LUA скрипт Neverlose edge yaw

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пофиксите луашку пж )))

Код:
local function VectorLerp(vecSource, vecDestination, flPercentage)
    return vecSource + (vecDestination - vecSource) * flPercentage
end

local function NormalizeYaw(flYaw)
    while flYaw > 180 do flYaw = flYaw - 360 end
    while flYaw < -180 do flYaw = flYaw + 360 end
    return flYaw
end

local refEnabled = menu.Switch('Anti Aim Improvements', 'Edge Yaw', false)
local vecTraceStart = Vector.new()

cheat.RegisterCallback('pre_prediction', function(UserCmd)
    if not refEnabled:GetBool() then
        return
    end

    local iLocalPlayerEntIndex = g_EngineClient:GetLocalPlayer()
    if not iLocalPlayerEntIndex then
        return
    end

    local pLocalPlayerEntity = g_EntityList:GetClientEntity(iLocalPlayerEntIndex)
    local pLocalPlayer = pLocalPlayerEntity:GetPlayer()

    local flVelocityZ = pLocalPlayer:GetProp('m_vecVelocity[2]')
    local bInJump = bit.band(UserCmd.buttons, 2) == 2
    if flVelocityZ ~= 0 or bInJump then
        return
    end

    if g_ClientState.m_choked_commands == 0 then vecTraceStart = pLocalPlayer:GetEyePosition() end

    local aTraceEnd = {}

    local angViewAngles = g_EngineClient:GetViewAngles()
    for flYaw = 18, 360, 18 do
        flYaw = NormalizeYaw(flYaw)

        local angEdge = QAngle.new(0, flYaw, 0)

        local vecTraceEnd = vecTraceStart + cheat.AngleToForward(angEdge) * 0x60

        local traceInfo = g_EngineTrace:TraceRay(vecTraceStart, vecTraceEnd, pLocalPlayerEntity, 0x200400B)

        local flFraction = traceInfo.fraction
        local pEntity = traceInfo.hit_entity

        if pEntity and pEntity:GetClassName() == 'CWorld' and flFraction < 0.3 then
            aTraceEnd[#aTraceEnd+1] = {
                vecTraceEnd = traceInfo.endpos,
                flYaw = flYaw
            }
        end
    end

    table.sort(aTraceEnd, function(a, b)
        return a.flYaw < b.flYaw
    end)

    local angEdge

    if #aTraceEnd >= 2 then
        local vecTraceCenter = VectorLerp(aTraceEnd[1].vecTraceEnd, aTraceEnd[#aTraceEnd].vecTraceEnd, 0.5)

        angEdge = cheat.VectorToAngle(vecTraceStart - vecTraceCenter)
    end
 
    if angEdge then
        local flYaw = angViewAngles.yaw
        local flEdgeYaw = angEdge.yaw

        local flDiff = NormalizeYaw(flEdgeYaw - flYaw)

        if math.abs(flDiff) < 90 then
            flDiff = 0
            flYaw = NormalizeYaw(flEdgeYaw + 180)
        end

        -- Static yaw
        local flNewYaw = -flYaw

        -- Apply edge yaw
        flNewYaw = NormalizeYaw(flNewYaw + flEdgeYaw + 180)

        flNewYaw = NormalizeYaw(flNewYaw + flDiff)

        antiaim.OverrideYawOffset(flNewYaw)
    end
end)
ошибка:

Код:
Failed to load lua Edge Yaw --ERROR--
[string "local function VectorLerp(ve..."]:11: attempt to index global 'menu' (a nil value)
stack traceback:
    [string "local function VectorLerp(ve..."]:11: in main chunk--
 
Последнее редактирование:
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Эксперт
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SQL:
local function VectorLerp(vecSource, vecDestination, flPercentage)
    return vecSource + (vecDestination - vecSource) * flPercentage
end

local function NormalizeYaw(flYaw)
    while flYaw > 180 do flYaw = flYaw - 360 end
    while flYaw < -180 do flYaw = flYaw + 360 end
    return flYaw
end

local refEnabled = Menu.Switch('Anti Aim Improvements', 'Edge Yaw', false)
local vecTraceStart = Vector.new()

cheat.RegisterCallback('pre_prediction', function(UserCmd)
    if not refEnabled:GetBool() then
        return
    end

    local iLocalPlayerEntIndex = g_EngineClient:GetLocalPlayer()
    if not iLocalPlayerEntIndex then
        return
    end

    local pLocalPlayerEntity = g_EntityList:GetClientEntity(iLocalPlayerEntIndex)
    local pLocalPlayer = pLocalPlayerEntity:GetPlayer()

    local flVelocityZ = pLocalPlayer:GetProp('m_vecVelocity[2]')
    local bInJump = bit.band(UserCmd.buttons, 2) == 2
    if flVelocityZ ~= 0 or bInJump then
        return
    end

    if g_ClientState.m_choked_commands == 0 then vecTraceStart = pLocalPlayer:GetEyePosition() end

    local aTraceEnd = {}

    local angViewAngles = g_EngineClient:GetViewAngles()
    for flYaw = 18, 360, 18 do
        flYaw = NormalizeYaw(flYaw)

        local angEdge = QAngle.new(0, flYaw, 0)

        local vecTraceEnd = vecTraceStart + cheat.AngleToForward(angEdge) * 0x60

        local traceInfo = g_EngineTrace:TraceRay(vecTraceStart, vecTraceEnd, pLocalPlayerEntity, 0x200400B)

        local flFraction = traceInfo.fraction
        local pEntity = traceInfo.hit_entity

        if pEntity and pEntity:GetClassName() == 'CWorld' and flFraction < 0.3 then
            aTraceEnd[#aTraceEnd+1] = {
                vecTraceEnd = traceInfo.endpos,
                flYaw = flYaw
            }
        end
    end

    table.sort(aTraceEnd, function(a, b)
        return a.flYaw < b.flYaw
    end)

    local angEdge

    if #aTraceEnd >= 2 then
        local vecTraceCenter = VectorLerp(aTraceEnd[1].vecTraceEnd, aTraceEnd[#aTraceEnd].vecTraceEnd, 0.5)

        angEdge = Cheat.VectorToAngle(vecTraceStart - vecTraceCenter)
    end
 
    if angEdge then
        local flYaw = angViewAngles.yaw
        local flEdgeYaw = angEdge.yaw

        local flDiff = NormalizeYaw(flEdgeYaw - flYaw)

        if math.abs(flDiff) < 90 then
            flDiff = 0
            flYaw = NormalizeYaw(flEdgeYaw + 180)
        end

        -- Static yaw
        local flNewYaw = -flYaw

        -- Apply edge yaw
        flNewYaw = NormalizeYaw(flNewYaw + flEdgeYaw + 180)

        flNewYaw = NormalizeYaw(flNewYaw + flDiff)

        AntiAim.OverrideYawOffset(flNewYaw)
    end
end)
У меня NLа нет, проверь ка сам
 
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SQL:
local function VectorLerp(vecSource, vecDestination, flPercentage)
    return vecSource + (vecDestination - vecSource) * flPercentage
end

local function NormalizeYaw(flYaw)
    while flYaw > 180 do flYaw = flYaw - 360 end
    while flYaw < -180 do flYaw = flYaw + 360 end
    return flYaw
end

local refEnabled = Menu.Switch('Anti Aim Improvements', 'Edge Yaw', false)
local vecTraceStart = Vector.new()

cheat.RegisterCallback('pre_prediction', function(UserCmd)
    if not refEnabled:GetBool() then
        return
    end

    local iLocalPlayerEntIndex = g_EngineClient:GetLocalPlayer()
    if not iLocalPlayerEntIndex then
        return
    end

    local pLocalPlayerEntity = g_EntityList:GetClientEntity(iLocalPlayerEntIndex)
    local pLocalPlayer = pLocalPlayerEntity:GetPlayer()

    local flVelocityZ = pLocalPlayer:GetProp('m_vecVelocity[2]')
    local bInJump = bit.band(UserCmd.buttons, 2) == 2
    if flVelocityZ ~= 0 or bInJump then
        return
    end

    if g_ClientState.m_choked_commands == 0 then vecTraceStart = pLocalPlayer:GetEyePosition() end

    local aTraceEnd = {}

    local angViewAngles = g_EngineClient:GetViewAngles()
    for flYaw = 18, 360, 18 do
        flYaw = NormalizeYaw(flYaw)

        local angEdge = QAngle.new(0, flYaw, 0)

        local vecTraceEnd = vecTraceStart + cheat.AngleToForward(angEdge) * 0x60

        local traceInfo = g_EngineTrace:TraceRay(vecTraceStart, vecTraceEnd, pLocalPlayerEntity, 0x200400B)

        local flFraction = traceInfo.fraction
        local pEntity = traceInfo.hit_entity

        if pEntity and pEntity:GetClassName() == 'CWorld' and flFraction < 0.3 then
            aTraceEnd[#aTraceEnd+1] = {
                vecTraceEnd = traceInfo.endpos,
                flYaw = flYaw
            }
        end
    end

    table.sort(aTraceEnd, function(a, b)
        return a.flYaw < b.flYaw
    end)

    local angEdge

    if #aTraceEnd >= 2 then
        local vecTraceCenter = VectorLerp(aTraceEnd[1].vecTraceEnd, aTraceEnd[#aTraceEnd].vecTraceEnd, 0.5)

        angEdge = Cheat.VectorToAngle(vecTraceStart - vecTraceCenter)
    end

    if angEdge then
        local flYaw = angViewAngles.yaw
        local flEdgeYaw = angEdge.yaw

        local flDiff = NormalizeYaw(flEdgeYaw - flYaw)

        if math.abs(flDiff) < 90 then
            flDiff = 0
            flYaw = NormalizeYaw(flEdgeYaw + 180)
        end

        -- Static yaw
        local flNewYaw = -flYaw

        -- Apply edge yaw
        flNewYaw = NormalizeYaw(flNewYaw + flEdgeYaw + 180)

        flNewYaw = NormalizeYaw(flNewYaw + flDiff)

        AntiAim.OverrideYawOffset(flNewYaw)
    end
end)
У меня NLа нет, проверь ка сам
все равно не запускается луа и пишет в консоль вот

Код:
Failed to load lua Edge Yaw --ERROR--
[string "local function VectorLerp(ve..."]:14: attempt to index global 'cheat' (a nil value)
stack traceback:
    [string "local function VectorLerp(ve..."]:14: in main chunk--
 
reinterpret_cast<bool*>
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все равно не запускается луа и пишет в консоль вот

Код:
Failed to load lua Edge Yaw --ERROR--
[string "local function VectorLerp(ve..."]:14: attempt to index global 'cheat' (a nil value)
stack traceback:
    [string "local function VectorLerp(ve..."]:14: in main chunk--
Код:
local function VectorLerp(vecSource, vecDestination, flPercentage)
    return vecSource + (vecDestination - vecSource) * flPercentage
end

local function NormalizeYaw(flYaw)
    while flYaw > 180 do flYaw = flYaw - 360 end
    while flYaw < -180 do flYaw = flYaw + 360 end
    return flYaw
end

local refEnabled = Menu.Switch('Anti Aim Improvements', 'Edge Yaw', false)
local vecTraceStart = Vector.new()

Cheat.RegisterCallback('pre_prediction', function(UserCmd)
    if not refEnabled:GetBool() then
        return
    end

    local iLocalPlayerEntIndex = EngineClient.GetLocalPlayer()
    if not iLocalPlayerEntIndex then
        return
    end

    local pLocalPlayerEntity = EntityList.GetClientEntity(iLocalPlayerEntIndex)
    local pLocalPlayer = pLocalPlayerEntity:GetPlayer()

    local flVelocityZ = pLocalPlayer:GetProp('m_vecVelocity[2]')
    local bInJump = bit.band(UserCmd.buttons, 2) == 2
    if flVelocityZ ~= 0 or bInJump then
        return
    end

    if ClientState.m_choked_commands == 0 then vecTraceStart = pLocalPlayer:GetEyePosition() end

    local aTraceEnd = {}

    local angViewAngles = EngineClient.GetViewAngles()
    for flYaw = 18, 360, 18 do
        flYaw = NormalizeYaw(flYaw)

        local angEdge = QAngle.new(0, flYaw, 0)

        local vecTraceEnd = vecTraceStart + Cheat.AngleToForward(angEdge) * 0x60

        local traceInfo = EngineTrace.TraceRay(vecTraceStart, vecTraceEnd, pLocalPlayerEntity, 0x200400B)

        local flFraction = traceInfo.fraction
        local pEntity = traceInfo.hit_entity

        if pEntity and pEntity:GetClassName() == 'CWorld' and flFraction < 0.3 then
            aTraceEnd[#aTraceEnd+1] = {
                vecTraceEnd = traceInfo.endpos,
                flYaw = flYaw
            }
        end
    end

    table.sort(aTraceEnd, function(a, b)
        return a.flYaw < b.flYaw
    end)

    local angEdge

    if #aTraceEnd >= 2 then
        local vecTraceCenter = VectorLerp(aTraceEnd[1].vecTraceEnd, aTraceEnd[#aTraceEnd].vecTraceEnd, 0.5)

        angEdge = Cheat.VectorToAngle(vecTraceStart - vecTraceCenter)
    end
 
    if angEdge then
        local flYaw = angViewAngles.yaw
        local flEdgeYaw = angEdge.yaw

        local flDiff = NormalizeYaw(flEdgeYaw - flYaw)

        if math.abs(flDiff) < 90 then
            flDiff = 0
            flYaw = NormalizeYaw(flEdgeYaw + 180)
        end

        -- Static yaw
        local flNewYaw = -flYaw

        -- Apply edge yaw
        flNewYaw = NormalizeYaw(flNewYaw + flEdgeYaw + 180)

        flNewYaw = NormalizeYaw(flNewYaw + flDiff)

        AntiAim.OverrideYawOffset(flNewYaw)
    end
end)
 
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Код:
local function VectorLerp(vecSource, vecDestination, flPercentage)
    return vecSource + (vecDestination - vecSource) * flPercentage
end

local function NormalizeYaw(flYaw)
    while flYaw > 180 do flYaw = flYaw - 360 end
    while flYaw < -180 do flYaw = flYaw + 360 end
    return flYaw
end

local refEnabled = Menu.Switch('Anti Aim Improvements', 'Edge Yaw', false)
local vecTraceStart = Vector.new()

Cheat.RegisterCallback('pre_prediction', function(UserCmd)
    if not refEnabled:GetBool() then
        return
    end

    local iLocalPlayerEntIndex = EngineClient.GetLocalPlayer()
    if not iLocalPlayerEntIndex then
        return
    end

    local pLocalPlayerEntity = EntityList.GetClientEntity(iLocalPlayerEntIndex)
    local pLocalPlayer = pLocalPlayerEntity:GetPlayer()

    local flVelocityZ = pLocalPlayer:GetProp('m_vecVelocity[2]')
    local bInJump = bit.band(UserCmd.buttons, 2) == 2
    if flVelocityZ ~= 0 or bInJump then
        return
    end

    if ClientState.m_choked_commands == 0 then vecTraceStart = pLocalPlayer:GetEyePosition() end

    local aTraceEnd = {}

    local angViewAngles = EngineClient.GetViewAngles()
    for flYaw = 18, 360, 18 do
        flYaw = NormalizeYaw(flYaw)

        local angEdge = QAngle.new(0, flYaw, 0)

        local vecTraceEnd = vecTraceStart + Cheat.AngleToForward(angEdge) * 0x60

        local traceInfo = EngineTrace.TraceRay(vecTraceStart, vecTraceEnd, pLocalPlayerEntity, 0x200400B)

        local flFraction = traceInfo.fraction
        local pEntity = traceInfo.hit_entity

        if pEntity and pEntity:GetClassName() == 'CWorld' and flFraction < 0.3 then
            aTraceEnd[#aTraceEnd+1] = {
                vecTraceEnd = traceInfo.endpos,
                flYaw = flYaw
            }
        end
    end

    table.sort(aTraceEnd, function(a, b)
        return a.flYaw < b.flYaw
    end)

    local angEdge

    if #aTraceEnd >= 2 then
        local vecTraceCenter = VectorLerp(aTraceEnd[1].vecTraceEnd, aTraceEnd[#aTraceEnd].vecTraceEnd, 0.5)

        angEdge = Cheat.VectorToAngle(vecTraceStart - vecTraceCenter)
    end

    if angEdge then
        local flYaw = angViewAngles.yaw
        local flEdgeYaw = angEdge.yaw

        local flDiff = NormalizeYaw(flEdgeYaw - flYaw)

        if math.abs(flDiff) < 90 then
            flDiff = 0
            flYaw = NormalizeYaw(flEdgeYaw + 180)
        end

        -- Static yaw
        local flNewYaw = -flYaw

        -- Apply edge yaw
        flNewYaw = NormalizeYaw(flNewYaw + flEdgeYaw + 180)

        flNewYaw = NormalizeYaw(flNewYaw + flDiff)

        AntiAim.OverrideYawOffset(flNewYaw)
    end
end)
сп)
 
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