int show_ChildMenu;
std::string inputText0;
std::string inputText1;
std::string inputText2;
std::string inputText3;
std::string inputText4;
// 当前焦点的输入框索引
int activeEditBoxIndex = -1;
// 是否显示虚拟键盘
bool showVirtualKeyboard = false;
// 渲染虚拟键盘
// 修复命中框功能
void Fix_Hitbox(ASTExtraBaseCharacter* Character);
void RenderVirtualKeyboard() {
    ImGui::Begin("虚拟键盘");

    static const char keyboardChars[] = "1234567890.";

    for (int i = 0; i < strlen(keyboardChars); ++i) {
        if (i % 10 != 0) {
            ImGui::SameLine();
        }

        std::string a(1, keyboardChars[i]);
        if (ImGui::Button(a.c_str(), ImVec2(80, 80))) {
            if (activeEditBoxIndex == 0) {
                inputText1 += keyboardChars[i];
            } else if (activeEditBoxIndex == 1) {
                inputText2 += keyboardChars[i];
            } else if (activeEditBoxIndex == 2) {
                inputText3 += keyboardChars[i];
            } else if (activeEditBoxIndex == 3) {
                inputText4 += keyboardChars[i];
            }
        }
    }

    if (ImGui::Button("退格", ImVec2(80, 80))) {
        if (activeEditBoxIndex == 0 && !inputText1.empty()) {
            inputText1.pop_back();
        } else if (activeEditBoxIndex == 1 && !inputText2.empty()) {
            inputText2.pop_back();
        } else if (activeEditBoxIndex == 2 && !inputText3.empty()) {
            inputText3.pop_back();
        } else if (activeEditBoxIndex == 3 && !inputText4.empty()) {
            inputText4.pop_back();
        }
    }

    if (ImGui::Button("关闭", ImVec2(100, 80))) {
        showVirtualKeyboard = false;
    }

    ImGui::End();
}
void RenderDamageMenu()
{

}
void FixDamage() {
    auto World = GetWorld();
    TArray<AActor*> Actors;
    UGameplayStatics::GetAllActorsOfClass(World, AActor::StaticClass(), &Actors);
    for (int i = 0; i < Actors.Num(); i++) {
        AActor* Actor = Actors[i];
        if (Actor->IsA(ASTExtraBaseCharacter::StaticClass())) {
            ASTExtraPlayerCharacter* Player = (ASTExtraPlayerCharacter*)Actor;
            Player->CapsuleComponent->SetCollisionResponseToAllChannels(ECollisionResponse::ECR_Block);
        }
    }
}



void 菜单(){
static int num=0;
if(num==0){
num=1;
ImGui::SetNextWindowSize(ImVec2(590, 520), ImGuiCond_Once);
ImGui::SetWindowPos(ImVec2(150,40),ImGuiCond_Always);
}
if(DamageFix){
//ProcessDPlayers();
}
if(修复部分){
修复();
}
if(修复车辆){
ProcessPlayers();
}
  if (ImGui::Begin(T(混淆("刺激战场(服务/客户)调试端"), 混淆("PUBG Mobile Tool")), 0, ImGuiWindowFlags_NoSavedSettings)) {
  
  // 添加语言切换按钮在标题栏右侧
  ImGui::SameLine(ImGui::GetWindowWidth() - 120);
  if (ImGui::Button(currentLanguage == Language::CHINESE ? 混淆("EN") : 混淆("中文"), ImVec2(60, 30))) {
      ToggleLanguage();
  }
  
  ImGui::Columns(2);
  ImGui::SetColumnOffset(1, 160);
  
  // 左边按钮区域 - 固定不滚动
  {
    if (ImGui::Button(T("单机调试", "Offline"), ImVec2(145, 65))) {
      单机设置=true;
      联机调试=false;
      功能设置=false;
      坐标调试=false;
      物资调试=false;
    }
    if (ImGui::Button(T("联机调试", "Online"), ImVec2(145, 65))) {
      单机设置=false;
      联机调试=true;
      功能设置=false;
      坐标调试=false;
      物资调试=false;
    }
    if (ImGui::Button(T("功能调试", "Function"), ImVec2(145, 65))) {
      单机设置=false;
      联机调试=false;
      功能设置=true;
      坐标调试=false;
      物资调试=false;
    }
    if (ImGui::Button(T("坐标调试", "coordinate"), ImVec2(145, 65))) {
      单机设置=false;
      联机调试=false;
      功能设置=false;
      坐标调试=true;
      物资调试=false;
    }
    if (ImGui::Button(T("物资调试", "Items"), ImVec2(145, 65))) {
      单机设置=false;
      联机调试=false;
      功能设置=false;
      坐标调试=false;
      物资调试=true;
    }
    if (ImGui::Button(T("隐藏水印", "Hide Watermark"), ImVec2(145, 65))) {
      水印=false;
    }

    ImGui::Text("%.2fFPS", 1000.0f / ImGui::GetIO().Framerate);
    ImGui::Spacing();
  }
  
  ImGui::NextColumn();
  
  // 右边功能区域 - 可滚动
  // 使用ChildWindow创建一个独立的可滚动区域
  ImGui::BeginChild("RightPanel", ImVec2(0, 0), true, ImGuiWindowFlags_AlwaysVerticalScrollbar);
  
if(单机设置){
if (ImGui::Button(T("训练场", "Training Ground"), ImVec2(-1,40))){
UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/Shooting_Range/shooting_test/shooting_range4",UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=false;
提示=true;
}

if (ImGui::Button(T("沙漠", "Desert"), ImVec2(-1,40))){
UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/PUBG_Desert/PUBG_Desert",UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=false;
提示=true;
}
if (ImGui::Button(T("雨林", "Rainforest"), ImVec2(-1,40))){
UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/PUBG_Savage/PUBG_Savage_Main",UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=false;
提示=true;
}


if (ImGui::Button(T("雪地", "Snow"), ImVec2(-1,40))){
UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/PUBG_DihorOtok/DihorOtok_Main",UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=false;
提示=true;
}
if (ImGui::Button(T("海岛", "Forest"), ImVec2(-1,40))){
UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/PUBG_Forest/PUBG_Forest",UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=false;
提示=true;
}




if(ImGui::Button(T("进入大厅", "Enter Lobby"),ImVec2(-1,40))){
SDK::UGameBackendHUD*hud=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*hd=hud->GetFirstGameFrontendHUD();
SDK::UScriptHelperClient::EnterBattle(hd,"pg.qq.com",17500,12345,"Player1","secretkey",67890);
物资功能=false;
提示=true;
}
	
	if(ImGui::Button(T("去除门", "Remove Doors"),ImVec2(-1,40))){

获取对象();
PlayerController2->RemoveAllDoors();
}

ImGui::EndTabItem();
}
if(联机调试){
	ImGui::Text(T("请在后台将IP地址及端口复制至剪贴板\nIP和端口前面得加一个open和空格\n演示:open 191.78.125.170:7777", "Please copy the IP address and port \nto the clipboard IP in the background. \nAn open and a space should be \nadded in front of the port.\n Demonstration :open 191.78.125.1700:7777"), 1000.0f / ImGui::GetIO().Framerate);
	
	
	        

ImGui::PushItemWidth(-1);
   ImGui::InputText("##key", s, sizeof s);
   // auto paste
   auto key = getClipboardTextt();
   strncpy(s, key.c_str(), sizeof s);
   // auto login
   ImGui::PopItemWidth();
      char buffer3[256];
strncpy(buffer3,inputText3.c_str(),sizeof(buffer3)-1);
buffer3[sizeof(buffer3)-1]='\0';
ImGui::InputText(T("端口", "port"),buffer3,sizeof(buffer3));
if(ImGui::IsItemFocused()){
activeEditBoxIndex=2;
}
inputText3=buffer3;
if(ImGui::Button(T("显示键盘", "Show Keyboard"))){
showVirtualKeyboard=true;
}
 
if(showVirtualKeyboard){
RenderVirtualKeyboard();
}
				if (ImGui::Button(T("进入服务器", "Join Server"), ImVec2(-1,40))){

UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),key,UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=false;
提示=true;

}
	if (ImGui::Button(T("进入(无Fighting)", "Join no Fighting"), ImVec2(-1,40))){

UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),key,UGameplayStatics::GetPlayerController(GetWorld(),0));
物资功能=false;
提示=true;

}

if (ImGui::CollapsingHeader(T("服务端地图-普通模式", "Server Maps - Normal Mode")))
                   {
							   	if (ImGui::Button(T("训练场", "Training Ground"), ImVec2(-1,40))){

UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/Shooting_Range/shooting_test/shooting_range4?listen",UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=true;
提示=false;
}
if (ImGui::Button(T("海岛-普通", "Forest - Normal"), ImVec2(-1,40))){

UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/PUBG_Forest/PUBG_Forest?listen",UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=true;
提示=false;
}

if (ImGui::Button(T("雪地-普通", "Snow - Normal"), ImVec2(-1,40))){

UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/PUBG_DihorOtok/DihorOtok_Main?listen",UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=true;
提示=false;
}

if (ImGui::Button(T("沙漠-普通", "Desert - Normal"), ImVec2(-1,40))){


UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/PUBG_Desert/PUBG_Desert?listen",UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=true;
提示=false;
}

if (ImGui::Button(T("雨林-普通", "Rainforest - Normal"), ImVec2(-1,40))){

UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/PUBG_Savage/PUBG_Savage_Main?listen",UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=true;
提示=false;
}
}
if (ImGui::CollapsingHeader(T("服务端地图-特殊模式", "Server Maps - Special mode")))
{
    if (ImGui::Button(T("战争模式狙击", "War Mode Sniper"), ImVec2(-1,40))){
        UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/PUBG_Forest/PUBG_Forest?game=/Game/BluePrints/Core/SuperPower/BP_SuperPowerGameMode.BP_SuperPowerGameMode_c?listen?PlayerName=Server",UGameplayStatics::GetPlayerController(GetWorld(),0));
        SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
        SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
        HUD->PendingGameStatus="Fighting";
        物资功能=true;
        提示=false;
    }
    if (ImGui::Button(T("狙击模式", "Sniper Mode"), ImVec2(-1,40))){
        UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/PUBG_Forest/PUBG_Forest?game=/Game/BluePrints/Core/SniperMode/DestinyCircleSniperRifle_Desert_2.DestinyCircleSniperRifle_Desert_2_c?listen?PlayerName=Server",UGameplayStatics::GetPlayerController(GetWorld(),0));
        SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
        SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
        HUD->PendingGameStatus="Fighting";
        物资功能=true;
        提示=false;
    }
    if (ImGui::Button(T("娱乐模式 霰弹枪", "Entertainment Shotgun"), ImVec2(-1,40))){
        UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/PUBG_Forest/PUBG_Forest?game=/Game/BluePrints/Core/DestinyCircle/DestinyCircleShotgun_Savage_4.DestinyCircleShotgun_Savage_4_c?listen?PlayerName=Server",UGameplayStatics::GetPlayerController(GetWorld(),0));
        SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
        SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
        HUD->PendingGameStatus="Fighting";
        物资功能=true;
        提示=false;
    }
    if (ImGui::Button(T("娱乐模式 手枪", "Entertainment Pistol"), ImVec2(-1,40))){
        UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/PUBG_Forest/PUBG_Forest?game=/Game/BluePrints/Core/DestinyCircle/DestinyCirclePistol_Savage_4.DestinyCirclePistol_Savage_4_c?listen?PlayerName=Server",UGameplayStatics::GetPlayerController(GetWorld(),0));
        SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
        SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
        HUD->PendingGameStatus="Fighting";
        物资功能=true;
        提示=false;
    }
    if (ImGui::Button(T("娱乐模式 高资源", "Entertainment High Loot"), ImVec2(-1,40))){
        UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/PUBG_Forest/PUBG_Forest?game=/Game/BluePrints/Core/DestinyCircle/DestinyCircleAllweapon_Desert_1.DestinyCircleAllweapon_Desert_1_c?listen?PlayerName=Server",UGameplayStatics::GetPlayerController(GetWorld(),0));
        SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
        SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
        HUD->PendingGameStatus="Fighting";
        物资功能=true;
        提示=false;
    }
    if (ImGui::Button(T("刺激对决", "Intense Duel"), ImVec2(-1,40))){
        UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/PUBG_Forest/PUBG_Forest?game=/Game/BluePrints/Core/4X4DestinyCircle/4X4DestinyCircleAllweapon_1.4X4DestinyCircleAllweapon_1_c?listen?PlayerName=Server",UGameplayStatics::GetPlayerController(GetWorld(),0));
        SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
        SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
        HUD->PendingGameStatus="Fighting";
        物资功能=true;
        提示=false;
    }
    if (ImGui::Button(T("海岛资源战", "Island Resource War"), ImVec2(-1,40))){
        UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/PUBG_Forest/PUBG_Forest?game=/Game/BluePrints/Core/TRW/BP_GameMode_TRW.BP_GameMode_TRW_c?listen?PlayerName=Server",UGameplayStatics::GetPlayerController(GetWorld(),0));
        SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
        SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
        HUD->PendingGameStatus="Fighting";
        物资功能=true;
        提示=false;
    }
    if (ImGui::Button(T("昼夜交替", "Day Night Cycle"), ImVec2(-1,40))){
        UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/PUBG_Forest/PUBG_Forest?game=/Game/BluePrints/Core/Forest/BP_BattleRoyaleGameModeTeamPUBG_Double_Night.BP_BattleRoyaleGameModeTeamPUBG_Double_Night_C?listen?PlayerName=Server",UGameplayStatics::GetPlayerController(GetWorld(),0));
        SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
        SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
        HUD->PendingGameStatus="Fighting";
        物资功能=true;
        提示=false;
    }
    if (ImGui::Button(T("春节模式", "Spring Festival Mode"), ImVec2(-1,40))){
        UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/PUBG_Forest/PUBG_Forest?game=/Game/BluePrints/Core/Forest/BP_BattleRoyaleGameMode_PUBG_Spring.BP_BattleRoyaleGameMode_PUBG_Spring_C?listen?PlayerName=Server",UGameplayStatics::GetPlayerController(GetWorld(),0));
        SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
        SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
        HUD->PendingGameStatus="Fighting";
        物资功能=true;
        提示=false;
    }
    if (ImGui::Button(T("超能模式", "Super Power Mode"), ImVec2(-1,40))){
        UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/PUBG_Forest/PUBG_Forest?game=/Game/BluePrints/Core/SuperPower/SuperPowerGameMode_1.SuperPowerGameMode_1_C?listen?PlayerName=Server",UGameplayStatics::GetPlayerController(GetWorld(),0));
        SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
        SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
        HUD->PendingGameStatus="Fighting";
        物资功能=true;
        提示=false;
    }
    if (ImGui::Button(T("比赛模式", "Tournament Mode"), ImVec2(-1,40))){
        UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/PUBG_Forest/PUBG_Forest?game=/Game/BluePrints/Core/BP_BattleRoyaleGameMode_PUBG_tournament.BP_BattleRoyaleGameMode_PUBG_tournament_C?listen",UGameplayStatics::GetPlayerController(GetWorld(),0));
        SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
        SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
        HUD->PendingGameStatus="Fighting";
        物资功能=true;
        提示=false;
    }
    if (ImGui::Button(T("圣诞模式", "Christmas Mode"), ImVec2(-1,40))){
        UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/PUBG_Forest/PUBG_Forest?game=/Game/BluePrints/Core/Forest/BP_BattleRoyaleGameMode_PUBG_xmas.BP_BattleRoyaleGameMode_PUBG_xmas_C?listen?PlayerName=Server",UGameplayStatics::GetPlayerController(GetWorld(),0));
        SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
        SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
        HUD->PendingGameStatus="Fighting";
        物资功能=true;
        提示=false;
    }
}

if (ImGui::CollapsingHeader(T("服务端地图-海洋战役模式", "Service Maps - Ocean Battle Mode")))
                   {
                   if (ImGui::Button(T("海岛-海洋战役", "Forest - Ocean Battle"), ImVec2(-1,40))){

UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),混淆("open /Game/Maps/PUBG_Forest/PUBG_Forest?game=/Game/BluePrints/Core/NewGameMode/BP_BattleRoyaleGameMode_OceanBattle.BP_BattleRoyaleGameMode_OceanBattle_C?listen"),UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=true;
提示=false;
}

if (ImGui::Button(T("雪地-海洋战役", "Snow - Ocean Battle"), ImVec2(-1,40))){

UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),混淆("open /Game/Maps/PUBG_DihorOtok/DihorOtok_Main?game=/Game/BluePrints/Core/NewGameMode/BP_BattleRoyaleGameMode_OceanBattle.BP_BattleRoyaleGameMode_OceanBattle_C?listen"),UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=true;
提示=false;
}

if (ImGui::Button(T("沙漠-海洋战役", "Desert - Ocean Battle"), ImVec2(-1,40))){


UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),混淆("open /Game/Maps/PUBG_Desert/PUBG_Desert?game=/Game/BluePrints/Core/NewGameMode/BP_BattleRoyaleGameMode_OceanBattle.BP_BattleRoyaleGameMode_OceanBattle_C?listen"),UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=true;
提示=false;
}
if (ImGui::Button(T("雨林-海洋战役", "Rainforest - Ocean Battle"), ImVec2(-1,40))){

UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),混淆("open /Game/Maps/PUBG_Savage/PUBG_Savage_Main?game=/Game/BluePrints/Core/NewGameMode/BP_BattleRoyaleGameMode_OceanBattle.BP_BattleRoyaleGameMode_OceanBattle_C?listen"),UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=true;
提示=false;
}
                   }
if (ImGui::CollapsingHeader(T("服务端地图-天命圈模式", "Server Maps - Destiny Circle Mode")))
                   {
                   if (ImGui::Button(T("海岛-天命圈", "Forest - Destiny Circle"), ImVec2(-1,40))){

UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),混淆("open /Game/Maps/PUBG_Forest/PUBG_Forest?game=/Game/BluePrints/Core/DestinyCircle/DestinyCircle_1.DestinyCircle_1_C?listen"),UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=true;
提示=false;
}

if (ImGui::Button(T("雪地-天命圈", "Snow - Destiny Circle"), ImVec2(-1,40))){

UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),混淆("open /Game/Maps/PUBG_DihorOtok/DihorOtok_Main?game=/Game/BluePrints/Core/DestinyCircle/DestinyCircle_1.DestinyCircle_1_C?listen"),UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=true;
提示=false;
}

if (ImGui::Button(T("沙漠-天命圈", "Desert - Destiny Circle"), ImVec2(-1,40))){


UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),混淆("open /Game/Maps/PUBG_Desert/PUBG_Desert?game=/Game/BluePrints/Core/DestinyCircle/DestinyCircle_1.DestinyCircle_1_C?listen"),UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=true;
提示=false;
}

if (ImGui::Button(T("雨林-天命圈", "Rainforest - Destiny Circle"), ImVec2(-1,40))){

UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),混淆("open /Game/Maps/PUBG_Savage/PUBG_Savage_Main?game=/Game/BluePrints/Core/DestinyCircle/DestinyCircle_1.DestinyCircle_1_C?listen"),UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=true;
提示=false;
}
                   }
if (ImGui::CollapsingHeader(T("服务端地图-特殊模式", "Server Maps - Special Mode")))
                   {
   	if (ImGui::Button(T("训练场-特殊", "Training Ground - Special"), ImVec2(-1,40))){

UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),混淆("open /Game/Maps/Shooting_Range/shooting_test/shooting_range4?game=/Game/BluePrints/Core/BP_BattleRoyaleGameModeTeamPUBG.BP_BattleRoyaleGameModeTeamPUBG_C?listen"),UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=true;
提示=false;
}			

if (ImGui::Button(T("海岛-特殊", "Forest - Special"), ImVec2(-1,40))){

UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/PUBG_Forest/PUBG_Forest?game=/Game/BluePrints/Core/BP_BattleRoyaleGameModeTeamPUBG.BP_BattleRoyaleGameModeTeamPUBG_C?listen",UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=true;
提示=false;
}

if (ImGui::Button(T("雪地-特殊", "Snow - Special"), ImVec2(-1,40))){

UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/PUBG_DihorOtok/DihorOtok_Main?game=/Game/BluePrints/Core/BP_BattleRoyaleGameModeTeamPUBG.BP_BattleRoyaleGameModeTeamPUBG_C?listen",UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=true;
提示=false;
}

if (ImGui::Button(T("沙漠-特殊", "Desert - Special"), ImVec2(-1,40))){


UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/PUBG_Desert/PUBG_Desert?game=/Game/BluePrints/Core/BP_BattleRoyaleGameModeTeamPUBG.BP_BattleRoyaleGameModeTeamPUBG_C?listen",UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=true;
提示=false;
}

if (ImGui::Button(T("雨林-特殊", "Rainforest - Special"), ImVec2(-1,40))){

UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/PUBG_Savage/PUBG_Savage_Main?game=/Game/BluePrints/Core/BP_BattleRoyaleGameModeTeamPUBG.BP_BattleRoyaleGameModeTeamPUBG_C?listen",UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=true;
提示=false;
}
}
if (ImGui::CollapsingHeader(T("服务端地图-战争模式", "Server Maps - War Mode")))
                   {
                   if (ImGui::Button(T("海岛-战争", "Forest - War"), ImVec2(-1,40))){

UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),混淆("open /Game/Maps/PUBG_Forest/PUBG_Forest?Game=/Game/Blueprints/Core/War/BP_WarGameMode.BP_WarGameMode_C?listen"),UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=true;
提示=false;
}

if (ImGui::Button(T("雪地-战争", "Snow - War"), ImVec2(-1,40))){

UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),混淆("open /Game/Maps/PUBG_DihorOtok/DihorOtok_Main?Game=/Game/Blueprints/Core/War/BP_WarGameMode.BP_WarGameMode_C?listen"),UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=true;
提示=false;
}

if (ImGui::Button(T("沙漠-战争", "Desert - War"), ImVec2(-1,40))){


UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),混淆("open /Game/Maps/PUBG_Desert/PUBG_Desert?Game=/Game/Blueprints/Core/War/BP_WarGameMode.BP_WarGameMode_C?listen"),UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=true;
提示=false;
}

if (ImGui::Button(T("雨林-战争", "Rainforest - War"), ImVec2(-1,40))){

UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),混淆("open /Game/Maps/PUBG_Savage/PUBG_Savage_Main?Game=/Game/Blueprints/Core/War/BP_WarGameMode.BP_WarGameMode_C?listen"),UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=true;
提示=false;
}
                   
                   }
if (ImGui::CollapsingHeader(T("服务端地图-训练模式", "Server Maps - Training Mode")))
                   {

if (ImGui::Button(T("海岛-训练", "Forest - Training"), ImVec2(-1,40))){

UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/PUBG_Forest/PUBG_Forest?Game=/Game/BluePrints/Core/BP_BattleRoyalTrainingGameMode.BP_BattleRoyalTrainingGameMode_C?listen",UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=true;
提示=false;
}

if (ImGui::Button(T("雪地-训练", "Snow - Training"), ImVec2(-1,40))){

UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/PUBG_DihorOtok/DihorOtok_Main?Game=/Game/BluePrints/Core/BP_BattleRoyalTrainingGameMode.BP_BattleRoyalTrainingGameMode_C?listen",UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=true;
提示=false;
}

if (ImGui::Button(T("沙漠-训练", "Desert - Training"), ImVec2(-1,40))){


UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/PUBG_Desert/PUBG_Desert?Game=/Game/BluePrints/Core/BP_BattleRoyalTrainingGameMode.BP_BattleRoyalTrainingGameMode_C?listen",UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=true;
提示=false;
}

if (ImGui::Button(T("雨林-训练", "Rainforest - Training"), ImVec2(-1,40))){

UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/PUBG_Savage/PUBG_Savage_Main?Game=/Game/BluePrints/Core/BP_BattleRoyalTrainingGameMode.BP_BattleRoyalTrainingGameMode_C?listen",UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=true;
提示=false;
}
}
if (ImGui::Button(T("雪地-年兽", "Snow - Year Beast"), ImVec2(-1,40))){

UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open /Game/Maps/PUBG_DihorOtok/DihorOtok_Main?game=/Game/BluePrints/Core/YearBeast/BP_BRGameModeTeam_YearBeast.BP_BRGameModeTeam_YearBeast_C?listen",UGameplayStatics::GetPlayerController(GetWorld(),0));
SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
HUD->PendingGameStatus="Fighting";
物资功能=true;
提示=false;
}


ImGui::EndTabItem();
}
if(功能设置){
	if(提示){
	ImGui::Text(T("您当前不是服务端无法使用部分功能", "You are not currently a server and\ncannot use some functions"));
	}
if (ImGui::CollapsingHeader(T("修复功能","Repair the game"))) {
	ImGui::Text(T("修复载具目前还有个小问题\n无法清理玩家指针\n所以导致在下一局游戏中可能会崩溃", "There is still a minor problem with the fixed vehicle\nunable to clean up the player pointer\n so it may crash in the next game"));
ImGui::Checkbox(T("修复着陆", "Repair landing"), &修复着陆);
if(物资功能){
ImGui::Checkbox(T("修复部分伤害和攀爬", "Repair some hurt and climbing"), &修复部分);
}
if(ImGui::Button("伤害修复",ImVec2(-1,55))){FixDamage();} 
//ImGui::Checkbox("DamageFix", &DamageFix);
ImGui::Checkbox(T("修复车辆", "Fix Vehicle"), &修复车辆);
    
    if (修复车辆) {
        ProcessPlayers();
        
        ImGui::Separator();
        ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), T("驾驶员位置调节", "Driver Position Adjustment"));
        ImGui::SliderFloat(T("X偏移", "X Offset"), &驾驶员X偏移, -200.0f, 200.0f, "%.1f");
        ImGui::SliderFloat(T("Y偏移", "Y Offset"), &驾驶员Y偏移, -200.0f, 200.0f, "%.1f");
        ImGui::SliderFloat(T("Z偏移", "Z Offset"), &驾驶员Z偏移, 0.0f, 200.0f, "%.1f");
        
        ImGui::Separator();
        ImGui::TextColored(ImVec4(1.0f, 1.0f, 0.0f, 1.0f), T("乘客位置调节", "Passenger Position Adjustment"));
        ImGui::SliderFloat(T("乘客X偏移", "Passenger X Offset"), &乘客X偏移, -200.0f, 200.0f, "%.1f");
        ImGui::SliderFloat(T("乘客Y偏移", "Passenger Y Offset"), &乘客Y偏移, -200.0f, 200.0f, "%.1f");
        ImGui::SliderFloat(T("乘客Z偏移", "Passenger Z Offset"), &乘客Z偏移, 0.0f, 200.0f, "%.1f");
        
        if (ImGui::Button(T("重置位置", "Reset Position"))) {
            驾驶员X偏移 = 100.0f;
            驾驶员Y偏移 = 0.0f;
            驾驶员Z偏移 = 80.0f;
            乘客X偏移 = 50.0f;
            乘客Y偏移 = 50.0f;
            乘客Z偏移 = 80.0f;
        }
        
        ImGui::Separator();
        ImGui::Spacing();
        
        ImGui::TextColored(ImVec4(0.0f, 1.0f, 1.0f, 1.0f), T("车辆修复日志", "Vehicle Repair Log"));
        
        if (ImGui::Button(T("清空日志", "Clear Log"))) {
            VehicleFixLog::ClearLogs();
        }
        ImGui::SameLine();
        
        static bool autoScroll = true;
        ImGui::Checkbox(T("自动滚动", "Auto Scroll"), &autoScroll);
        
        ImGui::BeginChild(T("车辆修复日志", "Vehicle Fix Logs"), ImVec2(0, 200), true, 
                          ImGuiWindowFlags_HorizontalScrollbar);
        
        auto logs = VehicleFixLog::GetRecentLogs(50);
        
        for (const auto& log : logs) {
            ImVec4 color = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
            
            if (log.find("错误") != std::string::npos || 
                log.find("失败") != std::string::npos ||
                log.find("警告") != std::string::npos) {
                color = ImVec4(1.0f, 0.4f, 0.4f, 1.0f);
            }
            else if (log.find("成功") != std::string::npos || 
                     log.find("完成") != std::string::npos) {
                color = ImVec4(0.4f, 1.0f, 0.4f, 1.0f);
            }
            else if (log.find("调试") != std::string::npos) {
                color = ImVec4(0.8f, 0.8f, 0.4f, 1.0f);
            }
            else if (log.find("服务端") != std::string::npos) {
                color = ImVec4(0.4f, 0.8f, 1.0f, 1.0f);
            }
            else if (log.find("客户端") != std::string::npos) {
                color = ImVec4(0.8f, 0.4f, 1.0f, 1.0f);
            }
            
            ImGui::PushStyleColor(ImGuiCol_Text, color);
            ImGui::TextWrapped("%s", log.c_str());
            ImGui::PopStyleColor();
        }
        
        if (autoScroll && ImGui::GetScrollY() >= ImGui::GetScrollMaxY()) {
            ImGui::SetScrollHereY(1.0f);
        }
        
        ImGui::EndChild();
    }
}
if (ImGui::CollapsingHeader(T("游戏相关","game-related"))) {
if(物资功能){
ImGui::Text(T("请先让客户端连接进服务端后\n服务端再点击内存防崩按钮\n倒计时到后会上飞机","Please let the client connect to the server first\nthe server and then click the Memory crash prevention button\nthe countdown will run out and you will board the plane"));
ImGui::Text(T("要是想要客户端能在上飞机后\n能有新的连进来的话可以点击\n修复无法新链接","If you want the client to have a new connection \n after getting on the plane, you can click *Fixed inability to new links*"));
if (ImGui::Button(T("内存防崩","Memory crash prevention"),ImVec2(-1,40))){
safeWritedword(UE4 + 0xC5EBBC, -476053503);
safeWritedword(UE4 + 0xEDD870, -516948194);
safeWritedword(UE4 + 0xEDF42C, -516948194);
safeWritedword(UE4 + 0x30B92F8, -516948194);
safeWritedword(UE4 + 0x30B93C4, -516948194);
safeWritedword(UE4 + 0x103F880, -516948194);
safeWritedword(UE4 + 0x10BA09C, -516948194);
safeWritedword(UE4 + 0x1040090, 1);
    }
if (ImGui::Button(T("修复无法新链接","Fixed inability to new links"),ImVec2(-1,40))){
safeWritedword(UE4 + 0xC5EBBC, -450891772);
safeWritedword(UE4 + 0xEDD870, -382908368);
safeWritedword(UE4 + 0xEDF42C, -382907376);
safeWritedword(UE4 + 0x30B92F8, -382908368);
safeWritedword(UE4 + 0x30B93C4, -382907376);
safeWritedword(UE4 + 0x103F880, -382907376);
safeWritedword(UE4 + 0x10BA09C, -443473904);
safeWritedword(UE4 + 0x1040090, -382908368);
}
if (ImGui::Button(T("启用飞机横幅","Activate the aircraft banner"),ImVec2(-1,40))){
    获取对象();
        if (GameMode) {
            GameMode->bEnablePlaneBanner = true;
        }
    }
ImGui::Text(T("如果你遇到被困在地底的情况\n需在服务端点击强制加载全部地图\n这样问题就会解决","If you encounter a situation where you are trapped underground\nyou need to click Load all land on the server\nThis will solve the problem."));    
}
if (ImGui::Button(T("强制加载全地图","Load all land"),ImVec2(-1,40))) {
    auto objs = UObject::GetGlobalObjects();
    for (int i = 0; i < objs.Num(); i++) {
        auto Object = objs.GetByIndex(i);
        if (isObjectInvalid(Object))
            continue;
        if (Object->IsA(UGMCheatManager::StaticClass())) {
            UGMCheatManager* GMCheatManager = (UGMCheatManager*)Object;
            GMCheatManager->GMSetServerLevelLoadingMode(true);
            g_LocalPlayer->STPlayerController->bIsBattleOwner = true;
            g_LocalPlayer->STPlayerController->LoadAllLand(true);
            g_LocalPlayer->STPlayerController->SetServerLevelLoadingMode(true);
        }
    }
}
if (ImGui::Button(T("强制加载全地图2","Load all land2"),ImVec2(-1,40))) {
    auto objs = UObject::GetGlobalObjects();
    for (int i = 0; i < objs.Num(); i++) {
        auto Object = objs.GetByIndex(i);
        if (isObjectInvalid(Object))
            continue;
        if (Object->IsA(ULevelStreaming::StaticClass())) {
            ULevelStreaming* LevelStreaming = (ULevelStreaming*)Object;
            LevelStreaming->bShouldBeLoaded = true;
            LevelStreaming->bShouldBeVisible = true;
            LevelStreaming->bDisableDistanceStreaming = true;
            LevelStreaming->bShouldBlockOnLoad = true;
        }
    }
}
    
    if (ImGui::Button(T("NetDriver优化", "NetDriver optimization"), ImVec2(-1,40))){
    auto objs = UObject::GetGlobalObjects();
    for (int i = 0; i < objs.Num(); i++) {
        auto Object = objs.GetByIndex(i);
        if (isObjectInvalid(Object))
            continue;
        if (Object->IsA(UNetDriver::StaticClass())) {
            UNetDriver* NetDriver = (UNetDriver*)Object;
            NetDriver->MaxDownloadSize = 9999999;
            NetDriver->bClampListenServerTickRate = false;
            NetDriver->NetServerMaxTickRate = 0;
            NetDriver->MaxInternetClientRate = 1000000;
            NetDriver->MaxClientRate = 1000000;
            NetDriver->ServerTravelPause = 0.1f;
            NetDriver->SpawnPrioritySeconds = 0.5f;
            NetDriver->RelevantTimeout = 999999.9f;
            NetDriver->KeepAliveTime = 20.0f;
            NetDriver->InitialConnectTimeout = 999999.9f;
            NetDriver->ConnectionTimeout = 999999.9f;
            NetDriver->bNoTimeouts = true;
        }
    }
}
if(物资功能){
if (ImGui::Button(T("网络优化", "network optimization"), ImVec2(-1,40))){
ApplyStableConfigToWorld(GetWorld());
}}
    if(ImGui::Button(T("刷人机", "Spawn AI"),ImVec2(-1,40))){
g_LocalPlayer->STPlayerController->SpawnAI(30);
}
if (ImGui::Button(T("刷人机队友", "Spawn AI Teammate"), ImVec2(-1,40))){
g_LocalPlayer->STPlayerController->SpawnAITeammate(1);
}
if (ImGui::Button(T("停止人机", "Stop AI"), ImVec2(-1,40))){
g_LocalPlayer->STPlayerController->StopAI();
}
if (ImGui::Button(T("重启人机", "Restart AI"), ImVec2(-1,40))){
g_LocalPlayer->STPlayerController->RestartAI();
}
if(物资功能){
if (ImGui::Button(T("倒计时0", "Countdown 0"), ImVec2(-1,40))){
SDK::UGameBackendHUD* hud = UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD* hd = hud->GetFirstGameFrontendHUD();
auto BattleRoyaleGameModeBase=(ABattleRoyaleGameModeBase*)(hd->GetGameMode());
auto gamemode=(UGameModeStateReady*)(BattleRoyaleGameModeBase->GameModeStateReady);
gamemode->StateTime=0;
}
if (ImGui::Button(T("倒计时一万", "Countdown 10000"), ImVec2(-1,40))){
SDK::UGameBackendHUD* hud = UGameBackendHUD::GetInstance();
SDK::UGameFrontendHUD* hd = hud->GetFirstGameFrontendHUD();
auto BattleRoyaleGameModeBase=(ABattleRoyaleGameModeBase*)(hd->GetGameMode());
auto gamemode=(UGameModeStateReady*)(BattleRoyaleGameModeBase->GameModeStateReady);
gamemode->StateTime=10000;
}

if (ImGui::Button(T("在当前位置-刷空投","Call for airdrop"),ImVec2(-1,40))) {
    if (g_LocalPlayer && g_LocalPlayer->STPlayerController) {
        SDK::APawn* playerPawn = g_LocalPlayer->STPlayerController->Pawn;
        
        if (playerPawn && playerPawn->RootComponent) {
            SDK::FVector playerPosition = playerPawn->RootComponent->K2_GetComponentLocation();
            float x = playerPosition.X;
            float y = playerPosition.Y;
            
            g_LocalPlayer->STPlayerController->StartAirDropSpecified(x, y);
        } else {
            ImGui::Text(T("无法获取玩家Pawn或RootComponent！", "Unable to get player Pawn or RootComponent!"));
        }
    } else {
        ImGui::Text(T("玩家或控制器无效！", "Player or controller invalid!"));
    }
}
if (ImGui::Button(T("在当前位置-发动空袭","Call for air strikes"),ImVec2(-1,40))) {
    if (g_LocalPlayer && g_LocalPlayer->STPlayerController) {
        SDK::APawn* playerPawn = g_LocalPlayer->STPlayerController->Pawn;
        
        if (playerPawn && playerPawn->RootComponent) {
            SDK::FVector playerPosition = playerPawn->RootComponent->K2_GetComponentLocation();
            float x = playerPosition.X;
            float y = playerPosition.Y;
            
            g_LocalPlayer->STPlayerController->StartAirAttackSpecified(x, y, 5700);
        } else {
            ImGui::Text(T("无法获取玩家Pawn或RootComponent！", "Unable to get player Pawn or RootComponent!"));
        }
    } else {
        ImGui::Text(T("玩家或控制器无效！", "Player or controller invalid!"));
    }
}
if (ImGui::Button(T("无敌","invincible"),ImVec2(-1,40))) {
    auto objs = UObject::GetGlobalObjects();
    for (int i = 0; i < objs.Num(); i++) {
        auto Object = objs.GetByIndex(i);
        if (isObjectInvalid(Object))
            continue;
        if (Object->IsA(UGMCheatManager::StaticClass())) {
            UGMCheatManager* GMCheatManager = (UGMCheatManager*)Object;
            GMCheatManager->GMInvincible(true);
        }
    }
}}
if (ImGui::Button(T("极端天气","extreme weather"),ImVec2(-1,40))) {
    g_LocalPlayer->STPlayerController->SetIsSnowy(true);
    g_LocalPlayer->STPlayerController->SetIsRainy(true);
    g_LocalPlayer->STPlayerController->SetIsBlizzard(true);

    g_LocalPlayer->STPlayerController->GMOpenWeather(5);
}
if(物资功能){
if (ImGui::Button(T("杀死大年兽","Kill Big Year Beast"),ImVec2(-1,40))) {
    auto objs = UObject::GetGlobalObjects();
    for (int i = 0; i < objs.Num(); i++) {
        auto Object = objs.GetByIndex(i);
        if (isObjectInvalid(Object))
            continue;
        if (Object->IsA(UGMCheatManager::StaticClass())) {
            UGMCheatManager* GMCheatManager = (UGMCheatManager*)Object;
            GMCheatManager->KillBigYearBeast();
        }
    }
}
if (ImGui::Button(T("开伞", "Open Parachute"), ImVec2(-1,40))) {
    auto pc = UGameplayStatics::GetPlayerController(GetWorld(), 0);
    auto STExtraPlayerCharacter = (ASTExtraPlayerCharacter *)(pc->Pawn);
    STExtraPlayerCharacter->SetParachuteState(EParachuteState::PS_Opening);
}
if (ImGui::Button(T("立正", "Stand At Attention"), ImVec2(-1,40))) {
    auto pc = UGameplayStatics::GetPlayerController(GetWorld(), 0);
    auto STExtraPlayerCharacter = (ASTExtraPlayerCharacter *)(pc->Pawn);
    STExtraPlayerCharacter->SetParachuteState(EParachuteState::PS_Landing);
}
if (ImGui::Button(T("取消", "Cancel"), ImVec2(-1,40))) {
    auto pc = UGameplayStatics::GetPlayerController(GetWorld(), 0);
    auto STExtraPlayerCharacter = (ASTExtraPlayerCharacter *)(pc->Pawn);
    STExtraPlayerCharacter->SetParachuteState(EParachuteState::PS_None);
}
if (ImGui::Button(T("自由落体","Free fall"), ImVec2(-1,40))){
    auto pc =UGameplayStatics::GetPlayerController(GetWorld(),0);
    auto STExtraPlayerCharacter=(ASTExtraPlayerCharacter*)(pc->Pawn);
    STExtraPlayerCharacter->SetParachuteState(EParachuteState::PS_FreeFall);
}}
}
if(物资功能){
if (ImGui::CollapsingHeader(T("玩家传送", "Player Teleport"))) {
if(ImGui::Button(T("传送(高空)", "Teleport (High Altitude)"),ImVec2(-1,30))){
    long z=getPointer(getPointer(getPointer(getPointer(UE4+0x4634ef0)+0x20)+0x139c)+0x130)+0x158;
writefloat(z,7726.837036);
}
if(ImGui::Button(T("传送(年兽刷新点)", "Teleport (Year Beast Spawn)"),ImVec2(-1,30))){
long x=getPointer(getPointer(getPointer(getPointer(UE4+0x4634ef0)+0x20)+0x139c)+0x130)+0x150;
long y=getPointer(getPointer(getPointer(getPointer(UE4+0x4634ef0)+0x20)+0x139c)+0x130)+0x154;
long z=getPointer(getPointer(getPointer(getPointer(UE4+0x4634ef0)+0x20)+0x139c)+0x130)+0x158;
writefloat(x,243108);
writefloat(y,252095);
writefloat(z,7939);
}
if(ImGui::Button(T("传送(训练场)", "Teleport (Training Ground)"),ImVec2(-1,30))){
long x=getPointer(getPointer(getPointer(getPointer(UE4+0x4634ef0)+0x20)+0x139c)+0x130)+0x150;
long y=getPointer(getPointer(getPointer(getPointer(UE4+0x4634ef0)+0x20)+0x139c)+0x130)+0x154;
long z=getPointer(getPointer(getPointer(getPointer(UE4+0x4634ef0)+0x20)+0x139c)+0x130)+0x158;
writefloat(x,318196.5);
writefloat(y,16122.200195);
writefloat(z,726.837036);
}
    ImGui::BeginChild(T("状态区域", "Status Area"), ImVec2(0, 60), true);
    {
        if (ImGui::GetTime() - fStatusDisplayTime < 3.0f && !sStatusMessage.empty()) {
            ImGui::Text(T("状态: %s", "Status: %s"), sStatusMessage.c_str());
        } else {
            ImGui::Text(T("状态: 等待操作", "Status: Waiting for operation"));
        }
        
        if (bIsTeleporting) {
            ImGui::SameLine();
            ImGui::Text(T(" (处理中...)", " (Processing...)"));
        }
    }
    ImGui::EndChild();
    
    ImGui::Spacing();
    
    ImGui::Text(T("主功能:", "Main Functions:"));
    ImGui::Spacing();
    
    if (ImGui::Button(T("传送所有玩家到我", "Teleport All Players to Me"), ImVec2(-1, 40))) {
        SafeTeleportAllPlayers();
    }
    
    ImGui::Spacing();
    ImGui::Separator();
    ImGui::Spacing();
    
    ImGui::Text(T("调试信息:", "Debug Info:"));
    ImGui::Spacing();
    
    ImGui::Columns(2, T("调试按钮", "Debug Buttons"), false);
    
    if (ImGui::Button(T("服务端位置", "Server Position"), ImVec2(-1, 30))) {
        SDK::FVector serverPos = GetServerPlayerPositionSafe();
        SDK::FRotator serverRot = GetServerPlayerRotationSafe();
        
        if (serverPos.X == 0.0f && serverPos.Y == 0.0f && serverPos.Z == 0.0f) {
            sStatusMessage = T("未找到服务端位置", "Server position not found");
        } else {
            char posStr[256];
            snprintf(posStr, sizeof(posStr), T("位置: X=%.1f, Y=%.1f, Z=%.1f\n旋转: P=%.1f, Y=%.1f, R=%.1f", 
                    "Position: X=%.1f, Y=%.1f, Z=%.1f\nRotation: P=%.1f, Y=%.1f, R=%.1f"), 
                    serverPos.X, serverPos.Y, serverPos.Z,
                    serverRot.Pitch, serverRot.Yaw, serverRot.Roll);
            sStatusMessage = posStr;
        }
        fStatusDisplayTime = ImGui::GetTime();
    }
    
    ImGui::NextColumn();
    
    if (ImGui::Button(T("玩家数量", "Player Count"), ImVec2(-1, 30))) {
        SDK::UWorld* world = GetWorld();
        SDK::APlayerController* playerCtrl = nullptr;
        bool isServer = false;
        
        if (IsValidPointer(world)) {
            playerCtrl = SDK::UGameplayStatics::GetPlayerController(world, 0);
            if (IsValidPointer(playerCtrl) && playerCtrl->HasAuthority()) {
                isServer = true;
            }
        }
        
        std::vector<SimplePlayerInfo> playerList = GetAllPlayersList();
        int allPlayers = static_cast<int>(playerList.size());
        
        std::vector<SimplePlayerInfo> teleportableList = GetSafePlayerList();
        int teleportablePlayers = static_cast<int>(teleportableList.size());
        
        char infoStr[256];
        if (isServer) {
            snprintf(infoStr, sizeof(infoStr), 
                    T("服务端玩家\n总玩家数: %d\n可传送玩家: %d", 
                      "Server Player\nTotal players: %d\nPlayers available: %d"), 
                    allPlayers, teleportablePlayers);
        } else {
            snprintf(infoStr, sizeof(infoStr), 
                    T("客户端玩家\n总玩家数: %d\n可传送玩家: %d", 
                      "Client Player\nTotal players: %d\nPlayers available: %d"), 
                    allPlayers, teleportablePlayers);
        }
        
        sStatusMessage = infoStr;
        fStatusDisplayTime = ImGui::GetTime();
    }
    
    ImGui::Columns(1);
    
    ImGui::Spacing();
    
    ImGui::Text(T("系统控制:", "System Control:"));
    ImGui::Spacing();
    
    ImGui::Columns(2, T("系统按钮", "System Buttons"), false);
    
    if (ImGui::Button(T("初始化系统", "Initialize System"), ImVec2(-1, 30))) {
        InitializeTeleportSystem();
        sStatusMessage = T("传送系统已初始化", "Teleport system initialized");
        fStatusDisplayTime = ImGui::GetTime();
    }
    
    ImGui::NextColumn();
    
    if (ImGui::Button(T("清理系统", "Cleanup System"), ImVec2(-1, 30))) {
        CleanupTeleportSystem();
        sStatusMessage = T("传送系统已清理", "Teleport system cleaned up");
        fStatusDisplayTime = ImGui::GetTime();
    }
    
    ImGui::Columns(1);
    
    ImGui::Spacing();
    ImGui::Separator();
    ImGui::Spacing();
    
    ImGui::Text(T("使用说明:", "Instructions:"));
    ImGui::BeginChild(T("说明区域", "Instructions Area"), ImVec2(0, 80), true);
    {
        ImGui::BulletText(T("点击上方按钮传送所有玩家", "Click the button above to teleport all players"));
        ImGui::BulletText(T("传送时自动避免玩家重叠", "Automatically prevents player overlap"));
        ImGui::BulletText(T("中间按钮用于查看调试信息", "Middle buttons are for debug information"));
        ImGui::BulletText(T("下方按钮用于系统维护", "Bottom buttons are for system maintenance"));
    }
    ImGui::EndChild();
}}
if(物资功能){

}else{
if (ImGui::CollapsingHeader(T("载具功能","fly car"))) {
ImGui::Checkbox(T("车辆自控初始化","initialization"), &自控初始化);
ImGui::Checkbox(T("喇叭飞天","horns fly"), &喇叭飞天);
ImGui::SameLine();
ImGui::Checkbox(T("载具加速","car rapid"), &载具加速);
ImGui::Checkbox(T("车辆右转圈","Turn right"), &转圈);
ImGui::SameLine();
ImGui::Checkbox(T("车辆左转圈","Turn left"), &转圈2);
ImGui::Checkbox(T("无视碰撞","Ignore collisions"), &无视碰撞开);
ImGui::SameLine();
ImGui::Checkbox(T("无视重力","Ignore gravity"), &无视重力开);
ImGui::SliderFloat(T("载具速度","acceleration"), &载具速度, 0.01f, 20.f);
ImGui::SliderFloat(T("喇叭高度","fly height"), &喇叭高度, 0.01f, 20.f);
}
if (ImGui::CollapsingHeader(T("测试--单机开枪", "Test - Offline Shooting"))) {
    if (ImGui::Button(T("进入单机链接", "Join Offline Server"), ImVec2(-1,40))){
        UKismetSystemLibrary::ExecuteConsoleCommand(GetWorld(),"open 127.0.0.1:7788",UGameplayStatics::GetPlayerController(GetWorld(),0));
        SDK::UGameBackendHUD*Instance=UGameBackendHUD::GetInstance();
        SDK::UGameFrontendHUD*HUD=Instance->GetFirstGameFrontendHUD();
        HUD->PendingGameStatus="Fighting";
        物资功能=false;
        提示=true;
    }
    
    ImGui::Text(T("选择地图数据:", "Select Map Data:"));
    
    static std::string selected_map = T("无", "None");
    
    if (ImGui::Button(T("训练场", "Training Ground"), ImVec2(100, 40))) {
        if (SetProxyMapData("1")) {
            selected_map = T("训练场", "Training Ground");
        }
    }
    ImGui::SameLine();
    if (ImGui::Button(T("海岛", "Forest"), ImVec2(100, 40))) {
        if (SetProxyMapData("2")) {
            selected_map = T("海岛", "Forest");
        }
    }
    ImGui::SameLine();
    if (ImGui::Button(T("雪地", "Snow"), ImVec2(100, 40))) {
        if (SetProxyMapData("3")) {
            selected_map = T("雪地", "Snow");
        }
    }
    if (ImGui::Button(T("雨林", "Rainforest"), ImVec2(100, 40))) {
        if (SetProxyMapData("4")) {
            selected_map = T("雨林", "Rainforest");
        }
    }
    ImGui::SameLine();
    if (ImGui::Button(T("沙漠", "Desert"), ImVec2(100, 40))) {
        if (SetProxyMapData("5")) {
            selected_map = T("沙漠", "Desert");
        }
    }
    
    ImGui::Text(T("当前地图: %s", "Current Map: %s"), GetProxyCurrentMap().c_str());
    
    if (selected_map != T("无", "None")) {
        ImGui::TextColored(ImVec4(0.0f, 1.0f, 0.0f, 1.0f), T("已选择: %s", "Selected: %s"), selected_map.c_str());
    }

    static bool server_running_display = false;
    static std::vector<std::string> _embedded_logs;
    
    if (ImGui::Button(server_running_display ? T("停止服务端", "Stop Server") : T("启动服务端", "Start Server"))) {
        if (!server_running_display) {
            if (StartEmbeddedUDPServer()) {
                server_running_display = true;
            }
        } else {
            StopEmbeddedUDPServer();
            server_running_display = false;
        }
    }
    
    ImGui::SameLine();
    ImGui::Text(T("服务端状态: ", "Server Status: "));
    ImGui::SameLine();
    
    ImVec4 color;
    const char* symbol = "◆";
    if (server_running_display)
        color = ImVec4(0.0f, 1.0f, 0.0f, 1.0f);
    else
        color = ImVec4(1.0f, 0.0f, 0.0f, 1.0f);
        
    if (server_running_display) {
        ImGui::TextColored(color, T("%s 运行中", "%s Running"), symbol);
    } else {
        ImGui::TextColored(color, T("%s 已停止", "%s Stopped"), symbol);
    }

    ImGui::TextWrapped(T("日志:", "Logs:"));
    ImGui::BeginChild("EmbeddedLogs", ImVec2(0,150), true, ImGuiWindowFlags_HorizontalScrollbar);
    _embedded_logs.clear();
    GetEmbeddedLogs(_embedded_logs);
    int start = _embedded_logs.size() > 200 ? (int)_embedded_logs.size() - 200 : 0;
    for (int i = start; i < (int)_embedded_logs.size(); ++i) {
        ImGui::TextWrapped("%s", _embedded_logs[i].c_str());
    }
    ImGui::EndChild();
}}
if (ImGui::Button(T("广角", "Wide Angle"), ImVec2(-1,40))){
    auto objs = UObject::GetGlobalObjects();
    for (int i = 0; i < objs.Num(); i++) {
        auto Object = objs.GetByIndex(i);
        if (isObjectInvalid(Object))
            continue;
        if (Object->IsA(ULocalPlayer::StaticClass())) {
            auto playerChar = (ULocalPlayer *) Object;
            playerChar->AspectRatioAxisConstraint = EAspectRatioAxisConstraint::AspectRatio_MaintainYFOV;
        }
    }
}
if(ImGui::Button(T("更多功能", "More Functions"),ImVec2(-1,40))){
更多功能=true;
}
if (ImGui::CollapsingHeader(T("修复大厅","Restoring the Hall"))) {
if (ImGui::Button("刷新关卡列表", ImVec2(-1, 35))) {
        RefreshLevelStreamingList();
    }
    ImGui::Separator();
    
    // 关卡列表显示区域
    ImGui::BeginChild("LevelList", ImVec2(0, 200), true);
    if (g_LevelStreamingList.empty()) {
        ImGui::Text("暂无关卡数据，请点击刷新");
    } else {
        for (int i = 0; i < (int)g_LevelStreamingList.size(); i++) {
            auto level = g_LevelStreamingList[i];
            if (!level) continue;
            if (ImGui::Selectable(level->GetName().c_str(), g_SelectedLevelIndex == i)) {
                g_SelectedLevelIndex = i;
            }
        }
    }
    ImGui::EndChild();
    ImGui::Separator();
    
    // 选中关卡信息及操作
    if (g_SelectedLevelIndex >= 0 && g_SelectedLevelIndex < (int)g_LevelStreamingList.size()) {
        ImGui::Text("当前选中: %s", g_LevelStreamingList[g_SelectedLevelIndex]->GetName().c_str());
    } else {
        ImGui::Text("未选中任何关卡");
    }
    if (ImGui::Button("隐藏选中", ImVec2(-1, 35))) HideSelectedLevel();
    if (ImGui::Button("移除选中", ImVec2(-1, 35))) UnloadSelectedLevel();
    if (ImGui::Button("恢复选中", ImVec2(-1, 35))) RestoreSelectedLevel();
    ImGui::Spacing();
    if (ImGui::Button("一键隐藏所有", ImVec2(-1, 35))) HideAllLevels();
    if (ImGui::Button("隐藏一半", ImVec2(-1, 35))) HideHalfLevels();
    if (ImGui::Button("一键显示所有", ImVec2(-1, 35))) ShowAllLevels();
}
  if (ImGui::Button(混淆("执行命令"), ImVec2(-1, 55))) {
            // 执行控制台命令();
        }
    }

    if (show_ChildMenu == 9) {
        ImGui::Spacing();

        ImGui::Text(混淆("【模式1】探测附近建筑"));
        ImGui::Spacing();

        ImGui::Text(混淆("探测半径: %.0f"), 建筑探测半径);
        ImGui::SliderFloat(混淆("##探测半径"), &建筑探测半径, 500, 99999999, "%.0f");

        if (ImGui::Button(混淆("探测并添加到列表"), ImVec2(-1, 55))) {
            探测并添加附近建筑(建筑探测半径);
            if (建筑列表.empty()) {
                ImGui::OpenPopup(混淆("未找到建筑"));
            } else {
                ImGui::OpenPopup(混淆("探测完成"));
            }
        }

        if (ImGui::BeginPopupModal(混淆("探测完成"), nullptr, ImGuiWindowFlags_AlwaysAutoResize)) {
            ImGui::Text(混淆("已添加 %d 个建筑到列表"), (int)建筑列表.size());
            ImGui::Spacing();
            if (ImGui::Button(混淆("确定"), ImVec2(120, 0))) {
                ImGui::CloseCurrentPopup();
            }
            ImGui::EndPopup();
        }

        if (ImGui::BeginPopupModal(混淆("未找到建筑"), nullptr, ImGuiWindowFlags_AlwaysAutoResize)) {
            ImGui::Text(混淆("半径内未找到建筑，请靠近建筑或增大半径"));
            ImGui::Spacing();
            if (ImGui::Button(混淆("确定"), ImVec2(120, 0))) {
                ImGui::CloseCurrentPopup();
            }
            ImGui::EndPopup();
        }

        ImGui::Spacing();

        if (!建筑列表.empty()) {
            ImGui::Text(混淆("已探测建筑列表 (%d个):"), (int)建筑列表.size());
            ImGui::SameLine();
            if (ImGui::Button(混淆("清空列表"), ImVec2(80, 0))) {
                清空建筑列表();
            }

            ImGui::BeginChild(混淆("建筑列表区域"), ImVec2(0, 200), true);

            for (int i = 0; i < (int)建筑列表.size(); i++)
            {
                std::string 显示文本 = 建筑列表[i].名称;
                if (显示文本.length() > 30) {
                    显示文本 = 显示文本.substr(0, 27) + "...";
                }

                if (ImGui::Selectable(显示文本.c_str(), 当前选中建筑索引 == i))
                {
                    当前选中建筑索引 = i;
                    加载选中的建筑();
                }

                if (ImGui::IsItemHovered()) {
                    ImGui::BeginTooltip();
                    ImGui::Text(建筑列表[i].路径.c_str());
                    ImGui::EndTooltip();
                }
            }

            ImGui::EndChild();

            if (当前选中建筑索引 >= 0) {
                ImGui::Text(混淆("当前选中: %s"), 建筑列表[当前选中建筑索引].名称.c_str());
            }
        } else {
            ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1), 混淆("暂无探测记录，点击上方按钮探测"));
        }

        ImGui::Spacing();
        ImGui::Separator();

        ImGui::Text(混淆("【模式2】粘贴绝对路径"));
        ImGui::Spacing();

        ImGui::PushItemWidth(200);
        ImGui::InputText(混淆("##建筑路径"), 建筑路径输入, sizeof(建筑路径输入));
        ImGui::PopItemWidth();
        ImGui::SameLine();
        if (ImGui::Button(混淆("粘贴"), ImVec2(70, 0))) {
            std::string clip = getClipboardTextt();
            if (!clip.empty()) {
                strcpy(建筑路径输入, clip.c_str());
            }
        }

        if (ImGui::Button(混淆("加载路径建筑"), ImVec2(-1, 55))) {
            UClass* 加载的类 = 通过路径加载建筑类(建筑路径输入);
            if (加载的类) {
                缓存的建筑类 = 加载的类;
                ImGui::OpenPopup(混淆("加载成功"));
            } else {
                ImGui::OpenPopup(混淆("加载失败"));
            }
        }

        if (ImGui::BeginPopupModal(混淆("加载成功"), nullptr, ImGuiWindowFlags_AlwaysAutoResize)) {
            ImGui::Text(混淆("建筑类加载成功！"));
            ImGui::Spacing();
            if (ImGui::Button(混淆("确定"), ImVec2(120, 0))) {
                ImGui::CloseCurrentPopup();
            }
            ImGui::EndPopup();
        }

        if (ImGui::BeginPopupModal(混淆("加载失败"), nullptr, ImGuiWindowFlags_AlwaysAutoResize)) {
            ImGui::Text(混淆("加载失败，请检查路径是否正确"));
            ImGui::Text(混淆("格式: Blueprint'/Game/路径/建筑名.建筑名_C'"));
            ImGui::Spacing();
            if (ImGui::Button(混淆("确定"), ImVec2(120, 0))) {
                ImGui::CloseCurrentPopup();
            }
            ImGui::EndPopup();
        }

        ImGui::Spacing();
        ImGui::Separator();

        ImGui::Text(混淆("【生成控制】"));
        ImGui::Spacing();

        ImGui::Text(混淆("当前缓存: %s"), 缓存的建筑类 ? "已有建筑类" : "无");
        if (缓存的建筑类 && 当前选中建筑索引 >= 0) {
            ImGui::SameLine();
            ImGui::TextColored(ImVec4(0, 1, 0, 1), 混淆("(%s)"), 建筑列表[当前选中建筑索引].名称.c_str());
        }

        ImGui::Text(混淆("生成偏移: %.0f"), 建筑生成偏移);
        ImGui::SliderFloat(混淆("##生成偏移"), &建筑生成偏移, 200, 1500, "%.0f");

        if (ImGui::Button(混淆("单次生成"), ImVec2(-1, 55))) {
            执行单次生成();
        }

        bool 旧的跟随模式 = 建筑跟随模式;
        ImGui::Checkbox(混淆("跟随模式（持续生成）"), &建筑跟随模式);
        if (旧的跟随模式 != 建筑跟随模式) {
            更新建筑跟随状态();
        }
    }

ImGui::EndTabItem();
}
if(坐标调试){
if (ImGui::CollapsingHeader(T("坐标调试（海岛）","Coordinate Debugging（Island）"))) {
// 出生点
if (ImGui::Button("传送(出生点)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 796373.625000f);
    writefloat(yAxis, 15564.796875f);
    writefloat(zAxis, 526.150024f);
}
// 野餐
if (ImGui::Button("传送(野餐点)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 73961.765625f);
    writefloat(yAxis, 137797.953125f);
    writefloat(zAxis, 6139.821777f);
}

if (ImGui::Button("传送(K城)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 668541.562500f);
    writefloat(yAxis, 115466.687500f);
    writefloat(zAxis, 1202.660278f);
}

// 山顶废墟
if (ImGui::Button("传送(山顶废墟)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 558498.812500f);
    writefloat(yAxis, 130586.539062f);
    writefloat(zAxis, 25679.998047f);
}

// S城
if (ImGui::Button("传送(S城)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 385533.843750f);
    writefloat(yAxis, 124476.781250f);
    writefloat(zAxis, 114.277252f);
}

// 靶场
if (ImGui::Button("传送(靶场)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 340579.843750f);
    writefloat(yAxis, 164234.781250f);
    writefloat(zAxis, 1893.813721f);
}

// Z城
if (ImGui::Button("传送(Z城)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 120202.843750f);
    writefloat(yAxis, 120766.796875f);
    writefloat(zAxis, 279.809265f);
}

// G港
if (ImGui::Button("传送(G港)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 208237.562500f);
    writefloat(yAxis, 292982.625000f);
    writefloat(zAxis, 1147.183105f);
}

// 医院
if (ImGui::Button("传送(医院)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 151716.015625f);
    writefloat(yAxis, 320286.625000f);
    writefloat(zAxis, 2474.388672f);
}

// G镇
if (ImGui::Button("传送(G镇)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 215584.625000f);
    writefloat(yAxis, 395646.062500f);
    writefloat(zAxis, 145.732346f);
}

// 废墟
if (ImGui::Button("传送(废墟)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 315178.343750f);
    writefloat(yAxis, 328893.031250f);
    writefloat(zAxis, 113.056183f);
}

// 水城
if (ImGui::Button("传送(水城)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 346776.093750f);
    writefloat(yAxis, 312778.812500f);
    writefloat(zAxis, -122.358826f);
}

// R城
if (ImGui::Button("传送(R城)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 395645.062500f);
    writefloat(yAxis, 293190.406250f);
    writefloat(zAxis, 358.098114f);
}

// 学校
if (ImGui::Button("传送(学校)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 422003.750000f);
    writefloat(yAxis, 328595.718750f);
    writefloat(zAxis, 662.241333f);
}

// 山田的小穴
if (ImGui::Button("传送(山田的小穴)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 384737.093750f);
    writefloat(yAxis, 374714.562500f);
    writefloat(zAxis, 3109.064453f);
}

// P城
if (ImGui::Button("传送(P城)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 357975.656250f);
    writefloat(yAxis, 407357.500000f);
    writefloat(zAxis, 3799.720947f);
}

// 农场
if (ImGui::Button("传送(农场)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 542839.312500f);
    writefloat(yAxis, 452304.968750f);
    writefloat(zAxis, 161.249191f);
}

// M城
if (ImGui::Button("传送(M城)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 600232.562500f);
    writefloat(yAxis, 481219.187500f);
    writefloat(zAxis, 350.063690f);
}

// 防空洞A
if (ImGui::Button("传送(防空洞A)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 577046.562500f);
    writefloat(yAxis, 388334.281250f);
    writefloat(zAxis, 2173.750977f);
}

// 防空洞B
if (ImGui::Button("传送(监狱)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 626493.375000f);
    writefloat(yAxis, 377350.250000f);
    writefloat(zAxis, 2442.355225f);
}

// 洋房
if (ImGui::Button("传送(洋房)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 621526.875000f);
    writefloat(yAxis, 298718.843750f);
    writefloat(zAxis, 351.399384f);
}

// Y城
if (ImGui::Button("传送(Y城)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 548812.687500f);
    writefloat(yAxis, 245077.437500f);
    writefloat(zAxis, 184.976852f);
}

// L城
if (ImGui::Button("传送(L城)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 708728.687500f);
    writefloat(yAxis, 339447.562500f);
    writefloat(zAxis, 82.663803f);
}
// 核电站的大鸡巴上
if (ImGui::Button("传送(核电站的大鸡巴上)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 733241.812500f);
    writefloat(yAxis, 442407.687500f);
    writefloat(zAxis, 5524.284180f);
}

// 核电站
if (ImGui::Button("传送(核电站)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 728729.437500f);
    writefloat(yAxis, 439039.468750f);
    writefloat(zAxis, 2061.244629f);
}// N港
if (ImGui::Button("传送(N港)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 619431.250000f);
    writefloat(yAxis, 606584.750000f);
    writefloat(zAxis, 90.882019f);
}

// 军事基地
if (ImGui::Button("传送(军事基地)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 446534.406250f);
    writefloat(yAxis, 625284.437500f);
    writefloat(zAxis, 87.211082f);
}

// 打飞机
if (ImGui::Button("传送(打飞机)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 480024.968750f);
    writefloat(yAxis, 643133.500000f);
    writefloat(zAxis, 1238.001709f);
}

// 海的对面是什么
if (ImGui::Button("传送(海的对面是什么)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 264442.250000f);
    writefloat(yAxis, 599815.125000f);
    writefloat(zAxis, 461.149933f);
}
// 渔村
if (ImGui::Button("传送(渔村)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 271059.000000f);
    writefloat(yAxis, 563711.750000f);
    writefloat(zAxis, 1503.384155f);
}

// P港
if (ImGui::Button("传送(P港)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 168427.468750f);
    writefloat(yAxis, 600518.000000f);
    writefloat(zAxis, 90.719124f);
}

// 矿场
if (ImGui::Button("传送(矿场)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 163445.375000f);
    writefloat(yAxis, 525739.312500f);
    writefloat(zAxis, 808.120911f);
}
}
if (ImGui::CollapsingHeader(T("坐标调试（雪地）","Coordinate Debugging（Snow）"))) {
// 出生点
if (ImGui::Button("传送(出生点)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 444234.687500f);
    writefloat(yAxis, 450621.531250f);
    writefloat(zAxis, 2228.036133f);
}

// 温泉
if (ImGui::Button("传送(温泉)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 417625.812500f);
    writefloat(yAxis, 441305.406250f);
    writefloat(zAxis, 1251.419312f);
}

// 凛冬城
if (ImGui::Button("传送(凛冬城)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 367155.562500f);
    writefloat(yAxis, 426480.156250f);
    writefloat(zAxis, 2305.149658f);
}

// 酿酒厂
if (ImGui::Button("传送(酿酒厂)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 331639.062500f);
    writefloat(yAxis, 480842.312500f);
    writefloat(zAxis, 9294.484375f);
}

// 海的对面是什么
if (ImGui::Button("传送(海的对面是什么)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 204680.718750f);
    writefloat(yAxis, 495332.343750f);
    writefloat(zAxis, 1954.740234f);
}

// 渔村
if (ImGui::Button("传送(渔村)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 213220.781250f);
    writefloat(yAxis, 493128.937500f);
    writefloat(zAxis, 1733.497070f);
}

// 庄园
if (ImGui::Button("传送(庄园)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 283691.656250f);
    writefloat(yAxis, 413977.625000f);
    writefloat(zAxis, 4239.299805f);
}

// 山田的屁眼
if (ImGui::Button("传送(山田的屁眼)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 237480.453125f);
    writefloat(yAxis, 387291.781250f);
    writefloat(zAxis, 4725.486328f);
}

// 恐龙乐园
if (ImGui::Button("传送(恐龙乐园)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 229128.500000f);
    writefloat(yAxis, 387376.843750f);
    writefloat(zAxis, 1391.766724f);
}

// 布格沃镇
if (ImGui::Button("传送(布格沃镇)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 166727.062500f);
    writefloat(yAxis, 368547.531250f);
    writefloat(zAxis, 2200.355469f);
}

// 希恩港
if (ImGui::Button("传送(希恩港)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 133604.984375f);
    writefloat(yAxis, 370198.625000f);
    writefloat(zAxis, 398.681427f);
}

// 转身向大海走去
if (ImGui::Button("传送(转身向大海走去)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 125797.625000f);
    writefloat(yAxis, 371101.281250f);
    writefloat(zAxis, 194.917557f);
}

// 爱情小镇
if (ImGui::Button("传送(爱情小镇)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 304944.531250f);
    writefloat(yAxis, 354255.218750f);
    writefloat(zAxis, 1312.154175f);
}

// 城堡
if (ImGui::Button("传送(城堡)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 356967.281250f);
    writefloat(yAxis, 357662.031250f);
    writefloat(zAxis, 3503.590820f);
}

// 少萝聚集地
if (ImGui::Button("传送(少萝聚集地)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 432044.406250f);
    writefloat(yAxis, 320365.093750f);
    writefloat(zAxis, 11031.322266f);
}

// 水泥厂
if (ImGui::Button("传送(水泥厂)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 435116.218750f);
    writefloat(yAxis, 322648.281250f);
    writefloat(zAxis, 4654.393555f);
}

// 豪宅(山田的家)
if (ImGui::Button("传送(豪宅(山田的家))", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 280915.562500f);
    writefloat(yAxis, 305349.031250f);
    writefloat(zAxis, 5424.918457f);
}

// 航天基地
if (ImGui::Button("传送(航天基地)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 383908.000000f);
    writefloat(yAxis, 160980.437500f);
    writefloat(zAxis, 2866.648438f);
}

// 适合拍段子
if (ImGui::Button("传送(适合拍段子)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 378587.687500f);
    writefloat(yAxis, 276477.375000f);
    writefloat(zAxis, 1990.543823f);
}

// 双桥镇
if (ImGui::Button("传送(双桥镇)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 385680.187500f);
    writefloat(yAxis, 268098.593750f);
    writefloat(zAxis, 1005.961060f);
}

// 滑雪场
if (ImGui::Button("传送(滑雪场)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 322912.156250f);
    writefloat(yAxis, 236340.343750f);
    writefloat(zAxis, 16273.750000f);
}

// 冰湖镇
if (ImGui::Button("传送(冰湖镇)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 246121.812500f);
    writefloat(yAxis, 242173.812500f);
    writefloat(zAxis, 8758.397461f);
}

// 年兽刷新点
if (ImGui::Button("传送(年兽刷新点)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 238501.937500f);
    writefloat(yAxis, 252487.562500f);
    writefloat(zAxis, 7934.804688f);
}
// 钟塔港
if (ImGui::Button("传送(钟塔港)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 99854.039062f);
    writefloat(yAxis, 235428.203125f);
    writefloat(zAxis, 3029.992432f);
}

// 拍段子
if (ImGui::Button("传送(拍段子)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 182611.359375f);
    writefloat(yAxis, 176897.843750f);
    writefloat(zAxis, 8333.750977f);
}

// 双池镇
if (ImGui::Button("传送(双池镇)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 170370.218750f);
    writefloat(yAxis, 180021.296875f);
    writefloat(zAxis, 7043.150391f);
}

// 煤矿厂
if (ImGui::Button("传送(煤矿厂)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 304987.906250f);
    writefloat(yAxis, 188512.156250f);
    writefloat(zAxis, 8459.812500f);
}

// 哈达农场
if (ImGui::Button("传送(哈达农场)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 481779.531250f);
    writefloat(yAxis, 217483.140625f);
    writefloat(zAxis, 9479.206055f);
}
// 亚力克港
if (ImGui::Button("传送(亚力克港)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 477181.937500f);
    writefloat(yAxis, 124913.007812f);
    writefloat(zAxis, 740.149963f);
}

// 亚力克港塔顶
if (ImGui::Button("传送(亚力克港塔顶)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 468057.531250f);
    writefloat(yAxis, 111883.781250f);
    writefloat(zAxis, 3942.716553f);
}

// 扎鲁镇
if (ImGui::Button("传送(扎鲁镇)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 278791.250000f);
    writefloat(yAxis, 119994.882812f);
    writefloat(zAxis, 2780.765869f);
}

// 军港船上
if (ImGui::Button("传送(军港船上)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 240158.500000f);
    writefloat(yAxis, 97982.515625f);
    writefloat(zAxis, 876.578247f);
}

// 军港
if (ImGui::Button("传送(军港)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 239174.875000f);
    writefloat(yAxis, 108477.289062f);
    writefloat(zAxis, 801.193054f);
}

// 防空洞空投点位
if (ImGui::Button("传送(防空洞空投点位)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 420984.062500f);
    writefloat(yAxis, 232054.312500f);
    writefloat(zAxis, 4686.845703f);
}
}
if (ImGui::CollapsingHeader(T("坐标调试（雨林）","Coordinate Debugging（Rainforest）"))) {
// 出生点
if (ImGui::Button("传送(出生点)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 47933.152344f);
    writefloat(yAxis, 203055.500000f);
    writefloat(zAxis, 1214.230347f);
}

// 一号营地
if (ImGui::Button("传送(一号营地)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 81213.710938f);
    writefloat(yAxis, 164618.171875f);
    writefloat(zAxis, 1081.396484f);
}

// 河静
if (ImGui::Button("传送(河静)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 129459.796875f);
    writefloat(yAxis, 114099.648438f);
    writefloat(zAxis, 1356.572632f);
}

// 塔莫克
if (ImGui::Button("传送(塔莫克)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 222462.328125f);
    writefloat(yAxis, 94425.593750f);
    writefloat(zAxis, 1011.927429f);
}

// 克豪镇
if (ImGui::Button("传送(克豪镇)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 238401.781250f);
    writefloat(yAxis, 71919.906250f);
    writefloat(zAxis, 495.524292f);
}

// 椰树林
if (ImGui::Button("传送(椰树林)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 318321.343750f);
    writefloat(yAxis, 81768.539062f);
    writefloat(zAxis, 1695.501343f);
}

// 二号营地
if (ImGui::Button("传送(二号营地)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 343127.437500f);
    writefloat(yAxis, 154418.093750f);
    writefloat(zAxis, 1161.198486f);
}

// 榕树林
if (ImGui::Button("传送(榕树林)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 295310.250000f);
    writefloat(yAxis, 197592.500000f);
    writefloat(zAxis, 1393.576416f);
}

// 拉卡维
if (ImGui::Button("传送(拉卡维)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 347931.406250f);
    writefloat(yAxis, 228151.468750f);
    writefloat(zAxis, 782.318054f);
}

// 坎邦
if (ImGui::Button("传送(坎邦)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 339577.562500f);
    writefloat(yAxis, 284831.593750f);
    writefloat(zAxis, 434.349030f);
}

// 码头
if (ImGui::Button("传送(码头)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 331417.875000f);
    writefloat(yAxis, 344303.375000f);
    writefloat(zAxis, 183.458389f);
}

// 三号营地
if (ImGui::Button("传送(三号营地)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 238447.875000f);
    writefloat(yAxis, 342338.187500f);
    writefloat(zAxis, 2238.786133f);
}

// 洞穴
if (ImGui::Button("传送(洞穴)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 264012.375000f);
    writefloat(yAxis, 304849.250000f);
    writefloat(zAxis, 231.546555f);
}

// 采石扬
if (ImGui::Button("传送(采石扬)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 269806.468750f);
    writefloat(yAxis, 252563.875000f);
    writefloat(zAxis, 297.965454f);
}

// 派南
if (ImGui::Button("传送(派南)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 191960.484375f);
    writefloat(yAxis, 270702.593750f);
    writefloat(zAxis, 183.122650f);
}

// 祭坛
if (ImGui::Button("传送(祭坛)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 122015.531250f);
    writefloat(yAxis, 262666.406250f);
    writefloat(zAxis, 333.574371f);
}

// 塔姆帮
if (ImGui::Button("传送(塔姆帮)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 88811.132812f);
    writefloat(yAxis, 290258.812500f);
    writefloat(zAxis, 5540.849121f);
}

// 莎米
if (ImGui::Button("传送(莎米)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 143384.312500f);
    writefloat(yAxis, 355166.281250f);
    writefloat(zAxis, 1144.252441f);
}

// 训练基地
if (ImGui::Button("传送(训练基地)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 198669.109375f);
    writefloat(yAxis, 195734.265625f);
    writefloat(zAxis, 1015.807190f);
}

// 天堂度假村
if (ImGui::Button("传送(天堂度假村)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 245644.109375f);
    writefloat(yAxis, 137689.640625f);
    writefloat(zAxis, 4063.525391f);
}

}
if (ImGui::CollapsingHeader(T("坐标调试（沙漠）","Coordinate Debugging（desert）"))) {
// 出生点
if (ImGui::Button("传送(出生点)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 82693.500000f);
    writefloat(yAxis, 727817.312500f);
    writefloat(zAxis, 5108.150391f);
}

// 火车站
if (ImGui::Button("传送(火车站)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 250829.281250f);
    writefloat(yAxis, 125060.984375f);
    writefloat(zAxis, 4803.459961f);
}

// 农场
if (ImGui::Button("传送(农场)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 265549.093750f);
    writefloat(yAxis, 212961.234375f);
    writefloat(zAxis, 10129.885742f);
}

// 伊波城
if (ImGui::Button("传送(伊波城)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 157739.468750f);
    writefloat(yAxis, 284963.687500f);
    writefloat(zAxis, 9262.229492f);
}

// 新山城
if (ImGui::Button("传送(新山城)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 210217.046875f);
    writefloat(yAxis, 408802.250000f);
    writefloat(zAxis, 6412.083496f);
}

// 砖厂
if (ImGui::Button("传送(砖厂)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 180600.828125f);
    writefloat(yAxis, 488169.281250f);
    writefloat(zAxis, 7963.916504f);
}

// 老工业区
if (ImGui::Button("传送(老工业区)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 278593.781250f);
    writefloat(yAxis, 521418.718750f);
    writefloat(zAxis, 11530.205078f);
}

// 小矿山
if (ImGui::Button("传送(小矿山)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 224198.546875f);
    writefloat(yAxis, 595435.437500f);
    writefloat(zAxis, 17425.300781f);
}

// 滨海小镇
if (ImGui::Button("传送(滨海小镇)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 163307.296875f);
    writefloat(yAxis, 598872.812500f);
    writefloat(zAxis, 644.678223f);
}

// 监狱
if (ImGui::Button("传送(监狱)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 85706.671875f);
    writefloat(yAxis, 726345.812500f);
    writefloat(zAxis, 5103.527832f);
}

// 无花果镇
if (ImGui::Button("传送(无花果镇)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 249517.125000f);
    writefloat(yAxis, 727779.125000f);
    writefloat(zAxis, -881.343872f);
}

// 普罗港
if (ImGui::Button("传送(普罗港)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 629424.125000f);
    writefloat(yAxis, 633068.125000f);
    writefloat(zAxis, -1090.296753f);
}

// 海的对面是什么
if (ImGui::Button("传送(海的对面是什么)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 633679.437500f);
    writefloat(yAxis, 648287.937500f);
    writefloat(zAxis, -1392.145264f);
}

// 黑斑羚镇
if (ImGui::Button("传送(黑斑羚镇)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 639227.687500f);
    writefloat(yAxis, 464329.468750f);
    writefloat(zAxis, 8270.783203f);
}

// 幸福村(牢大坠机点)
if (ImGui::Button("传送(幸福村(牢大坠机点))", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 503167.531250f);
    writefloat(yAxis, 426698.843750f);
    writefloat(zAxis, 9011.178711f);
}

// 大矿山
if (ImGui::Button("传送(大矿山)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 508462.812500f);
    writefloat(yAxis, 372246.750000f);
    writefloat(zAxis, 9718.271484f);
}

// 墓地
if (ImGui::Button("传送(墓地)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 452717.562500f);
    writefloat(yAxis, 373656.781250f);
    writefloat(zAxis, 5974.846680f);
}

// 皮卡多
if (ImGui::Button("传送(皮卡多)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 365469.500000f);
    writefloat(yAxis, 423210.125000f);
    writefloat(zAxis, 5539.034180f);
}

// 狮城
if (ImGui::Button("传送(狮城)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 483862.468750f);
    writefloat(yAxis, 533514.062500f);
    writefloat(zAxis, 19780.271484f);
}

// 电站
if (ImGui::Button("传送(电站)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 317204.375000f);
    writefloat(yAxis, 358664.875000f);
    writefloat(zAxis, 13736.246094f);
}

// 圣马丁
if (ImGui::Button("传送(圣马丁)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 392256.156250f);
    writefloat(yAxis, 297388.125000f);
    writefloat(zAxis, 7139.406738f);
}

// 别墅区(山田的家)
if (ImGui::Button("传送(别墅区(山田的家))", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 440596.687500f);
    writefloat(yAxis, 278615.875000f);
    writefloat(zAxis, 5062.807617f);
}

// 水厂
if (ImGui::Button("传送(水厂)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 430199.625000f);
    writefloat(yAxis, 191261.796875f);
    writefloat(zAxis, 5709.166992f);
}

// 断城
if (ImGui::Button("传送(断城)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 557123.062500f);
    writefloat(yAxis, 156040.750000f);
    writefloat(zAxis, 7089.334961f);
}
// 提波镇
if (ImGui::Button("传送(提波镇)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 666332.187500f);
    writefloat(yAxis, 134728.312500f);
    writefloat(zAxis, 4349.668457f);
}

// 军事基地
if (ImGui::Button("传送(军事基地)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 696588.312500f);
    writefloat(yAxis, 42568.285156f);
    writefloat(zAxis, 6451.878418f);
}

// 火电厂
if (ImGui::Button("传送(火电厂)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 544747.437500f);
    writefloat(yAxis, 41807.656250f);
    writefloat(zAxis, 7636.512695f);
}

// 橙花镇
if (ImGui::Button("传送(橙花镇)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 643050.687500f);
    writefloat(yAxis, 246525.796875f);
    writefloat(zAxis, 5782.760254f);
}

// 垃圾站
if (ImGui::Button("传送(垃圾站)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 586121.625000f);
    writefloat(yAxis, 334391.218750f);
    writefloat(zAxis, 10626.436523f);
}
// 拖车场
if (ImGui::Button("传送(拖车场)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 88043.117188f);
    writefloat(yAxis, 186304.250000f);
    writefloat(zAxis, 11528.625000f);
}

// 废墟
if (ImGui::Button("传送(废墟)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 20803.363281f);
    writefloat(yAxis, 131696.437500f);
    writefloat(zAxis, 16926.419922f);
}
}
if (ImGui::CollapsingHeader(T("坐标调试（训练场）","Coordinate Debugging（training ground）"))) {
// 出生点
if (ImGui::Button("传送(出生点)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 46285.628906f);
    writefloat(yAxis, 160711.875000f);
    writefloat(zAxis, 727.156128f);
}

// 标耙小岛
if (ImGui::Button("传送(标耙小岛)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 28483.691406f);
    writefloat(yAxis, 156624.875000f);
    writefloat(zAxis, -110.156754f);
}

// 集装箱顶上
if (ImGui::Button("传送(集装箱顶上)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 43020.757812f);
    writefloat(yAxis, 183850.796875f);
    writefloat(zAxis, 3240.651855f);
}

// 车库
if (ImGui::Button("传送(车库)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 36884.968750f);
    writefloat(yAxis, 169209.125000f);
    writefloat(zAxis, 96.183075f);
}

// 加油站
if (ImGui::Button("传送(加油站)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 21748.804688f);
    writefloat(yAxis, 166414.078125f);
    writefloat(zAxis, 102.662201f);
}

// 大桥上
if (ImGui::Button("传送(大桥上)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 25628.134766f);
    writefloat(yAxis, 193167.359375f);
    writefloat(zAxis, 3091.817139f);
}

// 海边
if (ImGui::Button("传送(海边)", ImVec2(-1, 60))) {
    long xAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x150;
    long yAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x154;
    long zAxis = getPointer(getPointer(getPointer(getPointer(UE4 + 0x4634ef0) + 0x20) + 0x139c) + 0x130) + 0x158;
    writefloat(xAxis, 39275.957031f);
    writefloat(yAxis, 161431.421875f);
    writefloat(zAxis, -469.822662f);
}

}
ImGui::EndTabItem();
}
if(物资调试){
	if(提示){
	ImGui::Text(T("您当前不是服务端无法使用部分功能", "You are not currently a server and\ncannot use some functions"));
	}
if(物资功能){
ImGui::Text(T("您当前是服务端，注意:点一键刷物资后\n请等两三秒再点其他的\n不然服务端原地炸膛", "You are currently a server. Note: After clicking 'Spawn All Items',\nplease wait 2-3 seconds before clicking other buttons,\notherwise the server may crash"));
    
 




if (ImGui::CollapsingHeader(T("自定义", "Custom")))
                   {
					   
					   
					   	ImGui::Text(T("请在后台将物品ID复制至剪贴板\n并选择合适的数量", "Please copy item ID to clipboard in background\nand select appropriate quantity"), 1000.0f / ImGui::GetIO().Framerate);
	
	

					   ImGui::PushItemWidth(-1);
   ImGui::InputText("##keys", s, sizeof s);
   // auto paste
   auto keys = getClipboardTextt();
   strncpy(s, keys.c_str(), sizeof s);
   // auto login
   ImGui::PopItemWidth();
   char buffer4[256];
strncpy(buffer4,inputText4.c_str(),sizeof(buffer4)-1);
buffer4[sizeof(buffer4)-1]='\0';
ImGui::InputText(T("物品数量", "Item Quantity"),buffer4,sizeof(buffer4));
if(ImGui::IsItemFocused()){
activeEditBoxIndex=3;
}
inputText4=buffer4;
    if (ImGui::Button(T("自定义刷(自动判断)", "Custom Spawn (Auto Detect)"), ImVec2(-1,40))){
		
		int 物品ID=std::stoi(keys);
int 物品类型=getItemType(物品ID);
int 物品数量=std::stoi(inputText4);
if(物品ID!=0&&物品类型!=0&&物品数量!=0){
SpawnItem(物品ID,物品类型,物品数量);
}
		
  }
       
  if(ImGui::Button(T("显示键盘", "Show Keyboard"))){
showVirtualKeyboard=true;
}
 
if(showVirtualKeyboard){
RenderVirtualKeyboard();
}
  
					   }
					   
if (ImGui::CollapsingHeader(T("武器", "Weapons"))){
if (ImGui::Button(T("一键刷新枪械", "Spawn All Weapons"), ImVec2(-1,40))) { SpawnAllWeapons(); }
    if (ImGui::Button(T("AKM突击步枪", "AKM Assault Rifle"), ImVec2(-1,40))) { AKM(); }
    if (ImGui::Button(T("M416突击步枪", "M416 Assault Rifle"), ImVec2(-1,40))) { M416(); }
    if (ImGui::Button(T("AWM狙击枪", "AWM Sniper Rifle"), ImVec2(-1,40))) { AWM(); }
    if (ImGui::Button(T("M16A4突击步枪", "M16A4 Assault Rifle"), ImVec2(-1,40))) { M16A4(); }
    if (ImGui::Button(T("GROZA突击步枪", "GROZA Assault Rifle"), ImVec2(-1,40))) { GROZA(); }
    if (ImGui::Button(T("SCAR-L突击步枪", "SCAR-L Assault Rifle"), ImVec2(-1,40))) { SCARL(); }
    if (ImGui::Button(T("AUG突击步枪", "AUG Assault Rifle"), ImVec2(-1,40))) { AUG(); }
    if (ImGui::Button(T("QBZ突击步枪", "QBZ Assault Rifle"), ImVec2(-1,40))) { QBZ(); }
    if (ImGui::Button(T("M762突击步枪", "M762 Assault Rifle"), ImVec2(-1,40))) { M762(); }
    if (ImGui::Button(T("MK47突击步枪", "MK47 Assault Rifle"), ImVec2(-1,40))) { MK47(); }
    if (ImGui::Button(T("G36C突击步枪", "G36C Assault Rifle"), ImVec2(-1,40))) { G36C(); }
    if (ImGui::Button(T("UZI冲锋枪", "UZI SMG"), ImVec2(-1,40))) { UZI(); }
    if (ImGui::Button(T("UMP9冲锋枪", "UMP9 SMG"), ImVec2(-1,40))) { UMP9(); }
    if (ImGui::Button(T("Vector冲锋枪", "Vector SMG"), ImVec2(-1,40))) { Vector(); }
    if (ImGui::Button(T("汤姆逊冲锋枪", "Thompson SMG"), ImVec2(-1,40))) { Thompson(); }
    if (ImGui::Button(T("PP-19冲锋枪", "PP-19 SMG"), ImVec2(-1,40))) { PP19(); }
    if (ImGui::Button(T("Kar98K狙击枪", "Kar98K Sniper Rifle"), ImVec2(-1,40))) { Kar98K(); }
    if (ImGui::Button(T("M24狙击枪", "M24 Sniper Rifle"), ImVec2(-1,40))) { M24(); }
    if (ImGui::Button(T("SKS射手步枪", "SKS Marksman Rifle"), ImVec2(-1,40))) { SKS(); }
    if (ImGui::Button(T("VSS射手步枪", "VSS Marksman Rifle"), ImVec2(-1,40))) { VSS(); }
    if (ImGui::Button(T("Mini14射手步枪", "Mini14 Marksman Rifle"), ImVec2(-1,40))) { Mini14(); }
    if (ImGui::Button(T("Mk14射手步枪", "Mk14 Marksman Rifle"), ImVec2(-1,40))) { Mk14(); }
    if (ImGui::Button(T("Win94狙击枪", "Win94 Sniper Rifle"), ImVec2(-1,40))) { Win94(); }
    if (ImGui::Button(T("SLR射手步枪", "SLR Marksman Rifle"), ImVec2(-1,40))) { SLR(); }
    if (ImGui::Button(T("QBU射手步枪", "QBU Marksman Rifle"), ImVec2(-1,40))) { QBU(); }
    if (ImGui::Button(T("S686散弹枪", "S686 Shotgun"), ImVec2(-1,40))) { S686(); }
    if (ImGui::Button(T("S1897散弹枪", "S1897 Shotgun"), ImVec2(-1,40))) { S1897(); }
    if (ImGui::Button(T("S12K散弹枪", "S12K Shotgun"), ImVec2(-1,40))) { S12K(); }
    if (ImGui::Button(T("M249轻机枪", "M249 LMG"), ImVec2(-1,40))) { M249(); }
    if (ImGui::Button(T("DP-28轻机枪", "DP-28 LMG"), ImVec2(-1,40))) { DP28(); }
    if (ImGui::Button(T("P92手枪", "P92 Pistol"), ImVec2(-1,40))) { P92(); }
    if (ImGui::Button(T("P1911手枪", "P1911 Pistol"), ImVec2(-1,40))) { P1911(); }
    if (ImGui::Button(T("R1895手枪", "R1895 Pistol"), ImVec2(-1,40))) { R1895(); }
    if (ImGui::Button(T("P18C手枪", "P18C Pistol"), ImVec2(-1,40))) { P18C(); }
    if (ImGui::Button(T("R45手枪", "R45 Pistol"), ImVec2(-1,40))) { R45(); }
    if (ImGui::Button(T("短管散弹枪", "Sawed-Off Shotgun"), ImVec2(-1,40))) { SawedOff(); }
    if (ImGui::Button(T("信号枪", "Signal Gun"), ImVec2(-1,40))) { SignalGun(); }
    if (ImGui::Button(T("蝎式手枪", "Scorpion Pistol"), ImVec2(-1,40))) { Scorpion(); }
    if (ImGui::Button(T("吃鸡礼花枪", "Chicken Firework Gun"), ImVec2(-1,40))) { ChickenFirework(); }
    if (ImGui::Button(T("元宵节礼花枪", "Lantern Firework Gun"), ImVec2(-1,40))) { LanternFirework(); }
    if (ImGui::Button(T("年兽信号枪", "Year Beast Signal Gun"), ImVec2(-1,40))) { BeastSignal(); }
    if (ImGui::Button(T("圣诞信号枪", "Christmas Signal Gun"), ImVec2(-1,40))) { ChristmasSignal(); }
    if (ImGui::Button(T("新年礼花枪", "New Year Firework Gun"), ImVec2(-1,40))) { NewYearFirework(); }
    if (ImGui::Button(T("十字弩", "Crossbow"), ImVec2(-1,40))) { Crossbow(); }
    if (ImGui::Button(T("防爆盾", "Riot Shield"), ImVec2(-1,40))) { RiotShield(); }
    if (ImGui::Button(T("大砍刀", "Machete"), ImVec2(-1,40))) { Machete(); }
    if (ImGui::Button(T("撬棍", "Crowbar"), ImVec2(-1,40))) { Crowbar(); }
    if (ImGui::Button(T("镰刀", "Sickle"), ImVec2(-1,40))) { Sickle(); }
    if (ImGui::Button(T("平底锅", "Pan"), ImVec2(-1,40))) { Pan(); }
}
if (ImGui::CollapsingHeader(T("枪皮", "Weapon Skins"))){
    // 一键刷新所有皮肤武器按钮
    if (ImGui::Button(T("一键刷新枪皮", "Spawn All Skin Weapons"), ImVec2(-1,40))) { SpawnAllSkinWeapons(); }

    

        if (ImGui::Button(T("AKM-赤橙", "AKM - Orange"), ImVec2(-1,40))) { AKM_Chicheng(); }
        if (ImGui::Button(T("AKM-荣耀", "AKM - Glory"), ImVec2(-1,40))) { AKM_Rongyao(); }
        if (ImGui::Button(T("AKM-乌木金纹", "AKM - Ebony Gold"), ImVec2(-1,40))) { AKM_Wumujinwen(); }
        if (ImGui::Button(T("AKM-血誓", "AKM - Blood Oath"), ImVec2(-1,40))) { AKM_Xueshi(); }
        if (ImGui::Button(T("AKM-狂怒", "AKM - Fury"), ImVec2(-1,40))) { AKM_Kuangnu(); }

        if (ImGui::Button(T("M16A4-鲨齿", "M16A4 - Shark Tooth"), ImVec2(-1,40))) { M16A4_Shachi(); }
        if (ImGui::Button(T("M16A4-青耀", "M16A4 - Blue Shine"), ImVec2(-1,40))) { M16A4_Qingyao(); }
        if (ImGui::Button(T("M16A4-乌木金纹", "M16A4 - Ebony Gold"), ImVec2(-1,40))) { M16A4_Wumujinwen(); }
        if (ImGui::Button(T("M16A4-皇室", "M16A4 - Royal"), ImVec2(-1,40))) { M16A4_Huangshi(); }
        if (ImGui::Button(T("M16A4-野战英豪", "M16A4 - Field Hero"), ImVec2(-1,40))) { M16A4_Yezhanyinghao(); }
        if (ImGui::Button(T("M16A4-狂怒", "M16A4 - Fury"), ImVec2(-1,40))) { M16A4_Kuangnu(); }

        if (ImGui::Button(T("SCAR-L-狂怒", "SCAR-L - Fury"), ImVec2(-1,40))) { SCARL_Kuangnu(); }
        if (ImGui::Button(T("SCAR-L-乌木金纹", "SCAR-L - Ebony Gold"), ImVec2(-1,40))) { SCARL_Wumujinwen(); }
        if (ImGui::Button(T("SCAR-L-赤橙", "SCAR-L - Orange"), ImVec2(-1,40))) { SCARL_Chicheng(); }
        if (ImGui::Button(T("SCAR-L-血誓", "SCAR-L - Blood Oath"), ImVec2(-1,40))) { SCARL_Xueshi(); }
    

        if (ImGui::Button(T("M416-火箭少女101", "M416 - Rocket Girls 101"), ImVec2(-1,40))) { M416_RocketGirl(); }
        if (ImGui::Button(T("M416-乌木金纹", "M416 - Ebony Gold"), ImVec2(-1,40))) { M416_Wumujinwen(); }
        if (ImGui::Button(T("M416-蝰蛇", "M416 - Viper"), ImVec2(-1,40))) { M416_Kuishe(); }
        if (ImGui::Button(T("M416-涂鸦艺术", "M416 - Graffiti Art"), ImVec2(-1,40))) { M416_Tuya(); }
        if (ImGui::Button(T("M416-沙漠风暴", "M416 - Desert Storm"), ImVec2(-1,40))) { M416_Shamofengbao(); }
        if (ImGui::Button(T("M416-雪域迷彩", "M416 - Snow Camo"), ImVec2(-1,40))) { M416_Xueyumicai(); }
        if (ImGui::Button(T("M416-血誓", "M416 - Blood Oath"), ImVec2(-1,40))) { M416_Xueshi(); }
        if (ImGui::Button(T("M416-赤橙", "M416 - Orange"), ImVec2(-1,40))) { M416_Chicheng(); }
        if (ImGui::Button(T("M416-迎春赐吉", "M416 - Spring Blessing"), ImVec2(-1,40))) { M416_Spring(); }
    
        if (ImGui::Button(T("GROZA-狂怒", "GROZA - Fury"), ImVec2(-1,40))) { GROZA_Kuangnu(); }

        if (ImGui::Button(T("AUG-血誓", "AUG - Blood Oath"), ImVec2(-1,40))) { AUG_Xueshi(); }

        if (ImGui::Button(T("UZI-狂怒", "UZI - Fury"), ImVec2(-1,40))) { UZI_Kuangnu(); }
    
    

        if (ImGui::Button(T("Kar98K-青耀", "Kar98K - Blue Shine"), ImVec2(-1,40))) { Kar98K_Qingyao(); }
        if (ImGui::Button(T("Kar98K-乌木金纹", "Kar98K - Ebony Gold"), ImVec2(-1,40))) { Kar98K_Wumujinwen(); }
        if (ImGui::Button(T("Kar98K-灼热熔岩", "Kar98K - Molten Lava"), ImVec2(-1,40))) { Kar98K_FireLava(); }
        if (ImGui::Button(T("Kar98K-血誓", "Kar98K - Blood Oath"), ImVec2(-1,40))) { Kar98K_Xueshi(); }
        if (ImGui::Button(T("Kar98K-迎春赐吉", "Kar98K - Spring Blessing"), ImVec2(-1,40))) { Kar98K_Spring(); }

        if (ImGui::Button(T("AWM-幻彩", "AWM - Rainbow"), ImVec2(-1,40))) { AWM_Rainbow(); }

        if (ImGui::Button(T("撬棍-绯红前夜", "Crowbar - Crimson Eve"), ImVec2(-1,40))) { Crowbar_RedNight(); }
    

        if (ImGui::Button(T("平底锅-双黄蛋", "Pan - Double Yolk"), ImVec2(-1,40))) { Pan_DoubleYolk(); }
        if (ImGui::Button(T("平底锅-幸存者", "Pan - Survivor"), ImVec2(-1,40))) { Pan_Survivor(); }
        if (ImGui::Button(T("平底锅-禁猎区", "Pan - No Hunting Zone"), ImVec2(-1,40))) { Pan_NoHunt(); }
        if (ImGui::Button(T("平底锅-烂番茄", "Pan - Rotten Tomato"), ImVec2(-1,40))) { Pan_RottenTomato(); }
        if (ImGui::Button(T("平底锅-一路向前", "Pan - Forward"), ImVec2(-1,40))) { Pan_Forward(); }
        if (ImGui::Button(T("平底锅-绯红前夜", "Pan - Crimson Eve"), ImVec2(-1,40))) { Pan_RedNight(); }
}
if (ImGui::CollapsingHeader(T("子弹", "Ammo"))){
    if (ImGui::Button(T("一键刷新子弹", "Spawn All Ammo"), ImVec2(-1,40))) { SpawnAllAmmo(); }
    if (ImGui::Button(T("7.62 mm子弹", "7.62 mm Ammo"), ImVec2(-1,40))) { Bullet762(); }
    if (ImGui::Button(T("5.56 mm子弹", "5.56 mm Ammo"), ImVec2(-1,40))) { Bullet556(); }
    if (ImGui::Button(T("12口径散弹", "12 Gauge Shells"), ImVec2(-1,40))) { ShotgunShell(); }
    if (ImGui::Button(T("0.45口径子弹", ".45 ACP Ammo"), ImVec2(-1,40))) { Bullet45(); }
    if (ImGui::Button(T(".300马格南子弹", ".300 Magnum Ammo"), ImVec2(-1,40))) { Magnum(); }
    if (ImGui::Button(T("信号弹", "Signal Flare"), ImVec2(-1,40))) { SignalFlare(); }
    if (ImGui::Button(T("弩箭", "Arrow"), ImVec2(-1,40))) { Arrow(); }
    if (ImGui::Button(T("烟花弹", "Firework Shell"), ImVec2(-1,40))) { FireworkShell(); }
    if (ImGui::Button(T("年兽诱饵弹", "Year Beast Bait"), ImVec2(-1,40))) { BeastBait(); }
}

if (ImGui::CollapsingHeader(T("瞄准镜/配件", "Scopes/Attachments"))){
    if (ImGui::Button(T("一键刷新配件", "Spawn All Attachments"), ImVec2(-1,40))) { SpawnAllAttachments(); }
    if (ImGui::Button(T("霰弹枪收束器", "Shotgun Choke"), ImVec2(-1,40))) { Choke(); }
    if (ImGui::Button(T("枪口补偿器(冲锋枪)", "SMG Compensator"), ImVec2(-1,40))) { SMGCompensator(); }
    if (ImGui::Button(T("枪口补偿器(狙击枪)", "Sniper Compensator"), ImVec2(-1,40))) { SniperCompensator(); }
    if (ImGui::Button(T("消焰器(冲锋枪)", "SMG Flash Hider"), ImVec2(-1,40))) { SMGFlashHider(); }
    if (ImGui::Button(T("消焰器(狙击枪)", "Sniper Flash Hider"), ImVec2(-1,40))) { SniperFlashHider(); }
    if (ImGui::Button(T("消音器(冲锋枪)", "SMG Silencer"), ImVec2(-1,40))) { SMGSilencer(); }
    if (ImGui::Button(T("消音器(狙击枪)", "Sniper Silencer"), ImVec2(-1,40))) { SniperSilencer(); }
    if (ImGui::Button(T("消音器(手枪)", "Pistol Silencer"), ImVec2(-1,40))) { PistolSilencer(); }
    if (ImGui::Button(T("枪口补偿器(步枪)", "Rifle Compensator"), ImVec2(-1,40))) { RifleCompensator(); }
    if (ImGui::Button(T("消焰器(步枪)", "Rifle Flash Hider"), ImVec2(-1,40))) { RifleFlashHider(); }
    if (ImGui::Button(T("消音器(步枪)", "Rifle Silencer"), ImVec2(-1,40))) { RifleSilencer(); }
    if (ImGui::Button(T("鸭嘴枪口(霰弹枪)", "Shotgun Duckbill"), ImVec2(-1,40))) { Duckbill(); }
    if (ImGui::Button(T("直角前握把", "Angled Grip"), ImVec2(-1,40))) { AngledGrip(); }
    if (ImGui::Button(T("垂直握把", "Vertical Grip"), ImVec2(-1,40))) { VerticalGrip(); }
    if (ImGui::Button(T("轻型握把", "Light Grip"), ImVec2(-1,40))) { LightGrip(); }
    if (ImGui::Button(T("半截式握把", "Half Grip"), ImVec2(-1,40))) { HalfGrip(); }
    if (ImGui::Button(T("拇指握把", "Thumb Grip"), ImVec2(-1,40))) { ThumbGrip(); }
    if (ImGui::Button(T("激光瞄准器", "Laser Sight"), ImVec2(-1,40))) { LaserSight(); }
    if (ImGui::Button(T("红点瞄准镜", "Red Dot Sight"), ImVec2(-1,40))) { RedDot(); }
    if (ImGui::Button(T("全息瞄准镜", "Holographic Sight"), ImVec2(-1,40))) { Holographic(); }
    if (ImGui::Button(T("2倍 瞄准镜", "2x Scope"), ImVec2(-1,40))) { Scope2x(); }
    if (ImGui::Button(T("4倍 瞄准镜", "4x Scope"), ImVec2(-1,40))) { Scope4x(); }
    if (ImGui::Button(T("8倍 瞄准镜", "8x Scope"), ImVec2(-1,40))) { Scope8x(); }
    if (ImGui::Button(T("侧边瞄准镜", "Canted Sight"), ImVec2(-1,40))) { CantedSight(); }
    if (ImGui::Button(T("扩容弹匣(手枪)", "Pistol Extended Mag"), ImVec2(-1,40))) { PistolExtMag(); }
    if (ImGui::Button(T("快速弹匣(手枪)", "Pistol Quickdraw Mag"), ImVec2(-1,40))) { PistolQuickMag(); }
    if (ImGui::Button(T("快速扩容弹匣(手枪)", "Pistol Quickdraw Extended Mag"), ImVec2(-1,40))) { PistolQuickExtMag(); }
    if (ImGui::Button(T("扩容弹匣(冲锋枪)", "SMG Extended Mag"), ImVec2(-1,40))) { SMGExtMag(); }
    if (ImGui::Button(T("快速弹匣(冲锋枪)", "SMG Quickdraw Mag"), ImVec2(-1,40))) { SMGQuickMag(); }
    if (ImGui::Button(T("快速扩容弹匣(冲锋枪)", "SMG Quickdraw Extended Mag"), ImVec2(-1,40))) { SMGQuickExtMag(); }
    if (ImGui::Button(T("扩容弹匣(狙击枪)", "Sniper Extended Mag"), ImVec2(-1,40))) { SniperExtMag(); }
    if (ImGui::Button(T("快速弹匣(狙击枪)", "Sniper Quickdraw Mag"), ImVec2(-1,40))) { SniperQuickMag(); }
    if (ImGui::Button(T("快速扩容弹匣(狙击枪)", "Sniper Quickdraw Extended Mag"), ImVec2(-1,40))) { SniperQuickExtMag(); }
    if (ImGui::Button(T("子弹袋(散弹枪)", "Shotgun Bullet Loops"), ImVec2(-1,40))) { ShotgunBulletLoops(); }
    if (ImGui::Button(T("扩容弹匣(步枪)", "Rifle Extended Mag"), ImVec2(-1,40))) { RifleExtMag(); }
    if (ImGui::Button(T("快速弹匣(步枪)", "Rifle Quickdraw Mag"), ImVec2(-1,40))) { RifleQuickMag(); }
    if (ImGui::Button(T("快速扩容弹匣(步枪)", "Rifle Quickdraw Extended Mag"), ImVec2(-1,40))) { RifleQuickExtMag(); }
    if (ImGui::Button(T("子弹袋(Kar98K,Win94)", "Kar98k/Win94 Bullet Loops"), ImVec2(-1,40))) { Kar98kLoops(); }
    if (ImGui::Button(T("枪托(Micro UZI)", "UZI Stock"), ImVec2(-1,40))) { UziStock(); }
    if (ImGui::Button(T("战术枪托(M416,Vector)", "Tactical Stock"), ImVec2(-1,40))) { TacticalStock(); }
    if (ImGui::Button(T("托腮板(狙击枪)", "Sniper Cheek Pad"), ImVec2(-1,40))) { CheekPad(); }
    if (ImGui::Button(T("箭袋(十字弩)", "Crossbow Quiver"), ImVec2(-1,40))) { Quiver(); }
}

if (ImGui::CollapsingHeader(T("装备", "Gear"))){
        if (ImGui::Button(T("一键刷新装备", "Spawn All Gear"), ImVec2(-1,40))) { SpawnAllGear(); }
   if (ImGui::Button(T("夜视仪", "Night Vision Goggles"), ImVec2(-1,40))) { 夜视仪(); }
    if (ImGui::Button(T("特种部队头盔(3级)", "Special Forces Helmet (Lv3)"), ImVec2(-1,40))) { HelmetLv3(); }
    if (ImGui::Button(T("军用防弹衣(3级)", "Military Vest (Lv3)"), ImVec2(-1,40))) { VestLv3(); }
    if (ImGui::Button(T("背包(3级)", "Backpack (Lv3)"), ImVec2(-1,40))) { BackpackLv3(); }
    if (ImGui::Button(T("摩托车头盔(1级)", "Motorcycle Helmet (Lv1)"), ImVec2(-1,40))) { HelmetLv1(); }
    if (ImGui::Button(T("警用防弹衣(1级)", "Police Vest (Lv1)"), ImVec2(-1,40))) { VestLv1(); }
    if (ImGui::Button(T("背包(1级)", "Backpack (Lv1)"), ImVec2(-1,40))) { BackpackLv1(); }
    if (ImGui::Button(T("军用头盔(2级)", "Military Helmet (Lv2)"), ImVec2(-1,40))) { HelmetLv2(); }
    if (ImGui::Button(T("警用防弹衣(2级)", "Police Vest (Lv2)"), ImVec2(-1,40))) { VestLv2(); }
    if (ImGui::Button(T("背包(2级)", "Backpack (Lv2)"), ImVec2(-1,40))) { BackpackLv2(); }
    if (ImGui::Button(T("圣诞头盔(3级)", "Christmas Helmet (Lv3)"), ImVec2(-1,40))) { ChristmasHelmet(); }
    if (ImGui::Button(T("年兽头盔(3级)", "Year Beast Helmet (Lv3)"), ImVec2(-1,40))) { BeastHelmet(); }
}
if (ImGui::CollapsingHeader(T("衣服", "Clothing")))
                   {
                            if (ImGui::Button(T("一键刷新衣服", "Spawn All Clothing"), ImVec2(-1,40))) { 一键生成衣服(); }
			if (ImGui::Button(T("雪地吉利服", "Snow Ghillie Suit"), ImVec2(-1,40))) { 雪地吉利服(); }
if (ImGui::Button(T("晶翼女神套装", "Crystal Wing Goddess Suit"), ImVec2(-1,40))) { 晶翼女神套装(); }
if (ImGui::Button(T("黑曜金尊套装", "Obsidian Golden Suit"), ImVec2(-1,40))) { 黑曜金尊套装(); }
if (ImGui::Button(T("火箭少女101", "Rocket Girls 101"), ImVec2(-1,40))) { 火箭少女101(); }
if (ImGui::Button(T("至尊金龙外套", "Supreme Golden Dragon Coat"), ImVec2(-1,40))) { 至尊金龙外套(); }
if (ImGui::Button(T("S1战斗裤", "Season 1 Combat Pants"), ImVec2(-1,40))) { S1战斗裤(); }
if (ImGui::Button(T("S1战斗外套", "Season 1 Combat Jacket"), ImVec2(-1,40))) { S1战斗外套(); }
if (ImGui::Button(T("小黄衣", "Yellow Jacket"), ImVec2(-1,40))) { 小黄衣(); }
if (ImGui::Button(T("小黄裤", "Yellow Pants"), ImVec2(-1,40))) { 小黄裤(); }
if (ImGui::Button(T("黑色连帽大衣", "Black Hooded Coat"), ImVec2(-1,40))) { 黑色连帽大衣(); }
if (ImGui::Button(T("西部牛仔面罩", "Western Cowboy Mask"), ImVec2(-1,40))) { 西部牛仔面罩(); }
if (ImGui::Button(T("黑色rock", "Black Rock"), ImVec2(-1,40))) { 黑色rock(); }
if (ImGui::Button(T("青色面罩", "Cyan Mask"), ImVec2(-1,40))) { 青色面罩(); }
if (ImGui::Button(T("师傅专用外套", "Master's Exclusive Jacket"), ImVec2(-1,40))) { 师傅专用外套(); }
if (ImGui::Button(T("时尚圣诞套装", "Fashion Christmas Suit"), ImVec2(-1,40))) { 时尚圣诞套装(); }
if (ImGui::Button(T("卡路里套装", "Calorie Suit"), ImVec2(-1,40))) { 卡路里套装(); }

}
if (ImGui::CollapsingHeader(T("动作", "Emotes")))
                   {
if (ImGui::Button(T("你好", "Hello"), ImVec2(-1,40))) { 你好(); }
if (ImGui::Button(T("感谢", "Thanks"), ImVec2(-1,40))) { 感谢(); }
if (ImGui::Button(T("鼓掌", "Applause"), ImVec2(-1,40))) { 鼓掌(); }
if (ImGui::Button(T("大笑", "Laugh"), ImVec2(-1,40))) { 大笑(); }
if (ImGui::Button(T("来这里", "Come Here"), ImVec2(-1,40))) { 来这里(); }
if (ImGui::Button(T("走", "Go"), ImVec2(-1,40))) { 走(); }
if (ImGui::Button(T("否定", "Negative"), ImVec2(-1,40))) { 否定(); }
if (ImGui::Button(T("肯定", "Positive"), ImVec2(-1,40))) { 肯定(); }
if (ImGui::Button(T("投降", "Surrender"), ImVec2(-1,40))) { 投降(); }
if (ImGui::Button(T("愤怒", "Anger"), ImVec2(-1,40))) { 愤怒(); }
if (ImGui::Button(T("摇摆舞", "Swing Dance"), ImVec2(-1,40))) { 摇摆舞(); }
if (ImGui::Button(T("电摇", "Electric Dance"), ImVec2(-1,40))) { 电摇(); }
if (ImGui::Button(T("拍灰舞", "Dust Dance"), ImVec2(-1,40))) { 拍灰舞(); }
if (ImGui::Button(T("俄舞", "Russian Dance"), ImVec2(-1,40))) { 俄舞(); }
if (ImGui::Button(T("安静", "Quiet"), ImVec2(-1,40))) { 安静(); }
if (ImGui::Button(T("雀跃", "Jump for Joy"), ImVec2(-1,40))) { 雀跃(); }
if (ImGui::Button(T("崩溃", "Breakdown"), ImVec2(-1,40))) { 崩溃(); }
if (ImGui::Button(T("海带舞", "Kelp Dance"), ImVec2(-1,40))) { 海带舞(); }
if (ImGui::Button(T("街舞", "Street Dance"), ImVec2(-1,40))) { 街舞(); }
if (ImGui::Button(T("壁虎步", "Gecko Walk"), ImVec2(-1,40))) { 壁虎步(); }
if (ImGui::Button(T("机械舞", "Robot Dance"), ImVec2(-1,40))) { 机械舞(); }
if (ImGui::Button(T("蹦迪舞", "Disco Dance"), ImVec2(-1,40))) { 蹦迪舞(); }
if (ImGui::Button(T("斗舞", "Battle Dance"), ImVec2(-1,40))) { 斗舞(); }
if (ImGui::Button(T("秀舞", "Show Dance"), ImVec2(-1,40))) { 秀舞(); }
if (ImGui::Button(T("拉票舞", "Vote Dance"), ImVec2(-1,40))) { 拉票舞(); }
if (ImGui::Button(T("创造舞", "Creative Dance"), ImVec2(-1,40))) { 创造舞(); }
if (ImGui::Button(T("三连赞", "Triple Like"), ImVec2(-1,40))) { 三连赞(); }
if (ImGui::Button(T("桑巴舞", "Samba Dance"), ImVec2(-1,40))) { 桑巴舞(); }
if (ImGui::Button(T("空翻", "Flip"), ImVec2(-1,40))) { 空翻(); }
if (ImGui::Button(T("摇篮舞", "Cradle Dance"), ImVec2(-1,40))) { 摇篮舞(); }
if (ImGui::Button(T("摆裙舞", "Skirt Dance"), ImVec2(-1,40))) { 摆裙舞(); }
if (ImGui::Button(T("吃鸡舞", "Chicken Dance"), ImVec2(-1,40))) { 吃鸡舞(); }
if (ImGui::Button(T("抖胸舞", "Chest Dance"), ImVec2(-1,40))) { 抖胸舞(); }
if (ImGui::Button(T("青蛙舞", "Frog Dance"), ImVec2(-1,40))) { 青蛙舞(); }
if (ImGui::Button(T("甩手舞", "Hand Dance"), ImVec2(-1,40))) { 甩手舞(); }
if (ImGui::Button(T("点赞", "Like"), ImVec2(-1,40))) { 点赞(); }
if (ImGui::Button(T("欢庆舞", "Celebration Dance"), ImVec2(-1,40))) { 欢庆舞(); }
if (ImGui::Button(T("螃蟹舞", "Crab Dance"), ImVec2(-1,40))) { 螃蟹舞(); }
if (ImGui::Button(T("快看我", "Look at Me"), ImVec2(-1,40))) { 快看我(); }
if (ImGui::Button(T("难过", "Sad"), ImVec2(-1,40))) { 难过(); }
if (ImGui::Button(T("扭秧歌", "Yangko Dance"), ImVec2(-1,40))) { 扭秧歌(); }
if (ImGui::Button(T("拜年(男)", "New Year Greeting (Male)"), ImVec2(-1,40))) { 拜年男(); }
if (ImGui::Button(T("红包来了", "Red Envelope Arrived"), ImVec2(-1,40))) { 红包来了(); }
if (ImGui::Button(T("拜年(女)", "New Year Greeting (Female)"), ImVec2(-1,40))) { 拜年女(); }
}
if (ImGui::CollapsingHeader(T("其它", "Other")))
                   {
                           if (ImGui::Button(T("一键刷新其他", "Spawn All Other Items"), ImVec2(-1,40))) { 一键生成其他物资(); }
if (ImGui::Button(T("点券", "Points"), ImVec2(-1,40))) { 点券(); }
if (ImGui::Button(T("现金", "Cash"), ImVec2(-1,40))) { 现金(); }
if (ImGui::Button(T("Q币", "Q Coins"), ImVec2(-1,40))) { Q币(); }	
if (ImGui::Button(T("红包", "Red Envelope"), ImVec2(-1,40))) { 红包(); }
if (ImGui::Button(T("坚甲", "Hard Shell"), ImVec2(-1,40))) { 坚甲(); }
if (ImGui::Button(T("利爪", "Sharp Claw"), ImVec2(-1,40))) { 利爪(); }
if (ImGui::Button(T("小鸡", "Chicken"), ImVec2(-1,40))) { 小鸡(); }
if (ImGui::Button(T("鸡蛋", "Egg"), ImVec2(-1,40))) { 鸡蛋(); }
if (ImGui::Button(T("南瓜", "Pumpkin"), ImVec2(-1,40))) { 南瓜(); }
if (ImGui::Button(T("圣诞糖果", "Christmas Candy"), ImVec2(-1,40))) { 圣诞糖果(); }
if (ImGui::Button(T("西瓜", "Watermelon"), ImVec2(-1,40))) { 西瓜(); }
if (ImGui::Button(T("小黄鸭", "Yellow Duck"), ImVec2(-1,40))) { 小黄鸭(); }
if (ImGui::Button(T("鸡", "Chicken"), ImVec2(-1,40))) { 鸡(); }
if (ImGui::Button(T("机密情报", "Classified Information"), ImVec2(-1,40))) { 机密情报(); }
if (ImGui::Button(T("鸡神奖杯", "Chicken God Trophy"), ImVec2(-1,40))) { 鸡神奖杯(); }
if (ImGui::Button(T("胜利手雷", "Victory Grenade"), ImVec2(-1,40))) { 胜利手雷(); }
if (ImGui::Button(T("足球", "Soccer Ball"), ImVec2(-1,40))) { 足球(); }
if (ImGui::Button(T("震爆弹", "Flashbang"), ImVec2(-1,40))) { 震爆弹(); }
if (ImGui::Button(T("烟雾弹", "Smoke Grenade"), ImVec2(-1,40))) { 烟雾弹(); }
if (ImGui::Button(T("燃烧瓶", "Molotov"), ImVec2(-1,40))) { 燃烧瓶(); }
if (ImGui::Button(T("破片手榴弹", "Frag Grenade"), ImVec2(-1,40))) { 破片手榴弹(); }
if (ImGui::Button(T("跳舞弹", "Dance Grenade"), ImVec2(-1,40))) { 跳舞弹(); }
if (ImGui::Button(T("大春雷", "Big Spring Thunder"), ImVec2(-1,40))) { 大春雷(); }
if (ImGui::Button(T("鞭炮", "Firecracker"), ImVec2(-1,40))) { 鞭炮(); }
if (ImGui::Button(T("小春雷", "Small Spring Thunder"), ImVec2(-1,40))) { 小春雷(); }
if (ImGui::Button(T("南瓜炸弹", "Pumpkin Bomb"), ImVec2(-1,40))) { 南瓜炸弹(); }
if (ImGui::Button(T("新年爆竹", "New Year Firecracker"), ImVec2(-1,40))) { 新年爆竹(); }
if (ImGui::Button(T("新年烟花", "New Year Firework"), ImVec2(-1,40))) { 新年烟花(); }
if (ImGui::Button(T("苹果", "Apple"), ImVec2(-1,40))) { 苹果(); }
if (ImGui::Button(T("圣诞玩具苹果", "Christmas Toy Apple"), ImVec2(-1,40))) { 圣诞玩具苹果(); }
if (ImGui::Button(T("圣诞小鸡玩偶", "Christmas Chicken Doll"), ImVec2(-1,40))) { 圣诞小鸡玩偶(); }
if (ImGui::Button(T("冬季雪球", "Winter Snowball"), ImVec2(-1,40))) { 冬季雪球(); }
if (ImGui::Button(T("肾上腺素", "Adrenaline"), ImVec2(-1,40))) { 肾上腺素(); }

}
 }

}

  
  ImGui::EndChild(); // 结束右边的可滚动区域
  
  ImGui::End();

if(更多功能){
	ImGui::SetNextWindowSize(ImVec2(390, 320), ImGuiCond_Once);
  if (ImGui::Begin(T(混淆("娱乐功能-by山田"), 混淆("Entertainment Functionsi"))), 0,ImGuiWindowFlags_NoSavedSettings) {

ImGui::SliderFloat(T("高度", "Height"), &高度, 1.0f, 9600.0f, "%.1f");
if(ImGui::Button(T("高跳", "High Jump"),ImVec2(-1,40))){

高跳=true;
}
if (ImGui::Button(T("枪械一套", "Full Weapon Set"), ImVec2(-1,40))){
	枪械一套=true;
	}
	ImGui::SliderFloat(T("马可", "Marco"), &tocdoquay, 0.0f, 500.0f, "%.1f");
if (ImGui::Button(T("马可波罗", "Marco Polo"), ImVec2(-1,40))){
	chongchongche=true;
}

if (ImGui::Button(T("无限子弹", "Infinite Ammo"), ImVec2(-1,40))){
	auto objs = UObject::GetGlobalObjects();
    for (int i = 0; i < objs.Num(); i++) {
        auto Object = objs.GetByIndex(i);
        if (isObjectInvalid(Object))
            continue;
   if (Object->IsA(UShootWeaponEntity::StaticClass())) {
auto playerChar = (UShootWeaponEntity *) Object;
playerChar->bHasInfiniteClips = true;
playerChar->bClipHasInfiniteBullets = true;
}     
  if (Object->IsA(ASTExtraShootWeapon::StaticClass())) {
auto playerChar = (ASTExtraShootWeapon *) Object;
playerChar->CurMaxBulletNumInOneClip = 105;
}}}
if (ImGui::Button(T("六道强者", "Six Paths Master"), ImVec2(-1,40))){
	auto objs = UObject::GetGlobalObjects();
    for (int i = 0; i < objs.Num(); i++) {
        auto Object = objs.GetByIndex(i);
        if (isObjectInvalid(Object))
            continue;
if (Object->IsA(UShootWeaponEntity::StaticClass())) {
auto playerChar = (UShootWeaponEntity *) Object;
playerChar->BurstShootBulletsNum = 999;
}
  if (Object->IsA(UShootWeaponEntity::StaticClass())) {
            auto playerChar = (UShootWeaponEntity *) Object;
   playerChar->ShootInterval = (float) 0;
}}}
	if (ImGui::Button(T("飞天", "Fly"), ImVec2(-1,40))){
	飞天2=true;
飞天关=false;
飞天1=false;
	}
if (ImGui::Button(T("定点", "Fixed Point"), ImVec2(-1,40))){
	飞天2=false;
	飞天1=true;
飞天关=false;
	}
	if (ImGui::Button(T("关", "Off"), ImVec2(-1,40))){
	飞天关=true;
飞天1=false;
飞天2=false;
	}
	
	if (ImGui::Button(T("飞天跳(开)", "Fly Jump (On)"), ImVec2(-1,40))){
	飞天跳关=false;
	飞天跳开=true;
	}
	if (ImGui::Button(T("飞天跳(关)", "Fly Jump (Off)"), ImVec2(-1,40))){
	飞天跳关=true;
飞天跳开=false;
	}
	if (ImGui::Button(T("能量加速(开)", "Energy Boost (On)"), ImVec2(-1,40))){
	能量加速关=false;
	能量加速开=true;
	}
	if (ImGui::Button(T("能量加速(关)", "Energy Boost (Off)"), ImVec2(-1,40))){
	能量加速关=true;
能量加速开=false;
	}
	if (ImGui::Button(T("除雾", "Remove Fog"), ImVec2(-1,40))){

auto objs = UObject::GetGlobalObjects();
    for (int i = 0; i < objs.Num(); i++) {
        auto Object = objs.GetByIndex(i);
        if (isObjectInvalid(Object))
            continue;
  if (Object->IsA(UExponentialHeightFogComponent::StaticClass())) {
auto playerChar = (UExponentialHeightFogComponent *) Object;
playerChar->SetFogMaxOpacity(0.0f);
playerChar->SetFogDensity(0.0f);
playerChar->SetFogHeightFalloff(0.0f);
playerChar->SetFogCutoffDistance(0.0f);
playerChar->SetStartDistance(0.0f);
	}
	}}


	if (ImGui::Button(T("趴下加速(开)", "Prone Speed Boost (On)"), ImVec2(-1,40))){

auto objs = UObject::GetGlobalObjects();
    for (int i = 0; i < objs.Num(); i++) {
        auto Object = objs.GetByIndex(i);
        if (isObjectInvalid(Object))
            continue;
if (Object->IsA(ASTExtraBaseCharacter::StaticClass())) {
auto playerChar = (ASTExtraBaseCharacter *) Object;
playerChar->SpeedScale = 19999;
	}
	}}
	
if (ImGui::Button(T("趴下加速(关)", "Prone Speed Boost (Off)"), ImVec2(-1,40))){

auto objs = UObject::GetGlobalObjects();
    for (int i = 0; i < objs.Num(); i++) {
        auto Object = objs.GetByIndex(i);
        if (isObjectInvalid(Object))
            continue;
if (Object->IsA(ASTExtraBaseCharacter::StaticClass())) {
auto playerChar = (ASTExtraBaseCharacter *) Object;
playerChar->SpeedScale = 1.0f;
	}
	}}
if (ImGui::Button(T("枪械地震(开)", "Weapon Earthquake (On)"), ImVec2(-1,40))){

auto objs = UObject::GetGlobalObjects();
    for (int i = 0; i < objs.Num(); i++) {
        auto Object = objs.GetByIndex(i);
        if (isObjectInvalid(Object))
            continue;
        if (Object->IsA(UShootWeaponEntity::StaticClass())) {
            auto JLSDK = (UShootWeaponEntity *) Object;
   JLSDK->AnimationKick = 16.f;
	}
	}}

if (ImGui::Button(T("枪械地震(关)", "Weapon Earthquake (Off)"), ImVec2(-1,40))){

auto objs = UObject::GetGlobalObjects();
    for (int i = 0; i < objs.Num(); i++) {
        auto Object = objs.GetByIndex(i);
        if (isObjectInvalid(Object))
            continue;
        if (Object->IsA(UShootWeaponEntity::StaticClass())) {
            auto JLSDK = (UShootWeaponEntity *) Object;
   JLSDK->AnimationKick = 1.f;
	}
	}}

if (ImGui::Button(T("120fps", "120 FPS"), ImVec2(-1,40))){
	auto objs = UObject::GetGlobalObjects();
    for (int i = 0; i < objs.Num(); i++) {
        auto Object = objs.GetByIndex(i);
        if (isObjectInvalid(Object))
            continue;
   
                   if (Object->IsA(USTExtraGameInstance::StaticClass())) {
                auto SDK_USTExtraGameInstance = (USTExtraGameInstance *) Object;   
                SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSLow = 120;
                SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSMid = 120; 
                SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSHigh = 120;
                SDK_USTExtraGameInstance->UserDetailSetting.PUBGDeviceFPSHDR = 120;

            }}}

if (ImGui::Button(T("爬墙", "Wall Climb"), ImVec2(-1,40))){
	auto objs = UObject::GetGlobalObjects();
    for (int i = 0; i < objs.Num(); i++) {
        auto Object = objs.GetByIndex(i);
        if (isObjectInvalid(Object))
            continue;
   
        if (Object->IsA(AActor::StaticClass())) {
    auto playerChar = (AActor *) Object;
    if (playerChar->bActorEnableCollision) {
     playerChar->SetActorEnableCollision(true);
     playerChar->bActorEnableCollision = true;
    }
   }}}
   
   		ImGui::SliderFloat(T("人物大小", "Character Size"), &巨人, 1.0f, 10.0f, "%.1f", 1);
          if (ImGui::Button(T("美国人", "American"), ImVec2(-1,40))){
人物变大=true;
}
ImGui::SliderFloat(T("枪械大小", "Weapon Size"), &Gun_Size, 1.0f, 10.0f, "%.1f", 1);
  if (ImGui::Button(T("美国枪", "American Gun"), ImVec2(-1,40))){
枪械变大=true;
}
ImGui::SliderFloat(T("速度", "Speed"), &XXXC, 1.0f, 50.0f, "%.1f", 1);
       if (ImGui::Button(T("加速", "Speed Boost"), ImVec2(-1,40))){

auto objs = UObject::GetGlobalObjects();
    for (int i = 0; i < objs.Num(); i++) {
        auto Object = objs.GetByIndex(i);
        if (isObjectInvalid(Object))
            continue;
 if (Object->IsA(ASTExtraBaseCharacter::StaticClass())) {
auto playerChar = (ASTExtraBaseCharacter *) Object;           
g_LocalPlayer->STPlayerController->AcknowledgedPawn->CustomTimeDilation = XXXC; 
}
	}}
	ImGui::SliderFloat(T("视角", "Field of View"), &视角, 1.0f, 490.0f, "%.1f", 1);
       if (ImGui::Button(T("广角", "Wide Angle"), ImVec2(-1,40))){
广角=true;
}

  if(ImGui::Button(T("关闭菜单", "Close Menu"),ImVec2(-1,40))){
		更多功能 = false;
}
    if(ImGui::Button("?")){
开发者菜单=true;
}
ImGui::End();
}
if(开发者菜单){
	ImGui::SetNextWindowSize(ImVec2(420, 320), ImGuiCond_Once);
  if (ImGui::Begin(T(混淆("绘制功能-by山田"), 混淆("ESP Functions"))), 0,ImGuiWindowFlags_NoSavedSettings) {
{
ImGui::Columns(2);
ImGui::SetColumnOffset(1, 133);
if (ImGui::Button(T("绘制页面", "Drawing Page"), ImVec2(130,60)))
Settings::Tab = 1;

ImGui::Text("%.2fFPS", 1000.0f / ImGui::GetIO().Framerate);
ImGui::Spacing();
ImGui::Columns(2);
ImGui::NextColumn();
}

if (Settings::Tab == 1) {
  
  ImGui::Checkbox(T("显示射线", "Show Ray"), &Config.PlayerESP.Line);
  ImGui::SameLine();
  ImGui::Checkbox(T("显示骨骼", "Show Skeleton"), &Config.PlayerESP.Skeleton);
  
  ImGui::Checkbox(T("显示血量", "Show Health"), &Config.PlayerESP.血量);
  ImGui::SameLine();
  ImGui::Checkbox(T("显示名称", "Show Name"), &Config.PlayerESP.名字);

  ImGui::Checkbox(T("显示距离", "Show Distance"), &Config.PlayerESP.距离);
  ImGui::SameLine();
 ImGui::Checkbox(T("显示人数", "Show Player Count"), &人数);
  
  ImGui::Checkbox(T("显示盒子", "Show Loot Box"), &Config.PlayerESP.LootBox);
  ImGui::SameLine();  
  ImGui::Checkbox(T("剩余人数", "Show Remaining Players"), &Config.PlayerESP.剩余人数);
  
  ImGui::Checkbox(T("显示方框", "Show Box"), &Config.PlayerESP.Box);
  ImGui::SameLine();
  ImGui::Checkbox(T("忽略人机", "Ignore Bots"), &Config.PlayerESP.NoBot);
  
  ImGui::EndTabItem();
  }
  ImGui::End();
  }
}
} // close void 菜单()
}
