
#pragma once

#include <stdio.h>
#include <unistd.h>
#include <stdlib.h>
#include <fcntl.h>
#include <dirent.h>
#include <pthread.h>
#include <imgui.h>
#include <imgui_internal.h>
#include <Il2Cpp.h>
#include <Tools.h>
#include <Vector3.hpp>
#include <Color.h>
#include <Struct/main.h>
#include "obfuscate.h"
#include "Unity/unity.h"
#include "Class.h"
#include "Rect.h"
#include "Bools.h"
#include <math.h>
#include <stdio.h>
inline static int g_GlHeight, g_GlWidth;
typedef char PACKAGENAME;

// Khai Báo

bool Aimbot = false;
float Fov_Aim = 0.0f;
float Aimdis = 0.0f;
float aimSmoothness = 0.0f;
int AimCheck = 0;
int AimType = 0;
int AimWhen = 1;
bool AimActivar,AimCrouch;
float AimDistance;
bool esp;
float Size = 1000;
float AimDis;
float MoveSpeed;
bool Tele;
bool check_move = false;
int countEnemy = 0;
bool health = false;
bool Enable = false;
struct cfg {
    bool aimbot;
    int aim_type = 0;
    int aim_target = 1;
    struct _esp {
        bool Box = false;
        bool Box3D = false;
        bool Line = false;
        bool Health = false;
        bool Distance = false;
        bool IsName = false;
        bool Path = false;
        bool Esp360 = false;
        bool Target = false;
    }ESP;
}inline Config;
bool AimWhen3 = false;
bool AimWhen2 = false;
bool AimSilent = false;
bool NikuPapa = true;
bool box = false;
bool AimWhen1 = false;

bool showbox1 = false;
bool showline1 = false;
bool showline2 = false;
bool bodygold = false;
bool camcao = false;
bool showline = false;
bool speedrun = true;
bool Firewall = true;
bool Reset = false;

//int showline = 0;
const char* line[] = {OBFUSCATE("Esp Line 1"),OBFUSCATE("Esp Line 2"),OBFUSCATE("Esp Line 3")};

int showbox = 1;


//const char* box[] = {OBFUSCATE("Esp Box"),OBFUSCATE("Esp Box 3D")};

struct sColor {
        float circle[4] = {0 / 255.0f, 255 / 255.0f, 0 / 255.0f, 255 / 255.0f};

		float box[4] = {255 / 255.0f, 255 / 255.0f, 255 / 255.0f, 255 / 255.0f};
        float line1[4] = {255 / 255.0f, 255 / 255.0f, 255 / 255.0f, 255 / 255.0f};
        float box1[4] = {255 / 255.0f, 255 / 255.0f, 255 / 255.0f, 255 / 255.0f};
        float box3d1[4] = {255 / 255.0f, 255 / 255.0f, 255 / 255.0f, 255 / 255.0f};
        float info1[4] = {0 / 255.0f, 0 / 255.0f, 0 / 255.0f, 255 / 255.0f};

        float line2[4] = {255 / 255.0f, 0 / 255.0f, 0 / 255.0f, 255 / 255.0f};
        float box2[4] = {255 / 255.0f, 0 / 255.0f, 0 / 255.0f, 255 / 255.0f};
        float box3d2[4] = {255 / 255.0f, 0 / 255.0f, 0 / 255.0f, 255 / 255.0f};
        float info2[4] = {255 / 255.0f, 0 / 255.0f, 0 / 255.0f, 255 / 255.0f};
};
sColor Color;

bool isInsideFOV(int x, int y) {
    if (!Size)
        return true;

    int circle_x = g_GlWidth / 2;
    int circle_y = g_GlHeight / 2;
    int rad = Size;
    return (x - circle_x) * (x - circle_x) + (y - circle_y) * (y - circle_y) <= rad * rad;
}

bool isOutsideScreen(ImVec2 pos, ImVec2 screen) {
    if (pos.y < 0) {
        return true;
    }
    if (pos.x > screen.x) {
        return true;
    }
    if (pos.y > screen.y) {
        return true;
    }
    return pos.x < 0;
}

ImVec2 pushToScreenBorder(ImVec2 Pos, ImVec2 screen, int offset) {
    int x = (int) Pos.x;
    int y = (int) Pos.y;
    
    if (Pos.y < 0) {
        y = -offset;
    }
    
    if (Pos.x > screen.x) {
        x = (int) screen.x + offset;
    }
    
    if (Pos.y > screen.y) {
        y = (int) screen.y + offset;
    }
    
    if (Pos.x < 0) {
        x = -offset;
    }
    return ImVec2(x, y);
}

static float tm = 127 / 255.f;

void(*Set_Aim)(void* _this);
void _Set_Aim(void* _this) {
    return;
    return Set_Aim(_this);
}

// BYPASS
bool(*Bypass)(void* bypass); 
bool _Bypass(void* bypass) { 
    return false;
}

bool(*FixGame)(void* _this);
bool _FixGame(void* _this) {
    if (_this != NULL) {
        return true;
    }
}

bool(*BypassESP)(void* _this);
bool _BypassESP(void* _this) {
    return true;
}

bool(*Bypass2)(void* _this);
bool _Bypass2(void* _this) {
    return true;
}

bool PCLOGO = false;
bool (*origpclogo)(void* _this);
bool _hookpclogo(void* _this) {
 if (NikuPapa) {
      return false;
   
  }
}

void DrawCircleHealth(ImVec2 position, int health, int max_health, float radius) {
    float a_max = ((3.14159265359f * 2.0f));
    ImU32 healthColor = IM_COL32(45, 180, 45, 255);
    if (health <= (max_health * 0.6)) {
        healthColor = IM_COL32(180, 180, 45, 255);
    }
    if (health < (max_health * 0.3)) {
        healthColor = IM_COL32(180, 45, 45, 255);
    }
    ImGui::GetForegroundDrawList()->PathArcTo(position, radius, (-(a_max / 4.0f)) + (a_max / max_health) * (max_health - health), a_max - (a_max / 4.0f));
    ImGui::GetForegroundDrawList()->PathStroke(healthColor, ImDrawFlags_None, 4);
}

void drawText2(int x, int y, long color, const char *str, float size) {
    ImGui::GetBackgroundDrawList()->AddText(NULL, size, ImVec2(x, y), color, str);
}

void DrawRectFilled(int x, int y, int w, int h, ImColor color) {
    ImGui::GetBackgroundDrawList()->AddRectFilled(ImVec2(x, y), ImVec2(x + w, y + h), color, 0, 0);
}

void DrawRectFilledHealth(int x, int y, int w, int h, ImVec4 color) {
    ImGui::GetBackgroundDrawList()->AddRectFilled(ImVec2(x, y), ImVec2(x + w, y + h), ImGui::ColorConvertFloat4ToU32(color), 0, 0);
}

void DrawTriangle(int x1, int y1, int x2, int y2, int x3, int y3, int color, int T) {
    ImGui::GetBackgroundDrawList()->AddTriangleFilled(ImVec2(x1, y1), ImVec2(x2, y2), ImVec2(x3, y3), color);
}

void DrawHealths(Rect box, float entityHealth, float maxHealth, int TeamID, const char* name, long color) {
    float x = box.x - (140 - box.w) / 2;
    float y = box.y;
    char dis[20];
    // sprintf(dis, "%0.fM", d);

    char TeamText[20];
    sprintf(TeamText, "%d", (int)TeamID);
    ImVec4 HPColor = ImVec4{1, 1, 0, 127 / 255.f}; // Màu mặc định cho máu

    if (entityHealth < maxHealth) {
        float healthPercentage = entityHealth / maxHealth;

        if (healthPercentage < 0.3f) {
            HPColor = ImVec4{0.5f, 0.0f, 0.0f, 127 / 255.f}; // Màu đỏ cho máu thấp
        } else if (healthPercentage < 0.6f) {
            HPColor = ImVec4{1, 0, 0, 127 / 255.f}; // Màu cam cho máu trung bình
        }
    }

    tm = 100.f / 255.f;
    DrawRectFilled(x - strlen(name), y - 41, 120 + strlen(name) * 2, 20, color); // Đám mây nền cho tên người chơi
    tm = 255.f / 255.f;
    DrawRectFilled(x - strlen(name), box.y - 41, 25, 20, color);
    if (strlen(TeamText) < 2) {
        drawText2(x + 6 - strlen(name), box.y - 42, ImColor(255,255,255), TeamText, 18.943);
    } else {
        drawText2(x - strlen(name), box.y - 42, ImColor(255,255,255), TeamText, 18.943);
    }
    drawText2(x + 28 - strlen(name), y - 43, ImColor(255,255,255), name, 18.943);
    float maxWidth = 120; // Độ dài tối đa của thanh máu
    float healthBarWidth = entityHealth * maxWidth / maxHealth; // Độ dài thanh máu dựa trên tỷ lệ máu hiện tại và máu tối đa
    DrawRectFilledHealth(x - maxWidth / 2, y - 18, healthBarWidth, 8, HPColor);// cập nhật vị trí và kích thước của thanh máu
    drawText2(x + 125 + strlen(name), y - 43, ImColor(255,255,255), dis,18.943);
    DrawTriangle(box.x + box.w / 2 - 10, y - 8, box.x + box.w / 2 + 15 - 10, y - 8, box.x + box.w / 2 - 2, y, ImColor(255,255,255), 1);
}

static float SetFieldOfView = 0, GetFieldOfView = 0;

float (*get_deltaTime)();
float smoothSpeedAIM = 5; 
void *MyPlayer = NULL;
bool Drone;

const float RADAR_SIZE = 200.0f; // kích thước của radar
const ImVec2 RADAR_CENTER(100.0f, 100.0f); // tọa độ trung tâm của radar

float x,y;
float enemy1 = 2.0f;

inline void DrawAIMBOT(float screenWidth, float screenHeight) { 
}

void DroneView() {
    if (GetFieldOfView == 0) {
        GetFieldOfView = get_fieldOfView();
    }
    if (SetFieldOfView > 0 && GetFieldOfView != 0) {
        set_fieldOfView((float)GetFieldOfView + SetFieldOfView);
    }
    if (SetFieldOfView == 0 && GetFieldOfView != 0) {
        set_fieldOfView((float)GetFieldOfView);
    }
}

Quaternion GetRotationToTheLocation(Vector3 Target, float Height, Vector3 MyEnemy) {
return Quaternion::LookRotation((Target + Vector3(0, Height, 0)) - MyEnemy, Vector3(0, 1, 0));
}

bool isVisible(void *enemy)  {
    if(enemy != NULL)  {
         void *hitObj = NULL;
         auto Camera = Transform_GetPosition(Component_GetTransform(Camera_main()));
         auto Target = Transform_GetPosition(Component_GetTransform(Player_GetHeadCollider(enemy)));
         return !Physics_Raycast(Camera, Target, 12, &hitObj);
    }
    return false;
}

void *GetClosestEnemy() {
    float shortestDistance = 9999;
    void* closestEnemy = NULL;   
     
    void* get_MatchGame = Curent_Match();
    void* LocalPlayer = GetLocalPlayer(get_MatchGame);

    if (LocalPlayer != NULL && get_MatchGame != NULL && Enable && get_MatchGame) {
        monoDictionary<uint8_t *, void **> *players = *(monoDictionary<uint8_t*, void **> **)((long)get_MatchGame + ListPlayer);
        
        for (int u = 0; u < players->getNumValues(); u++) {
            void* Player = players->getValues()[u]; 
            if (Player != NULL && !get_isLocalTeam(Player) && !get_IsDieing(Player) && get_isVisible(Player) && get_MaxHP(Player)) {    
                Vector3 PlayerPos = getPosition(Player);
                Vector3 LocalPlayerPos = getPosition(LocalPlayer);
                Vector3 pos2 = WorldToScreenPoint(Camera_main(), PlayerPos);
                bool isFov1 = isFov(Vector3(pos2.x, pos2.y), Vector3(g_GlWidth / 2, g_GlHeight / 2), Fov_Aim);
            
                
                
                
                float distance = Vector3::Distance(LocalPlayerPos, PlayerPos);
                if (distance < 1000) {
                    Vector3 targetDir = Vector3::Normalized(PlayerPos - LocalPlayerPos);
                    float angle = Vector3::Angle(targetDir, GetForward(Component_GetTransform(Camera_main()))) * 100.0;             
            
                    if (angle <= Fov_Aim && isFov1 && angle < shortestDistance) {
                     if(isVisible(Player)) {
                        shortestDistance = angle;
                        closestEnemy = Player;
                    }
                   }
                }
            }
        }
    }
    return closestEnemy;
}

void (*LateUpdate)(void *Player);
void _LateUpdate(void *Player){
if (Player != NULL) {
if (Aimbot) {

	 int totalEnemies = 0;
void* CurrentMatch = Curent_Match();
void* closestEnemy = GetClosestEnemy();
void* LocalPlayer = GetLocalPlayer(CurrentMatch);

if (closestEnemy != NULL && LocalPlayer != NULL && CurrentMatch != NULL) {
    Vector3 EnemyLocation = GetHeadPosition(closestEnemy);
    Vector3 PlayerLocation = CameraMain(LocalPlayer);
    Quaternion PlayerLook = GetRotationToTheLocation(EnemyLocation, 0.1f, PlayerLocation);
    bool IsScopeOn = get_IsSighting(LocalPlayer);
    bool IsFiring = get_IsFiring(LocalPlayer);    
  
    if (AimWhen1) {
        set_aim(LocalPlayer, PlayerLook);
    }
    else if (AimWhen2 && IsFiring) {
        set_aim(LocalPlayer, PlayerLook);
    }
    else if (AimWhen3 && IsScopeOn) {
        set_aim(LocalPlayer, PlayerLook);
    }
  }
  }
  }
  LateUpdate(Player);
}

void (*orig_mrSilentAim)(void *, float, float);
void hook_mrAimSilent(void *_this, float a1, float a2) {
if (_this != nullptr) {
if(Enable) {
if (AimSilent) {
void *CurrentMatch = Curent_Match();
if (CurrentMatch != NULL) {
void* LocalPlayer = GetLocalPlayer(CurrentMatch);
if (LocalPlayer != NULL)  {
bool visible = isVisible(LocalPlayer);
if (visible) {
if (get_IsFiring(GetLocalPlayer(CurrentMatch))) {
return;
} else {
orig_mrSilentAim(_this, a1, a2);
}
}
}
}
}
}
orig_mrSilentAim(_this, a1, a2);
}
}

inline void DrawESP(float screenWidth, float screenHeight) {
    ImDrawList*draw = ImGui::GetBackgroundDrawList();
    if (!draw) return;   

    ImGuiIO& io = ImGui::GetIO();
    int fps = int(io.Framerate);
    std::string f = std::to_string(fps);
    
    std::string manhlam = OBFUSCATE(" ");
    
    if (Enable) {   
        int totalEnemies = 0, totalBots = 0;
        void *current_Match = Curent_Match();      
        void* local_player = GetLocalPlayer(current_Match);    

        draw->AddCircle(ImVec2(screenWidth / 2, screenHeight / 2), Fov_Aim, IM_COL32(Color.circle[0] * 255.0f, Color.circle[1] * 255.0f, Color.circle[2] * 255.0f, Color.circle[3] * 255.0f), 0, 3.0f);

        if (local_player != nullptr && current_Match != nullptr) {              
            monoDictionary<uint8_t *, void **> *players = *(monoDictionary<uint8_t*, void **> **)((long)current_Match +ListPlayer);
            void *camera = Camera_main();
            if (players != nullptr && camera != nullptr) {
                for(int u = 0; u < players->getNumValues(); u++) {
                    void* closestEnemy = players->getValues()[u];
                    if (closestEnemy != local_player && closestEnemy != nullptr && get_isVisible(closestEnemy) && !get_isLocalTeam(closestEnemy)) {
                        
					
                        Vector3 Toepos = getPosition(closestEnemy);
                        Vector3 Toeposi = WorldToScreenPoint(camera, Vector3(Toepos.x, Toepos.y, Toepos.z));
                        if (Toeposi.z < 1) continue;

                        Vector3 HeadPos = getPosition(closestEnemy) + Vector3(0, 1.9f, 0);
                        Vector3 HeadPosition = WorldToScreenPoint(camera, Vector3(HeadPos.x, HeadPos.y, HeadPos.z));
                        if (HeadPosition.z < 1) continue;
               
                  //      draw->AddText(NULL, ((float) density / 10.0f), {((float)glWidth / 2) - (glWidth / 8), 125}, ImColor(255, 0, 0, 255), OBFUSCATE("ROHAN MODS"));
                        draw->AddText(ImVec2(((float)screenWidth / 2) - (screenHeight / 8), 125), ImColor(0, 255, 0), OBFUSCATE("TG :- ANUJ X MODS"));
                        
						
                        float distance = Vector3::Distance(getPosition(local_player), Toepos);
                        float Hight = abs(HeadPosition.y - Toeposi.y) * (1.2 / 1.1);
                        float Width = Hight * 0.50f;
                        Rect rect = Rect(HeadPosition.x - Width / 2.f, screenHeight - HeadPosition.y, Width, Hight);
						
						
                           if (Config.ESP.Line) {
                            if(showline == 0) {
                                if (get_IsDieing(closestEnemy)) {
                                    draw->AddLine(ImVec2(screenWidth / 2, 80), ImVec2(rect.x + rect.w / 2, rect.y + rect.h / 35), IM_COL32(Color.line2[0] * 255.0f, Color.line2[1] * 255.0f, Color.line2[2] * 255.0f, Color.line2[3] * 255.0f), 2.0);
                                } else {
                                    draw->AddLine(ImVec2(screenWidth / 2, 80), ImVec2(rect.x + rect.w / 2, rect.y + rect.h / 35), IM_COL32(Color.line1[0] * 255.0f, Color.line1[1] * 255.0f, Color.line1[2] * 255.0f, Color.line1[3] * 255.0f), 2.0);
                                }
                            } else if(showline1) {
                                if (get_IsDieing(closestEnemy)) {
                                    draw->AddLine(ImVec2(screenWidth / 2, screenHeight / 2), ImVec2(rect.x + rect.w / 2, rect.y + rect.h / 35), IM_COL32(Color.line2[0] * 255.0f, Color.line2[1] * 255.0f, Color.line2[2] * 255.0f, Color.line2[3] * 255.0f), 2.0);
                                } else {
                                    draw->AddLine(ImVec2(screenWidth / 2, screenHeight / 2), ImVec2(rect.x + rect.w / 2, rect.y + rect.h / 35), IM_COL32(Color.line1[0] * 255.0f, Color.line1[1] * 255.0f, Color.line1[2] * 255.0f, Color.line1[3] * 255.0f), 2.0);
                                }
                            } else if(showline2) {
                                if (get_IsDieing(closestEnemy)) {
                                    draw->AddLine(ImVec2(screenWidth / 2, screenHeight), ImVec2(rect.x + rect.w / 2, rect.y + rect.h / 35), IM_COL32(Color.line2[0] * 255.0f, Color.line2[1] * 255.0f, Color.line2[2] * 255.0f, Color.line2[3] * 255.0f), 2.0);
                                } else {
                                    draw->AddLine(ImVec2(screenWidth / 2, screenHeight), ImVec2(rect.x + rect.w / 2, rect.y + rect.h / 35), IM_COL32(Color.line1[0] * 255.0f, Color.line1[1] * 255.0f, Color.line1[2] * 255.0f, Color.line1[3] * 255.0f), 2.0);
                                }
                            }
                        }
						
             
					if (box) {
    int x = rect.x;
    int y = rect.y;
    draw->AddRect(ImVec2(x, y), ImVec2(x + rect.w, y + rect.h), IM_COL32(Color.box[0] * 255.0f, Color.box[1] * 255.0f, Color.box[2] * 255.0f, Color.box[3] * 255.0f), 1.0f, 0, 2.0f);
}

       

						// Thêm sau khi kiểm tra screenPos.z và headPos.z
/*
                        if (Config.ESP.Box) {
                            if(showbox == 0) {
                                int x = rect.x;
                                int y = rect.y;
                                if (get_IsDieing(closestEnemy)) {
                                    draw->AddRect(ImVec2(x, y), ImVec2(x + rect.w, y + rect.h), IM_COL32(Color.box2[0] * 255.0f, Color.box2[1] * 255.0f, Color.box2[2] * 255.0f, Color.box2[3] * 255.0f), visual_esp_box, 0, 3.0);
                                } else {
                                    draw->AddRect(ImVec2(x, y), ImVec2(x + rect.w, y + rect.h), IM_COL32(Color.box1[0] * 255.0f, Color.box1[1] * 255.0f, Color.box1[2] * 255.0f, Color.box1[3] * 255.0f), visual_esp_box, 0, 3.0);
                                }
                            } else if(Config.ESP.Box) {
                                Vector3 Position1 = WorldToScreenPoint(get_main(), getPosition(closestEnemy) + Vector3(0.6, 1.6, 0.6));
                                Vector3 Position2 = WorldToScreenPoint(get_main(), getPosition(closestEnemy) + Vector3(0.6, 0, 0.6));
                                Vector3 Position3 = WorldToScreenPoint(get_main(), getPosition(closestEnemy) + Vector3(-0.5, 0, 0.6));
                                Vector3 Position4 = WorldToScreenPoint(get_main(), getPosition(closestEnemy) + Vector3(-0.5, 1.6, 0.6));
                                Vector3 Position5 = WorldToScreenPoint(get_main(), getPosition(closestEnemy) + Vector3(0.6, 1.6, 0) + Vector3(0, 0, -0.6));
                                Vector3 Position6 = WorldToScreenPoint(get_main(), getPosition(closestEnemy) + Vector3(0.6, 0, 0) + Vector3(0, 0, -0.6));
                                Vector3 Position7 = WorldToScreenPoint(get_main(), getPosition(closestEnemy) + Vector3(-0.5, 0, 0) + Vector3(0, 0, -0.6));
                                Vector3 Position8 = WorldToScreenPoint(get_main(), getPosition(closestEnemy) + Vector3(-0.5, 1.6, 0) + Vector3(0, 0, -0.6));
                                if (get_IsDieing(closestEnemy)) {
                                    if (Position1.z > 0 && Position2.z > 0 && Position3.z > 0 && Position4.z > 0 && Position5.z > 0 && Position6.z > 0 && Position7.z > 0 && Position8.z > 0) {
                                        draw->AddLine(ImVec2(screenWidth - (screenWidth - Position1.x), (screenHeight - Position1.y)), ImVec2(screenWidth - (screenWidth - Position2.x), (screenHeight - Position2.y)), IM_COL32(Color.box3d2[0] * 255.0f, Color.box3d2[1] * 255.0f, Color.box3d2[2] * 255.0f, Color.box3d2[3] * 255.0f), 3.0f);
                                        draw->AddLine(ImVec2(screenWidth - (screenWidth - Position3.x), (screenHeight - Position3.y)), ImVec2(screenWidth - (screenWidth - Position2.x), (screenHeight - Position2.y)), IM_COL32(Color.box3d2[0] * 255.0f, Color.box3d2[1] * 255.0f, Color.box3d2[2] * 255.0f, Color.box3d2[3] * 255.0f), 3.0f);
                                        draw->AddLine(ImVec2(screenWidth - (screenWidth - Position1.x), (screenHeight - Position1.y)), ImVec2(screenWidth - (screenWidth - Position4.x), (screenHeight - Position4.y)), IM_COL32(Color.box3d2[0] * 255.0f, Color.box3d2[1] * 255.0f, Color.box3d2[2] * 255.0f, Color.box3d2[3] * 255.0f), 3.0f);
                                        draw->AddLine(ImVec2(screenWidth - (screenWidth - Position4.x), (screenHeight - Position4.y)), ImVec2(screenWidth - (screenWidth - Position3.x), (screenHeight - Position3.y)), IM_COL32(Color.box3d2[0] * 255.0f, Color.box3d2[1] * 255.0f, Color.box3d2[2] * 255.0f, Color.box3d2[3] * 255.0f), 3.0f);
                                        draw->AddLine(ImVec2(screenWidth - (screenWidth - Position5.x), (screenHeight - Position5.y)), ImVec2(screenWidth - (screenWidth - Position6.x), (screenHeight - Position6.y)), IM_COL32(Color.box3d2[0] * 255.0f, Color.box3d2[1] * 255.0f, Color.box3d2[2] * 255.0f, Color.box3d2[3] * 255.0f), 3.0f);
                                        draw->AddLine(ImVec2(screenWidth - (screenWidth - Position7.x), (screenHeight - Position7.y)), ImVec2(screenWidth - (screenWidth - Position6.x), (screenHeight - Position6.y)), IM_COL32(Color.box3d2[0] * 255.0f, Color.box3d2[1] * 255.0f, Color.box3d2[2] * 255.0f, Color.box3d2[3] * 255.0f), 3.0f);
                                        draw->AddLine(ImVec2(screenWidth - (screenWidth - Position5.x), (screenHeight - Position5.y)), ImVec2(screenWidth - (screenWidth - Position8.x), (screenHeight - Position8.y)), IM_COL32(Color.box3d2[0] * 255.0f, Color.box3d2[1] * 255.0f, Color.box3d2[2] * 255.0f, Color.box3d2[3] * 255.0f), 3.0f);
                                        draw->AddLine(ImVec2(screenWidth - (screenWidth - Position8.x), (screenHeight - Position8.y)), ImVec2(screenWidth - (screenWidth - Position7.x), (screenHeight - Position7.y)), IM_COL32(Color.box3d2[0] * 255.0f, Color.box3d2[1] * 255.0f, Color.box3d2[2] * 255.0f, Color.box3d2[3] * 255.0f), 3.0f);
                                        draw->AddLine(ImVec2(screenWidth - (screenWidth - Position1.x), (screenHeight - Position1.y)), ImVec2(screenWidth - (screenWidth - Position5.x), (screenHeight - Position5.y)), IM_COL32(Color.box3d2[0] * 255.0f, Color.box3d2[1] * 255.0f, Color.box3d2[2] * 255.0f, Color.box3d2[3] * 255.0f), 3.0f);
                                        draw->AddLine(ImVec2(screenWidth - (screenWidth - Position2.x), (screenHeight - Position2.y)), ImVec2(screenWidth - (screenWidth - Position6.x), (screenHeight - Position6.y)), IM_COL32(Color.box3d2[0] * 255.0f, Color.box3d2[1] * 255.0f, Color.box3d2[2] * 255.0f, Color.box3d2[3] * 255.0f), 3.0f);
                                        draw->AddLine(ImVec2(screenWidth - (screenWidth - Position3.x), (screenHeight - Position3.y)), ImVec2(screenWidth - (screenWidth - Position7.x), (screenHeight - Position7.y)), IM_COL32(Color.box3d2[0] * 255.0f, Color.box3d2[1] * 255.0f, Color.box3d2[2] * 255.0f, Color.box3d2[3] * 255.0f), 3.0f);
                                        draw->AddLine(ImVec2(screenWidth - (screenWidth - Position4.x), (screenHeight - Position4.y)), ImVec2(screenWidth - (screenWidth - Position8.x), (screenHeight - Position8.y)), IM_COL32(Color.box3d2[0] * 255.0f, Color.box3d2[1] * 255.0f, Color.box3d2[2] * 255.0f, Color.box3d2[3] * 255.0f), 3.0f);
                                    }
                                } else {
                                    if (Position1.z > 0 && Position2.z > 0 && Position3.z > 0 && Position4.z > 0 && Position5.z > 0 && Position6.z > 0 && Position7.z > 0 && Position8.z > 0) {
                                        draw->AddLine(ImVec2(screenWidth - (screenWidth - Position1.x), (screenHeight - Position1.y)), ImVec2(screenWidth - (screenWidth - Position2.x), (screenHeight - Position2.y)), IM_COL32(Color.box3d1[0] * 255.0f, Color.box3d1[1] * 255.0f, Color.box3d1[2] * 255.0f, Color.box3d1[3] * 255.0f), 3.0f);
                                        draw->AddLine(ImVec2(screenWidth - (screenWidth - Position3.x), (screenHeight - Position3.y)), ImVec2(screenWidth - (screenWidth - Position2.x), (screenHeight - Position2.y)), IM_COL32(Color.box3d1[0] * 255.0f, Color.box3d1[1] * 255.0f, Color.box3d1[2] * 255.0f, Color.box3d1[3] * 255.0f), 3.0f);
                                        draw->AddLine(ImVec2(screenWidth - (screenWidth - Position1.x), (screenHeight - Position1.y)), ImVec2(screenWidth - (screenWidth - Position4.x), (screenHeight - Position4.y)), IM_COL32(Color.box3d1[0] * 255.0f, Color.box3d1[1] * 255.0f, Color.box3d1[2] * 255.0f, Color.box3d1[3] * 255.0f), 3.0f);
                                        draw->AddLine(ImVec2(screenWidth - (screenWidth - Position4.x), (screenHeight - Position4.y)), ImVec2(screenWidth - (screenWidth - Position3.x), (screenHeight - Position3.y)), IM_COL32(Color.box3d1[0] * 255.0f, Color.box3d1[1] * 255.0f, Color.box3d1[2] * 255.0f, Color.box3d1[3] * 255.0f), 3.0f);
                                        draw->AddLine(ImVec2(screenWidth - (screenWidth - Position5.x), (screenHeight - Position5.y)), ImVec2(screenWidth - (screenWidth - Position6.x), (screenHeight - Position6.y)), IM_COL32(Color.box3d1[0] * 255.0f, Color.box3d1[1] * 255.0f, Color.box3d1[2] * 255.0f, Color.box3d1[3] * 255.0f), 3.0f);
                                        draw->AddLine(ImVec2(screenWidth - (screenWidth - Position7.x), (screenHeight - Position7.y)), ImVec2(screenWidth - (screenWidth - Position6.x), (screenHeight - Position6.y)), IM_COL32(Color.box3d1[0] * 255.0f, Color.box3d1[1] * 255.0f, Color.box3d1[2] * 255.0f, Color.box3d1[3] * 255.0f), 3.0f);
                                        draw->AddLine(ImVec2(screenWidth - (screenWidth - Position5.x), (screenHeight - Position5.y)), ImVec2(screenWidth - (screenWidth - Position8.x), (screenHeight - Position8.y)), IM_COL32(Color.box3d1[0] * 255.0f, Color.box3d1[1] * 255.0f, Color.box3d1[2] * 255.0f, Color.box3d1[3] * 255.0f), 3.0f);
                                        draw->AddLine(ImVec2(screenWidth - (screenWidth - Position8.x), (screenHeight - Position8.y)), ImVec2(screenWidth - (screenWidth - Position7.x), (screenHeight - Position7.y)), IM_COL32(Color.box3d1[0] * 255.0f, Color.box3d1[1] * 255.0f, Color.box3d1[2] * 255.0f, Color.box3d1[3] * 255.0f), 3.0f);
                                        draw->AddLine(ImVec2(screenWidth - (screenWidth - Position1.x), (screenHeight - Position1.y)), ImVec2(screenWidth - (screenWidth - Position5.x), (screenHeight - Position5.y)), IM_COL32(Color.box3d1[0] * 255.0f, Color.box3d1[1] * 255.0f, Color.box3d1[2] * 255.0f, Color.box3d1[3] * 255.0f), 3.0f);
                                        draw->AddLine(ImVec2(screenWidth - (screenWidth - Position2.x), (screenHeight - Position2.y)), ImVec2(screenWidth - (screenWidth - Position6.x), (screenHeight - Position6.y)), IM_COL32(Color.box3d1[0] * 255.0f, Color.box3d1[1] * 255.0f, Color.box3d1[2] * 255.0f, Color.box3d1[3] * 255.0f), 3.0f);
                                        draw->AddLine(ImVec2(screenWidth - (screenWidth - Position3.x), (screenHeight - Position3.y)), ImVec2(screenWidth - (screenWidth - Position7.x), (screenHeight - Position7.y)), IM_COL32(Color.box3d1[0] * 255.0f, Color.box3d1[1] * 255.0f, Color.box3d1[2] * 255.0f, Color.box3d1[3] * 255.0f), 3.0f);
                                        draw->AddLine(ImVec2(screenWidth - (screenWidth - Position4.x), (screenHeight - Position4.y)), ImVec2(screenWidth - (screenWidth - Position8.x), (screenHeight - Position8.y)), IM_COL32(Color.box3d1[0] * 255.0f, Color.box3d1[1] * 255.0f, Color.box3d1[2] * 255.0f, Color.box3d1[3] * 255.0f), 3.0f);
                                    }
                                }
                            }
                        }
*/
                        if (Config.ESP.Target) { 
                            if (get_IsDieing(closestEnemy)) {            
                                if (Config.ESP.Target) {  
                                    int xx = rect.x + rect.w + 2;
                                    int yy = rect.y;
                                    draw->AddRectFilled(ImVec2(xx, yy), ImVec2(xx + 5, yy + rect.h), ImColor(0, 0, 0, 255));        
                                    draw->AddRectFilled(ImVec2(xx + 1, yy + rect.h - (rect.h * ((float)GetHp(closestEnemy) / get_MaxHP(closestEnemy)))), ImVec2(xx + 4, yy + rect.h),die);      
                                }
                            }else {
                                long clr = ImColor(0,255,0,255);   

                                if (GetHp(closestEnemy) <= (get_MaxHP(closestEnemy) * 0.6)) {
                                    clr = ImColor(255, 255, 0, 255);
                                }

                                if (GetHp(closestEnemy) < (get_MaxHP(closestEnemy) * 0.3)) {
                                    clr = ImColor(255, 0, 0, 255);
                                }

                                int xx = rect.x + rect.w + 2;
                                int yy = rect.y;
                                draw->AddRectFilled(ImVec2(xx, yy), ImVec2(xx + 5, yy + rect.h), ImColor(0, 0, 0, 255));        
                                draw->AddRectFilled(ImVec2(xx + 1, yy + rect.h - (rect.h * ((float)GetHp(closestEnemy) / get_MaxHP(closestEnemy)))), ImVec2(xx + 4, yy + rect.h),clr);                       
                            }
                        }

                        if (Config.ESP.Health) {
                            monoString* Nick = get_NickName(closestEnemy);
                            std::string names;

                            if(Nick != NULL) {
                                int nick_Len = Nick ->getLength();
                                for(int i = 0; i < nick_Len; i++) {
                                    char data = get_Chars(Nick, i);
                                    names += isascii(data) ? data : '?';
                                }
                            }

                            std::string nickname3;
                            nickname3 += "";               
                            nickname3 += "[";
                            nickname3 += int_to_string((int)distance).c_str();
                            nickname3 += "] ";
                            nickname3 += names;
							
                            if (get_IsDieing(closestEnemy)) {
                                ImVec2 nicksize = ImGui::CalcTextSize(nickname3.c_str());
                                
                                ImVec2 text_pos = ImVec2(rect.x + (rect.w / 2) - (nicksize.x / 2), rect.y - nicksize.y);
                                ImVec2 rect_min = ImVec2(text_pos.x - 2, text_pos.y - 2);
                                ImVec2 rect_max = ImVec2(text_pos.x + nicksize.x + 2, text_pos.y + nicksize.y + 2);
                                draw->AddRectFilled(rect_min, rect_max, IM_COL32(255, 255, 255, 255));
                                draw->AddRect(rect_min, rect_max, IM_COL32(Color.info2[0] * 255.0f, Color.info2[1] * 255.0f, Color.info2[2] * 255.0f, Color.info2[3] * 255.0f));
                                draw->AddText(text_pos, IM_COL32(Color.info2[0] * 255.0f, Color.info2[1] * 255.0f, Color.info2[2] * 255.0f, Color.info2[3] * 255.0f), nickname3.c_str());
                            } else {
                                ImVec2 nicksize = ImGui::CalcTextSize(nickname3.c_str());
                                
                                ImVec2 text_pos = ImVec2(rect.x + (rect.w / 2) - (nicksize.x / 2), rect.y - nicksize.y);
                                ImVec2 rect_min = ImVec2(text_pos.x - 2, text_pos.y - 2);
                                ImVec2 rect_max = ImVec2(text_pos.x + nicksize.x + 2, text_pos.y + nicksize.y + 2);
                                draw->AddRectFilled(rect_min, rect_max, IM_COL32(255, 255, 255, 255));
                                draw->AddRect(rect_min, rect_max, IM_COL32(Color.info1[0] * 255.0f, Color.info1[1] * 255.0f, Color.info1[2] * 255.0f, Color.info1[3] * 255.0f));
                                draw->AddText(text_pos, IM_COL32(Color.info1[0] * 255.0f, Color.info1[1] * 255.0f, Color.info1[2] * 255.0f, Color.info1[3] * 255.0f), nickname3.c_str());
                            }
                        }
                  

 if (totalEnemies > 0) {
        std::string enemyText = std::to_string(totalEnemies);
        ImVec2 textSize = ImGui::CalcTextSize(enemyText.c_str());

        float radius = std::max(textSize.x, textSize.y) * 0.75f + 12.0f;
        ImVec2 center(screenWidth * 0.5f, 50.0f);

        draw->AddCircleFilled(center, radius, ImColor(255, 255, 255, 255));
        draw->AddText(
            ImVec2(center.x - textSize.x * 0.5f, center.y - textSize.y * 0.5f),
            ImColor(0, 0, 0),
            enemyText.c_str()
        );
    }
}
  }
                }
            }
        }                  
    }

//Speed Run
bool (*IsFoldWingGliding)(void *player);
bool _IsFoldWingGliding(void *player) {
	if (player != NULL) {
	    if(Enable) {
	        if (speedrun) {
		        return true;
            }
        }
	}
	return IsFoldWingGliding(player);
}
static int (*LEBIPIGPEEP)(...);
static int _LEBIPIGPEEP(void* GLDLCOBLGNF) {
	if(Enable) {
	    if (speedrun) {
	    	return 1;
    	}
    }
	return LEBIPIGPEEP(GLDLCOBLGNF);
}

// Mở Khoá Acc
bool(*_ResetGuest)(void* _this);
bool ResetGuest(void* _this){
    if (_this != NULL) {
        if (Reset) {
            return true; 
            remove(OBFUSCATE("/storage/emulated/0/com.garena.msdk/guest100067.dat"));
        }
    }
}
