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Автор темы
- #1
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Данный скрипт не проверялся модераторами, так как является кряком приватной LUA и в нём может присутствовать обфускация. Даже известные пользователи могут выложить вредоносный скрипт под видом крякнутого, поэтому любое использование исключительно на свой страх и риск.
code_language.asm6502:
local ffi = require 'ffi'
-- local variables for API functions. any changes to the line below will be lost on re-generation
AntiAim_GetCurrentRealRotation, AntiAim_GetInverterState, AntiAim_OverrideInverter, AntiAim_OverrideLimit, bit_band, bit_lshift, Cheat_AddNotify, Cheat_GetBinds, Cheat_GetCheatUserName, Cheat_GetMousePos, Cheat_IsKeyDown, Cheat_IsMenuVisible, Cheat_RegisterCallback, Color_new, Color_RGBA, EngineClient_ExecuteClientCmd, EngineClient_GetNetChannelInfo, EngineClient_GetScreenSize, EngineClient_GetViewAngles, EngineClient_IsConnected, EngineClient_IsInGame, EntityList_GetClientEntity, EntityList_GetEntitiesByClassID, EntityList_GetLocalPlayer, EntityList_GetPlayerForUserID, EntityList_GetPlayerFromHandle, EntityList_GetPlayers, Exploits_GetCharge, Exploits_OverrideDoubleTapSpeed, math_abs, math_atan2, math_cos, math_deg, math_floor, math_max, math_min, math_sin, Menu_Button, Menu_ColorEdit, Menu_Combo, Menu_FindVar, Menu_MultiCombo, Menu_SliderInt, Menu_Switch, Menu_Text, Utils_PatternScan, Utils_RandomInt, pairs, Panorama_Open, Render_Box, Render_BoxFilled, Render_CalcTextSize, Render_Circle, Render_GradientBoxFilled, Render_InitFont, Render_PolyFilled, Render_Text, string_sub, tostring, Vector2_new, print, string_format, table_insert, table_remove, ipairs, Vector_new, EngineClient_GetLocalPlayer, EntityList_GetEntitiesByName, math_pi, QAngle_new, Cheat_FireBullet, math_sqrt, bit_bor, ffi_cdef, ffi_typeof, ffi_cast, EngineClient_GetGameDirectory, string_gsub, ffi_C, ffi_string, RageBot_OverrideMinDamage, math_ceil, Menu_SwitchColor, string_lower, Utils_CreateInterface, CVar_FindVar, table_concat, AntiAim_GetFakeRotation, ffi_new, EntityList_GetClientEntityFromHandle, string_find, Render_LoadImage, ffi_copy, AntiAim_OverrideYawOffset, Render_WorldToScreen, Render_Blur, Panorama_LoadString, ffi_sizeof, string_char, Render_Circle3DFilled, RageBot_OverrideHitchance, Exploits_ForceTeleport, math_rad = AntiAim.GetCurrentRealRotation, AntiAim.GetInverterState, AntiAim.OverrideInverter, AntiAim.OverrideLimit, bit.band, bit.lshift, Cheat.AddNotify, Cheat.GetBinds, Cheat.GetCheatUserName, Cheat.GetMousePos, Cheat.IsKeyDown, Cheat.IsMenuVisible, Cheat.RegisterCallback, Color.new, Color.RGBA, EngineClient.ExecuteClientCmd, EngineClient.GetNetChannelInfo, EngineClient.GetScreenSize, EngineClient.GetViewAngles, EngineClient.IsConnected, EngineClient.IsInGame, EntityList.GetClientEntity, EntityList.GetEntitiesByClassID, EntityList.GetLocalPlayer, EntityList.GetPlayerForUserID, EntityList.GetPlayerFromHandle, EntityList.GetPlayers, Exploits.GetCharge, Exploits.OverrideDoubleTapSpeed, math.abs, math.atan2, math.cos, math.deg, math.floor, math.max, math.min, math.sin, Menu.Button, Menu.ColorEdit, Menu.Combo, Menu.FindVar, Menu.MultiCombo, Menu.SliderInt, Menu.Switch, Menu.Text, Utils.PatternScan, Utils.RandomInt, pairs, Panorama.Open, Render.Box, Render.BoxFilled, Render.CalcTextSize, Render.Circle, Render.GradientBoxFilled, Render.InitFont, Render.PolyFilled, Render.Text, string.sub, tostring, Vector2.new, print, string.format, table.insert, table.remove, ipairs, Vector.new, EngineClient.GetLocalPlayer, EntityList.GetEntitiesByName, math.pi, QAngle.new, Cheat.FireBullet, math.sqrt, bit.bor, ffi.cdef, ffi.typeof, ffi.cast, EngineClient.GetGameDirectory, string.gsub, ffi.C, ffi.string, RageBot.OverrideMinDamage, math.ceil, Menu.SwitchColor, string.lower, Utils.CreateInterface, CVar.FindVar, table.concat, AntiAim.GetFakeRotation, ffi.new, EntityList.GetClientEntityFromHandle, string.find, Render.LoadImage, ffi.copy, AntiAim.OverrideYawOffset, Render.WorldToScreen, Render.Blur, Panorama.LoadString, ffi.sizeof, string.char, Render.Circle3DFilled, RageBot.OverrideHitchance, Exploits.ForceTeleport, math.rad
Cheat_AddNotify('Alien.lua', 'Welcome to alien.lua, '..Cheat_GetCheatUserName()..'!')
Clipboard = {}
ffi.cdef[[
typedef void*(__thiscall* getnetchannel_t)(void*); // engineclient 78
typedef unsigned short WORD;
typedef struct _SYSTEMTIME {
WORD wYear;
WORD wMonth;
WORD wDayOfWeek;
WORD wDay;
WORD wHour;
WORD wMinute;
WORD wSecond;
WORD wMilliseconds;
}
SYSTEMTIME, *PSYSTEMTIME, *LPSYSTEMTIME;
typedef int(__thiscall* get_clipboard_text_length)(void*);
typedef void(__thiscall* set_clipboard_text)(void*, const char*, int);
typedef void(__thiscall* get_clipboard_text)(void*, int, const char*, int);
void GetLocalTime(
LPSYSTEMTIME lpSystemTime
);
bool CreateDirectoryA(const char* lpPathName, void* lpSecurityAttributes);
bool DeleteUrlCacheEntryA(const char* lpszUrlName);
void* __stdcall URLDownloadToFileA(void* LPUNKNOWN, const char* LPCSTR, const char* LPCSTR2, int a, int LPBINDSTATUSCALLBACK);
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*, ...);
void* GetProcAddress(void* hModule, const char* lpProcName);
void* GetModuleHandleA(const char* lpModuleName);
int CreateDirectoryA(const char*, void*);
void* CreateFileA(const char*, uintptr_t, uintptr_t, void*, uintptr_t, uintptr_t, void*);
uintptr_t GetFileSize(void*, uintptr_t*);
int ReadFile(void*, void*, uintptr_t, uintptr_t*, void*);
int WriteFile(void*, const void*, uintptr_t, uintptr_t*, void*);
int CloseHandle(void*);
typedef float*(__thiscall* bound)(void*);
]]
color_print_fn = ffi.cast("console_color_print", ffi.C.GetProcAddress(ffi.C.GetModuleHandleA("tier0.dll"), "?ConColorMsg@@YAXABVColor@@PBDZZ"))
function colored_print(color, text)
local col = ffi.new("color_struct_t")
for i, v in pairs({"r", "g", "b", "a"}) do
col[v] = color[v] * 255
end
color_print_fn(col, text)
end
local urlmon = ffi.load 'UrlMon'
local wininet = ffi.load 'WinInet'
local screen_size = EngineClient_GetScreenSize()
local default_cfg = Menu_Button('Global', 'Configs', 'Load Default Config', '')
local export_cfg = Menu_Button('Global', 'Configs', 'Export Config', '')
local import_cfg = Menu_Button('Global', 'Configs', 'Import Config', '')
Menu_Text('Global', 'Information', 'Welcome '..Cheat_GetCheatUserName()..'!
Version: Live 0.1!')
local dormant_aim = Menu_Switch('Rage', 'Ragebot', 'Dormant Aimbot', false)
local dormant_mindmg = Menu_SliderInt('Rage', 'Ragebot', 'Dormant MinDmg', 10, 1, 100)
local air_hitchance = Menu_Switch('Rage', 'Ragebot', 'Custom Air Hitchance', false)
local air_hitchance_value = Menu_SliderInt('Rage', 'Ragebot', 'Air Hitchance', 1, 1, 100)
local noscope_hitchance = Menu_Switch('Rage', 'Ragebot', 'Custom Noscope Hitchance', false)
local noscope_hitchance_value = Menu_SliderInt('Rage', 'Ragebot', 'Noscope Hitchance', 1, 1, 100)
local auto_teleport_in_air = Menu_Switch('Rage', 'Ragebot', 'Automatic Cross Teleport in Air', false)
local teleport_weapons = Menu_MultiCombo('Rage', 'Ragebot', 'Teleport weapons', {'AWP', 'AutoSnipers', 'Scout', 'Deagle', 'Revolver', 'Nades', 'Other', 'Pistols', 'Rifle/LMG', 'SMG', 'Shotgun', 'Taser'}, 0)
local proper_baim = Menu_Switch('Rage', 'Ragebot', 'Force Baim if Lethal', false)
local enable__aa = Menu_Switch('Anti Aim', 'Anti Aim', 'Enable', false)
local avoid_backstab = Menu_Switch('Anti Aim', 'Anti Aim', 'Avoid Backstab', false)
local conditions = Menu_Switch('Anti Aim', 'Anti Aim', 'Conditions', false)
local type = Menu_Combo('Anti Aim', 'Anti Aim', 'Currect Condition', {'Shared', 'On Use', 'Stay', 'Crouch', 'Slow Walk', 'Move', 'Air', 'Manual', 'Anti-Bruteforce'}, 0)
local manual_yaw_base = Menu_Combo('Anti Aim', 'Anti Aim', 'Manual Yaw Base', {'Disabled', 'Forward', 'Backward', 'Right', 'Left', 'At Target', 'Freestanding'}, 0)
local override_on_use = Menu_Switch('Anti Aim', 'Anti Aim', 'Override On Use', false)
local override_stand = Menu_Switch('Anti Aim', 'Anti Aim', 'Override Stay', false)
local override_crouch = Menu_Switch('Anti Aim', 'Anti Aim', 'Override Crouch', false)
local override_slowwalk = Menu_Switch('Anti Aim', 'Anti Aim', 'Override Slow Walk', false)
local override_move = Menu_Switch('Anti Aim', 'Anti Aim', 'Override Move', false)
local override_air = Menu_Switch('Anti Aim', 'Anti Aim', 'Override Air', false)
local enabled_antibrute = Menu_Switch('Anti Aim', 'Anti Aim', 'Override Anti Bruteforce', false)
local override_manual = Menu_Switch('Anti Aim', 'Anti Aim', 'Override Manual', false)
local types = {}
local numtotext = {
[0] = 'Shared',
[1] = 'On Use',
[2] = 'Stay',
[3] = 'Crouch',
[4] = 'Slow Walk',
[5] = 'Move',
[6] = 'Air',
[7] = 'Manual',
[8] = 'Anti Aim Preset',
}
local i = 0
local yaw_on_use = Menu_Combo('Anti Aim', 'On Use', 'Yaw Base', {'Forward', 'Backward', 'Right', 'Left', 'At Target', 'Freestanding'}, 0)
while #types ~= 9 do
table_insert(types, {
yaw_add_l = Menu_SliderInt('Anti Aim', numtotext[i], 'Yaw Add Left', 0, -180, 180),
yaw_add_r = Menu_SliderInt('Anti Aim', numtotext[i], 'Yaw Add Right', 0, -180, 180),
jitter_mode = Menu_Combo('Anti Aim', numtotext[i], 'Yaw Modifier Mode', {'Disabled', 'Random'}, 0),
jitter = Menu_Combo('Anti Aim', numtotext[i], 'Yaw Modifier', {'Disabled', 'Center', 'Offset', 'Random', 'Spin'}, 0),
--jitter_value = Menu_SliderInt('Anti Aim', numtotext[i], 'Modifier Degree',0, -180, 180),
jitter_value_min = Menu_SliderInt('Anti Aim', numtotext[i], 'Modifier Degree Min',0, -180, 180),
jitter_value_max = Menu_SliderInt('Anti Aim', numtotext[i], 'Modifier Degree Max',0, -180, 180),
fake_limit_type = Menu_Combo('Anti Aim', numtotext[i], 'Fake Limit Type', {'Static', 'Jitter'}, 0),
left_desync_value = Menu_SliderInt('Anti Aim', numtotext[i], 'Left Limit', 0, 0, 60),
right_desync_value = Menu_SliderInt('Anti Aim', numtotext[i], 'Right Limit', 0, 0, 60),
fake_option = Menu_MultiCombo('Anti Aim', numtotext[i], 'Fake Options', {'Avoid Overlap', 'Jitter', 'Randomize Jitter', 'Anti Bruteforce'}, 0),
lby_mode = Menu_Combo('Anti Aim', numtotext[i], 'LBY Mode', {'Disabled', 'Opposite', 'Sway'}, 0),
freestand_desync = Menu_Combo('Anti Aim', numtotext[i], 'Freestanding Desync', {'Off', 'Peek Fake', 'Peek Real'}, 0),
desync_on_shot = Menu_Combo('Anti Aim', numtotext[i], 'Desync On Shot', {'Disabled', 'Opposite', 'Freestanding', 'Switch'}, 0),
fakelag = Menu_Switch('Anti Aim', numtotext[i], 'Enable Fake Lag', false),
fakelag_value = Menu_SliderInt('Anti Aim', numtotext[i], 'Limit', 0, 0, 14),
random_value = Menu_SliderInt('Anti Aim', numtotext[i], 'Randomization', 0, 0, 14),
mega_shit = Menu_Switch('Anti Aim', numtotext[i], 'Roll AA', false),
})
i = i + 1
end
yaw_add_l_b1 = Menu_SliderInt('Anti Aim', 'Anti Bruteforce', '[1] Yaw Add Left', 0, -180, 180)
yaw_add_r_b1 = Menu_SliderInt('Anti Aim', 'Anti Bruteforce', '[1] Yaw Add Right', 0, -180, 180)
jitter_b1 = Menu_Combo('Anti Aim', 'Anti Bruteforce', '[1] Yaw Modifier', {'Disabled', 'Center', 'Offset', 'Random', 'Spin'}, 0)
jitter_value_b1 = Menu_SliderInt('Anti Aim', 'Anti Bruteforce', '[1] Modifier Degree',0,-180,180)
lby_mode_b1 = Menu_Combo('Anti Aim', 'Anti Bruteforce', '[1] LBY Mode', {'Disabled', 'Opposite', 'Sway'}, 0)
phase1 = Menu_SliderInt('Anti Aim', 'Anti Bruteforce', '[1] Fake Limit', 0, -60, 60)
enable_b2 = Menu_Switch('Anti Aim', 'Anti Bruteforce', 'Enable Miss 2', false)
yaw_add_l_b2 = Menu_SliderInt('Anti Aim', 'Anti Bruteforce', '[2] Yaw Add Left', 0, -180, 180)
yaw_add_r_b2 = Menu_SliderInt('Anti Aim', 'Anti Bruteforce', '[2] Yaw Add Right', 0, -180, 180)
jitter_b2 = Menu_Combo('Anti Aim', 'Anti Bruteforce', '[2] Yaw Modifier', {'Disabled', 'Center', 'Offset', 'Random', 'Spin'}, 0)
jitter_value_b2 = Menu_SliderInt('Anti Aim', 'Anti Bruteforce', '[2] Modifier Degree',0,-180,180)
lby_mode_b2 = Menu_Combo('Anti Aim', 'Anti Bruteforce', '[2] LBY Mode', {'Disabled', 'Opposite', 'Sway'}, 0)
phase2 = Menu_SliderInt('Anti Aim', 'Anti Bruteforce', '[2] Fake Limit', 0, -60, 60)
enable_b3 = Menu_Switch('Anti Aim', 'Anti Bruteforce', 'Enable Miss 3', false)
yaw_add_l_b3 = Menu_SliderInt('Anti Aim', 'Anti Bruteforce', '[3] Yaw Add Left', 0, -180, 180)
yaw_add_r_b3 = Menu_SliderInt('Anti Aim', 'Anti Bruteforce', '[3] Yaw Add Right', 0, -180, 180)
jitter_b3 = Menu_Combo('Anti Aim', 'Anti Bruteforce', '[3] Yaw Modifier', {'Disabled', 'Center', 'Offset', 'Random', 'Spin'}, 0)
jitter_value_b3 = Menu_SliderInt('Anti Aim', 'Anti Bruteforce', '[3] Modifier Degree',0,-180,180)
lby_mode_b3 = Menu_Combo('Anti Aim', 'Anti Bruteforce', '[3] LBY Mode', {'Disabled', 'Opposite', 'Sway'}, 0)
phase3 = Menu_SliderInt('Anti Aim', 'Anti Bruteforce', '[3] Fake Limit', 0, -60, 60)
enable_b4 = Menu_Switch('Anti Aim', 'Anti Bruteforce', 'Enable Miss 4', false)
yaw_add_l_b4 = Menu_SliderInt('Anti Aim', 'Anti Bruteforce', '[4] Yaw Add Left', 0, -180, 180)
yaw_add_r_b4 = Menu_SliderInt('Anti Aim', 'Anti Bruteforce', '[4] Yaw Add Right', 0, -180, 180)
jitter_b4 = Menu_Combo('Anti Aim', 'Anti Bruteforce', '[4] Yaw Modifier', {'Disabled', 'Center', 'Offset', 'Random', 'Spin'}, 0)
jitter_value_b4 = Menu_SliderInt('Anti Aim', 'Anti Bruteforce', '[4] Modifier Degree',0,-180,180)
lby_mode_b4 = Menu_Combo('Anti Aim', 'Anti Bruteforce', '[4] LBY Mode', {'Disabled', 'Opposite', 'Sway'}, 0)
phase4 = Menu_SliderInt('Anti Aim', 'Anti Bruteforce', '[4] Fake Limit', 0, -60, 60)
local indicators_style = Menu_MultiCombo('Visuals', 'Visuals', 'Crosshair Indicators', {'Drain yaw', 'Acatel', 'Medusa', 'Arctic', 'Half-Life'}, 0)
local indicators_add = Menu_MultiCombo('Visuals', 'Visuals', 'Indicators Add', {'Script Name', 'Inverter', 'Anti-Aim Arrow', 'Anti-Aim State', 'Double-Tap', 'Hide Shots', 'Minimum Damage', 'Force Body Aim', 'Force Safe Points', 'Freestanding', 'Ideal tick'}, 0)
local windows_value = Menu_MultiCombo('Visuals', 'Visuals', 'Windows', {'Watermark', 'Hotkey list', 'Anti-aimbot indication', 'Frequency update information'}, 0)
local teamskeet_kb = Menu_Combo('Visuals', 'Visuals', 'Hotkey list theme', {'Teamskeet', "Default"}, 0)
local gradient = Menu_Switch('Visuals', 'Visuals', 'Hotkey list Gradient', false)
local custom_scope_switch = Menu_Switch('Visuals', 'Visuals', 'Custom Scope', false)
local auto_peek = Menu_SwitchColor('Visuals', 'Visuals', 'Glow AutoPeek', false, Color_RGBA(255, 0, 0, 255))
local arrows_ind = Menu_Combo('Visuals', 'Visuals', 'Arrows', {'Disable', 'Teamskeet', 'Modern', "Default", 'Drain yaw'}, 0)
local vel_mod_ind = Menu_Switch('Visuals', 'Visuals', 'Velocity Modifier Indicator', false)
local screen_dmg = Menu_Switch('Visuals', 'Visuals', 'Min damage Indicator', false)
local Hitmarker = Menu_SwitchColor('Visuals', 'Visuals', 'Hitmarker', false, Color_RGBA(255, 255, 255, 255))
local penetration = Menu_SwitchColor('Visuals', 'Visuals', 'Penetration indicator', false, Color_RGBA(255, 195, 13, 255))
local accent_color = Menu_ColorEdit('Visuals', 'Settings', 'Accent Color', Color_RGBA(177, 171, 255, 255))
local alpha_slider = Menu_SliderInt('Visuals', 'Settings', 'Background Alpha', 222, 0, 255)
local blur_back = Menu_Switch('Visuals', 'Settings', 'Background Blur', false)
local keybinds_x = Menu_SliderInt('Visuals', 'Settings', 'x_pos', screen_size.x/2-250, 1, screen_size.x)
local keybinds_y = Menu_SliderInt('Visuals', 'Settings', 'y_pos', screen_size.y/2-50, 1, screen_size.y)
local ind_clr = Menu_ColorEdit('Visuals', 'Settings', 'Arrow Color', Color_RGBA(175, 255, 0, 255))
local ind_clr2 = Menu_ColorEdit('Visuals', 'Settings', 'Arrow Desync Color', Color_RGBA(0, 200, 255, 255))
local vel_mod_add_x = Menu_SliderInt('Visuals', 'Settings', 'Velocity Modifier X', 22, -screen_size.x, screen_size.x)
local vel_mod_add_y = Menu_SliderInt('Visuals', 'Settings', 'Velocity Modifier Y', 200, -screen_size.y, screen_size.y)
local screen_dmg_x = Menu_SliderInt('Visuals', 'Settings', 'Mindamage Add X', 0, -100, 100)
local screen_dmg_y = Menu_SliderInt('Visuals', 'Settings', 'Mindamage Add Y', 0, -100, 100)
local scope_size = Menu_SliderInt('Visuals', 'Settings', 'Custom Scope Size', 50, 50, screen_size.y/2)
local scope_gap = Menu_SliderInt('Visuals', 'Settings', 'Custom Scope Gap', 10, 0, screen_size.y/2)
local scope_color = Menu_ColorEdit('Visuals', 'Settings', 'Scope Color', Color_RGBA(255, 255, 255, 255))
local scope_color1 = Menu_ColorEdit('Visuals', 'Settings', 'Scope Color 1', Color_RGBA(255, 255, 255, 0))
local penetration_position = Menu_SliderInt('Visuals', 'Settings', 'Position indicator', -25, -50, 50)
local penetration_rainbow = Menu_Switch('Visuals', 'Settings', 'Rainbow mode', false)
local penetration_speed = Menu_SliderInt('Visuals', 'Settings', 'Speed rainbow', 50, 1, 100)
scope_color1:SetVisible(false)
download_file_from_url = function(from, to)
wininet.DeleteUrlCacheEntryA(from)
urlmon.URLDownloadToFileA(nil, from, to, 0,0)
end
ct = ffi_typeof('char[?]')
c_invalid_handle_value = ffi_cast('void*', -1)
local netChannelInt = ffi_typeof('int(__thiscall*)(void*, int)')
local netChannelBool = ffi_typeof('bool(__thiscall*)(void*)')
local netChannelBoolWithArgs = ffi_typeof('bool(__thiscall*)(void*, int, int)')
local netChannelFloat = ffi_typeof('float(__thiscall*)(void*, int)')
function GetNetChannel(netChannelInfo)
if netChannelInfo == nil then
return
end
local SequenceNr = ffi_cast(netChannelInt, netChannelInfo[0][17])(netChannelInfo, 1)
return {
SequenceNr = SequenceNr,
IsLoopback = ffi_cast(netChannelBool, netChannelInfo[0][6])(netChannelInfo),
IsTimingOut = ffi_cast(netChannelBool, netChannelInfo[0][7])(netChannelInfo),
Latency = {
RTT = function(flow) return ffi_cast(netChannelFloat, netChannelInfo[0][9])(netChannelInfo, flow) end,
AvgLatency = function(flow) return ffi_cast(netChannelFloat, netChannelInfo[0][10])(netChannelInfo, flow) end,
},
AvgLoss = ffi_cast(netChannelFloat, netChannelInfo[0][11])(netChannelInfo, 1),
AvgChoke = ffi_cast(netChannelFloat, netChannelInfo[0][12])(netChannelInfo, 1),
InputBytes = ffi_cast(netChannelFloat, netChannelInfo[0][13])(netChannelInfo, 1),
SendBytes = ffi_cast(netChannelFloat, netChannelInfo[0][13])(netChannelInfo, 0),
IsValidPacket = ffi_cast(netChannelBoolWithArgs, netChannelInfo[0][18])(netChannelInfo, 1, SequenceNr-1),
}
end
function package.loaded.readfile(filename)
local fp = ffi_C.CreateFileA(filename, 0x80000000, 3, nil, 3, 128, nil)
if c_invalid_handle_value ~= fp then
local size = ffi_C.GetFileSize(fp, nil)
local buf = ct(size + 1)
ffi_C.ReadFile(fp, buf, size, nil, nil)
ffi_C.CloseHandle(fp)
return ffi_string(buf, size)
end
end
game_path_str = EngineClient_GetGameDirectory()
game_path = string_gsub(game_path_str, '\csgo', '\')
if (package.loaded.readfile('nl\alien\fonts\small_pixel.ttf') and package.loaded.readfile('nl\alien\fonts\arrows.ttf')) then
else
ffi.C.CreateDirectoryA('nl\alien\', NULL)
ffi.C.CreateDirectoryA('nl\alien\fonts\', NULL)
download_file_from_url('https://fontsforyou.com/downloads/99851-smallestpixel97', 'nl\alien\fonts\small_pixel.ttf')
download_file_from_url('https://cdn.discordapp.com/attachments/947429839101624320/952177029867003924/arrows.ttf', 'nl\alien\fonts\arrows.ttf')
Menu_Text('Global', 'Information', 'Dear User, Restart script!')
Cheat_AddNotify('alien', 'Files downloaded, restart script!')
end
local anti_bruteforce_work = {
phases = stagesb,
work = false,
work_value = 0.0,
work_memory = {
},
memory = {
}
}
for i = 0, 64 do
table_insert(anti_bruteforce_work.memory,i,{count = 0})
end
local advanced_shot_logger = Menu_Switch('Misc', 'Misc', 'Advanced Shot Logger', false)
local hitsound_custom = Menu_Switch('Misc', 'Misc', 'Skeet Hitsound', false)
local clan_tag = Menu_Switch('Misc', 'Misc', 'Clan-Tag Changer', false)
local shit_talk = Menu_Switch('Misc', 'Misc', 'TrashTalk', false)
local idealpeek = Menu_Switch('Misc', 'Misc', 'Ideal Peek', false)
local Shared = 1
local On_Use = 2
local Stay = 3
local Crouch = 4
local SlowWalk = 5
local Move = 6
local Air = 7
local Manual = 8
local legitaa_time = GlobalVars.realtime
local anti_aim_preset = 9
local ConVar = {
yaw = Menu_FindVar('Aimbot', 'Anti Aim', 'Main', 'Yaw Base'),
yaw_add = Menu_FindVar('Aimbot', 'Anti Aim', 'Main', 'Yaw Add'),
jitter = Menu_FindVar('Aimbot', 'Anti Aim', 'Main', 'Yaw Modifier'),
jitter_value = Menu_FindVar('Aimbot', 'Anti Aim', 'Main', 'Modifier Degree'),
left_desync_value = Menu_FindVar('Aimbot', 'Anti Aim', 'Fake Angle', 'Left Limit'),
right_desync_value = Menu_FindVar('Aimbot', 'Anti Aim', 'Fake Angle', 'Right Limit'),
fake_option = Menu_FindVar('Aimbot', 'Anti Aim', 'Fake Angle', 'Fake Options'),
lby_mode = Menu_FindVar('Aimbot', 'Anti Aim', 'Fake Angle', 'LBY Mode'),
freestand_desync = Menu_FindVar('Aimbot', 'Anti Aim', 'Fake Angle', 'Freestanding Desync'),
desync_on_shot = Menu_FindVar('Aimbot', 'Anti Aim', 'Fake Angle', 'Desync On Shot'),
fakelag = Menu_FindVar('Aimbot', 'Anti Aim', 'Fake Lag', 'Enable Fake Lag'),
fakelag_value = Menu_FindVar('Aimbot', 'Anti Aim', 'Fake Lag', 'Limit'),
random_value = Menu_FindVar('Aimbot', 'Anti Aim', 'Fake Lag', 'Randomization'),
slowwalk = Menu_FindVar('Aimbot', 'Anti Aim', 'Misc', 'Slow Walk'),
fakeduck = Menu_FindVar('Aimbot', 'Anti Aim', 'Misc', 'Fake Duck'),
}
local original_aa = true
function modify_velocity(cmd, goalspeed)
local minspeed = math_sqrt((cmd.forwardmove * cmd.forwardmove) + (cmd.sidemove * cmd.sidemove))
if goalspeed <= 0 or minspeed <= 0 then
return
end
if EntityList_GetLocalPlayer():GetProp('m_flDuckAmount') >= 1 then
goalspeed = goalspeed * 2.94117647
end
if minspeed <= goalspeed then
return
end
local speedfactor = goalspeed / minspeed
cmd.forwardmove = cmd.forwardmove * speedfactor
cmd.sidemove = cmd.sidemove * speedfactor
end
roundStarted = 0
player_info_prev = {}
dormant_flag = false
for i = 1, 64 do
player_info_prev[i] = {
origin = Vector_new(0, 0, 0),
}
end
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
min = Vector_new()
max = Vector_new()
target_correct = true
last_value = 0
should = false
dmg_type = 0
once = false
prsd_damage = 0
function dormant_aimbot(cmd)
local players = EntityList_GetPlayers()
local m_bIsScoped = EntityList_GetLocalPlayer():GetProp('m_bIsScoped')
local is_in_air = bit_band(EntityList_GetLocalPlayer():GetProp('m_fFlags'), bit_lshift(1,0)) ~= 0
local weapon = EntityList_GetLocalPlayer():GetActiveWeapon()
if weapon == nil then return end
for _, enemy in ipairs(players) do
if not enemy:IsTeamMate() and enemy ~= EntityList_GetLocalPlayer() then
local enemy_index = enemy:EntIndex()
if air_hitchance:GetBool() and not is_in_air then
RageBot_OverrideHitchance(enemy_index, air_hitchance_value:GetInt())
elseif noscope_hitchance:GetBool() and not m_bIsScoped and weapon:IsSniper() then
RageBot_OverrideHitchance(enemy_index, noscope_hitchance_value:GetInt())
end
end
end
if dormant_aim:GetBool() then
local lp = EntityList_GetClientEntity(EngineClient_GetLocalPlayer()):GetPlayer()
if lp == nil then return end
local ent = lp:GetActiveWeapon()
if not ent then
return
end
--local ent = native_GetClientEntity(my_weapon)
--if ent == nil or not native_IsWeapon(ent) then
-- return
--end
local inaccuracy = ent:GetInaccuracy(ent)
if inaccuracy == nil then
return
end
local tickcount = GlobalVars.tickcount
local eyepos = lp:GetEyePosition()
local simtime = lp:GetProp('m_flSimulationTime')
local weapon = ent:GetWeaponID()
local scoped = lp:GetProp('m_bIsScoped')
local onground = bit_band(lp:GetProp('m_fFlags'), bit_lshift(1, 0))
if tickcount < roundStarted then return end -- to prevent shooting at ghost dormant esp @ the beginning of round
local is_AWP = weapon == 9
local is_auto = (weapon == 38 or weapon == 11)
local is_scout = weapon == 40
if ent:IsKnife() or ent:IsGrenade() or weapon == 31 then return end
local can_shoot
local hs_fix = Menu_FindVar('Aimbot', 'Ragebot', 'Exploits', 'Hide Shots'):GetBool() and 0.3 or 0
if weapon == 64 then -- for some reason can_shoot returns always false with r8 despite all 3 props being true, no idea why
can_shoot = simtime > ent:GetProp('m_flNextPrimaryAttack') + hs_fix -- doing this fixes it ><
elseif ent:IsPistol() and not weapon == 64 and not weapon == 1 then
can_shoot = false
else
can_shoot = simtime > math_max(lp:GetProp('m_flNextAttack') + hs_fix, ent:GetProp('m_flNextPrimaryAttack') + hs_fix, ent:GetProp('m_flNextSecondaryAttack'))
end
-- new player info
local players = EntityList_GetEntitiesByName('CCSPlayer')
local player_info = {}
for i = 1, #players do
local player = players[i]:GetPlayer()
if EngineClient_IsConnected() and lp:IsAlive() then
--if plist_get(player, 'Add to whitelist') then goto skip end
if player:IsDormant() and not player:IsTeamMate() and player:GetProp('m_iHealth') > 0 and player ~= lp then
local can_hit
local origin = player:GetProp('m_vecOrigin')
local min = Vector_new()
local max = Vector_new()
local bounds = player:GetRenderBounds(min, max)
local alpha_multiplier = player:GetESPAlpha() -- grab alpha of the dormant esp
if player_info_prev[i] ~= nil and origin.x ~= 0 and alpha_multiplier > 0 then -- if origin / dormant esp is valid
-- update check
local dormant_accurate = alpha_multiplier > 0.1 -- for debug purposes lower this to 0.1
if dormant_accurate then
local target_points = {
origin + (player:GetProp('m_flDuckAmount') >= 1 and Vector_new(0, 0, 28) or Vector_new(0, 0, 38)),
origin + (player:GetProp('m_flDuckAmount') >= 1 and Vector_new(0, 0, 30) or Vector_new(0, 0, 40)),
origin + (player:GetProp('m_flDuckAmount') >= 1 and Vector_new(0, 0, 32) or Vector_new(0, 0, 42)),
origin + (player:GetProp('m_flDuckAmount') >= 1 and Vector_new(0, 0, 40) or Vector_new(0, 0, 50))
}
for i = 1, #target_points do
local target = target_points[i]
--local target = origin + (player:GetProp('m_flDuckAmount') >= 1 and Vector_new(0, 0, 30) or Vector_new(0, 0, 40))
local target_pos = calc_angle(eyepos, target)
local dmg = Cheat_FireBullet(lp, eyepos, target)
if is_AWP then
max_player_speed_alt = 100
elseif is_auto then
max_player_speed_alt = 120
else
max_player_speed_alt = is_scout and ent:GetMaxSpeed() * 0.8 or ent:GetMaxSpeed()
end
can_hit = (dmg.trace.hit_entity == nil or dmg.trace.hit_entity:EntIndex() == player:EntIndex()) and (dmg.damage > dormant_mindmg:GetInt()) and (not player:IsVisible(target)) -- added visibility check to mitigate shooting at anomalies?
if can_shoot and can_hit then
modify_velocity(cmd, (scoped and max_player_speed_alt or ent:GetMaxSpeed())*0.33)
dormant_flag = true
-- autoscope
if not scoped and ent:IsSniper() and onground == 1 then
cmd.buttons = bit_bor(cmd.buttons, 2048)
end
if inaccuracy < 0.009 and ClientState.m_choked_commands == 0 then
cmd.viewangles.pitch = target_pos.pitch
cmd.viewangles.yaw = target_pos.yaw
cmd.viewangles.roll = 0
cmd.buttons = bit_bor(cmd.buttons, 1)
dormant_flag = true
-- dont shoot again
can_shoot = false
end
elseif can_hit == false then
dormant_flag = false
end
end
end
end
player_info[i] = {origin, alpha_multiplier, can_hit}
end
end
--::skip::
end
player_info_prev = player_info
end
end
function resetter(e)
if e:GetName() ~= 'round_prestart' then return end
local lp = EntityList_GetClientEntity(EngineClient_GetLocalPlayer()):GetPlayer()
if lp == nil then return end
local freezetime = (CVar_FindVar('mp_freezetime'):GetFloat()+1) / GlobalVars.interval_per_tick -- get freezetime plus 1 second and disable dormantbob for that amount of ticks
roundStarted = GlobalVars.tickcount + freezetime
origin = nil
for i = 1, 64 do
player_info_prev[i] = {
origin = Vector_new(0, 0, 0),
}
end
frametimes = {}
player_info_prev = {}
player_info = {}
end
function normalize_yaw(yaww) while yaww > 180 do yaww = yaww - 360 end while yaww < -180 do yaww = yaww + 360 end return yaww end
function math_deg_atan(xdelta, ydelta)
if xdelta == 0 and ydelta == 0 then
return 0
end
return math_deg(math_atan2(ydelta, xdelta))
end
function nearest()
function IsValid(ent)
if ent == nil then
return false
else
if ent:IsAlive() then
return true
else
return false
end
end
end
if EngineClient_IsConnected() == nil or EngineClient_GetNetChannelInfo() == nil then return end
local eyepos = EntityList_GetLocalPlayer():GetEyePosition()
local viewangles = EngineClient_GetViewAngles()
local bestenemy = nil
local fov = 180
for i=1, #EntityList_GetPlayers() do
if(EntityList_GetPlayers()[i] ~= EntityList_GetLocalPlayer() and EntityList_GetPlayers()[i]:IsTeamMate() ~= true and IsValid(EntityList_GetPlayers()[i]) == true) then
local cur = EntityList_GetPlayers()[i]:GetProp('m_vecOrigin')
local cur_fov = math_abs(normalize_yaw(math_deg_atan(eyepos.x - cur.x, eyepos.y - cur.y) - viewangles.yaw + 180))
if cur_fov < fov then
fov = cur_fov
bestenemy = EntityList_GetPlayers()[i]
end
end
end
return bestenemy == nil and EntityList_GetLocalPlayer() or bestenemy
end
function override_limit(angle, isoverride)
if roll_aa_active == true then return end
if angle < 0 then
if isoverride == true then AntiAim_OverrideInverter(true) end
AntiAim_OverrideLimit(math_abs(angle))
if anti_bruteforce_work_count+1 == 1 then
ConVar.yaw_add:Set(AntiAim_GetInverterState() == false and yaw_add_r_b1:Get() or yaw_add_l_b1:Get())
ConVar.jitter:Set(jitter_b1:Get())
ConVar.jitter_value:Set(jitter_value_b1:Get())
ConVar.lby_mode:Set(lby_mode_b1:Get())
elseif anti_bruteforce_work_count+1 == 2 and enable_b2:GetBool() then
ConVar.yaw_add:Set(AntiAim_GetInverterState() == false and yaw_add_r_b2:Get() or yaw_add_l_b2:Get())
ConVar.jitter:Set(jitter_b2:Get())
ConVar.jitter_value:Set(jitter_value_b2:Get())
ConVar.lby_mode:Set(lby_mode_b2:Get())
elseif anti_bruteforce_work_count+1 == 3 and enable_b3:GetBool() then
ConVar.yaw_add:Set(AntiAim_GetInverterState() == false and yaw_add_r_b3:Get() or yaw_add_l_b3:Get())
ConVar.jitter:Set(jitter_b3:Get())
ConVar.jitter_value:Set(jitter_value_b3:Get())
ConVar.lby_mode:Set(lby_mode_b3:Get())
elseif anti_bruteforce_work_count+1 == 4 and enable_b4:GetBool() then
ConVar.yaw_add:Set(AntiAim_GetInverterState() == false and yaw_add_r_b4:Get() or yaw_add_l_b4:Get())
ConVar.jitter:Set(jitter_b4:Get())
ConVar.jitter_value:Set(jitter_value_b4:Get())
ConVar.lby_mode:Set(lby_mode_b4:Get())
end
elseif angle == 0 or angle > 0 then
if isoverride == true then AntiAim_OverrideInverter(false) end
AntiAim_OverrideLimit(angle)
if anti_bruteforce_work_count+1 == 1 then
ConVar.yaw_add:Set(AntiAim_GetInverterState() == false and yaw_add_r_b1:Get() or yaw_add_l_b1:Get())
ConVar.jitter:Set(jitter_b1:Get())
ConVar.jitter_value:Set(jitter_value_b1:Get())
ConVar.lby_mode:Set(lby_mode_b1:Get())
elseif anti_bruteforce_work_count+1 == 2 and enable_b2:GetBool() then
ConVar.yaw_add:Set(AntiAim_GetInverterState() == false and yaw_add_r_b2:Get() or yaw_add_l_b2:Get())
ConVar.jitter:Set(jitter_b2:Get())
ConVar.jitter_value:Set(jitter_value_b2:Get())
ConVar.lby_mode:Set(lby_mode_b2:Get())
elseif anti_bruteforce_work_count+1 == 3 and enable_b3:GetBool() then
ConVar.yaw_add:Set(AntiAim_GetInverterState() == false and yaw_add_r_b3:Get() or yaw_add_l_b3:Get())
ConVar.jitter:Set(jitter_b3:Get())
ConVar.jitter_value:Set(jitter_value_b3:Get())
ConVar.lby_mode:Set(lby_mode_b3:Get())
elseif anti_bruteforce_work_count+1 == 4 and enable_b4:GetBool() then
ConVar.yaw_add:Set(AntiAim_GetInverterState() == false and yaw_add_r_b4:Get() or yaw_add_l_b4:Get())
ConVar.jitter:Set(jitter_b4:Get())
ConVar.jitter_value:Set(jitter_value_b4:Get())
ConVar.lby_mode:Set(lby_mode_b4:Get())
end
end
end
function vec_closest_point_on_ray(target, ray_start, ray_end)
local to = target - ray_start
local direction = ray_end - ray_start
local ray_length = #direction
direction.x = direction.x / ray_length
direction.y = direction.y / ray_length
direction.z = direction.z / ray_length
local direction_along = direction.x * to.x + direction.y * to.y + direction.z * to.z
if direction_along < 0 then return ray_start end
if direction_along > ray_length then return ray_end end
return Vector_new(ray_start.x + direction.x * direction_along, ray_start.y + direction.y * direction_along, ray_start.z + direction.z * direction_along)
end
anti_bruteforce_work.tick_work = 0
anti_bruteforce_work.distance = 0
function bullet_impact(eye_pos, eyepos, impact)
if not enabled_antibrute:GetBool() and roll_aa_active == true then return end
anti_bruteforce_work.distance = vec_closest_point_on_ray(eye_pos, eyepos, impact):DistTo(eye_pos)
if anti_bruteforce_work.distance > 65 then return end
anti_bruteforce_work.tick_work = GlobalVars.tickcount
end
function handle_brutforcetime()
if not enabled_antibrute:GetBool() and roll_aa_active == true then return end
for i, var in ipairs(anti_bruteforce_work.work_memory) do
if i > 1 then
table_remove(anti_bruteforce_work.work_memory,i)
end
anti_bruteforce_work.work = true
anti_bruteforce_work.work_value = GlobalVars.realtime - var.time
if anti_bruteforce_work.work_value > 4 then
anti_bruteforce_work.work_value = 0
anti_bruteforce_work.work = false
table_remove(anti_bruteforce_work.work_memory, i)
end
end
end
anti_bruteforce_work_count = 0
local hitlogs = {}
function anti_bruteforcee(e)
if e:GetName() ~= 'bullet_impact' then return end
if anti_bruteforce_work.tick_work == GlobalVars.tickcount then return end
if EngineClient_GetNetChannelInfo() == nil then return end
if not EngineClient_IsConnected() then return end
if not EntityList_GetLocalPlayer():IsAlive() then return end
if not EntityList_GetPlayerForUserID(e:GetInt('userid')) then return end
if not e:GetInt('userid') then return end
if EntityList_GetPlayerForUserID(e:GetInt('userid')):IsAlive() == false then return end
if EntityList_GetPlayerForUserID(e:GetInt('userid')):IsDormant() == true then return end
if EntityList_GetPlayerForUserID(e:GetInt('userid')):IsTeamMate() == true then return end
if roll_aa_active == true then return end
if not enabled_antibrute:GetBool() then return end
if enable_b2:GetBool() and not enable_b3:GetBool() and not enable_b4:GetBool() then
stagesb = 1
elseif enable_b3:GetBool() and enable_b2:GetBool() and not enable_b4:GetBool() then
stagesb = 2
elseif enable_b4:GetBool() and enable_b3:GetBool() and enable_b2:GetBool() then
stagesb = 3
else
stagesb = 0
end
local impact = Vector_new(e:GetInt('x'), e:GetInt('y'), e:GetInt('z'))
local eyepos = EntityList_GetPlayerForUserID(e:GetInt('userid')):GetEyePosition()
local eye_pos = EntityList_GetLocalPlayer():GetEyePosition()
local head_vec = bullet_impact(eye_pos, eyepos, impact)
if anti_bruteforce_work.distance < 65 then
anti_bruteforce_work.memory[EntityList_GetPlayerForUserID(e:GetInt('userid')):EntIndex()].count = anti_bruteforce_work.memory[EntityList_GetPlayerForUserID(e:GetInt('userid')):EntIndex()].count + 1
--print(stagesb)
if stagesb < anti_bruteforce_work.memory[EntityList_GetPlayerForUserID(e:GetInt('userid')):EntIndex()].count then
anti_bruteforce_work.memory[EntityList_GetPlayerForUserID(e:GetInt('userid')):EntIndex()].count = 0
end
anti_bruteforce_work_count = anti_bruteforce_work.memory[EntityList_GetPlayerForUserID(e:GetInt('userid')):EntIndex()].count
text = string_format('Switch due to shot [dst: %.0f]', anti_bruteforce_work.distance)
print(text)
table_insert(hitlogs, {text = text, time = GlobalVars.realtime})
table_insert(anti_bruteforce_work.work_memory, 1, {time = GlobalVars.realtime})
end
end
function C_BasePlayer:GetFlag(shift)
return bit_band(self:GetProp('m_fFlags'), bit_lshift(1, shift)) ~= 0
end
function get_enemies()
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
function C_BasePlayer:CanHit()
local trace_info = Cheat_FireBullet(self, self:GetEyePosition(), EntityList_GetLocalPlayer():GetEyePosition())
if (trace_info.damage > 0 and ((trace_info.trace.hit_entity and trace_info.trace.hit_entity:GetPlayer() == EntityList_GetLocalPlayer()) or false)) then
return true
end
return false
end
function teleport_in_air()
if (auto_teleport_in_air:GetBool() and teleport_weapons:Get() ~= 0 and Menu_FindVar('Aimbot', 'Ragebot', 'Exploits', 'Double Tap'):Get()) then
local allow_teleport = false
local enable_teleport = false
local active_weapon = EntityList_GetLocalPlayer():GetActiveWeapon()
if active_weapon == nil then return end
local weapon_id = active_weapon:GetWeaponID()
local is_AWP = weapon_id == 9
local is_auto = (weapon_id == 38 or weapon_id == 11)
local is_scout = weapon_id == 40
local is_deagle = weapon_id == 1
local is_r8 = weapon_id == 64
local is_nades = active_weapon:IsGrenade()
local is_pistols = active_weapon:IsPistol() and not is_deagle and not is_r8
local is_smg = (weapon_id == 34 or weapon_id == 23 or weapon_id == 24 or weapon_id == 19 or weapon_id == 26 or weapon_id == 33 or weapon_id == 17)
local is_shotguns = (weapon_id == 35 or weapon_id == 25 or weapon_id == 27 or weapon_id == 29)
local is_rifle = active_weapon:IsRifle() and not is_smg and not is_shotguns
local is_taser = weapon_id == 31
for _, weapons in pairs({
{Value = 1, active_weapon = is_AWP},
{Value = 2, active_weapon = is_auto},
{Value = 3, active_weapon = is_scout},
{Value = 4, active_weapon = is_deagle},
{Value = 5, active_weapon = is_r8},
{Value = 6, active_weapon = is_nades},
{Value = 7, active_weapon = not (is_AWP or is_auto or is_scout or is_deagle or is_r8 or is_nades or is_pistols or is_rifle or is_smg or is_shotguns or is_taser)},
{Value = 8, active_weapon = is_pistols},
{Value = 9, active_weapon = is_rifle},
{Value = 10, active_weapon = is_smg},
{Value = 11, active_weapon = is_shotguns},
{Value = 12, active_weapon = is_taser}
}) do
if (teleport_weapons:Get(weapons.Value) and weapons.active_weapon) then
allow_teleport = true
end
end
if (allow_teleport) then
for _, enemy in pairs(get_enemies()) do
if (not enemy:IsDormant() and enemy:CanHit()) then
enable_teleport = true
end
end
end
if (enable_teleport and not EntityList_GetLocalPlayer():GetFlag(0) and EntityList_GetLocalPlayer():GetProp('m_vecVelocity'):Length2D() > 25) then
Exploits_ForceTeleport()
end
end
end
function ang_vector(ang)
local forward, right = Vector_new(), Vector_new()
local pitch, yaw, roll = ang.pitch * math_pi / 180, ang.yaw * math_pi / 180, ang.roll * math_pi / 180
local cp = math_cos(pitch)
local sp = math_sin(pitch)
local cy = math_cos(yaw)
local sy = math_sin(yaw)
local cr = math_cos(roll)
local sr = math_sin(roll)
forward.x = cp * cy
forward.y = cp * sy
forward.z = -sp
right.x = -1 * sr * sp * cy + -1 * cr * -sy
right.y = -1 * sr * sp * sy + -1 * cr * cy
right.z = -1 * sr * cp
return forward, right
end
actual_move = Vector2_new(0, 0)
function roll_move_fix(cmd)
local frL, riL = ang_vector(QAngle_new(0, cmd.viewangles.yaw, 0))
local frC, riC = ang_vector(cmd.viewangles)
frL.z = 0
riL.z = 0
frC.z = 0
riC.z = 0
frL = frL / Vector_new(0, 0, 0).Length(frL)
riL = riL / Vector_new(0, 0, 0).Length(riL)
frC = frC / Vector_new(0, 0, 0).Length(frC)
riC = riC / Vector_new(0, 0, 0).Length(riC)
local world_coord = frL * actual_move.x + riL * actual_move.y;
cmd.sidemove = (frC.x * world_coord.y - frC.y * world_coord.x) / (riC.y * frC.x - riC.x * frC.y)
cmd.forwardmove = (riC.y * world_coord.x - riC.x * world_coord.y) / (riC.y * frC.x - riC.x * frC.y)
end
stagesb = 0
function anti_aims(cmd)
local entity_get_local_player = EntityList_GetLocalPlayer()
if entity_get_local_player == nil then return end
local velocity = entity_get_local_player:GetProp('m_vecVelocity'):Length2D()
if velocity == nil then return end
local ground = bit_band(entity_get_local_player:GetProp('m_hGroundEntity'), 1)
if ground == nil then return end
local crouch = entity_get_local_player:GetProp('m_flDuckAmount')
if crouch == nil then return end
local weapon = entity_get_local_player:GetActiveWeapon()
if weapon == nil then return end
local tickcount = GlobalVars.tickcount % 4 > 1
if anti_bruteforce_work.work == false then
if conditions:GetBool() and enable__aa:GetBool() then
if Cheat_IsKeyDown(0x45) and override_on_use:GetBool() then
local C4 = EntityList_GetEntitiesByClassID(129);
for C4i = 1, #C4 do
defuse = entity_get_local_player:GetRenderOrigin():DistTo(C4[C4i]:GetRenderOrigin()) < 100
end
local plant = entity_get_local_player:GetProp('m_bInBombZone')
local host = entity_get_local_player:GetProp('m_bIsGrabbingHostage')
local weapon_id = weapon:GetWeaponID()
if weapon_id == nil then return end
if defuse then
check = true
elseif weapon_id == 49 and plant == true then
check = true
elseif host == true then
check = true
else
check = false
end
if check == false then
if original_aa then pitch_cache = Menu_FindVar('Aimbot', 'Anti Aim', 'Main', 'Pitch'):Get() original_aa = false end
state_aa = 'legit'
Menu_FindVar('Aimbot', 'Anti Aim', 'Main', 'Pitch'):Set(0)
ConVar.yaw:Set(yaw_on_use:Get())
ConVar.yaw_add:Set(AntiAim_GetInverterState() == false and types[On_Use].yaw_add_r:Get() or types[On_Use].yaw_add_l:Get())
if types[On_Use].jitter_mode:Get() == 1 then
ConVar.jitter:Set(math.random(1, 4))
else
ConVar.jitter:Set(types[On_Use].jitter:Get())
end
ConVar.jitter_value:Set(math.random(types[On_Use].jitter_value_min:Get(), types[On_Use].jitter_value_max:Get()))
ConVar.left_desync_value:Set((types[On_Use].fake_limit_type:Get() ~= 0 and (tickcount and 18 or types[On_Use].left_desync_value:Get()) or types[On_Use].left_desync_value:Get()))
ConVar.right_desync_value:Set((types[On_Use].fake_limit_type:Get() ~= 0 and (tickcount and 18 or types[On_Use].right_desync_value:Get()) or types[On_Use].right_desync_value:Get()))
ConVar.fake_option:Set(types[On_Use].fake_option:Get())
ConVar.lby_mode:Set(types[On_Use].lby_mode:Get())
ConVar.freestand_desync:Set(types[On_Use].freestand_desync:Get())
ConVar.desync_on_shot:Set(types[On_Use].desync_on_shot:Get())
ConVar.fakelag:Set(types[On_Use].fakelag:Get())
ConVar.fakelag_value:Set(types[On_Use].fakelag_value:Get())
ConVar.random_value:Set(types[On_Use].random_value:Get())
if types[On_Use].mega_shit:Get() and not weapon:IsGrenade() then
cmd.viewangles.roll = AntiAim_GetInverterState() and 50 or -50
roll_aa_active = true
if ConVar.yaw:Get() == 2 then
ConVar.yaw_add:Set(-15)
AntiAim_OverrideInverter(false)
elseif ConVar.yaw:Get() == 3 then
ConVar.yaw_add:Set(15)
AntiAim_OverrideInverter(true)
else
ConVar.yaw_add:Set(5)
AntiAim_OverrideInverter(false)
end
AntiAim_OverrideLimit(60)
else
roll_aa_active = false
end
if Cheat_IsKeyDown(0x45) then E = false if GlobalVars.realtime > legitaa_time + 0.2 then if E == false then EngineClient_ExecuteClientCmd('+use') E = true end if E == true then EngineClient_ExecuteClientCmd('-use') end end else if E == true then EngineClient_ExecuteClientCmd('-use') E = false end end
end
elseif (ConVar.yaw:Get() == 3 or ConVar.yaw:Get() == 2) and override_manual:GetBool() then
state_aa = 'manual'
ConVar.yaw_add:Set(AntiAim_GetInverterState() == false and types[Manual].yaw_add_r:Get() or types[Manual].yaw_add_l:Get())
if types[Manual].jitter_mode:Get() == 1 then
ConVar.jitter:Set(math.random(1, 4))
else
ConVar.jitter:Set(types[Manual].jitter:Get())
end
ConVar.jitter_value:Set(math.random(types[Manual].jitter_value_min:Get(), types[Manual].jitter_value_max:Get()))
ConVar.left_desync_value:Set((types[Manual].fake_limit_type:Get() ~= 0 and (tickcount and 18 or types[Manual].left_desync_value:Get()) or types[Manual].left_desync_value:Get()))
ConVar.right_desync_value:Set((types[Manual].fake_limit_type:Get() ~= 0 and (tickcount and 18 or types[Manual].right_desync_value:Get()) or types[Manual].right_desync_value:Get()))
ConVar.fake_option:Set(types[Manual].fake_option:Get())
ConVar.lby_mode:Set(types[Manual].lby_mode:Get())
ConVar.freestand_desync:Set(types[Manual].freestand_desync:Get())
ConVar.desync_on_shot:Set(types[Manual].desync_on_shot:Get())
ConVar.fakelag:Set(types[Manual].fakelag:Get())
ConVar.fakelag_value:Set(types[Manual].fakelag_value:Get())
ConVar.random_value:Set(types[Manual].random_value:Get())
if types[Manual].mega_shit:Get() and not weapon:IsGrenade() then
cmd.viewangles.roll = AntiAim_GetInverterState() and 50 or -50
roll_aa_active = true
if ConVar.yaw:Get() == 2 then
ConVar.yaw_add:Set(-15)
AntiAim_OverrideInverter(false)
elseif ConVar.yaw:Get() == 3 then
ConVar.yaw_add:Set(15)
AntiAim_OverrideInverter(true)
else
ConVar.yaw_add:Set(5)
AntiAim_OverrideInverter(false)
end
AntiAim_OverrideLimit(60)
else
roll_aa_active = false
end
elseif ground == 1 and override_air:GetBool() then
state_aa = 'air'
ConVar.yaw_add:Set(AntiAim_GetInverterState() == false and types[Air].yaw_add_r:Get() or types[Air].yaw_add_l:Get())
if types[Air].jitter_mode:Get() == 1 then
ConVar.jitter:Set(math.random(1, 4))
else
ConVar.jitter:Set(types[Air].jitter:Get())
end
ConVar.jitter_value:Set(math.random(types[Air].jitter_value_min:Get(), types[Air].jitter_value_max:Get()))
ConVar.left_desync_value:Set((types[Air].fake_limit_type:Get() ~= 0 and (tickcount and 18 or types[Air].left_desync_value:Get()) or types[Air].left_desync_value:Get()))
ConVar.right_desync_value:Set((types[Air].fake_limit_type:Get() ~= 0 and (tickcount and 18 or types[Air].right_desync_value:Get()) or types[Air].right_desync_value:Get()))
ConVar.fake_option:Set(types[Air].fake_option:Get())
ConVar.lby_mode:Set(types[Air].lby_mode:Get())
ConVar.freestand_desync:Set(types[Air].freestand_desync:Get())
ConVar.desync_on_shot:Set(types[Air].desync_on_shot:Get())
ConVar.fakelag:Set(types[Air].fakelag:Get())
ConVar.fakelag_value:Set(types[Air].fakelag_value:Get())
ConVar.random_value:Set(types[Air].random_value:Get())
if types[Air].mega_shit:Get() and not weapon:IsGrenade() then
cmd.viewangles.roll = AntiAim_GetInverterState() and 50 or -50
roll_aa_active = true
if ConVar.yaw:Get() == 2 then
ConVar.yaw_add:Set(-15)
AntiAim_OverrideInverter(false)
elseif ConVar.yaw:Get() == 3 then
ConVar.yaw_add:Set(15)
AntiAim_OverrideInverter(true)
else
ConVar.yaw_add:Set(5)
AntiAim_OverrideInverter(false)
end
AntiAim_OverrideLimit(60)
else
roll_aa_active = false
end
elseif (crouch >= 0.7) and override_crouch:GetBool() then
state_aa = 'crouching'
ConVar.yaw_add:Set(AntiAim_GetInverterState() == false and types[Crouch].yaw_add_r:Get() or types[Crouch].yaw_add_l:Get())
if types[Crouch].jitter_mode:Get() == 1 then
ConVar.jitter:Set(math.random(1, 4))
else
ConVar.jitter:Set(types[Crouch].jitter:Get())
end
ConVar.jitter_value:Set(math.random(types[Crouch].jitter_value_min:Get(), types[Crouch].jitter_value_max:Get()))
ConVar.left_desync_value:Set((types[Crouch].fake_limit_type:Get() ~= 0 and (tickcount and 18 or types[Crouch].left_desync_value:Get()) or types[Crouch].left_desync_value:Get()))
ConVar.right_desync_value:Set((types[Crouch].fake_limit_type:Get() ~= 0 and (tickcount and 18 or types[Crouch].right_desync_value:Get()) or types[Crouch].right_desync_value:Get()))
ConVar.fake_option:Set(types[Crouch].fake_option:Get())
ConVar.lby_mode:Set(types[Crouch].lby_mode:Get())
ConVar.freestand_desync:Set(types[Crouch].freestand_desync:Get())
ConVar.desync_on_shot:Set(types[Crouch].desync_on_shot:Get())
ConVar.fakelag:Set(types[Crouch].fakelag:Get())
ConVar.fakelag_value:Set(types[Crouch].fakelag_value:Get())
ConVar.random_value:Set(types[Crouch].random_value:Get())
elseif ConVar.slowwalk:Get() and override_slowwalk:GetBool() then
state_aa = 'slowwalking'
ConVar.yaw_add:Set(AntiAim_GetInverterState() == false and types[SlowWalk].yaw_add_r:Get() or types[SlowWalk].yaw_add_l:Get())
if types[SlowWalk].jitter_mode:Get() == 1 then
ConVar.jitter:Set(math.random(1, 4))
else
ConVar.jitter:Set(types[SlowWalk].jitter:Get())
end
ConVar.jitter_value:Set(math.random(types[SlowWalk].jitter_value_min:Get(), types[SlowWalk].jitter_value_max:Get()))
ConVar.left_desync_value:Set((types[SlowWalk].fake_limit_type:Get() ~= 0 and (tickcount and 18 or types[SlowWalk].left_desync_value:Get()) or types[SlowWalk].left_desync_value:Get()))
ConVar.right_desync_value:Set((types[SlowWalk].fake_limit_type:Get() ~= 0 and (tickcount and 18 or types[SlowWalk].right_desync_value:Get()) or types[SlowWalk].right_desync_value:Get()))
ConVar.fake_option:Set(types[SlowWalk].fake_option:Get())
ConVar.lby_mode:Set(types[SlowWalk].lby_mode:Get())
ConVar.freestand_desync:Set(types[SlowWalk].freestand_desync:Get())
ConVar.desync_on_shot:Set(types[SlowWalk].desync_on_shot:Get())
ConVar.fakelag:Set(types[SlowWalk].fakelag:Get())
ConVar.fakelag_value:Set(types[SlowWalk].fakelag_value:Get())
ConVar.random_value:Set(types[SlowWalk].random_value:Get())
if types[SlowWalk].mega_shit:Get() and not weapon:IsGrenade() then
cmd.viewangles.roll = AntiAim_GetInverterState() and 50 or -50
roll_aa_active = true
if ConVar.yaw:Get() == 2 then
ConVar.yaw_add:Set(-15)
AntiAim_OverrideInverter(false)
elseif ConVar.yaw:Get() == 3 then
ConVar.yaw_add:Set(15)
AntiAim_OverrideInverter(true)
else
ConVar.yaw_add:Set(5)
AntiAim_OverrideInverter(false)
end
AntiAim_OverrideLimit(60)
else
roll_aa_active = false
end
elseif velocity > 5 and override_move:GetBool() then
state_aa = 'moving'
ConVar.yaw_add:Set(AntiAim_GetInverterState() == false and types[Move].yaw_add_r:Get() or types[Move].yaw_add_l:Get())
if types[Move].jitter_mode:Get() == 1 then
ConVar.jitter:Set(math.random(1, 4))
else
ConVar.jitter:Set(types[Move].jitter:Get())
end
ConVar.jitter_value:Set(math.random(types[Move].jitter_value_min:Get(), types[Move].jitter_value_max:Get()))
ConVar.left_desync_value:Set((types[Move].fake_limit_type:Get() ~= 0 and (tickcount and 18 or types[Move].left_desync_value:Get()) or types[Move].left_desync_value:Get()))
ConVar.right_desync_value:Set((types[Move].fake_limit_type:Get() ~= 0 and (tickcount and 18 or types[Move].right_desync_value:Get()) or types[Move].right_desync_value:Get()))
ConVar.fake_option:Set(types[Move].fake_option:Get())
ConVar.lby_mode:Set(types[Move].lby_mode:Get())
ConVar.freestand_desync:Set(types[Move].freestand_desync:Get())
ConVar.desync_on_shot:Set(types[Move].desync_on_shot:Get())
ConVar.fakelag:Set(types[Move].fakelag:Get())
ConVar.fakelag_value:Set(types[Move].fakelag_value:Get())
ConVar.random_value:Set(types[Move].random_value:Get())
if types[Move].mega_shit:Get() and not weapon:IsGrenade() then
cmd.viewangles.roll = AntiAim_GetInverterState() and 50 or -50
roll_aa_active = true
if ConVar.yaw:Get() == 2 then
ConVar.yaw_add:Set(-15)
AntiAim_OverrideInverter(false)
elseif ConVar.yaw:Get() == 3 then
ConVar.yaw_add:Set(15)
AntiAim_OverrideInverter(true)
else
ConVar.yaw_add:Set(5)
AntiAim_OverrideInverter(false)
end
AntiAim_OverrideLimit(60)
else
roll_aa_active = false
end
elseif (velocity <= 2 and crouch < 0.7) and override_stand:GetBool() then
state_aa = 'standing'
ConVar.yaw_add:Set(AntiAim_GetInverterState() == false and types[Stay].yaw_add_r:Get() or types[Stay].yaw_add_l:Get())
if types[Stay].jitter_mode:Get() == 1 then
ConVar.jitter:Set(math.random(1, 4))
else
ConVar.jitter:Set(types[Stay].jitter:Get())
end
ConVar.jitter_value:Set(math.random(types[Stay].jitter_value_min:Get(), types[Stay].jitter_value_max:Get()))
ConVar.left_desync_value:Set((types[Stay].fake_limit_type:Get() ~= 0 and (tickcount and 18 or types[Stay].left_desync_value:Get()) or types[Stay].left_desync_value:Get()))
ConVar.right_desync_value:Set((types[Stay].fake_limit_type:Get() ~= 0 and (tickcount and 18 or types[Stay].right_desync_value:Get()) or types[Stay].right_desync_value:Get()))
ConVar.fake_option:Set(types[Stay].fake_option:Get())
ConVar.lby_mode:Set(types[Stay].lby_mode:Get())
ConVar.freestand_desync:Set(types[Stay].freestand_desync:Get())
ConVar.desync_on_shot:Set(types[Stay].desync_on_shot:Get())
ConVar.fakelag:Set(types[Stay].fakelag:Get())
ConVar.fakelag_value:Set(types[Stay].fakelag_value:Get())
ConVar.random_value:Set(types[Stay].random_value:Get())
if types[Stay].mega_shit:Get() and not weapon:IsGrenade() then
cmd.viewangles.roll = AntiAim_GetInverterState() and 50 or -50
roll_aa_active = true
if ConVar.yaw:Get() == 2 then
ConVar.yaw_add:Set(-15)
AntiAim_OverrideInverter(false)
elseif ConVar.yaw:Get() == 3 then
ConVar.yaw_add:Set(15)
AntiAim_OverrideInverter(true)
else
ConVar.yaw_add:Set(5)
AntiAim_OverrideInverter(false)
end
AntiAim_OverrideLimit(60)
else
roll_aa_active = false
end
else
state_aa = 'shared'
ConVar.yaw_add:Set(AntiAim_GetInverterState() == false and types[Shared].yaw_add_r:Get() or types[Shared].yaw_add_l:Get())
if types[Shared].jitter_mode:Get() == 1 then
ConVar.jitter:Set(math.random(1, 4))
else
ConVar.jitter:Set(types[Shared].jitter:Get())
end
ConVar.jitter_value:Set(math.random(types[Shared].jitter_value_min:Get(), types[Shared].jitter_value_max:Get()))
ConVar.left_desync_value:Set((types[Shared].fake_limit_type:Get() ~= 0 and (tickcount and 18 or types[Shared].left_desync_value:Get()) or types[Shared].left_desync_value:Get()))
ConVar.right_desync_value:Set((types[Shared].fake_limit_type:Get() ~= 0 and (tickcount and 18 or types[Shared].right_desync_value:Get()) or types[Shared].right_desync_value:Get()))
ConVar.fake_option:Set(types[Shared].fake_option:Get())
ConVar.lby_mode:Set(types[Shared].lby_mode:Get())
ConVar.freestand_desync:Set(types[Shared].freestand_desync:Get())
ConVar.desync_on_shot:Set(types[Shared].desync_on_shot:Get())
ConVar.fakelag:Set(types[Shared].fakelag:Get())
ConVar.fakelag_value:Set(types[Shared].fakelag_value:Get())
ConVar.random_value:Set(types[Shared].random_value:Get())
if types[Shared].mega_shit:Get() and not weapon:IsGrenade() then
cmd.viewangles.roll = AntiAim_GetInverterState() and 50 or -50
roll_aa_active = true
if ConVar.yaw:Get() == 2 then
ConVar.yaw_add:Set(-15)
AntiAim_OverrideInverter(false)
elseif ConVar.yaw:Get() == 3 then
ConVar.yaw_add:Set(15)
AntiAim_OverrideInverter(true)
else
ConVar.yaw_add:Set(5)
AntiAim_OverrideInverter(false)
end
AntiAim_OverrideLimit(60)
else
roll_aa_active = false
end
end
elseif not conditions:GetBool() and anti_bruteforce_work.work == false and enable__aa:GetBool() then
state_aa = 'off'
ConVar.yaw_add:Set(AntiAim_GetInverterState() == false and types[anti_aim_preset].yaw_add_r:Get() or types[anti_aim_preset].yaw_add_l:Get())
if types[anti_aim_preset].jitter_mode:Get() == 1 then
ConVar.jitter:Set(math.random(1, 4))
else
ConVar.jitter:Set(types[anti_aim_preset].jitter:Get())
end
ConVar.jitter_value:Set(math.random(types[anti_aim_preset].jitter_value_min:Get(), types[anti_aim_preset].jitter_value_max:Get()))
ConVar.left_desync_value:Set((types[anti_aim_preset].fake_limit_type:Get() ~= 0 and (tickcount and 18 or types[anti_aim_preset].left_desync_value:Get()) or types[anti_aim_preset].left_desync_value:Get()))
ConVar.right_desync_value:Set((types[anti_aim_preset].fake_limit_type:Get() ~= 0 and (tickcount and 18 or types[anti_aim_preset].right_desync_value:Get()) or types[anti_aim_preset].right_desync_value:Get()))
ConVar.fake_option:Set(types[anti_aim_preset].fake_option:Get())
ConVar.lby_mode:Set(types[anti_aim_preset].lby_mode:Get())
ConVar.freestand_desync:Set(types[anti_aim_preset].freestand_desync:Get())
ConVar.desync_on_shot:Set(types[anti_aim_preset].desync_on_shot:Get())
ConVar.fakelag:Set(types[anti_aim_preset].fakelag:Get())
ConVar.fakelag_value:Set(types[anti_aim_preset].fakelag_value:Get())
ConVar.random_value:Set(types[anti_aim_preset].random_value:Get())
if types[anti_aim_preset].mega_shit:Get() and not weapon:IsGrenade() then
cmd.viewangles.roll = AntiAim_GetInverterState() and 50 or -50
roll_aa_active = true
if ConVar.yaw:Get() == 2 then
ConVar.yaw_add:Set(-15)
AntiAim_OverrideInverter(false)
elseif ConVar.yaw:Get() == 3 then
ConVar.yaw_add:Set(15)
AntiAim_OverrideInverter(true)
else
ConVar.yaw_add:Set(5)
AntiAim_OverrideInverter(false)
end
AntiAim_OverrideLimit(60)
else
roll_aa_active = false
end
end
elseif anti_bruteforce_work.work == true and enabled_antibrute:GetBool() then
local phase = {
[0] = phase1,
[1] = phase2,
[2] = phase3,
[3] = phase4
}
override_limit(phase[anti_bruteforce_work.memory[nearest():EntIndex()].count]:Get(),true)
--ConVar.yaw_add:Set(AntiAim_GetInverterState() == false and yaw_add_r_b:Get() or yaw_add_l_b:Get())
--ConVar.jitter:Set(jitter_b:Get())
--ConVar.jitter_value:Set(jitter_value_b:Get())
--ConVar.lby_mode:Set(lby_mode_b:Get())
--yaw_add_l_b
--yaw_add_r_b
--jitter_b
--jitter_value_b
--lby_mode_b
end
if manual_yaw_base:Get() ~= 0 and not (Cheat_IsKeyDown(0x45) and override_on_use:GetBool()) then ConVar.yaw:Set(manual_yaw_base:Get() - 1) end
if not Cheat_IsKeyDown(0x45) then legitaa_time = GlobalVars.realtime if not original_aa then Menu_FindVar('Aimbot', 'Anti Aim', 'Main', 'Pitch'):Set(pitch_cache) original_aa = true end end
if avoid_backstab:GetBool() then
all_players = EntityList_GetEntitiesByName('CCSPlayer')
for i = 1, #all_players do
enemy = all_players[i]:GetPlayer()
if enemy ~= EntityList_GetLocalPlayer() and not enemy:IsTeamMate() and not enemy:IsDormant() and enemy:IsAlive() and enemy:GetActiveWeapon() ~= nil and enemy:GetActiveWeapon():IsKnife() then
enemy_origin = enemy:GetProp('m_vecOrigin')
if 300 >= EntityList_GetLocalPlayer():GetRenderOrigin():DistTo(enemy:GetProp('m_vecOrigin')) then
AntiAim_OverrideYawOffset(180)
end
end
end
end
end
baim_hitboxes = {2,3,4}
function extrapolate_position(xpos,ypos,zpos,ticks,player)
local x,y,z = player:GetProp('m_vecVelocity').x, player:GetProp('m_vecVelocity').y, player:GetProp('m_vecVelocity').z
for i = 0, ticks do
xpos = xpos + (x * GlobalVars.interval_per_tick)
ypos = ypos + (y * GlobalVars.interval_per_tick)
zpos = zpos + (z * GlobalVars.interval_per_tick)
end
return xpos,ypos,zpos
end
lethalplayer = false
function is_baimable(ent, localplayer)
local final_damage = 0
local eyepos = EntityList_GetLocalPlayer():GetEyePosition()
local fs_stored_eyepos
eyepos_x = extrapolate_position(eyepos.x, eyepos.y, eyepos.z, 20, localplayer)
fs_stored_eyepos = eyepos
for k,v in pairs(baim_hitboxes) do
local hitbox = ent:GetHitboxCenter(v)
local dmg = Cheat_FireBullet(localplayer, fs_stored_eyepos, Vector_new(hitbox.x, hitbox.y, hitbox.z)).damage
if ( dmg > final_damage) then
final_damage = dmg
end
end
return final_damage
end
function proper_baim_lethal()
local me = EntityList_GetLocalPlayer()
local weapon = me:GetActiveWeapon()
if weapon == nil or weapon:IsKnife() or weapon:IsGrenade() then
lethalplayer = false
return
end
all_players = EntityList_GetEntitiesByName('CCSPlayer')
for i = 1, #all_players do
enemy = all_players[i]:GetPlayer()
if enemy ~= EntityList_GetLocalPlayer() and not enemy:IsTeamMate() and enemy:IsAlive() and not enemy:IsDormant() then
local enemy_index = enemy:EntIndex()
if enemy_index == nil then return end
local target_health = enemy:GetProp('m_iHealth')
local is_lethal = is_baimable(enemy, me) >= target_health
if target_health <= 0 then return end
if is_lethal then
lethalplayer = true
RageBot.EnableHitbox(enemy_index, 0, false)
RageBot.EnableHitbox(enemy_index, 1, false)
for i=5, 18 do
RageBot.ForceHitboxSafety(enemy_index, 2)
RageBot.ForceHitboxSafety(enemy_index, 4)
RageBot.SetHitboxPriority(enemy_index, 3, 100)
RageBot.EnableHitbox(enemy_index, 2, true)
RageBot.EnableHitbox(enemy_index, 3, true)
RageBot.EnableHitbox(enemy_index, 4, true)
RageBot.EnableHitbox(enemy_index, i, false)
end
else
lethalplayer = false
end
else
lethalplayer = false
end
end
end
ESP.CustomText('Proper Body Aim if Lethal', 'enemies', 'BAIM', function(ent)
if not EntityList_GetLocalPlayer() or ent == nil then return end
local target_health = ent:GetProp('m_iHealth')
if target_health == nil or EntityList_GetLocalPlayer():GetActiveWeapon() == nil or EntityList_GetLocalPlayer():GetActiveWeapon():GetWeaponDamage() == nil then return end
is_lethal = EntityList_GetLocalPlayer():GetActiveWeapon():GetWeaponDamage() >= target_health
if lethalplayer and is_lethal then
return 'BAIM'
else
return false
end
end)
local original_aaa = true
local legitaa_timea = GlobalVars.realtime
function ideal_peek()
if Menu_FindVar('Miscellaneous', 'Main', 'Movement', 'Auto Peek'):GetBool() then
if original_aaa then
yaw_base_cache = Menu_FindVar('Aimbot', 'Anti Aim', 'Main', 'Yaw Base'):Get()
original_aaa = false
end
Menu_FindVar('Aimbot', 'Anti Aim', 'Main', 'Yaw Base'):Set(5)
elseif Menu_FindVar('Miscellaneous', 'Main', 'Movement', 'Auto Peek'):GetBool() and (manual_yaw_base:Get() == 4 or manual_yaw_base:Get() == 5) then
if not original_aaa then
Menu_FindVar('Aimbot', 'Anti Aim', 'Main', 'Yaw Base'):Set(yaw_base_cache)
original_aaa = true
end
legitaa_timea = GlobalVars.realtime
end
end
local pixel9 = Render_InitFont('nl\alien\fonts\small_pixel.ttf', 9)
local verdanabd11 = Render_InitFont('Verdana', 11, {'b'})
local verdana11_r = Render_InitFont('verdana', 11, {'r'})
local verdana12 = Render_InitFont('verdana', 12)
local verdana23 = Render_InitFont('verdana', 20, {'b'})
local lucida_console = Render_InitFont('lucida console', 10, {'r'})
local arrows = Render_InitFont('nl\alien\fonts\arrows.ttf', 14)
local arrows18 = Render_InitFont('nl\alien\fonts\arrows.ttf', 20)
local dt_circle = 0
function update_enemies()
local localplayer = EntityList_GetClientEntity(EngineClient_GetLocalPlayer())
if not localplayer then return end
local my_index = EntityList_GetClientEntity(EngineClient_GetLocalPlayer()):GetPlayer()
if not my_index then return end
if EngineClient_IsConnected() and my_index:IsAlive() then
local players = EntityList_GetEntitiesByName('CCSPlayer')
local fov_enemy, maximum_fov = nil, 180
for i = 1, #players do
local enemy = players[i]:GetPlayer()
if enemy ~= my_index and not enemy:IsTeamMate() and enemy:IsAlive() then
local my_origin = my_index:GetRenderOrigin()
local enemy_origin = enemy:GetRenderOrigin()
local world_to_screen = (my_origin.x - enemy_origin.x == 0 and my_origin.y - enemy_origin.z == 0) and 0 or math_deg(math_atan2( my_origin.y - enemy_origin.y, my_origin.x - enemy_origin.x)) - EngineClient_GetViewAngles().yaw + 180
local calculated_fov = math_abs(normalize_yaw(world_to_screen))
if not fov_enemy or calculated_fov <= maximum_fov then
fov_enemy = enemy
maximum_fov = calculated_fov
end
end
end
return ({enemy = fov_enemy, fov = maximum_fov})
end
end
function deg2rad(x)
return x * (math.pi / 180.0)
end
function Render_pd_Indicator(text, y2, y1, color, size, font, outline)
local textsize = Render_CalcTextSize(text, size, font)
Render_Text(text, Vector2_new(screen_size.x/2-textsize.x/2-y1, screen_size.y/2+y2), color, size, font, outline)
end
cock1 = false
cock = false
local function render_text(text, pos, color, size, text_font, outline, align)
local text_size = Render.CalcTextSize(text, size, text_font)
if outline == 1 then
cock = true
cock1 = false
elseif outline == 2 then
cock1 = true
cock = false
else
cock1 = false
cock = false
end
if align == 0 then -- To the left
if cock1 == true then
Render.Text(text, Vector2.new(pos.x+1 - text_size.x, pos.y+1), Color_new(0,0,0,0.4), size, text_font, cock)
end
Render.Text(text, Vector2.new(pos.x - text_size.x, pos.y), color, size, text_font, cock)
elseif align == 1 then -- To the center
if cock1 == true then
Render.Text(text, Vector2.new(pos.x + 1 - (text_size.x / 2), pos.y+1), Color_new(0,0,0,0.4), size, text_font, cock)
end
Render.Text(text, Vector2.new(pos.x - (text_size.x / 2), pos.y), color, size, text_font, cock)
elseif align == 2 then -- To the right
if cock1 == true then
Render.Text(text, Vector2.new(pos.x + 1, pos.y+1), Color_new(0,0,0,0.4), size, text_font, cock)
end
Render.Text(text, pos, color, size, text_font, cock)
end
end
function lerp(a, b, t)
return a + (b - a) * t
end
function angle_to_vec(pitch, yaw)
local p = pitch / 180 * math_pi
local y = yaw / 180 * math_pi
local sin_p = math_sin(p)
local cos_p = math_cos(p)
local sin_y = math_sin(y)
local cos_y = math_cos(y)
return {cos_p * cos_y, cos_p * sin_y, -sin_p}
end
function calculate_angles(local_x, local_y, enemy_x, enemy_y)
local delta_y = local_y - enemy_y
local delta_x = local_x - enemy_x
local relative_yaw = math.atan(delta_y / delta_x)
relative_yaw = normalize_yaw(relative_yaw * 180 / math_pi)
if delta_x >= 0 then
relative_yaw = normalize_yaw(relative_yaw + 180)
end
return relative_yaw
end
function deg2rad(x)
return x * (math_pi / 180.0)
end
function get_hit_side()
local local_player = EntityList_GetClientEntity(EngineClient_GetLocalPlayer()):GetPlayer()
if not local_player then return end
if EngineClient_IsConnected() and local_player:IsAlive() then
local data, current_enemy = update_enemies(), nil
if data ~= nil then
current_enemy = data.enemy
end
if current_enemy ~= nil and current_enemy:IsAlive() then
local predict_damage = function(x, y, z)
local a, b, c = {}, {}, {}
local enemy_head_position = current_enemy:GetHitboxCenter(1)
local ticks = 40
a[1], b[1], c[1] = enemy_head_position.x, enemy_head_position.y, enemy_head_position.z
a[2], b[2], c[2] = enemy_head_position.x + ticks, enemy_head_position.y, enemy_head_position.z
a[3], b[3], c[3] = enemy_head_position.x - ticks, enemy_head_position.y, enemy_head_position.z
a[4], b[4], c[4] = enemy_head_position.x, enemy_head_position.y + ticks, enemy_head_position.z
a[5], b[5], c[5] = enemy_head_position.x, enemy_head_position.y - ticks, enemy_head_position.z
a[6], b[6], c[6] = enemy_head_position.x, enemy_head_position.y, enemy_head_position.z + ticks
a[7], b[7], c[7] = enemy_head_position.x, enemy_head_position.y, enemy_head_position.z - ticks
for i = 1, 7, 1 do
local damage = 0
local trace_damage = Cheat_FireBullet(current_enemy, Vector_new(a[i], b[i], c[i]), Vector_new(x, y, z)).damage
if trace_damage > damage then
damage = trace_damage
end
return damage
end
end
local my_eye_position = local_player:GetEyePosition()
local enemy_head_position = current_enemy:GetHitboxCenter(0)
local calculated_yaw = calculate_angles(my_eye_position.x, my_eye_position.y, enemy_head_position.x, enemy_head_position.y)
local left_direction_x, left_direction_y = angle_to_vec(0, (calculated_yaw + 90)), angle_to_vec(0, (calculated_yaw + 90))
local right_direction_x, right_direction_y = angle_to_vec(0, (calculated_yaw - 90)), angle_to_vec(0, (calculated_yaw - 90))
local rend_x = my_eye_position.x + right_direction_x[1] * 10
local rend_y = my_eye_position.y + right_direction_y[1] * 10
local lend_x = my_eye_position.x + left_direction_x[1] * 10
local lend_y = my_eye_position.y + left_direction_y[1] * 10
local rend_x_2 = my_eye_position.x + right_direction_x[1] * 100
local rend_y_2 = my_eye_position.y + left_direction_y[1] * 100
local lend_x_2 = my_eye_position.x + left_direction_x[1] * 100
local lend_y_2 = my_eye_position.y + left_direction_y[1] * 100
local left_trace = predict_damage(rend_x, rend_y, my_eye_position.z)
local right_trace = predict_damage(lend_x, lend_y, my_eye_position.z)
local left_trace_2 = predict_damage(rend_x_2, rend_y_2, my_eye_position.z)
local right_trace_2 = predict_damage(lend_x_2, lend_y_2, my_eye_position.z)
local hit_side = ((left_trace > 0 or right_trace > 0 or left_trace_2 > 0 or right_trace_2 > 0) and (left_trace > right_trace and 0.5 or right_trace > left_trace and -0.5 or left_trace_2 > right_trace_2 and 1 or right_trace_2 > left_trace_2 -1) or 0.0)
return hit_side
end
end
end
function is_defensive()
local state, shifting = false, 0
local local_player = EntityList_GetClientEntity(EngineClient_GetLocalPlayer()):GetPlayer()
if not local_player then return end
if Menu_FindVar('Aimbot', 'Ragebot', 'Exploits', 'Double Tap'):GetBool() then
local hit_side = get_hit_side()
if hit_side == true or hit_side == false then
hit_side = 0
state = false
shifting = nil
end
if hit_side ~= nil then
if hit_side > 0 then
state = true
local tickbase = local_player:GetProp('m_nTickBase')
local next_attack = local_player:GetProp('m_flNextAttack')
local next_primary_attack = local_player:GetActiveWeapon():GetProp('m_flNextPrimaryAttack')
local ticks = GlobalVars.interval_per_tick * (tickbase - 16)
local shifting_tickbase = (ticks - next_primary_attack) * 2
if shifting_tickbase <= 3 then shifting_tickbase = shifting_tickbase + (next_attack * 0.001) * 2 end
if shifting_tickbase >= 17 then shifting_tickbase = 17 end
shifting_tickbase = math_floor(shifting_tickbase)
shifting = shifting_tickbase
else
state = false
shifting = nil
end
else
state = false
shifting = nil
end
else
state = false
shifting = nil
end
return ({
state = state,
value = shifting
})
end
function math_lerp(time,a,b)
return a * (1-time) + b * time
end
local pixel7 = Render.InitFont('Smallest Pixel-7', 10)
bar_antibrute = 0
prediction_anim = 0
cur_dmg = 0
verdana25 = Render_InitFont('verdana', 25)
tahoma_bold13 = Render_InitFont('tahoma', 13, {'b'})
a_width = 0
function get_dormant_enemy()
local ret = {}
local players = EntityList_GetEntitiesByName('CCSPlayer')
for i = 1, #players do
local enemy = players[i]:GetPlayer()
if enemy ~= EntityList_GetLocalPlayer() and not enemy:IsTeamMate() and enemy:IsAlive() then
if enemy:IsDormant() then
table_insert(ret, enemy)
end
end
end
return #ret
end
function indicators()
if not EngineClient_IsConnected() or not EntityList_GetLocalPlayer():IsAlive() then return end
local velocity = Vector_new(EntityList_GetLocalPlayer():GetProp('m_vecVelocity[0]'), EntityList_GetLocalPlayer():GetProp('m_vecVelocity[1]'), EntityList_GetLocalPlayer():GetProp('m_vecVelocity[2]'))
if velocity == nil then return end
local isDoubletap = Menu_FindVar('Aimbot', 'Ragebot', 'Exploits', 'Double Tap'):GetBool()
local isPeek = Menu_FindVar('Miscellaneous', 'Main', 'Movement', 'Auto Peek'):GetBool()
local isHideshots = Menu_FindVar('Aimbot', 'Ragebot', 'Exploits', 'Hide Shots'):GetBool()
local isSafe = Menu_FindVar('Aimbot', 'Ragebot', 'Misc', 'Safe Points'):Get() == 2
local isBody = Menu_FindVar('Aimbot', 'Ragebot', 'Misc', 'Body Aim'):Get() == 2
local yaw_base = Menu_FindVar('Aimbot', 'Anti Aim', 'Main', 'Yaw Base'):Get()
local isDuck = Menu_FindVar('Aimbot', 'Anti Aim', 'Misc', 'Fake Duck'):GetBool()
local crouch = EntityList_GetLocalPlayer():GetProp('m_flDuckAmount')
if crouch == nil then return end
local ground = bit_band(EntityList_GetLocalPlayer():GetProp('m_fFlags'), bit_lshift(1,0)) == 0
if ground == nil then return end
if dmg_type == 1 or dmg_type == 2 then
cur_dmg = prsd_damage
else
cur_dmg = Menu_FindVar('Aimbot', 'Ragebot', 'Accuracy', 'Minimum Damage'):GetInt()
if cur_dmg == 0 then cur_dmg = 'auto' elseif cur_dmg > 100 then cur_dmg = '+'..cur_dmg-100 end
end
if cur_dmg == nil then return end
local isDmg = false
local isPing = false
local binds = Cheat_GetBinds()
for i = 1, #binds do
local bind = binds[i]
if bind:GetName() == 'Minimum Damage' and bind:IsActive() then
isDmg = true
end
if bind:GetName() == 'Fake Ping' and bind:IsActive() then
isPing = true
end
end
local frames = GlobalVars.frametime*20
bar_antibrute = math_lerp(GlobalVars.frametime*20,bar_antibrute, (anti_bruteforce_work.work == true) and 1 or 0)
if indicators_style:GetBool(1) then
add_y = 20
add_y = add_y + 4
if indicators_add:GetBool(3) then
Render_PolyFilled(AntiAim_GetInverterState() and Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1) or Color_new(1, 1, 1, 1), Vector2_new(screen_size.x/2 + 30 * math_sin(math_rad(normalize_yaw(AntiAim.GetCurrentRealRotation() - EngineClient.GetViewAngles().yaw - 180) - 1)), screen_size.y/2 + (30 * math_cos(math_rad(normalize_yaw(AntiAim.GetCurrentRealRotation() - EngineClient.GetViewAngles().yaw - 180) - 1)))), Vector2_new(screen_size.x/2 + 40 * math_sin(math_rad(normalize_yaw(AntiAim.GetCurrentRealRotation() - EngineClient.GetViewAngles().yaw - 180) - 1)), screen_size.y/2 + (40) * math_cos(math_rad(normalize_yaw(AntiAim.GetCurrentRealRotation() - EngineClient.GetViewAngles().yaw - 180) - 1))), Vector2_new(screen_size.x/2 + 26 * math_sin(math_rad(normalize_yaw(AntiAim.GetCurrentRealRotation() - EngineClient.GetViewAngles().yaw - 180) - 1) - math_rad(20)), screen_size.y/2 + (26) * math_cos(math_rad(normalize_yaw(AntiAim.GetCurrentRealRotation() - EngineClient.GetViewAngles().yaw - 180) - 1) - math_rad(20))));
Render_PolyFilled(AntiAim_GetInverterState() and Color_new(1, 1, 1, 1) or Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1), Vector2_new(screen_size.x/2 + (30 * math_sin(math_rad(normalize_yaw(AntiAim.GetCurrentRealRotation() - EngineClient.GetViewAngles().yaw - 180) + 1))), screen_size.y/2 + (30 * math_cos(math_rad(normalize_yaw(AntiAim.GetCurrentRealRotation() - EngineClient.GetViewAngles().yaw - 180) + 1)))), Vector2_new(screen_size.x/2 + (40) * math_sin(math_rad(normalize_yaw(AntiAim.GetCurrentRealRotation() - EngineClient.GetViewAngles().yaw - 180) + 1)), screen_size.y/2 + (40) * math_cos(math_rad(normalize_yaw(AntiAim.GetCurrentRealRotation() - EngineClient.GetViewAngles().yaw - 180) + 1))), Vector2_new(screen_size.x/2 + (26) * math_sin(math_rad(normalize_yaw(AntiAim.GetCurrentRealRotation() - EngineClient.GetViewAngles().yaw - 180) + 1) + math_rad(20)), screen_size.y/2 + (26) * math_cos(math_rad(normalize_yaw(AntiAim.GetCurrentRealRotation() - EngineClient.GetViewAngles().yaw - 180) + 1) + math_rad(20))));
add_y = add_y + 25
end
if indicators_add:GetBool(1) then
add_y = add_y + 9
local alpha = math_sin(math_abs(-math_pi + GlobalVars.realtime * 1 % (math_pi * 2.0)))
--Render_pd_Indicator('beta', add_y-17, 0, Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, alpha), 9, pixel9, true)
Render_pd_Indicator('alien.lua°', add_y-11, -1, Color_new(0, 0, 0, 0.5), 11, verdanabd11, false)
Render_pd_Indicator('alien', add_y-11, 13, AntiAim_GetInverterState() and Color_new(1, 1, 1, 1) or Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1), 11, verdanabd11, false)
Render_pd_Indicator('.lua°', add_y-11, -13, AntiAim_GetInverterState() and Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1) or Color_new(1, 1, 1, 1), 11, verdanabd11, false)
end
--bar_antibrute*8
if roll_aa_active == true then
state = '/roll/'
elseif ground then
state = '/aerobic/'
elseif crouch >= 1 then
state = '/crouch/'
elseif isSlow then
state = '/slowwalk/'
elseif velocity:Length2D() > 5 then
state = '/running/'
else
state = '/standing/'
end
if indicators_add:GetBool(2) then
if anti_bruteforce_work.work then
Render_BoxFilled(Vector2_new(screen_size.x/2-26, screen_size.y/2+2+add_y+1), Vector2_new(screen_size.x/2+26, screen_size.y/2+3+add_y+3), Color_new(0, 0, 0, bar_antibrute/1.2))
Render_BoxFilled(Vector2_new(screen_size.x/2-26 + 1, screen_size.y/2+2+add_y+2), Vector2_new(screen_size.x/2 + math_min((3.5 - anti_bruteforce_work.work_value / 0.569) * 7.2, 26), screen_size.y/2+3+add_y+2), Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, bar_antibrute))
else
Render_GradientBoxFilled(Vector2_new(screen_size.x/2+25, screen_size.y/2+2+add_y+1), Vector2_new(screen_size.x/2+26, screen_size.y/2+6+add_y+1), AntiAim_GetInverterState() and Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1) or Color_new(1, 1, 1, 1), AntiAim_GetInverterState() and Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1) or Color_new(1, 1, 1, 1), Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 0), Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 0))
Render_GradientBoxFilled(Vector2_new(screen_size.x/2-25, screen_size.y/2+2+add_y+1), Vector2_new(screen_size.x/2-26, screen_size.y/2+6+add_y+1), AntiAim_GetInverterState() and Color_new(1, 1, 1, 1) or Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1), AntiAim_GetInverterState() and Color_new(1, 1, 1, 1) or Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1), Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 0), Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 0))
Render_BoxFilled(Vector2_new(screen_size.x/2, screen_size.y/2+2+add_y+1), Vector2_new(screen_size.x/2+26, screen_size.y/2+3+add_y+1), AntiAim_GetInverterState() and Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1) or Color_new(1, 1, 1, 1))
Render_BoxFilled(Vector2_new(screen_size.x/2, screen_size.y/2+2+add_y+1), Vector2_new(screen_size.x/2-26, screen_size.y/2+3+add_y+1), AntiAim_GetInverterState() and Color_new(1, 1, 1, 1) or Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1))
end
add_y = add_y + 6
end
if indicators_add:GetBool(4) then
Render_pd_Indicator(state, bar_antibrute*1 + add_y, 0, Color_new(1, 1, 1, 1), 9, pixel9, true)
add_y = add_y + 9
end
if indicators_add:GetBool(5) and isDoubletap then
dt_circle = math_lerp(frames/2, dt_circle, Exploits_GetCharge())
Render_pd_Indicator('dt', bar_antibrute*1 + add_y, 0, Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, math_max(0.2, dt_circle)), 9, pixel9, true)
Render_Circle(Vector2_new(screen_size.x / 2 + 10, screen_size.y / 2 + 5 + bar_antibrute*1 + add_y), 3.6, 32, Color_new(0, 0, 0, math_max(0.2, dt_circle)), 3)
Render_Circle(Vector2_new(screen_size.x / 2 + 10, screen_size.y / 2 + 5 + bar_antibrute*1 + add_y), 3.6, 32, Color_new(1, 1, 1, math_max(0.2, dt_circle)), 2, -180, -180 + 360 *dt_circle)
add_y = add_y + 9
end
if indicators_add:GetBool(6) and isHideshots then
Render_pd_Indicator('os', bar_antibrute*1 + add_y, 0, Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1), 9, pixel9, true)
add_y = add_y + 9
end
if indicators_add:GetBool(7) and isDmg then
Render_pd_Indicator('dmg', bar_antibrute*1 + add_y, 0, Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1), 9, pixel9, true)
add_y = add_y + 9
end
if indicators_add:GetBool(8) and isBody then
Render_pd_Indicator('body', bar_antibrute*1 + add_y, 0, Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1), 9, pixel9, true)
add_y = add_y + 9
end
if indicators_add:GetBool(9) and isSafe then
Render_pd_Indicator('safe', bar_antibrute*1 + add_y, 0, isSafe and Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1) or Color_new(1, 1, 1, 1), 9, pixel9, true)
add_y = add_y + 9
end
if indicators_add:GetBool(10) and yaw_base == 5 then
Render_pd_Indicator('fs', bar_antibrute*1 + add_y, 0, yaw_base == 5 and Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1) or Color_new(1, 1, 1, 1), 9, pixel9, true)
add_y = add_y + 9
end
if indicators_add:GetBool(11) and isPeek and isDoubletap and Exploits_GetCharge() ~= 1.0 then
Render_pd_Indicator('+CHARGED IDEAL TICK+', -26, 0, Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1), 9, pixel9, true)
add_y = add_y + 9
end
end
if indicators_style:GetBool(2) then
local acatel_style_2 = "-"
if AntiAim_GetInverterState() then
acatel_style_2 = "LEFT"
else
acatel_style_2 = "RIGHT"
end
local ind_dst = 0
render_text('ALIEN', Vector2.new(screen_size.x/2, screen_size.y/2 + 30), Color.new(1, 1, 1, 1), 10, pixel7, 1, 2)
render_text('BETA', Vector2.new(screen_size.x/2 + Render.CalcTextSize("ALIEN", 10, pixel7).x, screen_size.y/2 + 30), Color.new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, (math.floor(math.sin(GlobalVars.curtime * 2) * 220 + 221)) / 1000 * 6.92), 10, pixel7, 1, 2)
--
render_text("SMART:", Vector2.new(screen_size.x/2, screen_size.y/2 + 38.5), Color.RGBA(220, 91, 97, 255), 10, pixel7, 1, 2)
render_text(acatel_style_2, Vector2.new(screen_size.x/2 + 29, screen_size.y/2 + 38.5), Color.RGBA(138, 137, 204, 255), 10, pixel7, 1, 2)
--
if isDoubletap then
if Exploits_GetCharge() <= 0 then dt_color = Color.RGBA(255, 0, 0, 255) else dt_color = Color.RGBA(0, 255, 0, 255) end
else
dt_color = Color.new(0.3, 0.3, 0.3, 1)
end
--
render_text("DT", Vector2.new(screen_size.x/2, screen_size.y/2 + 46 + ind_dst), dt_color, 10, pixel7, 1, 2)
render_text("HS", Vector2.new(screen_size.x/2 + 11, screen_size.y/2 + 46 + ind_dst), isHideshots and Color_new(1, 1, 1, 1) or Color_new(0.3, 0.3, 0.3, 1), 10, pixel7, 1, 2)
render_text("FS", Vector2.new(screen_size.x/2 + 23, screen_size.y/2 + 46 + ind_dst), yaw_base == 5 and Color.new(1, 1, 1, 1) or Color.new(0.3, 0.3, 0.3, 1), 10, pixel7, 1, 2)
render_text("M:B", Vector2.new(screen_size.x/2 + 35, screen_size.y/2 + 46 + ind_dst), Color.new(1,1,1,1), 10, pixel7, 1, 2)
end
if indicators_style:GetBool(3) then
add_y = 0
if isPing then
render_text("ping-spike", Vector2.new(screen_size.x/2, screen_size.y/2 + 46 + add_y), Color.new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1), 12, verdana12, 2, 1)
textb = "ping-spike"
add_y = add_y + 9
end
if isDuck then
render_text("fake-duck", Vector2.new(screen_size.x/2, screen_size.y/2 + 46 + add_y), Color.new(1, 1, 1, crouch), 12, verdana12, 2, 1)
textb = "fake-duck"
add_y = add_y + 9
end
if isHideshots then
render_text("on-shot aa", Vector2.new(screen_size.x/2, screen_size.y/2 + 46 + add_y), Color.new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1), 12, verdana12, 2, 1)
textb = "on-shot aa"
add_y = add_y + 9
end
if isDoubletap then
render_text("double-tap", Vector2.new(screen_size.x/2, screen_size.y/2 + 46 + add_y), Exploits_GetCharge() == 1 and Color.new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1) or Color_new(0.4, 0.4, 0.4, 1), 12, verdana12, 2, 1)
textb = "double-tap"
add_y = add_y + 9
end
if isDmg then
render_text("damage: "..cur_dmg, Vector2.new(screen_size.x/2, screen_size.y/2 + 46 + add_y), Color.new(1, 1, 1, 1), 12, verdana12, 2, 1)
textb = "damage: "..cur_dmg
add_y = add_y + 9
end
if yaw_base == 5 then
render_text("freestanding", Vector2.new(screen_size.x/2, screen_size.y/2 + 46 + add_y), Color.new(1, 1, 1, 1), 12, verdana12, 2, 1)
textb = "freestanding"
add_y = add_y + 9
end
if isDoubletap or isHideshots or yaw_base == 5 or isDmg or isPing or isDuck then
text_sizeb = Render.CalcTextSize(textb, 12, verdana12)
render_text("alien.lua", Vector2.new(screen_size.x/2, screen_size.y/2 + 28), Color.new(1, 1, 1, 1), 12, verdana12, 2, 1)
Render.GradientBoxFilled(Vector2.new(screen_size.x/2 - 5 - text_sizeb.x/2, screen_size.y/2+44), Vector2.new(screen_size.x/2 + 5 + text_sizeb.x/2, screen_size.y/2+52+add_y), Color.new(0, 0, 0, 0.3), Color.new(0, 0, 0, 0.3), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, 0))
Render.BoxFilled(Vector2.new(screen_size.x/2 - 5 - text_sizeb.x/2, screen_size.y/2+43), Vector2.new(screen_size.x/2 + 5 + text_sizeb.x/2, screen_size.y/2+44), Color.new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1))
Render.GradientBoxFilled(Vector2.new(screen_size.x/2 - 5 - text_sizeb.x/2, screen_size.y/2+44), Vector2.new(screen_size.x/2 - 4 - text_sizeb.x/2, screen_size.y/2+52+add_y), Color.new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1), Color.new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, 0))
Render.GradientBoxFilled(Vector2.new(screen_size.x/2 + 5 + text_sizeb.x/2, screen_size.y/2+44), Vector2.new(screen_size.x/2 + 4 + text_sizeb.x/2, screen_size.y/2+52+add_y), Color.new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1), Color.new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1), Color.new(0, 0, 0, 0), Color.new(0, 0, 0, 0))
end
end
if indicators_style:GetBool(4) then
render_text('alien.lua', Vector2.new(screen_size.x/2, screen_size.y/2 + 32 ), Color.new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1), 10, pixel7, 1, 1)
ind_dst = 0
local aa_status = "STANDING"
if ground then
aa_status = "AIR"
elseif crouch > 0.8 then
aa_status = "CROUCHING"
elseif isSlow then
aa_status = "SLOWWALK"
else
aa_status = "STANDING"
end
render_text(aa_status, Vector2.new(screen_size.x/2, screen_size.y/2 + 40), Color.new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1), 10, pixel7, 1, 1)
if isDoubletap then
if Exploits_GetCharge() <= 0 then dt_color = Color.new(0.5, 0.5, 0.5, 1) else dt_color = Color.RGBA(0, 255, 0, 255) end
else
dt_color = Color.new(0.5, 0.5, 0.5, 1)
end
render_text("DT", Vector2.new(screen_size.x/2 - 8, screen_size.y/2 + 48), dt_color, 10, pixel7, 1, 0)
if yaw_base == 5 then arctic_fs = Color.new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1) else arctic_fs = Color.new(0.5, 0.5, 0.5, 1) end
render_text("FS", Vector2.new(screen_size.x/2, screen_size.y/2 + 48 + ind_dst), arctic_fs, 10, pixel7, 1, 1)
if isHideshots then arctic_hs = Color.new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1) else arctic_hs = Color.new(0.5, 0.5, 0.5, 1) end
render_text("HS", Vector2.new(screen_size.x/2 + 8, screen_size.y/2 + 48), arctic_hs, 10, pixel7, 1, 2)
end
if indicators_style:GetBool(5) then
add_y = 30
local alpha = math_floor(math_sin(math_abs(-math_pi + (GlobalVars.curtime * (1.25 / .75)) % (math_pi * 2))) * 200)
Render_Text('alien', Vector2_new(screen_size.x/2, screen_size.y/2+add_y), Color_RGBA(255, 255, 255, 255), 9, pixel9, true)
Render_Text('lua', Vector2_new(screen_size.x / 2 + 27, screen_size.y / 2 + add_y), Color_RGBA(200, 200, 200, alpha), 9, pixel9, true)
add_y = add_y + 9
--get_dormant_enemy
local data, current_enemy = update_enemies(), nil
if data ~= nil then
current_enemy = data.enemy
end
if roll_aa_active then
Render_Text('EXPLOITING:', Vector2_new(screen_size.x / 2, screen_size.y / 2 + add_y), Color_RGBA(255, 255, 255, 255), 9, pixel9, true)
Render_Text('z°', Vector2_new(screen_size.x / 2 + 50, screen_size.y / 2 + add_y), Color_RGBA(255, 255, 255, 255), 9, pixel9, true)
elseif anti_bruteforce_work.work then
Render_Text('ANTI ', Vector2_new(screen_size.x / 2, screen_size.y / 2 + add_y), Color_RGBA(255, 255, 255, 255), 9, pixel9, true)
local counter = anti_bruteforce_work_count
local side = AntiAim_GetInverterState() and 1 or -1
local timer = math_floor(anti_bruteforce_work.work_value * 25.1)
Render_Text(('BRUTEFORCE[%s][%s][%s%%]'):format(counter, side, timer), Vector2_new(screen_size.x / 2 + 21, screen_size.y / 2 + add_y),Color_RGBA(255, 255, 255, 255), 9, pixel9, true)
else
if is_defensive().state then
if is_defensive().value ~= nil then
Render_Text('DEFENSIVE:', Vector2_new(screen_size.x / 2, screen_size.y / 2 + add_y), Color_RGBA(255, 255, 255, 255), 9, pixel9, true)
Render_Text(('%s'):format(is_defensive().value), Vector2_new(screen_size.x / 2 + 47, screen_size.y / 2 + add_y), Color_RGBA(255, 255, 255, 255), 9, pixel9, true)
end
else
Render_Text('BODY', Vector2_new(screen_size.x / 2, screen_size.y / 2 + add_y), Color_RGBA(197, 122, 108, 255), 9, pixel9, true)
Render_Text(' YAW: ', Vector2_new(screen_size.x / 2 + 16, screen_size.y / 2 + add_y), Color_RGBA(197, 122, 108, 255), 9, pixel9, true)
Render_Text(AntiAim_GetInverterState() and 'R' or 'L', Vector2_new(screen_size.x / 2 + 40, screen_size.y / 2 + add_y), Color_RGBA(255, 255, 255, 255), 9, pixel9, true)
end
end
add_y = add_y + 9
Render_Text('DORMANCY:', Vector2_new(screen_size.x / 2, screen_size.y / 2 + add_y), Color_RGBA(255, 201, 132, 255), 9, pixel9, true)
Render_Text(('%s'):format(get_dormant_enemy()), Vector2_new(screen_size.x / 2 + 45, screen_size.y / 2 + add_y), Color_RGBA(255, 255, 255, 255), 9, pixel9, true)
if isDoubletap then
add_y = add_y + 9
Render_Text('DT', Vector2_new(screen_size.x / 2, screen_size.y / 2 + add_y), Exploits_GetCharge() == 1 and Color_RGBA(133, 235, 89, 255) or Color_RGBA(244, 11, 12, 255), 9, pixel9, true)
end
if isHideshots then
add_y = add_y + 9
Render_Text('HS', Vector2_new(screen_size.x / 2, screen_size.y / 2 + add_y), Color_RGBA(255, 211, 168, 255), 9, pixel9, true)
end
if isDmg then
add_y = add_y + 9
Render_Text('DMG', Vector2_new(screen_size.x / 2, screen_size.y / 2 + add_y), Color_RGBA(255, 255, 255, 255), 9, pixel9, true)
end
end
if screen_dmg:GetBool() then
Render_Text(isDmg and '1' or '0', Vector2_new(screen_size.x / 2-25+screen_dmg_x:GetInt(), (screen_size.y - 200) / 2.5+45+screen_dmg_y:GetInt()), Color_RGBA(255, 255, 255, 255), 12, verdana12)
Render_Text(tostring(cur_dmg), Vector2_new(screen_size.x / 2+screen_dmg_x:GetInt(), (screen_size.y - 200) / 2.5+45 +screen_dmg_y:GetInt()), Color_RGBA(255, 255, 255, 255), 12, verdana12)
end
if arrows_ind:Get() == 1 then
Render_PolyFilled(yaw_base == 2 and ind_clr:GetColor() or Color_RGBA(35, 35, 35, 150), Vector2_new(screen_size.x / 2 + 55, screen_size.y / 2 - 2 + 2), Vector2_new(screen_size.x / 2 + 42, screen_size.y / 2 - 2 - 7), Vector2_new(screen_size.x / 2 + 42, screen_size.y / 2 - 2 + 11))
Render_PolyFilled(yaw_base == 3 and ind_clr:GetColor() or Color_RGBA(35, 35, 35, 150), Vector2_new(screen_size.x / 2 - 55, screen_size.y / 2 - 2 + 2), Vector2_new(screen_size.x / 2 - 42, screen_size.y / 2 - 2 - 7), Vector2_new(screen_size.x / 2 - 42, screen_size.y / 2 - 2 + 11))
Render_BoxFilled(Vector2_new(screen_size.x / 2 + 38, screen_size.y / 2 - 2 - 7), Vector2_new(screen_size.x / 2 + 38 + 2, screen_size.y / 2 - 2 - 7 + 18), AntiAim_GetInverterState() == false and ind_clr2:GetColor() or Color_RGBA(35, 35, 35, 150))
Render_BoxFilled(Vector2_new(screen_size.x / 2 - 40, screen_size.y / 2 - 2 - 7), Vector2_new(screen_size.x / 2 - 38, screen_size.y / 2 - 2 - 7 + 18), AntiAim_GetInverterState() == true and ind_clr2:GetColor() or Color_RGBA(35, 35, 35, 150))
elseif arrows_ind:Get() == 2 then
textsize = Render_CalcTextSize('g', 20, arrows18)
Render_Text('g', Vector2_new(screen_size.x/2-51-textsize.x, screen_size.y/2-5), yaw_base == 3 and Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1) or Color_new(1, 1, 1, 1), 20, arrows18)
Render_Text('h', Vector2_new(screen_size.x/2+50, screen_size.y/2-5), yaw_base == 2 and Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1) or Color_new(1, 1, 1, 1), 20, arrows18)
Render_Text('h', Vector2_new(screen_size.x/2+51, screen_size.y/2-5), yaw_base == 2 and Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1) or Color_new(1, 1, 1, 1), 20, arrows18)
elseif arrows_ind:Get() == 3 then
textsize = Render_CalcTextSize('<', 12, verdana12)
Render_Text('<', Vector2_new(screen_size.x/2-52-textsize.x, screen_size.y/2-12), Color_RGBA(0, 0, 0, 100), 20, verdana23)
Render_Text('<', Vector2_new(screen_size.x/2-51-textsize.x, screen_size.y/2-13), yaw_base == 3 and Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1) or Color_new(1, 1, 1, 1), 20, verdana23)
Render_Text('>', Vector2_new(screen_size.x/2+52, screen_size.y/2-12), Color_RGBA(0, 0, 0, 100), 20, verdana23)
Render_Text('>', Vector2_new(screen_size.x/2+51, screen_size.y/2-13), yaw_base == 2 and Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1) or Color_new(1, 1, 1, 1), 20, verdana23)
elseif arrows_ind:Get() == 4 then
textsize = Render_CalcTextSize('w', 14, arrows)
Render_Text('w', Vector2_new(screen_size.x/2-50-textsize.x, screen_size.y/2-4), Color_new(0, 0, 0, 0.7), 14, arrows)
Render_Text('w', Vector2_new(screen_size.x/2-51-textsize.x, screen_size.y/2-4), Color_new(0, 0, 0, 0.7), 14, arrows)
Render_Text('w', Vector2_new(screen_size.x/2-50-textsize.x, screen_size.y/2-5), yaw_base == 3 and Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1) or Color_new(1, 1, 1, 1), 14, arrows)
Render_Text('w', Vector2_new(screen_size.x/2-51-textsize.x, screen_size.y/2-5), yaw_base == 3 and Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1) or Color_new(1, 1, 1, 1), 14, arrows)
Render_Text('x', Vector2_new(screen_size.x/2+50, screen_size.y/2-4), Color_new(0, 0, 0, 0.7), 14, arrows)
Render_Text('x', Vector2_new(screen_size.x/2+51, screen_size.y/2-4), Color_new(0, 0, 0, 0.7), 14, arrows)
Render_Text('x', Vector2_new(screen_size.x/2+50, screen_size.y/2-5), yaw_base == 2 and Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1) or Color_new(1, 1, 1, 1), 14, arrows)
Render_Text('x', Vector2_new(screen_size.x/2+51, screen_size.y/2-5), yaw_base == 2 and Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1) or Color_new(1, 1, 1, 1), 14, arrows)
end
if vel_mod_ind:GetBool() then
local me = EntityList_GetLocalPlayer()
if not me then return end
if not me:IsAlive() then return end
local modifier_vel = me:GetProp('m_flVelocityModifier') + 0.01
if Cheat_IsMenuVisible() then
modifier_vel = me:GetProp('m_flVelocityModifier')
end
if modifier_vel == 1.01 then return end
local alpha_vel = math_abs(GlobalVars.curtime*4 % 2 - 1)*255
local text_vel = string_format('Slowed down %.0f%%', math_floor(modifier_vel*100))
local text_width_vel = 95
a_width = lerp(a_width, math_floor((text_width_vel - 2) * modifier_vel), GlobalVars.frametime * 8)
local x_vel = screen_size.x/2 - text_width_vel
local y_vel = screen_size.y/2 - 350
Render_PolyFilled(Color_RGBA(16, 16, 16, 255), Vector2_new(x_vel - 14 + vel_mod_add_x:Get(), y_vel - 16 + vel_mod_add_y:Get()), Vector2_new(x_vel + 6 + vel_mod_add_x:Get(), y_vel + 14+ vel_mod_add_y:Get()), Vector2_new(x_vel - 34 + vel_mod_add_x:Get(), y_vel + 14 + vel_mod_add_y:Get()))
Render_PolyFilled(Color_new((124*2 - 124 * modifier_vel)/255, (195 * modifier_vel)/255, 13/255, alpha_vel/255), Vector2_new(x_vel - 14 + vel_mod_add_x:Get(), y_vel - 14 + vel_mod_add_y:Get()), Vector2_new(x_vel + 4 + vel_mod_add_x:Get(), y_vel + 13+ vel_mod_add_y:Get()), Vector2_new(x_vel - 32 + vel_mod_add_x:Get(), y_vel + 13 + vel_mod_add_y:Get()))
Render_Text('!', Vector2_new(x_vel - 18 + vel_mod_add_x:Get(), y_vel - 12+ vel_mod_add_y:Get()), Color_RGBA(16, 16, 16, 255), 25, verdana25)
Render_Text(text_vel, Vector2_new(x_vel + 22 + vel_mod_add_x:Get(), y_vel - 15 + vel_mod_add_y:Get()), Color_RGBA(0, 0, 0, 255), 13, tahoma_bold13)
Render_Text(text_vel, Vector2_new(x_vel + 21 + vel_mod_add_x:Get(), y_vel - 16 + vel_mod_add_y:Get()), Color_RGBA(255, 255, 255, 255), 13, tahoma_bold13)
Render_BoxFilled(Vector2_new(x_vel + 22 + vel_mod_add_x:Get(), y_vel + 2 + vel_mod_add_y:Get()), Vector2_new(text_width_vel + screen_size.x/2-60 + vel_mod_add_x:Get(), y_vel + 13 + vel_mod_add_y:Get()), Color_RGBA(25, 25, 25, 200))
Render_BoxFilled(Vector2_new(x_vel + a_width + 37 + vel_mod_add_x:Get(), y_vel + 2 + vel_mod_add_y:Get()), Vector2_new(screen_size.x/2-73 + vel_mod_add_x:Get(), y_vel + 13 + vel_mod_add_y:Get()), Color_new((124*2 - 124 * modifier_vel)/255, (195 * modifier_vel)/255, 13/255, 1))
Render_Box(Vector2_new(x_vel + 21 + vel_mod_add_x:Get(), y_vel + 1 + vel_mod_add_y:Get()), Vector2_new(text_width_vel + screen_size.x/2-59 + vel_mod_add_x:Get(), y_vel + 14 + vel_mod_add_y:Get()), Color_RGBA(55, 55, 55, 200))
end
end
particles = {}
hitmarkers = {}
damage_marker_log = {
log = {}
}
function autopeek()
if Menu_FindVar('Miscellaneous', 'Main', 'Movement', 'Auto Peek'):GetBool() and auto_peek:GetBool() then
if autopeek_pos == nil then
autopeek_pos = EntityList_GetLocalPlayer():GetProp('m_vecOrigin')
end
if Menu_FindVar('Miscellaneous', 'Main', 'Movement', 'Auto Peek'):GetBool() then
for i = 0, 49 do
Render_Circle3DFilled(autopeek_pos, 16, i / -2.5, Color_new(auto_peek:GetColor().r, auto_peek:GetColor().g, auto_peek:GetColor().b, (i / 10 * auto_peek:GetColor().a) / 255), false)
Render_Circle3DFilled(autopeek_pos, 8, i / -2.6, Color_new(auto_peek:GetColor().r, auto_peek:GetColor().g, auto_peek:GetColor().b, (i / 20 * auto_peek:GetColor().a) / 255), false)
end
end
else
autopeek_pos = nil
end
end
function damage_markere(e)
if e:GetName() ~= 'player_hurt' then return end
if e:GetInt('attacker') == nil then return end
if e:GetInt('userid') == nil then return end
if EntityList_GetPlayerForUserID(e:GetInt('attacker')) == EntityList_GetLocalPlayer() then
table_insert(damage_marker_log.log,{size = 120,pos = EntityList_GetPlayerForUserID(e:GetInt('userid')):GetHitboxCenter(e:GetInt('hitgroup')),damage = e:GetInt('dmg_health'),is_lethal = (e:GetInt('health') < 1),time = GlobalVars.realtime})
end
end
local verdana12b = Render_InitFont('verdana', 11, {'b'})
function damage_markerd()
if EntityList_GetLocalPlayer() == nil then return end
for i, mark in ipairs(damage_marker_log.log) do
mark.pos.z = mark.pos.z + 50*GlobalVars.frametime
local pos = Render_WorldToScreen(mark.pos)
mark.size = mark.size - GlobalVars.frametime*55
Render_Text(tostring(mark.damage), Vector2_new(pos.x+1,pos.y+1), Color_new(0.1,0.1,0.1,1), math_floor(math_min(mark.size,11)),verdana12b,false,true)
Render_Text(tostring(mark.damage), Vector2_new(pos.x,pos.y), mark.is_lethal and Color_RGBA(155,200,20,255) or Color_RGBA(255,255,255,255), math_floor(math_min(mark.size,11)),verdana12b,false,true)
if mark.time + 3 < GlobalVars.realtime or mark.size < 0 then table_remove(damage_marker_log.log,i) end
end
end
function reg_shot(shot)
local localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer())
if not localplayer then return end
local my_index = EntityList.GetClientEntity(EngineClient.GetLocalPlayer()):GetPlayer()
if not my_index then return end
if EngineClient.IsConnected() and my_index:IsAlive() then
local index = EntityList.GetClientEntity(shot.target_index)
if not index then return end
local get_player = index:GetPlayer()
if not get_player then return end
if shot.reason == 0 then
local damage = shot.damage
if damage < 1 then return end
local bullet_position = get_player:GetHitboxCenter(shot.hitgroup)
if not bullet_position then
bullet_position = get_player:GetRenderOrigin()
bullet_position.y = bullet_position.y + 30
end
bullet_position.x = (bullet_position.x - 10) + (math.random() * 20)
bullet_position.y = (bullet_position.y - 10) + (math.random() * 20)
bullet_position.z = (bullet_position.z - 15) + (math.random() * 30)
table.insert(particles, {
position = bullet_position,
timer = GlobalVars.tickcount + 80,
damage = damage,
is_killed = get_player:GetProp("m_iHealth") - damage <= 0 and true or false
})
table.insert(hitmarkers, {
position = get_player:GetHitboxCenter(shot.hitgroup),
timer = GlobalVars.realtime,
alpha = 0,
})
end
end
end
function move_position()
if #particles > 0 then
for k, information in pairs(particles) do
local delta = information.timer - GlobalVars.tickcount
if delta > 0 then
information.position.z = information.position.z + 0.3
end
end
end
end
function on_round_prestart(e)
if e:GetName() ~= "round_prestart" then return end
particles = {}
hitmarkers = {}
end
function on_self_connected(e)
if e:GetName() ~= "player_connect_full" then return end
particles = {}
hitmarkers = {}
end
function load_markers_modules(e)
damage_markere(e)
on_round_prestart(e)
on_self_connected(e)
end
ref_remove_scope = Menu_FindVar('Visuals', 'View', 'Camera', 'Remove Scope'):GetInt()
anim_num = 0
function custom_scope()
Menu_FindVar('Visuals', 'View', 'Camera', 'Remove Scope'):SetInt(2)
local_player = EntityList_GetLocalPlayer()
if not local_player or not local_player:IsAlive() or not local_player:GetProp('m_bIsScoped') then
anim_num = lerp(anim_num, 0, 23 * GlobalVars.frametime)
else
anim_num = lerp(anim_num, 1, 23 * GlobalVars.frametime)
end
scope_gap1 = scope_gap:GetInt() * anim_num
scope_size1 = scope_size:GetInt() * anim_num
scope_color_1 = scope_color:Get()
scope_color_2 = scope_color1:Get()
width = 1
scope_color_1.a = scope_color_1.a * anim_num
scope_color_2.a = scope_color_2.a * anim_num
start_x = screen_size.x / 2
start_y = screen_size.y / 2
--Left
Render_GradientBoxFilled(Vector2_new(start_x - scope_gap1, start_y), Vector2_new(start_x - scope_size1, start_y + width), scope_color_1, Color_new(scope_color_1.r, scope_color_1.g, scope_color_1.b, scope_color_2.a), scope_color_1, Color_new(scope_color_1.r, scope_color_1.g, scope_color_1.b, scope_color_2.a))
--Right
Render_GradientBoxFilled(Vector2_new(start_x + scope_gap1, start_y), Vector2_new(start_x + scope_size1, start_y + width), scope_color_1, Color_new(scope_color_1.r, scope_color_1.g, scope_color_1.b, scope_color_2.a), scope_color_1, Color_new(scope_color_1.r, scope_color_1.g, scope_color_1.b, scope_color_2.a))
--Up
Render_GradientBoxFilled(Vector2_new(start_x, start_y + scope_gap1), Vector2_new(start_x + width, start_y + scope_size1), scope_color_1, scope_color_1, Color_new(scope_color_1.r, scope_color_1.g, scope_color_1.b, scope_color_2.a), Color_new(scope_color_1.r, scope_color_1.g, scope_color_1.b, scope_color_2.a))
--Down
Render_GradientBoxFilled(Vector2_new(start_x, start_y - scope_gap1), Vector2_new(start_x + width, start_y - scope_size1), scope_color_1, scope_color_1, Color_new(scope_color_1.r, scope_color_1.g, scope_color_1.b, scope_color_2.a), Color_new(scope_color_1.r, scope_color_1.g, scope_color_1.b, scope_color_2.a))
end
function get_time()
local systym_time = ffi.new('SYSTEMTIME')
ffi.C.GetLocalTime(systym_time)
return {
hour = systym_time.wHour,
minute = systym_time.wMinute,
second = systym_time.wSecond,
milliseconds = systym_time.wMilliseconds,
}
end
local function get_latency()
local netchann_info = EngineClient:GetNetChannelInfo()
if netchann_info == nil then return '0' end
local latency = netchann_info:GetLatency(0)
return string_format('%1.f', math_max(0.0, latency) * 1000.0)
end
local textSize = 0
local function watermark()
local time = get_time()
if time.minute < 10 then time.minute = '0' .. time.minute end
local screen = EngineClient:GetScreenSize()
local ping = get_latency()
local ticks = math_floor(1.0 / GlobalVars.interval_per_tick)
local rightPadding = 12
local var = screen.x - textSize - rightPadding
local x = var - 15
local y = 8
local w = textSize + 20
local h = 17
local nexttext = 'alien.lua | '..Cheat_GetCheatUserName()..' | delay: '.. ping ..'ms | ' .. tostring(time.hour)..':'..tostring(time.minute)
if blur_back:GetBool() then
Render_Blur(Vector2_new(x+10,y+2+1),Vector2_new(x+textSize+20,h * 1.5 + 4), Color.RGBA(255, 255, 255, 255))
end
Render_BoxFilled(Vector2_new(x+10,y+3),Vector2_new(x+textSize+20,h * 1.5 + 4), Color_new(.1, .1, .1, alpha_slider:Get()/255))
Render_BoxFilled(Vector2_new(x+10,y+3), Vector2_new(x+textSize+20,y+1), Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1))
Render_Text(nexttext, Vector2_new(var+1,15),Color_RGBA(0, 0, 0, 180), 11, verdana11_r)
Render_Text(nexttext, Vector2_new(var,14), Color_RGBA(255, 255, 255, 255), 11, verdana11_r)
local wide = Render_CalcTextSize(nexttext, 11, verdana11_r)
var = var + wide.x
textSize = var - (screen.x - textSize - rightPadding)
end
local function getbinds()
local binds = {}
local cheat_binds = Cheat_GetBinds()
for i = 1, #cheat_binds do
table_insert(binds, 1, cheat_binds[i])
end
return binds
end
local keybind_names = {
['Double Tap'] = 'Double tap',
['Hide Shots'] = 'On shot anti-aim',
['Slow Walk'] = 'Slow motion',
['Edge Jump'] = 'Jump at edge',
['Fake Ping'] = 'Ping spike',
['Override Resolver'] = 'Resolver override',
['Fake Duck'] = 'Duck peek assist',
['Minimum Damage'] = 'Damage override',
['Auto Peek'] = 'Quick peek assist',
['Body Aim'] = 'Force body aim',
['Safe Points'] = 'Safe points',
['Yaw Base'] = 'Yaw base',
['Enable Thirdperson'] = 'Thirdperson',
['Manual Yaw Base'] = 'Yaw base',
}
local alpha_k = 1
local data_k = {
[''] = {alpha_k = 0}
}
local drag = false
local width_k = 0
local width_ka = 0
function upper_to_lower(str)
str1 = string_sub(str, 2, #str)
str2 = string_sub(str, 1, 1)
return str2:upper()..str1:lower()
end
local function render_conteiner(x, y, w, h, name, font_size, font)
local name_size = Render.CalcTextSize(name, font_size, font)
if teamskeet_kb:Get() == 0 then
if gradient:GetBool() then
Render.GradientBoxFilled(Vector2.new(x, y+2), Vector2.new(x + w/2, y+2 - 1), Color.new(0, 0.7843137254901961, 1, 1), Color.new(1, 0, 0.9333333333333333, 1), Color.new(0, 0.7843137254901961, 1, 1), Color.new(1, 0, 0.9333333333333333, 1))
Render.GradientBoxFilled(Vector2.new(x + w/2, y+2), Vector2.new(x + w, y+2 - 1), Color.new(1, 0, 0.9333333333333333, 1), Color.new(1, 0.9176470588235294, 0, 1), Color.new(1, 0, 0.9333333333333333, 1), Color.new(1, 0.9176470588235294, 0, 1))
else
Render.BoxFilled(Vector2.new(x, y+2), Vector2.new(x + w, y+2 - 1), Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1))
end
Render.BoxFilled(Vector2.new(x, y+2), Vector2.new(x + w, y+2 + h - 1), Color.RGBA(20, 20, 20, 255))
local frametime = GlobalVars.frametime * 16
local binds = getbinds()
local add_y = 0
for i = 1, #binds do
local bind_name = keybind_names[binds[i]:GetName()] == nil and upper_to_lower(binds[i]:GetName()) or keybind_names[binds[i]:GetName()]
if data_k[bind_name] == nil then
data_k[bind_name] = {alpha_k = 0}
end
data_k[bind_name].alpha_k = math_lerp(frametime, data_k[bind_name].alpha_k,binds[i]:IsActive() and 1 or 0)
add_y = add_y + 16 * data_k[bind_name].alpha_k
end
Render.BoxFilled(Vector2.new(x, y + h + add_y + 5), Vector2.new(x + w, y + h + 1), Color.RGBA(25, 25, 25, 255))
Render.Text(name, Vector2.new(x + w / 2 - name_size.x / 2, y + 2+2), Color.new(280, 280, 280), font_size, font, true)
else
if blur_back:GetBool() then
Render_Blur(Vector2_new(x-1, y-1), Vector2_new(x + w + 4, y + h + 3), Color.RGBA(255, 255, 255, 255))
end
Render_BoxFilled(Vector2_new(x, y), Vector2_new(x + w + 3, y + h + 2), Color_new(.1, .1, .1, alpha_slider:Get()/255))
Render_BoxFilled(Vector2_new(x, y), Vector2_new(x + w + 3, y - 2), Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1))
--Render_BoxFilled(Vector2_new(x-1, y), Vector2_new(x+1 + w, y), Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, 1), 6)
Render_Text(name, Vector2_new(x+2 + w / 2 + 1 - name_size.x / 2, y + 3), Color_RGBA(0, 0, 0, 180), font_size, font)
Render_Text(name, Vector2_new(x+1 + w / 2 + 1 - name_size.x / 2, y + 2), Color_RGBA(255, 255, 255, 255), font_size, font)
end
end
keybinds_x:SetVisible(false)
keybinds_y:SetVisible(false)
keybinds_v = 0
widthh = 0
function keybinds()
local x_k, y_k = keybinds_x:GetInt(), keybinds_y:GetInt()
local max_width = 0
local frametime = GlobalVars.frametime * 16
local add_y = 0
local total_width = 66
local active_binds = {}
if teamskeet_kb:Get() == 0 then
widthh = 200
else
widthh = 135
end
local bind = getbinds()
if Cheat_IsMenuVisible() or keybinds_v then
if teamskeet_kb:Get() == 0 then
render_conteiner(x_k, y_k, width_ka, 16, 'keybinds', 10, pixel7)
else
render_conteiner(x_k, y_k, width_ka, 16, 'keybinds', 11, verdana11_r)
end
local mouse = Cheat_GetMousePos()
if Cheat_IsKeyDown(1) and Cheat_IsMenuVisible() then
if mouse.x >= x_k and mouse.y >= y_k and mouse.x <= x_k + width_ka and mouse.y <= y_k + 18 or drag then
if not drag then
drag = true
else
keybinds_x:SetInt(mouse.x - math_floor(width_ka / 2))
keybinds_y:SetInt(mouse.y - 8)
end
end
else
drag = false
end
end
for i = 1, #bind do
local binds = bind[i]
if teamskeet_kb:Get() == 1 then
bind_name = keybind_names[binds:GetName()] == nil and upper_to_lower(binds:GetName()) or keybind_names[binds:GetName()]
else
if binds:GetValue() == 'on' then
bndnm = ''
else
bndnm = " [" .. binds:GetValue() .. "]"
end
bind_name = keybind_names[binds:GetName()] == nil and (upper_to_lower((binds:GetName())) .. bndnm) or (keybind_names[binds:GetName()] ..bndnm)
end
--local bind_state = binds:GetValue():lower()
--if bind_state == 'on' then
--if binds:GetValue() == "on" then namess = binds:GetName() else namess = binds:GetName() .. " [" .. binds:GetValue() .. "]" end
bind_state = binds:GetMode()
if bind_state == 0 then
bind_state = 'toggled'
elseif bind_state == 1 then
if teamskeet_kb:Get() == 1 then
bind_state = 'holding'
else
bind_state = 'HELD'
end
end
--end
if data_k[bind_name] == nil then
data_k[bind_name] = {alpha_k = 0}
end
data_k[bind_name].alpha_k = math_lerp(frametime, data_k[bind_name].alpha_k,binds:IsActive() and 1 or 0)
if teamskeet_kb:Get() == 0 then
bind_state_size = Render_CalcTextSize(bind_state, 10, pixel7)
bind_name_size = Render_CalcTextSize(bind_name, 10, pixel7)
else
bind_state_size = Render_CalcTextSize(bind_state, 11, verdana11_r)
bind_name_size = Render_CalcTextSize(bind_name, 11, verdana11_r)
end
if teamskeet_kb:Get() == 1 then
Render_Text(bind_name, Vector2_new(x_k+4, y_k + 21 + add_y), Color_new(0, 0, 0, data_k[bind_name].alpha_k), 11, verdana11_r)
Render_Text('['..bind_state..']', Vector2_new(x_k+1 + (width_ka - bind_state_size.x - 8), y_k + 21 + add_y), Color_new(0, 0, 0, data_k[bind_name].alpha_k), 11, verdana11_r)
Render_Text(bind_name, Vector2_new(x_k+3, y_k + 20 + add_y), Color_new(1, 1, 1, data_k[bind_name].alpha_k), 11, verdana11_r)
Render_Text('['..bind_state..']', Vector2_new(x_k + (width_ka - bind_state_size.x- 8), y_k + 20 + add_y), Color_new(1, 1, 1, data_k[bind_name].alpha_k), 11, verdana11_r)
else
if gradient:GetBool() then
Render_Text(bind_name, Vector2_new(x_k+5, y_k + 21 + add_y), Color_new(0, 0.7843137254901961, 1, data_k[bind_name].alpha_k), 10, pixel7, true)
Render_Text(bind_state, Vector2_new(x_k + (width_ka - bind_state_size.x- 8)+4, y_k + 21 + add_y), Color_new(1, 0.9176470588235294, 0, data_k[bind_name].alpha_k), 10, pixel7, true)
else
Render_Text(bind_name, Vector2_new(x_k+5, y_k + 21 + add_y), Color_new(1, 1, 1, data_k[bind_name].alpha_k), 10, pixel7)
Render_Text(bind_state, Vector2_new(x_k + (width_ka - bind_state_size.x- 8)+4, y_k + 21 + add_y), Color_new(1, 1, 1, data_k[bind_name].alpha_k), 10, pixel7, true)
end
end
add_y = add_y + 16 * data_k[bind_name].alpha_k
local width_k = bind_state_size.x + bind_name_size.x + 18
if width_k > widthh then
if width_k > max_width then
max_width = width_k
end
end
if binds:IsActive() then
table_insert(active_binds, binds)
end
end
alpha_k = math_lerp(frametime,alpha_k, (Cheat_IsMenuVisible() or #active_binds > 0) and 1 or 0)
width_ka = math_lerp(frametime,width_ka,math_max(max_width, widthh))
keybinds_v = #active_binds > 0
end
local hit_id = 0
local miss_id = 0
local shot_id = 0
local choke = 0
local missgroup_names = { 'head', 'chest', 'stomach', 'left arm', 'right arm', 'left leg', 'right leg', 'neck', '?', 'gear' }
local hitgroup_names = { 'generic', 'head', 'chest', 'stomach', 'left arm', 'right arm', 'left leg', 'right leg', 'neck', '?', 'gear' }
local miss_reason = { 'resolver', 'spread', 'occlusion', 'prediction error' }
Cheat_RegisterCallback('ragebot_shot', function(shot)
if advanced_shot_logger:GetBool() then
if EntityList_GetLocalPlayer() == nil then return end
total_hits = EntityList_GetLocalPlayer():GetProp('m_totalHitsOnServer')
if total_hits == nil then return end
miss_hitbox = missgroup_names[shot.hitgroup] or '?'
self_choke = ClientState.m_choked_commands
choke = time_to_ticks1(GlobalVars.curtime - EntityList_GetClientEntity(shot.index):GetPlayer():GetProp("m_flSimulationTime")) + 1;
if choke < 0 then
choke = 0
elseif choke > 14 then
choke = 14
end
end
end)
function num_format(b) local c=b%10;if c==1 and b~=11 then return b..'st'elseif c==2 and b~=12 then return b..'nd'elseif c==3 and b~=13 then return b..'rd'else return b..'th'end end
shot_id = 0
hit_ids = 0
total_hits = 0
local missgroup_names = { 'head', 'chest', 'stomach', 'left arm', 'right arm', 'left leg', 'right leg', 'neck', '?', 'gear' }
local miss_reason = { '?', 'spread', 'occlusion', 'prediction error' }
function time_to_ticks1(a)
return math_floor(0.5 + a / GlobalVars.interval_per_tick)
end
stuff = {}
function round(x)
return x >= 0 and math_floor(x+0.5) or math_ceil(x-0.5)
end
function yaw_normalize(yaw)
if yaw > 180 or yaw < -180 then
local revolutions = round(math_abs(yaw / 360))
if yaw < 0 then yaw = yaw + 360*revolutions else yaw = yaw - 360*revolutions end
end
return yaw
end
function _verification(shot)
local text = ''
local hg_diff = hgroup ~= aimed_hgroup
local dmg_diff = shot.damage ~= shot.wanted_damage
if hg_diff or dmg_diff then
text = string_format(
' | mismatch: [ %s ]', (function()
local addr = ''
if dmg_diff then addr = 'dmg: ' .. shot.wanted_damage .. (hg_diff and ' | ' or '') end
if hg_diff then addr = addr .. (hg_diff and 'hitgroup: ' .. aimed_hgroup or '') end
return addr
end)()
)
end
return text
end
choke = 0
local engine_client = Utils_CreateInterface('engine.dll', 'VEngineClient014')
local interfacePointer = ffi_typeof('void***')
local I_EngineClientPtr = ffi_cast(interfacePointer, engine_client) or error('engine_client is nil', 2)
local getNetChannelInfo = ffi_cast('void*(__thiscall*)(void*)', I_EngineClientPtr[0][78]) or error('I_EngineClientPtr is nil')
function registered_shot(shot)
hit_id = hit_id + 1
shot_id = num_format((hit_id % 15) + 1)
local safety = Menu_FindVar('Aimbot', 'Ragebot', 'Misc', 'Safe Points'):Get()
local name = string_lower(EntityList_GetClientEntity(shot.target_index):GetPlayer():GetName())
if name == nil then return end
local hgroup = hitgroup_names[shot.hitgroup + 1] or '?'
local hit_chance = tostring(math_floor(shot.hitchance + 0.5))
local backtrack = shot.backtrack
local m_iHealth = EntityList_GetClientEntity(shot.target_index):GetPlayer():GetProp('m_iHealth')
if m_iHealth == nil then return end
local health = m_iHealth - shot.damage
if health < 0 then health = 0 end
local aimed_hgroup = hitgroup_names[shot.wanted_hitgroup + 1] or '?'
local feet_yaw = math_min(58, math_max(yaw_normalize(EntityList_GetClientEntity(shot.target_index):GetPlayer():GetProp('m_flPoseParameter')[12] * 120 - 60), -58))
if EntityList_GetClientEntity(shot.target_index):GetPlayer():GetProp('m_flPoseParameter') == nil then return end
if feet_yaw == nil then return end
local ping = EngineClient_GetNetChannelInfo():GetLatency(0)*1000
local avg_ping = EngineClient_GetNetChannelInfo():GetAvgLatency(0)*1000
--if shot.reason == nil or hit_id == nil or aimed_hgroup == nil or shot_id == nil or feet_yaw == nil or safety == nil or name == nil or hit_chance == nil or ping == nil or avg_ping == nil then return end
local netChannelInfo = ffi_cast('void***', getNetChannelInfo(I_EngineClientPtr)) or error('netchaninfo is nil')
local netChannel = GetNetChannel(netChannelInfo)
local net_state = string_format(
'delay: %d:%.2f | dropped: %.0f',
avg_ping, math_abs(avg_ping-ping), (netChannel.AvgLoss*100)
)
local uflags = {
math_abs(avg_ping-ping) < 1 and 0 or 1,
CVar_FindVar('cl_clock_correction'):GetInt() == 1 and 0 or 1,
CVar_FindVar('cl_clock_correction_force_server_tick') == 999 and 0 or 1
}
local pflags = {
ClientState.m_choked_commands > 1 and 1 or 0,
EntityList_GetLocalPlayer():GetProp('m_flVelocityModifier') < 1.00 and 1 or 0,
(EntityList_GetLocalPlayer():GetRenderOrigin().z <= EntityList_GetClientEntity(shot.target_index):GetPlayer():GetRenderOrigin().z) and 1 or 0
}
local correction = Menu_FindVar('Aimbot', 'Ragebot', 'Main', 'Override Resolver'):GetBool()
if shot.reason == 0 then
text = string_format('Registered %s shot in %s's %s for %d damage [angle: %.2f° | %d:%d°] ( hitchance: %s%% | safety: %s | history(Δ): %d | flags: %s%s )',
shot_id, name, hgroup, shot.damage, shot.spread_degree, correction and 1 or 0, (feet_yaw < 10 and feet_yaw > -10) and 0 or feet_yaw, hit_chance, safety == 2 and 2 or (safety == 1 and 1 or 0), backtrack, table_concat(pflags), _verification(shot))
textc = string_format('Registered %s shot in %s's %s for %d damage [angle: %.2f° | %d:%d°] ( hitchance: %s | safety: %s | history(Δ): %d | flags: %s%s )',
shot_id, name, hgroup, shot.damage, shot.spread_degree, correction and 1 or 0, (feet_yaw < 10 and feet_yaw > -10) and 0 or feet_yaw, hit_chance .. "%%", safety == 2 and 2 or (safety == 1 and 1 or 0), backtrack, table_concat(pflags), _verification(shot))
elseif shot.reason == 1 then
shot_reason = (shot.reason == 1 and total_hits ~= EntityList_GetLocalPlayer():GetProp('m_totalHitsOnServer')) and 'damage rejection' or string_format('unknown [angle: %.2f° | %d:%d°]', shot.spread_degree, correction and 1 or 0, (feet_yaw < 10 and feet_yaw > -10) and 0 or feet_yaw)
text = string_format('Missed %s shot at %s's %s(%s%%) due to %s ( dmg: %d | safety: %d | history(Δ): %d | flags: %s )',
shot_id, name, miss_hitbox, hit_chance, shot_reason, shot.wanted_damage, safety == 2 and 2 or (safety == 1 and 1 or 0), backtrack, table_concat(pflags))
elseif shot.reason == 2 then
text = string_format('Missed %s shot at %s's %s(%s%%) due to spread [angle: %.2f° | %d:%d°] ( dmg: %d | safety: %d | history(Δ): %d | flags: %s )',
shot_id, name, miss_hitbox, hit_chance, shot.spread_degree, correction and 1 or 0, (feet_yaw < 10 and feet_yaw > -10) and 0 or feet_yaw, shot.wanted_damage, safety == 2 and 2 or (safety == 1 and 1 or 0), backtrack, table_concat(pflags))
elseif shot.reason == 3 then
text = string_format('Missed %s shot at %s's %s(%s%%) due to occlusion [angle: %.2f° | %d:%d°] ( dmg: %d | safety: %d | history(Δ): %d | flags: %s )',
shot_id, name, miss_hitbox, hit_chance, shot.spread_degree, correction and 1 or 0, (feet_yaw < 10 and feet_yaw > -10) and 0 or feet_yaw, shot.wanted_damage, safety == 2 and 2 or (safety == 1 and 1 or 0), backtrack, table_concat(pflags))
elseif shot.reason == 4 then
text = string_format('Missed %s shot at %s's %s(%s%%) due to prediction error [%s] [vel_modifier: %.1f | history(Δ): %d | error: %s]',
shot_id, name, miss_hitbox, hit_chance, net_state, EntityList_GetLocalPlayer():GetProp('m_flVelocityModifier'), backtrack, table_concat(uflags))
else
text = string_format('Missed %s shot at %s's %s(%s%%) due to death [dropped: %d | flags: %s | error: %s]',
shot_id, name, miss_hitbox, hit_chance, EngineClient_GetNetChannelInfo():GetAvgLoss(0), table_concat(pflags), table_concat(uflags))
end
if shot.reason == 0 then
colored_print(Color.RGBA(23, 250, 29, 255), "[alien.lua] " .. textc .. '
')
else
colored_print(Color.RGBA(255, 23, 23, 255), "[alien.lua] " .. text .. '
')
end
table_insert(hitlogs, {text = text, time = GlobalVars.realtime})
end
function log_draw()
local x, y = 5, 5
for i, hitlog in ipairs(hitlogs) do
--if draw_type:Get(2) then
Render_Text(hitlog.text, Vector2_new(x+1, y+1), Color_RGBA(0, 0, 0, math_floor((hitlog.time + 10 - GlobalVars.realtime)*500)-105), 10, lucida_console)
Render_Text(hitlog.text, Vector2_new(x, y), Color_RGBA(255, 255, 255, math_floor((hitlog.time + 10 - GlobalVars.realtime)*500)), 10, lucida_console)
--end
y = y + 15
if #hitlogs > 15 then table_remove(hitlogs,1) end
if hitlog.time + 10 < GlobalVars.realtime then table_remove(hitlogs, i) end
end
end
--anti_bruteforce_work.phases:SetVisible(false)
wall_dmg = 0
ent_exists = false
data = {
xPos = 1,
yPos = 1,
}
function round_p(a, prec)
return math_floor(a + 0.5*prec)
end
function prenetration_prediction()
local me = EntityList_GetLocalPlayer()
if me == false then return end
local weap = me:GetActiveWeapon()
if weap == nil then return end
local weapon_id = weap:GetWeaponID()
if weapon_id == nil then return end
if weap:IsKnife() or weap:IsGrenade() or weapon_id == 31 then
wall_dmg = 0
return
end
local eye_pos = me:GetEyePosition()
local eyeX = eye_pos.x
local eyeY = eye_pos.y
local eyeZ = eye_pos.z
local pitch = me:GetRenderAngles().pitch
local yaw = me:GetRenderAngles().yaw
local sin_pitch = math_sin(math_rad(pitch))
local cos_pitch = math_cos(math_rad(pitch))
local sin_yaw = math_sin(math_rad(yaw))
local cos_yaw = math_cos(math_rad(yaw))
local dirVector = { cos_pitch * cos_yaw, cos_pitch * sin_yaw, -sin_pitch }
local fraction = EngineTrace.TraceRay(Vector_new(eyeX, eyeY, eyeZ), Vector_new(eyeX + (dirVector[1] * 8192), eyeY + (dirVector[2] * 8192), eyeZ + (dirVector[3] * 8192)), me, 0xFFFFFFFF)
wall_dmg = 0
ent_exists = false
if fraction.fraction < 1 then
local ent, dmg = Cheat_FireBullet(me:GetPlayer(), Vector_new(eyeX, eyeY, eyeZ), Vector_new(eyeX + (dirVector[1] * (8192 * fraction.fraction + 128)), eyeY + (dirVector[2] * (8192 * fraction.fraction + 128)), eyeZ + (dirVector[3] * (8192 * fraction.fraction + 128)))).trace.hit_entity, Cheat_FireBullet(me:GetPlayer(), Vector_new(eyeX, eyeY, eyeZ), Vector_new(eyeX + (dirVector[1] * (8192 * fraction.fraction + 128)), eyeY + (dirVector[2] * (8192 * fraction.fraction + 128)), eyeZ + (dirVector[3] * (8192 * fraction.fraction + 128)))).damage
if dmg ~= nil then
ent_exists = true
end
if ent == nil then
ent = -1
end
if wall_dmg < dmg then
wall_dmg = dmg
end
end
end
function penetration_ind()
if EngineClient_GetLocalPlayer() == nil or EntityList_GetLocalPlayer() == nil or wall_dmg == nil or not EntityList_GetLocalPlayer():IsAlive() or not penetration:GetBool() then return end
if wall_dmg > 0 and not penetration_rainbow:GetBool() then
Render_Text(tostring(round_p(wall_dmg, 1)), Vector2_new((screen_size.x / 2), (screen_size.y / 2 + penetration_position:GetInt())), penetration:GetColor(), 12, verdana12)
elseif wall_dmg > 0 and penetration_rainbow:GetBool() then
r, g, b = math_floor(math_sin(GlobalVars.realtime * 2 / (penetration_speed:GetInt() / 100)) * 127 + 128), math_floor(math_sin(GlobalVars.realtime * 2 / (penetration_speed:GetInt() / 100) + 2) * 127 + 128), math_floor(math_sin(GlobalVars.realtime * 2 / (penetration_speed:GetInt() / 100) + 4) * 127 + 128)
Render_Text(tostring(round_p(wall_dmg, 1)), Vector2_new((screen_size.x / 2), (screen_size.y / 2 + penetration_position:GetInt())), Color_RGBA(r, g, b, 255), 12, verdana12)
end
end
local phrases = {
'сын инвалида мб Alien.lua прикупишь?',
'не блюй в мой чат ',
'умер , посиди подумай в спектах',
'Алеу какая там ситуацыя с юидом ',
'але 13146 вещает ',
'ХУЙЛАН Я ТВОЮ МАТЬ ЕБАЛ',
'Alien.lua забустила ',
'он еще даже телку не трахал но человека убил ',
'нормально ты так споткнулся',
'ты слишком хуев для этой карты , выйди не позорься',
'ты че пидорас в светлое будущие попрыгал ',
'1.',
'есть всего 3 расы : белые , желтые и негры . Ты относишься к 4 расе , имбицылов',
'вчера пил пиво , а теперь ебу твою сестру',
'вроде не срал , но уже воняет',
'ты любишь когда тебя хсают nn?',
'хочешь узнать , как выглядит твой батя ? а хуй знает',
'в один момент понимаешь , что ебешь не телку , а барана',
'когда открываю гачи мучи вспоминаю твоего отца',
'в кусте ебали твою мать , а ты не знаешь его ИМЕНИ задумайся об этом ....',
'что chimera lua не забустила ',
'а это правда что твоя семья малоимущие и твоему отцу пришлось отсосать хуй у администратора пятерочки за пакетик эклеров??',
'',
'▼- стрелочка вниз - ДАДАДА ИМЕННО В ТОМ МЕСТЕ ТВОЯ МАТЬ У МЕНЯ ОТРАБАТЫВАЕТ',
'ммовский хуесос ты для чего на паблик зашел, заблудился или что?',
'хахах просто легкий пидорас',
'"спи нахуй пидораска',
'ХАХАХА ЧЕ ТЫ ТАМ ВРЕДИТЕЛЬ АХАХАХ СПОТИФАЙ ХАХА Х',
'"СПОТЛАЙТ СПОТЛАЙТ АХАХА СПИНОЙ ПИДОРАСА УБИВАЮ ХАХА',
'ало пидорас ебаный молчишь потому что ебу твой рот',
'Почему улетаешь прикупи Alien.lua',
'ez '
}
local function get_phrase()
return phrases[Utils.RandomInt(1, #phrases)]:gsub('"', '')
end
function trashtalk(e)
if e:GetName() ~= "player_death" then return end
local me = EntityList.GetLocalPlayer()
local victim = EntityList.GetPlayerForUserID(e:GetInt("userid"))
local attacker = EntityList.GetPlayerForUserID(e:GetInt("attacker"))
if victim == attacker or attacker ~= me then return end
EngineClient.ExecuteClientCmd('say "' .. get_phrase() .. '"')
end
current_choke = 0
ind_phase, ind_num, ind_time = 0, 0, 0
last_sent, current_choke = 0, 0
teleport = 0
last_origin = 0
breaking_lc = 0
function gram_create(value, count) local gram = { }; for i=1, count do gram[i] = value; end return gram; end
function gram_update(tab, value, forced) local new_tab = tab; if forced or new_tab[#new_tab] ~= value then table_insert(new_tab, value); table_remove(new_tab, 1); end; tab = new_tab; end
function get_average(tab) local elements, sum = 0, 0; for k, v in pairs(tab) do sum = sum + v; elements = elements + 1; end return sum / elements; end
gram_fyaw = gram_create(0, 2)
teleport_data = gram_create(0, 3)
gram_update(gram_fyaw, math_min(math_abs(AntiAim_GetCurrentRealRotation() - AntiAim_GetFakeRotation()), 58), true)
local frequency = 144
function get_color(number, max, i)
local Colors = {
{ 255, 0, 0 },
{ 237, 27, 3 },
{ 235, 63, 6 },
{ 229, 104, 8 },
{ 228, 126, 10 },
{ 220, 169, 16 },
{ 213, 201, 19 },
{ 176, 205, 10 },
{ 124, 195, 13 }
}
function math_num(int, max, declspec)
local int = (int > max and max or int)
local tmp = max / int;
if not declspec then declspec = max end
local i = (declspec / tmp)
i = (i >= 0 and math_floor(i + 0.5) or math_ceil(i - 0.5))
return i
end
i = math_num(number, max, #Colors)
return
Colors[i <= 1 and 1 or i][1],
Colors[i <= 1 and 1 or i][2],
Colors[i <= 1 and 1 or i][3],
i
end
function update_choked()
if not EngineClient_IsInGame() or not EngineClient_IsConnected() or EntityList_GetLocalPlayer() == nil then return end
if ClientState.m_choked_commands == 0 then
local m_origin = EntityList_GetLocalPlayer():GetProp('m_vecOrigin')
if last_origin ~= nil then
teleport = (m_origin-last_origin):Length2D()
gram_update(teleport_data, teleport, true)
end
gram_update(gram_fyaw, math_min(math_abs(breaking_lc == 2 and (AntiAim_GetCurrentRealRotation() - AntiAim_GetFakeRotation())/2 or (AntiAim_GetCurrentRealRotation() - AntiAim_GetFakeRotation())), 58), true)
last_sent = current_choke
last_origin = m_origin
end
current_choke = ClientState.m_choked_commands
breaking_lc =
get_average(teleport_data) > 65 and 1 or
(Exploits_GetCharge() > 0.7 and 2 or 0)
end
lag_data = gram_create(0, 90)
request_time, frametime = 0, 0
frametimes = {}
function renderer_gradient(x,y,w,h,c1,c2,ishorizon)
if ishorizon == true then
Render_GradientBoxFilled(Vector2_new(x,y),Vector2_new(x+w,y+h),c1,c2,c1,c2)
else
Render_GradientBoxFilled(Vector2_new(x,y),Vector2_new(x+w,y+h),c1,c1,c2,c2)
end
end
function renderer_rectangle(x,y,w,h,c1)
if blur_back:GetBool() then
Render_Blur(Vector2_new(x,y),Vector2_new(x+w,y+h), Color.RGBA(255, 255, 255, 255))
end
Render_BoxFilled(Vector2_new(x,y),Vector2_new(x+w,y+h),c1)
end
function renderer_text(x,y,cent,string,c1,font,size,alpha)
Render_Text(string,Vector2_new(x+1,y+1), Color_RGBA(0, 0, 0, alpha),size,font,false,cent)
Render_Text(string,Vector2_new(x,y),c1,size,font,false,cent)
end
function renderer_line(x,y,w,h,c1)
Render_Line(Vector2_new(x, y), Vector2_new(w,h), c1)
end
formatting = (function(avg)
if avg < 1 then return ('%.2f'):format(avg) end
if avg < 10 then return ('%.1f'):format(avg) end
return ('%d'):format(avg)
end)
fps_data = gram_create(0, 30)
g_frameRate, g_prev_frameRate = 0, 0
function solus_ui()
if not EngineClient_IsInGame() or not EngineClient_IsConnected() or EntityList_GetLocalPlayer() == nil then return end
avg = math_abs(frametime*600)
local addr, nval = '', false
local r, g, b = 150, 150, 150
local fr = GlobalVars.frametime * 3.75
local min_offset = 1200+math_max(0, get_average(teleport_data)-3800)
local teleport_mt = math_abs(math_min(teleport-3800, min_offset) / min_offset * 100)
if ind_num ~= teleport_mt and ind_time < GlobalVars.realtime then
ind_time = GlobalVars.realtime + 0.005
ind_num = ind_num + (ind_num > teleport_mt and -1 or 1)
end
ind_phase = ind_phase + (breaking_lc == 1 and fr or -fr)
ind_phase = ind_phase > 1 and 1 or ind_phase
ind_phase = ind_phase < 0 and 0 or ind_phase
if breaking_lc == 2 then
addr, ind_phase, ind_num = ' | SHIFTING', 0, 0
r, g, b = 228, 126, 10
elseif ind_phase > 0.1 then
addr = ' | dst: '
end
local text_FL = ('FL: %s%s'):format(
(function()
if tonumber(last_sent) < 10 then
return ' ' .. last_sent
end
return last_sent
end)(),
addr)
local h_FL, w_FL = 17, (windows_value:Get(3) and EntityList_GetLocalPlayer():IsAlive()) and Render_CalcTextSize(text_FL,11,verdana11_r).x + 8 or -4
local x_FL, y_FL = screen_size.x, (windows_value:Get(1) and 35 or 10) + (25*0)
x_FL = x_FL - w_FL - 10
if windows_value:Get(3) and EntityList_GetLocalPlayer():IsAlive() then
renderer_rectangle(x_FL, y_FL, w_FL, h_FL, Color_new(.1, .1, .1, alpha_slider:Get()/255))
renderer_gradient(x_FL, y_FL+h_FL, w_FL-w_FL/2, 1, Color_new(.1, .1, .1, alpha_slider:Get()/255), Color_RGBA(r, g, b,255),true)
renderer_gradient(x_FL + w_FL/2, y_FL + h_FL, w_FL - w_FL/2, 1, Color_RGBA(r, g, b,255), Color_new(.1, .1, .1, alpha_slider:Get()/255),true)
if ind_phase > 0 then
renderer_gradient(
x_FL + w_FL - Render_CalcTextSize(' | dst: ',11,verdana11_r).x + 2,
y_FL + 6, math_min(100, ind_num) / 100 * 24, 5,
Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, ind_phase*220/255),
Color_new(accent_color:GetColor().r, accent_color:GetColor().g, accent_color:GetColor().b, ind_phase * 25/255),
true
)
end
renderer_text(x_FL+4, y_FL + 2,false,text_FL,Color_RGBA(255,255,255,255),verdana11_r,11,120)
end
local add_text = (get_average(gram_fyaw) > 0) and ' ' or ''
text_FI = ('%sFAKE (%.1f°)'):format(add_text, get_average(gram_fyaw))
local h_FI, w_FI = 18, (windows_value:Get(3) and EntityList_GetLocalPlayer():IsAlive()) and Render_CalcTextSize(text_FI,11,verdana11_r).x + 8 or 0
local r,g,b = get_color(get_average(gram_fyaw),30)
local dec = { math_ceil(r - (r/100 * 50)), math_ceil(g - (g/100 * 50)), math_ceil(b - (b/100 * 50)) }
if (windows_value:Get(3) and EntityList_GetLocalPlayer():IsAlive()) then
renderer_gradient(x_FL - w_FI - 6, y_FL, 2, h_FI / 2,Color_RGBA(dec[1], dec[2], dec[3],0),Color_RGBA(r,g,b,255),false)
renderer_gradient(x_FL - w_FI - 6, y_FL + h_FI / 2, 2, h_FI / 2,Color_RGBA(r,g,b,255),Color_RGBA(dec[1], dec[2], dec[3],0),false)
renderer_gradient(x_FL - w_FI - 4, y_FL, w_FI / 2, h_FI,Color_RGBA(17,17,17,math_floor(alpha_slider:Get()/255/20)),Color_new(.1, .1, .1, alpha_slider:Get()/255) ,true)
renderer_gradient(x_FL - w_FI - 4 + w_FI / 2, y_FL, w_FI / 2, h_FI, Color_new(.1, .1, .1, alpha_slider:Get()/255),Color_RGBA(17,17,17,math_floor(alpha_slider:Get()/255/20)),true)
renderer_text(x_FL - w_FI, y_FL + 2,false,text_FI,Color_RGBA(255,255,255,255),verdana11_r,11,120)
if get_average(gram_fyaw) > 0 then
Render_Circle(Vector2_new(x_FL - w_FI + 6, y_FL + 8.5), 5, 32, Color_RGBA(89, 119, 239, 255), 2, 0, math.min(360, get_average(gram_fyaw)*6.21))
end
end
local text_HZ = ('%sms / %dhz'):format(formatting(avg), frequency)
local h_HZ, w_HZ = 17, windows_value:Get(4) and Render_CalcTextSize(text_HZ,11,verdana11_r).x+8 or -4
local x_HZ, y_HZ = screen_size.x, (windows_value:Get(1) and 35 or 10) + (25*((windows_value:Get(3) and EntityList_GetLocalPlayer():IsAlive()) and 1 or 0))
local x_HZ = x_HZ - w_HZ - 10
if windows_value:Get(4) then
local interp = { get_color(15-avg, 15) }
renderer_gradient(x_HZ,y_HZ+h_HZ,w_HZ/2,1, Color_RGBA(17,17,17,math_floor(alpha_slider:Get()/255/3)),Color_RGBA(interp[1], interp[2], interp[3], 255),true )
renderer_gradient(x_HZ + w_HZ/2, y_HZ+h_HZ, w_HZ-w_HZ/2, 1,Color_RGBA(interp[1], interp[2], interp[3], 255), Color_RGBA(17,17,17,math_floor(alpha_slider:Get()/255/3)), true)
renderer_rectangle(x_HZ, y_HZ, w_HZ, h_HZ, Color_new(.1, .1, .1, alpha_slider:Get()/255) or Color_RGBA(237,237,237,alpha_slider:Get()/255))
renderer_text(x_HZ+4, y_HZ + 2,false,text_HZ,Color_RGBA(255,255,255,255),verdana11_r,11,120)
end
g_frameRate = 0.9 * g_frameRate + (1.0 - 0.9) * GlobalVars.absoluteframetime
gram_update(fps_data, math_abs(g_prev_frameRate-(1/g_frameRate)), true)
g_prev_frameRate = 1/g_frameRate
local g_nValues_t = {
avg, 1, 3,
get_average(fps_data)/4, 0
}
local min_value, max_value = math_min(unpack(g_nValues_t)), math_max(unpack(g_nValues_t))
local text_IO_sub = ' '
local text_IO = 'IO | ' .. text_IO_sub
local w_IE = Render_CalcTextSize(text_IO_sub,11,verdana11_r).x+3
local h_IO, w_IO = 18, Render_CalcTextSize(text_IO,11,verdana11_r).x+8
local graphics = graphs()
if windows_value:Get(4) then
renderer_rectangle(x_HZ - w_IO - 4, y_HZ, w_IO, h_IO, Color_new(.1, .1, .1, alpha_slider:Get()/255))
renderer_text(x_HZ - w_IO, y_HZ + 2,false,text_IO,Color_RGBA(255,255,255,255),verdana11_r,11,120)
end
end
function custom_hitsound(e)
if e:GetName() ~= 'player_hurt' then return end
me = EntityList_GetLocalPlayer()
if me == nil then return end
attacker = EntityList_GetPlayerForUserID(e:GetInt('attacker'))
if attacker == nil then return end
if attacker ~= me then return end
--if hitsound_custom:Get() == 1 then sound = 'arena_switch_press_02.wav' else sound = hitsound_name:Get() end
EngineClient_ExecuteClientCmd('playvol buttons/arena_switch_press_02.wav 1')
end
_set_clantag = ffi.cast('int(__fastcall*)(const char*, const char*)', Utils_PatternScan('engine.dll', '53 56 57 8B DA 8B F9 FF 15'))
_last_clantag = nil
function set_clantag(v)
if v == _last_clantag then return end
_set_clantag(v, v)
_last_clantag = v
end
function time_to_ticks(time)
return math_floor(time / GlobalVars.interval_per_tick + 0.5)
end
function gamesense_anim(text, indices)
if not EngineClient_IsConnected() then return end
local text_anim = ' ' .. text .. ' '
local tickinterval = GlobalVars.interval_per_tick
local tickcount = GlobalVars.tickcount + time_to_ticks(EngineClient_GetNetChannelInfo():GetLatency(0))
local i = tickcount / time_to_ticks(0.3)
i = math_floor(i % #indices)
i = indices[i+1]+1
return string_sub(text_anim, i, i+15)
end
enabled_prev = true
function run_tag_animation()
if clan_tag:GetBool() and EngineClient_IsConnected() then
--don't advertise other cheats using this or drone strike
local clan_tag = gamesense_anim('alien.lua', {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 12, 12, 12, 12, 12, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25})
if clan_tag ~= clan_tag_prev then
set_clantag(clan_tag)
end
clan_tag_prev = clan_tag
end
end
function clantag(ctx)
if clan_tag:GetBool() then
local local_player = EntityList_GetLocalPlayer()
if local_player ~= nil and (not local_player:IsAlive()) and GlobalVars.tickcount % 2 == 0 then --missing noclip check
run_tag_animation()
end
end
end
function on_run_command(s)
if clan_tag:GetBool() then
if ClientState.m_choked_commands == 0 then
run_tag_animation()
end
enabled_prev = false
elseif not clan_tag:GetBool() and enabled_prev == false then
set_clantag('')
enabled_prev = true
end
end
ffi_handler = {}
ffi_handler.VGUI_System = ffi_cast(ffi_typeof('void***'), Utils_CreateInterface('vgui2.dll', 'VGUI_System010'))
ffi_handler.get_clipboard_text_length = ffi_cast('get_clipboard_text_length', ffi_handler.VGUI_System[0][7])
ffi_handler.get_clipboard_text = ffi_cast('get_clipboard_text', ffi_handler.VGUI_System[0][11])
ffi_handler.set_clipboard_text = ffi_cast('set_clipboard_text', ffi_handler.VGUI_System[0][9])
function Clipboard.Get()
local clipboard_text_length = ffi_handler.get_clipboard_text_length(ffi_handler.VGUI_System)
if (clipboard_text_length > 0) then
local buffer = ffi_new('char[?]', clipboard_text_length)
ffi_handler.get_clipboard_text(ffi_handler.VGUI_System, 0, buffer, clipboard_text_length * ffi_sizeof('char[?]', clipboard_text_length))
return ffi_string(buffer, clipboard_text_length - 1)
end
return ''
end
function Clipboard.Set(text)
ffi_handler.set_clipboard_text(ffi_handler.VGUI_System, text, #text)
end
local JSON = Panorama_LoadString([[
return {
stringify: JSON.stringify,
parse: JSON.parse
};
]])()
cfg_data = {
bools = {
dormant_aim,
enable__aa,
Hitmarker,
auto_peek,
vel_mod_ind,
screen_dmg,
avoid_backstab,
conditions,
override_on_use,
override_stand,
air_hitchance,
noscope_hitchance,
proper_baim,
auto_teleport_in_air,
override_crouch,
override_slowwalk,
override_move,
override_air,
enabled_antibrute,
types[On_Use].mega_shit,
types[Air].mega_shit,
types[Crouch].mega_shit,
types[SlowWalk].mega_shit,
penetration_rainbow,
types[Move].mega_shit,
types[Stay].mega_shit,
types[Shared].mega_shit,
types[anti_aim_preset].mega_shit,
types[Manual].mega_shit,
types[On_Use].fakelag,
types[Air].fakelag,
types[Crouch].fakelag,
types[SlowWalk].fakelag,
types[Move].fakelag,
types[Stay].fakelag,
penetration,
types[Shared].fakelag,
types[anti_aim_preset].fakelag,
types[Manual].fakelag,
enable_b2,
enable_b3,
enable_b4,
blur_back,
custom_scope_switch,
screen_dmg,
clan_tag,
hitsound_custom,
shit_talk,
idealpeek,
advanced_shot_logger
},
ints = {
air_hitchance_value,
noscope_hitchance_value,
dormant_mindmg,
type,
manual_yaw_base,
yaw_on_use,
scope_size,
scope_gap,
arrows_ind,
teamskeet_kb,
windows_value,
types[On_Use].yaw_add_r,
types[On_Use].yaw_add_l,
types[On_Use].jitter_mode,
types[On_Use].jitter,
types[On_Use].jitter_value_min,
types[On_Use].jitter_value_max,
types[On_Use].fake_limit_type,
types[On_Use].left_desync_value,
types[On_Use].right_desync_value,
types[On_Use].fake_option,
types[On_Use].lby_mode,
types[On_Use].freestand_desync,
types[On_Use].desync_on_shot,
types[On_Use].fakelag_value,
types[On_Use].random_value,
--types[Air].yaw,
types[Air].yaw_add_r,
types[Air].yaw_add_l,
types[Air].jitter_mode,
types[Air].jitter,
types[Air].jitter_value_min,
types[Air].jitter_value_max,
types[Air].fake_limit_type,
types[Air].left_desync_value,
types[Air].right_desync_value,
types[Air].fake_option,
types[Air].lby_mode,
types[Air].freestand_desync,
types[Air].desync_on_shot,
types[Air].fakelag_value,
types[Air].random_value,
penetration_position,
penetration_speed,
--types[Crouching].yaw,
types[Crouch].yaw_add_r,
types[Crouch].yaw_add_l,
types[Crouch].jitter_mode,
types[Crouch].jitter,
types[Crouch].jitter_value_min,
types[Crouch].jitter_value_max,
types[Crouch].fake_limit_type,
types[Crouch].left_desync_value,
types[Crouch].right_desync_value,
types[Crouch].fake_option,
types[Crouch].lby_mode,
types[Crouch].freestand_desync,
types[Crouch].desync_on_shot,
types[Crouch].fakelag_value,
types[Crouch].random_value,
--types[Slowwalk].yaw,
types[SlowWalk].yaw_add_r,
types[SlowWalk].yaw_add_l,
types[SlowWalk].jitter_mode,
types[SlowWalk].jitter,
types[SlowWalk].jitter_value_min,
types[SlowWalk].jitter_value_max,
types[SlowWalk].fake_limit_type,
types[SlowWalk].left_desync_value,
types[SlowWalk].right_desync_value,
types[SlowWalk].fake_option,
types[SlowWalk].lby_mode,
types[SlowWalk].freestand_desync,
types[SlowWalk].desync_on_shot,
types[SlowWalk].fakelag_value,
types[SlowWalk].random_value,
--types[Moving].yaw,
types[Move].yaw_add_r,
types[Move].yaw_add_l,
types[Move].jitter_mode,
types[Move].jitter,
types[Move].jitter_value_min,
types[Move].jitter_value_max,
types[Move].fake_limit_type,
types[Move].left_desync_value,
types[Move].right_desync_value,
types[Move].fake_option,
types[Move].lby_mode,
types[Move].freestand_desync,
types[Move].desync_on_shot,
types[Move].fakelag_value,
types[Move].random_value,
--types[Standing].yaw,
types[Stay].yaw_add_r,
types[Stay].yaw_add_l,
types[Stay].jitter_mode,
types[Stay].jitter,
types[Stay].jitter_value_min,
types[Stay].jitter_value_max,
types[Stay].fake_limit_type,
types[Stay].left_desync_value,
types[Stay].right_desync_value,
types[Stay].fake_option,
types[Stay].lby_mode,
types[Stay].freestand_desync,
types[Stay].desync_on_shot,
types[Stay].fakelag_value,
types[Stay].random_value,
--types[Shared].yaw,
types[Shared].yaw_add_r,
types[Shared].yaw_add_l,
types[Shared].jitter_mode,
types[Shared].jitter,
types[Shared].jitter_value_min,
types[Shared].jitter_value_max,
types[Shared].fake_limit_type,
types[Shared].left_desync_value,
types[Shared].right_desync_value,
types[Shared].fake_option,
types[Shared].lby_mode,
types[Shared].freestand_desync,
types[Shared].desync_on_shot,
types[Shared].fakelag_value,
types[Shared].random_value,
types[anti_aim_preset].yaw_add_r,
types[anti_aim_preset].yaw_add_l,
types[anti_aim_preset].jitter_mode,
types[anti_aim_preset].jitter,
types[anti_aim_preset].jitter_value_min,
types[anti_aim_preset].jitter_value_max,
types[anti_aim_preset].fake_limit_type,
types[anti_aim_preset].left_desync_value,
types[anti_aim_preset].right_desync_value,
types[anti_aim_preset].fake_option,
types[anti_aim_preset].lby_mode,
types[anti_aim_preset].freestand_desync,
types[anti_aim_preset].desync_on_shot,
types[anti_aim_preset].fakelag_value,
types[anti_aim_preset].random_value,
types[Manual].yaw_add_r,
types[Manual].yaw_add_l,
types[Manual].jitter_mode,
types[Manual].jitter,
types[Manual].jitter_value_min,
types[Manual].jitter_value_max,
types[Manual].fake_limit_type,
types[Manual].left_desync_value,
types[Manual].right_desync_value,
types[Manual].fake_option,
types[Manual].lby_mode,
types[Manual].freestand_desync,
types[Manual].desync_on_shot,
types[Manual].fakelag_value,
types[Manual].random_value,
jitter_b1,
lby_mode_b1,
jitter_b2,
lby_mode_b2,
jitter_b3,
lby_mode_b3,
jitter_b4,
lby_mode_b4,
yaw_add_l_b1,
yaw_add_r_b1,
jitter_value_b1,
phase1,
yaw_add_l_b2,
yaw_add_r_b2,
jitter_value_b2,
phase2,
yaw_add_l_b3,
yaw_add_r_b3,
jitter_value_b3,
phase3,
yaw_add_l_b4,
yaw_add_r_b4,
jitter_value_b4,
phase4,
indicators_style,
indicators_add,
teleport_weapons,
screen_dmg_x,
screen_dmg_y,
vel_mod_add_x,
vel_mod_add_y,
alpha_slider,
keybinds_x,
keybinds_y
},
floats = {
},
strings = {
},
colors = {
Hitmarker,
auto_peek,
penetration,
accent_color
}
}
de_en_coding = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/='
function encode(data)
return ((data:gsub('.', function(x)
local r,de_en_coding='',x:byte()
for i=8,1,-1 do r=r..(de_en_coding%2^i-de_en_coding%2^(i-1)>0 and '1' or '0') end
return r;
end)..'0000'):gsub('%d%d%d?%d?%d?%d?', function(x)
if (#x < 6) then return '' end
local c=0
for i=1,6 do c=c+(x:sub(i,i)=='1' and 2^(6-i) or 0) end
return de_en_coding:sub(c+1,c+1)
end)..({ '', '==', '=' })[#data%3+1])
end
function decode(data)
data = string_gsub(data, '[^'..de_en_coding..'=]', '')
return (data:gsub('.', function(x)
if (x == '=') then return '' end
local r,f='',(de_en_coding:find(x)-1)
for i=6,1,-1 do r=r..(f%2^i-f%2^(i-1)>0 and '1' or '0') end
return r;
end):gsub('%d%d%d?%d?%d?%d?%d?%d?', function(x)
if (#x ~= 8) then return '' end
local c=0
for i=1,8 do c=c+(x:sub(i,i)=='1' and 2^(8-i) or 0) end
return string_char(c)
end))
end
export_cfg:RegisterCallback(function()
local Code = {{}, {}, {}, {}, {}}
for _, bools in pairs(cfg_data.bools) do
table_insert(Code[1], bools:GetBool())
end
for _, ints in pairs(cfg_data.ints) do
table_insert(Code[2], ints:GetInt())
end
for _, floats in pairs(cfg_data.floats) do
table_insert(Code[3], floats:GetFloat())
end
for _, strings in pairs(cfg_data.strings) do
table_insert(Code[4], strings:GetString())
end
for _, colors in pairs(cfg_data.colors) do
local clr = colors:GetColor()
table_insert(Code[5], string_format('%02X%02X%02X%02X', math_floor(clr.r * 255), math_floor(clr.g * 255), math_floor(clr.b * 255), math_floor(clr.a * 255)))
end
Clipboard.Set(encode(JSON.stringify(Code)))
end)
function loadcfg(text)
decode_cfg = JSON.parse(decode(text))
if decode_cfg == nil then
print('Error!')
else
for k, v in pairs(decode_cfg) do
k = ({[1] = 'bools', [2] = 'ints', [3] = 'floats', [4] = 'strings', [5] = 'colors'})[k]
for k2, v2 in pairs(v) do
if (k == 'bools') then
cfg_data[k][k2]:SetBool(v2)
end
if (k == 'ints') then
cfg_data[k][k2]:SetInt(v2)
end
if (k == 'floats') then
cfg_data[k][k2]:SetFloat(v2)
end
if (k == 'strings') then
cfg_data[k][k2]:SetString(v2)
end
if (k == 'colors') then
cfg_data[k][k2]:SetColor(Color_new(tonumber('0x'..v2:sub(1, 2))/255, tonumber('0x'..v2:sub(3, 4))/255, tonumber('0x'..v2:sub(5, 6))/255, tonumber('0x'..v2:sub(7, 8))/255))
end
end
end
end
end
import_cfg:RegisterCallback(function()
loadcfg(Clipboard.Get())
end)
default_cfg:RegisterCallback(function()
Http.GetAsync('https://www.toptal.com/developers/hastebin/raw/ovosovobuh', function(url_content)
loadcfg(url_content)
end)
end)
Cheat_RegisterCallback("frame_stage", function(s)
if not EngineClient_IsInGame() or not EngineClient_IsConnected() or EntityList_GetLocalPlayer() == nil then return end
if s == 5 then
on_run_command()
if request_time + 1 < GlobalVars.curtime then
frametime = GlobalVars.frametime
request_time = GlobalVars.curtime
table_insert(frametimes, 1, frametime)
if #frametimes > 4 then
table_remove(frametimes, i)
end
end
end
end)
Cheat_RegisterCallback('registered_shot', function(shot)
reg_shot(shot)
if advanced_shot_logger:GetBool() then
registered_shot(shot)
end
end)
Cheat_RegisterCallback('destroy', function()
Menu_FindVar('Visuals', 'View', 'Camera', 'Remove Scope'):SetInt(ref_remove_scope)
CVar_FindVar('sv_disable_radar'):SetInt(0);
end)
Cheat_RegisterCallback('createmove', function(cmd)
if roll_aa_active == true then
actual_move = Vector2_new(cmd.forwardmove, cmd.sidemove) / 2
else
actual_move = Vector2_new(cmd.forwardmove, cmd.sidemove)
end
roll_move_fix(cmd)
update_choked()
end)
Cheat_RegisterCallback('prediction', function(cmd)
if proper_baim:GetBool() then
proper_baim_lethal()
end
teleport_in_air()
dormant_aimbot(cmd)
anti_aims(cmd)
if idealpeek:GetBool() then
ideal_peek()
end
end)
Cheat_RegisterCallback('pre_prediction', function(cmd)
if penetration:GetBool() then
prenetration_prediction()
end
end)
Cheat_RegisterCallback('events', function(e)
load_markers_modules(e)
resetter(e)
anti_bruteforcee(e)
if hitsound_custom:GetBool() then
custom_hitsound(e)
end
if shit_talk:GetBool() then
trashtalk(e)
end
end)
--anti_bruteforce_work.phases:SetVisible(false)
Cheat_RegisterCallback('draw', function()
if penetration:GetBool() then
penetration_ind()
end
if Hitmarker:GetBool() then
damage_markerd()
move_position()
end
if auto_peek:GetBool() then
autopeek()
end
if custom_scope_switch:GetBool() then
custom_scope()
end
if clan_tag:GetBool() then
clantag()
end
handle_brutforcetime()
indicators()
log_draw()
if windows_value:Get(2) then
keybinds()
end
if windows_value:Get(1) then
watermark()
end
if windows_value:Get(3) or windows_value:Get(4) then
solus_ui()
end
if Cheat_IsMenuVisible() then
dormant_mindmg:SetVisible(dormant_aim:GetBool())
air_hitchance_value:SetVisible(air_hitchance:GetBool())
noscope_hitchance_value:SetVisible(noscope_hitchance:GetBool())
teleport_weapons:SetVisible(auto_teleport_in_air:GetBool())
for k,v in pairs(types) do
for i,data in pairs(v) do
if conditions:GetBool() and enable__aa:GetBool() then data:SetVisible(type:Get()+1 == k and enable__aa:GetBool()) else data:SetVisible(9 == k and enable__aa:GetBool()) end
if conditions:GetBool() and enable__aa:GetBool() and type:Get() == 8 then
data:SetVisible(false)
end
end
end
avoid_backstab:SetVisible(enable__aa:GetBool())
conditions:SetVisible(enable__aa:GetBool())
type:SetVisible(conditions:GetBool() and enable__aa:GetBool())
yaw_on_use:SetVisible(override_on_use:GetBool() and conditions:GetBool() and enable__aa:GetBool() and type:Get() == 1)
override_on_use:SetVisible(type:Get() == 1 and conditions:GetBool() and enable__aa:GetBool() )
override_stand:SetVisible(type:Get() == 2 and conditions:GetBool() and enable__aa:GetBool() )
override_crouch:SetVisible(type:Get() == 3 and conditions:GetBool() and enable__aa:GetBool() )
override_slowwalk:SetVisible(type:Get() == 4 and conditions:GetBool() and enable__aa:GetBool() )
override_move:SetVisible(type:Get() == 5 and conditions:GetBool() and enable__aa:GetBool() )
override_air:SetVisible(type:Get() == 6 and conditions:GetBool() and enable__aa:GetBool())
override_manual:SetVisible(type:Get() == 7 and conditions:GetBool() and enable__aa:GetBool())
enabled_antibrute:SetVisible(type:Get() == 8 and conditions:GetBool() and enable__aa:GetBool())
enable_b2:SetVisible(type:Get() == 8 and conditions:GetBool() and enable__aa:GetBool() )
yaw_add_l_b1:SetVisible(type:Get() == 8 and conditions:GetBool() and enable__aa:GetBool() )
yaw_add_r_b1:SetVisible(type:Get() == 8 and conditions:GetBool() and enable__aa:GetBool() )
jitter_b1:SetVisible(type:Get() == 8 and enable__aa:GetBool() )
jitter_value_b1:SetVisible(type:Get() == 8 and conditions:GetBool() and enable__aa:GetBool() )
lby_mode_b1:SetVisible(type:Get() == 8 and conditions:GetBool() and enable__aa:GetBool() )
phase1:SetVisible(type:Get() == 8 and conditions:GetBool() and enable__aa:GetBool() )
teamskeet_kb:SetVisible(windows_value:Get(2))
gradient:SetVisible(windows_value:Get(2) and teamskeet_kb:Get() == 0)
yaw_add_l_b2:SetVisible(type:Get() == 8 and conditions:GetBool() and enable__aa:GetBool() and enable_b2:GetBool() )
yaw_add_r_b2:SetVisible(type:Get() == 8 and conditions:GetBool() and enable__aa:GetBool() and enable_b2:GetBool() )
jitter_b2:SetVisible(type:Get() == 8 and conditions:GetBool() and enable__aa:GetBool() and enable_b2:GetBool() )
jitter_value_b2:SetVisible(type:Get() == 8 and conditions:GetBool() and enable__aa:GetBool() and enable_b2:GetBool() )
lby_mode_b2:SetVisible(type:Get() == 8 and conditions:GetBool() and enable__aa:GetBool() and enable_b2:GetBool() )
phase2:SetVisible(type:Get() == 8 and conditions:GetBool() and enable__aa:GetBool() and enable_b2:GetBool() )
enable_b3:SetVisible(type:Get() == 8 and conditions:GetBool() and enable__aa:GetBool() and enable_b2:GetBool() )
yaw_add_l_b3:SetVisible(type:Get() == 8 and conditions:GetBool() and enable__aa:GetBool() and enable_b3:GetBool() and enable_b2:GetBool() )
yaw_add_r_b3:SetVisible(type:Get() == 8 and conditions:GetBool() and enable__aa:GetBool() and enable_b3:GetBool() and enable_b2:GetBool() )
jitter_b3:SetVisible(type:Get() == 8 and conditions:GetBool() and enable__aa:GetBool() and enable_b3:GetBool() and enable_b2:GetBool() )
jitter_value_b3:SetVisible(type:Get() == 8 and conditions:GetBool() and enable__aa:GetBool() and enable_b3:GetBool() and enable_b2:GetBool() )
lby_mode_b3:SetVisible(type:Get() == 8 and conditions:GetBool() and enable__aa:GetBool() and enable_b3:GetBool() and enable_b2:GetBool() )
phase3:SetVisible(type:Get() == 8 and conditions:GetBool() and enable__aa:GetBool() and enable_b3:GetBool() and enable_b2:GetBool() )
penetration_position:SetVisible(penetration:GetBool())
penetration_rainbow:SetVisible(penetration:GetBool())
penetration_speed:SetVisible(penetration:GetBool())
enable_b4:SetVisible(type:Get() == 8 and conditions:GetBool() and enable__aa:GetBool() and enable_b3:GetBool() and enable_b2:GetBool() )
yaw_add_l_b4:SetVisible(type:Get() == 8 and conditions:GetBool() and enable__aa:GetBool() and enable_b4:GetBool() and enable_b3:GetBool() and enable_b2:GetBool() )
yaw_add_r_b4:SetVisible(type:Get() == 8 and conditions:GetBool() and enable__aa:GetBool() and enable_b4:GetBool() and enable_b3:GetBool() and enable_b2:GetBool() )
jitter_b4:SetVisible(type:Get() == 8 and conditions:GetBool() and enable__aa:GetBool() and enable_b4:GetBool() and enable_b3:GetBool() and enable_b2:GetBool() )
jitter_value_b4:SetVisible(type:Get() == 8 and conditions:GetBool() and enable__aa:GetBool() and enable_b4:GetBool() and enable_b3:GetBool() and enable_b2:GetBool() )
lby_mode_b4:SetVisible(type:Get() == 8 and conditions:GetBool() and enable__aa:GetBool() and enable_b4:GetBool() and enable_b3:GetBool() and enable_b2:GetBool() )
phase4:SetVisible(type:Get() == 8 and conditions:GetBool() and enable__aa:GetBool() and enable_b4:GetBool() and enable_b3:GetBool() and enable_b2:GetBool() )
indicators_add:SetVisible(indicators_style:GetBool(1))
alpha_slider:SetVisible(windows_value:Get(2) or windows_value:Get(3) or windows_value:Get(4) or windows_value:Get(1))
blur_back:SetVisible(windows_value:Get(2) or windows_value:Get(3) or windows_value:Get(4) or windows_value:Get(1))
scope_size:SetVisible(custom_scope_switch:GetBool())
scope_gap:SetVisible(custom_scope_switch:GetBool())
scope_color:SetVisible(custom_scope_switch:GetBool())
screen_dmg_x:SetVisible(screen_dmg:GetBool())
vel_mod_add_x:SetVisible(vel_mod_ind:GetBool())
vel_mod_add_y:SetVisible(vel_mod_ind:GetBool())
screen_dmg_y:SetVisible(screen_dmg:GetBool())
end
end)
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