life is cheap, death is free!
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Автор темы
- #1
я мазохист, так что держите (я не нашёл другого нормального получения названия оружия без ебли)
Код:
function engine.get_weapon_name()
local weapon = {
[196650] = "Knifes", -- CT
[196667] = "Knifes", -- T
[197108] = "Knifes", -- Bayonet
[197113] = "Knifes", -- Flip
[197114] = "Knifes", -- Gut
[197115] = "Knifes", -- Karambit
[197116] = "Knifes", -- M9 bayonet
[197117] = "Knifes", -- Huntsman
[197118] = "Knifes", -- Falchion
[197119] = "Knifes", -- Bowie
[197120] = "Knifes", -- Butterfly
[197121] = "Knifes", -- Shadow daggers
[197122] = "Knifes", -- Ursus
[197123] = "Knifes", -- Navaja
[197124] = "Knifes", -- Stiletto
[197125] = "Knifes", -- Talon
[197126] = "Knifes", -- CSS
[197127] = "Knifes", -- Paracord
[197128] = "Knifes", -- Survival
[197129] = "Knifes", -- Nomad
[197133] = "Knifes", -- Skeleton
[589828] = "Pistols",
[4] = "Pistols",-- Glock-18
[589827] = "Pistols",
[3] = "Pistols",-- Five-SeveN
[589860] = "Pistols",
[36] = "Pistols",-- P250
[589854] = "Pistols",
[30] = "Pistols",-- Tec-9
[589887] = "Pistols",
[63] = "Pistols",-- CZ75-Auto
[589826] = "Pistols",
[2] = "Pistols",-- Dual Berettas
[589856] = "Pistols",
[32] = "Pistols",-- P2000
[589885] = "Pistols",
[262205] = "Pistols",
[61] = "Pistols",-- USP-S
[589825] = "Deagle",
[1] = "Deagle",-- Desert Eagle
[589888] = "Revolver",
[262208] = "Revolver",
[64] = "Revolver",-- Revolver
[589841] = "Smg",
[17] = "Smg",-- Mac-10
[589857] = "Smg",
[33] = "Smg",-- MP7
[589858] = "Smg",
[34] = "Smg",-- MP9
[589850] = "Smg",
[26] = "Smg",-- Bizon
[589843] = "Smg",
[19] = "Smg",-- P90
[589848] = "Smg",
[24] = "Smg",-- UMP-45
[589847] = "Smg",
[262167] = "Smg",
[23] = "Smg",-- MP5-SD
[589831] = "Rifle",
[7] = "Rifle",-- AK-47
[589840] = "Rifle",
[16] = "Rifle",-- M4A4
[589884] = "Rifle",
[60] = "Rifle",-- M4A1-S
[589837] = "Rifle",
[13] = "Rifle",-- Galil
[589834] = "Rifle",
[10] = "Rifle",-- Famas
[589832] = "Rifle",
[8] = "Rifle",-- AUG
[589863] = "Rifle",
[39] = "Rifle",-- SG-553
[589852] = "Rifle",
[28] = "Rifle",-- Negev
[589838] = "Rifle",
[14] = "Rifle",-- M249
[589851] = "Shotguns",
[27] = "Shotguns",-- Mag-7
[589859] = "Shotguns",
[35] = "Shotguns",-- Nova
[589853] = "Shotguns",
[29] = "Shotguns",-- Sawed-Off
[589849] = "Shotguns",
[25] = "Shotguns",-- XM1014
[589864] = "Scout",
[40] = "Scout",-- Scout
[589835] = "Auto",
[11] = "Auto",-- G3SG1
[589862] = "Auto",
[38] = "Auto",-- Scar-20
[589833] = "AWP",
[9] = "AWP",-- AWP
[31] = "Taser",
}
return weapon[entitylist.get_entity_from_handle(entitylist.get_local_player():get_prop_int(0x2F08)):get_prop_int(0x2FBA)]
end
function entitylist.get_enemies(is_alive, indexes)
is_alive, indexes = is_alive or true, indexes or false
local ents = entitylist.get_players(0)
local enemies = {}
for i = 1, #ents do if is_alive and ents[i]:is_alive() or true then
table.insert(enemies, indexes and ents[i]:get_index() or ents[i]) end end
return enemies
end
function entitylist.for_enemies(fn, is_alive, indexes)
local ents = entitylist.get_enemies(is_alive, indexes)
for i = 1, #ents do fn(ents[i]) end
end
mindmg = ui.add_key_bind("Minimum damage", "mindmg_ind", 0, 1)
minval = ui.add_slider_int("Minimum damage", "mindmg_slid", 0, 100, 1)
client.register_callback("create_move", function ()
if not mindmg:is_active() then return end
local dmg = minval:get_value()
entitylist.for_enemies(function(i) ragebot.override_min_damage(i, dmg) end, true, true)
end)
local screen = engine.get_screen_size()
local pixel = renderer.setup_font("C:/windows/fonts/smallest_pixel-7.ttf", 9, 0)
client.register_callback("paint", function ()
if not entitylist.get_local_player() or not entitylist.get_local_player():is_alive() then return end
local variable = not engine.get_weapon_name() or engine.get_weapon_name() == "Knifes"
local text = variable and "DYNAMIC" or (mindmg:is_active() and tostring(minval:get_value()) or tostring(ui.get_slider_int("rage_".. engine.get_weapon_name():lower() .."_min_damage"):get_value()))
renderer.text(text, pixel, vec2_t.new(screen.x / 2 + 20, screen.y / 2 - 15), 9, color_t.new(255, 255, 255, 255))
end)
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