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Автор темы
- #1
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
вопрос без рофла, правда интересно что можно с этим реализовать, я не разбираюсь, но хотел бы научиться
open libs: ffi, debug, bit32, base, string, math, package, table
user type: user_cmd
{
cmd_number ( returns cmd_number ),
tick_count ( returns tick_count,
pitch ( returns pitch val ),
yaw ( returns yaw val ),
fwd_move ( returns current x_move direction ),
side_move ( returns current y_move_direction )
}
user_type: vec3_t
{
x,
y,
z,
length,
length_sqr,
length_2d,
length_2d_sqr,
normalize
}
user_type con_var
{
get_int,
get_float,
get_string,
set_int ( val ),
set_float ( val ),
set_string ( val )
}
user_type color
{
r,
g,
b,
a
}
TABLES:
entity table:
{
get_players ( bool only_enemies ) -> returns vector with all players -> if argument is true -> returns only enemy players
get_ents ( char* name ) -> returns all ents from current client class
get_class_name ( int index ) -> returns class name of the entity
get_local_player ( ) -> returns local player index
get_velocity ( int index ) -> returns ent velocity
get_origin ( int index ) -> returns ent origin
is_alive ( int index ) -> returns true if ent is alive
is_local_being_observer_target ( int index ) -> returns true if entity is observing local player
is_enemy ( int index ) -> returns true if entity is an enemy
is_scoped ( int index ) -> returns true if entity is scoped
get_player_name ( int index ) -> returns entity name
get_prop ( int index, char* name ) -> returns prop value
set_prop ( int index, char* name, value, arr_index ) -> set an value to the prop, 4-th parameter is arr index if prop is an array
}
client table:
{
get_screen_width ( ),
get_screen_height ( ),
exec ( char* cmd ) -> executes your cmd in console,
random_float ( float min, float max ),
random_int ( int min, int max ),
eye_position ( ) -> returns your eye direction in world ( vec3_t )
add_log ( string, col_t ),
in_game ( ),
add_callback ( char* name, function ) -> there's only 2 callbacks -> ( on_create_move ( your function will be called every tick ), on_paint ( use it for only drawings ( called every frame ) ) )
}
globals table:
{
abs_frame_time,
cur_time,
real_time,
frame_count,
frame_time,
max_client,
tick_count,
interval_per_tick
}
render table:
{
world_to_screen ( vec3_t world ),
draw_text ( float x, float y, col_t clr, string, int font, bool outline ) -> there's only 4 fonts u can use for now
there's their enums:
0 - museo_sans
1 - tahoma
2 - segoe_ui
3 - 04b03
draw_line ( float x, float y, float_x, float_y, col_t clr )
draw_rect (float x, float y, float_x, float_y, col_t clr )
draw_rect_filled ( float x, float y, float h, float w, col_t clr, float rounding
}
cvar table:
find ( char* name )
keys table:
get_dt_state ( ),
get_hs_state ( ),
get_roll_lean_state ( ),
get_slow_walk_state ( ),
get_third_person_state ( )
anti_aims table:
change_jitter_value ( float val ),
change_desync_value ( float val ),
change_roll_value ( float val ),
change_fake_lags_value ( float val )
user type: user_cmd
{
cmd_number ( returns cmd_number ),
tick_count ( returns tick_count,
pitch ( returns pitch val ),
yaw ( returns yaw val ),
fwd_move ( returns current x_move direction ),
side_move ( returns current y_move_direction )
}
user_type: vec3_t
{
x,
y,
z,
length,
length_sqr,
length_2d,
length_2d_sqr,
normalize
}
user_type con_var
{
get_int,
get_float,
get_string,
set_int ( val ),
set_float ( val ),
set_string ( val )
}
user_type color
{
r,
g,
b,
a
}
TABLES:
entity table:
{
get_players ( bool only_enemies ) -> returns vector with all players -> if argument is true -> returns only enemy players
get_ents ( char* name ) -> returns all ents from current client class
get_class_name ( int index ) -> returns class name of the entity
get_local_player ( ) -> returns local player index
get_velocity ( int index ) -> returns ent velocity
get_origin ( int index ) -> returns ent origin
is_alive ( int index ) -> returns true if ent is alive
is_local_being_observer_target ( int index ) -> returns true if entity is observing local player
is_enemy ( int index ) -> returns true if entity is an enemy
is_scoped ( int index ) -> returns true if entity is scoped
get_player_name ( int index ) -> returns entity name
get_prop ( int index, char* name ) -> returns prop value
set_prop ( int index, char* name, value, arr_index ) -> set an value to the prop, 4-th parameter is arr index if prop is an array
}
client table:
{
get_screen_width ( ),
get_screen_height ( ),
exec ( char* cmd ) -> executes your cmd in console,
random_float ( float min, float max ),
random_int ( int min, int max ),
eye_position ( ) -> returns your eye direction in world ( vec3_t )
add_log ( string, col_t ),
in_game ( ),
add_callback ( char* name, function ) -> there's only 2 callbacks -> ( on_create_move ( your function will be called every tick ), on_paint ( use it for only drawings ( called every frame ) ) )
}
globals table:
{
abs_frame_time,
cur_time,
real_time,
frame_count,
frame_time,
max_client,
tick_count,
interval_per_tick
}
render table:
{
world_to_screen ( vec3_t world ),
draw_text ( float x, float y, col_t clr, string, int font, bool outline ) -> there's only 4 fonts u can use for now
there's their enums:
0 - museo_sans
1 - tahoma
2 - segoe_ui
3 - 04b03
draw_line ( float x, float y, float_x, float_y, col_t clr )
draw_rect (float x, float y, float_x, float_y, col_t clr )
draw_rect_filled ( float x, float y, float h, float w, col_t clr, float rounding
}
cvar table:
find ( char* name )
keys table:
get_dt_state ( ),
get_hs_state ( ),
get_roll_lean_state ( ),
get_slow_walk_state ( ),
get_third_person_state ( )
anti_aims table:
change_jitter_value ( float val ),
change_desync_value ( float val ),
change_roll_value ( float val ),
change_fake_lags_value ( float val )
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