reinterpret_cast<bool*>
-
Автор темы
- #1
Credits: Hellfish#9343
дормант аимбот поломан немног, но кому надо, тот пофиксит
дормант аимбот поломан немног, но кому надо, тот пофиксит
Код:
-- local variables for API functions. any changes to the line below will be lost on re-generation
local AntiAim_GetCurrentRealRotation, AntiAim_GetInverterState, AntiAim_GetMaxDesyncDelta, AntiAim_GetMinDesyncDelta, AntiAim_OverrideInverter, AntiAim_OverrideLimit, AntiAim_OverrideYawOffset, bit_band, bit_bnot, bit_bor, bit_lshift, cheat_AddEvent, Cheat_AddNotify, cheat_AngleToForward, Cheat_AngleToForward, cheat_FireBullet, Cheat_GetBinds, Cheat_GetCheatUserName, Cheat_GetMousePos, Cheat_IsKeyDown, Cheat_IsMenuVisible, cheat_RegisterCallback, cheat_SetThirdPersonAnim, cheat_VectorToAngle, Cheat_VectorToAngle, Color_new, Color_RGBA, CVar_FindVar, EngineClient_GetScreenSize, EntityList_GetClientEntity, EntityList_GetLocalPlayer, EntityList_GetPlayer, EntityList_GetPlayerResource, ffi_cast, ffi_cdef, ffi_new, ffi_typeof, math_abs, math_ceil, math_clamp, math_cos, math_floor, math_lerp, math_max, math_min, math_normalize, math_rad, math_round, Menu_Combo, Menu_FindVar, Menu_SliderInt, Menu_Switch, print, pairs, RageBot_OverrideHitchance, Render_InitFont, string_format, table_insert, table_reference_condition, Utils_CreateInterface, Utils_CreateInterface, Utils_PatternScan, utils_RandomFloat, Vector_new, Vector2_new, fn, type, tonumber, error, condition, EngineClient_GetLocalPlayer, EngineClient_GetViewAngles, EngineClient_IsConnected, EngineClient_IsInGame, EngineTrace_TraceRay, EntityList_GetEntitiesByName, EntityList_GetPlayerForUserID, exploits_GetCharge, Exploits_OverrideDoubleTapSpeed, math_closest_point_on_ray, math_percent_to_pix, math_sin, math_vector_lerp, MatSystem_FirstMaterial, MatSystem_GetMaterial, MatSystem_NextMaterial, Menu_Button, Menu_ColorEdit, Menu_ComboColor, Menu_DestroyItem, Menu_MultiCombo, menu_SliderInt, menu_SwitchColor, Menu_SwitchColor, QAngle_new, Render_BoxFilled, Render_CalcTextSize, Render_Circle, Render_CircleFilled, Render_GradientBoxFilled, Render_Line, Render_PolyFilled, Render_Text, Render_WorldToScreen, table_remove, table_sort, unpack, Utils_RandomFloat, Utils_RandomInt, ipairs, pcall, tostring = AntiAim.GetCurrentRealRotation, AntiAim.GetInverterState, AntiAim.GetMaxDesyncDelta, AntiAim.GetMinDesyncDelta, AntiAim.OverrideInverter, AntiAim.OverrideLimit, AntiAim.OverrideYawOffset, bit.band, bit.bnot, bit.bor, bit.lshift, Cheat.AddEvent, Cheat.AddNotify, Cheat.AngleToForward, Cheat.AngleToForward, Cheat.FireBullet, Cheat.GetBinds, Cheat.GetCheatUserName, Cheat.GetMousePos, Cheat.IsKeyDown, Cheat.IsMenuVisible, Cheat.RegisterCallback, Cheat.SetThirdPersonAnim, Cheat.VectorToAngle, Cheat.VectorToAngle, Color.new, Color.RGBA, CVar.FindVar, EngineClient.GetScreenSize, EntityList.GetClientEntity, EntityList.GetLocalPlayer, EntityList.GetPlayer, EntityList.GetPlayerResource, ffi.cast, ffi.cdef, ffi.new, ffi.typeof, math.abs, math.ceil, math.clamp, math.cos, math.floor, math.lerp, math.max, math.min, math.normalize, math.rad, math.round, Menu.Combo, Menu.FindVar, Menu.SliderInt, Menu.Switch, print, pairs, RageBot.OverrideHitchance, Render.InitFont, string.format, table.insert, table.reference_condition, Utils.CreateInterface, Utils.CreateInterface, Utils.PatternScan, Utils.RandomFloat, Vector.new, Vector2.new, fn, type, tonumber, error, condition, EngineClient.GetLocalPlayer, EngineClient.GetViewAngles, EngineClient.IsConnected, EngineClient.IsInGame, EngineTrace.TraceRay, EntityList.GetEntitiesByName, EntityList.GetPlayerForUserID, Exploits.GetCharge, Exploits.OverrideDoubleTapSpeed, math.closest_point_on_ray, math.percent_to_pix, math.sin, math.vector_lerp, MatSystem.FirstMaterial, MatSystem.GetMaterial, MatSystem.NextMaterial, Menu.Button, Menu.ColorEdit, Menu.ComboColor, Menu.DestroyItem, Menu.MultiCombo, Menu.SliderInt, Menu.SwitchColor, Menu.SwitchColor, QAngle.new, Render.BoxFilled, Render.CalcTextSize, Render.Circle, Render.CircleFilled, Render.GradientBoxFilled, Render.Line, Render.PolyFilled, Render.Text, Render.WorldToScreen, table.remove, table.sort, unpack, Utils.RandomFloat, Utils.RandomInt, ipairs, pcall, tostring
local Render_GetMenuPos = Render.GetMenuPos
local Render_GetMenuSize = Render.GetMenuSize
local ui_handler = {}
local conditional_hitchance = {}
local handlers = {}
local font = {}
local entity_helpers = {}
local dormant_aimbot = {}
local ffi_handler = {}
local AntiAim_on_use = {}
local doubletap_speed_controller = {}
local defines = {}
local viewmodel_in_scope = {}
local visual_controller = {}
local bind_system = {}
local conditional_AntiAims = {}
local neverlose_refs = {}
local edge_yaw = {}
local animation_breaker = {}
local anti_bruteforce = {}
local hitlogs = {}
local console_color = {}
local menu_effects = {}
local custom_scope = {}
local hitsound = {}
local manual_arrows = {}
local damage_marker = {}
local configs = {}
local kill_say = {}
local hitlog = {}
configs.default_link = "https://hastebin.com/raw/oqapofoxoq"
configs.validation_key = "3805ca8ff0dc26a4a236a8f26d6bd51a"
kill_say.phrases = {
"1 пидорасина ебаная спи",
"круто вчера туалет помыла шлюха",
"игрок?",
"парашыч ебаный",
"1 животно ебаное ",
"оттарабанен 100 сантиметровым фалосом",
"обоссан",
"by SANCHEZj hvh boss",
"але уебище химера яв гетни потом вырыгивай что то",
"ебать ты на хуек присел нихуева",
"заглотнул коки яки",
"в сон нахуй",
"уебашил дилдом по ебалу",
"сбил пидораса обоссаного",
"глотай овца",
"трахнут",
"поспи хуйсоска",
"лови припиздок немощный",
"слишком сочный для Chimera.technologies ",
"sleep",
"изи упал нищий",
"посажен на хуй",
"GLhf.exe Activated",
"what you do dog??",
"!medic НЮХАЙ БЭБРУ я полечился",
"1 week lou doggo ovnet",
"l2p bot",
"why you sleep dog???",
"лови тапыча мусор",
"1 мусор учись играть",
"$$$ 1 TAP UFF YA $$$ ∩ ( ͡⚆ ͜ʖ ͡⚆) ∩",
"че, пососал глупый даун?",
"я ķ¤нɥåλ ϯ⤣ü ɱåɱķ£ β Ƥ¤ϯ",
"улетаешь со своего ванвея хуесос",
"0 iq",
"сразу видно кфг иссуе мб конфиг у витмы прикупишь ?",
"iq ? HAHAHA",
"Best and cheap configurations for gamesense, ot and neverlose waiting for your order at ---> vk.com/id498406374",
"ХАХАХАХАХХАХА НИЩИЙ УЛЕТЕЛ (◣_◢)",
"земля те землей хуйло чиста еденицей отлетел))",
"Создатель JS REZOLVER",
}
local json = Panorama.LoadString([[
return {
stringify: JSON.stringify,
parse: JSON.parse
};
]])()
local base64 = {}
extract = function(v, from, width)
return bit.band(bit.rshift(v, from), bit.lshift(1, width) - 1)
end
function base64.makeencoder(alphabet)
local encoder = {}
local t_alphabet = {}
for i = 1, #alphabet do
t_alphabet[i - 1] = alphabet:sub(i, i)
end
for b64code, char in pairs(t_alphabet) do
encoder[b64code] = char:byte()
end
return encoder
end
function base64.makedecoder(alphabet)
local decoder = {}
for b64code, charcode in pairs(base64.makeencoder(alphabet)) do
decoder[charcode] = b64code
end
return decoder
end
DEFAULT_ENCODER = base64.makeencoder("ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=")
DEFAULT_DECODER = base64.makedecoder("ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=")
CUSTOM_ENCODER = base64.makeencoder("KmAWpuFBOhdbI1orP2UN5vnSJcxVRgazk97ZfQqL0yHCl84wTj3eYXiD6stEGM+/=")
CUSTOM_DECODER = base64.makedecoder("KmAWpuFBOhdbI1orP2UN5vnSJcxVRgazk97ZfQqL0yHCl84wTj3eYXiD6stEGM+/=")
function base64.encode(str, encoder, usecaching)
str = tostring(str)
encoder = encoder or DEFAULT_ENCODER
local t, k, n = {}, 1, #str
local lastn = n % 3
local cache = {}
for i = 1, n - lastn, 3 do
local a, b, c = str:byte(i, i + 2)
local v = a * 0x10000 + b * 0x100 + c
local s
if usecaching then
s = cache[v]
if not s then
s = string.char(encoder[extract(v, 18, 6)], encoder[extract(v, 12, 6)], encoder[extract(v, 6, 6)],
encoder[extract(v, 0, 6)])
cache[v] = s
end
else
s = string.char(encoder[extract(v, 18, 6)], encoder[extract(v, 12, 6)], encoder[extract(v, 6, 6)],
encoder[extract(v, 0, 6)])
end
t[k] = s
k = k + 1
end
if lastn == 2 then
local a, b = str:byte(n - 1, n)
local v = a * 0x10000 + b * 0x100
t[k] = string.char(encoder[extract(v, 18, 6)], encoder[extract(v, 12, 6)], encoder[extract(v, 6, 6)],
encoder[64])
elseif lastn == 1 then
local v = str:byte(n) * 0x10000
t[k] = string.char(encoder[extract(v, 18, 6)], encoder[extract(v, 12, 6)], encoder[64], encoder[64])
end
return table.concat(t)
end
function base64.decode(b64, decoder, usecaching)
decoder = decoder or DEFAULT_DECODER
local pattern = "[^%w%+%/%=]"
if decoder then
local s62, s63
for charcode, b64code in pairs(decoder) do
if b64code == 62 then
s62 = charcode
elseif b64code == 63 then
s63 = charcode
end
end
pattern = ("[^%%w%%%s%%%s%%=]"):format(string.char(s62), string.char(s63))
end
b64 = b64:gsub(pattern, "")
local cache = usecaching and {}
local t, k = {}, 1
local n = #b64
local padding = b64:sub(-2) == "==" and 2 or b64:sub(-1) == "=" and 1 or 0
for i = 1, padding > 0 and n - 4 or n, 4 do
local a, b, c, d = b64:byte(i, i + 3)
local s
if usecaching then
local v0 = a * 0x1000000 + b * 0x10000 + c * 0x100 + d
s = cache[v0]
if not s then
local v = decoder[a] * 0x40000 + decoder[b] * 0x1000 + decoder[c] * 0x40 + decoder[d]
s = string.char(extract(v, 16, 8), extract(v, 8, 8), extract(v, 0, 8))
cache[v0] = s
end
else
local v = decoder[a] * 0x40000 + decoder[b] * 0x1000 + decoder[c] * 0x40 + decoder[d]
s = string.char(extract(v, 16, 8), extract(v, 8, 8), extract(v, 0, 8))
end
t[k] = s
k = k + 1
end
if padding == 1 then
local a, b, c = b64:byte(n - 3, n - 1)
local v = decoder[a] * 0x40000 + decoder[b] * 0x1000 + decoder[c] * 0x40
t[k] = string.char(extract(v, 16, 8), extract(v, 8, 8))
elseif padding == 2 then
local a, b = b64:byte(n - 3, n - 2)
local v = decoder[a] * 0x40000 + decoder[b] * 0x1000
t[k] = string.char(extract(v, 16, 8))
end
return table.concat(t)
end
-- TODO: СДЕЛАТЬ НОРМАЛЬНО ОБЯЗАТЕЛЬНО!!!!!!!!!!!!!
local ref_dt = Menu_FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap")
local ref_hs = Menu_FindVar("Aimbot", "Ragebot", "Exploits", "Hide Shots")
local debug = function(...)
--return print(...)
end
-- TODO: переместить эти переменные в какую нибудь таблицу что бы избежать лимита локалов в 200 в будущем.
local IN_ATTACK = bit_lshift(1, 0) -- Fire weapon
local IN_JUMP = bit_lshift(1, 1) -- Jump
local IN_DUCK = bit_lshift(1, 2) -- Crouch
local IN_FORWARD = bit_lshift(1, 3) -- Walk forward
local IN_BACK = bit_lshift(1, 4) -- Walk backwards
local IN_USE = bit_lshift(1, 5) -- Use (Defuse bomb, etc...)
local IN_CANCEL = bit_lshift(1, 6) -- ??
local IN_LEFT = bit_lshift(1, 7) -- Walk left
local IN_RIGHT = bit_lshift(1, 8) -- Walk right
local IN_MOVELEFT = bit_lshift(1, 9) -- Alias? (not sure)
local IN_MOVERIGHT = bit_lshift(1, 10) -- Alias? (not sure)
local IN_ATTACK2 = bit_lshift(1, 11) -- Secondary fire (Revolver, Glock change fire mode, Famas change fire mode) (not sure)
local IN_RUN = bit_lshift(1, 12)
local IN_RELOAD = bit_lshift(1, 13) -- Reload weapon
local IN_ALT1 = bit_lshift(1, 14)
local IN_ALT2 = bit_lshift(1, 15)
local IN_SCORE = bit_lshift(1, 16)
local IN_SPEED = bit_lshift(1, 17)
local IN_WALK = bit_lshift(1, 18) -- Shift
local IN_ZOOM = bit_lshift(1, 19) -- Zoom weapon (not sure)
local IN_WEAPON1 = bit_lshift(1, 20)
local IN_WEAPON2 = bit_lshift(1, 21)
local IN_BULLRUSH = bit_lshift(1, 22)
local FL_ONGROUND = bit_lshift(1, 0)
local FL_DUCKING = bit_lshift(1, 1)
local FL_WATERJUMP = bit_lshift(1, 3)
local FL_ONTRAIN = bit_lshift(1, 4)
local FL_INRAIN = bit_lshift(1, 5)
local FL_FROZEN = bit_lshift(1, 6)
local FL_ATCONTROLS = bit_lshift(1, 7)
local FL_CLIENT = bit_lshift(1, 8)
local FL_FAKECLIENT = bit_lshift(1, 9)
local FL_INWATER = bit_lshift(1, 10)
neverlose_refs.scope = Menu_FindVar("Visuals", "View", "Camera", "Remove Scope")
neverlose_refs.pitch = Menu_FindVar("Aimbot", "Anti Aim", "Main", "Pitch")
neverlose_refs.yaw_base = Menu_FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base")
local yaw_base_list = neverlose_refs.yaw_base:GetList()
--table_remove(yaw_base_list, 1)
neverlose_refs.yaw_add = Menu_FindVar("Aimbot", "Anti Aim", "Main", "Yaw Add")
neverlose_refs.yaw_modifier = Menu_FindVar("Aimbot", "Anti Aim", "Main", "Yaw Modifier")
neverlose_refs.modifier_degree = Menu_FindVar("Aimbot", "Anti Aim", "Main", "Modifier Degree")
neverlose_refs.enable_fake_angle = Menu_FindVar("Aimbot", "Anti Aim", "Fake Angle", "Enable Fake Angle")
neverlose_refs.left_limit = Menu_FindVar("Aimbot", "Anti Aim", "Fake Angle", "Left Limit")
neverlose_refs.right_limit = Menu_FindVar("Aimbot", "Anti Aim", "Fake Angle", "Right Limit")
neverlose_refs.fake_options = Menu_FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options")
neverlose_refs.lby_mode = Menu_FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode")
neverlose_refs.freestanding_desync = Menu_FindVar("Aimbot", "Anti Aim", "Fake Angle", "Freestanding Desync")
neverlose_refs.desync_on_shot = Menu_FindVar("Aimbot", "Anti Aim", "Fake Angle", "Desync On Shot")
neverlose_refs.enable_fakelag = Menu_FindVar("Aimbot", "Anti Aim", "Fake Lag", "Enable Fake Lag")
neverlose_refs.fakelag_limit = Menu_FindVar("Aimbot", "Anti Aim", "Fake Lag", "Limit")
neverlose_refs.fakelag_random = Menu_FindVar("Aimbot", "Anti Aim", "Fake Lag", "Randomization")
neverlose_refs.slow_walk = Menu_FindVar("Aimbot", "Anti Aim", "Misc", "Slow Walk")
defines.noscope_weapons = {
[261] = true,
[242] = true,
[233] = true,
[267] = true
}
defines.colors = {}
defines.colors.white = Color_new(1, 1, 1, 1)
defines.colors.green = Color_RGBA(155, 200, 21, 255)
defines.colors.red = Color_new(0.7, 0.2, 0.2, 1)
defines.colors.black = Color_new(0, 0, 0, 1)
defines.colors.blue = Color_new(0, 0.67, 1, 1)
for k, v in pairs(defines.colors) do
defines.colors[k .. "_transparent"] = Color_new(defines.colors[k].r, defines.colors[k].g, defines.colors[k].b, 0)
end
defines.colors.equals = function(a, b)
return a.r == b.r and a.g == b.g and a.b == b.b and a.a == b.a
end
defines.colors.copy = function(color)
return Color_new(color.r, color.g, color.b, color.a)
end
defines.vector_copy = function(vector)
if vector.z then
return Vector_new(vector.x, vector.y, vector.z)
end
return Vector2_new(vector.x, vector.y)
end
defines.miss_reasons = {
[0] = "hit",
[1] = "resolver",
[2] = "spread",
[3] = "occlusion",
[4] = "pred. error",
}
defines.hitgroups = {
[0] = "generic",
[1] = "head",
[2] = "chest",
[3] = "stomach",
[4] = "left arm",
[5] = "right arm",
[6] = "left leg",
[7] = "right leg",
[10] = "gear"
}
defines.hitgroup_to_hitbox = {0, 5, 2, 13, 14, 7, 8}
defines.username = Cheat_GetCheatUserName()
defines.screen_size = EngineClient_GetScreenSize()
defines.cvars = {}
defines.cvars.sv_maxusrcmdprocessticks = CVar_FindVar("sv_maxusrcmdprocessticks")
defines.cvars.fov_cs_debug = CVar_FindVar("fov_cs_debug")
ffi_cdef[[
typedef struct {
uint8_t r;
uint8_t g;
uint8_t b;
uint8_t a;
} color_struct_t;
typedef void (__cdecl* console_color_print)(void*,const color_struct_t&, const char*, ...);
typedef float*(__thiscall* bound)(void*);
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);
struct pose_params_t {
char pad[8];
float m_flStart;
float m_flEnd;
float m_flState;
};
bool PlaySound(const char *pszSound, void *hmod, uint32_t fdwSound);
]]
ffi_handler.bind_argument = function(fn, arg)
return function(...)
return fn(arg, ...)
end
end
ffi_handler.animstate_offset = 0x9960
ffi_handler.interface_type = ffi_typeof("uintptr_t**")
ffi_handler.vgui_system = ffi_cast(ffi_handler.interface_type, Utils.CreateInterface("vgui2.dll", "VGUI_System010"))
ffi_handler.get_clipboard_text_count = ffi_handler.bind_argument(ffi.cast("int(__thiscall*)(void*)", ffi_handler.vgui_system[0][7]), ffi_handler.vgui_system)
ffi_handler.set_clipboard_text = ffi_handler.bind_argument(ffi.cast("void(__thiscall*)(void*, const char*, int)", ffi_handler.vgui_system[0][9]), ffi_handler.vgui_system)
ffi_handler.get_clipboard_text_fn = ffi_handler.bind_argument(ffi.cast("void(__thiscall*)(void*, int, const char*, int)", ffi_handler.vgui_system[0][11]), ffi_handler.vgui_system)
ffi_handler.get_clipboard_text = function()
local clipboard_text_length = ffi_handler.get_clipboard_text_count()
if clipboard_text_length > 0 then
local buffer = ffi.new("char[?]", clipboard_text_length)
local size = clipboard_text_length * ffi.sizeof("char[?]", clipboard_text_length)
ffi_handler.get_clipboard_text_fn(0, buffer, size )
return ffi.string( buffer, clipboard_text_length-1)
end
return ""
end
ffi_handler.engine_client = ffi_cast(ffi_handler.interface_type, Utils_CreateInterface("engine.dll", "VEngineClient014"))
ffi_handler.is_console_visible = ffi_handler.bind_argument(ffi_cast("bool(__thiscall*)(void*)", ffi_handler.engine_client[0][11]), ffi_handler.engine_client)
ffi_handler.engine_sound_client = ffi_cast(ffi_handler.interface_type, Utils_CreateInterface("engine.dll", "IEngineSoundClient003"))
ffi_handler.play_sound = ffi_handler.bind_argument(ffi_cast("void*(__thiscall*)(void*, const char*, float, int, int, float)", ffi_handler.engine_sound_client[0][12]), ffi_handler.engine_sound_client)
local pose_parameter_pattern = "55 8B EC 8B 45 08 57 8B F9 8B 4F 04 85 C9 75 15"
ffi_handler.get_pose_parameters = ffi_cast( "struct pose_params_t*(__thiscall* )( void*, int )", Utils_PatternScan( "client.dll", pose_parameter_pattern))
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)
ffi_handler.cvar_interface = ffi_cast(ffi_handler.interface_type, Utils_CreateInterface("vstdlib.dll", "VEngineCvar007"))
ffi_handler.print = ffi_cast("console_color_print", ffi_handler.cvar_interface[0][25])
ffi_handler.color_print = function(color, text)
if color == nil then
return
end
local col = ffi_new("color_struct_t")
col.r = color.r * 255
col.g = color.g * 255
col.b = color.b * 255
col.a = color.a * 255
ffi_handler.print(ffi_handler.cvar_interface, col, text)
end
math_in_bounds = function(a1, a2, b)
return b.x >= a1.x and b.y >= a1.y and b.x <= a2.x and b.y <= a2.y
end
math_round = function(value)
return math_floor(value + 0.5)
end
math_clamp = function(value, min, max)
return math_min(max, math_max(min, value))
end
math_percent_to_pix = function(percent, axis)
if axis:lower() == "x" then
return Vector2_new((defines.screen_size.x / 100) * percent, 0)
end
if axis:lower() == "y" then
return Vector2_new(0, (defines.screen_size.y / 100) * percent)
end
return Vector2_new((defines.screen_size.x / 100) * percent, (defines.screen_size.y / 100) * percent)
end
math_lerp = function(start, end_pos, time)
if time == nil then
time = 0.095
end
time = math_clamp(GlobalVars.frametime * (time * 175), 0, 1)
if type(start) == "userdata" then
local r, g, b, a = start.r, start.g, start.b, start.a
local e_r, e_g, e_b, e_a = end_pos.r, end_pos.g, end_pos.b, end_pos.a
r = math_lerp(r, e_r, time)
g = math_lerp(g, e_g, time)
b = math_lerp(b, e_b, time)
a = math_lerp(a, e_a, time)
return Color_new(r, g, b, a)
end
local delta = end_pos - start
delta = delta * time
delta = delta + start
if end_pos == 0 and delta < 0.01 and delta > -0.01 then
delta = 0
elseif end_pos == 1 and delta < 1.01 and delta > 0.99 then
delta = 1
end
return delta
end
math_vector_lerp = function(vecSource, vecDestination, flPercentage)
return vecSource + (vecDestination - vecSource) * flPercentage
end
math_normalize = function(ang)
while (ang > 180.0) do
ang = ang - 360.0
end
while (ang < -180.0) do
ang = ang + 360.0
end
return ang
end
math_closest_point_on_ray = function(ray_from, ray_to, desired_point) -- функция получает ближайшее расстояние линии (ray_from - ray_to) до desired_point точки
local to = desired_point - ray_from
local direction = ray_to - ray_from
local ray_length = direction:Length()
direction.x = direction.x / ray_length
direction.y = direction.y / ray_length
direction.z = direction.z / ray_length
local direction_along = direction.x * to.x + direction.y * to.y + direction.z * to.z
if direction_along < 0 then return ray_from end
if direction_along > ray_length then return ray_to end
return Vector_new(ray_from.x + direction.x * direction_along, ray_from.y + direction.y * direction_along, ray_from.z + direction.z * direction_along)
end
bind_system.list = {}
bind_system._list = {}
bind_system.get = function(name)
if bind_system.list[name] == nil then
return {value = 0, state = 0}
end
return bind_system.list[name]
end
bind_system.parse = function()
bind_system._list = {}
local binds = Cheat_GetBinds()
for i = 1, #binds do
if binds[i]:IsActive() then
bind_system._list[binds[i]:GetName()] = binds[i]:GetValue()
end
end
for k, v in pairs(bind_system._list) do
if bind_system.list[k] == nil then
bind_system.list[k] = {value = v, state = 0}
end
end
for k, v in pairs(bind_system.list) do
bind_system.list[k].state = visual_controller.new_animation("bind_system." .. k, bind_system._list[k] == nil and 0 or 1)
if bind_system.list[k].state == 0 then
bind_system.list[k] = nil
end
end
end
font.list = {}
font.get = function(font_name, size, antialiasing, bold, italic)
local array_index = string_format("name[%s]size[%d]flags[%d%d%d]", font_name, size, antialiasing and 1 or 0, bold and 1 or 0, italic and 1 or 0)
if font.list[array_index] then
return font.list[array_index]
end
local flags = {}
if antialiasing then
table_insert(flags, "r")
end
if bold then
table_insert(flags, "b")
end
if italic then
table_insert(flags, "i")
end
local final_font = Render_InitFont(font_name, size, flags)
font.list[array_index] = final_font
debug("Init new font", font_name, size, string_format("%s|%s|%s", antialiasing, bold, italic))
return final_font
end
handlers.callbacks = {}
handlers.update = function()
for i = 1, #handlers.callbacks do
local function run(...)
for j = 1, #handlers.callbacks[i].functions do
--handlers.callbacks[i].functions[j].fn(...)
local status, message = pcall(handlers.callbacks[i].functions[j].fn, ...)
if not status then
print(string_format("\n\n\n\t[%s] -\n\t\t%s\n\n\n", handlers.callbacks[i].functions[j].name, message))
_G["fatal script error"]()
end
end
end
cheat_RegisterCallback(handlers.callbacks[i].callback, run)
end
end
handlers.subscribe = function(callback, name, funct)
if funct == nil then
debug("Failed to create callback", callback, name)
return false
end
name = name and name or "unknown"
local isExists = false
for i = 1, #handlers.callbacks do
if handlers.callbacks[i].callback == callback then
isExists = true
break
end
end
if not isExists then
table_insert(handlers.callbacks, {callback = callback, functions = {}})
isExists = true
end
for i = 1, #handlers.callbacks do
if handlers.callbacks[i].callback == callback then
table_insert(handlers.callbacks[i].functions, {fn = funct, name = name})
break
end
end
debug("Init new callbacked function", callback, name)
handlers.update()
return true
end
entity_helpers.local_player = {}
entity_helpers.local_player.last_time = -1
entity_helpers.local_player.cached = {ptr = nil, index = -1}
entity_helpers.local_player.pointer = function()
if entity_helpers.local_player.last_time == GlobalVars.tickcount then
return entity_helpers.local_player.cached.ptr
end
entity_helpers.local_player.cached.ptr = EntityList_GetLocalPlayer()
if entity_helpers.local_player.cached.ptr then
entity_helpers.local_player.cached.index = entity_helpers.local_player.cached.ptr:EntIndex()
else
entity_helpers.local_player.cached.index = -1
end
entity_helpers.local_player.last_time = GlobalVars.tickcount
return entity_helpers.local_player.cached.ptr
end
entity_helpers.local_player.index = function()
entity_helpers.local_player.pointer()
return entity_helpers.local_player.cached.index
end
entity_helpers.local_player.desync_angle = function(round)
local ptr = entity_helpers.local_player.pointer()
if not ptr then
return 0
end
local degree = math_normalize(AntiAim_GetCurrentRealRotation() - ptr:GetProp("m_angEyeAngles[1]"))
if not round then
return tonumber(string_format("%.2f", (math_clamp(degree, AntiAim_GetMinDesyncDelta(), AntiAim_GetMaxDesyncDelta()))))
end
return math_abs(math_round(tonumber(string_format("%.2f", (math_clamp(degree, AntiAim_GetMinDesyncDelta(), AntiAim_GetMaxDesyncDelta()))))))
end
ui_handler.combo_controller = Menu_Combo("Chimera", "Tab Selection", {"Loading..."}, 0)
ui_handler.tab_list = {}
ui_handler.current_tab = "string"
ui_handler.elements = {}
ui_handler.refs = {}
ui_handler.global_update_callback = function()
for _, tab in pairs(ui_handler.refs) do
for name, table_reference in pairs(tab) do
if table_reference ~= nil then
table_reference.ref:SetVisible(table_reference.condition())
end
end
end
end
ui_handler.new_element = function(tab, name, is_color, cheat_var, condition)
if type(is_color) ~= "boolean" then
print("Cannot create", tab, name, "is_color is", type(is_color))
return
end
if is_color then
cheat_var:GetColor()
end
if condition == nil then
condition = function()
return true
end
end
if ui_handler.refs[tab] == nil then
ui_handler.refs[tab] = {}
ui_handler.elements[tab] = {}
table_insert(ui_handler.tab_list, tab)
ui_handler.combo_controller:UpdateList(ui_handler.tab_list)
debug("Added new tab:", tab)
end
debug("Creating new item", tab, name)
if ui_handler.refs[tab][name] ~= nil then
debug("Element", name, "already exists in", tab, "tab")
error("error")
end
ui_handler.refs[tab][name] = {
ref = cheat_var,
is_color = is_color,
condition = function()
return ui_handler.current_tab == tab and condition()
end
}
local update_value = function(new_value)
ui_handler.elements[tab][name] = new_value
ui_handler.global_update_callback()
end
cheat_var:RegisterCallback(update_value)
update_value(cheat_var:Get())
ui_handler.current_tab = ui_handler.tab_list[ui_handler.combo_controller:Get() + 1]
ui_handler.global_update_callback()
return cheat_var
end
ui_handler.combo_controller:RegisterCallback(function(new_value)
ui_handler.current_tab = ui_handler.tab_list[new_value + 1]
ui_handler.global_update_callback()
end)
ui_handler.new_element("Global", "global_switch", false, Menu_Switch("Global", "Enable", false))
ui_handler.new_element("Global", "noscope_hitchance", false, Menu_Switch("Global", "Custom Noscope Hitchance", false), function()
return ui_handler.elements["Global"]["global_switch"]
end)
ui_handler.new_element("Global", "noscope_hitchance_value", false, Menu_SliderInt("Global", "Noscope Hitchance ", 50, 1, 100), function()
return ui_handler.elements["Global"]["global_switch"] and ui_handler.elements["Global"]["noscope_hitchance"]
end)
ui_handler.new_element("Global", "air_hitchance", false, Menu_Switch("Global", "Custom Air Hitchance", false), function()
return ui_handler.elements["Global"]["global_switch"]
end)
ui_handler.new_element("Global", "air_hitchance_value", false, Menu_SliderInt("Global", "Air Hitchance", 50, 1, 100), function()
return ui_handler.elements["Global"]["global_switch"] and ui_handler.elements["Global"]["air_hitchance"]
end)
ui_handler.new_element("Global", "dormant_aimbot", false, Menu_Switch("Global", "Dormant Aimbot", false), function()
return ui_handler.elements["Global"]["global_switch"]
end)
ui_handler.new_element("Global", "dormant_aimbot_damage", false, Menu_SliderInt("Global", "Dormant Damage", 5, 1, 100), function()
return ui_handler.elements["Global"]["global_switch"] and ui_handler.elements["Global"]["dormant_aimbot"]
end)
ui_handler.new_element("Global", "doubletap_speed", false, Menu_Switch("Global", "Change DT Speed", false), function()
return ui_handler.elements["Global"]["global_switch"]
end)
ui_handler.new_element("Global", "doubletap_speed_value", false, Menu_SliderInt("Global", "DT Speed ", 14, 4, 16), function() -- говно тупого говна которое нахуй не нужно
return ui_handler.elements["Global"]["global_switch"] and ui_handler.elements["Global"]["doubletap_speed"]
end)
ui_handler.new_element("Visuals", "global_switch", false, Menu_Switch("Visuals", "Enable", false))
ui_handler.new_element("Visuals", "scope_model", false, Menu_Switch("Visuals", "Viewmodel in scope", false), function()
return ui_handler.elements["Visuals"]["global_switch"]
end)
ui_handler.new_element("Visuals", "indicators", false, Menu_Combo("Visuals", "Indicators", {"Disabled", "Default", "Alternative"}, 0), function()
return ui_handler.elements["Visuals"]["global_switch"]
end)
ui_handler.new_element("Visuals", "indicators_logo_color", false, Menu_ColorEdit("Visuals", "Logo Color", Color_new(1, 1, 1, 1)), function()
return ui_handler.elements["Visuals"]["global_switch"] and ui_handler.elements["Visuals"]["indicators"] == 2
end)
ui_handler.new_element("Visuals", "indicators_desync_color", false, Menu_ColorEdit("Visuals", "Logo Desync Color", Color_new(1, 1, 1, 1)), function()
return ui_handler.elements["Visuals"]["global_switch"] and ui_handler.elements["Visuals"]["indicators"] == 2
end)
ui_handler.new_element("Visuals", "indicators_bar_color", false, Menu_ColorEdit("Visuals", "Desync Bar Color", Color_new(1, 1, 1, 1)), function()
return ui_handler.elements["Visuals"]["global_switch"] and ui_handler.elements["Visuals"]["indicators"] == 2
end)
conditional_hitchance.air = function(cmd)
if not ui_handler.elements["Global"]["global_switch"] or not ui_handler.elements["Global"]["air_hitchance"] then
return
end
local player = entity_helpers.local_player.pointer()
if player == nil then
return
end
local flags = player:GetProp("m_fFlags")
local is_on_ground = bit_band(flags, FL_ONGROUND) == 0
if not is_on_ground then
return
end
for i = 1, 64 do -- хз стоит ли проводить именно по игрокам, скорее всего просто 64 цикл будет менее прожорлив
RageBot_OverrideHitchance(i, ui_handler.elements["Global"]["air_hitchance_value"])
end
end
conditional_hitchance.no_scope = function(cmd)
if not ui_handler.elements["Global"]["global_switch"] or not ui_handler.elements["Global"]["noscope_hitchance"] then
return
end
local player = entity_helpers.local_player.pointer()
if player == nil then
return
end
local is_scoped = player:GetProp("m_bIsScoped")
if is_scoped then
return
end
local weapon = player:GetActiveWeapon()
if weapon == nil then
return
end
if not defines.noscope_weapons[weapon:GetClassId()] then
return
end
for i = 1, 64 do -- хз стоит ли проводить именно по игрокам, скорее всего просто 64 цикл будет менее прожорлив
RageBot_OverrideHitchance(i, ui_handler.elements["Global"]["noscope_hitchance_value"])
end
end
dormant_aimbot.hitchance = 88
dormant_aimbot.work_time = 0.5 -- милисекунды
dormant_aimbot.info = {}
for i = 1, 64 do
dormant_aimbot.info[i] = {
origin = Vector_new(0, 0, 0),
tick = 0,
velocity = Vector_new(0, 0, 0)
}
end
dormant_aimbot.autoscope = function(localplayer, weapon, cmd)
local flags = localplayer:GetProp("m_fFlags")
local scoped = localplayer:GetProp("m_bIsScoped")
if(weapon:IsSniper() == true and scoped == false and bit_band(flags, 1) == 1) then
check = false
cmd.buttons = bit_bor(cmd.buttons, 2048)
return false
end
return true
end
dormant_aimbot.hitchance = function(localplayer, weapon, angle, entity_idx, distance)
local pentity = ffi_handler.get_client_entity(entity_idx)
local entity = EntityList_GetClientEntity(entity_idx)
local inaccuracy = (weapon:GetInaccuracy(weapon) + weapon:GetSpread(weapon))
local eyepos = localplayer:GetEyePosition()
local rays = 128
local hit = 0
for i = 1, rays do
local forward = cheat_AngleToForward(angle)
forward.x = forward.x + utils_RandomFloat(-inaccuracy, inaccuracy)
forward.y = forward.y + utils_RandomFloat(-inaccuracy, inaccuracy)
forward.z = forward.z + utils_RandomFloat(-inaccuracy, inaccuracy)
forward = forward * distance
ffi_cast("bool*", ffi_cast("unsigned int", pentity) + 0xED)[0] = 0
local data = cheat_FireBullet(localplayer, eyepos, eyepos + forward)
ffi_cast("bool*", ffi_cast("unsigned int", pentity) + 0xED)[0] = 1
if (data.damage > 0) then
hit = hit + 1
end
end
local chance = math_ceil((hit / rays) * 100)
return chance >= 82
end
dormant_aimbot.handle = function(cmd)
if not ui_handler.elements["Global"]["dormant_aimbot"] or not ui_handler.elements["Global"]["global_switch"] then
return
end
local targetposition = nil
local maxdamage = ui_handler.elements["Global"]["dormant_damage"]
local bestentity_idx = nil
local localplayer = entity_helpers.local_player.pointer()
if localplayer == nil then
return
end
local weapon = localplayer:GetActiveWeapon()
if weapon == nil then
return
end
if weapon:IsKnife() then
return
end
local eyepos = localplayer:GetEyePosition()
local player_resource = EntityList_GetPlayerResource()
local checkticks = math_floor(dormant_aimbot.work_time / GlobalVars.interval_per_tick + 0.5)
for i = 1, 64 do
local entity = EntityList_GetPlayer(i)
if entity and not entity:IsTeamMate() then
local health = entity:GetProp("m_iHealth")
local pentity = ffi_handler.get_client_entity(i)
local state = entity:GetNetworkState()
if health > 0 and state ~= -1 then
local origin = entity:GetProp("m_vecOrigin")
local vecdelta = origin - dormant_aimbot.info[i].origin
if(#vecdelta > 0.0) then
dormant_aimbot.info[i].velocity = vecdelta * GlobalVars.interval_per_tick
dormant_aimbot.info[i].tick = cmd.tick_count
end
dormant_aimbot.info[i].origin = origin
if(cmd.tick_count - dormant_aimbot.info[i].tick < checkticks) then
local collision = ffi_cast("void*", ffi_cast("uintptr_t", pentity) + 0x320)
local collisionvftable = ffi_cast(ffi_handler.interface_type, collision)[0]
local bbmin = ffi_cast("bound", collisionvftable[1])(collision)
local bbmax = ffi_cast("bound", collisionvftable[2])(collision)
local angtotarget = math_rad(cheat_VectorToAngle(entity:GetEyePosition() - eyepos).yaw - 90)
ffi_cast("bool*", ffi_cast("uintptr_t", pentity) + 0xED)[0] = 0
for k = 1, 16, 4 do
local maxdamage = 0
for j = -4, 4, 4 do
local center_x = origin.x + dormant_aimbot.info[i].velocity.x + bbmin[0] + (bbmax[0] - bbmin[0]) / 2 + j * math_cos(angtotarget)
local center_y = origin.y + dormant_aimbot.info[i].velocity.y + bbmin[1] + (bbmax[1] - bbmin[1]) / 2 + j * math_sin(angtotarget)
local center_z = origin.z + dormant_aimbot.info[i].velocity.z + 32 + k
local center = Vector_new(center_x, center_y, center_z)
local fire_bullet = cheat_FireBullet(localplayer, eyepos, center)
if(fire_bullet.trace.hit_entity == nil and fire_bullet.damage > maxdamage) then
maxdamage = fire_bullet.damage
targetposition = center
bestentity_idx = i
end
end
end
dormant_aimbot.info[i].tick = cmd.tick_count
ffi_cast("bool*", ffi_cast("uintptr_t", pentity) + 0xED)[0] = 1
end
else
dormant_aimbot.info[i].tick = cmd.tick_count
end
end
end
local hs_fix = ref_hs:Get() and 0.3 or 0
local nextattack = localplayer:GetProp("m_flNextAttack") + hs_fix
local nextprimaryattack = weapon:GetProp("m_flNextPrimaryAttack") + hs_fix
if(bestentity_idx and targetposition) then
if(nextattack <= GlobalVars.curtime and nextprimaryattack <= GlobalVars.curtime) then
local vecdelta = targetposition - eyepos
local angles = Cheat_VectorToAngle(vecdelta)
local hitchance_check = dormant_aimbot.hitchance(localplayer, weapon, angles, bestentity_idx, #vecdelta)
local autoscope_check = dormant_aimbot.autoscope(localplayer, weapon, cmd)
local check = autoscope_check and hitchance_check
if check then
angles.yaw = math_normalize(angles.yaw)
angles.pitch = math_normalize(angles.pitch)
cmd.viewangles = angles
cmd.buttons = bit_bor(cmd.buttons, 1)
end
end
end
end
AntiAim_on_use.enabled = false
AntiAim_on_use.handle = function(cmd)
AntiAim_on_use.enabled = false
if not ui_handler.elements["Anti Aims"]["aa_on_use"] or not ui_handler.elements["Global"]["global_switch"] then
return
end
local is_holding_use = bit_band(cmd.buttons, IN_USE) > 0
local me = entity_helpers.local_player.pointer()
if me == nil then
return
end
local active_weapon = me:GetActiveWeapon()
local is_bomb_in_hand = false
if active_weapon then
is_bomb_in_hand = active_weapon:GetClassName() == "CC4"
end
local is_in_bombzone = me:GetProp("m_bInBombZone")
local is_planting = is_in_bombzone and is_bomb_in_hand
local planted_c4_table = EntityList_GetEntitiesByName("CPlantedC4")
local is_c4_planted = #planted_c4_table > 0
local bomb_distance = 100
if is_c4_planted then
local c4_entity = planted_c4_table[#planted_c4_table]
local c4_origin = c4_entity:GetRenderOrigin()
local my_origin = me:GetRenderOrigin()
bomb_distance = my_origin:DistTo(c4_origin)
end
local is_defusing = bomb_distance < 62 and me:GetProp("m_iTeamNum") == 3
if is_defusing then
return
end
local camera_angles = EngineClient_GetViewAngles()
local eye_position = me:GetEyePosition()
local forward_vector = cheat_AngleToForward(camera_angles)
local trace_end = eye_position + forward_vector * 8192
local trace = EngineTrace_TraceRay(eye_position, trace_end, me, 0x4600400B)
local is_using = is_holding_use
if trace and trace.fraction < 1 and trace.hit_entity then
local class_name = trace.hit_entity:GetClassName()
is_using = class_name ~= "CWorld" and class_name ~= "CFuncBrush" and class_name ~= "CCSPlayer"
end
if not is_using and not is_planting then
cmd.buttons = bit_band(cmd.buttons, bit_bnot(IN_USE))
AntiAim_on_use.enabled = true
end
end
doubletap_speed_controller.handle = function(cmd)
if not ui_handler.elements["Global"]["doubletap_speed"] or not ui_handler.elements["Global"]["global_switch"] then
return
end
defines.cvars.sv_maxusrcmdprocessticks:SetInt(ui_handler.elements["Global"]["doubletap_speed_value"] + 2)
Exploits_OverrideDoubleTapSpeed(ui_handler.elements["Global"]["doubletap_speed_value"])
end
viewmodel_in_scope.cache = nil
viewmodel_in_scope.render_start = function(stage)
if stage ~= 5 then
return
end
if not ui_handler.elements["Visuals"]["scope_model"] or not ui_handler.elements["Visuals"]["global_switch"] then
defines.cvars.fov_cs_debug:SetInt(0)
return
end
local player = entity_helpers.local_player.pointer()
if player == nil then
return
end
viewmodel_in_scope.cache = player:GetProp("m_bIsScoped")
if viewmodel_in_scope.cache then
defines.cvars.fov_cs_debug:SetInt(90)
else
defines.cvars.fov_cs_debug:SetInt(0)
end
end
viewmodel_in_scope.destroy = function()
defines.cvars.fov_cs_debug:SetInt(0)
end
visual_controller.start_offset = 15
visual_controller.non_lerp_offset = visual_controller.start_offset
visual_controller.animation_speed = 0.095
visual_controller.item_list = {}
visual_controller.font = font.get("Verdana", 12, false, false, false)
visual_controller.text_size = 12
visual_controller.is_rendering = false
visual_controller.animation_controller_items = {}
visual_controller.update_animations = function()
for k, v in pairs(visual_controller.animation_controller_items) do
if not visual_controller.animation_controller_items[k].called_this_frame then
if type(visual_controller.get_animation(k).number) == "userdata" then
if defines.colors.equals(visual_controller.new_animation(k, defines.colors.black_transparent, true), defines.colors.black_transparent) then
visual_controller.animation_controller_items[k] = nil
end
else
if visual_controller.new_animation(k, 0, true) == 0 then
visual_controller.animation_controller_items[k] = nil
end
end
goto skip
end
visual_controller.animation_controller_items[k].called_this_frame = false
::skip::
end
end
visual_controller.new_animation = function(name, new_value, removing)
if visual_controller.animation_controller_items[name] == nil then
visual_controller.animation_controller_items[name] = {}
visual_controller.animation_controller_items[name].color = Color_new(0, 0, 0, 0)
visual_controller.animation_controller_items[name].number = 0
visual_controller.animation_controller_items[name].called_this_frame = true
end
if removing == nil then
visual_controller.animation_controller_items[name].called_this_frame = true
end
if type(new_value) == "userdata" then
local lerping = math_lerp(visual_controller.animation_controller_items[name].color, new_value, visual_controller.animation_speed)
visual_controller.animation_controller_items[name].color = lerping
return lerping
end
local lerping = math_lerp(visual_controller.animation_controller_items[name].number, new_value, visual_controller.animation_speed)
visual_controller.animation_controller_items[name].number = lerping
return lerping
end
visual_controller.get_animation = function(name)
return visual_controller.animation_controller_items[name] == nil and {number = 0, color = defines.colors.white_transparent, called_this_frame = false} or visual_controller.animation_controller_items[name]
end
visual_controller.extend = function(value)
if type(value) ~= "number" then
return visual_controller.non_lerp_offset
end
visual_controller.non_lerp_offset = visual_controller.non_lerp_offset + value
return visual_controller.non_lerp_offset
end
visual_controller.start_render = function()
if not ui_handler.elements["Visuals"]["global_switch"] then
return
end
if not EngineClient_IsInGame() then
return
end
local localPlayer_ptr = entity_helpers.local_player.pointer()
if not localPlayer_ptr or localPlayer_ptr:GetProp("m_iHealth") < 1 then
return
end
visual_controller.is_rendering = true
end
visual_controller.gradient_colors = {defines.colors.white_transparent, defines.colors.white, defines.colors.white_transparent, defines.colors.white}
visual_controller.default_indicators = function()
if ui_handler.elements["Visuals"]["indicators"] ~= 1 then
return
end
local center = defines.screen_size/2
visual_controller.extend(visual_controller.text_size + 15)
local chimera_yaw_colors = defines.colors.white
local chimera_yaw_text = conditional_AntiAims.is_manual_enabled() and "FAKE YAW" or "CHIMERA YAW"
if chimera_yaw_text == "CHIMERA YAW" then
local is_brute_active = math_clamp((anti_bruteforce.reset_time - GlobalVars.realtime) / anti_bruteforce.timer, 0, 1) > 0
if is_brute_active then
chimera_yaw_colors = visual_controller.new_animation("chimera_yaw_colors", Color_new(0.15, 0.45, 0.15, 1))
else
chimera_yaw_colors = visual_controller.new_animation("chimera_yaw_colors", Color_RGBA(218, 118, 0, 255))
end
else
chimera_yaw_colors = visual_controller.new_animation("chimera_yaw_colors", Color_RGBA(177, 151, 255, 255))
end
Render_Text(chimera_yaw_text, center + Vector2_new(0, visual_controller.extend()) + 1, Color_new(0, 0, 0, 1), visual_controller.text_size, visual_controller.font, false, true)
Render_Text(chimera_yaw_text, center + Vector2_new(0, visual_controller.extend()), chimera_yaw_colors, visual_controller.text_size, visual_controller.font, false, true)
visual_controller.extend(visual_controller.text_size)
local yaw_base = neverlose_refs.yaw_base:Get()
local dynamic_aa_text = (yaw_base == 4 or yaw_base == 5) and "DYNAMIC" or "DEFAULT"
local dynamic_aa_color = defines.colors.white
if dynamic_aa_text == "DYNAMIC" then
dynamic_aa_color = visual_controller.new_animation("dynamic_aa_color", Color_RGBA(209, 139, 230, 255))
else
dynamic_aa_color = visual_controller.new_animation("dynamic_aa_color", Color_new(1, 0, 0, 1))
end
Render_Text(dynamic_aa_text, center + Vector2_new(0, visual_controller.extend()) + 1, Color_new(0, 0, 0, 1), visual_controller.text_size, visual_controller.font, false, true)
Render_Text(dynamic_aa_text, center + Vector2_new(0, visual_controller.extend()), dynamic_aa_color, visual_controller.text_size, visual_controller.font, false, true)
visual_controller.extend(visual_controller.text_size)
local is_hide_shots = ref_hs:Get()
local is_double_tap = ref_dt:Get()
local doubletap_animation = visual_controller.new_animation("doubletap_ind", is_double_tap and 1 or 0)
local hideshot_animation = visual_controller.new_animation("hideshot_ind", (is_hide_shots and not is_double_tap) and 1 or 0)
if doubletap_animation ~= 0 then
local charge = exploits_GetCharge()
Render_Text("DT", center + Vector2_new(0, visual_controller.extend()) + 1, Color_new(0, 0, 0, doubletap_animation), visual_controller.text_size, visual_controller.font, false, true)
Render_Text("DT", center + Vector2_new(0, visual_controller.extend()), Color_new(1 - charge, charge, 0, doubletap_animation), visual_controller.text_size, visual_controller.font, false, true)
visual_controller.extend(visual_controller.text_size * doubletap_animation)
end
if hideshot_animation ~= 0 then
local charge = exploits_GetCharge()
Render_Text("AA", center + Vector2_new(0, visual_controller.extend()) + 1, Color_new(0, 0, 0, hideshot_animation), visual_controller.text_size, visual_controller.font, false, true)
Render_Text("AA", center + Vector2_new(0, visual_controller.extend()), Color_RGBA(209, 139, 230, math_round(hideshot_animation * 255)), visual_controller.text_size, visual_controller.font, false, true)
visual_controller.extend(visual_controller.text_size * hideshot_animation)
end
end
visual_controller.alternative_indicators = function()
if ui_handler.elements["Visuals"]["indicators"] ~= 2 then
return
end
local indicators_logo_color = ui_handler.refs["Visuals"]["indicators_logo_color"].ref:GetColor()
local indicators_desync_color = ui_handler.refs["Visuals"]["indicators_desync_color"].ref:GetColor()
local indicators_bar_color = visual_controller.new_animation("indicators_bar_color", ui_handler.refs["Visuals"]["indicators_bar_color"].ref:GetColor())
local indicators_bar_color_transparent = visual_controller.new_animation("indicators_bar_color_transparent", Color.new(indicators_bar_color.r, indicators_bar_color.g, indicators_bar_color.b, 0))
local offset = 0
local center = defines.screen_size/2
-- desync bar rendering
visual_controller.extend(visual_controller.new_animation("desync_angle", 15))
local desync_angle = entity_helpers.local_player.desync_angle()
Render_Text(math_abs(math_round(desync_angle)) .. "°", center + Vector2_new(0, visual_controller.extend()) + 1, Color_new(0, 0, 0, 1), visual_controller.text_size, visual_controller.font, false, true)
Render_Text(math_abs(math_round(desync_angle)) .. "°", center + Vector2_new(0, visual_controller.extend()), defines.colors.white, visual_controller.text_size, visual_controller.font, false, true)
visual_controller.extend(visual_controller.new_animation("desync_bar", 10))
offset = Vector2_new(0, visual_controller.extend())
visual_controller.gradient_colors = {
indicators_bar_color_transparent,
indicators_bar_color,
indicators_bar_color_transparent,
indicators_bar_color
}
Render_GradientBoxFilled(center - Vector2_new(desync_angle, 1 - offset.y), center + offset, unpack(visual_controller.gradient_colors))
Render_GradientBoxFilled(center - Vector2_new(-desync_angle, 1 - offset.y), center + offset, unpack(visual_controller.gradient_colors))
-- desync bar rendering end
visual_controller.extend(visual_controller.new_animation("chimera_yaw_text", 10))
local chimera_text = conditional_AntiAims.is_manual_enabled() and "MANUAL AA" or "CHIMERA YAW"
if conditional_AntiAims.is_legit_aa() then
chimera_text = "LEGIT AA"
end
if chimera_text == "CHIMERA YAW" then
local current_inverter = AntiAim.GetInverterState()
local chimera_sz = Render_CalcTextSize("CHIMERA YAW", visual_controller.text_size, visual_controller.font) / 2
local non_active_color = indicators_logo_color
local active_color = indicators_desync_color
local current_color = non_active_color
if current_inverter then
current_color = active_color
else
current_color = non_active_color
end
local chimera_color = visual_controller.new_animation("chimera_color", current_color)
Render_Text("CHIMERA", center + 1 - Vector2_new(chimera_sz.x, 0) + Vector2_new(0, visual_controller.extend() - chimera_sz.y), Color_new(0, 0, 0, chimera_color.a), visual_controller.text_size, visual_controller.font)
Render_Text("CHIMERA", center - Vector2_new(chimera_sz.x, 0) + Vector2_new(0, visual_controller.extend() - chimera_sz.y), chimera_color, visual_controller.text_size, visual_controller.font)
if not current_inverter then
current_color = active_color
else
current_color = non_active_color
end
local yaw_color = visual_controller.new_animation("yaw_color", current_color)
Render_Text("YAW", center + 1 + Vector2_new(chimera_sz.x / 3, 0) + Vector2_new(0, visual_controller.extend() - chimera_sz.y), Color_new(0, 0, 0, chimera_color.a), visual_controller.text_size, visual_controller.font)
Render_Text("YAW", center + Vector2_new(chimera_sz.x / 3, 0) + Vector2_new(0, visual_controller.extend() - chimera_sz.y), yaw_color, visual_controller.text_size, visual_controller.font)
else
Render_Text(chimera_text, center + Vector2_new(0, visual_controller.extend()) + 1, Color_new(0, 0, 0, 1), visual_controller.text_size, visual_controller.font, false, true)
Render_Text(chimera_text, center + Vector2_new(0, visual_controller.extend()), Color_new(1, 1, 1, 1), visual_controller.text_size, visual_controller.font, false, true)
end
local brute_time_remains = math_clamp((anti_bruteforce.reset_time - GlobalVars.realtime) / anti_bruteforce.timer, 0, 1)
if brute_time_remains > 0 then
visual_controller.new_animation("antibrute_line", 8)
end
local brute_anim = visual_controller.get_animation("antibrute_line").number
local is_brute_available = brute_anim > 0
if is_brute_available then
visual_controller.extend(brute_anim)
local offseter = Vector2_new(0, visual_controller.extend())
local vec1 = Vector2_new(center.x - 30, center.y + offseter.y)
local vec2 = Vector2_new(vec1.x + 60, center.y + offseter.y + 1)
Render_BoxFilled(vec1 + (-1), vec2 + 1, Color_new(0, 0, 0, 0.5 * brute_anim / 8))
Render_BoxFilled(vec1, vec2 - Vector2_new(60 - (60 * brute_time_remains), 0), Color_new(1, 1, 1, brute_anim / 8))
end
visual_controller.extend(visual_controller.text_size)
local is_hide_shots = ref_hs:Get()
local is_double_tap = ref_dt:Get()
local doubletap_animation = visual_controller.new_animation("doubletap_ind", is_double_tap and 1 or 0)
local hideshot_animation = visual_controller.new_animation("hideshot_ind", (is_hide_shots and not is_double_tap) and 1 or 0)
if doubletap_animation ~= 0 then
local charge = exploits_GetCharge()
local text_size = Render_CalcTextSize("DT", visual_controller.text_size, visual_controller.font).x
Render_Circle(center + Vector2_new(-text_size, visual_controller.extend()), 4.0, 10, Color_new(1 - charge, charge, 0, doubletap_animation), 1.5, 0, (charge * 360) / doubletap_animation)
Render_Text("DT", center + Vector2_new(0, visual_controller.extend()) + 1, Color_new(0, 0, 0, doubletap_animation), visual_controller.text_size, visual_controller.font, false, true)
Render_Text("DT", center + Vector2_new(0, visual_controller.extend()), Color_new(1 - charge, charge, 0, doubletap_animation), visual_controller.text_size, visual_controller.font, false, true)
visual_controller.extend(visual_controller.text_size * doubletap_animation)
end
if hideshot_animation ~= 0 then
local charge = exploits_GetCharge()
Render_Text("ON-SHOT", center + Vector2_new(0, visual_controller.extend()) + 1, Color_new(0, 0, 0, hideshot_animation), visual_controller.text_size, visual_controller.font, false, true)
Render_Text("ON-SHOT", center + Vector2_new(0, visual_controller.extend()), Color_new(1 - charge, charge, 0, hideshot_animation), visual_controller.text_size, visual_controller.font, false, true)
visual_controller.extend(visual_controller.text_size * hideshot_animation)
end
-- minimum damage
local min_damage_state = bind_system.get("Minimum Damage").state
if min_damage_state ~= 0 then
Render_Text("DMG", center + Vector2_new(0, visual_controller.extend()) + 1, Color_new(0, 0, 0, min_damage_state), visual_controller.text_size, visual_controller.font, false, true)
Render_Text("DMG", center + Vector2_new(0, visual_controller.extend()), Color_new(0, 1, 0, min_damage_state), visual_controller.text_size, visual_controller.font, false, true)
end
visual_controller.extend(visual_controller.text_size * min_damage_state)
end
visual_controller.end_render = function()
--visual_controller.new_animation("visual_controller.offset", visual_controller.non_lerp_offset)
visual_controller.update_animations()
visual_controller.non_lerp_offset = visual_controller.start_offset
visual_controller.is_rendering = false
end
conditional_AntiAims.conditions = {}
conditional_AntiAims.is_legit_aa = function()
return AntiAim_on_use.enabled and ui_handler.elements["Anti Aims"]["aa_on_use"] and Cheat_IsKeyDown(0x45)
end
conditional_AntiAims.is_manual_enabled = function()
local default_manual_check = not ui_handler.elements["Anti Aims"]["conditional_separator"] and (ui_handler.elements["Anti Aims"]["default_yaw_base"] == 3 or ui_handler.elements["Anti Aims"]["default_yaw_base"] == 2)
local conditions_check = ui_handler.elements["Anti Aims"]["conditional_separator"] and (ui_handler.elements["Anti Aims"]["conditional_manuals"] ~= 0)
return not conditional_AntiAims.is_legit_aa() and (default_manual_check or conditions_check)
end
ui_handler.new_element("Anti Aims", "aa_on_use", false, Menu_Switch("Anti Aim Settings", "Allow AntiAim on Use", false))
edge_yaw.is_enabled = ui_handler.new_element("Anti Aims", "edge_yaw", false, Menu_Switch("Anti Aim Settings", "Edge Yaw", false))
conditional_AntiAims.separator = ui_handler.new_element("Anti Aims", "conditional_separator", false, Menu_Switch("Anti Aim Settings", "Conditions", false))
conditional_AntiAims.manual = ui_handler.new_element("Anti Aims", "conditional_manuals", false, Menu_Combo("Anti Aim Settings", "Manual Yaw Base", {"Disabled", unpack(yaw_base_list)}, 0), function()
return ui_handler.elements["Anti Aims"]["conditional_separator"]
end)
conditional_AntiAims.condition_list = {}
conditional_AntiAims.current_condition = ui_handler.new_element("Anti Aims", "conditional_current", false, Menu_Combo("Anti Aim Settings", "Current Condition", {"loading..."}, 0), function()
return ui_handler.elements["Anti Aims"]["conditional_separator"]
end)
conditional_AntiAims.default = {}
conditional_AntiAims.default.condition = function()
return not ui_handler.elements["Anti Aims"]["conditional_separator"]
end
conditional_AntiAims.default.yaw_base = ui_handler.new_element("Anti Aims", "default_yaw_base", false, Menu_Combo("Anti Aim Preset", neverlose_refs.yaw_base:GetName(), yaw_base_list, 0), conditional_AntiAims.default.condition)
conditional_AntiAims.default.yaw_add_left = ui_handler.new_element("Anti Aims", "default_yaw_add_left", false, Menu_SliderInt("Anti Aim Preset", neverlose_refs.yaw_add:GetName() .. " Left", 0, -180, 180), conditional_AntiAims.default.condition)
conditional_AntiAims.default.yaw_add_right = ui_handler.new_element("Anti Aims", "default_yaw_add_right", false, Menu_SliderInt("Anti Aim Preset", neverlose_refs.yaw_add:GetName() .. " Right", 0, -180, 180), conditional_AntiAims.default.condition)
conditional_AntiAims.default.yaw_modifier = ui_handler.new_element("Anti Aims", "default_yaw_modifier", false, Menu_Combo("Anti Aim Preset", neverlose_refs.yaw_modifier:GetName(), neverlose_refs.yaw_modifier:GetList(), 0), conditional_AntiAims.default.condition)
conditional_AntiAims.default.modifier_degree = ui_handler.new_element("Anti Aims", "default_yaw_degree", false, Menu_SliderInt("Anti Aim Preset", neverlose_refs.modifier_degree:GetName(), 0, -180, 180), conditional_AntiAims.default.condition)
conditional_AntiAims.default.fake_limit_combo = ui_handler.new_element("Anti Aims", "default_fake_limit_combo", false, Menu_Combo("Anti Aim Preset", "Body Yaw", {"Static", "Jitter"}, 0), conditional_AntiAims.default.condition)
conditional_AntiAims.default.fake_limit = ui_handler.new_element("Anti Aims", "default_fake_limit", false, Menu_SliderInt("Anti Aim Preset", "Fake Yaw limit", 60, 0, 60), conditional_AntiAims.default.condition)
conditional_AntiAims.default.lby_mode = ui_handler.new_element("Anti Aims", "default_lby_mode", false, Menu_Combo("Anti Aim Preset", "Lower Body Yaw", neverlose_refs.lby_mode:GetList(), 0), conditional_AntiAims.default.condition)
conditional_AntiAims.default.desync_on_shot = ui_handler.new_element("Anti Aims", "default__desync_on_shot", false, Menu_Combo("Anti Aim Preset", neverlose_refs.desync_on_shot:GetName(), neverlose_refs.desync_on_shot:GetList(), 0), conditional_AntiAims.default.condition)
conditional_AntiAims.default.freestanding_desync = ui_handler.new_element("Anti Aims", "default_freestanding_desync", false, Menu_Combo("Anti Aim Preset", "Body freestanding", neverlose_refs.freestanding_desync:GetList(), 0), conditional_AntiAims.default.condition)
conditional_AntiAims.default.slowmotion_limit = ui_handler.new_element("Anti Aims", "default_slowwalk_fake_limit", false, Menu_SliderInt("Anti Aim Preset", "Slow motion limit", 30, 0, 45), conditional_AntiAims.default.condition)
conditional_AntiAims.default_type = function()
if ui_handler.elements["Anti Aims"]["conditional_separator"] then
return
end
local yaw_base = 0
for k, v in pairs(conditional_AntiAims.default) do
if neverlose_refs[k] ~= nil then
if k ~= "yaw_base" then
neverlose_refs[k]:Set(v:Get())
else
yaw_base = v:Get()
end
end
end
local is_slow_walk = neverlose_refs.slow_walk:Get()
if ClientState.m_choked_commands == 0 then
if not is_slow_walk then
if ui_handler.elements["Anti Aims"]["default_fake_limit_combo"] == 0 then
neverlose_refs.right_limit:Set(ui_handler.elements["Anti Aims"]["default_fake_limit"])
neverlose_refs.left_limit:Set(ui_handler.elements["Anti Aims"]["default_fake_limit"])
else
neverlose_refs.right_limit:Set(conditional_AntiAims.fake_jitter and 18 or ui_handler.elements["Anti Aims"]["default_fake_limit"])
neverlose_refs.left_limit:Set(conditional_AntiAims.fake_jitter and 18 or ui_handler.elements["Anti Aims"]["default_fake_limit"])
conditional_AntiAims.fake_jitter = not conditional_AntiAims.fake_jitter
end
else
local limit_tmp = ui_handler.elements["Anti Aims"]["default_slowwalk_fake_limit"]
local random = math_abs(Utils_RandomInt(limit_tmp - 5, limit_tmp + 5))
neverlose_refs.right_limit:Set(random)
neverlose_refs.left_limit:Set(random)
end
end
local inverter = AntiAim_GetInverterState()
if inverter then
neverlose_refs.yaw_add:Set(ui_handler.elements["Anti Aims"]["default_yaw_add_left"])
else
neverlose_refs.yaw_add:Set(ui_handler.elements["Anti Aims"]["default_yaw_add_right"])
end
local is_legit_aa = conditional_AntiAims.is_legit_aa()
neverlose_refs.pitch:Set(is_legit_aa and 0 or 1)
neverlose_refs.yaw_base:Set(is_legit_aa and 0 or yaw_base)
if conditional_AntiAims.is_manual_enabled() then
AntiAim_OverrideLimit(58)
end
end
conditional_AntiAims.new_condition = function(name, fn)
local id = #conditional_AntiAims.conditions + 1
conditional_AntiAims.conditions[id] = {}
local current_condition = {}
local show_condition = function()
return ui_handler.elements["Anti Aims"]["conditional_separator"] and conditional_AntiAims.condition_list[ui_handler.elements["Anti Aims"]["conditional_current"] + 1] == name
end
if name ~= "Shared" then
current_condition.is_override = ui_handler.new_element("Anti Aims", name .. "_override", false, Menu_Switch("Anti Aim Settings", "Override " .. name, false), show_condition)
end
current_condition.yaw_base = ui_handler.new_element("Anti Aims", name .. "_yaw_base", false, Menu_Combo(name, neverlose_refs.yaw_base:GetName(), yaw_base_list, 0), show_condition)
current_condition.yaw_add_left = ui_handler.new_element("Anti Aims", name .. "_yaw_add_left", false, Menu_SliderInt(name, neverlose_refs.yaw_add:GetName() .. " Left", 0, -180, 180), show_condition)
current_condition.yaw_add_right = ui_handler.new_element("Anti Aims", name .. "_yaw_add_right", false, Menu_SliderInt(name, neverlose_refs.yaw_add:GetName() .. " Right", 0, -180, 180), show_condition)
current_condition.yaw_modifier = ui_handler.new_element("Anti Aims", name .. "_yaw_modifier", false, Menu_Combo(name, neverlose_refs.yaw_modifier:GetName(), neverlose_refs.yaw_modifier:GetList(), 0), show_condition)
current_condition.modifier_degree = ui_handler.new_element("Anti Aims", name .. "_modifier_degree", false, Menu_SliderInt(name, neverlose_refs.modifier_degree:GetName(), 0, -180, 180), show_condition)
current_condition.fake_limit_combo = ui_handler.new_element("Anti Aims", name .. "_fake_limit_combo", false, Menu_Combo(name, "Fake Limit Type", {"Static", "Jitter"}, 0), show_condition)
current_condition.fake_limit_right = ui_handler.new_element("Anti Aims", name .. "_fake_limit_right", false, Menu_SliderInt(name, "Fake Limit Right", 60, 0, 60), show_condition)
current_condition.fake_limit_left = ui_handler.new_element("Anti Aims", name .. "_fake_limit_left", false, Menu_SliderInt(name, "Fake Limit Left", 60, 0, 60), show_condition)
if name == "Slowwalk" then
current_condition.slowwalk_custom = ui_handler.new_element("Anti Aims", name .. "_custom_slowwalk_switch", false, Menu_Switch(name, "Custom Slowwalk Fake Limit", false), show_condition)
current_condition.slowwalk_limit = ui_handler.new_element("Anti Aims", name .. "_custom_slowwalk", false, Menu_SliderInt(name, "Slowwalk Fake Limit", 45, 5, 45), function()
return show_condition() and ui_handler.elements["Anti Aims"][name .. "_custom_slowwalk_switch"]
end)
end
local fake_options_list = neverlose_refs.fake_options:GetList()
table_remove(fake_options_list, 4)
current_condition.fake_options = ui_handler.new_element("Anti Aims", name .. "_fake_options", false, Menu_MultiCombo(name, neverlose_refs.fake_options:GetName(), fake_options_list, 0), show_condition)
current_condition.lby_mode = ui_handler.new_element("Anti Aims", name .. "_lby_mode", false, Menu_Combo(name, neverlose_refs.lby_mode:GetName(), neverlose_refs.lby_mode:GetList(), 0), show_condition)
current_condition.freestanding_desync = ui_handler.new_element("Anti Aims", name .. "_freestanding_desync", false, Menu_Combo(name, neverlose_refs.freestanding_desync:GetName(), neverlose_refs.freestanding_desync:GetList(), 0), show_condition)
current_condition.desync_on_shot = ui_handler.new_element("Anti Aims", name .. "_desync_on_shot", false, Menu_Combo(name, neverlose_refs.desync_on_shot:GetName(), neverlose_refs.desync_on_shot:GetList(), 0), show_condition)
conditional_AntiAims.conditions[id] = {conditions = current_condition, fn = fn}
table_insert(conditional_AntiAims.condition_list, name)
conditional_AntiAims.current_condition:UpdateList(conditional_AntiAims.condition_list)
return true, conditional_AntiAims.conditions[id]
end
conditional_AntiAims.fake_jitter = true
conditional_AntiAims.apply_condition = function(name, conditional_AntiAims)
local yaw_base = 0
for key_, value_ in pairs(conditional_AntiAims) do
if neverlose_refs[key_] ~= nil then
if key_ == "yaw_base" then
yaw_base = ui_handler.elements["Anti Aims"][name .. "_yaw_base"]--value_:Get()
else
neverlose_refs[key_]:Set(ui_handler.elements["Anti Aims"][name .. "_" .. key_])
end
end
end
if ClientState.m_choked_commands == 0 then
if name == "Slowwalk" and ui_handler.elements["Anti Aims"][name .. "_custom_slowwalk_switch"] and neverlose_refs.slow_walk:Get() then
local angle = ui_handler.elements["Anti Aims"][name .. "_custom_slowwalk"]
angle = Utils_RandomInt(angle - 5, angle + 5)
neverlose_refs.right_limit:Set(angle)
neverlose_refs.left_limit:Set(angle)
else
if ui_handler.elements["Anti Aims"][name .. "_fake_limit_combo"] == 0 then
neverlose_refs.right_limit:Set(ui_handler.elements["Anti Aims"][name .. "_fake_limit_right"])
neverlose_refs.left_limit:Set(ui_handler.elements["Anti Aims"][name .. "_fake_limit_left"])
else
neverlose_refs.right_limit:Set(conditional_AntiAims.fake_jitter and 18 or ui_handler.elements["Anti Aims"][name .. "_fake_limit_right"])
neverlose_refs.left_limit:Set(conditional_AntiAims.fake_jitter and 18 or ui_handler.elements["Anti Aims"][name .. "_fake_limit_left"])
conditional_AntiAims.fake_jitter = not conditional_AntiAims.fake_jitter
end
end
end
local inverter = AntiAim_GetInverterState()
if inverter then
neverlose_refs.yaw_add:Set(ui_handler.elements["Anti Aims"][name .. "_yaw_add_left"])
else
neverlose_refs.yaw_add:Set(ui_handler.elements["Anti Aims"][name .. "_yaw_add_right"])
end
neverlose_refs.pitch:Set(name == "On Use" and 0 or 1)
if edge_yaw.is_edging then
yaw_base = 3
end
neverlose_refs.enable_fake_angle:Set(true)
return true, yaw_base
end
conditional_AntiAims.update_conditions = function(cmd)
if not conditional_AntiAims.separator:Get() then
return
end
local is_applied = false
local localplayer = entity_helpers.local_player.pointer()
if localplayer == nil then
return
end
local localplayer_flags = localplayer:GetProp("m_fFlags")
if localplayer_flags == nil then -- бля они вроде вообще почти не могут быть нил, не?
return
end
local yaw_base = 0
for key, value in ipairs(conditional_AntiAims.conditions) do
if key == 1 then
goto skip
end
local state = value.fn(ui_handler.elements["Anti Aims"][conditional_AntiAims.condition_list[key] .. "_override"], cmd, localplayer_flags)
if state then
is_applied, yaw_base = conditional_AntiAims.apply_condition(conditional_AntiAims.condition_list[key], value.conditions)
break
end
::skip::
end
if not is_applied then
is_applied, yaw_base = conditional_AntiAims.apply_condition("Shared", conditional_AntiAims.conditions[1].conditions)
end
local manual = ui_handler.elements["Anti Aims"]["conditional_manuals"] - 1
manual = (manual == -1 or conditional_AntiAims.is_legit_aa() ) and yaw_base or manual
if manual == nil then
return
end
neverlose_refs.yaw_base:Set(manual)
if conditional_AntiAims.is_manual_enabled() then
AntiAim_OverrideLimit(58)
end
end
conditional_AntiAims.new_condition("Shared", function(key, cmd, flags)
return true
end)
conditional_AntiAims.new_condition("On Use", function(key, cmd, flags)
if not ui_handler.elements["Global"]["global_switch"] then
return false
end
return conditional_AntiAims.is_legit_aa()
end)
conditional_AntiAims.new_condition("Standing", function(key, cmd, flags)
if not key then
return false
end
local is_crouching = bit_band(flags, FL_DUCKING) ~= 0
local on_ground = bit_band(flags, FL_ONGROUND) ~= 0
return on_ground and not is_crouching and cmd.sidemove == 0 and cmd.forwardmove == 0 and cmd.upmove == 0
end)
conditional_AntiAims.new_condition("Crouching", function(key, cmd, flags)
if not key then
return false
end
local is_crouching = bit_band(flags, FL_DUCKING) ~= 0
local on_ground = bit_band(flags, FL_ONGROUND) ~= 0
return on_ground and is_crouching
end)
conditional_AntiAims.new_condition("Slowwalk", function(key, cmd, flags)
if not key then
return false
end
local on_ground = bit_band(flags, FL_ONGROUND) ~= 0
return on_ground and neverlose_refs.slow_walk:Get()
end)
conditional_AntiAims.new_condition("Moving", function(key, cmd, flags)
if not key then
return false
end
local is_crouching = bit_band(flags, FL_DUCKING) ~= 0
local on_ground = bit_band(flags, FL_ONGROUND) ~= 0
return not is_crouching and on_ground and (cmd.sidemove ~= 0 or cmd.forwardmove ~= 0) and not Cheat_IsKeyDown(0x20) and not neverlose_refs.slow_walk:Get()
end)
conditional_AntiAims.new_condition("Air", function(key, cmd, flags)
if not key then
return false
end
local on_ground = bit_band(flags, FL_ONGROUND) ~= 0
return not on_ground
end)
edge_yaw.is_edging = false
edge_yaw.vecTraceStart = Vector_new()
edge_yaw.cache_value = 0
edge_yaw.restored = true
edge_yaw.cache = function()
if edge_yaw.is_edging then
neverlose_refs.yaw_base:Set(1)
edge_yaw.restored = false
elseif not edge_yaw.is_edging and not edge_yaw.restored then
neverlose_refs.yaw_base:Set(edge_yaw.cache_value)
edge_yaw.restored = true
end
end
edge_yaw.on_edge = function(cmd)
local pLocalPlayer = EntityList_GetLocalPlayer()
if pLocalPlayer == nil then
return
end
local flags = pLocalPlayer:GetProp("m_fFlags")
local is_on_ground = bit_band(flags, FL_ONGROUND) ~= 0
if not is_on_ground then
return
end
if ClientState.m_choked_commands == 0 then
edge_yaw.vecTraceStart = pLocalPlayer:GetEyePosition()
end
local aTraceEnd = {}
local angViewAngles = EngineClient_GetViewAngles()
local distances = {}
for flYaw = 18, 360, 18 do
flYaw = math_normalize(flYaw)
local angEdge = QAngle_new(0, flYaw, 0)
local vecTraceEnd = edge_yaw.vecTraceStart + Cheat_AngleToForward(angEdge) * 198
local traceInfo = EngineTrace_TraceRay(edge_yaw.vecTraceStart, vecTraceEnd, pLocalPlayer, 0x46004003)
table_insert(distances, edge_yaw.vecTraceStart:DistTo(traceInfo.endpos))
local flFraction = traceInfo.fraction
local pEntity = traceInfo.hit_entity
if pEntity and pEntity:GetClassName() == 'CWorld' and flFraction < 0.3 then
aTraceEnd[#aTraceEnd+1] = {
vecTraceEnd = vecTraceEnd,
flYaw = flYaw
}
end
end
table_sort(distances)
if distances[1] > 30 then
return
end
table_sort(aTraceEnd, function(a, b)
return a.flYaw < b.flYaw
end)
table_remove(aTraceEnd, #aTraceEnd)
local angEdge
if #aTraceEnd >= 3 then
local vecTraceCenter = math_vector_lerp(aTraceEnd[1].vecTraceEnd, aTraceEnd[#aTraceEnd].vecTraceEnd, 0.5)
angEdge = Cheat_VectorToAngle(edge_yaw.vecTraceStart - vecTraceCenter)
end
if angEdge then
local flYaw = angViewAngles.yaw
local flEdgeYaw = angEdge.yaw
local flDiff = math_normalize(flEdgeYaw - flYaw)
if math_abs(flDiff) < 90 then
flDiff = 0
flYaw = math_normalize(flEdgeYaw + 180)
end
-- Static yaw
local flNewYaw = -flYaw
-- Apply edge yaw
flNewYaw = math_normalize(flNewYaw + flEdgeYaw)
flNewYaw = math_normalize(flNewYaw + flDiff + 180)
AntiAim_OverrideYawOffset(flNewYaw)
edge_yaw.is_edging = true
end
end
edge_yaw.handle = function(cmd)
edge_yaw.is_edging = false
if edge_yaw.restored then
edge_yaw.cache_value = neverlose_refs.yaw_base:Get()
end
if not ui_handler.elements["Anti Aims"]["edge_yaw"] then
return
end
if neverlose_refs.slow_walk:Get() then
return
end
if conditional_AntiAims.is_manual_enabled() then
return
end
if conditional_AntiAims.is_legit_aa() then
return
end
edge_yaw.on_edge(cmd)
edge_yaw.cache(cmd)
end
edge_yaw.on_destroy = function()
if not edge_yaw.restored then
neverlose_refs.yaw_base:Set(edge_yaw.cache_value)
end
end
ui_handler.new_element("Global", "anim_breaker", false, Menu_MultiCombo("Global", "Animation Breaker", {"Ground", "Air", "Zero Pitch on Land"}, 0), function()
return ui_handler.elements["Global"]["global_switch"]
end)
animation_breaker.cache = {}
animation_breaker.set_params = function(player_ptr, layer, start_val, end_val)
player_ptr = ffi_cast("unsigned int", player_ptr)
if player_ptr == 0x0 then
return false
end
local studio_hdr = ffi_cast("void**", player_ptr + 0x2950)[0]
if studio_hdr == nil then
return false
end
local pose_params = ffi_handler.get_pose_parameters(studio_hdr, layer)
if pose_params == nil or pose_params == 0x0 then
return
end
if animation_breaker.cache[layer] == nil then
animation_breaker.cache[layer] = {}
animation_breaker.cache[layer].m_flStart = pose_params.m_flStart
animation_breaker.cache[layer].m_flEnd = pose_params.m_flEnd
animation_breaker.cache[layer].m_flState = pose_params.m_flState
animation_breaker.cache[layer].installed = false
return true
end
if start_val ~= nil and not animation_breaker.cache[layer].installed then
pose_params.m_flStart = start_val
pose_params.m_flEnd = end_val
pose_params.m_flState = (pose_params.m_flStart + pose_params.m_flEnd) / 2
animation_breaker.cache[layer].installed = true
return true
end
if animation_breaker.cache[layer].installed then
pose_params.m_flStart = animation_breaker.cache[layer].m_flStart
pose_params.m_flEnd = animation_breaker.cache[layer].m_flEnd
pose_params.m_flState = animation_breaker.cache[layer].m_flState
animation_breaker.cache[layer].installed = false
return true
end
return false
end
animation_breaker.handle_prediction = function(cmd)
local local_player = ffi_handler.get_client_entity(entity_helpers.local_player.index())
if local_player == nil then
return
end
local local_player_addr = ffi_cast("unsigned int", local_player)
if local_player_addr == 0x0 then
return
end
local animstate = ffi_cast( "void**", local_player_addr + ffi_handler.animstate_offset)[0]
if animstate == nil then
return
end
animstate = ffi_cast("unsigned int", animstate)
if animstate == 0x0 then
return
end
local landing_anim = ffi_cast("bool*", animstate + 0x109)[0]
if landing_anim == nil then
return
end
local combo = ui_handler.elements["Global"]["anim_breaker"]
if bit_band(combo, bit_lshift(1, 0)) ~= 0 then
animation_breaker.set_params(local_player, 0, -180, -179)
end
if bit_band(combo, bit_lshift(1, 1)) ~= 0 then
animation_breaker.set_params(local_player, 6, 0.9, 1)
end
if bit_band(combo, bit_lshift(1, 2)) ~= 0 and landing_anim and bit_band(cmd.buttons, 2) == 0 then
animation_breaker.set_params(local_player, 12, 0.999, 1)
end
end
animation_breaker.handle_cmove = function()
local local_player = ffi_handler.get_client_entity(entity_helpers.local_player.index())
if local_player == nil then
return
end
for k, v in pairs(animation_breaker.cache) do
animation_breaker.set_params(local_player, k)
end
end
animation_breaker.on_destroy = function()
local local_player = ffi_handler.get_client_entity(entity_helpers.local_player.index())
if local_player == nil then
return
end
for k, v in pairs(animation_breaker.cache) do
animation_breaker.set_params(local_player, k)
end
end
anti_bruteforce.menu_elements = {}
anti_bruteforce.global_switch = ui_handler.new_element("Anti Bruteforce", "global_switch", false, Menu_Switch("Anti Brute", "Enable", false))
anti_bruteforce.ui_condition = function()
return ui_handler.elements["Anti Bruteforce"]["global_switch"]
end
anti_bruteforce.hidden_value = ui_handler.new_element("Anti Bruteforce", "slider_antibrute_value", false, Menu_SliderInt("Anti Brute", "nigga_slider", 2, 2, 20), function() return false end)
anti_bruteforce.new_button = ui_handler.new_element("Anti Bruteforce", "Create New Phase", false, Menu_Button("Anti Brute", "Add"), anti_bruteforce.ui_condition)
anti_bruteforce.remove_button = ui_handler.new_element("Anti Bruteforce", "Remove Phase", false, Menu_Button("Anti Brute", "Remove"), anti_bruteforce.ui_condition)
anti_bruteforce.create_new_phase = function()
if #anti_bruteforce.menu_elements > 11 then
Cheat_AddNotify("Chimera Yaw", "Нельзя создать больше " .. #anti_bruteforce.menu_elements .. " фаз!")
return
end
local element = ui_handler.new_element("Anti Bruteforce", "abphase" .. (#anti_bruteforce.menu_elements + 1), false, Menu_SliderInt("Anti Brute", "[Phase " .. (#anti_bruteforce.menu_elements + 1) .. "] Fake Limit", 0, -60, 60), anti_bruteforce.ui_condition)
table_insert(anti_bruteforce.menu_elements, element)
anti_bruteforce.hidden_value:Set(#anti_bruteforce.menu_elements)
end
anti_bruteforce.remove_phase = function()
if #anti_bruteforce.menu_elements <= 2 or type(anti_bruteforce.menu_elements[#anti_bruteforce.menu_elements]) ~= "userdata" then
Cheat_AddNotify("Chimera Yaw", "Должно остаться не менее 2х фаз!")
return
end
ui_handler.elements["Anti Bruteforce"]["abphase" .. #anti_bruteforce.menu_elements] = nil
ui_handler.refs["Anti Bruteforce"]["abphase" .. #anti_bruteforce.menu_elements] = nil
Menu_DestroyItem(anti_bruteforce.menu_elements[#anti_bruteforce.menu_elements])
table_remove(anti_bruteforce.menu_elements, #anti_bruteforce.menu_elements)
anti_bruteforce.hidden_value:Set(#anti_bruteforce.menu_elements)
end
anti_bruteforce.new_button:RegisterCallback(anti_bruteforce.create_new_phase)
anti_bruteforce.remove_button:RegisterCallback(anti_bruteforce.remove_phase)
for i = 1, anti_bruteforce.hidden_value:Get() do
anti_bruteforce.create_new_phase()
end
anti_bruteforce.state = false
anti_bruteforce.reset_time = 0
anti_bruteforce.last_tick_triggered = 0
anti_bruteforce.work_distance = 75
anti_bruteforce.timer = 5
anti_bruteforce.current_phase = 0
anti_bruteforce.angle = 0
anti_bruteforce.side = false
anti_bruteforce.bullet_impact = function(...)
local args = {...} -- честно, я в душе не ебу зачем так я сделала, просто в голову это почему то пришло и мне захотелось такое сделать
local local_pos = args[3]
local distance = math_closest_point_on_ray(...):DistTo(local_pos)
if distance > anti_bruteforce.work_distance then
return
end
local inverter_state = AntiAim_GetInverterState()
if anti_bruteforce.reset_time < GlobalVars.realtime then
for i = 1, #anti_bruteforce.menu_elements do
if inverter_state and ui_handler.elements["Anti Bruteforce"]["abphase" .. i] >= 0 then
anti_bruteforce.current_phase = i
break
elseif not inverter_state and ui_handler.elements["Anti Bruteforce"]["abphase" .. i] < 0 then -- как по идеи можно просто else оставить хз
anti_bruteforce.current_phase = i
break
end
end
else
anti_bruteforce.current_phase = 1 + (anti_bruteforce.current_phase % #anti_bruteforce.menu_elements)
end
anti_bruteforce.reset_time = GlobalVars.realtime + anti_bruteforce.timer
anti_bruteforce.angle = ui_handler.elements["Anti Bruteforce"]["abphase" .. anti_bruteforce.current_phase]
while anti_bruteforce.angle == nil do
anti_bruteforce.current_phase = 1 + (anti_bruteforce.current_phase % #anti_bruteforce.menu_elements)
anti_bruteforce.angle = ui_handler.elements["Anti Bruteforce"]["abphase" .. anti_bruteforce.current_phase]
end
anti_bruteforce.last_tick_triggered = GlobalVars.tickcount
end
anti_bruteforce.pre_bullet_impact = function(ev)
if ev:GetName() ~= "bullet_impact" then
return
end
if anti_bruteforce.last_tick_triggered == GlobalVars.tickcount then
return
end
-- о да, давайте нахуярим 3 километра проверок
-- в теории, на Custom серверах может вызываться этот каллбек и без переменных в ней, что вызовет отключение скрипта блинба
local me = entity_helpers.local_player.pointer()
if not me or me:GetProp("m_iHealth") <= 0 then
return
end
local userid = ev:GetInt("userid", -1)
if userid == -1 then
return
end
local player_object = EntityList_GetPlayerForUserID(userid)
if not player_object or player_object:IsDormant() or player_object:IsTeamMate() then
return
end
local eye_position = me:GetEyePosition()
if not eye_position then
return
end
local enemy_eye_position = player_object:GetEyePosition()
if not enemy_eye_position then
return
end
local x = ev:GetFloat("x", -99999)
local y = ev:GetFloat("y", -99999)
local z = ev:GetFloat("z", -99999)
if x == -99999 or y == -99999 or z == -99999 then
return
end
local impact_vector = Vector_new(x, y, z)
return anti_bruteforce.bullet_impact(impact_vector, enemy_eye_position, eye_position)
end
anti_bruteforce.prediction_handle = function()
if anti_bruteforce.reset_time < GlobalVars.realtime then
return
end
AntiAim_OverrideInverter(anti_bruteforce.angle < 0)
AntiAim_OverrideLimit(math_abs(anti_bruteforce.angle))
end
ui_handler.new_element("Misc", "enabled", false, Menu_Switch("Misc", "Enable Misc", false))
ui_handler.new_element("Misc", "miss_logger", false, Menu_Switch("Misc", "Miss Logger", false), function()
return ui_handler.elements["Misc"]["enabled"]
end)
for k, v in pairs(defines.miss_reasons) do
if v ~= "hit" and v ~= defines.miss_reasons[3] then
ui_handler.new_element("Misc", "logs_miss_" .. v, false, Menu_ColorEdit("Misc", string_format("%s Color", v:sub(1, 1):upper() .. v:sub(2, #v)), Color_new(1, 1, 1, 1)), function() return ui_handler.elements["Misc"]["miss_logger"] and ui_handler.elements["Misc"]["enabled"] end)
end
end
hitlogs.aim_fire = function(event)
local target = {
name = "undefined",
pointer = EntityList_GetPlayer(event.index),
}
if target.pointer then
target.name = target.pointer:GetName()
end
print(string_format("[neverlose.cc] fired at [%s] | [%s] bt [%d] dmg [%d] hc [%d]", target.name, defines.hitgroups[event.hitgroup], event.backtrack, event.damage, event.hitchance))
end
hitlogs.aim_miss = function(event)
if not ui_handler.elements["Misc"]["miss_logger"] or not ui_handler.elements["Misc"]["enabled"] then
return
end
local miss_reason = defines.miss_reasons[event.reason]
if miss_reason == nil or miss_reason == defines.miss_reasons[0] then
return
end
if miss_reason == defines.miss_reasons[3] then
miss_reason = defines.miss_reasons[2]
end
local target = {
name = "undefined",
pointer = EntityList_GetPlayer(event.target_index),
}
if target.pointer then
target.name = target.pointer:GetName()
end
ffi_handler.color_print(defines.colors.white, "[neverlose.cc] missed shot due to ")
local color = ui_handler.refs["Misc"]["logs_miss_" .. miss_reason].ref:GetColor()
ffi_handler.color_print(color, miss_reason)
if miss_reason == defines.miss_reasons[2] then
ffi_handler.color_print(color, string_format(" [%.2f]", event.spread_degree))
cheat_AddEvent(string_format("Missed shot due to %s [%.2f]", miss_reason, event.spread_degree))
else
cheat_AddEvent("Missed shot due to " .. miss_reason)
end
ffi_handler.color_print(defines.colors.white, "\n")
end
console_color.overrided = false
console_color.materials_count = 0
console_color.material_names = {["vgui_white"] = true, ["vgui/hud/800corner1"] = true, ["vgui/hud/800corner2"] = true, ["vgui/hud/800corner3"] = true, ["vgui/hud/800corner4"] = true}
for k, v in pairs(console_color.material_names) do
console_color.materials_count = console_color.materials_count + 1 -- в луа #table не дает размер если там не интовые
end
console_color.materials = {}
console_color.scan_materials = function()
console_color.materials = {}
local material = MatSystem_FirstMaterial()
local table_size = 0 -- пиздец луа говно ебанное я ебу этот мусор невозможный
while console_color.materials_count ~= table_size do
local mat = MatSystem_GetMaterial(material)
local name = mat:GetName()
if console_color.material_names[name] then
console_color.materials[name] = mat
table_size = table_size + 1
end
material = MatSystem_NextMaterial(material)
end
end
console_color.scan_materials()
console_color.color = visual_controller.new_animation("console_color", Color_new(0, 0, 0, 0))
console_color.latest_color = Color_RGBA(27, 228, 1337, 1488)
console_color.color_change = function(color)
if defines.colors.equals(color, console_color.latest_color) then
return
end
for k, v in pairs(console_color.materials) do
if v:IsErrorMaterial() then
error("error material")
return false
end
v:ColorModulate(color.r, color.g, color.b)
v:AlphaModulate(color.a)
end
console_color.latest_color = defines.colors.copy(color)
end
ui_handler.new_element("Misc", "console_color", true, Menu_SwitchColor("Misc", "Console Color", false, Color_new(1, 1, 1, 1)), function()
return ui_handler.elements["Misc"]["enabled"]
end)
console_color.handle = function()
console_color.color = (ui_handler.elements["Misc"]["enabled"] and ui_handler.elements["Misc"]["console_color"] and ffi_handler.is_console_visible()) and ui_handler.refs["Misc"]["console_color"].ref:GetColor() or defines.colors.white
console_color.color_change(console_color.color)
end
ui_handler.new_element("Misc", "menu_effects", true, Menu_SwitchColor("Misc", "Menu Effects", false, Color_new(1, 1, 1, 1)), function()
return ui_handler.elements["Misc"]["enabled"]
end)
menu_effects.number_of_dots = 150
menu_effects.connection_distance = 150
menu_effects.speed = 25
-- рандом
menu_effects.alpha = Vector2_new(0.75, 1)
menu_effects.size = Vector2_new(1, 2)
menu_effects.velocity = Vector2_new(-2, 2)
menu_effects.global_alpha = 0
menu_effects.dots = ffi.new("float[" .. menu_effects.number_of_dots .. "][6]")
menu_effects.generate = function(value)
menu_effects.dots = {}
for i = 0, value-1 do
-- ФПС ГОВОРИШЬ ХАВАЕШЬ ДА? НУ Я ТЕБЕ СЕЙЧАС НАХУЙ ПОКАЖУ ЧТО ТАКОЕ ОПТИМИЗАЦИЯ БЛЯЯЯТЬ
-- 0, 1 - position vector
-- 2 - alpha
-- 3 - size
-- 4, 5 - velocity
local particle_settings = ffi.new("float[?]", 6)
particle_settings[0] = Utils_RandomInt(0, defines.screen_size.x)
particle_settings[1] = Utils_RandomInt(0, defines.screen_size.y)
-- alpha
particle_settings[2] = Utils_RandomFloat(menu_effects.alpha.x, menu_effects.alpha.y)
-- size
particle_settings[3] = Utils_RandomFloat(menu_effects.size.y, menu_effects.size.y)
-- velocity
particle_settings[4] = Utils_RandomFloat(menu_effects.velocity.x, menu_effects.velocity.y) * menu_effects.speed
particle_settings[5] = Utils_RandomFloat(menu_effects.velocity.x, menu_effects.velocity.y) * menu_effects.speed
menu_effects.dots[i] = particle_settings
end
end
menu_effects.color = defines.colors.copy(defines.colors.white)
menu_effects.c_velocity = ffi.new("float[?]", 2)
menu_effects.c_connections = ffi.new("float[?]", 10)
menu_effects.screen_size = ffi.new("float[?]", 2)
menu_effects.screen_size[0] = defines.screen_size.x
menu_effects.screen_size[1] = defines.screen_size.y
--- УРААААА ТОТАЛЬНЫЙ ВШИЗ УРААААААААААААААААААААААААААААААААААААААААААААААА
menu_effects.handle = function()
if not ui_handler.elements["Misc"]["menu_effects"] or not Cheat_IsMenuVisible() then
return
end
local menu_pos = Render_GetMenuPos()
local menu_size = Render_GetMenuSize()
local mouse_pos = Cheat_GetMousePos()
menu_effects.c_connections[0] = mouse_pos.x
menu_effects.c_connections[1] = mouse_pos.y
menu_effects.c_connections[2] = menu_pos.x
menu_effects.c_connections[3] = menu_pos.y
menu_effects.c_connections[4] = menu_pos.x + menu_size.x
menu_effects.c_connections[5] = menu_pos.y
menu_effects.c_connections[6] = menu_pos.x + menu_size.x
menu_effects.c_connections[7] = menu_pos.y + menu_size.y
menu_effects.c_connections[8] = menu_pos.x
menu_effects.c_connections[9] = menu_pos.y + menu_size.y
local frame_time = GlobalVars.frametime
local color = menu_effects.color
for i = 0, menu_effects.number_of_dots-1 do
local current_element = menu_effects.dots[i]
menu_effects.c_velocity[0] = current_element[4] * frame_time
menu_effects.c_velocity[1] = current_element[5] * frame_time
if current_element[0] + menu_effects.c_velocity[0] > menu_effects.screen_size[0] or current_element[0] + menu_effects.c_velocity[0] < 0 then
menu_effects.dots[i][4] = -current_element[4]
menu_effects.c_velocity[0] = -menu_effects.c_velocity[0]
end
if current_element[1] + menu_effects.c_velocity[1] > menu_effects.screen_size[1] or current_element[1] + menu_effects.c_velocity[1] < 0 then
menu_effects.dots[i][5] = -current_element[5]
menu_effects.c_velocity[1] = -menu_effects.c_velocity[1]
end
menu_effects.dots[i][0] = current_element[0] + menu_effects.c_velocity[0]
menu_effects.dots[i][1] = current_element[1] + menu_effects.c_velocity[1]
color.a = current_element[2]
Render_CircleFilled(Vector2_new(current_element[0], current_element[1]), current_element[3], 7, color)
for i = 0, 9, 2 do
local current_distance = math_abs(current_element[0] - menu_effects.c_connections[i]) + math_abs(current_element[1] - menu_effects.c_connections[i+1])
if current_distance < menu_effects.connection_distance then
color.a = 1 - (current_distance / menu_effects.connection_distance)
Render_Line(Vector2_new(menu_effects.c_connections[i], menu_effects.c_connections[i+1]), Vector2_new(current_element[0], current_element[1]), color)
break
end
end
end
end
menu_effects.generate(menu_effects.number_of_dots)
ui_handler.new_element("Visuals", "custom_scope", true, Menu_SwitchColor("Visuals", "Custom Scope", false, Color_new(1, 1, 1, 1)), function()
return ui_handler.elements["Visuals"]["global_switch"]
end)
ui_handler.new_element("Visuals", "custom_scope_size", false, Menu_SliderInt("Visuals", "Custom Scope Size", 50, 50, defines.screen_size.y / 2), function()
return ui_handler.elements["Visuals"]["global_switch"] and ui_handler.elements["Visuals"]["custom_scope"]
end)
ui_handler.new_element("Visuals", "custom_scope_gap", false, Menu_SliderInt("Visuals", "Custom Scope Gap", 15, 0, defines.screen_size.y / 2), function()
return ui_handler.elements["Visuals"]["global_switch"] and ui_handler.elements["Visuals"]["custom_scope"]
end)
custom_scope.animation_state = 0
custom_scope.positions = {}
custom_scope.hash = 0
custom_scope.old_hash = 0
custom_scope.cache = -1
custom_scope.restored = true
custom_scope.generate_positions = function(center_offset, length, color)
local full_color, transp_color = Color_new(color.r, color.g, color.b, math_min(color.a, custom_scope.animation_state)), Color_new(color.r, color.g, color.b, 0)
custom_scope.positions.lower = { -- временно тут пусть полежит, todo: вынести из каллбека
vec_start = Vector2_new(defines.screen_size.x / 2 + 1, defines.screen_size.y / 2 + center_offset),
vec_end = Vector2_new(defines.screen_size.x / 2, defines.screen_size.y / 2 + length),
colors = {
full_color,
full_color,
transp_color,
transp_color
}
}
custom_scope.positions.upper = { -- временно тут пусть полежит, todo: вынести из каллбека
vec_start = Vector2_new(defines.screen_size.x / 2 + 1, defines.screen_size.y / 2 - center_offset + 1),
vec_end = Vector2_new(defines.screen_size.x / 2, defines.screen_size.y / 2 - length),
colors = {
full_color,
full_color,
transp_color,
transp_color
}
}
custom_scope.positions.right = { -- временно тут пусть полежит, todo: вынести из каллбека
vec_start = Vector2_new(defines.screen_size.x / 2 + center_offset, defines.screen_size.y / 2 + 1),
vec_end = Vector2_new(defines.screen_size.x / 2 + length, defines.screen_size.y / 2),
colors = {
full_color,
transp_color,
full_color,
transp_color
}
}
custom_scope.positions.left = { -- временно тут пусть полежит, todo: вынести из каллбека
vec_start = Vector2_new(defines.screen_size.x / 2 - center_offset + 1, defines.screen_size.y / 2 + 1),
vec_end = Vector2_new(defines.screen_size.x / 2 - length, defines.screen_size.y / 2),
colors = {
full_color,
transp_color,
full_color,
transp_color
}
}
end
custom_scope.handle_cache = function()
if custom_scope.cache == -1 then
custom_scope.cache = neverlose_refs.scope:Get()
end
if ui_handler.elements["Visuals"]["custom_scope"] then
neverlose_refs.scope:Set(2)
custom_scope.restored = false
elseif not ui_handler.elements["Visuals"]["custom_scope"] and not custom_scope.restored and custom_scope.cache ~= -1 then
neverlose_refs.scope:Set(custom_scope.cache)
custom_scope.restored = true
end
end
custom_scope.destroy = function()
if custom_scope.cache ~= -1 then
neverlose_refs.scope:Set(custom_scope.cache)
end
end
custom_scope.render = function()
local local_player = entity_helpers.local_player.pointer()
if not EngineClient_IsConnected() or local_player == nil or local_player:GetProp("m_iHealth") < 1 then
return
end
custom_scope.handle_cache()
local is_enabled = ui_handler.elements["Visuals"]["custom_scope"] and local_player:GetProp("m_bIsScoped")
if is_enabled then
custom_scope.animation_state = visual_controller.new_animation("custom_scope.animation_state", 1)
else
custom_scope.animation_state = visual_controller.get_animation("custom_scope.animation_state").number
end
if custom_scope.animation_state == 0 then
return
end
local center_offset = ui_handler.elements["Visuals"]["custom_scope_gap"] * custom_scope.animation_state
local length = math_max(center_offset + 25, ui_handler.elements["Visuals"]["custom_scope_size"] * custom_scope.animation_state)
local color = ui_handler.refs["Visuals"]["custom_scope"].ref:GetColor()
custom_scope.hash = string_format("%s%s%s%s%s%s%s", center_offset, length, color.r, color.g, color.b, color.a, custom_scope.animation_state)
if custom_scope.old_hash ~= custom_scope.hash then
custom_scope.generate_positions(center_offset, length, color)
end
custom_scope.old_hash = custom_scope.hash
for _, value in pairs(custom_scope.positions) do
Render_GradientBoxFilled(value.vec_start, value.vec_end, unpack(value.colors))
end
end
ui_handler.new_element("Misc", "hitsound", false, Menu_Switch("Misc", "Skeet Hitsound", false), function()
return ui_handler.elements["Misc"]["enabled"]
end)
ui_handler.new_element("Misc", "hitsound_volume", false, Menu_SliderInt("Misc", "Hitsound Volume", 50, 1, 100), function()
return ui_handler.elements["Misc"]["enabled"] and ui_handler.elements["Misc"]["hitsound"]
end)
hitsound.handle = function(event)
if event:GetName() ~= "player_hurt" then
return
end
if not ui_handler.elements["Misc"]["hitsound"] then
return
end
local victim = event:GetInt("userid", -1)
local attacker = event:GetInt("attacker", -1)
if victim == -1 or attacker == -1 or victim == attacker then
return
end
attacker = EntityList_GetPlayerForUserID(attacker)
if attacker == nil then
return
end
if attacker:EntIndex() ~= EngineClient_GetLocalPlayer() then
return
end
ffi_handler.play_sound("buttons/arena_switch_press_02.wav", ui_handler.elements["Misc"]["hitsound_volume"] / 100, 100, 0, 0)
end
manual_arrows.generate_arrows_polygons = function()
local percents = 4.3
local x_offset = math_percent_to_pix(percents / 2, "x")
local poses = {
["left"] = Vector2_new(defines.screen_size.x / 2, defines.screen_size.y / 2) - x_offset,
["right"] = Vector2_new(defines.screen_size.x / 2, defines.screen_size.y / 2) + x_offset,
["backward"] = Vector2_new(defines.screen_size.x / 2, defines.screen_size.y / 2) + Vector2_new(0, math_percent_to_pix(percents, "x").x),
}
local offsets = {
["left"] = {
Vector2_new(0, -10),
Vector2_new(-15, 0),
Vector2_new(0, 10),
},
["right"] = {
Vector2_new(0, -10),
Vector2_new(15, 0),
Vector2_new(0, 10),
},
["backward"] = {
Vector2_new(-10, 0),
Vector2_new(0, 15),
Vector2_new(10, 0),
}
}
for k, v in pairs(offsets) do
for j, l in ipairs(v) do
offsets[k][j] = l + poses[k]
end
end
return offsets, poses
end
manual_arrows.generated_arrow_poly, manual_arrows.arrows_base_pos = manual_arrows.generate_arrows_polygons()
manual_arrows.arrow_offset = 0
manual_arrows.dirs = {
["v"] = 0,
[">"] = 0,
["<"] = 0
}
ui_handler.new_element("Visuals", "manual_arrows", true, Menu_ComboColor("Visuals", "Manual Arrows", {"Disabled", "Default", "Alternative"}, 0, Color_new(1, 1, 1, 1)), function()
return ui_handler.elements["Visuals"]["global_switch"]
end)
ui_handler.new_element("Visuals", "manual_arrows_color", false, Menu_ColorEdit("Visuals", "Manual Line", Color_new(1, 1, 1, 1)), function()
return ui_handler.elements["Visuals"]["global_switch"] and ui_handler.elements["Visuals"]["manual_arrows"] == 2
end)
ui_handler.new_element("Visuals", "manual_arrows_size", false, Menu_SliderInt("Visuals", "Manual Arrows Size", 12, 6, 24), function()
return ui_handler.elements["Visuals"]["global_switch"] and ui_handler.elements["Visuals"]["manual_arrows"] == 1
end)
manual_arrows.font = font.get("Tahoma", 24, false, true, false)
manual_arrows.default = function(current_direction, color)
local direction = ((current_direction == 3 and ">") or (current_direction == 4 and "<") or (current_direction == 2 and "v")) or "no"
local center_pos = defines.screen_size / 2
local offset = 4.3 / 2
local arrow_offset = visual_controller.new_animation("arrow_offset", offset)
local screen_percentage_offset = math_percent_to_pix(arrow_offset, "x")
local size = ui_handler.elements["Visuals"]["manual_arrows_size"]
for _, v in pairs(manual_arrows.dirs) do
local temp_color = Color_new(color.r, color.g, color.b, color.a)
if direction == _ then
visual_controller.new_animation("manual_arrows" .. _, 1)
end
manual_arrows.dirs[_] = visual_controller.get_animation("manual_arrows" .. _).number
local render_pos =
(_ == ">" and center_pos + screen_percentage_offset)
or
(_ == "<" and center_pos - screen_percentage_offset)
or
-- синкаем кароче их размер
(_ == "v" and center_pos + Vector2_new(0, screen_percentage_offset.x))
temp_color.a = math_min(color.a, v)
if temp_color.a > 0.1 then
Render_Text(_, render_pos + 1, Color_new(0, 0, 0, temp_color.a), size, manual_arrows.font, false, true)
Render_Text(_, render_pos, temp_color, size, manual_arrows.font, false, true)
end
end
end
manual_arrows.alternative = function(current_direction, color)
local direction = ((current_direction == 3 and "right") or (current_direction == 4 and "left") or (current_direction == 2 and "backward")) or "no"
local side = AntiAim_GetInverterState() and "left" or "right"
local line_color = ui_handler.refs["Visuals"]["manual_arrows_color"].ref:GetColor()
for key, poly in pairs(manual_arrows.generated_arrow_poly) do
if key == "backward" then
goto arrow_skip
end
Render_PolyFilled(Color_new(key == direction and color.r or 0, key == direction and color.g or 0, key == direction and color.b or 0, key == direction and color.a or 0.35), unpack(poly))
local side_based = key == "right" and -1 or 1
Render_BoxFilled(manual_arrows.arrows_base_pos[key] + Vector2_new(1 * side_based, -10), manual_arrows.arrows_base_pos[key] + Vector2_new(3 * side_based , 10), Color_new(key == side and line_color.r or 0, key == side and line_color.g or 0, key == side and line_color.b or 0, key == side and line_color.a or 0.35))
::arrow_skip::
end
end
manual_arrows.handle = function()
if ui_handler.elements["Visuals"]["manual_arrows"] == 0 or not ui_handler.elements["Visuals"]["global_switch"] then
return
end
local direction = neverlose_refs.yaw_base:Get() + 1
if ui_handler.elements["Visuals"]["manual_arrows"] == 1 then
manual_arrows.default(direction, ui_handler.refs["Visuals"]["manual_arrows"].ref:GetColor())
elseif ui_handler.elements["Visuals"]["manual_arrows"] == 2 then
manual_arrows.alternative(direction, ui_handler.refs["Visuals"]["manual_arrows"].ref:GetColor())
end
end
ui_handler.new_element("Visuals", "3rd_pers_anim", false, Menu_Switch("Visuals", "Disable 3rd Person Animation", false), function()
return ui_handler.elements["Visuals"]["global_switch"]
end)
ui_handler.new_element("Visuals", "damage_marker", false, Menu_Switch("Visuals", "Damage Marker", false), function()
return ui_handler.elements["Visuals"]["global_switch"]
end)
damage_marker.array = {}
damage_marker.show_time = 2
damage_marker.event = function(event)
if event:GetName() ~= "player_hurt" then
return
end
local victim = event:GetInt("userid", -1)
local attacker = event:GetInt("attacker", -1)
attacker = EntityList_GetPlayerForUserID(attacker)
victim = EntityList_GetPlayerForUserID(victim)
if attacker == nil or victim == nil then
return
end
if attacker:EntIndex() ~= EngineClient_GetLocalPlayer() then
return
end
local hitgroup = event:GetInt("hitgroup")
local hitbox = defines.hitgroup_to_hitbox[hitgroup]
if hitbox == nil then
hitbox = 5
end
local position = victim:GetHitboxCenter(hitbox)
local targetName = victim:GetName()
if #targetName > 10 then
targetName = targetName:sub(0, 10)
targetName = targetName .. "..."
end
table_insert(hitlog.array, {
name = targetName,
time = GlobalVars.realtime + hitlog.show_time,
damage = event:GetInt("dmg_health", -1),
remains = event:GetInt("health"),
state = 0.01,
position = position,
hitgroup = defines.hitgroups[hitgroup]
})
table_insert(damage_marker.array, {
name = targetName,
time = GlobalVars.realtime + damage_marker.show_time,
damage = event:GetInt("dmg_health", -1),
remains = event:GetInt("health"),
state = 0.01,
position = position,
hitgroup = defines.hitgroups[hitgroup]
})
end
damage_marker.font = font.get("Verdana", 13, false, false, false)
damage_marker.render = function()
if not ui_handler.elements["Visuals"]["damage_marker"] then
return
end
local realtime = GlobalVars.realtime
local frametime = GlobalVars.frametime
for k, v in ipairs(damage_marker.array) do
if realtime < v.time then
v.state = visual_controller.new_animation(v.name .. v.time, 1)
else
v.state = visual_controller.get_animation(v.name .. v.time).number
end
if v.state == 0 then
table_remove(damage_marker.array, k)
end
v.position.z = v.position.z + 50 * frametime
local color = defines.colors.copy(defines.colors.white)
if v.remains <= 0 then
color = defines.colors.copy(defines.colors.green)
end
color.a = v.state
Render_Text("-" .. v.damage, Render_WorldToScreen(v.position) + 1, Color_new(0, 0, 0, v.state), math_round(v.state * 13), damage_marker.font, false, true)
Render_Text("-" .. v.damage, Render_WorldToScreen(v.position), color, math_round(v.state * 13), damage_marker.font, false, true)
::skip::
end
end
ui_handler.new_element("Configs", "export_config", false, Menu_Button("Config System", "Copy config to clipboard", "Copy config to clipboard", function()
configs.parse()
Cheat.AddNotify("Chimera Yaw", "Config copied!")
end))
ui_handler.new_element("Configs", "import_config", false, Menu_Button("Config System", "Import config from clipboard", "Copy config to clipboard", function()
configs.load()
end))
ui_handler.new_element("Configs", "default_config", false, Menu_Button("Config System", "Load Default Config", "Load Default Config", function()
Http.GetAsync(configs.default_link, function(url_content)
configs.load(url_content)
end)
end))
configs.convert_color = function(color)
return {
r = math_round(color.r * 255),
g = math_round(color.g * 255),
b = math_round(color.b * 255),
a = math_round(color.a * 255),
}
end
configs.parse = function()
local menu_items = {}
for k, v in pairs(ui_handler.refs) do
local temp_table_tab = {}
for j, l in pairs(v) do
local temp_table_element = {}
temp_table_element.value = l.ref:Get()
if type(temp_table_element.value) == "userdata" then
temp_table_element.color = configs.convert_color(temp_table_element.value)
temp_table_element.value = nil
else
temp_table_element.color = l.is_color and configs.convert_color(l.ref:GetColor()) or false
end
if not temp_table_element.color and temp_table_element.value == nil then
goto skip
end
temp_table_tab[j] = temp_table_element
::skip::
end
menu_items[k] = temp_table_tab
end
menu_items[configs.validation_key] = true
local json_config = json.stringify(menu_items)
json_config = base64.encode(json_config, CUSTOM_ENCODER)
--json_config = base64.decode(json_config, CUSTOM_DECODER)
ffi_handler.set_clipboard_text(json_config, #json_config)
end
configs.load = function(text)
local protected = function()
local clipboard = text == nil and ffi_handler.get_clipboard_text() or text
local json_config = base64.decode(clipboard, CUSTOM_DECODER)
if json_config:match(configs.validation_key) == nil then
error("cannot_find_validation_key")
return
end
json_config = json.parse(json_config)
if json_config == nil then
error("wrong_json")
return
end
local antibrute_phases = -1
for k, v in pairs(json_config) do
if k == configs.validation_key then
goto skip
end
for j, l in pairs(v) do
if j:find("^abphase") ~= nil then
local ab_value = tonumber(j:sub(#"abphase" + 1, #j))
antibrute_phases = math_max(ab_value, antibrute_phases)
end
if ui_handler.refs[k][j] then
if l.value ~= nil then
ui_handler.refs[k][j].ref:Set(l.value)
ui_handler.elements[k][j] = l.value
end
if l.color ~= false then
ui_handler.refs[k][j].ref:SetColor(Color.RGBA(l.color.r, l.color.g, l.color.b, l.color.a))
end
end
end
::skip::
end
if #anti_bruteforce.menu_elements > antibrute_phases then
while #anti_bruteforce.menu_elements > antibrute_phases do
anti_bruteforce.remove_phase()
end
else
while #anti_bruteforce.menu_elements < antibrute_phases do
anti_bruteforce.create_new_phase()
end
end
for i = 1, antibrute_phases do
ui_handler.refs["Anti Bruteforce"]["abphase" .. i].ref:Set(json_config["Anti Bruteforce"]["abphase" .. i].value)
ui_handler.elements["Anti Bruteforce"]["abphase" .. i] = json_config["Anti Bruteforce"]["abphase" .. i].value
end
ui_handler.global_update_callback()
Cheat.AddNotify("Chimera Yaw", "Config loaded!")
end
local status, message = pcall(protected)
if not status then
print("Failed to load config:", message)
Cheat.AddNotify("Chimera Yaw", "Failed to load config!")
return
end
end
kill_say.get_phrase = function()
return kill_say.phrases[Utils_RandomInt(1, #kill_say.phrases)]:gsub('\"', '')
end
ui_handler.new_element("Misc", "kill_say", false, Menu_Switch("Misc", "Kill Say", false), function()
return ui_handler.elements["Misc"]["enabled"]
end)
kill_say.handle = function(event)
if not ui_handler.elements["Misc"]["kill_say"] then
return
end
if event:GetName() ~= "player_death" then
return
end
local me = entity_helpers.local_player.pointer()
local victim = EntityList.GetPlayerForUserID(event:GetInt("userid"))
local attacker = EntityList.GetPlayerForUserID(event:GetInt("attacker"))
if victim == attacker or attacker ~= me then return end
EngineClient.ExecuteClientCmd('say "' .. kill_say.get_phrase() .. '"')
end
ui_handler.new_element("Visuals", "hitlog", false, Menu_Switch("Visuals", "Hit Log", false), function()
return ui_handler.elements["Visuals"]["global_switch"]
end)
hitlog.indicators_offset = 13
hitlog.show_time = 10
hitlog.array = {}
hitlog.handle = function()
if not ui_handler.elements["Visuals"]["hitlog"] then
return
end
visual_controller.extend(hitlog.indicators_offset)
local realtime = GlobalVars.realtime
for i = #hitlog.array, 1, -1 do
local v = hitlog.array[i]
if realtime < v.time and not (#hitlog.array > 6 and i == 1) then
v.state = visual_controller.new_animation(v.name .. v.time, 1)
else
v.state = visual_controller.get_animation(v.name .. v.time).number
end
if v.state == 0 then
table_remove(hitlog.array, i)
goto skip
end
local color = defines.colors.copy(defines.colors.white)
if v.remains <= 0 then
color = defines.colors.copy(defines.colors.red)
end
color.a = v.state
local text_for_render = string_format("%s %s -%s (%s)", v.name, v.hitgroup, v.damage, v.remains)
local render_pos = defines.screen_size/2 + Vector2_new(0, visual_controller.extend())
Render_Text(text_for_render, render_pos + 1, Color_new(0, 0, 0, v.state), 13, damage_marker.font, false, true)
Render_Text(text_for_render, render_pos, color, 13, damage_marker.font, false, true)
visual_controller.extend(v.state * 13)
::skip::
end
end
handlers.subscribe("prediction", "cheat_SetThirdPersonAnim", function()
-- пиздец как же это страшно я хуею
local state = (ui_handler.elements["Visuals"]["global_switch"] and not ui_handler.elements["Visuals"]["3rd_pers_anim"]) or not ui_handler.elements["Visuals"]["global_switch"]
cheat_SetThirdPersonAnim(state)
end)
handlers.subscribe("ragebot_shot", "hitlogs.aim_fire", hitlogs.aim_fire)
handlers.subscribe("registered_shot", "hitlogs.aim_miss", hitlogs.aim_miss)
handlers.subscribe("pre_prediction", "anti_bruteforce.prediction_handle", anti_bruteforce.prediction_handle)
handlers.subscribe("events", "kill_say.handle", kill_say.handle)
handlers.subscribe("events", "anti_bruteforce.pre_bullet_impact", anti_bruteforce.pre_bullet_impact)
handlers.subscribe("events", "hitsound.handle", hitsound.handle)
handlers.subscribe("events", "damage_marker.event", damage_marker.event)
handlers.subscribe("createmove", "animation_breaker.handle_cmove", animation_breaker.handle_cmove)
handlers.subscribe("prediction", "animation_breaker.handle_prediction", animation_breaker.handle_prediction)
handlers.subscribe("destroy", "edge_yaw.on_destroy", edge_yaw.on_destroy)
handlers.subscribe("destroy", "custom_scope.destroy", custom_scope.destroy)
-- НЕ ЗАБЫТЬ, ЧТО ФУНКЦИОНАЛ ДЛЯ РЕНДЕРА ДОБАВЛЯТЬ ОБЯЗАТЕЛЬНО МЕЖДУ СТАРТОМ И ЭНДОМ
handlers.subscribe("draw", "visual_controller.start_render", visual_controller.start_render)
handlers.subscribe("draw", "damage_marker.render", function() if visual_controller.is_rendering then damage_marker.render() end end)
handlers.subscribe("draw", "manual_arrows.handle", function() if visual_controller.is_rendering then manual_arrows.handle() end end)
handlers.subscribe("draw", "bind_system.parse", bind_system.parse)
handlers.subscribe("draw", "custom_scope.render", custom_scope.render)
handlers.subscribe("draw", "menu_effects.handle", menu_effects.handle)
handlers.subscribe("draw", "console_color.handle", console_color.handle)
handlers.subscribe("draw", "visual_controller.alternative_indicators", function() if visual_controller.is_rendering then visual_controller.alternative_indicators() end end)
handlers.subscribe("draw", "visual_controller.default_indicators", function() if visual_controller.is_rendering then visual_controller.default_indicators() end end)
handlers.subscribe("draw", "hitlog.handle", function() if visual_controller.is_rendering then hitlog.handle() end end)
handlers.subscribe("draw", "visual_controller.end_render", visual_controller.end_render)
handlers.subscribe("pre_prediction", "conditional_AntiAims.default_type", conditional_AntiAims.default_type)
handlers.subscribe("pre_prediction", "conditional_AntiAims.update_conditions", conditional_AntiAims.update_conditions)
handlers.subscribe("prediction", "doubletap_speed_controller.handle", doubletap_speed_controller.handle)
handlers.subscribe("prediction", "dormant_aimbot.handle", dormant_aimbot.handle)
handlers.subscribe("prediction", "conditional_hitchance.aiёr", conditional_hitchance.air)
handlers.subscribe("prediction", "conditional_hitchance.no_scope", conditional_hitchance.no_scope)
handlers.subscribe("prediction", "edge_yaw.on_edge", edge_yaw.handle)
handlers.subscribe("pre_prediction", "AntiAim_on_use.handle", AntiAim_on_use.handle)
handlers.subscribe("frame_stage", "viewmodel_in_scope.render_start", viewmodel_in_scope.render_start)
handlers.subscribe("destroy", "viewmodel_in_scope.destroy", viewmodel_in_scope.destroy)
Последнее редактирование: