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Defines.h
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Defines.h
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#include "Imgui/imgui.h"
#include "Imgui/imgui_impl_dx11.h"
#include "Imgui/imgui_internal.h"
namespace Offsets
{
//static offsets
uintptr_t CustomTimeDilation = 0x98; //Actor
uintptr_t OwningGameInstance = 0x190; //World
uintptr_t LocalPlayers = 0x38; //GameInstance
uintptr_t PlayerController = 0x30; //Player
uintptr_t StaticMesh = 0x480; //StaticMeshComponent
uintptr_t AcknowledgedPawn = 0x2A8; //PlayerController
uintptr_t PrimaryPickupItemEntry = 0x2A0; //FortPickup
uintptr_t ItemDefinition = 0x18; //FortItemEntry
uintptr_t DisplayName = 0x88; //FortItemDefinition
uintptr_t Tier = 0x6C; //FortItemDefinition
uintptr_t bComponentToWorldUpdated = 0x14C; //SceneComponent
uintptr_t ComponentVelocity = 0x140; //SceneComponent
uintptr_t Levels = 0x148; //World
uintptr_t PersistentLevel = 0x30; //World
uintptr_t AActors = 0x98; //ProceduralScatterActorContentVariation
uintptr_t ActorCount = 0xA0; //GetActorCount old: 0xA0 new: 0xC0 = crash
uintptr_t RootComponent = 0x130; //Actor
uintptr_t RelativeLocation = 0x11C; //SceneComponent
uintptr_t RelativeRotation = 0x128; //SceneComponent
uintptr_t PlayerState = 0x238; //Pawn
uintptr_t Mesh = 0x280; //Character
uintptr_t ViewTarget = 0xE70; //PlayerCameraManager
uintptr_t AmmoCount = 0xA70;
uintptr_t ClipSize = 0x11c; //FortWeaponStats
//need too update every update - not static
uintptr_t TeamIndex = 0xF28; //FortPlayerStateAthena
uintptr_t SquadId = 0x10AC; //FortPlayerStateAthena
uintptr_t bIsReloadingWeapon = 0x2B1; //FortWeapon
uintptr_t WeaponData = 0x378; //FortWeapon
uintptr_t LastFireAbilityTime = 0x1238; //FortWeapon
uintptr_t CurrentWeapon = 0x5F8; //FortPawn
uintptr_t PlayerCameraManager = 0x2C0; //PlayerController
uintptr_t CameraCache = 0x290; //PlayerCameraManager
uintptr_t CameraCachePrivate = 0x1C20; //PlayerCameraManager
uintptr_t LastFrameCameraCachePrivate = 0x2270; //PlayerCameraManager
uintptr_t VehicleSkeletalMesh = 0x15A8; //FortAthenaSKVehicle.SkeletalMesh
uintptr_t FireStartLoc = 0x8B8; //FortProjectileAthena
uintptr_t DefaultFOV = 0x230; //PlayerCameraManager
//exploits
uintptr_t bADSWhileNotOnGround = 0x3E51; //FortPlayerPawnAthena
uintptr_t bDisableEquipAnimation = 0x2B3; //FortWeapon
uintptr_t ReviveFromDBNOTime = 0x3758; //FortPlayerPawnAthena
uintptr_t LastFireTime = 0x9E4; //FortWeapon
uintptr_t LastFireTimeVerified = 0x9E8; //FortWeapon
uintptr_t LastReloadTime = 0xA3C; //FortWeapon
uintptr_t LastSuccessfulReloadTime = 0xA40; //FortWeapon
uintptr_t CurrentReloadDuration = 0xA44;
uintptr_t bIsDBNO = 0x572; //FortPawn
}
namespace Renderer_Defines {
float Width;
float Height;
float Length;
}
namespace Settings
{
static bool PlayerAmmo = 0;
static bool bUseFOV = 0;
static bool ActorsAround = 0;
static bool vehiclefly = 0;
static bool vehicleflyv2 = 0;
static bool Teleport = 0;
//Aim
static bool Aim = 1;
static bool AimPrediction = 0;
static bool MouseAim = 0;
static int aimbone = 98;
static float smooth = 1;
static float fov_change_value = 80.f;
static bool SilentAim = 0;
static bool Bullettp = 0;
static int aimkey = VK_RBUTTON;
static int aimkeyint = 1;
static float FovCircle_Value = 130;
static float vehicleflyspeed = 15;
static bool Head = 1;
static bool Neck = 0;
static bool Pelvis = 0;
static bool Bottom = 0;
static bool MarkerTP = 0;
static bool UDcrosshair = 0;
static bool LockLine = 0;
static bool carflyUD = 0;
static float carflyUD_value = 2;
static bool objectdebug = 0;
static bool tradersESP = 0;
static bool animalsESP = 0;
static bool ZombiesESP = 0;
static bool FireflysESP = 0;
static bool vendingmachineESP = 0;
static bool burriedtreasureESP = 0;
static bool ioguardESP = 0;
//other experimental shit
static bool Tp = 0;
static bool memoryv2 = 0;
static bool playerflyez = 0;
static bool LSDmodeLOL = 0;
static bool IsBulletTeleporting = 0;
static bool PlayerNames = 0;
static bool instantreload = 0;
static bool NospreadV3 = 0;
static bool norecoil = 0;
static bool RadarDistance = 0;
static bool radaresp = 0;
//Vector3 Cords = { 0, 0, 0 };
//Player ESP
static bool Box2D = 0;
static bool Box3D = 0;
static bool BoxCorner = 1;
static bool Skeleton = 0;
static bool Skeleton_Low = 1;
static bool DistanceESP = 0;
static bool SnapLines = 0;
static bool playerChams = 0;
static bool PlayerWeapons = 0;
//aimbot ranomiser func
static float random_x = 0;
static float random_y = 0;
static float random_z = 0;
//Loot ESP
static bool ChestESP = 0;
static bool LLamaESP = 0;
static bool WeaponESP = 0;
static bool LootESP = 0;
static bool AmmoBoxESP = 0;
static bool VehiclesESP = 0;
static bool campfire = 0;
static bool botai = 0;
static bool playerdying = 0;
static bool weakspot = 0;
static bool xpcoin = 0;
static bool Turrent = 0;
static bool placeables = 0;
//Exploits
static bool Speed = 0;
static float SpeedValue = 2.0;
static bool ServerAirStuck = 0;
static bool fakedownON = 0;
static bool fakedownOFF = 0;
static bool Anim = 0;
static bool NoSpread = 0;
static bool InstantRevive = 0;
static bool AimWhileJumping = 0;
static bool AirStuck = 0;
static bool RapidFire = 0;
static float RapidFireValue = 0.003f;
static bool fov360 = 0;
static bool FirstCamera = 0;
static bool Invis_ON = 0;
static bool Invis_OFF = 0;
static bool FastActions = 0;
static bool FastReload = 0;
static bool FriendlyFire = 0;
static bool StickySilent = 0;
static bool StickySilentInit = 0;
static bool SniperBulletTP = 0;
static bool NospreadV2 = 0;
static bool Spinbot = 0;
//static bool Fovchanger_asdbasyudgasuydgasydugasdyuasgd = 0;
static bool ProjectileTP = 0;
static bool TeleportDownedToLocalPawn = 0;
//developers
static bool test1 = 0;
static bool test2 = 0;
static bool test3 = 0;
static bool test4 = 0;
static bool test5 = 0;
static bool test6 = 0;
static bool test7 = 0;
static bool test8 = 0;
static bool test9 = 0;
static bool test10 = 0;
static bool debug = 0;
//Misc
static bool Gaybow = 0;
static float MaxESPDistance = 300.f;
static bool crosshair = 0;
static bool ShowFovCircle = 1;
static bool trigger = 0;
static bool VisibleCheck = 0;
static bool RainbowMenuCursor = 0;
static bool NormalMenuCursor = 0;
//Teleport Tab
static bool EnableTP = 0;
static bool CarTpToPing = 0;
static bool CarTpToPlayer = 0;
static bool WaypointTP = 0;
static bool TP_lazylake = 0;
static bool TP_WeepingWoods = 0;
static bool TP_RetailRow = 0;
static bool TP_SlurpySwamp = 0;
static bool TP_BoneyBurbs = 0;
static bool TP_PleasantPark = 0;
static bool TP_PreLobby = 0;
static bool TP_BeliverBeach = 0;
static bool TP_Dirtydocks = 0;
static bool TP_CornyCrops = 0;
static bool TP_Craggyclifs = 0;
static bool TP_coralcastle = 0;
static bool TP_hollyhedges = 0;
static bool TP_steamystacks = 0;
}
namespace SettingsColor {
ImColor FovCircle = ImColor(0, 0, 0, 255);
ImColor FovCircle360 = ImColor(255, 0, 0, 255);
ImColor Box = ImColor(255, 0, 0, 255);
ImColor Distance = ImColor(255, 0, 0, 255);
ImColor Snaplines = ImColor(255, 0, 0, 255);
ImColor Box_notvisible = ImColor(0, 0, 0, 255);
ImColor Skeleton_notvisible = ImColor(255, 100, 0, 255);
ImColor Distance_notvisible = ImColor(0, 0, 0, 255);
ImColor Snaplines_notvisible = ImColor(0, 0, 0, 255);
ImColor ChestESP = ImColor(255, 238, 0, 255);
ImColor AmmoBox = ImColor(102, 101, 94, 255);
ImColor LootESP = ImColor(255, 231, 94, 255);
ImColor LLamaESP = ImColor(130, 19, 235, 255);
ImColor VehicleESP = ImColor(235, 19, 19, 255);
}