Вопрос Исходный код, который нужно исправить NL (korea yaw)

  • Автор темы Автор темы zz001
  • Дата начала Дата начала
Начинающий
Начинающий
Статус
Оффлайн
Регистрация
5 Сен 2021
Сообщения
8
Реакции
1
Код:
Expand Collapse Copy
cheat.AddNotify("korea yaw", "welcome " ..cheat.GetCheatUserName().. "\nbuild: [live] 1.0\nenjoy!")

menu.Text("Info", "Welcome, "..cheat.GetCheatUserName().. "")
menu.Text("Info", "Version: [live] 1.0")
menu.Text("Info", "Made By xantis")


local alpha = {
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
}
local JitterCustomyaw = g_Config:FindVar("Aimbot", "Anti Aim", "Main", "Yaw Modifier")
local JitterCustom = g_Config:FindVar("Aimbot", "Anti Aim", "Main", "Modifier Degree")
local combo = menu.MultiCombo("Indicators", "Indicators type", {"Crosshair","Desync bar", "Desync number", "Arrows", "Skeet"}, 0, "Enable indicators here!")
local Customaacheck = menu.Switch("AntiAim", "Custom Anti-Aim", false, "Fully Customizable Anti-Aim")
local clr1 =  menu.ColorEdit("Colors", "Indicators color", Color.new(0.0, 0.0, 0.0, 1.0))
local check2 = menu.Switch("AntiAim", "Dynamic Anti-Aim", false, "Safe dynamic anti-aim (overrides all settings)")
local aamisc = menu.Switch("AntiAim", "Misc", false)
local jitteraa = menu.Switch("AntiAim", "Yaw Jitter", false, "Customizable yaw jitter anti-aim!")
local customfl = menu.Switch("Fakelag", "Custom Fakelag", false, "Custom Fakelag")
local main = menu.ColorEdit("Colors", "Arrows color", Color.new(0.0, 0.0, 0.0, 1.0));
local manualind = menu.ColorEdit("Colors", "Inverter color", Color.new(0.0, 0.0, 0.0, 1.0));
local skeetind = menu.ColorEdit("Colors", "Manual color", Color.new(0.0, 0.0, 0.0, 1.0));
local font1 = g_Render:InitFont("Calibri Bold", 23)
local font = g_Render:InitFont("Calibri Bold", 11)

local drawIndicators = function()
main:SetVisible(false)
manualind:SetVisible(false)
skeetind:SetVisible(false)
skeetind:SetVisible(false)
clr1:SetVisible(false)
local screen_size = g_EngineClient:GetScreenSize()
local clr =  clr1:GetColor()
local ctx = screen_size.x / 2
local cty = screen_size.y/ 2
local clrs = {clr:r(), clr:g(), clr:b(), clr:a()}
local IsConnected = g_EngineClient:IsConnected()
local ingame = g_EngineClient:IsInGame()
if IsConnected and ingame then
local player = g_EntityList:GetLocalPlayer()
local health = player:GetProp("m_iHealth")
local inverter_state = antiaim.GetInverterState();
if combo:GetBool(0) == true then
    clr1:SetVisible(true)
    if health ~= 0 then
            local h = 28;
            local sc = g_EngineClient:GetScreenSize()
            local player = g_EntityList:GetLocalPlayer()
            local y = sc.y/2 + 20
            local customw = 50;
            local table = 0
            local antiaim = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode")
            local fs = g_Config:FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base")
            local doubleTap = g_Config:FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap")
            local hideshots = g_Config:FindVar("Aimbot", "Ragebot", "Exploits", "Hide Shots")
            local fakeduck = g_Config:FindVar("Aimbot", "Anti Aim", "Misc", "Fake Duck")
            local slow = g_Config:FindVar("Aimbot", "Anti Aim", "Misc", "Slow Walk")
            local jitter = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options")
            local jitter2 = g_Config:FindVar("Aimbot", "Anti Aim", "Main", "Yaw Modifier")
            local dada = jitter:GetInt()

            local binds = cheat.GetBinds()
            local minDMG = false
            local sp = false
            local fp = false
            local bb = false
            for i = 1, #binds do
                local bind = binds
                if bind:GetName() == 'Minimum Damage' then
                    minDMG = true
                end
                if bind:GetName() == 'Safe Points' then
                    sp = true
                end
                if bind:GetName() == 'Fake Ping' then
                    fp = true
                end
                if bind:GetName() == 'Body Aim' then
                    bb = true
                end
            end
                text = "KOREA"
                text1 = " YAW"
                w = g_Render:CalcTextSize(text, 11, font)
                g = g_Render:CalcTextSize(text1, 11, font)
                if inverter_state then
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2 - g.x + 10, y + 20 * table), Color.new(clrs[1], clrs[2], clrs[3], 1.0), 11, font, true)
                g_Render:Text(tostring(text1), Vector2.new(sc.x/2 - g.x / 2 + g.x - 10, y + 20 * table), Color.new(1.0, 1.0, 1.0, 1.0), 11, font, true)
                else
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2 - g.x + 10, y + 20 * table), Color.new(1.0, 1.0, 1.0, 1.0), 11, font, true)
                g_Render:Text(tostring(text1), Vector2.new(sc.x/2 - g.x / 2 + g.x - 10, y + 20 * table), Color.new(clrs[1], clrs[2], clrs[3], 1.0), 11, font, true)
                end
                table = table + 1
                if check2:GetBool() then
                        if alpha[5] < 255 then alpha[5] = alpha[5] + 25 else alpha[5] = 255 end
                        text = "SAFE"
                        w = g_Render:CalcTextSize(text, 11, font) 
                        g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[5]/10) * table), Color.new(255/255, 255/255, 255/255, alpha[5]/255), 11, font, true)
                        table = table + math.min(1, alpha[5] /10)
                elseif fs:GetInt() == 5 then
                    if alpha[5] < 255 then alpha[5] = alpha[5] + 25 else alpha[5] = 255 end
                    text = "FREESTAND"
                    w = g_Render:CalcTextSize(text, 11, font) 
                    g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[5]/10) * table), Color.new(255/255, 255/255, 255/255, alpha[5]/255), 11, font, true)
                    table = table + math.min(1, alpha[5] /10)
                elseif jitter:GetInt() == 2 then
                    if alpha[5] < 255 then alpha[5] = alpha[5] + 25 else alpha[5] = 255 end
                    text = "JITTER"
                    w = g_Render:CalcTextSize(text, 11, font) 
                    g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[5]/10) * table), Color.new(255/255, 255/255, 255/255, alpha[5]/255), 11, font, true)
                    table = table + math.min(1, alpha[5] /10)
                elseif jitteraa:GetBool() then
                    if alpha[5] < 255 then alpha[5] = alpha[5] + 25 else alpha[5] = 255 end
                    text = "JITTER"
                    w = g_Render:CalcTextSize(text, 11, font) 
                    g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[5]/10) * table), Color.new(255/255, 255/255, 255/255, alpha[5]/255), 11, font, true)
                    table = table + math.min(1, alpha[5] /10)
                elseif Customaacheck:GetBool() then
                    if alpha[5] < 255 then alpha[5] = alpha[5] + 25 else alpha[5] = 255 end
                    text = "CUSTOM"
                    w = g_Render:CalcTextSize(text, 11, font) 
                    g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[5]/10) * table), Color.new(255/255, 255/255, 255/255, alpha[5]/255), 11, font, true)
                    table = table + math.min(1, alpha[5] /10)
                elseif jitter:GetInt() ~= 0 then
                    if alpha[5] < 255 then alpha[5] = alpha[5] + 25 else alpha[5] = 255 end
                    text = "STATIC"
                    w = g_Render:CalcTextSize(text, 11, font) 
                    g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[5]/10) * table), Color.new(255/255, 255/255, 255/255, alpha[5]/255), 11, font, true)
                    table = table + math.min(1, alpha[5] /10)
                elseif jitter:GetInt() == 0 then
                    if alpha[5] < 255 then alpha[5] = alpha[5] + 25 else alpha[5] = 255 end
                    text = "STATIC"
                    w = g_Render:CalcTextSize(text, 11, font) 
                    g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[5]/10) * table), Color.new(255/255, 255/255, 255/255, alpha[5]/255), 11, font, true)
                    table = table + math.min(1, alpha[5] /10)

                end
            if doubleTap:GetBool() then
                if alpha[1] < 255 then alpha[1] = alpha[1] + 25 else alpha[1] = 255 end
                local chrg = exploits.GetCharge()
                if chrg == 1 then
                    text = 'DT'
                    w = g_Render:CalcTextSize(text, 11, font)
                    g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[1]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[1]/255), 11, font, true)
                else
                    text = 'CHARGING'
                    w = g_Render:CalcTextSize(text, 11, font)
                    g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[1]/10) * table), Color.new(255/255, 0/255, 0/255, alpha[1]/255), 11, font, true)
                end
                table = table + math.min(1, alpha[1] /10)
            else
                if alpha[1] > 0 then alpha[1] = alpha[1] - 25 else alpha[1] = 0 end
                if chrg == 1 then
                text = 'DT'
                else
                    text = 'CHARGING'
                end
                w = g_Render:CalcTextSize(text, 11, font)
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[1]/10) * table), Color.new(255/255, 0/255, 0/255, alpha[1]/255), 11, font, true)
                table = table + math.max(0, math.min(1, alpha[1] /10))
            end
            if hideshots:GetBool() then
                if alpha[2] < 255 then alpha[2] = alpha[2] + 25 else alpha[2] = 255 end
                text = 'HIDE'
                w = g_Render:CalcTextSize(text, 11, font) 
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[2]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[2]/255), 11, font, true)
                table = table + math.min(1, alpha[2] /10)

            else
                if alpha[2] > 0 then alpha[2] = alpha[2] - 25 else alpha[2] = 0 end
                text = 'HIDE'
                w = g_Render:CalcTextSize(text, 11, font) 
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[2]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[2]/255), 11, font, true)
                table = table + math.max(0, math.min(1, alpha[2] /10))
            end
            if fakeduck:GetBool() then
                if alpha[3] < 255 then alpha[3] = alpha[3] + 25 else alpha[3] = 255 end
                text = 'DUCK'
                w = g_Render:CalcTextSize(text, 11, font) 
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[3]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[3]/255), 11, font, true)
                table = table + math.min(1, alpha[3] /10)

            else
                if alpha[3] > 0 then alpha[3] = alpha[3] - 25 else alpha[3] = 0 end
                text = 'DUCK'
                w = g_Render:CalcTextSize(text, 11, font)
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[3]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[3]/255), 11, font, true)
                table = table + math.max(0, math.min(1, alpha[3] /10))
            end
            if minDMG == true then
                if alpha[4] < 255 then alpha[4] = alpha[4] + 25 else alpha[4] = 255 end
                text = 'DMG'
                w = g_Render:CalcTextSize(text, 11, font) 
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[4]/10) * table), Color.new(255/255, 0/255, 0/255, alpha[4]/255), 11, font, true)
                table = table + math.min(1, alpha[4] /10)
            else
                if alpha[4] > 0 then alpha[4] = alpha[4] - 25 else alpha[4] = 0 end
                text = 'DMG'
                w = g_Render:CalcTextSize(text, 11, font) 
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[4]/10) * table), Color.new(0/255, 0, 0/255, alpha[4]/255), 11, font, true)
                table = table + math.max(0, math.min(1, alpha[4] /10))
            end


            if sp == true then
                if alpha[6] < 255 then alpha[6] = alpha[6] + 25 else alpha[6] = 255 end
                text = 'SP'
                w = g_Render:CalcTextSize(text, 11, font) 
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[6]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[6]/255), 11, font, true)
                table = table + math.min(1, alpha[6] /10)
            else
                if alpha[6] > 0 then alpha[6] = alpha[6] - 25 else alpha[6] = 0 end
                text = 'SP'
                w = g_Render:CalcTextSize(text, 11, font) 
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[6]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[6]/255), 11, font, true)
                table = table + math.max(0, math.min(1, alpha[6] /10))
            end

            if bb == true then
                if alpha[8] < 255 then alpha[8] = alpha[8] + 25 else alpha[8] = 255 end
                text = 'BAIM'
                w = g_Render:CalcTextSize(text, 11, font) 
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[8]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[8]/255), 11, font, true)
                table = table + math.min(1, alpha[8] /10)
            else
                if alpha[8] > 0 then alpha[8] = alpha[8] - 25 else alpha[8] = 0 end
                text = 'BAIM'
                w = g_Render:CalcTextSize(text, 11, font) 
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[8]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[8]/255), 11, font, true)
                table = table + math.max(0, math.min(1, alpha[8] /10))
            end

            if fp == true then
                if alpha[7] < 255 then alpha[7] = alpha[7] + 25 else alpha[7] = 255 end
                text = 'PING'
                w = g_Render:CalcTextSize(text, 11, font)
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[7]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[7]/255), 11, font, true)
                table = table + math.min(1, alpha[7] /10)
            else
                if alpha[7] > 0 then alpha[7] = alpha[7] - 25 else alpha[7] = 0 end
                text = 'PING'
                w = g_Render:CalcTextSize(text, 11, font) 
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[7]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[7]/255), 11, font, true)
                table = table + math.max(0, math.min(1, alpha[7] /10))
            end
        end
    end
        local _yawbase = g_Config:FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base");
        local player = g_EntityList:GetLocalPlayer()
        local health = player:GetProp("m_iHealth")
    
    
        if health ~= 0 then
        if combo:GetBool(3) == true then
            
main:SetVisible(true)
manualind:SetVisible(true)
skeetind:SetVisible(true)
        if inverter_state then
                        g_Render:BoxFilled(Vector2.new(ctx - 42, cty - 11), Vector2.new(ctx - 40, cty + 8), manualind:GetColor())
                        g_Render:BoxFilled(Vector2.new(ctx + 42, cty - 11), Vector2.new(ctx + 40, cty + 8),  main:GetColor())
                    else
                        g_Render:BoxFilled(Vector2.new(ctx + 42, cty - 11), Vector2.new(ctx + 40, cty + 8), manualind:GetColor())
                        g_Render:BoxFilled(Vector2.new(ctx - 42, cty - 11), Vector2.new(ctx - 40, cty + 8), main:GetColor())
                    end
                    if _yawbase:GetInt() == 2 then
                        g_Render:PolyFilled(main:GetColor(), Vector2.new(ctx - 44, cty - 11), Vector2.new(ctx - 44, cty + 8), Vector2.new(ctx - 60, cty - 1))
                        g_Render:PolyFilled(skeetind:GetColor(), Vector2.new(ctx + 45, cty - 11), Vector2.new(ctx + 45, cty + 8), Vector2.new(ctx + 59, cty - 1))
                    elseif _yawbase:GetInt() == 3 then            
                        g_Render:PolyFilled(skeetind:GetColor(), Vector2.new(ctx - 44, cty - 11), Vector2.new(ctx - 44, cty + 8), Vector2.new(ctx - 60, cty - 1))
                        g_Render:PolyFilled(main:GetColor(), Vector2.new(ctx + 45, cty - 11), Vector2.new(ctx + 45, cty + 8), Vector2.new(ctx + 59, cty - 1))
                    else
                        g_Render:PolyFilled(main:GetColor(), Vector2.new(ctx - 44, cty - 11), Vector2.new(ctx - 44, cty + 8), Vector2.new(ctx - 60, cty - 1))
                        g_Render:PolyFilled(main:GetColor(), Vector2.new(ctx + 45, cty - 11), Vector2.new(ctx + 45, cty + 8), Vector2.new(ctx + 59, cty - 1))
                end
            end
                local real_rotation = antiaim.GetCurrentRealRotation()
                local desync_rotation = antiaim.GetFakeRotation()
                local max_desync_delta = antiaim.GetMaxDesyncDelta()
                local min_desync_delta = antiaim.GetMinDesyncDelta()
            
                local desync_delta = real_rotation - desync_rotation
            
                if (desync_delta > max_desync_delta) then
                    desync_delta = max_desync_delta
                elseif (desync_delta < min_desync_delta) then
                    desync_delta = min_desync_delta
                end
    
                local delta = math.min(math.abs(desync_delta), 58)
                local delta1 = math.floor(delta)
                if combo:GetBool(1) == true then
                    clr1:SetVisible(true)
        g_Render:GradientBoxFilled(Vector2.new(ctx, cty+20.3), Vector2.new(ctx+(math.abs(desync_delta*58/100)), cty+19), Color.new(clrs[1], clrs[2], clrs[3], clrs[4]), Color.new(clrs[1], clrs[2], clrs[3], 0), Color.new(clrs[1], clrs[2], clrs[3], clrs[4]), Color.new(clrs[1], clrs[2], clrs[3], 0))
        g_Render:GradientBoxFilled(Vector2.new(ctx, cty+20.3), Vector2.new(ctx+(-math.abs(desync_delta*58/100)), cty+19), Color.new(clrs[1], clrs[2], clrs[3], clrs[4]), Color.new(clrs[1], clrs[2], clrs[3], 0), Color.new(clrs[1], clrs[2], clrs[3], clrs[4]), Color.new(clrs[1], clrs[2], clrs[3], 0))
                end
        local w = g_Render:CalcTextSize(tostring(delta1), 11, font)
        if combo:GetBool(2) == true then
            clr1:SetVisible(true)
        g_Render:Text(tostring(delta1), Vector2.new(ctx - w.x / 2, cty + 5), Color.new(clrs[1], clrs[2], clrs[3], 1), 11, font, true)
        g_Render:Circle(Vector2.new(ctx + w.x / 2 + 3 , cty + 6), 2.0, 30, Color.new(0, 0, 0, 1))
        g_Render:Circle(Vector2.new(ctx + w.x / 2 + 3 , cty + 7), 2.0, 30, Color.new(clrs[1], clrs[2], clrs[3], 1))
            end
            if combo:GetBool(4) == true then
local screen_size = g_EngineClient:GetScreenSize()
local player = g_EntityList:GetLocalPlayer()
local health = player:GetProp("m_iHealth")
local vel = Vector.new(player:GetProp("DT_BasePlayer", "m_vecVelocity[0]"), player:GetProp("DT_BasePlayer", "m_vecVelocity[1]"), player:GetProp("DT_BasePlayer", "m_vecVelocity[2]")):Length2D()

    if health ~= 0 then
            local h = 28;
            local sc = g_EngineClient:GetScreenSize()
            local player = g_EntityList:GetLocalPlayer()
            local y = sc.y/1.33 - 120
            local customw = 50;
            local table = 0
            local antiaim = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode")
            local fs = g_Config:FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base")
            local doubleTap = g_Config:FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap")
            local hideshots = g_Config:FindVar("Aimbot", "Ragebot", "Exploits", "Hide Shots")
            local fakeduck = g_Config:FindVar("Aimbot", "Anti Aim", "Misc", "Fake Duck")
            local slow = g_Config:FindVar("Aimbot", "Anti Aim", "Misc", "Slow Walk")
            local jitter = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options")
            local dada = jitter:GetInt()

            local binds = cheat.GetBinds()
            local minDMG = false
            local minDMGv = 0
            local sp = false
            local fp = false
            local da = false
            local bb = false
            for i = 1, #binds do
                local bind = binds
                if bind:GetName() == 'Minimum Damage' then
                    minDMG = true
                    minDMGValue = bind:GetValue()
                end
                if bind:GetName() == 'Safe Points' then
                    sp = true
                end
                if bind:GetName() == 'Fake Ping' then
                    fp = true
                end
                if bind:GetName() == 'Dormant Aimbot' then
                    da = true
                end
                if bind:GetName() == 'Body Aim' then
                    bb = true
                end
            end
            local lcc = nil
            if vel > 255 then
              if alpha[10] < 255 then alpha[10] = alpha[10] + 25 else alpha[10] = 255 end
              if vel > 275 then lcc = Color.new(132/255, 195/255, 16/255, alpha[10]/255) else lcc = Color.new(255/255, 0/255, 0/255, alpha[10]/255) end
                  text = 'LC'
                  w = g_Render:CalcTextSize(text, 23, font1)
                  g_Render:GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[1]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[10]/255)))
                  g_Render:GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[1]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[10]/255)))
                  g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), lcc, 23, font1, true)
              table = table + math.min(1, alpha[10] /10)
          end
            if doubleTap:GetBool() then
                if alpha[1] < 255 then alpha[1] = alpha[1] + 25 else alpha[1] = 255 end
                local chrg = exploits.GetCharge()
                text = 'DT'
                w = g_Render:CalcTextSize(text, 23, font1)
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[1]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[1]/255)))
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[1]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[1]/255)))
                if chrg == 1 then
                    w = g_Render:CalcTextSize(text, 23, font1)
                    g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(255/255, 255/255, 255/255, alpha[1]/255), 23, font1, true)
                else
                    w = g_Render:CalcTextSize(text, 23, font1)
                    g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(255/255, 0/255, 0/255, alpha[1]/255), 23, font1, true)
                end
                table = table + math.min(1, alpha[1] /10)
            end
            if hideshots:GetBool() then
                if alpha[2] < 255 then alpha[2] = alpha[2] + 25 else alpha[2] = 255 end
                text = 'HS'
                w = g_Render:CalcTextSize(text, 23, font1)
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[2]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[2]/255)))
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[2]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[2]/255)))
                g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(132/255, 195/255, 16/255, alpha[2]/255), 23, font1, true)
                table = table + math.min(1, alpha[2] /10)
            end
            if fakeduck:GetBool() then
                if alpha[3] < 255 then alpha[3] = alpha[3] + 25 else alpha[3] = 255 end
                text = 'DUCK'
                w = g_Render:CalcTextSize(text, 23, font1)
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[3]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[3]/255)))
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[3]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[3]/255)))
                g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(255/255, 255/255, 255/255, alpha[3]/255), 23, font1, true)
                table = table + math.min(1, alpha[3] /10)
            end
            if minDMG == true then
                if alpha[4] < 255 then alpha[4] = alpha[4] + 25 else alpha[4] = 255 end
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[4]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[4]/255)))
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[4]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[4]/255)))
                text = 'DMG'
                w = g_Render:CalcTextSize(text, 23, font1) 
                g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(255/255, 255/255, 255/255, alpha[4]/255), 23, font1, true)
                table = table + math.min(1, alpha[4] /10)
            end


            if sp == true then
              if alpha[6] < 255 then alpha[6] = alpha[6] + 25 else alpha[6] = 255 end
              text = 'SP'
              w = g_Render:CalcTextSize(text, 23, font1)
              g_Render:GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[6]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[6]/255)))
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[6]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[6]/255)))
              g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(132/255, 195/255, 16/255, alpha[6]/255), 23, font1, true)
              table = table + math.min(1, alpha[6] /10)
            end

            if bb == true then
                if alpha[8] < 255 then alpha[8] = alpha[8] + 25 else alpha[8] = 255 end
                text = 'BAIM'
                w = g_Render:CalcTextSize(text, 23, font1)
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[8]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[8]/255)))
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[8]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[8]/255)))
                g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(132/255, 195/255, 16/255, alpha[8]/255), 23, font1, true)
                table = table + math.min(1, alpha[8] /10)
            end

            if fp == true then
                if alpha[7] < 255 then alpha[7] = alpha[7] + 25 else alpha[7] = 255 end
                text = 'PING'
                w = g_Render:CalcTextSize(text, 23, font1)
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[7]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[7]/255)))
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[7]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[7]/255)))
               g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(132/255, 195/255, 16/255, alpha[7]/255), 23, font1, true)
                table = table + math.min(1, alpha[7] /10)
            end

            
            if da == true then
                if alpha[14] < 255 then alpha[14] = alpha[14] + 25 else alpha[14] = 255 end
                text = 'DA'
                w = g_Render:CalcTextSize(text, 23, font1)
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[14]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[14]/255)))
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[14]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[14]/255)))
               g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(132/255, 195/255, 16/255, alpha[14]/255), 23, font1, true)
                table = table + math.min(1, alpha[14] /10)
            end
            if fs:GetInt() == 5 then
                if alpha[13] < 255 then alpha[13] = alpha[13] + 25 else alpha[13] = 255 end
                text = 'FS'
                w = g_Render:CalcTextSize(text, 23, font1)
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[13]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[13]/255)))
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[13]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[13]/255)))
               g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(132/255, 195/255, 16/255, alpha[13]/255), 23, font1, true)
                table = table + math.min(1, alpha[13] /10)
            end
        end
            end
        end
    end
end



-- Custom AA
local minjitter = menu.SliderInt("AntiAim", "Min Amount", 0, -180, 180, "Minimum jitter amount")
local maxjitter = menu.SliderInt("AntiAim", "Max Amount", 0, -180, 180, "Maximum jitter amount")
local YawAdd = menu.SliderInt("AntiAim", "Yaw Add", 0, -180, 180)
local ryawlimit = menu.SliderInt("AntiAim", "Real Yaw Limit", 0, 0, 60)
local fyawlimit = menu.SliderInt("AntiAim", "Fake Yaw Limit", 60, 0, 60)
-- Custom AA

-- Misc
local legfkr = menu.Switch("AntiAim", "Leg Fucker", false, "Leg Fucker")
local legitaae = menu.Switch("AntiAim", "Legit Anti-Aim", false, "DONT BIND IT!")
local legitaa_mode = menu.Combo("AntiAim", "Mode", {"Default", "Jitter"}, 0, "Legit AA on E")
-- Misc

local hitchance_menu = g_Config:FindVar("Aimbot", "Ragebot", "Accuracy", "Hit Chance", "SSG-08")
local old_hitchance = hitchance_menu:GetInt()
local player = g_EntityList:GetLocalPlayer()
local strafe_menu = g_Config:FindVar("Miscellaneous", "Main", "Movement", "Auto Strafe")
local old_strafe = strafe_menu:GetBool()
local yaw_pitch = g_Config:FindVar("Aimbot", "Anti Aim", "Main", "Pitch")
local yaw_base = g_Config:FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base")
local yaw_jitter = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options")
local fakelag = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Lag", "Limit")
local hidebind123 = g_Config:FindVar("Aimbot", "Ragebot", "Exploits", "Hide Shots")
local dtbind12 = g_Config:FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap")
local invertbind123 = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "Inverter")
local legvaliu = g_Config:FindVar("Aimbot", "Anti Aim", "Misc", "Leg Movement")
local YawADDValiu = g_Config:FindVar("Aimbot", "Anti Aim", "Main", "Yaw Add")
local cl_clock_correction = g_CVar:FindVar("cl_clock_correction")
local oldbinddt = dtbind12:GetBool()
local IsConnected = g_EngineClient:IsConnected()



local socket = require 'socket'

local fontx = g_Render:InitFont("Verdana", 12)
local frame_rate = 0.0
local function get_abs_fps()
frame_rate = 0.9 * frame_rate + (1.0 - 0.9) * g_GlobalVars.absoluteframetime
return math.floor((1.0 / frame_rate) + 0.5)  
end

local function get_latency()
    local netchann_info = g_EngineClient:GetNetChannelInfo()
    if netchann_info == nil then return "0" end
    local latency = netchann_info:GetLatency(0)
    
    return string.format("%1.f", math.max(0.0, latency) * 1000.0)
end

local in_use = false
local call_once = true
local backup_pitch = 0
local YawADDValiu_backup = 0
local backup_yaw = 0
local backup_jitter = false

-- Ragebot Settings

local rageON = menu.Switch("Ragebot", "Enable Ragebot Settings", false)

local dtspeed = menu.Switch("Ragebot", "DT Speed Boost", false)
local dtickbase = menu.SliderInt("Ragebot", "Tickbase ", 13, 13, 17)
local dtbaim = menu.Switch("Ragebot", "DT Prefer Bodyaim", false)
local recharge = menu.Switch("Ragebot", "DT Instant Recharge", false)
local disableclock = menu.Switch("Ragebot", "Disable Clock Correction", false, "Makes doubletap faster but unsafe.")

local enablejumpscout = menu.Switch("Ragebot", "Enable Jumpscout", false)
local strafe = menu.Switch("Ragebot", "Disable Auto Strafe", false)
local hitchance = menu.Switch("Ragebot", "Change Hitchance", false)
local new_hc = menu.SliderInt("Ragebot", "New Hitchance", 0, 0, 100)

-- Fakelag

local menu_fakelag_limit = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Lag", "Limit")
local menu_fakelag_randomization = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Lag", "Randomization")
local menu_fakelag_enable = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Lag", "Enable Fake Lag")


local customfl_modes = menu.Combo("Fakelag", "Modes", {"Fluctuate"}, 0, "Fakelag modes!")
local flactuate_variance = menu.SliderInt("Fakelag", "Variance", 0, 0, 20)  -- from prediction

local ffi = require("ffi")
        ffi.cdef[[
   bool PlaySound(const char *pszSound, void *hmod, uint32_t fdwSound);
        void* GetProcAddress(void* hModule, const char* lpProcName);
    void* GetModuleHandleA(const char* lpModuleName);
    
    typedef struct {
        uint8_t r;
        uint8_t g;
        uint8_t b;
        uint8_t a;
    } color_struct_t;

    void* GetProcAddress(void* hModule, const char* lpProcName);
    void* GetModuleHandleA(const char* lpModuleName);
    
    typedef struct {
        uint8_t r;
        uint8_t g;
        uint8_t b;
        uint8_t a;
    } color_struct_t;

    typedef void (*console_color_print)(const color_struct_t&, const char*, ...);
]]

local ffi_helpers = {
    color_print_fn = ffi.cast("console_color_print", ffi.C.GetProcAddress(ffi.C.GetModuleHandleA("tier0.dll"), "?ConColorMsg@@YAXABVColor@@PBDZZ")),
    color_print = function(self, text, color)
        local col = ffi.new("color_struct_t")

        col.r = color:r() * 255
        col.g = color:g() * 255
        col.b = color:b() * 255
        col.a = color:a() * 255

        self.color_print_fn(col, text)
    end
}

local function coloredPrint(color, text)
    ffi_helpers.color_print(ffi_helpers, text, color)
end

local function on_pre_prediction(cmd)
   local localplayer = g_EntityList:GetClientEntity(g_EngineClient:GetLocalPlayer())
    local me = localplayer:GetPlayer()
    local wpn = me:GetActiveWeapon():GetWeaponID()

    in_use = false

    if legitaae:GetBool() == true then
    if(bit.band(cmd.buttons, 32) == 32 and call_once == true) then
        backup_yaw = yaw_base:GetInt()
        backup_pitch = yaw_pitch:GetInt()
        backup_jitter = yaw_jitter:GetBool(1)

        yaw_base:SetInt(0)
        yaw_pitch:SetInt(0)

        if legitaa_mode:GetInt() == 1 then
            yaw_jitter:SetBool(1, true)
        end

        call_once = false
    end

    if(bit.band(cmd.buttons, 32) == 0 and call_once == false) then
        yaw_base:SetInt(backup_yaw)
        yaw_pitch:SetInt(backup_pitch)

        if legitaa_mode:GetInt() == 1 then
            yaw_jitter:SetBool(1, backup_jitter)
        end

        call_once = true
    end

    if bit.band(cmd.buttons, 32) == 32 then
        in_use = true
        cmd.buttons = bit.band(cmd.buttons, bit.bnot(32))
    end

end 
end

local function creatmove(cmd)
    if in_use == true then
        cmd.buttons = bit.bor(cmd.buttons, 32)
        in_use = false
    end
end

menu.Button("Info", "Discord Link"):RegisterCallback(function()
    cheat.AddEvent("Check console for discord link.")
    cheat.AddNotify("burberry discord", "check console for discord link.")
    ffi_helpers.color_print(ffi_helpers, "\n                                                                   https://discord.gg/h5AJ2t275A", Color.new(255/255,192/255,203/255,255/255))
end)

ffi_helpers.color_print(ffi_helpers, "\n", Color.new(0.819, 0.058, 0.980, 1))
ffi_helpers.color_print(ffi_helpers, "\n                                                                           korea yaw", Color.new(255/255,192/255,203/255,255/255))
ffi_helpers.color_print(ffi_helpers, "\n                                                                          user: " ..cheat.GetCheatUserName().. "", Color.new(1, 1, 1, 1))
ffi_helpers.color_print(ffi_helpers, "\n                                                                         build: live 1.0", Color.new(1, 0.78823, 0, 1))
ffi_helpers.color_print(ffi_helpers, "\n                                                                       successfully loaded", Color.new(0.7137, 0.90588, 0.09019, 1))
ffi_helpers.color_print(ffi_helpers, "\n", Color.new(0.819, 0.058, 0.980, 1))

-- Menu Things

-- Jumpscout
local ui_callback2 = function()    
    local new_state2 = enablejumpscout:GetBool()    
    strafe:SetVisible(new_state2)               
    hitchance:SetVisible(new_state2)        
    new_hc:SetVisible(new_state2)                         
end
ui_callback2() 
enablejumpscout:RegisterCallback(ui_callback2)  

-- Custom AA
local ui_callback3 = function()    
    local new_state3 = Customaacheck:GetBool()    
    jitteraa:SetVisible(new_state3)                       
    YawAdd:SetVisible(new_state3)  
    ryawlimit:SetVisible(new_state3)
    fyawlimit:SetVisible(new_state3)
    minjitter:SetVisible(new_state3)
    maxjitter:SetVisible(new_state3)              
end
ui_callback3() 
Customaacheck:RegisterCallback(ui_callback3)

-- Misc AA
local ui_callback6 = function()    
    local new_state6 = aamisc:GetBool()                   
    legfkr:SetVisible(new_state6) 
    legitaae:SetVisible(new_state6) 
    legitaa_mode:SetVisible(new_state6)                            
end
ui_callback6() 
aamisc:RegisterCallback(ui_callback6)

-- Ragebot
local ui_callback7 = function()    
    local new_state7 = rageON:GetBool()                  
    dtbaim:SetVisible(new_state7) 
    disableclock:SetVisible(new_state7)
    recharge:SetVisible(new_state7)
    dtspeed:SetVisible(new_state7)                       
    enablejumpscout:SetVisible(new_state7)        
end
ui_callback7() 
rageON:RegisterCallback(ui_callback7)

-- DT Speed
local ui_callback8 = function()    
    local new_state8 = dtspeed:GetBool()    
    dtickbase:SetVisible(new_state8) 
end
ui_callback8() 
dtspeed:RegisterCallback(ui_callback8)

-- Fakelag
local ui_callback9 = function()    
    local new_state9 = customfl:GetBool()    
    customfl_modes:SetVisible(new_state9)
    flactuate_variance:SetVisible(new_state9) 
end
ui_callback9() 
customfl:RegisterCallback(ui_callback9)

-- Jitter AA
local ui_callback10 = function()    
    local new_state10 = jitteraa:GetBool()    
    minjitter:SetVisible(new_state10)
    maxjitter:SetVisible(new_state10) 
end
ui_callback10() 
jitteraa:RegisterCallback(ui_callback10)

-- end

local function hui()


local screen_size = g_EngineClient:GetScreenSize();
local screen_size_middle = Vector2.new(screen_size.x / 2 + 20, screen_size.y / 2 - 11);
local screen_size_middle2 = Vector2.new(screen_size.x / 2 - 49, screen_size.y / 2 - 11);
    local screen_size_middle3 = Vector2.new(screen_size.x / 2 - 45, screen_size.y / 1.95)
local color_inactive = Color.new(205,205,205,255)
local rnd_float = utils.RandomFloat(0.0, 30.0)
    local rnd_float2 = utils.RandomFloat(39.0, 60.0)
        local rnd_float3 = utils.RandomFloat(1, 15)
        local rnd_int23 = utils.RandomInt(minjitter:GetInt(), maxjitter:GetInt())
        local rnd_int2 = utils.RandomInt(1,2)

if legfkr:GetBool() == true then
        legvaliu:SetInt(rnd_int2)
end



        if (disableclock:GetBool()) then
        g_CVar:FindVar("cl_clock_correction"):SetInt(0)
        g_CVar:FindVar("cl_clock_correction_adjustment_max_amount"):SetInt(450)
    end
    
    if disableclock:GetBool() == false then
        g_CVar:FindVar("cl_clock_correction"):SetInt(1)
        g_CVar:FindVar("cl_clock_correction_adjustment_max_amount"):SetInt(200)
end

if check2:GetBool() == true then
        antiaim.OverrideYawOffset(math.random(0.0, 30.0))
        antiaim.OverrideLBYOffset(math.random(1, 15))
        antiaim.OverrideLimit(math.random(1, 60.0))
end

--
if jitteraa:GetBool() == true then
    JitterCustom:SetInt(rnd_int23)
    JitterCustomyaw:SetInt(2)
    g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options"):SetInt(2)
else
    minjitter:SetInt(0)
    maxjitter:SetInt(0)
    JitterCustom:SetInt(0)
    JitterCustomyaw:SetInt(0)
    g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options"):SetInt(0)
    end


------------------------------------------------------

    if dtbaim:GetBool() == true then
if dtbind12:GetBool() == true then
        g_Config:FindVar("Aimbot", "Ragebot", "Accuracy", "Body Aim"):SetInt(1)
    else 
        g_Config:FindVar("Aimbot", "Ragebot", "Accuracy", "Body Aim"):SetInt(0)
    end
end


    
    if recharge:GetBool() == true then
exploits.ForceCharge()
end

if Customaacheck:GetBool() == true then
    YawADDValiu:SetInt(YawAdd:GetInt())
    antiaim.OverrideLimit(ryawlimit:GetInt())
    antiaim.OverrideLBYOffset(fyawlimit:GetInt())
else
    jitteraa:SetBool(false)

    end




     if dtspeed:GetBool() == true then
        exploits.OverrideDoubleTapSpeed(dtickbase:GetInt())

     end

        local function curweapon()
            if g_GlobalVars.curtime - stored_curtime3 > 0.2 then
                local me = g_EntityList:GetClientEntity(g_EngineClient:GetLocalPlayer()):GetPlayer()
                local weap = me:GetActiveWeapon()
                local weapon_id = weap:GetWeaponID()
            end
            end
end

local function fluctuate_fakelag()
    
    local random1 = 0
    local random2 = 0
    local used = false

    if used then 
        random1 = math.random(1, flactuate_variance:GetInt())
        used = false
    else
        random1 = math.random(1, flactuate_variance:GetInt())
        used = true
    end

    if random1 == 1 then 
        menu_fakelag_limit:SetInt(3)
        menu_fakelag_randomization:SetInt(0)
    else
        menu_fakelag_limit:SetInt(14)
        menu_fakelag_randomization:SetInt(3)
    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 (customfl_modes:GetInt()) == 0 then
        fluctuate_fakelag()
    end 
end   


local function pre_prediction()
    fake_lag()
end

local function visuals()

if visualsON:GetBool() == true then
if DOUBLETAPINDION:GetBool() == true then

   
       
    local r =  (math.floor(math.sin(g_GlobalVars.realtime * wdtin_rainbow_speed:GetInt()) * 127 + 128)) / 1000 * 3.92  
    local g = (math.floor(math.sin(g_GlobalVars.realtime * wdtin_rainbow_speed:GetInt() + 2) * 127 + 128)) / 1000 * 3.92
    local b = (math.floor(math.sin(g_GlobalVars.realtime * wdtin_rainbow_speed:GetInt() + 4) * 127 + 128)) / 1000 * 3.92
    
    local screen = g_EngineClient:GetScreenSize()
    local fps = get_abs_fps()
    local ping = get_latency()
    local ticks = math.floor(1.0 / g_GlobalVars.interval_per_tick)
    local tickbase = dtickbase:GetInt()
    local x= screen.x - 15
    local y = 34
    local h = 38
local text = string.format("korea | tickbase: %i |",tickbase)
    

local wide = g_Render:CalcTextSize(text, 17, fontx)
g_Render:Box(Vector2.new(x - wide.x - 5, y), Vector2.new(x + 5, y + wide.y + 5), Color.new(0/0,0/0,0/0,0/0))
local me = g_EntityList:GetClientEntity(g_EngineClient:GetLocalPlayer()):GetPlayer()
local weap = me:GetActiveWeapon()

if weap ~= nil then  local weapon_id = weap:GetWeaponID() 
   if exploits:GetCharge() == 1 then
   g_Render:WeaponIcon(weapon_id, Vector2.new(x - 45 , 37), Color.new(1.0, 1.0, 1.0), 16)
   else
       g_Render:WeaponIcon(weapon_id, Vector2.new(x - 45 , 37), Color.new(0.772, 0.066, 0.066), 16)
   end
   end

  



  
    

    if not dtin_rainbow:GetBool() then
        wdtin_rainbow_speed:SetVisible(false)
        grad_enbl:SetVisible(false)
        grad_clr1:SetVisible(false)
        grad_clr2:SetVisible(false)
        grad_clr3:SetVisible(false)
        combo12:SetVisible(false)
    
        g_Render:BoxFilled(Vector2.new(x - wide.x - 5,y),Vector2.new(x - (wide.x - 190)/2,h-6), dtin_clr:GetColor())
    else        
        combo12:SetVisible(grad_enbl:GetBool())
        grad_clr1:SetVisible((grad_enbl:GetBool() and combo12:GetInt() > 0) and true or false)
        grad_clr2:SetVisible((grad_enbl:GetBool() and combo12:GetInt() > 0) and true or false)
        grad_clr3:SetVisible((grad_enbl:GetBool() and combo12:GetInt() > 0) and true or false)

        local final_color1 = grad_enbl:GetBool() and (combo12:GetInt() > 0 and grad_clr1:GetColor() or Color.new( 100/255, 170/255, 255/255 )) or Color.new(r, g, b, 255)
        local final_color2 = grad_enbl:GetBool() and (combo12:GetInt() > 0  and grad_clr2:GetColor() or Color.new( 255/255, 47/255, 199/255 )) or Color.new(g, r, b, 255)
        local final_color3 = grad_enbl:GetBool() and (combo12:GetInt() > 0 and grad_clr3:GetColor() or Color.new( 236/255, 255/255, 65/255 )) or Color.new(b, r, g, 255)
        
        g_Render:GradientBoxFilled(Vector2.new(x - wide.x - 5,y),Vector2.new(x - (wide.x - 5)/2,h-6), final_color1, final_color2, final_color1, final_color2)
        g_Render:GradientBoxFilled(Vector2.new(x - (wide.x - 5)/2,y),Vector2.new(x + 5,h-6), final_color2, final_color3, final_color2, final_color3)
    end
        
    g_Render:Text(text, Vector2.new(x - wide.x, 37), Color.new(255,255,255), 12, fontx)
end
end

if enablejumpscout:GetBool() == true then
if g_EngineClient:IsConnected() == true then
local me = g_EntityList:GetClientEntity(g_EngineClient:GetLocalPlayer()):GetPlayer()
local weap = me:GetActiveWeapon()
if weap ~= nil then  local weapon_id = weap:GetWeaponID() 
    if player:GetProp("m_fFlags") == 256 and player:GetActiveWeapon():GetWeaponID() == 40 then
        if strafe:GetBool() then 
            strafe_menu:SetBool(false)
        end
        if hitchance:GetBool() then 
            hitchance_menu:SetInt(new_hc:GetInt())
        end
    else
        if strafe:GetBool() then 
            strafe_menu:SetBool(old_strafe)
        end
        if hitchance:GetBool() then 
            hitchance_menu:SetInt(old_hitchance)
        end
    end
end
end




end
end
cheat.RegisterCallback("draw",curweapon)
cheat.RegisterCallback("prediction", hui)
cheat.RegisterCallback("draw", visuals)
cheat.RegisterCallback("createmove", visuals)
cheat.RegisterCallback("createmove", creatmove)
cheat.RegisterCallback("pre_prediction", pre_prediction)
cheat.RegisterCallback("pre_prediction", on_pre_prediction)





cheat.RegisterCallback("draw", drawIndicators);
 
  • Клоун
Реакции: yiq
Код:
Expand Collapse Copy
cheat.AddNotify("korea yaw", "welcome " ..cheat.GetCheatUserName().. "\nbuild: [live] 1.0\nenjoy!")

menu.Text("Info", "Welcome, "..cheat.GetCheatUserName().. "")
menu.Text("Info", "Version: [live] 1.0")
menu.Text("Info", "Made By xantis")

local alpha = {
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
}
local JitterCustomyaw = g_Config:FindVar("Aimbot", "Anti Aim", "Main", "Yaw Modifier")
local JitterCustom = g_Config:FindVar("Aimbot", "Anti Aim", "Main", "Modifier Degree")
local combo = menu.MultiCombo("Indicators", "Indicators type", {"Crosshair","Desync bar", "Desync number", "Arrows", "Skeet"}, 0, "Enable indicators here!")
local Customaacheck = menu.Switch("AntiAim", "Custom Anti-Aim", false, "Fully Customizable Anti-Aim")
local clr1 =  menu.ColorEdit("Colors", "Indicators color", Color.new(0.0, 0.0, 0.0, 1.0))
local check2 = menu.Switch("AntiAim", "Dynamic Anti-Aim", false, "Safe dynamic anti-aim (overrides all settings)")
local aamisc = menu.Switch("AntiAim", "Misc", false)
local jitteraa = menu.Switch("AntiAim", "Yaw Jitter", false, "Customizable yaw jitter anti-aim!")
local customfl = menu.Switch("Fakelag", "Custom Fakelag", false, "Custom Fakelag")
local main = menu.ColorEdit("Colors", "Arrows color", Color.new(0.0, 0.0, 0.0, 1.0));
local manualind = menu.ColorEdit("Colors", "Inverter color", Color.new(0.0, 0.0, 0.0, 1.0));
local skeetind = menu.ColorEdit("Colors", "Manual color", Color.new(0.0, 0.0, 0.0, 1.0));
local font1 = g_Render:InitFont("Calibri Bold", 23)
local font = g_Render:InitFont("Calibri Bold", 11)

local drawIndicators = function()
main:SetVisible(false)
manualind:SetVisible(false)
skeetind:SetVisible(false)
skeetind:SetVisible(false)
clr1:SetVisible(false)
local screen_size = g_EngineClient:GetScreenSize()
local clr =  clr1:GetColor()
local ctx = screen_size.x / 2
local cty = screen_size.y/ 2
local clrs = {clr:r(), clr:g(), clr:b(), clr:a()}
local IsConnected = g_EngineClient:IsConnected()
local ingame = g_EngineClient:IsInGame()
if IsConnected and ingame then
local player = g_EntityList:GetLocalPlayer()
local health = player:GetProp("m_iHealth")
local inverter_state = antiaim.GetInverterState();
if combo:GetBool(0) == true then
    clr1:SetVisible(true)
    if health ~= 0 then
            local h = 28;
            local sc = g_EngineClient:GetScreenSize()
            local player = g_EntityList:GetLocalPlayer()
            local y = sc.y/2 + 20
            local customw = 50;
            local table = 0
            local antiaim = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode")
            local fs = g_Config:FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base")
            local doubleTap = g_Config:FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap")
            local hideshots = g_Config:FindVar("Aimbot", "Ragebot", "Exploits", "Hide Shots")
            local fakeduck = g_Config:FindVar("Aimbot", "Anti Aim", "Misc", "Fake Duck")
            local slow = g_Config:FindVar("Aimbot", "Anti Aim", "Misc", "Slow Walk")
            local jitter = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options")
            local jitter2 = g_Config:FindVar("Aimbot", "Anti Aim", "Main", "Yaw Modifier")
            local dada = jitter:GetInt()

            local binds = cheat.GetBinds()
            local minDMG = false
            local sp = false
            local fp = false
            local bb = false
            for i = 1, #binds do
                local bind = binds
                if bind:GetName() == 'Minimum Damage' then
                    minDMG = true
                end
                if bind:GetName() == 'Safe Points' then
                    sp = true
                end
                if bind:GetName() == 'Fake Ping' then
                    fp = true
                end
                if bind:GetName() == 'Body Aim' then
                    bb = true
                end
            end
                text = "KOREA"
                text1 = " YAW"
                w = g_Render:CalcTextSize(text, 11, font)
                g = g_Render:CalcTextSize(text1, 11, font)
                if inverter_state then
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2 - g.x + 10, y + 20 * table), Color.new(clrs[1], clrs[2], clrs[3], 1.0), 11, font, true)
                g_Render:Text(tostring(text1), Vector2.new(sc.x/2 - g.x / 2 + g.x - 10, y + 20 * table), Color.new(1.0, 1.0, 1.0, 1.0), 11, font, true)
                else
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2 - g.x + 10, y + 20 * table), Color.new(1.0, 1.0, 1.0, 1.0), 11, font, true)
                g_Render:Text(tostring(text1), Vector2.new(sc.x/2 - g.x / 2 + g.x - 10, y + 20 * table), Color.new(clrs[1], clrs[2], clrs[3], 1.0), 11, font, true)
                end
                table = table + 1
                if check2:GetBool() then
                        if alpha[5] < 255 then alpha[5] = alpha[5] + 25 else alpha[5] = 255 end
                        text = "SAFE"
                        w = g_Render:CalcTextSize(text, 11, font) 
                        g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[5]/10) * table), Color.new(255/255, 255/255, 255/255, alpha[5]/255), 11, font, true)
                        table = table + math.min(1, alpha[5] /10)
                elseif fs:GetInt() == 5 then
                    if alpha[5] < 255 then alpha[5] = alpha[5] + 25 else alpha[5] = 255 end
                    text = "FREESTAND"
                    w = g_Render:CalcTextSize(text, 11, font) 
                    g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[5]/10) * table), Color.new(255/255, 255/255, 255/255, alpha[5]/255), 11, font, true)
                    table = table + math.min(1, alpha[5] /10)
                elseif jitter:GetInt() == 2 then
                    if alpha[5] < 255 then alpha[5] = alpha[5] + 25 else alpha[5] = 255 end
                    text = "JITTER"
                    w = g_Render:CalcTextSize(text, 11, font) 
                    g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[5]/10) * table), Color.new(255/255, 255/255, 255/255, alpha[5]/255), 11, font, true)
                    table = table + math.min(1, alpha[5] /10)
                elseif jitteraa:GetBool() then
                    if alpha[5] < 255 then alpha[5] = alpha[5] + 25 else alpha[5] = 255 end
                    text = "JITTER"
                    w = g_Render:CalcTextSize(text, 11, font) 
                    g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[5]/10) * table), Color.new(255/255, 255/255, 255/255, alpha[5]/255), 11, font, true)
                    table = table + math.min(1, alpha[5] /10)
                elseif Customaacheck:GetBool() then
                    if alpha[5] < 255 then alpha[5] = alpha[5] + 25 else alpha[5] = 255 end
                    text = "CUSTOM"
                    w = g_Render:CalcTextSize(text, 11, font) 
                    g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[5]/10) * table), Color.new(255/255, 255/255, 255/255, alpha[5]/255), 11, font, true)
                    table = table + math.min(1, alpha[5] /10)
                elseif jitter:GetInt() ~= 0 then
                    if alpha[5] < 255 then alpha[5] = alpha[5] + 25 else alpha[5] = 255 end
                    text = "STATIC"
                    w = g_Render:CalcTextSize(text, 11, font) 
                    g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[5]/10) * table), Color.new(255/255, 255/255, 255/255, alpha[5]/255), 11, font, true)
                    table = table + math.min(1, alpha[5] /10)
                elseif jitter:GetInt() == 0 then
                    if alpha[5] < 255 then alpha[5] = alpha[5] + 25 else alpha[5] = 255 end
                    text = "STATIC"
                    w = g_Render:CalcTextSize(text, 11, font) 
                    g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[5]/10) * table), Color.new(255/255, 255/255, 255/255, alpha[5]/255), 11, font, true)
                    table = table + math.min(1, alpha[5] /10)

                end
            if doubleTap:GetBool() then
                if alpha[1] < 255 then alpha[1] = alpha[1] + 25 else alpha[1] = 255 end
                local chrg = exploits.GetCharge()
                if chrg == 1 then
                    text = 'DT'
                    w = g_Render:CalcTextSize(text, 11, font)
                    g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[1]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[1]/255), 11, font, true)
                else
                    text = 'CHARGING'
                    w = g_Render:CalcTextSize(text, 11, font)
                    g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[1]/10) * table), Color.new(255/255, 0/255, 0/255, alpha[1]/255), 11, font, true)
                end
                table = table + math.min(1, alpha[1] /10)
            else
                if alpha[1] > 0 then alpha[1] = alpha[1] - 25 else alpha[1] = 0 end
                if chrg == 1 then
                text = 'DT'
                else
                    text = 'CHARGING'
                end
                w = g_Render:CalcTextSize(text, 11, font)
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[1]/10) * table), Color.new(255/255, 0/255, 0/255, alpha[1]/255), 11, font, true)
                table = table + math.max(0, math.min(1, alpha[1] /10))
            end
            if hideshots:GetBool() then
                if alpha[2] < 255 then alpha[2] = alpha[2] + 25 else alpha[2] = 255 end
                text = 'HIDE'
                w = g_Render:CalcTextSize(text, 11, font) 
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[2]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[2]/255), 11, font, true)
                table = table + math.min(1, alpha[2] /10)

            else
                if alpha[2] > 0 then alpha[2] = alpha[2] - 25 else alpha[2] = 0 end
                text = 'HIDE'
                w = g_Render:CalcTextSize(text, 11, font) 
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[2]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[2]/255), 11, font, true)
                table = table + math.max(0, math.min(1, alpha[2] /10))
            end
            if fakeduck:GetBool() then
                if alpha[3] < 255 then alpha[3] = alpha[3] + 25 else alpha[3] = 255 end
                text = 'DUCK'
                w = g_Render:CalcTextSize(text, 11, font) 
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[3]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[3]/255), 11, font, true)
                table = table + math.min(1, alpha[3] /10)

            else
                if alpha[3] > 0 then alpha[3] = alpha[3] - 25 else alpha[3] = 0 end
                text = 'DUCK'
                w = g_Render:CalcTextSize(text, 11, font)
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[3]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[3]/255), 11, font, true)
                table = table + math.max(0, math.min(1, alpha[3] /10))
            end
            if minDMG == true then
                if alpha[4] < 255 then alpha[4] = alpha[4] + 25 else alpha[4] = 255 end
                text = 'DMG'
                w = g_Render:CalcTextSize(text, 11, font) 
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[4]/10) * table), Color.new(255/255, 0/255, 0/255, alpha[4]/255), 11, font, true)
                table = table + math.min(1, alpha[4] /10)
            else
                if alpha[4] > 0 then alpha[4] = alpha[4] - 25 else alpha[4] = 0 end
                text = 'DMG'
                w = g_Render:CalcTextSize(text, 11, font) 
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[4]/10) * table), Color.new(0/255, 0, 0/255, alpha[4]/255), 11, font, true)
                table = table + math.max(0, math.min(1, alpha[4] /10))
            end


            if sp == true then
                if alpha[6] < 255 then alpha[6] = alpha[6] + 25 else alpha[6] = 255 end
                text = 'SP'
                w = g_Render:CalcTextSize(text, 11, font) 
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[6]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[6]/255), 11, font, true)
                table = table + math.min(1, alpha[6] /10)
            else
                if alpha[6] > 0 then alpha[6] = alpha[6] - 25 else alpha[6] = 0 end
                text = 'SP'
                w = g_Render:CalcTextSize(text, 11, font) 
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[6]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[6]/255), 11, font, true)
                table = table + math.max(0, math.min(1, alpha[6] /10))
            end

            if bb == true then
                if alpha[8] < 255 then alpha[8] = alpha[8] + 25 else alpha[8] = 255 end
                text = 'BAIM'
                w = g_Render:CalcTextSize(text, 11, font) 
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[8]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[8]/255), 11, font, true)
                table = table + math.min(1, alpha[8] /10)
            else
                if alpha[8] > 0 then alpha[8] = alpha[8] - 25 else alpha[8] = 0 end
                text = 'BAIM'
                w = g_Render:CalcTextSize(text, 11, font) 
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[8]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[8]/255), 11, font, true)
                table = table + math.max(0, math.min(1, alpha[8] /10))
            end

            if fp == true then
                if alpha[7] < 255 then alpha[7] = alpha[7] + 25 else alpha[7] = 255 end
                text = 'PING'
                w = g_Render:CalcTextSize(text, 11, font)
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[7]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[7]/255), 11, font, true)
                table = table + math.min(1, alpha[7] /10)
            else
                if alpha[7] > 0 then alpha[7] = alpha[7] - 25 else alpha[7] = 0 end
                text = 'PING'
                w = g_Render:CalcTextSize(text, 11, font) 
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[7]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[7]/255), 11, font, true)
                table = table + math.max(0, math.min(1, alpha[7] /10))
            end
        end
    end
        local _yawbase = g_Config:FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base");
        local player = g_EntityList:GetLocalPlayer()
        local health = player:GetProp("m_iHealth")
    
    
        if health ~= 0 then
        if combo:GetBool(3) == true then
            
main:SetVisible(true)
manualind:SetVisible(true)
skeetind:SetVisible(true)
        if inverter_state then
                        g_Render:BoxFilled(Vector2.new(ctx - 42, cty - 11), Vector2.new(ctx - 40, cty + 8), manualind:GetColor())
                        g_Render:BoxFilled(Vector2.new(ctx + 42, cty - 11), Vector2.new(ctx + 40, cty + 8),  main:GetColor())
                    else
                        g_Render:BoxFilled(Vector2.new(ctx + 42, cty - 11), Vector2.new(ctx + 40, cty + 8), manualind:GetColor())
                        g_Render:BoxFilled(Vector2.new(ctx - 42, cty - 11), Vector2.new(ctx - 40, cty + 8), main:GetColor())
                    end
                    if _yawbase:GetInt() == 2 then
                        g_Render:PolyFilled(main:GetColor(), Vector2.new(ctx - 44, cty - 11), Vector2.new(ctx - 44, cty + 8), Vector2.new(ctx - 60, cty - 1))
                        g_Render:PolyFilled(skeetind:GetColor(), Vector2.new(ctx + 45, cty - 11), Vector2.new(ctx + 45, cty + 8), Vector2.new(ctx + 59, cty - 1))
                    elseif _yawbase:GetInt() == 3 then            
                        g_Render:PolyFilled(skeetind:GetColor(), Vector2.new(ctx - 44, cty - 11), Vector2.new(ctx - 44, cty + 8), Vector2.new(ctx - 60, cty - 1))
                        g_Render:PolyFilled(main:GetColor(), Vector2.new(ctx + 45, cty - 11), Vector2.new(ctx + 45, cty + 8), Vector2.new(ctx + 59, cty - 1))
                    else
                        g_Render:PolyFilled(main:GetColor(), Vector2.new(ctx - 44, cty - 11), Vector2.new(ctx - 44, cty + 8), Vector2.new(ctx - 60, cty - 1))
                        g_Render:PolyFilled(main:GetColor(), Vector2.new(ctx + 45, cty - 11), Vector2.new(ctx + 45, cty + 8), Vector2.new(ctx + 59, cty - 1))
                end
            end
                local real_rotation = antiaim.GetCurrentRealRotation()
                local desync_rotation = antiaim.GetFakeRotation()
                local max_desync_delta = antiaim.GetMaxDesyncDelta()
                local min_desync_delta = antiaim.GetMinDesyncDelta()
            
                local desync_delta = real_rotation - desync_rotation
            
                if (desync_delta > max_desync_delta) then
                    desync_delta = max_desync_delta
                elseif (desync_delta < min_desync_delta) then
                    desync_delta = min_desync_delta
                end
    
                local delta = math.min(math.abs(desync_delta), 58)
                local delta1 = math.floor(delta)
                if combo:GetBool(1) == true then
                    clr1:SetVisible(true)
        g_Render:GradientBoxFilled(Vector2.new(ctx, cty+20.3), Vector2.new(ctx+(math.abs(desync_delta*58/100)), cty+19), Color.new(clrs[1], clrs[2], clrs[3], clrs[4]), Color.new(clrs[1], clrs[2], clrs[3], 0), Color.new(clrs[1], clrs[2], clrs[3], clrs[4]), Color.new(clrs[1], clrs[2], clrs[3], 0))
        g_Render:GradientBoxFilled(Vector2.new(ctx, cty+20.3), Vector2.new(ctx+(-math.abs(desync_delta*58/100)), cty+19), Color.new(clrs[1], clrs[2], clrs[3], clrs[4]), Color.new(clrs[1], clrs[2], clrs[3], 0), Color.new(clrs[1], clrs[2], clrs[3], clrs[4]), Color.new(clrs[1], clrs[2], clrs[3], 0))
                end
        local w = g_Render:CalcTextSize(tostring(delta1), 11, font)
        if combo:GetBool(2) == true then
            clr1:SetVisible(true)
        g_Render:Text(tostring(delta1), Vector2.new(ctx - w.x / 2, cty + 5), Color.new(clrs[1], clrs[2], clrs[3], 1), 11, font, true)
        g_Render:Circle(Vector2.new(ctx + w.x / 2 + 3 , cty + 6), 2.0, 30, Color.new(0, 0, 0, 1))
        g_Render:Circle(Vector2.new(ctx + w.x / 2 + 3 , cty + 7), 2.0, 30, Color.new(clrs[1], clrs[2], clrs[3], 1))
            end
            if combo:GetBool(4) == true then
local screen_size = g_EngineClient:GetScreenSize()
local player = g_EntityList:GetLocalPlayer()
local health = player:GetProp("m_iHealth")
local vel = Vector.new(player:GetProp("DT_BasePlayer", "m_vecVelocity[0]"), player:GetProp("DT_BasePlayer", "m_vecVelocity[1]"), player:GetProp("DT_BasePlayer", "m_vecVelocity[2]")):Length2D()

    if health ~= 0 then
            local h = 28;
            local sc = g_EngineClient:GetScreenSize()
            local player = g_EntityList:GetLocalPlayer()
            local y = sc.y/1.33 - 120
            local customw = 50;
            local table = 0
            local antiaim = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode")
            local fs = g_Config:FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base")
            local doubleTap = g_Config:FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap")
            local hideshots = g_Config:FindVar("Aimbot", "Ragebot", "Exploits", "Hide Shots")
            local fakeduck = g_Config:FindVar("Aimbot", "Anti Aim", "Misc", "Fake Duck")
            local slow = g_Config:FindVar("Aimbot", "Anti Aim", "Misc", "Slow Walk")
            local jitter = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options")
            local dada = jitter:GetInt()

            local binds = cheat.GetBinds()
            local minDMG = false
            local minDMGv = 0
            local sp = false
            local fp = false
            local da = false
            local bb = false
            for i = 1, #binds do
                local bind = binds
                if bind:GetName() == 'Minimum Damage' then
                    minDMG = true
                    minDMGValue = bind:GetValue()
                end
                if bind:GetName() == 'Safe Points' then
                    sp = true
                end
                if bind:GetName() == 'Fake Ping' then
                    fp = true
                end
                if bind:GetName() == 'Dormant Aimbot' then
                    da = true
                end
                if bind:GetName() == 'Body Aim' then
                    bb = true
                end
            end
            local lcc = nil
            if vel > 255 then
              if alpha[10] < 255 then alpha[10] = alpha[10] + 25 else alpha[10] = 255 end
              if vel > 275 then lcc = Color.new(132/255, 195/255, 16/255, alpha[10]/255) else lcc = Color.new(255/255, 0/255, 0/255, alpha[10]/255) end
                  text = 'LC'
                  w = g_Render:CalcTextSize(text, 23, font1)
                  g_Render:GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[1]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[10]/255)))
                  g_Render:GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[1]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[10]/255)))
                  g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), lcc, 23, font1, true)
              table = table + math.min(1, alpha[10] /10)
          end
            if doubleTap:GetBool() then
                if alpha[1] < 255 then alpha[1] = alpha[1] + 25 else alpha[1] = 255 end
                local chrg = exploits.GetCharge()
                text = 'DT'
                w = g_Render:CalcTextSize(text, 23, font1)
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[1]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[1]/255)))
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[1]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[1]/255)))
                if chrg == 1 then
                    w = g_Render:CalcTextSize(text, 23, font1)
                    g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(255/255, 255/255, 255/255, alpha[1]/255), 23, font1, true)
                else
                    w = g_Render:CalcTextSize(text, 23, font1)
                    g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(255/255, 0/255, 0/255, alpha[1]/255), 23, font1, true)
                end
                table = table + math.min(1, alpha[1] /10)
            end
            if hideshots:GetBool() then
                if alpha[2] < 255 then alpha[2] = alpha[2] + 25 else alpha[2] = 255 end
                text = 'HS'
                w = g_Render:CalcTextSize(text, 23, font1)
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[2]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[2]/255)))
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[2]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[2]/255)))
                g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(132/255, 195/255, 16/255, alpha[2]/255), 23, font1, true)
                table = table + math.min(1, alpha[2] /10)
            end
            if fakeduck:GetBool() then
                if alpha[3] < 255 then alpha[3] = alpha[3] + 25 else alpha[3] = 255 end
                text = 'DUCK'
                w = g_Render:CalcTextSize(text, 23, font1)
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[3]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[3]/255)))
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[3]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[3]/255)))
                g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(255/255, 255/255, 255/255, alpha[3]/255), 23, font1, true)
                table = table + math.min(1, alpha[3] /10)
            end
            if minDMG == true then
                if alpha[4] < 255 then alpha[4] = alpha[4] + 25 else alpha[4] = 255 end
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[4]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[4]/255)))
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[4]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[4]/255)))
                text = 'DMG'
                w = g_Render:CalcTextSize(text, 23, font1) 
                g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(255/255, 255/255, 255/255, alpha[4]/255), 23, font1, true)
                table = table + math.min(1, alpha[4] /10)
            end


            if sp == true then
              if alpha[6] < 255 then alpha[6] = alpha[6] + 25 else alpha[6] = 255 end
              text = 'SP'
              w = g_Render:CalcTextSize(text, 23, font1)
              g_Render:GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[6]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[6]/255)))
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[6]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[6]/255)))
              g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(132/255, 195/255, 16/255, alpha[6]/255), 23, font1, true)
              table = table + math.min(1, alpha[6] /10)
            end

            if bb == true then
                if alpha[8] < 255 then alpha[8] = alpha[8] + 25 else alpha[8] = 255 end
                text = 'BAIM'
                w = g_Render:CalcTextSize(text, 23, font1)
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[8]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[8]/255)))
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[8]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[8]/255)))
                g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(132/255, 195/255, 16/255, alpha[8]/255), 23, font1, true)
                table = table + math.min(1, alpha[8] /10)
            end

            if fp == true then
                if alpha[7] < 255 then alpha[7] = alpha[7] + 25 else alpha[7] = 255 end
                text = 'PING'
                w = g_Render:CalcTextSize(text, 23, font1)
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[7]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[7]/255)))
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[7]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[7]/255)))
               g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(132/255, 195/255, 16/255, alpha[7]/255), 23, font1, true)
                table = table + math.min(1, alpha[7] /10)
            end

            
            if da == true then
                if alpha[14] < 255 then alpha[14] = alpha[14] + 25 else alpha[14] = 255 end
                text = 'DA'
                w = g_Render:CalcTextSize(text, 23, font1)
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[14]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[14]/255)))
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[14]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[14]/255)))
               g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(132/255, 195/255, 16/255, alpha[14]/255), 23, font1, true)
                table = table + math.min(1, alpha[14] /10)
            end
            if fs:GetInt() == 5 then
                if alpha[13] < 255 then alpha[13] = alpha[13] + 25 else alpha[13] = 255 end
                text = 'FS'
                w = g_Render:CalcTextSize(text, 23, font1)
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[13]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[13]/255)))
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[13]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[13]/255)))
               g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(132/255, 195/255, 16/255, alpha[13]/255), 23, font1, true)
                table = table + math.min(1, alpha[13] /10)
            end
        end
            end
        end
    end
end



-- Custom AA
local minjitter = menu.SliderInt("AntiAim", "Min Amount", 0, -180, 180, "Minimum jitter amount")
local maxjitter = menu.SliderInt("AntiAim", "Max Amount", 0, -180, 180, "Maximum jitter amount")
local YawAdd = menu.SliderInt("AntiAim", "Yaw Add", 0, -180, 180)
local ryawlimit = menu.SliderInt("AntiAim", "Real Yaw Limit", 0, 0, 60)
local fyawlimit = menu.SliderInt("AntiAim", "Fake Yaw Limit", 60, 0, 60)
-- Custom AA

-- Misc
local legfkr = menu.Switch("AntiAim", "Leg Fucker", false, "Leg Fucker")
local legitaae = menu.Switch("AntiAim", "Legit Anti-Aim", false, "DONT BIND IT!")
local legitaa_mode = menu.Combo("AntiAim", "Mode", {"Default", "Jitter"}, 0, "Legit AA on E")
-- Misc

local hitchance_menu = g_Config:FindVar("Aimbot", "Ragebot", "Accuracy", "Hit Chance", "SSG-08")
local old_hitchance = hitchance_menu:GetInt()
local player = g_EntityList:GetLocalPlayer()
local strafe_menu = g_Config:FindVar("Miscellaneous", "Main", "Movement", "Auto Strafe")
local old_strafe = strafe_menu:GetBool()
local yaw_pitch = g_Config:FindVar("Aimbot", "Anti Aim", "Main", "Pitch")
local yaw_base = g_Config:FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base")
local yaw_jitter = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options")
local fakelag = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Lag", "Limit")
local hidebind123 = g_Config:FindVar("Aimbot", "Ragebot", "Exploits", "Hide Shots")
local dtbind12 = g_Config:FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap")
local invertbind123 = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "Inverter")
local legvaliu = g_Config:FindVar("Aimbot", "Anti Aim", "Misc", "Leg Movement")
local YawADDValiu = g_Config:FindVar("Aimbot", "Anti Aim", "Main", "Yaw Add")
local cl_clock_correction = g_CVar:FindVar("cl_clock_correction")
local oldbinddt = dtbind12:GetBool()
local IsConnected = g_EngineClient:IsConnected()



local socket = require 'socket'

local fontx = g_Render:InitFont("Verdana", 12)
local frame_rate = 0.0
local function get_abs_fps()
frame_rate = 0.9 * frame_rate + (1.0 - 0.9) * g_GlobalVars.absoluteframetime
return math.floor((1.0 / frame_rate) + 0.5)  
end

local function get_latency()
    local netchann_info = g_EngineClient:GetNetChannelInfo()
    if netchann_info == nil then return "0" end
    local latency = netchann_info:GetLatency(0)
    
    return string.format("%1.f", math.max(0.0, latency) * 1000.0)
end

local in_use = false
local call_once = true
local backup_pitch = 0
local YawADDValiu_backup = 0
local backup_yaw = 0
local backup_jitter = false

-- Ragebot Settings

local rageON = menu.Switch("Ragebot", "Enable Ragebot Settings", false)

local dtspeed = menu.Switch("Ragebot", "DT Speed Boost", false)
local dtickbase = menu.SliderInt("Ragebot", "Tickbase ", 13, 13, 17)
local dtbaim = menu.Switch("Ragebot", "DT Prefer Bodyaim", false)
local recharge = menu.Switch("Ragebot", "DT Instant Recharge", false)
local disableclock = menu.Switch("Ragebot", "Disable Clock Correction", false, "Makes doubletap faster but unsafe.")

local enablejumpscout = menu.Switch("Ragebot", "Enable Jumpscout", false)
local strafe = menu.Switch("Ragebot", "Disable Auto Strafe", false)
local hitchance = menu.Switch("Ragebot", "Change Hitchance", false)
local new_hc = menu.SliderInt("Ragebot", "New Hitchance", 0, 0, 100)

-- Fakelag

local menu_fakelag_limit = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Lag", "Limit")
local menu_fakelag_randomization = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Lag", "Randomization")
local menu_fakelag_enable = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Lag", "Enable Fake Lag")


local customfl_modes = menu.Combo("Fakelag", "Modes", {"Fluctuate"}, 0, "Fakelag modes!")
local flactuate_variance = menu.SliderInt("Fakelag", "Variance", 0, 0, 20)  -- from prediction

local ffi = require("ffi")
        ffi.cdef[[
   bool PlaySound(const char *pszSound, void *hmod, uint32_t fdwSound);
        void* GetProcAddress(void* hModule, const char* lpProcName);
    void* GetModuleHandleA(const char* lpModuleName);
    
    typedef struct {
        uint8_t r;
        uint8_t g;
        uint8_t b;
        uint8_t a;
    } color_struct_t;

    void* GetProcAddress(void* hModule, const char* lpProcName);
    void* GetModuleHandleA(const char* lpModuleName);
    
    typedef struct {
        uint8_t r;
        uint8_t g;
        uint8_t b;
        uint8_t a;
    } color_struct_t;

    typedef void (*console_color_print)(const color_struct_t&, const char*, ...);
]]

local ffi_helpers = {
    color_print_fn = ffi.cast("console_color_print", ffi.C.GetProcAddress(ffi.C.GetModuleHandleA("tier0.dll"), "?ConColorMsg@@YAXABVColor@@PBDZZ")),
    color_print = function(self, text, color)
        local col = ffi.new("color_struct_t")

        col.r = color:r() * 255
        col.g = color:g() * 255
        col.b = color:b() * 255
        col.a = color:a() * 255

        self.color_print_fn(col, text)
    end
}

local function coloredPrint(color, text)
    ffi_helpers.color_print(ffi_helpers, text, color)
end

local function on_pre_prediction(cmd)
   local localplayer = g_EntityList:GetClientEntity(g_EngineClient:GetLocalPlayer())
    local me = localplayer:GetPlayer()
    local wpn = me:GetActiveWeapon():GetWeaponID()

    in_use = false

    if legitaae:GetBool() == true then
    if(bit.band(cmd.buttons, 32) == 32 and call_once == true) then
        backup_yaw = yaw_base:GetInt()
        backup_pitch = yaw_pitch:GetInt()
        backup_jitter = yaw_jitter:GetBool(1)

        yaw_base:SetInt(0)
        yaw_pitch:SetInt(0)

        if legitaa_mode:GetInt() == 1 then
            yaw_jitter:SetBool(1, true)
        end

        call_once = false
    end

    if(bit.band(cmd.buttons, 32) == 0 and call_once == false) then
        yaw_base:SetInt(backup_yaw)
        yaw_pitch:SetInt(backup_pitch)

        if legitaa_mode:GetInt() == 1 then
            yaw_jitter:SetBool(1, backup_jitter)
        end

        call_once = true
    end

    if bit.band(cmd.buttons, 32) == 32 then
        in_use = true
        cmd.buttons = bit.band(cmd.buttons, bit.bnot(32))
    end

end 
end

local function creatmove(cmd)
    if in_use == true then
        cmd.buttons = bit.bor(cmd.buttons, 32)
        in_use = false
    end
end

menu.Button("Info", "Discord Link"):RegisterCallback(function()
    cheat.AddEvent("Check console for discord link.")
    cheat.AddNotify("burberry discord", "check console for discord link.")
    ffi_helpers.color_print(ffi_helpers, "\n                                                                   https://discord.gg/h5AJ2t275A", Color.new(255/255,192/255,203/255,255/255))
end)

ffi_helpers.color_print(ffi_helpers, "\n", Color.new(0.819, 0.058, 0.980, 1))
ffi_helpers.color_print(ffi_helpers, "\n                                                                           korea yaw", Color.new(255/255,192/255,203/255,255/255))
ffi_helpers.color_print(ffi_helpers, "\n                                                                          user: " ..cheat.GetCheatUserName().. "", Color.new(1, 1, 1, 1))
ffi_helpers.color_print(ffi_helpers, "\n                                                                         build: live 1.0", Color.new(1, 0.78823, 0, 1))
ffi_helpers.color_print(ffi_helpers, "\n                                                                       successfully loaded", Color.new(0.7137, 0.90588, 0.09019, 1))
ffi_helpers.color_print(ffi_helpers, "\n", Color.new(0.819, 0.058, 0.980, 1))

-- Menu Things

-- Jumpscout
local ui_callback2 = function()    
    local new_state2 = enablejumpscout:GetBool()    
    strafe:SetVisible(new_state2)               
    hitchance:SetVisible(new_state2)        
    new_hc:SetVisible(new_state2)                         
end
ui_callback2() 
enablejumpscout:RegisterCallback(ui_callback2)  

-- Custom AA
local ui_callback3 = function()    
    local new_state3 = Customaacheck:GetBool()    
    jitteraa:SetVisible(new_state3)                       
    YawAdd:SetVisible(new_state3)  
    ryawlimit:SetVisible(new_state3)
    fyawlimit:SetVisible(new_state3)
    minjitter:SetVisible(new_state3)
    maxjitter:SetVisible(new_state3)              
end
ui_callback3() 
Customaacheck:RegisterCallback(ui_callback3)

-- Misc AA
local ui_callback6 = function()    
    local new_state6 = aamisc:GetBool()                   
    legfkr:SetVisible(new_state6) 
    legitaae:SetVisible(new_state6) 
    legitaa_mode:SetVisible(new_state6)                            
end
ui_callback6() 
aamisc:RegisterCallback(ui_callback6)

-- Ragebot
local ui_callback7 = function()    
    local new_state7 = rageON:GetBool()                  
    dtbaim:SetVisible(new_state7) 
    disableclock:SetVisible(new_state7)
    recharge:SetVisible(new_state7)
    dtspeed:SetVisible(new_state7)                       
    enablejumpscout:SetVisible(new_state7)        
end
ui_callback7() 
rageON:RegisterCallback(ui_callback7)

-- DT Speed
local ui_callback8 = function()    
    local new_state8 = dtspeed:GetBool()    
    dtickbase:SetVisible(new_state8) 
end
ui_callback8() 
dtspeed:RegisterCallback(ui_callback8)

-- Fakelag
local ui_callback9 = function()    
    local new_state9 = customfl:GetBool()    
    customfl_modes:SetVisible(new_state9)
    flactuate_variance:SetVisible(new_state9) 
end
ui_callback9() 
customfl:RegisterCallback(ui_callback9)

-- Jitter AA
local ui_callback10 = function()    
    local new_state10 = jitteraa:GetBool()    
    minjitter:SetVisible(new_state10)
    maxjitter:SetVisible(new_state10) 
end
ui_callback10() 
jitteraa:RegisterCallback(ui_callback10)

-- end

local function hui()


local screen_size = g_EngineClient:GetScreenSize();
local screen_size_middle = Vector2.new(screen_size.x / 2 + 20, screen_size.y / 2 - 11);
local screen_size_middle2 = Vector2.new(screen_size.x / 2 - 49, screen_size.y / 2 - 11);
    local screen_size_middle3 = Vector2.new(screen_size.x / 2 - 45, screen_size.y / 1.95)
local color_inactive = Color.new(205,205,205,255)
local rnd_float = utils.RandomFloat(0.0, 30.0)
    local rnd_float2 = utils.RandomFloat(39.0, 60.0)
        local rnd_float3 = utils.RandomFloat(1, 15)
        local rnd_int23 = utils.RandomInt(minjitter:GetInt(), maxjitter:GetInt())
        local rnd_int2 = utils.RandomInt(1,2)

if legfkr:GetBool() == true then
        legvaliu:SetInt(rnd_int2)
end



        if (disableclock:GetBool()) then
        g_CVar:FindVar("cl_clock_correction"):SetInt(0)
        g_CVar:FindVar("cl_clock_correction_adjustment_max_amount"):SetInt(450)
    end
    
    if disableclock:GetBool() == false then
        g_CVar:FindVar("cl_clock_correction"):SetInt(1)
        g_CVar:FindVar("cl_clock_correction_adjustment_max_amount"):SetInt(200)
end

if check2:GetBool() == true then
        antiaim.OverrideYawOffset(math.random(0.0, 30.0))
        antiaim.OverrideLBYOffset(math.random(1, 15))
        antiaim.OverrideLimit(math.random(1, 60.0))
end

--
if jitteraa:GetBool() == true then
    JitterCustom:SetInt(rnd_int23)
    JitterCustomyaw:SetInt(2)
    g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options"):SetInt(2)
else
    minjitter:SetInt(0)
    maxjitter:SetInt(0)
    JitterCustom:SetInt(0)
    JitterCustomyaw:SetInt(0)
    g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options"):SetInt(0)
    end


------------------------------------------------------

    if dtbaim:GetBool() == true then
if dtbind12:GetBool() == true then
        g_Config:FindVar("Aimbot", "Ragebot", "Accuracy", "Body Aim"):SetInt(1)
    else 
        g_Config:FindVar("Aimbot", "Ragebot", "Accuracy", "Body Aim"):SetInt(0)
    end
end


    
    if recharge:GetBool() == true then
exploits.ForceCharge()
end

if Customaacheck:GetBool() == true then
    YawADDValiu:SetInt(YawAdd:GetInt())
    antiaim.OverrideLimit(ryawlimit:GetInt())
    antiaim.OverrideLBYOffset(fyawlimit:GetInt())
else
    jitteraa:SetBool(false)

    end




     if dtspeed:GetBool() == true then
        exploits.OverrideDoubleTapSpeed(dtickbase:GetInt())

     end

        local function curweapon()
            if g_GlobalVars.curtime - stored_curtime3 > 0.2 then
                local me = g_EntityList:GetClientEntity(g_EngineClient:GetLocalPlayer()):GetPlayer()
                local weap = me:GetActiveWeapon()
                local weapon_id = weap:GetWeaponID()
            end
            end
end

local function fluctuate_fakelag()
    
    local random1 = 0
    local random2 = 0
    local used = false

    if used then 
        random1 = math.random(1, flactuate_variance:GetInt())
        used = false
    else
        random1 = math.random(1, flactuate_variance:GetInt())
        used = true
    end

    if random1 == 1 then 
        menu_fakelag_limit:SetInt(3)
        menu_fakelag_randomization:SetInt(0)
    else
        menu_fakelag_limit:SetInt(14)
        menu_fakelag_randomization:SetInt(3)
    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 (customfl_modes:GetInt()) == 0 then
        fluctuate_fakelag()
    end 
end   


local function pre_prediction()
    fake_lag()
end

local function visuals()

if visualsON:GetBool() == true then
if DOUBLETAPINDION:GetBool() == true then

   
       
    local r =  (math.floor(math.sin(g_GlobalVars.realtime * wdtin_rainbow_speed:GetInt()) * 127 + 128)) / 1000 * 3.92  
    local g = (math.floor(math.sin(g_GlobalVars.realtime * wdtin_rainbow_speed:GetInt() + 2) * 127 + 128)) / 1000 * 3.92
    local b = (math.floor(math.sin(g_GlobalVars.realtime * wdtin_rainbow_speed:GetInt() + 4) * 127 + 128)) / 1000 * 3.92
    
    local screen = g_EngineClient:GetScreenSize()
    local fps = get_abs_fps()
    local ping = get_latency()
    local ticks = math.floor(1.0 / g_GlobalVars.interval_per_tick)
    local tickbase = dtickbase:GetInt()
    local x= screen.x - 15
    local y = 34
    local h = 38
local text = string.format("korea | tickbase: %i |",tickbase)
    

local wide = g_Render:CalcTextSize(text, 17, fontx)
g_Render:Box(Vector2.new(x - wide.x - 5, y), Vector2.new(x + 5, y + wide.y + 5), Color.new(0/0,0/0,0/0,0/0))
local me = g_EntityList:GetClientEntity(g_EngineClient:GetLocalPlayer()):GetPlayer()
local weap = me:GetActiveWeapon()

if weap ~= nil then  local weapon_id = weap:GetWeaponID() 
   if exploits:GetCharge() == 1 then
   g_Render:WeaponIcon(weapon_id, Vector2.new(x - 45 , 37), Color.new(1.0, 1.0, 1.0), 16)
   else
       g_Render:WeaponIcon(weapon_id, Vector2.new(x - 45 , 37), Color.new(0.772, 0.066, 0.066), 16)
   end
   end

  



  
    

    if not dtin_rainbow:GetBool() then
        wdtin_rainbow_speed:SetVisible(false)
        grad_enbl:SetVisible(false)
        grad_clr1:SetVisible(false)
        grad_clr2:SetVisible(false)
        grad_clr3:SetVisible(false)
        combo12:SetVisible(false)
    
        g_Render:BoxFilled(Vector2.new(x - wide.x - 5,y),Vector2.new(x - (wide.x - 190)/2,h-6), dtin_clr:GetColor())
    else        
        combo12:SetVisible(grad_enbl:GetBool())
        grad_clr1:SetVisible((grad_enbl:GetBool() and combo12:GetInt() > 0) and true or false)
        grad_clr2:SetVisible((grad_enbl:GetBool() and combo12:GetInt() > 0) and true or false)
        grad_clr3:SetVisible((grad_enbl:GetBool() and combo12:GetInt() > 0) and true or false)

        local final_color1 = grad_enbl:GetBool() and (combo12:GetInt() > 0 and grad_clr1:GetColor() or Color.new( 100/255, 170/255, 255/255 )) or Color.new(r, g, b, 255)
        local final_color2 = grad_enbl:GetBool() and (combo12:GetInt() > 0  and grad_clr2:GetColor() or Color.new( 255/255, 47/255, 199/255 )) or Color.new(g, r, b, 255)
        local final_color3 = grad_enbl:GetBool() and (combo12:GetInt() > 0 and grad_clr3:GetColor() or Color.new( 236/255, 255/255, 65/255 )) or Color.new(b, r, g, 255)
        
        g_Render:GradientBoxFilled(Vector2.new(x - wide.x - 5,y),Vector2.new(x - (wide.x - 5)/2,h-6), final_color1, final_color2, final_color1, final_color2)
        g_Render:GradientBoxFilled(Vector2.new(x - (wide.x - 5)/2,y),Vector2.new(x + 5,h-6), final_color2, final_color3, final_color2, final_color3)
    end
        
    g_Render:Text(text, Vector2.new(x - wide.x, 37), Color.new(255,255,255), 12, fontx)
end
end

if enablejumpscout:GetBool() == true then
if g_EngineClient:IsConnected() == true then
local me = g_EntityList:GetClientEntity(g_EngineClient:GetLocalPlayer()):GetPlayer()
local weap = me:GetActiveWeapon()
if weap ~= nil then  local weapon_id = weap:GetWeaponID() 
    if player:GetProp("m_fFlags") == 256 and player:GetActiveWeapon():GetWeaponID() == 40 then
        if strafe:GetBool() then 
            strafe_menu:SetBool(false)
        end
        if hitchance:GetBool() then 
            hitchance_menu:SetInt(new_hc:GetInt())
        end
    else
        if strafe:GetBool() then 
            strafe_menu:SetBool(old_strafe)
        end
        if hitchance:GetBool() then 
            hitchance_menu:SetInt(old_hitchance)
        end
    end
end
end




end
end
cheat.RegisterCallback("draw",curweapon)
cheat.RegisterCallback("prediction", hui)
cheat.RegisterCallback("draw", visuals)
cheat.RegisterCallback("createmove", visuals)
cheat.RegisterCallback("createmove", creatmove)
cheat.RegisterCallback("pre_prediction", pre_prediction)
cheat.RegisterCallback("pre_prediction", on_pre_prediction)





cheat.RegisterCallback("draw", drawIndicators);
Надо ещё?
 
Код:
Expand Collapse Copy
cheat.AddNotify("korea yaw", "welcome " ..cheat.GetCheatUserName().. "\nbuild: [live] 1.0\nenjoy!")

menu.Text("Info", "Welcome, "..cheat.GetCheatUserName().. "")
menu.Text("Info", "Version: [live] 1.0")
menu.Text("Info", "Made By xantis")


local alpha = {
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
}
local JitterCustomyaw = g_Config:FindVar("Aimbot", "Anti Aim", "Main", "Yaw Modifier")
local JitterCustom = g_Config:FindVar("Aimbot", "Anti Aim", "Main", "Modifier Degree")
local combo = menu.MultiCombo("Indicators", "Indicators type", {"Crosshair","Desync bar", "Desync number", "Arrows", "Skeet"}, 0, "Enable indicators here!")
local Customaacheck = menu.Switch("AntiAim", "Custom Anti-Aim", false, "Fully Customizable Anti-Aim")
local clr1 =  menu.ColorEdit("Colors", "Indicators color", Color.new(0.0, 0.0, 0.0, 1.0))
local check2 = menu.Switch("AntiAim", "Dynamic Anti-Aim", false, "Safe dynamic anti-aim (overrides all settings)")
local aamisc = menu.Switch("AntiAim", "Misc", false)
local jitteraa = menu.Switch("AntiAim", "Yaw Jitter", false, "Customizable yaw jitter anti-aim!")
local customfl = menu.Switch("Fakelag", "Custom Fakelag", false, "Custom Fakelag")
local main = menu.ColorEdit("Colors", "Arrows color", Color.new(0.0, 0.0, 0.0, 1.0));
local manualind = menu.ColorEdit("Colors", "Inverter color", Color.new(0.0, 0.0, 0.0, 1.0));
local skeetind = menu.ColorEdit("Colors", "Manual color", Color.new(0.0, 0.0, 0.0, 1.0));
local font1 = g_Render:InitFont("Calibri Bold", 23)
local font = g_Render:InitFont("Calibri Bold", 11)

local drawIndicators = function()
main:SetVisible(false)
manualind:SetVisible(false)
skeetind:SetVisible(false)
skeetind:SetVisible(false)
clr1:SetVisible(false)
local screen_size = g_EngineClient:GetScreenSize()
local clr =  clr1:GetColor()
local ctx = screen_size.x / 2
local cty = screen_size.y/ 2
local clrs = {clr:r(), clr:g(), clr:b(), clr:a()}
local IsConnected = g_EngineClient:IsConnected()
local ingame = g_EngineClient:IsInGame()
if IsConnected and ingame then
local player = g_EntityList:GetLocalPlayer()
local health = player:GetProp("m_iHealth")
local inverter_state = antiaim.GetInverterState();
if combo:GetBool(0) == true then
    clr1:SetVisible(true)
    if health ~= 0 then
            local h = 28;
            local sc = g_EngineClient:GetScreenSize()
            local player = g_EntityList:GetLocalPlayer()
            local y = sc.y/2 + 20
            local customw = 50;
            local table = 0
            local antiaim = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode")
            local fs = g_Config:FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base")
            local doubleTap = g_Config:FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap")
            local hideshots = g_Config:FindVar("Aimbot", "Ragebot", "Exploits", "Hide Shots")
            local fakeduck = g_Config:FindVar("Aimbot", "Anti Aim", "Misc", "Fake Duck")
            local slow = g_Config:FindVar("Aimbot", "Anti Aim", "Misc", "Slow Walk")
            local jitter = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options")
            local jitter2 = g_Config:FindVar("Aimbot", "Anti Aim", "Main", "Yaw Modifier")
            local dada = jitter:GetInt()

            local binds = cheat.GetBinds()
            local minDMG = false
            local sp = false
            local fp = false
            local bb = false
            for i = 1, #binds do
                local bind = binds
                if bind:GetName() == 'Minimum Damage' then
                    minDMG = true
                end
                if bind:GetName() == 'Safe Points' then
                    sp = true
                end
                if bind:GetName() == 'Fake Ping' then
                    fp = true
                end
                if bind:GetName() == 'Body Aim' then
                    bb = true
                end
            end
                text = "KOREA"
                text1 = " YAW"
                w = g_Render:CalcTextSize(text, 11, font)
                g = g_Render:CalcTextSize(text1, 11, font)
                if inverter_state then
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2 - g.x + 10, y + 20 * table), Color.new(clrs[1], clrs[2], clrs[3], 1.0), 11, font, true)
                g_Render:Text(tostring(text1), Vector2.new(sc.x/2 - g.x / 2 + g.x - 10, y + 20 * table), Color.new(1.0, 1.0, 1.0, 1.0), 11, font, true)
                else
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2 - g.x + 10, y + 20 * table), Color.new(1.0, 1.0, 1.0, 1.0), 11, font, true)
                g_Render:Text(tostring(text1), Vector2.new(sc.x/2 - g.x / 2 + g.x - 10, y + 20 * table), Color.new(clrs[1], clrs[2], clrs[3], 1.0), 11, font, true)
                end
                table = table + 1
                if check2:GetBool() then
                        if alpha[5] < 255 then alpha[5] = alpha[5] + 25 else alpha[5] = 255 end
                        text = "SAFE"
                        w = g_Render:CalcTextSize(text, 11, font)
                        g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[5]/10) * table), Color.new(255/255, 255/255, 255/255, alpha[5]/255), 11, font, true)
                        table = table + math.min(1, alpha[5] /10)
                elseif fs:GetInt() == 5 then
                    if alpha[5] < 255 then alpha[5] = alpha[5] + 25 else alpha[5] = 255 end
                    text = "FREESTAND"
                    w = g_Render:CalcTextSize(text, 11, font)
                    g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[5]/10) * table), Color.new(255/255, 255/255, 255/255, alpha[5]/255), 11, font, true)
                    table = table + math.min(1, alpha[5] /10)
                elseif jitter:GetInt() == 2 then
                    if alpha[5] < 255 then alpha[5] = alpha[5] + 25 else alpha[5] = 255 end
                    text = "JITTER"
                    w = g_Render:CalcTextSize(text, 11, font)
                    g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[5]/10) * table), Color.new(255/255, 255/255, 255/255, alpha[5]/255), 11, font, true)
                    table = table + math.min(1, alpha[5] /10)
                elseif jitteraa:GetBool() then
                    if alpha[5] < 255 then alpha[5] = alpha[5] + 25 else alpha[5] = 255 end
                    text = "JITTER"
                    w = g_Render:CalcTextSize(text, 11, font)
                    g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[5]/10) * table), Color.new(255/255, 255/255, 255/255, alpha[5]/255), 11, font, true)
                    table = table + math.min(1, alpha[5] /10)
                elseif Customaacheck:GetBool() then
                    if alpha[5] < 255 then alpha[5] = alpha[5] + 25 else alpha[5] = 255 end
                    text = "CUSTOM"
                    w = g_Render:CalcTextSize(text, 11, font)
                    g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[5]/10) * table), Color.new(255/255, 255/255, 255/255, alpha[5]/255), 11, font, true)
                    table = table + math.min(1, alpha[5] /10)
                elseif jitter:GetInt() ~= 0 then
                    if alpha[5] < 255 then alpha[5] = alpha[5] + 25 else alpha[5] = 255 end
                    text = "STATIC"
                    w = g_Render:CalcTextSize(text, 11, font)
                    g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[5]/10) * table), Color.new(255/255, 255/255, 255/255, alpha[5]/255), 11, font, true)
                    table = table + math.min(1, alpha[5] /10)
                elseif jitter:GetInt() == 0 then
                    if alpha[5] < 255 then alpha[5] = alpha[5] + 25 else alpha[5] = 255 end
                    text = "STATIC"
                    w = g_Render:CalcTextSize(text, 11, font)
                    g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[5]/10) * table), Color.new(255/255, 255/255, 255/255, alpha[5]/255), 11, font, true)
                    table = table + math.min(1, alpha[5] /10)

                end
            if doubleTap:GetBool() then
                if alpha[1] < 255 then alpha[1] = alpha[1] + 25 else alpha[1] = 255 end
                local chrg = exploits.GetCharge()
                if chrg == 1 then
                    text = 'DT'
                    w = g_Render:CalcTextSize(text, 11, font)
                    g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[1]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[1]/255), 11, font, true)
                else
                    text = 'CHARGING'
                    w = g_Render:CalcTextSize(text, 11, font)
                    g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[1]/10) * table), Color.new(255/255, 0/255, 0/255, alpha[1]/255), 11, font, true)
                end
                table = table + math.min(1, alpha[1] /10)
            else
                if alpha[1] > 0 then alpha[1] = alpha[1] - 25 else alpha[1] = 0 end
                if chrg == 1 then
                text = 'DT'
                else
                    text = 'CHARGING'
                end
                w = g_Render:CalcTextSize(text, 11, font)
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[1]/10) * table), Color.new(255/255, 0/255, 0/255, alpha[1]/255), 11, font, true)
                table = table + math.max(0, math.min(1, alpha[1] /10))
            end
            if hideshots:GetBool() then
                if alpha[2] < 255 then alpha[2] = alpha[2] + 25 else alpha[2] = 255 end
                text = 'HIDE'
                w = g_Render:CalcTextSize(text, 11, font)
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[2]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[2]/255), 11, font, true)
                table = table + math.min(1, alpha[2] /10)

            else
                if alpha[2] > 0 then alpha[2] = alpha[2] - 25 else alpha[2] = 0 end
                text = 'HIDE'
                w = g_Render:CalcTextSize(text, 11, font)
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[2]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[2]/255), 11, font, true)
                table = table + math.max(0, math.min(1, alpha[2] /10))
            end
            if fakeduck:GetBool() then
                if alpha[3] < 255 then alpha[3] = alpha[3] + 25 else alpha[3] = 255 end
                text = 'DUCK'
                w = g_Render:CalcTextSize(text, 11, font)
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[3]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[3]/255), 11, font, true)
                table = table + math.min(1, alpha[3] /10)

            else
                if alpha[3] > 0 then alpha[3] = alpha[3] - 25 else alpha[3] = 0 end
                text = 'DUCK'
                w = g_Render:CalcTextSize(text, 11, font)
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[3]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[3]/255), 11, font, true)
                table = table + math.max(0, math.min(1, alpha[3] /10))
            end
            if minDMG == true then
                if alpha[4] < 255 then alpha[4] = alpha[4] + 25 else alpha[4] = 255 end
                text = 'DMG'
                w = g_Render:CalcTextSize(text, 11, font)
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[4]/10) * table), Color.new(255/255, 0/255, 0/255, alpha[4]/255), 11, font, true)
                table = table + math.min(1, alpha[4] /10)
            else
                if alpha[4] > 0 then alpha[4] = alpha[4] - 25 else alpha[4] = 0 end
                text = 'DMG'
                w = g_Render:CalcTextSize(text, 11, font)
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[4]/10) * table), Color.new(0/255, 0, 0/255, alpha[4]/255), 11, font, true)
                table = table + math.max(0, math.min(1, alpha[4] /10))
            end


            if sp == true then
                if alpha[6] < 255 then alpha[6] = alpha[6] + 25 else alpha[6] = 255 end
                text = 'SP'
                w = g_Render:CalcTextSize(text, 11, font)
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[6]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[6]/255), 11, font, true)
                table = table + math.min(1, alpha[6] /10)
            else
                if alpha[6] > 0 then alpha[6] = alpha[6] - 25 else alpha[6] = 0 end
                text = 'SP'
                w = g_Render:CalcTextSize(text, 11, font)
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[6]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[6]/255), 11, font, true)
                table = table + math.max(0, math.min(1, alpha[6] /10))
            end

            if bb == true then
                if alpha[8] < 255 then alpha[8] = alpha[8] + 25 else alpha[8] = 255 end
                text = 'BAIM'
                w = g_Render:CalcTextSize(text, 11, font)
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[8]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[8]/255), 11, font, true)
                table = table + math.min(1, alpha[8] /10)
            else
                if alpha[8] > 0 then alpha[8] = alpha[8] - 25 else alpha[8] = 0 end
                text = 'BAIM'
                w = g_Render:CalcTextSize(text, 11, font)
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[8]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[8]/255), 11, font, true)
                table = table + math.max(0, math.min(1, alpha[8] /10))
            end

            if fp == true then
                if alpha[7] < 255 then alpha[7] = alpha[7] + 25 else alpha[7] = 255 end
                text = 'PING'
                w = g_Render:CalcTextSize(text, 11, font)
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[7]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[7]/255), 11, font, true)
                table = table + math.min(1, alpha[7] /10)
            else
                if alpha[7] > 0 then alpha[7] = alpha[7] - 25 else alpha[7] = 0 end
                text = 'PING'
                w = g_Render:CalcTextSize(text, 11, font)
                g_Render:Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[7]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[7]/255), 11, font, true)
                table = table + math.max(0, math.min(1, alpha[7] /10))
            end
        end
    end
        local _yawbase = g_Config:FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base");
        local player = g_EntityList:GetLocalPlayer()
        local health = player:GetProp("m_iHealth")
   
   
        if health ~= 0 then
        if combo:GetBool(3) == true then
           
main:SetVisible(true)
manualind:SetVisible(true)
skeetind:SetVisible(true)
        if inverter_state then
                        g_Render:BoxFilled(Vector2.new(ctx - 42, cty - 11), Vector2.new(ctx - 40, cty + 8), manualind:GetColor())
                        g_Render:BoxFilled(Vector2.new(ctx + 42, cty - 11), Vector2.new(ctx + 40, cty + 8),  main:GetColor())
                    else
                        g_Render:BoxFilled(Vector2.new(ctx + 42, cty - 11), Vector2.new(ctx + 40, cty + 8), manualind:GetColor())
                        g_Render:BoxFilled(Vector2.new(ctx - 42, cty - 11), Vector2.new(ctx - 40, cty + 8), main:GetColor())
                    end
                    if _yawbase:GetInt() == 2 then
                        g_Render:PolyFilled(main:GetColor(), Vector2.new(ctx - 44, cty - 11), Vector2.new(ctx - 44, cty + 8), Vector2.new(ctx - 60, cty - 1))
                        g_Render:PolyFilled(skeetind:GetColor(), Vector2.new(ctx + 45, cty - 11), Vector2.new(ctx + 45, cty + 8), Vector2.new(ctx + 59, cty - 1))
                    elseif _yawbase:GetInt() == 3 then           
                        g_Render:PolyFilled(skeetind:GetColor(), Vector2.new(ctx - 44, cty - 11), Vector2.new(ctx - 44, cty + 8), Vector2.new(ctx - 60, cty - 1))
                        g_Render:PolyFilled(main:GetColor(), Vector2.new(ctx + 45, cty - 11), Vector2.new(ctx + 45, cty + 8), Vector2.new(ctx + 59, cty - 1))
                    else
                        g_Render:PolyFilled(main:GetColor(), Vector2.new(ctx - 44, cty - 11), Vector2.new(ctx - 44, cty + 8), Vector2.new(ctx - 60, cty - 1))
                        g_Render:PolyFilled(main:GetColor(), Vector2.new(ctx + 45, cty - 11), Vector2.new(ctx + 45, cty + 8), Vector2.new(ctx + 59, cty - 1))
                end
            end
                local real_rotation = antiaim.GetCurrentRealRotation()
                local desync_rotation = antiaim.GetFakeRotation()
                local max_desync_delta = antiaim.GetMaxDesyncDelta()
                local min_desync_delta = antiaim.GetMinDesyncDelta()
           
                local desync_delta = real_rotation - desync_rotation
           
                if (desync_delta > max_desync_delta) then
                    desync_delta = max_desync_delta
                elseif (desync_delta < min_desync_delta) then
                    desync_delta = min_desync_delta
                end
   
                local delta = math.min(math.abs(desync_delta), 58)
                local delta1 = math.floor(delta)
                if combo:GetBool(1) == true then
                    clr1:SetVisible(true)
        g_Render:GradientBoxFilled(Vector2.new(ctx, cty+20.3), Vector2.new(ctx+(math.abs(desync_delta*58/100)), cty+19), Color.new(clrs[1], clrs[2], clrs[3], clrs[4]), Color.new(clrs[1], clrs[2], clrs[3], 0), Color.new(clrs[1], clrs[2], clrs[3], clrs[4]), Color.new(clrs[1], clrs[2], clrs[3], 0))
        g_Render:GradientBoxFilled(Vector2.new(ctx, cty+20.3), Vector2.new(ctx+(-math.abs(desync_delta*58/100)), cty+19), Color.new(clrs[1], clrs[2], clrs[3], clrs[4]), Color.new(clrs[1], clrs[2], clrs[3], 0), Color.new(clrs[1], clrs[2], clrs[3], clrs[4]), Color.new(clrs[1], clrs[2], clrs[3], 0))
                end
        local w = g_Render:CalcTextSize(tostring(delta1), 11, font)
        if combo:GetBool(2) == true then
            clr1:SetVisible(true)
        g_Render:Text(tostring(delta1), Vector2.new(ctx - w.x / 2, cty + 5), Color.new(clrs[1], clrs[2], clrs[3], 1), 11, font, true)
        g_Render:Circle(Vector2.new(ctx + w.x / 2 + 3 , cty + 6), 2.0, 30, Color.new(0, 0, 0, 1))
        g_Render:Circle(Vector2.new(ctx + w.x / 2 + 3 , cty + 7), 2.0, 30, Color.new(clrs[1], clrs[2], clrs[3], 1))
            end
            if combo:GetBool(4) == true then
local screen_size = g_EngineClient:GetScreenSize()
local player = g_EntityList:GetLocalPlayer()
local health = player:GetProp("m_iHealth")
local vel = Vector.new(player:GetProp("DT_BasePlayer", "m_vecVelocity[0]"), player:GetProp("DT_BasePlayer", "m_vecVelocity[1]"), player:GetProp("DT_BasePlayer", "m_vecVelocity[2]")):Length2D()

    if health ~= 0 then
            local h = 28;
            local sc = g_EngineClient:GetScreenSize()
            local player = g_EntityList:GetLocalPlayer()
            local y = sc.y/1.33 - 120
            local customw = 50;
            local table = 0
            local antiaim = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode")
            local fs = g_Config:FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base")
            local doubleTap = g_Config:FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap")
            local hideshots = g_Config:FindVar("Aimbot", "Ragebot", "Exploits", "Hide Shots")
            local fakeduck = g_Config:FindVar("Aimbot", "Anti Aim", "Misc", "Fake Duck")
            local slow = g_Config:FindVar("Aimbot", "Anti Aim", "Misc", "Slow Walk")
            local jitter = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options")
            local dada = jitter:GetInt()

            local binds = cheat.GetBinds()
            local minDMG = false
            local minDMGv = 0
            local sp = false
            local fp = false
            local da = false
            local bb = false
            for i = 1, #binds do
                local bind = binds
                if bind:GetName() == 'Minimum Damage' then
                    minDMG = true
                    minDMGValue = bind:GetValue()
                end
                if bind:GetName() == 'Safe Points' then
                    sp = true
                end
                if bind:GetName() == 'Fake Ping' then
                    fp = true
                end
                if bind:GetName() == 'Dormant Aimbot' then
                    da = true
                end
                if bind:GetName() == 'Body Aim' then
                    bb = true
                end
            end
            local lcc = nil
            if vel > 255 then
              if alpha[10] < 255 then alpha[10] = alpha[10] + 25 else alpha[10] = 255 end
              if vel > 275 then lcc = Color.new(132/255, 195/255, 16/255, alpha[10]/255) else lcc = Color.new(255/255, 0/255, 0/255, alpha[10]/255) end
                  text = 'LC'
                  w = g_Render:CalcTextSize(text, 23, font1)
                  g_Render:GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[1]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[10]/255)))
                  g_Render:GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[1]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[10]/255)))
                  g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), lcc, 23, font1, true)
              table = table + math.min(1, alpha[10] /10)
          end
            if doubleTap:GetBool() then
                if alpha[1] < 255 then alpha[1] = alpha[1] + 25 else alpha[1] = 255 end
                local chrg = exploits.GetCharge()
                text = 'DT'
                w = g_Render:CalcTextSize(text, 23, font1)
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[1]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[1]/255)))
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[1]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[1]/255)))
                if chrg == 1 then
                    w = g_Render:CalcTextSize(text, 23, font1)
                    g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(255/255, 255/255, 255/255, alpha[1]/255), 23, font1, true)
                else
                    w = g_Render:CalcTextSize(text, 23, font1)
                    g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(255/255, 0/255, 0/255, alpha[1]/255), 23, font1, true)
                end
                table = table + math.min(1, alpha[1] /10)
            end
            if hideshots:GetBool() then
                if alpha[2] < 255 then alpha[2] = alpha[2] + 25 else alpha[2] = 255 end
                text = 'HS'
                w = g_Render:CalcTextSize(text, 23, font1)
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[2]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[2]/255)))
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[2]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[2]/255)))
                g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(132/255, 195/255, 16/255, alpha[2]/255), 23, font1, true)
                table = table + math.min(1, alpha[2] /10)
            end
            if fakeduck:GetBool() then
                if alpha[3] < 255 then alpha[3] = alpha[3] + 25 else alpha[3] = 255 end
                text = 'DUCK'
                w = g_Render:CalcTextSize(text, 23, font1)
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[3]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[3]/255)))
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[3]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[3]/255)))
                g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(255/255, 255/255, 255/255, alpha[3]/255), 23, font1, true)
                table = table + math.min(1, alpha[3] /10)
            end
            if minDMG == true then
                if alpha[4] < 255 then alpha[4] = alpha[4] + 25 else alpha[4] = 255 end
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[4]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[4]/255)))
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[4]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[4]/255)))
                text = 'DMG'
                w = g_Render:CalcTextSize(text, 23, font1)
                g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(255/255, 255/255, 255/255, alpha[4]/255), 23, font1, true)
                table = table + math.min(1, alpha[4] /10)
            end


            if sp == true then
              if alpha[6] < 255 then alpha[6] = alpha[6] + 25 else alpha[6] = 255 end
              text = 'SP'
              w = g_Render:CalcTextSize(text, 23, font1)
              g_Render:GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[6]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[6]/255)))
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[6]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[6]/255)))
              g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(132/255, 195/255, 16/255, alpha[6]/255), 23, font1, true)
              table = table + math.min(1, alpha[6] /10)
            end

            if bb == true then
                if alpha[8] < 255 then alpha[8] = alpha[8] + 25 else alpha[8] = 255 end
                text = 'BAIM'
                w = g_Render:CalcTextSize(text, 23, font1)
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[8]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[8]/255)))
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[8]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[8]/255)))
                g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(132/255, 195/255, 16/255, alpha[8]/255), 23, font1, true)
                table = table + math.min(1, alpha[8] /10)
            end

            if fp == true then
                if alpha[7] < 255 then alpha[7] = alpha[7] + 25 else alpha[7] = 255 end
                text = 'PING'
                w = g_Render:CalcTextSize(text, 23, font1)
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[7]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[7]/255)))
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[7]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[7]/255)))
               g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(132/255, 195/255, 16/255, alpha[7]/255), 23, font1, true)
                table = table + math.min(1, alpha[7] /10)
            end

           
            if da == true then
                if alpha[14] < 255 then alpha[14] = alpha[14] + 25 else alpha[14] = 255 end
                text = 'DA'
                w = g_Render:CalcTextSize(text, 23, font1)
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[14]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[14]/255)))
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[14]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[14]/255)))
               g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(132/255, 195/255, 16/255, alpha[14]/255), 23, font1, true)
                table = table + math.min(1, alpha[14] /10)
            end
            if fs:GetInt() == 5 then
                if alpha[13] < 255 then alpha[13] = alpha[13] + 25 else alpha[13] = 255 end
                text = 'FS'
                w = g_Render:CalcTextSize(text, 23, font1)
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[13]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[13]/255)))
                g_Render:GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[13]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[13]/255)))
               g_Render:Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(132/255, 195/255, 16/255, alpha[13]/255), 23, font1, true)
                table = table + math.min(1, alpha[13] /10)
            end
        end
            end
        end
    end
end



-- Custom AA
local minjitter = menu.SliderInt("AntiAim", "Min Amount", 0, -180, 180, "Minimum jitter amount")
local maxjitter = menu.SliderInt("AntiAim", "Max Amount", 0, -180, 180, "Maximum jitter amount")
local YawAdd = menu.SliderInt("AntiAim", "Yaw Add", 0, -180, 180)
local ryawlimit = menu.SliderInt("AntiAim", "Real Yaw Limit", 0, 0, 60)
local fyawlimit = menu.SliderInt("AntiAim", "Fake Yaw Limit", 60, 0, 60)
-- Custom AA

-- Misc
local legfkr = menu.Switch("AntiAim", "Leg Fucker", false, "Leg Fucker")
local legitaae = menu.Switch("AntiAim", "Legit Anti-Aim", false, "DONT BIND IT!")
local legitaa_mode = menu.Combo("AntiAim", "Mode", {"Default", "Jitter"}, 0, "Legit AA on E")
-- Misc

local hitchance_menu = g_Config:FindVar("Aimbot", "Ragebot", "Accuracy", "Hit Chance", "SSG-08")
local old_hitchance = hitchance_menu:GetInt()
local player = g_EntityList:GetLocalPlayer()
local strafe_menu = g_Config:FindVar("Miscellaneous", "Main", "Movement", "Auto Strafe")
local old_strafe = strafe_menu:GetBool()
local yaw_pitch = g_Config:FindVar("Aimbot", "Anti Aim", "Main", "Pitch")
local yaw_base = g_Config:FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base")
local yaw_jitter = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options")
local fakelag = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Lag", "Limit")
local hidebind123 = g_Config:FindVar("Aimbot", "Ragebot", "Exploits", "Hide Shots")
local dtbind12 = g_Config:FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap")
local invertbind123 = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "Inverter")
local legvaliu = g_Config:FindVar("Aimbot", "Anti Aim", "Misc", "Leg Movement")
local YawADDValiu = g_Config:FindVar("Aimbot", "Anti Aim", "Main", "Yaw Add")
local cl_clock_correction = g_CVar:FindVar("cl_clock_correction")
local oldbinddt = dtbind12:GetBool()
local IsConnected = g_EngineClient:IsConnected()



local socket = require 'socket'

local fontx = g_Render:InitFont("Verdana", 12)
local frame_rate = 0.0
local function get_abs_fps()
frame_rate = 0.9 * frame_rate + (1.0 - 0.9) * g_GlobalVars.absoluteframetime
return math.floor((1.0 / frame_rate) + 0.5) 
end

local function get_latency()
    local netchann_info = g_EngineClient:GetNetChannelInfo()
    if netchann_info == nil then return "0" end
    local latency = netchann_info:GetLatency(0)
   
    return string.format("%1.f", math.max(0.0, latency) * 1000.0)
end

local in_use = false
local call_once = true
local backup_pitch = 0
local YawADDValiu_backup = 0
local backup_yaw = 0
local backup_jitter = false

-- Ragebot Settings

local rageON = menu.Switch("Ragebot", "Enable Ragebot Settings", false)

local dtspeed = menu.Switch("Ragebot", "DT Speed Boost", false)
local dtickbase = menu.SliderInt("Ragebot", "Tickbase ", 13, 13, 17)
local dtbaim = menu.Switch("Ragebot", "DT Prefer Bodyaim", false)
local recharge = menu.Switch("Ragebot", "DT Instant Recharge", false)
local disableclock = menu.Switch("Ragebot", "Disable Clock Correction", false, "Makes doubletap faster but unsafe.")

local enablejumpscout = menu.Switch("Ragebot", "Enable Jumpscout", false)
local strafe = menu.Switch("Ragebot", "Disable Auto Strafe", false)
local hitchance = menu.Switch("Ragebot", "Change Hitchance", false)
local new_hc = menu.SliderInt("Ragebot", "New Hitchance", 0, 0, 100)

-- Fakelag

local menu_fakelag_limit = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Lag", "Limit")
local menu_fakelag_randomization = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Lag", "Randomization")
local menu_fakelag_enable = g_Config:FindVar("Aimbot", "Anti Aim", "Fake Lag", "Enable Fake Lag")


local customfl_modes = menu.Combo("Fakelag", "Modes", {"Fluctuate"}, 0, "Fakelag modes!")
local flactuate_variance = menu.SliderInt("Fakelag", "Variance", 0, 0, 20)  -- from prediction

local ffi = require("ffi")
        ffi.cdef[[
   bool PlaySound(const char *pszSound, void *hmod, uint32_t fdwSound);
        void* GetProcAddress(void* hModule, const char* lpProcName);
    void* GetModuleHandleA(const char* lpModuleName);
   
    typedef struct {
        uint8_t r;
        uint8_t g;
        uint8_t b;
        uint8_t a;
    } color_struct_t;

    void* GetProcAddress(void* hModule, const char* lpProcName);
    void* GetModuleHandleA(const char* lpModuleName);
   
    typedef struct {
        uint8_t r;
        uint8_t g;
        uint8_t b;
        uint8_t a;
    } color_struct_t;

    typedef void (*console_color_print)(const color_struct_t&, const char*, ...);
]]

local ffi_helpers = {
    color_print_fn = ffi.cast("console_color_print", ffi.C.GetProcAddress(ffi.C.GetModuleHandleA("tier0.dll"), "?ConColorMsg@@YAXABVColor@@PBDZZ")),
    color_print = function(self, text, color)
        local col = ffi.new("color_struct_t")

        col.r = color:r() * 255
        col.g = color:g() * 255
        col.b = color:b() * 255
        col.a = color:a() * 255

        self.color_print_fn(col, text)
    end
}

local function coloredPrint(color, text)
    ffi_helpers.color_print(ffi_helpers, text, color)
end

local function on_pre_prediction(cmd)
   local localplayer = g_EntityList:GetClientEntity(g_EngineClient:GetLocalPlayer())
    local me = localplayer:GetPlayer()
    local wpn = me:GetActiveWeapon():GetWeaponID()

    in_use = false

    if legitaae:GetBool() == true then
    if(bit.band(cmd.buttons, 32) == 32 and call_once == true) then
        backup_yaw = yaw_base:GetInt()
        backup_pitch = yaw_pitch:GetInt()
        backup_jitter = yaw_jitter:GetBool(1)

        yaw_base:SetInt(0)
        yaw_pitch:SetInt(0)

        if legitaa_mode:GetInt() == 1 then
            yaw_jitter:SetBool(1, true)
        end

        call_once = false
    end

    if(bit.band(cmd.buttons, 32) == 0 and call_once == false) then
        yaw_base:SetInt(backup_yaw)
        yaw_pitch:SetInt(backup_pitch)

        if legitaa_mode:GetInt() == 1 then
            yaw_jitter:SetBool(1, backup_jitter)
        end

        call_once = true
    end

    if bit.band(cmd.buttons, 32) == 32 then
        in_use = true
        cmd.buttons = bit.band(cmd.buttons, bit.bnot(32))
    end

end
end

local function creatmove(cmd)
    if in_use == true then
        cmd.buttons = bit.bor(cmd.buttons, 32)
        in_use = false
    end
end

menu.Button("Info", "Discord Link"):RegisterCallback(function()
    cheat.AddEvent("Check console for discord link.")
    cheat.AddNotify("burberry discord", "check console for discord link.")
    ffi_helpers.color_print(ffi_helpers, "\n                                                                   https://discord.gg/h5AJ2t275A", Color.new(255/255,192/255,203/255,255/255))
end)

ffi_helpers.color_print(ffi_helpers, "\n", Color.new(0.819, 0.058, 0.980, 1))
ffi_helpers.color_print(ffi_helpers, "\n                                                                           korea yaw", Color.new(255/255,192/255,203/255,255/255))
ffi_helpers.color_print(ffi_helpers, "\n                                                                          user: " ..cheat.GetCheatUserName().. "", Color.new(1, 1, 1, 1))
ffi_helpers.color_print(ffi_helpers, "\n                                                                         build: live 1.0", Color.new(1, 0.78823, 0, 1))
ffi_helpers.color_print(ffi_helpers, "\n                                                                       successfully loaded", Color.new(0.7137, 0.90588, 0.09019, 1))
ffi_helpers.color_print(ffi_helpers, "\n", Color.new(0.819, 0.058, 0.980, 1))

-- Menu Things

-- Jumpscout
local ui_callback2 = function()   
    local new_state2 = enablejumpscout:GetBool()   
    strafe:SetVisible(new_state2)              
    hitchance:SetVisible(new_state2)       
    new_hc:SetVisible(new_state2)                        
end
ui_callback2()
enablejumpscout:RegisterCallback(ui_callback2) 

-- Custom AA
local ui_callback3 = function()   
    local new_state3 = Customaacheck:GetBool()   
    jitteraa:SetVisible(new_state3)                      
    YawAdd:SetVisible(new_state3) 
    ryawlimit:SetVisible(new_state3)
    fyawlimit:SetVisible(new_state3)
    minjitter:SetVisible(new_state3)
    maxjitter:SetVisible(new_state3)             
end
ui_callback3()
Customaacheck:RegisterCallback(ui_callback3)

-- Misc AA
local ui_callback6 = function()   
    local new_state6 = aamisc:GetBool()                  
    legfkr:SetVisible(new_state6)
    legitaae:SetVisible(new_state6)
    legitaa_mode:SetVisible(new_state6)                           
end
ui_callback6()
aamisc:RegisterCallback(ui_callback6)

-- Ragebot
local ui_callback7 = function()   
    local new_state7 = rageON:GetBool()                 
    dtbaim:SetVisible(new_state7)
    disableclock:SetVisible(new_state7)
    recharge:SetVisible(new_state7)
    dtspeed:SetVisible(new_state7)                      
    enablejumpscout:SetVisible(new_state7)       
end
ui_callback7()
rageON:RegisterCallback(ui_callback7)

-- DT Speed
local ui_callback8 = function()   
    local new_state8 = dtspeed:GetBool()   
    dtickbase:SetVisible(new_state8)
end
ui_callback8()
dtspeed:RegisterCallback(ui_callback8)

-- Fakelag
local ui_callback9 = function()   
    local new_state9 = customfl:GetBool()   
    customfl_modes:SetVisible(new_state9)
    flactuate_variance:SetVisible(new_state9)
end
ui_callback9()
customfl:RegisterCallback(ui_callback9)

-- Jitter AA
local ui_callback10 = function()   
    local new_state10 = jitteraa:GetBool()   
    minjitter:SetVisible(new_state10)
    maxjitter:SetVisible(new_state10)
end
ui_callback10()
jitteraa:RegisterCallback(ui_callback10)

-- end

local function hui()


local screen_size = g_EngineClient:GetScreenSize();
local screen_size_middle = Vector2.new(screen_size.x / 2 + 20, screen_size.y / 2 - 11);
local screen_size_middle2 = Vector2.new(screen_size.x / 2 - 49, screen_size.y / 2 - 11);
    local screen_size_middle3 = Vector2.new(screen_size.x / 2 - 45, screen_size.y / 1.95)
local color_inactive = Color.new(205,205,205,255)
local rnd_float = utils.RandomFloat(0.0, 30.0)
    local rnd_float2 = utils.RandomFloat(39.0, 60.0)
        local rnd_float3 = utils.RandomFloat(1, 15)
        local rnd_int23 = utils.RandomInt(minjitter:GetInt(), maxjitter:GetInt())
        local rnd_int2 = utils.RandomInt(1,2)

if legfkr:GetBool() == true then
        legvaliu:SetInt(rnd_int2)
end



        if (disableclock:GetBool()) then
        g_CVar:FindVar("cl_clock_correction"):SetInt(0)
        g_CVar:FindVar("cl_clock_correction_adjustment_max_amount"):SetInt(450)
    end
   
    if disableclock:GetBool() == false then
        g_CVar:FindVar("cl_clock_correction"):SetInt(1)
        g_CVar:FindVar("cl_clock_correction_adjustment_max_amount"):SetInt(200)
end

if check2:GetBool() == true then
        antiaim.OverrideYawOffset(math.random(0.0, 30.0))
        antiaim.OverrideLBYOffset(math.random(1, 15))
        antiaim.OverrideLimit(math.random(1, 60.0))
end

--
if jitteraa:GetBool() == true then
    JitterCustom:SetInt(rnd_int23)
    JitterCustomyaw:SetInt(2)
    g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options"):SetInt(2)
else
    minjitter:SetInt(0)
    maxjitter:SetInt(0)
    JitterCustom:SetInt(0)
    JitterCustomyaw:SetInt(0)
    g_Config:FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options"):SetInt(0)
    end


------------------------------------------------------

    if dtbaim:GetBool() == true then
if dtbind12:GetBool() == true then
        g_Config:FindVar("Aimbot", "Ragebot", "Accuracy", "Body Aim"):SetInt(1)
    else
        g_Config:FindVar("Aimbot", "Ragebot", "Accuracy", "Body Aim"):SetInt(0)
    end
end


   
    if recharge:GetBool() == true then
exploits.ForceCharge()
end

if Customaacheck:GetBool() == true then
    YawADDValiu:SetInt(YawAdd:GetInt())
    antiaim.OverrideLimit(ryawlimit:GetInt())
    antiaim.OverrideLBYOffset(fyawlimit:GetInt())
else
    jitteraa:SetBool(false)

    end




     if dtspeed:GetBool() == true then
        exploits.OverrideDoubleTapSpeed(dtickbase:GetInt())

     end

        local function curweapon()
            if g_GlobalVars.curtime - stored_curtime3 > 0.2 then
                local me = g_EntityList:GetClientEntity(g_EngineClient:GetLocalPlayer()):GetPlayer()
                local weap = me:GetActiveWeapon()
                local weapon_id = weap:GetWeaponID()
            end
            end
end

local function fluctuate_fakelag()
   
    local random1 = 0
    local random2 = 0
    local used = false

    if used then
        random1 = math.random(1, flactuate_variance:GetInt())
        used = false
    else
        random1 = math.random(1, flactuate_variance:GetInt())
        used = true
    end

    if random1 == 1 then
        menu_fakelag_limit:SetInt(3)
        menu_fakelag_randomization:SetInt(0)
    else
        menu_fakelag_limit:SetInt(14)
        menu_fakelag_randomization:SetInt(3)
    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 (customfl_modes:GetInt()) == 0 then
        fluctuate_fakelag()
    end
end  


local function pre_prediction()
    fake_lag()
end

local function visuals()

if visualsON:GetBool() == true then
if DOUBLETAPINDION:GetBool() == true then

  
      
    local r =  (math.floor(math.sin(g_GlobalVars.realtime * wdtin_rainbow_speed:GetInt()) * 127 + 128)) / 1000 * 3.92 
    local g = (math.floor(math.sin(g_GlobalVars.realtime * wdtin_rainbow_speed:GetInt() + 2) * 127 + 128)) / 1000 * 3.92
    local b = (math.floor(math.sin(g_GlobalVars.realtime * wdtin_rainbow_speed:GetInt() + 4) * 127 + 128)) / 1000 * 3.92
   
    local screen = g_EngineClient:GetScreenSize()
    local fps = get_abs_fps()
    local ping = get_latency()
    local ticks = math.floor(1.0 / g_GlobalVars.interval_per_tick)
    local tickbase = dtickbase:GetInt()
    local x= screen.x - 15
    local y = 34
    local h = 38
local text = string.format("korea | tickbase: %i |",tickbase)
   

local wide = g_Render:CalcTextSize(text, 17, fontx)
g_Render:Box(Vector2.new(x - wide.x - 5, y), Vector2.new(x + 5, y + wide.y + 5), Color.new(0/0,0/0,0/0,0/0))
local me = g_EntityList:GetClientEntity(g_EngineClient:GetLocalPlayer()):GetPlayer()
local weap = me:GetActiveWeapon()

if weap ~= nil then  local weapon_id = weap:GetWeaponID()
   if exploits:GetCharge() == 1 then
   g_Render:WeaponIcon(weapon_id, Vector2.new(x - 45 , 37), Color.new(1.0, 1.0, 1.0), 16)
   else
       g_Render:WeaponIcon(weapon_id, Vector2.new(x - 45 , 37), Color.new(0.772, 0.066, 0.066), 16)
   end
   end

 



 
   

    if not dtin_rainbow:GetBool() then
        wdtin_rainbow_speed:SetVisible(false)
        grad_enbl:SetVisible(false)
        grad_clr1:SetVisible(false)
        grad_clr2:SetVisible(false)
        grad_clr3:SetVisible(false)
        combo12:SetVisible(false)
   
        g_Render:BoxFilled(Vector2.new(x - wide.x - 5,y),Vector2.new(x - (wide.x - 190)/2,h-6), dtin_clr:GetColor())
    else       
        combo12:SetVisible(grad_enbl:GetBool())
        grad_clr1:SetVisible((grad_enbl:GetBool() and combo12:GetInt() > 0) and true or false)
        grad_clr2:SetVisible((grad_enbl:GetBool() and combo12:GetInt() > 0) and true or false)
        grad_clr3:SetVisible((grad_enbl:GetBool() and combo12:GetInt() > 0) and true or false)

        local final_color1 = grad_enbl:GetBool() and (combo12:GetInt() > 0 and grad_clr1:GetColor() or Color.new( 100/255, 170/255, 255/255 )) or Color.new(r, g, b, 255)
        local final_color2 = grad_enbl:GetBool() and (combo12:GetInt() > 0  and grad_clr2:GetColor() or Color.new( 255/255, 47/255, 199/255 )) or Color.new(g, r, b, 255)
        local final_color3 = grad_enbl:GetBool() and (combo12:GetInt() > 0 and grad_clr3:GetColor() or Color.new( 236/255, 255/255, 65/255 )) or Color.new(b, r, g, 255)
       
        g_Render:GradientBoxFilled(Vector2.new(x - wide.x - 5,y),Vector2.new(x - (wide.x - 5)/2,h-6), final_color1, final_color2, final_color1, final_color2)
        g_Render:GradientBoxFilled(Vector2.new(x - (wide.x - 5)/2,y),Vector2.new(x + 5,h-6), final_color2, final_color3, final_color2, final_color3)
    end
       
    g_Render:Text(text, Vector2.new(x - wide.x, 37), Color.new(255,255,255), 12, fontx)
end
end

if enablejumpscout:GetBool() == true then
if g_EngineClient:IsConnected() == true then
local me = g_EntityList:GetClientEntity(g_EngineClient:GetLocalPlayer()):GetPlayer()
local weap = me:GetActiveWeapon()
if weap ~= nil then  local weapon_id = weap:GetWeaponID()
    if player:GetProp("m_fFlags") == 256 and player:GetActiveWeapon():GetWeaponID() == 40 then
        if strafe:GetBool() then
            strafe_menu:SetBool(false)
        end
        if hitchance:GetBool() then
            hitchance_menu:SetInt(new_hc:GetInt())
        end
    else
        if strafe:GetBool() then
            strafe_menu:SetBool(old_strafe)
        end
        if hitchance:GetBool() then
            hitchance_menu:SetInt(old_hitchance)
        end
    end
end
end




end
end
cheat.RegisterCallback("draw",curweapon)
cheat.RegisterCallback("prediction", hui)
cheat.RegisterCallback("draw", visuals)
cheat.RegisterCallback("createmove", visuals)
cheat.RegisterCallback("createmove", creatmove)
cheat.RegisterCallback("pre_prediction", pre_prediction)
cheat.RegisterCallback("pre_prediction", on_pre_prediction)





cheat.RegisterCallback("draw", drawIndicators);
Код:
Expand Collapse Copy
Cheat.AddNotify("korea yaw", "welcome " ..Cheat.GetCheatUserName().. "\nbuild: [live] 1.0\nenjoy!")

Menu.Text("Info", "Welcome, "..Cheat.GetCheatUserName().. "")
Menu.Text("Info", "Version: [live] 1.0")
Menu.Text("Info", "Made By xantis")


local alpha = {
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
    0,
}
local JitterCustomyaw = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Modifier")
local JitterCustom = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Modifier Degree")
local combo = Menu.MultiCombo("Indicators", "Indicators type", {"Crosshair","Desync bar", "Desync number", "Arrows", "Skeet"}, 0, "Enable indicators here!")
local Customaacheck = Menu.Switch("AntiAim", "Custom Anti-Aim", false, "Fully Customizable Anti-Aim")
local clr1 =  Menu.ColorEdit("Colors", "Indicators color", Color.new(0.0, 0.0, 0.0, 1.0))
local check2 = Menu.Switch("AntiAim", "Dynamic Anti-Aim", false, "Safe dynamic anti-aim (overrides all settings)")
local aamisc = Menu.Switch("AntiAim", "Misc", false)
local jitteraa = Menu.Switch("AntiAim", "Yaw Jitter", false, "Customizable yaw jitter anti-aim!")
local customfl = Menu.Switch("Fakelag", "Custom Fakelag", false, "Custom Fakelag")
local main = Menu.ColorEdit("Colors", "Arrows color", Color.new(0.0, 0.0, 0.0, 1.0));
local manualind = Menu.ColorEdit("Colors", "Inverter color", Color.new(0.0, 0.0, 0.0, 1.0));
local skeetind = Menu.ColorEdit("Colors", "Manual color", Color.new(0.0, 0.0, 0.0, 1.0));
local font1 = Render.InitFont("Calibri Bold", 23)
local font = Render.InitFont("Calibri Bold", 11)

local drawIndicators = function()
main:SetVisible(false)
manualind:SetVisible(false)
skeetind:SetVisible(false)
skeetind:SetVisible(false)
clr1:SetVisible(false)
local screen_size = EngineClient.GetScreenSize()
local clr =  clr1:GetColor()
local ctx = screen_size.x / 2
local cty = screen_size.y/ 2
local clrs = {clr.r, clr.g, clr.b, clr.a}
local IsConnected = EngineClient.IsConnected()
local ingame = EngineClient.IsInGame()
if IsConnected and ingame then
local player = EntityList.GetLocalPlayer()
local health = player:GetProp("m_iHealth")
local inverter_state = AntiAim.GetInverterState();
if combo:GetBool(0) == true then
    clr1:SetVisible(true)
    if health ~= 0 then
            local h = 28;
            local sc = EngineClient.GetScreenSize()
            local player = EntityList.GetLocalPlayer()
            local y = sc.y/2 + 20
            local customw = 50;
            local table = 0
            local AntiAim = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode")
            local fs = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base")
            local doubleTap = Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap")
            local hideshots = Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Hide Shots")
            local fakeduck = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Fake Duck")
            local slow = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Slow Walk")
            local jitter = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options")
            local jitter2 = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Modifier")
            local dada = jitter:GetInt()

            local binds = Cheat.GetBinds()
            local minDMG = false
            local sp = false
            local fp = false
            local bb = false
            for i = 1, #binds do
                local bind = binds
                if binds:GetName() == 'Minimum Damage' then
                    minDMG = true
                end
                if binds:GetName() == 'Safe Points' then
                    sp = true
                end
                if binds:GetName() == 'Fake Ping' then
                    fp = true
                end
                if binds:GetName() == 'Body Aim' then
                    bb = true
                end
            end
                text = "KOREA"
                text1 = " YAW"
                w = Render.CalcTextSize(text, 11, font)
                g = Render.CalcTextSize(text1, 11, font)
                if inverter_state then
                Render.Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2 - g.x + 10, y + 20 * table), Color.new(clrs[1], clrs[2], clrs[3], 1.0), 11, font, true)
                Render.Text(tostring(text1), Vector2.new(sc.x/2 - g.x / 2 + g.x - 10, y + 20 * table), Color.new(1.0, 1.0, 1.0, 1.0), 11, font, true)
                else
                Render.Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2 - g.x + 10, y + 20 * table), Color.new(1.0, 1.0, 1.0, 1.0), 11, font, true)
                Render.Text(tostring(text1), Vector2.new(sc.x/2 - g.x / 2 + g.x - 10, y + 20 * table), Color.new(clrs[1], clrs[2], clrs[3], 1.0), 11, font, true)
                end
                table = table + 1
                if check2:GetBool() then
                        if alpha[5] < 255 then alpha[5] = alpha[5] + 25 else alpha[5] = 255 end
                        text = "SAFE"
                        w = Render.CalcTextSize(text, 11, font)
                        Render.Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[5]/10) * table), Color.new(255/255, 255/255, 255/255, alpha[5]/255), 11, font, true)
                        table = table + math.min(1, alpha[5] /10)
                elseif fs:GetInt() == 5 then
                    if alpha[5] < 255 then alpha[5] = alpha[5] + 25 else alpha[5] = 255 end
                    text = "FREESTAND"
                    w = Render.CalcTextSize(text, 11, font)
                    Render.Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[5]/10) * table), Color.new(255/255, 255/255, 255/255, alpha[5]/255), 11, font, true)
                    table = table + math.min(1, alpha[5] /10)
                elseif jitter:GetInt() == 2 then
                    if alpha[5] < 255 then alpha[5] = alpha[5] + 25 else alpha[5] = 255 end
                    text = "JITTER"
                    w = Render.CalcTextSize(text, 11, font)
                    Render.Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[5]/10) * table), Color.new(255/255, 255/255, 255/255, alpha[5]/255), 11, font, true)
                    table = table + math.min(1, alpha[5] /10)
                elseif jitteraa:GetBool() then
                    if alpha[5] < 255 then alpha[5] = alpha[5] + 25 else alpha[5] = 255 end
                    text = "JITTER"
                    w = Render.CalcTextSize(text, 11, font)
                    Render.Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[5]/10) * table), Color.new(255/255, 255/255, 255/255, alpha[5]/255), 11, font, true)
                    table = table + math.min(1, alpha[5] /10)
                elseif Customaacheck:GetBool() then
                    if alpha[5] < 255 then alpha[5] = alpha[5] + 25 else alpha[5] = 255 end
                    text = "CUSTOM"
                    w = Render.CalcTextSize(text, 11, font)
                    Render.Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[5]/10) * table), Color.new(255/255, 255/255, 255/255, alpha[5]/255), 11, font, true)
                    table = table + math.min(1, alpha[5] /10)
                elseif jitter:GetInt() ~= 0 then
                    if alpha[5] < 255 then alpha[5] = alpha[5] + 25 else alpha[5] = 255 end
                    text = "STATIC"
                    w = Render.CalcTextSize(text, 11, font)
                    Render.Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[5]/10) * table), Color.new(255/255, 255/255, 255/255, alpha[5]/255), 11, font, true)
                    table = table + math.min(1, alpha[5] /10)
                elseif jitter:GetInt() == 0 then
                    if alpha[5] < 255 then alpha[5] = alpha[5] + 25 else alpha[5] = 255 end
                    text = "STATIC"
                    w = Render.CalcTextSize(text, 11, font)
                    Render.Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[5]/10) * table), Color.new(255/255, 255/255, 255/255, alpha[5]/255), 11, font, true)
                    table = table + math.min(1, alpha[5] /10)

                end
            if doubleTap:GetBool() then
                if alpha[1] < 255 then alpha[1] = alpha[1] + 25 else alpha[1] = 255 end
                local chrg = Exploits.GetCharge()
                if chrg == 1 then
                    text = 'DT'
                    w = Render.CalcTextSize(text, 11, font)
                    Render.Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[1]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[1]/255), 11, font, true)
                else
                    text = 'CHARGING'
                    w = Render.CalcTextSize(text, 11, font)
                    Render.Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[1]/10) * table), Color.new(255/255, 0/255, 0/255, alpha[1]/255), 11, font, true)
                end
                table = table + math.min(1, alpha[1] /10)
            else
                if alpha[1] > 0 then alpha[1] = alpha[1] - 25 else alpha[1] = 0 end
                if chrg == 1 then
                text = 'DT'
                else
                    text = 'CHARGING'
                end
                w = Render.CalcTextSize(text, 11, font)
                Render.Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[1]/10) * table), Color.new(255/255, 0/255, 0/255, alpha[1]/255), 11, font, true)
                table = table + math.max(0, math.min(1, alpha[1] /10))
            end
            if hideshots:GetBool() then
                if alpha[2] < 255 then alpha[2] = alpha[2] + 25 else alpha[2] = 255 end
                text = 'HIDE'
                w = Render.CalcTextSize(text, 11, font)
                Render.Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[2]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[2]/255), 11, font, true)
                table = table + math.min(1, alpha[2] /10)

            else
                if alpha[2] > 0 then alpha[2] = alpha[2] - 25 else alpha[2] = 0 end
                text = 'HIDE'
                w = Render.CalcTextSize(text, 11, font)
                Render.Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[2]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[2]/255), 11, font, true)
                table = table + math.max(0, math.min(1, alpha[2] /10))
            end
            if fakeduck:GetBool() then
                if alpha[3] < 255 then alpha[3] = alpha[3] + 25 else alpha[3] = 255 end
                text = 'DUCK'
                w = Render.CalcTextSize(text, 11, font)
                Render.Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[3]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[3]/255), 11, font, true)
                table = table + math.min(1, alpha[3] /10)

            else
                if alpha[3] > 0 then alpha[3] = alpha[3] - 25 else alpha[3] = 0 end
                text = 'DUCK'
                w = Render.CalcTextSize(text, 11, font)
                Render.Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[3]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[3]/255), 11, font, true)
                table = table + math.max(0, math.min(1, alpha[3] /10))
            end
            if minDMG == true then
                if alpha[4] < 255 then alpha[4] = alpha[4] + 25 else alpha[4] = 255 end
                text = 'DMG'
                w = Render.CalcTextSize(text, 11, font)
                Render.Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[4]/10) * table), Color.new(255/255, 0/255, 0/255, alpha[4]/255), 11, font, true)
                table = table + math.min(1, alpha[4] /10)
            else
                if alpha[4] > 0 then alpha[4] = alpha[4] - 25 else alpha[4] = 0 end
                text = 'DMG'
                w = Render.CalcTextSize(text, 11, font)
                Render.Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[4]/10) * table), Color.new(0/255, 0, 0/255, alpha[4]/255), 11, font, true)
                table = table + math.max(0, math.min(1, alpha[4] /10))
            end


            if sp == true then
                if alpha[6] < 255 then alpha[6] = alpha[6] + 25 else alpha[6] = 255 end
                text = 'SP'
                w = Render.CalcTextSize(text, 11, font)
                Render.Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[6]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[6]/255), 11, font, true)
                table = table + math.min(1, alpha[6] /10)
            else
                if alpha[6] > 0 then alpha[6] = alpha[6] - 25 else alpha[6] = 0 end
                text = 'SP'
                w = Render.CalcTextSize(text, 11, font)
                Render.Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[6]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[6]/255), 11, font, true)
                table = table + math.max(0, math.min(1, alpha[6] /10))
            end

            if bb == true then
                if alpha[8] < 255 then alpha[8] = alpha[8] + 25 else alpha[8] = 255 end
                text = 'BAIM'
                w = Render.CalcTextSize(text, 11, font)
                Render.Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[8]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[8]/255), 11, font, true)
                table = table + math.min(1, alpha[8] /10)
            else
                if alpha[8] > 0 then alpha[8] = alpha[8] - 25 else alpha[8] = 0 end
                text = 'BAIM'
                w = Render.CalcTextSize(text, 11, font)
                Render.Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[8]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[8]/255), 11, font, true)
                table = table + math.max(0, math.min(1, alpha[8] /10))
            end

            if fp == true then
                if alpha[7] < 255 then alpha[7] = alpha[7] + 25 else alpha[7] = 255 end
                text = 'PING'
                w = Render.CalcTextSize(text, 11, font)
                Render.Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[7]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[7]/255), 11, font, true)
                table = table + math.min(1, alpha[7] /10)
            else
                if alpha[7] > 0 then alpha[7] = alpha[7] - 25 else alpha[7] = 0 end
                text = 'PING'
                w = Render.CalcTextSize(text, 11, font)
                Render.Text(tostring(text), Vector2.new(sc.x/2 - w.x / 2, y + math.min(10, alpha[7]/10) * table), Color.new(173/255, 245/255, 66/255, alpha[7]/255), 11, font, true)
                table = table + math.max(0, math.min(1, alpha[7] /10))
            end
        end
    end
        local _yawbase = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base");
        local player = EntityList.GetLocalPlayer()
        local health = player:GetProp("m_iHealth")
    
    
        if health ~= 0 then
        if combo:GetBool(3) == true then
            
main:SetVisible(true)
manualind:SetVisible(true)
skeetind:SetVisible(true)
        if inverter_state then
                        Render.BoxFilled(Vector2.new(ctx - 42, cty - 11), Vector2.new(ctx - 40, cty + 8), manualind:GetColor())
                        Render.BoxFilled(Vector2.new(ctx + 42, cty - 11), Vector2.new(ctx + 40, cty + 8),  main:GetColor())
                    else
                        Render.BoxFilled(Vector2.new(ctx + 42, cty - 11), Vector2.new(ctx + 40, cty + 8), manualind:GetColor())
                        Render.BoxFilled(Vector2.new(ctx - 42, cty - 11), Vector2.new(ctx - 40, cty + 8), main:GetColor())
                    end
                    if _yawbase:GetInt() == 2 then
                        Render.PolyFilled(main:GetColor(), Vector2.new(ctx - 44, cty - 11), Vector2.new(ctx - 44, cty + 8), Vector2.new(ctx - 60, cty - 1))
                        Render.PolyFilled(skeetind:GetColor(), Vector2.new(ctx + 45, cty - 11), Vector2.new(ctx + 45, cty + 8), Vector2.new(ctx + 59, cty - 1))
                    elseif _yawbase:GetInt() == 3 then           
                        Render.PolyFilled(skeetind:GetColor(), Vector2.new(ctx - 44, cty - 11), Vector2.new(ctx - 44, cty + 8), Vector2.new(ctx - 60, cty - 1))
                        Render.PolyFilled(main:GetColor(), Vector2.new(ctx + 45, cty - 11), Vector2.new(ctx + 45, cty + 8), Vector2.new(ctx + 59, cty - 1))
                    else
                        Render.PolyFilled(main:GetColor(), Vector2.new(ctx - 44, cty - 11), Vector2.new(ctx - 44, cty + 8), Vector2.new(ctx - 60, cty - 1))
                        Render.PolyFilled(main:GetColor(), Vector2.new(ctx + 45, cty - 11), Vector2.new(ctx + 45, cty + 8), Vector2.new(ctx + 59, cty - 1))
                end
            end
                local real_rotation = AntiAim.GetCurrentRealRotation()
                local desync_rotation = AntiAim.GetFakeRotation()
                local max_desync_delta = AntiAim.GetMaxDesyncDelta()
                local min_desync_delta = AntiAim.GetMinDesyncDelta()
            
                local desync_delta = real_rotation - desync_rotation
            
                if (desync_delta > max_desync_delta) then
                    desync_delta = max_desync_delta
                elseif (desync_delta < min_desync_delta) then
                    desync_delta = min_desync_delta
                end
    
                local delta = math.min(math.abs(desync_delta), 58)
                local delta1 = math.floor(delta)
                if combo:GetBool(1) == true then
                    clr1:SetVisible(true)
        Render.GradientBoxFilled(Vector2.new(ctx, cty+20.3), Vector2.new(ctx+(math.abs(desync_delta*58/100)), cty+19), Color.new(clrs[1], clrs[2], clrs[3], clrs[4]), Color.new(clrs[1], clrs[2], clrs[3], 0), Color.new(clrs[1], clrs[2], clrs[3], clrs[4]), Color.new(clrs[1], clrs[2], clrs[3], 0))
        Render.GradientBoxFilled(Vector2.new(ctx, cty+20.3), Vector2.new(ctx+(-math.abs(desync_delta*58/100)), cty+19), Color.new(clrs[1], clrs[2], clrs[3], clrs[4]), Color.new(clrs[1], clrs[2], clrs[3], 0), Color.new(clrs[1], clrs[2], clrs[3], clrs[4]), Color.new(clrs[1], clrs[2], clrs[3], 0))
                end
        local w = Render.CalcTextSize(tostring(delta1), 11, font)
        if combo:GetBool(2) == true then
            clr1:SetVisible(true)
        Render.Text(tostring(delta1), Vector2.new(ctx - w.x / 2, cty + 5), Color.new(clrs[1], clrs[2], clrs[3], 1), 11, font, true)
        Render.Circle(Vector2.new(ctx + w.x / 2 + 3 , cty + 6), 2.0, 30, Color.new(0, 0, 0, 1))
        Render.Circle(Vector2.new(ctx + w.x / 2 + 3 , cty + 7), 2.0, 30, Color.new(clrs[1], clrs[2], clrs[3], 1))
            end
            if combo:GetBool(4) == true then
local screen_size = EngineClient.GetScreenSize()
local player = EntityList.GetLocalPlayer()
local health = player:GetProp("m_iHealth")
local vel = Vector.new(player:GetProp("DT_BasePlayer", "m_vecVelocity[0]"), player:GetProp("DT_BasePlayer", "m_vecVelocity[1]"), player:GetProp("DT_BasePlayer", "m_vecVelocity[2]")):Length2D()

    if health ~= 0 then
            local h = 28;
            local sc = EngineClient.GetScreenSize()
            local player = EntityList.GetLocalPlayer()
            local y = sc.y/1.33 - 120
            local customw = 50;
            local table = 0
            local AntiAim = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode")
            local fs = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base")
            local doubleTap = Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap")
            local hideshots = Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Hide Shots")
            local fakeduck = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Fake Duck")
            local slow = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Slow Walk")
            local jitter = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options")
            local dada = jitter:GetInt()

            local binds = Cheat.GetBinds()
            local minDMG = false
            local minDMGv = 0
            local sp = false
            local fp = false
            local da = false
            local bb = false

            local lcc = nil
            if vel > 255 then
              if alpha[10] < 255 then alpha[10] = alpha[10] + 25 else alpha[10] = 255 end
              if vel > 275 then lcc = Color.new(132/255, 195/255, 16/255, alpha[10]/255) else lcc = Color.new(255/255, 0/255, 0/255, alpha[10]/255) end
                  text = 'LC'
                  w = Render.CalcTextSize(text, 23, font1)
                  Render.GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[1]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[10]/255)))
                  Render.GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[1]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[10]/255)))
                  Render.Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), lcc, 23, font1, true)
              table = table + math.min(1, alpha[10] /10)
          end
            if doubleTap:GetBool() then
                if alpha[1] < 255 then alpha[1] = alpha[1] + 25 else alpha[1] = 255 end
                local chrg = Exploits.GetCharge()
                text = 'DT'
                w = Render.CalcTextSize(text, 23, font1)
                Render.GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[1]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[1]/255)))
                Render.GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[1]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[1]/255)))
                if chrg == 1 then
                    w = Render.CalcTextSize(text, 23, font1)
                    Render.Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(255/255, 255/255, 255/255, alpha[1]/255), 23, font1, true)
                else
                    w = Render.CalcTextSize(text, 23, font1)
                    Render.Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(255/255, 0/255, 0/255, alpha[1]/255), 23, font1, true)
                end
                table = table + math.min(1, alpha[1] /10)
            end
            if hideshots:GetBool() then
                if alpha[2] < 255 then alpha[2] = alpha[2] + 25 else alpha[2] = 255 end
                text = 'HS'
                w = Render.CalcTextSize(text, 23, font1)
                Render.GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[2]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[2]/255)))
                Render.GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[2]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[2]/255)))
                Render.Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(132/255, 195/255, 16/255, alpha[2]/255), 23, font1, true)
                table = table + math.min(1, alpha[2] /10)
            end
            if fakeduck:GetBool() then
                if alpha[3] < 255 then alpha[3] = alpha[3] + 25 else alpha[3] = 255 end
                text = 'DUCK'
                w = Render.CalcTextSize(text, 23, font1)
                Render.GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[3]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[3]/255)))
                Render.GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[3]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[3]/255)))
                Render.Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(255/255, 255/255, 255/255, alpha[3]/255), 23, font1, true)
                table = table + math.min(1, alpha[3] /10)
            end
            if minDMG == true then
                if alpha[4] < 255 then alpha[4] = alpha[4] + 25 else alpha[4] = 255 end
                Render.GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[4]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[4]/255)))
                Render.GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[4]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[4]/255)))
                text = 'DMG'
                w = Render.CalcTextSize(text, 23, font1)
                Render.Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(255/255, 255/255, 255/255, alpha[4]/255), 23, font1, true)
                table = table + math.min(1, alpha[4] /10)
            end


            if sp == true then
              if alpha[6] < 255 then alpha[6] = alpha[6] + 25 else alpha[6] = 255 end
              text = 'SP'
              w = Render.CalcTextSize(text, 23, font1)
              Render.GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[6]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[6]/255)))
                Render.GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[6]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[6]/255)))
              Render.Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(132/255, 195/255, 16/255, alpha[6]/255), 23, font1, true)
              table = table + math.min(1, alpha[6] /10)
            end

            if bb == true then
                if alpha[8] < 255 then alpha[8] = alpha[8] + 25 else alpha[8] = 255 end
                text = 'BAIM'
                w = Render.CalcTextSize(text, 23, font1)
                Render.GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[8]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[8]/255)))
                Render.GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[8]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[8]/255)))
                Render.Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(132/255, 195/255, 16/255, alpha[8]/255), 23, font1, true)
                table = table + math.min(1, alpha[8] /10)
            end

            if fp == true then
                if alpha[7] < 255 then alpha[7] = alpha[7] + 25 else alpha[7] = 255 end
                text = 'PING'
                w = Render.CalcTextSize(text, 23, font1)
                Render.GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[7]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[7]/255)))
                Render.GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[7]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[7]/255)))
               Render.Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(132/255, 195/255, 16/255, alpha[7]/255), 23, font1, true)
                table = table + math.min(1, alpha[7] /10)
            end

            
            if da == true then
                if alpha[14] < 255 then alpha[14] = alpha[14] + 25 else alpha[14] = 255 end
                text = 'DA'
                w = Render.CalcTextSize(text, 23, font1)
                Render.GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[14]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[14]/255)))
                Render.GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[14]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[14]/255)))
               Render.Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(132/255, 195/255, 16/255, alpha[14]/255), 23, font1, true)
                table = table + math.min(1, alpha[14] /10)
            end
            if fs:GetInt() == 5 then
                if alpha[13] < 255 then alpha[13] = alpha[13] + 25 else alpha[13] = 255 end
                text = 'FS'
                w = Render.CalcTextSize(text, 23, font1)
                Render.GradientBoxFilled(Vector2.new(sc.x/100 + w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[13]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[13]/255)))
                Render.GradientBoxFilled(Vector2.new(sc.x/100 - w.x, y + 26 * table), Vector2.new(sc.x/100, y + 26 * table + w.y + 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[13]/255)), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, math.min(0.1, alpha[13]/255)))
               Render.Text(tostring(text), Vector2.new(sc.x/100, y + 26 * table), Color.new(132/255, 195/255, 16/255, alpha[13]/255), 23, font1, true)
                table = table + math.min(1, alpha[13] /10)
            end
        end
            end
        end
    end
end



-- Custom AA
local minjitter = Menu.SliderInt("AntiAim", "Min Amount", 0, -180, 180, "Minimum jitter amount")
local maxjitter = Menu.SliderInt("AntiAim", "Max Amount", 0, -180, 180, "Maximum jitter amount")
local YawAdd = Menu.SliderInt("AntiAim", "Yaw Add", 0, -180, 180)
local ryawlimit = Menu.SliderInt("AntiAim", "Real Yaw Limit", 0, 0, 60)
local fyawlimit = Menu.SliderInt("AntiAim", "Fake Yaw Limit", 60, 0, 60)
-- Custom AA

-- Misc
local legfkr = Menu.Switch("AntiAim", "Leg Fucker", false, "Leg Fucker")
local legitaae = Menu.Switch("AntiAim", "Legit Anti-Aim", false, "DONT BIND IT!")
local legitaa_mode = Menu.Combo("AntiAim", "Mode", {"Default", "Jitter"}, 0, "Legit AA on E")
-- Misc

local hitchance_menu = Menu.FindVar("Aimbot", "Ragebot", "Accuracy", "Hit Chance", "SSG-08")
local old_hitchance = hitchance_menu:GetInt()
local player = EntityList.GetLocalPlayer()
local strafe_menu = Menu.FindVar("Miscellaneous", "Main", "Movement", "Auto Strafe")
local old_strafe = strafe_menu:GetBool()
local yaw_pitch = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Pitch")
local yaw_base = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base")
local yaw_jitter = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options")
local fakelag = Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Limit")
local hidebind123 = Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Hide Shots")
local dtbind12 = Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap")
local invertbind123 = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Inverter")
local legvaliu = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Leg Movement")
local YawADDValiu = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Add")
local cl_clock_correction = CVar.FindVar("cl_clock_correction")
local oldbinddt = dtbind12:GetBool()
local IsConnected = EngineClient.IsConnected()



local socket = require 'socket'

local fontx = Render.InitFont("Verdana", 12)
local frame_rate = 0.0
local function get_abs_fps()
frame_rate = 0.9 * frame_rate + (1.0 - 0.9) * g_GlobalVars.absoluteframetime
return math.floor((1.0 / frame_rate) + 0.5) 
end

local function get_latency()
    local netchann_info = EngineClient.GetNetChannelInfo()
    if netchann_info == nil then return "0" end
    local latency = netchann_info:GetLatency(0)
    
    return string.format("%1.f", math.max(0.0, latency) * 1000.0)
end

local in_use = false
local call_once = true
local backup_pitch = 0
local YawADDValiu_backup = 0
local backup_yaw = 0
local backup_jitter = false

-- Ragebot Settings

local rageON = Menu.Switch("Ragebot", "Enable Ragebot Settings", false)

local dtspeed = Menu.Switch("Ragebot", "DT Speed Boost", false)
local dtickbase = Menu.SliderInt("Ragebot", "Tickbase ", 13, 13, 17)
local dtbaim = Menu.Switch("Ragebot", "DT Prefer Bodyaim", false)
local recharge = Menu.Switch("Ragebot", "DT Instant Recharge", false)
local disableclock = Menu.Switch("Ragebot", "Disable Clock Correction", false, "Makes doubletap faster but unsafe.")

local enablejumpscout = Menu.Switch("Ragebot", "Enable Jumpscout", false)
local strafe = Menu.Switch("Ragebot", "Disable Auto Strafe", false)
local hitchance = Menu.Switch("Ragebot", "Change Hitchance", false)
local new_hc = Menu.SliderInt("Ragebot", "New Hitchance", 0, 0, 100)

-- Fakelag

local menu_fakelag_limit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Limit")
local menu_fakelag_randomization = Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Randomization")
local menu_fakelag_enable = Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Enable Fake Lag")


local customfl_modes = Menu.Combo("Fakelag", "Modes", {"Fluctuate"}, 0, "Fakelag modes!")
local flactuate_variance = Menu.SliderInt("Fakelag", "Variance", 0, 0, 20)  -- from prediction

local ffi = require("ffi")
        ffi.cdef[[
   bool PlaySound(const char *pszSound, void *hmod, uint32_t fdwSound);
        void* GetProcAddress(void* hModule, const char* lpProcName);
    void* GetModuleHandleA(const char* lpModuleName);
    
    typedef struct {
        uint8_t r;
        uint8_t g;
        uint8_t b;
        uint8_t a;
    } color_struct_t;

    void* GetProcAddress(void* hModule, const char* lpProcName);
    void* GetModuleHandleA(const char* lpModuleName);
    
    typedef struct {
        uint8_t r;
        uint8_t g;
        uint8_t b;
        uint8_t a;
    } color_struct_t;

    typedef void (*console_color_print)(const color_struct_t&, const char*, ...);
]]

local ffi_helpers = {
    color_print_fn = ffi.cast("console_color_print", ffi.C.GetProcAddress(ffi.C.GetModuleHandleA("tier0.dll"), "?ConColorMsg@@YAXABVColor@@PBDZZ")),
    color_print = function(self, text, color)
        local col = ffi.new("color_struct_t")

        col.r = color.r * 255
        col.g = color.g * 255
        col.b = color.b * 255
        col.a = color.a * 255

        self.color_print_fn(col, text)
    end
}

local function coloredPrint(color, text)
    ffi_helpers.color_print(ffi_helpers, text, color)
end

local function on_pre_prediction(cmd)
   local localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer())
    local me = localplayer:GetPlayer()
    local wpn = me:GetActiveWeapon():GetWeaponID()

    in_use = false

    if legitaae:GetBool() == true then
    if(bit.band(cmd.buttons, 32) == 32 and call_once == true) then
        backup_yaw = yaw_base:GetInt()
        backup_pitch = yaw_pitch:GetInt()
        backup_jitter = yaw_jitter:GetBool(1)

        yaw_base:SetInt(0)
        yaw_pitch:SetInt(0)

        if legitaa_mode:GetInt() == 1 then
            yaw_jitter:SetBool(1, true)
        end

        call_once = false
    end

    if(bit.band(cmd.buttons, 32) == 0 and call_once == false) then
        yaw_base:SetInt(backup_yaw)
        yaw_pitch:SetInt(backup_pitch)

        if legitaa_mode:GetInt() == 1 then
            yaw_jitter:SetBool(1, backup_jitter)
        end

        call_once = true
    end

    if bit.band(cmd.buttons, 32) == 32 then
        in_use = true
        cmd.buttons = bit.band(cmd.buttons, bit.bnot(32))
    end

end
end

local function creatmove(cmd)
    if in_use == true then
        cmd.buttons = bit.bor(cmd.buttons, 32)
        in_use = false
    end
end

Menu.Button("Info", "Discord Link"):RegisterCallback(function()
    Cheat.AddEvent("Check console for discord link.")
    Cheat.AddNotify("burberry discord", "check console for discord link.")
    ffi_helpers.color_print(ffi_helpers, "\n                                                                   https://discord.gg/h5AJ2t275A", Color.new(255/255,192/255,203/255,255/255))
end)

ffi_helpers.color_print(ffi_helpers, "\n", Color.new(0.819, 0.058, 0.980, 1))
ffi_helpers.color_print(ffi_helpers, "\n                                                                           korea yaw", Color.new(255/255,192/255,203/255,255/255))
ffi_helpers.color_print(ffi_helpers, "\n                                                                          user: " ..Cheat.GetCheatUserName().. "", Color.new(1, 1, 1, 1))
ffi_helpers.color_print(ffi_helpers, "\n                                                                         build: live 1.0", Color.new(1, 0.78823, 0, 1))
ffi_helpers.color_print(ffi_helpers, "\n                                                                       successfully loaded", Color.new(0.7137, 0.90588, 0.09019, 1))
ffi_helpers.color_print(ffi_helpers, "\n", Color.new(0.819, 0.058, 0.980, 1))

-- Menu Things

-- Jumpscout
local ui_callback2 = function()   
    local new_state2 = enablejumpscout:GetBool()   
    strafe:SetVisible(new_state2)               
    hitchance:SetVisible(new_state2)       
    new_hc:SetVisible(new_state2)                         
end
ui_callback2()
enablejumpscout:RegisterCallback(ui_callback2) 

-- Custom AA
local ui_callback3 = function()   
    local new_state3 = Customaacheck:GetBool()   
    jitteraa:SetVisible(new_state3)                       
    YawAdd:SetVisible(new_state3) 
    ryawlimit:SetVisible(new_state3)
    fyawlimit:SetVisible(new_state3)
    minjitter:SetVisible(new_state3)
    maxjitter:SetVisible(new_state3)             
end
ui_callback3()
Customaacheck:RegisterCallback(ui_callback3)

-- Misc AA
local ui_callback6 = function()   
    local new_state6 = aamisc:GetBool()                   
    legfkr:SetVisible(new_state6)
    legitaae:SetVisible(new_state6)
    legitaa_mode:SetVisible(new_state6)                           
end
ui_callback6()
aamisc:RegisterCallback(ui_callback6)

-- Ragebot
local ui_callback7 = function()   
    local new_state7 = rageON:GetBool()                 
    dtbaim:SetVisible(new_state7)
    disableclock:SetVisible(new_state7)
    recharge:SetVisible(new_state7)
    dtspeed:SetVisible(new_state7)                       
    enablejumpscout:SetVisible(new_state7)       
end
ui_callback7()
rageON:RegisterCallback(ui_callback7)

-- DT Speed
local ui_callback8 = function()   
    local new_state8 = dtspeed:GetBool()   
    dtickbase:SetVisible(new_state8)
end
ui_callback8()
dtspeed:RegisterCallback(ui_callback8)

-- Fakelag
local ui_callback9 = function()   
    local new_state9 = customfl:GetBool()   
    customfl_modes:SetVisible(new_state9)
    flactuate_variance:SetVisible(new_state9)
end
ui_callback9()
customfl:RegisterCallback(ui_callback9)

-- Jitter AA
local ui_callback10 = function()   
    local new_state10 = jitteraa:GetBool()   
    minjitter:SetVisible(new_state10)
    maxjitter:SetVisible(new_state10)
end
ui_callback10()
jitteraa:RegisterCallback(ui_callback10)

-- end

local function hui()


local screen_size = EngineClient.GetScreenSize();
local screen_size_middle = Vector2.new(screen_size.x / 2 + 20, screen_size.y / 2 - 11);
local screen_size_middle2 = Vector2.new(screen_size.x / 2 - 49, screen_size.y / 2 - 11);
    local screen_size_middle3 = Vector2.new(screen_size.x / 2 - 45, screen_size.y / 1.95)
local color_inactive = Color.new(205,205,205,255)
local rnd_float = Utils.RandomFloat(0.0, 30.0)
    local rnd_float2 = Utils.RandomFloat(39.0, 60.0)
        local rnd_float3 = Utils.RandomFloat(1, 15)
        local rnd_int23 = Utils.RandomInt(minjitter:GetInt(), maxjitter:GetInt())
        local rnd_int2 = Utils.RandomInt(1,2)

if legfkr:GetBool() == true then
        legvaliu:SetInt(rnd_int2)
end



        if (disableclock:GetBool()) then
        CVar.FindVar("cl_clock_correction"):SetInt(0)
        CVar.FindVar("cl_clock_correction_adjustment_max_amount"):SetInt(450)
    end
    
    if disableclock:GetBool() == false then
        CVar.FindVar("cl_clock_correction"):SetInt(1)
        CVar.FindVar("cl_clock_correction_adjustment_max_amount"):SetInt(200)
end

if check2:GetBool() == true then
        AntiAim.OverrideYawOffset(math.random(0.0, 30.0))
        AntiAim.OverrideLBYOffset(math.random(1, 15))
        AntiAim.OverrideLimit(math.random(1, 60.0))
end

--
if jitteraa:GetBool() == true then
    JitterCustom:SetInt(rnd_int23)
    JitterCustomyaw:SetInt(2)
    Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options"):SetInt(2)
else
    minjitter:SetInt(0)
    maxjitter:SetInt(0)
    JitterCustom:SetInt(0)
    JitterCustomyaw:SetInt(0)
    Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options"):SetInt(0)
    end


------------------------------------------------------

    if dtbaim:GetBool() == true then
if dtbind12:GetBool() == true then
        Menu.FindVar("Aimbot", "Ragebot", "Accuracy", "Body Aim"):SetInt(1)
    else
        Menu.FindVar("Aimbot", "Ragebot", "Accuracy", "Body Aim"):SetInt(0)
    end
end


    
    if recharge:GetBool() == true then
Exploits.ForceCharge()
end

if Customaacheck:GetBool() == true then
    YawADDValiu:SetInt(YawAdd:GetInt())
    AntiAim.OverrideLimit(ryawlimit:GetInt())
    AntiAim.OverrideLBYOffset(fyawlimit:GetInt())
else
    jitteraa:SetBool(false)

    end




     if dtspeed:GetBool() == true then
        Exploits.OverrideDoubleTapSpeed(dtickbase:GetInt())

     end

        local function curweapon()
            if g_GlobalVars.curtime - stored_curtime3 > 0.2 then
                local me = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()):GetPlayer()
                local weap = me:GetActiveWeapon()
                local weapon_id = weap:GetWeaponID()
            end
            end
end

local function fluctuate_fakelag()
    
    local random1 = 0
    local random2 = 0
    local used = false

    if used then
        random1 = math.random(1, flactuate_variance:GetInt())
        used = false
    else
        random1 = math.random(1, flactuate_variance:GetInt())
        used = true
    end

    if random1 == 1 then
        menu_fakelag_limit:SetInt(3)
        menu_fakelag_randomization:SetInt(0)
    else
        menu_fakelag_limit:SetInt(14)
        menu_fakelag_randomization:SetInt(3)
    end
    
end



local function fake_lag()
    local local_idx = EngineClient.GetLocalPlayer()
    local local_entity = EntityList.GetClientEntity(local_idx)
    local local_player = local_entity:GetPlayer();

    if (customfl_modes:GetInt()) == 0 then
        fluctuate_fakelag()
    end
end   


local function pre_prediction()
    fake_lag()
end

local function visuals()

if visualsON:GetBool() == true then
if DOUBLETAPINDION:GetBool() == true then

  
      
    local r =  (math.floor(math.sin(g_GlobalVars.realtime * wdtin_rainbow_speed:GetInt()) * 127 + 128)) / 1000 * 3.92 
    local g = (math.floor(math.sin(g_GlobalVars.realtime * wdtin_rainbow_speed:GetInt() + 2) * 127 + 128)) / 1000 * 3.92
    local b = (math.floor(math.sin(g_GlobalVars.realtime * wdtin_rainbow_speed:GetInt() + 4) * 127 + 128)) / 1000 * 3.92
    
    local screen = EngineClient.GetScreenSize()
    local fps = get_abs_fps()
    local ping = get_latency()
    local ticks = math.floor(1.0 / g_GlobalVars.interval_per_tick)
    local tickbase = dtickbase:GetInt()
    local x= screen.x - 15
    local y = 34
    local h = 38
local text = string.format("korea | tickbase: %i |",tickbase)
    

local wide = Render.CalcTextSize(text, 17, fontx)
Render.Box(Vector2.new(x - wide.x - 5, y), Vector2.new(x + 5, y + wide.y + 5), Color.new(0/0,0/0,0/0,0/0))
local me = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()):GetPlayer()
local weap = me:GetActiveWeapon()

if weap ~= nil then  local weapon_id = weap:GetWeaponID()
   if exploits:GetCharge() == 1 then
   Render.WeaponIcon(weapon_id, Vector2.new(x - 45 , 37), Color.new(1.0, 1.0, 1.0), 16)
   else
       Render.WeaponIcon(weapon_id, Vector2.new(x - 45 , 37), Color.new(0.772, 0.066, 0.066), 16)
   end
   end

 



 
    

    if not dtin_rainbow:GetBool() then
        wdtin_rainbow_speed:SetVisible(false)
        grad_enbl:SetVisible(false)
        grad_clr1:SetVisible(false)
        grad_clr2:SetVisible(false)
        grad_clr3:SetVisible(false)
        combo12:SetVisible(false)
    
        Render.BoxFilled(Vector2.new(x - wide.x - 5,y),Vector2.new(x - (wide.x - 190)/2,h-6), dtin_clr:GetColor())
    else       
        combo12:SetVisible(grad_enbl:GetBool())
        grad_clr1:SetVisible((grad_enbl:GetBool() and combo12:GetInt() > 0) and true or false)
        grad_clr2:SetVisible((grad_enbl:GetBool() and combo12:GetInt() > 0) and true or false)
        grad_clr3:SetVisible((grad_enbl:GetBool() and combo12:GetInt() > 0) and true or false)

        local final_color1 = grad_enbl:GetBool() and (combo12:GetInt() > 0 and grad_clr1:GetColor() or Color.new( 100/255, 170/255, 255/255 )) or Color.new(r, g, b, 255)
        local final_color2 = grad_enbl:GetBool() and (combo12:GetInt() > 0  and grad_clr2:GetColor() or Color.new( 255/255, 47/255, 199/255 )) or Color.new(g, r, b, 255)
        local final_color3 = grad_enbl:GetBool() and (combo12:GetInt() > 0 and grad_clr3:GetColor() or Color.new( 236/255, 255/255, 65/255 )) or Color.new(b, r, g, 255)
        
        Render.GradientBoxFilled(Vector2.new(x - wide.x - 5,y),Vector2.new(x - (wide.x - 5)/2,h-6), final_color1, final_color2, final_color1, final_color2)
        Render.GradientBoxFilled(Vector2.new(x - (wide.x - 5)/2,y),Vector2.new(x + 5,h-6), final_color2, final_color3, final_color2, final_color3)
    end
        
    Render.Text(text, Vector2.new(x - wide.x, 37), Color.new(255,255,255), 12, fontx)
end
end

if enablejumpscout:GetBool() == true then
if EngineClient.IsConnected() == true then
local me = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()):GetPlayer()
local weap = me:GetActiveWeapon()
if weap ~= nil then  local weapon_id = weap:GetWeaponID()
    if player:GetProp("m_fFlags") == 256 and player:GetActiveWeapon():GetWeaponID() == 40 then
        if strafe:GetBool() then
            strafe_menu:SetBool(false)
        end
        if hitchance:GetBool() then
            hitchance_menu:SetInt(new_hc:GetInt())
        end
    else
        if strafe:GetBool() then
            strafe_menu:SetBool(old_strafe)
        end
        if hitchance:GetBool() then
            hitchance_menu:SetInt(old_hitchance)
        end
    end
end
end




end
end
Cheat.RegisterCallback("draw",curweapon)
Cheat.RegisterCallback("prediction", hui)
Cheat.RegisterCallback("draw", visuals)
Cheat.RegisterCallback("createmove", visuals)
Cheat.RegisterCallback("createmove", creatmove)
Cheat.RegisterCallback("pre_prediction", pre_prediction)
Cheat.RegisterCallback("pre_prediction", on_pre_prediction)





Cheat.RegisterCallback("draw", drawIndicators);
 
Назад
Сверху Снизу