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Автор темы
- #1
Данный скрипт не проверялся модераторами, так как является кряком приватной LUA и в нём может присутствовать обфускация. Даже известные пользователи могут выложить вредоносный скрипт под видом крякнутого, поэтому любое использование исключительно на свой страх и риск.
CHEAT: GAMESENSE
code_language.lua:
--powered by GoodLi
require 'bit'
ffi = require "ffi"
vector = require "vector" -- there for the Vector struct to work in FFI
local antiaim = require 'gamesense/antiaim_funcs'
local client_userid_to_entindex, client_set_event_callback, client_screen_size, client_trace_bullet, client_unset_event_callback, client_color_log, client_camera_position, client_create_interface, client_random_int, client_latency, client_find_signature, client_delay_call, client_trace_line, client_register_esp_flag, client_exec, client_key_state, client_set_cvar, client_unix_time, client_error_log, client_draw_debug_text, client_update_player_list, client_camera_angles, client_eye_position, client_draw_hitboxes, client_random_float, entity_get_local_player, entity_is_enemy, entity_get_all, entity_set_prop, entity_is_alive, entity_get_steam64, entity_get_classname, entity_get_player_resource, entity_is_dormant, entity_get_player_name, entity_get_origin, entity_hitbox_position, entity_get_player_weapon, entity_get_players, entity_get_prop, globals_absoluteframetime, globals_chokedcommands, globals_oldcommandack, globals_tickcount, globals_commandack, globals_lastoutgoingcommand, globals_curtime, globals_tickinterval, globals_framecount, globals_frametime, ui_new_slider, ui_new_combobox, ui_reference, ui_set_visible, ui_new_textbox, ui_new_color_picker, ui_new_checkbox, ui_new_multiselect, ui_new_hotkey, ui_set, ui_set_callback, ui_new_button, ui_new_label, ui_get, renderer_world_to_screen, renderer_circle_outline, renderer_rectangle, renderer_gradient, renderer_circle, renderer_text, renderer_line, renderer_triangle, renderer_measure_text, renderer_indicator, math_atan2, math_rad, math_ceil, math_tan, math_cos, math_sinh, math_random, math_huge, math_pi, math_max, math_floor, math_sqrt, math_deg, math_atan, math_pow, math_abs, math_min, math_sin, math_log, table_concat, string_format, string_byte, string_char, bit_band, panorama_loadstring, panorama_open =
client.userid_to_entindex, client.set_event_callback, client.screen_size, client.trace_bullet, client.unset_event_callback, client.color_log, client.camera_position, client.create_interface, client.random_int, client.latency, client.find_signature, client.delay_call, client.trace_line, client.register_esp_flag, client.exec, client.key_state, client.set_cvar, client.unix_time, client.error_log, client.draw_debug_text, client.update_player_list, client.camera_angles, client.eye_position, client.draw_hitboxes, client.random_float, entity.get_local_player, entity.is_enemy, entity.get_all, entity.set_prop, entity.is_alive, entity.get_steam64, entity.get_classname, entity.get_player_resource, entity.is_dormant, entity.get_player_name, entity.get_origin, entity.hitbox_position, entity.get_player_weapon, entity.get_players, entity.get_prop, globals.absoluteframetime, globals.chokedcommands, globals.oldcommandack, globals.tickcount, globals.commandack, globals.lastoutgoingcommand, globals.curtime, globals.tickinterval, globals.framecount, globals.frametime, ui.new_slider, ui.new_combobox, ui.reference, ui.set_visible, ui.new_textbox, ui.new_color_picker, ui.new_checkbox, ui.new_multiselect, ui.new_hotkey, ui.set, ui.set_callback, ui.new_button, ui.new_label, ui.get, renderer.world_to_screen, renderer.circle_outline, renderer.rectangle, renderer.gradient, renderer.circle, renderer.text, renderer.line, renderer.triangle, renderer.measure_text, renderer.indicator, math.atan2, math.rad, math.ceil, math.tan, math.cos, math.sinh, math.random, math.huge, math.pi, math.max, math.floor, math.sqrt, math.deg, math.atan, math.pow, math.abs, math.min, math.sin, math.log, table.concat, string.format, string.byte, string.char, bit.band, panorama.loadstring, panorama.open
local globals_realtime = globals.realtime
local client_current_threat, client_find_signature, entity_get_local_player, entity_get_origin, entity_get_player_weapon, entity_get_prop, entity_is_alive, globals_chokedcommands, math_max, renderer_indicator, ui_get, ui_new_checkbox, ui_new_color_picker, ui_new_hotkey, ui_new_multiselect, ui_reference, ipairs, ui_set_callback, ui_set_visible = client.current_threat, client.find_signature, entity.get_local_player, entity.get_origin, entity.get_player_weapon, entity.get_prop, entity.is_alive, globals.chokedcommands, math.max, renderer.indicator, ui.get, ui.new_checkbox, ui.new_color_picker, ui.new_hotkey, ui.new_multiselect, ui.reference, ipairs, ui.set_callback, ui.set_visible
local antiaim_funcs = require "gamesense/antiaim_funcs"
local images = require "gamesense/images"
local base64 = require('gamesense/base64')
local clipboard_api = require('gamesense/clipboard')
local master_switch = ui_new_checkbox("AA", "Anti-aimbot angles", "\aFFED92FFEnabled GoodLi-Tech -Anti Aim \a6EBFFFFF--Alpha")
local menu = ui_new_combobox("AA", "Anti-aimbot angles", "[Q1509932755] Owner-Principal --- GoodLi ---", 'Anti-Aim', 'Indicators', 'Misc')
local air_strafe = ui.reference("Misc", "Movement", "Air strafe")
local items = {
--aa
anti_aim = ui_new_checkbox("AA", "Anti-aimbot angles", "\aFFD9D9FFAnti-aim high-intensity \a9FB9FFFFsync packet"),
extra_conditions = ui_new_multiselect("AA", "Anti-aimbot angles", "Keybinds", "Manual left", "Manual right", "Manual back", "Edge yaw on key", "Freestanding on key", "Legit AA on use"),
manual_left_dir = ui_new_hotkey("AA", "anti-aimbot angles", "Manual Left"),
manual_right_dir = ui_new_hotkey("AA", "anti-aimbot angles","Manual Right"),
manual_backward_dir = ui_new_hotkey("AA", "anti-aimbot angles","Manual Back"),
edge = ui_new_hotkey("AA", "anti-aimbot angles", "Edge yaw on key"),
freestanding = ui_new_hotkey("AA", "anti-aimbot angles", "Freestanding on key"),
legit_aa = ui_new_checkbox("AA", "Anti-aimbot angles", "Legit AA on use"),
manual_state = ui_new_slider("AA", "anti-aimbot angles","\n",0,3,0),
fs_mode = ui_new_combobox("AA", "Anti-aimbot angles", "Body yaw mode", "Smart", "Reversed"),
anti_knife = ui_new_checkbox("AA", "Anti-aimbot angles", "Enable \aFFFFFFFFanti-knife"),
--indicators
indbox = ui_new_multiselect("AA", "Anti-aimbot angles", "Indicator box", "Arrow indicators", "Crosshair indicators", "Debug indicators"),
indbox2 = ui_new_multiselect("AA", "Anti-aimbot angles", "Crosshair ind", "indication", "watermark"),
bodyyaw_ind = ui_new_combobox("AA", "Anti-aimbot angles", "Arrow type", "A", "B"),
Debug_box = ui_new_combobox("AA", "Anti-aimbot angles", "Debug ind", "+", "-"),
arrows_label = ui.new_label("AA", "Anti-aimbot angles", "Arrow type"),
arrows_clr = ui.new_color_picker("AA", "Anti-aimbot angles", "Arrow type", 155, 255, 255, 255),
main_label = ui.new_label("AA", "Anti-aimbot angles", "Main color A"),
main_clr = ui.new_color_picker("AA", "Anti-aimbot angles", "Main color", 155, 255, 255, 255),
main_label_1 = ui.new_label("AA", "Anti-aimbot angles", "Main color B"),
main_clr_a = ui.new_color_picker("AA", "Anti-aimbot angles", "Main color 1", 255, 155, 255, 255),
x_offset = ui.new_slider("AA", "Anti-aimbot angles", "Debug left location", -1000, 1000, 0),
y_offset = ui.new_slider("AA", "Anti-aimbot angles", "Debug Right location", -1000, 1000, 0),
z_offset = ui.new_slider("AA", "Anti-aimbot angles", "Crosshair left location", -1000, 1000, 0),
--Misc
enable_it = ui.new_checkbox("AA", "Anti-aimbot angles", "> Enable Jumpscout"),
Animation = ui.new_multiselect("AA", "other", '\aaecbfdffA\abbc4fbffn\ac9bdf9ffi\ad6b6f7ffm\ae4aff5ffa \af1a8f3fft\afea1f1ffi \aff96edffon(serverside)', { 'Leg Movement', 'Static Legs', '0 Pitch on land' } ),
keyshow = ui_new_checkbox("AA", "Anti-Aimbot Angles", "> Enable extra slow motion limit"),
limit_reference = ui_new_slider("AA", "Anti-Aimbot Angles", "Slow motion limit", 10, 57, 50, 57, "", 1, {[57] = "Max", [47] = "Better", [10] = "Minimum"}),
}
--ROLL AA
local refs = {
dt = { ui_reference("RAGE", "Other", "Double tap") },
pitch = ui_reference("AA", "Anti-aimbot angles", "pitch"),
yaw = { ui_reference("AA", "Anti-aimbot angles", "Yaw") },
yaw_base = { ui_reference("AA", "Anti-aimbot angles", "Yaw base") },
yawj = { ui_reference("AA", "Anti-aimbot angles", "Yaw jitter") },
bodyyaw = { ui_reference("AA", "Anti-aimbot angles", "Body yaw") },
fs = { ui_reference("AA", "Anti-aimbot angles", "Freestanding") },
slowwalk = { ui_reference("AA", "Other", "Slow motion") },
leg_movement = ui_reference("AA", "Other", "Leg movement"),
hs = { ui_reference("AA", "Other", "On shot anti-aim") },
quickpeek = { ui_reference("RAGE", "Other", "Quick peek assist") },
quickpeek_clr = ui_reference("RAGE", "Other", "Quick peek assist mode"),
edge_yaw = ui_reference("AA", "Anti-aimbot angles", "Edge yaw"),
md = ui_reference("RAGE", "Aimbot", "Minimum damage"),
sp_key = ui_reference("RAGE", "Aimbot", "Force safe point"),
baim_key = ui_reference("RAGE", "Other", "Force body aim"),
ping_spike = { ui.reference('MISC', 'Miscellaneous', 'Ping spike') },
fd = ui_reference("RAGE", "Other", "Duck peek assist"),
dt_mode = ui_reference("RAGE", "Other", "Double tap mode"),
dt_hc = ui_reference("RAGE", "Other", "Double tap hit chance"),
dt_fl = ui_reference("RAGE", "Other", "Double tap fake lag limit"),
pitch = ui_reference("AA", "Anti-aimbot angles", "Pitch"),
yaw_base = ui_reference("AA", "Anti-aimbot angles", "Yaw base"),
fs_bodyyaw = ui_reference("AA", "Anti-aimbot angles", "Freestanding body yaw"),
fakelimit = ui_reference("AA", "Anti-aimbot angles", "Fake yaw limit"),
fl = ui_reference("AA", "Fake lag", "Enabled"),
fl_amt = ui_reference("AA", "Fake lag", "Amount"),
fl_var = ui_reference("AA", "Fake lag", "Variance"),
fl_limit = ui_reference("AA", "Fake lag", "Limit"),
maxprocessticks = ui_reference("Misc", "Settings", "sv_maxusrcmdprocessticks"),
holdaim = ui_reference("Misc", "Settings", "sv_maxusrcmdprocessticks_holdaim"),
aa_enabled = ui_reference("AA", "Anti-aimbot angles", "Enabled"),
slowwalk = { ui_reference("AA", "Other", "Slow motion") },
fakeduck = ui.reference("Rage", "Other", "Duck peek assist"),
sv_maxusrcmdprocessticks = ui.reference("MISC", "Settings", "sv_maxusrcmdprocessticks"),
}
local fakelag = ui.reference("AA", "Fake lag", "Limit")
local function containo(A, B)
if A == nil then
return false
end
A = ui.get(A)
for i=0, #A do
if A[i] == B then
return true
end
end
return false
end
local bind_systeam = {
left = false,
right = false,
back = false,
}
local indicator = {
bar = 0,
hbar = 0,
}
--GoodLiYAW Ev1 Ex
local handler_ui = {}
handler_ui.menu_need_to_export = {
['number'] = {},
['string'] = {},
['boolean'] = {},
['table'] = {},
}
local function arr_to_string(arr)
arr = ui.get(arr)
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 function str_to_sub(input, sep)
local t = {}
for str in string.gmatch(input, "([^"..sep.."]+)") do
t[#t + 1] = string.gsub(str, "\n", "")
end
return t
end
local function to_boolean(str)
if str == "true" or str == "false" then
return (str == "true")
else
return str
end
end
function handler_ui:menu_funcs(register,need_export, ... )
local number_ = register
if need_export then
if type(number_) == 'number' then
table.insert(self.menu_need_to_export[type(ui.get(number_))],number_)
end
end
--print(type(ui.get(number_)))
return number_
end
--Jumpscout
client.set_event_callback("setup_command", function(c)
if not ui.get(items.enable_it) then return end
local vel_x, vel_y = entity.get_prop(entity.get_local_player(), "m_vecVelocity")
local vel = math.sqrt(vel_x^2 + vel_y^2)
ui.set(air_strafe, not (c.in_jump and (vel < 10)) or ui.is_menu_open())
end)
local data = { }
local function resolve_flag_get( )
data = { }
local players = entity.get_players( true )
for i, player in ipairs( players ) do repeat
local body_yaw = entity.get_prop( player, 'm_flPoseParameter', 11 )
if not body_yaw then
break
end
data[ player ] = body_yaw * 120 - 60
until true end
end
--Leg movement
function legfucker( )
local z = math.random( 1, 3 )
if z == 1 then
ui.set( refs.leg_movement, "Always slide" )
elseif z == 2 then
ui.set( refs.leg_movement, "Never slide" )
elseif z == 3 then
ui.set( refs.leg_movement, "Always slide" )
end
end
local ground_ticks, end_time = 1, 0
client.set_event_callback("pre_render", function()
local localplayer = entity.get_local_player( )
if localplayer == nil then return end
if containo(items.Animation, "Static Legs") then
entity.set_prop(entity.get_local_player(), "m_flPoseParameter", 1, 6)
end
if containo(items.Animation, "0 Pitch on land") then
local on_ground = bit.band(entity.get_prop(entity.get_local_player(), "m_fFlags"), 1)
if on_ground == 1 then
ground_ticks = ground_ticks + 1
else
ground_ticks = 0
end_time = globals.curtime() + 1
end
if ground_ticks > ui.get(fakelag)+1 and end_time > globals.curtime() then
entity.set_prop(entity.get_local_player(), "m_flPoseParameter", 0.5, 12)
end
end
if containo(items.Animation, "Leg Movement") then
legfucker( )
entity.set_prop(entity.get_local_player(), "m_flPoseParameter", 8, 0)
end
end)
local vars = {
state_to_idx = { ["Default"]=1, ["Standing"]=2, ["Slow motion"]=3, ['Crouching']=4, ['In Air']=5,['Air Crouching']=6},
player_states = { "Default", 'Standing', "Slow motion", 'Crouching', "In Air", 'Air Crouching'},
active_i = 1,
p_state = 0,
yaw_status = "DEFAULT",
best_enemy = nil,
best_angle = 0,
indexed_angle = 0,
misses = { },
last_miss = 0,
last_dt_fire = 0,
on_use_aa = false
}
local anti_aim = { }
local function velocity()
local me = entity_get_local_player()
local velocity_x, velocity_y = entity_get_prop(me, "m_vecVelocity")
return math.sqrt(velocity_x ^ 2 + velocity_y ^ 2)
end
local function contains(tbl, val)
for i = 1, #tbl do
if tbl[i] == val then
return true
end
end
return false
end
local Exploit = ui.new_multiselect(
"AA",
"other",
"Legit Anti-aim options:",
"Enable Rolling",
"Lower Body Yaw (move)",
"\aB6B665FFValve Server Bypass"
)
local slider_roll = ui.new_slider("AA", "other", "Roll Angle", -90, 90, 50, true, "°")
roll = function(h)
h.roll = ui.get(slider_roll)
end
lean_lby = function(cmd)
if (math.abs(cmd.forwardmove) > 1) or (math.abs(cmd.sidemove) > 1) or cmd.in_jump == 1 then
return
end
if (entity.get_prop(entity.get_local_player(), "m_MoveType") or 0) == 9 then --ladder fix
return
end
local desync_amount = antiaim.get_desync(2)
if desync_amount == nil then
return
end
if math.abs(desync_amount) < 15 or cmd.chokedcommands == 0 then
return
end
if velocity() > 80 then return end
cmd.forwardmove = 0
cmd.in_forward = 1
end
local gamerules_ptr = client.find_signature("client.dll", "\x83\x3D\xCC\xCC\xCC\xCC\xCC\x74\x2A\xA1")
local gamerules = ffi.cast("intptr_t**", ffi.cast("intptr_t", gamerules_ptr) + 2)[0]
local function bypass()
if contains(ui.get(Exploit), "\aB6B665FFValve Server Bypass") then
local is_valve_ds = ffi.cast('bool*', gamerules[0] + 124)
if is_valve_ds ~= nil then
is_valve_ds[0] = 0
end
end
end
local function setup_commands(h)
if contains(ui.get(Exploit), "Enable Rolling") then
roll(h)
ui_set_visible(slider_roll, true)
else
ui_set_visible(slider_roll, false)
end
if contains(ui.get(Exploit), "Lower Body Yaw (move)") then
lean_lby(h)
end
if contains(ui.get(Exploit), "\aB6B665FFValve Server Bypass") then
bypass()
ui.set(refs.sv_maxusrcmdprocessticks, 7)
else
ui.set(refs.sv_maxusrcmdprocessticks, 17)
end
end
client.set_event_callback('setup_command', setup_commands)
local label1 = ui.new_label("AA", "Anti-aimbot angles", "\aFFD9D9FF--------- Customize the perfect goal ---------")
local conditions = handler_ui:menu_funcs(ui_new_combobox("AA","Anti-aimbot angles","Player state", vars.player_states),true)
for i=1, 6 do
anti_aim[i] = {
enabled = handler_ui:menu_funcs(ui.new_checkbox("AA","Anti-aimbot angles","Enable "..vars.player_states[i].." status"),true),
pitch = handler_ui:menu_funcs(ui_new_combobox("AA", "Anti-aimbot angles", "["..vars.player_states[i].."] Pitch" , { "Off", "Default", "Up", "Down", "Minimal", "Random" }),true),
yawbase = handler_ui:menu_funcs(ui_new_combobox("AA", "Anti-aimbot angles", "["..vars.player_states[i].."] Yaw base", { "Local view", "At targets" }),true),
yaw = handler_ui:menu_funcs(ui_new_combobox("AA", "Anti-aimbot angles", "["..vars.player_states[i].."] Yaw", { "Off", "180", "Spin", "Static", "180 Z", "Crosshair" }),true),
yaw_left = handler_ui:menu_funcs(ui_new_slider("AA", "Anti-aimbot angles", "["..vars.player_states[i].."] Yaw add left \aFFBCBCFF[definition]", -180, 180, 0, true, "°" ),true),
yaw_right = handler_ui:menu_funcs(ui_new_slider("AA", "Anti-aimbot angles", "["..vars.player_states[i].."] Yaw add right \aFFBCBCFF[definition]", -180, 180, 0, true, "°" ),true),
yawjitter = handler_ui:menu_funcs(ui_new_combobox("AA", "Anti-aimbot angles", "["..vars.player_states[i].."] Yaw jitter", { "Off", "Offset", "Center", "Random" }),true),
yawjitteradd_left = handler_ui:menu_funcs(ui_new_slider("AA", "Anti-aimbot angles", "["..vars.player_states[i].."] Yaw jitter add left \aFFBCBCFF[definition]", -180, 180, 0, true, "°" ),true),
yawjitteradd_right = handler_ui:menu_funcs(ui_new_slider("AA", "Anti-aimbot angles", "["..vars.player_states[i].."] Yaw jitter add right \aFFBCBCFF[definition]", -180, 180, 0, true, "°" ),true),
bodyyaw = handler_ui:menu_funcs(ui_new_combobox("AA", "Anti-aimbot angles", "["..vars.player_states[i].."] Body yaw", { "Off", "Opposite", "Jitter", "Static"}),true),
bodyyaw_left = handler_ui:menu_funcs(ui_new_slider("AA", "Anti-aimbot angles", "["..vars.player_states[i].."] Body yaw add left \aFFBCBCFF[definition]", -180, 180, 0, true, "°" ),true),
bodyyaw_right = handler_ui:menu_funcs(ui_new_slider("AA", "Anti-aimbot angles", "["..vars.player_states[i].."] Body yaw add right \aFFBCBCFF[definition]", -180, 180, 0, true, "°" ),true),
fakeyawlimit = handler_ui:menu_funcs(ui_new_slider("AA", "Anti-aimbot angles", "["..vars.player_states[i].."] Fake yaw limit", 0, 60, 60, true, "°" ),true),
randomfakeyawlimit = handler_ui:menu_funcs(ui.new_checkbox("AA", "Anti-aimbot angles", "["..vars.player_states[i].."] Enable random limit"),true),
randomfakeyawlimit1 = handler_ui:menu_funcs(ui_new_slider("AA", "Anti-aimbot angles", "["..vars.player_states[i].."] Random limit(min)", 0, 60, 60, true, "°" ),true),
randomfakeyawlimit2 = handler_ui:menu_funcs(ui_new_slider("AA", "Anti-aimbot angles", "["..vars.player_states[i].."] Random limit(max)", 0, 60, 60, true, "°" ),true),
}
end
local includes = function(table, value)
for _, v in ipairs(ui_get(table)) do
if v == value then return true end
end
return false
end
local function draw_gradient( ctx, x, y, w, h, r1, g1, b1, a1, r2, g2, b2, a2, ltr )
client.draw_gradient( ctx, x, y, w, h, r1, g1, b1, a1, r2, g2, b2, a2, ltr )
end
function bind_systeam:updata()
ui.set(items.manual_left_dir,"On hotkey")
ui.set(items.manual_right_dir,"On hotkey")
ui.set(items.manual_backward_dir,"On hotkey")
m_state = ui.get(items.manual_state)
left_state,right_state,backward_state =
ui.get(items.manual_left_dir),
ui.get(items.manual_right_dir),
ui.get(items.manual_backward_dir)
if left_state == self.left and
right_state == self.right and
backward_state == self.back then
return
end
self.left,self.right,self.back =
left_state,
right_state,
backward_state
if (left_state and m_state == 1) or (right_state and m_state == 2) then
ui.set(items.manual_state, 0)
return
end
if left_state and m_state ~= 1 and includes(items.extra_conditions, "Manual left") then
ui.set(items.manual_state,1)
end
if right_state and m_state ~= 2 and includes(items.extra_conditions, "Manual right") then
ui.set(items.manual_state,2)
end
if backward_state and m_state ~= 0 and includes(items.extra_conditions, "Manual back") then
ui.set(items.manual_state,0)
end
end
local color = function(_r, _g, _b, _a)
return { r = _r or 0, g = _g or 0, b = _b or 0, a = _a or 0 }
end
local vec_3 = function(_x, _y, _z)
return { x = _x or 0, y = _y or 0, z = _z or 0 }
end
local function vec_dist(current, target)
local len = vec_3(target.x - current.x, target.y - current.y, target.z - current.z)
return math_sqrt(len.x * len.x + len.y * len.y + len.z * len.z)
end
local function normalize_yaw(yaw)
while yaw > 180 do yaw = yaw - 360 end
while yaw < -180 do yaw = yaw + 360 end
return yaw
end
local function ang_on_screen(x, y)
if x == 0 and y == 0 then
return 0
end
return math_deg(math_atan2(y, x))
end
local function calc_angle(local_x, local_y, enemy_x, enemy_y)
local x, y = local_x - enemy_x, local_y - enemy_y
local relative_yaw = normalize_yaw( math_atan( y / x ) * 180 / math_pi )
if x >= 0 then
relative_yaw = normalize_yaw(relative_yaw + 180)
end
return relative_yaw
end
local function angle_vector(angle_x, angle_y)
local sy, cy = math_sin(math_rad(angle_y)), math_cos(math_rad(angle_y))
local sp, cp = math_sin(math_rad(angle_x)), math_cos(math_rad(angle_x))
return cp * cy, cp * sy, -sp
end
local function extrapolate_position(pos, ticks, ent)
local velocity = vec_3(entity_get_prop(ent, "m_vecVelocity"))
for i=0, ticks do
pos.x = pos.x + (velocity.x*globals_tickinterval())
pos.y = pos.y + (velocity.y*globals_tickinterval())
pos.z = pos.z + (velocity.z*globals_tickinterval())
end
return pos.x, pos.y, pos.z
end
local function get_player_position(ent)
local pos, duck_amt = vec_3(entity_get_origin(ent)), entity_get_prop(ent, "m_flDuckAmount") or 0
pos.z = pos.z + 46 + (1 - duck_amt) * 18
return pos.x, pos.y, pos.z
end
local function get_best_enemy()
local enemies = entity_get_players(true)
if #enemies == 0 then
vars.best_enemy = nil
return
end
local eye_pos, cam_ang = vec_3(client_eye_position()), vec_3(client_camera_angles())
local best_fov = math_huge
for i=1, #enemies do
local enemy_pos = vec_3(get_player_position(enemies[i]))
local cur_fov = math_abs(normalize_yaw(ang_on_screen(eye_pos.x - enemy_pos.x, eye_pos.y - enemy_pos.y) - cam_ang.y + 180))
if cur_fov < best_fov then
best_fov, vars.best_enemy = cur_fov, enemies[i]
end
end
end
local event_handler_functions = {
[true] = client.set_event_callback,
[false] = client.unset_event_callback,
}
local function get_distance(x1, y1, z1, x2, y2, z2)
return math.sqrt((x2 - x1)^2 + (y2 - y1)^2 + (z2 - z1)^2)
end
local function on_run_command()
local players = entity.get_players(true)
local lx, ly, lz = entity.get_prop(entity.get_local_player(), "m_vecOrigin")
local yaw, yaw_slider = ui.reference("AA", "Anti-aimbot angles", "Yaw")
for i=1, #players do
local x, y, z = entity.get_prop(players[i], "m_vecOrigin")
local distance = get_distance(lx, ly, lz, x, y, z)
local weapon = entity.get_player_weapon(players[i])
if entity.get_classname(weapon) == "CKnife" and distance <= 200 then
ui.set(yaw_slider,180)
end
end
end
local function on_script_toggle_change()
local state = ui.get(items.anti_knife)
local handle_event = event_handler_functions[state]
handle_event("run_command", on_run_command)
end
on_script_toggle_change()
ui.set_callback(items.anti_knife, on_script_toggle_change)
local function ticks_to_time(ticks)
return globals.tickinterval() * ticks
end
local function will_peek()
local enemies = entity.get_players(true)
if (#enemies == 0) then
return false
end
local me = entity.get_local_player()
local predicted = ui.get(ui.reference("aa", "Fake lag", "Limit"))
local eye_pos = vec_3(client.eye_position())
local vel_prop_local = vec_3(entity.get_prop(me, "m_vecVelocity"))
local local_vel = math.sqrt(vel_prop_local.x^2+vel_prop_local.y^2)
local pred_eye_pos = vec_3(eye_pos.x + vel_prop_local.x * ticks_to_time(predicted), eye_pos.y + vel_prop_local.y * ticks_to_time(predicted), eye_pos.z + vel_prop_local.z * ticks_to_time(predicted))
for i = 1, #enemies do
local player = enemies[i]
local vel_prop = vec_3(entity.get_prop(player, "m_vecVelocity"))
local origin = vec_3(entity.get_prop(player, "m_vecOrigin"))
local pred_origin = vec_3(origin.x + vel_prop.x * ticks_to_time(16), origin.y + vel_prop.y * ticks_to_time(16), origin.x + vel_prop.x * ticks_to_time(16))
entity.get_prop(player, "m_vecOrigin", pred_origin)
local head_origin = vec_3(entity.hitbox_position(player, 0))
local pred_head_origin = vec_3(head_origin.x + vel_prop.x * ticks_to_time(16), head_origin.y + vel_prop.y * ticks_to_time(16), head_origin.z + vel_prop.z * ticks_to_time(16))
local trace_entity, damage = client.trace_bullet(me, pred_eye_pos.x, pred_eye_pos.y, pred_eye_pos.z, pred_head_origin.x, pred_head_origin.y, pred_head_origin.z)
entity.get_prop(player, "m_vecOrigin", origin)
local current_player = player
if damage > 0 and entity.is_alive(current_player) then
if player ~= current_player then
return false
end
current_player = player
return true
end
end
return false
end
local function get_best_angle()
if not ui_get(items.anti_aim) or vars.best_enemy == nil then
vars.best_angle, vars.indexed_angle = 0, 0
return
end
local me = entity_get_local_player()
local local_pos, enemy_pos = vec_3(get_player_position(me)), vec_3(get_player_position(vars.best_enemy))
local yaw = calc_angle(local_pos.x, local_pos.y, enemy_pos.x, enemy_pos.y)
local l_dir, r_dir = vec_3(angle_vector(0, (yaw + 90))), vec_3(angle_vector(0, (yaw - 90)))
local l_pos, r_pos = vec_3(local_pos.x + l_dir.x * 110, local_pos.y + l_dir.y * 110, local_pos.z), vec_3(local_pos.x + r_dir.x * 110, local_pos.y + r_dir.y * 110, local_pos.z)
local fraction, hit_ent = client_trace_line(vars.best_enemy, enemy_pos.x, enemy_pos.y, enemy_pos.z, l_pos.x, l_pos.y, l_pos.z)
local fraction_s, hit_ent_s = client_trace_line(vars.best_enemy, enemy_pos.x, enemy_pos.y, enemy_pos.z, r_pos.x, r_pos.y, r_pos.z)
if fraction > fraction_s then
vars.best_angle = ui_get(items.fs_mode) == "Smart" and 1 or 2
elseif fraction_s > fraction then
vars.best_angle = ui_get(items.fs_mode) == "Smart" and 2 or 1
else
vars.best_angle = 3
return
end
vars.indexed_angle = vars.best_angle == 3 and vars.indexed_angle or vars.best_angle
end
local function miss_detection(e)
local me, shooter = entity_get_local_player(), client_userid_to_entindex(e.userid)
if not ui_get(items.anti_aim) or not entity_is_alive(me) or not entity_is_enemy(shooter) or entity_is_dormant(shooter) or globals_curtime() - vars.last_miss <= 0.005 then
return
end
local enemy_pos = vec_3(get_player_position(shooter))
for i=1, 19 do
local local_pos = vec_3(entity_hitbox_position(me, i - 1))
local dist = ((e.y - enemy_pos.y)*local_pos.x - (e.x - enemy_pos.x)*local_pos.y + e.x*enemy_pos.y - e.y*enemy_pos.x) / math_sqrt((e.y-enemy_pos.y)^2 + (e.x - enemy_pos.x)^2)
if math_abs(dist) <= 35 then
vars.last_miss = globals_curtime()
if vars.misses[shooter] ~= nil and vars.misses[shooter] >= 2 then
vars.misses[shooter] = nil
else
vars.misses[shooter] = vars.misses[shooter] == nil and 1 or vars.misses[shooter] + 1
end
return
elseif math_abs(dist) > 250 then
return
end
end
end
local function is_under_health()
under_health = false
if (entity_get_prop(entity.get_local_player(), "m_iHealth") <= ui.get(anti_aim[9].hplimit)) then
under_health = true
else
under_health = false
end
return under_health
end
local function anti_aim1(cmd)
bind_systeam:updata()
local is_os = ui.get(refs.hs[1]) and ui.get(refs.hs[2])
local is_fd = ui.get(refs.fd)
local doubletapping = ui.get(refs.dt[1]) and ui.get(refs.dt[2])
local is_dt = ui.get(refs.dt[1]) and ui.get(refs.dt[2])
local on_ground = (bit.band(entity.get_prop(entity_get_local_player(), 'm_fFlags'), 1) == 1)
if not ui_get(items.anti_aim) then return end
if includes(items.extra_conditions, "Edge yaw on key") then
ui.set(refs.edge_yaw, ui.get(items.edge) and true or false)
end
if includes(items.extra_conditions, "Freestanding on key") then
ui_set(refs.fs[1], ui.get(items.freestanding) and "Default" or "-")
ui_set(refs.fs[2], ui.get(items.freestanding) and "Always on" or "On hotkey")
vars.p_state = 2
end
if includes(items.extra_conditions, "Legit AA on use") and ui_get(items.legit_aa) and client.key_state(0x45) then
vars.yaw_status = "Legit-aa"
end
-- state_to_idx
if entity.get_prop(entity.get_local_player(), "m_flDuckAmount") > 0.8 and ui_get(anti_aim[4].enabled) then
vars.p_state = 4
vars.yaw_status = 'Crocuhing'
elseif ui_get(refs.slowwalk[1]) and ui_get(refs.slowwalk[2]) and ui_get(anti_aim[3].enabled) then
vars.p_state = 3
vars.yaw_status = "Slow Walk"
elseif not on_ground and entity.get_prop(entity.get_local_player(), "m_flDuckAmount") > 0.8 and ui_get(anti_aim[6].enabled) then
vars.p_state = 6
vars.yaw_status = "Air Crocuhing"
elseif not on_ground and ui_get(anti_aim[5].enabled) then
vars.p_state = 5
vars.yaw_status = "In Air"
elseif math.max(cmd.in_forward, cmd.in_back, cmd.in_moveleft, cmd.in_moveright) == 0 and ui_get(anti_aim[2].enabled) then
vars.p_state = 2
vars.yaw_status = 'Standing'
else
vars.p_state = 1
vars.yaw_status = "Default"
end
end
--dt
function doubletap_charged()
if not ui.get(refs.dt[1]) or not ui.get(refs.dt[2]) then
return false
end
if not entity.is_alive(entity.get_local_player()) or entity.get_local_player() == nil then
return
end
local weapon = entity.get_prop(entity.get_local_player(), "m_hActiveWeapon")
if weapon == nil then
return false
end
local next_attack = entity.get_prop(entity.get_local_player(), "m_flNextAttack") + 0.25
local jewfag = entity.get_prop(weapon, "m_flNextPrimaryAttack")
if jewfag == nil then
return
end
local next_primary_attack = jewfag + 0.5
if next_attack == nil or next_primary_attack == nil then
return false
end
return next_attack - globals.curtime() < 0 and next_primary_attack - globals.curtime() < 0
end
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
--fl指示器
function lerp(start, vend, time)
return start + (vend - start) * time end
local ani = {
dt = 0,
onshot = 0,
fd = 0,
fs = 0,
baim = 0,
ping = 0,
sp = 0,
s = 0,
xx = 0,
x1 =0,
x2 = 0,
x3 = 0,
x4 = 0,
x5 = 0,
x6 = 0,
x7 = 0,
y1 = 0,
y2 = 0,
y3 = 0,
y4 = 0,
y5 = 0,
y6 = 0,
y7 = 0,
yy1 = 0,
yy2 = 0,
yy3 = 0,
yy4 = 0,
yy5 = 0,
yy6 = 0,
yy7 = 0,
fs_alpha = 0,
dt_alpha = 0,
hide_alpha = 0,
baim_alpha = 0,
duck_alpha = 0,
ping_alpha = 0,
sp_alpha = 0,
glow = 0,
glow2 = 0,
}
local function draw_crosshair_indicators()
if ui.get(items.freestanding) then
ani.y1 = lerp(ani.y1,10,globals.frametime() * 6)
ani.yy1 = lerp(ani.yy1,80,globals.frametime() * 6)
ani.fs_alpha = lerp(ani.fs_alpha,255,globals.frametime() * 6)
else
ani.y1 = lerp(ani.y1,0,globals.frametime() * 6)
ani.yy1 = lerp(ani.yy1,0,globals.frametime() * 6)
ani.fs_alpha = lerp(ani.fs_alpha,0,globals.frametime() * 6)
end
if ui_get(refs.dt[2]) then
ani.y2 = lerp(ani.y2,10,globals.frametime() * 6)
ani.yy2 = lerp(ani.yy2,80,globals.frametime() * 6)
ani.dt_alpha = lerp(ani.dt_alpha,255,globals.frametime() * 6)
else
ani.y2 = lerp(ani.y2,0,globals.frametime() * 6)
ani.yy2 = lerp(ani.yy2,0,globals.frametime() * 6)
ani.dt_alpha = lerp(ani.dt_alpha,0,globals.frametime() * 6)
end
if ui.get(refs.hs[2]) then
ani.y3 = lerp(ani.y3,10,globals.frametime() * 6)
ani.yy3 = lerp(ani.yy3,80,globals.frametime() * 6)
ani.hide_alpha = lerp(ani.hide_alpha,255,globals.frametime() * 6)
else
ani.y3 = lerp(ani.y3,0,globals.frametime() * 6)
ani.yy3 = lerp(ani.yy3,0,globals.frametime() * 6)
ani.hide_alpha = lerp(ani.hide_alpha,0,globals.frametime() * 6)
end
if ui.get(refs.baim_key) then
ani.y4 = lerp(ani.y4,10,globals.frametime() * 6)
ani.yy4 = lerp(ani.yy4,80,globals.frametime() * 6)
ani.baim_alpha = lerp(ani.baim_alpha,255,globals.frametime() * 6)
else
ani.y4 = lerp(ani.y4,0,globals.frametime() * 6)
ani.yy4 = lerp(ani.yy4,0,globals.frametime() * 6)
ani.baim_alpha = lerp(ani.baim_alpha,0,globals.frametime() * 6)
end
if ui.get(refs.fakeduck) then
ani.y5 = lerp(ani.y5,10,globals.frametime() * 6)
ani.yy5 = lerp(ani.yy5,80,globals.frametime() * 6)
ani.duck_alpha = lerp(ani.duck_alpha,255,globals.frametime() * 6)
else
ani.y5 = lerp(ani.y5,0,globals.frametime() * 6)
ani.yy5 = lerp(ani.yy5,0,globals.frametime() * 6)
ani.duck_alpha = lerp(ani.duck_alpha,0,globals.frametime() * 6)
end
if ui.get(refs.ping_spike[1] ) and ui.get( refs.ping_spike[2]) then
ani.y6 = lerp(ani.y6,10,globals.frametime() * 6)
ani.yy6 = lerp(ani.yy6,80,globals.frametime() * 6)
ani.ping_alpha = lerp(ani.ping_alpha,255,globals.frametime() * 6)
else
ani.y6 = lerp(ani.y6,0,globals.frametime() * 6)
ani.yy6 = lerp(ani.yy6,0,globals.frametime() * 6)
ani.ping_alpha = lerp(ani.ping_alpha,0,globals.frametime() * 6)
end
if ui.get(refs.sp_key) then
ani.y7 = lerp(ani.y7,10,globals.frametime() * 6)
ani.yy7 = lerp(ani.yy7,80,globals.frametime() * 6)
ani.sp_alpha = lerp(ani.sp_alpha,255,globals.frametime() * 6)
else
ani.y7 = lerp(ani.y7,0,globals.frametime() * 6)
ani.yy7 = lerp(ani.yy7,0,globals.frametime() * 6)
ani.sp_alpha = lerp(ani.sp_alpha,0,globals.frametime() * 6)
end
local first_offset = ani.y1
local second_offset = first_offset + ani.y2
local thrid_offset = second_offset + ani.y3
local fourth_offset = thrid_offset + ani.y4
local fiveth_offset = fourth_offset + ani.y5
local sixth_offset = fiveth_offset + ani.y6
local seventh_offset = sixth_offset + ani.y7
local local_player = entity.get_local_player()
local is_scoped = entity_get_prop(entity_get_player_weapon(entity_get_local_player()), "m_zoomLevel" )
local my_weapon = entity.get_player_weapon(local_player)
local wpn_id = entity.get_prop(entity.get_player_weapon(entity.get_local_player()), "m_iItemDefinitionIndex")
local is_grenade =
({
[43] = true,
[44] = true,
[45] = true,
[46] = true,
[47] = true,
[48] = true,
[68] = true
})[wpn_id] or false
if is_scoped == nil then is_scoped = 0 end
if is_scoped >= 1 or is_grenade then
ani.s = lerp(ani.s, 40,globals.frametime() * 4)
ani.xx = lerp(ani.xx, 35,globals.frametime() * 4)
ani.x1 = lerp(ani.x1, 34,globals.frametime() * 4)
ani.x2 = lerp(ani.x2, 33,globals.frametime() * 4)
ani.x3 = lerp(ani.x3, 30,globals.frametime() * 4)
ani.x4 = lerp(ani.x4, 31,globals.frametime() * 4)
ani.x5 = lerp(ani.x5, 32,globals.frametime() * 4)
ani.x6 = lerp(ani.x6, 30,globals.frametime() * 4)
ani.x7 = lerp(ani.x7, 30,globals.frametime() * 4)
ani.glow = lerp(ani.glow, 0,globals.frametime() * 4)
ani.glow2 = lerp(ani.glow2, 255,globals.frametime() * 4)
else
ani.glow = lerp(ani.glow, 255,globals.frametime() * 4)
ani.glow2 = lerp(ani.glow2, 0,globals.frametime() * 4)
ani.s = lerp(ani.s, 0,globals.frametime() * 4)
ani.xx = lerp(ani.xx, 0,globals.frametime() * 4)
ani.x1 = lerp(ani.x1, 0,globals.frametime() * 4)
ani.x2 = lerp(ani.x2, 0,globals.frametime() * 4)
ani.x3 = lerp(ani.x3, 0,globals.frametime() * 4)
ani.x4 = lerp(ani.x4, 0,globals.frametime() * 4)
ani.x5 = lerp(ani.x5, 0,globals.frametime() * 4)
ani.x6 = lerp(ani.x6, 0,globals.frametime() * 4)
ani.x7 = lerp(ani.x7, 0,globals.frametime() * 4)
end
local center_x, center_y = client_screen_size()
local w, h = center_x , center_y
local plocal = entity_get_local_player()
if not entity.is_alive(entity.get_local_player()) then
return
end
local h_index = 1
local realtime = globals_realtime() % 3
local alpha = math.floor(math.sin(realtime * 4) * (255/3-1) + 255/2) or 255
local r2, g2, b2, a2 = ui.get(items.arrows_clr)
local r4, g4, b4, a4 = ui.get(items.main_clr)
local r5, g5, b5, a5 = ui.get(items.main_clr_a)
local rounding = 4
local o = 20
local rad = rounding + 2
local n = 45
local RoundedRect = function(x, y, w, h, radius, r, g, b, a) renderer.rectangle(x+radius,y,w-radius*2,radius,r,g,b,a)renderer.rectangle(x,y+radius,radius,h-radius*2,r,g,b,a)renderer.rectangle(x+radius,y+h-radius,w-radius*2,radius,r,g,b,a)renderer.rectangle(x+w-radius,y+radius,radius,h-radius*2,r,g,b,a)renderer.rectangle(x+radius,y+radius,w-radius*2,h-radius*2,r,g,b,a)renderer.circle(x+radius,y+radius,r,g,b,a,radius,180,0.25)renderer.circle(x+w-radius,y+radius,r,g,b,a,radius,90,0.25)renderer.circle(x+radius,y+h-radius,r,g,b,a,radius,270,0.25)renderer.circle(x+w-radius,y+h-radius,r,g,b,a,radius,0,0.25) end
local OutlineGlow = function(x, y, w, h, radius, r, g, b, a) renderer.rectangle(x+2,y+radius+rad,1,h-rad*2-radius*2,r,g,b,a)renderer.rectangle(x+w-3,y+radius+rad,1,h-rad*2-radius*2,r,g,b,a)renderer.rectangle(x+radius+rad,y+2,w-rad*2-radius*2,1,r,g,b,a)renderer.rectangle(x+radius+rad,y+h-3,w-rad*2-radius*2,1,r,g,b,a)renderer.circle_outline(x+radius+rad,y+radius+rad,r,g,b,a,radius+rounding,180,0.25,1)renderer.circle_outline(x+w-radius-rad,y+radius+rad,r,g,b,a,radius+rounding,270,0.25,1)renderer.circle_outline(x+radius+rad,y+h-radius-rad,r,g,b,a,radius+rounding,90,0.25,1)renderer.circle_outline(x+w-radius-rad,y+h-radius-rad,r,g,b,a,radius+rounding,0,0.25,1) end
local FadedRoundedGlow = function(x, y, w, h, radius, r, g, b, a, glow, r1, g1, b1) local n=a/255*n;renderer.rectangle(x+radius,y,w-radius*2,1,r,g,b,140)renderer.circle_outline(x+radius,y+radius,r,g,b,140,radius,180,0.25,1)renderer.circle_outline(x+w-radius,y+radius,r,g,b,140,radius,270,0.25,1)renderer.rectangle(x,y+radius,1,h-radius*2,r,g,b,140)renderer.rectangle(x+w-1,y+radius,1,h-radius*2,r,g,b,140)renderer.circle_outline(x+radius,y+h-radius,r,g,b,140,radius,90,0.25,1)renderer.circle_outline(x+w-radius,y+h-radius,r,g,b,140,radius,0,0.25,1)renderer.rectangle(x+radius,y+h-1,w-radius*2,1,r,g,b,140) for radius=4,glow do local radius=radius/2;OutlineGlow(x-radius,y-radius,w+radius*2,h+radius*2,radius,r1,g1,b1,glow-radius*2)end end
local container_glow = function(x, y, w, h, r, g, b, a, alpha,r1, g1, b1, fn) if alpha*255>0 then renderer.blur(x,y,w,h)end;RoundedRect(x,y,w,h,rounding,17,17,17,a)FadedRoundedGlow(x,y,w,h,rounding,r,g,b,alpha*255,alpha*o,r1,g1,b1)if not fn then return end;fn(x+rounding,y+rounding,w-rounding*2,h-rounding*2.0) end
local body = math.min(57, entity.get_prop(plocal, "m_flPoseParameter", 11)*120-60)
local e_pose_param = math.min(57, entity.get_prop(entity.get_local_player(), "m_flPoseParameter", 11)*120-60)
local me = entity_get_local_player()
local perc = math.abs( e_pose_param )/60
local dys = math.floor( perc*40 )
local velocity_x, velocity_y = entity.get_prop(entity.get_local_player(), "m_vecVelocity")
local velocity = math.sqrt(velocity_x^2 + velocity_y^2)
local offset = (400 - velocity)/400*60
local screen = {client.screen_size()}
local center = {screen[1] / 2, screen[2] / 2}
if ui.get(master_switch) and ui.get(items.anti_aim) then
if includes(items.indbox, "Arrow indicators") then
if ui.get(items.bodyyaw_ind) == "A" then
if ui.get(items.manual_state) == 0 then
elseif ui.get(items.manual_state) == 1 then
renderer.text(center_x / 2 - 80, h / 2 , r2, g2, b2, 255, "cb+", 0, "<")
elseif ui.get(items.manual_state) == 2 then
renderer.text(center_x / 2 + 80, h / 2 , r2, g2, b2, 255, "cb+", 0, ">")
end
elseif ui.get(items.bodyyaw_ind) == "B" then
if ui.get(items.manual_state) == 0 then
renderer.text(center_x / 2 - 55 , center_y / 2 , 25, 25, 25, 80, "cb+", 0, "<")
renderer.text(center_x / 2 + 55 , center_y / 2 , 25, 25, 25, 80, "cb+", 0, ">")
elseif ui.get(items.manual_state) == 1 then
renderer.text(center_x / 2 - 55 , center_y / 2 , r2, g2, b2, 255, "cb+", 0, "<")
renderer.text(center_x / 2 + 55 , center_y / 2 , 25, 25, 25, 80, "cb+", 0, ">")
elseif ui.get(items.manual_state) == 2 then
renderer.text(center_x / 2 + 55 , center_y / 2 , r2, g2, b2, 255, "cb+", 0, ">")
renderer.text(center_x / 2 - 55 , center_y / 2 , 25, 25, 25, 80, "cb+", 0, "<")
end
end
end
--indicators
if includes(items.indbox, "Crosshair indicators") then
if includes(items.indbox2, "indication") then
local logo = gradient_text(r4, g4, b4, 255, r5, g5, b5, alpha, ("GoodLi.tech"))
renderer.text(w / 2 + ani.s , h / 2 + 30 , 255, 255, 255, 255, "c-", 0, string.upper(logo))
renderer.text(w / 2 + ani.s , h / 2 + 40 , 165, 200, 255, ani.glow, "c-", 0, body > 0 and "%" or "/", string.upper(""..vars.yaw_status), 0, body > 0 and "%" or "/")
renderer_rectangle(w / 2 - 12 + ani.xx,h / 2 + 37 , 41, 8, 15, 15, 15, ani.glow2)
renderer.gradient(w / 2 - 11 + ani.xx,h / 2 + 39 ,math.floor(math.abs(dys)), 4, r4,g4,b4,ani.glow2, r5, g5, b5, ani.glow2,true)
renderer.text(w / 2 + 38 + ani.xx , h / 2 + 40 , 255, 255, 255, ani.glow2, "c-", 0, string.upper(math.floor(math.abs(dys))).." %")
renderer.text(w / 2 + ani.x1 , h / 2 + 59 - math_floor(ani.y1) , 220, 220, 220, ani.fs_alpha, "c-", nil, "FREESTAND")
renderer.text(w / 2 + ani.x2 , h / 2 + 59 - math_floor(ani.y2) + first_offset , 255, 0, 0, ani.dt_alpha, "c-", nil, "READY")
renderer.text(w / 2 + ani.x3 , h / 2 + 59 - math_floor(ani.y3) + second_offset , 255, 255, 255, ani.hide_alpha, "c-", nil, "HIDE")
renderer.text(w / 2 + ani.x4 , h / 2 + 59 - math_floor(ani.y4) + thrid_offset , 170, 50, 255, ani.baim_alpha, "c-", nil, "BAIM")
renderer.text(w / 2 + ani.x5 , h / 2 + 59 - math_floor(ani.y5) + fourth_offset , 80, 80, 255, ani.duck_alpha, "c-", nil, "DUCK")
renderer.text(w / 2 + ani.x6 , h / 2 + 59 - math_floor(ani.y6) + fiveth_offset , 255, 255, 255, ani.ping_alpha, "c-", nil, "PING")
renderer.text(w / 2 + ani.x7 , h / 2 + 59 - math_floor(ani.y7) + sixth_offset , 120, 200, 120, ani.sp_alpha, "c-", nil, "SAFE")
end
end
if includes(items.indbox, "Crosshair indicators") then
if includes(items.indbox2, "watermark") then
container_glow(center_x / 2 - 137 , center_y / 2 + 702 + ui.get(items.z_offset), 270, 16, 148, 155, 255, 30, 0, 148, 155, 255)
renderer.text(center_x / 2 , center_y / 2 + 710 + ui.get(items.z_offset), 255, 255, 255, 255, "cb", 0, "\aADB5FFFFGoodLi.tech \aFFFFFFFFCustom \aFFE092FFAnti Aim \aFFFFFFFFUser:\aFFB4B4FF Ev1-1337")
end
end
if includes(items.indbox, "Debug indicators") then
if ui.get(items.Debug_box) == "+" then
local SM1 = gradient_text(148, 155, 255, 170, 255, 255, 255, 255, "GoodLi-exploits.te")
renderer.text(200 , h / 2 + 209 + ui.get(items.x_offset) , 255, 255, 255, 255, "b", 0, SM1)
local SM2 = gradient_text(255, 255, 255, 255, 148, 155, 255, 170, "ch - version: Alpha")
renderer.text(290 , h / 2 + 209 + ui.get(items.x_offset) , 255, 255, 255, 255, "b", 0, SM2)
renderer.text(200 , h / 2 + 240 + ui.get(items.x_offset) , 185, 255, 225, 200, nil, nil, string.lower("> player info : state - "..vars.yaw_status))
renderer.text(200 , h / 2 + 224 + ui.get(items.x_offset) , 147, 154, 200, 255, "", 0, string.lower("> anti aim : side - (")..vars.best_angle..", "..vars.p_state..", "..vars.indexed_angle..")",vars.best_enemy == nil and string.lower(" - predicted target: nil") or string.lower(" - predicted target: ")..entity_get_player_name(vars.best_enemy))
if not (vars.misses[vars.best_enemy] == nil or vars.misses[vars.best_enemy] == 2) then
renderer.text(200 , h / 2 + 255 + ui.get(items.x_offset) , 235, 185, 145, 215, "", 0, string.lower("> anti-bruteforce - ").."true",string.lower(" - brute info misses : ")..vars.indexed_angle)
else
renderer.text(200 , h / 2 + 255 + ui.get(items.x_offset) , 215, 185, 205, 215, "", 0, string.lower("> anti-bruteforce - ").."false",string.lower(" - brute info misses : ")..vars.indexed_angle)
end
elseif ui.get(items.Debug_box) == "-" then
local scrsize_x, scrsize_y = client.screen_size()
local center_x, center_y = scrsize_x / 2, scrsize_y / 2.003
local local_avatar = images.get_steam_avatar(entity.get_steam64(entity.get_local_player()))
container_glow(center_x-960 + ui.get(items.y_offset), center_y - 12 + ui.get(items.x_offset), 220, 50, 148, 175, 255, 30, 0, 148, 155, 255)
local_avatar:draw(center_x-952 + ui.get(items.y_offset), center_y - 4 + ui.get(items.x_offset), nil, 33)
renderer.text(center_x-910 + ui.get(items.y_offset), center_y + 19 + ui.get(items.x_offset), 255, 255, 255, 255, "b", 0, "Latest update time - 2022 . 6.27 ")
local SM3 = gradient_text(148, 155, 255, 255, 255, 255, 255, 255, "GoodLi.tech* expl ")
renderer.text(center_x-910 + ui.get(items.y_offset), center_y - 7 + ui.get(items.x_offset), 255, 255, 255, 255, 'b', 0, SM3)
local SM4 = gradient_text(255, 255, 255, 255, 148, 155, 255, 255, " oits [Alpha]")
renderer.text(center_x-825 + ui.get(items.y_offset), center_y - 7 + ui.get(items.x_offset), 255, 255, 255, 255, 'b', 0, SM4)
renderer.text(center_x-913 + ui.get(items.y_offset), center_y + 6 + ui.get(items.x_offset), 255, 255, 255, 255, 'b', 0, " \a90AEFFFFPredicted:\aFFFFFFFF "..entity_get_player_name(vars.best_enemy))
end
end
end
end
local function anti_aim_on_use(e)
if includes(items.extra_conditions, "Legit AA on use") and ui_get(items.legit_aa) and e.in_use == 1 then
if entity_get_classname(entity_get_player_weapon(entity_get_local_player())) == "CC4" then return end
if e.in_attack == 1 then
e.in_use = 1
end
if e.chokedcommands == 0 then
e.in_use = 0
end
end
end
--local menu = handler_ui:menu_funcs(ui.new_checkbox('AA', 'Anti-aimbot angles', 'GoodLi YAW'),true)
local export = ui.new_button("AA","other",'\aFFDEADFFExport from clipboard',function ()
self = handler_ui or self
local str = ""
--print(1)
for i,o in pairs(self.menu_need_to_export['number']) do
str = str .. tostring(ui.get(o)) .. '|'
end
for i,o in pairs(self.menu_need_to_export['string']) do
--print(ui.get(o))
str = str .. ui.get(o) .. '|'
end
for i,o in pairs(self.menu_need_to_export['boolean']) do
str = str .. tostring(ui.get(o)) .. '|'
end
for i,o in pairs(self.menu_need_to_export['table']) do
str = str .. arr_to_string(o) .. '|'
end
clipboard_api.set(base64.encode(str, 'base64'))
end)
local import = ui.new_button("AA","other",'\aFFDEADFFImport from clipboard',function ()
self = handler_ui or self
local tbl = str_to_sub(base64.decode(clipboard_api.get(), 'base64'), "|")
local p = 1
for i,o in pairs(self.menu_need_to_export['number']) do
ui.set(o,tbl[p])
p = p + 1
end
for i,o in pairs(self.menu_need_to_export['string']) do
--print(ui.name(o),tbl[p])
ui.set(o,(tbl[p]))
p = p + 1
end
for i,o in pairs(self.menu_need_to_export['boolean']) do
ui.set(o,to_boolean(tbl[p]))
p = p + 1
end
for i,o in pairs(self.menu_need_to_export['table']) do
ui.set(o,str_to_sub(tbl[p],','))
p = p + 1
end
end)
--slowwalk limit
local function modify_velocity(cmd, goalspeed)
if goalspeed <= 0 then
return
end
local minimalspeed = math_sqrt((cmd.forwardmove * cmd.forwardmove) + (cmd.sidemove * cmd.sidemove))
if minimalspeed <= 0 then
return
end
if cmd.in_duck == 1 then
goalspeed = goalspeed * 2.94117647 -- wooo cool magic number
end
if minimalspeed <= goalspeed then
return
end
local speedfactor = goalspeed / minimalspeed
cmd.forwardmove = cmd.forwardmove * speedfactor
cmd.sidemove = cmd.sidemove * speedfactor
end
local function on_setup_cmd(cmd)
local checkbox = ui.get(refs.slowwalk[1])
local hotkey = ui.get(refs.slowwalk[2])
local limit = ui.get(items.limit_reference)
if limit >= 57 then
return
end
if checkbox and hotkey and ui.get(items.keyshow) and ui.get(master_switch) then
modify_velocity(cmd, limit)
end
end
client.set_event_callback('setup_command', on_setup_cmd)
local events = {
setup_command = function(e)
anti_aim_on_use(e)
anti_aim1(e)
local lp_bodyyaw = entity_get_prop(entity_get_local_player(), "m_flPoseParameter", 11) * 120 - 60
if ui.get(master_switch) and ui.get(items.anti_aim) then
ui.set(refs.pitch, ui.get(anti_aim[vars.p_state].pitch))
ui.set(refs.yaw_base, ui.get(anti_aim[vars.p_state].yawbase))
ui.set(refs.yaw[1], ui.get(anti_aim[vars.p_state].yaw))
ui.set(refs.yaw[2], (lp_bodyyaw < 0 and ui.get(anti_aim[vars.p_state].yaw_left) or ui.get(anti_aim[vars.p_state].yaw_right)))
ui.set(refs.yawj[1], ui.get(anti_aim[vars.p_state].yawjitter))
ui.set(refs.yawj[2], (lp_bodyyaw < 0 and ui.get(anti_aim[vars.p_state].yawjitteradd_left) or ui.get(anti_aim[vars.p_state].yawjitteradd_right)))
ui.set(refs.bodyyaw[1], ui.get(anti_aim[vars.p_state].bodyyaw))
ui.set(refs.bodyyaw[2], (lp_bodyyaw < 0 and ui.get(anti_aim[vars.p_state].bodyyaw_left) or ui.get(anti_aim[vars.p_state].bodyyaw_right)))
ui.set(refs.fs_bodyyaw, false)
if ui.get(anti_aim[vars.p_state].randomfakeyawlimit) then
ui.set(refs.fakelimit, math.random(ui.get(anti_aim[vars.p_state].randomfakeyawlimit1),ui.get(anti_aim[vars.p_state].randomfakeyawlimit2)))
else ui.set(refs.fakelimit, ui.get(anti_aim[vars.p_state].fakeyawlimit))
end
end
end,
weapon_fire = function(e)
end,
paint = function()
bind_systeam:updata()
draw_crosshair_indicators()
end,
run_command = function(e)
get_best_enemy()
get_best_angle()
end,
bullet_impact = function(e)
miss_detection(e)
end,
handle_menu = function()
vars.active_i = vars.state_to_idx[ui_get(conditions)]
ui_set_visible(menu, ui_get(master_switch))
--aa
ui_set_visible(items.anti_aim, ui_get(menu) == "Anti-Aim" and ui_get(master_switch))
ui_set_visible(items.anti_knife, ui_get(items.anti_aim) and ui_get(menu) == "Anti-Aim" and ui_get(master_switch))
ui_set_visible(items.extra_conditions, ui_get(items.anti_aim) and ui_get(menu) == "Anti-Aim" and ui_get(master_switch))
ui_set_visible(items.legit_aa, ui_get(items.anti_aim) and ui_get(menu) == "Anti-Aim" and includes(items.extra_conditions, "Legit AA on use") and ui_get(master_switch))
ui_set_visible(items.edge, ui_get(items.anti_aim) and ui_get(menu) == "Anti-Aim" and ui_get(master_switch) and includes(items.extra_conditions, "Edge yaw on key"))
ui_set_visible(items.freestanding, ui_get(items.anti_aim) and ui_get(menu) == "Anti-Aim" and ui_get(master_switch) and includes(items.extra_conditions, "Freestanding on key"))
ui_set_visible(items.manual_backward_dir, ui_get(items.anti_aim) and ui_get(menu) == "Anti-Aim" and includes(items.extra_conditions, "Manual back") and ui_get(master_switch))
ui_set_visible(items.manual_left_dir, ui_get(items.anti_aim) and ui_get(menu) == "Anti-Aim" and includes(items.extra_conditions, "Manual left") and ui_get(master_switch))
ui_set_visible(items.manual_right_dir, ui_get(items.anti_aim) and ui_get(menu) == "Anti-Aim" and includes(items.extra_conditions, "Manual right") and ui_get(master_switch))
ui_set_visible(items.fs_mode, ui_get(items.anti_aim) and ui_get(menu) == "Anti-Aim" and ui_get(master_switch))
--indicators
ui_set_visible(items.indbox, ui_get(menu) == "Indicators" and ui_get(master_switch))
ui_set_visible(items.indbox2, ui_get(menu) == "Indicators" and includes(items.indbox, "Crosshair indicators") and ui_get(master_switch))
ui_set_visible(items.Debug_box, ui_get(menu) == "Indicators" and includes(items.indbox, "Debug indicators") and ui_get(master_switch))
ui_set_visible(items.bodyyaw_ind, ui_get(menu) == "Indicators" and includes(items.indbox, "Arrow indicators") and ui_get(master_switch))
ui_set_visible(items.main_clr, ui_get(menu) == "Indicators" and includes(items.indbox, "Crosshair indicators") and ui_get(master_switch))
ui_set_visible(items.main_clr_a, ui_get(menu) == "Indicators" and includes(items.indbox, "Crosshair indicators") and ui_get(master_switch))
ui_set_visible(items.main_label, ui_get(menu) == "Indicators" and includes(items.indbox, "Crosshair indicators") and ui_get(master_switch))
ui_set_visible(items.main_label_1, ui_get(menu) == "Indicators" and includes(items.indbox, "Crosshair indicators") and ui_get(master_switch))
ui_set_visible(items.arrows_clr, ui_get(menu) == "Indicators" and includes(items.indbox, "Arrow indicators") and ui_get(master_switch))
ui_set_visible(items.arrows_label , ui_get(menu) == "Indicators" and includes(items.indbox, "Arrow indicators") and ui_get(master_switch))
ui_set_visible(items.x_offset, ui_get(menu) == "Indicators" and (includes(items.indbox, "Debug indicators") and ui_get(master_switch)))
ui_set_visible(items.y_offset, ui_get(menu) == "Indicators" and (includes(items.indbox, "Debug indicators") and ui_get(master_switch)))
ui_set_visible(items.z_offset, ui_get(menu) == "Indicators" and (includes(items.indbox, "Crosshair indicators") and ui_get(master_switch)))
--custom aa
ui_set_visible(conditions, ui_get(items.anti_aim) and ui_get(menu) == "Anti-Aim" and ui_get(master_switch))
ui_set_visible(label1, ui_get(items.anti_aim) and ui_get(menu) == "Anti-Aim" and ui_get(master_switch))
ui_set_visible(export, ui_get(items.anti_aim) and ui_get(menu) == "Anti-Aim" and ui_get(master_switch))
ui_set_visible(import, ui_get(items.anti_aim) and ui_get(menu) == "Anti-Aim" and ui_get(master_switch))
for i= 1, 6 do
ui_set_visible(anti_aim[i].enabled, vars.active_i == i and i > 1 and ui_get(items.anti_aim) and ui_get(menu) == "Anti-Aim" and ui_get(master_switch))
ui_set_visible(anti_aim[i].pitch, vars.active_i == i and ui_get(items.anti_aim) and ui_get(menu) == "Anti-Aim" and ui_get(master_switch))
ui_set_visible(anti_aim[i].yawbase, vars.active_i == i and ui_get(items.anti_aim) and ui_get(menu) == "Anti-Aim" and ui_get(master_switch))
ui_set_visible(anti_aim[i].yaw, vars.active_i == i and ui_get(items.anti_aim) and ui_get(menu) == "Anti-Aim" and ui_get(master_switch))
ui_set_visible(anti_aim[i].yaw_left, vars.active_i == i and ui_get(anti_aim[vars.active_i].yaw) ~= "Off" and ui_get(items.anti_aim) and ui_get(menu) == "Anti-Aim" and ui_get(master_switch))
ui_set_visible(anti_aim[i].yaw_right, vars.active_i == i and ui_get(anti_aim[vars.active_i].yaw) ~= "Off" and ui_get(items.anti_aim) and ui_get(menu) == "Anti-Aim" and ui_get(master_switch))
ui_set_visible(anti_aim[i].yawjitter, vars.active_i == i and ui_get(items.anti_aim) and ui_get(menu) == "Anti-Aim" and ui_get(master_switch))
ui_set_visible(anti_aim[i].yawjitteradd_left, vars.active_i == i and ui_get(anti_aim[vars.active_i].yawjitter) ~= "Off" and ui_get(items.anti_aim) and ui_get(menu) == "Anti-Aim" and ui_get(master_switch))
ui_set_visible(anti_aim[i].yawjitteradd_right, vars.active_i == i and ui_get(anti_aim[vars.active_i].yawjitter) ~= "Off" and ui_get(items.anti_aim) and ui_get(menu) == "Anti-Aim" and ui_get(master_switch))
ui_set_visible(anti_aim[i].bodyyaw, vars.active_i == i and ui_get(items.anti_aim) and ui_get(menu) == "Anti-Aim" and ui_get(master_switch))
ui_set_visible(anti_aim[i].bodyyaw_left, vars.active_i == i and (ui_get(anti_aim[i].bodyyaw) == "Jitter" or ui_get(anti_aim[i].bodyyaw) == "Static") and ui_get(items.anti_aim) and ui_get(menu) == "Anti-Aim" and ui_get(master_switch))
ui_set_visible(anti_aim[i].bodyyaw_right, vars.active_i == i and (ui_get(anti_aim[i].bodyyaw) == "Jitter" or ui_get(anti_aim[i].bodyyaw) == "Static") and ui_get(items.anti_aim) and ui_get(menu) == "Anti-Aim" and ui_get(master_switch))
ui_set_visible(anti_aim[i].fakeyawlimit, vars.active_i == i and ui_get(items.anti_aim) and ui_get(menu) == "Anti-Aim" and not ui_get(anti_aim[i].randomfakeyawlimit) and ui_get(master_switch))
ui_set_visible(anti_aim[i].randomfakeyawlimit, vars.active_i == i and ui_get(items.anti_aim) and ui_get(menu) == "Anti-Aim" and ui_get(master_switch))
ui_set_visible(anti_aim[i].randomfakeyawlimit1, vars.active_i == i and ui_get(items.anti_aim) and ui_get(menu) == "Anti-Aim" and ui_get(anti_aim[i].randomfakeyawlimit) and ui_get(master_switch))
ui_set_visible(anti_aim[i].randomfakeyawlimit2, vars.active_i == i and ui_get(items.anti_aim) and ui_get(menu) == "Anti-Aim" and ui_get(anti_aim[i].randomfakeyawlimit) and ui_get(master_switch))
end
ui_set_visible(items.manual_state, false)
ui_set_visible(refs.maxprocessticks, not ui_get(master_switch))
ui_set_visible(refs.yaw[2], not ui_get(master_switch))
ui_set_visible(refs.yawj[1], not ui_get(master_switch))
ui_set_visible(refs.yaw[1], not ui_get(master_switch))
ui_set_visible(refs.yawj[2], not ui_get(master_switch))
ui_set_visible(refs.pitch, not ui_get(master_switch))
ui_set_visible(refs.bodyyaw[1], not ui_get(master_switch))
ui_set_visible(refs.bodyyaw[2], not ui_get(master_switch))
ui_set_visible(refs.fs_bodyyaw, not ui_get(master_switch))
ui_set_visible(refs.yaw_base, not ui_get(master_switch))
ui_set_visible(refs.fakelimit, not ui_get(master_switch))
ui_set_visible(refs.edge_yaw, not ui_get(master_switch))
ui_set_visible(refs.fs[1], not ui_get(master_switch))
ui_set_visible(refs.fs[2], not ui_get(master_switch))
--Misc
ui_set_visible(items.enable_it, ui_get(menu) == "Misc" and ui_get(master_switch))
ui_set_visible(items.keyshow, ui_get(menu) == "Misc" and ui_get(master_switch))
ui_set_visible(items.limit_reference, ui_get(menu) == "Misc" and ui_get(master_switch) and ui_get(items.keyshow))
end,
reset = function()
vars.misses, vars.last_miss, vars.indexed_angle = { }, 0, 0
end
}
local function main()
client.set_event_callback("setup_command", events.setup_command)
client.set_event_callback("weapon_fire", events.weapon_fire)
client.set_event_callback("paint", events.paint)
client.set_event_callback("run_command", events.run_command)
client.set_event_callback("bullet_impact", events.bullet_impact)
client.set_event_callback("client_disconnect", events.reset)
client.set_event_callback("game_newmap", events.reset)
client.set_event_callback("cs_game_disconnected", events.reset)
client.set_event_callback("round_start", events.reset)
end
main()
ui_set_callback(master_switch, main)
client_set_event_callback("paint_ui", events.handle_menu)