Just some bloke coding garbage
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Автор темы
- #1
Js сделал чтобы Nade icons были, потому что inv текст дерьмо.
JavaScript:
//made by Antipindoc
var screen = Render.GetScreenSize();
UI.AddSliderInt("", 0,0);
UI.AddCheckbox("T H I C C ?");
UI.AddCheckbox("Central?");
UI.AddSliderInt("Additional Y-Value", 0, 100);
UI.AddColorPicker("Icon color");
UI.AddSliderInt("", 0,0);
function Epic()
{
enemies = Entity.GetEnemies();
color = UI.GetColor("Script items", "Icon color");
y_value = UI.GetValue("Script items", "Additional Y-Value");
for(x=0;x<enemies.length;x++)
{
weapons_array = Entity.GetWeapons(enemies[x]);
weapons_string = "";
box = Entity.GetRenderBox(enemies[x]);
bw = box[3] - box[1];
bh = box[4] - box[2];
for(i=0;i<weapons_array.length;i++)
{
weapon_name = Entity.GetName(weapons_array[i]);
weapons_string += get_icon(weapon_name);
}
if(box[0] == 1 && Entity.IsDormant(enemies[x]) != true)
{
Render.String(centralics(x,weapons_string), box[4] + y_value, 0, weapons_string, color, thickness());
}
}
}
function thickness(index)
{
check = UI.GetValue("Script items", "T H I C C ?");
if(check == true)
{
return 5;
}
else
{
return 6;
}
}
function centralics(index, string)
{
enemies = Entity.GetEnemies();
box = Entity.GetRenderBox(enemies[index]);
if(UI.GetValue("Script items", "Central?") == true)
{
bw = box[3] - box[1];
size = Render.TextSize(string)
finish = box[1] + (bw/2) -5;
return finish;
}
else
{
return box[1];
}
}
function get_icon(a)
{
var letter = ""
switch (a)
{
case "flashbang":
letter = "H"
break
case "high explosive grenade":
letter = "I"
break
case "smoke grenade":
letter = "J"
break
case "molotov":
letter = "K"
break
case "decoy grenade":
letter = "L"
break
case "incendiary grenade":
letter = "M"
break
case "c4 explosive":
letter = "N"
break
default:
letter = ""
break
}
return letter
}
Cheat.RegisterCallback("Draw", "Epic");
JavaScript:
//made by Antipindoc
var screen = Render.GetScreenSize();
UI.AddSliderInt("", 0,0);
UI.AddCheckbox("T H I C C");
UI.AddCheckbox("Right");
UI.AddCheckbox("Top");
UI.AddCheckbox("Add Pistols");
UI.AddSliderFloat("Extra Y-Value", 0, 1);
UI.AddSliderInt("Additional X-Value", 0, 200);
UI.AddSliderInt("Additional Y-Value", 0, 200);
UI.AddColorPicker("Icon color");
UI.AddSliderInt("", 0,0);
function Epic()
{
UI_check();
enemies = Entity.GetEnemies();
color = UI.GetColor("Script items", "Icon color");
y_value = UI.GetValue("Script items", "Additional Y-Value");
for(x=0;x<enemies.length;x++)
{
weapons_array = Entity.GetWeapons(enemies[x]);
weapons_string = "";
box = Entity.GetRenderBox(enemies[x]);
bw = box[3] - box[1];
bh = box[4] - box[2];
for(i=0;i<weapons_array.length;i++)
{
weapon_name = Entity.GetName(weapons_array[i]);
weapons_string += extra_icons(weapon_name);
}
if(box[0] == 1 && Entity.IsDormant(enemies[x]) != true)
{
Render.String(centralics(x, weapons_string), height(x), 0, weapons_string, color, thickness());
}
}
}
function height(index)
{
enemies = Entity.GetEnemies();
box = Entity.GetRenderBox(enemies[index]);
y = UI.GetValue("Script items", "Additional Y-Value");
y2 = UI.GetValue("Script items", "Extra Y-Value");
if(UI.GetValue("Script items", "Top") == true)
{
bh = box[4] - box[2];
return box[2] + (bh*y2);
}
else
{
return box[4] + y;
}
}
function thickness()
{
if(UI.GetValue("Script items", "T H I C C") == true)
{
return 5;
}
else
{
return 6;
}
}
function UI_check()
{
if(UI.GetValue("Script items", "Right") == true)
{
UI.SetEnabled("Script items", "Top", true);
}
else
{
UI.SetEnabled("Script items", "Top", false);
UI.SetValue("Script items", "Top", false);
}
if(UI.GetValue("Script items", "Top") == true)
{
UI.SetEnabled("Script items", "Additional Y-Value", false);
UI.SetEnabled("Script items", "Additional X-Value", true);
UI.SetEnabled("Script items", "Extra Y-Value", true);
}
else
{
UI.SetEnabled("Script items", "Additional Y-Value", true);
UI.SetEnabled("Script items", "Additional X-Value", false);
UI.SetEnabled("Script items", "Extra Y-Value", false);
UI.SetValue("Script items", "Additional X-Value", 0);
}
}
function centralics(index, string)
{
enemies = Entity.GetEnemies();
box = Entity.GetRenderBox(enemies[index]);
if(UI.GetValue("Script items", "Right") == true)
{
exx = UI.GetValue("Script items", "Additional X-Value");
finish = box[3] + exx;
return finish;
}
else
{
return box[1];
}
}
function extra_icons(thing)
{
if(UI.GetValue("Script items", "Add Pistols") == true)
{
return get_icon_2(thing);
}
else
{
return get_icon(thing);
}
}
function get_icon(a)
{
var letter = ""
switch (a)
{
case "flashbang":
letter = "H"
break
case "high explosive grenade":
letter = "I"
break
case "smoke grenade":
letter = "J"
break
case "molotov":
letter = "K"
break
case "decoy grenade":
letter = "L"
break
case "incendiary grenade":
letter = "M"
break
case "c4 explosive":
letter = "N"
break
default:
letter = ""
break
}
return letter
}
function get_icon_2(a)
{
var letter = ""
switch (a)
{
case "desert eagle":
letter = "a"
break
case "dual berettas":
letter = "b"
break
case "five seven":
letter = "c"
break
case "glock 18":
letter = "d"
break
case "p2000":
letter = "o"
break
case "tec 9":
letter = "w"
break
case "p250":
letter = "y"
break
case "usp s":
letter = "P"
break
case "cz75 auto":
letter = "Q"
break
case "r8 revolver":
letter = "R"
break
case "flashbang":
letter = "H"
break
case "high explosive grenade":
letter = "I"
break
case "smoke grenade":
letter = "J"
break
case "molotov":
letter = "K"
break
case "decoy grenade":
letter = "L"
break
case "incendiary grenade":
letter = "M"
break
case "c4 explosive":
letter = "N"
break
case "zeus x27": //if u dont want to display zeus at all remove this case
letter = "x"
break
default:
letter = ""
break
}
return letter
}
Cheat.RegisterCallback("Draw", "Epic");
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