душнила
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Автор темы
- #1
Кто может сделайте rgb переливание этому индикатору
p.s. понимаю код большой, но кто может
JavaScript:
var screen_size = Global.GetScreenSize();
var isInverted;
var drawLeft = 1; drawHideReal = 1;
var drawRight = 0, drawBack = 0;
var leftWasPressed = false; var rightWasPressed = false; var backWasPressed = false; var upWasPressed = false;
var time, delay, fillbar, shotsfired;
function EVENT_WEAPON_FIRE()
{
iShotsFired = Event.GetInt("userid"); iShotsFired_index = Entity.GetEntityFromUserID(iShotsFired);
if(Entity.GetLocalPlayer() == iShotsFired_index)
{
if(UI.IsHotkeyActive("Rage", "GENERAL", "Exploits", "Doubletap", "Enabled"))
{
if(shotsfired == 0)
{
time = Globals.Curtime();
delay = time+0.3;
fillbar = 0;
}
}
}
}
var jump = false
function drawString()
{
isDoubletap = UI.IsHotkeyActive("Rage", "Exploits", "Doubletap");
isInverted = UI.IsHotkeyActive("Anti-Aim", "Fake angles", "Inverter");
isHideReal = UI.IsHotkeyActive("Anti-Aim", "Fake angles", "Hide real angle");
isHIDESHOTS = UI.IsHotkeyActive("Rage", "Exploits", "Hide shots");
isDMG = UI.IsHotkeyActive("Rage", "Damage", "Resolver override");
isSP = UI.IsHotkeyActive("Rage", "General", "Safe point override");
isOVHBX = UI.IsHotkeyActive("Rage", "General config", "Force body aim");
isFD = UI.IsHotkeyActive("Anti-Aim", "Extra", "Fake duck");
arrows_type = UI.GetValue( "Misc", "JAVASCRIPT", "Script items", "Arrows" );
dt_color = [255,0,0,255]
Render.String(screen_size[0] /2 +5, screen_size[1] /2 +40, 0, "OPPOSITE", [ 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 );
DT = "DT ";
add_y = 58;
if(UI.GetValue( "Rage", "GENERAL", "Exploits", "Doubletap" ))
{
if(isDoubletap)
{
curtime = Globals.Curtime();
if (curtime <= delay)
{
fillbar+=2;
shotsfired = 1;
if(fillbar >= 30) fillbar = 30;
dt_color = [255, 0, 0, 255]
}
else
{
dt_color = [0, 255, 0, 255]
shotsfired = 0;
}
}
else
{
dt_color = [255, 0, 0, 255]
}
}
if ((g_Local_classname == "" || g_Local_classname == "" || g_Local_classname == "" || weapon_name == "" || g_Local_classname == "" || g_Local_classname == "" || g_Local_classname == "" || g_Local_classname == "" || g_Local_classname == "" || g_Local_classname == "" || g_Local_classname == "" || g_Local_classname == ""))
{
if (isFD) {
DT = DT + "";
} else {
DT = DT + "";
}
is_DT = false;
} else
{
DT = isFD ? "DT" : "DT ";
is_DT = !isFD & 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, "Resolver", [ 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, "FD", [ 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, "BAIM", [ 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, "Resolver", [ 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, "FD", [ 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, "BAIM", [ 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, "Resolver", [ 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, "FD", [ 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, "BAIM", [ 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, "Resolver", [ 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, "FD", [ 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, "BAIM", [ 124, 195, 13, 255 ] ,3 );
}
}
}
var oldTick = 0
var lastPressed = 0
var isHideRealActive = false
function onCreateMove()
{
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", 0 );
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();
time = Globals.Curtime();
delay = time+0.3;
}
function Main()
{
Global.RegisterCallback("Draw", "drawString")
Global.RegisterCallback("CreateMove", "onCreateMove")
Global.RegisterCallback("player_connect_full", "player_connect")
Global.RegisterCallback("weapon_fire", "EVENT_WEAPON_FIRE");
}
Main();