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if(原地自杀){
g_LocalPlayer->STPlayerController->RPC_GiveUpGame();
}
if(全图下雨){
g_LocalPlayer->STPlayerController->SetIsRainy(true);
}else{
g_LocalPlayer->STPlayerController->SetIsRainy(false);
}
if(全图下雪){
g_LocalPlayer->STPlayerController->SetIsSnowy(true);
}else{
g_LocalPlayer->STPlayerController->SetIsSnowy(false);
}
if (人物旋转) {
USceneComponent* MeshContainer = localPlayer->MeshContainer;
MeshContainer->RelativeRotation = { 0,DanceValue ,0 };
DanceValue += DancerValue;
if (DanceValue >= 360.0f)
DanceValue = 0.0f;
DanceValue += 旋转速度;//速度
}
if(枪械变大){
auto WeaponManagerComponent = localPlayer->WeaponManagerComponent;
if (WeaponManagerComponent) {
auto Slot = WeaponManagerComponent->GetCurrentUsingPropSlot();
if ((int) Slot.GetValue() >= 1 && (int) Slot.GetValue() <= 3) {
auto CurrentWeaponReplicated = (ASTExtraShootWeapon *) WeaponManagerComponent->CurrentWeaponReplicated;
if (CurrentWeaponReplicated) {
auto ShootWeaponEntityComp = CurrentWeaponReplicated->ShootWeaponEntityComp;
auto ShootWeaponEffectComp = CurrentWeaponReplicated->ShootWeaponEffectComp;
if (ShootWeaponEntityComp && ShootWeaponEffectComp) {
if (枪械变大) {
CurrentWeaponReplicated->RootComponent->RelativeScale3D.Y = 枪械模型;
CurrentWeaponReplicated->RootComponent->RelativeScale3D.Z = 枪械模型;
CurrentWeaponReplicated->RootComponent->RelativeScale3D.X = 枪械模型;
}
}
}
}
}
}
if (枪械据点) {
auto WeaponManagerComponent = g_LocalPlayer->WeaponManagerComponent;
if (WeaponManagerComponent) {
auto CurrentWeaponReplicated = (ASTExtraShootWeapon *) WeaponManagerComponent->CurrentWeaponReplicated;
if (CurrentWeaponReplicated) {
auto ShootWeaponEntityComp = CurrentWeaponReplicated->ShootWeaponEntityComp;
auto ShootWeaponEffectComp = CurrentWeaponReplicated->ShootWeaponEffectComp;
if (ShootWeaponEntityComp && ShootWeaponEffectComp) {
if (枪械据点) {
ShootWeaponEntityComp->ShotGunVerticalSpread = 0.0f;
ShootWeaponEntityComp->ShotGunHorizontalSpread = 0.0f;
ShootWeaponEntityComp->GameDeviationFactor = 0.0f;
ShootWeaponEntityComp->GameDeviationAccuracy = 0.0f;
ShootWeaponEntityComp->CrossHairInitialSize = 0.0f;
ShootWeaponEntityComp->CrossHairBurstSpeed = 0.0f;
ShootWeaponEntityComp->CrossHairBurstIncreaseSpeed = 0.0f;
}}}}}
if (Config.PlayerESP.HideEsp)
{
SetWindowDisplayAffinity(MyWnd, WDA_EXCLUDEFROMCAPTURE);
}
else
{
SetWindowDisplayAffinity(MyWnd, WDA_NONE);
}
Hide ESP Recording Imgu code 💠
#include <Windows.h>
#include "imgui.h"
bool isRecording = false;
void CaptureScreenFrame() {
HDC hScreenDC = GetDC(NULL);
HDC hMemoryDC = CreateCompatibleDC(hScreenDC);
int screenWidth = GetSystemMetrics(SM_CXSCREEN);
int screenHeight = GetSystemMetrics(SM_CYSCREEN);
HBITMAP hBitmap = CreateCompatibleBitmap(hScreenDC, screenWidth, screenHeight);
SelectObject(hMemoryDC, hBitmap);
BitBlt(hMemoryDC, 0, 0, screenWidth, screenHeight, hScreenDC, 0, 0, SRCCOPY);
SaveBitmapToFile(hBitmap, "screen_frame.bmp");
DeleteDC(hMemoryDC);
ReleaseDC(NULL, hScreenDC);
DeleteObject(hBitmap);
}
void RenderUI() {
ImGui::Begin("Main Window");
if (ImGui::Button("Toggle Recording")) {
isRecording = !isRecording;
}
ImGui::End();
if (isRecording) {
CaptureScreenFrame();
}
}
int main() {
while (/* main loop condition */) {
RenderUI();
ImGui::Render();
}
return 0;
}
Hide esp while Recording
ImGui::Columns(2); // 创建两列布局
if (ImGui::BeginChild("子菜单1", ImVec2(0, 0), true, ImGuiWindowFlags_None)) {
ImGui::Text("祈愿故梦 [第一个菜单] 分组1");
}
ImGui::EndChild();
ImGui::NextColumn(); // 切换到下一列
if (ImGui::BeginChild("子菜单2", ImVec2(0, 0), true, ImGuiWindowFlags_None)) {
ImGui::Text("祈愿故梦 [第一个菜单] 分组2");
}
ImGui::EndChild();
ImGui::Columns(1); // 回到单列布局
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