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🗑️ Remove some more stuff
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- Remove Seer visuals
- Remove advanced aim bot completely, not just from the menu
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hir0xygen committed May 25, 2024
1 parent 464095a commit 56ae135
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Showing 9 changed files with 648 additions and 9,782 deletions.
1,800 changes: 13 additions & 1,787 deletions Features/Legitbot.hpp

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184 changes: 58 additions & 126 deletions Features/Sense.hpp

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3,588 changes: 502 additions & 3,086 deletions Overlay/AdvancedGUI.hpp

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155 changes: 64 additions & 91 deletions Overlay/GUI.hpp

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234 changes: 0 additions & 234 deletions Overlay/Renderer.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -342,240 +342,6 @@ class Renderer {
}
}

static void DrawSeer(ImDrawList *Canvas, float x, float y, int shield, int max_shield, int health) {
int bg_offset = 3;
int bar_width = 158;
float max_health = 100.0f;
float shield_step = 25.0f;
ImVec2 bg1(x - bar_width / 2 - bg_offset, y);
ImVec2 bg2(bg1.x - 10, bg1.y - 16);
ImVec2 bg3(bg2.x + 5, bg2.y - 7);
ImVec2 bg4(bg3.x + bar_width + bg_offset, bg3.y);
ImVec2 bg5(bg4.x + 11, bg4.y + 18);
ImVec2 bg6(x + bar_width / 2 + bg_offset, y);
Renderer::DrawHexagonFilled(Canvas, bg1, bg2, bg3, bg4, bg5, bg6, ImColor(0, 0, 0, 120));

ImVec2 h1(bg1.x + 3, bg1.y - 4);
ImVec2 h2(h1.x - 5, h1.y - 8);
ImVec2 h3(h2.x + (float) health / max_health * bar_width, h2.y);
ImVec2 h4(h1.x + (float) health / max_health * bar_width, h1.y);
ImVec2 h3m(h2.x + bar_width, h2.y);
ImVec2 h4m(h1.x + bar_width, h1.y);
Renderer::DrawQuadFilled(Canvas, h1, h2, h3m, h4m, ImColor(10, 10, 30, 60));
Renderer::DrawQuadFilled(Canvas, h1, h2, h3, h4, ImColor(255, 255, 255, 255));

// Shield
ImColor shieldCracked(97, 97, 97);
ImColor shieldCrackedDark(67, 67, 67);

ImColor shieldCol;
ImColor shieldColDark;

switch (max_shield) {
case 75: // Blue
shieldCol = ImColor(39, 178, 255);
shieldColDark = ImColor(27, 120, 210);
break;
case 100: // Purple
shieldCol = ImColor(206, 59, 255);
shieldColDark = ImColor(136, 36, 220);
break;
case 125: // Red
shieldCol = ImColor(219, 2, 2);
shieldColDark = ImColor(219, 2, 2);
break;
default: // White
shieldCol = ImColor(247, 247, 247);
shieldColDark = ImColor(164, 164, 164);
break;
}

int shield_25 = 30;
int shield_tmp = shield;
int shield1 = 0;
int shield2 = 0;
int shield3 = 0;
int shield4 = 0;
int shield5 = 0;
if (shield_tmp > 25) {
shield1 = 25;
shield_tmp -= 25;
if (shield_tmp > 25) {
shield2 = 25;
shield_tmp -= 25;
if (shield_tmp > 25) {
shield3 = 25;
shield_tmp -= 25;
if (shield_tmp > 25) {
shield4 = 25;
shield_tmp -= 25;
shield5 = shield_tmp; // what the FUCK are we doing here??? you can't be serious... i'm gonna rip out this entire function in a bit i hate the way this looks anyway
} else { shield4 = shield_tmp; }
} else { shield3 = shield_tmp; }
} else { shield2 = shield_tmp; }
} else { shield1 = shield_tmp; }

ImVec2 s1(h2.x - 1, h2.y - 2);
ImVec2 s2(s1.x - 3, s1.y - 5);
ImVec2 s3(s2.x + shield1 / shield_step * shield_25, s2.y);
ImVec2 s4(s1.x + shield1 / shield_step * shield_25, s1.y);
ImVec2 s3m(s2.x + shield_25, s2.y);
ImVec2 s4m(s1.x + shield_25, s1.y);

ImVec2 ss1(s4m.x + 2, s1.y);
ImVec2 ss2(s3m.x + 2, s2.y);
ImVec2 ss3(ss2.x + shield2 / shield_step * shield_25, s2.y);
ImVec2 ss4(ss1.x + shield2 / shield_step * shield_25, s1.y);
ImVec2 ss3m(ss2.x + shield_25, s2.y);
ImVec2 ss4m(ss1.x + shield_25, s1.y);

ImVec2 sss1(ss4m.x + 2, s1.y);
ImVec2 sss2(ss3m.x + 2, s2.y);
ImVec2 sss3(sss2.x + shield3 / shield_step * shield_25, s2.y);
ImVec2 sss4(sss1.x + shield3 / shield_step * shield_25, s1.y);
ImVec2 sss3m(sss2.x + shield_25, s2.y);
ImVec2 sss4m(sss1.x + shield_25, s1.y);

ImVec2 ssss1(sss4m.x + 2, s1.y);
ImVec2 ssss2(sss3m.x + 2, s2.y);
ImVec2 ssss3(ssss2.x + shield4 / shield_step * shield_25, s2.y);
ImVec2 ssss4(ssss1.x + shield4 / shield_step * shield_25, s1.y);
ImVec2 ssss3m(ssss2.x + shield_25, s2.y);
ImVec2 ssss4m(ssss1.x + shield_25, s1.y);

ImVec2 sssss1(ssss4m.x + 2, s1.y);
ImVec2 sssss2(ssss3m.x + 2, s2.y);
ImVec2 sssss3(sssss2.x + shield5 / shield_step * shield_25, s2.y);
ImVec2 sssss4(sssss1.x + shield5 / shield_step * shield_25, s1.y);
ImVec2 sssss3m(sssss2.x + shield_25, s2.y);
ImVec2 sssss4m(sssss1.x + shield_25, s1.y);
if (max_shield == 50) {
if (shield <= 25) {
if (shield < 25) {
Renderer::DrawQuadFilled(Canvas, s1, s2, s3m, s4m, shieldCracked);
Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3m, ss4m, shieldCracked);
}
if (shield != 0)
Renderer::DrawQuadFilled(Canvas, s1, s2, s3, s4, shieldCol);
} else if (shield <= 50) {
Renderer::DrawQuadFilled(Canvas, s1, s2, s3, s4, shieldCol);
if (shield != 50) { Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3m, ss4m, shieldCracked); }
if (shield != 0)
Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3, ss4, shieldCol);
}
} else if (max_shield == 75) {
if (shield <= 25) {
if (shield < 25) {
Renderer::DrawQuadFilled(Canvas, s1, s2, s3m, s4m, shieldCracked);
Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3m, ss4m, shieldCracked);
Renderer::DrawQuadFilled(Canvas, sss1, sss2, sss3m, sss4m, shieldCracked);
}
if (shield != 0)
Renderer::DrawQuadFilled(Canvas, s1, s2, s3, s4, shieldCol);
} else if (shield <= 50) {
Renderer::DrawQuadFilled(Canvas, s1, s2, s3, s4, shieldCol);
if (shield < 50) {
Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3m, ss4m, shieldCracked);
Renderer::DrawQuadFilled(Canvas, sss1, sss2, sss3m, sss4m, shieldCracked);
}
if (shield != 0)
Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3, ss4, shieldCol);
} else if (shield <= 75) {
Renderer::DrawQuadFilled(Canvas, s1, s2, s3, s4, shieldCol);
Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3, ss4, shieldCol);
if (shield < 75) { Renderer::DrawQuadFilled(Canvas, sss1, sss2, sss3m, sss4m, shieldCracked); }
if (shield != 0)
Renderer::DrawQuadFilled(Canvas, sss1, sss2, sss3, sss4, shieldCol);
}
} else if (max_shield == 100) {
if (shield <= 25) {
if (shield < 25) {
Renderer::DrawQuadFilled(Canvas, s1, s2, s3m, s4m, shieldCracked);
Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3m, ss4m, shieldCracked);
Renderer::DrawQuadFilled(Canvas, sss1, sss2, sss3m, sss4m, shieldCracked);
Renderer::DrawQuadFilled(Canvas, ssss1, ssss2, ssss3m, ssss4m, shieldCracked);
}
if (shield != 0)
Renderer::DrawQuadFilled(Canvas, s1, s2, s3, s4, shieldCol);
} else if (shield <= 50) {
Renderer::DrawQuadFilled(Canvas, s1, s2, s3, s4, shieldCol);
if (shield < 50) {
Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3m, ss4m, shieldCracked);
Renderer::DrawQuadFilled(Canvas, sss1, sss2, sss3m, sss4m, shieldCracked);
Renderer::DrawQuadFilled(Canvas, ssss1, ssss2, ssss3m, ssss4m, shieldCracked);
}
if (shield != 0)
Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3, ss4, shieldCol);
} else if (shield <= 75) {
Renderer::DrawQuadFilled(Canvas, s1, s2, s3, s4, shieldCol);
Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3, ss4, shieldCol);
if (shield < 75) {
Renderer::DrawQuadFilled(Canvas, sss1, sss2, sss3m, sss4m, shieldCracked);
Renderer::DrawQuadFilled(Canvas, ssss1, ssss2, ssss3m, ssss4m, shieldCracked);
}
if (shield != 0)
Renderer::DrawQuadFilled(Canvas, sss1, sss2, sss3, sss4, shieldCol);
} else if (shield <= 100) {
Renderer::DrawQuadFilled(Canvas, s1, s2, s3, s4, shieldCol);
Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3, ss4, shieldCol);
Renderer::DrawQuadFilled(Canvas, sss1, sss2, sss3, sss4, shieldCol);
if (shield < 100) { Renderer::DrawQuadFilled(Canvas, ssss1, ssss2, ssss3m, ssss4m, shieldCracked); }
if (shield != 0)
Renderer::DrawQuadFilled(Canvas, ssss1, ssss2, ssss3, ssss4, shieldCol);
}
} else if (max_shield == 125) {
if (shield <= 25) {
if (shield < 25) {
Renderer::DrawQuadFilled(Canvas, s1, s2, s3m, s4m, shieldCracked);
Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3m, ss4m, shieldCracked);
Renderer::DrawQuadFilled(Canvas, sss1, sss2, sss3m, sss4m, shieldCracked);
Renderer::DrawQuadFilled(Canvas, ssss1, ssss2, ssss3m, ssss4m, shieldCracked);
Renderer::DrawQuadFilled(Canvas, sssss1, sssss2, sssss3m, sssss4m, shieldCracked);
}
if (shield != 0)
Renderer::DrawQuadFilled(Canvas, s1, s2, s3, s4, shieldCol);
} else if (shield <= 50) {
Renderer::DrawQuadFilled(Canvas, s1, s2, s3, s4, shieldCol);
if (shield < 50) {
Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3m, ss4m, shieldCracked);
Renderer::DrawQuadFilled(Canvas, sss1, sss2, sss3m, sss4m, shieldCracked);
Renderer::DrawQuadFilled(Canvas, ssss1, ssss2, ssss3m, ssss4m, shieldCracked);
Renderer::DrawQuadFilled(Canvas, sssss1, sssss2, sssss3m, sssss4m, shieldCracked);
}
if (shield != 0)
Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3, ss4, shieldCol);
} else if (shield <= 75) {
Renderer::DrawQuadFilled(Canvas, s1, s2, s3, s4, shieldCol);
Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3, ss4, shieldCol);
if (shield < 75) {
Renderer::DrawQuadFilled(Canvas, sss1, sss2, sss3m, sss4m, shieldCracked);
Renderer::DrawQuadFilled(Canvas, ssss1, ssss2, ssss3m, ssss4m, shieldCracked);
Renderer::DrawQuadFilled(Canvas, sssss1, sssss2, sssss3m, sssss4m, shieldCracked);
}
if (shield != 0)
Renderer::DrawQuadFilled(Canvas, sss1, sss2, sss3, sss4, shieldCol);
} else if (shield <= 100) {
Renderer::DrawQuadFilled(Canvas, s1, s2, s3, s4, shieldCol);
Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3, ss4, shieldCol);
Renderer::DrawQuadFilled(Canvas, sss1, sss2, sss3, sss4, shieldCol);
if (shield < 100) {
Renderer::DrawQuadFilled(Canvas, ssss1, ssss2, ssss3m, ssss4m, shieldCracked);
Renderer::DrawQuadFilled(Canvas, sssss1, sssss2, sssss3m, sssss4m, shieldCracked);
}
if (shield != 0)
Renderer::DrawQuadFilled(Canvas, ssss1, ssss2, ssss3, ssss4, shieldCol);
} else if (shield <= 125) {
Renderer::DrawQuadFilled(Canvas, s1, s2, s3, s4, shieldCol);
Renderer::DrawQuadFilled(Canvas, ss1, ss2, ss3, ss4, shieldCol);
Renderer::DrawQuadFilled(Canvas, sss1, sss2, sss3, sss4, shieldCol);
Renderer::DrawQuadFilled(Canvas, ssss1, ssss2, ssss3, ssss4, shieldCol);
if (shield < 125) { Renderer::DrawQuadFilled(Canvas, sssss1, sssss2, sssss3m, sssss4m, shieldCracked); }
if (shield != 0)
Renderer::DrawQuadFilled(Canvas, sssss1, sssss2, sssss3, sssss4, shieldCol);
}
}
}

static Vector3D RotatePoint(Vector3D EntityPos, Vector3D LocalPlayerPos, int posX, int posY, int sizeX, int sizeY, float angle, float zoom, bool *viewCheck) {
float r_1, r_2;
float x_1, y_1;
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