (globals::g_username && globals::g_enable_esp) {


switch (globals::g_username_type)
{
case 0:
{
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, head_box.x -
(text_size.x / 2), head_box.y - 20, ImColor(globals::FontColor[0],
globals::FontColor[1], globals::FontColor[2]), false, true, username_str.c_str());
break;
}

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;
}
}
}

if (globals::g_platform && globals::g_enable_esp) {


DWORD_PTR test_platform =
read<DWORD_PTR>((uintptr_t)cached.player_state + 0x438);

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());

ImVec2 textPosition(head_box.x, head_box.y - 35);

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);
}

if (globals::g_distance && globals::g_enable_esp)


{
switch (globals::g_distance_type)
{
case 0:
{
std::string Distance = "[" +
std::to_string((int)distance) + (std::string)"m]";

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_skeleton && globals::g_enable_esp) {


ue5->skeleton(cached.skeletal_mesh);
}
}

if (globals::g_watermark) {

DrawString(globals::g_font_sizez, 13, 13, ImColor(255, 255,


255), false, true, "");

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 = 60000;


fvector ComponentVelocity = read<fvector>(arrays->root_component
+ 0x168);
auto test = read<uintptr_t>(target_entity +
offset::root_component);

float projectileSpeed = 0;
float projectileGravityScale = 0;

if (globals::prediction && GetAsyncKeyState(aimkey)) {

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;
}

if (TargetedBuild != temp_targted && TargetedBuild !=


0)
Beep(500, 500);
}
}

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;

fvector2d hitbox_screen2 = ue5->w2s(hitbox);

if (hitbox.x != 0 || hitbox.y != 0 &&


(get_cross_distance(hitbox.x, hitbox.y, screen_width / 2, screen_height / 2) <=
globals::g_aimfov))
{
if ((closest_mesh))
{

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();

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