#21. Posted:
Treason
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Joined: Jan 29, 201311Year Member
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Motto: RGH Consoles In Stock!
Motto: RGH Consoles In Stock!
Status: Offline
Joined: Jan 29, 201311Year Member
Posts: 411
Reputation Power: 555
Motto: RGH Consoles In Stock!
update 3.1 fixed :

#NoEnv
#SingleInstance, Force
#Persistent
#InstallKeybdHook
#UseHook
#KeyHistory, 0
#HotKeyInterval 1
#MaxHotkeysPerInterval 127
traytip,
SetKeyDelay, -1, 1
SetControlDelay, -1
SetMouseDelay, -1
SetWinDelay, -1
SendMode, InputThenPlay
SetBatchLines, -1
ListLines, Off
CoordMode, Pixel, Screen, RGB
CoordMode, Mouse, Screen
PID := DllCall("GetCurrentProcessId")
Process, Priority, %PID%, High
 
; Random number generator function
GetRandom(min, max) {
    Random, output, %min%, %max%
    return output
}
 
RandomDelay(min, max) {
    Random, delay, %min%, %max%
    Sleep, delay
}
 
ImpreciseMove(value) {
    Random, offset, -1, 1
    return value + offset
}
 
; --- Global Variables ---
global CrosshairVisible := false    ; Tracks whether the crosshair overlay is visible
global CrosshairType := "Green Crosshair"  ; Default crosshair type selected
 
; --- Global Variables for FOV Overlay ---
global showOverlay := false          ; Tracks whether the FOV overlay is visible
global overlaySize := 400            ; Default overlay size (for testing, can be dynamically adjusted)
global overlayType := "Circle"      ; Default overlay shape ("Circle" or "Square")
global OverlayHwnd := 0             ; Initialize variable for overlay window handle (Hwnd)
global OverlayPic := 0              ; Initialize variable for overlay picture control handle (Hwnd)
 
; Crosshair GUI Variables
global CrosshairHwnd               ; Handle for the crosshair overlay GUI window
global CrosshairHwndPic            ; Handle for the crosshair image (if needed)
 
; Declare variables
monitorCount := 0
monitorLeft := 0
monitorTop := 0
monitorRight := 0
monitorBottom := 0
 
iniFile := A_ScriptDir "\settings.ini"
 
global ZombieCheckmark  ; Declare as global
 
TargetOffsetX := 0
TargetOffsetY := 0
HipFireStrength := 1  ; Adjust based on user settings or GUI control
lastTargetX := 0
lastTargetY := 0
TargetSwitchThreshold := 5  ; Example distance threshold (adjust as needed)
TriggerbotDistance := 100  ; Example distance for Triggerbot activation
TriggerbotDelay := 50      ; Delay in ms (adjust to suit your needs)
 
; Initialize variables
triggerActive := false
paused1 := false
TriggerBotStatus := "Off"
 
; Initialize a variable to track if the GUI is resizable
isResizable := false
 
; Main Settings
EMCol := 0xc9008d  ; Target color
ColVn := 50  ; Tolerance for color matching
ZeroX := A_ScreenWidth / 2  ; Universal resolution
ZeroY := A_ScreenHeight / 2.18  ; Universal resolution
CFovX := 78  ; Field of view X
CFovY := 78  ; Field of view Y
ScanL := ZeroX - CFovX
ScanT := ZeroY - CFovY
ScanR := ZeroX + CFovX
ScanB := ZeroY + CFovY
SearchArea := 40  ; Search area around last known position
SearchArea2 := 50  ; Search area around last known position
 
; Variables for prediction
prevX := 0
prevY := 0
lastTime := 0
smoothing := 0.09  ; Default smoothing value
predictionMultiplier := 2.5  ; Default prediction multiplier
 
; Initialize flags
isReloading := False
lastReloadTime := 0
reloadCooldown := 500 ; Adjust cooldown as needed
 
; Target dot settings Zombie Aim snappy checkbox
LastColor6 := ""  ; Keep track of the last color to check if it changed
EMCol6 := 0xDF00FF      ; Color of purple diamond
ColVn6 := 25            ; Tolerance for color match
ZeroX6 := 955           ; Central aim point
ZeroY6 := 500           ; Center Y coordinate of aim area
CFovX6 := 200           ; Field of view width
CFovY6 := 200           ; Field of view height
ScanL6 := ZeroX6 - CFovX6
ScanT6 := ZeroY6 - CFovY6
ScanR6 := ZeroX6 + CFovX6
ScanB6 := ZeroY6 + CFovY6
 
targetX6 := 0
targetY6 := 0
toggle6 := false
Paused6 := false
EnableAimLoop6State := 0
targetFound6 := false  ; Initialize targetFound6 here
 
; Offset for final aim position relative to the purple diamond
OffsetX6 := 45    ; Offset right
OffsetY6 := 50    ; Offset down
 
; Zombie Less Sticky settings
EMCol8 := 0xDF00FF      ; Color of purple diamond
ColVn8 := 25            ; Tolerance for color match
ZeroX8 := 955           ; Central aim point
ZeroY8 := 500           ; Center Y coordinate of aim area
CFovX8 := 200           ; Field of view width
CFovY8 := 200           ; Field of view height
ScanL8 := ZeroX8 - CFovX8
ScanT8 := ZeroY8 - CFovY8
ScanR8 := ZeroX8 + CFovX8
ScanB8 := ZeroY8 + CFovY8
 
targetX8 := 0
targetY8 := 0
toggle8 := false
Paused8 := false
 
; Aim settings
ZeroXs := A_ScreenWidth / 2.08
ZeroYs := A_ScreenHeight / 2.18   
CFovXXs := 40
CFovYYs := 120
ScanLs1 := ZeroXs - CFovXXs
ScanTs1 := ZeroYs - CFovYYs
ScanRs1 := ZeroXs + CFovXXs
ScanBs1 := ZeroYs + CFovYYs
 
toggle1s := false
Paused1s := false
 
randX := 0
randY := 0
AntiDetectionStrength := 5  ; Adjust this to control how much randomization occurs
 
; Offset for final aim position relative to the purple diamond
OffsetX8 := 45    ; Offset right
OffsetY8 := 50    ; Offset down
 
; Target dot settings
EMCol9 := 0xEA00FF 
ColVn9 := 25
ZeroX9 := A_ScreenWidth / 2.08
ZeroY9 := A_ScreenHeight / 2.19
CFovX9 := 120
CFovY9 := 120
ScanL9 := ZeroX9 - CFovX9
ScanT9 := ZeroY9 - CFovY9
ScanR9 := ZeroX9 + CFovX9
ScanB9 := ZeroY9 + CFovY9
 
targetX9 := 0
targetY9 := 0
toggle9 := false
Paused9 := false
 
 
; Default Settings for Recoil, Speed, and FOV
RecoilIntensity := 50  ; Default recoil intensity
NoRecoilSpeed := 20    ; Default speed for no recoil
FOVValue := CFovX      ; Initialize FOV with the main FOV value
 
ZeroX3 := A_ScreenWidth / 2.08
ZeroY3 := A_ScreenHeight / 2.18   
CFovXX3 := 40
CFovYY3 := 120
ScanL3 := ZeroX3 - CFovXX3
ScanT3 := ZeroY3 - CFovYY3
ScanR3 := ZeroX3 + CFovXX3
ScanB3 := ZeroY3 + CFovYY3
 
OverlayHwnd := 0  ; Initialize variable for overlay handle
CrosshairVisible := false
showOverlay := false
overlaySize := 400  ; Set a fixed size for testing
overlayType := "Circle"  ; Set a type for testing (or "Square")
 
; Rapid Fire Variables
RapidFireEnabled := False
NoRecoilEnabled := False
action := 0
meleeSpamTime := 0
direction := 0
 
; Additional Feature Variables
AutoSprintEnabled := false
FastReloadEnabled := false
QuickScopeEnabled := false
AntiAimEnabled := false
HitboxCycleEnabled := false
AutoReloadEnabled := false
AutoCrouchEnabled := false
BunnyHopEnabled := false
JumpShotEnabled := false
DropShotEnabled := false
DropShot2Enabled := false
CrouchShotEnabled := false
HoldBreathEnabled := false
SniperBreathEnabled := false
AntiAFKEnabled := false
JitterEnabled := false
AutoDropEnabled := false
AutoStrafeEnabled := false
MeleeSpamEnabled := false
AutoCrouchProneEnabled := false
JoshTriggerBotEnabled := false
 
; GUI Window
Gui, +AlwaysOnTop +ToolWindow +E0x20 ; Mouse-through transparency
Width := 495
Height := 500
WinSet, Transparent, 20, ; Transparency of GUI
Gui, Color, 880808  ; Background color of GUI
Opacity := 50  ; 20% opacity (range 0-255)
 
; GUI Title
Gui, Font, s7 cD0D0D0 Bold
Gui, Add, Progress, % "x-1 y-1 w" (Width+110) " h30 Background000000 Disabled hwndHPROG"
Control, ExStyle, -0x20000, , ahk_id %HPROG%
Gui, Add, Text, % "x0 y3 w" Width " h15 BackgroundTrans Center 0x550 vCaption gGuiMove", Treason's BO6 Color Aim V3.1 Edit
 
; Set transparency level for the GUI window only
Gui, Show, % "w" Width " h" Height " NA" " x" (A_ScreenWidth - Width) "x0 y500"
WinSet, Transparent, %Opacity%, ahk_id %hGui%  ; Only make GUI transparent
 
 
; Create Tabs
Gui, Add, Tab2, vMyTabs w500 h650 x0 y30, Main|Sliders and Toggles|Advanced Features|Misc|Extras|Dev|Customize|Settings
 
; ---------------- Main Tab ----------------
Gui, Tab, Main
Gui, Font, s6
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Main Options
 
; Checkboxes with Green Tick
Gui, Add, CheckBox, % "x7 y+5 w" (Width-275) "r1 vEnableCheckbox gUpdateStatus", ENABLE MULTIPLAYER AIM (INSERT)
Gui, Add, Text, x+5 w10 h10 vEnableCheckmark Hidden, X
Gui, Add, CheckBox, % "x7 y+5 w" (Width-275) "r1 vEnablePredictionCheckbox gUpdateStatus", ENABLE PREDICTION (HOME)
Gui, Add, Text, x+5 w10 h10 vPredictionCheckmark Hidden, X
Gui, Add, CheckBox, % "x7 y+5 w" (Width-275) "r1 vEnableAimLoop6 gToggleAimLoop6 gUpdateStatus", ENABLE ZOMBIES AIM (DELETE)
Gui, Add, Text, x+5 w10 h10 vZombieCheckmark Hidden, X
Gui, Add, CheckBox, % "x7 y+5 w" (Width-275) "r1 vEnable2Checkbox gToggleEnable2 gUpdateStatus", ENABLE SAI V2 AIM - MULTI
Gui, Add, Text, x+5 w10 h10 vEnable2Checkmark Hidden, X
 
; Add tip label
Gui, Add, Text, % "x190 y72 w" (Width-14) "r1 c00FF00", ZOMBIES SUPPORTS ADV + EXTRA FEATURES NATIVELY NOW!
Gui, Add, Button, % "x287 y100 w120 h20 gOpenInstructions", Instructions / Tips
Gui, Add, Button, % "x290 y130 w100 h20 gOpenHotkeys", HOTKEYS / Tips
 
; GUI Color Picker Section
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Target Color (Hex)
Gui, Add, Edit, % "x8 y+5 w80 r1 vColorHex gUpdateColor", % Format("{:X}", EMCol & 0xFFFFFF)
GuiControl, +ToolTip, ColorHex, Set target color (click Pick Color to choose)
 
; Button to submit the color input
Gui, Add, Button, % "x+8 y+7 w100 h30 gSubmitColor", Set Color
GuiControl, +ToolTip, SubmitColor, Submit the color input from the box
 
; Second GUI Color Picker Section for Zombies Aim
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Zombie Target Color (Hex)
Gui, Add, Edit, % "x8 y+5 w80 r1 vZombieColorHex gUpdateZombieColor6", % Format("{:X}", EMCol6 & 0xFFFFFF)  ; Same initial color or a different one if needed
GuiControl, +ToolTip, ZombieColorHex, Set zombie target color (click Set Zombie Color to choose)
 
; Button to submit the zombie color input
Gui, Add, Button, % "x+8 y+7 w100 h30 gSubmitZombieColor6", Set Zombie Color
GuiControl, +ToolTip, SubmitZombieColor, Submit the color input from the box
 
Gui, Add, Text, % "x7 y+10 w" (Width-275) "r1", Current ZeroY Value:
Gui, Add, Text, % "x+1 w70 r1 vZeroYLabel", % ZeroY
 
; Smoothing Control
Gui, Add, Text, % "x7 y+10 w" (Width-300) "r1", Smoothing (Default is 0.09)
Gui, Add, Text, % "x+m w" (Width-275) "r1 vSmoothingValue", %smoothing%
Gui, Add, Button, % "x7 y+5 w" (Width-375) "r1 +0x4000 gDecreaseSmoothing", -
Gui, Add, Button, % "x+2+m w" (Width-375) "r1 +0x4000 gIncreaseSmoothing", +
 
; Prediction Multiplier Control
Gui, Add, Text, % "x7 y+10 w" (Width-300) "r1", Prediction Multiplier
Gui, Add, Text, % "x+m w" (Width-275) "r1 vPredictionValue", %predictionMultiplier%
Gui, Add, Button, % "x7 y+5 w" (Width-375) "r1 +0x4000 gDecreasePrediction", -
Gui, Add, Button, % "x+2+m w" (Width-375) "r1 +0x4000 gIncreasePrediction", +
 
; Color Tolerance Control
Gui, Add, Text, % "x7 y+10 w" (Width-300) "r1", Color Tolerance
Gui, Add, Text, % "x+m w" (Width-275) "r1 vToleranceValue", %ColVn%
Gui, Add, Button, % "x7 y+5 w" (Width-375) "r1 +0x4000 gDecreaseTolerance", -
Gui, Add, Button, % "x+2+m w" (Width-375) "r1 +0x4000 gIncreaseTolerance", +
 
; Target Location
Gui, Add, Text, % "x7 y+10 w" (Width-300) "r1", Target Location
Gui, Add, Button, % "x7 y+5 w" (Width-375) "r1 +0x4000 gHeadshotsButton", Head
Gui, Add, Button, % "x+2+m w" (Width-375) "r1 +0x4000 gChestButton", Chest
Gui, Add, Button, % "x7 y+5 w" (Width-375) "r1 +0x4000 gBellyButton", Belly
Gui, Add, Button, % "x+2+m w" (Width-375) "r1 +0x4000 gFeetButton", Feet
 
; Finish Main Tab
 
; ---------------- Sliders and Toggles Tab ----------------
Gui, Tab, Sliders and Toggles
 
; Rapid Fire Toggle with Indicator
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Rapid Fire Toggle
Gui, Add, Button, % "x3 y+8 w" (Width-300) "r1 gToggleRapidFire", Toggle
Gui, Add, Text, % "x7 y+5 w" (Width-14) "r1 vRapidFireStatus c00FF00", ; Indicator for rapid fire
 
; No Recoil Intensity Control
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", No Recoil Intensity
Gui, Add, Slider, % "x7 y+5 w" (Width-40) "h20 r1 Range0-100 vRecoilIntensity gUpdateRecoilIntensity Background880808", 50  ; Set background color
Gui, Add, Text, % "x+10 w50 r1 vCurrentRecoilIntensity", 50  ; Display current intensity
 
; No Recoil Speed Control
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", No Recoil Speed
Gui, Add, Slider, % "x7 y+5 w" (Width-40) "h20 r1 Range1-100 vNoRecoilSpeed gUpdateNoRecoilSpeed Background880808", 20  ; Set background color
Gui, Add, Text, % "x+10 w50 r1 vCurrentNoRecoilSpeed", 20  ; Display current speed
 
; No Recoil Toggle
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", No Recoil Toggle
Gui, Add, Button, % "x3 y+8 w" (Width-300) "r1 gToggleNoRecoil", Toggle
Gui, Add, Text, % "x7 y+5 w" (Width-14) "r1 vNoRecoilStatus c00FF00", ; Indicator for no recoil
 
; FOV Control Slider
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Field of View (FOV)
Gui, Add, Slider, % "x7 y+5 w" (Width-40) "h20 r1 Range30-180 vFOVValue gUpdateFOV Background880808", %CFovX%
Gui, Add, Text, % "x+10 w50 r1 vCurrentFOV", %CFovX%  ; Display current FOV
GuiControl, +ToolTip, FOVValue, Adjust the Field of View
 
; FOV Overlay Toggle Button and Dropdown for overlay type
Gui, Add, Button, % "x7 y+20 w50 h30 gToggleFOVOverlay", Toggle FOV Overlay
GuiControl, +ToolTip, ToggleFOVOverlay, Show or hide the FOV overlay
Gui, Add, DropDownList, % "x+10 y+5 w100 vOverlayType gUpdateOverlayType", Circle|Square
GuiControl, +ToolTip, OverlayType, Select the type of FOV overlay
 
Gui, Add, Button, % "x7 y+20 w50 h30 gToggleCrosshair", Toggle Crosshair Overlay
GuiControl, +ToolTip, ToggleCrosshair, Show or hide the crosshair overlay
Gui, Add, DropDownList, % "x+10 y+5 w100 vCrosshairType gUpdateCrosshairType", Green Crosshair|Circle|Square
GuiControl, +ToolTip, CrosshairType, Select the type of crosshair
 
; Finish Sliders and Toggles Tab
 
; ---------------- Advanced Features Tab ----------------
Gui, Tab, Advanced Features
 
; Advanced Feature Toggles Section
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Advanced Feature Toggles
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableAntiAim gToggleAntiAim", Anti-Aim
GuiControl, +ToolTip, EnableAntiAim, Toggle anti-aim mode
 
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableHitboxCycle gToggleHitboxCycle", Cycle Hitbox
GuiControl, +ToolTip, EnableHitboxCycle, Toggle hitbox cycling
 
; Anti-AFK Feature Checkbox
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableAntiAFK gToggleAntiAFK", Anti-AFK
GuiControl, +ToolTip, EnableAntiAFK, Prevents being marked as AFK by simulating random movements
 
; Keyboard & Mouse Enhancements
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Keyboard Enhancements
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableAutoReload gToggleAutoReload", Auto Reload
GuiControl, +ToolTip, EnableAutoReload, Toggle automatic reloading
 
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableAutoCrouch gToggleAutoCrouch", Auto Crouch
GuiControl, +ToolTip, EnableAutoCrouch, Toggle automatic crouching
 
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableAutoDrop gToggleAutoDrop", Auto Drop
GuiControl, +ToolTip, EnableAutoDrop, Toggle automatic dropping
 
; Additional Features Text
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Additional Features
 
; Additional Features Toggle
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableDropShot gToggleDropShot", Drop Shot
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableJumpShot gToggleJumpShot", Jump Shot
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableDropShot2 gToggleDropShot2", Drop Shot 2
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableCrouchShot gToggleCrouchShot", Crouch Shot
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableHoldBreath gToggleHoldBreath", Hold Breath
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableJitter gToggleJitter", Jitter
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableSniperBreath gToggleSniperBreath", Sniper Breath
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableAutoSprint gToggleAutoSprint", Auto Sprint
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableFastReload gToggleFastReload", Fast Reload
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableQuickScope gToggleQuickScope", Quick Scope
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableBunnyHop gToggleBunnyHop", Bunny Hop
 
; Extra Aims Text
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Extra Aims (See Hotkeys + Tips)
 
; Extra Aims Toggle
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableAimLoop8 gToggleAimLoop8", Enable Zombie Aim V2 Less Sticky (PgUp Key)
Gui, Add, Text, x+10 w10 h10 vZombieCheckmark3 Hidden,   ; Hidden checkmark for Zombie Aim V2
 
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableAimLoop9 gToggleAimLoop9", Enable Zombie Aim V1 (PgDn Key)
Gui, Add, Text, x+10 w10 h10 vZombieCheckmark2 Hidden,   ; Hidden checkmark for Zombie Aim V1
 
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableAimLoop0 gToggleAimLoop0", Enable Trigger Bot (']' Key to toggle) (Color: EA00FF)
Gui, Add, Text, x+10 w10 h10 vTriggerBotCheckmark Hidden,   ; Hidden checkmark for Trigger Bot
; Finish Advanced Tab
 
; ---------------- Misc Tab ----------------
Gui, Tab, Misc
 
; Credits Button
Gui, Add, Button, % "x7 y400 w" (Width-100) "r1 gShowCredits", Show Credits
 
; Zombie Aim and Trigger Bot Buttons
Gui, Add, Button, % "x7 y125 w120 h20 gOpenZombieAim", Open Zombie Aim
Gui, Add, Button, % "x7 y102 w120 h20 gOpenTriggerBot", Open Trigger Bot
Gui, Add, Button, % "x135 y104 w120 h20 gPauseToggle1", Pause/Resume Trigger Bot  ; Pause button
 
; Toggle Resizability Button
Gui, Add, Button, % "x7 y225 w100 h30 gToggleResizable", Toggle Resizability
Gui, Add, Button, % "x7 y180 w100 h30 gToggleMonitor", Move to Second Monitor
 
; Trigger Bot Toggle Section
Gui, Add, Button, % "x135 y80 w" (Width-300) "r1 gToggleTriggerBot", Trigger Bot Toggle
 
Gui, Add, Button, % "x7 y80 w120 h20 gOpenZombieAimV2", Open Zombie Aim V2
Gui, Add, Button, % "x287 y100 w120 h20 gOpenInstructions", Instructions / Tips
Gui, Add, Button, % "x287 y123 w120 h20 gOpenHotkeys", HOTKEYS / Tips + Settings
 
; Close Button
Gui, Add, Button, % "x7 y146 w100 h30 gClose", Close
GuiControl, +ToolTip, Close, Close the application
 
; Reset Defaults Button
Gui, Add, Button, % "x107 y146 w100 h30 gResetDefaults", Reset Defaults
GuiControl, +ToolTip, ResetDefaults, Reset settings to default values
Gui, Add, Button, % "x207 y146 w100 h30 gSaveSettings", Save Settings
GuiControl, +ToolTip, SaveSettings, Save current settings to an INI file
Gui, Add, Button, % "x307 y146 w100 h30 gLoadSettings", Load Settings
GuiControl, +ToolTip, LoadSettings, Load settings from an INI file
 
; Finish Misc Tab
 
; ---------------- Extras Tab ----------------
Gui, Tab, Extras
Gui, Font, s6
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Extras Options
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Placeholder for future content
 
; Josh Trigger Bot Toggle
Gui, Add, Checkbox, vJoshTriggerBotCheckbox gToggleJoshTriggerBot, Josh Trigger Bot
Gui, Add, Text, x7 y+5 w250, Enable/Disable Josh Trigger Bot
 
; Auto Strafe Toggle
Gui, Add, Checkbox, vAutoStrafeCheckbox gToggleAutoStrafe, Auto Strafe
Gui, Add, Text, x7 y+5 w275, Enable/Disable Auto Strafe
 
; Auto Crouch/Prone Spam Toggle
Gui, Add, Checkbox, vAutoCrouchProneCheckbox gToggleAutoCrouchProne, Auto Crouch/Prone Spam
Gui, Add, Text, x7 y+5 w400, Enable/Disable Auto Crouch/Prone Spam
 
; Melee Spam Toggle
Gui, Add, Checkbox, vMeleeSpamCheckbox gToggleMeleeSpam, Melee Spam
Gui, Add, Text, x7 y+5 w400, Enable/Disable Melee Spam
 
; Finish Extras Tab
 
; ---------------- Dev Tab ----------------
Gui, Tab, Dev
; Placeholder for future features
Gui, Add, Text, % "x7 y70 w" (Width-14) "r1", Developer options will be added here. Treason V3.1 FIXED (Color freeze gui issue, some adv feature nows working that did not before)
 
; Finish Dev Tab
 
; ---------------- Customize Tab ----------------
Gui, Tab, Customize
Gui, Font, s6
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Customize Options
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Placeholder for customization features
 
; ---------------- Settings Tab ----------------
Gui, Tab, Settings
Gui, Font, s6
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Settings Options
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Placeholder for settings adjustments
 
 
; GUI updates
GuiControl,, ZeroYLabel, %ZeroY%
GuiControl,, CFovXLabel, %CFovX%
GuiControl,, CFovYLabel, %CFovY%
GuiControl,, SmoothingValue, %smoothing%
GuiControl,, PredictionValue, %predictionMultiplier%
GuiControl,, ToleranceValue, %ColVn%
GuiControl,, RecoilIntensity, %RecoilIntensity%          ; Reset Recoil Intensity in GUI
GuiControl,, NoRecoilSpeed, %NoRecoilSpeed%              ; Reset No Recoil Speed in GUI
GuiControl,, FOVValue, %FOVValue%                        ; Reset FOV in GUI
 
; Window Region for GUI
Gui, Add, Text, % "x7 y+15 w" "h5 vP"
GuiControlGet, P, Pos
H := PY + PH
Gui, -Caption
WinSet, Region, 0-0 w%Width% h%H% r6-6
 
Loop
{
    ; Check if the script is enabled
    GuiControlGet, EnableState,, EnableCheckbox
    if (EnableState) {
        targetFound := False
 
        ; Check for target pixel if aiming is enabled
        if GetKeyState("LButton", "P") or GetKeyState("RButton", "P") {
            ; Search for target pixel in a smaller region around the last known position
            PixelSearch, AimPixelX, AimPixelY, targetX - SearchArea, targetY - SearchArea, targetX + SearchArea, targetY + SearchArea, EMCol, ColVn, Fast RGB
            if (!ErrorLevel) {
                targetX := AimPixelX
                targetY := AimPixelY
                targetFound := True
            } else {
                PixelSearch, AimPixelX, AimPixelY, ScanL, ScanT, ScanR, ScanB, EMCol, ColVn, Fast RGB
                if (!ErrorLevel) {
                    targetX := AimPixelX
                    targetY := AimPixelY
                    targetFound := True
                }
            }
 
            if (targetFound) {
                ; Get current time
                currentTime := A_TickCount
 
                ; Calculate the velocity of the target
                if (lastTime != 0) {
                    deltaTime := (currentTime - lastTime) / 1000.0  ; Convert to seconds
                    velocityX := (targetX - prevX) / deltaTime
                    velocityY := (targetY - prevY) / deltaTime
                }
 
                ; Store the current position and time for the next iteration
                prevX := targetX
                prevY := targetY
                lastTime := currentTime
 
                ; Apply prediction if enabled
                GuiControlGet, PredictionEnabled,, EnablePredictionCheckbox
                if (PredictionEnabled && deltaTime != 0) {
                    PredictedX := targetX + Round(velocityX * predictionMultiplier * deltaTime)
                    PredictedY := targetY + Round(velocityY * predictionMultiplier * deltaTime)
                } else {
                    PredictedX := targetX
                    PredictedY := targetY
                }
 
                ; Move the mouse smoothly with strength adjustment
                AimX := PredictedX - ZeroX
                AimY := PredictedY - ZeroY
                DllCall("mouse_event", uint, 1, int, Round(AimX * smoothing), int, Round(AimY * smoothing), uint, 0, int, 0)
            }
        }
      
        ; Josh Trigger Bot Implementation
        if (JoshTriggerBotEnabled && Sqrt((targetX - ZeroX)**2 + (targetY - ZeroY)**2) < 100) {
            Click  ; Simulate a mouse click when the target is within 100 pixels
            Sleep 50  ; Short delay between clicks
        }
      
        ; Rapid Fire Implementation
        if (RapidFireEnabled && GetKeyState("LButton", "P")) {
            Click down
            Sleep, 30  ; Short delay for firing rate
            Click up
        }
 
        ; No Recoil Implementation
        if (NoRecoilEnabled && (GetKeyState("LButton", "P") || GetKeyState("RButton", "P"))) {
            if (RecoilIntensity < 0) {
                RecoilIntensity := 0
            }
            MouseMove, 0, RecoilIntensity, 0, R
            Sleep, NoRecoilSpeed
        }
 
        ; Drop Shot Implementation
        if (DropShotEnabled && GetKeyState("LButton", "P")) {
            Send {C down}  ; Hold down the 'C' key (Crouch)
             While GetKeyState("LButton", "P") {  ; While the Left Mouse Button (LButton) is held down
             Sleep, 10  ; Wait for 10 ms before checking again
            }
            Send {C up}  ; Release the 'C' key (Crouch)
        }
 
        ; Jitter Implementation
        if (JitterEnabled && GetKeyState("LButton", "P")) {
            MouseMove, % (GetRandom(-5, 5)), % (GetRandom(-5, 5)), 0, R
        }
 
        ; Sniper Breath Implementation
        if (SniperBreathEnabled && GetKeyState("RButton", "P")) {
            Send {Shift down}
            Sleep, 1000  ; Hold breath for 1 second
            Send {Shift up}
        }
 
        ; Auto Sprint Implementation
        if (AutoSprintEnabled && GetKeyState("W", "P")) {
            Send {LShift down}
        } else {
            Send {LShift up}
        }
 
        ; Fast Reload Implementation
        if (FastReloadEnabled && GetKeyState("R", "P")) {
            Send {R up}
            Sleep, 50
            Send {R down}
            Sleep, 50
            Send {R up}
        }
 
        ; Quick Scope Implementation
        if (QuickScopeEnabled && GetKeyState("RButton", "P")) {
            Send {RButton down}
            Sleep, 50  ; Adjust time for how long to aim before shooting
            Send {LButton up}
        }
 
        ; Anti-aim functionality
        if (AntiAimEnabled) {
            MouseMove, % (GetRandom(-5, 5)), % (GetRandom(-5, 5)), 0, R
            Sleep, 50
        }
 
        ; Hitbox Cycle Implementation
        if (HitboxCycleEnabled && (Mod(A_Index, 5) == 0)) {
            target := (target = "Head") ? "Chest" : (target = "Chest") ? "Belly" : (target = "Belly") ? "Feet" : "Head"
            ZeroY := (target = "Head") ? A_ScreenHeight / 2.18 : (target = "Chest") ? A_ScreenHeight / 2.22 : (target = "Belly") ? A_ScreenHeight / 2.30 : A_ScreenHeight / 2.38
            GuiControl,, ZeroYLabel, %ZeroY%
            Sleep, 10000 ; Timer to switch hitbox
        }
 
        ; Auto reload functionality
        if (AutoReloadEnabled) {
            if (!GetKeyState("RButton", "P")) {
                if (GetKeyState("LButton", "P") && !isReloading && (A_TickCount - lastReloadTime > reloadCooldown)) {
                    Send {R}
                    lastReloadTime := A_TickCount
                    isReloading := True
                    Sleep, 500 ; Adjust the sleep duration as needed
                    isReloading := False
                }
            }
        }
 
        ; Auto crouch functionality
        if (AutoCrouchEnabled && GetKeyState("LButton", "P")) {
            Send {C}
            Sleep, 50  ; Short delay to prevent spam
        }
 
        ; Bunny Hop Implementation
        if (BunnyHopEnabled && GetKeyState("LButton", "P")) {
            Send {Space down}
            Sleep, 10  ; Adjust timing for hopping
            Send {Space up}
            Sleep, 10
        }
 
        ; Jump Shot
        if (JumpShotEnabled && GetKeyState("LButton", "P")) {
            Send, {Space}
            Sleep, 300  ; Adjust timing as needed
        }
 
        ; Drop Shot 2
        if (DropShot2Enabled && GetKeyState("LButton", "P")) {
            Send, {Ctrl down}
            Sleep, 500
            Send, {Ctrl up}
        }
 
        ; Crouch Shot
        if (CrouchShotEnabled && GetKeyState("LButton", "P")) {
            Send, {C down}
            Sleep, 75
            Send, {C up}
            Sleep, 75
        }
 
        ; Hold Breath
        if (HoldBreathEnabled && GetKeyState("RButton", "P")) {
            Sleep, 110  ; Delay before holding Shift
            Send, {Shift down}
            ; Release Shift when Right Mouse Button is released
            if (!GetKeyState("RButton", "P")) {
                Send, {Shift up}
            }
        }
 
        ; Auto drop functionality
        if (AutoDropEnabled && GetKeyState("LButton", "P")) {
            Send {C}
            Sleep, 50  ; Short delay to prevent spam
        }
 
        ; Anti-AFK Implementation
        if (AntiAFKEnabled) {
            Random, afkMovementX, -3, 3  ; Random movement in X direction
            Random, afkMovementY, -3, 3  ; Random movement in Y direction
            MouseMove, afkMovementX, afkMovementY, 0, R  ; Move mouse slightly to prevent AFK
 
            ; Perform additional anti-AFK actions
            Random, actionChoice, 1, 3  ; Randomly choose an action
            if (actionChoice == 1) {
                Send {C down}  ; Crouch
                Sleep, 100  ; Hold crouch
                Send {C up}  ; Stand back up
            } else if (actionChoice == 2) {
                Send {W down}  ; Move forward
                Sleep, 300  ; Move forward for a short duration
                Send {W up}  ; Stop moving
            } else if (actionChoice == 3) {
                Send {D down}  ; Strafe right
                Sleep, 300  ; Strafe right for a short duration
                Send {D up}  ; Stop strafing
            }
        }
 
        ; Auto Crouch/Prone spam
        if (AutoCrouchProneEnabled && GetKeyState("LButton", "P")) {
            Random, action, 0, 1  ; 0 for crouch, 1 for prone
            if (action = 0) {
                Send, {C down}  ; Crouch
                Sleep, 100
                Send, {C up}
            } else {
                Send, {Z down}  ; Go prone
                Sleep, 100
                Send, {Z up}
            }
        }
 
        ; Melee Spam
        if (MeleeSpamEnabled && GetKeyState("LButton", "P")) {
            Random, meleeSpamTime, 150, 250
            Send, {V}  ; Press Melee/Knife button
            Sleep, meleeSpamTime
        }
 
        ; Auto Strafe
        if (AutoStrafeEnabled && GetKeyState("LButton", "P")) {
            Random, direction, 0, 1  ; 0 for left, 1 for right
            if (direction = 0) {
                Send, {A down}  ; Move Left
                Sleep, 50
                Send, {A up}
            } else {
                Send, {D down}  ; Move Right
                Sleep, 50
                Send, {D up}
            }
        }
    }
 
    ; Reduce CPU usage and improve responsiveness
    Sleep, 5  ; Minimal sleep to allow the loop to run smoothly
}
 
; GUI updates
GuiControl,, ZeroYLabel, %ZeroY%
GuiControl,, CFovXLabel, %CFovX%
GuiControl,, CFovYLabel, %CFovY%
GuiControl,, SmoothingValue, %smoothing%
GuiControl,, PredictionValue, %predictionMultiplier%
GuiControl,, ToleranceValue, %ColVn%
GuiControl,, RecoilIntensity, %RecoilIntensity%          ; Reset Recoil Intensity in GUI
GuiControl,, NoRecoilSpeed, %NoRecoilSpeed%              ; Reset No Recoil Speed in GUI
GuiControl,, FOVValue, %FOVValue%                        ; Reset FOV in GUI
 
; ButtonCallbacks
    HeadshotsButton:
        ZeroY := A_ScreenHeight / 2.18
        GuiControl,, ZeroYLabel, %ZeroY%
        MsgBox, Target Selected: Headshots`nY Position: %ZeroY%
        Return
 
    ; ChestButton callback
    ChestButton:
        ZeroY := A_ScreenHeight / 2.22
        GuiControl,, ZeroYLabel, %ZeroY%
        MsgBox, Target Selected: Chest`nY Position: %ZeroY%
        Return
   
    ; BellyButton callback
    BellyButton:
        ZeroY := A_ScreenHeight / 2.30
        GuiControl,, ZeroYLabel, %ZeroY%
        MsgBox, Target Selected: Belly`nY Position: %ZeroY%
        Return
 
    ; FeetButton callback
    FeetButton:
        ZeroY := A_ScreenHeight / 2.38
        GuiControl,, ZeroYLabel, %ZeroY%
        MsgBox, Target Selected: Feet`nY Position: %ZeroY%
        Return
 
GuiMove:
    PostMessage, 0xA1, 2
    return
   
   Delete::
    ToggleAimLoop6()  ; Call the function to toggle
return
   
AimLoop8:
    if toggle8 {
        targetFound8 := false
 
        if (GetKeyState("LButton", "P") || GetKeyState("RButton", "P")) {
            ; Look for the purple diamond within the defined area
            PixelSearch, AimPixelX, AimPixelY, ScanL8, ScanT8, ScanR8, ScanB8, EMCol8, ColVn8, Fast RGB
            if (!ErrorLevel) {
                ; Diamond found, calculate adjusted aim point
                targetX8 := AimPixelX + OffsetX8
                targetY8 := AimPixelY + OffsetY8
                targetFound8 := true
            }
 
            if (targetFound8) {
                ; Calculate movement needed to reach adjusted target
                TargetAimX := targetX8 - ZeroX8
                TargetAimY := targetY8 - ZeroY8
 
                ; Smoothing multiplier for gradual movement
                MoveX := Round(TargetAimX * 0.1)
                MoveY := Round(TargetAimY * 0.1)
 
                ; Execute movement if it's substantial enough
                if (Abs(MoveX) > 1 || Abs(MoveY) > 1) {
                    DllCall("mouse_event", "UInt", 1, "Int", MoveX, "Int", MoveY, "UInt", 0, "Int", 0)
                }
            }
        }
    }
return
 
ToggleAimLoop8() {
    global toggle8
    toggle8 := !toggle8
   
    ; Update the checkbox state
    GuiControl,, EnableAimLoop8, % toggle8 ? 1 : 0  ; Set checkbox based on toggle state
 
    if (toggle8) {
        SetTimer, AimLoop8, 10  ; Start the loop with a timer
        SoundBeep, 500, 300
        MsgBox, Aim Loop Started
    } else {
        SetTimer, AimLoop8, Off  ; Stop the loop when toggled off
        SoundBeep, 750, 300
        MsgBox, Aim Loop Stopped
    }
 
    Gosub, UpdateStatus  ; Call UpdateStatus to refresh checkmark visibility
}
 
; Page Up key to toggle Aim Loop
PgUp::ToggleAimLoop8()
 
; Pause functionality with Alt key
-::  ; Use '-' key to pause
    Paused8 := !Paused8
    Pause, Toggle
    if Paused8 {
        SoundBeep, 750, 500
    }
    return
   
AimLoop6:
    ; Declare global variables so they can be recognized
    global RapidFireEnabled, NoRecoilEnabled, DropShotEnabled, JitterEnabled, SniperBreathEnabled
    global AutoSprintEnabled, FastReloadEnabled, QuickScopeEnabled, AntiAimEnabled, HitboxCycleEnabled
    global AutoReloadEnabled, AutoCrouchEnabled, BunnyHopEnabled, JumpShotEnabled, DropShot2Enabled
    global CrouchShotEnabled, HoldBreathEnabled, AutoDropEnabled, AntiAFKEnabled, RecoilIntensity
    global NoRecoilSpeed, lastReloadTime, reloadCooldown, isReloading, ZeroX6, ZeroY6, TargetAimX, TargetAimY
    global JoshTriggerBotEnabled, MeleeSpamEnabled, AutoStrafeEnabled, AutoCrouchProneEnabled
 
    ; Auto Sprint Implementation - Runs independently of mouse button state
    if (AutoSprintEnabled && GetKeyState("W", "P")) {
        if (!GetKeyState("LShift", "P")) {  ; Ensure Shift is not already held
            Send {LShift down}
        }
    } else {
        if (GetKeyState("LShift", "P")) {  ; Release Shift if it's held
            Send {LShift up}
        }
    }
 
    ; Aim feature implementation - Only run if LButton or RButton is pressed
    if (GetKeyState("LButton", "P") or GetKeyState("RButton", "P")) {
        targetFound6 := false  ; Reset targetFound6 at the start of each loop iteration
 
        ; Look for the purple diamond within the defined area
        PixelSearch, AimPixelX, AimPixelY, ScanL6, ScanT6, ScanR6, ScanB6, EMCol6, ColVn6, Fast RGB
        if (!ErrorLevel) {
            targetX6 := AimPixelX + OffsetX6
            targetY6 := AimPixelY + OffsetY6
            targetFound6 := true
        }
 
        if (targetFound6) {
            TargetAimX := targetX6 - ZeroX6
            TargetAimY := targetY6 - ZeroY6
            MoveX := Round(TargetAimX * 0.3)
            MoveY := Round(TargetAimY * 0.3)
            if (Abs(MoveX) > 0 || Abs(MoveY) > 0) {
                DllCall("mouse_event", "UInt", 1, "Int", MoveX, "Int", MoveY, "UInt", 0, "Int", 0)
            }
        }
 
        ; Call the function to handle all feature implementations
        ExecuteFeatures()
    }
 
    Gosub, UpdateStatus
    Sleep, 5  ; Minimal sleep to allow the loop to run smoothly
return
 
ExecuteFeatures() {
    global RapidFireEnabled, NoRecoilEnabled, DropShotEnabled, JitterEnabled, SniperBreathEnabled
    global AutoSprintEnabled, FastReloadEnabled, QuickScopeEnabled, AntiAimEnabled, HitboxCycleEnabled
    global AutoReloadEnabled, AutoCrouchEnabled, BunnyHopEnabled, JumpShotEnabled, DropShot2Enabled
    global CrouchShotEnabled, HoldBreathEnabled, AutoDropEnabled, AntiAFKEnabled, RecoilIntensity
    global NoRecoilSpeed, lastReloadTime, reloadCooldown, isReloading, ZeroX6, ZeroY6, TargetAimX, TargetAimY
    global JoshTriggerBotEnabled, MeleeSpamEnabled, AutoStrafeEnabled, AutoCrouchProneEnabled
 
    ; Josh Trigger Bot Implementation
    if (JoshTriggerBotEnabled && Sqrt((targetX6 - ZeroX6)**2 + (targetY6 - ZeroY6)**2) < 100) {
        Click  ; Simulate a mouse click when the target is within 100 pixels
        Sleep 50  ; Short delay between clicks
    }
   
    ; Rapid Fire Implementation
    if (RapidFireEnabled && GetKeyState("LButton", "P")) {
        Click down
        Sleep, 30  ; Short delay for firing rate
        Click up
    }
 
    ; No Recoil Implementation
    if (NoRecoilEnabled && (GetKeyState("LButton", "P") || GetKeyState("RButton", "P"))) {
        if (RecoilIntensity < 0) {
            RecoilIntensity := 0
        }
        MouseMove, 0, RecoilIntensity, 0, R
        Sleep, NoRecoilSpeed
    }
 
    ; Drop Shot Implementation
    if (DropShotEnabled && GetKeyState("LButton", "P")) {
        Send {C down}  ; Hold down the 'C' key (Crouch)
        While GetKeyState("LButton", "P") {  ; While the Left Mouse Button (LButton) is held down
            Sleep, 10  ; Wait for 10 ms before checking again
        }
        Send {C up}  ; Release the 'C' key (Crouch)
    }
 
    ; Jitter Implementation
    if (JitterEnabled && GetKeyState("LButton", "P")) {
        MouseMove, % (GetRandom(-5, 5)), % (GetRandom(-5, 5)), 0, R
    }
 
    ; Sniper Breath Implementation
    if (SniperBreathEnabled && GetKeyState("RButton", "P")) {
        Send {Shift down}
        Sleep, 1000  ; Hold breath for 1 second
        Send {Shift up}
    }
 
    ; Auto Sprint Implementation
    if (AutoSprintEnabled && GetKeyState("W", "P")) {
        Send {LShift down}
    } else {
        Send {LShift up}
    }
 
    ; Fast Reload Implementation
    if (FastReloadEnabled && GetKeyState("R", "P")) {
        Send {R up}
        Sleep, 50
        Send {R down}
        Sleep, 50
        Send {R up}
    }
 
    ; Quick Scope Implementation
    if (QuickScopeEnabled && GetKeyState("RButton", "P")) {
        Send {RButton down}
        Sleep, 50  ; Adjust time for how long to aim before shooting
        Send {LButton up}
    }
 
    ; Anti-aim functionality
    if (AntiAimEnabled) {
        MouseMove, % (GetRandom(-5, 5)), % (GetRandom(-5, 5)), 0, R
        Sleep, 50
    }
 
    ; Hitbox Cycle Implementation
    if (HitboxCycleEnabled && (Mod(A_Index, 5) == 0)) {
        target := (target = "Head") ? "Chest" : (target = "Chest") ? "Belly" : (target = "Belly") ? "Feet" : "Head"
        ZeroY := (target = "Head") ? A_ScreenHeight / 2.18 : (target = "Chest") ? A_ScreenHeight / 2.22 : (target = "Belly") ? A_ScreenHeight / 2.30 : A_ScreenHeight / 2.38
        GuiControl,, ZeroYLabel, %ZeroY%
        Sleep, 10000 ; Timer to switch hitbox
    }
 
    ; Auto reload functionality
    if (AutoReloadEnabled) {
        if (!GetKeyState("RButton", "P")) {
            if (GetKeyState("LButton", "P") && !isReloading && (A_TickCount - lastReloadTime > reloadCooldown)) {
                Send {R}
                lastReloadTime := A_TickCount
                isReloading := True
                Sleep, 500 ; Adjust the sleep duration as needed
                isReloading := False
            }
        }
    }
 
    ; Auto crouch functionality
    if (AutoCrouchEnabled && GetKeyState("LButton", "P")) {
        Send {C}
        Sleep, 50  ; Short delay to prevent spam
    }
 
    ; Bunny Hop Implementation
    if (BunnyHopEnabled && GetKeyState("LButton", "P")) {
        Send {Space down}
        Sleep, 10  ; Adjust timing for hopping
        Send {Space up}
        Sleep, 10
    }
 
    ; Jump Shot
    if (JumpShotEnabled && GetKeyState("LButton", "P")) {
        Send, {Space}
        Sleep, 300  ; Adjust timing as needed
    }
 
    ; Drop Shot 2
    if (DropShot2Enabled && GetKeyState("LButton", "P")) {
        Send, {Ctrl down}
        Sleep, 500
        Send, {Ctrl up}
    }
 
    ; Crouch Shot
    if (CrouchShotEnabled && GetKeyState("LButton", "P")) {
        Send, {C down}
        Sleep, 75
        Send, {C up}
        Sleep, 75
    }
 
    ; Hold Breath
    if (HoldBreathEnabled && GetKeyState("RButton", "P")) {
        Sleep, 110  ; Delay before holding Shift
        Send, {Shift down}
        ; Release Shift when Right Mouse Button is released
        if (!GetKeyState("RButton", "P")) {
            Send, {Shift up}
        }
    }
 
    ; Auto drop functionality
    if (AutoDropEnabled && GetKeyState("LButton", "P")) {
        Send {C}
        Sleep, 50  ; Short delay to prevent spam
    }
 
    ; Anti-AFK Implementation
    if (AntiAFKEnabled) {
        Random, afkMovementX, -3, 3  ; Random movement in X direction
        Random, afkMovementY, -3, 3  ; Random movement in Y direction
        MouseMove, afkMovementX, afkMovementY, 0, R  ; Move mouse slightly to prevent AFK
 
        ; Perform additional anti-AFK actions
        Random, actionChoice, 1, 3  ; Randomly choose an action
        if (actionChoice == 1) {
            Send {C down}  ; Crouch
            Sleep, 100  ; Hold crouch
            Send {C up}  ; Stand back up
        } else if (actionChoice == 2) {
            Send {W down}  ; Move forward
            Sleep, 300  ; Move forward for a short duration
            Send {W up}  ; Stop moving
        } else if (actionChoice == 3) {
            Send {D down}  ; Strafe right
            Sleep, 300  ; Strafe right for a short duration
            Send {D up}  ; Stop strafing
        }
    }
 
    ; Auto Crouch/Prone spam
    if (AutoCrouchProneEnabled && GetKeyState("LButton", "P")) {
        Random, action, 0, 1  ; 0 for crouch, 1 for prone
        if (action = 0) {
            Send, {C down}  ; Crouch
            Sleep, 100
            Send, {C up}
        } else {
            Send, {Z down}  ; Go prone
            Sleep, 100
            Send, {Z up}
        }
    }
 
    ; Melee Spam
    if (MeleeSpamEnabled && GetKeyState("LButton", "P")) {
        Random, meleeSpamTime, 150, 250
        Send, {V}  ; Press Melee/Knife button
        Sleep, meleeSpamTime
    }
 
    ; Auto Strafe
    if (AutoStrafeEnabled && GetKeyState("LButton", "P")) {
        Random, direction, 0, 1  ; 0 for left, 1 for right
        if (direction = 0) {
            Send, {A down}  ; Move Left
            Sleep, 50
            Send, {A up}
        } else {
            Send, {D down}  ; Move Right
            Sleep, 50
            Send, {D up}
        }
    }
 
    ; Reduce CPU usage and improve responsiveness
    Sleep, 5  ; Minimal sleep to allow the loop to run smoothly
}
 
 
ToggleEnable2() {
    GuiControlGet, Enable2State,, Enable2Checkbox  ; Get the current state of the checkbox
    Enable2State := !Enable2State  ; Toggle the state
    GuiControl,, Enable2Checkbox, % Enable2State  ; Update the checkbox in the GUI
    toggle2 := Enable2State  ; Update toggle2 based on checkbox state
 
    ; Start the loop if toggled on
    if (toggle2) {
        SetTimer, AimLoop2, 5  ; Start the loop with a timer
        SoundBeep, 500, 300
        GuiControl, Show, Enable2Checkmark  ; Show the checkmark
    } else {
        SetTimer, AimLoop2, Off  ; Stop the loop when toggled off
        SoundBeep, 750, 300
        GuiControl, Hide, Enable2Checkmark  ; Hide the checkmark
    }
}
AimLoop2:
    ; Check if the script is enabled
    GuiControlGet, Enable2State,, Enable2Checkbox
    toggle2 := Enable2State
    if (toggle2) {
        targetFound := False
 
        if GetKeyState("LButton", "P") or GetKeyState("RButton", "P") {
            ; Search for target pixel in a smaller region around the last known position
            PixelSearch, AimPixelX, AimPixelY, targetX - SearchArea2, targetY - SearchArea2, targetX + SearchArea2, targetY + SearchArea2, EMCol, ColVn, Fast RGB
            if (!ErrorLevel) {
                targetX := AimPixelX
                targetY := AimPixelY
                targetFound := True
            } else {
                PixelSearch, AimPixelX, AimPixelY, ScanL, ScanT, ScanR, ScanB, EMCol, ColVn, Fast RGB
                if (!ErrorLevel) {
                    targetX := AimPixelX
                    targetY := AimPixelY
                    targetFound := True
                }
            }
 
            if (targetFound) {
                ; Get current time
                currentTime := A_TickCount
 
                ; Calculate the velocity of the target
                if (lastTime != 0) {
                    deltaTime := (currentTime - lastTime) / 1000.0 ; Convert to seconds (It's in milliseconds)
                    velocityX := (targetX - prevX) / deltaTime
                    velocityY := (targetY - prevY) / deltaTime
                }
 
                ; Store the current position and time for the next iteration
                prevX := targetX
                prevY := targetY
                lastTime := currentTime
 
                ; Apply prediction if enabled
                GuiControlGet, PredictionEnabled,, EnablePredictionCheckbox
                if (PredictionEnabled && deltaTime != 0) {
                    PredictedX := targetX + Round(velocityX * predictionMultiplier * deltaTime)
                    PredictedY := targetY + Round(velocityY * predictionMultiplier * deltaTime)
                } else {
                    PredictedX := targetX
                    PredictedY := targetY
                }
 
                ; Move the mouse smoothly with strength adjustment
                AimX := PredictedX - ZeroX
                AimY := PredictedY - ZeroY
                DllCall("mouse_event", uint, 1, int, Round(AimX * smoothing), int, Round(AimY * smoothing), uint, 0, int, 0)
            }
        }
        ; Call the function to handle all feature implementations
        ExecuteFeatures2()
    }
 
    Gosub, UpdateStatus
    Sleep, 5  ; Minimal sleep to allow the loop to run smoothly
return
 
ExecuteFeatures2() {
    global RapidFireEnabled, NoRecoilEnabled, DropShotEnabled, JitterEnabled, SniperBreathEnabled
    global AutoSprintEnabled, FastReloadEnabled, QuickScopeEnabled, AntiAimEnabled, HitboxCycleEnabled
    global AutoReloadEnabled, AutoCrouchEnabled, BunnyHopEnabled, JumpShotEnabled, DropShot2Enabled
    global CrouchShotEnabled, HoldBreathEnabled, AutoDropEnabled, AntiAFKEnabled, RecoilIntensity
    global NoRecoilSpeed, lastReloadTime, reloadCooldown, isReloading, ZeroX6, ZeroY6, TargetAimX, TargetAimY
    global JoshTriggerBotEnabled, MeleeSpamEnabled, AutoStrafeEnabled, AutoCrouchProneEnabled
 
    ; Josh Trigger Bot Implementation
    if (JoshTriggerBotEnabled && Sqrt((targetX6 - ZeroX6)**2 + (targetY6 - ZeroY6)**2) < 100) {
        Click  ; Simulate a mouse click when the target is within 100 pixels
        Sleep 50  ; Short delay between clicks
    }
   
    ; Rapid Fire Implementation
    if (RapidFireEnabled && GetKeyState("LButton", "P")) {
        Click down
        Sleep, 30  ; Short delay for firing rate
        Click up
    }
 
    ; No Recoil Implementation
    if (NoRecoilEnabled && (GetKeyState("LButton", "P") || GetKeyState("RButton", "P"))) {
        if (RecoilIntensity < 0) {
            RecoilIntensity := 0
        }
        MouseMove, 0, RecoilIntensity, 0, R
        Sleep, NoRecoilSpeed
    }
 
    ; Drop Shot Implementation
    if (DropShotEnabled && GetKeyState("LButton", "P")) {
        Send {C down}  ; Hold down the 'C' key (Crouch)
        While GetKeyState("LButton", "P") {  ; While the Left Mouse Button (LButton) is held down
            Sleep, 10  ; Wait for 10 ms before checking again
        }
        Send {C up}  ; Release the 'C' key (Crouch)
    }
 
    ; Jitter Implementation
    if (JitterEnabled && GetKeyState("LButton", "P")) {
        MouseMove, % (GetRandom(-5, 5)), % (GetRandom(-5, 5)), 0, R
    }
 
    ; Sniper Breath Implementation
    if (SniperBreathEnabled && GetKeyState("RButton", "P")) {
        Send {Shift down}
        Sleep, 1000  ; Hold breath for 1 second
        Send {Shift up}
    }
 
    ; Auto Sprint Implementation
    if (AutoSprintEnabled && GetKeyState("W", "P")) {
        Send {LShift down}
    } else {
        Send {LShift up}
    }
 
    ; Fast Reload Implementation
    if (FastReloadEnabled && GetKeyState("R", "P")) {
        Send {R up}
        Sleep, 50
        Send {R down}
        Sleep, 50
        Send {R up}
    }
 
    ; Quick Scope Implementation
    if (QuickScopeEnabled && GetKeyState("RButton", "P")) {
        Send {RButton down}
        Sleep, 50  ; Adjust time for how long to aim before shooting
        Send {LButton up}
    }
 
    ; Anti-aim functionality
    if (AntiAimEnabled) {
        MouseMove, % (GetRandom(-5, 5)), % (GetRandom(-5, 5)), 0, R
        Sleep, 50
    }
 
    ; Hitbox Cycle Implementation
    if (HitboxCycleEnabled && (Mod(A_Index, 5) == 0)) {
        target := (target = "Head") ? "Chest" : (target = "Chest") ? "Belly" : (target = "Belly") ? "Feet" : "Head"
        ZeroY := (target = "Head") ? A_ScreenHeight / 2.18 : (target = "Chest") ? A_ScreenHeight / 2.22 : (target = "Belly") ? A_ScreenHeight / 2.30 : A_ScreenHeight / 2.38
        GuiControl,, ZeroYLabel, %ZeroY%
        Sleep, 10000 ; Timer to switch hitbox
    }
 
    ; Auto reload functionality
    if (AutoReloadEnabled) {
        if (!GetKeyState("RButton", "P")) {
            if (GetKeyState("LButton", "P") && !isReloading && (A_TickCount - lastReloadTime > reloadCooldown)) {
                Send {R}
                lastReloadTime := A_TickCount
                isReloading := True
                Sleep, 500 ; Adjust the sleep duration as needed
                isReloading := False
            }
        }
    }
 
    ; Auto crouch functionality
    if (AutoCrouchEnabled && GetKeyState("LButton", "P")) {
        Send {C}
        Sleep, 50  ; Short delay to prevent spam
    }
 
    ; Bunny Hop Implementation
    if (BunnyHopEnabled && GetKeyState("LButton", "P")) {
        Send {Space down}
        Sleep, 10  ; Adjust timing for hopping
        Send {Space up}
        Sleep, 10
    }
 
    ; Jump Shot
    if (JumpShotEnabled && GetKeyState("LButton", "P")) {
        Send, {Space}
        Sleep, 300  ; Adjust timing as needed
    }
 
    ; Drop Shot 2
    if (DropShot2Enabled && GetKeyState("LButton", "P")) {
        Send, {Ctrl down}
        Sleep, 500
        Send, {Ctrl up}
    }
 
    ; Crouch Shot
    if (CrouchShotEnabled && GetKeyState("LButton", "P")) {
        Send, {C down}
        Sleep, 75
        Send, {C up}
        Sleep, 75
    }
 
    ; Hold Breath
    if (HoldBreathEnabled && GetKeyState("RButton", "P")) {
        Sleep, 110  ; Delay before holding Shift
        Send, {Shift down}
        ; Release Shift when Right Mouse Button is released
        if (!GetKeyState("RButton", "P")) {
            Send, {Shift up}
        }
    }
 
    ; Auto drop functionality
    if (AutoDropEnabled && GetKeyState("LButton", "P")) {
        Send {C}
        Sleep, 50  ; Short delay to prevent spam
    }
 
    ; Anti-AFK Implementation
    if (AntiAFKEnabled) {
        Random, afkMovementX, -3, 3  ; Random movement in X direction
        Random, afkMovementY, -3, 3  ; Random movement in Y direction
        MouseMove, afkMovementX, afkMovementY, 0, R  ; Move mouse slightly to prevent AFK
 
        ; Perform additional anti-AFK actions
        Random, actionChoice, 1, 3  ; Randomly choose an action
        if (actionChoice == 1) {
            Send {C down}  ; Crouch
            Sleep, 100  ; Hold crouch
            Send {C up}  ; Stand back up
        } else if (actionChoice == 2) {
            Send {W down}  ; Move forward
            Sleep, 300  ; Move forward for a short duration
            Send {W up}  ; Stop moving
        } else if (actionChoice == 3) {
            Send {D down}  ; Strafe right
            Sleep, 300  ; Strafe right for a short duration
            Send {D up}  ; Stop strafing
        }
    }
 
    ; Auto Crouch/Prone spam
    if (AutoCrouchProneEnabled && GetKeyState("LButton", "P")) {
        Random, action, 0, 1  ; 0 for crouch, 1 for prone
        if (action = 0) {
            Send, {C down}  ; Crouch
            Sleep, 100
            Send, {C up}
        } else {
            Send, {Z down}  ; Go prone
            Sleep, 100
            Send, {Z up}
        }
    }
 
    ; Melee Spam
    if (MeleeSpamEnabled && GetKeyState("LButton", "P")) {
        Random, meleeSpamTime, 150, 250
        Send, {V}  ; Press Melee/Knife button
        Sleep, meleeSpamTime
    }
 
    ; Auto Strafe
    if (AutoStrafeEnabled && GetKeyState("LButton", "P")) {
        Random, direction, 0, 1  ; 0 for left, 1 for right
        if (direction = 0) {
            Send, {A down}  ; Move Left
            Sleep, 50
            Send, {A up}
        } else {
            Send, {D down}  ; Move Right
            Sleep, 50
            Send, {D up}
        }
    }
 
    ; Reduce CPU usage and improve responsiveness
    Sleep, 5  ; Minimal sleep to allow the loop to run smoothly
}
 
; Submit Color function for Zombie Target
SubmitZombieColor6:
    GuiControlGet, ZombieColorHex,, ZombieColorHex  ; Get the color input from the GUI
    ; Check if the color has changed before updating
    if (ZombieColorHex != LastColor6) {
        LastColor6 := ZombieColorHex  ; Store the current color as the last color
        UpdateZombieColor6()  ; Call the UpdateColor function to handle the actual update
    }
return
; Update Color function for Zombie Target
UpdateZombieColor6() {
    global EMCol6  ; The main zombie target color variable
    GuiControlGet, ZombieColorHex,, ZombieColorHex  ; Get the color input again
   
    if (ZombieColorHex != "") {
        ; Validate the hex input (must be 6 valid hex digits)
        if (RegExMatch(ZombieColorHex, "^[0-9A-Fa-f]{6}$")) {
            EMCol6 := "0x" . ZombieColorHex  ; Convert to the required 0x format
            GuiControl,, ZombieColorHex, % ZombieColorHex  ; Optionally update the display in the edit box
            MsgBox, Zombie target color successfully set to: %ZombieColorHex%  ; Notify user of success
        } else {
            MsgBox, Invalid hex color code! Please enter a valid 6-digit hex code.  ; Show error if invalid
        }
    }
}
 
; Pick Color function (open native Windows color picker for Zombie Target)
PickZombieColor6:
    Color := 0x000000  ; Initialize a default color value (black)
    ColorPick := DllCall("user32.dll\ChooseColor", "UInt", &Color)  ; Open color picker dialog
    if (ColorPick) {
        EMCol6 := Color  ; Set the zombie target color to the picked color
        ; Update the GUI Edit control to show the new color
        GuiControl,, ZombieColorHex, % Format("{:X}", EMCol6 & 0xFFFFFF)  ; Display color in hex format
    }
return
 
ToggleAimLoop6() {
    GuiControlGet, EnableAimLoop6State,, EnableAimLoop6  ; Get the current state of the checkbox
    EnableAimLoop6State := !EnableAimLoop6State  ; Toggle the state
    GuiControl,, EnableAimLoop6, % EnableAimLoop6State  ; Update the checkbox in the GUI
    toggle6 := EnableAimLoop6State  ; Update toggle6 based on checkbox state
 
    ; Start the loop if toggled on
    if (toggle6) {
        SetTimer, AimLoop6, 5  ; Start the loop with a timer
        SoundBeep, 500, 300
        GuiControl, Show, ZombieCheckmark  ; Show the checkmark
    } else {
        SetTimer, AimLoop6, Off  ; Stop the loop when toggled off
        SoundBeep, 750, 300
        GuiControl, Hide, ZombieCheckmark  ; Hide the checkmark
    }
}
 
ToggleFOVOverlay:
    showOverlay := !showOverlay
    if (showOverlay)
    {
        UpdateOverlay()
    }
    else
    {
        Gui, OverlayGui:Destroy  ; Close the overlay if it's visible
    }
return
 
; Function to toggle the GUI's resizability
ToggleResizable:
isResizable := !isResizable
if (isResizable) {
    Gui, -ToolWindow  ; Remove ToolWindow to allow resizing
    Gui, +Resize  ; Allow resizing
    GuiControl,, ToggleResizable, Set Non-Resizable  ; Update button text
} else {
    Gui, +ToolWindow  ; Add ToolWindow to enable dragging without resizing
    Gui, -Resize  ; Disallow resizing
    GuiControl,, ToggleResizable, Set Resizable  ; Update button text
}
return
return
 
OpenInstructions:
    MsgBox, 0, Instructions,
    (
    Welcome to the B06 AIO Aim GUI!
 
    Here are the instructions on how to use the features:
 
    * **Enable Multi-Player Aim**: Check the box to activate multi-player aiming functionality. Use Insert key to toggle this feature on or off.
    * **Enable Zombies Aim**: Check the box to activate the zombies aiming feature. Use the Delete key to toggle this feature on or off.
    * **Enable Prediction**: Check the box to activate prediction for better aiming accuracy. Use the Home key to toggle this feature.
    * **Target Color**: Enter the hex value for the target color you want to aim at and click "Set Color" to apply it.
    * **Smoothing**: Use the "+" and "-" buttons to adjust the smoothing value for your aim.
    * **Prediction Multiplier**: Use the "+" and "-" buttons to increase or decrease the prediction multiplier for aiming.
    * **Color Tolerance**: Adjust the color tolerance using the "+" and "-" buttons to refine target detection.
    * **Rapid Fire Toggle**: Click the toggle button to enable or disable rapid fire functionality.
    * **No Recoil Toggle**: Click the toggle button to enable or disable no recoil functionality.
    * **Field of View (FOV)**: Adjust the FOV using the slider for improved targeting range.
    * **FOV Overlay**: Click the button to toggle the FOV overlay on or off, and select the overlay type from the dropdown.
    * **Anti-Aim**: Check the box to enable anti-aim feature for enhanced aiming tactics.
    * **Auto Reload, Auto Crouch, Auto Drop**: Check these boxes to enable automatic actions during gameplay.
    * **Trigger Bot**: Activate this feature to automatically shoot when a target is detected.
    * **Quick Scope**: Enable this option for faster aiming and shooting when using a scoped weapon.
    * **Jitter**: Toggle this feature for unpredictable aiming patterns to confuse enemies.
    * **Fast Reload**: Enable this feature to reload your weapon faster than normal.
    * **Drop Shot**: Check this box to automatically drop to the ground while shooting, making you harder to hit.
    * **Credits**: Click the "Show Credits" button to view the contributors.
    * **Current ZeroY**: This indicates your current target Y-coordinate.
    * **Target Location**: Use buttons to set your aim target location (Head, Chest, Belly, Feet).
    * **Recoil Intensity**: Adjust the no recoil intensity using the slider for precise control.
    * **No Recoil Speed**: Modify the speed of the no recoil effect to suit your preferences.
    * **Cycle Hitboxes**: Check the box to enable cycling through hitboxes for more dynamic aiming.
    * **Open Zombie Aim**: Click the button to access the Zombie Aim feature. (BETA)
    * **Open Zombie Aim V2**: Click the button to access the enhanced version of the Zombie Aim feature. (BETA)
 
    To close the GUI, click the "Close" button.
 
    Enjoy your game!
    Credits to theasiangamr (Multi Source Code + B06 Updated Offsets & Base), Treason of aka(UtterlyTV), Iccbwa (Zombie Aim v1), kanepards (AHK Zombie Aim v2), & ali123x (Inf GobbleGums)
    )
return
 
OpenHotkeys:
    MsgBox, 0, Hotkeys and Tips,
    (
    Welcome to the Hotkeys and Tips Section!
 
    Here are the important hotkeys and settings recommendations:
   Personal Choice Settings Per Treason!!!!
   Enable multiplayer to use additional features without they wont run
   I personally use no recoil and keep both sliders down anywhere under 5
   default settings are what I use aswell but may adjust to your liking
   ++Many features will not be functional until further updates eg. Anti AFK, Auto Drop , Quick Scope Auto Reload Etc.
   Work to come with stronger aim and fixing aiming at other objects than Enemys
 
    **Hotkeys & COLOR TIPS:**
    * **Insert**: Toggle Multi-Player Aim (C9008D)
    * **Delete**: Toggle Zombies Aim (DF00FF)
    * **Home**: Toggle Prediction
    * **PgUp**: Enable Zombie Aim V2 Less Sticky (DF00FF)
    * **PgDn**: Enable Zombie Aim V1 (EA00FF)
    * **']'**: Toggle Trigger Bot
    * **F1**: Toggle Hide / Show GUI
    * **F12**: Pause/Unpause Functionality
 
    **Tips:**
    - **Multi-Player vs. Zombies Aim**: Avoid using both aiming features at the same time to prevent aiming conflicts.
    - **Target Color**: Make sure to set the correct hex color for optimal performance. Use the "Set Color" button to apply changes.
    - **Smoothing and Prediction**: Adjust these settings based on your playstyle for better accuracy.
    - **Use Rapid Fire and No Recoil**: These features can enhance your gameplay but ensure they are suitable for the game mode you are in.
 
    **Settings Recommendations:**
    - Adjust the **Field of View (FOV)** based on your preferred play style; a wider FOV can help in spotting targets.
    - Fine-tune the **Color Tolerance** for more accurate target detection, especially in fast-paced scenarios.
    - Enable **Auto Reload, Auto Crouch, and Drop Shot** for automatic actions that can enhance your survival chances in combat.
 
    **Note**: Regularly test and adjust settings to find what works best for you.
 
    To close the GUI, click the "Close" button.
 
    Happy gaming!
    Credits to all contributors for their invaluable work and support!
    )
return
UpdateOverlay()
{
    global showOverlay, overlayType, overlaySize
    ; Get the current FOV value from the slider
    GuiControlGet, FOVValue
    overlaySize := FOVValue * 4  ; Adjust the overlay size based on FOV value
 
    ; Center overlay position
    xPos := (A_ScreenWidth - overlaySize) / 2
    yPos := (A_ScreenHeight - overlaySize) / 2
 
    if (showOverlay)
    {
        ; Create the overlay GUI without any color or caption
        Gui, OverlayGui:New, +AlwaysOnTop +ToolWindow -Caption +E0x20 +LastFound +HwndOverlayHwnd
 
        ; Set the size and position
        Gui, OverlayGui:Show, w%overlaySize% h%overlaySize% x%xPos% y%yPos%
 
        ; Load the overlay shape based on selection
        if (OverlayType = "Circle")
        {
            Gui, OverlayGui:Add, Picture, w%overlaySize% h%overlaySize% hwndOverlayPic, Circle2.png  ; Load the circle image
        }
        else
        {
            Gui, OverlayGui:Add, Picture, w%overlaySize% h%overlaySize% hwndOverlayPic, Square2.png  ; Load the square image
        }
 
        ; Set the overlay to be fully transparent
        WinSet, Transparent, 20, ahk_id %OverlayHwnd%  ; Make the entire window transparent
        ; Make the overlay click-through
        WinSet, ExStyle, +0x20, ahk_id %OverlayHwnd%  ; Set the window to be click-through
 
        ; Show the overlay
        Gui, OverlayGui:Show
 
        ; Set the image area to be opaque (make the overlay visible)
        WinSet, Transparent, 255, ahk_id %OverlayPic%  ; Use the handle for the picture
    }
    else
    {
        ; Hide the overlay if toggled off
        Gui, OverlayGui:Hide
    }
}
 
; Toggle Crosshair Overlay
ToggleCrosshair:
    CrosshairVisible := !CrosshairVisible  ; Toggle visibility of the crosshair overlay
    if (CrosshairVisible)
    {
        UpdateCrosshair()
    }
    else
    {
        Gui, CrosshairGui:Destroy  ; Close the crosshair overlay if it's visible
    }
return
 
; Update Crosshair Overlay
UpdateCrosshair()
{
    global CrosshairVisible, CrosshairType
 
    ; Calculate the size and position of the crosshair overlay
    overlaySize := 50  ; Fixed size for crosshair
    xPos := (A_ScreenWidth - overlaySize) / 2
    yPos := (A_ScreenHeight - overlaySize) / 2
 
    if (CrosshairVisible)
    {
        ; Create the crosshair GUI without any color or caption
        Gui, CrosshairGui:New, +AlwaysOnTop +ToolWindow -Caption +E0x20 +LastFound +HwndCrosshairHwnd
 
        ; Set the size and position for the crosshair
        Gui, CrosshairGui:Show, w%overlaySize% h%overlaySize% x%xPos% y%yPos%
 
        ; Load the crosshair image based on the selected type
        if (CrosshairType = "Green Crosshair")
        {
            Gui, CrosshairGui:Add, Picture, w%overlaySize% h%overlaySize% hwndCrosshairPic, green_crosshair.png  ; Load the green crosshair image
        }
        else if (CrosshairType = "Circle")
        {
            Gui, CrosshairGui:Add, Picture, w%overlaySize% h%overlaySize% hwndCrosshairPic, circle_crosshair.png  ; Load the circle crosshair image
        }
        else if (CrosshairType = "Square")
        {
            Gui, CrosshairGui:Add, Picture, w%overlaySize% h%overlaySize% hwndCrosshairPic, square_crosshair.png  ; Load the square crosshair image
        }
 
        ; Make the crosshair overlay click-through
        WinSet, ExStyle, +0x20, ahk_id %CrosshairHwnd%  ; Set the window to be click-through
 
        ; Set the crosshair to be transparent
        WinSet, Transparent, 20, ahk_id %CrosshairHwnd%  ; Make the entire window transparent
 
        ; Show the crosshair overlay
        Gui, CrosshairGui:Show
    }
    else
    {
        ; Hide the crosshair overlay if toggled off
        Gui, CrosshairGui:Hide
    }
}
 
UpdateCrosshairType:
    GuiControlGet, CrosshairType, , CrosshairType  ; Get the selected value from the Crosshair dropdown
    if (CrosshairVisible)  ; If the crosshair is visible, update it immediately
    {
        UpdateCrosshair()
    }
return
 
IncreaseSmoothing:
    smoothing += 0.01
    if (smoothing > 2)  ; Set a maximum limit for smoothing
        smoothing := 2
    GuiControl,, SmoothingValue, %smoothing%
    Return
 
DecreaseSmoothing:
    smoothing -= 0.01
    if (smoothing < 0.0)  ; Set a minimum limit for smoothing
        smoothing := 0.0
    GuiControl,, SmoothingValue, %smoothing%
    Return
 
IncreasePrediction:
    predictionMultiplier += 0.1
    GuiControl,, PredictionValue, %predictionMultiplier%
    Return
   
 
DecreasePrediction:
    predictionMultiplier -= 0.1
    if (predictionMultiplier < 0.1)  ; Minimum limit for prediction multiplier
        predictionMultiplier := 0.1
    GuiControl,, PredictionValue, %predictionMultiplier%
    Return
 
IncreaseTolerance:
    ColVn += 1
    GuiControl,, ToleranceValue, %ColVn%
    Return
 
DecreaseTolerance:
    ColVn -= 1
    if (ColVn < 0)  ; Minimum limit for color tolerance
        ColVn := 0
    GuiControl,, ToleranceValue, %ColVn%
    Return
   
UpdateFOV:
    GuiControlGet, FOVValue  ; Get the new FOV value from the slider
    CFovX := FOVValue  ; Update the global CFovX variable
    GuiControl,, CurrentFOV, %FOVValue%  ; Update the displayed FOV value
    ScanL := ZeroX - CFovX  ; Update the scan area based on the new FOV
    ScanT := ZeroY - CFovX
    ScanR := ZeroX + CFovX
    ScanB := ZeroY + CFovX
 
    if (showOverlay)
    {
        UpdateOverlay()  ; Update the overlay if it's currently visible
    }
return
 
UpdateOverlayType:
    GuiControlGet, OverlayType, , OverlayType  ; Get the selected value from the FOV Overlay dropdown
    if (showOverlay)  ; If the overlay is visible, update it immediately
    {
        UpdateOverlay()
    }
return
; Function to update No Recoil Intensity
UpdateRecoilIntensity:
    GuiControlGet, RecoilIntensity
    ; Update the display of the current Recoil Intensity value
    GuiControl,, CurrentRecoilIntensity, %RecoilIntensity%
Return
 
; Function to update No Recoil Speed
UpdateNoRecoilSpeed:
    GuiControlGet, NoRecoilSpeed
    ; Update the display of the current No Recoil Speed value
    GuiControl,, CurrentNoRecoilSpeed, %NoRecoilSpeed%
Return
 
UpdateTriggerBotStatus() {
    if (triggerActive) {
        if (paused1) {
            TriggerBotStatus := "Active, Paused"
        } else {
            TriggerBotStatus := "Active"
        }
    } else {
        TriggerBotStatus := "Off"
    }
    GuiControl,, TriggerBotStatusText, Trigger Bot: %TriggerBotStatus%  ; Update status in the GUI
}
 
ToggleTriggerBot:
    triggerActive := !triggerActive  ; Toggle the trigger active state
 
    ; Provide feedback to confirm the toggle
    if (triggerActive) {
        GuiControl, , ToggleTriggerBot, Stop Trigger Bot
        StartTriggerBot2()  ; Call the function to start the loop
        MsgBox, Trigger Bot started.  ; Indicate the Trigger Bot has started
    } else {
        GuiControl, , ToggleTriggerBot, Start Trigger Bot
        MsgBox, Trigger Bot stopped.  ; Indicate the Trigger Bot has stopped
    }
 
    UpdateTriggerBotStatus()  ; Update status after toggling
return
 
; Function to toggle pause
PauseToggle1() {
    paused1 := !paused1  ; Toggle paused1 for Trigger Bot
    GuiControl, , PauseToggle1, % (paused1 ? "Resume" : "Pause")
    SoundBeep, % (paused1 ? 750 : 500), % (paused1 ? 500 : 300)  ; Beep on pause/resume
    UpdateTriggerBotStatus()  ; Update status after pausing or resuming
}
 
; Start the Trigger Bot loop
StartTriggerBot2() {
    SetTimer, TriggerBotLoop, 10
}
 
; The Trigger Bot loop logic
TriggerBotLoop:
    if (paused1 || !triggerActive) {  ; Check if paused or inactive
        Sleep, 100
        return
    }
 
    KeyWait, RButton, D  ; Wait for the right mouse button to be pressed
    CoordMode, Pixel, Screen
    PixelSearch, Px, Py, ScanL3, ScanT3, ScanR3, ScanB3, 0xEA00FF, 30, Fast
 
    if (ErrorLevel = 0) {  ; If the pixel is found
        Sleep, 10
        Send {LButton down}
        Sleep, 10
        Send {LButton up}
        Sleep, 1000 ; Delay after each trigger
    }
return
 
; Close the GUI
GuiClose6:
    ExitApp
toggle := false
 
if (targetFound && toggle) {
    click down
} else {
    click up
}
 
Paused := False
Insert:: ; Enable Multi-Player Aim Checkbox
    ; Toggle the Enable checkbox state
    GuiControlGet, EnableState,, EnableCheckbox
    newEnableState := !EnableState  ; Toggle the state
    GuiControl,, EnableCheckbox, % newEnableState  ; Update the checkbox
 
    ; Update the toggle variable based on the new state
    toggle := newEnableState
   
    ; Play sound and show/hide the checkmark
    if (toggle) {
        SoundBeep, 300, 100  ; Sound for enabling
        GuiControl, Show, EnableCheckmark  ; Show the checkmark
    } else {
        SoundBeep, 500, 300  ; Sound for disabling
        GuiControl, Hide, EnableCheckmark  ; Hide the checkmark
    }
return
 
; Reset Defaults Function
ResetDefaults:
    ; Set default values
    smoothing := 0.09
    predictionMultiplier := 2.5
    ColVn := 50
    ; Default Settings for Recoil, Speed, and FOV
    RecoilIntensity := 50  ; Default recoil intensity
    NoRecoilSpeed := 20    ; Default speed for no recoil
    FOVValue := 78     ; Initialize FOV with the main FOV value
 
    ; Update GUI controls with default values
    GuiControl,, SmoothingValue, %smoothing%
    GuiControl,, PredictionValue, %predictionMultiplier%
    GuiControl,, ToleranceValue, %ColVn%
    GuiControl,, RecoilIntensity, %RecoilIntensity%          ; Reset Recoil Intensity in GUI
    GuiControl,, NoRecoilSpeed, %NoRecoilSpeed%              ; Reset No Recoil Speed in GUI
    GuiControl,, FOVValue, %FOVValue% ; Update the GUI slider
    GuiControl,, CurrentFOV, %FOVValue% ; Update displayed current FOV
 
    ; Disable all toggle features and update the GUI statuses
    RapidFireEnabled := False
    NoRecoilEnabled := False
    AntiAimEnabled := False
    HitboxCycleEnabled := False
    AutoReloadEnabled := False
    AutoCrouchEnabled := False
    AutoDropEnabled := False
   
    GuiControl,, RapidFireStatus, OFF
    GuiControl,, NoRecoilStatus, OFF
    GuiControl,, AntiAimStatus, OFF
    GuiControl,, HitboxCycleStatus, OFF
    GuiControl,, AutoReloadStatus, OFF
    GuiControl,, AutoCrouchStatus, OFF
    GuiControl,, AutoDropStatus, OFF
   
    MsgBox, "Defaults have been reset, and all features are disabled."
Return
 
AimLoop9:
    if toggle9 {
        targetFound9 := false
 
        if (GetKeyState("LButton", "P") || GetKeyState("RButton", "P")) {
            ; Search for target pixel
            PixelSearch, AimPixelX, AimPixelY, targetX9 - 20, targetY9 - 20, targetX9 + 20, targetY9 + 20, EMCol9, ColVn9, Fast RGB
            if (!ErrorLevel) {
                targetX9 := AimPixelX
                targetY9 := AimPixelY
                targetFound9 := true
            } else {
                PixelSearch, AimPixelX, AimPixelY, ScanL9, ScanT9, ScanR9, ScanB9, EMCol9, ColVn9, Fast RGB
                if (!ErrorLevel) {
                    targetX9 := AimPixelX
                    targetY9 := AimPixelY
                    targetFound9 := true
                }
            }
 
            if (targetFound9) {
                AimX := targetX9 - ZeroX9
                AimY := targetY9 - ZeroY9
                DirX := (AimX > 0) ? 1 : -1
                DirY := (AimY > 0) ? 1 : -1
                AimOffsetX := AimX * DirX
                AimOffsetY := AimY * DirY
                MoveX := ImpreciseMove((AimOffsetX ** (1 / 1.1))) * DirX
                MoveY := ImpreciseMove((AimOffsetY ** (1 / 1.1))) * DirY
                DllCall("mouse_event", uint, 1, int, MoveX, int, MoveY, uint, 0, int, 0)
                RandomDelay(1, 2)
            }
        }
    }
return
 
ToggleAimLoop9() {
    global toggle9
    toggle9 := !toggle9
   
    ; Update the checkbox state
    GuiControl,, EnableAimLoop9, % toggle9 ? 1 : 0  ; Set checkbox based on toggle state
 
    if (toggle9) {
        SetTimer, AimLoop9, 10  ; Start the loop with a timer
        SoundBeep, 500, 300
        MsgBox, Zombie Aim Loop Started
    } else {
        SetTimer, AimLoop9, Off  ; Stop the loop when toggled off
        SoundBeep, 750, 300
        MsgBox, Zombie Aim Loop Stopped
    }
 
    Gosub, UpdateStatus  ; Call UpdateStatus to refresh checkmark visibility
}
 
; Page Down key to toggle Aim Loop
PgDn::
    ToggleAimLoop9()
return
 
; Pause functionality with Alt key
end::  ; Use '-' key to pause
    Paused9 := !Paused9
    Pause, Toggle
    if Paused9 {
        SoundBeep, 750, 500
    }
return
 
AimLoop0:
    if toggle1s {
        CoordMode, Pixel, Screen
        ; Check if right mouse button is held down
        if GetKeyState("RButton", "P") {
            ; PixelSearch looks for the target color in the defined area
            PixelSearch, Px, Py, ScanLs1, ScanTs1, ScanRs1, ScanBs1, 0xEA00FF, 30, Fast
            if (ErrorLevel = 0) {
                ; Target found, send shots immediately
                sleep, 10
                send {LButton down}
                sleep, 10
                send {LButton up}
            }
        }
    }
return
 
ToggleAimLoop0() {
    global toggle1s
    toggle1s := !toggle1s
 
    ; Update the checkbox state to reflect the toggle (enabled/disabled)
    GuiControl,, EnableAimLoop0, % toggle1s ? 1 : 0  ; Update checkbox with the current toggle state
 
    if (toggle1s) {
        SetTimer, AimLoop0, 10  ; Start the loop with a timer
        SoundBeep, 500, 300
        MsgBox, Aim Loop Started
    } else {
        SetTimer, AimLoop0, Off  ; Stop the loop when toggled off
        SoundBeep, 750, 300
        MsgBox, Aim Loop Stopped
    }
 
    Gosub, UpdateStatus  ; Refresh the checkbox and other GUI controls
}
 
; ] key to toggle Aim Loop
]::
    ToggleAimLoop0()
return
 
; F8 key to pause/unpause
F8::
    Paused1s := !Paused1s
    if (Paused1s) {
        SoundBeep, 750, 500
        MsgBox, Aim Loop Paused
    } else {
        SoundBeep, 500, 500
        MsgBox, Aim Loop Unpaused
    }
return
 
ToggleRapidFire:
    RapidFireEnabled := !RapidFireEnabled
    GuiControl,, RapidFireStatus, % (RapidFireEnabled ? "ON" : "OFF")
    MsgBox, % "Rapid Fire is now " (RapidFireEnabled ? "enabled" : "disabled")
    Return
 
 
ToggleNoRecoil:
    NoRecoilEnabled := !NoRecoilEnabled
    GuiControl,, NoRecoilStatus, % (NoRecoilEnabled ? "ON" : "OFF")
    MsgBox, % "No Recoil is now " (NoRecoilEnabled ? "enabled" : "disabled")
    Return
   
ToggleAntiAFK:
    AntiAFKEnabled := !AntiAFKEnabled
    GuiControl,, AntiAFKStatus, % (AntiAFKEnabled ? "ON" : "OFF")
    MsgBox, % "Anti-AFK is now " (AntiAFKEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus  ; Call UpdateStatus to refresh checkmarks
    Return
 
ToggleAntiAim:
    AntiAimEnabled := !AntiAimEnabled
    GuiControl,, AntiAimStatus, % (AntiAimEnabled ? "ON" : "OFF")
    MsgBox, % "Anti Aim is now " (AntiAimEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus  ; Call UpdateStatus to refresh checkmarks
    Return
 
ToggleHitboxCycle:
    HitboxCycleEnabled := !HitboxCycleEnabled
    GuiControl,, HitboxCycleStatus, % (HitboxCycleEnabled ? "ON" : "OFF")
    MsgBox, % "Hitbox Cycle is now " (HitboxCycleEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus  ; Call UpdateStatus to refresh checkmarks
    Return
 
ToggleAutoReload:
    AutoReloadEnabled := !AutoReloadEnabled
    GuiControl,, AutoReloadStatus, % (AutoReloadEnabled ? "ON" : "OFF")
    MsgBox, % "Auto Reload is now " (AutoReloadEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus  ; Call UpdateStatus to refresh checkmarks
    Return
 
ToggleAutoCrouch:
    AutoCrouchEnabled := !AutoCrouchEnabled
    GuiControl,, AutoCrouchStatus, % (AutoCrouchEnabled ? "ON" : "OFF")
    MsgBox, % "Auto Crouch is now " (AutoCrouchEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus  ; Call UpdateStatus to refresh checkmarks
    Return
   
ToggleBunnyHop:
    BunnyHopEnabled := !BunnyHopEnabled
    GuiControl,, BunnyHopStatus, % (BunnyHopEnabled ? "ON" : "OFF")
    MsgBox, % "Bunny Hop is now " (BunnyHopEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus  ; Call UpdateStatus to refresh checkmarks
    Return
   
ToggleDropShot:
    DropShotEnabled := !DropShotEnabled
    GuiControl,, DropShotStatus, % (DropShotEnabled ? "ON" : "OFF")
    MsgBox, % "Drop Shot is now " (DropShotEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus  ; Call UpdateStatus to refresh checkmarks
    Return
ToggleMeleeSpam:
    ; Toggle the Melee Spam state
    MeleeSpamEnabled := !MeleeSpamEnabled
    ; Show the notification message box
    MsgBox, % "Melee Spam is now " (MeleeSpamEnabled ? "enabled" : "disabled")
    ; Call UpdateStatus to refresh checkmarks and checkbox states
    GoSub, UpdateStatus
Return
 
ToggleAutoCrouchProne:
    ; Toggle the Auto Crouch/Prone Spam state
    AutoCrouchProneEnabled := !AutoCrouchProneEnabled
    ; Show the notification message box
    MsgBox, % "Auto Crouch/Prone Spam is now " (AutoCrouchProneEnabled ? "enabled" : "disabled")
    ; Call UpdateStatus to refresh checkmarks and checkbox states
    GoSub, UpdateStatus
Return
 
ToggleAutoStrafe:
    ; Toggle the Auto Strafe state
    AutoStrafeEnabled := !AutoStrafeEnabled
    ; Show the notification message box
    MsgBox, % "Auto Strafe is now " (AutoStrafeEnabled ? "enabled" : "disabled")
    ; Call UpdateStatus to refresh checkmarks and checkbox states
    GoSub, UpdateStatus
Return
 
ToggleJoshTriggerBot:
    ; Toggle the Josh Trigger Bot state
    JoshTriggerBotEnabled := !JoshTriggerBotEnabled
    ; Show the notification message box
    MsgBox, % "Josh Trigger Bot is now " (JoshTriggerBotEnabled ? "enabled" : "disabled")
    ; Call UpdateStatus to refresh checkmarks and checkbox states
    GoSub, UpdateStatus
Return
 
ToggleJitter:
    JitterEnabled := !JitterEnabled
    GuiControl,, JitterStatus, % (JitterEnabled ? "ON" : "OFF")
    MsgBox, % "Jitter is now " (JitterEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus  ; Call UpdateStatus to refresh checkmarks
    Return
 
ToggleSniperBreath:
    SniperBreathEnabled := !SniperBreathEnabled
    GuiControl,, SniperBreathStatus, % (SniperBreathEnabled ? "ON" : "OFF")
    MsgBox, % "Sniper Breath is now " (SniperBreathEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus  ; Call UpdateStatus to refresh checkmarks
    Return
 
ToggleAutoSprint:
    AutoSprintEnabled := !AutoSprintEnabled
    GuiControl,, AutoSprintStatus, % (AutoSprintEnabled ? "ON" : "OFF")
    MsgBox, % "Auto Sprint is now " (AutoSprintEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus  ; Call UpdateStatus to refresh checkmarks
    Return
 
ToggleFastReload:
    FastReloadEnabled := !FastReloadEnabled
    GuiControl,, FastReloadStatus, % (FastReloadEnabled ? "ON" : "OFF")
    MsgBox, % "Fast Reload is now " (FastReloadEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus  ; Call UpdateStatus to refresh checkmarks
    Return
 
ToggleQuickScope:
    QuickScopeEnabled := !QuickScopeEnabled
    GuiControl,, QuickScopeStatus, % (QuickScopeEnabled ? "ON" : "OFF")
    MsgBox, % "Quick Scope is now " (QuickScopeEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus  ; Call UpdateStatus to refresh checkmarks
    Return
 
ToggleAutoDrop:
    AutoDropEnabled := !AutoDropEnabled
    GuiControl,, AutoDropStatus, % (AutoDropEnabled ? "ON" : "OFF")
    MsgBox, % "Auto Drop is now " (AutoDropEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus  ; Call UpdateStatus to refresh checkmarks
    Return
   
   ; Jump Shot Toggle
ToggleJumpShot:
    JumpShotEnabled := !JumpShotEnabled
    GuiControl,, JumpShotStatus, % (JumpShotEnabled ? "ON" : "OFF")
    MsgBox, % "Jump Shot is now " (JumpShotEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus  ; Call UpdateStatus to refresh checkmarks
    Return
 
; Drop Shot 2 Toggle
ToggleDropShot2:
    DropShot2Enabled := !DropShot2Enabled
    GuiControl,, DropShot2Status, % (DropShot2Enabled ? "ON" : "OFF")
    MsgBox, % "Drop Shot 2 is now " (DropShot2Enabled ? "enabled" : "disabled")
    GoSub, UpdateStatus
    Return
 
; Crouch Shot Toggle
ToggleCrouchShot:
    CrouchShotEnabled := !CrouchShotEnabled
    GuiControl,, CrouchShotStatus, % (CrouchShotEnabled ? "ON" : "OFF")
    MsgBox, % "Crouch Shot is now " (CrouchShotEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus
    Return
 
; Hold Breath Toggle
ToggleHoldBreath:
    HoldBreathEnabled := !HoldBreathEnabled
    GuiControl,, HoldBreathStatus, % (HoldBreathEnabled ? "ON" : "OFF")
    MsgBox, % "Hold Breath is now " (HoldBreathEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus
    Return
 
   Home::
    ; Toggle the prediction checkbox state
    GuiControlGet, PredictionState,, EnablePredictionCheckbox
    PredictionState := !PredictionState  ; Toggle the state
    GuiControl,, EnablePredictionCheckbox, % PredictionState  ; Update the checkbox in the GUI
 
    ; Update the checkmark visibility
    if (PredictionState) {
        SoundBeep, 500, 300
        GuiControl, Show, PredictionCheckmark  ; Show the checkmark
    } else {
        SoundBeep, 750, 300
        GuiControl, Hide, PredictionCheckmark  ; Hide the checkmark
    }
return
 
ToggleMonitor:
    ; Get the number of monitors
    SysGet, monitorCount, MonitorCount
   
    if (monitorCount >= 2) {
        ; Get the dimensions of the second monitor (Monitor 2)
        SysGet, monitorLeft, Monitor, 2  ; x position of the second monitor (left edge)
        SysGet, monitorTop, Monitor, 2   ; y position of the second monitor (top edge)
        SysGet, monitorRight, Monitor, 2 ; x position of the right edge of the second monitor
        SysGet, monitorBottom, Monitor, 2 ; y position of the bottom edge of the second monitor
 
        ; Define GUI width and height (as per your script)
        Width := 425
        Height := 555
 
        ; Calculate the new position (bottom-left corner)
        newX := monitorLeft  ; x position of the second monitor (left edge)
        newY := monitorBottom - Height  ; y position at the bottom-left of the second monitor (Height used here)
 
        ; Move the GUI to the second monitor
        Gui, Show, % "w" Width " h" Height " NA" " x" newX " y" newY
    } else {
        MsgBox, Only one monitor detected!
    }
return
 
UpdateStatus:
; Handle the state of the Multi-Player Aim checkbox
GuiControlGet, state,, EnableCheckbox
if (state) {
    GuiControl, Show, EnableCheckmark
} else {
    GuiControl, Hide, EnableCheckmark
}
 
; Handle the Prediction checkbox
GuiControlGet, predictionState,, EnablePredictionCheckbox
if (predictionState) {
    GuiControl, Show, vPredictionCheckmark
} else {
    GuiControl, Hide, vPredictionCheckmark
}
 
; Aim Loop 6 (Zombie Aim Loop)
GuiControlGet, aimLoop6State,, EnableAimLoop6
if (aimLoop6State) {
    SetTimer, AimLoop6, 5
    GuiControl, Show, ZombieCheckmark  ; Show the checkmark for Aim Loop 6
} else {
    SetTimer, AimLoop6, Off
    GuiControl, Hide, ZombieCheckmark  ; Hide the checkmark for Aim Loop 6
}
 
; Custom Aim Loop (Enable2)
GuiControlGet, enable2State,, Enable2Checkbox
if (enable2State) {
    SetTimer, AimLoop2, 5
    GuiControl, Show, Enable2Checkmark  ; Show the checkmark for Enable2
} else {
    SetTimer, AimLoop2, Off
    toggle2 := false
    GuiControl, Hide, Enable2Checkmark  ; Hide the checkmark for Enable2
}
   
       ; Update the checkbox GUI to reflect the new state
    GuiControl,, JoshTriggerBotCheckbox, % (JoshTriggerBotEnabled ? "1" : "0")
    GuiControl,, AutoStrafeCheckbox, % (AutoStrafeEnabled ? "1" : "0")
    GuiControl,, AutoCrouchProneCheckbox, % (AutoCrouchProneEnabled ? "1" : "0")
    GuiControl,, MeleeSpamCheckbox, % (MeleeSpamEnabled ? "1" : "0")
 
    ; Tooltips for each feature
    ; Tooltip, % "Josh Trigger Bot is " (JoshTriggerBotEnabled ? "Enabled" : "Disabled")
    ; SetTimer, RemoveTooltip, -1500  ; Hide the tooltip after 1.5 seconds
 
 
    ; Handle Zombies Aim checkboxes and their conflicts
    GuiControlGet, zombiesState1,, EnableAimLoop8  ; Zombie Aim V2
    GuiControlGet, zombiesState2,, EnableAimLoop9  ; Zombie Aim V1
    GuiControlGet, triggerBotState,, EnableAimLoop0  ; Trigger Bot
 
    ; Handle conflicts and update checkmarks for Zombie Aim and Trigger Bot
    if (state || predictionState) {
        GuiControl,, EnableAimLoop8, 0  ; Disable Zombie Aim V2
        GuiControl, Hide, vZombieCheckmark3  ; Hide checkmark for Zombie Aim V2
 
        GuiControl,, EnableAimLoop9, 0  ; Disable Zombie Aim V1
        GuiControl, Hide, vZombieCheckmark2  ; Hide checkmark for Zombie Aim V1
 
        GuiControl,, EnableAimLoop0, 0  ; Disable Trigger Bot
        GuiControl, Hide, vTriggerBotCheckmark  ; Hide checkmark for Trigger Bot
    }
 
    ; Update checkmarks based on current states for Zombies Aim
    GuiControl, % (zombiesState1 ? "" : "Hide"), vZombieCheckmark3
    GuiControl, % (zombiesState2 ? "" : "Hide"), vZombieCheckmark2
    GuiControl, % (triggerBotState ? "" : "Hide"), vTriggerBotCheckmark
 
; Handle additional features and update checkmarks for various toggles
    GuiControlGet, dropShotState,, EnableDropShot
    DropShotEnabled := dropShotState
    GuiControlGet, dropShot2State,, EnableDropShot2
    DropShot2Enabled := dropShot2State
    GuiControlGet, crouchShotState,, EnableCrouchShot
    CrouchShotEnabled := crouchShotState
    GuiControlGet, holdBreathState,, EnableHoldBreath
    HoldBreathEnabled := holdBreathState
    GuiControlGet, jitterState,, EnableJitter
    JitterEnabled := jitterState
    GuiControlGet, sniperBreathState,, EnableSniperBreath
    SniperBreathEnabled := sniperBreathState
    GuiControlGet, autoSprintState,, EnableAutoSprint
    AutoSprintEnabled := autoSprintState
    GuiControlGet, fastReloadState,, EnableFastReload
    FastReloadEnabled := fastReloadState
    GuiControlGet, quickScopeState,, EnableQuickScope
    QuickScopeEnabled := quickScopeState
    GuiControlGet, bunnyHopState,, EnableBunnyHop
    BunnyHopEnabled := bunnyHopState
    GuiControlGet, antiAimState,, EnableAntiAim
    AntiAimEnabled := antiAimState
    GuiControlGet, hitboxCycleState,, EnableHitboxCycle
    HitboxCycleEnabled := hitboxCycleState
    GuiControlGet, autoReloadState,, EnableAutoReload
    AutoReloadEnabled := autoReloadState
    GuiControlGet, autoCrouchState,, EnableAutoCrouch
    AutoCrouchEnabled := autoCrouchState
    GuiControlGet, autoDropState,, EnableAutoDrop
    AutoDropEnabled := autoDropState
    GuiControlGet, antiAFKState,, AntiAFKCheckbox
    AntiAFKEnabled := antiAFKState
    GuiControlGet, jumpShotState,, EnableJumpShot
    JumpShotEnabled := jumpShotState
 
 
 
    ; Update checkmarks for additional features
    GuiControl, % (dropShotState ? "" : "Hide"), vDropShotCheckmark
    GuiControl, % (dropShot2State ? "" : "Hide"), vDropShot2Checkmark
    GuiControl, % (crouchShotState ? "" : "Hide"), vCrouchShotCheckmark
    GuiControl, % (holdBreathState ? "" : "Hide"), vHoldBreathCheckmark
    GuiControl, % (jitterState ? "" : "Hide"), vJitterCheckmark
    GuiControl, % (sniperBreathState ? "" : "Hide"), vSniperBreathCheckmark
    GuiControl, % (autoSprintState ? "" : "Hide"), vAutoSprintCheckmark
    GuiControl, % (fastReloadState ? "" : "Hide"), vFastReloadCheckmark
    GuiControl, % (quickScopeState ? "" : "Hide"), vQuickScopeCheckmark
    GuiControl, % (bunnyHopState ? "" : "Hide"), vBunnyHopCheckmark
    GuiControl, % (antiAimState ? "" : "Hide"), vAntiAimCheckmark
    GuiControl, % (hitboxCycleState ? "" : "Hide"), vHitboxCycleCheckmark
    GuiControl, % (autoReloadState ? "" : "Hide"), vAutoReloadCheckmark
    GuiControl, % (autoCrouchState ? "" : "Hide"), vAutoCrouchCheckmark
    GuiControl, % (autoDropState ? "" : "Hide"), vAutoDropCheckmark
    GuiControl, % (antiAFKState ? "" : "Hide"), vAntiAFKCheckmark
Return
 
; Submit Color function
SubmitColor:
    GuiControlGet, ColorHex,, ColorHex
    ; Check if the color has changed before updating
    if (ColorHex != LastColorHex) {
        LastColorHex := ColorHex
        UpdateColor()
    }
return
 
; Update Color function
UpdateColor() {
    global EMCol
    GuiControlGet, ColorHex,, ColorHex
    if (ColorHex != "") {
        ; Validate the hex input (6 digits)
        if (RegExMatch(ColorHex, "^[0-9A-Fa-f]{6}$")) {
            ; Ensure it starts with 0x for hex representation
            EMCol := "0x" . ColorHex
            ; Optionally update the display in the edit box
            GuiControl,, ColorHex, % ColorHex
            MsgBox, Color successfully set to: %ColorHex%
        } else {
            MsgBox, Invalid hex color code! Please enter a valid 6-digit hex code.
        }
    }
}
 
PickColor:
    Color := 0x000000
    ColorPick := DllCall("user32.dll\ChooseColor", "UInt", &Color)
    if (ColorPick) {
        EMCol := Color
        ; Update the GUI Edit control to show the new color
        GuiControl,, ColorHex, % Format("{:X}", EMCol & 0xFFFFFF)  ; Mask to ensure only 6 hex digits are shown
    }
return
RemoveTooltip:
    Tooltip
    SetTimer, RemoveTooltip, Off
Return
SaveSettings() {
    global EMCol, ColVn, ZeroX, ZeroY, smoothing, predictionMultiplier
    global RapidFireEnabled, NoRecoilEnabled, DropShotEnabled, DropShot2Enabled
    global JitterEnabled, SniperBreathEnabled, AutoSprintEnabled
    global FastReloadEnabled, QuickScopeEnabled, AntiAimEnabled
    global HitboxCycleEnabled, AutoReloadEnabled, AutoCrouchEnabled, AutoDropEnabled
    global BunnyHopEnabled, CrouchShotEnabled, JumpShotEnabled
    global RecoilIntensity, NoRecoilSpeed, FOVValue
    global JoshTriggerBotEnabled, AutoStrafeEnabled, AutoCrouchProneEnabled, MeleeSpamEnabled
 
    ; Delete existing settings file
    FileDelete, Settings.ini
 
    ; Use FileAppend to save settings with no spaces before or after values
    FileAppend,
    (
    EMCol=%EMCol%
    ColVn=%ColVn%
    ZeroX=%ZeroX%
    ZeroY=%ZeroY%
    smoothing=%smoothing%
    predictionMultiplier=%predictionMultiplier%
    RapidFireEnabled=%RapidFireEnabled%
    NoRecoilEnabled=%NoRecoilEnabled%
    DropShotEnabled=%DropShotEnabled%
    DropShot2Enabled=%DropShot2Enabled%
    JitterEnabled=%JitterEnabled%
    SniperBreathEnabled=%SniperBreathEnabled%
    AutoSprintEnabled=%AutoSprintEnabled%
    FastReloadEnabled=%FastReloadEnabled%
    QuickScopeEnabled=%QuickScopeEnabled%
    AntiAimEnabled=%AntiAimEnabled%
    HitboxCycleEnabled=%HitboxCycleEnabled%
    AutoReloadEnabled=%AutoReloadEnabled%
    AutoCrouchEnabled=%AutoCrouchEnabled%
    AutoDropEnabled=%AutoDropEnabled%
    BunnyHopEnabled=%BunnyHopEnabled%
    CrouchShotEnabled=%CrouchShotEnabled%
    JumpShotEnabled=%JumpShotEnabled%
    RecoilIntensity=%RecoilIntensity%
    NoRecoilSpeed=%NoRecoilSpeed%
    FOVValue=%FOVValue%
    JoshTriggerBotEnabled=%JoshTriggerBotEnabled%
    AutoStrafeEnabled=%AutoStrafeEnabled%
    AutoCrouchProneEnabled=%AutoCrouchProneEnabled%
    MeleeSpamEnabled=%MeleeSpamEnabled%
    ), Settings.ini
 
    ; Clean up formatting by removing any leading spaces
    FileRead, settings, Settings.ini
    StringReplace, settings, settings, %A_Space%, , All
    FileDelete, Settings.ini
    FileAppend, %settings%, Settings.ini
 
    MsgBox, Settings saved successfully!
}
 
 
LoadSettings() {
    global EMCol, ColVn, ZeroX, ZeroY, smoothing, predictionMultiplier
    global RapidFireEnabled, NoRecoilEnabled, DropShotEnabled, DropShot2Enabled
    global JitterEnabled, SniperBreathEnabled, AutoSprintEnabled
    global FastReloadEnabled, QuickScopeEnabled, AntiAimEnabled
    global HitboxCycleEnabled, AutoReloadEnabled, AutoCrouchEnabled, AutoDropEnabled
    global BunnyHopEnabled, CrouchShotEnabled, JumpShotEnabled
    global RecoilIntensity, NoRecoilSpeed, FOVValue
    global JoshTriggerBotEnabled, AutoStrafeEnabled, AutoCrouchProneEnabled, MeleeSpamEnabled
 
    if !FileExist("Settings.ini") {
        MsgBox, Settings file not found!
        return
    }
 
    FileRead, settings, Settings.ini
    Loop, Parse, settings, `n, `r
    {
        StringSplit, line, A_LoopField, =
        if (line1 && line2) {
            ; Use dynamic variable assignment correctly
            %line1% := line2
        }
    }
 
    ; Update GUI with loaded values
    GuiControl,, SmoothingValue, %smoothing%
    GuiControl,, PredictionValue, %predictionMultiplier%
    GuiControl,, ToleranceValue, %ColVn%
    GuiControl,, EMColorValue, %EMCol%
    GuiControl,, ZeroXValue, %ZeroX%
    GuiControl,, ZeroYValue, %ZeroY%
    GuiControl,, RapidFireCheckbox, %RapidFireEnabled%
    GuiControl,, NoRecoilCheckbox, %NoRecoilEnabled%
    GuiControl,, DropShotCheckbox, %DropShotEnabled%
    GuiControl,, DropShot2Checkbox, %DropShot2Enabled%
    GuiControl,, JitterCheckbox, %JitterEnabled%
    GuiControl,, SniperBreathCheckbox, %SniperBreathEnabled%
    GuiControl,, AutoSprintCheckbox, %AutoSprintEnabled%
    GuiControl,, FastReloadCheckbox, %FastReloadEnabled%
    GuiControl,, QuickScopeCheckbox, %QuickScopeEnabled%
    GuiControl,, AntiAimCheckbox, %AntiAimEnabled%
    GuiControl,, HitboxCycleCheckbox, %HitboxCycleEnabled%
    GuiControl,, AutoReloadCheckbox, %AutoReloadEnabled%
    GuiControl,, AutoCrouchCheckbox, %AutoCrouchEnabled%
    GuiControl,, AutoDropCheckbox, %AutoDropEnabled%
    GuiControl,, BunnyHopCheckbox, %BunnyHopEnabled%
    GuiControl,, CrouchShotCheckbox, %CrouchShotEnabled%
    GuiControl,, JumpShotCheckbox, %JumpShotEnabled%
    GuiControl,, RecoilIntensityValue, %RecoilIntensity%
    GuiControl,, NoRecoilSpeedValue, %NoRecoilSpeed%
    GuiControl,, FOVValue, %FOVValue%
    GuiControl,, JoshTriggerBotCheckbox, %JoshTriggerBotEnabled%
    GuiControl,, AutoStrafeCheckbox, %AutoStrafeEnabled%
    GuiControl,, AutoCrouchProneCheckbox, %AutoCrouchProneEnabled%
    GuiControl,, MeleeSpamCheckbox, %MeleeSpamEnabled%
 
    MsgBox, Settings loaded successfully!
}
 
toggle4 := false
toggle5 := false
toggle6 := false
 
F4::
toggle4 := !toggle4
if (toggle4) {
    SetTimer, Press4, 10
    SoundBeep, 1000, 200
} else {
    SetTimer, Press4, Off
    SoundBeep, 500, 200
}
Return
 
F5::
toggle5 := !toggle5
if (toggle5) {
    SetTimer, Press5, 10
    SoundBeep, 1000, 200
} else {
    SetTimer, Press5, Off
    SoundBeep, 500, 200
}
Return
 
F6::
toggle6 := !toggle6
if (toggle6) {
    SetTimer, Press6, 10
    SoundBeep, 1000, 200
} else {
    SetTimer, Press6, Off
    SoundBeep, 500, 200
}
Return
 
Press4:
Send, 4
Return
 
Press5:
Send, 5
Return
 
Press6:
Send, 6
Return
 
ShowCredits:
    MsgBox, 0, Credits, Special Thanks to Sai, Treason, and AVXNTV3 for their contributions.
Return
 
Close:
ExitApp
 
f9::Reload
 
OpenZombieAimV2:
    ; Target dot settings for Less Snappy Aim
    EMCol4 := 0xDF00FF  ; Color of purple diamond
    ColVn4 := 25        ; Tolerance for color match
    ZeroX4 := 955       ; Central aim point
    ZeroY4 := 500       ; Center Y coordinate of aim area
    CFovX4 := 200       ; Field of view width
    CFovY4 := 200       ; Field of view height
    ScanL4 := ZeroX4 - CFovX4
    ScanT4 := ZeroY4 - CFovY4
    ScanR4 := ZeroX4 + CFovX4
    ScanB4 := ZeroY4 + CFovY4
 
    targetX4 := 0
    targetY4 := 0
    toggle4 := false
    Paused4 := false
 
    ; Offset for final aim position relative to the purple diamond
    OffsetX4 := 45      ; Offset right
    OffsetY4 := 50      ; Offset down
 
    ; Target dot settings for Snappy Aim
    EMCol5 := 0xDF00FF  ; Color of purple diamond
    ColVn5 := 25        ; Tolerance for color match
    ZeroX5 := 955       ; Central aim point
    ZeroY5 := 500       ; Center Y coordinate of aim area
    CFovX5 := 200       ; Field of view width
    CFovY5 := 200       ; Field of view height
    ScanL5 := ZeroX5 - CFovX5
    ScanT5 := ZeroY5 - CFovY5
    ScanR5 := ZeroX5 + CFovX5
    ScanB5 := ZeroY5 + CFovY5
 
    targetX5 := 0
    targetY5 := 0
    toggle5 := false
    Paused5 := false
 
    ; Offset for final aim position relative to the purple diamond
    OffsetX5 := 45      ; Offset right
    OffsetY5 := 50      ; Offset down
    ; Close the launcher GUI
    Gui, Destroy
 
    ; Create Aim GUI without title bar
    Gui, +AlwaysOnTop +Resize +ToolWindow -Caption +E0x20
    Gui, Color, 880808
    Gui, Margin, 10, 10
    Gui, Font, s10 cD0D0D0 Bold
    Gui, Add, Text, % "x0 y0 w" Width " h30 BackgroundTrans Center 0x200", Zombies Aim V2
 
    ; Add Controls
    Gui, Add, Text, % "x10 y40 w120", Less Snappy Aim Toggle:
    Gui, Add, Button, % "x130 y40 w100 gToggleAim4", Toggle Less Snappy Aim
    Gui, Add, Button, % "x240 y40 w100 gPauseAim4", Pause/Resume
 
    ; Snappy Aim Controls
    Gui, Add, Text, % "x10 y80 w120", Snappy Aim Toggle:
    Gui, Add, Button, % "x130 y80 w100 gToggleAim5", Toggle Snappy Aim
    Gui, Add, Button, % "x240 y80 w100 gPauseAim5", Pause/Resume
   
   ; Additional GUI Button
Gui, Add, Button, % "x100 y130 w150 gShowAdditionalGUI", Show Additional GUI ; Button to open the color settings GUI
 
    ; Add Close Button
    Gui, Add, Button, % "x10 y120 w80 gGuiClose2", Close
 
    ; Show Aim GUI
    Gui, Show, , Zombie Aim V2
 
; Enable dragging
Gui, +LastFound
WinGet, guiID, ID, A
OnMessage(WM_NCHITTEST := 0x0084, "WM_NCHITTEST1")
return
 
WM_NCHITTEST1() {
    ; Allow dragging of the GUI
    return 2  ; HTCAPTION
}
 
; Loop for Less Snappy Zombies Aim
AimLoop1:
    global toggle4, targetX4, targetY4, ZeroX4, ZeroY4, EMCol4, ColVn4, ScanL4, ScanT4, ScanR4, ScanB4, OffsetX4, OffsetY4
    while (toggle4) {
        targetFound4 := False
        if (toggle4 && (GetKeyState("LButton", "P") || GetKeyState("RButton", "P"))) {
            PixelSearch, AimPixelX4, AimPixelY4, ScanL4, ScanT4, ScanR4, ScanB4, EMCol4, ColVn4, Fast RGB
            if (!ErrorLevel) {
                targetX4 := AimPixelX4 + OffsetX4
                targetY4 := AimPixelY4 + OffsetY4
                targetFound4 := True
            }
 
            if (targetFound4) {
                TargetAimX4 := targetX4 - ZeroX4
                TargetAimY4 := targetY4 - ZeroY4
                MoveX4 := Round(TargetAimX4 * 0.1)
                MoveY4 := Round(TargetAimY4 * 0.1)
                if (Abs(MoveX4) > 1 || Abs(MoveY4) > 1) {
                    DllCall("mouse_event", "UInt", 1, "Int", MoveX4, "Int", MoveY4, "UInt", 0, "Int", 0)
                }
            }
        }
        Sleep, 10  ; Less Snappy Aim loop delay
    }
return
 
; Loop for Snappy V2 No GUI
AimingLoop:
    global toggle5, targetX5, targetY5, ZeroX5, ZeroY5, EMCol5, ColVn5, ScanL5, ScanT5, ScanR5, ScanB5, OffsetX5, OffsetY5
    while (toggle5) {
        targetFound5 := False
        if (toggle5 && (GetKeyState("LButton", "P") || GetKeyState("RButton", "P"))) {
            PixelSearch, AimPixelX5, AimPixelY5, ScanL5, ScanT5, ScanR5, ScanB5, EMCol5, ColVn5, Fast RGB
            if (!ErrorLevel) {
                targetX5 := AimPixelX5 + OffsetX5
                targetY5 := AimPixelY5 + OffsetY5
                targetFound5 := True
            }
 
            if (targetFound5) {
                TargetAimX5 := targetX5 - ZeroX5
                TargetAimY5 := targetY5 - ZeroY5
                MoveX5 := Round(TargetAimX5 * 0.3)
                MoveY5 := Round(TargetAimY5 * 0.3)
                if (Abs(MoveX5) > 0 || Abs(MoveY5) > 0) {
                    DllCall("mouse_event", "UInt", 1, "Int", MoveX5, "Int", MoveY5, "UInt", 0, "Int", 0)
                }
            }
        }
        Sleep, 5  ; Snappy Aim loop delay
    }
return
 
; Toggle Less Snappy Aim
ToggleAim4:
    toggle4 := !toggle4
    if toggle4 {
        ; Start the aiming loop
        SetTimer, AimLoop1, 0
    } else {
        ; Stop the aiming loop
        SetTimer, AimLoop1, Off
    }
    SoundBeep, % toggle4 ? 500 : 750, 300
Return
 
; Pause Less Snappy Aim
PauseAim4:
    Paused4 := !Paused4
    Pause, Toggle
    SoundBeep, 750, 500
Return
 
; Toggle Snappy Aim
ToggleAim5:
    toggle5 := !toggle5
    if toggle5 {
        ; Start the aiming loop
        SetTimer, AimingLoop, 0
    } else {
        ; Stop the aiming loop
        SetTimer, AimingLoop, Off
    }
    SoundBeep, % toggle5 ? 500 : 750, 300
Return
 
; Pause Snappy Aim
PauseAim5:
    Paused5 := !Paused5
    Pause, Toggle
    SoundBeep, 750, 500
Return
 
; Show the additional GUI
gShowAdditionalGUI:
    ShowAdditionalGUI()
Return
 
; Function to create and show the additional settings GUI
ShowAdditionalGUI() {
    Gui, New, +Resize, Zombie Aim V2
    Gui, Add, Text, , Target Color (Hex)
    Gui, Add, Edit, vColorHex, % Format("0x{:X}", EMCol4) ; Default color for EMCol4
    Gui, Add, Button, gSubmitColor4, Set Less Snappy Aim Color
    Gui, Add, Edit, vColorHex5, % Format("0x{:X}", EMCol5) ; Default color for EMCol5
    Gui, Add, Button, gSubmitColor5, Set Snappy Aim Color
    Gui, Add, Button, gClose2, Close  ; Close button
    Gui, Show
}
 
; Close the additional GUI
Close2:
    Gui, Destroy
return
 
; Submit Color function for Less Snappy Aim
SubmitColor4:
    Gui, Submit, NoHide
    ; Update EMCol4 with the new color
    NewColor := ColorHex
    if (NewColor && RegExMatch(NewColor, "^0x[0-9A-Fa-f]{6}$")) {
        EMCol4 := NewColor
        ToolTip, Less Snappy Aim color changed to %NewColor%
        Sleep, 2000
        ToolTip
    }
return
 
; Submit Color function for Snappy Aim
SubmitColor5:
    Gui, Submit, NoHide
    ; Update EMCol5 with the new color
    NewColor := ColorHex5
    if (NewColor && RegExMatch(NewColor, "^0x[0-9A-Fa-f]{6}$")) {
        EMCol5 := NewColor
        ToolTip, Snappy Aim color changed to %NewColor%
        Sleep, 2000
        ToolTip
    }
return
 
GuiClose3:
    ExitApp
return
 
 
OpenZombieAim:
    ; Define Zombie Aim variables for target and scanning
    EMCol1 := 0xEA00FF    ; Enemy color in hexadecimal
    ColVn1 := 25          ; Color variance for detection
    ZeroX1 := A_ScreenWidth / 2.08  ; X center offset for aim targeting
    ZeroY1 := A_ScreenHeight / 2.19 ; Y center offset for aim targeting
    CFovX1 := 120  ; Field of view width
    CFovY1 := 120  ; Field of view height
    ScanL1 := ZeroX1 - CFovX1  ; Left boundary of scan area
    ScanT1 := ZeroY1 - CFovY1  ; Top boundary of scan area
    ScanR1 := ZeroX1 + CFovX1  ; Right boundary of scan area
    ScanB1 := ZeroY1 + CFovY1  ; Bottom boundary of scan area
    targetX1 := 0  ; X position of target
    targetY1 := 0  ; Y position of target
 
    ; Close the launcher GUI
    Gui, Destroy
 
    ; Create Aim GUI without title bar
    Gui, +AlwaysOnTop +Resize +ToolWindow -Caption +E0x20
    Gui, Color, 880808
    Gui, Margin, 10, 10
    Gui, Font, s10 cD0D0D0 Bold
    Gui, Add, Text, % "x0 y0 w" Width " h30 BackgroundTrans Center 0x200", Zombies Aim
 
    ; Add Controls
    Gui, Add, Text, % "x10 y40 w120", Aim Toggle:
    Gui, Add, Button, % "x130 y40 w100 gToggleAim", Toggle Aim
    Gui, Add, Button, % "x240 y40 w100 gPauseToggle2", Pause/Resume
 
    ; Adjust Compensation Section
    Gui, Add, Text, % "x10 y80 w150", Adjust Compensation:
    Gui, Add, Button, % "x10 y100 w50 gAdjustUp", Up
    Gui, Add, Button, % "x70 y100 w50 gAdjustDown", Down
    Gui, Add, Button, % "x130 y100 w50 gAdjustLeft", Left
    Gui, Add, Button, % "x190 y100 w50 gAdjustRight", Right
 
    ; Additional GUI Button for changing color
    Gui, Add, Button, % "x10 y140 w150 gShowColorGUI", Change Enemy Color
 
    ; Add Close Button
    Gui, Add, Button, % "x10 y180 w80 gGuiClose1", Close
 
    ; Show Aim GUI
    Gui, Show, , Zombie Aim
 
    ; Enable dragging
    Gui, +LastFound
    WinGet, guiID, ID, A
    OnMessage(WM_NCHITTEST := 0x0084, "WM_NCHITTEST")
return
 
WM_NCHITTEST() {
    ; Allow dragging of the GUI
    return 2  ; HTCAPTION
}
 
ShowColorGUI() {
    ; Ensure EMCol1 is displayed in the correct format
    currentColor := Format("0x{:X}", EMCol1) ; This will keep the format intact
 
    Gui, New, +Resize, Change Enemy Color
    Gui, Add, Text, , Enter Enemy Color (Hex):
    Gui, Add, Edit, vNewColorHex w200 h30, % currentColor ; Set default color with larger size
    Gui, Add, Button, gSubmitColor3, Set Enemy Color
    Gui, Add, Button, gCloseColorGUI, Close
    Gui, Show
}
 
 
 
; Close the color settings GUI
CloseColorGUI:
    Gui, Destroy
return
 
SubmitColor3:
    Gui, Submit, NoHide
    ; Update EMCol1 with the new color
    NewColor := NewColorHex
    if (NewColor && RegExMatch(NewColor, "^0x[0-9A-Fa-f]{6}$")) {
        EMCol1 := NewColor
        MsgBox, New EMCol1 color set to: %EMCol1% ; Display the new value
        ToolTip, Enemy color changed to %EMCol1%
        Sleep, 2000
        ToolTip
    } else {
        MsgBox, Invalid color format! Please enter a valid hex color (e.g., 0xFFFFFF).
    }
return
 
AimLoop:
    targetFound1 := False
 
    if Paused2  ; Check if paused
        return  ; If paused, exit the loop
 
    if GetKeyState("LButton", "P") or GetKeyState("RButton", "P") {
        PixelSearch, AimPixelX1, AimPixelY1, targetX1 - 20, targetY1 - 20, targetX1 + 20, targetY1 + 20, EMCol1, ColVn1, Fast RGB
        if (!ErrorLevel) {
            targetX1 := AimPixelX1
            targetY1 := AimPixelY1
            targetFound1 := True
        } else {
            PixelSearch, AimPixelX1, AimPixelY1, ScanL1, ScanT1, ScanR1, ScanB1, EMCol1, ColVn1, Fast RGB
            if (!ErrorLevel) {
                targetX1 := AimPixelX1
                targetY1 := AimPixelY1
                targetFound1 := True
            }
        }
 
        if (targetFound1 && toggle1) {
            AimX1 := targetX1 - ZeroX1
            AimY1 := targetY1 - ZeroY1
            DirX1 := (AimX1 > 0) ? 1 : -1
            DirY1 := (AimY1 > 0) ? 1 : -1
            MoveX1 := ImpreciseMove((Abs(AimX1) ** (1 / 1.1))) * DirX1
            MoveY1 := ImpreciseMove((Abs(AimY1) ** (1 / 1.1))) * DirY1
            DllCall("mouse_event", uint, 1, int, MoveX1, int, MoveY1, uint, 0, int, 0)
            RandomDelay(1, 2)
        }
    }
 
    if (targetFound1 && toggle1) {
        click down
    } else {
        click up
    }
return
 
ToggleAim:
    toggle1 := !toggle1
    GuiControl, , ToggleAim, % toggle1 ? "Disable" : "Enable"
    SoundBeep, 500, 300
 
    if (toggle1) {
        SetTimer, AimLoop, 10  ; Start the aiming loop
    } else {
        SetTimer, AimLoop, Off  ; Stop the aiming loop
    }
return
 
PauseToggle2:
    Paused2 := !Paused2
    if (Paused2) {
        SoundBeep, 750, 500
    } else {
        SoundBeep, 500, 300
    }
return
 
AdjustUp:
    ZeroY1 += 5
return
 
AdjustDown:
    ZeroY1 -= 5
return
 
AdjustLeft:
    ZeroX1 /= 1.01
return
 
AdjustRight:
    ZeroX1 /= 0.99
return
 
GuiClose1:
    ExitApp
 
 
 
; Trigger Bot GUI
OpenTriggerBot:
 
    ZeroX2 := A_ScreenWidth / 2.08
    ZeroY2 := A_ScreenHeight / 2.18   
    CFovXX2 := 40
    CFovYY2 := 120
    ScanL2 := ZeroX2 - CFovXX2
    ScanT2 := ZeroY2 - CFovYY2
    ScanR2 := ZeroX2 + CFovXX2
    ScanB2 := ZeroY2 + CFovYY2
 
    ; Close the launcher GUI if it's open
    Gui, Destroy
 
    ; Create Trigger Bot GUI
    Gui, +AlwaysOnTop +Resize +ToolWindow
    Gui, Color, 880808
    Gui, Margin, 10, 10
    Gui, Font, s10 cD0D0D0 Bold
    Gui, Add, Text, , Trigger Bot Controls:
    Gui, Add, Button, gStartTriggerBot, Start Trigger Bot
    Gui, Add, Button, gStopTriggerBot, Stop Trigger Bot
    Gui, Add, Button, gPauseToggle3, Pause/Resume
    Gui, Show, , Trigger Bot
 
    return
 
StartTriggerBot:
    triggerActive := true
    GuiControl, , Start Trigger Bot, Disabled
    GuiControl, , Stop Trigger Bot, Enabled
    GuiControl, , Pause/Resume, Enabled
 
    Loop {
        if (paused3 || !triggerActive) {
            Sleep, 100
            continue
        }
       
        KeyWait, RButton, D
        CoordMode, Pixel, Screen
        PixelSearch, Px, Py, ScanL2, ScanT2, ScanR2, ScanB2, 0xEA00FF, 30, Fast
       
        if (ErrorLevel = 0) {
            Sleep, 10
            Send {LButton down}
            Sleep, 10
            Send {LButton up}
            Sleep, 2000 ; 2-second delay after each trigger
        }
    }
return
 
StopTriggerBot:
    triggerActive := false
    GuiControl, , Start Trigger Bot, Enabled
    GuiControl, , Stop Trigger Bot, Disabled
    GuiControl, , Pause/Resume, Disabled
return
 
PauseToggle3:
    paused3 := !paused3  ; Toggle the paused state
    if (paused3) {  ; Check the correct variable
        GuiControl, , Pause/Resume, Resume  ; Update the GUI control text
        SoundBeep, 750, 500  ; Beep for resume
    } else {
        GuiControl, , Pause/Resume, Pause  ; Update the GUI control text
        SoundBeep, 500, 300  ; Beep for pause
    }
return
 
GuiClose2:
    ExitApp
   
   F1::
    if (GuiVisible) {
        Gui, Hide
        GuiVisible := false
    } else {
        Gui, Show
        GuiVisible := true
    }
return
 
SaveSettings:
    SaveSettings()
    Return
 
LoadSettings:
    LoadSettings()
    Return
#22. Posted:
coolbunny1234
  • Summer 2020
Status: Offline
Joined: Aug 09, 200915Year Member
Posts: 6,493
Reputation Power: 8063
Motto: The Original Bunny
Motto: The Original Bunny
Status: Offline
Joined: Aug 09, 200915Year Member
Posts: 6,493
Reputation Power: 8063
Motto: The Original Bunny
Nice work! Crazy how much modding has changed throughout the years
#23. Posted:
Treason
  • Gold Member
Status: Offline
Joined: Jan 29, 201311Year Member
Posts: 411
Reputation Power: 555
Motto: RGH Consoles In Stock!
Motto: RGH Consoles In Stock!
Status: Offline
Joined: Jan 29, 201311Year Member
Posts: 411
Reputation Power: 555
Motto: RGH Consoles In Stock!
coolbunny1234 wrote Nice work! Crazy how much modding has changed throughout the years
yeah it's crazy to see time go and the scene evolve and adapt with it, just like the xbox one exploit recently found , & thank you I appreciate it!
#24. Posted:
Rux
  • TTG Master
Status: Offline
Joined: Sep 22, 201113Year Member
Posts: 858
Reputation Power: 82
Status: Offline
Joined: Sep 22, 201113Year Member
Posts: 858
Reputation Power: 82
Treason wrote
Credits to SAI and anyones Features added. the gui contains proper credits Remember this is a BETA being worked up to final these functions and some others may not be set up to fully work yet Trigger Bot, Bunny Hop,Fast Reload and Quick Scope,Sniper Breath,Drop Shot, as well as the gui freeze issue when setting color on main gui (for this issue just go to hot key in task bar right click the h and then click back on the gui it will unfreeze)


UPDATED CODE V3.1! NATIVE FEATURES ACROSS ZOMBIES AND MULTIPLAYER + FIXED FUNCTIONS Private scripts ETC will be sold or custom scripts at your request!
https://gyazo.com/2c63c4faf33259be91723e3c3f151ba1.png
PICTURE OF GUI SOME TABS NO OPTIONS COMING FOR my Private Inputs/ Humanized
-Moveable GUI
-One check mark to enable features no longer need to have multi and zombies enabled
Toggle monitor Button
Toggle Resizability
Added Cross hair Overlay need the get images down for it Right now as we speak will upload them to the V3.1 Pack
all features in tack with new Tab gui to allow for useability for all!
-added second version of drop shot to show how we can customize seperate actions so drop shot 1 will act different than v2 if set different
-more scripts to come as they are found
-if you wish to have access to a more in depth version than public inquire

#NoEnv
#SingleInstance, Force
#Persistent
#InstallKeybdHook
#UseHook
#KeyHistory, 0
#HotKeyInterval 1
#MaxHotkeysPerInterval 127
traytip,
SetKeyDelay, -1, 1
SetControlDelay, -1
SetMouseDelay, -1
SetWinDelay, -1
SendMode, InputThenPlay
SetBatchLines, -1
ListLines, Off
CoordMode, Pixel, Screen, RGB
CoordMode, Mouse, Screen
PID := DllCall("GetCurrentProcessId")
Process, Priority, %PID%, High
 
; Random number generator function
GetRandom(min, max) {
    Random, output, %min%, %max%
    return output
}
 
RandomDelay(min, max) {
    Random, delay, %min%, %max%
    Sleep, delay
}
 
ImpreciseMove(value) {
    Random, offset, -1, 1
    return value + offset
}
 
; --- Global Variables ---
global CrosshairVisible := false    ; Tracks whether the crosshair overlay is visible
global CrosshairType := "Green Crosshair"  ; Default crosshair type selected
 
; --- Global Variables for FOV Overlay ---
global showOverlay := false          ; Tracks whether the FOV overlay is visible
global overlaySize := 400            ; Default overlay size (for testing, can be dynamically adjusted)
global overlayType := "Circle"      ; Default overlay shape ("Circle" or "Square")
global OverlayHwnd := 0             ; Initialize variable for overlay window handle (Hwnd)
global OverlayPic := 0              ; Initialize variable for overlay picture control handle (Hwnd)
 
; Crosshair GUI Variables
global CrosshairHwnd               ; Handle for the crosshair overlay GUI window
global CrosshairHwndPic            ; Handle for the crosshair image (if needed)
 
; Declare variables
monitorCount := 0
monitorLeft := 0
monitorTop := 0
monitorRight := 0
monitorBottom := 0
 
iniFile := A_ScriptDir "\settings.ini"
 
global ZombieCheckmark  ; Declare as global
 
TargetOffsetX := 0
TargetOffsetY := 0
HipFireStrength := 1  ; Adjust based on user settings or GUI control
lastTargetX := 0
lastTargetY := 0
TargetSwitchThreshold := 5  ; Example distance threshold (adjust as needed)
TriggerbotDistance := 100  ; Example distance for Triggerbot activation
TriggerbotDelay := 50      ; Delay in ms (adjust to suit your needs)
 
; Initialize variables
triggerActive := false
paused1 := false
TriggerBotStatus := "Off"
 
; Initialize a variable to track if the GUI is resizable
isResizable := false
 
; Main Settings
EMCol := 0xc9008d  ; Target color
ColVn := 50  ; Tolerance for color matching
ZeroX := A_ScreenWidth / 2  ; Universal resolution
ZeroY := A_ScreenHeight / 2.18  ; Universal resolution
CFovX := 78  ; Field of view X
CFovY := 78  ; Field of view Y
ScanL := ZeroX - CFovX
ScanT := ZeroY - CFovY
ScanR := ZeroX + CFovX
ScanB := ZeroY + CFovY
SearchArea := 40  ; Search area around last known position
SearchArea2 := 50  ; Search area around last known position
 
; Variables for prediction
prevX := 0
prevY := 0
lastTime := 0
smoothing := 0.09  ; Default smoothing value
predictionMultiplier := 2.5  ; Default prediction multiplier
 
; Initialize flags
isReloading := False
lastReloadTime := 0
reloadCooldown := 500 ; Adjust cooldown as needed
 
; Target dot settings Zombie Aim snappy checkbox
LastColor6 := ""  ; Keep track of the last color to check if it changed
EMCol6 := 0xDF00FF      ; Color of purple diamond
ColVn6 := 25            ; Tolerance for color match
ZeroX6 := 955           ; Central aim point
ZeroY6 := 500           ; Center Y coordinate of aim area
CFovX6 := 200           ; Field of view width
CFovY6 := 200           ; Field of view height
ScanL6 := ZeroX6 - CFovX6
ScanT6 := ZeroY6 - CFovY6
ScanR6 := ZeroX6 + CFovX6
ScanB6 := ZeroY6 + CFovY6
 
targetX6 := 0
targetY6 := 0
toggle6 := false
Paused6 := false
EnableAimLoop6State := 0
targetFound6 := false  ; Initialize targetFound6 here
 
; Offset for final aim position relative to the purple diamond
OffsetX6 := 45    ; Offset right
OffsetY6 := 50    ; Offset down
 
; Zombie Less Sticky settings
EMCol8 := 0xDF00FF      ; Color of purple diamond
ColVn8 := 25            ; Tolerance for color match
ZeroX8 := 955           ; Central aim point
ZeroY8 := 500           ; Center Y coordinate of aim area
CFovX8 := 200           ; Field of view width
CFovY8 := 200           ; Field of view height
ScanL8 := ZeroX8 - CFovX8
ScanT8 := ZeroY8 - CFovY8
ScanR8 := ZeroX8 + CFovX8
ScanB8 := ZeroY8 + CFovY8
 
targetX8 := 0
targetY8 := 0
toggle8 := false
Paused8 := false
 
; Aim settings
ZeroXs := A_ScreenWidth / 2.08
ZeroYs := A_ScreenHeight / 2.18   
CFovXXs := 40
CFovYYs := 120
ScanLs1 := ZeroXs - CFovXXs
ScanTs1 := ZeroYs - CFovYYs
ScanRs1 := ZeroXs + CFovXXs
ScanBs1 := ZeroYs + CFovYYs
 
toggle1s := false
Paused1s := false
 
randX := 0
randY := 0
AntiDetectionStrength := 5  ; Adjust this to control how much randomization occurs
 
; Offset for final aim position relative to the purple diamond
OffsetX8 := 45    ; Offset right
OffsetY8 := 50    ; Offset down
 
; Target dot settings
EMCol9 := 0xEA00FF 
ColVn9 := 25
ZeroX9 := A_ScreenWidth / 2.08
ZeroY9 := A_ScreenHeight / 2.19
CFovX9 := 120
CFovY9 := 120
ScanL9 := ZeroX9 - CFovX9
ScanT9 := ZeroY9 - CFovY9
ScanR9 := ZeroX9 + CFovX9
ScanB9 := ZeroY9 + CFovY9
 
targetX9 := 0
targetY9 := 0
toggle9 := false
Paused9 := false
 
 
; Default Settings for Recoil, Speed, and FOV
RecoilIntensity := 50  ; Default recoil intensity
NoRecoilSpeed := 20    ; Default speed for no recoil
FOVValue := CFovX      ; Initialize FOV with the main FOV value
 
ZeroX3 := A_ScreenWidth / 2.08
ZeroY3 := A_ScreenHeight / 2.18   
CFovXX3 := 40
CFovYY3 := 120
ScanL3 := ZeroX3 - CFovXX3
ScanT3 := ZeroY3 - CFovYY3
ScanR3 := ZeroX3 + CFovXX3
ScanB3 := ZeroY3 + CFovYY3
 
OverlayHwnd := 0  ; Initialize variable for overlay handle
CrosshairVisible := false
showOverlay := false
overlaySize := 400  ; Set a fixed size for testing
overlayType := "Circle"  ; Set a type for testing (or "Square")
 
; Rapid Fire Variables
RapidFireEnabled := False
NoRecoilEnabled := False
action := 0
meleeSpamTime := 0
direction := 0
 
; Additional Feature Variables
AutoSprintEnabled := false
FastReloadEnabled := false
QuickScopeEnabled := false
AntiAimEnabled := false
HitboxCycleEnabled := false
AutoReloadEnabled := false
AutoCrouchEnabled := false
BunnyHopEnabled := false
JumpShotEnabled := false
DropShotEnabled := false
DropShot2Enabled := false
CrouchShotEnabled := false
HoldBreathEnabled := false
SniperBreathEnabled := false
AntiAFKEnabled := false
JitterEnabled := false
AutoDropEnabled := false
AutoStrafeEnabled := false
MeleeSpamEnabled := false
AutoCrouchProneEnabled := false
JoshTriggerBotEnabled := false
 
; GUI Window
Gui, +AlwaysOnTop +ToolWindow +E0x20 ; Mouse-through transparency
Width := 495
Height := 500
WinSet, Transparent, 20, ; Transparency of GUI
Gui, Color, 880808  ; Background color of GUI
Opacity := 50  ; 20% opacity (range 0-255)
 
; GUI Title
Gui, Font, s7 cD0D0D0 Bold
Gui, Add, Progress, % "x-1 y-1 w" (Width+110) " h30 Background000000 Disabled hwndHPROG"
Control, ExStyle, -0x20000, , ahk_id %HPROG%
Gui, Add, Text, % "x0 y3 w" Width " h15 BackgroundTrans Center 0x550 vCaption gGuiMove", Treason's BO6 Color Aim V3.1 Edit
 
; Set transparency level for the GUI window only
Gui, Show, % "w" Width " h" Height " NA" " x" (A_ScreenWidth - Width) "x0 y500"
WinSet, Transparent, %Opacity%, ahk_id %hGui%  ; Only make GUI transparent
 
 
; Create Tabs
Gui, Add, Tab2, vMyTabs w500 h650 x0 y30, Main|Sliders and Toggles|Advanced Features|Misc|Extras|Dev|Customize|Settings
 
; ---------------- Main Tab ----------------
Gui, Tab, Main
Gui, Font, s6
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Main Options
 
; Checkboxes with Green Tick
Gui, Add, CheckBox, % "x7 y+5 w" (Width-275) "r1 vEnableCheckbox gUpdateStatus", ENABLE MULTIPLAYER AIM (INSERT)
Gui, Add, Text, x+5 w10 h10 vEnableCheckmark Hidden, X
Gui, Add, CheckBox, % "x7 y+5 w" (Width-275) "r1 vEnablePredictionCheckbox gUpdateStatus", ENABLE PREDICTION (HOME)
Gui, Add, Text, x+5 w10 h10 vPredictionCheckmark Hidden, X
Gui, Add, CheckBox, % "x7 y+5 w" (Width-275) "r1 vEnableAimLoop6 gToggleAimLoop6 gUpdateStatus", ENABLE ZOMBIES AIM (DELETE)
Gui, Add, Text, x+5 w10 h10 vZombieCheckmark Hidden, X
Gui, Add, CheckBox, % "x7 y+5 w" (Width-275) "r1 vEnable2Checkbox gToggleEnable2 gUpdateStatus", ENABLE SAI V2 AIM - MULTI
Gui, Add, Text, x+5 w10 h10 vEnable2Checkmark Hidden, X
 
; Add tip label
Gui, Add, Text, % "x190 y72 w" (Width-14) "r1 c00FF00", ZOMBIES SUPPORTS ADV + EXTRA FEATURES NATIVELY NOW!
Gui, Add, Button, % "x287 y100 w120 h20 gOpenInstructions", Instructions / Tips
Gui, Add, Button, % "x290 y130 w100 h20 gOpenHotkeys", HOTKEYS / Tips
 
; GUI Color Picker Section
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Target Color (Hex)
Gui, Add, Edit, % "x8 y+5 w80 r1 vColorHex gUpdateColor", % Format("{:X}", EMCol & 0xFFFFFF)
GuiControl, +ToolTip, ColorHex, Set target color (click Pick Color to choose)
 
; Button to submit the color input
Gui, Add, Button, % "x+8 y+7 w100 h30 gSubmitColor", Set Color
GuiControl, +ToolTip, SubmitColor, Submit the color input from the box
 
; Second GUI Color Picker Section for Zombies Aim
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Zombie Target Color (Hex)
Gui, Add, Edit, % "x8 y+5 w80 r1 vZombieColorHex gUpdateZombieColor6", % Format("{:X}", EMCol6 & 0xFFFFFF)  ; Same initial color or a different one if needed
GuiControl, +ToolTip, ZombieColorHex, Set zombie target color (click Set Zombie Color to choose)
 
; Button to submit the zombie color input
Gui, Add, Button, % "x+8 y+7 w100 h30 gSubmitZombieColor6", Set Zombie Color
GuiControl, +ToolTip, SubmitZombieColor, Submit the color input from the box
 
Gui, Add, Text, % "x7 y+10 w" (Width-275) "r1", Current ZeroY Value:
Gui, Add, Text, % "x+1 w70 r1 vZeroYLabel", % ZeroY
 
; Smoothing Control
Gui, Add, Text, % "x7 y+10 w" (Width-300) "r1", Smoothing (Default is 0.09)
Gui, Add, Text, % "x+m w" (Width-275) "r1 vSmoothingValue", %smoothing%
Gui, Add, Button, % "x7 y+5 w" (Width-375) "r1 +0x4000 gDecreaseSmoothing", -
Gui, Add, Button, % "x+2+m w" (Width-375) "r1 +0x4000 gIncreaseSmoothing", +
 
; Prediction Multiplier Control
Gui, Add, Text, % "x7 y+10 w" (Width-300) "r1", Prediction Multiplier
Gui, Add, Text, % "x+m w" (Width-275) "r1 vPredictionValue", %predictionMultiplier%
Gui, Add, Button, % "x7 y+5 w" (Width-375) "r1 +0x4000 gDecreasePrediction", -
Gui, Add, Button, % "x+2+m w" (Width-375) "r1 +0x4000 gIncreasePrediction", +
 
; Color Tolerance Control
Gui, Add, Text, % "x7 y+10 w" (Width-300) "r1", Color Tolerance
Gui, Add, Text, % "x+m w" (Width-275) "r1 vToleranceValue", %ColVn%
Gui, Add, Button, % "x7 y+5 w" (Width-375) "r1 +0x4000 gDecreaseTolerance", -
Gui, Add, Button, % "x+2+m w" (Width-375) "r1 +0x4000 gIncreaseTolerance", +
 
; Target Location
Gui, Add, Text, % "x7 y+10 w" (Width-300) "r1", Target Location
Gui, Add, Button, % "x7 y+5 w" (Width-375) "r1 +0x4000 gHeadshotsButton", Head
Gui, Add, Button, % "x+2+m w" (Width-375) "r1 +0x4000 gChestButton", Chest
Gui, Add, Button, % "x7 y+5 w" (Width-375) "r1 +0x4000 gBellyButton", Belly
Gui, Add, Button, % "x+2+m w" (Width-375) "r1 +0x4000 gFeetButton", Feet
 
; Finish Main Tab
 
; ---------------- Sliders and Toggles Tab ----------------
Gui, Tab, Sliders and Toggles
 
; Rapid Fire Toggle with Indicator
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Rapid Fire Toggle
Gui, Add, Button, % "x3 y+8 w" (Width-300) "r1 gToggleRapidFire", Toggle
Gui, Add, Text, % "x7 y+5 w" (Width-14) "r1 vRapidFireStatus c00FF00", ; Indicator for rapid fire
 
; No Recoil Intensity Control
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", No Recoil Intensity
Gui, Add, Slider, % "x7 y+5 w" (Width-40) "h20 r1 Range0-100 vRecoilIntensity gUpdateRecoilIntensity Background880808", 50  ; Set background color
Gui, Add, Text, % "x+10 w50 r1 vCurrentRecoilIntensity", 50  ; Display current intensity
 
; No Recoil Speed Control
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", No Recoil Speed
Gui, Add, Slider, % "x7 y+5 w" (Width-40) "h20 r1 Range1-100 vNoRecoilSpeed gUpdateNoRecoilSpeed Background880808", 20  ; Set background color
Gui, Add, Text, % "x+10 w50 r1 vCurrentNoRecoilSpeed", 20  ; Display current speed
 
; No Recoil Toggle
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", No Recoil Toggle
Gui, Add, Button, % "x3 y+8 w" (Width-300) "r1 gToggleNoRecoil", Toggle
Gui, Add, Text, % "x7 y+5 w" (Width-14) "r1 vNoRecoilStatus c00FF00", ; Indicator for no recoil
 
; FOV Control Slider
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Field of View (FOV)
Gui, Add, Slider, % "x7 y+5 w" (Width-40) "h20 r1 Range30-180 vFOVValue gUpdateFOV Background880808", %CFovX%
Gui, Add, Text, % "x+10 w50 r1 vCurrentFOV", %CFovX%  ; Display current FOV
GuiControl, +ToolTip, FOVValue, Adjust the Field of View
 
; FOV Overlay Toggle Button and Dropdown for overlay type
Gui, Add, Button, % "x7 y+20 w50 h30 gToggleFOVOverlay", Toggle FOV Overlay
GuiControl, +ToolTip, ToggleFOVOverlay, Show or hide the FOV overlay
Gui, Add, DropDownList, % "x+10 y+5 w100 vOverlayType gUpdateOverlayType", Circle|Square
GuiControl, +ToolTip, OverlayType, Select the type of FOV overlay
 
Gui, Add, Button, % "x7 y+20 w50 h30 gToggleCrosshair", Toggle Crosshair Overlay
GuiControl, +ToolTip, ToggleCrosshair, Show or hide the crosshair overlay
Gui, Add, DropDownList, % "x+10 y+5 w100 vCrosshairType gUpdateCrosshairType", Green Crosshair|Circle|Square
GuiControl, +ToolTip, CrosshairType, Select the type of crosshair
 
; Finish Sliders and Toggles Tab
 
; ---------------- Advanced Features Tab ----------------
Gui, Tab, Advanced Features
 
; Advanced Feature Toggles Section
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Advanced Feature Toggles
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableAntiAim gToggleAntiAim", Anti-Aim
GuiControl, +ToolTip, EnableAntiAim, Toggle anti-aim mode
 
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableHitboxCycle gToggleHitboxCycle", Cycle Hitbox
GuiControl, +ToolTip, EnableHitboxCycle, Toggle hitbox cycling
 
; Anti-AFK Feature Checkbox
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableAntiAFK gToggleAntiAFK", Anti-AFK
GuiControl, +ToolTip, EnableAntiAFK, Prevents being marked as AFK by simulating random movements
 
; Keyboard & Mouse Enhancements
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Keyboard Enhancements
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableAutoReload gToggleAutoReload", Auto Reload
GuiControl, +ToolTip, EnableAutoReload, Toggle automatic reloading
 
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableAutoCrouch gToggleAutoCrouch", Auto Crouch
GuiControl, +ToolTip, EnableAutoCrouch, Toggle automatic crouching
 
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableAutoDrop gToggleAutoDrop", Auto Drop
GuiControl, +ToolTip, EnableAutoDrop, Toggle automatic dropping
 
; Additional Features Text
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Additional Features
 
; Additional Features Toggle
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableDropShot gToggleDropShot", Drop Shot
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableJumpShot gToggleJumpShot", Jump Shot
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableDropShot2 gToggleDropShot2", Drop Shot 2
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableCrouchShot gToggleCrouchShot", Crouch Shot
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableHoldBreath gToggleHoldBreath", Hold Breath
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableJitter gToggleJitter", Jitter
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableSniperBreath gToggleSniperBreath", Sniper Breath
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableAutoSprint gToggleAutoSprint", Auto Sprint
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableFastReload gToggleFastReload", Fast Reload
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableQuickScope gToggleQuickScope", Quick Scope
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableBunnyHop gToggleBunnyHop", Bunny Hop
 
; Extra Aims Text
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Extra Aims (See Hotkeys + Tips)
 
; Extra Aims Toggle
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableAimLoop8 gToggleAimLoop8", Enable Zombie Aim V2 Less Sticky (PgUp Key)
Gui, Add, Text, x+10 w10 h10 vZombieCheckmark3 Hidden,   ; Hidden checkmark for Zombie Aim V2
 
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableAimLoop9 gToggleAimLoop9", Enable Zombie Aim V1 (PgDn Key)
Gui, Add, Text, x+10 w10 h10 vZombieCheckmark2 Hidden,   ; Hidden checkmark for Zombie Aim V1
 
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableAimLoop0 gToggleAimLoop0", Enable Trigger Bot (']' Key to toggle) (Color: EA00FF)
Gui, Add, Text, x+10 w10 h10 vTriggerBotCheckmark Hidden,   ; Hidden checkmark for Trigger Bot
; Finish Advanced Tab
 
; ---------------- Misc Tab ----------------
Gui, Tab, Misc
 
; Credits Button
Gui, Add, Button, % "x7 y400 w" (Width-100) "r1 gShowCredits", Show Credits
 
; Zombie Aim and Trigger Bot Buttons
Gui, Add, Button, % "x7 y125 w120 h20 gOpenZombieAim", Open Zombie Aim
Gui, Add, Button, % "x7 y102 w120 h20 gOpenTriggerBot", Open Trigger Bot
Gui, Add, Button, % "x135 y104 w120 h20 gPauseToggle1", Pause/Resume Trigger Bot  ; Pause button
 
; Toggle Resizability Button
Gui, Add, Button, % "x7 y225 w100 h30 gToggleResizable", Toggle Resizability
Gui, Add, Button, % "x7 y180 w100 h30 gToggleMonitor", Move to Second Monitor
 
; Trigger Bot Toggle Section
Gui, Add, Button, % "x135 y80 w" (Width-300) "r1 gToggleTriggerBot", Trigger Bot Toggle
 
Gui, Add, Button, % "x7 y80 w120 h20 gOpenZombieAimV2", Open Zombie Aim V2
Gui, Add, Button, % "x287 y100 w120 h20 gOpenInstructions", Instructions / Tips
Gui, Add, Button, % "x287 y123 w120 h20 gOpenHotkeys", HOTKEYS / Tips + Settings
 
; Close Button
Gui, Add, Button, % "x7 y146 w100 h30 gClose", Close
GuiControl, +ToolTip, Close, Close the application
 
; Reset Defaults Button
Gui, Add, Button, % "x107 y146 w100 h30 gResetDefaults", Reset Defaults
GuiControl, +ToolTip, ResetDefaults, Reset settings to default values
Gui, Add, Button, % "x207 y146 w100 h30 gSaveSettings", Save Settings
GuiControl, +ToolTip, SaveSettings, Save current settings to an INI file
Gui, Add, Button, % "x307 y146 w100 h30 gLoadSettings", Load Settings
GuiControl, +ToolTip, LoadSettings, Load settings from an INI file
 
; Finish Misc Tab
 
; ---------------- Extras Tab ----------------
Gui, Tab, Extras
Gui, Font, s6
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Extras Options
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Placeholder for future content
 
; Josh Trigger Bot Toggle
Gui, Add, Checkbox, vJoshTriggerBotCheckbox gToggleJoshTriggerBot, Josh Trigger Bot
Gui, Add, Text, x7 y+5 w250, Enable/Disable Josh Trigger Bot
 
; Auto Strafe Toggle
Gui, Add, Checkbox, vAutoStrafeCheckbox gToggleAutoStrafe, Auto Strafe
Gui, Add, Text, x7 y+5 w275, Enable/Disable Auto Strafe
 
; Auto Crouch/Prone Spam Toggle
Gui, Add, Checkbox, vAutoCrouchProneCheckbox gToggleAutoCrouchProne, Auto Crouch/Prone Spam
Gui, Add, Text, x7 y+5 w400, Enable/Disable Auto Crouch/Prone Spam
 
; Melee Spam Toggle
Gui, Add, Checkbox, vMeleeSpamCheckbox gToggleMeleeSpam, Melee Spam
Gui, Add, Text, x7 y+5 w400, Enable/Disable Melee Spam
 
; Finish Extras Tab
 
; ---------------- Dev Tab ----------------
Gui, Tab, Dev
; Placeholder for future features
Gui, Add, Text, % "x7 y70 w" (Width-14) "r1", Developer options will be added here. Treason V3.1 FIXED (Color freeze gui issue, some adv feature nows working that did not before)
 
; Finish Dev Tab
 
; ---------------- Customize Tab ----------------
Gui, Tab, Customize
Gui, Font, s6
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Customize Options
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Placeholder for customization features
 
; ---------------- Settings Tab ----------------
Gui, Tab, Settings
Gui, Font, s6
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Settings Options
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Placeholder for settings adjustments
 
 
; GUI updates
GuiControl,, ZeroYLabel, %ZeroY%
GuiControl,, CFovXLabel, %CFovX%
GuiControl,, CFovYLabel, %CFovY%
GuiControl,, SmoothingValue, %smoothing%
GuiControl,, PredictionValue, %predictionMultiplier%
GuiControl,, ToleranceValue, %ColVn%
GuiControl,, RecoilIntensity, %RecoilIntensity%          ; Reset Recoil Intensity in GUI
GuiControl,, NoRecoilSpeed, %NoRecoilSpeed%              ; Reset No Recoil Speed in GUI
GuiControl,, FOVValue, %FOVValue%                        ; Reset FOV in GUI
 
; Window Region for GUI
Gui, Add, Text, % "x7 y+15 w" "h5 vP"
GuiControlGet, P, Pos
H := PY + PH
Gui, -Caption
WinSet, Region, 0-0 w%Width% h%H% r6-6
 
Loop
{
    ; Check if the script is enabled
    GuiControlGet, EnableState,, EnableCheckbox
    if (EnableState) {
        targetFound := False
 
        ; Check for target pixel if aiming is enabled
        if GetKeyState("LButton", "P") or GetKeyState("RButton", "P") {
            ; Search for target pixel in a smaller region around the last known position
            PixelSearch, AimPixelX, AimPixelY, targetX - SearchArea, targetY - SearchArea, targetX + SearchArea, targetY + SearchArea, EMCol, ColVn, Fast RGB
            if (!ErrorLevel) {
                targetX := AimPixelX
                targetY := AimPixelY
                targetFound := True
            } else {
                PixelSearch, AimPixelX, AimPixelY, ScanL, ScanT, ScanR, ScanB, EMCol, ColVn, Fast RGB
                if (!ErrorLevel) {
                    targetX := AimPixelX
                    targetY := AimPixelY
                    targetFound := True
                }
            }
 
            if (targetFound) {
                ; Get current time
                currentTime := A_TickCount
 
                ; Calculate the velocity of the target
                if (lastTime != 0) {
                    deltaTime := (currentTime - lastTime) / 1000.0  ; Convert to seconds
                    velocityX := (targetX - prevX) / deltaTime
                    velocityY := (targetY - prevY) / deltaTime
                }
 
                ; Store the current position and time for the next iteration
                prevX := targetX
                prevY := targetY
                lastTime := currentTime
 
                ; Apply prediction if enabled
                GuiControlGet, PredictionEnabled,, EnablePredictionCheckbox
                if (PredictionEnabled && deltaTime != 0) {
                    PredictedX := targetX + Round(velocityX * predictionMultiplier * deltaTime)
                    PredictedY := targetY + Round(velocityY * predictionMultiplier * deltaTime)
                } else {
                    PredictedX := targetX
                    PredictedY := targetY
                }
 
                ; Move the mouse smoothly with strength adjustment
                AimX := PredictedX - ZeroX
                AimY := PredictedY - ZeroY
                DllCall("mouse_event", uint, 1, int, Round(AimX * smoothing), int, Round(AimY * smoothing), uint, 0, int, 0)
            }
        }
      
        ; Josh Trigger Bot Implementation
        if (JoshTriggerBotEnabled && Sqrt((targetX - ZeroX)**2 + (targetY - ZeroY)**2) < 100) {
            Click  ; Simulate a mouse click when the target is within 100 pixels
            Sleep 50  ; Short delay between clicks
        }
      
        ; Rapid Fire Implementation
        if (RapidFireEnabled && GetKeyState("LButton", "P")) {
            Click down
            Sleep, 30  ; Short delay for firing rate
            Click up
        }
 
        ; No Recoil Implementation
        if (NoRecoilEnabled && (GetKeyState("LButton", "P") || GetKeyState("RButton", "P"))) {
            if (RecoilIntensity < 0) {
                RecoilIntensity := 0
            }
            MouseMove, 0, RecoilIntensity, 0, R
            Sleep, NoRecoilSpeed
        }
 
        ; Drop Shot Implementation
        if (DropShotEnabled && GetKeyState("LButton", "P")) {
            Send {C down}  ; Hold down the 'C' key (Crouch)
             While GetKeyState("LButton", "P") {  ; While the Left Mouse Button (LButton) is held down
             Sleep, 10  ; Wait for 10 ms before checking again
            }
            Send {C up}  ; Release the 'C' key (Crouch)
        }
 
        ; Jitter Implementation
        if (JitterEnabled && GetKeyState("LButton", "P")) {
            MouseMove, % (GetRandom(-5, 5)), % (GetRandom(-5, 5)), 0, R
        }
 
        ; Sniper Breath Implementation
        if (SniperBreathEnabled && GetKeyState("RButton", "P")) {
            Send {Shift down}
            Sleep, 1000  ; Hold breath for 1 second
            Send {Shift up}
        }
 
        ; Auto Sprint Implementation
        if (AutoSprintEnabled && GetKeyState("W", "P")) {
            Send {LShift down}
        } else {
            Send {LShift up}
        }
 
        ; Fast Reload Implementation
        if (FastReloadEnabled && GetKeyState("R", "P")) {
            Send {R up}
            Sleep, 50
            Send {R down}
            Sleep, 50
            Send {R up}
        }
 
        ; Quick Scope Implementation
        if (QuickScopeEnabled && GetKeyState("RButton", "P")) {
            Send {RButton down}
            Sleep, 50  ; Adjust time for how long to aim before shooting
            Send {LButton up}
        }
 
        ; Anti-aim functionality
        if (AntiAimEnabled) {
            MouseMove, % (GetRandom(-5, 5)), % (GetRandom(-5, 5)), 0, R
            Sleep, 50
        }
 
        ; Hitbox Cycle Implementation
        if (HitboxCycleEnabled && (Mod(A_Index, 5) == 0)) {
            target := (target = "Head") ? "Chest" : (target = "Chest") ? "Belly" : (target = "Belly") ? "Feet" : "Head"
            ZeroY := (target = "Head") ? A_ScreenHeight / 2.18 : (target = "Chest") ? A_ScreenHeight / 2.22 : (target = "Belly") ? A_ScreenHeight / 2.30 : A_ScreenHeight / 2.38
            GuiControl,, ZeroYLabel, %ZeroY%
            Sleep, 10000 ; Timer to switch hitbox
        }
 
        ; Auto reload functionality
        if (AutoReloadEnabled) {
            if (!GetKeyState("RButton", "P")) {
                if (GetKeyState("LButton", "P") && !isReloading && (A_TickCount - lastReloadTime > reloadCooldown)) {
                    Send {R}
                    lastReloadTime := A_TickCount
                    isReloading := True
                    Sleep, 500 ; Adjust the sleep duration as needed
                    isReloading := False
                }
            }
        }
 
        ; Auto crouch functionality
        if (AutoCrouchEnabled && GetKeyState("LButton", "P")) {
            Send {C}
            Sleep, 50  ; Short delay to prevent spam
        }
 
        ; Bunny Hop Implementation
        if (BunnyHopEnabled && GetKeyState("LButton", "P")) {
            Send {Space down}
            Sleep, 10  ; Adjust timing for hopping
            Send {Space up}
            Sleep, 10
        }
 
        ; Jump Shot
        if (JumpShotEnabled && GetKeyState("LButton", "P")) {
            Send, {Space}
            Sleep, 300  ; Adjust timing as needed
        }
 
        ; Drop Shot 2
        if (DropShot2Enabled && GetKeyState("LButton", "P")) {
            Send, {Ctrl down}
            Sleep, 500
            Send, {Ctrl up}
        }
 
        ; Crouch Shot
        if (CrouchShotEnabled && GetKeyState("LButton", "P")) {
            Send, {C down}
            Sleep, 75
            Send, {C up}
            Sleep, 75
        }
 
        ; Hold Breath
        if (HoldBreathEnabled && GetKeyState("RButton", "P")) {
            Sleep, 110  ; Delay before holding Shift
            Send, {Shift down}
            ; Release Shift when Right Mouse Button is released
            if (!GetKeyState("RButton", "P")) {
                Send, {Shift up}
            }
        }
 
        ; Auto drop functionality
        if (AutoDropEnabled && GetKeyState("LButton", "P")) {
            Send {C}
            Sleep, 50  ; Short delay to prevent spam
        }
 
        ; Anti-AFK Implementation
        if (AntiAFKEnabled) {
            Random, afkMovementX, -3, 3  ; Random movement in X direction
            Random, afkMovementY, -3, 3  ; Random movement in Y direction
            MouseMove, afkMovementX, afkMovementY, 0, R  ; Move mouse slightly to prevent AFK
 
            ; Perform additional anti-AFK actions
            Random, actionChoice, 1, 3  ; Randomly choose an action
            if (actionChoice == 1) {
                Send {C down}  ; Crouch
                Sleep, 100  ; Hold crouch
                Send {C up}  ; Stand back up
            } else if (actionChoice == 2) {
                Send {W down}  ; Move forward
                Sleep, 300  ; Move forward for a short duration
                Send {W up}  ; Stop moving
            } else if (actionChoice == 3) {
                Send {D down}  ; Strafe right
                Sleep, 300  ; Strafe right for a short duration
                Send {D up}  ; Stop strafing
            }
        }
 
        ; Auto Crouch/Prone spam
        if (AutoCrouchProneEnabled && GetKeyState("LButton", "P")) {
            Random, action, 0, 1  ; 0 for crouch, 1 for prone
            if (action = 0) {
                Send, {C down}  ; Crouch
                Sleep, 100
                Send, {C up}
            } else {
                Send, {Z down}  ; Go prone
                Sleep, 100
                Send, {Z up}
            }
        }
 
        ; Melee Spam
        if (MeleeSpamEnabled && GetKeyState("LButton", "P")) {
            Random, meleeSpamTime, 150, 250
            Send, {V}  ; Press Melee/Knife button
            Sleep, meleeSpamTime
        }
 
        ; Auto Strafe
        if (AutoStrafeEnabled && GetKeyState("LButton", "P")) {
            Random, direction, 0, 1  ; 0 for left, 1 for right
            if (direction = 0) {
                Send, {A down}  ; Move Left
                Sleep, 50
                Send, {A up}
            } else {
                Send, {D down}  ; Move Right
                Sleep, 50
                Send, {D up}
            }
        }
    }
 
    ; Reduce CPU usage and improve responsiveness
    Sleep, 5  ; Minimal sleep to allow the loop to run smoothly
}
 
; GUI updates
GuiControl,, ZeroYLabel, %ZeroY%
GuiControl,, CFovXLabel, %CFovX%
GuiControl,, CFovYLabel, %CFovY%
GuiControl,, SmoothingValue, %smoothing%
GuiControl,, PredictionValue, %predictionMultiplier%
GuiControl,, ToleranceValue, %ColVn%
GuiControl,, RecoilIntensity, %RecoilIntensity%          ; Reset Recoil Intensity in GUI
GuiControl,, NoRecoilSpeed, %NoRecoilSpeed%              ; Reset No Recoil Speed in GUI
GuiControl,, FOVValue, %FOVValue%                        ; Reset FOV in GUI
 
; ButtonCallbacks
    HeadshotsButton:
        ZeroY := A_ScreenHeight / 2.18
        GuiControl,, ZeroYLabel, %ZeroY%
        MsgBox, Target Selected: Headshots`nY Position: %ZeroY%
        Return
 
    ; ChestButton callback
    ChestButton:
        ZeroY := A_ScreenHeight / 2.22
        GuiControl,, ZeroYLabel, %ZeroY%
        MsgBox, Target Selected: Chest`nY Position: %ZeroY%
        Return
   
    ; BellyButton callback
    BellyButton:
        ZeroY := A_ScreenHeight / 2.30
        GuiControl,, ZeroYLabel, %ZeroY%
        MsgBox, Target Selected: Belly`nY Position: %ZeroY%
        Return
 
    ; FeetButton callback
    FeetButton:
        ZeroY := A_ScreenHeight / 2.38
        GuiControl,, ZeroYLabel, %ZeroY%
        MsgBox, Target Selected: Feet`nY Position: %ZeroY%
        Return
 
GuiMove:
    PostMessage, 0xA1, 2
    return
   
   Delete::
    ToggleAimLoop6()  ; Call the function to toggle
return
   
AimLoop8:
    if toggle8 {
        targetFound8 := false
 
        if (GetKeyState("LButton", "P") || GetKeyState("RButton", "P")) {
            ; Look for the purple diamond within the defined area
            PixelSearch, AimPixelX, AimPixelY, ScanL8, ScanT8, ScanR8, ScanB8, EMCol8, ColVn8, Fast RGB
            if (!ErrorLevel) {
                ; Diamond found, calculate adjusted aim point
                targetX8 := AimPixelX + OffsetX8
                targetY8 := AimPixelY + OffsetY8
                targetFound8 := true
            }
 
            if (targetFound8) {
                ; Calculate movement needed to reach adjusted target
                TargetAimX := targetX8 - ZeroX8
                TargetAimY := targetY8 - ZeroY8
 
                ; Smoothing multiplier for gradual movement
                MoveX := Round(TargetAimX * 0.1)
                MoveY := Round(TargetAimY * 0.1)
 
                ; Execute movement if it's substantial enough
                if (Abs(MoveX) > 1 || Abs(MoveY) > 1) {
                    DllCall("mouse_event", "UInt", 1, "Int", MoveX, "Int", MoveY, "UInt", 0, "Int", 0)
                }
            }
        }
    }
return
 
ToggleAimLoop8() {
    global toggle8
    toggle8 := !toggle8
   
    ; Update the checkbox state
    GuiControl,, EnableAimLoop8, % toggle8 ? 1 : 0  ; Set checkbox based on toggle state
 
    if (toggle8) {
        SetTimer, AimLoop8, 10  ; Start the loop with a timer
        SoundBeep, 500, 300
        MsgBox, Aim Loop Started
    } else {
        SetTimer, AimLoop8, Off  ; Stop the loop when toggled off
        SoundBeep, 750, 300
        MsgBox, Aim Loop Stopped
    }
 
    Gosub, UpdateStatus  ; Call UpdateStatus to refresh checkmark visibility
}
 
; Page Up key to toggle Aim Loop
PgUp::ToggleAimLoop8()
 
; Pause functionality with Alt key
-::  ; Use '-' key to pause
    Paused8 := !Paused8
    Pause, Toggle
    if Paused8 {
        SoundBeep, 750, 500
    }
    return
   
AimLoop6:
    ; Declare global variables so they can be recognized
    global RapidFireEnabled, NoRecoilEnabled, DropShotEnabled, JitterEnabled, SniperBreathEnabled
    global AutoSprintEnabled, FastReloadEnabled, QuickScopeEnabled, AntiAimEnabled, HitboxCycleEnabled
    global AutoReloadEnabled, AutoCrouchEnabled, BunnyHopEnabled, JumpShotEnabled, DropShot2Enabled
    global CrouchShotEnabled, HoldBreathEnabled, AutoDropEnabled, AntiAFKEnabled, RecoilIntensity
    global NoRecoilSpeed, lastReloadTime, reloadCooldown, isReloading, ZeroX6, ZeroY6, TargetAimX, TargetAimY
    global JoshTriggerBotEnabled, MeleeSpamEnabled, AutoStrafeEnabled, AutoCrouchProneEnabled
 
    ; Auto Sprint Implementation - Runs independently of mouse button state
    if (AutoSprintEnabled && GetKeyState("W", "P")) {
        if (!GetKeyState("LShift", "P")) {  ; Ensure Shift is not already held
            Send {LShift down}
        }
    } else {
        if (GetKeyState("LShift", "P")) {  ; Release Shift if it's held
            Send {LShift up}
        }
    }
 
    ; Aim feature implementation - Only run if LButton or RButton is pressed
    if (GetKeyState("LButton", "P") or GetKeyState("RButton", "P")) {
        targetFound6 := false  ; Reset targetFound6 at the start of each loop iteration
 
        ; Look for the purple diamond within the defined area
        PixelSearch, AimPixelX, AimPixelY, ScanL6, ScanT6, ScanR6, ScanB6, EMCol6, ColVn6, Fast RGB
        if (!ErrorLevel) {
            targetX6 := AimPixelX + OffsetX6
            targetY6 := AimPixelY + OffsetY6
            targetFound6 := true
        }
 
        if (targetFound6) {
            TargetAimX := targetX6 - ZeroX6
            TargetAimY := targetY6 - ZeroY6
            MoveX := Round(TargetAimX * 0.3)
            MoveY := Round(TargetAimY * 0.3)
            if (Abs(MoveX) > 0 || Abs(MoveY) > 0) {
                DllCall("mouse_event", "UInt", 1, "Int", MoveX, "Int", MoveY, "UInt", 0, "Int", 0)
            }
        }
 
        ; Call the function to handle all feature implementations
        ExecuteFeatures()
    }
 
    Gosub, UpdateStatus
    Sleep, 5  ; Minimal sleep to allow the loop to run smoothly
return
 
ExecuteFeatures() {
    global RapidFireEnabled, NoRecoilEnabled, DropShotEnabled, JitterEnabled, SniperBreathEnabled
    global AutoSprintEnabled, FastReloadEnabled, QuickScopeEnabled, AntiAimEnabled, HitboxCycleEnabled
    global AutoReloadEnabled, AutoCrouchEnabled, BunnyHopEnabled, JumpShotEnabled, DropShot2Enabled
    global CrouchShotEnabled, HoldBreathEnabled, AutoDropEnabled, AntiAFKEnabled, RecoilIntensity
    global NoRecoilSpeed, lastReloadTime, reloadCooldown, isReloading, ZeroX6, ZeroY6, TargetAimX, TargetAimY
    global JoshTriggerBotEnabled, MeleeSpamEnabled, AutoStrafeEnabled, AutoCrouchProneEnabled
 
    ; Josh Trigger Bot Implementation
    if (JoshTriggerBotEnabled && Sqrt((targetX6 - ZeroX6)**2 + (targetY6 - ZeroY6)**2) < 100) {
        Click  ; Simulate a mouse click when the target is within 100 pixels
        Sleep 50  ; Short delay between clicks
    }
   
    ; Rapid Fire Implementation
    if (RapidFireEnabled && GetKeyState("LButton", "P")) {
        Click down
        Sleep, 30  ; Short delay for firing rate
        Click up
    }
 
    ; No Recoil Implementation
    if (NoRecoilEnabled && (GetKeyState("LButton", "P") || GetKeyState("RButton", "P"))) {
        if (RecoilIntensity < 0) {
            RecoilIntensity := 0
        }
        MouseMove, 0, RecoilIntensity, 0, R
        Sleep, NoRecoilSpeed
    }
 
    ; Drop Shot Implementation
    if (DropShotEnabled && GetKeyState("LButton", "P")) {
        Send {C down}  ; Hold down the 'C' key (Crouch)
        While GetKeyState("LButton", "P") {  ; While the Left Mouse Button (LButton) is held down
            Sleep, 10  ; Wait for 10 ms before checking again
        }
        Send {C up}  ; Release the 'C' key (Crouch)
    }
 
    ; Jitter Implementation
    if (JitterEnabled && GetKeyState("LButton", "P")) {
        MouseMove, % (GetRandom(-5, 5)), % (GetRandom(-5, 5)), 0, R
    }
 
    ; Sniper Breath Implementation
    if (SniperBreathEnabled && GetKeyState("RButton", "P")) {
        Send {Shift down}
        Sleep, 1000  ; Hold breath for 1 second
        Send {Shift up}
    }
 
    ; Auto Sprint Implementation
    if (AutoSprintEnabled && GetKeyState("W", "P")) {
        Send {LShift down}
    } else {
        Send {LShift up}
    }
 
    ; Fast Reload Implementation
    if (FastReloadEnabled && GetKeyState("R", "P")) {
        Send {R up}
        Sleep, 50
        Send {R down}
        Sleep, 50
        Send {R up}
    }
 
    ; Quick Scope Implementation
    if (QuickScopeEnabled && GetKeyState("RButton", "P")) {
        Send {RButton down}
        Sleep, 50  ; Adjust time for how long to aim before shooting
        Send {LButton up}
    }
 
    ; Anti-aim functionality
    if (AntiAimEnabled) {
        MouseMove, % (GetRandom(-5, 5)), % (GetRandom(-5, 5)), 0, R
        Sleep, 50
    }
 
    ; Hitbox Cycle Implementation
    if (HitboxCycleEnabled && (Mod(A_Index, 5) == 0)) {
        target := (target = "Head") ? "Chest" : (target = "Chest") ? "Belly" : (target = "Belly") ? "Feet" : "Head"
        ZeroY := (target = "Head") ? A_ScreenHeight / 2.18 : (target = "Chest") ? A_ScreenHeight / 2.22 : (target = "Belly") ? A_ScreenHeight / 2.30 : A_ScreenHeight / 2.38
        GuiControl,, ZeroYLabel, %ZeroY%
        Sleep, 10000 ; Timer to switch hitbox
    }
 
    ; Auto reload functionality
    if (AutoReloadEnabled) {
        if (!GetKeyState("RButton", "P")) {
            if (GetKeyState("LButton", "P") && !isReloading && (A_TickCount - lastReloadTime > reloadCooldown)) {
                Send {R}
                lastReloadTime := A_TickCount
                isReloading := True
                Sleep, 500 ; Adjust the sleep duration as needed
                isReloading := False
            }
        }
    }
 
    ; Auto crouch functionality
    if (AutoCrouchEnabled && GetKeyState("LButton", "P")) {
        Send {C}
        Sleep, 50  ; Short delay to prevent spam
    }
 
    ; Bunny Hop Implementation
    if (BunnyHopEnabled && GetKeyState("LButton", "P")) {
        Send {Space down}
        Sleep, 10  ; Adjust timing for hopping
        Send {Space up}
        Sleep, 10
    }
 
    ; Jump Shot
    if (JumpShotEnabled && GetKeyState("LButton", "P")) {
        Send, {Space}
        Sleep, 300  ; Adjust timing as needed
    }
 
    ; Drop Shot 2
    if (DropShot2Enabled && GetKeyState("LButton", "P")) {
        Send, {Ctrl down}
        Sleep, 500
        Send, {Ctrl up}
    }
 
    ; Crouch Shot
    if (CrouchShotEnabled && GetKeyState("LButton", "P")) {
        Send, {C down}
        Sleep, 75
        Send, {C up}
        Sleep, 75
    }
 
    ; Hold Breath
    if (HoldBreathEnabled && GetKeyState("RButton", "P")) {
        Sleep, 110  ; Delay before holding Shift
        Send, {Shift down}
        ; Release Shift when Right Mouse Button is released
        if (!GetKeyState("RButton", "P")) {
            Send, {Shift up}
        }
    }
 
    ; Auto drop functionality
    if (AutoDropEnabled && GetKeyState("LButton", "P")) {
        Send {C}
        Sleep, 50  ; Short delay to prevent spam
    }
 
    ; Anti-AFK Implementation
    if (AntiAFKEnabled) {
        Random, afkMovementX, -3, 3  ; Random movement in X direction
        Random, afkMovementY, -3, 3  ; Random movement in Y direction
        MouseMove, afkMovementX, afkMovementY, 0, R  ; Move mouse slightly to prevent AFK
 
        ; Perform additional anti-AFK actions
        Random, actionChoice, 1, 3  ; Randomly choose an action
        if (actionChoice == 1) {
            Send {C down}  ; Crouch
            Sleep, 100  ; Hold crouch
            Send {C up}  ; Stand back up
        } else if (actionChoice == 2) {
            Send {W down}  ; Move forward
            Sleep, 300  ; Move forward for a short duration
            Send {W up}  ; Stop moving
        } else if (actionChoice == 3) {
            Send {D down}  ; Strafe right
            Sleep, 300  ; Strafe right for a short duration
            Send {D up}  ; Stop strafing
        }
    }
 
    ; Auto Crouch/Prone spam
    if (AutoCrouchProneEnabled && GetKeyState("LButton", "P")) {
        Random, action, 0, 1  ; 0 for crouch, 1 for prone
        if (action = 0) {
            Send, {C down}  ; Crouch
            Sleep, 100
            Send, {C up}
        } else {
            Send, {Z down}  ; Go prone
            Sleep, 100
            Send, {Z up}
        }
    }
 
    ; Melee Spam
    if (MeleeSpamEnabled && GetKeyState("LButton", "P")) {
        Random, meleeSpamTime, 150, 250
        Send, {V}  ; Press Melee/Knife button
        Sleep, meleeSpamTime
    }
 
    ; Auto Strafe
    if (AutoStrafeEnabled && GetKeyState("LButton", "P")) {
        Random, direction, 0, 1  ; 0 for left, 1 for right
        if (direction = 0) {
            Send, {A down}  ; Move Left
            Sleep, 50
            Send, {A up}
        } else {
            Send, {D down}  ; Move Right
            Sleep, 50
            Send, {D up}
        }
    }
 
    ; Reduce CPU usage and improve responsiveness
    Sleep, 5  ; Minimal sleep to allow the loop to run smoothly
}
 
 
ToggleEnable2() {
    GuiControlGet, Enable2State,, Enable2Checkbox  ; Get the current state of the checkbox
    Enable2State := !Enable2State  ; Toggle the state
    GuiControl,, Enable2Checkbox, % Enable2State  ; Update the checkbox in the GUI
    toggle2 := Enable2State  ; Update toggle2 based on checkbox state
 
    ; Start the loop if toggled on
    if (toggle2) {
        SetTimer, AimLoop2, 5  ; Start the loop with a timer
        SoundBeep, 500, 300
        GuiControl, Show, Enable2Checkmark  ; Show the checkmark
    } else {
        SetTimer, AimLoop2, Off  ; Stop the loop when toggled off
        SoundBeep, 750, 300
        GuiControl, Hide, Enable2Checkmark  ; Hide the checkmark
    }
}
AimLoop2:
    ; Check if the script is enabled
    GuiControlGet, Enable2State,, Enable2Checkbox
    toggle2 := Enable2State
    if (toggle2) {
        targetFound := False
 
        if GetKeyState("LButton", "P") or GetKeyState("RButton", "P") {
            ; Search for target pixel in a smaller region around the last known position
            PixelSearch, AimPixelX, AimPixelY, targetX - SearchArea2, targetY - SearchArea2, targetX + SearchArea2, targetY + SearchArea2, EMCol, ColVn, Fast RGB
            if (!ErrorLevel) {
                targetX := AimPixelX
                targetY := AimPixelY
                targetFound := True
            } else {
                PixelSearch, AimPixelX, AimPixelY, ScanL, ScanT, ScanR, ScanB, EMCol, ColVn, Fast RGB
                if (!ErrorLevel) {
                    targetX := AimPixelX
                    targetY := AimPixelY
                    targetFound := True
                }
            }
 
            if (targetFound) {
                ; Get current time
                currentTime := A_TickCount
 
                ; Calculate the velocity of the target
                if (lastTime != 0) {
                    deltaTime := (currentTime - lastTime) / 1000.0 ; Convert to seconds (It's in milliseconds)
                    velocityX := (targetX - prevX) / deltaTime
                    velocityY := (targetY - prevY) / deltaTime
                }
 
                ; Store the current position and time for the next iteration
                prevX := targetX
                prevY := targetY
                lastTime := currentTime
 
                ; Apply prediction if enabled
                GuiControlGet, PredictionEnabled,, EnablePredictionCheckbox
                if (PredictionEnabled && deltaTime != 0) {
                    PredictedX := targetX + Round(velocityX * predictionMultiplier * deltaTime)
                    PredictedY := targetY + Round(velocityY * predictionMultiplier * deltaTime)
                } else {
                    PredictedX := targetX
                    PredictedY := targetY
                }
 
                ; Move the mouse smoothly with strength adjustment
                AimX := PredictedX - ZeroX
                AimY := PredictedY - ZeroY
                DllCall("mouse_event", uint, 1, int, Round(AimX * smoothing), int, Round(AimY * smoothing), uint, 0, int, 0)
            }
        }
        ; Call the function to handle all feature implementations
        ExecuteFeatures2()
    }
 
    Gosub, UpdateStatus
    Sleep, 5  ; Minimal sleep to allow the loop to run smoothly
return
 
ExecuteFeatures2() {
    global RapidFireEnabled, NoRecoilEnabled, DropShotEnabled, JitterEnabled, SniperBreathEnabled
    global AutoSprintEnabled, FastReloadEnabled, QuickScopeEnabled, AntiAimEnabled, HitboxCycleEnabled
    global AutoReloadEnabled, AutoCrouchEnabled, BunnyHopEnabled, JumpShotEnabled, DropShot2Enabled
    global CrouchShotEnabled, HoldBreathEnabled, AutoDropEnabled, AntiAFKEnabled, RecoilIntensity
    global NoRecoilSpeed, lastReloadTime, reloadCooldown, isReloading, ZeroX6, ZeroY6, TargetAimX, TargetAimY
    global JoshTriggerBotEnabled, MeleeSpamEnabled, AutoStrafeEnabled, AutoCrouchProneEnabled
 
    ; Josh Trigger Bot Implementation
    if (JoshTriggerBotEnabled && Sqrt((targetX6 - ZeroX6)**2 + (targetY6 - ZeroY6)**2) < 100) {
        Click  ; Simulate a mouse click when the target is within 100 pixels
        Sleep 50  ; Short delay between clicks
    }
   
    ; Rapid Fire Implementation
    if (RapidFireEnabled && GetKeyState("LButton", "P")) {
        Click down
        Sleep, 30  ; Short delay for firing rate
        Click up
    }
 
    ; No Recoil Implementation
    if (NoRecoilEnabled && (GetKeyState("LButton", "P") || GetKeyState("RButton", "P"))) {
        if (RecoilIntensity < 0) {
            RecoilIntensity := 0
        }
        MouseMove, 0, RecoilIntensity, 0, R
        Sleep, NoRecoilSpeed
    }
 
    ; Drop Shot Implementation
    if (DropShotEnabled && GetKeyState("LButton", "P")) {
        Send {C down}  ; Hold down the 'C' key (Crouch)
        While GetKeyState("LButton", "P") {  ; While the Left Mouse Button (LButton) is held down
            Sleep, 10  ; Wait for 10 ms before checking again
        }
        Send {C up}  ; Release the 'C' key (Crouch)
    }
 
    ; Jitter Implementation
    if (JitterEnabled && GetKeyState("LButton", "P")) {
        MouseMove, % (GetRandom(-5, 5)), % (GetRandom(-5, 5)), 0, R
    }
 
    ; Sniper Breath Implementation
    if (SniperBreathEnabled && GetKeyState("RButton", "P")) {
        Send {Shift down}
        Sleep, 1000  ; Hold breath for 1 second
        Send {Shift up}
    }
 
    ; Auto Sprint Implementation
    if (AutoSprintEnabled && GetKeyState("W", "P")) {
        Send {LShift down}
    } else {
        Send {LShift up}
    }
 
    ; Fast Reload Implementation
    if (FastReloadEnabled && GetKeyState("R", "P")) {
        Send {R up}
        Sleep, 50
        Send {R down}
        Sleep, 50
        Send {R up}
    }
 
    ; Quick Scope Implementation
    if (QuickScopeEnabled && GetKeyState("RButton", "P")) {
        Send {RButton down}
        Sleep, 50  ; Adjust time for how long to aim before shooting
        Send {LButton up}
    }
 
    ; Anti-aim functionality
    if (AntiAimEnabled) {
        MouseMove, % (GetRandom(-5, 5)), % (GetRandom(-5, 5)), 0, R
        Sleep, 50
    }
 
    ; Hitbox Cycle Implementation
    if (HitboxCycleEnabled && (Mod(A_Index, 5) == 0)) {
        target := (target = "Head") ? "Chest" : (target = "Chest") ? "Belly" : (target = "Belly") ? "Feet" : "Head"
        ZeroY := (target = "Head") ? A_ScreenHeight / 2.18 : (target = "Chest") ? A_ScreenHeight / 2.22 : (target = "Belly") ? A_ScreenHeight / 2.30 : A_ScreenHeight / 2.38
        GuiControl,, ZeroYLabel, %ZeroY%
        Sleep, 10000 ; Timer to switch hitbox
    }
 
    ; Auto reload functionality
    if (AutoReloadEnabled) {
        if (!GetKeyState("RButton", "P")) {
            if (GetKeyState("LButton", "P") && !isReloading && (A_TickCount - lastReloadTime > reloadCooldown)) {
                Send {R}
                lastReloadTime := A_TickCount
                isReloading := True
                Sleep, 500 ; Adjust the sleep duration as needed
                isReloading := False
            }
        }
    }
 
    ; Auto crouch functionality
    if (AutoCrouchEnabled && GetKeyState("LButton", "P")) {
        Send {C}
        Sleep, 50  ; Short delay to prevent spam
    }
 
    ; Bunny Hop Implementation
    if (BunnyHopEnabled && GetKeyState("LButton", "P")) {
        Send {Space down}
        Sleep, 10  ; Adjust timing for hopping
        Send {Space up}
        Sleep, 10
    }
 
    ; Jump Shot
    if (JumpShotEnabled && GetKeyState("LButton", "P")) {
        Send, {Space}
        Sleep, 300  ; Adjust timing as needed
    }
 
    ; Drop Shot 2
    if (DropShot2Enabled && GetKeyState("LButton", "P")) {
        Send, {Ctrl down}
        Sleep, 500
        Send, {Ctrl up}
    }
 
    ; Crouch Shot
    if (CrouchShotEnabled && GetKeyState("LButton", "P")) {
        Send, {C down}
        Sleep, 75
        Send, {C up}
        Sleep, 75
    }
 
    ; Hold Breath
    if (HoldBreathEnabled && GetKeyState("RButton", "P")) {
        Sleep, 110  ; Delay before holding Shift
        Send, {Shift down}
        ; Release Shift when Right Mouse Button is released
        if (!GetKeyState("RButton", "P")) {
            Send, {Shift up}
        }
    }
 
    ; Auto drop functionality
    if (AutoDropEnabled && GetKeyState("LButton", "P")) {
        Send {C}
        Sleep, 50  ; Short delay to prevent spam
    }
 
    ; Anti-AFK Implementation
    if (AntiAFKEnabled) {
        Random, afkMovementX, -3, 3  ; Random movement in X direction
        Random, afkMovementY, -3, 3  ; Random movement in Y direction
        MouseMove, afkMovementX, afkMovementY, 0, R  ; Move mouse slightly to prevent AFK
 
        ; Perform additional anti-AFK actions
        Random, actionChoice, 1, 3  ; Randomly choose an action
        if (actionChoice == 1) {
            Send {C down}  ; Crouch
            Sleep, 100  ; Hold crouch
            Send {C up}  ; Stand back up
        } else if (actionChoice == 2) {
            Send {W down}  ; Move forward
            Sleep, 300  ; Move forward for a short duration
            Send {W up}  ; Stop moving
        } else if (actionChoice == 3) {
            Send {D down}  ; Strafe right
            Sleep, 300  ; Strafe right for a short duration
            Send {D up}  ; Stop strafing
        }
    }
 
    ; Auto Crouch/Prone spam
    if (AutoCrouchProneEnabled && GetKeyState("LButton", "P")) {
        Random, action, 0, 1  ; 0 for crouch, 1 for prone
        if (action = 0) {
            Send, {C down}  ; Crouch
            Sleep, 100
            Send, {C up}
        } else {
            Send, {Z down}  ; Go prone
            Sleep, 100
            Send, {Z up}
        }
    }
 
    ; Melee Spam
    if (MeleeSpamEnabled && GetKeyState("LButton", "P")) {
        Random, meleeSpamTime, 150, 250
        Send, {V}  ; Press Melee/Knife button
        Sleep, meleeSpamTime
    }
 
    ; Auto Strafe
    if (AutoStrafeEnabled && GetKeyState("LButton", "P")) {
        Random, direction, 0, 1  ; 0 for left, 1 for right
        if (direction = 0) {
            Send, {A down}  ; Move Left
            Sleep, 50
            Send, {A up}
        } else {
            Send, {D down}  ; Move Right
            Sleep, 50
            Send, {D up}
        }
    }
 
    ; Reduce CPU usage and improve responsiveness
    Sleep, 5  ; Minimal sleep to allow the loop to run smoothly
}
 
; Submit Color function for Zombie Target
SubmitZombieColor6:
    GuiControlGet, ZombieColorHex,, ZombieColorHex  ; Get the color input from the GUI
    ; Check if the color has changed before updating
    if (ZombieColorHex != LastColor6) {
        LastColor6 := ZombieColorHex  ; Store the current color as the last color
        UpdateZombieColor6()  ; Call the UpdateColor function to handle the actual update
    }
return
; Update Color function for Zombie Target
UpdateZombieColor6() {
    global EMCol6  ; The main zombie target color variable
    GuiControlGet, ZombieColorHex,, ZombieColorHex  ; Get the color input again
   
    if (ZombieColorHex != "") {
        ; Validate the hex input (must be 6 valid hex digits)
        if (RegExMatch(ZombieColorHex, "^[0-9A-Fa-f]{6}$")) {
            EMCol6 := "0x" . ZombieColorHex  ; Convert to the required 0x format
            GuiControl,, ZombieColorHex, % ZombieColorHex  ; Optionally update the display in the edit box
            MsgBox, Zombie target color successfully set to: %ZombieColorHex%  ; Notify user of success
        } else {
            MsgBox, Invalid hex color code! Please enter a valid 6-digit hex code.  ; Show error if invalid
        }
    }
}
 
; Pick Color function (open native Windows color picker for Zombie Target)
PickZombieColor6:
    Color := 0x000000  ; Initialize a default color value (black)
    ColorPick := DllCall("user32.dll\ChooseColor", "UInt", &Color)  ; Open color picker dialog
    if (ColorPick) {
        EMCol6 := Color  ; Set the zombie target color to the picked color
        ; Update the GUI Edit control to show the new color
        GuiControl,, ZombieColorHex, % Format("{:X}", EMCol6 & 0xFFFFFF)  ; Display color in hex format
    }
return
 
ToggleAimLoop6() {
    GuiControlGet, EnableAimLoop6State,, EnableAimLoop6  ; Get the current state of the checkbox
    EnableAimLoop6State := !EnableAimLoop6State  ; Toggle the state
    GuiControl,, EnableAimLoop6, % EnableAimLoop6State  ; Update the checkbox in the GUI
    toggle6 := EnableAimLoop6State  ; Update toggle6 based on checkbox state
 
    ; Start the loop if toggled on
    if (toggle6) {
        SetTimer, AimLoop6, 5  ; Start the loop with a timer
        SoundBeep, 500, 300
        GuiControl, Show, ZombieCheckmark  ; Show the checkmark
    } else {
        SetTimer, AimLoop6, Off  ; Stop the loop when toggled off
        SoundBeep, 750, 300
        GuiControl, Hide, ZombieCheckmark  ; Hide the checkmark
    }
}
 
ToggleFOVOverlay:
    showOverlay := !showOverlay
    if (showOverlay)
    {
        UpdateOverlay()
    }
    else
    {
        Gui, OverlayGui:Destroy  ; Close the overlay if it's visible
    }
return
 
; Function to toggle the GUI's resizability
ToggleResizable:
isResizable := !isResizable
if (isResizable) {
    Gui, -ToolWindow  ; Remove ToolWindow to allow resizing
    Gui, +Resize  ; Allow resizing
    GuiControl,, ToggleResizable, Set Non-Resizable  ; Update button text
} else {
    Gui, +ToolWindow  ; Add ToolWindow to enable dragging without resizing
    Gui, -Resize  ; Disallow resizing
    GuiControl,, ToggleResizable, Set Resizable  ; Update button text
}
return
return
 
OpenInstructions:
    MsgBox, 0, Instructions,
    (
    Welcome to the B06 AIO Aim GUI!
 
    Here are the instructions on how to use the features:
 
    * **Enable Multi-Player Aim**: Check the box to activate multi-player aiming functionality. Use Insert key to toggle this feature on or off.
    * **Enable Zombies Aim**: Check the box to activate the zombies aiming feature. Use the Delete key to toggle this feature on or off.
    * **Enable Prediction**: Check the box to activate prediction for better aiming accuracy. Use the Home key to toggle this feature.
    * **Target Color**: Enter the hex value for the target color you want to aim at and click "Set Color" to apply it.
    * **Smoothing**: Use the "+" and "-" buttons to adjust the smoothing value for your aim.
    * **Prediction Multiplier**: Use the "+" and "-" buttons to increase or decrease the prediction multiplier for aiming.
    * **Color Tolerance**: Adjust the color tolerance using the "+" and "-" buttons to refine target detection.
    * **Rapid Fire Toggle**: Click the toggle button to enable or disable rapid fire functionality.
    * **No Recoil Toggle**: Click the toggle button to enable or disable no recoil functionality.
    * **Field of View (FOV)**: Adjust the FOV using the slider for improved targeting range.
    * **FOV Overlay**: Click the button to toggle the FOV overlay on or off, and select the overlay type from the dropdown.
    * **Anti-Aim**: Check the box to enable anti-aim feature for enhanced aiming tactics.
    * **Auto Reload, Auto Crouch, Auto Drop**: Check these boxes to enable automatic actions during gameplay.
    * **Trigger Bot**: Activate this feature to automatically shoot when a target is detected.
    * **Quick Scope**: Enable this option for faster aiming and shooting when using a scoped weapon.
    * **Jitter**: Toggle this feature for unpredictable aiming patterns to confuse enemies.
    * **Fast Reload**: Enable this feature to reload your weapon faster than normal.
    * **Drop Shot**: Check this box to automatically drop to the ground while shooting, making you harder to hit.
    * **Credits**: Click the "Show Credits" button to view the contributors.
    * **Current ZeroY**: This indicates your current target Y-coordinate.
    * **Target Location**: Use buttons to set your aim target location (Head, Chest, Belly, Feet).
    * **Recoil Intensity**: Adjust the no recoil intensity using the slider for precise control.
    * **No Recoil Speed**: Modify the speed of the no recoil effect to suit your preferences.
    * **Cycle Hitboxes**: Check the box to enable cycling through hitboxes for more dynamic aiming.
    * **Open Zombie Aim**: Click the button to access the Zombie Aim feature. (BETA)
    * **Open Zombie Aim V2**: Click the button to access the enhanced version of the Zombie Aim feature. (BETA)
 
    To close the GUI, click the "Close" button.
 
    Enjoy your game!
    Credits to theasiangamr (Multi Source Code + B06 Updated Offsets & Base), Treason of aka(UtterlyTV), Iccbwa (Zombie Aim v1), kanepards (AHK Zombie Aim v2), & ali123x (Inf GobbleGums)
    )
return
 
OpenHotkeys:
    MsgBox, 0, Hotkeys and Tips,
    (
    Welcome to the Hotkeys and Tips Section!
 
    Here are the important hotkeys and settings recommendations:
   Personal Choice Settings Per Treason!!!!
   Enable multiplayer to use additional features without they wont run
   I personally use no recoil and keep both sliders down anywhere under 5
   default settings are what I use aswell but may adjust to your liking
   ++Many features will not be functional until further updates eg. Anti AFK, Auto Drop , Quick Scope Auto Reload Etc.
   Work to come with stronger aim and fixing aiming at other objects than Enemys
 
    **Hotkeys & COLOR TIPS:**
    * **Insert**: Toggle Multi-Player Aim (C9008D)
    * **Delete**: Toggle Zombies Aim (DF00FF)
    * **Home**: Toggle Prediction
    * **PgUp**: Enable Zombie Aim V2 Less Sticky (DF00FF)
    * **PgDn**: Enable Zombie Aim V1 (EA00FF)
    * **']'**: Toggle Trigger Bot
    * **F1**: Toggle Hide / Show GUI
    * **F12**: Pause/Unpause Functionality
 
    **Tips:**
    - **Multi-Player vs. Zombies Aim**: Avoid using both aiming features at the same time to prevent aiming conflicts.
    - **Target Color**: Make sure to set the correct hex color for optimal performance. Use the "Set Color" button to apply changes.
    - **Smoothing and Prediction**: Adjust these settings based on your playstyle for better accuracy.
    - **Use Rapid Fire and No Recoil**: These features can enhance your gameplay but ensure they are suitable for the game mode you are in.
 
    **Settings Recommendations:**
    - Adjust the **Field of View (FOV)** based on your preferred play style; a wider FOV can help in spotting targets.
    - Fine-tune the **Color Tolerance** for more accurate target detection, especially in fast-paced scenarios.
    - Enable **Auto Reload, Auto Crouch, and Drop Shot** for automatic actions that can enhance your survival chances in combat.
 
    **Note**: Regularly test and adjust settings to find what works best for you.
 
    To close the GUI, click the "Close" button.
 
    Happy gaming!
    Credits to all contributors for their invaluable work and support!
    )
return
UpdateOverlay()
{
    global showOverlay, overlayType, overlaySize
    ; Get the current FOV value from the slider
    GuiControlGet, FOVValue
    overlaySize := FOVValue * 4  ; Adjust the overlay size based on FOV value
 
    ; Center overlay position
    xPos := (A_ScreenWidth - overlaySize) / 2
    yPos := (A_ScreenHeight - overlaySize) / 2
 
    if (showOverlay)
    {
        ; Create the overlay GUI without any color or caption
        Gui, OverlayGui:New, +AlwaysOnTop +ToolWindow -Caption +E0x20 +LastFound +HwndOverlayHwnd
 
        ; Set the size and position
        Gui, OverlayGui:Show, w%overlaySize% h%overlaySize% x%xPos% y%yPos%
 
        ; Load the overlay shape based on selection
        if (OverlayType = "Circle")
        {
            Gui, OverlayGui:Add, Picture, w%overlaySize% h%overlaySize% hwndOverlayPic, Circle2.png  ; Load the circle image
        }
        else
        {
            Gui, OverlayGui:Add, Picture, w%overlaySize% h%overlaySize% hwndOverlayPic, Square2.png  ; Load the square image
        }
 
        ; Set the overlay to be fully transparent
        WinSet, Transparent, 20, ahk_id %OverlayHwnd%  ; Make the entire window transparent
        ; Make the overlay click-through
        WinSet, ExStyle, +0x20, ahk_id %OverlayHwnd%  ; Set the window to be click-through
 
        ; Show the overlay
        Gui, OverlayGui:Show
 
        ; Set the image area to be opaque (make the overlay visible)
        WinSet, Transparent, 255, ahk_id %OverlayPic%  ; Use the handle for the picture
    }
    else
    {
        ; Hide the overlay if toggled off
        Gui, OverlayGui:Hide
    }
}
 
; Toggle Crosshair Overlay
ToggleCrosshair:
    CrosshairVisible := !CrosshairVisible  ; Toggle visibility of the crosshair overlay
    if (CrosshairVisible)
    {
        UpdateCrosshair()
    }
    else
    {
        Gui, CrosshairGui:Destroy  ; Close the crosshair overlay if it's visible
    }
return
 
; Update Crosshair Overlay
UpdateCrosshair()
{
    global CrosshairVisible, CrosshairType
 
    ; Calculate the size and position of the crosshair overlay
    overlaySize := 50  ; Fixed size for crosshair
    xPos := (A_ScreenWidth - overlaySize) / 2
    yPos := (A_ScreenHeight - overlaySize) / 2
 
    if (CrosshairVisible)
    {
        ; Create the crosshair GUI without any color or caption
        Gui, CrosshairGui:New, +AlwaysOnTop +ToolWindow -Caption +E0x20 +LastFound +HwndCrosshairHwnd
 
        ; Set the size and position for the crosshair
        Gui, CrosshairGui:Show, w%overlaySize% h%overlaySize% x%xPos% y%yPos%
 
        ; Load the crosshair image based on the selected type
        if (CrosshairType = "Green Crosshair")
        {
            Gui, CrosshairGui:Add, Picture, w%overlaySize% h%overlaySize% hwndCrosshairPic, green_crosshair.png  ; Load the green crosshair image
        }
        else if (CrosshairType = "Circle")
        {
            Gui, CrosshairGui:Add, Picture, w%overlaySize% h%overlaySize% hwndCrosshairPic, circle_crosshair.png  ; Load the circle crosshair image
        }
        else if (CrosshairType = "Square")
        {
            Gui, CrosshairGui:Add, Picture, w%overlaySize% h%overlaySize% hwndCrosshairPic, square_crosshair.png  ; Load the square crosshair image
        }
 
        ; Make the crosshair overlay click-through
        WinSet, ExStyle, +0x20, ahk_id %CrosshairHwnd%  ; Set the window to be click-through
 
        ; Set the crosshair to be transparent
        WinSet, Transparent, 20, ahk_id %CrosshairHwnd%  ; Make the entire window transparent
 
        ; Show the crosshair overlay
        Gui, CrosshairGui:Show
    }
    else
    {
        ; Hide the crosshair overlay if toggled off
        Gui, CrosshairGui:Hide
    }
}
 
UpdateCrosshairType:
    GuiControlGet, CrosshairType, , CrosshairType  ; Get the selected value from the Crosshair dropdown
    if (CrosshairVisible)  ; If the crosshair is visible, update it immediately
    {
        UpdateCrosshair()
    }
return
 
IncreaseSmoothing:
    smoothing += 0.01
    if (smoothing > 2)  ; Set a maximum limit for smoothing
        smoothing := 2
    GuiControl,, SmoothingValue, %smoothing%
    Return
 
DecreaseSmoothing:
    smoothing -= 0.01
    if (smoothing < 0.0)  ; Set a minimum limit for smoothing
        smoothing := 0.0
    GuiControl,, SmoothingValue, %smoothing%
    Return
 
IncreasePrediction:
    predictionMultiplier += 0.1
    GuiControl,, PredictionValue, %predictionMultiplier%
    Return
   
 
DecreasePrediction:
    predictionMultiplier -= 0.1
    if (predictionMultiplier < 0.1)  ; Minimum limit for prediction multiplier
        predictionMultiplier := 0.1
    GuiControl,, PredictionValue, %predictionMultiplier%
    Return
 
IncreaseTolerance:
    ColVn += 1
    GuiControl,, ToleranceValue, %ColVn%
    Return
 
DecreaseTolerance:
    ColVn -= 1
    if (ColVn < 0)  ; Minimum limit for color tolerance
        ColVn := 0
    GuiControl,, ToleranceValue, %ColVn%
    Return
   
UpdateFOV:
    GuiControlGet, FOVValue  ; Get the new FOV value from the slider
    CFovX := FOVValue  ; Update the global CFovX variable
    GuiControl,, CurrentFOV, %FOVValue%  ; Update the displayed FOV value
    ScanL := ZeroX - CFovX  ; Update the scan area based on the new FOV
    ScanT := ZeroY - CFovX
    ScanR := ZeroX + CFovX
    ScanB := ZeroY + CFovX
 
    if (showOverlay)
    {
        UpdateOverlay()  ; Update the overlay if it's currently visible
    }
return
 
UpdateOverlayType:
    GuiControlGet, OverlayType, , OverlayType  ; Get the selected value from the FOV Overlay dropdown
    if (showOverlay)  ; If the overlay is visible, update it immediately
    {
        UpdateOverlay()
    }
return
; Function to update No Recoil Intensity
UpdateRecoilIntensity:
    GuiControlGet, RecoilIntensity
    ; Update the display of the current Recoil Intensity value
    GuiControl,, CurrentRecoilIntensity, %RecoilIntensity%
Return
 
; Function to update No Recoil Speed
UpdateNoRecoilSpeed:
    GuiControlGet, NoRecoilSpeed
    ; Update the display of the current No Recoil Speed value
    GuiControl,, CurrentNoRecoilSpeed, %NoRecoilSpeed%
Return
 
UpdateTriggerBotStatus() {
    if (triggerActive) {
        if (paused1) {
            TriggerBotStatus := "Active, Paused"
        } else {
            TriggerBotStatus := "Active"
        }
    } else {
        TriggerBotStatus := "Off"
    }
    GuiControl,, TriggerBotStatusText, Trigger Bot: %TriggerBotStatus%  ; Update status in the GUI
}
 
ToggleTriggerBot:
    triggerActive := !triggerActive  ; Toggle the trigger active state
 
    ; Provide feedback to confirm the toggle
    if (triggerActive) {
        GuiControl, , ToggleTriggerBot, Stop Trigger Bot
        StartTriggerBot2()  ; Call the function to start the loop
        MsgBox, Trigger Bot started.  ; Indicate the Trigger Bot has started
    } else {
        GuiControl, , ToggleTriggerBot, Start Trigger Bot
        MsgBox, Trigger Bot stopped.  ; Indicate the Trigger Bot has stopped
    }
 
    UpdateTriggerBotStatus()  ; Update status after toggling
return
 
; Function to toggle pause
PauseToggle1() {
    paused1 := !paused1  ; Toggle paused1 for Trigger Bot
    GuiControl, , PauseToggle1, % (paused1 ? "Resume" : "Pause")
    SoundBeep, % (paused1 ? 750 : 500), % (paused1 ? 500 : 300)  ; Beep on pause/resume
    UpdateTriggerBotStatus()  ; Update status after pausing or resuming
}
 
; Start the Trigger Bot loop
StartTriggerBot2() {
    SetTimer, TriggerBotLoop, 10
}
 
; The Trigger Bot loop logic
TriggerBotLoop:
    if (paused1 || !triggerActive) {  ; Check if paused or inactive
        Sleep, 100
        return
    }
 
    KeyWait, RButton, D  ; Wait for the right mouse button to be pressed
    CoordMode, Pixel, Screen
    PixelSearch, Px, Py, ScanL3, ScanT3, ScanR3, ScanB3, 0xEA00FF, 30, Fast
 
    if (ErrorLevel = 0) {  ; If the pixel is found
        Sleep, 10
        Send {LButton down}
        Sleep, 10
        Send {LButton up}
        Sleep, 1000 ; Delay after each trigger
    }
return
 
; Close the GUI
GuiClose6:
    ExitApp
toggle := false
 
if (targetFound && toggle) {
    click down
} else {
    click up
}
 
Paused := False
Insert:: ; Enable Multi-Player Aim Checkbox
    ; Toggle the Enable checkbox state
    GuiControlGet, EnableState,, EnableCheckbox
    newEnableState := !EnableState  ; Toggle the state
    GuiControl,, EnableCheckbox, % newEnableState  ; Update the checkbox
 
    ; Update the toggle variable based on the new state
    toggle := newEnableState
   
    ; Play sound and show/hide the checkmark
    if (toggle) {
        SoundBeep, 300, 100  ; Sound for enabling
        GuiControl, Show, EnableCheckmark  ; Show the checkmark
    } else {
        SoundBeep, 500, 300  ; Sound for disabling
        GuiControl, Hide, EnableCheckmark  ; Hide the checkmark
    }
return
 
; Reset Defaults Function
ResetDefaults:
    ; Set default values
    smoothing := 0.09
    predictionMultiplier := 2.5
    ColVn := 50
    ; Default Settings for Recoil, Speed, and FOV
    RecoilIntensity := 50  ; Default recoil intensity
    NoRecoilSpeed := 20    ; Default speed for no recoil
    FOVValue := 78     ; Initialize FOV with the main FOV value
 
    ; Update GUI controls with default values
    GuiControl,, SmoothingValue, %smoothing%
    GuiControl,, PredictionValue, %predictionMultiplier%
    GuiControl,, ToleranceValue, %ColVn%
    GuiControl,, RecoilIntensity, %RecoilIntensity%          ; Reset Recoil Intensity in GUI
    GuiControl,, NoRecoilSpeed, %NoRecoilSpeed%              ; Reset No Recoil Speed in GUI
    GuiControl,, FOVValue, %FOVValue% ; Update the GUI slider
    GuiControl,, CurrentFOV, %FOVValue% ; Update displayed current FOV
 
    ; Disable all toggle features and update the GUI statuses
    RapidFireEnabled := False
    NoRecoilEnabled := False
    AntiAimEnabled := False
    HitboxCycleEnabled := False
    AutoReloadEnabled := False
    AutoCrouchEnabled := False
    AutoDropEnabled := False
   
    GuiControl,, RapidFireStatus, OFF
    GuiControl,, NoRecoilStatus, OFF
    GuiControl,, AntiAimStatus, OFF
    GuiControl,, HitboxCycleStatus, OFF
    GuiControl,, AutoReloadStatus, OFF
    GuiControl,, AutoCrouchStatus, OFF
    GuiControl,, AutoDropStatus, OFF
   
    MsgBox, "Defaults have been reset, and all features are disabled."
Return
 
AimLoop9:
    if toggle9 {
        targetFound9 := false
 
        if (GetKeyState("LButton", "P") || GetKeyState("RButton", "P")) {
            ; Search for target pixel
            PixelSearch, AimPixelX, AimPixelY, targetX9 - 20, targetY9 - 20, targetX9 + 20, targetY9 + 20, EMCol9, ColVn9, Fast RGB
            if (!ErrorLevel) {
                targetX9 := AimPixelX
                targetY9 := AimPixelY
                targetFound9 := true
            } else {
                PixelSearch, AimPixelX, AimPixelY, ScanL9, ScanT9, ScanR9, ScanB9, EMCol9, ColVn9, Fast RGB
                if (!ErrorLevel) {
                    targetX9 := AimPixelX
                    targetY9 := AimPixelY
                    targetFound9 := true
                }
            }
 
            if (targetFound9) {
                AimX := targetX9 - ZeroX9
                AimY := targetY9 - ZeroY9
                DirX := (AimX > 0) ? 1 : -1
                DirY := (AimY > 0) ? 1 : -1
                AimOffsetX := AimX * DirX
                AimOffsetY := AimY * DirY
                MoveX := ImpreciseMove((AimOffsetX ** (1 / 1.1))) * DirX
                MoveY := ImpreciseMove((AimOffsetY ** (1 / 1.1))) * DirY
                DllCall("mouse_event", uint, 1, int, MoveX, int, MoveY, uint, 0, int, 0)
                RandomDelay(1, 2)
            }
        }
    }
return
 
ToggleAimLoop9() {
    global toggle9
    toggle9 := !toggle9
   
    ; Update the checkbox state
    GuiControl,, EnableAimLoop9, % toggle9 ? 1 : 0  ; Set checkbox based on toggle state
 
    if (toggle9) {
        SetTimer, AimLoop9, 10  ; Start the loop with a timer
        SoundBeep, 500, 300
        MsgBox, Zombie Aim Loop Started
    } else {
        SetTimer, AimLoop9, Off  ; Stop the loop when toggled off
        SoundBeep, 750, 300
        MsgBox, Zombie Aim Loop Stopped
    }
 
    Gosub, UpdateStatus  ; Call UpdateStatus to refresh checkmark visibility
}
 
; Page Down key to toggle Aim Loop
PgDn::
    ToggleAimLoop9()
return
 
; Pause functionality with Alt key
end::  ; Use '-' key to pause
    Paused9 := !Paused9
    Pause, Toggle
    if Paused9 {
        SoundBeep, 750, 500
    }
return
 
AimLoop0:
    if toggle1s {
        CoordMode, Pixel, Screen
        ; Check if right mouse button is held down
        if GetKeyState("RButton", "P") {
            ; PixelSearch looks for the target color in the defined area
            PixelSearch, Px, Py, ScanLs1, ScanTs1, ScanRs1, ScanBs1, 0xEA00FF, 30, Fast
            if (ErrorLevel = 0) {
                ; Target found, send shots immediately
                sleep, 10
                send {LButton down}
                sleep, 10
                send {LButton up}
            }
        }
    }
return
 
ToggleAimLoop0() {
    global toggle1s
    toggle1s := !toggle1s
 
    ; Update the checkbox state to reflect the toggle (enabled/disabled)
    GuiControl,, EnableAimLoop0, % toggle1s ? 1 : 0  ; Update checkbox with the current toggle state
 
    if (toggle1s) {
        SetTimer, AimLoop0, 10  ; Start the loop with a timer
        SoundBeep, 500, 300
        MsgBox, Aim Loop Started
    } else {
        SetTimer, AimLoop0, Off  ; Stop the loop when toggled off
        SoundBeep, 750, 300
        MsgBox, Aim Loop Stopped
    }
 
    Gosub, UpdateStatus  ; Refresh the checkbox and other GUI controls
}
 
; ] key to toggle Aim Loop
]::
    ToggleAimLoop0()
return
 
; F8 key to pause/unpause
F8::
    Paused1s := !Paused1s
    if (Paused1s) {
        SoundBeep, 750, 500
        MsgBox, Aim Loop Paused
    } else {
        SoundBeep, 500, 500
        MsgBox, Aim Loop Unpaused
    }
return
 
ToggleRapidFire:
    RapidFireEnabled := !RapidFireEnabled
    GuiControl,, RapidFireStatus, % (RapidFireEnabled ? "ON" : "OFF")
    MsgBox, % "Rapid Fire is now " (RapidFireEnabled ? "enabled" : "disabled")
    Return
 
 
ToggleNoRecoil:
    NoRecoilEnabled := !NoRecoilEnabled
    GuiControl,, NoRecoilStatus, % (NoRecoilEnabled ? "ON" : "OFF")
    MsgBox, % "No Recoil is now " (NoRecoilEnabled ? "enabled" : "disabled")
    Return
   
ToggleAntiAFK:
    AntiAFKEnabled := !AntiAFKEnabled
    GuiControl,, AntiAFKStatus, % (AntiAFKEnabled ? "ON" : "OFF")
    MsgBox, % "Anti-AFK is now " (AntiAFKEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus  ; Call UpdateStatus to refresh checkmarks
    Return
 
ToggleAntiAim:
    AntiAimEnabled := !AntiAimEnabled
    GuiControl,, AntiAimStatus, % (AntiAimEnabled ? "ON" : "OFF")
    MsgBox, % "Anti Aim is now " (AntiAimEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus  ; Call UpdateStatus to refresh checkmarks
    Return
 
ToggleHitboxCycle:
    HitboxCycleEnabled := !HitboxCycleEnabled
    GuiControl,, HitboxCycleStatus, % (HitboxCycleEnabled ? "ON" : "OFF")
    MsgBox, % "Hitbox Cycle is now " (HitboxCycleEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus  ; Call UpdateStatus to refresh checkmarks
    Return
 
ToggleAutoReload:
    AutoReloadEnabled := !AutoReloadEnabled
    GuiControl,, AutoReloadStatus, % (AutoReloadEnabled ? "ON" : "OFF")
    MsgBox, % "Auto Reload is now " (AutoReloadEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus  ; Call UpdateStatus to refresh checkmarks
    Return
 
ToggleAutoCrouch:
    AutoCrouchEnabled := !AutoCrouchEnabled
    GuiControl,, AutoCrouchStatus, % (AutoCrouchEnabled ? "ON" : "OFF")
    MsgBox, % "Auto Crouch is now " (AutoCrouchEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus  ; Call UpdateStatus to refresh checkmarks
    Return
   
ToggleBunnyHop:
    BunnyHopEnabled := !BunnyHopEnabled
    GuiControl,, BunnyHopStatus, % (BunnyHopEnabled ? "ON" : "OFF")
    MsgBox, % "Bunny Hop is now " (BunnyHopEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus  ; Call UpdateStatus to refresh checkmarks
    Return
   
ToggleDropShot:
    DropShotEnabled := !DropShotEnabled
    GuiControl,, DropShotStatus, % (DropShotEnabled ? "ON" : "OFF")
    MsgBox, % "Drop Shot is now " (DropShotEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus  ; Call UpdateStatus to refresh checkmarks
    Return
ToggleMeleeSpam:
    ; Toggle the Melee Spam state
    MeleeSpamEnabled := !MeleeSpamEnabled
    ; Show the notification message box
    MsgBox, % "Melee Spam is now " (MeleeSpamEnabled ? "enabled" : "disabled")
    ; Call UpdateStatus to refresh checkmarks and checkbox states
    GoSub, UpdateStatus
Return
 
ToggleAutoCrouchProne:
    ; Toggle the Auto Crouch/Prone Spam state
    AutoCrouchProneEnabled := !AutoCrouchProneEnabled
    ; Show the notification message box
    MsgBox, % "Auto Crouch/Prone Spam is now " (AutoCrouchProneEnabled ? "enabled" : "disabled")
    ; Call UpdateStatus to refresh checkmarks and checkbox states
    GoSub, UpdateStatus
Return
 
ToggleAutoStrafe:
    ; Toggle the Auto Strafe state
    AutoStrafeEnabled := !AutoStrafeEnabled
    ; Show the notification message box
    MsgBox, % "Auto Strafe is now " (AutoStrafeEnabled ? "enabled" : "disabled")
    ; Call UpdateStatus to refresh checkmarks and checkbox states
    GoSub, UpdateStatus
Return
 
ToggleJoshTriggerBot:
    ; Toggle the Josh Trigger Bot state
    JoshTriggerBotEnabled := !JoshTriggerBotEnabled
    ; Show the notification message box
    MsgBox, % "Josh Trigger Bot is now " (JoshTriggerBotEnabled ? "enabled" : "disabled")
    ; Call UpdateStatus to refresh checkmarks and checkbox states
    GoSub, UpdateStatus
Return
 
ToggleJitter:
    JitterEnabled := !JitterEnabled
    GuiControl,, JitterStatus, % (JitterEnabled ? "ON" : "OFF")
    MsgBox, % "Jitter is now " (JitterEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus  ; Call UpdateStatus to refresh checkmarks
    Return
 
ToggleSniperBreath:
    SniperBreathEnabled := !SniperBreathEnabled
    GuiControl,, SniperBreathStatus, % (SniperBreathEnabled ? "ON" : "OFF")
    MsgBox, % "Sniper Breath is now " (SniperBreathEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus  ; Call UpdateStatus to refresh checkmarks
    Return
 
ToggleAutoSprint:
    AutoSprintEnabled := !AutoSprintEnabled
    GuiControl,, AutoSprintStatus, % (AutoSprintEnabled ? "ON" : "OFF")
    MsgBox, % "Auto Sprint is now " (AutoSprintEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus  ; Call UpdateStatus to refresh checkmarks
    Return
 
ToggleFastReload:
    FastReloadEnabled := !FastReloadEnabled
    GuiControl,, FastReloadStatus, % (FastReloadEnabled ? "ON" : "OFF")
    MsgBox, % "Fast Reload is now " (FastReloadEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus  ; Call UpdateStatus to refresh checkmarks
    Return
 
ToggleQuickScope:
    QuickScopeEnabled := !QuickScopeEnabled
    GuiControl,, QuickScopeStatus, % (QuickScopeEnabled ? "ON" : "OFF")
    MsgBox, % "Quick Scope is now " (QuickScopeEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus  ; Call UpdateStatus to refresh checkmarks
    Return
 
ToggleAutoDrop:
    AutoDropEnabled := !AutoDropEnabled
    GuiControl,, AutoDropStatus, % (AutoDropEnabled ? "ON" : "OFF")
    MsgBox, % "Auto Drop is now " (AutoDropEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus  ; Call UpdateStatus to refresh checkmarks
    Return
   
   ; Jump Shot Toggle
ToggleJumpShot:
    JumpShotEnabled := !JumpShotEnabled
    GuiControl,, JumpShotStatus, % (JumpShotEnabled ? "ON" : "OFF")
    MsgBox, % "Jump Shot is now " (JumpShotEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus  ; Call UpdateStatus to refresh checkmarks
    Return
 
; Drop Shot 2 Toggle
ToggleDropShot2:
    DropShot2Enabled := !DropShot2Enabled
    GuiControl,, DropShot2Status, % (DropShot2Enabled ? "ON" : "OFF")
    MsgBox, % "Drop Shot 2 is now " (DropShot2Enabled ? "enabled" : "disabled")
    GoSub, UpdateStatus
    Return
 
; Crouch Shot Toggle
ToggleCrouchShot:
    CrouchShotEnabled := !CrouchShotEnabled
    GuiControl,, CrouchShotStatus, % (CrouchShotEnabled ? "ON" : "OFF")
    MsgBox, % "Crouch Shot is now " (CrouchShotEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus
    Return
 
; Hold Breath Toggle
ToggleHoldBreath:
    HoldBreathEnabled := !HoldBreathEnabled
    GuiControl,, HoldBreathStatus, % (HoldBreathEnabled ? "ON" : "OFF")
    MsgBox, % "Hold Breath is now " (HoldBreathEnabled ? "enabled" : "disabled")
    GoSub, UpdateStatus
    Return
 
   Home::
    ; Toggle the prediction checkbox state
    GuiControlGet, PredictionState,, EnablePredictionCheckbox
    PredictionState := !PredictionState  ; Toggle the state
    GuiControl,, EnablePredictionCheckbox, % PredictionState  ; Update the checkbox in the GUI
 
    ; Update the checkmark visibility
    if (PredictionState) {
        SoundBeep, 500, 300
        GuiControl, Show, PredictionCheckmark  ; Show the checkmark
    } else {
        SoundBeep, 750, 300
        GuiControl, Hide, PredictionCheckmark  ; Hide the checkmark
    }
return
 
ToggleMonitor:
    ; Get the number of monitors
    SysGet, monitorCount, MonitorCount
   
    if (monitorCount >= 2) {
        ; Get the dimensions of the second monitor (Monitor 2)
        SysGet, monitorLeft, Monitor, 2  ; x position of the second monitor (left edge)
        SysGet, monitorTop, Monitor, 2   ; y position of the second monitor (top edge)
        SysGet, monitorRight, Monitor, 2 ; x position of the right edge of the second monitor
        SysGet, monitorBottom, Monitor, 2 ; y position of the bottom edge of the second monitor
 
        ; Define GUI width and height (as per your script)
        Width := 425
        Height := 555
 
        ; Calculate the new position (bottom-left corner)
        newX := monitorLeft  ; x position of the second monitor (left edge)
        newY := monitorBottom - Height  ; y position at the bottom-left of the second monitor (Height used here)
 
        ; Move the GUI to the second monitor
        Gui, Show, % "w" Width " h" Height " NA" " x" newX " y" newY
    } else {
        MsgBox, Only one monitor detected!
    }
return
 
UpdateStatus:
; Handle the state of the Multi-Player Aim checkbox
GuiControlGet, state,, EnableCheckbox
if (state) {
    GuiControl, Show, EnableCheckmark
} else {
    GuiControl, Hide, EnableCheckmark
}
 
; Handle the Prediction checkbox
GuiControlGet, predictionState,, EnablePredictionCheckbox
if (predictionState) {
    GuiControl, Show, vPredictionCheckmark
} else {
    GuiControl, Hide, vPredictionCheckmark
}
 
; Aim Loop 6 (Zombie Aim Loop)
GuiControlGet, aimLoop6State,, EnableAimLoop6
if (aimLoop6State) {
    SetTimer, AimLoop6, 5
    GuiControl, Show, ZombieCheckmark  ; Show the checkmark for Aim Loop 6
} else {
    SetTimer, AimLoop6, Off
    GuiControl, Hide, ZombieCheckmark  ; Hide the checkmark for Aim Loop 6
}
 
; Custom Aim Loop (Enable2)
GuiControlGet, enable2State,, Enable2Checkbox
if (enable2State) {
    SetTimer, AimLoop2, 5
    GuiControl, Show, Enable2Checkmark  ; Show the checkmark for Enable2
} else {
    SetTimer, AimLoop2, Off
    toggle2 := false
    GuiControl, Hide, Enable2Checkmark  ; Hide the checkmark for Enable2
}
   
       ; Update the checkbox GUI to reflect the new state
    GuiControl,, JoshTriggerBotCheckbox, % (JoshTriggerBotEnabled ? "1" : "0")
    GuiControl,, AutoStrafeCheckbox, % (AutoStrafeEnabled ? "1" : "0")
    GuiControl,, AutoCrouchProneCheckbox, % (AutoCrouchProneEnabled ? "1" : "0")
    GuiControl,, MeleeSpamCheckbox, % (MeleeSpamEnabled ? "1" : "0")
 
    ; Tooltips for each feature
    ; Tooltip, % "Josh Trigger Bot is " (JoshTriggerBotEnabled ? "Enabled" : "Disabled")
    ; SetTimer, RemoveTooltip, -1500  ; Hide the tooltip after 1.5 seconds
 
 
    ; Handle Zombies Aim checkboxes and their conflicts
    GuiControlGet, zombiesState1,, EnableAimLoop8  ; Zombie Aim V2
    GuiControlGet, zombiesState2,, EnableAimLoop9  ; Zombie Aim V1
    GuiControlGet, triggerBotState,, EnableAimLoop0  ; Trigger Bot
 
    ; Handle conflicts and update checkmarks for Zombie Aim and Trigger Bot
    if (state || predictionState) {
        GuiControl,, EnableAimLoop8, 0  ; Disable Zombie Aim V2
        GuiControl, Hide, vZombieCheckmark3  ; Hide checkmark for Zombie Aim V2
 
        GuiControl,, EnableAimLoop9, 0  ; Disable Zombie Aim V1
        GuiControl, Hide, vZombieCheckmark2  ; Hide checkmark for Zombie Aim V1
 
        GuiControl,, EnableAimLoop0, 0  ; Disable Trigger Bot
        GuiControl, Hide, vTriggerBotCheckmark  ; Hide checkmark for Trigger Bot
    }
 
    ; Update checkmarks based on current states for Zombies Aim
    GuiControl, % (zombiesState1 ? "" : "Hide"), vZombieCheckmark3
    GuiControl, % (zombiesState2 ? "" : "Hide"), vZombieCheckmark2
    GuiControl, % (triggerBotState ? "" : "Hide"), vTriggerBotCheckmark
 
; Handle additional features and update checkmarks for various toggles
    GuiControlGet, dropShotState,, EnableDropShot
    DropShotEnabled := dropShotState
    GuiControlGet, dropShot2State,, EnableDropShot2
    DropShot2Enabled := dropShot2State
    GuiControlGet, crouchShotState,, EnableCrouchShot
    CrouchShotEnabled := crouchShotState
    GuiControlGet, holdBreathState,, EnableHoldBreath
    HoldBreathEnabled := holdBreathState
    GuiControlGet, jitterState,, EnableJitter
    JitterEnabled := jitterState
    GuiControlGet, sniperBreathState,, EnableSniperBreath
    SniperBreathEnabled := sniperBreathState
    GuiControlGet, autoSprintState,, EnableAutoSprint
    AutoSprintEnabled := autoSprintState
    GuiControlGet, fastReloadState,, EnableFastReload
    FastReloadEnabled := fastReloadState
    GuiControlGet, quickScopeState,, EnableQuickScope
    QuickScopeEnabled := quickScopeState
    GuiControlGet, bunnyHopState,, EnableBunnyHop
    BunnyHopEnabled := bunnyHopState
    GuiControlGet, antiAimState,, EnableAntiAim
    AntiAimEnabled := antiAimState
    GuiControlGet, hitboxCycleState,, EnableHitboxCycle
    HitboxCycleEnabled := hitboxCycleState
    GuiControlGet, autoReloadState,, EnableAutoReload
    AutoReloadEnabled := autoReloadState
    GuiControlGet, autoCrouchState,, EnableAutoCrouch
    AutoCrouchEnabled := autoCrouchState
    GuiControlGet, autoDropState,, EnableAutoDrop
    AutoDropEnabled := autoDropState
    GuiControlGet, antiAFKState,, AntiAFKCheckbox
    AntiAFKEnabled := antiAFKState
    GuiControlGet, jumpShotState,, EnableJumpShot
    JumpShotEnabled := jumpShotState
 
 
 
    ; Update checkmarks for additional features
    GuiControl, % (dropShotState ? "" : "Hide"), vDropShotCheckmark
    GuiControl, % (dropShot2State ? "" : "Hide"), vDropShot2Checkmark
    GuiControl, % (crouchShotState ? "" : "Hide"), vCrouchShotCheckmark
    GuiControl, % (holdBreathState ? "" : "Hide"), vHoldBreathCheckmark
    GuiControl, % (jitterState ? "" : "Hide"), vJitterCheckmark
    GuiControl, % (sniperBreathState ? "" : "Hide"), vSniperBreathCheckmark
    GuiControl, % (autoSprintState ? "" : "Hide"), vAutoSprintCheckmark
    GuiControl, % (fastReloadState ? "" : "Hide"), vFastReloadCheckmark
    GuiControl, % (quickScopeState ? "" : "Hide"), vQuickScopeCheckmark
    GuiControl, % (bunnyHopState ? "" : "Hide"), vBunnyHopCheckmark
    GuiControl, % (antiAimState ? "" : "Hide"), vAntiAimCheckmark
    GuiControl, % (hitboxCycleState ? "" : "Hide"), vHitboxCycleCheckmark
    GuiControl, % (autoReloadState ? "" : "Hide"), vAutoReloadCheckmark
    GuiControl, % (autoCrouchState ? "" : "Hide"), vAutoCrouchCheckmark
    GuiControl, % (autoDropState ? "" : "Hide"), vAutoDropCheckmark
    GuiControl, % (antiAFKState ? "" : "Hide"), vAntiAFKCheckmark
Return
 
; Submit Color function
SubmitColor:
    GuiControlGet, ColorHex,, ColorHex
    ; Check if the color has changed before updating
    if (ColorHex != LastColorHex) {
        LastColorHex := ColorHex
        UpdateColor()
    }
return
 
; Update Color function
UpdateColor() {
    global EMCol
    GuiControlGet, ColorHex,, ColorHex
    if (ColorHex != "") {
        ; Validate the hex input (6 digits)
        if (RegExMatch(ColorHex, "^[0-9A-Fa-f]{6}$")) {
            ; Ensure it starts with 0x for hex representation
            EMCol := "0x" . ColorHex
            ; Optionally update the display in the edit box
            GuiControl,, ColorHex, % ColorHex
            MsgBox, Color successfully set to: %ColorHex%
        } else {
            MsgBox, Invalid hex color code! Please enter a valid 6-digit hex code.
        }
    }
}
 
PickColor:
    Color := 0x000000
    ColorPick := DllCall("user32.dll\ChooseColor", "UInt", &Color)
    if (ColorPick) {
        EMCol := Color
        ; Update the GUI Edit control to show the new color
        GuiControl,, ColorHex, % Format("{:X}", EMCol & 0xFFFFFF)  ; Mask to ensure only 6 hex digits are shown
    }
return
RemoveTooltip:
    Tooltip
    SetTimer, RemoveTooltip, Off
Return
SaveSettings() {
    global EMCol, ColVn, ZeroX, ZeroY, smoothing, predictionMultiplier
    global RapidFireEnabled, NoRecoilEnabled, DropShotEnabled, DropShot2Enabled
    global JitterEnabled, SniperBreathEnabled, AutoSprintEnabled
    global FastReloadEnabled, QuickScopeEnabled, AntiAimEnabled
    global HitboxCycleEnabled, AutoReloadEnabled, AutoCrouchEnabled, AutoDropEnabled
    global BunnyHopEnabled, CrouchShotEnabled, JumpShotEnabled
    global RecoilIntensity, NoRecoilSpeed, FOVValue
    global JoshTriggerBotEnabled, AutoStrafeEnabled, AutoCrouchProneEnabled, MeleeSpamEnabled
 
    ; Delete existing settings file
    FileDelete, Settings.ini
 
    ; Use FileAppend to save settings with no spaces before or after values
    FileAppend,
    (
    EMCol=%EMCol%
    ColVn=%ColVn%
    ZeroX=%ZeroX%
    ZeroY=%ZeroY%
    smoothing=%smoothing%
    predictionMultiplier=%predictionMultiplier%
    RapidFireEnabled=%RapidFireEnabled%
    NoRecoilEnabled=%NoRecoilEnabled%
    DropShotEnabled=%DropShotEnabled%
    DropShot2Enabled=%DropShot2Enabled%
    JitterEnabled=%JitterEnabled%
    SniperBreathEnabled=%SniperBreathEnabled%
    AutoSprintEnabled=%AutoSprintEnabled%
    FastReloadEnabled=%FastReloadEnabled%
    QuickScopeEnabled=%QuickScopeEnabled%
    AntiAimEnabled=%AntiAimEnabled%
    HitboxCycleEnabled=%HitboxCycleEnabled%
    AutoReloadEnabled=%AutoReloadEnabled%
    AutoCrouchEnabled=%AutoCrouchEnabled%
    AutoDropEnabled=%AutoDropEnabled%
    BunnyHopEnabled=%BunnyHopEnabled%
    CrouchShotEnabled=%CrouchShotEnabled%
    JumpShotEnabled=%JumpShotEnabled%
    RecoilIntensity=%RecoilIntensity%
    NoRecoilSpeed=%NoRecoilSpeed%
    FOVValue=%FOVValue%
    JoshTriggerBotEnabled=%JoshTriggerBotEnabled%
    AutoStrafeEnabled=%AutoStrafeEnabled%
    AutoCrouchProneEnabled=%AutoCrouchProneEnabled%
    MeleeSpamEnabled=%MeleeSpamEnabled%
    ), Settings.ini
 
    ; Clean up formatting by removing any leading spaces
    FileRead, settings, Settings.ini
    StringReplace, settings, settings, %A_Space%, , All
    FileDelete, Settings.ini
    FileAppend, %settings%, Settings.ini
 
    MsgBox, Settings saved successfully!
}
 
 
LoadSettings() {
    global EMCol, ColVn, ZeroX, ZeroY, smoothing, predictionMultiplier
    global RapidFireEnabled, NoRecoilEnabled, DropShotEnabled, DropShot2Enabled
    global JitterEnabled, SniperBreathEnabled, AutoSprintEnabled
    global FastReloadEnabled, QuickScopeEnabled, AntiAimEnabled
    global HitboxCycleEnabled, AutoReloadEnabled, AutoCrouchEnabled, AutoDropEnabled
    global BunnyHopEnabled, CrouchShotEnabled, JumpShotEnabled
    global RecoilIntensity, NoRecoilSpeed, FOVValue
    global JoshTriggerBotEnabled, AutoStrafeEnabled, AutoCrouchProneEnabled, MeleeSpamEnabled
 
    if !FileExist("Settings.ini") {
        MsgBox, Settings file not found!
        return
    }
 
    FileRead, settings, Settings.ini
    Loop, Parse, settings, `n, `r
    {
        StringSplit, line, A_LoopField, =
        if (line1 && line2) {
            ; Use dynamic variable assignment correctly
            %line1% := line2
        }
    }
 
    ; Update GUI with loaded values
    GuiControl,, SmoothingValue, %smoothing%
    GuiControl,, PredictionValue, %predictionMultiplier%
    GuiControl,, ToleranceValue, %ColVn%
    GuiControl,, EMColorValue, %EMCol%
    GuiControl,, ZeroXValue, %ZeroX%
    GuiControl,, ZeroYValue, %ZeroY%
    GuiControl,, RapidFireCheckbox, %RapidFireEnabled%
    GuiControl,, NoRecoilCheckbox, %NoRecoilEnabled%
    GuiControl,, DropShotCheckbox, %DropShotEnabled%
    GuiControl,, DropShot2Checkbox, %DropShot2Enabled%
    GuiControl,, JitterCheckbox, %JitterEnabled%
    GuiControl,, SniperBreathCheckbox, %SniperBreathEnabled%
    GuiControl,, AutoSprintCheckbox, %AutoSprintEnabled%
    GuiControl,, FastReloadCheckbox, %FastReloadEnabled%
    GuiControl,, QuickScopeCheckbox, %QuickScopeEnabled%
    GuiControl,, AntiAimCheckbox, %AntiAimEnabled%
    GuiControl,, HitboxCycleCheckbox, %HitboxCycleEnabled%
    GuiControl,, AutoReloadCheckbox, %AutoReloadEnabled%
    GuiControl,, AutoCrouchCheckbox, %AutoCrouchEnabled%
    GuiControl,, AutoDropCheckbox, %AutoDropEnabled%
    GuiControl,, BunnyHopCheckbox, %BunnyHopEnabled%
    GuiControl,, CrouchShotCheckbox, %CrouchShotEnabled%
    GuiControl,, JumpShotCheckbox, %JumpShotEnabled%
    GuiControl,, RecoilIntensityValue, %RecoilIntensity%
    GuiControl,, NoRecoilSpeedValue, %NoRecoilSpeed%
    GuiControl,, FOVValue, %FOVValue%
    GuiControl,, JoshTriggerBotCheckbox, %JoshTriggerBotEnabled%
    GuiControl,, AutoStrafeCheckbox, %AutoStrafeEnabled%
    GuiControl,, AutoCrouchProneCheckbox, %AutoCrouchProneEnabled%
    GuiControl,, MeleeSpamCheckbox, %MeleeSpamEnabled%
 
    MsgBox, Settings loaded successfully!
}
 
toggle4 := false
toggle5 := false
toggle6 := false
 
F4::
toggle4 := !toggle4
if (toggle4) {
    SetTimer, Press4, 10
    SoundBeep, 1000, 200
} else {
    SetTimer, Press4, Off
    SoundBeep, 500, 200
}
Return
 
F5::
toggle5 := !toggle5
if (toggle5) {
    SetTimer, Press5, 10
    SoundBeep, 1000, 200
} else {
    SetTimer, Press5, Off
    SoundBeep, 500, 200
}
Return
 
F6::
toggle6 := !toggle6
if (toggle6) {
    SetTimer, Press6, 10
    SoundBeep, 1000, 200
} else {
    SetTimer, Press6, Off
    SoundBeep, 500, 200
}
Return
 
Press4:
Send, 4
Return
 
Press5:
Send, 5
Return
 
Press6:
Send, 6
Return
 
ShowCredits:
    MsgBox, 0, Credits, Special Thanks to Sai, Treason, and AVXNTV3 for their contributions.
Return
 
Close:
ExitApp
 
f9::Reload
 
OpenZombieAimV2:
    ; Target dot settings for Less Snappy Aim
    EMCol4 := 0xDF00FF  ; Color of purple diamond
    ColVn4 := 25        ; Tolerance for color match
    ZeroX4 := 955       ; Central aim point
    ZeroY4 := 500       ; Center Y coordinate of aim area
    CFovX4 := 200       ; Field of view width
    CFovY4 := 200       ; Field of view height
    ScanL4 := ZeroX4 - CFovX4
    ScanT4 := ZeroY4 - CFovY4
    ScanR4 := ZeroX4 + CFovX4
    ScanB4 := ZeroY4 + CFovY4
 
    targetX4 := 0
    targetY4 := 0
    toggle4 := false
    Paused4 := false
 
    ; Offset for final aim position relative to the purple diamond
    OffsetX4 := 45      ; Offset right
    OffsetY4 := 50      ; Offset down
 
    ; Target dot settings for Snappy Aim
    EMCol5 := 0xDF00FF  ; Color of purple diamond
    ColVn5 := 25        ; Tolerance for color match
    ZeroX5 := 955       ; Central aim point
    ZeroY5 := 500       ; Center Y coordinate of aim area
    CFovX5 := 200       ; Field of view width
    CFovY5 := 200       ; Field of view height
    ScanL5 := ZeroX5 - CFovX5
    ScanT5 := ZeroY5 - CFovY5
    ScanR5 := ZeroX5 + CFovX5
    ScanB5 := ZeroY5 + CFovY5
 
    targetX5 := 0
    targetY5 := 0
    toggle5 := false
    Paused5 := false
 
    ; Offset for final aim position relative to the purple diamond
    OffsetX5 := 45      ; Offset right
    OffsetY5 := 50      ; Offset down
    ; Close the launcher GUI
    Gui, Destroy
 
    ; Create Aim GUI without title bar
    Gui, +AlwaysOnTop +Resize +ToolWindow -Caption +E0x20
    Gui, Color, 880808
    Gui, Margin, 10, 10
    Gui, Font, s10 cD0D0D0 Bold
    Gui, Add, Text, % "x0 y0 w" Width " h30 BackgroundTrans Center 0x200", Zombies Aim V2
 
    ; Add Controls
    Gui, Add, Text, % "x10 y40 w120", Less Snappy Aim Toggle:
    Gui, Add, Button, % "x130 y40 w100 gToggleAim4", Toggle Less Snappy Aim
    Gui, Add, Button, % "x240 y40 w100 gPauseAim4", Pause/Resume
 
    ; Snappy Aim Controls
    Gui, Add, Text, % "x10 y80 w120", Snappy Aim Toggle:
    Gui, Add, Button, % "x130 y80 w100 gToggleAim5", Toggle Snappy Aim
    Gui, Add, Button, % "x240 y80 w100 gPauseAim5", Pause/Resume
   
   ; Additional GUI Button
Gui, Add, Button, % "x100 y130 w150 gShowAdditionalGUI", Show Additional GUI ; Button to open the color settings GUI
 
    ; Add Close Button
    Gui, Add, Button, % "x10 y120 w80 gGuiClose2", Close
 
    ; Show Aim GUI
    Gui, Show, , Zombie Aim V2
 
; Enable dragging
Gui, +LastFound
WinGet, guiID, ID, A
OnMessage(WM_NCHITTEST := 0x0084, "WM_NCHITTEST1")
return
 
WM_NCHITTEST1() {
    ; Allow dragging of the GUI
    return 2  ; HTCAPTION
}
 
; Loop for Less Snappy Zombies Aim
AimLoop1:
    global toggle4, targetX4, targetY4, ZeroX4, ZeroY4, EMCol4, ColVn4, ScanL4, ScanT4, ScanR4, ScanB4, OffsetX4, OffsetY4
    while (toggle4) {
        targetFound4 := False
        if (toggle4 && (GetKeyState("LButton", "P") || GetKeyState("RButton", "P"))) {
            PixelSearch, AimPixelX4, AimPixelY4, ScanL4, ScanT4, ScanR4, ScanB4, EMCol4, ColVn4, Fast RGB
            if (!ErrorLevel) {
                targetX4 := AimPixelX4 + OffsetX4
                targetY4 := AimPixelY4 + OffsetY4
                targetFound4 := True
            }
 
            if (targetFound4) {
                TargetAimX4 := targetX4 - ZeroX4
                TargetAimY4 := targetY4 - ZeroY4
                MoveX4 := Round(TargetAimX4 * 0.1)
                MoveY4 := Round(TargetAimY4 * 0.1)
                if (Abs(MoveX4) > 1 || Abs(MoveY4) > 1) {
                    DllCall("mouse_event", "UInt", 1, "Int", MoveX4, "Int", MoveY4, "UInt", 0, "Int", 0)
                }
            }
        }
        Sleep, 10  ; Less Snappy Aim loop delay
    }
return
 
; Loop for Snappy V2 No GUI
AimingLoop:
    global toggle5, targetX5, targetY5, ZeroX5, ZeroY5, EMCol5, ColVn5, ScanL5, ScanT5, ScanR5, ScanB5, OffsetX5, OffsetY5
    while (toggle5) {
        targetFound5 := False
        if (toggle5 && (GetKeyState("LButton", "P") || GetKeyState("RButton", "P"))) {
            PixelSearch, AimPixelX5, AimPixelY5, ScanL5, ScanT5, ScanR5, ScanB5, EMCol5, ColVn5, Fast RGB
            if (!ErrorLevel) {
                targetX5 := AimPixelX5 + OffsetX5
                targetY5 := AimPixelY5 + OffsetY5
                targetFound5 := True
            }
 
            if (targetFound5) {
                TargetAimX5 := targetX5 - ZeroX5
                TargetAimY5 := targetY5 - ZeroY5
                MoveX5 := Round(TargetAimX5 * 0.3)
                MoveY5 := Round(TargetAimY5 * 0.3)
                if (Abs(MoveX5) > 0 || Abs(MoveY5) > 0) {
                    DllCall("mouse_event", "UInt", 1, "Int", MoveX5, "Int", MoveY5, "UInt", 0, "Int", 0)
                }
            }
        }
        Sleep, 5  ; Snappy Aim loop delay
    }
return
 
; Toggle Less Snappy Aim
ToggleAim4:
    toggle4 := !toggle4
    if toggle4 {
        ; Start the aiming loop
        SetTimer, AimLoop1, 0
    } else {
        ; Stop the aiming loop
        SetTimer, AimLoop1, Off
    }
    SoundBeep, % toggle4 ? 500 : 750, 300
Return
 
; Pause Less Snappy Aim
PauseAim4:
    Paused4 := !Paused4
    Pause, Toggle
    SoundBeep, 750, 500
Return
 
; Toggle Snappy Aim
ToggleAim5:
    toggle5 := !toggle5
    if toggle5 {
        ; Start the aiming loop
        SetTimer, AimingLoop, 0
    } else {
        ; Stop the aiming loop
        SetTimer, AimingLoop, Off
    }
    SoundBeep, % toggle5 ? 500 : 750, 300
Return
 
; Pause Snappy Aim
PauseAim5:
    Paused5 := !Paused5
    Pause, Toggle
    SoundBeep, 750, 500
Return
 
; Show the additional GUI
gShowAdditionalGUI:
    ShowAdditionalGUI()
Return
 
; Function to create and show the additional settings GUI
ShowAdditionalGUI() {
    Gui, New, +Resize, Zombie Aim V2
    Gui, Add, Text, , Target Color (Hex)
    Gui, Add, Edit, vColorHex, % Format("0x{:X}", EMCol4) ; Default color for EMCol4
    Gui, Add, Button, gSubmitColor4, Set Less Snappy Aim Color
    Gui, Add, Edit, vColorHex5, % Format("0x{:X}", EMCol5) ; Default color for EMCol5
    Gui, Add, Button, gSubmitColor5, Set Snappy Aim Color
    Gui, Add, Button, gClose2, Close  ; Close button
    Gui, Show
}
 
; Close the additional GUI
Close2:
    Gui, Destroy
return
 
; Submit Color function for Less Snappy Aim
SubmitColor4:
    Gui, Submit, NoHide
    ; Update EMCol4 with the new color
    NewColor := ColorHex
    if (NewColor && RegExMatch(NewColor, "^0x[0-9A-Fa-f]{6}$")) {
        EMCol4 := NewColor
        ToolTip, Less Snappy Aim color changed to %NewColor%
        Sleep, 2000
        ToolTip
    }
return
 
; Submit Color function for Snappy Aim
SubmitColor5:
    Gui, Submit, NoHide
    ; Update EMCol5 with the new color
    NewColor := ColorHex5
    if (NewColor && RegExMatch(NewColor, "^0x[0-9A-Fa-f]{6}$")) {
        EMCol5 := NewColor
        ToolTip, Snappy Aim color changed to %NewColor%
        Sleep, 2000
        ToolTip
    }
return
 
GuiClose3:
    ExitApp
return
 
 
OpenZombieAim:
    ; Define Zombie Aim variables for target and scanning
    EMCol1 := 0xEA00FF    ; Enemy color in hexadecimal
    ColVn1 := 25          ; Color variance for detection
    ZeroX1 := A_ScreenWidth / 2.08  ; X center offset for aim targeting
    ZeroY1 := A_ScreenHeight / 2.19 ; Y center offset for aim targeting
    CFovX1 := 120  ; Field of view width
    CFovY1 := 120  ; Field of view height
    ScanL1 := ZeroX1 - CFovX1  ; Left boundary of scan area
    ScanT1 := ZeroY1 - CFovY1  ; Top boundary of scan area
    ScanR1 := ZeroX1 + CFovX1  ; Right boundary of scan area
    ScanB1 := ZeroY1 + CFovY1  ; Bottom boundary of scan area
    targetX1 := 0  ; X position of target
    targetY1 := 0  ; Y position of target
 
    ; Close the launcher GUI
    Gui, Destroy
 
    ; Create Aim GUI without title bar
    Gui, +AlwaysOnTop +Resize +ToolWindow -Caption +E0x20
    Gui, Color, 880808
    Gui, Margin, 10, 10
    Gui, Font, s10 cD0D0D0 Bold
    Gui, Add, Text, % "x0 y0 w" Width " h30 BackgroundTrans Center 0x200", Zombies Aim
 
    ; Add Controls
    Gui, Add, Text, % "x10 y40 w120", Aim Toggle:
    Gui, Add, Button, % "x130 y40 w100 gToggleAim", Toggle Aim
    Gui, Add, Button, % "x240 y40 w100 gPauseToggle2", Pause/Resume
 
    ; Adjust Compensation Section
    Gui, Add, Text, % "x10 y80 w150", Adjust Compensation:
    Gui, Add, Button, % "x10 y100 w50 gAdjustUp", Up
    Gui, Add, Button, % "x70 y100 w50 gAdjustDown", Down
    Gui, Add, Button, % "x130 y100 w50 gAdjustLeft", Left
    Gui, Add, Button, % "x190 y100 w50 gAdjustRight", Right
 
    ; Additional GUI Button for changing color
    Gui, Add, Button, % "x10 y140 w150 gShowColorGUI", Change Enemy Color
 
    ; Add Close Button
    Gui, Add, Button, % "x10 y180 w80 gGuiClose1", Close
 
    ; Show Aim GUI
    Gui, Show, , Zombie Aim
 
    ; Enable dragging
    Gui, +LastFound
    WinGet, guiID, ID, A
    OnMessage(WM_NCHITTEST := 0x0084, "WM_NCHITTEST")
return
 
WM_NCHITTEST() {
    ; Allow dragging of the GUI
    return 2  ; HTCAPTION
}
 
ShowColorGUI() {
    ; Ensure EMCol1 is displayed in the correct format
    currentColor := Format("0x{:X}", EMCol1) ; This will keep the format intact
 
    Gui, New, +Resize, Change Enemy Color
    Gui, Add, Text, , Enter Enemy Color (Hex):
    Gui, Add, Edit, vNewColorHex w200 h30, % currentColor ; Set default color with larger size
    Gui, Add, Button, gSubmitColor3, Set Enemy Color
    Gui, Add, Button, gCloseColorGUI, Close
    Gui, Show
}
 
 
 
; Close the color settings GUI
CloseColorGUI:
    Gui, Destroy
return
 
SubmitColor3:
    Gui, Submit, NoHide
    ; Update EMCol1 with the new color
    NewColor := NewColorHex
    if (NewColor && RegExMatch(NewColor, "^0x[0-9A-Fa-f]{6}$")) {
        EMCol1 := NewColor
        MsgBox, New EMCol1 color set to: %EMCol1% ; Display the new value
        ToolTip, Enemy color changed to %EMCol1%
        Sleep, 2000
        ToolTip
    } else {
        MsgBox, Invalid color format! Please enter a valid hex color (e.g., 0xFFFFFF).
    }
return
 
AimLoop:
    targetFound1 := False
 
    if Paused2  ; Check if paused
        return  ; If paused, exit the loop
 
    if GetKeyState("LButton", "P") or GetKeyState("RButton", "P") {
        PixelSearch, AimPixelX1, AimPixelY1, targetX1 - 20, targetY1 - 20, targetX1 + 20, targetY1 + 20, EMCol1, ColVn1, Fast RGB
        if (!ErrorLevel) {
            targetX1 := AimPixelX1
            targetY1 := AimPixelY1
            targetFound1 := True
        } else {
            PixelSearch, AimPixelX1, AimPixelY1, ScanL1, ScanT1, ScanR1, ScanB1, EMCol1, ColVn1, Fast RGB
            if (!ErrorLevel) {
                targetX1 := AimPixelX1
                targetY1 := AimPixelY1
                targetFound1 := True
            }
        }
 
        if (targetFound1 && toggle1) {
            AimX1 := targetX1 - ZeroX1
            AimY1 := targetY1 - ZeroY1
            DirX1 := (AimX1 > 0) ? 1 : -1
            DirY1 := (AimY1 > 0) ? 1 : -1
            MoveX1 := ImpreciseMove((Abs(AimX1) ** (1 / 1.1))) * DirX1
            MoveY1 := ImpreciseMove((Abs(AimY1) ** (1 / 1.1))) * DirY1
            DllCall("mouse_event", uint, 1, int, MoveX1, int, MoveY1, uint, 0, int, 0)
            RandomDelay(1, 2)
        }
    }
 
    if (targetFound1 && toggle1) {
        click down
    } else {
        click up
    }
return
 
ToggleAim:
    toggle1 := !toggle1
    GuiControl, , ToggleAim, % toggle1 ? "Disable" : "Enable"
    SoundBeep, 500, 300
 
    if (toggle1) {
        SetTimer, AimLoop, 10  ; Start the aiming loop
    } else {
        SetTimer, AimLoop, Off  ; Stop the aiming loop
    }
return
 
PauseToggle2:
    Paused2 := !Paused2
    if (Paused2) {
        SoundBeep, 750, 500
    } else {
        SoundBeep, 500, 300
    }
return
 
AdjustUp:
    ZeroY1 += 5
return
 
AdjustDown:
    ZeroY1 -= 5
return
 
AdjustLeft:
    ZeroX1 /= 1.01
return
 
AdjustRight:
    ZeroX1 /= 0.99
return
 
GuiClose1:
    ExitApp
 
 
 
; Trigger Bot GUI
OpenTriggerBot:
 
    ZeroX2 := A_ScreenWidth / 2.08
    ZeroY2 := A_ScreenHeight / 2.18   
    CFovXX2 := 40
    CFovYY2 := 120
    ScanL2 := ZeroX2 - CFovXX2
    ScanT2 := ZeroY2 - CFovYY2
    ScanR2 := ZeroX2 + CFovXX2
    ScanB2 := ZeroY2 + CFovYY2
 
    ; Close the launcher GUI if it's open
    Gui, Destroy
 
    ; Create Trigger Bot GUI
    Gui, +AlwaysOnTop +Resize +ToolWindow
    Gui, Color, 880808
    Gui, Margin, 10, 10
    Gui, Font, s10 cD0D0D0 Bold
    Gui, Add, Text, , Trigger Bot Controls:
    Gui, Add, Button, gStartTriggerBot, Start Trigger Bot
    Gui, Add, Button, gStopTriggerBot, Stop Trigger Bot
    Gui, Add, Button, gPauseToggle3, Pause/Resume
    Gui, Show, , Trigger Bot
 
    return
 
StartTriggerBot:
    triggerActive := true
    GuiControl, , Start Trigger Bot, Disabled
    GuiControl, , Stop Trigger Bot, Enabled
    GuiControl, , Pause/Resume, Enabled
 
    Loop {
        if (paused3 || !triggerActive) {
            Sleep, 100
            continue
        }
       
        KeyWait, RButton, D
        CoordMode, Pixel, Screen
        PixelSearch, Px, Py, ScanL2, ScanT2, ScanR2, ScanB2, 0xEA00FF, 30, Fast
       
        if (ErrorLevel = 0) {
            Sleep, 10
            Send {LButton down}
            Sleep, 10
            Send {LButton up}
            Sleep, 2000 ; 2-second delay after each trigger
        }
    }
return
 
StopTriggerBot:
    triggerActive := false
    GuiControl, , Start Trigger Bot, Enabled
    GuiControl, , Stop Trigger Bot, Disabled
    GuiControl, , Pause/Resume, Disabled
return
 
PauseToggle3:
    paused3 := !paused3  ; Toggle the paused state
    if (paused3) {  ; Check the correct variable
        GuiControl, , Pause/Resume, Resume  ; Update the GUI control text
        SoundBeep, 750, 500  ; Beep for resume
    } else {
        GuiControl, , Pause/Resume, Pause  ; Update the GUI control text
        SoundBeep, 500, 300  ; Beep for pause
    }
return
 
GuiClose2:
    ExitApp
   
   F1::
    if (GuiVisible) {
        Gui, Hide
        GuiVisible := false
    } else {
        Gui, Show
        GuiVisible := true
    }
return
 
SaveSettings:
    SaveSettings()
    Return
 
LoadSettings:
    LoadSettings()
    Return


AHK 1.1.37.02 exact required to run
New instructions
Make sure you have AutoHotKey v1.1.37.02 installed. This is an .AHK Script, it won't work without it.

Display Settings
Make sure you're in "Fullscreen Borderless"

Interface Settings
Change enemy color to C9008D for MULTIPLAYER enemies (Gui color picker to change script target color)
Change enemy color to DF00FF for Enable Zombies Aim and V2 Less Snappy
Change enemy color to EA00FF for Zombie v1 Aim
ALWAYS CONFIRM THE AIM IS WORKING BEFORE MATCHES BY enabling feature go in game settings of that particular mode and set the exact color needed in the interface then click on that same screen once set and your mouse should fly across the screen this means its working as intended if your mouse does nothing try again or restart ahk if loops encounter any stops
Change "Player Names" to "Icon Only"
For Zombies just change color should be fine with healthbar

I am well aware of all bugs if any and also these functions currently are out of order as i stopped progress to post : Trigger Bot, Bunny Hop,Fast Reload and Quick Scope,Sniper Breath,Drop Shot


Treasons Sai Aim Assist V3 Edit

HERE IT IS! ENJOY! BETTER LATER THAN NEVER! attached current source & attached files
i HIGHLY RECOMMEND Setting anything between 3-5 for the speed and intensifiers for No Recoil (Anti Recoil) it enhances the main script making it more snappier to enemy heads/target

**Hotkeys & COLOR TIPS:**
* **Insert**: Toggle Multi-Player Aim (C9008D)
* **Delete**: Toggle Zombies Aim (DF00FF)
* **Home**: Toggle Prediction
* **PgUp**: Enable Zombie Aim V2 Less Sticky (DF00FF)
* **PgDn**: Enable Zombie Aim V1 (EA00FF)
* **']'**: Toggle Trigger Bot
* **F1**: Toggle Hide / Show GUI

https://gyazo.com/31232040fcf8a7fe62f20ef1a3720314.png
https://gyazo.com/5b0e7b8462670b9430d035060b4536b4.png
https://gyazo.com/d50a8be694f0a93b841b3de7142e7fc1.png
https://gyazo.com/d8689adfaa6297eb38e81fc808be3832.png


you will need Overlay images Circle2.png and Square2.png
Settings.Ini gets created upon saving if missing

Color Changers for all! Zombies, and Multi, added Gui's or simply run the loops from my GUI

NOTE there are bugs or some features that will do nothing, when setting color on main gui you may encounter the gui freeze just got to hot key in task bar right click it and that should unfreeze or push the code through!

features list (Much more to be added / Fixed)
### AIO Black Ops 6 Aim Assist GUI by Treason

The AIO Black Ops 6 Aim Assist GUI is designed to enhance your gaming experience with a variety of features tailored for both multiplayer and zombie modes. This comprehensive interface allows for customization, providing tools that can significantly improve your aiming precision and overall gameplay.

#### Main Options
- **Enable Multi-Player Aim**:
- Toggle aiming assistance for multiplayer matches with the **Insert** key. This feature adjusts your aim to align more closely with targets, increasing your hit probability.

- **Enable Prediction**:
- Activate predictive aiming with the **Home** key. This function calculates the movement trajectory of your target, allowing for more accurate shooting, especially useful in fast-paced multiplayer scenarios.

- **Enable Zombies Aim**:
- A specific aiming assist for zombie mode, toggled with the **Delete** key. This feature optimizes your aim against the predictable movements of zombies, ensuring higher kill efficiency.

#### Target Color and Location
- **Target Color Picker**:
- Input a hex value to select the color of targets. This allows for enhanced visual identification, making it easier to spot enemies against the game's backdrop.

- **Target Location Buttons**:
- Quickly select target areas such as Head, Chest, Belly, and Feet with dedicated buttons. This feature enables precision targeting, enhancing your chances of dealing critical damage.

#### Smoothing and Prediction Controls
- **Smoothing Adjustments**:
- Control the smoothing factor to create more natural aim adjustments. This prevents erratic movements, making your shots feel more fluid and controlled.

- **Prediction Multiplier**:
- Fine-tune the predictive aiming sensitivity. Adjusting this setting allows you to better align with your preferred playstyle, improving your reaction time and accuracy.

#### Color Tolerance
- **Color Tolerance Settings**:
- Adjust sensitivity to color detection. This ensures that the aim assist correctly identifies the target color, minimizing false positives and ensuring only the intended targets are engaged.

#### Rapid Fire and Recoil Management
- **Rapid Fire Toggle**:
- Activate rapid firing mode with a visual status indicator. This feature allows for quick successive shots, ideal for close-range encounters.

- **No Recoil Intensity and Speed Controls**:
- Adjust the intensity and speed of no recoil. This allows for continuous fire without the typical upward movement of the gun, maintaining accuracy even during extended firing.

#### Field of View (FOV) Controls
- **FOV Slider**:
- Customize your field of view for better situational awareness. A wider FOV can help you spot enemies more easily and react to threats from multiple angles.

- **FOV Overlay Toggle**:
- Option to show or hide an FOV overlay, with selectable shapes (Circle or Square). This visual aid helps you understand your effective aiming range and spatial awareness in the game.

#### Advanced Feature Toggles
- **Anti-Aim**:
- Toggle anti-aim mode to confuse enemies. This feature makes it harder for opponents to predict your movements, improving your chances of evading shots.

- **Hitbox Cycle**:
- Cycle through different hitboxes to optimize aiming strategies. This allows players to target vulnerable areas more effectively, especially in competitive scenarios.

#### Keyboard & Mouse Enhancements
- **Auto Reload**:
- Automatically reload weapons when empty. This feature ensures that you are always ready for combat without manual intervention.

- **Auto Crouch and Auto Drop**:
- Enable automatic crouching and dropping for tactical advantages. These actions help you evade enemy fire while maintaining offensive capabilities.

#### Additional Features
- **Drop Shot**:
- Automatically drop to the ground while firing. This makes you a harder target to hit while still engaging enemies.

- **Jitter**:
- Introduces unpredictable aiming movement to evade enemy fire. This feature can throw off opponents' aim, giving you an edge in firefights.

- **Sniper Breath**:
- Hold breath while aiming with sniper rifles for improved accuracy. This feature stabilizes your aim for those long-distance shots.

- **Auto Sprint**:
- Maintain sprinting without constant key presses. This allows for smoother movement across the map, facilitating quick escapes or repositioning.

- **Fast Reload and Quick Scope**:
- Speed up reloading and scoping actions for quicker engagements. This feature enhances your response time in combat situations.

- **Bunny Hop**:
- Automatically jump while moving to evade shots. This makes you a more elusive target during firefights.

#### Extra Aims
- **Zombie Aim V1 & V2**:
- Options for different zombie aiming modes to suit various preferences. These modes are designed to maximize efficiency against zombie hordes with different aiming styles.

- **Trigger Bot**:
- Automatically fire when an enemy is within crosshairs, toggled with the **']'** key. This feature enhances your response time by automatically engaging targets when they are detected.

#### Open External Aim GUIs
- **Open Zombie Aim**:
- Launches the external zombie aiming interface, providing tailored settings for enhanced performance in zombie mode.

- **Open Zombie Aim V2**:
- Access an updated version of the zombie aiming interface, featuring improved functionalities and options for more effective gameplay.

- **Start/Stop Trigger Bot**:
- Toggles the trigger bot functionality on or off. This allows you to control when the automatic firing feature is active, adapting to different gameplay situations.

- **Open Trigger Bot**:
- Opens the dedicated trigger bot interface, offering additional settings and customization options to optimize your automatic firing strategy.

#### Control and Configuration
- **Credits Section**:
- Easy access to contributor acknowledgments, highlighting the community behind the tool.

- **Close, Reset, Save, and Load Buttons**:
- Quick controls to close the application, reset settings to default, and manage configuration files for ease of use.

#### Status Indicators
- **Real-time Status Updates**:
- Visual indicators for the status of trigger bots, rapid fire, and other functionalities ensure you are always informed about your current settings and adjustments.

---

This AIO Black Ops 6 Aim Assist GUI is a powerful tool that significantly enhances gameplay through advanced aiming and shooting features, tailored for both casual players and competitive gamers alike.



#NoEnv
#SingleInstance, Force
#Persistent
#InstallKeybdHook
#UseHook
#KeyHistory, 0
#HotKeyInterval 1
#MaxHotkeysPerInterval 127
traytip,
SetKeyDelay, -1, 1
SetControlDelay, -1
SetMouseDelay, -1
SetWinDelay, -1
SendMode, InputThenPlay
SetBatchLines, -1
ListLines, Off
CoordMode, Pixel, Screen, RGB
CoordMode, Mouse, Screen
PID := DllCall("GetCurrentProcessId")
Process, Priority, %PID%, High

; Random number generator function
GetRandom(min, max) {
    Random, output, %min%, %max%
    return output
}

RandomDelay(min, max) {
    Random, delay, %min%, %max%
    Sleep, delay
}

ImpreciseMove(value) {
    Random, offset, -1, 1
    return value + offset
}

iniFile := A_ScriptDir "\settings.ini"

global ZombieCheckmark  ; Declare as global

LastColorHex := ""

; Initialize variables
triggerActive := false
paused1 := false
TriggerBotStatus := "Off"

; Main Settings
EMCol := 0xc9008d  ; Target color
ColVn := 50  ; Tolerance for color matching
ZeroX := A_ScreenWidth / 2  ; Universal resolution
ZeroY := A_ScreenHeight / 2.18  ; Universal resolution
CFovX := 78  ; Field of view X
CFovY := 78  ; Field of view Y
ScanL := ZeroX - CFovX
ScanT := ZeroY - CFovY
ScanR := ZeroX + CFovX
ScanB := ZeroY + CFovY
SearchArea := 50  ; Search area around last known position

; Variables for prediction
prevX := 0
prevY := 0
lastTime := 0
smoothing := 0.09  ; Default smoothing value
predictionMultiplier := 2.5  ; Default prediction multiplier

; Initialize flags
isReloading := False
lastReloadTime := 0
reloadCooldown := 500 ; Adjust cooldown as needed

; Target dot settings Zombie Aim snappy checkbox
EMCol6 := 0xDF00FF      ; Color of purple diamond
ColVn6 := 25            ; Tolerance for color match
ZeroX6 := 955           ; Central aim point
ZeroY6 := 500           ; Center Y coordinate of aim area
CFovX6 := 200           ; Field of view width
CFovY6 := 200           ; Field of view height
ScanL6 := ZeroX6 - CFovX6
ScanT6 := ZeroY6 - CFovY6
ScanR6 := ZeroX6 + CFovX6
ScanB6 := ZeroY6 + CFovY6

targetX6 := 0
targetY6 := 0
toggle6 := false
Paused6 := false
EnableAimLoop6State := 0
targetFound6 := false  ; Initialize targetFound6 here

; Offset for final aim position relative to the purple diamond
OffsetX6 := 45    ; Offset right
OffsetY6 := 50    ; Offset down

; Zombie Less Sticky settings
EMCol8 := 0xDF00FF      ; Color of purple diamond
ColVn8 := 25            ; Tolerance for color match
ZeroX8 := 955           ; Central aim point
ZeroY8 := 500           ; Center Y coordinate of aim area
CFovX8 := 200           ; Field of view width
CFovY8 := 200           ; Field of view height
ScanL8 := ZeroX8 - CFovX8
ScanT8 := ZeroY8 - CFovY8
ScanR8 := ZeroX8 + CFovX8
ScanB8 := ZeroY8 + CFovY8

targetX8 := 0
targetY8 := 0
toggle8 := false
Paused8 := false

; Aim settings
ZeroXs := A_ScreenWidth / 2.08
ZeroYs := A_ScreenHeight / 2.18   
CFovXXs := 40
CFovYYs := 120
ScanLs1 := ZeroXs - CFovXXs
ScanTs1 := ZeroYs - CFovYYs
ScanRs1 := ZeroXs + CFovXXs
ScanBs1 := ZeroYs + CFovYYs

toggle1s := false
Paused1s := false

; Offset for final aim position relative to the purple diamond
OffsetX8 := 45    ; Offset right
OffsetY8 := 50    ; Offset down

; Target dot settings
EMCol9 := 0xEA00FF 
ColVn9 := 25
ZeroX9 := A_ScreenWidth / 2.08
ZeroY9 := A_ScreenHeight / 2.19
CFovX9 := 120
CFovY9 := 120
ScanL9 := ZeroX9 - CFovX9
ScanT9 := ZeroY9 - CFovY9
ScanR9 := ZeroX9 + CFovX9
ScanB9 := ZeroY9 + CFovY9

targetX9 := 0
targetY9 := 0
toggle9 := false
Paused9 := false


; Default Settings for Recoil, Speed, and FOV
RecoilIntensity := 50  ; Default recoil intensity
NoRecoilSpeed := 20    ; Default speed for no recoil
FOVValue := CFovX      ; Initialize FOV with the main FOV value

ZeroX3 := A_ScreenWidth / 2.08
ZeroY3 := A_ScreenHeight / 2.18   
CFovXX3 := 40
CFovYY3 := 120
ScanL3 := ZeroX3 - CFovXX3
ScanT3 := ZeroY3 - CFovYY3
ScanR3 := ZeroX3 + CFovXX3
ScanB3 := ZeroY3 + CFovYY3

OverlayHwnd := 0  ; Initialize variable for overlay handle
showOverlay := false
overlaySize := 400  ; Set a fixed size for testing
overlayType := "Circle"  ; Set a type for testing (or "Square")

; Rapid Fire Variables
RapidFireEnabled := False
NoRecoilEnabled := False

; Additional Feature Variables
DropShotEnabled := False
JitterEnabled := False
SniperBreathEnabled := False
AutoSprintEnabled := False
FastReloadEnabled := False
QuickScopeEnabled := False
AntiAimEnabled := False
HitboxCycleEnabled := False
AutoReloadEnabled := False
AutoCrouchEnabled := False
AutoDropEnabled := False
AntiAFKEnabled := False

; GUI Window
Gui, +AlwaysOnTop +Resize +ToolWindow +E0x20  ; Mouse-through transparency
Width := 350
Height := 350
WinSet, Transparent, 20  ; Transparency of GUI
Gui, Color, 880808  ; Background color of GUI
Opacity := 50  ; 20% opacity (range 0-255)

; GUI Title
Gui, Font, s7 cD0D0D0 Bold
Gui, Add, Progress, % "x-1 y-1 w" (Width+2) " h31 Background000000 Disabled hwndHPROG"
Control, ExStyle, -0x20000, , ahk_id %HPROG%
Gui, Add, Text, % "x0 y0 w" Width " h10 BackgroundTrans Center 0x350 vCaption", Treason's Bo6 Aim V3 Edit

; Set transparency level for the GUI window only
Gui, Show, % "w" Width " h" Height " NA" " x" (A_ScreenWidth - Width) "x+0 y850"
WinSet, Transparent, %Opacity%, ahk_id %hGui%  ; Only make GUI transparent

; Main Options Text
Gui, Font, s6
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Main Options

; Checkboxes with Green Tick
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableCheckbox gUpdateStatus", Enable Multi-Player Aim (Insert Key)
Gui, Add, Text, x+10 w10 h10 vEnableCheckmark Hidden,
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnablePredictionCheckbox gUpdateStatus", Enable Prediction (Home Key)(Multi Only)
Gui, Add, Text, x+10 w10 h10 vPredictionCheckmark Hidden,
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableAimLoop6 gToggleAimLoop6 gUpdateStatus", Enable Zombies Aim (DEL Key)(Disable Multi First*)
Gui, Add, Text, x+10 w10 h10 vZombieCheckmark Hidden,

; GUI Color Picker Section
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Target Color (Hex) (Highlight + Paste + Submit)
Gui, Add, Edit, % "x8 y+5 w60 r1 vColorHex gUpdateColor", % Format("{:X}", EMCol & 0xFFFFFF)
GuiControl, +ToolTip, ColorHex, Set target color (click Pick Color to choose)

; Button to submit the color input
Gui, Add, Button, % "x+8 y+7 w70 h30 gSubmitColor", Set Color
GuiControl, +ToolTip, SubmitColor, Submit the color input from the box

Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Current ZeroY Value:
Gui, Add, Text, % "x+10 w70 r1 vZeroYLabel", % ZeroY

; Target Location
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Target Location
Gui, Add, Button, % "x7 y+5 w" (Width-200) "r1 +0x4000 gHeadshotsButton", Head
Gui, Add, Button, % "x+2+m w" (Width-200) "r1 +0x4000 gChestButton", Chest
Gui, Add, Button, % "x7 y+5 w" (Width-200) "r1 +0x4000 gBellyButton", Belly
Gui, Add, Button, % "x+2+m w" (Width-200) "r1 +0x4000 gFeetButton", Feet

; Smoothing Control
Gui, Add, Text, % "x7 y+10 w" (Width-20) "r1", Smoothing (Default is 0.09)
Gui, Add, Text, % "x+m w" (Width-14) "r1 vSmoothingValue", %smoothing%
Gui, Add, Button, % "x7 y+5 w" (Width-275) "r1 +0x4000 gDecreaseSmoothing", -
Gui, Add, Button, % "x+2+m w" (Width-275) "r1 +0x4000 gIncreaseSmoothing", +

; Prediction Multiplier Control
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Prediction Multiplier
Gui, Add, Text, % "x+m w" (Width-14) "r1 vPredictionValue", %predictionMultiplier%
Gui, Add, Button, % "x7 y+5 w" (Width-275) "r1 +0x4000 gDecreasePrediction", -
Gui, Add, Button, % "x+2+m w" (Width-275) "r1 +0x4000 gIncreasePrediction", +

; Color Tolerance Control
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Color Tolerance
Gui, Add, Text, % "x+m w" (Width-14) "r1 vToleranceValue", %ColVn%
Gui, Add, Button, % "x7 y+5 w" (Width-275) "r1 +0x4000 gDecreaseTolerance", -
Gui, Add, Button, % "x+2+m w" (Width-275) "r1 +0x4000 gIncreaseTolerance", +

; Rapid Fire Toggle with Indicator
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Rapid Fire Toggle
Gui, Add, Button, % "x3 y+8 w" (Width-300) "r1 gToggleRapidFire", Toggle
Gui, Add, Text, % "x7 y+5 w" (Width-14) "r1 vRapidFireStatus c00FF00", ; Indicator for rapid fire

; No Recoil Intensity Control
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", No Recoil Intensity
Gui, Add, Slider, % "x7 y+5 w" (Width-40) "h20 r1 Range0-100 vRecoilIntensity gUpdateRecoilIntensity Background880808", 50  ; Set background color
Gui, Add, Text, % "x+10 w50 r1 vCurrentRecoilIntensity", 50  ; Display current intensity

; No Recoil Speed Control
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", No Recoil Speed
Gui, Add, Slider, % "x7 y+5 w" (Width-40) "h20 r1 Range1-100 vNoRecoilSpeed gUpdateNoRecoilSpeed Background880808", 20  ; Set background color
Gui, Add, Text, % "x+10 w50 r1 vCurrentNoRecoilSpeed", 20  ; Display current speed

; No Recoil Toggle
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", No Recoil Toggle
Gui, Add, Button, % "x3 y+8 w" (Width-300) "r1 gToggleNoRecoil", Toggle
Gui, Add, Text, % "x7 y+5 w" (Width-14) "r1 vNoRecoilStatus c00FF00", ; Indicator for no recoil

; FOV Control Slider
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Field of View (FOV)
Gui, Add, Slider, % "x7 y+5 w" (Width-40) "h20 r1 Range30-90 vFOVValue gUpdateFOV Background880808", %CFovX%
Gui, Add, Text, % "x+10 w50 r1 vCurrentFOV", %CFovX%  ; Display current FOV
GuiControl, +ToolTip, FOVValue, Adjust the Field of View

; FOV Overlay Toggle Button and Dropdown for overlay type
Gui, Add, Button, % "x7 y+10 w50 h25 gToggleFOVOverlay", Toggle FOV Overlay
GuiControl, +ToolTip, ToggleFOVOverlay, Show or hide the FOV overlay
Gui, Add, DropDownList, % "x+10 y+5 w100 vOverlayType gUpdateOverlayType", Circle|Square
GuiControl, +ToolTip, OverlayType, Select the type of FOV overlay

; Advanced Feature Toggles Section
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Advanced Feature Toggles
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableAntiAim gToggleAntiAim", Anti-Aim
GuiControl, +ToolTip, EnableAntiAim, Toggle anti-aim mode

Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableHitboxCycle gToggleHitboxCycle", Cycle Hitbox
GuiControl, +ToolTip, EnableHitboxCycle, Toggle hitbox cycling

; Anti-AFK Feature Checkbox
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableAntiAFK gToggleAntiAFK", Anti-AFK
GuiControl, +ToolTip, EnableAntiAFK, Prevents being marked as AFK by simulating random movements

; Keyboard & Mouse Enhancements
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Keyboard Enhancements
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableAutoReload gToggleAutoReload", Auto Reload
GuiControl, +ToolTip, EnableAutoReload, Toggle automatic reloading

Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableAutoCrouch gToggleAutoCrouch", Auto Crouch
GuiControl, +ToolTip, EnableAutoCrouch, Toggle automatic crouching

Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableAutoDrop gToggleAutoDrop", Auto Drop
GuiControl, +ToolTip, EnableAutoDrop, Toggle automatic dropping

; Additional Features Text
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Additional Features

; Additional Features Toggle
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableDropShot gUpdateStatus", Drop Shot
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableJitter gUpdateStatus", Jitter
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableSniperBreath gUpdateStatus", Sniper Breath
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableAutoSprint gUpdateStatus", Auto Sprint
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableFastReload gUpdateStatus", Fast Reload
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableQuickScope gUpdateStatus", Quick Scope
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableBunnyHop gUpdateStatus", Bunny Hop

; Extra Aims Text
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Extra Aims (See Hotkeys + Tips)

; Extra Aims Toggle
Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableAimLoop8 gToggleAimLoop8", Enable Zombie Aim V2 Less Sticky (PgUp Key)
Gui, Add, Text, x+10 w10 h10 vZombieCheckmark3 Hidden,   ; Hidden checkmark for Zombie Aim V2

Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableAimLoop9 gToggleAimLoop9", Enable Zombie Aim V1 (PgDn Key)
Gui, Add, Text, x+10 w10 h10 vZombieCheckmark2 Hidden,   ; Hidden checkmark for Zombie Aim V1

Gui, Add, CheckBox, % "x7 y+5 w" (Width-14) "r1 vEnableAimLoop0 gToggleAimLoop0", Enable Trigger Bot (']' Key to toggle)
Gui, Add, Text, x+10 w10 h10 vTriggerBotCheckmark Hidden,   ; Hidden checkmark for Trigger Bot

; Credits Button
Gui, Add, Button, % "x7 y+4 w" (Width-100) "r1 gShowCredits", Show Credits

; Zombie Aim and Trigger Bot Buttons
Gui, Add, Button, % "x7 y+2 w120 h20 gOpenZombieAim", Open Zombie Aim
Gui, Add, Button, % "x7 y+1 w120 h20 gOpenTriggerBot", Open Trigger Bot
Gui, Add, Button, % "x135 y970 w120 h20 gPauseToggle1", Pause/Resume Trigger Bot  ; Pause button

; Trigger Bot Toggle Section
Gui, Add, Text, % "x7 y+10 w" (Width-14) "r1", Trigger Bot Toggle
Gui, Add, Button, % "x135 y1008 w" (Width-300) "r1 gToggleTriggerBot", Trigger Bot Toggle
Gui, Add, Text, % "x7 y+5 w" (Width-14) "r1 vTriggerBotStatusText c00FF00", Trigger Bot Toggle

Gui, Add, Button, % "x7 y1010 w120 h20 gOpenZombieAimV2", Open Zombie Aim V2
Gui, Add, Button, % "x287 y100 w120 h20 gOpenInstructions", Instructions / Tips
Gui, Add, Button, % "x287 y127 w120 h20 gOpenHotkeys", HOTKEYS / Tips + Settings

; Close Button
Gui, Add, Button, % "x7 y1036 w100 h30 gClose", Close
GuiControl, +ToolTip, Close, Close the application

; Reset Defaults Button
Gui, Add, Button, % "x107 y1036 w100 h30 gResetDefaults", Reset Defaults
GuiControl, +ToolTip, ResetDefaults, Reset settings to default values
Gui, Add, Button, % "x207 y1036 w100 h30 gSaveSettings", Save Settings
GuiControl, +ToolTip, SaveSettings, Save current settings to an INI file
Gui, Add, Button, % "x307 y1036 w100 h30 gLoadSettings", Load Settings
GuiControl, +ToolTip, LoadSettings, Load settings from an INI file

; GUI updates
GuiControl,, ZeroYLabel, %ZeroY%
GuiControl,, CFovXLabel, %CFovX%
GuiControl,, CFovYLabel, %CFovY%
GuiControl,, SmoothingValue, %smoothing%
GuiControl,, PredictionValue, %predictionMultiplier%
GuiControl,, ToleranceValue, %ColVn%
GuiControl,, RecoilIntensity, %RecoilIntensity%          ; Reset Recoil Intensity in GUI
GuiControl,, NoRecoilSpeed, %NoRecoilSpeed%              ; Reset No Recoil Speed in GUI
GuiControl,, FOVValue, %FOVValue%                        ; Reset FOV in GUI

; Window Region for GUI
Gui, Add, Text, % "x7 y+15 w" "h5 vP"
GuiControlGet, P, Pos
H := PY + PH
Gui, -Caption
WinSet, Region, 0-0 w%Width% h%H% r6-6

Loop
{
    ; Check if the script is enabled
    GuiControlGet, EnableState,, EnableCheckbox
    if (EnableState) {
        targetFound := False

        ; Check for target pixel if aiming is enabled
        if GetKeyState("LButton", "P") or GetKeyState("RButton", "P") {
            ; Search for target pixel in a smaller region around the last known position
            PixelSearch, AimPixelX, AimPixelY, targetX - SearchArea, targetY - SearchArea, targetX + SearchArea, targetY + SearchArea, EMCol, ColVn, Fast RGB
            if (!ErrorLevel) {
                targetX := AimPixelX
                targetY := AimPixelY
                targetFound := True
            } else {
                PixelSearch, AimPixelX, AimPixelY, ScanL, ScanT, ScanR, ScanB, EMCol, ColVn, Fast RGB
                if (!ErrorLevel) {
                    targetX := AimPixelX
                    targetY := AimPixelY
                    targetFound := True
                }
            }

            if (targetFound) {
                ; Get current time
                currentTime := A_TickCount

                ; Calculate the velocity of the target
                if (lastTime != 0) {
                    deltaTime := (currentTime - lastTime) / 1000.0  ; Convert to seconds
                    velocityX := (targetX - prevX) / deltaTime
                    velocityY := (targetY - prevY) / deltaTime
                }

                ; Store the current position and time for the next iteration
                prevX := targetX
                prevY := targetY
                lastTime := currentTime

                ; Apply prediction if enabled
                GuiControlGet, PredictionEnabled,, EnablePredictionCheckbox
                if (PredictionEnabled && deltaTime != 0) {
                    PredictedX := targetX + Round(velocityX * predictionMultiplier * deltaTime)
                    PredictedY := targetY + Round(velocityY * predictionMultiplier * deltaTime)
                } else {
                    PredictedX := targetX
                    PredictedY := targetY
                }

                ; Move the mouse smoothly with strength adjustment
                AimX := PredictedX - ZeroX
                AimY := PredictedY - ZeroY
                DllCall("mouse_event", uint, 1, int, Round(AimX * smoothing), int, Round(AimY * smoothing), uint, 0, int, 0)
            }
        }

        ; Check each feature independently

        ; Rapid Fire Implementation
        if (RapidFireEnabled && GetKeyState("LButton", "P")) {
            Click down
            Sleep, 30  ; Short delay for firing rate
            Click up
        }

        ; No Recoil Implementation
        if (NoRecoilEnabled && (GetKeyState("LButton", "P") || GetKeyState("RButton", "P"))) {
            if (RecoilIntensity < 0) {
                RecoilIntensity := 0
            }
            MouseMove, 0, RecoilIntensity, 0, R
            Sleep, NoRecoilSpeed
        }

        ; Drop Shot Implementation
        if (DropShotEnabled && GetKeyState("LButton", "P")) {
            Send {C down}
            While GetKeyState("LButton", "P") {
                Sleep, 10
            }
            Send {C up}
        }

        ; Jitter Implementation
        if (JitterEnabled && GetKeyState("LButton", "P")) {
            MouseMove, % (GetRandom(-5, 5)), % (GetRandom(-5, 5)), 0, R
        }

        ; Sniper Breath Implementation
        if (SniperBreathEnabled && GetKeyState("RButton", "P")) {
            Send {Shift down}
            Sleep, 1000  ; Hold breath for 1 second
            Send {Shift up}
        }

        ; Auto Sprint Implementation
        if (AutoSprintEnabled && GetKeyState("W", "P")) {
            Send {LShift down}
        } else {
            Send {LShift up}
        }

        ; Fast Reload Implementation
        if (FastReloadEnabled && GetKeyState("R", "P")) {
            Send {R up}
            Sleep, 50
            Send {R down}
            Sleep, 50
            Send {R up}
        }

        ; Quick Scope Implementation
        if (QuickScopeEnabled && GetKeyState("RButton", "P")) {
            Send {RButton down}
            Sleep, 50  ; Adjust time for how long to aim before shooting
            Send {LButton up}
        }

        ; Anti-aim functionality
        if (AntiAimEnabled) {
            MouseMove, % (GetRandom(-5, 5)), % (GetRandom(-5, 5)), 0, R
            Sleep, 50
        }

        ; Hitbox Cycle Implementation
        if (HitboxCycleEnabled && (Mod(A_Index, 5) == 0)) {
            target := (target = "Head") ? "Chest" : (target = "Chest") ? "Belly" : (target = "Belly") ? "Feet" : "Head"
            ZeroY := (target = "Head") ? A_ScreenHeight / 2.18 : (target = "Chest") ? A_ScreenHeight / 2.22 : (target = "Belly") ? A_ScreenHeight / 2.30 : A_ScreenHeight / 2.38
            GuiControl,, ZeroYLabel, %ZeroY%
            Sleep, 10000 ; Timer to switch hitbox
        }

        ; Auto reload functionality
        if (AutoReloadEnabled) {
            if (!GetKeyState("RButton", "P")) {
                if (GetKeyState("LButton", "P") && !isReloading && (A_TickCount - lastReloadTime > reloadCooldown)) {
                    Send {R}
                    lastReloadTime := A_TickCount
                    isReloading := True
                    Sleep, 500 ; Adjust the sleep duration as needed
                    isReloading := False
                }
            }
        }

        ; Auto crouch functionality
        if (AutoCrouchEnabled && GetKeyState("LButton", "P")) {
            Send {C}
            Sleep, 50  ; Short delay to prevent spam
        }

        ; Bunny Hop Implementation
        if (EnableBunnyHop && GetKeyState("LButton", "P")) {
            Send {Space down}
            Sleep, 10  ; Adjust timing for hopping
            Send {Space up}
            Sleep, 10
        }

        ; Auto drop functionality
        if (AutoDropEnabled && GetKeyState("LButton", "P")) {
            Send {C}
            Sleep, 50  ; Short delay to prevent spam
        }

        ; Anti-AFK Implementation
        GuiControlGet, AntiAFKEnabled,, AntiAFKCheckbox
        if (AntiAFKEnabled) {
            Random, afkMovementX, -3, 3  ; Random movement in X direction
            Random, afkMovementY, -3, 3  ; Random movement in Y direction
            MouseMove, afkMovementX, afkMovementY, 0, R  ; Move mouse slightly to prevent AFK

            ; Perform additional anti-AFK actions
            Random, actionChoice, 1, 3  ; Randomly choose an action
            if (actionChoice == 1) {
                Send {C down}  ; Crouch
                Sleep, 100  ; Hold crouch
                Send {C up}  ; Stand back up
            } else if (actionChoice == 2) {
                Send {W down}  ; Move forward
                Sleep, 300  ; Move forward for a short duration
                Send {W up}  ; Stop moving
            } else if (actionChoice == 3) {
                Send {D down}  ; Strafe right
                Sleep, 300  ; Strafe right for a short duration
                Send {D up}  ; Stop strafing
            }
        }
    }

    ; Reduce CPU usage and improve responsiveness
    Sleep, 5  ; Minimal sleep to allow the loop to run smoothly
}



; GUI updates
GuiControl,, ZeroYLabel, %ZeroY%
GuiControl,, CFovXLabel, %CFovX%
GuiControl,, CFovYLabel, %CFovY%
GuiControl,, SmoothingValue, %smoothing%
GuiControl,, PredictionValue, %predictionMultiplier%
GuiControl,, ToleranceValue, %ColVn%
GuiControl,, RecoilIntensity, %RecoilIntensity%          ; Reset Recoil Intensity in GUI
GuiControl,, NoRecoilSpeed, %NoRecoilSpeed%              ; Reset No Recoil Speed in GUI
GuiControl,, FOVValue, %FOVValue%                        ; Reset FOV in GUI

; Button callbacks for GUI
HeadshotsButton:
    ZeroY := A_ScreenHeight / 2.18
    GuiControl,, ZeroYLabel, %ZeroY%
    Return

ChestButton:
    ZeroY := A_ScreenHeight / 2.22
    GuiControl,, ZeroYLabel, %ZeroY%
    Return
   
BellyButton:
   ZeroY := A_ScreenHeight / 2.30
   GuiControl,, ZeroYLabel, %ZeroY%
   Return

FeetButton:
   ZeroY := A_ScreenHeight / 2.38
   GuiControl,, ZeroYLabel, %ZeroY%
   Return

GuiMove:
    PostMessage, 0xA1, 2
    return
   
   Delete::
    ToggleAimLoop6()  ; Call the function to toggle
return
   
AimLoop8:
    if toggle8 {
        targetFound8 := false

        if (GetKeyState("LButton", "P") || GetKeyState("RButton", "P")) {
            ; Look for the purple diamond within the defined area
            PixelSearch, AimPixelX, AimPixelY, ScanL8, ScanT8, ScanR8, ScanB8, EMCol8, ColVn8, Fast RGB
            if (!ErrorLevel) {
                ; Diamond found, calculate adjusted aim point
                targetX8 := AimPixelX + OffsetX8
                targetY8 := AimPixelY + OffsetY8
                targetFound8 := true
            }

            if (targetFound8) {
                ; Calculate movement needed to reach adjusted target
                TargetAimX := targetX8 - ZeroX8
                TargetAimY := targetY8 - ZeroY8

                ; Smoothing multiplier for gradual movement
                MoveX := Round(TargetAimX * 0.1)
                MoveY := Round(TargetAimY * 0.1)

                ; Execute movement if it's substantial enough
                if (Abs(MoveX) > 1 || Abs(MoveY) > 1) {
                    DllCall("mouse_event", "UInt", 1, "Int", MoveX, "Int", MoveY, "UInt", 0, "Int", 0)
                }
            }
        }
    }
return

ToggleAimLoop8() {
    global toggle8
    toggle8 := !toggle8
   
    ; Update the checkbox state
    GuiControl,, EnableAimLoop8, % toggle8 ? 1 : 0  ; Set checkbox based on toggle state

    if (toggle8) {
        SetTimer, AimLoop8, 10  ; Start the loop with a timer
        SoundBeep, 500, 300
        MsgBox, Aim Loop Started
    } else {
        SetTimer, AimLoop8, Off  ; Stop the loop when toggled off
        SoundBeep, 750, 300
        MsgBox, Aim Loop Stopped
    }

    Gosub, UpdateStatus  ; Call UpdateStatus to refresh checkmark visibility
}

; Page Up key to toggle Aim Loop
PgUp::ToggleAimLoop8()

; Pause functionality with Alt key
-::  ; Use '-' key to pause
    Paused8 := !Paused8
    Pause, Toggle
    if Paused8 {
        SoundBeep, 750, 500
    }
    return
   
AimLoop6:
    ; Start the loop for the aim functionality
    targetFound6 := false  ; Reset targetFound6 at the start of each loop iteration

    if (GetKeyState("LButton", "P") or GetKeyState("RButton", "P")) {
        ; Look for the purple diamond within the defined area
        PixelSearch, AimPixelX, AimPixelY, ScanL6, ScanT6, ScanR6, ScanB6, EMCol6, ColVn6, Fast RGB
        if (!ErrorLevel) {
            ; Diamond found, calculate adjusted aim point
            targetX6 := AimPixelX + OffsetX6
            targetY6 := AimPixelY + OffsetY6
            targetFound6 := true
        }

        if (targetFound6) {
            ; Calculate movement needed to reach adjusted target
            TargetAimX := targetX6 - ZeroX6
            TargetAimY := targetY6 - ZeroY6

            ; Smoothing multiplier for a stronger lock
            MoveX := Round(TargetAimX * 0.3)
            MoveY := Round(TargetAimY * 0.3)

            if (Abs(MoveX) > 0 || Abs(MoveY) > 0) {
                DllCall("mouse_event", "UInt", 1, "Int", MoveX, "Int", MoveY, "UInt", 0, "Int", 0)
            }
        }
    }
return

ToggleAimLoop6() {
    GuiControlGet, EnableAimLoop6State,, EnableAimLoop6  ; Get the current state of the checkbox
    EnableAimLoop6State := !EnableAimLoop6State  ; Toggle the state
    GuiControl,, EnableAimLoop6, % EnableAimLoop6State  ; Update the checkbox in the GUI
    toggle6 := EnableAimLoop6State  ; Update toggle6 based on checkbox state

    ; Start the loop if toggled on
    if (toggle6) {
        SetTimer, AimLoop6, 5  ; Start the loop with a timer
        SoundBeep, 500, 300
        GuiControl, Show, ZombieCheckmark  ; Show the checkmark
    } else {
        SetTimer, AimLoop6, Off  ; Stop the loop when toggled off
        SoundBeep, 750, 300
        GuiControl, Hide, ZombieCheckmark  ; Hide the checkmark
    }
}

ToggleFOVOverlay:
    showOverlay := !showOverlay
    if (showOverlay)
    {
        UpdateOverlay()
    }
    else
    {
        Gui, OverlayGui:Destroy  ; Close the overlay if it's visible
    }
return

OpenInstructions:
    MsgBox, 0, Instructions,
    (
    Welcome to the B06 AIO Aim GUI!

    Here are the instructions on how to use the features:

    * **Enable Multi-Player Aim**: Check the box to activate multi-player aiming functionality. Use Insert key to toggle this feature on or off.
    * **Enable Zombies Aim**: Check the box to activate the zombies aiming feature. Use the Delete key to toggle this feature on or off.
    * **Enable Prediction**: Check the box to activate prediction for better aiming accuracy. Use the Home key to toggle this feature.
    * **Target Color**: Enter the hex value for the target color you want to aim at and click "Set Color" to apply it.
    * **Smoothing**: Use the "+" and "-" buttons to adjust the smoothing value for your aim.
    * **Prediction Multiplier**: Use the "+" and "-" buttons to increase or decrease the prediction multiplier for aiming.
    * **Color Tolerance**: Adjust the color tolerance using the "+" and "-" buttons to refine target detection.
    * **Rapid Fire Toggle**: Click the toggle button to enable or disable rapid fire functionality.
    * **No Recoil Toggle**: Click the toggle button to enable or disable no recoil functionality.
    * **Field of View (FOV)**: Adjust the FOV using the slider for improved targeting range.
    * **FOV Overlay**: Click the button to toggle the FOV overlay on or off, and select the overlay type from the dropdown.
    * **Anti-Aim**: Check the box to enable anti-aim feature for enhanced aiming tactics.
    * **Auto Reload, Auto Crouch, Auto Drop**: Check these boxes to enable automatic actions during gameplay.
    * **Trigger Bot**: Activate this feature to automatically shoot when a target is detected.
    * **Quick Scope**: Enable this option for faster aiming and shooting when using a scoped weapon.
    * **Jitter**: Toggle this feature for unpredictable aiming patterns to confuse enemies.
    * **Fast Reload**: Enable this feature to reload your weapon faster than normal.
    * **Drop Shot**: Check this box to automatically drop to the ground while shooting, making you harder to hit.
    * **Credits**: Click the "Show Credits" button to view the contributors.
    * **Current ZeroY**: This indicates your current target Y-coordinate.
    * **Target Location**: Use buttons to set your aim target location (Head, Chest, Belly, Feet).
    * **Recoil Intensity**: Adjust the no recoil intensity using the slider for precise control.
    * **No Recoil Speed**: Modify the speed of the no recoil effect to suit your preferences.
    * **Cycle Hitboxes**: Check the box to enable cycling through hitboxes for more dynamic aiming.
    * **Open Zombie Aim**: Click the button to access the Zombie Aim feature. (BETA)
    * **Open Zombie Aim V2**: Click the button to access the enhanced version of the Zombie Aim feature. (BETA)

    To close the GUI, click the "Close" button.

    Enjoy your game!
    Credits to theasiangamr (Multi Source Code + B06 Updated Offsets & Base), Treason of aka(UtterlyTV), Iccbwa (Zombie Aim v1), kanepards (AHK Zombie Aim v2), & ali123x (Inf GobbleGums)
    )
return

OpenHotkeys:
    MsgBox, 0, Hotkeys and Tips,
    (
    Welcome to the Hotkeys and Tips Section!

    Here are the important hotkeys and settings recommendations:
   Personal Choice Settings Per Treason!!!!
   Enable multiplayer to use additional features without they wont run
   I personally use no recoil and keep both sliders down anywhere under 5
   default settings are what I use aswell but may adjust to your liking
   ++Many features will not be functional until further updates eg. Anti AFK, Auto Drop , Quick Scope Auto Reload Etc.
   Work to come with stronger aim and fixing aiming at other objects than Enemys

    **Hotkeys & COLOR TIPS:**
    * **Insert**: Toggle Multi-Player Aim (C9008D)
    * **Delete**: Toggle Zombies Aim (DF00FF)
    * **Home**: Toggle Prediction
    * **PgUp**: Enable Zombie Aim V2 Less Sticky (DF00FF)
    * **PgDn**: Enable Zombie Aim V1 (EA00FF)
    * **']'**: Toggle Trigger Bot
    * **F1**: Toggle Hide / Show GUI
    * **F12**: Pause/Unpause Functionality

    **Tips:**
    - **Multi-Player vs. Zombies Aim**: Avoid using both aiming features at the same time to prevent aiming conflicts.
    - **Target Color**: Make sure to set the correct hex color for optimal performance. Use the "Set Color" button to apply changes.
    - **Smoothing and Prediction**: Adjust these settings based on your playstyle for better accuracy.
    - **Use Rapid Fire and No Recoil**: These features can enhance your gameplay but ensure they are suitable for the game mode you are in.

    **Settings Recommendations:**
    - Adjust the **Field of View (FOV)** based on your preferred play style; a wider FOV can help in spotting targets.
    - Fine-tune the **Color Tolerance** for more accurate target detection, especially in fast-paced scenarios.
    - Enable **Auto Reload, Auto Crouch, and Drop Shot** for automatic actions that can enhance your survival chances in combat.

    **Note**: Regularly test and adjust settings to find what works best for you.

    To close the GUI, click the "Close" button.

    Happy gaming!
    Credits to all contributors for their invaluable work and support!
    )
return
UpdateOverlay()
{
    global showOverlay, overlayType, overlaySize
    ; Get the current FOV value from the slider
    GuiControlGet, FOVValue
    overlaySize := FOVValue * 4  ; Adjust the overlay size based on FOV value

    ; Center overlay position
    xPos := (A_ScreenWidth - overlaySize) / 2
    yPos := (A_ScreenHeight - overlaySize) / 2

    if (showOverlay)
    {
        ; Create the overlay GUI without any color or caption
        Gui, OverlayGui:New, +AlwaysOnTop +ToolWindow -Caption +E0x20 +LastFound +HwndOverlayHwnd

        ; Set the size and position
        Gui, OverlayGui:Show, w%overlaySize% h%overlaySize% x%xPos% y%yPos%

        ; Load the overlay shape based on selection
        if (OverlayType = "Circle")
        {
            Gui, OverlayGui:Add, Picture, w%overlaySize% h%overlaySize% hwndOverlayPic, Circle2.png  ; Load the circle image
        }
        else
        {
            Gui, OverlayGui:Add, Picture, w%overlaySize% h%overlaySize% hwndOverlayPic, Square2.png  ; Load the square image
        }

        ; Set the overlay to be fully transparent
        WinSet, Transparent, 20, ahk_id %OverlayHwnd%  ; Make the entire window transparent
        ; Make the overlay click-through
        WinSet, ExStyle, +0x20, ahk_id %OverlayHwnd%  ; Set the window to be click-through

        ; Show the overlay
        Gui, OverlayGui:Show

        ; Set the image area to be opaque (make the overlay visible)
        WinSet, Transparent, 255, ahk_id %OverlayPic%  ; Use the handle for the picture
    }
    else
    {
        ; Hide the overlay if toggled off
        Gui, OverlayGui:Hide
    }
}
IncreaseSmoothing:
    smoothing += 0.01
    if (smoothing > 2)  ; Set a maximum limit for smoothing
        smoothing := 2
    GuiControl,, SmoothingValue, %smoothing%
    Return

DecreaseSmoothing:
    smoothing -= 0.01
    if (smoothing < 0.0)  ; Set a minimum limit for smoothing
        smoothing := 0.0
    GuiControl,, SmoothingValue, %smoothing%
    Return

IncreasePrediction:
    predictionMultiplier += 0.1
    GuiControl,, PredictionValue, %predictionMultiplier%
    Return
   

DecreasePrediction:
    predictionMultiplier -= 0.1
    if (predictionMultiplier < 0.1)  ; Minimum limit for prediction multiplier
        predictionMultiplier := 0.1
    GuiControl,, PredictionValue, %predictionMultiplier%
    Return

IncreaseTolerance:
    ColVn += 1
    GuiControl,, ToleranceValue, %ColVn%
    Return

DecreaseTolerance:
    ColVn -= 1
    if (ColVn < 0)  ; Minimum limit for color tolerance
        ColVn := 0
    GuiControl,, ToleranceValue, %ColVn%
    Return
   
   ; Update FOV when slider changes
; Update FOV when slider changes
UpdateFOV:
    GuiControlGet, FOVValue
    GuiControl,, CurrentFOV, %FOVValue%
    if (showOverlay)
    {
        UpdateOverlay()  ; Update overlay size if it's currently displayed
    }
Return

; Update overlay type when dropdown changes
UpdateOverlayType:
    if (showOverlay)
    {
        UpdateOverlay()  ; Update overlay when the dropdown selection changes
    }
Return
; Function to update No Recoil Intensity
UpdateRecoilIntensity:
    GuiControlGet, RecoilIntensity
    ; Update the display of the current Recoil Intensity value
    GuiControl,, CurrentRecoilIntensity, %RecoilIntensity%
Return

; Function to update No Recoil Speed
UpdateNoRecoilSpeed:
    GuiControlGet, NoRecoilSpeed
    ; Update the display of the current No Recoil Speed value
    GuiControl,, CurrentNoRecoilSpeed, %NoRecoilSpeed%
Return

UpdateTriggerBotStatus() {
    if (triggerActive) {
        if (paused1) {
            TriggerBotStatus := "Active, Paused"
        } else {
            TriggerBotStatus := "Active"
        }
    } else {
        TriggerBotStatus := "Off"
    }
    GuiControl,, TriggerBotStatusText, Trigger Bot: %TriggerBotStatus%  ; Update status in the GUI
}

ToggleTriggerBot:
    triggerActive := !triggerActive  ; Toggle the trigger active state

    ; Provide feedback to confirm the toggle
    if (triggerActive) {
        GuiControl, , ToggleTriggerBot, Stop Trigger Bot
        StartTriggerBot2()  ; Call the function to start the loop
        MsgBox, Trigger Bot started.  ; Indicate the Trigger Bot has started
    } else {
        GuiControl, , ToggleTriggerBot, Start Trigger Bot
        MsgBox, Trigger Bot stopped.  ; Indicate the Trigger Bot has stopped
    }

    UpdateTriggerBotStatus()  ; Update status after toggling
return

; Function to toggle pause
PauseToggle1() {
    paused1 := !paused1  ; Toggle paused1 for Trigger Bot
    GuiControl, , PauseToggle1, % (paused1 ? "Resume" : "Pause")
    SoundBeep, % (paused1 ? 750 : 500), % (paused1 ? 500 : 300)  ; Beep on pause/resume
    UpdateTriggerBotStatus()  ; Update status after pausing or resuming
}

; Start the Trigger Bot loop
StartTriggerBot2() {
    SetTimer, TriggerBotLoop, 10
}

; The Trigger Bot loop logic
TriggerBotLoop:
    if (paused1 || !triggerActive) {  ; Check if paused or inactive
        Sleep, 100
        return
    }

    KeyWait, RButton, D  ; Wait for the right mouse button to be pressed
    CoordMode, Pixel, Screen
    PixelSearch, Px, Py, ScanL3, ScanT3, ScanR3, ScanB3, 0xEA00FF, 30, Fast

    if (ErrorLevel = 0) {  ; If the pixel is found
        Sleep, 10
        Send {LButton down}
        Sleep, 10
        Send {LButton up}
        Sleep, 1000 ; Delay after each trigger
    }
return

; Close the GUI
GuiClose6:
    ExitApp
toggle := false
 
if (targetFound && toggle) {
    click down
} else {
    click up
}
 
Paused := False
Insert:: ; Enable Multi-Player Aim Checkbox
    ; Toggle the Enable checkbox state
    GuiControlGet, EnableState,, EnableCheckbox
    newEnableState := !EnableState  ; Toggle the state
    GuiControl,, EnableCheckbox, % newEnableState  ; Update the checkbox

    ; Update the toggle variable based on the new state
    toggle := newEnableState
   
    ; Play sound and show/hide the checkmark
    if (toggle) {
        SoundBeep, 300, 100  ; Sound for enabling
        GuiControl, Show, EnableCheckmark  ; Show the checkmark
    } else {
        SoundBeep, 500, 300  ; Sound for disabling
        GuiControl, Hide, EnableCheckmark  ; Hide the checkmark
    }
return
 
; Reset Defaults Function
ResetDefaults:
    ; Set default values
    smoothing := 0.09
    predictionMultiplier := 2.5
    ColVn := 50
    ; Default Settings for Recoil, Speed, and FOV
    RecoilIntensity := 50  ; Default recoil intensity
    NoRecoilSpeed := 20    ; Default speed for no recoil
    FOVValue := 78     ; Initialize FOV with the main FOV value

    ; Update GUI controls with default values
    GuiControl,, SmoothingValue, %smoothing%
    GuiControl,, PredictionValue, %predictionMultiplier%
    GuiControl,, ToleranceValue, %ColVn%
    GuiControl,, RecoilIntensity, %RecoilIntensity%          ; Reset Recoil Intensity in GUI
    GuiControl,, NoRecoilSpeed, %NoRecoilSpeed%              ; Reset No Recoil Speed in GUI
    GuiControl,, FOVValue, %FOVValue% ; Update the GUI slider
    GuiControl,, CurrentFOV, %FOVValue% ; Update displayed current FOV

    ; Disable all toggle features and update the GUI statuses
    RapidFireEnabled := False
    NoRecoilEnabled := False
    AntiAimEnabled := False
    HitboxCycleEnabled := False
    AutoReloadEnabled := False
    AutoCrouchEnabled := False
    AutoDropEnabled := False
   
    GuiControl,, RapidFireStatus, OFF
    GuiControl,, NoRecoilStatus, OFF
    GuiControl,, AntiAimStatus, OFF
    GuiControl,, HitboxCycleStatus, OFF
    GuiControl,, AutoReloadStatus, OFF
    GuiControl,, AutoCrouchStatus, OFF
    GuiControl,, AutoDropStatus, OFF
   
    MsgBox, "Defaults have been reset, and all features are disabled."
Return

AimLoop9:
    if toggle9 {
        targetFound9 := false

        if (GetKeyState("LButton", "P") || GetKeyState("RButton", "P")) {
            ; Search for target pixel
            PixelSearch, AimPixelX, AimPixelY, targetX9 - 20, targetY9 - 20, targetX9 + 20, targetY9 + 20, EMCol9, ColVn9, Fast RGB
            if (!ErrorLevel) {
                targetX9 := AimPixelX
                targetY9 := AimPixelY
                targetFound9 := true
            } else {
                PixelSearch, AimPixelX, AimPixelY, ScanL9, ScanT9, ScanR9, ScanB9, EMCol9, ColVn9, Fast RGB
                if (!ErrorLevel) {
                    targetX9 := AimPixelX
                    targetY9 := AimPixelY
                    targetFound9 := true
                }
            }

            if (targetFound9) {
                AimX := targetX9 - ZeroX9
                AimY := targetY9 - ZeroY9
                DirX := (AimX > 0) ? 1 : -1
                DirY := (AimY > 0) ? 1 : -1
                AimOffsetX := AimX * DirX
                AimOffsetY := AimY * DirY
                MoveX := ImpreciseMove((AimOffsetX ** (1 / 1.1))) * DirX
                MoveY := ImpreciseMove((AimOffsetY ** (1 / 1.1))) * DirY
                DllCall("mouse_event", uint, 1, int, MoveX, int, MoveY, uint, 0, int, 0)
                RandomDelay(1, 2)
            }
        }
    }
return

ToggleAimLoop9() {
    global toggle9
    toggle9 := !toggle9
   
    ; Update the checkbox state
    GuiControl,, EnableAimLoop9, % toggle9 ? 1 : 0  ; Set checkbox based on toggle state

    if (toggle9) {
        SetTimer, AimLoop9, 10  ; Start the loop with a timer
        SoundBeep, 500, 300
        MsgBox, Zombie Aim Loop Started
    } else {
        SetTimer, AimLoop9, Off  ; Stop the loop when toggled off
        SoundBeep, 750, 300
        MsgBox, Zombie Aim Loop Stopped
    }

    Gosub, UpdateStatus  ; Call UpdateStatus to refresh checkmark visibility
}

; Page Down key to toggle Aim Loop
PgDn::
    ToggleAimLoop9()
return

; Pause functionality with Alt key
end::  ; Use '-' key to pause
    Paused9 := !Paused9
    Pause, Toggle
    if Paused9 {
        SoundBeep, 750, 500
    }
return

AimLoop0:
    if toggle1s {
        CoordMode, Pixel, Screen
        KeyWait, RButton, D  ; Wait for the right mouse button to be pressed

        PixelSearch, Px, Py, ScanLs1, ScanTs1, ScanRs1, ScanBs1, 0xEA00FF, 30, Fast
        if (ErrorLevel = 0) {
            sleep, 10
            send {LButton down}
            sleep, 10
            send {LButton up}
        }
    }
return

ToggleAimLoop0() {
    global toggle1s
    toggle1s := !toggle1s

    ; Update the checkbox state
    GuiControl,, EnableAimLoop0, % toggle1s ? 1 : 0  ; Set checkbox based on toggle state

    if (toggle1s) {
        SetTimer, AimLoop0, 10  ; Start the loop with a timer
        SoundBeep, 500, 300
        MsgBox, Aim Loop Started
    } else {
        SetTimer, AimLoop0, Off  ; Stop the loop when toggled off
        SoundBeep, 750, 300
        MsgBox, Aim Loop Stopped
    }

    Gosub, UpdateStatus  ; Call UpdateStatus to refresh checkmark visibility
}

; ] key to toggle Aim Loop
]::
    ToggleAimLoop0()
return

; F2 key to pause/unpause
F8::
    Paused1s := !Paused1s
    Pause, Toggle
    if (Paused1s) {
        SoundBeep, 750, 500
    }
return

ToggleRapidFire:
    RapidFireEnabled := !RapidFireEnabled
    GuiControl,, RapidFireStatus, % (RapidFireEnabled ? "ON" : "OFF")
    MsgBox, % "Rapid Fire is now " (RapidFireEnabled ? "enabled" : "disabled")
    Return
   
   ToggleAntiAFK:
    AntiAFKEnabled := !AntiAFKEnabled  ; Toggle the Anti-AFK state
    GuiControl,, AntiAFKStatus, % (AntiAFKEnabled ? "ON" : "OFF")  ; Update GUI status
    MsgBox, % "Anti-AFK is now " (AntiAFKEnabled ? "enabled" : "disabled")  ; Show message
return

ToggleNoRecoil:
    NoRecoilEnabled := !NoRecoilEnabled
    GuiControl,, NoRecoilStatus, % (NoRecoilEnabled ? "ON" : "OFF")
    MsgBox, % "No Recoil is now " (NoRecoilEnabled ? "enabled" : "disabled")
    Return

ToggleAntiAim:
    AntiAimEnabled := !AntiAimEnabled
    GuiControl,, AntiAimStatus, % (AntiAimEnabled ? "ON" : "OFF")
    MsgBox, % "Anti Aim is now " (AntiAimEnabled ? "enabled" : "disabled")
    Return

ToggleHitboxCycle:
    HitboxCycleEnabled := !HitboxCycleEnabled
    GuiControl,, HitboxCycleStatus, % (HitboxCycleEnabled ? "ON" : "OFF")
    MsgBox, % "Hitbox Cycle is now " (HitboxCycleEnabled ? "enabled" : "disabled")
    Return

ToggleAutoReload:
    AutoReloadEnabled := !AutoReloadEnabled
    GuiControl,, AutoReloadStatus, % (AutoReloadEnabled ? "ON" : "OFF")
    MsgBox, % "Auto Reload is now " (AutoReloadEnabled ? "enabled" : "disabled")
    Return

ToggleAutoCrouch:
    AutoCrouchEnabled := !AutoCrouchEnabled
    GuiControl,, AutoCrouchStatus, % (AutoCrouchEnabled ? "ON" : "OFF")
    MsgBox, % "Auto Crouch is now " (AutoCrouchEnabled ? "enabled" : "disabled")
    Return
   
   Home::
    ; Toggle the prediction checkbox state
    GuiControlGet, PredictionState,, EnablePredictionCheckbox
    PredictionState := !PredictionState  ; Toggle the state
    GuiControl,, EnablePredictionCheckbox, % PredictionState  ; Update the checkbox in the GUI

    ; Update the checkmark visibility
    if (PredictionState) {
        SoundBeep, 500, 300
        GuiControl, Show, PredictionCheckmark  ; Show the checkmark
    } else {
        SoundBeep, 750, 300
        GuiControl, Hide, PredictionCheckmark  ; Hide the checkmark
    }
return

ToggleAutoDrop:
    AutoDropEnabled := !AutoDropEnabled
    GuiControl,, AutoDropStatus, % (AutoDropEnabled ? "ON" : "OFF")
    MsgBox, % "Auto Drop is now " (AutoDropEnabled ? "enabled" : "disabled")
    Return

UpdateStatus:
; Check the state of the Multi-Player Aim checkbox
GuiControlGet, state,, EnableCheckbox
GuiControl, % (state ? "" : "Hide"), EnableCheckmark

; Check the state of the Prediction checkbox
GuiControlGet, predictionState,, EnablePredictionCheckbox
GuiControl, % (predictionState ? "" : "Hide"), vPredictionCheckmark

; Check the state of the Zombies Aim checkboxes
GuiControlGet, zombiesState1,, EnableAimLoop8  ; Zombie Aim V2
GuiControlGet, zombiesState2,, EnableAimLoop9  ; Zombie Aim V1
GuiControlGet, triggerBotState,, EnableAimLoop0  ; Trigger Bot

; Show/hide checkmarks for Zombies Aim checkboxes
GuiControl, % (zombiesState1 ? "" : "Hide"), vZombieCheckmark3
GuiControl, % (zombiesState2 ? "" : "Hide"), vZombieCheckmark2
GuiControl, % (triggerBotState ? "" : "Hide"), vTriggerBotCheckmark

; Handle conflicts for Zombies Aim and other features
; Uncomment the following lines if you want to disable when Multi-Player Aim or Prediction is enabled
if (state || predictionState) {
    ; GuiControl,, EnableAimLoop8, 0  ; Disable Zombie Aim V2
    ; GuiControl, Hide, vZombieCheckmark3  ; Hide checkmark for Zombie Aim V2

    ; GuiControl,, EnableAimLoop9, 0  ; Disable Zombie Aim V1
    ; GuiControl, Hide, vZombieCheckmark2  ; Hide checkmark for Zombie Aim V1

    ; GuiControl,, EnableAimLoop0, 0  ; Disable Trigger Bot
    ; GuiControl, Hide, vTriggerBotCheckmark  ; Hide checkmark for Trigger Bot
}

; Update checkmarks based on current states for Zombies Aim
GuiControl, % (zombiesState1 ? "" : "Hide"), vZombieCheckmark3
GuiControl, % (zombiesState2 ? "" : "Hide"), vZombieCheckmark2
GuiControl, % (triggerBotState ? "" : "Hide"), vTriggerBotCheckmark

; Handle additional features that may have conflicts
GuiControlGet, dropShotState,, EnableDropShot
GuiControlGet, jitterState,, EnableJitter
GuiControlGet, sniperBreathState,, EnableSniperBreath
GuiControlGet, autoSprintState,, EnableAutoSprint
GuiControlGet, fastReloadState,, EnableFastReload
GuiControlGet, quickScopeState,, EnableQuickScope
GuiControlGet, bunnyHopState,, EnableBunnyHop  ; Bunny Hop state
GuiControlGet, antiAimState,, EnableAntiAim  ; Anti-Aim
GuiControlGet, hitboxCycleState,, EnableHitboxCycle  ; Cycle Hitbox
GuiControlGet, autoReloadState,, EnableAutoReload  ; Auto Reload
GuiControlGet, autoCrouchState,, EnableAutoCrouch  ; Auto Crouch
GuiControlGet, autoDropState,, EnableAutoDrop  ; Auto Drop
GuiControlGet, antiAFKState,, AntiAFKCheckbox  ; Anti-AFK state

; Update checkmarks for additional features
GuiControl, % (dropShotState ? "" : "Hide"), vDropShotCheckmark
GuiControl, % (jitterState ? "" : "Hide"), vJitterCheckmark
GuiControl, % (sniperBreathState ? "" : "Hide"), vSniperBreathCheckmark
GuiControl, % (autoSprintState ? "" : "Hide"), vAutoSprintCheckmark
GuiControl, % (fastReloadState ? "" : "Hide"), vFastReloadCheckmark
GuiControl, % (quickScopeState ? "" : "Hide"), vQuickScopeCheckmark
GuiControl, % (antiAimState ? "" : "Hide"), vAntiAimCheckmark  ; Anti-Aim checkmark
GuiControl, % (hitboxCycleState ? "" : "Hide"), vHitboxCycleCheckmark  ; Cycle Hitbox checkmark
GuiControl, % (autoReloadState ? "" : "Hide"), vAutoReloadCheckmark  ; Auto Reload checkmark
GuiControl, % (autoCrouchState ? "" : "Hide"), vAutoCrouchCheckmark  ; Auto Crouch checkmark
GuiControl, % (autoDropState ? "" : "Hide"), vAutoDropCheckmark  ; Auto Drop checkmark

; Update checkmark for Anti-AFK
GuiControl, % (antiAFKState ? "" : "Hide"), vAntiAFKCheckmark

Return

   
CheckColor:
    ; Only call Gui, Submit if necessary
    if (ColorHex != LastColorHex) {
        LastColorHex := ColorHex
        UpdateColor()
    }
return

; Update Color function
UpdateColor() {
    global EMCol
    GuiControlGet, ColorHex,, ColorHex
    if (ColorHex != "") {
        ; Validate the hex input (6 digits)
        if (RegExMatch(ColorHex, "^[0-9A-Fa-f]{6}$")) {
            ; Ensure it starts with 0x for hex representation
            EMCol := "0x" . ColorHex
            ; Optionally update the display in the edit box
            GuiControl,, ColorHex, % ColorHex
        } else {
            MsgBox, Invalid hex color code! Please enter a valid 6-digit hex code.
        }
    }
}

; Submit Color function
SubmitColor:
    GuiControlGet, ColorHex,, ColorHex
    if (ColorHex != "") {
        EMCol := "0x" . ColorHex
        if (RegExMatch(ColorHex, "^[0-9A-Fa-f]{6}$")) {
            ; Successfully set the color, update GUI
            GuiControl,, ColorHex, % ColorHex
            MsgBox, Color successfully set to: %ColorHex%
        } else {
            MsgBox, Invalid hex color code! Please enter a valid 6-digit hex code.
        }
    }
return

PickColor:
    Color := 0x000000
    ColorPick := DllCall("user32.dll\ChooseColor", "UInt", &Color)
    if (ColorPick) {
        EMCol := Color
        ; Update the GUI Edit control to show the new color
        GuiControl,, ColorHex, % Format("{:X}", EMCol & 0xFFFFFF)  ; Mask to ensure only 6 hex digits are shown
    }
return

SaveSettings() {
    global EMCol, ColVn, ZeroX, ZeroY, smoothing, predictionMultiplier
    global RapidFireEnabled, NoRecoilEnabled, DropShotEnabled
    global JitterEnabled, SniperBreathEnabled, AutoSprintEnabled
    global FastReloadEnabled, QuickScopeEnabled, AntiAimEnabled
    global HitboxCycleEnabled, AutoReloadEnabled, AutoCrouchEnabled, AutoDropEnabled
    global RecoilIntensity, NoRecoilSpeed, FOVValue

    ; Delete existing settings file
    FileDelete, Settings.ini

    ; Use FileAppend to save settings with no spaces before or after values
    FileAppend,
    (
    EMCol=%EMCol%
    ColVn=%ColVn%
    ZeroX=%ZeroX%
    ZeroY=%ZeroY%
    smoothing=%smoothing%
    predictionMultiplier=%predictionMultiplier%
    RapidFireEnabled=%RapidFireEnabled%
    NoRecoilEnabled=%NoRecoilEnabled%
    DropShotEnabled=%DropShotEnabled%
    JitterEnabled=%JitterEnabled%
    SniperBreathEnabled=%SniperBreathEnabled%
    AutoSprintEnabled=%AutoSprintEnabled%
    FastReloadEnabled=%FastReloadEnabled%
    QuickScopeEnabled=%QuickScopeEnabled%
    AntiAimEnabled=%AntiAimEnabled%
    HitboxCycleEnabled=%HitboxCycleEnabled%
    AutoReloadEnabled=%AutoReloadEnabled%
    AutoCrouchEnabled=%AutoCrouchEnabled%
    AutoDropEnabled=%AutoDropEnabled%
    RecoilIntensity=%RecoilIntensity%
    NoRecoilSpeed=%NoRecoilSpeed%
    FOVValue=%FOVValue%
    ), Settings.ini

    ; Clean up formatting by removing any leading spaces
    FileRead, settings, Settings.ini
    StringReplace, settings, settings, %A_Space%, , All
    FileDelete, Settings.ini
    FileAppend, %settings%, Settings.ini

    MsgBox, Settings saved successfully!
}

LoadSettings() {
    global EMCol, ColVn, ZeroX, ZeroY, smoothing, predictionMultiplier
    global RapidFireEnabled, NoRecoilEnabled, DropShotEnabled
    global JitterEnabled, SniperBreathEnabled, AutoSprintEnabled
    global FastReloadEnabled, QuickScopeEnabled, AntiAimEnabled
    global HitboxCycleEnabled, AutoReloadEnabled, AutoCrouchEnabled, AutoDropEnabled
    global RecoilIntensity, NoRecoilSpeed, FOVValue

    if !FileExist("Settings.ini") {
        MsgBox, Settings file not found!
        return
    }
   
    FileRead, settings, Settings.ini
    Loop, Parse, settings, `n, `r
    {
        StringSplit, line, A_LoopField, =
        if (line1 && line2) {
            ; Use dynamic variable assignment correctly
            %line1% := line2
        }
    }

    ; Update GUI with loaded values
    GuiControl,, SmoothingValue, %smoothing%
    GuiControl,, PredictionValue, %predictionMultiplier%
    GuiControl,, ToleranceValue, %ColVn%
    GuiControl,, EMColorValue, %EMCol%
    GuiControl,, ZeroXValue, %ZeroX%
    GuiControl,, ZeroYValue, %ZeroY%
    GuiControl,, RapidFireCheckbox, %RapidFireEnabled%
    GuiControl,, NoRecoilCheckbox, %NoRecoilEnabled%
    GuiControl,, DropShotCheckbox, %DropShotEnabled%
    GuiControl,, JitterCheckbox, %JitterEnabled%
    GuiControl,, SniperBreathCheckbox, %SniperBreathEnabled%
    GuiControl,, AutoSprintCheckbox, %AutoSprintEnabled%
    GuiControl,, FastReloadCheckbox, %FastReloadEnabled%
    GuiControl,, QuickScopeCheckbox, %QuickScopeEnabled%
    GuiControl,, AntiAimCheckbox, %AntiAimEnabled%
    GuiControl,, HitboxCycleCheckbox, %HitboxCycleEnabled%
    GuiControl,, AutoReloadCheckbox, %AutoReloadEnabled%
    GuiControl,, AutoCrouchCheckbox, %AutoCrouchEnabled%
    GuiControl,, AutoDropCheckbox, %AutoDropEnabled%
    GuiControl,, RecoilIntensityValue, %RecoilIntensity%
    GuiControl,, NoRecoilSpeedValue, %NoRecoilSpeed%
    GuiControl,, FOVValue, %FOVValue%

    MsgBox, Settings loaded successfully!
}
toggle4 := false
toggle5 := false
toggle6 := false
 
F4::
toggle4 := !toggle4
if (toggle4) {
    SetTimer, Press4, 10
    SoundBeep, 1000, 200
} else {
    SetTimer, Press4, Off
    SoundBeep, 500, 200
}
Return
 
F5::
toggle5 := !toggle5
if (toggle5) {
    SetTimer, Press5, 10
    SoundBeep, 1000, 200
} else {
    SetTimer, Press5, Off
    SoundBeep, 500, 200
}
Return
 
F6::
toggle6 := !toggle6
if (toggle6) {
    SetTimer, Press6, 10
    SoundBeep, 1000, 200
} else {
    SetTimer, Press6, Off
    SoundBeep, 500, 200
}
Return
 
Press4:
Send, 4
Return
 
Press5:
Send, 5
Return
 
Press6:
Send, 6
Return

ShowCredits:
    MsgBox, 0, Credits, Special Thanks to Sai, Treason, and AVXNTV3 for their contributions.
Return

Close:
ExitApp

f9::Reload

OpenZombieAimV2:
    ; Target dot settings for Less Snappy Aim
    EMCol4 := 0xDF00FF  ; Color of purple diamond
    ColVn4 := 25        ; Tolerance for color match
    ZeroX4 := 955       ; Central aim point
    ZeroY4 := 500       ; Center Y coordinate of aim area
    CFovX4 := 200       ; Field of view width
    CFovY4 := 200       ; Field of view height
    ScanL4 := ZeroX4 - CFovX4
    ScanT4 := ZeroY4 - CFovY4
    ScanR4 := ZeroX4 + CFovX4
    ScanB4 := ZeroY4 + CFovY4

    targetX4 := 0
    targetY4 := 0
    toggle4 := false
    Paused4 := false

    ; Offset for final aim position relative to the purple diamond
    OffsetX4 := 45      ; Offset right
    OffsetY4 := 50      ; Offset down

    ; Target dot settings for Snappy Aim
    EMCol5 := 0xDF00FF  ; Color of purple diamond
    ColVn5 := 25        ; Tolerance for color match
    ZeroX5 := 955       ; Central aim point
    ZeroY5 := 500       ; Center Y coordinate of aim area
    CFovX5 := 200       ; Field of view width
    CFovY5 := 200       ; Field of view height
    ScanL5 := ZeroX5 - CFovX5
    ScanT5 := ZeroY5 - CFovY5
    ScanR5 := ZeroX5 + CFovX5
    ScanB5 := ZeroY5 + CFovY5

    targetX5 := 0
    targetY5 := 0
    toggle5 := false
    Paused5 := false

    ; Offset for final aim position relative to the purple diamond
    OffsetX5 := 45      ; Offset right
    OffsetY5 := 50      ; Offset down
    ; Close the launcher GUI
    Gui, Destroy

    ; Create Aim GUI without title bar
    Gui, +AlwaysOnTop +Resize +ToolWindow -Caption +E0x20
    Gui, Color, 880808
    Gui, Margin, 10, 10
    Gui, Font, s10 cD0D0D0 Bold
    Gui, Add, Text, % "x0 y0 w" Width " h30 BackgroundTrans Center 0x200", Zombies Aim V2

    ; Add Controls
    Gui, Add, Text, % "x10 y40 w120", Less Snappy Aim Toggle:
    Gui, Add, Button, % "x130 y40 w100 gToggleAim4", Toggle Less Snappy Aim
    Gui, Add, Button, % "x240 y40 w100 gPauseAim4", Pause/Resume

    ; Snappy Aim Controls
    Gui, Add, Text, % "x10 y80 w120", Snappy Aim Toggle:
    Gui, Add, Button, % "x130 y80 w100 gToggleAim5", Toggle Snappy Aim
    Gui, Add, Button, % "x240 y80 w100 gPauseAim5", Pause/Resume
   
   ; Additional GUI Button
Gui, Add, Button, % "x100 y130 w150 gShowAdditionalGUI", Show Additional GUI ; Button to open the color settings GUI

    ; Add Close Button
    Gui, Add, Button, % "x10 y120 w80 gGuiClose2", Close

    ; Show Aim GUI
    Gui, Show, , Zombie Aim V2

; Enable dragging
Gui, +LastFound
WinGet, guiID, ID, A
OnMessage(WM_NCHITTEST := 0x0084, "WM_NCHITTEST1")
return

WM_NCHITTEST1() {
    ; Allow dragging of the GUI
    return 2  ; HTCAPTION
}

; Loop for Less Snappy Zombies Aim
AimLoop1:
    global toggle4, targetX4, targetY4, ZeroX4, ZeroY4, EMCol4, ColVn4, ScanL4, ScanT4, ScanR4, ScanB4, OffsetX4, OffsetY4
    while (toggle4) {
        targetFound4 := False
        if (toggle4 && (GetKeyState("LButton", "P") || GetKeyState("RButton", "P"))) {
            PixelSearch, AimPixelX4, AimPixelY4, ScanL4, ScanT4, ScanR4, ScanB4, EMCol4, ColVn4, Fast RGB
            if (!ErrorLevel) {
                targetX4 := AimPixelX4 + OffsetX4
                targetY4 := AimPixelY4 + OffsetY4
                targetFound4 := True
            }

            if (targetFound4) {
                TargetAimX4 := targetX4 - ZeroX4
                TargetAimY4 := targetY4 - ZeroY4
                MoveX4 := Round(TargetAimX4 * 0.1)
                MoveY4 := Round(TargetAimY4 * 0.1)
                if (Abs(MoveX4) > 1 || Abs(MoveY4) > 1) {
                    DllCall("mouse_event", "UInt", 1, "Int", MoveX4, "Int", MoveY4, "UInt", 0, "Int", 0)
                }
            }
        }
        Sleep, 10  ; Less Snappy Aim loop delay
    }
return

; Loop for Snappy V2 No GUI
AimingLoop:
    global toggle5, targetX5, targetY5, ZeroX5, ZeroY5, EMCol5, ColVn5, ScanL5, ScanT5, ScanR5, ScanB5, OffsetX5, OffsetY5
    while (toggle5) {
        targetFound5 := False
        if (toggle5 && (GetKeyState("LButton", "P") || GetKeyState("RButton", "P"))) {
            PixelSearch, AimPixelX5, AimPixelY5, ScanL5, ScanT5, ScanR5, ScanB5, EMCol5, ColVn5, Fast RGB
            if (!ErrorLevel) {
                targetX5 := AimPixelX5 + OffsetX5
                targetY5 := AimPixelY5 + OffsetY5
                targetFound5 := True
            }

            if (targetFound5) {
                TargetAimX5 := targetX5 - ZeroX5
                TargetAimY5 := targetY5 - ZeroY5
                MoveX5 := Round(TargetAimX5 * 0.3)
                MoveY5 := Round(TargetAimY5 * 0.3)
                if (Abs(MoveX5) > 0 || Abs(MoveY5) > 0) {
                    DllCall("mouse_event", "UInt", 1, "Int", MoveX5, "Int", MoveY5, "UInt", 0, "Int", 0)
                }
            }
        }
        Sleep, 5  ; Snappy Aim loop delay
    }
return

; Toggle Less Snappy Aim
ToggleAim4:
    toggle4 := !toggle4
    if toggle4 {
        ; Start the aiming loop
        SetTimer, AimLoop1, 0
    } else {
        ; Stop the aiming loop
        SetTimer, AimLoop1, Off
    }
    SoundBeep, % toggle4 ? 500 : 750, 300
Return

; Pause Less Snappy Aim
PauseAim4:
    Paused4 := !Paused4
    Pause, Toggle
    SoundBeep, 750, 500
Return

; Toggle Snappy Aim
ToggleAim5:
    toggle5 := !toggle5
    if toggle5 {
        ; Start the aiming loop
        SetTimer, AimingLoop, 0
    } else {
        ; Stop the aiming loop
        SetTimer, AimingLoop, Off
    }
    SoundBeep, % toggle5 ? 500 : 750, 300
Return

; Pause Snappy Aim
PauseAim5:
    Paused5 := !Paused5
    Pause, Toggle
    SoundBeep, 750, 500
Return

; Show the additional GUI
gShowAdditionalGUI:
    ShowAdditionalGUI()
Return

; Function to create and show the additional settings GUI
ShowAdditionalGUI() {
    Gui, New, +Resize, Zombie Aim V2
    Gui, Add, Text, , Target Color (Hex)
    Gui, Add, Edit, vColorHex, % Format("0x{:X}", EMCol4) ; Default color for EMCol4
    Gui, Add, Button, gSubmitColor4, Set Less Snappy Aim Color
    Gui, Add, Edit, vColorHex5, % Format("0x{:X}", EMCol5) ; Default color for EMCol5
    Gui, Add, Button, gSubmitColor5, Set Snappy Aim Color
    Gui, Add, Button, gClose2, Close  ; Close button
    Gui, Show
}

; Close the additional GUI
Close2:
    Gui, Destroy
return

; Submit Color function for Less Snappy Aim
SubmitColor4:
    Gui, Submit, NoHide
    ; Update EMCol4 with the new color
    NewColor := ColorHex
    if (NewColor && RegExMatch(NewColor, "^0x[0-9A-Fa-f]{6}$")) {
        EMCol4 := NewColor
        ToolTip, Less Snappy Aim color changed to %NewColor%
        Sleep, 2000
        ToolTip
    }
return

; Submit Color function for Snappy Aim
SubmitColor5:
    Gui, Submit, NoHide
    ; Update EMCol5 with the new color
    NewColor := ColorHex5
    if (NewColor && RegExMatch(NewColor, "^0x[0-9A-Fa-f]{6}$")) {
        EMCol5 := NewColor
        ToolTip, Snappy Aim color changed to %NewColor%
        Sleep, 2000
        ToolTip
    }
return

GuiClose3:
    ExitApp
return


OpenZombieAim:
    ; Define Zombie Aim variables for target and scanning
    EMCol1 := 0xEA00FF    ; Enemy color in hexadecimal
    ColVn1 := 25          ; Color variance for detection
    ZeroX1 := A_ScreenWidth / 2.08  ; X center offset for aim targeting
    ZeroY1 := A_ScreenHeight / 2.19 ; Y center offset for aim targeting
    CFovX1 := 120  ; Field of view width
    CFovY1 := 120  ; Field of view height
    ScanL1 := ZeroX1 - CFovX1  ; Left boundary of scan area
    ScanT1 := ZeroY1 - CFovY1  ; Top boundary of scan area
    ScanR1 := ZeroX1 + CFovX1  ; Right boundary of scan area
    ScanB1 := ZeroY1 + CFovY1  ; Bottom boundary of scan area
    targetX1 := 0  ; X position of target
    targetY1 := 0  ; Y position of target

    ; Close the launcher GUI
    Gui, Destroy

    ; Create Aim GUI without title bar
    Gui, +AlwaysOnTop +Resize +ToolWindow -Caption +E0x20
    Gui, Color, 880808
    Gui, Margin, 10, 10
    Gui, Font, s10 cD0D0D0 Bold
    Gui, Add, Text, % "x0 y0 w" Width " h30 BackgroundTrans Center 0x200", Zombies Aim

    ; Add Controls
    Gui, Add, Text, % "x10 y40 w120", Aim Toggle:
    Gui, Add, Button, % "x130 y40 w100 gToggleAim", Toggle Aim
    Gui, Add, Button, % "x240 y40 w100 gPauseToggle2", Pause/Resume

    ; Adjust Compensation Section
    Gui, Add, Text, % "x10 y80 w150", Adjust Compensation:
    Gui, Add, Button, % "x10 y100 w50 gAdjustUp", Up
    Gui, Add, Button, % "x70 y100 w50 gAdjustDown", Down
    Gui, Add, Button, % "x130 y100 w50 gAdjustLeft", Left
    Gui, Add, Button, % "x190 y100 w50 gAdjustRight", Right

    ; Additional GUI Button for changing color
    Gui, Add, Button, % "x10 y140 w150 gShowColorGUI", Change Enemy Color

    ; Add Close Button
    Gui, Add, Button, % "x10 y180 w80 gGuiClose1", Close

    ; Show Aim GUI
    Gui, Show, , Zombie Aim

    ; Enable dragging
    Gui, +LastFound
    WinGet, guiID, ID, A
    OnMessage(WM_NCHITTEST := 0x0084, "WM_NCHITTEST")
return

WM_NCHITTEST() {
    ; Allow dragging of the GUI
    return 2  ; HTCAPTION
}

ShowColorGUI() {
    ; Ensure EMCol1 is displayed in the correct format
    currentColor := Format("0x{:X}", EMCol1) ; This will keep the format intact

    Gui, New, +Resize, Change Enemy Color
    Gui, Add, Text, , Enter Enemy Color (Hex):
    Gui, Add, Edit, vNewColorHex w200 h30, % currentColor ; Set default color with larger size
    Gui, Add, Button, gSubmitColor3, Set Enemy Color
    Gui, Add, Button, gCloseColorGUI, Close
    Gui, Show
}



; Close the color settings GUI
CloseColorGUI:
    Gui, Destroy
return

SubmitColor3:
    Gui, Submit, NoHide
    ; Update EMCol1 with the new color
    NewColor := NewColorHex
    if (NewColor && RegExMatch(NewColor, "^0x[0-9A-Fa-f]{6}$")) {
        EMCol1 := NewColor
        MsgBox, New EMCol1 color set to: %EMCol1% ; Display the new value
        ToolTip, Enemy color changed to %EMCol1%
        Sleep, 2000
        ToolTip
    } else {
        MsgBox, Invalid color format! Please enter a valid hex color (e.g., 0xFFFFFF).
    }
return

AimLoop:
    targetFound1 := False

    if Paused2  ; Check if paused
        return  ; If paused, exit the loop

    if GetKeyState("LButton", "P") or GetKeyState("RButton", "P") {
        PixelSearch, AimPixelX1, AimPixelY1, targetX1 - 20, targetY1 - 20, targetX1 + 20, targetY1 + 20, EMCol1, ColVn1, Fast RGB
        if (!ErrorLevel) {
            targetX1 := AimPixelX1
            targetY1 := AimPixelY1
            targetFound1 := True
        } else {
            PixelSearch, AimPixelX1, AimPixelY1, ScanL1, ScanT1, ScanR1, ScanB1, EMCol1, ColVn1, Fast RGB
            if (!ErrorLevel) {
                targetX1 := AimPixelX1
                targetY1 := AimPixelY1
                targetFound1 := True
            }
        }

        if (targetFound1 && toggle1) {
            AimX1 := targetX1 - ZeroX1
            AimY1 := targetY1 - ZeroY1
            DirX1 := (AimX1 > 0) ? 1 : -1
            DirY1 := (AimY1 > 0) ? 1 : -1
            MoveX1 := ImpreciseMove((Abs(AimX1) ** (1 / 1.1))) * DirX1
            MoveY1 := ImpreciseMove((Abs(AimY1) ** (1 / 1.1))) * DirY1
            DllCall("mouse_event", uint, 1, int, MoveX1, int, MoveY1, uint, 0, int, 0)
            RandomDelay(1, 2)
        }
    }

    if (targetFound1 && toggle1) {
        click down
    } else {
        click up
    }
return

ToggleAim:
    toggle1 := !toggle1
    GuiControl, , ToggleAim, % toggle1 ? "Disable" : "Enable"
    SoundBeep, 500, 300

    if (toggle1) {
        SetTimer, AimLoop, 10  ; Start the aiming loop
    } else {
        SetTimer, AimLoop, Off  ; Stop the aiming loop
    }
return

PauseToggle2:
    Paused2 := !Paused2
    if (Paused2) {
        SoundBeep, 750, 500
    } else {
        SoundBeep, 500, 300
    }
return

AdjustUp:
    ZeroY1 += 5
return

AdjustDown:
    ZeroY1 -= 5
return

AdjustLeft:
    ZeroX1 /= 1.01
return

AdjustRight:
    ZeroX1 /= 0.99
return

GuiClose1:
    ExitApp



; Trigger Bot GUI
OpenTriggerBot:

    ZeroX2 := A_ScreenWidth / 2.08
    ZeroY2 := A_ScreenHeight / 2.18   
    CFovXX2 := 40
    CFovYY2 := 120
    ScanL2 := ZeroX2 - CFovXX2
    ScanT2 := ZeroY2 - CFovYY2
    ScanR2 := ZeroX2 + CFovXX2
    ScanB2 := ZeroY2 + CFovYY2

    ; Close the launcher GUI if it's open
    Gui, Destroy

    ; Create Trigger Bot GUI
    Gui, +AlwaysOnTop +Resize +ToolWindow
    Gui, Color, 880808
    Gui, Margin, 10, 10
    Gui, Font, s10 cD0D0D0 Bold
    Gui, Add, Text, , Trigger Bot Controls:
    Gui, Add, Button, gStartTriggerBot, Start Trigger Bot
    Gui, Add, Button, gStopTriggerBot, Stop Trigger Bot
    Gui, Add, Button, gPauseToggle3, Pause/Resume
    Gui, Show, , Trigger Bot

    return

StartTriggerBot:
    triggerActive := true
    GuiControl, , Start Trigger Bot, Disabled
    GuiControl, , Stop Trigger Bot, Enabled
    GuiControl, , Pause/Resume, Enabled

    Loop {
        if (paused3 || !triggerActive) {
            Sleep, 100
            continue
        }
       
        KeyWait, RButton, D
        CoordMode, Pixel, Screen
        PixelSearch, Px, Py, ScanL2, ScanT2, ScanR2, ScanB2, 0xEA00FF, 30, Fast
       
        if (ErrorLevel = 0) {
            Sleep, 10
            Send {LButton down}
            Sleep, 10
            Send {LButton up}
            Sleep, 2000 ; 2-second delay after each trigger
        }
    }
return

StopTriggerBot:
    triggerActive := false
    GuiControl, , Start Trigger Bot, Enabled
    GuiControl, , Stop Trigger Bot, Disabled
    GuiControl, , Pause/Resume, Disabled
return

PauseToggle3:
    paused3 := !paused3  ; Toggle the paused state
    if (paused3) {  ; Check the correct variable
        GuiControl, , Pause/Resume, Resume  ; Update the GUI control text
        SoundBeep, 750, 500  ; Beep for resume
    } else {
        GuiControl, , Pause/Resume, Pause  ; Update the GUI control text
        SoundBeep, 500, 300  ; Beep for pause
    }
return

GuiClose2:
    ExitApp
   
   F1::
    if (GuiVisible) {
        Gui, Hide
        GuiVisible := false
    } else {
        Gui, Show
        GuiVisible := true
    }
return

SaveSettings:
    SaveSettings()
    Return

LoadSettings:
    LoadSettings()
    Return

AHK Prepacked Zip

V2 Private for less demanding if your pc has issues with V3 AIO
Coming Soon. need to add zombies aim to the deprecated versions


hey treason super interested in your private version
#25. Posted:
Certz
  • Wise One
Status: Offline
Joined: Aug 29, 20186Year Member
Posts: 530
Reputation Power: 1878
Status: Offline
Joined: Aug 29, 20186Year Member
Posts: 530
Reputation Power: 1878
idk what happened but I used this yesterday in just a private match for about an hour and couldn't get the aim assist to work on mnk. BUT i tried to get on later on bo6 and was perm banned. Use with a spoofer etc. I had no intentions of going ONLINE with it. Be careful. other than that the script does indeed work with some modifications to settings etc.
#26. Posted:
Sinistering
  • Challenger
Status: Offline
Joined: Jan 03, 201410Year Member
Posts: 110
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Certz wrote idk what happened but I used this yesterday in just a private match for about an hour and couldn't get the aim assist to work on mnk. BUT i tried to get on later on bo6 and was perm banned. Use with a spoofer etc. I had no intentions of going ONLINE with it. Be careful. other than that the script does indeed work with some modifications to settings etc.


Been using for the last 3 days online and being kinda blatant and no issues. Wonder if you were perma for another reason.
#27. Posted:
Treason
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Sinistering wrote
Certz wrote idk what happened but I used this yesterday in just a private match for about an hour and couldn't get the aim assist to work on mnk. BUT i tried to get on later on bo6 and was perm banned. Use with a spoofer etc. I had no intentions of going ONLINE with it. Be careful. other than that the script does indeed work with some modifications to settings etc.


Been using for the last 3 days online and being kinda blatant and no issues. Wonder if you were perma for another reason.

same thing im saying to myself because ive been doing the same since launch no issues no shadow bans either , i think he may have exploited something else? other tools anything else you use?
user reports maybe they can see kill cam / zombies spectating by randoms who die or late join
#28. Posted:
Certz
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Treason wrote
Sinistering wrote
Certz wrote idk what happened but I used this yesterday in just a private match for about an hour and couldn't get the aim assist to work on mnk. BUT i tried to get on later on bo6 and was perm banned. Use with a spoofer etc. I had no intentions of going ONLINE with it. Be careful. other than that the script does indeed work with some modifications to settings etc.


Been using for the last 3 days online and being kinda blatant and no issues. Wonder if you were perma for another reason.

same thing im saying to myself because ive been doing the same since launch no issues no shadow bans either , i think he may have exploited something else? other tools anything else you use?
user reports maybe they can see kill cam / zombies spectating by randoms who die or late join


Honestly have no clue. Used chairs on mw3 but nothing on this game until this released. IDK what happened. didn't even get a 7 day either (shadow ban). full on perm on this game unlike mw3

Also I never went online with it. Just multiplayer private match and only a few bots on nuketown.
#29. Posted:
Sinistering
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Certz wrote
Treason wrote
Sinistering wrote
Certz wrote idk what happened but I used this yesterday in just a private match for about an hour and couldn't get the aim assist to work on mnk. BUT i tried to get on later on bo6 and was perm banned. Use with a spoofer etc. I had no intentions of going ONLINE with it. Be careful. other than that the script does indeed work with some modifications to settings etc.


Been using for the last 3 days online and being kinda blatant and no issues. Wonder if you were perma for another reason.

same thing im saying to myself because ive been doing the same since launch no issues no shadow bans either , i think he may have exploited something else? other tools anything else you use?
user reports maybe they can see kill cam / zombies spectating by randoms who die or late join


Honestly have no clue. Used chairs on mw3 but nothing on this game until this released. IDK what happened. didn't even get a 7 day either (shadow ban). full on perm on this game unlike mw3

Also I never went online with it. Just multiplayer private match and only a few bots on nuketown.


I'd put money on you were probably banned for another reason. This isn't injecting anything into the game, its really just reading the screen and aiming to the respected location. Potentially banned from Mw3? like a ban wave?
#30. Posted:
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I'm not sure tbh. Possibly from when engine owning was detected. its just odd that it happened now and not then ya know? however I wasn't blatantly blaming the tool just stating how it happned in case anyone else experiences it.
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