g_LocalController = localCooller;

g_LocalController = localController; g_LocalPlayer = localPlayer; for (int i = 0; i < Actors.size(); i++) { auto Actor = Actors[i]; if (isObjectInvalid(Actor)) continue; if (Actor->IsA(ASTExtraPlayerCharacter::StaticClass())) { long PlayerBoxClrCf = IM_COL32(0, 255, 0, 255); long PlayerBoxClrCf2 = IM_COL32(0, 255, 0, 25); auto Player = (ASTExtraPlayerCharacter *) Actor; if (!localController->LineOfSightTo(Player, {0, 0, 0}, true)) { PlayerBoxClrCf = IM_COL32(255, 0, 0, 255); PlayerBoxClrCf2 = IM_COL32(255, 0, 0, 25); } if (totalEnemies > 0 || totalBots > 0) { std::string s; if (totalEnemies > 0) { s = "Enem"; if (totalEnemies > 1) s += "ies"; else s += "y"; s += " Nearby:"; s += std::to_string(totalEnemies); if (totalBots > 0) s += ""; } if (totalBots) { s += "(Bots"; if (totalBots > 1) // s += "s"; s += ":"; s += std::to_string(totalBots); s += ")"; } auto HeadPos = Player->GetBonePos("Head", {}); ImVec2 HeadPosSC; auto textSize = ImGui::CalcTextSize2(s.c_str(), 0, s.size()); draw->AddText(nullptr, ((float) density / 11.4f), ImVec2(glWidth / 2 - 50.f, 50), PlayerBoxClrCf, s.c_str()); draw->AddText(nullptr, ((float) density / 11.4f), ImVec2(glWidth / 2 - 50.f, 50), PlayerBoxClrCf, s.c_str()); } fps.update(); }} المصدر https://t.me/fpll_R

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g_LocalController = localCooller;

g_LocalController = localController; g_LocalPlayer = localPlayer; if (totalEnemies > 0 || totalBots > 0) { std::string s; if (totalEnemies + totalBots < 10) { s += "玩家"; s += std::to_string((int)totalEnemies); s += " | "; s += std::to_string((int)totalBots); s += " 人机"; } else { s += "玩家 "; s += std::to_string((int)totalEnemies); s += " | "; s += std::to_string((int)totalBots); s += " 人机"; } draw->AddRectFilled(ImVec2(glWidth / 2 - 80, 50), ImVec2(glWidth / 2 + 80, 120), IM_COL32(255, 165, 0, 120), 15.0f); draw->AddRect(ImVec2(glWidth / 2 - 80, 50), ImVec2(glWidth / 2 + 80, 120), IM_COL32(255, 165, 0, 80), 15.0f, 0, 2.5f); draw->AddText(nullptr, ((float)density / 16.5f), ImVec2(glWidth / 2 - 71, 70), IM_COL32(0, 255, 232, 255), s.c_str()); } else { std::string s; s += "玩家 "; s += std::to_string((int)totalEnemies); s += " | "; s += std::to_string((int)totalBots); s += " 人机"; draw->AddRectFilled(ImVec2(glWidth / 2 - 80, 50), ImVec2(glWidth / 2 + 80, 120), IM_COL32(255, 158, 212, 255), 15.0f); draw->AddRect(ImVec2(glWidth / 2 - 80, 50), ImVec2(glWidth / 2 + 80, 120), IM_COL32(255, 255, 255, 130), 15.0f, 0, 2.5f); draw->AddText(nullptr, ((float)density / 16.5f), ImVec2(glWidth / 2 - 58, 70), IM_COL32(0, 255, 232, 255), s.c_str()); }

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g_LocalController = localCooller;

g_LocalController = localController; g_LocalPlayer = localPlayer; if (totalEnemies > 0 || totalBots > 0) { std::string s; s += " "; s += std::to_string((int)totalBots); s += "|"; s += std::to_string((int)totalEnemies); draw->AddRectFilled(ImVec2(glWidth / 2 - 80.f, 20), ImVec2(glWidth / 2 + 80.f, 80), IM_COL32(245, 0, 0, 80), 30.0f); draw->AddRect(ImVec2(glWidth / 2 - 80.f, 20), ImVec2(glWidth / 2 + 80.f, 80), IM_COL32(245, 0, 0, 255), 30.0f, 0,6.0f); draw->AddText(nullptr, ((float) density / 12.5f), ImVec2(glWidth / 2 - 50.f, 30), IM_COL32(255, 255, 255, 255), s.c_str()); }else{ std::string s; s += " "; s += std::to_string((int)totalBots); s += "|"; s += std::to_string((int)totalEnemies); draw->AddRectFilled(ImVec2(glWidth / 2 - 80.f, 20), ImVec2(glWidth / 2 + 80.f, 80), IM_COL32(0, 255, 0, 80), 30.0f); draw->AddRect(ImVec2(glWidth / 2 - 80.f, 20), ImVec2(glWidth / 2 + 80.f, 80), IM_COL32(0, 255, 0, 255), 30.0f, 0,6.0f); draw->AddText(nullptr, ((float) density / 12.5f), ImVec2(glWidth / 2 - 50.f, 30), IM_COL32(255, 255, 255, 255), s.c_str()); }

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if (Config.ESPMENU.LootBox)

if (Config.ESPMENU.LootBox)      {                             if (Actor->IsA(APickUpListWrapperActor::StaticClass())) {                                 auto LootBox = (APickUpListWrapperActor *) Actor;                                 auto RootComponent = Actor->RootComponent;                                 if (!RootComponent)                                     continue;                                 float Distance = LootBox->GetDistanceTo(localPlayer) / 100.f;                                 FVector2D lootboxPos;         if (Config.Chiiamoy.LootBox) {                                     FVector Hunt;                             Hunt.X = 70.0f;                             Hunt.Y = 70.0f; // Front                             Hunt.Z = 35.0f; // Height                                 Box3D(draw, LootBox->K2_GetActorLocation(), Hunt, IM_COL32(255, 255, 0, 255));                                       }                                 if (W2S(LootBox->K2_GetActorLocation(), &lootboxPos)) {                                     std::string s = ICON_FA_ARCHIVE"";                                     s += " [";                                     s += std::to_string((int) Distance);                                     s += "M]";                                     draw->AddText(NULL, ((float) density / 15.0f),                                                   {lootboxPos.X, lootboxPos.Y},                                                   IM_COL32(255, 000, 000, 255), s.c_str());                                 }                             }                         }

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if (totalEnemies + totalBots > 0) {

if (totalEnemies + totalBots > 0) {             std::string s;             if (totalEnemies + totalBots < 10)                 s += "     ";             else s += "    ";             s += std::to_string((int) totalEnemies + totalBots);             draw->AddRectFilled(ImVec2(glWidth / 2 - 60, 50), ImVec2(glWidth / 2 + 60, 90), IM_COL32(255, 255, 255, 255));             draw->AddRectFilled(ImVec2(glWidth / 2 - 60, 50), ImVec2(glWidth / 2 + 60, 90), IM_COL32(255, 255, 255, 255));             draw->AddRectFilled(ImVec2(glWidth / 2 - 60, 50), ImVec2(glWidth / 2 + 60, 90), IM_COL32(255, 255, 255, 255));             draw->AddRectFilled(ImVec2(glWidth / 2 - 60, 50), ImVec2(glWidth / 2 + 60, 90), IM_COL32(255, 255, 255, 255));             draw->AddRectFilled(ImVec2(glWidth / 2 - 60, 50), ImVec2(glWidth / 2 + 60, 90), IM_COL32(255, 255, 255, 255));             draw->AddRectFilled(ImVec2(glWidth / 2 - 60, 50), ImVec2(glWidth / 2 + 60, 90), IM_COL32(255, 255, 255, 255));             draw->AddRectFilled(ImVec2(glWidth / 2 - 60, 50), ImVec2(glWidth / 2 + 60, 90), IM_COL32(255, 255, 255, 255));             draw->AddRectFilled(ImVec2(glWidth / 2 - 60, 50), ImVec2(glWidth / 2 + 60, 90), IM_COL32(255, 255, 255, 255));             draw->AddText(nullptr, ((float) density / 12.5f), ImVec2(glWidth / 2 - 50.f, 50), IM_COL32(1, 1, 1, 255), s.c_str());         } {                                       draw->AddText(NULL, ((float) density / 12.5f), ImVec2(glWidth / 2 - 250.f, 15), IM_COL32(255, 0, 0, 255),"TELEGRAM:https://t.me/fpll_R                                                        ");                             draw->AddText(NULL, ((float) density / 12.5f), ImVec2(glWidth / 2 - 250.f, 15), IM_COL32(255, 0, 0, 255),"TELEGRAM:https://t.me/fpll_R                                                      ");                                     draw->AddText(NULL, ((float) density / 12.5f), ImVec2(glWidth / 2 - 250.f, 15), IM_COL32(255, 0, 0, 255),"TELEGRAM:https://t.me/fpll_R                                                       ");                             draw->AddText(NULL, ((float) density / 12.5f), ImVec2(glWidth / 2 - 250.f, 15), IM_COL32(255, 0, 0, 255),"TELEGRAM:https://t.me/fpll_R                                                        ");                                  } المصدر https://t.me/fpll_R

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if (Config.Chiiamoy.Vehicle)

if (Config.Chiiamoy.Vehicle)         {                             if (Actors[i]->IsA(ASTExtraVehicleBase::StaticClass())) {                                 auto Vehicle = (ASTExtraVehicleBase *) Actors[i];                                 if (!Vehicle->Mesh)                                     continue;                                 float Distance = Vehicle->GetDistanceTo(localPlayer) / 20.f;                                 FVector2D vehiclePos;                                                                if (Config.Chiiamoy.Vehicle) {                                     FVector Hunt;                             Hunt.X = 350.0f;                             Hunt.Y = 350.0f; // Front                             Hunt.Z = 350.0f; // Height                                 Box3D(draw, Vehicle->K2_GetActorLocation(), Hunt, IM_COL32(255, 255, 255, 255));                                       }                                 if (W2S(Vehicle->K2_GetActorLocation(), &vehiclePos)) {                                     std::string s = GetVehicleName(Vehicle);                                     if (Config.Chiiamoy.Vehicle) {                                         s += " [";                                         s += std::to_string((int) Distance);                                         s += "m]";                                     }                                     draw->AddText(NULL, ((float) density / 25.0f), {vehiclePos.X, vehiclePos.Y}, ToColor(Config.ColorsESP.Vehicle), s.c_str());                                 }                             }                         } https://t.me/fpll_R

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if(雷达){ stdstring s; //s += stdto_string((int) Distance); FVecto

if(雷达){ std::string s; //s += std::to_string((int) Distance); FVector MyPosition; ASTExtraVehicleBase *CurrentVehicla = Player->CurrentVehicle; if (CurrentVehicla) { MyPosition = CurrentVehicla->RootComponent->RelativeLocation; } else { MyPosition = Player->RootComponent->RelativeLocation; } FVector EnemyPosition; ASTExtraVehicleBase *CurrentVehicle = localPlayer->CurrentVehicle; if (CurrentVehicle) { EnemyPosition = CurrentVehicle->RootComponent->RelativeLocation; } else { EnemyPosition = localPlayer->RootComponent->RelativeLocation; } bool out = false; struct Vector3 坐标; 坐标.X = RadarX; 坐标.Y = RadarY; struct Vector3 Size; Size.X = 200.0f; //Width of Radar Box. Size.Y = 210.0f; //Height of Radar Box. float 雷达X轴 = 坐标.X + (Size.X / 2); float 雷达Y轴 = 坐标.Y + (Size.Y / 2); FVector RadarSketch = WorldToRadar(localController->PlayerCameraManager->CameraCache.POV.Rotation.Yaw, MyPosition, EnemyPosition, 坐标.X,坐标.Y,Vector3(Size.X, Size.Y, 0), out); if (Player->Health == 0.0f && !Player->bDead) { draw->AddCircleFilled({RadarSketch.X, RadarSketch.Y}, {13}, 黄色); std::string sdt = std::to_string((int)Distance); auto textSize = ImGui::CalcTextSize(sdt.c_str(), 0, 25); draw->AddText(NULL, 15, {RadarSketch.X - textSize.x / 3.0, RadarSketch.Y - textSize.y * 0.45}, ImColor(0, 0, 0), sdt.c_str()); }else if (Player ->bEnsure) { draw->AddCircleFilled({RadarSketch.X, RadarSketch.Y}, {13}, ImColor(人机1)); std::string sdt = std::to_string((int)Distance); auto textSize = ImGui::CalcTextSize(sdt.c_str(), 0, 25); draw->AddText(NULL, 15, {RadarSketch.X - textSize.x / 3.0, RadarSketch.Y - textSize.y * 0.45}, ImColor(0, 0, 0), sdt.c_str()); } else { draw->AddCircleFilled({RadarSketch.X, RadarSketch.Y}, {13}, ImColor(真人1)); std::string sdt = std::to_string((int)Distance); auto textSize = ImGui::CalcTextSize(sdt.c_str(), 0, 25); draw->AddText(NULL, 15, {RadarSketch.X - textSize.x / 3.0, RadarSketch.Y - textSize.y * 0.45}, ImColor(0, 0, 0), sdt.c_str()); } 绘制字体描边(20,RadarSketch.X-10,RadarSketch.Y+20,黑色,s.c_str()); }

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