LUA скрипт Ideal anim-breaker neverlose

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Credits: EdwarD

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RIP. Добряка жаль, земля пухом человеку.

Да, это то что селлят остальные, EdwarD, ZET792 (вроде так, мне без разницы), и что у химеры-яв.

Ну вот и всё.

Не в курсе работает ли. Проверьте пожалуйста.

Код:
local ffi = require "ffi"

ffi.cdef [[
    int VirtualProtect(void* lpAddress, unsigned long dwSize, unsigned long flNewProtect, unsigned long* lpflOldProtect);
    void* VirtualAlloc(void* lpAddress, unsigned long dwSize, unsigned long  flAllocationType, unsigned long flProtect);
    int VirtualFree(void* lpAddress, unsigned long dwSize, unsigned long dwFreeType);

    typedef uintptr_t (__thiscall* GetClientEntity_4242425_t)(void*, int);
    typedef struct
    {
        float x;
        float y;
        float z;
    } Vector_t;

    typedef struct
  {
      char    pad0[0x60]; // 0x00
      void* pEntity; // 0x60
      void* pActiveWeapon; // 0x64
      void* pLastActiveWeapon; // 0x68
      float        flLastUpdateTime; // 0x6C
      int            iLastUpdateFrame; // 0x70
      float        flLastUpdateIncrement; // 0x74
      float        flEyeYaw; // 0x78
      float        flEyePitch; // 0x7C
      float        flGoalFeetYaw; // 0x80
      float        flLastFeetYaw; // 0x84
      float        flMoveYaw; // 0x88
      float        flLastMoveYaw; // 0x8C // changes when moving/jumping/hitting ground
      float        flLeanAmount; // 0x90
      char    pad1[0x4]; // 0x94
      float        flFeetCycle; // 0x98 0 to 1
      float        flMoveWeight; // 0x9C 0 to 1
      float        flMoveWeightSmoothed; // 0xA0
      float        flDuckAmount; // 0xA4
      float        flHitGroundCycle; // 0xA8
      float        flRecrouchWeight; // 0xAC
      Vector_t        vecOrigin; // 0xB0
      Vector_t        vecLastOrigin;// 0xBC
      Vector_t        vecVelocity; // 0xC8
      Vector_t        vecVelocityNormalized; // 0xD4
      Vector_t        vecVelocityNormalizedNonZero; // 0xE0
      float        flVelocityLenght2D; // 0xEC
      float        flJumpFallVelocity; // 0xF0
      float        flSpeedNormalized; // 0xF4 // clamped velocity from 0 to 1
      float        flRunningSpeed; // 0xF8
      float        flDuckingSpeed; // 0xFC
      float        flDurationMoving; // 0x100
      float        flDurationStill; // 0x104
      bool        bOnGround; // 0x108
      bool        bHitGroundAnimation; // 0x109
      char    pad2[0x2]; // 0x10A
      float        flNextLowerBodyYawUpdateTime; // 0x10C
      float        flDurationInAir; // 0x110
      float        flLeftGroundHeight; // 0x114
      float        flHitGroundWeight; // 0x118 // from 0 to 1, is 1 when standing
      float        flWalkToRunTransition; // 0x11C // from 0 to 1, doesnt change when walking or crouching, only running
      char    pad3[0x4]; // 0x120
      float        flAffectedFraction; // 0x124 // affected while jumping and running, or when just jumping, 0 to 1
      char    pad4[0x208]; // 0x128
      float        flMinBodyYaw; // 0x330
      float        flMaxBodyYaw; // 0x334
      float        flMinPitch; //0x338
      float        flMaxPitch; // 0x33C
      int            iAnimsetVersion; // 0x340
  } CCSGOPlayerAnimationState_534535_t;

  typedef struct {
    char  pad_0000[20];
    int m_nOrder; //0x0014
    int m_nSequence; //0x0018
    float m_flPrevCycle; //0x001C
    float m_flWeight; //0x0020
    float m_flWeightDeltaRate; //0x0024
    float m_flPlaybackRate; //0x0028
    float m_flCycle; //0x002C
    void *m_pOwner; //0x0030
    char  pad_0038[4]; //0x0034
    } CAnimationLayer_t;
]]

local ENTITY_LIST_POINTER = ffi.cast("void***", Utils.CreateInterface("client.dll", "VClientEntityList003")) or error("Failed to find VClientEntityList003!")
local GET_CLIENT_ENTITY_FN = ffi.cast("GetClientEntity_4242425_t", ENTITY_LIST_POINTER[0][3])

local ffi_helpers = {
    get_entity_address = function(entity_index)
        local addr = GET_CLIENT_ENTITY_FN(ENTITY_LIST_POINTER, entity_index)
        return addr
    end
}

wutman, nulmen = {}, function () end -- :handshake:
function switcher(i)
  return setmetatable({ i }, {
    __call = function (cE, cEE)
      local nomorenaming = #cE == 0 and nulmen or cE[1]
      return (cEE[nomorenaming] or cEE[wutman] or nulmen)(nomorenaming)
    end
  })
end

local static_legs = Menu.SliderFloat("Anims", "Static Legs in Air", 0, 0, 1)
local pitch_land = Menu.Switch("Anims", "0 Pitch on Land", false)
local leg_breaker = Menu.Switch("Anims", "Leg Fucker", false)
local leg_breaker_modes = Menu.Combo("Anims", "LF Modes", {"Static V1", "Static V2", "Jitter 1", "Jitter 2", "Jitter 3", "Jitter 4", "Jitter 5", "Jitter 5 INVERT"}, 0)

local jumping = false


function updateCSA_hk(thisptr, edx)
    local is_localplayer = ffi.cast("uintptr_t", thisptr) == ffi_helpers.get_entity_address(EngineClient.GetLocalPlayer())
    updateCSA_fn(thisptr, edx)

    if is_localplayer then
        if pitch_land:Get() and ffi.cast("CCSGOPlayerAnimationState_534535_t**", ffi.cast("uintptr_t", thisptr) + 0x9960)[0].bHitGroundAnimation then
            if not jumping then
                ffi.cast("float*", ffi.cast("uintptr_t", thisptr) + 10104)[12] = 0.5
            end
        end

        ffi.cast("float*", ffi.cast("uintptr_t", thisptr) + 10104)[6] = static_legs:Get()

        if leg_breaker:Get() then
            switcher(leg_breaker_modes:Get()) {
                [0] = function ()
                    ffi.cast("float*", ffi.cast("uintptr_t", thisptr) + 10104)[0] = 1
                end,
                [1] = function ()
                    ffi.cast("float*", ffi.cast("uintptr_t", thisptr) + 10104)[0] = 0
                end,
                [2] = function ()
                    ffi.cast("float*", ffi.cast("uintptr_t", thisptr) + 10104)[0] = GlobalVars.tickcount % 3 == 0 and 0 or 0.1
                end,
                [3] = function ()
                    ffi.cast("float*", ffi.cast("uintptr_t", thisptr) + 10104)[0] = GlobalVars.tickcount % 3 == 0 and 1 or 0.45
                end,
                [4] = function ()
                    ffi.cast("float*", ffi.cast("uintptr_t", thisptr) + 10104)[0] = GlobalVars.tickcount % 3 == 0 and 1 or 0.7
                end,
                [5] = function ()
                    ffi.cast("float*", ffi.cast("uintptr_t", thisptr) + 10104)[0] = GlobalVars.tickcount % 4 == 0 and 1 or 0.9
                end,
                [6] = function ()
                    ffi.cast("float*", ffi.cast("uintptr_t", thisptr) + 10104)[0] = GlobalVars.tickcount % 4 == 0 and 0.5 or 0
                end,
                [7] = function ()
                    ffi.cast("float*", ffi.cast("uintptr_t", thisptr) + 10104)[0] = GlobalVars.tickcount % 4 == 0 and 0 or 0.5
                end
            }
        end
    end
end

local lastlegfucker = 0
Cheat.RegisterCallback("prediction", function(cmd)
    if leg_breaker:Get() then
        local var333 = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Leg Movement")
        var333:Set(cmd.command_number % 3 == 0 and 0 or 1)
    end
end)

Cheat.RegisterCallback("pre_prediction", function(cmd)
    jumping = bit.band(cmd.buttons, bit.lshift(1,1)) ~= 0
end)

starthooks() -- have fun remaking this bye
 
Последнее редактирование:
NeverLose Agent
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Credits: EdwarD

Посмотреть вложение 191479


RIP. Добряка жаль, земля пухом человеку.

Да, это то что селлят остальные, EdwarD, ZET792 (вроде так, мне без разницы), и что у химеры-яв.

Ну вот и всё.

Не в курсе работает ли. Проверьте пожалуйста.

Код:
local ffi = require "ffi"

ffi.cdef [[
    int VirtualProtect(void* lpAddress, unsigned long dwSize, unsigned long flNewProtect, unsigned long* lpflOldProtect);
    void* VirtualAlloc(void* lpAddress, unsigned long dwSize, unsigned long  flAllocationType, unsigned long flProtect);
    int VirtualFree(void* lpAddress, unsigned long dwSize, unsigned long dwFreeType);

    typedef uintptr_t (__thiscall* GetClientEntity_4242425_t)(void*, int);
    typedef struct
    {
        float x;
        float y;
        float z;
    } Vector_t;

    typedef struct
  {
      char    pad0[0x60]; // 0x00
      void* pEntity; // 0x60
      void* pActiveWeapon; // 0x64
      void* pLastActiveWeapon; // 0x68
      float        flLastUpdateTime; // 0x6C
      int            iLastUpdateFrame; // 0x70
      float        flLastUpdateIncrement; // 0x74
      float        flEyeYaw; // 0x78
      float        flEyePitch; // 0x7C
      float        flGoalFeetYaw; // 0x80
      float        flLastFeetYaw; // 0x84
      float        flMoveYaw; // 0x88
      float        flLastMoveYaw; // 0x8C // changes when moving/jumping/hitting ground
      float        flLeanAmount; // 0x90
      char    pad1[0x4]; // 0x94
      float        flFeetCycle; // 0x98 0 to 1
      float        flMoveWeight; // 0x9C 0 to 1
      float        flMoveWeightSmoothed; // 0xA0
      float        flDuckAmount; // 0xA4
      float        flHitGroundCycle; // 0xA8
      float        flRecrouchWeight; // 0xAC
      Vector_t        vecOrigin; // 0xB0
      Vector_t        vecLastOrigin;// 0xBC
      Vector_t        vecVelocity; // 0xC8
      Vector_t        vecVelocityNormalized; // 0xD4
      Vector_t        vecVelocityNormalizedNonZero; // 0xE0
      float        flVelocityLenght2D; // 0xEC
      float        flJumpFallVelocity; // 0xF0
      float        flSpeedNormalized; // 0xF4 // clamped velocity from 0 to 1
      float        flRunningSpeed; // 0xF8
      float        flDuckingSpeed; // 0xFC
      float        flDurationMoving; // 0x100
      float        flDurationStill; // 0x104
      bool        bOnGround; // 0x108
      bool        bHitGroundAnimation; // 0x109
      char    pad2[0x2]; // 0x10A
      float        flNextLowerBodyYawUpdateTime; // 0x10C
      float        flDurationInAir; // 0x110
      float        flLeftGroundHeight; // 0x114
      float        flHitGroundWeight; // 0x118 // from 0 to 1, is 1 when standing
      float        flWalkToRunTransition; // 0x11C // from 0 to 1, doesnt change when walking or crouching, only running
      char    pad3[0x4]; // 0x120
      float        flAffectedFraction; // 0x124 // affected while jumping and running, or when just jumping, 0 to 1
      char    pad4[0x208]; // 0x128
      float        flMinBodyYaw; // 0x330
      float        flMaxBodyYaw; // 0x334
      float        flMinPitch; //0x338
      float        flMaxPitch; // 0x33C
      int            iAnimsetVersion; // 0x340
  } CCSGOPlayerAnimationState_534535_t;

  typedef struct {
    char  pad_0000[20];
    int m_nOrder; //0x0014
    int m_nSequence; //0x0018
    float m_flPrevCycle; //0x001C
    float m_flWeight; //0x0020
    float m_flWeightDeltaRate; //0x0024
    float m_flPlaybackRate; //0x0028
    float m_flCycle; //0x002C
    void *m_pOwner; //0x0030
    char  pad_0038[4]; //0x0034
    } CAnimationLayer_t;
]]

local ENTITY_LIST_POINTER = ffi.cast("void***", Utils.CreateInterface("client.dll", "VClientEntityList003")) or error("Failed to find VClientEntityList003!")
local GET_CLIENT_ENTITY_FN = ffi.cast("GetClientEntity_4242425_t", ENTITY_LIST_POINTER[0][3])

local ffi_helpers = {
    get_entity_address = function(entity_index)
        local addr = GET_CLIENT_ENTITY_FN(ENTITY_LIST_POINTER, entity_index)
        return addr
    end
}

wutman, nulmen = {}, function () end -- :handshake:
function switcher(i)
  return setmetatable({ i }, {
    __call = function (cE, cEE)
      local nomorenaming = #cE == 0 and nulmen or cE[1]
      return (cEE[nomorenaming] or cEE[wutman] or nulmen)(nomorenaming)
    end
  })
end

local static_legs = Menu.SliderFloat("Anims", "Static Legs in Air", 0, 0, 1)
local pitch_land = Menu.Switch("Anims", "0 Pitch on Land", false)
local leg_breaker = Menu.Switch("Anims", "Leg Fucker", false)
local leg_breaker_modes = Menu.Combo("Anims", "LF Modes", {"Static V1", "Static V2", "Jitter 1", "Jitter 2", "Jitter 3", "Jitter 4", "Jitter 5", "Jitter 5 INVERT"}, 0)

local jumping = false


function updateCSA_hk(thisptr, edx)
    local is_localplayer = ffi.cast("uintptr_t", thisptr) == ffi_helpers.get_entity_address(EngineClient.GetLocalPlayer())
    updateCSA_fn(thisptr, edx)

    if is_localplayer then
        if pitch_land:Get() and ffi.cast("CCSGOPlayerAnimationState_534535_t**", ffi.cast("uintptr_t", thisptr) + 0x9960)[0].bHitGroundAnimation then
            if not jumping then
                ffi.cast("float*", ffi.cast("uintptr_t", thisptr) + 10104)[12] = 0.5
            end
        end

        ffi.cast("float*", ffi.cast("uintptr_t", thisptr) + 10104)[6] = static_legs:Get()

        if leg_breaker:Get() then
            switcher(leg_breaker_modes:Get()) {
                [0] = function ()
                    ffi.cast("float*", ffi.cast("uintptr_t", thisptr) + 10104)[0] = 1
                end,
                [1] = function ()
                    ffi.cast("float*", ffi.cast("uintptr_t", thisptr) + 10104)[0] = 0
                end,
                [2] = function ()
                    ffi.cast("float*", ffi.cast("uintptr_t", thisptr) + 10104)[0] = GlobalVars.tickcount % 3 == 0 and 0 or 0.1
                end,
                [3] = function ()
                    ffi.cast("float*", ffi.cast("uintptr_t", thisptr) + 10104)[0] = GlobalVars.tickcount % 3 == 0 and 1 or 0.45
                end,
                [4] = function ()
                    ffi.cast("float*", ffi.cast("uintptr_t", thisptr) + 10104)[0] = GlobalVars.tickcount % 3 == 0 and 1 or 0.7
                end,
                [5] = function ()
                    ffi.cast("float*", ffi.cast("uintptr_t", thisptr) + 10104)[0] = GlobalVars.tickcount % 4 == 0 and 1 or 0.9
                end,
                [6] = function ()
                    ffi.cast("float*", ffi.cast("uintptr_t", thisptr) + 10104)[0] = GlobalVars.tickcount % 4 == 0 and 0.5 or 0
                end,
                [7] = function ()
                    ffi.cast("float*", ffi.cast("uintptr_t", thisptr) + 10104)[0] = GlobalVars.tickcount % 4 == 0 and 0 or 0.5
                end
            }
        end
    end
end

local lastlegfucker = 0
Cheat.RegisterCallback("prediction", function(cmd)
    if leg_breaker:Get() then
        local var333 = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Leg Movement")
        var333:Set(cmd.command_number % 3 == 0 and 0 or 1)
    end
end)

Cheat.RegisterCallback("pre_prediction", function(cmd)
    jumping = bit.band(cmd.buttons, bit.lshift(1,1)) ~= 0
end)

starthooks() -- have fun remaking this bye
не ворк
 
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
нихуя не работает в луашке
 
jmp ecx enjoyer
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написать свою реализацию vtable_bind так сложно?
 
Легенда форума
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666
Забаненный
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Сообщения
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
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Credits: EdwarD

Посмотреть вложение 191479


RIP. Добряка жаль, земля пухом человеку.

Да, это то что селлят остальные, EdwarD, ZET792 (вроде так, мне без разницы), и что у химеры-яв.

Ну вот и всё.

Не в курсе работает ли. Проверьте пожалуйста.

Код:
local ffi = require "ffi"

ffi.cdef [[
    int VirtualProtect(void* lpAddress, unsigned long dwSize, unsigned long flNewProtect, unsigned long* lpflOldProtect);
    void* VirtualAlloc(void* lpAddress, unsigned long dwSize, unsigned long  flAllocationType, unsigned long flProtect);
    int VirtualFree(void* lpAddress, unsigned long dwSize, unsigned long dwFreeType);

    typedef uintptr_t (__thiscall* GetClientEntity_4242425_t)(void*, int);
    typedef struct
    {
        float x;
        float y;
        float z;
    } Vector_t;

    typedef struct
  {
      char    pad0[0x60]; // 0x00
      void* pEntity; // 0x60
      void* pActiveWeapon; // 0x64
      void* pLastActiveWeapon; // 0x68
      float        flLastUpdateTime; // 0x6C
      int            iLastUpdateFrame; // 0x70
      float        flLastUpdateIncrement; // 0x74
      float        flEyeYaw; // 0x78
      float        flEyePitch; // 0x7C
      float        flGoalFeetYaw; // 0x80
      float        flLastFeetYaw; // 0x84
      float        flMoveYaw; // 0x88
      float        flLastMoveYaw; // 0x8C // changes when moving/jumping/hitting ground
      float        flLeanAmount; // 0x90
      char    pad1[0x4]; // 0x94
      float        flFeetCycle; // 0x98 0 to 1
      float        flMoveWeight; // 0x9C 0 to 1
      float        flMoveWeightSmoothed; // 0xA0
      float        flDuckAmount; // 0xA4
      float        flHitGroundCycle; // 0xA8
      float        flRecrouchWeight; // 0xAC
      Vector_t        vecOrigin; // 0xB0
      Vector_t        vecLastOrigin;// 0xBC
      Vector_t        vecVelocity; // 0xC8
      Vector_t        vecVelocityNormalized; // 0xD4
      Vector_t        vecVelocityNormalizedNonZero; // 0xE0
      float        flVelocityLenght2D; // 0xEC
      float        flJumpFallVelocity; // 0xF0
      float        flSpeedNormalized; // 0xF4 // clamped velocity from 0 to 1
      float        flRunningSpeed; // 0xF8
      float        flDuckingSpeed; // 0xFC
      float        flDurationMoving; // 0x100
      float        flDurationStill; // 0x104
      bool        bOnGround; // 0x108
      bool        bHitGroundAnimation; // 0x109
      char    pad2[0x2]; // 0x10A
      float        flNextLowerBodyYawUpdateTime; // 0x10C
      float        flDurationInAir; // 0x110
      float        flLeftGroundHeight; // 0x114
      float        flHitGroundWeight; // 0x118 // from 0 to 1, is 1 when standing
      float        flWalkToRunTransition; // 0x11C // from 0 to 1, doesnt change when walking or crouching, only running
      char    pad3[0x4]; // 0x120
      float        flAffectedFraction; // 0x124 // affected while jumping and running, or when just jumping, 0 to 1
      char    pad4[0x208]; // 0x128
      float        flMinBodyYaw; // 0x330
      float        flMaxBodyYaw; // 0x334
      float        flMinPitch; //0x338
      float        flMaxPitch; // 0x33C
      int            iAnimsetVersion; // 0x340
  } CCSGOPlayerAnimationState_534535_t;

  typedef struct {
    char  pad_0000[20];
    int m_nOrder; //0x0014
    int m_nSequence; //0x0018
    float m_flPrevCycle; //0x001C
    float m_flWeight; //0x0020
    float m_flWeightDeltaRate; //0x0024
    float m_flPlaybackRate; //0x0028
    float m_flCycle; //0x002C
    void *m_pOwner; //0x0030
    char  pad_0038[4]; //0x0034
    } CAnimationLayer_t;
]]

local ENTITY_LIST_POINTER = ffi.cast("void***", Utils.CreateInterface("client.dll", "VClientEntityList003")) or error("Failed to find VClientEntityList003!")
local GET_CLIENT_ENTITY_FN = ffi.cast("GetClientEntity_4242425_t", ENTITY_LIST_POINTER[0][3])

local ffi_helpers = {
    get_entity_address = function(entity_index)
        local addr = GET_CLIENT_ENTITY_FN(ENTITY_LIST_POINTER, entity_index)
        return addr
    end
}

wutman, nulmen = {}, function () end -- :handshake:
function switcher(i)
  return setmetatable({ i }, {
    __call = function (cE, cEE)
      local nomorenaming = #cE == 0 and nulmen or cE[1]
      return (cEE[nomorenaming] or cEE[wutman] or nulmen)(nomorenaming)
    end
  })
end

local static_legs = Menu.SliderFloat("Anims", "Static Legs in Air", 0, 0, 1)
local pitch_land = Menu.Switch("Anims", "0 Pitch on Land", false)
local leg_breaker = Menu.Switch("Anims", "Leg Fucker", false)
local leg_breaker_modes = Menu.Combo("Anims", "LF Modes", {"Static V1", "Static V2", "Jitter 1", "Jitter 2", "Jitter 3", "Jitter 4", "Jitter 5", "Jitter 5 INVERT"}, 0)

local jumping = false


function updateCSA_hk(thisptr, edx)
    local is_localplayer = ffi.cast("uintptr_t", thisptr) == ffi_helpers.get_entity_address(EngineClient.GetLocalPlayer())
    updateCSA_fn(thisptr, edx)

    if is_localplayer then
        if pitch_land:Get() and ffi.cast("CCSGOPlayerAnimationState_534535_t**", ffi.cast("uintptr_t", thisptr) + 0x9960)[0].bHitGroundAnimation then
            if not jumping then
                ffi.cast("float*", ffi.cast("uintptr_t", thisptr) + 10104)[12] = 0.5
            end
        end

        ffi.cast("float*", ffi.cast("uintptr_t", thisptr) + 10104)[6] = static_legs:Get()

        if leg_breaker:Get() then
            switcher(leg_breaker_modes:Get()) {
                [0] = function ()
                    ffi.cast("float*", ffi.cast("uintptr_t", thisptr) + 10104)[0] = 1
                end,
                [1] = function ()
                    ffi.cast("float*", ffi.cast("uintptr_t", thisptr) + 10104)[0] = 0
                end,
                [2] = function ()
                    ffi.cast("float*", ffi.cast("uintptr_t", thisptr) + 10104)[0] = GlobalVars.tickcount % 3 == 0 and 0 or 0.1
                end,
                [3] = function ()
                    ffi.cast("float*", ffi.cast("uintptr_t", thisptr) + 10104)[0] = GlobalVars.tickcount % 3 == 0 and 1 or 0.45
                end,
                [4] = function ()
                    ffi.cast("float*", ffi.cast("uintptr_t", thisptr) + 10104)[0] = GlobalVars.tickcount % 3 == 0 and 1 or 0.7
                end,
                [5] = function ()
                    ffi.cast("float*", ffi.cast("uintptr_t", thisptr) + 10104)[0] = GlobalVars.tickcount % 4 == 0 and 1 or 0.9
                end,
                [6] = function ()
                    ffi.cast("float*", ffi.cast("uintptr_t", thisptr) + 10104)[0] = GlobalVars.tickcount % 4 == 0 and 0.5 or 0
                end,
                [7] = function ()
                    ffi.cast("float*", ffi.cast("uintptr_t", thisptr) + 10104)[0] = GlobalVars.tickcount % 4 == 0 and 0 or 0.5
                end
            }
        end
    end
end

local lastlegfucker = 0
Cheat.RegisterCallback("prediction", function(cmd)
    if leg_breaker:Get() then
        local var333 = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Leg Movement")
        var333:Set(cmd.command_number % 3 == 0 and 0 or 1)
    end
end)

Cheat.RegisterCallback("pre_prediction", function(cmd)
    jumping = bit.band(cmd.buttons, bit.lshift(1,1)) ~= 0
end)

starthooks() -- have fun remaking this bye
 
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