If You was looking for this 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')