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JS-скрипт Taco Yaw For OT V4

  • Автор темы Автор темы r9x
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8 Июн 2020
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JavaScript:
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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')
 
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JavaScript:
Expand Collapse Copy
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')
Is it possible to do on onetap-v3, or will it not give an API?
 
ты че такой наглый он же написал что у него ошибок нет значит обосрался в данном случае ты и вообще соси
ну скажи мне у кого работает? у всех версия вантапа одна и та же, не работает у меня - не работает у всех
idc, use ur brain to reverse it and fix it, lmao, what a kid
ahahahha, nice release
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
ну скажи мне у кого работает? у всех версия вантапа одна и та же, не работает у меня - не работает у всех

ahahahha, nice release
у меня все работает, траблы именно у тебя. пожалуйста не пиши сюда больше.
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
JS вроде как только визуальная
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
2.1. Запрещено оскорбление участников форума в любом виде. В том числе проявление любой грубости, угроз и нецензурных высказываний даже в скрытой форме.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
go suck!
 
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