Crack Lua Ataraxia.pub FOR NL V3 source leak

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29 Июн 2020
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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.

Радуйтесь, пастеры.
credits: tg: @keqx1

Код:
local common,ui,render,vector,color,panorama,files,entity,events,globals,utils,cvar = _G['common'],_G['ui'],_G['render'],_G['vector'],_G['color'],_G['panorama'],_G['files'],_G['entity'],_G['events'],
_G['globals'],_G['utils'],_G['cvar']
local lua,math_helpers,entitys,antiaim,visuals,ffi_helpers,ref,eventcall,rage,misc = {}, {}, {}, {}, {}, {}, {}, {}, {}, {}
local clipboard = require("neverlose/clipboard")
local base64 = require("neverlose/base64")
local ffi = require 'ffi'

local function gradient_text(r1, g1, b1, a1, r2, g2, b2, a2, text)
    local output = ''
    local len = #text-1
    local rinc = (r2 - r1) / len
    local ginc = (g2 - g1) / len
    local binc = (b2 - b1) / len
    local ainc = (a2 - a1) / len
    for i=1, len+1 do
        output = output .. ('\a%02x%02x%02x%02x%s'):format(r1, g1, b1, a1, text:sub(i, i))
        r1 = r1 + rinc
        g1 = g1 + ginc
        b1 = b1 + binc
        a1 = a1 + ainc
    end

    return output
end


ffi_helpers = {

    bind_argument = function(fn, arg)
        return function(...)
            return fn(arg, ...)
        end
    end,
    

    open_link = function (link)
        local steam_overlay_API = panorama.SteamOverlayAPI
        local open_external_browser_url = steam_overlay_API.OpenExternalBrowserURL
        open_external_browser_url(link)
    end,


}

ref = {
    fakeduck = ui.find('Aimbot','Anti Aim',"Misc","Fake Duck"),
    slowwalk = ui.find('Aimbot','Anti Aim',"Misc","Slow Walk"),
    pitch = ui.find('Aimbot','Anti Aim',"Angles","Pitch"),
    yaw = ui.find('Aimbot','Anti Aim',"Angles","Yaw"),
    yawbase = ui.find('Aimbot','Anti Aim',"Angles","Yaw",'Base'),
    yawadd = ui.find('Aimbot','Anti Aim',"Angles","Yaw",'Offset'),
    fake_lag_limit = ui.find('Aimbot','Anti Aim',"Fake Lag","Limit"),
    yawjitter = ui.find('Aimbot','Anti Aim',"Angles","Yaw Modifier"),
    yawjitter_offset = ui.find('Aimbot','Anti Aim',"Angles","Yaw Modifier",'Offset'),
    fakeangle = ui.find('Aimbot','Anti Aim',"Angles","Body Yaw"),
    inverter = ui.find('Aimbot','Anti Aim',"Angles","Body Yaw","Inverter"),
    left_limit = ui.find('Aimbot','Anti Aim',"Angles","Body Yaw","Left Limit"),
    right_limit = ui.find('Aimbot','Anti Aim',"Angles","Body Yaw","Right Limit"),
    fakeoption = ui.find('Aimbot','Anti Aim',"Angles","Body Yaw","Options"),
    fsbodyyaw = ui.find('Aimbot','Anti Aim',"Angles","Body Yaw","Freestanding"),
    onshot = ui.find('Aimbot','Anti Aim',"Angles","Body Yaw","On Shot"),
    lby = ui.find('Aimbot','Anti Aim',"Angles","Body Yaw","LBY Mode"),
    freestanding = ui.find('Aimbot','Anti Aim',"Angles","Freestanding"),
    disableyaw_modifier = ui.find('Aimbot','AntiAim',"Angles","Freestanding","Disable Yaw Modifiers"),
    body_freestanding = ui.find('Aimbot','Anti Aim',"Angles","Freestanding","Body Freestanding"),
    roll = ui.find('Aimbot','Anti Aim',"Angles","Extended Angles"),
    roll_pitch = ui.find('Aimbot','Anti Aim',"Angles","Extended Angles","Extended Pitch"),
    roll_roll = ui.find('Aimbot','Anti Aim',"Angles","Extended Angles","Extended Roll"),
    leg_movement = ui.find('Aimbot','Anti Aim',"Misc","Leg Movement"),
    hitchance = ui.find('Aimbot','Ragebot',"Selection","Hit Chance"),
    air_strafe = ui.find('Miscellaneous',"Main","Movement",'Air Strafe')

}

local nicetry = false

local c_x,c_y,c_z,c_f = 0,0,0,0
c_x,c_y,c_z = cvar.viewmodel_offset_x,cvar.viewmodel_offset_y,cvar.viewmodel_offset_z

lua = {

    callback = {},
    uis = {},
    
    info = {
        username = common.get_username(),

    },

    export = {
        ['number'] = {},
        ['boolean'] = {},
        ['table'] = {},
        ['string'] = {}
    },
    

    menu = {
        player_states = {
            "Stand",
            "Move",
            "Duck",
            "Slow-Walk",
            "Air",
            "Air + Duck"
        },

        new = function (register)
            table.insert(lua.callback, register)
        end,
        
        create = function ()
           local global2 = ui.create("Info",'')
           local global = ui.create("Info",'Ataraxia')
        

            local svg = '<svg t="1650815150236" class="icon" viewBox="0 0 1024 1024" version="1.1" xmlns="http://www.w3.org/2000/svg" p-id="1757" width="200" height="200"><path d="M750.688207 480.651786c-40.458342 65.59852-115.105654 102.817686-205.927943 117.362627 2.382361 26.853806 0.292571 62.00408 20.897903 102.232546 40.77181 79.621013 76.486328 166.28462 88.356337 229.897839 69.819896 30.824408 215.958937-42.339153 257.671154-134.540705 44.721514-98.847085 0-202.082729-74.103967-210.755359-74.083069-8.651732-117.655198 31.555835-109.902076 78.65971 7.732224 47.103875 51.868597 47.918893 96.485622 16.822812 44.617024-31.075183 85.869486 32.517138 37.992389 60.562125-47.897995 28.044987-124.133548 44.867799-168.228125-5.642434-44.094577-50.489335-40.458342-228.205109 143.65219-211.716662 184.110532 16.509344 176.127533 261.683551 118.804583 344.042189C894.465785 956.497054 823.600993 1024.519731 616.37738 1023.997283h-167.18323V814.600288 1023.997283h-168.269921c-83.424432 0-24.743118-174.267619 51.826801-323.750324 20.584435-40.228465 18.494645-75.378739 20.897904-102.232546C262.784849 583.469472 188.137536 546.250306 147.679195 480.651786H93.867093A20.814312 20.814312 0 0 1 73.031883 459.753882c0-11.535643 9.46675-20.897904 20.83521-20.897903H127.993369a236.480679 236.480679 0 0 1-10.093687-41.795808H52.071285A20.814312 20.814312 0 0 1 31.236075 376.162267c0-11.535643 9.46675-20.897904 20.83521-20.897903H114.82769v-0.877712c0-57.009481 15.171878-103.131155 41.795808-139.514406V28.379353c0-11.535643 8.630834-17.136281 19.267867-12.517844l208.979037 90.864085c20.793414-2.08979 42.318255-3.113788 64.323748-3.113787s43.530333 1.044895 64.344646 3.134685l208.979037-90.884983c10.616135-4.618437 19.246969 0.982201 19.246969 12.538742v186.471995c26.623929 36.38325 41.795807 82.504924 41.795808 139.514406V355.264364h62.756405c11.493847 0 20.83521 9.278669 20.83521 20.897903 0 11.535643-9.46675 20.897904-20.83521 20.897904h-65.828397a236.480679 236.480679 0 0 1-10.093688 41.795808h34.126277c11.493847 0 20.83521 9.278669 20.83521 20.897903 0 11.535643-9.46675 20.897904-20.83521 20.897904h-53.833z" p-id="1758" fill="#ffffff"></path></svg>'

            
           local icon = render.load_image(svg,vector(280,260))
           local _ = lua.menu.new

           local texd = gradient_text(50,245,215,255,75,85,240,255,'Ataraxia 2.0')

           ui.sidebar(texd,'cat')

           lua.uis.global = {}
           lua.uis.condition = {}


           lua.uis.global.icon = global2:texture(icon,vector(280,260),color(110,150,240,255),'f')

           lua.uis.global.join_discord = global2:button("                         Join our \aFF3E3EFdDiscord server!                 ",function ()
                ffi_helpers.open_link('https://discord.gg/Zn5PZMSvyg')
           end)

           local tex = gradient_text(50,245,215,255,75,85,240,255,'Ataraxia')
           lua.uis.global.master_switch = global:switch('Enable '..tex,false)

           local updatess = [[News:
            [+] Script recode for neverlose 3.0
           ]]
          

           lua.uis.global.welcome = global:label('Welcome! '..lua.info.username)

           lua.uis.global.updates = global:label(updatess)

           local rage_options = ui.create("Rage","Options")
           local rage_modifier = ui.create("Rage","Modifier")
           local antiaim_options = ui.create("Antiaim","Options")
           local antiaim_builder = ui.create("Antiaim","Modifier")
           local antiaim_advance = ui.create("Antiaim","Advance Tool")
           local visual_options = ui.create("Visual","Options")
           local visual_modifier = ui.create("Visual","Modifier")
           local misc_options = ui.create("Misc","Options")
           local misc_modifier = ui.create("Misc","Modifier")


           lua.uis.antiaim = {}
           lua.uis.config = {}
           lua.uis.rage = {}
           lua.uis.viusals = {}
           lua.uis.misc = {}

           lua.uis.rage.master_switch = rage_options:switch('\a6E96F0FFSwitch Rage Features',false)
           lua.uis.rage.feature_list = rage_options:selectable('Feature List',{"Hitchance Modifier","Strafe Fix"})
           lua.uis.rage.hitchance_select = rage_modifier:selectable('Hitchance Modifier',{'In Air','No Scoped'})
           lua.uis.rage.inair_hitchance = rage_modifier:slider('In Air Hitchance',0,100,50)
           lua.uis.rage.noscope_hitchance = rage_modifier:slider('No Scoped Hitchance',0,100,50)
        --    lua.uis.rage.anim_breaker = rage_modifier:selectable('\aE0D30B96Animation Breaker',{'In Air','On Land','Leg Fucker'})
           lua.uis.antiaim.master_switch = antiaim_options:switch('\a6E96F0FFSwitch Antiaim',false)
           lua.uis.antiaim.manual_yaw = antiaim_options:combo("Manual Yawbase",{"At Target", "Forward", "Backward", "Right", "Left", "Freestanding"})
           lua.uis.antiaim.ex_funcs = antiaim_options:selectable('Exfuncs Selection',{'Antiaim On Use',"Prevent Jitter"})
           lua.uis.antiaim.use_mode = antiaim_options:combo('Onuse Options',{'Always On','On Custom Key','On Use'})
           lua.uis.antiaim.use_key = antiaim_options:switch('Custom Key',false)
           lua.uis.antiaim.use_body = antiaim_options:combo('Desync Direction',{"Manual",'Auto'})
           lua.uis.antiaim.use_inverter = antiaim_options:switch('Inverter',false)

           lua.uis.viusals.master_switch = visual_options:switch('\a6E96F0FFSwitch Visual Features',false)
           lua.uis.viusals.feature_list = visual_options:selectable('Feature List',{'Center'})
           lua.uis.viusals.center_options = visual_modifier:selectable('Center Options',{'Alpha','Move'})
           lua.uis.viusals.center_scale = visual_modifier:slider('Center Scale',10,30,15,0.1)
           lua.uis.viusals.center_color = visual_modifier:color_picker('Center Color',color(50,75,255,255))
          
           lua.uis.misc.master_switch = misc_options:switch('\a6E96F0FFSwitch Misc Features',false)
           lua.uis.misc.feature_list = misc_options:selectable('Feature List',{"Aspect Ratio","Viewmodel Changer"})

           lua.uis.misc.aspect_ratio = misc_modifier:slider('Aspect Ratio',5,20,13,0.1)
           lua.uis.misc.v_x = misc_modifier:slider('Viewmodel X',-10, 10,1)
           lua.uis.misc.v_y = misc_modifier:slider('Viewmodel Y',-10, 10,1)
           lua.uis.misc.v_z = misc_modifier:slider('Viewmodel Z',-10, 10,0)
           lua.uis.misc.v_f = misc_modifier:slider('Viewmodel Fov',0, 100,68)


           lua.uis.builder = {}

           lua.uis.builder.mode = antiaim_builder:combo('Antiaim Mode',{'Automatic','Conditional'})
           lua.uis.builder.condition_state = antiaim_builder:combo('Condition',lua.menu.player_states)



           for key, value in pairs(lua.menu.player_states) do
                lua.uis.condition[key] = {
                    override = antiaim_builder:switch('Override '..lua.menu.player_states[key]..' State'),
                    yaw_add_left = antiaim_builder:slider('['..key..'] Yaw Add Left',-180,180,0),
                    yaw_add_right = antiaim_builder:slider('['..key..'] Yaw Add Right',-180,180,0),
                    yaw_jitter = antiaim_builder:combo('['..key..'] Yaw Jitter',{"Disabled","Center","Offset","Random","Spin"}),
                    yaw_jitter_mode = antiaim_builder:combo('['..key..'] Yaw Jitter Mode',{"Default",'Sync',"Async"}),
                    yaw_jitter_value = antiaim_builder:slider('['..key..'] Yaw Jitter Modifier',-180,180,0),
                    yaw_jitter_value_left = antiaim_builder:slider('['..key..'] YJ. Left',-180,180,0),
                    yaw_jitter_value_right = antiaim_builder:slider('['..key..'] YJ. Right',-180,180,0),
                    bodyyaw = antiaim_builder:combo('['..key..'] Body Yaw',{"Disabled","Static","Jitter"}),
                    bodyyaw_mode = antiaim_builder:combo('['..key..'] Body Yaw Mode',{'Default','Sync',"Async"}),
                    bodyyaw_value = antiaim_builder:slider('['..key..'] Body Yaw Modifier',-180,180,0),
                    bodyyaw_value_left = antiaim_builder:slider('['..key..'] BY. Left',-180,180,0),
                    bodyyaw_value_right = antiaim_builder:slider('['..key..'] BY. Right',-180,180,0),
                    fake_yaw_mode = antiaim_builder:combo('['..key..'] Fake Yaw Mode',{'Default','Sync','Step'}),
                    fake_yaw_value = antiaim_builder:slider('['..key..'] Fake Yaw Modifier',0,60,60),
                    fake_yaw_step_tick = antiaim_builder:slider('['..key..'] FY. Step Tick',1,15,7),
                    fake_yaw_step_value = antiaim_builder:slider('['..key..'] FY. Step Value',1,60,5),
                    fake_yaw_value_left = antiaim_builder:slider('['..key..'] FY. Left',0,60,60),
                    fake_yaw_value_right = antiaim_builder:slider('['..key..'] FY. Right',0,60,60),
                    fake_yaw_value_min = antiaim_builder:slider('['..key..'] FY. Min',0,60,60),
                    fake_yaw_value_max = antiaim_builder:slider('['..key..'] FY. Max',0,60,60),

                    jitter_options = antiaim_advance:selectable('['..key..'] Extra Options',{'Smart Jitter','LBY Mode','Desync on shot','FS BodyYaw'}),
                    lby_mode = antiaim_advance:combo('['..key..'] LBY Modifier',{'Opposite','Sway'}),
                    onshot_mode = antiaim_advance:combo('['..key..'] On Shot',{'Default','Opposite','Freestanding','Switch'}),
                    fsbodyyaw_mode = antiaim_advance:combo('['..key..'] BY. Mode',{'Peek Fake','Peek Real'}),

                }
           end
          

           lua.uis.config.export_process = function()
            
                for key, value in pairs(lua.menu.player_states) do
                    for index, value in pairs(lua.uis.condition[key]) do
                        table.insert(lua.export[type(value:get())],value)
                    end
                end

                local arr_to_string = function(arr)
                    arr = arr:get()
                    local str = ""
                    for i=1, #arr do
                        str = str .. arr[i] .. (i == #arr and "" or ",")
                    end
                
                    if str == "" then
                        str = "-"
                    end
                
                    return str
                end

                local str = ""
                for i,o in pairs(lua.export['number']) do
                    str = str .. tostring(o:get()) .. '|'
                end
                for i,o in pairs(lua.export['string']) do
                    str = str .. (o:get()) .. '|'
                end
                for i,o in pairs(lua.export['boolean']) do
                    str = str .. tostring(o:get()) .. '|'
                end
                for i,o in pairs(lua.export['table']) do
                    str = str .. arr_to_string(o) .. '|'
                end

                clipboard.set(base64.encode(str))

            end

            lua.uis.config.load_process = function (text)
                local protected_ = function ()
                    local clipboards = clipboard.get()


                    local str_to_sub = function(input, sep)
                        local t = {}
                        for str in string.gmatch(input, "([^"..sep.."]+)") do
                            t[#t + 1] = string.gsub(str, "\n", "")
                        end
                        return t
                    end

                    local to_boolean = function(str)
                        if str == "true" or str == "false" then
                            return (str == "true")
                        else
                            return str
                        end
                    end

                    local tbl = str_to_sub(base64.decode(clipboards), "|")

                    local p = 1
                    for i,o in pairs(lua.export['number']) do
                        o:set(tonumber(tbl[p]))
                        p = p + 1
                    end
                    for i,o in pairs(lua.export['string']) do
                        o:set(tbl[p])
                        p = p + 1
                    end
                    for i,o in pairs(lua.export['boolean']) do
                        o:set(to_boolean(tbl[p]))
                        p = p + 1
                    end
                    for i,o in pairs(lua.export['table']) do
                        o:set(str_to_sub(tbl[p],','))
                        p = p + 1
                    end

                    print('load config')
                end

                local status , message = pcall(protected_)
                
                if not status then
                    print("Error: "..message)
                    return
                end
            end

            lua.uis.config.export_config = antiaim_options:button('                  Export Config To Clipboard                ',lua.uis.config.export_process())
            lua.uis.config.load_config = antiaim_options:button('                 Load Config From Clipboard               ',lua.uis.config.load_process())

          
        end,

        visible = function ()
            local show = lua.uis.global.master_switch:get()

            lua.uis.global.updates:set_visible(show)
            lua.uis.antiaim.master_switch:set_visible(show)
            lua.uis.rage.master_switch:set_visible(show)
            lua.uis.misc.master_switch:set_visible(show)
            lua.uis.viusals.master_switch:set_visible(show)

            local rage_show = show and lua.uis.rage.master_switch:get()

            lua.uis.rage.feature_list:set_visible(rage_show)
            lua.uis.rage.hitchance_select:set_visible(rage_show and lua.uis.rage.feature_list:get('Hitchance Modifier'))
            lua.uis.rage.inair_hitchance:set_visible(rage_show and lua.uis.rage.feature_list:get('Hitchance Modifier') and lua.uis.rage.hitchance_select:get('In Air'))
            lua.uis.rage.noscope_hitchance:set_visible(rage_show and lua.uis.rage.feature_list:get('Hitchance Modifier') and lua.uis.rage.hitchance_select:get('No Scoped'))
            -- lua.uis.rage.anim_breaker:set_visible(rage_show  and lua.uis.rage.feature_list:get('\aE0D30B96Animation Breaker'))


            local antiaim_show = show and lua.uis.antiaim.master_switch:get()

            lua.uis.antiaim.manual_yaw:set_visible(antiaim_show)
            lua.uis.antiaim.ex_funcs:set_visible(antiaim_show)
            
            lua.uis.antiaim.use_mode:set_visible(antiaim_show and lua.uis.antiaim.ex_funcs:get('Antiaim On Use'))
            lua.uis.antiaim.use_key:set_visible(antiaim_show and lua.uis.antiaim.ex_funcs:get('Antiaim On Use') and lua.uis.antiaim.use_mode:get() == 'On Custom Key')
            lua.uis.antiaim.use_body:set_visible(antiaim_show and lua.uis.antiaim.ex_funcs:get('Antiaim On Use'))
            lua.uis.antiaim.use_inverter:set_visible(antiaim_show and lua.uis.antiaim.ex_funcs:get('Antiaim On Use') and lua.uis.antiaim.use_body:get() == 'Manual')

            lua.uis.config.export_config:set_visible(antiaim_show)
            lua.uis.config.load_config:set_visible(antiaim_show)
            lua.uis.builder.mode:set_visible(antiaim_show)
                      
            local show_condition = antiaim_show and lua.uis.builder.mode:get() == "Conditional"

            lua.uis.builder.condition_state:set_visible(show_condition)

            local selection = lua.uis.builder.condition_state:get()

            for key, value in pairs(lua.menu.player_states) do
              

                local show = selection == lua.menu.player_states[key] and show_condition

                local overrided = lua.uis.condition[key].override:get()

                lua.uis.condition[key].override:set_visible(show)

                local sshow = show and overrided

                lua.uis.condition[key].jitter_options:set_visible(sshow)
                lua.uis.condition[key].lby_mode:set_visible(sshow and lua.uis.condition[key].jitter_options:get('LBY Mode'))
                lua.uis.condition[key].onshot_mode:set_visible(sshow and lua.uis.condition[key].jitter_options:get('Desync on shot'))
                lua.uis.condition[key].fsbodyyaw_mode:set_visible(sshow  and lua.uis.condition[key].jitter_options:get('FS BodyYaw'))

                lua.uis.condition[key].yaw_add_left:set_visible(sshow)
                lua.uis.condition[key].yaw_add_right:set_visible(sshow)
                lua.uis.condition[key].yaw_jitter:set_visible(sshow)
                lua.uis.condition[key].yaw_jitter_mode:set_visible(sshow and lua.uis.condition[key].yaw_jitter:get() ~= 'Disabled')
                lua.uis.condition[key].yaw_jitter_value:set_visible(sshow and lua.uis.condition[key].yaw_jitter:get() ~= 'Disabled' and lua.uis.condition[key].yaw_jitter_mode:get() == 'Default')
                lua.uis.condition[key].yaw_jitter_value_left:set_visible(sshow and lua.uis.condition[key].yaw_jitter:get() ~= 'Disabled' and lua.uis.condition[key].yaw_jitter_mode:get() ~= 'Default')
                lua.uis.condition[key].yaw_jitter_value_right:set_visible(sshow and lua.uis.condition[key].yaw_jitter:get() ~= 'Disabled' and lua.uis.condition[key].yaw_jitter_mode:get() ~= 'Default')
                lua.uis.condition[key].bodyyaw:set_visible(sshow)
                lua.uis.condition[key].bodyyaw_mode:set_visible(sshow and lua.uis.condition[key].bodyyaw:get() ~= 'Disabled')
                lua.uis.condition[key].bodyyaw_value:set_visible(sshow and lua.uis.condition[key].bodyyaw:get() ~= 'Disabled' and lua.uis.condition[key].bodyyaw_mode:get() == 'Default')
                lua.uis.condition[key].bodyyaw_value_left:set_visible(sshow and lua.uis.condition[key].bodyyaw:get() ~= 'Disabled' and lua.uis.condition[key].bodyyaw_mode:get() ~= 'Default')
                lua.uis.condition[key].bodyyaw_value_right:set_visible(sshow and lua.uis.condition[key].bodyyaw:get() ~= 'Disabled' and lua.uis.condition[key].bodyyaw_mode:get() ~= 'Default')
                lua.uis.condition[key].fake_yaw_mode:set_visible(sshow and lua.uis.condition[key].bodyyaw:get() ~= 'Disabled')
                lua.uis.condition[key].fake_yaw_value:set_visible(sshow and lua.uis.condition[key].bodyyaw:get() ~= 'Disabled' and lua.uis.condition[key].fake_yaw_mode:get() == 'Default')
                lua.uis.condition[key].fake_yaw_step_tick:set_visible(sshow and lua.uis.condition[key].bodyyaw:get() ~= 'Disabled' and lua.uis.condition[key].fake_yaw_mode:get() == 'Step')
                lua.uis.condition[key].fake_yaw_step_value:set_visible(sshow and lua.uis.condition[key].bodyyaw:get() ~= 'Disabled' and lua.uis.condition[key].fake_yaw_mode:get() == 'Step')
                lua.uis.condition[key].fake_yaw_value_left:set_visible(sshow and lua.uis.condition[key].bodyyaw:get() ~= 'Disabled' and lua.uis.condition[key].fake_yaw_mode:get() == 'Sync')
                lua.uis.condition[key].fake_yaw_value_right:set_visible(sshow and lua.uis.condition[key].bodyyaw:get() ~= 'Disabled' and lua.uis.condition[key].fake_yaw_mode:get() == 'Sync')
                lua.uis.condition[key].fake_yaw_value_min:set_visible(sshow and lua.uis.condition[key].bodyyaw:get() ~= 'Disabled' and lua.uis.condition[key].fake_yaw_mode:get() == 'Step')
                lua.uis.condition[key].fake_yaw_value_max:set_visible(sshow and lua.uis.condition[key].bodyyaw:get() ~= 'Disabled' and lua.uis.condition[key].fake_yaw_mode:get() == 'Step')



            end

            local misc_show = show and lua.uis.misc.master_switch:get()
        
            lua.uis.misc.feature_list:set_visible(misc_show)
            lua.uis.misc.aspect_ratio:set_visible(misc_show and lua.uis.misc.feature_list:get('Aspect Ratio'))
            lua.uis.misc.v_x:set_visible(misc_show and lua.uis.misc.feature_list:get('Viewmodel Changer'))
            lua.uis.misc.v_y:set_visible(misc_show and lua.uis.misc.feature_list:get('Viewmodel Changer'))
            lua.uis.misc.v_z:set_visible(misc_show and lua.uis.misc.feature_list:get('Viewmodel Changer'))
            lua.uis.misc.v_f:set_visible(misc_show and lua.uis.misc.feature_list:get('Viewmodel Changer'))

            local visual_show = show and lua.uis.viusals.master_switch:get()
            
            lua.uis.viusals.feature_list:set_visible(visual_show)

            lua.uis.viusals.center_options:set_visible(visual_show and lua.uis.viusals.feature_list:get('Center'))
            lua.uis.viusals.center_color:set_visible(visual_show and lua.uis.viusals.feature_list:get('Center'))
            lua.uis.viusals.center_scale:set_visible(visual_show and lua.uis.viusals.feature_list:get('Center'))

            
        end,

        set_callback = function ()
            lua.uis.config.export_config:set_callback(lua.uis.config.export_process)
            lua.uis.config.load_config:set_callback(lua.uis.config.load_process)
            lua.uis.config.export_config:set_callback(lua.menu.visible)
            lua.uis.config.load_config:set_callback(lua.menu.visible)
            
            for key, value in pairs(lua.uis.global) do
                value:set_callback(lua.menu.visible)
            end

            for key, value in pairs(lua.uis.rage) do
                value:set_callback(lua.menu.visible)
            end

            for key, value in pairs(lua.uis.antiaim) do
                value:set_callback(lua.menu.visible)
            end
            
            for key, value in pairs(lua.uis.builder) do
                value:set_callback(lua.menu.visible)
            end

            for key, value in pairs(lua.uis.misc) do
                value:set_callback(lua.menu.visible)
            end

            for key, value in pairs(lua.uis.viusals) do
                value:set_callback(lua.menu.visible)
            end

            for key, value in pairs(lua.uis.condition) do
                for index, value in pairs(lua.uis.condition[key]) do
                    value:set_callback(lua.menu.visible)
                end
            end
            
            
        end,
    },


    file = {
        create = function ()
            -- files.create_folder("ataraxia")
            -- files.write("ataraxia/nicelib.lua", "")

            -- local contents = files.read("ataraxia/nicelib.lua")

            -- print(loadstring(contents)())

        end

    },
    init = function ()
        lua.menu.create()
        lua.menu.visible()
        lua.menu.set_callback()
        lua.file.create()
    end
}

lua.init()


math_helpers = {
    clamp = function(num, min, max)
        if num < min then
            num = min
        elseif num > max then
            num = max
        end
        return num
    end
}

entitys = {
    onground_ticks = 0,

    in_air = function (indx)
        return bit.band(indx.m_fFlags,1) == 0
    end,

    on_ground = function (indx,limit)
        local onground = bit.band(indx.m_fFlags,1)
        if onground == 1 then
            entitys.onground_ticks = entitys.onground_ticks + 1
        else
            entitys.onground_ticks = 0
        end

        return entitys.onground_ticks > limit
    end,

    velocity = function(indx)
        local vel = indx.m_vecVelocity
        local velocity = math.sqrt(vel.x * vel.x + vel.y * vel.y)
        return velocity
    end,

    is_crouching = function (indx)
        return indx.m_flDuckAmount > 0.8
    end


}

rage = {
    anim_breaker = function ()

        if not lua.uis.global.master_switch:get() or not lua.uis.rage.master_switch:get() then
            return
        end

        -- if lua.uis.rage.feature_list:get('\aE0D30B96Animation Breaker') then
        --     local me = entity.get_local_player()

        --     if not me:is_alive() then return end
        --     local pitch = me.m_flPoseParameter[12]
        --     pitch = 0.5
        --     print(pitch)

        --     -- if lua.uis.rage.anim_breaker:get('In Air') then
        --     --     me.m_flPoseParameter[6] = 0.5
        --     -- end

        --     -- if lua.uis.rage.anim_breaker:get('On Land') then
        --     --     if entitys.on_ground(me,ref.fake_lag_limit:get() + 1) then
        --     --         me.m_flPoseParameter[12] = 0.5
        --     --     end
        --     -- end

        --     -- if lua.uis.rage.anim_breaker:get('Leg Fucker') then
        --     --     ref.leg_movement:set('Sliding')
        --     --     me.m_flPoseParameter[0] = 1
        --     -- end
        -- end
    end,


    hitchance_modification = function ()
        if not lua.uis.global.master_switch:get() or not lua.uis.rage.master_switch:get() then
            return
        end
        local me = entity.get_local_player()

        if not me:is_alive() then
            return
        end

        local inair_hitchance = lua.uis.rage.inair_hitchance:get()
        local noscope_hitchance = lua.uis.rage.noscope_hitchance:get()

        local is_scoped = me.m_bIsScoped
        local weapon = me:get_player_weapon()

        if lua.uis.rage.hitchance_select:get("In Air") then
            if entitys.in_air(me) then
                ref.hitchance:override(inair_hitchance)
            else
                ref.hitchance:override()
            end
        end

        if lua.uis.rage.hitchance_select:get("No Scoped") then
            if weapon ~= nil then
                if weapon:get_weapon_index() == 38 or  weapon:get_weapon_index() == 11 or  weapon:get_weapon_index() == 9 or  weapon:get_weapon_index() == 40 then
                    if not is_scoped then
                        for i = 1, 64 do
                            ref.hitchance:override(noscope_hitchance)
                        end
                    end
                end
            else
                ref.hitchance:override()
            end
        end

    end,

    strafe_fix = function()
        if not lua.uis.global.master_switch:get() or not lua.uis.rage.master_switch:get() then
            return
        end
        local me = entity.get_local_player()

        if not me:is_alive() then
            return
        end

        local weapon = me:get_player_weapon()

        if weapon == nil then
            return
        end

        
        if lua.uis.rage.feature_list:get('Strafe Fix')  then
            local is_grenade =
            weapon:get_weapon_index() == 43 or
            weapon:get_weapon_index() == 44 or
            weapon:get_weapon_index() == 45 or
            weapon:get_weapon_index() == 46 or
            weapon:get_weapon_index() == 47

            if is_grenade then
                ref.air_strafe:override(true)
            else
                if entitys.velocity(me) < 5 then
                    ref.air_strafe:override(false)
                else
                    ref.air_strafe:override(true)
                end
            end

        else
            ref.air_strafe:override()
        end
        


    end,

    setup = function ()
        rage.hitchance_modification()
        rage.strafe_fix()
    end

}

antiaim = {

    value = {
        c = 1,
        yaw_toadd = 0,
        yaw_value = 0,
        randomseed = 0,
        mv_deysnc = 0,
        step_v = 0 ,
        step_t = 0,
        step_m = 0,
        step_x = 0,
        return_value = 0,
    },

    ref_antiaim = {
        pitch = 'Down',
        yaw = 'Backward',
        yawbase = 'At Target',
        yawadd = 0,
        yawjitter = "Disabled",
        yawjitter_value = 0 ,
        fakeangle = true,
        inverter = false,
        left_limit = 0,
        right_limit = 0,
        fakeoption = {
            avoidoverlap = false,
            jitter = false,
            randomjitter = false,
            antibrute = false
        },
        fsbodyyaw = "Off",
        onshot = 'Default',
        lby = 'Opposite'
    },

    by = (function()
        local j = {}
        local bodyyaw_jitter = function(c, d, e)
            local f = {}
            if e == -180 then
                f[1] = 0.0
            else
                if e ~= 0 then
                    if e == 180 then
                        f[0] = 0.0
                        f[1] = d
                    else
                        math.randomseed(e)
                        f[0] = math.random(-d, d)
                        f[1] = math.random(-d, d)
                    end
                    return f[c % 2]
                end
                f[1] = d
            end
            f[0] = -d
            return f[c % 2]
        end

        j.override_limit = function(g, h, i, x, f )
            local b = 60
            local k = f
            local l = bodyyaw_jitter(antiaim.value.randomseed, 60, k)
            antiaim.ref_antiaim.inverter = l < 0 and true
            b = math.abs(l)
            antiaim.ref_antiaim.left_limit = (math.min(b, x))
            antiaim.ref_antiaim.right_limit =  (math.min(b, x))
        end

        j.jitter = function(f,d)
            local m = globals.choked_commands
            local g = entity.get_local_player()
            local h = g:get_player_weapon()
            if g == nil or h == nil then
                return
            end
            if m == 1 then
               antiaim.value.randomseed = antiaim.value.randomseed + 1
            end
            j.override_limit(g, h, m, d, f)
        end
    
        j.static = function(a, b)
            if a > b and a > 0 then
                antiaim.ref_antiaim.left_limit = math.min(b, 60)
                antiaim.ref_antiaim.right_limit = math.min(b, 60)
                antiaim.ref_antiaim.inverter = false
            elseif a < b and a > 0 then
                antiaim.ref_antiaim.left_limit = math.min(a, 60)
                antiaim.ref_antiaim.right_limit = math.min(a, 60)
                antiaim.ref_antiaim.inverter = true
            elseif math.abs(a) > b and a < 0 then
                antiaim.ref_antiaim.left_limit = math.min(b, 60)
                antiaim.ref_antiaim.right_limit = math.min(b, 60)
                antiaim.ref_antiaim.inverter = true
            elseif math.abs(a) < b and a < 0 then
                antiaim.ref_antiaim.left_limit = math.min(math.abs(a), 60)
                antiaim.ref_antiaim.right_limit = math.min(math.abs(a), 60)
                antiaim.ref_antiaim.inverter = true
            end
        end
        
        return j
    end)(),


    condition = function ()
        local me = entity.get_local_player()
        
        if entitys.in_air(me) and entitys.is_crouching(me) and not entitys.on_ground(me,8) and lua.uis.condition[6].override:get() then
            antiaim.value.c = 6
        elseif entitys.in_air(me) and not entitys.on_ground(me,8) and lua.uis.condition[5].override:get() then
            antiaim.value.c = 5
        elseif ref.slowwalk:get() and lua.uis.condition[4].override:get() then
            antiaim.value.c = 4
        elseif entitys.on_ground(me,8) and entitys.is_crouching(me) and lua.uis.condition[3].override:get() then
            antiaim.value.c = 3
        elseif entitys.on_ground(me,8) and entitys.velocity(me) > 3 and lua.uis.condition[2].override:get() and not ref.slowwalk:get() then
            antiaim.value.c = 2
        elseif entitys.on_ground(me,8) and entitys.velocity(me) < 3 and lua.uis.condition[2].override:get() and not ref.slowwalk:get() then
            antiaim.value.c = 1
        end
        return antiaim.value.c
    end,

    direction = function()
        local direct = lua.uis.antiaim.manual_yaw:get()

        if direct == 'At Target' then
            antiaim.ref_antiaim.yaw = 'Backward'
            antiaim.ref_antiaim.yawbase = 'At Target'
            antiaim.value.yaw_toadd = 0
        elseif direct == 'Forward' then
            antiaim.ref_antiaim.yaw = 'Backward'
            antiaim.ref_antiaim.yawbase = 'Local View'
            antiaim.value.yaw_toadd = 1
            antiaim.value.yaw_value = 180
        elseif direct == 'Backward' then
            antiaim.ref_antiaim.yaw = 'Backward'
            antiaim.ref_antiaim.yawbase = 'Local View'
            antiaim.value.yaw_toadd = 0
        elseif direct == 'Right' then
            antiaim.ref_antiaim.yaw = 'Backward'
            antiaim.ref_antiaim.yawbase = 'Local View'
            antiaim.value.yaw_toadd = 1
            antiaim.value.yaw_value = 110

        elseif direct == 'Left' then
            antiaim.ref_antiaim.yaw = 'Backward'
            antiaim.ref_antiaim.yawbase = 'Local View'
            antiaim.value.yaw_toadd = -1
            antiaim.value.yaw_value = -70
        end

        ref.freestanding:set(direct == 'Freestanding' and true or false)
    end,

    st_condition = function()

  

        local cod = antiaim.condition()

        antiaim.ref_antiaim.pitch = 'Down'
        if lua.uis.condition[cod].override:get() then
            antiaim.ref_antiaim.yawadd = nicetry and lua.uis.condition[cod].yaw_add_left:get() or lua.uis.condition[cod].yaw_add_right:get()
            antiaim.ref_antiaim.yawjitter = lua.uis.condition[cod].yaw_jitter:get()

            local sync =  (lua.uis.condition[cod].yaw_jitter_mode:get() == 'Sync' and (nicetry and lua.uis.condition[cod].yaw_jitter_value_left:get() or lua.uis.condition[cod].yaw_jitter_value_right:get()))
            local async = (lua.uis.condition[cod].yaw_jitter_mode:get() == 'Async' and (nicetry and lua.uis.condition[cod].yaw_jitter_value_right:get() or lua.uis.condition[cod].yaw_jitter_value_left:get()))

            antiaim.ref_antiaim.yawjitter_value =
            (lua.uis.condition[cod].yaw_jitter_mode:get() == 'Default' and -lua.uis.condition[cod].yaw_jitter_value:get()) or sync or async

            antiaim.value.step_m , antiaim.value.step_x = lua.uis.condition[cod].fake_yaw_value_min:get() , lua.uis.condition[cod].fake_yaw_value_max:get()
            antiaim.value.step_t = globals.tickcount % lua.uis.condition[cod].fake_yaw_step_tick:get()
            antiaim.value.step_v =  lua.uis.condition[cod].fake_yaw_step_value:get()

            if antiaim.value.step_t == lua.uis.condition[cod].fake_yaw_step_tick:get() - 1 then
                if antiaim.value.return_value < antiaim.value.step_m then
                    antiaim.value.return_value = antiaim.value.return_value +  antiaim.value.step_v
                elseif antiaim.value.return_value >= antiaim.value.step_x  then
                    antiaim.value.return_value = antiaim.value.step_m
                end
            end

            antiaim.value.mv_deysnc =
            (lua.uis.condition[cod].fake_yaw_mode:get() == 'Default' and lua.uis.condition[cod].fake_yaw_value:get()) or
            (lua.uis.condition[cod].fake_yaw_mode:get() == 'Sync' and (nicetry and lua.uis.condition[cod].fake_yaw_value_left:get() or lua.uis.condition[cod].fake_yaw_value_right:get())) or
            (lua.uis.condition[cod].fake_yaw_mode:get() == 'Step' and (math_helpers.clamp(antiaim.value.return_value,antiaim.value.step_m,antiaim.value.step_x )))

            local fake = antiaim.value.mv_deysnc
            local by_degree =
            (lua.uis.condition[cod].bodyyaw_mode:get() == 'Default' and lua.uis.condition[cod].bodyyaw_value:get()) or
            (lua.uis.condition[cod].bodyyaw_mode:get() == 'Sync' and (nicetry and lua.uis.condition[cod].bodyyaw_value_left:get() or lua.uis.condition[cod].bodyyaw_value_right:get())) or
            (lua.uis.condition[cod].bodyyaw_mode:get() == 'Async' and (nicetry and lua.uis.condition[cod].bodyyaw_value_right:get() or lua.uis.condition[cod].bodyyaw_value_left:get()))

            if lua.uis.condition[cod].bodyyaw:get() == "Disabled" then
                antiaim.by.jitter(0,0)
                antiaim.by.static(0,0)
            elseif lua.uis.condition[cod].bodyyaw:get() == "Static" then
                antiaim.by.static(by_degree,fake)
            elseif lua.uis.condition[cod].bodyyaw:get() == "Jitter" then
                antiaim.by.jitter(by_degree,fake)
            end


            antiaim.ref_antiaim.fakeoption.avoidoverlap = false
            antiaim.ref_antiaim.fakeoption.jitter = lua.uis.condition[cod].jitter_options:get('Smart Jitter')
            antiaim.ref_antiaim.fakeoption.randomjitter = false
            antiaim.ref_antiaim.fakeoption.antibrute = false

            antiaim.ref_antiaim.lby = lua.uis.condition[cod].jitter_options:get('LBY Mode') and lua.uis.condition[cod].lby_mode:get() or 'Disabled'
            antiaim.ref_antiaim.onshot = lua.uis.condition[cod].onshot_mode:get()
            antiaim.ref_antiaim.fsbodyyaw = lua.uis.condition[cod].jitter_options:get('FS BodyYaw') and lua.uis.condition[cod].fsbodyyaw_mode:get() or 'Disabled'


        end
    end,

    using = false,
    in_use = bit.lshift(1, 5),

    on_use = function(cmd)
        antiaim.using = false
        
        if lua.uis.antiaim.ex_funcs:get('Antiaim On Use') then
            local is_holding_using = bit.band(cmd.buttons, antiaim.in_use) > 0
            local me = entity.get_local_player()
            local active_weapon = me:get_player_weapon()
            

            if active_weapon == nil then
                return
            end

            local is_bomb_in_hand = false       
            if active_weapon then
                is_bomb_in_hand = active_weapon:get_classname() == "CC4"
            end
            local is_in_bombzone = me.m_bInBombZone
            local is_planting = is_in_bombzone and is_bomb_in_hand       
            local planted_c4_table = entity.get_entities("CPlantedC4")
            local is_c4_planted = #planted_c4_table > 0
            local bomb_distance = 100       
            if is_c4_planted then
                local c4_entity = planted_c4_table[#planted_c4_table]       
                local c4_origin = c4_entity:get_origin()
                local my_origin = me:get_origin()       
                bomb_distance = my_origin:dist_to_ray(c4_origin)
            end       
            local is_defusing = bomb_distance < 62 and me.m_iTeamNum == 3     

            if is_defusing then
                return
            end

            local camera_angles = render.camera_angles()
            local eye_position = me:get_eye_position()
            local forward_vector = vector():angles(camera_angles)
            local trace_end = eye_position + forward_vector * 8192
            local trace = utils.trace_line(eye_position, trace_end, me, 0x4600400B)
            local is_using = is_holding_using
            if trace and trace.fraction < 1 and trace.entity then
                local class_name = trace.entity:get_classname()
                is_using = class_name ~= "CWorld" and class_name ~= "CFuncBrush" and class_name ~= "CCSPlayer"
            end

            if not is_using and not is_planting then

                cmd.buttons = bit.band(cmd.buttons, bit.bnot(antiaim.in_use))
                antiaim.using = true
            end
        end
    end,

    setup = function(cmd)
        
        if not lua.uis.antiaim.master_switch:get() or not lua.uis.global.master_switch:get() then
            return
        end
        
        antiaim.direction()
        antiaim.st_condition()
        antiaim.on_use(cmd)

        if lua.uis.antiaim.ex_funcs:get('Antiaim On Use') then
            if lua.uis.antiaim.use_mode:get() == 'Always On' or (lua.uis.antiaim.use_mode:get() == 'On Custom Key' and lua.uis.antiaim.use_key:get()) or (lua.uis.antiaim.use_mode:get() == 'On Use' and common.is_button_down(0x45)) then
                antiaim.ref_antiaim.pitch = 'Disabled'
                antiaim.ref_antiaim.yawbase = 'Local View'
                antiaim.ref_antiaim.yawadd = 180
                antiaim.ref_antiaim.yawjitter = 'Disabled'
                antiaim.ref_antiaim.fakeoption.jitter = false
                if lua.uis.antiaim.use_body:get() == 'Manual' then
                    antiaim.ref_antiaim.fsbodyyaw = 'Off'

                    antiaim.by.static( 0,60)
                    antiaim.ref_antiaim.inverter = lua.uis.antiaim.use_inverter:get()
                elseif lua.uis.antiaim.use_body:get() == 'Auto' then
                    antiaim.ref_antiaim.fsbodyyaw = 'Peek Fake'
                    antiaim.ref_antiaim.inverter = false
                end
            else
            
                antiaim.ref_antiaim.fsbodyyaw = 'Off'
            end
            
        end

        if lua.uis.antiaim.ex_funcs:get('Prevent Jitter') then
            if antiaim.value.yaw_toadd ~= 0 then
                antiaim.ref_antiaim.yawjitter = 'Disabled'
                antiaim.ref_antiaim.fakeoption.jitter = false
                antiaim.by.static( 0,60)
                antiaim.ref_antiaim.inverter = false


            end
        end
    
        ref.pitch:override(antiaim.ref_antiaim.pitch)
        ref.yaw:override(antiaim.ref_antiaim.yaw)
        ref.yawbase:override(antiaim.ref_antiaim.yawbase)
        ref.yawadd:override(antiaim.value.yaw_toadd ~= 0 and antiaim.value.yaw_value or antiaim.ref_antiaim.yawadd)
        ref.yawjitter:override(antiaim.ref_antiaim.yawjitter)
        ref.yawjitter_offset:override(antiaim.ref_antiaim.yawjitter_value)
        ref.fakeangle:override(antiaim.ref_antiaim.fakeangle)
        ref.inverter:override(antiaim.ref_antiaim.inverter)
        ref.left_limit:override(antiaim.ref_antiaim.left_limit)
        ref.right_limit:override(antiaim.ref_antiaim.right_limit)
        ref.fakeoption:override(
            antiaim.ref_antiaim.fakeoption.avoidoverlap and "Avoid Overlap" or " ",
            antiaim.ref_antiaim.fakeoption.jitter and "Jitter" or " ",
            antiaim.ref_antiaim.fakeoption.randomjitter and "Randomize Jitter" or " ",
            antiaim.ref_antiaim.fakeoption.antibrute and "Anti Bruteforce" or " "
        )
        ref.fsbodyyaw:override(antiaim.ref_antiaim.fsbodyyaw)
        ref.onshot:override(antiaim.ref_antiaim.onshot)
        ref.lby:override(antiaim.ref_antiaim.lby)
    end

}

local animate = (function()
    local anim = {}

    local lerp = function(start, vend)
        local anim_speed = 12
        return start + (vend - start) * (globals.frametime * anim_speed)
    end

    local lerp_notify = function(start, vend)
        return start + (vend - start) * (globals.frametime * 8)
    end

    
    anim.new_notify = function(value,startpos,endpos,condition)
        if condition ~= nil then
            if condition then
                return lerp_notify(value,startpos)
            else
                return lerp_notify(value,endpos)
            end

        else
            return lerp_notify(value,startpos)
        end
    end



    anim.new = function(value,startpos,endpos,condition)
        if condition ~= nil then
            if condition then
                return lerp(value,startpos)
            else
                return lerp(value,endpos)
            end

        else
            return lerp(value,startpos)
        end

    end

    anim.new_color = function(color,color2,end_value,condition)
        if condition ~= nil then
            if condition then
                color.r = lerp(color.r,color2.r)
                color.g = lerp(color.g,color2.g)
                color.b = lerp(color.b,color2.b)
                color.a = lerp(color.a,color2.a)
            else
                color.r = lerp(color.r,end_value.r)
                color.g = lerp(color.g,end_value.g)
                color.b = lerp(color.b,end_value.b)
                color.a = lerp(color.a,end_value.a)
            end
        else
            color.r = lerp(color.r,color2.r)
            color.g = lerp(color.g,color2.g)
            color.b = lerp(color.b,color2.b)
            color.a = lerp(color.a,color2.a)
        end

        return { r = color.r , g = color.g , b = color.b , a = color.a }
    end

    return anim
end)()

local FONT = {
    tahoma = render.load_font('tahoma',120,'b')
}
local svg = '<svg t="1650815150236" class="icon" viewBox="0 0 1024 1024" version="1.1" xmlns="http://www.w3.org/2000/svg" p-id="1757" width="200" height="200"><path d="M750.688207 480.651786c-40.458342 65.59852-115.105654 102.817686-205.927943 117.362627 2.382361 26.853806 0.292571 62.00408 20.897903 102.232546 40.77181 79.621013 76.486328 166.28462 88.356337 229.897839 69.819896 30.824408 215.958937-42.339153 257.671154-134.540705 44.721514-98.847085 0-202.082729-74.103967-210.755359-74.083069-8.651732-117.655198 31.555835-109.902076 78.65971 7.732224 47.103875 51.868597 47.918893 96.485622 16.822812 44.617024-31.075183 85.869486 32.517138 37.992389 60.562125-47.897995 28.044987-124.133548 44.867799-168.228125-5.642434-44.094577-50.489335-40.458342-228.205109 143.65219-211.716662 184.110532 16.509344 176.127533 261.683551 118.804583 344.042189C894.465785 956.497054 823.600993 1024.519731 616.37738 1023.997283h-167.18323V814.600288 1023.997283h-168.269921c-83.424432 0-24.743118-174.267619 51.826801-323.750324 20.584435-40.228465 18.494645-75.378739 20.897904-102.232546C262.784849 583.469472 188.137536 546.250306 147.679195 480.651786H93.867093A20.814312 20.814312 0 0 1 73.031883 459.753882c0-11.535643 9.46675-20.897904 20.83521-20.897903H127.993369a236.480679 236.480679 0 0 1-10.093687-41.795808H52.071285A20.814312 20.814312 0 0 1 31.236075 376.162267c0-11.535643 9.46675-20.897904 20.83521-20.897903H114.82769v-0.877712c0-57.009481 15.171878-103.131155 41.795808-139.514406V28.379353c0-11.535643 8.630834-17.136281 19.267867-12.517844l208.979037 90.864085c20.793414-2.08979 42.318255-3.113788 64.323748-3.113787s43.530333 1.044895 64.344646 3.134685l208.979037-90.884983c10.616135-4.618437 19.246969 0.982201 19.246969 12.538742v186.471995c26.623929 36.38325 41.795807 82.504924 41.795808 139.514406V355.264364h62.756405c11.493847 0 20.83521 9.278669 20.83521 20.897903 0 11.535643-9.46675 20.897904-20.83521 20.897904h-65.828397a236.480679 236.480679 0 0 1-10.093688 41.795808h34.126277c11.493847 0 20.83521 9.278669 20.83521 20.897903 0 11.535643-9.46675 20.897904-20.83521 20.897904h-53.833z" p-id="1758" fill="#ffffff"></path></svg>'

local icon = render.load_image(svg,vector(200,200))


visuals = {

    v = {
        ol = {
            g_alpha = 0,
            rect1 = 0,
            s = false,
            t = globals.realtime
        },
        c = {
            g_alpha = 0,
            m = 0,
            a = 0
        },
    },
    on_script_load = function ()
        visuals.v.ol.g_alpha = animate.new(visuals.v.ol.g_alpha,0,1,visuals.v.ol.s)
        visuals.v.ol.rect1 = animate.new(visuals.v.ol.rect1,1,0, math.floor(150 * visuals.v.ol.g_alpha) == 149)

        if visuals.v.ol.g_alpha <= 0.01 then
            return
        end

        local screen = render.screen_size()
        local cx,cy = screen.x/2,screen.y/2
      

        local render_gradient = function(x,y,w,h,r,g,b,a,r1,g1,b1,a1,type)
            local first_gradient = color(r,g,b,a)
            local second_gradient = color(r1,g1,b1,a1)

            if type == true then
                render.gradient(vector(x, y), vector(x + w, y + h),first_gradient,second_gradient,first_gradient, second_gradient)
            elseif type == false then
                render.gradient(vector(x, y), vector(x + w, y + h), first_gradient, first_gradient, second_gradient, second_gradient)
            end     
        
        end


        local text = gradient_text(50,245,215,255,75,85,240,255,'ATARAXIA.PUB')


        render.blur(vector(0,0),vector(screen.x,screen.y),5 * visuals.v.ol.g_alpha,visuals.v.ol.g_alpha ,0)
        render_gradient(cx  + 1 - math.floor(520 * visuals.v.ol.rect1) ,cy + 1 - 75, 15,math.floor(150 * visuals.v.ol.g_alpha),0,0,0,255,0,0,0,255,false)
        render_gradient(cx - 1 - math.floor(520 * visuals.v.ol.rect1) ,cy - 1- 75, 15,math.floor(150 * visuals.v.ol.g_alpha),0,0,0,255,0,0,0,255,false)
        render_gradient(cx  + 1 - math.floor(520 * visuals.v.ol.rect1) ,cy - 1- 75, 15,math.floor(150 * visuals.v.ol.g_alpha),0,0,0,255,0,0,0,255,false)
        render_gradient(cx  - 1 - math.floor(520 * visuals.v.ol.rect1) ,cy + 1 - 75, 15,math.floor(150 * visuals.v.ol.g_alpha),0,0,0,255,0,0,0,255,false)

        render_gradient(cx  - math.floor(520 * visuals.v.ol.rect1) ,cy - 75, 15,math.floor(150 * visuals.v.ol.g_alpha),75,85,240,255,50,245,215,255,false)
 

        render.text(FONT.tahoma,vector(cx  + 100 + 1 ,cy - 5 + 1),color(0,0,0,255 * visuals.v.ol.rect1),'c','ATARAXIA.PUB')
        render.text(FONT.tahoma,vector(cx  + 100- 1,cy - 5 - 1),color(0,0,0,255 * visuals.v.ol.rect1),'c','ATARAXIA.PUB')
        render.text(FONT.tahoma,vector(cx  + 100+ 1,cy - 5 - 1),color(0,0,0,255 * visuals.v.ol.rect1),'c','ATARAXIA.PUB')
        render.text(FONT.tahoma,vector(cx  + 100- 1,cy - 5 + 1),color(0,0,0,255 * visuals.v.ol.rect1),'c','ATARAXIA.PUB')
        render.text(FONT.tahoma,vector(cx + 100,cy - 5),color(255,255,255,255 * visuals.v.ol.rect1),'c',text)

        -- render.gradient(vector(cx  - math.floor(500 * visuals.v.ol.rect1)0,(cy - 150)),vector((cx - math.floor(500 * visuals.v.ol.rect1)) + 15,(cy - 150) + math.floor(150 * visuals.v.ol.g_alpha)),color( 110, 150, 240,255 ))
        render.texture(icon, vector(cx + 1 - 425- 60,cy + 1 - 115),vector(200,200),color(0,0,0,255 * visuals.v.ol.rect1),'f')
        render.texture(icon, vector(cx - 1 - 425- 60,cy - 1 - 115),vector(200,200),color(50,0,0,255 * visuals.v.ol.rect1),'f')
        render.texture(icon, vector(cx + 1 - 425- 60,cy - 1- 115),vector(200,200),color(0,0,0,255 * visuals.v.ol.rect1),'f')
        render.texture(icon, vector(cx - 1- 425- 60,cy + 1 - 115),vector(200,200),color(0,0,0,255 * visuals.v.ol.rect1),'f')

        render.texture(icon, vector(cx - 425 - 60,cy - 115),vector(200,200),color(50,245,215,255 * visuals.v.ol.rect1),'f')

        if visuals.v.ol.t + 4 < globals.realtime then
            visuals.v.ol.t = globals.realtime
            visuals.v.ol.s = true
        end
    end,

    center = function ()
        visuals.v.c.g_alpha = animate.new(visuals.v.c.g_alpha ,1,0,lua.uis.viusals.master_switch:get() and lua.uis.global.master_switch:get() and lua.uis.viusals.feature_list:get('Center'))

        if visuals.v.c.g_alpha <= 0.01 then
            return
        end

        local me = entity.get_local_player()

        if not me:is_alive() then
            return
        end


        local screen = render.screen_size()
        local cx,cy = screen.x/2,screen.y/2
        local dpi_scale = lua.uis.viusals.center_scale:get()/10

        local r,g,b,a = lua.uis.viusals.center_color:get().r,lua.uis.viusals.center_color:get().g,lua.uis.viusals.center_color:get().b,lua.uis.viusals.center_color:get().a
        local is_scoped = me.m_bIsScoped

        visuals.v.c.m = animate.new(visuals.v.c.m,1,0,is_scoped and lua.uis.viusals.center_options:get('Move'))
        visuals.v.c.a = animate.new(visuals.v.c.a,0,1,is_scoped and lua.uis.viusals.center_options:get('Alpha'))

        render.texture(icon, vector(cx  - (14.5  * dpi_scale) + 1 + math.floor((30 * dpi_scale) * visuals.v.c.m ),cy + 18 + 1),vector(32 * dpi_scale,25 * dpi_scale),color(0,0,0,a * 0.75 * visuals.v.c.g_alpha * visuals.v.c.a),'f')
        render.texture(icon, vector(cx  - (14.5  * dpi_scale) - 1 + math.floor((30 * dpi_scale) * visuals.v.c.m ),cy + 18 - 1),vector(32 * dpi_scale,25 * dpi_scale),color(0,0,0,a * 0.75* visuals.v.c.g_alpha * visuals.v.c.a),'f')
        render.texture(icon, vector(cx  - (14.5  * dpi_scale) + 1 + math.floor((30 * dpi_scale) * visuals.v.c.m ),cy + 18 - 1),vector(32 * dpi_scale,25 * dpi_scale),color(0,0,0,a * 0.75* visuals.v.c.g_alpha * visuals.v.c.a),'f')
        render.texture(icon, vector(cx  - (14.5  * dpi_scale) - 1 + math.floor((30 * dpi_scale) * visuals.v.c.m ),cy + 18 + 1),vector(32 * dpi_scale,25 * dpi_scale),color(0,0,0,a * 0.75* visuals.v.c.g_alpha * visuals.v.c.a),'f')

        render.texture(icon, vector(cx  - (14.5 * dpi_scale) + math.floor((30 * dpi_scale) * visuals.v.c.m ),cy + 18 ),vector(32 * dpi_scale,25 * dpi_scale),color(r,g,b,a * visuals.v.c.g_alpha * visuals.v.c.a),'f')



    end,

    setup = function ()
        visuals.on_script_load()
        visuals.center()


    end

}
misc = {

    aspect_ratio = function()

        if not lua.uis.misc.master_switch:get() or not lua.uis.global.master_switch:get() then
            return
        end
        
        if lua.uis.misc.feature_list:get('Aspect Ratio') then
            cvar.r_aspectratio:float(lua.uis.misc.aspect_ratio:get()/10)
        end

    end,

    viewmodel_changer = function()
        local md = lua.uis.misc.v_f:get()
        local x,y,z = lua.uis.misc.v_x:get(),lua.uis.misc.v_y:get(),lua.uis.misc.v_z:get()
        cvar.viewmodel_offset_x:float(x,true)
        cvar.viewmodel_offset_y:float(y,true)
        cvar.viewmodel_offset_z:float(z,true)
        cvar.viewmodel_fov:float(md,true)

    end,

    setup = function ()
       misc.aspect_ratio()
       misc.viewmodel_changer()
    end


}


eventcall = {
    createmove = function (cmd)
        antiaim.setup(cmd)
        rage.setup()
    end,
    render = function ()
        if entity.get_local_player() ~= nil then
            nicetry = (math.floor(math.min(ref.left_limit:get(), entity.get_local_player().m_flPoseParameter[11] * (ref.left_limit:get() * 2) - ref.left_limit:get()))) > 0
        end
        misc.setup()
        visuals.setup()
    end,
    
    pre_render = function ()
        rage.anim_breaker()
    end,
    setup = function ()
        events.createmove:set(eventcall.createmove)
        events.render:set(eventcall.render)
        events.pre_render:set(eventcall.pre_render)
    end
}

eventcall.setup()
 
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attempt to index local 'ui' (a nil value)
 
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Радуйтесь, пастеры.
credits: tg: @keqx1

Код:
local common,ui,render,vector,color,panorama,files,entity,events,globals,utils,cvar = _G['common'],_G['ui'],_G['render'],_G['vector'],_G['color'],_G['panorama'],_G['files'],_G['entity'],_G['events'],
_G['globals'],_G['utils'],_G['cvar']
local lua,math_helpers,entitys,antiaim,visuals,ffi_helpers,ref,eventcall,rage,misc = {}, {}, {}, {}, {}, {}, {}, {}, {}, {}
local clipboard = require("neverlose/clipboard")
local base64 = require("neverlose/base64")
local ffi = require 'ffi'

local function gradient_text(r1, g1, b1, a1, r2, g2, b2, a2, text)
    local output = ''
    local len = #text-1
    local rinc = (r2 - r1) / len
    local ginc = (g2 - g1) / len
    local binc = (b2 - b1) / len
    local ainc = (a2 - a1) / len
    for i=1, len+1 do
        output = output .. ('\a%02x%02x%02x%02x%s'):format(r1, g1, b1, a1, text:sub(i, i))
        r1 = r1 + rinc
        g1 = g1 + ginc
        b1 = b1 + binc
        a1 = a1 + ainc
    end

    return output
end


ffi_helpers = {

    bind_argument = function(fn, arg)
        return function(...)
            return fn(arg, ...)
        end
    end,
  

    open_link = function (link)
        local steam_overlay_API = panorama.SteamOverlayAPI
        local open_external_browser_url = steam_overlay_API.OpenExternalBrowserURL
        open_external_browser_url(link)
    end,


}

ref = {
    fakeduck = ui.find('Aimbot','Anti Aim',"Misc","Fake Duck"),
    slowwalk = ui.find('Aimbot','Anti Aim',"Misc","Slow Walk"),
    pitch = ui.find('Aimbot','Anti Aim',"Angles","Pitch"),
    yaw = ui.find('Aimbot','Anti Aim',"Angles","Yaw"),
    yawbase = ui.find('Aimbot','Anti Aim',"Angles","Yaw",'Base'),
    yawadd = ui.find('Aimbot','Anti Aim',"Angles","Yaw",'Offset'),
    fake_lag_limit = ui.find('Aimbot','Anti Aim',"Fake Lag","Limit"),
    yawjitter = ui.find('Aimbot','Anti Aim',"Angles","Yaw Modifier"),
    yawjitter_offset = ui.find('Aimbot','Anti Aim',"Angles","Yaw Modifier",'Offset'),
    fakeangle = ui.find('Aimbot','Anti Aim',"Angles","Body Yaw"),
    inverter = ui.find('Aimbot','Anti Aim',"Angles","Body Yaw","Inverter"),
    left_limit = ui.find('Aimbot','Anti Aim',"Angles","Body Yaw","Left Limit"),
    right_limit = ui.find('Aimbot','Anti Aim',"Angles","Body Yaw","Right Limit"),
    fakeoption = ui.find('Aimbot','Anti Aim',"Angles","Body Yaw","Options"),
    fsbodyyaw = ui.find('Aimbot','Anti Aim',"Angles","Body Yaw","Freestanding"),
    onshot = ui.find('Aimbot','Anti Aim',"Angles","Body Yaw","On Shot"),
    lby = ui.find('Aimbot','Anti Aim',"Angles","Body Yaw","LBY Mode"),
    freestanding = ui.find('Aimbot','Anti Aim',"Angles","Freestanding"),
    disableyaw_modifier = ui.find('Aimbot','AntiAim',"Angles","Freestanding","Disable Yaw Modifiers"),
    body_freestanding = ui.find('Aimbot','Anti Aim',"Angles","Freestanding","Body Freestanding"),
    roll = ui.find('Aimbot','Anti Aim',"Angles","Extended Angles"),
    roll_pitch = ui.find('Aimbot','Anti Aim',"Angles","Extended Angles","Extended Pitch"),
    roll_roll = ui.find('Aimbot','Anti Aim',"Angles","Extended Angles","Extended Roll"),
    leg_movement = ui.find('Aimbot','Anti Aim',"Misc","Leg Movement"),
    hitchance = ui.find('Aimbot','Ragebot',"Selection","Hit Chance"),
    air_strafe = ui.find('Miscellaneous',"Main","Movement",'Air Strafe')

}

local nicetry = false

local c_x,c_y,c_z,c_f = 0,0,0,0
c_x,c_y,c_z = cvar.viewmodel_offset_x,cvar.viewmodel_offset_y,cvar.viewmodel_offset_z

lua = {

    callback = {},
    uis = {},
  
    info = {
        username = common.get_username(),

    },

    export = {
        ['number'] = {},
        ['boolean'] = {},
        ['table'] = {},
        ['string'] = {}
    },
  

    menu = {
        player_states = {
            "Stand",
            "Move",
            "Duck",
            "Slow-Walk",
            "Air",
            "Air + Duck"
        },

        new = function (register)
            table.insert(lua.callback, register)
        end,
      
        create = function ()
           local global2 = ui.create("Info",'')
           local global = ui.create("Info",'Ataraxia')
      

            local svg = '<svg t="1650815150236" class="icon" viewBox="0 0 1024 1024" version="1.1" xmlns="http://www.w3.org/2000/svg" p-id="1757" width="200" height="200"><path d="M750.688207 480.651786c-40.458342 65.59852-115.105654 102.817686-205.927943 117.362627 2.382361 26.853806 0.292571 62.00408 20.897903 102.232546 40.77181 79.621013 76.486328 166.28462 88.356337 229.897839 69.819896 30.824408 215.958937-42.339153 257.671154-134.540705 44.721514-98.847085 0-202.082729-74.103967-210.755359-74.083069-8.651732-117.655198 31.555835-109.902076 78.65971 7.732224 47.103875 51.868597 47.918893 96.485622 16.822812 44.617024-31.075183 85.869486 32.517138 37.992389 60.562125-47.897995 28.044987-124.133548 44.867799-168.228125-5.642434-44.094577-50.489335-40.458342-228.205109 143.65219-211.716662 184.110532 16.509344 176.127533 261.683551 118.804583 344.042189C894.465785 956.497054 823.600993 1024.519731 616.37738 1023.997283h-167.18323V814.600288 1023.997283h-168.269921c-83.424432 0-24.743118-174.267619 51.826801-323.750324 20.584435-40.228465 18.494645-75.378739 20.897904-102.232546C262.784849 583.469472 188.137536 546.250306 147.679195 480.651786H93.867093A20.814312 20.814312 0 0 1 73.031883 459.753882c0-11.535643 9.46675-20.897904 20.83521-20.897903H127.993369a236.480679 236.480679 0 0 1-10.093687-41.795808H52.071285A20.814312 20.814312 0 0 1 31.236075 376.162267c0-11.535643 9.46675-20.897904 20.83521-20.897903H114.82769v-0.877712c0-57.009481 15.171878-103.131155 41.795808-139.514406V28.379353c0-11.535643 8.630834-17.136281 19.267867-12.517844l208.979037 90.864085c20.793414-2.08979 42.318255-3.113788 64.323748-3.113787s43.530333 1.044895 64.344646 3.134685l208.979037-90.884983c10.616135-4.618437 19.246969 0.982201 19.246969 12.538742v186.471995c26.623929 36.38325 41.795807 82.504924 41.795808 139.514406V355.264364h62.756405c11.493847 0 20.83521 9.278669 20.83521 20.897903 0 11.535643-9.46675 20.897904-20.83521 20.897904h-65.828397a236.480679 236.480679 0 0 1-10.093688 41.795808h34.126277c11.493847 0 20.83521 9.278669 20.83521 20.897903 0 11.535643-9.46675 20.897904-20.83521 20.897904h-53.833z" p-id="1758" fill="#ffffff"></path></svg>'

          
           local icon = render.load_image(svg,vector(280,260))
           local _ = lua.menu.new

           local texd = gradient_text(50,245,215,255,75,85,240,255,'Ataraxia 2.0')

           ui.sidebar(texd,'cat')

           lua.uis.global = {}
           lua.uis.condition = {}


           lua.uis.global.icon = global2:texture(icon,vector(280,260),color(110,150,240,255),'f')

           lua.uis.global.join_discord = global2:button("                         Join our \aFF3E3EFdDiscord server!                 ",function ()
                ffi_helpers.open_link('https://discord.gg/Zn5PZMSvyg')
           end)

           local tex = gradient_text(50,245,215,255,75,85,240,255,'Ataraxia')
           lua.uis.global.master_switch = global:switch('Enable '..tex,false)

           local updatess = [[News:
            [+] Script recode for neverlose 3.0
           ]]
        

           lua.uis.global.welcome = global:label('Welcome! '..lua.info.username)

           lua.uis.global.updates = global:label(updatess)

           local rage_options = ui.create("Rage","Options")
           local rage_modifier = ui.create("Rage","Modifier")
           local antiaim_options = ui.create("Antiaim","Options")
           local antiaim_builder = ui.create("Antiaim","Modifier")
           local antiaim_advance = ui.create("Antiaim","Advance Tool")
           local visual_options = ui.create("Visual","Options")
           local visual_modifier = ui.create("Visual","Modifier")
           local misc_options = ui.create("Misc","Options")
           local misc_modifier = ui.create("Misc","Modifier")


           lua.uis.antiaim = {}
           lua.uis.config = {}
           lua.uis.rage = {}
           lua.uis.viusals = {}
           lua.uis.misc = {}

           lua.uis.rage.master_switch = rage_options:switch('\a6E96F0FFSwitch Rage Features',false)
           lua.uis.rage.feature_list = rage_options:selectable('Feature List',{"Hitchance Modifier","Strafe Fix"})
           lua.uis.rage.hitchance_select = rage_modifier:selectable('Hitchance Modifier',{'In Air','No Scoped'})
           lua.uis.rage.inair_hitchance = rage_modifier:slider('In Air Hitchance',0,100,50)
           lua.uis.rage.noscope_hitchance = rage_modifier:slider('No Scoped Hitchance',0,100,50)
        --    lua.uis.rage.anim_breaker = rage_modifier:selectable('\aE0D30B96Animation Breaker',{'In Air','On Land','Leg Fucker'})
           lua.uis.antiaim.master_switch = antiaim_options:switch('\a6E96F0FFSwitch Antiaim',false)
           lua.uis.antiaim.manual_yaw = antiaim_options:combo("Manual Yawbase",{"At Target", "Forward", "Backward", "Right", "Left", "Freestanding"})
           lua.uis.antiaim.ex_funcs = antiaim_options:selectable('Exfuncs Selection',{'Antiaim On Use',"Prevent Jitter"})
           lua.uis.antiaim.use_mode = antiaim_options:combo('Onuse Options',{'Always On','On Custom Key','On Use'})
           lua.uis.antiaim.use_key = antiaim_options:switch('Custom Key',false)
           lua.uis.antiaim.use_body = antiaim_options:combo('Desync Direction',{"Manual",'Auto'})
           lua.uis.antiaim.use_inverter = antiaim_options:switch('Inverter',false)

           lua.uis.viusals.master_switch = visual_options:switch('\a6E96F0FFSwitch Visual Features',false)
           lua.uis.viusals.feature_list = visual_options:selectable('Feature List',{'Center'})
           lua.uis.viusals.center_options = visual_modifier:selectable('Center Options',{'Alpha','Move'})
           lua.uis.viusals.center_scale = visual_modifier:slider('Center Scale',10,30,15,0.1)
           lua.uis.viusals.center_color = visual_modifier:color_picker('Center Color',color(50,75,255,255))
        
           lua.uis.misc.master_switch = misc_options:switch('\a6E96F0FFSwitch Misc Features',false)
           lua.uis.misc.feature_list = misc_options:selectable('Feature List',{"Aspect Ratio","Viewmodel Changer"})

           lua.uis.misc.aspect_ratio = misc_modifier:slider('Aspect Ratio',5,20,13,0.1)
           lua.uis.misc.v_x = misc_modifier:slider('Viewmodel X',-10, 10,1)
           lua.uis.misc.v_y = misc_modifier:slider('Viewmodel Y',-10, 10,1)
           lua.uis.misc.v_z = misc_modifier:slider('Viewmodel Z',-10, 10,0)
           lua.uis.misc.v_f = misc_modifier:slider('Viewmodel Fov',0, 100,68)


           lua.uis.builder = {}

           lua.uis.builder.mode = antiaim_builder:combo('Antiaim Mode',{'Automatic','Conditional'})
           lua.uis.builder.condition_state = antiaim_builder:combo('Condition',lua.menu.player_states)



           for key, value in pairs(lua.menu.player_states) do
                lua.uis.condition[key] = {
                    override = antiaim_builder:switch('Override '..lua.menu.player_states[key]..' State'),
                    yaw_add_left = antiaim_builder:slider('['..key..'] Yaw Add Left',-180,180,0),
                    yaw_add_right = antiaim_builder:slider('['..key..'] Yaw Add Right',-180,180,0),
                    yaw_jitter = antiaim_builder:combo('['..key..'] Yaw Jitter',{"Disabled","Center","Offset","Random","Spin"}),
                    yaw_jitter_mode = antiaim_builder:combo('['..key..'] Yaw Jitter Mode',{"Default",'Sync',"Async"}),
                    yaw_jitter_value = antiaim_builder:slider('['..key..'] Yaw Jitter Modifier',-180,180,0),
                    yaw_jitter_value_left = antiaim_builder:slider('['..key..'] YJ. Left',-180,180,0),
                    yaw_jitter_value_right = antiaim_builder:slider('['..key..'] YJ. Right',-180,180,0),
                    bodyyaw = antiaim_builder:combo('['..key..'] Body Yaw',{"Disabled","Static","Jitter"}),
                    bodyyaw_mode = antiaim_builder:combo('['..key..'] Body Yaw Mode',{'Default','Sync',"Async"}),
                    bodyyaw_value = antiaim_builder:slider('['..key..'] Body Yaw Modifier',-180,180,0),
                    bodyyaw_value_left = antiaim_builder:slider('['..key..'] BY. Left',-180,180,0),
                    bodyyaw_value_right = antiaim_builder:slider('['..key..'] BY. Right',-180,180,0),
                    fake_yaw_mode = antiaim_builder:combo('['..key..'] Fake Yaw Mode',{'Default','Sync','Step'}),
                    fake_yaw_value = antiaim_builder:slider('['..key..'] Fake Yaw Modifier',0,60,60),
                    fake_yaw_step_tick = antiaim_builder:slider('['..key..'] FY. Step Tick',1,15,7),
                    fake_yaw_step_value = antiaim_builder:slider('['..key..'] FY. Step Value',1,60,5),
                    fake_yaw_value_left = antiaim_builder:slider('['..key..'] FY. Left',0,60,60),
                    fake_yaw_value_right = antiaim_builder:slider('['..key..'] FY. Right',0,60,60),
                    fake_yaw_value_min = antiaim_builder:slider('['..key..'] FY. Min',0,60,60),
                    fake_yaw_value_max = antiaim_builder:slider('['..key..'] FY. Max',0,60,60),

                    jitter_options = antiaim_advance:selectable('['..key..'] Extra Options',{'Smart Jitter','LBY Mode','Desync on shot','FS BodyYaw'}),
                    lby_mode = antiaim_advance:combo('['..key..'] LBY Modifier',{'Opposite','Sway'}),
                    onshot_mode = antiaim_advance:combo('['..key..'] On Shot',{'Default','Opposite','Freestanding','Switch'}),
                    fsbodyyaw_mode = antiaim_advance:combo('['..key..'] BY. Mode',{'Peek Fake','Peek Real'}),

                }
           end
        

           lua.uis.config.export_process = function()
          
                for key, value in pairs(lua.menu.player_states) do
                    for index, value in pairs(lua.uis.condition[key]) do
                        table.insert(lua.export[type(value:get())],value)
                    end
                end

                local arr_to_string = function(arr)
                    arr = arr:get()
                    local str = ""
                    for i=1, #arr do
                        str = str .. arr[i] .. (i == #arr and "" or ",")
                    end
              
                    if str == "" then
                        str = "-"
                    end
              
                    return str
                end

                local str = ""
                for i,o in pairs(lua.export['number']) do
                    str = str .. tostring(o:get()) .. '|'
                end
                for i,o in pairs(lua.export['string']) do
                    str = str .. (o:get()) .. '|'
                end
                for i,o in pairs(lua.export['boolean']) do
                    str = str .. tostring(o:get()) .. '|'
                end
                for i,o in pairs(lua.export['table']) do
                    str = str .. arr_to_string(o) .. '|'
                end

                clipboard.set(base64.encode(str))

            end

            lua.uis.config.load_process = function (text)
                local protected_ = function ()
                    local clipboards = clipboard.get()


                    local str_to_sub = function(input, sep)
                        local t = {}
                        for str in string.gmatch(input, "([^"..sep.."]+)") do
                            t[#t + 1] = string.gsub(str, "\n", "")
                        end
                        return t
                    end

                    local to_boolean = function(str)
                        if str == "true" or str == "false" then
                            return (str == "true")
                        else
                            return str
                        end
                    end

                    local tbl = str_to_sub(base64.decode(clipboards), "|")

                    local p = 1
                    for i,o in pairs(lua.export['number']) do
                        o:set(tonumber(tbl[p]))
                        p = p + 1
                    end
                    for i,o in pairs(lua.export['string']) do
                        o:set(tbl[p])
                        p = p + 1
                    end
                    for i,o in pairs(lua.export['boolean']) do
                        o:set(to_boolean(tbl[p]))
                        p = p + 1
                    end
                    for i,o in pairs(lua.export['table']) do
                        o:set(str_to_sub(tbl[p],','))
                        p = p + 1
                    end

                    print('load config')
                end

                local status , message = pcall(protected_)
              
                if not status then
                    print("Error: "..message)
                    return
                end
            end

            lua.uis.config.export_config = antiaim_options:button('                  Export Config To Clipboard                ',lua.uis.config.export_process())
            lua.uis.config.load_config = antiaim_options:button('                 Load Config From Clipboard               ',lua.uis.config.load_process())

        
        end,

        visible = function ()
            local show = lua.uis.global.master_switch:get()

            lua.uis.global.updates:set_visible(show)
            lua.uis.antiaim.master_switch:set_visible(show)
            lua.uis.rage.master_switch:set_visible(show)
            lua.uis.misc.master_switch:set_visible(show)
            lua.uis.viusals.master_switch:set_visible(show)

            local rage_show = show and lua.uis.rage.master_switch:get()

            lua.uis.rage.feature_list:set_visible(rage_show)
            lua.uis.rage.hitchance_select:set_visible(rage_show and lua.uis.rage.feature_list:get('Hitchance Modifier'))
            lua.uis.rage.inair_hitchance:set_visible(rage_show and lua.uis.rage.feature_list:get('Hitchance Modifier') and lua.uis.rage.hitchance_select:get('In Air'))
            lua.uis.rage.noscope_hitchance:set_visible(rage_show and lua.uis.rage.feature_list:get('Hitchance Modifier') and lua.uis.rage.hitchance_select:get('No Scoped'))
            -- lua.uis.rage.anim_breaker:set_visible(rage_show  and lua.uis.rage.feature_list:get('\aE0D30B96Animation Breaker'))


            local antiaim_show = show and lua.uis.antiaim.master_switch:get()

            lua.uis.antiaim.manual_yaw:set_visible(antiaim_show)
            lua.uis.antiaim.ex_funcs:set_visible(antiaim_show)
          
            lua.uis.antiaim.use_mode:set_visible(antiaim_show and lua.uis.antiaim.ex_funcs:get('Antiaim On Use'))
            lua.uis.antiaim.use_key:set_visible(antiaim_show and lua.uis.antiaim.ex_funcs:get('Antiaim On Use') and lua.uis.antiaim.use_mode:get() == 'On Custom Key')
            lua.uis.antiaim.use_body:set_visible(antiaim_show and lua.uis.antiaim.ex_funcs:get('Antiaim On Use'))
            lua.uis.antiaim.use_inverter:set_visible(antiaim_show and lua.uis.antiaim.ex_funcs:get('Antiaim On Use') and lua.uis.antiaim.use_body:get() == 'Manual')

            lua.uis.config.export_config:set_visible(antiaim_show)
            lua.uis.config.load_config:set_visible(antiaim_show)
            lua.uis.builder.mode:set_visible(antiaim_show)
                    
            local show_condition = antiaim_show and lua.uis.builder.mode:get() == "Conditional"

            lua.uis.builder.condition_state:set_visible(show_condition)

            local selection = lua.uis.builder.condition_state:get()

            for key, value in pairs(lua.menu.player_states) do
            

                local show = selection == lua.menu.player_states[key] and show_condition

                local overrided = lua.uis.condition[key].override:get()

                lua.uis.condition[key].override:set_visible(show)

                local sshow = show and overrided

                lua.uis.condition[key].jitter_options:set_visible(sshow)
                lua.uis.condition[key].lby_mode:set_visible(sshow and lua.uis.condition[key].jitter_options:get('LBY Mode'))
                lua.uis.condition[key].onshot_mode:set_visible(sshow and lua.uis.condition[key].jitter_options:get('Desync on shot'))
                lua.uis.condition[key].fsbodyyaw_mode:set_visible(sshow  and lua.uis.condition[key].jitter_options:get('FS BodyYaw'))

                lua.uis.condition[key].yaw_add_left:set_visible(sshow)
                lua.uis.condition[key].yaw_add_right:set_visible(sshow)
                lua.uis.condition[key].yaw_jitter:set_visible(sshow)
                lua.uis.condition[key].yaw_jitter_mode:set_visible(sshow and lua.uis.condition[key].yaw_jitter:get() ~= 'Disabled')
                lua.uis.condition[key].yaw_jitter_value:set_visible(sshow and lua.uis.condition[key].yaw_jitter:get() ~= 'Disabled' and lua.uis.condition[key].yaw_jitter_mode:get() == 'Default')
                lua.uis.condition[key].yaw_jitter_value_left:set_visible(sshow and lua.uis.condition[key].yaw_jitter:get() ~= 'Disabled' and lua.uis.condition[key].yaw_jitter_mode:get() ~= 'Default')
                lua.uis.condition[key].yaw_jitter_value_right:set_visible(sshow and lua.uis.condition[key].yaw_jitter:get() ~= 'Disabled' and lua.uis.condition[key].yaw_jitter_mode:get() ~= 'Default')
                lua.uis.condition[key].bodyyaw:set_visible(sshow)
                lua.uis.condition[key].bodyyaw_mode:set_visible(sshow and lua.uis.condition[key].bodyyaw:get() ~= 'Disabled')
                lua.uis.condition[key].bodyyaw_value:set_visible(sshow and lua.uis.condition[key].bodyyaw:get() ~= 'Disabled' and lua.uis.condition[key].bodyyaw_mode:get() == 'Default')
                lua.uis.condition[key].bodyyaw_value_left:set_visible(sshow and lua.uis.condition[key].bodyyaw:get() ~= 'Disabled' and lua.uis.condition[key].bodyyaw_mode:get() ~= 'Default')
                lua.uis.condition[key].bodyyaw_value_right:set_visible(sshow and lua.uis.condition[key].bodyyaw:get() ~= 'Disabled' and lua.uis.condition[key].bodyyaw_mode:get() ~= 'Default')
                lua.uis.condition[key].fake_yaw_mode:set_visible(sshow and lua.uis.condition[key].bodyyaw:get() ~= 'Disabled')
                lua.uis.condition[key].fake_yaw_value:set_visible(sshow and lua.uis.condition[key].bodyyaw:get() ~= 'Disabled' and lua.uis.condition[key].fake_yaw_mode:get() == 'Default')
                lua.uis.condition[key].fake_yaw_step_tick:set_visible(sshow and lua.uis.condition[key].bodyyaw:get() ~= 'Disabled' and lua.uis.condition[key].fake_yaw_mode:get() == 'Step')
                lua.uis.condition[key].fake_yaw_step_value:set_visible(sshow and lua.uis.condition[key].bodyyaw:get() ~= 'Disabled' and lua.uis.condition[key].fake_yaw_mode:get() == 'Step')
                lua.uis.condition[key].fake_yaw_value_left:set_visible(sshow and lua.uis.condition[key].bodyyaw:get() ~= 'Disabled' and lua.uis.condition[key].fake_yaw_mode:get() == 'Sync')
                lua.uis.condition[key].fake_yaw_value_right:set_visible(sshow and lua.uis.condition[key].bodyyaw:get() ~= 'Disabled' and lua.uis.condition[key].fake_yaw_mode:get() == 'Sync')
                lua.uis.condition[key].fake_yaw_value_min:set_visible(sshow and lua.uis.condition[key].bodyyaw:get() ~= 'Disabled' and lua.uis.condition[key].fake_yaw_mode:get() == 'Step')
                lua.uis.condition[key].fake_yaw_value_max:set_visible(sshow and lua.uis.condition[key].bodyyaw:get() ~= 'Disabled' and lua.uis.condition[key].fake_yaw_mode:get() == 'Step')



            end

            local misc_show = show and lua.uis.misc.master_switch:get()
      
            lua.uis.misc.feature_list:set_visible(misc_show)
            lua.uis.misc.aspect_ratio:set_visible(misc_show and lua.uis.misc.feature_list:get('Aspect Ratio'))
            lua.uis.misc.v_x:set_visible(misc_show and lua.uis.misc.feature_list:get('Viewmodel Changer'))
            lua.uis.misc.v_y:set_visible(misc_show and lua.uis.misc.feature_list:get('Viewmodel Changer'))
            lua.uis.misc.v_z:set_visible(misc_show and lua.uis.misc.feature_list:get('Viewmodel Changer'))
            lua.uis.misc.v_f:set_visible(misc_show and lua.uis.misc.feature_list:get('Viewmodel Changer'))

            local visual_show = show and lua.uis.viusals.master_switch:get()
          
            lua.uis.viusals.feature_list:set_visible(visual_show)

            lua.uis.viusals.center_options:set_visible(visual_show and lua.uis.viusals.feature_list:get('Center'))
            lua.uis.viusals.center_color:set_visible(visual_show and lua.uis.viusals.feature_list:get('Center'))
            lua.uis.viusals.center_scale:set_visible(visual_show and lua.uis.viusals.feature_list:get('Center'))

          
        end,

        set_callback = function ()
            lua.uis.config.export_config:set_callback(lua.uis.config.export_process)
            lua.uis.config.load_config:set_callback(lua.uis.config.load_process)
            lua.uis.config.export_config:set_callback(lua.menu.visible)
            lua.uis.config.load_config:set_callback(lua.menu.visible)
          
            for key, value in pairs(lua.uis.global) do
                value:set_callback(lua.menu.visible)
            end

            for key, value in pairs(lua.uis.rage) do
                value:set_callback(lua.menu.visible)
            end

            for key, value in pairs(lua.uis.antiaim) do
                value:set_callback(lua.menu.visible)
            end
          
            for key, value in pairs(lua.uis.builder) do
                value:set_callback(lua.menu.visible)
            end

            for key, value in pairs(lua.uis.misc) do
                value:set_callback(lua.menu.visible)
            end

            for key, value in pairs(lua.uis.viusals) do
                value:set_callback(lua.menu.visible)
            end

            for key, value in pairs(lua.uis.condition) do
                for index, value in pairs(lua.uis.condition[key]) do
                    value:set_callback(lua.menu.visible)
                end
            end
          
          
        end,
    },


    file = {
        create = function ()
            -- files.create_folder("ataraxia")
            -- files.write("ataraxia/nicelib.lua", "")

            -- local contents = files.read("ataraxia/nicelib.lua")

            -- print(loadstring(contents)())

        end

    },
    init = function ()
        lua.menu.create()
        lua.menu.visible()
        lua.menu.set_callback()
        lua.file.create()
    end
}

lua.init()


math_helpers = {
    clamp = function(num, min, max)
        if num < min then
            num = min
        elseif num > max then
            num = max
        end
        return num
    end
}

entitys = {
    onground_ticks = 0,

    in_air = function (indx)
        return bit.band(indx.m_fFlags,1) == 0
    end,

    on_ground = function (indx,limit)
        local onground = bit.band(indx.m_fFlags,1)
        if onground == 1 then
            entitys.onground_ticks = entitys.onground_ticks + 1
        else
            entitys.onground_ticks = 0
        end

        return entitys.onground_ticks > limit
    end,

    velocity = function(indx)
        local vel = indx.m_vecVelocity
        local velocity = math.sqrt(vel.x * vel.x + vel.y * vel.y)
        return velocity
    end,

    is_crouching = function (indx)
        return indx.m_flDuckAmount > 0.8
    end


}

rage = {
    anim_breaker = function ()

        if not lua.uis.global.master_switch:get() or not lua.uis.rage.master_switch:get() then
            return
        end

        -- if lua.uis.rage.feature_list:get('\aE0D30B96Animation Breaker') then
        --     local me = entity.get_local_player()

        --     if not me:is_alive() then return end
        --     local pitch = me.m_flPoseParameter[12]
        --     pitch = 0.5
        --     print(pitch)

        --     -- if lua.uis.rage.anim_breaker:get('In Air') then
        --     --     me.m_flPoseParameter[6] = 0.5
        --     -- end

        --     -- if lua.uis.rage.anim_breaker:get('On Land') then
        --     --     if entitys.on_ground(me,ref.fake_lag_limit:get() + 1) then
        --     --         me.m_flPoseParameter[12] = 0.5
        --     --     end
        --     -- end

        --     -- if lua.uis.rage.anim_breaker:get('Leg Fucker') then
        --     --     ref.leg_movement:set('Sliding')
        --     --     me.m_flPoseParameter[0] = 1
        --     -- end
        -- end
    end,


    hitchance_modification = function ()
        if not lua.uis.global.master_switch:get() or not lua.uis.rage.master_switch:get() then
            return
        end
        local me = entity.get_local_player()

        if not me:is_alive() then
            return
        end

        local inair_hitchance = lua.uis.rage.inair_hitchance:get()
        local noscope_hitchance = lua.uis.rage.noscope_hitchance:get()

        local is_scoped = me.m_bIsScoped
        local weapon = me:get_player_weapon()

        if lua.uis.rage.hitchance_select:get("In Air") then
            if entitys.in_air(me) then
                ref.hitchance:override(inair_hitchance)
            else
                ref.hitchance:override()
            end
        end

        if lua.uis.rage.hitchance_select:get("No Scoped") then
            if weapon ~= nil then
                if weapon:get_weapon_index() == 38 or  weapon:get_weapon_index() == 11 or  weapon:get_weapon_index() == 9 or  weapon:get_weapon_index() == 40 then
                    if not is_scoped then
                        for i = 1, 64 do
                            ref.hitchance:override(noscope_hitchance)
                        end
                    end
                end
            else
                ref.hitchance:override()
            end
        end

    end,

    strafe_fix = function()
        if not lua.uis.global.master_switch:get() or not lua.uis.rage.master_switch:get() then
            return
        end
        local me = entity.get_local_player()

        if not me:is_alive() then
            return
        end

        local weapon = me:get_player_weapon()

        if weapon == nil then
            return
        end

      
        if lua.uis.rage.feature_list:get('Strafe Fix')  then
            local is_grenade =
            weapon:get_weapon_index() == 43 or
            weapon:get_weapon_index() == 44 or
            weapon:get_weapon_index() == 45 or
            weapon:get_weapon_index() == 46 or
            weapon:get_weapon_index() == 47

            if is_grenade then
                ref.air_strafe:override(true)
            else
                if entitys.velocity(me) < 5 then
                    ref.air_strafe:override(false)
                else
                    ref.air_strafe:override(true)
                end
            end

        else
            ref.air_strafe:override()
        end
      


    end,

    setup = function ()
        rage.hitchance_modification()
        rage.strafe_fix()
    end

}

antiaim = {

    value = {
        c = 1,
        yaw_toadd = 0,
        yaw_value = 0,
        randomseed = 0,
        mv_deysnc = 0,
        step_v = 0 ,
        step_t = 0,
        step_m = 0,
        step_x = 0,
        return_value = 0,
    },

    ref_antiaim = {
        pitch = 'Down',
        yaw = 'Backward',
        yawbase = 'At Target',
        yawadd = 0,
        yawjitter = "Disabled",
        yawjitter_value = 0 ,
        fakeangle = true,
        inverter = false,
        left_limit = 0,
        right_limit = 0,
        fakeoption = {
            avoidoverlap = false,
            jitter = false,
            randomjitter = false,
            antibrute = false
        },
        fsbodyyaw = "Off",
        onshot = 'Default',
        lby = 'Opposite'
    },

    by = (function()
        local j = {}
        local bodyyaw_jitter = function(c, d, e)
            local f = {}
            if e == -180 then
                f[1] = 0.0
            else
                if e ~= 0 then
                    if e == 180 then
                        f[0] = 0.0
                        f[1] = d
                    else
                        math.randomseed(e)
                        f[0] = math.random(-d, d)
                        f[1] = math.random(-d, d)
                    end
                    return f[c % 2]
                end
                f[1] = d
            end
            f[0] = -d
            return f[c % 2]
        end

        j.override_limit = function(g, h, i, x, f )
            local b = 60
            local k = f
            local l = bodyyaw_jitter(antiaim.value.randomseed, 60, k)
            antiaim.ref_antiaim.inverter = l < 0 and true
            b = math.abs(l)
            antiaim.ref_antiaim.left_limit = (math.min(b, x))
            antiaim.ref_antiaim.right_limit =  (math.min(b, x))
        end

        j.jitter = function(f,d)
            local m = globals.choked_commands
            local g = entity.get_local_player()
            local h = g:get_player_weapon()
            if g == nil or h == nil then
                return
            end
            if m == 1 then
               antiaim.value.randomseed = antiaim.value.randomseed + 1
            end
            j.override_limit(g, h, m, d, f)
        end
  
        j.static = function(a, b)
            if a > b and a > 0 then
                antiaim.ref_antiaim.left_limit = math.min(b, 60)
                antiaim.ref_antiaim.right_limit = math.min(b, 60)
                antiaim.ref_antiaim.inverter = false
            elseif a < b and a > 0 then
                antiaim.ref_antiaim.left_limit = math.min(a, 60)
                antiaim.ref_antiaim.right_limit = math.min(a, 60)
                antiaim.ref_antiaim.inverter = true
            elseif math.abs(a) > b and a < 0 then
                antiaim.ref_antiaim.left_limit = math.min(b, 60)
                antiaim.ref_antiaim.right_limit = math.min(b, 60)
                antiaim.ref_antiaim.inverter = true
            elseif math.abs(a) < b and a < 0 then
                antiaim.ref_antiaim.left_limit = math.min(math.abs(a), 60)
                antiaim.ref_antiaim.right_limit = math.min(math.abs(a), 60)
                antiaim.ref_antiaim.inverter = true
            end
        end
      
        return j
    end)(),


    condition = function ()
        local me = entity.get_local_player()
      
        if entitys.in_air(me) and entitys.is_crouching(me) and not entitys.on_ground(me,8) and lua.uis.condition[6].override:get() then
            antiaim.value.c = 6
        elseif entitys.in_air(me) and not entitys.on_ground(me,8) and lua.uis.condition[5].override:get() then
            antiaim.value.c = 5
        elseif ref.slowwalk:get() and lua.uis.condition[4].override:get() then
            antiaim.value.c = 4
        elseif entitys.on_ground(me,8) and entitys.is_crouching(me) and lua.uis.condition[3].override:get() then
            antiaim.value.c = 3
        elseif entitys.on_ground(me,8) and entitys.velocity(me) > 3 and lua.uis.condition[2].override:get() and not ref.slowwalk:get() then
            antiaim.value.c = 2
        elseif entitys.on_ground(me,8) and entitys.velocity(me) < 3 and lua.uis.condition[2].override:get() and not ref.slowwalk:get() then
            antiaim.value.c = 1
        end
        return antiaim.value.c
    end,

    direction = function()
        local direct = lua.uis.antiaim.manual_yaw:get()

        if direct == 'At Target' then
            antiaim.ref_antiaim.yaw = 'Backward'
            antiaim.ref_antiaim.yawbase = 'At Target'
            antiaim.value.yaw_toadd = 0
        elseif direct == 'Forward' then
            antiaim.ref_antiaim.yaw = 'Backward'
            antiaim.ref_antiaim.yawbase = 'Local View'
            antiaim.value.yaw_toadd = 1
            antiaim.value.yaw_value = 180
        elseif direct == 'Backward' then
            antiaim.ref_antiaim.yaw = 'Backward'
            antiaim.ref_antiaim.yawbase = 'Local View'
            antiaim.value.yaw_toadd = 0
        elseif direct == 'Right' then
            antiaim.ref_antiaim.yaw = 'Backward'
            antiaim.ref_antiaim.yawbase = 'Local View'
            antiaim.value.yaw_toadd = 1
            antiaim.value.yaw_value = 110

        elseif direct == 'Left' then
            antiaim.ref_antiaim.yaw = 'Backward'
            antiaim.ref_antiaim.yawbase = 'Local View'
            antiaim.value.yaw_toadd = -1
            antiaim.value.yaw_value = -70
        end

        ref.freestanding:set(direct == 'Freestanding' and true or false)
    end,

    st_condition = function()



        local cod = antiaim.condition()

        antiaim.ref_antiaim.pitch = 'Down'
        if lua.uis.condition[cod].override:get() then
            antiaim.ref_antiaim.yawadd = nicetry and lua.uis.condition[cod].yaw_add_left:get() or lua.uis.condition[cod].yaw_add_right:get()
            antiaim.ref_antiaim.yawjitter = lua.uis.condition[cod].yaw_jitter:get()

            local sync =  (lua.uis.condition[cod].yaw_jitter_mode:get() == 'Sync' and (nicetry and lua.uis.condition[cod].yaw_jitter_value_left:get() or lua.uis.condition[cod].yaw_jitter_value_right:get()))
            local async = (lua.uis.condition[cod].yaw_jitter_mode:get() == 'Async' and (nicetry and lua.uis.condition[cod].yaw_jitter_value_right:get() or lua.uis.condition[cod].yaw_jitter_value_left:get()))

            antiaim.ref_antiaim.yawjitter_value =
            (lua.uis.condition[cod].yaw_jitter_mode:get() == 'Default' and -lua.uis.condition[cod].yaw_jitter_value:get()) or sync or async

            antiaim.value.step_m , antiaim.value.step_x = lua.uis.condition[cod].fake_yaw_value_min:get() , lua.uis.condition[cod].fake_yaw_value_max:get()
            antiaim.value.step_t = globals.tickcount % lua.uis.condition[cod].fake_yaw_step_tick:get()
            antiaim.value.step_v =  lua.uis.condition[cod].fake_yaw_step_value:get()

            if antiaim.value.step_t == lua.uis.condition[cod].fake_yaw_step_tick:get() - 1 then
                if antiaim.value.return_value < antiaim.value.step_m then
                    antiaim.value.return_value = antiaim.value.return_value +  antiaim.value.step_v
                elseif antiaim.value.return_value >= antiaim.value.step_x  then
                    antiaim.value.return_value = antiaim.value.step_m
                end
            end

            antiaim.value.mv_deysnc =
            (lua.uis.condition[cod].fake_yaw_mode:get() == 'Default' and lua.uis.condition[cod].fake_yaw_value:get()) or
            (lua.uis.condition[cod].fake_yaw_mode:get() == 'Sync' and (nicetry and lua.uis.condition[cod].fake_yaw_value_left:get() or lua.uis.condition[cod].fake_yaw_value_right:get())) or
            (lua.uis.condition[cod].fake_yaw_mode:get() == 'Step' and (math_helpers.clamp(antiaim.value.return_value,antiaim.value.step_m,antiaim.value.step_x )))

            local fake = antiaim.value.mv_deysnc
            local by_degree =
            (lua.uis.condition[cod].bodyyaw_mode:get() == 'Default' and lua.uis.condition[cod].bodyyaw_value:get()) or
            (lua.uis.condition[cod].bodyyaw_mode:get() == 'Sync' and (nicetry and lua.uis.condition[cod].bodyyaw_value_left:get() or lua.uis.condition[cod].bodyyaw_value_right:get())) or
            (lua.uis.condition[cod].bodyyaw_mode:get() == 'Async' and (nicetry and lua.uis.condition[cod].bodyyaw_value_right:get() or lua.uis.condition[cod].bodyyaw_value_left:get()))

            if lua.uis.condition[cod].bodyyaw:get() == "Disabled" then
                antiaim.by.jitter(0,0)
                antiaim.by.static(0,0)
            elseif lua.uis.condition[cod].bodyyaw:get() == "Static" then
                antiaim.by.static(by_degree,fake)
            elseif lua.uis.condition[cod].bodyyaw:get() == "Jitter" then
                antiaim.by.jitter(by_degree,fake)
            end


            antiaim.ref_antiaim.fakeoption.avoidoverlap = false
            antiaim.ref_antiaim.fakeoption.jitter = lua.uis.condition[cod].jitter_options:get('Smart Jitter')
            antiaim.ref_antiaim.fakeoption.randomjitter = false
            antiaim.ref_antiaim.fakeoption.antibrute = false

            antiaim.ref_antiaim.lby = lua.uis.condition[cod].jitter_options:get('LBY Mode') and lua.uis.condition[cod].lby_mode:get() or 'Disabled'
            antiaim.ref_antiaim.onshot = lua.uis.condition[cod].onshot_mode:get()
            antiaim.ref_antiaim.fsbodyyaw = lua.uis.condition[cod].jitter_options:get('FS BodyYaw') and lua.uis.condition[cod].fsbodyyaw_mode:get() or 'Disabled'


        end
    end,

    using = false,
    in_use = bit.lshift(1, 5),

    on_use = function(cmd)
        antiaim.using = false
      
        if lua.uis.antiaim.ex_funcs:get('Antiaim On Use') then
            local is_holding_using = bit.band(cmd.buttons, antiaim.in_use) > 0
            local me = entity.get_local_player()
            local active_weapon = me:get_player_weapon()
          

            if active_weapon == nil then
                return
            end

            local is_bomb_in_hand = false     
            if active_weapon then
                is_bomb_in_hand = active_weapon:get_classname() == "CC4"
            end
            local is_in_bombzone = me.m_bInBombZone
            local is_planting = is_in_bombzone and is_bomb_in_hand     
            local planted_c4_table = entity.get_entities("CPlantedC4")
            local is_c4_planted = #planted_c4_table > 0
            local bomb_distance = 100     
            if is_c4_planted then
                local c4_entity = planted_c4_table[#planted_c4_table]     
                local c4_origin = c4_entity:get_origin()
                local my_origin = me:get_origin()     
                bomb_distance = my_origin:dist_to_ray(c4_origin)
            end     
            local is_defusing = bomb_distance < 62 and me.m_iTeamNum == 3   

            if is_defusing then
                return
            end

            local camera_angles = render.camera_angles()
            local eye_position = me:get_eye_position()
            local forward_vector = vector():angles(camera_angles)
            local trace_end = eye_position + forward_vector * 8192
            local trace = utils.trace_line(eye_position, trace_end, me, 0x4600400B)
            local is_using = is_holding_using
            if trace and trace.fraction < 1 and trace.entity then
                local class_name = trace.entity:get_classname()
                is_using = class_name ~= "CWorld" and class_name ~= "CFuncBrush" and class_name ~= "CCSPlayer"
            end

            if not is_using and not is_planting then

                cmd.buttons = bit.band(cmd.buttons, bit.bnot(antiaim.in_use))
                antiaim.using = true
            end
        end
    end,

    setup = function(cmd)
      
        if not lua.uis.antiaim.master_switch:get() or not lua.uis.global.master_switch:get() then
            return
        end
      
        antiaim.direction()
        antiaim.st_condition()
        antiaim.on_use(cmd)

        if lua.uis.antiaim.ex_funcs:get('Antiaim On Use') then
            if lua.uis.antiaim.use_mode:get() == 'Always On' or (lua.uis.antiaim.use_mode:get() == 'On Custom Key' and lua.uis.antiaim.use_key:get()) or (lua.uis.antiaim.use_mode:get() == 'On Use' and common.is_button_down(0x45)) then
                antiaim.ref_antiaim.pitch = 'Disabled'
                antiaim.ref_antiaim.yawbase = 'Local View'
                antiaim.ref_antiaim.yawadd = 180
                antiaim.ref_antiaim.yawjitter = 'Disabled'
                antiaim.ref_antiaim.fakeoption.jitter = false
                if lua.uis.antiaim.use_body:get() == 'Manual' then
                    antiaim.ref_antiaim.fsbodyyaw = 'Off'

                    antiaim.by.static( 0,60)
                    antiaim.ref_antiaim.inverter = lua.uis.antiaim.use_inverter:get()
                elseif lua.uis.antiaim.use_body:get() == 'Auto' then
                    antiaim.ref_antiaim.fsbodyyaw = 'Peek Fake'
                    antiaim.ref_antiaim.inverter = false
                end
            else
          
                antiaim.ref_antiaim.fsbodyyaw = 'Off'
            end
          
        end

        if lua.uis.antiaim.ex_funcs:get('Prevent Jitter') then
            if antiaim.value.yaw_toadd ~= 0 then
                antiaim.ref_antiaim.yawjitter = 'Disabled'
                antiaim.ref_antiaim.fakeoption.jitter = false
                antiaim.by.static( 0,60)
                antiaim.ref_antiaim.inverter = false


            end
        end
  
        ref.pitch:override(antiaim.ref_antiaim.pitch)
        ref.yaw:override(antiaim.ref_antiaim.yaw)
        ref.yawbase:override(antiaim.ref_antiaim.yawbase)
        ref.yawadd:override(antiaim.value.yaw_toadd ~= 0 and antiaim.value.yaw_value or antiaim.ref_antiaim.yawadd)
        ref.yawjitter:override(antiaim.ref_antiaim.yawjitter)
        ref.yawjitter_offset:override(antiaim.ref_antiaim.yawjitter_value)
        ref.fakeangle:override(antiaim.ref_antiaim.fakeangle)
        ref.inverter:override(antiaim.ref_antiaim.inverter)
        ref.left_limit:override(antiaim.ref_antiaim.left_limit)
        ref.right_limit:override(antiaim.ref_antiaim.right_limit)
        ref.fakeoption:override(
            antiaim.ref_antiaim.fakeoption.avoidoverlap and "Avoid Overlap" or " ",
            antiaim.ref_antiaim.fakeoption.jitter and "Jitter" or " ",
            antiaim.ref_antiaim.fakeoption.randomjitter and "Randomize Jitter" or " ",
            antiaim.ref_antiaim.fakeoption.antibrute and "Anti Bruteforce" or " "
        )
        ref.fsbodyyaw:override(antiaim.ref_antiaim.fsbodyyaw)
        ref.onshot:override(antiaim.ref_antiaim.onshot)
        ref.lby:override(antiaim.ref_antiaim.lby)
    end

}

local animate = (function()
    local anim = {}

    local lerp = function(start, vend)
        local anim_speed = 12
        return start + (vend - start) * (globals.frametime * anim_speed)
    end

    local lerp_notify = function(start, vend)
        return start + (vend - start) * (globals.frametime * 8)
    end

  
    anim.new_notify = function(value,startpos,endpos,condition)
        if condition ~= nil then
            if condition then
                return lerp_notify(value,startpos)
            else
                return lerp_notify(value,endpos)
            end

        else
            return lerp_notify(value,startpos)
        end
    end



    anim.new = function(value,startpos,endpos,condition)
        if condition ~= nil then
            if condition then
                return lerp(value,startpos)
            else
                return lerp(value,endpos)
            end

        else
            return lerp(value,startpos)
        end

    end

    anim.new_color = function(color,color2,end_value,condition)
        if condition ~= nil then
            if condition then
                color.r = lerp(color.r,color2.r)
                color.g = lerp(color.g,color2.g)
                color.b = lerp(color.b,color2.b)
                color.a = lerp(color.a,color2.a)
            else
                color.r = lerp(color.r,end_value.r)
                color.g = lerp(color.g,end_value.g)
                color.b = lerp(color.b,end_value.b)
                color.a = lerp(color.a,end_value.a)
            end
        else
            color.r = lerp(color.r,color2.r)
            color.g = lerp(color.g,color2.g)
            color.b = lerp(color.b,color2.b)
            color.a = lerp(color.a,color2.a)
        end

        return { r = color.r , g = color.g , b = color.b , a = color.a }
    end

    return anim
end)()

local FONT = {
    tahoma = render.load_font('tahoma',120,'b')
}
local svg = '<svg t="1650815150236" class="icon" viewBox="0 0 1024 1024" version="1.1" xmlns="http://www.w3.org/2000/svg" p-id="1757" width="200" height="200"><path d="M750.688207 480.651786c-40.458342 65.59852-115.105654 102.817686-205.927943 117.362627 2.382361 26.853806 0.292571 62.00408 20.897903 102.232546 40.77181 79.621013 76.486328 166.28462 88.356337 229.897839 69.819896 30.824408 215.958937-42.339153 257.671154-134.540705 44.721514-98.847085 0-202.082729-74.103967-210.755359-74.083069-8.651732-117.655198 31.555835-109.902076 78.65971 7.732224 47.103875 51.868597 47.918893 96.485622 16.822812 44.617024-31.075183 85.869486 32.517138 37.992389 60.562125-47.897995 28.044987-124.133548 44.867799-168.228125-5.642434-44.094577-50.489335-40.458342-228.205109 143.65219-211.716662 184.110532 16.509344 176.127533 261.683551 118.804583 344.042189C894.465785 956.497054 823.600993 1024.519731 616.37738 1023.997283h-167.18323V814.600288 1023.997283h-168.269921c-83.424432 0-24.743118-174.267619 51.826801-323.750324 20.584435-40.228465 18.494645-75.378739 20.897904-102.232546C262.784849 583.469472 188.137536 546.250306 147.679195 480.651786H93.867093A20.814312 20.814312 0 0 1 73.031883 459.753882c0-11.535643 9.46675-20.897904 20.83521-20.897903H127.993369a236.480679 236.480679 0 0 1-10.093687-41.795808H52.071285A20.814312 20.814312 0 0 1 31.236075 376.162267c0-11.535643 9.46675-20.897904 20.83521-20.897903H114.82769v-0.877712c0-57.009481 15.171878-103.131155 41.795808-139.514406V28.379353c0-11.535643 8.630834-17.136281 19.267867-12.517844l208.979037 90.864085c20.793414-2.08979 42.318255-3.113788 64.323748-3.113787s43.530333 1.044895 64.344646 3.134685l208.979037-90.884983c10.616135-4.618437 19.246969 0.982201 19.246969 12.538742v186.471995c26.623929 36.38325 41.795807 82.504924 41.795808 139.514406V355.264364h62.756405c11.493847 0 20.83521 9.278669 20.83521 20.897903 0 11.535643-9.46675 20.897904-20.83521 20.897904h-65.828397a236.480679 236.480679 0 0 1-10.093688 41.795808h34.126277c11.493847 0 20.83521 9.278669 20.83521 20.897903 0 11.535643-9.46675 20.897904-20.83521 20.897904h-53.833z" p-id="1758" fill="#ffffff"></path></svg>'

local icon = render.load_image(svg,vector(200,200))


visuals = {

    v = {
        ol = {
            g_alpha = 0,
            rect1 = 0,
            s = false,
            t = globals.realtime
        },
        c = {
            g_alpha = 0,
            m = 0,
            a = 0
        },
    },
    on_script_load = function ()
        visuals.v.ol.g_alpha = animate.new(visuals.v.ol.g_alpha,0,1,visuals.v.ol.s)
        visuals.v.ol.rect1 = animate.new(visuals.v.ol.rect1,1,0, math.floor(150 * visuals.v.ol.g_alpha) == 149)

        if visuals.v.ol.g_alpha <= 0.01 then
            return
        end

        local screen = render.screen_size()
        local cx,cy = screen.x/2,screen.y/2
    

        local render_gradient = function(x,y,w,h,r,g,b,a,r1,g1,b1,a1,type)
            local first_gradient = color(r,g,b,a)
            local second_gradient = color(r1,g1,b1,a1)

            if type == true then
                render.gradient(vector(x, y), vector(x + w, y + h),first_gradient,second_gradient,first_gradient, second_gradient)
            elseif type == false then
                render.gradient(vector(x, y), vector(x + w, y + h), first_gradient, first_gradient, second_gradient, second_gradient)
            end   
      
        end


        local text = gradient_text(50,245,215,255,75,85,240,255,'ATARAXIA.PUB')


        render.blur(vector(0,0),vector(screen.x,screen.y),5 * visuals.v.ol.g_alpha,visuals.v.ol.g_alpha ,0)
        render_gradient(cx  + 1 - math.floor(520 * visuals.v.ol.rect1) ,cy + 1 - 75, 15,math.floor(150 * visuals.v.ol.g_alpha),0,0,0,255,0,0,0,255,false)
        render_gradient(cx - 1 - math.floor(520 * visuals.v.ol.rect1) ,cy - 1- 75, 15,math.floor(150 * visuals.v.ol.g_alpha),0,0,0,255,0,0,0,255,false)
        render_gradient(cx  + 1 - math.floor(520 * visuals.v.ol.rect1) ,cy - 1- 75, 15,math.floor(150 * visuals.v.ol.g_alpha),0,0,0,255,0,0,0,255,false)
        render_gradient(cx  - 1 - math.floor(520 * visuals.v.ol.rect1) ,cy + 1 - 75, 15,math.floor(150 * visuals.v.ol.g_alpha),0,0,0,255,0,0,0,255,false)

        render_gradient(cx  - math.floor(520 * visuals.v.ol.rect1) ,cy - 75, 15,math.floor(150 * visuals.v.ol.g_alpha),75,85,240,255,50,245,215,255,false)


        render.text(FONT.tahoma,vector(cx  + 100 + 1 ,cy - 5 + 1),color(0,0,0,255 * visuals.v.ol.rect1),'c','ATARAXIA.PUB')
        render.text(FONT.tahoma,vector(cx  + 100- 1,cy - 5 - 1),color(0,0,0,255 * visuals.v.ol.rect1),'c','ATARAXIA.PUB')
        render.text(FONT.tahoma,vector(cx  + 100+ 1,cy - 5 - 1),color(0,0,0,255 * visuals.v.ol.rect1),'c','ATARAXIA.PUB')
        render.text(FONT.tahoma,vector(cx  + 100- 1,cy - 5 + 1),color(0,0,0,255 * visuals.v.ol.rect1),'c','ATARAXIA.PUB')
        render.text(FONT.tahoma,vector(cx + 100,cy - 5),color(255,255,255,255 * visuals.v.ol.rect1),'c',text)

        -- render.gradient(vector(cx  - math.floor(500 * visuals.v.ol.rect1)0,(cy - 150)),vector((cx - math.floor(500 * visuals.v.ol.rect1)) + 15,(cy - 150) + math.floor(150 * visuals.v.ol.g_alpha)),color( 110, 150, 240,255 ))
        render.texture(icon, vector(cx + 1 - 425- 60,cy + 1 - 115),vector(200,200),color(0,0,0,255 * visuals.v.ol.rect1),'f')
        render.texture(icon, vector(cx - 1 - 425- 60,cy - 1 - 115),vector(200,200),color(50,0,0,255 * visuals.v.ol.rect1),'f')
        render.texture(icon, vector(cx + 1 - 425- 60,cy - 1- 115),vector(200,200),color(0,0,0,255 * visuals.v.ol.rect1),'f')
        render.texture(icon, vector(cx - 1- 425- 60,cy + 1 - 115),vector(200,200),color(0,0,0,255 * visuals.v.ol.rect1),'f')

        render.texture(icon, vector(cx - 425 - 60,cy - 115),vector(200,200),color(50,245,215,255 * visuals.v.ol.rect1),'f')

        if visuals.v.ol.t + 4 < globals.realtime then
            visuals.v.ol.t = globals.realtime
            visuals.v.ol.s = true
        end
    end,

    center = function ()
        visuals.v.c.g_alpha = animate.new(visuals.v.c.g_alpha ,1,0,lua.uis.viusals.master_switch:get() and lua.uis.global.master_switch:get() and lua.uis.viusals.feature_list:get('Center'))

        if visuals.v.c.g_alpha <= 0.01 then
            return
        end

        local me = entity.get_local_player()

        if not me:is_alive() then
            return
        end


        local screen = render.screen_size()
        local cx,cy = screen.x/2,screen.y/2
        local dpi_scale = lua.uis.viusals.center_scale:get()/10

        local r,g,b,a = lua.uis.viusals.center_color:get().r,lua.uis.viusals.center_color:get().g,lua.uis.viusals.center_color:get().b,lua.uis.viusals.center_color:get().a
        local is_scoped = me.m_bIsScoped

        visuals.v.c.m = animate.new(visuals.v.c.m,1,0,is_scoped and lua.uis.viusals.center_options:get('Move'))
        visuals.v.c.a = animate.new(visuals.v.c.a,0,1,is_scoped and lua.uis.viusals.center_options:get('Alpha'))

        render.texture(icon, vector(cx  - (14.5  * dpi_scale) + 1 + math.floor((30 * dpi_scale) * visuals.v.c.m ),cy + 18 + 1),vector(32 * dpi_scale,25 * dpi_scale),color(0,0,0,a * 0.75 * visuals.v.c.g_alpha * visuals.v.c.a),'f')
        render.texture(icon, vector(cx  - (14.5  * dpi_scale) - 1 + math.floor((30 * dpi_scale) * visuals.v.c.m ),cy + 18 - 1),vector(32 * dpi_scale,25 * dpi_scale),color(0,0,0,a * 0.75* visuals.v.c.g_alpha * visuals.v.c.a),'f')
        render.texture(icon, vector(cx  - (14.5  * dpi_scale) + 1 + math.floor((30 * dpi_scale) * visuals.v.c.m ),cy + 18 - 1),vector(32 * dpi_scale,25 * dpi_scale),color(0,0,0,a * 0.75* visuals.v.c.g_alpha * visuals.v.c.a),'f')
        render.texture(icon, vector(cx  - (14.5  * dpi_scale) - 1 + math.floor((30 * dpi_scale) * visuals.v.c.m ),cy + 18 + 1),vector(32 * dpi_scale,25 * dpi_scale),color(0,0,0,a * 0.75* visuals.v.c.g_alpha * visuals.v.c.a),'f')

        render.texture(icon, vector(cx  - (14.5 * dpi_scale) + math.floor((30 * dpi_scale) * visuals.v.c.m ),cy + 18 ),vector(32 * dpi_scale,25 * dpi_scale),color(r,g,b,a * visuals.v.c.g_alpha * visuals.v.c.a),'f')



    end,

    setup = function ()
        visuals.on_script_load()
        visuals.center()


    end

}
misc = {

    aspect_ratio = function()

        if not lua.uis.misc.master_switch:get() or not lua.uis.global.master_switch:get() then
            return
        end
      
        if lua.uis.misc.feature_list:get('Aspect Ratio') then
            cvar.r_aspectratio:float(lua.uis.misc.aspect_ratio:get()/10)
        end

    end,

    viewmodel_changer = function()
        local md = lua.uis.misc.v_f:get()
        local x,y,z = lua.uis.misc.v_x:get(),lua.uis.misc.v_y:get(),lua.uis.misc.v_z:get()
        cvar.viewmodel_offset_x:float(x,true)
        cvar.viewmodel_offset_y:float(y,true)
        cvar.viewmodel_offset_z:float(z,true)
        cvar.viewmodel_fov:float(md,true)

    end,

    setup = function ()
       misc.aspect_ratio()
       misc.viewmodel_changer()
    end


}


eventcall = {
    createmove = function (cmd)
        antiaim.setup(cmd)
        rage.setup()
    end,
    render = function ()
        if entity.get_local_player() ~= nil then
            nicetry = (math.floor(math.min(ref.left_limit:get(), entity.get_local_player().m_flPoseParameter[11] * (ref.left_limit:get() * 2) - ref.left_limit:get()))) > 0
        end
        misc.setup()
        visuals.setup()
    end,
  
    pre_render = function ()
        rage.anim_breaker()
    end,
    setup = function ()
        events.createmove:set(eventcall.createmove)
        events.render:set(eventcall.render)
        events.pre_render:set(eventcall.pre_render)
    end
}

eventcall.setup()
[neverlose] ["Script"]:46: attempt to index local 'ui' (a nil value)
оно просто ui не видит)) вставлял часть с 46 строки в другой скрипт - все круто
 
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[neverlose] ["Script"]:46: attempt to index local 'ui' (a nil value)
оно просто ui не видит)) вставлял часть с 46 строки в другой скрипт - все круто
Вырежи первые 2 строки из кода и всё заработает
 
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только одну, иначе функционал скрипта пойдет по пизде
local common,ui,render,vector,color,panorama,files,entity,events,globals,utils,cvar = _G['common'],_G['ui'],_G['render'],_G['vector'],_G['color'],_G['panorama'],_G['files'],_G['entity'],_G['events'],
_G['globals'],_G['utils'],_G['cvar']
Выше 2 строки написано, их и нужно удалить
 
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local common,ui,render,vector,color,panorama,files,entity,events,globals,utils,cvar = _G['common'],_G['ui'],_G['render'],_G['vector'],_G['color'],_G['panorama'],_G['files'],_G['entity'],_G['events'],
_G['globals'],_G['utils'],_G['cvar']
Выше 2 строки написано, их и нужно удалить
аа затупил, думал это вордврап перенес
 
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