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