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Автор темы
- #1
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
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()