Update thirdperson.c, hooks.c, and 3 more files...
This commit is contained in:
139
src/menu.c
139
src/menu.c
@@ -1,37 +1,29 @@
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#include <stdlib.h>
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#include <stdio.h>
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// This file needs to be compiled as C++
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#define IMGUI_IMPLEMENTATION
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#include "include/menu.h"
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#include "include/sdk.h"
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#include "include/globals.h"
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#include "include/settings.h"
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#include "include/hooks.h" // For hook function declarations
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#include "include/hooks.h"
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#include <GL/gl.h>
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// Include for mouse button constants
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#include "include/sdk/public/keydefs.h"
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// Access to hitbox enum from aim.c
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extern const char* hitbox_names[];
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extern int current_hitbox;
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// Menu state
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bool g_menu_open = false;
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// ImGui context and state
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ImGuiContext* g_imgui_context = NULL;
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bool g_imgui_initialized = false;
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// Key binding state
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static bool g_waiting_for_key_bind = false;
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static const char* g_current_key_binding_action = NULL;
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bool g_waiting_for_key_bind = false;
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const char* g_current_key_binding_action = NULL;
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// Fallback menu if ImGui fails
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static void render_fallback_menu(void);
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// Verify OpenGL state is valid
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static bool check_gl_state(void) {
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GLenum error = glGetError();
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if (error != GL_NO_ERROR) {
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@@ -52,24 +44,19 @@ static bool check_gl_state(void) {
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}
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extern "C" bool menu_init(void) {
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// Print debug message
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printf("Initializing ImGui menu...\n");
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i_engine->Con_Printf("Initializing ImGui menu...\n");
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// Check for existing context and cleanup
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if (g_imgui_context) {
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printf("ImGui context already exists, shutting down first\n");
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menu_shutdown();
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}
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// Check OpenGL state
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if (!check_gl_state()) {
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printf("OpenGL not ready for ImGui initialization\n");
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i_engine->Con_Printf("Warning: OpenGL state not clean, continuing anyway\n");
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// Not fatal, just a warning
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}
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// Create ImGui context
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g_imgui_context = ImGui::CreateContext();
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if (!g_imgui_context) {
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printf("Failed to create ImGui context\n");
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@@ -80,20 +67,16 @@ extern "C" bool menu_init(void) {
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printf("ImGui context created successfully\n");
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i_engine->Con_Printf("ImGui context created successfully\n");
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// Configure ImGui
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
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// Enable mouse input
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io.MouseDrawCursor = false; // Don't draw cursor until menu is open
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io.MouseDrawCursor = false;
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// Get initial screen dimensions
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SCREENINFO scr_inf;
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scr_inf.iSize = sizeof(SCREENINFO);
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i_engine->pfnGetScreenInfo(&scr_inf);
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// Verify and set default dimensions
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if (scr_inf.iWidth <= 0 || scr_inf.iHeight <= 0) {
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scr_inf.iWidth = 800;
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scr_inf.iHeight = 600;
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@@ -104,10 +87,8 @@ extern "C" bool menu_init(void) {
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scr_inf.iWidth, scr_inf.iHeight);
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}
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// Set initial display size - critical for NewFrame to succeed
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io.DisplaySize = ImVec2((float)scr_inf.iWidth, (float)scr_inf.iHeight);
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// Initialize OpenGL implementation for ImGui
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bool init_result = ImGui_ImplOpenGL2_Init();
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if (!init_result) {
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printf("Failed to initialize ImGui OpenGL2 backend\n");
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@@ -120,7 +101,6 @@ extern "C" bool menu_init(void) {
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printf("ImGui OpenGL2 backend initialized successfully\n");
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i_engine->Con_Printf("ImGui OpenGL2 backend initialized successfully\n");
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// Set ImGui style
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ImGui::StyleColorsDark();
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ImGuiStyle& style = ImGui::GetStyle();
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style.WindowRounding = 5.0f;
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@@ -133,11 +113,9 @@ extern "C" bool menu_init(void) {
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style.Colors[ImGuiCol_ButtonHovered] = ImVec4(0.3f, 0.3f, 0.3f, 1.0f);
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style.Colors[ImGuiCol_ButtonActive] = ImVec4(0.4f, 0.4f, 0.4f, 1.0f);
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// Menu starts closed
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g_menu_open = false;
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g_imgui_initialized = true;
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// Ensure game has mouse control at start
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i_client->IN_ActivateMouse();
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i_engine->Con_Printf("ImGui menu initialized successfully\n");
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@@ -158,70 +136,54 @@ extern "C" void menu_shutdown(void) {
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i_engine->Con_Printf("ImGui shutdown complete\n");
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}
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// Always reset menu state on shutdown
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g_menu_open = false;
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// Make sure the game mouse is active when we shut down
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i_client->IN_ActivateMouse();
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// Restore mouse bindings
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i_engine->pfnClientCmd("bind mouse1 +attack; bind mouse2 +attack2");
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}
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extern "C" void menu_render(void) {
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// Skip rendering if menu is not open
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if (!g_menu_open)
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return;
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if (g_imgui_initialized && g_imgui_context) {
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// Set the current context
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ImGui::SetCurrentContext(g_imgui_context);
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// Get screen dimensions
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SCREENINFO scr_inf;
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scr_inf.iSize = sizeof(SCREENINFO);
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i_engine->pfnGetScreenInfo(&scr_inf);
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// Validate screen dimensions
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if (scr_inf.iWidth <= 0 || scr_inf.iHeight <= 0) {
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i_engine->Con_Printf("Warning: Invalid screen dimensions, using defaults\n");
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scr_inf.iWidth = 800;
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scr_inf.iHeight = 600;
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}
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// Set display size for ImGui
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ImGuiIO& io = ImGui::GetIO();
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io.DisplaySize = ImVec2((float)scr_inf.iWidth, (float)scr_inf.iHeight);
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// Start new ImGui frame
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ImGui_ImplOpenGL2_NewFrame();
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ImGui::NewFrame();
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// Set window position and size
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ImGui::SetNextWindowPos(ImVec2(scr_inf.iWidth * 0.5f, scr_inf.iHeight * 0.5f),
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ImGuiCond_Once, ImVec2(0.5f, 0.5f));
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ImGui::SetNextWindowSize(ImVec2(600, 400), ImGuiCond_Once);
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// Begin main window
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if (ImGui::Begin("GoldSource Cheat", &g_menu_open,
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ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize)) {
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// Create tabs
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if (ImGui::BeginTabBar("##Tabs", ImGuiTabBarFlags_None)) {
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// Aimbot tab
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if (ImGui::BeginTabItem("Aimbot")) {
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if (ImGui::Checkbox("Enable Aimbot", &g_settings.aimbot_enabled)) {
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// No need to set cvar value
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}
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if (g_settings.aimbot_enabled) {
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if (ImGui::SliderFloat("FOV", &g_settings.aimbot_fov, 0.1f, 180.0f, "%.1f")) {
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// No need to set cvar value
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}
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if (ImGui::SliderFloat("Smoothing", &g_settings.aimbot_smooth, 1.0f, 100.0f, "%.1f")) {
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// No need to set cvar value
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}
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const char* hitbox_items[] = { "Head", "Chest", "Stomach", "Pelvis", "Nearest" };
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@@ -240,7 +202,6 @@ extern "C" void menu_render(void) {
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ImGui::EndTabItem();
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}
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// Visuals tab
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if (ImGui::BeginTabItem("Visuals")) {
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const char* esp_modes[] = {"Off", "2D Box", "Name", "All"};
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int esp_mode = (int)g_settings.esp_mode;
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@@ -251,7 +212,6 @@ extern "C" void menu_render(void) {
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ImGui::Checkbox("ESP Friendly", &g_settings.esp_friendly);
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if (ImGui::SliderFloat("FOV Changer", &g_settings.fov, 70.0f, 140.0f, "%.1f")) {
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// No need to set cvar value
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}
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ImGui::Checkbox("Chams", &g_settings.chams);
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@@ -263,7 +223,6 @@ extern "C" void menu_render(void) {
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ImGui::EndTabItem();
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}
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// Movement tab
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if (ImGui::BeginTabItem("Movement")) {
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ImGui::Checkbox("Bunny Hop", &g_settings.bhop);
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@@ -282,7 +241,6 @@ extern "C" void menu_render(void) {
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ImGui::EndTabItem();
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}
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// Misc tab with extra options
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if (ImGui::BeginTabItem("Misc")) {
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ImGui::Checkbox("Name Changer", &g_settings.namechanger);
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@@ -298,7 +256,6 @@ extern "C" void menu_render(void) {
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ImGui::Separator();
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// Menu options
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ImGui::Text("Menu Settings:");
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ImGui::Checkbox("Allow Movement (WASD) With Menu Open", &g_settings.menu_allow_movement);
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@@ -312,15 +269,12 @@ extern "C" void menu_render(void) {
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ImGui::EndTabItem();
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}
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// View settings tab
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if (ImGui::BeginTabItem("View")) {
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ImGui::Text("Camera Settings:");
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// Third-person settings
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bool thirdperson_changed = ImGui::Checkbox("Third-Person View", &g_settings.thirdperson);
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if (g_settings.thirdperson) {
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// Distance preset buttons with direct setting of values
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ImGui::BeginGroup();
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if (ImGui::Button("100")) {
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g_settings.thirdperson_dist = 100.0f;
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@@ -335,20 +289,15 @@ extern "C" void menu_render(void) {
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}
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ImGui::EndGroup();
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// Distance slider - DIRECTLY changes the value without console commands
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ImGui::SliderFloat("Camera Distance", &g_settings.thirdperson_dist, 30.0f, 800.0f, "%.1f");
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// Remove multiplier message since we don't multiply anymore
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ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), "Camera distance updates in real-time");
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// Key binding for third-person toggle
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ImGui::Separator();
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ImGui::Text("Keybind for Third-Person Toggle:");
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// Display current key binding
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const char* key_name = "None";
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if (g_settings.thirdperson_key > 0) {
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// Get better key names
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switch(g_settings.thirdperson_key) {
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case 'F': key_name = "F"; break;
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case 'V': key_name = "V"; break;
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@@ -369,13 +318,11 @@ extern "C" void menu_render(void) {
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case K_MOUSE2: key_name = "Mouse2"; break;
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case K_MOUSE3: key_name = "Mouse3"; break;
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default: {
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// For printable characters
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if (g_settings.thirdperson_key >= 32 && g_settings.thirdperson_key <= 126) {
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static char chr[2] = {0};
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chr[0] = (char)g_settings.thirdperson_key;
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key_name = chr;
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} else {
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// For other keys, show keycode
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static char code[32] = {0};
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snprintf(code, sizeof(code), "Key %d", g_settings.thirdperson_key);
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key_name = code;
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@@ -386,35 +333,18 @@ extern "C" void menu_render(void) {
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ImGui::Text("Current Key: %s", key_name);
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// TEMP: Disabled key binding until fixed
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// Disable any active key bindings
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if (g_waiting_for_key_bind) {
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g_waiting_for_key_bind = false;
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g_current_key_binding_action = NULL;
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.8f, 0.1f, 0.1f, 1.0f));
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ImGui::Button("Press any key...", ImVec2(150, 25));
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ImGui::PopStyleColor();
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} else {
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if (ImGui::Button("Bind new key", ImVec2(150, 25))) {
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g_waiting_for_key_bind = true;
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g_current_key_binding_action = "thirdperson";
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i_engine->Con_Printf("Press any key to bind for third-person toggle\n");
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}
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}
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// Show preset buttons instead
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if (ImGui::Button("Bind to C", ImVec2(100, 25))) {
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g_settings.thirdperson_key = 'C';
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i_engine->Con_Printf("Third-person toggle bound to C key\n");
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}
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ImGui::SameLine();
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if (ImGui::Button("Bind to V", ImVec2(100, 25))) {
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g_settings.thirdperson_key = 'V';
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i_engine->Con_Printf("Third-person toggle bound to V key\n");
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}
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ImGui::SameLine();
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if (ImGui::Button("Bind to F", ImVec2(100, 25))) {
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g_settings.thirdperson_key = 'F';
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i_engine->Con_Printf("Third-person toggle bound to F key\n");
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}
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ImGui::SameLine();
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if (ImGui::Button("Clear", ImVec2(80, 25))) {
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g_settings.thirdperson_key = 0;
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i_engine->Con_Printf("Third-person key binding cleared\n");
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@@ -432,7 +362,6 @@ extern "C" void menu_render(void) {
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ImGui::End();
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}
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// Render ImGui
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ImGui::Render();
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ImGui_ImplOpenGL2_RenderDrawData(ImGui::GetDrawData());
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} else {
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@@ -440,36 +369,28 @@ extern "C" void menu_render(void) {
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}
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}
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// This is our fallback menu that we know works
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static void render_fallback_menu(void) {
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// Get screen dimensions
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SCREENINFO scr_inf;
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scr_inf.iSize = sizeof(SCREENINFO);
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i_engine->pfnGetScreenInfo(&scr_inf);
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// Draw simple menu background
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int x1 = scr_inf.iWidth / 4;
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int y1 = scr_inf.iHeight / 4;
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int x2 = scr_inf.iWidth * 3 / 4;
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int y2 = scr_inf.iHeight * 3 / 4;
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// More visible background (darker black with higher alpha)
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i_engine->pfnFillRGBA(x1, y1, x2-x1, y2-y1, 0, 0, 0, 230);
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// Draw bright border for visibility
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i_engine->pfnFillRGBA(x1, y1, x2-x1, 2, 255, 0, 0, 255); // Top
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i_engine->pfnFillRGBA(x1, y2-2, x2-x1, 2, 255, 0, 0, 255); // Bottom
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i_engine->pfnFillRGBA(x1, y1, 2, y2-y1, 255, 0, 0, 255); // Left
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i_engine->pfnFillRGBA(x2-2, y1, 2, y2-y1, 255, 0, 0, 255); // Right
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i_engine->pfnFillRGBA(x1, y1, x2-x1, 2, 255, 0, 0, 255);
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i_engine->pfnFillRGBA(x1, y2-2, x2-x1, 2, 255, 0, 0, 255);
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i_engine->pfnFillRGBA(x1, y1, 2, y2-y1, 255, 0, 0, 255);
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i_engine->pfnFillRGBA(x2-2, y1, 2, y2-y1, 255, 0, 0, 255);
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// Title
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i_engine->pfnDrawSetTextColor(1.0f, 1.0f, 0.0f);
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i_engine->pfnDrawConsoleString(x1+10, y1+10, "===== GoldSource Cheat Menu (Fallback) =====");
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// Reset color for menu items
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i_engine->pfnDrawSetTextColor(0.0f, 1.0f, 1.0f);
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// Draw menu items
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int y = y1 + 40;
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i_engine->pfnDrawConsoleString(x1+20, y, "-- Aimbot Settings --");
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y += 20;
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@@ -506,40 +427,39 @@ static void render_fallback_menu(void) {
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i_engine->pfnDrawConsoleString(x1+30, y, buffer);
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y += 30;
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// Instructions
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i_engine->pfnDrawSetTextColor(1.0f, 1.0f, 0.0f);
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i_engine->pfnDrawConsoleString(x1+20, y, "Press INSERT to close menu");
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y += 20;
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i_engine->pfnDrawConsoleString(x1+20, y, "Use console to change settings");
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// Draw help in bottom corner
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i_engine->pfnDrawSetTextColor(0.7f, 0.7f, 0.7f);
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i_engine->pfnDrawConsoleString(5, scr_inf.iHeight - 20, "Type 'dz_menu' in console to toggle menu");
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}
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// Update the key event handler to support key binding
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extern "C" void menu_key_event(int keynum, int down) {
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// Add debug output
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i_engine->Con_Printf("menu_key_event called: keynum=%d, down=%d\n", keynum, down);
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i_engine->Con_Printf("menu_key_event called: keynum=%d, down=%d, waiting_for_key=%d\n",
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keynum, down, g_waiting_for_key_bind);
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// If we're waiting for a key bind and a key is pressed down
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if (g_waiting_for_key_bind && down && keynum != K_ESCAPE) {
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// Don't bind mouse wheel or menu toggle key
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i_engine->Con_Printf("Processing key bind: keynum=%d, action=%s\n",
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keynum, g_current_key_binding_action ? g_current_key_binding_action : "none");
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// Skip wheel events and menu toggle key
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if (keynum != K_MWHEELDOWN && keynum != K_MWHEELUP && keynum != K_INS) {
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// Bind the key based on current action
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if (g_current_key_binding_action && strcmp(g_current_key_binding_action, "thirdperson") == 0) {
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g_settings.thirdperson_key = keynum;
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i_engine->Con_Printf("Third-person key bound to keycode: %d\n", keynum);
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}
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// Exit binding mode
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g_waiting_for_key_bind = false;
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g_current_key_binding_action = NULL;
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i_engine->Con_Printf("Key binding completed!\n");
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return;
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} else {
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i_engine->Con_Printf("Ignored wheel/INS key: %d\n", keynum);
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}
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}
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||||
// Cancel key binding if escape is pressed
|
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if (g_waiting_for_key_bind && down && keynum == K_ESCAPE) {
|
||||
g_waiting_for_key_bind = false;
|
||||
g_current_key_binding_action = NULL;
|
||||
@@ -548,31 +468,24 @@ extern "C" void menu_key_event(int keynum, int down) {
|
||||
}
|
||||
|
||||
if (keynum == K_INS && down) {
|
||||
// Toggle menu state
|
||||
g_menu_open = !g_menu_open;
|
||||
i_engine->Con_Printf("Menu %s\n", g_menu_open ? "opened" : "closed");
|
||||
|
||||
// Update ImGui IO if initialized
|
||||
if (g_imgui_initialized && g_imgui_context) {
|
||||
ImGui::SetCurrentContext(g_imgui_context);
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.MouseDrawCursor = g_menu_open;
|
||||
}
|
||||
|
||||
// Activate or deactivate mouse based on menu state
|
||||
if (g_menu_open) {
|
||||
// When opening menu, deactivate mouse in game and use our own cursor
|
||||
i_client->IN_DeactivateMouse();
|
||||
i_client->IN_ClearStates();
|
||||
|
||||
// Fixes potential issues with key state
|
||||
i_engine->pfnClientCmd("unbind mouse1; unbind mouse2");
|
||||
i_engine->Con_Printf("Mouse deactivated for game, using ImGui cursor\n");
|
||||
} else {
|
||||
// When closing menu, reactivate mouse in game
|
||||
i_client->IN_ActivateMouse();
|
||||
|
||||
// Restore default bindings
|
||||
i_engine->pfnClientCmd("bind mouse1 +attack; bind mouse2 +attack2");
|
||||
i_engine->Con_Printf("Mouse reactivated for game\n");
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user