public override void runGUI() { FovCrosshair = GUILayout.Toggle(FovCrosshair, "Fov Crosshair"); ignoreFOV = GUILayout.Toggle(ignoreFOV, "Ignore FOV"); GUILayout.Label("Aim FOV: " + FOV); FOV = (float)Math.Round(GUILayout.HorizontalSlider(FOV, 1f, 360f)); ignoreDistance = GUILayout.Toggle(ignoreDistance, "Ignore Distance"); GUILayout.Label("Distance: " + distance); distance = (float)Math.Round(GUILayout.HorizontalSlider(distance, 0f, 4000f)); if (GUILayout.Button("Target: " + aimLocation.ToString())) { if (Array.IndexOf(limbs, aimLocation) == limbs.Length - 1) { aimLocation = limbs[0]; } else { aimLocation = limbs[Array.IndexOf(limbs, aimLocation) + 1]; } } #if DEBUG if (GUILayout.Button("Priority: " + attackPriority.ToString())) { if (Array.IndexOf(prioritys, attackPriority) == prioritys.Length - 1) { attackPriority = prioritys[0]; } else { attackPriority = prioritys[Array.IndexOf(prioritys, attackPriority) + 1]; } } #endif GUILayout.Space(10f); aimbot = GUILayout.Toggle(aimbot, "Aimbot"); autoTrigger = GUILayout.Toggle(autoTrigger, "Auto Trigger"); #if !FREE GUILayout.Space(10f); silentAim = GUILayout.Toggle(silentAim, "Silent Aim"); #endif GUILayout.Space(10f); aim_players = GUILayout.Toggle(aim_players, "Attack Players"); aim_friends = GUILayout.Toggle(aim_friends, "Attack Friends"); GUILayout.Space(10f); drawTracer = GUILayout.Toggle(drawTracer, "Draw Tracer to Current Target"); }
public void SetPriority(EAttackPriority _attackPriority) { attackPriority = _attackPriority; }