LUA скрипт Cutecord | neverlose.cc

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Privatny p100 DT Airlag Break LC Teleport Exploit
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добавлен самый хуёвый ахуенный резольвер. причём не один, а целых два!!11!!!!1!!1
code_language.lua:
local function resolvertest()

    local entities = get_entities(true, true)

    for i=1, #entities do

    

    local target = entities[i]

    local FakeYaw = math.floor(normalize_yaw(EntityList.GetLocalPlayer():GetProp(target, "m_angEyeAngles[1]")))

    local get_layer = ffi.canimation_layer_t()

    local m_flAbsRotationFake = math.abs(ffi.canimation_layer_t(0,6).m_flPlaybackRate - ffi.canimation_layer_t(6).m_flPlaybackRate)

    local m_flAbsRotationRight = math.abs(ffi.canimation_layer_t(1,6).m_flPlaybackRate - ffi.canimation_layer_t(6).m_flPlaybackRate)

    local m_flAbsRotationLeft = math.abs(ffi.canimation_layer_t(2,6).m_flPlaybackRate - ffi.canimation_layer_t(6).m_flPlaybackRate)

    local m_flAbsRotationRightLow = math.abs(ffi.canimation_layer_t(3,6).m_flPlaybackRate - ffi.canimation_layer_t(6).m_flPlaybackRate)

    local m_flAbsRotationLeftLow = math.abs(ffi.canimation_layer_t(4,6).m_flPlaybackRate - ffi.canimation_layer_t(6).m_flPlaybackRate)

    local local_player = get_localplayer()

    local weap = local_player:GetActiveWeapon()

    local player = local_player:GetPlayer()

    if not weap then return end

    if weap ~= nil then

        local weapon_id = weap:GetWeaponID()

    end

    local weapon_inaccuracy = 1/weap:GetInaccuracy(weap)



    if o.test:Get(2) then

        local cur_side = 0;

            if (EntityList.GetLocalPlayer():GetProp("m_vecVelocity"):Length2D() > 1.1 and math.abs(ffi.canimation_layer_t(6).m_flWeight * 1000.0) == math.abs(ffi.canimation_layer_t(6).m_flWeight * 1000.0)) then

                local iOne = 0;

    

                if (not(m_flAbsRotationFake * 1000)) then

                    iOne = 1;

                end

    

                local Index = 0;

                local LastIndex = 0;

                local LastDelta = m_flAbsRotationFake;

    

                if ((m_flAbsRotationRightLow * 1000) or m_flAbsRotationFake < m_flAbsRotationRightLow) then

                    Index = iOne;

                else

            

                    Index = 1;

                    LastIndex = 3;

                    LastDelta = m_flAbsRotationRightLow;

                end

                if ((not(m_flAbsRotationRight * 1000) or not(m_flAbsRotationRightLow * 1000)) and (LastDelta >= m_flAbsRotationRight or LastDelta >= m_flAbsRotationRightLow)) then

            

                    Index = 1;

                    LastIndex = 1;

                    LastDelta = m_flAbsRotationRight;

                end

                if ((not(m_flAbsRotationLeft * 1000) or not(m_flAbsRotationLeftLow * 1000)) and (LastDelta >= m_flAbsRotationLeft or LastDelta >= m_flAbsRotationLeftLow)) then

                    FakeYaw = FakeYaw - 30;

                    LastDelta = m_flAbsRotationLeft;

            

                else

            

                    FakeYaw = FakeYaw + 30;

                    LastDelta = m_flAbsRotationFake;

                end

            end

        end

    end

    if o.test:Get(3) and get_fixroll() then

        local roll1_target = get_fixroll()

        if not roll1_target:IsAlive() then return end

        local weap_delay = (weapon_id == 9 or weapon_id == 40) and 0.15 or 0.0

        if roll1_target and weap_delay and weap:GetProp("m_flNextPrimaryAttack") and GlobalVars.curtime and weap:GetProp("m_flNextPrimaryAttack") + weap_delay <= GlobalVars.curtime and local_player:GetProp("m_bIsScoped") and not is_in_air(local_player) then

            local local_player = get_localplayer()

            local eye_pos = local_player:GetEyePosition()

            local vec = roll1_target:GetProp("m_vecOrigin")

            local head_vec = roll1_target:GetHitboxCenter(0)

            local pos = Vector.new(vec.x, vec.y, head_vec.z)

            local iffire = Cheat.FireBullet(local_player, eye_pos, pos)

            if iffire.damage >= 5 then

                autostop(cmd)


                if weapon_inaccuracy>= 90 then

                    local eye_pos = get_localplayer():GetEyePosition()

                    local getaimpunch = local_player:GetProp("DT_BasePlayer", "m_aimPunchAngle")

                    local aimpunch = QAngle.new(getaimpunch.x, getaimpunch.y, 0.0)

                    local pitch = player:GetRenderAngles().pitch

                    local yaw = player:GetRenderAngles().yaw

            

                    cmd.viewangles.pitch = pitch

                    cmd.viewangles.yaw = yaw

                    cmd.buttons = bit.bor(cmd.buttons, 1)

                end

            end

        end

    end


end
Возможно это я чего то не понял но
1.ffi.canimation_layer_t пустая, ты в ффи изначально добавлял animation_layer_t, вопрос откуда canimation взялся?
2.откуда чит должен понять куда ему стрелять? тут не вижу ни одной строчки отвечающей за это
3.В lean ресольвере получаются питч и яв локал плеера (зачем?)
 

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code_language.lua:
local function resolvertest()

    local entities = get_entities(true, true)

    for i=1, #entities do

   

    local target = entities[i]

    local FakeYaw = math.floor(normalize_yaw(EntityList.GetLocalPlayer():GetProp(target, "m_angEyeAngles[1]")))

    local get_layer = ffi.canimation_layer_t()

    local m_flAbsRotationFake = math.abs(ffi.canimation_layer_t(0,6).m_flPlaybackRate - ffi.canimation_layer_t(6).m_flPlaybackRate)

    local m_flAbsRotationRight = math.abs(ffi.canimation_layer_t(1,6).m_flPlaybackRate - ffi.canimation_layer_t(6).m_flPlaybackRate)

    local m_flAbsRotationLeft = math.abs(ffi.canimation_layer_t(2,6).m_flPlaybackRate - ffi.canimation_layer_t(6).m_flPlaybackRate)

    local m_flAbsRotationRightLow = math.abs(ffi.canimation_layer_t(3,6).m_flPlaybackRate - ffi.canimation_layer_t(6).m_flPlaybackRate)

    local m_flAbsRotationLeftLow = math.abs(ffi.canimation_layer_t(4,6).m_flPlaybackRate - ffi.canimation_layer_t(6).m_flPlaybackRate)

    local local_player = get_localplayer()

    local weap = local_player:GetActiveWeapon()

    local player = local_player:GetPlayer()

    if not weap then return end

    if weap ~= nil then

        local weapon_id = weap:GetWeaponID()

    end

    local weapon_inaccuracy = 1/weap:GetInaccuracy(weap)



    if o.test:Get(2) then

        local cur_side = 0;

            if (EntityList.GetLocalPlayer():GetProp("m_vecVelocity"):Length2D() > 1.1 and math.abs(ffi.canimation_layer_t(6).m_flWeight * 1000.0) == math.abs(ffi.canimation_layer_t(6).m_flWeight * 1000.0)) then

                local iOne = 0;

   

                if (not(m_flAbsRotationFake * 1000)) then

                    iOne = 1;

                end

   

                local Index = 0;

                local LastIndex = 0;

                local LastDelta = m_flAbsRotationFake;

   

                if ((m_flAbsRotationRightLow * 1000) or m_flAbsRotationFake < m_flAbsRotationRightLow) then

                    Index = iOne;

                else

           

                    Index = 1;

                    LastIndex = 3;

                    LastDelta = m_flAbsRotationRightLow;

                end

                if ((not(m_flAbsRotationRight * 1000) or not(m_flAbsRotationRightLow * 1000)) and (LastDelta >= m_flAbsRotationRight or LastDelta >= m_flAbsRotationRightLow)) then

           

                    Index = 1;

                    LastIndex = 1;

                    LastDelta = m_flAbsRotationRight;

                end

                if ((not(m_flAbsRotationLeft * 1000) or not(m_flAbsRotationLeftLow * 1000)) and (LastDelta >= m_flAbsRotationLeft or LastDelta >= m_flAbsRotationLeftLow)) then

                    FakeYaw = FakeYaw - 30;

                    LastDelta = m_flAbsRotationLeft;

           

                else

           

                    FakeYaw = FakeYaw + 30;

                    LastDelta = m_flAbsRotationFake;

                end

            end

        end

    end

    if o.test:Get(3) and get_fixroll() then

        local roll1_target = get_fixroll()

        if not roll1_target:IsAlive() then return end

        local weap_delay = (weapon_id == 9 or weapon_id == 40) and 0.15 or 0.0

        if roll1_target and weap_delay and weap:GetProp("m_flNextPrimaryAttack") and GlobalVars.curtime and weap:GetProp("m_flNextPrimaryAttack") + weap_delay <= GlobalVars.curtime and local_player:GetProp("m_bIsScoped") and not is_in_air(local_player) then

            local local_player = get_localplayer()

            local eye_pos = local_player:GetEyePosition()

            local vec = roll1_target:GetProp("m_vecOrigin")

            local head_vec = roll1_target:GetHitboxCenter(0)

            local pos = Vector.new(vec.x, vec.y, head_vec.z)

            local iffire = Cheat.FireBullet(local_player, eye_pos, pos)

            if iffire.damage >= 5 then

                autostop(cmd)


                if weapon_inaccuracy>= 90 then

                    local eye_pos = get_localplayer():GetEyePosition()

                    local getaimpunch = local_player:GetProp("DT_BasePlayer", "m_aimPunchAngle")

                    local aimpunch = QAngle.new(getaimpunch.x, getaimpunch.y, 0.0)

                    local pitch = player:GetRenderAngles().pitch

                    local yaw = player:GetRenderAngles().yaw

           

                    cmd.viewangles.pitch = pitch

                    cmd.viewangles.yaw = yaw

                    cmd.buttons = bit.bor(cmd.buttons, 1)

                end

            end

        end

    end


end
Возможно это я чего то не понял но
1.ffi.canimation_layer_t пустая, ты в ффи изначально добавлял animation_layer_t, вопрос откуда canimation взялся?
2.откуда чит должен понять куда ему стрелять? тут не вижу ни одной строчки отвечающей за это
3.В lean ресольвере получаются питч и яв локал плеера (зачем?)
молодец, умничка, крутышка
 
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