Эксперт
дак в сурс могли вставить ратусесли луашка с маркета то все ок, эля не пропустила бы такую хуету
при лике
дак в сурс могли вставить ратусесли луашка с маркета то все ок, эля не пропустила бы такую хуету
--[[
We're no strangers to love
You know the rules and so do I
A full commitment's what I'm thinking of
You wouldn't get this from any other guy
I just wanna tell you how I'm feeling
Gotta make you understand
Never gonna give you up
Never gonna let you down
Never gonna run around and desert you
Never gonna make you cry
Never gonna say goodbye
Never gonna tell a lie and hurt you
We've known each other for so long
Your heart's been aching but you're too shy to say it
Inside we both know what's been going on
We know the game and we're gonna play it
And if you ask me how I'm feeling
Don't tell me you're too blind to see
Never gonna give you up
Never gonna let you down
Never gonna run around and desert you
Never gonna make you cry
Never gonna say goodbye
Never gonna tell a lie and hurt you
Never gonna give you up
Never gonna let you down
Never gonna run around and desert you
Never gonna make you cry
Never gonna say goodbye
Never gonna tell a lie and hurt you
Never gonna give, never gonna give
(Give you up)
We've known each other for so long
Your heart's been aching but you're too shy to say it
Inside we both know what's been going on
We know the game and we're gonna play it
I just wanna tell you how I'm feeling
Gotta make you understand
Never gonna give you up
Never gonna let you down
Never gonna run around and desert you
Never gonna make you cry
Never gonna say goodbye
Never gonna tell a lie and hurt you
Never gonna give you up
Never gonna let you down
Never gonna run around and desert you
Never gonna make you cry
Never gonna say goodbye
Never gonna tell a lie and hurt you
Never gonna give you up
Never gonna let you down
Never gonna run around and desert you
Never gonna make you cry
Never gonna say goodbye
]]--
--[[
You got jebaited
You got, you got jebaited
You got jebaited
J-j-j-j-jebaited
J-j-j-j-jebaited
J-j-j-j-jebaited
J-j-j-j-jebaited
J-j-j-j-jebaited
J-j-j-j-jebaited
J-j-j-j-jebaited
J-j-j-j-jebaited
J-j-j-j-jebaited (You just got jebaited)
J-j-j-j-jebaited (You just got jebaited)
J-j-j-j-jebaited (You just got jebaited)
J-j-j-j-jebaited (You just got jebaited)
J-j-j-j-jebaited (You just got jebaited)
J-j-j-j-jebaited (You just got jebaited)
J-j-j-j-jebaited (You just got jebaited)
J-j-j-j-jebaited (You just got jebaited)
J-j-j-j-jebaited (You just got jebaited)
]]--
--[[
Ahhhh, ya ya yaaah,
ya ya yah yah ya yaaah.
Oh oh oh oh oooh, oh ya yah,
ya ya yah yah ya yah.
Ye ye ye ye ye, ye ye yeh, ye ye yeh.
Oh oh oh oh oooh.
Ye ye ye ye ye, ye ye yeh, ye ye yeh.
Oh oh oh oh oooh, lololol.
Oh oh oooh oooh, la lah.
Na na na na nah na na nah na na nah na na nah na na nah.
Na na na na nan na na nan, na na nah,
na na na na nah.
Na na na na naaaaah, na na naaaah...
Na na nah nah na na.
Lololololoooool,
la la lah.
La la lah lah la lah.
Oh oh oh oh oh, oh oh oh, oh oh oh.
Oh oh oh oh oh.
Oh oh oh oh oh, oh oh oh, oh oh oh,
Lololololol!
Ah-eeeeeee,
ee-ee-eeeh!
La la lah lah la lah.
Oh oh oh oh oooh,
bop a-da da da dah da da dah.
Da da dah dah da dah.
Lolololo lol, lololol, lololol.
La la la la lah.
Trololololol, lololol, lololol,
Oh ha ha ha oh!
Oh ha ha ha oh!
Oh ha ha ha oh!
Oh ha ha ha oh!
Lolololololol,
lolololololol,
lolololololol,
lolololol!
Laah la la lah,
la la lah lah la lah.
Lololololol, la la lah,
la la lah lah la lah.
Lololololol, lololol, lololol,
oh oh oh oh oh.
Lololololol, lololol, lololol,
oh oh oh oh oooooooh!
]]--
--[[
Ah, yeah, ah, yeah
I got this feelin' inside my bones
It goes electric, wavy when I turn it on
All through my city, all through my home
We're flyin' up, no ceilin', when we in our zone
I got that sunshine in my pocket
Got that good soul in my feet
I feel that hot blood in my body when it drops (ooh)
I can't take my eyes up off it, movin' so phenomenally
Room on lock, the way we rock it, so don't stop
And under the lights when everything goes
Nowhere to hide when I'm gettin' you close
When we move, well, you already know
So just imagine, just imagine, just imagine
Nothin' I can see but you when you dance, dance, dance
Feel a good, good creepin' up on you
So just dance, dance, dance, come on
All those things I shouldn't do
But you dance, dance, dance
And ain't nobody leavin' soon, so keep dancin'
I can't stop the feelin'
So just dance, dance, dance
I can't stop the feelin'
So just dance, dance, dance, come on
Ooh, it's something magical
It's in the air, it's in my blood, it's rushin' on (rushin' on)
I don't need no reason, don't need control (need control)
I fly so high, no ceiling, when I'm in my zone
'Cause I got that sunshine in my pocket
Got that good soul in my feet
I feel that hot blood in my body when it drops (ooh)
I can't take my eyes up off it, moving so phenomenally
Room on lock, the way we rock it, so don't stop (stop, stop, stop)
Under the lights when everything goes
Nowhere to hide when I'm gettin' you close
When we move, well, you already know
So just imagine, just imagine, just imagine
Nothing I can see but you when you dance, dance, dance
Feel a good, good, creepin' up on you
So just dance, dance, dance, come on
All those things I shouldn't do
But you dance, dance, dance
And ain't nobody leavin' soon, so keep dancin'
I can't stop the feelin'
So just dance, dance, dance
I can't stop the feelin'
So just dance, dance, dance
I can't stop the feelin'
So just dance, dance, dance
I can't stop the feelin' (yeah)
So keep dancin', come on
Oh, yeah, yeah
I can't stop the, I can't stop the
I can't stop the, I can't stop the
I can't stop the feelin'
Nothin' I can see but you when you dance, dance, dance (I can't stop the feelin')
Feel the good, good, creepin' up on you
So just dance, dance, dance, come on (I can't stop the feelin')
All those things I shouldn't do
But you dance, dance, dance (dance, dance, dance) (I can't stop the feelin')
And ain't nobody leavin' soon, so keep dancin'
Everybody sing (I can't stop the feelin')
Got this feeling in my body (I can't stop the feelin')
Got this feeling in my body (I can't stop the feelin')
Wanna see you move your body (I can't stop the feelin')
Got this feelin' in my body
Break it down
Got this feelin' in my body (ah)
Can't stop the feelin'
Got this feelin' in my body, come on (ooh)
]]--
--[[
Parca isi face din adins buzele cu rosu inchis
E perfecta m-a convins vai vai vai vai
Iti vine sa-i mananci ochii aia dulci dulci
S-o seduci s-o iei sa fugi vai vai vai vai
Si-a deschis portile raiul si-a iesit din el
Frumusete de femeie zici ca-i top model
Mi-a impartit inima in doua jumate-i la ea
Aratati-mi ce om poate sa traiasca asa
Parca isi face din adins buzele cu rosu inchis
E perfecta m-a convins vai vai vai vai
Iti vine sa-i mananci ochii aia dulci dulci
S-o seduci s-o iei sa fugi vai vai vai vai
Doamne Doamne ce comoara am descoperit
S-a indragostit nebunul s-a indragostit
As face din ziua noapte daca as putea
Sa schimb in realitate visele cu ea
Parca isi face din adins buzele cu rosu inchis
Iti vine sa-i mananci ochii aia dulci dulci
S-o seduci s-o iei sa fugi vai vai vai vai
Parca isi face din adins buzele cu rosu inchis
E perfecta m-a convins vai vai vai vai
Iti vine sa-i mananci ochii aia dulci dulci
S-o seduci s-o iei sa fugi vai vai vai vai
Parca isi face din adins buzele cu rosu inchis
E perfecta m-a convins vai vai vai vai
Iti vine sa-i mananci ochii aia dulci dulci
S-o seduci s-o iei sa fugi vai vai vai vai
]]--
--[[
Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice
]]--
function loadsex()
Menu_invert_side = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Inverter")
Menu_left_limit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Left Limit")
Menu_fake_options = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode")
Menu_fake_option = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options")
Menu_right_limit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Right Limit")
Menu_leg_movement = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Leg Movement")
Menu_fakelag_limit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Limit")
Menu_fakelag_enable = Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Enable Fake Lag")
Menu_fakelag_randomization = Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Randomization")
Menu_freestand_desync = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Freestanding Desync")
Menu_slowwalk = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Slow Walk")
double_tap = Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap")
_yawbase = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base")
onko_tp = Menu.FindVar( "Visuals", "View", "Thirdperson", "Enable Thirdperson" )
lbreaker = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Leg Movement")
autopeekuwu = Menu.FindVar( "Miscellaneous", "Main", "Movement", "Auto Peek" )
inverter = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Inverter")
local function text_color(alpha)
return Color.new(0.9, 0.9, 0.9, 0.95 * alpha)
end
local function color(r, g, b, a) return Color.new(r / 255, g / 255, b / 255, a / 255) end
local function in_box(mouse, x, y, x2, y2) return (mouse.x > x) and (mouse.y > y) and (mouse.x < x2) and (mouse.y < y2) end
local function clamp(val, min, max) if val > max then return max end if min > val then return min end return val end
local screen_size = EngineClient.GetScreenSize()
local cheat_username = Cheat.GetCheatUserName():gsub("%#", "_")
local font = Render.InitFont("Verdana", 12)
local image_size = Vector2.new(746 / 5, 1070 / 5)
local url = "https://cdn.discordapp.com/attachments/724013648938401844/956537677023436821/Misnik.png"
local bytes = Http.Get(url)
local penguin = Render.LoadImage(bytes, image_size)
local floor = math.floor
local last_time = 0.5
local font_size = 12
local fps_info = {}
local fake_dt_w = 0
local hz_io_w = 0
local delta = 0
local lag
local cfg = {
DTSettings = Menu.Switch("Rage", "General", "Double tap Modifications", false),
IdealTick = Menu.Switch("Rage","General", "Ideal Tick", false, "After shooting you will teleport a far distance. (highly recommended that you bind this)"),
LegsBreaker = Menu.Switch("Rage",'General', "Legs Breaker", false),
predict_improved = Menu.Combo("Rage","General", "Extrapolate Mode", {"Normal", "High", "Ultra"}, 0, "Settings will only apply after rejoining the server !"),
tabsdesyncmod = Menu.Combo("Rage","Desync Mods", "Categories", {"Standing", "Moving", "In Air", "Slowwalk"}, 0),
desyncmodowostanding = Menu.Combo("Rage","Desync Mods", "Stand", {"Smart", "Prefer Low Delta", "Multiple", "Smart Jitter", "Tank", "Custom"}, 0, "Multiple Auto direction types!"),
desyncmodowomoving = Menu.Combo("Rage","Desync Mods", "Move", {"Smart", "Prefer Low Delta", "Multiple", "Smart Jitter", "Tank", "Custom"}, 0, "Multiple Auto direction types!"),
desyncmodowoair = Menu.Combo("Rage","Desync Mods", "Air", {"Smart", "Prefer Low Delta", "Multiple", "Smart Jitter", "Tank", "Custom"}, 0, "Multiple Auto direction types!"),
desyncmodowoslowwalk = Menu.Combo("Rage","Desync Mods", "Slow Walk", {"Smart", "Prefer Low Delta", "Multiple", "Smart Jitter", "Tank", "Custom"}, 0, "Multiple Auto direction types!"),
sinv = Menu.Switch("Rage","Desync Mods", "[S] Inverter", false),
sleft = Menu.SliderInt("Rage","Desync Mods", "[S] Left Limit", 0, 0, 60),
sright = Menu.SliderInt("Rage","Desync Mods", "[S] Right Limit", 0, 0, 60),
sfkopt = Menu.MultiCombo("Rage","Desync Mods", "[S] Fake Options", {"Avoid Overlap", "Jitter", "Randomize Jitter", "Anti Bruteforce"}, 0),
slby = Menu.Combo("Rage","Desync Mods", "[S] LBY Mode", {"Disabled", "Opposite", "Sway"}, 0),
sfr = Menu.Combo("Rage","Desync Mods", "[S] Freestanding Desync", {"Disabled", "Peek Fake", "Peek Real"}, 0),
sdes = Menu.Combo("Rage","Desync Mods", "[S] Desync On Shot", {"Disabled", "Opposite", "Freestanding", "Switch"}, 0),
winv = Menu.Switch("Rage","Desync Mods", "[M] Inverter", false),
wleft = Menu.SliderInt("Rage","Desync Mods", "[M] Left Limit", 0, 0, 60),
wright = Menu.SliderInt("Rage","Desync Mods", "[M] Right Limit", 0, 0, 60),
wfkopt = Menu.MultiCombo("Rage","Desync Mods", "[M] Fake Options", {"Avoid Overlap", "Jitter", "Randomize Jitter", "Anti Bruteforce"}, 0),
wlby = Menu.Combo("Rage","Desync Mods", "[M] LBY Mode", {"Disabled", "Opposite", "Sway"}, 0),
wfr = Menu.Combo("Rage","Desync Mods", "[M] Freestanding Desync", {"Disabled", "Peek Fake", "Peek Real"}, 0),
wdes = Menu.Combo("Rage","Desync Mods", "[M] Desync On Shot", {"Disabled", "Opposite", "Freestanding", "Switch"}, 0),
swinv = Menu.Switch("Rage","Desync Mods", "[SW] Inverter", false),
swleft = Menu.SliderInt("Rage","Desync Mods", "[SW] Left Limit", 0, 0, 60),
swright = Menu.SliderInt("Rage","Desync Mods", "[SW] Right Limit", 0, 0, 60),
swfkopt = Menu.MultiCombo("Rage","Desync Mods", "[SW] Fake Options", {"Avoid Overlap", "Jitter", "Randomize Jitter", "Anti Bruteforce"}, 0),
swlby = Menu.Combo("Rage","Desync Mods", "[SW] LBY Mode", {"Disabled", "Opposite", "Sway"}, 0),
swfr = Menu.Combo("Rage","Desync Mods", "[SW] Freestanding Desync", {"Disabled", "Peek Fake", "Peek Real"}, 0),
swdes = Menu.Combo("Rage","Desync Mods", "[SW] Desync On Shot", {"Disabled", "Opposite", "Freestanding", "Switch"}, 0),
ainv = Menu.Switch("Rage","Desync Mods", "[A] Inverter", false),
aleft = Menu.SliderInt("Rage","Desync Mods", "[A] Left Limit", 0, 0, 60),
aright = Menu.SliderInt("Rage","Desync Mods", "[A] Right Limit", 0, 0, 60),
afkopt = Menu.MultiCombo("Rage","Desync Mods", "[A] Fake Options", {"Avoid Overlap", "Jitter", "Randomize Jitter", "Anti Bruteforce"}, 0),
alby = Menu.Combo("Rage","Desync Mods", "[A] LBY Mode", {"Disabled", "Opposite", "Sway"}, 0),
afr = Menu.Combo("Rage","Desync Mods", "[A] Freestanding Desync", {"Disabled", "Peek Fake", "Peek Real"}, 0),
ades = Menu.Combo("Rage","Desync Mods", "[A] Desync On Shot", {"Disabled", "Opposite", "Freestanding", "Switch"}, 0),
antionshot = Menu.Switch("Rage",'Anti-Aim', "Anti-OnShot", false, "Tries to Force Pitch Back down immeadiately after ragebot shot gets registered"),
fakeflickescheck = Menu.Switch("Rage","Anti-Aim", "Fake Flick", false, "Flicks your yaw with freestanding (recommanded to bind)"),
ExtendedLean = Menu.Switch("Rage","Anti-Aim", "Extended Lean", false, ""),
ExtendedLeanMode = Menu.Combo("Rage","Extended Lean", "Mode", {"Static", "Jitter", "Dynamic"}, 0, ""),
ExtendedLeanVal = Menu.SliderInt("Rage", "Extended Lean", "Extended Lean Value", 0, 0, 180),
ExtendedLeanJitter = Menu.SliderInt("Rage", "Extended Lean", "Extended Lean Jitter", 0, 0, 180),
AvoidBackStab = Menu.Switch("Rage",'Anti-Aim', "Avoid BackStab", false),
lowdelta = Menu.Switch("Rage",'Anti-Aim', "Low delta", false),
desyncmod = Menu.Switch("Rage","Anti-Aim", "Desync Mods", false, ""),
legitaa = Menu.Switch("Rage",'Anti-Aim', "Legit AA on E", false),
instantrecharge = Menu.Switch("Rage","Doubletap", "Instant Recharge", false, ""),
instantrecharge_mode = Menu.Combo("Rage","Doubletap", "Mode", {"Old", "New"}, 0, ""),
dtcorrection = Menu.Switch("Rage","Doubletap", "Disable DT Correction", false, "Will make your DoubleTap innacurate but faster!"),
dt_lethal = Menu.Switch("Rage","Doubletap", "Lethal Doubletap", false),
dtmodes = Menu.Combo("Rage","Doubletap", "Modes", {"Instant", "Safe", "UnSafe", "Custom"}, 0, "Multiple DoubleTap speed modes!"),
dt_ticks = Menu.SliderInt("Rage","Doubletap", "Ticks", 1, 1, 16, ""),
antibrute = Menu.Switch("Rage","Anti-Aim", "Anti Brute", false, "Will enable Lua Script Anti-BruteForce!"),
ReverseFreeStand = Menu.Switch("Rage","Anti-Aim", "Reverse Freestand", false),
IdealMode = Menu.Switch("Rage","Anti-Aim", "Ideal Mode", false, "Makes your real go in an ideal way."),
teleowo = Menu.Switch("Rage", "Anti-Aim", "Automatic teleport in air", false, "Enable DT first"),
ReverseFreeStand_Combo = Menu.MultiCombo("Rage","Reverse Freestand", "Conditions", {"Standing", "Moving", "In Air", "Slow walk"}, 0, "Items in Indicator list!"),
desyncarrows = Menu.Switch("Visuals",'General', "Desync Arrows", false),
desyncarrowscombo = Menu.Combo("Visuals","General", "Desync Arrows Style", {"Classic", "New"}, 0),
SkeetScope = Menu.SwitchColor("Visuals","General", "Custom scope", false, Color.new(1.0, 1.0, 1.0, 1.0), "Scope color"),
ScopeOrigin = Menu.SliderInt("Visuals",'Scope', 'Custom scope origin', 0, 0, 100),
ScopeWidth = Menu.SliderInt("Visuals",'Scope', 'Custom scope width', 0, 0, 100),
DPISCALE = Menu.SliderInt("Visuals",'Misc', 'Font Size', 12, 2, 30),
HudEnabled = Menu.Switch("Visuals",'Misc', "Hud", false),
indicators = Menu.Switch("Visuals",'Misc', "Indicators", false),
glowautopeek = Menu.SwitchColor("Visuals","Misc", "Glow on autopeek",false,Color.new(1, 1, 1, 1), ""),
logsowoowowowo = Menu.MultiCombo("Visuals","Misc", "Logs", {"Purchases", "Shots", "Anti-bruteforce Changes"}, 0, "Logs for in-game events!"),
clantagcheckbox = Menu.Switch("Visuals","Misc", "ClanTag", false, "Enables ClanTag in TAB"),
indicators_type = Menu.Combo("Visuals","Indicators", "Indicators type", { "Off" ,"prediction", "Acatel", "Ideal Yaw", "Killaura", "Arctic", "Invictus" }, 0 , "Multiple indicators type"),
indicators_list = Menu.MultiCombo("Visuals","Indicators", "Indicators to show", { "Script name", "Anti-aim status", "Doubletap", "Hide shots", "Quickpeek", "Freestanding", "Force body aim", "Force safe point" }, 0, "Prediction indicators to show"),
customslowwalkspeed = Menu.Switch("Rage","Anti-Aim", "Enable Custom Slowwalk Speed", false, "Enables the anti aim"),
slowwalkspeed = Menu.SliderInt("Rage","Anti-Aim", "Slowwalk Speed", 10,10,130),
aimdorm = Menu.Switch("Rage","General", "Dormant Aim", false),
lcbreak = Menu.Switch("Rage","General", "Break LC", false, "Breaks LC when possible"),
aimdormmd = Menu.SliderInt("Rage","Dormant Aim", "Minimum damage", 1,1,130),
fakelagesEnable = Menu.Switch("Rage", "Anti-Aim", "Enable Fake Lag Customization", false),
fakelagesEnableDT = Menu.Switch("Rage", "Fake Lag", "Enable DoubleTap FakeLag", false),
fakelagesType = Menu.Combo("Rage", "Fake Lag", "Fake Lag Type", {"None", "Ticks", "Fluctuate", "Randomized", "Dynamic"}, 0),
fakelagesCustomTicks = Menu.SliderInt("Rage", "Fake Lag", "[T] Ticks", 1, 1, CVar.FindVar("sv_maxusrcmdprocessticks"):GetInt(), "Only without exploits"),
fakelagesCustomLimitTime = Menu.SliderFloat("Rage", "Fake Lag", "[F] Time to Switch", 0.4, 0, 2),
fakelagesLimit = Menu.SliderInt("Rage", "Fake Lag", "[F] Limit", 8, 0, 14),
fakelagesRandomization = Menu.SliderInt("Rage", "Fake Lag", "[F] Randomization", 4, 0, 14),
fakelagesRandomizedtime = Menu.SliderFloat("Rage", "Fake Lag", "[R] Time", 0.6, 0, 3),
fakelagesRandomizedmin = Menu.SliderInt("Rage", "Fake Lag", "[R] Min", 4, 0, 14),
fakelagesRandomizedmax = Menu.SliderInt("Rage", "Fake Lag", "[R] Max", 12, 0, 14),
uisexwindows = Menu.MultiCombo("Visuals", "Addons", "Windows", {"Watermark", "Spectators", "Keybinds", "IO", "Fake", "FL", "MS"}, 0),
uisexthemes = Menu.Combo("Visuals", "Addons", "Theme", {"Gradient line", "Static line", "Fade line"}, 3),
uisextext_outline = Menu.Switch("Visuals", "Addons", "Text outline", true),
uisexbox_alpha = Menu.SliderInt("Visuals", "Addons", "Box alpha", 150, 0, 255),
uisexkeybinds_x = Menu.SliderInt("Visuals", "Addons", "keybinds x", 5, 0, screen_size.x),
uisexkeybinds_y = Menu.SliderInt("Visuals", "Addons", "keybinds y", math.floor(screen_size.y / 2), 0, screen_size.y),
uisexspectators_x = Menu.SliderInt("Visuals", "Addons", "spectators x", 5, 0, screen_size.x),
uisexspectators_y = Menu.SliderInt("Visuals", "Addons", "spectators y", math.floor(screen_size.y / 3), 0, screen_size.y),
}
local menu = {}
local items = {}
items.min_count = 2
items.max_count = 10
menu.index = Menu.SliderInt("Rage", "General", "Index", 0, items.min_count, items.max_count)
menu.index:SetVisible(false)
menu.get_index = function()
return menu.index:Get()
end
menu.set_index = function(int)
return menu.index:Set(int)
end
items.menu = {}
items.add = function()
if menu.get_index() >= items.max_count then
return
end
menu.set_index(menu.get_index() + 1)
table.insert(items.menu, Menu.SliderInt("Rage", "Anti-brute", ("#%s"):format(menu.get_index()), 30, 0, 60))
end
items.remove = function()
if menu.get_index() <= items.min_count then
return
end
Menu.DestroyItem(items.menu[menu.get_index()])
table.remove(items.menu, menu.get_index())
menu.set_index(menu.get_index() - 1)
end
menu.add = Menu.Button("Rage", "Anti-brute", " Add new phase ", "", items.add)
menu.remove = Menu.Button("Rage", "Anti-brute", " Remove old phase ", "", items.remove)
for load_index = 1, menu.get_index() do
table.insert(items.menu, Menu.SliderInt("Rage", "Anti-brute", ("#%s"):format(load_index), 30, 0, 60))
end
uisexcustom_cheat_name = Menu.TextBox("Visuals", "Addons", "Watermark cheat", 20, "")
uisexcustom_username = Menu.TextBox("Visuals", "Addons", "Watermark username", 20, "")
color_main = Menu.ColorEdit("Visuals","Indicators", "Main color", Color.new(1, 1, 1, 1), "")
color_accent = Menu.ColorEdit("Visuals","Indicators", "Accent color", Color.new(0.6,0.8,1,1), "")
desyncarrowscolors = Menu.ColorEdit("Visuals","General", "Desync Arrows color", Color.new(1.0, 1.0, 1.0, 1.0))
uisexline_color = Menu.ColorEdit("Visuals", "Addons", "Line color", color(100, 100, 255, 255))
local cl_predictweapons = CVar.FindVar("cl_predictweapons")
local cl_predict_basetoggles = CVar.FindVar("cl_predict_basetoggles")
local ffi = require("ffi")
user32, kernel32 = ffi.load( "USER32" ), ffi.load( "KERNEL32" )
ffi.cdef[[
typedef struct tagPOINT {
long x;
long y;
} POINT;
bool GetCursorPos(
POINT* lpPoint
);
]]
pointer = ffi.new("POINT[1]")
ffi.cdef[[
enum { CF_TEXT = 1 };
int OpenClipboard(void*);
void* GetClipboardData(unsigned);
int CloseClipboard();
void* GlobalLock(void*);
int GlobalUnlock(void*);
size_t GlobalSize(void*);
typedef void(__thiscall* asp_t)(void*, const char*, const char*, int);
typedef bool(__thiscall* rsp_t)(void*, const char*, const char*);
typedef int(__thiscall* gcpbs_t)(void*);
typedef int(__thiscall* gcpbt_t)(void*, int, char*, int);
typedef char(__thiscall* gcd_t)(void*, char*, int);
typedef bool(__thiscall* mv_t)(void*, const char*, const char*, const char*);
typedef int(__thiscall* get_clipboard_text_count)(void*);
typedef void(__thiscall* set_clipboard_text)(void*, const char*, int);
typedef void(__thiscall* get_clipboard_text)(void*, int, const char*, int);
void* CreateFileA(
const char* lpFileName,
unsigned long dwDesiredAccess,
unsigned long dwShareMode,
unsigned long lpSecurityAttributes,
unsigned long dwCreationDisposition,
unsigned long dwFlagsAndAttributes,
void* hTemplateFile
);
short GetKeyState(
int nVirtKey
);
bool ReadFile(
void* hFile,
char* lpBuffer,
unsigned long nNumberOfBytesToRead,
unsigned long* lpNumberOfBytesRead,
int lpOverlapped
);
bool WriteFile(
void* hFile,
char* lpBuffer,
unsigned long nNumberOfBytesToWrite,
unsigned long* lpNumberOfBytesWritten,
int lpOverlapped
);
unsigned long GetFileSize(
void* hFile,
unsigned long* lpFileSizeHigh
);
void* CloseHandle(void *hFile);
int MessageBoxA(void *w, const char *txt, const char *cap, int type);
bool CreateDirectoryA(const char* lpPathName, void* lpSecurityAttributes);
int exit(int arg);
void* __stdcall URLDownloadToFileA(void* LPUNKNOWN, const char* LPCSTR, const char* LPCSTR2, int a, int LPBINDSTATUSCALLBACK);
void* __stdcall ShellExecuteA(void* hwnd, const char* op, const char* file, const char* params, const char* dir, int show_cmd);
int AddFontResourceA(const char* unnamedParam1);
bool DeleteUrlCacheEntryA(const char* lpszUrlName);
typedef int BOOL;
typedef long LONG;
typedef struct{
LONG x, y;
}POINT, *LPPOINT;
BOOL GetCursorPos(LPPOINT);
short GetAsyncKeyState(int);
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 struct
{
unsigned char r, g, b;
signed char exponent;
} ColorRGBExp32;
typedef struct
{
float x;
float y;
float z;
} vec3_t;
typedef struct
{
int flags;
vec3_t origin;
float radius;
ColorRGBExp32 color;
float die;
float decay;
float minlight;
int key;
int style;
vec3_t m_Direction;
float m_InnerAngle;
float m_OuterAngle;
} dlight_t, *dlight_ptr_t;
typedef dlight_ptr_t(__thiscall* alloc_dlight_t)(void*, int);
typedef dlight_ptr_t(__thiscall* alloc_elight_t)(void*, int);
typedef dlight_ptr_t(__thiscall* get_elight_by_key_t)(void*, int);
typedef uintptr_t (__thiscall* GetClientEntity_4242425_t)(void*, int);
typedef int(__fastcall* clantag_t)(const char*, const char*);
struct c_animstate {
char pad[ 3 ];
char m_bForceWeaponUpdate; //0x4
char pad1[ 91 ];
void* m_pBaseEntity; //0x60
void* m_pActiveWeapon; //0x64
void* m_pLastActiveWeapon; //0x68
float m_flLastClientSideAnimationUpdateTime; //0x6C
int m_iLastClientSideAnimationUpdateFramecount; //0x70
float m_flAnimUpdateDelta; //0x74
float m_flEyeYaw; //0x78
float m_flPitch; //0x7C
float m_flGoalFeetYaw; //0x80
float m_flCurrentFeetYaw; //0x84
float m_flCurrentTorsoYaw; //0x88
float m_flUnknownVelocityLean; //0x8C
float m_flLeanAmount; //0x90
char pad2[ 4 ];
float m_flFeetCycle; //0x98
float m_flFeetYawRate; //0x9C
char pad3[ 4 ];
float m_fDuckAmount; //0xA4
float m_fLandingDuckAdditiveSomething; //0xA8
char pad4[ 4 ];
float m_vOriginX; //0xB0
float m_vOriginY; //0xB4
float m_vOriginZ; //0xB8
float m_vLastOriginX; //0xBC
float m_vLastOriginY; //0xC0
float m_vLastOriginZ; //0xC4
float m_vVelocityX; //0xC8
float m_vVelocityY; //0xCC
char pad5[ 4 ];
float m_flUnknownFloat1; //0xD4
char pad6[ 8 ];
float m_flUnknownFloat2; //0xE0
float m_flUnknownFloat3; //0xE4
float m_flUnknown; //0xE8
float m_flSpeed2D; //0xEC
float m_flUpVelocity; //0xF0
float m_flSpeedNormalized; //0xF4
float m_flFeetSpeedForwardsOrSideWays; //0xF8
float m_flFeetSpeedUnknownForwardOrSideways; //0xFC
float m_flTimeSinceStartedMoving; //0x100
float m_flTimeSinceStoppedMoving; //0x104
bool m_bOnGround; //0x108
bool m_bInHitGroundAnimation; //0x109
float m_flTimeSinceInAir; //0x10A
float m_flLastOriginZ; //0x10E
float m_flHeadHeightOrOffsetFromHittingGroundAnimation; //0x112
float m_flStopToFullRunningFraction; //0x116
char pad7[ 4 ]; //0x11A
float m_flMagicFraction; //0x11E
char pad8[ 60 ]; //0x122
float m_flWorldForce; //0x15E
char pad9[ 462 ]; //0x162
float m_flMaxYaw; //0x334
};
struct animation_layer_t {
char pad20[24];
uint32_t m_nSequence;
float m_flPrevCycle;
float m_flWeight;
char pad20[8];
float m_flCycle;
void *m_pOwner;
char pad_0038[ 4 ];
};
]]
local ffi_helpers = {
get_animstate_offset = function()
return 14612
end,
get_entity_address = function(ent_index)
local addr = get_client_entity_fn(entity_list_ptr, ent_index)
return addr
end,
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
}
local function coloredPrint(color, text)
ffi_helpers.color_print(ffi_helpers, text, color)
end
local json = { _version = "0.1.2" }
-------------------------------------------------------------------------------
-- Encode
-------------------------------------------------------------------------------
local encode
local escape_char_map = {
[ "\\" ] = "\\",
[ "\"" ] = "\"",
[ "\b" ] = "b",
[ "\f" ] = "f",
[ "\n" ] = "n",
[ "\r" ] = "r",
[ "\t" ] = "t",
}
local escape_char_map_inv = { [ "/" ] = "/" }
for k, v in pairs(escape_char_map) do
escape_char_map_inv[v] = k
end
local function escape_char(c)
return "\\" .. (escape_char_map[c] or string.format("u%04x", c:byte()))
end
local function encode_nil(val)
return "null"
end
local function encode_table(val, stack)
local res = {}
stack = stack or {}
-- Circular reference?
if stack[val] then error("circular reference") end
stack[val] = true
if rawget(val, 1) ~= nil or next(val) == nil then
-- Treat as array -- check keys are valid and it is not sparse
local n = 0
for k in pairs(val) do
if type(k) ~= "number" then
error("invalid table: mixed or invalid key types")
end
n = n + 1
end
if n ~= #val then
error("invalid table: sparse array")
end
-- Encode
for i, v in ipairs(val) do
table.insert(res, encode(v, stack))
end
stack[val] = nil
return "[" .. table.concat(res, ",") .. "]"
else
-- Treat as an object
for k, v in pairs(val) do
if type(k) ~= "string" then
error("invalid table: mixed or invalid key types")
end
table.insert(res, encode(k, stack) .. ":" .. encode(v, stack))
end
stack[val] = nil
return "{" .. table.concat(res, ",") .. "}"
end
end
local function encode_string(val)
return '"' .. val:gsub('[%z\1-\31\\"]', escape_char) .. '"'
end
local function encode_number(val)
-- Check for NaN, -inf and inf
if val ~= val or val <= -math.huge or val >= math.huge then
error("unexpected number value '" .. tostring(val) .. "'")
end
return string.format("%.14g", val)
end
local type_func_map = {
[ "nil" ] = encode_nil,
[ "table" ] = encode_table,
[ "string" ] = encode_string,
[ "number" ] = encode_number,
[ "boolean" ] = tostring,
}
encode = function(val, stack)
local t = type(val)
local f = type_func_map[t]
if f then
return f(val, stack)
end
error("unexpected type '" .. t .. "'")
end
function json.encode(val)
return ( encode(val) )
end
-------------------------------------------------------------------------------
-- Decode
-------------------------------------------------------------------------------
local parse
local function create_set(...)
local res = {}
for i = 1, select("#", ...) do
res[ select(i, ...) ] = true
end
return res
end
local space_chars = create_set(" ", "\t", "\r", "\n")
local delim_chars = create_set(" ", "\t", "\r", "\n", "]", "}", ",")
local escape_chars = create_set("\\", "/", '"', "b", "f", "n", "r", "t", "u")
local literals = create_set("true", "false", "null")
local literal_map = {
[ "true" ] = true,
[ "false" ] = false,
[ "null" ] = nil,
}
local function next_char(str, idx, set, negate)
for i = idx, #str do
if set[str:sub(i, i)] ~= negate then
return i
end
end
return #str + 1
end
local function decode_error(str, idx, msg)
local line_count = 1
local col_count = 1
for i = 1, idx - 1 do
col_count = col_count + 1
if str:sub(i, i) == "\n" then
line_count = line_count + 1
col_count = 1
end
end
error( string.format("%s at line %d col %d", msg, line_count, col_count) )
end
local function codepoint_to_utf8(n)
-- http://scripts.sil.org/cms/scripts/page.php?site_id=nrsi&id=iws-appendixa
local f = math.floor
if n <= 0x7f then
return string.char(n)
elseif n <= 0x7ff then
return string.char(f(n / 64) + 192, n % 64 + 128)
elseif n <= 0xffff then
return string.char(f(n / 4096) + 224, f(n % 4096 / 64) + 128, n % 64 + 128)
elseif n <= 0x10ffff then
return string.char(f(n / 262144) + 240, f(n % 262144 / 4096) + 128,
f(n % 4096 / 64) + 128, n % 64 + 128)
end
error( string.format("invalid unicode codepoint '%x'", n) )
end
local function parse_unicode_escape(s)
local n1 = tonumber( s:sub(1, 4), 16 )
local n2 = tonumber( s:sub(7, 10), 16 )
-- Surrogate pair?
if n2 then
return codepoint_to_utf8((n1 - 0xd800) * 0x400 + (n2 - 0xdc00) + 0x10000)
else
return codepoint_to_utf8(n1)
end
end
local function parse_string(str, i)
local res = ""
local j = i + 1
local k = j
while j <= #str do
local x = str:byte(j)
if x < 32 then
decode_error(str, j, "control character in string")
elseif x == 92 then -- `\`: Escape
res = res .. str:sub(k, j - 1)
j = j + 1
local c = str:sub(j, j)
if c == "u" then
local hex = str:match("^[dD][89aAbB]%x%x\\u%x%x%x%x", j + 1)
or str:match("^%x%x%x%x", j + 1)
or decode_error(str, j - 1, "invalid unicode escape in string")
res = res .. parse_unicode_escape(hex)
j = j + #hex
else
if not escape_chars[c] then
decode_error(str, j - 1, "invalid escape char '" .. c .. "' in string")
end
res = res .. escape_char_map_inv[c]
end
k = j + 1
elseif x == 34 then -- `"`: End of string
res = res .. str:sub(k, j - 1)
return res, j + 1
end
j = j + 1
end
decode_error(str, i, "expected closing quote for string")
end
local function parse_number(str, i)
local x = next_char(str, i, delim_chars)
local s = str:sub(i, x - 1)
local n = tonumber(s)
if not n then
decode_error(str, i, "invalid number '" .. s .. "'")
end
return n, x
end
local function parse_literal(str, i)
local x = next_char(str, i, delim_chars)
local word = str:sub(i, x - 1)
if not literals[word] then
decode_error(str, i, "invalid literal '" .. word .. "'")
end
return literal_map[word], x
end
local function parse_array(str, i)
local res = {}
local n = 1
i = i + 1
while 1 do
local x
i = next_char(str, i, space_chars, true)
-- Empty / end of array?
if str:sub(i, i) == "]" then
i = i + 1
break
end
-- Read token
x, i = parse(str, i)
res[n] = x
n = n + 1
-- Next token
i = next_char(str, i, space_chars, true)
local chr = str:sub(i, i)
i = i + 1
if chr == "]" then break end
if chr ~= "," then decode_error(str, i, "expected ']' or ','") end
end
return res, i
end
local function parse_object(str, i)
local res = {}
i = i + 1
while 1 do
local key, val
i = next_char(str, i, space_chars, true)
-- Empty / end of object?
if str:sub(i, i) == "}" then
i = i + 1
break
end
-- Read key
if str:sub(i, i) ~= '"' then
decode_error(str, i, "expected string for key")
end
key, i = parse(str, i)
-- Read ':' delimiter
i = next_char(str, i, space_chars, true)
if str:sub(i, i) ~= ":" then
decode_error(str, i, "expected ':' after key")
end
i = next_char(str, i + 1, space_chars, true)
-- Read value
val, i = parse(str, i)
-- Set
res[key] = val
-- Next token
i = next_char(str, i, space_chars, true)
local chr = str:sub(i, i)
i = i + 1
if chr == "}" then break end
if chr ~= "," then decode_error(str, i, "expected '}' or ','") end
end
return res, i
end
local char_func_map = {
[ '"' ] = parse_string,
[ "0" ] = parse_number,
[ "1" ] = parse_number,
[ "2" ] = parse_number,
[ "3" ] = parse_number,
[ "4" ] = parse_number,
[ "5" ] = parse_number,
[ "6" ] = parse_number,
[ "7" ] = parse_number,
[ "8" ] = parse_number,
[ "9" ] = parse_number,
[ "-" ] = parse_number,
[ "t" ] = parse_literal,
[ "f" ] = parse_literal,
[ "n" ] = parse_literal,
[ "[" ] = parse_array,
[ "{" ] = parse_object,
}
parse = function(str, idx)
local chr = str:sub(idx, idx)
local f = char_func_map[chr]
if f then
return f(str, idx)
end
decode_error(str, idx, "unexpected character '" .. chr .. "'")
end
function json.decode(str)
if type(str) ~= "string" then
error("expected argument of type string, got " .. type(str))
end
local res, idx = parse(str, next_char(str, 1, space_chars, true))
idx = next_char(str, idx, space_chars, true)
if idx <= #str then
decode_error(str, idx, "trailing garbage")
end
return res
end
local bit = require "bit"
local M = {}
local shl, shr, band = bit.lshift, bit.rshift, bit.band
local char, byte, gsub, sub, format, concat, tostring, error, pairs =
string.char,
string.byte,
string.gsub,
string.sub,
string.format,
table.concat,
tostring,
error,
pairs
local extract = function(v, from, width)
return band(shr(v, from), shl(1, width) - 1)
end
local function makeencoder(alphabet)
local encoder, decoder = {}, {}
for i = 1, 65 do
local chr = byte(sub(alphabet, i, i)) or 32 -- or " "
if decoder[chr] ~= nil then
error("invalid alphabet: duplicate character " .. tostring(chr), 3)
end
encoder[i - 1] = chr
decoder[chr] = i - 1
end
return encoder, decoder
end
local encoders, decoders = {}, {}
encoders["base64"], decoders["base64"] = makeencoder("ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=")
encoders["base64url"], decoders["base64url"] = makeencoder("ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789-_")
local alphabet_mt = {
__index = function(tbl, key)
if type(key) == "string" and key:len() == 64 or key:len() == 65 then
-- if key is a valid looking base64 alphabet, try to make an encoder/decoder pair from it
encoders[key], decoders[key] = makeencoder(key)
return tbl[key]
end
end
}
setmetatable(encoders, alphabet_mt)
setmetatable(decoders, alphabet_mt)
function M.encode(str, encoder)
encoder = encoders[encoder or "base64"] or error("invalid alphabet specified", 2)
str = tostring(str)
local t, k, n = {}, 1, #str
local lastn = n % 3
local cache = {}
for i = 1, n - lastn, 3 do
local a, b, c = byte(str, i, i + 2)
local v = a * 0x10000 + b * 0x100 + c
local s = cache[v]
if not s then
s = char(encoder[extract(v, 18, 6)], encoder[extract(v, 12, 6)], encoder[extract(v, 6, 6)], encoder[extract(v, 0, 6)])
cache[v] = s
end
t[k] = s
k = k + 1
end
if lastn == 2 then
local a, b = byte(str, n - 1, n)
local v = a * 0x10000 + b * 0x100
t[k] = char(encoder[extract(v, 18, 6)], encoder[extract(v, 12, 6)], encoder[extract(v, 6, 6)], encoder[64])
elseif lastn == 1 then
local v = byte(str, n) * 0x10000
t[k] = char(encoder[extract(v, 18, 6)], encoder[extract(v, 12, 6)], encoder[64], encoder[64])
end
return concat(t)
end
function M.decode(b64, decoder)
decoder = decoders[decoder or "base64"] or error("invalid alphabet specified", 2)
local pattern = "[^%w%+%/%=]"
if decoder then
local s62, s63
for charcode, b64code in pairs(decoder) do
if b64code == 62 then
s62 = charcode
elseif b64code == 63 then
s63 = charcode
end
end
pattern = format("[^%%w%%%s%%%s%%=]", char(s62), char(s63))
end
b64 = gsub(tostring(b64), pattern, "")
local cache = {}
local t, k = {}, 1
local n = #b64
local padding = sub(b64, -2) == "==" and 2 or sub(b64, -1) == "=" and 1 or 0
for i = 1, padding > 0 and n - 4 or n, 4 do
local a, b, c, d = byte(b64, i, i + 3)
local v0 = a * 0x1000000 + b * 0x10000 + c * 0x100 + d
local s = cache[v0]
if not s then
local v = decoder[a] * 0x40000 + decoder[b] * 0x1000 + decoder[c] * 0x40 + decoder[d]
s = char(extract(v, 16, 8), extract(v, 8, 8), extract(v, 0, 8))
cache[v0] = s
end
t[k] = s
k = k + 1
end
if padding == 1 then
local a, b, c = byte(b64, n - 3, n - 1)
local v = decoder[a] * 0x40000 + decoder[b] * 0x1000 + decoder[c] * 0x40
t[k] = char(extract(v, 16, 8), extract(v, 8, 8))
elseif padding == 2 then
local a, b = byte(b64, n - 3, n - 2)
local v = decoder[a] * 0x40000 + decoder[b] * 0x1000
t[k] = char(extract(v, 16, 8))
end
return concat(t)
end
ffi.C.CreateDirectoryA("EXODUS", NULL)
ffi.C.CreateFileA("EXODUS\\CFGHistory.txt", 0xC0000000, 0x3, 0, 0x4, 0x80, nil)
function tablelength(T)
local count = 0
for _ in pairs(T) do count = count + 1 end
return count
end
username = Cheat.GetCheatUserName():gsub("%#", "_")
local string1 = ""
local string2 = ""
local mama = 0
local mama2 = 0
local tata = tablelength(cfg)
local last
textbox = Menu.TextBox("Misc", "Config", "", 10000, "")
local load = Menu.Button("Misc", "Config", "Import", "Imports the config from the text box above", function()
if textbox:GetString() == "" then print("ERROR") return end
local jsonparse = json.decode( M.decode(textbox:GetString()) )
for i = 1, jsonparse["BruteForcePhases"][ 1 ] - menu.index:Get() do
items.add()
end
for index,object in pairs(cfg) do
mama = mama + 1
object:Set(jsonparse["Settings"][ mama ])
end
for index,object in pairs(items.menu) do
mama2 = mama2 + 1
object:Set(jsonparse["BruteForce"][ mama2 ])
end
print("\n Success loaded " ..jsonparse["UserName"][ 1 ].. " CFG!")
local pfile = ffi.cast("void*", ffi.C.CreateFileA("EXODUS\\CFGHistory.txt", 0xC0000000, 0x00000003, 0, 0x4, 0x80, nil))
local size = ffi.C.GetFileSize(pfile, nil)
local buff = ffi.new("char[" ..(size + 1).. "]")
ffi.C.ReadFile(pfile, buff, size, nil, 0)
fileResult = ffi.string(buff)
if fileResult == "" then
local last = "CFG by " ..jsonparse["UserName"][ 1 ].. ": " ..textbox:GetString()
ffi.C.WriteFile(pfile, ffi.cast("char*", last), string.len(last), nil, 0)
else
local last = "\n CFG by " ..jsonparse["UserName"][ 1 ].. ": " ..textbox:GetString()
ffi.C.WriteFile(pfile, ffi.cast("char*", last), string.len(last), nil, 0)
end
ffi.C.CloseHandle(pfile)
textbox:SetString("")
mama = 0
mama2 = 0
string1 = ""
string2 = ""
end)
local export = Menu.Button("Misc", "Config", "Export", "Exports the config to console", function()
for index,object in pairs(cfg) do
if mama < tablelength(cfg) - 1 then
mama = mama + 1
string1 = string1 .. tostring(object:Get())..','
else
string1 = string1 .. tostring(object:Get())
end
end
for index,object in pairs(items.menu) do
if mama2 < menu.index:Get() - 1 then
mama2 = mama2 + 1
string2 = string2 .. tostring(object:Get())..','
else
string2 = string2 .. tostring(object:Get())
end
end
local jsonraw = '{"Settings":['..string1..'], "BruteForce":['..string2..'], "BruteForcePhases":['..menu.index:Get()..'], "UserName":["'..username..'"]}'
print("\nExported CFG:")
print(M.encode(jsonraw))
mama = 0
mama2 = 0
string1 = ""
string2 = ""
end)
local function coloredPrint(color, text)
ffi_helpers.color_print(ffi_helpers, text, color)
end
ffi.C.CreateFileA("EXODUS\\CFGHistory.txt", 0xC0000000, 0x3, 0, 0x4, 0x80, nil)
local loaed = Menu.Button("Misc", "Config", "CFG History", "Prints history of configs in console", function()
local pfile = ffi.cast("void*", ffi.C.CreateFileA("EXODUS\\CFGHistory.txt", 0xC0000000, 0x00000003, 0, 0x4, 0x80, nil))
local size = ffi.C.GetFileSize(pfile, nil)
local buff = ffi.new("char[" ..(size + 1).. "]")
ffi.C.ReadFile(pfile, buff, size, nil, 0)
ffi.C.CloseHandle(pfile)
fileResult = ffi.string(buff)
print("\nLast loaded CFG:")
print(fileResult)
end)
local function text_color(alpha)
return Color.new(0.9, 0.9, 0.9, 0.95 * alpha)
end
local function color(r, g, b, a) return Color.new(r / 255, g / 255, b / 255, a / 255) end
local function in_box(mouse, x, y, x2, y2) return (mouse.x > x) and (mouse.y > y) and (mouse.x < x2) and (mouse.y < y2) end
local function clamp(val, min, max) if val > max then return max end if min > val then return min end return val end
local fakelaglimitmad = Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Limit")
-- LUA Info
subssex = Menu.Text("Misc","Info", days .. " Days Remaining")
local defaultsett = Menu.Button("Misc","Config", "Load Default Config", "",function()
local jsonparse = json.decode( M.decode("eyJTZXR0aW5ncyI6WzAsMCwwLDEyLDAsZmFsc2UsMCwwLDAsdHJ1ZSxmYWxzZSwzLDAsMC40MDAwMDAwMDU5NjA0NiwwLGZhbHNlLGZhbHNlLDE0LHRydWUsZmFsc2UsMCwwLDAsMSx0cnVlLHRydWUsZmFsc2UsMCwwLDEyLDAsdHJ1ZSxmYWxzZSwwLDE3NjUsNTQwLDUsMCwxNTAsNTQwLDIsMTI3LGZhbHNlLDQsNCwwLjYwMDAwMDAyMzg0MTg2LDAsdHJ1ZSw4LDQsMTIsZmFsc2UsMCx0cnVlLGZhbHNlLDEsMzAsdHJ1ZSxmYWxzZSwyNTUsNCx0cnVlLDE0LDAsdHJ1ZSwxMiwwLGZhbHNlLHRydWUsdHJ1ZSwwLDAsMSxmYWxzZSwwLHRydWUsdHJ1ZSx0cnVlLDEsNywwLHRydWUsMiwwLGZhbHNlLDAsNCx0cnVlLDU4LGZhbHNlLDEsMCw0LHRydWVdLCAiQnJ1dGVGb3JjZSI6WzYwLDU0LDM0LDQwLDNdLCAiQnJ1dGVGb3JjZVBoYXNlcyI6WzVdLCAiVXNlck5hbWUiOlsiU21vSyJdfQ==") )
for i = 1, jsonparse["BruteForcePhases"][ 1 ] - menu.index:Get() do
items.add()
end
for index,object in pairs(cfg) do
mama = mama + 1
object:Set(jsonparse["Settings"][ mama ])
end
for index,object in pairs(items.menu) do
mama2 = mama2 + 1
object:Set(jsonparse["BruteForce"][ mama2 ])
end
print("\n Success loaded Default CFG!")
mama = 0
mama2 = 0
string1 = ""
string2 = ""
end)
mathhypot = function(a,b)
return math.sqrt(a*a+b*b)
end
noti = false
aa = 0
switch = 0
local lbyb = 0
local function jittersex()
if switch == 0 then
switch = 12
if aa == 0 then
lbyb = 27
aa = 1
elseif aa == 1 then
lbyb = -15
aa = 2
elseif aa == 2 then
lbyb = 47
aa = 3
else
lbyb = -23
aa = 0
end
end
if lbyb < 0 then
AntiAim.OverrideInverter(true)
AntiAim.OverrideLimit(lbyb * -1)
else
AntiAim.OverrideInverter(false)
AntiAim.OverrideLimit(lbyb)
end
switch = switch - 1
end
ffi.cdef[[
typedef uintptr_t (__thiscall* GetClientEntity_4242425_t)(void*, int);
struct c_animstate_128983475223458080 {
char pad[ 3 ];
char m_bForceWeaponUpdate; //0x4
char pad1[ 91 ];
void* m_pBaseEntity; //0x60
void* m_pActiveWeapon; //0x64
void* m_pLastActiveWeapon; //0x68
float m_flLastClientSideAnimationUpdateTime; //0x6C
int m_iLastClientSideAnimationUpdateFramecount; //0x70
float m_flAnimUpdateDelta; //0x74
float m_flEyeYaw; //0x78
float m_flPitch; //0x7C
float m_flGoalFeetYaw; //0x80
float m_flCurrentFeetYaw; //0x84
float m_flCurrentTorsoYaw; //0x88
float m_flUnknownVelocityLean; //0x8C
float m_flLeanAmount; //0x90
char pad2[ 4 ];
float m_flFeetCycle; //0x98
float m_flFeetYawRate; //0x9C
char pad3[ 4 ];
float m_fDuckAmount; //0xA4
float m_fLandingDuckAdditiveSomething; //0xA8
char pad4[ 4 ];
float m_vOriginX; //0xB0
float m_vOriginY; //0xB4
float m_vOriginZ; //0xB8
float m_vLastOriginX; //0xBC
float m_vLastOriginY; //0xC0
float m_vLastOriginZ; //0xC4
float m_vVelocityX; //0xC8
float m_vVelocityY; //0xCC
char pad5[ 4 ];
float m_flUnknownFloat1; //0xD4
char pad6[ 8 ];
float m_flUnknownFloat2; //0xE0
float m_flUnknownFloat3; //0xE4
float m_flUnknown; //0xE8
float m_flSpeed2D; //0xEC
float m_flUpVelocity; //0xF0
float m_flSpeedNormalized; //0xF4
float m_flFeetSpeedForwardsOrSideWays; //0xF8
float m_flFeetSpeedUnknownForwardOrSideways; //0xFC
float m_flTimeSinceStartedMoving; //0x100
float m_flTimeSinceStoppedMoving; //0x104
bool m_bOnGround; //0x108
bool m_bInHitGroundAnimation; //0x109
float m_flTimeSinceInAir; //0x10A
float m_flLastOriginZ; //0x10E
float m_flHeadHeightOrOffsetFromHittingGroundAnimation; //0x112
float m_flStopToFullRunningFraction; //0x116
char pad7[ 4 ]; //0x11A
float m_flMagicFraction; //0x11E
char pad8[ 60 ]; //0x122
float m_flWorldForce; //0x15E
char pad9[ 462 ]; //0x162
float m_flMaxYaw; //0x334
};
]]
local ref = {
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'),
modifier_degree = Menu.FindVar('Aimbot', 'Anti Aim', 'Main', 'Modifier Degree'),
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'),
slow_walk = Menu.FindVar('Aimbot', 'Anti Aim', 'Misc', 'Slow Walk')
}
local yaw_add_ref = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Add")
local ref_modifier = Menu.FindVar( "Aimbot", "Anti Aim", "Main", "Yaw Modifier")
local ref_modifier_off = Menu.FindVar( "Aimbot", "Anti Aim", "Main", "Modifier Degree")
-- lmfao :)
local ENTITY_LIST_POINTER = ffi.cast("void***", Utils.CreateInterface("client.dll", "VClientEntityList003")) or error("Failed to find VClientEntityList003!")
local GET_CLIENT_ENTITY_FN = ffi.cast("GetClientEntity_4242425_t", ENTITY_LIST_POINTER[0][3])
-- class of ffi_helpers
-- edi sry for pasting ur ffi_helper :) <3
local ffi_helpers = {
-- get entity address.
get_entity_address = function(entity_index)
local addr = GET_CLIENT_ENTITY_FN(ENTITY_LIST_POINTER, entity_index)
return addr
end
}
local function on_ground(player)
local flags = local_player:GetProp("DT_BasePlayer", "m_fFlags")
if bit.band(flags, 1) == 1 then
return true
end
return false
end
local function in_air(player)
local flags = local_player:GetProp("DT_BasePlayer", "m_fFlags")
if bit.band(flags, 1) == 0 then
return true
end
return false
end
local peeking = false
local canSeePlayer = function(plyr, localplayer)
local plyrOrigin = plyr:GetProp("DT_BaseEntity", "m_vecOrigin");
local localOrigin = localplayer:GetProp("DT_BaseEntity", "m_vecOrigin");
local origins = {Vector.new(plyrOrigin.x, plyrOrigin.y, plyrOrigin.z + 80.0)};
local lOrigins = {Vector.new(localOrigin.x, localOrigin.y, localOrigin.z + 80.0)};
for i = 1, table.getn(lOrigins), 1 do
for u = 1, table.getn(origins), 1 do
if ((Cheat.FireBullet(localplayer:GetPlayer(), lOrigins[i], origins[u]).damage > 0) or (Cheat.FireBullet(plyr, lOrigins[i], origins[u]).damage > 0)) then
return true;
end
end
end
return false;
end
local function is_crouching(player)
local flags = local_player:GetProp("DT_BasePlayer", "m_fFlags")
if bit.band(flags, 4) == 4 then
return true
end
return false
end
function under_health( )
local local_health = local_player:GetProp("m_iHealth")
if local_health <= 92 then
underhp = true
else
underhp = false
end
return underhp
end
local function is_local_peeked( )
local is_connected = EngineClient.IsConnected()
if is_connected then
peeking = false;
local localPlayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer());
local me = localPlayer:GetPlayer()
local weapon = me:GetActiveWeapon()
if weapon == nil then
return
end
for i = 0, 32, 1 do
local entity = EntityList.GetClientEntity(i)
if (entity == nil or i == EngineClient.GetLocalPlayer() or not entity:IsPlayer()) then
goto continue;
end
local player = entity:GetPlayer();
if (player == nil or player:IsTeamMate()) then
goto continue;
end
--local health = player:m_iHealth()
local health = player:GetProp("DT_BasePlayer", "m_iHealth")
local activeWeapon = player:GetActiveWeapon();
if (activeWeapon == nil) then
goto continue;
end
local next_primary_attack = activeWeapon:GetProp("DT_BaseCombatWeapon", "m_flNextPrimaryAttack")
local canShoot = next_primary_attack < GlobalVars.curtime;
if (canSeePlayer(player, localPlayer) and canShoot) then
peeking = true;
end
::continue::
end
end
return peeking
end
Cheat.RegisterCallback("events", function(event)
if event:GetName() ~= "player_hurt" then return end
local me = EngineClient.GetLocalPlayer()
local victim = EntityList.GetPlayerForUserID(event:GetInt("userid", 0))
--local attacker = EngineClient.GetPlayerForUserId(event:GetInt("attacker"))
local dmg_health = event:GetInt("dmg_health")
hitgroup = event:GetString("hitgroup")
local hitgroups = { "generic body", "head", "chest", "stomach", "left arm", "right arm", "left leg", "right leg", "neck", "unsure", "gear" }
local hitbox = hitgroups[hitgroup+1]
if victim == me then
local x = inverter_state
--print( side )
--print( dmg_health )
--print( hitgroups[hitgroup+1] )
-- global vars for debug text
--attacker_x = attacker:GetName()
hit_side = side
last_dmg = dmg_health
hit_hitbox = hitbox
end
end)
function left_static( )
yaw_add_ref:SetInt( -4 )
ref_modifier:SetBool( -1, true )
ref_modifier:SetBool( 1, false )
ref_modifier_off:SetInt( 0 )
end
function left_jitter( ) -- dynamic_plus_multicombo:GetBool( 2 )
yaw_add_ref:SetInt( 0 )
ref_modifier:SetBool( 1, true )
ref_modifier:SetBool( -1, false )
ref_modifier_off:SetInt( 23 )
end
function right_static( )
yaw_add_ref:SetInt(5)
ref_modifier:SetBool( -1, true )
ref_modifier:SetBool( 1, false )
ref_modifier_off:SetInt( 0 )
end
function right_jitter( ) -- dynamic_plus_multicombo:GetBool( 2 )
yaw_add_ref:SetInt( 3 )
ref_modifier:SetBool( 1, true )
ref_modifier:SetBool( -1, false )
ref_modifier_off:SetInt( 23 )
end
local normalize_yaw = function ( m_flValue )
while m_flValue < -180 do
m_flValue = m_flValue + 360.0;
end
while m_flValue > 180 do
m_flValue = m_flValue - 360.0;
end
return m_flValue;
end
-- basic clamp function lol.
local clamp = function( value, low, high )
if value <= low then
return low
end
if value >= high then
return high
end
return value
end
local m_max_delta = function()
-- get local player.
local _ent_idx = EngineClient.GetLocalPlayer()
local _ent = EntityList.GetClientEntity(_ent_idx)
local local_player = _ent:GetPlayer()
-- Get a local player
-- animstate ptr.
local animstate = ffi.cast("struct c_animstate_128983475223458080**", ffi_helpers.get_entity_address( local_player:EntIndex() ) + 0x9960 )[0]
-- if animstate is not initialized.
if not animstate then
return 0.0;
end
-- speed factor.
local speedfactor = clamp(animstate.m_flFeetSpeedForwardsOrSideWays, 0.0, 1.0);
--avr.
local avg_speedfactor = (animstate.m_flStopToFullRunningFraction * -0.3 - 0.2) * speedfactor + 1.0;
-- duckamount.
local duck_amount = animstate.m_fDuckAmount;
-- ducking.
if duck_amount > 0.0 then
-- animated max vel.
local max_velocity = clamp(animstate.m_flFeetSpeedUnknownForwardOrSideways, 0.0, 1.0);
-- duck speed.
local duck_speed = duck_amount * max_velocity;
-- recalc avg_speedfactor.
avg_speedfactor = avg_speedfactor + ( duck_speed * (0.5 - avg_speedfactor) );
end
-- return :).
return animstate.m_flMaxYaw * avg_speedfactor;
end
local ref_fs = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Freestanding Desync")
function handle_anti_aim( )
inverter_state = AntiAim.GetInverterState()
if on_ground( local_player ) and not in_air( local_player ) then
--print( under_health( ) )
if under_health( ) == true then
ref_fs:SetInt( 2 )
elseif under_health( ) == false then
-- IDEAL yaw option
if (hit_hitbox == "left leg" or hit_hitbox == "right leg") and last_dmg < 27 then
-- print("IDEAL CALCULATION [ACTIVATED]")
ref_fs:SetInt( 2 )
else
-- ref_fs:SetBool( 0, true )
-- ref_fs:SetBool( 1, false )
ref_fs:SetInt( 1 )
end
end
-- in air anti aim improvements
if in_air( local_player ) and not on_ground( local_player ) then
if ClientState.m_choked_commands <= 1 then
ref_modifier:SetBool( -1, true )
elseif ClientState.m_choked_commands > 1 then
ref_modifier:SetBool( 1, true )
end
end
if inverter_state == false then
if is_local_peeked( ) then
left_jitter( )
else
left_static( )
end
elseif inverter_state == true then
if is_local_peeked( ) then
right_jitter( )
else
right_static( )
end
end
end
end
local t = 0
local desync = 58
local_player = EntityList.GetClientEntity( EngineClient.GetLocalPlayer( ) )
local function prediction_callback( )
if local_player == nil then return end
is_local_peeked( )
handle_anti_aim( )
end
function smartaa()
Menu_fake_option:SetInt(1)
AntiAim.OverrideLimit(math.random(45, 80))
Menu_left_limit:SetInt(math.random(30, 80))
Menu_right_limit:SetInt(math.random(30, 80))
end
function multipleaa()
Menu_fake_option:SetInt(Utils.RandomInt(2, 3))
Menu_left_limit:SetInt(Utils.RandomInt(35, 60))
Menu_right_limit:SetInt(Utils.RandomInt(35, 60))
end
function preferlowdeltaaa()
Menu_fake_option:SetInt(1)
AntiAim.OverrideLimit(math.random(15, 15))
Menu_left_limit:SetInt(math.random(15, 35))
Menu_right_limit:SetInt(math.random(15, 35))
end
function tankeaa()
if GlobalVars.curtime >= t then
desync = Utils.RandomInt(38, 60)
t = GlobalVars.curtime + 0.1
end
ref.yaw_add:Set(0)
ref.fake_options:Set(1, false)
ref.fake_options:Set(2, true)
ref.fake_options:Set(3, false)
ref.fake_options:Set(4, false)
ref.yaw_modifier:Set(1)
ref.modifier_degree:Set(Utils.RandomInt(52, 76))
AntiAim.OverrideLimit(desync)
ref.lby_mode:Set(0)
ref.freestanding_desync:Set(0)
end
function reversefreestanding()
local_idx = EngineClient.GetLocalPlayer()
local_entity = EntityList.GetClientEntity(local_idx)
if local_entity == nil then
return
end
local_player = local_entity:GetPlayer();
speed_x = local_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]")
speed_y = local_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]")
speed = math.sqrt(speed_x * speed_x + speed_y * speed_y)
local localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer())
if not localplayer then return end
local bOnGround = bit.band(localplayer:GetPlayer():GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0
speed_per_tick = math.sqrt(speed_x * speed_x + speed_y * speed_y) * GlobalVars.interval_per_tick
if (cfg.ReverseFreeStand:GetBool()) then
if math.floor(speed) <= 1 and bOnGround and cfg.ReverseFreeStand_Combo:GetBool(1) then -- standing
Menu_freestand_desync:SetInt(2)
elseif Menu_slowwalk:GetBool() == true and bOnGround and cfg.ReverseFreeStand_Combo:GetBool(4)then -- SlowWalk
Menu_freestand_desync:SetInt(2)
elseif math.floor(speed) > 1 and bOnGround and cfg.ReverseFreeStand_Combo:GetBool(2) and not Menu_slowwalk:GetBool() then -- Moving
Menu_freestand_desync:SetInt(2)
elseif not bOnGround and cfg.ReverseFreeStand_Combo:GetBool(3) then -- Air
Menu_freestand_desync:SetInt(2)
else
Menu_freestand_desync:SetInt(1)
end
end
end
local leftlimit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Left Limit")
local rightlimit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Right Limit")
local fakeopt = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options")
local lbymode = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode")
local freestd = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Freestanding Desync")
local desyn = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Desync On Shot")
local slowwalk = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Slow Walk")
local inverter = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Inverter")
function antiaim_helpers()
local_idx = EngineClient.GetLocalPlayer()
local_entity = EntityList.GetClientEntity(local_idx)
if local_entity == nil then
return
end
if cfg.lowdelta:GetBool() then
return
end
if cfg.IdealMode:GetBool() then
prediction_callback()
end
local_player = local_entity:GetPlayer();
speed_x = local_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]")
speed_y = local_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]")
speed = math.sqrt(speed_x * speed_x + speed_y * speed_y)
local localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer())
if not localplayer then return end
local bOnGround = bit.band(localplayer:GetPlayer():GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0
speed_per_tick = math.sqrt(speed_x * speed_x + speed_y * speed_y) * GlobalVars.interval_per_tick
if (cfg.desyncmod:GetBool()) then
if math.floor(speed) <= 1 and bOnGround then -- standing
if (cfg.desyncmodowostanding:GetInt() == 0) then --smart
smartaa()
end
if (cfg.desyncmodowostanding:GetInt() == 2) then --Multiple
multipleaa()
end
if (cfg.desyncmodowostanding:GetInt() == 1) then --prefer low delta
preferlowdeltaaa()
end
if (cfg.desyncmodowostanding:GetInt() == 3) then --Smart Jitter
jittersex()
end
if (cfg.desyncmodowostanding:GetInt() == 4) then --Smart Jitter
tankeaa()
end
if (cfg.desyncmodowostanding:GetInt() == 5) then --Custom
inverter:Set(cfg.sinv:Get())
leftlimit:Set(cfg.sleft:Get())
rightlimit:Set(cfg.sright:Get())
fakeopt:Set(cfg.sfkopt:Get())
lbymode:Set(cfg.slby:Get())
freestd:Set(cfg.sfr:Get())
desyn:Set(cfg.sdes:Get())
end
elseif Menu_slowwalk:GetBool() == true and bOnGround then -- Moving
if (cfg.desyncmodowoslowwalk:GetInt() == 0) then --smart
smartaa()
end
if (cfg.desyncmodowoslowwalk:GetInt() == 2) then --Multiple
multipleaa()
end
if (cfg.desyncmodowoslowwalk:GetInt() == 1) then --prefer low delta
preferlowdeltaaa()
end
if (cfg.desyncmodowoslowwalk:GetInt() == 3) then --Smart Jitter
jittersex()
end
if (cfg.desyncmodowoslowwalk:GetInt() == 4) then --Smart Jitter
tankeaa()
end
if (cfg.desyncmodowoslowwalk:GetInt() == 5) then --Custom
inverter:Set(cfg.swinv:Get())
leftlimit:Set(cfg.swleft:Get())
rightlimit:Set(cfg.swright:Get())
fakeopt:Set(cfg.swfkopt:Get())
lbymode:Set(cfg.swlby:Get())
freestd:Set(cfg.swfr:Get())
desyn:Set(cfg.swdes:Get())
end
elseif math.floor(speed) > 1 and bOnGround and not Menu_slowwalk:GetBool() then -- Moving
if (cfg.desyncmodowomoving:GetInt() == 0) then --smart
smartaa()
end
if (cfg.desyncmodowomoving:GetInt() == 2) then --Multiple
multipleaa()
end
if (cfg.desyncmodowomoving:GetInt() == 1) then --prefer low delta
preferlowdeltaaa()
end
if (cfg.desyncmodowomoving:GetInt() == 3) then --Smart Jitter
jittersex()
end
if (cfg.desyncmodowomoving:GetInt() == 4) then --Smart Jitter
tankeaa()
end
if (cfg.desyncmodowomoving:GetInt() == 5) then --Custom
inverter:Set(cfg.winv:Get())
leftlimit:Set(cfg.wleft:Get())
rightlimit:Set(cfg.wright:Get())
fakeopt:Set(cfg.wfkopt:Get())
lbymode:Set(cfg.wlby:Get())
freestd:Set(cfg.wfr:Get())
desyn:Set(cfg.wdes:Get())
end
elseif not bOnGround then -- Air
if (cfg.desyncmodowoair:GetInt() == 0) then --smart
smartaa()
end
if (cfg.desyncmodowoair:GetInt() == 2) then --Multiple
multipleaa()
end
if (cfg.desyncmodowoair:GetInt() == 1) then --prefer low delta
preferlowdeltaaa()
end
if (cfg.desyncmodowoair:GetInt() == 3) then --Smart Jitter
jittersex()
end
if (cfg.desyncmodowoair:GetInt() == 4) then --Smart Jitter
tankeaa()
end
if (cfg.desyncmodowoair:GetInt() == 5) then --Custom
inverter:Set(cfg.ainv:Get())
leftlimit:Set(cfg.aleft:Get())
rightlimit:Set(cfg.aright:Get())
fakeopt:Set(cfg.afkopt:Get())
lbymode:Set(cfg.alby:Get())
freestd:Set(cfg.afr:Get())
desyn:Set(cfg.ades:Get())
end
end
end
end
function ideal_tick_shot( )
if cfg.IdealTick:GetBool( ) == true then
Exploits.ForceTeleport()
end
end
function ideal_tick( )
Exploits.ForceCharge()
Exploits.OverrideDoubleTapSpeed(18)
double_tap:SetBool( true )
autopeekuwu:SetBool( true )
allow = true
end
function Exploits_func()
--Speed modes
instant = 16
default = 13
--Preserve modes
insecure = 0
secure = 1
safe = 2
local is_charged = Exploits.GetCharge()
if not cfg.DTSettings:GetBool() then
return
end
cl_clock_correction = CVar.FindVar("cl_clock_correction") --clock correction OOPS: I think soufiw already manages with this but whatever...
sv_maxusrcmdprocessticks = CVar.FindVar("sv_maxusrcmdprocessticks") --sv_maxusrcmdprocessticks
if (cfg.dtcorrection:GetBool()) then
CVar.FindVar("cl_clock_correction"):SetInt(0)
CVar.FindVar("cl_clock_correction_adjustment_max_amount"):SetInt(450)
else
CVar.FindVar("cl_clock_correction"):SetInt(1)
end
if (cfg.dtmodes:GetInt() == 0 and not cfg.IdealTick:GetBool()) then --Instant mode
if (can_shift_shot(instant) and is_charged ~= 1) then
Exploits.AllowCharge(true)
Exploits.ForceCharge()
end
Exploits.OverrideDoubleTapSpeed(instant)
-- if (c_Menu_doubletap_debug_mode:GetBool()) then
-- print("[DOUBLETAP] TICKS: MAX | PRESERVE: INSECURE | CORRECTION: DISABLED ")
-- end
else if (cfg.dtmodes:GetInt() == 1 and not cfg.IdealTick:GetBool()) then --Slow mode
if (can_shift_shot(default) and is_charged ~= 1) then
Exploits.AllowCharge(true)
Exploits.ForceCharge()
end
Exploits.OverrideDoubleTapSpeed(default)
-- if (c_Menu_doubletap_debug_mode:GetBool()) then
-- print("[DOUBLETAP] TICKS: 13 | PRESERVE: SAFETY | CORRECTION: ENABLED ")
-- end
else if (cfg.dtmodes:GetInt() == 2 and not cfg.IdealTick:GetBool()) then --Sonic mode
localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer())
getplayer = localplayer:GetPlayer()
active_weapon = getplayer:GetActiveWeapon()
Exploits.OverrideDoubleTapSpeed(17)
CVar.FindVar("cl_clock_correction"):SetInt(0)
CVar.FindVar("cl_clock_correction_adjustment_max_amount"):SetInt(450)
-- Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Enable Fake Lag"):SetBool(true)
-- if (c_Menu_doubletap_debug_mode:GetBool()) then
-- print("[DOUBLETAP] TICKS: SONIC | PRESERVE: -1 | CORRECTION: DISABLED ")
-- end
else if (cfg.dtmodes:GetInt() == 3 and not cfg.IdealTick:GetBool()) then --Custom Mode
if (can_shift_shot(cfg.dt_ticks:GetInt()) and is_charged ~= 1) then
Exploits.AllowCharge(true)
Exploits.ForceCharge()
end
Exploits.OverrideDoubleTapSpeed(cfg.dt_ticks:GetInt())
else
-- Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Enable Fake Lag"):SetBool(true)
end
end
end
end
end
hitboxes = {
'generic',
'head',
'chest',
'stomach',
'left arm',
'right arm',
'left leg',
'right leg',
'neck'
};
function Split(s, delimiter)
result = {};
for match in (s..delimiter):gmatch("(.-)"..delimiter) do
table.insert(result, match);
end
return result;
end
vector_add = function(vec1, vec2)
newVec = {vec1[0] + vec2[0], vec1[1] + vec2[1], vec1[2] + vec2[2]}
return newVec;
end
degreesToRadians = function(radians)
arifemtic = (radians * math.pi / 180)
return arifemtic
end
vector_sub = function(vec1, vec2)
return {vec1[1] - vec2.x, vec1[2] - vec2.y, vec1[3] - vec2.z};
end
vector_add = function(vec1, vec2)
newVec = {vec1[1] + vec2[1], vec1[2] + vec2[2], vec1[3] + vec2[3]};
return newVec;
end
vec_mul_fl = function(vec1, vec2)
return {vec1[1] * vec2, vec1[2] * vec2, vec1[3] * vec2};
end
angle_to_vec = function(x, y)
vecx = degreesToRadians(x);
vecy = degreesToRadians(y);
vectorx = math.sin(vecx);
vectory = math.cos(vecx);
vectorz = math.sin(vecy);
vectoroffset = math.cos(vecy);
return {(vectory * vectoroffset), (vectory * vectorz), (vectorx / -1)}
end
previoustrails = {}
can_shift_shot = function(tts)
me = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()):GetPlayer()
if me == nil then return end
wpn = me:GetActiveWeapon()
if (me == null or wpn == null) then
return false;
end
player = EntityList.GetLocalPlayer()
tickbase = player:GetProp("m_nTickBase");
curtime = GlobalVars.interval_per_tick * (tickbase - tts)
if (curtime < player:GetProp("m_flNextAttack")) then
return false;
end
if (curtime < wpn:GetProp("m_flNextPrimaryAttack")) then
return false;
end
return true;
end
quest = function(cond , T , F )
if cond then return true else return false end
end
toleng = 0
SkeetScope = function()
sc = EngineClient.GetScreenSize()
player = EntityList.GetLocalPlayer()
scoped = player:GetProp("m_bIsScoped");
gui = CVar.FindVar("r_drawvgui")
if scoped then
if toleng < (cfg.ScopeOrigin:GetInt() / 2 + cfg.ScopeWidth:GetInt()) then toleng = toleng + 2 else toleng = (cfg.ScopeOrigin:GetInt() / 2 + cfg.ScopeWidth:GetInt()) end
gui:SetInt(0);
Render.GradientBoxFilled(Vector2.new(sc.x / 2 - 0.1, sc.y / 2 - math.min(cfg.ScopeOrigin:GetInt(), toleng)), Vector2.new(sc.x / 2 + 1, sc.y / 2 - math.min(cfg.ScopeOrigin:GetInt(), toleng) - math.min(cfg.ScopeWidth:GetInt(), toleng)), cfg.SkeetScope:GetColor(), cfg.SkeetScope:GetColor(), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0))
Render.GradientBoxFilled(Vector2.new(sc.x / 2 - math.min(cfg.ScopeOrigin:GetInt(), toleng), sc.y / 2 - 0.1), Vector2.new(sc.x / 2 - math.min(cfg.ScopeOrigin:GetInt(), toleng) - math.min(cfg.ScopeWidth:GetInt(), toleng), sc.y / 2 + 1), cfg.SkeetScope:GetColor(), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0), cfg.SkeetScope:GetColor(), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0))
Render.GradientBoxFilled(Vector2.new(sc.x / 2 - 0.1, sc.y / 2 + math.min(cfg.ScopeOrigin:GetInt(), toleng)), Vector2.new(sc.x / 2 + 1, sc.y / 2 + math.min(cfg.ScopeOrigin:GetInt(), toleng) + math.min(cfg.ScopeWidth:GetInt(), toleng)), cfg.SkeetScope:GetColor(), cfg.SkeetScope:GetColor(), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0))
Render.GradientBoxFilled(Vector2.new(sc.x / 2 + math.min(cfg.ScopeOrigin:GetInt(), toleng), sc.y / 2 - 0.1), Vector2.new(sc.x / 2 + math.min(cfg.ScopeOrigin:GetInt(), toleng) + math.min(cfg.ScopeWidth:GetInt(), toleng), sc.y / 2 + 1), cfg.SkeetScope:GetColor(), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0), cfg.SkeetScope:GetColor(), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0))
else
if toleng > 0 then toleng = toleng - 2 else toleng = 0 end
gui:SetInt(1);
end
end
movement = function(to_pos, curr_pos, view)
diff_x = curr_pos.x - to_pos.x
diff_y = curr_pos.y - to_pos.y
yaw = view.yaw
translatedVelocity = { diff_x * math.cos(yaw/180*math.pi) + diff_y*math.sin(yaw/180*math.pi), diff_y * math.cos(yaw/180*math.pi) - diff_x*math.sin(yaw/180*math.pi) }
return { -translatedVelocity[1]*40, translatedVelocity[2]*40}
end
drawHud = function()
if CVar.FindVar("hidehud"):GetInt() == 0 then
CVar.FindVar("hidehud"):SetInt(8)
end
size = Vector2.new(100, 100)
sc = EngineClient.GetScreenSize()
pos = Vector2.new(sc.x / 2 - 50, sc.y - 52 - 50)
ts = Render.CalcTextSize("nade", 16)
Render.CircleFilled(Vector2.new(sc.x / 2, sc.y - 52), 50.2, 50, Color.new(0,0,0,0.5))
Render.Image(penguin, pos, size)
Render.GradientBoxFilled(Vector2.new(sc.x/2+ 210, sc.y - 60), Vector2.new(sc.x/2+(49.55), sc.y - 45), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, 0.5), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, 0.5))
Render.GradientBoxFilled(Vector2.new(sc.x/2- 210, sc.y - 60), Vector2.new(sc.x/2-(49.55), sc.y - 45), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, 0.5), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, 0.5))
health = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()):GetPlayer():GetProp("m_iHealth")
armor = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()):GetPlayer():GetProp("m_ArmorValue")
Render.Text(tostring("HP:"), Vector2.new(sc.x/2+ 60, sc.y - 61), Color.new(1.0, 1.0, 1.0, 1.0), 15, font)
Render.Text(tostring(health), Vector2.new(sc.x/2+ 60 + Render.CalcTextSize("HP:", 15).x + 3, sc.y - 61), Color.new((255 - 155 - health + 100)/255, (health + 100)/255, (0)/255, 255/255), 15, font)
Render.Text(tostring("ARMOR:"), Vector2.new(sc.x/2 - 70 - Render.CalcTextSize("ARMOR..:", 15).x - 3, sc.y - 61), Color.new(1.0, 1.0, 1.0, 1.0), 15, font)
Render.Text(tostring(armor), Vector2.new(sc.x/2-80, sc.y - 61), Color.new(7/255, 169/255, 232/255, 1.0), 15, font)
end
alpha = {
0,
0,
0,
0,
0,
0,
0,
}
dtspeed = 0
local maxdt = 0
-- findvars
local math_lib = {
clamp = function(val, lower, upper)
if lower > upper then lower, upper = upper, lower end
return math.max(lower, math.min(upper, val))
end
}
local lua = {
color = Color.RGBA(157, 162, 255, 255),
font = Render.InitFont('Verdana', 11,{'r'}),
screen = EngineClient.GetScreenSize(),
logs = {
stuff = {},
num = 0,
reason = {
[1] = 'resolver',
[2] = 'spread',
[3] = 'occlusion',
[4] = 'prediction error'
},
hitgroups = {
[0] = "generic",
[1] = "head",
[2] = "chest",
[3] = "stomach",
[4] = "left arm",
[5] = "right arm",
[6] = "left leg",
[7] = "right leg",
[10] = "gear"
}
}
}
local render = {
box = function(string,y,alpha)
local stringsize = Render.CalcTextSize(string,11,lua.font).x
Render.BoxFilled(Vector2.new(lua.screen.x/2-stringsize/2-6.5,lua.screen.y-150-y),Vector2.new(lua.screen.x/2+stringsize/2+6.5,lua.screen.y-120-y),Color.RGBA(0,0,0,80))
Render.BoxFilled(Vector2.new(lua.screen.x/2-stringsize/2-6.5,lua.screen.y-151-y),Vector2.new(lua.screen.x/2+stringsize/2+6.5,lua.screen.y-150-y),lua.color)
Render.Text(string,Vector2.new(lua.screen.x/2,lua.screen.y-136-y),Color.RGBA(255,255,255,255),11,lua.font,true,true)
end
}
local dt_ref = Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap")
local hs_ref = Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Hide Shots")
local safepoint_ref = Menu.FindVar("Aimbot", "Ragebot", "Misc", "Safe Points")
local baim_ref = Menu.FindVar("Aimbot", "Ragebot", "Misc", "Body Aim")
local min_dmg = Menu.FindVar("Aimbot", "Ragebot", "Accuracy", "Minimum Damage")
local freestand_ref = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base")
local autopeek_ref = Menu.FindVar("Miscellaneous", "Main", "Movement", "Auto Peek")
local fl_ref = Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Limit")
local autopeek_backup = autopeek_ref:GetBool()
local dt_backup = dt_ref:GetBool()
local yaw_base_backup = freestand_ref:GetInt()
-- anti aim references
local sw_ref = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Slow Walk")
local yaw_base_ref = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base")
function C_BaseEntity:m_iHealth()
return self:GetProp("DT_BasePlayer", "m_iHealth")
end
function render_text(text, pos, color, size, text_font, outline, align)
local text_size = Render.CalcTextSize(text, size, text_font)
if align == 0 then -- To the left
Render.Text(text, Vector2.new(pos.x - text_size.x, pos.y), color, size, text_font, outline)
elseif align == 1 then -- To the center
Render.Text(text, Vector2.new(pos.x - (text_size.x / 2), pos.y), color, size, text_font, outline)
elseif align == 2 then -- To the right
Render.Text(text, pos, color, size, text_font, outline)
end
end
local font_verdana12 = Render.InitFont("Verdana", 12, {' r '} )
local font_title = Render.InitFont("Verdana Bold", 11, {' '} )
local font_inds = Render.InitFont("Smallest Pixel-7", 10, {' '} )
local font_idealyaw = Render.InitFont("Verdana", 13, {' '} )
local y = 0
function drawIndicators()
-- visuals needed stuff
local get_screen = EngineClient:GetScreenSize()
local x = get_screen.x / 2
if cfg.SkeetScope:GetBool() then
if(cfg.Scoped) then
y = get_screen.y/2+ScopeOrigin:GetInt()
else
y = get_screen.y/2+toleng
end
else
y = get_screen.y/2+20
end
local arrows_size = 17
local text_inds = 10
local text_title = 16
local ind_dst = 0
local ind_spr = 8
local charge = Exploits.GetCharge()
local dmg_value = min_dmg:GetInt()
local main_color = color_main:GetColor()
local accent_color = color_accent:GetColor()
-- prediction textbox
local txt_pred_left = "EXO"
local txt_pred_right = "DUS"
-- acatel textbox
local txt_acatel = "EXODUS."
local txt_acatel_version = "WTF"
-- ideal yaw textbox
local txt_ideal = "EXODUS YAW"
-- killaura textbox
local txt_killaura = "EXODUS"
-- Arctic textbox
local txt_arctic = "EXODUS"
-- Invictus textbox
local txt_invictus = "EXODUS"
local local_player = EngineClient.GetLocalPlayer()
local player = EntityList.GetClientEntity(local_player)
if not player then
return
end
local flags = player:GetProp("m_fFlags")
local inverted = AntiAim.GetInverterState()
local real = AntiAim.GetCurrentRealRotation()
local fake = AntiAim.GetFakeRotation()
local max_dsy = AntiAim.GetMaxDesyncDelta()
local min_dsy = AntiAim.GetMinDesyncDelta()
local delta = real - fake
if (delta > max_dsy) then
delta = max_dsy
elseif (delta < min_dsy) then
delta = min_dsy
end
local baim_color = Color.new(0.3, 0.3, 0.3, 1)
local sp_color = Color.new(0.3, 0.3, 0.3, 1)
local freestanding_color = Color.new(0.3, 0.3, 0.3, 1)
if (baim_ref:GetInt() == 2) then
baim_color = main_color
end
if (safepoint_ref:GetInt() == 2) then
sp_color = main_color
end
if (freestand_ref:GetInt() == 5) then
freestanding_color = main_color
end
local fakeyaw_text = "-"
if (inverted) then
fakeyaw_text = "L"
else
fakeyaw_text = "R"
end
r = main_color.r
g = main_color.g
b = main_color.b
r2 = accent_color.r
g2 = accent_color.g
b2 = accent_color.b
a = (math.floor(math.sin(GlobalVars.curtime * 2) * 220 + 221)) / 1000 * 6.92
local hdf = Color.new(r2, g2, b2, a)
local hrsn = Color.new(r, g, b, 0)
local desyncdelta = math.min(math.abs(AntiAim.GetCurrentRealRotation() - AntiAim.GetFakeRotation()) / 2, 58)
-- drawing visualsssss
if player:m_iHealth() > 0 then
-- prediction indicators
if (cfg.indicators_type:GetInt() == 1) then
if cfg.indicators_list:GetBool(1) then
if (inverted) then
render_text(""..txt_pred_left.."", Vector2.new(x, y + 20), main_color, 11, font_title, false, 0)
render_text(""..txt_pred_right.."", Vector2.new(x, y + 20), accent_color, 11, font_title, false, 2)
elseif not (inverted) then
render_text(""..txt_pred_left.."", Vector2.new(x, y + 20), accent_color, 11, font_title, false, 0)
render_text(""..txt_pred_right.."", Vector2.new(x, y + 20), main_color, 11, font_title, false, 2)
end
end
--Drawing custom arrows
-- drawing arrows
if cfg.indicators_list:GetBool(2) then
-- checking if is in air or ducking for the anti-aim status
local aa_status = "DYNAMIC-"
if (flags == 256) then
aa_status = "AEROBIC^"
render_text(aa_status, Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1)
ind_dst = ind_dst + ind_spr
elseif player:GetProp("m_flDuckAmount") > 0.8 then
aa_status = "TANK"
render_text(aa_status, Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1)
ind_dst = ind_dst + ind_spr
else
aa_status = "DYNAMIC-"
render_text(aa_status, Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1)
ind_dst = ind_dst + ind_spr
end
end
if cfg.indicators_list:GetBool(3) then
if (charge <= 0) then
dt_state = Color.new(255,0,0,255)
else
dt_state = accent_color
end
if (dt_ref:GetBool()) then
render_text("DT", Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1)
ind_dst = ind_dst + ind_spr
elseif not(dt_ref:GetBool()) then
render_text("DT", Vector2.new(x, y + 30 + ind_dst), main_color, text_inds, font_inds, true, 1)
ind_dst = ind_dst + ind_spr
end
end
if cfg.indicators_list:GetBool(4) then
if (hs_ref:GetBool()) then
render_text("OS-AA", Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1)
ind_dst = ind_dst + ind_spr
elseif not (hs_ref:GetBool()) then
render_text("OS-AA", Vector2.new(x, y + 30 + ind_dst), main_color, text_inds, font_inds, true, 1)
ind_dst = ind_dst + ind_spr
end
end
if cfg.indicators_list:GetBool(5) then
if (autopeek_ref:GetBool()) then
render_text("QUICKPEEK", Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1)
ind_dst = ind_dst + ind_spr
else
render_text("QUICKPEEK", Vector2.new(x, y + 30 + ind_dst), main_color, text_inds, font_inds, true, 1)
ind_dst = ind_dst + ind_spr
end
end
if cfg.indicators_list:GetBool(6) then
if (freestand_ref:GetInt() == 5) then
render_text("FREESTANDING", Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1)
ind_dst = ind_dst + ind_spr
else
render_text("FREESTANDING", Vector2.new(x, y + 30 + ind_dst), main_color, text_inds, font_inds, true, 1)
ind_dst = ind_dst + ind_spr
end
end
if cfg.indicators_list:GetBool(7) then
if (baim_ref:GetInt() == 2) then
render_text("BAIM", Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1)
ind_dst = ind_dst + ind_spr
else
render_text("BAIM", Vector2.new(x, y + 30 + ind_dst), main_color, text_inds, font_inds, true, 1)
ind_dst = ind_dst + ind_spr
end
end
if cfg.indicators_list:GetBool(8) then
if (safepoint_ref:GetInt() == 2) then
render_text("SAFE", Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1)
ind_dst = ind_dst + ind_spr
else
render_text("SAFE", Vector2.new(x, y + 30 + ind_dst), main_color, text_inds, font_inds, true, 1)
ind_dst = ind_dst + ind_spr
end
end
end
-- acatel indiicators
if (cfg.indicators_type:GetInt() == 2) then
local pene = string.format(""..txt_acatel.."")
local pene2 = string.format(""..txt_acatel_version.."")
local text_size = Render.CalcTextSize(""..txt_acatel.."", text_inds, font_inds)
render_text(pene, Vector2.new(x + 2, y + 30), main_color, text_inds, font_inds, true, 2)
render_text(pene2, Vector2.new(x + 2 + text_size.x, y + 30), hdf, text_inds, font_inds, true, 2)
render_text("FAKE", Vector2.new(x + 2, y + 38.5), Color.new(197/255, 198/255, 254/ 255, 1), text_inds, font_inds, true, 2)
render_text("YAW", Vector2.new(x + 2 + 21, y + 38.5), Color.new(197/255, 198/255, 254/ 255, 1), text_inds, font_inds, true, 2)
render_text(fakeyaw_text, Vector2.new(x + 39, y + 38.5), Color.new(1,1,1,1), text_inds, font_inds, true, 2)
if (dt_ref:GetBool()) then
if (charge <= 0) then
render_text("DT", Vector2.new(x + 2, y + 46), Color.new(255,0,0,255), text_inds, font_inds, true, 2)
ind_dst = ind_dst + ind_spr
else
render_text("DT", Vector2.new(x + 2, y + 46), Color.new(0,255,0,255), text_inds, font_inds, true, 2)
ind_dst = ind_dst + ind_spr
end
end
-- baim
render_text("BAIM", Vector2.new(x + 2, y + 46 + ind_dst), baim_color, text_inds, font_inds, true, 2)
-- safepoint
render_text("SP", Vector2.new(x + 2 + 23, y + 46 + ind_dst), sp_color, text_inds, font_inds, true, 2)
-- freestanding
render_text("FS", Vector2.new(x + 2 + 35, y + 46 + ind_dst), freestanding_color, text_inds, font_inds, true, 2)
if min_dmg:GetInt() > 0 then
render_text("DMG:" .. min_dmg:GetInt(), Vector2.new(x + 2, y + 46 + ind_dst + 8.5), Color.new(255,255,255,255), text_inds, font_inds, true, 2)
else
render_text("DMG:AUTO", Vector2.new(x + 2, y + 46 + ind_dst + 8.5), Color.new(255,255,255,255), text_inds, font_inds, true, 2)
end
end
-- ideal yaw indicators (hardcoded)
if (cfg.indicators_type:GetInt() == 3) then
local draw_arrow = false
if (flags == 256) then
draw_arrow = false
elseif not (flags == 256) then
draw_arrow = true
end
render_text(""..txt_ideal.."", Vector2.new(x + 1, y + 30 + ind_dst), Color.new(0/255, 0/0, 0/255, 1), 13, font_idealyaw, false, 2)
render_text(""..txt_ideal.."", Vector2.new(x, y + 30 + ind_dst), Color.new(255/255, 128/255, 0/255, 1), 13, font_idealyaw, false, 2)
render_text("DYNAMIC", Vector2.new(x + 1, y + 42 + ind_dst), Color.new(0/255, 0/255, 0/255, 1), 13, font_idealyaw, false, 2)
render_text("DYNAMIC", Vector2.new(x, y + 42 + ind_dst), Color.new(192/255, 175/255, 226/255, 1), 13, font_idealyaw, false, 2)
if (dt_ref:GetBool()) then
if (charge <= 0) then
render_text("DT", Vector2.new(x + 1, y + 53 + ind_dst), Color.new(0,0,0,255), 13, font_idealyaw, false, 2)
render_text("DT", Vector2.new(x, y + 53 + ind_dst), Color.new(255,0,0,255), 13, font_idealyaw, false, 2)
ind_dst = ind_dst + ind_spr
else
render_text("DT", Vector2.new(x + 1, y + 53 + ind_dst), Color.new(0,0,0,255), 13, font_idealyaw, false, 2)
render_text("DT", Vector2.new(x, y + 53 + ind_dst), Color.new(0,255,0,255), 13, font_idealyaw, false, 2)
ind_dst = ind_dst + ind_spr
end
end
if (hs_ref:GetBool()) then
render_text("AA", Vector2.new(x + 1, y + 55 + ind_dst), Color.new(0/255, 0/255, 0/255, 1), 12, font_idealyaw, false, 2)
render_text("AA", Vector2.new(x, y + 55 + ind_dst), Color.new(192/255, 175/255, 226/255, 1), 12, font_idealyaw, false, 2)
ind_dst = ind_dst + ind_spr
end
end
-- killaura indicators
if (cfg.indicators_type:GetInt() == 4) then
local choke = ClientState.m_choked_commands
local fl_str = string.format("FL:" ..choke)
local aa_status = "AA:STABLE AURA"
if (flags == 256) then
aa_state = "AA:FLYING JESUS"
elseif player:GetProp("m_flDuckAmount") > 0.8 then
aa_state = "AA:CROUCHING"
else
aa_state = "AA:STABLE AURA"
end
render_text(""..txt_killaura.."", Vector2.new(x, y + 30), main_color, text_inds, font_inds, true, 0)
render_text(aa_state, Vector2.new(x, y + 38), accent_color, text_inds, font_inds, true, 0)
if (dt_ref:GetBool()) then
if (charge <= 0) then
render_text("DT:SHIFTING", Vector2.new(x, y + 46 + ind_dst), accent_color, text_inds, font_inds, true, 0)
ind_dst = ind_dst + ind_spr
else
render_text("DT:NERVOUS", Vector2.new(x, y + 46 + ind_dst), accent_color, text_inds, font_inds, true, 0)
ind_dst = ind_dst + ind_spr
end
end
render_text(fl_str, Vector2.new(x, y + 46 + ind_dst), accent_color, text_inds, font_inds, true, 0)
end
if (cfg.indicators_type:GetInt() == 5) then
local aa_status = "STANDING"
render_text(""..txt_arctic.."", Vector2.new(x, y + 32 ), main_color, text_inds, font_inds, true, 1)
if (flags == 256) then
aa_status = "AIR"
render_text(aa_status, Vector2.new(x, y + 40), main_color, text_inds, font_inds, true, 1)
elseif player:GetProp("m_flDuckAmount") > 0.8 then
aa_status = "CROUCHING"
render_text(aa_status, Vector2.new(x, y + 40), main_color, text_inds, font_inds, true, 1)
elseif (sw_ref:GetBool()) then
aa_status = "SLOWWALK"
render_text(aa_status, Vector2.new(x, y + 40), main_color, text_inds, font_inds, true, 1)
else
aa_status = "STANDING"
render_text(aa_status, Vector2.new(x, y + 40), main_color, text_inds, font_inds, true, 1)
end
if (dt_ref:GetBool()) then
if (charge <= 0) then
render_text("DT", Vector2.new(x - 8, y + 48), Color.new(0.5, 0.5, 0.5, 1), text_inds, font_inds, true, 0)
else
render_text("DT", Vector2.new(x - 8, y + 48), accent_color, text_inds, font_inds, true, 0)
end
elseif not(dt_ref:GetBool()) then
render_text("DT", Vector2.new(x - 8, y + 48), Color.new(0.5, 0.5, 0.5, 1), text_inds, font_inds, true, 0)
end
if (yaw_base_ref:GetInt() == 5) then
render_text("FS", Vector2.new(x, y + 48 + ind_dst), accent_color, text_inds, font_inds, true, 1)
elseif not (yaw_base_ref:GetInt() == 5) then
render_text("FS", Vector2.new(x, y + 48 + ind_dst), Color.new(0.5, 0.5, 0.5, 1), text_inds, font_inds, true, 1)
end
if (hs_ref:GetBool()) then
render_text("HS", Vector2.new(x + 8, y + 48), accent_color, text_inds, font_inds, true, 2)
elseif not (hs_ref:GetBool()) then
render_text("HS", Vector2.new(x + 8, y + 48), Color.new(0.5, 0.5, 0.5, 1), text_inds, font_inds, true, 2)
end
end
-- Invictus indicators
if (cfg.indicators_type:GetInt() == 6) then
render_text(""..txt_invictus.."", Vector2.new(x + 1, y + 33 ), Color.new(0, 0, 0, 1), 12, font_verdana12, false, 1)
render_text(""..txt_invictus.."", Vector2.new(x, y + 32 ), main_color, 12, font_verdana12, false, 1)
Render.GradientBoxFilled(Vector2.new(x, y + 47), Vector2.new(x+(math.abs(desyncdelta*58/60)),y + 49), main_color, hrsn, main_color, hrsn)
Render.GradientBoxFilled(Vector2.new(x, y + 47), Vector2.new(x+(-math.abs(desyncdelta*58/60)),y + 49), main_color, hrsn, main_color, hrsn)
end
end
end
-- LowdeltaPreset = function()
-- AntiAim.OverrideYawOffset(0.0)
-- AntiAim.OverrideLimit(-20.0)
-- AntiAim.OverrideLBYOffset(21)
-- end
-- LegitAAPreset = function(cmd)
-- -- cmd.buttons = bit.band(cmd.buttons, bit.bnot(32))
-- if AntiAim.GetInverterState() then
-- AntiAim.OverrideLBYOffset(-60)
-- else
-- AntiAim.OverrideLBYOffset(60)
-- end
-- AntiAim.OverrideYawOffset(180.0)
-- AntiAim.OverrideLimit(60)
-- AntiAim.OverridePitch(0.0)
-- end
manualalpha = 0
manualminus = false
tolengf = 0
local YawAdd = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Add")
manuals = function()
local_player_index = EngineClient.GetLocalPlayer()
local_player = EntityList.GetClientEntity(local_player_index):GetPlayer()
me = EntityList.GetClientEntity(EngineClient.GetLocalPlayer())
if local_player and local_player:GetProp("m_iHealth") > 0 then
if manualminus == false then
if manualalpha < 255 then manualalpha = manualalpha + 2 else manualminus = true end
else
if manualalpha > 0 then manualalpha = manualalpha - 2 else manualminus = false end
end
manual = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base")
sc = EngineClient.GetScreenSize()
x = sc.x/2
y = sc.y/2
ctx = sc.x / 2
cty = sc.y/ 2
player = EntityList.GetLocalPlayer()
scoped = player:GetProp("m_bIsScoped");
gui = CVar.FindVar("r_drawvgui")
if scoped and cfg.SkeetScope:GetBool() then
if tolengf < (cfg.ScopeOrigin:GetInt() + cfg.ScopeWidth:GetInt()) then tolengf = tolengf + 2 else tolengf = (cfg.ScopeOrigin:GetInt() + cfg.ScopeWidth:GetInt()) end
else
if tolengf > 0 then tolengf = tolengf - 2 else tolengf = 0 end
end
arrow = 40 + tolengf
-- Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 0.5), Vector2.new(x+arrow, y-10), Vector2.new(x+arrow, y+10), Vector2.new(x+arrow+20, y), Vector2.new(x+arrow, y-10))
-- Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 0.5), Vector2.new(x-arrow, y-10), Vector2.new(x-arrow, y+10), Vector2.new(x-arrow-20, y), Vector2.new(x-arrow, y-10))
if cfg.desyncarrowscombo:GetInt() == 0 then
if inverter:GetBool() == true then --right
Render.PolyFilled(desyncarrowscolors:GetColor(), Vector2.new(x+arrow, y-10), Vector2.new(x+arrow, y+10), Vector2.new(x+arrow+20, y), Vector2.new(x+arrow, y-10))
Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 0.5), Vector2.new(x-arrow, y-10), Vector2.new(x-arrow, y+10), Vector2.new(x-arrow-20, y), Vector2.new(x-arrow, y-10))
elseif inverter:GetBool() == false then --left
Render.PolyFilled(desyncarrowscolors:GetColor(), Vector2.new(x-arrow, y-10), Vector2.new(x-arrow, y+10), Vector2.new(x-arrow-20, y), Vector2.new(x-arrow, y-10))
Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 0.5), Vector2.new(x+arrow, y-10), Vector2.new(x+arrow, y+10), Vector2.new(x+arrow+20, y), Vector2.new(x+arrow, y-10))
end
end
if cfg.desyncarrowscombo:GetInt() == 1 then
if inverter:GetBool() then
Render.BoxFilled(Vector2.new(ctx - arrow - 2, cty - 11), Vector2.new(ctx - arrow, cty + 8), desyncarrowscolors:GetColor())
Render.BoxFilled(Vector2.new(ctx + arrow + 2, cty - 11), Vector2.new(ctx + arrow, cty + 8), Color.new(0.0, 0.0, 0.0, 1.0))
else
Render.BoxFilled(Vector2.new(ctx + arrow + 2, cty - 11), Vector2.new(ctx + arrow, cty + 8), desyncarrowscolors:GetColor())
Render.BoxFilled(Vector2.new(ctx - arrow - 2, cty - 11), Vector2.new(ctx - arrow, cty + 8), Color.new(0.0, 0.0, 0.0, 1.0))
end
if _yawbase:GetInt() == 2 or YawAdd:GetInt() == 90 then
Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 1.0), Vector2.new(ctx - arrow - 4, cty - 11), Vector2.new(ctx - arrow - 4, cty + 8), Vector2.new(ctx - arrow - 20, cty - 1))
Render.PolyFilled(desyncarrowscolors:GetColor(), Vector2.new(ctx + arrow + 5, cty - 11), Vector2.new(ctx + arrow + 5, cty + 8), Vector2.new(ctx + arrow + 19, cty - 1))
elseif _yawbase:GetInt() == 3 or YawAdd:GetInt() == -90 then
Render.PolyFilled(desyncarrowscolors:GetColor(), Vector2.new(ctx - arrow - 4, cty - 11), Vector2.new(ctx - arrow - 4, cty + 8), Vector2.new(ctx - arrow - 20, cty - 1))
Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 1.0), Vector2.new(ctx + arrow + 5, cty - 11), Vector2.new(ctx + arrow + 5, cty + 8), Vector2.new(ctx + arrow + 19, cty - 1))
else
Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 1.0), Vector2.new(ctx - arrow - 4, cty - 11), Vector2.new(ctx - arrow - 4, cty + 8), Vector2.new(ctx - arrow - 20, cty - 1))
Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 1.0), Vector2.new(ctx + arrow + 5, cty - 11), Vector2.new(ctx + arrow + 5, cty + 8), Vector2.new(ctx + arrow + 19, cty - 1))
end
end
end
end
oldDamage = 0
oldAutowall = 0
oldHitChance = 0
function instant_recharge()
if cfg.instantrecharge:GetBool() then
if cfg.instantrecharge_mode:GetInt() == 0 then
Exploits.ForceCharge()
end
end
end
setLowdelta = false
LowDelta = function()
if setLowdelta == false then
FakeOptions = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options")
LBYMode = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode")
freestandDesync = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Freestanding Desync")
DesyncOnShot = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Desync On Shot")
FakeOptions:SetInt(0)
LBYMode:SetInt(1)
freestandDesync:SetInt(0)
DesyncOnShot:SetInt(0)
setLowdelta = true
end
AntiAim.OverrideLimit(17.0)
AntiAim.OverrideLBYOffset(21.0)
AntiAim.OverrideYawOffset(1.0)
AntiAim.OverridePitch(90.0)
if AntiAim.GetInverterState() == false then
AntiAim.OverrideLBYOffset(21)
else
AntiAim.OverrideLBYOffset(21.0)
end
end
function vec_distance(vec_one, vec_two)
delta_x, delta_y, delta_z = vec_one.x - vec_two.x, vec_one.y - vec_two.y
return math.sqrt(delta_x * delta_x + delta_y * delta_y)
end
setLegitOptions = false
local marius = 0
local diduans = false
LegitAA = function(cmd)
ents = EntityList.GetEntitiesByClassID(129)
hosts = EntityList.GetEntitiesByClassID(97)
if ents[1] ~= nil or ents[0] ~= nil then
for i = 1, #ents do
localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer())
position = ents[i]:GetProp("DT_BaseEntity", "m_vecOrigin")
origin = localplayer:GetPlayer():GetEyePosition()
vec = Vector.new(origin.x, origin.y, origin.z)
distance = vec:DistTo(position)
if distance > 100 then
cmd.buttons = bit.band(cmd.buttons, bit.bnot(32))
end
end
elseif hosts[1] ~= nil then
for f = 1, #hosts do
if f > 1 then
localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer())
position = hosts[f]:GetProp("DT_BaseEntity", "m_vecOrigin")
position2 = hosts[f-1]:GetProp("DT_BaseEntity", "m_vecOrigin")
origin = localplayer:GetPlayer():GetEyePosition()
vec = Vector.new(origin.x, origin.y, origin.z)
distance = vec:DistTo(position)
distance2 = vec:DistTo(position2)
if distance > 100 and distance2 > 100 then
cmd.buttons = bit.band(cmd.buttons, bit.bnot(32))
end
end
end
else
cmd.buttons = bit.band(cmd.buttons, bit.bnot(32))
end
if setLegitOptions == false then
FakeOptions = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options")
LBYMode = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode")
freestandDesync = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Freestanding Desync")
DesyncOnShot = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Desync On Shot")
FakeOptions:SetInt(8)
LBYMode:SetInt(1)
freestandDesync:SetInt(0)
DesyncOnShot:SetInt(0)
setLegitOptions = true
end
if AntiAim.GetInverterState() then
AntiAim.OverrideLBYOffset(-60)
else
AntiAim.OverrideLBYOffset(60)
end
AntiAim.OverrideYawOffset(180)
AntiAim.OverrideLimit(60)
AntiAim.OverridePitch(EngineClient.GetViewAngles().pitch)
end
pingticks = 0
antiAims = false
set = false
settwo = false
setthree = false
ticksAfterUpload = 0
savedAntiAims = {
0,0,0,0,0,0,0,0,0,0,0,0
}
presaveforlegit = {
0,0,0,0,0,0,0,0,0,0,0,0
}
presaveforldelta = {
0,0,0,0,0,0,0,0,0,0,0,0
}
function fast_charge()
if cfg.instantrecharge:GetBool() then
if cfg.instantrecharge_mode:GetInt() == 1 then
Exploits.ForceCharge()
end
end
end
local function fast_recharge ()
if EngineClient.IsConnected() then
local netchann_info = EngineClient.GetNetChannelInfo()
if netchann_info == nil then
return
end
end
end
local nexttickfakelag = true
local function isempty(s)
if s == nil then return s == 0
else return s end
end
Cheat.RegisterCallback('registered_shot', function(shot)
if cfg.logsowoowowowo:GetBool(2) then
lua.logs.num = lua.logs.num + 1
if shot.reason == 0 then
table.insert(lua.logs.stuff,{text = 'Hit ' .. EntityList.GetClientEntity(shot.target_index):GetPlayer():GetName() .. "'s in " .. lua.logs.hitgroups[math_lib.clamp(shot.hitgroup,0,10)] .. ' for ' .. isempty(shot.damage) .. ' damage [spread: ' .. string.format('%.3f°',isempty(shot.spread_degree)) .. '] [hitchance:' .. isempty(isempty(shot.backtrack)) ..' | history:' .. shot.backtrack ..']',time = GlobalVars.realtime})
print('[exodus] Hit ' .. EntityList.GetClientEntity(shot.target_index):GetPlayer():GetName() .. "'s in " .. lua.logs.hitgroups[math_lib.clamp(shot.hitgroup,0,10)] .. ' for ' .. isempty(shot.damage) .. ' damage [spread: ' .. string.format('%.3f°',isempty(shot.spread_degree)) .. '] [hitchance:' .. isempty(isempty(shot.backtrack)) ..' | history:' .. shot.backtrack ..']')
else
table.insert(lua.logs.stuff,{text = 'Missed shot in ' .. EntityList.GetClientEntity(shot.target_index):GetPlayer():GetName() .. "'s " .. lua.logs.hitgroups[math_lib.clamp(shot.wanted_hitgroup,0,10)] .. ' due to ' .. lua.logs.reason[shot.reason] .. ' [spread: ' .. string.format('%.3f°',isempty(shot.spread_degree)) .. '] [hitchance:' .. isempty(isempty(shot.backtrack)) ..' | history:' .. shot.backtrack ..']',time = GlobalVars.realtime})
print('[exodus] Missed shot in ' .. EntityList.GetClientEntity(shot.target_index):GetPlayer():GetName() .. "'s " .. lua.logs.hitgroups[math_lib.clamp(shot.wanted_hitgroup,0,10)] .. ' due to ' .. lua.logs.reason[shot.reason] .. ' [spread: ' .. string.format('%.3f°',isempty(shot.spread_degree)) .. '] [hitchance:' .. isempty(isempty(shot.backtrack)) ..' | history: '.. shot.backtrack ..']')
end
end
end)
Cheat.RegisterCallback( "ragebot_shot", function()
ideal_tick_shot()
fast_charge()
nexttickfakelag = false
end)
local hide_shots = Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Hide Shots")
function antionshotfunc()
if cfg.antionshot:GetBool() then
Menu_fakelag_enable:SetBool(true)
if not nexttickfakelag then
if double_tap:GetBool() or hide_shots:GetBool() then
FakeLag.ForceSend()
else
FakeLag.ForceSend()
end
-- print('SHOT!')
nexttickfakelag = true
end
end
end
function antibackstab()
local all_players = EntityList.GetEntitiesByName("CCSPlayer")
for i = 1, #all_players do
local target = all_players[i]:GetPlayer()
if target ~= EntityList.GetLocalPlayer() and not target:IsTeamMate() and target:GetProp("m_iHealth") > 0 then
local localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer())
local origin = localplayer:GetRenderOrigin()
local origin2 = target:GetRenderOrigin()
local my_vec = Vector.new(origin.x, origin.y, origin.z)
local dest = Vector.new(origin2.x, origin2.y, origin2.z)
local length = my_vec:DistTo(dest)
weap = target:GetActiveWeapon()
if length < 170 and weap ~= nil and weap:IsKnife() and cfg.AvoidBackStab:GetBool() then
AntiAim.OverrideYawOffset(180)
AntiAim.OverridePitch(0)
else
return
end
end
end
end
local function breaklc()
local localplayer = EntityList.GetClientEntity(EngineClient:GetLocalPlayer())
if not localplayer then return end
localplayer = localplayer:GetPlayer()
local lhealth = localplayer:GetProp("m_iHealth")
if not lhealth or lhealth <= 0 then return end
local fakeduck_enable = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Fake Duck")
if fakeduck_enable:GetBool() then return end
local doubletap_enable = Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap")
if (doubletap_enable:GetBool() == false or Exploits.GetCharge() < 1) then
local origin = localplayer:GetProp("m_vecOrigin")
if origin:DistTo(lastSentPos) >= math.random(48, 64) then
print("broke")
FakeLag.ForceSend()
lastSentPos = origin
return
end
end
end
local mamatatapapa = 0
function mafutemama(cmd)
local_idx = EngineClient.GetLocalPlayer()
local_entity = EntityList.GetClientEntity(local_idx)
local_player = local_entity:GetPlayer();
if not cfg.ExtendedLean:GetBool() then return end
if cfg.fakeflickescheck:GetBool() then return end
speed_x = local_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]")
speed_y = local_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]")
speed = math.sqrt(speed_x * speed_x + speed_y * speed_y)
if cfg.ExtendedLeanMode:GetInt() == 0 then
mamatatapapa = cfg.ExtendedLeanVal:GetInt()
elseif cfg.ExtendedLeanMode:GetInt() == 1 then
mamatatapapa = math.random(cfg.ExtendedLeanVal:GetInt(), cfg.ExtendedLeanVal:GetInt() - cfg.ExtendedLeanJitter:GetInt())
elseif cfg.ExtendedLeanMode:GetInt() == 2 then
hp = 100 - local_entity:GetProp("m_iHealth")
rounds = EntityList.GetGameRules():GetProp("m_totalRoundsPlayed") * 2
mamatatapapa = (math.min(math.abs(AntiAim.GetCurrentRealRotation() - AntiAim.GetFakeRotation()) / 2, 58)) + hp + rounds + (speed / 1.8)
end
if speed > 1.5 and not Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Slow Walk"):GetBool() then return end
if AntiAim.GetInverterState() then
cmd.viewangles.roll = mamatatapapa
else
cmd.viewangles.roll = -mamatatapapa
end
end
local fake_duck = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Fake Duck")
fakelagtyme2 = GlobalVars.curtime
local randomized_fakelags = function()
if not cfg.fakelagesEnable:GetBool() then return end
local count = math.random(cfg.fakelagesRandomizedmin:Get(), cfg.fakelagesRandomizedmax:Get())
if cfg.fakelagesType:Get() == 3 then
Menu_fakelag_enable:Set(true)
if fakelagtyme2 > GlobalVars.curtime or GlobalVars.curtime - fakelagtyme2 > cfg.fakelagesRandomizedtime:Get() then
Menu_fakelag_limit:SetInt(count)
Menu_fakelag_randomization:SetInt(count)
fakelagtyme2 = GlobalVars.curtime
end
end
end
fakelagtyme = GlobalVars.curtime
local function fluctuate_fakelag()
if not cfg.fakelagesEnable:GetBool() then return end
if cfg.fakelagesType:Get() == 2 then
Menu_fakelag_enable:Set(true)
if fakelagtyme > GlobalVars.curtime or GlobalVars.curtime - fakelagtyme > cfg.fakelagesCustomLimitTime:Get() then
Menu_fakelag_limit:SetInt(0)
Menu_fakelag_randomization:SetInt(0)
fakelagtyme = GlobalVars.curtime
else
Menu_fakelag_limit:SetInt(cfg.fakelagesLimit:Get())
Menu_fakelag_randomization:SetInt(cfg.fakelagesRandomization:Get())
end
end
end
local CustomTicks = function()
if not cfg.fakelagesEnable:GetBool() then return end
if cfg.fakelagesType:Get() == 1 then
Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Enable Fake Lag"):Set(false)
end
if cfg.fakelagesType:Get() == 1 then
if cfg.fakelagesCustomTicks:Get() > 16 then
CVar.FindVar("sv_maxusrcmdprocessticks"):SetInt(cfg.fakelagesCustomTicks:Get())
end
if not Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap"):Get() and not Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Hide Shots"):Get() then
if ClientState.m_choked_commands >= cfg.fakelagesCustomTicks:Get() then
FakeLag.SetState(true)
else
FakeLag.SetState(false)
end
end
end
end
local CustomTicksDT = function()
if not cfg.fakelagesEnable:GetBool() then return end
if cfg.DTSettings:GetBool() then
if cfg.dtmodes:GetInt() == 0 then
mamaiadt = 16
elseif cfg.dtmodes:GetInt() == 1 then
mamaiadt = 13
elseif cfg.dtmodes:GetInt() == 2 then
mamaiadt = 16
elseif cfg.dtmodes:GetInt() == 3 then
mamaiadt = cfg.dt_ticks:GetInt()
end
else
mamaiadt = 14
end
if Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap"):Get() and cfg.fakelagesEnableDT:Get() then
if ClientState.m_choked_commands >= (CVar.FindVar("sv_maxusrcmdprocessticks"):GetInt() - mamaiadt) then
FakeLag.SetState(true)
else
FakeLag.SetState(false)
end
end
end
local Dynamic = function()
if not cfg.fakelagesEnable:GetBool() then return end
local lp = EntityList:GetLocalPlayer()
local air = bit.band(lp:GetPlayer():GetProp("m_fFlags"), bit.lshift(1,0)) == 0
local speed = Vector.new(lp:GetProp("m_vecVelocity[0]"), lp:GetProp("m_vecVelocity[1]"), lp:GetProp("m_vecVelocity[2]")):Length2D()
if cfg.fakelagesType:Get() == 4 then
Menu_fakelag_enable:Set(true)
if not air then
if math.floor(speed / 15) > 14 then return end
Menu_fakelag_randomization:Set(math.floor(speed / 15))
Menu_fakelag_limit:Set(math.floor(speed / 15))
else
Menu_fakelag_randomization:Set(math.floor(speed / 26))
Menu_fakelag_limit:Set(math.floor(speed / 26))
end
end
end
local DoubleTap = Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap")
function C_BasePlayer:CanHit()
local Localplayer = EntityList.GetLocalPlayer()
local TraceInfo = Cheat.FireBullet(self, self:GetEyePosition(), Localplayer:GetEyePosition())
if (TraceInfo.damage > 0 and ((TraceInfo.trace.hit_entity and TraceInfo.trace.hit_entity:GetPlayer() == Localplayer) or false)) then
return true
end
return false
end
function C_BasePlayer:GetFlag(shift)
return bit.band(self:GetProp("m_fFlags"), bit.lshift(1, shift)) ~= 0
end
function GetEnemies()
local Enemies = {}
for _, Player in pairs(EntityList.GetPlayers()) do
if (not Player:IsTeamMate() and Player:IsAlive()) then
table.insert(Enemies, Player:GetPlayer())
end
end
return Enemies
end
local function dtinair()
if (cfg.teleowo:Get() and DoubleTap:Get()) then
local Need_Teleport = false
local Localplayer = EntityList.GetLocalPlayer()
local Weapon = Localplayer:GetActiveWeapon()
local WeaponID = Weapon:GetWeaponID()
for _, Enemy in pairs(GetEnemies()) do
if (not Enemy:IsDormant() and Enemy:CanHit()) then
Need_Teleport = true
end
end
if (Need_Teleport and not Localplayer:GetFlag(0)) then
Exploits.ForceTeleport()
end
end
end
local min = Vector.new()
local max = Vector.new()
local target_correct = true
function calc_angle(src, dst)
local vecdelta = Vector.new(dst.x - src.x, dst.y - src.y, dst.z - src.z)
local angles = QAngle.new(math.atan2(-vecdelta.z, vecdelta:Length2D()) * 180.0 / math.pi, (math.atan2(vecdelta.y, vecdelta.x) * 180.0 / math.pi), 0.0)
return angles
end
function get_localplayer()
local local_index = EngineClient.GetLocalPlayer()
local localplayer = EntityList.GetClientEntity(local_index)
if localplayer == nil then return end
local me = localplayer:GetPlayer()
return me
end
function is_in_air(entity)
local flags = entity:GetProp("DT_BasePlayer", "m_fFlags")
return bit.band(flags, 1) == 0
end
function autostop(cmd)
local vecvelocity1 = Vector.new(get_localplayer():GetProp("m_vecVelocity[0]"), get_localplayer():GetProp("m_vecVelocity[1]"), 0.0)
local viewangles = get_localplayer():GetEyePosition()
local direction = Cheat.VectorToAngle(vecvelocity1)
direction.yaw = cmd.viewangles.yaw - direction.yaw
local forward = Cheat.AngleToForward(direction)
local negative = Vector2.new(forward.x * -200, forward.y * -200)
cmd.forwardmove = negative.x
cmd.sidemove = negative.y
end
function get_dormant_enemy()
local players = EntityList.GetEntitiesByName("CCSPlayer")
for i = 1, #players do
local enemies = players[i];
local enemy = enemies:GetPlayer()
target_correct = enemy:GetNetworkState() ~= -1
if enemy ~= get_localplayer() and not enemy:IsTeamMate() and enemy:GetProp("DT_BasePlayer", "m_iHealth") > 0 and enemy:IsDormant() and target_correct then
return i
end
end
end
function dormantaimsex(cmd)
local players = EntityList.GetEntitiesByName("CCSPlayer")
local weap = get_localplayer():GetActiveWeapon()
if weap ~= nil then
local weapon_id = weap:GetWeaponID()
end
if cfg.aimdorm:GetBool() and get_dormant_enemy() then
local dormant_target = players[get_dormant_enemy()]:GetPlayer()
local weap_delay = (weapon_id == 9 or weapon_id == 40) and 0.15 or 0.0
if dormant_target and weap_delay and weap:GetProp("m_flNextPrimaryAttack") and GlobalVars.curtime and weap:GetProp("m_flNextPrimaryAttack") + weap_delay <= GlobalVars.curtime and get_localplayer():GetProp("m_bIsScoped") and not is_in_air(get_localplayer()) then
local bounds = dormant_target:GetRenderBounds(min, max)
local pos = dormant_target:GetProp("m_vecOrigin") + Vector.new((min.x + max.x)/4, (min.y + max.y)/16, (min.z + max.z/2))
if Cheat.FireBullet(get_localplayer(), get_localplayer():GetEyePosition(), pos).damage >= cfg.aimdormmd:GetInt() then
autostop(cmd)
if 1 / weap:GetInaccuracy(weap) >= 100 then
local getaimpunch = get_localplayer():GetProp("DT_BasePlayer", "m_aimPunchAngle")
local aimpunch = QAngle.new(getaimpunch.x, getaimpunch.y, 0.0)
local aim_angle = calc_angle(get_localplayer():GetEyePosition(), pos)
cmd.viewangles.pitch = aim_angle.pitch - aimpunch.pitch * 2
cmd.viewangles.yaw = aim_angle.yaw - aimpunch.yaw * 2
cmd.buttons = bit.bor(cmd.buttons, 1)
end
end
end
end
end
Cheat.RegisterCallback('prediction', function(cmd)
dormantaimsex(cmd)
antibackstab()
end)
Cheat.RegisterCallback('pre_prediction', function(cmd)
Pitch = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Pitch")
YawBase = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base")
YawAdd = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Add")
YawMod = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Modifier")
ModDeg = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Modifier Degree")
LeftLimit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Left Limit")
RightLimit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Right Limit")
FakeOptions = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options")
LBYMode = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode")
freestandDesync = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Freestanding Desync")
DesyncOnShot = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Desync On Shot")
instant_recharge()
Exploits_func()
if cfg.lowdelta:GetBool() then LowDelta() else
if setLowdelta == true then
FakeOptions:SetInt(presaveforldelta[1])
LBYMode:SetInt(presaveforldelta[2])
freestandDesync:SetInt(presaveforldelta[3])
DesyncOnShot:SetInt(presaveforldelta[4])
setLowdelta = false
else
presaveforldelta[1] = FakeOptions:GetInt()
presaveforldelta[2] = LBYMode:GetInt()
presaveforldelta[3] = freestandDesync:GetInt()
presaveforldelta[4] = DesyncOnShot:GetInt()
end
end
if marius > GlobalVars.curtime or not cfg.legitaa:GetBool() then
marius = GlobalVars.curtime
end
if cfg.legitaa:GetBool() and GlobalVars.curtime - marius > 0.1 then
marius = GlobalVars.curtime
diduans = true
end
if cfg.legitaa:GetBool() and diduans and Cheat.IsKeyDown(0x45) then
LegitAA(cmd)
else
if setLegitOptions == true then
FakeOptions:SetInt(presaveforlegit[1])
LBYMode:SetInt(presaveforlegit[2])
freestandDesync:SetInt(presaveforlegit[3])
DesyncOnShot:SetInt(presaveforlegit[4])
setLegitOptions = false
else
presaveforlegit[1] = FakeOptions:GetInt()
presaveforlegit[2] = LBYMode:GetInt()
presaveforlegit[3] = freestandDesync:GetInt()
presaveforlegit[4] = DesyncOnShot:GetInt()
end
diduans = false
end
CustomTicks()
CustomTicksDT()
fluctuate_fakelag()
dtinair()
randomized_fakelags()
Dynamic()
mafutemama(cmd)
fakeflickes(cmd)
dormantaimsex(cmd)
antionshotfunc()
antiaim_helpers()
antibackstab()
reversefreestanding()
if cfg.lcbreak:GetBool() then
breaklc()
end
end)
function lethaldt()
binds = Cheat.GetBinds()
for i = 1, #binds do -- Iterate over our binds...
bind = binds[i]
if bind:GetName() == 'Minimum Damage' then
return
end
end
if cfg.dt_lethal:GetBool() == true and cfg.DTSettings:GetBool() and double_tap:GetBool() then
local local_player = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()):GetPlayer()
is_alive = local_player:GetProp("DT_BasePlayer", "m_iHealth") > 0
if not is_alive then return end
local players = EntityList.GetPlayers()
for _, player in ipairs(players) do
if not player:IsTeamMate() then
local user_index = player:EntIndex()
local health = player:GetProp("m_iHealth")
if health > 0 then
if health > 90 then
dmg = 50
end
if health < 50 then
dmg = 30
end
ragebot.OverrideMinDamage(user_index, dmg)
end
end
end
end
end
Cheat.RegisterCallback("createmove", function(cmd)
local slowwalk_speed = cfg.slowwalkspeed:GetInt()
local slowwalk_ref = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Slow Walk")
if not cfg.customslowwalkspeed:GetBool() or not slowwalk_ref:GetBool() then
return
end
local min_speed = math.sqrt((cmd.forwardmove * cmd.forwardmove) + (cmd.sidemove * cmd.sidemove))
if min_speed <= 0 then
return
end
if lp:GetPlayer():GetProp("m_fFlags") == 262 or lp:GetPlayer():GetProp("m_fFlags") == 263 then
slowwalk_speed = slowwalk_speed * 2.94117647
end
if min_speed <= slowwalk_speed then
return
end
local speed_factor = slowwalk_speed / min_speed
cmd.forwardmove = cmd.forwardmove * speed_factor
cmd.sidemove = cmd.sidemove * speed_factor
dormantaimsex(cmd)
antionshotfunc()
antiaim_helpers()
lethaldt()
end);
local ffi = require "ffi"
ffi.cdef[[
typedef uintptr_t (__thiscall* GetClientEntity_4242425_t)(void*, int);
]]
local entity_list_ptr = ffi.cast("void***", Utils.CreateInterface("client.dll", "VClientEntityList003"))
local get_client_entity_fn = ffi.cast("GetClientEntity_4242425_t", entity_list_ptr[0][3])
local ffi_helpers = {
get_animstate_offset = function()
return 14612
end,
get_entity_address = function(ent_index)
local addr = get_client_entity_fn(entity_list_ptr, ent_index)
return addr
end
}
local flick_side = true
local dont_flick = false
function get_velocity(player)
local vel = {}
-- Velocity calculation
vel[1] = player:GetProp("m_vecVelocity[0]")
vel[2] = player:GetProp("m_vecVelocity[1]")
vel[3] = math.sqrt(vel[1] * vel[1] + vel[2] * vel[2])
return math.floor(math.min(350, vel[3]))
end
function fakeflickes(cmd)
if not cfg.fakeflickescheck:Get() then return end
local localplayer = EntityList.GetLocalPlayer()
if (localplayer == nil) then
return
end
if get_velocity(localplayer) > 15 or dont_flick then return end
if GlobalVars.tickcount % 64 == 1 or GlobalVars.tickcount % 64 == 2 then
AntiAim.OverrideYawOffset(95 * (flick_side and 1 or -1))
AntiAim.OverrideInverter(flick_side)
end
actual_yaw = cmd.viewangles.yaw
end
function Menufunc()
cfg.dtmodes:SetVisible(cfg.DTSettings:GetBool())
cfg.dt_ticks:SetVisible(cfg.DTSettings:GetBool() and cfg.dtmodes:GetInt() == 3)
cfg.dtcorrection:SetVisible(cfg.DTSettings:GetBool())
cfg.ReverseFreeStand_Combo:SetVisible(cfg.ReverseFreeStand:GetBool())
cfg.instantrecharge:SetVisible(cfg.DTSettings:GetBool())
cfg.instantrecharge_mode:SetVisible(cfg.DTSettings:GetBool() and cfg.instantrecharge:GetBool())
cfg.ScopeOrigin:SetVisible(quest(cfg.SkeetScope:GetBool()))
cfg.ScopeWidth:SetVisible(quest(cfg.SkeetScope:GetBool()))
cfg.slowwalkspeed:SetVisible(cfg.customslowwalkspeed:GetBool())
cfg.dt_lethal:SetVisible(cfg.DTSettings:GetBool())
cfg.indicators_type:SetVisible(cfg.indicators:GetBool())
color_main:SetVisible(cfg.indicators:GetBool())
color_accent:SetVisible(cfg.indicators:GetBool())
cfg.indicators_list:SetVisible(cfg.indicators:GetBool() and cfg.indicators_type:GetInt() == 1)
cfg.aimdormmd:SetVisible(quest(cfg.aimdorm:GetBool()))
cfg.fakelagesEnableDT:SetVisible(cfg.fakelagesEnable:GetBool())
cfg.fakelagesCustomTicks:SetVisible(cfg.fakelagesType:Get() == 1 and cfg.fakelagesEnable:GetBool())
cfg.fakelagesType:SetVisible(cfg.fakelagesEnable:GetBool())
cfg.fakelagesCustomLimitTime:SetVisible(cfg.fakelagesType:Get() == 2 and cfg.fakelagesEnable:GetBool())
cfg.fakelagesLimit:SetVisible(cfg.fakelagesType:Get() == 2 and cfg.fakelagesEnable:GetBool())
cfg.fakelagesRandomization:SetVisible(cfg.fakelagesType:Get() == 2 and cfg.fakelagesEnable:GetBool())
cfg.fakelagesRandomizedmin:SetVisible(cfg.fakelagesType:Get() == 3 and cfg.fakelagesEnable:GetBool())
cfg.fakelagesRandomizedmax:SetVisible(cfg.fakelagesType:Get() == 3 and cfg.fakelagesEnable:GetBool())
cfg.fakelagesRandomizedtime:SetVisible(cfg.fakelagesType:Get() == 3 and cfg.fakelagesEnable:GetBool())
cfg.tabsdesyncmod:SetVisible(quest(cfg.desyncmod:GetBool()))
cfg.desyncmodowostanding:SetVisible(quest(cfg.desyncmod:GetBool()) and cfg.tabsdesyncmod:GetInt() == 0)
cfg.desyncmodowomoving:SetVisible(quest(cfg.desyncmod:GetBool()) and cfg.tabsdesyncmod:GetInt() == 1)
cfg.desyncmodowoair:SetVisible(quest(cfg.desyncmod:GetBool()) and cfg.tabsdesyncmod:GetInt() == 2)
cfg.desyncmodowoslowwalk:SetVisible(quest(cfg.desyncmod:GetBool()) and cfg.tabsdesyncmod:GetInt() == 3)
for index,object in pairs(items.menu) do
object:SetVisible(quest(cfg.antibrute:GetBool()))
end
menu.add:SetVisible(quest(cfg.antibrute:GetBool()))
menu.remove:SetVisible(quest(cfg.antibrute:GetBool()))
cfg.sinv:SetVisible(cfg.desyncmodowostanding:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 0)
cfg.sleft:SetVisible(cfg.desyncmodowostanding:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 0)
cfg.sright:SetVisible(cfg.desyncmodowostanding:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 0)
cfg.sfkopt:SetVisible(cfg.desyncmodowostanding:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 0)
cfg.slby:SetVisible(cfg.desyncmodowostanding:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 0)
cfg.sfr:SetVisible(cfg.desyncmodowostanding:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 0)
cfg.sdes:SetVisible(cfg.desyncmodowostanding:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 0)
cfg.winv:SetVisible(cfg.desyncmodowomoving:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 1)
cfg.wleft:SetVisible(cfg.desyncmodowomoving:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 1)
cfg.wright:SetVisible(cfg.desyncmodowomoving:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 1)
cfg.wfkopt:SetVisible(cfg.desyncmodowomoving:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 1)
cfg.wlby:SetVisible(cfg.desyncmodowomoving:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 1)
cfg.wfr:SetVisible(cfg.desyncmodowomoving:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 1)
cfg.wdes:SetVisible(cfg.desyncmodowomoving:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 1)
cfg.swinv:SetVisible(cfg.desyncmodowoslowwalk:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 3)
cfg.swleft:SetVisible(cfg.desyncmodowoslowwalk:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 3)
cfg.swright:SetVisible(cfg.desyncmodowoslowwalk:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 3)
cfg.swfkopt:SetVisible(cfg.desyncmodowoslowwalk:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 3)
cfg.swlby:SetVisible(cfg.desyncmodowoslowwalk:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 3)
cfg.swfr:SetVisible(cfg.desyncmodowoslowwalk:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 3)
cfg.swdes:SetVisible(cfg.desyncmodowoslowwalk:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 3)
cfg.ainv:SetVisible(cfg.desyncmodowoair:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 2)
cfg.aleft:SetVisible(cfg.desyncmodowoair:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 2)
cfg.aright:SetVisible(cfg.desyncmodowoair:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 2)
cfg.afkopt:SetVisible(cfg.desyncmodowoair:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 2)
cfg.alby:SetVisible(cfg.desyncmodowoair:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 2)
cfg.afr:SetVisible(cfg.desyncmodowoair:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 2)
cfg.ades:SetVisible(cfg.desyncmodowoair:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 2)
desyncarrowscolors:SetVisible(cfg.desyncarrows:GetBool())
cfg.desyncarrowscombo:SetVisible(cfg.desyncarrows:GetBool())
cfg.ExtendedLeanVal:SetVisible(cfg.ExtendedLean:GetBool() and cfg.ExtendedLeanMode:GetInt() < 2)
cfg.ExtendedLeanMode:SetVisible(cfg.ExtendedLean:GetBool())
cfg.ExtendedLeanJitter:SetVisible(cfg.ExtendedLean:GetBool() and cfg.ExtendedLeanMode:GetInt() == 1)
end
function move(x, y, w, h, slider_x, slider_y)
mouse = Cheat.GetMousePos()
if (Cheat.IsKeyDown(0x1) and Cheat.IsMenuVisible() and in_box(mouse, x, y, x + w, y + h)) then
slider_x:SetInt(mouse.x - w / 2)
slider_y:SetInt(mouse.y - 10)
end
end
function get_time()
seconds = math.floor(Utils.UnixTime() / 1000)
hours = math.floor((seconds / 3600 + 3) % 24)
minutes = math.floor(seconds / 60 % 60)
sec = math.floor(seconds % 60)
if sec < 10 then sec = "0" .. sec end
if minutes < 10 then minutes = "0" .. minutes end
if hours < 10 then hours = "0" .. hours end
return hours .. ":" .. minutes .. ":" .. sec
end
function get_spectators()
spectators = {}
players = EntityList.GetPlayers()
local_player = EntityList.GetLocalPlayer()
for i, spects in pairs(players) do
if not spects:IsDormant() and spects:GetProp("m_iHealth") < 1 then
target = EntityList.GetPlayerFromHandle(spects:GetProp("m_hObserverTarget"))
if target == local_player then
table.insert(spectators, spects:GetName())
end
end
end
return spectators
end
get_theme = {
[0] = function(x, y, w, col)
Render.GradientBoxFilled(Vector2.new(x + w, y), Vector2.new(x + w / 2, y - 2), color(255, 234, 0, col.a), color(255, 0, 238, col.a), color(255, 234, 0, col.a), color(255, 0, 238, col.a))
Render.GradientBoxFilled(Vector2.new(x, y), Vector2.new(x + w / 2, y - 2), color(0, 200, 255, col.a), color(255, 0, 238, col.a), color(0, 200, 255, col.a), color(255, 0, 238, col.a))
end,
[1] = function(x, y, w, col)
Render.BoxFilled(Vector2.new(x, y), Vector2.new(x + w, y - 2), col)
end,
[2] = function(x, y, w, col, col2)
Render.GradientBoxFilled(Vector2.new(x + w, y), Vector2.new(x + w / 2, y - 2), color(1, 1, 1, col2), col, color(1, 1, 1, col2), col)
Render.GradientBoxFilled(Vector2.new(x, y), Vector2.new(x + w / 2, y - 2), color(1, 1, 1, col2), col, color(1, 1, 1, col2), col)
end
}
local function get_box_alpha() return cfg.uisexbox_alpha:GetInt() end
local function get_local_ping()
local ping
if EngineClient.IsConnected() == true then ping = math.floor(EngineClient.GetNetChannelInfo():GetLatency(0) * 1000) else ping = 0 end
return ping
end
local function get_server_tick()
local tick
if EngineClient.IsConnected() == true then tick = math.floor(1.0 / GlobalVars.interval_per_tick) else tick = 0 end
return tostring(tick)
end
local function get_custom_text_from_ui(text, ui_text)
local results_text
if ui_text:GetString() == "" then results_text = text else results_text = ui_text:GetString() end
return tostring(results_text)
end
local function get_slowly_info()
if last_time > GlobalVars.curtime then
last_time = GlobalVars.curtime
end
if GlobalVars.curtime - last_time > 0.5 then
last_time = GlobalVars.curtime
table.insert(fps_info, 1 / GlobalVars.frametime)
lag = ClientState.m_choked_commands
delta = math.min(math.abs(AntiAim.GetCurrentRealRotation() - AntiAim.GetFakeRotation()) / 2, 58)
end
end
local function adaptive_color(val)
if val < 40 then return { 255, 255, 255 } end
if val < 100 then return { 255, 125, 95 } end
return { 255, 60, 80 }
end
local function render_adaptive_box(type, x, y, name, alpha)
name_size = Render.CalcTextSize(name, font_size, font)
line = uisexline_color:GetColor()
if type == "watermark" then
get_theme[cfg.uisexthemes:GetInt()](x - name_size.x - 16, y, name_size.x + 6, Color.new(uisexline_color:GetColor().r, uisexline_color:GetColor().g, uisexline_color:GetColor().b, 255 * alpha), 10 * alpha)
Render.BoxFilled(Vector2.new(x - 10, y), Vector2.new(x - name_size.x - 16, y + 17), color(20, 20, 20, get_box_alpha() * alpha))
Render.Text(name, Vector2.new(x - name_size.x - 12.5, y + 2), text_color(alpha), font_size, font, cfg.uisextext_outline:GetBool())
end
if type == "keybinds" then
get_theme[cfg.uisexthemes:GetInt()](x, y, 150, Color.new(uisexline_color:GetColor().r, uisexline_color:GetColor().g, uisexline_color:GetColor().b, 255 * alpha), 10 * alpha)
Render.BoxFilled(Vector2.new(x, y), Vector2.new(x + 150, y + 17), color(20, 20, 20, get_box_alpha() * alpha))
Render.Text(name, Vector2.new(x + 150 / 2 - name_size.x / 2, y + 2), text_color(alpha), font_size, font, cfg.uisextext_outline:GetBool())
end
end
local function gradient_rect(x, y, w, h)
Render.GradientBoxFilled(Vector2.new(x, y), Vector2.new(x + w, y - h), color(134, 175, 255, 255), color(134, 175, 255, 255), color(134, 175, 255, 0), color(134, 175, 255, 0))
end
local function gradient_background(x, y, w, h, color_1, color_2)
Render.GradientBoxFilled(Vector2.new(x, y), Vector2.new(x + w / 2, y - h), color_2, color_1, color_2, color_1)
Render.GradientBoxFilled(Vector2.new(x + w / 2, y), Vector2.new(x + w, y - h), color_1, color_2, color_1, color_2)
end
local function gradient_for_fake(x, y, w, h, color_1, color_2)
Render.GradientBoxFilled(Vector2.new(x, y), Vector2.new(x - w, y - h / 2), color_2, color_2, color_1, color_1)
Render.GradientBoxFilled(Vector2.new(x, y - h / 2), Vector2.new(x - w, y - h), color_1, color_1, color_2, color_2)
end
local function draw_fucking_box(x, y, w, text, style, line, line_color)
text_size = Render.CalcTextSize(text, 12, font) + 10 + w
if style == 1 then
gradient_background(x - text_size.x, y + 19, text_size.x, 19, color(17, 17, 17, 80), color(17, 17, 17, 10))
end
if style == 0 then
Render.BoxFilled(Vector2.new(x - text_size.x, y), Vector2.new(x, y + 19), color(17, 17, 17, 100))
end
Render.Text(text, Vector2.new(x - text_size.x + 5, y + 3), text_color(1), 12, font, cfg.uisextext_outline:GetBool())
if line and line_color == nil then return end
if line == 0 then
gradient_background(x - text_size.x, y + 20, text_size.x, 1, color(line_color[1], line_color[2], line_color[3], 255), color(line_color[1], line_color[2], line_color[3], 0))
end
if line == 1 then
gradient_for_fake(x - text_size.x, y + 19, 2, 19, color(line_color[1], line_color[2], line_color[3], 255), color(line_color[1], line_color[2], line_color[3], 0))
end
end
local function draw_fake()
local fake_text = string.format("FAKE (%s°)", string.format("%.1f", delta))
local fake_color = {255 - delta * 4, 15 + delta * 4, 0}
draw_fucking_box(screen_size.x - fake_dt_w - 10, 32, 0, fake_text, 1, 1, fake_color)
end
function draw_watermark()
watermark_text = string.format("%s | %s | delay: %sms | %stick | %s", get_custom_text_from_ui("exodus", uisexcustom_cheat_name), get_custom_text_from_ui(cheat_username, uisexcustom_cheat_name), get_local_ping(), get_server_tick(), get_time())
render_adaptive_box("watermark", screen_size.x, 10, watermark_text, 1)
end
function draw_dt()
fl_text = string.format("FL: %s", lag)
if double_tap:GetBool() then fl_text = fl_text .. " | SHIFTING" end
dt_text_size = Render.CalcTextSize(fl_text, 12, font)
fake_dt_w = dt_text_size.x + 15
draw_fucking_box(screen_size.x - 10, 32, 0, fl_text, 0)
end
function draw_hz()
hz_text = string.format("%sms", get_local_ping())
hz_text_size = Render.CalcTextSize(hz_text, 12, font)
get_adap_col = adaptive_color(get_local_ping())
frame_color = {get_adap_col[1], get_adap_col[2], get_adap_col[3]}
hz_io_w = hz_text_size.x + 15
draw_fucking_box(screen_size.x - 10, 57, 0, hz_text, 0, 0, frame_color)
end
function draw_io()
cvar_fps_max = CVar.FindVar("fps_max"):GetInt()
if #fps_info > 4 then table.remove(fps_info, 1) end
draw_fucking_box(screen_size.x - hz_io_w - 10, 57, 25, "IO |", 0)
if cvar_fps_max > 100 then fps_max = cvar_fps_max else fps_max = 100 end
for i = 1, #fps_info do
gradient_rect(screen_size.x - hz_io_w - 42 - i * 5 + 25, 72, 6, fps_info[i] / fps_max * 9)
end
end
keybinds_alpha = 0
function draw_keybinds()
binds = Cheat.GetBinds()
keybinds_next_line = 0
keybinds_x, keybinds_y = cfg.uisexkeybinds_x:GetInt(), cfg.uisexkeybinds_y:GetInt()
function render_binds(binds)
if not binds:IsActive() then return end
bind_name = binds:GetName()
binds_state = string.format("[%s]", binds:GetValue())
binds_state_size = Render.CalcTextSize(binds_state, 12, font)
Render.Text(bind_name, Vector2.new(keybinds_x + 1, keybinds_y + 21 + keybinds_next_line), text_color(1), 12, font, cfg.uisextext_outline:GetBool())
Render.Text(binds_state, Vector2.new(keybinds_x + 149 - binds_state_size.x, keybinds_y + 21 + keybinds_next_line), text_color(1), 12, font, cfg.uisextext_outline:GetBool())
keybinds_next_line = keybinds_next_line + 16
end
if #binds > 0 or Cheat.IsMenuVisible() then
keybinds_alpha = clamp(keybinds_alpha + (1 / .15) * GlobalVars.frametime, 0, 1)
else
keybinds_alpha = clamp(keybinds_alpha - (1 / .15) * GlobalVars.frametime, 0, 1)
end
render_adaptive_box("keybinds", keybinds_x, keybinds_y, "keybinds", keybinds_alpha)
for i = 1, #binds do
render_binds(binds[i])
end
move(keybinds_x, keybinds_y, 150, 25 + 15 * #binds, cfg.uisexkeybinds_x, cfg.uisexkeybinds_y)
end
spectators_alpha = 0
function draw_spectators()
spectators = get_spectators()
spectators_next_line = 0
spectators_x, spectators_y = cfg.uisexspectators_x:GetInt(), cfg.uisexspectators_y:GetInt()
function render_spectators(spectators_name)
spectators_state = "[watching]"
spectators_state_size = Render.CalcTextSize(spectators_state, 12, font)
Render.Text(spectators_name, Vector2.new(spectators_x + 1, spectators_y + 21 + spectators_next_line), text_color(1), 12, font, cfg.uisextext_outline:GetBool())
Render.Text(spectators_state, Vector2.new(spectators_x + 149 - spectators_state_size.x, spectators_y + 21 + spectators_next_line), text_color(1), 12, font, cfg.uisextext_outline:GetBool())
spectators_next_line = spectators_next_line + 16
end
if #spectators > 0 or Cheat.IsMenuVisible() then
spectators_alpha = clamp(spectators_alpha + (1 / .15) * GlobalVars.frametime, 0, 1)
else
spectators_alpha = clamp(spectators_alpha - (1 / .15) * GlobalVars.frametime, 0, 1)
end
render_adaptive_box("keybinds", spectators_x, spectators_y, "spectators", spectators_alpha)
for i = 1, #spectators do
render_spectators(spectators[i])
end
move(spectators_x, spectators_y, 150, 25 + 15 * #spectators, cfg.uisexspectators_x, cfg.uisexspectators_y)
end
ffi.cdef[[
typedef int(__fastcall* clantag_t)(const char*, const char*);
]]
local fn_change_clantag = Utils.PatternScan("engine.dll", "53 56 57 8B DA 8B F9 FF 15")
local set_clantag = ffi.cast("clantag_t", fn_change_clantag)
local animation = {
"3",
"E><",
"EX0",
"EXO|)",
"EXOD|_|",
"EXODU$",
"EXODUS˙",
"EXODUS·",
"EXODUS.",
"EXODUS.ω",
"EXODUS.Wτ",
"EXODUS.WTƒ",
"EXODUS.WTF",
"EXODUS.WTF",
"EXODUS.WTF",
}
local old_time = 0
local didonce = true
local draw_autopeek = function()
if cfg.glowautopeek:Get() == true then
if EntityList.GetLocalPlayer() == nil then return end
if EntityList.GetLocalPlayer():GetProp("m_iHealth") <= 0 then return end
if Menu.FindVar("Miscellaneous", "Main", "Movement", "Auto Peek"):Get() == false then
apeekorigin = EntityList.GetLocalPlayer():GetProp('m_vecOrigin')
return
end
if not apeekorigin then return end
for i = 1, 60 do
local apeekval = 1/i
if i <= 60 then
apeekval = apeekval + 1.5
end
apeekcolor = cfg.glowautopeek:GetColor()
apeekcolor.a = apeekval/50
Render.Circle3DFilled(apeekorigin, 28, i / -2.5, apeekcolor)
Render.Circle3DFilled(apeekorigin, 18, i / -2.6, apeekcolor)
end
end
end
function drawlogesowo()
lua.color = Color.RGBA(255,255,255,255)
if #lua.logs.stuff > 4 then
table.remove(lua.logs.stuff, 1)
end
if not EngineClient.IsConnected() then
lua.logs.stuff = {}
return
end
for i, log in ipairs(lua.logs.stuff) do
render.box(log.text,i*45,255)
if log.time + 5 < GlobalVars.realtime then table.remove(lua.logs.stuff,i) end
end
end
Cheat.RegisterCallback('draw', function()
Menufunc()
fast_recharge()
drawlogesowo()
if cfg.clantagcheckbox:GetBool() then
local curtime = math.floor(GlobalVars.curtime)
if old_time ~= curtime then
set_clantag(animation[curtime % #animation+1], "EXODUS.WTF")
end
old_time = curtime
didonce = false
elseif not cfg.clantagcheckbox:GetBool() and not didonce then
set_clantag(" ", " ")
didonce = true
end
local_player_index = EngineClient.GetLocalPlayer()
local_player = EntityList.GetClientEntity(local_player_index)
lp = EntityList.GetClientEntity(EngineClient.GetLocalPlayer())
if not local_player then
CVar.FindVar("hidehud"):SetInt(0)
CVar.FindVar("r_drawvgui"):SetInt(1)
return
end
if local_player:GetProp("m_iHealth") <= 0 then
CVar.FindVar("hidehud"):SetInt(0)
CVar.FindVar("r_drawvgui"):SetInt(1)
return
end
if cfg.fakeflickescheck:Get() then
local player = EntityList.GetLocalPlayer()
if player == nil then return end
local lp_origin = player:GetHitboxCenter(3)
lp_origin = lp_origin + Vector.new(0, 0, 0)
local lp_screen = Render.ScreenPosition(lp_origin)
local viewangles = EngineClient.GetViewAngles()
local closest_left = {
length = nil,
angle = nil,
}
for i = 20, 120, 10 do
local trace_angle = lp_origin + Cheat.AngleToForward(QAngle.new(0, i + viewangles.yaw, 0)) * 100
local current_trace = EngineTrace.TraceRay(lp_origin, trace_angle, player, 0xFFFFFFFF)
local screen_trace = Render.ScreenPosition(current_trace.endpos)
local length = lp_origin:DistTo(current_trace.endpos)
if closest_left.length == nil or length - 1 > closest_left.length then
closest_left.length = length
closest_left.angle = i
end
end
local closest_right = {
length = nil,
angle = nil,
}
for i = -20, -120, -10 do
local trace_angle = lp_origin + Cheat.AngleToForward(QAngle.new(0, i + viewangles.yaw, 0)) * 100
local current_trace = EngineTrace.TraceRay(lp_origin, trace_angle, player, 0xFFFFFFFF)
local screen_trace = Render.ScreenPosition(current_trace.endpos)
local length = lp_origin:DistTo(current_trace.endpos)
if closest_right.length == nil or length - 1 > closest_right.length then
closest_right.length = length
closest_right.angle = i
end
end
if math.abs(closest_left.angle) < math.abs(closest_right.angle) then
flick_side = false
dont_flick = false
local trace_angle = lp_origin + Cheat.AngleToForward(QAngle.new(0, closest_left.angle + viewangles.yaw, 0)) * 100
local current_trace = EngineTrace.TraceRay(lp_origin, trace_angle, player, 0xFFFFFFFF)
local screen_trace = Render.ScreenPosition(current_trace.endpos)
--Render.Line(lp_screen, screen_trace, Color.new(1.0, 0.0, 0.0, 1.0))
-- print("Flicking left")
elseif math.abs(closest_left.angle) > math.abs(closest_right.angle) then
flick_side = true
dont_flick = false
local trace_angle = lp_origin + Cheat.AngleToForward(QAngle.new(0, closest_right.angle + viewangles.yaw, 0)) * 100
local current_trace = EngineTrace.TraceRay(lp_origin, trace_angle, player, 0xFFFFFFFF)
local screen_trace = Render.ScreenPosition(current_trace.endpos)
--Render.Line(lp_screen, screen_trace, Color.new(1.0, 0.0, 0.0, 1.0))
-- print("Flicking right")
elseif math.abs(closest_left.angle) == math.abs(closest_right.angle) then
dont_flick = true
end
end
if EngineClient.IsConnected() == true then
if cfg.indicators:GetBool() then drawIndicators() end
if cfg.SkeetScope:GetBool() then SkeetScope() else CVar.FindVar("r_drawvgui"):SetInt(1) end
if cfg.HudEnabled:GetBool() then drawHud() else if CVar.FindVar("hidehud"):GetInt() == 8 then CVar.FindVar("hidehud"):SetInt(0) end end
if cfg.desyncarrows:GetBool() then manuals() end
get_slowly_info()
draw_autopeek()
if cfg.uisexwindows:GetBool(1) then draw_watermark() end
if cfg.uisexwindows:GetBool(2) then draw_spectators() end
if cfg.uisexwindows:GetBool(3) then draw_keybinds() end
if cfg.uisexwindows:GetBool(4) then draw_io() end
if cfg.uisexwindows:GetBool(5) then draw_fake() end
if cfg.uisexwindows:GetBool(6) then draw_dt() end
if cfg.uisexwindows:GetBool(7) then draw_hz() end
end
end)
local function get_closest_enemy()
local best_dist = 190.0
local best_enemy = nil
local me = EntityList.GetLocalPlayer()
local local_origin = me:GetProp("DT_BaseEntity", "m_vecOrigin")
local local_screen_orig = Render.ScreenPosition(local_origin)
local screen = EngineClient.GetScreenSize()
for idx = 1, GlobalVars.maxClients + 1 do
local ent = EntityList.GetClientEntity(idx)
if ent and ent:IsPlayer() then
local player = ent:GetPlayer()
local health = player:GetProp("DT_BasePlayer", "m_iHealth")
if not player:IsTeamMate() and health > 0 and not player:IsDormant() then
local origin = ent:GetProp("DT_BaseEntity", "m_vecOrigin")
local screen_orig = Render.ScreenPosition(origin)
local temp_dist = vec_distance(Vector2.new(screen.x / 2, screen.y / 2), screen_orig)
if(temp_dist < best_dist) then
best_dist = temp_dist
best_enemy = ent
end
end
end
end
return best_enemy
end
lastSentPos = Vector.new(0, 0, 0)
Cheat.RegisterCallback("frame_stage", function()
if cfg.LegsBreaker:GetBool() then
if (GlobalVars.tickcount % 5 > 2.5) then Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Leg Movement"):SetInt(1) else Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Leg Movement"):SetInt(2)
end
end
if (cfg.IdealTick:GetBool()) then
ideal_tick( )
elseif not cfg.IdealTick:GetBool() and allow == true then
double_tap:SetBool( false )
autopeekuwu:SetBool( false )
allow = false
end
local local_player = EngineClient.GetLocalPlayer()
local player = EntityList.GetClientEntity(local_player)
if EngineClient.IsConnected() and player and player:m_iHealth() > 0 and cfg.predict_improved:GetInt() > 0 then
if cfg.predict_improved:GetInt() == 1 then
cl_predictweapons:SetInt(0)
cl_predict_basetoggles:SetInt(1)
elseif cfg.predict_improved:GetInt() == 2 then
cl_predictweapons:SetInt(0)
cl_predict_basetoggles:SetInt(0)
end
else
cl_predictweapons:SetInt(1)
cl_predict_basetoggles:SetInt(1)
end
end)
local miss_counter = 0
function antibrutesowosex(event)
if event:GetName() == "weapon_fire" and cfg.antibrute:GetBool() then --Weapon Fire event later we run FOV check so we can make sure the bullet is on our direction!
user_id = event:GetInt("userid", -1)
user = EntityList.GetPlayerForUserID(user_id)
local_player = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) --Get Entity
player = local_player:GetPlayer()
health = player:GetProp("DT_BasePlayer", "m_iHealth")
if(health > 0) then -- if our player is alive we run the AntiBrute Logic!
closest_enemy = get_closest_enemy() --Get Closest enemy based on distance
if(closest_enemy ~= nil and user:EntIndex() == closest_enemy:EntIndex()) then
if miss_counter >= tablelength(items.menu) then miss_counter = 0 end
miss_counter = miss_counter + 1 --Basic so we calculate missed shots of enemy also some checks so if we get hit don't run the code!
if cfg.logsowoowowowo:GetBool(3) then
table.insert(lua.logs.stuff,{text = "Changed Anti-Bruteforce to phase #" .. miss_counter .. "(" .. items.menu[miss_counter]:Get() .. "°)" ,time = GlobalVars.realtime})
print("[exodus] Changed Anti-Bruteforce to phase #" .. miss_counter .. "(" .. items.menu[miss_counter]:Get() .. "°)")
end
if miss_counter % 2 == 0 then
Menu_invert_side:SetBool(true)
else
Menu_invert_side:SetBool(false)
end
AntiAim.OverrideLimit(items.menu[miss_counter]:Get())
end
end
end
end
Cheat.RegisterCallback('events', function(event)
antibrutesowosex(event)
if not cfg.logsowoowowowo:GetBool(1) then return end
if event:GetName()~="item_purchase" then
return
end
local player = EntityList.GetPlayerForUserID(event:GetInt("userid", 0))
if not player then return end
EntityList.GetLocalPlayer():GetName()
local name = player:GetName()
if name == EntityList.GetLocalPlayer():GetName() then
return
end
sex = string.gsub(event:GetString("weapon"),"weapon_","")
sex2 = string.gsub(sex,"item_","")
if sex2 == "unknown" then return end
table.insert(lua.logs.stuff,{text = name.." bought "..sex2 ,time = GlobalVars.realtime})
print('[exodus] '.. name.." bought "..sex2)
end)
Cheat.RegisterCallback("destroy", function()
CVar.FindVar("r_drawvgui"):SetInt(1)
end)
print(' √ Succesfully Loaded EXODUS')
print(' Welcome, ' .. Cheat:GetCheatUserName() .. "!" )
print(' LAST UPDATED: 3/6/2022')
end
days = "Lifetime"
EngineClient.ExecuteClientCmd("clear")
print('███████╗██╗ ██╗ ██████╗ ██████╗ ██╗ ██╗███████╗')
print('██╔════╝╚██╗██╔╝██╔═══██╗██╔══██╗██║ ██║██╔════╝')
print('█████╗ ╚███╔╝ ██║ ██║██║ ██║██║ ██║███████╗')
print('██╔══╝ ██╔██╗ ██║ ██║██║ ██║██║ ██║╚════██║')
print('███████╗██╔╝ ██╗╚██████╔╝██████╔╝╚██████╔╝███████║')
print('╚══════╝╚═╝ ╚═╝ ╚═════╝ ╚═════╝ ╚═════╝ ╚══════╝')
loadsex()
--[[
We're no strangers to love
You know the rules and so do I
A full commitment's what I'm thinking of
You wouldn't get this from any other guy
I just wanna tell you how I'm feeling
Gotta make you understand
Never gonna give you up
Never gonna let you down
Never gonna run around and desert you
Never gonna make you cry
Never gonna say goodbye
Never gonna tell a lie and hurt you
We've known each other for so long
Your heart's been aching but you're too shy to say it
Inside we both know what's been going on
We know the game and we're gonna play it
And if you ask me how I'm feeling
Don't tell me you're too blind to see
Never gonna give you up
Never gonna let you down
Never gonna run around and desert you
Never gonna make you cry
Never gonna say goodbye
Never gonna tell a lie and hurt you
Never gonna give you up
Never gonna let you down
Never gonna run around and desert you
Never gonna make you cry
Never gonna say goodbye
Never gonna tell a lie and hurt you
Never gonna give, never gonna give
(Give you up)
We've known each other for so long
Your heart's been aching but you're too shy to say it
Inside we both know what's been going on
We know the game and we're gonna play it
I just wanna tell you how I'm feeling
Gotta make you understand
Never gonna give you up
Never gonna let you down
Never gonna run around and desert you
Never gonna make you cry
Never gonna say goodbye
Never gonna tell a lie and hurt you
Never gonna give you up
Never gonna let you down
Never gonna run around and desert you
Never gonna make you cry
Never gonna say goodbye
Never gonna tell a lie and hurt you
Never gonna give you up
Never gonna let you down
Never gonna run around and desert you
Never gonna make you cry
Never gonna say goodbye
]]--
--[[
You got jebaited
You got, you got jebaited
You got jebaited
J-j-j-j-jebaited
J-j-j-j-jebaited
J-j-j-j-jebaited
J-j-j-j-jebaited
J-j-j-j-jebaited
J-j-j-j-jebaited
J-j-j-j-jebaited
J-j-j-j-jebaited
J-j-j-j-jebaited (You just got jebaited)
J-j-j-j-jebaited (You just got jebaited)
J-j-j-j-jebaited (You just got jebaited)
J-j-j-j-jebaited (You just got jebaited)
J-j-j-j-jebaited (You just got jebaited)
J-j-j-j-jebaited (You just got jebaited)
J-j-j-j-jebaited (You just got jebaited)
J-j-j-j-jebaited (You just got jebaited)
J-j-j-j-jebaited (You just got jebaited)
]]--
--[[
Ahhhh, ya ya yaaah,
ya ya yah yah ya yaaah.
Oh oh oh oh oooh, oh ya yah,
ya ya yah yah ya yah.
Ye ye ye ye ye, ye ye yeh, ye ye yeh.
Oh oh oh oh oooh.
Ye ye ye ye ye, ye ye yeh, ye ye yeh.
Oh oh oh oh oooh, lololol.
Oh oh oooh oooh, la lah.
Na na na na nah na na nah na na nah na na nah na na nah.
Na na na na nan na na nan, na na nah,
na na na na nah.
Na na na na naaaaah, na na naaaah...
Na na nah nah na na.
Lololololoooool,
la la lah.
La la lah lah la lah.
Oh oh oh oh oh, oh oh oh, oh oh oh.
Oh oh oh oh oh.
Oh oh oh oh oh, oh oh oh, oh oh oh,
Lololololol!
Ah-eeeeeee,
ee-ee-eeeh!
La la lah lah la lah.
Oh oh oh oh oooh,
bop a-da da da dah da da dah.
Da da dah dah da dah.
Lolololo lol, lololol, lololol.
La la la la lah.
Trololololol, lololol, lololol,
Oh ha ha ha oh!
Oh ha ha ha oh!
Oh ha ha ha oh!
Oh ha ha ha oh!
Lolololololol,
lolololololol,
lolololololol,
lolololol!
Laah la la lah,
la la lah lah la lah.
Lololololol, la la lah,
la la lah lah la lah.
Lololololol, lololol, lololol,
oh oh oh oh oh.
Lololololol, lololol, lololol,
oh oh oh oh oooooooh!
]]--
--[[
Ah, yeah, ah, yeah
I got this feelin' inside my bones
It goes electric, wavy when I turn it on
All through my city, all through my home
We're flyin' up, no ceilin', when we in our zone
I got that sunshine in my pocket
Got that good soul in my feet
I feel that hot blood in my body when it drops (ooh)
I can't take my eyes up off it, movin' so phenomenally
Room on lock, the way we rock it, so don't stop
And under the lights when everything goes
Nowhere to hide when I'm gettin' you close
When we move, well, you already know
So just imagine, just imagine, just imagine
Nothin' I can see but you when you dance, dance, dance
Feel a good, good creepin' up on you
So just dance, dance, dance, come on
All those things I shouldn't do
But you dance, dance, dance
And ain't nobody leavin' soon, so keep dancin'
I can't stop the feelin'
So just dance, dance, dance
I can't stop the feelin'
So just dance, dance, dance, come on
Ooh, it's something magical
It's in the air, it's in my blood, it's rushin' on (rushin' on)
I don't need no reason, don't need control (need control)
I fly so high, no ceiling, when I'm in my zone
'Cause I got that sunshine in my pocket
Got that good soul in my feet
I feel that hot blood in my body when it drops (ooh)
I can't take my eyes up off it, moving so phenomenally
Room on lock, the way we rock it, so don't stop (stop, stop, stop)
Under the lights when everything goes
Nowhere to hide when I'm gettin' you close
When we move, well, you already know
So just imagine, just imagine, just imagine
Nothing I can see but you when you dance, dance, dance
Feel a good, good, creepin' up on you
So just dance, dance, dance, come on
All those things I shouldn't do
But you dance, dance, dance
And ain't nobody leavin' soon, so keep dancin'
I can't stop the feelin'
So just dance, dance, dance
I can't stop the feelin'
So just dance, dance, dance
I can't stop the feelin'
So just dance, dance, dance
I can't stop the feelin' (yeah)
So keep dancin', come on
Oh, yeah, yeah
I can't stop the, I can't stop the
I can't stop the, I can't stop the
I can't stop the feelin'
Nothin' I can see but you when you dance, dance, dance (I can't stop the feelin')
Feel the good, good, creepin' up on you
So just dance, dance, dance, come on (I can't stop the feelin')
All those things I shouldn't do
But you dance, dance, dance (dance, dance, dance) (I can't stop the feelin')
And ain't nobody leavin' soon, so keep dancin'
Everybody sing (I can't stop the feelin')
Got this feeling in my body (I can't stop the feelin')
Got this feeling in my body (I can't stop the feelin')
Wanna see you move your body (I can't stop the feelin')
Got this feelin' in my body
Break it down
Got this feelin' in my body (ah)
Can't stop the feelin'
Got this feelin' in my body, come on (ooh)
]]--
--[[
Parca isi face din adins buzele cu rosu inchis
E perfecta m-a convins vai vai vai vai
Iti vine sa-i mananci ochii aia dulci dulci
S-o seduci s-o iei sa fugi vai vai vai vai
Si-a deschis portile raiul si-a iesit din el
Frumusete de femeie zici ca-i top model
Mi-a impartit inima in doua jumate-i la ea
Aratati-mi ce om poate sa traiasca asa
Parca isi face din adins buzele cu rosu inchis
E perfecta m-a convins vai vai vai vai
Iti vine sa-i mananci ochii aia dulci dulci
S-o seduci s-o iei sa fugi vai vai vai vai
Doamne Doamne ce comoara am descoperit
S-a indragostit nebunul s-a indragostit
As face din ziua noapte daca as putea
Sa schimb in realitate visele cu ea
Parca isi face din adins buzele cu rosu inchis
Iti vine sa-i mananci ochii aia dulci dulci
S-o seduci s-o iei sa fugi vai vai vai vai
Parca isi face din adins buzele cu rosu inchis
E perfecta m-a convins vai vai vai vai
Iti vine sa-i mananci ochii aia dulci dulci
S-o seduci s-o iei sa fugi vai vai vai vai
Parca isi face din adins buzele cu rosu inchis
E perfecta m-a convins vai vai vai vai
Iti vine sa-i mananci ochii aia dulci dulci
S-o seduci s-o iei sa fugi vai vai vai vai
]]--
--[[
Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice
]]--
local string = "sex"
local vers = "1.97b"
local randomtext = {
"Debug",
"de_debug",
"we do a little debugging",
"Debugger",
"sm_debug",
"laff laff debug debug du hurensohn",
"Approved By The FBI",
"Why are you reading this?",
"staymad",
"sm_sitez",
"Are orphans parented to nil???",
"''give me the resolver for free duh''",
"marco_1 - Today at 3:48 PM smok cock",
"I Want Chlenix1337",
"Ench - Today at 3:50 PM Nice cock bro!",
"es0 fix glow pls",
"EXODUS OWNER - Today at 4:05 PM yessir show cock",
"https://filelist.ro/",
"https://gamesense.is/",
"YOOO Candice just Died :(",
"Twinkle twinkle little star kill that nigga not so far",
"you cant override cheat fuctions by using ffi bruh",
"nl don't have api for resolver lmao",
"bush did 911",
"i love bbc(news)",
"fatherless detected",
"invest 5 dollars in exodus coin - 9 years ago",
"xane exit scam",
"SPDI - Today at 3:51 PM You can’t fck with me",
"add Biddle#8678 on discord for free v-bucks",
"-Fixed soufiw iq",
"Aimjunkies resolver loaded successfully",
"JZ REZOLVER*",
"Dacota - Today at 10:59 PM i'am nl api creator",
"successfully ratted by soufiw",
"go to pornhub.com to activate free v-bucks generator",
"(missed shot due to spead) SmoK fix this 'that would be an autostop lua' ",
"gamesneeze - stop hitting 1ks",
"15 second countdown activated",
"VANTED — Today at 5:03 PM But they don’t know how to shot on the head",
"doxbin.com",
"Neverlose v3 loaded",
"Sh4r3c4t Today 18:53: p resolver update",
"fixed soufiw laziness by loading (Reslover.lua)",
"download onetap v5"
}
local function randosex()
return randomtext[Utils.RandomInt(1, #randomtext)]:gsub('\"', '')
end
function loadsex()
local fired = 0
local hit = 0
local missed = 0
-- rage functions
local logo = "https://cdn.discordapp.com/attachments/724013648938401844/956537677023436821/Misnik.png"
local logo_size = Vector2.new(35, 35)
local image_get = Http.Get(logo)
local seconds = 0 -- don't touch
local minutes = 0 -- don't touch
local hours = 0 -- don't touch
local last_time = GlobalVars.realtime
local logo_picture = Render.LoadImage(image_get, logo_size)
local function Menu_addon()
if last_time > GlobalVars.realtime then
last_time = GlobalVars.realtime
end
ooga = GlobalVars.realtime - last_time
if ooga > 1 then
last_time = GlobalVars.realtime
seconds = seconds + 1
end
if seconds > 59 then
seconds = 0
minutes = minutes + 1
elseif minutes > 59 then
minutes = 0
hours = hours + 1
elseif hours > 59 then
hours = 0
end
if(not Cheat.IsMenuVisible())then return end
local Menu_sz = Render.GetMenuSize()
local Menu_pos = Render.GetMenuPos()
local saiz = math.floor((Menu_sz.x + Menu_sz.y) / 93)
text_size = Render.CalcTextSize("Resolver.lua || Current Version: 0.000 | Loaded for: %s:%s:%s", saiz)
Render.BoxFilled(Vector2.new(Menu_pos.x,Menu_pos.y - 7), Vector2.new(Menu_pos.x + Menu_sz.x, Menu_pos.y - 50), Color.new(0.1, 0.1, 0.1, 0.8))
Render.Image(logo_picture, Vector2.new(Menu_pos.x + 10,Menu_pos.y - 45), logo_size)
Render.Text(string.format("Resolver.lua || Current Version: %s | Loaded for: %s:%s:%s", vers , math.floor(hours), math.floor(minutes), math.floor(seconds)), Vector2.new(Menu_pos.x + Menu_sz.x / 2 - text_size.x / 2,Menu_pos.y - text_size.y * 2.3), Color.new(1.0, 1.0, 1.0, 1.0), saiz, true)
end
local print_index = "";
-- rage functions
local c_rage = {
-- unfinished ragebot
update_misses = function(shot)
if shot.reason == 1 then
missed = missed + 1
end
end,
-- check shots ( will update soon )
check_shots = function(event)
if event:GetName() ~= "player_death" then return end
local me = EntityList.GetLocalPlayer()
local victim = EntityList.GetPlayerForUserID(event:GetInt("userid"))
local attacker = EntityList.GetPlayerForUserID(event:GetInt("attacker"))
if victim == attacker or attacker ~= me then return end
-- reset shots if the player we missed at died
missed = 0
end,
-- prefer head conditions
prefer_head_condition = function()
local hitboxes = {
head = 0, -- head = 0
neck = 1,
pelvis = 2,
stomach = 3,
lower_chest = 4,
chest = 5,
upper_chest = 6,
right_thigh = 7,
left_thigh = 8,
right_calf = 9,
left_calf = 10,
right_foot = 11,
left_foot = 12,
right_hand = 13,
left_hand = 14,
right_upper_arm = 15,
right_forearm = 16,
left_upper_arm = 17,
left_forearm = 18,
}
-- weapons
local weapons = {
scout = 40,
awp = 9,
}
-- get velocity function
get_velocity = function(index)
-- x
x = index:GetProp("DT_BasePlayer", "m_vecVelocity[0]")
-- y
y = index:GetProp("DT_BasePlayer", "m_vecVelocity[1]")
--z
z = index:GetProp("DT_BasePlayer", "m_vecVelocity[2]")
if x == nil then
return
end
-- calculate and complete velocity
return math.sqrt(x*x + y*y + z*z)
end
-- get players
if 1 < 2 then
local players = EntityList.GetPlayers()
-- check if the player is in pairs of players
for i, player in pairs(players) do
-- get localplayer
local LocalPlayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer())
-- check if localplayer exists
if LocalPlayer == nil then
return
end
-- we dont want to run our ragebot featuers on our teammates
if not player:IsTeamMate() then
-- get player
local player = player:GetPlayer();
-- get local player
local get_local_player = EngineClient.GetLocalPlayer()
-- get local player from client entity
local local_player1 = EntityList.GetClientEntity(get_local_player)
-- get player local
local local_player = local_player1:GetPlayer()
-- check if we can fire bullet from our origin to enemy origin
local bullet = Cheat.FireBullet(local_player, local_player:GetProp("m_vecOrigin"), player:GetProp("m_vecOrigin"))
-- get index
local index = player:EntIndex();
-- get duck amount
local m_flDuckAmount = player:GetProp("DT_BasePlayer", "m_flDuckAmount")
-- get enemy health
local m_iHealth = player:GetProp("m_iHealth")
-- get velocity of player
local player_velocity = math.floor(get_velocity(player))
-- get player view angles
local view_angles = player:GetRenderAngles()
-- get active weapon of localplayer
local weapon = local_player:GetActiveWeapon()
-- getplayer pitch
local pitch = player:GetProp("m_angEyeAngles[0]");
-- no weapon return
if weapon == nil then
return
end
-- get weapon damage
local weapon_damage = weapon:GetWeaponDamage()
-- if the player is alive, is lethal and the active weapon is scout then run the code
if (m_iHealth > 0 and m_iHealth < weapon_damage) and weapon:GetProp("m_iItemDefinitionIndex") == 40 then
for j = 0, 1 and 7, 18 do -- only shoot body hitboxes not head or legs
RageBot.SetTargetPriority(index, 100) -- set target priority
print_index = "index: " .. index
RageBot.EnableHitbox(index, j, false) -- disable head and leg hitboxes
end
end
local enemy = player[i];
local cur_e = enemy:GetProp("m_vecOrigin")
local cur_fov = math.abs(normalize_yaw(calc_shit(lx - cur_e.x, ly - cur_e.y) - view_y + 180))
if cur_fov < fov or missed > 0 then
RageBot.ForceHitboxSafety(index, 0)
end
if missed >= 2 then
for j = 0, 1 and 7, 18 do -- only shoot body hitboxes not head or legs
RageBot.EnableHitbox(index, j, false) -- disable head and leg hitboxes
end
end
-- holding awp
if weapon:GetProp("m_iItemDefinitionIndex") == 9 then
for j = 2, 6 do -- prioritize body
RageBot.SetTargetPriority(index, 100) -- set target priority
RageBot.SetHitboxPriority(index, j, 100)
end
end
-- if the players pitch is higher than 9 and less than 21 we can assume the player is legit antiaiming/holding e
if pitch > 9 and pitch < 21 then
-- holding e and not a bot prefer head
if player:GetPlayerInfo().fakeplayer then
return
end
for j = 0, 1 do -- head priority
RageBot.SetHitboxPriority(index, j, 1000)
end
end
end
end
end
end,
}
local da = randosex();
local days = "Lifetime"
local resdbg = Menu.Switch(da, "Resolver Debug", false)
subssex = Menu.Text(da, days .. " Days Remaining")
local ffi = require 'ffi'
ffi.cdef[[
typedef void*(__thiscall* get_client_entity_t_128481294812948)(void*, int);
struct CCSGOPlayerAnimstate_128481294812948 {
char pad[3];
char m_bForceWeaponUpdate;
char pad1[91];
void* m_pBaseEntity;
void* m_pActiveWeapon;
void* m_pLastActiveWeapon;
float m_flLastClientSideAnimationUpdateTime;
int m_iLastClientSideAnimationUpdateFramecount;
float m_flAnimUpdateDelta;
float m_flEyeYaw;
float m_flPitch;
float m_flGoalFeetYaw;
float m_flCurrentFeetYaw;
float m_flCurrentTorsoYaw;
float m_flUnknownVelocityLean;
float m_flLeanAmount;
char pad2[4];
float m_flFeetCycle;
float m_flFeetYawRate;
char pad3[4];
float m_fDuckAmount;
float m_fLandingDuckAdditiveSomething;
char pad4[4];
float m_vOriginX;
float m_vOriginY;
float m_vOriginZ;
float m_vLastOriginX;
float m_vLastOriginY;
float m_vLastOriginZ;
float m_vVelocityX;
float m_vVelocityY;
char pad5[4];
float m_flUnknownFloat1;
char pad6[8];
float m_flUnknownFloat2;
float m_flUnknownFloat3;
float m_flUnknown;
float m_flSpeed2D;
float m_flUpVelocity;
float m_flSpeedNormalized;
float m_flFeetSpeedForwardsOrSideWays;
float m_flFeetSpeedUnknownForwardOrSideways;
float m_flTimeSinceStartedMoving;
float m_flTimeSinceStoppedMoving;
bool m_bOnGround;
bool m_bInHitGroundAnimation;
float m_flTimeSinceInAir;
float m_flLastOriginZ;
float m_flLastOriginZ;
float m_flHeadHeightOrOffsetFromHittingGroundAnimation;
};
]]
local entity_list = ffi.cast(ffi.typeof("void***"), Utils.CreateInterface("client.dll", "VClientEntityList003"))
local get_client_entity = ffi.cast("get_client_entity_t_128481294812948", entity_list[0][3])
-- Caching common functions
local entity_get_local_player = EntityList.GetClientEntity(EngineClient.GetLocalPlayer())
local ffi_cast = ffi.cast
-- Magic numbers
local start_falling_time = 0.359375
local end_falling_time = 1.15625
local falling_time = 0
local simulated_server_jump_fall = 0
-- I really don't like this part of the code
local jumping = false
local reset = false
local reset2 = false
local reset3 = false
function brutemain()
local players = EntityList:GetPlayers()
for i, player in pairs(players) do
if player:IsTeamMate() then return end
enemy_entity = player:GetPlayer()
enemy_player = enemy_entity;
speed_x = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]")
speed_y = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]")
speed = math.sqrt(speed_x * speed_x + speed_y * speed_y)
local enemyplayer = player:GetPlayer()
if not enemyplayer then return end
local bOnGround = bit.band(enemyplayer:GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0
if not bOnGround then
reset = false
end
end
end
function brutemove()
local players = EntityList:GetPlayers()
for i, player in pairs(players) do
if player:IsTeamMate() then return end
enemy_entity = player:GetPlayer()
enemy_player = enemy_entity;
speed_x = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]")
speed_y = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]")
speed = math.sqrt(speed_x * speed_x + speed_y * speed_y)
if speed < 2 then return end
local enemyplayer = player:GetPlayer()
if not enemyplayer then return end
local bOnGround = bit.band(enemyplayer:GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0
if not bOnGround then
reset2 = false
end
end
end
function bruteair()
local players = EntityList:GetPlayers()
for i, player in pairs(players) do
if player:IsTeamMate() then return end
enemy_entity = player:GetPlayer()
enemy_player = enemy_entity;
speed_x = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]")
speed_y = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]")
local on_ground = bit.band(enemy_player:GetProp('m_fFlags'), 1) ~= 0
speed = math.sqrt(speed_x * speed_x + speed_y * speed_y)
if on_ground then return end
local enemyplayer = player:GetPlayer()
if not enemyplayer then return end
local bOnGround = bit.band(enemyplayer:GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0
if not bOnGround then
reset3 = false
end
end
end
-- I really don't like this part of the code
function Round(num, dp)
--[[
round a number to so-many decimal of places, which can be negative,
e.g. -1 places rounds to 10's,
examples
173.2562 rounded to 0 dps is 173.0
173.2562 rounded to 2 dps is 173.26
173.2562 rounded to -1 dps is 170.0
]]--
local mult = 10^(dp or 0)
return math.floor(num * mult + 0.5)/mult
end
function logicmain()
local players = EntityList:GetPlayers()
for i, player in pairs(players) do
if player:IsTeamMate() then goto continue end
if player:GetProp("m_lifeState") == true then goto continue end
if player:IsDormant() then goto continue end
local enemy_entity = player:GetPlayer()
local enemyplayer = player:GetPlayer():EntIndex()
local enemy_player = player
if not enemyplayer then return end
enemy_player:SetProp("m_flPoseParameter", 1, 6)
local player_ptr = ffi_cast("void***", get_client_entity(entity_list, enemyplayer))
local animstate_ptr = ffi_cast("char*" , player_ptr) + 0x9960
local animstate = ffi_cast("struct CCSGOPlayerAnimstate_128481294812948**", animstate_ptr)[0]
enemy_player = enemy_entity;
speed_x = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]")
speed_y = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]")
speed = math.sqrt(speed_x * speed_x + speed_y * speed_y)
local enemyplayer = player:GetPlayer()
if not enemyplayer then return end
local bOnGround = bit.band(enemyplayer:GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0
local in_hit_ground_animation = animstate.m_bInHitGroundAnimation
local head_height_or_offset_from_hitting_ground_animation = animstate.m_flHeadHeightOrOffsetFromHittingGroundAnimation
if in_hit_ground_animation then
if head_height_or_offset_from_hitting_ground_animation and jumping and not reset then
entity_set_prop(enemyplayer, 'm_flPoseParameter', 1, 12)
end
end
::continue::
end
end
function logicmove()
local players = EntityList:GetPlayers()
for i, player in pairs(players) do
if player:IsTeamMate() then goto continue end
if player:GetProp("m_lifeState") == true then goto continue end
if player:IsDormant() then goto continue end
local enemy_entity = player:GetPlayer()
local enemyplayer = player:GetPlayer():EntIndex()
local enemy_player = player
if not enemyplayer then return end
enemy_player:SetProp("m_flPoseParameter", 1, 6)
local player_ptr = ffi_cast("void***", get_client_entity(entity_list, enemyplayer))
local animstate_ptr = ffi_cast("char*" , player_ptr) + 0x9960
local animstate = ffi_cast("struct CCSGOPlayerAnimstate_128481294812948**", animstate_ptr)[0]
enemy_player = enemy_entity;
speed_x = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]")
speed_y = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]")
speed = math.sqrt(speed_x * speed_x + speed_y * speed_y)
local enemyplayer = player:GetPlayer()
if not enemyplayer then return end
local bOnGround = bit.band(enemyplayer:GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0
if speed < 2 then return end
local in_hit_ground_animation = animstate.m_bInHitGroundAnimation
local head_height_or_offset_from_hitting_ground_animation = animstate.m_flHeadHeightOrOffsetFromHittingGroundAnimation
if in_hit_ground_animation then
if head_height_or_offset_from_hitting_ground_animation and jumping and not reset2 then
entity_set_prop(enemyplayer, 'm_flPoseParameter', 1, 12)
end
end
::continue::
end
end
function logicair()
local players = EntityList:GetPlayers()
for i, player in pairs(players) do
if player:IsTeamMate() then goto continue end
if player:GetProp("m_lifeState") == true then goto continue end
if player:IsDormant() then goto continue end
local enemy_entity = player:GetPlayer()
local enemyplayer = player:GetPlayer():EntIndex()
local enemy_player = player
if not enemyplayer then return end
enemy_player:SetProp("m_flPoseParameter", 1, 6)
local player_ptr = ffi_cast("void***", get_client_entity(entity_list, enemyplayer))
local animstate_ptr = ffi_cast("char*" , player_ptr) + 0x9960
local animstate = ffi_cast("struct CCSGOPlayerAnimstate_128481294812948**", animstate_ptr)[0]
enemy_player = enemy_entity;
speed_x = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]")
speed_y = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]")
speed = math.sqrt(speed_x * speed_x + speed_y * speed_y)
local enemyplayer = player:GetPlayer()
if not enemyplayer then return end
local bOnGround = bit.band(enemyplayer:GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0
if bOnGround then return end
local in_hit_ground_animation = animstate.m_bInHitGroundAnimation
local head_height_or_offset_from_hitting_ground_animation = animstate.m_flHeadHeightOrOffsetFromHittingGroundAnimation
if in_hit_ground_animation then
if head_height_or_offset_from_hitting_ground_animation and jumping and not reset3 then
entity_set_prop(enemyplayer, 'm_flPoseParameter', 1, 12)
end
end
::continue::
end
end
local yaw2 = 0
Resolvedetectsimple = function()
local players = EntityList:GetPlayers()
for i, player in pairs(players) do
if player:IsTeamMate() then goto continue end
if player:GetProp("m_lifeState") == true then goto continue end
if player:IsDormant() then goto continue end
local pitch = player:GetProp("m_angEyeAngles[0]");
local name = player:GetName()
local pitch = player:GetProp("m_angEyeAngles[0]");
if pitch < 33 then
if pitch == 0 then
yaw2 = player:GetProp("m_angEyeAngles[1]");
else
yaw2 = 0
end
else
yaw2 = player:GetProp("m_angEyeAngles[1]");
end
local name = player:GetName()
-- print(string.format("%s, pitch: %s", name, pitch))
if pitch > 82 and pitch < 89 then
return "Anim+"
else
return ""
end
::continue::
end
end
Resolvedetectdetailed = function()
local players = EntityList:GetPlayers()
for i, player in pairs(players) do
if player:IsTeamMate() then goto continue end
if player:GetProp("m_lifeState") == true then goto continue end
if player:IsDormant() then goto continue end
local pitch = player:GetProp("m_angEyeAngles[0]");
local name = player:GetName()
local pitch = player:GetProp("m_angEyeAngles[0]");
yaw2 = player:GetProp("m_angEyeAngles[1]");
local name = player:GetName()
-- print(string.format("%s, pitch: %s", name, pitch))
if pitch > 82 and pitch < 89 then
return string.format("D: %s, P: %s", Round(math.min(yaw2 / 3, 58), 2), math.floor(pitch) )
else
return ""
end
::continue::
end
end
local yaw = 0
Cheat.RegisterCallback("draw", function()
Menu_addon()
if resdbg:GetBool() then
local players = EntityList:GetPlayers()
local caca = 0
for i, player in pairs(players) do
if player:IsTeamMate() then goto continue end
if player:GetProp("m_lifeState") == true then goto continue end
if player:IsDormant() then goto continue end
local pitch = player:GetProp("m_angEyeAngles[0]");
yaw = player:GetProp("m_angEyeAngles[1]");
local name = player:GetName()
caca = caca + 30
Render.Text(string.format("%s, Desync Angle: %s, pitch: %s", name, Round(math.min(yaw / 3, 58), 2), math.floor(pitch) ), Vector2.new(25, 400 + caca), Color.new(0, 1, 0, 1), 24, true)
::continue::
end
end
end)
ESP.CustomText("Anim+ Simple", "enemies", "Anim+", function(ent)
return Resolvedetectsimple()
end)
ESP.CustomText("Anim+ Detailed", "enemies", "D: 0, P: 0", function(ent)
return Resolvedetectdetailed()
end)
Cheat.RegisterCallback('events', function(event)
if missed ~= 0 then
reset = true
reset2 = true
reset3 = true
end
-- print(tostring(reset) .. "; " .. tostring(reset2) .. "; " .. tostring(reset3) .. "; " .. tostring(missed))
end)
Cheat.RegisterCallback('createmove', function()
brutemain()
brutemove()
bruteair()
logicmain()
logicmove()
logicair()
end)
Cheat.RegisterCallback('pre_prediction', function()
brutemove()
logicmove()
end)
Cheat.RegisterCallback('frame_stage', function()
bruteair()
logicair()
end)
Cheat.RegisterCallback('registered_shot', function(shot)
c_rage.update_misses(shot)
local reason = shot.reason
end)
print(' √ Succesfully Loaded RESOLVER.LUA')
print(' Welcome, ' .. Cheat:GetCheatUserName() .. "!" )
print(' LAST UPDATED: 3/10/2022')
end
EngineClient.ExecuteClientCmd("clear")
print('██████╗ ███████╗███████╗ ██████╗ ██╗ ██╗ ██╗███████╗██████╗ ██╗ ██╗ ██╗ █████╗ ')
print('██╔══██╗██╔════╝██╔════╝██╔═══██╗██║ ██║ ██║██╔════╝██╔══██╗ ██║ ██║ ██║██╔══██╗')
print('██████╔╝█████╗ ███████╗██║ ██║██║ ██║ ██║█████╗ ██████╔╝ ██║ ██║ ██║███████║')
print('██╔══██╗██╔══╝ ╚════██║██║ ██║██║ ╚██╗ ██╔╝██╔══╝ ██╔══██╗ ██║ ██║ ██║██╔══██║')
print('██║ ██║███████╗███████║╚██████╔╝███████╗╚████╔╝ ███████╗██║ ██║██╗███████╗╚██████╔╝██║ ██║')
print('╚═╝ ╚═╝╚══════╝╚══════╝ ╚═════╝ ╚══════╝ ╚═══╝ ╚══════╝╚═╝ ╚═╝╚═╝╚══════╝ ╚═════╝ ╚═╝ ╚═╝')
loadsex()
каким образом удалось спиздить сурсы и откуда?Эту парашу вскрыл вообще я, почему ты выложил обфуцированный код если я китайцам сливал без обфускации + вырезал отправку запросов на его сервер
exodus.lua:--[[ We're no strangers to love You know the rules and so do I A full commitment's what I'm thinking of You wouldn't get this from any other guy I just wanna tell you how I'm feeling Gotta make you understand Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you We've known each other for so long Your heart's been aching but you're too shy to say it Inside we both know what's been going on We know the game and we're gonna play it And if you ask me how I'm feeling Don't tell me you're too blind to see Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you Never gonna give, never gonna give (Give you up) We've known each other for so long Your heart's been aching but you're too shy to say it Inside we both know what's been going on We know the game and we're gonna play it I just wanna tell you how I'm feeling Gotta make you understand Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye ]]-- --[[ You got jebaited You got, you got jebaited You got jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) ]]-- --[[ Ahhhh, ya ya yaaah, ya ya yah yah ya yaaah. Oh oh oh oh oooh, oh ya yah, ya ya yah yah ya yah. Ye ye ye ye ye, ye ye yeh, ye ye yeh. Oh oh oh oh oooh. Ye ye ye ye ye, ye ye yeh, ye ye yeh. Oh oh oh oh oooh, lololol. Oh oh oooh oooh, la lah. Na na na na nah na na nah na na nah na na nah na na nah. Na na na na nan na na nan, na na nah, na na na na nah. Na na na na naaaaah, na na naaaah... Na na nah nah na na. Lololololoooool, la la lah. La la lah lah la lah. Oh oh oh oh oh, oh oh oh, oh oh oh. Oh oh oh oh oh. Oh oh oh oh oh, oh oh oh, oh oh oh, Lololololol! Ah-eeeeeee, ee-ee-eeeh! La la lah lah la lah. Oh oh oh oh oooh, bop a-da da da dah da da dah. Da da dah dah da dah. Lolololo lol, lololol, lololol. La la la la lah. Trololololol, lololol, lololol, Oh ha ha ha oh! Oh ha ha ha oh! Oh ha ha ha oh! Oh ha ha ha oh! Lolololololol, lolololololol, lolololololol, lolololol! Laah la la lah, la la lah lah la lah. Lololololol, la la lah, la la lah lah la lah. Lololololol, lololol, lololol, oh oh oh oh oh. Lololololol, lololol, lololol, oh oh oh oh oooooooh! ]]-- --[[ Ah, yeah, ah, yeah I got this feelin' inside my bones It goes electric, wavy when I turn it on All through my city, all through my home We're flyin' up, no ceilin', when we in our zone I got that sunshine in my pocket Got that good soul in my feet I feel that hot blood in my body when it drops (ooh) I can't take my eyes up off it, movin' so phenomenally Room on lock, the way we rock it, so don't stop And under the lights when everything goes Nowhere to hide when I'm gettin' you close When we move, well, you already know So just imagine, just imagine, just imagine Nothin' I can see but you when you dance, dance, dance Feel a good, good creepin' up on you So just dance, dance, dance, come on All those things I shouldn't do But you dance, dance, dance And ain't nobody leavin' soon, so keep dancin' I can't stop the feelin' So just dance, dance, dance I can't stop the feelin' So just dance, dance, dance, come on Ooh, it's something magical It's in the air, it's in my blood, it's rushin' on (rushin' on) I don't need no reason, don't need control (need control) I fly so high, no ceiling, when I'm in my zone 'Cause I got that sunshine in my pocket Got that good soul in my feet I feel that hot blood in my body when it drops (ooh) I can't take my eyes up off it, moving so phenomenally Room on lock, the way we rock it, so don't stop (stop, stop, stop) Under the lights when everything goes Nowhere to hide when I'm gettin' you close When we move, well, you already know So just imagine, just imagine, just imagine Nothing I can see but you when you dance, dance, dance Feel a good, good, creepin' up on you So just dance, dance, dance, come on All those things I shouldn't do But you dance, dance, dance And ain't nobody leavin' soon, so keep dancin' I can't stop the feelin' So just dance, dance, dance I can't stop the feelin' So just dance, dance, dance I can't stop the feelin' So just dance, dance, dance I can't stop the feelin' (yeah) So keep dancin', come on Oh, yeah, yeah I can't stop the, I can't stop the I can't stop the, I can't stop the I can't stop the feelin' Nothin' I can see but you when you dance, dance, dance (I can't stop the feelin') Feel the good, good, creepin' up on you So just dance, dance, dance, come on (I can't stop the feelin') All those things I shouldn't do But you dance, dance, dance (dance, dance, dance) (I can't stop the feelin') And ain't nobody leavin' soon, so keep dancin' Everybody sing (I can't stop the feelin') Got this feeling in my body (I can't stop the feelin') Got this feeling in my body (I can't stop the feelin') Wanna see you move your body (I can't stop the feelin') Got this feelin' in my body Break it down Got this feelin' in my body (ah) Can't stop the feelin' Got this feelin' in my body, come on (ooh) ]]-- --[[ Parca isi face din adins buzele cu rosu inchis E perfecta m-a convins vai vai vai vai Iti vine sa-i mananci ochii aia dulci dulci S-o seduci s-o iei sa fugi vai vai vai vai Si-a deschis portile raiul si-a iesit din el Frumusete de femeie zici ca-i top model Mi-a impartit inima in doua jumate-i la ea Aratati-mi ce om poate sa traiasca asa Parca isi face din adins buzele cu rosu inchis E perfecta m-a convins vai vai vai vai Iti vine sa-i mananci ochii aia dulci dulci S-o seduci s-o iei sa fugi vai vai vai vai Doamne Doamne ce comoara am descoperit S-a indragostit nebunul s-a indragostit As face din ziua noapte daca as putea Sa schimb in realitate visele cu ea Parca isi face din adins buzele cu rosu inchis Iti vine sa-i mananci ochii aia dulci dulci S-o seduci s-o iei sa fugi vai vai vai vai Parca isi face din adins buzele cu rosu inchis E perfecta m-a convins vai vai vai vai Iti vine sa-i mananci ochii aia dulci dulci S-o seduci s-o iei sa fugi vai vai vai vai Parca isi face din adins buzele cu rosu inchis E perfecta m-a convins vai vai vai vai Iti vine sa-i mananci ochii aia dulci dulci S-o seduci s-o iei sa fugi vai vai vai vai ]]-- --[[ Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice ]]-- function loadsex() Menu_invert_side = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Inverter") Menu_left_limit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Left Limit") Menu_fake_options = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode") Menu_fake_option = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options") Menu_right_limit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Right Limit") Menu_leg_movement = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Leg Movement") Menu_fakelag_limit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Limit") Menu_fakelag_enable = Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Enable Fake Lag") Menu_fakelag_randomization = Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Randomization") Menu_freestand_desync = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Freestanding Desync") Menu_slowwalk = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Slow Walk") double_tap = Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap") _yawbase = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base") onko_tp = Menu.FindVar( "Visuals", "View", "Thirdperson", "Enable Thirdperson" ) lbreaker = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Leg Movement") autopeekuwu = Menu.FindVar( "Miscellaneous", "Main", "Movement", "Auto Peek" ) inverter = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Inverter") local function text_color(alpha) return Color.new(0.9, 0.9, 0.9, 0.95 * alpha) end local function color(r, g, b, a) return Color.new(r / 255, g / 255, b / 255, a / 255) end local function in_box(mouse, x, y, x2, y2) return (mouse.x > x) and (mouse.y > y) and (mouse.x < x2) and (mouse.y < y2) end local function clamp(val, min, max) if val > max then return max end if min > val then return min end return val end local screen_size = EngineClient.GetScreenSize() local cheat_username = Cheat.GetCheatUserName():gsub("%#", "_") local font = Render.InitFont("Verdana", 12) local image_size = Vector2.new(746 / 5, 1070 / 5) local url = "https://cdn.discordapp.com/attachments/724013648938401844/956537677023436821/Misnik.png" local bytes = Http.Get(url) local penguin = Render.LoadImage(bytes, image_size) local floor = math.floor local last_time = 0.5 local font_size = 12 local fps_info = {} local fake_dt_w = 0 local hz_io_w = 0 local delta = 0 local lag local cfg = { DTSettings = Menu.Switch("Rage", "General", "Double tap Modifications", false), IdealTick = Menu.Switch("Rage","General", "Ideal Tick", false, "After shooting you will teleport a far distance. (highly recommended that you bind this)"), LegsBreaker = Menu.Switch("Rage",'General', "Legs Breaker", false), predict_improved = Menu.Combo("Rage","General", "Extrapolate Mode", {"Normal", "High", "Ultra"}, 0, "Settings will only apply after rejoining the server !"), tabsdesyncmod = Menu.Combo("Rage","Desync Mods", "Categories", {"Standing", "Moving", "In Air", "Slowwalk"}, 0), desyncmodowostanding = Menu.Combo("Rage","Desync Mods", "Stand", {"Smart", "Prefer Low Delta", "Multiple", "Smart Jitter", "Tank", "Custom"}, 0, "Multiple Auto direction types!"), desyncmodowomoving = Menu.Combo("Rage","Desync Mods", "Move", {"Smart", "Prefer Low Delta", "Multiple", "Smart Jitter", "Tank", "Custom"}, 0, "Multiple Auto direction types!"), desyncmodowoair = Menu.Combo("Rage","Desync Mods", "Air", {"Smart", "Prefer Low Delta", "Multiple", "Smart Jitter", "Tank", "Custom"}, 0, "Multiple Auto direction types!"), desyncmodowoslowwalk = Menu.Combo("Rage","Desync Mods", "Slow Walk", {"Smart", "Prefer Low Delta", "Multiple", "Smart Jitter", "Tank", "Custom"}, 0, "Multiple Auto direction types!"), sinv = Menu.Switch("Rage","Desync Mods", "[S] Inverter", false), sleft = Menu.SliderInt("Rage","Desync Mods", "[S] Left Limit", 0, 0, 60), sright = Menu.SliderInt("Rage","Desync Mods", "[S] Right Limit", 0, 0, 60), sfkopt = Menu.MultiCombo("Rage","Desync Mods", "[S] Fake Options", {"Avoid Overlap", "Jitter", "Randomize Jitter", "Anti Bruteforce"}, 0), slby = Menu.Combo("Rage","Desync Mods", "[S] LBY Mode", {"Disabled", "Opposite", "Sway"}, 0), sfr = Menu.Combo("Rage","Desync Mods", "[S] Freestanding Desync", {"Disabled", "Peek Fake", "Peek Real"}, 0), sdes = Menu.Combo("Rage","Desync Mods", "[S] Desync On Shot", {"Disabled", "Opposite", "Freestanding", "Switch"}, 0), winv = Menu.Switch("Rage","Desync Mods", "[M] Inverter", false), wleft = Menu.SliderInt("Rage","Desync Mods", "[M] Left Limit", 0, 0, 60), wright = Menu.SliderInt("Rage","Desync Mods", "[M] Right Limit", 0, 0, 60), wfkopt = Menu.MultiCombo("Rage","Desync Mods", "[M] Fake Options", {"Avoid Overlap", "Jitter", "Randomize Jitter", "Anti Bruteforce"}, 0), wlby = Menu.Combo("Rage","Desync Mods", "[M] LBY Mode", {"Disabled", "Opposite", "Sway"}, 0), wfr = Menu.Combo("Rage","Desync Mods", "[M] Freestanding Desync", {"Disabled", "Peek Fake", "Peek Real"}, 0), wdes = Menu.Combo("Rage","Desync Mods", "[M] Desync On Shot", {"Disabled", "Opposite", "Freestanding", "Switch"}, 0), swinv = Menu.Switch("Rage","Desync Mods", "[SW] Inverter", false), swleft = Menu.SliderInt("Rage","Desync Mods", "[SW] Left Limit", 0, 0, 60), swright = Menu.SliderInt("Rage","Desync Mods", "[SW] Right Limit", 0, 0, 60), swfkopt = Menu.MultiCombo("Rage","Desync Mods", "[SW] Fake Options", {"Avoid Overlap", "Jitter", "Randomize Jitter", "Anti Bruteforce"}, 0), swlby = Menu.Combo("Rage","Desync Mods", "[SW] LBY Mode", {"Disabled", "Opposite", "Sway"}, 0), swfr = Menu.Combo("Rage","Desync Mods", "[SW] Freestanding Desync", {"Disabled", "Peek Fake", "Peek Real"}, 0), swdes = Menu.Combo("Rage","Desync Mods", "[SW] Desync On Shot", {"Disabled", "Opposite", "Freestanding", "Switch"}, 0), ainv = Menu.Switch("Rage","Desync Mods", "[A] Inverter", false), aleft = Menu.SliderInt("Rage","Desync Mods", "[A] Left Limit", 0, 0, 60), aright = Menu.SliderInt("Rage","Desync Mods", "[A] Right Limit", 0, 0, 60), afkopt = Menu.MultiCombo("Rage","Desync Mods", "[A] Fake Options", {"Avoid Overlap", "Jitter", "Randomize Jitter", "Anti Bruteforce"}, 0), alby = Menu.Combo("Rage","Desync Mods", "[A] LBY Mode", {"Disabled", "Opposite", "Sway"}, 0), afr = Menu.Combo("Rage","Desync Mods", "[A] Freestanding Desync", {"Disabled", "Peek Fake", "Peek Real"}, 0), ades = Menu.Combo("Rage","Desync Mods", "[A] Desync On Shot", {"Disabled", "Opposite", "Freestanding", "Switch"}, 0), antionshot = Menu.Switch("Rage",'Anti-Aim', "Anti-OnShot", false, "Tries to Force Pitch Back down immeadiately after ragebot shot gets registered"), fakeflickescheck = Menu.Switch("Rage","Anti-Aim", "Fake Flick", false, "Flicks your yaw with freestanding (recommanded to bind)"), ExtendedLean = Menu.Switch("Rage","Anti-Aim", "Extended Lean", false, ""), ExtendedLeanMode = Menu.Combo("Rage","Extended Lean", "Mode", {"Static", "Jitter", "Dynamic"}, 0, ""), ExtendedLeanVal = Menu.SliderInt("Rage", "Extended Lean", "Extended Lean Value", 0, 0, 180), ExtendedLeanJitter = Menu.SliderInt("Rage", "Extended Lean", "Extended Lean Jitter", 0, 0, 180), AvoidBackStab = Menu.Switch("Rage",'Anti-Aim', "Avoid BackStab", false), lowdelta = Menu.Switch("Rage",'Anti-Aim', "Low delta", false), desyncmod = Menu.Switch("Rage","Anti-Aim", "Desync Mods", false, ""), legitaa = Menu.Switch("Rage",'Anti-Aim', "Legit AA on E", false), instantrecharge = Menu.Switch("Rage","Doubletap", "Instant Recharge", false, ""), instantrecharge_mode = Menu.Combo("Rage","Doubletap", "Mode", {"Old", "New"}, 0, ""), dtcorrection = Menu.Switch("Rage","Doubletap", "Disable DT Correction", false, "Will make your DoubleTap innacurate but faster!"), dt_lethal = Menu.Switch("Rage","Doubletap", "Lethal Doubletap", false), dtmodes = Menu.Combo("Rage","Doubletap", "Modes", {"Instant", "Safe", "UnSafe", "Custom"}, 0, "Multiple DoubleTap speed modes!"), dt_ticks = Menu.SliderInt("Rage","Doubletap", "Ticks", 1, 1, 16, ""), antibrute = Menu.Switch("Rage","Anti-Aim", "Anti Brute", false, "Will enable Lua Script Anti-BruteForce!"), ReverseFreeStand = Menu.Switch("Rage","Anti-Aim", "Reverse Freestand", false), IdealMode = Menu.Switch("Rage","Anti-Aim", "Ideal Mode", false, "Makes your real go in an ideal way."), teleowo = Menu.Switch("Rage", "Anti-Aim", "Automatic teleport in air", false, "Enable DT first"), ReverseFreeStand_Combo = Menu.MultiCombo("Rage","Reverse Freestand", "Conditions", {"Standing", "Moving", "In Air", "Slow walk"}, 0, "Items in Indicator list!"), desyncarrows = Menu.Switch("Visuals",'General', "Desync Arrows", false), desyncarrowscombo = Menu.Combo("Visuals","General", "Desync Arrows Style", {"Classic", "New"}, 0), SkeetScope = Menu.SwitchColor("Visuals","General", "Custom scope", false, Color.new(1.0, 1.0, 1.0, 1.0), "Scope color"), ScopeOrigin = Menu.SliderInt("Visuals",'Scope', 'Custom scope origin', 0, 0, 100), ScopeWidth = Menu.SliderInt("Visuals",'Scope', 'Custom scope width', 0, 0, 100), DPISCALE = Menu.SliderInt("Visuals",'Misc', 'Font Size', 12, 2, 30), HudEnabled = Menu.Switch("Visuals",'Misc', "Hud", false), indicators = Menu.Switch("Visuals",'Misc', "Indicators", false), glowautopeek = Menu.SwitchColor("Visuals","Misc", "Glow on autopeek",false,Color.new(1, 1, 1, 1), ""), logsowoowowowo = Menu.MultiCombo("Visuals","Misc", "Logs", {"Purchases", "Shots", "Anti-bruteforce Changes"}, 0, "Logs for in-game events!"), clantagcheckbox = Menu.Switch("Visuals","Misc", "ClanTag", false, "Enables ClanTag in TAB"), indicators_type = Menu.Combo("Visuals","Indicators", "Indicators type", { "Off" ,"prediction", "Acatel", "Ideal Yaw", "Killaura", "Arctic", "Invictus" }, 0 , "Multiple indicators type"), indicators_list = Menu.MultiCombo("Visuals","Indicators", "Indicators to show", { "Script name", "Anti-aim status", "Doubletap", "Hide shots", "Quickpeek", "Freestanding", "Force body aim", "Force safe point" }, 0, "Prediction indicators to show"), customslowwalkspeed = Menu.Switch("Rage","Anti-Aim", "Enable Custom Slowwalk Speed", false, "Enables the anti aim"), slowwalkspeed = Menu.SliderInt("Rage","Anti-Aim", "Slowwalk Speed", 10,10,130), aimdorm = Menu.Switch("Rage","General", "Dormant Aim", false), lcbreak = Menu.Switch("Rage","General", "Break LC", false, "Breaks LC when possible"), aimdormmd = Menu.SliderInt("Rage","Dormant Aim", "Minimum damage", 1,1,130), fakelagesEnable = Menu.Switch("Rage", "Anti-Aim", "Enable Fake Lag Customization", false), fakelagesEnableDT = Menu.Switch("Rage", "Fake Lag", "Enable DoubleTap FakeLag", false), fakelagesType = Menu.Combo("Rage", "Fake Lag", "Fake Lag Type", {"None", "Ticks", "Fluctuate", "Randomized", "Dynamic"}, 0), fakelagesCustomTicks = Menu.SliderInt("Rage", "Fake Lag", "[T] Ticks", 1, 1, CVar.FindVar("sv_maxusrcmdprocessticks"):GetInt(), "Only without exploits"), fakelagesCustomLimitTime = Menu.SliderFloat("Rage", "Fake Lag", "[F] Time to Switch", 0.4, 0, 2), fakelagesLimit = Menu.SliderInt("Rage", "Fake Lag", "[F] Limit", 8, 0, 14), fakelagesRandomization = Menu.SliderInt("Rage", "Fake Lag", "[F] Randomization", 4, 0, 14), fakelagesRandomizedtime = Menu.SliderFloat("Rage", "Fake Lag", "[R] Time", 0.6, 0, 3), fakelagesRandomizedmin = Menu.SliderInt("Rage", "Fake Lag", "[R] Min", 4, 0, 14), fakelagesRandomizedmax = Menu.SliderInt("Rage", "Fake Lag", "[R] Max", 12, 0, 14), uisexwindows = Menu.MultiCombo("Visuals", "Addons", "Windows", {"Watermark", "Spectators", "Keybinds", "IO", "Fake", "FL", "MS"}, 0), uisexthemes = Menu.Combo("Visuals", "Addons", "Theme", {"Gradient line", "Static line", "Fade line"}, 3), uisextext_outline = Menu.Switch("Visuals", "Addons", "Text outline", true), uisexbox_alpha = Menu.SliderInt("Visuals", "Addons", "Box alpha", 150, 0, 255), uisexkeybinds_x = Menu.SliderInt("Visuals", "Addons", "keybinds x", 5, 0, screen_size.x), uisexkeybinds_y = Menu.SliderInt("Visuals", "Addons", "keybinds y", math.floor(screen_size.y / 2), 0, screen_size.y), uisexspectators_x = Menu.SliderInt("Visuals", "Addons", "spectators x", 5, 0, screen_size.x), uisexspectators_y = Menu.SliderInt("Visuals", "Addons", "spectators y", math.floor(screen_size.y / 3), 0, screen_size.y), } local menu = {} local items = {} items.min_count = 2 items.max_count = 10 menu.index = Menu.SliderInt("Rage", "General", "Index", 0, items.min_count, items.max_count) menu.index:SetVisible(false) menu.get_index = function() return menu.index:Get() end menu.set_index = function(int) return menu.index:Set(int) end items.menu = {} items.add = function() if menu.get_index() >= items.max_count then return end menu.set_index(menu.get_index() + 1) table.insert(items.menu, Menu.SliderInt("Rage", "Anti-brute", ("#%s"):format(menu.get_index()), 30, 0, 60)) end items.remove = function() if menu.get_index() <= items.min_count then return end Menu.DestroyItem(items.menu[menu.get_index()]) table.remove(items.menu, menu.get_index()) menu.set_index(menu.get_index() - 1) end menu.add = Menu.Button("Rage", "Anti-brute", " Add new phase ", "", items.add) menu.remove = Menu.Button("Rage", "Anti-brute", " Remove old phase ", "", items.remove) for load_index = 1, menu.get_index() do table.insert(items.menu, Menu.SliderInt("Rage", "Anti-brute", ("#%s"):format(load_index), 30, 0, 60)) end uisexcustom_cheat_name = Menu.TextBox("Visuals", "Addons", "Watermark cheat", 20, "") uisexcustom_username = Menu.TextBox("Visuals", "Addons", "Watermark username", 20, "") color_main = Menu.ColorEdit("Visuals","Indicators", "Main color", Color.new(1, 1, 1, 1), "") color_accent = Menu.ColorEdit("Visuals","Indicators", "Accent color", Color.new(0.6,0.8,1,1), "") desyncarrowscolors = Menu.ColorEdit("Visuals","General", "Desync Arrows color", Color.new(1.0, 1.0, 1.0, 1.0)) uisexline_color = Menu.ColorEdit("Visuals", "Addons", "Line color", color(100, 100, 255, 255)) local cl_predictweapons = CVar.FindVar("cl_predictweapons") local cl_predict_basetoggles = CVar.FindVar("cl_predict_basetoggles") local ffi = require("ffi") user32, kernel32 = ffi.load( "USER32" ), ffi.load( "KERNEL32" ) ffi.cdef[[ typedef struct tagPOINT { long x; long y; } POINT; bool GetCursorPos( POINT* lpPoint ); ]] pointer = ffi.new("POINT[1]") ffi.cdef[[ enum { CF_TEXT = 1 }; int OpenClipboard(void*); void* GetClipboardData(unsigned); int CloseClipboard(); void* GlobalLock(void*); int GlobalUnlock(void*); size_t GlobalSize(void*); typedef void(__thiscall* asp_t)(void*, const char*, const char*, int); typedef bool(__thiscall* rsp_t)(void*, const char*, const char*); typedef int(__thiscall* gcpbs_t)(void*); typedef int(__thiscall* gcpbt_t)(void*, int, char*, int); typedef char(__thiscall* gcd_t)(void*, char*, int); typedef bool(__thiscall* mv_t)(void*, const char*, const char*, const char*); typedef int(__thiscall* get_clipboard_text_count)(void*); typedef void(__thiscall* set_clipboard_text)(void*, const char*, int); typedef void(__thiscall* get_clipboard_text)(void*, int, const char*, int); void* CreateFileA( const char* lpFileName, unsigned long dwDesiredAccess, unsigned long dwShareMode, unsigned long lpSecurityAttributes, unsigned long dwCreationDisposition, unsigned long dwFlagsAndAttributes, void* hTemplateFile ); short GetKeyState( int nVirtKey ); bool ReadFile( void* hFile, char* lpBuffer, unsigned long nNumberOfBytesToRead, unsigned long* lpNumberOfBytesRead, int lpOverlapped ); bool WriteFile( void* hFile, char* lpBuffer, unsigned long nNumberOfBytesToWrite, unsigned long* lpNumberOfBytesWritten, int lpOverlapped ); unsigned long GetFileSize( void* hFile, unsigned long* lpFileSizeHigh ); void* CloseHandle(void *hFile); int MessageBoxA(void *w, const char *txt, const char *cap, int type); bool CreateDirectoryA(const char* lpPathName, void* lpSecurityAttributes); int exit(int arg); void* __stdcall URLDownloadToFileA(void* LPUNKNOWN, const char* LPCSTR, const char* LPCSTR2, int a, int LPBINDSTATUSCALLBACK); void* __stdcall ShellExecuteA(void* hwnd, const char* op, const char* file, const char* params, const char* dir, int show_cmd); int AddFontResourceA(const char* unnamedParam1); bool DeleteUrlCacheEntryA(const char* lpszUrlName); typedef int BOOL; typedef long LONG; typedef struct{ LONG x, y; }POINT, *LPPOINT; BOOL GetCursorPos(LPPOINT); short GetAsyncKeyState(int); 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 struct { unsigned char r, g, b; signed char exponent; } ColorRGBExp32; typedef struct { float x; float y; float z; } vec3_t; typedef struct { int flags; vec3_t origin; float radius; ColorRGBExp32 color; float die; float decay; float minlight; int key; int style; vec3_t m_Direction; float m_InnerAngle; float m_OuterAngle; } dlight_t, *dlight_ptr_t; typedef dlight_ptr_t(__thiscall* alloc_dlight_t)(void*, int); typedef dlight_ptr_t(__thiscall* alloc_elight_t)(void*, int); typedef dlight_ptr_t(__thiscall* get_elight_by_key_t)(void*, int); typedef uintptr_t (__thiscall* GetClientEntity_4242425_t)(void*, int); typedef int(__fastcall* clantag_t)(const char*, const char*); struct c_animstate { char pad[ 3 ]; char m_bForceWeaponUpdate; //0x4 char pad1[ 91 ]; void* m_pBaseEntity; //0x60 void* m_pActiveWeapon; //0x64 void* m_pLastActiveWeapon; //0x68 float m_flLastClientSideAnimationUpdateTime; //0x6C int m_iLastClientSideAnimationUpdateFramecount; //0x70 float m_flAnimUpdateDelta; //0x74 float m_flEyeYaw; //0x78 float m_flPitch; //0x7C float m_flGoalFeetYaw; //0x80 float m_flCurrentFeetYaw; //0x84 float m_flCurrentTorsoYaw; //0x88 float m_flUnknownVelocityLean; //0x8C float m_flLeanAmount; //0x90 char pad2[ 4 ]; float m_flFeetCycle; //0x98 float m_flFeetYawRate; //0x9C char pad3[ 4 ]; float m_fDuckAmount; //0xA4 float m_fLandingDuckAdditiveSomething; //0xA8 char pad4[ 4 ]; float m_vOriginX; //0xB0 float m_vOriginY; //0xB4 float m_vOriginZ; //0xB8 float m_vLastOriginX; //0xBC float m_vLastOriginY; //0xC0 float m_vLastOriginZ; //0xC4 float m_vVelocityX; //0xC8 float m_vVelocityY; //0xCC char pad5[ 4 ]; float m_flUnknownFloat1; //0xD4 char pad6[ 8 ]; float m_flUnknownFloat2; //0xE0 float m_flUnknownFloat3; //0xE4 float m_flUnknown; //0xE8 float m_flSpeed2D; //0xEC float m_flUpVelocity; //0xF0 float m_flSpeedNormalized; //0xF4 float m_flFeetSpeedForwardsOrSideWays; //0xF8 float m_flFeetSpeedUnknownForwardOrSideways; //0xFC float m_flTimeSinceStartedMoving; //0x100 float m_flTimeSinceStoppedMoving; //0x104 bool m_bOnGround; //0x108 bool m_bInHitGroundAnimation; //0x109 float m_flTimeSinceInAir; //0x10A float m_flLastOriginZ; //0x10E float m_flHeadHeightOrOffsetFromHittingGroundAnimation; //0x112 float m_flStopToFullRunningFraction; //0x116 char pad7[ 4 ]; //0x11A float m_flMagicFraction; //0x11E char pad8[ 60 ]; //0x122 float m_flWorldForce; //0x15E char pad9[ 462 ]; //0x162 float m_flMaxYaw; //0x334 }; struct animation_layer_t { char pad20[24]; uint32_t m_nSequence; float m_flPrevCycle; float m_flWeight; char pad20[8]; float m_flCycle; void *m_pOwner; char pad_0038[ 4 ]; }; ]] local ffi_helpers = { get_animstate_offset = function() return 14612 end, get_entity_address = function(ent_index) local addr = get_client_entity_fn(entity_list_ptr, ent_index) return addr end, 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 } local function coloredPrint(color, text) ffi_helpers.color_print(ffi_helpers, text, color) end local json = { _version = "0.1.2" } ------------------------------------------------------------------------------- -- Encode ------------------------------------------------------------------------------- local encode local escape_char_map = { [ "\\" ] = "\\", [ "\"" ] = "\"", [ "\b" ] = "b", [ "\f" ] = "f", [ "\n" ] = "n", [ "\r" ] = "r", [ "\t" ] = "t", } local escape_char_map_inv = { [ "/" ] = "/" } for k, v in pairs(escape_char_map) do escape_char_map_inv[v] = k end local function escape_char(c) return "\\" .. (escape_char_map[c] or string.format("u%04x", c:byte())) end local function encode_nil(val) return "null" end local function encode_table(val, stack) local res = {} stack = stack or {} -- Circular reference? if stack[val] then error("circular reference") end stack[val] = true if rawget(val, 1) ~= nil or next(val) == nil then -- Treat as array -- check keys are valid and it is not sparse local n = 0 for k in pairs(val) do if type(k) ~= "number" then error("invalid table: mixed or invalid key types") end n = n + 1 end if n ~= #val then error("invalid table: sparse array") end -- Encode for i, v in ipairs(val) do table.insert(res, encode(v, stack)) end stack[val] = nil return "[" .. table.concat(res, ",") .. "]" else -- Treat as an object for k, v in pairs(val) do if type(k) ~= "string" then error("invalid table: mixed or invalid key types") end table.insert(res, encode(k, stack) .. ":" .. encode(v, stack)) end stack[val] = nil return "{" .. table.concat(res, ",") .. "}" end end local function encode_string(val) return '"' .. val:gsub('[%z\1-\31\\"]', escape_char) .. '"' end local function encode_number(val) -- Check for NaN, -inf and inf if val ~= val or val <= -math.huge or val >= math.huge then error("unexpected number value '" .. tostring(val) .. "'") end return string.format("%.14g", val) end local type_func_map = { [ "nil" ] = encode_nil, [ "table" ] = encode_table, [ "string" ] = encode_string, [ "number" ] = encode_number, [ "boolean" ] = tostring, } encode = function(val, stack) local t = type(val) local f = type_func_map[t] if f then return f(val, stack) end error("unexpected type '" .. t .. "'") end function json.encode(val) return ( encode(val) ) end ------------------------------------------------------------------------------- -- Decode ------------------------------------------------------------------------------- local parse local function create_set(...) local res = {} for i = 1, select("#", ...) do res[ select(i, ...) ] = true end return res end local space_chars = create_set(" ", "\t", "\r", "\n") local delim_chars = create_set(" ", "\t", "\r", "\n", "]", "}", ",") local escape_chars = create_set("\\", "/", '"', "b", "f", "n", "r", "t", "u") local literals = create_set("true", "false", "null") local literal_map = { [ "true" ] = true, [ "false" ] = false, [ "null" ] = nil, } local function next_char(str, idx, set, negate) for i = idx, #str do if set[str:sub(i, i)] ~= negate then return i end end return #str + 1 end local function decode_error(str, idx, msg) local line_count = 1 local col_count = 1 for i = 1, idx - 1 do col_count = col_count + 1 if str:sub(i, i) == "\n" then line_count = line_count + 1 col_count = 1 end end error( string.format("%s at line %d col %d", msg, line_count, col_count) ) end local function codepoint_to_utf8(n) -- http://scripts.sil.org/cms/scripts/page.php?site_id=nrsi&id=iws-appendixa local f = math.floor if n <= 0x7f then return string.char(n) elseif n <= 0x7ff then return string.char(f(n / 64) + 192, n % 64 + 128) elseif n <= 0xffff then return string.char(f(n / 4096) + 224, f(n % 4096 / 64) + 128, n % 64 + 128) elseif n <= 0x10ffff then return string.char(f(n / 262144) + 240, f(n % 262144 / 4096) + 128, f(n % 4096 / 64) + 128, n % 64 + 128) end error( string.format("invalid unicode codepoint '%x'", n) ) end local function parse_unicode_escape(s) local n1 = tonumber( s:sub(1, 4), 16 ) local n2 = tonumber( s:sub(7, 10), 16 ) -- Surrogate pair? if n2 then return codepoint_to_utf8((n1 - 0xd800) * 0x400 + (n2 - 0xdc00) + 0x10000) else return codepoint_to_utf8(n1) end end local function parse_string(str, i) local res = "" local j = i + 1 local k = j while j <= #str do local x = str:byte(j) if x < 32 then decode_error(str, j, "control character in string") elseif x == 92 then -- `\`: Escape res = res .. str:sub(k, j - 1) j = j + 1 local c = str:sub(j, j) if c == "u" then local hex = str:match("^[dD][89aAbB]%x%x\\u%x%x%x%x", j + 1) or str:match("^%x%x%x%x", j + 1) or decode_error(str, j - 1, "invalid unicode escape in string") res = res .. parse_unicode_escape(hex) j = j + #hex else if not escape_chars[c] then decode_error(str, j - 1, "invalid escape char '" .. c .. "' in string") end res = res .. escape_char_map_inv[c] end k = j + 1 elseif x == 34 then -- `"`: End of string res = res .. str:sub(k, j - 1) return res, j + 1 end j = j + 1 end decode_error(str, i, "expected closing quote for string") end local function parse_number(str, i) local x = next_char(str, i, delim_chars) local s = str:sub(i, x - 1) local n = tonumber(s) if not n then decode_error(str, i, "invalid number '" .. s .. "'") end return n, x end local function parse_literal(str, i) local x = next_char(str, i, delim_chars) local word = str:sub(i, x - 1) if not literals[word] then decode_error(str, i, "invalid literal '" .. word .. "'") end return literal_map[word], x end local function parse_array(str, i) local res = {} local n = 1 i = i + 1 while 1 do local x i = next_char(str, i, space_chars, true) -- Empty / end of array? if str:sub(i, i) == "]" then i = i + 1 break end -- Read token x, i = parse(str, i) res[n] = x n = n + 1 -- Next token i = next_char(str, i, space_chars, true) local chr = str:sub(i, i) i = i + 1 if chr == "]" then break end if chr ~= "," then decode_error(str, i, "expected ']' or ','") end end return res, i end local function parse_object(str, i) local res = {} i = i + 1 while 1 do local key, val i = next_char(str, i, space_chars, true) -- Empty / end of object? if str:sub(i, i) == "}" then i = i + 1 break end -- Read key if str:sub(i, i) ~= '"' then decode_error(str, i, "expected string for key") end key, i = parse(str, i) -- Read ':' delimiter i = next_char(str, i, space_chars, true) if str:sub(i, i) ~= ":" then decode_error(str, i, "expected ':' after key") end i = next_char(str, i + 1, space_chars, true) -- Read value val, i = parse(str, i) -- Set res[key] = val -- Next token i = next_char(str, i, space_chars, true) local chr = str:sub(i, i) i = i + 1 if chr == "}" then break end if chr ~= "," then decode_error(str, i, "expected '}' or ','") end end return res, i end local char_func_map = { [ '"' ] = parse_string, [ "0" ] = parse_number, [ "1" ] = parse_number, [ "2" ] = parse_number, [ "3" ] = parse_number, [ "4" ] = parse_number, [ "5" ] = parse_number, [ "6" ] = parse_number, [ "7" ] = parse_number, [ "8" ] = parse_number, [ "9" ] = parse_number, [ "-" ] = parse_number, [ "t" ] = parse_literal, [ "f" ] = parse_literal, [ "n" ] = parse_literal, [ "[" ] = parse_array, [ "{" ] = parse_object, } parse = function(str, idx) local chr = str:sub(idx, idx) local f = char_func_map[chr] if f then return f(str, idx) end decode_error(str, idx, "unexpected character '" .. chr .. "'") end function json.decode(str) if type(str) ~= "string" then error("expected argument of type string, got " .. type(str)) end local res, idx = parse(str, next_char(str, 1, space_chars, true)) idx = next_char(str, idx, space_chars, true) if idx <= #str then decode_error(str, idx, "trailing garbage") end return res end local bit = require "bit" local M = {} local shl, shr, band = bit.lshift, bit.rshift, bit.band local char, byte, gsub, sub, format, concat, tostring, error, pairs = string.char, string.byte, string.gsub, string.sub, string.format, table.concat, tostring, error, pairs local extract = function(v, from, width) return band(shr(v, from), shl(1, width) - 1) end local function makeencoder(alphabet) local encoder, decoder = {}, {} for i = 1, 65 do local chr = byte(sub(alphabet, i, i)) or 32 -- or " " if decoder[chr] ~= nil then error("invalid alphabet: duplicate character " .. tostring(chr), 3) end encoder[i - 1] = chr decoder[chr] = i - 1 end return encoder, decoder end local encoders, decoders = {}, {} encoders["base64"], decoders["base64"] = makeencoder("ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=") encoders["base64url"], decoders["base64url"] = makeencoder("ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789-_") local alphabet_mt = { __index = function(tbl, key) if type(key) == "string" and key:len() == 64 or key:len() == 65 then -- if key is a valid looking base64 alphabet, try to make an encoder/decoder pair from it encoders[key], decoders[key] = makeencoder(key) return tbl[key] end end } setmetatable(encoders, alphabet_mt) setmetatable(decoders, alphabet_mt) function M.encode(str, encoder) encoder = encoders[encoder or "base64"] or error("invalid alphabet specified", 2) str = tostring(str) local t, k, n = {}, 1, #str local lastn = n % 3 local cache = {} for i = 1, n - lastn, 3 do local a, b, c = byte(str, i, i + 2) local v = a * 0x10000 + b * 0x100 + c local s = cache[v] if not s then s = char(encoder[extract(v, 18, 6)], encoder[extract(v, 12, 6)], encoder[extract(v, 6, 6)], encoder[extract(v, 0, 6)]) cache[v] = s end t[k] = s k = k + 1 end if lastn == 2 then local a, b = byte(str, n - 1, n) local v = a * 0x10000 + b * 0x100 t[k] = char(encoder[extract(v, 18, 6)], encoder[extract(v, 12, 6)], encoder[extract(v, 6, 6)], encoder[64]) elseif lastn == 1 then local v = byte(str, n) * 0x10000 t[k] = char(encoder[extract(v, 18, 6)], encoder[extract(v, 12, 6)], encoder[64], encoder[64]) end return concat(t) end function M.decode(b64, decoder) decoder = decoders[decoder or "base64"] or error("invalid alphabet specified", 2) local pattern = "[^%w%+%/%=]" if decoder then local s62, s63 for charcode, b64code in pairs(decoder) do if b64code == 62 then s62 = charcode elseif b64code == 63 then s63 = charcode end end pattern = format("[^%%w%%%s%%%s%%=]", char(s62), char(s63)) end b64 = gsub(tostring(b64), pattern, "") local cache = {} local t, k = {}, 1 local n = #b64 local padding = sub(b64, -2) == "==" and 2 or sub(b64, -1) == "=" and 1 or 0 for i = 1, padding > 0 and n - 4 or n, 4 do local a, b, c, d = byte(b64, i, i + 3) local v0 = a * 0x1000000 + b * 0x10000 + c * 0x100 + d local s = cache[v0] if not s then local v = decoder[a] * 0x40000 + decoder[b] * 0x1000 + decoder[c] * 0x40 + decoder[d] s = char(extract(v, 16, 8), extract(v, 8, 8), extract(v, 0, 8)) cache[v0] = s end t[k] = s k = k + 1 end if padding == 1 then local a, b, c = byte(b64, n - 3, n - 1) local v = decoder[a] * 0x40000 + decoder[b] * 0x1000 + decoder[c] * 0x40 t[k] = char(extract(v, 16, 8), extract(v, 8, 8)) elseif padding == 2 then local a, b = byte(b64, n - 3, n - 2) local v = decoder[a] * 0x40000 + decoder[b] * 0x1000 t[k] = char(extract(v, 16, 8)) end return concat(t) end ffi.C.CreateDirectoryA("EXODUS", NULL) ffi.C.CreateFileA("EXODUS\\CFGHistory.txt", 0xC0000000, 0x3, 0, 0x4, 0x80, nil) function tablelength(T) local count = 0 for _ in pairs(T) do count = count + 1 end return count end username = Cheat.GetCheatUserName():gsub("%#", "_") local string1 = "" local string2 = "" local mama = 0 local mama2 = 0 local tata = tablelength(cfg) local last textbox = Menu.TextBox("Misc", "Config", "", 10000, "") local load = Menu.Button("Misc", "Config", "Import", "Imports the config from the text box above", function() if textbox:GetString() == "" then print("ERROR") return end local jsonparse = json.decode( M.decode(textbox:GetString()) ) for i = 1, jsonparse["BruteForcePhases"][ 1 ] - menu.index:Get() do items.add() end for index,object in pairs(cfg) do mama = mama + 1 object:Set(jsonparse["Settings"][ mama ]) end for index,object in pairs(items.menu) do mama2 = mama2 + 1 object:Set(jsonparse["BruteForce"][ mama2 ]) end print("\n Success loaded " ..jsonparse["UserName"][ 1 ].. " CFG!") local pfile = ffi.cast("void*", ffi.C.CreateFileA("EXODUS\\CFGHistory.txt", 0xC0000000, 0x00000003, 0, 0x4, 0x80, nil)) local size = ffi.C.GetFileSize(pfile, nil) local buff = ffi.new("char[" ..(size + 1).. "]") ffi.C.ReadFile(pfile, buff, size, nil, 0) fileResult = ffi.string(buff) if fileResult == "" then local last = "CFG by " ..jsonparse["UserName"][ 1 ].. ": " ..textbox:GetString() ffi.C.WriteFile(pfile, ffi.cast("char*", last), string.len(last), nil, 0) else local last = "\n CFG by " ..jsonparse["UserName"][ 1 ].. ": " ..textbox:GetString() ffi.C.WriteFile(pfile, ffi.cast("char*", last), string.len(last), nil, 0) end ffi.C.CloseHandle(pfile) textbox:SetString("") mama = 0 mama2 = 0 string1 = "" string2 = "" end) local export = Menu.Button("Misc", "Config", "Export", "Exports the config to console", function() for index,object in pairs(cfg) do if mama < tablelength(cfg) - 1 then mama = mama + 1 string1 = string1 .. tostring(object:Get())..',' else string1 = string1 .. tostring(object:Get()) end end for index,object in pairs(items.menu) do if mama2 < menu.index:Get() - 1 then mama2 = mama2 + 1 string2 = string2 .. tostring(object:Get())..',' else string2 = string2 .. tostring(object:Get()) end end local jsonraw = '{"Settings":['..string1..'], "BruteForce":['..string2..'], "BruteForcePhases":['..menu.index:Get()..'], "UserName":["'..username..'"]}' print("\nExported CFG:") print(M.encode(jsonraw)) mama = 0 mama2 = 0 string1 = "" string2 = "" end) local function coloredPrint(color, text) ffi_helpers.color_print(ffi_helpers, text, color) end ffi.C.CreateFileA("EXODUS\\CFGHistory.txt", 0xC0000000, 0x3, 0, 0x4, 0x80, nil) local loaed = Menu.Button("Misc", "Config", "CFG History", "Prints history of configs in console", function() local pfile = ffi.cast("void*", ffi.C.CreateFileA("EXODUS\\CFGHistory.txt", 0xC0000000, 0x00000003, 0, 0x4, 0x80, nil)) local size = ffi.C.GetFileSize(pfile, nil) local buff = ffi.new("char[" ..(size + 1).. "]") ffi.C.ReadFile(pfile, buff, size, nil, 0) ffi.C.CloseHandle(pfile) fileResult = ffi.string(buff) print("\nLast loaded CFG:") print(fileResult) end) local function text_color(alpha) return Color.new(0.9, 0.9, 0.9, 0.95 * alpha) end local function color(r, g, b, a) return Color.new(r / 255, g / 255, b / 255, a / 255) end local function in_box(mouse, x, y, x2, y2) return (mouse.x > x) and (mouse.y > y) and (mouse.x < x2) and (mouse.y < y2) end local function clamp(val, min, max) if val > max then return max end if min > val then return min end return val end local fakelaglimitmad = Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Limit") -- LUA Info subssex = Menu.Text("Misc","Info", days .. " Days Remaining") local defaultsett = Menu.Button("Misc","Config", "Load Default Config", "",function() local jsonparse = json.decode( M.decode("eyJTZXR0aW5ncyI6WzAsMCwwLDEyLDAsZmFsc2UsMCwwLDAsdHJ1ZSxmYWxzZSwzLDAsMC40MDAwMDAwMDU5NjA0NiwwLGZhbHNlLGZhbHNlLDE0LHRydWUsZmFsc2UsMCwwLDAsMSx0cnVlLHRydWUsZmFsc2UsMCwwLDEyLDAsdHJ1ZSxmYWxzZSwwLDE3NjUsNTQwLDUsMCwxNTAsNTQwLDIsMTI3LGZhbHNlLDQsNCwwLjYwMDAwMDAyMzg0MTg2LDAsdHJ1ZSw4LDQsMTIsZmFsc2UsMCx0cnVlLGZhbHNlLDEsMzAsdHJ1ZSxmYWxzZSwyNTUsNCx0cnVlLDE0LDAsdHJ1ZSwxMiwwLGZhbHNlLHRydWUsdHJ1ZSwwLDAsMSxmYWxzZSwwLHRydWUsdHJ1ZSx0cnVlLDEsNywwLHRydWUsMiwwLGZhbHNlLDAsNCx0cnVlLDU4LGZhbHNlLDEsMCw0LHRydWVdLCAiQnJ1dGVGb3JjZSI6WzYwLDU0LDM0LDQwLDNdLCAiQnJ1dGVGb3JjZVBoYXNlcyI6WzVdLCAiVXNlck5hbWUiOlsiU21vSyJdfQ==") ) for i = 1, jsonparse["BruteForcePhases"][ 1 ] - menu.index:Get() do items.add() end for index,object in pairs(cfg) do mama = mama + 1 object:Set(jsonparse["Settings"][ mama ]) end for index,object in pairs(items.menu) do mama2 = mama2 + 1 object:Set(jsonparse["BruteForce"][ mama2 ]) end print("\n Success loaded Default CFG!") mama = 0 mama2 = 0 string1 = "" string2 = "" end) mathhypot = function(a,b) return math.sqrt(a*a+b*b) end noti = false aa = 0 switch = 0 local lbyb = 0 local function jittersex() if switch == 0 then switch = 12 if aa == 0 then lbyb = 27 aa = 1 elseif aa == 1 then lbyb = -15 aa = 2 elseif aa == 2 then lbyb = 47 aa = 3 else lbyb = -23 aa = 0 end end if lbyb < 0 then AntiAim.OverrideInverter(true) AntiAim.OverrideLimit(lbyb * -1) else AntiAim.OverrideInverter(false) AntiAim.OverrideLimit(lbyb) end switch = switch - 1 end ffi.cdef[[ typedef uintptr_t (__thiscall* GetClientEntity_4242425_t)(void*, int); struct c_animstate_128983475223458080 { char pad[ 3 ]; char m_bForceWeaponUpdate; //0x4 char pad1[ 91 ]; void* m_pBaseEntity; //0x60 void* m_pActiveWeapon; //0x64 void* m_pLastActiveWeapon; //0x68 float m_flLastClientSideAnimationUpdateTime; //0x6C int m_iLastClientSideAnimationUpdateFramecount; //0x70 float m_flAnimUpdateDelta; //0x74 float m_flEyeYaw; //0x78 float m_flPitch; //0x7C float m_flGoalFeetYaw; //0x80 float m_flCurrentFeetYaw; //0x84 float m_flCurrentTorsoYaw; //0x88 float m_flUnknownVelocityLean; //0x8C float m_flLeanAmount; //0x90 char pad2[ 4 ]; float m_flFeetCycle; //0x98 float m_flFeetYawRate; //0x9C char pad3[ 4 ]; float m_fDuckAmount; //0xA4 float m_fLandingDuckAdditiveSomething; //0xA8 char pad4[ 4 ]; float m_vOriginX; //0xB0 float m_vOriginY; //0xB4 float m_vOriginZ; //0xB8 float m_vLastOriginX; //0xBC float m_vLastOriginY; //0xC0 float m_vLastOriginZ; //0xC4 float m_vVelocityX; //0xC8 float m_vVelocityY; //0xCC char pad5[ 4 ]; float m_flUnknownFloat1; //0xD4 char pad6[ 8 ]; float m_flUnknownFloat2; //0xE0 float m_flUnknownFloat3; //0xE4 float m_flUnknown; //0xE8 float m_flSpeed2D; //0xEC float m_flUpVelocity; //0xF0 float m_flSpeedNormalized; //0xF4 float m_flFeetSpeedForwardsOrSideWays; //0xF8 float m_flFeetSpeedUnknownForwardOrSideways; //0xFC float m_flTimeSinceStartedMoving; //0x100 float m_flTimeSinceStoppedMoving; //0x104 bool m_bOnGround; //0x108 bool m_bInHitGroundAnimation; //0x109 float m_flTimeSinceInAir; //0x10A float m_flLastOriginZ; //0x10E float m_flHeadHeightOrOffsetFromHittingGroundAnimation; //0x112 float m_flStopToFullRunningFraction; //0x116 char pad7[ 4 ]; //0x11A float m_flMagicFraction; //0x11E char pad8[ 60 ]; //0x122 float m_flWorldForce; //0x15E char pad9[ 462 ]; //0x162 float m_flMaxYaw; //0x334 }; ]] local ref = { 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'), modifier_degree = Menu.FindVar('Aimbot', 'Anti Aim', 'Main', 'Modifier Degree'), 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'), slow_walk = Menu.FindVar('Aimbot', 'Anti Aim', 'Misc', 'Slow Walk') } local yaw_add_ref = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Add") local ref_modifier = Menu.FindVar( "Aimbot", "Anti Aim", "Main", "Yaw Modifier") local ref_modifier_off = Menu.FindVar( "Aimbot", "Anti Aim", "Main", "Modifier Degree") -- lmfao :) local ENTITY_LIST_POINTER = ffi.cast("void***", Utils.CreateInterface("client.dll", "VClientEntityList003")) or error("Failed to find VClientEntityList003!") local GET_CLIENT_ENTITY_FN = ffi.cast("GetClientEntity_4242425_t", ENTITY_LIST_POINTER[0][3]) -- class of ffi_helpers -- edi sry for pasting ur ffi_helper :) <3 local ffi_helpers = { -- get entity address. get_entity_address = function(entity_index) local addr = GET_CLIENT_ENTITY_FN(ENTITY_LIST_POINTER, entity_index) return addr end } local function on_ground(player) local flags = local_player:GetProp("DT_BasePlayer", "m_fFlags") if bit.band(flags, 1) == 1 then return true end return false end local function in_air(player) local flags = local_player:GetProp("DT_BasePlayer", "m_fFlags") if bit.band(flags, 1) == 0 then return true end return false end local peeking = false local canSeePlayer = function(plyr, localplayer) local plyrOrigin = plyr:GetProp("DT_BaseEntity", "m_vecOrigin"); local localOrigin = localplayer:GetProp("DT_BaseEntity", "m_vecOrigin"); local origins = {Vector.new(plyrOrigin.x, plyrOrigin.y, plyrOrigin.z + 80.0)}; local lOrigins = {Vector.new(localOrigin.x, localOrigin.y, localOrigin.z + 80.0)}; for i = 1, table.getn(lOrigins), 1 do for u = 1, table.getn(origins), 1 do if ((Cheat.FireBullet(localplayer:GetPlayer(), lOrigins[i], origins[u]).damage > 0) or (Cheat.FireBullet(plyr, lOrigins[i], origins[u]).damage > 0)) then return true; end end end return false; end local function is_crouching(player) local flags = local_player:GetProp("DT_BasePlayer", "m_fFlags") if bit.band(flags, 4) == 4 then return true end return false end function under_health( ) local local_health = local_player:GetProp("m_iHealth") if local_health <= 92 then underhp = true else underhp = false end return underhp end local function is_local_peeked( ) local is_connected = EngineClient.IsConnected() if is_connected then peeking = false; local localPlayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()); local me = localPlayer:GetPlayer() local weapon = me:GetActiveWeapon() if weapon == nil then return end for i = 0, 32, 1 do local entity = EntityList.GetClientEntity(i) if (entity == nil or i == EngineClient.GetLocalPlayer() or not entity:IsPlayer()) then goto continue; end local player = entity:GetPlayer(); if (player == nil or player:IsTeamMate()) then goto continue; end --local health = player:m_iHealth() local health = player:GetProp("DT_BasePlayer", "m_iHealth") local activeWeapon = player:GetActiveWeapon(); if (activeWeapon == nil) then goto continue; end local next_primary_attack = activeWeapon:GetProp("DT_BaseCombatWeapon", "m_flNextPrimaryAttack") local canShoot = next_primary_attack < GlobalVars.curtime; if (canSeePlayer(player, localPlayer) and canShoot) then peeking = true; end ::continue:: end end return peeking end Cheat.RegisterCallback("events", function(event) if event:GetName() ~= "player_hurt" then return end local me = EngineClient.GetLocalPlayer() local victim = EntityList.GetPlayerForUserID(event:GetInt("userid", 0)) --local attacker = EngineClient.GetPlayerForUserId(event:GetInt("attacker")) local dmg_health = event:GetInt("dmg_health") hitgroup = event:GetString("hitgroup") local hitgroups = { "generic body", "head", "chest", "stomach", "left arm", "right arm", "left leg", "right leg", "neck", "unsure", "gear" } local hitbox = hitgroups[hitgroup+1] if victim == me then local x = inverter_state --print( side ) --print( dmg_health ) --print( hitgroups[hitgroup+1] ) -- global vars for debug text --attacker_x = attacker:GetName() hit_side = side last_dmg = dmg_health hit_hitbox = hitbox end end) function left_static( ) yaw_add_ref:SetInt( -4 ) ref_modifier:SetBool( -1, true ) ref_modifier:SetBool( 1, false ) ref_modifier_off:SetInt( 0 ) end function left_jitter( ) -- dynamic_plus_multicombo:GetBool( 2 ) yaw_add_ref:SetInt( 0 ) ref_modifier:SetBool( 1, true ) ref_modifier:SetBool( -1, false ) ref_modifier_off:SetInt( 23 ) end function right_static( ) yaw_add_ref:SetInt(5) ref_modifier:SetBool( -1, true ) ref_modifier:SetBool( 1, false ) ref_modifier_off:SetInt( 0 ) end function right_jitter( ) -- dynamic_plus_multicombo:GetBool( 2 ) yaw_add_ref:SetInt( 3 ) ref_modifier:SetBool( 1, true ) ref_modifier:SetBool( -1, false ) ref_modifier_off:SetInt( 23 ) end local normalize_yaw = function ( m_flValue ) while m_flValue < -180 do m_flValue = m_flValue + 360.0; end while m_flValue > 180 do m_flValue = m_flValue - 360.0; end return m_flValue; end -- basic clamp function lol. local clamp = function( value, low, high ) if value <= low then return low end if value >= high then return high end return value end local m_max_delta = function() -- get local player. local _ent_idx = EngineClient.GetLocalPlayer() local _ent = EntityList.GetClientEntity(_ent_idx) local local_player = _ent:GetPlayer() -- Get a local player -- animstate ptr. local animstate = ffi.cast("struct c_animstate_128983475223458080**", ffi_helpers.get_entity_address( local_player:EntIndex() ) + 0x9960 )[0] -- if animstate is not initialized. if not animstate then return 0.0; end -- speed factor. local speedfactor = clamp(animstate.m_flFeetSpeedForwardsOrSideWays, 0.0, 1.0); --avr. local avg_speedfactor = (animstate.m_flStopToFullRunningFraction * -0.3 - 0.2) * speedfactor + 1.0; -- duckamount. local duck_amount = animstate.m_fDuckAmount; -- ducking. if duck_amount > 0.0 then -- animated max vel. local max_velocity = clamp(animstate.m_flFeetSpeedUnknownForwardOrSideways, 0.0, 1.0); -- duck speed. local duck_speed = duck_amount * max_velocity; -- recalc avg_speedfactor. avg_speedfactor = avg_speedfactor + ( duck_speed * (0.5 - avg_speedfactor) ); end -- return :). return animstate.m_flMaxYaw * avg_speedfactor; end local ref_fs = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Freestanding Desync") function handle_anti_aim( ) inverter_state = AntiAim.GetInverterState() if on_ground( local_player ) and not in_air( local_player ) then --print( under_health( ) ) if under_health( ) == true then ref_fs:SetInt( 2 ) elseif under_health( ) == false then -- IDEAL yaw option if (hit_hitbox == "left leg" or hit_hitbox == "right leg") and last_dmg < 27 then -- print("IDEAL CALCULATION [ACTIVATED]") ref_fs:SetInt( 2 ) else -- ref_fs:SetBool( 0, true ) -- ref_fs:SetBool( 1, false ) ref_fs:SetInt( 1 ) end end -- in air anti aim improvements if in_air( local_player ) and not on_ground( local_player ) then if ClientState.m_choked_commands <= 1 then ref_modifier:SetBool( -1, true ) elseif ClientState.m_choked_commands > 1 then ref_modifier:SetBool( 1, true ) end end if inverter_state == false then if is_local_peeked( ) then left_jitter( ) else left_static( ) end elseif inverter_state == true then if is_local_peeked( ) then right_jitter( ) else right_static( ) end end end end local t = 0 local desync = 58 local_player = EntityList.GetClientEntity( EngineClient.GetLocalPlayer( ) ) local function prediction_callback( ) if local_player == nil then return end is_local_peeked( ) handle_anti_aim( ) end function smartaa() Menu_fake_option:SetInt(1) AntiAim.OverrideLimit(math.random(45, 80)) Menu_left_limit:SetInt(math.random(30, 80)) Menu_right_limit:SetInt(math.random(30, 80)) end function multipleaa() Menu_fake_option:SetInt(Utils.RandomInt(2, 3)) Menu_left_limit:SetInt(Utils.RandomInt(35, 60)) Menu_right_limit:SetInt(Utils.RandomInt(35, 60)) end function preferlowdeltaaa() Menu_fake_option:SetInt(1) AntiAim.OverrideLimit(math.random(15, 15)) Menu_left_limit:SetInt(math.random(15, 35)) Menu_right_limit:SetInt(math.random(15, 35)) end function tankeaa() if GlobalVars.curtime >= t then desync = Utils.RandomInt(38, 60) t = GlobalVars.curtime + 0.1 end ref.yaw_add:Set(0) ref.fake_options:Set(1, false) ref.fake_options:Set(2, true) ref.fake_options:Set(3, false) ref.fake_options:Set(4, false) ref.yaw_modifier:Set(1) ref.modifier_degree:Set(Utils.RandomInt(52, 76)) AntiAim.OverrideLimit(desync) ref.lby_mode:Set(0) ref.freestanding_desync:Set(0) end function reversefreestanding() local_idx = EngineClient.GetLocalPlayer() local_entity = EntityList.GetClientEntity(local_idx) if local_entity == nil then return end local_player = local_entity:GetPlayer(); speed_x = local_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]") speed_y = local_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]") speed = math.sqrt(speed_x * speed_x + speed_y * speed_y) local localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) if not localplayer then return end local bOnGround = bit.band(localplayer:GetPlayer():GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0 speed_per_tick = math.sqrt(speed_x * speed_x + speed_y * speed_y) * GlobalVars.interval_per_tick if (cfg.ReverseFreeStand:GetBool()) then if math.floor(speed) <= 1 and bOnGround and cfg.ReverseFreeStand_Combo:GetBool(1) then -- standing Menu_freestand_desync:SetInt(2) elseif Menu_slowwalk:GetBool() == true and bOnGround and cfg.ReverseFreeStand_Combo:GetBool(4)then -- SlowWalk Menu_freestand_desync:SetInt(2) elseif math.floor(speed) > 1 and bOnGround and cfg.ReverseFreeStand_Combo:GetBool(2) and not Menu_slowwalk:GetBool() then -- Moving Menu_freestand_desync:SetInt(2) elseif not bOnGround and cfg.ReverseFreeStand_Combo:GetBool(3) then -- Air Menu_freestand_desync:SetInt(2) else Menu_freestand_desync:SetInt(1) end end end local leftlimit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Left Limit") local rightlimit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Right Limit") local fakeopt = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options") local lbymode = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode") local freestd = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Freestanding Desync") local desyn = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Desync On Shot") local slowwalk = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Slow Walk") local inverter = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Inverter") function antiaim_helpers() local_idx = EngineClient.GetLocalPlayer() local_entity = EntityList.GetClientEntity(local_idx) if local_entity == nil then return end if cfg.lowdelta:GetBool() then return end if cfg.IdealMode:GetBool() then prediction_callback() end local_player = local_entity:GetPlayer(); speed_x = local_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]") speed_y = local_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]") speed = math.sqrt(speed_x * speed_x + speed_y * speed_y) local localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) if not localplayer then return end local bOnGround = bit.band(localplayer:GetPlayer():GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0 speed_per_tick = math.sqrt(speed_x * speed_x + speed_y * speed_y) * GlobalVars.interval_per_tick if (cfg.desyncmod:GetBool()) then if math.floor(speed) <= 1 and bOnGround then -- standing if (cfg.desyncmodowostanding:GetInt() == 0) then --smart smartaa() end if (cfg.desyncmodowostanding:GetInt() == 2) then --Multiple multipleaa() end if (cfg.desyncmodowostanding:GetInt() == 1) then --prefer low delta preferlowdeltaaa() end if (cfg.desyncmodowostanding:GetInt() == 3) then --Smart Jitter jittersex() end if (cfg.desyncmodowostanding:GetInt() == 4) then --Smart Jitter tankeaa() end if (cfg.desyncmodowostanding:GetInt() == 5) then --Custom inverter:Set(cfg.sinv:Get()) leftlimit:Set(cfg.sleft:Get()) rightlimit:Set(cfg.sright:Get()) fakeopt:Set(cfg.sfkopt:Get()) lbymode:Set(cfg.slby:Get()) freestd:Set(cfg.sfr:Get()) desyn:Set(cfg.sdes:Get()) end elseif Menu_slowwalk:GetBool() == true and bOnGround then -- Moving if (cfg.desyncmodowoslowwalk:GetInt() == 0) then --smart smartaa() end if (cfg.desyncmodowoslowwalk:GetInt() == 2) then --Multiple multipleaa() end if (cfg.desyncmodowoslowwalk:GetInt() == 1) then --prefer low delta preferlowdeltaaa() end if (cfg.desyncmodowoslowwalk:GetInt() == 3) then --Smart Jitter jittersex() end if (cfg.desyncmodowoslowwalk:GetInt() == 4) then --Smart Jitter tankeaa() end if (cfg.desyncmodowoslowwalk:GetInt() == 5) then --Custom inverter:Set(cfg.swinv:Get()) leftlimit:Set(cfg.swleft:Get()) rightlimit:Set(cfg.swright:Get()) fakeopt:Set(cfg.swfkopt:Get()) lbymode:Set(cfg.swlby:Get()) freestd:Set(cfg.swfr:Get()) desyn:Set(cfg.swdes:Get()) end elseif math.floor(speed) > 1 and bOnGround and not Menu_slowwalk:GetBool() then -- Moving if (cfg.desyncmodowomoving:GetInt() == 0) then --smart smartaa() end if (cfg.desyncmodowomoving:GetInt() == 2) then --Multiple multipleaa() end if (cfg.desyncmodowomoving:GetInt() == 1) then --prefer low delta preferlowdeltaaa() end if (cfg.desyncmodowomoving:GetInt() == 3) then --Smart Jitter jittersex() end if (cfg.desyncmodowomoving:GetInt() == 4) then --Smart Jitter tankeaa() end if (cfg.desyncmodowomoving:GetInt() == 5) then --Custom inverter:Set(cfg.winv:Get()) leftlimit:Set(cfg.wleft:Get()) rightlimit:Set(cfg.wright:Get()) fakeopt:Set(cfg.wfkopt:Get()) lbymode:Set(cfg.wlby:Get()) freestd:Set(cfg.wfr:Get()) desyn:Set(cfg.wdes:Get()) end elseif not bOnGround then -- Air if (cfg.desyncmodowoair:GetInt() == 0) then --smart smartaa() end if (cfg.desyncmodowoair:GetInt() == 2) then --Multiple multipleaa() end if (cfg.desyncmodowoair:GetInt() == 1) then --prefer low delta preferlowdeltaaa() end if (cfg.desyncmodowoair:GetInt() == 3) then --Smart Jitter jittersex() end if (cfg.desyncmodowoair:GetInt() == 4) then --Smart Jitter tankeaa() end if (cfg.desyncmodowoair:GetInt() == 5) then --Custom inverter:Set(cfg.ainv:Get()) leftlimit:Set(cfg.aleft:Get()) rightlimit:Set(cfg.aright:Get()) fakeopt:Set(cfg.afkopt:Get()) lbymode:Set(cfg.alby:Get()) freestd:Set(cfg.afr:Get()) desyn:Set(cfg.ades:Get()) end end end end function ideal_tick_shot( ) if cfg.IdealTick:GetBool( ) == true then Exploits.ForceTeleport() end end function ideal_tick( ) Exploits.ForceCharge() Exploits.OverrideDoubleTapSpeed(18) double_tap:SetBool( true ) autopeekuwu:SetBool( true ) allow = true end function Exploits_func() --Speed modes instant = 16 default = 13 --Preserve modes insecure = 0 secure = 1 safe = 2 local is_charged = Exploits.GetCharge() if not cfg.DTSettings:GetBool() then return end cl_clock_correction = CVar.FindVar("cl_clock_correction") --clock correction OOPS: I think soufiw already manages with this but whatever... sv_maxusrcmdprocessticks = CVar.FindVar("sv_maxusrcmdprocessticks") --sv_maxusrcmdprocessticks if (cfg.dtcorrection:GetBool()) then CVar.FindVar("cl_clock_correction"):SetInt(0) CVar.FindVar("cl_clock_correction_adjustment_max_amount"):SetInt(450) else CVar.FindVar("cl_clock_correction"):SetInt(1) end if (cfg.dtmodes:GetInt() == 0 and not cfg.IdealTick:GetBool()) then --Instant mode if (can_shift_shot(instant) and is_charged ~= 1) then Exploits.AllowCharge(true) Exploits.ForceCharge() end Exploits.OverrideDoubleTapSpeed(instant) -- if (c_Menu_doubletap_debug_mode:GetBool()) then -- print("[DOUBLETAP] TICKS: MAX | PRESERVE: INSECURE | CORRECTION: DISABLED ") -- end else if (cfg.dtmodes:GetInt() == 1 and not cfg.IdealTick:GetBool()) then --Slow mode if (can_shift_shot(default) and is_charged ~= 1) then Exploits.AllowCharge(true) Exploits.ForceCharge() end Exploits.OverrideDoubleTapSpeed(default) -- if (c_Menu_doubletap_debug_mode:GetBool()) then -- print("[DOUBLETAP] TICKS: 13 | PRESERVE: SAFETY | CORRECTION: ENABLED ") -- end else if (cfg.dtmodes:GetInt() == 2 and not cfg.IdealTick:GetBool()) then --Sonic mode localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) getplayer = localplayer:GetPlayer() active_weapon = getplayer:GetActiveWeapon() Exploits.OverrideDoubleTapSpeed(17) CVar.FindVar("cl_clock_correction"):SetInt(0) CVar.FindVar("cl_clock_correction_adjustment_max_amount"):SetInt(450) -- Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Enable Fake Lag"):SetBool(true) -- if (c_Menu_doubletap_debug_mode:GetBool()) then -- print("[DOUBLETAP] TICKS: SONIC | PRESERVE: -1 | CORRECTION: DISABLED ") -- end else if (cfg.dtmodes:GetInt() == 3 and not cfg.IdealTick:GetBool()) then --Custom Mode if (can_shift_shot(cfg.dt_ticks:GetInt()) and is_charged ~= 1) then Exploits.AllowCharge(true) Exploits.ForceCharge() end Exploits.OverrideDoubleTapSpeed(cfg.dt_ticks:GetInt()) else -- Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Enable Fake Lag"):SetBool(true) end end end end end hitboxes = { 'generic', 'head', 'chest', 'stomach', 'left arm', 'right arm', 'left leg', 'right leg', 'neck' }; function Split(s, delimiter) result = {}; for match in (s..delimiter):gmatch("(.-)"..delimiter) do table.insert(result, match); end return result; end vector_add = function(vec1, vec2) newVec = {vec1[0] + vec2[0], vec1[1] + vec2[1], vec1[2] + vec2[2]} return newVec; end degreesToRadians = function(radians) arifemtic = (radians * math.pi / 180) return arifemtic end vector_sub = function(vec1, vec2) return {vec1[1] - vec2.x, vec1[2] - vec2.y, vec1[3] - vec2.z}; end vector_add = function(vec1, vec2) newVec = {vec1[1] + vec2[1], vec1[2] + vec2[2], vec1[3] + vec2[3]}; return newVec; end vec_mul_fl = function(vec1, vec2) return {vec1[1] * vec2, vec1[2] * vec2, vec1[3] * vec2}; end angle_to_vec = function(x, y) vecx = degreesToRadians(x); vecy = degreesToRadians(y); vectorx = math.sin(vecx); vectory = math.cos(vecx); vectorz = math.sin(vecy); vectoroffset = math.cos(vecy); return {(vectory * vectoroffset), (vectory * vectorz), (vectorx / -1)} end previoustrails = {} can_shift_shot = function(tts) me = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()):GetPlayer() if me == nil then return end wpn = me:GetActiveWeapon() if (me == null or wpn == null) then return false; end player = EntityList.GetLocalPlayer() tickbase = player:GetProp("m_nTickBase"); curtime = GlobalVars.interval_per_tick * (tickbase - tts) if (curtime < player:GetProp("m_flNextAttack")) then return false; end if (curtime < wpn:GetProp("m_flNextPrimaryAttack")) then return false; end return true; end quest = function(cond , T , F ) if cond then return true else return false end end toleng = 0 SkeetScope = function() sc = EngineClient.GetScreenSize() player = EntityList.GetLocalPlayer() scoped = player:GetProp("m_bIsScoped"); gui = CVar.FindVar("r_drawvgui") if scoped then if toleng < (cfg.ScopeOrigin:GetInt() / 2 + cfg.ScopeWidth:GetInt()) then toleng = toleng + 2 else toleng = (cfg.ScopeOrigin:GetInt() / 2 + cfg.ScopeWidth:GetInt()) end gui:SetInt(0); Render.GradientBoxFilled(Vector2.new(sc.x / 2 - 0.1, sc.y / 2 - math.min(cfg.ScopeOrigin:GetInt(), toleng)), Vector2.new(sc.x / 2 + 1, sc.y / 2 - math.min(cfg.ScopeOrigin:GetInt(), toleng) - math.min(cfg.ScopeWidth:GetInt(), toleng)), cfg.SkeetScope:GetColor(), cfg.SkeetScope:GetColor(), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0)) Render.GradientBoxFilled(Vector2.new(sc.x / 2 - math.min(cfg.ScopeOrigin:GetInt(), toleng), sc.y / 2 - 0.1), Vector2.new(sc.x / 2 - math.min(cfg.ScopeOrigin:GetInt(), toleng) - math.min(cfg.ScopeWidth:GetInt(), toleng), sc.y / 2 + 1), cfg.SkeetScope:GetColor(), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0), cfg.SkeetScope:GetColor(), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0)) Render.GradientBoxFilled(Vector2.new(sc.x / 2 - 0.1, sc.y / 2 + math.min(cfg.ScopeOrigin:GetInt(), toleng)), Vector2.new(sc.x / 2 + 1, sc.y / 2 + math.min(cfg.ScopeOrigin:GetInt(), toleng) + math.min(cfg.ScopeWidth:GetInt(), toleng)), cfg.SkeetScope:GetColor(), cfg.SkeetScope:GetColor(), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0)) Render.GradientBoxFilled(Vector2.new(sc.x / 2 + math.min(cfg.ScopeOrigin:GetInt(), toleng), sc.y / 2 - 0.1), Vector2.new(sc.x / 2 + math.min(cfg.ScopeOrigin:GetInt(), toleng) + math.min(cfg.ScopeWidth:GetInt(), toleng), sc.y / 2 + 1), cfg.SkeetScope:GetColor(), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0), cfg.SkeetScope:GetColor(), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0)) else if toleng > 0 then toleng = toleng - 2 else toleng = 0 end gui:SetInt(1); end end movement = function(to_pos, curr_pos, view) diff_x = curr_pos.x - to_pos.x diff_y = curr_pos.y - to_pos.y yaw = view.yaw translatedVelocity = { diff_x * math.cos(yaw/180*math.pi) + diff_y*math.sin(yaw/180*math.pi), diff_y * math.cos(yaw/180*math.pi) - diff_x*math.sin(yaw/180*math.pi) } return { -translatedVelocity[1]*40, translatedVelocity[2]*40} end drawHud = function() if CVar.FindVar("hidehud"):GetInt() == 0 then CVar.FindVar("hidehud"):SetInt(8) end size = Vector2.new(100, 100) sc = EngineClient.GetScreenSize() pos = Vector2.new(sc.x / 2 - 50, sc.y - 52 - 50) ts = Render.CalcTextSize("nade", 16) Render.CircleFilled(Vector2.new(sc.x / 2, sc.y - 52), 50.2, 50, Color.new(0,0,0,0.5)) Render.Image(penguin, pos, size) Render.GradientBoxFilled(Vector2.new(sc.x/2+ 210, sc.y - 60), Vector2.new(sc.x/2+(49.55), sc.y - 45), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, 0.5), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, 0.5)) Render.GradientBoxFilled(Vector2.new(sc.x/2- 210, sc.y - 60), Vector2.new(sc.x/2-(49.55), sc.y - 45), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, 0.5), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, 0.5)) health = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()):GetPlayer():GetProp("m_iHealth") armor = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()):GetPlayer():GetProp("m_ArmorValue") Render.Text(tostring("HP:"), Vector2.new(sc.x/2+ 60, sc.y - 61), Color.new(1.0, 1.0, 1.0, 1.0), 15, font) Render.Text(tostring(health), Vector2.new(sc.x/2+ 60 + Render.CalcTextSize("HP:", 15).x + 3, sc.y - 61), Color.new((255 - 155 - health + 100)/255, (health + 100)/255, (0)/255, 255/255), 15, font) Render.Text(tostring("ARMOR:"), Vector2.new(sc.x/2 - 70 - Render.CalcTextSize("ARMOR..:", 15).x - 3, sc.y - 61), Color.new(1.0, 1.0, 1.0, 1.0), 15, font) Render.Text(tostring(armor), Vector2.new(sc.x/2-80, sc.y - 61), Color.new(7/255, 169/255, 232/255, 1.0), 15, font) end alpha = { 0, 0, 0, 0, 0, 0, 0, } dtspeed = 0 local maxdt = 0 -- findvars local math_lib = { clamp = function(val, lower, upper) if lower > upper then lower, upper = upper, lower end return math.max(lower, math.min(upper, val)) end } local lua = { color = Color.RGBA(157, 162, 255, 255), font = Render.InitFont('Verdana', 11,{'r'}), screen = EngineClient.GetScreenSize(), logs = { stuff = {}, num = 0, reason = { [1] = 'resolver', [2] = 'spread', [3] = 'occlusion', [4] = 'prediction error' }, hitgroups = { [0] = "generic", [1] = "head", [2] = "chest", [3] = "stomach", [4] = "left arm", [5] = "right arm", [6] = "left leg", [7] = "right leg", [10] = "gear" } } } local render = { box = function(string,y,alpha) local stringsize = Render.CalcTextSize(string,11,lua.font).x Render.BoxFilled(Vector2.new(lua.screen.x/2-stringsize/2-6.5,lua.screen.y-150-y),Vector2.new(lua.screen.x/2+stringsize/2+6.5,lua.screen.y-120-y),Color.RGBA(0,0,0,80)) Render.BoxFilled(Vector2.new(lua.screen.x/2-stringsize/2-6.5,lua.screen.y-151-y),Vector2.new(lua.screen.x/2+stringsize/2+6.5,lua.screen.y-150-y),lua.color) Render.Text(string,Vector2.new(lua.screen.x/2,lua.screen.y-136-y),Color.RGBA(255,255,255,255),11,lua.font,true,true) end } local dt_ref = Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap") local hs_ref = Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Hide Shots") local safepoint_ref = Menu.FindVar("Aimbot", "Ragebot", "Misc", "Safe Points") local baim_ref = Menu.FindVar("Aimbot", "Ragebot", "Misc", "Body Aim") local min_dmg = Menu.FindVar("Aimbot", "Ragebot", "Accuracy", "Minimum Damage") local freestand_ref = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base") local autopeek_ref = Menu.FindVar("Miscellaneous", "Main", "Movement", "Auto Peek") local fl_ref = Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Limit") local autopeek_backup = autopeek_ref:GetBool() local dt_backup = dt_ref:GetBool() local yaw_base_backup = freestand_ref:GetInt() -- anti aim references local sw_ref = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Slow Walk") local yaw_base_ref = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base") function C_BaseEntity:m_iHealth() return self:GetProp("DT_BasePlayer", "m_iHealth") end function render_text(text, pos, color, size, text_font, outline, align) local text_size = Render.CalcTextSize(text, size, text_font) if align == 0 then -- To the left Render.Text(text, Vector2.new(pos.x - text_size.x, pos.y), color, size, text_font, outline) elseif align == 1 then -- To the center Render.Text(text, Vector2.new(pos.x - (text_size.x / 2), pos.y), color, size, text_font, outline) elseif align == 2 then -- To the right Render.Text(text, pos, color, size, text_font, outline) end end local font_verdana12 = Render.InitFont("Verdana", 12, {' r '} ) local font_title = Render.InitFont("Verdana Bold", 11, {' '} ) local font_inds = Render.InitFont("Smallest Pixel-7", 10, {' '} ) local font_idealyaw = Render.InitFont("Verdana", 13, {' '} ) local y = 0 function drawIndicators() -- visuals needed stuff local get_screen = EngineClient:GetScreenSize() local x = get_screen.x / 2 if cfg.SkeetScope:GetBool() then if(cfg.Scoped) then y = get_screen.y/2+ScopeOrigin:GetInt() else y = get_screen.y/2+toleng end else y = get_screen.y/2+20 end local arrows_size = 17 local text_inds = 10 local text_title = 16 local ind_dst = 0 local ind_spr = 8 local charge = Exploits.GetCharge() local dmg_value = min_dmg:GetInt() local main_color = color_main:GetColor() local accent_color = color_accent:GetColor() -- prediction textbox local txt_pred_left = "EXO" local txt_pred_right = "DUS" -- acatel textbox local txt_acatel = "EXODUS." local txt_acatel_version = "WTF" -- ideal yaw textbox local txt_ideal = "EXODUS YAW" -- killaura textbox local txt_killaura = "EXODUS" -- Arctic textbox local txt_arctic = "EXODUS" -- Invictus textbox local txt_invictus = "EXODUS" local local_player = EngineClient.GetLocalPlayer() local player = EntityList.GetClientEntity(local_player) if not player then return end local flags = player:GetProp("m_fFlags") local inverted = AntiAim.GetInverterState() local real = AntiAim.GetCurrentRealRotation() local fake = AntiAim.GetFakeRotation() local max_dsy = AntiAim.GetMaxDesyncDelta() local min_dsy = AntiAim.GetMinDesyncDelta() local delta = real - fake if (delta > max_dsy) then delta = max_dsy elseif (delta < min_dsy) then delta = min_dsy end local baim_color = Color.new(0.3, 0.3, 0.3, 1) local sp_color = Color.new(0.3, 0.3, 0.3, 1) local freestanding_color = Color.new(0.3, 0.3, 0.3, 1) if (baim_ref:GetInt() == 2) then baim_color = main_color end if (safepoint_ref:GetInt() == 2) then sp_color = main_color end if (freestand_ref:GetInt() == 5) then freestanding_color = main_color end local fakeyaw_text = "-" if (inverted) then fakeyaw_text = "L" else fakeyaw_text = "R" end r = main_color.r g = main_color.g b = main_color.b r2 = accent_color.r g2 = accent_color.g b2 = accent_color.b a = (math.floor(math.sin(GlobalVars.curtime * 2) * 220 + 221)) / 1000 * 6.92 local hdf = Color.new(r2, g2, b2, a) local hrsn = Color.new(r, g, b, 0) local desyncdelta = math.min(math.abs(AntiAim.GetCurrentRealRotation() - AntiAim.GetFakeRotation()) / 2, 58) -- drawing visualsssss if player:m_iHealth() > 0 then -- prediction indicators if (cfg.indicators_type:GetInt() == 1) then if cfg.indicators_list:GetBool(1) then if (inverted) then render_text(""..txt_pred_left.."", Vector2.new(x, y + 20), main_color, 11, font_title, false, 0) render_text(""..txt_pred_right.."", Vector2.new(x, y + 20), accent_color, 11, font_title, false, 2) elseif not (inverted) then render_text(""..txt_pred_left.."", Vector2.new(x, y + 20), accent_color, 11, font_title, false, 0) render_text(""..txt_pred_right.."", Vector2.new(x, y + 20), main_color, 11, font_title, false, 2) end end --Drawing custom arrows -- drawing arrows if cfg.indicators_list:GetBool(2) then -- checking if is in air or ducking for the anti-aim status local aa_status = "DYNAMIC-" if (flags == 256) then aa_status = "AEROBIC^" render_text(aa_status, Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr elseif player:GetProp("m_flDuckAmount") > 0.8 then aa_status = "TANK" render_text(aa_status, Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr else aa_status = "DYNAMIC-" render_text(aa_status, Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr end end if cfg.indicators_list:GetBool(3) then if (charge <= 0) then dt_state = Color.new(255,0,0,255) else dt_state = accent_color end if (dt_ref:GetBool()) then render_text("DT", Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr elseif not(dt_ref:GetBool()) then render_text("DT", Vector2.new(x, y + 30 + ind_dst), main_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr end end if cfg.indicators_list:GetBool(4) then if (hs_ref:GetBool()) then render_text("OS-AA", Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr elseif not (hs_ref:GetBool()) then render_text("OS-AA", Vector2.new(x, y + 30 + ind_dst), main_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr end end if cfg.indicators_list:GetBool(5) then if (autopeek_ref:GetBool()) then render_text("QUICKPEEK", Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr else render_text("QUICKPEEK", Vector2.new(x, y + 30 + ind_dst), main_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr end end if cfg.indicators_list:GetBool(6) then if (freestand_ref:GetInt() == 5) then render_text("FREESTANDING", Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr else render_text("FREESTANDING", Vector2.new(x, y + 30 + ind_dst), main_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr end end if cfg.indicators_list:GetBool(7) then if (baim_ref:GetInt() == 2) then render_text("BAIM", Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr else render_text("BAIM", Vector2.new(x, y + 30 + ind_dst), main_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr end end if cfg.indicators_list:GetBool(8) then if (safepoint_ref:GetInt() == 2) then render_text("SAFE", Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr else render_text("SAFE", Vector2.new(x, y + 30 + ind_dst), main_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr end end end -- acatel indiicators if (cfg.indicators_type:GetInt() == 2) then local pene = string.format(""..txt_acatel.."") local pene2 = string.format(""..txt_acatel_version.."") local text_size = Render.CalcTextSize(""..txt_acatel.."", text_inds, font_inds) render_text(pene, Vector2.new(x + 2, y + 30), main_color, text_inds, font_inds, true, 2) render_text(pene2, Vector2.new(x + 2 + text_size.x, y + 30), hdf, text_inds, font_inds, true, 2) render_text("FAKE", Vector2.new(x + 2, y + 38.5), Color.new(197/255, 198/255, 254/ 255, 1), text_inds, font_inds, true, 2) render_text("YAW", Vector2.new(x + 2 + 21, y + 38.5), Color.new(197/255, 198/255, 254/ 255, 1), text_inds, font_inds, true, 2) render_text(fakeyaw_text, Vector2.new(x + 39, y + 38.5), Color.new(1,1,1,1), text_inds, font_inds, true, 2) if (dt_ref:GetBool()) then if (charge <= 0) then render_text("DT", Vector2.new(x + 2, y + 46), Color.new(255,0,0,255), text_inds, font_inds, true, 2) ind_dst = ind_dst + ind_spr else render_text("DT", Vector2.new(x + 2, y + 46), Color.new(0,255,0,255), text_inds, font_inds, true, 2) ind_dst = ind_dst + ind_spr end end -- baim render_text("BAIM", Vector2.new(x + 2, y + 46 + ind_dst), baim_color, text_inds, font_inds, true, 2) -- safepoint render_text("SP", Vector2.new(x + 2 + 23, y + 46 + ind_dst), sp_color, text_inds, font_inds, true, 2) -- freestanding render_text("FS", Vector2.new(x + 2 + 35, y + 46 + ind_dst), freestanding_color, text_inds, font_inds, true, 2) if min_dmg:GetInt() > 0 then render_text("DMG:" .. min_dmg:GetInt(), Vector2.new(x + 2, y + 46 + ind_dst + 8.5), Color.new(255,255,255,255), text_inds, font_inds, true, 2) else render_text("DMG:AUTO", Vector2.new(x + 2, y + 46 + ind_dst + 8.5), Color.new(255,255,255,255), text_inds, font_inds, true, 2) end end -- ideal yaw indicators (hardcoded) if (cfg.indicators_type:GetInt() == 3) then local draw_arrow = false if (flags == 256) then draw_arrow = false elseif not (flags == 256) then draw_arrow = true end render_text(""..txt_ideal.."", Vector2.new(x + 1, y + 30 + ind_dst), Color.new(0/255, 0/0, 0/255, 1), 13, font_idealyaw, false, 2) render_text(""..txt_ideal.."", Vector2.new(x, y + 30 + ind_dst), Color.new(255/255, 128/255, 0/255, 1), 13, font_idealyaw, false, 2) render_text("DYNAMIC", Vector2.new(x + 1, y + 42 + ind_dst), Color.new(0/255, 0/255, 0/255, 1), 13, font_idealyaw, false, 2) render_text("DYNAMIC", Vector2.new(x, y + 42 + ind_dst), Color.new(192/255, 175/255, 226/255, 1), 13, font_idealyaw, false, 2) if (dt_ref:GetBool()) then if (charge <= 0) then render_text("DT", Vector2.new(x + 1, y + 53 + ind_dst), Color.new(0,0,0,255), 13, font_idealyaw, false, 2) render_text("DT", Vector2.new(x, y + 53 + ind_dst), Color.new(255,0,0,255), 13, font_idealyaw, false, 2) ind_dst = ind_dst + ind_spr else render_text("DT", Vector2.new(x + 1, y + 53 + ind_dst), Color.new(0,0,0,255), 13, font_idealyaw, false, 2) render_text("DT", Vector2.new(x, y + 53 + ind_dst), Color.new(0,255,0,255), 13, font_idealyaw, false, 2) ind_dst = ind_dst + ind_spr end end if (hs_ref:GetBool()) then render_text("AA", Vector2.new(x + 1, y + 55 + ind_dst), Color.new(0/255, 0/255, 0/255, 1), 12, font_idealyaw, false, 2) render_text("AA", Vector2.new(x, y + 55 + ind_dst), Color.new(192/255, 175/255, 226/255, 1), 12, font_idealyaw, false, 2) ind_dst = ind_dst + ind_spr end end -- killaura indicators if (cfg.indicators_type:GetInt() == 4) then local choke = ClientState.m_choked_commands local fl_str = string.format("FL:" ..choke) local aa_status = "AA:STABLE AURA" if (flags == 256) then aa_state = "AA:FLYING JESUS" elseif player:GetProp("m_flDuckAmount") > 0.8 then aa_state = "AA:CROUCHING" else aa_state = "AA:STABLE AURA" end render_text(""..txt_killaura.."", Vector2.new(x, y + 30), main_color, text_inds, font_inds, true, 0) render_text(aa_state, Vector2.new(x, y + 38), accent_color, text_inds, font_inds, true, 0) if (dt_ref:GetBool()) then if (charge <= 0) then render_text("DT:SHIFTING", Vector2.new(x, y + 46 + ind_dst), accent_color, text_inds, font_inds, true, 0) ind_dst = ind_dst + ind_spr else render_text("DT:NERVOUS", Vector2.new(x, y + 46 + ind_dst), accent_color, text_inds, font_inds, true, 0) ind_dst = ind_dst + ind_spr end end render_text(fl_str, Vector2.new(x, y + 46 + ind_dst), accent_color, text_inds, font_inds, true, 0) end if (cfg.indicators_type:GetInt() == 5) then local aa_status = "STANDING" render_text(""..txt_arctic.."", Vector2.new(x, y + 32 ), main_color, text_inds, font_inds, true, 1) if (flags == 256) then aa_status = "AIR" render_text(aa_status, Vector2.new(x, y + 40), main_color, text_inds, font_inds, true, 1) elseif player:GetProp("m_flDuckAmount") > 0.8 then aa_status = "CROUCHING" render_text(aa_status, Vector2.new(x, y + 40), main_color, text_inds, font_inds, true, 1) elseif (sw_ref:GetBool()) then aa_status = "SLOWWALK" render_text(aa_status, Vector2.new(x, y + 40), main_color, text_inds, font_inds, true, 1) else aa_status = "STANDING" render_text(aa_status, Vector2.new(x, y + 40), main_color, text_inds, font_inds, true, 1) end if (dt_ref:GetBool()) then if (charge <= 0) then render_text("DT", Vector2.new(x - 8, y + 48), Color.new(0.5, 0.5, 0.5, 1), text_inds, font_inds, true, 0) else render_text("DT", Vector2.new(x - 8, y + 48), accent_color, text_inds, font_inds, true, 0) end elseif not(dt_ref:GetBool()) then render_text("DT", Vector2.new(x - 8, y + 48), Color.new(0.5, 0.5, 0.5, 1), text_inds, font_inds, true, 0) end if (yaw_base_ref:GetInt() == 5) then render_text("FS", Vector2.new(x, y + 48 + ind_dst), accent_color, text_inds, font_inds, true, 1) elseif not (yaw_base_ref:GetInt() == 5) then render_text("FS", Vector2.new(x, y + 48 + ind_dst), Color.new(0.5, 0.5, 0.5, 1), text_inds, font_inds, true, 1) end if (hs_ref:GetBool()) then render_text("HS", Vector2.new(x + 8, y + 48), accent_color, text_inds, font_inds, true, 2) elseif not (hs_ref:GetBool()) then render_text("HS", Vector2.new(x + 8, y + 48), Color.new(0.5, 0.5, 0.5, 1), text_inds, font_inds, true, 2) end end -- Invictus indicators if (cfg.indicators_type:GetInt() == 6) then render_text(""..txt_invictus.."", Vector2.new(x + 1, y + 33 ), Color.new(0, 0, 0, 1), 12, font_verdana12, false, 1) render_text(""..txt_invictus.."", Vector2.new(x, y + 32 ), main_color, 12, font_verdana12, false, 1) Render.GradientBoxFilled(Vector2.new(x, y + 47), Vector2.new(x+(math.abs(desyncdelta*58/60)),y + 49), main_color, hrsn, main_color, hrsn) Render.GradientBoxFilled(Vector2.new(x, y + 47), Vector2.new(x+(-math.abs(desyncdelta*58/60)),y + 49), main_color, hrsn, main_color, hrsn) end end end -- LowdeltaPreset = function() -- AntiAim.OverrideYawOffset(0.0) -- AntiAim.OverrideLimit(-20.0) -- AntiAim.OverrideLBYOffset(21) -- end -- LegitAAPreset = function(cmd) -- -- cmd.buttons = bit.band(cmd.buttons, bit.bnot(32)) -- if AntiAim.GetInverterState() then -- AntiAim.OverrideLBYOffset(-60) -- else -- AntiAim.OverrideLBYOffset(60) -- end -- AntiAim.OverrideYawOffset(180.0) -- AntiAim.OverrideLimit(60) -- AntiAim.OverridePitch(0.0) -- end manualalpha = 0 manualminus = false tolengf = 0 local YawAdd = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Add") manuals = function() local_player_index = EngineClient.GetLocalPlayer() local_player = EntityList.GetClientEntity(local_player_index):GetPlayer() me = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) if local_player and local_player:GetProp("m_iHealth") > 0 then if manualminus == false then if manualalpha < 255 then manualalpha = manualalpha + 2 else manualminus = true end else if manualalpha > 0 then manualalpha = manualalpha - 2 else manualminus = false end end manual = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base") sc = EngineClient.GetScreenSize() x = sc.x/2 y = sc.y/2 ctx = sc.x / 2 cty = sc.y/ 2 player = EntityList.GetLocalPlayer() scoped = player:GetProp("m_bIsScoped"); gui = CVar.FindVar("r_drawvgui") if scoped and cfg.SkeetScope:GetBool() then if tolengf < (cfg.ScopeOrigin:GetInt() + cfg.ScopeWidth:GetInt()) then tolengf = tolengf + 2 else tolengf = (cfg.ScopeOrigin:GetInt() + cfg.ScopeWidth:GetInt()) end else if tolengf > 0 then tolengf = tolengf - 2 else tolengf = 0 end end arrow = 40 + tolengf -- Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 0.5), Vector2.new(x+arrow, y-10), Vector2.new(x+arrow, y+10), Vector2.new(x+arrow+20, y), Vector2.new(x+arrow, y-10)) -- Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 0.5), Vector2.new(x-arrow, y-10), Vector2.new(x-arrow, y+10), Vector2.new(x-arrow-20, y), Vector2.new(x-arrow, y-10)) if cfg.desyncarrowscombo:GetInt() == 0 then if inverter:GetBool() == true then --right Render.PolyFilled(desyncarrowscolors:GetColor(), Vector2.new(x+arrow, y-10), Vector2.new(x+arrow, y+10), Vector2.new(x+arrow+20, y), Vector2.new(x+arrow, y-10)) Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 0.5), Vector2.new(x-arrow, y-10), Vector2.new(x-arrow, y+10), Vector2.new(x-arrow-20, y), Vector2.new(x-arrow, y-10)) elseif inverter:GetBool() == false then --left Render.PolyFilled(desyncarrowscolors:GetColor(), Vector2.new(x-arrow, y-10), Vector2.new(x-arrow, y+10), Vector2.new(x-arrow-20, y), Vector2.new(x-arrow, y-10)) Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 0.5), Vector2.new(x+arrow, y-10), Vector2.new(x+arrow, y+10), Vector2.new(x+arrow+20, y), Vector2.new(x+arrow, y-10)) end end if cfg.desyncarrowscombo:GetInt() == 1 then if inverter:GetBool() then Render.BoxFilled(Vector2.new(ctx - arrow - 2, cty - 11), Vector2.new(ctx - arrow, cty + 8), desyncarrowscolors:GetColor()) Render.BoxFilled(Vector2.new(ctx + arrow + 2, cty - 11), Vector2.new(ctx + arrow, cty + 8), Color.new(0.0, 0.0, 0.0, 1.0)) else Render.BoxFilled(Vector2.new(ctx + arrow + 2, cty - 11), Vector2.new(ctx + arrow, cty + 8), desyncarrowscolors:GetColor()) Render.BoxFilled(Vector2.new(ctx - arrow - 2, cty - 11), Vector2.new(ctx - arrow, cty + 8), Color.new(0.0, 0.0, 0.0, 1.0)) end if _yawbase:GetInt() == 2 or YawAdd:GetInt() == 90 then Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 1.0), Vector2.new(ctx - arrow - 4, cty - 11), Vector2.new(ctx - arrow - 4, cty + 8), Vector2.new(ctx - arrow - 20, cty - 1)) Render.PolyFilled(desyncarrowscolors:GetColor(), Vector2.new(ctx + arrow + 5, cty - 11), Vector2.new(ctx + arrow + 5, cty + 8), Vector2.new(ctx + arrow + 19, cty - 1)) elseif _yawbase:GetInt() == 3 or YawAdd:GetInt() == -90 then Render.PolyFilled(desyncarrowscolors:GetColor(), Vector2.new(ctx - arrow - 4, cty - 11), Vector2.new(ctx - arrow - 4, cty + 8), Vector2.new(ctx - arrow - 20, cty - 1)) Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 1.0), Vector2.new(ctx + arrow + 5, cty - 11), Vector2.new(ctx + arrow + 5, cty + 8), Vector2.new(ctx + arrow + 19, cty - 1)) else Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 1.0), Vector2.new(ctx - arrow - 4, cty - 11), Vector2.new(ctx - arrow - 4, cty + 8), Vector2.new(ctx - arrow - 20, cty - 1)) Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 1.0), Vector2.new(ctx + arrow + 5, cty - 11), Vector2.new(ctx + arrow + 5, cty + 8), Vector2.new(ctx + arrow + 19, cty - 1)) end end end end oldDamage = 0 oldAutowall = 0 oldHitChance = 0 function instant_recharge() if cfg.instantrecharge:GetBool() then if cfg.instantrecharge_mode:GetInt() == 0 then Exploits.ForceCharge() end end end setLowdelta = false LowDelta = function() if setLowdelta == false then FakeOptions = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options") LBYMode = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode") freestandDesync = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Freestanding Desync") DesyncOnShot = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Desync On Shot") FakeOptions:SetInt(0) LBYMode:SetInt(1) freestandDesync:SetInt(0) DesyncOnShot:SetInt(0) setLowdelta = true end AntiAim.OverrideLimit(17.0) AntiAim.OverrideLBYOffset(21.0) AntiAim.OverrideYawOffset(1.0) AntiAim.OverridePitch(90.0) if AntiAim.GetInverterState() == false then AntiAim.OverrideLBYOffset(21) else AntiAim.OverrideLBYOffset(21.0) end end function vec_distance(vec_one, vec_two) delta_x, delta_y, delta_z = vec_one.x - vec_two.x, vec_one.y - vec_two.y return math.sqrt(delta_x * delta_x + delta_y * delta_y) end setLegitOptions = false local marius = 0 local diduans = false LegitAA = function(cmd) ents = EntityList.GetEntitiesByClassID(129) hosts = EntityList.GetEntitiesByClassID(97) if ents[1] ~= nil or ents[0] ~= nil then for i = 1, #ents do localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) position = ents[i]:GetProp("DT_BaseEntity", "m_vecOrigin") origin = localplayer:GetPlayer():GetEyePosition() vec = Vector.new(origin.x, origin.y, origin.z) distance = vec:DistTo(position) if distance > 100 then cmd.buttons = bit.band(cmd.buttons, bit.bnot(32)) end end elseif hosts[1] ~= nil then for f = 1, #hosts do if f > 1 then localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) position = hosts[f]:GetProp("DT_BaseEntity", "m_vecOrigin") position2 = hosts[f-1]:GetProp("DT_BaseEntity", "m_vecOrigin") origin = localplayer:GetPlayer():GetEyePosition() vec = Vector.new(origin.x, origin.y, origin.z) distance = vec:DistTo(position) distance2 = vec:DistTo(position2) if distance > 100 and distance2 > 100 then cmd.buttons = bit.band(cmd.buttons, bit.bnot(32)) end end end else cmd.buttons = bit.band(cmd.buttons, bit.bnot(32)) end if setLegitOptions == false then FakeOptions = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options") LBYMode = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode") freestandDesync = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Freestanding Desync") DesyncOnShot = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Desync On Shot") FakeOptions:SetInt(8) LBYMode:SetInt(1) freestandDesync:SetInt(0) DesyncOnShot:SetInt(0) setLegitOptions = true end if AntiAim.GetInverterState() then AntiAim.OverrideLBYOffset(-60) else AntiAim.OverrideLBYOffset(60) end AntiAim.OverrideYawOffset(180) AntiAim.OverrideLimit(60) AntiAim.OverridePitch(EngineClient.GetViewAngles().pitch) end pingticks = 0 antiAims = false set = false settwo = false setthree = false ticksAfterUpload = 0 savedAntiAims = { 0,0,0,0,0,0,0,0,0,0,0,0 } presaveforlegit = { 0,0,0,0,0,0,0,0,0,0,0,0 } presaveforldelta = { 0,0,0,0,0,0,0,0,0,0,0,0 } function fast_charge() if cfg.instantrecharge:GetBool() then if cfg.instantrecharge_mode:GetInt() == 1 then Exploits.ForceCharge() end end end local function fast_recharge () if EngineClient.IsConnected() then local netchann_info = EngineClient.GetNetChannelInfo() if netchann_info == nil then return end end end local nexttickfakelag = true local function isempty(s) if s == nil then return s == 0 else return s end end Cheat.RegisterCallback('registered_shot', function(shot) if cfg.logsowoowowowo:GetBool(2) then lua.logs.num = lua.logs.num + 1 if shot.reason == 0 then table.insert(lua.logs.stuff,{text = 'Hit ' .. EntityList.GetClientEntity(shot.target_index):GetPlayer():GetName() .. "'s in " .. lua.logs.hitgroups[math_lib.clamp(shot.hitgroup,0,10)] .. ' for ' .. isempty(shot.damage) .. ' damage [spread: ' .. string.format('%.3f°',isempty(shot.spread_degree)) .. '] [hitchance:' .. isempty(isempty(shot.backtrack)) ..' | history:' .. shot.backtrack ..']',time = GlobalVars.realtime}) print('[exodus] Hit ' .. EntityList.GetClientEntity(shot.target_index):GetPlayer():GetName() .. "'s in " .. lua.logs.hitgroups[math_lib.clamp(shot.hitgroup,0,10)] .. ' for ' .. isempty(shot.damage) .. ' damage [spread: ' .. string.format('%.3f°',isempty(shot.spread_degree)) .. '] [hitchance:' .. isempty(isempty(shot.backtrack)) ..' | history:' .. shot.backtrack ..']') else table.insert(lua.logs.stuff,{text = 'Missed shot in ' .. EntityList.GetClientEntity(shot.target_index):GetPlayer():GetName() .. "'s " .. lua.logs.hitgroups[math_lib.clamp(shot.wanted_hitgroup,0,10)] .. ' due to ' .. lua.logs.reason[shot.reason] .. ' [spread: ' .. string.format('%.3f°',isempty(shot.spread_degree)) .. '] [hitchance:' .. isempty(isempty(shot.backtrack)) ..' | history:' .. shot.backtrack ..']',time = GlobalVars.realtime}) print('[exodus] Missed shot in ' .. EntityList.GetClientEntity(shot.target_index):GetPlayer():GetName() .. "'s " .. lua.logs.hitgroups[math_lib.clamp(shot.wanted_hitgroup,0,10)] .. ' due to ' .. lua.logs.reason[shot.reason] .. ' [spread: ' .. string.format('%.3f°',isempty(shot.spread_degree)) .. '] [hitchance:' .. isempty(isempty(shot.backtrack)) ..' | history: '.. shot.backtrack ..']') end end end) Cheat.RegisterCallback( "ragebot_shot", function() ideal_tick_shot() fast_charge() nexttickfakelag = false end) local hide_shots = Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Hide Shots") function antionshotfunc() if cfg.antionshot:GetBool() then Menu_fakelag_enable:SetBool(true) if not nexttickfakelag then if double_tap:GetBool() or hide_shots:GetBool() then FakeLag.ForceSend() else FakeLag.ForceSend() end -- print('SHOT!') nexttickfakelag = true end end end function antibackstab() local all_players = EntityList.GetEntitiesByName("CCSPlayer") for i = 1, #all_players do local target = all_players[i]:GetPlayer() if target ~= EntityList.GetLocalPlayer() and not target:IsTeamMate() and target:GetProp("m_iHealth") > 0 then local localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) local origin = localplayer:GetRenderOrigin() local origin2 = target:GetRenderOrigin() local my_vec = Vector.new(origin.x, origin.y, origin.z) local dest = Vector.new(origin2.x, origin2.y, origin2.z) local length = my_vec:DistTo(dest) weap = target:GetActiveWeapon() if length < 170 and weap ~= nil and weap:IsKnife() and cfg.AvoidBackStab:GetBool() then AntiAim.OverrideYawOffset(180) AntiAim.OverridePitch(0) else return end end end end local function breaklc() local localplayer = EntityList.GetClientEntity(EngineClient:GetLocalPlayer()) if not localplayer then return end localplayer = localplayer:GetPlayer() local lhealth = localplayer:GetProp("m_iHealth") if not lhealth or lhealth <= 0 then return end local fakeduck_enable = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Fake Duck") if fakeduck_enable:GetBool() then return end local doubletap_enable = Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap") if (doubletap_enable:GetBool() == false or Exploits.GetCharge() < 1) then local origin = localplayer:GetProp("m_vecOrigin") if origin:DistTo(lastSentPos) >= math.random(48, 64) then print("broke") FakeLag.ForceSend() lastSentPos = origin return end end end local mamatatapapa = 0 function mafutemama(cmd) local_idx = EngineClient.GetLocalPlayer() local_entity = EntityList.GetClientEntity(local_idx) local_player = local_entity:GetPlayer(); if not cfg.ExtendedLean:GetBool() then return end if cfg.fakeflickescheck:GetBool() then return end speed_x = local_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]") speed_y = local_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]") speed = math.sqrt(speed_x * speed_x + speed_y * speed_y) if cfg.ExtendedLeanMode:GetInt() == 0 then mamatatapapa = cfg.ExtendedLeanVal:GetInt() elseif cfg.ExtendedLeanMode:GetInt() == 1 then mamatatapapa = math.random(cfg.ExtendedLeanVal:GetInt(), cfg.ExtendedLeanVal:GetInt() - cfg.ExtendedLeanJitter:GetInt()) elseif cfg.ExtendedLeanMode:GetInt() == 2 then hp = 100 - local_entity:GetProp("m_iHealth") rounds = EntityList.GetGameRules():GetProp("m_totalRoundsPlayed") * 2 mamatatapapa = (math.min(math.abs(AntiAim.GetCurrentRealRotation() - AntiAim.GetFakeRotation()) / 2, 58)) + hp + rounds + (speed / 1.8) end if speed > 1.5 and not Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Slow Walk"):GetBool() then return end if AntiAim.GetInverterState() then cmd.viewangles.roll = mamatatapapa else cmd.viewangles.roll = -mamatatapapa end end local fake_duck = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Fake Duck") fakelagtyme2 = GlobalVars.curtime local randomized_fakelags = function() if not cfg.fakelagesEnable:GetBool() then return end local count = math.random(cfg.fakelagesRandomizedmin:Get(), cfg.fakelagesRandomizedmax:Get()) if cfg.fakelagesType:Get() == 3 then Menu_fakelag_enable:Set(true) if fakelagtyme2 > GlobalVars.curtime or GlobalVars.curtime - fakelagtyme2 > cfg.fakelagesRandomizedtime:Get() then Menu_fakelag_limit:SetInt(count) Menu_fakelag_randomization:SetInt(count) fakelagtyme2 = GlobalVars.curtime end end end fakelagtyme = GlobalVars.curtime local function fluctuate_fakelag() if not cfg.fakelagesEnable:GetBool() then return end if cfg.fakelagesType:Get() == 2 then Menu_fakelag_enable:Set(true) if fakelagtyme > GlobalVars.curtime or GlobalVars.curtime - fakelagtyme > cfg.fakelagesCustomLimitTime:Get() then Menu_fakelag_limit:SetInt(0) Menu_fakelag_randomization:SetInt(0) fakelagtyme = GlobalVars.curtime else Menu_fakelag_limit:SetInt(cfg.fakelagesLimit:Get()) Menu_fakelag_randomization:SetInt(cfg.fakelagesRandomization:Get()) end end end local CustomTicks = function() if not cfg.fakelagesEnable:GetBool() then return end if cfg.fakelagesType:Get() == 1 then Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Enable Fake Lag"):Set(false) end if cfg.fakelagesType:Get() == 1 then if cfg.fakelagesCustomTicks:Get() > 16 then CVar.FindVar("sv_maxusrcmdprocessticks"):SetInt(cfg.fakelagesCustomTicks:Get()) end if not Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap"):Get() and not Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Hide Shots"):Get() then if ClientState.m_choked_commands >= cfg.fakelagesCustomTicks:Get() then FakeLag.SetState(true) else FakeLag.SetState(false) end end end end local CustomTicksDT = function() if not cfg.fakelagesEnable:GetBool() then return end if cfg.DTSettings:GetBool() then if cfg.dtmodes:GetInt() == 0 then mamaiadt = 16 elseif cfg.dtmodes:GetInt() == 1 then mamaiadt = 13 elseif cfg.dtmodes:GetInt() == 2 then mamaiadt = 16 elseif cfg.dtmodes:GetInt() == 3 then mamaiadt = cfg.dt_ticks:GetInt() end else mamaiadt = 14 end if Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap"):Get() and cfg.fakelagesEnableDT:Get() then if ClientState.m_choked_commands >= (CVar.FindVar("sv_maxusrcmdprocessticks"):GetInt() - mamaiadt) then FakeLag.SetState(true) else FakeLag.SetState(false) end end end local Dynamic = function() if not cfg.fakelagesEnable:GetBool() then return end local lp = EntityList:GetLocalPlayer() local air = bit.band(lp:GetPlayer():GetProp("m_fFlags"), bit.lshift(1,0)) == 0 local speed = Vector.new(lp:GetProp("m_vecVelocity[0]"), lp:GetProp("m_vecVelocity[1]"), lp:GetProp("m_vecVelocity[2]")):Length2D() if cfg.fakelagesType:Get() == 4 then Menu_fakelag_enable:Set(true) if not air then if math.floor(speed / 15) > 14 then return end Menu_fakelag_randomization:Set(math.floor(speed / 15)) Menu_fakelag_limit:Set(math.floor(speed / 15)) else Menu_fakelag_randomization:Set(math.floor(speed / 26)) Menu_fakelag_limit:Set(math.floor(speed / 26)) end end end local DoubleTap = Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap") function C_BasePlayer:CanHit() local Localplayer = EntityList.GetLocalPlayer() local TraceInfo = Cheat.FireBullet(self, self:GetEyePosition(), Localplayer:GetEyePosition()) if (TraceInfo.damage > 0 and ((TraceInfo.trace.hit_entity and TraceInfo.trace.hit_entity:GetPlayer() == Localplayer) or false)) then return true end return false end function C_BasePlayer:GetFlag(shift) return bit.band(self:GetProp("m_fFlags"), bit.lshift(1, shift)) ~= 0 end function GetEnemies() local Enemies = {} for _, Player in pairs(EntityList.GetPlayers()) do if (not Player:IsTeamMate() and Player:IsAlive()) then table.insert(Enemies, Player:GetPlayer()) end end return Enemies end local function dtinair() if (cfg.teleowo:Get() and DoubleTap:Get()) then local Need_Teleport = false local Localplayer = EntityList.GetLocalPlayer() local Weapon = Localplayer:GetActiveWeapon() local WeaponID = Weapon:GetWeaponID() for _, Enemy in pairs(GetEnemies()) do if (not Enemy:IsDormant() and Enemy:CanHit()) then Need_Teleport = true end end if (Need_Teleport and not Localplayer:GetFlag(0)) then Exploits.ForceTeleport() end end end local min = Vector.new() local max = Vector.new() local target_correct = true function calc_angle(src, dst) local vecdelta = Vector.new(dst.x - src.x, dst.y - src.y, dst.z - src.z) local angles = QAngle.new(math.atan2(-vecdelta.z, vecdelta:Length2D()) * 180.0 / math.pi, (math.atan2(vecdelta.y, vecdelta.x) * 180.0 / math.pi), 0.0) return angles end function get_localplayer() local local_index = EngineClient.GetLocalPlayer() local localplayer = EntityList.GetClientEntity(local_index) if localplayer == nil then return end local me = localplayer:GetPlayer() return me end function is_in_air(entity) local flags = entity:GetProp("DT_BasePlayer", "m_fFlags") return bit.band(flags, 1) == 0 end function autostop(cmd) local vecvelocity1 = Vector.new(get_localplayer():GetProp("m_vecVelocity[0]"), get_localplayer():GetProp("m_vecVelocity[1]"), 0.0) local viewangles = get_localplayer():GetEyePosition() local direction = Cheat.VectorToAngle(vecvelocity1) direction.yaw = cmd.viewangles.yaw - direction.yaw local forward = Cheat.AngleToForward(direction) local negative = Vector2.new(forward.x * -200, forward.y * -200) cmd.forwardmove = negative.x cmd.sidemove = negative.y end function get_dormant_enemy() local players = EntityList.GetEntitiesByName("CCSPlayer") for i = 1, #players do local enemies = players[i]; local enemy = enemies:GetPlayer() target_correct = enemy:GetNetworkState() ~= -1 if enemy ~= get_localplayer() and not enemy:IsTeamMate() and enemy:GetProp("DT_BasePlayer", "m_iHealth") > 0 and enemy:IsDormant() and target_correct then return i end end end function dormantaimsex(cmd) local players = EntityList.GetEntitiesByName("CCSPlayer") local weap = get_localplayer():GetActiveWeapon() if weap ~= nil then local weapon_id = weap:GetWeaponID() end if cfg.aimdorm:GetBool() and get_dormant_enemy() then local dormant_target = players[get_dormant_enemy()]:GetPlayer() local weap_delay = (weapon_id == 9 or weapon_id == 40) and 0.15 or 0.0 if dormant_target and weap_delay and weap:GetProp("m_flNextPrimaryAttack") and GlobalVars.curtime and weap:GetProp("m_flNextPrimaryAttack") + weap_delay <= GlobalVars.curtime and get_localplayer():GetProp("m_bIsScoped") and not is_in_air(get_localplayer()) then local bounds = dormant_target:GetRenderBounds(min, max) local pos = dormant_target:GetProp("m_vecOrigin") + Vector.new((min.x + max.x)/4, (min.y + max.y)/16, (min.z + max.z/2)) if Cheat.FireBullet(get_localplayer(), get_localplayer():GetEyePosition(), pos).damage >= cfg.aimdormmd:GetInt() then autostop(cmd) if 1 / weap:GetInaccuracy(weap) >= 100 then local getaimpunch = get_localplayer():GetProp("DT_BasePlayer", "m_aimPunchAngle") local aimpunch = QAngle.new(getaimpunch.x, getaimpunch.y, 0.0) local aim_angle = calc_angle(get_localplayer():GetEyePosition(), pos) cmd.viewangles.pitch = aim_angle.pitch - aimpunch.pitch * 2 cmd.viewangles.yaw = aim_angle.yaw - aimpunch.yaw * 2 cmd.buttons = bit.bor(cmd.buttons, 1) end end end end end Cheat.RegisterCallback('prediction', function(cmd) dormantaimsex(cmd) antibackstab() end) Cheat.RegisterCallback('pre_prediction', function(cmd) Pitch = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Pitch") YawBase = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base") YawAdd = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Add") YawMod = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Modifier") ModDeg = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Modifier Degree") LeftLimit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Left Limit") RightLimit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Right Limit") FakeOptions = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options") LBYMode = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode") freestandDesync = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Freestanding Desync") DesyncOnShot = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Desync On Shot") instant_recharge() Exploits_func() if cfg.lowdelta:GetBool() then LowDelta() else if setLowdelta == true then FakeOptions:SetInt(presaveforldelta[1]) LBYMode:SetInt(presaveforldelta[2]) freestandDesync:SetInt(presaveforldelta[3]) DesyncOnShot:SetInt(presaveforldelta[4]) setLowdelta = false else presaveforldelta[1] = FakeOptions:GetInt() presaveforldelta[2] = LBYMode:GetInt() presaveforldelta[3] = freestandDesync:GetInt() presaveforldelta[4] = DesyncOnShot:GetInt() end end if marius > GlobalVars.curtime or not cfg.legitaa:GetBool() then marius = GlobalVars.curtime end if cfg.legitaa:GetBool() and GlobalVars.curtime - marius > 0.1 then marius = GlobalVars.curtime diduans = true end if cfg.legitaa:GetBool() and diduans and Cheat.IsKeyDown(0x45) then LegitAA(cmd) else if setLegitOptions == true then FakeOptions:SetInt(presaveforlegit[1]) LBYMode:SetInt(presaveforlegit[2]) freestandDesync:SetInt(presaveforlegit[3]) DesyncOnShot:SetInt(presaveforlegit[4]) setLegitOptions = false else presaveforlegit[1] = FakeOptions:GetInt() presaveforlegit[2] = LBYMode:GetInt() presaveforlegit[3] = freestandDesync:GetInt() presaveforlegit[4] = DesyncOnShot:GetInt() end diduans = false end CustomTicks() CustomTicksDT() fluctuate_fakelag() dtinair() randomized_fakelags() Dynamic() mafutemama(cmd) fakeflickes(cmd) dormantaimsex(cmd) antionshotfunc() antiaim_helpers() antibackstab() reversefreestanding() if cfg.lcbreak:GetBool() then breaklc() end end) function lethaldt() binds = Cheat.GetBinds() for i = 1, #binds do -- Iterate over our binds... bind = binds[i] if bind:GetName() == 'Minimum Damage' then return end end if cfg.dt_lethal:GetBool() == true and cfg.DTSettings:GetBool() and double_tap:GetBool() then local local_player = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()):GetPlayer() is_alive = local_player:GetProp("DT_BasePlayer", "m_iHealth") > 0 if not is_alive then return end local players = EntityList.GetPlayers() for _, player in ipairs(players) do if not player:IsTeamMate() then local user_index = player:EntIndex() local health = player:GetProp("m_iHealth") if health > 0 then if health > 90 then dmg = 50 end if health < 50 then dmg = 30 end ragebot.OverrideMinDamage(user_index, dmg) end end end end end Cheat.RegisterCallback("createmove", function(cmd) local slowwalk_speed = cfg.slowwalkspeed:GetInt() local slowwalk_ref = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Slow Walk") if not cfg.customslowwalkspeed:GetBool() or not slowwalk_ref:GetBool() then return end local min_speed = math.sqrt((cmd.forwardmove * cmd.forwardmove) + (cmd.sidemove * cmd.sidemove)) if min_speed <= 0 then return end if lp:GetPlayer():GetProp("m_fFlags") == 262 or lp:GetPlayer():GetProp("m_fFlags") == 263 then slowwalk_speed = slowwalk_speed * 2.94117647 end if min_speed <= slowwalk_speed then return end local speed_factor = slowwalk_speed / min_speed cmd.forwardmove = cmd.forwardmove * speed_factor cmd.sidemove = cmd.sidemove * speed_factor dormantaimsex(cmd) antionshotfunc() antiaim_helpers() lethaldt() end); local ffi = require "ffi" ffi.cdef[[ typedef uintptr_t (__thiscall* GetClientEntity_4242425_t)(void*, int); ]] local entity_list_ptr = ffi.cast("void***", Utils.CreateInterface("client.dll", "VClientEntityList003")) local get_client_entity_fn = ffi.cast("GetClientEntity_4242425_t", entity_list_ptr[0][3]) local ffi_helpers = { get_animstate_offset = function() return 14612 end, get_entity_address = function(ent_index) local addr = get_client_entity_fn(entity_list_ptr, ent_index) return addr end } local flick_side = true local dont_flick = false function get_velocity(player) local vel = {} -- Velocity calculation vel[1] = player:GetProp("m_vecVelocity[0]") vel[2] = player:GetProp("m_vecVelocity[1]") vel[3] = math.sqrt(vel[1] * vel[1] + vel[2] * vel[2]) return math.floor(math.min(350, vel[3])) end function fakeflickes(cmd) if not cfg.fakeflickescheck:Get() then return end local localplayer = EntityList.GetLocalPlayer() if (localplayer == nil) then return end if get_velocity(localplayer) > 15 or dont_flick then return end if GlobalVars.tickcount % 64 == 1 or GlobalVars.tickcount % 64 == 2 then AntiAim.OverrideYawOffset(95 * (flick_side and 1 or -1)) AntiAim.OverrideInverter(flick_side) end actual_yaw = cmd.viewangles.yaw end function Menufunc() cfg.dtmodes:SetVisible(cfg.DTSettings:GetBool()) cfg.dt_ticks:SetVisible(cfg.DTSettings:GetBool() and cfg.dtmodes:GetInt() == 3) cfg.dtcorrection:SetVisible(cfg.DTSettings:GetBool()) cfg.ReverseFreeStand_Combo:SetVisible(cfg.ReverseFreeStand:GetBool()) cfg.instantrecharge:SetVisible(cfg.DTSettings:GetBool()) cfg.instantrecharge_mode:SetVisible(cfg.DTSettings:GetBool() and cfg.instantrecharge:GetBool()) cfg.ScopeOrigin:SetVisible(quest(cfg.SkeetScope:GetBool())) cfg.ScopeWidth:SetVisible(quest(cfg.SkeetScope:GetBool())) cfg.slowwalkspeed:SetVisible(cfg.customslowwalkspeed:GetBool()) cfg.dt_lethal:SetVisible(cfg.DTSettings:GetBool()) cfg.indicators_type:SetVisible(cfg.indicators:GetBool()) color_main:SetVisible(cfg.indicators:GetBool()) color_accent:SetVisible(cfg.indicators:GetBool()) cfg.indicators_list:SetVisible(cfg.indicators:GetBool() and cfg.indicators_type:GetInt() == 1) cfg.aimdormmd:SetVisible(quest(cfg.aimdorm:GetBool())) cfg.fakelagesEnableDT:SetVisible(cfg.fakelagesEnable:GetBool()) cfg.fakelagesCustomTicks:SetVisible(cfg.fakelagesType:Get() == 1 and cfg.fakelagesEnable:GetBool()) cfg.fakelagesType:SetVisible(cfg.fakelagesEnable:GetBool()) cfg.fakelagesCustomLimitTime:SetVisible(cfg.fakelagesType:Get() == 2 and cfg.fakelagesEnable:GetBool()) cfg.fakelagesLimit:SetVisible(cfg.fakelagesType:Get() == 2 and cfg.fakelagesEnable:GetBool()) cfg.fakelagesRandomization:SetVisible(cfg.fakelagesType:Get() == 2 and cfg.fakelagesEnable:GetBool()) cfg.fakelagesRandomizedmin:SetVisible(cfg.fakelagesType:Get() == 3 and cfg.fakelagesEnable:GetBool()) cfg.fakelagesRandomizedmax:SetVisible(cfg.fakelagesType:Get() == 3 and cfg.fakelagesEnable:GetBool()) cfg.fakelagesRandomizedtime:SetVisible(cfg.fakelagesType:Get() == 3 and cfg.fakelagesEnable:GetBool()) cfg.tabsdesyncmod:SetVisible(quest(cfg.desyncmod:GetBool())) cfg.desyncmodowostanding:SetVisible(quest(cfg.desyncmod:GetBool()) and cfg.tabsdesyncmod:GetInt() == 0) cfg.desyncmodowomoving:SetVisible(quest(cfg.desyncmod:GetBool()) and cfg.tabsdesyncmod:GetInt() == 1) cfg.desyncmodowoair:SetVisible(quest(cfg.desyncmod:GetBool()) and cfg.tabsdesyncmod:GetInt() == 2) cfg.desyncmodowoslowwalk:SetVisible(quest(cfg.desyncmod:GetBool()) and cfg.tabsdesyncmod:GetInt() == 3) for index,object in pairs(items.menu) do object:SetVisible(quest(cfg.antibrute:GetBool())) end menu.add:SetVisible(quest(cfg.antibrute:GetBool())) menu.remove:SetVisible(quest(cfg.antibrute:GetBool())) cfg.sinv:SetVisible(cfg.desyncmodowostanding:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 0) cfg.sleft:SetVisible(cfg.desyncmodowostanding:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 0) cfg.sright:SetVisible(cfg.desyncmodowostanding:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 0) cfg.sfkopt:SetVisible(cfg.desyncmodowostanding:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 0) cfg.slby:SetVisible(cfg.desyncmodowostanding:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 0) cfg.sfr:SetVisible(cfg.desyncmodowostanding:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 0) cfg.sdes:SetVisible(cfg.desyncmodowostanding:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 0) cfg.winv:SetVisible(cfg.desyncmodowomoving:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 1) cfg.wleft:SetVisible(cfg.desyncmodowomoving:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 1) cfg.wright:SetVisible(cfg.desyncmodowomoving:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 1) cfg.wfkopt:SetVisible(cfg.desyncmodowomoving:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 1) cfg.wlby:SetVisible(cfg.desyncmodowomoving:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 1) cfg.wfr:SetVisible(cfg.desyncmodowomoving:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 1) cfg.wdes:SetVisible(cfg.desyncmodowomoving:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 1) cfg.swinv:SetVisible(cfg.desyncmodowoslowwalk:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 3) cfg.swleft:SetVisible(cfg.desyncmodowoslowwalk:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 3) cfg.swright:SetVisible(cfg.desyncmodowoslowwalk:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 3) cfg.swfkopt:SetVisible(cfg.desyncmodowoslowwalk:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 3) cfg.swlby:SetVisible(cfg.desyncmodowoslowwalk:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 3) cfg.swfr:SetVisible(cfg.desyncmodowoslowwalk:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 3) cfg.swdes:SetVisible(cfg.desyncmodowoslowwalk:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 3) cfg.ainv:SetVisible(cfg.desyncmodowoair:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 2) cfg.aleft:SetVisible(cfg.desyncmodowoair:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 2) cfg.aright:SetVisible(cfg.desyncmodowoair:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 2) cfg.afkopt:SetVisible(cfg.desyncmodowoair:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 2) cfg.alby:SetVisible(cfg.desyncmodowoair:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 2) cfg.afr:SetVisible(cfg.desyncmodowoair:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 2) cfg.ades:SetVisible(cfg.desyncmodowoair:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 2) desyncarrowscolors:SetVisible(cfg.desyncarrows:GetBool()) cfg.desyncarrowscombo:SetVisible(cfg.desyncarrows:GetBool()) cfg.ExtendedLeanVal:SetVisible(cfg.ExtendedLean:GetBool() and cfg.ExtendedLeanMode:GetInt() < 2) cfg.ExtendedLeanMode:SetVisible(cfg.ExtendedLean:GetBool()) cfg.ExtendedLeanJitter:SetVisible(cfg.ExtendedLean:GetBool() and cfg.ExtendedLeanMode:GetInt() == 1) end function move(x, y, w, h, slider_x, slider_y) mouse = Cheat.GetMousePos() if (Cheat.IsKeyDown(0x1) and Cheat.IsMenuVisible() and in_box(mouse, x, y, x + w, y + h)) then slider_x:SetInt(mouse.x - w / 2) slider_y:SetInt(mouse.y - 10) end end function get_time() seconds = math.floor(Utils.UnixTime() / 1000) hours = math.floor((seconds / 3600 + 3) % 24) minutes = math.floor(seconds / 60 % 60) sec = math.floor(seconds % 60) if sec < 10 then sec = "0" .. sec end if minutes < 10 then minutes = "0" .. minutes end if hours < 10 then hours = "0" .. hours end return hours .. ":" .. minutes .. ":" .. sec end function get_spectators() spectators = {} players = EntityList.GetPlayers() local_player = EntityList.GetLocalPlayer() for i, spects in pairs(players) do if not spects:IsDormant() and spects:GetProp("m_iHealth") < 1 then target = EntityList.GetPlayerFromHandle(spects:GetProp("m_hObserverTarget")) if target == local_player then table.insert(spectators, spects:GetName()) end end end return spectators end get_theme = { [0] = function(x, y, w, col) Render.GradientBoxFilled(Vector2.new(x + w, y), Vector2.new(x + w / 2, y - 2), color(255, 234, 0, col.a), color(255, 0, 238, col.a), color(255, 234, 0, col.a), color(255, 0, 238, col.a)) Render.GradientBoxFilled(Vector2.new(x, y), Vector2.new(x + w / 2, y - 2), color(0, 200, 255, col.a), color(255, 0, 238, col.a), color(0, 200, 255, col.a), color(255, 0, 238, col.a)) end, [1] = function(x, y, w, col) Render.BoxFilled(Vector2.new(x, y), Vector2.new(x + w, y - 2), col) end, [2] = function(x, y, w, col, col2) Render.GradientBoxFilled(Vector2.new(x + w, y), Vector2.new(x + w / 2, y - 2), color(1, 1, 1, col2), col, color(1, 1, 1, col2), col) Render.GradientBoxFilled(Vector2.new(x, y), Vector2.new(x + w / 2, y - 2), color(1, 1, 1, col2), col, color(1, 1, 1, col2), col) end } local function get_box_alpha() return cfg.uisexbox_alpha:GetInt() end local function get_local_ping() local ping if EngineClient.IsConnected() == true then ping = math.floor(EngineClient.GetNetChannelInfo():GetLatency(0) * 1000) else ping = 0 end return ping end local function get_server_tick() local tick if EngineClient.IsConnected() == true then tick = math.floor(1.0 / GlobalVars.interval_per_tick) else tick = 0 end return tostring(tick) end local function get_custom_text_from_ui(text, ui_text) local results_text if ui_text:GetString() == "" then results_text = text else results_text = ui_text:GetString() end return tostring(results_text) end local function get_slowly_info() if last_time > GlobalVars.curtime then last_time = GlobalVars.curtime end if GlobalVars.curtime - last_time > 0.5 then last_time = GlobalVars.curtime table.insert(fps_info, 1 / GlobalVars.frametime) lag = ClientState.m_choked_commands delta = math.min(math.abs(AntiAim.GetCurrentRealRotation() - AntiAim.GetFakeRotation()) / 2, 58) end end local function adaptive_color(val) if val < 40 then return { 255, 255, 255 } end if val < 100 then return { 255, 125, 95 } end return { 255, 60, 80 } end local function render_adaptive_box(type, x, y, name, alpha) name_size = Render.CalcTextSize(name, font_size, font) line = uisexline_color:GetColor() if type == "watermark" then get_theme[cfg.uisexthemes:GetInt()](x - name_size.x - 16, y, name_size.x + 6, Color.new(uisexline_color:GetColor().r, uisexline_color:GetColor().g, uisexline_color:GetColor().b, 255 * alpha), 10 * alpha) Render.BoxFilled(Vector2.new(x - 10, y), Vector2.new(x - name_size.x - 16, y + 17), color(20, 20, 20, get_box_alpha() * alpha)) Render.Text(name, Vector2.new(x - name_size.x - 12.5, y + 2), text_color(alpha), font_size, font, cfg.uisextext_outline:GetBool()) end if type == "keybinds" then get_theme[cfg.uisexthemes:GetInt()](x, y, 150, Color.new(uisexline_color:GetColor().r, uisexline_color:GetColor().g, uisexline_color:GetColor().b, 255 * alpha), 10 * alpha) Render.BoxFilled(Vector2.new(x, y), Vector2.new(x + 150, y + 17), color(20, 20, 20, get_box_alpha() * alpha)) Render.Text(name, Vector2.new(x + 150 / 2 - name_size.x / 2, y + 2), text_color(alpha), font_size, font, cfg.uisextext_outline:GetBool()) end end local function gradient_rect(x, y, w, h) Render.GradientBoxFilled(Vector2.new(x, y), Vector2.new(x + w, y - h), color(134, 175, 255, 255), color(134, 175, 255, 255), color(134, 175, 255, 0), color(134, 175, 255, 0)) end local function gradient_background(x, y, w, h, color_1, color_2) Render.GradientBoxFilled(Vector2.new(x, y), Vector2.new(x + w / 2, y - h), color_2, color_1, color_2, color_1) Render.GradientBoxFilled(Vector2.new(x + w / 2, y), Vector2.new(x + w, y - h), color_1, color_2, color_1, color_2) end local function gradient_for_fake(x, y, w, h, color_1, color_2) Render.GradientBoxFilled(Vector2.new(x, y), Vector2.new(x - w, y - h / 2), color_2, color_2, color_1, color_1) Render.GradientBoxFilled(Vector2.new(x, y - h / 2), Vector2.new(x - w, y - h), color_1, color_1, color_2, color_2) end local function draw_fucking_box(x, y, w, text, style, line, line_color) text_size = Render.CalcTextSize(text, 12, font) + 10 + w if style == 1 then gradient_background(x - text_size.x, y + 19, text_size.x, 19, color(17, 17, 17, 80), color(17, 17, 17, 10)) end if style == 0 then Render.BoxFilled(Vector2.new(x - text_size.x, y), Vector2.new(x, y + 19), color(17, 17, 17, 100)) end Render.Text(text, Vector2.new(x - text_size.x + 5, y + 3), text_color(1), 12, font, cfg.uisextext_outline:GetBool()) if line and line_color == nil then return end if line == 0 then gradient_background(x - text_size.x, y + 20, text_size.x, 1, color(line_color[1], line_color[2], line_color[3], 255), color(line_color[1], line_color[2], line_color[3], 0)) end if line == 1 then gradient_for_fake(x - text_size.x, y + 19, 2, 19, color(line_color[1], line_color[2], line_color[3], 255), color(line_color[1], line_color[2], line_color[3], 0)) end end local function draw_fake() local fake_text = string.format("FAKE (%s°)", string.format("%.1f", delta)) local fake_color = {255 - delta * 4, 15 + delta * 4, 0} draw_fucking_box(screen_size.x - fake_dt_w - 10, 32, 0, fake_text, 1, 1, fake_color) end function draw_watermark() watermark_text = string.format("%s | %s | delay: %sms | %stick | %s", get_custom_text_from_ui("exodus", uisexcustom_cheat_name), get_custom_text_from_ui(cheat_username, uisexcustom_cheat_name), get_local_ping(), get_server_tick(), get_time()) render_adaptive_box("watermark", screen_size.x, 10, watermark_text, 1) end function draw_dt() fl_text = string.format("FL: %s", lag) if double_tap:GetBool() then fl_text = fl_text .. " | SHIFTING" end dt_text_size = Render.CalcTextSize(fl_text, 12, font) fake_dt_w = dt_text_size.x + 15 draw_fucking_box(screen_size.x - 10, 32, 0, fl_text, 0) end function draw_hz() hz_text = string.format("%sms", get_local_ping()) hz_text_size = Render.CalcTextSize(hz_text, 12, font) get_adap_col = adaptive_color(get_local_ping()) frame_color = {get_adap_col[1], get_adap_col[2], get_adap_col[3]} hz_io_w = hz_text_size.x + 15 draw_fucking_box(screen_size.x - 10, 57, 0, hz_text, 0, 0, frame_color) end function draw_io() cvar_fps_max = CVar.FindVar("fps_max"):GetInt() if #fps_info > 4 then table.remove(fps_info, 1) end draw_fucking_box(screen_size.x - hz_io_w - 10, 57, 25, "IO |", 0) if cvar_fps_max > 100 then fps_max = cvar_fps_max else fps_max = 100 end for i = 1, #fps_info do gradient_rect(screen_size.x - hz_io_w - 42 - i * 5 + 25, 72, 6, fps_info[i] / fps_max * 9) end end keybinds_alpha = 0 function draw_keybinds() binds = Cheat.GetBinds() keybinds_next_line = 0 keybinds_x, keybinds_y = cfg.uisexkeybinds_x:GetInt(), cfg.uisexkeybinds_y:GetInt() function render_binds(binds) if not binds:IsActive() then return end bind_name = binds:GetName() binds_state = string.format("[%s]", binds:GetValue()) binds_state_size = Render.CalcTextSize(binds_state, 12, font) Render.Text(bind_name, Vector2.new(keybinds_x + 1, keybinds_y + 21 + keybinds_next_line), text_color(1), 12, font, cfg.uisextext_outline:GetBool()) Render.Text(binds_state, Vector2.new(keybinds_x + 149 - binds_state_size.x, keybinds_y + 21 + keybinds_next_line), text_color(1), 12, font, cfg.uisextext_outline:GetBool()) keybinds_next_line = keybinds_next_line + 16 end if #binds > 0 or Cheat.IsMenuVisible() then keybinds_alpha = clamp(keybinds_alpha + (1 / .15) * GlobalVars.frametime, 0, 1) else keybinds_alpha = clamp(keybinds_alpha - (1 / .15) * GlobalVars.frametime, 0, 1) end render_adaptive_box("keybinds", keybinds_x, keybinds_y, "keybinds", keybinds_alpha) for i = 1, #binds do render_binds(binds[i]) end move(keybinds_x, keybinds_y, 150, 25 + 15 * #binds, cfg.uisexkeybinds_x, cfg.uisexkeybinds_y) end spectators_alpha = 0 function draw_spectators() spectators = get_spectators() spectators_next_line = 0 spectators_x, spectators_y = cfg.uisexspectators_x:GetInt(), cfg.uisexspectators_y:GetInt() function render_spectators(spectators_name) spectators_state = "[watching]" spectators_state_size = Render.CalcTextSize(spectators_state, 12, font) Render.Text(spectators_name, Vector2.new(spectators_x + 1, spectators_y + 21 + spectators_next_line), text_color(1), 12, font, cfg.uisextext_outline:GetBool()) Render.Text(spectators_state, Vector2.new(spectators_x + 149 - spectators_state_size.x, spectators_y + 21 + spectators_next_line), text_color(1), 12, font, cfg.uisextext_outline:GetBool()) spectators_next_line = spectators_next_line + 16 end if #spectators > 0 or Cheat.IsMenuVisible() then spectators_alpha = clamp(spectators_alpha + (1 / .15) * GlobalVars.frametime, 0, 1) else spectators_alpha = clamp(spectators_alpha - (1 / .15) * GlobalVars.frametime, 0, 1) end render_adaptive_box("keybinds", spectators_x, spectators_y, "spectators", spectators_alpha) for i = 1, #spectators do render_spectators(spectators[i]) end move(spectators_x, spectators_y, 150, 25 + 15 * #spectators, cfg.uisexspectators_x, cfg.uisexspectators_y) end ffi.cdef[[ typedef int(__fastcall* clantag_t)(const char*, const char*); ]] local fn_change_clantag = Utils.PatternScan("engine.dll", "53 56 57 8B DA 8B F9 FF 15") local set_clantag = ffi.cast("clantag_t", fn_change_clantag) local animation = { "3", "E><", "EX0", "EXO|)", "EXOD|_|", "EXODU$", "EXODUS˙", "EXODUS·", "EXODUS.", "EXODUS.ω", "EXODUS.Wτ", "EXODUS.WTƒ", "EXODUS.WTF", "EXODUS.WTF", "EXODUS.WTF", } local old_time = 0 local didonce = true local draw_autopeek = function() if cfg.glowautopeek:Get() == true then if EntityList.GetLocalPlayer() == nil then return end if EntityList.GetLocalPlayer():GetProp("m_iHealth") <= 0 then return end if Menu.FindVar("Miscellaneous", "Main", "Movement", "Auto Peek"):Get() == false then apeekorigin = EntityList.GetLocalPlayer():GetProp('m_vecOrigin') return end if not apeekorigin then return end for i = 1, 60 do local apeekval = 1/i if i <= 60 then apeekval = apeekval + 1.5 end apeekcolor = cfg.glowautopeek:GetColor() apeekcolor.a = apeekval/50 Render.Circle3DFilled(apeekorigin, 28, i / -2.5, apeekcolor) Render.Circle3DFilled(apeekorigin, 18, i / -2.6, apeekcolor) end end end function drawlogesowo() lua.color = Color.RGBA(255,255,255,255) if #lua.logs.stuff > 4 then table.remove(lua.logs.stuff, 1) end if not EngineClient.IsConnected() then lua.logs.stuff = {} return end for i, log in ipairs(lua.logs.stuff) do render.box(log.text,i*45,255) if log.time + 5 < GlobalVars.realtime then table.remove(lua.logs.stuff,i) end end end Cheat.RegisterCallback('draw', function() Menufunc() fast_recharge() drawlogesowo() if cfg.clantagcheckbox:GetBool() then local curtime = math.floor(GlobalVars.curtime) if old_time ~= curtime then set_clantag(animation[curtime % #animation+1], "EXODUS.WTF") end old_time = curtime didonce = false elseif not cfg.clantagcheckbox:GetBool() and not didonce then set_clantag(" ", " ") didonce = true end local_player_index = EngineClient.GetLocalPlayer() local_player = EntityList.GetClientEntity(local_player_index) lp = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) if not local_player then CVar.FindVar("hidehud"):SetInt(0) CVar.FindVar("r_drawvgui"):SetInt(1) return end if local_player:GetProp("m_iHealth") <= 0 then CVar.FindVar("hidehud"):SetInt(0) CVar.FindVar("r_drawvgui"):SetInt(1) return end if cfg.fakeflickescheck:Get() then local player = EntityList.GetLocalPlayer() if player == nil then return end local lp_origin = player:GetHitboxCenter(3) lp_origin = lp_origin + Vector.new(0, 0, 0) local lp_screen = Render.ScreenPosition(lp_origin) local viewangles = EngineClient.GetViewAngles() local closest_left = { length = nil, angle = nil, } for i = 20, 120, 10 do local trace_angle = lp_origin + Cheat.AngleToForward(QAngle.new(0, i + viewangles.yaw, 0)) * 100 local current_trace = EngineTrace.TraceRay(lp_origin, trace_angle, player, 0xFFFFFFFF) local screen_trace = Render.ScreenPosition(current_trace.endpos) local length = lp_origin:DistTo(current_trace.endpos) if closest_left.length == nil or length - 1 > closest_left.length then closest_left.length = length closest_left.angle = i end end local closest_right = { length = nil, angle = nil, } for i = -20, -120, -10 do local trace_angle = lp_origin + Cheat.AngleToForward(QAngle.new(0, i + viewangles.yaw, 0)) * 100 local current_trace = EngineTrace.TraceRay(lp_origin, trace_angle, player, 0xFFFFFFFF) local screen_trace = Render.ScreenPosition(current_trace.endpos) local length = lp_origin:DistTo(current_trace.endpos) if closest_right.length == nil or length - 1 > closest_right.length then closest_right.length = length closest_right.angle = i end end if math.abs(closest_left.angle) < math.abs(closest_right.angle) then flick_side = false dont_flick = false local trace_angle = lp_origin + Cheat.AngleToForward(QAngle.new(0, closest_left.angle + viewangles.yaw, 0)) * 100 local current_trace = EngineTrace.TraceRay(lp_origin, trace_angle, player, 0xFFFFFFFF) local screen_trace = Render.ScreenPosition(current_trace.endpos) --Render.Line(lp_screen, screen_trace, Color.new(1.0, 0.0, 0.0, 1.0)) -- print("Flicking left") elseif math.abs(closest_left.angle) > math.abs(closest_right.angle) then flick_side = true dont_flick = false local trace_angle = lp_origin + Cheat.AngleToForward(QAngle.new(0, closest_right.angle + viewangles.yaw, 0)) * 100 local current_trace = EngineTrace.TraceRay(lp_origin, trace_angle, player, 0xFFFFFFFF) local screen_trace = Render.ScreenPosition(current_trace.endpos) --Render.Line(lp_screen, screen_trace, Color.new(1.0, 0.0, 0.0, 1.0)) -- print("Flicking right") elseif math.abs(closest_left.angle) == math.abs(closest_right.angle) then dont_flick = true end end if EngineClient.IsConnected() == true then if cfg.indicators:GetBool() then drawIndicators() end if cfg.SkeetScope:GetBool() then SkeetScope() else CVar.FindVar("r_drawvgui"):SetInt(1) end if cfg.HudEnabled:GetBool() then drawHud() else if CVar.FindVar("hidehud"):GetInt() == 8 then CVar.FindVar("hidehud"):SetInt(0) end end if cfg.desyncarrows:GetBool() then manuals() end get_slowly_info() draw_autopeek() if cfg.uisexwindows:GetBool(1) then draw_watermark() end if cfg.uisexwindows:GetBool(2) then draw_spectators() end if cfg.uisexwindows:GetBool(3) then draw_keybinds() end if cfg.uisexwindows:GetBool(4) then draw_io() end if cfg.uisexwindows:GetBool(5) then draw_fake() end if cfg.uisexwindows:GetBool(6) then draw_dt() end if cfg.uisexwindows:GetBool(7) then draw_hz() end end end) local function get_closest_enemy() local best_dist = 190.0 local best_enemy = nil local me = EntityList.GetLocalPlayer() local local_origin = me:GetProp("DT_BaseEntity", "m_vecOrigin") local local_screen_orig = Render.ScreenPosition(local_origin) local screen = EngineClient.GetScreenSize() for idx = 1, GlobalVars.maxClients + 1 do local ent = EntityList.GetClientEntity(idx) if ent and ent:IsPlayer() then local player = ent:GetPlayer() local health = player:GetProp("DT_BasePlayer", "m_iHealth") if not player:IsTeamMate() and health > 0 and not player:IsDormant() then local origin = ent:GetProp("DT_BaseEntity", "m_vecOrigin") local screen_orig = Render.ScreenPosition(origin) local temp_dist = vec_distance(Vector2.new(screen.x / 2, screen.y / 2), screen_orig) if(temp_dist < best_dist) then best_dist = temp_dist best_enemy = ent end end end end return best_enemy end lastSentPos = Vector.new(0, 0, 0) Cheat.RegisterCallback("frame_stage", function() if cfg.LegsBreaker:GetBool() then if (GlobalVars.tickcount % 5 > 2.5) then Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Leg Movement"):SetInt(1) else Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Leg Movement"):SetInt(2) end end if (cfg.IdealTick:GetBool()) then ideal_tick( ) elseif not cfg.IdealTick:GetBool() and allow == true then double_tap:SetBool( false ) autopeekuwu:SetBool( false ) allow = false end local local_player = EngineClient.GetLocalPlayer() local player = EntityList.GetClientEntity(local_player) if EngineClient.IsConnected() and player and player:m_iHealth() > 0 and cfg.predict_improved:GetInt() > 0 then if cfg.predict_improved:GetInt() == 1 then cl_predictweapons:SetInt(0) cl_predict_basetoggles:SetInt(1) elseif cfg.predict_improved:GetInt() == 2 then cl_predictweapons:SetInt(0) cl_predict_basetoggles:SetInt(0) end else cl_predictweapons:SetInt(1) cl_predict_basetoggles:SetInt(1) end end) local miss_counter = 0 function antibrutesowosex(event) if event:GetName() == "weapon_fire" and cfg.antibrute:GetBool() then --Weapon Fire event later we run FOV check so we can make sure the bullet is on our direction! user_id = event:GetInt("userid", -1) user = EntityList.GetPlayerForUserID(user_id) local_player = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) --Get Entity player = local_player:GetPlayer() health = player:GetProp("DT_BasePlayer", "m_iHealth") if(health > 0) then -- if our player is alive we run the AntiBrute Logic! closest_enemy = get_closest_enemy() --Get Closest enemy based on distance if(closest_enemy ~= nil and user:EntIndex() == closest_enemy:EntIndex()) then if miss_counter >= tablelength(items.menu) then miss_counter = 0 end miss_counter = miss_counter + 1 --Basic so we calculate missed shots of enemy also some checks so if we get hit don't run the code! if cfg.logsowoowowowo:GetBool(3) then table.insert(lua.logs.stuff,{text = "Changed Anti-Bruteforce to phase #" .. miss_counter .. "(" .. items.menu[miss_counter]:Get() .. "°)" ,time = GlobalVars.realtime}) print("[exodus] Changed Anti-Bruteforce to phase #" .. miss_counter .. "(" .. items.menu[miss_counter]:Get() .. "°)") end if miss_counter % 2 == 0 then Menu_invert_side:SetBool(true) else Menu_invert_side:SetBool(false) end AntiAim.OverrideLimit(items.menu[miss_counter]:Get()) end end end end Cheat.RegisterCallback('events', function(event) antibrutesowosex(event) if not cfg.logsowoowowowo:GetBool(1) then return end if event:GetName()~="item_purchase" then return end local player = EntityList.GetPlayerForUserID(event:GetInt("userid", 0)) if not player then return end EntityList.GetLocalPlayer():GetName() local name = player:GetName() if name == EntityList.GetLocalPlayer():GetName() then return end sex = string.gsub(event:GetString("weapon"),"weapon_","") sex2 = string.gsub(sex,"item_","") if sex2 == "unknown" then return end table.insert(lua.logs.stuff,{text = name.." bought "..sex2 ,time = GlobalVars.realtime}) print('[exodus] '.. name.." bought "..sex2) end) Cheat.RegisterCallback("destroy", function() CVar.FindVar("r_drawvgui"):SetInt(1) end) print(' √ Succesfully Loaded EXODUS') print(' Welcome, ' .. Cheat:GetCheatUserName() .. "!" ) print(' LAST UPDATED: 3/6/2022') end days = "Lifetime" EngineClient.ExecuteClientCmd("clear") print('███████╗██╗ ██╗ ██████╗ ██████╗ ██╗ ██╗███████╗') print('██╔════╝╚██╗██╔╝██╔═══██╗██╔══██╗██║ ██║██╔════╝') print('█████╗ ╚███╔╝ ██║ ██║██║ ██║██║ ██║███████╗') print('██╔══╝ ██╔██╗ ██║ ██║██║ ██║██║ ██║╚════██║') print('███████╗██╔╝ ██╗╚██████╔╝██████╔╝╚██████╔╝███████║') print('╚══════╝╚═╝ ╚═╝ ╚═════╝ ╚═════╝ ╚═════╝ ╚══════╝') loadsex()
resolver.lua:--[[ We're no strangers to love You know the rules and so do I A full commitment's what I'm thinking of You wouldn't get this from any other guy I just wanna tell you how I'm feeling Gotta make you understand Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you We've known each other for so long Your heart's been aching but you're too shy to say it Inside we both know what's been going on We know the game and we're gonna play it And if you ask me how I'm feeling Don't tell me you're too blind to see Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you Never gonna give, never gonna give (Give you up) We've known each other for so long Your heart's been aching but you're too shy to say it Inside we both know what's been going on We know the game and we're gonna play it I just wanna tell you how I'm feeling Gotta make you understand Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye ]]-- --[[ You got jebaited You got, you got jebaited You got jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) ]]-- --[[ Ahhhh, ya ya yaaah, ya ya yah yah ya yaaah. Oh oh oh oh oooh, oh ya yah, ya ya yah yah ya yah. Ye ye ye ye ye, ye ye yeh, ye ye yeh. Oh oh oh oh oooh. Ye ye ye ye ye, ye ye yeh, ye ye yeh. Oh oh oh oh oooh, lololol. Oh oh oooh oooh, la lah. Na na na na nah na na nah na na nah na na nah na na nah. Na na na na nan na na nan, na na nah, na na na na nah. Na na na na naaaaah, na na naaaah... Na na nah nah na na. Lololololoooool, la la lah. La la lah lah la lah. Oh oh oh oh oh, oh oh oh, oh oh oh. Oh oh oh oh oh. Oh oh oh oh oh, oh oh oh, oh oh oh, Lololololol! Ah-eeeeeee, ee-ee-eeeh! La la lah lah la lah. Oh oh oh oh oooh, bop a-da da da dah da da dah. Da da dah dah da dah. Lolololo lol, lololol, lololol. La la la la lah. Trololololol, lololol, lololol, Oh ha ha ha oh! Oh ha ha ha oh! Oh ha ha ha oh! Oh ha ha ha oh! Lolololololol, lolololololol, lolololololol, lolololol! Laah la la lah, la la lah lah la lah. Lololololol, la la lah, la la lah lah la lah. Lololololol, lololol, lololol, oh oh oh oh oh. Lololololol, lololol, lololol, oh oh oh oh oooooooh! ]]-- --[[ Ah, yeah, ah, yeah I got this feelin' inside my bones It goes electric, wavy when I turn it on All through my city, all through my home We're flyin' up, no ceilin', when we in our zone I got that sunshine in my pocket Got that good soul in my feet I feel that hot blood in my body when it drops (ooh) I can't take my eyes up off it, movin' so phenomenally Room on lock, the way we rock it, so don't stop And under the lights when everything goes Nowhere to hide when I'm gettin' you close When we move, well, you already know So just imagine, just imagine, just imagine Nothin' I can see but you when you dance, dance, dance Feel a good, good creepin' up on you So just dance, dance, dance, come on All those things I shouldn't do But you dance, dance, dance And ain't nobody leavin' soon, so keep dancin' I can't stop the feelin' So just dance, dance, dance I can't stop the feelin' So just dance, dance, dance, come on Ooh, it's something magical It's in the air, it's in my blood, it's rushin' on (rushin' on) I don't need no reason, don't need control (need control) I fly so high, no ceiling, when I'm in my zone 'Cause I got that sunshine in my pocket Got that good soul in my feet I feel that hot blood in my body when it drops (ooh) I can't take my eyes up off it, moving so phenomenally Room on lock, the way we rock it, so don't stop (stop, stop, stop) Under the lights when everything goes Nowhere to hide when I'm gettin' you close When we move, well, you already know So just imagine, just imagine, just imagine Nothing I can see but you when you dance, dance, dance Feel a good, good, creepin' up on you So just dance, dance, dance, come on All those things I shouldn't do But you dance, dance, dance And ain't nobody leavin' soon, so keep dancin' I can't stop the feelin' So just dance, dance, dance I can't stop the feelin' So just dance, dance, dance I can't stop the feelin' So just dance, dance, dance I can't stop the feelin' (yeah) So keep dancin', come on Oh, yeah, yeah I can't stop the, I can't stop the I can't stop the, I can't stop the I can't stop the feelin' Nothin' I can see but you when you dance, dance, dance (I can't stop the feelin') Feel the good, good, creepin' up on you So just dance, dance, dance, come on (I can't stop the feelin') All those things I shouldn't do But you dance, dance, dance (dance, dance, dance) (I can't stop the feelin') And ain't nobody leavin' soon, so keep dancin' Everybody sing (I can't stop the feelin') Got this feeling in my body (I can't stop the feelin') Got this feeling in my body (I can't stop the feelin') Wanna see you move your body (I can't stop the feelin') Got this feelin' in my body Break it down Got this feelin' in my body (ah) Can't stop the feelin' Got this feelin' in my body, come on (ooh) ]]-- --[[ Parca isi face din adins buzele cu rosu inchis E perfecta m-a convins vai vai vai vai Iti vine sa-i mananci ochii aia dulci dulci S-o seduci s-o iei sa fugi vai vai vai vai Si-a deschis portile raiul si-a iesit din el Frumusete de femeie zici ca-i top model Mi-a impartit inima in doua jumate-i la ea Aratati-mi ce om poate sa traiasca asa Parca isi face din adins buzele cu rosu inchis E perfecta m-a convins vai vai vai vai Iti vine sa-i mananci ochii aia dulci dulci S-o seduci s-o iei sa fugi vai vai vai vai Doamne Doamne ce comoara am descoperit S-a indragostit nebunul s-a indragostit As face din ziua noapte daca as putea Sa schimb in realitate visele cu ea Parca isi face din adins buzele cu rosu inchis Iti vine sa-i mananci ochii aia dulci dulci S-o seduci s-o iei sa fugi vai vai vai vai Parca isi face din adins buzele cu rosu inchis E perfecta m-a convins vai vai vai vai Iti vine sa-i mananci ochii aia dulci dulci S-o seduci s-o iei sa fugi vai vai vai vai Parca isi face din adins buzele cu rosu inchis E perfecta m-a convins vai vai vai vai Iti vine sa-i mananci ochii aia dulci dulci S-o seduci s-o iei sa fugi vai vai vai vai ]]-- --[[ Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice ]]-- local string = "sex" local vers = "1.97b" local randomtext = { "Debug", "de_debug", "we do a little debugging", "Debugger", "sm_debug", "laff laff debug debug du hurensohn", "Approved By The FBI", "Why are you reading this?", "staymad", "sm_sitez", "Are orphans parented to nil???", "''give me the resolver for free duh''", "marco_1 - Today at 3:48 PM smok cock", "I Want Chlenix1337", "Ench - Today at 3:50 PM Nice cock bro!", "es0 fix glow pls", "EXODUS OWNER - Today at 4:05 PM yessir show cock", "https://filelist.ro/", "https://gamesense.is/", "YOOO Candice just Died :(", "Twinkle twinkle little star kill that nigga not so far", "you cant override cheat fuctions by using ffi bruh", "nl don't have api for resolver lmao", "bush did 911", "i love bbc(news)", "fatherless detected", "invest 5 dollars in exodus coin - 9 years ago", "xane exit scam", "SPDI - Today at 3:51 PM You can’t fck with me", "add Biddle#8678 on discord for free v-bucks", "-Fixed soufiw iq", "Aimjunkies resolver loaded successfully", "JZ REZOLVER*", "Dacota - Today at 10:59 PM i'am nl api creator", "successfully ratted by soufiw", "go to pornhub.com to activate free v-bucks generator", "(missed shot due to spead) SmoK fix this 'that would be an autostop lua' ", "gamesneeze - stop hitting 1ks", "15 second countdown activated", "VANTED — Today at 5:03 PM But they don’t know how to shot on the head", "doxbin.com", "Neverlose v3 loaded", "Sh4r3c4t Today 18:53: p resolver update", "fixed soufiw laziness by loading (Reslover.lua)", "download onetap v5" } local function randosex() return randomtext[Utils.RandomInt(1, #randomtext)]:gsub('\"', '') end function loadsex() local fired = 0 local hit = 0 local missed = 0 -- rage functions local logo = "https://cdn.discordapp.com/attachments/724013648938401844/956537677023436821/Misnik.png" local logo_size = Vector2.new(35, 35) local image_get = Http.Get(logo) local seconds = 0 -- don't touch local minutes = 0 -- don't touch local hours = 0 -- don't touch local last_time = GlobalVars.realtime local logo_picture = Render.LoadImage(image_get, logo_size) local function Menu_addon() if last_time > GlobalVars.realtime then last_time = GlobalVars.realtime end ooga = GlobalVars.realtime - last_time if ooga > 1 then last_time = GlobalVars.realtime seconds = seconds + 1 end if seconds > 59 then seconds = 0 minutes = minutes + 1 elseif minutes > 59 then minutes = 0 hours = hours + 1 elseif hours > 59 then hours = 0 end if(not Cheat.IsMenuVisible())then return end local Menu_sz = Render.GetMenuSize() local Menu_pos = Render.GetMenuPos() local saiz = math.floor((Menu_sz.x + Menu_sz.y) / 93) text_size = Render.CalcTextSize("Resolver.lua || Current Version: 0.000 | Loaded for: %s:%s:%s", saiz) Render.BoxFilled(Vector2.new(Menu_pos.x,Menu_pos.y - 7), Vector2.new(Menu_pos.x + Menu_sz.x, Menu_pos.y - 50), Color.new(0.1, 0.1, 0.1, 0.8)) Render.Image(logo_picture, Vector2.new(Menu_pos.x + 10,Menu_pos.y - 45), logo_size) Render.Text(string.format("Resolver.lua || Current Version: %s | Loaded for: %s:%s:%s", vers , math.floor(hours), math.floor(minutes), math.floor(seconds)), Vector2.new(Menu_pos.x + Menu_sz.x / 2 - text_size.x / 2,Menu_pos.y - text_size.y * 2.3), Color.new(1.0, 1.0, 1.0, 1.0), saiz, true) end local print_index = ""; -- rage functions local c_rage = { -- unfinished ragebot update_misses = function(shot) if shot.reason == 1 then missed = missed + 1 end end, -- check shots ( will update soon ) check_shots = function(event) if event:GetName() ~= "player_death" then return end local me = EntityList.GetLocalPlayer() local victim = EntityList.GetPlayerForUserID(event:GetInt("userid")) local attacker = EntityList.GetPlayerForUserID(event:GetInt("attacker")) if victim == attacker or attacker ~= me then return end -- reset shots if the player we missed at died missed = 0 end, -- prefer head conditions prefer_head_condition = function() local hitboxes = { head = 0, -- head = 0 neck = 1, pelvis = 2, stomach = 3, lower_chest = 4, chest = 5, upper_chest = 6, right_thigh = 7, left_thigh = 8, right_calf = 9, left_calf = 10, right_foot = 11, left_foot = 12, right_hand = 13, left_hand = 14, right_upper_arm = 15, right_forearm = 16, left_upper_arm = 17, left_forearm = 18, } -- weapons local weapons = { scout = 40, awp = 9, } -- get velocity function get_velocity = function(index) -- x x = index:GetProp("DT_BasePlayer", "m_vecVelocity[0]") -- y y = index:GetProp("DT_BasePlayer", "m_vecVelocity[1]") --z z = index:GetProp("DT_BasePlayer", "m_vecVelocity[2]") if x == nil then return end -- calculate and complete velocity return math.sqrt(x*x + y*y + z*z) end -- get players if 1 < 2 then local players = EntityList.GetPlayers() -- check if the player is in pairs of players for i, player in pairs(players) do -- get localplayer local LocalPlayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) -- check if localplayer exists if LocalPlayer == nil then return end -- we dont want to run our ragebot featuers on our teammates if not player:IsTeamMate() then -- get player local player = player:GetPlayer(); -- get local player local get_local_player = EngineClient.GetLocalPlayer() -- get local player from client entity local local_player1 = EntityList.GetClientEntity(get_local_player) -- get player local local local_player = local_player1:GetPlayer() -- check if we can fire bullet from our origin to enemy origin local bullet = Cheat.FireBullet(local_player, local_player:GetProp("m_vecOrigin"), player:GetProp("m_vecOrigin")) -- get index local index = player:EntIndex(); -- get duck amount local m_flDuckAmount = player:GetProp("DT_BasePlayer", "m_flDuckAmount") -- get enemy health local m_iHealth = player:GetProp("m_iHealth") -- get velocity of player local player_velocity = math.floor(get_velocity(player)) -- get player view angles local view_angles = player:GetRenderAngles() -- get active weapon of localplayer local weapon = local_player:GetActiveWeapon() -- getplayer pitch local pitch = player:GetProp("m_angEyeAngles[0]"); -- no weapon return if weapon == nil then return end -- get weapon damage local weapon_damage = weapon:GetWeaponDamage() -- if the player is alive, is lethal and the active weapon is scout then run the code if (m_iHealth > 0 and m_iHealth < weapon_damage) and weapon:GetProp("m_iItemDefinitionIndex") == 40 then for j = 0, 1 and 7, 18 do -- only shoot body hitboxes not head or legs RageBot.SetTargetPriority(index, 100) -- set target priority print_index = "index: " .. index RageBot.EnableHitbox(index, j, false) -- disable head and leg hitboxes end end local enemy = player[i]; local cur_e = enemy:GetProp("m_vecOrigin") local cur_fov = math.abs(normalize_yaw(calc_shit(lx - cur_e.x, ly - cur_e.y) - view_y + 180)) if cur_fov < fov or missed > 0 then RageBot.ForceHitboxSafety(index, 0) end if missed >= 2 then for j = 0, 1 and 7, 18 do -- only shoot body hitboxes not head or legs RageBot.EnableHitbox(index, j, false) -- disable head and leg hitboxes end end -- holding awp if weapon:GetProp("m_iItemDefinitionIndex") == 9 then for j = 2, 6 do -- prioritize body RageBot.SetTargetPriority(index, 100) -- set target priority RageBot.SetHitboxPriority(index, j, 100) end end -- if the players pitch is higher than 9 and less than 21 we can assume the player is legit antiaiming/holding e if pitch > 9 and pitch < 21 then -- holding e and not a bot prefer head if player:GetPlayerInfo().fakeplayer then return end for j = 0, 1 do -- head priority RageBot.SetHitboxPriority(index, j, 1000) end end end end end end, } local da = randosex(); local days = "Lifetime" local resdbg = Menu.Switch(da, "Resolver Debug", false) subssex = Menu.Text(da, days .. " Days Remaining") local ffi = require 'ffi' ffi.cdef[[ typedef void*(__thiscall* get_client_entity_t_128481294812948)(void*, int); struct CCSGOPlayerAnimstate_128481294812948 { char pad[3]; char m_bForceWeaponUpdate; char pad1[91]; void* m_pBaseEntity; void* m_pActiveWeapon; void* m_pLastActiveWeapon; float m_flLastClientSideAnimationUpdateTime; int m_iLastClientSideAnimationUpdateFramecount; float m_flAnimUpdateDelta; float m_flEyeYaw; float m_flPitch; float m_flGoalFeetYaw; float m_flCurrentFeetYaw; float m_flCurrentTorsoYaw; float m_flUnknownVelocityLean; float m_flLeanAmount; char pad2[4]; float m_flFeetCycle; float m_flFeetYawRate; char pad3[4]; float m_fDuckAmount; float m_fLandingDuckAdditiveSomething; char pad4[4]; float m_vOriginX; float m_vOriginY; float m_vOriginZ; float m_vLastOriginX; float m_vLastOriginY; float m_vLastOriginZ; float m_vVelocityX; float m_vVelocityY; char pad5[4]; float m_flUnknownFloat1; char pad6[8]; float m_flUnknownFloat2; float m_flUnknownFloat3; float m_flUnknown; float m_flSpeed2D; float m_flUpVelocity; float m_flSpeedNormalized; float m_flFeetSpeedForwardsOrSideWays; float m_flFeetSpeedUnknownForwardOrSideways; float m_flTimeSinceStartedMoving; float m_flTimeSinceStoppedMoving; bool m_bOnGround; bool m_bInHitGroundAnimation; float m_flTimeSinceInAir; float m_flLastOriginZ; float m_flLastOriginZ; float m_flHeadHeightOrOffsetFromHittingGroundAnimation; }; ]] local entity_list = ffi.cast(ffi.typeof("void***"), Utils.CreateInterface("client.dll", "VClientEntityList003")) local get_client_entity = ffi.cast("get_client_entity_t_128481294812948", entity_list[0][3]) -- Caching common functions local entity_get_local_player = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) local ffi_cast = ffi.cast -- Magic numbers local start_falling_time = 0.359375 local end_falling_time = 1.15625 local falling_time = 0 local simulated_server_jump_fall = 0 -- I really don't like this part of the code local jumping = false local reset = false local reset2 = false local reset3 = false function brutemain() local players = EntityList:GetPlayers() for i, player in pairs(players) do if player:IsTeamMate() then return end enemy_entity = player:GetPlayer() enemy_player = enemy_entity; speed_x = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]") speed_y = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]") speed = math.sqrt(speed_x * speed_x + speed_y * speed_y) local enemyplayer = player:GetPlayer() if not enemyplayer then return end local bOnGround = bit.band(enemyplayer:GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0 if not bOnGround then reset = false end end end function brutemove() local players = EntityList:GetPlayers() for i, player in pairs(players) do if player:IsTeamMate() then return end enemy_entity = player:GetPlayer() enemy_player = enemy_entity; speed_x = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]") speed_y = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]") speed = math.sqrt(speed_x * speed_x + speed_y * speed_y) if speed < 2 then return end local enemyplayer = player:GetPlayer() if not enemyplayer then return end local bOnGround = bit.band(enemyplayer:GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0 if not bOnGround then reset2 = false end end end function bruteair() local players = EntityList:GetPlayers() for i, player in pairs(players) do if player:IsTeamMate() then return end enemy_entity = player:GetPlayer() enemy_player = enemy_entity; speed_x = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]") speed_y = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]") local on_ground = bit.band(enemy_player:GetProp('m_fFlags'), 1) ~= 0 speed = math.sqrt(speed_x * speed_x + speed_y * speed_y) if on_ground then return end local enemyplayer = player:GetPlayer() if not enemyplayer then return end local bOnGround = bit.band(enemyplayer:GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0 if not bOnGround then reset3 = false end end end -- I really don't like this part of the code function Round(num, dp) --[[ round a number to so-many decimal of places, which can be negative, e.g. -1 places rounds to 10's, examples 173.2562 rounded to 0 dps is 173.0 173.2562 rounded to 2 dps is 173.26 173.2562 rounded to -1 dps is 170.0 ]]-- local mult = 10^(dp or 0) return math.floor(num * mult + 0.5)/mult end function logicmain() local players = EntityList:GetPlayers() for i, player in pairs(players) do if player:IsTeamMate() then goto continue end if player:GetProp("m_lifeState") == true then goto continue end if player:IsDormant() then goto continue end local enemy_entity = player:GetPlayer() local enemyplayer = player:GetPlayer():EntIndex() local enemy_player = player if not enemyplayer then return end enemy_player:SetProp("m_flPoseParameter", 1, 6) local player_ptr = ffi_cast("void***", get_client_entity(entity_list, enemyplayer)) local animstate_ptr = ffi_cast("char*" , player_ptr) + 0x9960 local animstate = ffi_cast("struct CCSGOPlayerAnimstate_128481294812948**", animstate_ptr)[0] enemy_player = enemy_entity; speed_x = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]") speed_y = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]") speed = math.sqrt(speed_x * speed_x + speed_y * speed_y) local enemyplayer = player:GetPlayer() if not enemyplayer then return end local bOnGround = bit.band(enemyplayer:GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0 local in_hit_ground_animation = animstate.m_bInHitGroundAnimation local head_height_or_offset_from_hitting_ground_animation = animstate.m_flHeadHeightOrOffsetFromHittingGroundAnimation if in_hit_ground_animation then if head_height_or_offset_from_hitting_ground_animation and jumping and not reset then entity_set_prop(enemyplayer, 'm_flPoseParameter', 1, 12) end end ::continue:: end end function logicmove() local players = EntityList:GetPlayers() for i, player in pairs(players) do if player:IsTeamMate() then goto continue end if player:GetProp("m_lifeState") == true then goto continue end if player:IsDormant() then goto continue end local enemy_entity = player:GetPlayer() local enemyplayer = player:GetPlayer():EntIndex() local enemy_player = player if not enemyplayer then return end enemy_player:SetProp("m_flPoseParameter", 1, 6) local player_ptr = ffi_cast("void***", get_client_entity(entity_list, enemyplayer)) local animstate_ptr = ffi_cast("char*" , player_ptr) + 0x9960 local animstate = ffi_cast("struct CCSGOPlayerAnimstate_128481294812948**", animstate_ptr)[0] enemy_player = enemy_entity; speed_x = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]") speed_y = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]") speed = math.sqrt(speed_x * speed_x + speed_y * speed_y) local enemyplayer = player:GetPlayer() if not enemyplayer then return end local bOnGround = bit.band(enemyplayer:GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0 if speed < 2 then return end local in_hit_ground_animation = animstate.m_bInHitGroundAnimation local head_height_or_offset_from_hitting_ground_animation = animstate.m_flHeadHeightOrOffsetFromHittingGroundAnimation if in_hit_ground_animation then if head_height_or_offset_from_hitting_ground_animation and jumping and not reset2 then entity_set_prop(enemyplayer, 'm_flPoseParameter', 1, 12) end end ::continue:: end end function logicair() local players = EntityList:GetPlayers() for i, player in pairs(players) do if player:IsTeamMate() then goto continue end if player:GetProp("m_lifeState") == true then goto continue end if player:IsDormant() then goto continue end local enemy_entity = player:GetPlayer() local enemyplayer = player:GetPlayer():EntIndex() local enemy_player = player if not enemyplayer then return end enemy_player:SetProp("m_flPoseParameter", 1, 6) local player_ptr = ffi_cast("void***", get_client_entity(entity_list, enemyplayer)) local animstate_ptr = ffi_cast("char*" , player_ptr) + 0x9960 local animstate = ffi_cast("struct CCSGOPlayerAnimstate_128481294812948**", animstate_ptr)[0] enemy_player = enemy_entity; speed_x = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]") speed_y = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]") speed = math.sqrt(speed_x * speed_x + speed_y * speed_y) local enemyplayer = player:GetPlayer() if not enemyplayer then return end local bOnGround = bit.band(enemyplayer:GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0 if bOnGround then return end local in_hit_ground_animation = animstate.m_bInHitGroundAnimation local head_height_or_offset_from_hitting_ground_animation = animstate.m_flHeadHeightOrOffsetFromHittingGroundAnimation if in_hit_ground_animation then if head_height_or_offset_from_hitting_ground_animation and jumping and not reset3 then entity_set_prop(enemyplayer, 'm_flPoseParameter', 1, 12) end end ::continue:: end end local yaw2 = 0 Resolvedetectsimple = function() local players = EntityList:GetPlayers() for i, player in pairs(players) do if player:IsTeamMate() then goto continue end if player:GetProp("m_lifeState") == true then goto continue end if player:IsDormant() then goto continue end local pitch = player:GetProp("m_angEyeAngles[0]"); local name = player:GetName() local pitch = player:GetProp("m_angEyeAngles[0]"); if pitch < 33 then if pitch == 0 then yaw2 = player:GetProp("m_angEyeAngles[1]"); else yaw2 = 0 end else yaw2 = player:GetProp("m_angEyeAngles[1]"); end local name = player:GetName() -- print(string.format("%s, pitch: %s", name, pitch)) if pitch > 82 and pitch < 89 then return "Anim+" else return "" end ::continue:: end end Resolvedetectdetailed = function() local players = EntityList:GetPlayers() for i, player in pairs(players) do if player:IsTeamMate() then goto continue end if player:GetProp("m_lifeState") == true then goto continue end if player:IsDormant() then goto continue end local pitch = player:GetProp("m_angEyeAngles[0]"); local name = player:GetName() local pitch = player:GetProp("m_angEyeAngles[0]"); yaw2 = player:GetProp("m_angEyeAngles[1]"); local name = player:GetName() -- print(string.format("%s, pitch: %s", name, pitch)) if pitch > 82 and pitch < 89 then return string.format("D: %s, P: %s", Round(math.min(yaw2 / 3, 58), 2), math.floor(pitch) ) else return "" end ::continue:: end end local yaw = 0 Cheat.RegisterCallback("draw", function() Menu_addon() if resdbg:GetBool() then local players = EntityList:GetPlayers() local caca = 0 for i, player in pairs(players) do if player:IsTeamMate() then goto continue end if player:GetProp("m_lifeState") == true then goto continue end if player:IsDormant() then goto continue end local pitch = player:GetProp("m_angEyeAngles[0]"); yaw = player:GetProp("m_angEyeAngles[1]"); local name = player:GetName() caca = caca + 30 Render.Text(string.format("%s, Desync Angle: %s, pitch: %s", name, Round(math.min(yaw / 3, 58), 2), math.floor(pitch) ), Vector2.new(25, 400 + caca), Color.new(0, 1, 0, 1), 24, true) ::continue:: end end end) ESP.CustomText("Anim+ Simple", "enemies", "Anim+", function(ent) return Resolvedetectsimple() end) ESP.CustomText("Anim+ Detailed", "enemies", "D: 0, P: 0", function(ent) return Resolvedetectdetailed() end) Cheat.RegisterCallback('events', function(event) if missed ~= 0 then reset = true reset2 = true reset3 = true end -- print(tostring(reset) .. "; " .. tostring(reset2) .. "; " .. tostring(reset3) .. "; " .. tostring(missed)) end) Cheat.RegisterCallback('createmove', function() brutemain() brutemove() bruteair() logicmain() logicmove() logicair() end) Cheat.RegisterCallback('pre_prediction', function() brutemove() logicmove() end) Cheat.RegisterCallback('frame_stage', function() bruteair() logicair() end) Cheat.RegisterCallback('registered_shot', function(shot) c_rage.update_misses(shot) local reason = shot.reason end) print(' √ Succesfully Loaded RESOLVER.LUA') print(' Welcome, ' .. Cheat:GetCheatUserName() .. "!" ) print(' LAST UPDATED: 3/10/2022') end EngineClient.ExecuteClientCmd("clear") print('██████╗ ███████╗███████╗ ██████╗ ██╗ ██╗ ██╗███████╗██████╗ ██╗ ██╗ ██╗ █████╗ ') print('██╔══██╗██╔════╝██╔════╝██╔═══██╗██║ ██║ ██║██╔════╝██╔══██╗ ██║ ██║ ██║██╔══██╗') print('██████╔╝█████╗ ███████╗██║ ██║██║ ██║ ██║█████╗ ██████╔╝ ██║ ██║ ██║███████║') print('██╔══██╗██╔══╝ ╚════██║██║ ██║██║ ╚██╗ ██╔╝██╔══╝ ██╔══██╗ ██║ ██║ ██║██╔══██║') print('██║ ██║███████╗███████║╚██████╔╝███████╗╚████╔╝ ███████╗██║ ██║██╗███████╗╚██████╔╝██║ ██║') print('╚═╝ ╚═╝╚══════╝╚══════╝ ╚═════╝ ╚══════╝ ╚═══╝ ╚══════╝╚═╝ ╚═╝╚═╝╚══════╝ ╚═════╝ ╚═╝ ╚═╝') loadsex()
он сурсы хранил на сервере и просто скачивал их через Http.Get(), я просто записал результаты Http.Get в текстовик. Profit$каким образом удалось спиздить сурсы и откуда?
тупо не? для чего маркет нла?он сурсы хранил на сервере и просто скачивал их через Http.Get(), я просто записал результаты Http.Get в текстовик. Profit$
так ты спросил откуда сурсы, он ответил, ????тупо не? для чего маркет нла?
ему скриптяру не аппрували + говорит на маркете комиссия ебейшая.тупо не? для чего маркет нла?
поставить на маркете за цену, что с комиссией выводт прайс луахи, а продавать реселлом? не?ему скриптяру не аппрували + говорит на маркете комиссия ебейшая.
ну и в чем он не прав? Если по факту, или ты боишься, что у тебя украдут почту майл ру, вк, киви кошелек на котором 7 рублей.твою мамашу кста русский солдат спиздил :)
у тебя «hvh» в нике ты клоп, не пиши, прошу.твою мамашу кста русский солдат спиздил :)
Что делает ресольвер луа, типо роллы ресольвит?Эту парашу вскрыл вообще я, почему ты выложил обфуцированный код если я китайцам сливал без обфускации + вырезал отправку запросов на его сервер
exodus.lua:--[[ We're no strangers to love You know the rules and so do I A full commitment's what I'm thinking of You wouldn't get this from any other guy I just wanna tell you how I'm feeling Gotta make you understand Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you We've known each other for so long Your heart's been aching but you're too shy to say it Inside we both know what's been going on We know the game and we're gonna play it And if you ask me how I'm feeling Don't tell me you're too blind to see Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you Never gonna give, never gonna give (Give you up) We've known each other for so long Your heart's been aching but you're too shy to say it Inside we both know what's been going on We know the game and we're gonna play it I just wanna tell you how I'm feeling Gotta make you understand Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye ]]-- --[[ You got jebaited You got, you got jebaited You got jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) ]]-- --[[ Ahhhh, ya ya yaaah, ya ya yah yah ya yaaah. Oh oh oh oh oooh, oh ya yah, ya ya yah yah ya yah. Ye ye ye ye ye, ye ye yeh, ye ye yeh. Oh oh oh oh oooh. Ye ye ye ye ye, ye ye yeh, ye ye yeh. Oh oh oh oh oooh, lololol. Oh oh oooh oooh, la lah. Na na na na nah na na nah na na nah na na nah na na nah. Na na na na nan na na nan, na na nah, na na na na nah. Na na na na naaaaah, na na naaaah... Na na nah nah na na. Lololololoooool, la la lah. La la lah lah la lah. Oh oh oh oh oh, oh oh oh, oh oh oh. Oh oh oh oh oh. Oh oh oh oh oh, oh oh oh, oh oh oh, Lololololol! Ah-eeeeeee, ee-ee-eeeh! La la lah lah la lah. Oh oh oh oh oooh, bop a-da da da dah da da dah. Da da dah dah da dah. Lolololo lol, lololol, lololol. La la la la lah. Trololololol, lololol, lololol, Oh ha ha ha oh! Oh ha ha ha oh! Oh ha ha ha oh! Oh ha ha ha oh! Lolololololol, lolololololol, lolololololol, lolololol! Laah la la lah, la la lah lah la lah. Lololololol, la la lah, la la lah lah la lah. Lololololol, lololol, lololol, oh oh oh oh oh. Lololololol, lololol, lololol, oh oh oh oh oooooooh! ]]-- --[[ Ah, yeah, ah, yeah I got this feelin' inside my bones It goes electric, wavy when I turn it on All through my city, all through my home We're flyin' up, no ceilin', when we in our zone I got that sunshine in my pocket Got that good soul in my feet I feel that hot blood in my body when it drops (ooh) I can't take my eyes up off it, movin' so phenomenally Room on lock, the way we rock it, so don't stop And under the lights when everything goes Nowhere to hide when I'm gettin' you close When we move, well, you already know So just imagine, just imagine, just imagine Nothin' I can see but you when you dance, dance, dance Feel a good, good creepin' up on you So just dance, dance, dance, come on All those things I shouldn't do But you dance, dance, dance And ain't nobody leavin' soon, so keep dancin' I can't stop the feelin' So just dance, dance, dance I can't stop the feelin' So just dance, dance, dance, come on Ooh, it's something magical It's in the air, it's in my blood, it's rushin' on (rushin' on) I don't need no reason, don't need control (need control) I fly so high, no ceiling, when I'm in my zone 'Cause I got that sunshine in my pocket Got that good soul in my feet I feel that hot blood in my body when it drops (ooh) I can't take my eyes up off it, moving so phenomenally Room on lock, the way we rock it, so don't stop (stop, stop, stop) Under the lights when everything goes Nowhere to hide when I'm gettin' you close When we move, well, you already know So just imagine, just imagine, just imagine Nothing I can see but you when you dance, dance, dance Feel a good, good, creepin' up on you So just dance, dance, dance, come on All those things I shouldn't do But you dance, dance, dance And ain't nobody leavin' soon, so keep dancin' I can't stop the feelin' So just dance, dance, dance I can't stop the feelin' So just dance, dance, dance I can't stop the feelin' So just dance, dance, dance I can't stop the feelin' (yeah) So keep dancin', come on Oh, yeah, yeah I can't stop the, I can't stop the I can't stop the, I can't stop the I can't stop the feelin' Nothin' I can see but you when you dance, dance, dance (I can't stop the feelin') Feel the good, good, creepin' up on you So just dance, dance, dance, come on (I can't stop the feelin') All those things I shouldn't do But you dance, dance, dance (dance, dance, dance) (I can't stop the feelin') And ain't nobody leavin' soon, so keep dancin' Everybody sing (I can't stop the feelin') Got this feeling in my body (I can't stop the feelin') Got this feeling in my body (I can't stop the feelin') Wanna see you move your body (I can't stop the feelin') Got this feelin' in my body Break it down Got this feelin' in my body (ah) Can't stop the feelin' Got this feelin' in my body, come on (ooh) ]]-- --[[ Parca isi face din adins buzele cu rosu inchis E perfecta m-a convins vai vai vai vai Iti vine sa-i mananci ochii aia dulci dulci S-o seduci s-o iei sa fugi vai vai vai vai Si-a deschis portile raiul si-a iesit din el Frumusete de femeie zici ca-i top model Mi-a impartit inima in doua jumate-i la ea Aratati-mi ce om poate sa traiasca asa Parca isi face din adins buzele cu rosu inchis E perfecta m-a convins vai vai vai vai Iti vine sa-i mananci ochii aia dulci dulci S-o seduci s-o iei sa fugi vai vai vai vai Doamne Doamne ce comoara am descoperit S-a indragostit nebunul s-a indragostit As face din ziua noapte daca as putea Sa schimb in realitate visele cu ea Parca isi face din adins buzele cu rosu inchis Iti vine sa-i mananci ochii aia dulci dulci S-o seduci s-o iei sa fugi vai vai vai vai Parca isi face din adins buzele cu rosu inchis E perfecta m-a convins vai vai vai vai Iti vine sa-i mananci ochii aia dulci dulci S-o seduci s-o iei sa fugi vai vai vai vai Parca isi face din adins buzele cu rosu inchis E perfecta m-a convins vai vai vai vai Iti vine sa-i mananci ochii aia dulci dulci S-o seduci s-o iei sa fugi vai vai vai vai ]]-- --[[ Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice ]]-- function loadsex() Menu_invert_side = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Inverter") Menu_left_limit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Left Limit") Menu_fake_options = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode") Menu_fake_option = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options") Menu_right_limit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Right Limit") Menu_leg_movement = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Leg Movement") Menu_fakelag_limit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Limit") Menu_fakelag_enable = Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Enable Fake Lag") Menu_fakelag_randomization = Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Randomization") Menu_freestand_desync = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Freestanding Desync") Menu_slowwalk = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Slow Walk") double_tap = Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap") _yawbase = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base") onko_tp = Menu.FindVar( "Visuals", "View", "Thirdperson", "Enable Thirdperson" ) lbreaker = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Leg Movement") autopeekuwu = Menu.FindVar( "Miscellaneous", "Main", "Movement", "Auto Peek" ) inverter = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Inverter") local function text_color(alpha) return Color.new(0.9, 0.9, 0.9, 0.95 * alpha) end local function color(r, g, b, a) return Color.new(r / 255, g / 255, b / 255, a / 255) end local function in_box(mouse, x, y, x2, y2) return (mouse.x > x) and (mouse.y > y) and (mouse.x < x2) and (mouse.y < y2) end local function clamp(val, min, max) if val > max then return max end if min > val then return min end return val end local screen_size = EngineClient.GetScreenSize() local cheat_username = Cheat.GetCheatUserName():gsub("%#", "_") local font = Render.InitFont("Verdana", 12) local image_size = Vector2.new(746 / 5, 1070 / 5) local url = "https://cdn.discordapp.com/attachments/724013648938401844/956537677023436821/Misnik.png" local bytes = Http.Get(url) local penguin = Render.LoadImage(bytes, image_size) local floor = math.floor local last_time = 0.5 local font_size = 12 local fps_info = {} local fake_dt_w = 0 local hz_io_w = 0 local delta = 0 local lag local cfg = { DTSettings = Menu.Switch("Rage", "General", "Double tap Modifications", false), IdealTick = Menu.Switch("Rage","General", "Ideal Tick", false, "After shooting you will teleport a far distance. (highly recommended that you bind this)"), LegsBreaker = Menu.Switch("Rage",'General', "Legs Breaker", false), predict_improved = Menu.Combo("Rage","General", "Extrapolate Mode", {"Normal", "High", "Ultra"}, 0, "Settings will only apply after rejoining the server !"), tabsdesyncmod = Menu.Combo("Rage","Desync Mods", "Categories", {"Standing", "Moving", "In Air", "Slowwalk"}, 0), desyncmodowostanding = Menu.Combo("Rage","Desync Mods", "Stand", {"Smart", "Prefer Low Delta", "Multiple", "Smart Jitter", "Tank", "Custom"}, 0, "Multiple Auto direction types!"), desyncmodowomoving = Menu.Combo("Rage","Desync Mods", "Move", {"Smart", "Prefer Low Delta", "Multiple", "Smart Jitter", "Tank", "Custom"}, 0, "Multiple Auto direction types!"), desyncmodowoair = Menu.Combo("Rage","Desync Mods", "Air", {"Smart", "Prefer Low Delta", "Multiple", "Smart Jitter", "Tank", "Custom"}, 0, "Multiple Auto direction types!"), desyncmodowoslowwalk = Menu.Combo("Rage","Desync Mods", "Slow Walk", {"Smart", "Prefer Low Delta", "Multiple", "Smart Jitter", "Tank", "Custom"}, 0, "Multiple Auto direction types!"), sinv = Menu.Switch("Rage","Desync Mods", "[S] Inverter", false), sleft = Menu.SliderInt("Rage","Desync Mods", "[S] Left Limit", 0, 0, 60), sright = Menu.SliderInt("Rage","Desync Mods", "[S] Right Limit", 0, 0, 60), sfkopt = Menu.MultiCombo("Rage","Desync Mods", "[S] Fake Options", {"Avoid Overlap", "Jitter", "Randomize Jitter", "Anti Bruteforce"}, 0), slby = Menu.Combo("Rage","Desync Mods", "[S] LBY Mode", {"Disabled", "Opposite", "Sway"}, 0), sfr = Menu.Combo("Rage","Desync Mods", "[S] Freestanding Desync", {"Disabled", "Peek Fake", "Peek Real"}, 0), sdes = Menu.Combo("Rage","Desync Mods", "[S] Desync On Shot", {"Disabled", "Opposite", "Freestanding", "Switch"}, 0), winv = Menu.Switch("Rage","Desync Mods", "[M] Inverter", false), wleft = Menu.SliderInt("Rage","Desync Mods", "[M] Left Limit", 0, 0, 60), wright = Menu.SliderInt("Rage","Desync Mods", "[M] Right Limit", 0, 0, 60), wfkopt = Menu.MultiCombo("Rage","Desync Mods", "[M] Fake Options", {"Avoid Overlap", "Jitter", "Randomize Jitter", "Anti Bruteforce"}, 0), wlby = Menu.Combo("Rage","Desync Mods", "[M] LBY Mode", {"Disabled", "Opposite", "Sway"}, 0), wfr = Menu.Combo("Rage","Desync Mods", "[M] Freestanding Desync", {"Disabled", "Peek Fake", "Peek Real"}, 0), wdes = Menu.Combo("Rage","Desync Mods", "[M] Desync On Shot", {"Disabled", "Opposite", "Freestanding", "Switch"}, 0), swinv = Menu.Switch("Rage","Desync Mods", "[SW] Inverter", false), swleft = Menu.SliderInt("Rage","Desync Mods", "[SW] Left Limit", 0, 0, 60), swright = Menu.SliderInt("Rage","Desync Mods", "[SW] Right Limit", 0, 0, 60), swfkopt = Menu.MultiCombo("Rage","Desync Mods", "[SW] Fake Options", {"Avoid Overlap", "Jitter", "Randomize Jitter", "Anti Bruteforce"}, 0), swlby = Menu.Combo("Rage","Desync Mods", "[SW] LBY Mode", {"Disabled", "Opposite", "Sway"}, 0), swfr = Menu.Combo("Rage","Desync Mods", "[SW] Freestanding Desync", {"Disabled", "Peek Fake", "Peek Real"}, 0), swdes = Menu.Combo("Rage","Desync Mods", "[SW] Desync On Shot", {"Disabled", "Opposite", "Freestanding", "Switch"}, 0), ainv = Menu.Switch("Rage","Desync Mods", "[A] Inverter", false), aleft = Menu.SliderInt("Rage","Desync Mods", "[A] Left Limit", 0, 0, 60), aright = Menu.SliderInt("Rage","Desync Mods", "[A] Right Limit", 0, 0, 60), afkopt = Menu.MultiCombo("Rage","Desync Mods", "[A] Fake Options", {"Avoid Overlap", "Jitter", "Randomize Jitter", "Anti Bruteforce"}, 0), alby = Menu.Combo("Rage","Desync Mods", "[A] LBY Mode", {"Disabled", "Opposite", "Sway"}, 0), afr = Menu.Combo("Rage","Desync Mods", "[A] Freestanding Desync", {"Disabled", "Peek Fake", "Peek Real"}, 0), ades = Menu.Combo("Rage","Desync Mods", "[A] Desync On Shot", {"Disabled", "Opposite", "Freestanding", "Switch"}, 0), antionshot = Menu.Switch("Rage",'Anti-Aim', "Anti-OnShot", false, "Tries to Force Pitch Back down immeadiately after ragebot shot gets registered"), fakeflickescheck = Menu.Switch("Rage","Anti-Aim", "Fake Flick", false, "Flicks your yaw with freestanding (recommanded to bind)"), ExtendedLean = Menu.Switch("Rage","Anti-Aim", "Extended Lean", false, ""), ExtendedLeanMode = Menu.Combo("Rage","Extended Lean", "Mode", {"Static", "Jitter", "Dynamic"}, 0, ""), ExtendedLeanVal = Menu.SliderInt("Rage", "Extended Lean", "Extended Lean Value", 0, 0, 180), ExtendedLeanJitter = Menu.SliderInt("Rage", "Extended Lean", "Extended Lean Jitter", 0, 0, 180), AvoidBackStab = Menu.Switch("Rage",'Anti-Aim', "Avoid BackStab", false), lowdelta = Menu.Switch("Rage",'Anti-Aim', "Low delta", false), desyncmod = Menu.Switch("Rage","Anti-Aim", "Desync Mods", false, ""), legitaa = Menu.Switch("Rage",'Anti-Aim', "Legit AA on E", false), instantrecharge = Menu.Switch("Rage","Doubletap", "Instant Recharge", false, ""), instantrecharge_mode = Menu.Combo("Rage","Doubletap", "Mode", {"Old", "New"}, 0, ""), dtcorrection = Menu.Switch("Rage","Doubletap", "Disable DT Correction", false, "Will make your DoubleTap innacurate but faster!"), dt_lethal = Menu.Switch("Rage","Doubletap", "Lethal Doubletap", false), dtmodes = Menu.Combo("Rage","Doubletap", "Modes", {"Instant", "Safe", "UnSafe", "Custom"}, 0, "Multiple DoubleTap speed modes!"), dt_ticks = Menu.SliderInt("Rage","Doubletap", "Ticks", 1, 1, 16, ""), antibrute = Menu.Switch("Rage","Anti-Aim", "Anti Brute", false, "Will enable Lua Script Anti-BruteForce!"), ReverseFreeStand = Menu.Switch("Rage","Anti-Aim", "Reverse Freestand", false), IdealMode = Menu.Switch("Rage","Anti-Aim", "Ideal Mode", false, "Makes your real go in an ideal way."), teleowo = Menu.Switch("Rage", "Anti-Aim", "Automatic teleport in air", false, "Enable DT first"), ReverseFreeStand_Combo = Menu.MultiCombo("Rage","Reverse Freestand", "Conditions", {"Standing", "Moving", "In Air", "Slow walk"}, 0, "Items in Indicator list!"), desyncarrows = Menu.Switch("Visuals",'General', "Desync Arrows", false), desyncarrowscombo = Menu.Combo("Visuals","General", "Desync Arrows Style", {"Classic", "New"}, 0), SkeetScope = Menu.SwitchColor("Visuals","General", "Custom scope", false, Color.new(1.0, 1.0, 1.0, 1.0), "Scope color"), ScopeOrigin = Menu.SliderInt("Visuals",'Scope', 'Custom scope origin', 0, 0, 100), ScopeWidth = Menu.SliderInt("Visuals",'Scope', 'Custom scope width', 0, 0, 100), DPISCALE = Menu.SliderInt("Visuals",'Misc', 'Font Size', 12, 2, 30), HudEnabled = Menu.Switch("Visuals",'Misc', "Hud", false), indicators = Menu.Switch("Visuals",'Misc', "Indicators", false), glowautopeek = Menu.SwitchColor("Visuals","Misc", "Glow on autopeek",false,Color.new(1, 1, 1, 1), ""), logsowoowowowo = Menu.MultiCombo("Visuals","Misc", "Logs", {"Purchases", "Shots", "Anti-bruteforce Changes"}, 0, "Logs for in-game events!"), clantagcheckbox = Menu.Switch("Visuals","Misc", "ClanTag", false, "Enables ClanTag in TAB"), indicators_type = Menu.Combo("Visuals","Indicators", "Indicators type", { "Off" ,"prediction", "Acatel", "Ideal Yaw", "Killaura", "Arctic", "Invictus" }, 0 , "Multiple indicators type"), indicators_list = Menu.MultiCombo("Visuals","Indicators", "Indicators to show", { "Script name", "Anti-aim status", "Doubletap", "Hide shots", "Quickpeek", "Freestanding", "Force body aim", "Force safe point" }, 0, "Prediction indicators to show"), customslowwalkspeed = Menu.Switch("Rage","Anti-Aim", "Enable Custom Slowwalk Speed", false, "Enables the anti aim"), slowwalkspeed = Menu.SliderInt("Rage","Anti-Aim", "Slowwalk Speed", 10,10,130), aimdorm = Menu.Switch("Rage","General", "Dormant Aim", false), lcbreak = Menu.Switch("Rage","General", "Break LC", false, "Breaks LC when possible"), aimdormmd = Menu.SliderInt("Rage","Dormant Aim", "Minimum damage", 1,1,130), fakelagesEnable = Menu.Switch("Rage", "Anti-Aim", "Enable Fake Lag Customization", false), fakelagesEnableDT = Menu.Switch("Rage", "Fake Lag", "Enable DoubleTap FakeLag", false), fakelagesType = Menu.Combo("Rage", "Fake Lag", "Fake Lag Type", {"None", "Ticks", "Fluctuate", "Randomized", "Dynamic"}, 0), fakelagesCustomTicks = Menu.SliderInt("Rage", "Fake Lag", "[T] Ticks", 1, 1, CVar.FindVar("sv_maxusrcmdprocessticks"):GetInt(), "Only without exploits"), fakelagesCustomLimitTime = Menu.SliderFloat("Rage", "Fake Lag", "[F] Time to Switch", 0.4, 0, 2), fakelagesLimit = Menu.SliderInt("Rage", "Fake Lag", "[F] Limit", 8, 0, 14), fakelagesRandomization = Menu.SliderInt("Rage", "Fake Lag", "[F] Randomization", 4, 0, 14), fakelagesRandomizedtime = Menu.SliderFloat("Rage", "Fake Lag", "[R] Time", 0.6, 0, 3), fakelagesRandomizedmin = Menu.SliderInt("Rage", "Fake Lag", "[R] Min", 4, 0, 14), fakelagesRandomizedmax = Menu.SliderInt("Rage", "Fake Lag", "[R] Max", 12, 0, 14), uisexwindows = Menu.MultiCombo("Visuals", "Addons", "Windows", {"Watermark", "Spectators", "Keybinds", "IO", "Fake", "FL", "MS"}, 0), uisexthemes = Menu.Combo("Visuals", "Addons", "Theme", {"Gradient line", "Static line", "Fade line"}, 3), uisextext_outline = Menu.Switch("Visuals", "Addons", "Text outline", true), uisexbox_alpha = Menu.SliderInt("Visuals", "Addons", "Box alpha", 150, 0, 255), uisexkeybinds_x = Menu.SliderInt("Visuals", "Addons", "keybinds x", 5, 0, screen_size.x), uisexkeybinds_y = Menu.SliderInt("Visuals", "Addons", "keybinds y", math.floor(screen_size.y / 2), 0, screen_size.y), uisexspectators_x = Menu.SliderInt("Visuals", "Addons", "spectators x", 5, 0, screen_size.x), uisexspectators_y = Menu.SliderInt("Visuals", "Addons", "spectators y", math.floor(screen_size.y / 3), 0, screen_size.y), } local menu = {} local items = {} items.min_count = 2 items.max_count = 10 menu.index = Menu.SliderInt("Rage", "General", "Index", 0, items.min_count, items.max_count) menu.index:SetVisible(false) menu.get_index = function() return menu.index:Get() end menu.set_index = function(int) return menu.index:Set(int) end items.menu = {} items.add = function() if menu.get_index() >= items.max_count then return end menu.set_index(menu.get_index() + 1) table.insert(items.menu, Menu.SliderInt("Rage", "Anti-brute", ("#%s"):format(menu.get_index()), 30, 0, 60)) end items.remove = function() if menu.get_index() <= items.min_count then return end Menu.DestroyItem(items.menu[menu.get_index()]) table.remove(items.menu, menu.get_index()) menu.set_index(menu.get_index() - 1) end menu.add = Menu.Button("Rage", "Anti-brute", " Add new phase ", "", items.add) menu.remove = Menu.Button("Rage", "Anti-brute", " Remove old phase ", "", items.remove) for load_index = 1, menu.get_index() do table.insert(items.menu, Menu.SliderInt("Rage", "Anti-brute", ("#%s"):format(load_index), 30, 0, 60)) end uisexcustom_cheat_name = Menu.TextBox("Visuals", "Addons", "Watermark cheat", 20, "") uisexcustom_username = Menu.TextBox("Visuals", "Addons", "Watermark username", 20, "") color_main = Menu.ColorEdit("Visuals","Indicators", "Main color", Color.new(1, 1, 1, 1), "") color_accent = Menu.ColorEdit("Visuals","Indicators", "Accent color", Color.new(0.6,0.8,1,1), "") desyncarrowscolors = Menu.ColorEdit("Visuals","General", "Desync Arrows color", Color.new(1.0, 1.0, 1.0, 1.0)) uisexline_color = Menu.ColorEdit("Visuals", "Addons", "Line color", color(100, 100, 255, 255)) local cl_predictweapons = CVar.FindVar("cl_predictweapons") local cl_predict_basetoggles = CVar.FindVar("cl_predict_basetoggles") local ffi = require("ffi") user32, kernel32 = ffi.load( "USER32" ), ffi.load( "KERNEL32" ) ffi.cdef[[ typedef struct tagPOINT { long x; long y; } POINT; bool GetCursorPos( POINT* lpPoint ); ]] pointer = ffi.new("POINT[1]") ffi.cdef[[ enum { CF_TEXT = 1 }; int OpenClipboard(void*); void* GetClipboardData(unsigned); int CloseClipboard(); void* GlobalLock(void*); int GlobalUnlock(void*); size_t GlobalSize(void*); typedef void(__thiscall* asp_t)(void*, const char*, const char*, int); typedef bool(__thiscall* rsp_t)(void*, const char*, const char*); typedef int(__thiscall* gcpbs_t)(void*); typedef int(__thiscall* gcpbt_t)(void*, int, char*, int); typedef char(__thiscall* gcd_t)(void*, char*, int); typedef bool(__thiscall* mv_t)(void*, const char*, const char*, const char*); typedef int(__thiscall* get_clipboard_text_count)(void*); typedef void(__thiscall* set_clipboard_text)(void*, const char*, int); typedef void(__thiscall* get_clipboard_text)(void*, int, const char*, int); void* CreateFileA( const char* lpFileName, unsigned long dwDesiredAccess, unsigned long dwShareMode, unsigned long lpSecurityAttributes, unsigned long dwCreationDisposition, unsigned long dwFlagsAndAttributes, void* hTemplateFile ); short GetKeyState( int nVirtKey ); bool ReadFile( void* hFile, char* lpBuffer, unsigned long nNumberOfBytesToRead, unsigned long* lpNumberOfBytesRead, int lpOverlapped ); bool WriteFile( void* hFile, char* lpBuffer, unsigned long nNumberOfBytesToWrite, unsigned long* lpNumberOfBytesWritten, int lpOverlapped ); unsigned long GetFileSize( void* hFile, unsigned long* lpFileSizeHigh ); void* CloseHandle(void *hFile); int MessageBoxA(void *w, const char *txt, const char *cap, int type); bool CreateDirectoryA(const char* lpPathName, void* lpSecurityAttributes); int exit(int arg); void* __stdcall URLDownloadToFileA(void* LPUNKNOWN, const char* LPCSTR, const char* LPCSTR2, int a, int LPBINDSTATUSCALLBACK); void* __stdcall ShellExecuteA(void* hwnd, const char* op, const char* file, const char* params, const char* dir, int show_cmd); int AddFontResourceA(const char* unnamedParam1); bool DeleteUrlCacheEntryA(const char* lpszUrlName); typedef int BOOL; typedef long LONG; typedef struct{ LONG x, y; }POINT, *LPPOINT; BOOL GetCursorPos(LPPOINT); short GetAsyncKeyState(int); 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 struct { unsigned char r, g, b; signed char exponent; } ColorRGBExp32; typedef struct { float x; float y; float z; } vec3_t; typedef struct { int flags; vec3_t origin; float radius; ColorRGBExp32 color; float die; float decay; float minlight; int key; int style; vec3_t m_Direction; float m_InnerAngle; float m_OuterAngle; } dlight_t, *dlight_ptr_t; typedef dlight_ptr_t(__thiscall* alloc_dlight_t)(void*, int); typedef dlight_ptr_t(__thiscall* alloc_elight_t)(void*, int); typedef dlight_ptr_t(__thiscall* get_elight_by_key_t)(void*, int); typedef uintptr_t (__thiscall* GetClientEntity_4242425_t)(void*, int); typedef int(__fastcall* clantag_t)(const char*, const char*); struct c_animstate { char pad[ 3 ]; char m_bForceWeaponUpdate; //0x4 char pad1[ 91 ]; void* m_pBaseEntity; //0x60 void* m_pActiveWeapon; //0x64 void* m_pLastActiveWeapon; //0x68 float m_flLastClientSideAnimationUpdateTime; //0x6C int m_iLastClientSideAnimationUpdateFramecount; //0x70 float m_flAnimUpdateDelta; //0x74 float m_flEyeYaw; //0x78 float m_flPitch; //0x7C float m_flGoalFeetYaw; //0x80 float m_flCurrentFeetYaw; //0x84 float m_flCurrentTorsoYaw; //0x88 float m_flUnknownVelocityLean; //0x8C float m_flLeanAmount; //0x90 char pad2[ 4 ]; float m_flFeetCycle; //0x98 float m_flFeetYawRate; //0x9C char pad3[ 4 ]; float m_fDuckAmount; //0xA4 float m_fLandingDuckAdditiveSomething; //0xA8 char pad4[ 4 ]; float m_vOriginX; //0xB0 float m_vOriginY; //0xB4 float m_vOriginZ; //0xB8 float m_vLastOriginX; //0xBC float m_vLastOriginY; //0xC0 float m_vLastOriginZ; //0xC4 float m_vVelocityX; //0xC8 float m_vVelocityY; //0xCC char pad5[ 4 ]; float m_flUnknownFloat1; //0xD4 char pad6[ 8 ]; float m_flUnknownFloat2; //0xE0 float m_flUnknownFloat3; //0xE4 float m_flUnknown; //0xE8 float m_flSpeed2D; //0xEC float m_flUpVelocity; //0xF0 float m_flSpeedNormalized; //0xF4 float m_flFeetSpeedForwardsOrSideWays; //0xF8 float m_flFeetSpeedUnknownForwardOrSideways; //0xFC float m_flTimeSinceStartedMoving; //0x100 float m_flTimeSinceStoppedMoving; //0x104 bool m_bOnGround; //0x108 bool m_bInHitGroundAnimation; //0x109 float m_flTimeSinceInAir; //0x10A float m_flLastOriginZ; //0x10E float m_flHeadHeightOrOffsetFromHittingGroundAnimation; //0x112 float m_flStopToFullRunningFraction; //0x116 char pad7[ 4 ]; //0x11A float m_flMagicFraction; //0x11E char pad8[ 60 ]; //0x122 float m_flWorldForce; //0x15E char pad9[ 462 ]; //0x162 float m_flMaxYaw; //0x334 }; struct animation_layer_t { char pad20[24]; uint32_t m_nSequence; float m_flPrevCycle; float m_flWeight; char pad20[8]; float m_flCycle; void *m_pOwner; char pad_0038[ 4 ]; }; ]] local ffi_helpers = { get_animstate_offset = function() return 14612 end, get_entity_address = function(ent_index) local addr = get_client_entity_fn(entity_list_ptr, ent_index) return addr end, 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 } local function coloredPrint(color, text) ffi_helpers.color_print(ffi_helpers, text, color) end local json = { _version = "0.1.2" } ------------------------------------------------------------------------------- -- Encode ------------------------------------------------------------------------------- local encode local escape_char_map = { [ "\\" ] = "\\", [ "\"" ] = "\"", [ "\b" ] = "b", [ "\f" ] = "f", [ "\n" ] = "n", [ "\r" ] = "r", [ "\t" ] = "t", } local escape_char_map_inv = { [ "/" ] = "/" } for k, v in pairs(escape_char_map) do escape_char_map_inv[v] = k end local function escape_char(c) return "\\" .. (escape_char_map[c] or string.format("u%04x", c:byte())) end local function encode_nil(val) return "null" end local function encode_table(val, stack) local res = {} stack = stack or {} -- Circular reference? if stack[val] then error("circular reference") end stack[val] = true if rawget(val, 1) ~= nil or next(val) == nil then -- Treat as array -- check keys are valid and it is not sparse local n = 0 for k in pairs(val) do if type(k) ~= "number" then error("invalid table: mixed or invalid key types") end n = n + 1 end if n ~= #val then error("invalid table: sparse array") end -- Encode for i, v in ipairs(val) do table.insert(res, encode(v, stack)) end stack[val] = nil return "[" .. table.concat(res, ",") .. "]" else -- Treat as an object for k, v in pairs(val) do if type(k) ~= "string" then error("invalid table: mixed or invalid key types") end table.insert(res, encode(k, stack) .. ":" .. encode(v, stack)) end stack[val] = nil return "{" .. table.concat(res, ",") .. "}" end end local function encode_string(val) return '"' .. val:gsub('[%z\1-\31\\"]', escape_char) .. '"' end local function encode_number(val) -- Check for NaN, -inf and inf if val ~= val or val <= -math.huge or val >= math.huge then error("unexpected number value '" .. tostring(val) .. "'") end return string.format("%.14g", val) end local type_func_map = { [ "nil" ] = encode_nil, [ "table" ] = encode_table, [ "string" ] = encode_string, [ "number" ] = encode_number, [ "boolean" ] = tostring, } encode = function(val, stack) local t = type(val) local f = type_func_map[t] if f then return f(val, stack) end error("unexpected type '" .. t .. "'") end function json.encode(val) return ( encode(val) ) end ------------------------------------------------------------------------------- -- Decode ------------------------------------------------------------------------------- local parse local function create_set(...) local res = {} for i = 1, select("#", ...) do res[ select(i, ...) ] = true end return res end local space_chars = create_set(" ", "\t", "\r", "\n") local delim_chars = create_set(" ", "\t", "\r", "\n", "]", "}", ",") local escape_chars = create_set("\\", "/", '"', "b", "f", "n", "r", "t", "u") local literals = create_set("true", "false", "null") local literal_map = { [ "true" ] = true, [ "false" ] = false, [ "null" ] = nil, } local function next_char(str, idx, set, negate) for i = idx, #str do if set[str:sub(i, i)] ~= negate then return i end end return #str + 1 end local function decode_error(str, idx, msg) local line_count = 1 local col_count = 1 for i = 1, idx - 1 do col_count = col_count + 1 if str:sub(i, i) == "\n" then line_count = line_count + 1 col_count = 1 end end error( string.format("%s at line %d col %d", msg, line_count, col_count) ) end local function codepoint_to_utf8(n) -- http://scripts.sil.org/cms/scripts/page.php?site_id=nrsi&id=iws-appendixa local f = math.floor if n <= 0x7f then return string.char(n) elseif n <= 0x7ff then return string.char(f(n / 64) + 192, n % 64 + 128) elseif n <= 0xffff then return string.char(f(n / 4096) + 224, f(n % 4096 / 64) + 128, n % 64 + 128) elseif n <= 0x10ffff then return string.char(f(n / 262144) + 240, f(n % 262144 / 4096) + 128, f(n % 4096 / 64) + 128, n % 64 + 128) end error( string.format("invalid unicode codepoint '%x'", n) ) end local function parse_unicode_escape(s) local n1 = tonumber( s:sub(1, 4), 16 ) local n2 = tonumber( s:sub(7, 10), 16 ) -- Surrogate pair? if n2 then return codepoint_to_utf8((n1 - 0xd800) * 0x400 + (n2 - 0xdc00) + 0x10000) else return codepoint_to_utf8(n1) end end local function parse_string(str, i) local res = "" local j = i + 1 local k = j while j <= #str do local x = str:byte(j) if x < 32 then decode_error(str, j, "control character in string") elseif x == 92 then -- `\`: Escape res = res .. str:sub(k, j - 1) j = j + 1 local c = str:sub(j, j) if c == "u" then local hex = str:match("^[dD][89aAbB]%x%x\\u%x%x%x%x", j + 1) or str:match("^%x%x%x%x", j + 1) or decode_error(str, j - 1, "invalid unicode escape in string") res = res .. parse_unicode_escape(hex) j = j + #hex else if not escape_chars[c] then decode_error(str, j - 1, "invalid escape char '" .. c .. "' in string") end res = res .. escape_char_map_inv[c] end k = j + 1 elseif x == 34 then -- `"`: End of string res = res .. str:sub(k, j - 1) return res, j + 1 end j = j + 1 end decode_error(str, i, "expected closing quote for string") end local function parse_number(str, i) local x = next_char(str, i, delim_chars) local s = str:sub(i, x - 1) local n = tonumber(s) if not n then decode_error(str, i, "invalid number '" .. s .. "'") end return n, x end local function parse_literal(str, i) local x = next_char(str, i, delim_chars) local word = str:sub(i, x - 1) if not literals[word] then decode_error(str, i, "invalid literal '" .. word .. "'") end return literal_map[word], x end local function parse_array(str, i) local res = {} local n = 1 i = i + 1 while 1 do local x i = next_char(str, i, space_chars, true) -- Empty / end of array? if str:sub(i, i) == "]" then i = i + 1 break end -- Read token x, i = parse(str, i) res[n] = x n = n + 1 -- Next token i = next_char(str, i, space_chars, true) local chr = str:sub(i, i) i = i + 1 if chr == "]" then break end if chr ~= "," then decode_error(str, i, "expected ']' or ','") end end return res, i end local function parse_object(str, i) local res = {} i = i + 1 while 1 do local key, val i = next_char(str, i, space_chars, true) -- Empty / end of object? if str:sub(i, i) == "}" then i = i + 1 break end -- Read key if str:sub(i, i) ~= '"' then decode_error(str, i, "expected string for key") end key, i = parse(str, i) -- Read ':' delimiter i = next_char(str, i, space_chars, true) if str:sub(i, i) ~= ":" then decode_error(str, i, "expected ':' after key") end i = next_char(str, i + 1, space_chars, true) -- Read value val, i = parse(str, i) -- Set res[key] = val -- Next token i = next_char(str, i, space_chars, true) local chr = str:sub(i, i) i = i + 1 if chr == "}" then break end if chr ~= "," then decode_error(str, i, "expected '}' or ','") end end return res, i end local char_func_map = { [ '"' ] = parse_string, [ "0" ] = parse_number, [ "1" ] = parse_number, [ "2" ] = parse_number, [ "3" ] = parse_number, [ "4" ] = parse_number, [ "5" ] = parse_number, [ "6" ] = parse_number, [ "7" ] = parse_number, [ "8" ] = parse_number, [ "9" ] = parse_number, [ "-" ] = parse_number, [ "t" ] = parse_literal, [ "f" ] = parse_literal, [ "n" ] = parse_literal, [ "[" ] = parse_array, [ "{" ] = parse_object, } parse = function(str, idx) local chr = str:sub(idx, idx) local f = char_func_map[chr] if f then return f(str, idx) end decode_error(str, idx, "unexpected character '" .. chr .. "'") end function json.decode(str) if type(str) ~= "string" then error("expected argument of type string, got " .. type(str)) end local res, idx = parse(str, next_char(str, 1, space_chars, true)) idx = next_char(str, idx, space_chars, true) if idx <= #str then decode_error(str, idx, "trailing garbage") end return res end local bit = require "bit" local M = {} local shl, shr, band = bit.lshift, bit.rshift, bit.band local char, byte, gsub, sub, format, concat, tostring, error, pairs = string.char, string.byte, string.gsub, string.sub, string.format, table.concat, tostring, error, pairs local extract = function(v, from, width) return band(shr(v, from), shl(1, width) - 1) end local function makeencoder(alphabet) local encoder, decoder = {}, {} for i = 1, 65 do local chr = byte(sub(alphabet, i, i)) or 32 -- or " " if decoder[chr] ~= nil then error("invalid alphabet: duplicate character " .. tostring(chr), 3) end encoder[i - 1] = chr decoder[chr] = i - 1 end return encoder, decoder end local encoders, decoders = {}, {} encoders["base64"], decoders["base64"] = makeencoder("ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=") encoders["base64url"], decoders["base64url"] = makeencoder("ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789-_") local alphabet_mt = { __index = function(tbl, key) if type(key) == "string" and key:len() == 64 or key:len() == 65 then -- if key is a valid looking base64 alphabet, try to make an encoder/decoder pair from it encoders[key], decoders[key] = makeencoder(key) return tbl[key] end end } setmetatable(encoders, alphabet_mt) setmetatable(decoders, alphabet_mt) function M.encode(str, encoder) encoder = encoders[encoder or "base64"] or error("invalid alphabet specified", 2) str = tostring(str) local t, k, n = {}, 1, #str local lastn = n % 3 local cache = {} for i = 1, n - lastn, 3 do local a, b, c = byte(str, i, i + 2) local v = a * 0x10000 + b * 0x100 + c local s = cache[v] if not s then s = char(encoder[extract(v, 18, 6)], encoder[extract(v, 12, 6)], encoder[extract(v, 6, 6)], encoder[extract(v, 0, 6)]) cache[v] = s end t[k] = s k = k + 1 end if lastn == 2 then local a, b = byte(str, n - 1, n) local v = a * 0x10000 + b * 0x100 t[k] = char(encoder[extract(v, 18, 6)], encoder[extract(v, 12, 6)], encoder[extract(v, 6, 6)], encoder[64]) elseif lastn == 1 then local v = byte(str, n) * 0x10000 t[k] = char(encoder[extract(v, 18, 6)], encoder[extract(v, 12, 6)], encoder[64], encoder[64]) end return concat(t) end function M.decode(b64, decoder) decoder = decoders[decoder or "base64"] or error("invalid alphabet specified", 2) local pattern = "[^%w%+%/%=]" if decoder then local s62, s63 for charcode, b64code in pairs(decoder) do if b64code == 62 then s62 = charcode elseif b64code == 63 then s63 = charcode end end pattern = format("[^%%w%%%s%%%s%%=]", char(s62), char(s63)) end b64 = gsub(tostring(b64), pattern, "") local cache = {} local t, k = {}, 1 local n = #b64 local padding = sub(b64, -2) == "==" and 2 or sub(b64, -1) == "=" and 1 or 0 for i = 1, padding > 0 and n - 4 or n, 4 do local a, b, c, d = byte(b64, i, i + 3) local v0 = a * 0x1000000 + b * 0x10000 + c * 0x100 + d local s = cache[v0] if not s then local v = decoder[a] * 0x40000 + decoder[b] * 0x1000 + decoder[c] * 0x40 + decoder[d] s = char(extract(v, 16, 8), extract(v, 8, 8), extract(v, 0, 8)) cache[v0] = s end t[k] = s k = k + 1 end if padding == 1 then local a, b, c = byte(b64, n - 3, n - 1) local v = decoder[a] * 0x40000 + decoder[b] * 0x1000 + decoder[c] * 0x40 t[k] = char(extract(v, 16, 8), extract(v, 8, 8)) elseif padding == 2 then local a, b = byte(b64, n - 3, n - 2) local v = decoder[a] * 0x40000 + decoder[b] * 0x1000 t[k] = char(extract(v, 16, 8)) end return concat(t) end ffi.C.CreateDirectoryA("EXODUS", NULL) ffi.C.CreateFileA("EXODUS\\CFGHistory.txt", 0xC0000000, 0x3, 0, 0x4, 0x80, nil) function tablelength(T) local count = 0 for _ in pairs(T) do count = count + 1 end return count end username = Cheat.GetCheatUserName():gsub("%#", "_") local string1 = "" local string2 = "" local mama = 0 local mama2 = 0 local tata = tablelength(cfg) local last textbox = Menu.TextBox("Misc", "Config", "", 10000, "") local load = Menu.Button("Misc", "Config", "Import", "Imports the config from the text box above", function() if textbox:GetString() == "" then print("ERROR") return end local jsonparse = json.decode( M.decode(textbox:GetString()) ) for i = 1, jsonparse["BruteForcePhases"][ 1 ] - menu.index:Get() do items.add() end for index,object in pairs(cfg) do mama = mama + 1 object:Set(jsonparse["Settings"][ mama ]) end for index,object in pairs(items.menu) do mama2 = mama2 + 1 object:Set(jsonparse["BruteForce"][ mama2 ]) end print("\n Success loaded " ..jsonparse["UserName"][ 1 ].. " CFG!") local pfile = ffi.cast("void*", ffi.C.CreateFileA("EXODUS\\CFGHistory.txt", 0xC0000000, 0x00000003, 0, 0x4, 0x80, nil)) local size = ffi.C.GetFileSize(pfile, nil) local buff = ffi.new("char[" ..(size + 1).. "]") ffi.C.ReadFile(pfile, buff, size, nil, 0) fileResult = ffi.string(buff) if fileResult == "" then local last = "CFG by " ..jsonparse["UserName"][ 1 ].. ": " ..textbox:GetString() ffi.C.WriteFile(pfile, ffi.cast("char*", last), string.len(last), nil, 0) else local last = "\n CFG by " ..jsonparse["UserName"][ 1 ].. ": " ..textbox:GetString() ffi.C.WriteFile(pfile, ffi.cast("char*", last), string.len(last), nil, 0) end ffi.C.CloseHandle(pfile) textbox:SetString("") mama = 0 mama2 = 0 string1 = "" string2 = "" end) local export = Menu.Button("Misc", "Config", "Export", "Exports the config to console", function() for index,object in pairs(cfg) do if mama < tablelength(cfg) - 1 then mama = mama + 1 string1 = string1 .. tostring(object:Get())..',' else string1 = string1 .. tostring(object:Get()) end end for index,object in pairs(items.menu) do if mama2 < menu.index:Get() - 1 then mama2 = mama2 + 1 string2 = string2 .. tostring(object:Get())..',' else string2 = string2 .. tostring(object:Get()) end end local jsonraw = '{"Settings":['..string1..'], "BruteForce":['..string2..'], "BruteForcePhases":['..menu.index:Get()..'], "UserName":["'..username..'"]}' print("\nExported CFG:") print(M.encode(jsonraw)) mama = 0 mama2 = 0 string1 = "" string2 = "" end) local function coloredPrint(color, text) ffi_helpers.color_print(ffi_helpers, text, color) end ffi.C.CreateFileA("EXODUS\\CFGHistory.txt", 0xC0000000, 0x3, 0, 0x4, 0x80, nil) local loaed = Menu.Button("Misc", "Config", "CFG History", "Prints history of configs in console", function() local pfile = ffi.cast("void*", ffi.C.CreateFileA("EXODUS\\CFGHistory.txt", 0xC0000000, 0x00000003, 0, 0x4, 0x80, nil)) local size = ffi.C.GetFileSize(pfile, nil) local buff = ffi.new("char[" ..(size + 1).. "]") ffi.C.ReadFile(pfile, buff, size, nil, 0) ffi.C.CloseHandle(pfile) fileResult = ffi.string(buff) print("\nLast loaded CFG:") print(fileResult) end) local function text_color(alpha) return Color.new(0.9, 0.9, 0.9, 0.95 * alpha) end local function color(r, g, b, a) return Color.new(r / 255, g / 255, b / 255, a / 255) end local function in_box(mouse, x, y, x2, y2) return (mouse.x > x) and (mouse.y > y) and (mouse.x < x2) and (mouse.y < y2) end local function clamp(val, min, max) if val > max then return max end if min > val then return min end return val end local fakelaglimitmad = Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Limit") -- LUA Info subssex = Menu.Text("Misc","Info", days .. " Days Remaining") local defaultsett = Menu.Button("Misc","Config", "Load Default Config", "",function() local jsonparse = json.decode( M.decode("eyJTZXR0aW5ncyI6WzAsMCwwLDEyLDAsZmFsc2UsMCwwLDAsdHJ1ZSxmYWxzZSwzLDAsMC40MDAwMDAwMDU5NjA0NiwwLGZhbHNlLGZhbHNlLDE0LHRydWUsZmFsc2UsMCwwLDAsMSx0cnVlLHRydWUsZmFsc2UsMCwwLDEyLDAsdHJ1ZSxmYWxzZSwwLDE3NjUsNTQwLDUsMCwxNTAsNTQwLDIsMTI3LGZhbHNlLDQsNCwwLjYwMDAwMDAyMzg0MTg2LDAsdHJ1ZSw4LDQsMTIsZmFsc2UsMCx0cnVlLGZhbHNlLDEsMzAsdHJ1ZSxmYWxzZSwyNTUsNCx0cnVlLDE0LDAsdHJ1ZSwxMiwwLGZhbHNlLHRydWUsdHJ1ZSwwLDAsMSxmYWxzZSwwLHRydWUsdHJ1ZSx0cnVlLDEsNywwLHRydWUsMiwwLGZhbHNlLDAsNCx0cnVlLDU4LGZhbHNlLDEsMCw0LHRydWVdLCAiQnJ1dGVGb3JjZSI6WzYwLDU0LDM0LDQwLDNdLCAiQnJ1dGVGb3JjZVBoYXNlcyI6WzVdLCAiVXNlck5hbWUiOlsiU21vSyJdfQ==") ) for i = 1, jsonparse["BruteForcePhases"][ 1 ] - menu.index:Get() do items.add() end for index,object in pairs(cfg) do mama = mama + 1 object:Set(jsonparse["Settings"][ mama ]) end for index,object in pairs(items.menu) do mama2 = mama2 + 1 object:Set(jsonparse["BruteForce"][ mama2 ]) end print("\n Success loaded Default CFG!") mama = 0 mama2 = 0 string1 = "" string2 = "" end) mathhypot = function(a,b) return math.sqrt(a*a+b*b) end noti = false aa = 0 switch = 0 local lbyb = 0 local function jittersex() if switch == 0 then switch = 12 if aa == 0 then lbyb = 27 aa = 1 elseif aa == 1 then lbyb = -15 aa = 2 elseif aa == 2 then lbyb = 47 aa = 3 else lbyb = -23 aa = 0 end end if lbyb < 0 then AntiAim.OverrideInverter(true) AntiAim.OverrideLimit(lbyb * -1) else AntiAim.OverrideInverter(false) AntiAim.OverrideLimit(lbyb) end switch = switch - 1 end ffi.cdef[[ typedef uintptr_t (__thiscall* GetClientEntity_4242425_t)(void*, int); struct c_animstate_128983475223458080 { char pad[ 3 ]; char m_bForceWeaponUpdate; //0x4 char pad1[ 91 ]; void* m_pBaseEntity; //0x60 void* m_pActiveWeapon; //0x64 void* m_pLastActiveWeapon; //0x68 float m_flLastClientSideAnimationUpdateTime; //0x6C int m_iLastClientSideAnimationUpdateFramecount; //0x70 float m_flAnimUpdateDelta; //0x74 float m_flEyeYaw; //0x78 float m_flPitch; //0x7C float m_flGoalFeetYaw; //0x80 float m_flCurrentFeetYaw; //0x84 float m_flCurrentTorsoYaw; //0x88 float m_flUnknownVelocityLean; //0x8C float m_flLeanAmount; //0x90 char pad2[ 4 ]; float m_flFeetCycle; //0x98 float m_flFeetYawRate; //0x9C char pad3[ 4 ]; float m_fDuckAmount; //0xA4 float m_fLandingDuckAdditiveSomething; //0xA8 char pad4[ 4 ]; float m_vOriginX; //0xB0 float m_vOriginY; //0xB4 float m_vOriginZ; //0xB8 float m_vLastOriginX; //0xBC float m_vLastOriginY; //0xC0 float m_vLastOriginZ; //0xC4 float m_vVelocityX; //0xC8 float m_vVelocityY; //0xCC char pad5[ 4 ]; float m_flUnknownFloat1; //0xD4 char pad6[ 8 ]; float m_flUnknownFloat2; //0xE0 float m_flUnknownFloat3; //0xE4 float m_flUnknown; //0xE8 float m_flSpeed2D; //0xEC float m_flUpVelocity; //0xF0 float m_flSpeedNormalized; //0xF4 float m_flFeetSpeedForwardsOrSideWays; //0xF8 float m_flFeetSpeedUnknownForwardOrSideways; //0xFC float m_flTimeSinceStartedMoving; //0x100 float m_flTimeSinceStoppedMoving; //0x104 bool m_bOnGround; //0x108 bool m_bInHitGroundAnimation; //0x109 float m_flTimeSinceInAir; //0x10A float m_flLastOriginZ; //0x10E float m_flHeadHeightOrOffsetFromHittingGroundAnimation; //0x112 float m_flStopToFullRunningFraction; //0x116 char pad7[ 4 ]; //0x11A float m_flMagicFraction; //0x11E char pad8[ 60 ]; //0x122 float m_flWorldForce; //0x15E char pad9[ 462 ]; //0x162 float m_flMaxYaw; //0x334 }; ]] local ref = { 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'), modifier_degree = Menu.FindVar('Aimbot', 'Anti Aim', 'Main', 'Modifier Degree'), 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'), slow_walk = Menu.FindVar('Aimbot', 'Anti Aim', 'Misc', 'Slow Walk') } local yaw_add_ref = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Add") local ref_modifier = Menu.FindVar( "Aimbot", "Anti Aim", "Main", "Yaw Modifier") local ref_modifier_off = Menu.FindVar( "Aimbot", "Anti Aim", "Main", "Modifier Degree") -- lmfao :) local ENTITY_LIST_POINTER = ffi.cast("void***", Utils.CreateInterface("client.dll", "VClientEntityList003")) or error("Failed to find VClientEntityList003!") local GET_CLIENT_ENTITY_FN = ffi.cast("GetClientEntity_4242425_t", ENTITY_LIST_POINTER[0][3]) -- class of ffi_helpers -- edi sry for pasting ur ffi_helper :) <3 local ffi_helpers = { -- get entity address. get_entity_address = function(entity_index) local addr = GET_CLIENT_ENTITY_FN(ENTITY_LIST_POINTER, entity_index) return addr end } local function on_ground(player) local flags = local_player:GetProp("DT_BasePlayer", "m_fFlags") if bit.band(flags, 1) == 1 then return true end return false end local function in_air(player) local flags = local_player:GetProp("DT_BasePlayer", "m_fFlags") if bit.band(flags, 1) == 0 then return true end return false end local peeking = false local canSeePlayer = function(plyr, localplayer) local plyrOrigin = plyr:GetProp("DT_BaseEntity", "m_vecOrigin"); local localOrigin = localplayer:GetProp("DT_BaseEntity", "m_vecOrigin"); local origins = {Vector.new(plyrOrigin.x, plyrOrigin.y, plyrOrigin.z + 80.0)}; local lOrigins = {Vector.new(localOrigin.x, localOrigin.y, localOrigin.z + 80.0)}; for i = 1, table.getn(lOrigins), 1 do for u = 1, table.getn(origins), 1 do if ((Cheat.FireBullet(localplayer:GetPlayer(), lOrigins[i], origins[u]).damage > 0) or (Cheat.FireBullet(plyr, lOrigins[i], origins[u]).damage > 0)) then return true; end end end return false; end local function is_crouching(player) local flags = local_player:GetProp("DT_BasePlayer", "m_fFlags") if bit.band(flags, 4) == 4 then return true end return false end function under_health( ) local local_health = local_player:GetProp("m_iHealth") if local_health <= 92 then underhp = true else underhp = false end return underhp end local function is_local_peeked( ) local is_connected = EngineClient.IsConnected() if is_connected then peeking = false; local localPlayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()); local me = localPlayer:GetPlayer() local weapon = me:GetActiveWeapon() if weapon == nil then return end for i = 0, 32, 1 do local entity = EntityList.GetClientEntity(i) if (entity == nil or i == EngineClient.GetLocalPlayer() or not entity:IsPlayer()) then goto continue; end local player = entity:GetPlayer(); if (player == nil or player:IsTeamMate()) then goto continue; end --local health = player:m_iHealth() local health = player:GetProp("DT_BasePlayer", "m_iHealth") local activeWeapon = player:GetActiveWeapon(); if (activeWeapon == nil) then goto continue; end local next_primary_attack = activeWeapon:GetProp("DT_BaseCombatWeapon", "m_flNextPrimaryAttack") local canShoot = next_primary_attack < GlobalVars.curtime; if (canSeePlayer(player, localPlayer) and canShoot) then peeking = true; end ::continue:: end end return peeking end Cheat.RegisterCallback("events", function(event) if event:GetName() ~= "player_hurt" then return end local me = EngineClient.GetLocalPlayer() local victim = EntityList.GetPlayerForUserID(event:GetInt("userid", 0)) --local attacker = EngineClient.GetPlayerForUserId(event:GetInt("attacker")) local dmg_health = event:GetInt("dmg_health") hitgroup = event:GetString("hitgroup") local hitgroups = { "generic body", "head", "chest", "stomach", "left arm", "right arm", "left leg", "right leg", "neck", "unsure", "gear" } local hitbox = hitgroups[hitgroup+1] if victim == me then local x = inverter_state --print( side ) --print( dmg_health ) --print( hitgroups[hitgroup+1] ) -- global vars for debug text --attacker_x = attacker:GetName() hit_side = side last_dmg = dmg_health hit_hitbox = hitbox end end) function left_static( ) yaw_add_ref:SetInt( -4 ) ref_modifier:SetBool( -1, true ) ref_modifier:SetBool( 1, false ) ref_modifier_off:SetInt( 0 ) end function left_jitter( ) -- dynamic_plus_multicombo:GetBool( 2 ) yaw_add_ref:SetInt( 0 ) ref_modifier:SetBool( 1, true ) ref_modifier:SetBool( -1, false ) ref_modifier_off:SetInt( 23 ) end function right_static( ) yaw_add_ref:SetInt(5) ref_modifier:SetBool( -1, true ) ref_modifier:SetBool( 1, false ) ref_modifier_off:SetInt( 0 ) end function right_jitter( ) -- dynamic_plus_multicombo:GetBool( 2 ) yaw_add_ref:SetInt( 3 ) ref_modifier:SetBool( 1, true ) ref_modifier:SetBool( -1, false ) ref_modifier_off:SetInt( 23 ) end local normalize_yaw = function ( m_flValue ) while m_flValue < -180 do m_flValue = m_flValue + 360.0; end while m_flValue > 180 do m_flValue = m_flValue - 360.0; end return m_flValue; end -- basic clamp function lol. local clamp = function( value, low, high ) if value <= low then return low end if value >= high then return high end return value end local m_max_delta = function() -- get local player. local _ent_idx = EngineClient.GetLocalPlayer() local _ent = EntityList.GetClientEntity(_ent_idx) local local_player = _ent:GetPlayer() -- Get a local player -- animstate ptr. local animstate = ffi.cast("struct c_animstate_128983475223458080**", ffi_helpers.get_entity_address( local_player:EntIndex() ) + 0x9960 )[0] -- if animstate is not initialized. if not animstate then return 0.0; end -- speed factor. local speedfactor = clamp(animstate.m_flFeetSpeedForwardsOrSideWays, 0.0, 1.0); --avr. local avg_speedfactor = (animstate.m_flStopToFullRunningFraction * -0.3 - 0.2) * speedfactor + 1.0; -- duckamount. local duck_amount = animstate.m_fDuckAmount; -- ducking. if duck_amount > 0.0 then -- animated max vel. local max_velocity = clamp(animstate.m_flFeetSpeedUnknownForwardOrSideways, 0.0, 1.0); -- duck speed. local duck_speed = duck_amount * max_velocity; -- recalc avg_speedfactor. avg_speedfactor = avg_speedfactor + ( duck_speed * (0.5 - avg_speedfactor) ); end -- return :). return animstate.m_flMaxYaw * avg_speedfactor; end local ref_fs = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Freestanding Desync") function handle_anti_aim( ) inverter_state = AntiAim.GetInverterState() if on_ground( local_player ) and not in_air( local_player ) then --print( under_health( ) ) if under_health( ) == true then ref_fs:SetInt( 2 ) elseif under_health( ) == false then -- IDEAL yaw option if (hit_hitbox == "left leg" or hit_hitbox == "right leg") and last_dmg < 27 then -- print("IDEAL CALCULATION [ACTIVATED]") ref_fs:SetInt( 2 ) else -- ref_fs:SetBool( 0, true ) -- ref_fs:SetBool( 1, false ) ref_fs:SetInt( 1 ) end end -- in air anti aim improvements if in_air( local_player ) and not on_ground( local_player ) then if ClientState.m_choked_commands <= 1 then ref_modifier:SetBool( -1, true ) elseif ClientState.m_choked_commands > 1 then ref_modifier:SetBool( 1, true ) end end if inverter_state == false then if is_local_peeked( ) then left_jitter( ) else left_static( ) end elseif inverter_state == true then if is_local_peeked( ) then right_jitter( ) else right_static( ) end end end end local t = 0 local desync = 58 local_player = EntityList.GetClientEntity( EngineClient.GetLocalPlayer( ) ) local function prediction_callback( ) if local_player == nil then return end is_local_peeked( ) handle_anti_aim( ) end function smartaa() Menu_fake_option:SetInt(1) AntiAim.OverrideLimit(math.random(45, 80)) Menu_left_limit:SetInt(math.random(30, 80)) Menu_right_limit:SetInt(math.random(30, 80)) end function multipleaa() Menu_fake_option:SetInt(Utils.RandomInt(2, 3)) Menu_left_limit:SetInt(Utils.RandomInt(35, 60)) Menu_right_limit:SetInt(Utils.RandomInt(35, 60)) end function preferlowdeltaaa() Menu_fake_option:SetInt(1) AntiAim.OverrideLimit(math.random(15, 15)) Menu_left_limit:SetInt(math.random(15, 35)) Menu_right_limit:SetInt(math.random(15, 35)) end function tankeaa() if GlobalVars.curtime >= t then desync = Utils.RandomInt(38, 60) t = GlobalVars.curtime + 0.1 end ref.yaw_add:Set(0) ref.fake_options:Set(1, false) ref.fake_options:Set(2, true) ref.fake_options:Set(3, false) ref.fake_options:Set(4, false) ref.yaw_modifier:Set(1) ref.modifier_degree:Set(Utils.RandomInt(52, 76)) AntiAim.OverrideLimit(desync) ref.lby_mode:Set(0) ref.freestanding_desync:Set(0) end function reversefreestanding() local_idx = EngineClient.GetLocalPlayer() local_entity = EntityList.GetClientEntity(local_idx) if local_entity == nil then return end local_player = local_entity:GetPlayer(); speed_x = local_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]") speed_y = local_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]") speed = math.sqrt(speed_x * speed_x + speed_y * speed_y) local localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) if not localplayer then return end local bOnGround = bit.band(localplayer:GetPlayer():GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0 speed_per_tick = math.sqrt(speed_x * speed_x + speed_y * speed_y) * GlobalVars.interval_per_tick if (cfg.ReverseFreeStand:GetBool()) then if math.floor(speed) <= 1 and bOnGround and cfg.ReverseFreeStand_Combo:GetBool(1) then -- standing Menu_freestand_desync:SetInt(2) elseif Menu_slowwalk:GetBool() == true and bOnGround and cfg.ReverseFreeStand_Combo:GetBool(4)then -- SlowWalk Menu_freestand_desync:SetInt(2) elseif math.floor(speed) > 1 and bOnGround and cfg.ReverseFreeStand_Combo:GetBool(2) and not Menu_slowwalk:GetBool() then -- Moving Menu_freestand_desync:SetInt(2) elseif not bOnGround and cfg.ReverseFreeStand_Combo:GetBool(3) then -- Air Menu_freestand_desync:SetInt(2) else Menu_freestand_desync:SetInt(1) end end end local leftlimit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Left Limit") local rightlimit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Right Limit") local fakeopt = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options") local lbymode = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode") local freestd = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Freestanding Desync") local desyn = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Desync On Shot") local slowwalk = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Slow Walk") local inverter = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Inverter") function antiaim_helpers() local_idx = EngineClient.GetLocalPlayer() local_entity = EntityList.GetClientEntity(local_idx) if local_entity == nil then return end if cfg.lowdelta:GetBool() then return end if cfg.IdealMode:GetBool() then prediction_callback() end local_player = local_entity:GetPlayer(); speed_x = local_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]") speed_y = local_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]") speed = math.sqrt(speed_x * speed_x + speed_y * speed_y) local localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) if not localplayer then return end local bOnGround = bit.band(localplayer:GetPlayer():GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0 speed_per_tick = math.sqrt(speed_x * speed_x + speed_y * speed_y) * GlobalVars.interval_per_tick if (cfg.desyncmod:GetBool()) then if math.floor(speed) <= 1 and bOnGround then -- standing if (cfg.desyncmodowostanding:GetInt() == 0) then --smart smartaa() end if (cfg.desyncmodowostanding:GetInt() == 2) then --Multiple multipleaa() end if (cfg.desyncmodowostanding:GetInt() == 1) then --prefer low delta preferlowdeltaaa() end if (cfg.desyncmodowostanding:GetInt() == 3) then --Smart Jitter jittersex() end if (cfg.desyncmodowostanding:GetInt() == 4) then --Smart Jitter tankeaa() end if (cfg.desyncmodowostanding:GetInt() == 5) then --Custom inverter:Set(cfg.sinv:Get()) leftlimit:Set(cfg.sleft:Get()) rightlimit:Set(cfg.sright:Get()) fakeopt:Set(cfg.sfkopt:Get()) lbymode:Set(cfg.slby:Get()) freestd:Set(cfg.sfr:Get()) desyn:Set(cfg.sdes:Get()) end elseif Menu_slowwalk:GetBool() == true and bOnGround then -- Moving if (cfg.desyncmodowoslowwalk:GetInt() == 0) then --smart smartaa() end if (cfg.desyncmodowoslowwalk:GetInt() == 2) then --Multiple multipleaa() end if (cfg.desyncmodowoslowwalk:GetInt() == 1) then --prefer low delta preferlowdeltaaa() end if (cfg.desyncmodowoslowwalk:GetInt() == 3) then --Smart Jitter jittersex() end if (cfg.desyncmodowoslowwalk:GetInt() == 4) then --Smart Jitter tankeaa() end if (cfg.desyncmodowoslowwalk:GetInt() == 5) then --Custom inverter:Set(cfg.swinv:Get()) leftlimit:Set(cfg.swleft:Get()) rightlimit:Set(cfg.swright:Get()) fakeopt:Set(cfg.swfkopt:Get()) lbymode:Set(cfg.swlby:Get()) freestd:Set(cfg.swfr:Get()) desyn:Set(cfg.swdes:Get()) end elseif math.floor(speed) > 1 and bOnGround and not Menu_slowwalk:GetBool() then -- Moving if (cfg.desyncmodowomoving:GetInt() == 0) then --smart smartaa() end if (cfg.desyncmodowomoving:GetInt() == 2) then --Multiple multipleaa() end if (cfg.desyncmodowomoving:GetInt() == 1) then --prefer low delta preferlowdeltaaa() end if (cfg.desyncmodowomoving:GetInt() == 3) then --Smart Jitter jittersex() end if (cfg.desyncmodowomoving:GetInt() == 4) then --Smart Jitter tankeaa() end if (cfg.desyncmodowomoving:GetInt() == 5) then --Custom inverter:Set(cfg.winv:Get()) leftlimit:Set(cfg.wleft:Get()) rightlimit:Set(cfg.wright:Get()) fakeopt:Set(cfg.wfkopt:Get()) lbymode:Set(cfg.wlby:Get()) freestd:Set(cfg.wfr:Get()) desyn:Set(cfg.wdes:Get()) end elseif not bOnGround then -- Air if (cfg.desyncmodowoair:GetInt() == 0) then --smart smartaa() end if (cfg.desyncmodowoair:GetInt() == 2) then --Multiple multipleaa() end if (cfg.desyncmodowoair:GetInt() == 1) then --prefer low delta preferlowdeltaaa() end if (cfg.desyncmodowoair:GetInt() == 3) then --Smart Jitter jittersex() end if (cfg.desyncmodowoair:GetInt() == 4) then --Smart Jitter tankeaa() end if (cfg.desyncmodowoair:GetInt() == 5) then --Custom inverter:Set(cfg.ainv:Get()) leftlimit:Set(cfg.aleft:Get()) rightlimit:Set(cfg.aright:Get()) fakeopt:Set(cfg.afkopt:Get()) lbymode:Set(cfg.alby:Get()) freestd:Set(cfg.afr:Get()) desyn:Set(cfg.ades:Get()) end end end end function ideal_tick_shot( ) if cfg.IdealTick:GetBool( ) == true then Exploits.ForceTeleport() end end function ideal_tick( ) Exploits.ForceCharge() Exploits.OverrideDoubleTapSpeed(18) double_tap:SetBool( true ) autopeekuwu:SetBool( true ) allow = true end function Exploits_func() --Speed modes instant = 16 default = 13 --Preserve modes insecure = 0 secure = 1 safe = 2 local is_charged = Exploits.GetCharge() if not cfg.DTSettings:GetBool() then return end cl_clock_correction = CVar.FindVar("cl_clock_correction") --clock correction OOPS: I think soufiw already manages with this but whatever... sv_maxusrcmdprocessticks = CVar.FindVar("sv_maxusrcmdprocessticks") --sv_maxusrcmdprocessticks if (cfg.dtcorrection:GetBool()) then CVar.FindVar("cl_clock_correction"):SetInt(0) CVar.FindVar("cl_clock_correction_adjustment_max_amount"):SetInt(450) else CVar.FindVar("cl_clock_correction"):SetInt(1) end if (cfg.dtmodes:GetInt() == 0 and not cfg.IdealTick:GetBool()) then --Instant mode if (can_shift_shot(instant) and is_charged ~= 1) then Exploits.AllowCharge(true) Exploits.ForceCharge() end Exploits.OverrideDoubleTapSpeed(instant) -- if (c_Menu_doubletap_debug_mode:GetBool()) then -- print("[DOUBLETAP] TICKS: MAX | PRESERVE: INSECURE | CORRECTION: DISABLED ") -- end else if (cfg.dtmodes:GetInt() == 1 and not cfg.IdealTick:GetBool()) then --Slow mode if (can_shift_shot(default) and is_charged ~= 1) then Exploits.AllowCharge(true) Exploits.ForceCharge() end Exploits.OverrideDoubleTapSpeed(default) -- if (c_Menu_doubletap_debug_mode:GetBool()) then -- print("[DOUBLETAP] TICKS: 13 | PRESERVE: SAFETY | CORRECTION: ENABLED ") -- end else if (cfg.dtmodes:GetInt() == 2 and not cfg.IdealTick:GetBool()) then --Sonic mode localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) getplayer = localplayer:GetPlayer() active_weapon = getplayer:GetActiveWeapon() Exploits.OverrideDoubleTapSpeed(17) CVar.FindVar("cl_clock_correction"):SetInt(0) CVar.FindVar("cl_clock_correction_adjustment_max_amount"):SetInt(450) -- Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Enable Fake Lag"):SetBool(true) -- if (c_Menu_doubletap_debug_mode:GetBool()) then -- print("[DOUBLETAP] TICKS: SONIC | PRESERVE: -1 | CORRECTION: DISABLED ") -- end else if (cfg.dtmodes:GetInt() == 3 and not cfg.IdealTick:GetBool()) then --Custom Mode if (can_shift_shot(cfg.dt_ticks:GetInt()) and is_charged ~= 1) then Exploits.AllowCharge(true) Exploits.ForceCharge() end Exploits.OverrideDoubleTapSpeed(cfg.dt_ticks:GetInt()) else -- Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Enable Fake Lag"):SetBool(true) end end end end end hitboxes = { 'generic', 'head', 'chest', 'stomach', 'left arm', 'right arm', 'left leg', 'right leg', 'neck' }; function Split(s, delimiter) result = {}; for match in (s..delimiter):gmatch("(.-)"..delimiter) do table.insert(result, match); end return result; end vector_add = function(vec1, vec2) newVec = {vec1[0] + vec2[0], vec1[1] + vec2[1], vec1[2] + vec2[2]} return newVec; end degreesToRadians = function(radians) arifemtic = (radians * math.pi / 180) return arifemtic end vector_sub = function(vec1, vec2) return {vec1[1] - vec2.x, vec1[2] - vec2.y, vec1[3] - vec2.z}; end vector_add = function(vec1, vec2) newVec = {vec1[1] + vec2[1], vec1[2] + vec2[2], vec1[3] + vec2[3]}; return newVec; end vec_mul_fl = function(vec1, vec2) return {vec1[1] * vec2, vec1[2] * vec2, vec1[3] * vec2}; end angle_to_vec = function(x, y) vecx = degreesToRadians(x); vecy = degreesToRadians(y); vectorx = math.sin(vecx); vectory = math.cos(vecx); vectorz = math.sin(vecy); vectoroffset = math.cos(vecy); return {(vectory * vectoroffset), (vectory * vectorz), (vectorx / -1)} end previoustrails = {} can_shift_shot = function(tts) me = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()):GetPlayer() if me == nil then return end wpn = me:GetActiveWeapon() if (me == null or wpn == null) then return false; end player = EntityList.GetLocalPlayer() tickbase = player:GetProp("m_nTickBase"); curtime = GlobalVars.interval_per_tick * (tickbase - tts) if (curtime < player:GetProp("m_flNextAttack")) then return false; end if (curtime < wpn:GetProp("m_flNextPrimaryAttack")) then return false; end return true; end quest = function(cond , T , F ) if cond then return true else return false end end toleng = 0 SkeetScope = function() sc = EngineClient.GetScreenSize() player = EntityList.GetLocalPlayer() scoped = player:GetProp("m_bIsScoped"); gui = CVar.FindVar("r_drawvgui") if scoped then if toleng < (cfg.ScopeOrigin:GetInt() / 2 + cfg.ScopeWidth:GetInt()) then toleng = toleng + 2 else toleng = (cfg.ScopeOrigin:GetInt() / 2 + cfg.ScopeWidth:GetInt()) end gui:SetInt(0); Render.GradientBoxFilled(Vector2.new(sc.x / 2 - 0.1, sc.y / 2 - math.min(cfg.ScopeOrigin:GetInt(), toleng)), Vector2.new(sc.x / 2 + 1, sc.y / 2 - math.min(cfg.ScopeOrigin:GetInt(), toleng) - math.min(cfg.ScopeWidth:GetInt(), toleng)), cfg.SkeetScope:GetColor(), cfg.SkeetScope:GetColor(), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0)) Render.GradientBoxFilled(Vector2.new(sc.x / 2 - math.min(cfg.ScopeOrigin:GetInt(), toleng), sc.y / 2 - 0.1), Vector2.new(sc.x / 2 - math.min(cfg.ScopeOrigin:GetInt(), toleng) - math.min(cfg.ScopeWidth:GetInt(), toleng), sc.y / 2 + 1), cfg.SkeetScope:GetColor(), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0), cfg.SkeetScope:GetColor(), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0)) Render.GradientBoxFilled(Vector2.new(sc.x / 2 - 0.1, sc.y / 2 + math.min(cfg.ScopeOrigin:GetInt(), toleng)), Vector2.new(sc.x / 2 + 1, sc.y / 2 + math.min(cfg.ScopeOrigin:GetInt(), toleng) + math.min(cfg.ScopeWidth:GetInt(), toleng)), cfg.SkeetScope:GetColor(), cfg.SkeetScope:GetColor(), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0)) Render.GradientBoxFilled(Vector2.new(sc.x / 2 + math.min(cfg.ScopeOrigin:GetInt(), toleng), sc.y / 2 - 0.1), Vector2.new(sc.x / 2 + math.min(cfg.ScopeOrigin:GetInt(), toleng) + math.min(cfg.ScopeWidth:GetInt(), toleng), sc.y / 2 + 1), cfg.SkeetScope:GetColor(), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0), cfg.SkeetScope:GetColor(), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0)) else if toleng > 0 then toleng = toleng - 2 else toleng = 0 end gui:SetInt(1); end end movement = function(to_pos, curr_pos, view) diff_x = curr_pos.x - to_pos.x diff_y = curr_pos.y - to_pos.y yaw = view.yaw translatedVelocity = { diff_x * math.cos(yaw/180*math.pi) + diff_y*math.sin(yaw/180*math.pi), diff_y * math.cos(yaw/180*math.pi) - diff_x*math.sin(yaw/180*math.pi) } return { -translatedVelocity[1]*40, translatedVelocity[2]*40} end drawHud = function() if CVar.FindVar("hidehud"):GetInt() == 0 then CVar.FindVar("hidehud"):SetInt(8) end size = Vector2.new(100, 100) sc = EngineClient.GetScreenSize() pos = Vector2.new(sc.x / 2 - 50, sc.y - 52 - 50) ts = Render.CalcTextSize("nade", 16) Render.CircleFilled(Vector2.new(sc.x / 2, sc.y - 52), 50.2, 50, Color.new(0,0,0,0.5)) Render.Image(penguin, pos, size) Render.GradientBoxFilled(Vector2.new(sc.x/2+ 210, sc.y - 60), Vector2.new(sc.x/2+(49.55), sc.y - 45), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, 0.5), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, 0.5)) Render.GradientBoxFilled(Vector2.new(sc.x/2- 210, sc.y - 60), Vector2.new(sc.x/2-(49.55), sc.y - 45), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, 0.5), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, 0.5)) health = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()):GetPlayer():GetProp("m_iHealth") armor = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()):GetPlayer():GetProp("m_ArmorValue") Render.Text(tostring("HP:"), Vector2.new(sc.x/2+ 60, sc.y - 61), Color.new(1.0, 1.0, 1.0, 1.0), 15, font) Render.Text(tostring(health), Vector2.new(sc.x/2+ 60 + Render.CalcTextSize("HP:", 15).x + 3, sc.y - 61), Color.new((255 - 155 - health + 100)/255, (health + 100)/255, (0)/255, 255/255), 15, font) Render.Text(tostring("ARMOR:"), Vector2.new(sc.x/2 - 70 - Render.CalcTextSize("ARMOR..:", 15).x - 3, sc.y - 61), Color.new(1.0, 1.0, 1.0, 1.0), 15, font) Render.Text(tostring(armor), Vector2.new(sc.x/2-80, sc.y - 61), Color.new(7/255, 169/255, 232/255, 1.0), 15, font) end alpha = { 0, 0, 0, 0, 0, 0, 0, } dtspeed = 0 local maxdt = 0 -- findvars local math_lib = { clamp = function(val, lower, upper) if lower > upper then lower, upper = upper, lower end return math.max(lower, math.min(upper, val)) end } local lua = { color = Color.RGBA(157, 162, 255, 255), font = Render.InitFont('Verdana', 11,{'r'}), screen = EngineClient.GetScreenSize(), logs = { stuff = {}, num = 0, reason = { [1] = 'resolver', [2] = 'spread', [3] = 'occlusion', [4] = 'prediction error' }, hitgroups = { [0] = "generic", [1] = "head", [2] = "chest", [3] = "stomach", [4] = "left arm", [5] = "right arm", [6] = "left leg", [7] = "right leg", [10] = "gear" } } } local render = { box = function(string,y,alpha) local stringsize = Render.CalcTextSize(string,11,lua.font).x Render.BoxFilled(Vector2.new(lua.screen.x/2-stringsize/2-6.5,lua.screen.y-150-y),Vector2.new(lua.screen.x/2+stringsize/2+6.5,lua.screen.y-120-y),Color.RGBA(0,0,0,80)) Render.BoxFilled(Vector2.new(lua.screen.x/2-stringsize/2-6.5,lua.screen.y-151-y),Vector2.new(lua.screen.x/2+stringsize/2+6.5,lua.screen.y-150-y),lua.color) Render.Text(string,Vector2.new(lua.screen.x/2,lua.screen.y-136-y),Color.RGBA(255,255,255,255),11,lua.font,true,true) end } local dt_ref = Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap") local hs_ref = Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Hide Shots") local safepoint_ref = Menu.FindVar("Aimbot", "Ragebot", "Misc", "Safe Points") local baim_ref = Menu.FindVar("Aimbot", "Ragebot", "Misc", "Body Aim") local min_dmg = Menu.FindVar("Aimbot", "Ragebot", "Accuracy", "Minimum Damage") local freestand_ref = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base") local autopeek_ref = Menu.FindVar("Miscellaneous", "Main", "Movement", "Auto Peek") local fl_ref = Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Limit") local autopeek_backup = autopeek_ref:GetBool() local dt_backup = dt_ref:GetBool() local yaw_base_backup = freestand_ref:GetInt() -- anti aim references local sw_ref = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Slow Walk") local yaw_base_ref = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base") function C_BaseEntity:m_iHealth() return self:GetProp("DT_BasePlayer", "m_iHealth") end function render_text(text, pos, color, size, text_font, outline, align) local text_size = Render.CalcTextSize(text, size, text_font) if align == 0 then -- To the left Render.Text(text, Vector2.new(pos.x - text_size.x, pos.y), color, size, text_font, outline) elseif align == 1 then -- To the center Render.Text(text, Vector2.new(pos.x - (text_size.x / 2), pos.y), color, size, text_font, outline) elseif align == 2 then -- To the right Render.Text(text, pos, color, size, text_font, outline) end end local font_verdana12 = Render.InitFont("Verdana", 12, {' r '} ) local font_title = Render.InitFont("Verdana Bold", 11, {' '} ) local font_inds = Render.InitFont("Smallest Pixel-7", 10, {' '} ) local font_idealyaw = Render.InitFont("Verdana", 13, {' '} ) local y = 0 function drawIndicators() -- visuals needed stuff local get_screen = EngineClient:GetScreenSize() local x = get_screen.x / 2 if cfg.SkeetScope:GetBool() then if(cfg.Scoped) then y = get_screen.y/2+ScopeOrigin:GetInt() else y = get_screen.y/2+toleng end else y = get_screen.y/2+20 end local arrows_size = 17 local text_inds = 10 local text_title = 16 local ind_dst = 0 local ind_spr = 8 local charge = Exploits.GetCharge() local dmg_value = min_dmg:GetInt() local main_color = color_main:GetColor() local accent_color = color_accent:GetColor() -- prediction textbox local txt_pred_left = "EXO" local txt_pred_right = "DUS" -- acatel textbox local txt_acatel = "EXODUS." local txt_acatel_version = "WTF" -- ideal yaw textbox local txt_ideal = "EXODUS YAW" -- killaura textbox local txt_killaura = "EXODUS" -- Arctic textbox local txt_arctic = "EXODUS" -- Invictus textbox local txt_invictus = "EXODUS" local local_player = EngineClient.GetLocalPlayer() local player = EntityList.GetClientEntity(local_player) if not player then return end local flags = player:GetProp("m_fFlags") local inverted = AntiAim.GetInverterState() local real = AntiAim.GetCurrentRealRotation() local fake = AntiAim.GetFakeRotation() local max_dsy = AntiAim.GetMaxDesyncDelta() local min_dsy = AntiAim.GetMinDesyncDelta() local delta = real - fake if (delta > max_dsy) then delta = max_dsy elseif (delta < min_dsy) then delta = min_dsy end local baim_color = Color.new(0.3, 0.3, 0.3, 1) local sp_color = Color.new(0.3, 0.3, 0.3, 1) local freestanding_color = Color.new(0.3, 0.3, 0.3, 1) if (baim_ref:GetInt() == 2) then baim_color = main_color end if (safepoint_ref:GetInt() == 2) then sp_color = main_color end if (freestand_ref:GetInt() == 5) then freestanding_color = main_color end local fakeyaw_text = "-" if (inverted) then fakeyaw_text = "L" else fakeyaw_text = "R" end r = main_color.r g = main_color.g b = main_color.b r2 = accent_color.r g2 = accent_color.g b2 = accent_color.b a = (math.floor(math.sin(GlobalVars.curtime * 2) * 220 + 221)) / 1000 * 6.92 local hdf = Color.new(r2, g2, b2, a) local hrsn = Color.new(r, g, b, 0) local desyncdelta = math.min(math.abs(AntiAim.GetCurrentRealRotation() - AntiAim.GetFakeRotation()) / 2, 58) -- drawing visualsssss if player:m_iHealth() > 0 then -- prediction indicators if (cfg.indicators_type:GetInt() == 1) then if cfg.indicators_list:GetBool(1) then if (inverted) then render_text(""..txt_pred_left.."", Vector2.new(x, y + 20), main_color, 11, font_title, false, 0) render_text(""..txt_pred_right.."", Vector2.new(x, y + 20), accent_color, 11, font_title, false, 2) elseif not (inverted) then render_text(""..txt_pred_left.."", Vector2.new(x, y + 20), accent_color, 11, font_title, false, 0) render_text(""..txt_pred_right.."", Vector2.new(x, y + 20), main_color, 11, font_title, false, 2) end end --Drawing custom arrows -- drawing arrows if cfg.indicators_list:GetBool(2) then -- checking if is in air or ducking for the anti-aim status local aa_status = "DYNAMIC-" if (flags == 256) then aa_status = "AEROBIC^" render_text(aa_status, Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr elseif player:GetProp("m_flDuckAmount") > 0.8 then aa_status = "TANK" render_text(aa_status, Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr else aa_status = "DYNAMIC-" render_text(aa_status, Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr end end if cfg.indicators_list:GetBool(3) then if (charge <= 0) then dt_state = Color.new(255,0,0,255) else dt_state = accent_color end if (dt_ref:GetBool()) then render_text("DT", Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr elseif not(dt_ref:GetBool()) then render_text("DT", Vector2.new(x, y + 30 + ind_dst), main_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr end end if cfg.indicators_list:GetBool(4) then if (hs_ref:GetBool()) then render_text("OS-AA", Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr elseif not (hs_ref:GetBool()) then render_text("OS-AA", Vector2.new(x, y + 30 + ind_dst), main_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr end end if cfg.indicators_list:GetBool(5) then if (autopeek_ref:GetBool()) then render_text("QUICKPEEK", Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr else render_text("QUICKPEEK", Vector2.new(x, y + 30 + ind_dst), main_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr end end if cfg.indicators_list:GetBool(6) then if (freestand_ref:GetInt() == 5) then render_text("FREESTANDING", Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr else render_text("FREESTANDING", Vector2.new(x, y + 30 + ind_dst), main_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr end end if cfg.indicators_list:GetBool(7) then if (baim_ref:GetInt() == 2) then render_text("BAIM", Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr else render_text("BAIM", Vector2.new(x, y + 30 + ind_dst), main_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr end end if cfg.indicators_list:GetBool(8) then if (safepoint_ref:GetInt() == 2) then render_text("SAFE", Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr else render_text("SAFE", Vector2.new(x, y + 30 + ind_dst), main_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr end end end -- acatel indiicators if (cfg.indicators_type:GetInt() == 2) then local pene = string.format(""..txt_acatel.."") local pene2 = string.format(""..txt_acatel_version.."") local text_size = Render.CalcTextSize(""..txt_acatel.."", text_inds, font_inds) render_text(pene, Vector2.new(x + 2, y + 30), main_color, text_inds, font_inds, true, 2) render_text(pene2, Vector2.new(x + 2 + text_size.x, y + 30), hdf, text_inds, font_inds, true, 2) render_text("FAKE", Vector2.new(x + 2, y + 38.5), Color.new(197/255, 198/255, 254/ 255, 1), text_inds, font_inds, true, 2) render_text("YAW", Vector2.new(x + 2 + 21, y + 38.5), Color.new(197/255, 198/255, 254/ 255, 1), text_inds, font_inds, true, 2) render_text(fakeyaw_text, Vector2.new(x + 39, y + 38.5), Color.new(1,1,1,1), text_inds, font_inds, true, 2) if (dt_ref:GetBool()) then if (charge <= 0) then render_text("DT", Vector2.new(x + 2, y + 46), Color.new(255,0,0,255), text_inds, font_inds, true, 2) ind_dst = ind_dst + ind_spr else render_text("DT", Vector2.new(x + 2, y + 46), Color.new(0,255,0,255), text_inds, font_inds, true, 2) ind_dst = ind_dst + ind_spr end end -- baim render_text("BAIM", Vector2.new(x + 2, y + 46 + ind_dst), baim_color, text_inds, font_inds, true, 2) -- safepoint render_text("SP", Vector2.new(x + 2 + 23, y + 46 + ind_dst), sp_color, text_inds, font_inds, true, 2) -- freestanding render_text("FS", Vector2.new(x + 2 + 35, y + 46 + ind_dst), freestanding_color, text_inds, font_inds, true, 2) if min_dmg:GetInt() > 0 then render_text("DMG:" .. min_dmg:GetInt(), Vector2.new(x + 2, y + 46 + ind_dst + 8.5), Color.new(255,255,255,255), text_inds, font_inds, true, 2) else render_text("DMG:AUTO", Vector2.new(x + 2, y + 46 + ind_dst + 8.5), Color.new(255,255,255,255), text_inds, font_inds, true, 2) end end -- ideal yaw indicators (hardcoded) if (cfg.indicators_type:GetInt() == 3) then local draw_arrow = false if (flags == 256) then draw_arrow = false elseif not (flags == 256) then draw_arrow = true end render_text(""..txt_ideal.."", Vector2.new(x + 1, y + 30 + ind_dst), Color.new(0/255, 0/0, 0/255, 1), 13, font_idealyaw, false, 2) render_text(""..txt_ideal.."", Vector2.new(x, y + 30 + ind_dst), Color.new(255/255, 128/255, 0/255, 1), 13, font_idealyaw, false, 2) render_text("DYNAMIC", Vector2.new(x + 1, y + 42 + ind_dst), Color.new(0/255, 0/255, 0/255, 1), 13, font_idealyaw, false, 2) render_text("DYNAMIC", Vector2.new(x, y + 42 + ind_dst), Color.new(192/255, 175/255, 226/255, 1), 13, font_idealyaw, false, 2) if (dt_ref:GetBool()) then if (charge <= 0) then render_text("DT", Vector2.new(x + 1, y + 53 + ind_dst), Color.new(0,0,0,255), 13, font_idealyaw, false, 2) render_text("DT", Vector2.new(x, y + 53 + ind_dst), Color.new(255,0,0,255), 13, font_idealyaw, false, 2) ind_dst = ind_dst + ind_spr else render_text("DT", Vector2.new(x + 1, y + 53 + ind_dst), Color.new(0,0,0,255), 13, font_idealyaw, false, 2) render_text("DT", Vector2.new(x, y + 53 + ind_dst), Color.new(0,255,0,255), 13, font_idealyaw, false, 2) ind_dst = ind_dst + ind_spr end end if (hs_ref:GetBool()) then render_text("AA", Vector2.new(x + 1, y + 55 + ind_dst), Color.new(0/255, 0/255, 0/255, 1), 12, font_idealyaw, false, 2) render_text("AA", Vector2.new(x, y + 55 + ind_dst), Color.new(192/255, 175/255, 226/255, 1), 12, font_idealyaw, false, 2) ind_dst = ind_dst + ind_spr end end -- killaura indicators if (cfg.indicators_type:GetInt() == 4) then local choke = ClientState.m_choked_commands local fl_str = string.format("FL:" ..choke) local aa_status = "AA:STABLE AURA" if (flags == 256) then aa_state = "AA:FLYING JESUS" elseif player:GetProp("m_flDuckAmount") > 0.8 then aa_state = "AA:CROUCHING" else aa_state = "AA:STABLE AURA" end render_text(""..txt_killaura.."", Vector2.new(x, y + 30), main_color, text_inds, font_inds, true, 0) render_text(aa_state, Vector2.new(x, y + 38), accent_color, text_inds, font_inds, true, 0) if (dt_ref:GetBool()) then if (charge <= 0) then render_text("DT:SHIFTING", Vector2.new(x, y + 46 + ind_dst), accent_color, text_inds, font_inds, true, 0) ind_dst = ind_dst + ind_spr else render_text("DT:NERVOUS", Vector2.new(x, y + 46 + ind_dst), accent_color, text_inds, font_inds, true, 0) ind_dst = ind_dst + ind_spr end end render_text(fl_str, Vector2.new(x, y + 46 + ind_dst), accent_color, text_inds, font_inds, true, 0) end if (cfg.indicators_type:GetInt() == 5) then local aa_status = "STANDING" render_text(""..txt_arctic.."", Vector2.new(x, y + 32 ), main_color, text_inds, font_inds, true, 1) if (flags == 256) then aa_status = "AIR" render_text(aa_status, Vector2.new(x, y + 40), main_color, text_inds, font_inds, true, 1) elseif player:GetProp("m_flDuckAmount") > 0.8 then aa_status = "CROUCHING" render_text(aa_status, Vector2.new(x, y + 40), main_color, text_inds, font_inds, true, 1) elseif (sw_ref:GetBool()) then aa_status = "SLOWWALK" render_text(aa_status, Vector2.new(x, y + 40), main_color, text_inds, font_inds, true, 1) else aa_status = "STANDING" render_text(aa_status, Vector2.new(x, y + 40), main_color, text_inds, font_inds, true, 1) end if (dt_ref:GetBool()) then if (charge <= 0) then render_text("DT", Vector2.new(x - 8, y + 48), Color.new(0.5, 0.5, 0.5, 1), text_inds, font_inds, true, 0) else render_text("DT", Vector2.new(x - 8, y + 48), accent_color, text_inds, font_inds, true, 0) end elseif not(dt_ref:GetBool()) then render_text("DT", Vector2.new(x - 8, y + 48), Color.new(0.5, 0.5, 0.5, 1), text_inds, font_inds, true, 0) end if (yaw_base_ref:GetInt() == 5) then render_text("FS", Vector2.new(x, y + 48 + ind_dst), accent_color, text_inds, font_inds, true, 1) elseif not (yaw_base_ref:GetInt() == 5) then render_text("FS", Vector2.new(x, y + 48 + ind_dst), Color.new(0.5, 0.5, 0.5, 1), text_inds, font_inds, true, 1) end if (hs_ref:GetBool()) then render_text("HS", Vector2.new(x + 8, y + 48), accent_color, text_inds, font_inds, true, 2) elseif not (hs_ref:GetBool()) then render_text("HS", Vector2.new(x + 8, y + 48), Color.new(0.5, 0.5, 0.5, 1), text_inds, font_inds, true, 2) end end -- Invictus indicators if (cfg.indicators_type:GetInt() == 6) then render_text(""..txt_invictus.."", Vector2.new(x + 1, y + 33 ), Color.new(0, 0, 0, 1), 12, font_verdana12, false, 1) render_text(""..txt_invictus.."", Vector2.new(x, y + 32 ), main_color, 12, font_verdana12, false, 1) Render.GradientBoxFilled(Vector2.new(x, y + 47), Vector2.new(x+(math.abs(desyncdelta*58/60)),y + 49), main_color, hrsn, main_color, hrsn) Render.GradientBoxFilled(Vector2.new(x, y + 47), Vector2.new(x+(-math.abs(desyncdelta*58/60)),y + 49), main_color, hrsn, main_color, hrsn) end end end -- LowdeltaPreset = function() -- AntiAim.OverrideYawOffset(0.0) -- AntiAim.OverrideLimit(-20.0) -- AntiAim.OverrideLBYOffset(21) -- end -- LegitAAPreset = function(cmd) -- -- cmd.buttons = bit.band(cmd.buttons, bit.bnot(32)) -- if AntiAim.GetInverterState() then -- AntiAim.OverrideLBYOffset(-60) -- else -- AntiAim.OverrideLBYOffset(60) -- end -- AntiAim.OverrideYawOffset(180.0) -- AntiAim.OverrideLimit(60) -- AntiAim.OverridePitch(0.0) -- end manualalpha = 0 manualminus = false tolengf = 0 local YawAdd = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Add") manuals = function() local_player_index = EngineClient.GetLocalPlayer() local_player = EntityList.GetClientEntity(local_player_index):GetPlayer() me = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) if local_player and local_player:GetProp("m_iHealth") > 0 then if manualminus == false then if manualalpha < 255 then manualalpha = manualalpha + 2 else manualminus = true end else if manualalpha > 0 then manualalpha = manualalpha - 2 else manualminus = false end end manual = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base") sc = EngineClient.GetScreenSize() x = sc.x/2 y = sc.y/2 ctx = sc.x / 2 cty = sc.y/ 2 player = EntityList.GetLocalPlayer() scoped = player:GetProp("m_bIsScoped"); gui = CVar.FindVar("r_drawvgui") if scoped and cfg.SkeetScope:GetBool() then if tolengf < (cfg.ScopeOrigin:GetInt() + cfg.ScopeWidth:GetInt()) then tolengf = tolengf + 2 else tolengf = (cfg.ScopeOrigin:GetInt() + cfg.ScopeWidth:GetInt()) end else if tolengf > 0 then tolengf = tolengf - 2 else tolengf = 0 end end arrow = 40 + tolengf -- Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 0.5), Vector2.new(x+arrow, y-10), Vector2.new(x+arrow, y+10), Vector2.new(x+arrow+20, y), Vector2.new(x+arrow, y-10)) -- Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 0.5), Vector2.new(x-arrow, y-10), Vector2.new(x-arrow, y+10), Vector2.new(x-arrow-20, y), Vector2.new(x-arrow, y-10)) if cfg.desyncarrowscombo:GetInt() == 0 then if inverter:GetBool() == true then --right Render.PolyFilled(desyncarrowscolors:GetColor(), Vector2.new(x+arrow, y-10), Vector2.new(x+arrow, y+10), Vector2.new(x+arrow+20, y), Vector2.new(x+arrow, y-10)) Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 0.5), Vector2.new(x-arrow, y-10), Vector2.new(x-arrow, y+10), Vector2.new(x-arrow-20, y), Vector2.new(x-arrow, y-10)) elseif inverter:GetBool() == false then --left Render.PolyFilled(desyncarrowscolors:GetColor(), Vector2.new(x-arrow, y-10), Vector2.new(x-arrow, y+10), Vector2.new(x-arrow-20, y), Vector2.new(x-arrow, y-10)) Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 0.5), Vector2.new(x+arrow, y-10), Vector2.new(x+arrow, y+10), Vector2.new(x+arrow+20, y), Vector2.new(x+arrow, y-10)) end end if cfg.desyncarrowscombo:GetInt() == 1 then if inverter:GetBool() then Render.BoxFilled(Vector2.new(ctx - arrow - 2, cty - 11), Vector2.new(ctx - arrow, cty + 8), desyncarrowscolors:GetColor()) Render.BoxFilled(Vector2.new(ctx + arrow + 2, cty - 11), Vector2.new(ctx + arrow, cty + 8), Color.new(0.0, 0.0, 0.0, 1.0)) else Render.BoxFilled(Vector2.new(ctx + arrow + 2, cty - 11), Vector2.new(ctx + arrow, cty + 8), desyncarrowscolors:GetColor()) Render.BoxFilled(Vector2.new(ctx - arrow - 2, cty - 11), Vector2.new(ctx - arrow, cty + 8), Color.new(0.0, 0.0, 0.0, 1.0)) end if _yawbase:GetInt() == 2 or YawAdd:GetInt() == 90 then Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 1.0), Vector2.new(ctx - arrow - 4, cty - 11), Vector2.new(ctx - arrow - 4, cty + 8), Vector2.new(ctx - arrow - 20, cty - 1)) Render.PolyFilled(desyncarrowscolors:GetColor(), Vector2.new(ctx + arrow + 5, cty - 11), Vector2.new(ctx + arrow + 5, cty + 8), Vector2.new(ctx + arrow + 19, cty - 1)) elseif _yawbase:GetInt() == 3 or YawAdd:GetInt() == -90 then Render.PolyFilled(desyncarrowscolors:GetColor(), Vector2.new(ctx - arrow - 4, cty - 11), Vector2.new(ctx - arrow - 4, cty + 8), Vector2.new(ctx - arrow - 20, cty - 1)) Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 1.0), Vector2.new(ctx + arrow + 5, cty - 11), Vector2.new(ctx + arrow + 5, cty + 8), Vector2.new(ctx + arrow + 19, cty - 1)) else Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 1.0), Vector2.new(ctx - arrow - 4, cty - 11), Vector2.new(ctx - arrow - 4, cty + 8), Vector2.new(ctx - arrow - 20, cty - 1)) Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 1.0), Vector2.new(ctx + arrow + 5, cty - 11), Vector2.new(ctx + arrow + 5, cty + 8), Vector2.new(ctx + arrow + 19, cty - 1)) end end end end oldDamage = 0 oldAutowall = 0 oldHitChance = 0 function instant_recharge() if cfg.instantrecharge:GetBool() then if cfg.instantrecharge_mode:GetInt() == 0 then Exploits.ForceCharge() end end end setLowdelta = false LowDelta = function() if setLowdelta == false then FakeOptions = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options") LBYMode = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode") freestandDesync = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Freestanding Desync") DesyncOnShot = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Desync On Shot") FakeOptions:SetInt(0) LBYMode:SetInt(1) freestandDesync:SetInt(0) DesyncOnShot:SetInt(0) setLowdelta = true end AntiAim.OverrideLimit(17.0) AntiAim.OverrideLBYOffset(21.0) AntiAim.OverrideYawOffset(1.0) AntiAim.OverridePitch(90.0) if AntiAim.GetInverterState() == false then AntiAim.OverrideLBYOffset(21) else AntiAim.OverrideLBYOffset(21.0) end end function vec_distance(vec_one, vec_two) delta_x, delta_y, delta_z = vec_one.x - vec_two.x, vec_one.y - vec_two.y return math.sqrt(delta_x * delta_x + delta_y * delta_y) end setLegitOptions = false local marius = 0 local diduans = false LegitAA = function(cmd) ents = EntityList.GetEntitiesByClassID(129) hosts = EntityList.GetEntitiesByClassID(97) if ents[1] ~= nil or ents[0] ~= nil then for i = 1, #ents do localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) position = ents[i]:GetProp("DT_BaseEntity", "m_vecOrigin") origin = localplayer:GetPlayer():GetEyePosition() vec = Vector.new(origin.x, origin.y, origin.z) distance = vec:DistTo(position) if distance > 100 then cmd.buttons = bit.band(cmd.buttons, bit.bnot(32)) end end elseif hosts[1] ~= nil then for f = 1, #hosts do if f > 1 then localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) position = hosts[f]:GetProp("DT_BaseEntity", "m_vecOrigin") position2 = hosts[f-1]:GetProp("DT_BaseEntity", "m_vecOrigin") origin = localplayer:GetPlayer():GetEyePosition() vec = Vector.new(origin.x, origin.y, origin.z) distance = vec:DistTo(position) distance2 = vec:DistTo(position2) if distance > 100 and distance2 > 100 then cmd.buttons = bit.band(cmd.buttons, bit.bnot(32)) end end end else cmd.buttons = bit.band(cmd.buttons, bit.bnot(32)) end if setLegitOptions == false then FakeOptions = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options") LBYMode = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode") freestandDesync = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Freestanding Desync") DesyncOnShot = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Desync On Shot") FakeOptions:SetInt(8) LBYMode:SetInt(1) freestandDesync:SetInt(0) DesyncOnShot:SetInt(0) setLegitOptions = true end if AntiAim.GetInverterState() then AntiAim.OverrideLBYOffset(-60) else AntiAim.OverrideLBYOffset(60) end AntiAim.OverrideYawOffset(180) AntiAim.OverrideLimit(60) AntiAim.OverridePitch(EngineClient.GetViewAngles().pitch) end pingticks = 0 antiAims = false set = false settwo = false setthree = false ticksAfterUpload = 0 savedAntiAims = { 0,0,0,0,0,0,0,0,0,0,0,0 } presaveforlegit = { 0,0,0,0,0,0,0,0,0,0,0,0 } presaveforldelta = { 0,0,0,0,0,0,0,0,0,0,0,0 } function fast_charge() if cfg.instantrecharge:GetBool() then if cfg.instantrecharge_mode:GetInt() == 1 then Exploits.ForceCharge() end end end local function fast_recharge () if EngineClient.IsConnected() then local netchann_info = EngineClient.GetNetChannelInfo() if netchann_info == nil then return end end end local nexttickfakelag = true local function isempty(s) if s == nil then return s == 0 else return s end end Cheat.RegisterCallback('registered_shot', function(shot) if cfg.logsowoowowowo:GetBool(2) then lua.logs.num = lua.logs.num + 1 if shot.reason == 0 then table.insert(lua.logs.stuff,{text = 'Hit ' .. EntityList.GetClientEntity(shot.target_index):GetPlayer():GetName() .. "'s in " .. lua.logs.hitgroups[math_lib.clamp(shot.hitgroup,0,10)] .. ' for ' .. isempty(shot.damage) .. ' damage [spread: ' .. string.format('%.3f°',isempty(shot.spread_degree)) .. '] [hitchance:' .. isempty(isempty(shot.backtrack)) ..' | history:' .. shot.backtrack ..']',time = GlobalVars.realtime}) print('[exodus] Hit ' .. EntityList.GetClientEntity(shot.target_index):GetPlayer():GetName() .. "'s in " .. lua.logs.hitgroups[math_lib.clamp(shot.hitgroup,0,10)] .. ' for ' .. isempty(shot.damage) .. ' damage [spread: ' .. string.format('%.3f°',isempty(shot.spread_degree)) .. '] [hitchance:' .. isempty(isempty(shot.backtrack)) ..' | history:' .. shot.backtrack ..']') else table.insert(lua.logs.stuff,{text = 'Missed shot in ' .. EntityList.GetClientEntity(shot.target_index):GetPlayer():GetName() .. "'s " .. lua.logs.hitgroups[math_lib.clamp(shot.wanted_hitgroup,0,10)] .. ' due to ' .. lua.logs.reason[shot.reason] .. ' [spread: ' .. string.format('%.3f°',isempty(shot.spread_degree)) .. '] [hitchance:' .. isempty(isempty(shot.backtrack)) ..' | history:' .. shot.backtrack ..']',time = GlobalVars.realtime}) print('[exodus] Missed shot in ' .. EntityList.GetClientEntity(shot.target_index):GetPlayer():GetName() .. "'s " .. lua.logs.hitgroups[math_lib.clamp(shot.wanted_hitgroup,0,10)] .. ' due to ' .. lua.logs.reason[shot.reason] .. ' [spread: ' .. string.format('%.3f°',isempty(shot.spread_degree)) .. '] [hitchance:' .. isempty(isempty(shot.backtrack)) ..' | history: '.. shot.backtrack ..']') end end end) Cheat.RegisterCallback( "ragebot_shot", function() ideal_tick_shot() fast_charge() nexttickfakelag = false end) local hide_shots = Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Hide Shots") function antionshotfunc() if cfg.antionshot:GetBool() then Menu_fakelag_enable:SetBool(true) if not nexttickfakelag then if double_tap:GetBool() or hide_shots:GetBool() then FakeLag.ForceSend() else FakeLag.ForceSend() end -- print('SHOT!') nexttickfakelag = true end end end function antibackstab() local all_players = EntityList.GetEntitiesByName("CCSPlayer") for i = 1, #all_players do local target = all_players[i]:GetPlayer() if target ~= EntityList.GetLocalPlayer() and not target:IsTeamMate() and target:GetProp("m_iHealth") > 0 then local localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) local origin = localplayer:GetRenderOrigin() local origin2 = target:GetRenderOrigin() local my_vec = Vector.new(origin.x, origin.y, origin.z) local dest = Vector.new(origin2.x, origin2.y, origin2.z) local length = my_vec:DistTo(dest) weap = target:GetActiveWeapon() if length < 170 and weap ~= nil and weap:IsKnife() and cfg.AvoidBackStab:GetBool() then AntiAim.OverrideYawOffset(180) AntiAim.OverridePitch(0) else return end end end end local function breaklc() local localplayer = EntityList.GetClientEntity(EngineClient:GetLocalPlayer()) if not localplayer then return end localplayer = localplayer:GetPlayer() local lhealth = localplayer:GetProp("m_iHealth") if not lhealth or lhealth <= 0 then return end local fakeduck_enable = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Fake Duck") if fakeduck_enable:GetBool() then return end local doubletap_enable = Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap") if (doubletap_enable:GetBool() == false or Exploits.GetCharge() < 1) then local origin = localplayer:GetProp("m_vecOrigin") if origin:DistTo(lastSentPos) >= math.random(48, 64) then print("broke") FakeLag.ForceSend() lastSentPos = origin return end end end local mamatatapapa = 0 function mafutemama(cmd) local_idx = EngineClient.GetLocalPlayer() local_entity = EntityList.GetClientEntity(local_idx) local_player = local_entity:GetPlayer(); if not cfg.ExtendedLean:GetBool() then return end if cfg.fakeflickescheck:GetBool() then return end speed_x = local_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]") speed_y = local_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]") speed = math.sqrt(speed_x * speed_x + speed_y * speed_y) if cfg.ExtendedLeanMode:GetInt() == 0 then mamatatapapa = cfg.ExtendedLeanVal:GetInt() elseif cfg.ExtendedLeanMode:GetInt() == 1 then mamatatapapa = math.random(cfg.ExtendedLeanVal:GetInt(), cfg.ExtendedLeanVal:GetInt() - cfg.ExtendedLeanJitter:GetInt()) elseif cfg.ExtendedLeanMode:GetInt() == 2 then hp = 100 - local_entity:GetProp("m_iHealth") rounds = EntityList.GetGameRules():GetProp("m_totalRoundsPlayed") * 2 mamatatapapa = (math.min(math.abs(AntiAim.GetCurrentRealRotation() - AntiAim.GetFakeRotation()) / 2, 58)) + hp + rounds + (speed / 1.8) end if speed > 1.5 and not Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Slow Walk"):GetBool() then return end if AntiAim.GetInverterState() then cmd.viewangles.roll = mamatatapapa else cmd.viewangles.roll = -mamatatapapa end end local fake_duck = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Fake Duck") fakelagtyme2 = GlobalVars.curtime local randomized_fakelags = function() if not cfg.fakelagesEnable:GetBool() then return end local count = math.random(cfg.fakelagesRandomizedmin:Get(), cfg.fakelagesRandomizedmax:Get()) if cfg.fakelagesType:Get() == 3 then Menu_fakelag_enable:Set(true) if fakelagtyme2 > GlobalVars.curtime or GlobalVars.curtime - fakelagtyme2 > cfg.fakelagesRandomizedtime:Get() then Menu_fakelag_limit:SetInt(count) Menu_fakelag_randomization:SetInt(count) fakelagtyme2 = GlobalVars.curtime end end end fakelagtyme = GlobalVars.curtime local function fluctuate_fakelag() if not cfg.fakelagesEnable:GetBool() then return end if cfg.fakelagesType:Get() == 2 then Menu_fakelag_enable:Set(true) if fakelagtyme > GlobalVars.curtime or GlobalVars.curtime - fakelagtyme > cfg.fakelagesCustomLimitTime:Get() then Menu_fakelag_limit:SetInt(0) Menu_fakelag_randomization:SetInt(0) fakelagtyme = GlobalVars.curtime else Menu_fakelag_limit:SetInt(cfg.fakelagesLimit:Get()) Menu_fakelag_randomization:SetInt(cfg.fakelagesRandomization:Get()) end end end local CustomTicks = function() if not cfg.fakelagesEnable:GetBool() then return end if cfg.fakelagesType:Get() == 1 then Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Enable Fake Lag"):Set(false) end if cfg.fakelagesType:Get() == 1 then if cfg.fakelagesCustomTicks:Get() > 16 then CVar.FindVar("sv_maxusrcmdprocessticks"):SetInt(cfg.fakelagesCustomTicks:Get()) end if not Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap"):Get() and not Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Hide Shots"):Get() then if ClientState.m_choked_commands >= cfg.fakelagesCustomTicks:Get() then FakeLag.SetState(true) else FakeLag.SetState(false) end end end end local CustomTicksDT = function() if not cfg.fakelagesEnable:GetBool() then return end if cfg.DTSettings:GetBool() then if cfg.dtmodes:GetInt() == 0 then mamaiadt = 16 elseif cfg.dtmodes:GetInt() == 1 then mamaiadt = 13 elseif cfg.dtmodes:GetInt() == 2 then mamaiadt = 16 elseif cfg.dtmodes:GetInt() == 3 then mamaiadt = cfg.dt_ticks:GetInt() end else mamaiadt = 14 end if Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap"):Get() and cfg.fakelagesEnableDT:Get() then if ClientState.m_choked_commands >= (CVar.FindVar("sv_maxusrcmdprocessticks"):GetInt() - mamaiadt) then FakeLag.SetState(true) else FakeLag.SetState(false) end end end local Dynamic = function() if not cfg.fakelagesEnable:GetBool() then return end local lp = EntityList:GetLocalPlayer() local air = bit.band(lp:GetPlayer():GetProp("m_fFlags"), bit.lshift(1,0)) == 0 local speed = Vector.new(lp:GetProp("m_vecVelocity[0]"), lp:GetProp("m_vecVelocity[1]"), lp:GetProp("m_vecVelocity[2]")):Length2D() if cfg.fakelagesType:Get() == 4 then Menu_fakelag_enable:Set(true) if not air then if math.floor(speed / 15) > 14 then return end Menu_fakelag_randomization:Set(math.floor(speed / 15)) Menu_fakelag_limit:Set(math.floor(speed / 15)) else Menu_fakelag_randomization:Set(math.floor(speed / 26)) Menu_fakelag_limit:Set(math.floor(speed / 26)) end end end local DoubleTap = Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap") function C_BasePlayer:CanHit() local Localplayer = EntityList.GetLocalPlayer() local TraceInfo = Cheat.FireBullet(self, self:GetEyePosition(), Localplayer:GetEyePosition()) if (TraceInfo.damage > 0 and ((TraceInfo.trace.hit_entity and TraceInfo.trace.hit_entity:GetPlayer() == Localplayer) or false)) then return true end return false end function C_BasePlayer:GetFlag(shift) return bit.band(self:GetProp("m_fFlags"), bit.lshift(1, shift)) ~= 0 end function GetEnemies() local Enemies = {} for _, Player in pairs(EntityList.GetPlayers()) do if (not Player:IsTeamMate() and Player:IsAlive()) then table.insert(Enemies, Player:GetPlayer()) end end return Enemies end local function dtinair() if (cfg.teleowo:Get() and DoubleTap:Get()) then local Need_Teleport = false local Localplayer = EntityList.GetLocalPlayer() local Weapon = Localplayer:GetActiveWeapon() local WeaponID = Weapon:GetWeaponID() for _, Enemy in pairs(GetEnemies()) do if (not Enemy:IsDormant() and Enemy:CanHit()) then Need_Teleport = true end end if (Need_Teleport and not Localplayer:GetFlag(0)) then Exploits.ForceTeleport() end end end local min = Vector.new() local max = Vector.new() local target_correct = true function calc_angle(src, dst) local vecdelta = Vector.new(dst.x - src.x, dst.y - src.y, dst.z - src.z) local angles = QAngle.new(math.atan2(-vecdelta.z, vecdelta:Length2D()) * 180.0 / math.pi, (math.atan2(vecdelta.y, vecdelta.x) * 180.0 / math.pi), 0.0) return angles end function get_localplayer() local local_index = EngineClient.GetLocalPlayer() local localplayer = EntityList.GetClientEntity(local_index) if localplayer == nil then return end local me = localplayer:GetPlayer() return me end function is_in_air(entity) local flags = entity:GetProp("DT_BasePlayer", "m_fFlags") return bit.band(flags, 1) == 0 end function autostop(cmd) local vecvelocity1 = Vector.new(get_localplayer():GetProp("m_vecVelocity[0]"), get_localplayer():GetProp("m_vecVelocity[1]"), 0.0) local viewangles = get_localplayer():GetEyePosition() local direction = Cheat.VectorToAngle(vecvelocity1) direction.yaw = cmd.viewangles.yaw - direction.yaw local forward = Cheat.AngleToForward(direction) local negative = Vector2.new(forward.x * -200, forward.y * -200) cmd.forwardmove = negative.x cmd.sidemove = negative.y end function get_dormant_enemy() local players = EntityList.GetEntitiesByName("CCSPlayer") for i = 1, #players do local enemies = players[i]; local enemy = enemies:GetPlayer() target_correct = enemy:GetNetworkState() ~= -1 if enemy ~= get_localplayer() and not enemy:IsTeamMate() and enemy:GetProp("DT_BasePlayer", "m_iHealth") > 0 and enemy:IsDormant() and target_correct then return i end end end function dormantaimsex(cmd) local players = EntityList.GetEntitiesByName("CCSPlayer") local weap = get_localplayer():GetActiveWeapon() if weap ~= nil then local weapon_id = weap:GetWeaponID() end if cfg.aimdorm:GetBool() and get_dormant_enemy() then local dormant_target = players[get_dormant_enemy()]:GetPlayer() local weap_delay = (weapon_id == 9 or weapon_id == 40) and 0.15 or 0.0 if dormant_target and weap_delay and weap:GetProp("m_flNextPrimaryAttack") and GlobalVars.curtime and weap:GetProp("m_flNextPrimaryAttack") + weap_delay <= GlobalVars.curtime and get_localplayer():GetProp("m_bIsScoped") and not is_in_air(get_localplayer()) then local bounds = dormant_target:GetRenderBounds(min, max) local pos = dormant_target:GetProp("m_vecOrigin") + Vector.new((min.x + max.x)/4, (min.y + max.y)/16, (min.z + max.z/2)) if Cheat.FireBullet(get_localplayer(), get_localplayer():GetEyePosition(), pos).damage >= cfg.aimdormmd:GetInt() then autostop(cmd) if 1 / weap:GetInaccuracy(weap) >= 100 then local getaimpunch = get_localplayer():GetProp("DT_BasePlayer", "m_aimPunchAngle") local aimpunch = QAngle.new(getaimpunch.x, getaimpunch.y, 0.0) local aim_angle = calc_angle(get_localplayer():GetEyePosition(), pos) cmd.viewangles.pitch = aim_angle.pitch - aimpunch.pitch * 2 cmd.viewangles.yaw = aim_angle.yaw - aimpunch.yaw * 2 cmd.buttons = bit.bor(cmd.buttons, 1) end end end end end Cheat.RegisterCallback('prediction', function(cmd) dormantaimsex(cmd) antibackstab() end) Cheat.RegisterCallback('pre_prediction', function(cmd) Pitch = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Pitch") YawBase = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base") YawAdd = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Add") YawMod = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Modifier") ModDeg = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Modifier Degree") LeftLimit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Left Limit") RightLimit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Right Limit") FakeOptions = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options") LBYMode = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode") freestandDesync = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Freestanding Desync") DesyncOnShot = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Desync On Shot") instant_recharge() Exploits_func() if cfg.lowdelta:GetBool() then LowDelta() else if setLowdelta == true then FakeOptions:SetInt(presaveforldelta[1]) LBYMode:SetInt(presaveforldelta[2]) freestandDesync:SetInt(presaveforldelta[3]) DesyncOnShot:SetInt(presaveforldelta[4]) setLowdelta = false else presaveforldelta[1] = FakeOptions:GetInt() presaveforldelta[2] = LBYMode:GetInt() presaveforldelta[3] = freestandDesync:GetInt() presaveforldelta[4] = DesyncOnShot:GetInt() end end if marius > GlobalVars.curtime or not cfg.legitaa:GetBool() then marius = GlobalVars.curtime end if cfg.legitaa:GetBool() and GlobalVars.curtime - marius > 0.1 then marius = GlobalVars.curtime diduans = true end if cfg.legitaa:GetBool() and diduans and Cheat.IsKeyDown(0x45) then LegitAA(cmd) else if setLegitOptions == true then FakeOptions:SetInt(presaveforlegit[1]) LBYMode:SetInt(presaveforlegit[2]) freestandDesync:SetInt(presaveforlegit[3]) DesyncOnShot:SetInt(presaveforlegit[4]) setLegitOptions = false else presaveforlegit[1] = FakeOptions:GetInt() presaveforlegit[2] = LBYMode:GetInt() presaveforlegit[3] = freestandDesync:GetInt() presaveforlegit[4] = DesyncOnShot:GetInt() end diduans = false end CustomTicks() CustomTicksDT() fluctuate_fakelag() dtinair() randomized_fakelags() Dynamic() mafutemama(cmd) fakeflickes(cmd) dormantaimsex(cmd) antionshotfunc() antiaim_helpers() antibackstab() reversefreestanding() if cfg.lcbreak:GetBool() then breaklc() end end) function lethaldt() binds = Cheat.GetBinds() for i = 1, #binds do -- Iterate over our binds... bind = binds[i] if bind:GetName() == 'Minimum Damage' then return end end if cfg.dt_lethal:GetBool() == true and cfg.DTSettings:GetBool() and double_tap:GetBool() then local local_player = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()):GetPlayer() is_alive = local_player:GetProp("DT_BasePlayer", "m_iHealth") > 0 if not is_alive then return end local players = EntityList.GetPlayers() for _, player in ipairs(players) do if not player:IsTeamMate() then local user_index = player:EntIndex() local health = player:GetProp("m_iHealth") if health > 0 then if health > 90 then dmg = 50 end if health < 50 then dmg = 30 end ragebot.OverrideMinDamage(user_index, dmg) end end end end end Cheat.RegisterCallback("createmove", function(cmd) local slowwalk_speed = cfg.slowwalkspeed:GetInt() local slowwalk_ref = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Slow Walk") if not cfg.customslowwalkspeed:GetBool() or not slowwalk_ref:GetBool() then return end local min_speed = math.sqrt((cmd.forwardmove * cmd.forwardmove) + (cmd.sidemove * cmd.sidemove)) if min_speed <= 0 then return end if lp:GetPlayer():GetProp("m_fFlags") == 262 or lp:GetPlayer():GetProp("m_fFlags") == 263 then slowwalk_speed = slowwalk_speed * 2.94117647 end if min_speed <= slowwalk_speed then return end local speed_factor = slowwalk_speed / min_speed cmd.forwardmove = cmd.forwardmove * speed_factor cmd.sidemove = cmd.sidemove * speed_factor dormantaimsex(cmd) antionshotfunc() antiaim_helpers() lethaldt() end); local ffi = require "ffi" ffi.cdef[[ typedef uintptr_t (__thiscall* GetClientEntity_4242425_t)(void*, int); ]] local entity_list_ptr = ffi.cast("void***", Utils.CreateInterface("client.dll", "VClientEntityList003")) local get_client_entity_fn = ffi.cast("GetClientEntity_4242425_t", entity_list_ptr[0][3]) local ffi_helpers = { get_animstate_offset = function() return 14612 end, get_entity_address = function(ent_index) local addr = get_client_entity_fn(entity_list_ptr, ent_index) return addr end } local flick_side = true local dont_flick = false function get_velocity(player) local vel = {} -- Velocity calculation vel[1] = player:GetProp("m_vecVelocity[0]") vel[2] = player:GetProp("m_vecVelocity[1]") vel[3] = math.sqrt(vel[1] * vel[1] + vel[2] * vel[2]) return math.floor(math.min(350, vel[3])) end function fakeflickes(cmd) if not cfg.fakeflickescheck:Get() then return end local localplayer = EntityList.GetLocalPlayer() if (localplayer == nil) then return end if get_velocity(localplayer) > 15 or dont_flick then return end if GlobalVars.tickcount % 64 == 1 or GlobalVars.tickcount % 64 == 2 then AntiAim.OverrideYawOffset(95 * (flick_side and 1 or -1)) AntiAim.OverrideInverter(flick_side) end actual_yaw = cmd.viewangles.yaw end function Menufunc() cfg.dtmodes:SetVisible(cfg.DTSettings:GetBool()) cfg.dt_ticks:SetVisible(cfg.DTSettings:GetBool() and cfg.dtmodes:GetInt() == 3) cfg.dtcorrection:SetVisible(cfg.DTSettings:GetBool()) cfg.ReverseFreeStand_Combo:SetVisible(cfg.ReverseFreeStand:GetBool()) cfg.instantrecharge:SetVisible(cfg.DTSettings:GetBool()) cfg.instantrecharge_mode:SetVisible(cfg.DTSettings:GetBool() and cfg.instantrecharge:GetBool()) cfg.ScopeOrigin:SetVisible(quest(cfg.SkeetScope:GetBool())) cfg.ScopeWidth:SetVisible(quest(cfg.SkeetScope:GetBool())) cfg.slowwalkspeed:SetVisible(cfg.customslowwalkspeed:GetBool()) cfg.dt_lethal:SetVisible(cfg.DTSettings:GetBool()) cfg.indicators_type:SetVisible(cfg.indicators:GetBool()) color_main:SetVisible(cfg.indicators:GetBool()) color_accent:SetVisible(cfg.indicators:GetBool()) cfg.indicators_list:SetVisible(cfg.indicators:GetBool() and cfg.indicators_type:GetInt() == 1) cfg.aimdormmd:SetVisible(quest(cfg.aimdorm:GetBool())) cfg.fakelagesEnableDT:SetVisible(cfg.fakelagesEnable:GetBool()) cfg.fakelagesCustomTicks:SetVisible(cfg.fakelagesType:Get() == 1 and cfg.fakelagesEnable:GetBool()) cfg.fakelagesType:SetVisible(cfg.fakelagesEnable:GetBool()) cfg.fakelagesCustomLimitTime:SetVisible(cfg.fakelagesType:Get() == 2 and cfg.fakelagesEnable:GetBool()) cfg.fakelagesLimit:SetVisible(cfg.fakelagesType:Get() == 2 and cfg.fakelagesEnable:GetBool()) cfg.fakelagesRandomization:SetVisible(cfg.fakelagesType:Get() == 2 and cfg.fakelagesEnable:GetBool()) cfg.fakelagesRandomizedmin:SetVisible(cfg.fakelagesType:Get() == 3 and cfg.fakelagesEnable:GetBool()) cfg.fakelagesRandomizedmax:SetVisible(cfg.fakelagesType:Get() == 3 and cfg.fakelagesEnable:GetBool()) cfg.fakelagesRandomizedtime:SetVisible(cfg.fakelagesType:Get() == 3 and cfg.fakelagesEnable:GetBool()) cfg.tabsdesyncmod:SetVisible(quest(cfg.desyncmod:GetBool())) cfg.desyncmodowostanding:SetVisible(quest(cfg.desyncmod:GetBool()) and cfg.tabsdesyncmod:GetInt() == 0) cfg.desyncmodowomoving:SetVisible(quest(cfg.desyncmod:GetBool()) and cfg.tabsdesyncmod:GetInt() == 1) cfg.desyncmodowoair:SetVisible(quest(cfg.desyncmod:GetBool()) and cfg.tabsdesyncmod:GetInt() == 2) cfg.desyncmodowoslowwalk:SetVisible(quest(cfg.desyncmod:GetBool()) and cfg.tabsdesyncmod:GetInt() == 3) for index,object in pairs(items.menu) do object:SetVisible(quest(cfg.antibrute:GetBool())) end menu.add:SetVisible(quest(cfg.antibrute:GetBool())) menu.remove:SetVisible(quest(cfg.antibrute:GetBool())) cfg.sinv:SetVisible(cfg.desyncmodowostanding:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 0) cfg.sleft:SetVisible(cfg.desyncmodowostanding:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 0) cfg.sright:SetVisible(cfg.desyncmodowostanding:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 0) cfg.sfkopt:SetVisible(cfg.desyncmodowostanding:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 0) cfg.slby:SetVisible(cfg.desyncmodowostanding:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 0) cfg.sfr:SetVisible(cfg.desyncmodowostanding:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 0) cfg.sdes:SetVisible(cfg.desyncmodowostanding:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 0) cfg.winv:SetVisible(cfg.desyncmodowomoving:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 1) cfg.wleft:SetVisible(cfg.desyncmodowomoving:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 1) cfg.wright:SetVisible(cfg.desyncmodowomoving:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 1) cfg.wfkopt:SetVisible(cfg.desyncmodowomoving:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 1) cfg.wlby:SetVisible(cfg.desyncmodowomoving:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 1) cfg.wfr:SetVisible(cfg.desyncmodowomoving:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 1) cfg.wdes:SetVisible(cfg.desyncmodowomoving:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 1) cfg.swinv:SetVisible(cfg.desyncmodowoslowwalk:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 3) cfg.swleft:SetVisible(cfg.desyncmodowoslowwalk:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 3) cfg.swright:SetVisible(cfg.desyncmodowoslowwalk:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 3) cfg.swfkopt:SetVisible(cfg.desyncmodowoslowwalk:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 3) cfg.swlby:SetVisible(cfg.desyncmodowoslowwalk:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 3) cfg.swfr:SetVisible(cfg.desyncmodowoslowwalk:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 3) cfg.swdes:SetVisible(cfg.desyncmodowoslowwalk:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 3) cfg.ainv:SetVisible(cfg.desyncmodowoair:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 2) cfg.aleft:SetVisible(cfg.desyncmodowoair:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 2) cfg.aright:SetVisible(cfg.desyncmodowoair:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 2) cfg.afkopt:SetVisible(cfg.desyncmodowoair:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 2) cfg.alby:SetVisible(cfg.desyncmodowoair:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 2) cfg.afr:SetVisible(cfg.desyncmodowoair:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 2) cfg.ades:SetVisible(cfg.desyncmodowoair:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 2) desyncarrowscolors:SetVisible(cfg.desyncarrows:GetBool()) cfg.desyncarrowscombo:SetVisible(cfg.desyncarrows:GetBool()) cfg.ExtendedLeanVal:SetVisible(cfg.ExtendedLean:GetBool() and cfg.ExtendedLeanMode:GetInt() < 2) cfg.ExtendedLeanMode:SetVisible(cfg.ExtendedLean:GetBool()) cfg.ExtendedLeanJitter:SetVisible(cfg.ExtendedLean:GetBool() and cfg.ExtendedLeanMode:GetInt() == 1) end function move(x, y, w, h, slider_x, slider_y) mouse = Cheat.GetMousePos() if (Cheat.IsKeyDown(0x1) and Cheat.IsMenuVisible() and in_box(mouse, x, y, x + w, y + h)) then slider_x:SetInt(mouse.x - w / 2) slider_y:SetInt(mouse.y - 10) end end function get_time() seconds = math.floor(Utils.UnixTime() / 1000) hours = math.floor((seconds / 3600 + 3) % 24) minutes = math.floor(seconds / 60 % 60) sec = math.floor(seconds % 60) if sec < 10 then sec = "0" .. sec end if minutes < 10 then minutes = "0" .. minutes end if hours < 10 then hours = "0" .. hours end return hours .. ":" .. minutes .. ":" .. sec end function get_spectators() spectators = {} players = EntityList.GetPlayers() local_player = EntityList.GetLocalPlayer() for i, spects in pairs(players) do if not spects:IsDormant() and spects:GetProp("m_iHealth") < 1 then target = EntityList.GetPlayerFromHandle(spects:GetProp("m_hObserverTarget")) if target == local_player then table.insert(spectators, spects:GetName()) end end end return spectators end get_theme = { [0] = function(x, y, w, col) Render.GradientBoxFilled(Vector2.new(x + w, y), Vector2.new(x + w / 2, y - 2), color(255, 234, 0, col.a), color(255, 0, 238, col.a), color(255, 234, 0, col.a), color(255, 0, 238, col.a)) Render.GradientBoxFilled(Vector2.new(x, y), Vector2.new(x + w / 2, y - 2), color(0, 200, 255, col.a), color(255, 0, 238, col.a), color(0, 200, 255, col.a), color(255, 0, 238, col.a)) end, [1] = function(x, y, w, col) Render.BoxFilled(Vector2.new(x, y), Vector2.new(x + w, y - 2), col) end, [2] = function(x, y, w, col, col2) Render.GradientBoxFilled(Vector2.new(x + w, y), Vector2.new(x + w / 2, y - 2), color(1, 1, 1, col2), col, color(1, 1, 1, col2), col) Render.GradientBoxFilled(Vector2.new(x, y), Vector2.new(x + w / 2, y - 2), color(1, 1, 1, col2), col, color(1, 1, 1, col2), col) end } local function get_box_alpha() return cfg.uisexbox_alpha:GetInt() end local function get_local_ping() local ping if EngineClient.IsConnected() == true then ping = math.floor(EngineClient.GetNetChannelInfo():GetLatency(0) * 1000) else ping = 0 end return ping end local function get_server_tick() local tick if EngineClient.IsConnected() == true then tick = math.floor(1.0 / GlobalVars.interval_per_tick) else tick = 0 end return tostring(tick) end local function get_custom_text_from_ui(text, ui_text) local results_text if ui_text:GetString() == "" then results_text = text else results_text = ui_text:GetString() end return tostring(results_text) end local function get_slowly_info() if last_time > GlobalVars.curtime then last_time = GlobalVars.curtime end if GlobalVars.curtime - last_time > 0.5 then last_time = GlobalVars.curtime table.insert(fps_info, 1 / GlobalVars.frametime) lag = ClientState.m_choked_commands delta = math.min(math.abs(AntiAim.GetCurrentRealRotation() - AntiAim.GetFakeRotation()) / 2, 58) end end local function adaptive_color(val) if val < 40 then return { 255, 255, 255 } end if val < 100 then return { 255, 125, 95 } end return { 255, 60, 80 } end local function render_adaptive_box(type, x, y, name, alpha) name_size = Render.CalcTextSize(name, font_size, font) line = uisexline_color:GetColor() if type == "watermark" then get_theme[cfg.uisexthemes:GetInt()](x - name_size.x - 16, y, name_size.x + 6, Color.new(uisexline_color:GetColor().r, uisexline_color:GetColor().g, uisexline_color:GetColor().b, 255 * alpha), 10 * alpha) Render.BoxFilled(Vector2.new(x - 10, y), Vector2.new(x - name_size.x - 16, y + 17), color(20, 20, 20, get_box_alpha() * alpha)) Render.Text(name, Vector2.new(x - name_size.x - 12.5, y + 2), text_color(alpha), font_size, font, cfg.uisextext_outline:GetBool()) end if type == "keybinds" then get_theme[cfg.uisexthemes:GetInt()](x, y, 150, Color.new(uisexline_color:GetColor().r, uisexline_color:GetColor().g, uisexline_color:GetColor().b, 255 * alpha), 10 * alpha) Render.BoxFilled(Vector2.new(x, y), Vector2.new(x + 150, y + 17), color(20, 20, 20, get_box_alpha() * alpha)) Render.Text(name, Vector2.new(x + 150 / 2 - name_size.x / 2, y + 2), text_color(alpha), font_size, font, cfg.uisextext_outline:GetBool()) end end local function gradient_rect(x, y, w, h) Render.GradientBoxFilled(Vector2.new(x, y), Vector2.new(x + w, y - h), color(134, 175, 255, 255), color(134, 175, 255, 255), color(134, 175, 255, 0), color(134, 175, 255, 0)) end local function gradient_background(x, y, w, h, color_1, color_2) Render.GradientBoxFilled(Vector2.new(x, y), Vector2.new(x + w / 2, y - h), color_2, color_1, color_2, color_1) Render.GradientBoxFilled(Vector2.new(x + w / 2, y), Vector2.new(x + w, y - h), color_1, color_2, color_1, color_2) end local function gradient_for_fake(x, y, w, h, color_1, color_2) Render.GradientBoxFilled(Vector2.new(x, y), Vector2.new(x - w, y - h / 2), color_2, color_2, color_1, color_1) Render.GradientBoxFilled(Vector2.new(x, y - h / 2), Vector2.new(x - w, y - h), color_1, color_1, color_2, color_2) end local function draw_fucking_box(x, y, w, text, style, line, line_color) text_size = Render.CalcTextSize(text, 12, font) + 10 + w if style == 1 then gradient_background(x - text_size.x, y + 19, text_size.x, 19, color(17, 17, 17, 80), color(17, 17, 17, 10)) end if style == 0 then Render.BoxFilled(Vector2.new(x - text_size.x, y), Vector2.new(x, y + 19), color(17, 17, 17, 100)) end Render.Text(text, Vector2.new(x - text_size.x + 5, y + 3), text_color(1), 12, font, cfg.uisextext_outline:GetBool()) if line and line_color == nil then return end if line == 0 then gradient_background(x - text_size.x, y + 20, text_size.x, 1, color(line_color[1], line_color[2], line_color[3], 255), color(line_color[1], line_color[2], line_color[3], 0)) end if line == 1 then gradient_for_fake(x - text_size.x, y + 19, 2, 19, color(line_color[1], line_color[2], line_color[3], 255), color(line_color[1], line_color[2], line_color[3], 0)) end end local function draw_fake() local fake_text = string.format("FAKE (%s°)", string.format("%.1f", delta)) local fake_color = {255 - delta * 4, 15 + delta * 4, 0} draw_fucking_box(screen_size.x - fake_dt_w - 10, 32, 0, fake_text, 1, 1, fake_color) end function draw_watermark() watermark_text = string.format("%s | %s | delay: %sms | %stick | %s", get_custom_text_from_ui("exodus", uisexcustom_cheat_name), get_custom_text_from_ui(cheat_username, uisexcustom_cheat_name), get_local_ping(), get_server_tick(), get_time()) render_adaptive_box("watermark", screen_size.x, 10, watermark_text, 1) end function draw_dt() fl_text = string.format("FL: %s", lag) if double_tap:GetBool() then fl_text = fl_text .. " | SHIFTING" end dt_text_size = Render.CalcTextSize(fl_text, 12, font) fake_dt_w = dt_text_size.x + 15 draw_fucking_box(screen_size.x - 10, 32, 0, fl_text, 0) end function draw_hz() hz_text = string.format("%sms", get_local_ping()) hz_text_size = Render.CalcTextSize(hz_text, 12, font) get_adap_col = adaptive_color(get_local_ping()) frame_color = {get_adap_col[1], get_adap_col[2], get_adap_col[3]} hz_io_w = hz_text_size.x + 15 draw_fucking_box(screen_size.x - 10, 57, 0, hz_text, 0, 0, frame_color) end function draw_io() cvar_fps_max = CVar.FindVar("fps_max"):GetInt() if #fps_info > 4 then table.remove(fps_info, 1) end draw_fucking_box(screen_size.x - hz_io_w - 10, 57, 25, "IO |", 0) if cvar_fps_max > 100 then fps_max = cvar_fps_max else fps_max = 100 end for i = 1, #fps_info do gradient_rect(screen_size.x - hz_io_w - 42 - i * 5 + 25, 72, 6, fps_info[i] / fps_max * 9) end end keybinds_alpha = 0 function draw_keybinds() binds = Cheat.GetBinds() keybinds_next_line = 0 keybinds_x, keybinds_y = cfg.uisexkeybinds_x:GetInt(), cfg.uisexkeybinds_y:GetInt() function render_binds(binds) if not binds:IsActive() then return end bind_name = binds:GetName() binds_state = string.format("[%s]", binds:GetValue()) binds_state_size = Render.CalcTextSize(binds_state, 12, font) Render.Text(bind_name, Vector2.new(keybinds_x + 1, keybinds_y + 21 + keybinds_next_line), text_color(1), 12, font, cfg.uisextext_outline:GetBool()) Render.Text(binds_state, Vector2.new(keybinds_x + 149 - binds_state_size.x, keybinds_y + 21 + keybinds_next_line), text_color(1), 12, font, cfg.uisextext_outline:GetBool()) keybinds_next_line = keybinds_next_line + 16 end if #binds > 0 or Cheat.IsMenuVisible() then keybinds_alpha = clamp(keybinds_alpha + (1 / .15) * GlobalVars.frametime, 0, 1) else keybinds_alpha = clamp(keybinds_alpha - (1 / .15) * GlobalVars.frametime, 0, 1) end render_adaptive_box("keybinds", keybinds_x, keybinds_y, "keybinds", keybinds_alpha) for i = 1, #binds do render_binds(binds[i]) end move(keybinds_x, keybinds_y, 150, 25 + 15 * #binds, cfg.uisexkeybinds_x, cfg.uisexkeybinds_y) end spectators_alpha = 0 function draw_spectators() spectators = get_spectators() spectators_next_line = 0 spectators_x, spectators_y = cfg.uisexspectators_x:GetInt(), cfg.uisexspectators_y:GetInt() function render_spectators(spectators_name) spectators_state = "[watching]" spectators_state_size = Render.CalcTextSize(spectators_state, 12, font) Render.Text(spectators_name, Vector2.new(spectators_x + 1, spectators_y + 21 + spectators_next_line), text_color(1), 12, font, cfg.uisextext_outline:GetBool()) Render.Text(spectators_state, Vector2.new(spectators_x + 149 - spectators_state_size.x, spectators_y + 21 + spectators_next_line), text_color(1), 12, font, cfg.uisextext_outline:GetBool()) spectators_next_line = spectators_next_line + 16 end if #spectators > 0 or Cheat.IsMenuVisible() then spectators_alpha = clamp(spectators_alpha + (1 / .15) * GlobalVars.frametime, 0, 1) else spectators_alpha = clamp(spectators_alpha - (1 / .15) * GlobalVars.frametime, 0, 1) end render_adaptive_box("keybinds", spectators_x, spectators_y, "spectators", spectators_alpha) for i = 1, #spectators do render_spectators(spectators[i]) end move(spectators_x, spectators_y, 150, 25 + 15 * #spectators, cfg.uisexspectators_x, cfg.uisexspectators_y) end ffi.cdef[[ typedef int(__fastcall* clantag_t)(const char*, const char*); ]] local fn_change_clantag = Utils.PatternScan("engine.dll", "53 56 57 8B DA 8B F9 FF 15") local set_clantag = ffi.cast("clantag_t", fn_change_clantag) local animation = { "3", "E><", "EX0", "EXO|)", "EXOD|_|", "EXODU$", "EXODUS˙", "EXODUS·", "EXODUS.", "EXODUS.ω", "EXODUS.Wτ", "EXODUS.WTƒ", "EXODUS.WTF", "EXODUS.WTF", "EXODUS.WTF", } local old_time = 0 local didonce = true local draw_autopeek = function() if cfg.glowautopeek:Get() == true then if EntityList.GetLocalPlayer() == nil then return end if EntityList.GetLocalPlayer():GetProp("m_iHealth") <= 0 then return end if Menu.FindVar("Miscellaneous", "Main", "Movement", "Auto Peek"):Get() == false then apeekorigin = EntityList.GetLocalPlayer():GetProp('m_vecOrigin') return end if not apeekorigin then return end for i = 1, 60 do local apeekval = 1/i if i <= 60 then apeekval = apeekval + 1.5 end apeekcolor = cfg.glowautopeek:GetColor() apeekcolor.a = apeekval/50 Render.Circle3DFilled(apeekorigin, 28, i / -2.5, apeekcolor) Render.Circle3DFilled(apeekorigin, 18, i / -2.6, apeekcolor) end end end function drawlogesowo() lua.color = Color.RGBA(255,255,255,255) if #lua.logs.stuff > 4 then table.remove(lua.logs.stuff, 1) end if not EngineClient.IsConnected() then lua.logs.stuff = {} return end for i, log in ipairs(lua.logs.stuff) do render.box(log.text,i*45,255) if log.time + 5 < GlobalVars.realtime then table.remove(lua.logs.stuff,i) end end end Cheat.RegisterCallback('draw', function() Menufunc() fast_recharge() drawlogesowo() if cfg.clantagcheckbox:GetBool() then local curtime = math.floor(GlobalVars.curtime) if old_time ~= curtime then set_clantag(animation[curtime % #animation+1], "EXODUS.WTF") end old_time = curtime didonce = false elseif not cfg.clantagcheckbox:GetBool() and not didonce then set_clantag(" ", " ") didonce = true end local_player_index = EngineClient.GetLocalPlayer() local_player = EntityList.GetClientEntity(local_player_index) lp = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) if not local_player then CVar.FindVar("hidehud"):SetInt(0) CVar.FindVar("r_drawvgui"):SetInt(1) return end if local_player:GetProp("m_iHealth") <= 0 then CVar.FindVar("hidehud"):SetInt(0) CVar.FindVar("r_drawvgui"):SetInt(1) return end if cfg.fakeflickescheck:Get() then local player = EntityList.GetLocalPlayer() if player == nil then return end local lp_origin = player:GetHitboxCenter(3) lp_origin = lp_origin + Vector.new(0, 0, 0) local lp_screen = Render.ScreenPosition(lp_origin) local viewangles = EngineClient.GetViewAngles() local closest_left = { length = nil, angle = nil, } for i = 20, 120, 10 do local trace_angle = lp_origin + Cheat.AngleToForward(QAngle.new(0, i + viewangles.yaw, 0)) * 100 local current_trace = EngineTrace.TraceRay(lp_origin, trace_angle, player, 0xFFFFFFFF) local screen_trace = Render.ScreenPosition(current_trace.endpos) local length = lp_origin:DistTo(current_trace.endpos) if closest_left.length == nil or length - 1 > closest_left.length then closest_left.length = length closest_left.angle = i end end local closest_right = { length = nil, angle = nil, } for i = -20, -120, -10 do local trace_angle = lp_origin + Cheat.AngleToForward(QAngle.new(0, i + viewangles.yaw, 0)) * 100 local current_trace = EngineTrace.TraceRay(lp_origin, trace_angle, player, 0xFFFFFFFF) local screen_trace = Render.ScreenPosition(current_trace.endpos) local length = lp_origin:DistTo(current_trace.endpos) if closest_right.length == nil or length - 1 > closest_right.length then closest_right.length = length closest_right.angle = i end end if math.abs(closest_left.angle) < math.abs(closest_right.angle) then flick_side = false dont_flick = false local trace_angle = lp_origin + Cheat.AngleToForward(QAngle.new(0, closest_left.angle + viewangles.yaw, 0)) * 100 local current_trace = EngineTrace.TraceRay(lp_origin, trace_angle, player, 0xFFFFFFFF) local screen_trace = Render.ScreenPosition(current_trace.endpos) --Render.Line(lp_screen, screen_trace, Color.new(1.0, 0.0, 0.0, 1.0)) -- print("Flicking left") elseif math.abs(closest_left.angle) > math.abs(closest_right.angle) then flick_side = true dont_flick = false local trace_angle = lp_origin + Cheat.AngleToForward(QAngle.new(0, closest_right.angle + viewangles.yaw, 0)) * 100 local current_trace = EngineTrace.TraceRay(lp_origin, trace_angle, player, 0xFFFFFFFF) local screen_trace = Render.ScreenPosition(current_trace.endpos) --Render.Line(lp_screen, screen_trace, Color.new(1.0, 0.0, 0.0, 1.0)) -- print("Flicking right") elseif math.abs(closest_left.angle) == math.abs(closest_right.angle) then dont_flick = true end end if EngineClient.IsConnected() == true then if cfg.indicators:GetBool() then drawIndicators() end if cfg.SkeetScope:GetBool() then SkeetScope() else CVar.FindVar("r_drawvgui"):SetInt(1) end if cfg.HudEnabled:GetBool() then drawHud() else if CVar.FindVar("hidehud"):GetInt() == 8 then CVar.FindVar("hidehud"):SetInt(0) end end if cfg.desyncarrows:GetBool() then manuals() end get_slowly_info() draw_autopeek() if cfg.uisexwindows:GetBool(1) then draw_watermark() end if cfg.uisexwindows:GetBool(2) then draw_spectators() end if cfg.uisexwindows:GetBool(3) then draw_keybinds() end if cfg.uisexwindows:GetBool(4) then draw_io() end if cfg.uisexwindows:GetBool(5) then draw_fake() end if cfg.uisexwindows:GetBool(6) then draw_dt() end if cfg.uisexwindows:GetBool(7) then draw_hz() end end end) local function get_closest_enemy() local best_dist = 190.0 local best_enemy = nil local me = EntityList.GetLocalPlayer() local local_origin = me:GetProp("DT_BaseEntity", "m_vecOrigin") local local_screen_orig = Render.ScreenPosition(local_origin) local screen = EngineClient.GetScreenSize() for idx = 1, GlobalVars.maxClients + 1 do local ent = EntityList.GetClientEntity(idx) if ent and ent:IsPlayer() then local player = ent:GetPlayer() local health = player:GetProp("DT_BasePlayer", "m_iHealth") if not player:IsTeamMate() and health > 0 and not player:IsDormant() then local origin = ent:GetProp("DT_BaseEntity", "m_vecOrigin") local screen_orig = Render.ScreenPosition(origin) local temp_dist = vec_distance(Vector2.new(screen.x / 2, screen.y / 2), screen_orig) if(temp_dist < best_dist) then best_dist = temp_dist best_enemy = ent end end end end return best_enemy end lastSentPos = Vector.new(0, 0, 0) Cheat.RegisterCallback("frame_stage", function() if cfg.LegsBreaker:GetBool() then if (GlobalVars.tickcount % 5 > 2.5) then Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Leg Movement"):SetInt(1) else Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Leg Movement"):SetInt(2) end end if (cfg.IdealTick:GetBool()) then ideal_tick( ) elseif not cfg.IdealTick:GetBool() and allow == true then double_tap:SetBool( false ) autopeekuwu:SetBool( false ) allow = false end local local_player = EngineClient.GetLocalPlayer() local player = EntityList.GetClientEntity(local_player) if EngineClient.IsConnected() and player and player:m_iHealth() > 0 and cfg.predict_improved:GetInt() > 0 then if cfg.predict_improved:GetInt() == 1 then cl_predictweapons:SetInt(0) cl_predict_basetoggles:SetInt(1) elseif cfg.predict_improved:GetInt() == 2 then cl_predictweapons:SetInt(0) cl_predict_basetoggles:SetInt(0) end else cl_predictweapons:SetInt(1) cl_predict_basetoggles:SetInt(1) end end) local miss_counter = 0 function antibrutesowosex(event) if event:GetName() == "weapon_fire" and cfg.antibrute:GetBool() then --Weapon Fire event later we run FOV check so we can make sure the bullet is on our direction! user_id = event:GetInt("userid", -1) user = EntityList.GetPlayerForUserID(user_id) local_player = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) --Get Entity player = local_player:GetPlayer() health = player:GetProp("DT_BasePlayer", "m_iHealth") if(health > 0) then -- if our player is alive we run the AntiBrute Logic! closest_enemy = get_closest_enemy() --Get Closest enemy based on distance if(closest_enemy ~= nil and user:EntIndex() == closest_enemy:EntIndex()) then if miss_counter >= tablelength(items.menu) then miss_counter = 0 end miss_counter = miss_counter + 1 --Basic so we calculate missed shots of enemy also some checks so if we get hit don't run the code! if cfg.logsowoowowowo:GetBool(3) then table.insert(lua.logs.stuff,{text = "Changed Anti-Bruteforce to phase #" .. miss_counter .. "(" .. items.menu[miss_counter]:Get() .. "°)" ,time = GlobalVars.realtime}) print("[exodus] Changed Anti-Bruteforce to phase #" .. miss_counter .. "(" .. items.menu[miss_counter]:Get() .. "°)") end if miss_counter % 2 == 0 then Menu_invert_side:SetBool(true) else Menu_invert_side:SetBool(false) end AntiAim.OverrideLimit(items.menu[miss_counter]:Get()) end end end end Cheat.RegisterCallback('events', function(event) antibrutesowosex(event) if not cfg.logsowoowowowo:GetBool(1) then return end if event:GetName()~="item_purchase" then return end local player = EntityList.GetPlayerForUserID(event:GetInt("userid", 0)) if not player then return end EntityList.GetLocalPlayer():GetName() local name = player:GetName() if name == EntityList.GetLocalPlayer():GetName() then return end sex = string.gsub(event:GetString("weapon"),"weapon_","") sex2 = string.gsub(sex,"item_","") if sex2 == "unknown" then return end table.insert(lua.logs.stuff,{text = name.." bought "..sex2 ,time = GlobalVars.realtime}) print('[exodus] '.. name.." bought "..sex2) end) Cheat.RegisterCallback("destroy", function() CVar.FindVar("r_drawvgui"):SetInt(1) end) print(' √ Succesfully Loaded EXODUS') print(' Welcome, ' .. Cheat:GetCheatUserName() .. "!" ) print(' LAST UPDATED: 3/6/2022') end days = "Lifetime" EngineClient.ExecuteClientCmd("clear") print('███████╗██╗ ██╗ ██████╗ ██████╗ ██╗ ██╗███████╗') print('██╔════╝╚██╗██╔╝██╔═══██╗██╔══██╗██║ ██║██╔════╝') print('█████╗ ╚███╔╝ ██║ ██║██║ ██║██║ ██║███████╗') print('██╔══╝ ██╔██╗ ██║ ██║██║ ██║██║ ██║╚════██║') print('███████╗██╔╝ ██╗╚██████╔╝██████╔╝╚██████╔╝███████║') print('╚══════╝╚═╝ ╚═╝ ╚═════╝ ╚═════╝ ╚═════╝ ╚══════╝') loadsex()
resolver.lua:--[[ We're no strangers to love You know the rules and so do I A full commitment's what I'm thinking of You wouldn't get this from any other guy I just wanna tell you how I'm feeling Gotta make you understand Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you We've known each other for so long Your heart's been aching but you're too shy to say it Inside we both know what's been going on We know the game and we're gonna play it And if you ask me how I'm feeling Don't tell me you're too blind to see Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you Never gonna give, never gonna give (Give you up) We've known each other for so long Your heart's been aching but you're too shy to say it Inside we both know what's been going on We know the game and we're gonna play it I just wanna tell you how I'm feeling Gotta make you understand Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye ]]-- --[[ You got jebaited You got, you got jebaited You got jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) ]]-- --[[ Ahhhh, ya ya yaaah, ya ya yah yah ya yaaah. Oh oh oh oh oooh, oh ya yah, ya ya yah yah ya yah. Ye ye ye ye ye, ye ye yeh, ye ye yeh. Oh oh oh oh oooh. Ye ye ye ye ye, ye ye yeh, ye ye yeh. Oh oh oh oh oooh, lololol. Oh oh oooh oooh, la lah. Na na na na nah na na nah na na nah na na nah na na nah. Na na na na nan na na nan, na na nah, na na na na nah. Na na na na naaaaah, na na naaaah... Na na nah nah na na. Lololololoooool, la la lah. La la lah lah la lah. Oh oh oh oh oh, oh oh oh, oh oh oh. Oh oh oh oh oh. Oh oh oh oh oh, oh oh oh, oh oh oh, Lololololol! Ah-eeeeeee, ee-ee-eeeh! La la lah lah la lah. Oh oh oh oh oooh, bop a-da da da dah da da dah. Da da dah dah da dah. Lolololo lol, lololol, lololol. La la la la lah. Trololololol, lololol, lololol, Oh ha ha ha oh! Oh ha ha ha oh! Oh ha ha ha oh! Oh ha ha ha oh! Lolololololol, lolololololol, lolololololol, lolololol! Laah la la lah, la la lah lah la lah. Lololololol, la la lah, la la lah lah la lah. Lololololol, lololol, lololol, oh oh oh oh oh. Lololololol, lololol, lololol, oh oh oh oh oooooooh! ]]-- --[[ Ah, yeah, ah, yeah I got this feelin' inside my bones It goes electric, wavy when I turn it on All through my city, all through my home We're flyin' up, no ceilin', when we in our zone I got that sunshine in my pocket Got that good soul in my feet I feel that hot blood in my body when it drops (ooh) I can't take my eyes up off it, movin' so phenomenally Room on lock, the way we rock it, so don't stop And under the lights when everything goes Nowhere to hide when I'm gettin' you close When we move, well, you already know So just imagine, just imagine, just imagine Nothin' I can see but you when you dance, dance, dance Feel a good, good creepin' up on you So just dance, dance, dance, come on All those things I shouldn't do But you dance, dance, dance And ain't nobody leavin' soon, so keep dancin' I can't stop the feelin' So just dance, dance, dance I can't stop the feelin' So just dance, dance, dance, come on Ooh, it's something magical It's in the air, it's in my blood, it's rushin' on (rushin' on) I don't need no reason, don't need control (need control) I fly so high, no ceiling, when I'm in my zone 'Cause I got that sunshine in my pocket Got that good soul in my feet I feel that hot blood in my body when it drops (ooh) I can't take my eyes up off it, moving so phenomenally Room on lock, the way we rock it, so don't stop (stop, stop, stop) Under the lights when everything goes Nowhere to hide when I'm gettin' you close When we move, well, you already know So just imagine, just imagine, just imagine Nothing I can see but you when you dance, dance, dance Feel a good, good, creepin' up on you So just dance, dance, dance, come on All those things I shouldn't do But you dance, dance, dance And ain't nobody leavin' soon, so keep dancin' I can't stop the feelin' So just dance, dance, dance I can't stop the feelin' So just dance, dance, dance I can't stop the feelin' So just dance, dance, dance I can't stop the feelin' (yeah) So keep dancin', come on Oh, yeah, yeah I can't stop the, I can't stop the I can't stop the, I can't stop the I can't stop the feelin' Nothin' I can see but you when you dance, dance, dance (I can't stop the feelin') Feel the good, good, creepin' up on you So just dance, dance, dance, come on (I can't stop the feelin') All those things I shouldn't do But you dance, dance, dance (dance, dance, dance) (I can't stop the feelin') And ain't nobody leavin' soon, so keep dancin' Everybody sing (I can't stop the feelin') Got this feeling in my body (I can't stop the feelin') Got this feeling in my body (I can't stop the feelin') Wanna see you move your body (I can't stop the feelin') Got this feelin' in my body Break it down Got this feelin' in my body (ah) Can't stop the feelin' Got this feelin' in my body, come on (ooh) ]]-- --[[ Parca isi face din adins buzele cu rosu inchis E perfecta m-a convins vai vai vai vai Iti vine sa-i mananci ochii aia dulci dulci S-o seduci s-o iei sa fugi vai vai vai vai Si-a deschis portile raiul si-a iesit din el Frumusete de femeie zici ca-i top model Mi-a impartit inima in doua jumate-i la ea Aratati-mi ce om poate sa traiasca asa Parca isi face din adins buzele cu rosu inchis E perfecta m-a convins vai vai vai vai Iti vine sa-i mananci ochii aia dulci dulci S-o seduci s-o iei sa fugi vai vai vai vai Doamne Doamne ce comoara am descoperit S-a indragostit nebunul s-a indragostit As face din ziua noapte daca as putea Sa schimb in realitate visele cu ea Parca isi face din adins buzele cu rosu inchis Iti vine sa-i mananci ochii aia dulci dulci S-o seduci s-o iei sa fugi vai vai vai vai Parca isi face din adins buzele cu rosu inchis E perfecta m-a convins vai vai vai vai Iti vine sa-i mananci ochii aia dulci dulci S-o seduci s-o iei sa fugi vai vai vai vai Parca isi face din adins buzele cu rosu inchis E perfecta m-a convins vai vai vai vai Iti vine sa-i mananci ochii aia dulci dulci S-o seduci s-o iei sa fugi vai vai vai vai ]]-- --[[ Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice ]]-- local string = "sex" local vers = "1.97b" local randomtext = { "Debug", "de_debug", "we do a little debugging", "Debugger", "sm_debug", "laff laff debug debug du hurensohn", "Approved By The FBI", "Why are you reading this?", "staymad", "sm_sitez", "Are orphans parented to nil???", "''give me the resolver for free duh''", "marco_1 - Today at 3:48 PM smok cock", "I Want Chlenix1337", "Ench - Today at 3:50 PM Nice cock bro!", "es0 fix glow pls", "EXODUS OWNER - Today at 4:05 PM yessir show cock", "https://filelist.ro/", "https://gamesense.is/", "YOOO Candice just Died :(", "Twinkle twinkle little star kill that nigga not so far", "you cant override cheat fuctions by using ffi bruh", "nl don't have api for resolver lmao", "bush did 911", "i love bbc(news)", "fatherless detected", "invest 5 dollars in exodus coin - 9 years ago", "xane exit scam", "SPDI - Today at 3:51 PM You can’t fck with me", "add Biddle#8678 on discord for free v-bucks", "-Fixed soufiw iq", "Aimjunkies resolver loaded successfully", "JZ REZOLVER*", "Dacota - Today at 10:59 PM i'am nl api creator", "successfully ratted by soufiw", "go to pornhub.com to activate free v-bucks generator", "(missed shot due to spead) SmoK fix this 'that would be an autostop lua' ", "gamesneeze - stop hitting 1ks", "15 second countdown activated", "VANTED — Today at 5:03 PM But they don’t know how to shot on the head", "doxbin.com", "Neverlose v3 loaded", "Sh4r3c4t Today 18:53: p resolver update", "fixed soufiw laziness by loading (Reslover.lua)", "download onetap v5" } local function randosex() return randomtext[Utils.RandomInt(1, #randomtext)]:gsub('\"', '') end function loadsex() local fired = 0 local hit = 0 local missed = 0 -- rage functions local logo = "https://cdn.discordapp.com/attachments/724013648938401844/956537677023436821/Misnik.png" local logo_size = Vector2.new(35, 35) local image_get = Http.Get(logo) local seconds = 0 -- don't touch local minutes = 0 -- don't touch local hours = 0 -- don't touch local last_time = GlobalVars.realtime local logo_picture = Render.LoadImage(image_get, logo_size) local function Menu_addon() if last_time > GlobalVars.realtime then last_time = GlobalVars.realtime end ooga = GlobalVars.realtime - last_time if ooga > 1 then last_time = GlobalVars.realtime seconds = seconds + 1 end if seconds > 59 then seconds = 0 minutes = minutes + 1 elseif minutes > 59 then minutes = 0 hours = hours + 1 elseif hours > 59 then hours = 0 end if(not Cheat.IsMenuVisible())then return end local Menu_sz = Render.GetMenuSize() local Menu_pos = Render.GetMenuPos() local saiz = math.floor((Menu_sz.x + Menu_sz.y) / 93) text_size = Render.CalcTextSize("Resolver.lua || Current Version: 0.000 | Loaded for: %s:%s:%s", saiz) Render.BoxFilled(Vector2.new(Menu_pos.x,Menu_pos.y - 7), Vector2.new(Menu_pos.x + Menu_sz.x, Menu_pos.y - 50), Color.new(0.1, 0.1, 0.1, 0.8)) Render.Image(logo_picture, Vector2.new(Menu_pos.x + 10,Menu_pos.y - 45), logo_size) Render.Text(string.format("Resolver.lua || Current Version: %s | Loaded for: %s:%s:%s", vers , math.floor(hours), math.floor(minutes), math.floor(seconds)), Vector2.new(Menu_pos.x + Menu_sz.x / 2 - text_size.x / 2,Menu_pos.y - text_size.y * 2.3), Color.new(1.0, 1.0, 1.0, 1.0), saiz, true) end local print_index = ""; -- rage functions local c_rage = { -- unfinished ragebot update_misses = function(shot) if shot.reason == 1 then missed = missed + 1 end end, -- check shots ( will update soon ) check_shots = function(event) if event:GetName() ~= "player_death" then return end local me = EntityList.GetLocalPlayer() local victim = EntityList.GetPlayerForUserID(event:GetInt("userid")) local attacker = EntityList.GetPlayerForUserID(event:GetInt("attacker")) if victim == attacker or attacker ~= me then return end -- reset shots if the player we missed at died missed = 0 end, -- prefer head conditions prefer_head_condition = function() local hitboxes = { head = 0, -- head = 0 neck = 1, pelvis = 2, stomach = 3, lower_chest = 4, chest = 5, upper_chest = 6, right_thigh = 7, left_thigh = 8, right_calf = 9, left_calf = 10, right_foot = 11, left_foot = 12, right_hand = 13, left_hand = 14, right_upper_arm = 15, right_forearm = 16, left_upper_arm = 17, left_forearm = 18, } -- weapons local weapons = { scout = 40, awp = 9, } -- get velocity function get_velocity = function(index) -- x x = index:GetProp("DT_BasePlayer", "m_vecVelocity[0]") -- y y = index:GetProp("DT_BasePlayer", "m_vecVelocity[1]") --z z = index:GetProp("DT_BasePlayer", "m_vecVelocity[2]") if x == nil then return end -- calculate and complete velocity return math.sqrt(x*x + y*y + z*z) end -- get players if 1 < 2 then local players = EntityList.GetPlayers() -- check if the player is in pairs of players for i, player in pairs(players) do -- get localplayer local LocalPlayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) -- check if localplayer exists if LocalPlayer == nil then return end -- we dont want to run our ragebot featuers on our teammates if not player:IsTeamMate() then -- get player local player = player:GetPlayer(); -- get local player local get_local_player = EngineClient.GetLocalPlayer() -- get local player from client entity local local_player1 = EntityList.GetClientEntity(get_local_player) -- get player local local local_player = local_player1:GetPlayer() -- check if we can fire bullet from our origin to enemy origin local bullet = Cheat.FireBullet(local_player, local_player:GetProp("m_vecOrigin"), player:GetProp("m_vecOrigin")) -- get index local index = player:EntIndex(); -- get duck amount local m_flDuckAmount = player:GetProp("DT_BasePlayer", "m_flDuckAmount") -- get enemy health local m_iHealth = player:GetProp("m_iHealth") -- get velocity of player local player_velocity = math.floor(get_velocity(player)) -- get player view angles local view_angles = player:GetRenderAngles() -- get active weapon of localplayer local weapon = local_player:GetActiveWeapon() -- getplayer pitch local pitch = player:GetProp("m_angEyeAngles[0]"); -- no weapon return if weapon == nil then return end -- get weapon damage local weapon_damage = weapon:GetWeaponDamage() -- if the player is alive, is lethal and the active weapon is scout then run the code if (m_iHealth > 0 and m_iHealth < weapon_damage) and weapon:GetProp("m_iItemDefinitionIndex") == 40 then for j = 0, 1 and 7, 18 do -- only shoot body hitboxes not head or legs RageBot.SetTargetPriority(index, 100) -- set target priority print_index = "index: " .. index RageBot.EnableHitbox(index, j, false) -- disable head and leg hitboxes end end local enemy = player[i]; local cur_e = enemy:GetProp("m_vecOrigin") local cur_fov = math.abs(normalize_yaw(calc_shit(lx - cur_e.x, ly - cur_e.y) - view_y + 180)) if cur_fov < fov or missed > 0 then RageBot.ForceHitboxSafety(index, 0) end if missed >= 2 then for j = 0, 1 and 7, 18 do -- only shoot body hitboxes not head or legs RageBot.EnableHitbox(index, j, false) -- disable head and leg hitboxes end end -- holding awp if weapon:GetProp("m_iItemDefinitionIndex") == 9 then for j = 2, 6 do -- prioritize body RageBot.SetTargetPriority(index, 100) -- set target priority RageBot.SetHitboxPriority(index, j, 100) end end -- if the players pitch is higher than 9 and less than 21 we can assume the player is legit antiaiming/holding e if pitch > 9 and pitch < 21 then -- holding e and not a bot prefer head if player:GetPlayerInfo().fakeplayer then return end for j = 0, 1 do -- head priority RageBot.SetHitboxPriority(index, j, 1000) end end end end end end, } local da = randosex(); local days = "Lifetime" local resdbg = Menu.Switch(da, "Resolver Debug", false) subssex = Menu.Text(da, days .. " Days Remaining") local ffi = require 'ffi' ffi.cdef[[ typedef void*(__thiscall* get_client_entity_t_128481294812948)(void*, int); struct CCSGOPlayerAnimstate_128481294812948 { char pad[3]; char m_bForceWeaponUpdate; char pad1[91]; void* m_pBaseEntity; void* m_pActiveWeapon; void* m_pLastActiveWeapon; float m_flLastClientSideAnimationUpdateTime; int m_iLastClientSideAnimationUpdateFramecount; float m_flAnimUpdateDelta; float m_flEyeYaw; float m_flPitch; float m_flGoalFeetYaw; float m_flCurrentFeetYaw; float m_flCurrentTorsoYaw; float m_flUnknownVelocityLean; float m_flLeanAmount; char pad2[4]; float m_flFeetCycle; float m_flFeetYawRate; char pad3[4]; float m_fDuckAmount; float m_fLandingDuckAdditiveSomething; char pad4[4]; float m_vOriginX; float m_vOriginY; float m_vOriginZ; float m_vLastOriginX; float m_vLastOriginY; float m_vLastOriginZ; float m_vVelocityX; float m_vVelocityY; char pad5[4]; float m_flUnknownFloat1; char pad6[8]; float m_flUnknownFloat2; float m_flUnknownFloat3; float m_flUnknown; float m_flSpeed2D; float m_flUpVelocity; float m_flSpeedNormalized; float m_flFeetSpeedForwardsOrSideWays; float m_flFeetSpeedUnknownForwardOrSideways; float m_flTimeSinceStartedMoving; float m_flTimeSinceStoppedMoving; bool m_bOnGround; bool m_bInHitGroundAnimation; float m_flTimeSinceInAir; float m_flLastOriginZ; float m_flLastOriginZ; float m_flHeadHeightOrOffsetFromHittingGroundAnimation; }; ]] local entity_list = ffi.cast(ffi.typeof("void***"), Utils.CreateInterface("client.dll", "VClientEntityList003")) local get_client_entity = ffi.cast("get_client_entity_t_128481294812948", entity_list[0][3]) -- Caching common functions local entity_get_local_player = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) local ffi_cast = ffi.cast -- Magic numbers local start_falling_time = 0.359375 local end_falling_time = 1.15625 local falling_time = 0 local simulated_server_jump_fall = 0 -- I really don't like this part of the code local jumping = false local reset = false local reset2 = false local reset3 = false function brutemain() local players = EntityList:GetPlayers() for i, player in pairs(players) do if player:IsTeamMate() then return end enemy_entity = player:GetPlayer() enemy_player = enemy_entity; speed_x = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]") speed_y = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]") speed = math.sqrt(speed_x * speed_x + speed_y * speed_y) local enemyplayer = player:GetPlayer() if not enemyplayer then return end local bOnGround = bit.band(enemyplayer:GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0 if not bOnGround then reset = false end end end function brutemove() local players = EntityList:GetPlayers() for i, player in pairs(players) do if player:IsTeamMate() then return end enemy_entity = player:GetPlayer() enemy_player = enemy_entity; speed_x = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]") speed_y = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]") speed = math.sqrt(speed_x * speed_x + speed_y * speed_y) if speed < 2 then return end local enemyplayer = player:GetPlayer() if not enemyplayer then return end local bOnGround = bit.band(enemyplayer:GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0 if not bOnGround then reset2 = false end end end function bruteair() local players = EntityList:GetPlayers() for i, player in pairs(players) do if player:IsTeamMate() then return end enemy_entity = player:GetPlayer() enemy_player = enemy_entity; speed_x = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]") speed_y = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]") local on_ground = bit.band(enemy_player:GetProp('m_fFlags'), 1) ~= 0 speed = math.sqrt(speed_x * speed_x + speed_y * speed_y) if on_ground then return end local enemyplayer = player:GetPlayer() if not enemyplayer then return end local bOnGround = bit.band(enemyplayer:GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0 if not bOnGround then reset3 = false end end end -- I really don't like this part of the code function Round(num, dp) --[[ round a number to so-many decimal of places, which can be negative, e.g. -1 places rounds to 10's, examples 173.2562 rounded to 0 dps is 173.0 173.2562 rounded to 2 dps is 173.26 173.2562 rounded to -1 dps is 170.0 ]]-- local mult = 10^(dp or 0) return math.floor(num * mult + 0.5)/mult end function logicmain() local players = EntityList:GetPlayers() for i, player in pairs(players) do if player:IsTeamMate() then goto continue end if player:GetProp("m_lifeState") == true then goto continue end if player:IsDormant() then goto continue end local enemy_entity = player:GetPlayer() local enemyplayer = player:GetPlayer():EntIndex() local enemy_player = player if not enemyplayer then return end enemy_player:SetProp("m_flPoseParameter", 1, 6) local player_ptr = ffi_cast("void***", get_client_entity(entity_list, enemyplayer)) local animstate_ptr = ffi_cast("char*" , player_ptr) + 0x9960 local animstate = ffi_cast("struct CCSGOPlayerAnimstate_128481294812948**", animstate_ptr)[0] enemy_player = enemy_entity; speed_x = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]") speed_y = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]") speed = math.sqrt(speed_x * speed_x + speed_y * speed_y) local enemyplayer = player:GetPlayer() if not enemyplayer then return end local bOnGround = bit.band(enemyplayer:GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0 local in_hit_ground_animation = animstate.m_bInHitGroundAnimation local head_height_or_offset_from_hitting_ground_animation = animstate.m_flHeadHeightOrOffsetFromHittingGroundAnimation if in_hit_ground_animation then if head_height_or_offset_from_hitting_ground_animation and jumping and not reset then entity_set_prop(enemyplayer, 'm_flPoseParameter', 1, 12) end end ::continue:: end end function logicmove() local players = EntityList:GetPlayers() for i, player in pairs(players) do if player:IsTeamMate() then goto continue end if player:GetProp("m_lifeState") == true then goto continue end if player:IsDormant() then goto continue end local enemy_entity = player:GetPlayer() local enemyplayer = player:GetPlayer():EntIndex() local enemy_player = player if not enemyplayer then return end enemy_player:SetProp("m_flPoseParameter", 1, 6) local player_ptr = ffi_cast("void***", get_client_entity(entity_list, enemyplayer)) local animstate_ptr = ffi_cast("char*" , player_ptr) + 0x9960 local animstate = ffi_cast("struct CCSGOPlayerAnimstate_128481294812948**", animstate_ptr)[0] enemy_player = enemy_entity; speed_x = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]") speed_y = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]") speed = math.sqrt(speed_x * speed_x + speed_y * speed_y) local enemyplayer = player:GetPlayer() if not enemyplayer then return end local bOnGround = bit.band(enemyplayer:GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0 if speed < 2 then return end local in_hit_ground_animation = animstate.m_bInHitGroundAnimation local head_height_or_offset_from_hitting_ground_animation = animstate.m_flHeadHeightOrOffsetFromHittingGroundAnimation if in_hit_ground_animation then if head_height_or_offset_from_hitting_ground_animation and jumping and not reset2 then entity_set_prop(enemyplayer, 'm_flPoseParameter', 1, 12) end end ::continue:: end end function logicair() local players = EntityList:GetPlayers() for i, player in pairs(players) do if player:IsTeamMate() then goto continue end if player:GetProp("m_lifeState") == true then goto continue end if player:IsDormant() then goto continue end local enemy_entity = player:GetPlayer() local enemyplayer = player:GetPlayer():EntIndex() local enemy_player = player if not enemyplayer then return end enemy_player:SetProp("m_flPoseParameter", 1, 6) local player_ptr = ffi_cast("void***", get_client_entity(entity_list, enemyplayer)) local animstate_ptr = ffi_cast("char*" , player_ptr) + 0x9960 local animstate = ffi_cast("struct CCSGOPlayerAnimstate_128481294812948**", animstate_ptr)[0] enemy_player = enemy_entity; speed_x = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]") speed_y = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]") speed = math.sqrt(speed_x * speed_x + speed_y * speed_y) local enemyplayer = player:GetPlayer() if not enemyplayer then return end local bOnGround = bit.band(enemyplayer:GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0 if bOnGround then return end local in_hit_ground_animation = animstate.m_bInHitGroundAnimation local head_height_or_offset_from_hitting_ground_animation = animstate.m_flHeadHeightOrOffsetFromHittingGroundAnimation if in_hit_ground_animation then if head_height_or_offset_from_hitting_ground_animation and jumping and not reset3 then entity_set_prop(enemyplayer, 'm_flPoseParameter', 1, 12) end end ::continue:: end end local yaw2 = 0 Resolvedetectsimple = function() local players = EntityList:GetPlayers() for i, player in pairs(players) do if player:IsTeamMate() then goto continue end if player:GetProp("m_lifeState") == true then goto continue end if player:IsDormant() then goto continue end local pitch = player:GetProp("m_angEyeAngles[0]"); local name = player:GetName() local pitch = player:GetProp("m_angEyeAngles[0]"); if pitch < 33 then if pitch == 0 then yaw2 = player:GetProp("m_angEyeAngles[1]"); else yaw2 = 0 end else yaw2 = player:GetProp("m_angEyeAngles[1]"); end local name = player:GetName() -- print(string.format("%s, pitch: %s", name, pitch)) if pitch > 82 and pitch < 89 then return "Anim+" else return "" end ::continue:: end end Resolvedetectdetailed = function() local players = EntityList:GetPlayers() for i, player in pairs(players) do if player:IsTeamMate() then goto continue end if player:GetProp("m_lifeState") == true then goto continue end if player:IsDormant() then goto continue end local pitch = player:GetProp("m_angEyeAngles[0]"); local name = player:GetName() local pitch = player:GetProp("m_angEyeAngles[0]"); yaw2 = player:GetProp("m_angEyeAngles[1]"); local name = player:GetName() -- print(string.format("%s, pitch: %s", name, pitch)) if pitch > 82 and pitch < 89 then return string.format("D: %s, P: %s", Round(math.min(yaw2 / 3, 58), 2), math.floor(pitch) ) else return "" end ::continue:: end end local yaw = 0 Cheat.RegisterCallback("draw", function() Menu_addon() if resdbg:GetBool() then local players = EntityList:GetPlayers() local caca = 0 for i, player in pairs(players) do if player:IsTeamMate() then goto continue end if player:GetProp("m_lifeState") == true then goto continue end if player:IsDormant() then goto continue end local pitch = player:GetProp("m_angEyeAngles[0]"); yaw = player:GetProp("m_angEyeAngles[1]"); local name = player:GetName() caca = caca + 30 Render.Text(string.format("%s, Desync Angle: %s, pitch: %s", name, Round(math.min(yaw / 3, 58), 2), math.floor(pitch) ), Vector2.new(25, 400 + caca), Color.new(0, 1, 0, 1), 24, true) ::continue:: end end end) ESP.CustomText("Anim+ Simple", "enemies", "Anim+", function(ent) return Resolvedetectsimple() end) ESP.CustomText("Anim+ Detailed", "enemies", "D: 0, P: 0", function(ent) return Resolvedetectdetailed() end) Cheat.RegisterCallback('events', function(event) if missed ~= 0 then reset = true reset2 = true reset3 = true end -- print(tostring(reset) .. "; " .. tostring(reset2) .. "; " .. tostring(reset3) .. "; " .. tostring(missed)) end) Cheat.RegisterCallback('createmove', function() brutemain() brutemove() bruteair() logicmain() logicmove() logicair() end) Cheat.RegisterCallback('pre_prediction', function() brutemove() logicmove() end) Cheat.RegisterCallback('frame_stage', function() bruteair() logicair() end) Cheat.RegisterCallback('registered_shot', function(shot) c_rage.update_misses(shot) local reason = shot.reason end) print(' √ Succesfully Loaded RESOLVER.LUA') print(' Welcome, ' .. Cheat:GetCheatUserName() .. "!" ) print(' LAST UPDATED: 3/10/2022') end EngineClient.ExecuteClientCmd("clear") print('██████╗ ███████╗███████╗ ██████╗ ██╗ ██╗ ██╗███████╗██████╗ ██╗ ██╗ ██╗ █████╗ ') print('██╔══██╗██╔════╝██╔════╝██╔═══██╗██║ ██║ ██║██╔════╝██╔══██╗ ██║ ██║ ██║██╔══██╗') print('██████╔╝█████╗ ███████╗██║ ██║██║ ██║ ██║█████╗ ██████╔╝ ██║ ██║ ██║███████║') print('██╔══██╗██╔══╝ ╚════██║██║ ██║██║ ╚██╗ ██╔╝██╔══╝ ██╔══██╗ ██║ ██║ ██║██╔══██║') print('██║ ██║███████╗███████║╚██████╔╝███████╗╚████╔╝ ███████╗██║ ██║██╗███████╗╚██████╔╝██║ ██║') print('╚═╝ ╚═╝╚══════╝╚══════╝ ╚═════╝ ╚══════╝ ╚═══╝ ╚══════╝╚═╝ ╚═╝╚═╝╚══════╝ ╚═════╝ ╚═╝ ╚═╝') loadsex()
ок АВЖФВАХФЫХВФХАХВФХФЭту парашу вскрыл вообще я, почему ты выложил обфуцированный код если я китайцам сливал без обфускации + вырезал отправку запросов на его сервер
exodus.lua:--[[ We're no strangers to love You know the rules and so do I A full commitment's what I'm thinking of You wouldn't get this from any other guy I just wanna tell you how I'm feeling Gotta make you understand Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you We've known each other for so long Your heart's been aching but you're too shy to say it Inside we both know what's been going on We know the game and we're gonna play it And if you ask me how I'm feeling Don't tell me you're too blind to see Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you Never gonna give, never gonna give (Give you up) We've known each other for so long Your heart's been aching but you're too shy to say it Inside we both know what's been going on We know the game and we're gonna play it I just wanna tell you how I'm feeling Gotta make you understand Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye ]]-- --[[ You got jebaited You got, you got jebaited You got jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) ]]-- --[[ Ahhhh, ya ya yaaah, ya ya yah yah ya yaaah. Oh oh oh oh oooh, oh ya yah, ya ya yah yah ya yah. Ye ye ye ye ye, ye ye yeh, ye ye yeh. Oh oh oh oh oooh. Ye ye ye ye ye, ye ye yeh, ye ye yeh. Oh oh oh oh oooh, lololol. Oh oh oooh oooh, la lah. Na na na na nah na na nah na na nah na na nah na na nah. Na na na na nan na na nan, na na nah, na na na na nah. Na na na na naaaaah, na na naaaah... Na na nah nah na na. Lololololoooool, la la lah. La la lah lah la lah. Oh oh oh oh oh, oh oh oh, oh oh oh. Oh oh oh oh oh. Oh oh oh oh oh, oh oh oh, oh oh oh, Lololololol! Ah-eeeeeee, ee-ee-eeeh! La la lah lah la lah. Oh oh oh oh oooh, bop a-da da da dah da da dah. Da da dah dah da dah. Lolololo lol, lololol, lololol. La la la la lah. Trololololol, lololol, lololol, Oh ha ha ha oh! Oh ha ha ha oh! Oh ha ha ha oh! Oh ha ha ha oh! Lolololololol, lolololololol, lolololololol, lolololol! Laah la la lah, la la lah lah la lah. Lololololol, la la lah, la la lah lah la lah. Lololololol, lololol, lololol, oh oh oh oh oh. Lololololol, lololol, lololol, oh oh oh oh oooooooh! ]]-- --[[ Ah, yeah, ah, yeah I got this feelin' inside my bones It goes electric, wavy when I turn it on All through my city, all through my home We're flyin' up, no ceilin', when we in our zone I got that sunshine in my pocket Got that good soul in my feet I feel that hot blood in my body when it drops (ooh) I can't take my eyes up off it, movin' so phenomenally Room on lock, the way we rock it, so don't stop And under the lights when everything goes Nowhere to hide when I'm gettin' you close When we move, well, you already know So just imagine, just imagine, just imagine Nothin' I can see but you when you dance, dance, dance Feel a good, good creepin' up on you So just dance, dance, dance, come on All those things I shouldn't do But you dance, dance, dance And ain't nobody leavin' soon, so keep dancin' I can't stop the feelin' So just dance, dance, dance I can't stop the feelin' So just dance, dance, dance, come on Ooh, it's something magical It's in the air, it's in my blood, it's rushin' on (rushin' on) I don't need no reason, don't need control (need control) I fly so high, no ceiling, when I'm in my zone 'Cause I got that sunshine in my pocket Got that good soul in my feet I feel that hot blood in my body when it drops (ooh) I can't take my eyes up off it, moving so phenomenally Room on lock, the way we rock it, so don't stop (stop, stop, stop) Under the lights when everything goes Nowhere to hide when I'm gettin' you close When we move, well, you already know So just imagine, just imagine, just imagine Nothing I can see but you when you dance, dance, dance Feel a good, good, creepin' up on you So just dance, dance, dance, come on All those things I shouldn't do But you dance, dance, dance And ain't nobody leavin' soon, so keep dancin' I can't stop the feelin' So just dance, dance, dance I can't stop the feelin' So just dance, dance, dance I can't stop the feelin' So just dance, dance, dance I can't stop the feelin' (yeah) So keep dancin', come on Oh, yeah, yeah I can't stop the, I can't stop the I can't stop the, I can't stop the I can't stop the feelin' Nothin' I can see but you when you dance, dance, dance (I can't stop the feelin') Feel the good, good, creepin' up on you So just dance, dance, dance, come on (I can't stop the feelin') All those things I shouldn't do But you dance, dance, dance (dance, dance, dance) (I can't stop the feelin') And ain't nobody leavin' soon, so keep dancin' Everybody sing (I can't stop the feelin') Got this feeling in my body (I can't stop the feelin') Got this feeling in my body (I can't stop the feelin') Wanna see you move your body (I can't stop the feelin') Got this feelin' in my body Break it down Got this feelin' in my body (ah) Can't stop the feelin' Got this feelin' in my body, come on (ooh) ]]-- --[[ Parca isi face din adins buzele cu rosu inchis E perfecta m-a convins vai vai vai vai Iti vine sa-i mananci ochii aia dulci dulci S-o seduci s-o iei sa fugi vai vai vai vai Si-a deschis portile raiul si-a iesit din el Frumusete de femeie zici ca-i top model Mi-a impartit inima in doua jumate-i la ea Aratati-mi ce om poate sa traiasca asa Parca isi face din adins buzele cu rosu inchis E perfecta m-a convins vai vai vai vai Iti vine sa-i mananci ochii aia dulci dulci S-o seduci s-o iei sa fugi vai vai vai vai Doamne Doamne ce comoara am descoperit S-a indragostit nebunul s-a indragostit As face din ziua noapte daca as putea Sa schimb in realitate visele cu ea Parca isi face din adins buzele cu rosu inchis Iti vine sa-i mananci ochii aia dulci dulci S-o seduci s-o iei sa fugi vai vai vai vai Parca isi face din adins buzele cu rosu inchis E perfecta m-a convins vai vai vai vai Iti vine sa-i mananci ochii aia dulci dulci S-o seduci s-o iei sa fugi vai vai vai vai Parca isi face din adins buzele cu rosu inchis E perfecta m-a convins vai vai vai vai Iti vine sa-i mananci ochii aia dulci dulci S-o seduci s-o iei sa fugi vai vai vai vai ]]-- --[[ Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice ]]-- function loadsex() Menu_invert_side = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Inverter") Menu_left_limit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Left Limit") Menu_fake_options = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode") Menu_fake_option = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options") Menu_right_limit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Right Limit") Menu_leg_movement = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Leg Movement") Menu_fakelag_limit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Limit") Menu_fakelag_enable = Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Enable Fake Lag") Menu_fakelag_randomization = Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Randomization") Menu_freestand_desync = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Freestanding Desync") Menu_slowwalk = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Slow Walk") double_tap = Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap") _yawbase = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base") onko_tp = Menu.FindVar( "Visuals", "View", "Thirdperson", "Enable Thirdperson" ) lbreaker = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Leg Movement") autopeekuwu = Menu.FindVar( "Miscellaneous", "Main", "Movement", "Auto Peek" ) inverter = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Inverter") local function text_color(alpha) return Color.new(0.9, 0.9, 0.9, 0.95 * alpha) end local function color(r, g, b, a) return Color.new(r / 255, g / 255, b / 255, a / 255) end local function in_box(mouse, x, y, x2, y2) return (mouse.x > x) and (mouse.y > y) and (mouse.x < x2) and (mouse.y < y2) end local function clamp(val, min, max) if val > max then return max end if min > val then return min end return val end local screen_size = EngineClient.GetScreenSize() local cheat_username = Cheat.GetCheatUserName():gsub("%#", "_") local font = Render.InitFont("Verdana", 12) local image_size = Vector2.new(746 / 5, 1070 / 5) local url = "https://cdn.discordapp.com/attachments/724013648938401844/956537677023436821/Misnik.png" local bytes = Http.Get(url) local penguin = Render.LoadImage(bytes, image_size) local floor = math.floor local last_time = 0.5 local font_size = 12 local fps_info = {} local fake_dt_w = 0 local hz_io_w = 0 local delta = 0 local lag local cfg = { DTSettings = Menu.Switch("Rage", "General", "Double tap Modifications", false), IdealTick = Menu.Switch("Rage","General", "Ideal Tick", false, "After shooting you will teleport a far distance. (highly recommended that you bind this)"), LegsBreaker = Menu.Switch("Rage",'General', "Legs Breaker", false), predict_improved = Menu.Combo("Rage","General", "Extrapolate Mode", {"Normal", "High", "Ultra"}, 0, "Settings will only apply after rejoining the server !"), tabsdesyncmod = Menu.Combo("Rage","Desync Mods", "Categories", {"Standing", "Moving", "In Air", "Slowwalk"}, 0), desyncmodowostanding = Menu.Combo("Rage","Desync Mods", "Stand", {"Smart", "Prefer Low Delta", "Multiple", "Smart Jitter", "Tank", "Custom"}, 0, "Multiple Auto direction types!"), desyncmodowomoving = Menu.Combo("Rage","Desync Mods", "Move", {"Smart", "Prefer Low Delta", "Multiple", "Smart Jitter", "Tank", "Custom"}, 0, "Multiple Auto direction types!"), desyncmodowoair = Menu.Combo("Rage","Desync Mods", "Air", {"Smart", "Prefer Low Delta", "Multiple", "Smart Jitter", "Tank", "Custom"}, 0, "Multiple Auto direction types!"), desyncmodowoslowwalk = Menu.Combo("Rage","Desync Mods", "Slow Walk", {"Smart", "Prefer Low Delta", "Multiple", "Smart Jitter", "Tank", "Custom"}, 0, "Multiple Auto direction types!"), sinv = Menu.Switch("Rage","Desync Mods", "[S] Inverter", false), sleft = Menu.SliderInt("Rage","Desync Mods", "[S] Left Limit", 0, 0, 60), sright = Menu.SliderInt("Rage","Desync Mods", "[S] Right Limit", 0, 0, 60), sfkopt = Menu.MultiCombo("Rage","Desync Mods", "[S] Fake Options", {"Avoid Overlap", "Jitter", "Randomize Jitter", "Anti Bruteforce"}, 0), slby = Menu.Combo("Rage","Desync Mods", "[S] LBY Mode", {"Disabled", "Opposite", "Sway"}, 0), sfr = Menu.Combo("Rage","Desync Mods", "[S] Freestanding Desync", {"Disabled", "Peek Fake", "Peek Real"}, 0), sdes = Menu.Combo("Rage","Desync Mods", "[S] Desync On Shot", {"Disabled", "Opposite", "Freestanding", "Switch"}, 0), winv = Menu.Switch("Rage","Desync Mods", "[M] Inverter", false), wleft = Menu.SliderInt("Rage","Desync Mods", "[M] Left Limit", 0, 0, 60), wright = Menu.SliderInt("Rage","Desync Mods", "[M] Right Limit", 0, 0, 60), wfkopt = Menu.MultiCombo("Rage","Desync Mods", "[M] Fake Options", {"Avoid Overlap", "Jitter", "Randomize Jitter", "Anti Bruteforce"}, 0), wlby = Menu.Combo("Rage","Desync Mods", "[M] LBY Mode", {"Disabled", "Opposite", "Sway"}, 0), wfr = Menu.Combo("Rage","Desync Mods", "[M] Freestanding Desync", {"Disabled", "Peek Fake", "Peek Real"}, 0), wdes = Menu.Combo("Rage","Desync Mods", "[M] Desync On Shot", {"Disabled", "Opposite", "Freestanding", "Switch"}, 0), swinv = Menu.Switch("Rage","Desync Mods", "[SW] Inverter", false), swleft = Menu.SliderInt("Rage","Desync Mods", "[SW] Left Limit", 0, 0, 60), swright = Menu.SliderInt("Rage","Desync Mods", "[SW] Right Limit", 0, 0, 60), swfkopt = Menu.MultiCombo("Rage","Desync Mods", "[SW] Fake Options", {"Avoid Overlap", "Jitter", "Randomize Jitter", "Anti Bruteforce"}, 0), swlby = Menu.Combo("Rage","Desync Mods", "[SW] LBY Mode", {"Disabled", "Opposite", "Sway"}, 0), swfr = Menu.Combo("Rage","Desync Mods", "[SW] Freestanding Desync", {"Disabled", "Peek Fake", "Peek Real"}, 0), swdes = Menu.Combo("Rage","Desync Mods", "[SW] Desync On Shot", {"Disabled", "Opposite", "Freestanding", "Switch"}, 0), ainv = Menu.Switch("Rage","Desync Mods", "[A] Inverter", false), aleft = Menu.SliderInt("Rage","Desync Mods", "[A] Left Limit", 0, 0, 60), aright = Menu.SliderInt("Rage","Desync Mods", "[A] Right Limit", 0, 0, 60), afkopt = Menu.MultiCombo("Rage","Desync Mods", "[A] Fake Options", {"Avoid Overlap", "Jitter", "Randomize Jitter", "Anti Bruteforce"}, 0), alby = Menu.Combo("Rage","Desync Mods", "[A] LBY Mode", {"Disabled", "Opposite", "Sway"}, 0), afr = Menu.Combo("Rage","Desync Mods", "[A] Freestanding Desync", {"Disabled", "Peek Fake", "Peek Real"}, 0), ades = Menu.Combo("Rage","Desync Mods", "[A] Desync On Shot", {"Disabled", "Opposite", "Freestanding", "Switch"}, 0), antionshot = Menu.Switch("Rage",'Anti-Aim', "Anti-OnShot", false, "Tries to Force Pitch Back down immeadiately after ragebot shot gets registered"), fakeflickescheck = Menu.Switch("Rage","Anti-Aim", "Fake Flick", false, "Flicks your yaw with freestanding (recommanded to bind)"), ExtendedLean = Menu.Switch("Rage","Anti-Aim", "Extended Lean", false, ""), ExtendedLeanMode = Menu.Combo("Rage","Extended Lean", "Mode", {"Static", "Jitter", "Dynamic"}, 0, ""), ExtendedLeanVal = Menu.SliderInt("Rage", "Extended Lean", "Extended Lean Value", 0, 0, 180), ExtendedLeanJitter = Menu.SliderInt("Rage", "Extended Lean", "Extended Lean Jitter", 0, 0, 180), AvoidBackStab = Menu.Switch("Rage",'Anti-Aim', "Avoid BackStab", false), lowdelta = Menu.Switch("Rage",'Anti-Aim', "Low delta", false), desyncmod = Menu.Switch("Rage","Anti-Aim", "Desync Mods", false, ""), legitaa = Menu.Switch("Rage",'Anti-Aim', "Legit AA on E", false), instantrecharge = Menu.Switch("Rage","Doubletap", "Instant Recharge", false, ""), instantrecharge_mode = Menu.Combo("Rage","Doubletap", "Mode", {"Old", "New"}, 0, ""), dtcorrection = Menu.Switch("Rage","Doubletap", "Disable DT Correction", false, "Will make your DoubleTap innacurate but faster!"), dt_lethal = Menu.Switch("Rage","Doubletap", "Lethal Doubletap", false), dtmodes = Menu.Combo("Rage","Doubletap", "Modes", {"Instant", "Safe", "UnSafe", "Custom"}, 0, "Multiple DoubleTap speed modes!"), dt_ticks = Menu.SliderInt("Rage","Doubletap", "Ticks", 1, 1, 16, ""), antibrute = Menu.Switch("Rage","Anti-Aim", "Anti Brute", false, "Will enable Lua Script Anti-BruteForce!"), ReverseFreeStand = Menu.Switch("Rage","Anti-Aim", "Reverse Freestand", false), IdealMode = Menu.Switch("Rage","Anti-Aim", "Ideal Mode", false, "Makes your real go in an ideal way."), teleowo = Menu.Switch("Rage", "Anti-Aim", "Automatic teleport in air", false, "Enable DT first"), ReverseFreeStand_Combo = Menu.MultiCombo("Rage","Reverse Freestand", "Conditions", {"Standing", "Moving", "In Air", "Slow walk"}, 0, "Items in Indicator list!"), desyncarrows = Menu.Switch("Visuals",'General', "Desync Arrows", false), desyncarrowscombo = Menu.Combo("Visuals","General", "Desync Arrows Style", {"Classic", "New"}, 0), SkeetScope = Menu.SwitchColor("Visuals","General", "Custom scope", false, Color.new(1.0, 1.0, 1.0, 1.0), "Scope color"), ScopeOrigin = Menu.SliderInt("Visuals",'Scope', 'Custom scope origin', 0, 0, 100), ScopeWidth = Menu.SliderInt("Visuals",'Scope', 'Custom scope width', 0, 0, 100), DPISCALE = Menu.SliderInt("Visuals",'Misc', 'Font Size', 12, 2, 30), HudEnabled = Menu.Switch("Visuals",'Misc', "Hud", false), indicators = Menu.Switch("Visuals",'Misc', "Indicators", false), glowautopeek = Menu.SwitchColor("Visuals","Misc", "Glow on autopeek",false,Color.new(1, 1, 1, 1), ""), logsowoowowowo = Menu.MultiCombo("Visuals","Misc", "Logs", {"Purchases", "Shots", "Anti-bruteforce Changes"}, 0, "Logs for in-game events!"), clantagcheckbox = Menu.Switch("Visuals","Misc", "ClanTag", false, "Enables ClanTag in TAB"), indicators_type = Menu.Combo("Visuals","Indicators", "Indicators type", { "Off" ,"prediction", "Acatel", "Ideal Yaw", "Killaura", "Arctic", "Invictus" }, 0 , "Multiple indicators type"), indicators_list = Menu.MultiCombo("Visuals","Indicators", "Indicators to show", { "Script name", "Anti-aim status", "Doubletap", "Hide shots", "Quickpeek", "Freestanding", "Force body aim", "Force safe point" }, 0, "Prediction indicators to show"), customslowwalkspeed = Menu.Switch("Rage","Anti-Aim", "Enable Custom Slowwalk Speed", false, "Enables the anti aim"), slowwalkspeed = Menu.SliderInt("Rage","Anti-Aim", "Slowwalk Speed", 10,10,130), aimdorm = Menu.Switch("Rage","General", "Dormant Aim", false), lcbreak = Menu.Switch("Rage","General", "Break LC", false, "Breaks LC when possible"), aimdormmd = Menu.SliderInt("Rage","Dormant Aim", "Minimum damage", 1,1,130), fakelagesEnable = Menu.Switch("Rage", "Anti-Aim", "Enable Fake Lag Customization", false), fakelagesEnableDT = Menu.Switch("Rage", "Fake Lag", "Enable DoubleTap FakeLag", false), fakelagesType = Menu.Combo("Rage", "Fake Lag", "Fake Lag Type", {"None", "Ticks", "Fluctuate", "Randomized", "Dynamic"}, 0), fakelagesCustomTicks = Menu.SliderInt("Rage", "Fake Lag", "[T] Ticks", 1, 1, CVar.FindVar("sv_maxusrcmdprocessticks"):GetInt(), "Only without exploits"), fakelagesCustomLimitTime = Menu.SliderFloat("Rage", "Fake Lag", "[F] Time to Switch", 0.4, 0, 2), fakelagesLimit = Menu.SliderInt("Rage", "Fake Lag", "[F] Limit", 8, 0, 14), fakelagesRandomization = Menu.SliderInt("Rage", "Fake Lag", "[F] Randomization", 4, 0, 14), fakelagesRandomizedtime = Menu.SliderFloat("Rage", "Fake Lag", "[R] Time", 0.6, 0, 3), fakelagesRandomizedmin = Menu.SliderInt("Rage", "Fake Lag", "[R] Min", 4, 0, 14), fakelagesRandomizedmax = Menu.SliderInt("Rage", "Fake Lag", "[R] Max", 12, 0, 14), uisexwindows = Menu.MultiCombo("Visuals", "Addons", "Windows", {"Watermark", "Spectators", "Keybinds", "IO", "Fake", "FL", "MS"}, 0), uisexthemes = Menu.Combo("Visuals", "Addons", "Theme", {"Gradient line", "Static line", "Fade line"}, 3), uisextext_outline = Menu.Switch("Visuals", "Addons", "Text outline", true), uisexbox_alpha = Menu.SliderInt("Visuals", "Addons", "Box alpha", 150, 0, 255), uisexkeybinds_x = Menu.SliderInt("Visuals", "Addons", "keybinds x", 5, 0, screen_size.x), uisexkeybinds_y = Menu.SliderInt("Visuals", "Addons", "keybinds y", math.floor(screen_size.y / 2), 0, screen_size.y), uisexspectators_x = Menu.SliderInt("Visuals", "Addons", "spectators x", 5, 0, screen_size.x), uisexspectators_y = Menu.SliderInt("Visuals", "Addons", "spectators y", math.floor(screen_size.y / 3), 0, screen_size.y), } local menu = {} local items = {} items.min_count = 2 items.max_count = 10 menu.index = Menu.SliderInt("Rage", "General", "Index", 0, items.min_count, items.max_count) menu.index:SetVisible(false) menu.get_index = function() return menu.index:Get() end menu.set_index = function(int) return menu.index:Set(int) end items.menu = {} items.add = function() if menu.get_index() >= items.max_count then return end menu.set_index(menu.get_index() + 1) table.insert(items.menu, Menu.SliderInt("Rage", "Anti-brute", ("#%s"):format(menu.get_index()), 30, 0, 60)) end items.remove = function() if menu.get_index() <= items.min_count then return end Menu.DestroyItem(items.menu[menu.get_index()]) table.remove(items.menu, menu.get_index()) menu.set_index(menu.get_index() - 1) end menu.add = Menu.Button("Rage", "Anti-brute", " Add new phase ", "", items.add) menu.remove = Menu.Button("Rage", "Anti-brute", " Remove old phase ", "", items.remove) for load_index = 1, menu.get_index() do table.insert(items.menu, Menu.SliderInt("Rage", "Anti-brute", ("#%s"):format(load_index), 30, 0, 60)) end uisexcustom_cheat_name = Menu.TextBox("Visuals", "Addons", "Watermark cheat", 20, "") uisexcustom_username = Menu.TextBox("Visuals", "Addons", "Watermark username", 20, "") color_main = Menu.ColorEdit("Visuals","Indicators", "Main color", Color.new(1, 1, 1, 1), "") color_accent = Menu.ColorEdit("Visuals","Indicators", "Accent color", Color.new(0.6,0.8,1,1), "") desyncarrowscolors = Menu.ColorEdit("Visuals","General", "Desync Arrows color", Color.new(1.0, 1.0, 1.0, 1.0)) uisexline_color = Menu.ColorEdit("Visuals", "Addons", "Line color", color(100, 100, 255, 255)) local cl_predictweapons = CVar.FindVar("cl_predictweapons") local cl_predict_basetoggles = CVar.FindVar("cl_predict_basetoggles") local ffi = require("ffi") user32, kernel32 = ffi.load( "USER32" ), ffi.load( "KERNEL32" ) ffi.cdef[[ typedef struct tagPOINT { long x; long y; } POINT; bool GetCursorPos( POINT* lpPoint ); ]] pointer = ffi.new("POINT[1]") ffi.cdef[[ enum { CF_TEXT = 1 }; int OpenClipboard(void*); void* GetClipboardData(unsigned); int CloseClipboard(); void* GlobalLock(void*); int GlobalUnlock(void*); size_t GlobalSize(void*); typedef void(__thiscall* asp_t)(void*, const char*, const char*, int); typedef bool(__thiscall* rsp_t)(void*, const char*, const char*); typedef int(__thiscall* gcpbs_t)(void*); typedef int(__thiscall* gcpbt_t)(void*, int, char*, int); typedef char(__thiscall* gcd_t)(void*, char*, int); typedef bool(__thiscall* mv_t)(void*, const char*, const char*, const char*); typedef int(__thiscall* get_clipboard_text_count)(void*); typedef void(__thiscall* set_clipboard_text)(void*, const char*, int); typedef void(__thiscall* get_clipboard_text)(void*, int, const char*, int); void* CreateFileA( const char* lpFileName, unsigned long dwDesiredAccess, unsigned long dwShareMode, unsigned long lpSecurityAttributes, unsigned long dwCreationDisposition, unsigned long dwFlagsAndAttributes, void* hTemplateFile ); short GetKeyState( int nVirtKey ); bool ReadFile( void* hFile, char* lpBuffer, unsigned long nNumberOfBytesToRead, unsigned long* lpNumberOfBytesRead, int lpOverlapped ); bool WriteFile( void* hFile, char* lpBuffer, unsigned long nNumberOfBytesToWrite, unsigned long* lpNumberOfBytesWritten, int lpOverlapped ); unsigned long GetFileSize( void* hFile, unsigned long* lpFileSizeHigh ); void* CloseHandle(void *hFile); int MessageBoxA(void *w, const char *txt, const char *cap, int type); bool CreateDirectoryA(const char* lpPathName, void* lpSecurityAttributes); int exit(int arg); void* __stdcall URLDownloadToFileA(void* LPUNKNOWN, const char* LPCSTR, const char* LPCSTR2, int a, int LPBINDSTATUSCALLBACK); void* __stdcall ShellExecuteA(void* hwnd, const char* op, const char* file, const char* params, const char* dir, int show_cmd); int AddFontResourceA(const char* unnamedParam1); bool DeleteUrlCacheEntryA(const char* lpszUrlName); typedef int BOOL; typedef long LONG; typedef struct{ LONG x, y; }POINT, *LPPOINT; BOOL GetCursorPos(LPPOINT); short GetAsyncKeyState(int); 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 struct { unsigned char r, g, b; signed char exponent; } ColorRGBExp32; typedef struct { float x; float y; float z; } vec3_t; typedef struct { int flags; vec3_t origin; float radius; ColorRGBExp32 color; float die; float decay; float minlight; int key; int style; vec3_t m_Direction; float m_InnerAngle; float m_OuterAngle; } dlight_t, *dlight_ptr_t; typedef dlight_ptr_t(__thiscall* alloc_dlight_t)(void*, int); typedef dlight_ptr_t(__thiscall* alloc_elight_t)(void*, int); typedef dlight_ptr_t(__thiscall* get_elight_by_key_t)(void*, int); typedef uintptr_t (__thiscall* GetClientEntity_4242425_t)(void*, int); typedef int(__fastcall* clantag_t)(const char*, const char*); struct c_animstate { char pad[ 3 ]; char m_bForceWeaponUpdate; //0x4 char pad1[ 91 ]; void* m_pBaseEntity; //0x60 void* m_pActiveWeapon; //0x64 void* m_pLastActiveWeapon; //0x68 float m_flLastClientSideAnimationUpdateTime; //0x6C int m_iLastClientSideAnimationUpdateFramecount; //0x70 float m_flAnimUpdateDelta; //0x74 float m_flEyeYaw; //0x78 float m_flPitch; //0x7C float m_flGoalFeetYaw; //0x80 float m_flCurrentFeetYaw; //0x84 float m_flCurrentTorsoYaw; //0x88 float m_flUnknownVelocityLean; //0x8C float m_flLeanAmount; //0x90 char pad2[ 4 ]; float m_flFeetCycle; //0x98 float m_flFeetYawRate; //0x9C char pad3[ 4 ]; float m_fDuckAmount; //0xA4 float m_fLandingDuckAdditiveSomething; //0xA8 char pad4[ 4 ]; float m_vOriginX; //0xB0 float m_vOriginY; //0xB4 float m_vOriginZ; //0xB8 float m_vLastOriginX; //0xBC float m_vLastOriginY; //0xC0 float m_vLastOriginZ; //0xC4 float m_vVelocityX; //0xC8 float m_vVelocityY; //0xCC char pad5[ 4 ]; float m_flUnknownFloat1; //0xD4 char pad6[ 8 ]; float m_flUnknownFloat2; //0xE0 float m_flUnknownFloat3; //0xE4 float m_flUnknown; //0xE8 float m_flSpeed2D; //0xEC float m_flUpVelocity; //0xF0 float m_flSpeedNormalized; //0xF4 float m_flFeetSpeedForwardsOrSideWays; //0xF8 float m_flFeetSpeedUnknownForwardOrSideways; //0xFC float m_flTimeSinceStartedMoving; //0x100 float m_flTimeSinceStoppedMoving; //0x104 bool m_bOnGround; //0x108 bool m_bInHitGroundAnimation; //0x109 float m_flTimeSinceInAir; //0x10A float m_flLastOriginZ; //0x10E float m_flHeadHeightOrOffsetFromHittingGroundAnimation; //0x112 float m_flStopToFullRunningFraction; //0x116 char pad7[ 4 ]; //0x11A float m_flMagicFraction; //0x11E char pad8[ 60 ]; //0x122 float m_flWorldForce; //0x15E char pad9[ 462 ]; //0x162 float m_flMaxYaw; //0x334 }; struct animation_layer_t { char pad20[24]; uint32_t m_nSequence; float m_flPrevCycle; float m_flWeight; char pad20[8]; float m_flCycle; void *m_pOwner; char pad_0038[ 4 ]; }; ]] local ffi_helpers = { get_animstate_offset = function() return 14612 end, get_entity_address = function(ent_index) local addr = get_client_entity_fn(entity_list_ptr, ent_index) return addr end, 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 } local function coloredPrint(color, text) ffi_helpers.color_print(ffi_helpers, text, color) end local json = { _version = "0.1.2" } ------------------------------------------------------------------------------- -- Encode ------------------------------------------------------------------------------- local encode local escape_char_map = { [ "\\" ] = "\\", [ "\"" ] = "\"", [ "\b" ] = "b", [ "\f" ] = "f", [ "\n" ] = "n", [ "\r" ] = "r", [ "\t" ] = "t", } local escape_char_map_inv = { [ "/" ] = "/" } for k, v in pairs(escape_char_map) do escape_char_map_inv[v] = k end local function escape_char(c) return "\\" .. (escape_char_map[c] or string.format("u%04x", c:byte())) end local function encode_nil(val) return "null" end local function encode_table(val, stack) local res = {} stack = stack or {} -- Circular reference? if stack[val] then error("circular reference") end stack[val] = true if rawget(val, 1) ~= nil or next(val) == nil then -- Treat as array -- check keys are valid and it is not sparse local n = 0 for k in pairs(val) do if type(k) ~= "number" then error("invalid table: mixed or invalid key types") end n = n + 1 end if n ~= #val then error("invalid table: sparse array") end -- Encode for i, v in ipairs(val) do table.insert(res, encode(v, stack)) end stack[val] = nil return "[" .. table.concat(res, ",") .. "]" else -- Treat as an object for k, v in pairs(val) do if type(k) ~= "string" then error("invalid table: mixed or invalid key types") end table.insert(res, encode(k, stack) .. ":" .. encode(v, stack)) end stack[val] = nil return "{" .. table.concat(res, ",") .. "}" end end local function encode_string(val) return '"' .. val:gsub('[%z\1-\31\\"]', escape_char) .. '"' end local function encode_number(val) -- Check for NaN, -inf and inf if val ~= val or val <= -math.huge or val >= math.huge then error("unexpected number value '" .. tostring(val) .. "'") end return string.format("%.14g", val) end local type_func_map = { [ "nil" ] = encode_nil, [ "table" ] = encode_table, [ "string" ] = encode_string, [ "number" ] = encode_number, [ "boolean" ] = tostring, } encode = function(val, stack) local t = type(val) local f = type_func_map[t] if f then return f(val, stack) end error("unexpected type '" .. t .. "'") end function json.encode(val) return ( encode(val) ) end ------------------------------------------------------------------------------- -- Decode ------------------------------------------------------------------------------- local parse local function create_set(...) local res = {} for i = 1, select("#", ...) do res[ select(i, ...) ] = true end return res end local space_chars = create_set(" ", "\t", "\r", "\n") local delim_chars = create_set(" ", "\t", "\r", "\n", "]", "}", ",") local escape_chars = create_set("\\", "/", '"', "b", "f", "n", "r", "t", "u") local literals = create_set("true", "false", "null") local literal_map = { [ "true" ] = true, [ "false" ] = false, [ "null" ] = nil, } local function next_char(str, idx, set, negate) for i = idx, #str do if set[str:sub(i, i)] ~= negate then return i end end return #str + 1 end local function decode_error(str, idx, msg) local line_count = 1 local col_count = 1 for i = 1, idx - 1 do col_count = col_count + 1 if str:sub(i, i) == "\n" then line_count = line_count + 1 col_count = 1 end end error( string.format("%s at line %d col %d", msg, line_count, col_count) ) end local function codepoint_to_utf8(n) -- http://scripts.sil.org/cms/scripts/page.php?site_id=nrsi&id=iws-appendixa local f = math.floor if n <= 0x7f then return string.char(n) elseif n <= 0x7ff then return string.char(f(n / 64) + 192, n % 64 + 128) elseif n <= 0xffff then return string.char(f(n / 4096) + 224, f(n % 4096 / 64) + 128, n % 64 + 128) elseif n <= 0x10ffff then return string.char(f(n / 262144) + 240, f(n % 262144 / 4096) + 128, f(n % 4096 / 64) + 128, n % 64 + 128) end error( string.format("invalid unicode codepoint '%x'", n) ) end local function parse_unicode_escape(s) local n1 = tonumber( s:sub(1, 4), 16 ) local n2 = tonumber( s:sub(7, 10), 16 ) -- Surrogate pair? if n2 then return codepoint_to_utf8((n1 - 0xd800) * 0x400 + (n2 - 0xdc00) + 0x10000) else return codepoint_to_utf8(n1) end end local function parse_string(str, i) local res = "" local j = i + 1 local k = j while j <= #str do local x = str:byte(j) if x < 32 then decode_error(str, j, "control character in string") elseif x == 92 then -- `\`: Escape res = res .. str:sub(k, j - 1) j = j + 1 local c = str:sub(j, j) if c == "u" then local hex = str:match("^[dD][89aAbB]%x%x\\u%x%x%x%x", j + 1) or str:match("^%x%x%x%x", j + 1) or decode_error(str, j - 1, "invalid unicode escape in string") res = res .. parse_unicode_escape(hex) j = j + #hex else if not escape_chars[c] then decode_error(str, j - 1, "invalid escape char '" .. c .. "' in string") end res = res .. escape_char_map_inv[c] end k = j + 1 elseif x == 34 then -- `"`: End of string res = res .. str:sub(k, j - 1) return res, j + 1 end j = j + 1 end decode_error(str, i, "expected closing quote for string") end local function parse_number(str, i) local x = next_char(str, i, delim_chars) local s = str:sub(i, x - 1) local n = tonumber(s) if not n then decode_error(str, i, "invalid number '" .. s .. "'") end return n, x end local function parse_literal(str, i) local x = next_char(str, i, delim_chars) local word = str:sub(i, x - 1) if not literals[word] then decode_error(str, i, "invalid literal '" .. word .. "'") end return literal_map[word], x end local function parse_array(str, i) local res = {} local n = 1 i = i + 1 while 1 do local x i = next_char(str, i, space_chars, true) -- Empty / end of array? if str:sub(i, i) == "]" then i = i + 1 break end -- Read token x, i = parse(str, i) res[n] = x n = n + 1 -- Next token i = next_char(str, i, space_chars, true) local chr = str:sub(i, i) i = i + 1 if chr == "]" then break end if chr ~= "," then decode_error(str, i, "expected ']' or ','") end end return res, i end local function parse_object(str, i) local res = {} i = i + 1 while 1 do local key, val i = next_char(str, i, space_chars, true) -- Empty / end of object? if str:sub(i, i) == "}" then i = i + 1 break end -- Read key if str:sub(i, i) ~= '"' then decode_error(str, i, "expected string for key") end key, i = parse(str, i) -- Read ':' delimiter i = next_char(str, i, space_chars, true) if str:sub(i, i) ~= ":" then decode_error(str, i, "expected ':' after key") end i = next_char(str, i + 1, space_chars, true) -- Read value val, i = parse(str, i) -- Set res[key] = val -- Next token i = next_char(str, i, space_chars, true) local chr = str:sub(i, i) i = i + 1 if chr == "}" then break end if chr ~= "," then decode_error(str, i, "expected '}' or ','") end end return res, i end local char_func_map = { [ '"' ] = parse_string, [ "0" ] = parse_number, [ "1" ] = parse_number, [ "2" ] = parse_number, [ "3" ] = parse_number, [ "4" ] = parse_number, [ "5" ] = parse_number, [ "6" ] = parse_number, [ "7" ] = parse_number, [ "8" ] = parse_number, [ "9" ] = parse_number, [ "-" ] = parse_number, [ "t" ] = parse_literal, [ "f" ] = parse_literal, [ "n" ] = parse_literal, [ "[" ] = parse_array, [ "{" ] = parse_object, } parse = function(str, idx) local chr = str:sub(idx, idx) local f = char_func_map[chr] if f then return f(str, idx) end decode_error(str, idx, "unexpected character '" .. chr .. "'") end function json.decode(str) if type(str) ~= "string" then error("expected argument of type string, got " .. type(str)) end local res, idx = parse(str, next_char(str, 1, space_chars, true)) idx = next_char(str, idx, space_chars, true) if idx <= #str then decode_error(str, idx, "trailing garbage") end return res end local bit = require "bit" local M = {} local shl, shr, band = bit.lshift, bit.rshift, bit.band local char, byte, gsub, sub, format, concat, tostring, error, pairs = string.char, string.byte, string.gsub, string.sub, string.format, table.concat, tostring, error, pairs local extract = function(v, from, width) return band(shr(v, from), shl(1, width) - 1) end local function makeencoder(alphabet) local encoder, decoder = {}, {} for i = 1, 65 do local chr = byte(sub(alphabet, i, i)) or 32 -- or " " if decoder[chr] ~= nil then error("invalid alphabet: duplicate character " .. tostring(chr), 3) end encoder[i - 1] = chr decoder[chr] = i - 1 end return encoder, decoder end local encoders, decoders = {}, {} encoders["base64"], decoders["base64"] = makeencoder("ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=") encoders["base64url"], decoders["base64url"] = makeencoder("ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789-_") local alphabet_mt = { __index = function(tbl, key) if type(key) == "string" and key:len() == 64 or key:len() == 65 then -- if key is a valid looking base64 alphabet, try to make an encoder/decoder pair from it encoders[key], decoders[key] = makeencoder(key) return tbl[key] end end } setmetatable(encoders, alphabet_mt) setmetatable(decoders, alphabet_mt) function M.encode(str, encoder) encoder = encoders[encoder or "base64"] or error("invalid alphabet specified", 2) str = tostring(str) local t, k, n = {}, 1, #str local lastn = n % 3 local cache = {} for i = 1, n - lastn, 3 do local a, b, c = byte(str, i, i + 2) local v = a * 0x10000 + b * 0x100 + c local s = cache[v] if not s then s = char(encoder[extract(v, 18, 6)], encoder[extract(v, 12, 6)], encoder[extract(v, 6, 6)], encoder[extract(v, 0, 6)]) cache[v] = s end t[k] = s k = k + 1 end if lastn == 2 then local a, b = byte(str, n - 1, n) local v = a * 0x10000 + b * 0x100 t[k] = char(encoder[extract(v, 18, 6)], encoder[extract(v, 12, 6)], encoder[extract(v, 6, 6)], encoder[64]) elseif lastn == 1 then local v = byte(str, n) * 0x10000 t[k] = char(encoder[extract(v, 18, 6)], encoder[extract(v, 12, 6)], encoder[64], encoder[64]) end return concat(t) end function M.decode(b64, decoder) decoder = decoders[decoder or "base64"] or error("invalid alphabet specified", 2) local pattern = "[^%w%+%/%=]" if decoder then local s62, s63 for charcode, b64code in pairs(decoder) do if b64code == 62 then s62 = charcode elseif b64code == 63 then s63 = charcode end end pattern = format("[^%%w%%%s%%%s%%=]", char(s62), char(s63)) end b64 = gsub(tostring(b64), pattern, "") local cache = {} local t, k = {}, 1 local n = #b64 local padding = sub(b64, -2) == "==" and 2 or sub(b64, -1) == "=" and 1 or 0 for i = 1, padding > 0 and n - 4 or n, 4 do local a, b, c, d = byte(b64, i, i + 3) local v0 = a * 0x1000000 + b * 0x10000 + c * 0x100 + d local s = cache[v0] if not s then local v = decoder[a] * 0x40000 + decoder[b] * 0x1000 + decoder[c] * 0x40 + decoder[d] s = char(extract(v, 16, 8), extract(v, 8, 8), extract(v, 0, 8)) cache[v0] = s end t[k] = s k = k + 1 end if padding == 1 then local a, b, c = byte(b64, n - 3, n - 1) local v = decoder[a] * 0x40000 + decoder[b] * 0x1000 + decoder[c] * 0x40 t[k] = char(extract(v, 16, 8), extract(v, 8, 8)) elseif padding == 2 then local a, b = byte(b64, n - 3, n - 2) local v = decoder[a] * 0x40000 + decoder[b] * 0x1000 t[k] = char(extract(v, 16, 8)) end return concat(t) end ffi.C.CreateDirectoryA("EXODUS", NULL) ffi.C.CreateFileA("EXODUS\\CFGHistory.txt", 0xC0000000, 0x3, 0, 0x4, 0x80, nil) function tablelength(T) local count = 0 for _ in pairs(T) do count = count + 1 end return count end username = Cheat.GetCheatUserName():gsub("%#", "_") local string1 = "" local string2 = "" local mama = 0 local mama2 = 0 local tata = tablelength(cfg) local last textbox = Menu.TextBox("Misc", "Config", "", 10000, "") local load = Menu.Button("Misc", "Config", "Import", "Imports the config from the text box above", function() if textbox:GetString() == "" then print("ERROR") return end local jsonparse = json.decode( M.decode(textbox:GetString()) ) for i = 1, jsonparse["BruteForcePhases"][ 1 ] - menu.index:Get() do items.add() end for index,object in pairs(cfg) do mama = mama + 1 object:Set(jsonparse["Settings"][ mama ]) end for index,object in pairs(items.menu) do mama2 = mama2 + 1 object:Set(jsonparse["BruteForce"][ mama2 ]) end print("\n Success loaded " ..jsonparse["UserName"][ 1 ].. " CFG!") local pfile = ffi.cast("void*", ffi.C.CreateFileA("EXODUS\\CFGHistory.txt", 0xC0000000, 0x00000003, 0, 0x4, 0x80, nil)) local size = ffi.C.GetFileSize(pfile, nil) local buff = ffi.new("char[" ..(size + 1).. "]") ffi.C.ReadFile(pfile, buff, size, nil, 0) fileResult = ffi.string(buff) if fileResult == "" then local last = "CFG by " ..jsonparse["UserName"][ 1 ].. ": " ..textbox:GetString() ffi.C.WriteFile(pfile, ffi.cast("char*", last), string.len(last), nil, 0) else local last = "\n CFG by " ..jsonparse["UserName"][ 1 ].. ": " ..textbox:GetString() ffi.C.WriteFile(pfile, ffi.cast("char*", last), string.len(last), nil, 0) end ffi.C.CloseHandle(pfile) textbox:SetString("") mama = 0 mama2 = 0 string1 = "" string2 = "" end) local export = Menu.Button("Misc", "Config", "Export", "Exports the config to console", function() for index,object in pairs(cfg) do if mama < tablelength(cfg) - 1 then mama = mama + 1 string1 = string1 .. tostring(object:Get())..',' else string1 = string1 .. tostring(object:Get()) end end for index,object in pairs(items.menu) do if mama2 < menu.index:Get() - 1 then mama2 = mama2 + 1 string2 = string2 .. tostring(object:Get())..',' else string2 = string2 .. tostring(object:Get()) end end local jsonraw = '{"Settings":['..string1..'], "BruteForce":['..string2..'], "BruteForcePhases":['..menu.index:Get()..'], "UserName":["'..username..'"]}' print("\nExported CFG:") print(M.encode(jsonraw)) mama = 0 mama2 = 0 string1 = "" string2 = "" end) local function coloredPrint(color, text) ffi_helpers.color_print(ffi_helpers, text, color) end ffi.C.CreateFileA("EXODUS\\CFGHistory.txt", 0xC0000000, 0x3, 0, 0x4, 0x80, nil) local loaed = Menu.Button("Misc", "Config", "CFG History", "Prints history of configs in console", function() local pfile = ffi.cast("void*", ffi.C.CreateFileA("EXODUS\\CFGHistory.txt", 0xC0000000, 0x00000003, 0, 0x4, 0x80, nil)) local size = ffi.C.GetFileSize(pfile, nil) local buff = ffi.new("char[" ..(size + 1).. "]") ffi.C.ReadFile(pfile, buff, size, nil, 0) ffi.C.CloseHandle(pfile) fileResult = ffi.string(buff) print("\nLast loaded CFG:") print(fileResult) end) local function text_color(alpha) return Color.new(0.9, 0.9, 0.9, 0.95 * alpha) end local function color(r, g, b, a) return Color.new(r / 255, g / 255, b / 255, a / 255) end local function in_box(mouse, x, y, x2, y2) return (mouse.x > x) and (mouse.y > y) and (mouse.x < x2) and (mouse.y < y2) end local function clamp(val, min, max) if val > max then return max end if min > val then return min end return val end local fakelaglimitmad = Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Limit") -- LUA Info subssex = Menu.Text("Misc","Info", days .. " Days Remaining") local defaultsett = Menu.Button("Misc","Config", "Load Default Config", "",function() local jsonparse = json.decode( M.decode("eyJTZXR0aW5ncyI6WzAsMCwwLDEyLDAsZmFsc2UsMCwwLDAsdHJ1ZSxmYWxzZSwzLDAsMC40MDAwMDAwMDU5NjA0NiwwLGZhbHNlLGZhbHNlLDE0LHRydWUsZmFsc2UsMCwwLDAsMSx0cnVlLHRydWUsZmFsc2UsMCwwLDEyLDAsdHJ1ZSxmYWxzZSwwLDE3NjUsNTQwLDUsMCwxNTAsNTQwLDIsMTI3LGZhbHNlLDQsNCwwLjYwMDAwMDAyMzg0MTg2LDAsdHJ1ZSw4LDQsMTIsZmFsc2UsMCx0cnVlLGZhbHNlLDEsMzAsdHJ1ZSxmYWxzZSwyNTUsNCx0cnVlLDE0LDAsdHJ1ZSwxMiwwLGZhbHNlLHRydWUsdHJ1ZSwwLDAsMSxmYWxzZSwwLHRydWUsdHJ1ZSx0cnVlLDEsNywwLHRydWUsMiwwLGZhbHNlLDAsNCx0cnVlLDU4LGZhbHNlLDEsMCw0LHRydWVdLCAiQnJ1dGVGb3JjZSI6WzYwLDU0LDM0LDQwLDNdLCAiQnJ1dGVGb3JjZVBoYXNlcyI6WzVdLCAiVXNlck5hbWUiOlsiU21vSyJdfQ==") ) for i = 1, jsonparse["BruteForcePhases"][ 1 ] - menu.index:Get() do items.add() end for index,object in pairs(cfg) do mama = mama + 1 object:Set(jsonparse["Settings"][ mama ]) end for index,object in pairs(items.menu) do mama2 = mama2 + 1 object:Set(jsonparse["BruteForce"][ mama2 ]) end print("\n Success loaded Default CFG!") mama = 0 mama2 = 0 string1 = "" string2 = "" end) mathhypot = function(a,b) return math.sqrt(a*a+b*b) end noti = false aa = 0 switch = 0 local lbyb = 0 local function jittersex() if switch == 0 then switch = 12 if aa == 0 then lbyb = 27 aa = 1 elseif aa == 1 then lbyb = -15 aa = 2 elseif aa == 2 then lbyb = 47 aa = 3 else lbyb = -23 aa = 0 end end if lbyb < 0 then AntiAim.OverrideInverter(true) AntiAim.OverrideLimit(lbyb * -1) else AntiAim.OverrideInverter(false) AntiAim.OverrideLimit(lbyb) end switch = switch - 1 end ffi.cdef[[ typedef uintptr_t (__thiscall* GetClientEntity_4242425_t)(void*, int); struct c_animstate_128983475223458080 { char pad[ 3 ]; char m_bForceWeaponUpdate; //0x4 char pad1[ 91 ]; void* m_pBaseEntity; //0x60 void* m_pActiveWeapon; //0x64 void* m_pLastActiveWeapon; //0x68 float m_flLastClientSideAnimationUpdateTime; //0x6C int m_iLastClientSideAnimationUpdateFramecount; //0x70 float m_flAnimUpdateDelta; //0x74 float m_flEyeYaw; //0x78 float m_flPitch; //0x7C float m_flGoalFeetYaw; //0x80 float m_flCurrentFeetYaw; //0x84 float m_flCurrentTorsoYaw; //0x88 float m_flUnknownVelocityLean; //0x8C float m_flLeanAmount; //0x90 char pad2[ 4 ]; float m_flFeetCycle; //0x98 float m_flFeetYawRate; //0x9C char pad3[ 4 ]; float m_fDuckAmount; //0xA4 float m_fLandingDuckAdditiveSomething; //0xA8 char pad4[ 4 ]; float m_vOriginX; //0xB0 float m_vOriginY; //0xB4 float m_vOriginZ; //0xB8 float m_vLastOriginX; //0xBC float m_vLastOriginY; //0xC0 float m_vLastOriginZ; //0xC4 float m_vVelocityX; //0xC8 float m_vVelocityY; //0xCC char pad5[ 4 ]; float m_flUnknownFloat1; //0xD4 char pad6[ 8 ]; float m_flUnknownFloat2; //0xE0 float m_flUnknownFloat3; //0xE4 float m_flUnknown; //0xE8 float m_flSpeed2D; //0xEC float m_flUpVelocity; //0xF0 float m_flSpeedNormalized; //0xF4 float m_flFeetSpeedForwardsOrSideWays; //0xF8 float m_flFeetSpeedUnknownForwardOrSideways; //0xFC float m_flTimeSinceStartedMoving; //0x100 float m_flTimeSinceStoppedMoving; //0x104 bool m_bOnGround; //0x108 bool m_bInHitGroundAnimation; //0x109 float m_flTimeSinceInAir; //0x10A float m_flLastOriginZ; //0x10E float m_flHeadHeightOrOffsetFromHittingGroundAnimation; //0x112 float m_flStopToFullRunningFraction; //0x116 char pad7[ 4 ]; //0x11A float m_flMagicFraction; //0x11E char pad8[ 60 ]; //0x122 float m_flWorldForce; //0x15E char pad9[ 462 ]; //0x162 float m_flMaxYaw; //0x334 }; ]] local ref = { 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'), modifier_degree = Menu.FindVar('Aimbot', 'Anti Aim', 'Main', 'Modifier Degree'), 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'), slow_walk = Menu.FindVar('Aimbot', 'Anti Aim', 'Misc', 'Slow Walk') } local yaw_add_ref = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Add") local ref_modifier = Menu.FindVar( "Aimbot", "Anti Aim", "Main", "Yaw Modifier") local ref_modifier_off = Menu.FindVar( "Aimbot", "Anti Aim", "Main", "Modifier Degree") -- lmfao :) local ENTITY_LIST_POINTER = ffi.cast("void***", Utils.CreateInterface("client.dll", "VClientEntityList003")) or error("Failed to find VClientEntityList003!") local GET_CLIENT_ENTITY_FN = ffi.cast("GetClientEntity_4242425_t", ENTITY_LIST_POINTER[0][3]) -- class of ffi_helpers -- edi sry for pasting ur ffi_helper :) <3 local ffi_helpers = { -- get entity address. get_entity_address = function(entity_index) local addr = GET_CLIENT_ENTITY_FN(ENTITY_LIST_POINTER, entity_index) return addr end } local function on_ground(player) local flags = local_player:GetProp("DT_BasePlayer", "m_fFlags") if bit.band(flags, 1) == 1 then return true end return false end local function in_air(player) local flags = local_player:GetProp("DT_BasePlayer", "m_fFlags") if bit.band(flags, 1) == 0 then return true end return false end local peeking = false local canSeePlayer = function(plyr, localplayer) local plyrOrigin = plyr:GetProp("DT_BaseEntity", "m_vecOrigin"); local localOrigin = localplayer:GetProp("DT_BaseEntity", "m_vecOrigin"); local origins = {Vector.new(plyrOrigin.x, plyrOrigin.y, plyrOrigin.z + 80.0)}; local lOrigins = {Vector.new(localOrigin.x, localOrigin.y, localOrigin.z + 80.0)}; for i = 1, table.getn(lOrigins), 1 do for u = 1, table.getn(origins), 1 do if ((Cheat.FireBullet(localplayer:GetPlayer(), lOrigins[i], origins[u]).damage > 0) or (Cheat.FireBullet(plyr, lOrigins[i], origins[u]).damage > 0)) then return true; end end end return false; end local function is_crouching(player) local flags = local_player:GetProp("DT_BasePlayer", "m_fFlags") if bit.band(flags, 4) == 4 then return true end return false end function under_health( ) local local_health = local_player:GetProp("m_iHealth") if local_health <= 92 then underhp = true else underhp = false end return underhp end local function is_local_peeked( ) local is_connected = EngineClient.IsConnected() if is_connected then peeking = false; local localPlayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()); local me = localPlayer:GetPlayer() local weapon = me:GetActiveWeapon() if weapon == nil then return end for i = 0, 32, 1 do local entity = EntityList.GetClientEntity(i) if (entity == nil or i == EngineClient.GetLocalPlayer() or not entity:IsPlayer()) then goto continue; end local player = entity:GetPlayer(); if (player == nil or player:IsTeamMate()) then goto continue; end --local health = player:m_iHealth() local health = player:GetProp("DT_BasePlayer", "m_iHealth") local activeWeapon = player:GetActiveWeapon(); if (activeWeapon == nil) then goto continue; end local next_primary_attack = activeWeapon:GetProp("DT_BaseCombatWeapon", "m_flNextPrimaryAttack") local canShoot = next_primary_attack < GlobalVars.curtime; if (canSeePlayer(player, localPlayer) and canShoot) then peeking = true; end ::continue:: end end return peeking end Cheat.RegisterCallback("events", function(event) if event:GetName() ~= "player_hurt" then return end local me = EngineClient.GetLocalPlayer() local victim = EntityList.GetPlayerForUserID(event:GetInt("userid", 0)) --local attacker = EngineClient.GetPlayerForUserId(event:GetInt("attacker")) local dmg_health = event:GetInt("dmg_health") hitgroup = event:GetString("hitgroup") local hitgroups = { "generic body", "head", "chest", "stomach", "left arm", "right arm", "left leg", "right leg", "neck", "unsure", "gear" } local hitbox = hitgroups[hitgroup+1] if victim == me then local x = inverter_state --print( side ) --print( dmg_health ) --print( hitgroups[hitgroup+1] ) -- global vars for debug text --attacker_x = attacker:GetName() hit_side = side last_dmg = dmg_health hit_hitbox = hitbox end end) function left_static( ) yaw_add_ref:SetInt( -4 ) ref_modifier:SetBool( -1, true ) ref_modifier:SetBool( 1, false ) ref_modifier_off:SetInt( 0 ) end function left_jitter( ) -- dynamic_plus_multicombo:GetBool( 2 ) yaw_add_ref:SetInt( 0 ) ref_modifier:SetBool( 1, true ) ref_modifier:SetBool( -1, false ) ref_modifier_off:SetInt( 23 ) end function right_static( ) yaw_add_ref:SetInt(5) ref_modifier:SetBool( -1, true ) ref_modifier:SetBool( 1, false ) ref_modifier_off:SetInt( 0 ) end function right_jitter( ) -- dynamic_plus_multicombo:GetBool( 2 ) yaw_add_ref:SetInt( 3 ) ref_modifier:SetBool( 1, true ) ref_modifier:SetBool( -1, false ) ref_modifier_off:SetInt( 23 ) end local normalize_yaw = function ( m_flValue ) while m_flValue < -180 do m_flValue = m_flValue + 360.0; end while m_flValue > 180 do m_flValue = m_flValue - 360.0; end return m_flValue; end -- basic clamp function lol. local clamp = function( value, low, high ) if value <= low then return low end if value >= high then return high end return value end local m_max_delta = function() -- get local player. local _ent_idx = EngineClient.GetLocalPlayer() local _ent = EntityList.GetClientEntity(_ent_idx) local local_player = _ent:GetPlayer() -- Get a local player -- animstate ptr. local animstate = ffi.cast("struct c_animstate_128983475223458080**", ffi_helpers.get_entity_address( local_player:EntIndex() ) + 0x9960 )[0] -- if animstate is not initialized. if not animstate then return 0.0; end -- speed factor. local speedfactor = clamp(animstate.m_flFeetSpeedForwardsOrSideWays, 0.0, 1.0); --avr. local avg_speedfactor = (animstate.m_flStopToFullRunningFraction * -0.3 - 0.2) * speedfactor + 1.0; -- duckamount. local duck_amount = animstate.m_fDuckAmount; -- ducking. if duck_amount > 0.0 then -- animated max vel. local max_velocity = clamp(animstate.m_flFeetSpeedUnknownForwardOrSideways, 0.0, 1.0); -- duck speed. local duck_speed = duck_amount * max_velocity; -- recalc avg_speedfactor. avg_speedfactor = avg_speedfactor + ( duck_speed * (0.5 - avg_speedfactor) ); end -- return :). return animstate.m_flMaxYaw * avg_speedfactor; end local ref_fs = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Freestanding Desync") function handle_anti_aim( ) inverter_state = AntiAim.GetInverterState() if on_ground( local_player ) and not in_air( local_player ) then --print( under_health( ) ) if under_health( ) == true then ref_fs:SetInt( 2 ) elseif under_health( ) == false then -- IDEAL yaw option if (hit_hitbox == "left leg" or hit_hitbox == "right leg") and last_dmg < 27 then -- print("IDEAL CALCULATION [ACTIVATED]") ref_fs:SetInt( 2 ) else -- ref_fs:SetBool( 0, true ) -- ref_fs:SetBool( 1, false ) ref_fs:SetInt( 1 ) end end -- in air anti aim improvements if in_air( local_player ) and not on_ground( local_player ) then if ClientState.m_choked_commands <= 1 then ref_modifier:SetBool( -1, true ) elseif ClientState.m_choked_commands > 1 then ref_modifier:SetBool( 1, true ) end end if inverter_state == false then if is_local_peeked( ) then left_jitter( ) else left_static( ) end elseif inverter_state == true then if is_local_peeked( ) then right_jitter( ) else right_static( ) end end end end local t = 0 local desync = 58 local_player = EntityList.GetClientEntity( EngineClient.GetLocalPlayer( ) ) local function prediction_callback( ) if local_player == nil then return end is_local_peeked( ) handle_anti_aim( ) end function smartaa() Menu_fake_option:SetInt(1) AntiAim.OverrideLimit(math.random(45, 80)) Menu_left_limit:SetInt(math.random(30, 80)) Menu_right_limit:SetInt(math.random(30, 80)) end function multipleaa() Menu_fake_option:SetInt(Utils.RandomInt(2, 3)) Menu_left_limit:SetInt(Utils.RandomInt(35, 60)) Menu_right_limit:SetInt(Utils.RandomInt(35, 60)) end function preferlowdeltaaa() Menu_fake_option:SetInt(1) AntiAim.OverrideLimit(math.random(15, 15)) Menu_left_limit:SetInt(math.random(15, 35)) Menu_right_limit:SetInt(math.random(15, 35)) end function tankeaa() if GlobalVars.curtime >= t then desync = Utils.RandomInt(38, 60) t = GlobalVars.curtime + 0.1 end ref.yaw_add:Set(0) ref.fake_options:Set(1, false) ref.fake_options:Set(2, true) ref.fake_options:Set(3, false) ref.fake_options:Set(4, false) ref.yaw_modifier:Set(1) ref.modifier_degree:Set(Utils.RandomInt(52, 76)) AntiAim.OverrideLimit(desync) ref.lby_mode:Set(0) ref.freestanding_desync:Set(0) end function reversefreestanding() local_idx = EngineClient.GetLocalPlayer() local_entity = EntityList.GetClientEntity(local_idx) if local_entity == nil then return end local_player = local_entity:GetPlayer(); speed_x = local_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]") speed_y = local_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]") speed = math.sqrt(speed_x * speed_x + speed_y * speed_y) local localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) if not localplayer then return end local bOnGround = bit.band(localplayer:GetPlayer():GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0 speed_per_tick = math.sqrt(speed_x * speed_x + speed_y * speed_y) * GlobalVars.interval_per_tick if (cfg.ReverseFreeStand:GetBool()) then if math.floor(speed) <= 1 and bOnGround and cfg.ReverseFreeStand_Combo:GetBool(1) then -- standing Menu_freestand_desync:SetInt(2) elseif Menu_slowwalk:GetBool() == true and bOnGround and cfg.ReverseFreeStand_Combo:GetBool(4)then -- SlowWalk Menu_freestand_desync:SetInt(2) elseif math.floor(speed) > 1 and bOnGround and cfg.ReverseFreeStand_Combo:GetBool(2) and not Menu_slowwalk:GetBool() then -- Moving Menu_freestand_desync:SetInt(2) elseif not bOnGround and cfg.ReverseFreeStand_Combo:GetBool(3) then -- Air Menu_freestand_desync:SetInt(2) else Menu_freestand_desync:SetInt(1) end end end local leftlimit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Left Limit") local rightlimit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Right Limit") local fakeopt = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options") local lbymode = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode") local freestd = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Freestanding Desync") local desyn = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Desync On Shot") local slowwalk = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Slow Walk") local inverter = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Inverter") function antiaim_helpers() local_idx = EngineClient.GetLocalPlayer() local_entity = EntityList.GetClientEntity(local_idx) if local_entity == nil then return end if cfg.lowdelta:GetBool() then return end if cfg.IdealMode:GetBool() then prediction_callback() end local_player = local_entity:GetPlayer(); speed_x = local_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]") speed_y = local_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]") speed = math.sqrt(speed_x * speed_x + speed_y * speed_y) local localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) if not localplayer then return end local bOnGround = bit.band(localplayer:GetPlayer():GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0 speed_per_tick = math.sqrt(speed_x * speed_x + speed_y * speed_y) * GlobalVars.interval_per_tick if (cfg.desyncmod:GetBool()) then if math.floor(speed) <= 1 and bOnGround then -- standing if (cfg.desyncmodowostanding:GetInt() == 0) then --smart smartaa() end if (cfg.desyncmodowostanding:GetInt() == 2) then --Multiple multipleaa() end if (cfg.desyncmodowostanding:GetInt() == 1) then --prefer low delta preferlowdeltaaa() end if (cfg.desyncmodowostanding:GetInt() == 3) then --Smart Jitter jittersex() end if (cfg.desyncmodowostanding:GetInt() == 4) then --Smart Jitter tankeaa() end if (cfg.desyncmodowostanding:GetInt() == 5) then --Custom inverter:Set(cfg.sinv:Get()) leftlimit:Set(cfg.sleft:Get()) rightlimit:Set(cfg.sright:Get()) fakeopt:Set(cfg.sfkopt:Get()) lbymode:Set(cfg.slby:Get()) freestd:Set(cfg.sfr:Get()) desyn:Set(cfg.sdes:Get()) end elseif Menu_slowwalk:GetBool() == true and bOnGround then -- Moving if (cfg.desyncmodowoslowwalk:GetInt() == 0) then --smart smartaa() end if (cfg.desyncmodowoslowwalk:GetInt() == 2) then --Multiple multipleaa() end if (cfg.desyncmodowoslowwalk:GetInt() == 1) then --prefer low delta preferlowdeltaaa() end if (cfg.desyncmodowoslowwalk:GetInt() == 3) then --Smart Jitter jittersex() end if (cfg.desyncmodowoslowwalk:GetInt() == 4) then --Smart Jitter tankeaa() end if (cfg.desyncmodowoslowwalk:GetInt() == 5) then --Custom inverter:Set(cfg.swinv:Get()) leftlimit:Set(cfg.swleft:Get()) rightlimit:Set(cfg.swright:Get()) fakeopt:Set(cfg.swfkopt:Get()) lbymode:Set(cfg.swlby:Get()) freestd:Set(cfg.swfr:Get()) desyn:Set(cfg.swdes:Get()) end elseif math.floor(speed) > 1 and bOnGround and not Menu_slowwalk:GetBool() then -- Moving if (cfg.desyncmodowomoving:GetInt() == 0) then --smart smartaa() end if (cfg.desyncmodowomoving:GetInt() == 2) then --Multiple multipleaa() end if (cfg.desyncmodowomoving:GetInt() == 1) then --prefer low delta preferlowdeltaaa() end if (cfg.desyncmodowomoving:GetInt() == 3) then --Smart Jitter jittersex() end if (cfg.desyncmodowomoving:GetInt() == 4) then --Smart Jitter tankeaa() end if (cfg.desyncmodowomoving:GetInt() == 5) then --Custom inverter:Set(cfg.winv:Get()) leftlimit:Set(cfg.wleft:Get()) rightlimit:Set(cfg.wright:Get()) fakeopt:Set(cfg.wfkopt:Get()) lbymode:Set(cfg.wlby:Get()) freestd:Set(cfg.wfr:Get()) desyn:Set(cfg.wdes:Get()) end elseif not bOnGround then -- Air if (cfg.desyncmodowoair:GetInt() == 0) then --smart smartaa() end if (cfg.desyncmodowoair:GetInt() == 2) then --Multiple multipleaa() end if (cfg.desyncmodowoair:GetInt() == 1) then --prefer low delta preferlowdeltaaa() end if (cfg.desyncmodowoair:GetInt() == 3) then --Smart Jitter jittersex() end if (cfg.desyncmodowoair:GetInt() == 4) then --Smart Jitter tankeaa() end if (cfg.desyncmodowoair:GetInt() == 5) then --Custom inverter:Set(cfg.ainv:Get()) leftlimit:Set(cfg.aleft:Get()) rightlimit:Set(cfg.aright:Get()) fakeopt:Set(cfg.afkopt:Get()) lbymode:Set(cfg.alby:Get()) freestd:Set(cfg.afr:Get()) desyn:Set(cfg.ades:Get()) end end end end function ideal_tick_shot( ) if cfg.IdealTick:GetBool( ) == true then Exploits.ForceTeleport() end end function ideal_tick( ) Exploits.ForceCharge() Exploits.OverrideDoubleTapSpeed(18) double_tap:SetBool( true ) autopeekuwu:SetBool( true ) allow = true end function Exploits_func() --Speed modes instant = 16 default = 13 --Preserve modes insecure = 0 secure = 1 safe = 2 local is_charged = Exploits.GetCharge() if not cfg.DTSettings:GetBool() then return end cl_clock_correction = CVar.FindVar("cl_clock_correction") --clock correction OOPS: I think soufiw already manages with this but whatever... sv_maxusrcmdprocessticks = CVar.FindVar("sv_maxusrcmdprocessticks") --sv_maxusrcmdprocessticks if (cfg.dtcorrection:GetBool()) then CVar.FindVar("cl_clock_correction"):SetInt(0) CVar.FindVar("cl_clock_correction_adjustment_max_amount"):SetInt(450) else CVar.FindVar("cl_clock_correction"):SetInt(1) end if (cfg.dtmodes:GetInt() == 0 and not cfg.IdealTick:GetBool()) then --Instant mode if (can_shift_shot(instant) and is_charged ~= 1) then Exploits.AllowCharge(true) Exploits.ForceCharge() end Exploits.OverrideDoubleTapSpeed(instant) -- if (c_Menu_doubletap_debug_mode:GetBool()) then -- print("[DOUBLETAP] TICKS: MAX | PRESERVE: INSECURE | CORRECTION: DISABLED ") -- end else if (cfg.dtmodes:GetInt() == 1 and not cfg.IdealTick:GetBool()) then --Slow mode if (can_shift_shot(default) and is_charged ~= 1) then Exploits.AllowCharge(true) Exploits.ForceCharge() end Exploits.OverrideDoubleTapSpeed(default) -- if (c_Menu_doubletap_debug_mode:GetBool()) then -- print("[DOUBLETAP] TICKS: 13 | PRESERVE: SAFETY | CORRECTION: ENABLED ") -- end else if (cfg.dtmodes:GetInt() == 2 and not cfg.IdealTick:GetBool()) then --Sonic mode localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) getplayer = localplayer:GetPlayer() active_weapon = getplayer:GetActiveWeapon() Exploits.OverrideDoubleTapSpeed(17) CVar.FindVar("cl_clock_correction"):SetInt(0) CVar.FindVar("cl_clock_correction_adjustment_max_amount"):SetInt(450) -- Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Enable Fake Lag"):SetBool(true) -- if (c_Menu_doubletap_debug_mode:GetBool()) then -- print("[DOUBLETAP] TICKS: SONIC | PRESERVE: -1 | CORRECTION: DISABLED ") -- end else if (cfg.dtmodes:GetInt() == 3 and not cfg.IdealTick:GetBool()) then --Custom Mode if (can_shift_shot(cfg.dt_ticks:GetInt()) and is_charged ~= 1) then Exploits.AllowCharge(true) Exploits.ForceCharge() end Exploits.OverrideDoubleTapSpeed(cfg.dt_ticks:GetInt()) else -- Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Enable Fake Lag"):SetBool(true) end end end end end hitboxes = { 'generic', 'head', 'chest', 'stomach', 'left arm', 'right arm', 'left leg', 'right leg', 'neck' }; function Split(s, delimiter) result = {}; for match in (s..delimiter):gmatch("(.-)"..delimiter) do table.insert(result, match); end return result; end vector_add = function(vec1, vec2) newVec = {vec1[0] + vec2[0], vec1[1] + vec2[1], vec1[2] + vec2[2]} return newVec; end degreesToRadians = function(radians) arifemtic = (radians * math.pi / 180) return arifemtic end vector_sub = function(vec1, vec2) return {vec1[1] - vec2.x, vec1[2] - vec2.y, vec1[3] - vec2.z}; end vector_add = function(vec1, vec2) newVec = {vec1[1] + vec2[1], vec1[2] + vec2[2], vec1[3] + vec2[3]}; return newVec; end vec_mul_fl = function(vec1, vec2) return {vec1[1] * vec2, vec1[2] * vec2, vec1[3] * vec2}; end angle_to_vec = function(x, y) vecx = degreesToRadians(x); vecy = degreesToRadians(y); vectorx = math.sin(vecx); vectory = math.cos(vecx); vectorz = math.sin(vecy); vectoroffset = math.cos(vecy); return {(vectory * vectoroffset), (vectory * vectorz), (vectorx / -1)} end previoustrails = {} can_shift_shot = function(tts) me = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()):GetPlayer() if me == nil then return end wpn = me:GetActiveWeapon() if (me == null or wpn == null) then return false; end player = EntityList.GetLocalPlayer() tickbase = player:GetProp("m_nTickBase"); curtime = GlobalVars.interval_per_tick * (tickbase - tts) if (curtime < player:GetProp("m_flNextAttack")) then return false; end if (curtime < wpn:GetProp("m_flNextPrimaryAttack")) then return false; end return true; end quest = function(cond , T , F ) if cond then return true else return false end end toleng = 0 SkeetScope = function() sc = EngineClient.GetScreenSize() player = EntityList.GetLocalPlayer() scoped = player:GetProp("m_bIsScoped"); gui = CVar.FindVar("r_drawvgui") if scoped then if toleng < (cfg.ScopeOrigin:GetInt() / 2 + cfg.ScopeWidth:GetInt()) then toleng = toleng + 2 else toleng = (cfg.ScopeOrigin:GetInt() / 2 + cfg.ScopeWidth:GetInt()) end gui:SetInt(0); Render.GradientBoxFilled(Vector2.new(sc.x / 2 - 0.1, sc.y / 2 - math.min(cfg.ScopeOrigin:GetInt(), toleng)), Vector2.new(sc.x / 2 + 1, sc.y / 2 - math.min(cfg.ScopeOrigin:GetInt(), toleng) - math.min(cfg.ScopeWidth:GetInt(), toleng)), cfg.SkeetScope:GetColor(), cfg.SkeetScope:GetColor(), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0)) Render.GradientBoxFilled(Vector2.new(sc.x / 2 - math.min(cfg.ScopeOrigin:GetInt(), toleng), sc.y / 2 - 0.1), Vector2.new(sc.x / 2 - math.min(cfg.ScopeOrigin:GetInt(), toleng) - math.min(cfg.ScopeWidth:GetInt(), toleng), sc.y / 2 + 1), cfg.SkeetScope:GetColor(), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0), cfg.SkeetScope:GetColor(), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0)) Render.GradientBoxFilled(Vector2.new(sc.x / 2 - 0.1, sc.y / 2 + math.min(cfg.ScopeOrigin:GetInt(), toleng)), Vector2.new(sc.x / 2 + 1, sc.y / 2 + math.min(cfg.ScopeOrigin:GetInt(), toleng) + math.min(cfg.ScopeWidth:GetInt(), toleng)), cfg.SkeetScope:GetColor(), cfg.SkeetScope:GetColor(), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0)) Render.GradientBoxFilled(Vector2.new(sc.x / 2 + math.min(cfg.ScopeOrigin:GetInt(), toleng), sc.y / 2 - 0.1), Vector2.new(sc.x / 2 + math.min(cfg.ScopeOrigin:GetInt(), toleng) + math.min(cfg.ScopeWidth:GetInt(), toleng), sc.y / 2 + 1), cfg.SkeetScope:GetColor(), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0), cfg.SkeetScope:GetColor(), Color.new(cfg.SkeetScope:GetColor().r, cfg.SkeetScope:GetColor().g, cfg.SkeetScope:GetColor().b, 0)) else if toleng > 0 then toleng = toleng - 2 else toleng = 0 end gui:SetInt(1); end end movement = function(to_pos, curr_pos, view) diff_x = curr_pos.x - to_pos.x diff_y = curr_pos.y - to_pos.y yaw = view.yaw translatedVelocity = { diff_x * math.cos(yaw/180*math.pi) + diff_y*math.sin(yaw/180*math.pi), diff_y * math.cos(yaw/180*math.pi) - diff_x*math.sin(yaw/180*math.pi) } return { -translatedVelocity[1]*40, translatedVelocity[2]*40} end drawHud = function() if CVar.FindVar("hidehud"):GetInt() == 0 then CVar.FindVar("hidehud"):SetInt(8) end size = Vector2.new(100, 100) sc = EngineClient.GetScreenSize() pos = Vector2.new(sc.x / 2 - 50, sc.y - 52 - 50) ts = Render.CalcTextSize("nade", 16) Render.CircleFilled(Vector2.new(sc.x / 2, sc.y - 52), 50.2, 50, Color.new(0,0,0,0.5)) Render.Image(penguin, pos, size) Render.GradientBoxFilled(Vector2.new(sc.x/2+ 210, sc.y - 60), Vector2.new(sc.x/2+(49.55), sc.y - 45), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, 0.5), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, 0.5)) Render.GradientBoxFilled(Vector2.new(sc.x/2- 210, sc.y - 60), Vector2.new(sc.x/2-(49.55), sc.y - 45), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, 0.5), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, 0.5)) health = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()):GetPlayer():GetProp("m_iHealth") armor = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()):GetPlayer():GetProp("m_ArmorValue") Render.Text(tostring("HP:"), Vector2.new(sc.x/2+ 60, sc.y - 61), Color.new(1.0, 1.0, 1.0, 1.0), 15, font) Render.Text(tostring(health), Vector2.new(sc.x/2+ 60 + Render.CalcTextSize("HP:", 15).x + 3, sc.y - 61), Color.new((255 - 155 - health + 100)/255, (health + 100)/255, (0)/255, 255/255), 15, font) Render.Text(tostring("ARMOR:"), Vector2.new(sc.x/2 - 70 - Render.CalcTextSize("ARMOR..:", 15).x - 3, sc.y - 61), Color.new(1.0, 1.0, 1.0, 1.0), 15, font) Render.Text(tostring(armor), Vector2.new(sc.x/2-80, sc.y - 61), Color.new(7/255, 169/255, 232/255, 1.0), 15, font) end alpha = { 0, 0, 0, 0, 0, 0, 0, } dtspeed = 0 local maxdt = 0 -- findvars local math_lib = { clamp = function(val, lower, upper) if lower > upper then lower, upper = upper, lower end return math.max(lower, math.min(upper, val)) end } local lua = { color = Color.RGBA(157, 162, 255, 255), font = Render.InitFont('Verdana', 11,{'r'}), screen = EngineClient.GetScreenSize(), logs = { stuff = {}, num = 0, reason = { [1] = 'resolver', [2] = 'spread', [3] = 'occlusion', [4] = 'prediction error' }, hitgroups = { [0] = "generic", [1] = "head", [2] = "chest", [3] = "stomach", [4] = "left arm", [5] = "right arm", [6] = "left leg", [7] = "right leg", [10] = "gear" } } } local render = { box = function(string,y,alpha) local stringsize = Render.CalcTextSize(string,11,lua.font).x Render.BoxFilled(Vector2.new(lua.screen.x/2-stringsize/2-6.5,lua.screen.y-150-y),Vector2.new(lua.screen.x/2+stringsize/2+6.5,lua.screen.y-120-y),Color.RGBA(0,0,0,80)) Render.BoxFilled(Vector2.new(lua.screen.x/2-stringsize/2-6.5,lua.screen.y-151-y),Vector2.new(lua.screen.x/2+stringsize/2+6.5,lua.screen.y-150-y),lua.color) Render.Text(string,Vector2.new(lua.screen.x/2,lua.screen.y-136-y),Color.RGBA(255,255,255,255),11,lua.font,true,true) end } local dt_ref = Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap") local hs_ref = Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Hide Shots") local safepoint_ref = Menu.FindVar("Aimbot", "Ragebot", "Misc", "Safe Points") local baim_ref = Menu.FindVar("Aimbot", "Ragebot", "Misc", "Body Aim") local min_dmg = Menu.FindVar("Aimbot", "Ragebot", "Accuracy", "Minimum Damage") local freestand_ref = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base") local autopeek_ref = Menu.FindVar("Miscellaneous", "Main", "Movement", "Auto Peek") local fl_ref = Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Limit") local autopeek_backup = autopeek_ref:GetBool() local dt_backup = dt_ref:GetBool() local yaw_base_backup = freestand_ref:GetInt() -- anti aim references local sw_ref = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Slow Walk") local yaw_base_ref = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base") function C_BaseEntity:m_iHealth() return self:GetProp("DT_BasePlayer", "m_iHealth") end function render_text(text, pos, color, size, text_font, outline, align) local text_size = Render.CalcTextSize(text, size, text_font) if align == 0 then -- To the left Render.Text(text, Vector2.new(pos.x - text_size.x, pos.y), color, size, text_font, outline) elseif align == 1 then -- To the center Render.Text(text, Vector2.new(pos.x - (text_size.x / 2), pos.y), color, size, text_font, outline) elseif align == 2 then -- To the right Render.Text(text, pos, color, size, text_font, outline) end end local font_verdana12 = Render.InitFont("Verdana", 12, {' r '} ) local font_title = Render.InitFont("Verdana Bold", 11, {' '} ) local font_inds = Render.InitFont("Smallest Pixel-7", 10, {' '} ) local font_idealyaw = Render.InitFont("Verdana", 13, {' '} ) local y = 0 function drawIndicators() -- visuals needed stuff local get_screen = EngineClient:GetScreenSize() local x = get_screen.x / 2 if cfg.SkeetScope:GetBool() then if(cfg.Scoped) then y = get_screen.y/2+ScopeOrigin:GetInt() else y = get_screen.y/2+toleng end else y = get_screen.y/2+20 end local arrows_size = 17 local text_inds = 10 local text_title = 16 local ind_dst = 0 local ind_spr = 8 local charge = Exploits.GetCharge() local dmg_value = min_dmg:GetInt() local main_color = color_main:GetColor() local accent_color = color_accent:GetColor() -- prediction textbox local txt_pred_left = "EXO" local txt_pred_right = "DUS" -- acatel textbox local txt_acatel = "EXODUS." local txt_acatel_version = "WTF" -- ideal yaw textbox local txt_ideal = "EXODUS YAW" -- killaura textbox local txt_killaura = "EXODUS" -- Arctic textbox local txt_arctic = "EXODUS" -- Invictus textbox local txt_invictus = "EXODUS" local local_player = EngineClient.GetLocalPlayer() local player = EntityList.GetClientEntity(local_player) if not player then return end local flags = player:GetProp("m_fFlags") local inverted = AntiAim.GetInverterState() local real = AntiAim.GetCurrentRealRotation() local fake = AntiAim.GetFakeRotation() local max_dsy = AntiAim.GetMaxDesyncDelta() local min_dsy = AntiAim.GetMinDesyncDelta() local delta = real - fake if (delta > max_dsy) then delta = max_dsy elseif (delta < min_dsy) then delta = min_dsy end local baim_color = Color.new(0.3, 0.3, 0.3, 1) local sp_color = Color.new(0.3, 0.3, 0.3, 1) local freestanding_color = Color.new(0.3, 0.3, 0.3, 1) if (baim_ref:GetInt() == 2) then baim_color = main_color end if (safepoint_ref:GetInt() == 2) then sp_color = main_color end if (freestand_ref:GetInt() == 5) then freestanding_color = main_color end local fakeyaw_text = "-" if (inverted) then fakeyaw_text = "L" else fakeyaw_text = "R" end r = main_color.r g = main_color.g b = main_color.b r2 = accent_color.r g2 = accent_color.g b2 = accent_color.b a = (math.floor(math.sin(GlobalVars.curtime * 2) * 220 + 221)) / 1000 * 6.92 local hdf = Color.new(r2, g2, b2, a) local hrsn = Color.new(r, g, b, 0) local desyncdelta = math.min(math.abs(AntiAim.GetCurrentRealRotation() - AntiAim.GetFakeRotation()) / 2, 58) -- drawing visualsssss if player:m_iHealth() > 0 then -- prediction indicators if (cfg.indicators_type:GetInt() == 1) then if cfg.indicators_list:GetBool(1) then if (inverted) then render_text(""..txt_pred_left.."", Vector2.new(x, y + 20), main_color, 11, font_title, false, 0) render_text(""..txt_pred_right.."", Vector2.new(x, y + 20), accent_color, 11, font_title, false, 2) elseif not (inverted) then render_text(""..txt_pred_left.."", Vector2.new(x, y + 20), accent_color, 11, font_title, false, 0) render_text(""..txt_pred_right.."", Vector2.new(x, y + 20), main_color, 11, font_title, false, 2) end end --Drawing custom arrows -- drawing arrows if cfg.indicators_list:GetBool(2) then -- checking if is in air or ducking for the anti-aim status local aa_status = "DYNAMIC-" if (flags == 256) then aa_status = "AEROBIC^" render_text(aa_status, Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr elseif player:GetProp("m_flDuckAmount") > 0.8 then aa_status = "TANK" render_text(aa_status, Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr else aa_status = "DYNAMIC-" render_text(aa_status, Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr end end if cfg.indicators_list:GetBool(3) then if (charge <= 0) then dt_state = Color.new(255,0,0,255) else dt_state = accent_color end if (dt_ref:GetBool()) then render_text("DT", Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr elseif not(dt_ref:GetBool()) then render_text("DT", Vector2.new(x, y + 30 + ind_dst), main_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr end end if cfg.indicators_list:GetBool(4) then if (hs_ref:GetBool()) then render_text("OS-AA", Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr elseif not (hs_ref:GetBool()) then render_text("OS-AA", Vector2.new(x, y + 30 + ind_dst), main_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr end end if cfg.indicators_list:GetBool(5) then if (autopeek_ref:GetBool()) then render_text("QUICKPEEK", Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr else render_text("QUICKPEEK", Vector2.new(x, y + 30 + ind_dst), main_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr end end if cfg.indicators_list:GetBool(6) then if (freestand_ref:GetInt() == 5) then render_text("FREESTANDING", Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr else render_text("FREESTANDING", Vector2.new(x, y + 30 + ind_dst), main_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr end end if cfg.indicators_list:GetBool(7) then if (baim_ref:GetInt() == 2) then render_text("BAIM", Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr else render_text("BAIM", Vector2.new(x, y + 30 + ind_dst), main_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr end end if cfg.indicators_list:GetBool(8) then if (safepoint_ref:GetInt() == 2) then render_text("SAFE", Vector2.new(x, y + 30 + ind_dst), accent_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr else render_text("SAFE", Vector2.new(x, y + 30 + ind_dst), main_color, text_inds, font_inds, true, 1) ind_dst = ind_dst + ind_spr end end end -- acatel indiicators if (cfg.indicators_type:GetInt() == 2) then local pene = string.format(""..txt_acatel.."") local pene2 = string.format(""..txt_acatel_version.."") local text_size = Render.CalcTextSize(""..txt_acatel.."", text_inds, font_inds) render_text(pene, Vector2.new(x + 2, y + 30), main_color, text_inds, font_inds, true, 2) render_text(pene2, Vector2.new(x + 2 + text_size.x, y + 30), hdf, text_inds, font_inds, true, 2) render_text("FAKE", Vector2.new(x + 2, y + 38.5), Color.new(197/255, 198/255, 254/ 255, 1), text_inds, font_inds, true, 2) render_text("YAW", Vector2.new(x + 2 + 21, y + 38.5), Color.new(197/255, 198/255, 254/ 255, 1), text_inds, font_inds, true, 2) render_text(fakeyaw_text, Vector2.new(x + 39, y + 38.5), Color.new(1,1,1,1), text_inds, font_inds, true, 2) if (dt_ref:GetBool()) then if (charge <= 0) then render_text("DT", Vector2.new(x + 2, y + 46), Color.new(255,0,0,255), text_inds, font_inds, true, 2) ind_dst = ind_dst + ind_spr else render_text("DT", Vector2.new(x + 2, y + 46), Color.new(0,255,0,255), text_inds, font_inds, true, 2) ind_dst = ind_dst + ind_spr end end -- baim render_text("BAIM", Vector2.new(x + 2, y + 46 + ind_dst), baim_color, text_inds, font_inds, true, 2) -- safepoint render_text("SP", Vector2.new(x + 2 + 23, y + 46 + ind_dst), sp_color, text_inds, font_inds, true, 2) -- freestanding render_text("FS", Vector2.new(x + 2 + 35, y + 46 + ind_dst), freestanding_color, text_inds, font_inds, true, 2) if min_dmg:GetInt() > 0 then render_text("DMG:" .. min_dmg:GetInt(), Vector2.new(x + 2, y + 46 + ind_dst + 8.5), Color.new(255,255,255,255), text_inds, font_inds, true, 2) else render_text("DMG:AUTO", Vector2.new(x + 2, y + 46 + ind_dst + 8.5), Color.new(255,255,255,255), text_inds, font_inds, true, 2) end end -- ideal yaw indicators (hardcoded) if (cfg.indicators_type:GetInt() == 3) then local draw_arrow = false if (flags == 256) then draw_arrow = false elseif not (flags == 256) then draw_arrow = true end render_text(""..txt_ideal.."", Vector2.new(x + 1, y + 30 + ind_dst), Color.new(0/255, 0/0, 0/255, 1), 13, font_idealyaw, false, 2) render_text(""..txt_ideal.."", Vector2.new(x, y + 30 + ind_dst), Color.new(255/255, 128/255, 0/255, 1), 13, font_idealyaw, false, 2) render_text("DYNAMIC", Vector2.new(x + 1, y + 42 + ind_dst), Color.new(0/255, 0/255, 0/255, 1), 13, font_idealyaw, false, 2) render_text("DYNAMIC", Vector2.new(x, y + 42 + ind_dst), Color.new(192/255, 175/255, 226/255, 1), 13, font_idealyaw, false, 2) if (dt_ref:GetBool()) then if (charge <= 0) then render_text("DT", Vector2.new(x + 1, y + 53 + ind_dst), Color.new(0,0,0,255), 13, font_idealyaw, false, 2) render_text("DT", Vector2.new(x, y + 53 + ind_dst), Color.new(255,0,0,255), 13, font_idealyaw, false, 2) ind_dst = ind_dst + ind_spr else render_text("DT", Vector2.new(x + 1, y + 53 + ind_dst), Color.new(0,0,0,255), 13, font_idealyaw, false, 2) render_text("DT", Vector2.new(x, y + 53 + ind_dst), Color.new(0,255,0,255), 13, font_idealyaw, false, 2) ind_dst = ind_dst + ind_spr end end if (hs_ref:GetBool()) then render_text("AA", Vector2.new(x + 1, y + 55 + ind_dst), Color.new(0/255, 0/255, 0/255, 1), 12, font_idealyaw, false, 2) render_text("AA", Vector2.new(x, y + 55 + ind_dst), Color.new(192/255, 175/255, 226/255, 1), 12, font_idealyaw, false, 2) ind_dst = ind_dst + ind_spr end end -- killaura indicators if (cfg.indicators_type:GetInt() == 4) then local choke = ClientState.m_choked_commands local fl_str = string.format("FL:" ..choke) local aa_status = "AA:STABLE AURA" if (flags == 256) then aa_state = "AA:FLYING JESUS" elseif player:GetProp("m_flDuckAmount") > 0.8 then aa_state = "AA:CROUCHING" else aa_state = "AA:STABLE AURA" end render_text(""..txt_killaura.."", Vector2.new(x, y + 30), main_color, text_inds, font_inds, true, 0) render_text(aa_state, Vector2.new(x, y + 38), accent_color, text_inds, font_inds, true, 0) if (dt_ref:GetBool()) then if (charge <= 0) then render_text("DT:SHIFTING", Vector2.new(x, y + 46 + ind_dst), accent_color, text_inds, font_inds, true, 0) ind_dst = ind_dst + ind_spr else render_text("DT:NERVOUS", Vector2.new(x, y + 46 + ind_dst), accent_color, text_inds, font_inds, true, 0) ind_dst = ind_dst + ind_spr end end render_text(fl_str, Vector2.new(x, y + 46 + ind_dst), accent_color, text_inds, font_inds, true, 0) end if (cfg.indicators_type:GetInt() == 5) then local aa_status = "STANDING" render_text(""..txt_arctic.."", Vector2.new(x, y + 32 ), main_color, text_inds, font_inds, true, 1) if (flags == 256) then aa_status = "AIR" render_text(aa_status, Vector2.new(x, y + 40), main_color, text_inds, font_inds, true, 1) elseif player:GetProp("m_flDuckAmount") > 0.8 then aa_status = "CROUCHING" render_text(aa_status, Vector2.new(x, y + 40), main_color, text_inds, font_inds, true, 1) elseif (sw_ref:GetBool()) then aa_status = "SLOWWALK" render_text(aa_status, Vector2.new(x, y + 40), main_color, text_inds, font_inds, true, 1) else aa_status = "STANDING" render_text(aa_status, Vector2.new(x, y + 40), main_color, text_inds, font_inds, true, 1) end if (dt_ref:GetBool()) then if (charge <= 0) then render_text("DT", Vector2.new(x - 8, y + 48), Color.new(0.5, 0.5, 0.5, 1), text_inds, font_inds, true, 0) else render_text("DT", Vector2.new(x - 8, y + 48), accent_color, text_inds, font_inds, true, 0) end elseif not(dt_ref:GetBool()) then render_text("DT", Vector2.new(x - 8, y + 48), Color.new(0.5, 0.5, 0.5, 1), text_inds, font_inds, true, 0) end if (yaw_base_ref:GetInt() == 5) then render_text("FS", Vector2.new(x, y + 48 + ind_dst), accent_color, text_inds, font_inds, true, 1) elseif not (yaw_base_ref:GetInt() == 5) then render_text("FS", Vector2.new(x, y + 48 + ind_dst), Color.new(0.5, 0.5, 0.5, 1), text_inds, font_inds, true, 1) end if (hs_ref:GetBool()) then render_text("HS", Vector2.new(x + 8, y + 48), accent_color, text_inds, font_inds, true, 2) elseif not (hs_ref:GetBool()) then render_text("HS", Vector2.new(x + 8, y + 48), Color.new(0.5, 0.5, 0.5, 1), text_inds, font_inds, true, 2) end end -- Invictus indicators if (cfg.indicators_type:GetInt() == 6) then render_text(""..txt_invictus.."", Vector2.new(x + 1, y + 33 ), Color.new(0, 0, 0, 1), 12, font_verdana12, false, 1) render_text(""..txt_invictus.."", Vector2.new(x, y + 32 ), main_color, 12, font_verdana12, false, 1) Render.GradientBoxFilled(Vector2.new(x, y + 47), Vector2.new(x+(math.abs(desyncdelta*58/60)),y + 49), main_color, hrsn, main_color, hrsn) Render.GradientBoxFilled(Vector2.new(x, y + 47), Vector2.new(x+(-math.abs(desyncdelta*58/60)),y + 49), main_color, hrsn, main_color, hrsn) end end end -- LowdeltaPreset = function() -- AntiAim.OverrideYawOffset(0.0) -- AntiAim.OverrideLimit(-20.0) -- AntiAim.OverrideLBYOffset(21) -- end -- LegitAAPreset = function(cmd) -- -- cmd.buttons = bit.band(cmd.buttons, bit.bnot(32)) -- if AntiAim.GetInverterState() then -- AntiAim.OverrideLBYOffset(-60) -- else -- AntiAim.OverrideLBYOffset(60) -- end -- AntiAim.OverrideYawOffset(180.0) -- AntiAim.OverrideLimit(60) -- AntiAim.OverridePitch(0.0) -- end manualalpha = 0 manualminus = false tolengf = 0 local YawAdd = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Add") manuals = function() local_player_index = EngineClient.GetLocalPlayer() local_player = EntityList.GetClientEntity(local_player_index):GetPlayer() me = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) if local_player and local_player:GetProp("m_iHealth") > 0 then if manualminus == false then if manualalpha < 255 then manualalpha = manualalpha + 2 else manualminus = true end else if manualalpha > 0 then manualalpha = manualalpha - 2 else manualminus = false end end manual = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base") sc = EngineClient.GetScreenSize() x = sc.x/2 y = sc.y/2 ctx = sc.x / 2 cty = sc.y/ 2 player = EntityList.GetLocalPlayer() scoped = player:GetProp("m_bIsScoped"); gui = CVar.FindVar("r_drawvgui") if scoped and cfg.SkeetScope:GetBool() then if tolengf < (cfg.ScopeOrigin:GetInt() + cfg.ScopeWidth:GetInt()) then tolengf = tolengf + 2 else tolengf = (cfg.ScopeOrigin:GetInt() + cfg.ScopeWidth:GetInt()) end else if tolengf > 0 then tolengf = tolengf - 2 else tolengf = 0 end end arrow = 40 + tolengf -- Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 0.5), Vector2.new(x+arrow, y-10), Vector2.new(x+arrow, y+10), Vector2.new(x+arrow+20, y), Vector2.new(x+arrow, y-10)) -- Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 0.5), Vector2.new(x-arrow, y-10), Vector2.new(x-arrow, y+10), Vector2.new(x-arrow-20, y), Vector2.new(x-arrow, y-10)) if cfg.desyncarrowscombo:GetInt() == 0 then if inverter:GetBool() == true then --right Render.PolyFilled(desyncarrowscolors:GetColor(), Vector2.new(x+arrow, y-10), Vector2.new(x+arrow, y+10), Vector2.new(x+arrow+20, y), Vector2.new(x+arrow, y-10)) Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 0.5), Vector2.new(x-arrow, y-10), Vector2.new(x-arrow, y+10), Vector2.new(x-arrow-20, y), Vector2.new(x-arrow, y-10)) elseif inverter:GetBool() == false then --left Render.PolyFilled(desyncarrowscolors:GetColor(), Vector2.new(x-arrow, y-10), Vector2.new(x-arrow, y+10), Vector2.new(x-arrow-20, y), Vector2.new(x-arrow, y-10)) Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 0.5), Vector2.new(x+arrow, y-10), Vector2.new(x+arrow, y+10), Vector2.new(x+arrow+20, y), Vector2.new(x+arrow, y-10)) end end if cfg.desyncarrowscombo:GetInt() == 1 then if inverter:GetBool() then Render.BoxFilled(Vector2.new(ctx - arrow - 2, cty - 11), Vector2.new(ctx - arrow, cty + 8), desyncarrowscolors:GetColor()) Render.BoxFilled(Vector2.new(ctx + arrow + 2, cty - 11), Vector2.new(ctx + arrow, cty + 8), Color.new(0.0, 0.0, 0.0, 1.0)) else Render.BoxFilled(Vector2.new(ctx + arrow + 2, cty - 11), Vector2.new(ctx + arrow, cty + 8), desyncarrowscolors:GetColor()) Render.BoxFilled(Vector2.new(ctx - arrow - 2, cty - 11), Vector2.new(ctx - arrow, cty + 8), Color.new(0.0, 0.0, 0.0, 1.0)) end if _yawbase:GetInt() == 2 or YawAdd:GetInt() == 90 then Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 1.0), Vector2.new(ctx - arrow - 4, cty - 11), Vector2.new(ctx - arrow - 4, cty + 8), Vector2.new(ctx - arrow - 20, cty - 1)) Render.PolyFilled(desyncarrowscolors:GetColor(), Vector2.new(ctx + arrow + 5, cty - 11), Vector2.new(ctx + arrow + 5, cty + 8), Vector2.new(ctx + arrow + 19, cty - 1)) elseif _yawbase:GetInt() == 3 or YawAdd:GetInt() == -90 then Render.PolyFilled(desyncarrowscolors:GetColor(), Vector2.new(ctx - arrow - 4, cty - 11), Vector2.new(ctx - arrow - 4, cty + 8), Vector2.new(ctx - arrow - 20, cty - 1)) Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 1.0), Vector2.new(ctx + arrow + 5, cty - 11), Vector2.new(ctx + arrow + 5, cty + 8), Vector2.new(ctx + arrow + 19, cty - 1)) else Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 1.0), Vector2.new(ctx - arrow - 4, cty - 11), Vector2.new(ctx - arrow - 4, cty + 8), Vector2.new(ctx - arrow - 20, cty - 1)) Render.PolyFilled(Color.new(0.0, 0.0, 0.0, 1.0), Vector2.new(ctx + arrow + 5, cty - 11), Vector2.new(ctx + arrow + 5, cty + 8), Vector2.new(ctx + arrow + 19, cty - 1)) end end end end oldDamage = 0 oldAutowall = 0 oldHitChance = 0 function instant_recharge() if cfg.instantrecharge:GetBool() then if cfg.instantrecharge_mode:GetInt() == 0 then Exploits.ForceCharge() end end end setLowdelta = false LowDelta = function() if setLowdelta == false then FakeOptions = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options") LBYMode = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode") freestandDesync = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Freestanding Desync") DesyncOnShot = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Desync On Shot") FakeOptions:SetInt(0) LBYMode:SetInt(1) freestandDesync:SetInt(0) DesyncOnShot:SetInt(0) setLowdelta = true end AntiAim.OverrideLimit(17.0) AntiAim.OverrideLBYOffset(21.0) AntiAim.OverrideYawOffset(1.0) AntiAim.OverridePitch(90.0) if AntiAim.GetInverterState() == false then AntiAim.OverrideLBYOffset(21) else AntiAim.OverrideLBYOffset(21.0) end end function vec_distance(vec_one, vec_two) delta_x, delta_y, delta_z = vec_one.x - vec_two.x, vec_one.y - vec_two.y return math.sqrt(delta_x * delta_x + delta_y * delta_y) end setLegitOptions = false local marius = 0 local diduans = false LegitAA = function(cmd) ents = EntityList.GetEntitiesByClassID(129) hosts = EntityList.GetEntitiesByClassID(97) if ents[1] ~= nil or ents[0] ~= nil then for i = 1, #ents do localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) position = ents[i]:GetProp("DT_BaseEntity", "m_vecOrigin") origin = localplayer:GetPlayer():GetEyePosition() vec = Vector.new(origin.x, origin.y, origin.z) distance = vec:DistTo(position) if distance > 100 then cmd.buttons = bit.band(cmd.buttons, bit.bnot(32)) end end elseif hosts[1] ~= nil then for f = 1, #hosts do if f > 1 then localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) position = hosts[f]:GetProp("DT_BaseEntity", "m_vecOrigin") position2 = hosts[f-1]:GetProp("DT_BaseEntity", "m_vecOrigin") origin = localplayer:GetPlayer():GetEyePosition() vec = Vector.new(origin.x, origin.y, origin.z) distance = vec:DistTo(position) distance2 = vec:DistTo(position2) if distance > 100 and distance2 > 100 then cmd.buttons = bit.band(cmd.buttons, bit.bnot(32)) end end end else cmd.buttons = bit.band(cmd.buttons, bit.bnot(32)) end if setLegitOptions == false then FakeOptions = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options") LBYMode = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode") freestandDesync = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Freestanding Desync") DesyncOnShot = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Desync On Shot") FakeOptions:SetInt(8) LBYMode:SetInt(1) freestandDesync:SetInt(0) DesyncOnShot:SetInt(0) setLegitOptions = true end if AntiAim.GetInverterState() then AntiAim.OverrideLBYOffset(-60) else AntiAim.OverrideLBYOffset(60) end AntiAim.OverrideYawOffset(180) AntiAim.OverrideLimit(60) AntiAim.OverridePitch(EngineClient.GetViewAngles().pitch) end pingticks = 0 antiAims = false set = false settwo = false setthree = false ticksAfterUpload = 0 savedAntiAims = { 0,0,0,0,0,0,0,0,0,0,0,0 } presaveforlegit = { 0,0,0,0,0,0,0,0,0,0,0,0 } presaveforldelta = { 0,0,0,0,0,0,0,0,0,0,0,0 } function fast_charge() if cfg.instantrecharge:GetBool() then if cfg.instantrecharge_mode:GetInt() == 1 then Exploits.ForceCharge() end end end local function fast_recharge () if EngineClient.IsConnected() then local netchann_info = EngineClient.GetNetChannelInfo() if netchann_info == nil then return end end end local nexttickfakelag = true local function isempty(s) if s == nil then return s == 0 else return s end end Cheat.RegisterCallback('registered_shot', function(shot) if cfg.logsowoowowowo:GetBool(2) then lua.logs.num = lua.logs.num + 1 if shot.reason == 0 then table.insert(lua.logs.stuff,{text = 'Hit ' .. EntityList.GetClientEntity(shot.target_index):GetPlayer():GetName() .. "'s in " .. lua.logs.hitgroups[math_lib.clamp(shot.hitgroup,0,10)] .. ' for ' .. isempty(shot.damage) .. ' damage [spread: ' .. string.format('%.3f°',isempty(shot.spread_degree)) .. '] [hitchance:' .. isempty(isempty(shot.backtrack)) ..' | history:' .. shot.backtrack ..']',time = GlobalVars.realtime}) print('[exodus] Hit ' .. EntityList.GetClientEntity(shot.target_index):GetPlayer():GetName() .. "'s in " .. lua.logs.hitgroups[math_lib.clamp(shot.hitgroup,0,10)] .. ' for ' .. isempty(shot.damage) .. ' damage [spread: ' .. string.format('%.3f°',isempty(shot.spread_degree)) .. '] [hitchance:' .. isempty(isempty(shot.backtrack)) ..' | history:' .. shot.backtrack ..']') else table.insert(lua.logs.stuff,{text = 'Missed shot in ' .. EntityList.GetClientEntity(shot.target_index):GetPlayer():GetName() .. "'s " .. lua.logs.hitgroups[math_lib.clamp(shot.wanted_hitgroup,0,10)] .. ' due to ' .. lua.logs.reason[shot.reason] .. ' [spread: ' .. string.format('%.3f°',isempty(shot.spread_degree)) .. '] [hitchance:' .. isempty(isempty(shot.backtrack)) ..' | history:' .. shot.backtrack ..']',time = GlobalVars.realtime}) print('[exodus] Missed shot in ' .. EntityList.GetClientEntity(shot.target_index):GetPlayer():GetName() .. "'s " .. lua.logs.hitgroups[math_lib.clamp(shot.wanted_hitgroup,0,10)] .. ' due to ' .. lua.logs.reason[shot.reason] .. ' [spread: ' .. string.format('%.3f°',isempty(shot.spread_degree)) .. '] [hitchance:' .. isempty(isempty(shot.backtrack)) ..' | history: '.. shot.backtrack ..']') end end end) Cheat.RegisterCallback( "ragebot_shot", function() ideal_tick_shot() fast_charge() nexttickfakelag = false end) local hide_shots = Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Hide Shots") function antionshotfunc() if cfg.antionshot:GetBool() then Menu_fakelag_enable:SetBool(true) if not nexttickfakelag then if double_tap:GetBool() or hide_shots:GetBool() then FakeLag.ForceSend() else FakeLag.ForceSend() end -- print('SHOT!') nexttickfakelag = true end end end function antibackstab() local all_players = EntityList.GetEntitiesByName("CCSPlayer") for i = 1, #all_players do local target = all_players[i]:GetPlayer() if target ~= EntityList.GetLocalPlayer() and not target:IsTeamMate() and target:GetProp("m_iHealth") > 0 then local localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) local origin = localplayer:GetRenderOrigin() local origin2 = target:GetRenderOrigin() local my_vec = Vector.new(origin.x, origin.y, origin.z) local dest = Vector.new(origin2.x, origin2.y, origin2.z) local length = my_vec:DistTo(dest) weap = target:GetActiveWeapon() if length < 170 and weap ~= nil and weap:IsKnife() and cfg.AvoidBackStab:GetBool() then AntiAim.OverrideYawOffset(180) AntiAim.OverridePitch(0) else return end end end end local function breaklc() local localplayer = EntityList.GetClientEntity(EngineClient:GetLocalPlayer()) if not localplayer then return end localplayer = localplayer:GetPlayer() local lhealth = localplayer:GetProp("m_iHealth") if not lhealth or lhealth <= 0 then return end local fakeduck_enable = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Fake Duck") if fakeduck_enable:GetBool() then return end local doubletap_enable = Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap") if (doubletap_enable:GetBool() == false or Exploits.GetCharge() < 1) then local origin = localplayer:GetProp("m_vecOrigin") if origin:DistTo(lastSentPos) >= math.random(48, 64) then print("broke") FakeLag.ForceSend() lastSentPos = origin return end end end local mamatatapapa = 0 function mafutemama(cmd) local_idx = EngineClient.GetLocalPlayer() local_entity = EntityList.GetClientEntity(local_idx) local_player = local_entity:GetPlayer(); if not cfg.ExtendedLean:GetBool() then return end if cfg.fakeflickescheck:GetBool() then return end speed_x = local_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]") speed_y = local_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]") speed = math.sqrt(speed_x * speed_x + speed_y * speed_y) if cfg.ExtendedLeanMode:GetInt() == 0 then mamatatapapa = cfg.ExtendedLeanVal:GetInt() elseif cfg.ExtendedLeanMode:GetInt() == 1 then mamatatapapa = math.random(cfg.ExtendedLeanVal:GetInt(), cfg.ExtendedLeanVal:GetInt() - cfg.ExtendedLeanJitter:GetInt()) elseif cfg.ExtendedLeanMode:GetInt() == 2 then hp = 100 - local_entity:GetProp("m_iHealth") rounds = EntityList.GetGameRules():GetProp("m_totalRoundsPlayed") * 2 mamatatapapa = (math.min(math.abs(AntiAim.GetCurrentRealRotation() - AntiAim.GetFakeRotation()) / 2, 58)) + hp + rounds + (speed / 1.8) end if speed > 1.5 and not Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Slow Walk"):GetBool() then return end if AntiAim.GetInverterState() then cmd.viewangles.roll = mamatatapapa else cmd.viewangles.roll = -mamatatapapa end end local fake_duck = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Fake Duck") fakelagtyme2 = GlobalVars.curtime local randomized_fakelags = function() if not cfg.fakelagesEnable:GetBool() then return end local count = math.random(cfg.fakelagesRandomizedmin:Get(), cfg.fakelagesRandomizedmax:Get()) if cfg.fakelagesType:Get() == 3 then Menu_fakelag_enable:Set(true) if fakelagtyme2 > GlobalVars.curtime or GlobalVars.curtime - fakelagtyme2 > cfg.fakelagesRandomizedtime:Get() then Menu_fakelag_limit:SetInt(count) Menu_fakelag_randomization:SetInt(count) fakelagtyme2 = GlobalVars.curtime end end end fakelagtyme = GlobalVars.curtime local function fluctuate_fakelag() if not cfg.fakelagesEnable:GetBool() then return end if cfg.fakelagesType:Get() == 2 then Menu_fakelag_enable:Set(true) if fakelagtyme > GlobalVars.curtime or GlobalVars.curtime - fakelagtyme > cfg.fakelagesCustomLimitTime:Get() then Menu_fakelag_limit:SetInt(0) Menu_fakelag_randomization:SetInt(0) fakelagtyme = GlobalVars.curtime else Menu_fakelag_limit:SetInt(cfg.fakelagesLimit:Get()) Menu_fakelag_randomization:SetInt(cfg.fakelagesRandomization:Get()) end end end local CustomTicks = function() if not cfg.fakelagesEnable:GetBool() then return end if cfg.fakelagesType:Get() == 1 then Menu.FindVar("Aimbot", "Anti Aim", "Fake Lag", "Enable Fake Lag"):Set(false) end if cfg.fakelagesType:Get() == 1 then if cfg.fakelagesCustomTicks:Get() > 16 then CVar.FindVar("sv_maxusrcmdprocessticks"):SetInt(cfg.fakelagesCustomTicks:Get()) end if not Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap"):Get() and not Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Hide Shots"):Get() then if ClientState.m_choked_commands >= cfg.fakelagesCustomTicks:Get() then FakeLag.SetState(true) else FakeLag.SetState(false) end end end end local CustomTicksDT = function() if not cfg.fakelagesEnable:GetBool() then return end if cfg.DTSettings:GetBool() then if cfg.dtmodes:GetInt() == 0 then mamaiadt = 16 elseif cfg.dtmodes:GetInt() == 1 then mamaiadt = 13 elseif cfg.dtmodes:GetInt() == 2 then mamaiadt = 16 elseif cfg.dtmodes:GetInt() == 3 then mamaiadt = cfg.dt_ticks:GetInt() end else mamaiadt = 14 end if Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap"):Get() and cfg.fakelagesEnableDT:Get() then if ClientState.m_choked_commands >= (CVar.FindVar("sv_maxusrcmdprocessticks"):GetInt() - mamaiadt) then FakeLag.SetState(true) else FakeLag.SetState(false) end end end local Dynamic = function() if not cfg.fakelagesEnable:GetBool() then return end local lp = EntityList:GetLocalPlayer() local air = bit.band(lp:GetPlayer():GetProp("m_fFlags"), bit.lshift(1,0)) == 0 local speed = Vector.new(lp:GetProp("m_vecVelocity[0]"), lp:GetProp("m_vecVelocity[1]"), lp:GetProp("m_vecVelocity[2]")):Length2D() if cfg.fakelagesType:Get() == 4 then Menu_fakelag_enable:Set(true) if not air then if math.floor(speed / 15) > 14 then return end Menu_fakelag_randomization:Set(math.floor(speed / 15)) Menu_fakelag_limit:Set(math.floor(speed / 15)) else Menu_fakelag_randomization:Set(math.floor(speed / 26)) Menu_fakelag_limit:Set(math.floor(speed / 26)) end end end local DoubleTap = Menu.FindVar("Aimbot", "Ragebot", "Exploits", "Double Tap") function C_BasePlayer:CanHit() local Localplayer = EntityList.GetLocalPlayer() local TraceInfo = Cheat.FireBullet(self, self:GetEyePosition(), Localplayer:GetEyePosition()) if (TraceInfo.damage > 0 and ((TraceInfo.trace.hit_entity and TraceInfo.trace.hit_entity:GetPlayer() == Localplayer) or false)) then return true end return false end function C_BasePlayer:GetFlag(shift) return bit.band(self:GetProp("m_fFlags"), bit.lshift(1, shift)) ~= 0 end function GetEnemies() local Enemies = {} for _, Player in pairs(EntityList.GetPlayers()) do if (not Player:IsTeamMate() and Player:IsAlive()) then table.insert(Enemies, Player:GetPlayer()) end end return Enemies end local function dtinair() if (cfg.teleowo:Get() and DoubleTap:Get()) then local Need_Teleport = false local Localplayer = EntityList.GetLocalPlayer() local Weapon = Localplayer:GetActiveWeapon() local WeaponID = Weapon:GetWeaponID() for _, Enemy in pairs(GetEnemies()) do if (not Enemy:IsDormant() and Enemy:CanHit()) then Need_Teleport = true end end if (Need_Teleport and not Localplayer:GetFlag(0)) then Exploits.ForceTeleport() end end end local min = Vector.new() local max = Vector.new() local target_correct = true function calc_angle(src, dst) local vecdelta = Vector.new(dst.x - src.x, dst.y - src.y, dst.z - src.z) local angles = QAngle.new(math.atan2(-vecdelta.z, vecdelta:Length2D()) * 180.0 / math.pi, (math.atan2(vecdelta.y, vecdelta.x) * 180.0 / math.pi), 0.0) return angles end function get_localplayer() local local_index = EngineClient.GetLocalPlayer() local localplayer = EntityList.GetClientEntity(local_index) if localplayer == nil then return end local me = localplayer:GetPlayer() return me end function is_in_air(entity) local flags = entity:GetProp("DT_BasePlayer", "m_fFlags") return bit.band(flags, 1) == 0 end function autostop(cmd) local vecvelocity1 = Vector.new(get_localplayer():GetProp("m_vecVelocity[0]"), get_localplayer():GetProp("m_vecVelocity[1]"), 0.0) local viewangles = get_localplayer():GetEyePosition() local direction = Cheat.VectorToAngle(vecvelocity1) direction.yaw = cmd.viewangles.yaw - direction.yaw local forward = Cheat.AngleToForward(direction) local negative = Vector2.new(forward.x * -200, forward.y * -200) cmd.forwardmove = negative.x cmd.sidemove = negative.y end function get_dormant_enemy() local players = EntityList.GetEntitiesByName("CCSPlayer") for i = 1, #players do local enemies = players[i]; local enemy = enemies:GetPlayer() target_correct = enemy:GetNetworkState() ~= -1 if enemy ~= get_localplayer() and not enemy:IsTeamMate() and enemy:GetProp("DT_BasePlayer", "m_iHealth") > 0 and enemy:IsDormant() and target_correct then return i end end end function dormantaimsex(cmd) local players = EntityList.GetEntitiesByName("CCSPlayer") local weap = get_localplayer():GetActiveWeapon() if weap ~= nil then local weapon_id = weap:GetWeaponID() end if cfg.aimdorm:GetBool() and get_dormant_enemy() then local dormant_target = players[get_dormant_enemy()]:GetPlayer() local weap_delay = (weapon_id == 9 or weapon_id == 40) and 0.15 or 0.0 if dormant_target and weap_delay and weap:GetProp("m_flNextPrimaryAttack") and GlobalVars.curtime and weap:GetProp("m_flNextPrimaryAttack") + weap_delay <= GlobalVars.curtime and get_localplayer():GetProp("m_bIsScoped") and not is_in_air(get_localplayer()) then local bounds = dormant_target:GetRenderBounds(min, max) local pos = dormant_target:GetProp("m_vecOrigin") + Vector.new((min.x + max.x)/4, (min.y + max.y)/16, (min.z + max.z/2)) if Cheat.FireBullet(get_localplayer(), get_localplayer():GetEyePosition(), pos).damage >= cfg.aimdormmd:GetInt() then autostop(cmd) if 1 / weap:GetInaccuracy(weap) >= 100 then local getaimpunch = get_localplayer():GetProp("DT_BasePlayer", "m_aimPunchAngle") local aimpunch = QAngle.new(getaimpunch.x, getaimpunch.y, 0.0) local aim_angle = calc_angle(get_localplayer():GetEyePosition(), pos) cmd.viewangles.pitch = aim_angle.pitch - aimpunch.pitch * 2 cmd.viewangles.yaw = aim_angle.yaw - aimpunch.yaw * 2 cmd.buttons = bit.bor(cmd.buttons, 1) end end end end end Cheat.RegisterCallback('prediction', function(cmd) dormantaimsex(cmd) antibackstab() end) Cheat.RegisterCallback('pre_prediction', function(cmd) Pitch = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Pitch") YawBase = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Base") YawAdd = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Add") YawMod = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Yaw Modifier") ModDeg = Menu.FindVar("Aimbot", "Anti Aim", "Main", "Modifier Degree") LeftLimit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Left Limit") RightLimit = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Right Limit") FakeOptions = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Fake Options") LBYMode = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "LBY Mode") freestandDesync = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Freestanding Desync") DesyncOnShot = Menu.FindVar("Aimbot", "Anti Aim", "Fake Angle", "Desync On Shot") instant_recharge() Exploits_func() if cfg.lowdelta:GetBool() then LowDelta() else if setLowdelta == true then FakeOptions:SetInt(presaveforldelta[1]) LBYMode:SetInt(presaveforldelta[2]) freestandDesync:SetInt(presaveforldelta[3]) DesyncOnShot:SetInt(presaveforldelta[4]) setLowdelta = false else presaveforldelta[1] = FakeOptions:GetInt() presaveforldelta[2] = LBYMode:GetInt() presaveforldelta[3] = freestandDesync:GetInt() presaveforldelta[4] = DesyncOnShot:GetInt() end end if marius > GlobalVars.curtime or not cfg.legitaa:GetBool() then marius = GlobalVars.curtime end if cfg.legitaa:GetBool() and GlobalVars.curtime - marius > 0.1 then marius = GlobalVars.curtime diduans = true end if cfg.legitaa:GetBool() and diduans and Cheat.IsKeyDown(0x45) then LegitAA(cmd) else if setLegitOptions == true then FakeOptions:SetInt(presaveforlegit[1]) LBYMode:SetInt(presaveforlegit[2]) freestandDesync:SetInt(presaveforlegit[3]) DesyncOnShot:SetInt(presaveforlegit[4]) setLegitOptions = false else presaveforlegit[1] = FakeOptions:GetInt() presaveforlegit[2] = LBYMode:GetInt() presaveforlegit[3] = freestandDesync:GetInt() presaveforlegit[4] = DesyncOnShot:GetInt() end diduans = false end CustomTicks() CustomTicksDT() fluctuate_fakelag() dtinair() randomized_fakelags() Dynamic() mafutemama(cmd) fakeflickes(cmd) dormantaimsex(cmd) antionshotfunc() antiaim_helpers() antibackstab() reversefreestanding() if cfg.lcbreak:GetBool() then breaklc() end end) function lethaldt() binds = Cheat.GetBinds() for i = 1, #binds do -- Iterate over our binds... bind = binds[i] if bind:GetName() == 'Minimum Damage' then return end end if cfg.dt_lethal:GetBool() == true and cfg.DTSettings:GetBool() and double_tap:GetBool() then local local_player = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()):GetPlayer() is_alive = local_player:GetProp("DT_BasePlayer", "m_iHealth") > 0 if not is_alive then return end local players = EntityList.GetPlayers() for _, player in ipairs(players) do if not player:IsTeamMate() then local user_index = player:EntIndex() local health = player:GetProp("m_iHealth") if health > 0 then if health > 90 then dmg = 50 end if health < 50 then dmg = 30 end ragebot.OverrideMinDamage(user_index, dmg) end end end end end Cheat.RegisterCallback("createmove", function(cmd) local slowwalk_speed = cfg.slowwalkspeed:GetInt() local slowwalk_ref = Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Slow Walk") if not cfg.customslowwalkspeed:GetBool() or not slowwalk_ref:GetBool() then return end local min_speed = math.sqrt((cmd.forwardmove * cmd.forwardmove) + (cmd.sidemove * cmd.sidemove)) if min_speed <= 0 then return end if lp:GetPlayer():GetProp("m_fFlags") == 262 or lp:GetPlayer():GetProp("m_fFlags") == 263 then slowwalk_speed = slowwalk_speed * 2.94117647 end if min_speed <= slowwalk_speed then return end local speed_factor = slowwalk_speed / min_speed cmd.forwardmove = cmd.forwardmove * speed_factor cmd.sidemove = cmd.sidemove * speed_factor dormantaimsex(cmd) antionshotfunc() antiaim_helpers() lethaldt() end); local ffi = require "ffi" ffi.cdef[[ typedef uintptr_t (__thiscall* GetClientEntity_4242425_t)(void*, int); ]] local entity_list_ptr = ffi.cast("void***", Utils.CreateInterface("client.dll", "VClientEntityList003")) local get_client_entity_fn = ffi.cast("GetClientEntity_4242425_t", entity_list_ptr[0][3]) local ffi_helpers = { get_animstate_offset = function() return 14612 end, get_entity_address = function(ent_index) local addr = get_client_entity_fn(entity_list_ptr, ent_index) return addr end } local flick_side = true local dont_flick = false function get_velocity(player) local vel = {} -- Velocity calculation vel[1] = player:GetProp("m_vecVelocity[0]") vel[2] = player:GetProp("m_vecVelocity[1]") vel[3] = math.sqrt(vel[1] * vel[1] + vel[2] * vel[2]) return math.floor(math.min(350, vel[3])) end function fakeflickes(cmd) if not cfg.fakeflickescheck:Get() then return end local localplayer = EntityList.GetLocalPlayer() if (localplayer == nil) then return end if get_velocity(localplayer) > 15 or dont_flick then return end if GlobalVars.tickcount % 64 == 1 or GlobalVars.tickcount % 64 == 2 then AntiAim.OverrideYawOffset(95 * (flick_side and 1 or -1)) AntiAim.OverrideInverter(flick_side) end actual_yaw = cmd.viewangles.yaw end function Menufunc() cfg.dtmodes:SetVisible(cfg.DTSettings:GetBool()) cfg.dt_ticks:SetVisible(cfg.DTSettings:GetBool() and cfg.dtmodes:GetInt() == 3) cfg.dtcorrection:SetVisible(cfg.DTSettings:GetBool()) cfg.ReverseFreeStand_Combo:SetVisible(cfg.ReverseFreeStand:GetBool()) cfg.instantrecharge:SetVisible(cfg.DTSettings:GetBool()) cfg.instantrecharge_mode:SetVisible(cfg.DTSettings:GetBool() and cfg.instantrecharge:GetBool()) cfg.ScopeOrigin:SetVisible(quest(cfg.SkeetScope:GetBool())) cfg.ScopeWidth:SetVisible(quest(cfg.SkeetScope:GetBool())) cfg.slowwalkspeed:SetVisible(cfg.customslowwalkspeed:GetBool()) cfg.dt_lethal:SetVisible(cfg.DTSettings:GetBool()) cfg.indicators_type:SetVisible(cfg.indicators:GetBool()) color_main:SetVisible(cfg.indicators:GetBool()) color_accent:SetVisible(cfg.indicators:GetBool()) cfg.indicators_list:SetVisible(cfg.indicators:GetBool() and cfg.indicators_type:GetInt() == 1) cfg.aimdormmd:SetVisible(quest(cfg.aimdorm:GetBool())) cfg.fakelagesEnableDT:SetVisible(cfg.fakelagesEnable:GetBool()) cfg.fakelagesCustomTicks:SetVisible(cfg.fakelagesType:Get() == 1 and cfg.fakelagesEnable:GetBool()) cfg.fakelagesType:SetVisible(cfg.fakelagesEnable:GetBool()) cfg.fakelagesCustomLimitTime:SetVisible(cfg.fakelagesType:Get() == 2 and cfg.fakelagesEnable:GetBool()) cfg.fakelagesLimit:SetVisible(cfg.fakelagesType:Get() == 2 and cfg.fakelagesEnable:GetBool()) cfg.fakelagesRandomization:SetVisible(cfg.fakelagesType:Get() == 2 and cfg.fakelagesEnable:GetBool()) cfg.fakelagesRandomizedmin:SetVisible(cfg.fakelagesType:Get() == 3 and cfg.fakelagesEnable:GetBool()) cfg.fakelagesRandomizedmax:SetVisible(cfg.fakelagesType:Get() == 3 and cfg.fakelagesEnable:GetBool()) cfg.fakelagesRandomizedtime:SetVisible(cfg.fakelagesType:Get() == 3 and cfg.fakelagesEnable:GetBool()) cfg.tabsdesyncmod:SetVisible(quest(cfg.desyncmod:GetBool())) cfg.desyncmodowostanding:SetVisible(quest(cfg.desyncmod:GetBool()) and cfg.tabsdesyncmod:GetInt() == 0) cfg.desyncmodowomoving:SetVisible(quest(cfg.desyncmod:GetBool()) and cfg.tabsdesyncmod:GetInt() == 1) cfg.desyncmodowoair:SetVisible(quest(cfg.desyncmod:GetBool()) and cfg.tabsdesyncmod:GetInt() == 2) cfg.desyncmodowoslowwalk:SetVisible(quest(cfg.desyncmod:GetBool()) and cfg.tabsdesyncmod:GetInt() == 3) for index,object in pairs(items.menu) do object:SetVisible(quest(cfg.antibrute:GetBool())) end menu.add:SetVisible(quest(cfg.antibrute:GetBool())) menu.remove:SetVisible(quest(cfg.antibrute:GetBool())) cfg.sinv:SetVisible(cfg.desyncmodowostanding:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 0) cfg.sleft:SetVisible(cfg.desyncmodowostanding:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 0) cfg.sright:SetVisible(cfg.desyncmodowostanding:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 0) cfg.sfkopt:SetVisible(cfg.desyncmodowostanding:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 0) cfg.slby:SetVisible(cfg.desyncmodowostanding:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 0) cfg.sfr:SetVisible(cfg.desyncmodowostanding:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 0) cfg.sdes:SetVisible(cfg.desyncmodowostanding:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 0) cfg.winv:SetVisible(cfg.desyncmodowomoving:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 1) cfg.wleft:SetVisible(cfg.desyncmodowomoving:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 1) cfg.wright:SetVisible(cfg.desyncmodowomoving:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 1) cfg.wfkopt:SetVisible(cfg.desyncmodowomoving:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 1) cfg.wlby:SetVisible(cfg.desyncmodowomoving:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 1) cfg.wfr:SetVisible(cfg.desyncmodowomoving:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 1) cfg.wdes:SetVisible(cfg.desyncmodowomoving:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 1) cfg.swinv:SetVisible(cfg.desyncmodowoslowwalk:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 3) cfg.swleft:SetVisible(cfg.desyncmodowoslowwalk:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 3) cfg.swright:SetVisible(cfg.desyncmodowoslowwalk:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 3) cfg.swfkopt:SetVisible(cfg.desyncmodowoslowwalk:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 3) cfg.swlby:SetVisible(cfg.desyncmodowoslowwalk:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 3) cfg.swfr:SetVisible(cfg.desyncmodowoslowwalk:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 3) cfg.swdes:SetVisible(cfg.desyncmodowoslowwalk:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 3) cfg.ainv:SetVisible(cfg.desyncmodowoair:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 2) cfg.aleft:SetVisible(cfg.desyncmodowoair:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 2) cfg.aright:SetVisible(cfg.desyncmodowoair:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 2) cfg.afkopt:SetVisible(cfg.desyncmodowoair:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 2) cfg.alby:SetVisible(cfg.desyncmodowoair:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 2) cfg.afr:SetVisible(cfg.desyncmodowoair:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 2) cfg.ades:SetVisible(cfg.desyncmodowoair:GetInt() == 5 and cfg.tabsdesyncmod:GetInt() == 2) desyncarrowscolors:SetVisible(cfg.desyncarrows:GetBool()) cfg.desyncarrowscombo:SetVisible(cfg.desyncarrows:GetBool()) cfg.ExtendedLeanVal:SetVisible(cfg.ExtendedLean:GetBool() and cfg.ExtendedLeanMode:GetInt() < 2) cfg.ExtendedLeanMode:SetVisible(cfg.ExtendedLean:GetBool()) cfg.ExtendedLeanJitter:SetVisible(cfg.ExtendedLean:GetBool() and cfg.ExtendedLeanMode:GetInt() == 1) end function move(x, y, w, h, slider_x, slider_y) mouse = Cheat.GetMousePos() if (Cheat.IsKeyDown(0x1) and Cheat.IsMenuVisible() and in_box(mouse, x, y, x + w, y + h)) then slider_x:SetInt(mouse.x - w / 2) slider_y:SetInt(mouse.y - 10) end end function get_time() seconds = math.floor(Utils.UnixTime() / 1000) hours = math.floor((seconds / 3600 + 3) % 24) minutes = math.floor(seconds / 60 % 60) sec = math.floor(seconds % 60) if sec < 10 then sec = "0" .. sec end if minutes < 10 then minutes = "0" .. minutes end if hours < 10 then hours = "0" .. hours end return hours .. ":" .. minutes .. ":" .. sec end function get_spectators() spectators = {} players = EntityList.GetPlayers() local_player = EntityList.GetLocalPlayer() for i, spects in pairs(players) do if not spects:IsDormant() and spects:GetProp("m_iHealth") < 1 then target = EntityList.GetPlayerFromHandle(spects:GetProp("m_hObserverTarget")) if target == local_player then table.insert(spectators, spects:GetName()) end end end return spectators end get_theme = { [0] = function(x, y, w, col) Render.GradientBoxFilled(Vector2.new(x + w, y), Vector2.new(x + w / 2, y - 2), color(255, 234, 0, col.a), color(255, 0, 238, col.a), color(255, 234, 0, col.a), color(255, 0, 238, col.a)) Render.GradientBoxFilled(Vector2.new(x, y), Vector2.new(x + w / 2, y - 2), color(0, 200, 255, col.a), color(255, 0, 238, col.a), color(0, 200, 255, col.a), color(255, 0, 238, col.a)) end, [1] = function(x, y, w, col) Render.BoxFilled(Vector2.new(x, y), Vector2.new(x + w, y - 2), col) end, [2] = function(x, y, w, col, col2) Render.GradientBoxFilled(Vector2.new(x + w, y), Vector2.new(x + w / 2, y - 2), color(1, 1, 1, col2), col, color(1, 1, 1, col2), col) Render.GradientBoxFilled(Vector2.new(x, y), Vector2.new(x + w / 2, y - 2), color(1, 1, 1, col2), col, color(1, 1, 1, col2), col) end } local function get_box_alpha() return cfg.uisexbox_alpha:GetInt() end local function get_local_ping() local ping if EngineClient.IsConnected() == true then ping = math.floor(EngineClient.GetNetChannelInfo():GetLatency(0) * 1000) else ping = 0 end return ping end local function get_server_tick() local tick if EngineClient.IsConnected() == true then tick = math.floor(1.0 / GlobalVars.interval_per_tick) else tick = 0 end return tostring(tick) end local function get_custom_text_from_ui(text, ui_text) local results_text if ui_text:GetString() == "" then results_text = text else results_text = ui_text:GetString() end return tostring(results_text) end local function get_slowly_info() if last_time > GlobalVars.curtime then last_time = GlobalVars.curtime end if GlobalVars.curtime - last_time > 0.5 then last_time = GlobalVars.curtime table.insert(fps_info, 1 / GlobalVars.frametime) lag = ClientState.m_choked_commands delta = math.min(math.abs(AntiAim.GetCurrentRealRotation() - AntiAim.GetFakeRotation()) / 2, 58) end end local function adaptive_color(val) if val < 40 then return { 255, 255, 255 } end if val < 100 then return { 255, 125, 95 } end return { 255, 60, 80 } end local function render_adaptive_box(type, x, y, name, alpha) name_size = Render.CalcTextSize(name, font_size, font) line = uisexline_color:GetColor() if type == "watermark" then get_theme[cfg.uisexthemes:GetInt()](x - name_size.x - 16, y, name_size.x + 6, Color.new(uisexline_color:GetColor().r, uisexline_color:GetColor().g, uisexline_color:GetColor().b, 255 * alpha), 10 * alpha) Render.BoxFilled(Vector2.new(x - 10, y), Vector2.new(x - name_size.x - 16, y + 17), color(20, 20, 20, get_box_alpha() * alpha)) Render.Text(name, Vector2.new(x - name_size.x - 12.5, y + 2), text_color(alpha), font_size, font, cfg.uisextext_outline:GetBool()) end if type == "keybinds" then get_theme[cfg.uisexthemes:GetInt()](x, y, 150, Color.new(uisexline_color:GetColor().r, uisexline_color:GetColor().g, uisexline_color:GetColor().b, 255 * alpha), 10 * alpha) Render.BoxFilled(Vector2.new(x, y), Vector2.new(x + 150, y + 17), color(20, 20, 20, get_box_alpha() * alpha)) Render.Text(name, Vector2.new(x + 150 / 2 - name_size.x / 2, y + 2), text_color(alpha), font_size, font, cfg.uisextext_outline:GetBool()) end end local function gradient_rect(x, y, w, h) Render.GradientBoxFilled(Vector2.new(x, y), Vector2.new(x + w, y - h), color(134, 175, 255, 255), color(134, 175, 255, 255), color(134, 175, 255, 0), color(134, 175, 255, 0)) end local function gradient_background(x, y, w, h, color_1, color_2) Render.GradientBoxFilled(Vector2.new(x, y), Vector2.new(x + w / 2, y - h), color_2, color_1, color_2, color_1) Render.GradientBoxFilled(Vector2.new(x + w / 2, y), Vector2.new(x + w, y - h), color_1, color_2, color_1, color_2) end local function gradient_for_fake(x, y, w, h, color_1, color_2) Render.GradientBoxFilled(Vector2.new(x, y), Vector2.new(x - w, y - h / 2), color_2, color_2, color_1, color_1) Render.GradientBoxFilled(Vector2.new(x, y - h / 2), Vector2.new(x - w, y - h), color_1, color_1, color_2, color_2) end local function draw_fucking_box(x, y, w, text, style, line, line_color) text_size = Render.CalcTextSize(text, 12, font) + 10 + w if style == 1 then gradient_background(x - text_size.x, y + 19, text_size.x, 19, color(17, 17, 17, 80), color(17, 17, 17, 10)) end if style == 0 then Render.BoxFilled(Vector2.new(x - text_size.x, y), Vector2.new(x, y + 19), color(17, 17, 17, 100)) end Render.Text(text, Vector2.new(x - text_size.x + 5, y + 3), text_color(1), 12, font, cfg.uisextext_outline:GetBool()) if line and line_color == nil then return end if line == 0 then gradient_background(x - text_size.x, y + 20, text_size.x, 1, color(line_color[1], line_color[2], line_color[3], 255), color(line_color[1], line_color[2], line_color[3], 0)) end if line == 1 then gradient_for_fake(x - text_size.x, y + 19, 2, 19, color(line_color[1], line_color[2], line_color[3], 255), color(line_color[1], line_color[2], line_color[3], 0)) end end local function draw_fake() local fake_text = string.format("FAKE (%s°)", string.format("%.1f", delta)) local fake_color = {255 - delta * 4, 15 + delta * 4, 0} draw_fucking_box(screen_size.x - fake_dt_w - 10, 32, 0, fake_text, 1, 1, fake_color) end function draw_watermark() watermark_text = string.format("%s | %s | delay: %sms | %stick | %s", get_custom_text_from_ui("exodus", uisexcustom_cheat_name), get_custom_text_from_ui(cheat_username, uisexcustom_cheat_name), get_local_ping(), get_server_tick(), get_time()) render_adaptive_box("watermark", screen_size.x, 10, watermark_text, 1) end function draw_dt() fl_text = string.format("FL: %s", lag) if double_tap:GetBool() then fl_text = fl_text .. " | SHIFTING" end dt_text_size = Render.CalcTextSize(fl_text, 12, font) fake_dt_w = dt_text_size.x + 15 draw_fucking_box(screen_size.x - 10, 32, 0, fl_text, 0) end function draw_hz() hz_text = string.format("%sms", get_local_ping()) hz_text_size = Render.CalcTextSize(hz_text, 12, font) get_adap_col = adaptive_color(get_local_ping()) frame_color = {get_adap_col[1], get_adap_col[2], get_adap_col[3]} hz_io_w = hz_text_size.x + 15 draw_fucking_box(screen_size.x - 10, 57, 0, hz_text, 0, 0, frame_color) end function draw_io() cvar_fps_max = CVar.FindVar("fps_max"):GetInt() if #fps_info > 4 then table.remove(fps_info, 1) end draw_fucking_box(screen_size.x - hz_io_w - 10, 57, 25, "IO |", 0) if cvar_fps_max > 100 then fps_max = cvar_fps_max else fps_max = 100 end for i = 1, #fps_info do gradient_rect(screen_size.x - hz_io_w - 42 - i * 5 + 25, 72, 6, fps_info[i] / fps_max * 9) end end keybinds_alpha = 0 function draw_keybinds() binds = Cheat.GetBinds() keybinds_next_line = 0 keybinds_x, keybinds_y = cfg.uisexkeybinds_x:GetInt(), cfg.uisexkeybinds_y:GetInt() function render_binds(binds) if not binds:IsActive() then return end bind_name = binds:GetName() binds_state = string.format("[%s]", binds:GetValue()) binds_state_size = Render.CalcTextSize(binds_state, 12, font) Render.Text(bind_name, Vector2.new(keybinds_x + 1, keybinds_y + 21 + keybinds_next_line), text_color(1), 12, font, cfg.uisextext_outline:GetBool()) Render.Text(binds_state, Vector2.new(keybinds_x + 149 - binds_state_size.x, keybinds_y + 21 + keybinds_next_line), text_color(1), 12, font, cfg.uisextext_outline:GetBool()) keybinds_next_line = keybinds_next_line + 16 end if #binds > 0 or Cheat.IsMenuVisible() then keybinds_alpha = clamp(keybinds_alpha + (1 / .15) * GlobalVars.frametime, 0, 1) else keybinds_alpha = clamp(keybinds_alpha - (1 / .15) * GlobalVars.frametime, 0, 1) end render_adaptive_box("keybinds", keybinds_x, keybinds_y, "keybinds", keybinds_alpha) for i = 1, #binds do render_binds(binds[i]) end move(keybinds_x, keybinds_y, 150, 25 + 15 * #binds, cfg.uisexkeybinds_x, cfg.uisexkeybinds_y) end spectators_alpha = 0 function draw_spectators() spectators = get_spectators() spectators_next_line = 0 spectators_x, spectators_y = cfg.uisexspectators_x:GetInt(), cfg.uisexspectators_y:GetInt() function render_spectators(spectators_name) spectators_state = "[watching]" spectators_state_size = Render.CalcTextSize(spectators_state, 12, font) Render.Text(spectators_name, Vector2.new(spectators_x + 1, spectators_y + 21 + spectators_next_line), text_color(1), 12, font, cfg.uisextext_outline:GetBool()) Render.Text(spectators_state, Vector2.new(spectators_x + 149 - spectators_state_size.x, spectators_y + 21 + spectators_next_line), text_color(1), 12, font, cfg.uisextext_outline:GetBool()) spectators_next_line = spectators_next_line + 16 end if #spectators > 0 or Cheat.IsMenuVisible() then spectators_alpha = clamp(spectators_alpha + (1 / .15) * GlobalVars.frametime, 0, 1) else spectators_alpha = clamp(spectators_alpha - (1 / .15) * GlobalVars.frametime, 0, 1) end render_adaptive_box("keybinds", spectators_x, spectators_y, "spectators", spectators_alpha) for i = 1, #spectators do render_spectators(spectators[i]) end move(spectators_x, spectators_y, 150, 25 + 15 * #spectators, cfg.uisexspectators_x, cfg.uisexspectators_y) end ffi.cdef[[ typedef int(__fastcall* clantag_t)(const char*, const char*); ]] local fn_change_clantag = Utils.PatternScan("engine.dll", "53 56 57 8B DA 8B F9 FF 15") local set_clantag = ffi.cast("clantag_t", fn_change_clantag) local animation = { "3", "E><", "EX0", "EXO|)", "EXOD|_|", "EXODU$", "EXODUS˙", "EXODUS·", "EXODUS.", "EXODUS.ω", "EXODUS.Wτ", "EXODUS.WTƒ", "EXODUS.WTF", "EXODUS.WTF", "EXODUS.WTF", } local old_time = 0 local didonce = true local draw_autopeek = function() if cfg.glowautopeek:Get() == true then if EntityList.GetLocalPlayer() == nil then return end if EntityList.GetLocalPlayer():GetProp("m_iHealth") <= 0 then return end if Menu.FindVar("Miscellaneous", "Main", "Movement", "Auto Peek"):Get() == false then apeekorigin = EntityList.GetLocalPlayer():GetProp('m_vecOrigin') return end if not apeekorigin then return end for i = 1, 60 do local apeekval = 1/i if i <= 60 then apeekval = apeekval + 1.5 end apeekcolor = cfg.glowautopeek:GetColor() apeekcolor.a = apeekval/50 Render.Circle3DFilled(apeekorigin, 28, i / -2.5, apeekcolor) Render.Circle3DFilled(apeekorigin, 18, i / -2.6, apeekcolor) end end end function drawlogesowo() lua.color = Color.RGBA(255,255,255,255) if #lua.logs.stuff > 4 then table.remove(lua.logs.stuff, 1) end if not EngineClient.IsConnected() then lua.logs.stuff = {} return end for i, log in ipairs(lua.logs.stuff) do render.box(log.text,i*45,255) if log.time + 5 < GlobalVars.realtime then table.remove(lua.logs.stuff,i) end end end Cheat.RegisterCallback('draw', function() Menufunc() fast_recharge() drawlogesowo() if cfg.clantagcheckbox:GetBool() then local curtime = math.floor(GlobalVars.curtime) if old_time ~= curtime then set_clantag(animation[curtime % #animation+1], "EXODUS.WTF") end old_time = curtime didonce = false elseif not cfg.clantagcheckbox:GetBool() and not didonce then set_clantag(" ", " ") didonce = true end local_player_index = EngineClient.GetLocalPlayer() local_player = EntityList.GetClientEntity(local_player_index) lp = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) if not local_player then CVar.FindVar("hidehud"):SetInt(0) CVar.FindVar("r_drawvgui"):SetInt(1) return end if local_player:GetProp("m_iHealth") <= 0 then CVar.FindVar("hidehud"):SetInt(0) CVar.FindVar("r_drawvgui"):SetInt(1) return end if cfg.fakeflickescheck:Get() then local player = EntityList.GetLocalPlayer() if player == nil then return end local lp_origin = player:GetHitboxCenter(3) lp_origin = lp_origin + Vector.new(0, 0, 0) local lp_screen = Render.ScreenPosition(lp_origin) local viewangles = EngineClient.GetViewAngles() local closest_left = { length = nil, angle = nil, } for i = 20, 120, 10 do local trace_angle = lp_origin + Cheat.AngleToForward(QAngle.new(0, i + viewangles.yaw, 0)) * 100 local current_trace = EngineTrace.TraceRay(lp_origin, trace_angle, player, 0xFFFFFFFF) local screen_trace = Render.ScreenPosition(current_trace.endpos) local length = lp_origin:DistTo(current_trace.endpos) if closest_left.length == nil or length - 1 > closest_left.length then closest_left.length = length closest_left.angle = i end end local closest_right = { length = nil, angle = nil, } for i = -20, -120, -10 do local trace_angle = lp_origin + Cheat.AngleToForward(QAngle.new(0, i + viewangles.yaw, 0)) * 100 local current_trace = EngineTrace.TraceRay(lp_origin, trace_angle, player, 0xFFFFFFFF) local screen_trace = Render.ScreenPosition(current_trace.endpos) local length = lp_origin:DistTo(current_trace.endpos) if closest_right.length == nil or length - 1 > closest_right.length then closest_right.length = length closest_right.angle = i end end if math.abs(closest_left.angle) < math.abs(closest_right.angle) then flick_side = false dont_flick = false local trace_angle = lp_origin + Cheat.AngleToForward(QAngle.new(0, closest_left.angle + viewangles.yaw, 0)) * 100 local current_trace = EngineTrace.TraceRay(lp_origin, trace_angle, player, 0xFFFFFFFF) local screen_trace = Render.ScreenPosition(current_trace.endpos) --Render.Line(lp_screen, screen_trace, Color.new(1.0, 0.0, 0.0, 1.0)) -- print("Flicking left") elseif math.abs(closest_left.angle) > math.abs(closest_right.angle) then flick_side = true dont_flick = false local trace_angle = lp_origin + Cheat.AngleToForward(QAngle.new(0, closest_right.angle + viewangles.yaw, 0)) * 100 local current_trace = EngineTrace.TraceRay(lp_origin, trace_angle, player, 0xFFFFFFFF) local screen_trace = Render.ScreenPosition(current_trace.endpos) --Render.Line(lp_screen, screen_trace, Color.new(1.0, 0.0, 0.0, 1.0)) -- print("Flicking right") elseif math.abs(closest_left.angle) == math.abs(closest_right.angle) then dont_flick = true end end if EngineClient.IsConnected() == true then if cfg.indicators:GetBool() then drawIndicators() end if cfg.SkeetScope:GetBool() then SkeetScope() else CVar.FindVar("r_drawvgui"):SetInt(1) end if cfg.HudEnabled:GetBool() then drawHud() else if CVar.FindVar("hidehud"):GetInt() == 8 then CVar.FindVar("hidehud"):SetInt(0) end end if cfg.desyncarrows:GetBool() then manuals() end get_slowly_info() draw_autopeek() if cfg.uisexwindows:GetBool(1) then draw_watermark() end if cfg.uisexwindows:GetBool(2) then draw_spectators() end if cfg.uisexwindows:GetBool(3) then draw_keybinds() end if cfg.uisexwindows:GetBool(4) then draw_io() end if cfg.uisexwindows:GetBool(5) then draw_fake() end if cfg.uisexwindows:GetBool(6) then draw_dt() end if cfg.uisexwindows:GetBool(7) then draw_hz() end end end) local function get_closest_enemy() local best_dist = 190.0 local best_enemy = nil local me = EntityList.GetLocalPlayer() local local_origin = me:GetProp("DT_BaseEntity", "m_vecOrigin") local local_screen_orig = Render.ScreenPosition(local_origin) local screen = EngineClient.GetScreenSize() for idx = 1, GlobalVars.maxClients + 1 do local ent = EntityList.GetClientEntity(idx) if ent and ent:IsPlayer() then local player = ent:GetPlayer() local health = player:GetProp("DT_BasePlayer", "m_iHealth") if not player:IsTeamMate() and health > 0 and not player:IsDormant() then local origin = ent:GetProp("DT_BaseEntity", "m_vecOrigin") local screen_orig = Render.ScreenPosition(origin) local temp_dist = vec_distance(Vector2.new(screen.x / 2, screen.y / 2), screen_orig) if(temp_dist < best_dist) then best_dist = temp_dist best_enemy = ent end end end end return best_enemy end lastSentPos = Vector.new(0, 0, 0) Cheat.RegisterCallback("frame_stage", function() if cfg.LegsBreaker:GetBool() then if (GlobalVars.tickcount % 5 > 2.5) then Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Leg Movement"):SetInt(1) else Menu.FindVar("Aimbot", "Anti Aim", "Misc", "Leg Movement"):SetInt(2) end end if (cfg.IdealTick:GetBool()) then ideal_tick( ) elseif not cfg.IdealTick:GetBool() and allow == true then double_tap:SetBool( false ) autopeekuwu:SetBool( false ) allow = false end local local_player = EngineClient.GetLocalPlayer() local player = EntityList.GetClientEntity(local_player) if EngineClient.IsConnected() and player and player:m_iHealth() > 0 and cfg.predict_improved:GetInt() > 0 then if cfg.predict_improved:GetInt() == 1 then cl_predictweapons:SetInt(0) cl_predict_basetoggles:SetInt(1) elseif cfg.predict_improved:GetInt() == 2 then cl_predictweapons:SetInt(0) cl_predict_basetoggles:SetInt(0) end else cl_predictweapons:SetInt(1) cl_predict_basetoggles:SetInt(1) end end) local miss_counter = 0 function antibrutesowosex(event) if event:GetName() == "weapon_fire" and cfg.antibrute:GetBool() then --Weapon Fire event later we run FOV check so we can make sure the bullet is on our direction! user_id = event:GetInt("userid", -1) user = EntityList.GetPlayerForUserID(user_id) local_player = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) --Get Entity player = local_player:GetPlayer() health = player:GetProp("DT_BasePlayer", "m_iHealth") if(health > 0) then -- if our player is alive we run the AntiBrute Logic! closest_enemy = get_closest_enemy() --Get Closest enemy based on distance if(closest_enemy ~= nil and user:EntIndex() == closest_enemy:EntIndex()) then if miss_counter >= tablelength(items.menu) then miss_counter = 0 end miss_counter = miss_counter + 1 --Basic so we calculate missed shots of enemy also some checks so if we get hit don't run the code! if cfg.logsowoowowowo:GetBool(3) then table.insert(lua.logs.stuff,{text = "Changed Anti-Bruteforce to phase #" .. miss_counter .. "(" .. items.menu[miss_counter]:Get() .. "°)" ,time = GlobalVars.realtime}) print("[exodus] Changed Anti-Bruteforce to phase #" .. miss_counter .. "(" .. items.menu[miss_counter]:Get() .. "°)") end if miss_counter % 2 == 0 then Menu_invert_side:SetBool(true) else Menu_invert_side:SetBool(false) end AntiAim.OverrideLimit(items.menu[miss_counter]:Get()) end end end end Cheat.RegisterCallback('events', function(event) antibrutesowosex(event) if not cfg.logsowoowowowo:GetBool(1) then return end if event:GetName()~="item_purchase" then return end local player = EntityList.GetPlayerForUserID(event:GetInt("userid", 0)) if not player then return end EntityList.GetLocalPlayer():GetName() local name = player:GetName() if name == EntityList.GetLocalPlayer():GetName() then return end sex = string.gsub(event:GetString("weapon"),"weapon_","") sex2 = string.gsub(sex,"item_","") if sex2 == "unknown" then return end table.insert(lua.logs.stuff,{text = name.." bought "..sex2 ,time = GlobalVars.realtime}) print('[exodus] '.. name.." bought "..sex2) end) Cheat.RegisterCallback("destroy", function() CVar.FindVar("r_drawvgui"):SetInt(1) end) print(' √ Succesfully Loaded EXODUS') print(' Welcome, ' .. Cheat:GetCheatUserName() .. "!" ) print(' LAST UPDATED: 3/6/2022') end days = "Lifetime" EngineClient.ExecuteClientCmd("clear") print('███████╗██╗ ██╗ ██████╗ ██████╗ ██╗ ██╗███████╗') print('██╔════╝╚██╗██╔╝██╔═══██╗██╔══██╗██║ ██║██╔════╝') print('█████╗ ╚███╔╝ ██║ ██║██║ ██║██║ ██║███████╗') print('██╔══╝ ██╔██╗ ██║ ██║██║ ██║██║ ██║╚════██║') print('███████╗██╔╝ ██╗╚██████╔╝██████╔╝╚██████╔╝███████║') print('╚══════╝╚═╝ ╚═╝ ╚═════╝ ╚═════╝ ╚═════╝ ╚══════╝') loadsex()
resolver.lua:--[[ We're no strangers to love You know the rules and so do I A full commitment's what I'm thinking of You wouldn't get this from any other guy I just wanna tell you how I'm feeling Gotta make you understand Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you We've known each other for so long Your heart's been aching but you're too shy to say it Inside we both know what's been going on We know the game and we're gonna play it And if you ask me how I'm feeling Don't tell me you're too blind to see Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you Never gonna give, never gonna give (Give you up) We've known each other for so long Your heart's been aching but you're too shy to say it Inside we both know what's been going on We know the game and we're gonna play it I just wanna tell you how I'm feeling Gotta make you understand Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye ]]-- --[[ You got jebaited You got, you got jebaited You got jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) J-j-j-j-jebaited (You just got jebaited) ]]-- --[[ Ahhhh, ya ya yaaah, ya ya yah yah ya yaaah. Oh oh oh oh oooh, oh ya yah, ya ya yah yah ya yah. Ye ye ye ye ye, ye ye yeh, ye ye yeh. Oh oh oh oh oooh. Ye ye ye ye ye, ye ye yeh, ye ye yeh. Oh oh oh oh oooh, lololol. Oh oh oooh oooh, la lah. Na na na na nah na na nah na na nah na na nah na na nah. Na na na na nan na na nan, na na nah, na na na na nah. Na na na na naaaaah, na na naaaah... Na na nah nah na na. Lololololoooool, la la lah. La la lah lah la lah. Oh oh oh oh oh, oh oh oh, oh oh oh. Oh oh oh oh oh. Oh oh oh oh oh, oh oh oh, oh oh oh, Lololololol! Ah-eeeeeee, ee-ee-eeeh! La la lah lah la lah. Oh oh oh oh oooh, bop a-da da da dah da da dah. Da da dah dah da dah. Lolololo lol, lololol, lololol. La la la la lah. Trololololol, lololol, lololol, Oh ha ha ha oh! Oh ha ha ha oh! Oh ha ha ha oh! Oh ha ha ha oh! Lolololololol, lolololololol, lolololololol, lolololol! Laah la la lah, la la lah lah la lah. Lololololol, la la lah, la la lah lah la lah. Lololololol, lololol, lololol, oh oh oh oh oh. Lololololol, lololol, lololol, oh oh oh oh oooooooh! ]]-- --[[ Ah, yeah, ah, yeah I got this feelin' inside my bones It goes electric, wavy when I turn it on All through my city, all through my home We're flyin' up, no ceilin', when we in our zone I got that sunshine in my pocket Got that good soul in my feet I feel that hot blood in my body when it drops (ooh) I can't take my eyes up off it, movin' so phenomenally Room on lock, the way we rock it, so don't stop And under the lights when everything goes Nowhere to hide when I'm gettin' you close When we move, well, you already know So just imagine, just imagine, just imagine Nothin' I can see but you when you dance, dance, dance Feel a good, good creepin' up on you So just dance, dance, dance, come on All those things I shouldn't do But you dance, dance, dance And ain't nobody leavin' soon, so keep dancin' I can't stop the feelin' So just dance, dance, dance I can't stop the feelin' So just dance, dance, dance, come on Ooh, it's something magical It's in the air, it's in my blood, it's rushin' on (rushin' on) I don't need no reason, don't need control (need control) I fly so high, no ceiling, when I'm in my zone 'Cause I got that sunshine in my pocket Got that good soul in my feet I feel that hot blood in my body when it drops (ooh) I can't take my eyes up off it, moving so phenomenally Room on lock, the way we rock it, so don't stop (stop, stop, stop) Under the lights when everything goes Nowhere to hide when I'm gettin' you close When we move, well, you already know So just imagine, just imagine, just imagine Nothing I can see but you when you dance, dance, dance Feel a good, good, creepin' up on you So just dance, dance, dance, come on All those things I shouldn't do But you dance, dance, dance And ain't nobody leavin' soon, so keep dancin' I can't stop the feelin' So just dance, dance, dance I can't stop the feelin' So just dance, dance, dance I can't stop the feelin' So just dance, dance, dance I can't stop the feelin' (yeah) So keep dancin', come on Oh, yeah, yeah I can't stop the, I can't stop the I can't stop the, I can't stop the I can't stop the feelin' Nothin' I can see but you when you dance, dance, dance (I can't stop the feelin') Feel the good, good, creepin' up on you So just dance, dance, dance, come on (I can't stop the feelin') All those things I shouldn't do But you dance, dance, dance (dance, dance, dance) (I can't stop the feelin') And ain't nobody leavin' soon, so keep dancin' Everybody sing (I can't stop the feelin') Got this feeling in my body (I can't stop the feelin') Got this feeling in my body (I can't stop the feelin') Wanna see you move your body (I can't stop the feelin') Got this feelin' in my body Break it down Got this feelin' in my body (ah) Can't stop the feelin' Got this feelin' in my body, come on (ooh) ]]-- --[[ Parca isi face din adins buzele cu rosu inchis E perfecta m-a convins vai vai vai vai Iti vine sa-i mananci ochii aia dulci dulci S-o seduci s-o iei sa fugi vai vai vai vai Si-a deschis portile raiul si-a iesit din el Frumusete de femeie zici ca-i top model Mi-a impartit inima in doua jumate-i la ea Aratati-mi ce om poate sa traiasca asa Parca isi face din adins buzele cu rosu inchis E perfecta m-a convins vai vai vai vai Iti vine sa-i mananci ochii aia dulci dulci S-o seduci s-o iei sa fugi vai vai vai vai Doamne Doamne ce comoara am descoperit S-a indragostit nebunul s-a indragostit As face din ziua noapte daca as putea Sa schimb in realitate visele cu ea Parca isi face din adins buzele cu rosu inchis Iti vine sa-i mananci ochii aia dulci dulci S-o seduci s-o iei sa fugi vai vai vai vai Parca isi face din adins buzele cu rosu inchis E perfecta m-a convins vai vai vai vai Iti vine sa-i mananci ochii aia dulci dulci S-o seduci s-o iei sa fugi vai vai vai vai Parca isi face din adins buzele cu rosu inchis E perfecta m-a convins vai vai vai vai Iti vine sa-i mananci ochii aia dulci dulci S-o seduci s-o iei sa fugi vai vai vai vai ]]-- --[[ Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice try rat Nice ]]-- local string = "sex" local vers = "1.97b" local randomtext = { "Debug", "de_debug", "we do a little debugging", "Debugger", "sm_debug", "laff laff debug debug du hurensohn", "Approved By The FBI", "Why are you reading this?", "staymad", "sm_sitez", "Are orphans parented to nil???", "''give me the resolver for free duh''", "marco_1 - Today at 3:48 PM smok cock", "I Want Chlenix1337", "Ench - Today at 3:50 PM Nice cock bro!", "es0 fix glow pls", "EXODUS OWNER - Today at 4:05 PM yessir show cock", "https://filelist.ro/", "https://gamesense.is/", "YOOO Candice just Died :(", "Twinkle twinkle little star kill that nigga not so far", "you cant override cheat fuctions by using ffi bruh", "nl don't have api for resolver lmao", "bush did 911", "i love bbc(news)", "fatherless detected", "invest 5 dollars in exodus coin - 9 years ago", "xane exit scam", "SPDI - Today at 3:51 PM You can’t fck with me", "add Biddle#8678 on discord for free v-bucks", "-Fixed soufiw iq", "Aimjunkies resolver loaded successfully", "JZ REZOLVER*", "Dacota - Today at 10:59 PM i'am nl api creator", "successfully ratted by soufiw", "go to pornhub.com to activate free v-bucks generator", "(missed shot due to spead) SmoK fix this 'that would be an autostop lua' ", "gamesneeze - stop hitting 1ks", "15 second countdown activated", "VANTED — Today at 5:03 PM But they don’t know how to shot on the head", "doxbin.com", "Neverlose v3 loaded", "Sh4r3c4t Today 18:53: p resolver update", "fixed soufiw laziness by loading (Reslover.lua)", "download onetap v5" } local function randosex() return randomtext[Utils.RandomInt(1, #randomtext)]:gsub('\"', '') end function loadsex() local fired = 0 local hit = 0 local missed = 0 -- rage functions local logo = "https://cdn.discordapp.com/attachments/724013648938401844/956537677023436821/Misnik.png" local logo_size = Vector2.new(35, 35) local image_get = Http.Get(logo) local seconds = 0 -- don't touch local minutes = 0 -- don't touch local hours = 0 -- don't touch local last_time = GlobalVars.realtime local logo_picture = Render.LoadImage(image_get, logo_size) local function Menu_addon() if last_time > GlobalVars.realtime then last_time = GlobalVars.realtime end ooga = GlobalVars.realtime - last_time if ooga > 1 then last_time = GlobalVars.realtime seconds = seconds + 1 end if seconds > 59 then seconds = 0 minutes = minutes + 1 elseif minutes > 59 then minutes = 0 hours = hours + 1 elseif hours > 59 then hours = 0 end if(not Cheat.IsMenuVisible())then return end local Menu_sz = Render.GetMenuSize() local Menu_pos = Render.GetMenuPos() local saiz = math.floor((Menu_sz.x + Menu_sz.y) / 93) text_size = Render.CalcTextSize("Resolver.lua || Current Version: 0.000 | Loaded for: %s:%s:%s", saiz) Render.BoxFilled(Vector2.new(Menu_pos.x,Menu_pos.y - 7), Vector2.new(Menu_pos.x + Menu_sz.x, Menu_pos.y - 50), Color.new(0.1, 0.1, 0.1, 0.8)) Render.Image(logo_picture, Vector2.new(Menu_pos.x + 10,Menu_pos.y - 45), logo_size) Render.Text(string.format("Resolver.lua || Current Version: %s | Loaded for: %s:%s:%s", vers , math.floor(hours), math.floor(minutes), math.floor(seconds)), Vector2.new(Menu_pos.x + Menu_sz.x / 2 - text_size.x / 2,Menu_pos.y - text_size.y * 2.3), Color.new(1.0, 1.0, 1.0, 1.0), saiz, true) end local print_index = ""; -- rage functions local c_rage = { -- unfinished ragebot update_misses = function(shot) if shot.reason == 1 then missed = missed + 1 end end, -- check shots ( will update soon ) check_shots = function(event) if event:GetName() ~= "player_death" then return end local me = EntityList.GetLocalPlayer() local victim = EntityList.GetPlayerForUserID(event:GetInt("userid")) local attacker = EntityList.GetPlayerForUserID(event:GetInt("attacker")) if victim == attacker or attacker ~= me then return end -- reset shots if the player we missed at died missed = 0 end, -- prefer head conditions prefer_head_condition = function() local hitboxes = { head = 0, -- head = 0 neck = 1, pelvis = 2, stomach = 3, lower_chest = 4, chest = 5, upper_chest = 6, right_thigh = 7, left_thigh = 8, right_calf = 9, left_calf = 10, right_foot = 11, left_foot = 12, right_hand = 13, left_hand = 14, right_upper_arm = 15, right_forearm = 16, left_upper_arm = 17, left_forearm = 18, } -- weapons local weapons = { scout = 40, awp = 9, } -- get velocity function get_velocity = function(index) -- x x = index:GetProp("DT_BasePlayer", "m_vecVelocity[0]") -- y y = index:GetProp("DT_BasePlayer", "m_vecVelocity[1]") --z z = index:GetProp("DT_BasePlayer", "m_vecVelocity[2]") if x == nil then return end -- calculate and complete velocity return math.sqrt(x*x + y*y + z*z) end -- get players if 1 < 2 then local players = EntityList.GetPlayers() -- check if the player is in pairs of players for i, player in pairs(players) do -- get localplayer local LocalPlayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) -- check if localplayer exists if LocalPlayer == nil then return end -- we dont want to run our ragebot featuers on our teammates if not player:IsTeamMate() then -- get player local player = player:GetPlayer(); -- get local player local get_local_player = EngineClient.GetLocalPlayer() -- get local player from client entity local local_player1 = EntityList.GetClientEntity(get_local_player) -- get player local local local_player = local_player1:GetPlayer() -- check if we can fire bullet from our origin to enemy origin local bullet = Cheat.FireBullet(local_player, local_player:GetProp("m_vecOrigin"), player:GetProp("m_vecOrigin")) -- get index local index = player:EntIndex(); -- get duck amount local m_flDuckAmount = player:GetProp("DT_BasePlayer", "m_flDuckAmount") -- get enemy health local m_iHealth = player:GetProp("m_iHealth") -- get velocity of player local player_velocity = math.floor(get_velocity(player)) -- get player view angles local view_angles = player:GetRenderAngles() -- get active weapon of localplayer local weapon = local_player:GetActiveWeapon() -- getplayer pitch local pitch = player:GetProp("m_angEyeAngles[0]"); -- no weapon return if weapon == nil then return end -- get weapon damage local weapon_damage = weapon:GetWeaponDamage() -- if the player is alive, is lethal and the active weapon is scout then run the code if (m_iHealth > 0 and m_iHealth < weapon_damage) and weapon:GetProp("m_iItemDefinitionIndex") == 40 then for j = 0, 1 and 7, 18 do -- only shoot body hitboxes not head or legs RageBot.SetTargetPriority(index, 100) -- set target priority print_index = "index: " .. index RageBot.EnableHitbox(index, j, false) -- disable head and leg hitboxes end end local enemy = player[i]; local cur_e = enemy:GetProp("m_vecOrigin") local cur_fov = math.abs(normalize_yaw(calc_shit(lx - cur_e.x, ly - cur_e.y) - view_y + 180)) if cur_fov < fov or missed > 0 then RageBot.ForceHitboxSafety(index, 0) end if missed >= 2 then for j = 0, 1 and 7, 18 do -- only shoot body hitboxes not head or legs RageBot.EnableHitbox(index, j, false) -- disable head and leg hitboxes end end -- holding awp if weapon:GetProp("m_iItemDefinitionIndex") == 9 then for j = 2, 6 do -- prioritize body RageBot.SetTargetPriority(index, 100) -- set target priority RageBot.SetHitboxPriority(index, j, 100) end end -- if the players pitch is higher than 9 and less than 21 we can assume the player is legit antiaiming/holding e if pitch > 9 and pitch < 21 then -- holding e and not a bot prefer head if player:GetPlayerInfo().fakeplayer then return end for j = 0, 1 do -- head priority RageBot.SetHitboxPriority(index, j, 1000) end end end end end end, } local da = randosex(); local days = "Lifetime" local resdbg = Menu.Switch(da, "Resolver Debug", false) subssex = Menu.Text(da, days .. " Days Remaining") local ffi = require 'ffi' ffi.cdef[[ typedef void*(__thiscall* get_client_entity_t_128481294812948)(void*, int); struct CCSGOPlayerAnimstate_128481294812948 { char pad[3]; char m_bForceWeaponUpdate; char pad1[91]; void* m_pBaseEntity; void* m_pActiveWeapon; void* m_pLastActiveWeapon; float m_flLastClientSideAnimationUpdateTime; int m_iLastClientSideAnimationUpdateFramecount; float m_flAnimUpdateDelta; float m_flEyeYaw; float m_flPitch; float m_flGoalFeetYaw; float m_flCurrentFeetYaw; float m_flCurrentTorsoYaw; float m_flUnknownVelocityLean; float m_flLeanAmount; char pad2[4]; float m_flFeetCycle; float m_flFeetYawRate; char pad3[4]; float m_fDuckAmount; float m_fLandingDuckAdditiveSomething; char pad4[4]; float m_vOriginX; float m_vOriginY; float m_vOriginZ; float m_vLastOriginX; float m_vLastOriginY; float m_vLastOriginZ; float m_vVelocityX; float m_vVelocityY; char pad5[4]; float m_flUnknownFloat1; char pad6[8]; float m_flUnknownFloat2; float m_flUnknownFloat3; float m_flUnknown; float m_flSpeed2D; float m_flUpVelocity; float m_flSpeedNormalized; float m_flFeetSpeedForwardsOrSideWays; float m_flFeetSpeedUnknownForwardOrSideways; float m_flTimeSinceStartedMoving; float m_flTimeSinceStoppedMoving; bool m_bOnGround; bool m_bInHitGroundAnimation; float m_flTimeSinceInAir; float m_flLastOriginZ; float m_flLastOriginZ; float m_flHeadHeightOrOffsetFromHittingGroundAnimation; }; ]] local entity_list = ffi.cast(ffi.typeof("void***"), Utils.CreateInterface("client.dll", "VClientEntityList003")) local get_client_entity = ffi.cast("get_client_entity_t_128481294812948", entity_list[0][3]) -- Caching common functions local entity_get_local_player = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()) local ffi_cast = ffi.cast -- Magic numbers local start_falling_time = 0.359375 local end_falling_time = 1.15625 local falling_time = 0 local simulated_server_jump_fall = 0 -- I really don't like this part of the code local jumping = false local reset = false local reset2 = false local reset3 = false function brutemain() local players = EntityList:GetPlayers() for i, player in pairs(players) do if player:IsTeamMate() then return end enemy_entity = player:GetPlayer() enemy_player = enemy_entity; speed_x = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]") speed_y = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]") speed = math.sqrt(speed_x * speed_x + speed_y * speed_y) local enemyplayer = player:GetPlayer() if not enemyplayer then return end local bOnGround = bit.band(enemyplayer:GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0 if not bOnGround then reset = false end end end function brutemove() local players = EntityList:GetPlayers() for i, player in pairs(players) do if player:IsTeamMate() then return end enemy_entity = player:GetPlayer() enemy_player = enemy_entity; speed_x = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]") speed_y = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]") speed = math.sqrt(speed_x * speed_x + speed_y * speed_y) if speed < 2 then return end local enemyplayer = player:GetPlayer() if not enemyplayer then return end local bOnGround = bit.band(enemyplayer:GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0 if not bOnGround then reset2 = false end end end function bruteair() local players = EntityList:GetPlayers() for i, player in pairs(players) do if player:IsTeamMate() then return end enemy_entity = player:GetPlayer() enemy_player = enemy_entity; speed_x = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]") speed_y = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]") local on_ground = bit.band(enemy_player:GetProp('m_fFlags'), 1) ~= 0 speed = math.sqrt(speed_x * speed_x + speed_y * speed_y) if on_ground then return end local enemyplayer = player:GetPlayer() if not enemyplayer then return end local bOnGround = bit.band(enemyplayer:GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0 if not bOnGround then reset3 = false end end end -- I really don't like this part of the code function Round(num, dp) --[[ round a number to so-many decimal of places, which can be negative, e.g. -1 places rounds to 10's, examples 173.2562 rounded to 0 dps is 173.0 173.2562 rounded to 2 dps is 173.26 173.2562 rounded to -1 dps is 170.0 ]]-- local mult = 10^(dp or 0) return math.floor(num * mult + 0.5)/mult end function logicmain() local players = EntityList:GetPlayers() for i, player in pairs(players) do if player:IsTeamMate() then goto continue end if player:GetProp("m_lifeState") == true then goto continue end if player:IsDormant() then goto continue end local enemy_entity = player:GetPlayer() local enemyplayer = player:GetPlayer():EntIndex() local enemy_player = player if not enemyplayer then return end enemy_player:SetProp("m_flPoseParameter", 1, 6) local player_ptr = ffi_cast("void***", get_client_entity(entity_list, enemyplayer)) local animstate_ptr = ffi_cast("char*" , player_ptr) + 0x9960 local animstate = ffi_cast("struct CCSGOPlayerAnimstate_128481294812948**", animstate_ptr)[0] enemy_player = enemy_entity; speed_x = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]") speed_y = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]") speed = math.sqrt(speed_x * speed_x + speed_y * speed_y) local enemyplayer = player:GetPlayer() if not enemyplayer then return end local bOnGround = bit.band(enemyplayer:GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0 local in_hit_ground_animation = animstate.m_bInHitGroundAnimation local head_height_or_offset_from_hitting_ground_animation = animstate.m_flHeadHeightOrOffsetFromHittingGroundAnimation if in_hit_ground_animation then if head_height_or_offset_from_hitting_ground_animation and jumping and not reset then entity_set_prop(enemyplayer, 'm_flPoseParameter', 1, 12) end end ::continue:: end end function logicmove() local players = EntityList:GetPlayers() for i, player in pairs(players) do if player:IsTeamMate() then goto continue end if player:GetProp("m_lifeState") == true then goto continue end if player:IsDormant() then goto continue end local enemy_entity = player:GetPlayer() local enemyplayer = player:GetPlayer():EntIndex() local enemy_player = player if not enemyplayer then return end enemy_player:SetProp("m_flPoseParameter", 1, 6) local player_ptr = ffi_cast("void***", get_client_entity(entity_list, enemyplayer)) local animstate_ptr = ffi_cast("char*" , player_ptr) + 0x9960 local animstate = ffi_cast("struct CCSGOPlayerAnimstate_128481294812948**", animstate_ptr)[0] enemy_player = enemy_entity; speed_x = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]") speed_y = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]") speed = math.sqrt(speed_x * speed_x + speed_y * speed_y) local enemyplayer = player:GetPlayer() if not enemyplayer then return end local bOnGround = bit.band(enemyplayer:GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0 if speed < 2 then return end local in_hit_ground_animation = animstate.m_bInHitGroundAnimation local head_height_or_offset_from_hitting_ground_animation = animstate.m_flHeadHeightOrOffsetFromHittingGroundAnimation if in_hit_ground_animation then if head_height_or_offset_from_hitting_ground_animation and jumping and not reset2 then entity_set_prop(enemyplayer, 'm_flPoseParameter', 1, 12) end end ::continue:: end end function logicair() local players = EntityList:GetPlayers() for i, player in pairs(players) do if player:IsTeamMate() then goto continue end if player:GetProp("m_lifeState") == true then goto continue end if player:IsDormant() then goto continue end local enemy_entity = player:GetPlayer() local enemyplayer = player:GetPlayer():EntIndex() local enemy_player = player if not enemyplayer then return end enemy_player:SetProp("m_flPoseParameter", 1, 6) local player_ptr = ffi_cast("void***", get_client_entity(entity_list, enemyplayer)) local animstate_ptr = ffi_cast("char*" , player_ptr) + 0x9960 local animstate = ffi_cast("struct CCSGOPlayerAnimstate_128481294812948**", animstate_ptr)[0] enemy_player = enemy_entity; speed_x = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[0]") speed_y = enemy_player:GetProp("DT_BasePlayer", "m_vecVelocity[1]") speed = math.sqrt(speed_x * speed_x + speed_y * speed_y) local enemyplayer = player:GetPlayer() if not enemyplayer then return end local bOnGround = bit.band(enemyplayer:GetProp("DT_BasePlayer", "m_fFlags"), bit.lshift(1,0)) ~= 0 if bOnGround then return end local in_hit_ground_animation = animstate.m_bInHitGroundAnimation local head_height_or_offset_from_hitting_ground_animation = animstate.m_flHeadHeightOrOffsetFromHittingGroundAnimation if in_hit_ground_animation then if head_height_or_offset_from_hitting_ground_animation and jumping and not reset3 then entity_set_prop(enemyplayer, 'm_flPoseParameter', 1, 12) end end ::continue:: end end local yaw2 = 0 Resolvedetectsimple = function() local players = EntityList:GetPlayers() for i, player in pairs(players) do if player:IsTeamMate() then goto continue end if player:GetProp("m_lifeState") == true then goto continue end if player:IsDormant() then goto continue end local pitch = player:GetProp("m_angEyeAngles[0]"); local name = player:GetName() local pitch = player:GetProp("m_angEyeAngles[0]"); if pitch < 33 then if pitch == 0 then yaw2 = player:GetProp("m_angEyeAngles[1]"); else yaw2 = 0 end else yaw2 = player:GetProp("m_angEyeAngles[1]"); end local name = player:GetName() -- print(string.format("%s, pitch: %s", name, pitch)) if pitch > 82 and pitch < 89 then return "Anim+" else return "" end ::continue:: end end Resolvedetectdetailed = function() local players = EntityList:GetPlayers() for i, player in pairs(players) do if player:IsTeamMate() then goto continue end if player:GetProp("m_lifeState") == true then goto continue end if player:IsDormant() then goto continue end local pitch = player:GetProp("m_angEyeAngles[0]"); local name = player:GetName() local pitch = player:GetProp("m_angEyeAngles[0]"); yaw2 = player:GetProp("m_angEyeAngles[1]"); local name = player:GetName() -- print(string.format("%s, pitch: %s", name, pitch)) if pitch > 82 and pitch < 89 then return string.format("D: %s, P: %s", Round(math.min(yaw2 / 3, 58), 2), math.floor(pitch) ) else return "" end ::continue:: end end local yaw = 0 Cheat.RegisterCallback("draw", function() Menu_addon() if resdbg:GetBool() then local players = EntityList:GetPlayers() local caca = 0 for i, player in pairs(players) do if player:IsTeamMate() then goto continue end if player:GetProp("m_lifeState") == true then goto continue end if player:IsDormant() then goto continue end local pitch = player:GetProp("m_angEyeAngles[0]"); yaw = player:GetProp("m_angEyeAngles[1]"); local name = player:GetName() caca = caca + 30 Render.Text(string.format("%s, Desync Angle: %s, pitch: %s", name, Round(math.min(yaw / 3, 58), 2), math.floor(pitch) ), Vector2.new(25, 400 + caca), Color.new(0, 1, 0, 1), 24, true) ::continue:: end end end) ESP.CustomText("Anim+ Simple", "enemies", "Anim+", function(ent) return Resolvedetectsimple() end) ESP.CustomText("Anim+ Detailed", "enemies", "D: 0, P: 0", function(ent) return Resolvedetectdetailed() end) Cheat.RegisterCallback('events', function(event) if missed ~= 0 then reset = true reset2 = true reset3 = true end -- print(tostring(reset) .. "; " .. tostring(reset2) .. "; " .. tostring(reset3) .. "; " .. tostring(missed)) end) Cheat.RegisterCallback('createmove', function() brutemain() brutemove() bruteair() logicmain() logicmove() logicair() end) Cheat.RegisterCallback('pre_prediction', function() brutemove() logicmove() end) Cheat.RegisterCallback('frame_stage', function() bruteair() logicair() end) Cheat.RegisterCallback('registered_shot', function(shot) c_rage.update_misses(shot) local reason = shot.reason end) print(' √ Succesfully Loaded RESOLVER.LUA') print(' Welcome, ' .. Cheat:GetCheatUserName() .. "!" ) print(' LAST UPDATED: 3/10/2022') end EngineClient.ExecuteClientCmd("clear") print('██████╗ ███████╗███████╗ ██████╗ ██╗ ██╗ ██╗███████╗██████╗ ██╗ ██╗ ██╗ █████╗ ') print('██╔══██╗██╔════╝██╔════╝██╔═══██╗██║ ██║ ██║██╔════╝██╔══██╗ ██║ ██║ ██║██╔══██╗') print('██████╔╝█████╗ ███████╗██║ ██║██║ ██║ ██║█████╗ ██████╔╝ ██║ ██║ ██║███████║') print('██╔══██╗██╔══╝ ╚════██║██║ ██║██║ ╚██╗ ██╔╝██╔══╝ ██╔══██╗ ██║ ██║ ██║██╔══██║') print('██║ ██║███████╗███████║╚██████╔╝███████╗╚████╔╝ ███████╗██║ ██║██╗███████╗╚██████╔╝██║ ██║') print('╚═╝ ╚═╝╚══════╝╚══════╝ ╚═════╝ ╚══════╝ ╚═══╝ ╚══════╝╚═╝ ╚═╝╚═╝╚══════╝ ╚═════╝ ╚═╝ ╚═╝') loadsex()
ну тк поэтому я её и слил, чел это за 10 евро селлилНу ты крякнул луаху где ресольвер не работает и не фиксит роллы нихуя и никак и по этому юзлес, теперь живи с этим
Пипец оно же просто людей скамило, там резиком и не пахнетну тк поэтому я её и слил, чел это за 10 евро селлил
хоть это у меня и не мейн ник, но будет получше prince1337у тебя «hvh» в нике ты клоп, не пиши, прошу.
бывают челы которые сохраняют пароли от читов и не ставят двухфакторкуну и в чем он не прав? Если по факту, или ты боишься, что у тебя украдут почту майл ру, вк, киви кошелек на котором 7 рублей.
Бывают челы которые 2к дублей в говно вливают, а потом у них пиздят аккаунт. Итог: Ни денег, Ни товарахоть это у меня и не мейн ник, но будет получше prince1337
бывают челы которые сохраняют пароли от читов и не ставят двухфакторку
Видимо за пасту /shrugскрипт не апрув хз поч
выше же писал...Это всё похоже на один огромный мем.
А по проверке че? Уже нашли говно в коде?
Проект предоставляет различный материал, относящийся к сфере киберспорта, программирования, ПО для игр, а также позволяет его участникам общаться на многие другие темы. Почта для жалоб: admin@yougame.biz