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1000 line main file goes hard
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kujoeats authored Feb 14, 2023
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4 changes: 4 additions & 0 deletions README.md
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# ImmortalRust


dis shi wet opp block
74 changes: 74 additions & 0 deletions cache.h
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#pragma once
#include <vector>
#include "sdk.h"
#include <shared_mutex>
#include "safe_ptr.h"
struct _Mutex {
std::unique_ptr<sf::contention_free_shared_mutex<>> shared;
}; std::unique_ptr<_Mutex> mutex_;

int process_id;
const std::string apend = std::string(" - ");//affix distance on esp
struct {
int thick_t = 1;
int fov_t = 100;
int smooth_t = 1;
int smooth_t_2 = 1;
}temp;
struct two_box
{
bool sleeper;
std::string weapon_name;
Vector3 Feet;
Vector3 Head;
std::string name;
float health;
bool team;
bool scientist;

};

struct espObject
{
bool sleeper;
std::string weapon_name;
std::string name;
bool scientist;
bool team;
float health;

c_model* model;
};

static char buf[256] = "Configuration";

Vector3 local_3d;
struct {
float m_flVelocity = 375.f;
float m_flDrag = 0.005f;
float pvs = 1.f;
float gravity = 0.5f;
std::string weapon_name;
}weapon_stats;

namespace cache
{
int team;
c_game_assembly* game_assembly = nullptr;
std::vector < std::tuple<two_box, c_player*> > ESP_Boxes;
c_player* local_player;
c_eyes* eyes;
c_held* held;
c_input* input;
c_projectile* projectile;
c_new_recoil_override* c_recoil;
c_movement* movement;
c_modelstate* modelstate;
c_skinnable* skinnable = nullptr;
c_tod_ambient* tod_amb = nullptr;
c_tod_sky* tod_sky = nullptr;
std::vector < std::tuple < c_player*, espObject> > players{ };
std::vector<std::tuple<Vector3, std::string, Vector3>> animalVehicleItem;

std::vector<std::tuple<Vector3, std::string, Vector3>> others;
}
176 changes: 176 additions & 0 deletions config.h
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class config
{
public:
struct {
bool always_eoka;
bool shotgun_nospread;
bool recoil_modifier;
float recoil = 100.f;
std::string aimkey = "right mouse";
int i_aimKey = 2;
bool silent;
bool aim_npc;
bool aim_smooth;
bool spider;
bool chest;
float smoothing_x;
float smoothing_y;
bool aimbot;
bool aim_fov = true;
bool thick_bullet = false;
bool fast_bullet;
float thickness = 1.0f;
bool nospread;
bool norecoil;
bool super_eoka;
bool superjump;
bool omnisprint;
bool shoot_anywhere;
bool flyhack;
bool fakelag;
bool instant_eoka;
bool always_automatic;
bool mounted_shoot;
bool tpbullet;
bool insta_eoka;
bool readyBow;
bool aim_team = true;
bool insta_compound = false;
bool melee_sprint;
bool melee_range;

float fov = 100.f;
}features;
struct {
float draw_distance = false;
bool players = false;
bool npc = false;
bool animals = false;
bool sleeper_esp = false;
}moving_esp;

struct {
bool weapon_nametag;
bool health;
bool rectangle;
bool cham;
bool culling;
bool nametags;
}esp_styles;

struct
{
float draw_distance;
bool corpse;
bool mil_crate;
bool radtown_crate;
bool toolbox_crate;
bool radtown_barrel;
bool oil_barrel;
bool minecart_crate;
bool elite_crate;
bool backpack;
bool minicopter;
bool supply_drop;
bool locked_crate;
bool dropped_items;
bool ores = false;
bool vehicles = false;
bool radtown = false;
bool barrels = false;
bool collectables = false;
bool stash;
bool world;
bool modular_cars;
bool animals;
bool bear;
bool patrol_heli;
bool bradley_apc;
bool boat;
bool rhib;
bool autoturret;
bool stag;
bool scrappy;
bool chicken;
bool horse;
bool deer;
bool boar;
bool traps = false;
bool hemp;
bool stone;
bool sulfur;
bool metal;
bool stone_collectables;
bool metal_collectables;
bool sulfur_collectables;
bool wood_collectables;
bool med_crate;
bool sam_site;
bool landmine;
bool shotgun_trap;
bool bear_trap;
bool corn;
bool mushroom;
bool potato;
bool pumpkin;
bool flame_turret;
bool food_crate;
}resources;


struct {
Vector3 pumpkin = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 potato = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 corn = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 mushroom = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };


Vector3 modular_cars = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };

Vector3 minicopter = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 scrappy = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 patrol_heli = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 bradley_apc = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 boat = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 rhib = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 autoturret = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 shotgun_trap = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 sam_site = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 landmine = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 flame_turret = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 bear_trap = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };

Vector3 bear = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 deer = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 stag = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 chicken = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 boar = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 horse = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 radtown_barrel = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 oil_barrel = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 radtown_crate = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 toolbox_crate = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 minecart_crate = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 med_crate = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 food_crate = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 mil_crate = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 elite_crate = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 stone_ore = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 sulfur_ore = { 255.f / 255.f,128.f / 255.f,0.f };
Vector3 metal_ore = { 128.f / 255.f, 128.f / 255.f, 128.f / 255.f };
Vector3 hemp_collectables = {0.f,200.f / 255.f,0.f};
Vector3 stone_collectables = { 160.f / 255.f, 160.f / 255.f, 160.f / 255.f };
Vector3 wood_collectables = { 102.f / 255.f, 51.f / 255.f, 0.f };
Vector3 stash = { 102.f / 255.f, 51.f / 255.f, 0.f };
Vector3 corpse = { 102.f / 255.f, 51.f / 255.f, 0.f };
Vector3 dropped_items = { 102.f / 255.f, 51.f / 255.f, 0.f };
Vector3 backpack = { 102.f / 255.f, 51.f / 255.f, 0.f };
Vector3 locked_crate = { 102.f / 255.f, 51.f / 255.f, 0.f };
Vector3 supply_drop = { 102.f / 255.f, 51.f / 255.f, 0.f };
Vector3 sulfur_collectables = { 255.f / 255.f,128.f / 255.f,0.f };
Vector3 metal_collectables = { 128.f / 255.f, 128.f / 255.f, 128.f / 255.f };
}colors;

};

static config* settings = new config();
18 changes: 18 additions & 0 deletions globals.h
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#pragma once
#include <unordered_map>
HWND game_window;
GLFWwindow* g_window;
bool g_overlay_visible{ true };
bool p_open = true;

class c_globals {
public:
ImFont* font1;
ImFont* font2;
ImFont* font3;
ImFont* font4;

};


inline c_globals fonts;
30 changes: 30 additions & 0 deletions imgui.ini
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[Window][Debug##Default]
Pos=60,60
Size=400,400
Collapsed=0

[Window][Dear ImGui Demo]
Pos=650,20
Size=550,680
Collapsed=0

[Window][Another Window]
Pos=167,279
Size=198,105
Collapsed=0

[Window][Hello, world!]
Pos=180,64
Size=424,227
Collapsed=0

[Window][Dear ImGui Style Editor]
Pos=248,308
Size=353,714
Collapsed=0

[Window][Visuals]
Pos=889,236
Size=200,176
Collapsed=0

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