?? cvar.h
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#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
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