ХТО Я ???
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Автор темы
- #1
Недавно увидел тему с вопросом про авто пик на кряк и подумал почему бы не сделать ?
Поэтому держите
ВНИМАНИЕ чем больше детализация, тем меньше фпс
Обнова
-Пофиксил auto peek
-Добавил Polygon count
Поэтому держите
JavaScript:
UI.AddLabel("----------Created--by--oXEKo----------")
UI.AddHotkey("Auto peek key")
UI.AddColorPicker("Auto peek active glow color")
UI.AddColorPicker("Auto peek pasive glow color")
UI.AddSliderFloat( "Glow radius", 0.0, 25.0 )
UI.AddSliderFloat( "Detalization glow", 0.0, 0.9 )
UI.AddSliderInt( "Polygon count", 11, 180)
function draw_circle_3d(x, y, z, start_at, color1, v1, autopeekactive, color2) {
var detalization = 1 - UI.GetValue("Script items", "Detalization glow")
var Polygoncount = UI.GetValue("Script items", "Polygon count")
const v2 = color1[3] / v1
const v3 = color2[3] / v1
var ra = 0.0
var accuracy = 10
var old_x
var old_y
start_at = start_at + 1
for (; ra <= v1; ra += detalization) {
for (rot=start_at; rot < 360 + start_at + 1; rot+=accuracy) {
rot_r = rot * (Math.PI / Polygoncount)
line_x = ra * Math.cos(rot_r) + x
line_y = ra * Math.sin(rot_r) + y
var curr = Render.WorldToScreen([line_x, line_y, z])
var cur = Render.WorldToScreen([x, y, z]);
if (cur[0] != null && curr[0] != null && old_x != null) {
if(!autopeekactive)
Render.Polygon([ [curr[0], curr[1]], [old_x, old_y], [cur[0], cur[1]] ], [color2[0], color2[1], color2[2], color2[3] - v3 * ra])
else
Render.Polygon([ [curr[0], curr[1]], [old_x, old_y], [cur[0], cur[1]] ], [color1[0], color1[1], color1[2], color1[3] - v2 * ra])
}
old_x = curr[0], old_y = curr[1];
}
}
}
var active = false
function on_fire(){
if (Entity.GetEntityFromUserID(Event.GetString("userid")) == Entity.GetLocalPlayer()){
active = true
}
}
Cheat.RegisterCallback("weapon_fire", "on_fire")
function drawglow() {
if(!Entity.IsAlive(Entity.GetLocalPlayer()))
return
var color1 = UI.GetColor("Script items", "Auto peek active glow color")
var color2 = UI.GetColor("Script items", "Auto peek pasive glow color")
var radius = UI.GetValue("Script items", "Glow radius")
var velocity = Entity.GetProp(Entity.GetLocalPlayer(), "CBasePlayer", "m_vecVelocity[0]")
var speed = Math.sqrt(velocity[0] * velocity[0] + velocity[1] * velocity[1] + velocity[2] * velocity[2])
var localorigin = Entity.GetRenderOrigin( Entity.GetLocalPlayer( ) );
if(UI.IsHotkeyActive("Script items", "Auto peek key")){
if(active && canstop(localorigin[0] ,local_origin[0], localorigin[1] ,local_origin[1]))
active = false
draw_circle_3d(local_origin[0], local_origin[1], local_origin[2], 0.150, color1, radius, active, color2)
}
else{
local_origin = Entity.GetRenderOrigin( Entity.GetLocalPlayer( ) );
active = false
}
}
Global.RegisterCallback("Draw", "drawglow");
function CreateMove() {
if(!Entity.IsAlive(Entity.GetLocalPlayer()))
return
if(active)
move_to_start(local_origin)
}
Global.RegisterCallback("CreateMove", "CreateMove");
function move_to_start(destination, a) {
var local = Entity.GetLocalPlayer()
var origin = Entity.GetRenderOrigin(local)
origin[2] = Entity.GetEyePosition(local)[2]
var delta = [destination[0] - origin[0], destination[1] - origin[1], destination[2] - origin[2]]
var yaw = Local.GetViewAngles()[1]
var cmdMove = []
var speed = 14
cmdMove[0] = (((Math.sin(yaw / 180 * Math.PI)) * delta[1]) + (Math.cos(yaw / 180 * Math.PI) * delta[0])) * 14
cmdMove[1] = (((Math.sin(yaw / 180 * Math.PI)) * delta[0]) + (Math.cos(yaw / 180 * Math.PI) * -delta[1])) * 14
cmdMove[2] = 0
var length = Math.sqrt(delta[0] * delta[0] + delta[1] * delta[1] + delta[2] * delta[2])
var velo = Entity.GetProp(local, "DT_CSPlayer", "m_vecVelocity[0]")
var length2 = Math.sqrt(velo[0] * velo[0] + velo[1] * velo[1] + velo[2] * velo[2])
UserCMD.SetMovement(cmdMove);
return length < (a ? a : 1) && (length2 < 2 || a);
}
function canstop(x_from, x_to, y_from, y_to){
var x_radius = Math.floor(x_from) - Math.floor(x_to) < 0 ? Math.floor(x_from) - Math.floor(x_to) * -1 : Math.floor(x_from) - Math.floor(x_to)
var y_radius = Math.floor(y_from) - Math.floor(y_to) < 0 ? Math.floor(y_from) - Math.floor(y_to) * -1 : Math.floor(y_from) - Math.floor(y_to)
if(x_radius < 2 && y_radius < 2)
return true
else
return false
}
ВНИМАНИЕ чем больше детализация, тем меньше фпс
Обнова
-Пофиксил auto peek
-Добавил Polygon count
Вложения
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