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Автор темы
- #1
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Код:
local hitboxes = {
0,
3,
11,
12
}
local indicator_draw,indicator_event
local function Indicator_Init()
local indi = Menu.MultiCombo("Skeet Indicators", "Select to display", {"Fake With Circle", "FL With Circle", "AA With Line", "Shot/Miss Percent", "FL Text indicator", "FOV", "AW (Autowall)", "BUY (Buy Zone Indicator)", "Body Aim", "Safe Points", "Damage", "Hitchance", "Freestand", "At Targets", "Hide Shots", "Dormant Aimbot", "Fake Ping", "Lag Compensation", "Fake Duck", "Bomb Info", "Double Tap"}, 0)
local da_style = Menu.Switch("Skeet Indicators", "Show Dormant Aimbot Indicator Always", false)
local hs_style = Menu.Combo("Skeet Indicators", "Hide Shots Indicator Style", {"ONSHOT", "HS", "OSAA", "HIDE"}, 0)
local fs_style = Menu.Combo("Skeet Indicators", "Freestand Indicator Style", {"FREESTAND", "FS"}, 0)
local dmg_style = Menu.Combo("Skeet Indicators", "Damage Indicator Style", {"Damage: ", "DMG: ", "DMG", "Damage Value", ": DMG"}, 0)
local dmgs = Menu.Switch("Skeet Indicators", "Show Damage Indicator Always", false)
local hc_style = Menu.Combo("Skeet Indicators", "Hitchance Indicator Style", {"Hitchance: ", "HC: ", "HC", "Hitchance Value", ": HC%"}, 0)
local hcs = Menu.Switch("Skeet Indicators", "Show Hitchance Indicator Always", false)
local ba_style = Menu.Combo("Skeet Indicators", "Body Aim Indicator Style", {"BODY", "BAIM", "FB", "BA"}, 0)
local sp_style = Menu.Combo("Skeet Indicators", "Safe Points Indicator Style", {"SAFE", "SP"}, 0)
local hit_style = Menu.Combo("Skeet Indicators", "Shot/Miss Percent Style", {"Style 1", "Style 2", "Style 3"}, 0)
local fake_style = Menu.Combo("Skeet Indicators", "Fake With Circle Style", {"DSY", "FAKE", "AA"}, 1)
local fl_style = Menu.Combo("Skeet Indicators", "FL With Circle Style", {"Choke Value", "FL"}, 1)
local aa_color = Menu.ColorEdit("Skeet Indicators", "AA With Line Color", Color.RGBA(154, 176, 250, 255))
local font =
{
calibrib = Render.InitFont("Calibri Bold", 30),
pixel9 = Render.InitFont("Smallest Pixel-7", 9)
}
local HC = Menu.FindVar("Aimbot","Ragebot","Accuracy","Hit Chance")
local DMG = Menu.FindVar("Aimbot","Ragebot","Accuracy","Minimum Damage")
local AW = Menu.FindVar("Aimbot","Ragebot","Accuracy","Autowall")
local FOV = Menu.FindVar("Aimbot","Ragebot","Main","FOV")
local BA = Menu.FindVar("Aimbot","Ragebot","Misc","Body Aim")
local SP = Menu.FindVar("Aimbot","Ragebot","Misc","Safe Points")
local DT = Menu.FindVar("Aimbot","Ragebot","Exploits","Double Tap")
local SW = Menu.FindVar("Aimbot","Anti Aim","Misc","Slow Walk")
local HS = Menu.FindVar("Aimbot","Ragebot","Exploits","Hide Shots")
local YAW = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base")
local PING = Menu.FindVar("Miscellaneous", "Main", "Other", "Fake Ping")
local FD = Menu.FindVar("Aimbot","Anti Aim","Misc","Fake Duck")
local velocity = function(ent)
local speed_x = ent:GetProp("DT_BasePlayer","m_vecVelocity[0]")
local speed_y = ent:GetProp("DT_BasePlayer","m_vecVelocity[1]")
local speed = math.sqrt(speed_x * speed_x + speed_y * speed_y)
return speed
end
local curTime = GlobalVars.curtime
local interface_ptr = ffi.typeof('void***')
local rawivengineclient = Utils.CreateInterface('engine.dll', 'VEngineClient014')
local ivengineclient = ffi.cast(interface_ptr, rawivengineclient)
local get_net_channel_info, net_channel = ffi.cast('void*(__thiscall*)(void*)', ivengineclient[0][78]), nil
local INetChannelInfo = ffi.cast('void***', get_net_channel_info(ivengineclient))
local GetNetChannel = function(INetChannelInfo)
if INetChannelInfo == nil then
return end
return {
latency = {
crn = function(flow) return INetChannelInfo:GetLatency(flow) end,
average = function(flow) return INetChannelInfo:GetAvgLatency(flow) end,
}
}
end
local outgoing, incoming, incoming_latency
local id, OldChoke, toDraw0, toDraw1, toDraw2, toDraw3, toDraw4, hitted, reg_shot, on_plant_time, fill, text, planting_site, planting = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, "", "", false
Cheat.RegisterCallback('registered_shot', function(shot)
if shot.reason == 0 then hitted = hitted + 1 end
reg_shot = reg_shot + 1
end)
local calcDist = function(pos1, pos2)
local lx = pos1.x
local ly = pos1.y
local lz = pos1.z
local tx = pos2.x
local ty = pos2.y
local tz = pos2.z
local dx = lx - tx
local dy = ly - ty
local dz = lz - tz
return math.sqrt(dx * dx + dy * dy + dz * dz);
end
local normalize_yaw = function(yaw)
while yaw > 180 do yaw = yaw - 360 end
while yaw < -180 do yaw = yaw + 360 end
return yaw
end
indicator_draw = function()
fake_style:SetVisible(indi:GetBool(1))
fl_style:SetVisible(indi:GetBool(2))
aa_color:SetVisible(indi:GetBool(3))
hit_style:SetVisible(indi:GetBool(4))
ba_style:SetVisible(indi:GetBool(9))
sp_style:SetVisible(indi:GetBool(10))
dmg_style:SetVisible(indi:GetBool(11))
dmgs:SetVisible(indi:GetBool(11))
hc_style:SetVisible(indi:GetBool(12))
hcs:SetVisible(indi:GetBool(12))
fs_style:SetVisible(indi:GetBool(13))
hs_style:SetVisible(indi:GetBool(15))
da_style:SetVisible(indi:GetBool(16))
local lp = EntityList.GetClientEntity(EngineClient.GetLocalPlayer())
if not lp then return end
local delta_to_draw = math.abs(normalize_yaw(AntiAim.GetCurrentRealRotation() % 360 - AntiAim.GetFakeRotation() % 360)) / 2
local chocking, invert, fake = ClientState.m_choked_commands, AntiAim.GetInverterState() == false, string.format("%.1f", delta_to_draw)
local sc = EngineClient.GetScreenSize()
local x, y = sc.x/100 + 2, sc.y/1.48 - 5
local ay = 0
local binds = Cheat.GetBinds()
local dmg = false
local hc = false
local da = false
for i = 1, #binds do
local bind = binds[i]
if bind:GetName() == 'Minimum Damage' and bind:IsActive() then
dmg = true
cur_dmg = bind:GetValue()
end
if bind:GetName() == 'Hit Chance' and bind:IsActive() then
hc = true
cur_hc = bind:GetValue()
end
if bind:GetName() == 'Dormant Aimbot' and bind:IsActive() then
da = true
end
end
local Render_Indicators = function(text, ay, color, size, fonts)
ts = Render.CalcTextSize(text, size, fonts)
Render.GradientBoxFilled(Vector2.new(13, y + ay), Vector2.new(13 + (ts.x) / 2, y + ay + 28), Color.RGBA(0, 0, 0, 0), Color.RGBA(0, 0, 0, 65), Color.RGBA(0, 0, 0, 0), Color.RGBA(0, 0, 0, 65))
Render.GradientBoxFilled(Vector2.new(13 + (ts.x) / 2, y + ay), Vector2.new(13 + (ts.x), y + ay + 28), Color.RGBA(0, 0, 0, 65), Color.RGBA(0, 0, 0, 0), Color.RGBA(0, 0, 0, 65), Color.RGBA(0, 0, 0, 0))
Render.Text(text, Vector2.new(x, y + 5 + ay), Color.new(0, 0, 0, 255), size, fonts)
Render.Text(text, Vector2.new(x, y + 4 + ay), color, size, fonts)
end
if indi:GetBool(1) and lp:GetPlayer():IsAlive() then
text = {"DSY", "FAKE", "AA"}
id = fake_style:GetInt()+1
ts = Render.CalcTextSize(text[id], 22, font.calibrib)
clr = Color.RGBA(math.floor(255 - (fake * 2.29824561404)), math.floor(fake * 3.42105263158), math.floor(fake * 0.22807017543), 255)
Render_Indicators(text[id], ay, clr, 22, font.calibrib)
Render.Circle(Vector2.new(x + ts.x+13, y+ay+ts.y/2+3), 7, 32, Color.RGBA(0, 0, 0, 255), 5, 0, 365)
Render.Circle(Vector2.new(x + ts.x+13, y+ay+ts.y/2+3), 7, 32, clr, 4, 0, (fake/60)*360)
ay = ay - 35
end
if indi:GetBool(2) and lp:GetPlayer():IsAlive() then
text = {chocking, "FL"}
id = fl_style:GetInt()+1
ts = Render.CalcTextSize(tostring(text[id]), 22, font.calibrib)
Render_Indicators(tostring(text[id]), ay, Color.RGBA(135, 147, 255, 255), 22, font.calibrib)
Render.Circle(Vector2.new(x + ts.x+13, y+ay+ts.y/2+3), 7, 32, Color.RGBA(0, 0, 0, 255), 5, 0, 365)
Render.Circle(Vector2.new(x + ts.x+13, y+ay+ts.y/2+3), 7, 32, Color.RGBA(135, 147, 255, 255), 4, 0, (chocking/14)*360)
ay = ay - 35
end
if indi:GetBool(3) and lp:GetPlayer():IsAlive() then
ts = Render.CalcTextSize("AA", 22, font.calibrib)
clr = Color.new(aa_color:GetColor().r, aa_color:GetColor().g, aa_color:GetColor().b, 1)
Render_Indicators("AA", ay, Color.RGBA(235 ,235, 235, 255), 22, font.calibrib)
Render.BoxFilled(Vector2.new(x, y + ts.y + ay - 1), Vector2.new(x + ts.x, y + 4 + ts.y + ay), Color.RGBA(0, 0, 0, 255))
Render.BoxFilled(invert and Vector2.new(x+ts.x/2, y+ts.y+ay) or Vector2.new(x+ts.x/2-fake/4.4, y+ts.y+ay), invert and Vector2.new(x+ts.x/2+fake/4.4, y+3+ts.y+ay) or Vector2.new(x+ts.x/2, y+3+ts.y+ay), clr)
ay = ay - 35
end
if indi:GetBool(4) and lp:GetPlayer():IsAlive() then
local percent = hitted > 0 and reg_shot > 0 and (hitted/reg_shot)*100 or 100
local miss = reg_shot-hitted
text = {hitted.." / "..reg_shot.." ("..string.format("%.1f", percent)..")", miss.."/"..math.floor(percent).."%", hitted.." / "..reg_shot.." = "..math.floor(percent).."%"}
id = hit_style:GetInt()+1
Render_Indicators(text[id], ay, Color.RGBA(235 ,235, 235, 255), 22, font.calibrib)
if hit_style:GetInt() == 2 then
ay = ay - 35
Render_Indicators("hit: "..hitted, ay, Color.RGBA(235 ,235, 235, 255), 22, font.calibrib)
ay = ay - 35
Render_Indicators("miss: "..miss, ay, Color.RGBA(235 ,235, 235, 255), 22, font.calibrib)
end
ay = ay - 35
end
if indi:GetBool(5) and lp:GetPlayer():IsAlive() then
if chocking < OldChoke then
toDraw0 = toDraw1
toDraw1 = toDraw2
toDraw2 = toDraw3
toDraw3 = toDraw4
toDraw4 = OldChoke
end
OldChoke = chocking
Render_Indicators(string.format('%i-%i-%i-%i-%i',toDraw4,toDraw3,toDraw2,toDraw1,toDraw0), ay, Color.RGBA(235 ,235, 235, 255), 22, font.calibrib)
ay = ay - 35
end
if indi:GetBool(6) and lp:GetPlayer():IsAlive() then
Render_Indicators("FOV: "..FOV:GetInt().."°", ay, Color.RGBA(132, 195, 16, 255), 22, font.calibrib)
ay = ay - 35
end
if indi:GetBool(7) and lp:GetPlayer():IsAlive() then
Render_Indicators("AW", ay, AW:GetBool() and Color.RGBA(132, 195, 16, 255) or Color.RGBA(255, 0, 0, 255), 22, font.calibrib)
ay = ay - 35
end
if lp:GetProp("m_bInBuyZone") and indi:GetBool(8) and lp:GetPlayer():IsAlive() then
Render_Indicators("BUY", ay, Color.RGBA(132, 195, 16, 255), 22, font.calibrib)
Render.Text("YOU HAVE: "..lp:GetProp("m_iAccount"), Vector2.new(x-8, y + 20 + ay), Color.RGBA(235 ,235, 235, 255), 9, font.pixel9, true)
ay = ay - 35
end
if BA:GetInt() == 2 and indi:GetBool(9) then
text = {"BODY", "BAIM", "FB", "BA"}
id = ba_style:GetInt()+1
Render_Indicators(text[id], ay, Color.RGBA(255, 0, 0, 255), 22, font.calibrib)
ay = ay - 35
end
if SP:GetInt() == 2 and indi:GetBool(10) then
text = {"SAFE", "SP"}
id = sp_style:GetInt()+1
Render_Indicators(text[id], ay, Color.RGBA(132, 195, 16, 255), 22, font.calibrib)
ay = ay - 35
end
if indi:GetBool(11) then
if dmg == true or dmgs:GetBool() then
if dmgs:GetBool() then dmg_val = DMG:GetInt() else dmg_val = cur_dmg end
dmg_val = math.floor(dmg_val)
text = {"Damage: " .. dmg_val, "DMG: " .. dmg_val, "DMG", dmg_val, dmg_val < 101 and ": "..dmg_val or ": HP+"..(dmg_val-100)}
clr = {Color.RGBA(235, 235, 235, 255), Color.RGBA(255, 255, 255, 150), Color.RGBA(132, 195, 16, 255), Color.RGBA(235, 235, 235, 255), Color.RGBA(80, 255, 80, 255)}
id = dmg_style:GetInt()+1
Render_Indicators(tostring(text[id]), ay, clr[id], 22, font.calibrib)
ay = ay - 35
end
end
if indi:GetBool(12) then
if hc == true or hcs:GetBool() then
if hcs:GetBool() then hc_val = HC:GetInt() else hc_val = cur_hc end
hc_val = math.floor(hc_val)
text = {"Hitchance: " .. hc_val, "HC: " .. hc_val, "HC", hc_val, ": "..hc_val.."%"}
clr = {Color.RGBA(235, 235, 235, 255), Color.RGBA(200, 185, 255, 255), Color.RGBA(132, 195, 16, 255), Color.RGBA(235, 235, 235, 255), Color.RGBA(80, 255, 80, 255)}
id = hc_style:GetInt()+1
Render_Indicators(tostring(text[id]), ay, clr[id], 22, font.calibrib)
ay = ay - 35
end
end
if YAW:GetInt() == 5 and indi:GetBool(13) then
text = {"FREESTAND", "FS"}
id = fs_style:GetInt()+1
Render_Indicators(text[id], ay, Color.RGBA(235 ,235, 235, 255), 22, font.calibrib)
ay = ay - 35
end
if YAW:GetInt() == 4 and indi:GetBool(14) then
Render_Indicators("AT", ay, Color.RGBA(132, 195, 16, 255), 22, font.calibrib)
ay = ay - 35
end
if HS:GetBool() and indi:GetBool(15) then
text = {"ONSHOT", "HS", "OSAA", "HIDE"}
id = hs_style:GetInt()+1
Render_Indicators(text[id], ay, Color.RGBA(132, 195, 16, 255), 22, font.calibrib)
ay = ay - 35
end
if da == true and indi:GetBool(16) or da_style:GetBool() and indi:GetBool(16) then
Render_Indicators("DA", ay, Color.RGBA(132, 195, 16, 255), 22, font.calibrib)
ay = ay - 35
end
if PING:GetInt() > 0 and indi:GetBool(17) then
INetChannelInfo = EngineClient.GetNetChannelInfo()
net_channel = GetNetChannel(INetChannelInfo)
outgoing, incoming = net_channel.latency.crn(0), net_channel.latency.crn(1)
ping = math.max(0, (incoming-outgoing)*1000)
Render_Indicators("PING", ay, Color.RGBA(math.floor(255 - ((ping / 189 * 60) * 2.29824561404)), math.floor((ping / 189 * 60) * 3.42105263158), math.floor((ping / 189 * 60) * 0.22807017543), 255), 22, font.calibrib)
ay = ay - 35
end
if bit.band(lp:GetPlayer():GetProp("m_fFlags"), bit.lshift(1,0)) == 0 and indi:GetBool(18) and lp:GetPlayer():IsAlive() then
Render_Indicators("LC", ay, DT:GetBool() and Exploits.GetCharge() == 1 and Color.RGBA(255, 0, 0, 255) or velocity(lp)/chocking >= 20.84 and Color.RGBA(132, 195, 16, 255) or Color.RGBA(255, 0, 0, 255), 22, font.calibrib)
ay = ay - 35
end
if FD:GetBool() and indi:GetBool(19) then
Render_Indicators("DUCK", ay, Color.RGBA(235 ,235, 235, 255), 22, font.calibrib)
ay = ay - 35
end
if indi:GetBool(20) then
local c4 = EntityList.GetEntitiesByClassID(129)[1];
if c4 ~= nil then
local time = ((c4:GetProp("m_flC4Blow") - GlobalVars.curtime)*10) / 10
local timer = string.format("%.1f", time)
local defused = c4:GetProp("m_bBombDefused")
if math.floor(timer) > 0 and not defused then
local defusestart = c4:GetProp("m_hBombDefuser") ~= 4294967295
local defuselength = c4:GetProp("m_flDefuseLength")
local defusetimer = defusestart and math.floor((c4:GetProp("m_flDefuseCountDown") - GlobalVars.curtime)*10) / 10 or -1
if defusetimer > 0 then
local color = math.floor(timer) > defusetimer and Color.RGBA(58, 191, 54, 160) or Color.RGBA(252, 18, 19, 125)
local barlength = (((sc.y - 50) / defuselength) * (defusetimer))
Render.BoxFilled(Vector2.new(0.0, 0.0), Vector2.new(16, sc.y), Color.RGBA(25, 25, 25, 160))
Render.Box(Vector2.new(0.0, 0.0), Vector2.new(16, sc.y), Color.RGBA(25, 25, 25, 160))
Render.BoxFilled(Vector2.new(0, sc.y - barlength), Vector2.new(16, sc.y), color)
end
local bombsite = c4:GetProp("m_nBombSite") == 0 and "A" or "B"
local health = lp:GetProp("m_iHealth")
local armor = lp:GetProp("m_ArmorValue")
local willKill = false
local eLoc = c4:GetProp("m_vecOrigin")
local lLoc = lp:GetProp("m_vecOrigin")
local distance = calcDist(eLoc, lLoc)
local a = 450.7
local b = 75.68
local c = 789.2
local d = (distance - b) / c;
local damage = a * math.exp(-d * d)
if armor > 0 then
local newDmg = damage * 0.5;
local armorDmg = (damage - newDmg) * 0.5
if armorDmg > armor then
armor = armor * (1 / .5)
newDmg = damage - armorDmg
end
damage = newDmg;
end
local dmg = math.ceil(damage)
if dmg >= health then
willKill = true
else
willKill = false
end
Render_Indicators(bombsite.." - "..string.format("%.1f", timer).."s", ay, Color.RGBA(235 ,235, 235, 255), 22, font.calibrib)
ay = ay - 35
if lp then
if willKill == true then
Render_Indicators("FATAL", ay, Color.RGBA(255, 0, 0, 255), 22, font.calibrib)
ay = ay - 35
elseif damage > 0.5 then
Render_Indicators("-"..dmg.." HP", ay, Color.RGBA(210, 216, 112, 255), 22, font.calibrib)
ay = ay - 35
end
end
end
end
if planting then
Render_Indicators(planting_site, ay, Color.RGBA(210, 216, 112, 255), 22, font.calibrib)
fill = 3.125 - (3.125 + on_plant_time - GlobalVars.curtime)
if(fill > 3.125) then
fill = 3.125
end
ts = Render.CalcTextSize(planting_site, 22, font.calibrib)
Render.Circle(Vector2.new(x + ts.x+18, y+ay+ts.y/2+3), 8, 32, Color.RGBA(0, 0, 0, 255), 4, 0, 360)
Render.Circle(Vector2.new(x + ts.x+18, y+ay+ts.y/2+3), 8, 32, Color.RGBA(235 ,235, 235, 255), 3, 0, (fill/3.3)*360)
ay = ay - 35
end
end
if DT:GetBool() and indi:GetBool(21) then
Render_Indicators("DT", ay, Exploits.GetCharge() == 1 and Color.RGBA(235 ,235, 235, 255) or Color.RGBA(255, 0, 0, 255), 22, font.calibrib)
ay = ay - 35
end
end
indicator_event = function(e)
local player_resource = EntityList.GetPlayerResource()
if e:GetName() == "bomb_abortplant" then
planting = false
fill = 0
on_plant_time = 0
planting_site = ""
end
if e:GetName() == "bomb_defused" then
planting = false
fill = 0
on_plant_time = 0
planting_site = ""
end
if e:GetName() == "bomb_planted" then
planting = false
fill = 0
on_plant_time = 0
planting_site = ""
end
if e:GetName() == "round_prestart" then
planting = false
fill = 0
on_plant_time = 0
planting_site = ""
end
if e:GetName() == "bomb_beginplant" then
on_plant_time = GlobalVars.curtime
planting = true
local m_bombsiteCenterA = player_resource:GetProp("DT_CSPlayerResource", "m_bombsiteCenterA")
local m_bombsiteCenterB = player_resource:GetProp("DT_CSPlayerResource", "m_bombsiteCenterB")
local player = EntityList.GetPlayerForUserID(e:GetInt("userid", 0))
local localPos = player:GetRenderOrigin()
local dist_to_a = localPos:DistTo(m_bombsiteCenterA)
local dist_to_b = localPos:DistTo(m_bombsiteCenterB)
planting_site = dist_to_a < dist_to_b and "Bombsite A" or "Bombsite B"
end
end
end
Indicator_Init()
--dd()
local hitsound_register_shot
local function HitSound_Init()
local ui_text = Menu.Text('Hitsound', 'Filepath: /csgo/sound/hitsounds | Note: Make sure file type is .wav')
local ui_enabled = Menu.Switch('Hitsound', 'Enabled', false)
local ui_sound_one = Menu.TextBox('Hitsound', 'Head shot', 64, 'Sound')
local ui_sound_two = Menu.TextBox('Hitsound', 'Body aim', 64, 'Sound')
hitsound_register_shot = function (shot)
local enabled = ui_enabled:Get()
local headshot = ui_sound_one:Get()
local bodyaim = ui_sound_two:Get()
if not enabled then return end
local hitbox = shot.hitgroup
local reason = shot.reason
if shot.reason ~= 0 then return end
if hitbox == 1 then
EngineClient.ExecuteClientCmd(string.format('playvol hitsounds/%s 1', headshot))
else
EngineClient.ExecuteClientCmd(string.format('playvol hitsounds/%s 1', bodyaim))
end
end
end
HitSound_Init()
local ffi = require("ffi")
local log_print,log_shot_print,log_main,log_event_reset
local function Log_Init()
EngineClient.ExecuteClientCmd('con_filter_text ""')
EngineClient.ExecuteClientCmd('con_filter_enable 2')
EngineClient.ExecuteClientCmd('developer 1')
local h1 = ""
local n1 = ""
local shots = 0
local hits = 0
local misses = 0
local globalshots = 0
local shotdmg = 0
local shothitbox = body
local shothc = 0
ffi.cdef[[
void* GetProcAddress(void* hModule, const char* lpProcName);
void* GetModuleHandleA(const char* lpModuleName);
typedef struct {
uint8_t r;
uint8_t g;
uint8_t b;
uint8_t a;
} color_struct_t;
typedef void (*console_color_print)(const color_struct_t&, const char*, ...);
typedef void* (__thiscall* get_client_entity_t)(void*, int);
]]
local FindElement = ffi.cast("unsigned long(__thiscall*)(void*, const char*)", Utils.PatternScan("client.dll", "55 8B EC 53 8B 5D 08 56 57 8B F9 33 F6 39 77 28"))
local CHudChat = FindElement(ffi.cast("unsigned long**", ffi.cast("uintptr_t", Utils.PatternScan("client.dll", "B9 ? ? ? ? E8 ? ? ? ? 8B 5D 08")) + 1)[0], "CHudChat")
local FFI_ChatPrint = ffi.cast("void(__cdecl*)(int, int, int, const char*, ...)", ffi.cast("void***", CHudChat)[0][27])
local resolverMiss = 0
local function PrintInChat(text)
FFI_ChatPrint(CHudChat, 0, 0, string.format("%s ", text))
end
local hitgroups = {
[0] = "body",
[1] = "head",
[2] = "chest",
[3] = "stomach",
[4] = "left arm",
[5] = "right arm",
[6] = "left leg",
[7] = "right leg",
[10] = "body"
}
-- Color printing function
local ffi_helpers = {
color_print_fn = ffi.cast("console_color_print", ffi.C.GetProcAddress(ffi.C.GetModuleHandleA("tier0.dll"), "?ConColorMsg@@YAXABVColor@@PBDZZ")),
color_print = function(self, text, color)
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
self.color_print_fn(col, text)
end
}
function round(num, numDecimalPlaces)
return tonumber(string.format("%." .. (numDecimalPlaces or 0) .. "f", num))
end
log_print = function(shot)
local entity = EntityList.GetClientEntity(shot.target_index)
local player = entity:GetPlayer()
local reason = ""
local rst = "unregistered shot"
local hitbox = ""
local dead = ""
if((shot.hitgroup > -1 and shot.hitgroup < 8) or shot.hitgroup == 10) then
hitbox = hitgroups[shot.hitgroup]
else
hitbox = "?"
end
if(shot.reason == 0) then
printShotInfo(shot)
return
elseif(shot.reason == 1) then
reason = " resolver"
r = " 解析器"
rst = "unknown"
resolverMiss = resolverMiss + 1
if(Menu.FindVar("Aimbot", "Ragebot", "Main", "Override Resolver"):GetBool()) then
reason = " resolver"
r = " 解析器"
rst = "unknown"
resolverMiss = resolverMiss + 1
end
elseif(shot.reason == 2) then
reason = " spread"
r = " 奖励过快导致射击误差"
rst = "spread"
resolverMiss = resolverMiss + 1
local e1_color = Color.new(1.0, 1.0, 1.0, 1.0)
ffi_helpers.color_print(ffi_helpers, "Missed shot due to spread" .. "" .. "\n", e1_color )
elseif(shot.reason == 3) then
reason = " resolver"
r = " 解析器"
rst = "unknown"
resolverMiss = resolverMiss + 1
elseif(shot.reason == 4) then
reason = " prediction error"
r = " prediction error"
rst = "prediction error"
resolverMiss = resolverMiss + 1
end
if(shot.reason ~= 0 and shot.reason ~= 1 and shot.reason ~= 2 and shot.reason ~= 3 and shot.reason ~= 4) then
rst = "unregistered shot"
r = " unregistered shot"
ffi_helpers.color_print(ffi_helpers, "[Gamesense] unmanned主炮未命中目标... " .. player:GetName() .. ", 目标 " .. h1 .. " 原因" .. r .. "" .. "\n", l_color )
-- ffi_helpers.color_print(ffi_helpers, "[" .. globalshots .. "]" .. " [" .. misses .. "/" .. shots .. "]" .. " Missed " .. player:GetName() .. "'s " .. h1 .. "(" .. shotdmg .. ")(" .. shothc .. "%%%)" .. " due to " .. rst .. ",sp=false (B) [BT=0 LC=0 TC=1]" .. "\n", e_color )
end
if resolverMiss == 7 then
resolverMiss = 1
end
local miss
if resolverMiss == 1 then
miss = "unmanned.lua。"
elseif resolverMiss == 2 then
miss = "unmanned.lua。"
elseif resolverMiss == 3 then
miss = "unmanned.lua"
elseif resolverMiss == 4 then
miss = "unmanned.lua。"
elseif resolverMiss == 5 then
miss = "unmanned.lua。"
elseif resolverMiss == 6 then
miss = "unmanned.lua"
end
local miss1
if resolverMiss == 1 then
miss1 = "Hard work will not betray oneself, although dreams sometimes betray oneself."
elseif resolverMiss == 2 then
miss1 = "If I don't hard work, I won't see you."
elseif resolverMiss == 3 then
miss1 = "I don't believe in human beings...but I am worthy of the 'possibility' of human beings"
elseif resolverMiss == 4 then
miss1 = "As long as you can't learn to die, learn to die."
elseif resolverMiss == 5 then
miss1 = "Even if you can't see the future, even if you can't see the hope, you still believe in yourself."
elseif resolverMiss == 6 then
miss1 = "After all, tomorrow is another day!"
end
local l_color = Color.new(1.0, 0.99, 0.65, 1.0)
local e_color = Color.new(1.0, 1.0, 1.0, 1.0)
n1 = player:GetName()
misses = misses + 1
globalshots = globalshots + 1
--PrintInChat("\x01 \x01[Game\x07sense\x01] \x01 unmanned主炮未命中目标... \x01 \x07".. player:GetName() .."\x01, \x01 原因"..reason)
ffi_helpers.color_print(ffi_helpers, "[Gamesense] unmanned主炮未命中目标... " .. player:GetName() .. ", 目标 " .. h1 .. " 原因" .. r .. "" .. "\n", l_color )
-- ffi_helpers.color_print(ffi_helpers, "[" .. globalshots .. "]" .. " [" .. misses .. "/" .. shots .. "]" .. " Missed " .. player:GetName() .. "'s " .. h1 .. "(" .. shotdmg .. ")(" .. shothc .. "%%%)" .. " due to " .. rst .. ",sp=false (B) [BT=0 LC=0 TC=1]" .. "\n", e_color )
ffi_helpers.color_print(ffi_helpers, miss .. "" .. "\n", e_color )
-- Cheat.AddEvent("[Bronyaware] missed " .. player:GetName() .. ", hb: " .. hitbox .. " r:" .. reason)
end
log_main = function(shot)
h1 = hitgroups[shot.hitgroup]
local a_color = Color.new(0.57, 0.44, 0.85, 1.0)
local hitbox = ""
if((shot.hitgroup > -1 and shot.hitgroup < 8) or shot.hitgroup == 10) then
hitbox = hitgroups[shot.hitgroup]
else
hitbox = "?"
end
shots = shots + 1
shotdmg = tostring(shot.damage)
shothitbox = hitgroups[shot.hitgroup]
shothc = tostring(shot.hitchance)
ffi_helpers.color_print(ffi_helpers, "[Gamesense] unmanned主炮充能完毕 开始射击 " .. "目标: " .. hitbox .. " 伤害: " .. tostring(shot.damage) .. " 命中概率: " .. tostring(shot.hitchance) .. " bt: 0 (0 tks) hp: false" .. "" .. "\n", a_color )
end
log_shot_print = function(shot)
if shot.reason > 0 and shot.reason < 5 then
log_print(shot)
return
end
local entity = EntityList.GetClientEntity(shot.target_index)
local player = entity:GetPlayer()
local hitbox = ""
local dead = ""
if entity:GetProp('m_iHealth') <= 0 then
dead = " (死亡)"
end
local d = ""
if entity:GetProp('m_iHealth') <= 0 then
d= " (dead)"
end
if((shot.hitgroup > -1 and shot.hitgroup < 8) or shot.hitgroup == 10) then
hitbox = hitgroups[shot.hitgroup]
else
hitbox = "neck"
end
local b_color = Color.new(0.39, 0.58, 0.92, 1.0)
local ccc_color = Color.new(1.0, 1.0, 1.0, 1.0)
hits = hits + 1
globalshots = globalshots + 1
--PrintInChat("\x01 \x01[Game\x06sense\x01] \x01unmanned主炮命中目标! \x01 \x06".. player:GetName() .."\x01, \x01部位: \x01 \x06".. hitbox .."\x01 \x01 伤害: \x06".. shot.damage .." \x01 剩余血量: \x06".. entity:GetProp('m_iHealth') .. dead)
ffi_helpers.color_print(ffi_helpers, "[Gamesense] unmanned主炮命中目标! " .. player:GetName() .. ", 部位: " .. hitbox .. " 伤害: " .. shot.damage .. " 剩余血量: " .. entity:GetProp('m_iHealth') .. dead .. "" .. "\n", b_color )
-- ffi_helpers.color_print(ffi_helpers, "[" .. globalshots .. "]" .. " [" .. hits .. "/" .. shots .. "]" .. " Hit " .. player:GetName() .. "'s " .. hitbox .. " for " .. shot.damage .. "(" .. shotdmg .. ") (" .. entity:GetProp('m_iHealth') .. " remaining) aimed=" .. shothitbox .. "(" .. shothc .. "%%%" .. ") sp=false (B) [BT=0 LC=0 TC=1]" .. "\n", ccc_color )
ffi_helpers.color_print(ffi_helpers, "Hit " .. player:GetName() .. " in the " .. hitbox .. " for " .. shot.damage .. " damage (" .. entity:GetProp('m_iHealth') .. " health remaining)" .. "" .. "\n", ccc_color )
-- Cheat.AddEvent("[Bronyaware] hit " .. player:GetName() .. ", hb: " .. hitbox .. " dmg: " .. shot.damage .. " rhp: " .. entity:GetProp('m_iHealth') .. d)
-- Cheat.AddEvent("Hit " .. player:GetName() .. " in the " .. hitbox .. " for " .. shot.damage .. " damage (" .. entity:GetProp('m_iHealth') .. " health remaining)")
end
log_event_reset = function (e)
resolverMiss = 0
end
end
Log_Init()
--local skeet_indicator_draw
local function Skeet_Indicator()
local screen = EngineClient.GetScreenSize()
local keybindscheck = Menu.SwitchColor("Keybinds", "Enable Keybinds", false, Color.new(1.0, 1.0, 1.0, 1.0))
local gradientcheck = Menu.Switch("Keybinds", "Gradient", false, "Gradient")
local key2 = {Menu.SliderInt("Keybinds", "keybinds x", 300, 1, screen.x), Menu.SliderInt("Keybinds", "keybinds y", 10, 1, screen.y)}
local function render_conteiner(x, y, w, h, name, color, box_alpha, font_size, font)
local name_size = Render.CalcTextSize(name, font_size, font)
local line_col = keybindscheck:GetColor()
local r, g, b
r = (math.floor(math.sin(GlobalVars.realtime * 1) * 127 + 128)) / 1000 * 3.92
g = (math.floor(math.sin(GlobalVars.realtime * 1 + 2) * 127 + 128)) / 1000 * 3.92
b = (math.floor(math.sin(GlobalVars.realtime * 1 + 4) * 127 + 128)) / 1000 * 3.92
local color = keybindscheck:GetColor()
local add_y_box = 0
local binds = Cheat.GetBinds()
for i = 1, #binds do
add_y_box = add_y_box + 16
end
if gradientcheck:GetBool() then
else
end
end
local font_size = 10
local font = Render.InitFont("Smallest Pixel-7", 10)
local drag = false
local width = 0
local m_alpha = 0
skeet_indicator_draw = function()
local x, y = key2[1]:GetInt(), key2[2]:GetInt()
local max_width = 0
local add_y = 0
local mouse = Cheat.GetMousePos()
width = math.max(200, max_width)
if keybindscheck:GetBool() then
render_conteiner(x, y, width, 12, "keybinds", color, Color.new(0, 0, 0, 0.3), font_size, font, add_pizda)
end
if Cheat.IsKeyDown(1) then
if mouse.x >= x and mouse.y >= y and mouse.x <= x + width and mouse.y <= y + 18 or drag then
if not drag then
drag = true
else
key2[1]:SetInt(mouse.x - math.floor(width / 2))
key2[2]:SetInt(mouse.y - 8)
end
end
else
drag = false
end
if keybindscheck:GetBool() then
local function render_binds(binds)
if not binds:IsActive() then return end
local bind_name = binds:GetName()
local bind_state = binds:GetMode()
local statetext = string.format("")
if bind_state == 0 then
statetext = string.format("toggled")
else
statetext = string.format("hold")
end
add_y = add_y + 16
local bind_state_size = Render.CalcTextSize(statetext, font_size, font)
local bind_name_size = Render.CalcTextSize(bind_name, font_size, font)
local color = keybindscheck:GetColor()
if gradientcheck:GetBool() then
Render.Text(bind_name, Vector2.new(x + 5, y + add_y + 2), Color.RGBA(100, 200, 255, 255), font_size, font, false)
Render.Text(statetext, Vector2.new(x - 10 + (width - bind_state_size.x), y + add_y + 2), Color.RGBA(175, 255, 0, 255), font_size, font, false)
else
Render.Text(bind_name, Vector2.new(x + 5, y + add_y + 2), color, font_size, font, false)
Render.Text(statetext, Vector2.new(x - 10 + (width - bind_state_size.x), y + add_y + 2), Color.new(1, 1, 1, 1), font_size, font, false)
end
local bind_width = bind_state_size.x + bind_name_size.x + 10
if bind_width > 80 then
if bind_width > max_width then
max_width = bind_width
end
end
end
local binds = Cheat.GetBinds()
for i = 1, #binds do
render_binds(binds[i])
end
end
end
local ui_callback = function()
if keybindscheck:GetBool() then
gradientcheck:SetVisible(true)
key2[1]:SetVisible(true)
key2[2]:SetVisible(true)
else
gradientcheck:SetVisible(false)
key2[1]:SetVisible(false)
key2[2]:SetVisible(false)
end
end
ui_callback()
keybindscheck:RegisterCallback(ui_callback)
end
Skeet_Indicator()
local unnamed_jz_createmove,unnamed_prediction
local function Unnameed_Yaw_Init()
local LegitEnable = Menu.Switch("Main","[1]Legit AA",false)
local LegitMode = Menu.Combo("Main","[1]Legit Mode",{"HVH","GP"},0)
local refs = {
OPEN = Menu.FindVar("Aimbot","Anti Aim","Main","Enable Anti Aim"),
PITCH = Menu.FindVar("Aimbot","Anti Aim","Main","Pitch"),
YAW_BASE = Menu.FindVar("Aimbot","Anti Aim","Main","Yaw Base"),
YAW_ADD = Menu.FindVar("Aimbot","Anti Aim","Main","Yaw Add"),
YAW_MODIFIER = Menu.FindVar("Aimbot","Anti Aim","Main","Yaw Modifier"),
FAKE_OPEN = Menu.FindVar("Aimbot","Anti Aim","Fake Angle","Enable Fake Angle"),
LLIMIT = Menu.FindVar("Aimbot","Anti Aim","Fake Angle","Left Limit"),
RLIMIT = Menu.FindVar("Aimbot","Anti Aim","Fake Angle","Right Limit"),
INVERTER = Menu.FindVar("Aimbot","Anti Aim","Fake Angle","Inverter"),
FAKE_OPTIONS = Menu.FindVar("Aimbot","Anti Aim","Fake Angle","Fake Options"),
LBY_MODE = Menu.FindVar("Aimbot","Anti Aim","Fake Angle","LBY Mode"),
FREESTANDING_DESYNC = Menu.FindVar("Aimbot","Anti Aim","Fake Angle","Freestanding Desync"),
DESYNC_ON_SHOT = Menu.FindVar("Aimbot","Anti Aim","Fake Angle","Desync On Shot"),
DT_ENABLED = Menu.FindVar("Aimbot","Ragebot","Exploits","Double Tap"),
}
--------------------------
local AA=Menu.Switch("Yaw Mode","[YAW] Open",true)
local DAA=Menu.Switch("Desync Mode","[DESYNC] Open",true)
local LAA=Menu.Switch("Lby Mode","[LBY] Open",true)
local FakeHeadEnable = Menu.Switch("Main","[2]Fake Head[DT]",false)
local FakeHeadKey = Menu.Switch("Main","[2]Check[DT]",false)
local FakeHeadAngle = Menu.SliderInt("Main","[2]Delta",90, 35, 120)
local AA1=Menu.Combo("Yaw Mode","[YAW] Direction",{"Default","Down"},0)
local AA2=Menu.Combo("Yaw Mode","[YAW] Mode",refs.YAW_BASE:GetList(),0)
local AA3=Menu.SliderInt("Yaw Mode","[YAW] Yaw",0,-180,180)
local DAAI=Menu.Switch("Desync Mode","[DESYNC] Inverter",true,"AA Direction",function(v)
refs.INVERTER:Set(v)
end)
local fakelag_enable = Menu.Switch("DT & FL","[FL]Enable FL",false)
local DAA3=Menu.SliderInt("Desync Mode","[DESYNC] Limit Left",0,0,58)
local DAA4=Menu.SliderInt("Desync Mode","[DESYNC] Limit Right",0,0,58)
local DAA5=Menu.MultiCombo("Desync Mode","[DESYNC] Options",refs.FAKE_OPTIONS:GetList(),0)
local DAA6=Menu.Combo("Desync Mode","[DESYNC] LBY Mode",refs.LBY_MODE:GetList(),0)
local DAA7=Menu.Combo("Desync Mode","[DESYNC] FreeStand",refs.FREESTANDING_DESYNC:GetList(),0)
local DAA8=Menu.Combo("Desync Mode","[DESYNC] On Shot",{"Disableed","Left","Right","Async","Opposite"},0)
local LAA3=Menu.SliderInt("Lby Mode","[LBY] Limit Left",0,-58,58)
local LAA4=Menu.SliderInt("Lby Mode","[LBY] Limit Right",0,-58,58)
local modes = {
"Stand",
"Move",
"Jump",
"SlowWalk"
}
local yaw_modes = {
"Close",
"Center",
"Offset",
"Random"
}
local UI = {}
local LBY_UI = {}
local FAKE_UI = {}
local FL_UI = {}
local function INIT_UI()
for i = 1,#modes do
local str = modes[i]
table.insert(UI,{
current = str,
yaw_mode = Menu.Combo("Yaw Mode","[YAW] " .. str, yaw_modes,0),
swap_speed = Menu.SliderInt("Yaw Mode",str .. " Speed",3,1,10),
one_ang = Menu.SliderInt("Yaw Mode",str .. " Angle Swap",0,-180,180),
left_ang_swap = Menu.SliderInt("Yaw Mode",str .. " Left",0,-180,180),
right_ang_swap = Menu.SliderInt("Yaw Mode",str .. " Right",0,-180,180)
})
table.insert(FL_UI,{
current = str,
fakelag_value = Menu.SliderInt("DT & FL", "[FL][" .. str .. "]Value",5,1,14)
})
table.insert(LBY_UI,{
current = str,
lby_mode = Menu.Combo("Lby Mode","[LBY] " .. str, yaw_modes,0),
swap_speed = Menu.SliderInt("Lby Mode",str .. " Speed",3,1,10),
one_ang = Menu.SliderInt("Lby Mode",str .. " Angle Swap",0,-58,58),
left_ang_swap = Menu.SliderInt("Lby Mode",str .. " Left",0,-58,58),
right_ang_swap = Menu.SliderInt("Lby Mode",str .. " Right",0,-58,58)
})
table.insert(FAKE_UI,{
current = str,
desync_mode = Menu.Combo("Desync Mode","[DESYNC] " .. str, yaw_modes,0),
swap_speed = Menu.SliderInt("Desync Mode",str .. " Speed",3,1,10),
one_ang = Menu.SliderInt("Desync Mode",str .. " Angle Swap",0,0,58),
left_ang_swap = Menu.SliderInt("Desync Mode",str .. " Left",0,0,58),
right_ang_swap = Menu.SliderInt("Desync Mode",str .. " Right",0,0,58)
})
end
end
INIT_UI()
local DT_ENABLE = Menu.Switch("DT & FL","[DT] Enable DT",false)
local DT_MODES = Menu.Combo("DT & FL","[DT] Mode",{"GP","HVH","Custom"},0)
local DT_FLASH = Menu.Switch("DT & FL","[DT] Flash",false)
local DT_CUSTOM = Menu.SliderInt("DT & FL","[DT] Ticks",13,3,32)
local dt_force_teleport = Menu.Switch("DT & FL","[DT]Force Teleport",false)
local function async_func()
refs.PITCH:Set(AA1:Get())
refs.YAW_ADD:Set(0)
refs.YAW_BASE:Set(1)
for i = 1,#refs.FAKE_OPTIONS:GetList() do
refs.FAKE_OPTIONS:Set(i,false)
end
refs.LBY_MODE:Set(1)
refs.FREESTANDING_DESYNC:Set(1)
refs.DESYNC_ON_SHOT:Set(0)
end
local function REGISTER_UICALLBACKS()
refs.OPEN:Set(AA:GetBool())
refs.FAKE_OPEN:Set(DAA:GetBool())
local fchk = FakeHeadEnable:GetBool()
FakeHeadKey:SetVisible(fchk)
FakeHeadAngle:SetVisible(fchk)
if FakeHeadEnable:GetBool() and FakeHeadKey:GetBool() then
async_func()
elseif LegitEnable:GetBool() then
refs.PITCH:Set(0)
refs.YAW_BASE:Set(LegitMode:Get())
refs.YAW_ADD:Set(0)
refs.LBY_MODE:Set(1)
refs.FREESTANDING_DESYNC:Set(1)
refs.DESYNC_ON_SHOT:Set(0)
refs.LLIMIT:Set(60)
refs.RLIMIT:Set(60)
for i = 1,#refs.FAKE_OPTIONS:GetList() do
refs.FAKE_OPTIONS:Set(i,false)
end
else
refs.YAW_BASE:Set(AA2:Get())
refs.PITCH:Set(AA1:Get())
for i = 1,#refs.FAKE_OPTIONS:GetList() do
refs.FAKE_OPTIONS:Set(i,DAA5:Get(i))
end
refs.LBY_MODE:Set(DAA6:Get())
refs.FREESTANDING_DESYNC:Set(DAA7:Get())
end
DT_CUSTOM:SetVisible(DT_MODES:Get() == 2 and DT_ENABLE:GetBool())
DT_MODES:SetVisible(DT_ENABLE:GetBool())
DT_FLASH:SetVisible(DT_ENABLE:GetBool())
for tind, t in pairs(UI) do
local chk = t.current == modes[tind]
t.yaw_mode:SetVisible(chk)
chk = chk and t.yaw_mode:Get() > 0
t.swap_speed:SetVisible(chk)
t.one_ang:SetVisible(chk and t.yaw_mode:Get() == 2)
chk = chk and t.yaw_mode:Get() ~= 2
t.left_ang_swap:SetVisible(chk)
t.right_ang_swap:SetVisible(chk)
end
for tind, t in pairs(LBY_UI) do
local chk = t.current == modes[tind]
t.lby_mode:SetVisible(chk)
chk = chk and t.lby_mode:Get() > 0
t.swap_speed:SetVisible(chk)
t.one_ang:SetVisible(chk and t.lby_mode:Get() == 2)
chk = chk and t.lby_mode:Get() ~= 2
t.left_ang_swap:SetVisible(chk)
t.right_ang_swap:SetVisible(chk)
end
for tind, t in pairs(FAKE_UI) do
local chk = t.current == modes[tind]
t.desync_mode:SetVisible(chk)
chk = chk and t.desync_mode:Get() > 0
t.swap_speed:SetVisible(chk)
t.one_ang:SetVisible(chk and t.desync_mode:Get() == 2)
chk = chk and t.desync_mode:Get() ~= 2
t.left_ang_swap:SetVisible(chk)
t.right_ang_swap:SetVisible(chk)
end
for tind, t in pairs(FL_UI) do
local chk = fakelag_enable:GetBool()
t.fakelag_value:SetVisible(chk)
end
end
REGISTER_UICALLBACKS()
local function REGISTER_ALL_CALBACKS()
AA:RegisterCallback(REGISTER_UICALLBACKS)
DAA:RegisterCallback(REGISTER_UICALLBACKS)
LAA:RegisterCallback(REGISTER_UICALLBACKS)
AA1:RegisterCallback(REGISTER_UICALLBACKS)
AA2:RegisterCallback(REGISTER_UICALLBACKS)
refs.OPEN:RegisterCallback(REGISTER_UICALLBACKS)
refs.PITCH:RegisterCallback(REGISTER_UICALLBACKS)
refs.YAW_ADD:RegisterCallback(REGISTER_UICALLBACKS)
refs.YAW_BASE:RegisterCallback(REGISTER_UICALLBACKS)
refs.FAKE_OPEN:RegisterCallback(REGISTER_UICALLBACKS)
LegitEnable:RegisterCallback(REGISTER_UICALLBACKS)
FakeHeadEnable:RegisterCallback(REGISTER_UICALLBACKS)
FakeHeadKey:RegisterCallback(REGISTER_UICALLBACKS)
refs.FAKE_OPTIONS:RegisterCallback(REGISTER_UICALLBACKS)
refs.LBY_MODE:RegisterCallback(REGISTER_UICALLBACKS)
refs.FREESTANDING_DESYNC:RegisterCallback(REGISTER_UICALLBACKS)
DAA5:RegisterCallback(REGISTER_UICALLBACKS)
DAA6:RegisterCallback(REGISTER_UICALLBACKS)
DAA7:RegisterCallback(REGISTER_UICALLBACKS)
DT_FLASH:RegisterCallback(REGISTER_UICALLBACKS)
DT_ENABLE:RegisterCallback(REGISTER_UICALLBACKS)
DT_MODES:RegisterCallback(REGISTER_UICALLBACKS)
fakelag_enable:RegisterCallback(REGISTER_UICALLBACKS)
refs.YAW_MODIFIER:RegisterCallback(REGISTER_UICALLBACKS)
for tind, t in pairs(UI) do
t.yaw_mode:RegisterCallback(REGISTER_UICALLBACKS)
t.swap_speed:RegisterCallback(REGISTER_UICALLBACKS)
t.left_ang_swap:RegisterCallback(REGISTER_UICALLBACKS)
t.right_ang_swap:RegisterCallback(REGISTER_UICALLBACKS)
t.one_ang:RegisterCallback(REGISTER_UICALLBACKS)
end
for tind, t in pairs(LBY_UI) do
t.lby_mode:RegisterCallback(REGISTER_UICALLBACKS)
t.swap_speed:RegisterCallback(REGISTER_UICALLBACKS)
t.left_ang_swap:RegisterCallback(REGISTER_UICALLBACKS)
t.right_ang_swap:RegisterCallback(REGISTER_UICALLBACKS)
t.one_ang:RegisterCallback(REGISTER_UICALLBACKS)
end
for tind, t in pairs(FAKE_UI) do
t.desync_mode:RegisterCallback(REGISTER_UICALLBACKS)
t.swap_speed:RegisterCallback(REGISTER_UICALLBACKS)
t.left_ang_swap:RegisterCallback(REGISTER_UICALLBACKS)
t.right_ang_swap:RegisterCallback(REGISTER_UICALLBACKS)
t.one_ang:RegisterCallback(REGISTER_UICALLBACKS)
end
for tind, t in pairs(FL_UI) do
t.fakelag_value:RegisterCallback(REGISTER_UICALLBACKS)
end
end
REGISTER_ALL_CALBACKS()
local Slow_motion = Menu.Switch('Main', "[3]Slow Walk", false)
local limit_reference = Menu.SliderInt("Main", "[3]Slow Walk Speed", 1, 1, 60)
local function modify_velocity(cmd, goalspeed)
if goalspeed <= 0 then
return
end
local minimalspeed = math.sqrt((cmd.forwardmove * cmd.forwardmove) + (cmd.sidemove * cmd.sidemove))
if minimalspeed <= 0 then
return
end
if cmd.in_duck == 1 then
goalspeed = goalspeed * 2.94117647
end
if minimalspeed <= goalspeed then
return
end
local speedfactor = goalspeed / minimalspeed
cmd.forwardmove = cmd.forwardmove * speedfactor
cmd.sidemove = cmd.sidemove * speedfactor
end
local unbind_e = false
EngineClient.ExecuteClientCmd("bind h +use")
Cheat.RegisterCallback("destroy", function()
EngineClient.ExecuteClientCmd("unbind h")
EngineClient.ExecuteClientCmd("bind e +use")
end)
local last_realtime = GlobalVars.realtime
local mode_last = 1
local should_back,ltick = false,GlobalVars.tickcount
unnamed_jz_createmove = function(cmd)
local lplayer = EntityList.GetLocalPlayer()
if not lplayer or lplayer:GetProp("m_iHealth") <= 0 then
last_realtime = 0
return
end
local limit = limit_reference:GetInt()
if limit >= 57 then
return
end
if Slow_motion:GetBool() then
modify_velocity(cmd, limit)
end
if AA2:Get() ~= 2 and AA2:Get() ~= 3 then
mode_last = AA2:Get()
end
if DT_ENABLE:GetBool() and DT_FLASH:GetBool() then
Exploits.ForceTeleport()
end
local binds = Cheat.GetBinds()
local legit_enabled = false
local mode = false
for i = 1, #binds do
legit_enabled = binds[i]:GetName() == "[1]Legit AA"
mode = binds[i]:GetMode() == 1
end
if legit_enabled then
if mode then
if not unbind_e then
EngineClient.ExecuteClientCmd("unbind e;-use")
unbind_e = true
end
else
if unbind_e then
EngineClient.ExecuteClientCmd("bind e +use;-use")
unbind_e = false
end
end
else
if unbind_e then
EngineClient.ExecuteClientCmd("bind e +use;-use")
unbind_e = false
end
end
end
local function hsv_to_rgb(h, s, v)
local r, g, b
local i = math.floor(h * 6);
local f = h * 6 - i;
local p = v * (1 - s);
local q = v * (1 - f * s);
local t = v * (1 - (1 - f) * s);
i = i % 6
if i == 0 then r, g, b = v, t, p
elseif i == 1 then r, g, b = q, v, p
elseif i == 2 then r, g, b = p, v, t
elseif i == 3 then r, g, b = p, q, v
elseif i == 4 then r, g, b = t, p, v
elseif i == 5 then r, g, b = v, p, q
end
return r * 255, g * 255, b * 255
end
local clolorscache= Color.new
clolorscache = function (r,g,b,a)
return Color.new(r/255,g/255,b/255,a/255)
end
local screen_size = EngineClient.GetScreenSize()
local leg_improvement_chk = Menu.Switch("DT & FL","[Leg]Enable Leg",false)
local leg_improvement_speed = Menu.SliderInt("DT & FL","[Leg]Speed",2,1,20)
local current_ang,current_desync,current_lby = 0,0,0
local switch_bool,switch_bool1,switch_bool2 = false,false,false
local switch_booooool,fl_switch_bool = false,false
local function Sway(num,add,min,max)
if num == nil then
return math.ceil((max + min) / 2),add
end
local add_res = add
local result = num + add
if num == max - 1 then
add_res = -1
elseif num == min + 1 then
add_res = 1
end
if num > max or num < min then
return math.ceil((max + min) / 2),add
end
return result,add_res
end
local a = 0.0;
local b = true;
unnamed_prediction = function(cmd)
local lplayer = EntityList.GetLocalPlayer()
if not lplayer or lplayer:GetProp("m_iHealth") <= 0 then
return
end
if leg_improvement_chk:GetBool() then
local speed = 21 - leg_improvement_speed:Get()
if GlobalVars.tickcount % speed == 0 then
switch_booooool = not switch_booooool
end
Menu.FindVar("Aimbot","Anti Aim","Misc","Leg Movement"):Set(switch_booooool and 0 or 1)
end
if DT_ENABLE:GetBool() then
if DT_MODES:Get() == 2 then
Exploits.OverrideDoubleTapSpeed(DT_CUSTOM:Get())
elseif DT_MODES:Get() == 1 then
Exploits.OverrideDoubleTapSpeed(16)
elseif DT_MODES:Get() == 0 then
Exploits.OverrideDoubleTapSpeed(8)
end
end
if dt_force_teleport:GetBool() and refs.DT_ENABLED:GetBool() then
local players = EntityList.GetPlayers()
for i = 1,#players do
local player_pointer = players[i]
if not player_pointer or player_pointer:IsTeamMate() or not player_pointer:IsAlive() or player_pointer:IsDormant() then
goto skip
end
for j = 1,#hitboxes do
local hitbox_pos = player_pointer:GetHitboxCenter(hitboxes[j])
local trace = Cheat.FireBullet(lplayer, lplayer:GetRenderOrigin() + Vector.new(0,0,64), hitbox_pos)
if trace.damage > 0 and Exploits.GetCharge() == 0 then
Exploits.ForceCharge()
end
end
::skip::
end
end
local legitEnable = LegitEnable:GetBool()
if FakeHeadEnable:GetBool() and FakeHeadKey:Get() and lplayer:GetProp('m_vecVelocity'):Length2D() <= 5 then
async_func()
local angle = FakeHeadAngle:Get()
if GlobalVars.realtime - a >= 0.22 + (b and 0.01 or -0.01) then
AntiAim.OverrideYawOffset(angle * (AntiAim.GetInverterState() and -1 or 1));
a = GlobalVars.realtime;
b = not b;
end
elseif not legitEnable then
local flag = lplayer:GetProp("m_fFlags")
local vel = lplayer:GetProp("m_vecVelocity")
vel = vel:Length2D()
local air,moving,land,slowwalking = bit.band(flag,bit.lshift(1,0)) == 0,vel > 5,false,Slow_motion:GetBool()
land = moving == false
local CIND = air and 3 or (slowwalking and 4 or (moving and 2 or 1))
AntiAim.OverrideDesyncOnShot(DAA8:Get())
if AA:GetBool() then
local yaw_ang = AA3:Get()
local t = UI[CIND]
local ctype = t.yaw_mode:Get()
current_ang = ctype ~= 3 and yaw_ang or current_ang
local speed = t.swap_speed:Get()
local tickok = GlobalVars.tickcount % speed == 0
if ctype == 1 then
if tickok then
switch_bool = not switch_bool
end
current_ang = yaw_ang + (switch_bool and t.left_ang_swap:Get() or t.right_ang_swap:Get())
elseif ctype == 2 then
if tickok then
switch_bool = not switch_bool
end
current_ang = yaw_ang + (switch_bool and 0 or t.one_ang:Get())
elseif ctype == 3 then
if tickok then
current_ang = math.random(yaw_ang + t.left_ang_swap:Get(),yaw_ang + t.right_ang_swap:Get())
end
end
AntiAim.OverrideYawOffset(current_ang)
end
if DAA:GetBool() then
local desync_ang_l,desync_ang_r = DAA3:Get(),DAA4:Get()
local desync_ang = AntiAim.GetInverterState() and desync_ang_r or desync_ang_l
local t = FAKE_UI[CIND]
local dtype = t.desync_mode:Get()
current_desync = dtype ~= 3 and desync_ang or current_desync
local speed = t.swap_speed:Get()
local tickok = GlobalVars.tickcount % speed == 0
if dtype == 1 then
if tickok then
switch_bool1 = not switch_bool1
end
current_desync = desync_ang + (switch_bool1 and t.left_ang_swap:Get() or t.right_ang_swap:Get())
elseif dtype == 2 then
if tickok then
switch_bool1 = not switch_bool1
end
current_desync = desync_ang + (switch_bool1 and 0 or t.one_ang:Get())
elseif dtype == 3 then
if tickok then
current_desync = math.random(desync_ang + t.left_ang_swap:Get(),desync_ang + t.right_ang_swap:Get())
end
end
AntiAim.OverrideLimit(current_desync)
end
if LAA:GetBool() then
local lby_ang_l,lby_ang_r = LAA3:Get(),LAA4:Get()
local lby_ang = AntiAim.GetInverterState() and lby_ang_r or lby_ang_l
local t = LBY_UI[CIND]
local ltype = t.lby_mode:Get()
current_lby = ltype ~= 3 and lby_ang or current_lby
local speed = t.swap_speed:Get()
local tickok = GlobalVars.tickcount % speed == 0
if ltype == 1 then
if tickok then
switch_bool2 = not switch_bool2
end
current_lby = lby_ang + (switch_bool2 and t.left_ang_swap:Get() or t.right_ang_swap:Get())
elseif ltype == 2 then
if tickok then
switch_bool2 = not switch_bool2
end
current_lby = lby_ang + (switch_bool2 and 0 or t.one_ang:Get())
elseif ltype == 3 then
if tickok then
current_lby = math.random(lby_ang + t.left_ang_swap:Get(),lby_ang + t.right_ang_swap:Get())
end
end
AntiAim.OverrideLBYOffset(current_lby)
end
if fakelag_enable:GetBool() then
local limit = nil
limit = FL_UI[CIND].fakelag_value:Get()
if limit ~= nil then
Menu.FindVar("Aimbot","Anti Aim","Fake Lag","Limit"):Set(limit)
end
end
end
end
end
Unnameed_Yaw_Init()
local visible_points_draw
local function Visible_Points_Init()
local radius = Menu.SliderInt("Main","Radius", 5, 1, 15 )
local color_head = Menu.ColorEdit( "Main","Color Head", Color.new(1.0,1.0,1.0,1.0))
local color_body = Menu.ColorEdit( "Main","Color Body", Color.new(1.0,1.0,1.0,1.0))
local color_feet = Menu.ColorEdit( "Main","Color Feet", Color.new(1.0,1.0,1.0,1.0))
local function RenderFadeCircle(x,y,radius,r,g,b,al)
local a = al * 6
local ra = radius / 6
for i = 1, 5 do
local alpha = a / i
local radi = ra * i
Render.CircleFilled(Vector2.new(x,y), radi, 30, Color.new(r,g,b,alpha))
end
end
visible_points_draw = function()
local local_player = EntityList.GetLocalPlayer()
if not local_player or not local_player:IsAlive() then
return
end
local players = EntityList.GetPlayers()
for i = 1,#players do
local player_pointer = players[i]
if not player_pointer or player_pointer:IsTeamMate() or not player_pointer:IsAlive() or player_pointer:IsDormant() then
goto skip
end
for j = 1,#hitboxes do
local hitbox_pos = player_pointer:GetHitboxCenter(hitboxes[j])
local screen_pos = Render.WorldToScreen(hitbox_pos)
local sx,sy = screen_pos.x,screen_pos.y
local trace = Cheat.FireBullet(local_player, local_player:GetRenderOrigin() + Vector.new(0,0,64), hitbox_pos)
local clr = j == 1 and color_head:Get() or (j == 2 and color_body:Get() or color_feet:Get())
local r,g,b,a = clr.r,clr.g,clr.b,clr.a
if trace.damage > 0 then
RenderFadeCircle(sx,sy,radius:Get(),r,g,b,a)
end
end
::skip::
end
end
end
Visible_Points_Init()
local constrli_draw
local function Consteli_Init()
local scv = EngineClient.GetScreenSize()
local x = Menu.SliderInt("Main","X Pos",200,0,scv.x)
local y = Menu.SliderInt("Main","Y Pos",200,0,scv.y)
local w = Menu.SliderInt("Main","Width",200,0,scv.x)
local h = Menu.SliderInt("Main","Height",200,0,scv.y)
local name = Menu.TextBox("Main", "Path", 64, "C:\\")
local image = nil
local button = Menu.Button("Main", "Refresh Texture", "Refresh",function()
image = Render.LoadImageFromFile(name:Get(), Vector.new(w:Get(),h:Get()))
end)
local alpha = Menu.SliderInt( "Main", "Alpha", 255, 0, 255 )
local offset_x = Menu.SliderInt( "Main", "OFFSET X", 30, 0, 150 )
local function Draw_Lines(x,y,ang,radius,thickness,clr)
thickness = thickness or 1
local start = 1
local segments = 1
if thickness > 1 then
thickness = thickness / 2
start = -thickness
segments = 0.1
end
for t = start,thickness,segments do
for i = 1,radius do
local x1 = x + t + math.cos(math.rad(ang)) * i
local y1 = y + t + math.sin(math.rad(ang)) * i
local x2 = x + t + math.cos(math.rad(ang)) * (i + 1)
local y2 = y + t + math.sin(math.rad(ang)) * (i + 1)
if x1 and x2 then
Render.Line(Vector2.new(x1,y1),Vector2.new(x2,y2),clr)
if i == radius - 1 and t + 0.1 >= thickness then
return x2,y2
end
end
end
end
end
local before_health = nil
local after_health = nil
local saved_health = nil
local dnm = false
local first = true
constrli_draw = function()
local lplayer = EntityList.GetLocalPlayer()
if lplayer and lplayer:GetProp("m_iHealth") > 0 then
if image ~= nil then
Render.Image(image, Vector2.new(x:Get() - w:Get() - offset_x:Get(),y:Get() - h:Get() / 2), Vector2.new(x:Get() - offset_x:Get(),y:Get() + h:Get() / 2),Color.new(1.0,1.0,1.0,alpha:Get() / 255))
end
local health = lplayer:GetProp("m_iHealth")
if first then
if saved_health == nil then
saved_health = 0
end
saved_health = saved_health + 1
if saved_health > health then
first = false
saved_health = nil
end
health = saved_health
if health == nil then
health = 100
end
end
if before_health == nil then
before_health = health
end
if before_health > health and not dnm then
after_health = health
saved_health = before_health
dnm = true
elseif before_health < health then
before_health = health
end
if dnm then
local sub_value = before_health - after_health
if GlobalVars.tickcount % 2 == 0 then
saved_health = saved_health - 1
end
if saved_health <= after_health then
dnm = false
before_health = lplayer:GetProp("m_iHealth")
after_health = nil
saved_health = nil
end
health = saved_health
end
local px,py = x:Get(),y:Get()
local current_status = 1
local circle_radius = 4
local circle_radius2 = 3
local thickness_lines = 1
local line_one = { x:Get() + 60, y:Get() - 30 }
local line_two = { x:Get() + 200, y:Get() + 12 }
local line_three = { x:Get() + 360, y:Get() + 0 }
Render.CircleFilled(Vector2.new(line_one[1],line_one[2]) ,circle_radius2,30,Color.new(1.0,1.0,1.0,1.0) )
Render.CircleFilled(Vector2.new(line_two[1],line_two[2]) ,circle_radius2,30,Color.new(1.0,1.0,1.0,1.0) )
Render.CircleFilled(Vector2.new(line_three[1],line_three[2]) ,circle_radius2,30,Color.new(1.0,1.0,1.0,1.0) )
if health and health > 0 then
--0
Render.CircleFilled(Vector2.new(px,py) ,circle_radius,30,Color.new(1.0,1.0,1.0,1.0) )
local scale = 2
local value = 15
if health < 20 then
value = health
end
px,py = Draw_Lines(px,py,325,value * scale,thickness_lines,Color.new(1.0,1.0,1.0,1.0))
if health >= 15 then
--15
scale = 3
if health < 30 then
value = health - 15
end
Render.Line(Vector2.new(px,py),Vector2.new( line_one[1],line_one[2]),Color.new(1.0,1.0,1.0,100 / 255))
Render.CircleFilled(Vector2.new(px,py),circle_radius,30,Color.new(1.0,1.0,1.0,1.0))
px,py = Draw_Lines(px,py,30,value * scale,thickness_lines,Color.new(1.0,1.0,1.0,1.0))
if health >= 30 then
--30
scale = 5
if health < 45 then
value = health - 30
end
Render.Line(Vector2.new(px,py),Vector2.new( line_one[1],line_one[2]),Color.new(1.0,1.0,1.0,100 / 255))
Render.CircleFilled(Vector2.new(px,py),circle_radius,30,Color.new(1.0,1.0,1.0,1.0))
px,py = Draw_Lines(px,py,350,value * scale,thickness_lines,Color.new(1.0,1.0,1.0,1.0))
if health >= 45 then
scale = 5
if health < 60 then
value = health - 45
end
Render.Line(Vector2.new(px,py),Vector2.new( line_two[1],line_two[2]),Color.new(1.0,1.0,1.0,100 / 255))
Render.CircleFilled(Vector2.new(px,py),circle_radius,30,Color.new(1.0,1.0,1.0,1.0))
px,py = Draw_Lines(px,py,358,value * scale,thickness_lines,Color.new(1.0,1.0,1.0,1.0))
if health >= 60 then
--60
scale = 8
if health < 75 then
value = health - 60
end
Render.Line(Vector2.new(px,py),Vector2.new( line_two[1],line_two[2]),Color.new(1.0,1.0,1.0,100 / 255))
Render.CircleFilled(Vector2.new(px,py),circle_radius,30,Color.new(1.0,1.0,1.0,1.0))
px,py = Draw_Lines(px,py,15,value * scale,thickness_lines,Color.new(1.0,1.0,1.0,1.0))
if health >= 75 then
--75
scale = 1
if health < 80 then
value = health - 75
end
Render.CircleFilled(Vector2.new(px,py),circle_radius,30,Color.new(1.0,1.0,1.0,1.0))
px,py = Draw_Lines(px,py,355,value * scale,thickness_lines,Color.new(1.0,1.0,1.0,1.0))
if health >= 80 then
--80
scale = 5
if health < 90 then
value = health - 80
end
Render.Line(Vector2.new(px,py),Vector2.new( line_three[1],line_three[2]),Color.new(1.0,1.0,1.0,100 / 255))
Render.CircleFilled(Vector2.new(px,py),circle_radius,30,Color.new(1.0,1.0,1.0,1.0))
px,py = Draw_Lines(px,py,10,value * scale,thickness_lines,Color.new(1.0,1.0,1.0,1.0))
if health >= 90 then
scale = 5
value = health - 95
Render.Line(Vector2.new(px,py),Vector2.new( line_three[1],line_three[2]),Color.new(1.0,1.0,1.0,100 / 255))
Render.CircleFilled(Vector2.new(px,py),circle_radius,30,Color.new(1.0,1.0,1.0,1.0))
px,py = Draw_Lines(px,py,10,value * scale,thickness_lines,Color.new(1.0,1.0,1.0,1.0))
--Render.CircleFilled(Vector2.new(px,py),circle_radius,30,Color.new(1.0,1.0,1.0,1.0))
end
end
end
end
end
end
end
end
end
end
end
Consteli_Init()
local nn_indicator_draw
local function NN_Indicator_Init()
local font = Render.InitFont("Verdana", 10)
--binds
local isMD = Menu.FindVar("Aimbot","Ragebot","Accuracy","Minimum Damage")
local isBA = Menu.FindVar("Aimbot","Ragebot","Misc","Body Aim")
local isSP = Menu.FindVar("Aimbot","Ragebot","Misc","Safe Points")
local isDT = Menu.FindVar("Aimbot","Ragebot","Exploits","Double Tap")
local isAP = Menu.FindVar("Miscellaneous","Main","Movement","Auto Peek")
local isSW = Menu.FindVar("Aimbot","Anti Aim","Misc","Slow Walk")
local isHS = Menu.FindVar("Aimbot","Ragebot","Exploits","Hide Shots")
local yaw_base = Menu.FindVar("Aimbot","Anti Aim","Main","Yaw Base")
local NN_Enable = Menu.Switch("UNMANNED Indicator","Enable",true)
local UNMMANED_CLR = Menu.ColorEdit("UNMANNED Indicator","UNMMANED Color",Color.new(1.0,1.0,1.0,1.0))
local NNCLREN = Menu.ColorEdit("UNMANNED Indicator","Enabled Color",Color.new(1.0,1.0,1.0,1.0))
local NNCLRDIS = Menu.ColorEdit("UNMANNED Indicator","Disabled Color",Color.new(0.0,0.0,0.0,1.0))
local indicators = function()
local scsz = EngineClient.GetScreenSize()
local unmanned_size = Render.CalcTextSize("unmanned.lua",10)
local clr_dis,clr_en = NNCLRDIS:Get(),NNCLREN:Get()
scsz = scsz / 2
scsz.y = scsz.y + 6
Render.Text("unmanned.lua", scsz,UNMMANED_CLR:Get(), 10)
scsz.y = scsz.y + 12
Render.Text("dt", scsz,isDT:GetBool() and clr_en or clr_dis, 10)
scsz.y = scsz.y + 12
local damage_text = tostring(isMD:Get())
Render.Text(damage_text, scsz,isDT:GetBool() and clr_en or clr_dis, 10)
scsz.y = scsz.y + 12
Render.Text("peek", scsz,isAP:GetBool() and clr_en or clr_dis, 10)
end
nn_indicator_draw = function()
local lp = EntityList.GetClientEntity(EngineClient.GetLocalPlayer())
if lp == nil then return end
if not EngineClient.IsConnected() then return end
if lp:GetProp("m_iHealth") > 0 and NN_Enable:GetBool() then
indicators()
end
end
end
NN_Indicator_Init()
local damage_draw,damage_register_shot
local function Damage_Indicator()
local damage_enable = Menu.Switch("Damage Indicator","Enable",false)
local damage_clr = Menu.ColorEdit("Damage Indicator","Color",Color.new(1.0,1.0,1.0,1.0))
local damage_font = Menu.SliderFloat("Damage Indicator","Size",15.0,8.0,40.0)
local damage_saves = {}
local function clamp(v,min,max)
if v > max then
return max
elseif v < min then
return min
end
return v
end
damage_draw = function()
local lplayer = EntityList.GetLocalPlayer()
if not lplayer or not damage_enable:GetBool() then
damage_saves = {}
return
end
for i = 1,#damage_saves do
local t = damage_saves[i]
if t == nil then
return
end
if t.alpha == 0 then
table.remove(damage_saves,i)
goto skip
end
local screen_pos = Render.WorldToScreen(t.hit_origin)
local clr = damage_clr:Get()
clr.a = t.alpha
Render.Text(tostring(t.hit_damage),screen_pos,clr,11.0)
t.alpha = t.alpha - 0.01
t.alpha = clamp(t.alpha,0,1)
::skip::
end
end
damage_register_shot = function(shot)
local lplayer = EntityList.GetLocalPlayer()
if not lplayer or not (lplayer:GetProp("m_iHealth") > 0) or not damage_enable:GetBool() or shot.reason ~= 0 then
return
end
table.insert(damage_saves,{
hit_damage = shot.damage,
hit_origin = EntityList.GetClientEntity(shot.target_index):GetPlayer():GetHitboxCenter(shot.hitgroup),
alpha = 1.0
})
end
end
Damage_Indicator()
local spread_draw
local function SpreadCrosshair()
local enable = Menu.Switch("Indicator","Spread Crosshair",false)
local clr = Menu.ColorEdit("Indicator","Color",Color.new(1.0,1.0,1.0,0.5))
spread_draw = function ()
local lplayer = EntityList.GetLocalPlayer()
if not lplayer or not (lplayer:GetProp("m_iHealth") > 0) or not enable:GetBool() then
return
end
local weapon = lplayer:GetActiveWeapon()
if not weapon then
return
end
local inc = weapon:GetInaccuracy(weapon)
inc = inc * 500
local screen_size = EngineClient.GetScreenSize()
screen_size = screen_size / 2
Render.CircleFilled(screen_size,inc,60,clr:Get())
end
end
SpreadCrosshair()
Cheat.RegisterCallback("prediction",function (cmd)
unnamed_prediction(cmd)
end)
Cheat.RegisterCallback("createmove",function (cmd)
unnamed_jz_createmove(cmd)
end)
Cheat.RegisterCallback("draw", function()
indicator_draw()
skeet_indicator_draw()
visible_points_draw()
constrli_draw()
nn_indicator_draw()
damage_draw()
spread_draw()
end)
Cheat.RegisterCallback("events", function(e)
indicator_event(e)
log_event_reset(e)
end)
Cheat.RegisterCallback("registered_shot", function (info)
log_shot_print(info)
hitsound_register_shot(info)
damage_register_shot(info)
end)
Cheat.RegisterCallback("ragebot_shot", function(shot)
log_main(shot)
end)
Код: