LUA скрипт Smart.uno for Pandora [Selfleak]

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So this is an lua for pandora.gg that i made myself and also its my first lua so there may be some shitcode...

Код:
local fake_limit = ui.get("Rage", "Anti-aim", "General", "Body yaw limit")
local adolf_hitler = ui.get("Rage", "Anti-aim", "General", "Fake yaw limit")
local jitter_bool = ui.get("Rage", "Anti-aim", "General", "Yaw jitter")
local jitter_setting = ui.get("Rage", "Anti-aim", "General", "Yaw jitter conditions")
local jitter_range = ui.get("Rage", "Anti-aim", "General", "Yaw jitter range")
local yaw_type = ui.get("Rage", "Anti-aim", "General", "Fake yaw type")
local fakelag = ui.get("Rage", "Anti-aim", "Fake-lag", "Fake lag amount")
local body_roll = ui.get("Rage", "Anti-aim", "General", "Body roll")
local leg_movement = ui.get("Misc", "General", "Movement", "Leg Movement")
local yaw_type_real = ui.get("Rage", "Anti-aim", "General", "Yaw")
local yaw_base = ui.get("Rage", "Anti-aim", "General", "Yaw base")
local yaw_base_add = ui.get("Rage", "Anti-aim", "General", "Yaw additive")
local fakelag_type = ui.get("Rage", "Anti-aim", "Fake-lag", "Fake lag type")
local inverter_key = ui.get("Rage", "Anti-aim", "General", "Anti-aim invert")
local exploit_text = "test"

local screen_width, screen_height = render.get_screen( );
local center_x = ( screen_width / 2 );
local center_y = ( screen_height / 2);

local white = color.new(255, 255, 255, 255)
local light_green = color.new(172,225,175, 255)
local light_red = color.new(255,204,203, 255)
local light_purple = color.new(147,112,219,255)

local checkbox_item = ui.add_checkbox("Automatic Anti-Aim")
local allow_roll = ui.add_checkbox("Allow Roll for Anti-Aim")
local smart_jitter = ui.add_checkbox("Smart Jitter")
local leg_breaker = ui.add_checkbox("Smart Legs")
local label_test = ui.add_label("Free Look Anti-Aim")
local free_look_aa = ui.add_cog("Free Look AA", false, true)
local label_sideways = ui.add_label("Side Ways Fake")
local sideways_fake = ui.add_cog("Side Ways Desync", false, true)
local label_fake_flick = ui.add_label("Fake Flick ")
local fake_flick = ui.add_cog("Fake Flick", false, true)
local fake_flick_delta = ui.add_slider("Fake Flick Delta", -180, 180)
local fake_flick_fake_delta = ui.add_slider("Fake on Fake Flick", 0 , 60)
local anti_bruteforce = ui.add_checkbox("Smart Anti-Bruteforce")

if anti_bruteforce:get() == true then
  local anglebrute1 = ui.add_slider("Brute Angle 1", 0, 60)
  local anglebrute2 = ui.add_slider("Brute Angle 2", 0, 60)
  local anglebrute3 = ui.add_slider("Brute Angle 3", 0, 60)
  local anglebrute4 = ui.add_slider("Brute Angle 4", 0, 60)
  local anglebrute5 = ui.add_slider("Brute Angle 5", 0, 60)
end

local function localspeed()
    local local_player = entity_list.get_client_entity(engine.get_local_player())
    local speed_x = local_player:get_prop("DT_BasePlayer", "m_vecVelocity[0]"):get_float()
    local speed_y = local_player:get_prop("DT_BasePlayer", "m_vecVelocity[1]"):get_float()
    local speed = math.sqrt(speed_x * speed_x + speed_y * speed_y)
    return speed
end




local function on_paint()
    
    local local_player = entity_list.get_client_entity(engine.get_local_player())
    if not local_player then
        return
    end
 
    if fake_flick:get_key() then
      render.text(center_x - 35, center_y + 40, "smart" , light_purple)
      render.text(center_x - 4, center_y + 40, ".uno" , white)
     else
      render.text(center_x - 35, center_y + 28, "smart" , light_purple)
      render.text(center_x - 4, center_y + 28, ".uno" , white)
    end
  


    if free_look_aa:get_key() then
      yaw_type_real:set(1)
      yaw_base:set(2)
    else
      yaw_base:set(0)
    end
    
    if leg_breaker:get() then
      leg_movement:set(math.random(1,2))
    end

    if sideways_fake:get_key() then
      yaw_base_add:set(90)
    else
      yaw_base_add:set(0)
    end

    if fake_flick:get_key() then
      yaw_base_add:set(0)
      fakelag:set(2)
      yaw_type:set(0)
      yaw_base:set(1)
      if global_vars.tickcount % 19 == 0 then
        yaw_base_add:set(fake_flick_delta:get())
        
        if inverter_key:get_key() then
          yaw_base_add:set(-fake_flick_delta:get())
        end
      end
    
      render.text(center_x - 35, center_y + 30, "flick" , white)
    end

    render.text(center_x - 35, center_y + 16, "exploit:" , white)

    if exploits.charging() == true then
      exploit_text = "charging"
      render.text(center_x + 5, center_y + 16, exploit_text , light_red)
    end

    if exploits.ready() == true then
      exploit_text = "charged"
      render.text(center_x + 5, center_y + 16, exploit_text .. " ["..exploits.process_ticks() .. "]", light_green) 
    end


    if smart_jitter:get() then
      
      if fake_flick:get_key() then
        return
      end
      
      yaw_type:set(1)
       fakelag_type:set(0)
       yaw_base:set(1)
       fake_limit:set(fake_flick_fake_delta:get())
       if localspeed() < 2 then
         fake_limit:set(53)
         fakelag:set(14)
         add_text = "smart: neutral"
      
        end
      
       if localspeed() > 2 then
          fake_limit:set(45)
          fakelag:set(6)
          add_text = "smart: walking"
       end 
      
       if localspeed() > 90  then
         fake_limit:set(60)
         fakelag:set(2)
         add_text = "smart: moving"
       end

      

       if allow_roll:get() then
         body_roll:set(2)
       else
         body_roll:set(0)
       end

       render.text(center_x - 35, center_y + 5, add_text , white)



    end


    if checkbox_item:get() then
      
      if fake_flick:get_key() then
        return
      end
      
      if localspeed() < 2 then
         jitter_bool:set(true)
         jitter_setting:set("Moving", false)
         jitter_setting:set("Standing", true)
         jitter_range:set(-3)
         fake_limit:set(45)
         adolf_hitler:set(32)
         yaw_type:set(2)
          if allow_roll:get() then
             body_roll:set(4)
             fake_limit:set(60)
            else
             body_roll:set(0)
             fake_limit:set(27)
            end

        end
    
       if localspeed() > 10 then
         jitter_bool:set(true)
         jitter_setting:set("Moving", true)
         jitter_setting:set("Walking", true)
         jitter_range:set(10)
         fake_limit:set(37)
        
        


         if allow_roll:get() then
            body_roll:set(4)
         else
            body_roll:set(0)
         end

      
        end
    end


end
-- PASTERD AS FUCK

local var = {
  anti_brute_force = {
    angle = {
         neutral_brute = {
          [0] = 60,
          [1] = -60,
          [2] = 60,
          [3] = -60,
          [4] = 60,
          [5] = -60   
        }
    },
    memory = {

    }
  }
}

for allplayers = 1, 64 do
  table.insert(var.anti_brute_force.memory,allplayers, {
    neutral_brute = 0,
  })
end

function RadiansToDegrees(radians)
  return 180 * radians / math.pi
end
function CalculateAngle(from, to)
  local sub = {[0] =  to[0] - from[0], [1] =  to[1] - from[1],[2] =  to[2] - from[2]}
  local hyp = math.sqrt(sub[0] ^ 2 + sub[1] ^ 2)
  local yaw = RadiansToDegrees(math.atan(sub[1], sub[0]))
  local pitch = RadiansToDegrees(-math.atan(sub[2], hyp))
  local rar = {}
  rar[0] = pitch
  rar[1] = yaw
  return rar
end

SetRealOffset = function(angle,isoverride)
  if not engine.get_local_player()  then
    return
  end
 
  if angle < 0  then
      if isoverride == true  then
      AntiAim.OverrideInverter(true) end
      AntiAim.OverrideLimit(math.abs(angle))
  elseif angle == 0 or angle > 0  then
      if isoverride == true  then
      AntiAim.OverrideInverter(false)  end
      AntiAim.OverrideLimit(angle)
  end
end

local function antibrute_test(event)
  local local_player = entity_list.get_client_entity(engine.get_local_player())

  if not local_player then
    return
  end

  if not anti_bruteforce:get() then
    return
  end

  if event:get_int("userid") == nil or engine.get_player_for_user_id(event:get_int("userid")) == engine.get_local_player() then
    client.log("Skipped: Local Shot/Invalid ID", white, "", true)
    return
  end


 
  if entity_list.get_client_entity(engine.get_player_for_user_id(event:get_int("userid"))):dormant() == true or entity_list.get_client_entity(engine.get_player_for_user_id(event:get_int("userid"))):get_prop("DT_BaseEntity", "m_iTeamNum"):get_int() == local_player:get_prop("DT_BaseEntity", "m_iTeamNum"):get_int() then -- IST NEN BOOL IDIOT
    client.log("Skipped: Dormant Enemy or Teammate Shot", white, "", true)
    return
  end

  if entity_list.get_client_entity(engine.get_player_for_user_id(event:get_int("userid"))):get_prop("DT_BasePlayer", "m_iHealth"):get_int() < 0 then   
    client.log("Skipped: Dead Player", white, "", true)
    return
  end
 
  local x,y,z = event:get_int("x"), event:get_int("y"), event:get_int("z")
  local ex,ey,ez = entity_list.get_client_entity(engine.get_player_for_user_id(event:get_int("userid"))):eye_position().x , entity_list.get_client_entity(engine.get_player_for_user_id(event:get_int("userid"))):eye_position().y , entity_list.get_client_entity(engine.get_player_for_user_id(event:get_int("userid"))):eye_position().z
  local hx,hy,hz = entity_list.get_client_entity(engine.get_player_for_user_id(event:get_int("userid"))):hitbox_position(0).x , entity_list.get_client_entity(engine.get_player_for_user_id(event:get_int("userid"))):hitbox_position(0).y , entity_list.get_client_entity(engine.get_player_for_user_id(event:get_int("userid"))):hitbox_position(0).z
  local eyepos = {[0] = ex, [1] = ey, [2] = ez}
  local impact = {[0] = x, [1] = y, [2] = z}
  local headpos = {[0] = hx, [1] = hy, [2] = hz}
  local angle1 = CalculateAngle(eyepos,impact)
  local angle2 = CalculateAngle(eyepos,headpos)
  local angle3 = {[0] = angle2[0]-angle1[0], [1] = angle2[1] - angle1[1]}
 
  if((angle3[0] * angle3[0] + angle3[1] * angle3[1]) < 20 ) then
    client.log("Brute: Shot at us", white, "", true)
  end
 
  client.log("called Event: Bullet Impact(Enemy)", white, "", true)


end

callbacks.register("paint", on_paint)
callbacks.register("bullet_impact", antibrute_test)
Also there is an base for antibruteforce but i was to lazy to finish it .-.
 
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