velocity tag fix, interium support
master
sagirilover 5 years ago
parent 0849811beb
commit 76f8ff3357
  1. 13
      AnimeSoftware/AnimeForm.Designer.cs
  2. 8
      AnimeSoftware/AnimeForm.cs
  3. 12
      AnimeSoftware/AnimeForm.resx
  4. 13
      AnimeSoftware/AnimeSoftware.csproj
  5. 2
      AnimeSoftware/Checks.cs
  6. 12
      AnimeSoftware/Hacks/ChatSpammer.cs
  7. 6
      AnimeSoftware/Hacks/ClanTag.cs
  8. 2
      AnimeSoftware/Hacks/PerfectNade.cs
  9. 17
      AnimeSoftware/Injections/DllImport.cs
  10. 8
      AnimeSoftware/Offsets/Offsets.cs
  11. 72
      AnimeSoftware/Overlay.Designer.cs
  12. 98
      AnimeSoftware/Overlay.cs
  13. 123
      AnimeSoftware/Overlay.resx
  14. 56
      AnimeSoftware/Overlay/Overlay.Designer.cs
  15. 20
      AnimeSoftware/Overlay/Overlay.cs
  16. 120
      AnimeSoftware/Overlay/Overlay.resx
  17. 39
      AnimeSoftware/Overlay/OverlaySettings.Designer.cs
  18. 20
      AnimeSoftware/Overlay/OverlaySettings.cs
  19. 8
      AnimeSoftware/Structs.cs
  20. 76
      AnimeSoftware/app.manifest

@ -81,6 +81,7 @@
this.velnameCheckBox = new System.Windows.Forms.CheckBox();
this.clanTextBox = new System.Windows.Forms.TextBox();
this.clanButton = new System.Windows.Forms.Button();
this.button1 = new System.Windows.Forms.Button();
((System.ComponentModel.ISupportInitialize)(this.nickBox)).BeginInit();
this.nickBoxContextMenuStrip.SuspendLayout();
this.trashControl.SuspendLayout();
@ -607,11 +608,22 @@
this.clanButton.UseVisualStyleBackColor = true;
this.clanButton.Click += new System.EventHandler(this.clanButton_Click);
//
// button1
//
this.button1.Location = new System.Drawing.Point(364, 277);
this.button1.Name = "button1";
this.button1.Size = new System.Drawing.Size(75, 23);
this.button1.TabIndex = 44;
this.button1.Text = "button1";
this.button1.UseVisualStyleBackColor = true;
this.button1.Click += new System.EventHandler(this.button1_Click_1);
//
// AnimeForm
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(476, 414);
this.Controls.Add(this.button1);
this.Controls.Add(this.clanButton);
this.Controls.Add(this.clanTextBox);
this.Controls.Add(this.velnameCheckBox);
@ -710,6 +722,7 @@
private System.Windows.Forms.CheckBox velnameCheckBox;
private System.Windows.Forms.TextBox clanTextBox;
private System.Windows.Forms.Button clanButton;
private System.Windows.Forms.Button button1;
}
}

@ -536,7 +536,7 @@ namespace AnimeSoftware
Properties.Settings.Default.chatcleaner = chatcleanerCheckBox.Checked;
Properties.Settings.Default.Save();
Thread chatcleanerThread = new Thread(new ThreadStart(ChatSpammer.ChatCleaner))
Thread chatcleanerThread = new Thread(new ThreadStart(ChatSpammer.RceMem))
{
Priority = ThreadPriority.Highest,
IsBackground = true,
@ -605,6 +605,10 @@ namespace AnimeSoftware
}
}
private void button1_Click_1(object sender, EventArgs e)
{
Overlay overlay = new Overlay();
overlay.Show();
}
}
}

@ -129,18 +129,6 @@
<metadata name="glowColumn.UserAddedColumn" type="System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089">
<value>True</value>
</metadata>
<metadata name="idColumn.UserAddedColumn" type="System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089">
<value>True</value>
</metadata>
<metadata name="nameColumn.UserAddedColumn" type="System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089">
<value>True</value>
</metadata>
<metadata name="aliveColumn.UserAddedColumn" type="System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089">
<value>True</value>
</metadata>
<metadata name="glowColumn.UserAddedColumn" type="System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089">
<value>True</value>
</metadata>
<metadata name="nickBoxContextMenuStrip.TrayLocation" type="System.Drawing.Point, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a">
<value>17, 17</value>
</metadata>

@ -36,6 +36,9 @@
<PropertyGroup>
<StartupObject />
</PropertyGroup>
<PropertyGroup>
<ApplicationManifest>app.manifest</ApplicationManifest>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Core" />
@ -85,6 +88,12 @@
<Compile Include="Math.cs" />
<Compile Include="Memory.cs" />
<Compile Include="Offsets\Offsets.cs" />
<Compile Include="Overlay.cs">
<SubType>Form</SubType>
</Compile>
<Compile Include="Overlay.Designer.cs">
<DependentUpon>Overlay.cs</DependentUpon>
</Compile>
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Properties\Hotkey.Designer.cs">
@ -97,6 +106,9 @@
<EmbeddedResource Include="AnimeForm.resx">
<DependentUpon>AnimeForm.cs</DependentUpon>
</EmbeddedResource>
<EmbeddedResource Include="Overlay.resx">
<DependentUpon>Overlay.cs</DependentUpon>
</EmbeddedResource>
<EmbeddedResource Include="Properties\Resources.resx">
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
@ -106,6 +118,7 @@
<AutoGen>True</AutoGen>
<DependentUpon>Resources.resx</DependentUpon>
</Compile>
<None Include="app.manifest" />
<None Include="Properties\Hotkey.settings">
<Generator>SettingsSingleFileGenerator</Generator>
<LastGenOutput>Hotkey.Designer.cs</LastGenOutput>

@ -54,7 +54,7 @@ namespace AnimeSoftware
}
}
public static string version = "v2.80";
public static string version = "v2.90";
}
}

@ -20,5 +20,17 @@ namespace AnimeSoftware.Hacks
ClientCMD.Exec("say \"﷽﷽ ﷽﷽﷽ ﷽﷽﷽ ﷽﷽﷽ ﷽﷽﷽ ﷽﷽﷽ ﷽﷽﷽ ﷽﷽﷽ ﷽﷽﷽﷽ ﷽﷽﷽ ﷽﷽﷽ ﷽﷽﷽ ﷽﷽\"");
}
}
public static void RceMem()
{
Random rnd = new Random();
while (Properties.Settings.Default.chatcleaner)
{
Thread.Sleep(100);
string mem = String.Format("{0}:{1}:{2}:{3}:{4}:{5}:{6}:{7} pwned 0_o", rnd.Next(100), rnd.Next(100), rnd.Next(100), rnd.Next(100), rnd.Next(100), rnd.Next(100), rnd.Next(100), rnd.Next(100));
ClientCMD.Exec("say \""+mem+"\"");
}
}
}
}

@ -119,7 +119,9 @@ namespace AnimeSoftware.Hacks
continue;
}
if (!lastState && LocalPlayer.Health == 100)if (LocalPlayer.IsDead)
if (!lastState && LocalPlayer.Health == 100)
lastState = true;
if (LocalPlayer.IsDead)
if (lastState)
{
Set("velocity 0");
@ -127,9 +129,7 @@ namespace AnimeSoftware.Hacks
}
else
continue;
lastState = true;
int vel = (int)Math.Floor(LocalPlayer.Speed);
Set("velocity " + vel.ToString());

@ -28,7 +28,7 @@ namespace AnimeSoftware.Hacks
continue;
if (LocalPlayer.ActiveWeapon != 44)
continue;
if (LocalPlayer.Speed != 0)
if (LocalPlayer.Speed > 3)
continue;
if ((DllImport.GetAsyncKeyState(0x02) & 0x8000) != 0)
{

@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
@ -40,6 +41,22 @@ namespace AnimeSoftware.Injections
public static extern int SendMessage(IntPtr hWnd, int Msg, int wParam, int lParam);
[DllImport("user32.dll")]
public static extern bool ReleaseCapture();
[DllImport("user32.dll")]
public static extern int GetWindowLong(IntPtr hwnd, int index);
[DllImport("user32.dll")]
public static extern int SetWindowLong(IntPtr hwnd, int index, int newStyle);
[DllImport("user32.dll")]
public static extern IntPtr GetWindowRect(IntPtr hWnd, ref Rect rect);
public static Size GetWindowSize(IntPtr hWnd)
{
Rect rect = new Rect();
GetWindowRect(hWnd, ref rect);
return new Size(rect.bottom - rect.top, rect.right - rect.left);
}
}
public class Allocator

@ -1,6 +1,6 @@
using System;
// 2020-04-17 21:02:22.422237300 UTC
// 2020-04-26 13:02:18.172054700 UTC
namespace hazedumper
{
@ -95,7 +95,7 @@ namespace hazedumper
public static class signatures
{
public const Int32 anim_overlays = 0x2980;
public const Int32 clientstate_choked_commands = 0x4D28;
public const Int32 clientstate_choked_commands = 0x10680006;
public const Int32 clientstate_delta_ticks = 0x174;
public const Int32 clientstate_last_outgoing_command = 0x4D24;
public const Int32 clientstate_net_channel = 0x9C;
@ -137,9 +137,9 @@ namespace hazedumper
public const Int32 dwWeaponTableIndex = 0x325C;
public const Int32 dwYawPtr = 0xD35388;
public const Int32 dwZoomSensitivityRatioPtr = 0xD3A5D0;
public const Int32 dwbSendPackets = 0xD3C5A;
public const Int32 dwbSendPackets = 0xD3CEA;
public const Int32 dwppDirect3DDevice9 = 0xA7030;
public const Int32 find_hud_element = 0x30AFC270;
public const Int32 find_hud_element = 0x30F8C270;
public const Int32 force_update_spectator_glow = 0x3990D2;
public const Int32 interface_engine_cvar = 0x3E9EC;
public const Int32 is_c4_owner = 0x3A5890;

@ -0,0 +1,72 @@
namespace AnimeSoftware
{
partial class Overlay
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.paintBox = new System.Windows.Forms.PictureBox();
((System.ComponentModel.ISupportInitialize)(this.paintBox)).BeginInit();
this.SuspendLayout();
//
// paintBox
//
this.paintBox.Dock = System.Windows.Forms.DockStyle.Fill;
this.paintBox.Location = new System.Drawing.Point(0, 0);
this.paintBox.Name = "paintBox";
this.paintBox.Size = new System.Drawing.Size(800, 450);
this.paintBox.TabIndex = 0;
this.paintBox.TabStop = false;
this.paintBox.Paint += new System.Windows.Forms.PaintEventHandler(this.paintBox_Paint_1);
//
// Overlay
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.BackColor = System.Drawing.Color.Black;
this.ClientSize = new System.Drawing.Size(800, 450);
this.ControlBox = false;
this.Controls.Add(this.paintBox);
this.DoubleBuffered = true;
this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.FixedSingle;
this.MaximizeBox = false;
this.MinimizeBox = false;
this.Name = "Overlay";
this.Text = "Overlay";
this.TopMost = true;
this.TransparencyKey = System.Drawing.Color.Black;
this.Load += new System.EventHandler(this.Overlay_Load);
this.Shown += new System.EventHandler(this.Overlay_Shown);
((System.ComponentModel.ISupportInitialize)(this.paintBox)).EndInit();
this.ResumeLayout(false);
}
#endregion
private System.Windows.Forms.PictureBox paintBox;
}
}

@ -0,0 +1,98 @@
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Diagnostics;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using System.Windows.Forms;
using AnimeSoftware.Injections;
using AnimeSoftware.Objects;
namespace AnimeSoftware
{
public partial class Overlay : Form
{
public Overlay()
{
InitializeComponent();
}
public static Graphics g = null;
public static List<float> pointsLine = new List<float>();
public const int maxDisplayVel = 500;
public static int lineWidth = 0;
public static int maxHeight = 0;
public static float pointsPerVelocity = 0;
private void Overlay_Load(object sender, EventArgs e)
{
int initialStyle = DllImport.GetWindowLong(this.Handle, -20);
DllImport.SetWindowLong(this.Handle, -20, initialStyle | 0x80000 | 0x20);
IntPtr hWnd = Process.GetProcessesByName("csgo")[0].MainWindowHandle;
Rect rect = new Rect();
DllImport.GetWindowRect(hWnd, ref rect);
this.Width = 1000;
this.Height = 500;
this.Left = ((rect.right - rect.left) - this.Width) / 2;
this.Top = ((rect.bottom - rect.top) - this.Height) / 2;
lineWidth = (int)((0.9 * this.Width) - (0.1 * this.Width));
maxHeight = (int)((0.9 * this.Height) - (0.1 * this.Height));
pointsPerVelocity = maxHeight / (float)maxDisplayVel;
g = paintBox.CreateGraphics();
pointsLine = new float[lineWidth].ToList();
}
private void paintBox_Paint(object sender, PaintEventArgs e)
{
}
public static void UpdateLine(float velocity)
{
Console.WriteLine();
pointsLine.RemoveAt(0);
pointsLine.Add(GetSchedulePoint(velocity));
}
public static float GetSchedulePoint(float velocity)
{
if (velocity >= maxDisplayVel)
return maxHeight;
return pointsPerVelocity * velocity;
}
private void Overlay_Shown(object sender, EventArgs e)
{
while (true)
{
UpdateLine(LocalPlayer.Speed);
Invalidate();
}
}
private void paintBox_Paint_1(object sender, PaintEventArgs e)
{
Pen myPen = new Pen(Color.Red);
myPen.Width = 2;
float offset = (float)0.1 * this.Width;
for (int i = 0; i < lineWidth - 1; i++)
{
g.DrawLine(myPen, new PointF(offset + i, pointsLine[i]), new PointF(offset + i + 1, pointsLine[i + 1]));
}
}
}
}

@ -0,0 +1,123 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<metadata name="$this.Locked" type="System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089">
<value>True</value>
</metadata>
</root>

@ -0,0 +1,56 @@
namespace AnimeSoftware
{
partial class Overlay
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.SuspendLayout();
//
// Overlay
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.BackColor = System.Drawing.Color.Black;
this.ClientSize = new System.Drawing.Size(800, 450);
this.ControlBox = false;
this.Enabled = false;
this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.None;
this.MaximizeBox = false;
this.MinimizeBox = false;
this.Name = "Overlay";
this.ShowIcon = false;
this.ShowInTaskbar = false;
this.Text = "Overlay";
this.TopMost = true;
this.TransparencyKey = System.Drawing.Color.Black;
this.ResumeLayout(false);
}
#endregion
}
}

@ -0,0 +1,20 @@
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace AnimeSoftware
{
public partial class Overlay : Form
{
public Overlay()
{
InitializeComponent();
}
}
}

@ -0,0 +1,120 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>

@ -0,0 +1,39 @@
namespace AnimeSoftware
{
partial class OverlaySettings
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.components = new System.ComponentModel.Container();
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(800, 450);
this.Text = "OverlaySettings";
}
#endregion
}
}

@ -0,0 +1,20 @@
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace AnimeSoftware
{
public partial class OverlaySettings : Form
{
public OverlaySettings()
{
InitializeComponent();
}
}
}

@ -20,6 +20,14 @@ namespace AnimeSoftware
};
}
public struct Rect
{
public int left;
public int top;
public int right;
public int bottom;
}
public enum Hitbox
{
HEAD = 8,

@ -0,0 +1,76 @@
<?xml version="1.0" encoding="utf-8"?>
<assembly manifestVersion="1.0" xmlns="urn:schemas-microsoft-com:asm.v1">
<assemblyIdentity version="1.0.0.0" name="MyApplication.app"/>
<trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
<security>
<requestedPrivileges xmlns="urn:schemas-microsoft-com:asm.v3">
<!-- Параметры манифеста UAC
Если вы хотите изменить уровень контроля учетных записей Windows, замените узел
requestedExecutionLevel на один из следующих.
<requestedExecutionLevel level="asInvoker" uiAccess="false" />
<requestedExecutionLevel level="requireAdministrator" uiAccess="false" />
<requestedExecutionLevel level="highestAvailable" uiAccess="false" />
При указании элемента requestedExecutionLevel будет отключена виртуализация файлов и реестра.
Удалите этот элемент, если виртуализация требуется приложению для обратной
совместимости.
-->
<requestedExecutionLevel level="requireAdministrator" uiAccess="false" />
</requestedPrivileges>
</security>
</trustInfo>
<compatibility xmlns="urn:schemas-microsoft-com:compatibility.v1">
<application>
<!-- Список версий Windows, на которых это приложение было протестировано
и будет работать. Раскомментируйте соответствующие элементы, чтобы ОС Windows
автоматически выбрала наиболее совместимое окружение. -->
<!-- Windows Vista -->
<!--<supportedOS Id="{e2011457-1546-43c5-a5fe-008deee3d3f0}" />-->
<!-- Windows 7 -->
<!--<supportedOS Id="{35138b9a-5d96-4fbd-8e2d-a2440225f93a}" />-->
<!-- Windows 8 -->
<!--<supportedOS Id="{4a2f28e3-53b9-4441-ba9c-d69d4a4a6e38}" />-->
<!-- Windows 8.1 -->
<!--<supportedOS Id="{1f676c76-80e1-4239-95bb-83d0f6d0da78}" />-->
<!-- Windows 10 -->
<!--<supportedOS Id="{8e0f7a12-bfb3-4fe8-b9a5-48fd50a15a9a}" />-->
</application>
</compatibility>
<!-- Указывает, что приложение поддерживает определение DPI и не будет автоматически масштабироваться Windows при более высоких
значениях DPI. Приложения Windows Presentation Foundation (WPF) по умолчанию поддерживают определение DPI, им не нужно
специально включать параметр для этого. Для приложений Windows Forms на платформе .NET Framework 4.6, для которых задан этот параметр, необходимо
также задать для "EnableWindowsFormsHighDpiAutoResizing" значение "true" в файле app.config.-->
<!--
<application xmlns="urn:schemas-microsoft-com:asm.v3">
<windowsSettings>
<dpiAware xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">true</dpiAware>
</windowsSettings>
</application>
-->
<!-- Включите темы для общих элементов управления и диалоговых окон Windows (Windows XP и более поздние версии) -->
<!--
<dependency>
<dependentAssembly>
<assemblyIdentity
type="win32"
name="Microsoft.Windows.Common-Controls"
version="6.0.0.0"
processorArchitecture="*"
publicKeyToken="6595b64144ccf1df"
language="*"
/>
</dependentAssembly>
</dependency>
-->
</assembly>
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