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Create includes.h
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includes.h

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#pragma once
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#pragma warning( disable : 4244 )
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#pragma warning( disable : 4309 )
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#pragma warning( disable : 4838 )
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#pragma warning( disable : 4800 )
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#pragma warning( disable : 4334 )
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#pragma warning( disable : 4305 )
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#pragma warning( disable : 4805 )
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#pragma warning( disable : 4018 )
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#pragma warning( disable : 4172 )
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#pragma warning( disable : 4042 )
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#pragma warning( disable : 4996 )
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#include <SFML/Graphics.hpp>
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#include <SFML/Audio.hpp>
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#pragma comment(lib,"wininet.lib")
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#pragma comment(lib, "Dwmapi.lib")
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#include <windows.h>
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#include <windowsx.h>
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#include <stdio.h>
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#include <psapi.h>
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#include <time.h>
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#include <math.h>
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#include <string>
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#include <iostream>
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#include <Dwmapi.h>
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#include <TlHelp32.h>
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#include <stack>
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#include <vector>
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#include <future>
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#include <wchar.h>
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#include <sstream>
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#include <thread>
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#include <chrono>
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#include <list>
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#include <tchar.h>
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#include <locale>
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#include <codecvt>
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#define MAX_ENTITY 1024
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// Entitiy type struct
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extern struct ItemAsset_t{
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int entityId;
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std::string className;
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std::string displayName;
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int fontType = 1;
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int fontSize = 12;
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sf::Color textColor;
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sf::Color bgColor;
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sf::Color textOutlineColor;
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int textOutlineSize;
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int inboxFontType = 1;
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int inboxFontSize = 12;
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sf::Color inboxTextColor;
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int subtextFontType = 1;
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int subtextFontSize = 9;
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sf::Color subtextColor;
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sf::Color subtextOutlineColor;
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int subtextOutlineSize = 0;
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int itemType = 0;
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sf::Sprite icon;
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bool hasIcon;
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};
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// Vectors
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extern struct Vector2{
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float x = 0;
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float y = 0;
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};
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extern struct Vector3{
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float x = 0;
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float y = 0;
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float z = 0;
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};
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extern struct Vector4{
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float x = 0;
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float y = 0;
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float z = 0;
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float w = 0;
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};
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extern struct VectorRect{
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int x = 0;
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int y = 0;
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int w = 0;
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int h = 0;
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};
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// its for Player Inventory Box Item
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extern struct BoxItem_t{
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int itemId = 0;
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int count = 0;
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std::string className = "";
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std::string displayName = "";
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ItemAsset_t itemConfig;
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sf::Sprite icon;
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bool hasIcon;
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};
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// its for entity player weapon details
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extern struct playerWeapon{
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int itemId = 0;
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int ammoCur = 0;
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int ammoMax = 0;
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std::string displayName = "";
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sf::Text textWeaponName;
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sf::Text textWeaponAmmo;
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};
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// its for world to screen
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// i found this from ESP source for PUBGM v0.17.0 on Gameloop
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extern struct D3DMatrix{
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float _11, _12, _13, _14;
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float _21, _22, _23, _24;
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float _31, _32, _33, _34;
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float _41, _42, _43, _44;
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};
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// its for player bound calculate
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// i found this from ESP source for PUBGM v0.17.0 on Gameloop
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extern struct FTTransform2_t{
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Vector4 Rotation;
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Vector3 Translation;
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float ddd;
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Vector3 Scale3D;
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};
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// Colorful terminal write lines
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#include "termcolor.hpp"
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// Converting types. Ex: str to float..
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#include "Convert.h"
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// Ini fine reader
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#include "INIReader.h"
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/*
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Soryy for this
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but i removed some headers from this about bypass gameloop detection
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i can't share the my special method
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*/
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// these same like BypaPH - Process Hacker's bypass (read/write any process virtual memory & kernel mem)
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#include "Driver.hpp"
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#include "BypaPH.hpp"
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// these about find process id and scanning memory
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// same like https://github.com/fly8888/pubg-mobile-esp
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#include "ProcManager.h"
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#include "MemoryManager.h"
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// SFML library
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#include "Overlay.h"
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// Icons,fonts and audio
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#include "AssetManager.h"
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// Entity class and other details
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#include "EntityClasses.h"
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// An Entity object
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#include "Entity.h"
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// ESP scanner
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#include "Esp.h"

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