fuck gamesense.is all my homies use otcv2
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Автор темы
- #1
скажите что лучше сделать, какие нибудь импрувы по коду и т.д.
SS:
JavaScript:
var screen_size = Render.GetScreenSize();
var safepoint = UI.GetValue(["Rage", "General", "General", "Key assignment", "Force safe point"])
var baim = UI.GetValue(["Rage", "General", "General", "Key assignment", "Force body aim"])
const texts = [
[[255, 255, 255, 255], "DEATH"],
[[125, 255, 125, 255], "LESS"]
];
Render.StringMultiColor = function (x, y, centered, text, font) { // dermagister
var xx = 0;
for (var i = 0; i < text.length; i++) {
Render.String(x + xx + 1, y + 1, centered, text[i][1], [0, 0, 0, 255], font);
Render.String(x + xx, y, centered, text[i][1], text[i][0], font);
xx = Render.TextSize(text[i][1], font)[0];
}
}
function isRealInverted() { // dfrnz (Neverlose Company)
var diff = Local.GetRealYaw() - Local.GetFakeYaw()
while (diff > 180) diff -= 360;
while (diff < 180) diff += 360;
return Math.abs(diff) >= 360;
}
function drawing() {
var pfont = Render.GetFont('Verdanab.ttf', 8, true)
var screen_size = Render.GetScreenSize()
var isos = UI.GetValue(["Rage", "Exploits", "Keys", "Key assignment", "Hide shots"])
var isdt = UI.GetValue(["Rage", "Exploits", "Keys", "Key assignment", "Double tap"])
if(isdt) {
Render.String(screen_size[0] / 2 + 4, screen_size[1] / 2 + 25 + 1, 0, "DT", [0, 0, 0, 255], pfont);
Render.String(screen_size[0] / 2 + 3, screen_size[1] / 2 + 26, 0, "DT", Exploit.GetCharge() == 1 ? [255, 255, 255, 255] : [255, 0, 0, 255], pfont)
} else if(isos) {
Render.String(screen_size[0] / 2 + 4, screen_size[1] / 2 + 25 + 1, 0, "OS", [0, 0, 0, 255], pfont)
Render.String(screen_size[0] / 2 + 3, screen_size[1] / 2 + 26, 0, "OS", [255, 255, 255, 255], pfont)
}
if(isRealInverted()) {
Render.FilledRect(screen_size[0] / 2 + 3, screen_size[1] / 2 + 14, 65, 4, [0, 0, 0, 255]);
Render.FilledRect(screen_size[0] / 2 + 36, screen_size[1] / 2 + 15, 31.5, 2, [125, 255, 125, 255])
Render.FilledRect(screen_size[0] / 2 + 4, screen_size[1] / 2 + 15, 31.5, 2, [50, 50, 50, 255])
Render.String(screen_size[0] / 2 + 4, screen_size[1] / 2 + 19, 0, "SIDE: R", [0, 0, 0, 255], pfont)
Render.String(screen_size[0] / 2 + 3, screen_size[1] / 2 + 18, 0, "SIDE: R", [255, 255, 255, 255], pfont)
} else {
Render.FilledRect(screen_size[0] / 2 + 3, screen_size[1] / 2 + 14, 65, 4, [0, 0, 0, 255])
Render.FilledRect(screen_size[0] / 2 + 4, screen_size[1] / 2 + 15, 32, 2, [125, 255, 125, 255])
Render.FilledRect(screen_size[0] / 2 + 36, screen_size[1] / 2 + 15, 31.5, 2, [50, 50, 50, 255])
Render.String(screen_size[0] / 2 + 4, screen_size[1] / 2 + 19, 0, "SIDE: L", [0, 0, 0, 255], pfont)
Render.String(screen_size[0] / 2 + 3, screen_size[1] / 2 + 18, 0, "SIDE: L", [255, 255, 255, 255], pfont)
}
}
function stableinfobar() {
var slowwalking = UI.GetValue(["Rage", "Anti Aim", "General", "Key assignment", "Slow walk"]);
function getVelocity(index) {
players = Entity.GetPlayers();
for(i = 0; i < players.length; i++); {
var velocity = Entity.GetProp(index, "CBasePlayer", "m_vecVelocity[0]");
var speed = Math.sqrt(velocity[0] * velocity[0] + velocity[1] * velocity[1]);
}
return speed;
}
var velocity = Math.round(getVelocity(Entity.GetLocalPlayer())).toString();
var Inair = function() {
if(!(Entity.GetProp(Entity.GetLocalPlayer(), "CBasePlayer", "m_fFlags") & (1 << 0))) {
return true;
} else {
return false;
}
}
var pfont = Render.GetFont('Verdanab.ttf', 8, true)
var titlefont = Render.GetFont('Verdanab.ttf', 10, true)
var screen_size = Render.GetScreenSize()
var real_yaw = Local.GetRealYaw()
var fake_yaw = Local.GetFakeYaw()
var delta = Math.min(Math.abs(real_yaw - fake_yaw) / 2, 60).toFixed(0)
Render.String(51, screen_size[1] / 2 + 1, 0, "> deathless yaw [debug] <", [0, 0, 0, 255], titlefont)
Render.String(50, screen_size[1] / 2, 0, "> deathless yaw [debug] <", [255, 255, 255, 255], titlefont)
Render.String(51, screen_size[1] / 2 + 22, 0, "> fake yaw: " + delta + " <", [0, 0, 0, 255], pfont)
Render.String(50, screen_size[1] / 2 + 21, 0, "> fake yaw: " + delta + " <", [125, 255, 125, 255], pfont)
if(Inair()) {
Render.String(51, screen_size[1] / 2 + 12, 0, "> anti-aim type: jitter <", [0, 0, 0, 255], pfont)
Render.String(50, screen_size[1] / 2 + 11, 0, "> anti-aim type: jitter <", [125, 255, 125, 255], pfont)
} else if(slowwalking && velocity > 3) {
Render.String(51, screen_size[1] / 2 + 12, 0, "> anti-aim type: tank-aa <", [0, 0, 0, 255], pfont)
Render.String(50, screen_size[1] / 2 + 11, 0, "> anti-aim type: tank-aa <", [125, 255, 125, 255], pfont)
} else if(slowwalking) {
Render.String(51, screen_size[1] / 2 + 12, 0, "> anti-aim type: static <", [0, 0, 0, 255], pfont)
Render.String(50, screen_size[1] / 2 + 11, 0, "> anti-aim type: static <", [125, 255, 125, 255], pfont)
} else if(velocity > 3) {
Render.String(51, screen_size[1] / 2 + 12, 0, "> anti-aim type: canary <", [0, 0, 0, 255], pfont)
Render.String(50, screen_size[1] / 2 + 11, 0, "> anti-aim type: canary <", [125, 255, 125, 255], pfont)
} else {
Render.String(51, screen_size[1] / 2 + 12, 0, "> anti-aim type: nervous <", [0, 0, 0, 255], pfont)
Render.String(50, screen_size[1] / 2 + 11, 0, "> anti-aim type: nervous <", [125, 255, 125, 255], pfont)
}
}
function stablestring() {
Render.StringMultiColor(screen_size[0] / 2 + 2, screen_size[1] / 2, 0, texts, Render.GetFont('Verdanab.ttf', 10, true));
}
Cheat.RegisterCallback("Draw", "drawing")
Cheat.RegisterCallback("Draw", "stablestring")
Cheat.RegisterCallback("Draw", "stableinfobar")