Crack Lua Ataraxia.pub FOR NL V3 source leak

  • Автор темы Автор темы mkille
  • Дата начала Дата начала
Начинающий
Начинающий
Статус
Оффлайн
Регистрация
29 Июн 2020
Сообщения
54
Реакции
4
Радуйтесь, пастеры.
credits: tg: @keqx1

Код:
Expand Collapse Copy
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()
 
что это?
 
10 пропиаренных луашек на скит из 10
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Ужас
 
это какой билд вообще?
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
doesnt load lol
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Xd
 
Последнее редактирование:
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
attempt to index local 'ui' (a nil value)
 
Радуйтесь, пастеры.
credits: tg: @keqx1

Код:
Expand Collapse Copy
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
 
[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
 
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
 
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
 
[neverlose] ["Script"]:1162: attempt to index local 'me' (a nil value)
 
Назад
Сверху Снизу