Эксперт
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Автор темы
- #1
вобщем с этого момента делаю опенсурс корд на спирт, вот начало, сделано сейчас утром перед шкилой
кушайте
P.s. У меня есть свой дискорд сервер, где все написанные скрипты я буду публиковать раньше, чем на югейм. Он пока сдох в плане не сделан под это. Т.к. был под мой Файр теч для одного Чита, не будем говорить название.
кушайте
C++:
local screen = EngineClient.GetScreenSize()
local verdana16 = Render.InitFont("Verdana", 12)
local type = Menu.Combo("Main","Condition",{"Stand","Move","Slowwalk","Air"},0)
local types = {}
local numtotext = {
[0] = "S",
[1] = "M",
[2] = "SW",
[3] = "AIR",
}
local i = 0
while #types ~= 4 do
table.insert(types,{
enable = Menu.Switch("Main","["..numtotext[i].."] Enable AntiAim",false),
yaw_add = Menu.SliderInt("Main","["..numtotext[i].."] Yaw Add",0,-180,180),
target = Menu.Switch("Main","["..numtotext[i].."] At Targets",false),
jitter = Menu.Combo("Main","["..numtotext[i].."] Jitter",{"Disabled","Offset","Center","Jitter"},0),
jitter_value = Menu.SliderInt("Main","["..numtotext[i].."] Jitter Angle",0,-180,180),
desync = Menu.Switch("Fake Angle","["..numtotext[i].."] Enable Fake Angle",false),
desync_value = Menu.SliderInt("Fake Angle","["..numtotext[i].."] Body Yaw Limit",0,0,60),
desync_lby = Menu.Combo("Fake Angle","["..numtotext[i].."] Lower Body Yaw",{"Disabled","Sway","Opposite","Eye Yaw"},0),
overlap = Menu.Switch("Fake Angle","["..numtotext[i].."] Avoid Overlap",false),
jitter_sides = Menu.Switch("Fake Angle","["..numtotext[i].."] Jitter Sides",false),
auto_direction = Menu.Combo("Fake Angle","["..numtotext[i].."] Auto Direction",{"Disabled","Peek fake","Peek desync","Traditional"},0),
fakelag = Menu.Switch("Misc","["..numtotext[i].."] Fake Lag",false),
fakelag_value = Menu.SliderInt("Misc","["..numtotext[i].."] Fake Lag Value",0,0,14),
})
i = i + 1
end
local stand = 1
local move = 2
local slowwalk = 3
local air = 4
local CVar = {
doubletap = Menu.FindVar("Ragebot","Aimbot","Exploits","Double Tap"),
hideshots = Menu.FindVar("Ragebot","Aimbot","Exploits","Hide Shots"),
enable = Menu.FindVar("RAGEBOT","Anti Aim","Main","Enable AntiAim"),
yaw = Menu.FindVar("RAGEBOT","Anti Aim","Main","Yaw"),
yaw_add = Menu.FindVar("RAGEBOT","Anti Aim","Main","Yaw Add"),
target = Menu.FindVar("RAGEBOT","Anti Aim","Main","At Targets"),
jitter = Menu.FindVar("RAGEBOT","Anti Aim","Main","Jitter"),
jitter_value = Menu.FindVar("RAGEBOT","Anti Aim","Main","Jitter Angle"),
desync = Menu.FindVar("RAGEBOT","Anti Aim","Fake Angle","Enable Fake Angle"),
desync_value = Menu.FindVar("RAGEBOT","Anti Aim","Fake Angle","Body Yaw Limit"),
desync_side = Menu.FindVar("RAGEBOT","Anti Aim","Fake Angle","Inverter"),
desync_lby = Menu.FindVar("RAGEBOT","Anti Aim","Fake Angle","Lower Body Yaw"),
overlap = Menu.FindVar("RAGEBOT","Anti Aim","Fake Angle","Avoid Overlap"),
jitter_sides = Menu.FindVar("RAGEBOT","Anti Aim","Fake Angle","Jitter Sides"),
auto_direction = Menu.FindVar("RAGEBOT","Anti Aim","Fake Angle","Auto Direction"),
fakelag = Menu.FindVar("RAGEBOT","Anti Aim","Misc","Enable Fake Lag"),
slowwalk = Menu.FindVar("RAGEBOT","Anti Aim","Misc","Slow Walk"),
fakeduck = Menu.FindVar("RAGEBOT","Anti Aim","Misc","Fake Duck"),
fakelag_value = Menu.FindVar("RAGEBOT","Anti Aim","Misc","Fake Lag Value"),
}
function Tabs()
for k,v in pairs(types) do
for i,data in pairs(v) do
data:SetVisible(type:Get()+1 == k)
end
end
end
function ChangeValuesConditions()
local lc = EntityList.GetLocalPlayer()
if lc == nil then return end
local velocity = lc:GetProp("m_vecVelocity"):Length2D()
if velocity == nil then return end
local ground = bit.band(lc:GetProp("m_hGroundEntity"),1)
if ground == nil then return end
if CVar.slowwalk:Get() then
CVar.enable :Set(types[slowwalk].enable:Get())
CVar.yaw_add :Set(types[slowwalk].yaw_add:Get())
CVar.target :Set(types[slowwalk].target:Get())
CVar.jitter :Set(types[slowwalk].jitter:Get())
CVar.jitter_value :Set(types[slowwalk].jitter_value:Get())
CVar.desync :Set(types[slowwalk].desync:Get())
CVar.desync_value :Set(types[slowwalk].desync_value:Get())
CVar.desync_lby :Set(types[slowwalk].desync_lby:Get())
CVar.overlap :Set(types[slowwalk].overlap:Get())
CVar.jitter_sides :Set(types[slowwalk].jitter_sides:Get())
CVar.auto_direction :Set(types[slowwalk].auto_direction:Get())
CVar.fakelag :Set(types[slowwalk].fakelag:Get())
CVar.fakelag_value :Set(types[slowwalk].fakelag_value:Get())
elseif ground == 1 then
CVar.enable :Set(types[air].enable:Get())
CVar.yaw_add :Set(types[air].yaw_add:Get())
CVar.target :Set(types[air].target:Get())
CVar.jitter :Set(types[air].jitter:Get())
CVar.jitter_value :Set(types[air].jitter_value:Get())
CVar.desync :Set(types[air].desync:Get())
CVar.desync_value :Set(types[air].desync_value:Get())
CVar.desync_lby :Set(types[air].desync_lby:Get())
CVar.overlap :Set(types[air].overlap:Get())
CVar.jitter_sides :Set(types[air].jitter_sides:Get())
CVar.auto_direction :Set(types[air].auto_direction:Get())
CVar.fakelag :Set(types[air].fakelag:Get())
CVar.fakelag_value :Set(types[air].fakelag_value:Get())
elseif velocity > 40 then
CVar.enable :Set(types[move].enable:Get())
CVar.yaw_add :Set(types[move].yaw_add:Get())
CVar.target :Set(types[move].target:Get())
CVar.jitter :Set(types[move].jitter:Get())
CVar.jitter_value :Set(types[move].jitter_value:Get())
CVar.desync :Set(types[move].desync:Get())
CVar.desync_value :Set(types[move].desync_value:Get())
CVar.desync_lby :Set(types[move].desync_lby:Get())
CVar.overlap :Set(types[move].overlap:Get())
CVar.jitter_sides :Set(types[move].jitter_sides:Get())
CVar.auto_direction :Set(types[move].auto_direction:Get())
CVar.fakelag :Set(types[move].fakelag:Get())
CVar.fakelag_value :Set(types[move].fakelag_value:Get())
else
CVar.enable :Set(types[stand].enable:Get())
CVar.yaw_add :Set(types[stand].yaw_add:Get())
CVar.target :Set(types[stand].target:Get())
CVar.jitter :Set(types[stand].jitter:Get())
CVar.jitter_value :Set(types[stand].jitter_value:Get())
CVar.desync :Set(types[stand].desync:Get())
CVar.desync_value :Set(types[stand].desync_value:Get())
CVar.desync_lby :Set(types[stand].desync_lby:Get())
CVar.overlap :Set(types[stand].overlap:Get())
CVar.jitter_sides :Set(types[stand].jitter_sides:Get())
CVar.auto_direction :Set(types[stand].auto_direction:Get())
CVar.fakelag :Set(types[stand].fakelag:Get())
CVar.fakelag_value :Set(types[stand].fakelag_value:Get())
end
end
local color = {
new = function(r,g,b,a)
if a ~= nil then
return Color.new(r/255,g/255,b/255,a/255)
else
return Color.new(r/255,g/255,b/255,1)
end
end
}
function Render.ShadowText(t,x,y,c,n,f)
Render.Text(t,Vector2.new(x+1,y+1),color.new(0,0,0),n,f)
Render.Text(t,Vector2.new(x,y),c,n,f)
end
local get = {
side = function()
if CVar.auto_direction:Get() == 1 then
return "PEEK FAKE"
elseif CVar.auto_direction:Get() == 2 then
return "PEEK DESYNC"
elseif CVar.jitter_sides:Get() then
return "JITTER SIDES"
elseif CVar.desync_side:Get() then
return "RIGHT"
elseif not CVar.desync_side:Get() then
return"LEFT"
else
return "ERROR"
end
end,
direction = function()
if CVar.auto_direction:Get() == 3 then
return "FREESTAND"
elseif CVar.yaw:Get() == 0 then
return "FORWARD"
elseif CVar.yaw:Get() == 1 then
return "LEFTSIDE"
elseif CVar.yaw:Get() == 2 then
return "RIGHTSIDE"
elseif CVar.yaw:Get() == 3 then
return "BACKWARD"
else
return "ERROR"
end
end,
dt = function()
if CVar.doubletap:Get() then
if CVar.fakeduck:Get() then
return {name = "DT(fakeduck)",color = color.new(255,0,0)}
else
return {name = "DT",color = color.new(0,255,0)}
end
else
return {name = "DT",color = color.new(255,0,0)}
end
end,
hs = function()
if CVar.hideshots:Get() then
if CVar.fakeduck:Get() then
return {name = "HS(fakeduck)",color = color.new(255,0,0)}
elseif CVar.doubletap:Get() then
return {name = "HS(doubletap)",color = color.new(255,0,0)}
else
return {name = "HS",color = color.new(150,150,255)}
end
else
return {name = "HS",color = color.new(255,0,0)}
end
end
}
function Indicators()
local yaw_name = "Dead Inside Yaw"
Render.ShadowText(yaw_name,screen.x/2+10,screen.y/2+10,color.new(255,255,255),12,verdana16)
Render.ShadowText(get.direction(),screen.x/2+10,screen.y/2+20,color.new(200,150,200),12,verdana16)
Render.ShadowText(get.side(),screen.x/2+10,screen.y/2+30,color.new(255,120,50),12,verdana16)
Render.ShadowText(get.dt().name,screen.x/2+10,screen.y/2+40,get.dt().color,12,verdana16)
Render.ShadowText(get.hs().name,screen.x/2+10,screen.y/2+50,get.hs().color,12,verdana16)
end
Cheat.RegisterCallback("draw", function()
Tabs()
Indicators()
end)
Cheat.RegisterCallback("createmove", function()
ChangeValuesConditions()
end)
Пожалуйста, авторизуйтесь для просмотра ссылки.
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