CFramework/CFramework/Framework/Config/Config.h

76 lines
2.4 KiB
C

#pragma once
#include <Windows.h>
struct Globals
{
// System
bool process_active = true;
bool ShowMenu = false;
// GameWindow Data
HWND GameHwnd;
RECT GameRect{};
POINT GamePoint{};
// Visual
bool g_ESP = true;
bool g_ESP_Item = true;
bool g_ESP_Corpse = true;
bool g_ESP_Exfil = true;
bool g_ESP_Grenade = true;
bool g_ESP_Line = false;
bool g_ESP_Box = true;
bool g_ESP_BoxFilled = false;
bool g_ESP_Skeleton = true;
bool g_ESP_Distance = true;
bool g_ESP_Name = true;
bool g_ESP_HealthBar = true;
int g_ESP_BoxStyle = 1;
float g_ESP_MaxDistance = 500.f;
float g_ESP_MaxItemDistance = 50.f;
// Misc
bool g_NoSway = false;
bool g_InfStamina = true;
bool g_NoFallDmg = true;
// Aim (自瞄)
bool g_Aim = false;
int g_AimMethod = 1; // 0 = Memory(写旋转), 1 = Mouse(SendInput)
float g_AimFov = 150.f; // FOV 半径 [px]
float g_AimSmooth = 0.45f; // 0=瞬移 1=最慢
float g_AimSens = 1.0f; // Mouse 模式灵敏度倍率
float g_AimMaxSpeed = 80.f; // Mouse 模式单帧最大移动 [px]
float g_AimMaxDist = 500.f; // 最大锁定距离 [m]
int g_AimBone = 0; // 0=Head 1=Neck 2=Body
bool g_AimTargetPMC = true;
bool g_AimTargetScav = true;
bool g_AimTargetBoss = true;
bool g_AimIgnoreHealth = true; // Mono版でHealthController offsetが違うと全員死亡扱いになる。true=判定スキップ
bool g_AimDrawFov = true; // 显示 FOV 圈
bool g_AimDrawTarget = true; // 显示目标连线
// Recoil (压枪)
bool g_Recoil = false;
float g_RecoilStrength = 4.f; // 每次下拉的鼠标单位(mickeys)
int g_RecoilInterval = 15; // 下拉间隔 [ms]
// Aim Offset (运行时可调, 默认 = Offset.h 的值)
// Memory 模式自瞄用: Player + g_AimMcOffset -> + g_AimRotOffset (Vector2 yaw/pitch)
// 内置扫描器 [Scan Rotation] 找到后会直接写到这里, 再复制进 Offset.h 固化
int g_AimMcOffset = 0x170;
int g_AimRotOffset = 0x2C0;
// System
bool g_StreamProof = false;
bool g_Crosshair = true;
int g_CrosshairSize = 3;
int g_CrosshairType = 0;
// Key
int g_MenuKey = VK_INSERT;
int g_AimKey0 = VK_RBUTTON;
int g_AimKey1 = VK_LBUTTON;
};
extern Globals g;