#pragma once #include "sdk.hpp" #include <iostream> using namespace Globals; using namespace Camera; using namespace UE4; GWorld* UWorld; GGameInstance* UGameInstance; GLocalPlayer* ULocalPlayer; GPlayerController* APlayerController; GPawn* APawn; GPrivatePawn* APrivatePawn; GULevel* ULevel; GUSkeletalMeshComponent* USkeletalMeshComponent; bool cached = false; uintptr_t WorldPtr; auto CacheGame() -> void { auto guardedregion = driver.guarded_region(); while (true) { std::vector<ValEntity> CachedList; WorldPtr = GetWorld(guardedregion); auto ULevelPtr = UWorld->ULevel(WorldPtr); auto UGameInstancePtr = UWorld->GameInstance(WorldPtr); auto ULocalPlayerPtr = UGameInstance->ULocalPlayer(UGameInstancePtr); auto APlayerControllerPtr = ULocalPlayer->APlayerController(ULocalPlayerPtr); PlayerCameraManager = APlayerController->APlayerCameraManager(APlayerControllerPtr); auto MyHUD = APlayerController->AHUD(APlayerControllerPtr); auto APawnPtr = APlayerController->APawn(APlayerControllerPtr); if (APawnPtr != 0) { MyUniqueID = APawn->UniqueID(APawnPtr); MyRelativeLocation = APawn->RelativeLocation(APawnPtr); } if (MyHUD != 0) { auto PlayerArray = ULevel->AActorArray(ULevelPtr); for (uint32_t i = 0; i < PlayerArray.Count; ++i) { auto Pawns = PlayerArray[i]; if (Pawns != APawnPtr) { if (MyUniqueID == APawn->UniqueID(Pawns)) { ValEntity Entities{ Pawns }; CachedList.push_back(Entities); } } } ValList.clear(); ValList = CachedList; Sleep(1000); } } } auto CheatLoop() -> void { for (ValEntity ValEntityList : ValList) { auto SkeletalMesh = APrivatePawn->USkeletalMeshComponent(ValEntityList.Actor); auto RelativeLocation = APawn->RelativeLocation(ValEntityList.Actor); auto RelativeLocationProjected = UE4::SDK::ProjectWorldToScreen(RelativeLocation); auto RelativePosition = RelativeLocation - CameraLocation; auto RelativeDistance = RelativePosition.Length() / 10000 * 2; auto HeadBone = UE4::SDK::GetEntityBone(SkeletalMesh, 8); auto HeadBoneProjected = UE4::SDK::ProjectWorldToScreen(HeadBone); auto RootBone = UE4::SDK::GetEntityBone(SkeletalMesh, 0); auto RootBoneProjected = UE4::SDK::ProjectWorldToScreen(RootBone); auto RootBoneProjected2 = UE4::SDK::ProjectWorldToScreen(FVector(RootBone.x, RootBone.y, RootBone.z - 15)); auto Distance = MyRelativeLocation.Distance(RelativeLocation); float BoxHeight = abs(HeadBoneProjected.y - RootBoneProjected.y); float BoxWidth = BoxHeight * 0.40; auto ESPColor = ImColor(255, 255, 255); auto Health = APawn->Health(ValEntityList.Actor); if (Health <= 0) continue; if (APawn->bIsDormant(ValEntityList.Actor)) { if (Settings::Visuals::bSnaplines) DrawTracers(RootBoneProjected, ESPColor); if (Settings::Visuals::bBox) Draw2DBox(RelativeLocationProjected, BoxWidth, BoxHeight, ESPColor); if (Settings::Visuals::bBoxOutlined) DrawOutlinedBox(RelativeLocationProjected, BoxWidth, BoxHeight, ESPColor); if (Settings::Visuals::bHealth) DrawHealthBar(RelativeLocationProjected, BoxWidth, BoxHeight, Health, RelativeDistance); if (Settings::Visuals::bDistance) DrawDistance(RootBoneProjected2, Distance); } } }
Write, Run & Share C++ code online using OneCompiler's C++ online compiler for free. It's one of the robust, feature-rich online compilers for C++ language, running on the latest version 17. Getting started with the OneCompiler's C++ compiler is simple and pretty fast. The editor shows sample boilerplate code when you choose language as C++
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OneCompiler's C++ online compiler supports stdin and users can give inputs to programs using the STDIN textbox under the I/O tab. Following is a sample program which takes name as input and print your name with hello.
#include <iostream>
#include <string>
using namespace std;
int main()
{
string name;
cout << "Enter name:";
getline (cin, name);
cout << "Hello " << name;
return 0;
}
C++ is a widely used middle-level programming language.
When ever you want to perform a set of operations based on a condition If-Else is used.
if(conditional-expression) {
//code
}
else {
//code
}
You can also use if-else for nested Ifs and If-Else-If ladder when multiple conditions are to be performed on a single variable.
Switch is an alternative to If-Else-If ladder.
switch(conditional-expression){
case value1:
// code
break; // optional
case value2:
// code
break; // optional
......
default:
code to be executed when all the above cases are not matched;
}
For loop is used to iterate a set of statements based on a condition.
for(Initialization; Condition; Increment/decrement){
//code
}
While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.
while (condition) {
// code
}
Do-while is also used to iterate a set of statements based on a condition. It is mostly used when you need to execute the statements atleast once.
do {
// code
} while (condition);
Function is a sub-routine which contains set of statements. Usually functions are written when multiple calls are required to same set of statements which increases re-usuability and modularity. Function gets run only when it is called.
return_type function_name(parameters);
function_name (parameters)
return_type function_name(parameters) {
// code
}