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config.h
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#pragma once
#include <imgui/imgui.h>
class Config
{
public:
enum class EBar : int {
ENone,
ELeft,
ERight,
EBottom,
ETop,
ETriangle
};
static inline struct Configuration {
enum class ECrosshairs : int {
ENone,
ECircle,
ECross
};
struct
{
bool enable = true;
bool fovEnable = true;
float fov = 102.f;
float spyglassFovMul = 4.0;
float sniperFovMul = 1.0;
bool spyRClickMode = true;
bool oxygen = true;
bool crosshair = true;
float crosshairSize = 8.f;
float crosshairThickness = 1.f;
ImVec4 crosshairColor = { 255.f, 0.f, 0.f, 255.f };
ECrosshairs crosshairType = ECrosshairs::ECross;
bool bCustomTOD = true;
float customTOD = 12.f;
}client;
struct
{
bool enable = true;
struct
{
bool enable = true;
bool bSkeleton = true;
float renderDistance = 500.f;
ImVec4 colorVisible = { 255.f, 0.f, 0.f, 255.f };
ImVec4 colorInvisible = { 0.f, 8.f, 255.f, 255.f };
bool team = false;
bool tracers = true;
float tracersThickness = 1.f;
EBar barType = EBar::ENone;
}players;
struct
{
bool enable = true;
float renderDistance = 200.f;
ImVec4 color = { 255.f, 0.f, 247.f, 255.f };
bool bartype = false;
}skeletons;
struct
{
bool enable = true;
float renderDistance = 5000.f;
ImVec4 color = { 47.f, 255.f, 0.f, 255.f };
ImVec4 coloraiships = { 255.f, 0.f, 247.f, 255.f };
ImVec4 colorghships = { 189.f, 189.f, 189.f, 255.f };
bool holes = true;
ImVec4 holesColor = { 1.f, 1.f, 1.f, 1.f };
bool skeletons = true;
bool ghosts = true;
bool shipTray = false;
float shipTrayThickness = 0.f;
float shipTrayHeight = 0.f;
ImVec4 shipTrayCol = { 1.f, 1.f, 1.f, 1.f };
bool showLadders = true;
}ships;
struct
{
bool enable = true;
float renderDistance = 1000.f;
float size = 10.f;
ImVec4 color = { 1.f, 1.f, 1.f, 1.f };
bool marks = true;
float marksRenderDistance = 100.f;
ImVec4 marksColor = { 1.f, 1.f, 1.f, 1.f };
bool decals = false;
bool rareNames = false;
char rareNamesFilter[0x64] = { 0 };
bool renderCenterName = false;
float decalsRenderDistance = 100.f;
ImVec4 decalsColor = { 1.f, 1.f, 1.f, 1.f };
bool vaults = false;
float vaultsRenderDistance = 100.f;
ImVec4 vaultsColor = { 1.f, 1.f, 1.f, 1.f };
bool barrels = true;
float barrelsRenderDistance = 100.f;
ImVec4 barrelsColor = { 154.f, 154.f, 154.f, 255.f };
bool barrelspeek = true;
bool barrelstoggle = true;
bool ammoChest = false;
float ammoChestRenderDistance = 100.f;
ImVec4 ammoChestColor = { 1.f, 1.f, 1.f, 1.f };
}islands;
struct
{
bool enable = true;
float renderDistance = 200.f;
ImVec4 color = { 1.f, 1.f, 1.f, 1.f };
ImVec4 colorgunpowerd = { 1.f, 0.f, 0.f, 1.f };
ImVec4 colorlegend = { 5.f, 0.f, 255.f, 255.f };
ImVec4 colorgood = { 5.f, 0.f, 255.f, 255.f };
ImVec4 colorritual = { 5.f, 0.f, 255.f, 255.f };
bool nameToggle = true;
bool mermaids = false;
bool animals = false;
float animalsRenderDistance = 100.f;
ImVec4 animalsColor = { 1.f, 1.f, 1.f, 1.f };
bool lostCargo = false;
ImVec4 cluesColor = { 1.f, 1.f, 1.f, 1.f };
bool gsRewards = false;
ImVec4 gsRewardsColor = { 1.f, 1.f, 1.f, 1.f };
}items;
struct
{
bool enable = true;
bool mermaids = true;
float mermaidsRenderDistance = 450.f;
ImVec4 mermaidsColor = { 1.f, 1.f, 1.f, 1.f };
bool shipwrecks = true;
float shipwrecksRenderDistance = 1000.f;
ImVec4 shipwrecksColor = { 215.f, 253.f, 130.f, 255.f };
bool rowboats = false;
float rowboatsRenderDistance = 100.f;
ImVec4 rowboatsColor = { 1.f, 1.f, 1.f, 1.f };
bool sharks = false;
float sharksRenderDistance = 100.f;
ImVec4 sharksColor = { 1.f, 1.f, 1.f, 1.f };
bool events = true;
float eventsRenderDistance = 10000.f;
ImVec4 eventsColor = { 255.f, 53.f, 53.f, 255.f };
}others;
struct
{
bool bEnable = true;
int i_size = 325;
int i_scale = 1000;
} radar;
}esp;
struct
{
bool enable = true;
struct
{
bool enable = true;
float fPitch = 45.f;
float fYaw = 45.f;
float smooth = 1.f;
float height = 1.f;
bool players = true;
bool skeletons = false;
bool kegs = false;
bool trigger = true;
bool visibleOnly = true;
bool calcShipVel = true;
}weapon;
struct
{
bool enable = true;
float fPitch = 80.f;
float fYaw = 80.f;
float smooth = 1.f;
bool instant = false;
bool chains = false;
bool incannons = false;
int mastsloop = 1653;
int deckshotsloopupdown = 265;
int deckshotslooprightleft = 80;
int cannonslooprightleft = 166;
int cannonsloopupdown = 175;
bool BRIG = false;
int mastbrigleftright = 1095;
int mastbrigupdown = 1500;
int deckshotsbrigleftright = -300;
int deckshotsbrigupdown = 300;
int cannonsbrigleftright = -116;
bool players = false;
bool skeletons = false;
bool deckshots = false;
bool ghostShips = false;
bool lowAim = false;
bool visibleOnly = false;
bool autoDetect = false;
bool drawPred = false;
bool improvedVersion = false;
}cannon;
struct
{
bool rage = false;
}others;
struct {
bool bEnable = true;
bool harpoonplayers = false;
bool bVisibleOnly = false;
bool bAutoshoot = false;
float fYaw = 100.f;
float fPitch = 100.f;
} harpoon;
}aim;
struct
{
bool enable = true;
bool shipInfo = true;
bool mapPins = true;
bool walkUnderwater = false;
bool showSunk = false;
bool nofog = true;
ImVec4 sunkColor = { 1.f, 1.f, 1.f, 1.f };
bool playerList = true;
bool cooking = true;
bool noIdleKick = true;
struct
{
bool bEnable = true;
bool noclamp = true;
bool noblockreduce = true;
} sword;
struct
{
bool bEnable = false;
bool fasterreloading = true;
bool fasteraimingspeed = true;
} allweapons;
struct
{
bool bEnable = true;
bool b_bunnyhop = true;
bool bLootsprint = false;
bool takelootfrombarreltocrate = false;
bool bIdleKick = false;
} macro;
}game;
struct
{
bool process = false;
int cFont = 0;
int lFont = 0;
float renderTextSizeFactor = 0.8f;
float nameTextRenderDistanceMax = 5000.f;
float nameTextRenderDistanceMin = 45.f;
float pinRenderDistanceMax = 50.f;
float pinRenderDistanceMin = 0.f;
bool printErrorCodes = false;
bool interceptProcessEvent = false;
bool printRPCCalls = false;
bool infsupplies = false;
bool debugNames = false;
int debugNamesTextSize = 20;
char debugNamesFilter[0x64] = { 0 };
float debugNamesRenderDistance = 0.f;
bool bDummy = false;
}dev;
struct
{
bool russian = false;
bool english = true;
}lang;
}cfg;
};