Ищу скрипт Дайте Holo Panel на неверлуз пожалуйста

Privatny p100 DT Airlag Break LC Teleport Exploit
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Дайте Holo Panel на неверлуз пожалуйста (сурсом)
 
Privatny p100 DT Airlag Break LC Teleport Exploit
Участник
Статус
Оффлайн
Регистрация
27 Янв 2021
Сообщения
1,057
Реакции[?]
175
Поинты[?]
105K
Код:
local render = {
    line = function(x,y,x1,y1,color)
        Render.Line(Vector2.new(x,y),Vector2.new(x1,y1),color)
    end,
    polygon = function(x1,y1,x2,y2,x3,y3,color)
        Render.PolyFilled(color, Vector2.new(x1,y1), Vector2.new(x2,y2), Vector2.new(x3,y3))
    end,
    box = function(x,y,w,h,color,rounding)
        Render.Box(Vector2.new(x,y), Vector2.new(x+w,y+h), color, rounding == nil and 0 or rounding)
    end,
    box_filled = function(x,y,w,h,color,rounding)
        Render.BoxFilled(Vector2.new(x,y), Vector2.new(x+w,y+h), color, rounding == nil and 0 or rounding)
    end,
    gradient_box_filled = function(x,y,w,h,horizontal,color,color2)
        Render.GradientBoxFilled(Vector2.new(x,y), Vector2.new(x+w,y+h),color,horizontal and color2 or color,horizontal and color or color2,color2)
    end,
    string = function(x,y,cen,string,color,TYPE,font,fontsize)
        if TYPE == 0 then
            Render.Text(string, Vector2.new(x,y), color, fontsize,font,false,cen)
        elseif TYPE == 1 then
            Render.Text(string, Vector2.new(x+1,y+1), Color.new(0.1,0.1,0.1,color.a), fontsize,font,false,cen)
            Render.Text(string, Vector2.new(x,y), color, fontsize,font,false,cen)
        elseif TYPE == 2 then
            Render.Text(string, Vector2.new(x,y), color, fontsize,font,true,cen)
        end
    end,
    circle = function(x,y,rad,start,endd,color,seg,th)
        Render.Circle(Vector2.new(x,y), rad, seg, color,th or 0,start,endd)
    end,
    text_size = function(string,font,fontsize)
        return Render.CalcTextSize(string,fontsize,font)
    end,
    world_to_screen_p = function(x,y,z)
        return Render.WorldToScreen(Vector.new(x,y,z))
    end,
    world_to_screen_v = function(vec3)
        return Render.WorldToScreen(vec3)
    end,
    blur = function(x,y,color,rounding)
        Render.Blur(Vector2.new(x,y),Vector2.new(x+w,y+h), color, rounding)
    end
}
local path = {
    thirdperson = Menu.FindVar('Visuals','View','Thirdperson','Enable Thirdperson'),
    dt = Menu.FindVar('Aimbot','Ragebot','Exploits','Double Tap'),
    os = Menu.FindVar('Aimbot','Ragebot','Exploits','Hide Shots'),
    color = Menu.ColorEdit('Holo Hud','Color',Color.RGBA(255,255,255,255))
}
local global_functions = {

    get_desync = function()
        return math.abs(math.max(-60, math.min(60, math.floor((EntityList.GetLocalPlayer():GetProp("m_flPoseParameter")[12] or 0)*120-60+0.5, 1))))
    end,
    alive = function()
        if EntityList.GetLocalPlayer() == nil then
            return false
        else
            if EntityList.GetLocalPlayer():GetProp('m_iHealth') > 0 then
                return true
            else
                return false
            end
        end
    end,
    lerp = function(time,a,b)
        return a * (1-time) + b * time
    end
}
local fonts = {
    pixel = Render.InitFont('Smallest Pixel-7',10),
    verdana = Render.InitFont('Verdana',12)
}

ffi_handler = {}
ffi.cdef[[
    typedef struct {
        float x;
        float y;
        float z;
    } vec3_struct;
    typedef void*(__thiscall* c_entity_list_get_client_entity_t)(void*, int);
    typedef void*(__thiscall* c_entity_list_get_client_entity_from_handle_t)(void*, uintptr_t);
    typedef int(__thiscall* c_weapon_get_muzzle_attachment_index_first_person_t)(void*, void*);
    typedef bool(__thiscall* c_entity_get_attachment_t)(void*, int, vec3_struct*);
]]
ffi_handler.bind_argument = function(fn, arg) return function(...) return fn(arg, ...) end end
ffi_handler.interface_type = ffi.typeof("uintptr_t**")
ffi_handler.i_client_entity_list = ffi.cast(ffi_handler.interface_type, Utils.CreateInterface("client.dll", "VClientEntityList003"))
ffi_handler.get_client_entity = ffi_handler.bind_argument(ffi.cast("c_entity_list_get_client_entity_t", ffi_handler.i_client_entity_list[0][3]), ffi_handler.i_client_entity_list)



local vars = {
    anim_x_stand = 0,
    anim_y_stand = 0,
    default_width = 170,
    default_height = 0,
    anim_alpha_stand = 0,
    anim_y_os = 0,
    anim_line = 0,
    anim_width_sp = 0

}
GetMuzzlePos = function()
    local me = EntityList.GetLocalPlayer()

    if global_functions.alive() ~= true then return end
    local my_address = ffi_handler.get_client_entity(me:EntIndex())
    if not my_address then return end
    local my_weapon_handle = me:GetProp("m_hActiveWeapon")
    local my_weapon = EntityList.GetClientEntityFromHandle(my_weapon_handle)
    if not my_weapon then return end
    local my_weapon_address = ffi_handler.get_client_entity(my_weapon:EntIndex())
    if not my_weapon_address then return end
    local my_viewmodel_handle = me:GetProp("m_hViewModel[0]")
    local my_viewmodel = EntityList.GetClientEntityFromHandle(my_viewmodel_handle)
    if not my_viewmodel then return end
    local my_viewmodel_addres = ffi_handler.get_client_entity(my_viewmodel:EntIndex())
    if not my_viewmodel_addres then return end
    local viewmodel_vtbl = ffi.cast(ffi_handler.interface_type, my_viewmodel_addres)[0]
    local weapon_vtbl = ffi.cast(ffi_handler.interface_type, my_weapon_address)[0]
    local get_viewmodel_attachment_fn = ffi.cast("c_entity_get_attachment_t", viewmodel_vtbl[84])
    local get_muzzle_attachment_index_fn = ffi.cast("c_weapon_get_muzzle_attachment_index_first_person_t", weapon_vtbl[468])
    local muzzle_attachment_index = get_muzzle_attachment_index_fn(my_weapon_address, my_viewmodel_addres)
    local ret = ffi.new("vec3_struct[1]")
    local state = get_viewmodel_attachment_fn(my_viewmodel_addres, muzzle_attachment_index, ret)
    local final_pos = Vector.new(ret[0].x, ret[0].y, ret[0].z)
    return {state = state,pos = final_pos}
end

Cheat.RegisterCallback('draw',function()

    if global_functions.alive() ~= true then return end

    local body_yaw = global_functions.get_desync()
    local color = path.color:Get()
    local muzzle_pos = Render.WorldToScreen(GetMuzzlePos().pos)


    if path.thirdperson:Get() == false and muzzle_pos.x < EngineClient.GetScreenSize().x and muzzle_pos.y < EngineClient.GetScreenSize().y then
        vars.anim_x_stand = global_functions.lerp(GlobalVars.frametime * 8,vars.anim_x_stand, muzzle_pos.x)
        vars.anim_y_stand = global_functions.lerp(GlobalVars.frametime * 8,vars.anim_y_stand, muzzle_pos.y)
        vars.anim_alpha_stand = global_functions.lerp(GlobalVars.frametime * 22,vars.anim_alpha_stand, 1)
    else
        vars.anim_alpha_stand = global_functions.lerp(GlobalVars.frametime * 22,vars.anim_alpha_stand, 0)
    end


    if path.dt:Get() == true then
        vars.default_height = global_functions.lerp(GlobalVars.frametime * 8,vars.default_height, 78)
        vars.anim_y_os = global_functions.lerp(GlobalVars.frametime * 8,vars.anim_y_os, 0)
        vars.anim_line = global_functions.lerp(GlobalVars.frametime * 8,vars.anim_line, 75)
    else

        vars.default_height = global_functions.lerp(GlobalVars.frametime * 8,vars.default_height, 65)
        vars.anim_y_os = global_functions.lerp(GlobalVars.frametime * 8,vars.anim_y_os, -15)
        vars.anim_line = global_functions.lerp(GlobalVars.frametime * 8,vars.anim_line, 85)
    end

    vars.anim_width_sp = global_functions.lerp(GlobalVars.frametime * 4,vars.anim_width_sp, (26 / 60) * body_yaw)

    local add_y = 0
    local add_x = 0
    local add_line_x = 100


    render.box_filled(vars.anim_x_stand + 100 + add_x, vars.anim_y_stand - 150 + add_y, vars.default_width, vars.default_height,Color.RGBA(15,15,15,math.floor(100 * vars.anim_alpha_stand)))
    render.box_filled(vars.anim_x_stand + 100 + add_x, vars.anim_y_stand - 150 + add_y, vars.default_width, 2,Color.new(color.r,color.g,color.b,vars.anim_alpha_stand))
    render.line(muzzle_pos.x, muzzle_pos.y, vars.anim_x_stand + add_line_x + add_x, vars.anim_y_stand - vars.anim_line + add_y,Color.new(1,1,1,(  125 * vars.anim_alpha_stand)/255))

    render.string(vars.anim_x_stand + 107 + add_x, vars.anim_y_stand - 143 + add_y, false,'ANTI-AIMBOT DEBUG',Color.new(1,1,1,vars.anim_alpha_stand),2,fonts.pixel,10)
    local color_fake = Color.RGBA(math.floor(170+(154-186)*body_yaw/60),math.floor(0 + (255 - 0) * body_yaw / 60),math.floor(16 + (0 - 16) * body_yaw / 60),255)

    render.gradient_box_filled(vars.anim_x_stand + 107 + add_x, vars.anim_y_stand - 125 + add_y - 4, 2, 18 / 2,false,Color.new(color_fake.r,color_fake.g,color_fake.b,0),Color.new(color_fake.r,color_fake.g,color_fake.b,vars.anim_alpha_stand))
    render.gradient_box_filled(vars.anim_x_stand + 107 + add_x, vars.anim_y_stand - 125 + add_y + 18 / 2 - 4, 2, 18 / 2,false,Color.new(color_fake.r,color_fake.g,color_fake.b,vars.anim_alpha_stand),Color.new(color_fake.r,color_fake.g,color_fake.b,0))

    local f_text = 'FAKE (' .. body_yaw .. '°)'
    render.string(vars.anim_x_stand + 115 + add_x, vars.anim_y_stand - 122 + add_y - 4, false, f_text,Color.new(1,1,1,vars.anim_alpha_stand),0,fonts.verdana,12)

    render.string(vars.anim_x_stand + 107 + add_x, vars.anim_y_stand - 102 + add_y, false,'SP:',Color.new(1,1,1,vars.anim_alpha_stand),2,fonts.pixel,10)

    render.box_filled(vars.anim_x_stand + 123 + add_x, vars.anim_y_stand - 102 + add_y + 2, 28, 7,Color.RGBA(15,15,15,math.floor((100*vars.anim_alpha_stand))))

    render.box_filled(vars.anim_x_stand + 123 + 28 + 5 + add_x, vars.anim_y_stand - 102 + add_y + 2, 28, 7,Color.RGBA(15,15,15,math.floor((100*vars.anim_alpha_stand))))

    if AntiAim.GetInverterState() == false then
        render.box_filled(vars.anim_x_stand + 124 + add_x, vars.anim_y_stand - 102 + add_y + 3, vars.anim_width_sp,5,Color.new(color.r,color.g,color.b,vars.anim_alpha_stand))
    else
        render.box_filled(vars.anim_x_stand + 124 + 28 + 5 + add_x, vars.anim_y_stand - 102 + 3 + add_y, vars.anim_width_sp, 5,Color.new(color.r,color.g,color.b,vars.anim_alpha_stand))
    end
    local realtime = GlobalVars.realtime % 3
    local alpha = math.floor(math.sin(realtime*4)*(255/2-1)+255/2)

    if path.dt:Get() == true then
        render.string(vars.anim_x_stand + 107 + add_x, vars.anim_y_stand - 88 + add_y,false,'SHIFTING TICKBASE',Color.new(1,1,1,(alpha/255)*vars.anim_alpha_stand),2,fonts.pixel,10)
    end


    local state_os = (path.os:Get() == true and 'ON' or 'OFF')
    local os_color = (path.os:Get() == true and Color.new(0,1,0,vars.anim_alpha_stand) or Color.new(1,0,0,vars.anim_alpha_stand))


    render.string(vars.anim_x_stand + 100 + vars.default_width - 13 - render.text_size(state_os, fonts.pixel,10).x / 2 + add_x, vars.anim_y_stand - 88 + vars.anim_y_os + add_y,false,state_os,os_color,2,fonts.pixel,10)
    render.string(vars.anim_x_stand + 100 + vars.default_width - 13 - render.text_size(state_os, fonts.pixel,10).x / 2 - 24 + add_x, vars.anim_y_stand - 88 + vars.anim_y_os + add_y,false,"OSAA:",Color.new(1,1,1,vars.anim_alpha_stand),2,fonts.pixel,10)








end)
Уродливо но главное работает
 
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Privatny p100 DT Airlag Break LC Teleport Exploit
Участник
Статус
Оффлайн
Регистрация
27 Янв 2021
Сообщения
1,057
Реакции[?]
175
Поинты[?]
105K
Забаненный
Статус
Оффлайн
Регистрация
6 Сен 2021
Сообщения
94
Реакции[?]
22
Поинты[?]
0
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
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