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Автор темы
- #1
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JavaScript:
function fixUIBehaviour() {
for (var _0xbdacx2 in UI) {
if (!~_0xbdacx2['indexOf']('Add')) {
continue
};
(function (_0xbdacx3) {
UI[_0xbdacx2] = function () {
_0xbdacx3['apply'](this, Array['prototype']['slice']['call'](arguments));
return arguments[0]['concat'](arguments[1])
}
}(UI[_0xbdacx2]))
}
}
fixUIBehaviour();
Render['OutlineString'] = function (_0xbdacx4, _0xbdacx5, _0xbdacx6, _0xbdacx7, _0xbdacx8, _0xbdacx9) {
const _0xbdacxa = Math['min'](125, _0xbdacx8[3]);
Render.String(_0xbdacx4 - 1, _0xbdacx5 - 1, _0xbdacx6, _0xbdacx7, [10, 10, 10, _0xbdacxa], _0xbdacx9);
Render.String(_0xbdacx4 - 1, _0xbdacx5 + 1, _0xbdacx6, _0xbdacx7, [10, 10, 10, _0xbdacxa], _0xbdacx9);
Render.String(_0xbdacx4 + 1, _0xbdacx5 - 1, _0xbdacx6, _0xbdacx7, [10, 10, 10, _0xbdacxa], _0xbdacx9);
Render.String(_0xbdacx4 + 1, _0xbdacx5 + 1, _0xbdacx6, _0xbdacx7, [10, 10, 10, _0xbdacxa], _0xbdacx9);
Render.String(_0xbdacx4, _0xbdacx5, _0xbdacx6, _0xbdacx7, _0xbdacx8, _0xbdacx9)
};
Render['Arc'] = function (_0xbdacx4, _0xbdacx5, _0xbdacxb, _0xbdacxc, _0xbdacxd, _0xbdacxe, _0xbdacxf, _0xbdacx10) {
_0xbdacxf = 360 / _0xbdacxf;
for (var _0xbdacx2 = _0xbdacxd; _0xbdacx2 < _0xbdacxd + _0xbdacxe; _0xbdacx2 = _0xbdacx2 + _0xbdacxf) {
var _0xbdacx11 = _0xbdacx2 * Math['PI'] / 180;
var _0xbdacx12 = (_0xbdacx2 + _0xbdacxf) * Math['PI'] / 180;
var _0xbdacx13 = Math['cos'](_0xbdacx11);
var _0xbdacx14 = Math['sin'](_0xbdacx11);
var _0xbdacx15 = Math['cos'](_0xbdacx12);
var _0xbdacx16 = Math['sin'](_0xbdacx12);
var _0xbdacx17 = _0xbdacx4 + _0xbdacx13 * _0xbdacxc;
var _0xbdacx18 = _0xbdacx5 + _0xbdacx14 * _0xbdacxc;
var _0xbdacx19 = _0xbdacx4 + _0xbdacx13 * _0xbdacxb;
var _0xbdacx1a = _0xbdacx5 + _0xbdacx14 * _0xbdacxb;
var _0xbdacx1b = _0xbdacx4 + _0xbdacx15 * _0xbdacxc;
var _0xbdacx1c = _0xbdacx5 + _0xbdacx16 * _0xbdacxc;
var _0xbdacx1d = _0xbdacx4 + _0xbdacx15 * _0xbdacxb;
var _0xbdacx1e = _0xbdacx5 + _0xbdacx16 * _0xbdacxb;
Render.Polygon([
[_0xbdacx19, _0xbdacx1a],
[_0xbdacx1d, _0xbdacx1e],
[_0xbdacx17, _0xbdacx18]
], _0xbdacx10);
Render.Polygon([
[_0xbdacx17, _0xbdacx18],
[_0xbdacx1d, _0xbdacx1e],
[_0xbdacx1b, _0xbdacx1c]
], _0xbdacx10)
}
};
function Normalize(_0xbdacx20) {
if (_0xbdacx20 < -180) {
_0xbdacx20 += 360
};
if (_0xbdacx20 > 180) {
_0xbdacx20 -= 360
};
return _0xbdacx20
}
UI.AddSubTab(['Config', 'SUBTAB_MGR'], 'Panul');
const path = ['Config', 'Panul', 'Panul'];
const path_hk = ['Config', 'Scripts', 'Keys', 'JS Keybinds'];
const enable = UI.AddCheckbox(path, 'Enabled');
const modules = UI.AddMultiDropdown(path, 'Active modules', ['Manual anti-aim arrows', 'Desync circles', 'Anti-aim mode', 'Others']);
const aa_clr = UI.AddColorPicker(path, 'Anti-aim arrow color');
const aa_mode_clr = UI.AddColorPicker(path, 'Anti-aim mode color');
const others_active_clr = UI.AddColorPicker(path, 'Others primary color');
const others_active_clr2 = UI.AddColorPicker(path, 'Others secondary color');
const others_active_clr3 = UI.AddColorPicker(path, 'Others tertiary color');
const left = UI.AddHotkey(path_hk, 'Left', '');
const right = UI.AddHotkey(path_hk, 'Right', '');
const back = UI.AddHotkey(path_hk, 'Back', '');
const ref_yaw_offset = ['Rage', 'Anti Aim', 'Directions', 'Yaw offset'];
const Renderer = {
setup_fonts: true,
fonts: {
arrows: null,
antiaim: null,
antiaim_small: null,
misc: null
},
length: 0,
yaw: 0
};
Renderer['Arrows'] = function () {
const _0xbdacx4 = screen_size[0] / 2,
_0xbdacx5 = screen_size[1] / 2;
const _0xbdacx10 = UI.GetColor(aa_clr);
Render.String(_0xbdacx4 - 65, _0xbdacx5 - 15, 1, '<', input['state'] == 1 ? _0xbdacx10 : [100, 100, 100, 155], this['fonts']['arrows']);
Render.String(_0xbdacx4 + 65, _0xbdacx5 - 15, 1, '>', input['state'] == 2 ? _0xbdacx10 : [100, 100, 100, 155], this['fonts']['arrows'])
};
Renderer['Desync'] = function () {
const _0xbdacx4 = screen_size[0],
_0xbdacx5 = screen_size[1];
const _0xbdacx2f = UI.GetValue(['Rage', 'Anti Aim', 'General', 'Key assignment', 'AA Direction inverter']);
const _0xbdacx30 = Local.GetViewAngles()[1] - Local.GetRealYaw();
const _0xbdacx31 = [192 - (Math['abs'](this['length']) * 71 / 60), 32 + (Math['abs'](this['length']) * 146 / 60), 28, 255];
for (var _0xbdacx2 = 0; _0xbdacx2 < 6; _0xbdacx2++) {
Render.Circle(_0xbdacx4 / 2, _0xbdacx5 / 2, 5 + _0xbdacx2, [10, 10, 10, 155])
};
if (_0xbdacx2f) {
Render.Arc(_0xbdacx4 / 2, _0xbdacx5 / 2, 10, 5, 270, 180, 18, _0xbdacx31)
} else {
Render.Arc(_0xbdacx4 / 2, _0xbdacx5 / 2, 10, 5, 90, 180, 18, _0xbdacx31)
};
Render.Arc(_0xbdacx4 / 2, _0xbdacx5 / 2, 20, 16, _0xbdacx30 - 135, 45, 24, _0xbdacx31)
};
Renderer['Mode'] = function () {
const _0xbdacx4 = screen_size[0] / 2,
_0xbdacx5 = screen_size[1] / 2 + 10;
const _0xbdacx10 = UI.GetColor(aa_mode_clr);
const _0xbdacx32 = UI.GetValue(modules);
if (_0xbdacx32 & (1 << 1)) {
_0xbdacx5 += 25
};
Render.OutlineString(_0xbdacx4, _0xbdacx5, 1, input['state'] ? 'MANUAL AA' : 'XINX YAW', _0xbdacx10, Renderer['fonts']['antiaim']);
Render.OutlineString(_0xbdacx4, _0xbdacx5 + 15, 1, (this['length']['toFixed'](0)).toString(), _0xbdacx10, Renderer['fonts']['antiaim_small']);
Render.Circle(_0xbdacx4 + 8, _0xbdacx5 + 17, 1, _0xbdacx10)
};
Renderer['Others'] = function () {
const _0xbdacx4 = screen_size[0] / 2,
_0xbdacx5 = screen_size[1] / 2 + 15;
const _0xbdacx33 = UI.GetColor(others_active_clr),
_0xbdacx34 = UI.GetColor(others_active_clr2),
_0xbdacx35 = UI.GetColor(others_active_clr3);
const _0xbdacx32 = UI.GetValue(modules);
if (_0xbdacx32 & (1 << 1)) {
_0xbdacx5 += 25
};
if (_0xbdacx32 & (1 << 2)) {
_0xbdacx5 += 25
};
const _0xbdacx36 = Entity.GetEnemies();
const _0xbdacx37 = UI.GetValue(['Rage', 'Exploits', 'General', 'Double tap']) && UI.GetValue(['Rage', 'Exploits', 'Keys', 'Key assignment', 'Double tap']);
const _0xbdacx38 = UI.GetValue(['Rage', 'Exploits', 'General', 'Hide shots']) && UI.GetValue(['Rage', 'Exploits', 'Keys', 'Key assignment', 'Hide shots']);
const _0xbdacx39 = Exploit.GetCharge();
const _0xbdacx3a = UI.GetValue(['Rage', 'Anti Aim', 'Directions', 'At targets']);
var _0xbdacx3b = true;
const _0xbdacxa = Math['sin'](Globals.Tickcount() * Globals.TickInterval() * 4) * 127 + 128;
for (var _0xbdacx2 = 0; _0xbdacx2 < _0xbdacx36['length']; _0xbdacx2++) {
if (!Entity.IsDormant(_0xbdacx36[_0xbdacx2])) {
_0xbdacx3b = false;
break
}
};
const _0xbdacx3c = _0xbdacx37 ? 'DT' : 'DT';
Render.OutlineString(_0xbdacx4, _0xbdacx5 + 10, 1, _0xbdacx3b ? 'DORMANT' : 'REVERSED', _0xbdacx33, Renderer['fonts']['misc']);
Render.OutlineString(_0xbdacx4, _0xbdacx5 + 20, 1, _0xbdacx3a ? 'TARGET' : 'EYE', _0xbdacx34, Renderer['fonts']['misc']);
Render.OutlineString(_0xbdacx4, _0xbdacx5, 1, _0xbdacx3a ? 'OPPOSITE' : 'OPPOSITE', [250, 128, 114, _0xbdacxa], Renderer['fonts']['misc']);
if (_0xbdacx38) {
Render.OutlineString(_0xbdacx4, _0xbdacx5 + 30, 1, 'HIDESHOTS', _0xbdacx35, Renderer['fonts']['misc'])
};
Render.OutlineString(_0xbdacx4, _0xbdacx5 + 30 + (_0xbdacx38 ? 10 : 0), 1, _0xbdacx3c, _0xbdacx37 ? [255 - _0xbdacx39 * 255, _0xbdacx39 * 255, 0, 225] : [255, 0, 0, 255], Renderer['fonts']['misc'])
};
function onDraw() {
if (Renderer['setup_fonts']) {
Renderer['setup_fonts'] = false;
Renderer['fonts']['arrows'] = Render.AddFont('verdanab', 20, 0);
Renderer['fonts']['antiaim'] = Render.AddFont('verdanab', 9, 0);
Renderer['fonts']['antiaim_small'] = Render.AddFont('verdanab', 8, 0);
Renderer['fonts']['misc'] = Render.AddFont('seguisb', 8, 0)
};
const _0xbdacx32 = UI.GetValue(modules);
Renderer['length'] = Normalize(Local.GetRealYaw() - Local.GetFakeYaw()) / 2;
screen_size = Render.GetScreenSize();
if (_0xbdacx32 & (1 << 0)) {
Renderer.Arrows()
};
if (_0xbdacx32 & (1 << 1)) {
Renderer.Desync()
};
if (_0xbdacx32 & (1 << 2)) {
Renderer.Mode()
};
if (_0xbdacx32 & (1 << 3)) {
Renderer.Others()
}
}
var input = {
state: 0,
left: false,
right: false,
back: false
};
function onCreateMove() {
const _0xbdacx40 = UI.GetValue(left),
_0xbdacx41 = UI.GetValue(right),
_0xbdacx42 = UI.GetValue(back);
if (_0xbdacx40 == input['left'] && _0xbdacx41 == input['right'] && _0xbdacx42 == input['back']) {
return
};
input['left'] = _0xbdacx40;
input['right'] = _0xbdacx41;
input['back'] = _0xbdacx42;
if ((input['left'] && input['state'] == 1) || (input['right'] && input['state'] == 2)) {
input['state'] = 0;
UI.SetValue(ref_yaw_offset, 0);
return
};
if (input['back'] && input['state'] != 0) {
input['state'] = 0;
UI.SetValue(ref_yaw_offset, 0)
};
if (input['left'] && input['state'] != 1) {
input['state'] = 1;
UI.SetValue(ref_yaw_offset, -90)
};
if (input['right'] && input['state'] != 2) {
input['state'] = 2;
UI.SetValue(ref_yaw_offset, 90)
}
}
Cheat.RegisterCallback('Draw', 'onDraw');
Cheat.RegisterCallback('CreateMove', 'onCreateMove')
Последнее редактирование модератором: