JS-скрипт Дайте antiaim indication на кряк

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Если это, то держи на здоровье :CoolCat:


JavaScript:
var screen_size = Global.GetScreenSize();

Main();

var heavy_cache = UI.GetValue("Rage", "HEAVY PISTOL", "Targeting", "Minimum damage")
var scout_cache = UI.GetValue("Rage", "SCOUT", "Targeting", "Minimum damage")
var awp_cache = UI.GetValue("Rage", "AWP", "Targeting", "Minimum damage")
var auto_cache = UI.GetValue("Rage", "AUTOSNIPER", "Targeting", "Minimum damage")

var isLeftActive = UI.IsHotkeyActive( "Misc", "JAVASCRIPT", "Script items", "Left Hotkey" );
var isRightActive = UI.IsHotkeyActive( "Misc", "JAVASCRIPT", "Script items", "Right Hotkey" );
var isBackwardsActive = UI.IsHotkeyActive( "Misc", "JAVASCRIPT", "Script items", "Backwards Hotkey" );
var isForwardActive = UI.IsHotkeyActive( "Misc", "JAVASCRIPT", "Script items", "Forward Hotkey" );
var isInverted;
var drawLeft = 0; drawHideReal = 1;
var drawRight = 0, drawBack = 0;
var leftWasPressed = false; var rightWasPressed = false; var backWasPressed = false; var upWasPressed = false;

function isActive(a)
{
    return UI.IsHotkeyActive("Script items", a)
}

function setValue(cat, value)
{
    UI.SetValue("Rage", cat.toUpperCase(), "Targeting", "Minimum damage", value)
}

function isHeavyPistol(name)
{
    if (name == "r8 revolver" || name == "desert eagle")
    {
        return true
    }
}

function isAutoSniper(name)
{
    if(name == "scar 20" || weapon_name == "g3sg1")
    {
        return true
    }
}

function isDoubleTapActive()
{
    var isCheckboxActive = UI.GetValue("Rage", "Exploits", "Doubletap");
    var isKeyActive = UI.IsHotkeyActive("Rage", "Exploits", "Doubletap");
    
    return isCheckboxActive && isKeyActive;
}

function correctLBYMode()
{
    if (isDoubleTapActive() == 1)
    {
        UI.SetValue("Anti-Aim", "Fake angles", "LBY mode", "0")
        UI.SetValue("Rage", "AUTOSNIPER", "Accuracy", "Auto stop mode", 6);
    }
    else
    {
        UI.SetValue("Anti-Aim", "Fake angles", "LBY mode", "1")
        UI.SetValue("Rage", "AUTOSNIPER", "Accuracy", "Auto stop mode", 64);
    }
}

correctLBYMode();

var jump = false
var prefer_safe_backup = false

function drawString()
{
    if(World.GetServerString() == "")
        return;
        
    correctLBYMode();

    arrows_color = UI.GetColor( "Misc", "JAVASCRIPT", "Script items", "Arrows color" );
    s_arrow_color = UI.GetColor( "Misc", "JAVASCRIPT", "Script items", "Selected arrow color" );
    
    isDoubletap = UI.IsHotkeyActive("Rage", "Exploits", "Doubletap");
    isInverted = UI.IsHotkeyActive("Anti-Aim", "Fake angles", "Inverter");
    isHideReal = UI.GetValue("Anti-Aim", "Fake angles", "Hide real angle");
    isHIDESHOTS = UI.IsHotkeyActive("Rage", "Exploits", "Hide shots");
    isDMG = isActive("Minimum damage override");
    isSP =  UI.IsHotkeyActive("Rage", "General", "Force safe point"); // UI.IsHotkeyActive("Rage", "General", "Force safe point")
    isOVHBX = false; //UI.IsHotkeyActive("Rage", "General config", "Hitbox override")
    isFD = UI.IsHotkeyActive("Anti-Aim", "Extra", "Fake duck");
    arrows_type = UI.GetValue( "Misc", "JAVASCRIPT", "Script items", "Arrows" );

    dt_color = [255,0,0,255]
    
    var isOpposite = UI.GetValue("Anti-Aim", "Fake angles", "LBY mode") == "1";
    var isNormal = UI.GetValue("Anti-Aim", "Fake angles", "LBY mode") == "0";

    if (isOpposite)
    {
        Render.String(screen_size[0] /2 +5, screen_size[1] /2 +40, 0, "OPPOSITE", [ 177, 151, 255, 255 ],3 );
    }
    else if (isNormal)
    {
        Render.String(screen_size[0] /2 +5, screen_size[1] /2 +40, 0, "NORMAL", [ 177, 151, 255, 255 ],3 );
    }

    is_DT = false

    g_Local = Entity.GetLocalPlayer( );
    g_Local_weapon = Entity.GetWeapon(g_Local);
    weapon_name = Entity.GetName(g_Local_weapon);
    g_Local_classname = Entity.GetClassName( g_Local_weapon );

    if ( UI.GetValue( "Misc", "JAVASCRIPT", "Script items", "Safe AWP") && g_Local_classname == "CWeaponAWP" ) {
        is_force_safe_point = UI.IsHotkeyActive("Rage", "GENERAL", "General", "Force safe point");
        if( !is_force_safe_point ) {
            UI.ToggleHotkey("Rage", "GENERAL", "General", "Force safe point");
            prefer_safe_backup = true
        }
    } else if ( prefer_safe_backup ) {
        UI.ToggleHotkey("Rage", "GENERAL", "General", "Force safe point");
        prefer_safe_backup = false;
    }

    DT = "DT ";
    add_y = 58;

    if(UI.GetValue( "Rage", "GENERAL", "Exploits", "Doubletap" ))
    {
        if(isDoubletap)
        {
            dt_color = [255 * (1.0 - Exploit.GetCharge()), 255 * Exploit.GetCharge(), 0, 255] 
        }
        else
        {
            dt_color = [255, 0, 0, 255]
        }   
    }   
    
    if ((g_Local_classname == "CKnife" || g_Local_classname == "CWeaponSSG08" || g_Local_classname == "CWeaponAWP" || weapon_name == "r8 revolver" || g_Local_classname == "CHEGrenade" || g_Local_classname == "CMolotovGrenade" || g_Local_classname == "CIncendiaryGrenade" || g_Local_classname == "CFlashbang" || g_Local_classname == "CSmokeGrenade" || g_Local_classname == "CDecoyGrenade" || g_Local_classname == "CWeaponTaser" || g_Local_classname == "CC4"))
    {
        if (isFD) {
            DT = DT + "(fakeduck)";
        } else {
            DT = DT + "(active weapon)";
        }
        is_DT = false;
    } else
    {
        DT = isFD ? "DT (fakeduck)" : "DT ";
        is_DT = isFD == false && isDoubletap;
    }

    UI.SetValue( "Rage", "Exploits", "Doubletap", is_DT );
    if (arrows_type == 1) {
    Render.Polygon( [ [ screen_size[0] /2 -62, screen_size[1] /2 ], [ screen_size[0] /2 -45, screen_size[1] /2 -10 ], [ screen_size[0] /2 -45, screen_size[1] /2 + 10] ], drawLeft ? s_arrow_color : arrows_color ); // LEFT

    Render.Polygon( [ [ screen_size[0] /2 - 10, screen_size[1] /2 + 35 ], [ screen_size[0] /2 + 10, screen_size[1] /2 +35 ], [ screen_size[0] /2, screen_size[1] /2 + 52] ], drawBack ? s_arrow_color : arrows_color ); // BACK

    Render.Polygon( [ [ screen_size[0] /2 + 45, screen_size[1] /2 + 10], [ screen_size[0] /2 + 45, screen_size[1] /2 -10], [ screen_size[0] /2 + 62, screen_size[1] /2] ], drawRight ? s_arrow_color : arrows_color ); // RIGHT
    }

    if (arrows_type == 2)
    {
        Render.String(screen_size[0] /2 -50, screen_size[1] /2 -20, 1,  "<", drawLeft ? s_arrow_color : arrows_color, 4 );
        Render.String(screen_size[0] /2 +50, screen_size[1] /2 -20, 1,  ">", drawRight ? s_arrow_color : arrows_color, 4 );
        Render.String(screen_size[0] /2, screen_size[1] /2 +20, 1,  "v", drawBack ? s_arrow_color : arrows_color, 4 );       
    }

    if(drawLeft)
    {
        Render.String(screen_size[0] /2 +5, screen_size[1] /2 +49, 0, isInverted ? "LEFT" : "RIGHT", [ 209, 139, 230, 255 ],3 );
        Render.String(screen_size[0] /2 +5, screen_size[1] /2 +58, 0, is_DT ? DT : DT, dt_color,3 );
        if (isHIDESHOTS) {
            add_y = add_y + 9;
            Render.String(screen_size[0] /2 +5, screen_size[1] /2 + add_y, 0, "ONSHOT", [ 124, 195, 13, 255 ],3 );
        }
        if (isDMG) {
            add_y = add_y + 9;
            Render.String(screen_size[0] /2 +5, screen_size[1] /2 + add_y, 0, "DMG", [ 255, 255, 255, 255 ],3 );
        }
        if (isFD) {
            add_y = add_y + 9;
            Render.String(screen_size[0] /2 +5, screen_size[1] /2 + add_y, 0, "DUCK", [ 255, 255, 255, 255 ] ,3 );
        }
        if (isSP) {
            add_y = add_y + 9;
            Render.String(screen_size[0] /2 +5, screen_size[1] /2 + add_y, 0, "SP", [ 124, 195, 13, 255 ] ,3 );
        }
        if (isOVHBX) {
            add_y = add_y + 9;
            Render.String(screen_size[0] /2 +5, screen_size[1] /2 + add_y, 0, "FB", [ 124, 195, 13, 255 ] ,3 );
        }
    }
    else if(drawRight)
    {   
        Render.String(screen_size[0] /2 +5, screen_size[1] /2 +49, 0, isInverted ? "LEFT" : "RIGHT", [ 209, 139, 230, 255 ],3 );
        Render.String(screen_size[0] /2 +5, screen_size[1] /2 +58, 0, is_DT ? DT : DT, dt_color,3 );
        if (isHIDESHOTS) {
            add_y = add_y + 9;
            Render.String(screen_size[0] /2 +5, screen_size[1] /2 + add_y, 0, "ONSHOT", [ 124, 195, 13, 255 ],3 );
        }
        if (isDMG) {
            add_y = add_y + 9;
            Render.String(screen_size[0] /2 +5, screen_size[1] /2 + add_y, 0, "DMG", [ 255, 255, 255, 255 ],3 );
        }
        if (isFD) {
            add_y = add_y + 9;
            Render.String(screen_size[0] /2 +5, screen_size[1] /2 + add_y, 0, "DUCK", [ 255, 255, 255, 255 ],3 );
        }
        if (isSP) {
            add_y = add_y + 9;
            Render.String(screen_size[0] /2 +5, screen_size[1] /2 + add_y, 0, "SP", [ 124, 195, 13, 255 ] ,3 );
        }
        if (isOVHBX) {
            add_y = add_y + 9;
            Render.String(screen_size[0] /2 +5, screen_size[1] /2 + add_y, 0, "FB", [ 124, 195, 13, 255 ] ,3 );
        }
    }
    else if(drawBack)
    {
        Render.String(screen_size[0] /2 +5, screen_size[1] /2 +49, 0, isInverted ? "LEFT" : "RIGHT", [ 209, 139, 230, 255 ],3 );
        Render.String(screen_size[0] /2 +5, screen_size[1] /2 +58, 0, is_DT ? DT : DT, dt_color,3 );
        if (isHIDESHOTS) {
            add_y = add_y + 9;
            Render.String(screen_size[0] /2 +5, screen_size[1] /2 + add_y, 0, "ONSHOT", [ 124, 195, 13, 255 ],3 );
        }
        if (isDMG) {
            add_y = add_y + 9;
            Render.String(screen_size[0] /2 +5, screen_size[1] /2 + add_y, 0, "DMG", [ 255, 255, 255, 255 ],3 );
        }
        if (isFD) {
            add_y = add_y + 9;
            Render.String(screen_size[0] /2 +5, screen_size[1] /2 + add_y, 0, "DUCK", [ 255, 255, 255, 255 ],3 );
        }
        if (isSP) {
            add_y = add_y + 9;
            Render.String(screen_size[0] /2 +5, screen_size[1] /2 + add_y, 0, "SP", [ 124, 195, 13, 255 ] ,3 );
        }
        if (isOVHBX) {
            add_y = add_y + 9;
            Render.String(screen_size[0] /2 +5, screen_size[1] /2 + add_y, 0, "FB", [ 124, 195, 13, 255 ] ,3 );
        }
    }
    else if(drawHideReal)
    {
        Render.String(screen_size[0] /2 +5, screen_size[1] /2 +49, 0, isHideReal ? "HIDE" : "HIDE", [ 209, 139, 230, 255 ],3 );
        Render.String(screen_size[0] /2 +5, screen_size[1] /2 +58, 0, is_DT ? DT : DT, dt_color,3 );
        if (isHIDESHOTS) {
            add_y = add_y + 9;
            Render.String(screen_size[0] /2 +5, screen_size[1] /2 + add_y, 0, "ONSHOT", [ 124, 195, 13, 255 ],3 );
        }
        if (isDMG) {
            add_y = add_y + 9;
            Render.String(screen_size[0] /2 +5, screen_size[1] /2 + add_y, 0, "DMG", [ 255, 255, 255, 255 ],3 );
        }
        if (isFD) {
            add_y = add_y + 9;
            Render.String(screen_size[0] /2+5 , screen_size[1] /2 + add_y, 0, "DUCK", [ 255, 255, 255, 255 ],3 );
        }
                if (isSP) {
            add_y = add_y + 9;
            Render.String(screen_size[0] /2 +5, screen_size[1] /2 + add_y, 0, "SP", [ 124, 195, 13, 255 ] ,3 );
        }
        if (isOVHBX) {
            add_y = add_y + 9;
            Render.String(screen_size[0] /2 +5, screen_size[1] /2 + add_y, 0, "FB", [ 124, 195, 13, 255 ] ,3 );
        }
    }
}

var restore_values = false
function override_mindmg()
{
    if(!isActive("Minimum damage override"))
    {
        if (restore_values)
        {
            restore_values = false;
    
            setValue("HEAVY PISTOL", heavy_cache)
            setValue("SCOUT", scout_cache)
            setValue("AWP", awp_cache)
            setValue("AUTOSNIPER", auto_cache)
        }
        else
        {
             heavy_cache = UI.GetValue("Rage", "HEAVY PISTOL", "Targeting", "Minimum damage")
             scout_cache = UI.GetValue("Rage", "SCOUT", "Targeting", "Minimum damage")
             awp_cache = UI.GetValue("Rage", "AWP", "Targeting", "Minimum damage")
             auto_cache = UI.GetValue("Rage", "AUTOSNIPER", "Targeting", "Minimum damage")
        }

        return;
    }

    restore_values = true;
    
    heavy_value = UI.GetValue("Script items", "Heavy Pistol Mindmg")
    scout_value = UI.GetValue("Script items", "Scout Mindmg")
    awp_value = UI.GetValue("Script items", "AWP Mindmg")
    auto_value = UI.GetValue("Script items", "Auto Mindmg")
    weapon_name = Entity.GetName(Entity.GetWeapon(Entity.GetLocalPlayer()))

    if (isHeavyPistol(weapon_name))
    {
        setValue("HEAVY PISTOL", heavy_value)
    }
    
    if (weapon_name == "ssg 08")
    {
        setValue("SCOUT", scout_value)
    }

    if (weapon_name == "awp")
    {
        setValue("AWP", awp_value)
    }

    if (isAutoSniper(weapon_name))
    {   
        setValue("AUTOSNIPER", auto_value)
    }
}

var oldTick = 0
var lastPressed = 0
var isHideRealActive = false
function onCreateMove()
{
    override_mindmg();
    
    isLeftActive = UI.IsHotkeyActive( "Misc", "JAVASCRIPT", "Script items", "Left Hotkey" );
    isRightActive = UI.IsHotkeyActive( "Misc", "JAVASCRIPT", "Script items", "Right Hotkey" );
    isBackwardsActive = UI.IsHotkeyActive( "Misc", "JAVASCRIPT", "Script items", "Backwards Hotkey" );
    isForwardActive = UI.IsHotkeyActive( "Misc", "JAVASCRIPT", "Script items", "Forward Hotkey" );
    
    if(isLeftActive && leftWasPressed == false)
    {   
        lastPressed = Global.Tickcount();
        isHideRealActive = false;
        leftWasPressed = true;
        backWasPressed = false;
        rightWasPressed = false;
        upWasPressed = false;
        drawLeft = 1;
        drawBack = 0;
        drawRight = 0;
        UI.SetValue( "Anti-Aim", "Rage Anti-Aim", "Yaw offset", -90 );
        UI.SetValue( "Anti-Aim", "Fake angles", "Hide real angle", false);
    } else if( isLeftActive && leftWasPressed == true && Global.Tickcount() > lastPressed + 16 ) {
        isHideRealActive = true;
        oldTick = Global.Tickcount();
    }

    if(isRightActive && rightWasPressed == false)
    {   
        lastPressed = Global.Tickcount();
        isHideRealActive = false;
        backWasPressed = false;
        leftWasPressed = false;
        rightWasPressed = true;
        upWasPressed = false;
        drawLeft = 0;
        drawBack = 0;
        drawRight = 1;
        UI.SetValue( "Anti-Aim", "Rage Anti-Aim", "Yaw offset", 90 );
        UI.SetValue( "Anti-Aim", "Fake angles", "Hide real angle", false);
        
    } else if(isRightActive && rightWasPressed == true && Global.Tickcount() > lastPressed + 16){
        isHideRealActive = true;
        oldTick = Global.Tickcount();
    }
    if(isBackwardsActive && backWasPressed == false && Global.Tickcount() > lastPressed + 16)
    {   
        lastPressed = Global.Tickcount();
        isHideRealActive = false;
        backWasPressed = true;
        rightWasPressed = false;
        leftWasPressed = false;
        upWasPressed = false;
        drawLeft = 0;
        drawBack = 1;
        drawRight = 0;
        UI.SetValue( "Anti-Aim", "Rage Anti-Aim", "Yaw offset", 0 );
        UI.SetValue( "Anti-Aim", "Fake angles", "Hide real angle", false);
    } else if(isBackwardsActive && backWasPressed == true && Global.Tickcount() > lastPressed + 16)  {
        isHideRealActive = true;
        oldTick = Global.Tickcount();
    }

    if (isForwardActive && upWasPressed == false && Global.Tickcount() > lastPressed + 16) {   
        lastPressed = Global.Tickcount();
        isHideRealActive = false;
        backWasPressed = false;
        rightWasPressed = false;
        leftWasPressed = false;
        upWasPressed = true;
        drawLeft = 0;
        drawBack = 0;
        drawRight = 0;
        UI.SetValue( "Anti-Aim", "Rage Anti-Aim", "Yaw offset", 180 );
        UI.SetValue( "Anti-Aim", "Fake angles", "Hide real angle", false);
    }

    if (isHideRealActive) {       
        if (Global.Tickcount() > oldTick + 16)  {
            backWasPressed = false;
            rightWasPressed = false;
            leftWasPressed = false;
            upWasPressed = false;
            oldTick = Global.Tickcount();
        }
        
        drawLeft = 0;
        drawBack = 0;
        drawRight = 0;
        UI.SetValue("Anti-Aim", "Rage Anti-Aim", "Yaw offset", -6 );
        UI.SetValue("Anti-Aim", "Fake angles", "Hide real angle", true);
    }

    UI.SetValue( "Anti-Aim", "Rage Anti-Aim", "At targets", isHideRealActive ? true : false );
}

function player_connect(){
    lastPressed = Global.Tickcount();
    oldTick = Global.Tickcount();
}

function Main()
{
    UI.AddCheckbox( "Safe AWP" );

    UI.AddDropdown( "Arrows", [ "Off", "triangle", "arrows" ] );
    UI.AddColorPicker( "Arrows color" )
    UI.AddColorPicker( "Selected arrow color" )

    UI.AddHotkey( "Left Hotkey" );
    UI.AddHotkey( "Right Hotkey" );
    UI.AddHotkey( "Backwards Hotkey" );
    UI.AddHotkey( "Forward Hotkey" );

    UI.AddHotkey("Minimum damage override")
    UI.AddSliderInt("Heavy Pistol Mindmg", 0, 130)
    UI.AddSliderInt("Scout Mindmg", 0, 130)
    UI.AddSliderInt("AWP Mindmg", 0, 130)
    UI.AddSliderInt("Auto Mindmg", 0, 130)
    
    //  callbacks
    Global.RegisterCallback("Draw", "drawString")
    Global.RegisterCallback("CreateMove", "onCreateMove")
    Global.RegisterCallback("player_connect_full", "player_connect")
}
 
Забаненный
Статус
Оффлайн
Регистрация
11 Фев 2021
Сообщения
78
Реакции[?]
4
Поинты[?]
0
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
щас сделаем цыганские фокусы
 
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