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Автор темы
- #1
короче кто может,сделайте так, чтобы он срабатывал только после выстрела, а не всегда
JavaScript:
/* ui init */
UI.AddSliderFloat("", 0, 0)
UI.AddCheckbox("Quick peek")
UI.AddColorPicker("Quick peek fill color")
UI.AddColorPicker("Quick peek outline color")
UI.AddHotkey("Quick peek hotkey")
UI.AddSliderInt("Radius", 5, 20)
/* variables */
var pi = 3.141592653589793;
var state = [
false, // moving
false, // in air
false, // has shot
false // has to move
]
var saved_pos = Entity.GetLocalPlayer() != null && Entity.IsAlive(Entity.GetLocalPlayer()) && Entity.GetRenderOrigin(Entity.GetLocalPlayer()) || [0, 0, 0];
var latest_velocity = 0;
var timer = Globals.Realtime()+1.5
/* functions */
function d2r(num) { return num*(pi/180) }
function draw_circle_3d(x, y, z, radius, degrees, start_at, clr, filled, fill_clr) {
var accuracy = 8;
var old_x, old_y;
degrees = degrees < 361 && degrees || 360; degrees = degrees > -1 && degrees || 0
start_at = start_at+1
for (rot=start_at; rot < degrees+start_at+1; rot+=start_at*accuracy) {
rot_r = d2r(rot)
line_x = radius * Math.cos(rot_r) + x, line_y = radius * Math.sin(rot_r) + y
var curr = Render.WorldToScreen([line_x, line_y, z]), cur = Render.WorldToScreen([x, y, z]);
if (cur[0] != null && curr[0] != null && old_x != null) {
if (filled)
Render.Polygon([ [curr[0], curr[1]], [old_x, old_y], [cur[0], cur[1]] ], fill_clr)
Render.Line(curr[0], curr[1], old_x, old_y, clr)
}
old_x = curr[0], old_y = curr[1];
}
}
function go_to(goal) {
var local = Entity.GetLocalPlayer();
if (local == null || !Entity.IsAlive(local)) return;
var pos = Entity.GetRenderOrigin(local);
var viewAngles = Local.GetViewAngles();
var moveTo_x = pos[0] - goal[0], moveTo_y = pos[1] - goal[1];
var tv_x = moveTo_x * Math.cos(viewAngles[1] / 180 * pi) + moveTo_y * Math.sin(viewAngles[1] / 180 * pi), tv_y = moveTo_y * Math.cos(viewAngles[1] / 180 * pi) - moveTo_x * Math.sin(viewAngles[1] / 180 * pi);
UserCMD.SetMovement([-tv_x*20, tv_y*20, 0]);
}
function get_velocity(ent) {
var velocity = Entity.GetProp(ent, "CBasePlayer", "m_vecVelocity[0]");
return Math.sqrt(velocity[0] * velocity[0] + velocity[1] * velocity[1]);
}
/* callbacks */
function on_paint() {
var local = Entity.GetLocalPlayer();
if (local == null || !Entity.IsAlive(local) || !UI.GetValue("Misc", "Quick peek")) return;
var pos = Entity.GetRenderOrigin(local);
var distance_x = Math.floor(pos[0]-saved_pos[0]), distance_y = Math.floor(pos[1]-saved_pos[1]), distance = distance_x+distance_y;
var flags = Entity.GetProp(local, "CBasePlayer", "m_fFlags");
var color = UI.GetColor("Misc", "Quick peek outline color"), color2 = UI.GetColor("Misc", "Quick peek fill color");
if (distance_x > 700 || distance_x < -700 || distance_y > 700 || distance_y < -700) {
if (!state[1])
saved_pos[0] = pos[0], saved_pos[1] = pos[1], saved_pos[2] = pos[2]
}
state[1] = flags == 256
state[0] = Input.IsKeyPressed(0x57) /*W is held*/ || Input.IsKeyPressed(0x41) /*A is held*/ || Input.IsKeyPressed(0x53) /*S is held*/ || Input.IsKeyPressed(0x44) /*D is held*/
state[3] = !state[0] && !state[1]
if (state[2] && latest_velocity > 6) state[3] = true
if (timer < Globals.Realtime()) {
timer = timer+1.2
latest_velocity = Math.floor(get_velocity(local))
}
if (UI.IsHotkeyActive("Misc", "Quick peek hotkey")) {
draw_circle_3d(saved_pos[0], saved_pos[1], saved_pos[2], UI.GetValue("Misc", "Radius"), 360, 0, color, true, color2);
} else {
saved_pos[0] = pos[0], saved_pos[1] = pos[1], saved_pos[2] = pos[2]
}
if (state[3]) {
if (Math.floor(pos[0]) == Math.floor(saved_pos[0]) && Math.floor(pos[1]) == Math.floor(saved_pos[1]) || distance_x > -8 && distance_x < 8 && distance_y > -8 && distance_y < 8) {
state[3] = false
state[2] = false
}
}
}
function on_fire() {
if (Entity.GetEntityFromUserID(Event.GetString("userid")) == Entity.GetLocalPlayer())
state[2] = true
}
function on_createmove() {
if (state[3] && UI.GetValue("Misc", "Quick peek"))
go_to(saved_pos);
}
Cheat.RegisterCallback("CreateMove", "on_createmove")
Cheat.RegisterCallback("Draw", "on_paint")
Cheat.RegisterCallback("weapon_fire", "on_fire")