⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 cvar.h

📁 我对他如何控制准星、显示敌友很好奇
💻 H
字号:
#ifndef  HEADER_CVAR_H
#define  HEADER_CVAR_H


//=======================================================================================
class CVARList 
{
public:
	// registers all cvars with the command processor, and initializes them
	void init();

public:
	int trans,smoke,flash;  // entity wallhack, remove smoke, remove flash
	int sniper,glow,esp;    // sniper blackout fix, player glow, weapon esp
	float recoil;           // recoil compensation multiplier (1.0 .. 2.0 = best)
	int jump,duck;          // bunny-hop, duck-jump
	int light,lock,team;    // night vision, target locking, team aiming (0=enemies,1=everyone,2=friends)
	int aim,mode;           // autoaim, mode (0=distance/1=angle)
	int shoot,lambert,wall; // autoshoot, lambert (bright player models), wallhack mode (0=off,1=xqz2,2=asus)
	int aimthru,barrel;     // aim through walls, barrel length (0=off)
	int spiked,box,glextra; // spiked models (spike length, 0=off), box esp (0=off,1=hlh style,2=ogc style), opengl modifications
	int weapon,name,info;   // weapon esp, name esp, info modes
	int tglow, sglow, distance; // different target color, special colors (bomb carrier/vip), distance esp
	
	int   pred;       // prediction on/off
	int   predback;   // look x frames back in history (default: 1)
	float predahead;  // extrapolation factor (default:0.25)

	float fov;              // aimbot field of view (degrees)
	float ftime, dtime;     // autoburst fire time, autoburst delay time
	float sdelay, rdelay;   // autoburst start delay, autoburst release delay
	int burstflags;         // autoburst weapon flags
	int autoburst, confont; // autoburst on/off, esp font selection (0/1)
	int cross;    // crosshair 0=off, 1/2/3/4/5/6
	int mirror;   // mirror on/off
	int mirrorx;  
	int mirrory;
	int mirrorw;
	int mirrorh;
	int czoom;       // continuous zoom
	int soundaim;    // auto-aim on sound targets
	int soundtol;    // tolerance for sound filter 
	float soundtime; // how long to hold sound markers
	int soundmax;    // maximum number of sound markers displayed
	int soundfilter; // 0=no sound hack, 1=only non-visible, 2=enemies only, 3=all
	int disabled1;   // block filtered commands on/off (see "block" command)
	int bombtimer;   // bomb timer on/off
    int avdraw;      // draw current aim vectors on current target.
	int systime;     // current time display on/off
	int messages;    // enable/disable console output
	int msoundfix;   // mirror sound fix (costs some frames)
	float randmax;   // aiming randomizer radius.
	float randspeed; // aiming randomizer speed.
	int log;         // log commands issued to the hl engine in a file
	int radar;       // radar: 0=off 1=off
	int radar_x; 
	int radar_y; 
	int radar_size;    
	float radar_range;
	int antizoom;    // prevent weapon zoom with sniper rifles
	int pistol;      // auto-fire for pistols

	float smooth;    // smooth aiming (max degrees aiming correction change per frame)
	int speedon;     // speed burst time
	int speedoff;    // pause time after a speed burst.
	float speed;     // speed multiplier (default=1=speedhack off)
	float aspeed;    // automatic speed while shooting multiplier (default=1=speedhack off)
	int blood;       // more blood 0=off, 1..30 
	int hud;         // 1=allow hud color changes
	int death;       // 1=show death info
	int protect;     // unused

	int con_x,con_y,con_w,con_h;
	int menu_x,menu_y,menu_w;
	int con_slidespeed;  // in pixels/frame
	int text_background; // esp text background tinting

	int snake_x,snake_y; 
	int snake_highscore[5];
	float predtime2; // unused
	int drawaim;     // unused
	int ignore;      // ignore entity death status (usefull for debugging csg servers)
	int winamp_player; // winamp player on/off
	int dummy2;      // unused
	
	int sounddisplay;   // 0=off, 1=squares, 2=text
	int soundradar;     // 0=don't show sound on radar, 1=show sound on radar
	int inpvs;          // number of frames a entity is kept in pvs if server updates are misssing...
	int cdauth;         // send cd auth on/off

	int tlight;         // target light radius
	int silent;         // silent run
	int modelaim;       // model based aiming on/off

	int    wa_active; // winamp control active
	float  wa_fadeinspeed; 
	float  wa_fadeoutspeed;
	float  hl_vol1; // hl volume when dead
	float  hl_vol2; // hl volume when alive
	int    wa_vol1; // winamp volume when alive
	int    wa_vol2; // winamp volume when dead
	
	int menusound; //unused
	int lockcd;    //unused
	int nosky;     //unused

	int stats;
	int saystats;

	float height_correction; 
	
	int wa_title;
	int wa_autovolume;

	int sec_dump;
	int sec_hash1;
	int sec_hash2;
	int sec_size;
	int sec_check;

	float chaseofs; // for calcscreen, how much behind us is the chasecam?
	int reload;
	
	float esp_offs;
	int   esp_wrap;
	int   esp_line;

	int grenadeshell; // grenade glow shell size

	int am_nade_dodge;     // dodge grenades 0=off 1=all 2=only_enemy_grenades
	float am_nade_mindist; // minimum distance to keep from grenades
	
	float am_player_mindist; // minimum distance to keep from players
	float am_player_maxdist; // maximum distance to keep from players
	int am_followmode;       // 0=off 1=follow_all_player 2=follow_teammates 3=follow_enemies 4=follow_specific_player
	int am_interceptmode;    // reserved

	int alive_method; // alive detection method, 0=scoreattrib 1=resethud+deathmsg
	int esp_background;

};

extern CVARList cvar;

#endif

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -