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Помогите переделать js с onetap v4 на v3
Кто поможет писать в коменты дс
Кто поможет писать в коменты дс
JavaScript:
UI.AddMultiDropdown(["Rage", "Exploits", "General"], "Fix Extras", ["Break LC", "Instant DT"]);
UI.AddSliderInt(["Rage", "Exploits", "General"], "Tolerance", 0, 8);
UI.AddSliderInt(["Rage", "Exploits", "General"], "Shift", 0, 62);
UI.AddSliderInt(["Rage", "Exploits", "General"],"Single fire shift", 0,62)
function getDropdownValue(value, index)
{
var mask = 1 << index;
return value & mask ? true : false;
}
function setDropdownValue(value, index, enable)
{
var mask = 1 << index;
return enable ? ( value | mask ) : ( value & ~mask );
}
function can_shift_shot(ticks_to_shift) {
var me = Entity.GetLocalPlayer();
var wpn = Entity.GetWeapon(me);
if (me == null || wpn == null)
return false;
var tickbase = Entity.GetProp(me, "CCSPlayer", "m_nTickBase");
var curtime = Globals.TickInterval() * (tickbase-ticks_to_shift)
if (curtime < Entity.GetProp(me, "CCSPlayer", "m_flNextAttack"))
return false;
if (curtime < Entity.GetProp(wpn, "CBaseCombatWeapon", "m_flNextPrimaryAttack"))
return false;
return true;
}
function GetVelocity(index) {
var velocity = Entity.GetProp(index, "CBasePlayer", "m_vecVelocity[0]");
return Math.sqrt(velocity[0] * velocity[0] + velocity[1] * velocity[1]);
}
function get_target()
{
const players = Entity.GetEnemies();
const me = Entity.GetLocalPlayer();
if (!me || !Entity.IsAlive(me))
return;
const eye_pos = Entity.GetEyePosition(me);
var data = {dmg: 0, fov: 180, target: null}
if (!data.target)
{
const viewangles = Local.GetViewAngles();
for (var i = 0; i < players.length; i++)
{
const ent = players[i];
if (Entity.IsDormant(ent) || !Entity.IsAlive(ent))
continue;
const head_pos = Entity.GetHitboxPosition(ent, 0);
const sub = [head_pos[0] - eye_pos[0], head_pos[1] - eye_pos[1], head_pos[2] - eye_pos[2]]
const yaw = Math.atan2(sub[1], sub[0]) * 180 / Math.PI;
const pitch = -Math.atan2(sub[2], Math.sqrt(sub[0] ** 2 + sub[1] ** 2)) * 180 / Math.PI;
const yaw_delta = (viewangles[1] % 360 - yaw % 360) % 360;
const pitch_delta = viewangles[0] - pitch;
const fov = Math.sqrt(yaw_delta ** 2 + pitch_delta ** 2);
if (data.fov > fov)
{
data.fov = fov;
data.target = ent;
}
}
}
return data.target;
}
function canFire() {
var dt_g_weapon = Entity.GetWeapon(Entity.GetLocalPlayer());
var dt_m_next_prim_attack = Entity.GetProp(dt_g_weapon, "CBaseCombatWeapon","m_flNextPrimaryAttack");
var dt_m_next_attack = Entity.GetProp(Entity.GetLocalPlayer(), "CBaseCombatCharacter","m_flNextAttack");
if (dt_m_next_prim_attack > Globals.Curtime() || dt_m_next_attack > Globals.Curtime()) {
return false;
} else {
return true;
}
}
var _once = false;
var has_charged = false;
function dt_create_move(){
if (Entity.IsValid(Entity.GetLocalPlayer())) {
var is_charged = Exploit.GetCharge();
var target = get_target();
var value = UI.GetValue(["Rage", "Exploits", "General", "Options"]);
var script_value = UI.GetValue(["Rage", "Exploits", "General", "Fix Extras"]);
var slow_walking = UI.GetValue(["Rage", "Anti Aim", "General", "Key assignment", "Slow walk"]);
var m_fFlags = Entity.GetProp(Entity.GetLocalPlayer(), "CBasePlayer", "m_fFlags");
var on_ground = m_fFlags & 1;
if (GetVelocity(Entity.GetLocalPlayer()) >= 25 && !slow_walking) {
if (getDropdownValue(script_value, 0)) {
value = setDropdownValue(value, 5, true);
}
if (GetVelocity(Entity.GetLocalPlayer()) >= 60 || !on_ground) {
if (getDropdownValue(script_value, 1)) {
value = setDropdownValue(value, 0, true);
}
}
UI.SetValue(["Rage", "Exploits", "General", "Options"], value);
} else {
if (Ragebot.GetTarget() == 0 && canFire()) {
if (getDropdownValue(script_value, 0)) {
value = setDropdownValue(value, 5, false);
}
if (getDropdownValue(script_value, 1)) {
value = setDropdownValue(value, 0, false);
}
UI.SetValue(["Rage", "Exploits", "General", "Options"], value);
}
}
var r_dt_hk = UI.GetValue(["Rage", "Exploits", "Keys", "Key assignment", "Double tap"]);
if (is_charged > 0.1) {
has_charged = false; //fix issues with multiple recharges occuring
}
if (r_dt_hk) {
if (can_shift_shot(UI.GetValue(["Rage", "Exploits", "General", "Shift"])) && is_charged <= 0.1 && !has_charged && getDropdownValue(value, 0)) {
_once = false;
var dat = null;
if (target != null) {
dat = Trace.Bullet(target, Entity.GetLocalPlayer(), Entity.GetHitboxPosition(target,0), Entity.GetHitboxPosition(Entity.GetLocalPlayer(),3));
}
if (target == null || dat == null || dat[1] < 10) {
Exploit.DisableRecharge();
Exploit.Recharge();
has_charged = true;
}
} else if (!getDropdownValue(value, 0)) {
has_charged = false;
if (!_once) {
Exploit.EnableRecharge(); //enables alpaca recharge™ when not using instant DT since we don't actually need to recharge per say when using non-instant :D
_once = true;
}
}
var cur_weapon = Entity.GetName(Entity.GetWeapon(Entity.GetLocalPlayer()));
if (cur_weapon != "ssg 08" && cur_weapon != "awp" && cur_weapon != "r8 revolver") {
Exploit.OverrideTolerance(UI.GetValue(["Rage", "Exploits", "General", "Tolerance"]));
Exploit.OverrideMaxProcessTicks(UI.GetValue(["Rage", "Exploits", "General", "Shift"]) + 2);
Exploit.OverrideShift(UI.GetValue(["Rage", "Exploits", "General", "Shift"]));
} else {
Exploit.OverrideShift(UI.GetValue(["Rage", "Exploits", "General","Single fire shift"])); //lower our shift on weapons we don't necessarily care about speed between shots but preserve the exploit running at a mediocre value
}
}
}
}
function dt_unload() {
Exploit.EnableRecharge();
Exploit.Recharge();
}
Cheat.RegisterCallback("CreateMove","dt_create_move");
Cheat.RegisterCallback("Unload","dt_unload");
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