душнила
-
Автор темы
- #1
JavaScript:
/**
*
* Title: Quick stop
* Author: april#0001
* Description: A custom quick stop system for Onetap.
*
*/
//region dependencies
/**
* @title BetterUI
* @version 1.0.0
* @description A better UI system for Onetap
*/
var menu_elements_t = [];
var menu_c = [];
const menu_spacer = " ";
/**
* Creates a new menu label
*
* @param label {string}
*/
menu_c.label = function(label, upper, lower)
{
// Creates the label
if (upper)
UI.AddLabel(" ");
UI.AddLabel(label);
if (lower)
UI.AddLabel(" ");
}
/**
* Creates a new menu element
*
* @param func {function}
* @param name {string}
* @param label {string},
* @param properties {array}
*/
menu_c.call = function(func, name, label, properties)
{
// If the label isn't unique
if (label in menu_elements_t)
throw new Error("[Menu] The label must be unique!");
// Get properties
const final_name = name + menu_spacer + label;
var final_props = [final_name];
const element_info_t = {
name: name,
label: label,
properties: properties
};
// If our properties aren't null, then pack them together.
if (properties !== null)
{
for (var i = 0; i < properties.length; i++)
{
final_props.push(properties[i]);
}
}
// Create our menu element and return properties
func.apply(null, final_props);
menu_elements_t[label] = element_info_t;
return label;
}
/**
* Gets the value of a menu element
*
* @param label {string}
* @return {any}
*/
menu_c.get = function(label)
{
// If the label doesn't exist
if (!(label in menu_elements_t))
throw new Error("[Menu] This element's label doesn't exist!");
// Get properties
const properties = menu_elements_t[label];
const final_name = properties.name + menu_spacer + properties.label;
// Returns the element's value
return UI.GetValue("Misc", "JAVASCRIPT", "Script items", final_name);
}
/**
* Gets the value of a menu element
*
* @param label {string}
* @return {any}
*/
menu_c.get_color = function(label)
{
// If the label doesn't exist
if (!(label in menu_elements_t))
throw new Error("[Menu] This element's label doesn't exist!");
// Get properties
const properties = menu_elements_t[label];
const final_name = properties.name + menu_spacer + properties.label;
// Returns the element's value
return UI.GetColor("Misc", "JAVASCRIPT", "Script items", final_name);
}
/**
* Gets the value of a menu element
*
* @param label {string}
* @return {any}
*/
/**
* Sets the value of a menu element
*
* @param label {string}
* @param value {any}
*/
menu_c.set = function(label, value)
{
// If the label doesn't exist
if (!(label in menu_elements_t))
throw new Error("[Menu] This element's label doesn't exist!");
// Get properties
const properties = menu_elements_t[label];
const final_name = properties.name + menu_spacer + properties.label;
// Set the element's value
UI.SetValue("Misc", "JAVASCRIPT", "Script items", final_name, value);
}
/**
* Changes the visibility of a menu elements
*
* @param label {string}
* @param visible {boolean}
*/
menu_c.visibility = function(label, visible)
{
// If the label doesn't exist
if (!(label in menu_elements_t))
throw new Error("[Menu] This element's label doesn't exist!");
// Get properties
const properties = menu_elements_t[label];
const final_name = properties.name + menu_spacer + properties.label;
// Change the element's visibility
UI.SetEnabled("Misc", "JAVASCRIPT", "Script items", final_name, visible);
}
/**
* @title Vector3D
* @version 1.0.0
* @description A simple 3D vector library
*/
var vec3 = {__index: "vec3"};
vec3.new = function(x, y, z)
{
if (x instanceof Array)
return {
x: x[0],
y: x[1],
z: x[2]
};
return {
x: x,
y: y,
z: z
}
}
vec3.unpack = function(self)
{
return [self.x, self.y, self.z];
}
vec3.add = function(vec, vec2)
{
if (vec2 instanceof Number)
return {
x: vec.x + vec2,
y: vec.y + vec2,
z: vec.z + vec2
}
return {
x: vec.x + vec2.x,
y: vec.y + vec2.y,
z: vec.z + vec2.z
}
}
vec3.sub = function(vec, vec2)
{
if (vec2 instanceof Number)
return {
x: vec.x - vec2,
y: vec.y - vec2,
z: vec.z - vec2
}
return {
x: vec.x - vec2.x,
y: vec.y - vec2.y,
z: vec.z - vec2.z
}
}
vec3.multiply = function(vec, vec2)
{
if (vec2 instanceof Number)
return {
x: vec.x * vec2,
y: vec.y * vec2,
z: vec.z * vec2
}
return {
x: vec.x * vec2.x,
y: vec.y * vec2.y,
z: vec.z * vec2.z
}
}
vec3.divide = function(vec, vec2)
{
if (vec2 instanceof Number)
return {
x: vec.x / vec2,
y: vec.y / vec2,
z: vec.z / vec2
}
return {
x: vec.x / vec2.x,
y: vec.y / vec2.y,
z: vec.z / vec2.z
}
}
vec3.length = function(self)
{
return Math.sqrt((self.x * self.x) + (self.y * self.y) + (self.z * self.z));
}
vec3.distance = function(self, destination)
{
return vec3.length(vec3.sub(destination, self));
}
/**
* @title Better Colors
* @version 1.2
* @description A basic color system for javascript
*/
// Create our main color instance
var color = {/* @mio#9999 zZz */};
/**
* Create a new RGBA color instance
*
* @param r {number} <0, 255> Red value
* @param g {number} <0, 255> Green value
* @param b {number} <0, 255> Blue value
* @param a {number} <0, 255> Alpha value
* @return {Color | Array}
*/
color.new_rgba = function(r, g, b, a)
{
// Check if our value(s) are valid
if (!r || !g || !b || !a)
throw new Error("[Color] Invalid color values!");
// Return the color values
return {
r: r,
g: g,
b: b,
a: a
};
};
/**
* Creates a new HEXA color instance
*
* @param hex {string} <0, 0xFFFFFF> Hex value
* @param alpha {number} <0, 255> Alpha value
* @return {Color | Array}
*/
color.new_hexa = function(hex, a)
{
// Check if our value(s) are valid
if (!hex || !a)
throw new Error("[Color] Invalid color values!");
// Create the initial values
var r, g, b;
// Check is our HEX code contains a "#"
if (hex.length > 6)
{
// Parse integers
r = parseInt(hex.substring(1, 3), 16);
g = parseInt(hex.substring(3, 5), 16);
b = parseInt(hex.substring(5, 7), 16);
} else {
// Otherwise, parse integers as well
r = parseInt(hex.substring(0, 2), 16);
g = parseInt(hex.substring(2, 4), 16);
b = parseInt(hex.substring(4, 6), 16);
}
// Return the color values
return {
r: r,
g: g,
b: b,
a: a,
// Cache the hex value for further usage
hex: hex
};
};
/**
* Creates a new HSLA color instance
*
* @param h {Number} <0, 360> Hue
* @param s {Number} <0, 100> Saturation
* @param l {Number} <0, 100> Lightness
* @return {Color | Array}
*/
color.new_hsla = function(h, s, l, a)
{
// Check if our value(s) are valid
if (!h || !s || !l || !a)
throw new Error("[Color] Invalid color values!");
// Create the initial values
var r, g, b;
// Fix the ratio of HSL value
h /= 360;
s /= 100;
l /= 100;
//If our saturation is 0, then, there's no colors
if (s === 0)
{
// So, all colors are the same.
r = g = b = l;
} else {
// Otherwise, convert the HSL values into RGB
var hue2rgb = function(p, q, t)
{
if (t < 0) t += 1;
if (t > 1) t -= 1;
if (t < 1/6) return p + (q - p) * 6 * t;
if (t < 1/2) return q;
if (t < 2/3) return p + (q - p) * (2/3 - t) * 6;
return p;
}
// Some logic I totally don't understand
var q = l < 0.5 ? l * (1 + s) : l + s - l * s;
var p = 2 * l - q;
// Convert and round values
r = Math.round(hue2rgb(p, q, h + 1/3) * 255);
g = Math.round(hue2rgb(p, q, h) * 255);
b = Math.round(hue2rgb(p, q, h - 1/3) * 255);
}
// Return the color values
return {
r: r,
g: g,
b: b,
a: a,
// Cache the hue, saturation and lightness for further usage
h: h,
s: s,
l: l
};
};
/**
* Checks if a color instance is valid
*
* @param self {Color} Our color instance
* @return {boolean}
*/
color.is_valid = function(self)
{
// Do our checks and return result
return ((self instanceof Array) && self.r && self.g && self.b && self.a);
}
/**
* Converts a color instance to a hexadecimal value
*
* @param self {Color} Color instance
* @return {String}
*/
color.to_hex = function(self)
{
// Check if our value(s) are valid
if (!color.is_valid(self))
throw new Error("[Color] Invalid color instance!");
// Creates our initial string
var str = "#";
// Add our converted color values to it
str += self.r.toString(16);
str += self.g.toString(16);
str += self.b.toString(16);
// Return hexadecimal color value
return str;
};
/**
* Unpack a color instance into 4 numbers
*
* @param self {Color} Color instance
* @return {Array}
*/
color.unpack = function(self)
{
// Check if our value(s) are valid
//if (!color.is_valid(self))
//throw new Error("[Color] Invalid color instance!");
// Unpack values
return [
self.r,
self.g,
self.b,
self.a
];
};
/**
* Creates a new RGBA color instance based from another already existent color instance
*
* @param base {Color}
* @param r {Number} <0, 255> The RED value offset
* @param g {Number} <0, 255> The GREEN value offset
* @param b {Number} <0, 255> The BLUE value offset
* @param a {Number} <0, 255> The ALPHA value offset\
* @return {Color | Array}
*/
color.new_offset = function(base, r, g, b, a)
{
// Check if our value(s) are valid
if (!color.is_valid(self) || (!r && !g && !b && !a))
throw new Error("[Color] Invalid color instance and/or values!");
return {
r: base.r + r,
g: base.g + g,
b: base.b + b,
a: base.a + a,
offset: {
r: r,
g: g,
b: b,
a: a
}
};
};
/**
* Check if a color instance is undefined, or equal to 0
*
* @param self {Color}
* @param tolerance {Number} <0, 255> The maximum tolerance
* @return {boolean}
*/
color.is_zero = function(self, tolerance)
{
// Check if our value(s) are valid
if (!color.is_valid(self))
throw new Error("[Color] Invalid color instance!")
// If we didn't specify a tolerance amount, then set it to 0
tolerance = tolerance || 0;
// Do our checks and return result
return ((self.r < tolerance) && (self.g < tolerance) && (self.b < tolerance) && (self.a < tolerance));
}
/**
* Checks if a color instance is transparent
*
* @param self {Color}
* @param tolerance {Number} <0, 255> The maximum tolerance
* @return {boolean}
*/
color.is_transparent = function(self, tolerance)
{
// Check if our value(s) are valid
if (!color.is_valid(self))
throw new Error("[Color] Invalid color instance!")
// If we didn't specify a tolerance amount, then set it to 0
tolerance = tolerance || 0;
// Do our checks and return result
return ((self.a < tolerance))
}
color.shift_hue = function(self, amount)
{
// Check if our value(s) are valid
if (!color.is_valid(self) || !amount || !self.h || !self.s || !self.l)
throw new Error("[Color] Invalid color instance and/or shift amount!")
// Shift the amount
amount += self.h;
// Cycle for the hue
if (amount > 360)
amount = 360 - amount;
// Return the new color instance
return color.new_hsla(amount, self.s, self.l, self.a);
}
/**
* @brief Draws an shadowed text
* @author Signal
*
* @param {Number} x
* @param {Number} y
* @param {Number} a
* @param {String} text
* @param {Array} color
* @param {Any} font
* @return {void}
*/
function text(x, y, a, text, color, font)
{
// Draw text
Render.StringCustom(x + 1, y + 1, a, text, [15, 15, 15, 55], font);
Render.StringCustom(x, y, a, text, color, font);
}
/**
* Draws an Onetap-styled container
*
* @param {Number} x
* @param {Number} y
* @param {Number} w
* @param {String} title
* @return {Void}
*/
function draw_container(x, y, w, title)
{
// Get onetap's color scheme
const colors = [
color.new_hexa("#FDDC93", 225),
color.new_hexa("#DA9F56", 255),
color.new_hexa("#FFFFFF", 255),
color.new_hexa("#28282F", 75)
]
// Create our main font
const font_title = Render.AddFont("Segoe UI", 8, 400);
// Render container
Render.GradientRect(x, y, w / 2, 2, 1, color.unpack(colors[1]), color.unpack(colors[0]));
Render.GradientRect(x + w / 2, y, w / 2, 2, 1, color.unpack(colors[0]), color.unpack(colors[1]));
Render.FilledRect(x, y + 2, w, 16, color.unpack(colors[3]));
text(x + w / 2, y + 2, 1, title, color.unpack(colors[2]), font_title);
}
/**
* @brief Clamps an integer between 2 other integers
*
* @param {Number} v
* @param {Number} min
* @param {Number} max
* @return {Number}
*/
const clamp = function(v, min, max)
{
return Math.min(Math.max(v, min), max);
}
/**
* @brief Executes an command with multiple arguments
*
* @param {String} cmd
* @param {Array} args
* @return {Void}
*/
const exec = function(cmd, args)
{
const str = cmd + " ";
if (args)
{
for (var i = 0; i < args.length; i++)
{
str += args[i];
str += " ";
}
}
Cheat.ExecuteCommand(str);
}
/**
* @brief Checks if we customized this color and create a new color instance.
*
* @param {String} label
* @param {Array} def Default color
* @return {Array}
*/
const setup_color = function(label, def)
{
if (menu_c.get_color(label)[3] !== 0)
return menu_c.get_color(label);
return def;
};
//endregion
//region main
// Chat colours
// by @csmit195
const CHAT_COLOR = {
WHITE: '\x01',
RED: '\x02',
LIGHT_PURPLE: '\x03',
GREEN: '\x04',
LIGHT_GREEN: '\x05',
LIME: '\x06',
GRAY: '\x08',
YELLOW: '\x09',
LIGHT_BLUE: '\x0A',
CYAN: '\x0B',
BLUE: '\x0C',
MAGENTA: '\x0D',
PINK: '\x0E',
LIGHT_RED: '\x0F',
GOLD: '\x10',
};
// Create our main variables
// Regarding the tracing system
const max_radius = Math.PI * 2;
const step = max_radius / 24;
// Regarding functions status
var unduck = false;
var is_lj = false;
// Regarding the chart
var last_log = 0;
var last_delta = 0;
var last_color = null;
var velocity_data = [];
// Regarding the practice mode
var last_position = null;
var last_angles = null;
var last_mode = 0;
const practice_modes = [
"Vanilla",
"Vanilla KZ",
"NoPre KZ"
];
const configurations = [
{air_accel: 12, accel: 5.5, stamina: 80, ladder_accel: 0.78, speed_cap: 0}, // Vanilla
{air_accel: 12, accel: 6.5, stamina: 0, ladder_accel: 1, speed_cap: 1}, // Vanilla KZ
{air_accel: 100, accel: 6.5, stamina: 0, ladder_accel: 1, speed_cap: 1} // NoPre KZ
];
// Regarding the jumpstats
var last_jumping = false;
var jump_positions = [];
var last_pre = 0;
const scores = [
[220, 225, 235], // Perfect
[230, 235, 245], // Impressive
[240, 245, 255], // Godlike
[245, 255, 265] // Ownage
];
const sounds = [
"perfect",
"impressive",
"godlike",
"ownage"
];
//endregion
//region menu
// Create our menu elements
// Create a separator
menu_c.label("| Movement features", true, false);
const jb = menu_c.call(UI.AddHotkey, "Automatic jumpbug", "mv_jumpbug", null);
const cb = menu_c.call(UI.AddHotkey, "Automatic crouchbug", "mv_crouchbug", null);
const lj = menu_c.call(UI.AddHotkey, "Automatic strafer", "mv_strafer", null);
// Create a separator
menu_c.label("| Miscellaneous features", true, false);
const movement_type = menu_c.call(UI.AddDropdown, "Movement mode", "mv_practice_mode", [practice_modes]);
const practice = menu_c.call(UI.AddCheckbox, "Enable practice mode", "mv_practice", null);
const jumpstats = menu_c.call(UI.AddCheckbox, "Enable jumpstats", "mv_jumpstats", null);
// Create a separator
menu_c.label("| Visual features", true, false);
const info = menu_c.call(UI.AddCheckbox, "Draw speed graph", "mv_showinfo", null);
const keystatus = menu_c.call(UI.AddCheckbox, "Draw keystatus", "mv_showkeys", null);
const info_offset = menu_c.call(UI.AddSliderInt, "Drawing vertical offset", "mv_showinfo_offset", [0, 500]);
// Create a separator
menu_c.label("| Settings", true, false);
const setup_keys = menu_c.call(UI.AddCheckbox, "Setup keys", "mv_setup_keys", null);
const practice_hotkeys = {
get: menu_c.call(UI.AddHotkey, "Save position", "keys_save", null),
set: menu_c.call(UI.AddHotkey, "Set position", "keys_set", null),
};
const move_hotkeys = {
forward: menu_c.call(UI.AddHotkey, "Move forward", "keys_fwrd", null),
backward: menu_c.call(UI.AddHotkey, "Move backwards", "keys_back", null),
left: menu_c.call(UI.AddHotkey, "Move to the left", "keys_left", null),
right: menu_c.call(UI.AddHotkey, "Move to the right", "keys_right", null)
};
// Group all hotkeys together
const hotkeys_t = [
practice_hotkeys,
move_hotkeys
];
const setup_colors = menu_c.call(UI.AddCheckbox, "Setup colors", "mv_setup_colors", null);
const chart_colors = {
main: menu_c.call(UI.AddColorPicker, "Chart: Main", "clrs_chart_main", null),
axis: menu_c.call(UI.AddColorPicker, "Chart: Axis", "clrs_chart_axis", null),
speed_loss: menu_c.call(UI.AddColorPicker, "Chart: Speed (loss)", "clrs_chart_velocity_loss", null),
speed_stable: menu_c.call(UI.AddColorPicker, "Chart: Speed (normal)", "clrs_chart_velocity_stable", null),
speed_gain: menu_c.call(UI.AddColorPicker, "Chart: Speed (gain)", "clrs_chart_velocity_gain", null),
land_speed: menu_c.call(UI.AddColorPicker, "Chart: Landing speed", "clrs_chart_velocity_land", null),
unit: menu_c.call(UI.AddColorPicker, "Chart: Unit", "clrs_chart_unit", null)
};
const keystatus_colors = {
dormant: menu_c.call(UI.AddColorPicker, "Keystatus: Dormant", "clrs_hotkeys_dormant", null),
active: menu_c.call(UI.AddColorPicker, "Keystatus: Active", "clrs_hotkeys_active", null),
overlap: menu_c.call(UI.AddColorPicker, "Keystatus: Overlap", "clrs_hotkeys_overlap", null)
};
const practice_colors = {
dormant: menu_c.call(UI.AddColorPicker, "Practice: Dormant", "clrs_practice_dormant", null),
active: menu_c.call(UI.AddColorPicker, "Practice: Active", "clrs_practice_active", null)
};
// Group all colors togheter
const colors_t = [
chart_colors,
keystatus_colors,
practice_colors
];
//endregion
//region function
/**
* @brief Handles our menu elements' visibility
*
* @return {Void}
*/
function handle_menu_visibility()
{
// Loop for each hotkey group
for (var i = 0; i < hotkeys_t.length; i++)
{
// Get our current hotkey group
const group = hotkeys_t[i];
// Loops for each element inside our group
for (var elem in group)
{
// Get our current properties
const label = group[elem];
const enabled = menu_c.get(setup_keys);
// Update visibility
menu_c.visibility(label, enabled);
}
}
// Loop for each colors group
for (var i = 0; i < colors_t.length; i++)
{
// Get our current color group
const group = colors_t[i];
// Loops for each element inside our group
for (var elem in group)
{
// Get our current properties
const label = group[elem];
const enabled = menu_c.get(setup_colors);
// Update visibility
menu_c.visibility(label, enabled);
}
}
}
/**
* @brief Handle our hotkey system
*
* @return {Void}
*/
const hotkey_status = {get: false, set: false};
function handle_hotkeys()
{
// If our practice mode isn't enabled, then no need to handle the hotkeys
if (!menu_c.get(practice))
return;
// Get our local player
const player = Entity.GetLocalPlayer();
// If our local player isn't valid or if we're not alive, then no need to handle the hotkeys as well
if (!player || !Entity.IsAlive(player))
return;
// If our current hotkeys' status are the same as the cached ones, then anything updated
if (menu_c.get_hotkey(practice_hotkeys.get) === hotkey_status.get &&
menu_c.get_hotkey(practice_hotkeys.set) === hotkey_status.set)
return;
// Otherwise, cache our status
hotkey_status.get = menu_c.get_hotkey(practice_hotkeys.get);
hotkey_status.set = menu_c.get_hotkey(practice_hotkeys.set);
// If we're pressing our save position hotkey...
if (hotkey_status.get)
{
// Save our position and view angles and play a sound.
last_position = Entity.GetRenderOrigin(player);
last_angles = Local.GetViewAngles();
exec("playvol", ["buttons\\blip1", "1"]);
}
// If we're pressing our teleport hotkey...
if (hotkey_status.set)
{
// And we have a valid last position and angles...
if (last_position && last_angles)
{
// Teleport ourselves to our last saved checkpoint...
exec("setpos_exact", [last_position[0], last_position[1], last_position[2]]);
exec("setang_exact", [last_angles[0], last_angles[1]]);
// And play a sound.
exec("playvol", ["buttons\\blip1", "1"]);
}
}
}
/**
* @brief Draws the keystatuses
*
* @return {Void}
*/
function do_keystatus_ui()
{
// If our keystatus visualizer isn't enabled, then no need to draw them.
if (!menu_c.get(keystatus))
return;
// Get our local player
const player = Entity.GetLocalPlayer();
// If our local player ins't valid or if we're not alive, then no need to draw them as well.
if (!player || !Entity.IsAlive(player))
return;
// Setup our drawing colors
const colors = {
dormant: setup_color(keystatus_colors.dormant, [150, 150, 150, 125]),
active: setup_color(keystatus_colors.active, [225, 225, 225, 200]),
overlap: setup_color(keystatus_colors.overlap, [225, 0, 75, 125])
};
// Get yet more drawing properties
const x = Render.GetScreenSize()[0], y = Render.GetScreenSize()[1] + menu_c.get(info_offset);
const status = {
forward: menu_c.get_hotkey(move_hotkeys.forward),
backward: menu_c.get_hotkey(move_hotkeys.backward),
left: menu_c.get_hotkey(move_hotkeys.left),
right: menu_c.get_hotkey(move_hotkeys.right)
};
// Check for overlapping (pressing two opposite keys simultaneously).
if ((status.forward && status.backward) || (status.left && status.right))
{
// If we're overlapping, then change all the colors to our Overlap color.
colors.dormant = colors.overlap;
colors.active = colors.overlap;
};
// Render indicators
Render.String(x / 2 - 39, y / 2 + 205, 0, "W", status.forward ? colors.active : colors.dormant, 4);
Render.String(x / 2 - 14, y / 2 + 205, 0, "A", status.left ? colors.active : colors.dormant, 4);
Render.String(x / 2 + 5, y / 2 + 205, 0, "S", status.backward ? colors.active : colors.dormant, 4);
Render.String(x / 2 + 19, y / 2 + 205, 0, "D", status.right ? colors.active : colors.dormant, 4);
}
/**
* @brief Draws the practice user-interface.
*
* @return {Void}
*/
function do_practice_ui()
{
// If we're not in practice mode, then no need to draw the UI.
if (!menu_c.get(practice))
return;
// Get our local player
const player = Entity.GetLocalPlayer();
// If our local player ins't valid or if we're not alive, then no need to draw them as well.
if (!player || !Entity.IsAlive(player))
return;
// Get drawing properties
const y = Render.GetScreenSize()[1];
const font_practice = Render.AddFont("Segoe UI", 14, 800);
// And setup our colors.
const colors = {
dormant: setup_color(practice_colors.dormant, [255, 210, 35, 125]),
active: setup_color(practice_colors.active, [255, 225, 225, 200])
};
// Render our user-interface.
draw_container(5, y / 2 - 100, 200, "practice mode (" + practice_modes[menu_c.get(movement_type)] + ")");
text(5, y / 2 - 80, 0, "1. Checkpoint", hotkey_status.get ? colors.active : colors.dormant, font_practice);
text(5, y / 2 - 60, 0, "2. Teleport", hotkey_status.set ? colors.active : colors.dormant, font_practice);
}
/**
* @brief Updates the server settings based on the selected movement type.
*
* @return {Void}
*/
function handle_movement_mode()
{
// Get our current movement type
const type = menu_c.get(movement_type);
// If the settings we're already updated, then no need to re-update them.
if (type === last_mode)
return;
// Otherwise, cache our current movement type for future checks.
last_mode = type;
// Update our server settings.
exec("sv_airaccelerate", [configurations[type].air_accel]);
exec("sv_accelerate", [configurations[type].accel]);
exec("sv_staminamax", [configurations[type].stamina]);
exec("sv_ladder_scale_speed", [configurations[type].ladder_accel]);
}
/**
* @brief Calculates and prints to chat your jump's distance.
*
* @return {Void}
*/
function handle_jumpstats()
{
// If our jumpstats system is disabled, then return.
if (!menu_c.get(jumpstats))
return;
// Get our local player
const player = Entity.GetLocalPlayer();
// If our local player ins't valid or if we're not alive, then return as well.
if (!player || !Entity.IsAlive(player))
return;
// Get properties and initalize variables.
const vec = vec3.new(Entity.GetProp(player, "CBasePlayer", "m_vecVelocity[0]"));
const flags = Entity.GetProp(player, "CBasePlayer", "m_fFlags");
var landed = false;
// If we're jumping...
if (!(flags & 1))
{
// And we weren't jumping last tick...
if (!last_jumping)
{
// Then save our initial position and velocity.
jump_positions[0] = vec3.new(Entity.GetRenderOrigin(player));
last_pre = Math.round(Math.sqrt(vec.x ** 2 + vec.y ** 2) * 10) / 10;
}
// Update our jumping state.
last_jumping = true;
return;
}
// If we're NOT jumping...
if (flags & 1)
{
// And we were jumping...
if (last_jumping)
{
// Then save our last position and update the landing state.
landed = true;
jump_positions[1] = vec3.new(Entity.GetRenderOrigin(player));
}
// Update the jumping state too.
last_jumping = false;
}
// If we didn't land yet, then there's nothing to calculate.
if (!landed)
return;
// Get our jump distance
const sub = vec3.sub(jump_positions[1], jump_positions[0])
const dist = Math.round((Math.sqrt(sub.x * sub.x + sub.y * sub.y) + 31) * 100) / 100;
/**
* @brief Get the level of the jump based on its distance.
*
* @param {Number} dist
* @return {Array}
*/
const get_jump_level = function(dist)
{
// Get our properties and initialize variables.
const type = menu_c.get(movement_type);
const data = {level: -1, color: CHAT_COLOR.WHITE};
const current_scores = {
perfect: scores[0][type],
impressive: scores[1][type],
godlike: scores[2][type],
ownage: scores[3][type]
};
// If our distance is lower than a perfect (lowest level), then return a normal jump's data.
if (dist < current_scores.perfect)
{
return data;
}
// Else, if our distance is between a perfect and an impressive, then return a perfect jump's data.
else if (dist >= current_scores.perfect && dist < current_scores.impressive)
{
data.level = 0;
data.color = CHAT_COLOR.CYAN;
return data;
}
// Else, if our distance is between an impressive and a godlike, then return an impressive jump's data.
else if (dist >= current_scores.impressive && dist < current_scores.godlike)
{
data.level = 1;
data.color = CHAT_COLOR.GREEN;
return data;
}
// Else, if our distance is between a godlike and an ownage, then return a godlike jump's data.
else if (dist >= current_scores.godlike && dist < current_scores.ownage)
{
data.level = 2;
data.color = CHAT_COLOR.RED;
return data;
}
// Else, if our distance is higher than an ownage, then return an ownage jump's data.
else if (dist >= current_scores.ownage)
{
data.level = 3;
data.color = CHAT_COLOR.GOLD;
return data;
}
}
// If we we're crouched when landing, then add 5 units to the final distance.
if (flags & (1 << 1))
dist += 5;
// Get jump's data.
const jump_data = get_jump_level(dist);
// If our distance is between 220 and 300 (you won't be surpassing that with normal jumps without pre-strafing) and our jump wasn't a vertical, then...
if (dist > 220 && dist < 300 && Math.abs(jump_positions[1].z - jump_positions[0].z) < 8)
{
// Check if our jump wans't a normal one.
if (jump_data.level > -1)
{
// And, then, play a corresponding sound.
Cheat.ExecuteCommand("playvol " + sounds[jump_data.level] + " 1");
}
// Print the jump's info to the chat.
Global.PrintChat(" " + CHAT_COLOR.GRAY + "[" + CHAT_COLOR.YELLOW + "JS" + CHAT_COLOR.GRAY + "] Distance: " + jump_data.color + dist.toString() +
CHAT_COLOR.GRAY + " | Pre-speed: " + CHAT_COLOR.WHITE + last_pre.toString());
}
}
/**
* Handles the jumpbug and crouchbug feature
*
* @param {boolean} should_jump Specifies if we should crouchbug or jumpbug
* @return {void}
*/
function do_jump_bug(should_jump)
{
// Gets our local player
const player = Entity.GetLocalPlayer();
// If our player isn't valid or if we're not alive, return
if (!player || !Entity.IsAlive(player))
return;
// If we're not using any of the crouchbug related features, return
if (!menu_c.get_hotkey(jb) && !menu_c.get_hotkey(cb))
{
// Check if we we're ine middle of a crouchbug when we stopped pressing the crouchbug/jumpbug hotkey
// This will prevent you to duck infinitely and having to reset it manually
if (unduck)
{
// Resets the duck state
unduck = false;
Cheat.ExecuteCommand("-duck");
}
return;
}
// If we performed a crouchbug/jumpbug and we need to disable the crouch...
if (unduck)
{
// Then disable it!
unduck = false;
Cheat.ExecuteCommand("-duck");
}
// Get our properties
const flags = Entity.GetProp(player, "CBasePlayer", "m_fFlags");
const origin = vec3.new(Entity.GetProp(player, "CBaseEntity", "m_vecOrigin"));
const vel = vec3.new(Entity.GetProp(player, "CBasePlayer", "m_vecVelocity[0]"));
// Fix our origin vector
vel = vec3.multiply(vel, vec3.new(Globals.TickInterval(), Globals.TickInterval(), 0));
origin = vec3.add(origin, vel);
// If we're on the ground...
if (flags & 1)
{
// And we're pressing the jumpbug hotkey...
if (should_jump)
{
// Then jump!
UserCMD.ForceJump();
}
// Otherwise, just return, since our crouchbug was already performed.
return;
}
// Cycles through a circle, creating 24 traces around you.
for (var i = 0; i < max_radius; i+=step)
{
// Gets the vectors the trace will be based upon.
const start = vec3.add(origin, vec3.new(Math.cos(i) * 17, Math.sin(i) * 17, 0));
const end = vec3.add(origin, vec3.new(Math.cos(i) * 17, Math.sin(i) * 17, -128));
// Do the tracing
const trace_t = Trace.Line(player, vec3.unpack(start), vec3.unpack(end));
// If we're in the middle of the air then...
if (trace_t[1] * 128 < 9)
{
// Duck and update ducking status
Cheat.ExecuteCommand("+duck");
unduck = true;
return;
}
}
}
/**
* Handles the long jump feature
*
* @return {void}
*/
function do_long_jump()
{
// Get our local player
const player = Entity.GetLocalPlayer();
// If our local player isn't valid or if we're not alive, return
if (!player || !Entity.IsAlive(player))
return;
// Get our flags
const flags = Entity.GetProp(player, "CBasePlayer", "m_fFlags");
// If we're not pressing the longjump hotkey...
if (!menu_c.get_hotkey(lj))
{
// And we're in the middle of a longjump...
if (is_lj)
{
// Reset the longjump status and disable features.
is_lj = false;
Cheat.ExecuteCommand("-jump");
UI.SetValue("Misc", "Movement", "Auto strafe", 0);
}
// Return since we're not using the feature.
return;
}
// If we're on the ground...
if (flags & 1)
{
// And we were in the middle of a longjump...
if (is_lj)
{
// Reset the longjump status and disable features.
is_lj = false;
Cheat.ExecuteCommand("-jump");
UI.SetValue("Misc", "Movement", "Auto strafe", 0);
return;
}
// Otherwise, if we're on the air...
} else {
// And we're not on the longjump status...
if (!is_lj)
{
// Enable the longjump status and the features.
is_lj = true;
UI.SetValue("Misc", "Movement", "Auto strafe", 3);
return;
}
// Keep IN_JUMP to ensure that the auto-strafer will work.
Cheat.ExecuteCommand("+jump");
}
}
/**
* Gets the color of our velocity indicator based on the latest velocity delta
*
* @param {number} delta
*/
const get_delta_color = function(delta)
{
// Rounds our delta to get more consistent results
delta = Math.round(delta);
// Who the f*ck made this code?!
// If the delta is positive, then set the color to red (confusing, right? I thought that too).
if (delta > 0)
{
delta = setup_color(chart_colors.speed_loss, [255, 200, 200, 200]);
} else
// If the delta is negative, then set the color to green.
if (delta < 0)
{
delta = setup_color(chart_colors.speed_gain, [220, 255, 200, 200]);
} else
// If there's no delta, then set the color to yellow.
if (delta > -1 && delta < 1)
{
delta = setup_color(chart_colors.speed_stable, [255, 255, 200, 200]);
}
// Return the final color
return delta;
}
/**
* Draws the velocity chart
*
* @return {void}
*/
function do_velocity_info()
{
// Get the local player
const player = Entity.GetLocalPlayer();
// If our local player ins't valid or we're not alive, return
if (!player || !Entity.IsAlive(player))
return;
// If our velocity chart isn't enabled, return
if (!menu_c.get(info))
return;
// Get drawing properties
const x = Render.GetScreenSize()[0], y = Render.GetScreenSize()[1] + menu_c.get(info_offset);
const vec = Entity.GetProp(player, "CBasePlayer", "m_vecVelocity[0]");
const velocity = Math.sqrt(vec[0] * vec[0] + vec[1] * vec[1]);
const in_air = Entity.GetProp(player, "CBasePlayer", "m_fFlags") & 1 || Entity.GetProp(player, "CBasePlayer", "m_fFlags") & 17;
const colors = {
main: setup_color(chart_colors.main, [200, 200, 200, 255]),
unit: setup_color(chart_colors.unit, [225, 225, 225, 225]),
axis: setup_color(chart_colors.axis, [100, 100, 100, 125]),
land_speed: setup_color(chart_colors.land_speed, [255, 200, 200, 255])
};
// Draw the outter part of the chart
Render.String(x / 2, y / 2 + 150, 1, Math.round(velocity).toString(), get_delta_color(last_delta), 4);
Render.String(x / 2 + 1, y / 2 + 185, 1, "u/s", colors.unit, 2);
Render.Line(x / 2 - 100, y / 2 + 25, x / 2 - 100, y / 2 + 145, colors.axis);
Render.Line(x / 2 - 115, y / 2 + 130, x / 2 + 95, y / 2 + 130, colors.axis);
// Update our velocity data every tick
if (Globals.Curtime() - last_log > Globals.TickInterval())
{
// Cache our current time to do the next timer calculations..
last_log = Globals.Curtime();
// And return data.
velocity_data.unshift([velocity, in_air]);
}
// If we didn't gather enough data to draw a chart, draw an indicator and return
if (velocity_data.length < 2)
{
Render.String(x / 2, 120, 1, "CREATING CHART...", [200, 200, 200, Math.sin((Globals.Realtime() % 3) * 4) * (255 / 2 - 1) + 255 / 2], 12);
return;
}
// If we reached our data's array limit, then remove the last value.
if (velocity_data.length > 40)
velocity_data.pop();
// Loops for each value inside our velocity data's array.
for (var i = 0; i < velocity_data.length - 1; i++)
{
// Get the info necessary to draw the chart
const cur = velocity_data[i][0];
const next = velocity_data[i + 1][0];
const landed = velocity_data[i][1] && !velocity_data[i + 1][1];
// We only need to update the velocity delta once, so do it only if the index is equal 0
if (i === 0)
last_delta = next - cur;
// Render each line of the chart
Render.Line(x / 2 + 90 - (i - 1) * 5, y / 2 + 130 - (clamp(cur, 0, 450) * 75 / 320), x / 2 + 90 - i * 5, y / 2 + 130 - (clamp(next, 0, 450) * 75 / 320), colors.main);
// If we landed in our current tick then...
if (landed)
{
// Draw the velocity on the chart for that extra info which will make you feel unique and cool when making your mediocre ass shadowplay videos!
Render.String(x / 2 + 100 - (i + 1) * 5, y / 2 + 115 - (clamp(next, 0, 450) * 75 / 320), 0, Math.round(next).toString(), colors.land_speed, 3);
}
}
}
// Executes this whenever the script is first loaded.
handle_menu_visibility();
/**
* Where our CreateMove functions are called
*
* @return {void}
*/
function on_create_move()
{
// Check if we should jumpbug or crouchbug
const should_jump = menu_c.get_hotkey(jb);
// Do handling
handle_hotkeys();
handle_movement_mode();
handle_jumpstats();
handle_menu_visibility();
// Do CreateMove features
do_jump_bug(should_jump);
do_long_jump();
}
/**
* @brief Where our PaintTraverse functions are called
*
* @return {Void}
*/
function on_paint()
{
// Do PaintTraverse functions.
do_practice_ui();
do_velocity_info();
do_keystatus_ui();
}
/**
* Resets the chart data whenever we changed between servers/maps
*
* @return {void}
*/
function reset()
{
// Reset all data in order to not glitch out.
last_log = Globals.Curtime();
velocity_data = [];
last_jumping = false;
last_pre = 0;
jump_positions = [];
last_position = [];
last_angles = [];
}
//endregion
//region callbacks
// Callback our functions!
Cheat.RegisterCallback("CreateMove", "on_create_move");
Cheat.RegisterCallback("Draw", "on_paint");
Cheat.RegisterCallback("player_connect_full", "reset");
//endregion
А то 2 часа голову ломаю и не могу найти где у меня ошибка в вырезании (ибо же я просто рукожопая, 300 килограмовая тварь)