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30
EscapeFromTarkovCheat/Utils/AllocConsoleHandler.cs
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30
EscapeFromTarkovCheat/Utils/AllocConsoleHandler.cs
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using System;
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using System.IO;
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using System.Runtime.InteropServices;
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using UnityEngine;
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//Credits myshmeh
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namespace EscapeFromTarkovCheat.Utils
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{
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public static class AllocConsoleHandler
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{
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[DllImport("Kernel32.dll")]
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private static extern bool AllocConsole();
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[DllImport("msvcrt.dll")]
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public static extern int system(string cmd);
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public static void Open()
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{
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AllocConsole();
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Console.SetOut(new StreamWriter(Console.OpenStandardOutput()) { AutoFlush = true });
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Application.logMessageReceivedThreaded += (condition, stackTrace, type) => Console.WriteLine(condition + " " + stackTrace);
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}
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public static void ClearAllocConsole()
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{
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system("CLS");
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}
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}
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}
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165
EscapeFromTarkovCheat/Utils/BoneType.cs
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165
EscapeFromTarkovCheat/Utils/BoneType.cs
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@ -0,0 +1,165 @@
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using EscapeFromTarkovCheat.Utils;
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using System;
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using System.Linq;
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using UnityEngine;
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namespace EscapeFromTarkovCheat.Utils
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{
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public enum BoneType
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{
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Empty = 0,
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IKController,
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Mesh,
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Vest_0,
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Vest_1,
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backpack,
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backpack_0,
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backpack_1,
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backpack_2,
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razgruz,
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razgruz_0,
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razgruz_1,
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razgruz_2,
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Root_Joint,
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HumanPelvis,
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HumanLThigh1,
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HumanLThigh2,
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HumanLCalf,
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HumanLFoot,
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HumanLToe,
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HumanRThigh1,
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HumanRThigh2,
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HumanRCalf,
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HumanRFoot,
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HumanRToe,
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Bear_Feet,
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USEC_Feet,
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BEAR_feet_1,
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weapon_holster_pistol,
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HumanSpine1,
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HumanGear1,
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HumanGear2,
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HumanGear3,
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HumanGear4,
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HumanGear4_1,
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HumanGear5,
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HumanSpine2,
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HumanSpine3,
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IK_S_LForearm1,
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IK_S_LForearm2,
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IK_S_LForearm3,
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IK_S_LPalm,
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IK_S_LDigit11,
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IK_S_LDigit12,
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IK_S_LDigit13,
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IK_S_LDigit21,
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IK_S_LDigit22,
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IK_S_LDigit23,
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IK_S_LDigit31,
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IK_S_LDigit32,
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IK_S_LDigit33,
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IK_S_LDigit41,
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IK_S_LDigit42,
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IK_S_LDigit43,
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IK_S_LDigit51,
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IK_S_LDigit52,
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IK_S_LDigit53,
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XYZ,
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LCollarbone_anim,
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RCollarbone_anim,
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RCollarbone_anim_XYZ,
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Weapon_root_3rd_anim,
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Weapon_root_3rd_anim_XYZ_1,
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Bend_Goal_Left,
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Bend_Goal_Right,
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Bend_Goal_Right_XYZ_1,
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HumanRibcage,
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IK_LForearm1,
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IK_LForearm2,
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IK_LForearm3,
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IK_LPalm,
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IK_LDigit11,
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IK_LDigit12,
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IK_LDigit13,
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IK_LDigit21,
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IK_LDigit22,
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IK_LDigit23,
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IK_LDigit31,
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IK_LDigit32,
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IK_LDigit33,
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IK_LDigit41,
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IK_LDigit42,
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IK_LDigit43,
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IK_LDigit51,
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IK_LDigit52,
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IK_LDigit53,
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Camera_animated,
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CameraContainer,
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Cam,
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HumanLCollarbone,
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HumanLUpperarm,
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HumanLForearm1,
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HumanLForearm2,
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HumanLForearm3,
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HumanLPalm,
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HumanLDigit11,
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HumanLDigit12,
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HumanLDigit13,
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HumanLDigit21,
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HumanLDigit22,
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HumanLDigit23,
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HumanLDigit31,
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HumanLDigit32,
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HumanLDigit33,
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HumanLDigit41,
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HumanLDigit42,
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HumanLDigit43,
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HumanLDigit51,
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HumanLDigit52,
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HumanLDigit53,
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HumanRCollarbone,
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HumanRUpperarm,
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HumanRForearm1,
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HumanRForearm2,
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HumanRForearm3,
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HumanRPalm,
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HumanRDigit11,
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HumanRDigit12,
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HumanRDigit13,
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HumanRDigit21,
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HumanRDigit22,
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HumanRDigit23,
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HumanRDigit31,
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HumanRDigit32,
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HumanRDigit33,
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HumanRDigit41,
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HumanRDigit42,
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HumanRDigit43,
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HumanRDigit51,
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HumanRDigit52,
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HumanRDigit53,
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Weapon_root,
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HumanNeck,
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HumanHead,
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HumanBackpack,
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weapon_holster,
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weapon_holster1,
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Camera_animated_3rd
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}
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public static class BonesType
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{
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public static Vector3 GetBonePosition(BoneType boneType)
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{
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var player = Main.LocalPlayer;
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if (player == null || player.PlayerBody == null || player.PlayerBody.SkeletonRootJoint == null)
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return Vector3.zero;
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var bone = player.PlayerBody.SkeletonRootJoint.Bones.ElementAtOrDefault((int)boneType).Value;
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if (bone == null)
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return Vector3.zero;
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return GameUtils.WorldPointToScreenPoint(bone.position);
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}
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}
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}
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161
EscapeFromTarkovCheat/Utils/GameUtils.cs
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161
EscapeFromTarkovCheat/Utils/GameUtils.cs
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using System;
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using System.Linq;
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using Diz.Skinning;
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using EFT;
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using EFT.Interactive;
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using EFT.InventoryLogic;
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using EFT.UI;
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using UnityEngine;
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namespace EscapeFromTarkovCheat.Utils
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{
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public static class GameUtils
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{
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public static float Map(float value, float sourceFrom, float sourceTo, float destinationFrom, float destinationTo)
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{
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return (value - sourceFrom) / (sourceTo - sourceFrom) * (destinationTo - destinationFrom) + destinationFrom;
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}
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public static bool IsPlayerValid(Player player)
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{
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return player != null && player.Transform != null && player.PlayerBones != null && player.PlayerBones.transform != null;
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}
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public static bool IsExfiltrationPointValid(ExfiltrationPoint lootItem)
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{
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return lootItem != null;
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}
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public static bool IsLootItemValid(LootItem lootItem)
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{
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return lootItem != null && lootItem.Item != null && lootItem.Item.Template != null;
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}
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public static bool IsLootableContainerValid(LootableContainer lootableContainer)
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{
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return lootableContainer != null && lootableContainer.Template != null;
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}
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public static bool IsPlayerAlive(Player player)
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{
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if (!IsPlayerValid(player))
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return false;
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if (player.HealthController == null)
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return false;
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return player.HealthController.IsAlive;
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}
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public static bool IsPlayerVisible(Player player)
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{
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if (player == null || Camera.main == null)
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return false;
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// 可视检查部位
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BifacialTransform[] pointsToCheck = {
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player.PlayerBones.Head,
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player.PlayerBones.Spine3,
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player.PlayerBones.Pelvis
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};
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foreach (BifacialTransform point in pointsToCheck)
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{
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if (point == null)
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continue;
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// 射线方向
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Vector3 direction = point.position - Camera.main.transform.position;
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// 射线检测
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if (!Physics.Raycast(Camera.main.transform.position, direction, out RaycastHit hit, direction.magnitude))
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{
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continue;
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}
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// 射线命中
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if (hit.collider.gameObject == player.gameObject)
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{
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return true;
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}
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}
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return false;
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}
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public static Vector3 WorldPointToScreenPoint(Vector3 worldPoint)
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{
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Vector3 screenPoint = Main.MainCamera.WorldToScreenPoint(worldPoint);
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screenPoint.y = Screen.height - screenPoint.y;
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return screenPoint;
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}
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public static bool IsScreenPointVisible(Vector3 screenPoint)
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{
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return screenPoint.z > 0.01f && screenPoint.x > -5f && screenPoint.y > -5f && screenPoint.x < Screen.width && screenPoint.y < Screen.height;
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}
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public static Vector3 GetBonePosByID(Player player, int id)
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{
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Vector3 result;
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try
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{
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result = SkeletonBonePos(player.PlayerBones.AnimatedTransform.Original.gameObject.GetComponent<PlayerBody>().SkeletonRootJoint, id);
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}
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catch (Exception)
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{
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result = Vector3.zero;
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}
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return result;
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}
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public static Vector3 GetBonePosByEID(Player player, BoneType eid)
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{
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Vector3 result;
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try
|
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{
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result = SkeletonBonePos(player.PlayerBones.AnimatedTransform.Original.gameObject.GetComponent<PlayerBody>().SkeletonRootJoint, (int)eid);
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}
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catch (Exception)
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{
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result = Vector3.zero;
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||||
}
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return result;
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||||
}
|
||||
|
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public static Vector3 SkeletonBonePos(Skeleton skeleton, int id)
|
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{
|
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return skeleton.Bones.ElementAt(id).Value.position;
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}
|
||||
public static void AddConsoleLog(string log)
|
||||
{
|
||||
if (PreloaderUI.Instantiated)
|
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ConsoleScreen.Log(log);
|
||||
}
|
||||
public static Vector3 GetTargetPosition()
|
||||
{
|
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var centerPosition = Main.LocalPlayer.Transform.position;
|
||||
|
||||
if (Main.LocalPlayer.HandsController is Player.FirearmController firearmController)
|
||||
{
|
||||
if (Physics.Raycast(new Ray(firearmController.Fireport.position, firearmController.WeaponDirection), out RaycastHit hit, float.MaxValue))
|
||||
{
|
||||
centerPosition = hit.point;
|
||||
}
|
||||
}
|
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|
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return centerPosition;
|
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}
|
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public static bool IsGroundLoot(LootItem lootItem)
|
||||
{
|
||||
return lootItem.GetComponent<Corpse>() == null;
|
||||
}
|
||||
public static bool IsInteractableLoot(LootItem lootItem)
|
||||
{
|
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var collider = lootItem.GetComponent<Collider>();
|
||||
return collider != null && collider.enabled;
|
||||
}
|
||||
public static bool IsInventoryItemValid(Item item)
|
||||
{
|
||||
return item != null && item.Template != null;
|
||||
}
|
||||
}
|
||||
}
|
||||
158
EscapeFromTarkovCheat/Utils/Render.cs
Normal file
158
EscapeFromTarkovCheat/Utils/Render.cs
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|
|
@ -0,0 +1,158 @@
|
|||
/**
|
||||
* Render class Credit to ZAT from Unknowncheats
|
||||
* https://www.unknowncheats.me/forum/members/562321.html
|
||||
*/
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace EscapeFromTarkovCheat.Utils
|
||||
{
|
||||
public static class Render
|
||||
{
|
||||
public static Material DrawMaterial = new Material(Shader.Find("Hidden/Internal-Colored"));
|
||||
|
||||
public static GUIStyle StringStyle { get; set; } = new GUIStyle(GUI.skin.label);
|
||||
private class RingArray
|
||||
{
|
||||
public Vector2[] Positions { get; private set; }
|
||||
|
||||
public RingArray(int numSegments)
|
||||
{
|
||||
Positions = new Vector2[numSegments];
|
||||
var stepSize = 360f / numSegments;
|
||||
for (int i = 0; i < numSegments; i++)
|
||||
{
|
||||
var rad = Mathf.Deg2Rad * stepSize * i;
|
||||
Positions[i] = new Vector2(Mathf.Sin(rad), Mathf.Cos(rad));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static Dictionary<int, RingArray> ringDict = new Dictionary<int, RingArray>();
|
||||
|
||||
public static Color Color
|
||||
{
|
||||
get { return GUI.color; }
|
||||
set { GUI.color = value; }
|
||||
}
|
||||
|
||||
public static void DrawLine(Vector2 from, Vector2 to, float thickness, Color color)
|
||||
{
|
||||
Color = color;
|
||||
DrawLine(from, to, thickness);
|
||||
}
|
||||
public static void DrawLine(Vector2 from, Vector2 to, float thickness)
|
||||
{
|
||||
var delta = (to - from).normalized;
|
||||
var angle = Mathf.Atan2(delta.y, delta.x) * Mathf.Rad2Deg;
|
||||
GUIUtility.RotateAroundPivot(angle, from);
|
||||
DrawBox(from, Vector2.right * (from - to).magnitude, thickness, false);
|
||||
GUIUtility.RotateAroundPivot(-angle, from);
|
||||
}
|
||||
|
||||
public static void DrawBox(float x, float y, float w, float h, Color color)
|
||||
{
|
||||
DrawLine(new Vector2(x, y), new Vector2(x + w, y), 1f, color);
|
||||
DrawLine(new Vector2(x, y), new Vector2(x, y + h), 1f,color);
|
||||
DrawLine(new Vector2(x + w, y), new Vector2(x + w, y + h), 1f, color);
|
||||
DrawLine(new Vector2(x, y + h), new Vector2(x + w, y + h), 1f, color);
|
||||
}
|
||||
|
||||
public static void DrawBox(Vector2 position, Vector2 size, float thickness, Color color, bool centered = true)
|
||||
{
|
||||
Color = color;
|
||||
DrawBox(position, size, thickness, centered);
|
||||
}
|
||||
public static void DrawBox(Vector2 position, Vector2 size, float thickness, bool centered = true)
|
||||
{
|
||||
var upperLeft = centered ? position - size / 2f : position;
|
||||
GUI.DrawTexture(new Rect(position.x, position.y, size.x, thickness), Texture2D.whiteTexture);
|
||||
GUI.DrawTexture(new Rect(position.x, position.y, thickness, size.y), Texture2D.whiteTexture);
|
||||
GUI.DrawTexture(new Rect(position.x + size.x, position.y, thickness, size.y), Texture2D.whiteTexture);
|
||||
GUI.DrawTexture(new Rect(position.x, position.y + size.y, size.x + thickness, thickness), Texture2D.whiteTexture);
|
||||
}
|
||||
|
||||
public static void DrawCross(Vector2 position, Vector2 size, float thickness, Color color)
|
||||
{
|
||||
Color = color;
|
||||
DrawCross(position, size, thickness);
|
||||
}
|
||||
public static void DrawCross(Vector2 position, Vector2 size, float thickness)
|
||||
{
|
||||
GUI.DrawTexture(new Rect(position.x - size.x / 2f, position.y, size.x, thickness), Texture2D.whiteTexture);
|
||||
GUI.DrawTexture(new Rect(position.x, position.y - size.y / 2f, thickness, size.y), Texture2D.whiteTexture);
|
||||
}
|
||||
|
||||
public static void DrawDot(Vector2 position, Color color)
|
||||
{
|
||||
Color = color;
|
||||
DrawDot(position);
|
||||
}
|
||||
public static void DrawDot(Vector2 position)
|
||||
{
|
||||
DrawBox(position - Vector2.one, Vector2.one * 2f, 1f);
|
||||
}
|
||||
|
||||
public static void DrawString(Vector2 position, string label, Color color, bool centered = true)
|
||||
{
|
||||
Color = color;
|
||||
DrawString(position, label, centered);
|
||||
}
|
||||
public static void DrawString(Vector2 position, string label, bool centered = true)
|
||||
{
|
||||
var content = new GUIContent(label);
|
||||
var size = StringStyle.CalcSize(content);
|
||||
var upperLeft = centered ? position - size / 2f : position;
|
||||
GUI.Label(new Rect(upperLeft, size), content);
|
||||
}
|
||||
|
||||
public static void DrawCircle(Vector2 position, float radius, int numSides, bool centered = true, float thickness = 1f)
|
||||
{
|
||||
DrawCircle(position, radius, numSides, Color.white, centered, thickness);
|
||||
}
|
||||
public static void DrawCircle(Vector2 position, float radius, int numSides, Color color, bool centered = true, float thickness = 1f)
|
||||
{
|
||||
RingArray arr;
|
||||
if (ringDict.ContainsKey(numSides))
|
||||
arr = ringDict[numSides];
|
||||
else
|
||||
arr = ringDict[numSides] = new RingArray(numSides);
|
||||
|
||||
|
||||
var center = centered ? position : position + Vector2.one * radius;
|
||||
|
||||
for (int i = 0; i < numSides - 1; i++)
|
||||
DrawLine(center + arr.Positions[i] * radius, center + arr.Positions[i + 1] * radius, thickness, color);
|
||||
|
||||
DrawLine(center + arr.Positions[0] * radius, center + arr.Positions[arr.Positions.Length - 1] * radius, thickness, color);
|
||||
}
|
||||
|
||||
public static void DrawSnapline(Vector3 worldpos, Color color)
|
||||
{
|
||||
Vector3 pos = Main.MainCamera.WorldToScreenPoint(worldpos);
|
||||
pos.y = Screen.height - pos.y;
|
||||
GL.PushMatrix();
|
||||
GL.Begin(1);
|
||||
DrawMaterial.SetPass(0);
|
||||
GL.Color(color);
|
||||
GL.Vertex3(Screen.width / 2, Screen.height, 0f);
|
||||
GL.Vertex3(pos.x, pos.y, 0f);
|
||||
GL.End();
|
||||
GL.PopMatrix();
|
||||
}
|
||||
public static void DrawBoneLine(Vector2 from, Vector2 to, float thickness, Color color)
|
||||
{
|
||||
Color = color;
|
||||
DrawBoneLine(from, to, thickness);
|
||||
}
|
||||
public static void DrawBoneLine(Vector2 from, Vector2 to, float thickness)
|
||||
{
|
||||
var delta = (to - from).normalized;
|
||||
var angle = Mathf.Atan2(delta.y, delta.x) * Mathf.Rad2Deg;
|
||||
GUIUtility.RotateAroundPivot(angle, from);
|
||||
DrawBox(from, Vector2.right * (from - to).magnitude, thickness, false);
|
||||
GUIUtility.RotateAroundPivot(-angle, from);
|
||||
}
|
||||
}
|
||||
}
|
||||
68
EscapeFromTarkovCheat/Utils/Settings.cs
Normal file
68
EscapeFromTarkovCheat/Utils/Settings.cs
Normal file
|
|
@ -0,0 +1,68 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using EFT.Visual;
|
||||
using EscapeFromTarkovCheat.Data;
|
||||
using EscapeFromTarkovCheat.Feauters;
|
||||
using UnityEngine;
|
||||
|
||||
namespace EscapeFromTarkovCheat.Utils
|
||||
{
|
||||
class Settings
|
||||
{
|
||||
// Locales
|
||||
internal static Locale Language = Locale.ENGLISH;
|
||||
|
||||
// ESP
|
||||
// Players
|
||||
internal static bool DrawPlayers = true;
|
||||
internal static bool DrawPlayerName = true;
|
||||
internal static bool DrawPlayerHealth = false;
|
||||
internal static bool DrawPlayerBox = true;
|
||||
internal static bool DrawPlayerLine = true;
|
||||
internal static bool DrawPlayerSkeletons = true;
|
||||
internal static float DrawPlayersDistance = 200f;
|
||||
|
||||
// Loot
|
||||
internal static bool DrawLootItems = false;
|
||||
internal static float DrawLootItemsDistance = 300f;
|
||||
internal static bool DrawLootableContainers = false;
|
||||
internal static float DrawLootableContainersDistance = 10f;
|
||||
internal static bool DrawExfiltrationPoints = true;
|
||||
|
||||
// Aimbot
|
||||
internal static bool Aimbot = true;
|
||||
internal static bool VisibleOnly = false;
|
||||
internal static bool SilentAim = false;
|
||||
internal static float AimbotSmooth = 50f;
|
||||
internal static bool AimbotDrawFOV = true;
|
||||
internal static float AimbotFOV = 10f;
|
||||
internal static float AimbotRange = 200f;
|
||||
internal static bool NoRecoil = true;
|
||||
|
||||
// Miscellaneous
|
||||
internal static bool GodMode = true;
|
||||
internal static bool Stamina = true;
|
||||
internal static bool SpeedHack = false;
|
||||
internal static float SpeedAddition = 2.5f;
|
||||
internal static float ExperienceAmount = 10000f;
|
||||
|
||||
// Items
|
||||
internal static float dupeStackCount = 2;
|
||||
|
||||
// Key Bindings
|
||||
internal static KeyCode InstaHeal = KeyCode.Keypad1;
|
||||
internal static KeyCode KillSwitch = KeyCode.Keypad2;
|
||||
internal static KeyCode TpLoots = KeyCode.Keypad3;
|
||||
internal static KeyCode UnlockDoors = KeyCode.Keypad4;
|
||||
internal static KeyCode IncreaseTraderStandingKey = KeyCode.Keypad5;
|
||||
internal static KeyCode CallAirdrop = KeyCode.Keypad6;
|
||||
internal static KeyCode TpEnemies = KeyCode.Keypad7;
|
||||
internal static KeyCode AimbotKey = KeyCode.Mouse1;
|
||||
|
||||
// Switches
|
||||
internal static bool debug = true;
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue