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marohook/Andromeda-CS2-Base/Andromeda-CS2-Base/AndromedaClient/Settings/Settings.hpp
T

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6.5 KiB
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#pragma once
#include <Common/Common.hpp>
#include <ImGui/imgui.h>
namespace Settings
{
namespace Visual
{
inline auto Active = true;
inline auto Team = true;
inline auto Enemy = true;
inline auto OnlyVisible = false;
inline auto PlayerBox = true;
inline auto BoneESP = true;
inline auto BoneESPTeam = true;
inline auto BoneESPEnemy = true;
inline auto Glow = true;
inline auto GlowTeam = true;
inline auto GlowEnemy = true;
inline auto NameESP = true;
inline auto HealthESP = true;
inline auto ArmorESP = true;
inline auto WeaponESP = true;
inline auto BombESP = true;
inline auto PlayerBoxType = 3;
inline auto GlassyBox = false;
inline auto GlassOpacity = 55;
}
namespace Chams
{
inline auto Enabled = false;
inline auto IgnoreZ = true;
inline ImVec4 Visible = { 0.f , 0.40f , 1.f , 1.f };
inline ImVec4 Occluded = { 1.f , 0.f , 0.75f , 1.f };
}
namespace Menu
{
inline auto MenuAlpha = 200;
inline auto MenuStyle = 0;
}
namespace Misc
{
inline auto Bunnyhop = false;
inline auto PerfectBhop = false;
inline auto AutoStrafe = false;
inline auto NullStrafe = false;
inline auto SubtickStrafe = false;
inline auto WRelease = false;
inline auto InstantStrafe = false;
inline auto SnapTap = false;
inline auto JumpBug = false;
inline auto EdgeBug = false;
inline auto EdgeJump = false;
inline auto JumpCrouch = false;
inline auto Minijump = false;
inline auto FastStop = false;
inline auto LongJump = false;
inline auto PixelSurf = false;
inline auto SlowWalk = false;
inline auto NoFlash = false;
inline auto FOVChanger = false;
inline auto FOV = 90;
inline auto SpectatorList = false;
inline auto Watermark = true;
inline auto Hitmarker = true;
inline auto HitSound = true;
inline auto Speedometer = false;
}
namespace Triggerbot
{
inline auto Active = false;
inline auto Mode = 0; // 0 = Hold Key, 1 = Always, 2 = Toggle
inline auto Key = VK_MENU; // Alt
inline auto Delay = 50; // ms
inline auto HoldTime = 30; // ms
inline auto ScopedOnly = false;
inline auto IgnoreTeammates = true;
inline auto Hitbox_Head = true;
inline auto Hitbox_Chest = true;
inline auto Hitbox_Stomach = true;
inline auto Hitbox_Arms = false;
inline auto Hitbox_Legs = false;
inline auto DrawIndicator = true;
inline auto Hitchance = 0; // percent, 0 = off
inline auto HitchanceSamples = 64;
inline auto SeedTrigger = false; // deterministic: only fire if the real bullet (current random_seed) would hit
}
namespace Ragebot
{
// --- Aktivierung ---
inline auto Active = false;
inline auto Mode = 0; // 0 = Hold Key, 1 = Always, 2 = Toggle
inline auto Key = VK_MENU; // Alt
// --- Zielauswahl ---
inline auto TargetMode = 0; // 0 = Crosshair (FOV), 1 = Entfernung, 2 = Niedrigste HP
inline auto FOV = 10; // degrees
inline auto MaxDistance = 0; // 0 = aus, sonst Max-Reichweite in Units
// --- Hitbox ---
inline auto HitboxMode = 0; // 0 = Nächste zum Fadenkreuz, 1 = Bevorzugt, 2 = Beste Hitchance
inline auto PreferredHitbox = 0; // 0 = Head, 1 = Neck, 2 = Chest, 3 = Stomach, 4 = Pelvis, 5 = Arms, 6 = Legs, 7 = Feet
inline auto Hitbox_Head = true;
inline auto Hitbox_Neck = false;
inline auto Hitbox_Chest = true;
inline auto Hitbox_Stomach = true;
inline auto Hitbox_Pelvis = true;
inline auto Hitbox_Arms = false;
inline auto Hitbox_Legs = false;
inline auto Hitbox_Feet = false;
// --- Präzision ---
inline auto Hitchance = 70; // percent, 0 = off
inline auto HitchanceSamples = 64;
inline auto MinDamage = 0; // 0 = aus, sonst mind. Schaden
// --- Aim ---
inline auto Smooth = 1; // 1 = sofort, höher = langsamer/glatter
inline auto Recoil = true;
inline auto RecoilScale = 2.f; // 0 = aus, 1 = exakt, 2 = überschwingen
inline auto NoSpread = true;
// --- Feuer ---
inline auto AutoFire = true;
inline auto AutoFireDelay = 0; // ms zwischen Schüssen, 0 = sofort
inline auto AutoStop = true;
inline auto AutoScope = false; // Sniper automatisch zoomen
inline auto AutoCrouch = false; // Ducken beim Schießen
// --- Sicherheit ---
inline auto IgnoreTeammates = true;
inline auto VisibleOnly = true;
// --- Overlay ---
inline auto DrawFov = false; // FOV-Kreis ums Fadenkreuz
inline auto DrawTarget = true; // Ziel markieren
}
namespace Legitbot
{
// --- Aktivierung ---
inline auto Active = false;
inline auto Mode = 0; // 0 = Hold Key, 1 = Always, 2 = Toggle
inline auto Key = VK_MENU; // Alt
// --- Aim ---
inline auto FOV = 8; // degrees
inline auto Smooth = 8; // 1 = sofort, höher = weicher
inline auto FovSmooth = true; // weicher bei großem Abstand zum Fadenkreuz
inline auto Hitbox_Head = true;
inline auto Hitbox_Neck = false;
inline auto Hitbox_Chest = true;
inline auto Hitbox_Stomach = true;
inline auto Hitbox_Pelvis = true;
// --- Humanisierung ---
inline auto ReactionDelay = 100; // ms bis das Ziel erfasst wird
inline auto TargetLockTime = 500; // ms Ziel-Sperre vor Wechsel
inline auto Jitter = 0.f; // Grad zufällige Abweichung (0 = aus)
// --- Recoil ---
inline auto RCS = false; // Recoil Control
inline auto RCS_FirstBullet = true;
inline auto RCS_Scale = 2.f;
// --- Sicherheit ---
inline auto IgnoreTeammates = true;
inline auto VisibleOnly = true;
// --- Overlay ---
inline auto DrawFov = false; // FOV-Kreis ums Fadenkreuz
inline auto DrawTarget = true; // Ziel markieren
}
namespace Colors
{
namespace Visual
{
inline ImVec4 PlayerBoxTT = { 255.f / 255.f , 75.f / 255.f , 75.f / 255.f , 1.f };
inline ImVec4 PlayerBoxTT_Visible = { 0 , 1.f , 0.f , 1.f };
inline ImVec4 PlayerBoxCT = { 65.f / 255.f , 200 / 255.f , 255.f / 255.f , 1.f };
inline ImVec4 PlayerBoxCT_Visible = { 0 , 1.f , 0.f , 1.f };
inline ImVec4 BoneESPTT = { 255.f / 255.f , 75.f / 255.f , 75.f / 255.f , 1.f };
inline ImVec4 BoneESPTT_Visible = { 0 , 1.f , 0.f , 1.f };
inline ImVec4 BoneESPCT = { 65.f / 255.f , 200 / 255.f , 255.f / 255.f , 1.f };
inline ImVec4 BoneESPCT_Visible = { 0 , 1.f , 0.f , 1.f };
inline ImVec4 GlowTT = { 255.f / 255.f , 75.f / 255.f , 75.f / 255.f , 1.f };
inline ImVec4 GlowTT_Visible = { 0 , 1.f , 0.f , 1.f };
inline ImVec4 GlowCT = { 65.f / 255.f , 200 / 255.f , 255.f / 255.f , 1.f };
inline ImVec4 GlowCT_Visible = { 0 , 1.f , 0.f , 1.f };
}
}
}