LUA скрипт [lw] self leak neonsync

Эксперт
Статус
Оффлайн
Регистрация
10 Фев 2021
Сообщения
1,740
Реакции[?]
559
Поинты[?]
0
срк старый, много кринж кода. К просмотру не рекомендую
а так удачи что то для себя найти
C++:
require "[NeonSync]Settings";
local ffi = require("ffi");
local sad = true
local elogs = true
local oprint = print
local username = globals.get_username()
ffi.cdef[[
    typedef unsigned long HANDLE;
    typedef HANDLE HWND;
    typedef const char *LPCTSTR;
    typedef int(__fastcall* clantag_t)(const char*, const char*);
    typedef struct tagPOINT{long x;long y;}POINT;
    typedef struct{float x,y,z;}Vector_t;
    typedef uintptr_t (__thiscall* GetClientEntity_4242425_t)(void*, int);
    typedef bool (__thiscall *IsButtonDown_t)(void*, int);
    short GetAsyncKeyState(int vKey);
    bool GetCursorPos(POINT* lpPoint);
    void* GetProcAddress(void* hModule, const char* lpProcName);
    void* GetModuleHandleA(const char* lpModuleName);
    HWND GetForegroundWindow();
    bool SetWindowTextA(HWND hWnd, LPCTSTR lpString);
    void* __stdcall URLDownloadToFileA(
        void*                          LPUNKNOWN,
        const char*                    LPCSTR,
        const char*                    LPCSTR2,
        int                            a,
        int                            LPBINDSTATUSCALLBACK
    );
    bool DeleteUrlCacheEntryA(
        const char*                    lpszUrlName
    );
    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*, ...);
    typedef struct _Vector {
        float x,y,z;
    } Vector;

    typedef struct _color_t {
        unsigned char r, g, b;
        signed char exponent;
    } color_t;
    typedef struct _dlight_t {
        int flags;
        Vector origin;
        float radius;
        color_t color;
        float die;
        float decay;
        float minlight;
        int key;
        int style;
        Vector direction;
        float innerAngle;
        float outerAngle;
    } dlight_t;
]]
local wind = ffi.C.GetForegroundWindow()
local effects = ffi.cast(ffi.typeof("void***"), utils.create_interface("engine.dll", "VEngineEffects001"))
local alloc_dlight = ffi.cast(ffi.typeof('dlight_t*(__thiscall*)(void*, int)'), effects[0][4])
local fn_change_clantag = utils.find_signature("engine.dll", "53 56 57 8B DA 8B F9 FF 15")
local set_clantag = ffi.cast("clantag_t", fn_change_clantag)
local IClientEntityList = ffi.cast(ffi.typeof("void***"), utils.create_interface("client.dll", "VClientEntityList003"));
local GetHighestEntityIndex = ffi.cast(ffi.typeof("int(__thiscall*)(void*)"), IClientEntityList[0][6]);
local entity_list_ptr = ffi.cast("void***", utils.create_interface("client.dll", "VClientEntityList003"));
local get_client_entity_fn = ffi.cast("GetClientEntity_4242425_t", entity_list_ptr[0][3]);
local g_VGuiSurface = ffi.cast(ffi.typeof("void***"), utils.create_interface("vguimatsurface.dll", "VGUI_Surface031"));
local play_sound = ffi.cast(ffi.typeof('void(__thiscall*)(void*, const char*)'), g_VGuiSurface[0][82])
local DrawSetColor = ffi.cast(ffi.typeof("void(__thiscall*)(void*, int, int, int, int)"), g_VGuiSurface[0][15]);
local DrawFilledRectFade = ffi.cast(ffi.typeof("void(__thiscall*)(void*, int, int, int, int, unsigned int, unsigned int, bool)"), g_VGuiSurface[0][123]);
local drgbombtimer = 0;
local frame_rate = 0.0;
local widthz4 = 90;
local origin
local fps = 0;
local resultat = "None";
local widthz = test_w;
local widthze = test_w;
local typew = test_w;
local cheattag = menu.get_bool("misc.clan_tag");
local cheatwat = menu.get_bool("misc.watermark");
local cheatkey = menu.get_bool("misc.key_binds");
local cheatap = menu.get_color( "misc.automatic_peek_clr"):a();
local viscac = menu.get_bool( "visuals.world.manual_anti_aim" )
local cache = menu.get_bool("misc.logs");
local aacc = menu.get_bool("anti_aim.enable");
local ffcc = menu.get_bool("anti_aim.enable_fake_lag");
local oldtimeD = 0;
local redz = 0;
local grez = 0;
local count = 0;
local disc321 = 0;
local oldzoom = console.get_int( "zoom_sensitivity_ratio_mouse" );
local visc = true;
local reds = true;
local aacahce = true;
local memeorylogs = false;
local memeoryclan = false;
local memeorykey = false;
local memeorywat = false;
local lnmanul = false;
local rnmanul = false;
local shotldelay = nil;
local registered_shot = nil;
local scrx = engine.get_screen_width();
local scry = engine.get_screen_height();
local tick = 0;
local drgkeybind = 0;
local alphabombtimer = 0;
local alphakeybinds = 0;
local alhhka = 0;
local greendefuse = 0;
local logs = {}
local hitbox = "unknown";
local reddefuse = 0;
local types = {"Always", "Held", "Toggled"};
local path = os.getenv('APPDATA').."/Legendware/Scripts/[NeonSync]Settings.lua";
local startplanting = 0;
local fonts = render.create_font( "Verdana" , 16, 200,false,false,true)
local logss = render.create_font( "Verdana" , 12, 200,false,false,true)
local main = render.create_font("Corbel", 16, 100, true, false, false);
local keybindf = render.create_font("Verdana", 12, 100, false, false, false);
local bombe = render.create_font( "csgohud", 28, 100, true, false, false);
local autopeekpos = vector.new(0,0,0)
local o = menu.get_color( "misc.automatic_peek_clr" )
local watercolor = color.new(30,30,30,0)
local watertextcolor = color.new(170,200,255,0)
local rectc = color.new(30,30,30,0)
local fontc = color.new(174, 206 ,254,0)
local cacheenab = menu.get_bool("visuals.local.chams_enable")
local cacheenabv = menu.get_bool("visuals.local.chams_visible")
local cachevis = menu.get_color( "visuals.local.chams_clr_visible")
local cachefk = menu.get_color( "visuals.local.chams_fake_clr")
local cachemv = menu.get_bool( "visuals.local.chams_modifiers_visible")
local cachemf = menu.get_bool( "visuals.local.chams_fake_modifiers")
local hitcolor = color.new(100,255,100)
local harmedcolor = color.new(100,255,100)
local spreadcolor = color.new(100,100,255)
local occlusioncolor = color.new(255,255,100)
local resolvercolor = color.new(255,100,100)
local unknowncolor = color.new(10,10,10)
local memt = true;
local dir = io.popen('chcp 1251|dir /a-d /b "'..io.popen("cd"):read().."\\csgo\\sound"..'"')
local sss = {"None"}
local ssso = {}
for filename in dir:lines() do
    table.insert(sss, string.sub( filename, 1, string.len(filename) - 4))
    table.insert(ssso, filename)
end
dir:close()
menu.add_check_box("Enable Watermark");
menu.add_check_box("Enable keybinds");
menu.add_check_box("Enable Bomb timer");
menu.add_check_box("Enable indicators");menu.next_line();
menu.add_color_picker( "Manuals Color" );
menu.add_color_picker( "Real color" )
menu.add_color_picker( "Fake color" )
menu.add_check_box("Enable Anti-aims");
menu.add_slider_int("Air fl", 1, 16)
menu.add_slider_int("Ground fl", 1, 16)
menu.add_slider_int("Slowwalk fl", 1, 16)
menu.add_check_box("Enable Transparency with grenade");
menu.add_check_box("Enable retreak on key autopeek");
menu.add_check_box("Enable glow autopeek");
menu.add_check_box("Enable Fps&Ping Warning");
menu.add_check_box("Enable viewmodel is scope");
menu.add_check_box("Enable ignore sens in scope");
menu.add_check_box("Enable event logs");
menu.add_check_box("Enable console logs");
menu.add_combo_box( "Style" , {"Default","Under crosshair"});menu.next_line();
menu.add_check_box( "Buy log" )
menu.add_color_picker( "Buy color" )
menu.add_check_box( "Hurt log" )
menu.add_color_picker( "Hurt color" )
menu.add_check_box( "Harmed log" )
menu.add_color_picker( "Harmed color" )
menu.add_check_box( "Spread log" )
menu.add_color_picker( "Spread color")
menu.add_check_box( "Occlusion log" )
menu.add_color_picker( "Occlusion color")
menu.add_check_box( "Resolver log" )
menu.add_color_picker( "Resolver color" )
menu.add_check_box( "Unknown log" )
menu.add_color_picker( "Unknown color" )
menu.add_check_box("Enable Custom Fog")
menu.add_color_picker("Fog Color")
menu.add_slider_int("Fog Start pos", 0, 2500)
menu.add_combo_box( 'Hit Sound', sss )
menu.add_combo_box( 'Kill Sound', sss )
menu.add_combo_box( "Clan tag type", {"None","Neon","gamesense","2k17","Neverlose","Monolith","N1gg3r"} );menu.next_line();
menu.add_key_bind("Force safe points");
menu.add_key_bind("Force bodyaim");
menu.add_key_bind("Edge yaw");
menu.add_key_bind("Legit AA");
local bomb = {
    site = "-",
    state = "-",
    sitetime = "-",
    damage = "-",
    damagetext = "-",
    planting = false,
    planted = false,
    defusing = false,
    exploded = false,
    defused = false,
    damagecolor = false,
    defusestart = 0,
    planttime = 0,
}
local sitesa = "454 278 334 79 317 152 93 288 216 170 491 369 370 301";
local sitesb = "455 279 423 507 318 403 538 570 107 347 503 366 367 302";
local off = {
    " ",
}

local animwind = {
    "Neon Sync",
    "Neon Sync",
    "Neon Sync",
    "Neon Syn<",
    "Neon Sy<",
    "Neon S<",
    "Neon <",
    "Neo<",
    "Ne<",
    "N<",
    "<",
    "",
    ">",
    "N>",
    "Ne>",
    "Neo>",
    "Neon >",
    "Neon S>",
    "Neon Sy>",
    "Neon Syn>",
}

local ct1 = {
    "★ Neon Sync",
    "☆ Neon Sync",
    "★ Neon Sync",
    "☆ Neon Syn<",
    "★ Neon Sy<",
    "☆ Neon S<",
    "★ Neon <",
    "☆ Neo<",
    "★ Ne<",
    "☆ N<",
    "★ <",
    "☆ ",
    "★ >",
    "☆ N>",
    "★ Ne>",
    "☆ Neo>",
    "★ Neon >",
    "☆ Neon S>",
    "★ Neon Sy>",
    "☆ Neon Syn>",
}
local ct2 = {
    "",
    "",
    "ga",
    "gam",
    "game",
    "games",
    "gamese",
    "gamesen",
    "gamesens",
    "gamesense",
    "gamesense",
    "gamesense",
    "gamesense",
    "gamesense",
    "amesense",
    "mesense",
    "esense",
    "sense",
    "ense",
    "nse",
    "se",
    "e",
}
local ct3 = {
    "         ",
    "   7.c   ",
    "  17.cl  ",
    " k17.clu ",
    "2k17.club",
    "2k17.club",
    "2k17.club",
    " k17.clu ",
    "  17.cl  ",
    "   7.c   ",
    "         ",
}
local ct4 = {
    " | ",
    " |\\ ",
    " N ",
    " N3 ",
    " Ne ",
    " Ne\\ ",
    " Ne\\/ ",
    " Nev ",
    " Nev3 ",
    " Neve ",
    " Neve| ",
    " Neve|2 ",
    " Never|_ ",
    " Neverl ",
    " Neverl0 ",
    " Neverlo ",
    " Neverlo5 ",
    " Neverlos ",
    " Neverlos3 ",
    " Neverlose ",
    " Neverlose. ",
    " Neverlose.c< ",
    " Neverlose.cc ",
    " Neverlose.cc ",
    " Neverlose.cc ",
    " Neverlose.cc ",
    " Neverlose.cc ",
    " Neverlose.c< ",
    " Neverlose. ",
    " Neverlose ",
    " Neverlos3 ",
    " Neverlos ",
    " Neverlo5 ",
    " Neverlo ",
    " Neverl0 ",
    " Neverl ",
    " Never|_ ",
    " Never| ",
    " Never ",
    " Neve|2 ",
    " Neve| ",
    " Neve ",
    " Nev3 ",
    " Nev ",
    " Ne\\/ ",
    " Ne\\ ",
    " Ne ",
    " N3 ",
    " N ",
}
local ct5 = {
    "[--------]",
    "[M-------]",
    "[Mo------]",
    "[Mon-----]",
    "[Mono----]",
    "[Monol---]",
    "[Monoli--]",
    "[Monolit-]",
    "[Monolith]",
    "[Monolith]",
    "[Monolith]",
    "[Monolith]",
    "[>onolith]",
    "[2>nolith]",
    "[52>olith]",
    "[652>lith]",
    "[<652>ith]",
    "[-<652>th]",
    "[--<652>h]",
    "[---<652>]",
    "[----<652]",
    "[-----<65]",
    "[------<6]",
    "[-------<]",
    "[--------]",
}
local ct6 = {
    "Nigger",
    "N1gg3r",
}
local ffi_helpers = {
    get_entity_address = function(ent_index)
        local addr = get_client_entity_fn(entity_list_ptr, ent_index)
        return addr
    end,
    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()
        col.g = color:g()
        col.b = color:b()
        col.a = color:a()

        self.color_print_fn(col, text)
    end
}
keycache = {}
local input =  {
    IsButtonPressed = function(code) if ffi.C.GetAsyncKeyState(code) ~= 0 then return true else return false end end,
    KeyRelease = function(code) if ffi.C.GetAsyncKeyState(code) ~= 0 then keycache[code] = true else if keycache[code] then keycache[code] = false return true end end end,
    GetCursorPos = function() local pointer = ffi.new("POINT[1]") ffi.C.GetCursorPos(pointer) return pointer[0] end,
}
local print = {
    colored = function(color, text)
        ffi_helpers.color_print(ffi_helpers, text, color)
    end,
    default = function(text)
        oprint(tostring(text))
    end,
}
add_log = function(text)
    table.insert(logs, {text = text, expiration = globals.get_realtime(), fadein = 0, colore = colored})
end
console.execute("clear")
print.colored(color.new(150,150,255), "\nHello, "..username.."\n")
print.colored(color.new(150,150,255), "\nYou use NeonSync v1.3\n")
function glow(i,org,clr,rdzt)
    local dlight = alloc_dlight(effects,i)
    dlight.color.r =clr:r()
    dlight.color.g =clr:g()
    dlight.color.b =clr:b()
    dlight.color.exponent = 6
    dlight.origin.x = org.x
    dlight.origin.y = org.y
    dlight.origin.z = org.z+10
    dlight.radius = rdzt
    dlight.die = globals.get_curtime() + 0.1
    dlight.decay = 35
end

math.round = function(num, idp)
    if idp ~= nil then
        return math.floor(num * (10^(idp or 0)) + 0.5) / (10^(idp or 0))
    else
        return math.floor(num + 0.5)
    end
end
getstyle = function()
    if menu.get_int("Style") == 0 then
        sss = vector.new(7,-5,0)
        xzz = false
    elseif menu.get_int("Style") == 1 then
        sss = vector.new(scrx/2,scry/1.77,0)
        xzz = true
    end
    return {vec = sss,type = xzz,}
end
local luamath = {
    get_abs_fps = function()
        frame_rate = 0.9 * frame_rate + (1.0 - 0.9) * globals.get_frametime()
        return math.round(1.0 / frame_rate)
    end,
    scaleDamageArmor = function(flDamage, armor_value)
        local flArmorRatio = 0.5;
        local flArmorBonus = 0.5;
        if (armor_value > 0) then
            local flNew = flDamage * flArmorRatio
            local flArmor = (flDamage - flNew) * flArmorBonus
    
            if (flArmor > armor_value) then
                flArmor = (armor_value) * (1 / flArmorBonus)
                flNew = flDamage - flArmor
            end
    
            flDamage = flNew;
        end
        return flDamage;
    end,
    FindByClass = function(name)
        for i=0, GetHighestEntityIndex(IClientEntityList) do
            local ent = entitylist.get_player_by_index(i)
            if ent ~= nil then
                if ent:get_class_name() == name then
                    c4idx = i
                    return ent
                end
            end
        end
    end,
}
keybind = function(xz, yz, wz, hz)
    local xcurz, ycurz = input.GetCursorPos().x, input.GetCursorPos().y
    if (input.IsButtonPressed(0x01) or input.IsButtonPressed(0x02)) then
        if (xcurz >= xz) and (xcurz <= xz + wz) and (ycurz <= yz + hz) and (ycurz >= yz) and (drgkeybind == 0) then
            if drgbombtimer == 0 then
                memoryxz = xz - xcurz
                memoryyz = yz - ycurz
                drgkeybind = 1
            end
        end
    else
        drgkeybind = 0
    end
    if (drgkeybind == 1) then
        file.write( path, "rend_x = "..rend_x..";rend_y = "..rend_y..";test_w = "..typew..";test_h = 20;bobmstartx = "..bobmstartx..";bobmstarty = "..bobmstarty..";bwidth = 150;bheight = 60;return pos_x, pos_y,test_w,test_h,bobmstartx,bobmstarty,bwidth,bheight;")
        rend_x = math.max(0,math.min(scrx-test_w,xcurz+memoryxz))
        rend_y = math.max(0,math.min(scry-test_h,ycurz+memoryyz))
    end
end

bombtimer = function(x, y, w, h)
    local xcur, ycur = input.GetCursorPos().x, input.GetCursorPos().y
    if (input.IsButtonPressed(0x01) or input.IsButtonPressed(0x02)) then
        if (xcur >= x) and (xcur <= x + w) and (ycur <= y + h) and (ycur >= y) and (drgbombtimer == 0) then
            if drgkeybind == 0 then
                memoryx = x - xcur
                memoryy = y - ycur
                drgbombtimer = 1
            end
        end
    else
    drgbombtimer = 0
    end
    if (drgbombtimer == 1) then
        file.write( path, "rend_x = "..rend_x..";rend_y = "..rend_y..";test_w = "..typew..";test_h = 20;bobmstartx = "..bobmstartx..";bobmstarty = "..bobmstarty..";bwidth = 150;bheight = 60;return pos_x, pos_y,test_w,test_h,bobmstartx,bobmstarty,bwidth,bheight;")
        bobmstartx = math.max(0,math.min(scrx-bwidth,xcur+memoryx))
        bobmstarty = math.max(0,math.min(scry-bheight,ycur+memoryy))
    end
end
horizontal = function(x, y, w, h, r0, g0, b0, a0)
    DrawSetColor(g_VGuiSurface,r0, g0, b0, a0)
    DrawFilledRectFade(g_VGuiSurface, x - w, y, x, y + h, 0, 255, true)
    DrawSetColor(g_VGuiSurface,r0, g0, b0, a0)
    DrawFilledRectFade(g_VGuiSurface, x, y, x + w, y + h, 255, 0, true)
end
vertical = function(x, y, w, h, r0, g0, b0, a0)
    DrawSetColor(g_VGuiSurface,r0, g0, b0, a0)
    DrawFilledRectFade(g_VGuiSurface, x, y, x+w, y+h/2, 0, 255, false)
    DrawSetColor(g_VGuiSurface,r0, g0, b0, a0)
    DrawFilledRectFade(g_VGuiSurface, x, y+h/2, x+w , y+h, 255, 0, false)
end
rect_keybind = function(x, y, w, h)
    render.draw_rect_filled( x + 5, y,          w - 5 * 2, h,            keybindcolor)
    render.draw_rect_filled( x,          y + 5, w,            h - 5 * 2, keybindcolor)
    render.draw_circle_filled( x + 5, y + 5, 50, 5, keybindcolor )
    render.draw_circle_filled( x + w - 5, y + 5, 50, 5, keybindcolor )
    render.draw_circle_filled( x + 5, y + h - 5, 50, 5, keybindcolor )
    render.draw_circle_filled( x + w - 5, y + h - 5, 50, 5, keybindcolor )
    horizontal(x+w/2,y+h-2,w/2-2,2, 174, 206, 254, alphakeybinds, keybindcolor)
    render.draw_text_centered( main, x+w/2, y+h/2-1, fontkeybindcolor, true, true,  "keybind list" )
    typew = w
end
rect_water = function(x, y, w, h,clor)
    render.draw_rect_filled( x + 5, y,          w - 5 * 2, h,            clor)
    render.draw_rect_filled( x,          y + 5, w,            h - 5 * 2, clor)
    render.draw_circle_filled( x + 5, y + 5, 50, 5, clor )
    render.draw_circle_filled( x + w - 5, y + 5, 50, 5, clor )
    render.draw_circle_filled( x + 5, y + h - 5, 50, 5, clor )
    render.draw_circle_filled( x + w - 5, y + h - 5, 50, 5, clor )
end
rect_bombtimer = function(x, y, w, h)
    local rectc = color.new(30,30,30,alphabombtimer)
    local fontc = color.new(174, 206 ,254,alphabombtimer)
    render.draw_rect_filled( x + 5, y,w - 5 * 2, h,rectc)
    render.draw_rect_filled( x,y + 5, w,h - 5 * 2, rectc)
    render.draw_circle_filled( x + 5, y + 5, 50, 5, rectc )
    render.draw_circle_filled( x + w - 5, y + 5, 50, 5, rectc )
    render.draw_circle_filled( x + 5, y + h - 5, 50, 5, rectc )
    render.draw_circle_filled( x + w - 5, y + h - 5, 50, 5, rectc )
    horizontal(x+w/2,y+20,w/2,2, 174,206,254,alphabombtimer)
    vertical( x+35, y+24, 2, h-28, 174,206,254,alphabombtimer)         
    render.draw_text_centered( main, x+w/2, y+2,fontc,true,false ,bomb.state)
    if bomb.time ~= "-" then
        render.draw_text( main, x+45, y+24, fontc ,bomb.sitetime)
    end
        render.draw_text( bombe, x+8, y+28, bombcolor ,"q")
    if bomb.damage ~= "-" then
        render.draw_text( main, x+107, y+40, bomb.damagecolor ,bomb.damage)
    end
    if bomb.damagetext ~= "-" then
        render.draw_text( main, x+45, y+40, fontc ,bomb.damagetext)
    end
end
Is_Open = true
open_check = function()
    if input.KeyRelease(0x2D) then
        return true;
    elseif input.KeyRelease(0x2D) ~= true then
        return false;
    end
end
bind = function(render_name, bind_name)
    if menu.get_key_bind_state(bind_name) == true then
        render.draw_text(keybindf, rend_x+3, rend_y + 21 + (12 * count), color.new(0,0,0), render_name)
        render.draw_text(keybindf, rend_x+2, rend_y + 20 + (12 * count), fontkeybindcolor, render_name)
        wdx = render.get_text_width(keybindf, " [active]")
        widthz = render.get_text_width(keybindf, render_name)+wdx+10
        widthze = render.get_text_width(keybindf, render_name)+wdx+10

        render.draw_text(keybindf, rend_x -1+ typew-wdx, rend_y + 21 + (12 * count), color.new(0,0,0), "[active]")
        render.draw_text(keybindf, rend_x -2+ typew-wdx, rend_y + 20 + (12 * count), fontkeybindcolor, "[active]")
        count = count + 1
    end
end

function tohitgroup(numhitgroup)
    local hitbox = {
        [0] = "generic",
        [1] = "head",
        [2] = "chest",
        [3] = "stomach",
        [4] = "left arm",
        [5] = "right arm",
        [6] = "left leg",
        [7] = "right leg",
    }
    if hitbox[numhitgroup] then
        return hitbox[numhitgroup]
    else
        print.colored(color.new(255,50,50),"\n[NeonSync]               !!!ERROR!!!               \n")
        print.colored(color.new(255,50,50),"\n[NeonSync]             Script has issue            \n")
        print.colored(color.new(255,50,50),"\n[NeonSync]         mlng: "..numhitgroup.."            \n")
    end
end

function is_grenade()
    local fr12 = entitylist.get_local_player()
    if fr12 ~= nil then
        w31pn = entitylist.get_weapon_by_player(fr12)
        if w31pn ~= nil then
            hawe2 = w31pn:get_class_name()
        end
    end
    local nades = {
        ["CFlashbang"] = true,
        ["CHEGrenade"] = true,
        ["CDecoyGrenade"] = true,
        ["CSmokeGrenade"] = true,
        ["CMolotovGrenade"] = true,
        ["CIncendiaryGrenade"] = true,
    }
    
    if nades[hawe2] then
        return nades[hawe2]
    else
        return false
    end
end

function tonamewep(numwep)
    local namewep = {
        [ "weapon_deagle" ] = 'Desert Eagle',
        [ "weapon_revolver" ] = "R8 Revolver",
        [ "weapon_glock" ] = "Glock-18",
        [ "weapon_usp_silencer" ] = "USP-S",
        [ "weapon_cz75a" ] = "CZ75-Auto",
        [ "weapon_fiveseven" ] = "Five-SeveN",
        [ "weapon_p250" ] = "P250",
        [ "weapon_tec9" ] = "Tec-9",
        [ "weapon_elite" ] = "Dual Berettas",
        [ "weapon_hkp2000" ] = "P2000",
        [ "weapon_mp9" ] = "MP9",
        [ "weapon_mac10" ] = "MAC-10",
        [ "weapon_bizon" ] = "PP-Bizon",
        [ "weapon_mp7" ] = "MP7",
        [ "weapon_ump45" ] = "UMP-45",
        [ "weapon_p90" ] = "P90",
        [ "weapon_mp5sd" ] = "MP5-SD",
        [ "weapon_famas" ] = "FAMAS",
        [ "weapon_galilar" ] = "Galil AR",
        [ "weapon_m4a4" ] = "M4A4",
        [ "weapon_m4a1_silencer" ] = "M4A1-S",
        [ "weapon_ak47" ] = "AK-47",
        [ "weapon_aug" ] = "AUG",
        [ "weapon_sg553" ] = "SG-553",
        [ "weapon_ssg08" ] = "SSG 08",
        [ "weapon_awp" ] = "AWP",
        [ "weapon_scar20" ] = "SCAR-20",
        [ "weapon_g3sg1" ] = "G3SG1",
        [ "weapon_nova" ] = "Nova",
        [ "weapon_xm1014" ] = "XM1014",
        [ "weapon_mag7" ] = "MAG-7",
        [ "weapon_sawedoff" ] = "Sawed-Off",
        [ "weapon_m249" ] = "M249",
        [ "weapon_negev" ] = "Negev",
        [ "weapon_decoy" ] = "Decoy",
        [ "weapon_flashbang" ] = "Flashbang Grenade",
        [ "weapon_smokegrenade" ] = "Smoke Grenade",
        [ "weapon_hegrenade" ] = "HE Grenade",
        [ "weapon_molotov" ] = "Molotov Cocktail",
        [ "weapon_incgrenade" ] = "Incendiary Grenade",
        [ "weapon_taser" ] = "Zeus x27",
        [ "weapon_shield" ] = "Shield",
    }
    if namewep[numwep] then
        return namewep[numwep]
    else
        print.colored(color.new(255,50,50),"\n[NeonSync]               !!!ERROR!!!               \n")
        print.colored(color.new(255,50,50),"\n[NeonSync]             Script has issue            \n")
        print.colored(color.new(255,50,50),"\n[NeonSync]           bbnw: "..numwep.."            \n")
    end
end

function warning()
    local fps_value = luamath.get_abs_fps()
    local ping_value = globals.get_ping()
    local ws = 2/3
    if fps_value < 30 then
        clrw = color.new(255, 60, 0)
    elseif fps_value < 60 then
        clrw = color.new(255, 150, 0)
    else
        clrw = nil
    end

    if ping_value < 60 then
        clrp = nil
    elseif ping_value < 100 then
        clrp = color.new(255, 150, 0)
    else
        clrp = color.new(255, 60, 0)
    end
    if menu.get_bool( "Enable Fps&Ping Warning" ) then
        if clrw ~= nil then
            render.draw_rect_filled( (scrx/5.5)*ws, 21*ws, 3*ws, 30*ws, clrw )
            render.draw_rect_filled( (scrx/5.5)*ws, 21*ws, 60*ws, 3*ws, clrw )
            render.draw_rect_filled( (scrx/5.5+10)*ws, 24*ws, 3*ws, 3*ws, clrw )
            render.draw_rect_filled( (scrx/5.5+47)*ws, 24*ws, 3*ws, 3*ws, clrw )
            render.draw_rect_filled( (scrx/5.5+57)*ws, 24*ws, 3*ws, 3*ws, clrw )

            render.draw_rect_filled( (scrx/5.5+6)*ws, 29*ws, 3*ws, 30*ws, clrw )
            render.draw_rect_filled( (scrx/5.5+6)*ws, 29*ws, 60*ws, 3*ws, clrw )
            render.draw_rect_filled( (scrx/5.5+16)*ws, 32*ws, 3*ws, 3*ws, clrw )
            render.draw_rect_filled( (scrx/5.5+53)*ws, 32*ws, 3*ws, 3*ws, clrw )
            render.draw_rect_filled( (scrx/5.5+63)*ws, 32*ws, 3*ws, 3*ws, clrw )

            render.draw_rect_filled( (scrx/5.5+12)*ws, 37*ws, 3*ws, 30*ws, clrw )
            render.draw_rect_filled( (scrx/5.5+12)*ws, 37*ws, 60*ws, 3*ws, clrw )
            render.draw_rect_filled( (scrx/5.5+22)*ws, 40*ws, 3*ws, 3*ws, clrw )
            render.draw_rect_filled( (scrx/5.5+59)*ws, 40*ws, 3*ws, 3*ws, clrw )
            render.draw_rect_filled( (scrx/5.5+69)*ws, 40*ws, 3*ws, 3*ws, clrw )

            render.draw_rect_filled( (scrx/5.5+18)*ws, 46*ws, 3*ws, 30*ws, clrw )
            render.draw_rect_filled( (scrx/5.5+18)*ws, 46*ws, 60*ws, 3*ws, clrw )
            render.draw_rect_filled( (scrx/5.5+28)*ws, 48*ws, 3*ws, 30*ws, clrw )
            render.draw_rect_filled( (scrx/5.5+65)*ws, 48*ws, 3*ws, 30*ws, clrw )
            render.draw_rect_filled( (scrx/5.5+75)*ws, 46*ws, 3*ws, 30*ws, clrw )
            render.draw_rect_filled( (scrx/5.5+18)*ws, 76*ws, 60*ws, 3*ws, clrw )

            render.draw_rect_filled( (scrx/5.5+21)*ws, 53*ws, 7*ws, 3*ws, clrw )
            render.draw_rect_filled( (scrx/5.5+21)*ws, 61*ws, 7*ws, 3*ws, clrw )
            render.draw_rect_filled( (scrx/5.5+21)*ws, 69*ws, 7*ws, 3*ws, clrw )

            render.draw_rect_filled( (scrx/5.5+68)*ws, 53*ws, 7*ws, 3*ws, clrw )
            render.draw_rect_filled( (scrx/5.5+68)*ws, 61*ws, 7*ws, 3*ws, clrw )
            render.draw_rect_filled( (scrx/5.5+68)*ws, 69*ws, 7*ws, 3*ws, clrw )

            render.draw_rect_filled( (scrx/5.5+45)*ws, 52*ws, 3*ws, 15*ws, clrw)
            render.draw_rect_filled( (scrx/5.5+45)*ws, 70*ws, 3*ws, 3*ws, clrw)
        end
        if clrp ~= nil and engine.is_connected() then
            render.draw_rect_filled( (scrx/4+12)*ws, 76*ws, 3*ws, 3*ws, clrp )
            render.draw_rect_filled( (scrx/4+22)*ws, 68*ws, 3*ws, 11*ws, clrp )
            render.draw_rect_filled( (scrx/4+32)*ws, 60*ws, 3*ws, 19*ws, clrp )
            render.draw_rect_filled( (scrx/4+42)*ws, 52*ws, 3*ws, 27*ws, clrp )
            render.draw_rect_filled( (scrx/4+52)*ws, 44*ws, 3*ws, 35*ws, clrp )
            render.draw_rect_filled( (scrx/4+62)*ws, 36*ws, 3*ws, 43*ws, clrp )
        end
    end
end
function logse()
    local style = getstyle()
    for i = 1, #logs do
        if (logs[i] ~= nil) then
            local totaltime = math.round(globals.get_realtime()-logs[i].expiration,1)
            text = render.draw_text_centered( logss, style.vec.x, (i*12)+style.vec.y, logs[i].colore ,style.type,false, logs[i].text )

            if totaltime == 4 then
                table.remove(logs, i)
            end
        end
    end
end
function hurtEvent(e)
    local player = engine.get_local_player_index()
    local sac = engine.get_player_for_user_id(e:get_int("attacker"))
    local enemy = engine.get_player_for_user_id(e:get_int("userid"))
    local attacker = engine.get_player_info(sac).name
    local attacked = engine.get_player_info(enemy).name
    local hp = e:get_int("dmg_health")
    local hpr = e:get_int("health")
    local hitgroup = tohitgroup(e:get_int("hitgroup"))

    if sad == player and harmedlog then
        if elogs then
            colored = harmedcolor
            if getstyle().type == true then
                add_log("Harmed by "..attacker.." for "..hp.." hp")
            else
                add_log("[NeonSync] Harmed by "..attacker.." in the "..hitgroup.." for "..hp.." damage (" .. hpr .. " health remaining)")
            end
        end
        if clogs then
            print.colored(harmedcolor,add_log("\n[NeonSync] Harmed by "..attacker.." in the "..hitgroup.." for "..hp.." damage (" .. hpr .. " health remaining)\n"))
        end
    end

    if player == sac then
        if val ~= 0 then
            play_sound(g_VGuiSurface, ssso[val])
        end
        if hitlog then
            if elogs then
                if getstyle().type == true then
                    if hpr <= 0 then
                        colored = color.new(255,75,75)
                    else
                        colored = color.new(240,240,240)
                    end
                    add_log(attacked.. "'s " .. hitgroup .. " -" .. hp.. "(" .. hpr .. ")")
                else
                    colored = hitcolor
                    add_log("[NeonSync] Hit " ..attacked.. " in " .. "the " .. hitgroup .. " for " .. hp.. " damage" .. " (" .. hpr .. " health remaining)")
                end
            end
            if clogs then
                print.colored(hitcolor,"\n[NeonSync] Hit " ..attacked.. " in " .. "the " .. hitgroup .. " for " .. hp.. " damage" .. " (" .. hpr .. " health remaining)\n")
            end
        end
    end
end
function ifindicators()
    if menu.get_bool( "Enable Anti-aims" ) then
        laa = menu.get_key_bind_state("Legit AA")
    end
    local w1 = render.get_text_width( fonts, "Neon" )
    local leftmanual = menu.get_key_bind_state( "anti_aim.manual_left_key" )
    local rightmanual = menu.get_key_bind_state( "anti_aim.manual_right_key" )
    local desyncpos = menu.get_key_bind_state( "anti_aim.invert_desync_key" )
    local mancol = menu.get_color( "Manuals Color" )
    if menu.get_bool( "Enable indicators" ) and engine.is_in_game() then
        if desyncpos then
            if (laa == true) and (check == false) and (globals.get_tickcount() > tick + 1) then
                color1 = menu.get_color( "Real color" )
                color2 = menu.get_color( "Fake color" )
            else
                color1 = menu.get_color( "Fake color" )
                color2 = menu.get_color( "Real color" )
            end
        else 
            if (laa == true) and (check == false) and (globals.get_tickcount() > tick + 1) then
                color1 = menu.get_color( "Fake color" )
                color2 = menu.get_color( "Real color" )
            else
                color1 = menu.get_color( "Real color" )
                color2 = menu.get_color( "Fake color" )
            end
        end
        render.draw_text( fonts, scrx/2-w1, scry/2+20, color1, "Neon" )
        render.draw_text( fonts, scrx/2, scry/2+20, color2, "Sync" )

        if menu.get_bool( "visuals.world.manual_anti_aim" ) == false then
            if visc == true then
                viscac = menu.get_bool( "visuals.world.manual_anti_aim" )
                menu.set_bool("visuals.world.manual_anti_aim", false )
                visc = false
            end
            if leftmanual then
                render.draw_triangle( scrx/2-35, scry/2+11, scrx/2-55, scry/2, scrx/2-35, scry/2-10, mancol)
            else
                render.draw_line( scrx/2-35, scry/2+11, scrx/2-55, scry/2, mancol )
                render.draw_line( scrx/2-55, scry/2, scrx/2-35, scry/2-11, mancol )
                render.draw_line( scrx/2-35, scry/2-11, scrx/2-35, scry/2+11, mancol )
            end
            if rightmanual then
                render.draw_triangle( scrx/2+55, scry/2, scrx/2+35, scry/2+11, scrx/2+35, scry/2-10, mancol)
            else
                render.draw_line( scrx/2+35, scry/2-11, scrx/2+55, scry/2, mancol )
                render.draw_line( scrx/2+55, scry/2, scrx/2+35, scry/2+11, mancol )
                render.draw_line( scrx/2+35, scry/2+11, scrx/2+35, scry/2-11, mancol )
            end
        end
    else
        if visc == false then
            menu.set_bool( "visuals.world.manual_anti_aim", viscac )
            visc = true
        end
    end
end

function fog()
    local Fc = menu.get_color("Fog Color")
    local Fs = menu.get_int("Fog Start pos")*3
    console.set_int("fog_start", 0)
    if menu.get_bool("Enable Custom Fog") then
        console.set_int("fog_override", 1)
        console.set_int("fog_end", Fs)
        console.set_float("fog_maxdensity", Fc:a()/255)
        console.set_string("fog_color", tostring(Fc:r().." "..Fc:g().." "..Fc:b()))
    else
        console.set_int("fog_override", 0)
        console.set_int("fog_end", 0)
        console.set_int("fog_maxdensity", 0)
        console.set_string("fog_color", "-1 -1 -1")
    end
end

function wievinsocpe()
    if menu.get_bool( "Enable viewmodel is scope" ) then
        console.set_int("fov_cs_debug", 90)
    else
        console.set_int("fov_cs_debug", 0)
    end
end

function ignoresens()
    if menu.get_bool( "Enable ignore sens in scope" ) then
        console.set_int("zoom_sensitivity_ratio_mouse", 0)
    else
        console.set_int("zoom_sensitivity_ratio_mouse", oldzoom)
    end
end
function chamswhennade(saf)
    if is_grenade() ~= nil then
        if menu.get_bool("Enable Transparency with grenade") then
            if is_grenade() then
                if memt == true then
                    menu.set_bool( "visuals.local.chams_enable", true )
                    menu.set_bool( "visuals.local.chams_visible", true )
                    menu.set_bool( "visuals.local.chams_fake_modifiers", false )
                    menu.set_bool( "visuals.local.chams_modifiers_visible", false )
                    menu.set_color( "visuals.local.chams_clr_visible", color.new(cachevis:r(),cachevis:g(),cachevis:b(),50) )
                    menu.set_color( "visuals.local.chams_fake_clr", color.new(cachefk:r(),cachefk:g(),cachefk:b(),50) )
                    memt = false
                end
            else
                if memt == false then
                    menu.set_bool( "visuals.local.chams_enable", cacheenab )
                    menu.set_bool( "visuals.local.chams_visible", cacheenabv )
                    menu.set_bool( "visuals.local.chams_fake_modifiers", cachemf )
                    menu.set_bool( "visuals.local.chams_modifiers_visible", cachemv )
                    menu.set_color( "visuals.local.chams_clr_visible", cachevis )
                    menu.set_color( "visuals.local.chams_fake_clr", cachefk )
                    memt = true
                end
                cacheenab = menu.get_bool("visuals.local.chams_enable")
                cacheenabv = menu.get_bool("visuals.local.chams_visible")
                cachemv = menu.get_bool( "visuals.local.chams_modifiers_visible")
                cachemf = menu.get_bool( "visuals.local.chams_fake_modifiers")
                cachevis = menu.get_color( "visuals.local.chams_clr_visible")
                cachefk = menu.get_color( "visuals.local.chams_fake_clr")
            end
        else
            if memt == false then
                menu.set_bool( "visuals.local.chams_enable", cacheenab )
                menu.set_bool( "visuals.local.chams_visible", cacheenabv )
                menu.set_bool( "visuals.local.chams_fake_modifiers", cachemf )
                menu.set_bool( "visuals.local.chams_modifiers_visible", cachemv )
                menu.set_color( "visuals.local.chams_clr_visible", cachevis )
                menu.set_color( "visuals.local.chams_fake_clr", cachefk )
                memt = true
            end
        end
    end
end

function NeonName(ags)
    if old_times ~= ags and (globals.get_tickcount() % 2) == 1 then 
        ffi.C.SetWindowTextA(wind, tostring(animwind[ags % #animwind+1]))
        old_times = ags
    end
end

function customct(waggas,agsg)
    if waggas then
        local canct = waggas:get_prop_int("CBaseEntity","m_iTeamNum")
        if canct ~= 0 then
            if menu.get_int( "Clan tag type" ) ~= 0 then
                if memeoryclan == false then
                    cheattag = menu.get_bool("misc.clan_tag")
                    memeoryclan = true
                    menu.set_bool("misc.clan_tag",false)
                end
                if menu.get_bool("misc.clan_tag") == false then
                    if old_timez ~= agsg and (globals.get_tickcount() % 2) == 1 then
                        if menu.get_int( "Clan tag type" ) == 1 then
                            set_clantag(ct1[agsg % #ct1+1], ct1[agsg % #ct1+1])
                        elseif menu.get_int( "Clan tag type" ) == 2 then
                            set_clantag(ct2[agsg % #ct2+1], ct2[agsg % #ct2+1])
                        elseif menu.get_int( "Clan tag type" ) == 3 then
                            set_clantag(ct3[agsg % #ct3+1], ct3[agsg % #ct3+1])
                        elseif menu.get_int( "Clan tag type" ) == 4 then
                            set_clantag(ct4[agsg % #ct4+1], ct4[agsg % #ct4+1])
                        elseif menu.get_int( "Clan tag type" ) == 5 then
                            set_clantag(ct5[agsg % #ct5+1], ct5[agsg % #ct5+1])
                        elseif menu.get_int( "Clan tag type" ) == 6 then
                            set_clantag(ct6[agsg % #ct6+1], ct6[agsg % #ct6+1])
                        end
                        old_timez = agsg
                    end
                end
            else
                if memeoryclan == true then
                    set_clantag("", "")
                    menu.set_bool("misc.clan_tag",cheattag)
                    memeoryclan = false
                end
            end
        end
    end
end

function getvalueA()
    buycolor = menu.get_color( "Buy color" )
    harmedcolor = menu.get_color( "Harmed color" )
    hitcolor = menu.get_color( "Hurt color" )
    spreadcolor = menu.get_color( "Spread color")
    occlusioncolor = menu.get_color( "Occlusion color")
    resolvercolor = menu.get_color( "Resolver color" )
    unknowncolor = menu.get_color( "Unknown color" )
    buylog = menu.get_bool( "Buy log" )
    harmedlog = menu.get_bool( "Harmed log" )
    hitlog = menu.get_bool( "Hurt log" )
    spreadlog = menu.get_bool( "Spread log" )
    occlusionlog = menu.get_bool( "Occlusion log" )
    resolverlog = menu.get_bool( "Resolver log" )
    unknownlog = menu.get_bool( "Unknown log" )
    val = menu.get_int( 'Hit Sound' )
    vale = menu.get_int( 'Kill Sound' )
    elogs = menu.get_bool( "Enable event logs" )
    clogs = menu.get_bool( "Enable console logs" )
end

function Bombtimer(currenttime)
    if menu.get_bool( "Enable Bomb timer" ) == true then
        if Is_Open or bomb.planting or bomb.planted or bomb.exploded or bomb.defused then
            if alphabombtimer ~= 255 then
                alphabombtimer = math.min(255,alphabombtimer + 10)
            end
        else
            if alphabombtimer ~= 0 then
                alphabombtimer = math.max(0,alphabombtimer - 10)
            end
        end
        if (Is_Open == true) and (bomb.planting == false) and (bomb.planted == false) and (bomb.exploded == false) then
            bombcolor = color.new(0,255,0)
            bomb.state = "State: None"
            bomb.sitetime = "Site:    Time: "
            bomb.damagetext = "Hp remain:"
            bomb.damage = "-"
        end
        if bomb.planting == true then
            timeplant = currenttime-startplanting
            redz = math.min(255,math.floor(timeplant*82))
            grez = 255-redz
            bombcolor = color.new(redz,grez,0)
            bomb.state = "State: Planting"
            bomb.sitetime = "Site: "..bomb.site
            bomb.damagetext = "Timer: "..4-math.ceil(timeplant)
            bomb.damage = "-"
        else
            startplanting = globals.get_curtime()
        end
        if engine.is_in_game() then
            c4 = luamath.FindByClass("CPlantedC4")
            player = entitylist.get_local_player()
            if c4 ~= nil then
                bomb.defused = c4:get_prop_bool("CPlantedC4","m_bBombDefused")
                blow_time = c4:get_prop_float("CPlantedC4","m_flC4Blow")
                defuse_time = c4:get_prop_float("CPlantedC4","m_flDefuseLength")
                if player ~= nil then
                    armor = player:get_prop_int( "CCSPlayer", "m_ArmorValue" );
                    health = player:get_prop_int( "CCSPlayer", "m_iHealth" );
                    time_remaining = math.max(0,math.floor(blow_time -(globals.get_curtime()))+1)
                    bomb.planting = false   
                    bomb.planted = c4:get_prop_bool( "CPlantedC4" , "m_bBombTicking")
                    bomb.damagetext = "HP remain:"
                    current_pos = player:get_origin();
                    pl_orig = ffi.cast("Vector_t*",ffi_helpers.get_entity_address(c4idx)+312);
                    c4pos = vector.new(pl_orig.x,pl_orig.y,pl_orig.z);
                    flDamage = 500;
                    flBombRadius = flDamage * 3.5;
                    flDistanceToLocalPlayer = current_pos:dist_to(c4pos);
                    fSigma = flBombRadius / 3;
                    fGaussianFalloff = math.exp(-flDistanceToLocalPlayer * flDistanceToLocalPlayer / (2 * fSigma * fSigma));
                    flAdjustedDamage = flDamage * fGaussianFalloff;
                    fltotaldamage = math.floor(luamath.scaleDamageArmor(flAdjustedDamage,armor));
                    greendefuse = math.ceil((health-fltotaldamage) * 2.55/(health/100))
                    reddefuse = 255-greendefuse
                    if health > 0 then
                        if health <= fltotaldamage then
                            bomb.damage = "Lethal"
                            bomb.damagecolor = color.new(255,0,0)
                        else
                            bomb.damage = tostring(health-fltotaldamage)
                            bomb.damagecolor = color.new(reddefuse,greendefuse,0)
                        end
                    else
                        bomb.damagetext = "You are dead"
                        bomb.dmgtext = "-"
                        bomb.damage = "-"
                    end
                    if bomb.planted then
                        time_remaining = blow_time - globals.get_curtime()
                        def_time = defuse_time+(oldtimeD-currenttime)
                        if bomb.defusing then
                            if bomb.defusestart >= defuse_time then
                                if redz ~= 120 and redz ~= 0 then
                                    redz = redz-1
                                end
                                if grez ~= 255 then
                                    grez = grez+1
                                end
                            else
                                if redz ~= 255 then
                                    redz = redz+1
                                end
                                if grez ~= 0 then
                                    grez = grez-1
                                end
                            end
                            bombcolor = color.new(redz,grez,0)
                            bomb.state = "State: Defusing"
                            bomb.sitetime = "Site: "..bomb.site.."    Timer: "..math.max(0,math.ceil(def_time))
                        else
                            if grez ~= 0 then   
                                grez = grez-1
                            else
                                if redz ~= 255 and gres == true then
                                    redz = redz + 1
                                elseif redz ~= 120 and redz ~= 0 then
                                    redz = redz-1
                                    gres = false
                                else
                                    gres = true
                                end
                            end
                            bombcolor = color.new(redz,grez,0);
                            bomb.defusestart = time_remaining;
                            oldtimeD = globals.get_curtime();
                            bomb.state = "State: Thicking";
                            bomb.sitetime = "Site: "..bomb.site.."    Timer: "..math.max(0,math.ceil(time_remaining));
                        end
                    else
                        if bomb.defused == false then
                            bomb.exploded = true;
                        end
                    end
                end
            else           
                bomb.planted = false;
                bomb.defusing = false;
                bomb.defused = false;
                bomb.exploded = false;
            end
            if bomb.exploded then
                if redz ~= 255 then
                    redz = redz + 1;
                end
                bombcolor = color.new(redz,0,0);
                bomb.state = "State: Exploded";
                bomb.sitetime = "Site:"..bomb.site;
                bomb.damagetext = "-";
                bomb.damage = "-";
            end
            if bomb.defused then
                bombcolor = color.new(0,255,0);
                bomb.state = "State: Defused";
                bomb.sitetime = "Site:"..bomb.site;
                bomb.damagetext = "-";
                bomb.damage = "-";
            end
        else
            bomb.planting = false;
            bomb.planted = false;
            bomb.defusing = false;
            bomb.defused = false;
            bomb.exploded = false;
        end
        
    else
        if alphabombtimer ~= 0 then
            alphabombtimer = math.max(0,alphabombtimer - 10);
        end
    end
    if alphabombtimer ~= 0 then
        if Is_Open == true then
            bombtimer(bobmstartx, bobmstarty, bwidth, bheight);
        end
        rect_bombtimer( bobmstartx, bobmstarty, bwidth , bheight);
    end
end

function customwm()
    if menu.get_bool( "Enable Watermark" ) == true then
        if memeorywat == false then
            cheatwat = menu.get_bool("misc.watermark")
            memeorywat = true
            menu.set_bool("misc.watermark",false)
        end
        if menu.get_bool("misc.watermark") == true then
            if alhhka ~= 0 then
                alhhka = math.max(0,alhhka - 10)
            end
        else
            if alhhka ~= 255 then
                alhhka = math.min(255,alhhka + 10)
            end
        end
    else
        if memeorywat == true then
            menu.set_bool("misc.watermark",cheatwat)
            memeorywat = false
        end
        if alhhka ~= 0 then
            alhhka = math.max(0,alhhka - 10)
        end
    end
    if alhhka ~= 0 then
        watercolor = color.new(30,30,30,alhhka)
        watertextcolor = color.new(170,200,255,alhhka)
        if globals.get_tickcount() % 32 == 1 then
            fps = luamath.get_abs_fps()
        end
        local time = os.date("%X")
        if engine.is_connected() then
            cordname = "Neon Sync | "..username.." | "..globals.get_ping().." ping | "..fps.." fps | "..time
        else
            cordname = "Neon Sync | "..username.." | "..fps.." fps | "..time
        end
        widt = render.get_text_width( main, cordname )
        rect_water(scrx-widt-15,10,widt+10,20,watercolor)
        render.draw_text_centered( main, scrx-widt-10, 20, watertextcolor,false,true,cordname)
    end
end

function logsmy()
    if clogs then
        if memeorylogs == false then
            cache = menu.get_bool("misc.logs")
            menu.set_bool("misc.logs",false)
            console.set_int( "con_filter_enable", 1 )
            console.set_int( "developer", 0 )
            console.set_string("con_filter_text","[NeonSync]")
            memeorylogs = true
        end
    else
        if memeorylogs == true then
            menu.set_bool("misc.logs",cache)
            console.set_int( "con_filter_enable", 0 )
            console.set_int( "developer", 0 )
            console.set_string("con_filter_text","")
            memeorylogs = false
        end
    end
end

function keybinds()
    if menu.get_bool( "Enable keybinds" ) == true then
        keybindcolor = color.new(30,30,30,alphakeybinds);
        fontkeybindcolor = color.new(174, 206 ,254,alphakeybinds);
        if engine.is_in_game() then
            bind("Edge yaw","Edge yaw");
            bind("Double tap", "rage.double_tap_key");
            bind("Hide shots", "rage.hide_shots_key");
            bind("Quick peek", "misc.automatic_peek_key");
            bind("Force bodyaim", "Force bodyaim");
            bind("Override damage", "rage.force_damage_key");
            bind("Safe points override", "Force safe points");
        end
        if menu.get_key_bind_state("Edge yaw") == false and menu.get_key_bind_state("rage.double_tap_key") == false and menu.get_key_bind_state("rage.hide_shots_key") == false and menu.get_key_bind_state("misc.automatic_peek_key") == false and menu.get_key_bind_state("Force bodyaim") == false and menu.get_key_bind_state("Force safe points") == false and menu.get_key_bind_state("rage.force_damage_key") == false then
            widthz3 = widthz
            if widthz3 > 90 then
                widthz3 = math.max(widthz3-1,90)
            end
            if widthz3 < 90 then
                widthz3 = math.min(widthz3+1,90)
            end
            widthz = widthz3
            widthz4 = widthz3
        else
            if widthze > widthz4 then
                widthz4 = math.min(widthz4+1,widthze)
            end
            if widthze < widthz4 then
                widthz4 = math.max(widthz4-1,widthze)
            end
            widthz = widthz4
        end
        if memeorykey == false then
            cheatkey = menu.get_bool("misc.key_binds")
            memeorykey = true
            menu.set_bool("misc.key_binds",false)
        end
        if menu.get_bool("misc.key_binds") == false then
            if count ~= 0 or Is_Open then
                if alphakeybinds ~= 255 then
                    alphakeybinds = math.min(255,alphakeybinds + 10)
                end
            else
                if alphakeybinds ~= 0 then
                    alphakeybinds = math.max(0,alphakeybinds - 10)
                end
            end
        else
            if alphakeybinds ~= 0 then
                alphakeybinds = math.max(0,alphakeybinds - 10)
            end
        end
        count = 0;
    else
        if memeorykey == true then
            menu.set_bool("misc.key_binds",cheatkey)
            memeorykey = false
        end
        if alphakeybinds ~= 0 then
            alphakeybinds = math.max(0,alphakeybinds - 10)
        end
    end
    if alphakeybinds ~= 0 then
        if Is_Open then
            keybind(rend_x, rend_y, widthz, test_h);
        end
        rect_keybind(rend_x, rend_y, widthz, test_h);
    end
end


function setmovement(xz,yz,cmd)
    local local_player = entitylist.get_local_player()
    local current_pos = local_player:get_origin()
    local yaw = engine.get_view_angles().y

    local vector_forward = {
        x = current_pos.x - xz,
        y = current_pos.y - yz,
    }
    
    local velocity = {
        x = -(vector_forward.x * math.cos(yaw / 180 * math.pi) + vector_forward.y * math.sin(yaw / 180 * math.pi)),
        y = vector_forward.y * math.cos(yaw / 180 * math.pi) - vector_forward.x * math.sin(yaw / 180 * math.pi),
    }
    cmd.forwardmove = velocity.x * 15
    cmd.sidemove = velocity.y * 15
end;

events.register_event( "bomb_beginplant", function(e)
    bomb.planttime = 4
    bomb.planting = true
    local map = engine.get_level_name_short()
    local mapsite = e:get_int("site")
    if (string.find(sitesa, mapsite)) then
        bomb.site = "A"
    elseif (string.find(sitesb, mapsite)) then
        bomb.site = "B"
    else
        bomb.site = "-"
        colored = color.new(255,255,255)
        if elogs then
            add_log("Error bsn: "..mapsite.." ("..map..")")
        end
        if clogs then
            print.colored(color.new(255,50,50),"\n[NeonSync] Error bsn: "..mapsite.." ("..map..")")
        end
    end
end)
events.register_event( "bomb_abortplant", function(e)
    bomb.planting = false
end)
events.register_event( "bomb_begindefuse", function(e)
    bomb.defusing = true
end)
events.register_event( "bomb_abortdefuse", function(e)
    bomb.defusing = false
end)

events.register_event("round_prestart", function()
    print.colored(color.new(255,255,255),"\n[NeonSync] ------------------------------------------------------------\n")
    bomb.planting = false
    bomb.planted = false
    bomb.defusing = false
    bomb.defused = false
    bomb.exploded = false
end)

client.add_callback( "create_move", function(cmd)
    local localplayer = entitylist.get_local_player();
    local cp = menu.get_color( "misc.automatic_peek_clr" );
    local laa = menu.get_key_bind_state( "Legit AA" );
    local forw = bit.band(cmd.buttons, 8) == 8;
    local back = bit.band(cmd.buttons, 16) == 16;
    local righ = bit.band(cmd.buttons, 512) == 512;
    local left = bit.band(cmd.buttons, 1024) == 1024;
    local apeek = menu.get_key_bind_state( "misc.automatic_peek_key" );
    local clr = menu.get_color( "misc.automatic_peek_clr" );
    local originalpos = localplayer:get_origin();

    if apeek == false and disc321 == 0 then
        curpos = localplayer:get_origin();
    end
    if menu.get_bool( "Enable glow autopeek" ) then
        menu.set_color( "misc.automatic_peek_clr", color.new(clr:r(),clr:g(),clr:b(),0));
        if localplayer then
            if apeek then
                if disc321 ~= 35 then
                    disc321 = disc321 + 5
                end
            else
                if disc321 ~= 0 then
                    disc321 = disc321 - 5
                end
            end
            if disc321 ~= 0 then
                glow(localplayer:get_index(),curpos,clr,disc321);
            end
        end
        sad= true
    else
        if sad then
            menu.set_color("misc.automatic_peek_clr", color.new(clr:r(),clr:g(),clr:b(),o:a()));
            sad = false
        end
        o = menu.get_color( "misc.automatic_peek_clr" )
    end
    if engine.is_in_game() then
        for nomer = 0, 64 do
            if menu.get_key_bind_state( "Force safe points" ) == true then
                menu.set_bool( "player_list.player_settings[" .. nomer .. "].force_safe_points", true )
            else
                menu.set_bool( "player_list.player_settings[" .. nomer .. "].force_safe_points", false )
            end
            if menu.get_key_bind_state("Force bodyaim") then
                menu.set_bool("player_list.player_settings[" .. nomer .. "].force_body_aim", true)
            else
                menu.set_bool("player_list.player_settings[" .. nomer .. "].force_body_aim", false)
            end
        end

        local localplayer = entitylist.get_local_player()
        local OnGround = bit.band(localplayer: get_prop_int("CBasePlayer","m_hGroundEntity"), 1);
        local weapon = entitylist.get_weapon_by_player(localplayer)
        if weapon ~= nil then
            weaponclass = entity.get_class_name(weapon)
        end
        --script
        local gpedgeyaw = menu.get_key_bind_state( "Edge yaw" )
        local gpantiaim = menu.get_bool( "Enable Anti-aims" )
        local gfl = menu.get_int( "Ground fl" )
        local afl = menu.get_int( "Air fl" )
        local sfl = menu.get_int( "Slowwalk fl" )

        --cheat
        local slowwalk = menu.get_key_bind_state( "misc.slow_walk_key" )
        local leftmanual = menu.get_key_bind_state( "anti_aim.manual_left_key" )
        local rightmanual = menu.get_key_bind_state( "anti_aim.manual_right_key" )
        local fakeduck = menu.get_key_bind_state( "anti_aim.fake_duck_key" )

        if OnGround == 1 or bit.band(cmd.buttons, buttons.in_jump) == buttons.in_jump then -- air check
            air = true
        else
            air = false
        end


        local defuse = localplayer:get_prop_int("CCSPlayer","m_bIsDefusing")
        local plant = localplayer:get_prop_int("CCSPlayer","m_bInBombZone")
        local host = localplayer:get_prop_int("CCSPlayer","m_bIsGrabbingHostage")     
        if gpedgeyaw and laa == false and slowwalk == false then
            menu.set_bool( "anti_aim.edge_yaw", true)
        else
            menu.set_bool( "anti_aim.edge_yaw", false)
        end
        if menu.get_bool( "Enable retreak on key autopeek"  ) then
            if apeek == false then
                menu.set_bool( "misc.fast_stop", true );
            else
                if forw == false and back == false and left == false and righ == false and (math.round(curpos.x) ~= math.round(originalpos.x) or math.round(curpos.y) ~= math.round(originalpos.y)) and air == false then
                    if is_grenade() == false then
                        menu.set_bool( "misc.fast_stop", false );
                        setmovement(curpos.x,curpos.y, cmd);
                    end
                else
                    menu.set_bool( "misc.fast_stop", true );
                end
            end
        end
        if gpantiaim then
            if aacahce == true then
                aacc = menu.get_bool( "anti_aim.enable")
                ffcc = menu.get_bool( "anti_aim.enable_fake_lag")
                memorycheatclan = false
            end
            aacahce = false
            menu.set_bool("anti_aim.enable",true)
            if weapon ~= nil then
                if defuse ~= 0 then
                    check = true
                elseif host ~= 0 then
                    check = true
                else
                    check = false
                end
            end
            
            if check == false then
                if laa == true then
                    if globals.get_tickcount() > tick + 1 then
                        if weaponclass ~= "CC4" and plant ~= 1 then
                            cmd.buttons = bit.band(cmd.buttons, bit.bnot(buttons.in_use))
                        end
                    end
                else
                    tick = globals.get_tickcount()
                end
            end
            if (laa == true) and (check == false) then
                menu.set_int( "anti_aim.target_yaw", 0)
                menu.set_int("anti_aim.pitch",0)
                menu.set_int("anti_aim.desync_type",1)
                menu.set_int("anti_aim.yaw_offset",180)
                menu.set_int("anti_aim.yaw_modifier",0)
                menu.set_int("anti_aim.desync_range",60)
                menu.set_int("anti_aim.desync_range_inverted",60)
                menu.set_bool("anti_aim.manual_left_key",false)
                menu.set_bool("anti_aim.manual_right_key",false)
                des = menu.get_key_bind_state("anti_aim.invert_desync_key")
                if mem then
                    if ovver then
                        menu.set_bool("anti_aim.invert_desync_key",false)
                        mem = false
                    else
                        menu.set_bool("anti_aim.invert_desync_key",true)
                        mem = false
                    end
                end
                memoryaa = true

            elseif leftmanual or rightmanual then
                if check == true then
                    menu.set_bool( "anti_aim.enable_fake_lag", false)
                else
                    menu.set_bool( "anti_aim.enable_fake_lag", true)
                end
                menu.set_int("anti_aim.pitch",1)
                menu.set_int( "anti_aim.yaw_modifier", 0)
                menu.set_int( "anti_aim.desync_type", 1)
                menu.set_int( "anti_aim.desync_range", 60)
                menu.set_int( "anti_aim.desync_range_inverted", 60)
                menu.set_int( "anti_aim.fake_lag_limit", gfl)
                rnmanul = menu.get_key_bind_state( "anti_aim.manual_right_key")
                lnmanul = menu.get_key_bind_state( "anti_aim.manual_left_key")
                ovver = menu.get_key_bind_state( "anti_aim.invert_desync_key")
                mem = true
            elseif slowwalk then
                menu.set_int( "anti_aim.target_yaw", 1)
                menu.set_bool( "anti_aim.enable_fake_lag", true)
                menu.set_int("anti_aim.pitch",1)
                menu.set_int( "anti_aim.yaw_offset", -10)
                menu.set_int( "anti_aim.yaw_modifier", 1)
                menu.set_int( "anti_aim.yaw_modifier_range", 10)
                menu.set_int( "anti_aim.desync_type", 1)
                menu.set_int( "anti_aim.fake_lag_limit", sfl)
                menu.set_int( "anti_aim.desync_range", math.random(15,20))
                menu.set_int( "anti_aim.desync_range_inverted", math.random(15,20))
                lnmanul = false
                rnmanul = false
            elseif air then
                menu.set_bool( "anti_aim.enable_fake_lag", true)
                menu.set_int( "anti_aim.target_yaw", 1)
                menu.set_int("anti_aim.pitch",1)
                menu.set_int( "anti_aim.yaw_offset", 0)
                menu.set_int( "anti_aim.yaw_modifier", 0)
                menu.set_int( "anti_aim.fake_lag_limit", afl)
                menu.set_int( "anti_aim.desync_range", 60)
                menu.set_int( "anti_aim.desync_range_inverted", 60)
                if weapon ~= nil then
                    local wepair = "CWeaponTaserCKnife"
                    if string.find(wepair,tostring(weaponclass)) then
                        menu.set_int( "anti_aim.desync_type", 0)
                    else
                        menu.set_int( "anti_aim.desync_type", 2)
                    end
                end
                lnmanul = false
                rnmanul = false
            elseif gpedgeyaw then
                lnmanul = false
                rnmanul = false
                if check == true then
                    menu.set_bool( "anti_aim.enable_fake_lag", false)
                else
                    menu.set_bool( "anti_aim.enable_fake_lag", true)
                end
                menu.set_int("anti_aim.pitch",1)
                menu.set_int( "anti_aim.yaw_offset", 5)
                menu.set_int( "anti_aim.yaw_modifier", 0)
                menu.set_int( "anti_aim.fake_lag_limit", gfl)
                menu.set_int( "anti_aim.desync_type", 1)
                menu.set_int( "anti_aim.desync_range", 60)
                menu.set_int( "anti_aim.desync_range_inverted", 60)
            else
                if check == true then
                    menu.set_bool( "anti_aim.enable_fake_lag", false)
                else
                    menu.set_bool( "anti_aim.enable_fake_lag", true)
                end
                menu.set_int("anti_aim.pitch",1)
                menu.set_int( "anti_aim.target_yaw", 0)
                menu.set_int( "anti_aim.yaw_offset", 0)
                menu.set_int( "anti_aim.yaw_modifier", 1)
                menu.set_int( "anti_aim.yaw_modifier_range", 20)
                menu.set_int( "anti_aim.desync_type", 1)
                menu.set_int( "anti_aim.desync_range", 45)
                menu.set_int( "anti_aim.desync_range_inverted", 45)
                menu.set_int( "anti_aim.fake_lag_limit", gfl)
                if memoryaa then
                    menu.set_bool("anti_aim.manual_right_key",rnmanul)
                    menu.set_bool("anti_aim.manual_left_key",lnmanul)
                    if des then
                        menu.set_bool("anti_aim.invert_desync_key",false)
                    else
                        menu.set_bool("anti_aim.invert_desync_key",true)
                    end
                end
                ovver = menu.get_key_bind_state( "anti_aim.invert_desync_key")
                rnmanul = false
                lnmanul = false
                memoryaa = false
                mem = true
            end
        else
            if aacahce == false then
                menu.set_bool("anti_aim.enable",aacc)
                menu.set_bool( "anti_aim.enable_fake_lag", ffcc)
                aacahce = true
            end
        end
    end
end)

client.add_callback( "on_paint" , function()
    if open_check() then if Is_Open then Is_Open = false else Is_Open = true end end
    local localplayer = entitylist.get_local_player()
    local currenttime = globals.get_curtime()
    local tim3 = math.round(currenttime * 2.33)
    fog()
    wievinsocpe()
    ignoresens()
    ifindicators()
    warning()
    chamswhennade(localplayer)
    NeonName(tim3)
    customct(localplayer,tim3)
    customwm()
    Bombtimer(currenttime)
    logsmy()
    keybinds()
    getvalueA()
    logse()
end)

events.register_event("item_purchase", function(e)
    local name = engine.get_player_info(engine.get_player_for_user_id(e:get_int("userid"))).name
    if buylog then
        if elogs then
            colored = buycolor
            if getstyle().type == true then
                add_log(string.format("%s bought %s", name, tonamewep(e:get_string("weapon"))))
            else
                add_log("[NeonSync] "..string.format("%s bought %s", name, tonamewep(e:get_string("weapon"))))
            end
        end
        if clogs then
            print.colored(buycolor,"\n[NeonSync] "..string.format("%s bought %s", name, tonamewep(e:get_string("weapon"))).."\n")
        end
    end
end)
events.register_event( "player_death", function(e)
    local player = engine.get_local_player_index()
    local sac = engine.get_player_for_user_id(e:get_int("attacker"))
    if sac == player and vale ~= 0 then
        play_sound(g_VGuiSurface, ssso[vale])
    end
end)

events.register_event( "player_hurt", function(e)
    hurtEvent(e)
end)

client.add_callback( "on_shot", function(shot)
    local result = shot.result
    local unreg_hitbox = shot.client_hitbox
    local name = engine.get_player_info(shot.target_index).name
    local unreg_dmg = shot.client_damage
    local hc = shot.hitchance
    local bt = shot.backtrack_ticks

    if result == "Spread" and hc ~= 100 then
        resultat = "Spread"
    elseif result == "Spread" and hc == 100 then
        resultat = "Occlusion"
    elseif result == "Resolver" then
        resultat = "Resolver"
    elseif result == "None" then
        resultat = "None"
    else
        resultat = nil
    end

    if elogs then
        if resultat == "Spread" and spreadlog then
            colored = spreadcolor
            if getstyle().type == true then
                add_log( "Missed "..name.." due to spread")
            else
                add_log( "[NeonSync] Missed "..name.." in "..unreg_hitbox.." for "..unreg_dmg.. " damage due to spread (Backtrack ticks: "..bt..", Hitchance: "..hc..")")
            end
        elseif resultat == "Occlusion" and occlusionlog then
            colored = occlusioncolor
            if getstyle().type == true then
                add_log( "Missed "..name.." due to occlusion")
            else
                add_log( "[NeonSync] Missed "..name.." in "..unreg_hitbox.." for "..unreg_dmg.. " damage due to occlusion (Backtrack ticks: "..bt..", Hitchance: "..hc..")")
            end
        elseif resultat == "Resolver" and resolverlog then
            colored = resolvercolor
            if getstyle().type == true then
                add_log( "Missed "..name.." due to resolver")
            else
                add_log( "[NeonSync] Missed "..name.." in "..unreg_hitbox.." for "..unreg_dmg.. " damage due to resolver (Backtrack ticks: "..bt..", Hitchance: "..hc..")")
            end
        elseif resultat == "None" and unknownlog then
            colored = unknowncolor
            if getstyle().type == true then
                add_log( "Missed "..name.." due to unknown")
            else
                add_log( "[NeonSync] Missed "..name.." in "..unreg_hitbox.." for "..unreg_dmg.. " damage due to unknown (Backtrack ticks: "..bt..", Hitchance: "..hc..")")
            end
        end
    end
    if clogs then
        if resultat == "Spread" and spreadlog then
            print.colored(spreadcolor, "\n[NeonSync] Missed "..name.." in "..unreg_hitbox.." for "..unreg_dmg.. " damage due to spread (Backtrack ticks: "..bt..", Hitchance: "..hc..")\n")
        elseif resultat == "Occlusion" and occlusionlog then
            print.colored(occlusioncolor, "\n[NeonSync] Missed "..name.." in "..unreg_hitbox.." for "..unreg_dmg.. " damage due to occlusion (Backtrack ticks: "..bt..", Hitchance: "..hc..")\n")
        elseif resultat == "Resolver" and resolverlog then
            print.colored(resolvercolor, "\n[NeonSync] Missed "..name.." in "..unreg_hitbox.." for "..unreg_dmg.. " damage due to resolver (Backtrack ticks: "..bt..", Hitchance: "..hc..")\n")
        elseif resultat == "None" and unknownlog then
            print.colored(unknowncolor, "\n[NeonSync] Missed "..name.." in "..unreg_hitbox.." for "..unreg_dmg.. " damage due to unknown (Backtrack ticks: "..bt..", Hitchance: "..hc..")\n")
        end
    end
end)

client.add_callback("unload", function()
    menu.set_bool( "misc.clan_tag",cheattag);
    menu.set_bool( "misc.watermark",cheatwat);
    menu.set_bool( "misc.key_binds",cheatkey);
    menu.set_bool( "anti_aim.enable",aacc);
    menu.set_bool( "anti_aim.enable_fake_lag",ffcc);
    console.set_int( "con_filter_enable", 0);
    console.set_int( "developer", 0 )
    console.set_string("con_filter_text","")
    set_clantag("","");
    menu.set_bool( "visuals.local.chams_enable", cacheenab )
    menu.set_bool( "visuals.local.chams_visible", cacheenabv )
    menu.set_bool( "visuals.local.chams_fake_modifiers", cachemf )
    menu.set_bool( "visuals.local.chams_modifiers_visible", cachemv )
    menu.set_color( "visuals.local.chams_clr_visible", cachevis )
    menu.set_color( "visuals.local.chams_fake_clr", cachefk )
    console.set_int("fog_override", 0)
    console.set_int("fog_end", 0)
    console.set_int("fog_maxdensity", 0)
    console.set_string("fog_color", "-1 -1 -1")
end)
 
Начинающий
Статус
Оффлайн
Регистрация
19 Апр 2021
Сообщения
20
Реакции[?]
7
Поинты[?]
1K
Забаненный
Статус
Оффлайн
Регистрация
22 Авг 2019
Сообщения
366
Реакции[?]
146
Поинты[?]
0
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
подобные скрипты были актуальны 1.5 года назад, говорю сейчас про подобные сборники бесполезных функций за деньги. неосинк является наглядным примером. а так спасибо за сурсы
 
Эксперт
Статус
Оффлайн
Регистрация
10 Фев 2021
Сообщения
1,740
Реакции[?]
559
Поинты[?]
0
подобные скрипты были актуальны 1.5 года назад, говорю сейчас про подобные сборники бесполезных функций за деньги. неосинк является наглядным примером. а так спасибо за сурсы
Я бы не сказал бесполезных, антиаимы селфкод, бомбтаймер селфкод, визуальная хуня красивая селф код.
 
Nike.lua
Олдфаг
Статус
Оффлайн
Регистрация
13 Окт 2020
Сообщения
2,718
Реакции[?]
1,455
Поинты[?]
1K
Я бы не сказал бесполезных, антиаимы селфкод, бомбтаймер селфкод, визуальная хуня красивая селф код.
Да хоть ты это писал с Божьей помощью в церкви под свечами кровью девственниц, если функция мусор и не имеет в себе смысла - она останется мусором, вне зависимости от реализации и затраченного времени.
 
Эксперт
Статус
Оффлайн
Регистрация
10 Фев 2021
Сообщения
1,740
Реакции[?]
559
Поинты[?]
0
Да хоть ты это писал с Божьей помощью в церкви под свечами кровью девственниц, если функция мусор и не имеет в себе смысла - она останется мусором, вне зависимости от реализации и затраченного времени.
ну бомбтаймер - полезная вещь, верно? так же и антимаимы, мне очень нравились в своё время.
 
Nike.lua
Олдфаг
Статус
Оффлайн
Регистрация
13 Окт 2020
Сообщения
2,718
Реакции[?]
1,455
Поинты[?]
1K
ну бомбтаймер - полезная вещь, верно? так же и антимаимы, мне очень нравились в своё время.
Бомбтаймер фулл юзлес, лично для меня, если мне понадобится узнать время до взрыва бомбы - я воспользуюсь трюком с граффити.

Для каждого всё разное, и антиаимы можно так же сделать в легендваре без скриптов (не юерем в счёт кондиции), а тем более отдавать за скрипт деньги - бред.
 
Забаненный
Статус
Оффлайн
Регистрация
22 Авг 2019
Сообщения
366
Реакции[?]
146
Поинты[?]
0
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Я бы не сказал бесполезных, антиаимы селфкод, бомбтаймер селфкод, визуальная хуня красивая селф код.
из антиаимов я увидел там только фейклаги на 3 кондишена, ну именно только по менюшке, смотрел с телефона, так что если ошибаюсь не бей)
1637510867736.png
 
Эксперт
Статус
Оффлайн
Регистрация
10 Фев 2021
Сообщения
1,740
Реакции[?]
559
Поинты[?]
0
  • Вау!
Реакции: yiq
Сверху Снизу