#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);
}
}
}
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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
}