Вопрос Надо вырезать с луашки Bloom (LW)

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Надо вырезать с луашки Bloom (359 Строчка).
API Legendware
Код:
local cpfont = render.create_font("Fiexdys Normal", 20, 5, true, true, false)
local cpfont2 = render.create_font("Fiexdys Normal", 25, 3, true, false, false)
local sw, sh = engine.get_screen_width(), engine.get_screen_height()
local font = render.create_font("Segoe UI", 15, 400, true, false, false)
local ffi = require("ffi")

local IClientEntityList = ffi.cast(ffi.typeof("void***"), utils.create_interface("client.dll", "VClientEntityList003"))

local GetHighestEntityIndex = ffi.cast(ffi.typeof("int(__thiscall*)(void*)"), IClientEntityList[0][6])



menu.add_check_box("----gay page----")

menu.add_check_box("Enable big brain aa")
menu.add_check_box("Enable Gay Indicators")
menu.add_check_box("b1g resolver improv %100 real")




menu.add_check_box("----auto buy page ----")



menu.add_check_box("buy awp")
menu.add_check_box("buy scout")
menu.add_check_box("buy autosniper")
menu.add_check_box("buy heavy pistol")
menu.add_check_box("buy nades")
menu.add_check_box("buy armour")
   
menu.add_check_box("----Visual page----")

menu.add_combo_box( "Skybox Changer", { "Custom", "Italy", "Daylight", "Cloudy", "Night", "Night Flat", "Nuke" } )

menu.add_check_box("Watermark")

menu.add_check_box("Enable Keybindings")
menu.add_slider_int("Width", 0, engine.get_screen_width())
menu.add_slider_int("Height", 0, engine.get_screen_height())


menu.add_slider_float("m_flCustomBloomScale", 0.0, 10.0)



menu.add_check_box("Misc")

menu.add_check_box("Custom Hit Sound")


local ffi = require "ffi"

menu.add_check_box("Enable hit list")
menu.add_slider_int("Height", 1, 16)
menu.add_slider_int("hit list position X", 0, engine.get_screen_width())
menu.add_slider_int("hit list position Y", 0, engine.get_screen_height())



ffi.cdef[[
    typedef int(__fastcall* clantag_t)(const char*, const char*);
]]
local fn_change_clantag = utils.find_signature("engine.dll", "53 56 57 8B DA 8B F9 FF 15")
local set_clantag = ffi.cast("clantag_t", fn_change_clantag)

function round(num, numDecimalPlaces)
    local mult = 10^(numDecimalPlaces or 0)
    return math.floor(num * mult + 0.5) / mult
end

local animation = {
"  ",
  " | ",
  " |\\ ",
  " |\\| ",
  " H ",
  " H0 ",
  " Ho ",
  " Ho\\ ",
  " Ho\\/ ",
  " Hoa ",
  " H04X ",
  " Hoax ",
  " H04X| ",
  " H04X|0 ",
  " H0AX|_ ",
  " H04X. ",
  " H0AX.< ",
  " HOAX.c< ",
  " HOAX.cc ",
  " HOAX.cc ",
  " H04X.c< ",
  " H04X.< ",
  " HOAX.  ",
  " H04X ",
  " Hoax ",
  " H0\\/ ",
  " H04 ",
  " HO ",
  " H ",
  " |\\| ",
  " |\\ ",
  " |\\| ",
  " |\\ ",
  " | ",
  "  ",



}
local old_time = 0

local anglesforp = {
    2,
    -1,
   - 2,
    1,
 
   
}

client.add_callback("on_paint", function()
    local curtime = math.floor(globals.get_curtime()*2)
    if old_time ~= curtime then
        set_clantag(animation[curtime % #animation+1], animation[curtime % #animation+1])
    end
    old_time = curtime
    if not menu.get_bool("Enable big brain aa") then return end
    if globals.get_tickcount() % 10 < 10 then
        menu.set_int("anti_aim.yaw_offset", anglesforp[math.random(#anglesforp)])
        menu.set_int("anti_aim.desync_range", 14)
        menu.set_int("anti_aim.target_yaw", -9)
    end
    menu.set_int("anti_aim.lby_type", 3)
    menu.set_int("anti_aim.desync_type", 4)
    if menu.get_bool("Enable Gay Indicators") then
        render.draw_text(cpfont, sw/2-render.get_text_width(cpfont, "             hoax      ")/2, sh/2+28, color.new(255, 255, 255), "h04x")
        render.draw_text(cpfont, sw/2-render.get_text_width(cpfont, "    fake desync amount  -  99%")/2, sh/2+42, color.new(255, 255, 255, 255), "best lua H04X")
    end

end)

local heavy = false
local auto = false
local awp = false
local scout = false
local armour = false
local nades = false

client.add_callback("on_paint", function()
    heavy = menu.get_bool("buy heavy pistol")
    auto = menu.get_bool("buy autosniper")
    awp = menu.get_bool("buy awp")
    scout = menu.get_bool("buy scout")
    armour = menu.get_bool("buy armour")
    nades = menu.get_bool("buy nades")

end)

events.register_event("round_start",function()
    if awp then
        console.execute("buy awp")
    elseif scout then
        console.execute("buy ssg08")
    elseif autosniper then
        console.execute("buy scar20  g3sg1")
    end
    if heavy then
        console.execute("buy deagle")
    end
    if nades then
        console.execute("buy hegrenade")
        console.execute("buy molotov")
        console.execute("buy smokegrenade")
    end
    if armour then
        console.execute("buy vesthelm")
    end
end)
   


local function skybox()

    if menu.get_int( "Skybox Changer" ) == 0 then
        console.set_string( "sv_skyname", "sky_descent" )
       
    elseif menu.get_int( "Skybox Changer" ) == 1 then
        console.set_string( "sv_skyname", "italy" )
       
    elseif menu.get_int( "Skybox Changer" ) == 2 then
        console.set_string( "sv_skyname", "sky_cs15_daylight01_hdr" )

    elseif menu.get_int( "Skybox Changer" ) == 3 then
        console.set_string( "sv_skyname", "sky_csgo_cloudy01" )

    elseif menu.get_int( "Skybox Changer" ) == 4 then
        console.set_string( "sv_skyname", "sky_csgo_night02" )

    elseif menu.get_int( "Skybox Changer" ) == 5 then
        console.set_string( "sv_skyname", "sky_csgo_night_flat" )
   
    elseif menu.get_int( "Skybox Changer" ) == 6 then
        console.set_string( "sv_skyname", "nukeblank" )


    end

end





events.register_event("player_hurt", function(event)
    local attacker = event:get_int("attacker")
    local attacker_to_player = engine.get_player_for_user_id(attacker)
    local local_index = engine.get_local_player_index()


    if attacker_to_player == local_index then
   
    -- due to api issues we can't make a editbox to write the name of somethings so we need to change manually.
     local hitsoundcmd = "play stronk.wav" --change the "hitsound.wav" for the custom sound name
           console.execute(hitsoundcmd);
    end

end)


client.add_callback("on_paint", function()
    if menu.get_bool("Watermark") then
        local screen_width = engine.get_screen_width()
        local username = globals.get_username()
        local ping = tostring(globals.get_ping())
        local tickrate = math.floor(1.0 / globals.get_intervalpertick())
         local r = math.floor(math.sin(globals.get_realtime() * 2) * 127 + 128)
        local g =  math.floor(math.sin(globals.get_realtime() * 2 + 2) * 127 + 128)
        local b = math.floor(math.sin(globals.get_realtime() * 2 + 4) * 127 + 128)
        --
        local text
        if engine.is_connected() then
            text = tostring("hoax [skyzer] | " .. username .. " | delay: " .. ping .. "ms | " .. tickrate .. "tick")
        else
            text = tostring("hoax [skyzer] | " .. username .. "")
        end
        --
        local width = render.get_text_width(font, text)
        --
        local line_color = color.new(106, 90, 205, 150)
        local background_color = color.new(0, 0, 0, 150)
        local text_color = color.new(255, 255, 255)
        --
        local x = screen_width - 50 - width - 2
        local y = 15
        local w = width + 20
        --
        render.draw_rect_filled(x, y, w, 2, color.new(r, g, b, 155))
        render.draw_rect_filled(x, y + 2, w, 16, background_color)
        render.draw_text(font, x + 2, y + 3, text_color, text)
    end
end)


local font = render.create_font("Segoe UI", 14, 400, true, false, false)

client.add_callback("on_paint", function()
    if menu.get_bool("Enable Keybindings") then
        local x, y = menu.get_int("Width"), menu.get_int("Height")
        local size = 1
        local r = math.floor(math.sin(globals.get_realtime() * 2) * 127 + 128)
        local g =  math.floor(math.sin(globals.get_realtime() * 2 + 2) * 127 + 128)
        local b = math.floor(math.sin(globals.get_realtime() * 2 + 4) * 127 + 128)
        --
        if (menu.get_key_bind_state("rage.double_tap_key")) then
            render.draw_text(font, x + 1, y + 7 + 15 * size, color.new(255, 255, 255), "[on] double tap")
            size = size + 1
        end
        --
        if(menu.get_key_bind_state("rage.hide_shots_key")) then
            render.draw_text(font, x + 1, y + 7 + 15 * size, color.new(255, 255, 255), "[on] hide shots")
            size = size + 1
        end
        --
        if(menu.get_key_bind_state("anti_aim.manual_forward_key")) then
            render.draw_text(font, x + 1, y + 7 + 15 * size, color.new(255, 255, 255), "[on] anti-aim forward")
            size = size + 1
        end
        --
        if(menu.get_key_bind_state("anti_aim.manual_left_key")) then
            render.draw_text(font, x + 1, y + 7 + 15 * size, color.new(255, 255, 255), "[on] anti-aim right")
            size = size + 1
        end
        --
        if(menu.get_key_bind_state("anti_aim.manual_right_key")) then
            render.draw_text(font, x + 1, y + 7 + 15 * size, color.new(255, 255, 255), "[on] anti-aim left")
            size = size + 1
        end
        --
        if(menu.get_key_bind_state("anti_aim.manual_back_key")) then
            render.draw_text(font, x + 1, y + 7 + 15 * size, color.new(255, 255, 255), "[on] anti-aim back")
            size = size + 1
        end
        --
        if(menu.get_key_bind_state("misc.automatic_peek_key")) then
            render.draw_text(font, x + 1, y + 7 + 15 * size, color.new(255, 255, 255), "[on] auto peek")
            size = size + 1
        end
        --
        if(menu.get_key_bind_state("misc.edge_jump_key")) then
            render.draw_text(font, x + 1, y + 7 + 15 * size, color.new(255, 255, 255), "[on] edge jump")
            size = size + 1
        end
        --
        if(menu.get_key_bind_state("anti_aim.fake_duck_key")) then
            render.draw_text(font, x + 1, y + 7 + 15 * size, color.new(255, 255, 255), "[on] fake duck")
            size = size + 1
        end
        --
        if(menu.get_key_bind_state("misc.slow_walk_key")) then
            render.draw_text(font, x + 1, y + 7 + 15 * size, color.new(255, 255, 255), "[on] slow walk")
            size = size + 1
        end
        --

        if(menu.get_key_bind_state("rage.force_damage_key")) then
            render.draw_text(font, x + 1, y + 7 + 15 * size, color.new(255, 255, 255), "[on] force damage")
            size = size + 1
        end


        render.draw_rect_filled(x, y + 2, 170, 18, color.new(0, 0, 0, 150))
        render.draw_rect_filled(x, y, 170, 2, color.new(r, g, b, 150))
        render.draw_text(font, x + 53, y + 3, color.new(255, 255, 255), "keybindings")
    end
end)






local FindByClass = function(name)
    for i=64, GetHighestEntityIndex(IClientEntityList) do
        local ent = entitylist.get_player_by_index(i)
       
        if ent ~= nil then
            if ent:get_class_name() == name then
                return ent
            end
        end
    end
end

------MAIN PART

client.add_callback("on_paint", function()
    local CEnvTonemapController = FindByClass("CEnvTonemapController")
   
    if CEnvTonemapController ~= nil then
        CEnvTonemapController:set_prop_int("CEnvTonemapController", "m_bUseCustomBloomScale", 1)
        CEnvTonemapController:set_prop_float("CEnvTonemapController", "m_flCustomBloomScale", menu.get_float("m_flCustomBloomScale"))
    end
end)


local id = 0
local font = render.create_font("Smallest Pixel-7", 11, 100, true, true, true)

local aim_table =
{

}

local function shot(shot_info)
    for i = menu.get_int("Height"), 2, -1 do
        aim_table[i] = aim_table[i-1]
    end
    local hitbox1 = shot_info.client_hitbox
    local damage1 = shot_info.client_damage

    if hitbox1 == "None" then
        hitbox1 = "MISS"
    end
    local damage = shot_info.server_damage

    if damage == 0 then
        damage = "MISS"
    end
    if damage1 == 0 then
        damage1 = "MISS"
    end


    local backtrack = shot_info.backtrack_ticks

    if backtrack == 0 then
        backtrack = "-"
    else
        backtrack = backtrack .. " ticks"
    end

    local hitbox = shot_info.server_hitbox

    if hitbox == "None" then
        hitbox = "MISS"
    end

    local result = shot_info.result

    if result == "Hit" then
        result = "-"
    else
        hitbox = shot_info.client_hitbox
    end

    id = id + 1;
   
    local gpinf = engine.get_player_info
    local target        = shot_info.target_index
    local targetname    = gpinf(target).name

    aim_table[1] =
    {
        ["id"] = id,
        ["player"] = string.sub(targetname, 0, 7),
        ["dmg"] = damage,
        ["dmg1"] = damage1,
        ["bt"] = backtrack,
        ["box"] = hitbox,
        ["box1"] =  hitbox1,
        ["rs"] = result
    }
end


local function draw_table(count, x, y, data)
    if data then
        local y = y + 4
        local pitch = x + 10
        local yaw = y + 15 + count * 16
        local r, g, b = 0, 0, 0

        if data.rs == "-" then
            r, g, b = 94, 230, 75
        elseif data.rs == "Resolver" then
            r, g, b = 245, 127, 23
        else
            r, g, b = 118, 171, 255
        end

            render.draw_rect_filled(x, yaw, 3, 15, color.new(r, g, b, 255))
        render.draw_text(font, pitch - 3, yaw + 1, color.new(255, 255, 255, 255), tostring(data.id))
        render.draw_text(font, pitch + 16, yaw + 1, color.new(255, 255, 255, 255), tostring(data.player))
        render.draw_text(font, pitch + 233, yaw + 1, color.new(255, 255, 255, 255), tostring(data.bt))
     
        render.draw_text(font, pitch + 290, yaw + 1, color.new(209, 228, 34, 255), tostring(data.rs))      
        if data.box == data.box1 then
            render.draw_text(font, pitch + 130, yaw + 2,color.new(0, 255, 0, 255), tostring(data.box))
            render.draw_text(font, pitch + 171, yaw + 1, color.new(0, 255, 0, 255), tostring(data.box1))
        else
            render.draw_text(font, pitch + 130, yaw + 2, color.new(0, 255, 0, 255), tostring(data.box))
            render.draw_text(font, pitch + 171, yaw + 1, color.new(255, 0, 0, 255), tostring(data.box1))
        end
        if data.dmg == data.dmg1 then
            render.draw_text(font, pitch + 60, yaw + 1, color.new(0, 255, 0, 255), tostring(data.dmg))
            render.draw_text(font, pitch + 90, yaw + 1, color.new(0, 255, 0, 255), tostring(data.dmg1))
        else
            render.draw_text(font, pitch + 60, yaw + 1, color.new(0, 255, 0, 255), tostring(data.dmg))
            render.draw_text(font, pitch + 90, yaw + 1, color.new(255, 0, 0, 255), tostring(data.dmg1))
        end
     

     
     


        return count + 1
    end
end

local function paint()
    if menu.get_bool("Enable hit list") then
        local x, y, d = menu.get_int("hit list position X"), menu.get_int("hit list position Y"), 0
        local n = menu.get_int("Height")
        local col_sz = 23 + 16 * (#aim_table > n and n or #aim_table)

        local r = math.floor(math.sin(globals.get_realtime() * 2) * 127 + 128)
        local g =  math.floor(math.sin(globals.get_realtime() * 2 + 2) * 127 + 128)
        local b = math.floor(math.sin(globals.get_realtime() * 2 + 4) * 127 + 128)

        if id > 0 then
            render.draw_rect_filled(x, y, 340, col_sz, color.new(22, 20, 26, 100))
        else
            render.draw_rect_filled(x, y, 340, 15, color.new(22, 20, 26, 100))
        end

        render.draw_rect_filled(x, y, 340, 15, color.new(16, 22, 29, 160))
           
        render.draw_rect_filled(x, y, 340, 2, color.new(r, g, b, 160))
        render.draw_text(font, x + 7, y + 3, color.new(255, 255, 255, 255), "ID")
        render.draw_text(font, x + 26, y + 3, color.new(255, 255, 255, 255), "PLAYER")
        render.draw_text(font, x + 70, y + 3, color.new(255, 255, 255, 255), "DMG")
        render.draw_text(font, x + 180, y + 3, color.new(255, 255, 255, 255), "FIRED_ON")
        render.draw_text(font, x + 100, y + 3, color.new(255, 255, 255, 255), "DMG(c)")
        render.draw_text(font, x + 140, y + 3, color.new(255, 255, 255, 255), "HITBOX")
        render.draw_text(font, x + 235, y + 3, color.new(255, 255, 255, 255), "BACKTRACK")
        render.draw_text(font, x + 300, y + 3, color.new(255, 255, 255, 255), "REASON")

        for i = 1, menu.get_int("Height"), 1 do
            d = draw_table(d, x, y, aim_table[i])
        end
    end
end

client.add_callback("on_shot", shot)
client.add_callback("on_paint", paint)
Буду очень благодарен
 
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Начинающий
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Код:
menu.add_slider_float("m_flCustomBloomScale", 0.0, 10.0)

local ffi = require("ffi")
local IClientEntityList = ffi.cast(ffi.typeof("void***"), utils.create_interface("client.dll", "VClientEntityList003"))
local GetHighestEntityIndex = ffi.cast(ffi.typeof("int(__thiscall*)(void*)"), IClientEntityList[0][6])

local FindByClass = function(name)
  for i=64, GetHighestEntityIndex(IClientEntityList) do
      local ent = entitylist.get_player_by_index(i)
      
      if ent ~= nil then
          if ent:get_class_name() == name then
              return ent
          end
      end
  end
end

client.add_callback("on_paint", function()
  local CEnvTonemapController = FindByClass("CEnvTonemapController")
 
  if CEnvTonemapController ~= nil then
      CEnvTonemapController:set_prop_int("CEnvTonemapController", "m_bUseCustomBloomScale", 1)
      CEnvTonemapController:set_prop_float("CEnvTonemapController", "m_flCustomBloomScale", menu.get_float("m_flCustomBloomScale"))
  end
end)
 
Начинающий
Статус
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Регистрация
21 Май 2021
Сообщения
5
Реакции[?]
0
Поинты[?]
0
Код:
menu.add_slider_float("m_flCustomBloomScale", 0.0, 10.0)

local ffi = require("ffi")
local IClientEntityList = ffi.cast(ffi.typeof("void***"), utils.create_interface("client.dll", "VClientEntityList003"))
local GetHighestEntityIndex = ffi.cast(ffi.typeof("int(__thiscall*)(void*)"), IClientEntityList[0][6])

local FindByClass = function(name)
  for i=64, GetHighestEntityIndex(IClientEntityList) do
      local ent = entitylist.get_player_by_index(i)
     
      if ent ~= nil then
          if ent:get_class_name() == name then
              return ent
          end
      end
  end
end

client.add_callback("on_paint", function()
  local CEnvTonemapController = FindByClass("CEnvTonemapController")

  if CEnvTonemapController ~= nil then
      CEnvTonemapController:set_prop_int("CEnvTonemapController", "m_bUseCustomBloomScale", 1)
      CEnvTonemapController:set_prop_float("CEnvTonemapController", "m_flCustomBloomScale", menu.get_float("m_flCustomBloomScale"))
  end
end)
Спасибо все работает
 
Начинающий
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Сообщения
28
Реакции[?]
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Поинты[?]
0
Код:
menu.add_slider_float("m_flCustomBloomScale", 0.0, 10.0)

local ffi = require("ffi")
local IClientEntityList = ffi.cast(ffi.typeof("void***"), utils.create_interface("client.dll", "VClientEntityList003"))
local GetHighestEntityIndex = ffi.cast(ffi.typeof("int(__thiscall*)(void*)"), IClientEntityList[0][6])

local FindByClass = function(name)
  for i=64, GetHighestEntityIndex(IClientEntityList) do
      local ent = entitylist.get_player_by_index(i)
    
      if ent ~= nil then
          if ent:get_class_name() == name then
              return ent
          end
      end
  end
end

client.add_callback("on_paint", function()
  local CEnvTonemapController = FindByClass("CEnvTonemapController")

  if CEnvTonemapController ~= nil then
      CEnvTonemapController:set_prop_int("CEnvTonemapController", "m_bUseCustomBloomScale", 1)
      CEnvTonemapController:set_prop_float("CEnvTonemapController", "m_flCustomBloomScale", menu.get_float("m_flCustomBloomScale"))
  end
end)
можешь хитлоги оттуда вырезать?
 
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