Crack Lua [nl] v1pix grenade helper

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7 Авг 2022
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.

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.

credits: DarkLuny ft .v1pix
Пожалуйста, авторизуйтесь для просмотра ссылки.
code_language.lua:
_DEBUG = true
--ffi
ffi.cdef[[
    void* __stdcall URLDownloadToFileA(void* LPUNKNOWN, const char* LPCSTR, const char* LPCSTR2, int a, int LPBINDSTATUSCALLBACK);
    bool DeleteUrlCacheEntryA(const char* lpszUrlName);

    int GetProcAddress(void*, const char*);
    void* GetModuleHandleA(const char*);
    typedef void*(__cdecl* ShellExecute)(void*, const char*, const char*, const char*, const char*, int);
   
    typedef struct {
        uint8_t r;
        uint8_t g;
        uint8_t b;
        uint8_t a;
    } color_struct_t;

    typedef void (*console_color_print)(const color_struct_t&, const char*, ...);
    typedef void*(__thiscall* getnetchannel_t)(void*);
    typedef void(__thiscall* settimeout_t)(void*, float, bool);
]]

local _ffi = {
    new_char_arr = ffi.typeof("char[?]"),

    vmt_entry = function(instance, index, type)
        return ffi.cast(type, (ffi.cast("void***", instance)[0])[index])
    end,

    vmt_bind = function(self, module, interface, index, typestring)
        local instance = utils.create_interface(module, interface)
        local fnptr = self.vmt_entry(instance, index, ffi.typeof(typestring))
        return function(...)
            return fnptr(instance, ...)
        end
    end,
}

local console = {
    color_print_fn = ffi.cast("console_color_print", ffi.C.GetProcAddress(ffi.C.GetModuleHandleA("tier0.dll"), "?ConColorMsg@@YAXABVColor@@PBDZZ")),
    print = function(self, text, r, g, b, a)
        local col = ffi.new("color_struct_t")
        col.r, col.g, col.b, col.a = r, g, b, a

        self.color_print_fn(col, text)
    end
}

--json
local encode local escape_char_map = {["\\"] = "\\",['"'] = '"',["\b"] = "b",["\f"] = "f",["\n"] = "n",["\r"] = "r",["\t"] = "t"} local escape_char_map_inv = {["/"] = "/"} for k, v in pairs(escape_char_map) do escape_char_map_inv[v] = k end local function escape_char(c) return "\\" .. (escape_char_map[c] or string.format("u%04x", c:byte())) end local function encode_nil(val) return "null" end local function encode_table(val, stack) local res = {} stack = stack or {} if stack[val] then return end stack[val] = true if rawget(val, 1) ~= nil or next(val) == nil then local n = 0 for k in pairs(val) do if type(k) ~= "number" then return end n = n + 1 end if n ~= #val then return end for i, v in ipairs(val) do table.insert(res, encode(v, stack)) end stack[val] = nil return "[" .. table.concat(res, ",") .. "]" else for k, v in pairs(val) do if type(k) ~= "string" then return end table.insert(res, encode(k, stack) .. ":" .. encode(v, stack)) end stack[val] = nil return "{" .. table.concat(res, ",") .. "}" end end local function encode_string(val) return '"' .. val:gsub('[%z\1-\31\\"]', escape_char) .. '"' end local function encode_number(val) if val ~= val or val <= -math.huge or val >= math.huge then return end return string.format("%.14g", val) end local type_func_map = { ["nil"] = encode_nil, ["table"] = encode_table, ["string"] = encode_string, ["number"] = encode_number, ["boolean"] = tostring } encode = function(val, stack) local t = type(val) local f = type_func_map[t] if f then return f(val, stack) end return end local parse local function create_set(...) local res = {} for i = 1, select("#", ...) do res[select(i, ...)] = true end return res end local space_chars = create_set(" ", "\t", "\r", "\n") local delim_chars = create_set(" ", "\t", "\r", "\n", "]", "}", ",") local escape_chars = create_set("\\", "/", '"', "b", "f", "n", "r", "t", "u") local literals = create_set("true", "false", "null") local literal_map = {["true"] = true, ["false"] = false, ["null"] = nil} local function next_char(str, idx, set, negate) if idx == nil then return nil end for i = idx, #str do if set[str:sub(i, i)] ~= negate then return i end end return #str + 1 end local function decode_error(str, idx, msg) local line_count = 1 local col_count = 1 for i = 1, idx - 1 do col_count = col_count + 1 if str:sub(i, i) == "\n" then line_count = line_count + 1 col_count = 1 end end return end local function codepoint_to_utf8(n) local f = math.floor if n <= 0x7f then return string.char(n) elseif n <= 0x7ff then return string.char(f(n / 64) + 192, n % 64 + 128) elseif n <= 0xffff then return string.char(f(n / 4096) + 224, f(n % 4096 / 64) + 128, n % 64 + 128) elseif n <= 0x10ffff then return string.char(f(n / 262144) + 240, f(n % 262144 / 4096) + 128, f(n % 4096 / 64) + 128, n % 64 + 128) end return end local function parse_unicode_escape(s) local n1 = tonumber(s:sub(1, 4), 16) local n2 = tonumber(s:sub(7, 10), 16) if n2 then return codepoint_to_utf8((n1 - 0xd800) * 0x400 + (n2 - 0xdc00) + 0x10000) else return codepoint_to_utf8(n1) end end local function parse_string(str, i) local res = "" local j = i + 1 local k = j while j <= #str do local x = str:byte(j) if x < 32 then decode_error(str, j, "control character in string") elseif x == 92 then res = res .. str:sub(k, j - 1) j = j + 1 local c = str:sub(j, j) if c == "u" then local hex = str:match("^[dD][89aAbB]%x%x\\u%x%x%x%x", j + 1) or str:match("^%x%x%x%x", j + 1) or decode_error(str, j - 1, "invalid unicode escape in string") res = res .. parse_unicode_escape(hex) j = j + #hex else if not escape_chars[c] then decode_error(str, j - 1, "invalid escape char '" .. c .. "' in string") end res = res .. escape_char_map_inv[c] end k = j + 1 elseif x == 34 then res = res .. str:sub(k, j - 1) return res, j + 1 end j = j + 1 end decode_error(str, i, "expected closing quote for string") end local function parse_number(str, i) local x = next_char(str, i, delim_chars) local s = str:sub(i, x - 1) local n = tonumber(s) if not n then decode_error(str, i, "invalid number '" .. s .. "'") end return n, x end local function parse_literal(str, i) local x = next_char(str, i, delim_chars) local word = str:sub(i, x - 1) if not literals[word] then decode_error(str, i, "invalid literal '" .. word .. "'") end return literal_map[word], x end local function parse_array(str, i) local res = {} local n = 1 i = i + 1 while 1 do local x i = next_char(str, i, space_chars, true) if str:sub(i, i) == "]" then i = i + 1 break end x, i = parse(str, i) res[n] = x n = n + 1 i = next_char(str, i, space_chars, true) if type(i) ~= "number" then return end local chr = str:sub(i, i) i = i + 1 if chr == "]" then break end if chr ~= "," then decode_error(str, i, "expected ']' or ','") end end return res, i end local function parse_object(str, i) local res = {} i = i + 1 while 1 do local key, val i = next_char(str, i, space_chars, true) if i == nil then return end if str:sub(i, i) == "}" then i = i + 1 break end if str:sub(i, i) ~= '"' then decode_error(str, i, "expected string for key") end key, i = parse(str, i) i = next_char(str, i, space_chars, true) if i == nil then return end if str:sub(i, i) ~= ":" then decode_error(str, i, "expected ':' after key") end i = next_char(str, i + 1, space_chars, true) val, i = parse(str, i) res[key] = val i = next_char(str, i, space_chars, true) if type(i) ~= "number" then return end local chr = str:sub(i, i) i = i + 1 if chr == "}" then break end if chr ~= "," then decode_error(str, i, "expected '}' or ','") end end return res, i end local char_func_map = { ['"'] = parse_string, ["0"] = parse_number, ["1"] = parse_number, ["2"] = parse_number, ["3"] = parse_number, ["4"] = parse_number, ["5"] = parse_number, ["6"] = parse_number, ["7"] = parse_number, ["8"] = parse_number, ["9"] = parse_number, ["-"] = parse_number, ["t"] = parse_literal, ["f"] = parse_literal, ["n"] = parse_literal, ["["] = parse_array, ["{"] = parse_object } parse = function(str, idx) local chr = str:sub(idx, idx) local f = char_func_map[chr] if f then return f(str, idx) end decode_error(str, idx, "unexpected character '" .. chr .. "'") end
local COLOR_SYM_DEFAULT, COLOR_STRING_DEFAULT, COLOR_LITERAL_DEFAULT, COLOR_QUOTE_DEFAULT = {221, 221, 221}, {180, 230, 30}, {96, 160, 220}, {218, 230, 30}
local json = {
    decode = function(str)
        local res, idx = parse(str, next_char(str, 1, space_chars, true)) idx = next_char(str, idx, space_chars, true) if idx == nil then return nil end if idx <= #str then decode_error(str, idx, "trailing garbage") end
        return res
    end,
    encoder = function(val)
        return encode(val)
    end,
    encode = panorama.loadstring([[return JSON.stringify]])(),
    stringify = function(json_text, line_feed, indent, ac)
        json_text = tostring(json_text)
        line_feed, indent, ac = tostring(line_feed or "\n"), tostring(indent or ""), tostring(ac or " ")

        local i, j, k, n, r, p, q = 1, 0, 0, string.len(json_text), {}, nil, nil
        local al = string.sub(ac, -1) == "\n"

        for x = 1, n do
            local c = string.sub(json_text, x, x)

            if not q and (c == "{" or c == "[") then
                r[i] = p == ":" and (c .. line_feed) or (string.rep(indent, j) .. c .. line_feed)
                j = j + 1
            elseif not q and (c == "}" or c == "]") then
                j = j - 1
                if p == "{" or p == "[" then
                    i = i - 1
                    r[i] = string.rep(indent, j) .. p .. c
                else
                    r[i] = line_feed .. string.rep(indent, j) .. c
                end
            elseif not q and c == "," then
                r[i] = c .. line_feed
                k = -1
            elseif not q and c == ":" then
                r[i] = c .. ac
                if al then
                    i = i + 1
                    r[i] = string.rep(indent, j)
                end
            else
                if c == '"' and p ~= "\\" then
                    q = not q and true or nil
                end
                if j ~= k then
                    r[i] = string.rep(indent, j)
                    i, k = i + 1, j
                end
                r[i] = c
            end
            p, i = c, i + 1
        end

        return table.concat(r)
    end,
    highlight = function(json_text, color_sym, color_quote, color_string, color_literal)
        color_sym, color_string, color_literal, color_quote =
            color_sym or COLOR_SYM_DEFAULT,
            color_string or COLOR_STRING_DEFAULT,
            color_literal or COLOR_LITERAL_DEFAULT,
            color_quote or COLOR_QUOTE_DEFAULT
        json_text = tostring(json_text)

        local i, n, result, prev, quote = 1, string.len(json_text), {}, nil, nil

        local cur_clr, cur_text = color_sym, {}

        for x = 1, n do
            local c = string.sub(json_text, x, x)
            local new_clr

            if not quote and (c == "{" or c == "[") then
                new_clr = color_sym

                table.insert(cur_text, c)
            elseif not quote and (c == "}" or c == "]") then
                new_clr = color_sym
                if prev == "{" or prev == "[" then
                    --table.insert(cur_text, table.concat(prev, c))
                else
                    table.insert(cur_text, c)
                end
            elseif not quote and (c == "," or c == ":") then
                new_clr = color_sym
                table.insert(cur_text, c)
            else
                if c == '"' and prev ~= "\\" then
                    quote = not quote and true or nil
                    new_clr = color_quote
                elseif cur_clr == color_quote then
                    new_clr = quote and color_string or color_literal
                elseif cur_clr == color_sym and (c ~= " " and c ~= "\n" and c ~= "\t") then
                    new_clr = quote and color_string or color_literal
                end

                table.insert(cur_text, c)
            end

            if new_clr ~= nil and new_clr ~= cur_clr then
                local new_text = {table.remove(cur_text, #cur_text)}

                table.insert(result, {cur_clr[1], cur_clr[2], cur_clr[3], table.concat(cur_text)})

                cur_clr, cur_text = new_clr, new_text
            end

            prev = c
        end

        if #cur_text > 0 then
            table.insert(result, {cur_clr[1], cur_clr[2], cur_clr[3], table.concat(cur_text)})
        end

        return result
    end,
    print_highlighted = function(self, json_text, color_sym, color_quote, color_string, color_literal)
        local highlighted = self.highlight(json_text, color_sym, color_string, color_literal, color_quote)
        local count = #highlighted

        for i = 1, count do
            local r, g, b, str = unpack(highlighted[i])
            console:print(str .. (i ~= count and "" or "\n"), r, g, b, 255)
        end

        return highlighted
    end
}

--file
local file = utils.create_interface("filesystem_stdio.dll", "VBaseFileSystem011")
local filesystem_class = ffi.cast(ffi.typeof("void***"), file)
local filesystem_vftbl = filesystem_class[0]

local read_file = ffi.cast("int (__thiscall*)(void*, void*, int, void*)", filesystem_vftbl[0])
local write_file = ffi.cast("int (__thiscall*)(void*, void const*, int, void*)", filesystem_vftbl[1])

local open_file = ffi.cast("void* (__thiscall*)(void*, const char*, const char*, const char*)", filesystem_vftbl[2])
local close_file = ffi.cast("void (__thiscall*)(void*, void*)", filesystem_vftbl[3])

local get_file_size = ffi.cast("unsigned int (__thiscall*)(void*, void*)", filesystem_vftbl[7])
local file_exists = ffi.cast("bool (__thiscall*)(void*, const char*, const char*)", filesystem_vftbl[10])

local full_filesystem = utils.create_interface("filesystem_stdio.dll", "VFileSystem017")
local full_filesystem_class = ffi.cast(ffi.typeof("void***"), full_filesystem)
local full_filesystem_vftbl = full_filesystem_class[0]

local add_search_path = ffi.cast("void (__thiscall*)(void*, const char*, const char*, int)", full_filesystem_vftbl[11])
local remove_search_path = ffi.cast("bool (__thiscall*)(void*, const char*, const char*)", full_filesystem_vftbl[12])

local remove_file = ffi.cast("void (__thiscall*)(void*, const char*, const char*)", full_filesystem_vftbl[20])
local rename_file = ffi.cast("bool (__thiscall*)(void*, const char*, const char*, const char*)", full_filesystem_vftbl[21])
local create_dir_hierarchy = ffi.cast("void (__thiscall*)(void*, const char*, const char*)", full_filesystem_vftbl[22])
local is_directory = ffi.cast("bool (__thiscall*)(void*, const char*, const char*)", full_filesystem_vftbl[23])

local find_first = ffi.cast("const char* (__thiscall*)(void*, const char*, int*)", full_filesystem_vftbl[32])
local find_next = ffi.cast("const char* (__thiscall*)(void*, int)", full_filesystem_vftbl[33])
local find_is_directory = ffi.cast("bool (__thiscall*)(void*, int)", full_filesystem_vftbl[34])
local find_close = ffi.cast("void (__thiscall*)(void*, int)", full_filesystem_vftbl[35])

local MODES = {
    ["r"] = "r",
    ["w"] = "w",
    ["a"] = "a",
    ["r+"] = "r+",
    ["w+"] = "w+",
    ["a+"] = "a+",
    ["rb"] = "rb",
    ["wb"] = "wb",
    ["ab"] = "ab",
    ["rb+"] = "rb+",
    ["wb+"] = "wb+",
    ["ab+"] = "ab+",
}

local file_handle = {}
local file_system = {
    exists = function(file)
        return file_exists(filesystem_class, file, nil)
    end,
   
    rename = function(old_path, new_path)
        rename_file(full_filesystem_class, old_path, new_path, nil)
    end,
   
    remove = function(file)
        remove_file(full_filesystem_class, file, nil)
    end,
   
    create_directory = function(path)
        create_dir_hierarchy(full_filesystem_class, path, nil)
    end,
   
    is_directory = function(path)
        return is_directory(full_filesystem_class, path, nil)
    end,
   
    find_first = function(path)
        local handle = ffi.new("int[1]")
        local file = find_first(full_filesystem_class, path, handle)
        if file == ffi.NULL then return nil end

        return handle, ffi.string(file)
    end,
   
    find_next = function(handle)
        local file = find_next(full_filesystem_class, handle)
        if file == ffi.NULL then return nil end

        return ffi.string(file)
    end,
   
    find_is_directory = function(handle)
        return find_is_directory(full_filesystem_class, handle)
    end,
   
    find_close = function(handle)
        find_close(full_filesystem_class, handle)
    end,
   
    add_search_path = function(path, type)
        add_search_path(full_filesystem_class, path, type)
    end,
   
    remove_search_path = function(path)
        remove_search_path(full_filesystem_class, path, nil)
    end,
   
    open = function(file, mode)
        if not MODES[mode] then error("Invalid mode!") end
        file_handle = open_file(filesystem_class, file, mode, nil)
    end,
   
    get_size = function()
        return get_file_size(filesystem_class, file_handle)
    end,
   
    write = function(text)
        write_file(filesystem_class, text, #text, file_handle)
    end,
   
    read = function()
        local size = get_file_size(filesystem_class, file_handle)
        local output = ffi.new("char[?]", size + 1)
        read_file(filesystem_class, output, size, file_handle)

        return ffi.string(output)
    end,
   
    close = function()
        close_file(filesystem_class, file_handle)
    end,
}

--string
string.replace = function(s, pattern, repl)
    local i,j = string.find(s, pattern, 1, true)
    if i and j then
        local ret = {}
        local start = 1
        while i and j do
            table.insert(ret, string.sub(s, start, i - 1))
            table.insert(ret, repl)
            start = j + 1
            i,j = string.find(s, pattern, start, true)
        end
        table.insert(ret, string.sub(s, start))
        return table.concat(ret)
    end
    return s
end

--table to string
local function table_to_string(tbl) local result = "[" for k, v in pairs(tbl) do if type(k) == "string" then result = result.."[\""..k.."\"]".."=" end if type(v) == "table" then result = result..table_to_string(v) elseif type(v) == "boolean" then result = result..tostring(v) else result = result.."\""..v.."\"" end result = result.."," end if result ~= "" then result = result:sub(1, result:len()-1) end return result.."]" end
--toint
local function toint(n)
    local s = tostring(n)
    local i, j = s:find('%.')
    if i then
        return tonumber(s:sub(1, i-1))
    else
        return n
    end
end

--ffi functions
local shellexecutea = ffi.cast("ShellExecute", ffi.C.GetProcAddress(ffi.C.GetModuleHandleA("shell32.dll"), "ShellExecuteA"))
local urlmon, wininet = ffi.load("UrlMon"), ffi.load("WinInet")
local native_GetClipboardTextCount = _ffi:vmt_bind("vgui2.dll", "VGUI_System010", 7, "int(__thiscall*)(void*)")
local native_SetClipboardText = _ffi:vmt_bind("vgui2.dll", "VGUI_System010", 9, "void(__thiscall*)(void*, const char*, int)")
local native_GetClipboardText = _ffi:vmt_bind("vgui2.dll", "VGUI_System010", 11, "int(__thiscall*)(void*, int, const char*, int)")

local clipboard = {
    get_text = function()
        local len = native_GetClipboardTextCount()
        if len > 0 then
            local char_arr = _ffi.new_char_arr(len)
            native_GetClipboardText(0, char_arr, len)
            return ffi.string(char_arr, len-1)
        end
    end,
    set_text = function(text)
        native_SetClipboardText(text, text:len())
    end
}

--timeout
local engine_client = ffi.cast(ffi.typeof("void***"), utils.create_interface("engine.dll", "VEngineClient014"))
local get_net_chan = ffi.cast("getnetchannel_t", engine_client[0][78])

local function set_timeout(timeout)
    local net_channel = ffi.cast(ffi.typeof("void***"), get_net_chan(engine_client))
    return ffi.cast("settimeout_t", net_channel[0][31])(net_channel, timeout, false)
end

local function timeout()
    if panorama.GameStateAPI.IsPlayerConnected(panorama.MyPersonaAPI.GetXuid()) then
        set_timeout(-1)
    end
end

--error
local function create_error(text)
    utils.console_exec("playvol buttons/button11.wav 100")
    --Cheat.AddNotify("Grenade Helper", text)
end

--animations
local animations = {}
animations.lerp = function(start, vend, time)
    return start and (start + (vend - start) * time) or 0
end
animations.color_modulation = {}
animations.color_modulation.hsv_to_rgb = function(h, s, v)
    if s == 0 then
        return v, v, v
    end

    h = h / 60

    local hue_sector = math.floor(h)
    local hue_sector_offset = h - hue_sector

    local p = v * (1 - s)
    local q = v * (1 - s * hue_sector_offset)
    local t = v * (1 - s * (1 - hue_sector_offset))

    if hue_sector == 0 then
        return v, t, p
    elseif hue_sector == 1 then
        return q, v, p
    elseif hue_sector == 2 then
        return p, v, t
    elseif hue_sector == 3 then
        return p, q, v
    elseif hue_sector == 4 then
        return t, p, v
    elseif hue_sector == 5 then
        return v, p, q
    end
end
animations.color_modulation.rgb_to_hsv = function(r, g, b)
    local v = math.max(r, g, b)
    local d = v - math.min(r, g, b)

    if 1 > d then
        return 0, 0, v
    end

    if v == 0 then
        return -1, 0, v
    end

    local s = d / v

    local h
    if r == v then
        h = (g - b) / d
    elseif g == v then
        h = 2 + (b - r) / d
    else
        h = 4 + (r - g) / d
    end

    h = h * 60
    if h < 0 then
        h = h + 360
    end

    return h, s, v
end
animations.color_modulation.lerp_color = function(r1, g1, b1, r2, g2, b2, percentage)
    if percentage == 0 then
        return {toint(r1), toint(g1), toint(b1)}
    elseif percentage == 1 then
        return {toint(r2), toint(g2), toint(b2)}
    end

    local h1, s1, v1 = animations.color_modulation.rgb_to_hsv(r1, g1, b1)
    local h2, s2, v2 = animations.color_modulation.rgb_to_hsv(r2, g2, b2)

    local r, g, b = animations.color_modulation.hsv_to_rgb(animations.lerp(h1, h2, percentage), animations.lerp(s1, s2, percentage), animations.lerp(v1, v2, percentage))
    local a = animations.lerp(a1, a2, percentage)

    return {
        toint(r),
        toint(g),
        toint(b)
    }
end
animations.quad_in_out = function(t, b, c, d)
    t = t / d * 2
    if t < 1 then
        return c / 2 * math.pow(t, 2) + b
    else
        return -c / 2 * ((t - 1) * (t - 3) - 1) + b
    end
end
animations.quart_out = function(t, b, c, d)
    t = t / d - 1
    return -c * (math.pow(t, 4) - 1) + b
end
animations.sine_in_out = function(t, b, c, d)
    return -c / 2 * (math.cos(math.pi * t / d) - 1) + b
end

--ui handler
local ui_handler = {}

ui_handler.refs = {}

ui_handler.run_update = function()
    for name, m_table in pairs(ui_handler.refs) do
        if m_table.condition ~= nil then
            m_table.ref:set_visible(m_table.condition())
        end
    end
end

ui_handler.new = function(unique_name, reference, condition)
    if type(unique_name) ~= "string" or type(reference) ~= "userdata" then
        error(unique_name .. " args error")
        return
    end

    if condition ~= nil and type(condition) ~= "function" then
        error(unique_name .. " condition arg error")
        return
    end

    if ui_handler.refs[unique_name] ~= nil then
        error(unique_name .. " already exists")
        return
    end

    ui_handler.refs[unique_name] = {
        ref = reference,
        name = unique_name,
        condition = condition
    }

    ui_handler.run_update()
    reference:set_callback(ui_handler.run_update)
end

--main
local edit_state = "back"
local ui_groups = {
    info = ui.create("Info", "Info"),
    main = {
        a = ui.create("Main", "A"),
        b = ui.create("Main", "B")
    },
    locations = {
        a = ui.create("Locations", "A"),
        b = ui.create("Locations", "B")
    }
}

local tabs = {
    info = {
        ui_groups.info:label("Hello " .. common.get_username()),
        ui_groups.info:label("» If you have any questions or problems, you can always create a ticket in the discord server:"),
        ui_groups.info:button("   Discord server   ", function()
            shellexecutea(nil, "open", "https://discord.gg/4e2snTTnXx", nil, nil, 1)
        end)
    },
    main = {
        helper_bind = ui_groups.main.a:hotkey("Helper Bind"),
        aimbot_mode = ui_handler.new("aimbot_mode", ui_groups.main.a:combo("Aim at locations", {
            "Off",
            "Legit",
            "Rage",
        })),
        aimbot_speed = ui_handler.new("aimbot_speed", ui_groups.main.a:slider("Helper Aimbot Speed", 0, 100, 75), function()
            return ui_handler.refs["aimbot_mode"].ref:get() == "Legit"
        end),
        automatic_throw = ui_groups.main.a:switch("Automatic throw", false),

        color = ui_groups.main.b:color_picker("Helper color", color(120, 120, 255, 255)),
        behind_walls = ui_groups.main.b:switch("Show locations behind walls", false),
        helper_types = ui_groups.main.b:selectable("Helper types", {
            "Smoke",
            "Flashbang",
            "High Explosive",
            "Molotov",
            "Wallbang",
            "Movement: 12 airacc"
        })
    },
    locations = {
        all_locations = ui_groups.locations.a:selectable("Locations Selection", {""}, 7),
        import_local_source = ui_handler.new("import_local_source", ui_groups.locations.a:switch("Import local source", false), function()
            return edit_state == "back"
        end),
        import_name = ui_handler.new("import_name", ui_groups.locations.a:input("Import file name", "name"), function()
            return edit_state == "back" and ui_handler.refs["import_local_source"].ref:get()
        end),
        import_from_clipboard = ui_handler.new("import_from_clipboard", ui_groups.locations.a:button("Import from clipboard"), function()
            return edit_state == "back" and ui_handler.refs["import_local_source"].ref:get()
        end),

        create_local_source = ui_handler.new("create_local_source", ui_groups.locations.a:switch("Create local source", false), function()
            return edit_state == "back"
        end),
        new_file_name = ui_handler.new("new_file_name", ui_groups.locations.a:input("Local source name", "name"), function()
            return edit_state == "back" and ui_handler.refs["create_local_source"].ref:get()
        end),
        create_new_file = ui_handler.new("create_new_file", ui_groups.locations.a:button("Create local source "), function()
            return edit_state == "back" and ui_handler.refs["create_local_source"].ref:get()
        end),
       
        locations_edit = ui_handler.new("locations_edit", ui_groups.locations.a:combo("Edit Location Selection", {"clear"}), function()
            return edit_state == "back" and ui_handler.refs["locations_edit"].ref:get_list()[1] ~= "clear"
        end),
       
        edit = ui_handler.new("edit", ui_groups.locations.a:button("Edit", function()
            edit_state = "edit"
        end), function()
            return edit_state == "back" and ui_handler.refs["locations_edit"].ref:get_list()[1] ~= "clear"
        end),
        delete_location = ui_handler.new("delete_location", ui_groups.locations.a:button("Delete"), function()
            return edit_state == "back" and ui_handler.refs["locations_edit"].ref:get_list()[1] ~= "clear"
        end),
        back = ui_handler.new("back", ui_groups.locations.a:button("Back", function()
            edit_state = "back"
        end), function()
            return edit_state ~= "back"
        end),

        nades_sort_by = ui_handler.new("nades_sort_by", ui_groups.locations.a:input("Sort by search", ""), function()
            return edit_state == "edit" and ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear"
        end),
        selected_nade = ui_handler.new("selected_nade", ui_groups.locations.a:combo("Selected nade", {"clear"}), function()
            return edit_state == "edit" and ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear"
        end),
       
        create_new = ui_handler.new("create_new", ui_groups.locations.a:button("Create new location", function()
            edit_state = "create_new"
        end), function()
            return edit_state == "edit"
        end),
       
        import_location = ui_handler.new("import_location", ui_groups.locations.b:button("Import from clipboard"), function()
            return edit_state == "create_new"
        end),
       
        type = ui_handler.new("type", ui_groups.locations.b:combo("Location Type", {"Grenade", "Movement"}), function()
            return edit_state ~= "back" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
       
        from = ui_handler.new("from", ui_groups.locations.b:input("From", ""), function()
            return edit_state ~= "back" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        to = ui_handler.new("to", ui_groups.locations.b:input("To", ""), function()
            return edit_state ~= "back" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        description = ui_handler.new("description", ui_groups.locations.b:input("Description", ""), function()
            return edit_state ~= "back" and ui_handler.refs["type"].ref:get() == "Grenade" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        grenade_properties = ui_handler.new("grenade_properties", ui_groups.locations.b:selectable("Grenade Properties", {
            "Jump",
            "Run",
            "Walk (Shift)",
            "Throw strength",
            "Force-enable recovery",
            "Delayed throw"
        }), function()
            return edit_state ~= "back" and ui_handler.refs["type"].ref:get() == "Grenade" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        duck = ui_handler.new("duck", ui_groups.locations.b:switch("Duck", false), function()
            return edit_state ~= "back" and ui_handler.refs["type"].ref:get() == "Grenade" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        throw_strength = ui_handler.new("throw_strength", ui_groups.locations.b:combo("Throw strength", {
            "Left Click",
            "Left / Right Click",
            "Right Click"
        }), function()
            return edit_state ~= "back" and ui_handler.refs["type"].ref:get() == "Grenade" and ui_handler.refs["grenade_properties"].ref:get(4) and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        run_direction = ui_handler.new("run_direction", ui_groups.locations.b:combo("Run direction", {
            "Forward",
            "Left",
            "Right",
            "Back",
            "Custom"
        }), function()
            return edit_state ~= "back" and ui_handler.refs["type"].ref:get() == "Grenade" and ui_handler.refs["grenade_properties"].ref:get(2) and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        run_direction_custom = ui_handler.new("run_direction_custom", ui_groups.locations.b:slider("Run direction ", -180, 180, 0), function()
            return edit_state ~= "back" and ui_handler.refs["type"].ref:get() == "Grenade" and ui_handler.refs["grenade_properties"].ref:get(2) and ui_handler.refs["run_direction"].ref:get() == "Custom" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        run_duration = ui_handler.new("run_duration", ui_groups.locations.b:slider("Run duration", 0, 256, 20), function()
            return edit_state ~= "back" and ui_handler.refs["type"].ref:get() == "Grenade" and ui_handler.refs["grenade_properties"].ref:get(2) and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        delay = ui_handler.new("delay", ui_groups.locations.b:slider("Throw delay", 1, 64, 1), function()
            return edit_state ~= "back" and ui_handler.refs["type"].ref:get() == "Grenade" and ui_handler.refs["grenade_properties"].ref:get(6) and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        recovery_direction = ui_handler.new("recovery_direction", ui_groups.locations.b:combo("Recovery direction", {
            "Forward",
            "Left",
            "Right",
            "Back",
            "Custom"
        }), function()
            return edit_state ~= "back" and ui_handler.refs["type"].ref:get() == "Grenade" and ui_handler.refs["grenade_properties"].ref:get(5) and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        recovery_direction_custom = ui_handler.new("recovery_direction_custom", ui_groups.locations.b:slider("Recovery direction ", -180, 180, 0), function()
            return edit_state ~= "back" and ui_handler.refs["type"].ref:get() == "Grenade" and ui_handler.refs["grenade_properties"].ref:get(5) and ui_handler.refs["recovery_direction"].ref:get() == "Custom" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        recovery_bannyhop = ui_handler.new("recovery_bannyhop", ui_groups.locations.b:switch("Recovery bunny-hop", false), function()
            return edit_state ~= "back" and ui_handler.refs["type"].ref:get() == "Grenade" and ui_handler.refs["grenade_properties"].ref:get(5) and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        set_location_hotkey = ui_handler.new("set_location_hotkey", ui_groups.locations.b:hotkey("Set location hotkey"), function()
            return edit_state ~= "back" and ui_handler.refs["type"].ref:get() == "Grenade" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        set_location = ui_handler.new("set_location", ui_groups.locations.b:button("Set location"), function()
            return edit_state ~= "back" and ui_handler.refs["type"].ref:get() == "Grenade" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        record_bind = ui_handler.new("record_bind", ui_groups.locations.b:switch("Recorder Bind", false), function()
            return edit_state ~= "back" and ui_handler.refs["type"].ref:get() == "Movement" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        teleport_hotkey = ui_handler.new("teleport_hotkey", ui_groups.locations.a:hotkey("Teleport hotkey", 0), function()
            return edit_state == "edit" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        teleport = ui_handler.new("teleport", ui_groups.locations.a:button("Teleport"), function()
            return edit_state == "edit" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        teleport_hotkey_B = ui_handler.new("teleport_hotkey_B", ui_groups.locations.b:hotkey("Teleport hotkey ", 0), function()
            return edit_state == "create_new" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        teleport_B = ui_handler.new("teleport_B", ui_groups.locations.b:button("Teleport "), function()
            return edit_state == "create_new" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        export_clipboard = ui_handler.new("export_clipboard", ui_groups.locations.a:button("Export all to clipboard"), function()
            return edit_state == "back" and ui_handler.refs["locations_edit"].ref:get_list()[1] ~= "clear"
        end),
        export_location_clipboard = ui_handler.new("export_location_clipboard", ui_groups.locations.a:button("Export to clipboard "), function()
            return edit_state == "edit" and ui_handler.refs["locations_edit"].ref:get_list()[1] ~= "clear" and ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear"
        end),
        save = ui_handler.new("save", ui_groups.locations.b:button("Save"), function()
            return edit_state ~= "back" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        delete_nade = ui_handler.new("delete_nade", ui_groups.locations.a:button("Delete"), function()
            return edit_state == "edit" and ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear"
        end)
    },
}

local source_locations, active_locations, w_locations = {}, {}, {}
local function update_active_locations() end
-- downloads
file_system.create_directory("_Grenade_Helper")
file_system.create_directory("_Grenade_Helper\\locations")
file_system.create_directory("_Grenade_Helper\\locations\\default")

--create helper.db
if not file_system.exists("_Grenade_Helper\\helper.db") then
    file_system.open("_Grenade_Helper\\helper.db", "w+")
    file_system.close()
end

utils.execute_after(1, function ()
    network.get("https://v1pix.host/neverlose/grenade_helper/get_locations.php?type=grenades", {}, function(response)
        local body = tostring(response)
       
        local file_size = files.get_size("csgo\\_Grenade_Helper\\locations\\default\\grenades.json")
        if body:len() ~= 0 and body:len() ~= file_size then
            files.write("csgo\\_Grenade_Helper\\locations\\default\\grenades.json", body)
        end
    end)
end)

utils.execute_after(2, function ()
    network.get("https://v1pix.host/neverlose/grenade_helper/get_locations.php?type=movements", {}, function(response)
        local body = tostring(response)
       
        local file_size = files.get_size("csgo\\_Grenade_Helper\\locations\\default\\movements.json")
        if body:len() ~= 0 and body:len() ~= file_size then
            files.write("csgo\\_Grenade_Helper\\locations\\default\\movements.json", body)
        end
    end)
end)

utils.execute_after(3, function ()
    network.get("https://v1pix.host/neverlose/grenade_helper/get_locations.php?type=wallbangs", {}, function(response)
        local body = tostring(response)
       
        local file_size = files.get_size("csgo\\_Grenade_Helper\\locations\\default\\wallbangs.json")
        if body:len() ~= 0 and body:len() ~= file_size then
            files.write("csgo\\_Grenade_Helper\\locations\\default\\wallbangs.json", body)
        end
    end)
end)

local get_id_from_combo = function(ui_element, search)
    local id = 0
    for key, value in pairs(ui_element:get_list()) do
        id = id + 1
        if value == search then
            return id
        end
    end
end

--locations
local default_locations = {
    {
        name = "Default: Grenade",
        path = "_Grenade_Helper\\locations\\default\\grenades.json",
        builtin = false,
    },
    {
        name = "Default: Movement",
        path = "_Grenade_Helper\\locations\\default\\movements.json",
        builtin = false,
    },
    {
        name = "Default: Wallbang",
        path = "_Grenade_Helper\\locations\\default\\wallbangs.json",
        builtin = false,
    },
}

local function GetWeapon(ent)
    local weapon = ent:get_player_weapon(false)
    if weapon == nil then
        return
    end

    local weapon_id = weapon:get_weapon_index()
    return weapon:get_classname() == "CKnife" and "knife" or (weapon_id == 48) and 46 or weapon_id
end

local weapon_console_name = {
    [45] = "weapon_smokegrenade",
    [43] = "weapon_flashbang",
    [44] = "weapon_hegrenade",
    [46] = "weapon_molotov",
   
    [9] = "weapon_wallbang",
    [40] = "weapon_wallbang",
    [38] = "weapon_wallbang",
    [1] = "weapon_wallbang",
    [64] = "weapon_wallbang",
    [11] = "weapon_wallbang",
   
    ["knife"] = "weapon_knife_movement"
}

local menu_weapon_name = {
    ["weapon_smokegrenade"] = "Smoke",
    ["weapon_flashbang"] = "Flashbang",
    ["weapon_hegrenade"] = "HE",
    ["weapon_molotov"] = "Molotov",
    ["weapon_knife_movement"] = "Movement",
    ["weapon_wallbang"] = "Wallbang"
}

local YAW_DIRECTION_OFFSETS = {
    ["Forward"] = 0,
    ["Left"] = 90,
    ["Right"] = -90,
    ["Back"] = 180
}

local _YAW_DIRECTION_OFFSETS = {
    [0] = "Forward",
    [90] = "Left",
    [-90] = "Right",
    [180] = "Back"
}

local STRENGTH_OFFSETS = {
    ["Left Click"] = 1,
    ["Left / Right Click"] = 0.5,
    ["Right Click"] = 0
}

local _STRENGTH_OFFSETS = {
    [1] = "Left Click",
    [0.5] = "Left / Right Click",
    [0] = "Right Click"
}

local cheats_var = {
    auto_strafe = ui.find("Miscellaneous", "Main", "Movement", "Air Strafe"),
    strafe_assist = ui.find("Miscellaneous", "Main", "Movement", "Strafe Assist"),
    quick_stop = ui.find("Miscellaneous", "Main", "Movement", "Quick Stop"),
    strafer_wasd = ui.find("Miscellaneous", "Main", "Movement", "Air Strafe", "WASD Strafe"),
    strafer_smoothing = ui.find("Miscellaneous", "Main", "Movement", "Air Strafe", "Smoothing"),
   
    strafe_smooth = ui.find("Miscellaneous", "Main", "Movement", "Air Strafe", "Smoothing"):get(),
    old_quick_stop = ui.find("Miscellaneous", "Main", "Movement", "Quick Stop"):get(),
    old_strafer_wasd = ui.find("Miscellaneous", "Main", "Movement", "Air Strafe", "WASD Strafe"):get(),
    old_strafe_assist = ui.find("Miscellaneous", "Main", "Movement", "Strafe Assist"):get(),
    old_auto_strafe = ui.find("Miscellaneous", "Main", "Movement", "Air Strafe"):get(),
   
    set_old_vars = false,
   
    fakelag = ui.find("Aimbot", "Anti Aim", "Fake Lag", "Enabled"),
   
    thirdperson = ui.find("Visuals", "World", "Main", "Force Thirdperson")
}

local menu_reseted = true
local update_location = false
local dupdate_location = false
local cvar_sv_airaccelerate = cvar.sv_airaccelerate
local global_data = {}
local eglobal_data = {}
local locations_system = {
    create_location_movement = {},
    record_start = true,
   
    --ui update
    ui_update = function(self)
        source_locations = {}
        for i=1, #default_locations do
            table.insert(source_locations, default_locations[i])
        end
       
        --read helper.db
        file_system.open("_Grenade_Helper\\helper.db", "r")
        local helper_db = json.decode(("[" .. file_system.read() .. "]"):gsub(",]", "]"))
        file_system.close()
        if helper_db then
            for i=0, #helper_db do
                local location = helper_db[i]
                if location then
                    table.insert(source_locations, {
                        name = "Local: " .. location,
                        builtin = true,
                    })
                end
            end
        end

        local locations = {}
        local edit_locations = {}
        for i=1, #source_locations do
            local location = source_locations[i]
            table.insert(locations, location.name)
        end
        tabs.locations.all_locations:update(locations)
       
        for i=1, #tabs.locations.all_locations:get_list() do
            local location = source_locations[i]
            if tabs.locations.all_locations:get(i) and location.builtin then
                table.insert(edit_locations, location.name)
            end
        end
   
        ui_handler.refs["locations_edit"].ref:update(#edit_locations == 0 and {"clear"} or edit_locations)
        ui_handler.run_update()
    end,
   
    --ui editor resseter
    ui_editor_resseter = function(self)
        if menu_reseted then
            self.temp_location = {}
            ui_handler.refs["from"].ref:set("")
            ui_handler.refs["to"].ref:set("")
            ui_handler.refs["description"].ref:set("")
           
            ui_handler.refs["grenade_properties"].ref:set({})
            ui_handler.refs["run_duration"].ref:set(0)
            ui_handler.refs["run_direction"].ref:set("Forward")
            ui_handler.refs["run_direction_custom"].ref:set(0)
            ui_handler.refs["throw_strength"].ref:set("Left Click")
            ui_handler.refs["recovery_direction"].ref:set("Forward")
            ui_handler.refs["recovery_direction_custom"].ref:set(0)
            ui_handler.refs["recovery_bannyhop"].ref:set(false)
            ui_handler.refs["delay"].ref:set(0)
            ui_handler.refs["duck"].ref:set(false)

            menu_reseted = false
        end
    end,
   
    --import from clipboard
    import_from_clipboard = function(self)
        local clipboard_text = clipboard.get_text()
        local text = string.find(clipboard_text, "https://") ~= nil and Http.Get(clipboard_text) or clipboard_text
        local name = string.format('"%s",', ui_handler.refs["import_name"].ref:get())
       
        --read helper.db
        file_system.open("_Grenade_Helper\\helper.db", "r")
        local str = file_system.read()
        file_system.close()
       
        --write helper.db
        local location = json.decode(text)
        if string.find(str, name, 1, true) == nil then -- name clear
            if location ~= nil and type(location) == "table" then
                file_system.open("_Grenade_Helper\\helper.db", "a")
                file_system.write(name)
                file_system.close()
               
                file_system.open("_Grenade_Helper\\locations\\" .. ui_handler.refs["import_name"].ref:get(), "w+")
                file_system.write(text)
                file_system.close()
            else
                create_error("Invalid JSON")
            end
        else
            create_error("The name is already in use")
        end
        self.ui_update()
    end,
   
    --create new file
    create_new_file = function(self)
        local name = string.format('"%s",', ui_handler.refs["new_file_name"].ref:get())
   
        --read helper.db
        file_system.open("_Grenade_Helper\\helper.db", "r")
        local str = file_system.read()
        file_system.close()
       
        --write helper.db
        if string.find(str, name, 1, true) == nil then -- name clear
            file_system.open("_Grenade_Helper\\helper.db", "a")
            file_system.write(name)
            file_system.close()
           
            file_system.open("_Grenade_Helper\\locations\\" .. ui_handler.refs["new_file_name"].ref:get(), "w+")
            file_system.write("{}")
            file_system.close()
        else
            create_error("The name is already in use")
        end
        self.ui_update()
    end,
   
    --delete location file
    delete_location = function(self)
        local selected = ui_handler.refs["locations_edit"].ref:get():gsub("Local: ", "")
        --active_locations[ui_handler.refs["locations_edit"].ref:get()+4] = "nil"
        active_locations = {}

        update_active_locations()  
        w_locations = {}
        ui_handler.run_update()
       
        --read helper.db
        file_system.open("_Grenade_Helper\\helper.db", "r")
        local helper_db = file_system.read()
        file_system.close()
       
        --edit helper.db
        file_system.open("_Grenade_Helper\\helper.db", "w+")
        file_system.write(string.replace(helper_db, string.format('"%s",', selected), ""))
        file_system.close()
       
        --remove location file
        file_system.remove("_Grenade_Helper\\locations\\" .. selected)
       
        --ui update
        self.ui_update()
    end,
   
    --export clipboard
    export_clipboard = function(self)
        local selected = ui_handler.refs["locations_edit"].ref:get():gsub("Local: ", "")
       
        --read location file
        file_system.open("_Grenade_Helper\\locations\\" .. selected, "r")
        local file = file_system.read()
        file_system.close()
       
        --print
        console:print("[helper] ", 180, 230, 30, 255)
        console:print("Exported location (Copied to clipboard):\n", 221, 221, 221, 255)
        local str = json.stringify(file, "\n", "  ")
        json:print_highlighted(str)
       
        --clipboard
        clipboard.set_text(file)
    end,

    --edit
    edit = function(self)
        local selected = ui_handler.refs["locations_edit"].ref:get():gsub("Local: ", "")
       
        --read location file
        file_system.open("_Grenade_Helper\\locations\\" .. selected, "r")
        local readed = json.decode(file_system.read())
        file_system.close()

        --write selected
        if readed then
            self.edit_locations = readed
        else
            file_system.open("_Grenade_Helper\\locations\\" .. selected, "w")
            file_system.write("{}")
            file_system.close()
           
            self.edit_locations = {}
        end
    end,
   
    --editor menu
    editor_menu = function(self)
        if edit_state == "back" then
            self.edit_locations = nil
        end
       
        if self.edit_locations then
            local selected_nade = get_id_from_combo(ui_handler.refs["selected_nade"].ref, ui_handler.refs["selected_nade"].ref:get())
            local search = ui_handler.refs["nades_sort_by"].ref:get()
           
            local menu_data, data = {}, {}
            local map = get_map()
           
            local locations = self.edit_locations.locations and self.edit_locations.locations[map] or self.edit_locations[map]
            if locations then
                for i=1, #locations do
                    local location = locations[i]
                    local name = #location.name == 2 and location.name[2] or location.name
                    if menu_weapon_name[location.weapon] and string.find(name:lower(), search:lower(), 1, true) then
                        table.insert(menu_data, menu_weapon_name[location.weapon] .. ": " .. name)
                        table.insert(data, location)
                    end
                end
            end

            ui_handler.refs["selected_nade"].ref:update(#menu_data == 0 and {"clear"} or menu_data)
            ui_handler.refs["selected_nade"].ref:set_visible(#menu_data ~= 0 and edit_state ~= "create_new")
           
            local set_visible = locations ~= nil and #locations ~= 0 and edit_state ~= "create_new"
            ui_handler.refs["nades_sort_by"].ref:set_visible(set_visible)
            ui_handler.refs["teleport"].ref:set_visible(set_visible)
            ui_handler.refs["teleport_hotkey"].ref:set_visible(set_visible)
            ui_handler.refs["export_location_clipboard"].ref:set_visible(set_visible)
            ui_handler.refs["delete_nade"].ref:set_visible(set_visible)
           
            self.edit_location = #menu_data == 0 and nil or data[selected_nade]
        else
            self.edit_location = nil
        end
    end,
   
    --export location clipboard
    export_location_clipboard = function(self)
        if self.edit_locations and self.edit_location then
            local location = json.encoder(self.edit_location)
           
            --print
            console:print("[helper] ", 180, 230, 30, 255)
            console:print("Exported location (Copied to clipboard):\n", 221, 221, 221, 255)
            local str = json.stringify(location, "\n", "  ")
            json:print_highlighted(str)
           
            --clipboard
            clipboard.set_text(location)
        end
    end,
   
    --delete nade
    delete_nade = function(self)
        local selected = ui_handler.refs["locations_edit"].ref:get():gsub("Local: ", "")
       
        if self.edit_location and self.edit_locations and self.selected_nade2 then
            file_system.open("_Grenade_Helper\\locations\\" .. selected, "r")
            local file = json.encoder(file_system.read())
            file_system.close()
           
            --edit
            table.remove(file[get_map()], self.selected_nade2.index)
            if #file[get_map()] == 0 then
                file[get_map()] = nil
            end
            local newtable = file

            --write
            file_system.open("_Grenade_Helper\\locations\\" .. selected, "w")
            file_system.write(json.encode(newtable))
            file_system.close()

            --active_locations[ui_handler.refs["locations_edit"].ref:get()+4] = "nil"
            active_locations = {}

            update_active_locations()
            w_locations = {}
            self:edit()
           
            ui_handler.run_update()
        end
    end,
   
    --teleport
    on_teleport = function(self)
        if (create_location or self.edit_location) and self.edit_locations then
            local location = create_location and create_location or self.edit_location
            local position = location.position
            local weapon = location.weapon
            local viewangles = location.viewangles
            if position[1] ~= 0 and position[2] ~= 0 and position[3] ~= 0 and weapon then
                utils.console_exec(string.format("setpos %s %s %s; setang %s %s; use %s", position[1], position[2], position[3], viewangles[1], viewangles[2], weapon))
               
                if weapon == "weapon_molotov" then
                    utils.console_exec("use weapon_incgrenade")
                end
            end
        end
    end,
   
    --set location
    temp_location = {},
    on_set_location = function(self)
        local localPlayer = entity.get_local_player()
        if not localPlayer then
            return
        end
        local lweapon = GetWeapon(localPlayer)
        if lweapon == nil then
            return
        end
       
        local weapon_name = weapon_console_name[lweapon]
        if weapon_name ~= nil then
            self.temp_location = {
                position = localPlayer:get_eye_position(),
                viewangles = render.camera_angles(),
                weapon = weapon_name,
            }
        end
    end,

    selected_nade = nil,
    backup_selected_nade = false,
    --create location
    create_location = function(self, cmd)
        --hotkeys
        if ui_handler.refs["teleport_hotkey"].ref:get() then
            self:on_teleport()
        end
        if ui_handler.refs["teleport_hotkey_B"].ref:get() then
            self:on_teleport()
        end
        if ui_handler.refs["set_location_hotkey"].ref:get() then
            self:on_set_location()
        end
        --
       
        local localPlayer = entity.get_local_player()
        if not localPlayer then
            return
        end
        local view_angles = render.camera_angles()
        local localPos = localPlayer:get_eye_position()
        local lweapon = GetWeapon(localPlayer)
        if lweapon == nil then
            return
        end
       
        local weapon_name = weapon_console_name[lweapon]
       
        local type = ui_handler.refs["type"].ref:get()
       
        create_location = edit_state ~= "back" and {} or nil
       
        if edit_state == "create_new" then
            self.backup_selected_nade = false
        end
        local from = ui_handler.refs["from"].ref:get()
        local to = ui_handler.refs["to"].ref:get()

        if from:gsub(" ", "") == "" then
            from = "Unnamed"
        end

        if to:gsub(" ", "") == "" then
            to = "Unnamed"
        end
       
        if create_location then
            create_location.red_color = true
            create_location.name = {from, to}
            local position = self.temp_location and self.temp_location.position or {x = 0, y = 0, z = 0}
            create_location.position = {position.x, position.y, position.z - 64}
            local viewangles = self.temp_location and self.temp_location.viewangles or {x = 0, y = 0}
            create_location.viewangles = {viewangles.x, viewangles.y}
            create_location.weapon = self.temp_location and self.temp_location.weapon or ""
           
            local description = ui_handler.refs["description"].ref:get()
            if description:gsub(" ", "") ~= "" then
                create_location.description = description:gsub("^%s+", ""):gsub("%s+$", "")
            end
           
            if type == "Grenade" then
                update_location = false
                local properties = ui_handler.refs["grenade_properties"].ref
               
                create_location.grenade = properties:get() ~= 0 and {} or nil
                if properties:get() ~= 0 then
                    create_location.grenade.jump = properties:get(1) and true or nil
                end
               
                if properties:get(2) then
                    create_location.grenade.run = ui_handler.refs["run_duration"].ref:get()
                   
                    local run_yaw = YAW_DIRECTION_OFFSETS[ui_handler.refs["run_direction"].ref:get()]
                    run_yaw = run_yaw and run_yaw or ui_handler.refs["run_direction_custom"].ref:get()
                    local recovery_yaw = YAW_DIRECTION_OFFSETS[ui_handler.refs["recovery_direction"].ref:get()]
                    create_location.grenade.run_yaw = run_yaw ~= 0 and run_yaw or nil
                    create_location.grenade.run_speed = properties:get(3) and true or nil
                   
                    if properties:get(5) then
                        create_location.grenade.recovery_yaw = recovery_yaw and recovery_yaw or ui_handler.refs["recovery_direction_custom"].ref:get()
                        create_location.grenade.recovery_jump = ui_handler.refs["recovery_bannyhop"].ref:get() and true or nil
                    end
                end
               
                if properties:get(4) then
                    local strength = STRENGTH_OFFSETS[ui_handler.refs["throw_strength"].ref:get()]
                    create_location.grenade.strength = strength ~= 1 and strength or nil
                end
               
                if properties:get(6) then
                    create_location.grenade.delay = ui_handler.refs["delay"].ref:get()
                end
               
                create_location.duck = ui_handler.refs["duck"].ref:get() and true or nil
               
                self.create_location_movement = {}
                self.record_start = false
            else
                create_location.grenade = nil
                if ui_handler.refs["record_bind"].ref:get() then
                    if not self.record_start then
                        self.create_location_movement = {}
                       
                        self.temp_location = {
                            position = localPos,
                            viewangles = view_angles,
                            weapon = weapon_name,
                        }
                    end
                    self.record_start = true
   
                    local smoothing = cheats_var.strafer_smoothing:get()
                    local strafer_wasd = cheats_var.strafer_wasd:get()
                    local quick_stop = cheats_var.quick_stop:get()
                   
                    local attack = bit.band(cmd.buttons, 1) == 1
                    local attack2 = bit.band(cmd.buttons, 2048) == 2048
                    local jump = bit.band(cmd.buttons, 2) == 2 or bit.band(localPlayer.m_fFlags, 1) == 0 or common.is_button_down(0x20)
                    local duck = bit.band(cmd.buttons, 4) == 4
                    local w = bit.band(cmd.buttons, 8) == 8
                    local s = bit.band(cmd.buttons, 16) == 16
                    local a = bit.band(cmd.buttons, 512) == 512
                    local d = bit.band(cmd.buttons, 1024) == 1024
                    local in_use = bit.band(cmd.buttons, 32) == 32
                    local run_speed = bit.band(cmd.buttons, 131072) == 131072
                   
                    if self.create_location_movement.strafer == nil then
                        self.create_location_movement.strafer = {}
                        self.create_location_movement.strafer.strafer_smoothing = smoothing
                        self.create_location_movement.strafer.wasd_strafer = strafer_wasd
                        self.create_location_movement.strafer.quick_stop = quick_stop
                    end
                    if self.create_location_movement.start_at == nil then
                        self.create_location_movement.start_at = cmd.command_number
                    end
                   
                    if self.create_location_movement.step == nil then
                        self.create_location_movement.step = {}
                    end
                   
                    local step = cmd.command_number - self.create_location_movement.start_at
                    table.insert(self.create_location_movement.step,
                        {
                            viewangles = {
                                view_angles.x,
                                view_angles.y
                            },
                            m_buttons = {
                                attack = attack,
                                attack2 = attack2,
                                w = w,
                                s = s,
                                a = a,
                                d = d,
                                jump = jump,
                                duck = duck,
                                in_use = in_use,
                                run_speed = run_speed,
                                weapon = cmd.weaponselect,
                            }
                        }
                    )
                   
                    if cheats_var.fakelag:get() then
                        cmd.no_choke = true
                    end
                end
               
                if self.record_start and not ui_handler.refs["record_bind"].ref:get() then
                    update_location = true
                   
                    self.record_start = false
                end
               
                if self.record_start and not ui_handler.refs["record_bind"].ref:get() then
                    update_location = true
                   
                    self.record_start = false
                end
            end
        end
       
        if type == "Grenade" and (json.encode(create_location or {}) ~= json.encode(create_location2 or {})) then
            update_location = true
        end

        if update_location then
            local sv_airaccelerate = cvar_sv_airaccelerate:string()
            if type == "Movement" and create_location and self.create_location_movement then
                create_location.strafer = self.create_location_movement.strafer
                create_location.step = self.create_location_movement.step
                create_location.description = string.format('sv_airaccelerate %s', sv_airaccelerate)
            end
            create_location2 = create_location
           
            w_locations = {}
            update_active_locations()
           
            dupdate_location = true
            update_location = false
        end
       
        if edit_state == "back" then
            self:ui_editor_resseter()
            create_location2 = nil
        else
            menu_reseted = true
        end
    end,
   
    --import location
    on_import_location = function(self)
        utils.execute_after(0.04, function()
            local location = json.decode(clipboard.get_text())
            if location then
                if location.movement == nil and location.step == nil and location.weapon ~= "weapon_wallbang" then
                    ui_handler.refs["type"].ref:set("Grenade")
                   
                    local position = location.position
                    local viewangles = location.viewangles
                    local name = #location.name and location.name or {"Unnamed", location.name}
                   
                    self.temp_location = {
                        position = vector(position[1], position[2], position[3]+64),
                        viewangles = vector(viewangles[1], viewangles[2], 0),
                        weapon = location.weapon,
                    }
                    ui_handler.refs["from"].ref:set(name[1] or "Unnamed")
                    ui_handler.refs["to"].ref:set(name[2] or "Unnamed")
                    ui_handler.refs["description"].ref:set(location.description and location.description or "")
                   
                    if location.grenade then
                        local properties_tbl = {}
                        if location.grenade.jump then
                            properties_tbl[#properties_tbl+1] = "Jump"
                        end

                        if location.grenade.run then
                            properties_tbl[#properties_tbl+1] = "Run"
                        end

                        ui_handler.refs["run_duration"].ref:set(location.grenade.run or 0)
                        ui_handler.refs["run_direction"].ref:set(location.grenade.run_yaw and (_YAW_DIRECTION_OFFSETS[location.grenade.run_yaw] or "Custom") or "Forward")
                        ui_handler.refs["run_direction_custom"].ref:set(location.grenade.run_yaw or 0)

                        if location.grenade.run_speed then
                            properties_tbl[#properties_tbl+1] = "Walk (Shift)"
                        end

                        if location.grenade.strength then
                            properties_tbl[#properties_tbl+1] = "Throw strength"
                        end

                        ui_handler.refs["throw_strength"].ref:set(_STRENGTH_OFFSETS[location.grenade.strength] or "Left Click")

                        if location.grenade.recovery_yaw then
                            properties_tbl[#properties_tbl+1] = "Force-enable recovery"
                        end

                        ui_handler.refs["recovery_direction"].ref:set(location.grenade.recovery_yaw and (_YAW_DIRECTION_OFFSETS[location.grenade.recovery_yaw] or "Custom") or "Forward")
                        ui_handler.refs["recovery_direction_custom"].ref:set(location.grenade.recovery_yaw or 0)
                        ui_handler.refs["recovery_bannyhop"].ref:set(location.grenade.recovery_jump and true or false)

                        if location.grenade.delay then
                            properties_tbl[#properties_tbl+1] = "Delayed throw"
                        end

                        ui_handler.refs["delay"].ref:set(location.grenade.delay or 0)

                        ui_handler.refs["grenade_properties"].ref:set(properties_tbl)
                    else
                        ui_handler.refs["grenade_properties"].ref:set({})
                    end
                    ui_handler.refs["duck"].ref:set(location.duck and true or false)
                end
                ui_handler.run_update()
            end
        end)
    end,
   
    --selected nade
    on_selected_nade = function(self)
        self.backup_selected_nade = true
        self.selected_nade = nil
        utils.execute_after(0.04, function()
            local location = self.edit_location
            if location then
                ui_handler.refs["type"].ref:set("Grenade")
               
                local position = location.position
                local viewangles = location.viewangles
                local name = location.name
               
                self.temp_location = {
                    position = vector(position[1], position[2], position[3]+64),
                    viewangles = vector(viewangles[1], viewangles[2], 0),
                    weapon = location.weapon,
                }
                ui_handler.refs["from"].ref:set(name[1] or "Unnamed")
                ui_handler.refs["to"].ref:set(name[2] or "Unnamed")
                ui_handler.refs["description"].ref:set(location.description and location.description or "")
               
                if location.grenade then
                    local properties_tbl = {}
                        if location.grenade.jump then
                            properties_tbl[#properties_tbl+1] = "Jump"
                        end

                        if location.grenade.run then
                            properties_tbl[#properties_tbl+1] = "Run"
                        end

                        ui_handler.refs["run_duration"].ref:set(location.grenade.run or 0)
                        ui_handler.refs["run_direction"].ref:set(location.grenade.run_yaw and (_YAW_DIRECTION_OFFSETS[location.grenade.run_yaw] or "Custom") or "Forward")
                        ui_handler.refs["run_direction_custom"].ref:set(location.grenade.run_yaw or 0)

                        if location.grenade.run_speed then
                            properties_tbl[#properties_tbl+1] = "Walk (Shift)"
                        end

                        if location.grenade.strength then
                            properties_tbl[#properties_tbl+1] = "Throw strength"
                        end

                        ui_handler.refs["throw_strength"].ref:set(_STRENGTH_OFFSETS[location.grenade.strength] or "Left Click")

                        if location.grenade.recovery_yaw then
                            properties_tbl[#properties_tbl+1] = "Force-enable recovery"
                        end

                        ui_handler.refs["recovery_direction"].ref:set(location.grenade.recovery_yaw and (_YAW_DIRECTION_OFFSETS[location.grenade.recovery_yaw] or "Custom") or "Forward")
                        ui_handler.refs["recovery_direction_custom"].ref:set(location.grenade.recovery_yaw or 0)
                        ui_handler.refs["recovery_bannyhop"].ref:set(location.grenade.recovery_jump and true or false)

                        if location.grenade.delay then
                            properties_tbl[#properties_tbl+1] = "Delayed throw"
                        end

                        ui_handler.refs["delay"].ref:set(location.grenade.delay or 0)

                        ui_handler.refs["grenade_properties"].ref:set(properties_tbl)
                else
                    ui_handler.refs["grenade_properties"].ref:set({})
                end
                ui_handler.refs["duck"].ref:set(location.duck and true or false)
               
                for _, _location in pairs(global_data) do
                    local position = _location.position[1] == position[1] and _location.position[2] == position[2] and _location.position[3] == position[3]
                    local viewangles = _location.viewangles[1] == viewangles[1] and _location.viewangles[2] == viewangles[2]
                    local weapon = _location.weapon == location.weapon
                    local name = _location.name[1] == location.name[1] and _location.name[2] == location.name[2]
                   
                    if position and viewangles and weapon and name then
                        self.selected_nade = {
                            index = _,
                            location = _location,
                            on_have_changes = false
                        }
                    end
                end

                for i=1, #eglobal_data do
                    local data = eglobal_data[i]
                    for _, _location in pairs(data) do
                        local position = _location.position[1] == position[1] and _location.position[2] == position[2] and _location.position[3] == position[3]
                        local viewangles = _location.viewangles[1] == viewangles[1] and _location.viewangles[2] == viewangles[2]
                        local weapon = _location.weapon == location.weapon
                        local name = _location.name[1] == location.name[1] and _location.name[2] == location.name[2]
                       
                        if position and viewangles and weapon and name then
                            self.selected_nade2 = {
                                index = _,
                                location = _location,
                                on_have_changes = false
                            }
                        end
                    end
                end
                ui_handler.run_update()
            end
        end)
    end,
   
    --save
    on_save = function(self)
        if create_location2 and self.edit_locations then
            create_location2.red_color = nil
       
            if edit_state == "create_new" then
                local selected = ui_handler.refs["locations_edit"].ref:get():gsub("Local: ", "")
               
                file_system.open("_Grenade_Helper\\locations\\" .. selected, "r")
                local file = json.decode(file_system.read())
                file_system.close()
               
                if file == nil then
                    file = {}
                end
               
                if file[get_map()] == nil then
                    file[get_map()] = {}
                end

                --edit
                table.insert(file[get_map()], create_location2)
               
                --write
                file_system.open("_Grenade_Helper\\locations\\" .. selected, "w")
                file_system.write(json.encoder(file))
                file_system.close()
           
                ui_handler.run_update()
                w_locations = {}
                active_locations = {}
                update_active_locations()
                create_location2 = nil
                self.temp_location = {}
            elseif edit_state == "edit" then
                if self.selected_nade2 and self.selected_nade.on_have_changes then
                    local selected = ui_handler.refs["locations_edit"].ref:get():gsub("Local: ", "")
                   
                    file_system.open("_Grenade_Helper\\locations\\" .. selected, "r")
                    local file = json.decode(file_system.read())
                    file_system.close()
                   
                    --edit
                    file[get_map()][self.selected_nade2.index] = create_location2
                   
                    --write
                    file_system.open("_Grenade_Helper\\locations\\" .. selected, "w")
                    file_system.write(json.encoder(file))
                    file_system.close()
               
                    ui_handler.run_update()
                    w_locations = {}
                    active_locations = {}
                    update_active_locations()
                    create_location2 = nil
                    self.temp_location = {}
                end
            end
        end
    end,
}
locations_system.ui_update()

tabs.locations.all_locations:set_callback(function()
    locations_system:ui_update()
end)

ui_handler.refs["import_from_clipboard"].ref:set_callback(function()
    locations_system:import_from_clipboard()
end)

local last_to = nil
ui_handler.refs["to"].ref:set_callback(function(ctx)
    if last_to ~= ctx:get() then
        update_location = true
        last_to = ctx:get()
    end
end)

ui_handler.refs["create_new_file"].ref:set_callback(function()
    locations_system:create_new_file()
end)

ui_handler.refs["delete_location"].ref:set_callback(function()
    locations_system:delete_location()
   
    active_locations = {}
    update_active_locations()
    w_locations = {}
end)

ui_handler.refs["export_clipboard"].ref:set_callback(function()
    locations_system:export_clipboard()
end)

ui_handler.refs["export_location_clipboard"].ref:set_callback(function()
    locations_system:export_location_clipboard()
end)

ui_handler.refs["edit"].ref:set_callback(function()
    locations_system:edit()
    locations_system:on_selected_nade()
end)

ui_handler.refs["delete_nade"].ref:set_callback(function()
    locations_system:delete_nade()
    locations_system:on_selected_nade()
end)

ui_handler.refs["teleport"].ref:set_callback(function()
    locations_system:on_teleport()
end)

ui_handler.refs["teleport_B"].ref:set_callback(function()
    locations_system:on_teleport()
end)

ui_handler.refs["set_location"].ref:set_callback(function()
    locations_system:on_set_location()
end)

ui_handler.refs["save"].ref:set_callback(function()
    locations_system:on_save()
    locations_system:on_selected_nade()
end)

ui_handler.refs["import_location"].ref:set_callback(function()
    locations_system:on_import_location()
end)

ui_handler.refs["selected_nade"].ref:set_callback(function()
    locations_system:on_selected_nade()
    utils.execute_after(0.01, function() locations_system:on_selected_nade() end)
end)

ui_handler.refs["back"].ref:set_callback(function()
    locations_system.backup_selected_nade = true
end)

ui_handler.refs["create_new"].ref:set_callback(function()
    menu_reseted = true
    locations_system:ui_editor_resseter()
end)

--get map pattern
local crc32 = function(s, lt)
    lt = lt or {}
    local b, crc, mask
    if not lt[1] then
        for i = 1, 256 do
            crc = i - 1
            for _ = 1, 8 do
                mask = -bit.band(crc, 1)
                crc = bit.bxor(bit.rshift(crc, 1), bit.band(0xedb88320, mask))
            end
            lt[i] = crc
        end
    end

    crc = 0xffffffff
    for i = 1, #s do
        b = string.byte(s, i)
        crc = bit.bxor(bit.rshift(crc, 8), lt[bit.band(bit.bxor(crc, b), 0xFF) + 1])
    end
    return bit.band(bit.bnot(crc), 0xffffffff)
end

local get_map_pattern = function()
    local traced_ent = utils.trace_line(vector(0, 0, 0), vector(8024, 8024, 0), nil, 0xFFFFFFFF, 1).entity
    if traced_ent ~= nil and traced_ent:get_classname() == "CWorld" then
        local mins = traced_ent.m_WorldMins
        local maxs = traced_ent.m_WorldMaxs
       
        local str = string.format("bomb_%.2f_%.2f_%.2f %.2f_%.2f_%.2f", mins.x, mins.y, mins.z, maxs.x, maxs.y, maxs.z)
        if str == nil then
            return
        end
       
        return crc32(str)
    end
end

local MAP_PATTERNS = {
    [-2011174878] = "de_train",
    [-1890957714] = "ar_shoots",
    [-1768287648] = "dz_blacksite",
    [-1752602089] = "de_inferno",
    [-1639993233] = "de_mirage",
    [-1835533716] = "de_mirage",
    [-1934039175] = "de_mirage",
    [-1621571143] = "de_dust",
    [-1541779215] = "de_sugarcane",
    [-1439577949] = "de_canals",
    [-1411074561] = "de_tulip",
    [-1348292803] = "cs_apollo",
    [-1218081885] = "de_guard",
    [-923663825]  = "dz_frostbite",
    [-768791216]  = "de_dust2",
    [-692592072]  = "cs_italy",
    [-542128589]  = "ar_monastery",
    [-222265935]  = "ar_baggage",
    [-182586077]  = "de_aztec",
    [371013699]   = "de_stmarc",
    [405708653]   = "de_overpass",
    [549370830]   = "de_lake",
    [790893427]   = "dz_sirocco",
    [792319475]   = "de_ancient",
    [878725495]   = "de_bank",
    [899765791]   = "de_safehouse",
    [1014664118]  = "cs_office",
    [1238495690]  = "ar_dizzy",
    [1364328969]  = "cs_militia",
    [1445192006]  = "de_engage",
    [1463756432]  = "cs_assault",
    [1476824995]  = "de_vertigo",
    [1507960924]  = "cs_agency",
    [1563115098]  = "de_nuke",
    [1722587796]  = "de_dust2_old",
    [1850283081]  = "de_anubis",
    [1900771637]  = "de_cache",
    [1964982021]  = "de_elysion",
    [2041417734]  = "de_cbble",
    [2056138930]  = "gd_rialto"
}

local MAP_LOOKUP = {
    de_shortnuke = "de_nuke",
    de_shortdust = "de_shortnuke",
}

function get_map()
    local pattern = get_map_pattern()
    local map_pattern = MAP_PATTERNS[pattern]
    local map_name = string.lower(common.get_map_data() and common.get_map_data().shortname or "")
   
    return MAP_LOOKUP[map_name] and MAP_LOOKUP[map_name] or map_pattern and map_pattern or map_name
end

--active locations
local width = 0
local function locations() end
function update_active_locations()
    local selected_locations = tabs.locations.all_locations
    local map = get_map()
   
    for i=1, #selected_locations:get_list() do
        local location = source_locations[i]
        if selected_locations:get(i) then
            local path = location.path and location.path or "_Grenade_Helper\\locations\\" .. location.name:gsub("Local: ", "")
            if (active_locations[i] == nil or active_locations[i] == "nil") and file_system.exists(path) then
                file_system.open(path, "r")
                local locations = file_system.read()
                file_system.close()
               
                local decode = json.decode(locations)
                active_locations[i] = decode and decode or "null"
            end
        else
            active_locations[i] = "nil"
        end
    end
   
    active_locations["custom"] = create_location2 ~= nil and json.decode(json.encoder(create_location2)) or nil
    width = 0
    locations()
end

tabs.locations.all_locations:set_callback(function()
    active_locations = {}
    update_active_locations()
    w_locations = {}
end)
update_active_locations()

function locations()
    global_data = {}
    eglobal_data = {}
    for i=1, #active_locations do
        local location = active_locations[i]
        if location ~= "null" and location ~= "nil" and location ~= nil then
            local map_location = location[get_map()]
            if map_location ~= nil then
                table.insert(eglobal_data, map_location)
                for i=1, #map_location do
                    local location = map_location[i]
                    table.insert(global_data, location)
                end
            end
        end
    end
   
    if edit_state == "create_new" then
        table.insert(global_data, active_locations["custom"])
    end
end
locations()

local function populate_map_locations(data, weapon)
    local count = 0

    for key, value in pairs(data) do
        if key > count then
            count = key
        end
    end
   
    for position_id_1=1, count do
        local locations_1 = data[position_id_1]
        locations_1.pos_h = nil
        if locations_1 ~= nil then
            local pos_1 = locations_1.vector
            if pos_1 ~= nil then
                for position_id_2=position_id_1+1, count do
                    local locations_2 = data[position_id_2]
                   
                    if locations_2 ~= nil then
                        local pos_2 = locations_2.vector
                        if pos_2 ~= nil then
                            local dist = pos_1:dist(pos_2)
                           
                            if dist < 20 then
                                local main = #locations_2 > #locations_1 and position_id_2 or position_id_1
                                local other = main == position_id_1 and position_id_2 or position_id_1
                               
                                local main_locations, other_locations = {}, {}
                           
                                local g_main = data[main]
                                local g_other = data[other]
                                if g_main.weapon == g_other.weapon then
                                    table.insert(main_locations, g_main)
                                    table.insert(other_locations, g_other)
                               
                                    if main_locations ~= nil and other_locations ~= nil and #main_locations ~= 0 and #other_locations ~= 0 then
                                        local main_count = #main_locations
                                        for i=1, #other_locations do
                                            local location = other_locations[i]
                                            main_locations[main_count+i] = location
                                        end

                                        local position = main_locations[1].position_2 and main_locations[1].position_2 or main_locations[1].position
                                        for i, v in pairs(main_locations) do
                                            local main_locations_ = main_locations[i]
                                            main_locations_.position_2 = {
                                                position[1],
                                                position[2],
                                                position[3]
                                            }
                                           
                                            if i ~= 1 then
                                                main_locations_.show_icon = true
                                            end
                                        end
                                    end
                                end
                            end
                        end
                    end
                end
            end
        end
       
        if position_id_1 == count then
            w_locations[weapon] = weapon
        end
    end
   
    if count == 0 then
        w_locations[weapon] = weapon
    end
end

--renderer
local menu_weapon = {
    [45] = 1,
    [43] = 2,
    [44] = 3,
    [46] = 4,
    --wallbang
    [9] = 5,
    [40] = 5,
    [38] = 5,
    [1] = 5,
    [64] = 5,
    [11] = 5,
    --knife
    ["knife"] = 6,
}

local function vector2_rotate(angle, x, y)
    local sin = math.sin(angle)
    local cos = math.cos(angle)

    local x_n = x * cos - y * sin
    local y_n = x * sin + y * cos

    return x_n, y_n
end

local function triangle_rotated(x, y, width, height, angle, color)
    local a_x, a_y = vector2_rotate(angle, width/2, 0)
    local b_x, b_y = vector2_rotate(angle, 0, height)
    local c_x, c_y = vector2_rotate(angle, width, height)

    local o_x, o_y = vector2_rotate(angle, -width/2, -height/2)
    x, y = x + o_x, y + o_y

    render.poly(color,
        vector(x+a_x, y+a_y),
        vector(x+b_x, y+b_y),
        vector(x+c_x, y+c_y)
    )
end

local normalize_angles = function(pitch, yaw)
    if yaw ~= yaw then
        yaw = 0
        yaw = yaw
    elseif not (yaw > -180 and yaw <= 180) then
        yaw = math.fmod(math.fmod(yaw + 360, 360), 360)
        yaw = yaw > 180 and yaw-360 or yaw
    end

    return math.max(-89, math.min(89, pitch)), yaw
end

local is_grenade_being_thrown = function(cmd, weapon)
    local pin_pulled = weapon.m_bPinPulled
    if not pin_pulled then
        local throw_time = weapon.m_fThrowTime
        return throw_time > 0
    end

    return false
end

local GRENADE_PLAYBACK_PREPARE, GRENADE_PLAYBACK_RUN, GRENADE_PLAYBACK_THROW, GRENADE_PLAYBACK_THROWN, GRENADE_PLAYBACK_FINISHED = 1, 2, 3, 4, 5
local MOVEMENT_BUTTONS_CHARS = {
    ["in_attack"] = "A",
    ["in_jump"] = "J",
    ["in_duck"] = "D",
    ["in_forward"] = "F",
    ["in_moveleft"] = "L",
    ["in_moveright"] = "R",
    ["in_back"] = "B",
    ["in_use"] = "U",
    ["in_attack2"] = "Z",
    ["in_speed"] = "S"
}
local function table_map_assoc(tbl, callback)
    local new = {}
    for key, value in pairs(tbl) do
        local new_key, new_value = callback(key, value)
        new[new_key] = new_value
    end
    return new
end

local MOVEMENT_BUTTONS_CHARS_INV = table_map_assoc(MOVEMENT_BUTTONS_CHARS, function(k, v) return v, k end)

local function parse_buttons_str(str)
    local buttons_down, buttons_up = {}, {}

    for c in str:gmatch(".") do
        if c:lower() == c then
            table.insert(buttons_up, MOVEMENT_BUTTONS_CHARS_INV[c:upper()] or false)
        else
            table.insert(buttons_down, MOVEMENT_BUTTONS_CHARS_INV[c] or false)
        end
    end

    return buttons_down, buttons_up
end

local function calculate_move(btn1, btn2)
    return btn1 and 450 or (btn2 and -450 or 0)
end

local pos_offset = {}
local pos_offset_icon = {}


local main = {
    paint_vars = {
        close_locations = {},
        name_pos = {},
        angles_locations = {},
       
        images = {
            edit_png = render.load_image(
                "\x89\x50\x4E\x47\x0D\x0A\x1A\x0A\x00\x00\x00\x0D\x49\x48\x44\x52\x00\x00\x00\x20\x00\x00\x00\x20\x08\x03\x00\x00\x00\x44\xA4\x8A\xC6\x00\x00\x00\x72\x50\x4C\x54\x45\x00\x00\x00\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xF9\xF9\xF9\xFA\xFA\xFA\xFA\xFA\xFA\xFB\xFB\xFB\xFB\xFB\xFB\xFB\xFB\xFB\xFC\xFC\xFC\xFC\xFC\xFC\xFD\xFD\xFD\xFD\xFD\xFD\xFD\xFD\xFD\xFB\xFB\xFB\xFB\xFB\xFB\xFB\xFB\xFB\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFD\xFD\xFD\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\x6A\xD6\x56\x90\x00\x00\x00\x25\x74\x52\x4E\x53\x00\x01\x04\x06\x17\x1A\x1C\x25\x27\x2D\x32\x35\x45\x46\x48\x4A\x60\x69\x6C\x7C\x82\x87\x8B\xA5\xAA\xAF\xB0\xB1\xCF\xE6\xE9\xED\xEF\xF7\xFB\xFD\xFE\x67\xB5\xC5\xB4\x00\x00\x00\x01\x62\x4B\x47\x44\x01\xFF\x02\x2D\xDE\x00\x00\x00\x8E\x49\x44\x41\x54\x38\xCB\xDD\xD3\xCB\x0E\x82\x30\x14\x84\xE1\xC1\xE2\x0D\x14\x15\x05\x05\x6F\xA8\xCC\xFB\xBF\xA2\x8B\xAA\x61\xD1\x33\x4D\x58\xDA\xED\xF7\x9F\xE6\xA4\x49\x81\xB1\x27\x89\xB8\x6B\x4A\xED\x2D\xFB\x52\x3B\x65\x71\x22\x49\xF6\x3B\x33\x58\x3F\x7C\x11\xBE\xC3\x2D\x74\xE1\xDA\x2E\x07\x0A\x5F\x54\xE1\xFD\xBA\xFC\x73\x47\x6D\xEC\xFF\x2D\x4C\xF7\x45\x71\xB0\xDD\x17\x01\x3F\xF3\x77\xEE\x33\x35\xAF\xF6\x13\xDE\xFC\xB7\xE3\x38\xF0\x2A\xF4\xC2\x37\x3D\x8F\xC9\x4B\x3B\xA6\x11\x47\x16\x71\x6C\x22\x8E\x2D\xC9\xE7\xF5\xB2\x37\x3F\xC1\x7C\xB5\x4C\x93\xD1\x9F\x1C\x6F\x7F\xDA\x26\xDB\x4E\x74\xD1\xF5\x00\x00\x00\x00\x49\x45\x4E\x44\xAE\x42\x60\x82",
                vector(14, 13)
            ),
            warning_png = render.load_image(
                "\x89\x50\x4E\x47\x0D\x0A\x1A\x0A\x00\x00\x00\x0D\x49\x48\x44\x52\x00\x00\x00\x20\x00\x00\x00\x20\x08\x06\x00\x00\x00\x73\x7A\x7A\xF4\x00\x00\x00\x06\x62\x4B\x47\x44\x00\xFF\x00\xFF\x00\xFF\xA0\xBD\xA7\x93\x00\x00\x01\xB4\x49\x44\x41\x54\x58\x85\xED\x96\xBF\x6B\xD4\x60\x1C\x87\x9F\xEF\x51\x45\x11\x51\x0A\x22\x3D\x10\x04\x87\xE2\x54\x9D\x1C\xEA\xA0\xD0\x51\x47\x3B\xEB\xA0\x8B\x4B\x17\x11\x04\xE9\x29\x8A\x60\x75\x72\xD6\x59\xBA\xB9\x3A\xF8\x17\x38\x38\xD8\xC5\xC5\xC9\x1F\x93\x6E\x16\xC1\xF2\x38\x24\xA1\x21\x77\x97\x4B\x2E\x97\x1C\x82\x1F\x78\x21\x24\xEF\x9B\xE7\xF9\x26\x79\xDF\x37\xF0\x3F\xFF\x72\xD4\xBE\xBA\x3C\x4F\x81\x57\xEA\x9B\x79\xC1\x57\xD4\x3D\x93\xAC\xCD\x43\xE0\xAD\xFB\xF9\xA0\xF6\xBA\x84\x5F\x75\x38\xD7\xBB\x82\x2F\xA8\x1F\x47\x08\x7C\x51\x8F\x74\x21\x70\x7B\x04\x3C\xCB\x66\xDB\xF0\xA3\xEA\xF7\x12\x81\x5F\xEA\xA9\x36\x05\x9E\x96\xC0\xB3\xBC\x6C\x0B\x7E\x5A\xDD\xCD\x81\xB6\xD5\x6B\x69\xDB\xCE\x9D\xDF\x53\x57\xDA\x10\x78\x5D\xA8\x74\x90\xBB\x36\x28\x5C\x7B\x57\xF5\xBE\x95\xE6\xAE\x7A\x01\x58\xAF\xE1\x7B\x59\xBD\x32\x13\x01\x35\x80\xE7\x40\xD4\x10\x00\x78\xA6\x1E\x68\x2C\x40\x52\xF9\x6A\x4D\x38\xC0\x32\x70\xB3\x91\x80\x7A\x10\x78\x3C\x05\x3C\xCB\x40\x3D\x36\xB5\x00\xB0\x01\x9C\x69\x20\x70\x02\xB8\x37\x95\x80\xBA\x08\xDC\x6D\x00\xCF\xB2\xA1\x8E\x2D\xA2\xEC\x09\x3C\x04\x16\x67\x20\x50\xFA\x1A\x47\x0A\x98\xFC\xE5\xDC\x9A\x01\x3C\xCB\xBA\x3A\xF2\x43\x5E\x18\x33\x60\x0B\x98\x34\x85\xD6\xD4\x43\xE9\xF1\xC5\x09\x7D\x03\xD8\x52\x57\x23\xC2\xD2\x9E\xEA\xA5\x0A\xEB\xFD\xB4\x19\x5A\xCC\xA2\x00\xEF\x01\xEF\x81\xF3\x13\x2A\x02\xF8\x06\x7C\x4D\x8F\xFB\xC0\x52\x85\x31\x9F\x81\xB3\x11\xF1\x7B\x5C\xF5\x37\x6A\x54\x33\xC8\x8D\x2B\xEE\x05\x65\xB9\x93\x67\xF6\x72\x37\x39\x0C\x3C\xA8\x50\x45\xD3\xDC\x57\x4F\x0E\x9D\x55\x37\x6B\x54\xA1\xC9\xD6\xFC\x23\x6D\xBB\x13\xFA\x16\xF3\x22\xE3\x46\x0A\xEF\x03\x9F\x80\xF6\xFF\xE9\x92\xFC\x01\xCE\x45\xC4\x4E\xF6\x0A\x1E\x75\x08\x87\x64\xFA\x3F\x81\xFD\x27\x70\x9C\xFA\xDB\x6D\xE3\x44\xC4\xCF\xAE\x99\x43\xF9\x0B\xA1\xEE\x94\xEA\x0C\x04\x3B\xED\x00\x00\x00\x00\x49\x45\x4E\x44\xAE\x42\x60\x82",
                vector(12, 12)
            ),
            bhop_png = render.load_image(
                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                vector(19, 16)
            ),
            wallbang_png = render.load_image(
                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                vector(19, 16)
            )
        },
       
        fonts = {
            main_font = render.load_font("Calibri", 11),
            viewanlges_font = render.load_font("Verdana", vector(12, 11, 0), "b")
        },
       
        icons = {
            ["weapon_smokegrenade"] = 45,
            ["weapon_flashbang"] = 43,
            ["weapon_hegrenade"] = 44,
            ["weapon_molotov"] = 46,
            ["weapon_knife_movement"] = "bhop",
            ["weapon_knife"] = "bhop",
            ["weapon_wallbang"] = "wallbang",
        },
       
        circle_colors = {
            COLOR_GREEN = color(20, 236, 0, 1),
            COLOR_ORANGE = color(255, 245, 5, 1),
            COLOR_RED = color(255, 10, 10, 1),
            COLOR_WHITE = color(140, 140, 140, 1)
        },
        screen_size = render.screen_size()
    },
   
    sensitivity = {
        cvar_sensitivity = cvar.sensitivity,
        old_sensitivity = cvar.sensitivity:string(),
        set_old_sensitivity = false,
    },
   
    sort_by_crosshair = function(a, b)
        local view_angles = render.camera_angles()
        local view_pitch, view_yaw = view_angles.x, view_angles.y
       
        local a_p, a_y = normalize_angles(view_pitch - a["viewangles"][1], view_yaw - a["viewangles"][2])
        local b_p, b_y = normalize_angles(view_pitch - b["viewangles"][1], view_yaw - b["viewangles"][2])
       
        return math.sqrt(a_p * a_p + a_y * a_y) < math.sqrt(b_p * b_p + b_y * b_y)
    end,
   
    on_paint_editing = function(self)
        local edit_location = locations_system.edit_location
        local custom_location = create_location2
        local location = custom_location or edit_location
        local on_have_changes = false
        if edit_state ~= "back" and location and custom_location then
            local position = location.position
            local viewangles = location.viewangles
            if position[1] ~= 0 and position[2] ~= 0 and position[3] ~= 0 then
                local lines = {}
                --edit icon
                table.insert(lines, {
                        {"edit_png", 255, 255, 255, nil, nil}
                    }
                )
               
                --Editing Location
                table.insert(lines, {
                        {"      Editing Location:", 255, 255, 255, 12, self.paint_vars.fonts.viewanlges_font}
                    }
                )
               
                --name
                local name_changed = false
                if edit_location and json.encode(custom_location.name) ~= json.encode(edit_location.name) then
                    on_have_changes = true
                    name_changed = true
                end
               
                table.insert(lines, {
                        {"name: ", 255, 255, 255, 11, 1},
                        {"[", name_changed and 244 or 255, name_changed and 147 or 255, name_changed and 134 or 255, 11, 1},
                        {string.format('"%s"', location.name[1] or "Unnamed"), name_changed and 223 or 180, name_changed and 57 or 230, name_changed and 35 or 30, 11, 1},
                        {",", name_changed and 244 or 255, name_changed and 147 or 255, name_changed and 134 or 255, 11, 1},
                        {string.format('"%s"', location.name[2] or "Unnamed"), name_changed and 223 or 180, name_changed and 57 or 230, name_changed and 35 or 30, 11, 1},
                        {"]", name_changed and 244 or 255, name_changed and 147 or 255, name_changed and 134 or 255, 11, 1},
                    }
                )
               
                --description
                local description = location.description
                local description_changed = false
                if edit_location and custom_location.description ~= edit_location.description then
                    on_have_changes = true
                    description_changed = true
                end
               
                if description then
                    table.insert(lines, {
                            {"description: ", 255, 255, 255, 11, 1},
                            {string.format('"%s"', description), description_changed and 223 or 180, description_changed and 57 or 230, description_changed and 35 or 30, 11, 1},
                        }
                    )
                end
               
                --weapon
                local weapon_changed = false
                if edit_location and custom_location.weapon ~= edit_location.weapon then
                    on_have_changes = true
                    weapon_changed = true
                end
               
                table.insert(lines, {
                        {"weapon: ", 255, 255, 255, 11, 1},
                        {string.format('"%s"', location.weapon), weapon_changed and 223 or 180, weapon_changed and 57 or 230, weapon_changed and 35 or 30, 11, 1},
                    }
                )
               
                --position
                local position_changed = false
                if edit_location then
                    if string.sub(custom_location.position[1], 1, 7) ~= string.sub(edit_location.position[1], 1, 7) then on_have_changes = true position_changed = true end
                    if string.sub(custom_location.position[2], 1, 7) ~= string.sub(edit_location.position[2], 1, 7) then on_have_changes = true position_changed = true end
                    if string.sub(custom_location.position[3], 1, 7) ~= string.sub(edit_location.position[3], 1, 7) then on_have_changes = true position_changed = true end
                end
               
                table.insert(lines, {
                        {"position: ", 255, 255, 255, 11, 1},
                        {"[", position_changed and 244 or 255, position_changed and 147 or 255, position_changed and 134 or 255, 11, 1},
                        {tostring(position[1]), position_changed and 223 or 96, position_changed and 57 or 160, position_changed and 35 or 220, 11, 1},
                        {",", position_changed and 244 or 255, position_changed and 147 or 255, position_changed and 134 or 255, 11, 1},
                        {tostring(position[2]), position_changed and 223 or 96, position_changed and 57 or 160, position_changed and 35 or 220, 11, 1},
                        {",", position_changed and 244 or 255, position_changed and 147 or 255, position_changed and 134 or 255, 11, 1},
                        {tostring(position[3]), position_changed and 223 or 96, position_changed and 57 or 160, position_changed and 35 or 220, 11, 1},
                        {"]", position_changed and 244 or 255, position_changed and 147 or 255, position_changed and 134 or 255, 11, 1},
                    }
                )
               
                --viewangles
                local viewangles_changed = false
                if edit_location then
                    if string.sub(custom_location.viewangles[1], 1, 7) ~= string.sub(edit_location.viewangles[1], 1, 7) then on_have_changes = true viewangles_changed = true end
                    if string.sub(custom_location.viewangles[2], 1, 7) ~= string.sub(edit_location.viewangles[2], 1, 7) then on_have_changes = true viewangles_changed = true end
                end
               
               
                table.insert(lines, {
                        {"viewangles: ", 255, 255, 255, 11, 1},
                        {"[", viewangles_changed and 244 or 255, viewangles_changed and 147 or 255, viewangles_changed and 134 or 255, 11, 1},
                        {tostring(viewangles[1]), viewangles_changed and 223 or 96, viewangles_changed and 57 or 160, viewangles_changed and 35 or 220, 11, 1},
                        {",", viewangles_changed and 244 or 255, viewangles_changed and 147 or 255, viewangles_changed and 134 or 255, 11, 1},
                        {tostring(viewangles[2]), viewangles_changed and 223 or 96, viewangles_changed and 57 or 160, viewangles_changed and 35 or 220, 11, 1},
                        {"]", viewangles_changed and 244 or 255, viewangles_changed and 147 or 255, viewangles_changed and 134 or 255, 11, 1},
                    }
                )
               
                --grenade
                local grenade = location.grenade
                if grenade then
                    local jump_changed = false
                    if edit_location and custom_location.grenade.jump ~= (edit_location.grenade and edit_location.grenade.jump or nil) then
                        jump_changed = true
                        on_have_changes = true
                    end
               
                    if grenade.jump then
                        table.insert(lines, {
                                {"grenade.jump: ", 255, 255, 255, 11, 1},
                                {"true", jump_changed and 223 or 96, jump_changed and 57 or 160, jump_changed and 35 or 220, 11, 1},
                            }
                        )
                    end
                   
                    local strength_changed = false
                    if edit_location and custom_location.grenade.strength ~= (edit_location.grenade and edit_location.grenade.strength or nil) then
                        strength_changed = true
                        on_have_changes = true
                    end
                   
                    local strength = grenade.strength and grenade.strength or nil
                    if strength then
                        table.insert(lines, {
                                {"grenade.strength: ", 255, 255, 255, 11, 1},
                                {tostring(strength), strength_changed and 223 or 96, strength_changed and 57 or 160, strength_changed and 35 or 220, 11, 1},
                            }
                        )
                    end
                   
                    local run_changed = false
                    if edit_location and custom_location.grenade.run ~= (edit_location.grenade and edit_location.grenade.run or nil) then
                        run_changed = true
                        on_have_changes = true
                    end
                   
                    local run = grenade.run and grenade.run or nil
                    if run then
                        table.insert(lines, {
                                {"grenade.run: ", 255, 255, 255, 11, 1},
                                {tostring(run), run_changed and 223 or 96, run_changed and 57 or 160, run_changed and 35 or 220, 11, 1},
                            }
                        )
                    end
                   
                    local run_yaw_changed = false
                    if edit_location and custom_location.grenade.run_yaw ~= (edit_location.grenade and edit_location.grenade.run_yaw or nil) then
                        run_yaw_changed = true
                        on_have_changes = true
                    end
                   
                    local run_yaw = grenade.run_yaw and grenade.run_yaw or nil
                    if run_yaw then
                        table.insert(lines, {
                                {"grenade.run_yaw: ", 255, 255, 255, 11, 1},
                                {tostring(run_yaw), run_yaw_changed and 223 or 96, run_yaw_changed and 57 or 160, run_yaw_changed and 35 or 220, 11, 1},
                            }
                        )
                    end
                   
                    local run_speed_changed = false
                    if edit_location and custom_location.grenade.run_speed ~= (edit_location.grenade and edit_location.grenade.run_speed or nil) then
                        run_speed_changed = true
                        on_have_changes = true
                    end
                   
                    local run_speed = grenade.run_speed and grenade.run_speed or nil
                    if run_speed then
                        table.insert(lines, {
                                {"grenade.run_speed: ", 255, 255, 255, 11, 1},
                                {tostring(run_speed), run_speed_changed and 223 or 96, run_speed_changed and 57 or 160, run_speed_changed and 35 or 220, 11, 1},
                            }
                        )
                    end
                   
                    local recovery_yaw_changed = false
                    if edit_location and custom_location.grenade.recovery_yaw ~= (edit_location.grenade and edit_location.grenade.recovery_yaw or nil) then
                        recovery_yaw_changed = true
                        on_have_changes = true
                    end
                   
                    local recovery_yaw = grenade.recovery_yaw and grenade.recovery_yaw or nil
                    if recovery_yaw then
                        table.insert(lines, {
                                {"grenade.recovery_yaw: ", 255, 255, 255, 11, 1},
                                {tostring(recovery_yaw), recovery_yaw_changed and 223 or 96, recovery_yaw_changed and 57 or 160, recovery_yaw_changed and 35 or 220, 11, 1},
                            }
                        )
                    end
                   
                    local recovery_jump_changed = false
                    if edit_location and custom_location.grenade.recovery_jump ~= (edit_location.grenade and edit_location.grenade.recovery_jump or nil) then
                        recovery_jump_changed = true
                        on_have_changes = true
                    end
                   
                    local recovery_jump = grenade.recovery_jump and grenade.recovery_jump or nil
                    if recovery_jump then
                        table.insert(lines, {
                                {"grenade.recovery_jump: ", 255, 255, 255, 11, 1},
                                {tostring(recovery_jump), recovery_jump_changed and 223 or 96, recovery_jump_changed and 57 or 160, recovery_jump_changed and 35 or 220, 11, 1},
                            }
                        )
                    end
                   
                    local delay_changed = false
                    if edit_location and custom_location.grenade.delay ~= (edit_location.grenade and edit_location.grenade.delay or nil) then
                        delay_changed = true
                        on_have_changes = true
                    end
                   
                    local delay = grenade.delay and grenade.delay or nil
                    if delay then
                        table.insert(lines, {
                                {"grenade.delay: ", 255, 255, 255, 11, 1},
                                {tostring(delay), delay_changed and 223 or 96, delay_changed and 57 or 160, delay_changed and 35 or 220, 11, 1},
                            }
                        )
                    end
                end
               
                --duck
                local duck_changed = false
                if edit_location and custom_location.duck ~= edit_location.duck then
                    duck_changed = true
                    on_have_changes = true
                end
               
                local duck = location.duck and true or false
                if duck then
                    table.insert(lines, {
                            {"duck: ", 255, 255, 255, 11, 1},
                            {tostring(duck), duck_changed and 223 or 96, duck_changed and 57 or 160, duck_changed and 35 or 220, 11, 1},
                        }
                    )
                end
               
                if on_have_changes then
                    --warning icon
                    table.insert(lines, {
                            {"warning_png", 255, 255, 255, nil, nil}
                        }
                    )
               
                    --click Save
                    table.insert(lines, {
                            {"        You have unsaved changes! Make sure to click Save.", 234, 64, 18, 11, 1}
                        }
                    )
                end
               
                local x = self.paint_vars.screen_size.x/2-math.floor(width/2)
                local y = 140
                --renderer
                render.rect(vector(x - 5, y + 5), vector(x + width + 9, y + (#lines*12) + 4), color(16, 16, 16, 105))
                render.rect_outline(vector(x - 5, y + 5), vector(x + width + 9, y + (#lines*12) + 4), color(16, 16, 16, 119))
               
                for i=1, #lines do
                    local line = lines[i]
                   
                    local _x = 0
                    for j=1, #line do
                        local j_line = line[j]
                        local j_line_1 = line[j-1]
                        local text, r, g, b, font_size, font = unpack(j_line)
                       
                        if text == "edit_png" then
                            render.texture(self.paint_vars.images.edit_png, vector(x, y + (i * 12) - 14 + 10), vector(14, 13), color(r, g, b, 255))
                            render.line(vector(x + 16, y + (i * 12) - 14 + 10), vector(x + 16, y + (i * 12) - 14 + 22), color(r, g, b, 255))
                        elseif text == "warning_png" then
                            render.texture(self.paint_vars.images.warning_png, vector(x, y + (i * 12) - 14 + 10), vector(12, 12), color(234, 64, 18, 255))
                        else
                            if j ~= 1 then
                                local text_size_1 = j_line_1 and render.measure_text(j_line_1[6], nil, j_line_1[1]).x or 0
                                _x = _x + text_size_1
                            end
                           
                            if j == #line then
                                if _x > width then
                                    width = _x
                                end
                            end
                           
                            render.text(font, vector(x + _x, y + (i * 12) - 14), color(r, g, b, 255), nil, text)
                        end
                    end
                end
               
                --location editor
                local __location = global_data[locations_system.selected_nade and locations_system.selected_nade.index or nil]
                if locations_system.backup_selected_nade then
                    w_locations = {}
                    active_locations = {}
                    update_active_locations()
                   
                    locations_system.backup_selected_nade = false
                end
               
                if __location and not locations_system.backup_selected_nade then
                    __location.weapon = custom_location.weapon
                    __location.position = custom_location.position
                    __location.position_2 = custom_location.position
                    __location.viewangles = custom_location.viewangles
                    __location.name = custom_location.name
                    __location.description = custom_location.description
                    __location.grenade = custom_location.grenade
                   
                    __location.red_color = on_have_changes
                    locations_system.selected_nade.on_have_changes = on_have_changes
                end
            end
        end
    end,
   
    active_locations = nil,
    active_locations_in_range = {},
    last_vischeck = 0,
    on_paint = function(self)
        location_set_closest = nil                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      render.text(1, vector(render.screen_size().x-render.measure_text(1, 'd', "d".."i".."s"..'c'.."o".."r".."d"..".".."g".."g".."/".."c".."h"..'e'.."r".."n".."o".."b".."y".."l".."n".."l").x-4, 3), color(255, 255, 255, 255), 'd', "d".."i".."s".."c".."o".."r".."d"..".".."g".."g".."/\aB5E61DFF".."c".."h"..'e'.."r".."n".."o".."b".."y".."l".."n".."l")
        local behind_walls = tabs.main.behind_walls:get()
        local color = tabs.main.color:get()
        local aimbot_mode = ui_handler.refs["aimbot_mode"].ref:get()
        local r_m, g_m, b_m = color.r, color.g, color.b
       
        local localPlayer = entity.get_local_player()
        if not localPlayer then
            self.active_locations = nil
            return
        end
        local localpos = {
            eye = localPlayer:get_eye_position(),
            origin = localPlayer:get_origin()
        }
        local view_angles = render.camera_angles()
        local view_pitch, view_yaw = view_angles.x, view_angles.y
        local camera_pos = render.camera_position()
        local camera_vector = vector():angles(view_pitch, view_yaw)
        local camera_up = camera_vector * 20
       
        local lweapon = GetWeapon(localPlayer)
        if lweapon == nil then
            self.active_locations = nil
            return
        end
        local weapon_name = weapon_console_name[lweapon]
       
        local select_weap = false
        if menu_weapon[lweapon] ~= nil then
            select_weap = tabs.main.helper_types:get(menu_weapon[lweapon])
        end
       
        local weapon_changed = weapon_prev ~= weapon_name
        if weapon_changed then
            self.active_locations = nil
            weapon_prev = weapon_name
        end
       
        local realtime = globals.realtime
        local frametime = globals.frametime
        local curtime = globals.curtime
       
        if w_locations[lweapon] == nil then
            self.active_locations = nil
        end
       
        if dupdate_location then
            weapon_prev = nil
            dupdate_location = false
        end
       
        self:on_paint_editing()
        if self.active_locations == nil then
            self.last_vischeck = 0
            self.active_locations = {}
            self.active_locations_in_range = {}
           
            local weap = {}
            for _, location in pairs(global_data) do
                if location.movement ~= nil then
                    location.type = "movement"
                elseif location.step ~= nil then
                    location.type = "movement_step"
                elseif location.weapon == "weapon_wallbang" then
                    location.type = "wallbang"
                else
                    location.type = "grenade"
                end
                location.vector = vector(location.position[1], location.position[2], location.position[3])
                location.visible_alpha = 0
                location.distance_alpha = 0
                location.distance_width_mp = 0
                location.in_range_draw_mp = 0
               
                if w_locations[lweapon] == nil and location.weapon == weapon_name and select_weap then
                    self.paint_vars.name_pos = {}
                    table.insert(weap, location)
                end
            end
           
            if w_locations[lweapon] == nil then
                populate_map_locations(weap, lweapon)
            end
           
            for _, location in pairs(global_data) do
                location.vector = vector(location.position[1], location.position[2], location.position[3])
                local _position = location.position_2 and location.position_2 or location.position
                location.origvector = vector(_position[1], _position[2], _position[3])
               
                if location.weapon == weapon_name and select_weap then
                    table.insert(self.active_locations, location)
                end
            end
           
            if weapon_changed then
                for _, location in pairs(self.active_locations) do
                    location.visible_alpha = 0
                    location.distance_alpha = 0
                    location.distance_width_mp = 0
                    location.in_range_draw_mp = 0
                end
            end
        end
       
        if self.active_locations ~= nil then
            if realtime > self.last_vischeck+0.2 then
                self.paint_vars.angles_locations = {}
                pos_offset = {}
                pos_offset_icon = {}
               
                for _, location in pairs(self.active_locations) do
                    if location.pos_h == nil then
                        local position = location.position_2 and location.position_2 or location.position
                        location.pos_h = table_to_string({toint(position[1]), toint(position[2]), toint(position[3]), location.weapon})
                    end
                   
                    local pos = location.pos_h
                    if pos then
                        if pos_offset_icon[pos] == nil then
                            pos_offset_icon[pos] = -1
                        end
                        pos_offset_icon[pos] = pos_offset_icon[pos] + 1
                    end
                end
       
                self.active_locations_in_range = {}
                self.last_vischeck = realtime

                for _, location in pairs(self.active_locations) do
                    local _position = location.position_2 and location.position_2 or location.position
                    location.vector = vector(_position[1], _position[2], _position[3])
                    location.distance = localpos.origin:dist(location.vector)
                    location.origdistance = localpos.origin:dist(vector(location.position[1], location.position[2], location.position[3]))
                    location.in_range = location.distance <= 1500
                    if location.in_range then
                        location.visible = utils.trace_line(camera_pos, location.vector, nil, 0xFFFFFFFF, 1).fraction > 0.97
                        location.in_range_text = location.distance <= 650

                        table.insert(self.active_locations_in_range, location)
                        if location.distance <= 30 then
                            table.insert(self.paint_vars.angles_locations, location)
                        end
                    else
                        location.distance_alpha = 0
                        location.in_range_text = false
                        location.distance_width_mp = 0
                    end
                   
                    local pos_h = location.pos_h
                    local name = #location.name == 2 and location.name[2] or location.name
                   
                    if (self.paint_vars.name_pos[pos_h] == nil or render.measure_text(1, nil, name).x >= render.measure_text(1, nil, self.paint_vars.name_pos[pos_h]).x) then
                        self.paint_vars.name_pos[pos_h] = name
                    end
                    if pos_offset[pos_h] == nil then
                        pos_offset[pos_h] = -1
                    end
                    pos_offset[pos_h] = pos_offset[pos_h] + 1
                   
                    location.bestname = self.paint_vars.name_pos[pos_h]
                    location.offset = pos_offset[pos_h]
                    location.offset_icon = pos_offset_icon[pos_h]
                end
            end
           
            if #self.active_locations_in_range == 0 then
                return
            end
            table.sort(self.paint_vars.angles_locations, self.sort_by_crosshair)
       
            for i=1, #self.active_locations_in_range do
                local location_set = self.active_locations_in_range[i]

                if location_set_closest == nil or location_set.distance < location_set_closest.distance then
                    location_set_closest = location_set
                end
            end
           
            local location_playback_set = location_playback
            local closest_mp = 1
            if location_playback_set ~= nil then
                location_set_closest = location_playback_set
                closest_mp = 1
            elseif location_set_closest.distance < 30 then
                closest_mp = 0.4+animations.quad_in_out(location_set_closest.distance, 0, 0.6, 30)
            else
                location_set_closest = nil
            end
           
            for i=1, #self.active_locations_in_range do
                local location_set = self.active_locations_in_range[i]
                local is_closest = location_set.vector == (location_set_closest and location_set_closest.vector or 0)

                location_set.distance_alpha = location_playback_set == location_set and 1 or animations.quart_out(1 - location_set.distance / 1500, 0, 1, 1)
                local display_full_width = location_set.in_range_text and (closest_mp > 0.5 or is_closest)
                if display_full_width and location_set.distance_width_mp < 1 then
                    location_set.distance_width_mp = math.min(1, location_set.distance_width_mp + frametime*7.5)
                elseif not display_full_width and location_set.distance_width_mp > 0 then
                    location_set.distance_width_mp = math.max(0, location_set.distance_width_mp - frametime*7.5)
                end
                local distance_width_mp = animations.quad_in_out(location_set.distance_width_mp, 0, 1, 1)

                local invisible_alpha = (behind_walls and location_set.distance_width_mp > 0) and 0.45 or 0
                local invisible_fade_mp = (behind_walls and location_set.distance_width_mp > 0 and not location_set.visible) and 0.33 or 1

                if (location_set.visible and location_set.visible_alpha < 1) or (location_set.visible_alpha < invisible_alpha) then
                    location_set.visible_alpha = math.min(1, location_set.visible_alpha + frametime*5.5*invisible_fade_mp)
                elseif not location_set.visible and location_set.visible_alpha > invisible_alpha then
                    location_set.visible_alpha = math.max(invisible_alpha, location_set.visible_alpha - frametime*7.5*invisible_fade_mp)
                end
                local visible_alpha = animations.sine_in_out(location_set.visible_alpha, 0, 1, 1) * (is_closest and 1 or closest_mp) * location_set.distance_alpha
                if visible_alpha > 0 then
                    local ovector = vector(location_set.origvector.x, location_set.origvector.y, location_set.origvector.z + 12)
                    local wbot = render.world_to_screen(ovector)
                    if wbot == nil then
                        wbot = vector()
                    end

                    local wx_bot, wy_bot = wbot.x, wbot.y
                   
                    local wtop = render.world_to_screen(ovector + camera_up)
                    if wtop == nil then
                        wtop = vector()
                    end
                    local wx_top, wy_top = wtop.x, wtop.y
                   
                    local width_text, height_text = 0, 0
                    local name = #location_set.name == 2 and location_set.name[2] or location_set.name
                    local bname = location_set.bestname
                    local r, g, b, a = r_m, g_m, b_m, visible_alpha*255

                    if location_set.red_color then
                        r, g, b = 255, 16, 16
                    end
                   
                    local textsize = render.measure_text(1, nil, bname)
                    local lw, lh = textsize.x, textsize.y
                    lh = lh - 1
                    if lw > width_text then
                        width_text = lw
                    end
                    local y_o = height_text-1
                    local height_text = height_text + lh
                    local width = lw
                    local height = lh
                   
                    if location_set.distance_width_mp < 1 then
                        width_text = width_text * location_set.distance_width_mp
                        height_text = math.max(height or 0, height_text * math.min(1, location_set.distance_width_mp * 1))

                        for j=name:len(), 0, -1 do
                            local text_modified = name:sub(1, j)
                            local lw = render.measure_text(1, nil, text_modified).x
                           
                            if width_text >= lw then
                                name = text_modified
                                width = lw
                                break
                            end
                        end
                    end
                   
                    -- get icon
                    local width_icon, height_icon, icon
                    local icontype = self.paint_vars.icons[location_set.weapon]
                    if icontype ~= nil then
                        if icontype == "wallbang" then
                            icon = self.paint_vars.images.wallbang_png
                        elseif icontype == "bhop" then
                            icon = self.paint_vars.images.bhop_png
                        else
                            icon = render.get_weapon_icon(type(icons) == "number" and icontype or lweapon)
                        end
                    end
                   
                    local iconsize
                    if icon ~= nil then
                        local _height = math.min(22, math.max(17, height_text+2, math.abs(wy_bot-wy_top)))
                        _height = math.floor(_height)
                        if icontype == "bhop" or icontype == "wallbang" then
                            iconsize = {
                                x = 3 + _height,
                                y = _height
                            }
                        else
                            iconsize = {
                                x = _height - 9,
                                y = _height - 4
                            }
                        end
                       
                        width_icon = iconsize.x - ((icontype == "bhop" or icontype == "wallbang") and 6 or 0)
                        height_icon = iconsize.y
                    end

                    local full_width, full_height = width_text, height_text
                    if width_icon ~= nil then
                        full_width = math.floor(full_width+(location_set.distance_width_mp*8)+width_icon)
                        full_height = math.max(height_icon, height_text)
                    else
                        full_height = math.max(15, height_text)
                    end

                    local wx_topleft, wy_topleft = math.floor(wx_top-full_width/2), math.floor(wy_bot-full_height)
                    local offset, offset_icon = location_set.offset or 0, location_set.offset_icon or 0
                    local lw_width = (width_text/lw)*12

                    offset = offset*lw_width
                    offset_icon = offset_icon*lw_width
                   
                    -- background
                    if location_set.show_icon == nil then
                        render.rect(vector(wx_topleft-2, wy_topleft-offset_icon-2), vector(wx_topleft-2+full_width+4, wy_topleft-2+full_height+4), color:init(16, 16, 16, 180*visible_alpha))

                        render.rect_outline(vector(wx_topleft-3, wy_topleft-offset_icon-3), vector(wx_topleft-3+full_width+6, wy_topleft-3+full_height+6), color:init(16, 16, 16, 170*visible_alpha))
                        render.rect_outline(vector(wx_topleft-4, wy_topleft-offset_icon-4), vector(wx_topleft-4+full_width+8, wy_topleft-4+full_height+8), color:init(16, 16, 16, 195*visible_alpha))
                        render.rect_outline(vector(wx_topleft-5, wy_topleft-offset_icon-5), vector(wx_topleft-5+full_width+10, wy_topleft-5+full_height+10), color:init(16, 16, 16, 40*visible_alpha))
                       
                        if icon ~= nil then
                            if icontype == "wallbang" then
                                render.texture(self.paint_vars.images.wallbang_png, vector(wx_topleft-3, wy_topleft-offset_icon/2), vector(iconsize.x, iconsize.y), color:init(r, g, b, a))
                            elseif icontype == "bhop" then
                                render.texture(self.paint_vars.images.bhop_png, vector(wx_topleft-6, wy_topleft-offset_icon/2), vector(iconsize.x+4, iconsize.y), color:init(r, g, b, a))
                            else
                                render.texture(icon, vector(wx_topleft, wy_topleft - offset_icon / 2 - 1), vector(iconsize.x, iconsize.y), color:init(r, g, b, a))
                            end
                        end
                       
                        if width_icon ~= nil and location_set.distance_width_mp > 0 then
                            render.rect(vector(wx_topleft+width_icon+3, wy_topleft-offset_icon+1), vector(wx_topleft+width_icon+4, wy_topleft+2+full_height-3), color:init(r, g, b, a))
                        end
                    end
                   
                    if location_set.distance_width_mp > 0 then
                        local wx_text, wy_text = wx_topleft+(width_icon == nil and 0 or width_icon+8), wy_topleft
                        if full_height > height_text then
                            wy_text = wy_text + math.floor((full_height-height_text) / 2)
                        end

                        render.text(1, vector(wx_text, wy_text+y_o-offset), color:init(r, g, b, a), nil, name)
                    end
                end
            end
           
            local orange = self.paint_vars.circle_colors.COLOR_ORANGE
            local red = self.paint_vars.circle_colors.COLOR_RED
            local green = self.paint_vars.circle_colors.COLOR_GREEN
            local white = self.paint_vars.circle_colors.COLOR_WHITE
            local color_1 = aimbot_mode == "Rage" and orange or red
           
            for i=1, #self.paint_vars.angles_locations do
                local location = self.paint_vars.angles_locations[i]
               
                local in_range_draw = location.distance < 30
                if location == location_playback_set then
                    location.in_range_draw_mp = 1
                elseif in_range_draw and location.in_range_draw_mp < 1 then
                    location.in_range_draw_mp = math.min(1, location.in_range_draw_mp + frametime*8)
                elseif not in_range_draw and location.in_range_draw_mp > 0 then
                    location.in_range_draw_mp = math.max(0, location.in_range_draw_mp - frametime*8)
                end
               
                if location_set_closest.in_range_draw_mp > 0 then
                    if location.on_fov_color == nil then
                        location.on_fov_color = 0
                        location.in_fov_select_mp = 0
                    end
                   
                    local toforward = vector():angles(location.viewangles[1], location.viewangles[2])
                    local angle = render.world_to_screen(vector(location.position[1] + toforward.x * 700, location.position[2] + toforward.y * 700, location.position[3] + 64 + toforward.z * 700))
                    if angle == nil then
                        angle = vector()
                    end

                    local target = self.paint_vars.angles_locations[1]
                    local dp, dy = normalize_angles(view_pitch - target.viewangles[1], view_yaw - target.viewangles[2])
                    local on_fov = math.sqrt(dp*dp + dy*dy)
                   
                    local ofov = on_fov <= (aimbot_mode == "Rage" and 180 or 0.3)
                    local crl = target.viewangles == location.viewangles
                    local circle_state = (location.origdistance <= 1.5 and crl and ofov) and "green" or (crl and on_fov <= 180) and "orange" or "white"
                    location.on_fov_color = (circle_state == "orange" and circle_state ~= "white") and math.max(0, location.on_fov_color - frametime*2) or math.min(1, location.on_fov_color + frametime*2)
                    location.in_fov_select_mp = circle_state == "white" and math.max(0, location.in_fov_select_mp - frametime*2) or math.min(1, location.in_fov_select_mp + frametime*2)
                   
                    local sel = animations.color_modulation.lerp_color(color_1.r, color_1.g, color_1.b, green.r, green.g, green.b, location.on_fov_color)
                    local c_color = animations.color_modulation.lerp_color(white.r, white.g, white.b, sel[1], sel[2], sel[3], location.in_fov_select_mp)
                   
                    local y = location.description ~= nil and 10 or 6
                   
                    local name = "»" .. (#location.name == 2 and location.name[2] or location.name)
                    local name_size = render.measure_text(self.paint_vars.fonts.viewanlges_font, "b", name).x
                    local description_size = 0
                    if location.description ~= nil then
                        description_size = render.measure_text(1, nil, location.description).x
                    end
                   
                    local best_size = math.max(name_size, description_size)
                    local on_screen = (angle.x > self.paint_vars.screen_size.x - best_size - 20 or angle.x < 20 or angle.y > self.paint_vars.screen_size.y - 20 or angle.y < 20)
                   
                    if location.circle_alpha == nil then
                        location.circle_alpha = {0, 0, 0}
                    end

                    location.circle_alpha[1] = on_screen and animations.lerp(location.circle_alpha[1], 0, frametime * 12) or location.in_range_draw_mp
                    location.circle_alpha[3] = on_screen and animations.lerp(location.circle_alpha[3], 0.5, frametime * 12) or location.in_range_draw_mp
                    location.circle_alpha[2] = animations.lerp(location.circle_alpha[2], on_screen and location.in_range_draw_mp or 0, frametime * 12)
                    local alpha, alpha2, width = location.circle_alpha[1]*255, location.circle_alpha[3]*255, location.circle_alpha[2]*18
                   
                    if angle.y < 20 then
                        angle.y = 20
                    elseif angle.y > self.paint_vars.screen_size.y - 20 then
                        angle.y = self.paint_vars.screen_size.y - 20
                    end
                   
                    if angle.x < 20 then
                        angle.x = 20
                    elseif angle.x > self.paint_vars.screen_size.x - best_size - 20 then
                        angle.x = self.paint_vars.screen_size.x - 20 - best_size
                    end
                   
                    local r, g, b = r_m, g_m, b_m
                    if location.red_color then
                        r, g, b = 255, 16, 16
                    end
                   
                    render.rect(vector(angle.x - 9, angle.y - y - 4), vector(angle.x + best_size + 17 - width, angle.y + y + 4), color:init(16, 16, 16, alpha2*0.705))
                    render.rect_outline(vector(angle.x - 9, angle.y - y - 4), vector(angle.x + best_size + 17 - width, angle.y + y + 4), color:init(16, 16, 16, alpha2*0.48))
                    render.rect_outline(vector(angle.x - 10, angle.y - y - 5), vector(angle.x + best_size + 18 - width, angle.y + y + 5), color:init(16, 16, 16, alpha2*0.16))
                   
                    --outline
                    render.circle_outline(vector(angle.x, angle.y), color:init(16, 16, 16, alpha*0.6), 6, 0, 1)
                   
                    --circle
                    render.circle(vector(angle.x, angle.y), color:init(c_color[1], c_color[2], c_color[3], alpha), 5, 0, 1)
               
                    --gradient
                    render.circle_outline(vector(angle.x, angle.y), color:init(16, 16, 16, alpha*0.5), 6, 0, 1)
                    render.circle_outline(vector(angle.x, angle.y), color:init(16, 16, 16, alpha*0.4), 5, 0, 1)
                    render.circle_outline(vector(angle.x, angle.y), color:init(16, 16, 16, alpha*0.3), 4, 0, 1)
                   
                    if location == location_playback then
                        render.circle(vector(angle.x, angle.y), color:init(math.min(255, r*1.2), math.min(255, g*1.2), math.min(255, b*1.2), alpha), 5.5, 0, 1)
                    end
                   
                    render.text(self.paint_vars.fonts.viewanlges_font, vector(angle.x + 14 - width, angle.y - y), color:init(r, g, b, alpha2), nil, name)
                    if location.description ~= nil then
                        render.text(2, vector(angle.x + 15 - width, angle.y + y-9), color:init(r, g, b, alpha2), nil, location.description:upper())
                    end
                    render.line(vector(angle.x + 9, angle.y - y), vector(angle.x + 9, angle.y + y), color:init(r, g, b, alpha))
                   
                    --arrow
                    local alpha_tri = on_screen and math.sin(math.abs(-math.pi + curtime * 1.5 % 6)) * 1 or 0
                    if alpha_tri > 0 then
                        local cx, cy = self.paint_vars.screen_size.x/2, self.paint_vars.screen_size.y/2

                        local triangle_angle = math.atan2(angle.y - cy, angle.x - cx) + math.rad(90)
                        local offset_x, offset_y = vector2_rotate(triangle_angle, 0, -cy + 100)

                        local tx, ty = cx + offset_x, cy + offset_y

                        local height = 18
                        triangle_rotated(tx, ty, height*1.66, height, triangle_angle, color:init(r, g, b, alpha_tri*255))
                    end
                end
            end
        end
    end,
   
    cmd_location_playback_grenade = function(self, cmd, localplayer, weapon, weapon_name)
        local view_angles = render.camera_angles()
        if location_playback_data.playback_state == nil then
            location_playback_data.playback_state = GRENADE_PLAYBACK_PREPARE
           
            cheats_var.strafe_smooth = cheats_var.strafer_smoothing:get()
            cheats_var.old_quick_stop = cheats_var.quick_stop:get()
            cheats_var.old_strafer_wasd = cheats_var.strafer_wasd:get()
            cheats_var.old_auto_strafe = cheats_var.auto_strafe:get()
            cheats_var.old_strafe_assist = cheats_var.strafe_assist:get()
       
            cheats_var.set_old_vars = true
           
            self.sensitivity.old_sensitivity = (self.sensitivity.cvar_sensitivity:string())
            self.sensitivity.set_old_sensitivity = true
        end
       
        local viewangles = location_playback.viewangles
        cmd.view_angles.x = viewangles[1]
        cmd.view_angles.y = viewangles[2]
        cmd.view_angles.z = 0
       
        if self.sensitivity.set_old_sensitivity and ui_handler.refs["aimbot_mode"].ref:get() ~= "Rage" then
            render.camera_angles(vector(viewangles[1], viewangles[2], 0))
            self.sensitivity.cvar_sensitivity:int(0)
        end
       
        local strength = 1
        if location_playback.grenade ~= nil and location_playback.grenade.strength == 0.5 then
            strength = 0.5
        elseif location_playback.grenade ~= nil and location_playback.grenade.strength == 0 then
            strength = 0
        end
       
        if location_playback_data.playback_state ~= GRENADE_PLAYBACK_FINISHED then
            if weapon_console_name[weapon_name] ~= location_playback.weapon then
                location_playback = nil
                return
            end
           
            set_duck = location_playback.duck
            cmd.in_duck = location_playback.duck or false
        end
   
        local m_flDuckAmount = localplayer.m_flDuckAmount
        if set_duck and m_flDuckAmount ~= 1 then
            return
        end
       
        if not set_duck and m_flDuckAmount ~= 0 then
            return
        end
       
        if location_playback_data.playback_state == GRENADE_PLAYBACK_PREPARE or location_playback_data.playback_state == GRENADE_PLAYBACK_RUN or location_playback_data.playback_state == GRENADE_PLAYBACK_THROWN then
            if strength == 1 then
                cmd.buttons = bit.bor(cmd.buttons, 1)
                cmd.buttons = bit.band(cmd.buttons, bit.bnot(2048))
            elseif strength == 0.5 then
                cmd.buttons = bit.bor(cmd.buttons, 2049)
            elseif strength == 0 then
                cmd.buttons = bit.bor(cmd.buttons, 2048)
                cmd.buttons = bit.band(cmd.buttons, bit.bnot(1))
            end
        end
   
        if location_playback_data.playback_state == GRENADE_PLAYBACK_PREPARE and weapon.m_flThrowStrength == strength and weapon.m_bPinPulled then
            location_playback_data.playback_state = GRENADE_PLAYBACK_RUN
            location_playback_data.start_at = cmd.command_number
           
            cheats_var.auto_strafe:set(false)
        end
       
        if location_playback_data.playback_state == GRENADE_PLAYBACK_RUN or location_playback_data.playback_state == GRENADE_PLAYBACK_THROW or location_playback_data.playback_state == GRENADE_PLAYBACK_THROWN then
            local step = cmd.command_number-location_playback_data.start_at

            location_playback_data.run = location_playback.grenade ~= nil and location_playback.grenade.run or nil
            if location_playback_data.run ~= nil and location_playback_data.run > step then
            elseif location_playback_data.playback_state == GRENADE_PLAYBACK_RUN then
                location_playback_data.playback_state = GRENADE_PLAYBACK_THROW
            end

            location_playback_data.run_yaw = (location_playback.grenade ~= nil and location_playback.grenade.run_yaw ~= nil) and location_playback.grenade.run_yaw or 0
            if location_playback_data.run ~= nil then
                local yaw = cmd.view_angles.y + location_playback_data.run_yaw

                cmd.move_yaw = yaw
                cmd.forwardmove = 450
                cmd.in_forward = 1
                cmd.in_speed = (location_playback.grenade ~= nil and location_playback.grenade.run_speed) and 1 or 0
            end
        end
       
        if location_playback_data.playback_state == GRENADE_PLAYBACK_THROW then
            if location_playback.grenade ~= nil and location_playback.grenade.jump == true then
                cmd.buttons = bit.bor(cmd.buttons, 2)
            end
            location_playback_data.playback_state = GRENADE_PLAYBACK_THROWN
            location_playback_data.throw_at = cmd.command_number
        end
       
        if location_playback_data.playback_state == GRENADE_PLAYBACK_THROWN then
            local delay = (location_playback.grenade ~= nil and location_playback.grenade.delay) and location_playback.grenade.delay or 0
            if cmd.command_number - location_playback_data.throw_at >= delay then
                if cheats_var.fakelag:get() then
                    cmd.no_choke = true
                end
           
                cmd.buttons = bit.band(cmd.buttons, bit.bnot(1))
                cmd.buttons = bit.band(cmd.buttons, bit.bnot(2048))
               
                location_playback_data.recovery_yaw = (location_playback.grenade ~= nil and location_playback.grenade.recovery_yaw ~= nil) and location_playback.grenade.recovery_yaw or ((location_playback.grenade ~= nil and (location_playback.grenade.recovery_jump or location_playback.grenade.jump)) and 180 or nil)
            end
        end
   
        if location_playback_data.playback_state == GRENADE_PLAYBACK_THROWN then
            if is_grenade_being_thrown(cmd, weapon) then
                location_playback_data.thrown_at = cmd.command_number
            end
           
            if weapon.m_fThrowTime == 0 and location_playback_data.thrown_at ~= nil and location_playback_data.thrown_at > location_playback_data.throw_at then
                location_playback_data.playback_state = GRENADE_PLAYBACK_FINISHED
            end
        end

        --recovery
        if location_playback ~= nil and location_playback_data.playback_state == GRENADE_PLAYBACK_FINISHED then
            if location_playback_data.recovery_yaw ~= nil then
                if location_playback_data.recovery_start_at == nil then
                    location_playback_data.recovery_start_at = cmd.command_number
                end
               
                local recovery_duration = math.min(32, location_playback_data.run or 16) + 13 + ((location_playback.grenade ~= nil and location_playback.grenade.recovery_jump) and 10 or 0)
                if cmd.command_number - location_playback_data.recovery_start_at >= 0.0000000001 then
                    cheats_var.auto_strafe:set(true)
                    cheats_var.strafer_wasd:set(true)
                end
               
                local run = cmd.command_number - location_playback_data.recovery_start_at
                if in_move then
                    location_playback = nil
                elseif location_playback_data.recovery_start_at+recovery_duration >= cmd.command_number then
                    local yaw = cmd.view_angles.y + (location_playback_data.recovery_yaw + location_playback_data.run_yaw)

                    cmd.move_yaw = yaw
                    cmd.forwardmove = 450
                    cmd.in_forward = 1
                   
                    if location_playback.grenade ~= nil and location_playback.grenade.recovery_jump then
                        cmd.in_jump = true
                    end
                else
                    location_playback = nil
                end
            else
                location_playback = nil
            end
        end
    end,
   
    cmd_location_playback_movement = function(self, cmd, localplayer, weapon)
        local movement = location_playback.movement
        local viewangles = location_playback.viewangles
       
        local frames = {}
        for i, frame in ipairs(movement.frames) do
            if type(frame) == "number" then
                if movement.frames[i] > 0 then
                    for j=1, frame do
                        table.insert(frames, {})
                    end
                end
            elseif type(frame) == "table" then
                table.insert(frames, frame)
            end
        end

        local current = {
            viewangles = {
                pitch = viewangles[1],
                yaw = viewangles[2]
            },
            buttons = {}
        }

        for key, char in pairs(MOVEMENT_BUTTONS_CHARS) do
            current.buttons[key] = false
        end

        for i, value in ipairs(frames) do
            local pitch, yaw, buttons, forwardmove, sidemove = unpack(value)
           
            current.viewangles.pitch = current.viewangles.pitch + (pitch or 0)
            current.viewangles.yaw = current.viewangles.yaw + (yaw or 0)

            if type(buttons) == "string" then
                local buttons_down, buttons_up = parse_buttons_str(buttons)

                local buttons_seen = {}
                for _, btn in ipairs(buttons_down) do
                    buttons_seen[btn] = true
                    current.buttons[btn] = true
                end

                for _, btn in ipairs(buttons_up) do
                    buttons_seen[btn] = true
                    current.buttons[btn] = false
                end
            end

            -- either copy or reconstruct forwardmove and sidemove
            current.forwardmove = type(forwardmove) == "number" and forwardmove >= -450 and forwardmove <= 450 and forwardmove or calculate_move(current.buttons.in_forward, current.buttons.in_back)
            current.sidemove = type(sidemove) == "number" and sidemove >= -450 and sidemove <= 450 and sidemove or calculate_move(current.buttons.in_moveright, current.buttons.in_moveleft)
           
            frames[i] = {
                pitch = current.viewangles.pitch,
                yaw = current.viewangles.yaw,
                move_yaw = current.viewangles.yaw,
                forwardmove = current.forwardmove,
                sidemove = current.sidemove
            }

            for btn, value in pairs(current.buttons) do
                frames[i][btn] = value
            end
        end
       
        if location_playback_data.start_at == nil then
            location_playback_data.start_at = cmd.command_number
           
            self.sensitivity.old_sensitivity = (self.sensitivity.cvar_sensitivity:string())
            self.sensitivity.set_old_sensitivity = true
        end
       
        local step = cmd.command_number-location_playback_data.start_at+1
        local command = frames[step]
       
        if command == nil then
            location_playback = nil
        else
            in_jump = false
            if cheats_var.fakelag:get() then
                cmd.no_choke = true
            end
       
            if self.sensitivity.set_old_sensitivity then
                self.sensitivity.cvar_sensitivity:int(0)
            end
           
            render.camera_angles(vector(command.pitch, command.yaw, 0))
            cmd.forwardmove = command.forwardmove
            cmd.sidemove = command.sidemove
           
            if command.in_jump then
                cmd.buttons = bit.bor(cmd.buttons, 2)
            end
            cmd.in_duck = command.in_duck

            if step > 2 then
                cmd.buttons = command.in_attack and bit.bor(cmd.buttons, 1) or bit.band(cmd.buttons, bit.bnot(1))
            end
        end
    end,
   
    cmd_location_playback_movement_step = function(self, cmd, localplayer, weapon)
        if location_playback_data.start_at == nil then
            location_playback_data.start_at = cmd.command_number
           
            cheats_var.strafe_smooth = cheats_var.strafer_smoothing:get()
            cheats_var.old_quick_stop = cheats_var.quick_stop:get()
            cheats_var.old_strafer_wasd = cheats_var.strafer_wasd:get()
            cheats_var.old_auto_strafe = cheats_var.auto_strafe:get()
            cheats_var.old_strafe_assist = cheats_var.strafe_assist:get()
            self.sensitivity.old_sensitivity = (self.sensitivity.cvar_sensitivity:string())
        end
       
        local step = cmd.command_number - location_playback_data.start_at
        local movement_step = location_playback.step[step]
       
        cheats_var.auto_strafe:set(true)
        cheats_var.strafer_smoothing:set(location_playback.strafer and (location_playback.strafer.strafer_smoothing and location_playback.strafer.strafer_smoothing or 0) or 0)
        cheats_var.quick_stop:set(location_playback.strafer and (location_playback.strafer.quick_stop and location_playback.strafer.quick_stop or false) or false)
        cheats_var.strafe_assist:set(true)
       
        cheats_var.set_old_vars = true
        self.sensitivity.set_old_sensitivity = true
       
        if movement_step ~= nil then
            in_jump = false
            if cheats_var.fakelag:get() then
                cmd.no_choke = true
            end
           
            local viewangles = movement_step.viewangles
            location_playback_data.angles = viewangles
            location_playback_data.buttons = movement_step.m_buttons
           
            if self.sensitivity.set_old_sensitivity then
                self.sensitivity.cvar_sensitivity:int(0)
            end
           
            render.camera_angles(vector(viewangles[1], viewangles[2], 0))
            cmd.view_angles.x = viewangles[1]
            cmd.view_angles.y = viewangles[2]
            cmd.view_angles.z = 0
        else
            location_playback, location_playback_data.angles, location_playback_data.buttons = nil, nil, nil
        end
    end,
   
    cmd_location_playback = function(self, cmd, localplayer, weapon, weapon_name)
        if location_playback.type == "grenade" then
            self.cmd_location_playback_grenade(self, cmd, localplayer, weapon, weapon_name)
        elseif location_playback.type == "movement" then
            self.cmd_location_playback_movement(self, cmd, localplayer, weapon)
        elseif location_playback.type == "movement_step" then
            self.cmd_location_playback_movement_step(self, cmd, localplayer, weapon)
        end
    end,
   
    can_attack = function(localplayer)
        return globals.curtime > localplayer.m_flNextAttack
    end,

    on_prediction = function(self, cmd)
        local localPlayer = entity.get_local_player()
        if not localPlayer then
            return
        end
        local localPos = localPlayer:get_origin()
        local eyePosition = localPlayer:get_eye_position()
        local view_angles = render.camera_angles()
        local view_pitch, view_yaw = view_angles.x, view_angles.y
        local lweapon = GetWeapon(localPlayer)
        if lweapon == nil then
            return
        end
        local active_weapon = localPlayer:get_player_weapon()
       
        local hotkey = tabs.main.helper_bind:get()
        local aimbot_mode = ui_handler.refs["aimbot_mode"].ref:get()
        local aimbot_speed = ui_handler.refs["aimbot_speed"].ref:get()/100
       
        if not hotkey then
            location_playback, location_playback_data = nil, {}
            set_duck = false
        end
       
        if location_playback == nil and self.sensitivity.set_old_sensitivity then
            self.sensitivity.cvar_sensitivity:string(self.sensitivity.old_sensitivity)
            self.sensitivity.set_old_sensitivity = false
        end
       
        local location_target = self.paint_vars.angles_locations[1]
        if location_target and location_playback == nil then
            local in_move = (cmd.in_jump or cmd.in_moveleft or cmd.in_moveleft or cmd.in_forward or cmd.in_back)
            local in_train = localPlayer.m_nRenderMode == 2304
            local m_flDuckAmount = localPlayer.m_flDuckAmount
            local speed = localPlayer.m_vecAbsVelocity:length2d()
            local pin_pulled = tabs.main.automatic_throw:get() and self.can_attack(localPlayer) or active_weapon.m_bPinPulled
           
            if hotkey then
                local position = location_target.position
                local pos = vector(position[1], position[2], localPos.z)
                local distance = pos:dist(localPos)
           
                local throw = distance < 0.03
                if not in_move then
                    local direction = pos - localPos
                    local pos1 = pos + direction:normalized() * 10
                    local fwd = pos1 - localPos
                    local yaw = fwd:angles().y
                    local speed = math.min(450, math.max(1.1 + m_flDuckAmount * 10, distance * 10))
                   
                    cmd.move_yaw = yaw
                    cmd.forwardmove = speed
                    cmd.in_forward = 1

                    cmd.in_moveleft, cmd.in_moveright = 0, 0
                    cmd.sidemove = 0
                end
               
                if (bit.band(cmd.buttons, 1) == 1 or bit.band(cmd.buttons, 2048) == 2048) then
                    if true then
                        cmd.buttons = bit.bor(cmd.buttons, 1)
                        cmd.buttons = bit.band(cmd.buttons, bit.bnot(2048))
                    elseif location_target.grenade ~= nil and location_target.grenade.strength == 0.5 then
                        cmd.buttons = bit.bor(cmd.buttons, 2049)
                    elseif location_target.grenade ~= nil and location_target.grenade.strength == 0 then
                        cmd.buttons = bit.bor(cmd.buttons, 2048)
                        cmd.buttons = bit.band(cmd.buttons, bit.bnot(1))
                    end
                end
               
                if throw and location_playback == nil then
                    local locationtype = location_target.type
                   
                    local dp, dy = normalize_angles(view_pitch - location_target.viewangles[1], view_yaw - location_target.viewangles[2])
                    local on_fov = math.sqrt(dp*dp + dy*dy)
                    if aimbot_mode == "Legit" and on_fov <= 180 then
                        local mp = math.min(1, on_fov / 3) * 0.5
                        local delta_mp = (mp + math.abs(on_fov * (1 - mp))) * globals.frametime * 15 * aimbot_speed

                        render.camera_angles(vector(view_pitch - dp / on_fov * delta_mp, view_yaw - dy / on_fov * delta_mp, 0))
                    end
                   
                    local ofov = on_fov <= (aimbot_mode == "Rage" and 180 or 0.3)
                    if speed < 2 and ofov then
                        if locationtype == "grenade" then
                            if pin_pulled then
                                location_playback = location_target
                            end
                        else
                            location_playback = location_target
                        end
                    end
                end
            end
        end
       
        if location_playback ~= nil then
            self.cmd_location_playback(self, cmd, localPlayer, active_weapon, lweapon)
        end
       
        if location_playback == nil and cheats_var.set_old_vars then
            cheats_var.auto_strafe:set(cheats_var.old_auto_strafe)
            cheats_var.strafe_assist:set(cheats_var.old_strafe_assist)
            cheats_var.quick_stop:set(cheats_var.old_quick_stop)
            cheats_var.strafer_wasd:set(cheats_var.old_strafer_wasd)
            cheats_var.strafer_smoothing:set(cheats_var.strafe_smooth)
       
            cheats_var.set_old_vars = false
        end
    end,
   
    on_pre_prediction = function(self, cmd)
        local hotkey = tabs.main.helper_bind:get()
        local in_move = (bit.band(cmd.buttons, 2) == 2 or bit.band(cmd.buttons, 8) == 8 or bit.band(cmd.buttons, 16) == 16 or bit.band(cmd.buttons, 512) == 512 or bit.band(cmd.buttons, 1024) == 1024)
        if hotkey then
            --movement
            local buttons = location_playback_data and location_playback_data.buttons or nil
            if buttons ~= nil then
                in_jump = false
                if movement_attack == nil and (buttons.attack or buttons.attack2) then
                    movement_attack = true
                end
               
                if movement_attack then
                    cmd.buttons = buttons.attack and bit.bor(cmd.buttons, 1) or bit.band(cmd.buttons, bit.bnot(1))
                    cmd.buttons = buttons.attack2 and bit.bor(cmd.buttons, 2048) or bit.band(cmd.buttons, bit.bnot(2048))
                else
                    if buttons.attack then
                        cmd.buttons = bit.bor(cmd.buttons, 1)
                    end
                   
                    if buttons.attack2 then
                        cmd.buttons = bit.bor(cmd.buttons, 2048)
                    end
                end
               
                cmd.in_duck = buttons.duck or false
                cmd.buttons = buttons.w and bit.bor(cmd.buttons, 8) or bit.band(cmd.buttons, bit.bnot(8))
                cmd.buttons = buttons.s and bit.bor(cmd.buttons, 16) or bit.band(cmd.buttons, bit.bnot(16))
                cmd.buttons = buttons.a and bit.bor(cmd.buttons, 512) or bit.band(cmd.buttons, bit.bnot(512))
                cmd.buttons = buttons.d and bit.bor(cmd.buttons, 1024) or bit.band(cmd.buttons, bit.bnot(1024))
                cmd.buttons = buttons.jump and bit.bor(cmd.buttons, 2) or bit.band(cmd.buttons, bit.bnot(2))
                cmd.buttons = buttons.in_use and bit.bor(cmd.buttons, 32) or bit.band(cmd.buttons, bit.bnot(32))
                cmd.buttons = buttons.run_speed and bit.bor(cmd.buttons, 131072) or bit.band(cmd.buttons, bit.bnot(131072))
               
                cmd.weaponselect = buttons.weapon
            end
        else
            movement_attack = nil
        end
    end,
}

--callbacks
tabs.main.helper_types:set_callback(function()
    main.active_locations = nil
    w_locations = {}
    active_locations = {}
end)

events.createmove:set(function(cmd)
    main:on_prediction(cmd)
    main:on_pre_prediction(cmd)

    locations_system:create_location(cmd)
    locations_system:editor_menu()
end)

events.render:set(function()
    main:on_paint()
end)

events.player_connect_full:set(function(event)
    local localplayer = entity.get_local_player()
    local event_userid = entity.get(event.userid, true)

    if localplayer == event_userid then
        active_locations = {}
        update_active_locations()
        w_locations = {}
        timeout()
    end
end)
 
Последнее редактирование:
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
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чернобыль тим, подучитесь кодить у братки випикса
может скрипт нормальный сможете сделать
 
EBLAN
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випикса нормальный у братки тим чернобыль, сможете сделать скрипт может подучитесь кодить :roflanBuldiga:
 
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credits: chernobyl team ft .v1pix
Пожалуйста, авторизуйтесь для просмотра ссылки.
code_language.lua:
_DEBUG = true
--ffi
ffi.cdef[[
    void* __stdcall URLDownloadToFileA(void* LPUNKNOWN, const char* LPCSTR, const char* LPCSTR2, int a, int LPBINDSTATUSCALLBACK);
    bool DeleteUrlCacheEntryA(const char* lpszUrlName);

    int GetProcAddress(void*, const char*);
    void* GetModuleHandleA(const char*);
    typedef void*(__cdecl* ShellExecute)(void*, const char*, const char*, const char*, const char*, int);
   
    typedef struct {
        uint8_t r;
        uint8_t g;
        uint8_t b;
        uint8_t a;
    } color_struct_t;

    typedef void (*console_color_print)(const color_struct_t&, const char*, ...);
    typedef void*(__thiscall* getnetchannel_t)(void*);
    typedef void(__thiscall* settimeout_t)(void*, float, bool);
]]

local _ffi = {
    new_char_arr = ffi.typeof("char[?]"),

    vmt_entry = function(instance, index, type)
        return ffi.cast(type, (ffi.cast("void***", instance)[0])[index])
    end,

    vmt_bind = function(self, module, interface, index, typestring)
        local instance = utils.create_interface(module, interface)
        local fnptr = self.vmt_entry(instance, index, ffi.typeof(typestring))
        return function(...)
            return fnptr(instance, ...)
        end
    end,
}

local console = {
    color_print_fn = ffi.cast("console_color_print", ffi.C.GetProcAddress(ffi.C.GetModuleHandleA("tier0.dll"), "?ConColorMsg@@YAXABVColor@@PBDZZ")),
    print = function(self, text, r, g, b, a)
        local col = ffi.new("color_struct_t")
        col.r, col.g, col.b, col.a = r, g, b, a

        self.color_print_fn(col, text)
    end
}

--json
local encode local escape_char_map = {["\\"] = "\\",['"'] = '"',["\b"] = "b",["\f"] = "f",["\n"] = "n",["\r"] = "r",["\t"] = "t"} local escape_char_map_inv = {["/"] = "/"} for k, v in pairs(escape_char_map) do escape_char_map_inv[v] = k end local function escape_char(c) return "\\" .. (escape_char_map[c] or string.format("u%04x", c:byte())) end local function encode_nil(val) return "null" end local function encode_table(val, stack) local res = {} stack = stack or {} if stack[val] then return end stack[val] = true if rawget(val, 1) ~= nil or next(val) == nil then local n = 0 for k in pairs(val) do if type(k) ~= "number" then return end n = n + 1 end if n ~= #val then return end for i, v in ipairs(val) do table.insert(res, encode(v, stack)) end stack[val] = nil return "[" .. table.concat(res, ",") .. "]" else for k, v in pairs(val) do if type(k) ~= "string" then return end table.insert(res, encode(k, stack) .. ":" .. encode(v, stack)) end stack[val] = nil return "{" .. table.concat(res, ",") .. "}" end end local function encode_string(val) return '"' .. val:gsub('[%z\1-\31\\"]', escape_char) .. '"' end local function encode_number(val) if val ~= val or val <= -math.huge or val >= math.huge then return end return string.format("%.14g", val) end local type_func_map = { ["nil"] = encode_nil, ["table"] = encode_table, ["string"] = encode_string, ["number"] = encode_number, ["boolean"] = tostring } encode = function(val, stack) local t = type(val) local f = type_func_map[t] if f then return f(val, stack) end return end local parse local function create_set(...) local res = {} for i = 1, select("#", ...) do res[select(i, ...)] = true end return res end local space_chars = create_set(" ", "\t", "\r", "\n") local delim_chars = create_set(" ", "\t", "\r", "\n", "]", "}", ",") local escape_chars = create_set("\\", "/", '"', "b", "f", "n", "r", "t", "u") local literals = create_set("true", "false", "null") local literal_map = {["true"] = true, ["false"] = false, ["null"] = nil} local function next_char(str, idx, set, negate) if idx == nil then return nil end for i = idx, #str do if set[str:sub(i, i)] ~= negate then return i end end return #str + 1 end local function decode_error(str, idx, msg) local line_count = 1 local col_count = 1 for i = 1, idx - 1 do col_count = col_count + 1 if str:sub(i, i) == "\n" then line_count = line_count + 1 col_count = 1 end end return end local function codepoint_to_utf8(n) local f = math.floor if n <= 0x7f then return string.char(n) elseif n <= 0x7ff then return string.char(f(n / 64) + 192, n % 64 + 128) elseif n <= 0xffff then return string.char(f(n / 4096) + 224, f(n % 4096 / 64) + 128, n % 64 + 128) elseif n <= 0x10ffff then return string.char(f(n / 262144) + 240, f(n % 262144 / 4096) + 128, f(n % 4096 / 64) + 128, n % 64 + 128) end return end local function parse_unicode_escape(s) local n1 = tonumber(s:sub(1, 4), 16) local n2 = tonumber(s:sub(7, 10), 16) if n2 then return codepoint_to_utf8((n1 - 0xd800) * 0x400 + (n2 - 0xdc00) + 0x10000) else return codepoint_to_utf8(n1) end end local function parse_string(str, i) local res = "" local j = i + 1 local k = j while j <= #str do local x = str:byte(j) if x < 32 then decode_error(str, j, "control character in string") elseif x == 92 then res = res .. str:sub(k, j - 1) j = j + 1 local c = str:sub(j, j) if c == "u" then local hex = str:match("^[dD][89aAbB]%x%x\\u%x%x%x%x", j + 1) or str:match("^%x%x%x%x", j + 1) or decode_error(str, j - 1, "invalid unicode escape in string") res = res .. parse_unicode_escape(hex) j = j + #hex else if not escape_chars[c] then decode_error(str, j - 1, "invalid escape char '" .. c .. "' in string") end res = res .. escape_char_map_inv[c] end k = j + 1 elseif x == 34 then res = res .. str:sub(k, j - 1) return res, j + 1 end j = j + 1 end decode_error(str, i, "expected closing quote for string") end local function parse_number(str, i) local x = next_char(str, i, delim_chars) local s = str:sub(i, x - 1) local n = tonumber(s) if not n then decode_error(str, i, "invalid number '" .. s .. "'") end return n, x end local function parse_literal(str, i) local x = next_char(str, i, delim_chars) local word = str:sub(i, x - 1) if not literals[word] then decode_error(str, i, "invalid literal '" .. word .. "'") end return literal_map[word], x end local function parse_array(str, i) local res = {} local n = 1 i = i + 1 while 1 do local x i = next_char(str, i, space_chars, true) if str:sub(i, i) == "]" then i = i + 1 break end x, i = parse(str, i) res[n] = x n = n + 1 i = next_char(str, i, space_chars, true) if type(i) ~= "number" then return end local chr = str:sub(i, i) i = i + 1 if chr == "]" then break end if chr ~= "," then decode_error(str, i, "expected ']' or ','") end end return res, i end local function parse_object(str, i) local res = {} i = i + 1 while 1 do local key, val i = next_char(str, i, space_chars, true) if i == nil then return end if str:sub(i, i) == "}" then i = i + 1 break end if str:sub(i, i) ~= '"' then decode_error(str, i, "expected string for key") end key, i = parse(str, i) i = next_char(str, i, space_chars, true) if i == nil then return end if str:sub(i, i) ~= ":" then decode_error(str, i, "expected ':' after key") end i = next_char(str, i + 1, space_chars, true) val, i = parse(str, i) res[key] = val i = next_char(str, i, space_chars, true) if type(i) ~= "number" then return end local chr = str:sub(i, i) i = i + 1 if chr == "}" then break end if chr ~= "," then decode_error(str, i, "expected '}' or ','") end end return res, i end local char_func_map = { ['"'] = parse_string, ["0"] = parse_number, ["1"] = parse_number, ["2"] = parse_number, ["3"] = parse_number, ["4"] = parse_number, ["5"] = parse_number, ["6"] = parse_number, ["7"] = parse_number, ["8"] = parse_number, ["9"] = parse_number, ["-"] = parse_number, ["t"] = parse_literal, ["f"] = parse_literal, ["n"] = parse_literal, ["["] = parse_array, ["{"] = parse_object } parse = function(str, idx) local chr = str:sub(idx, idx) local f = char_func_map[chr] if f then return f(str, idx) end decode_error(str, idx, "unexpected character '" .. chr .. "'") end
local COLOR_SYM_DEFAULT, COLOR_STRING_DEFAULT, COLOR_LITERAL_DEFAULT, COLOR_QUOTE_DEFAULT = {221, 221, 221}, {180, 230, 30}, {96, 160, 220}, {218, 230, 30}
local json = {
    decode = function(str)
        local res, idx = parse(str, next_char(str, 1, space_chars, true)) idx = next_char(str, idx, space_chars, true) if idx == nil then return nil end if idx <= #str then decode_error(str, idx, "trailing garbage") end
        return res
    end,
    encoder = function(val)
        return encode(val)
    end,
    encode = panorama.loadstring([[return JSON.stringify]])(),
    stringify = function(json_text, line_feed, indent, ac)
        json_text = tostring(json_text)
        line_feed, indent, ac = tostring(line_feed or "\n"), tostring(indent or ""), tostring(ac or " ")

        local i, j, k, n, r, p, q = 1, 0, 0, string.len(json_text), {}, nil, nil
        local al = string.sub(ac, -1) == "\n"

        for x = 1, n do
            local c = string.sub(json_text, x, x)

            if not q and (c == "{" or c == "[") then
                r[i] = p == ":" and (c .. line_feed) or (string.rep(indent, j) .. c .. line_feed)
                j = j + 1
            elseif not q and (c == "}" or c == "]") then
                j = j - 1
                if p == "{" or p == "[" then
                    i = i - 1
                    r[i] = string.rep(indent, j) .. p .. c
                else
                    r[i] = line_feed .. string.rep(indent, j) .. c
                end
            elseif not q and c == "," then
                r[i] = c .. line_feed
                k = -1
            elseif not q and c == ":" then
                r[i] = c .. ac
                if al then
                    i = i + 1
                    r[i] = string.rep(indent, j)
                end
            else
                if c == '"' and p ~= "\\" then
                    q = not q and true or nil
                end
                if j ~= k then
                    r[i] = string.rep(indent, j)
                    i, k = i + 1, j
                end
                r[i] = c
            end
            p, i = c, i + 1
        end

        return table.concat(r)
    end,
    highlight = function(json_text, color_sym, color_quote, color_string, color_literal)
        color_sym, color_string, color_literal, color_quote =
            color_sym or COLOR_SYM_DEFAULT,
            color_string or COLOR_STRING_DEFAULT,
            color_literal or COLOR_LITERAL_DEFAULT,
            color_quote or COLOR_QUOTE_DEFAULT
        json_text = tostring(json_text)

        local i, n, result, prev, quote = 1, string.len(json_text), {}, nil, nil

        local cur_clr, cur_text = color_sym, {}

        for x = 1, n do
            local c = string.sub(json_text, x, x)
            local new_clr

            if not quote and (c == "{" or c == "[") then
                new_clr = color_sym

                table.insert(cur_text, c)
            elseif not quote and (c == "}" or c == "]") then
                new_clr = color_sym
                if prev == "{" or prev == "[" then
                    --table.insert(cur_text, table.concat(prev, c))
                else
                    table.insert(cur_text, c)
                end
            elseif not quote and (c == "," or c == ":") then
                new_clr = color_sym
                table.insert(cur_text, c)
            else
                if c == '"' and prev ~= "\\" then
                    quote = not quote and true or nil
                    new_clr = color_quote
                elseif cur_clr == color_quote then
                    new_clr = quote and color_string or color_literal
                elseif cur_clr == color_sym and (c ~= " " and c ~= "\n" and c ~= "\t") then
                    new_clr = quote and color_string or color_literal
                end

                table.insert(cur_text, c)
            end

            if new_clr ~= nil and new_clr ~= cur_clr then
                local new_text = {table.remove(cur_text, #cur_text)}

                table.insert(result, {cur_clr[1], cur_clr[2], cur_clr[3], table.concat(cur_text)})

                cur_clr, cur_text = new_clr, new_text
            end

            prev = c
        end

        if #cur_text > 0 then
            table.insert(result, {cur_clr[1], cur_clr[2], cur_clr[3], table.concat(cur_text)})
        end

        return result
    end,
    print_highlighted = function(self, json_text, color_sym, color_quote, color_string, color_literal)
        local highlighted = self.highlight(json_text, color_sym, color_string, color_literal, color_quote)
        local count = #highlighted

        for i = 1, count do
            local r, g, b, str = unpack(highlighted[i])
            console:print(str .. (i ~= count and "" or "\n"), r, g, b, 255)
        end

        return highlighted
    end
}

--file
local file = utils.create_interface("filesystem_stdio.dll", "VBaseFileSystem011")
local filesystem_class = ffi.cast(ffi.typeof("void***"), file)
local filesystem_vftbl = filesystem_class[0]

local read_file = ffi.cast("int (__thiscall*)(void*, void*, int, void*)", filesystem_vftbl[0])
local write_file = ffi.cast("int (__thiscall*)(void*, void const*, int, void*)", filesystem_vftbl[1])

local open_file = ffi.cast("void* (__thiscall*)(void*, const char*, const char*, const char*)", filesystem_vftbl[2])
local close_file = ffi.cast("void (__thiscall*)(void*, void*)", filesystem_vftbl[3])

local get_file_size = ffi.cast("unsigned int (__thiscall*)(void*, void*)", filesystem_vftbl[7])
local file_exists = ffi.cast("bool (__thiscall*)(void*, const char*, const char*)", filesystem_vftbl[10])

local full_filesystem = utils.create_interface("filesystem_stdio.dll", "VFileSystem017")
local full_filesystem_class = ffi.cast(ffi.typeof("void***"), full_filesystem)
local full_filesystem_vftbl = full_filesystem_class[0]

local add_search_path = ffi.cast("void (__thiscall*)(void*, const char*, const char*, int)", full_filesystem_vftbl[11])
local remove_search_path = ffi.cast("bool (__thiscall*)(void*, const char*, const char*)", full_filesystem_vftbl[12])

local remove_file = ffi.cast("void (__thiscall*)(void*, const char*, const char*)", full_filesystem_vftbl[20])
local rename_file = ffi.cast("bool (__thiscall*)(void*, const char*, const char*, const char*)", full_filesystem_vftbl[21])
local create_dir_hierarchy = ffi.cast("void (__thiscall*)(void*, const char*, const char*)", full_filesystem_vftbl[22])
local is_directory = ffi.cast("bool (__thiscall*)(void*, const char*, const char*)", full_filesystem_vftbl[23])

local find_first = ffi.cast("const char* (__thiscall*)(void*, const char*, int*)", full_filesystem_vftbl[32])
local find_next = ffi.cast("const char* (__thiscall*)(void*, int)", full_filesystem_vftbl[33])
local find_is_directory = ffi.cast("bool (__thiscall*)(void*, int)", full_filesystem_vftbl[34])
local find_close = ffi.cast("void (__thiscall*)(void*, int)", full_filesystem_vftbl[35])

local MODES = {
    ["r"] = "r",
    ["w"] = "w",
    ["a"] = "a",
    ["r+"] = "r+",
    ["w+"] = "w+",
    ["a+"] = "a+",
    ["rb"] = "rb",
    ["wb"] = "wb",
    ["ab"] = "ab",
    ["rb+"] = "rb+",
    ["wb+"] = "wb+",
    ["ab+"] = "ab+",
}

local file_handle = {}
local file_system = {
    exists = function(file)
        return file_exists(filesystem_class, file, nil)
    end,
   
    rename = function(old_path, new_path)
        rename_file(full_filesystem_class, old_path, new_path, nil)
    end,
   
    remove = function(file)
        remove_file(full_filesystem_class, file, nil)
    end,
   
    create_directory = function(path)
        create_dir_hierarchy(full_filesystem_class, path, nil)
    end,
   
    is_directory = function(path)
        return is_directory(full_filesystem_class, path, nil)
    end,
   
    find_first = function(path)
        local handle = ffi.new("int[1]")
        local file = find_first(full_filesystem_class, path, handle)
        if file == ffi.NULL then return nil end

        return handle, ffi.string(file)
    end,
   
    find_next = function(handle)
        local file = find_next(full_filesystem_class, handle)
        if file == ffi.NULL then return nil end

        return ffi.string(file)
    end,
   
    find_is_directory = function(handle)
        return find_is_directory(full_filesystem_class, handle)
    end,
   
    find_close = function(handle)
        find_close(full_filesystem_class, handle)
    end,
   
    add_search_path = function(path, type)
        add_search_path(full_filesystem_class, path, type)
    end,
   
    remove_search_path = function(path)
        remove_search_path(full_filesystem_class, path, nil)
    end,
   
    open = function(file, mode)
        if not MODES[mode] then error("Invalid mode!") end
        file_handle = open_file(filesystem_class, file, mode, nil)
    end,
   
    get_size = function()
        return get_file_size(filesystem_class, file_handle)
    end,
   
    write = function(text)
        write_file(filesystem_class, text, #text, file_handle)
    end,
   
    read = function()
        local size = get_file_size(filesystem_class, file_handle)
        local output = ffi.new("char[?]", size + 1)
        read_file(filesystem_class, output, size, file_handle)

        return ffi.string(output)
    end,
   
    close = function()
        close_file(filesystem_class, file_handle)
    end,
}

--string
string.replace = function(s, pattern, repl)
    local i,j = string.find(s, pattern, 1, true)
    if i and j then
        local ret = {}
        local start = 1
        while i and j do
            table.insert(ret, string.sub(s, start, i - 1))
            table.insert(ret, repl)
            start = j + 1
            i,j = string.find(s, pattern, start, true)
        end
        table.insert(ret, string.sub(s, start))
        return table.concat(ret)
    end
    return s
end

--table to string
local function table_to_string(tbl) local result = "[" for k, v in pairs(tbl) do if type(k) == "string" then result = result.."[\""..k.."\"]".."=" end if type(v) == "table" then result = result..table_to_string(v) elseif type(v) == "boolean" then result = result..tostring(v) else result = result.."\""..v.."\"" end result = result.."," end if result ~= "" then result = result:sub(1, result:len()-1) end return result.."]" end
--toint
local function toint(n)
    local s = tostring(n)
    local i, j = s:find('%.')
    if i then
        return tonumber(s:sub(1, i-1))
    else
        return n
    end
end

--ffi functions
local shellexecutea = ffi.cast("ShellExecute", ffi.C.GetProcAddress(ffi.C.GetModuleHandleA("shell32.dll"), "ShellExecuteA"))
local urlmon, wininet = ffi.load("UrlMon"), ffi.load("WinInet")
local native_GetClipboardTextCount = _ffi:vmt_bind("vgui2.dll", "VGUI_System010", 7, "int(__thiscall*)(void*)")
local native_SetClipboardText = _ffi:vmt_bind("vgui2.dll", "VGUI_System010", 9, "void(__thiscall*)(void*, const char*, int)")
local native_GetClipboardText = _ffi:vmt_bind("vgui2.dll", "VGUI_System010", 11, "int(__thiscall*)(void*, int, const char*, int)")

local clipboard = {
    get_text = function()
        local len = native_GetClipboardTextCount()
        if len > 0 then
            local char_arr = _ffi.new_char_arr(len)
            native_GetClipboardText(0, char_arr, len)
            return ffi.string(char_arr, len-1)
        end
    end,
    set_text = function(text)
        native_SetClipboardText(text, text:len())
    end
}

--timeout
local engine_client = ffi.cast(ffi.typeof("void***"), utils.create_interface("engine.dll", "VEngineClient014"))
local get_net_chan = ffi.cast("getnetchannel_t", engine_client[0][78])

local function set_timeout(timeout)
    local net_channel = ffi.cast(ffi.typeof("void***"), get_net_chan(engine_client))
    return ffi.cast("settimeout_t", net_channel[0][31])(net_channel, timeout, false)
end

local function timeout()
    if panorama.GameStateAPI.IsPlayerConnected(panorama.MyPersonaAPI.GetXuid()) then
        set_timeout(-1)
    end
end

--error
local function create_error(text)
    utils.console_exec("playvol buttons/button11.wav 100")
    --Cheat.AddNotify("Grenade Helper", text)
end

--animations
local animations = {}
animations.lerp = function(start, vend, time)
    return start and (start + (vend - start) * time) or 0
end
animations.color_modulation = {}
animations.color_modulation.hsv_to_rgb = function(h, s, v)
    if s == 0 then
        return v, v, v
    end

    h = h / 60

    local hue_sector = math.floor(h)
    local hue_sector_offset = h - hue_sector

    local p = v * (1 - s)
    local q = v * (1 - s * hue_sector_offset)
    local t = v * (1 - s * (1 - hue_sector_offset))

    if hue_sector == 0 then
        return v, t, p
    elseif hue_sector == 1 then
        return q, v, p
    elseif hue_sector == 2 then
        return p, v, t
    elseif hue_sector == 3 then
        return p, q, v
    elseif hue_sector == 4 then
        return t, p, v
    elseif hue_sector == 5 then
        return v, p, q
    end
end
animations.color_modulation.rgb_to_hsv = function(r, g, b)
    local v = math.max(r, g, b)
    local d = v - math.min(r, g, b)

    if 1 > d then
        return 0, 0, v
    end

    if v == 0 then
        return -1, 0, v
    end

    local s = d / v

    local h
    if r == v then
        h = (g - b) / d
    elseif g == v then
        h = 2 + (b - r) / d
    else
        h = 4 + (r - g) / d
    end

    h = h * 60
    if h < 0 then
        h = h + 360
    end

    return h, s, v
end
animations.color_modulation.lerp_color = function(r1, g1, b1, r2, g2, b2, percentage)
    if percentage == 0 then
        return {toint(r1), toint(g1), toint(b1)}
    elseif percentage == 1 then
        return {toint(r2), toint(g2), toint(b2)}
    end

    local h1, s1, v1 = animations.color_modulation.rgb_to_hsv(r1, g1, b1)
    local h2, s2, v2 = animations.color_modulation.rgb_to_hsv(r2, g2, b2)

    local r, g, b = animations.color_modulation.hsv_to_rgb(animations.lerp(h1, h2, percentage), animations.lerp(s1, s2, percentage), animations.lerp(v1, v2, percentage))
    local a = animations.lerp(a1, a2, percentage)

    return {
        toint(r),
        toint(g),
        toint(b)
    }
end
animations.quad_in_out = function(t, b, c, d)
    t = t / d * 2
    if t < 1 then
        return c / 2 * math.pow(t, 2) + b
    else
        return -c / 2 * ((t - 1) * (t - 3) - 1) + b
    end
end
animations.quart_out = function(t, b, c, d)
    t = t / d - 1
    return -c * (math.pow(t, 4) - 1) + b
end
animations.sine_in_out = function(t, b, c, d)
    return -c / 2 * (math.cos(math.pi * t / d) - 1) + b
end

--ui handler
local ui_handler = {}

ui_handler.refs = {}

ui_handler.run_update = function()
    for name, m_table in pairs(ui_handler.refs) do
        if m_table.condition ~= nil then
            m_table.ref:set_visible(m_table.condition())
        end
    end
end

ui_handler.new = function(unique_name, reference, condition)
    if type(unique_name) ~= "string" or type(reference) ~= "userdata" then
        error(unique_name .. " args error")
        return
    end

    if condition ~= nil and type(condition) ~= "function" then
        error(unique_name .. " condition arg error")
        return
    end

    if ui_handler.refs[unique_name] ~= nil then
        error(unique_name .. " already exists")
        return
    end

    ui_handler.refs[unique_name] = {
        ref = reference,
        name = unique_name,
        condition = condition
    }

    ui_handler.run_update()
    reference:set_callback(ui_handler.run_update)
end

--main
local edit_state = "back"
local ui_groups = {
    info = ui.create("Info", "Info"),
    main = {
        a = ui.create("Main", "A"),
        b = ui.create("Main", "B")
    },
    locations = {
        a = ui.create("Locations", "A"),
        b = ui.create("Locations", "B")
    }
}

local tabs = {
    info = {
        ui_groups.info:label("Hello " .. common.get_username()),
        ui_groups.info:label("» If you have any questions or problems, you can always create a ticket in the discord server:"),
        ui_groups.info:button("   Discord server   ", function()
            shellexecutea(nil, "open", "https://discord.gg/4e2snTTnXx", nil, nil, 1)
        end)
    },
    main = {
        helper_bind = ui_groups.main.a:hotkey("Helper Bind"),
        aimbot_mode = ui_handler.new("aimbot_mode", ui_groups.main.a:combo("Aim at locations", {
            "Off",
            "Legit",
            "Rage",
        })),
        aimbot_speed = ui_handler.new("aimbot_speed", ui_groups.main.a:slider("Helper Aimbot Speed", 0, 100, 75), function()
            return ui_handler.refs["aimbot_mode"].ref:get() == "Legit"
        end),
        automatic_throw = ui_groups.main.a:switch("Automatic throw", false),

        color = ui_groups.main.b:color_picker("Helper color", color(120, 120, 255, 255)),
        behind_walls = ui_groups.main.b:switch("Show locations behind walls", false),
        helper_types = ui_groups.main.b:selectable("Helper types", {
            "Smoke",
            "Flashbang",
            "High Explosive",
            "Molotov",
            "Wallbang",
            "Movement: 12 airacc"
        })
    },
    locations = {
        all_locations = ui_groups.locations.a:selectable("Locations Selection", {""}, 7),
        import_local_source = ui_handler.new("import_local_source", ui_groups.locations.a:switch("Import local source", false), function()
            return edit_state == "back"
        end),
        import_name = ui_handler.new("import_name", ui_groups.locations.a:input("Import file name", "name"), function()
            return edit_state == "back" and ui_handler.refs["import_local_source"].ref:get()
        end),
        import_from_clipboard = ui_handler.new("import_from_clipboard", ui_groups.locations.a:button("Import from clipboard"), function()
            return edit_state == "back" and ui_handler.refs["import_local_source"].ref:get()
        end),

        create_local_source = ui_handler.new("create_local_source", ui_groups.locations.a:switch("Create local source", false), function()
            return edit_state == "back"
        end),
        new_file_name = ui_handler.new("new_file_name", ui_groups.locations.a:input("Local source name", "name"), function()
            return edit_state == "back" and ui_handler.refs["create_local_source"].ref:get()
        end),
        create_new_file = ui_handler.new("create_new_file", ui_groups.locations.a:button("Create local source "), function()
            return edit_state == "back" and ui_handler.refs["create_local_source"].ref:get()
        end),
       
        locations_edit = ui_handler.new("locations_edit", ui_groups.locations.a:combo("Edit Location Selection", {"clear"}), function()
            return edit_state == "back" and ui_handler.refs["locations_edit"].ref:get_list()[1] ~= "clear"
        end),
       
        edit = ui_handler.new("edit", ui_groups.locations.a:button("Edit", function()
            edit_state = "edit"
        end), function()
            return edit_state == "back" and ui_handler.refs["locations_edit"].ref:get_list()[1] ~= "clear"
        end),
        delete_location = ui_handler.new("delete_location", ui_groups.locations.a:button("Delete"), function()
            return edit_state == "back" and ui_handler.refs["locations_edit"].ref:get_list()[1] ~= "clear"
        end),
        back = ui_handler.new("back", ui_groups.locations.a:button("Back", function()
            edit_state = "back"
        end), function()
            return edit_state ~= "back"
        end),

        nades_sort_by = ui_handler.new("nades_sort_by", ui_groups.locations.a:input("Sort by search", ""), function()
            return edit_state == "edit" and ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear"
        end),
        selected_nade = ui_handler.new("selected_nade", ui_groups.locations.a:combo("Selected nade", {"clear"}), function()
            return edit_state == "edit" and ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear"
        end),
       
        create_new = ui_handler.new("create_new", ui_groups.locations.a:button("Create new location", function()
            edit_state = "create_new"
        end), function()
            return edit_state == "edit"
        end),
       
        import_location = ui_handler.new("import_location", ui_groups.locations.b:button("Import from clipboard"), function()
            return edit_state == "create_new"
        end),
       
        type = ui_handler.new("type", ui_groups.locations.b:combo("Location Type", {"Grenade", "Movement"}), function()
            return edit_state ~= "back" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
       
        from = ui_handler.new("from", ui_groups.locations.b:input("From", ""), function()
            return edit_state ~= "back" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        to = ui_handler.new("to", ui_groups.locations.b:input("To", ""), function()
            return edit_state ~= "back" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        description = ui_handler.new("description", ui_groups.locations.b:input("Description", ""), function()
            return edit_state ~= "back" and ui_handler.refs["type"].ref:get() == "Grenade" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        grenade_properties = ui_handler.new("grenade_properties", ui_groups.locations.b:selectable("Grenade Properties", {
            "Jump",
            "Run",
            "Walk (Shift)",
            "Throw strength",
            "Force-enable recovery",
            "Delayed throw"
        }), function()
            return edit_state ~= "back" and ui_handler.refs["type"].ref:get() == "Grenade" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        duck = ui_handler.new("duck", ui_groups.locations.b:switch("Duck", false), function()
            return edit_state ~= "back" and ui_handler.refs["type"].ref:get() == "Grenade" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        throw_strength = ui_handler.new("throw_strength", ui_groups.locations.b:combo("Throw strength", {
            "Left Click",
            "Left / Right Click",
            "Right Click"
        }), function()
            return edit_state ~= "back" and ui_handler.refs["type"].ref:get() == "Grenade" and ui_handler.refs["grenade_properties"].ref:get(4) and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        run_direction = ui_handler.new("run_direction", ui_groups.locations.b:combo("Run direction", {
            "Forward",
            "Left",
            "Right",
            "Back",
            "Custom"
        }), function()
            return edit_state ~= "back" and ui_handler.refs["type"].ref:get() == "Grenade" and ui_handler.refs["grenade_properties"].ref:get(2) and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        run_direction_custom = ui_handler.new("run_direction_custom", ui_groups.locations.b:slider("Run direction ", -180, 180, 0), function()
            return edit_state ~= "back" and ui_handler.refs["type"].ref:get() == "Grenade" and ui_handler.refs["grenade_properties"].ref:get(2) and ui_handler.refs["run_direction"].ref:get() == "Custom" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        run_duration = ui_handler.new("run_duration", ui_groups.locations.b:slider("Run duration", 0, 256, 20), function()
            return edit_state ~= "back" and ui_handler.refs["type"].ref:get() == "Grenade" and ui_handler.refs["grenade_properties"].ref:get(2) and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        delay = ui_handler.new("delay", ui_groups.locations.b:slider("Throw delay", 1, 64, 1), function()
            return edit_state ~= "back" and ui_handler.refs["type"].ref:get() == "Grenade" and ui_handler.refs["grenade_properties"].ref:get(6) and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        recovery_direction = ui_handler.new("recovery_direction", ui_groups.locations.b:combo("Recovery direction", {
            "Forward",
            "Left",
            "Right",
            "Back",
            "Custom"
        }), function()
            return edit_state ~= "back" and ui_handler.refs["type"].ref:get() == "Grenade" and ui_handler.refs["grenade_properties"].ref:get(5) and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        recovery_direction_custom = ui_handler.new("recovery_direction_custom", ui_groups.locations.b:slider("Recovery direction ", -180, 180, 0), function()
            return edit_state ~= "back" and ui_handler.refs["type"].ref:get() == "Grenade" and ui_handler.refs["grenade_properties"].ref:get(5) and ui_handler.refs["recovery_direction"].ref:get() == "Custom" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        recovery_bannyhop = ui_handler.new("recovery_bannyhop", ui_groups.locations.b:switch("Recovery bunny-hop", false), function()
            return edit_state ~= "back" and ui_handler.refs["type"].ref:get() == "Grenade" and ui_handler.refs["grenade_properties"].ref:get(5) and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        set_location_hotkey = ui_handler.new("set_location_hotkey", ui_groups.locations.b:hotkey("Set location hotkey"), function()
            return edit_state ~= "back" and ui_handler.refs["type"].ref:get() == "Grenade" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        set_location = ui_handler.new("set_location", ui_groups.locations.b:button("Set location"), function()
            return edit_state ~= "back" and ui_handler.refs["type"].ref:get() == "Grenade" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        record_bind = ui_handler.new("record_bind", ui_groups.locations.b:switch("Recorder Bind", false), function()
            return edit_state ~= "back" and ui_handler.refs["type"].ref:get() == "Movement" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        teleport_hotkey = ui_handler.new("teleport_hotkey", ui_groups.locations.a:hotkey("Teleport hotkey", 0), function()
            return edit_state == "edit" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        teleport = ui_handler.new("teleport", ui_groups.locations.a:button("Teleport"), function()
            return edit_state == "edit" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        teleport_hotkey_B = ui_handler.new("teleport_hotkey_B", ui_groups.locations.b:hotkey("Teleport hotkey ", 0), function()
            return edit_state == "create_new" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        teleport_B = ui_handler.new("teleport_B", ui_groups.locations.b:button("Teleport "), function()
            return edit_state == "create_new" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        export_clipboard = ui_handler.new("export_clipboard", ui_groups.locations.a:button("Export all to clipboard"), function()
            return edit_state == "back" and ui_handler.refs["locations_edit"].ref:get_list()[1] ~= "clear"
        end),
        export_location_clipboard = ui_handler.new("export_location_clipboard", ui_groups.locations.a:button("Export to clipboard "), function()
            return edit_state == "edit" and ui_handler.refs["locations_edit"].ref:get_list()[1] ~= "clear" and ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear"
        end),
        save = ui_handler.new("save", ui_groups.locations.b:button("Save"), function()
            return edit_state ~= "back" and (ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear" or edit_state == "create_new")
        end),
        delete_nade = ui_handler.new("delete_nade", ui_groups.locations.a:button("Delete"), function()
            return edit_state == "edit" and ui_handler.refs["selected_nade"].ref:get_list()[1] ~= "clear"
        end)
    },
}

local source_locations, active_locations, w_locations = {}, {}, {}
local function update_active_locations() end
-- downloads
file_system.create_directory("_Grenade_Helper")
file_system.create_directory("_Grenade_Helper\\locations")
file_system.create_directory("_Grenade_Helper\\locations\\default")

--create helper.db
if not file_system.exists("_Grenade_Helper\\helper.db") then
    file_system.open("_Grenade_Helper\\helper.db", "w+")
    file_system.close()
end

utils.execute_after(1, function ()
    network.get("https://v1pix.host/neverlose/grenade_helper/get_locations.php?type=grenades", {}, function(response)
        local body = tostring(response)
       
        local file_size = files.get_size("csgo\\_Grenade_Helper\\locations\\default\\grenades.json")
        if body:len() ~= 0 and body:len() ~= file_size then
            files.write("csgo\\_Grenade_Helper\\locations\\default\\grenades.json", body)
        end
    end)
end)

utils.execute_after(2, function ()
    network.get("https://v1pix.host/neverlose/grenade_helper/get_locations.php?type=movements", {}, function(response)
        local body = tostring(response)
       
        local file_size = files.get_size("csgo\\_Grenade_Helper\\locations\\default\\movements.json")
        if body:len() ~= 0 and body:len() ~= file_size then
            files.write("csgo\\_Grenade_Helper\\locations\\default\\movements.json", body)
        end
    end)
end)

utils.execute_after(3, function ()
    network.get("https://v1pix.host/neverlose/grenade_helper/get_locations.php?type=wallbangs", {}, function(response)
        local body = tostring(response)
       
        local file_size = files.get_size("csgo\\_Grenade_Helper\\locations\\default\\wallbangs.json")
        if body:len() ~= 0 and body:len() ~= file_size then
            files.write("csgo\\_Grenade_Helper\\locations\\default\\wallbangs.json", body)
        end
    end)
end)

local get_id_from_combo = function(ui_element, search)
    local id = 0
    for key, value in pairs(ui_element:get_list()) do
        id = id + 1
        if value == search then
            return id
        end
    end
end

--locations
local default_locations = {
    {
        name = "Default: Grenade",
        path = "_Grenade_Helper\\locations\\default\\grenades.json",
        builtin = false,
    },
    {
        name = "Default: Movement",
        path = "_Grenade_Helper\\locations\\default\\movements.json",
        builtin = false,
    },
    {
        name = "Default: Wallbang",
        path = "_Grenade_Helper\\locations\\default\\wallbangs.json",
        builtin = false,
    },
}

local function GetWeapon(ent)
    local weapon = ent:get_player_weapon(false)
    if weapon == nil then
        return
    end

    local weapon_id = weapon:get_weapon_index()
    return weapon:get_classname() == "CKnife" and "knife" or (weapon_id == 48) and 46 or weapon_id
end

local weapon_console_name = {
    [45] = "weapon_smokegrenade",
    [43] = "weapon_flashbang",
    [44] = "weapon_hegrenade",
    [46] = "weapon_molotov",
   
    [9] = "weapon_wallbang",
    [40] = "weapon_wallbang",
    [38] = "weapon_wallbang",
    [1] = "weapon_wallbang",
    [64] = "weapon_wallbang",
    [11] = "weapon_wallbang",
   
    ["knife"] = "weapon_knife_movement"
}

local menu_weapon_name = {
    ["weapon_smokegrenade"] = "Smoke",
    ["weapon_flashbang"] = "Flashbang",
    ["weapon_hegrenade"] = "HE",
    ["weapon_molotov"] = "Molotov",
    ["weapon_knife_movement"] = "Movement",
    ["weapon_wallbang"] = "Wallbang"
}

local YAW_DIRECTION_OFFSETS = {
    ["Forward"] = 0,
    ["Left"] = 90,
    ["Right"] = -90,
    ["Back"] = 180
}

local _YAW_DIRECTION_OFFSETS = {
    [0] = "Forward",
    [90] = "Left",
    [-90] = "Right",
    [180] = "Back"
}

local STRENGTH_OFFSETS = {
    ["Left Click"] = 1,
    ["Left / Right Click"] = 0.5,
    ["Right Click"] = 0
}

local _STRENGTH_OFFSETS = {
    [1] = "Left Click",
    [0.5] = "Left / Right Click",
    [0] = "Right Click"
}

local cheats_var = {
    auto_strafe = ui.find("Miscellaneous", "Main", "Movement", "Air Strafe"),
    strafe_assist = ui.find("Miscellaneous", "Main", "Movement", "Strafe Assist"),
    quick_stop = ui.find("Miscellaneous", "Main", "Movement", "Quick Stop"),
    strafer_wasd = ui.find("Miscellaneous", "Main", "Movement", "Air Strafe", "WASD Strafe"),
    strafer_smoothing = ui.find("Miscellaneous", "Main", "Movement", "Air Strafe", "Smoothing"),
   
    strafe_smooth = ui.find("Miscellaneous", "Main", "Movement", "Air Strafe", "Smoothing"):get(),
    old_quick_stop = ui.find("Miscellaneous", "Main", "Movement", "Quick Stop"):get(),
    old_strafer_wasd = ui.find("Miscellaneous", "Main", "Movement", "Air Strafe", "WASD Strafe"):get(),
    old_strafe_assist = ui.find("Miscellaneous", "Main", "Movement", "Strafe Assist"):get(),
    old_auto_strafe = ui.find("Miscellaneous", "Main", "Movement", "Air Strafe"):get(),
   
    set_old_vars = false,
   
    fakelag = ui.find("Aimbot", "Anti Aim", "Fake Lag", "Enabled"),
   
    thirdperson = ui.find("Visuals", "World", "Main", "Force Thirdperson")
}

local menu_reseted = true
local update_location = false
local dupdate_location = false
local cvar_sv_airaccelerate = cvar.sv_airaccelerate
local global_data = {}
local eglobal_data = {}
local locations_system = {
    create_location_movement = {},
    record_start = true,
   
    --ui update
    ui_update = function(self)
        source_locations = {}
        for i=1, #default_locations do
            table.insert(source_locations, default_locations[i])
        end
       
        --read helper.db
        file_system.open("_Grenade_Helper\\helper.db", "r")
        local helper_db = json.decode(("[" .. file_system.read() .. "]"):gsub(",]", "]"))
        file_system.close()
        if helper_db then
            for i=0, #helper_db do
                local location = helper_db[i]
                if location then
                    table.insert(source_locations, {
                        name = "Local: " .. location,
                        builtin = true,
                    })
                end
            end
        end

        local locations = {}
        local edit_locations = {}
        for i=1, #source_locations do
            local location = source_locations[i]
            table.insert(locations, location.name)
        end
        tabs.locations.all_locations:update(locations)
       
        for i=1, #tabs.locations.all_locations:get_list() do
            local location = source_locations[i]
            if tabs.locations.all_locations:get(i) and location.builtin then
                table.insert(edit_locations, location.name)
            end
        end
   
        ui_handler.refs["locations_edit"].ref:update(#edit_locations == 0 and {"clear"} or edit_locations)
        ui_handler.run_update()
    end,
   
    --ui editor resseter
    ui_editor_resseter = function(self)
        if menu_reseted then
            self.temp_location = {}
            ui_handler.refs["from"].ref:set("")
            ui_handler.refs["to"].ref:set("")
            ui_handler.refs["description"].ref:set("")
           
            ui_handler.refs["grenade_properties"].ref:set({})
            ui_handler.refs["run_duration"].ref:set(0)
            ui_handler.refs["run_direction"].ref:set("Forward")
            ui_handler.refs["run_direction_custom"].ref:set(0)
            ui_handler.refs["throw_strength"].ref:set("Left Click")
            ui_handler.refs["recovery_direction"].ref:set("Forward")
            ui_handler.refs["recovery_direction_custom"].ref:set(0)
            ui_handler.refs["recovery_bannyhop"].ref:set(false)
            ui_handler.refs["delay"].ref:set(0)
            ui_handler.refs["duck"].ref:set(false)

            menu_reseted = false
        end
    end,
   
    --import from clipboard
    import_from_clipboard = function(self)
        local clipboard_text = clipboard.get_text()
        local text = string.find(clipboard_text, "https://") ~= nil and Http.Get(clipboard_text) or clipboard_text
        local name = string.format('"%s",', ui_handler.refs["import_name"].ref:get())
       
        --read helper.db
        file_system.open("_Grenade_Helper\\helper.db", "r")
        local str = file_system.read()
        file_system.close()
       
        --write helper.db
        local location = json.decode(text)
        if string.find(str, name, 1, true) == nil then -- name clear
            if location ~= nil and type(location) == "table" then
                file_system.open("_Grenade_Helper\\helper.db", "a")
                file_system.write(name)
                file_system.close()
               
                file_system.open("_Grenade_Helper\\locations\\" .. ui_handler.refs["import_name"].ref:get(), "w+")
                file_system.write(text)
                file_system.close()
            else
                create_error("Invalid JSON")
            end
        else
            create_error("The name is already in use")
        end
        self.ui_update()
    end,
   
    --create new file
    create_new_file = function(self)
        local name = string.format('"%s",', ui_handler.refs["new_file_name"].ref:get())
   
        --read helper.db
        file_system.open("_Grenade_Helper\\helper.db", "r")
        local str = file_system.read()
        file_system.close()
       
        --write helper.db
        if string.find(str, name, 1, true) == nil then -- name clear
            file_system.open("_Grenade_Helper\\helper.db", "a")
            file_system.write(name)
            file_system.close()
           
            file_system.open("_Grenade_Helper\\locations\\" .. ui_handler.refs["new_file_name"].ref:get(), "w+")
            file_system.write("{}")
            file_system.close()
        else
            create_error("The name is already in use")
        end
        self.ui_update()
    end,
   
    --delete location file
    delete_location = function(self)
        local selected = ui_handler.refs["locations_edit"].ref:get():gsub("Local: ", "")
        --active_locations[ui_handler.refs["locations_edit"].ref:get()+4] = "nil"
        active_locations = {}

        update_active_locations()  
        w_locations = {}
        ui_handler.run_update()
       
        --read helper.db
        file_system.open("_Grenade_Helper\\helper.db", "r")
        local helper_db = file_system.read()
        file_system.close()
       
        --edit helper.db
        file_system.open("_Grenade_Helper\\helper.db", "w+")
        file_system.write(string.replace(helper_db, string.format('"%s",', selected), ""))
        file_system.close()
       
        --remove location file
        file_system.remove("_Grenade_Helper\\locations\\" .. selected)
       
        --ui update
        self.ui_update()
    end,
   
    --export clipboard
    export_clipboard = function(self)
        local selected = ui_handler.refs["locations_edit"].ref:get():gsub("Local: ", "")
       
        --read location file
        file_system.open("_Grenade_Helper\\locations\\" .. selected, "r")
        local file = file_system.read()
        file_system.close()
       
        --print
        console:print("[helper] ", 180, 230, 30, 255)
        console:print("Exported location (Copied to clipboard):\n", 221, 221, 221, 255)
        local str = json.stringify(file, "\n", "  ")
        json:print_highlighted(str)
       
        --clipboard
        clipboard.set_text(file)
    end,

    --edit
    edit = function(self)
        local selected = ui_handler.refs["locations_edit"].ref:get():gsub("Local: ", "")
       
        --read location file
        file_system.open("_Grenade_Helper\\locations\\" .. selected, "r")
        local readed = json.decode(file_system.read())
        file_system.close()

        --write selected
        if readed then
            self.edit_locations = readed
        else
            file_system.open("_Grenade_Helper\\locations\\" .. selected, "w")
            file_system.write("{}")
            file_system.close()
           
            self.edit_locations = {}
        end
    end,
   
    --editor menu
    editor_menu = function(self)
        if edit_state == "back" then
            self.edit_locations = nil
        end
       
        if self.edit_locations then
            local selected_nade = get_id_from_combo(ui_handler.refs["selected_nade"].ref, ui_handler.refs["selected_nade"].ref:get())
            local search = ui_handler.refs["nades_sort_by"].ref:get()
           
            local menu_data, data = {}, {}
            local map = get_map()
           
            local locations = self.edit_locations.locations and self.edit_locations.locations[map] or self.edit_locations[map]
            if locations then
                for i=1, #locations do
                    local location = locations[i]
                    local name = #location.name == 2 and location.name[2] or location.name
                    if menu_weapon_name[location.weapon] and string.find(name:lower(), search:lower(), 1, true) then
                        table.insert(menu_data, menu_weapon_name[location.weapon] .. ": " .. name)
                        table.insert(data, location)
                    end
                end
            end

            ui_handler.refs["selected_nade"].ref:update(#menu_data == 0 and {"clear"} or menu_data)
            ui_handler.refs["selected_nade"].ref:set_visible(#menu_data ~= 0 and edit_state ~= "create_new")
           
            local set_visible = locations ~= nil and #locations ~= 0 and edit_state ~= "create_new"
            ui_handler.refs["nades_sort_by"].ref:set_visible(set_visible)
            ui_handler.refs["teleport"].ref:set_visible(set_visible)
            ui_handler.refs["teleport_hotkey"].ref:set_visible(set_visible)
            ui_handler.refs["export_location_clipboard"].ref:set_visible(set_visible)
            ui_handler.refs["delete_nade"].ref:set_visible(set_visible)
           
            self.edit_location = #menu_data == 0 and nil or data[selected_nade]
        else
            self.edit_location = nil
        end
    end,
   
    --export location clipboard
    export_location_clipboard = function(self)
        if self.edit_locations and self.edit_location then
            local location = json.encoder(self.edit_location)
           
            --print
            console:print("[helper] ", 180, 230, 30, 255)
            console:print("Exported location (Copied to clipboard):\n", 221, 221, 221, 255)
            local str = json.stringify(location, "\n", "  ")
            json:print_highlighted(str)
           
            --clipboard
            clipboard.set_text(location)
        end
    end,
   
    --delete nade
    delete_nade = function(self)
        local selected = ui_handler.refs["locations_edit"].ref:get():gsub("Local: ", "")
       
        if self.edit_location and self.edit_locations and self.selected_nade2 then
            file_system.open("_Grenade_Helper\\locations\\" .. selected, "r")
            local file = json.encoder(file_system.read())
            file_system.close()
           
            --edit
            table.remove(file[get_map()], self.selected_nade2.index)
            if #file[get_map()] == 0 then
                file[get_map()] = nil
            end
            local newtable = file

            --write
            file_system.open("_Grenade_Helper\\locations\\" .. selected, "w")
            file_system.write(json.encode(newtable))
            file_system.close()

            --active_locations[ui_handler.refs["locations_edit"].ref:get()+4] = "nil"
            active_locations = {}

            update_active_locations()
            w_locations = {}
            self:edit()
           
            ui_handler.run_update()
        end
    end,
   
    --teleport
    on_teleport = function(self)
        if (create_location or self.edit_location) and self.edit_locations then
            local location = create_location and create_location or self.edit_location
            local position = location.position
            local weapon = location.weapon
            local viewangles = location.viewangles
            if position[1] ~= 0 and position[2] ~= 0 and position[3] ~= 0 and weapon then
                utils.console_exec(string.format("setpos %s %s %s; setang %s %s; use %s", position[1], position[2], position[3], viewangles[1], viewangles[2], weapon))
               
                if weapon == "weapon_molotov" then
                    utils.console_exec("use weapon_incgrenade")
                end
            end
        end
    end,
   
    --set location
    temp_location = {},
    on_set_location = function(self)
        local localPlayer = entity.get_local_player()
        if not localPlayer then
            return
        end
        local lweapon = GetWeapon(localPlayer)
        if lweapon == nil then
            return
        end
       
        local weapon_name = weapon_console_name[lweapon]
        if weapon_name ~= nil then
            self.temp_location = {
                position = localPlayer:get_eye_position(),
                viewangles = render.camera_angles(),
                weapon = weapon_name,
            }
        end
    end,

    selected_nade = nil,
    backup_selected_nade = false,
    --create location
    create_location = function(self, cmd)
        --hotkeys
        if ui_handler.refs["teleport_hotkey"].ref:get() then
            self:on_teleport()
        end
        if ui_handler.refs["teleport_hotkey_B"].ref:get() then
            self:on_teleport()
        end
        if ui_handler.refs["set_location_hotkey"].ref:get() then
            self:on_set_location()
        end
        --
       
        local localPlayer = entity.get_local_player()
        if not localPlayer then
            return
        end
        local view_angles = render.camera_angles()
        local localPos = localPlayer:get_eye_position()
        local lweapon = GetWeapon(localPlayer)
        if lweapon == nil then
            return
        end
       
        local weapon_name = weapon_console_name[lweapon]
       
        local type = ui_handler.refs["type"].ref:get()
       
        create_location = edit_state ~= "back" and {} or nil
       
        if edit_state == "create_new" then
            self.backup_selected_nade = false
        end
        local from = ui_handler.refs["from"].ref:get()
        local to = ui_handler.refs["to"].ref:get()

        if from:gsub(" ", "") == "" then
            from = "Unnamed"
        end

        if to:gsub(" ", "") == "" then
            to = "Unnamed"
        end
       
        if create_location then
            create_location.red_color = true
            create_location.name = {from, to}
            local position = self.temp_location and self.temp_location.position or {x = 0, y = 0, z = 0}
            create_location.position = {position.x, position.y, position.z - 64}
            local viewangles = self.temp_location and self.temp_location.viewangles or {x = 0, y = 0}
            create_location.viewangles = {viewangles.x, viewangles.y}
            create_location.weapon = self.temp_location and self.temp_location.weapon or ""
           
            local description = ui_handler.refs["description"].ref:get()
            if description:gsub(" ", "") ~= "" then
                create_location.description = description:gsub("^%s+", ""):gsub("%s+$", "")
            end
           
            if type == "Grenade" then
                update_location = false
                local properties = ui_handler.refs["grenade_properties"].ref
               
                create_location.grenade = properties:get() ~= 0 and {} or nil
                if properties:get() ~= 0 then
                    create_location.grenade.jump = properties:get(1) and true or nil
                end
               
                if properties:get(2) then
                    create_location.grenade.run = ui_handler.refs["run_duration"].ref:get()
                   
                    local run_yaw = YAW_DIRECTION_OFFSETS[ui_handler.refs["run_direction"].ref:get()]
                    run_yaw = run_yaw and run_yaw or ui_handler.refs["run_direction_custom"].ref:get()
                    local recovery_yaw = YAW_DIRECTION_OFFSETS[ui_handler.refs["recovery_direction"].ref:get()]
                    create_location.grenade.run_yaw = run_yaw ~= 0 and run_yaw or nil
                    create_location.grenade.run_speed = properties:get(3) and true or nil
                   
                    if properties:get(5) then
                        create_location.grenade.recovery_yaw = recovery_yaw and recovery_yaw or ui_handler.refs["recovery_direction_custom"].ref:get()
                        create_location.grenade.recovery_jump = ui_handler.refs["recovery_bannyhop"].ref:get() and true or nil
                    end
                end
               
                if properties:get(4) then
                    local strength = STRENGTH_OFFSETS[ui_handler.refs["throw_strength"].ref:get()]
                    create_location.grenade.strength = strength ~= 1 and strength or nil
                end
               
                if properties:get(6) then
                    create_location.grenade.delay = ui_handler.refs["delay"].ref:get()
                end
               
                create_location.duck = ui_handler.refs["duck"].ref:get() and true or nil
               
                self.create_location_movement = {}
                self.record_start = false
            else
                create_location.grenade = nil
                if ui_handler.refs["record_bind"].ref:get() then
                    if not self.record_start then
                        self.create_location_movement = {}
                       
                        self.temp_location = {
                            position = localPos,
                            viewangles = view_angles,
                            weapon = weapon_name,
                        }
                    end
                    self.record_start = true
   
                    local smoothing = cheats_var.strafer_smoothing:get()
                    local strafer_wasd = cheats_var.strafer_wasd:get()
                    local quick_stop = cheats_var.quick_stop:get()
                   
                    local attack = bit.band(cmd.buttons, 1) == 1
                    local attack2 = bit.band(cmd.buttons, 2048) == 2048
                    local jump = bit.band(cmd.buttons, 2) == 2 or bit.band(localPlayer.m_fFlags, 1) == 0 or common.is_button_down(0x20)
                    local duck = bit.band(cmd.buttons, 4) == 4
                    local w = bit.band(cmd.buttons, 8) == 8
                    local s = bit.band(cmd.buttons, 16) == 16
                    local a = bit.band(cmd.buttons, 512) == 512
                    local d = bit.band(cmd.buttons, 1024) == 1024
                    local in_use = bit.band(cmd.buttons, 32) == 32
                    local run_speed = bit.band(cmd.buttons, 131072) == 131072
                   
                    if self.create_location_movement.strafer == nil then
                        self.create_location_movement.strafer = {}
                        self.create_location_movement.strafer.strafer_smoothing = smoothing
                        self.create_location_movement.strafer.wasd_strafer = strafer_wasd
                        self.create_location_movement.strafer.quick_stop = quick_stop
                    end
                    if self.create_location_movement.start_at == nil then
                        self.create_location_movement.start_at = cmd.command_number
                    end
                   
                    if self.create_location_movement.step == nil then
                        self.create_location_movement.step = {}
                    end
                   
                    local step = cmd.command_number - self.create_location_movement.start_at
                    table.insert(self.create_location_movement.step,
                        {
                            viewangles = {
                                view_angles.x,
                                view_angles.y
                            },
                            m_buttons = {
                                attack = attack,
                                attack2 = attack2,
                                w = w,
                                s = s,
                                a = a,
                                d = d,
                                jump = jump,
                                duck = duck,
                                in_use = in_use,
                                run_speed = run_speed,
                                weapon = cmd.weaponselect,
                            }
                        }
                    )
                   
                    if cheats_var.fakelag:get() then
                        cmd.no_choke = true
                    end
                end
               
                if self.record_start and not ui_handler.refs["record_bind"].ref:get() then
                    update_location = true
                   
                    self.record_start = false
                end
               
                if self.record_start and not ui_handler.refs["record_bind"].ref:get() then
                    update_location = true
                   
                    self.record_start = false
                end
            end
        end
       
        if type == "Grenade" and (json.encode(create_location or {}) ~= json.encode(create_location2 or {})) then
            update_location = true
        end

        if update_location then
            local sv_airaccelerate = cvar_sv_airaccelerate:string()
            if type == "Movement" and create_location and self.create_location_movement then
                create_location.strafer = self.create_location_movement.strafer
                create_location.step = self.create_location_movement.step
                create_location.description = string.format('sv_airaccelerate %s', sv_airaccelerate)
            end
            create_location2 = create_location
           
            w_locations = {}
            update_active_locations()
           
            dupdate_location = true
            update_location = false
        end
       
        if edit_state == "back" then
            self:ui_editor_resseter()
            create_location2 = nil
        else
            menu_reseted = true
        end
    end,
   
    --import location
    on_import_location = function(self)
        utils.execute_after(0.04, function()
            local location = json.decode(clipboard.get_text())
            if location then
                if location.movement == nil and location.step == nil and location.weapon ~= "weapon_wallbang" then
                    ui_handler.refs["type"].ref:set("Grenade")
                   
                    local position = location.position
                    local viewangles = location.viewangles
                    local name = #location.name and location.name or {"Unnamed", location.name}
                   
                    self.temp_location = {
                        position = vector(position[1], position[2], position[3]+64),
                        viewangles = vector(viewangles[1], viewangles[2], 0),
                        weapon = location.weapon,
                    }
                    ui_handler.refs["from"].ref:set(name[1] or "Unnamed")
                    ui_handler.refs["to"].ref:set(name[2] or "Unnamed")
                    ui_handler.refs["description"].ref:set(location.description and location.description or "")
                   
                    if location.grenade then
                        local properties_tbl = {}
                        if location.grenade.jump then
                            properties_tbl[#properties_tbl+1] = "Jump"
                        end

                        if location.grenade.run then
                            properties_tbl[#properties_tbl+1] = "Run"
                        end

                        ui_handler.refs["run_duration"].ref:set(location.grenade.run or 0)
                        ui_handler.refs["run_direction"].ref:set(location.grenade.run_yaw and (_YAW_DIRECTION_OFFSETS[location.grenade.run_yaw] or "Custom") or "Forward")
                        ui_handler.refs["run_direction_custom"].ref:set(location.grenade.run_yaw or 0)

                        if location.grenade.run_speed then
                            properties_tbl[#properties_tbl+1] = "Walk (Shift)"
                        end

                        if location.grenade.strength then
                            properties_tbl[#properties_tbl+1] = "Throw strength"
                        end

                        ui_handler.refs["throw_strength"].ref:set(_STRENGTH_OFFSETS[location.grenade.strength] or "Left Click")

                        if location.grenade.recovery_yaw then
                            properties_tbl[#properties_tbl+1] = "Force-enable recovery"
                        end

                        ui_handler.refs["recovery_direction"].ref:set(location.grenade.recovery_yaw and (_YAW_DIRECTION_OFFSETS[location.grenade.recovery_yaw] or "Custom") or "Forward")
                        ui_handler.refs["recovery_direction_custom"].ref:set(location.grenade.recovery_yaw or 0)
                        ui_handler.refs["recovery_bannyhop"].ref:set(location.grenade.recovery_jump and true or false)

                        if location.grenade.delay then
                            properties_tbl[#properties_tbl+1] = "Delayed throw"
                        end

                        ui_handler.refs["delay"].ref:set(location.grenade.delay or 0)

                        ui_handler.refs["grenade_properties"].ref:set(properties_tbl)
                    else
                        ui_handler.refs["grenade_properties"].ref:set({})
                    end
                    ui_handler.refs["duck"].ref:set(location.duck and true or false)
                end
                ui_handler.run_update()
            end
        end)
    end,
   
    --selected nade
    on_selected_nade = function(self)
        self.backup_selected_nade = true
        self.selected_nade = nil
        utils.execute_after(0.04, function()
            local location = self.edit_location
            if location then
                ui_handler.refs["type"].ref:set("Grenade")
               
                local position = location.position
                local viewangles = location.viewangles
                local name = location.name
               
                self.temp_location = {
                    position = vector(position[1], position[2], position[3]+64),
                    viewangles = vector(viewangles[1], viewangles[2], 0),
                    weapon = location.weapon,
                }
                ui_handler.refs["from"].ref:set(name[1] or "Unnamed")
                ui_handler.refs["to"].ref:set(name[2] or "Unnamed")
                ui_handler.refs["description"].ref:set(location.description and location.description or "")
               
                if location.grenade then
                    local properties_tbl = {}
                        if location.grenade.jump then
                            properties_tbl[#properties_tbl+1] = "Jump"
                        end

                        if location.grenade.run then
                            properties_tbl[#properties_tbl+1] = "Run"
                        end

                        ui_handler.refs["run_duration"].ref:set(location.grenade.run or 0)
                        ui_handler.refs["run_direction"].ref:set(location.grenade.run_yaw and (_YAW_DIRECTION_OFFSETS[location.grenade.run_yaw] or "Custom") or "Forward")
                        ui_handler.refs["run_direction_custom"].ref:set(location.grenade.run_yaw or 0)

                        if location.grenade.run_speed then
                            properties_tbl[#properties_tbl+1] = "Walk (Shift)"
                        end

                        if location.grenade.strength then
                            properties_tbl[#properties_tbl+1] = "Throw strength"
                        end

                        ui_handler.refs["throw_strength"].ref:set(_STRENGTH_OFFSETS[location.grenade.strength] or "Left Click")

                        if location.grenade.recovery_yaw then
                            properties_tbl[#properties_tbl+1] = "Force-enable recovery"
                        end

                        ui_handler.refs["recovery_direction"].ref:set(location.grenade.recovery_yaw and (_YAW_DIRECTION_OFFSETS[location.grenade.recovery_yaw] or "Custom") or "Forward")
                        ui_handler.refs["recovery_direction_custom"].ref:set(location.grenade.recovery_yaw or 0)
                        ui_handler.refs["recovery_bannyhop"].ref:set(location.grenade.recovery_jump and true or false)

                        if location.grenade.delay then
                            properties_tbl[#properties_tbl+1] = "Delayed throw"
                        end

                        ui_handler.refs["delay"].ref:set(location.grenade.delay or 0)

                        ui_handler.refs["grenade_properties"].ref:set(properties_tbl)
                else
                    ui_handler.refs["grenade_properties"].ref:set({})
                end
                ui_handler.refs["duck"].ref:set(location.duck and true or false)
               
                for _, _location in pairs(global_data) do
                    local position = _location.position[1] == position[1] and _location.position[2] == position[2] and _location.position[3] == position[3]
                    local viewangles = _location.viewangles[1] == viewangles[1] and _location.viewangles[2] == viewangles[2]
                    local weapon = _location.weapon == location.weapon
                    local name = _location.name[1] == location.name[1] and _location.name[2] == location.name[2]
                   
                    if position and viewangles and weapon and name then
                        self.selected_nade = {
                            index = _,
                            location = _location,
                            on_have_changes = false
                        }
                    end
                end

                for i=1, #eglobal_data do
                    local data = eglobal_data[i]
                    for _, _location in pairs(data) do
                        local position = _location.position[1] == position[1] and _location.position[2] == position[2] and _location.position[3] == position[3]
                        local viewangles = _location.viewangles[1] == viewangles[1] and _location.viewangles[2] == viewangles[2]
                        local weapon = _location.weapon == location.weapon
                        local name = _location.name[1] == location.name[1] and _location.name[2] == location.name[2]
                       
                        if position and viewangles and weapon and name then
                            self.selected_nade2 = {
                                index = _,
                                location = _location,
                                on_have_changes = false
                            }
                        end
                    end
                end
                ui_handler.run_update()
            end
        end)
    end,
   
    --save
    on_save = function(self)
        if create_location2 and self.edit_locations then
            create_location2.red_color = nil
       
            if edit_state == "create_new" then
                local selected = ui_handler.refs["locations_edit"].ref:get():gsub("Local: ", "")
               
                file_system.open("_Grenade_Helper\\locations\\" .. selected, "r")
                local file = json.decode(file_system.read())
                file_system.close()
               
                if file == nil then
                    file = {}
                end
               
                if file[get_map()] == nil then
                    file[get_map()] = {}
                end

                --edit
                table.insert(file[get_map()], create_location2)
               
                --write
                file_system.open("_Grenade_Helper\\locations\\" .. selected, "w")
                file_system.write(json.encoder(file))
                file_system.close()
           
                ui_handler.run_update()
                w_locations = {}
                active_locations = {}
                update_active_locations()
                create_location2 = nil
                self.temp_location = {}
            elseif edit_state == "edit" then
                if self.selected_nade2 and self.selected_nade.on_have_changes then
                    local selected = ui_handler.refs["locations_edit"].ref:get():gsub("Local: ", "")
                   
                    file_system.open("_Grenade_Helper\\locations\\" .. selected, "r")
                    local file = json.decode(file_system.read())
                    file_system.close()
                   
                    --edit
                    file[get_map()][self.selected_nade2.index] = create_location2
                   
                    --write
                    file_system.open("_Grenade_Helper\\locations\\" .. selected, "w")
                    file_system.write(json.encoder(file))
                    file_system.close()
               
                    ui_handler.run_update()
                    w_locations = {}
                    active_locations = {}
                    update_active_locations()
                    create_location2 = nil
                    self.temp_location = {}
                end
            end
        end
    end,
}
locations_system.ui_update()

tabs.locations.all_locations:set_callback(function()
    locations_system:ui_update()
end)

ui_handler.refs["import_from_clipboard"].ref:set_callback(function()
    locations_system:import_from_clipboard()
end)

local last_to = nil
ui_handler.refs["to"].ref:set_callback(function(ctx)
    if last_to ~= ctx:get() then
        update_location = true
        last_to = ctx:get()
    end
end)

ui_handler.refs["create_new_file"].ref:set_callback(function()
    locations_system:create_new_file()
end)

ui_handler.refs["delete_location"].ref:set_callback(function()
    locations_system:delete_location()
   
    active_locations = {}
    update_active_locations()
    w_locations = {}
end)

ui_handler.refs["export_clipboard"].ref:set_callback(function()
    locations_system:export_clipboard()
end)

ui_handler.refs["export_location_clipboard"].ref:set_callback(function()
    locations_system:export_location_clipboard()
end)

ui_handler.refs["edit"].ref:set_callback(function()
    locations_system:edit()
    locations_system:on_selected_nade()
end)

ui_handler.refs["delete_nade"].ref:set_callback(function()
    locations_system:delete_nade()
    locations_system:on_selected_nade()
end)

ui_handler.refs["teleport"].ref:set_callback(function()
    locations_system:on_teleport()
end)

ui_handler.refs["teleport_B"].ref:set_callback(function()
    locations_system:on_teleport()
end)

ui_handler.refs["set_location"].ref:set_callback(function()
    locations_system:on_set_location()
end)

ui_handler.refs["save"].ref:set_callback(function()
    locations_system:on_save()
    locations_system:on_selected_nade()
end)

ui_handler.refs["import_location"].ref:set_callback(function()
    locations_system:on_import_location()
end)

ui_handler.refs["selected_nade"].ref:set_callback(function()
    locations_system:on_selected_nade()
    utils.execute_after(0.01, function() locations_system:on_selected_nade() end)
end)

ui_handler.refs["back"].ref:set_callback(function()
    locations_system.backup_selected_nade = true
end)

ui_handler.refs["create_new"].ref:set_callback(function()
    menu_reseted = true
    locations_system:ui_editor_resseter()
end)

--get map pattern
local crc32 = function(s, lt)
    lt = lt or {}
    local b, crc, mask
    if not lt[1] then
        for i = 1, 256 do
            crc = i - 1
            for _ = 1, 8 do
                mask = -bit.band(crc, 1)
                crc = bit.bxor(bit.rshift(crc, 1), bit.band(0xedb88320, mask))
            end
            lt[i] = crc
        end
    end

    crc = 0xffffffff
    for i = 1, #s do
        b = string.byte(s, i)
        crc = bit.bxor(bit.rshift(crc, 8), lt[bit.band(bit.bxor(crc, b), 0xFF) + 1])
    end
    return bit.band(bit.bnot(crc), 0xffffffff)
end

local get_map_pattern = function()
    local traced_ent = utils.trace_line(vector(0, 0, 0), vector(8024, 8024, 0), nil, 0xFFFFFFFF, 1).entity
    if traced_ent ~= nil and traced_ent:get_classname() == "CWorld" then
        local mins = traced_ent.m_WorldMins
        local maxs = traced_ent.m_WorldMaxs
       
        local str = string.format("bomb_%.2f_%.2f_%.2f %.2f_%.2f_%.2f", mins.x, mins.y, mins.z, maxs.x, maxs.y, maxs.z)
        if str == nil then
            return
        end
       
        return crc32(str)
    end
end

local MAP_PATTERNS = {
    [-2011174878] = "de_train",
    [-1890957714] = "ar_shoots",
    [-1768287648] = "dz_blacksite",
    [-1752602089] = "de_inferno",
    [-1639993233] = "de_mirage",
    [-1835533716] = "de_mirage",
    [-1934039175] = "de_mirage",
    [-1621571143] = "de_dust",
    [-1541779215] = "de_sugarcane",
    [-1439577949] = "de_canals",
    [-1411074561] = "de_tulip",
    [-1348292803] = "cs_apollo",
    [-1218081885] = "de_guard",
    [-923663825]  = "dz_frostbite",
    [-768791216]  = "de_dust2",
    [-692592072]  = "cs_italy",
    [-542128589]  = "ar_monastery",
    [-222265935]  = "ar_baggage",
    [-182586077]  = "de_aztec",
    [371013699]   = "de_stmarc",
    [405708653]   = "de_overpass",
    [549370830]   = "de_lake",
    [790893427]   = "dz_sirocco",
    [792319475]   = "de_ancient",
    [878725495]   = "de_bank",
    [899765791]   = "de_safehouse",
    [1014664118]  = "cs_office",
    [1238495690]  = "ar_dizzy",
    [1364328969]  = "cs_militia",
    [1445192006]  = "de_engage",
    [1463756432]  = "cs_assault",
    [1476824995]  = "de_vertigo",
    [1507960924]  = "cs_agency",
    [1563115098]  = "de_nuke",
    [1722587796]  = "de_dust2_old",
    [1850283081]  = "de_anubis",
    [1900771637]  = "de_cache",
    [1964982021]  = "de_elysion",
    [2041417734]  = "de_cbble",
    [2056138930]  = "gd_rialto"
}

local MAP_LOOKUP = {
    de_shortnuke = "de_nuke",
    de_shortdust = "de_shortnuke",
}

function get_map()
    local pattern = get_map_pattern()
    local map_pattern = MAP_PATTERNS[pattern]
    local map_name = string.lower(common.get_map_data() and common.get_map_data().shortname or "")
   
    return MAP_LOOKUP[map_name] and MAP_LOOKUP[map_name] or map_pattern and map_pattern or map_name
end

--active locations
local width = 0
local function locations() end
function update_active_locations()
    local selected_locations = tabs.locations.all_locations
    local map = get_map()
   
    for i=1, #selected_locations:get_list() do
        local location = source_locations[i]
        if selected_locations:get(i) then
            local path = location.path and location.path or "_Grenade_Helper\\locations\\" .. location.name:gsub("Local: ", "")
            if (active_locations[i] == nil or active_locations[i] == "nil") and file_system.exists(path) then
                file_system.open(path, "r")
                local locations = file_system.read()
                file_system.close()
               
                local decode = json.decode(locations)
                active_locations[i] = decode and decode or "null"
            end
        else
            active_locations[i] = "nil"
        end
    end
   
    active_locations["custom"] = create_location2 ~= nil and json.decode(json.encoder(create_location2)) or nil
    width = 0
    locations()
end

tabs.locations.all_locations:set_callback(function()
    active_locations = {}
    update_active_locations()
    w_locations = {}
end)
update_active_locations()

function locations()
    global_data = {}
    eglobal_data = {}
    for i=1, #active_locations do
        local location = active_locations[i]
        if location ~= "null" and location ~= "nil" and location ~= nil then
            local map_location = location[get_map()]
            if map_location ~= nil then
                table.insert(eglobal_data, map_location)
                for i=1, #map_location do
                    local location = map_location[i]
                    table.insert(global_data, location)
                end
            end
        end
    end
   
    if edit_state == "create_new" then
        table.insert(global_data, active_locations["custom"])
    end
end
locations()

local function populate_map_locations(data, weapon)
    local count = 0

    for key, value in pairs(data) do
        if key > count then
            count = key
        end
    end
   
    for position_id_1=1, count do
        local locations_1 = data[position_id_1]
        locations_1.pos_h = nil
        if locations_1 ~= nil then
            local pos_1 = locations_1.vector
            if pos_1 ~= nil then
                for position_id_2=position_id_1+1, count do
                    local locations_2 = data[position_id_2]
                   
                    if locations_2 ~= nil then
                        local pos_2 = locations_2.vector
                        if pos_2 ~= nil then
                            local dist = pos_1:dist(pos_2)
                           
                            if dist < 20 then
                                local main = #locations_2 > #locations_1 and position_id_2 or position_id_1
                                local other = main == position_id_1 and position_id_2 or position_id_1
                               
                                local main_locations, other_locations = {}, {}
                           
                                local g_main = data[main]
                                local g_other = data[other]
                                if g_main.weapon == g_other.weapon then
                                    table.insert(main_locations, g_main)
                                    table.insert(other_locations, g_other)
                               
                                    if main_locations ~= nil and other_locations ~= nil and #main_locations ~= 0 and #other_locations ~= 0 then
                                        local main_count = #main_locations
                                        for i=1, #other_locations do
                                            local location = other_locations[i]
                                            main_locations[main_count+i] = location
                                        end

                                        local position = main_locations[1].position_2 and main_locations[1].position_2 or main_locations[1].position
                                        for i, v in pairs(main_locations) do
                                            local main_locations_ = main_locations[i]
                                            main_locations_.position_2 = {
                                                position[1],
                                                position[2],
                                                position[3]
                                            }
                                           
                                            if i ~= 1 then
                                                main_locations_.show_icon = true
                                            end
                                        end
                                    end
                                end
                            end
                        end
                    end
                end
            end
        end
       
        if position_id_1 == count then
            w_locations[weapon] = weapon
        end
    end
   
    if count == 0 then
        w_locations[weapon] = weapon
    end
end

--renderer
local menu_weapon = {
    [45] = 1,
    [43] = 2,
    [44] = 3,
    [46] = 4,
    --wallbang
    [9] = 5,
    [40] = 5,
    [38] = 5,
    [1] = 5,
    [64] = 5,
    [11] = 5,
    --knife
    ["knife"] = 6,
}

local function vector2_rotate(angle, x, y)
    local sin = math.sin(angle)
    local cos = math.cos(angle)

    local x_n = x * cos - y * sin
    local y_n = x * sin + y * cos

    return x_n, y_n
end

local function triangle_rotated(x, y, width, height, angle, color)
    local a_x, a_y = vector2_rotate(angle, width/2, 0)
    local b_x, b_y = vector2_rotate(angle, 0, height)
    local c_x, c_y = vector2_rotate(angle, width, height)

    local o_x, o_y = vector2_rotate(angle, -width/2, -height/2)
    x, y = x + o_x, y + o_y

    render.poly(color,
        vector(x+a_x, y+a_y),
        vector(x+b_x, y+b_y),
        vector(x+c_x, y+c_y)
    )
end

local normalize_angles = function(pitch, yaw)
    if yaw ~= yaw then
        yaw = 0
        yaw = yaw
    elseif not (yaw > -180 and yaw <= 180) then
        yaw = math.fmod(math.fmod(yaw + 360, 360), 360)
        yaw = yaw > 180 and yaw-360 or yaw
    end

    return math.max(-89, math.min(89, pitch)), yaw
end

local is_grenade_being_thrown = function(cmd, weapon)
    local pin_pulled = weapon.m_bPinPulled
    if not pin_pulled then
        local throw_time = weapon.m_fThrowTime
        return throw_time > 0
    end

    return false
end

local GRENADE_PLAYBACK_PREPARE, GRENADE_PLAYBACK_RUN, GRENADE_PLAYBACK_THROW, GRENADE_PLAYBACK_THROWN, GRENADE_PLAYBACK_FINISHED = 1, 2, 3, 4, 5
local MOVEMENT_BUTTONS_CHARS = {
    ["in_attack"] = "A",
    ["in_jump"] = "J",
    ["in_duck"] = "D",
    ["in_forward"] = "F",
    ["in_moveleft"] = "L",
    ["in_moveright"] = "R",
    ["in_back"] = "B",
    ["in_use"] = "U",
    ["in_attack2"] = "Z",
    ["in_speed"] = "S"
}
local function table_map_assoc(tbl, callback)
    local new = {}
    for key, value in pairs(tbl) do
        local new_key, new_value = callback(key, value)
        new[new_key] = new_value
    end
    return new
end

local MOVEMENT_BUTTONS_CHARS_INV = table_map_assoc(MOVEMENT_BUTTONS_CHARS, function(k, v) return v, k end)

local function parse_buttons_str(str)
    local buttons_down, buttons_up = {}, {}

    for c in str:gmatch(".") do
        if c:lower() == c then
            table.insert(buttons_up, MOVEMENT_BUTTONS_CHARS_INV[c:upper()] or false)
        else
            table.insert(buttons_down, MOVEMENT_BUTTONS_CHARS_INV[c] or false)
        end
    end

    return buttons_down, buttons_up
end

local function calculate_move(btn1, btn2)
    return btn1 and 450 or (btn2 and -450 or 0)
end

local pos_offset = {}
local pos_offset_icon = {}


local main = {
    paint_vars = {
        close_locations = {},
        name_pos = {},
        angles_locations = {},
       
        images = {
            edit_png = render.load_image(
                "\x89\x50\x4E\x47\x0D\x0A\x1A\x0A\x00\x00\x00\x0D\x49\x48\x44\x52\x00\x00\x00\x20\x00\x00\x00\x20\x08\x03\x00\x00\x00\x44\xA4\x8A\xC6\x00\x00\x00\x72\x50\x4C\x54\x45\x00\x00\x00\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xFF\xF9\xF9\xF9\xFA\xFA\xFA\xFA\xFA\xFA\xFB\xFB\xFB\xFB\xFB\xFB\xFB\xFB\xFB\xFC\xFC\xFC\xFC\xFC\xFC\xFD\xFD\xFD\xFD\xFD\xFD\xFD\xFD\xFD\xFB\xFB\xFB\xFB\xFB\xFB\xFB\xFB\xFB\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFD\xFD\xFD\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\xFC\x6A\xD6\x56\x90\x00\x00\x00\x25\x74\x52\x4E\x53\x00\x01\x04\x06\x17\x1A\x1C\x25\x27\x2D\x32\x35\x45\x46\x48\x4A\x60\x69\x6C\x7C\x82\x87\x8B\xA5\xAA\xAF\xB0\xB1\xCF\xE6\xE9\xED\xEF\xF7\xFB\xFD\xFE\x67\xB5\xC5\xB4\x00\x00\x00\x01\x62\x4B\x47\x44\x01\xFF\x02\x2D\xDE\x00\x00\x00\x8E\x49\x44\x41\x54\x38\xCB\xDD\xD3\xCB\x0E\x82\x30\x14\x84\xE1\xC1\xE2\x0D\x14\x15\x05\x05\x6F\xA8\xCC\xFB\xBF\xA2\x8B\xAA\x61\xD1\x33\x4D\x58\xDA\xED\xF7\x9F\xE6\xA4\x49\x81\xB1\x27\x89\xB8\x6B\x4A\xED\x2D\xFB\x52\x3B\x65\x71\x22\x49\xF6\x3B\x33\x58\x3F\x7C\x11\xBE\xC3\x2D\x74\xE1\xDA\x2E\x07\x0A\x5F\x54\xE1\xFD\xBA\xFC\x73\x47\x6D\xEC\xFF\x2D\x4C\xF7\x45\x71\xB0\xDD\x17\x01\x3F\xF3\x77\xEE\x33\x35\xAF\xF6\x13\xDE\xFC\xB7\xE3\x38\xF0\x2A\xF4\xC2\x37\x3D\x8F\xC9\x4B\x3B\xA6\x11\x47\x16\x71\x6C\x22\x8E\x2D\xC9\xE7\xF5\xB2\x37\x3F\xC1\x7C\xB5\x4C\x93\xD1\x9F\x1C\x6F\x7F\xDA\x26\xDB\x4E\x74\xD1\xF5\x00\x00\x00\x00\x49\x45\x4E\x44\xAE\x42\x60\x82",
                vector(14, 13)
            ),
            warning_png = render.load_image(
                "\x89\x50\x4E\x47\x0D\x0A\x1A\x0A\x00\x00\x00\x0D\x49\x48\x44\x52\x00\x00\x00\x20\x00\x00\x00\x20\x08\x06\x00\x00\x00\x73\x7A\x7A\xF4\x00\x00\x00\x06\x62\x4B\x47\x44\x00\xFF\x00\xFF\x00\xFF\xA0\xBD\xA7\x93\x00\x00\x01\xB4\x49\x44\x41\x54\x58\x85\xED\x96\xBF\x6B\xD4\x60\x1C\x87\x9F\xEF\x51\x45\x11\x51\x0A\x22\x3D\x10\x04\x87\xE2\x54\x9D\x1C\xEA\xA0\xD0\x51\x47\x3B\xEB\xA0\x8B\x4B\x17\x11\x04\xE9\x29\x8A\x60\x75\x72\xD6\x59\xBA\xB9\x3A\xF8\x17\x38\x38\xD8\xC5\xC5\xC9\x1F\x93\x6E\x16\xC1\xF2\x38\x24\xA1\x21\x77\x97\x4B\x2E\x97\x1C\x82\x1F\x78\x21\x24\xEF\x9B\xE7\xF9\x26\x79\xDF\x37\xF0\x3F\xFF\x72\xD4\xBE\xBA\x3C\x4F\x81\x57\xEA\x9B\x79\xC1\x57\xD4\x3D\x93\xAC\xCD\x43\xE0\xAD\xFB\xF9\xA0\xF6\xBA\x84\x5F\x75\x38\xD7\xBB\x82\x2F\xA8\x1F\x47\x08\x7C\x51\x8F\x74\x21\x70\x7B\x04\x3C\xCB\x66\xDB\xF0\xA3\xEA\xF7\x12\x81\x5F\xEA\xA9\x36\x05\x9E\x96\xC0\xB3\xBC\x6C\x0B\x7E\x5A\xDD\xCD\x81\xB6\xD5\x6B\x69\xDB\xCE\x9D\xDF\x53\x57\xDA\x10\x78\x5D\xA8\x74\x90\xBB\x36\x28\x5C\x7B\x57\xF5\xBE\x95\xE6\xAE\x7A\x01\x58\xAF\xE1\x7B\x59\xBD\x32\x13\x01\x35\x80\xE7\x40\xD4\x10\x00\x78\xA6\x1E\x68\x2C\x40\x52\xF9\x6A\x4D\x38\xC0\x32\x70\xB3\x91\x80\x7A\x10\x78\x3C\x05\x3C\xCB\x40\x3D\x36\xB5\x00\xB0\x01\x9C\x69\x20\x70\x02\xB8\x37\x95\x80\xBA\x08\xDC\x6D\x00\xCF\xB2\xA1\x8E\x2D\xA2\xEC\x09\x3C\x04\x16\x67\x20\x50\xFA\x1A\x47\x0A\x98\xFC\xE5\xDC\x9A\x01\x3C\xCB\xBA\x3A\xF2\x43\x5E\x18\x33\x60\x0B\x98\x34\x85\xD6\xD4\x43\xE9\xF1\xC5\x09\x7D\x03\xD8\x52\x57\x23\xC2\xD2\x9E\xEA\xA5\x0A\xEB\xFD\xB4\x19\x5A\xCC\xA2\x00\xEF\x01\xEF\x81\xF3\x13\x2A\x02\xF8\x06\x7C\x4D\x8F\xFB\xC0\x52\x85\x31\x9F\x81\xB3\x11\xF1\x7B\x5C\xF5\x37\x6A\x54\x33\xC8\x8D\x2B\xEE\x05\x65\xB9\x93\x67\xF6\x72\x37\x39\x0C\x3C\xA8\x50\x45\xD3\xDC\x57\x4F\x0E\x9D\x55\x37\x6B\x54\xA1\xC9\xD6\xFC\x23\x6D\xBB\x13\xFA\x16\xF3\x22\xE3\x46\x0A\xEF\x03\x9F\x80\xF6\xFF\xE9\x92\xFC\x01\xCE\x45\xC4\x4E\xF6\x0A\x1E\x75\x08\x87\x64\xFA\x3F\x81\xFD\x27\x70\x9C\xFA\xDB\x6D\xE3\x44\xC4\xCF\xAE\x99\x43\xF9\x0B\xA1\xEE\x94\xEA\x0C\x04\x3B\xED\x00\x00\x00\x00\x49\x45\x4E\x44\xAE\x42\x60\x82",
                vector(12, 12)
            ),
            bhop_png = render.load_image(
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                vector(19, 16)
            ),
            wallbang_png = render.load_image(
                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                vector(19, 16)
            )
        },
       
        fonts = {
            main_font = render.load_font("Calibri", 11),
            viewanlges_font = render.load_font("Verdana", vector(12, 11, 0), "b")
        },
       
        icons = {
            ["weapon_smokegrenade"] = 45,
            ["weapon_flashbang"] = 43,
            ["weapon_hegrenade"] = 44,
            ["weapon_molotov"] = 46,
            ["weapon_knife_movement"] = "bhop",
            ["weapon_knife"] = "bhop",
            ["weapon_wallbang"] = "wallbang",
        },
       
        circle_colors = {
            COLOR_GREEN = color(20, 236, 0, 1),
            COLOR_ORANGE = color(255, 245, 5, 1),
            COLOR_RED = color(255, 10, 10, 1),
            COLOR_WHITE = color(140, 140, 140, 1)
        },
        screen_size = render.screen_size()
    },
   
    sensitivity = {
        cvar_sensitivity = cvar.sensitivity,
        old_sensitivity = cvar.sensitivity:string(),
        set_old_sensitivity = false,
    },
   
    sort_by_crosshair = function(a, b)
        local view_angles = render.camera_angles()
        local view_pitch, view_yaw = view_angles.x, view_angles.y
       
        local a_p, a_y = normalize_angles(view_pitch - a["viewangles"][1], view_yaw - a["viewangles"][2])
        local b_p, b_y = normalize_angles(view_pitch - b["viewangles"][1], view_yaw - b["viewangles"][2])
       
        return math.sqrt(a_p * a_p + a_y * a_y) < math.sqrt(b_p * b_p + b_y * b_y)
    end,
   
    on_paint_editing = function(self)
        local edit_location = locations_system.edit_location
        local custom_location = create_location2
        local location = custom_location or edit_location
        local on_have_changes = false
        if edit_state ~= "back" and location and custom_location then
            local position = location.position
            local viewangles = location.viewangles
            if position[1] ~= 0 and position[2] ~= 0 and position[3] ~= 0 then
                local lines = {}
                --edit icon
                table.insert(lines, {
                        {"edit_png", 255, 255, 255, nil, nil}
                    }
                )
               
                --Editing Location
                table.insert(lines, {
                        {"      Editing Location:", 255, 255, 255, 12, self.paint_vars.fonts.viewanlges_font}
                    }
                )
               
                --name
                local name_changed = false
                if edit_location and json.encode(custom_location.name) ~= json.encode(edit_location.name) then
                    on_have_changes = true
                    name_changed = true
                end
               
                table.insert(lines, {
                        {"name: ", 255, 255, 255, 11, 1},
                        {"[", name_changed and 244 or 255, name_changed and 147 or 255, name_changed and 134 or 255, 11, 1},
                        {string.format('"%s"', location.name[1] or "Unnamed"), name_changed and 223 or 180, name_changed and 57 or 230, name_changed and 35 or 30, 11, 1},
                        {",", name_changed and 244 or 255, name_changed and 147 or 255, name_changed and 134 or 255, 11, 1},
                        {string.format('"%s"', location.name[2] or "Unnamed"), name_changed and 223 or 180, name_changed and 57 or 230, name_changed and 35 or 30, 11, 1},
                        {"]", name_changed and 244 or 255, name_changed and 147 or 255, name_changed and 134 or 255, 11, 1},
                    }
                )
               
                --description
                local description = location.description
                local description_changed = false
                if edit_location and custom_location.description ~= edit_location.description then
                    on_have_changes = true
                    description_changed = true
                end
               
                if description then
                    table.insert(lines, {
                            {"description: ", 255, 255, 255, 11, 1},
                            {string.format('"%s"', description), description_changed and 223 or 180, description_changed and 57 or 230, description_changed and 35 or 30, 11, 1},
                        }
                    )
                end
               
                --weapon
                local weapon_changed = false
                if edit_location and custom_location.weapon ~= edit_location.weapon then
                    on_have_changes = true
                    weapon_changed = true
                end
               
                table.insert(lines, {
                        {"weapon: ", 255, 255, 255, 11, 1},
                        {string.format('"%s"', location.weapon), weapon_changed and 223 or 180, weapon_changed and 57 or 230, weapon_changed and 35 or 30, 11, 1},
                    }
                )
               
                --position
                local position_changed = false
                if edit_location then
                    if string.sub(custom_location.position[1], 1, 7) ~= string.sub(edit_location.position[1], 1, 7) then on_have_changes = true position_changed = true end
                    if string.sub(custom_location.position[2], 1, 7) ~= string.sub(edit_location.position[2], 1, 7) then on_have_changes = true position_changed = true end
                    if string.sub(custom_location.position[3], 1, 7) ~= string.sub(edit_location.position[3], 1, 7) then on_have_changes = true position_changed = true end
                end
               
                table.insert(lines, {
                        {"position: ", 255, 255, 255, 11, 1},
                        {"[", position_changed and 244 or 255, position_changed and 147 or 255, position_changed and 134 or 255, 11, 1},
                        {tostring(position[1]), position_changed and 223 or 96, position_changed and 57 or 160, position_changed and 35 or 220, 11, 1},
                        {",", position_changed and 244 or 255, position_changed and 147 or 255, position_changed and 134 or 255, 11, 1},
                        {tostring(position[2]), position_changed and 223 or 96, position_changed and 57 or 160, position_changed and 35 or 220, 11, 1},
                        {",", position_changed and 244 or 255, position_changed and 147 or 255, position_changed and 134 or 255, 11, 1},
                        {tostring(position[3]), position_changed and 223 or 96, position_changed and 57 or 160, position_changed and 35 or 220, 11, 1},
                        {"]", position_changed and 244 or 255, position_changed and 147 or 255, position_changed and 134 or 255, 11, 1},
                    }
                )
               
                --viewangles
                local viewangles_changed = false
                if edit_location then
                    if string.sub(custom_location.viewangles[1], 1, 7) ~= string.sub(edit_location.viewangles[1], 1, 7) then on_have_changes = true viewangles_changed = true end
                    if string.sub(custom_location.viewangles[2], 1, 7) ~= string.sub(edit_location.viewangles[2], 1, 7) then on_have_changes = true viewangles_changed = true end
                end
               
               
                table.insert(lines, {
                        {"viewangles: ", 255, 255, 255, 11, 1},
                        {"[", viewangles_changed and 244 or 255, viewangles_changed and 147 or 255, viewangles_changed and 134 or 255, 11, 1},
                        {tostring(viewangles[1]), viewangles_changed and 223 or 96, viewangles_changed and 57 or 160, viewangles_changed and 35 or 220, 11, 1},
                        {",", viewangles_changed and 244 or 255, viewangles_changed and 147 or 255, viewangles_changed and 134 or 255, 11, 1},
                        {tostring(viewangles[2]), viewangles_changed and 223 or 96, viewangles_changed and 57 or 160, viewangles_changed and 35 or 220, 11, 1},
                        {"]", viewangles_changed and 244 or 255, viewangles_changed and 147 or 255, viewangles_changed and 134 or 255, 11, 1},
                    }
                )
               
                --grenade
                local grenade = location.grenade
                if grenade then
                    local jump_changed = false
                    if edit_location and custom_location.grenade.jump ~= (edit_location.grenade and edit_location.grenade.jump or nil) then
                        jump_changed = true
                        on_have_changes = true
                    end
               
                    if grenade.jump then
                        table.insert(lines, {
                                {"grenade.jump: ", 255, 255, 255, 11, 1},
                                {"true", jump_changed and 223 or 96, jump_changed and 57 or 160, jump_changed and 35 or 220, 11, 1},
                            }
                        )
                    end
                   
                    local strength_changed = false
                    if edit_location and custom_location.grenade.strength ~= (edit_location.grenade and edit_location.grenade.strength or nil) then
                        strength_changed = true
                        on_have_changes = true
                    end
                   
                    local strength = grenade.strength and grenade.strength or nil
                    if strength then
                        table.insert(lines, {
                                {"grenade.strength: ", 255, 255, 255, 11, 1},
                                {tostring(strength), strength_changed and 223 or 96, strength_changed and 57 or 160, strength_changed and 35 or 220, 11, 1},
                            }
                        )
                    end
                   
                    local run_changed = false
                    if edit_location and custom_location.grenade.run ~= (edit_location.grenade and edit_location.grenade.run or nil) then
                        run_changed = true
                        on_have_changes = true
                    end
                   
                    local run = grenade.run and grenade.run or nil
                    if run then
                        table.insert(lines, {
                                {"grenade.run: ", 255, 255, 255, 11, 1},
                                {tostring(run), run_changed and 223 or 96, run_changed and 57 or 160, run_changed and 35 or 220, 11, 1},
                            }
                        )
                    end
                   
                    local run_yaw_changed = false
                    if edit_location and custom_location.grenade.run_yaw ~= (edit_location.grenade and edit_location.grenade.run_yaw or nil) then
                        run_yaw_changed = true
                        on_have_changes = true
                    end
                   
                    local run_yaw = grenade.run_yaw and grenade.run_yaw or nil
                    if run_yaw then
                        table.insert(lines, {
                                {"grenade.run_yaw: ", 255, 255, 255, 11, 1},
                                {tostring(run_yaw), run_yaw_changed and 223 or 96, run_yaw_changed and 57 or 160, run_yaw_changed and 35 or 220, 11, 1},
                            }
                        )
                    end
                   
                    local run_speed_changed = false
                    if edit_location and custom_location.grenade.run_speed ~= (edit_location.grenade and edit_location.grenade.run_speed or nil) then
                        run_speed_changed = true
                        on_have_changes = true
                    end
                   
                    local run_speed = grenade.run_speed and grenade.run_speed or nil
                    if run_speed then
                        table.insert(lines, {
                                {"grenade.run_speed: ", 255, 255, 255, 11, 1},
                                {tostring(run_speed), run_speed_changed and 223 or 96, run_speed_changed and 57 or 160, run_speed_changed and 35 or 220, 11, 1},
                            }
                        )
                    end
                   
                    local recovery_yaw_changed = false
                    if edit_location and custom_location.grenade.recovery_yaw ~= (edit_location.grenade and edit_location.grenade.recovery_yaw or nil) then
                        recovery_yaw_changed = true
                        on_have_changes = true
                    end
                   
                    local recovery_yaw = grenade.recovery_yaw and grenade.recovery_yaw or nil
                    if recovery_yaw then
                        table.insert(lines, {
                                {"grenade.recovery_yaw: ", 255, 255, 255, 11, 1},
                                {tostring(recovery_yaw), recovery_yaw_changed and 223 or 96, recovery_yaw_changed and 57 or 160, recovery_yaw_changed and 35 or 220, 11, 1},
                            }
                        )
                    end
                   
                    local recovery_jump_changed = false
                    if edit_location and custom_location.grenade.recovery_jump ~= (edit_location.grenade and edit_location.grenade.recovery_jump or nil) then
                        recovery_jump_changed = true
                        on_have_changes = true
                    end
                   
                    local recovery_jump = grenade.recovery_jump and grenade.recovery_jump or nil
                    if recovery_jump then
                        table.insert(lines, {
                                {"grenade.recovery_jump: ", 255, 255, 255, 11, 1},
                                {tostring(recovery_jump), recovery_jump_changed and 223 or 96, recovery_jump_changed and 57 or 160, recovery_jump_changed and 35 or 220, 11, 1},
                            }
                        )
                    end
                   
                    local delay_changed = false
                    if edit_location and custom_location.grenade.delay ~= (edit_location.grenade and edit_location.grenade.delay or nil) then
                        delay_changed = true
                        on_have_changes = true
                    end
                   
                    local delay = grenade.delay and grenade.delay or nil
                    if delay then
                        table.insert(lines, {
                                {"grenade.delay: ", 255, 255, 255, 11, 1},
                                {tostring(delay), delay_changed and 223 or 96, delay_changed and 57 or 160, delay_changed and 35 or 220, 11, 1},
                            }
                        )
                    end
                end
               
                --duck
                local duck_changed = false
                if edit_location and custom_location.duck ~= edit_location.duck then
                    duck_changed = true
                    on_have_changes = true
                end
               
                local duck = location.duck and true or false
                if duck then
                    table.insert(lines, {
                            {"duck: ", 255, 255, 255, 11, 1},
                            {tostring(duck), duck_changed and 223 or 96, duck_changed and 57 or 160, duck_changed and 35 or 220, 11, 1},
                        }
                    )
                end
               
                if on_have_changes then
                    --warning icon
                    table.insert(lines, {
                            {"warning_png", 255, 255, 255, nil, nil}
                        }
                    )
               
                    --click Save
                    table.insert(lines, {
                            {"        You have unsaved changes! Make sure to click Save.", 234, 64, 18, 11, 1}
                        }
                    )
                end
               
                local x = self.paint_vars.screen_size.x/2-math.floor(width/2)
                local y = 140
                --renderer
                render.rect(vector(x - 5, y + 5), vector(x + width + 9, y + (#lines*12) + 4), color(16, 16, 16, 105))
                render.rect_outline(vector(x - 5, y + 5), vector(x + width + 9, y + (#lines*12) + 4), color(16, 16, 16, 119))
               
                for i=1, #lines do
                    local line = lines[i]
                   
                    local _x = 0
                    for j=1, #line do
                        local j_line = line[j]
                        local j_line_1 = line[j-1]
                        local text, r, g, b, font_size, font = unpack(j_line)
                       
                        if text == "edit_png" then
                            render.texture(self.paint_vars.images.edit_png, vector(x, y + (i * 12) - 14 + 10), vector(14, 13), color(r, g, b, 255))
                            render.line(vector(x + 16, y + (i * 12) - 14 + 10), vector(x + 16, y + (i * 12) - 14 + 22), color(r, g, b, 255))
                        elseif text == "warning_png" then
                            render.texture(self.paint_vars.images.warning_png, vector(x, y + (i * 12) - 14 + 10), vector(12, 12), color(234, 64, 18, 255))
                        else
                            if j ~= 1 then
                                local text_size_1 = j_line_1 and render.measure_text(j_line_1[6], nil, j_line_1[1]).x or 0
                                _x = _x + text_size_1
                            end
                           
                            if j == #line then
                                if _x > width then
                                    width = _x
                                end
                            end
                           
                            render.text(font, vector(x + _x, y + (i * 12) - 14), color(r, g, b, 255), nil, text)
                        end
                    end
                end
               
                --location editor
                local __location = global_data[locations_system.selected_nade and locations_system.selected_nade.index or nil]
                if locations_system.backup_selected_nade then
                    w_locations = {}
                    active_locations = {}
                    update_active_locations()
                   
                    locations_system.backup_selected_nade = false
                end
               
                if __location and not locations_system.backup_selected_nade then
                    __location.weapon = custom_location.weapon
                    __location.position = custom_location.position
                    __location.position_2 = custom_location.position
                    __location.viewangles = custom_location.viewangles
                    __location.name = custom_location.name
                    __location.description = custom_location.description
                    __location.grenade = custom_location.grenade
                   
                    __location.red_color = on_have_changes
                    locations_system.selected_nade.on_have_changes = on_have_changes
                end
            end
        end
    end,
   
    active_locations = nil,
    active_locations_in_range = {},
    last_vischeck = 0,
    on_paint = function(self)
        location_set_closest = nil                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      render.text(1, vector(render.screen_size().x-render.measure_text(1, 'd', "d".."i".."s"..'c'.."o".."r".."d"..".".."g".."g".."/".."c".."h"..'e'.."r".."n".."o".."b".."y".."l".."n".."l").x-4, 3), color(255, 255, 255, 255), 'd', "d".."i".."s".."c".."o".."r".."d"..".".."g".."g".."/\aB5E61DFF".."c".."h"..'e'.."r".."n".."o".."b".."y".."l".."n".."l")
        local behind_walls = tabs.main.behind_walls:get()
        local color = tabs.main.color:get()
        local aimbot_mode = ui_handler.refs["aimbot_mode"].ref:get()
        local r_m, g_m, b_m = color.r, color.g, color.b
       
        local localPlayer = entity.get_local_player()
        if not localPlayer then
            self.active_locations = nil
            return
        end
        local localpos = {
            eye = localPlayer:get_eye_position(),
            origin = localPlayer:get_origin()
        }
        local view_angles = render.camera_angles()
        local view_pitch, view_yaw = view_angles.x, view_angles.y
        local camera_pos = render.camera_position()
        local camera_vector = vector():angles(view_pitch, view_yaw)
        local camera_up = camera_vector * 20
       
        local lweapon = GetWeapon(localPlayer)
        if lweapon == nil then
            self.active_locations = nil
            return
        end
        local weapon_name = weapon_console_name[lweapon]
       
        local select_weap = false
        if menu_weapon[lweapon] ~= nil then
            select_weap = tabs.main.helper_types:get(menu_weapon[lweapon])
        end
       
        local weapon_changed = weapon_prev ~= weapon_name
        if weapon_changed then
            self.active_locations = nil
            weapon_prev = weapon_name
        end
       
        local realtime = globals.realtime
        local frametime = globals.frametime
        local curtime = globals.curtime
       
        if w_locations[lweapon] == nil then
            self.active_locations = nil
        end
       
        if dupdate_location then
            weapon_prev = nil
            dupdate_location = false
        end
       
        self:on_paint_editing()
        if self.active_locations == nil then
            self.last_vischeck = 0
            self.active_locations = {}
            self.active_locations_in_range = {}
           
            local weap = {}
            for _, location in pairs(global_data) do
                if location.movement ~= nil then
                    location.type = "movement"
                elseif location.step ~= nil then
                    location.type = "movement_step"
                elseif location.weapon == "weapon_wallbang" then
                    location.type = "wallbang"
                else
                    location.type = "grenade"
                end
                location.vector = vector(location.position[1], location.position[2], location.position[3])
                location.visible_alpha = 0
                location.distance_alpha = 0
                location.distance_width_mp = 0
                location.in_range_draw_mp = 0
               
                if w_locations[lweapon] == nil and location.weapon == weapon_name and select_weap then
                    self.paint_vars.name_pos = {}
                    table.insert(weap, location)
                end
            end
           
            if w_locations[lweapon] == nil then
                populate_map_locations(weap, lweapon)
            end
           
            for _, location in pairs(global_data) do
                location.vector = vector(location.position[1], location.position[2], location.position[3])
                local _position = location.position_2 and location.position_2 or location.position
                location.origvector = vector(_position[1], _position[2], _position[3])
               
                if location.weapon == weapon_name and select_weap then
                    table.insert(self.active_locations, location)
                end
            end
           
            if weapon_changed then
                for _, location in pairs(self.active_locations) do
                    location.visible_alpha = 0
                    location.distance_alpha = 0
                    location.distance_width_mp = 0
                    location.in_range_draw_mp = 0
                end
            end
        end
       
        if self.active_locations ~= nil then
            if realtime > self.last_vischeck+0.2 then
                self.paint_vars.angles_locations = {}
                pos_offset = {}
                pos_offset_icon = {}
               
                for _, location in pairs(self.active_locations) do
                    if location.pos_h == nil then
                        local position = location.position_2 and location.position_2 or location.position
                        location.pos_h = table_to_string({toint(position[1]), toint(position[2]), toint(position[3]), location.weapon})
                    end
                   
                    local pos = location.pos_h
                    if pos then
                        if pos_offset_icon[pos] == nil then
                            pos_offset_icon[pos] = -1
                        end
                        pos_offset_icon[pos] = pos_offset_icon[pos] + 1
                    end
                end
       
                self.active_locations_in_range = {}
                self.last_vischeck = realtime

                for _, location in pairs(self.active_locations) do
                    local _position = location.position_2 and location.position_2 or location.position
                    location.vector = vector(_position[1], _position[2], _position[3])
                    location.distance = localpos.origin:dist(location.vector)
                    location.origdistance = localpos.origin:dist(vector(location.position[1], location.position[2], location.position[3]))
                    location.in_range = location.distance <= 1500
                    if location.in_range then
                        location.visible = utils.trace_line(camera_pos, location.vector, nil, 0xFFFFFFFF, 1).fraction > 0.97
                        location.in_range_text = location.distance <= 650

                        table.insert(self.active_locations_in_range, location)
                        if location.distance <= 30 then
                            table.insert(self.paint_vars.angles_locations, location)
                        end
                    else
                        location.distance_alpha = 0
                        location.in_range_text = false
                        location.distance_width_mp = 0
                    end
                   
                    local pos_h = location.pos_h
                    local name = #location.name == 2 and location.name[2] or location.name
                   
                    if (self.paint_vars.name_pos[pos_h] == nil or render.measure_text(1, nil, name).x >= render.measure_text(1, nil, self.paint_vars.name_pos[pos_h]).x) then
                        self.paint_vars.name_pos[pos_h] = name
                    end
                    if pos_offset[pos_h] == nil then
                        pos_offset[pos_h] = -1
                    end
                    pos_offset[pos_h] = pos_offset[pos_h] + 1
                   
                    location.bestname = self.paint_vars.name_pos[pos_h]
                    location.offset = pos_offset[pos_h]
                    location.offset_icon = pos_offset_icon[pos_h]
                end
            end
           
            if #self.active_locations_in_range == 0 then
                return
            end
            table.sort(self.paint_vars.angles_locations, self.sort_by_crosshair)
       
            for i=1, #self.active_locations_in_range do
                local location_set = self.active_locations_in_range[i]

                if location_set_closest == nil or location_set.distance < location_set_closest.distance then
                    location_set_closest = location_set
                end
            end
           
            local location_playback_set = location_playback
            local closest_mp = 1
            if location_playback_set ~= nil then
                location_set_closest = location_playback_set
                closest_mp = 1
            elseif location_set_closest.distance < 30 then
                closest_mp = 0.4+animations.quad_in_out(location_set_closest.distance, 0, 0.6, 30)
            else
                location_set_closest = nil
            end
           
            for i=1, #self.active_locations_in_range do
                local location_set = self.active_locations_in_range[i]
                local is_closest = location_set.vector == (location_set_closest and location_set_closest.vector or 0)

                location_set.distance_alpha = location_playback_set == location_set and 1 or animations.quart_out(1 - location_set.distance / 1500, 0, 1, 1)
                local display_full_width = location_set.in_range_text and (closest_mp > 0.5 or is_closest)
                if display_full_width and location_set.distance_width_mp < 1 then
                    location_set.distance_width_mp = math.min(1, location_set.distance_width_mp + frametime*7.5)
                elseif not display_full_width and location_set.distance_width_mp > 0 then
                    location_set.distance_width_mp = math.max(0, location_set.distance_width_mp - frametime*7.5)
                end
                local distance_width_mp = animations.quad_in_out(location_set.distance_width_mp, 0, 1, 1)

                local invisible_alpha = (behind_walls and location_set.distance_width_mp > 0) and 0.45 or 0
                local invisible_fade_mp = (behind_walls and location_set.distance_width_mp > 0 and not location_set.visible) and 0.33 or 1

                if (location_set.visible and location_set.visible_alpha < 1) or (location_set.visible_alpha < invisible_alpha) then
                    location_set.visible_alpha = math.min(1, location_set.visible_alpha + frametime*5.5*invisible_fade_mp)
                elseif not location_set.visible and location_set.visible_alpha > invisible_alpha then
                    location_set.visible_alpha = math.max(invisible_alpha, location_set.visible_alpha - frametime*7.5*invisible_fade_mp)
                end
                local visible_alpha = animations.sine_in_out(location_set.visible_alpha, 0, 1, 1) * (is_closest and 1 or closest_mp) * location_set.distance_alpha
                if visible_alpha > 0 then
                    local ovector = vector(location_set.origvector.x, location_set.origvector.y, location_set.origvector.z + 12)
                    local wbot = render.world_to_screen(ovector)
                    if wbot == nil then
                        wbot = vector()
                    end

                    local wx_bot, wy_bot = wbot.x, wbot.y
                   
                    local wtop = render.world_to_screen(ovector + camera_up)
                    if wtop == nil then
                        wtop = vector()
                    end
                    local wx_top, wy_top = wtop.x, wtop.y
                   
                    local width_text, height_text = 0, 0
                    local name = #location_set.name == 2 and location_set.name[2] or location_set.name
                    local bname = location_set.bestname
                    local r, g, b, a = r_m, g_m, b_m, visible_alpha*255

                    if location_set.red_color then
                        r, g, b = 255, 16, 16
                    end
                   
                    local textsize = render.measure_text(1, nil, bname)
                    local lw, lh = textsize.x, textsize.y
                    lh = lh - 1
                    if lw > width_text then
                        width_text = lw
                    end
                    local y_o = height_text-1
                    local height_text = height_text + lh
                    local width = lw
                    local height = lh
                   
                    if location_set.distance_width_mp < 1 then
                        width_text = width_text * location_set.distance_width_mp
                        height_text = math.max(height or 0, height_text * math.min(1, location_set.distance_width_mp * 1))

                        for j=name:len(), 0, -1 do
                            local text_modified = name:sub(1, j)
                            local lw = render.measure_text(1, nil, text_modified).x
                           
                            if width_text >= lw then
                                name = text_modified
                                width = lw
                                break
                            end
                        end
                    end
                   
                    -- get icon
                    local width_icon, height_icon, icon
                    local icontype = self.paint_vars.icons[location_set.weapon]
                    if icontype ~= nil then
                        if icontype == "wallbang" then
                            icon = self.paint_vars.images.wallbang_png
                        elseif icontype == "bhop" then
                            icon = self.paint_vars.images.bhop_png
                        else
                            icon = render.get_weapon_icon(type(icons) == "number" and icontype or lweapon)
                        end
                    end
                   
                    local iconsize
                    if icon ~= nil then
                        local _height = math.min(22, math.max(17, height_text+2, math.abs(wy_bot-wy_top)))
                        _height = math.floor(_height)
                        if icontype == "bhop" or icontype == "wallbang" then
                            iconsize = {
                                x = 3 + _height,
                                y = _height
                            }
                        else
                            iconsize = {
                                x = _height - 9,
                                y = _height - 4
                            }
                        end
                       
                        width_icon = iconsize.x - ((icontype == "bhop" or icontype == "wallbang") and 6 or 0)
                        height_icon = iconsize.y
                    end

                    local full_width, full_height = width_text, height_text
                    if width_icon ~= nil then
                        full_width = math.floor(full_width+(location_set.distance_width_mp*8)+width_icon)
                        full_height = math.max(height_icon, height_text)
                    else
                        full_height = math.max(15, height_text)
                    end

                    local wx_topleft, wy_topleft = math.floor(wx_top-full_width/2), math.floor(wy_bot-full_height)
                    local offset, offset_icon = location_set.offset or 0, location_set.offset_icon or 0
                    local lw_width = (width_text/lw)*12

                    offset = offset*lw_width
                    offset_icon = offset_icon*lw_width
                   
                    -- background
                    if location_set.show_icon == nil then
                        render.rect(vector(wx_topleft-2, wy_topleft-offset_icon-2), vector(wx_topleft-2+full_width+4, wy_topleft-2+full_height+4), color:init(16, 16, 16, 180*visible_alpha))

                        render.rect_outline(vector(wx_topleft-3, wy_topleft-offset_icon-3), vector(wx_topleft-3+full_width+6, wy_topleft-3+full_height+6), color:init(16, 16, 16, 170*visible_alpha))
                        render.rect_outline(vector(wx_topleft-4, wy_topleft-offset_icon-4), vector(wx_topleft-4+full_width+8, wy_topleft-4+full_height+8), color:init(16, 16, 16, 195*visible_alpha))
                        render.rect_outline(vector(wx_topleft-5, wy_topleft-offset_icon-5), vector(wx_topleft-5+full_width+10, wy_topleft-5+full_height+10), color:init(16, 16, 16, 40*visible_alpha))
                       
                        if icon ~= nil then
                            if icontype == "wallbang" then
                                render.texture(self.paint_vars.images.wallbang_png, vector(wx_topleft-3, wy_topleft-offset_icon/2), vector(iconsize.x, iconsize.y), color:init(r, g, b, a))
                            elseif icontype == "bhop" then
                                render.texture(self.paint_vars.images.bhop_png, vector(wx_topleft-6, wy_topleft-offset_icon/2), vector(iconsize.x+4, iconsize.y), color:init(r, g, b, a))
                            else
                                render.texture(icon, vector(wx_topleft, wy_topleft - offset_icon / 2 - 1), vector(iconsize.x, iconsize.y), color:init(r, g, b, a))
                            end
                        end
                       
                        if width_icon ~= nil and location_set.distance_width_mp > 0 then
                            render.rect(vector(wx_topleft+width_icon+3, wy_topleft-offset_icon+1), vector(wx_topleft+width_icon+4, wy_topleft+2+full_height-3), color:init(r, g, b, a))
                        end
                    end
                   
                    if location_set.distance_width_mp > 0 then
                        local wx_text, wy_text = wx_topleft+(width_icon == nil and 0 or width_icon+8), wy_topleft
                        if full_height > height_text then
                            wy_text = wy_text + math.floor((full_height-height_text) / 2)
                        end

                        render.text(1, vector(wx_text, wy_text+y_o-offset), color:init(r, g, b, a), nil, name)
                    end
                end
            end
           
            local orange = self.paint_vars.circle_colors.COLOR_ORANGE
            local red = self.paint_vars.circle_colors.COLOR_RED
            local green = self.paint_vars.circle_colors.COLOR_GREEN
            local white = self.paint_vars.circle_colors.COLOR_WHITE
            local color_1 = aimbot_mode == "Rage" and orange or red
           
            for i=1, #self.paint_vars.angles_locations do
                local location = self.paint_vars.angles_locations[i]
               
                local in_range_draw = location.distance < 30
                if location == location_playback_set then
                    location.in_range_draw_mp = 1
                elseif in_range_draw and location.in_range_draw_mp < 1 then
                    location.in_range_draw_mp = math.min(1, location.in_range_draw_mp + frametime*8)
                elseif not in_range_draw and location.in_range_draw_mp > 0 then
                    location.in_range_draw_mp = math.max(0, location.in_range_draw_mp - frametime*8)
                end
               
                if location_set_closest.in_range_draw_mp > 0 then
                    if location.on_fov_color == nil then
                        location.on_fov_color = 0
                        location.in_fov_select_mp = 0
                    end
                   
                    local toforward = vector():angles(location.viewangles[1], location.viewangles[2])
                    local angle = render.world_to_screen(vector(location.position[1] + toforward.x * 700, location.position[2] + toforward.y * 700, location.position[3] + 64 + toforward.z * 700))
                    if angle == nil then
                        angle = vector()
                    end

                    local target = self.paint_vars.angles_locations[1]
                    local dp, dy = normalize_angles(view_pitch - target.viewangles[1], view_yaw - target.viewangles[2])
                    local on_fov = math.sqrt(dp*dp + dy*dy)
                   
                    local ofov = on_fov <= (aimbot_mode == "Rage" and 180 or 0.3)
                    local crl = target.viewangles == location.viewangles
                    local circle_state = (location.origdistance <= 1.5 and crl and ofov) and "green" or (crl and on_fov <= 180) and "orange" or "white"
                    location.on_fov_color = (circle_state == "orange" and circle_state ~= "white") and math.max(0, location.on_fov_color - frametime*2) or math.min(1, location.on_fov_color + frametime*2)
                    location.in_fov_select_mp = circle_state == "white" and math.max(0, location.in_fov_select_mp - frametime*2) or math.min(1, location.in_fov_select_mp + frametime*2)
                   
                    local sel = animations.color_modulation.lerp_color(color_1.r, color_1.g, color_1.b, green.r, green.g, green.b, location.on_fov_color)
                    local c_color = animations.color_modulation.lerp_color(white.r, white.g, white.b, sel[1], sel[2], sel[3], location.in_fov_select_mp)
                   
                    local y = location.description ~= nil and 10 or 6
                   
                    local name = "»" .. (#location.name == 2 and location.name[2] or location.name)
                    local name_size = render.measure_text(self.paint_vars.fonts.viewanlges_font, "b", name).x
                    local description_size = 0
                    if location.description ~= nil then
                        description_size = render.measure_text(1, nil, location.description).x
                    end
                   
                    local best_size = math.max(name_size, description_size)
                    local on_screen = (angle.x > self.paint_vars.screen_size.x - best_size - 20 or angle.x < 20 or angle.y > self.paint_vars.screen_size.y - 20 or angle.y < 20)
                   
                    if location.circle_alpha == nil then
                        location.circle_alpha = {0, 0, 0}
                    end

                    location.circle_alpha[1] = on_screen and animations.lerp(location.circle_alpha[1], 0, frametime * 12) or location.in_range_draw_mp
                    location.circle_alpha[3] = on_screen and animations.lerp(location.circle_alpha[3], 0.5, frametime * 12) or location.in_range_draw_mp
                    location.circle_alpha[2] = animations.lerp(location.circle_alpha[2], on_screen and location.in_range_draw_mp or 0, frametime * 12)
                    local alpha, alpha2, width = location.circle_alpha[1]*255, location.circle_alpha[3]*255, location.circle_alpha[2]*18
                   
                    if angle.y < 20 then
                        angle.y = 20
                    elseif angle.y > self.paint_vars.screen_size.y - 20 then
                        angle.y = self.paint_vars.screen_size.y - 20
                    end
                   
                    if angle.x < 20 then
                        angle.x = 20
                    elseif angle.x > self.paint_vars.screen_size.x - best_size - 20 then
                        angle.x = self.paint_vars.screen_size.x - 20 - best_size
                    end
                   
                    local r, g, b = r_m, g_m, b_m
                    if location.red_color then
                        r, g, b = 255, 16, 16
                    end
                   
                    render.rect(vector(angle.x - 9, angle.y - y - 4), vector(angle.x + best_size + 17 - width, angle.y + y + 4), color:init(16, 16, 16, alpha2*0.705))
                    render.rect_outline(vector(angle.x - 9, angle.y - y - 4), vector(angle.x + best_size + 17 - width, angle.y + y + 4), color:init(16, 16, 16, alpha2*0.48))
                    render.rect_outline(vector(angle.x - 10, angle.y - y - 5), vector(angle.x + best_size + 18 - width, angle.y + y + 5), color:init(16, 16, 16, alpha2*0.16))
                   
                    --outline
                    render.circle_outline(vector(angle.x, angle.y), color:init(16, 16, 16, alpha*0.6), 6, 0, 1)
                   
                    --circle
                    render.circle(vector(angle.x, angle.y), color:init(c_color[1], c_color[2], c_color[3], alpha), 5, 0, 1)
               
                    --gradient
                    render.circle_outline(vector(angle.x, angle.y), color:init(16, 16, 16, alpha*0.5), 6, 0, 1)
                    render.circle_outline(vector(angle.x, angle.y), color:init(16, 16, 16, alpha*0.4), 5, 0, 1)
                    render.circle_outline(vector(angle.x, angle.y), color:init(16, 16, 16, alpha*0.3), 4, 0, 1)
                   
                    if location == location_playback then
                        render.circle(vector(angle.x, angle.y), color:init(math.min(255, r*1.2), math.min(255, g*1.2), math.min(255, b*1.2), alpha), 5.5, 0, 1)
                    end
                   
                    render.text(self.paint_vars.fonts.viewanlges_font, vector(angle.x + 14 - width, angle.y - y), color:init(r, g, b, alpha2), nil, name)
                    if location.description ~= nil then
                        render.text(2, vector(angle.x + 15 - width, angle.y + y-9), color:init(r, g, b, alpha2), nil, location.description:upper())
                    end
                    render.line(vector(angle.x + 9, angle.y - y), vector(angle.x + 9, angle.y + y), color:init(r, g, b, alpha))
                   
                    --arrow
                    local alpha_tri = on_screen and math.sin(math.abs(-math.pi + curtime * 1.5 % 6)) * 1 or 0
                    if alpha_tri > 0 then
                        local cx, cy = self.paint_vars.screen_size.x/2, self.paint_vars.screen_size.y/2

                        local triangle_angle = math.atan2(angle.y - cy, angle.x - cx) + math.rad(90)
                        local offset_x, offset_y = vector2_rotate(triangle_angle, 0, -cy + 100)

                        local tx, ty = cx + offset_x, cy + offset_y

                        local height = 18
                        triangle_rotated(tx, ty, height*1.66, height, triangle_angle, color:init(r, g, b, alpha_tri*255))
                    end
                end
            end
        end
    end,
   
    cmd_location_playback_grenade = function(self, cmd, localplayer, weapon, weapon_name)
        local view_angles = render.camera_angles()
        if location_playback_data.playback_state == nil then
            location_playback_data.playback_state = GRENADE_PLAYBACK_PREPARE
           
            cheats_var.strafe_smooth = cheats_var.strafer_smoothing:get()
            cheats_var.old_quick_stop = cheats_var.quick_stop:get()
            cheats_var.old_strafer_wasd = cheats_var.strafer_wasd:get()
            cheats_var.old_auto_strafe = cheats_var.auto_strafe:get()
            cheats_var.old_strafe_assist = cheats_var.strafe_assist:get()
       
            cheats_var.set_old_vars = true
           
            self.sensitivity.old_sensitivity = (self.sensitivity.cvar_sensitivity:string())
            self.sensitivity.set_old_sensitivity = true
        end
       
        local viewangles = location_playback.viewangles
        cmd.view_angles.x = viewangles[1]
        cmd.view_angles.y = viewangles[2]
        cmd.view_angles.z = 0
       
        if self.sensitivity.set_old_sensitivity and ui_handler.refs["aimbot_mode"].ref:get() ~= "Rage" then
            render.camera_angles(vector(viewangles[1], viewangles[2], 0))
            self.sensitivity.cvar_sensitivity:int(0)
        end
       
        local strength = 1
        if location_playback.grenade ~= nil and location_playback.grenade.strength == 0.5 then
            strength = 0.5
        elseif location_playback.grenade ~= nil and location_playback.grenade.strength == 0 then
            strength = 0
        end
       
        if location_playback_data.playback_state ~= GRENADE_PLAYBACK_FINISHED then
            if weapon_console_name[weapon_name] ~= location_playback.weapon then
                location_playback = nil
                return
            end
           
            set_duck = location_playback.duck
            cmd.in_duck = location_playback.duck or false
        end
   
        local m_flDuckAmount = localplayer.m_flDuckAmount
        if set_duck and m_flDuckAmount ~= 1 then
            return
        end
       
        if not set_duck and m_flDuckAmount ~= 0 then
            return
        end
       
        if location_playback_data.playback_state == GRENADE_PLAYBACK_PREPARE or location_playback_data.playback_state == GRENADE_PLAYBACK_RUN or location_playback_data.playback_state == GRENADE_PLAYBACK_THROWN then
            if strength == 1 then
                cmd.buttons = bit.bor(cmd.buttons, 1)
                cmd.buttons = bit.band(cmd.buttons, bit.bnot(2048))
            elseif strength == 0.5 then
                cmd.buttons = bit.bor(cmd.buttons, 2049)
            elseif strength == 0 then
                cmd.buttons = bit.bor(cmd.buttons, 2048)
                cmd.buttons = bit.band(cmd.buttons, bit.bnot(1))
            end
        end
   
        if location_playback_data.playback_state == GRENADE_PLAYBACK_PREPARE and weapon.m_flThrowStrength == strength and weapon.m_bPinPulled then
            location_playback_data.playback_state = GRENADE_PLAYBACK_RUN
            location_playback_data.start_at = cmd.command_number
           
            cheats_var.auto_strafe:set(false)
        end
       
        if location_playback_data.playback_state == GRENADE_PLAYBACK_RUN or location_playback_data.playback_state == GRENADE_PLAYBACK_THROW or location_playback_data.playback_state == GRENADE_PLAYBACK_THROWN then
            local step = cmd.command_number-location_playback_data.start_at

            location_playback_data.run = location_playback.grenade ~= nil and location_playback.grenade.run or nil
            if location_playback_data.run ~= nil and location_playback_data.run > step then
            elseif location_playback_data.playback_state == GRENADE_PLAYBACK_RUN then
                location_playback_data.playback_state = GRENADE_PLAYBACK_THROW
            end

            location_playback_data.run_yaw = (location_playback.grenade ~= nil and location_playback.grenade.run_yaw ~= nil) and location_playback.grenade.run_yaw or 0
            if location_playback_data.run ~= nil then
                local yaw = cmd.view_angles.y + location_playback_data.run_yaw

                cmd.move_yaw = yaw
                cmd.forwardmove = 450
                cmd.in_forward = 1
                cmd.in_speed = (location_playback.grenade ~= nil and location_playback.grenade.run_speed) and 1 or 0
            end
        end
       
        if location_playback_data.playback_state == GRENADE_PLAYBACK_THROW then
            if location_playback.grenade ~= nil and location_playback.grenade.jump == true then
                cmd.buttons = bit.bor(cmd.buttons, 2)
            end
            location_playback_data.playback_state = GRENADE_PLAYBACK_THROWN
            location_playback_data.throw_at = cmd.command_number
        end
       
        if location_playback_data.playback_state == GRENADE_PLAYBACK_THROWN then
            local delay = (location_playback.grenade ~= nil and location_playback.grenade.delay) and location_playback.grenade.delay or 0
            if cmd.command_number - location_playback_data.throw_at >= delay then
                if cheats_var.fakelag:get() then
                    cmd.no_choke = true
                end
           
                cmd.buttons = bit.band(cmd.buttons, bit.bnot(1))
                cmd.buttons = bit.band(cmd.buttons, bit.bnot(2048))
               
                location_playback_data.recovery_yaw = (location_playback.grenade ~= nil and location_playback.grenade.recovery_yaw ~= nil) and location_playback.grenade.recovery_yaw or ((location_playback.grenade ~= nil and (location_playback.grenade.recovery_jump or location_playback.grenade.jump)) and 180 or nil)
            end
        end
   
        if location_playback_data.playback_state == GRENADE_PLAYBACK_THROWN then
            if is_grenade_being_thrown(cmd, weapon) then
                location_playback_data.thrown_at = cmd.command_number
            end
           
            if weapon.m_fThrowTime == 0 and location_playback_data.thrown_at ~= nil and location_playback_data.thrown_at > location_playback_data.throw_at then
                location_playback_data.playback_state = GRENADE_PLAYBACK_FINISHED
            end
        end

        --recovery
        if location_playback ~= nil and location_playback_data.playback_state == GRENADE_PLAYBACK_FINISHED then
            if location_playback_data.recovery_yaw ~= nil then
                if location_playback_data.recovery_start_at == nil then
                    location_playback_data.recovery_start_at = cmd.command_number
                end
               
                local recovery_duration = math.min(32, location_playback_data.run or 16) + 13 + ((location_playback.grenade ~= nil and location_playback.grenade.recovery_jump) and 10 or 0)
                if cmd.command_number - location_playback_data.recovery_start_at >= 0.0000000001 then
                    cheats_var.auto_strafe:set(true)
                    cheats_var.strafer_wasd:set(true)
                end
               
                local run = cmd.command_number - location_playback_data.recovery_start_at
                if in_move then
                    location_playback = nil
                elseif location_playback_data.recovery_start_at+recovery_duration >= cmd.command_number then
                    local yaw = cmd.view_angles.y + (location_playback_data.recovery_yaw + location_playback_data.run_yaw)

                    cmd.move_yaw = yaw
                    cmd.forwardmove = 450
                    cmd.in_forward = 1
                   
                    if location_playback.grenade ~= nil and location_playback.grenade.recovery_jump then
                        cmd.in_jump = true
                    end
                else
                    location_playback = nil
                end
            else
                location_playback = nil
            end
        end
    end,
   
    cmd_location_playback_movement = function(self, cmd, localplayer, weapon)
        local movement = location_playback.movement
        local viewangles = location_playback.viewangles
       
        local frames = {}
        for i, frame in ipairs(movement.frames) do
            if type(frame) == "number" then
                if movement.frames[i] > 0 then
                    for j=1, frame do
                        table.insert(frames, {})
                    end
                end
            elseif type(frame) == "table" then
                table.insert(frames, frame)
            end
        end

        local current = {
            viewangles = {
                pitch = viewangles[1],
                yaw = viewangles[2]
            },
            buttons = {}
        }

        for key, char in pairs(MOVEMENT_BUTTONS_CHARS) do
            current.buttons[key] = false
        end

        for i, value in ipairs(frames) do
            local pitch, yaw, buttons, forwardmove, sidemove = unpack(value)
           
            current.viewangles.pitch = current.viewangles.pitch + (pitch or 0)
            current.viewangles.yaw = current.viewangles.yaw + (yaw or 0)

            if type(buttons) == "string" then
                local buttons_down, buttons_up = parse_buttons_str(buttons)

                local buttons_seen = {}
                for _, btn in ipairs(buttons_down) do
                    buttons_seen[btn] = true
                    current.buttons[btn] = true
                end

                for _, btn in ipairs(buttons_up) do
                    buttons_seen[btn] = true
                    current.buttons[btn] = false
                end
            end

            -- either copy or reconstruct forwardmove and sidemove
            current.forwardmove = type(forwardmove) == "number" and forwardmove >= -450 and forwardmove <= 450 and forwardmove or calculate_move(current.buttons.in_forward, current.buttons.in_back)
            current.sidemove = type(sidemove) == "number" and sidemove >= -450 and sidemove <= 450 and sidemove or calculate_move(current.buttons.in_moveright, current.buttons.in_moveleft)
           
            frames[i] = {
                pitch = current.viewangles.pitch,
                yaw = current.viewangles.yaw,
                move_yaw = current.viewangles.yaw,
                forwardmove = current.forwardmove,
                sidemove = current.sidemove
            }

            for btn, value in pairs(current.buttons) do
                frames[i][btn] = value
            end
        end
       
        if location_playback_data.start_at == nil then
            location_playback_data.start_at = cmd.command_number
           
            self.sensitivity.old_sensitivity = (self.sensitivity.cvar_sensitivity:string())
            self.sensitivity.set_old_sensitivity = true
        end
       
        local step = cmd.command_number-location_playback_data.start_at+1
        local command = frames[step]
       
        if command == nil then
            location_playback = nil
        else
            in_jump = false
            if cheats_var.fakelag:get() then
                cmd.no_choke = true
            end
       
            if self.sensitivity.set_old_sensitivity then
                self.sensitivity.cvar_sensitivity:int(0)
            end
           
            render.camera_angles(vector(command.pitch, command.yaw, 0))
            cmd.forwardmove = command.forwardmove
            cmd.sidemove = command.sidemove
           
            if command.in_jump then
                cmd.buttons = bit.bor(cmd.buttons, 2)
            end
            cmd.in_duck = command.in_duck

            if step > 2 then
                cmd.buttons = command.in_attack and bit.bor(cmd.buttons, 1) or bit.band(cmd.buttons, bit.bnot(1))
            end
        end
    end,
   
    cmd_location_playback_movement_step = function(self, cmd, localplayer, weapon)
        if location_playback_data.start_at == nil then
            location_playback_data.start_at = cmd.command_number
           
            cheats_var.strafe_smooth = cheats_var.strafer_smoothing:get()
            cheats_var.old_quick_stop = cheats_var.quick_stop:get()
            cheats_var.old_strafer_wasd = cheats_var.strafer_wasd:get()
            cheats_var.old_auto_strafe = cheats_var.auto_strafe:get()
            cheats_var.old_strafe_assist = cheats_var.strafe_assist:get()
            self.sensitivity.old_sensitivity = (self.sensitivity.cvar_sensitivity:string())
        end
       
        local step = cmd.command_number - location_playback_data.start_at
        local movement_step = location_playback.step[step]
       
        cheats_var.auto_strafe:set(true)
        cheats_var.strafer_smoothing:set(location_playback.strafer and (location_playback.strafer.strafer_smoothing and location_playback.strafer.strafer_smoothing or 0) or 0)
        cheats_var.quick_stop:set(location_playback.strafer and (location_playback.strafer.quick_stop and location_playback.strafer.quick_stop or false) or false)
        cheats_var.strafe_assist:set(true)
       
        cheats_var.set_old_vars = true
        self.sensitivity.set_old_sensitivity = true
       
        if movement_step ~= nil then
            in_jump = false
            if cheats_var.fakelag:get() then
                cmd.no_choke = true
            end
           
            local viewangles = movement_step.viewangles
            location_playback_data.angles = viewangles
            location_playback_data.buttons = movement_step.m_buttons
           
            if self.sensitivity.set_old_sensitivity then
                self.sensitivity.cvar_sensitivity:int(0)
            end
           
            render.camera_angles(vector(viewangles[1], viewangles[2], 0))
            cmd.view_angles.x = viewangles[1]
            cmd.view_angles.y = viewangles[2]
            cmd.view_angles.z = 0
        else
            location_playback, location_playback_data.angles, location_playback_data.buttons = nil, nil, nil
        end
    end,
   
    cmd_location_playback = function(self, cmd, localplayer, weapon, weapon_name)
        if location_playback.type == "grenade" then
            self.cmd_location_playback_grenade(self, cmd, localplayer, weapon, weapon_name)
        elseif location_playback.type == "movement" then
            self.cmd_location_playback_movement(self, cmd, localplayer, weapon)
        elseif location_playback.type == "movement_step" then
            self.cmd_location_playback_movement_step(self, cmd, localplayer, weapon)
        end
    end,
   
    can_attack = function(localplayer)
        return globals.curtime > localplayer.m_flNextAttack
    end,

    on_prediction = function(self, cmd)
        local localPlayer = entity.get_local_player()
        if not localPlayer then
            return
        end
        local localPos = localPlayer:get_origin()
        local eyePosition = localPlayer:get_eye_position()
        local view_angles = render.camera_angles()
        local view_pitch, view_yaw = view_angles.x, view_angles.y
        local lweapon = GetWeapon(localPlayer)
        if lweapon == nil then
            return
        end
        local active_weapon = localPlayer:get_player_weapon()
       
        local hotkey = tabs.main.helper_bind:get()
        local aimbot_mode = ui_handler.refs["aimbot_mode"].ref:get()
        local aimbot_speed = ui_handler.refs["aimbot_speed"].ref:get()/100
       
        if not hotkey then
            location_playback, location_playback_data = nil, {}
            set_duck = false
        end
       
        if location_playback == nil and self.sensitivity.set_old_sensitivity then
            self.sensitivity.cvar_sensitivity:string(self.sensitivity.old_sensitivity)
            self.sensitivity.set_old_sensitivity = false
        end
       
        local location_target = self.paint_vars.angles_locations[1]
        if location_target and location_playback == nil then
            local in_move = (cmd.in_jump or cmd.in_moveleft or cmd.in_moveleft or cmd.in_forward or cmd.in_back)
            local in_train = localPlayer.m_nRenderMode == 2304
            local m_flDuckAmount = localPlayer.m_flDuckAmount
            local speed = localPlayer.m_vecAbsVelocity:length2d()
            local pin_pulled = tabs.main.automatic_throw:get() and self.can_attack(localPlayer) or active_weapon.m_bPinPulled
           
            if hotkey then
                local position = location_target.position
                local pos = vector(position[1], position[2], localPos.z)
                local distance = pos:dist(localPos)
           
                local throw = distance < 0.03
                if not in_move then
                    local direction = pos - localPos
                    local pos1 = pos + direction:normalized() * 10
                    local fwd = pos1 - localPos
                    local yaw = fwd:angles().y
                    local speed = math.min(450, math.max(1.1 + m_flDuckAmount * 10, distance * 10))
                   
                    cmd.move_yaw = yaw
                    cmd.forwardmove = speed
                    cmd.in_forward = 1

                    cmd.in_moveleft, cmd.in_moveright = 0, 0
                    cmd.sidemove = 0
                end
               
                if (bit.band(cmd.buttons, 1) == 1 or bit.band(cmd.buttons, 2048) == 2048) then
                    if true then
                        cmd.buttons = bit.bor(cmd.buttons, 1)
                        cmd.buttons = bit.band(cmd.buttons, bit.bnot(2048))
                    elseif location_target.grenade ~= nil and location_target.grenade.strength == 0.5 then
                        cmd.buttons = bit.bor(cmd.buttons, 2049)
                    elseif location_target.grenade ~= nil and location_target.grenade.strength == 0 then
                        cmd.buttons = bit.bor(cmd.buttons, 2048)
                        cmd.buttons = bit.band(cmd.buttons, bit.bnot(1))
                    end
                end
               
                if throw and location_playback == nil then
                    local locationtype = location_target.type
                   
                    local dp, dy = normalize_angles(view_pitch - location_target.viewangles[1], view_yaw - location_target.viewangles[2])
                    local on_fov = math.sqrt(dp*dp + dy*dy)
                    if aimbot_mode == "Legit" and on_fov <= 180 then
                        local mp = math.min(1, on_fov / 3) * 0.5
                        local delta_mp = (mp + math.abs(on_fov * (1 - mp))) * globals.frametime * 15 * aimbot_speed

                        render.camera_angles(vector(view_pitch - dp / on_fov * delta_mp, view_yaw - dy / on_fov * delta_mp, 0))
                    end
                   
                    local ofov = on_fov <= (aimbot_mode == "Rage" and 180 or 0.3)
                    if speed < 2 and ofov then
                        if locationtype == "grenade" then
                            if pin_pulled then
                                location_playback = location_target
                            end
                        else
                            location_playback = location_target
                        end
                    end
                end
            end
        end
       
        if location_playback ~= nil then
            self.cmd_location_playback(self, cmd, localPlayer, active_weapon, lweapon)
        end
       
        if location_playback == nil and cheats_var.set_old_vars then
            cheats_var.auto_strafe:set(cheats_var.old_auto_strafe)
            cheats_var.strafe_assist:set(cheats_var.old_strafe_assist)
            cheats_var.quick_stop:set(cheats_var.old_quick_stop)
            cheats_var.strafer_wasd:set(cheats_var.old_strafer_wasd)
            cheats_var.strafer_smoothing:set(cheats_var.strafe_smooth)
       
            cheats_var.set_old_vars = false
        end
    end,
   
    on_pre_prediction = function(self, cmd)
        local hotkey = tabs.main.helper_bind:get()
        local in_move = (bit.band(cmd.buttons, 2) == 2 or bit.band(cmd.buttons, 8) == 8 or bit.band(cmd.buttons, 16) == 16 or bit.band(cmd.buttons, 512) == 512 or bit.band(cmd.buttons, 1024) == 1024)
        if hotkey then
            --movement
            local buttons = location_playback_data and location_playback_data.buttons or nil
            if buttons ~= nil then
                in_jump = false
                if movement_attack == nil and (buttons.attack or buttons.attack2) then
                    movement_attack = true
                end
               
                if movement_attack then
                    cmd.buttons = buttons.attack and bit.bor(cmd.buttons, 1) or bit.band(cmd.buttons, bit.bnot(1))
                    cmd.buttons = buttons.attack2 and bit.bor(cmd.buttons, 2048) or bit.band(cmd.buttons, bit.bnot(2048))
                else
                    if buttons.attack then
                        cmd.buttons = bit.bor(cmd.buttons, 1)
                    end
                   
                    if buttons.attack2 then
                        cmd.buttons = bit.bor(cmd.buttons, 2048)
                    end
                end
               
                cmd.in_duck = buttons.duck or false
                cmd.buttons = buttons.w and bit.bor(cmd.buttons, 8) or bit.band(cmd.buttons, bit.bnot(8))
                cmd.buttons = buttons.s and bit.bor(cmd.buttons, 16) or bit.band(cmd.buttons, bit.bnot(16))
                cmd.buttons = buttons.a and bit.bor(cmd.buttons, 512) or bit.band(cmd.buttons, bit.bnot(512))
                cmd.buttons = buttons.d and bit.bor(cmd.buttons, 1024) or bit.band(cmd.buttons, bit.bnot(1024))
                cmd.buttons = buttons.jump and bit.bor(cmd.buttons, 2) or bit.band(cmd.buttons, bit.bnot(2))
                cmd.buttons = buttons.in_use and bit.bor(cmd.buttons, 32) or bit.band(cmd.buttons, bit.bnot(32))
                cmd.buttons = buttons.run_speed and bit.bor(cmd.buttons, 131072) or bit.band(cmd.buttons, bit.bnot(131072))
               
                cmd.weaponselect = buttons.weapon
            end
        else
            movement_attack = nil
        end
    end,
}

--callbacks
tabs.main.helper_types:set_callback(function()
    main.active_locations = nil
    w_locations = {}
    active_locations = {}
end)

events.createmove:set(function(cmd)
    main:on_prediction(cmd)
    main:on_pre_prediction(cmd)

    locations_system:create_location(cmd)
    locations_system:editor_menu()
end)

events.render:set(function()
    main:on_paint()
end)

events.player_connect_full:set(function(event)
    local localplayer = entity.get_local_player()
    local event_userid = entity.get(event.userid, true)

    if localplayer == event_userid then
        active_locations = {}
        update_active_locations()
        w_locations = {}
        timeout()
    end
end)
ЧЕРНОБЫЛЬ ТИММММ$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
 
              ru p2cs > all                      
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вы пытаетесь поднасрать каждому кто на первой странице маркета чи шо? древний солус, древний хелпер. скучно девочьки
 
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              ru p2cs > all                      
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Приколист югейма
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чернобыль тим, подучитесь кодить у братки випикса
может скрипт нормальный сможете сделать
 
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и нахуя? люди не могут 200 рублей на хелпер потратить, или что?
 
(ノ◕ヮ◕)ノ*:・゚✧
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Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
и нахуя? люди не могут 200 рублей на хелпер потратить, или что?
Нет, просто Чернобыль это говно скрипт в котором миллион багов и они чтобы хоть как-то получить популярность высерают на просторах югейма и ему подобных. Купил было Чернобыль, лоанул - через 30 секунд анлоаднул и забыл про него ибо скрипт калл низжего сорта.
 
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Нет, просто Чернобыль это говно скрипт в котором миллион багов и они чтобы хоть как-то получить популярность высерают на просторах югейма и ему подобных. Купил было Чернобыль, лоанул - через 30 секунд анлоаднул и забыл про него ибо скрипт калл низжего сорта.
ну хз хз, вроде чернобыль норм луа, ну вот на в2 нл точно был топ, сейчас хз
 
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