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239
EscapeFromTarkovCheat/Features/Skills.cs
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239
EscapeFromTarkovCheat/Features/Skills.cs
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using EFT.Interactive;
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using UnityEngine.UI;
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using UnityEngine;
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namespace EscapeFromTarkovCheat.Features
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{
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public enum Skill {
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STRENGTH,
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STRESSRESISTANCE,
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MAGDRILLS,
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MELEE,
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HIDEOUTMANAGEMENT,
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CRAFTING,
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HEAVYVESTS,
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LIGHTVESTS,
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LMG,
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ASSAULT,
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PISTOL,
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PERCEPTION,
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SNIPER,
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SNIPING,
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ENDURANCE,
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THROWING,
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CHARISMA,
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HEALTH,
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VITALITY,
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METABOLISM,
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IMMUNITY,
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SURGERY,
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INTELLECT,
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ATTENTION,
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REVOLVER,
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SHOTGUN,
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HMG,
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DMR,
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AIMDRILLS,
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SEARCH,
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WEAPONTREATMENT,
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TROUBLESHOOTING,
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COVERTMOVEMENT,
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SMG
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}
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public class Skills
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{
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public void MaxAll()
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{
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if (Main.notReady())
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return;
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Main.LocalPlayer.Skills.Strength.SetLevel(51);
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Main.LocalPlayer.Skills.StressResistance.SetLevel(51);
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Main.LocalPlayer.Skills.MagDrills.SetLevel(51);
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Main.LocalPlayer.Skills.Melee.SetLevel(51);
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Main.LocalPlayer.Skills.HideoutManagement.SetLevel(51);
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Main.LocalPlayer.Skills.Crafting.SetLevel(51);
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Main.LocalPlayer.Skills.HeavyVests.SetLevel(51);
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Main.LocalPlayer.Skills.LightVests.SetLevel(51);
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Main.LocalPlayer.Skills.LMG.SetLevel(51);
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Main.LocalPlayer.Skills.Assault.SetLevel(51);
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Main.LocalPlayer.Skills.Pistol.SetLevel(51);
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Main.LocalPlayer.Skills.Perception.SetLevel(51);
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Main.LocalPlayer.Skills.Sniper.SetLevel(51);
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Main.LocalPlayer.Skills.Sniping.SetLevel(51);
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Main.LocalPlayer.Skills.Endurance.SetLevel(51);
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Main.LocalPlayer.Skills.Throwing.SetLevel(51);
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Main.LocalPlayer.Skills.Charisma.SetLevel(51);
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Main.LocalPlayer.Skills.Health.SetLevel(51);
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Main.LocalPlayer.Skills.Vitality.SetLevel(51);
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Main.LocalPlayer.Skills.Metabolism.SetLevel(51);
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Main.LocalPlayer.Skills.Immunity.SetLevel(51);
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Main.LocalPlayer.Skills.Intellect.SetLevel(51);
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Main.LocalPlayer.Skills.Attention.SetLevel(51);
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Main.LocalPlayer.Skills.Revolver.SetLevel(51);
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Main.LocalPlayer.Skills.Shotgun.SetLevel(51);
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Main.LocalPlayer.Skills.HMG.SetLevel(51);
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Main.LocalPlayer.Skills.DMR.SetLevel(51);
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Main.LocalPlayer.Skills.AimDrills.SetLevel(51);
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Main.LocalPlayer.Skills.Search.SetLevel(51);
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Main.LocalPlayer.Skills.WeaponTreatment.SetLevel(51);
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Main.LocalPlayer.Skills.TroubleShooting.SetLevel(51);
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Main.LocalPlayer.Skills.CovertMovement.SetLevel(51);
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Main.LocalPlayer.Skills.SMG.SetLevel(51);
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Main.LocalPlayer.Skills.Surgery.SetLevel(51);
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}
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public int Get(Skill skill) {
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if (Main.GameWorld == null) return 0;
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switch (skill)
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{
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case Skill.STRENGTH:
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return Main.LocalPlayer.Skills.Strength.Level;
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case Skill.STRESSRESISTANCE:
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return Main.LocalPlayer.Skills.StressResistance.Level;
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case Skill.MAGDRILLS:
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return Main.LocalPlayer.Skills.MagDrills.Level;
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case Skill.MELEE:
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return Main.LocalPlayer.Skills.Melee.Level;
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case Skill.HIDEOUTMANAGEMENT:
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return Main.LocalPlayer.Skills.HideoutManagement.Level;
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case Skill.CRAFTING:
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return Main.LocalPlayer.Skills.Crafting.Level;
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case Skill.HEAVYVESTS:
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return Main.LocalPlayer.Skills.HeavyVests.Level;
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case Skill.LIGHTVESTS:
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return Main.LocalPlayer.Skills.LightVests.Level;
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case Skill.LMG:
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return Main.LocalPlayer.Skills.LMG.Level;
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case Skill.ASSAULT:
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return Main.LocalPlayer.Skills.Assault.Level;
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case Skill.PISTOL:
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return Main.LocalPlayer.Skills.Pistol.Level;
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case Skill.PERCEPTION:
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return Main.LocalPlayer.Skills.Perception.Level;
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case Skill.SNIPER:
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return Main.LocalPlayer.Skills.Sniper.Level;
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case Skill.SNIPING:
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return Main.LocalPlayer.Skills.Sniping.Level;
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case Skill.ENDURANCE:
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return Main.LocalPlayer.Skills.Endurance.Level;
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case Skill.THROWING:
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return Main.LocalPlayer.Skills.Throwing.Level;
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case Skill.CHARISMA:
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return Main.LocalPlayer.Skills.Charisma.Level;
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case Skill.HEALTH:
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return Main.LocalPlayer.Skills.Health.Level;
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case Skill.VITALITY:
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return Main.LocalPlayer.Skills.Vitality.Level;
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case Skill.METABOLISM:
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return Main.LocalPlayer.Skills.Metabolism.Level;
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case Skill.IMMUNITY:
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return Main.LocalPlayer.Skills.Immunity.Level;
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case Skill.COVERTMOVEMENT:
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return Main.LocalPlayer.Skills.CovertMovement.Level;
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case Skill.INTELLECT:
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return Main.LocalPlayer.Skills.Intellect.Level;
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case Skill.ATTENTION:
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return Main.LocalPlayer.Skills.Attention.Level;
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case Skill.REVOLVER:
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return Main.LocalPlayer.Skills.Revolver.Level;
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case Skill.SHOTGUN:
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return Main.LocalPlayer.Skills.Shotgun.Level;
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case Skill.HMG:
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return Main.LocalPlayer.Skills.HMG.Level;
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case Skill.DMR:
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return Main.LocalPlayer.Skills.DMR.Level;
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case Skill.AIMDRILLS:
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return Main.LocalPlayer.Skills.AimDrills.Level;
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case Skill.SEARCH:
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return Main.LocalPlayer.Skills.Search.Level;
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case Skill.WEAPONTREATMENT:
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return Main.LocalPlayer.Skills.WeaponTreatment.Level;
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case Skill.TROUBLESHOOTING:
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return Main.LocalPlayer.Skills.TroubleShooting.Level;
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case Skill.SURGERY:
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return Main.LocalPlayer.Skills.Surgery.Level;
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case Skill.SMG:
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return Main.LocalPlayer.Skills.SMG.Level;
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default:
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return 0;
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}
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}
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public void Commit(Skill skill, int level) {
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if (Main.notReady()) return;
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switch (skill)
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{
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case Skill.STRENGTH:
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if (Main.LocalPlayer.Skills.Strength.Level != level) Main.LocalPlayer.Skills.Strength.SetLevel(level); break;
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case Skill.STRESSRESISTANCE:
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if (Main.LocalPlayer.Skills.StressResistance.Level != level) Main.LocalPlayer.Skills.StressResistance.SetLevel(level); break;
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case Skill.MAGDRILLS:
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if (Main.LocalPlayer.Skills.MagDrills.Level != level) Main.LocalPlayer.Skills.MagDrills.SetLevel(level); break;
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case Skill.MELEE:
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if (Main.LocalPlayer.Skills.Melee.Level != level) Main.LocalPlayer.Skills.Melee.SetLevel(level); break;
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case Skill.HIDEOUTMANAGEMENT:
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if (Main.LocalPlayer.Skills.HideoutManagement.Level != level) Main.LocalPlayer.Skills.HideoutManagement.SetLevel(level); break;
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case Skill.CRAFTING:
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if (Main.LocalPlayer.Skills.Crafting.Level != level) Main.LocalPlayer.Skills.Crafting.SetLevel(level); break;
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case Skill.HEAVYVESTS:
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if (Main.LocalPlayer.Skills.HeavyVests.Level != level) Main.LocalPlayer.Skills.HeavyVests.SetLevel(level); break;
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case Skill.LIGHTVESTS:
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if (Main.LocalPlayer.Skills.LightVests.Level != level) Main.LocalPlayer.Skills.LightVests.SetLevel(level); break;
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case Skill.LMG:
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if (Main.LocalPlayer.Skills.LMG.Level != level) Main.LocalPlayer.Skills.LMG.SetLevel(level); break;
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case Skill.ASSAULT:
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if (Main.LocalPlayer.Skills.Assault.Level != level) Main.LocalPlayer.Skills.Assault.SetLevel(level); break;
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case Skill.PISTOL:
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if (Main.LocalPlayer.Skills.Pistol.Level != level) Main.LocalPlayer.Skills.Pistol.SetLevel(level); break;
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case Skill.PERCEPTION:
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if (Main.LocalPlayer.Skills.Perception.Level != level) Main.LocalPlayer.Skills.Perception.SetLevel(level); break;
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case Skill.SNIPER:
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if (Main.LocalPlayer.Skills.Sniper.Level != level) Main.LocalPlayer.Skills.Sniper.SetLevel(level); break;
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case Skill.SNIPING:
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if (Main.LocalPlayer.Skills.Sniping.Level != level) Main.LocalPlayer.Skills.Sniping.SetLevel(level); break;
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case Skill.ENDURANCE:
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if (Main.LocalPlayer.Skills.Endurance.Level != level) Main.LocalPlayer.Skills.Endurance.SetLevel(level); break;
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case Skill.THROWING:
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if (Main.LocalPlayer.Skills.Throwing.Level != level) Main.LocalPlayer.Skills.Throwing.SetLevel(level); break;
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case Skill.CHARISMA:
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if (Main.LocalPlayer.Skills.Charisma.Level != level) Main.LocalPlayer.Skills.Charisma.SetLevel(level); break;
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case Skill.HEALTH:
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if (Main.LocalPlayer.Skills.Health.Level != level) Main.LocalPlayer.Skills.Health.SetLevel(level); break;
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case Skill.VITALITY:
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if (Main.LocalPlayer.Skills.Vitality.Level != level) Main.LocalPlayer.Skills.Vitality.SetLevel(level); break;
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case Skill.METABOLISM:
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if (Main.LocalPlayer.Skills.Metabolism.Level != level) Main.LocalPlayer.Skills.Metabolism.SetLevel(level); break;
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case Skill.IMMUNITY:
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if (Main.LocalPlayer.Skills.Immunity.Level != level) Main.LocalPlayer.Skills.Immunity.SetLevel(level); break;
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case Skill.COVERTMOVEMENT:
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if (Main.LocalPlayer.Skills.CovertMovement.Level != level) Main.LocalPlayer.Skills.CovertMovement.SetLevel(level); break;
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case Skill.INTELLECT:
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if (Main.LocalPlayer.Skills.Intellect.Level != level) Main.LocalPlayer.Skills.Intellect.SetLevel(level); break;
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case Skill.ATTENTION:
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if (Main.LocalPlayer.Skills.Attention.Level != level) Main.LocalPlayer.Skills.Attention.SetLevel(level); break;
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case Skill.REVOLVER:
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if (Main.LocalPlayer.Skills.Revolver.Level != level) Main.LocalPlayer.Skills.Revolver.SetLevel(level); break;
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case Skill.SHOTGUN:
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if (Main.LocalPlayer.Skills.Shotgun.Level != level) Main.LocalPlayer.Skills.Shotgun.SetLevel(level); break;
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case Skill.HMG:
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if (Main.LocalPlayer.Skills.HMG.Level != level) Main.LocalPlayer.Skills.HMG.SetLevel(level); break;
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case Skill.DMR:
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if (Main.LocalPlayer.Skills.DMR.Level != level) Main.LocalPlayer.Skills.DMR.SetLevel(level); break;
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case Skill.AIMDRILLS:
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if (Main.LocalPlayer.Skills.AimDrills.Level != level) Main.LocalPlayer.Skills.AimDrills.SetLevel(level); break;
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case Skill.SEARCH:
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if (Main.LocalPlayer.Skills.Search.Level != level) Main.LocalPlayer.Skills.Search.SetLevel(level); break;
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case Skill.WEAPONTREATMENT:
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if (Main.LocalPlayer.Skills.WeaponTreatment.Level != level) Main.LocalPlayer.Skills.WeaponTreatment.SetLevel(level); break;
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case Skill.TROUBLESHOOTING:
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if (Main.LocalPlayer.Skills.TroubleShooting.Level != level) Main.LocalPlayer.Skills.TroubleShooting.SetLevel(level); break;
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case Skill.SURGERY:
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if (Main.LocalPlayer.Skills.Surgery.Level != level) Main.LocalPlayer.Skills.Surgery.SetLevel(level); break;
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case Skill.SMG:
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if (Main.LocalPlayer.Skills.SMG.Level != level) Main.LocalPlayer.Skills.SMG.SetLevel(level); break;
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default:
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break;
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}
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}
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}
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}
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