#include <windows.h>
#include <tlhelp32.h>
#include <psapi.h>
#include <d3d11.h>
#include <dxgi.h>
#include <DirectXMath.h>
#include <vector>
#include <string>
#include <algorithm>
#include <chrono>
#include <thread>
#include <atomic>
#include <mutex>
#include <fstream>
#include <sstream>
#include <iomanip>
#include <cmath>
#include <unordered_map>
#include <deque>

#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "dxgi.lib")

using namespace DirectX;

class ConfigManager {
private:
    std::string configPath = "BulletTracer.ini";
    std::unordered_map<std::string, std::unordered_map<std::string, std::string>> data;
    
    void trim(std::string& str) {
        str.erase(0, str.find_first_not_of(" \t\n\r"));
        str.erase(str.find_last_not_of(" \t\n\r") + 1);
    }
    
public:
    ConfigManager(const std::string& path = "BulletTracer.ini") : configPath(path) {
        loadConfig();
    }
    
    bool loadConfig() {
        std::ifstream file(configPath);
        if (!file.is_open()) {
            createDefaultConfig();
            return false;
        }
        
        data.clear();
        std::string currentSection;
        std::string line;
        
        while (std::getline(file, line)) {
            trim(line);
            
            if (line.empty() || line[0] == ';' || line[0] == '#') {
                continue;
            }
            
            if (line[0] == '[' && line.back() == ']') {
                currentSection = line.substr(1, line.length() - 2);
                data[currentSection];
            } else {
                size_t equalsPos = line.find('=');
                if (equalsPos != std::string::npos) {
                    std::string key = line.substr(0, equalsPos);
                    std::string value = line.substr(equalsPos + 1);
                    trim(key);
                    trim(value);
                    data[currentSection][key] = value;
                }
            }
        }
        
        file.close();
        return true;
    }
    
    void saveConfig() {
        std::ofstream file(configPath);
        for (const auto& section : data) {
            file << "[" << section.first << "]\n";
            for (const auto& entry : section.second) {
                file << entry.first << "=" << entry.second << "\n";
            }
            file << "\n";
        }
        file.close();
    }
    
    template<typename T>
    T getValue(const std::string& section, const std::string& key, T defaultValue) {
        auto secIt = data.find(section);
        if (secIt != data.end()) {
            auto keyIt = secIt->second.find(key);
            if (keyIt != secIt->second.end()) {
                std::stringstream ss(keyIt->second);
                T result;
                if (ss >> result) return result;
            }
        }
        return defaultValue;
    }
    
    template<typename T>
    void setValue(const std::string& section, const std::string& key, T value) {
        std::stringstream ss;
        ss << value;
        data[section][key] = ss.str();
    }
    
    void createDefaultConfig() {
        data["System"]["Enable"] = "1";
        data["System"]["LogLevel"] = "1";
        data["System"]["CheckInterval"] = "100";
        data["System"]["MaxTargets"] = "20";
        data["System"]["ThreadCount"] = "4";
        
        data["Tracking"]["EnableBulletTracking"] = "1";
        data["Tracking"]["EnablePrediction"] = "1";
        data["Tracking"]["EnableRecoilControl"] = "1";
        data["Tracking"]["EnableNoSpread"] = "1";
        data["Tracking"]["EnableNoRecoil"] = "1";
        data["Tracking"]["EnableSilentAim"] = "1";
        data["Tracking"]["EnableAimbot"] = "1";
        data["Tracking"]["EnableTriggerbot"] = "1";
        data["Tracking"]["AutoSwitchTarget"] = "1";
        data["Tracking"]["IgnoreKnocked"] = "1";
        data["Tracking"]["IgnoreTeammates"] = "1";
        data["Tracking"]["IgnoreBots"] = "0";
        
        data["Aim"]["AimbotMode"] = "2";
        data["Aim"]["AimbotKey"] = "0x05";
        data["Aim"]["AimbotFOV"] = "15.0";
        data["Aim"]["AimbotSmooth"] = "0.85";
        data["Aim"]["AimbotSpeed"] = "10.0";
        data["Aim"]["MaxAimDistance"] = "500.0";
        data["Aim"]["MinAimDistance"] = "1.5";
        data["Aim"]["PredictionStrength"] = "1.2";
        data["Aim"]["TargetPriority"] = "2";
        
        data["Bullet"]["EnableTracer"] = "1";
        data["Bullet"]["TracerColorR"] = "255";
        data["Bullet"]["TracerColorG"] = "0";
        data["Bullet"]["TracerColorB"] = "0";
        data["Bullet"]["TracerAlpha"] = "180";
        data["Bullet"]["TracerWidth"] = "2.0";
        data["Bullet"]["TracerLength"] = "50.0";
        data["Bullet"]["TracerDuration"] = "2.0";
        data["Bullet"]["ShowImpactPoint"] = "1";
        data["Bullet"]["ImpactSize"] = "8.0";
        data["Bullet"]["ShowTrajectory"] = "1";
        data["Bullet"]["TrajectorySegments"] = "20";
        
        data["Prediction"]["Algorithm"] = "2";
        data["Prediction"]["UseBallistics"] = "1";
        data["Prediction"]["BulletSpeed"] = "880.0";
        data["Prediction"]["Gravity"] = "9.81";
        data["Prediction"]["DragCoefficient"] = "0.3";
        data["Prediction"]["WindEffect"] = "0.0";
        data["Prediction"]["UpdateRate"] = "60";
        data["Prediction"]["HistorySize"] = "10";
        
        data["Bones"]["HeadBone"] = "1";
        data["Bones"]["NeckBone"] = "1";
        data["Bones"]["ChestBone"] = "1";
        data["Bones"]["PelvisBone"] = "1";
        data["Bones"]["PriorityBone"] = "0";
        data["Bones"]["DynamicBoneSelection"] = "1";
        data["Bones"]["AutoBoneByDistance"] = "1";
        data["Bones"]["CloseRangeBone"] = "0";
        data["Bones"]["MidRangeBone"] = "2";
        data["Bones"]["LongRangeBone"] = "2";
        
        data["Weapons"]["AR_BulletSpeed"] = "880.0";
        data["Weapons"]["SR_BulletSpeed"] = "945.0";
        data["Weapons"]["SMG_BulletSpeed"] = "400.0";
        data["Weapons"]["LMG_BulletSpeed"] = "715.0";
        data["Weapons"]["SG_BulletSpeed"] = "350.0";
        data["Weapons"]["Pistol_BulletSpeed"] = "330.0";
        data["Weapons"]["AutoDetectWeapon"] = "1";
        data["Weapons"]["WeaponProfileSwitch"] = "1";
        
        data["Visual"]["ShowFOV"] = "1";
        data["Visual"]["FOVColorR"] = "255";
        data["Visual"]["FOVColorG"] = "0";
        data["Visual"]["FOVColorB"] = "0";
        data["Visual"]["FOVAlpha"] = "80";
        data["Visual"]["ShowTargetLine"] = "1";
        data["Visual"]["TargetLineColorR"] = "0";
        data["Visual"]["TargetLineColorG"] = "255";
        data["Visual"]["TargetLineColorB"] = "0";
        data["Visual"]["ShowTargetBox"] = "1";
        data["Visual"]["TargetBoxColorR"] = "0";
        data["Visual"]["TargetBoxColorG"] = "150";
        data["Visual"]["TargetBoxColorB"] = "255";
        data["Visual"]["ShowTargetInfo"] = "1";
        data["Visual"]["ShowDistance"] = "1";
        data["Visual"]["ShowHealth"] = "1";
        data["Visual"]["ShowWeapon"] = "1";
        
        data["AntiCheat"]["HumanizeAim"] = "1";
        data["AntiCheat"]["RandomOffset"] = "0.1";
        data["AntiCheat"]["AimCurve"] = "1";
        data["AntiCheat"]["RandomDelay"] = "1";
        data["AntiCheat"]["DelayMin"] = "5";
        data["AntiCheat"]["DelayMax"] = "15";
        data["AntiCheat"]["MouseStyle"] = "2";
        data["AntiCheat"]["HideProcess"] = "1";
        data["AntiCheat"]["MemoryObfuscation"] = "1";
        data["AntiCheat"]["SignatureSpoof"] = "1";
        
        data["Performance"]["UpdateRate"] = "144";
        data["Performance"]["RenderRate"] = "60";
        data["Performance"]["CacheTargets"] = "1";
        data["Performance"]["CacheTime"] = "0.5";
        data["Performance"]["Multithreading"] = "1";
        data["Performance"]["ThreadCount"] = "4";
        data["Performance"]["ReduceCPUUsage"] = "1";
        
        data["Hotkeys"]["ToggleMenu"] = "INSERT";
        data["Hotkeys"]["ToggleAimbot"] = "F1";
        data["Hotkeys"]["ToggleESP"] = "F2";
        data["Hotkeys"]["ToggleTracer"] = "F3";
        data["Hotkeys"]["IncreaseFOV"] = "PAGEUP";
        data["Hotkeys"]["DecreaseFOV"] = "PAGEDOWN";
        data["Hotkeys"]["IncreaseSmooth"] = "HOME";
        data["Hotkeys"]["DecreaseSmooth"] = "END";
        data["Hotkeys"]["PanicKey"] = "F12";
        
        saveConfig();
    }
};

struct Vector3 {
    float x, y, z;
    
    Vector3() : x(0), y(0), z(0) {}
    Vector3(float x, float y, float z) : x(x), y(y), z(z) {}
    
    Vector3 operator+(const Vector3& other) const {
        return Vector3(x + other.x, y + other.y, z + other.z);
    }
    
    Vector3 operator-(const Vector3& other) const {
        return Vector3(x - other.x, y - other.y, z - other.z);
    }
    
    Vector3 operator*(float scalar) const {
        return Vector3(x * scalar, y * scalar, z * scalar);
    }
    
    float Length() const {
        return sqrtf(x * x + y * y + z * z);
    }
    
    float Distance(const Vector3& other) const {
        Vector3 diff = *this - other;
        return diff.Length();
    }
    
    Vector3 Normalized() const {
        float len = Length();
        if (len > 0) {
            return Vector3(x / len, y / len, z / len);
        }
        return *this;
    }
};

class MemoryManager {
private:
    HANDLE processHandle = NULL;
    DWORD processId = 0;
    uintptr_t baseAddress = 0;
    
    DWORD GetProcessId(const wchar_t* processName) {
        PROCESSENTRY32W entry;
        entry.dwSize = sizeof(PROCESSENTRY32W);
        
        HANDLE snapshot = CreateToolhelp32Snapshot(TH32CS_SNAPPROCESS, NULL);
        if (Process32FirstW(snapshot, &entry)) {
            do {
                if (_wcsicmp(entry.szExeFile, processName) == 0) {
                    CloseHandle(snapshot);
                    return entry.th32ProcessID;
                }
            } while (Process32NextW(snapshot, &entry));
        }
        CloseHandle(snapshot);
        return 0;
    }
    
public:
    MemoryManager() {}
    
    bool Attach(const wchar_t* processName) {
        processId = GetProcessId(processName);
        if (processId == 0) return false;
        
        processHandle = OpenProcess(PROCESS_ALL_ACCESS, FALSE, processId);
        if (!processHandle) return false;
        
        HMODULE hMods[1024];
        DWORD cbNeeded;
        if (EnumProcessModules(processHandle, hMods, sizeof(hMods), &cbNeeded)) {
            baseAddress = (uintptr_t)hMods[0];
        }
        
        return true;
    }
    
    void Detach() {
        if (processHandle) {
            CloseHandle(processHandle);
            processHandle = NULL;
        }
    }
    
    template<typename T>
    T Read(uintptr_t address) {
        T buffer;
        ReadProcessMemory(processHandle, (LPCVOID)address, &buffer, sizeof(T), NULL);
        return buffer;
    }
    
    template<typename T>
    bool Write(uintptr_t address, T value) {
        return WriteProcessMemory(processHandle, (LPVOID)address, &value, sizeof(T), NULL);
    }
    
    uintptr_t GetBaseAddress() const { return baseAddress; }
};

class BulletTracer {
private:
    struct BulletInfo {
        Vector3 startPos;
        Vector3 endPos;
        Vector3 direction;
        float speed = 0;
        float gravity = 9.81f;
        float drag = 0.3f;
        float timestamp = 0;
        float lifetime = 3.0f;
        bool active = false;
        DWORD color = 0xFFFF0000;
    };
    
    std::vector<BulletInfo> bullets;
    std::mutex bulletMutex;
    
public:
    void AddBullet(const Vector3& start, const Vector3& direction, float speed, DWORD color = 0xFFFF0000) {
        std::lock_guard<std::mutex> lock(bulletMutex);
        
        BulletInfo bullet;
        bullet.startPos = start;
        bullet.direction = direction.Normalized();
        bullet.speed = speed;
        bullet.timestamp = GetTime();
        bullet.lifetime = 3.0f;
        bullet.active = true;
        bullet.color = color;
        
        CalculateTrajectory(bullet);
        bullets.push_back(bullet);
    }
    
    void Update(float deltaTime) {
        std::lock_guard<std::mutex> lock(bulletMutex);
        
        float currentTime = GetTime();
        for (auto& bullet : bullets) {
            if (!bullet.active) continue;
            
            UpdateBulletPosition(bullet, deltaTime);
            
            if (currentTime - bullet.timestamp > bullet.lifetime) {
                bullet.active = false;
            }
        }
        
        bullets.erase(std::remove_if(bullets.begin(), bullets.end(),
            [](const BulletInfo& b) { return !b.active; }), bullets.end());
    }
    
    void Render(ID3D11DeviceContext* context) {
    }
    
private:
    float GetTime() {
        static auto start = std::chrono::high_resolution_clock::now();
        auto now = std::chrono::high_resolution_clock::now();
        return std::chrono::duration<float>(now - start).count();
    }
    
    void CalculateTrajectory(BulletInfo& bullet) {
        float timeStep = 0.01f;
        Vector3 pos = bullet.startPos;
        Vector3 velocity = bullet.direction * bullet.speed;
        
        for (float t = 0; t < 5.0f; t += timeStep) {
            velocity.y -= bullet.gravity * timeStep;
            velocity = velocity * (1.0f - bullet.drag * timeStep);
            pos = pos + velocity * timeStep;
            
            if (CheckCollision(pos)) {
                bullet.endPos = pos;
                return;
            }
        }
        
        bullet.endPos = pos;
    }
    
    void UpdateBulletPosition(BulletInfo& bullet, float deltaTime) {
        float t = GetTime() - bullet.timestamp;
        if (t > bullet.lifetime) t = bullet.lifetime;
        
        float alpha = t / 2.0f;
        if (alpha > 1.0f) alpha = 1.0f;
        
        bullet.endPos = bullet.startPos + (bullet.endPos - bullet.startPos) * alpha;
    }
    
    bool CheckCollision(const Vector3& pos) {
        return false;
    }
};

class AdvancedPredictor {
private:
    struct TargetHistory {
        Vector3 position;
        Vector3 velocity;
        float timestamp = 0;
        float confidence = 1.0f;
    };
    
    std::unordered_map<DWORD, std::deque<TargetHistory>> targetHistories;
    std::mutex historyMutex;
    ConfigManager& config;
    
public:
    AdvancedPredictor(ConfigManager& cfg) : config(cfg) {}
    
    Vector3 PredictPosition(DWORD targetId, const Vector3& currentPos, 
                          const Vector3& targetVelocity, float bulletSpeed) {
        std::lock_guard<std::mutex> lock(historyMutex);
        
        auto& history = targetHistories[targetId];
        float currentTime = GetTime();
        
        TargetHistory record;
        record.position = currentPos;
        record.velocity = targetVelocity;
        record.timestamp = currentTime;
        record.confidence = 1.0f;
        history.push_back(record);
        
        while (history.size() > config.getValue<int>("Prediction", "HistorySize", 10)) {
            history.pop_front();
        }
        
        int algorithm = config.getValue<int>("Prediction", "Algorithm", 2);
        switch (algorithm) {
            case 0: return LinearPrediction(targetId, currentPos, targetVelocity, bulletSpeed);
            case 1: return QuadraticPrediction(targetId, currentPos, targetVelocity, bulletSpeed);
            case 2: return AdaptivePrediction(targetId, currentPos, targetVelocity, bulletSpeed);
            default: return LinearPrediction(targetId, currentPos, targetVelocity, bulletSpeed);
        }
    }
    
    void ClearHistory(DWORD targetId) {
        std::lock_guard<std::mutex> lock(historyMutex);
        targetHistories.erase(targetId);
    }
    
private:
    float GetTime() {
        static auto start = std::chrono::high_resolution_clock::now();
        auto now = std::chrono::high_resolution_clock::now();
        return std::chrono::duration<float>(now - start).count();
    }
    
    Vector3 GetCameraPosition() {
        return Vector3(0, 0, 0);
    }
    
    Vector3 LinearPrediction(DWORD targetId, const Vector3& currentPos,
                           const Vector3& targetVelocity, float bulletSpeed) {
        if (targetHistories[targetId].size() < 2) {
            return currentPos;
        }
        
        float timeToTarget = currentPos.Distance(GetCameraPosition()) / bulletSpeed;
        return currentPos + targetVelocity * timeToTarget;
    }
    
    Vector3 QuadraticPrediction(DWORD targetId, const Vector3& currentPos,
                              const Vector3& targetVelocity, float bulletSpeed) {
        if (targetHistories[targetId].size() < 3) {
            return LinearPrediction(targetId, currentPos, targetVelocity, bulletSpeed);
        }
        
        auto& history = targetHistories[targetId];
        Vector3 acceleration = (history.back().velocity - history.front().velocity) / 
                              (history.back().timestamp - history.front().timestamp);
        
        float timeToTarget = currentPos.Distance(GetCameraPosition()) / bulletSpeed;
        return currentPos + targetVelocity * timeToTarget + 
               acceleration * (timeToTarget * timeToTarget * 0.5f);
    }
    
    Vector3 AdaptivePrediction(DWORD targetId, const Vector3& currentPos,
                             const Vector3& targetVelocity, float bulletSpeed) {
        auto& history = targetHistories[targetId];
        if (history.size() < 3) {
            return LinearPrediction(targetId, currentPos, targetVelocity, bulletSpeed);
        }
        
        Vector3 linear = LinearPrediction(targetId, currentPos, targetVelocity, bulletSpeed);
        Vector3 quadratic = QuadraticPrediction(targetId, currentPos, targetVelocity, bulletSpeed);
        
        float linearError = CalculatePredictionError(targetId, linear);
        float quadraticError = CalculatePredictionError(targetId, quadratic);
        
        float totalError = linearError + quadraticError;
        float linearWeight = 0.5f;
        float quadraticWeight = 0.5f;
        
        if (totalError > 0) {
            linearWeight = quadraticError / totalError;
            quadraticWeight = linearError / totalError;
        }
        
        return linear * linearWeight + quadratic * quadraticWeight;
    }
    
    float CalculatePredictionError(DWORD targetId, const Vector3& predictedPos) {
        auto& history = targetHistories[targetId];
        if (history.size() < 2) return 1.0f;
        
        float totalError = 0.0f;
        int count = 0;
        
        for (size_t i = 1; i < history.size(); ++i) {
            Vector3 actualMove = history[i].position - history[i-1].position;
            Vector3 predictedMove = predictedPos - history[i-1].position;
            
            float error = fabs(actualMove.Length() - predictedMove.Length());
            totalError += error;
            count++;
        }
        
        return count > 0 ? totalError / count : 1.0f;
    }
    
    Vector3 MLPrediction(DWORD targetId, const Vector3& currentPos,
                        const Vector3& targetVelocity, float bulletSpeed) {
        return LinearPrediction(targetId, currentPos, targetVelocity, bulletSpeed);
    }
};

class AimbotSystem {
private:
    ConfigManager& config;
    MemoryManager& memory;
    AdvancedPredictor& predictor;
    std::atomic<bool> enabled{false};
    std::atomic<bool> triggerActive{false};
    std::thread aimThread;
    std::thread triggerThread;
    
public:
    AimbotSystem(ConfigManager& cfg, MemoryManager& mem, AdvancedPredictor& pred)
        : config(cfg), memory(mem), predictor(pred) {
        Start();
    }
    
    ~AimbotSystem() {
        Stop();
    }
    
    void Start() {
        enabled = true;
        aimThread = std::thread(&AimbotSystem::AimLoop, this);
        triggerThread = std::thread(&AimbotSystem::TriggerLoop, this);
    }
    
    void Stop() {
        enabled = false;
        if (aimThread.joinable()) aimThread.join();
        if (triggerThread.joinable()) triggerThread.join();
    }
    
    void SetEnabled(bool state) {
        enabled = state;
    }
    
    void SetTriggerActive(bool state) {
        triggerActive = state;
    }
    
private:
    void AimLoop() {
        while (enabled) {
            if (IsAimbotKeyPressed()) {
                ProcessAimbot();
            }
            std::this_thread::sleep_for(std::chrono::milliseconds(1));
        }
    }
    
    void TriggerLoop() {
        while (enabled) {
            if (triggerActive && IsTargetInSight()) {
                SimulateMouseClick();
                std::this_thread::sleep_for(std::chrono::milliseconds(
                    config.getValue<int>("AntiCheat", "DelayMin", 5)
                ));
            }
            std::this_thread::sleep_for(std::chrono::milliseconds(1));
        }
    }
    
    bool IsAimbotKeyPressed() {
        int key = config.getValue<int>("Aim", "AimbotKey", 0x05);
        return GetAsyncKeyState(key) & 0x8000;
    }
    
    void ProcessAimbot() {
        Vector3 targetPos = FindBestTarget();
        if (targetPos.Length() > 0) {
            AimAtPosition(targetPos);
        }
    }
    
    Vector3 FindBestTarget() {
        float maxDistance = config.getValue<float>("Aim", "MaxAimDistance", 500.0f);
        float fov = config.getValue<float>("Aim", "AimbotFOV", 15.0f);
        
        Vector3 bestTarget;
        float bestScore = -999999.0f;
        
        for (int i = 0; i < 100; ++i) {
            Vector3 targetPos = GetTargetPosition(i);
            if (targetPos.Length() == 0) continue;
            
            float distance = targetPos.Distance(GetCameraPosition());
            if (distance > maxDistance) continue;
            
            float score = CalculateTargetScore(targetPos, i);
            if (score > bestScore) {
                bestScore = score;
                bestTarget = targetPos;
            }
        }
        
        return bestTarget;
    }
    
    void AimAtPosition(const Vector3& targetPos) {
        Vector3 cameraPos = GetCameraPosition();
        Vector3 aimAngle = CalculateAimAngle(cameraPos, targetPos);
        
        float smooth = config.getValue<float>("Aim", "AimbotSmooth", 0.85f);
        float speed = config.getValue<float>("Aim", "AimbotSpeed", 10.0f);
        
        Vector3 currentAngle = GetViewAngles();
        Vector3 delta = aimAngle - currentAngle;
        
        delta = delta * smooth;
        delta = delta * speed * 0.01f;
        
        if (config.getValue<bool>("AntiCheat", "HumanizeAim", true)) {
            delta.x += (rand() % 100) * 0.0001f - 0.005f;
            delta.y += (rand() % 100) * 0.0001f - 0.005f;
        }
        
        SetViewAngles(currentAngle + delta);
    }
    
    Vector3 GetCameraPosition() {
        return Vector3(0, 0, 0);
    }
    
    Vector3 GetTargetPosition(int index) {
        return Vector3(0, 0, 0);
    }
    
    Vector3 CalculateAimAngle(const Vector3& from, const Vector3& to) {
        Vector3 delta = to - from;
        float length = delta.Length();
        
        Vector3 angles;
        angles.x = -asinf(delta.y / length) * 180.0f / 3.1415926535f;
        angles.y = atan2f(delta.x, delta.z) * 180.0f / 3.1415926535f;
        
        return angles;
    }
    
    Vector3 GetViewAngles() {
        return Vector3(0, 0, 0);
    }
    
    void SetViewAngles(const Vector3& angles) {
    }
    
    float CalculateTargetScore(const Vector3& targetPos, int targetIndex) {
        int priorityMode = config.getValue<int>("Aim", "TargetPriority", 2);
        
        float distance = targetPos.Distance(GetCameraPosition());
        float fov = config.getValue<float>("Aim", "AimbotFOV", 15.0f);
        
        float distanceScore = 1.0f - (distance / 1000.0f);
        float fovScore = 1.0f;
        
        switch (priorityMode) {
            case 0: return distanceScore;
            case 1: return 0.5f;
            case 2: return (distanceScore + fovScore) * 0.5f;
            default: return 1.0f;
        }
    }
    
    bool IsTargetInSight() {
        return false;
    }
    
    void SimulateMouseClick() {
        mouse_event(MOUSEEVENTF_LEFTDOWN, 0, 0, 0, 0);
        std::this_thread::sleep_for(std::chrono::milliseconds(10));
        mouse_event(MOUSEEVENTF_LEFTUP, 0, 0, 0, 0);
    }
};

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) {
    ConfigManager config;
    MemoryManager memory;
    
    if (!memory.Attach(L"Game.exe")) {
        return 1;
    }
    
    AdvancedPredictor predictor(config);
    AimbotSystem aimbot(config, memory, predictor);
    BulletTracer tracer;
    
    MSG msg = {0};
    while (GetMessage(&msg, NULL, 0, 0)) {
        TranslateMessage(&msg);
        DispatchMessage(&msg);
        
        if (GetAsyncKeyState(VK_INSERT) & 1) {
            aimbot.SetEnabled(!aimbot.GetEnabled());
        }
        
        if (GetAsyncKeyState(VK_F12) & 1) {
            break;
        }
    }
    
    memory.Detach();
    return 0;
}
//高端子弹追踪辞酱