China Hat srcищу код China Hat и Angel Halo
local lp = EntityList.GetLocalPlayer() --
--elements
--local enable = ui.new_checkbox("LUA", "A", "Enable China hat", true)
local enable = Menu.Switch("Neverlose", "Enable China hat", false)
--local color = ui.new_color_picker("LUA", "A", "China color", 0, 255, 255, 255)
local color = Menu.ColorEdit("Neverlose", "China color", Color.new(1.0, 1.0, 1.0, 1.0))
--local gradient = ui.new_checkbox("LUA", "A", "Gradient")
local gradient = Menu.Switch("Neverlose", "Gradient", false)
--local speed = ui.new_slider("LUA", "A", "Speed \n China", 1, 10, 5)
local speed = Menu.SliderInt("Neverlose", "Speed China", 5, 1, 10)
local thirdperson = Menu.FindVar("Visuals", "View", "Thirdperson", "Enable Thirdperson")
--{ui.reference("Visuals", "Effects", "Force third person (alive)")}
--cope triangle function (by some nigga on forums)
local renderer_triangle = function(v2_A, v2_B, v2_C, r, g, b, a)
local function i(j,k,l)
local m=(k.y-j.y)*(l.x-k.x)-(k.x-j.x)*(l.y-k.y)
if m<0 then return true end
return false
end
if i(v2_A,v2_B,v2_C) then Render.PolyFilled(Color.new(r,g,b,a), Vector2.new(v2_A.x,v2_A.y), Vector2.new(v2_B.x,v2_B.y), Vector2.new(v2_C.x,v2_C.y))
elseif i(v2_A,v2_C,v2_B) then Render.PolyFilled(Color.new(r,g,b,a), Vector2.new(v2_A.x,v2_A.y), Vector2.new(v2_C.x,v2_C.y), Vector2.new(v2_B.x,v2_B.y))
elseif i(v2_B,v2_C,v2_A) then Render.PolyFilled(Color.new(r,g,b,a), Vector2.new(v2_B.x,v2_B.y), Vector2.new(v2_C.x,v2_C.y), Vector2.new(v2_A.x,v2_A.y))
elseif i(v2_B,v2_A,v2_C) then Render.PolyFilled(Color.new(r,g,b,a), Vector2.new(v2_B.x,v2_B.y), Vector2.new(v2_A.x,v2_A.y), Vector2.new(v2_C.x,v2_C.y))
elseif i(v2_C,v2_A,v2_B) then Render.PolyFilled(Color.new(r,g,b,a), Vector2.new(v2_C.x,v2_C.y), Vector2.new(v2_A.x,v2_A.y), Vector2.new(v2_B.x,v2_B.y))
else Render.PolyFilled(Color.new(r,g,b,a), Vector2.new(v2_C.x,v2_C.y), Vector2.new(v2_B.x,v2_B.y), Vector2.new(v2_A.x,v2_A.y)) end
end
--Pasted from internet
local function hsv_to_rgb(h, s, v)
local r, g, b
local i = math.floor(h * 6);
local f = h * 6 - i;
local p = v * (1 - s);
local q = v * (1 - f * s);
local t = v * (1 - (1 - f) * s);
i = i % 6
if i == 0 then r, g, b = v, t, p
elseif i == 1 then r, g, b = q, v, p
elseif i == 2 then r, g, b = p, v, t
elseif i == 3 then r, g, b = p, q, v
elseif i == 4 then r, g, b = t, p, v
elseif i == 5 then r, g, b = v, p, q
end
return Color.new(r, g, b)
end
local function world_circle(origin, size)
if origin.x == nil then
return
end
local last_point = nil
--Get shit
local gradient_g = gradient:GetBool()
local color_g = color:GetColor()
for i = 0, 360, 5 do
local new_point = Vector.new(origin.x - (math.sin(math.rad(i)) * size), origin.y - (math.cos(math.rad(i)) * size), origin.z)
--local actual_color = color_g -- no need
if gradient_g then
local hue_offset = 0
hue_offset = ((GlobalVars.realtime * (speed:GetInt() * 50)) + i) % 360
hue_offset = math.min(360, math.max(0, hue_offset))
local r, g, b = hsv_to_rgb(hue_offset / 360, 1, 1).r, hsv_to_rgb(hue_offset / 360, 1, 1).g, hsv_to_rgb(hue_offset / 360, 1, 1).b
color_g = Color.new(r, g, b)
end
--Draw line and polygon
if last_point ~= nil then
local old_screen_point = Render.WorldToScreen(Vector.new(last_point.x, last_point.y, last_point.z))
local new_screen_point = Render.WorldToScreen(Vector.new(new_point.x, new_point.y, new_point.z))
local origin_screen_point = Render.WorldToScreen(Vector.new(origin.x, origin.y, origin.z + 8))
if old_screen_point.x ~= nil and new_screen_point.x ~= nil and origin_screen_point.x ~= nil then
renderer_triangle(Vector2.new(old_screen_point.x, old_screen_point.y), Vector2.new(new_screen_point.x, new_screen_point.y), Vector2.new(origin_screen_point.x, origin_screen_point.y), color_g.r, color_g.g, color_g.b, 50/255)
Render.Line(Vector2.new(old_screen_point.x, old_screen_point.y), Vector2.new(new_screen_point.x, new_screen_point.y), Color.new(color_g.r, color_g.g, color_g.b, 255/255))
--renderer.line(old_screen_point.x, old_screen_point.y, new_screen_point.x, new_screen_point.y, color_g.r, color_g.g, color_g.b, 255)
end
end
--Update
last_point = new_point
end
end
Cheat.RegisterCallback("draw", function()
--
local master_state = enable:GetBool()
if not master_state or not thirdperson:GetBool() or lp == nil then
return
end
local localplayer = EntityList.GetClientEntity(EngineClient.GetLocalPlayer())
local player_local = localplayer:GetPlayer()
local hitbox_center = player_local:GetHitboxCenter(0)
world_circle(hitbox_center, 10)
end)
Проект предоставляет различный материал, относящийся к сфере киберспорта, программирования, ПО для игр, а также позволяет его участникам общаться на многие другие темы. Почта для жалоб: admin@yougame.biz