EFTCheatPVE/EscapeFromTarkovCheat/Features/Skills.cs

239 lines
12 KiB
C#

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;
}
}
}
}