TEXT Code:
Studio_Menu ( 20, 20 , "D3D by MayLo", pDevice);
Engine_Button ( 23 , 51 , Varm.Menu0, " Weapons ", pDevice);
Engine_Button ( 23 , 51 + 28 , Varm.Menu1, " CAP ", pDevice);
Engine_Button ( 23 , 51 + 28 * 2 , Varm.Menu2, " PAM ", pDevice);
Engine_Button ( 23 , 51 + 28 * 3 , Varm.Menu4, " Magnet ", pDevice);
Engine_Button ( 23 , 51 + 28 * 4 , Varm.Menu3, " Other ", pDevice);
Engine_Button ( 23 , 51 + 28 * 5 , Varm.cvet, " Colors of the CAP ", pDevice);
if (Varm.Menu0)
{
// Engine_CheckBox ( 23 , 51, Varm.otdacha , "There is no recoil ", pDevice);
// Engine_CheckBox ( 23 , 51 + 21 , Varm.zam , "There is no spread ", pDevice);
// Engine_CheckBox ( 23 , 51 + 21 * 2 , Varm.Tochnost , " accuracy ", pDevice);
// Engine_CheckBox ( 23 , 51 + 21 * 3 , Varm.Tochnost , " Accuracy [100 ]", pDevice);
Engine_CheckBox ( 23 , 51 + 21 * 4 , Varm.flash, " No Blind ", pDevice);
// Engine_CheckBox ( 23 , 51 + 21 * 5 , Varm.glush , " Silencer ", pDevice);
Engine_CheckBox ( 23 , 51 + 21 * 6 , Varm.bnojl, " Quick knife [ LMC ]", pDevice);
Engine_CheckBox ( 23 , 51 + 21 * 7 , Varm.bnojk, " Quick knife [ PTP ]", pDevice);
Engine_Scroll ( 23 , 51 + 21 * 8 , Varm.Ckoroctrel2, m2, 4, " Rate of fire ", pDevice);
}
if (Varm.Menu1)
{
Engine_CheckBox ( 23 , 51 , Varm.ESPSkel, "ESP Skeleton ", pDevice);
Engine_CheckBox ( 23 , 51 + 21 , Varm.ESP_3D, "ESP Stroke ", pDevice);
Engine_CheckBox ( 23 , 51 + 21 * 2 , Varm.ESP_Dist, "ESP Distance ", pDevice);
Engine_CheckBox ( 23 , 51 + 21 * 3 , Varm.ESPName, "ESP Nicky ", pDevice);
Engine_CheckBox ( 23 , 51 + 21 * 4 , Varm.Line, "ESP lines ", pDevice);
Engine_CheckBox ( 23 , 51 + 21 * 5 , Varm.vzryv, "ESP grenades and mines ", pDevice);
Engine_CheckBox ( 23 , 51 + 21 * 6 , Varm.wp, "ESP Weapon ", pDevice);
Engine_Scroll ( 23 , 51 + 21 * 7 , Varm.tm, komand, 1 , "Selection of command ", pDevice);
}
if (Varm.Menu2)
{
Engine_CheckBox ( 23 , 51 , Varm.OnAim, " aimbot ", pDevice);
if (Varm.OnAim)
{
Engine_Scroll ( 23 , 51 + 21 , Varm.bon, AimON, 1 " body part ", pDevice);
Engine_Scroll ( 23 , 51 + 21 * 2 , Varm.AimKey, m3, 2 " button AIMA ", pDevice);
Engine_CheckBox ( 23 , 51 + 21 * 3 , Varm.probiv, " Accounting for head protection ", pDevice);
Engine_CheckBox ( 23 , 51 + 21 * 4 , Varm.NoAim, " Otkl.Aimbota on bosses ", pDevice);
}
}
if (Varm.Menu4)
{
Engine_CheckBox ( 23 , 51 , Varm._fMag, " Magnet [CAPS_LOCK]", pDevice);
if (Varm._fMag)
{
Engine_Scroll ( 23 , 51 + 21 , Varm._fMagX, MN, 17 , "X:", pDevice);
Engine_Scroll ( 23 , 51 + 21 * 2 , Varm._fMagY, MN, 17 , "Y:", pDevice);
Engine_Scroll ( 23 , 51 + 21 * 3 , Varm._fMagZ, MN, 17 , "Z:", pDevice);
Engine_CheckBox ( 23 , 51 + 21 * 4 , Varm.NoMG, " Otkl.Magnita on bosses ", pDevice);
}
}
if (Varm.Menu3)
{
// Engine_CheckBox ( 23 , 51, Varm.beg , " Endurance ", pDevice);
// Engine_CheckBox ( 23 , 51 + 21 , Varm.podkat , " Long tackle ", pDevice);
Engine_CheckBox ( 23 , 51 + 21 * 2 , Varm.np, " There is no damage from the fall ", pDevice);
// Engine_CheckBox ( 23 , 51 + 21 * 3 , Varm.tem , " Darkness mod ", pDevice);
Engine_CheckBox ( 23 , 51 + 21 * 4 , Varm.vzlet, " Rise [V]", pDevice);
Engine_CheckBox ( 23 , 51 + 21 * 5 , Varm.Kasper, " Casper [Q]", pDevice);
Engine_CheckBox ( 23 , 51 + 21 * 6 , Varm.sped, " Run Speed [SHIFT]", pDevice);
Engine_CheckBox ( 23 , 51 + 21 * 7 , Varm.vid3, " View of 3 persons [F1]", pDevice);
Engine_CheckBox ( 23 , 51 + 21 * 8 , Varm.jump, " High jump [X1]", pDevice);
}
if (Varm.cvet)
{
M1Chams ( 23 , 51, " Color of the enemy in front of you ", Varm.ColorVisible, RED, GREEN, BLUE, Aqua, CHOCOLATE2, WHITE, ORANGE, PURPLE, GREY, GOLD2, pDevice);
M1Chams ( 23 , 51 + 21 , "Color of the enemy behind a wall ", Varm.ColorHiden, RED, GREEN, BLUE, Aqua, CHOCOLATE2, WHITE, ORANGE, PURPLE, GREY, GOLD2, pDevice);
M1Chams ( 23 , 51 + 21 * 2 , "The Color of weapons ", Varm.ColorHiden1, LIME, GREEN, BLUE, Aqua, CHOCOLATE2, RED, ORANGE, PURPLE, GREY, GOLD2, pDevice);
M1Chams ( 23 , 51 + 21 * 3 , " Color grenades and mines ", Varm.ColorHiden2, LIME, GREEN, BLUE, Aqua, CHOCOLATE2, RED, ORANGE, PURPLE, GREY, GOLD2, pDevice);
}
typedef long (__stdcall *oReset )( IDirect3DDevice9* pDevice, D3DPRESENT_PARAMETERS* pPresentationParameters);
typedef IDirect3D9* (__stdcall *DIRECT3DCREATE9)(unsigned int);
typedef HRESULT (WINAPI* oEndScene)(LPDIRECT3DDEVICE9 pDevice);
oEndScene pEndScene = NULL;()