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Автор темы
- #1
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Код:
username = Cheat.GetCheatUserName()
local ffi = require("ffi")
local shell = ffi.load("Shell32.dll")
ffi.cdef[[
int ShellExecuteA(void* hwnd, const char* lpOperation, const char* lpFile, const char* lpParameters, const char* lpDirectory, int nShowCmd);
]]
-- REFERENCES
local leg_move = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Leg Movement")
local ref_yaw = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base")
local ref_pitch = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Pitch")
local ref_slowwalk = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Slow Walk")
local ref_left_limit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Left Limit")
local ref_right_limit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Right Limit")
local ref_fake_options = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options")
local ref_lby_mode = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode")
local ref_freestand_desync = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Freestanding Desync")
local ref_desync_on_shot = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Desync On Shot")
local ref_anti_aim_enable = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Enable Anti Aim")
local ref_inverter = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Inverter")
-- MENU ITEMS
Menu.Text("xoxasync", "Welcome to xoxasync " .. username .. "!")
Menu.Button("xoxasync", "Discord", "Join our discord", function()
shell.ShellExecuteA(nil, "open", "https://discord.gg/7tMGemzj84", nil, nil, 0)
end)
--AA
local enable_antiaim = Menu.Switch("Anti-Aim", "Enable", false, "Enable anti-aim")
local aa_modes = Menu.Combo("Anti-Aim", "Anti-aim mode", {"None", "Aggresive", "Dynamic"}, 0, "Anti-aim modes")
local freestand_type = Menu.Combo("Anti-Aim", "Freestanding type", {"Normal", "Xoxaverse"}, 0, "Freestanding modes")
-- local anti_brute = Menu.Switch("Anti-Aim", "Anti brute-force", false, "Change desync side on miss")
local anti_brute = Menu.Combo("Anti-Aim", "Anti Bruteforce", {"Off", "Normal", "Xoxa brute"}, 0, "")
local low_delta_slow = Menu.Switch("Anti-Aim", "Low delta on slow walk", false, "Low delta while slow-walking")
local legitaa = Menu.Switch("Anti-Aim", "Legit Anti Aim on use", false, "Legit AA while you hold E")
local disable_warmup = Menu.Switch("Anti-Aim", "Disable on warmup", false, "Disables AA on warmup")
-- RAGE
local enable_rage = Menu.Switch("Rage", "Enable", false, "Enable rage")
local enable_dt = Menu.Switch("Rage", "Doubletap", false, "Enables double tap modifier")
local dt_mode = Menu.Combo("Rage", "Doubletap modes", {"Fast", "xoxatap"}, 0, "Doubletap modes")
local disable_correction = Menu.Switch("Rage", "Disable Correction", false, "Disable clock correction")
-- local dormant_aimbot = Menu.Switch("Rage", "Dormant Aimbot", false, "Shoots the target while its dormant")
-- local da_dmg = Menu.SliderInt("Rage", "Dormant Damage", 1, 0, 100, "Dormant aimbot minimum damage")
local anti_defensive = Menu.Button("Rage", "Anti Defensive", "Anti defensive double tap", function()
EngineClient.ExecuteClientCmd("jointeam 1 1")
CVar.FindVar("cl_lagcompensation"):SetInt(0)
-- CVar.FindVar("cl_predict"):SetInt(0)
end)
-- VISUALS
local enable_visuals = Menu.Switch("Visuals", "Enable", false, "Enable visuals")
local indicator_type = Menu.Combo("Visuals", "Indicator type", {"Acatel", "Dynamic"}, 0, "Indicators type")
local pulsate_alpha = Menu.Switch("Visuals", "Pulsating indicator", false, "Pulsates 'sync' indicator")
local teamskeet_arrows = Menu.Switch("Visuals", "Anti aim arrows", false, "'Team sk33t' arrows")
local visual_color = Menu.ColorEdit("Visuals", "Color", Color.new(1.0, 1.0, 1.0, 1.0), "Indicator color")
local second_color = Menu.ColorEdit("Visuals", "Second Color", Color.new(1.0, 1.0, 1.0, 1.0), "Second indicator color")
local indicators = Menu.MultiCombo("Visuals", "Additional indicators", {"Min Damage", "Body Aim", "Safe Point"}, 0)
-- MISC
local enable_misc = Menu.Switch("Misc", "Enable", false, "Enable misc")
local leg_fucker = Menu.Switch("Misc", "Leg fucker", false, "Randomize leg movement")
local trashtalk = Menu.Switch("Misc", "Trastalk", false, "Trashtalks enemy when you kill")
Menu.Text("Updates", "Last update: 8th October")
Menu.Text("Updates", " - Improved everything")
local function handle_binds()
local binds = Cheat.GetBinds()
for i = 1, #binds do
if binds[i]:GetName() == "Minimum Damage" and binds[i]:IsActive() then
min_dmg = true
min_dmg_dmg = binds[i]:GetValue()
end
if binds[i]:GetName() == "Minimum Damage" and not binds[i]:IsActive() then
min_dmg = false
end
if binds[i]:GetName() == "Double Tap" and binds[i]:IsActive() then
doubletap = true
end
if binds[i]:GetName() == "Double Tap" and not binds[i]:IsActive() then
doubletap = false
end
if binds[i]:GetName() == "Hide Shots" and binds[i]:IsActive() then
hideshots = true
end
if binds[i]:GetName() == "Hide Shots" and not binds[i]:IsActive() then
hideshots = false
end
if binds[i]:GetName() == "Auto Peek" and binds[i]:IsActive() then
quickpeek = true
end
if binds[i]:GetName() == "Auto Peek" and not binds[i]:IsActive() then
quickpeek = false
end
if binds[i]:GetName() == "Fake Duck" and binds[i]:IsActive() then
fakeduck = true
end
if binds[i]:GetName() == "Fake Duck" and not binds[i]:IsActive() then
fakeduck = false
end
if binds[i]:GetName() == "Body Aim" and binds[i]:IsActive() then
bodyaim = true
end
if binds[i]:GetName() == "Body Aim" and not binds[i]:IsActive() then
bodyaim = false
end
if binds[i]:GetName() == "Safe Points" and binds[i]:IsActive() then
safepoint = true
end
if binds[i]:GetName() == "Safe Points" and not binds[i]:IsActive() then
safepoint = false
end
if binds[i]:GetName() == "Yaw Base" and binds[i]:IsActive() then
manual_aa = true
manual_aa_side = binds[i]:GetValue()
end
if binds[i]:GetName() == "Yaw Base" and not binds[i]:IsActive() then
manual_aa = false
end
end
end
local ffi = require("ffi")
local bit = require("bit")
local cast = ffi.cast
local unpack = table.unpack
local bor = bit.bor
local buff = {free = {}}
local vmt_hook = {hooks = {}}
local target = Utils.CreateInterface("vgui2.dll", "VGUI_Panel009")
local interface_type = ffi.typeof("void***")
-- gamesense renderer start
local renderer = {}
ffi.cdef[[
int VirtualProtect(void* lpAddress, unsigned long dwSize, unsigned long flNewProtect, unsigned long* lpflOldProtect);
void* VirtualAlloc(void* lpAddress, unsigned long dwSize, unsigned long flAllocationType, unsigned long flProtect);
int VirtualFree(void* lpAddress, unsigned long dwSize, unsigned long dwFreeType);
typedef unsigned char wchar_t;
typedef int(__thiscall* ConvertAnsiToUnicode_t)(void*, const char*, wchar_t*, int);
typedef int(__thiscall* ConvertUnicodeToAnsi_t)(void*, const wchar_t*, char*, int);
typedef wchar_t*(__thiscall* FindSafe_t)(void*, const char*);
typedef void(__thiscall* draw_set_text_color_t)(void*, int, int, int, int);
typedef void(__thiscall* draw_set_color_t)(void*, int, int, int, int);
typedef void(__thiscall* draw_filled_rect_fade_t)(void*, int, int, int, int, unsigned int, unsigned int, bool);
typedef void(__thiscall* draw_set_text_font_t)(void*, unsigned long);
typedef void(__thiscall* get_text_size_t)(void*, unsigned long, const wchar_t*, int&, int&);
typedef void(__thiscall* draw_set_text_pos_t)(void*, int, int);
typedef void(__thiscall* draw_print_text_t)(void*, const wchar_t*, int, int);
typedef void(__thiscall* set_font_glyph_t)(void*, unsigned long, const char*, int, int, int, int, unsigned long, int, int);
typedef unsigned int(__thiscall* create_font_t)(void*);
]]
local get_panel_name_type = ffi.typeof("const char*(__thiscall*)(void*, uint32_t)")
local panel_interface = ffi.cast(interface_type, target) --
local panel_interface_vtbl = panel_interface[0] --
local get_panel_name_raw = panel_interface_vtbl[36] --
local get_panel_name = ffi.cast(get_panel_name_type, get_panel_name_raw) -- credits to alphanine
local function uuid(len)
local res, len = "", len or 32
for i=1, len do
res = res .. string.char(Utils.RandomInt(97, 122))
end
return res
end
local interface_mt = {}
function interface_mt.get_function(self, index, ret, args)
local ct = uuid() .. "_t"
args = args or {}
if type(args) == "table" then
table.insert(args, 1, "void*")
else
return error("args has to be of type table", 2)
end
local success, res = pcall(ffi.cdef, "typedef " .. ret .. " (__thiscall* " .. ct .. ")(" .. table.concat(args, ", ") .. ");")
if not success then
error("invalid typedef: " .. res, 2)
end
local interface = self[1]
local success, func = pcall(ffi.cast, ct, interface[0][index])
if not success then
return error("failed to cast: " .. func, 2)
end
return function(...)
local success, res = pcall(func, interface, ...)
if not success then
return error("call: " .. res, 2)
end
if ret == "const char*" then
return res ~= nil and ffi.string(res) or nil
end
return res
end
end
local function create_interface(dll, interface_name)
local interface = (type(dll) == "string" and type(interface_name) == "string") and Utils.CreateInterface(dll, interface_name) or dll
return setmetatable({ffi.cast(ffi.typeof("void***"), interface)}, {__index = interface_mt})
end
local localize = create_interface("localize.dll", "Localize_001")
local convert_ansi_to_unicode = localize:get_function(15, "int", {"const char*", "wchar_t*", "int"})
local convert_unicode_to_ansi = localize:get_function(16, "int", {"const wchar_t*", "char*", "int"})
local find_safe = localize:get_function(12, "wchar_t*", {"const char*"})
-- set up surface metatable
local surface_mt = {}
surface_mt.__index = surface_mt
surface_mt.isurface = create_interface("vguimatsurface.dll", "VGUI_Surface031")
surface_mt.fn_draw_set_color = surface_mt.isurface:get_function(15, "void", {"int", "int", "int", "int"})
surface_mt.fn_draw_filled_rect = surface_mt.isurface:get_function(16, "void", {"int", "int", "int", "int"})
surface_mt.fn_draw_outlined_rect = surface_mt.isurface:get_function(18, "void", {"int", "int", "int", "int"})
surface_mt.fn_draw_line = surface_mt.isurface:get_function(19, "void", {"int", "int", "int", "int"})
surface_mt.fn_draw_set_text_font = surface_mt.isurface:get_function(23, "void", {"unsigned long"})
surface_mt.fn_draw_set_text_color = surface_mt.isurface:get_function(25, "void", {"int", "int", "int", "int"})
surface_mt.fn_draw_set_text_pos = surface_mt.isurface:get_function(26, "void", {"int", "int"})
surface_mt.fn_draw_print_text = surface_mt.isurface:get_function(28, "void", {"const wchar_t*", "int", "int" })
surface_mt.fn_create_font = surface_mt.isurface:get_function(71, "unsigned int")
surface_mt.fn_set_font_glyph = surface_mt.isurface:get_function(72, "void", {"unsigned long", "const char*", "int", "int", "int", "int", "unsigned long", "int", "int"})
surface_mt.fn_get_text_size = surface_mt.isurface:get_function(79, "void", {"unsigned long", "const wchar_t*", "int&", "int&"})
function surface_mt:draw_set_color(r, g, b, a)
self.fn_draw_set_color(r, g, b, a)
end
function surface_mt:draw_filled_rect_fade(x0, y0, x1, y1, alpha0, alpha1, horizontal)
self.fn_draw_filled_rect_fade(x0, y0, x1, y1, alpha0, alpha1, horizontal)
end
function surface_mt:draw_set_text_font(font)
self.fn_draw_set_text_font(font)
end
function surface_mt:draw_set_text_color(r, g, b, a)
self.fn_draw_set_text_color(r, g, b, a)
end
function surface_mt:draw_set_text_pos(x, y)
self.fn_draw_set_text_pos(x, y)
end
function surface_mt:draw_print_text(text, localized)
if localized then
local char_buffer = ffi.new('char[1024]')
convert_unicode_to_ansi(text, char_buffer, 1024)
local test = ffi.string(char_buffer)
self.fn_draw_print_text(text, test:len(), 0)
else
local wide_buffer = ffi.new('wchar_t[1024]')
convert_ansi_to_unicode(text, wide_buffer, 1024)
self.fn_draw_print_text(wide_buffer, text:len(), 0)
end
end
function surface_mt:create_font()
return(self.fn_create_font())
end
function surface_mt:set_font_glyph(font, font_name, tall, weight, flags)
local x = 0
if type(flags) == "number" then
x = flags
elseif type(flags) == "table" then
for i=1, #flags do
x = x + flags[i]
end
end
self.fn_set_font_glyph(font, font_name, tall, weight, 0, 0, bit.bor(x), 0, 0)
end
function surface_mt:get_text_size(font, text)
local wide_buffer = ffi.new('wchar_t[1024]')
local int_ptr = ffi.typeof("int[1]")
local wide_ptr = int_ptr() local tall_ptr = int_ptr()
convert_ansi_to_unicode(text, wide_buffer, 1024)
self.fn_get_text_size(font, wide_buffer, wide_ptr, tall_ptr)
local wide = tonumber(ffi.cast("int", wide_ptr[0]))
local tall = tonumber(ffi.cast("int", tall_ptr[0]))
return wide, tall
end
function renderer.create_font(windows_font_name, tall, weight, flags)
local font = surface_mt:create_font()
if type(flags) == "nil" then
flags = 0
end
surface_mt:set_font_glyph(font, windows_font_name, tall, weight, flags)
return font
end
function renderer.localize_string(text)
local localized_string = find_safe(text)
local char_buffer = ffi.new('char[1024]')
convert_unicode_to_ansi(localized_string, char_buffer, 1024)
return ffi.string(char_buffer)
end
function renderer.draw_text(x, y, r, g, b, a, font, text)
surface_mt:draw_set_text_pos(x, y)
surface_mt:draw_set_text_font(font)
surface_mt:draw_set_text_color(r, g, b, a)
surface_mt:draw_print_text(tostring(text), false)
end
function renderer.draw_localized_text(x, y, r, g, b, a, font, text)
surface_mt:draw_set_text_pos(x, y)
surface_mt:draw_set_text_font(font)
surface_mt:draw_set_text_color(r, g, b, a)
local localized_string = find_safe(text)
surface_mt:draw_print_text(localized_string, true)
end
function renderer.draw_line(x0, y0, x1, y1, r, g, b, a)
surface_mt:draw_set_color(r, g, b, a)
surface_mt:draw_line(x0, y0, x1, y1)
end
function renderer.test_font(x, y, r, g, b, a, font, string)
local _, height_offset = surface_mt:get_text_size(font, "a b c d e f g h i j k l m n o p q r s t u v w x y z")
renderer.draw_text(x, y, r, g, b, a, font, string)
end
function renderer.get_text_size(font, text)
return surface_mt:get_text_size(font, text)
end
-- gamesense renderer END
-- VMT HOOK START
local function copy(dst, src, len)
return ffi.copy(ffi.cast('void*', dst), ffi.cast('const void*', src), len)
end
local function VirtualProtect(lpAddress, dwSize, flNewProtect, lpflOldProtect)
return ffi.C.VirtualProtect(ffi.cast('void*', lpAddress), dwSize, flNewProtect, lpflOldProtect)
end
local function VirtualAlloc(lpAddress, dwSize, flAllocationType, flProtect, blFree)
local alloc = ffi.C.VirtualAlloc(lpAddress, dwSize, flAllocationType, flProtect)
if blFree then
table.insert(buff.free, function()
ffi.C.VirtualFree(alloc, 0, 0x8000)
end)
end
return ffi.cast('intptr_t', alloc)
end
function vmt_hook.new(vt)
local new_hook = {}
local org_func = {}
local old_prot = ffi.new('unsigned long[1]')
local virtual_table = ffi.cast('intptr_t**', vt)[0]
new_hook.this = virtual_table
new_hook.hookMethod = function(cast, func, method)
org_func[method] = virtual_table[method]
VirtualProtect(virtual_table + method, 4, 0x4, old_prot)
virtual_table[method] = ffi.cast('intptr_t', ffi.cast(cast, func))
VirtualProtect(virtual_table + method, 4, old_prot[0], old_prot)
return ffi.cast(cast, org_func[method])
end
new_hook.unHookMethod = function(method)
VirtualProtect(virtual_table + method, 4, 0x4, old_prot)
-- virtual_table[method] = org_func[method]
local alloc_addr = VirtualAlloc(nil, 5, 0x1000, 0x40, false)
local trampoline_bytes = ffi.new('uint8_t[?]', 5, 0x90)
trampoline_bytes[0] = 0xE9
ffi.cast('int32_t*', trampoline_bytes + 1)[0] = org_func[method] - tonumber(alloc_addr) - 5
copy(alloc_addr, trampoline_bytes, 5)
virtual_table[method] = ffi.cast('intptr_t', alloc_addr)
VirtualProtect(virtual_table + method, 4, old_prot[0], old_prot)
org_func[method] = nil
end
new_hook.unHookAll = function()
for method, func in pairs(org_func) do
new_hook.unHookMethod(method)
end
end
table.insert(vmt_hook.hooks, new_hook.unHookAll)
return new_hook
end
-- VMT HOOK END
local orig = nil
local VGUI_Panel009 = vmt_hook.new(target)
local font = renderer.create_font("Small Fonts", 8, 350, {0x10, 0x200}) -- Args (FontName, FontSize, FontWeight, Flags)
local screen_size = EngineClient.GetScreenSize()
function on_draw()
local center = {screen_size.x/ 2, screen_size.y/ 2}
local inverter_state = AntiAim.GetInverterState()
local charge = Exploits.GetCharge()
if pulsate_alpha:GetBool() then
alpha = math.min(math.floor(math.sin((GlobalVars.curtime) * 3) * 180 + 200), 255)
else
alpha = 255
end
if not EngineClient:IsConnected() then
return
end
if not enable_visuals:GetBool() then return end
if inverter_state == false then
desync = "R"
elseif inverter_state == true then
desync = "L"
else
desync = "B"
end
if manual_aa_side == "Left" then
manual_aa_side = "LEFT"
elseif manual_aa_side == "Right" then
manual_aa_side = "RIGHT"
elseif manual_aa_side == "Freestanding" then
manual_aa_side = "FREESTANDING"
end
if (indicator_type:GetInt() == 0) then
renderer.draw_text(center[1], center[2] + 40, 255, 255, 255, 255, font, "XOXA ")
renderer.draw_text(center[1] + 21, center[2] + 40 , 106, 121, 186, alpha, font, "SYNC")
if manual_aa == true then
renderer.draw_text(center[1], center[2] + 50 , 200, 100, 100, 255, font, "YAW:")
renderer.draw_text(center[1] + 19, center[2] + 50 , 130, 140, 200, 255, font, manual_aa_side)
else
renderer.draw_text(center[1], center[2] + 50 , 200, 100, 100, 255, font, "FAKE YAW:")
renderer.draw_text(center[1] + 38, center[2] + 50 , 130, 140, 200, 255, font, desync)
end
if doubletap == true then
renderer.draw_text(center[1], center[2] + 60, 185 - 35 * charge, 6 + 230 * charge, 0, 255, font, "DT")
else
renderer.draw_text(center[1], center[2] + 60, 155, 155, 155, 155, font, "DT")
end
if hideshots == true then
renderer.draw_text(center[1] + 11, center[2] + 60, 255, 255, 255, 255, font, "HS")
else
renderer.draw_text(center[1] + 11, center[2] + 60, 155, 155, 155, 155, font, "HS")
end
if indicators:GetBool(1) then
if min_dmg == true then
renderer.draw_text(center[1], center[2] + 70, 255, 255, 255, 255, font, "DMG: ")
renderer.draw_text(center[1] + 20, center[2] + 70, 255, 255, 255, 255, font, min_dmg_dmg)
end
end
if indicators:GetBool(2) then
if bodyaim == true then
renderer.draw_text(center[1] + 23, center[2] + 60, 255, 255, 255, 255, font, "BAIM")
end
end
if indicators:GetBool(3) then
if safepoint == true and bodyaim == true and indicators:GetBool(2) then
renderer.draw_text(center[1] + 43, center[2] + 60, 255, 255, 255, 255, font, "SAFE")
elseif safepoint == true then
renderer.draw_text(center[1] + 23, center[2] + 60, 255, 255, 255, 255, font, "SAFE")
end
end
end
end
function painttraverse_hk(one, two, three, four)
local panel = two -- for some reason i had to do this, no idea why tho
local panel_name = ffi.string(get_panel_name(one, panel))
if(panel_name == "FocusOverlayPanel") then -- You can change this
on_draw()
end
orig(one, two, three, four)
end
orig = VGUI_Panel009.hookMethod("void(__thiscall*)(void*, unsigned int, bool, bool)", painttraverse_hk, 41)
Cheat.RegisterCallback("destroy", function()
for i, unHookFunc in ipairs(vmt_hook.hooks) do
unHookFunc() -- unload all hooks
end
end)
local last_pitch = ref_pitch:GetInt()
local last_yaw = ref_yaw:GetInt()
local was_in_use = false
local function legit_aa(cmd)
if bit.band(cmd.buttons, bit.lshift(1,5)) ~= 0 and legitaa:GetBool() then
cmd.buttons = bit.band(cmd.buttons, bit.bnot(bit.lshift(1,5)))
was_in_use = true
else
was_in_use = false
end
end
local function get_velocity(player)
x = player:GetProp("DT_BasePlayer", "m_vecVelocity[0]")
y = player:GetProp("DT_BasePlayer", "m_vecVelocity[1]")
z = player:GetProp("DT_BasePlayer", "m_vecVelocity[2]")
if x == nil then return end
return math.sqrt(x*x + y*y + z*z)
end
local antiaim_stuff = {
limit = 0,
yaw = 0,
lby = 0,
jitter = false,
}
local function condition(entity)
local speed = math.floor(get_velocity(entity))
local duck_amount = entity:GetProp("DT_BasePlayer", "m_flDuckAmount")
local m_fFlags = entity:GetProp("DT_BasePlayer", "m_fFlags")
--standing
if (speed <= 2) then
return 1
end
--slowwalking
if speed <= 100 and speed > 2 then
return 2
end
--running
if speed > 100 then
return 3
end
--ducking
if duck_amount == 1 then
return 4
end
return false
end
local function vec_distance(vec_one, vec_two)
local delta_x, delta_y, delta_z = vec_one.x - vec_two.x, vec_one.y - vec_two.y
return math.sqrt(delta_x * delta_x + delta_y * delta_y)
end
local function get_closest_enemy()
local best_dist = 380.0
local best_enemy = nil
local me = EntityList.GetLocalPlayer()
local local_origin = me:GetProp("DT_BaseEntity", "m_vecOrigin")
local local_screen_orig = Render.ScreenPosition(local_origin)
local screen = EngineClient.GetScreenSize()
for idx = 1, GlobalVars.maxClients + 1 do
local ent = EntityList.GetClientEntity(idx)
if ent and ent:IsPlayer() then
local player = ent:GetPlayer()
local health = player:GetProp("DT_BasePlayer", "m_iHealth")
if not player:IsTeamMate() and health > 0 and not player:IsDormant() then
local origin = ent:GetProp("DT_BaseEntity", "m_vecOrigin")
local screen_orig = Render.ScreenPosition(origin)
local temp_dist = vec_distance(Vector2.new(screen.x / 2, screen.y / 2), screen_orig)
if(temp_dist < best_dist) then
best_dist = temp_dist
best_enemy = ent
end
end
end
end
return best_enemy
end
local lines = {}
local results = {}
local function impacts_events(event)
if event:GetName() == "bullet_impact" and event:GetInt("userid") == EntityList.GetLocalPlayer():GetPlayerInfo().userId then
local me = EntityList.GetLocalPlayer()
if me then me = me:GetPlayer() else return end
local position = me:GetEyePosition()
local destination = Vector.new(event:GetFloat("x"), event:GetFloat("y"), event:GetFloat("z"))
table.insert(lines, {pos = position, destination = destination, time = 250, curtime = GlobalVars.curtime})
end
if event:GetName() == "player_hurt" then
if event:GetInt("attacker") == EntityList.GetLocalPlayer():GetPlayerInfo().userId then
for k,v in pairs(lines) do
if v.curtime == GlobalVars.curtime then
table.insert(results, lines[k])
table.remove(lines, k)
end
end
end
end
end
local miss_counter = 0
local shot_time = 0
local function antibrute(event)
if event:GetName() == "weapon_fire" then --Weapon Fire event later we run FOV check so we can make sure the bullet is on our direction!
local user_id = event:GetInt("userid", -1)
local user = EntityList.GetPlayerForUserID(user_id) --Get Enemy Entity
local me = EntityList.GetLocalPlayer() --Get Local Entity
local player = me:GetPlayer()
local health = player:GetProp("DT_BasePlayer", "m_iHealth")
if(health > 0) then -- if our local player is alive we run the AntiBrute Logic!
local closest_enemy = get_closest_enemy() --Get Closest enemy based on distance
if(closest_enemy ~= nil and user:EntIndex() == closest_enemy:EntIndex()) then
miss_counter = miss_counter + 1 --Basic so we calculate missed shots of enemy also some checks so if we get hit don't run the code!
shot_time = GlobalVars.curtime
end
end
end
end
local function on_createmove(cmd)
local me = EntityList.GetLocalPlayer()
-- RAGE
if enable_rage:GetBool() then
if enable_dt:GetBool() then
if dt_mode:GetBool(1) then
Exploits.OverrideDoubleTapSpeed(14)
elseif dt_mode:GetBool(2) then
Exploits.OverrideDoubleTapSpeed(15)
end
if disable_correction:GetBool() then
CVar.FindVar("cl_clock_correction"):SetInt(0)
CVar.FindVar("cl_clock_correction_adjustment_max_amount"):SetInt(350)
else
CVar.FindVar("cl_clock_correction"):SetInt(1)
end
end
end
-- end rage
-- MISC
if enable_misc:GetBool() then
if leg_fucker:GetBool() then
local legs_int = Utils.RandomInt(0, 10)
if legs_int < 5 then
leg_move:SetInt(2)
end
if legs_int > 5 then
leg_move:SetInt(1)
end
end
end
-- end misc
-- AA
if enable_antiaim:GetBool() then
if disable_warmup:GetBool() then
if (EntityList.GetGameRules():GetProp("m_bHasMatchStarted") == false) then
ref_anti_aim_enable:SetBool(false)
else
ref_anti_aim_enable:SetBool(true)
end
end
if was_in_use then
if not FakeLag.Choking() then
ref_yaw:SetInt(0)
ref_pitch:SetInt(0)
ref_left_limit:SetInt(60)
ref_right_limit:SetInt(60)
end
return
end
if Cheat.IsKeyDown(0x20) then
local lby_int = Utils.RandomInt(0, 10)
if lby_int < 5 then
ref_inverter:SetBool(true)
AntiAim.OverrideLBYOffset(58)
end
if lby_int > 5 then
AntiAim.OverrideLBYOffset(-58)
ref_inverter:SetBool(false)
end
return
end
if (aa_modes:GetInt() == 1) then
ref_lby_mode:SetInt(1)
ref_fake_options:SetBool(1, true)
ref_desync_on_shot:SetBool(1, true)
AntiAim.OverrideLimit(58)
elseif (aa_modes:GetInt() == 2) then
ref_lby_mode:SetInt(1)
ref_fake_options:SetBool(1, true)
-- ref_fake_options:SetBool(2, true)
ref_desync_on_shot:SetBool(3, true)
AntiAim.OverrideLimit(58)
end
if (freestand_type:GetInt() == 0) then
ref_freestand_desync:SetInt(1)
elseif (freestand_type:GetInt() == 1) then
ref_freestand_desync:SetInt(2)
end
if ref_slowwalk:GetBool() and low_delta_slow:GetBool() then
ref_left_limit:SetInt(25)
ref_right_limit:SetInt(25)
AntiAim.OverrideLimit(25)
return
end
if me == nil then return end
local aa_type = aa_modes:GetInt()
local local_m_lifeState = me:GetProp("DT_BasePlayer", "m_lifeState")
if local_m_lifestate then return end
local cond = condition(me) --check condition for local.
local inverter = AntiAim.GetInverterState()
if shot_time + 2 > GlobalVars.curtime then
if anti_brute:GetInt() == 1 then
if (miss_counter % 2 == 0) then --Logic 1
AntiAim.OverrideLimit(60.0)
AntiAim.OverrideYawOffset(4.0)
AntiAim.OverrideInverter(true)
else if (miss_counter % 2 == 1) then --Logic 2
AntiAim.OverrideInverter(false)
AntiAim.OverrideLimit(45.0)
end
end
end
if anti_brute:GetInt() == 2 then
if (miss_counter % 3 == 0) then --Logic 1
AntiAim.OverrideLimit(45.0)
AntiAim.OverrideInverter(false)
else if (miss_counter % 3 == 1) then --Logic 2
AntiAim.OverrideLimit(15.0)
AntiAim.OverrideInverter(false)
AntiAim.OverrideYawOffset(8.0)
else if (miss_counter % 3 == 2) then --Logic 3
AntiAim.OverrideLimit(60.0)
AntiAim.OverrideInverter(true)
AntiAim.OverrideYawOffset(8.0)
end
end
end
end
-- else
end
end
-- end aa
end
Cheat.RegisterCallback("createmove", function(cmd)
local me = EntityList:GetLocalPlayer()
local weap = me:GetPlayer():GetActiveWeapon()
if not weap then return end
if was_in_use then
if not in_bomb_site then
cmd.buttons = bit.bor(cmd.buttons, bit.lshift(1,5))
end
was_in_use = false
ref_yaw:SetInt(last_yaw)
ref_pitch:SetInt(last_pitch)
end
end)
local hstable = {
"1 H$",
"morre"
}
local function get_hstable()
return hstable[Utils.RandomInt(1, #hstable)]:gsub('\"', '')
end
local baimtable = {
"iq",
"f12",
"morre"
}
local function get_baimtable()
return baimtable[Utils.RandomInt(1, #baimtable)]:gsub('\"', '')
end
local other = {
knife = '2 facadas 1 pulseira',
hegrenade = 'Senta',
inferno = 'queima judeu',
taser = 'eletrocutado',
}
buybot_delay2 = GlobalVars.curtime + 100000 --1 mill sec to make sure it only triggers 1 time
local function trashtalk_event(event)
-- TRASHTALK
if event:GetName() ~= "player_death" then return end
me = EntityList.GetLocalPlayer()
victim = EntityList.GetPlayerForUserID(event:GetInt("userid"))
attacker = EntityList.GetPlayerForUserID(event:GetInt("attacker"))
weapon_used = event:GetString("weapon", "unknown")
is_headshot = event:GetBool("headshot", false)
if victim == attacker or attacker ~= me then return end
buybot_delay2 = GlobalVars.curtime + 2 --delay time (in sec)
-- if trashtalk:GetBool() then
-- if is_headshot then
-- EngineClient.ExecuteClientCmd('say "' .. get_hstable() .. '"')
-- elseif not is_headshot and not other[weapon_used] then
-- EngineClient.ExecuteClientCmd('say "' .. get_baimtable() .. '"')
-- else
-- EngineClient.ExecuteClientCmd('say "' .. other[weapon_used] .. '"')
-- end
-- end
-- TRASHTALK
end
function buybot_draw2()
if buybot_delay2 < GlobalVars.curtime then
if is_headshot then
EngineClient.ExecuteClientCmd('say "' .. get_hstable() .. '"')
elseif not is_headshot and not other[weapon_used] then
EngineClient.ExecuteClientCmd('say "' .. get_baimtable() .. '"')
else
EngineClient.ExecuteClientCmd('say "' .. other[weapon_used] .. '"')
end
buybot_delay2 = GlobalVars.curtime + 1000000 --1 mill sec to make sure it only triggers 1 time
end
end
verdana = Render.InitFont("Verdana", 12, {'b'})
local function indicators_draw()
local indicator_color = visual_color:GetColor()
local inverter_state = AntiAim.GetInverterState()
local screen = EngineClient:GetScreenSize()
if not EngineClient:IsConnected() then
return
end
if (indicator_type:GetInt() == 1) then
if inverter_state == true then
Render.Text("XOXA", Vector2.new(screen.x / 2 - 17, screen.y / 2 + 20), indicator_color, 12, verdana, false, true)
Render.Text("SYNC", Vector2.new(screen.x / 2 + 17, screen.y / 2 + 20), Color.new(1, 1, 1, 1), 12, verdana, false, true)
else
Render.Text("XOXA", Vector2.new(screen.x / 2 - 17, screen.y / 2 + 20), Color.new(1, 1, 1, 1), 12, verdana, false, true)
Render.Text("SYNC", Vector2.new(screen.x / 2 + 17, screen.y / 2 + 20), indicator_color, 12, verdana, false, true)
end
if doubletap then
Render.Text("double tap", Vector2.new(screen.x / 2, screen.y / 2 + 30), indicator_color, 11, verdana, false, true)
else
Render.Text("double tap", Vector2.new(screen.x / 2, screen.y / 2 + 30), Color.new(0.6, 0.6, 0.6, 0.6), 11, verdana, false, true)
end
if hideshots then
Render.Text("hide shots", Vector2.new(screen.x / 2, screen.y / 2 + 40), indicator_color, 11, verdana, false, true)
else
Render.Text("hide shots", Vector2.new(screen.x / 2, screen.y / 2 + 40), Color.new(0.6, 0.6, 0.6, 0.6), 11, verdana, false, true)
end
if indicators:GetBool(1) then
body_size = 60
else
body_size = 50
end
if indicators:GetBool(1) and indicators:GetBool(2) then
sp_size = 70
elseif indicators:GetBool(1) or indicators:GetBool(2) then
sp_size = 60
else
sp_size = 50
end
if indicators:GetBool(1) then
if min_dmg then
Render.Text("min dmg", Vector2.new(screen.x / 2, screen.y / 2 + 50), indicator_color, 11, verdana, false, true)
else
Render.Text("min dmg", Vector2.new(screen.x / 2, screen.y / 2 + 50), Color.new(0.6, 0.6, 0.6, 0.6), 11, verdana, false, true)
end
end
if indicators:GetBool(2) then
if bodyaim then
Render.Text("body aim", Vector2.new(screen.x / 2, screen.y / 2 + body_size), indicator_color, 11, verdana, false, true)
else
Render.Text("body aim", Vector2.new(screen.x / 2, screen.y / 2 + body_size), Color.new(0.6, 0.6, 0.6, 0.6), 11, verdana, false, true)
end
end
if indicators:GetBool(3) then
if safepoint then
Render.Text("safe point", Vector2.new(screen.x / 2, screen.y / 2 + sp_size), indicator_color, 11, verdana, false, true)
else
Render.Text("safe point", Vector2.new(screen.x / 2, screen.y / 2 + sp_size), Color.new(0.6, 0.6, 0.6, 0.6), 11, verdana, false, true)
end
end
end
local lpx = Vector2.new(screen.x / 2 - 42, screen.y / 2 + 9)
local lpy = Vector2.new(screen.x / 2 - 42, screen.y / 2 - 9)
local lpz = Vector2.new(screen.x / 2 - 54, screen.y / 2)
local rpx = Vector2.new(screen.x / 2 + 42, screen.y / 2 + 9)
local rpy = Vector2.new(screen.x / 2 + 42, screen.y / 2 - 9)
local rpz = Vector2.new(screen.x / 2 + 55, screen.y / 2)
local inactive = Color.new(20 / 255, 20 / 255, 20 / 255, 0.5) -- RGB: 20, 20, 20, 128
if teamskeet_arrows:GetBool() then
if manual_aa_side == "Left" then
Render.PolyFilled(second_color:GetColor(), lpx, lpy, lpz)
else
Render.PolyFilled(inactive, lpx, lpy, lpz)
end
if manual_aa_side == "Right" then
Render.PolyFilled(second_color:GetColor(), rpx, rpy, rpz)
else
Render.PolyFilled(inactive, rpx, rpy, rpz)
end
if inverter_state == true then
Render.BoxFilled(Vector2.new(screen.x / 2 - 40, screen.y / 2 - 9), Vector2.new(screen.x / 2 - 38 , screen.y / 2 + 9), visual_color:GetColor())
else
Render.BoxFilled(Vector2.new(screen.x / 2 - 40, screen.y / 2 - 9), Vector2.new(screen.x / 2 - 38, screen.y / 2 + 9), inactive)
end
if inverter_state == false then
Render.BoxFilled(Vector2.new(screen.x / 2 + 40, screen.y / 2 - 9), Vector2.new(screen.x / 2 + 38, screen.y / 2 + 9), visual_color:GetColor())
else
Render.BoxFilled(Vector2.new(screen.x / 2 + 40, screen.y / 2 - 9), Vector2.new(screen.x / 2 + 38, screen.y / 2 + 9), inactive)
end
end
end
MenuVisibility = function()
local switch_antiaim = enable_antiaim:GetBool();
local switch_rage = enable_rage:GetBool();
local switch_visuals = enable_visuals:GetBool();
local switch_misc = enable_misc:GetBool();
-- custom
-- local da_switch = dormant_aimbot:GetBool()
local dt_switch = enable_dt:GetBool()
local arrow_switch = teamskeet_arrows:GetBool()
legitaa:SetVisible(switch_antiaim);
aa_modes:SetVisible(switch_antiaim);
freestand_type:SetVisible(switch_antiaim);
anti_brute:SetVisible(switch_antiaim);
low_delta_slow:SetVisible(switch_antiaim);
disable_warmup:SetVisible(switch_antiaim)
-- dormant_aimbot:SetVisible(switch_rage);
-- da_dmg:SetVisible(da_switch and switch_rage);
enable_dt:SetVisible(switch_rage);
dt_mode:SetVisible(dt_switch and switch_rage);
disable_correction:SetVisible(dt_switch and switch_rage);
anti_defensive:SetVisible(switch_rage)
-- visual_color:SetVisible(switch_visuals);
indicators:SetVisible(switch_visuals);
indicator_type:SetVisible(switch_visuals);
visual_color:SetVisible(switch_visuals);
teamskeet_arrows:SetVisible(switch_visuals);
second_color:SetVisible(switch_visuals and arrow_switch);
pulsate_alpha:SetVisible(switch_visuals)
leg_fucker:SetVisible(switch_misc);
trashtalk:SetVisible(switch_misc)
end
enable_antiaim:RegisterCallback(MenuVisibility);
enable_rage:RegisterCallback(MenuVisibility);
enable_visuals:RegisterCallback(MenuVisibility);
enable_misc:RegisterCallback(MenuVisibility);
-- custom
-- dormant_aimbot:RegisterCallback(MenuVisibility);
enable_dt:RegisterCallback(MenuVisibility);
teamskeet_arrows:RegisterCallback(MenuVisibility)
MenuVisibility();
Cheat.AddNotify("xoxasync", "Welcome, " .. username .. " ")
local function events(event)
trashtalk_event(event)
antibrute(event)
impacts_events(event)
end
Cheat.RegisterCallback("events", events)
Cheat.RegisterCallback("prediction", function()
on_createmove()
end)
Cheat.RegisterCallback("pre_prediction", function(cmd)
legit_aa(cmd)
end)
Cheat.RegisterCallback("draw", function()
handle_binds()
indicators_draw()
end)
Cheat.RegisterCallback("frame_stage", function()
buybot_draw2()
end)