mirror of
https://github.com/DumbDev69420/EscapeTheBackrooms_Internal.git
synced 2024-12-22 22:47:30 +08:00
406 lines
8.3 KiB
C++
406 lines
8.3 KiB
C++
#pragma once
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#include "GUI/ZeroGUI.h"
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#include <unordered_map>
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#include <format>
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#include <functional>
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namespace Backend {
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using EventHandler = std::function<void()>;
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class EventSource {
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public:
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// Register a function as an event handler
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void RegisterHandler(EventHandler handler) {
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handlers.push_back(handler);
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}
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void UnregisterHandlers() {
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handlers.clear();
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}
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// Trigger the event, invoking all registered handlers
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void TriggerEvent() {
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for (const auto& handler : handlers) {
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handler();
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}
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}
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private:
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std::vector<EventHandler> handlers;
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};
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typedef void(__stdcall* Event_)();
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namespace LevelDatas {
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bool TPActor = false;
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std::string ActorName = "";
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}
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enum Level_ { //Keine zeit dafür bruh
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MainLvl,
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TransitionLvl,
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Level0,
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NotImplemented
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};
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std::string LevelName = "";
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std::string HostSteamID = "";
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std::string HostSteamID_Clean = "";
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Level_ LevelCurrent = Level_::MainLvl;
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void CleanSteamID() {
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HostSteamID_Clean = "";
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if (auto pos = HostSteamID.find("."); pos != std::string::npos)
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{
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for (size_t i = pos + 1; i < HostSteamID.size(); i++)
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{
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HostSteamID_Clean += HostSteamID[i];
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}
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}
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}
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bool FindLevelEnum() {
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//Map of Levels i added already Functions into
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const std::unordered_map<std::string, Level_> levelCollection_ = {
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{"MainMenuMap", Level_::MainLvl},
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{"TransitionLevel", Level_::TransitionLvl},
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{"Level0", Level_::Level0},
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};
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if (auto result = levelCollection_.find(LevelName); result != levelCollection_.end()) {
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LevelCurrent = result->second;
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return true;
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}
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LevelCurrent = Level_::NotImplemented;
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return false;
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}
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void DefineEnum() {
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FindLevelEnum();
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}
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void RunLevelBackend() {
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switch (LevelCurrent)
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{
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case Backend::MainLvl:
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CWINGui::Text(L"This da Main Menu, not much to do here bruh");
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break;
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case Backend::TransitionLvl:
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break;
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case Backend::Level0:
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break;
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default:
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break;
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}
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}
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void CallbackNewLevel();
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EventSource NewLevelEvent;
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}
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namespace PlayerStuff {
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struct Player {
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SDK::APawn* Pawn_;
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std::wstring name = L"";
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std::wstring Sanitizedname = L"";
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int PlayerID = 0;
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bool Alive = false;
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bool hasPlayerController = false;
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bool IsSpectator = false;
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std::wstring Location[3];
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SDK::FVector Position;
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std::wstring CurrentSlot = L"";
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std::wstring SteamID = L"";
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std::wstring SpectatorName = L"";
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std::vector <SDK::FText> Inventory_;
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float CalculateDistance(SDK::FVector Point1, SDK::FVector Point2)
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{
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// Calculate the absolute differences in coordinates
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float DiffX = Point2.X - Point1.X;
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float DiffY = Point2.Y - Point1.Y;
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float DiffZ = Point2.Z - Point1.Z;
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// Calculate the squared distance
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float DistanceSquared = (DiffX * DiffX) + (DiffY * DiffY) + (DiffZ * DiffZ);
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// Calculate the distance by taking the square root of the squared distance
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return std::abs(std::sqrt(DistanceSquared));
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}
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bool IsSpectatingLocalPlayer(SDK::APlayerController* LocalController) {
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if (IsSpectator && LocalController) {
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return CalculateDistance(LocalController->K2_GetActorLocation(), Position) < 1.0f;
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}
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return false;
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}
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Player(std::wstring Name, std::wstring SteamID, std::wstring CurrentSlotItemName, int PlayerID, SDK::APlayerController* Controller, SDK::APawn* pawn, bool isalive, bool hasplayercontroller, SDK::FVector location, SDK::UInventoryComponent* Inventory) {
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this->name = Name;
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this->PlayerID = PlayerID;
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this->Alive = isalive;
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this->hasPlayerController = hasplayercontroller;
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this->CurrentSlot = CurrentSlotItemName;
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this->SteamID = SteamID;
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this->Position = location;
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this->Pawn_ = pawn;
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if (!Alive && pawn && pawn->IsA(SDK::ABP_Spectator_C::StaticClass())) {
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this->IsSpectator = true;
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}
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int Sizecc = name.size();
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for (size_t i = 0; i < 14; i++)
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{
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if (i >= Sizecc) break;
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Sanitizedname += name[i];
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}
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auto LocString = LocToWString(location);
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Location[0] = LocString[0];
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Location[1] = LocString[1];
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Location[2] = LocString[2];
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Inventory_.clear();
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if (Inventory && Inventory->Inventory2.IsValid()) {
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auto inventory = Inventory->Inventory2;
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for (size_t i = 0; i < inventory.Num(); i++)
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{
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if(inventory[i] && inventory[i]->Structure.Name.Data)
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Inventory_.push_back(inventory[i]->Structure.Name);
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}
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}
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}
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static std::vector<std::wstring> LocToWString(SDK::FVector loc) {
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std::vector<std::wstring> Location;
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Location.push_back( std::to_wstring(loc.X) );
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Location.push_back( std::to_wstring(loc.Z) );
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Location.push_back( std::to_wstring(loc.Y) );
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return Location;
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}
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};
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std::vector<Player> PlayerList;
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}
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namespace Settings {
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void SetName_NameChanger(std::wstring name);
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enum Items
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{
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Flashlight,
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Flaregun,
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Crowbar,
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Chainsaw,
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Almondwater,
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Bugspray,
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Lidar,
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Jelly,
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Speedwateridk,
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Pain,
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Rope,
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AlmondExtract,
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Firework,
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Ticket,
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DivingHelmet,
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Camera,
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Glowstick,
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Thermometer,
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WalkiTalkie,
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Test
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};
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enum Host_Pawns {
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defaultEmptyPawn,
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SelfPawn
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};
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enum Spawner_Stuff {
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Boat,
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Player,
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BactiriaMonster,
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ExitZone
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};
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bool Open = true;
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bool Esp = false;
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bool EnemyEsp = false;
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bool BoatEsp = false;
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bool PlayerEsp = false;
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bool ItemEsp = false;
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bool ActorEsp = false;
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bool InteractablesEsp = false;
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bool SpectatorList = false;
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bool FovChanger = false;
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bool RGBFlashlight = false;
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bool EnviromentRGB = false;
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//Event Player
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bool TeleportEventPlayer = false;
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bool TeleportToEventPlayer = false;
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bool EventRespawnPlayer = false;
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bool UseItemEventPlayer = false;
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bool EventCollectDataPlayer = false;
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int Event_PlayerID = 0;
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//Chat Spoof
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int StateChatSpoof = 0;
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//Hosting Options
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bool Host_CollisionPlayers = false;
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bool Host_FunMode = false;
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bool Host_Event_TeleportPlayers = false;
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bool Host_Event_SetHostPawn = false;
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float Host_PlayersGravityScale = 0.5f;
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Host_Pawns hostPawn = Host_Pawns::defaultEmptyPawn;
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//Misc
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bool ProtectCamServer = true;
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bool UnlockPlayers = false;
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bool UnpossePawns = false;
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bool ChangeNameEvent = false;
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bool SpoofChatEvent = false;
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bool ClientMovement = false;
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bool ShowWatermark = true;
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bool ActorEvent = false;
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bool InteractAll = false;
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bool InteractEvent = false;
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bool NoStumble = false;
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bool LagGame = false;
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bool ClearItems = false;
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bool Noclip = false;
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bool TpToExit = false;
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bool Kys = false;
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bool ForceAdmin = false;
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bool TpEveryone = false;
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bool NameChanger = false;
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bool OwnSelf = false;
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bool RandomName = false;
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bool Rapidfire = false;
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bool BoatFly = false;
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bool VelocityFly = true;
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bool BoatSpeedhack = false;
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bool BringAllItems = false; // Noch nichts
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bool RevivePlayer = false;// Noch nichts
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bool NoCams = false;
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bool HideWalls = false;
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bool PlayerFly = false;
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bool PeacefullMode = false;
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bool Spawner = false;
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bool SilentItemSpawner = false;
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bool LoadLevel_ = false;
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bool Godmode = false;
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bool InfiniteSanity = false;
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bool SpeedHack = false;
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bool InfiniteStamina = false;
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bool AutoRespawnPlayers = true;
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bool wtf_ = false;
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bool IniShitsLevel[5];
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bool IniShitsPlayer[7];
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bool SpawnItem = false;
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Items ItemToSpawn;
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float PlayerFlySpeedY = 100.0f;
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float Fov = 90.0f;
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float Speed = 1000.0f;
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float BoatSpeed = 3000.0f;
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int PlayerCount_SettingServer = 4;
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int PlayerPicked = 0;
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int PlayerPicked_S = 0;
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std::string ActorFilter = "";
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//For Name Changer
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std::wstring LevelToLoad = L"";
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std::wstring NameTo_set = L"Nizi7010"; //GWorld:0x04C67430
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std::wstring OriginalName = L"";
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std::wstring MessageSpoof = L"";
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std::wstring NameOfVictim = L"";
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SDK::FVector2D WindowPos{ 500.0f, 475.0f };
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SDK::FVector LastServerPosition;
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}
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void Backend::CallbackNewLevel()
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{
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Settings::PlayerPicked = -1;
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Settings::PlayerPicked_S = -1;
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NewLevelEvent.TriggerEvent();
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}
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void Settings::SetName_NameChanger(std::wstring name) {
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NameTo_set = name;
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Settings::IniShitsLevel[3] = false;
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}
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std::wstring Algorithm_(std::wstring input) {
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std::wstring out = L"";
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for (size_t i = 0; i < input.size(); i++)
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{
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auto letternormal = input[i];
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auto letterLower = (wchar_t)std::tolower(letternormal, std::locale());
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bool hasChangedSize = (letternormal != letterLower);
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switch (letterLower)
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{
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case L'i':
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out += (hasChangedSize) ? L'Í' : L'í';
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break;
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case L'u':
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out += (hasChangedSize) ? L'Ú' : L'ú';
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break;
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default:
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out += letternormal;
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break;
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}
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}
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return out;
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} |