UI.AddCheckbox("Custom AA")
UI.AddSliderInt("Real AA", 0, 60)
UI.AddSliderInt("LBY AA", 0, 60)
UI.AddSliderInt("Real Jitter", -60, 60)
UI.AddSliderInt("LBY Jitter", -60, 60)
UI.AddCheckbox("AA Triggers")
UI.AddDropdown("Triggers", ["In air", "Standing", "Run", "Slow walk"])
UI.AddSliderInt("[A] Real AA", 0, 60)
UI.AddSliderInt("[A] LBY AA", 0, 60)
UI.AddSliderInt("[A] Real Jitter", -60, 60)
UI.AddSliderInt("[A] LBY Jitter", -60, 60)
UI.AddSliderInt("[S] Real AA", 0, 60)
UI.AddSliderInt("[S] LBY AA", 0, 60)
UI.AddSliderInt("[S] Real Jitter", -60, 60)
UI.AddSliderInt("[S] LBY Jitter", -60, 60)
UI.AddSliderInt("[R] Real AA", 0, 60)
UI.AddSliderInt("[R] LBY AA", 0, 60)
UI.AddSliderInt("[R] Real Jitter", -60, 60)
UI.AddSliderInt("[R] LBY Jitter", -60, 60)
UI.AddSliderInt("[SW] Real AA", 0, 60)
UI.AddSliderInt("[SW] LBY AA", 0, 60)
UI.AddSliderInt("[SW] Real Jitter", -60, 60)
UI.AddSliderInt("[SW] LBY Jitter", -60, 60)
var jit = 0
function getVelocity(player){
var velocity = Entity.GetProp(player, "CBasePlayer", "m_vecVelocity[0]");
return Math.sqrt(velocity[0] * velocity[0] + velocity[1] * velocity[1]);
}
function isInAir(){
var fv = Entity.GetProp(local, "CBasePlayer", "m_flFallVelocity");
return (fv < -1 || fv > 1);
}
function CUSTAA() {
UI.SetValue("Script items", "Real AA", !UI.GetValue("Script items", "AA Triggers"))
UI.SetValue("Script items", "LBY AA", !UI.GetValue("Script items", "AA Triggers"))
UI.SetValue("Script items", "Real Jitter", !UI.GetValue("Script items", "AA Triggers"))
UI.SetValue("Script items", "LBY Jitter", !UI.GetValue("Script items", "AA Triggers"))
if (!UI.GetValue("Script items", "Custom AA")) return AntiAim.SetOverride(0);
var yaw = UI.GetValue("Anti-Aim", "Yaw offset")
if(!UI.GetValue("Script items", "AA Triggers") {
var aa = UI.GetValue("Script items", "Real AA")
var de = UI.GetValue("Script items", "LBY AA")
var rj = UI.GetValue("Script items", "Real Jitter")
var fj = UI.GetValue("Script items", "LBY Jitter") }
else{
if(isInAir()) {
var aa = UI.GetValue("Script items", "[A] Real AA")
var de = UI.GetValue("Script items", "[A] LBY AA")
var rj = UI.GetValue("Script items", "[A] Real Jitter")
var fj = UI.GetValue("Script items", "[A] LBY Jitter") }
if(getVelocity(Entity.GetLocalPlayer) < 15) {
var aa = UI.GetValue("Script items", "[S] Real AA")
var de = UI.GetValue("Script items", "[S] LBY AA")
var rj = UI.GetValue("Script items", "[S] Real Jitter")
var fj = UI.GetValue("Script items", "[S] LBY Jitter") }
if(getVelocity(Entity.GetLocalPlayer) > 170) {
var aa = UI.GetValue("Script items", "[R] Real AA")
var de = UI.GetValue("Script items", "[R] LBY AA")
var rj = UI.GetValue("Script items", "[R] Real Jitter")
var fj = UI.GetValue("Script items", "[R] LBY Jitter") }
if(getVelocity(Entity.GetLocalPlayer) < 170) {
var aa = UI.GetValue("Script items", "[SW] Real AA")
var de = UI.GetValue("Script items", "[SW] LBY AA")
var rj = UI.GetValue("Script items", "[SW] Real Jitter")
var fj = UI.GetValue("Script items", "[SW] LBY Jitter") }
}
var inv = UI.IsHotkeyActive("Fake angles", "Inverter")
AntiAim.SetOverride(1)
y = yaw / 2
if (jit > 1) {
jit = 0;
}
switch (jit) {
case 0:
jr = rj; jf = fj;
break;
case 1:
jr = 0; jf = 0;
break; } jit++
AntiAim.SetFakeOffset(y)
AntiAim.SetRealOffset(inv ? aa - jr : -aa - jr)
AntiAim.SetLBYOffset(inv ? -de - jf : de - jf)
}
function on_unload() { AntiAim.SetOverride(0) }
Cheat.RegisterCallback("Unload", "on_unload")
Cheat.RegisterCallback("Draw", "CUSTAA")