Ищу скрипт Holo panel на Spirthack

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wraith recode user
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Код:
local color = Menu.ColorEdit("Visuals", "Keybinds",Color.new(1,1,1,1))
local color = {
    new = function(r,g,b,a)
        if type(a) == 'number' then
            return Color.new(r/255,g/255,b/255,a/255)
        else
            return Color.new(r/255,g/255,b/255,255)
        end
    end
}
local rend = {
    rect = function(f,x,y,w,h,c)
        if f == 1 then
            Render.BoxFilled(Vector2.new(x,y),Vector2.new(w,h),color.new(c[1],c[2],c[3],c[4]))
        else
            Render.Box(Vector2.new(x,y),Vector2.new(w,h),color.new(c[1],c[2],c[3],c[4]))
        end
    end,
    line = function(x,y,w,h,c)
        Render.Line(Vector2.new(x,y),Vector2.new(w,h), color.new(c[1],c[2],c[3],c[4]))
    end,
    grad = function(x,y,w,h,c1,c2,c3,c4)
        Render.GradientBoxFilled(Vector2.new(x,y),Vector2.new(w,h), color.new(c1[1],c1[2],c1[3],c1[4]), color.new(c2[1],c2[2],c2[3],c2[4]), color.new(c3[1],c3[2],c3[3],c3[4]), color.new(c4[1],c4[2],c4[3],c4[4]))
    end
}
local muzzle = {}
local ffi_handler = {}
local expc = color.new(255,255,255)
local activeexploit = "None"
local thirdperson = Menu.FindVar("Visuals","View","Thirdperson","Enable Thirdperson")
local damage = Menu.FindVar("Ragebot","Aimbot","Hitscan","Minimum Damage")
local hitchance = Menu.FindVar("Ragebot","Aimbot","Hitscan","Hit Chance")
local dt = Menu.FindVar("Ragebot","Aimbot","Exploits","Double Tap")
local hs = Menu.FindVar("Ragebot","Aimbot","Exploits","Hide Shots")
local font = Render.InitFont("Verdana", 12,{'r'})
local screen = EngineClient.GetScreenSize()
ffi.cdef[[
    typedef struct {
        float x;
        float y;
        float z;
    } vec3_struct;
    typedef void*(__thiscall* c_entity_list_get_client_entity_t)(void*, int);
    typedef void*(__thiscall* c_entity_list_get_client_entity_from_handle_t)(void*, uintptr_t);
    typedef int(__thiscall* c_weapon_get_muzzle_attachment_index_first_person_t)(void*, void*);
    typedef bool(__thiscall* c_entity_get_attachment_t)(void*, int, vec3_struct*);
]]
ffi_handler.bind_argument = function(fn, arg) return function(...) return fn(arg, ...) end end
ffi_handler.interface_type = ffi.typeof("uintptr_t**")
ffi_handler.i_client_entity_list = ffi.cast(ffi_handler.interface_type, Utils.CreateInterface("client.dll", "VClientEntityList003"))
ffi_handler.get_client_entity = ffi_handler.bind_argument(ffi.cast("c_entity_list_get_client_entity_t", ffi_handler.i_client_entity_list[0][3]), ffi_handler.i_client_entity_list)
is_alive = function(pl) return pl:GetProp("m_iHealth") > 1 end
function lerp(a, b, t)
    return a + (b - a) * t
end
GetMuzzlePos = function()
    local me = EntityList.GetLocalPlayer()
    if not me then return end
    if not is_alive(me) then return end
    local my_address = ffi_handler.get_client_entity(me:EntIndex())
    if not my_address then return end
    local my_weapon_handle = me:GetProp("m_hActiveWeapon")
    local my_weapon = EntityList.GetClientEntityFromHandle(my_weapon_handle)
    if not my_weapon then return end
    local my_weapon_address = ffi_handler.get_client_entity(my_weapon:EntIndex())
    if not my_weapon_address then return end
    local my_viewmodel_handle = me:GetProp("m_hViewModel[0]")
    local my_viewmodel = EntityList.GetClientEntityFromHandle(my_viewmodel_handle)
    if not my_viewmodel then return end
    local my_viewmodel_addres = ffi_handler.get_client_entity(my_viewmodel:EntIndex())
    if not my_viewmodel_addres then return end
    local viewmodel_vtbl = ffi.cast(ffi_handler.interface_type, my_viewmodel_addres)[0]
    local weapon_vtbl = ffi.cast(ffi_handler.interface_type, my_weapon_address)[0]
    local get_viewmodel_attachment_fn = ffi.cast("c_entity_get_attachment_t", viewmodel_vtbl[84])
    local get_muzzle_attachment_index_fn = ffi.cast("c_weapon_get_muzzle_attachment_index_first_person_t", weapon_vtbl[468])
    local muzzle_attachment_index = get_muzzle_attachment_index_fn(my_weapon_address, my_viewmodel_addres)
    local ret = ffi.new("vec3_struct[1]")
    local state = get_viewmodel_attachment_fn(my_viewmodel_addres, muzzle_attachment_index, ret)
    local final_pos = Vector.new(ret[0].x, ret[0].y, ret[0].z)
    return {state = state,pos = final_pos}
end
muzzle.drawpos = {x = screen.x/1.5 ,y = screen.y/1.5}

local font = Render.InitFont("Verdana", 12,{'r'})
function on_paint()
    local wepsize = Render.CalcTextSize("Weapon: ",12,font)
    local dmgsize = Render.CalcTextSize("Damage: ",12,font)
    local hcsize = Render.CalcTextSize("Hitchance: ",12,font)
    local exploitsize = Render.CalcTextSize("Exploit: ",12,font)
    local lc = EntityList.GetLocalPlayer()
    if lc == nil then return end
    if is_alive(lc) == false then return end
    local cirwep = lc:GetActiveWeapon()
    if thirdperson:Get() == false then
        muzzle_pos = GetMuzzlePos().pos
    else
        muzzle_pos = lc:GetHitboxCenter(15)
    end
    if hs:Get() == true or dt:Get() == true then
        if dt:Get() == true then
            activeexploit = "Double Tap"
            expc = color.new(100,255,100)
        elseif hs:Get() == true then
            activeexploit = "Hide shots"
            expc = color.new(100,100,255)
        end
    else
        activeexploit = "None"
        expc = color.new(255,255,255)
    end
    if muzzle_pos == nil then return end
    if not GetMuzzlePos().state then return end
    local muzzle_render = Render.WorldToScreen(muzzle_pos)
    local smooth = {
        x = lerp(muzzle.drawpos.x, muzzle_render.x, 12*GlobalVars.frametime),
        y = lerp(muzzle.drawpos.y, muzzle_render.y, 12*GlobalVars.frametime)
    }
    muzzle.drawpos.x = smooth.x
    muzzle.drawpos.y = smooth.y
    rend.rect(1,smooth.x+100,smooth.y-50,smooth.x+300,smooth.y-100,{20,20,20,100})
    Render.GradientBoxFilled(Vector2.new(smooth.x+100,smooth.y-98),Vector2.new(smooth.x+300,smooth.y-100), color:GetColor(), color:GetColor(), color.new(color:GetColor().r,color:GetColor().g,color:GetColor().b,0),color.new(color:GetColor().r,color:GetColor().g,color:GetColor().b,0))
    rend.line(muzzle_render.x,muzzle_render.y,smooth.x+100,smooth.y-50,{255,255,255})
    Render.Text("Weapon: ", Vector2.new(smooth.x+102, smooth.y-98),color.new(255,255,255), 12,font)
    Render.WeaponIcon(cirwep:GetWeaponID(), Vector2.new(smooth.x+wepsize.x+102, smooth.y-98),color.new(255,255,255), 14)
    Render.Text("Damage: "..damage:Get(), Vector2.new(smooth.x+102, smooth.y-98+wepsize.y),color.new(255,255,255), 12,font)
    Render.Text("Hitchance: "..hitchance:Get().."%", Vector2.new(smooth.x+102, smooth.y-98+wepsize.y+dmgsize.y),color.new(255,255,255), 12,font)
    Render.Text("Exploit: ", Vector2.new(smooth.x+102, smooth.y-98+wepsize.y+dmgsize.y+hcsize.y),color.new(255,255,255), 12,font)
    Render.Text(activeexploit, Vector2.new(smooth.x+102+exploitsize.x, smooth.y-98+wepsize.y+dmgsize.y+hcsize.y),expc, 12,font)
end
Cheat.RegisterCallback("draw", on_paint)
заебали сообщения фармить(модеры блять я создатель этой луа, сука я не сливаю хайд)
осторожно кринж код и вообще паста с никсвара
 
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