#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);
		}
	}
}
 

C++ Online Compiler

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++ and start coding!

Read inputs from stdin

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;
}

About C++

C++ is a widely used middle-level programming language.

  • Supports different platforms like Windows, various Linux flavours, MacOS etc
  • C++ supports OOPS concepts like Inheritance, Polymorphism, Encapsulation and Abstraction.
  • Case-sensitive
  • C++ is a compiler based language
  • C++ supports structured programming language
  • C++ provides alot of inbuilt functions and also supports dynamic memory allocation.
  • Like C, C++ also allows you to play with memory using Pointers.

Syntax help

Loops

1. If-Else:

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.

2. Switch:

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;    
} 

3. For:

For loop is used to iterate a set of statements based on a condition.

for(Initialization; Condition; Increment/decrement){  
  //code  
} 

4. While:

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 
}  

5. Do-While:

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); 

Functions

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.

How to declare a Function:

return_type function_name(parameters);

How to call a Function:

function_name (parameters)

How to define a Function:

return_type function_name(parameters) {  
 // code
}