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- 5 Сен 2021
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- Реакции
- 1
Код:
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);