Add project files (part 1/2)
Co-Authored-By: Claude Sonnet 5 <[email protected]>
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// Backtrack — Uses lag to make players easier to hit.
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// category: combat descriptor: 0x2edad0 settings block: 0x2edcc8
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// functions: gui backtrack_gui, register backtrack_register, status backtrack_status
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// implementation: src/logic/combat/backtrack.cpp
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#pragma once
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#include "slinky/api.h"
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S(str_main_in_backtrack); // "Main"
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S(str_real_position_indicator); // "Real position indicator"
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S(str_conditions_in_backtrack); // "Conditions"
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S(str_target_dist); // "target_dist"
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S(str_delay_in_backtrack); // "delay"
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S(str_max_hurt_time_in_backtrack); // "max_hurt_time"
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S(str_cooldown_in_backtrack); // "cooldown"
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S(str_disable_on_hit); // "disable_on_hit"
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S(str_render_remote_pos); // "render_remote_pos"
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S(str_indicator_color); // "indicator_color"
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S(str_indicator_line_width); // "indicator_line_width"
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S(str_indicator_filled); // "indicator_filled"
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S(str_indicator_rotate); // "indicator_rotate"
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S(str_require_mouse_pressed_in_backtrack); // "require_mouse_pressed"
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S(str_require_weapon_in_backtrack); // "require_weapon"
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S(str_0fms); // "%.0fms"
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D(backtrack_indicator_line_width_setting); // setting num "indicator_line_width"
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D(backtrack_indicator_color_setting); // setting key "indicator_color"
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D(backtrack_indicator_rotate_setting); // setting bool "indicator_rotate"
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D(backtrack_indicator_filled_setting); // setting bool "indicator_filled"
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D(backtrack_max_hurt_time_setting); // setting num "max_hurt_time"
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D(backtrack_target_dist_setting); // setting rng "target_dist"
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D(backtrack_delay_setting); // setting num "delay"
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extern "C" float backtrack_delay; // current value of setting "delay" (+0x30)
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D(backtrack_cooldown_setting); // setting num "cooldown"
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D(backtrack_require_mouse_pressed_setting); // setting bool "require_mouse_pressed"
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D(backtrack_require_weapon_setting); // setting bool "require_weapon"
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D(backtrack_disable_on_hit_setting); // setting bool "disable_on_hit"
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D(backtrack_render_remote_pos_setting); // setting bool "render_remote_pos"
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D(backtrack_render_remote_pos); // current value of setting "render_remote_pos" (+0x18)
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extern "C" void backtrack_gui(void *gui, void *window) {
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W_label(gui, window, str_main_in_backtrack);
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W_range(window, gui, backtrack_target_dist_setting);
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W_slider(window, gui, backtrack_delay_setting);
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W_slider(window, gui, backtrack_max_hurt_time_setting);
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W_slider(window, gui, backtrack_cooldown_setting);
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W_bool(window, gui, backtrack_disable_on_hit_setting);
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W_label(gui, window, str_real_position_indicator);
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W_bool(window, gui, backtrack_render_remote_pos_setting);
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if (*(unsigned char *)backtrack_render_remote_pos == 1) {
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W_color(window, gui, backtrack_indicator_color_setting);
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W_slider(window, gui, backtrack_indicator_line_width_setting);
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W_bool(window, gui, backtrack_indicator_filled_setting);
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W_bool(window, gui, backtrack_indicator_rotate_setting);
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}
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W_label(gui, window, str_conditions_in_backtrack);
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W_bool(window, gui, backtrack_require_mouse_pressed_setting);
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W_bool(window, gui, backtrack_require_weapon_setting);
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}
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extern "C" void backtrack_register(void *module) {
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R_rng(module, str_target_dist, backtrack_target_dist_setting);
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R_num(module, str_delay_in_backtrack, backtrack_delay_setting);
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R_num(module, str_max_hurt_time_in_backtrack, backtrack_max_hurt_time_setting);
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R_num(module, str_cooldown_in_backtrack, backtrack_cooldown_setting);
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R_bool(module, str_disable_on_hit, backtrack_disable_on_hit_setting);
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R_bool(module, str_render_remote_pos, backtrack_render_remote_pos_setting);
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R_key(module, str_indicator_color, backtrack_indicator_color_setting);
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R_num(module, str_indicator_line_width, backtrack_indicator_line_width_setting);
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R_bool(module, str_indicator_filled, backtrack_indicator_filled_setting);
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R_bool(module, str_indicator_rotate, backtrack_indicator_rotate_setting);
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R_bool(module, str_require_mouse_pressed_in_backtrack, backtrack_require_mouse_pressed_setting);
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R_bool(module, str_require_weapon_in_backtrack, backtrack_require_weapon_setting);
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}
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extern "C" void backtrack_status(void *self) {
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log_fmt(self, 0x20, str_0fms, (double)backtrack_delay);
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}
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