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Автор темы
- #1
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Решил я короч какое то говно пофиксить, но не понимаю что и как.
Ошибка вот какая -
Вот скрипт:
Ошибка вот какая -
Вот скрипт:
JavaScript:
local checkhitbox = {0,11,12,13,14}
local ideal_yaw
local right_side
local left_side
local dt_charging
local ffi = require('ffi')
ffi.cdef[[
typedef uintptr_t (__thiscall* GetClientEntity_4242425_t)(void*, int);
typedef void (__thiscall* UpdateCSA_t)(void*);
typedef struct { float id; } poses_t;
typedef struct
{
float x;
float y;
float z;
} Vector_t;
typedef struct
{
float flAnimationTime; //0x00
float flFadeOut; //0x04
void* pStudioHdr; //0x08
int nDispatchedSrc; //0x0C
int nDispatchedDst; //0x10
int iOrder; //0x14
int nSequence; //0x18
float flPrevCycle; //0x1C
float flWeight; //0x20
float flWeightDeltaRate; //0x24
float flPlaybackRate; //0x28
float flCycle; //0x2C
void* pOwner; //0x30
int nInvalidatePhysicsBits; //0x34
} animlayer_t;
typedef struct
{
void* pThis;
char pad2[91];
void* pBaseEntity; //0x60
void* pActiveWeapon; //0x64
void* pLastActiveWeapon; //0x68
float m_flLastClientSideAnimationUpdateTime; //0x6C
int m_iLastClientSideAnimationUpdateFramecount; //0x70
float m_flEyePitch; //0x74
float m_flEyeYaw; //0x78
float m_flPitch; //0x7C
float m_flGoalFeetYaw; //0x80
float m_flCurrentFeetYaw; //0x84
float m_flCurrentTorsoYaw; //0x88
float m_flUnknownVelocityLean; //0x8C //changes when moving/jumping/hitting ground
float m_flLeanAmount; //0x90
char pad4[4]; //NaN
float m_flFeetCycle; //0x98 0 to 1
float m_flFeetYawRate; //0x9C 0 to 1
float m_fUnknown2;
float m_fDuckAmount; //0xA4
float m_fLandingDuckAdditiveSomething; //0xA8
float m_fUnknown3; //0xAC
Vector_t m_vOrigin; //0xB0, 0xB4, 0xB8
Vector_t m_vLastOrigin; //0xBC, 0xC0, 0xC4
float m_vVelocityX; //0xC8
float m_vVelocityY; //0xCC
char pad5[4];
float m_flUnknownFloat1; //0xD4 Affected by movement and direction
char pad6[8];
float m_flUnknownFloat2; //0xE0 //from -1 to 1 when moving and affected by direction
float m_flUnknownFloat3; //0xE4 //from -1 to 1 when moving and affected by direction
float m_unknown; //0xE8
float speed_2d; //0xEC
float flUpVelocity; //0xF0
float m_flSpeedNormalized; //0xF4 //from 0 to 1
float m_flFeetSpeedForwardsOrSideWays; //0xF8 //from 0 to 2. something is 1 when walking, 2.something when running, 0.653 when crouch walking
float m_flFeetSpeedUnknownForwardOrSideways; //0xFC //from 0 to 3. something
float m_flTimeSinceStartedMoving; //0x100
float m_flTimeSinceStoppedMoving; //0x104
unsigned char m_bOnGround; //0x108
unsigned char m_bInHitGroundAnimation; //0x109
char pad7[10];
float m_flLastOriginZ; //0x114
float m_flHeadHeightOrOffsetFromHittingGroundAnimation; //0x118 from 0 to 1, is 1 when standing
float m_flStopToFullRunningFraction; //0x11C from 0 to 1, doesnt change when walking or crouching, only running
char pad8[4]; //NaN
float m_flUnknownFraction; //0x124 affected while jumping and running, or when just jumping, 0 to 1
char pad9[4]; //NaN
float m_flUnknown3;
char pad10[528];
} CCSGOPlayerAnimationState_534535_t;
]]
local hitboxesused = {18,17,16,15,14,13,12,11,10,9,8,7,6,5,4,3,2,0}
local hitboxes = {
"Head",
"Upper Chest",
"Chest",
"Body",
"Stomach",
"Pelvis",
"Legs & Feet",
"Arms"
}
local types = {
"2D Filled Circle",
"2D Circle"
}
--VARS
local miss_counter = 0
local menu_invert_side = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "Inverter")
local menu_left_limit = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "Left Limit")
local menu_fake_options = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode")
local menu_right_limit = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "Right Limit")
local menu_leg_movement = g_Config:FindVar("Aimbot", "Anti Aim", "Misc", "Leg Movement")
local menu_fakelag_limit = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Lag", "Limit")
local menu_fakelag_enable = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Lag", "Enable Fake Lag")
local menu_safe_point = g_Config:FindVar("Aimbot", "Ragebot", "Accuracy", "Safe Points")
local menu_fakeduck = g_Config:FindVar("Aimbot", "Anti Aim", "Misc", "Fake Duck")
local menu_antiaim_manual = g_Config:FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base")
local var_arrow_fonts = g_Render:InitFont("Verdana",55,r)
--VARS END--
--LUA MENU
menu.Text("Anti-Aim", "Anti Bruteforce Customization")
local c_menu_anti_brute = menu.Switch("Anti-Aim", "Anti Brute", false, "Will enable Lua Script Anti-BruteForce!")
local c_menu_anti_brute_fov_slider = menu.SliderFloat("Anti-Aim", "Anti Brute FOV", 175.0, 50.0, 250.0, "Limit FOV between bullet and your modelll (Recomended Default Value)")
local c_menu_anti_brute_debug_mode = menu.Switch("Anti-Aim", "Debug Mode", false, "Will print on console which angle has been overrided etc...")
local c_menu_anti_brute_1stshot = menu.SliderInt("Anti-Aim", "1st shot angle", 45, 0, 60, "Fake Limit for 1st enemy shot (Recomended using default values if you don't know what you're doing!)")
local c_menu_anti_brute_2ndshot = menu.SliderInt("Anti-Aim", "2nd shot angle", 45, 0, 60, "Fake Limit for 2nd enemy shot (Recomended using default values if you don't know what you're doing!)")
local c_menu_anti_brute_3rdshot = menu.SliderInt("Anti-Aim", "3rd shot angle", 5, 0, 60, "Fake Limit for 3rd enemy shot (Recomended using default values if you don't know what you're doing!)")
menu.Text("Anti-Aim", "Body Lean Customization")
local c_menu_custom_body_lean = menu.Switch("Anti-Aim", "Custom Bodylean", false, "Will enable customized BodyLean can be modified using the sliders below!")
local c_menu_body_lean_left = menu.SliderFloat("Anti-Aim", "Body Lean Left", 16.4, -180.0, 180.0, "Adjusts your BodyLean")
local c_menu_body_lean_right = menu.SliderFloat("Anti-Aim", "Body Lean Right", -20.0, -180.0, 180.0, "Adjusts your BodyLean")
menu.Text("FakeLags", "FakeLags Customization")
local c_menu_custom_fakelag = menu.Switch("FakeLags", "Custom Fakelag", false, "Will enable customized Fakelags")
local c_menu_fakelag_modes = menu.Combo("FakeLags", "Modes", {"Adaptive", "Fluctuate"}, 0, "Multiple Fakelag modes!")
local c_menu_fakelag_fluctuate_timing = menu.SliderFloat("FakeLags", "Fluctuate Timing", 12.9, 0.0, 20.0, "Fluctuate timing (Recomended Default values!)!")
menu.Text("Exploits", "Exploits Customization")
local c_menu_doubletap = menu.Switch("Exploits", "Customized Doubletap", true, "")
local c_menu_doubletap_clockcr = menu.Switch("Exploits", "Disable Correction", false, "Will make your DoubleTap innacurate but faster!")
local c_menu_doubletap_modes = menu.Combo("Exploits", "Modes", {"Instant(SECURE)", "Fast", "Slow", "Sonic"}, 0, "Multiple DoubleTap speed modes!")
local c_menu_doubletap_debug_mode = menu.Switch("Exploits", "Debug Mode", false, "Will print info about doubletap, ticks etc...")
local c_menu_doubletap_instant_recharge = menu.Switch("Exploits", "Instant Recharge", false, "Will recharge doubletap as soon as possible (Not recommended tho!)!")
local c_menu_exploits_legs = menu.Switch("Exploits", "Smart Legs", false, "Will swap your model legs between normal/sliding asap!")
local c_menu_air_stuck = menu.Switch("Exploits", "Airstuck", false, "")
menu.Text("Visuals", "Visuals Customization")
local c_menu_text_indicators = menu.Switch("Visuals", "Enable text indicators", false, "Draw Text indicators (Use the multicombo tho!)!")
local c_menu_x = menu.SliderFloat("Visuals", "Text x position", 973.0, 0.0, 2000.0, "x pos")
local c_menu_y = menu.SliderFloat("Visuals", "Text y position", 484.0, 0.0, 2000.0, "y pos")
local c_menu_arrows = menu.Switch("Visuals", "Anti-Aim Arrows", false, "Draw AntiAim direction arrows!")
local c_menu_arrow_color = menu.ColorEdit("Visuals", "Arrow color", Color.new(1,1,1,1), "")
local c_menu_arrows_type = menu.Combo("Visuals", "Arrow Type", {")", ">", "Triangles", "Circle"}, 0, "Multiple Arrow types!")
menu.Text("Misc", "Miscellaneous")
local c_menu_kill_say = menu.Switch("Misc", "Custom Kill Say", false, "Says something on the chat once you kill someone (Words can be edited on the textbox below!)!")
local c_menu_kill_say_words = menu.TextBox("Misc", "Kill Say Words", 64, "Say something...", "Says something on the chat once you kill someone (If Kill Say checkbox is enabled!)!")
local c_menu_hurt_say = menu.Switch("Misc", "Custom Hurt Say", false, "Says something on the chat once you hurt someone (Words can be edited on the textbox below!)!")
local c_menu_hurt_say_words = menu.TextBox("Misc", "Hurt Say Words", 64, "Say something...", "Says something on the chat once you hurt someone (If Hurt Say checkbox is enabled!)!")
menu.Text("Aimbot", "Advanced Aimbot")
local c_menu_safepoint_hitboxes = menu.MultiCombo("Aimbot", "Safe point Hitboxes", hitboxes, 0, "")
local c_menu_draw_only_priority_hitboxe = menu.SwitchColor("Aimbot", "Draw only priority hitbox", false, Color.new(1.0,1.0,1.0,1.0), "")
local c_menu_circle_customization = menu.Combo("Aimbot", "Circle Customization", types, 0, "")
local c_menu_scale_circle = menu.SliderFloat("Aimbot", "Scale circle", 1, 0, 20, "")
local c_menu_hitboxes_color = menu.ColorEdit("Aimbot", "Intersacted points Color", Color.new(1,1,1,1), "")
local c_menu_anti_aim_helpers = menu.Switch("Anti-Aim", "Auto direction", false, "")
local c_menu_anti_aim_helpers_types = menu.Combo("Anti-Aim", "Auto direction Types", {"Peek with Fake", "Peek with Real"}, 0, "Multiple Auto direction types!")
local c_menu_anti_aim_helpers_desync = menu.Switch("Anti-Aim", "Desync Modifications", false, "")
local c_menu_anti_aim_helpers_desync_mod = menu.Combo("Anti-Aim", "Desync Mods", {"Smart", "Prefer Low Delta", "Multiple"}, 0, "Multiple Auto direction types!")
local menu_freestand_desync = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "Freestanding Desync")
local menu_fake_option = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options")
--LUA MENU
local function antiaim_helpers()
if (c_menu_anti_aim_helpers:GetBool()) then
if (c_menu_anti_aim_helpers_types:GetInt() == 0) then --Peek fake
menu_freestand_desync:SetInt(1)
else if (c_menu_anti_aim_helpers_types:GetInt() == 1) then --Peek real
menu_freestand_desync:SetInt(2)
end
end
end
local local_idx = g_EngineClient:GetLocalPlayer()
local local_entity = g_EntityList:GetClientEntity(local_idx)
if local_entity == nil then
return
end
local local_player = local_entity:GetPlayer();
local speed_x = local_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]")
local speed_y = local_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]")
local speed = math.sqrt(speed_x * speed_x + speed_y * speed_y)
local speed_per_tick = math.sqrt(speed_x * speed_x + speed_y * speed_y) * g_GlobalVars.interval_per_tick
if (c_menu_anti_aim_helpers_desync:GetBool()) then
if (c_menu_anti_aim_helpers_desync_mod:GetInt() == 0) then --smart
menu_fake_option:SetInt(1)
menu_freestand_desync:SetInt(2)
if (speed > 220) then
antiaim.OverrideLimit(5.0)
menu_left_limit:SetInt(5)
menu_right_limit:SetInt(5)
else if (speed < 220) then
antiaim.OverrideLimit(45.0)
menu_left_limit:SetInt(45)
menu_right_limit:SetInt(45)
end
end
end
if (c_menu_anti_aim_helpers_desync_mod:GetInt() == 2) then --Multiple
menu_fake_option:SetInt(utils.RandomInt(2, 3))
menu_fake_options:SetInt(utils.RandomInt(1, 2))
menu_left_limit:SetInt(utils.RandomInt(35, 60))
menu_right_limit:SetInt(utils.RandomInt(35, 60))
end
if (c_menu_anti_aim_helpers_desync_mod:GetInt() == 1) then --prefer low delta
if (speed < 10) then
antiaim.OverrideLimit(5.0)
menu_left_limit:SetInt(5)
menu_right_limit:SetInt(5)
else if (speed > 10) then
menu_fake_option:SetInt(0)
antiaim.OverrideLimit(35.0)
menu_left_limit:SetInt(35)
menu_right_limit:SetInt(35)
end
end
end
end
end
--AIMBOT
local safety_hitboxes = {}
local best_hitbox = {}
local best_damage = {}
local predict_ticks = 7
local force_off = false
local force_off_tick = 0
local function normalizeangles(ang)
if(ang.pitch > 180.0) then ang.pitch = ang.pitch - 360.0 end
if(ang.yaw > 180.0) then ang.yaw = ang.yaw - 360.0 end
return ang
end
local function calcangle(src, dst)
local vecdelta = Vector.new(dst.x - src.x, dst.y - src.y, dst.z - src.z)
local angles = QAngle.new(math.atan2(-vecdelta.z, vecdelta:Length2D()) * 180.0 / math.pi, (math.atan2(vecdelta.y, vecdelta.x) * 180.0 / math.pi), 0.0)
angles = normalizeangles(angles)
return angles
end
local function canseeentity(localplayer, entity)
if not entity or not localplayer then return false end
-- local canhit = false
for k,v in pairs(checkhitbox) do
local damage = cheat.FireBullet(localplayer, localplayer:GetEyePosition(), entity:GetPlayer():GetHitboxCenter(v))
-- if damage > 0 then
-- canhit = true
-- break
-- end
end
-- return canhit
end
cheat.RegisterCallback("events", function(event)
if event:GetName() == "player_death" then
if true then
for i = 1, 64 do
best_hitbox[i] = -1
best_damage[i] = 0
end
end
end
end)
function C_BaseEntity:m_iHealth()
return self:GetProp("DT_BasePlayer", "m_iHealth")
end
function C_BaseEntity:m_vecVelocity()
return self:GetProp("DT_BasePlayer", "m_vecVelocity")
end
local ENTITY_LIST_POINTER = ffi.cast("void***", utils.CreateInterface("client.dll", "VClientEntityList003")) or error("Failed to find VClientEntityList003!")
local GET_CLIENT_ENTITY_FN = ffi.cast("GetClientEntity_4242425_t", ENTITY_LIST_POINTER[0][3])
local UpdateClientSideAnims = ffi.cast("UpdateCSA_t", utils.PatternScan("client.dll", "55 8B EC 51 56 8B F1 80 BE ? ? ? ? 00 74 ? 8B 06 FF"))
local ffi_helpers = {
get_animstate_offset = function()
return 14612
end,
get_entity_address = function(entity_index)
local addr = GET_CLIENT_ENTITY_FN(ENTITY_LIST_POINTER, entity_index)
return addr
end
}
local original_goal_feet_yaw = {}
local function aimbot(cmd)
local localplayer = g_EntityList:GetClientEntity(g_EngineClient:GetLocalPlayer())
local oldlocalplayer = localplayer
if localplayer then
--local entity_animation_state = ffi.cast("int**", ffi_helpers.get_entity_address(2) + 45952)[0]
--entity_animation_state = 100
localplayer = localplayer:GetPlayer()
else
return
end
safety_hitboxes = {}
for i = 0,10 do
if c_menu_safepoint_hitboxes:GetBool(i) then
if i == 0 then table.insert( safety_hitboxes, 0 )
elseif i == 1 then table.insert( safety_hitboxes, 6 )
elseif i == 2 then table.insert( safety_hitboxes, 5 )
elseif i == 3 then table.insert( safety_hitboxes, 4 )
elseif i == 4 then table.insert( safety_hitboxes, 3 )
elseif i == 5 then table.insert( safety_hitboxes, 2 )
elseif i == 6 then
for i = 7,12 do
table.insert( safety_hitboxes, i )
end
elseif i == 7 then
for i = 13,18 do
table.insert( safety_hitboxes, i )
end
end
end
end
for i = 1,64 do
local entity = g_EntityList:GetClientEntity(i)
if not entity then break end
if entity and entity:GetPlayer():m_iHealth() > 0 and not entity:GetPlayer():IsTeamMate() and canseeentity(localplayer:GetPlayer(), entity:GetPlayer()) then
--UpdateClientSideAnims(ffi.cast("void***", ffi_helpers.get_entity_address(entity:EntIndex())))
for k,v in pairs(safety_hitboxes) do
ragebot.ForceHitboxSafety(entity:EntIndex(), v)
end
local biggestdamage = 0
local health = entity:GetPlayer():m_iHealth()
local besthitboxfound = -1
for k,v in pairs(hitboxesused) do
local damage = cheat.FireBullet(localplayer, localplayer:GetEyePosition(), entity:GetPlayer():GetHitboxCenter(v))
if damage > biggestdamage then
biggestdamage = damage
besthitboxfound = v
end
if damage >= health then
biggestdamage = damage
besthitboxfound = v
break
end
end
best_hitbox[entity:EntIndex()] = besthitboxfound
best_damage[entity:EntIndex()] = biggestdamage
for i = 1, 18 do
ragebot.SetHitboxPriority(entity:EntIndex(), i, 1)
end
ragebot.SetHitboxPriority(entity:EntIndex(), besthitboxfound, 10000)
else
best_damage[entity:EntIndex()] = 0
best_hitbox[entity:EntIndex()] = -1
end
end
--peeking:handle()
end
function toint(n)
local s = tostring(n)
local i, j = s:find('%.')
if i then
return tonumber(s:sub(1, i-1))
else
return n
end
end
local function aimbot_draw()
local localplayer = g_EntityList:GetClientEntity(g_EngineClient:GetLocalPlayer())
if localplayer then
localplayer = localplayer:GetPlayer()
else
return
end
if localplayer:m_iHealth() < 1 then
return
end
for i = 1,64 do
local entity = g_EntityList:GetClientEntity(i)
local nentity = entity
if entity then
entity = entity:GetPlayer()
end
if entity and entity:m_iHealth() > 0 and not entity:IsTeamMate() and not entity:IsDormant() then
for k,v in pairs(hitboxesused) do
local color = Color.new(1,0,0,1)
local red = false
if best_hitbox[nentity:EntIndex()] == v then
color = c_menu_draw_only_priority_hitboxe:GetColor()
else
color = c_menu_hitboxes_color:GetColor()
red = true
end
if c_menu_draw_only_priority_hitboxe:GetBool() and not red then
if c_menu_circle_customization:GetInt() == 1 then
g_Render:Circle(g_Render:ScreenPosition(Vector.new(entity:GetHitboxCenter(v).x, entity:GetHitboxCenter(v).y, entity:GetHitboxCenter(v).z)), toint(7*c_menu_scale_circle:GetFloat()), toint(58*c_menu_scale_circle:GetFloat()/4), color)
elseif c_menu_circle_customization:GetInt() == 0 then
g_Render:CircleFilled(g_Render:ScreenPosition(Vector.new(entity:GetHitboxCenter(v).x, entity:GetHitboxCenter(v).y, entity:GetHitboxCenter(v).z)), toint(7*c_menu_scale_circle:GetFloat()), toint(58*c_menu_scale_circle:GetFloat()/4), color)
end
elseif not c_menu_draw_only_priority_hitboxe:GetBool() then
if c_menu_circle_customization:GetInt() == 1 then
g_Render:Circle(g_Render:ScreenPosition(Vector.new(entity:GetHitboxCenter(v).x, entity:GetHitboxCenter(v).y, entity:GetHitboxCenter(v).z)), toint(7*c_menu_scale_circle:GetFloat()), toint(58*c_menu_scale_circle:GetFloat()/4), color)
elseif c_menu_circle_customization:GetInt() == 0 then
g_Render:CircleFilled(g_Render:ScreenPosition(Vector.new(entity:GetHitboxCenter(v).x, entity:GetHitboxCenter(v).y, entity:GetHitboxCenter(v).z)), toint(7*c_menu_scale_circle:GetFloat()), toint(58*c_menu_scale_circle:GetFloat()/4), color)
end
end
end
end
end
end
--AIMBOT
--PREDICTION CALLBACK FUNCTIONS
local function body_lean()
local r_right = c_menu_body_lean_right:GetFloat()
local r_left = c_menu_body_lean_left:GetFloat()
if (c_menu_custom_body_lean:GetBool()) then
if (menu_invert_side:GetBool()) then
antiaim.OverrideYawOffset(r_right)
else
antiaim.OverrideYawOffset(r_left)
end
end
end
--PREDICTION CALLBACK FUNCTIONS
--EXPLOITS
local function instant_recharge()
if (c_menu_doubletap_instant_recharge:GetBool()) then
exploits.ForceCharge()
end
end
local function exploits_func()
--Speed modes
local instant = 15
local fast = 14
local default = 13
--Preserve modes
local insecure = 0
local secure = 1
local safe = 2
local cl_clock_correction = g_CVar:FindVar("cl_clock_correction") --clock correction OOPS: I think soufiw already manages with this but whatever...
local sv_maxusrcmdprocessticks = g_CVar:FindVar("sv_maxusrcmdprocessticks") --sv_maxusrcmdprocessticks
if (c_menu_doubletap_clockcr:GetBool()) then
cl_clock_correction:SetInt(0) --Override it to 0 (Disable)
end
if (c_menu_doubletap_modes:GetInt() == 0) then --Instant mode
exploits.OverrideDoubleTapSpeed(instant)
--exploits.OverrideDoubleTapPreserve(insecure)
if (c_menu_doubletap_debug_mode:GetBool()) then
print("[DOUBLETAP] TICKS: MAX | PRESERVE: ONLY SECURE | CORRECTION: DISABLED ")
end
else if (c_menu_doubletap_modes:GetInt() == 1) then --Fast mode
exploits.OverrideDoubleTapSpeed(fast)
--exploits.OverrideDoubleTapPreserve(secure)
if (c_menu_doubletap_debug_mode:GetBool()) then
print("[DOUBLETAP] TICKS: MAX | PRESERVE: SECURE | CORRECTION: DISABLED ")
end
else if (c_menu_doubletap_modes:GetInt() == 2) then --Slow mode
exploits.OverrideDoubleTapSpeed(default)
--exploits.OverrideDoubleTapPreserve(safe)
if (c_menu_doubletap_debug_mode:GetBool()) then
print("[DOUBLETAP] TICKS: 13 | PRESERVE: SAFETY | CORRECTION: ENABLED ")
end
else if (c_menu_doubletap_modes:GetInt() == 3) then --Sonic mode
sv_maxusrcmdprocessticks:SetInt(18)
local sonic_values = utils.RandomInt(14, 15)
exploits.OverrideDoubleTapSpeed(sonic_values)
--exploits.OverrideDoubleTapPreserve(0)
if (c_menu_doubletap_debug_mode:GetBool()) then
print("[DOUBLETAP] TICKS: SONIC | PRESERVE: -1 | CORRECTION: DISABLED ")
end
end
end
end
end
end
local function air_stuck(cmd)
if c_menu_air_stuck:GetBool() then --Air stuck xDDD
cmd.tick_count = 0x7FFFFFFF
cmd.command_number = 0x7FFFFFFF
end
end
--EXPLOITS
--FAKELAG
local function adaptive_fakelag()
local local_idx = g_EngineClient:GetLocalPlayer()
local local_entity = g_EntityList:GetClientEntity(local_idx)
if local_entity == nil then
return
end
local is_key_pressed = cheat.IsKeyDown(0x45)
local local_player = local_entity:GetPlayer();
local wish_ticks = 0
local adaptive_ticks = 2
local speed_x = local_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]")
local speed_y = local_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]")
local speed_per_tick = math.sqrt(speed_x * speed_x + speed_y * speed_y) * g_GlobalVars.interval_per_tick
while (wish_ticks * speed_per_tick) <= 68.0 do
if (((adaptive_ticks - 1) * speed_per_tick) > 68.0) then
wish_ticks = wish_ticks + 1;
break
end
if ((adaptive_ticks * speed_per_tick) > 68.0) then
wish_ticks = wish_ticks + 2;
break
end
if ((adaptive_ticks + 1) * speed_per_tick) > 68.0 then
wish_ticks = wish_ticks + 3;
break
end
if ((adaptive_ticks + 2) * speed_per_tick) > 68.0 then
wish_ticks = wish_ticks + 4;
break
end
adaptive_ticks = adaptive_ticks + 5;
wish_ticks = wish_ticks + 5;
if adaptive_ticks > 15 then
break
end
end
local weapon = local_player:GetActiveWeapon();
if weapon ~= nil then
if weapon:GetWeaponID() == 64 then
if wish_ticks > 15 then
wish_ticks = 15
end
end
end
if is_key_pressed then
fakelag.SetState(false)
end
if g_ClientState.m_choked_commands < wish_ticks then
fakelag.SetState(false)
end
end
local function fluctuate_fakelag()
local random1 = 0
local random2 = 0
local used = false
if used then
random1 = math.random(1, c_menu_fakelag_fluctuate_timing:GetFloat())
used = false
else
random1 = math.random(1, c_menu_fakelag_fluctuate_timing:GetFloat())
used = true
end
if random1 == 1 then
menu_fakelag_limit:SetInt(0)
else
menu_fakelag_limit:SetInt(15)
end
end
local last = 0
local state = true
local function leg_fucker()
local cur = g_GlobalVars.curtime
local local_player = g_EntityList:GetClientEntity(g_EngineClient:GetLocalPlayer())
local player = local_player:GetPlayer()
if (c_menu_exploits_legs:GetBool()) then
menu_leg_movement:SetInt(utils.RandomInt(1, 2))
end
end
local function fake_lag()
local local_idx = g_EngineClient:GetLocalPlayer()
local local_entity = g_EntityList:GetClientEntity(local_idx)
local local_player = local_entity:GetPlayer();
if (c_menu_fakelag_modes:GetInt()) == 0 and dt_charging == false then --adaptive fakelag (AIMWARE_PASTED)
menu_fakelag_enable:SetBool(false)
adaptive_fakelag()
else if (c_menu_fakelag_modes:GetInt()) == 1 then --fluctuate fakelag
fluctuate_fakelag()
end
end
end
--FAKELAG
--VISUALS
local font1 = g_Render:InitFont("Verdana", 55,r)
local get_screen = g_EngineClient:GetScreenSize()
local FPLx = Vector2.new((get_screen.x /2) - 54, (get_screen.y /2) + 30)
local FPLy = Vector2.new((get_screen.x /2) - 30, (get_screen.y /2) + 56)
local FPLz = Vector2.new((get_screen.x /2) - 51, (get_screen.y /2) + 55)
local FPRx = Vector2.new((get_screen.x /2) + 54, (get_screen.y /2) + 30)
local FPRy = Vector2.new((get_screen.x /2) + 30, (get_screen.y /2) + 56)
local FPRz = Vector2.new((get_screen.x /2) + 51, (get_screen.y /2) + 55)
local FPLxx = Vector2.new((get_screen.x /2) - 56, (get_screen.y /2) + 29)
local FPLyy = Vector2.new((get_screen.x /2) - 32, (get_screen.y /2) + 55)
local FPLzz = Vector2.new((get_screen.x /2) - 53, (get_screen.y /2) + 54)
local FPRxx = Vector2.new((get_screen.x /2) + 53, (get_screen.y /2) + 29)
local FPRyy = Vector2.new((get_screen.x /2) + 29, (get_screen.y /2) + 55)
local FPRzz = Vector2.new((get_screen.x /2) + 50, (get_screen.y /2) + 54)
local LPx = Vector2.new((get_screen.x /2) - 43, (get_screen.y /2) + 13)
local LPy = Vector2.new((get_screen.x /2) - 43, (get_screen.y /2) - 7)
local LPz = Vector2.new((get_screen.x /2) - 63, (get_screen.y /2) + 3)
local RPx = Vector2.new((get_screen.x /2) + 42, (get_screen.y /2) + 13)
local RPy = Vector2.new((get_screen.x /2) + 42, (get_screen.y /2) - 7)
local RPz = Vector2.new((get_screen.x /2) + 62, (get_screen.y /2) + 3)
local LPxx = Vector2.new((get_screen.x /2) - 42, (get_screen.y /2) + 14)
local LPyy = Vector2.new((get_screen.x /2) - 42, (get_screen.y /2) - 6)
local LPzz = Vector2.new((get_screen.x /2) - 62, (get_screen.y /2) + 4)
local RPxx = Vector2.new((get_screen.x /2) + 42, (get_screen.y /2) + 14)
local RPyy = Vector2.new((get_screen.x /2) + 42, (get_screen.y /2) - 6)
local RPzz = Vector2.new((get_screen.x /2) + 62, (get_screen.y /2) + 4)
local BPx = Vector2.new((get_screen.x /2) + 9, (get_screen.y /2) + 47)
local BPy = Vector2.new((get_screen.x /2) - 11, (get_screen.y /2) + 47)
local BPz = Vector2.new((get_screen.x /2) - 1, (get_screen.y /2) + 67)
local BPxx = Vector2.new((get_screen.x /2) + 10, (get_screen.y /2) + 48)
local BPyy = Vector2.new((get_screen.x /2) - 10, (get_screen.y /2) + 48)
local BPzz = Vector2.new((get_screen.x /2), (get_screen.y /2) + 68)
local function indicators_visuals()
local color_inactive2 = Color.new(0 / 255, 0 / 255 ,0 / 255, 150 / 255)
local get_screen = g_EngineClient:GetScreenSize()
local pos_start = Vector2.new(1010,get_screen.y - 558)
local text_size = 35
local pos_add = Vector2.new(0, text_size)
local cur_pos = 0
local pos_start1 = Vector2.new(900,get_screen.y - 558)
local cur_pos1 = 0
if (c_menu_arrows_type:GetInt() == 2 and c_menu_arrows:GetBool()) then
g_Render:PolyFilled(color_inactive2, LPxx, LPyy, LPzz)
g_Render:PolyFilled(color_inactive2, RPxx, RPyy, RPzz)
g_Render:PolyFilled(color_inactive2, BPxx, BPyy, BPzz)
if (menu_invert_side:GetBool()) then
g_Render:PolyFilled(c_menu_arrow_color:GetColor(), FPRxx, FPRyy, FPRzz)
end
if (not menu_invert_side:GetBool()) then
g_Render:PolyFilled(c_menu_arrow_color:GetColor(), FPLxx, FPLyy, FPLzz)
end
if menu_antiaim_manual:GetInt()==1 then
g_Render:PolyFilled(c_menu_arrow_color:GetColor(), BPx, BPy, BPz) -- backwards
elseif menu_antiaim_manual:GetInt()==2 then
g_Render:PolyFilled(c_menu_arrow_color:GetColor(), RPx, RPy, RPz) -- right
elseif menu_antiaim_manual:GetInt()==3 then
g_Render:PolyFilled(c_menu_arrow_color:GetColor(), LPx, LPy, LPz) -- left
end
end
if (c_menu_arrows_type:GetInt() == 3 and c_menu_arrows:GetBool()) then
g_Render:CirclePart(Vector2.new(960.0, 541), 20.0, 58, Color.new(0, 0, 0, 100 / 255), math.rad(0), math.rad(360), 5.0)
if (menu_invert_side:GetBool()) then
g_Render:CirclePart(Vector2.new(960.0, 541), 20.0, 58, c_menu_arrow_color:GetColor(), math.rad(810.3), math.rad(630.3), 5.0)
end
if (not menu_invert_side:GetBool()) then
g_Render:CirclePart(Vector2.new(960.0, 541), 20.0, 58, c_menu_arrow_color:GetColor(), math.rad(90), math.rad(270), 5.0)
end
end
local function GetColorFromBoolArrow(val)
return val and c_menu_arrow_color:GetColor() or c_menu_arrow_color:GetColor()
end
local function arrow(str, val)
g_Render:Text(str, cur_pos, GetColorFromBoolArrow(val), text_size, font1)
cur_pos = cur_pos - pos_add
end
local function arrow2(str, val)
g_Render:Text(str, cur_pos1, GetColorFromBoolArrow(val), text_size, font1)
cur_pos1 = cur_pos1 - pos_add
end
cur_pos = pos_start
cur_pos1 = pos_start1
if (c_menu_arrows_type:GetInt() == 0) then
if c_menu_arrows:GetBool() and menu_invert_side:GetBool() then
arrow(")", c_menu_arrows:GetBool() )
end
if c_menu_arrows:GetBool() and not menu_invert_side:GetBool() then
arrow2("(", c_menu_arrows:GetBool() )
end
end
if (c_menu_arrows_type:GetInt() == 1) then
if c_menu_arrows:GetBool() and menu_invert_side:GetBool() then
arrow(">", c_menu_arrows:GetBool() )
end
if c_menu_arrows:GetBool() and not menu_invert_side:GetBool() then
arrow2("<", c_menu_arrows:GetBool() )
end
end
end
--VISUALS
--MISC
local function kill_say_function(event)
local words_kill = c_menu_kill_say_words:GetString()
local words_hurt = c_menu_hurt_say_words:GetString()
if event:GetName() == "player_death" then
local victim = g_EngineClient:GetPlayerForUserId(event:GetInt("userid"))
local attacker = g_EngineClient:GetPlayerForUserId( event:GetInt("attacker"))
if victim ~= attacker and attacker == g_EngineClient:GetLocalPlayer() and c_menu_kill_say:GetBool() then
g_EngineClient:ExecuteClientCmd('say ' .. words_kill)
end
else if event:GetName() == "player_hurt" then
local victim = g_EngineClient:GetPlayerForUserId(event:GetInt("userid"))
local attacker = g_EngineClient:GetPlayerForUserId( event:GetInt("attacker"))
if victim ~= attacker and attacker == g_EngineClient:GetLocalPlayer() and c_menu_hurt_say:GetBool() then
g_EngineClient:ExecuteClientCmd('say ' .. words_hurt)
end
end
end
end
--MISC
--ANTIAIM
local function vec_distance(vec_one, vec_two)
local delta_x, delta_y, delta_z = vec_one.x - vec_two.x, vec_one.y - vec_two.y
return math.sqrt(delta_x * delta_x + delta_y * delta_y)
end
local function get_closest_enemy()
local best_dist = c_menu_anti_brute_fov_slider:GetFloat()
local best_enemy = nil
local local_player = g_EntityList:GetClientEntity(g_EngineClient:GetLocalPlayer())
local local_origin = local_player:GetProp("DT_BaseEntity", "m_vecOrigin")
local local_screen_orig = g_Render:ScreenPosition(local_origin)
local screen = g_EngineClient:GetScreenSize()
for idx = 1, g_GlobalVars.maxClients + 1 do
local ent = g_EntityList:GetClientEntity(idx)
if ent and ent:IsPlayer() then
local player = ent:GetPlayer()
local health = player:GetProp("DT_BasePlayer", "m_iHealth")
if not player:IsTeamMate() and health > 0 and not player:IsDormant() then
local origin = ent:GetProp("DT_BaseEntity", "m_vecOrigin")
local screen_orig = g_Render:ScreenPosition(origin)
local temp_dist = vec_distance(Vector2.new(screen.x / 2, screen.y / 2), screen_orig)
if(temp_dist < best_dist) then
best_dist = temp_dist
best_enemy = ent
end
end
end
end
return best_enemy
end
local function AA_Anti_Brute_Force(e)
if e:GetName() == "weapon_fire" and c_menu_anti_brute:GetBool() then --Weapon Fire event later we run FOV check so we can make sure the bullet is on our direction!
local user_id = e:GetInt("userid", -1)
local user = g_EntityList:GetClientEntity(g_EngineClient:GetPlayerForUserId(user_id)) --Get Enemy Entity
local local_player = g_EntityList:GetClientEntity(g_EngineClient:GetLocalPlayer()) --Get Local Entity
local player = local_player:GetPlayer()
local health = player:GetProp("DT_BasePlayer", "m_iHealth")
if(health > 0) then -- if our local player is alive we run the AntiBrute Logic!
local closest_enemy = get_closest_enemy() --Get Closest enemy based on distance
if(closest_enemy ~= nil and user:EntIndex() == closest_enemy:EntIndex()) then
miss_counter = miss_counter + 1 --Basic so we calculate missed shots of enemy also some checks so if we get hit don't run the code!
if (miss_counter % 3 == 0) then --Logic 1
menu_left_limit:SetInt(c_menu_anti_brute_1stshot:GetInt())
menu_invert_side:SetBool(true)
left_side = true
if (c_menu_anti_brute_debug_mode:GetBool()) then
print("[ANTI-BRUTE] Angle overrided to (" .. c_menu_anti_brute_1stshot:GetInt() .. ") [INFO: PASST 3RD SIDE | NEXT ANGLE = (" .. c_menu_anti_brute_2ndshot:GetInt() ..") INVERTER:TRUE]" )
end
else if (miss_counter % 3 == 1) then --Logic 2
menu_right_limit:SetInt(c_menu_anti_brute_2ndshot:GetInt())
menu_invert_side:SetBool(false)
right_side = true
if (c_menu_anti_brute_debug_mode:GetBool()) then
print("[ANTI-BRUTE] Angle overrided to (" .. c_menu_anti_brute_2ndshot:GetInt() .. ") [INFO: PASST 1ST SIDE | NEXT ANGLE = (" .. c_menu_anti_brute_3rdshot:GetInt() ..") INVERTER:FALSE]" )
end
else if (miss_counter % 3 == 2) then --Logic 3
menu_right_limit:SetInt(c_menu_anti_brute_3rdshot:GetInt())
menu_left_limit:SetInt(c_menu_anti_brute_3rdshot:GetInt())
ideal_yaw = true
if (c_menu_anti_brute_debug_mode:GetBool()) then
print("[ANTI-BRUTE] Angle overrided to (" .. c_menu_anti_brute_3rdshot:GetInt() .. ") [INFO: PASST 2ND SIDE | NEXT ANGLE = (" .. c_menu_anti_brute_1stshot:GetInt() ..") INVERTER:TRUE]" )
end
end
end
end
end
end
end
end
--ANTIAIM
--IND
local function text_indicators()
local clr_green = Color.new(146.1, 255.1, 36.1, 0.9)
local clr_orange = Color.new(255.1, 183.1, 0.1, 0.9)
local clr_red = Color.new(255, 0, 0)
local clr_blue = Color.new(36.1, 164.1, 255.1, 255.9)
local screen = g_EngineClient:GetScreenSize()
local pos_start = Vector2.new(c_menu_x:GetFloat(),screen.y - c_menu_y:GetFloat())
local text_size = 13
local pos_add = Vector2.new(0, text_size)
local cur_pos = Vector2.new(0, 0) -- current frame
-------------------------------------------------------------FAKEDUCK
local function GetColorFromBool(val)
return val and clr_green or clr_red
end
local function RenderIndicator(str, val)
g_Render:Text(str, cur_pos, GetColorFromBool(val), text_size, true)
cur_pos = cur_pos - pos_add
end
-------------------------------------------------------------DOUBLETAP
local function dtchargeind(str, r,g,b)
g_Render:Text(str, cur_pos, Color.new(r,g,b),text_size, true)
cur_pos = cur_pos - pos_add
end
-------------------------------------------------------------------------------
local ideal_ind_clr = Color.new(230 / 255, 184 / 255, 0 / 255, 0.9)
local function ideal_indclr(val)
return val and ideal_ind_clr or ideal_ind_clr
end
local function ideal_ind(str, val)
g_Render:Text(str, cur_pos, ideal_indclr(val), text_size, true)
cur_pos = cur_pos - pos_add
end
local function GetColorFromBool1(val)
return val and clr_red or clr_red
end
local function RenderIndicator1(str, val)
g_Render:Text(str, cur_pos, GetColorFromBool1(val), text_size, true)
cur_pos = cur_pos - pos_add
end
-------------------------------------------------------------
local prefer_color = Color.new(208 / 255, 187 / 255, 252 / 255, 0.9)
local function prefersafebool(val)
return val and prefer_color or prefer_color
end
local function prefersafe(str, val)
g_Render:Text(str, cur_pos, prefersafebool(val), text_size)
cur_pos = cur_pos - pos_add
end
-------------------------------------------------------------------------------
--------------------------------------------------------------------------------
cur_pos = pos_start
if c_menu_text_indicators:GetBool() then
if exploits.GetCharge() ~= 1 then
dt_charging = false
dtchargeind("DT", 255, 0,0)
else
dt_charging = true
dtchargeind("DT", 146 / 255, 255 / 255, 36 / 255, 0.9)
end
if menu_fakeduck:GetBool() then --FD
RenderIndicator("FD", menu_fakeduck:GetBool() )
end
if (ideal_yaw == true) then
ideal_ind("IDEAL YAW")
end
prefersafe("PREDICTION")
if (menu_safe_point:GetInt() > 0) then
prefersafe("SAFETY")
end
if not menu_invert_side:GetBool() then
RenderIndicator1("LEFT")
end
if (menu_invert_side:GetBool()) then
RenderIndicator1("RIGHT")
end
end
end
--IND
--CALLBACKS
local function draw()
local localplayer = g_EntityList:GetClientEntity(g_EngineClient:GetLocalPlayer())
if localplayer then
localplayer = localplayer:GetPlayer()
else
return
end
if localplayer:m_iHealth() > 0 then
aimbot_draw()
indicators_visuals()
text_indicators()
end
end
local function pre_prediction(cmd)
air_stuck(cmd)
aimbot(cmd)
instant_recharge()
fake_lag()
end
local function prediction()
body_lean()
end
local function createmove()
antiaim_helpers()
exploits_func()
leg_fucker()
end
local function events(e)
kill_say_function(e)
AA_Anti_Brute_Force(e)
end
cheat.RegisterCallback("draw", draw)
cheat.RegisterCallback("pre_prediction", pre_prediction)
cheat.RegisterCallback("prediction", prediction)
cheat.RegisterCallback("createmove", createmove)
cheat.RegisterCallback("events", events)
--CALLBACKS