local state = {}
local vars = {}
local logs = {}
---------------------------------AntiAim
--MenuFind (Angles)
Pitch = menu.find("antiaim","main", "angles","pitch")
YawBase = menu.find("antiaim","main", "angles","yaw base")
yawAdd = menu.find("antiaim","main", "angles","yaw add")
Rotate = menu.find("antiaim","main", "angles","rotate")
Rotate_range = menu.find("antiaim","main", "angles","rotate range")
Rotate_speed = menu.find("antiaim","main", "angles","rotate speed")
Jitter = menu.find("antiaim","main", "angles","jitter mode")
Jitter_add = menu.find("antiaim","main", "angles","jitter add")
BodyLean = menu.find("antiaim","main", "angles","body lean")
BodyLean_value = menu.find("antiaim","main", "angles","body lean value")
BodyLean_Moving = menu.find("antiaim","main", "angles","moving body lean")
Extend_angles = menu.find("antiaim","main", "extended angles","enable while moving")
Extend_pitch = menu.find("antiaim","main", "extended angles","pitch")
Extend_type = menu.find("antiaim","main", "extended angles","type")
Extend_offset = menu.find("antiaim","main", "extended angles","offset")
AntiBruteForce = menu.find("antiaim","main", "desync","anti bruteforce")
OnShot = menu.find("antiaim","main", "desync","on shot")
--MenuFind (Desync/Stand)
side_stand = menu.find("antiaim","main", "desync","side#stand")
llimit_stand = menu.find("antiaim","main", "desync","left amount#stand")--1
rlimit_stand = menu.find("antiaim","main", "desync","right amount#stand")--2
--MenuFind (Desync/Move)
Ovveride_move = menu.find("antiaim","main", "desync","override stand#move")
side_move = menu.find("antiaim","main", "desync","side#move")
llimit_move = menu.find("antiaim","main", "desync","left amount#move")
rlimit_move = menu.find("antiaim","main", "desync","right amount#move")
--MenuFind (Desync/Slowwalk)
Ovveride_SlowWalk = menu.find("antiaim","main", "desync","override stand#slow walk")
side_SlowWalk = menu.find("antiaim","main", "desync","side#slow walk")
llimit_SlowWalk = menu.find("antiaim","main", "desync","left amount#slow walk")
rlimit_SlowWalk = menu.find("antiaim","main", "desync","right amount#slow walk")
--MenuAdd
AAMainType = menu.add_selection("AA Builder By HeviSlav","Status",{"Standing", "Moving", "SlowWalking", "Jumping", "AirDuck", "Crouch Moving"})
StayAmounds = menu.add_checkbox("InfoBar","Console Info")
--Standing
MainStayYaw = menu.add_slider( "AA Builder By HeviSlav", "Main Yaw", -180, 180 )
AATypeStay = menu.add_selection("AA Builder By HeviSlav","HevisAA Presets",{"Jitter", "L", "R"})
AntiAim_YawStay = menu.add_slider( "AA Builder By HeviSlav", "L Yaw", -180, 180 )
AntiAim_LeftStay = menu.add_slider( "AA Builder By HeviSlav", "L Fake", 0, 100 )
AntiAim_Yaw2Stay = menu.add_slider( "AA Builder By HeviSlav", "R Yaw", -180, 180 )
AntiAim_RightStay = menu.add_slider( "AA Builder By HeviSlav", "R Fake", 0, 100 )
--Moving
MainMovingYaw = menu.add_slider( "AA Builder By HeviSlav", "Main Yaw", -180, 180 )
AATypeMOVE = menu.add_selection("AA Builder By HeviSlav","HevisAA Presets",{"Jitter", "L", "R"})
AntiAim_YawMOVE = menu.add_slider( "AA Builder By HeviSlav", "L Yaw", -180, 180 )
AntiAim_LeftMOVE = menu.add_slider( "AA Builder By HeviSlav", "L Fake", 0, 100 )
AntiAim_Yaw2MOVE = menu.add_slider( "AA Builder By HeviSlav", "R Yaw", -180, 180 )
AntiAim_RightMOVE = menu.add_slider( "AA Builder By HeviSlav", "R Fake", 0, 100 )
--SlowWalking
MainSloWWalkingYaw = menu.add_slider( "AA Builder By HeviSlav", "Main Yaw", -180, 180 )
AATypeSlowWalk = menu.add_selection("AA Builder By HeviSlav","HevisAA Presets",{"Jitter", "L", "R"})
AntiAim_YawSlowWalk = menu.add_slider( "AA Builder By HeviSlav", "L Yaw", -180, 180 )
AntiAim_LeftSlowWalk = menu.add_slider( "AA Builder By HeviSlav", "L Fake", 0, 100 )
AntiAim_YawSlowWalk2 = menu.add_slider( "AA Builder By HeviSlav", "R Yaw", -180, 180 )
AntiAim_RightSlowWalk = menu.add_slider( "AA Builder By HeviSlav", "R Fake", 0, 100 )
--Jumping
MainJumpingYaw = menu.add_slider( "AA Builder By HeviSlav", "Main Yaw", -180, 180 )
AATypeJumpo = menu.add_selection("AA Builder By HeviSlav","HevisAA Presets",{"Jitter", "L", "R"})
AntiAim_YawJumpo = menu.add_slider( "AA Builder By HeviSlav", "L Yaw", -180, 180 )
AntiAim_LeftJumpo = menu.add_slider( "AA Builder By HeviSlav", "L Fake", 0, 100 )
AntiAim_Yaw2Jumpo = menu.add_slider( "AA Builder By HeviSlav", "R Yaw", -180, 180 )
AntiAim_RightJumpo = menu.add_slider( "AA Builder By HeviSlav", "R Fake", 0, 100 )
--AirDuck
MainAirDuckYaw = menu.add_slider( "AA Builder By HeviSlav", "Main Yaw", -180, 180 )
AATypeAirDuck = menu.add_selection("AA Builder By HeviSlav","HevisAA Presets",{"Jitter", "L", "R"})
AntiAim_YawAirDuck = menu.add_slider( "AA Builder By HeviSlav", "L Yaw", -180, 180 )
AntiAim_LeftAirDuck = menu.add_slider( "AA Builder By HeviSlav", "L Fake", 0, 100 )
AntiAim_Yaw2AirDuck = menu.add_slider( "AA Builder By HeviSlav", "R Yaw", -180, 180 )
AntiAim_RightAirDuck = menu.add_slider( "AA Builder By HeviSlav", "R Fake", 0, 100 )
--Crouch
MainCrouchYaw = menu.add_slider( "AA Builder By HeviSlav", "Main Yaw", -180, 180 )
AATypeSkrcMoving = menu.add_selection("AA Builder By HeviSlav","HevisAA Presets",{"Jitter", "L", "R"})
AntiAim_YawSkrcMoving = menu.add_slider( "AA Builder By HeviSlav", "L Yaw", -180, 180 )
AntiAim_LeftStaySkrcMoving = menu.add_slider( "AA Builder By HeviSlav", "L Fake", 0, 100 )
AntiAim_Yaw2SkrcMoving = menu.add_slider( "AA Builder By HeviSlav", "R Yaw", -180, 180 )
AntiAim_RightStaySkrcMoving = menu.add_slider( "AA Builder By HeviSlav", "R Fake", 0, 100 )
AmtiAim_text1 = menu.add_text("AA Builder By HeviSlav", "")
AmtiAim_text2 = menu.add_text("AA Builder By HeviSlav", "-------------------------------------------------------------------")
AmtiAim_text3 = menu.add_text("AA Builder By HeviSlav", " -----ZDE JE JIŽ PRO VŠECHNY STATES SPOLEČNÉ-----")
AmtiAim_text4 = menu.add_text("AA Builder By HeviSlav", "-------------------------------------------------------------------")
AmtiAim_text5 = menu.add_text("AA Builder By HeviSlav", "")
AntiAim_YawBasew = menu.add_selection("AA Builder By HeviSlav", "Pitch",{"None", "Down", "Up", "Zero", "Jitter"})
AntiAim_YawBased = menu.add_selection("AA Builder By HeviSlav", "Yaw Base",{"None", "ViewAngle", "At Target (CroSSHair)", "Ad Target (Distance)", "Velocity"})
AntiAim_AntiBruteForce = menu.add_checkbox("AA Builder By HeviSlav", "AntiBruteForce")
AntiAim_OnShot = menu.add_selection("AA Builder By HeviSlav", "OnShot",{"None", "Opposite", "Same Side", "Random"})
AntiAim_Spin = menu.add_checkbox("AA Builder By HeviSlav", "Rotation")
AntiAim_SpinRange = menu.add_slider( "AA Builder By HeviSlav", "Spin Range", 0, 360 )
AntiAim_SpinSpeed = menu.add_slider( "AA Builder By HeviSlav", "Spin Speed", 0, 100 )
AntiAim_Jitter = menu.add_selection("AA Builder By HeviSlav", "Jitter Presets",{"None", "Static", "Random"})
AntiAim_JitterRange = menu.add_slider( "AA Builder By HeviSlav", "Jitter Range", -180, 180 )
state.get_velocity = function(entity)
x = entity:get_prop("m_vecVelocity[0]")
y = entity:get_prop("m_vecVelocity[1]")
z = entity:get_prop("m_vecVelocity[2]")
if x == nil then return end
return math.sqrt(x*x + y*y + z*z)
end
state.Velocity_State = function()
-- localplayer
entity = entity_list.get_local_player()
velocity = math.floor(state.get_velocity(entity))
crouch_in_air = entity_list.get_local_player():get_prop("m_fFlags") == 262
jumping = bit.band(entity_list.get_local_player():get_prop("m_fFlags"), 1) == 0
if velocity > 1 and velocity <= 53 then
vars.player_state = "slow motion"
elseif velocity > 54 and velocity <= 81 then
vars.player_state = "CrouchMoving"
elseif jumping and not crouch_in_air then
vars.player_state = "jumping"
elseif velocity > 81 and not crouch_in_air then
-- moving
vars.player_state = "moving"
elseif crouch_in_air then
-- Air
vars.player_state = "air duck"
else
vars.player_state = "NotMovingg"
end
end
function AntiAim_AAPresets()
if not engine.is_in_game() then return end
if entity_list.get_local_player() == nil then return end
if entity_list.get_local_player():is_alive() == (false) then return end
TimerZeroToOne = not TimerZeroToOne if TimerZeroToOne then TimerFunction = 1 else TimerFunction = 0 end
Standing = vars.player_state == "NotMovingg"
Moving = vars.player_state == "moving"
SloWWalk = vars.player_state == "slow motion"
In_Air = vars.player_state == "jumping"
Air_crouch = vars.player_state == "air duck"
CruochMovingL = vars.player_state == "CrouchMoving"
Ovveride_move:set(true)
Ovveride_SlowWalk:set(true)
Pitch:set(AntiAim_YawBasew:get())
YawBase:set(AntiAim_YawBased:get())
AntiBruteForce:set(AntiAim_AntiBruteForce:get())
OnShot:set(AntiAim_OnShot:get())
Rotate:set(AntiAim_Spin:get())
Rotate_range:set(AntiAim_SpinRange:get())
Rotate_speed:set(AntiAim_SpinSpeed:get())
Jitter:set(AntiAim_Jitter:get())
Jitter_add:set(AntiAim_JitterRange:get())
if Standing then --Standing
if AATypeStay:get() == 1 then
if TimerZeroToOne then
yawAdd:set(AntiAim_YawStay:get()+MainStayYaw:get())
side_stand:set(2)
llimit_stand:set(AntiAim_LeftStay:get())
else
yawAdd:set(AntiAim_Yaw2Stay:get()+MainStayYaw:get())
side_stand:set(3)
rlimit_stand:set(AntiAim_RightStay:get())
end
elseif AATypeStay:get() == 2 then
yawAdd:set(AntiAim_YawStay:get()+MainStayYaw:get())
side_stand:set(2)
llimit_stand:set(AntiAim_LeftStay:get())
elseif AATypeStay:get() == 3 then
yawAdd:set(AntiAim_Yaw2Stay:get()+MainStayYaw:get())
side_stand:set(3)
rlimit_stand:set(AntiAim_RightStay:get())
end
elseif Moving then -- Moving
if AATypeMOVE:get() == 1 then
if TimerZeroToOne then
yawAdd:set(AntiAim_YawMOVE:get()+MainMovingYaw:get())
side_move:set(2)
llimit_move:set(AntiAim_LeftMOVE:get())
else
yawAdd:set(AntiAim_Yaw2MOVE:get()+MainMovingYaw:get())
side_move:set(3)
rlimit_move:set(AntiAim_RightMOVE:get())
end
elseif AATypeMOVE:get() == 2 then
yawAdd:set(AntiAim_YawMOVE:get()+MainMovingYaw:get())
side_move:set(2)
llimit_move:set(AntiAim_LeftMOVE:get())
elseif AATypeMOVE:get() == 3 then
yawAdd:set(AntiAim_Yaw2MOVE:get()+MainMovingYaw:get())
side_move:set(3)
rlimit_move:set(AntiAim_RightMOVE:get())
end
elseif SloWWalk then -- SloWWalking
if AATypeSlowWalk:get() == 1 then
if TimerZeroToOne then
yawAdd:set(AntiAim_YawSlowWalk:get()+MainSloWWalkingYaw:get())
side_SlowWalk:set(2)
llimit_SlowWalk:set(AntiAim_LeftSlowWalk:get())
else
yawAdd:set(AntiAim_YawSlowWalk2:get()+MainSloWWalkingYaw:get())
side_SlowWalk:set(3)
rlimit_SlowWalk:set(AntiAim_RightSlowWalk:get())
end
elseif AATypeSlowWalk:get() == 2 then
yawAdd:set(AntiAim_YawSlowWalk:get()+MainSloWWalkingYaw:get())
side_SlowWalk:set(2)
llimit_SlowWalk:set(AntiAim_LeftSlowWalk:get())
elseif AATypeSlowWalk:get() == 3 then
yawAdd:set(AntiAim_YawSlowWalk2:get()+MainSloWWalkingYaw:get())
side_SlowWalk:set(3)
rlimit_SlowWalk:set(AntiAim_RightSlowWalk:get())
end
elseif In_Air then -- In Air
if AATypeJumpo:get() == 1 then
if TimerZeroToOne then
yawAdd:set(AntiAim_YawJumpo:get()+MainJumpingYaw:get())
side_move:set(2)
llimit_move:set(AntiAim_LeftJumpo:get())
else
yawAdd:set(AntiAim_Yaw2Jumpo:get()+MainJumpingYaw:get())
side_move:set(3)
rlimit_move:set(AntiAim_RightJumpo:get())
end
elseif AATypeJumpo:get() == 2 then
yawAdd:set(AntiAim_YawJumpo:get()+MainJumpingYaw:get())
side_move:set(2)
llimit_move:set(AntiAim_LeftJumpo:get())
elseif AATypeJumpo:get() == 3 then
yawAdd:set(AntiAim_Yaw2Jumpo:get()+MainJumpingYaw:get())
side_move:set(3)
rlimit_move:set(AntiAim_RightJumpo:get())
end
elseif Air_crouch then -- Air_crouch
if AATypeAirDuck:get() == 1 then
if TimerZeroToOne then
yawAdd:set(AntiAim_YawAirDuck:get()+MainAirDuckYaw:get())
side_move:set(2)
llimit_move:set(AntiAim_LeftAirDuck:get())
else
yawAdd:set(AntiAim_Yaw2AirDuck:get()+MainAirDuckYaw:get())
side_move:set(3)
rlimit_move:set(AntiAim_RightAirDuck:get())
end
elseif AATypeAirDuck:get() == 2 then
yawAdd:set(AntiAim_YawAirDuck:get()+MainAirDuckYaw:get())
side_move:set(2)
llimit_move:set(AntiAim_LeftAirDuck:get())
elseif AATypeAirDuck:get() == 3 then
yawAdd:set(AntiAim_Yaw2AirDuck:get()+MainAirDuckYaw:get())
side_move:set(3)
rlimit_move:set(AntiAim_RightAirDuck:get())
end
elseif CruochMovingL then -- Cruoch Moving
if AATypeSkrcMoving:get() == 1 then
if TimerZeroToOne then
yawAdd:set(AntiAim_YawSkrcMoving:get()+MainCrouchYaw:get())
side_move:set(2)
llimit_move:set(AntiAim_LeftStaySkrcMoving:get())
else
yawAdd:set(AntiAim_Yaw2SkrcMoving:get()+MainCrouchYaw:get())
side_move:set(3)
rlimit_move:set(AntiAim_RightStaySkrcMoving:get())
end
elseif AATypeSkrcMoving:get() == 2 then
yawAdd:set(AntiAim_YawSkrcMoving:get()+MainCrouchYaw:get())
side_move:set(2)
llimit_move:set(AntiAim_LeftStaySkrcMoving:get())
elseif AATypeSkrcMoving:get() == 3 then
yawAdd:set(AntiAim_Yaw2SkrcMoving:get()+MainCrouchYaw:get())
side_move:set(3)
rlimit_move:set(AntiAim_RightStaySkrcMoving:get())
end
end
--InfoBar
if StayAmounds:get() then
print("Standing Yaw : "..yawAdd:get().."")
end
end
AmtiAim_text6 = menu.add_text("InfoBar", "L je většinou Menší")
AmtiAim_text7 = menu.add_text("InfoBar", "R je většinou Vetší")
function Visible()
--Standing
StantingAAPesets = AAMainType:get() == 1
AATypeStay:set_visible(StantingAAPesets)
AntiAim_YawStay:set_visible(StantingAAPesets)
AntiAim_Yaw2Stay:set_visible(StantingAAPesets)
AntiAim_LeftStay:set_visible(StantingAAPesets)
AntiAim_RightStay:set_visible(StantingAAPesets)
MainStayYaw:set_visible(StantingAAPesets)
MovingAAPesets = AAMainType:get() == 2
AATypeMOVE:set_visible(MovingAAPesets)
AntiAim_YawMOVE:set_visible(MovingAAPesets)
AntiAim_Yaw2MOVE:set_visible(MovingAAPesets)
AntiAim_LeftMOVE:set_visible(MovingAAPesets)
AntiAim_RightMOVE:set_visible(MovingAAPesets)
MainMovingYaw:set_visible(MovingAAPesets)
SloWWalkAAPesets = AAMainType:get() == 3
AATypeSlowWalk:set_visible(SloWWalkAAPesets)
AntiAim_YawSlowWalk:set_visible(SloWWalkAAPesets)
AntiAim_YawSlowWalk2:set_visible(SloWWalkAAPesets)
AntiAim_LeftSlowWalk:set_visible(SloWWalkAAPesets)
AntiAim_RightSlowWalk:set_visible(SloWWalkAAPesets)
MainSloWWalkingYaw:set_visible(SloWWalkAAPesets)
JumpingAAPesets = AAMainType:get() == 4
AATypeJumpo:set_visible(JumpingAAPesets)
AntiAim_YawJumpo:set_visible(JumpingAAPesets)
AntiAim_Yaw2Jumpo:set_visible(JumpingAAPesets)
AntiAim_LeftJumpo:set_visible(JumpingAAPesets)
AntiAim_RightJumpo:set_visible(JumpingAAPesets)
MainJumpingYaw:set_visible(JumpingAAPesets)
AirDuckAAPesets = AAMainType:get() == 5
AATypeAirDuck:set_visible(AirDuckAAPesets)
AntiAim_YawAirDuck:set_visible(AirDuckAAPesets)
AntiAim_Yaw2AirDuck:set_visible(AirDuckAAPesets)
AntiAim_LeftAirDuck:set_visible(AirDuckAAPesets)
AntiAim_RightAirDuck:set_visible(AirDuckAAPesets)
MainAirDuckYaw:set_visible(AirDuckAAPesets)
CrouchMovingAAPesets = AAMainType:get() == 6
AATypeSkrcMoving:set_visible(CrouchMovingAAPesets)
AntiAim_YawSkrcMoving:set_visible(CrouchMovingAAPesets)
AntiAim_Yaw2SkrcMoving:set_visible(CrouchMovingAAPesets)
AntiAim_LeftStaySkrcMoving:set_visible(CrouchMovingAAPesets)
AntiAim_RightStaySkrcMoving:set_visible(CrouchMovingAAPesets)
MainCrouchYaw:set_visible(CrouchMovingAAPesets)
end
callbacks.add(e_callbacks.PAINT, function()
AntiAim_AAPresets()
Visible()
end)
callbacks.add(e_callbacks.RUN_COMMAND, function(cmd)
--Velocity
state.Velocity_State()
end)
Кто этого чела кодить учил мне интересноНашёл какой-то аа билдер
опенсурс луа с форума прима:local state = {} local vars = {} local logs = {} ---------------------------------AntiAim --MenuFind (Angles) Pitch = menu.find("antiaim","main", "angles","pitch") YawBase = menu.find("antiaim","main", "angles","yaw base") yawAdd = menu.find("antiaim","main", "angles","yaw add") Rotate = menu.find("antiaim","main", "angles","rotate") Rotate_range = menu.find("antiaim","main", "angles","rotate range") Rotate_speed = menu.find("antiaim","main", "angles","rotate speed") Jitter = menu.find("antiaim","main", "angles","jitter mode") Jitter_add = menu.find("antiaim","main", "angles","jitter add") BodyLean = menu.find("antiaim","main", "angles","body lean") BodyLean_value = menu.find("antiaim","main", "angles","body lean value") BodyLean_Moving = menu.find("antiaim","main", "angles","moving body lean") Extend_angles = menu.find("antiaim","main", "extended angles","enable while moving") Extend_pitch = menu.find("antiaim","main", "extended angles","pitch") Extend_type = menu.find("antiaim","main", "extended angles","type") Extend_offset = menu.find("antiaim","main", "extended angles","offset") AntiBruteForce = menu.find("antiaim","main", "desync","anti bruteforce") OnShot = menu.find("antiaim","main", "desync","on shot") --MenuFind (Desync/Stand) side_stand = menu.find("antiaim","main", "desync","side#stand") llimit_stand = menu.find("antiaim","main", "desync","left amount#stand")--1 rlimit_stand = menu.find("antiaim","main", "desync","right amount#stand")--2 --MenuFind (Desync/Move) Ovveride_move = menu.find("antiaim","main", "desync","override stand#move") side_move = menu.find("antiaim","main", "desync","side#move") llimit_move = menu.find("antiaim","main", "desync","left amount#move") rlimit_move = menu.find("antiaim","main", "desync","right amount#move") --MenuFind (Desync/Slowwalk) Ovveride_SlowWalk = menu.find("antiaim","main", "desync","override stand#slow walk") side_SlowWalk = menu.find("antiaim","main", "desync","side#slow walk") llimit_SlowWalk = menu.find("antiaim","main", "desync","left amount#slow walk") rlimit_SlowWalk = menu.find("antiaim","main", "desync","right amount#slow walk") --MenuAdd AAMainType = menu.add_selection("AA Builder By HeviSlav","Status",{"Standing", "Moving", "SlowWalking", "Jumping", "AirDuck", "Crouch Moving"}) StayAmounds = menu.add_checkbox("InfoBar","Console Info") --Standing MainStayYaw = menu.add_slider( "AA Builder By HeviSlav", "Main Yaw", -180, 180 ) AATypeStay = menu.add_selection("AA Builder By HeviSlav","HevisAA Presets",{"Jitter", "L", "R"}) AntiAim_YawStay = menu.add_slider( "AA Builder By HeviSlav", "L Yaw", -180, 180 ) AntiAim_LeftStay = menu.add_slider( "AA Builder By HeviSlav", "L Fake", 0, 100 ) AntiAim_Yaw2Stay = menu.add_slider( "AA Builder By HeviSlav", "R Yaw", -180, 180 ) AntiAim_RightStay = menu.add_slider( "AA Builder By HeviSlav", "R Fake", 0, 100 ) --Moving MainMovingYaw = menu.add_slider( "AA Builder By HeviSlav", "Main Yaw", -180, 180 ) AATypeMOVE = menu.add_selection("AA Builder By HeviSlav","HevisAA Presets",{"Jitter", "L", "R"}) AntiAim_YawMOVE = menu.add_slider( "AA Builder By HeviSlav", "L Yaw", -180, 180 ) AntiAim_LeftMOVE = menu.add_slider( "AA Builder By HeviSlav", "L Fake", 0, 100 ) AntiAim_Yaw2MOVE = menu.add_slider( "AA Builder By HeviSlav", "R Yaw", -180, 180 ) AntiAim_RightMOVE = menu.add_slider( "AA Builder By HeviSlav", "R Fake", 0, 100 ) --SlowWalking MainSloWWalkingYaw = menu.add_slider( "AA Builder By HeviSlav", "Main Yaw", -180, 180 ) AATypeSlowWalk = menu.add_selection("AA Builder By HeviSlav","HevisAA Presets",{"Jitter", "L", "R"}) AntiAim_YawSlowWalk = menu.add_slider( "AA Builder By HeviSlav", "L Yaw", -180, 180 ) AntiAim_LeftSlowWalk = menu.add_slider( "AA Builder By HeviSlav", "L Fake", 0, 100 ) AntiAim_YawSlowWalk2 = menu.add_slider( "AA Builder By HeviSlav", "R Yaw", -180, 180 ) AntiAim_RightSlowWalk = menu.add_slider( "AA Builder By HeviSlav", "R Fake", 0, 100 ) --Jumping MainJumpingYaw = menu.add_slider( "AA Builder By HeviSlav", "Main Yaw", -180, 180 ) AATypeJumpo = menu.add_selection("AA Builder By HeviSlav","HevisAA Presets",{"Jitter", "L", "R"}) AntiAim_YawJumpo = menu.add_slider( "AA Builder By HeviSlav", "L Yaw", -180, 180 ) AntiAim_LeftJumpo = menu.add_slider( "AA Builder By HeviSlav", "L Fake", 0, 100 ) AntiAim_Yaw2Jumpo = menu.add_slider( "AA Builder By HeviSlav", "R Yaw", -180, 180 ) AntiAim_RightJumpo = menu.add_slider( "AA Builder By HeviSlav", "R Fake", 0, 100 ) --AirDuck MainAirDuckYaw = menu.add_slider( "AA Builder By HeviSlav", "Main Yaw", -180, 180 ) AATypeAirDuck = menu.add_selection("AA Builder By HeviSlav","HevisAA Presets",{"Jitter", "L", "R"}) AntiAim_YawAirDuck = menu.add_slider( "AA Builder By HeviSlav", "L Yaw", -180, 180 ) AntiAim_LeftAirDuck = menu.add_slider( "AA Builder By HeviSlav", "L Fake", 0, 100 ) AntiAim_Yaw2AirDuck = menu.add_slider( "AA Builder By HeviSlav", "R Yaw", -180, 180 ) AntiAim_RightAirDuck = menu.add_slider( "AA Builder By HeviSlav", "R Fake", 0, 100 ) --Crouch MainCrouchYaw = menu.add_slider( "AA Builder By HeviSlav", "Main Yaw", -180, 180 ) AATypeSkrcMoving = menu.add_selection("AA Builder By HeviSlav","HevisAA Presets",{"Jitter", "L", "R"}) AntiAim_YawSkrcMoving = menu.add_slider( "AA Builder By HeviSlav", "L Yaw", -180, 180 ) AntiAim_LeftStaySkrcMoving = menu.add_slider( "AA Builder By HeviSlav", "L Fake", 0, 100 ) AntiAim_Yaw2SkrcMoving = menu.add_slider( "AA Builder By HeviSlav", "R Yaw", -180, 180 ) AntiAim_RightStaySkrcMoving = menu.add_slider( "AA Builder By HeviSlav", "R Fake", 0, 100 ) AmtiAim_text1 = menu.add_text("AA Builder By HeviSlav", "") AmtiAim_text2 = menu.add_text("AA Builder By HeviSlav", "-------------------------------------------------------------------") AmtiAim_text3 = menu.add_text("AA Builder By HeviSlav", " -----ZDE JE JIŽ PRO VŠECHNY STATES SPOLEČNÉ-----") AmtiAim_text4 = menu.add_text("AA Builder By HeviSlav", "-------------------------------------------------------------------") AmtiAim_text5 = menu.add_text("AA Builder By HeviSlav", "") AntiAim_YawBasew = menu.add_selection("AA Builder By HeviSlav", "Pitch",{"None", "Down", "Up", "Zero", "Jitter"}) AntiAim_YawBased = menu.add_selection("AA Builder By HeviSlav", "Yaw Base",{"None", "ViewAngle", "At Target (CroSSHair)", "Ad Target (Distance)", "Velocity"}) AntiAim_AntiBruteForce = menu.add_checkbox("AA Builder By HeviSlav", "AntiBruteForce") AntiAim_OnShot = menu.add_selection("AA Builder By HeviSlav", "OnShot",{"None", "Opposite", "Same Side", "Random"}) AntiAim_Spin = menu.add_checkbox("AA Builder By HeviSlav", "Rotation") AntiAim_SpinRange = menu.add_slider( "AA Builder By HeviSlav", "Spin Range", 0, 360 ) AntiAim_SpinSpeed = menu.add_slider( "AA Builder By HeviSlav", "Spin Speed", 0, 100 ) AntiAim_Jitter = menu.add_selection("AA Builder By HeviSlav", "Jitter Presets",{"None", "Static", "Random"}) AntiAim_JitterRange = menu.add_slider( "AA Builder By HeviSlav", "Jitter Range", -180, 180 ) state.get_velocity = function(entity) x = entity:get_prop("m_vecVelocity[0]") y = entity:get_prop("m_vecVelocity[1]") z = entity:get_prop("m_vecVelocity[2]") if x == nil then return end return math.sqrt(x*x + y*y + z*z) end state.Velocity_State = function() -- localplayer entity = entity_list.get_local_player() velocity = math.floor(state.get_velocity(entity)) crouch_in_air = entity_list.get_local_player():get_prop("m_fFlags") == 262 jumping = bit.band(entity_list.get_local_player():get_prop("m_fFlags"), 1) == 0 if velocity > 1 and velocity <= 53 then vars.player_state = "slow motion" elseif velocity > 54 and velocity <= 81 then vars.player_state = "CrouchMoving" elseif jumping and not crouch_in_air then vars.player_state = "jumping" elseif velocity > 81 and not crouch_in_air then -- moving vars.player_state = "moving" elseif crouch_in_air then -- Air vars.player_state = "air duck" else vars.player_state = "NotMovingg" end end function AntiAim_AAPresets() if not engine.is_in_game() then return end if entity_list.get_local_player() == nil then return end if entity_list.get_local_player():is_alive() == (false) then return end TimerZeroToOne = not TimerZeroToOne if TimerZeroToOne then TimerFunction = 1 else TimerFunction = 0 end Standing = vars.player_state == "NotMovingg" Moving = vars.player_state == "moving" SloWWalk = vars.player_state == "slow motion" In_Air = vars.player_state == "jumping" Air_crouch = vars.player_state == "air duck" CruochMovingL = vars.player_state == "CrouchMoving" Ovveride_move:set(true) Ovveride_SlowWalk:set(true) Pitch:set(AntiAim_YawBasew:get()) YawBase:set(AntiAim_YawBased:get()) AntiBruteForce:set(AntiAim_AntiBruteForce:get()) OnShot:set(AntiAim_OnShot:get()) Rotate:set(AntiAim_Spin:get()) Rotate_range:set(AntiAim_SpinRange:get()) Rotate_speed:set(AntiAim_SpinSpeed:get()) Jitter:set(AntiAim_Jitter:get()) Jitter_add:set(AntiAim_JitterRange:get()) if Standing then --Standing if AATypeStay:get() == 1 then if TimerZeroToOne then yawAdd:set(AntiAim_YawStay:get()+MainStayYaw:get()) side_stand:set(2) llimit_stand:set(AntiAim_LeftStay:get()) else yawAdd:set(AntiAim_Yaw2Stay:get()+MainStayYaw:get()) side_stand:set(3) rlimit_stand:set(AntiAim_RightStay:get()) end elseif AATypeStay:get() == 2 then yawAdd:set(AntiAim_YawStay:get()+MainStayYaw:get()) side_stand:set(2) llimit_stand:set(AntiAim_LeftStay:get()) elseif AATypeStay:get() == 3 then yawAdd:set(AntiAim_Yaw2Stay:get()+MainStayYaw:get()) side_stand:set(3) rlimit_stand:set(AntiAim_RightStay:get()) end elseif Moving then -- Moving if AATypeMOVE:get() == 1 then if TimerZeroToOne then yawAdd:set(AntiAim_YawMOVE:get()+MainMovingYaw:get()) side_move:set(2) llimit_move:set(AntiAim_LeftMOVE:get()) else yawAdd:set(AntiAim_Yaw2MOVE:get()+MainMovingYaw:get()) side_move:set(3) rlimit_move:set(AntiAim_RightMOVE:get()) end elseif AATypeMOVE:get() == 2 then yawAdd:set(AntiAim_YawMOVE:get()+MainMovingYaw:get()) side_move:set(2) llimit_move:set(AntiAim_LeftMOVE:get()) elseif AATypeMOVE:get() == 3 then yawAdd:set(AntiAim_Yaw2MOVE:get()+MainMovingYaw:get()) side_move:set(3) rlimit_move:set(AntiAim_RightMOVE:get()) end elseif SloWWalk then -- SloWWalking if AATypeSlowWalk:get() == 1 then if TimerZeroToOne then yawAdd:set(AntiAim_YawSlowWalk:get()+MainSloWWalkingYaw:get()) side_SlowWalk:set(2) llimit_SlowWalk:set(AntiAim_LeftSlowWalk:get()) else yawAdd:set(AntiAim_YawSlowWalk2:get()+MainSloWWalkingYaw:get()) side_SlowWalk:set(3) rlimit_SlowWalk:set(AntiAim_RightSlowWalk:get()) end elseif AATypeSlowWalk:get() == 2 then yawAdd:set(AntiAim_YawSlowWalk:get()+MainSloWWalkingYaw:get()) side_SlowWalk:set(2) llimit_SlowWalk:set(AntiAim_LeftSlowWalk:get()) elseif AATypeSlowWalk:get() == 3 then yawAdd:set(AntiAim_YawSlowWalk2:get()+MainSloWWalkingYaw:get()) side_SlowWalk:set(3) rlimit_SlowWalk:set(AntiAim_RightSlowWalk:get()) end elseif In_Air then -- In Air if AATypeJumpo:get() == 1 then if TimerZeroToOne then yawAdd:set(AntiAim_YawJumpo:get()+MainJumpingYaw:get()) side_move:set(2) llimit_move:set(AntiAim_LeftJumpo:get()) else yawAdd:set(AntiAim_Yaw2Jumpo:get()+MainJumpingYaw:get()) side_move:set(3) rlimit_move:set(AntiAim_RightJumpo:get()) end elseif AATypeJumpo:get() == 2 then yawAdd:set(AntiAim_YawJumpo:get()+MainJumpingYaw:get()) side_move:set(2) llimit_move:set(AntiAim_LeftJumpo:get()) elseif AATypeJumpo:get() == 3 then yawAdd:set(AntiAim_Yaw2Jumpo:get()+MainJumpingYaw:get()) side_move:set(3) rlimit_move:set(AntiAim_RightJumpo:get()) end elseif Air_crouch then -- Air_crouch if AATypeAirDuck:get() == 1 then if TimerZeroToOne then yawAdd:set(AntiAim_YawAirDuck:get()+MainAirDuckYaw:get()) side_move:set(2) llimit_move:set(AntiAim_LeftAirDuck:get()) else yawAdd:set(AntiAim_Yaw2AirDuck:get()+MainAirDuckYaw:get()) side_move:set(3) rlimit_move:set(AntiAim_RightAirDuck:get()) end elseif AATypeAirDuck:get() == 2 then yawAdd:set(AntiAim_YawAirDuck:get()+MainAirDuckYaw:get()) side_move:set(2) llimit_move:set(AntiAim_LeftAirDuck:get()) elseif AATypeAirDuck:get() == 3 then yawAdd:set(AntiAim_Yaw2AirDuck:get()+MainAirDuckYaw:get()) side_move:set(3) rlimit_move:set(AntiAim_RightAirDuck:get()) end elseif CruochMovingL then -- Cruoch Moving if AATypeSkrcMoving:get() == 1 then if TimerZeroToOne then yawAdd:set(AntiAim_YawSkrcMoving:get()+MainCrouchYaw:get()) side_move:set(2) llimit_move:set(AntiAim_LeftStaySkrcMoving:get()) else yawAdd:set(AntiAim_Yaw2SkrcMoving:get()+MainCrouchYaw:get()) side_move:set(3) rlimit_move:set(AntiAim_RightStaySkrcMoving:get()) end elseif AATypeSkrcMoving:get() == 2 then yawAdd:set(AntiAim_YawSkrcMoving:get()+MainCrouchYaw:get()) side_move:set(2) llimit_move:set(AntiAim_LeftStaySkrcMoving:get()) elseif AATypeSkrcMoving:get() == 3 then yawAdd:set(AntiAim_Yaw2SkrcMoving:get()+MainCrouchYaw:get()) side_move:set(3) rlimit_move:set(AntiAim_RightStaySkrcMoving:get()) end end --InfoBar if StayAmounds:get() then print("Standing Yaw : "..yawAdd:get().."") end end AmtiAim_text6 = menu.add_text("InfoBar", "L je většinou Menší") AmtiAim_text7 = menu.add_text("InfoBar", "R je většinou Vetší") function Visible() --Standing StantingAAPesets = AAMainType:get() == 1 AATypeStay:set_visible(StantingAAPesets) AntiAim_YawStay:set_visible(StantingAAPesets) AntiAim_Yaw2Stay:set_visible(StantingAAPesets) AntiAim_LeftStay:set_visible(StantingAAPesets) AntiAim_RightStay:set_visible(StantingAAPesets) MainStayYaw:set_visible(StantingAAPesets) MovingAAPesets = AAMainType:get() == 2 AATypeMOVE:set_visible(MovingAAPesets) AntiAim_YawMOVE:set_visible(MovingAAPesets) AntiAim_Yaw2MOVE:set_visible(MovingAAPesets) AntiAim_LeftMOVE:set_visible(MovingAAPesets) AntiAim_RightMOVE:set_visible(MovingAAPesets) MainMovingYaw:set_visible(MovingAAPesets) SloWWalkAAPesets = AAMainType:get() == 3 AATypeSlowWalk:set_visible(SloWWalkAAPesets) AntiAim_YawSlowWalk:set_visible(SloWWalkAAPesets) AntiAim_YawSlowWalk2:set_visible(SloWWalkAAPesets) AntiAim_LeftSlowWalk:set_visible(SloWWalkAAPesets) AntiAim_RightSlowWalk:set_visible(SloWWalkAAPesets) MainSloWWalkingYaw:set_visible(SloWWalkAAPesets) JumpingAAPesets = AAMainType:get() == 4 AATypeJumpo:set_visible(JumpingAAPesets) AntiAim_YawJumpo:set_visible(JumpingAAPesets) AntiAim_Yaw2Jumpo:set_visible(JumpingAAPesets) AntiAim_LeftJumpo:set_visible(JumpingAAPesets) AntiAim_RightJumpo:set_visible(JumpingAAPesets) MainJumpingYaw:set_visible(JumpingAAPesets) AirDuckAAPesets = AAMainType:get() == 5 AATypeAirDuck:set_visible(AirDuckAAPesets) AntiAim_YawAirDuck:set_visible(AirDuckAAPesets) AntiAim_Yaw2AirDuck:set_visible(AirDuckAAPesets) AntiAim_LeftAirDuck:set_visible(AirDuckAAPesets) AntiAim_RightAirDuck:set_visible(AirDuckAAPesets) MainAirDuckYaw:set_visible(AirDuckAAPesets) CrouchMovingAAPesets = AAMainType:get() == 6 AATypeSkrcMoving:set_visible(CrouchMovingAAPesets) AntiAim_YawSkrcMoving:set_visible(CrouchMovingAAPesets) AntiAim_Yaw2SkrcMoving:set_visible(CrouchMovingAAPesets) AntiAim_LeftStaySkrcMoving:set_visible(CrouchMovingAAPesets) AntiAim_RightStaySkrcMoving:set_visible(CrouchMovingAAPesets) MainCrouchYaw:set_visible(CrouchMovingAAPesets) end callbacks.add(e_callbacks.PAINT, function() AntiAim_AAPresets() Visible() end) callbacks.add(e_callbacks.RUN_COMMAND, function(cmd) --Velocity state.Velocity_State() end)
крутые у него плеер стейтыКто этого чела кодить учил мне интересно
а, ну тогда ладноelseif velocity > 54 and velocity <= 81 then vars.player_state = "CrouchMoving"
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