LUA скрипт Пофиксите aa builder на фаталити пж

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Всем известно, что "нельзя" зафиксить луа скрипт запустив его в игре, посмотрев ошибку и изменив 1 слово. К сожалению из-за того, что луа скрипты фиксятся "очень" сложно мне пришлось целых 2 часа инжектить russian friendly чит и потратить целый час на фикс. В результате всех этих сложнейших операций я таки смог найти ошибку и исправить её, заключалась она в слове "Mega", которое нужно было заменить на "Roll".


Сложнейший луа скрипт:
--Lua made by Vegeto#1952 for fatality.win,
--feel free to paste if you wanna learn anything
--Here is a discord for a lua I'll be releasing: https://discord.gg/z4pv2WfV2n
--Have fun


--Edit the keys here--
--To find the Keys you need to go to this side: https://docs.microsoft.com/de-de/dotnet/api/system.windows.forms.keys?view=windowsdesktop-6.0
--Note stand and slowwalk is automatically adjusted you dont need to define a key for it.
local move_key1 = 87;    --W
local move_key2 = 65;    --A
local move_key3 = 83;    --S
local move_key4 = 68;    --D
local duck_key  = 17;     --CTRL/STRG
local jump_key  = 32;     --Spacebar/Leertaste

-------------------Standard Variables-------------------
    local engine_client     = csgo.interface_handler:get_engine_client()
    local globals              = csgo.interface_handler:get_global_vars()
    local entity_list           = csgo.interface_handler:get_entity_list( )
    local cvar                       = csgo.interface_handler:get_cvar()
    local events                   = csgo.interface_handler:get_events()
    local callbacks             = fatality.callbacks
    local menu              = fatality.menu
    local render            = fatality.render
    local input             = fatality.input
    local config               = fatality.config
    local ssize                  = render:screen_size()
  local font              = render:create_font('ArialWatermark', 13, 50, false, false, true)
-------------------End of Variables-------------------
  local conscfg      = config:add_item( "conscfg_2", 0)
  local cfgcfg   = config:add_item( "cfgcfg_2", 0) 
  local Pitchcfg       = config:add_item( "pitchcfg_2", 0)
  local Yawcfg         = config:add_item( "yawcfg_2", 0)
  local Yaddcfg        = config:add_item( "yawaddcfg_2", 0)
  local YAmountcfg     = config:add_item( "yamountcfg_2", 0)
  local FFreestandcfg   = config:add_item( "ffreestandcfg_2", 0)
  local FOVcfg         = config:add_item( "FOVcfg_2", 0)
  local Spincfg        = config:add_item( "Spincfg_2", 0)
  local Rangecfg       = config:add_item( "Rangecfg_2", 0)
  local Speedcfg       = config:add_item( "Speedcfg_2", 0)
  local jittercheckcfg  = config:add_item( "jittercheckcfg_2", 0)
  local jittercfg = config:add_item( "jittercfg_2", 0)
  local Faketypecfg    = config:add_item( "Faketypecfg_2", 0)
  local FAmountcfg     = config:add_item( "Famountcfg_2", 0)
  local Legcfg         = config:add_item( "Legcfg_2", 0)
  local Leantypecfg    = config:add_item( "Leantypecfg_2", 0)
  local LAmountcfg     = config:add_item( "LAmountcfg_2", 0)
  local FLModecfg      = config:add_item( "FLModecfg_2", 0)
  local FLLimitcfg     = config:add_item( "FLLimitcfg_2", 0)

  menu:add_button('->AA Builder<-', "MISC", "", "buy bot")
  local conscombo = menu:add_combo( "Conditions", "MISC", "", "buy bot", conscfg)
      conscombo:add_item( "Standing", conscfg);
      conscombo:add_item( "Moving", conscfg);
      conscombo:add_item( "Slowwalking", conscfg);
      conscombo:add_item( "In Air", conscfg);
      conscombo:add_item( "Crouching", conscfg)
  menu:add_button('->Yaw Builder<-', "MISC", "", "buy bot")
  local Pitchcombo     = menu:add_combo( "Pitch", "MISC", "", "buy bot", Pitchcfg)
    Pitchcombo:add_item( "None", Pitchcfg);
    Pitchcombo:add_item( "Down", Pitchcfg);
    Pitchcombo:add_item( "Up", Pitchcfg);
    Pitchcombo:add_item( "Zero", Pitchcfg);
  local Yawcombo         = menu:add_combo( "Yaw", "MISC", "", "buy bot", Yawcfg)
    Yawcombo:add_item( "None", Yawcfg);
    Yawcombo:add_item( "Backwards", Yawcfg);
    Yawcombo:add_item( "Zero", Yawcfg);
    Yawcombo:add_item( "Random", Yawcfg);
  local Yaddcheckbox       = menu:add_checkbox( "Yaw add", "MISC", "", "buy bot", Yaddcfg)
  local YAmountslider     = menu:add_slider( "Add", "MISC", "", "buy bot", YAmountcfg, -180, 180, 1 )
  local FOVcheckbox         = menu:add_checkbox( "At fov target", "MISC", "", "buy bot", FOVcfg)
  local Spincheckbox        = menu:add_checkbox( "Spin", "MISC", "", "buy bot", Spincfg)
  local Rangeslider       = menu:add_slider( "Spin Range", "MISC", "", "buy bot", Rangecfg, 0, 360, 1 )
  local Speedslider       = menu:add_slider( "Spin Speed", "MISC", "", "buy bot", Speedcfg, 0, 360, 1 )
  local jittercheckbox        = menu:add_checkbox( "Jitter", "MISC", "", "buy bot", jittercheckcfg)
  local jitterslider = menu:add_slider( "Jitter range", "MISC", "", "buy bot", jittercfg, -110, 110, 1 )
  menu:add_button('->Desync Builder<-', "MISC", "", "buy bot")
  local Faketypecombo    = menu:add_combo( "Fake", "MISC", "", "buy bot", Faketypecfg)
    Faketypecombo:add_item( "None", Faketypecfg);
    Faketypecombo:add_item( "Fake around real", Faketypecfg);
    Faketypecombo:add_item( "Real around fake", Faketypecfg);
    Faketypecombo:add_item( "Fluctuate", Faketypecfg);
  local FAmountslider     = menu:add_slider( "Fake amount", "MISC", "", "buy bot", FAmountcfg, -100, 100, 1 )
  local FFreestandcombo  = menu:add_combo( "Fake", "MISC", "", "buy bot", FFreestandcfg)
    FFreestandcombo:add_item( "None", FFreestandcfg);
    FFreestandcombo:add_item( "Normal", FFreestandcfg);
    FFreestandcombo:add_item( "Opposite", FFreestandcfg);
  local Legcombo         = menu:add_combo( "Leg Slide", "MISC", "", "buy bot", Legcfg)
    Legcombo:add_item( "None", Legcfg);
    Legcombo:add_item( "Never Slide", Legcfg);
    Legcombo:add_item( "Always Slide", Legcfg);
  local Leantypecombo    = menu:add_combo( "Lean Type", "MISC", "", "buy bot", Leantypecfg)
    Leantypecombo:add_item( "None", Leantypecfg);
    Leantypecombo:add_item( "Static", Leantypecfg);
    Leantypecombo:add_item( "Extend Fake", Leantypecfg);
    Leantypecombo:add_item( "Freestand", Leantypecfg);
    Leantypecombo:add_item( "Freestand Opposite", Leantypecfg);
    Leantypecombo:add_item( "Jitter", Leantypecfg);
  local LAmountslider    = menu:add_slider( "Lean amount", "MISC", "", "buy bot", LAmountcfg, -100, 100, 1 )
  menu:add_button('->FL Builder<-', "MISC", "", "buy bot")
  local FLModecombo   = menu:add_combo( "Fakelag", "MISC", "", "buy bot", FLModecfg)
    FLModecombo:add_item( "None", FLModecfg);
    FLModecombo:add_item( "Always on", FLModecfg);
    FLModecombo:add_item( "Adaptive", FLModecfg);
  local FLLimitslider     = menu:add_slider( "Fakelag amount", "MISC", "", "buy bot", FLLimitcfg, 0, 14, 1 )
  --Start Custom Variables
    local startcon = conscfg:get_int()
    local curcon = conscfg:get_int()
    local curcon1 = ""
    local jvalue = 0;
  --End Custom Variables
local calls = {
  Pitch     = menu:get_reference("RAGE", "ANTI-AIM", "Angles", "Pitch"),
  Yaw       = menu:get_reference("RAGE", "ANTI-AIM", "Angles", "Yaw"),
  Yadd      = menu:get_reference("RAGE", "ANTI-AIM", "Angles", "Yaw add"),
  YAmount    = menu:get_reference("RAGE", "ANTI-AIM", "Angles", "Add"),
  Freestand = menu:get_reference("RAGE", "ANTI-AIM", "Angles", "Freestand"),
  FOV         = menu:get_reference("RAGE", "ANTI-AIM", "Angles", "At fov target"),
  Spin         = menu:get_reference("RAGE", "ANTI-AIM", "Angles", "Spin"),
  Range     = menu:get_reference("RAGE", "ANTI-AIM", "Angles", "Range"),
  Speed     = menu:get_reference("RAGE", "ANTI-AIM", "Angles", "Speed"),
  menuJitter  = menu:get_reference("RAGE", "ANTI-AIM", "Angles", "Jitter"),
  Faketype     = menu:get_reference("RAGE", "ANTI-AIM", "Desync", "Fake"),
  FAmount     = menu:get_reference("RAGE", "ANTI-AIM", "Desync", "Fake amount"),
  FFreestand= menu:get_reference("RAGE", "ANTI-AIM", "Desync", "Freestand fake"),
  Leg         = menu:get_reference("RAGE", "ANTI-AIM", "Desync", "Leg slide"),
  Leantype    = menu:get_reference("RAGE", "ANTI-AIM", "Desync", "Roll lean"),
  LAmount    = menu:get_reference("RAGE", "ANTI-AIM", "Desync", "Lean amount"),
  EnsureLean= menu:get_reference("RAGE", "ANTI-AIM", "Desync", "Ensure lean"),
  FLMode     = menu:get_reference("RAGE", "ANTI-AIM", "Fakelag", "Mode"),
  FLLimit    = menu:get_reference("RAGE", "ANTI-AIM", "Fakelag", "Limit"),
}
local stand = {
  Pitch     = 0,
  Yaw       = 0,
  Yadd      = false,
  YAmount    = 0,
  FOV         = false,
  Spin         = false,
  Range     = 0,
  Speed     = 0,
  jitter  = false;
  jitteramount = 0;
  Faketype     = 0,
  FAmount     = 0,
  FFreestand= 0,
  Leg         = 0,
  Leantype    = 0,
  LAmount    = 0,
  FLMode     = 0,
  FLLimit    = 0,
}
local move = {
  Pitch   = 0,
  Yaw     = 0,
  Yadd    = false,
  YAmount = 0,
  FOV     = false,
  Spin    = false,
  Range   = 0,
  Speed   = 0,
  jitter  = false;
  jitteramount = 0;
  Faketype  = 0,
  FAmount   = 0,
  FFreestand= 0,
  Leg     = 0,
  Leantype  = 0,
  LAmount = 0,
  FLMode  = 0,
  FLLimit = 0,
}
local slowwalk = {
  Pitch   = 0,
  Yaw     = 0,
  Yadd    = false,
  YAmount = 0,
  FOV     = false,
  Spin    = false,
  Range   = 0,
  Speed   = 0,
  jitter  = false;
  jitteramount = 0;
  Faketype  = 0,
  FAmount   = 0,
  FFreestand= 0,
  Leg     = 0,
  Leantype  = 0,
  LAmount = 0,
  FLMode  = 0,
  FLLimit = 0,
}
local air = {
  Pitch   = 0,
  Yaw     = 0,
  Yadd    = false,
  YAmount = 0,
  FOV     = false,
  Spin    = false,
  Range   = 0,
  Speed   = 0,
  jitter  = false;
  jitteramount = 0;
  Faketype  = 0,
  FAmount   = 0,
  FFreestand= 0,
  Leg     = 0,
  Leantype  = 0,
  LAmount = 0,
  FLMode  = 0,
  FLLimit = 0,
}
local crouch = {
  Pitch   = 0,
  Yaw     = 0,
  Yadd    = false,
  YAmount = 0,
  FOV     = false,
  Spin    = false,
  Range   = 0,
  Speed   = 0,
  jitter  = false;
  jitteramount = 0;
  Faketype  = 0,
  FAmount   = 0,
  FFreestand= 0,
  Leg     = 0,
  Leantype  = 0,
  LAmount = 0,
  FLMode  = 0,
  FLLimit = 0,
}
function tab_aa(state)
  state.Pitch     = Pitchcfg:get_int()
  state.Yaw       = Yawcfg:get_int()
  state.Yadd      = Yaddcfg:get_bool()
  state.YAmount   = YAmountcfg:get_int()
  state.FOV       = FOVcfg:get_bool()
  state.Spin      = Spincfg:get_bool()
  state.Range     = Rangecfg:get_int()
  state.Speed     = Speedcfg:get_int()
  state.jitter    = jittercheckcfg:get_bool()
  state.jitteramount = jittercfg:get_int()
  state.Faketype  = Faketypecfg:get_int()
  state.FAmount   = FAmountcfg:get_int()
  state.FFreestand= FFreestandcfg:get_int()
  state.Leg       = Legcfg:get_int()
  state.Leantype  = Leantypecfg:get_int()
  state.LAmount   = LAmountcfg:get_int()
  state.FLMode    = FLModecfg:get_int()
  state.FLLimit   = FLLimitcfg:get_int()
end
function menu_update_values(state)
  Pitchcfg:set_int(state.Pitch)
  Yawcfg:set_int(state.Yaw)
  Yaddcfg:set_bool(state.Yadd)
  YAmountcfg:set_int(state.YAmount)
  FOVcfg:set_bool(state.FOV)
  Spincfg:set_bool(state.Spin)
  Rangecfg:set_int(state.Range)
  Speedcfg:set_int(state.Speed)
  jittercheckcfg:set_bool(state.jitter) 
  jittercfg:set_int(state.jitteramount)
  Faketypecfg:set_int(state.Faketype)
  FAmountcfg:set_int(state.FAmount)
  FFreestandcfg:set_int(state.FFreestand)
  Legcfg:set_int(state.Leg )
  Leantypecfg:set_int(state.Leantype )
  LAmountcfg:set_int(state.LAmount)
  FLModecfg:set_int(state.FLMode)
  FLLimitcfg:set_int(state.FLLimit)
end
function Jitter(state)
  Yaddcfg:set_bool(true)
  local value1 = state.jitteramount
  local value2 = (state.jitteramount*-1)
  local tick = globals.tickcount % 2
  if tick >= 1 then
     jvalue = value1
  else
     jvalue = value2
  end
end 
function menu_values(state)
  calls.Pitch:set_int(state.Pitch)
  calls.Yaw:set_int(state.Yaw)
  calls.Yadd:set_bool(state.Yadd)
  calls.YAmount:set_int(state.YAmount)
  calls.FOV:set_bool(state.FOV)
  calls.Spin:set_bool(state.Spin)
  calls.Range:set_int(state.Range)
  calls.Speed:set_int(state.Speed)
  if jittercheckcfg:get_bool() == true then
    Jitter(state)
      calls.YAmount:set_int((jvalue + state.YAmount))
  end
  calls.Faketype:set_int(state.Faketype)
  calls.FAmount:set_int(state.FAmount)
  calls.FFreestand:set_int(state.FFreestand)
  calls.Leg:set_int(state.Leg )
  calls.Leantype:set_int(state.Leantype )
  calls.LAmount:set_int(state.LAmount)
  calls.FLMode:set_int(state.FLMode)
  calls.FLLimit:set_int(state.FLLimit)
  calls.menuJitter:set_bool(false)
end                                                                                                             
function update_menu()
   curcon = conscfg:get_int()
   if startcon ~= curcon then
      startcon = curcon
       if startcon == 3 then     menu_update_values(air);
       elseif startcon == 4 then menu_update_values(crouch);
       elseif startcon == 2 then menu_update_values(slowwalk);
       elseif startcon == 1 then menu_update_values(move);
       elseif startcon == 0 then menu_update_values(stand); end
       end
end
function condition()
    --local localplayer = entity_list:get_localplayer();                                                                --Ignore that, if the API recode is released Im going to do alot of stuff with netvars!     
    --local veli = localplayer:get_var_vector("CBasePlayer->m_vecVelocity[0]")
    --local vel = math.ceil(math.sqrt(math.abs(veli.x)*math.abs(veli.x)+math.abs(veli.y)*math.abs(veli.y)))
    --duck = localplayer:get_var_bool("CBasePlayer->m_bDucked")
    --local air = localplayer:get_var_bool("CBasePlayer->m_hGroundEntity")
    local slowwalk = menu:get_reference("MISC", "", "Movement", "Slide")
    if input:is_key_down(jump_key) then
        curcon1 = "air"
    elseif input:is_key_down(duck_key) then
        curcon1 = "crouch"
    elseif slowwalk:get_bool() and (input:is_key_down(move_key1) or input:is_key_down(move_key2) or input:is_key_down(move_key3) or input:is_key_down(move_key4)) then
        curcon1 = "slowwalk"
    elseif input:is_key_down(move_key1) or input:is_key_down(move_key2) or input:is_key_down(move_key3) or input:is_key_down(move_key4) then
        curcon1 = "move"
    else
        curcon1 = "stand"
    end
end
function add_fata_aa()
  if curcon1 == "stand" then
    menu_values(stand)
  elseif curcon1 == "move" then
    menu_values(move)
  elseif curcon1 == "slowwalk" then
    menu_values(slowwalk)
  elseif curcon1 == "crouch" then
    menu_values(crouch)
  elseif curcon1 == "air" then
    menu_values(air)
  end
end
function on_paint()
  condition()
  update_menu()
  add_fata_aa()
      if startcon == 3 then     tab_aa(air)
      elseif startcon == 4 then tab_aa(crouch)
      elseif startcon == 2 then tab_aa(slowwalk)
      elseif startcon == 1 then tab_aa(move)
      elseif startcon == 0 then tab_aa(stand)
  end
end
callbacks:add('paint', on_paint)
 
Пользователь
Статус
Оффлайн
Регистрация
14 Май 2020
Сообщения
230
Реакции[?]
47
Поинты[?]
3K
Всем известно, что "нельзя" зафиксить луа скрипт запустив его в игре, посмотрев ошибку и изменив 1 слово. К сожалению из-за того, что луа скрипты фиксятся "очень" сложно мне пришлось целых 2 часа инжектить russian friendly чит и потратить целый час на фикс. В результате всех этих сложнейших операций я таки смог найти ошибку и исправить её, заключалась она в слове "Mega", которое нужно было заменить на "Roll".


Сложнейший луа скрипт:
--Lua made by Vegeto#1952 for fatality.win,
--feel free to paste if you wanna learn anything
--Here is a discord for a lua I'll be releasing: https://discord.gg/z4pv2WfV2n
--Have fun


--Edit the keys here--
--To find the Keys you need to go to this side: https://docs.microsoft.com/de-de/dotnet/api/system.windows.forms.keys?view=windowsdesktop-6.0
--Note stand and slowwalk is automatically adjusted you dont need to define a key for it.
local move_key1 = 87;    --W
local move_key2 = 65;    --A
local move_key3 = 83;    --S
local move_key4 = 68;    --D
local duck_key  = 17;     --CTRL/STRG
local jump_key  = 32;     --Spacebar/Leertaste

-------------------Standard Variables-------------------
    local engine_client     = csgo.interface_handler:get_engine_client()
    local globals              = csgo.interface_handler:get_global_vars()
    local entity_list           = csgo.interface_handler:get_entity_list( )
    local cvar                       = csgo.interface_handler:get_cvar()
    local events                   = csgo.interface_handler:get_events()
    local callbacks             = fatality.callbacks
    local menu              = fatality.menu
    local render            = fatality.render
    local input             = fatality.input
    local config               = fatality.config
    local ssize                  = render:screen_size()
  local font              = render:create_font('ArialWatermark', 13, 50, false, false, true)
-------------------End of Variables-------------------
  local conscfg      = config:add_item( "conscfg_2", 0)
  local cfgcfg   = config:add_item( "cfgcfg_2", 0)
  local Pitchcfg       = config:add_item( "pitchcfg_2", 0)
  local Yawcfg         = config:add_item( "yawcfg_2", 0)
  local Yaddcfg        = config:add_item( "yawaddcfg_2", 0)
  local YAmountcfg     = config:add_item( "yamountcfg_2", 0)
  local FFreestandcfg   = config:add_item( "ffreestandcfg_2", 0)
  local FOVcfg         = config:add_item( "FOVcfg_2", 0)
  local Spincfg        = config:add_item( "Spincfg_2", 0)
  local Rangecfg       = config:add_item( "Rangecfg_2", 0)
  local Speedcfg       = config:add_item( "Speedcfg_2", 0)
  local jittercheckcfg  = config:add_item( "jittercheckcfg_2", 0)
  local jittercfg = config:add_item( "jittercfg_2", 0)
  local Faketypecfg    = config:add_item( "Faketypecfg_2", 0)
  local FAmountcfg     = config:add_item( "Famountcfg_2", 0)
  local Legcfg         = config:add_item( "Legcfg_2", 0)
  local Leantypecfg    = config:add_item( "Leantypecfg_2", 0)
  local LAmountcfg     = config:add_item( "LAmountcfg_2", 0)
  local FLModecfg      = config:add_item( "FLModecfg_2", 0)
  local FLLimitcfg     = config:add_item( "FLLimitcfg_2", 0)

  menu:add_button('->AA Builder<-', "MISC", "", "buy bot")
  local conscombo = menu:add_combo( "Conditions", "MISC", "", "buy bot", conscfg)
      conscombo:add_item( "Standing", conscfg);
      conscombo:add_item( "Moving", conscfg);
      conscombo:add_item( "Slowwalking", conscfg);
      conscombo:add_item( "In Air", conscfg);
      conscombo:add_item( "Crouching", conscfg)
  menu:add_button('->Yaw Builder<-', "MISC", "", "buy bot")
  local Pitchcombo     = menu:add_combo( "Pitch", "MISC", "", "buy bot", Pitchcfg)
    Pitchcombo:add_item( "None", Pitchcfg);
    Pitchcombo:add_item( "Down", Pitchcfg);
    Pitchcombo:add_item( "Up", Pitchcfg);
    Pitchcombo:add_item( "Zero", Pitchcfg);
  local Yawcombo         = menu:add_combo( "Yaw", "MISC", "", "buy bot", Yawcfg)
    Yawcombo:add_item( "None", Yawcfg);
    Yawcombo:add_item( "Backwards", Yawcfg);
    Yawcombo:add_item( "Zero", Yawcfg);
    Yawcombo:add_item( "Random", Yawcfg);
  local Yaddcheckbox       = menu:add_checkbox( "Yaw add", "MISC", "", "buy bot", Yaddcfg)
  local YAmountslider     = menu:add_slider( "Add", "MISC", "", "buy bot", YAmountcfg, -180, 180, 1 )
  local FOVcheckbox         = menu:add_checkbox( "At fov target", "MISC", "", "buy bot", FOVcfg)
  local Spincheckbox        = menu:add_checkbox( "Spin", "MISC", "", "buy bot", Spincfg)
  local Rangeslider       = menu:add_slider( "Spin Range", "MISC", "", "buy bot", Rangecfg, 0, 360, 1 )
  local Speedslider       = menu:add_slider( "Spin Speed", "MISC", "", "buy bot", Speedcfg, 0, 360, 1 )
  local jittercheckbox        = menu:add_checkbox( "Jitter", "MISC", "", "buy bot", jittercheckcfg)
  local jitterslider = menu:add_slider( "Jitter range", "MISC", "", "buy bot", jittercfg, -110, 110, 1 )
  menu:add_button('->Desync Builder<-', "MISC", "", "buy bot")
  local Faketypecombo    = menu:add_combo( "Fake", "MISC", "", "buy bot", Faketypecfg)
    Faketypecombo:add_item( "None", Faketypecfg);
    Faketypecombo:add_item( "Fake around real", Faketypecfg);
    Faketypecombo:add_item( "Real around fake", Faketypecfg);
    Faketypecombo:add_item( "Fluctuate", Faketypecfg);
  local FAmountslider     = menu:add_slider( "Fake amount", "MISC", "", "buy bot", FAmountcfg, -100, 100, 1 )
  local FFreestandcombo  = menu:add_combo( "Fake", "MISC", "", "buy bot", FFreestandcfg)
    FFreestandcombo:add_item( "None", FFreestandcfg);
    FFreestandcombo:add_item( "Normal", FFreestandcfg);
    FFreestandcombo:add_item( "Opposite", FFreestandcfg);
  local Legcombo         = menu:add_combo( "Leg Slide", "MISC", "", "buy bot", Legcfg)
    Legcombo:add_item( "None", Legcfg);
    Legcombo:add_item( "Never Slide", Legcfg);
    Legcombo:add_item( "Always Slide", Legcfg);
  local Leantypecombo    = menu:add_combo( "Lean Type", "MISC", "", "buy bot", Leantypecfg)
    Leantypecombo:add_item( "None", Leantypecfg);
    Leantypecombo:add_item( "Static", Leantypecfg);
    Leantypecombo:add_item( "Extend Fake", Leantypecfg);
    Leantypecombo:add_item( "Freestand", Leantypecfg);
    Leantypecombo:add_item( "Freestand Opposite", Leantypecfg);
    Leantypecombo:add_item( "Jitter", Leantypecfg);
  local LAmountslider    = menu:add_slider( "Lean amount", "MISC", "", "buy bot", LAmountcfg, -100, 100, 1 )
  menu:add_button('->FL Builder<-', "MISC", "", "buy bot")
  local FLModecombo   = menu:add_combo( "Fakelag", "MISC", "", "buy bot", FLModecfg)
    FLModecombo:add_item( "None", FLModecfg);
    FLModecombo:add_item( "Always on", FLModecfg);
    FLModecombo:add_item( "Adaptive", FLModecfg);
  local FLLimitslider     = menu:add_slider( "Fakelag amount", "MISC", "", "buy bot", FLLimitcfg, 0, 14, 1 )
  --Start Custom Variables
    local startcon = conscfg:get_int()
    local curcon = conscfg:get_int()
    local curcon1 = ""
    local jvalue = 0;
  --End Custom Variables
local calls = {
  Pitch     = menu:get_reference("RAGE", "ANTI-AIM", "Angles", "Pitch"),
  Yaw       = menu:get_reference("RAGE", "ANTI-AIM", "Angles", "Yaw"),
  Yadd      = menu:get_reference("RAGE", "ANTI-AIM", "Angles", "Yaw add"),
  YAmount    = menu:get_reference("RAGE", "ANTI-AIM", "Angles", "Add"),
  Freestand = menu:get_reference("RAGE", "ANTI-AIM", "Angles", "Freestand"),
  FOV         = menu:get_reference("RAGE", "ANTI-AIM", "Angles", "At fov target"),
  Spin         = menu:get_reference("RAGE", "ANTI-AIM", "Angles", "Spin"),
  Range     = menu:get_reference("RAGE", "ANTI-AIM", "Angles", "Range"),
  Speed     = menu:get_reference("RAGE", "ANTI-AIM", "Angles", "Speed"),
  menuJitter  = menu:get_reference("RAGE", "ANTI-AIM", "Angles", "Jitter"),
  Faketype     = menu:get_reference("RAGE", "ANTI-AIM", "Desync", "Fake"),
  FAmount     = menu:get_reference("RAGE", "ANTI-AIM", "Desync", "Fake amount"),
  FFreestand= menu:get_reference("RAGE", "ANTI-AIM", "Desync", "Freestand fake"),
  Leg         = menu:get_reference("RAGE", "ANTI-AIM", "Desync", "Leg slide"),
  Leantype    = menu:get_reference("RAGE", "ANTI-AIM", "Desync", "Roll lean"),
  LAmount    = menu:get_reference("RAGE", "ANTI-AIM", "Desync", "Lean amount"),
  EnsureLean= menu:get_reference("RAGE", "ANTI-AIM", "Desync", "Ensure lean"),
  FLMode     = menu:get_reference("RAGE", "ANTI-AIM", "Fakelag", "Mode"),
  FLLimit    = menu:get_reference("RAGE", "ANTI-AIM", "Fakelag", "Limit"),
}
local stand = {
  Pitch     = 0,
  Yaw       = 0,
  Yadd      = false,
  YAmount    = 0,
  FOV         = false,
  Spin         = false,
  Range     = 0,
  Speed     = 0,
  jitter  = false;
  jitteramount = 0;
  Faketype     = 0,
  FAmount     = 0,
  FFreestand= 0,
  Leg         = 0,
  Leantype    = 0,
  LAmount    = 0,
  FLMode     = 0,
  FLLimit    = 0,
}
local move = {
  Pitch   = 0,
  Yaw     = 0,
  Yadd    = false,
  YAmount = 0,
  FOV     = false,
  Spin    = false,
  Range   = 0,
  Speed   = 0,
  jitter  = false;
  jitteramount = 0;
  Faketype  = 0,
  FAmount   = 0,
  FFreestand= 0,
  Leg     = 0,
  Leantype  = 0,
  LAmount = 0,
  FLMode  = 0,
  FLLimit = 0,
}
local slowwalk = {
  Pitch   = 0,
  Yaw     = 0,
  Yadd    = false,
  YAmount = 0,
  FOV     = false,
  Spin    = false,
  Range   = 0,
  Speed   = 0,
  jitter  = false;
  jitteramount = 0;
  Faketype  = 0,
  FAmount   = 0,
  FFreestand= 0,
  Leg     = 0,
  Leantype  = 0,
  LAmount = 0,
  FLMode  = 0,
  FLLimit = 0,
}
local air = {
  Pitch   = 0,
  Yaw     = 0,
  Yadd    = false,
  YAmount = 0,
  FOV     = false,
  Spin    = false,
  Range   = 0,
  Speed   = 0,
  jitter  = false;
  jitteramount = 0;
  Faketype  = 0,
  FAmount   = 0,
  FFreestand= 0,
  Leg     = 0,
  Leantype  = 0,
  LAmount = 0,
  FLMode  = 0,
  FLLimit = 0,
}
local crouch = {
  Pitch   = 0,
  Yaw     = 0,
  Yadd    = false,
  YAmount = 0,
  FOV     = false,
  Spin    = false,
  Range   = 0,
  Speed   = 0,
  jitter  = false;
  jitteramount = 0;
  Faketype  = 0,
  FAmount   = 0,
  FFreestand= 0,
  Leg     = 0,
  Leantype  = 0,
  LAmount = 0,
  FLMode  = 0,
  FLLimit = 0,
}
function tab_aa(state)
  state.Pitch     = Pitchcfg:get_int()
  state.Yaw       = Yawcfg:get_int()
  state.Yadd      = Yaddcfg:get_bool()
  state.YAmount   = YAmountcfg:get_int()
  state.FOV       = FOVcfg:get_bool()
  state.Spin      = Spincfg:get_bool()
  state.Range     = Rangecfg:get_int()
  state.Speed     = Speedcfg:get_int()
  state.jitter    = jittercheckcfg:get_bool()
  state.jitteramount = jittercfg:get_int()
  state.Faketype  = Faketypecfg:get_int()
  state.FAmount   = FAmountcfg:get_int()
  state.FFreestand= FFreestandcfg:get_int()
  state.Leg       = Legcfg:get_int()
  state.Leantype  = Leantypecfg:get_int()
  state.LAmount   = LAmountcfg:get_int()
  state.FLMode    = FLModecfg:get_int()
  state.FLLimit   = FLLimitcfg:get_int()
end
function menu_update_values(state)
  Pitchcfg:set_int(state.Pitch)
  Yawcfg:set_int(state.Yaw)
  Yaddcfg:set_bool(state.Yadd)
  YAmountcfg:set_int(state.YAmount)
  FOVcfg:set_bool(state.FOV)
  Spincfg:set_bool(state.Spin)
  Rangecfg:set_int(state.Range)
  Speedcfg:set_int(state.Speed)
  jittercheckcfg:set_bool(state.jitter)
  jittercfg:set_int(state.jitteramount)
  Faketypecfg:set_int(state.Faketype)
  FAmountcfg:set_int(state.FAmount)
  FFreestandcfg:set_int(state.FFreestand)
  Legcfg:set_int(state.Leg )
  Leantypecfg:set_int(state.Leantype )
  LAmountcfg:set_int(state.LAmount)
  FLModecfg:set_int(state.FLMode)
  FLLimitcfg:set_int(state.FLLimit)
end
function Jitter(state)
  Yaddcfg:set_bool(true)
  local value1 = state.jitteramount
  local value2 = (state.jitteramount*-1)
  local tick = globals.tickcount % 2
  if tick >= 1 then
     jvalue = value1
  else
     jvalue = value2
  end
end
function menu_values(state)
  calls.Pitch:set_int(state.Pitch)
  calls.Yaw:set_int(state.Yaw)
  calls.Yadd:set_bool(state.Yadd)
  calls.YAmount:set_int(state.YAmount)
  calls.FOV:set_bool(state.FOV)
  calls.Spin:set_bool(state.Spin)
  calls.Range:set_int(state.Range)
  calls.Speed:set_int(state.Speed)
  if jittercheckcfg:get_bool() == true then
    Jitter(state)
      calls.YAmount:set_int((jvalue + state.YAmount))
  end
  calls.Faketype:set_int(state.Faketype)
  calls.FAmount:set_int(state.FAmount)
  calls.FFreestand:set_int(state.FFreestand)
  calls.Leg:set_int(state.Leg )
  calls.Leantype:set_int(state.Leantype )
  calls.LAmount:set_int(state.LAmount)
  calls.FLMode:set_int(state.FLMode)
  calls.FLLimit:set_int(state.FLLimit)
  calls.menuJitter:set_bool(false)
end                                                                                                            
function update_menu()
   curcon = conscfg:get_int()
   if startcon ~= curcon then
      startcon = curcon
       if startcon == 3 then     menu_update_values(air);
       elseif startcon == 4 then menu_update_values(crouch);
       elseif startcon == 2 then menu_update_values(slowwalk);
       elseif startcon == 1 then menu_update_values(move);
       elseif startcon == 0 then menu_update_values(stand); end
       end
end
function condition()
    --local localplayer = entity_list:get_localplayer();                                                                --Ignore that, if the API recode is released Im going to do alot of stuff with netvars!    
    --local veli = localplayer:get_var_vector("CBasePlayer->m_vecVelocity[0]")
    --local vel = math.ceil(math.sqrt(math.abs(veli.x)*math.abs(veli.x)+math.abs(veli.y)*math.abs(veli.y)))
    --duck = localplayer:get_var_bool("CBasePlayer->m_bDucked")
    --local air = localplayer:get_var_bool("CBasePlayer->m_hGroundEntity")
    local slowwalk = menu:get_reference("MISC", "", "Movement", "Slide")
    if input:is_key_down(jump_key) then
        curcon1 = "air"
    elseif input:is_key_down(duck_key) then
        curcon1 = "crouch"
    elseif slowwalk:get_bool() and (input:is_key_down(move_key1) or input:is_key_down(move_key2) or input:is_key_down(move_key3) or input:is_key_down(move_key4)) then
        curcon1 = "slowwalk"
    elseif input:is_key_down(move_key1) or input:is_key_down(move_key2) or input:is_key_down(move_key3) or input:is_key_down(move_key4) then
        curcon1 = "move"
    else
        curcon1 = "stand"
    end
end
function add_fata_aa()
  if curcon1 == "stand" then
    menu_values(stand)
  elseif curcon1 == "move" then
    menu_values(move)
  elseif curcon1 == "slowwalk" then
    menu_values(slowwalk)
  elseif curcon1 == "crouch" then
    menu_values(crouch)
  elseif curcon1 == "air" then
    menu_values(air)
  end
end
function on_paint()
  condition()
  update_menu()
  add_fata_aa()
      if startcon == 3 then     tab_aa(air)
      elseif startcon == 4 then tab_aa(crouch)
      elseif startcon == 2 then tab_aa(slowwalk)
      elseif startcon == 1 then tab_aa(move)
      elseif startcon == 0 then tab_aa(stand)
  end
end
callbacks:add('paint', on_paint)
Спасибо за твои старания, всяким юзерам хуевой русской пасты теперь будет легче сосать у настоящих игроков с настоящими читами так как этот билдер абсолютно нихуя не меняет и анти аимы остаются такими же хуевыми.
 
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Спасибо за твои старания, всяким юзерам хуевой русской пасты теперь будет легче сосать у настоящих игроков с настоящими читами так как этот билдер абсолютно нихуя не меняет и анти аимы остаются такими же хуевыми.
если ты про нл то ты ошибаешься чит топ
 
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Спасибо за твои старания, всяким юзерам хуевой русской пасты теперь будет легче сосать у настоящих игроков с настоящими читами так как этот билдер абсолютно нихуя не меняет и анти аимы остаются такими же хуевыми.
Ну я пока листал до 302 строки мелко глянул, дефолтный мувстейт вроде
 
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Братанчики луашка вроде как на фаталити но ладно
А нихуя, тогда какой долбаеб сделал билдер на фаталити если там и так анти аимы можно настроить нормально.
 
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