Crack Lua [Neverlose] Solus UI [old build no cheat reveal]

Начинающий
Статус
Оффлайн
Регистрация
9 Май 2022
Сообщения
45
Реакции[?]
4
Поинты[?]
0

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.

привет дрочеры и пастеры солусов
сегодня у нас фикс кряка солусов
собсна всем пастерам удачи.

[LUA script] super fix by lua.tech:
local clipboard = require 'neverlose/clipboard'
local base64 = require 'neverlose/base64'

local client_dll = ffi.cast('uint32_t**', utils.create_interface('client.dll', 'VClient018'))[0]
local client_mode = ffi.cast('void***', client_dll[10] + 0x5)[0][0]

local function get_type(value)
    if type(getmetatable(value)) == 'table' and value.__type then
        return value.__type.name:lower()
    end

    if type(value) == 'boolean' then
        value = value and 1 or 0
    end

    return type(value)
end

local oRenderText do
    oRenderText = render.text

    function render.text(id, pos, ...)
        oRenderText(id, (pos + .5):floor(), ...)
    end
end

local ctx = new_class()
    :struct 'menu' {
        xor_key = '84 9c 6a 00 e5 87 b1 4f 05 3c 64 0e c8 9a',

        initialize = function(self, ...)
            -- Apply Name / Icon
            ui.sidebar('\aA6C6F0FFSolus Renewed', 'paint-brush')

            -- Create Tabs
            -- GROUPS
            local general do
                general = { }

                local grp_main = ui.create('General', 'Features')
                local grp_res = ui.create('General', 'Resource Manager')
                local grp_presets = ui.create('General', 'Presets')

                grp_presets:button('Copy Preset', function() self:export() end)
                grp_presets:button('Paste Preset', function() self:import() end)

                general.watermark = grp_main:switch 'Watermark' do
                    local settings = general.watermark:create()

                    general.nickname = settings:combo('Nickname', { 'Default', 'Steam Name', 'Custom' })
                    general.custom_name = settings:input 'Custom Name'

                    general.nickname:set_callback(function(ref)
                        general.custom_name:set_visible(ref:get() == 'Custom')
                    end, true)

                    general.h12_format = settings:switch('12h Format', true)
                end

                general.exploiting = grp_main:switch 'Exploiting' do
                    local settings = general.exploiting:create()

                    general.exploiting_shifting_color = settings:color_picker('Shifting', color(228, 126, 10, 255))
                    general.exploiting_noentry_color = settings:color_picker('No Entry', color(235, 95, 135))
                    general.exploiting_lcu_color = settings:color_picker('LC Unsafe', color(219, 20, 60))
                    general.exploiting_lcb_color = settings:color_picker('LC Broken', color(64, 255, 194))
                end

                general.bomb = grp_main:switch 'Bomb' do
                    local settings = general.bomb:create()

                    general.bomb_dst_color = settings:color_picker('Distance Color', color(219, 20, 60, 200))
                    general.bomb_dmg_color = settings:color_picker('Damage Color', color(252, 243, 105))
                    general.bomb_dmg_fatal_color = settings:color_picker('Damage Fatal Color', color(255, 0, 50))
                end

                general.hotkeys = grp_main:switch 'Hotkeys' do
                    local settings = general.hotkeys:create()

                    general.hotkeys_sentence = settings:switch('Sentence Case', true)
                end

                general.spectators = grp_main:switch 'Spectators'

                general.muzzle = grp_main:switch 'Muzzle Attachment' do
                    local settings = general.muzzle:create()

                    general.muzzle_perspective = settings:selectable('Perspective', 'First Person', 'Third Person') : set('First Person', 'Third Person')
                    general.muzzle_smoothing = settings:slider('Smoothing', 50, 200, 100, .01)
                    general.muzzle_y_jiggle_factor = settings:slider('Y Jiggle Factor', 0, 100, 35)
                    general.muzzle_z_jiggle_factor = settings:slider('Z Jiggle Factor', 0, 100, 40)
                    general.muzzle_panel_switch_factor = settings:slider('Switch Factor', 0, 151, 151, 1, function(value) return value == 151 and 'Inf.' or value .. '%' end)
                    general.muzzle_panel_lean_offset = settings:slider('Lean Offset', 0, 256, 85, 1, function(value) return value .. 'px' end)
                    general.muzzle_panel_lean_angle = settings:slider('Lean Angle', 0, 360, 295, 1, function(value) return value .. '°' end)
                    general.muzzle_panel_3rd_person = settings:combo('3rd Person Pos', 'Auto', 'Left', 'Right')
                end

                general.muzzle_link = grp_main:switch '\aB6B665FFMuzzle Link' do
                    general.muzzle_link : set_tooltip 'This feature requires heavy render processing. Using it may lead to the vast amount of FPS drops.'

                    local settings = general.muzzle_link:create()

                    general.link_color = settings:color_picker('Color', color(34, 43, 113, 255))
                    general.link_step = settings:slider('Line Step', 2, 48, 6)
                    general.link_width = settings:slider('Line Width', 1, 16, 8)
                    general.link_interpolation = settings:slider('Interpolation', 2, 256, 32)
                    general.link_pulse_speed = settings:slider('Pulse', 0, 500, 0, .1, function(value)
                        if value == 0 then
                            return 'Off'
                        end
                    end)
                end

                self.general = general
                self.general.resources = { } do
                    local res = self.general.resources

                    res.text_color = grp_res:color_picker('Text Color', color(56, 121, 247))
                    res.background_color = grp_res:color_picker('Background Color', color(13, 13, 13, 125))

                    res.dpi_scale = grp_res:switch('Automatic DPI Scaling')

                    res.glow = grp_res:switch('Window Glow', true)
                    res.glow_color = res.glow:color_picker(color(23, 40, 125, 255))

                    res.outline = grp_res:switch('Window Outline', true) do
                        local settings = res.outline:create()

                        res.outline_color = settings:color_picker('Color \n outline:color', color(25, 25, 176))

                        res.outline_thickness = settings:slider('Thickness \n outline:thickness', 1, 8, 2)
                        res.outline_position = settings:combo('Position \n outline:position', { 'top', 'bottom', 'left', 'right' })
                    end

                    res.blur = grp_res:slider('Window Blur', 0, 100, 100, 1, function(value)
                        return value == 0 and 'Off' or value .. '%'
                    end)

                    res.rounding = grp_res:slider('Window Rounding', 0, 8, 4, 1, 'px')
                end
            end

            general.muzzle:set_callback(function(ref)
                general.muzzle_link:set_visible(ref:get())
            end, true)
        end,

        get_resources = function(self)
            local result = { }

            for name, value in pairs(self.general.resources) do
                result[name] = value:get()
            end

            if result.outline ~= true then
                result.outline_thickness = 0
            end

            if result.glow ~= true then
                result.glow_color = color(0, 0, 0, 0)
            end

            return result, section
        end,

        xorstr = function(self, str)
            local key = self.xor_key
            local strlen, keylen = #str, #key

            local strbuf = ffi.new('char[?]', strlen+1)
            local keybuf = ffi.new('char[?]', keylen+1)

            ffi.copy(strbuf, str)
            ffi.copy(keybuf, key)

            for i=0, strlen-1 do
                strbuf[i] = bit.bxor(strbuf[i], keybuf[i % keylen])
            end

            return ffi.string(strbuf, strlen)
        end,

        export = function(self)
            local settings = { }
            local blacklist = {
                watermark = 0, exploiting = 0,
                bomb = 0, hotkeys = 0, spectators = 0,
                muzzle = 0, muzzle_link = 0
            }

            local write_value = function(tbl, name, value)
                local value = value:get()

                tbl[name] = get_type(value) == 'imcolor' and
                    value:to_hex() or value
            end

            for name, value in pairs(self.general) do
                if blacklist[name] == nil then
                    if get_type(value) == 'table' then
                        for n, v in pairs(value) do
                            write_value(settings, n, v)
                        end
                    else
                        write_value(settings, name, value)
                    end
                end
            end

            clipboard.set(base64.encode( self:xorstr(json.stringify(settings)) ))

            print_raw(string.format(
                '\a%s[Solus Renewed] \aC6CBD1Successfully copied preset',
                self.general.resources.outline_color:get():to_hex():sub(1, 6)
            ))
        end,

        import = function(self)
            local success, preset = pcall(function()
                local cbdata = clipboard.get()
                return json.parse(self:xorstr(base64.decode(cbdata)))
            end)

            if success == false then
                --[[
                    print_raw(string.format(
                        '\a%s[Solus Renewed] \aFF3E3EUnable to copy preset',
                        self.general.resources.outline_color:get():to_hex():sub(1, 6)
                    ))
                ]]

                return
            end

            for name, value in pairs(preset or { }) do
                local link =
                    self.general[name] or
                    self.general.resources[name]

                if link ~= nil then
                    if tostring(link):find 'color_picker' then
                        -- ебать что это
                        value = color(value)
                    end

                    link:set(value)
                end
            end

            print_raw(string.format(
                '\a%s[Solus Renewed] \aC6CBD1Successfully pasted preset',
                self.general.resources.outline_color:get():to_hex():sub(1, 6)
            ))
        end
    }

    :struct 'smoothy' {
        to_pairs = {
            vector = { 'x', 'y', 'z' },
            imcolor =  { 'r', 'g', 'b', 'a' }
        },

        copy_tables = function(self, destination, keysTable, valuesTable)
            valuesTable = valuesTable or keysTable
            local mt = getmetatable(keysTable)

            if mt and getmetatable(destination) == nil then
                setmetatable(destination, mt)
            end

            for k,v in pairs(keysTable) do
                if type(v) == 'table' then
                    destination[k] = self:copy_tables({}, v, valuesTable[k])
                else
                    local value = valuesTable[k]

                    if type(value) == 'boolean' then
                        value = value and 1 or 0
                    end

                    destination[k] = value
                end
            end

            return destination
        end,

        resolve = function(self, easing_fn, previous, new, clock, duration)
            if type(new) == 'boolean' then new = new and 1 or 0 end
            if type(previous) == 'boolean' then previous = previous and 1 or 0 end

            local previous = easing_fn(clock, previous, new - previous, duration)

            if type(new) == 'number' then
                if math.abs(new-previous) <= .001 then
                    previous = new
                end

                if previous % 1 < 0.0001 then
                    previous = math.floor(previous)
                elseif previous % 1 > 0.9999 then
                    previous = math.ceil(previous)
                end
            end

            return previous
        end,

        perform_easing = function(self, ntype, easing_fn, previous, new, clock, duration)
            if self.to_pairs[ntype] then
                for _, key in ipairs(self.to_pairs[ntype]) do
                    previous[key] = self:perform_easing(
                        type(v), easing_fn,
                        previous[key], new[key],
                        clock, duration
                    )
                end

                return previous
            end

            if ntype == 'table' then
                for k, v in pairs(new) do
                    previous[k] = previous[k] or v
                    previous[k] = self:perform_easing(
                        type(v), easing_fn,
                        previous[k], v,
                        clock, duration
                    )
                end

                return previous
            end

            return self:resolve(easing_fn, previous, new, clock, duration)
        end,

        new = function(this, default, easing_fn)
            if type(default) == 'boolean' then
                default = default and 1 or 0
            end

            local mt = { }
            local mt_data = {
                value = default or 0,
                easing = easing_fn or function(t, b, c, d)
                    return c * t / d + b
                end
            }

            function mt.update(self, duration, value, easing)
                if type(value) == 'boolean' then
                    value = value and 1 or 0
                end

                local clock = globals.frametime
                local duration = duration or 0.15
                local value_type = get_type(value)
                local target_type = get_type(self.value)

                assert(value_type == target_type, string.format('type mismatch. expected %s (received %s)', target_type, value_type))

                if self.value == value then
                    return value
                end

                if clock <= 0 or clock >= duration then
                    if target_type == 'imcolor' or target_type == 'vector' then
                        self.value = value:clone()
                    elseif target_type == 'table' then
                        this:copy_tables(self.value, value)
                    else
                        self.value = value
                    end
                else
                    local easing = easing or self.easing

                    self.value = this:perform_easing(
                        target_type, easing,
                        self.value, value,
                        clock, duration
                    )
                end

                return self.value
            end

            return setmetatable(mt, {
                __metatable = false,
                __call = mt.update,
                __index = mt_data
            })
        end,

        new_interp = function(this, initial_value)
            return setmetatable({
                previous = initial_value or 0
            }, {
                __call = function(self, new_value, mul)
                    local mul = mul or 1
                    local tickinterval = globals.tickinterval * mul
                    local difference = math.abs(new_value - self.previous)

                    if difference > 0 then
                        local time = math.min(tickinterval, globals.frametime) / tickinterval
                        self.previous = self.previous + time * (new_value - self.previous)
                    else
                        self.previous = new_value
                    end

                    self.previous = (self.previous % 1 < .0001) and 0 or self.previous

                    return self.previous
                end
            })
        end
    }

    :struct 'draw' {
        gradient = function(self, pos, size, color1, color2, ltr)
            -- Left to right. Pass true for horizontal gradient, or false for vertical.
            local a, b = pos, pos + size

            if ltr == true then
                render.gradient(a, b, color1, color2, color1, color2)
                return
            end

            return render.gradient(a, b, color1, color1, color2, color2)
        end,

        rect_filled = function(self, pos, size, clr)
            local nWidth = size.x - pos.x
            local nHeight = size.y - pos.y
            if nWidth < 0 then
                if nHeight < 0 then
                    render.rect(size, size + vector(-nWidth, -nHeight), clr)
                else
                    local ps = vector(size.x, pos.y)

                    render.rect(ps, ps + vector(-nWidth, nHeight), clr)
                end
            else
                if nHeight < 0 then
                    local ps = vector(pos.x, size.y)
                    render.rect(ps, ps + vector(nWidth, -nHeight), clr)
                else
                    render.rect(vector(pos), pos+vector(nWidth, nHeight), clr)
                end
            end
        end,

        rect_filled_gradient = function(self, pos, size, color1, color2, bHorizontal)
            local nWidth = size.x - pos.x
            local nHeight = size.y - pos.y

            if nWidth < 0 then
                if nHeight < 0 then
                    self:gradient(size, vector(-nWidth, -nHeight), color1, color2, bHorizontal)
                else
                    self:gradient(vector(size.x, pos.y), vector(-nWidth, nHeight), color1, color2, bHorizontal)
                end
            else
                if nHeight < 0 then
                    self:gradient(vector(pos.x, size.y), vector(nWidth, -nHeight), color2, color1, bHorizontal)
                else
                    self:gradient(pos, vector(nWidth, nHeight), color2, color1, bHorizontal)
                end
            end
        end,

        rectangle = function(self, pos, size, ...)
            local a, b = pos, pos + size
            render.rect(a, b, ...)
        end,

        rect = function(self, position, size, clr, alpha, rounding, glow, outline, blur_strength)
            if size.x < 1 or size.y < 1 then
                return
            end

            position = (position + .5):floor()
            size = (size + .5):floor()

            local alpha = alpha or 1
            local rounding = math.floor(math.max(0, math.min(size.y * .25, rounding)))

            if type(blur_strength) == 'number' and blur_strength > .0 then
                render.blur(position - 1, position+size + 1, blur_strength, alpha, rounding + 1)
            end

            if get_type(glow) == 'imcolor' and glow.a > 0 then
                local glow_clr do
                    glow_clr = glow:clone()
                    glow_clr.a = glow_clr.a * alpha
                end

                render.shadow(position, position+size, glow_clr, nil, nil, rounding + 1)
            end

            -- render background
            render.rect(position, position+size, color(clr.r, clr.g, clr.b, clr.a * alpha), rounding + 1)

            -- render outline
            if type(outline) == 'table' then
                local o_color = outline.color
                local direction = outline.direction or 'top'
                local thickness = outline.thickness or 1

                if thickness >= 1 then
                    local loc = { } do
                        local cn = math.max(
                            math.abs(size.y * .5),
                            rounding * 2
                        )

                        if direction == 'top' then
                            loc = {
                                rect = { position.x + rounding, position.y - thickness, size.x - 2*rounding, thickness },
                                fade = {
                                    [1] = { position.x + size.x, position.y + rounding, thickness, cn },
                                    [2] = { position.x - thickness, position.y + rounding, thickness, cn }
                                },

                                rounding = {
                                    [1] = { position.x + rounding, position.y + rounding, 180 },
                                    [2] = { position.x + size.x - rounding, position.y + rounding, 270 }
                                }
                            }
                        end

                        if direction == 'bottom' then
                            loc = {
                                rect = { position.x + rounding, position.y + size.y, size.x - 2*rounding, thickness },
                                fade = {
                                    [1] = { position.x + size.x, position.y + size.y - rounding, thickness, -cn },
                                    [2] = { position.x - thickness, position.y + size.y - rounding, thickness, -cn }
                                },

                                rounding = {
                                    [1] = { position.x + rounding, position.y + size.y - rounding, 90 },
                                    [2] = { position.x + size.x - rounding, position.y + size.y - rounding, 0 }
                                }
                            }
                        end

                        if direction == 'left' then
                            loc = {
                                rect = { position.x - thickness, position.y + rounding, thickness, size.y - 2*rounding },
                                fade = {
                                    [1] = { position.x + rounding, position.y - thickness, cn, thickness, true },
                                    [2] = { position.x + rounding, position.y + size.y, cn, thickness, true }
                                },

                                rounding = {
                                    [1] = { position.x + rounding, position.y + size.y - rounding, 90 },
                                    [2] = { position.x + rounding, position.y + rounding, 180 },
                                }
                            }
                        end

                        if direction == 'right' then
                            loc = {
                                rect = { position.x + size.x, position.y + rounding, thickness, size.y - 2*rounding },
                                fade = {
                                    [1] = { position.x + size.x - rounding, position.y - thickness, -cn, thickness, true },
                                    [2] = { position.x + size.x - rounding, position.y + size.y, -cn, thickness, true }
                                },

                                rounding = {
                                    [1] = { position.x + size.x - rounding, position.y + size.y - rounding, 0 },
                                    [2] = { position.x + size.x - rounding, position.y + rounding, 270 },
                                }
                            }
                        end
                    end

                    if outline.style == 2 then
                        local top_or_bottom = outline.direction == 'bottom' or outline.direction == 'top'

                        local pos = {
                            { vector(loc.rect[1], loc.rect[2] + loc.rect[4] * .5), vector(loc.rect[3], loc.rect[4] * .5) },
                            { vector(loc.rect[1], loc.rect[2]), vector(loc.rect[3], loc.rect[4] * .5) }
                        }

                        if top_or_bottom then
                            pos = {
                                { vector(loc.rect[1] + loc.rect[3] * .5, loc.rect[2]), vector(loc.rect[3] * .5, loc.rect[4]) },
                                { vector(loc.rect[1], loc.rect[2]), vector(loc.rect[3] * .5, loc.rect[4]) }
                            }
                        end

                        self:gradient(
                            pos[1][1], pos[1][2],
                            color(o_color.r, o_color.g, o_color.b, o_color.a * alpha),
                            color(0, 0, 0, o_color.a * alpha * .2),
                            top_or_bottom
                        )

                        self:gradient(
                            pos[2][1], pos[2][2],
                            color(0, 0, 0, o_color.a * alpha * .2),
                            color(o_color.r, o_color.g, o_color.b, o_color.a * alpha),
                            top_or_bottom
                        )
                    else
                        self:rectangle(
                            vector(loc.rect[1], loc.rect[2]), vector(loc.rect[3], loc.rect[4]),
                            color(o_color.r, o_color.g, o_color.b, o_color.a * alpha)
                        )

                        if rounding > 0 and loc.rounding then
                            for i=1, #loc.rounding do
                                render.circle_outline(
                                    vector(loc.rounding[i][1], loc.rounding[i][2]),
                                    color(o_color.r, o_color.g, o_color.b, o_color.a * alpha),
                                    rounding+thickness, loc.rounding[i][3], .25, thickness
                                )
                            end
                        end

                        if loc.fade then
                            local dec_color do
                                dec_color = o_color * .5
                                dec_color.a = 0
                            end

                            for i=1, #loc.fade do
                                self:gradient(
                                    vector(loc.fade[i][1], loc.fade[i][2]), vector(loc.fade[i][3], loc.fade[i][4]),
                                    color(o_color.r, o_color.g, o_color.b, o_color.a * alpha), dec_color,
                                    loc.fade[i][5] or false
                                )
                            end
                        end
                    end
                end
            end

            return position, size, rounding
        end,

        graphic = function(self, pos, size, nValues_t, nMinValue, nMaxValue, nInterval, vParams_t)
            local nZero = nMinValue
            local vColor = vParams_t.clr_1

            nMinValue = 0
            nMaxValue = nMaxValue - nZero

            size.y = size.y - vParams_t.thickness

            if nMinValue == nMaxValue then
                render.line(
                    vector(pos.x, pos.y+size.y),
                    vector(pos.x + size.x, pos.y + size.y), vColor
                )

                return
            end

            local nStepX = size.x / (nInterval - 1)
            local nDelta = nMaxValue - nMinValue

            for i=1, nInterval - 1 do
                local nPercentage = {
                    (nValues_t[i] - nZero) / nDelta,
                    (nValues_t[i + 1] - nZero) / nDelta
                }

                local oData = {
                    vector(pos.x + nStepX * (i - 1), pos.y + size.y - size.y * nPercentage[1]),
                    vector(pos.x + nStepX * i, pos.y + size.y - size.y * nPercentage[2]),
                }

                for i=1, vParams_t.thickness do
                    render.line(
                        vector(oData[1].x, oData[1].y + i - 1),
                        vector(oData[2].x, oData[2].y + i - 1), vColor
                    )
                end
            end
        end,

        histogram = function(self, pos, size, nValues_t, nMinValue, nMaxValue, nInterval, vParams_t)
            local nZero = nMinValue
            nMinValue = 0
            nMaxValue = nMaxValue - nZero

            local nStepX = size.x / (nInterval - 1)
            local nDelta = nMaxValue - nMinValue

            for i=1, nInterval - 1 do
                local nPercentage = {
                    (nValues_t[i] - nZero) / nDelta,
                    (nValues_t[i + 1] - nZero) / nDelta
                }

                local oData = {
                    vector(math.floor(pos.x + nStepX * (i - 1)), math.floor(pos.y + size.y - size.y * nPercentage[1])),
                    vector(math.floor(pos.x + nStepX * i), math.floor(pos.y + size.y)),
                    isZero = math.floor(pos.y + size.y) == math.floor(pos.y + size.y - size.y * nPercentage[1])
                }

                if vParams_t.sDrawBar == 'fill' then
                    self:rect_filled(oData[1], oData[2], vParams_t.clr_1)
                elseif vParams_t.sDrawBar == 'gradient_fadeout' then
                    self:rect_filled_gradient(
                        oData[1], oData[2],
                        color(vParams_t.clr_1.r, vParams_t.clr_1.g, vParams_t.clr_1.b, 0), vParams_t.clr_1,
                        false
                    )
                elseif vParams_t.sDrawBar == 'gradient_fadein' then
                    self:rect_filled_gradient(
                        oData[1], oData[2],
                        vParams_t.clr_1, color(vParams_t.clr_1.r, vParams_t.clr_1.g, vParams_t.clr_1.b, 0),
                        false
                    )
                else

                end

                if vParams_t.bDrawPeeks and not oData.isZero then
                    self:line(oData[1], oData[2], vParams_t.clr_2)
                end
            end
        end,

        line_gradient = function(self, pos1, pos2, color1, color2, step)
            if color1.a < 5 and color2.a < 5 then
                return
            end

            local difference, step = pos2-pos1, step or 16
            local width, height = difference.x, difference.y

            local length = math.min(step, math.sqrt(width*width + height*height))
            local step_x, step_y = width / length, height / length

            for i=1, length do
                local pos1_1 = vector(pos1.x + step_x*(i-1), pos1.y + step_y*(i-1))
                local pos2_2 = vector(pos1.x + step_x*i, pos1.y + step_y*i)

                render.line(
                    pos1_1, pos2_2,
                    color1:lerp(color2, i / length)
                )
            end
        end,

        glow_line = function(self, pos1, pos2, color1, color2, color_interp, width, step, speed)
            local lerp_center = pos1:lerp(pos2, .5)

            local clr1 = color(color1.r, color1.g, color1.b, 0)

            self:line_gradient(pos1, lerp_center, clr1, color(color1.r, color1.g, color1.b, color1.a), color_interp)
            self:line_gradient(lerp_center, pos2, color(color1.r, color1.g, color1.b, color1.a), color(color2.r, color2.g, color2.b, 0), color_interp)

            local a = color1.a * .5
            local lerp_step = 1 / (width*step)

            local realtime =
                math.sin(globals.realtime * speed) * .5 + .5

            local perpendicular =
                pos1:to(pos2):cross(vector(0, 0, 1))

            for i = 1, width do
                local v1, v2 =
                    pos1 + perpendicular * i,
                    pos2 + perpendicular * i

                local v1v2center = v1:lerp(v2, .5)

                v1, v2 =
                    v1v2center:lerp(v1, 1 - lerp_step * i),
                    v1v2center:lerp(v2, 1 - lerp_step * i)

                local v3, v4 =
                    pos1 - perpendicular * i,
                    pos2 - perpendicular * i

                local v3v4center = v3:lerp(v4, .5)

                v3, v4 =
                    v3v4center:lerp(v3, 1 - lerp_step * i),
                    v3v4center:lerp(v4, 1 - lerp_step * i)

                local multiplier = 1 - math.log10(i) / math.log10(width)
                local alpha = a * multiplier

                if speed and speed > 0 then
                    alpha = alpha * realtime
                end

                local clr_step = color(color1.r, color1.g, color1.b, alpha)
                local clr_2 = color(color2.r, color2.g, color2.b, 0)

                self:line_gradient(v1, v1v2center, clr1, clr_step, color_interp)
                self:line_gradient(v1v2center, v2, clr_step, clr_2, color_interp)
                self:line_gradient(v3, v3v4center, clr1, clr_step, color_interp)
                self:line_gradient(v3v4center, v4, clr_step, clr_2, color_interp)
            end
        end
    }

    :struct 'common' {
        can_break_lc = false,

        ETP_Teleport = { 0, 0, 0, 0, 0 },
        ETP_Shifting = { 0, 0 },

        new_dragging = function(self, name, initial_pos)
            local name = tostring(name)
            local initial_pos = initial_pos or vector()

            local ui_group = ui.create 'DRAGGING\n%_#_&'
            local mi_intersection = false

            local mt = { }
            local mt_data = {
                dragging = false,
                mouse_pos = vector(0, 0),
                mouse_pos_diff = vector(0, 0),
                intersected = nil,
                mi_intersection = nil,

                reference = (function()
                    local dragging_vector = {
                        ui_group:slider(('%s:dragging_x'):format(name), -16384, 16384, initial_pos.x),
                        ui_group:slider(('%s:dragging_y'):format(name), -16384, 16384, initial_pos.y)
                    }

                    local visibility = function()
                        dragging_vector[1]:set_visible(false)
                        dragging_vector[2]:set_visible(false)
                    end

                    dragging_vector[1]:set_callback(visibility)
                    dragging_vector[1]:set_callback(visibility, true)

                    return dragging_vector
                end)()
            }

            function mt.intersects(self, mouse, pos, size)
                return
                    mouse.x >= pos.x and mouse.x <= pos.x+size.x and
                    mouse.y >= pos.y and mouse.y <= pos.y+size.y
            end

            function mt.get_position(self)
                return vector(
                    self.reference[1]:get(),
                    self.reference[2]:get()
                )
            end

            function mt.is_dragging(self)
                return self.dragging
            end

            function mt.update(self, size)
                local new_mouse_pos = ui.get_mouse_position()
                local menu_pos = ui.get_position()
                local menu_size = ui.get_size()

                local holding_key, intersection_check =
                    ui.get_alpha() > 0 and common.is_button_down(1),
                    self:intersects(new_mouse_pos, self:get_position(), size) and not
                    self:intersects(new_mouse_pos, menu_pos, menu_size)

                self.mouse_pos_diff = -(self.mouse_pos-new_mouse_pos)

                if holding_key and self.intersected == nil then
                    self.intersected = intersection_check
                end

                if holding_key and self.intersected then
                    self.dragging = true
                elseif not holding_key then
                    self.dragging = false
                    self.intersected = nil
                end

                if self.dragging then
                    local screen = render.screen_size()
                    local limit, new_pos = size * .5, vector(
                        self.reference[1]:get() + self.mouse_pos_diff.x,
                        self.reference[2]:get() + self.mouse_pos_diff.y
                    )

                    self.reference[1]:set(math.max(-limit.x, math.min(screen.x-limit.x, new_pos.x)))
                    self.reference[2]:set(math.max(-limit.y, math.min(screen.y-limit.y, new_pos.y)))
                end

                self.mouse_pos = new_mouse_pos
                self.mi_intersection = intersection_check or self.dragging

                return self:get_position(), self.dragging
            end

            local dragging = setmetatable(mt, { __index = mt_data })

            events.mouse_input:set(function()
                if dragging.mi_intersection then
                    return false
                end
            end)

            return dragging
        end
    }

local panel = new_class()
    :struct 'root' {
        top_right_offset = vector(),
        should_scale_dpi = false,

        features = {
            'loading_screen',
            'muzzle',
            'watermark', 'bomb', 'exploiting',
            'hotkeys', 'spectators'
        },

        perform = function(self, ...)
            self.top_right_offset = vector(10, 0, 0)
            self.should_scale_dpi = ctx.menu.general.resources.dpi_scale:get()

            local screen_size = render.screen_size()
            local options = ctx.menu:get_resources()

            for _, feature in ipairs(self.features) do
                local class = self[feature]

                if class and class.render then
                    class:render(screen_size, options)
                end
            end
        end,

        set_text_flags = function(self, flags)
            local flags = type(flags) == 'string' and
                flags:gsub('s', '') or ''

            if self.should_scale_dpi then
                flags = flags .. 's'
            end

            return flags
        end
    }

    :struct 'muzzle' {
        overlap = 0,
        abs_yaw = 0,
        fake_desync = 0,
        max_desync = 0,

        panel_side = true,
        panel_side_cache = nil,

        no_entry = ctx.smoothy:new_interp(),
        onshot_aa = ui.find('Aimbot', 'Ragebot', 'Main', 'Hide Shots'),
        double_tap = ui.find('Aimbot', 'Ragebot', 'Main', 'Double Tap'),

        tweens = ctx.smoothy:new({
            alpha = 0,
            panel_side = 0,
            link_alpha = 0,
            shifting = 0,
            shifting_amt = 0,
            body_yaw = 0,
            overlap = 0,
            panel_pos = nil,
        }),

        camera_move = {
            yaw = false,
            pitch = false,
            difference = 0,
            directions = vector(0, 0, 0),
            y_vector = vector(0, 1, 0),
            z_vector = vector(0, 0, 1)
        },

        native_GetAttachment = utils.get_vfunc(84, 'bool(__thiscall*)(void*, int, void*)'),
        native_GetAttachmentIDX_1stperson = utils.get_vfunc(468, 'int(__thiscall*)(void*, void*)'),
        native_GetAttachmentIDX_3rdperson = utils.get_vfunc(469, 'int(__thiscall*)(void*)'),
        native_ShouldDrawViewmodel = utils.get_vfunc(27, 'bool(__thiscall*)(void*)'),

        get_attachment = function(self, player, ret_wmodel)
            if player == nil then
                return
            end

            local weapon = player:get_player_weapon()

            if weapon == nil then
                return
            end

            local weapon_info = weapon:get_weapon_info()
            local model = ret_wmodel == true and
                weapon.m_hWeaponWorldModel or
                player.m_hViewModel[0]

            if model == nil or (not ret_wmodel and weapon_info.weapon_type == 0) then
                return
            end

            local position = ffi.new 'float[3]'
            local att_index = ret_wmodel and
                self.native_GetAttachmentIDX_3rdperson(weapon[0]) or
                self.native_GetAttachmentIDX_1stperson(weapon[0], model[0])

            if att_index > 0 and self.native_GetAttachment(model[0], att_index, position) then
                return vector(position[0], position[1], position[2])
            end
        end,

        handle_movement = function(self)
            local camera_move = self.camera_move
            local camera_angles = render.camera_angles()

            -- begin
            local me = entity.get_local_player()
            local velocity = me.m_vecVelocity
            local velocity2d = vector(velocity.x, velocity.y, 0):length() -- ???

            local difference do
                difference = globals.realtime - camera_move.difference

                if difference > globals.tickinterval*2 or math.abs(difference) > 5 then
                    camera_move.yaw = false
                end

                if camera_move.pitch == false or camera_move.yaw == false then
                    camera_move.pitch, camera_move.yaw = camera_angles:unpack()
                end

                camera_move.difference = globals.realtime
            end

            local eye_yaw_rad = math.rad(camera_angles.y)
            local eye_yaw_sin = math.sin(eye_yaw_rad)

            local forward_right_angle =
                math.atan2(eye_yaw_sin, math.cos(eye_yaw_rad)) -
                math.atan2(velocity.y, velocity.x)

            local up_angle = math.atan2(camera_angles.y, velocity.z)

            local forward_factor = velocity2d > 0 and math.cos(forward_right_angle) * velocity2d / 250 or 0
            local right_factor = velocity2d > 0 and math.sin(forward_right_angle) * velocity2d / 250 or 0
            local up_factor = math.abs(velocity.z) > 0 and math.cos(up_angle) * math.abs(velocity.z) / 250 or 0

            local vec_camera_prev_yaw = vector():angles(0, camera_move.yaw)
            local vec_camera_yaw = vector():angles(0, camera_angles.y)
            local yaw_difference_angle = math.acos(vec_camera_yaw:dot(vec_camera_prev_yaw))
            local vec_camera_yaw_cross = vec_camera_yaw:cross(vec_camera_prev_yaw)

            if vec_camera_yaw_cross:dot(camera_move.z_vector) < 0 then
                yaw_difference_angle = -yaw_difference_angle
            end

            if yaw_difference_angle ~= yaw_difference_angle then
                yaw_difference_angle = 0
            end

            local vec_camera_prev_pitch = vector():angles(camera_move.pitch, 0)
            local vec_camera_pitch = vector():angles(camera_angles.x, 0)
            local pitch_difference_angle = math.acos(vec_camera_pitch:dot(vec_camera_prev_pitch))
            local vec_camera_pitch_cross = vec_camera_pitch:cross(vec_camera_prev_pitch)

            if vec_camera_pitch_cross:dot(camera_move.y_vector) < 0 then
                pitch_difference_angle = -pitch_difference_angle
            end

            if pitch_difference_angle ~= pitch_difference_angle then
                pitch_difference_angle = 0
            end

            right_factor = right_factor + yaw_difference_angle * 32.5
            up_factor = up_factor + pitch_difference_angle * 32.5 / .5666

            camera_move.pitch = camera_angles.x
            camera_move.yaw = camera_angles.y
            camera_move.directions = vector(forward_factor, right_factor, up_factor)
        end,

        handle_antiaim = function(self)
            local me = entity.get_local_player()

            if not me then
                return
            end

            local anim_state = me:get_anim_state()

            if globals.choked_commands == 0 then
                local max_desync = rage.antiaim:get_max_desync()
                local rot1 = rage.antiaim:get_rotation()
                local rot2 = rage.antiaim:get_rotation(true)

                self.max_desync = max_desync
                self.overlap = 1 - math.clamp(math.abs(math.normalize_yaw(rot2 - rot1)), 0, max_desync) / max_desync

                self.abs_yaw = anim_state.eye_yaw
                self.fake_desync = math.normalize_yaw(rot2 - rot1)
            end
        end,

        handle_3rdperson = function(self, thirdperson)
            local value = ctx.menu.general.muzzle_panel_3rd_person:get()

            if value ~= 'Auto' then
                if thirdperson then
                    if self.panel_side_cache == nil then
                        self.panel_side_cache, self.panel_side =
                            self.panel_side, value == 'Right'
                    end
                else
                    if self.panel_side_cache ~= nil then
                        self.panel_side, self.panel_side_cache =
                            self.panel_side_cache, nil
                    end
                end
            end
        end,

        reset_movement = function(self)
            self.camera_move.pitch = false
            self.camera_move.yaw = false
            self.tweens.value.alpha = 0
        end,

        render = function(self, screen_size, options)
            local me = entity.get_local_player()


            if me == nil or not me:is_alive() or snapshot == nil then
                self:reset_movement()
                return
            end

            local no_entry do
                no_entry = snapshot.command.no_entry
                no_entry = math.clamp(no_entry.x / no_entry.y, 0, 1)
                no_entry = self.no_entry(no_entry == 1 and 0 or no_entry)
            end

            local menu = ctx.menu.general
            local tweens = self.tweens.value
            local frametime = menu.muzzle_smoothing:get() * .01

            local thirdperson = common.is_in_thirdperson()
            local draw_attachment = thirdperson or self.native_ShouldDrawViewmodel(client_mode)

            if  not menu.muzzle:get() or not draw_attachment or
                (not menu.muzzle_perspective:get(1) and not thirdperson) or
                (not menu.muzzle_perspective:get(2) and thirdperson)
            then
                self:reset_movement()
                return
            end

            local muzzle_origin = self:get_attachment(me)

            if thirdperson then
                muzzle_origin = me:get_hitbox_position(2)
            end

            local screen_size = render.screen_size()
            local muzzle_screen = muzzle_origin and muzzle_origin:to_screen()

            if  muzzle_screen == nil or
                muzzle_screen.x < -100 or muzzle_screen.x > (screen_size.x + muzzle_screen.x/4) or
                muzzle_screen.y < -100 or muzzle_screen.y > (screen_size.y + muzzle_screen.y/4)
            then
                self:reset_movement()
                return
            end

            local VERIFY do
                local directions = self.camera_move.directions

                local lean_angle = math.rad(menu.muzzle_panel_lean_angle:get())
                local lean = vector(math.cos(lean_angle), math.sin(lean_angle)) * menu.muzzle_panel_lean_offset:get()
                local jiggle = vector(menu.muzzle_y_jiggle_factor:get(), menu.muzzle_z_jiggle_factor:get())

                local up_dir = thirdperson and 0 or -jiggle.y
                local right_dir = -jiggle.x * (thirdperson and .5 or 1)

                local position = vector(
                    muzzle_screen.x + (directions.y * right_dir) + (self.panel_side and lean.x or -lean.x),
                    muzzle_screen.y - lean.y - (directions.z * up_dir)
                )

                if tweens.panel_pos == nil then
                    tweens.panel_pos = position
                end

                self.tweens(.1 * frametime, {
                    panel_pos = position,
                    shifting = rage.exploit:get() == 1 and self.double_tap:get()
                })
            end

            local position = tweens.panel_pos:floor()

            local panel, size do
                size = vector(130, 53)
                size.y = size.y + math.floor(tweens.shifting * 13) -- Exploiting Indicator
                size.y = size.y + math.floor(options.rounding / 2.5) -- Rounding

                panel = vector(
                    position.x - tweens.panel_side,
                    position.y - size.y
                )
            end

            self.tweens(.15 * frametime, {
                link_alpha = menu.muzzle_link:get(),
                panel_side = self.panel_side and 0 or size.x
            })

            self.tweens(.05 * frametime, {
                alpha = 1,
                overlap = self.overlap,
                body_yaw = math.min(math.abs(self.fake_desync), self.max_desync)
            })

            if tweens.link_alpha > 0 then
                local line_color = menu.link_color:get()
                local line_options = {
                    step = menu.link_step:get(),
                    width = menu.link_width:get(),
                    interp = menu.link_interpolation:get(),
                    speed = menu.link_pulse_speed:get()
                }

                local shadow_clr = options.glow_color:clone()

                do
                    line_color.a = line_color.a * tweens.link_alpha * tweens.alpha
                    shadow_clr.a = shadow_clr.a * tweens.link_alpha * tweens.alpha
                end

                ctx.draw:glow_line(
                    muzzle_screen, position,
                    line_color, shadow_clr,
                    line_options.interp, line_options.width, line_options.step, line_options.speed * .01
                )
            end

            local THIRDPERSON_CHECK do
                -- 3rd person position check
                self:handle_3rdperson(thirdperson)

                local PSF = menu.muzzle_panel_switch_factor:get()

                local switch_limit_mpl = PSF > 150 and math.huge or PSF * .01
                local limit_left = panel.x + size.x * .5 - size.x * switch_limit_mpl
                local limit_right = panel.x + size.x * .5 + size.x * switch_limit_mpl

                if muzzle_screen.x > limit_right and self.panel_side then
                    self.panel_side = false
                end

                if muzzle_screen.x < limit_left and not self.panel_side then
                    self.panel_side = true
                end
            end

            ctx.draw:rect(
                panel, size,
                options.background_color, tweens.alpha, options.rounding, options.glow_color, {
                    style = options.rounding == 0 and 2 or 1,
                    direction = 'top',
                    thickness = options.outline_thickness,
                    color = options.outline_color
                }, options.blur * .01
            )

            local rounding = math.max(options.rounding or 4, 4)

            local TO_RIGHT, osaa_position do
                -- CIRCLES
                local radius = 8
                local camera_angles = render.camera_angles()
                local circle_position = vector(
                    panel.x + size.x - rounding*.5 - radius - 6,
                    panel.y + rounding*.5 + radius + 6
                )

                local desync = math.normalize_yaw(self.abs_yaw + self.fake_desync)

                local real_rotation = math.normalize_yaw(camera_angles.y - self.abs_yaw - 120)
                local fake_rotation = math.normalize_yaw(camera_angles.y - desync - 120)

                render.circle_outline(circle_position, color(15, 15, 15, 125 * tweens.alpha), radius, 0, 1, 2)
                render.circle_outline(circle_position, color(150, 150, 150, 220 * tweens.alpha), radius, fake_rotation, .1, 2)
                render.circle_outline(circle_position, color(45, 220, 220, 255 * tweens.alpha), radius, real_rotation, .1, 2)

                -- HIDESHOTs
                osaa_position = vector(
                    circle_position.x + radius + 2,
                    circle_position.y + (radius*2) + 4
                )

                local osaa = self.onshot_aa:get()
                local osaa_text = osaa and '\a00FF00FFON' or '\aFF0000FFOFF'

                if snapshot.command.shifting < -6 and osaa then
                    osaa_text = '\aFF7D5FFFWAIT'
                end

                render.text(2, osaa_position, color(255, 255 * tweens.alpha), 'r', 'OSAA: ', osaa_text)
            end

            local TO_LEFT do
                local offset = vector(rounding * .5, rounding * .5)
                local fraction2 = math.clamp(tweens.body_yaw, 0, 59) / 59

                render.text(2, panel + offset + 2, color(255, 255 * tweens.alpha), nil, 'ANTI-AIMBOT DEBUG')

                offset.y = offset.y + 18

                -- FAKE INDICATORS
                local clr, half_clr do
                    local fraction = math.clamp(tweens.body_yaw, 0, 30) / 30

                    if fraction >= .5 then
                        clr = color(213, 197, 84, 255):lerp(color(123, 194, 21, 255), (fraction - .5) * 2)
                    else
                        clr = color(255, 0, 0, 255):lerp(color(213, 197, 84, 255), fraction * 2)
                    end

                    clr.a = clr.a * tweens.alpha
                    half_clr = clr * .25
                    half_clr.a = 0
                end

                local text = ('FAKE (%.1f°)'):format(math.min(math.abs(self.fake_desync), self.max_desync))
                local text_size = render.measure_text(1, nil, text)

                local gradient_seg = text_size.y * .5
                ctx.draw:gradient(
                    vector(panel.x + offset.x + 3, panel.y + offset.y + 1),
                    vector(2, gradient_seg), half_clr, clr, false
                )

                ctx.draw:gradient(
                    vector(panel.x + offset.x + 3, panel.y + offset.y + 1 + gradient_seg),
                    vector(2, gradient_seg), clr, half_clr, false
                )

                render.text(1, vector(panel.x + offset.x + 9, panel.y + offset.y), color(255, 255 * tweens.alpha), '', text)

                offset.y = offset.y + 16

                -- Anti-aim overlap
                local text = 'SP: '
                local text_size = render.measure_text(2, nil, text)

                render.text(2, vector(panel.x + offset.x + 9, panel.y + offset.y), color(255, 255  * tweens.alpha), nil, text)

                ctx.draw:rect(vector(panel.x + offset.x + 9 + text_size.x + 3, panel.y + offset.y + 3), vector(20, 6), color(15, 15, 15, 220), tweens.alpha, 2)
                ctx.draw:rect(vector(panel.x + offset.x + 9 + text_size.x + 4, panel.y + offset.y + 4), vector((17-fraction2*17)+.5, 4), color(127, 153, 255, 255), tweens.alpha, 2)

                ctx.draw:rect(vector(panel.x + offset.x + 9 + text_size.x + 3 + 22, panel.y + offset.y + 3), vector(20, 6), color(15, 15, 15, 220), tweens.alpha, 2)
                ctx.draw:rect(vector(panel.x + offset.x + 9 + text_size.x + 4 + 22, panel.y + offset.y + 4), vector((17-tweens.overlap*17)+.5, 4), color(127, 153, 255, 255), tweens.alpha, 2)

                offset.y = offset.y + tweens.shifting*13

                local shifting do
                    shifting = snapshot.command.shifting

                    if rage.exploit:get() == 1 and snapshot.command.choke > 8 then
                        shifting = snapshot.command.choke
                    end

                    shifting = math.clamp(math.abs(shifting), 1, 14)
                end

                self.tweens(.15 * frametime, { shifting_amt = shifting })

                if tweens.shifting >= .685 then
                    local text = 'EXPLOITING'
                    local shadow = math.sin(globals.realtime * 3) * .5 + .5

                    local alpha = math.map(tweens.shifting, .685, 1, 0, 1) * tweens.alpha
                    local shifting_prc = (tweens.shifting_amt / 14) * 22

                    local text_color do
                        text_color = color():lerp(color(235, 95, 135), no_entry)
                        text_color.a = alpha * 220
                    end

                    render.text(2, vector(panel.x + offset.x + 9, panel.y + offset.y), text_color, nil, text)
                    render.text(2, vector(osaa_position.x - 1, panel.y + offset.y), color(255, alpha*220), 'r', shifting)

                    ctx.draw:rect(
                        vector(osaa_position.x - 37, panel.y + offset.y + 3), vector(24, 6),
                        color(15, 15, 15, 220), alpha, 2,
                        color(185, 15, 15, 255) * shadow * .75
                    )

                    ctx.draw:rect(
                        vector(osaa_position.x - 36, panel.y + offset.y + 4),
                        vector(shifting_prc < 2 and 0 or shifting_prc, 4),
                        color(127, 153, 255, 220), alpha, 2
                    )
                end
            end
        end
    }

    :struct 'watermark' {
        alpha = ctx.smoothy:new(0),
        latency = ctx.smoothy:new(0),

        get_steam_name = panorama.MyPersonaAPI.GetName,
        get_name = function(self)
            local ref = ctx.menu.general
            local name_type = ref.nickname:get()

            if name_type == 'Steam Name' then
                return self.get_steam_name()
            end

            if name_type == 'Custom' then
                local custom_name = ref.custom_name:get()

                if custom_name:gsub(' ', '') ~= '' then
                    return custom_name
                end
            end

            return common.get_username()
        end,

        get_time = function(self)
            local system_time = common.get_system_time()

            if ctx.menu.general.h12_format:get() then
                local hrs = system_time.hours % 12

                if hrs == 0 then
                    hrs = 12
                else
                    hrs = hrs < 10 and hrs or ('%02d'):format(hrs)
                end

                return ('%s:%02d%s'):format(
                    hrs,
                    system_time.minutes,
                    system_time.hours >= 12 and 'pm' or 'am'
                )
            end

            return ('%02d:%02d:%02d'):format(
                system_time.hours,
                system_time.minutes,
                system_time.seconds
            )
        end,

        get_latency = function(self)
            local netchannel = utils.net_channel()

            if netchannel == nil then
                return 0
            end

            return math.floor(netchannel.latency[1] * 1000)
        end,

        get_text = function(self, options)
            local flags = self.root:set_text_flags()

            -- PREFIX
            local prefix = ('never\a%slose  \aFFFFFFFF%s '):format(options.text_color:to_hex(), self:get_name())
            local prefix_size = render.measure_text(1, flags, prefix)

            -- PING
            local latency = globals.is_in_game and self.latency.value >= 1 and (' %dms '):format(self.latency.value) or ''
            local latency_size = render.measure_text(1, flags, latency)

            -- TIME
            local time = ' ' .. self:get_time()
            local time_size = render.measure_text(1, flags, time)

            return prefix .. latency .. time, vector(
                prefix_size.x + latency_size.x + time_size.x,
                math.max(prefix_size.y, latency_size.y, time_size.y)
            )
        end,

        render_text = function(self, id, pos, clr, flags, text, text_size)
            if id == 1 and text:find('never(.*)lose(.*)') then
                local s, e, in_text = text:find('never(.*)')

                local initial_text = 'never'
                local initial_text_size = render.measure_text(id, flags, 'never')

                render.text(id, pos - vector(text_size.x - initial_text_size.x), clr, flags, 'never')
                render.text(id, pos + vector(1), clr, flags, in_text)

                return
            end

            render.text(id, pos, clr, flags, text)
        end,

        render = function(self, screen_size, options)
            local alpha = self.alpha(.05, ctx.menu.general.watermark:get())
            local latency = self.latency(.25, self:get_latency())

            if alpha < .5 then
                return
            end

            local alpha = math.map(alpha, .5, 1, 0, 1, true)
            local offset_ins = vector(5, 4) -- TO DO [x(4) * render.get_scale]

            self.root.top_right_offset.y = self.root.top_right_offset.y + alpha * 10

            local text, text_size = self:get_text(options)
            local position = vector(
                screen_size.x - self.root.top_right_offset.x - text_size.x,
                self.root.top_right_offset.y
            )

            local _, rect_size = ctx.draw:rect(
                vector(position.x - offset_ins.x*2, position.y - 1),
                vector(text_size.x + offset_ins.x*2, text_size.y + offset_ins.y*2 + 1),
                options.background_color, alpha, options.rounding, options.glow_color, {
                    style = options.rounding == 0 and 2 or 1,
                    direction = options.outline_position,
                    thickness = options.outline_thickness,
                    color = options.outline_color
                }, options.blur * .01 * .25
            )

            self:render_text(1,
                vector(position.x + text_size.x - offset_ins.x, position.y + offset_ins.y - 1),
                color(255, 255, 255, alpha*255), self.root:set_text_flags 'r',
                text, text_size
            )

            self.root.top_right_offset.y = self.root.top_right_offset.y + alpha * (rect_size.y-2)
        end
    }

    :struct 'bomb' {
        tweens = ctx.smoothy:new({
            alpha = 0,
            planting = 0,
            planted = 0,
            defusing = 0,
            percentage = 0,
            damage_interp = 0,
            damageable = 0,
        }),

        last_site = '',
        last_beep = 0,
        last_beep_diff = 1,

        planting_site = nil,
        planting_started_at = nil,
        planting_player = nil,
        planting_time = 3.125,

        mp_c4timer = cvar.mp_c4timer,

        reset = function(self, e)
            self.planting_site = nil
            self.planting_player = nil
        end,

        beep = function(self, c)
            self.last_beep_diff = math.clamp(globals.curtime - self.last_beep, 0, 1)
            self.last_beep = globals.curtime
        end,

        begin_plant = function(self, e)
            local player_resource = entity.get_player_resource()

            if not player_resource then
                return
            end

            local center_a, center_b =
                player_resource.m_bombsiteCenterA,
                player_resource.m_bombsiteCenterB

            local site = entity.get(e.site)

            if not site then
                return
            end

            local mins, maxs =
                site.m_vecMins, site.m_vecMaxs

            local center = mins:lerp(maxs, 0.5)
            local distance_a, distance_b = center:distsqr(center_a), center:distsqr(center_b)

            self.planting_site = distance_b > distance_a and 'A' or 'B'
            self.planting_started_at = globals.curtime
            self.planting_player = entity.get(e.userid, true)

            self.last_site = self.planting_site
        end,

        damage_apply_armor = function(self, damage, armor_value)
            local armor_ratio = 0.5
            local armor_bonus = 0.5

            if armor_value > 0 then
                local flNew = damage * armor_ratio
                local flArmor = (damage - flNew) * armor_bonus

                if flArmor > armor_value then
                    flArmor = armor_value * (1 / armor_bonus)
                    flNew = damage - flArmor
                end

                damage = flNew
            end

            return damage
        end,

        calculate_damage = function(self, from_player, other, armor_value)
            local eye_position = from_player:get_eye_position()
            local distance = eye_position:dist(other:get_origin())

            local damage, fatal = 500, false
            local radius = damage * 3.5

            damage = damage * math.exp(-((distance * distance) / ((radius * 2 / 3) * (radius / 3))))
            damage = math.floor(self:damage_apply_armor(math.max(damage, 0), armor_value))

            return damage
        end,

        get_active_bomb = function(self, from_player)
            local curtime = globals.curtime
            local from_player = from_player or entity.get_local_player()

            local armor_value = from_player.m_ArmorValue
            local health = from_player.m_iHealth

            if self.planting_player then
                local plant_percentage = (curtime - self.planting_started_at) / self.planting_time

                if plant_percentage > 0 and plant_percentage < 1 then
                    local game_rules = entity.get_game_rules()

                    if game_rules.m_bBombPlanted == 1 then
                        return
                    end

                    -- indicator(color(252, 243, 105, 255), 'Bombsite ' .. planting_site, plant_percentage)
                    return {
                        type = 1,
                        from = from_player,
                        site = self.planting_site,
                        percentage = plant_percentage,
                        damage = self:calculate_damage(from_player, self.planting_player, armor_value)
                    }
                end
            else
                local result

                entity.get_entities('CPlantedC4', true, function(c4)
                    if c4.m_bBombDefused then
                        return
                    end

                    local explodes_at = c4.m_flC4Blow

                    local site = c4.m_nBombSite == 0 and 'A' or 'B'
                    local time_left = explodes_at - globals.curtime

                    if time_left >= 0 then
                        -- indicator(color(255, 255, 255, 200), string.format('%s - %.1fs', site, explodes_at - curtime))

                        local fatal = false
                        local damage = self:calculate_damage(from_player, c4, armor_value)

                        if from_player:is_alive() then
                            if damage >= 1 then
                                if damage >= health then
                                    fatal = true
                                    -- indicator(color(255, 0, 50, 255), 'FATAL')
                                else
                                    -- indicator(color(252, 243, 105, 255), string.format('-%d HP', damage))
                                end
                            end
                        end

                        result = {
                            type = 2,
                            entity = c4,
                            from = from_player,
                            site = site,
                            damage = damage or -1,
                            time_left = explodes_at - curtime
                        }

                        return false
                    end
                end)

                return result
            end
        end,

        render = function(self, screen_size, options)
            local me = entity.get_local_player()

            if me == nil then
                return
            end

            local menu = ctx.menu.general
            local tweens = self.tweens.value

            local defusing = 0
            local damage_alpha = 0
            local bomb = menu.bomb:get() and self:get_active_bomb(me) or nil

            do
                local frametime = globals.frametime
                local percentage = 0
                local damage_interp = 0
                local damageable = false

                if bomb then
                    if bomb.type == 1 then
                        percentage = bomb.percentage
                    end

                    if bomb.type == 2 then
                        percentage = bomb.time_left / self.mp_c4timer:int()

                        local bomb_entity = bomb.entity

                        if  bomb_entity.m_hBombDefuser ~= nil and
                            bomb_entity.m_flDefuseCountDown <= bomb_entity.m_flC4Blow
                        then
                            defusing = bomb_entity.m_flDefuseCountDown - globals.curtime
                            percentage = math.clamp(defusing, 0, 10) / 10
                        end
                    end

                    if bomb.damage >= 1 then
                        damage_interp = math.map(bomb.damage, 0, bomb.from.m_iHealth, 0, 1, true)
                    end

                    if bomb.type == 2 and bomb.from:is_alive() and bomb.damage >= 1 then
                        damageable = true
                    end
                end

                self.tweens(.1, {
                    alpha = bomb ~= nil,
                    planting = bomb ~= nil and bomb.type == 1,
                    planted = bomb ~= nil and bomb.type == 2,
                    percentage = percentage,
                    defusing = defusing > 0,
                    damage_interp = damage_interp,
                    damageable = damageable
                })
            end

            if tweens.alpha < .25 then
                return
            end

            local extra_offset = 0
            local offset_ins = vector(5, 3)
            local alpha = math.map(tweens.alpha, .25, 1, 0, 1, true)

            self.root.top_right_offset.y = self.root.top_right_offset.y + alpha * 9

            local bomb_dmg_clr = menu.bomb_dmg_color:get()
            local bomb_dmg_fatal_clr = menu.bomb_dmg_fatal_color:get()

            local damage_alpha = tweens.damageable - tweens.defusing

            if damage_alpha > 0 then
                local alpha = alpha * math.map(damage_alpha, 0.85, 1, 0, 1, true)
                local text, text_clr = '-1 HP', bomb_dmg_clr:clone()

                if bomb and bomb.damage >= 1 then
                    if bomb.damage >= bomb.from.m_iHealth then
                        text, text_clr = 'FATAL', bomb_dmg_fatal_clr:clone()
                    else
                        text = string.format('-%d HP', bomb.damage)
                    end
                end

                text_clr.a = text_clr.a * alpha

                local text_size = render.measure_text(1, self.root:set_text_flags(), text)
                local position = vector(screen_size.x - self.root.top_right_offset.x - text_size.x - extra_offset, self.root.top_right_offset.y)

                _, rect_size = ctx.draw:rect(
                    vector(position.x - offset_ins.x*2, position.y),
                    vector(text_size.x + offset_ins.x*2, text_size.y + offset_ins.y*2 - 1),
                    options.background_color, alpha, options.rounding, options.glow_color * .5, nil, options.blur * .01 * .25
                )

                render.text(1,
                    vector(position.x - offset_ins.x, position.y + offset_ins.y - 1),
                    text_clr, self.root:set_text_flags(), text
                )

                extra_offset = extra_offset +
                    (text_size.x + offset_ins.x*2 + offset_ins.x) * damage_alpha
            end

            if tweens.defusing > 0 then
                local alpha = alpha * math.map(tweens.defusing, 0.85, 1, 0, 1, true)

                local text = string.format('DEFUSING: %.2fs', defusing)
                local text_clr = color(255, alpha * 255)

                local text_size = render.measure_text(1, self.root:set_text_flags(), text)
                local position = vector(screen_size.x - self.root.top_right_offset.x - text_size.x - extra_offset, self.root.top_right_offset.y)

                local outline_clr = bomb_dmg_fatal_clr:lerp(bomb_dmg_clr, .75)

                if math.abs(globals.curtime - self.last_beep) <= 1.1 then
                    local diff = self.last_beep_diff * .75
                    local alpha = math.map(globals.curtime - self.last_beep, 0, diff, 1, 0, true)

                    outline_clr.a = outline_clr.a * alpha
                end

                _, rect_size = ctx.draw:rect(
                    vector(position.x - offset_ins.x*2, position.y),
                    vector(text_size.x + offset_ins.x*2, text_size.y + offset_ins.y*2 - 1),
                    options.background_color, alpha, options.rounding, options.glow_color * .5, {
                        style = 2,
                        direction = 'bottom',
                        thickness = 1,
                        color = outline_clr
                    }, options.blur * .01 * .25
                )

                render.text(1,
                    vector(position.x - offset_ins.x, position.y + offset_ins.y - 1),
                    text_clr, self.root:set_text_flags(), text
                )

                extra_offset = extra_offset +
                    (text_size.x + offset_ins.x*2 + offset_ins.x) * tweens.defusing
            end

            if tweens.planted > 0 then
                local alpha = alpha * math.map(tweens.planted, 0.25, 1, 0, 1, true)
                local text = string.format(
                    '%s: %.1fs',
                    bomb and bomb.site or self.last_site,
                    bomb and bomb.time_left or 0
                )

                local text_size = render.measure_text(1, self.root:set_text_flags(), text)
                local position = vector(screen_size.x - self.root.top_right_offset.x - text_size.x - extra_offset, self.root.top_right_offset.y)

                _, rect_size = ctx.draw:rect(
                    vector(position.x - offset_ins.x*2, position.y),
                    vector(text_size.x + offset_ins.x*2, text_size.y + offset_ins.y*2 - 1),
                    options.background_color, alpha, options.rounding, options.glow_color * .5, nil, options.blur * .01 * .25
                )

                local text_clr = bomb_dmg_fatal_clr:clone()

                if bomb then
                    if bomb.time_left > 5 and bomb.time_left <= 10 then
                        text_clr = bomb_dmg_clr:clone()
                    elseif bomb.time_left > 10 then
                        text_clr = color()
                    end
                end

                text_clr.a = text_clr.a * alpha

                render.text(1,
                    vector(position.x - offset_ins.x + 1, position.y + offset_ins.y - 1),
                    text_clr, self.root:set_text_flags(), text
                )

                extra_offset = extra_offset +
                    (text_size.x + offset_ins.x*2 + offset_ins.x) * tweens.planted
            end

            if tweens.planting > 0 then
                local alpha = alpha * math.map(tweens.planting, 0.25, 1, 0, 1, true)
                local text = 'Bombsite: ' .. self.last_site

                local text_size = render.measure_text(1, self.root:set_text_flags(), text)
                local position = vector(screen_size.x - self.root.top_right_offset.x - text_size.x - extra_offset, self.root.top_right_offset.y)

                _, rect_size = ctx.draw:rect(
                    vector(position.x - offset_ins.x*2, position.y),
                    vector(text_size.x + offset_ins.x*2, text_size.y + offset_ins.y*2 - 1),
                    options.background_color, alpha, options.rounding, options.glow_color * .5, nil, options.blur * .01 * .25
                )

                render.text(1,
                    vector(position.x - offset_ins.x, position.y + offset_ins.y - 1),
                    color(255, alpha * 255), self.root:set_text_flags(), text
                )

                extra_offset = extra_offset +
                    (text_size.x + offset_ins.x*2 + offset_ins.x) * tweens.planting
            end

            if tweens.percentage > 0 then
                local alpha = math.map(alpha, .75, 1, 0, 1, true)
                local text_size = render.measure_text(1, self.root:set_text_flags(), 'o')

                text_size.x = text_size.y * .85

                local position = vector(
                    screen_size.x - self.root.top_right_offset.x - text_size.x - extra_offset,
                    self.root.top_right_offset.y
                )

                local outline_color = color(255, 0):lerp(menu.bomb_dst_color:get(), tweens.damage_interp)

                rect_pos, rect_size = ctx.draw:rect(
                    vector(position.x - offset_ins.x*2, position.y),
                    vector(text_size.x + offset_ins.x*2, text_size.y + offset_ins.y*2 - 1),
                    options.background_color, alpha, options.rounding, options.glow_color * .5, {
                        direction = 'left',
                        style = options.rounding == 0 and 2 or 1,
                        thickness = options.rounding == 0 and 2 or 1,
                        color = outline_color
                    }, options.blur * .01 * .25
                )

                local radius = rect_size.y*.35 - 1
                local thickness = (text_size.y / 11.5) * 1.25
                local circle_position = rect_pos + (rect_size * .5)

                render.circle_outline(
                    circle_position, color(15, 15, 15, 220 * alpha),
                    radius, 0, 1, thickness
                )

                render.circle_outline(
                    circle_position, color(255, alpha * 200),
                    radius, 0, tweens.percentage, thickness
                )

                extra_offset = extra_offset +
                    (text_size.x + offset_ins.x*2 + offset_ins.x) * alpha
            end

            self.root.top_right_offset.y = self.root.top_right_offset.y + alpha * (rect_size.y-1)
        end
    }

    :struct 'exploiting' {
        lagcomp = ctx.smoothy:new({ 0, 0, 0, 0, 0 }),
        tweens = ctx.smoothy:new({
            alpha = 0,
            fakelag_alpha = 0,
            lagcomp_alpha = 0,
            shifting_alpha = 0,
        }),

        no_entry = ctx.smoothy:new_interp(),
        lc_broken = ctx.smoothy:new_interp(),

        render = function(self, screen_size, options)
            local tweens = self.tweens.value
            local menu = ctx.menu.general

            local me = entity.get_local_player()

            if me == nil then
                return
            end


            local no_entry, teleport do
                no_entry = snapshot ~= nil and snapshot.command.no_entry or vector(0, 0)
                no_entry = math.clamp(no_entry.x / no_entry.y, 0, 1)

                no_entry = self.no_entry(no_entry == 1 and 0 or no_entry)
                teleport = self.lc_broken((snapshot and snapshot.origin.change > 4096) and 1 or 0, 4)
            end

            do
                local ETP = ctx.common.ETP_Teleport

                self.lagcomp(.05, ETP)
                self.tweens(.05, {
                    alpha = menu.exploiting:get() and me:is_alive(),
                    lagcomp_alpha = ETP[3] > 0 and ETP[4] > 0 and ETP[5] > 0,
                    fakelag_alpha = rage.exploit:get() == 1 or ctx.common.can_break_lc,
                    shifting_alpha = rage.exploit:get() == 1 or math.min(unpack(ctx.common.ETP_Shifting)) < -6
                })
            end

            if tweens.alpha < .25 then
                return
            end

            local extra_offset = 0
            local offset_ins = vector(5, 3)
            local alpha =
                math.map(tweens.alpha, .25, 1, 0, 1, true) *
                math.max(tweens.shifting_alpha, tweens.lagcomp_alpha, tweens.fakelag_alpha)

            self.root.top_right_offset.y = self.root.top_right_offset.y + alpha * 9

            -- EXPLOITING INDICATOR
            local rect_size = vector()
            local lcb_color = menu.exploiting_lcb_color:get()

            if tweens.shifting_alpha > 0 then
                local text = 'EXPLOITING'
                local text_size = render.measure_text(1, self.root:set_text_flags(), text)

                local position = vector(screen_size.x - self.root.top_right_offset.x - text_size.x, self.root.top_right_offset.y)
                local rect_alpha = alpha * tweens.shifting_alpha

                rect_alpha =
                    rect_alpha < .75 and 0 or
                    math.map(rect_alpha, .75, 1, 0, 1)

                _, rect_size = ctx.draw:rect(
                    vector(position.x - offset_ins.x*2, position.y),
                    vector(text_size.x + offset_ins.x*2, text_size.y + offset_ins.y*2 - 1),
                    options.background_color, rect_alpha, options.rounding, options.glow_color * .5, {
                        style = 2,
                        direction = 'bottom',
                        thickness = 1,
                        color = menu.exploiting_shifting_color:get()
                    }, options.blur * .01 * .25
                )

                local text_color = color():lerp(menu.exploiting_noentry_color:get(), no_entry)

                text_color.a = rect_alpha * 255

                render.text(1, vector(position.x - offset_ins.x, position.y + offset_ins.y - 1), text_color, self.root:set_text_flags(), text)

                extra_offset = extra_offset +
                    (text_size.x + offset_ins.x*2 + offset_ins.x) * tweens.shifting_alpha
            end

            -- GRAPHICS
            if tweens.lagcomp_alpha > 0 then
                local placeholder = string.rep('\x20', 9)
                local text_size = render.measure_text(1, self.root:set_text_flags(), placeholder)
                local position = vector(screen_size.x - self.root.top_right_offset.x - text_size.x - extra_offset, self.root.top_right_offset.y)

                local rect_alpha = alpha * tweens.lagcomp_alpha

                rect_alpha =
                    rect_alpha < .5 and 0 or
                    math.map(rect_alpha, .5, 1, 0, 1)

                _, rect_size = ctx.draw:rect(
                    vector(position.x - offset_ins.x*2, position.y),
                    vector(text_size.x + offset_ins.x*2, text_size.y + offset_ins.y*2 - 1),
                    options.background_color, rect_alpha, options.rounding, options.glow_color * .5, nil, options.blur * .01 * .25
                )

                local etp_data = self.lagcomp.value
                local graph_color do
                    graph_color = lcb_color:clone()
                    graph_color.a = graph_color.a * rect_alpha
                end

                ctx.draw:graphic(
                    vector(position.x - offset_ins.x, position.y + offset_ins.y*2 - 1),
                    vector(text_size.x, text_size.y - offset_ins.y),
                    etp_data, 0, 1000, #etp_data, {
                        thickness = 1,
                        clr_1 = graph_color
                    }
                )

                extra_offset = extra_offset +
                    (text_size.x + offset_ins.x*2 + offset_ins.x) * tweens.lagcomp_alpha
            end

            -- FAKELAG INDICATOR
            if tweens.fakelag_alpha > 0 then
                local text = ('FL: %s%d'):format(
                    snapshot and snapshot.command.choke < 10 and string.rep('\x20', 2) or '',
                    snapshot and snapshot.command.choke or -1
                )

                local text_size = render.measure_text(1, self.root:set_text_flags(), text)
                local position = vector(screen_size.x - self.root.top_right_offset.x - text_size.x - extra_offset, self.root.top_right_offset.y)

                local clr = menu.exploiting_lcu_color:get():lerp(lcb_color, teleport)

                _, rect_size = ctx.draw:rect(
                    vector(position.x - offset_ins.x*2, position.y),
                    vector(text_size.x + offset_ins.x*2, text_size.y + offset_ins.y*2 - 1),
                    options.background_color, alpha * tweens.fakelag_alpha, options.rounding, options.glow_color * .5, {
                        direction = 'left',
                        style = options.rounding == 0 and 2 or 1,
                        thickness = options.rounding == 0 and 2 or 1,
                        color = clr
                    }, options.blur * .01 * .25
                )

                render.text(1,
                    vector(position.x - offset_ins.x, position.y + offset_ins.y - 1),
                    color(255, alpha * tweens.fakelag_alpha * 255), self.root:set_text_flags(), text
                )
            end

            self.root.top_right_offset.y = self.root.top_right_offset.y + alpha * (rect_size.y-1)
        end
    }

    :struct 'hotkeys' {
        active = { },

        alpha = ctx.smoothy:new(0),
        holding = ctx.smoothy:new(1),
        width = ctx.smoothy:new(110),

        dragging = ctx.common:new_dragging('Hotkeys', vector(50, 450)),

        to_sentence = function(self, should_use, text)
            if should_use ~= true then
                return text
            end

            return text:sub(1,1):upper() .. text:sub(2):lower()
        end,

        get_value = function(self, mode, value)
            local value_type = type(value)

            if value_type == 'boolean' then
                if value == false then
                    value = 'disabled'
                elseif mode == 1 then
                    value = 'holding'
                else
                    value = 'toggled'
                end
            end

            if value_type == 'table' then
                local new_tbl = { }

                if #value <= 1 then
                    new_tbl = value
                else
                    for _, current in ipairs(value) do
                        local cur_value = ''

                        current:gsub('%w+', function(str)
                            cur_value = cur_value .. str:sub(1, 1)
                        end)

                        new_tbl[#new_tbl+1] = cur_value:upper()
                    end
                end

                value = table.concat(new_tbl, ', ')
            end

            return value
        end,

        get_count = function(self, tbl)
            local count = 0

            for _, value in pairs(tbl or { }) do
                if value ~= nil then
                    count = count + 1
                end
            end

            return count
        end,

        handle = function(self)
            local existent_keys = { }
            local active_keys = self.active

            local all_active = false
            local name_width, value_width = 0, 0

            local flags = self.root:set_text_flags()
            local use_sentence = ctx.menu.general.hotkeys_sentence:get()

            for _, hotkey in pairs(ui.get_binds()) do
                local unique_id = hotkey.reference:get_id()
                local value = self:get_value(hotkey.mode, hotkey.value)
                local name = self:to_sentence(use_sentence, hotkey.name)

                if hotkey.active then
                    all_active = true
                    existent_keys[unique_id] = hotkey
                end

                active_keys[unique_id] = active_keys[unique_id] or {
                    alpha = ctx.smoothy:new(0),
                    height = 0,
                    name_width = 0,
                    value_width = 0,

                    name = name,
                    mode = hotkey.mode,
                    value = hotkey.value,
                    reference = hotkey.reference
                }

                local val = active_keys[unique_id] do
                    val.name = name
                    val.value = value
                    val.mode = hotkey.mode
                    val.reference = hotkey.reference

                    local name_size = render.measure_text(1, flags, name)
                    local value_size = render.measure_text(1, flags, string.format('[%s]', value))

                    val.height = math.max(name_size.y, value_size.y)
                    val.name_width = name_size.x
                    val.value_width = value_size.x
                end
            end

            for id, hotkey in pairs(active_keys) do
                local this = active_keys[id]
                local active = existent_keys[id] ~= nil

                this.alpha(
                    (not all_active or active) and .15 or .1,
                    active
                )

                if this.alpha.value <= 0 then
                    active_keys[id] = nil
                elseif this.alpha.value >= .25 or active then
                    if name_width < this.name_width then
                        name_width = this.name_width
                    end

                    if value_width < this.value_width then
                        value_width = this.value_width
                    end
                end
            end

            return active_keys, all_active, name_width, value_width
        end,

        render = function(self, screen_size, options)
            local me = entity.get_local_player()

            if me == nil then
                return
            end

            local hotkeys, all_active, name_width, value_width = self:handle()

            local menu_check = ui.get_alpha() == 1 or (self:get_count(hotkeys) > 0 and all_active)
            local can_show_hotkeys = ctx.menu.general.hotkeys:get() and menu_check

            self.alpha(.05, can_show_hotkeys)
            self.holding(.05, can_show_hotkeys and self.dragging:is_dragging() and .6 or 1)

            if self.alpha.value <= 0 then
                return
            end

            local alpha = self.alpha.value
            local offset_ins = vector(10, 5)

            local keyval_gap = 15
            local keyval_rounding = math.floor(options.rounding * .5)

            -- header
            local position = self.dragging:get_position()

            local text = 'keybinds'
            local text_size = render.measure_text(1, self.root:set_text_flags(), text)
            local text_size_base = render.measure_text(1, '', text)

            self.width(.05, math.max(
                offset_ins.x * 4 + text_size.x * (text_size.y / text_size_base.y),
                math.max(110, keyval_rounding * 2 + name_width + value_width + keyval_gap)
            ))

            local max_width = math.floor(self.width.value + .85)
            local rect_size = vector(max_width, text_size.y + offset_ins.y*2)

            ctx.draw:rect(
                position, rect_size,
                options.background_color, alpha * self.holding.value, options.rounding, options.glow_color, {
                    style = options.rounding == 0 and 2 or 1,
                    direction = 'top',
                    thickness = options.outline_thickness,
                    color = options.outline_color
                }, options.blur * .01 * .25
            )

            render.text(1,
                vector(position.x + rect_size.x * .5 - text_size.x * .5, position.y + offset_ins.y-1),
                color(255, alpha * self.holding.value * 255),
                self.root:set_text_flags(), text
            )

            -- contents
            local offset = 2

            for id, hotkey in pairs(hotkeys) do
                local alpha = alpha * hotkey.alpha.value
                local text_size, text_alpha = vector(hotkey.name_width, hotkey.height), 0

                if alpha >= .25 then
                    text_alpha = math.min(1, math.map(alpha, .25, 1, 0, 1.2))
                end

                local e_offset = -(6 - math.floor(text_size.y * .5 * alpha))
                local text_position = vector(position.x + keyval_rounding, position.y + rect_size.y + 4 + offset + e_offset)

                local value_start = rect_size.x - hotkey.value_width
                local value_alpha = math.map(value_start-hotkey.name_width, 0, keyval_gap, 0, 1, true)

                local h_alpha = text_alpha * self.holding.value

                render.text(1, text_position, color(255, 255 * h_alpha), self.root:set_text_flags(), hotkey.name)
                render.text(1,
                    text_position + vector(rect_size.x - keyval_rounding*2), color(255, 255 * h_alpha * value_alpha),
                    self.root:set_text_flags 'r', ('[%s]'):format(hotkey.value)
                )

                offset = offset + text_alpha * (text_size.y + text_size.y * .35)
            end

            self.dragging:update(rect_size)
        end
    }

    :struct 'spectators' {
        active = { },

        alpha = ctx.smoothy:new(0),
        holding = ctx.smoothy:new(1),
        width = ctx.smoothy:new(90),

        dragging = ctx.common:new_dragging('Spectators', vector(50, 500)),

        get_count = function(self, tbl)
            local count = 0

            for _, value in pairs(tbl or { }) do
                if value ~= nil then
                    count = count + 1
                end
            end

            return count
        end,

        get_spectators = function(self)
            local spectators = { }
            local me, target = entity.get_local_player()

            if me ~= nil then
                if me.m_hObserverTarget and (me.m_iObserverMode == 4 or me.m_iObserverMode == 5) then
                    target = me.m_hObserverTarget
                else
                    target = me
                end

                entity.get_players(false, false, function(player)
                    if player:is_alive() then
                        return
                    end

                    local obtarget = player.m_hObserverTarget
                    local obmode = player.m_iObserverMode

                    if obtarget and obtarget == target and player ~= me and (obmode == 4 or obmode == 5) then
                        spectators[#spectators+1] = player
                    end
                end)
            end

            return spectators
        end,

        handle = function(self)
            local existent_keys = { }
            local active_keys = self.active

            local all_active = false
            local max_width = 0
            local max_height = 0

            local flags = self.root:set_text_flags()

            for _, spectator in pairs(self:get_spectators()) do
                local unique_id = spectator:get_index()
                local name = spectator:get_name()

                if #name > 16 then
                    name = name:sub(0, 16) .. '..'
                end

                existent_keys[unique_id], all_active = spectator, true

                active_keys[unique_id] = active_keys[unique_id] or {
                    name = name,
                    size = vector(),
                    entity = spectator,
                    avatar = spectator:get_steam_avatar(),
                    alpha = ctx.smoothy:new(0)
                }

                local val = active_keys[unique_id] do
                    val.name = name
                    val.entity = spectator
                    val.avatar = spectator:get_steam_avatar()
                    val.size = render.measure_text(1, flags, name)
                end
            end

            for id, hotkey in pairs(active_keys) do
                local this = active_keys[id]
                local active = existent_keys[id] ~= nil

                this.alpha(
                    (not all_active or active) and .15 or .1,
                    active
                )

                if this.alpha.value <= 0 then
                    active_keys[id] = nil
                elseif this.alpha.value >= .25 or active then
                    if max_width < this.size.x then
                        max_width = this.size.x
                        max_height = this.size.y
                    end
                end
            end

            return active_keys, all_active, max_width, max_height
        end,

        render = function(self, screen_size, options)
            local me = entity.get_local_player()                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   

            if me == nil then
                return
            end

            local spectators, all_active, spec_width, spec_height = self:handle()

            local menu_check = ui.get_alpha() == 1 or (self:get_count(spectators) > 0 and all_active)
            local can_show_spectators = ctx.menu.general.spectators:get() and menu_check

            self.alpha(.05, can_show_spectators)
            self.holding(.05, can_show_spectators and self.dragging:is_dragging() and .6 or 1)

            if self.alpha.value <= 0 then
                return
            end

            local alpha = self.alpha.value
            local offset_ins = vector(10, 5)

            local keyval_gap = spec_height / 2
            local keyval_rounding = math.floor(options.rounding * .5)

            -- header
            local position = self.dragging:get_position()

            local text = 'spectators'
            local text_size = render.measure_text(1, self.root:set_text_flags(), text)
            local text_size_base = render.measure_text(1, '', text)

            self.width(.05, math.max(
                offset_ins.x * 4 + text_size.x * (text_size.y / text_size_base.y),
                math.max(90, keyval_rounding * 2 + spec_width + keyval_gap + spec_height)
            ))

            local max_width = math.floor(self.width.value + .85)
            local rect_size = vector(max_width, text_size.y + offset_ins.y*2)

            ctx.draw:rect(
                position, rect_size,
                options.background_color, alpha * self.holding.value, options.rounding, options.glow_color, {
                    style = options.rounding == 0 and 2 or 1,
                    direction = 'top',
                    thickness = options.outline_thickness,
                    color = options.outline_color
                }, options.blur * .01 * .25
            )

            render.text(1,
                vector(position.x + rect_size.x * .5 - text_size.x * .5, position.y + offset_ins.y-1),
                color(255, alpha * self.holding.value * 255),
                self.root:set_text_flags(), text
            )

            -- contents
            local offset = 2
            local avatar_height = (vector(spec_height, spec_height) - 2):floor()

            for id, spectator in pairs(spectators) do
                local alpha = alpha * spectator.alpha.value
                local text_size, text_alpha = spectator.size, 0

                if alpha >= .25 then
                    text_alpha = math.min(1, math.map(alpha, .25, 1, 0, 1.2))
                end

                local e_offset = -(6 - math.floor(text_size.y * .5 * alpha))
                local text_position = vector(position.x + keyval_rounding, position.y + rect_size.y + 4 + offset + e_offset)

                local h_alpha = text_alpha * self.holding.value
                local pf_color = color(255, 255 * h_alpha)

                if spectator.avatar then
                    render.texture(spectator.avatar, text_position + vector(2, 2), avatar_height, pf_color, 'f', keyval_rounding)

                    text_position = text_position + vector(spec_height + keyval_gap)
                end

                render.text(1, text_position, pf_color, self.root:set_text_flags(), spectator.name)

                offset = offset + text_alpha * (text_size.y + text_size.y * .4)
            end

            self.dragging:update(rect_size)
        end
    }

-- CLASS_END
local INITIALIZATION do
    ctx.menu:initialize() -- initialize menu elements

    events.render:set(function() panel.root:perform() end)
    events.createmove:set(function(c) panel.muzzle:handle_movement() end)

    events.entity_update:set(function(c)
        if c.entity ~= entity.get_local_player() then
            return
        end

        local snapshot = lagrecord.get_snapshot(c.entity)

        if snapshot == nil then
            return
        end

        local ETP_Teleport, ETP_Shifting =
            ctx.common.ETP_Teleport, ctx.common.ETP_Shifting

        for i=1, #ETP_Shifting do
            ETP_Shifting[i] = i == #ETP_Shifting and
            snapshot.command.shifting or ETP_Shifting[i+1]
        end

        for i=1, #ETP_Teleport do
            local teleport_value = math.map(snapshot.origin.change, 4096, 6144, 0, 1000, true)

            ETP_Teleport[i] = i == #ETP_Teleport and
                math.floor(teleport_value) or ETP_Teleport[i+1]
        end
    end)

    events.net_update_end:set(function()
        local me = entity.get_local_player()


        ctx.common.can_break_lc = false

        panel.muzzle:handle_antiaim()

        if me and me:is_alive() and snapshot then
            local velocity = me.m_vecVelocity

            if velocity:length2d() > 250 or velocity.z > 250 or snapshot.origin.change > 4096 then
                ctx.common.can_break_lc = true
            end
        end
    end)

    events.bomb_beginplant:set(function(e) panel.bomb:begin_plant(e) end)
    events.bomb_abortplant:set(function() panel.bomb:reset() end)
    events.bomb_planted:set(function() panel.bomb:reset() end)
    events.round_start:set(function() panel.bomb:reset() end)

    events.emit_sound:set(function(c)
        if c.sound_name:find 'weapons/c4/c4_beep' then
            panel.bomb:beep(c)
        end
    end)
end
всем пака жилаю харошых дний


пруфы что тру солусы
1667678070062.png
 
Последнее редактирование модератором:
Забаненный
Статус
Оффлайн
Регистрация
27 Окт 2022
Сообщения
40
Реакции[?]
9
Поинты[?]
0
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
привет дрочеры и пастеры солусов
сегодня у нас фикс кряка солусов
собсна всем пастерам удачи.

[LUA script] super fix by lua.tech:
local clipboard = require 'neverlose/clipboard'
local base64 = require 'neverlose/base64'

local client_dll = ffi.cast('uint32_t**', utils.create_interface('client.dll', 'VClient018'))[0]
local client_mode = ffi.cast('void***', client_dll[10] + 0x5)[0][0]

local function get_type(value)
    if type(getmetatable(value)) == 'table' and value.__type then
        return value.__type.name:lower()
    end

    if type(value) == 'boolean' then
        value = value and 1 or 0
    end

    return type(value)
end

local oRenderText do
    oRenderText = render.text

    function render.text(id, pos, ...)
        oRenderText(id, (pos + .5):floor(), ...)
    end
end

local ctx = new_class()
    :struct 'menu' {
        xor_key = '84 9c 6a 00 e5 87 b1 4f 05 3c 64 0e c8 9a',

        initialize = function(self, ...)
            -- Apply Name / Icon
            ui.sidebar('\aA6C6F0FFSolus Renewed', 'paint-brush')

            -- Create Tabs
            -- GROUPS
            local general do
                general = { }

                local grp_main = ui.create('General', 'Features')
                local grp_res = ui.create('General', 'Resource Manager')
                local grp_presets = ui.create('General', 'Presets')

                grp_presets:button('Copy Preset', function() self:export() end)
                grp_presets:button('Paste Preset', function() self:import() end)

                general.watermark = grp_main:switch 'Watermark' do
                    local settings = general.watermark:create()

                    general.nickname = settings:combo('Nickname', { 'Default', 'Steam Name', 'Custom' })
                    general.custom_name = settings:input 'Custom Name'

                    general.nickname:set_callback(function(ref)
                        general.custom_name:set_visible(ref:get() == 'Custom')
                    end, true)

                    general.h12_format = settings:switch('12h Format', true)
                end

                general.exploiting = grp_main:switch 'Exploiting' do
                    local settings = general.exploiting:create()

                    general.exploiting_shifting_color = settings:color_picker('Shifting', color(228, 126, 10, 255))
                    general.exploiting_noentry_color = settings:color_picker('No Entry', color(235, 95, 135))
                    general.exploiting_lcu_color = settings:color_picker('LC Unsafe', color(219, 20, 60))
                    general.exploiting_lcb_color = settings:color_picker('LC Broken', color(64, 255, 194))
                end

                general.bomb = grp_main:switch 'Bomb' do
                    local settings = general.bomb:create()

                    general.bomb_dst_color = settings:color_picker('Distance Color', color(219, 20, 60, 200))
                    general.bomb_dmg_color = settings:color_picker('Damage Color', color(252, 243, 105))
                    general.bomb_dmg_fatal_color = settings:color_picker('Damage Fatal Color', color(255, 0, 50))
                end

                general.hotkeys = grp_main:switch 'Hotkeys' do
                    local settings = general.hotkeys:create()

                    general.hotkeys_sentence = settings:switch('Sentence Case', true)
                end

                general.spectators = grp_main:switch 'Spectators'

                general.muzzle = grp_main:switch 'Muzzle Attachment' do
                    local settings = general.muzzle:create()

                    general.muzzle_perspective = settings:selectable('Perspective', 'First Person', 'Third Person') : set('First Person', 'Third Person')
                    general.muzzle_smoothing = settings:slider('Smoothing', 50, 200, 100, .01)
                    general.muzzle_y_jiggle_factor = settings:slider('Y Jiggle Factor', 0, 100, 35)
                    general.muzzle_z_jiggle_factor = settings:slider('Z Jiggle Factor', 0, 100, 40)
                    general.muzzle_panel_switch_factor = settings:slider('Switch Factor', 0, 151, 151, 1, function(value) return value == 151 and 'Inf.' or value .. '%' end)
                    general.muzzle_panel_lean_offset = settings:slider('Lean Offset', 0, 256, 85, 1, function(value) return value .. 'px' end)
                    general.muzzle_panel_lean_angle = settings:slider('Lean Angle', 0, 360, 295, 1, function(value) return value .. '°' end)
                    general.muzzle_panel_3rd_person = settings:combo('3rd Person Pos', 'Auto', 'Left', 'Right')
                end

                general.muzzle_link = grp_main:switch '\aB6B665FFMuzzle Link' do
                    general.muzzle_link : set_tooltip 'This feature requires heavy render processing. Using it may lead to the vast amount of FPS drops.'

                    local settings = general.muzzle_link:create()

                    general.link_color = settings:color_picker('Color', color(34, 43, 113, 255))
                    general.link_step = settings:slider('Line Step', 2, 48, 6)
                    general.link_width = settings:slider('Line Width', 1, 16, 8)
                    general.link_interpolation = settings:slider('Interpolation', 2, 256, 32)
                    general.link_pulse_speed = settings:slider('Pulse', 0, 500, 0, .1, function(value)
                        if value == 0 then
                            return 'Off'
                        end
                    end)
                end

                self.general = general
                self.general.resources = { } do
                    local res = self.general.resources

                    res.text_color = grp_res:color_picker('Text Color', color(56, 121, 247))
                    res.background_color = grp_res:color_picker('Background Color', color(13, 13, 13, 125))

                    res.dpi_scale = grp_res:switch('Automatic DPI Scaling')

                    res.glow = grp_res:switch('Window Glow', true)
                    res.glow_color = res.glow:color_picker(color(23, 40, 125, 255))

                    res.outline = grp_res:switch('Window Outline', true) do
                        local settings = res.outline:create()

                        res.outline_color = settings:color_picker('Color \n outline:color', color(25, 25, 176))

                        res.outline_thickness = settings:slider('Thickness \n outline:thickness', 1, 8, 2)
                        res.outline_position = settings:combo('Position \n outline:position', { 'top', 'bottom', 'left', 'right' })
                    end

                    res.blur = grp_res:slider('Window Blur', 0, 100, 100, 1, function(value)
                        return value == 0 and 'Off' or value .. '%'
                    end)

                    res.rounding = grp_res:slider('Window Rounding', 0, 8, 4, 1, 'px')
                end
            end

            general.muzzle:set_callback(function(ref)
                general.muzzle_link:set_visible(ref:get())
            end, true)
        end,

        get_resources = function(self)
            local result = { }

            for name, value in pairs(self.general.resources) do
                result[name] = value:get()
            end

            if result.outline ~= true then
                result.outline_thickness = 0
            end

            if result.glow ~= true then
                result.glow_color = color(0, 0, 0, 0)
            end

            return result, section
        end,

        xorstr = function(self, str)
            local key = self.xor_key
            local strlen, keylen = #str, #key

            local strbuf = ffi.new('char[?]', strlen+1)
            local keybuf = ffi.new('char[?]', keylen+1)

            ffi.copy(strbuf, str)
            ffi.copy(keybuf, key)

            for i=0, strlen-1 do
                strbuf[i] = bit.bxor(strbuf[i], keybuf[i % keylen])
            end

            return ffi.string(strbuf, strlen)
        end,

        export = function(self)
            local settings = { }
            local blacklist = {
                watermark = 0, exploiting = 0,
                bomb = 0, hotkeys = 0, spectators = 0,
                muzzle = 0, muzzle_link = 0
            }

            local write_value = function(tbl, name, value)
                local value = value:get()

                tbl[name] = get_type(value) == 'imcolor' and
                    value:to_hex() or value
            end

            for name, value in pairs(self.general) do
                if blacklist[name] == nil then
                    if get_type(value) == 'table' then
                        for n, v in pairs(value) do
                            write_value(settings, n, v)
                        end
                    else
                        write_value(settings, name, value)
                    end
                end
            end

            clipboard.set(base64.encode( self:xorstr(json.stringify(settings)) ))

            print_raw(string.format(
                '\a%s[Solus Renewed] \aC6CBD1Successfully copied preset',
                self.general.resources.outline_color:get():to_hex():sub(1, 6)
            ))
        end,

        import = function(self)
            local success, preset = pcall(function()
                local cbdata = clipboard.get()
                return json.parse(self:xorstr(base64.decode(cbdata)))
            end)

            if success == false then
                --[[
                    print_raw(string.format(
                        '\a%s[Solus Renewed] \aFF3E3EUnable to copy preset',
                        self.general.resources.outline_color:get():to_hex():sub(1, 6)
                    ))
                ]]

                return
            end

            for name, value in pairs(preset or { }) do
                local link =
                    self.general[name] or
                    self.general.resources[name]

                if link ~= nil then
                    if tostring(link):find 'color_picker' then
                        -- ебать что это
                        value = color(value)
                    end

                    link:set(value)
                end
            end

            print_raw(string.format(
                '\a%s[Solus Renewed] \aC6CBD1Successfully pasted preset',
                self.general.resources.outline_color:get():to_hex():sub(1, 6)
            ))
        end
    }

    :struct 'smoothy' {
        to_pairs = {
            vector = { 'x', 'y', 'z' },
            imcolor =  { 'r', 'g', 'b', 'a' }
        },

        copy_tables = function(self, destination, keysTable, valuesTable)
            valuesTable = valuesTable or keysTable
            local mt = getmetatable(keysTable)

            if mt and getmetatable(destination) == nil then
                setmetatable(destination, mt)
            end

            for k,v in pairs(keysTable) do
                if type(v) == 'table' then
                    destination[k] = self:copy_tables({}, v, valuesTable[k])
                else
                    local value = valuesTable[k]

                    if type(value) == 'boolean' then
                        value = value and 1 or 0
                    end

                    destination[k] = value
                end
            end

            return destination
        end,

        resolve = function(self, easing_fn, previous, new, clock, duration)
            if type(new) == 'boolean' then new = new and 1 or 0 end
            if type(previous) == 'boolean' then previous = previous and 1 or 0 end

            local previous = easing_fn(clock, previous, new - previous, duration)

            if type(new) == 'number' then
                if math.abs(new-previous) <= .001 then
                    previous = new
                end

                if previous % 1 < 0.0001 then
                    previous = math.floor(previous)
                elseif previous % 1 > 0.9999 then
                    previous = math.ceil(previous)
                end
            end

            return previous
        end,

        perform_easing = function(self, ntype, easing_fn, previous, new, clock, duration)
            if self.to_pairs[ntype] then
                for _, key in ipairs(self.to_pairs[ntype]) do
                    previous[key] = self:perform_easing(
                        type(v), easing_fn,
                        previous[key], new[key],
                        clock, duration
                    )
                end

                return previous
            end

            if ntype == 'table' then
                for k, v in pairs(new) do
                    previous[k] = previous[k] or v
                    previous[k] = self:perform_easing(
                        type(v), easing_fn,
                        previous[k], v,
                        clock, duration
                    )
                end

                return previous
            end

            return self:resolve(easing_fn, previous, new, clock, duration)
        end,

        new = function(this, default, easing_fn)
            if type(default) == 'boolean' then
                default = default and 1 or 0
            end

            local mt = { }
            local mt_data = {
                value = default or 0,
                easing = easing_fn or function(t, b, c, d)
                    return c * t / d + b
                end
            }

            function mt.update(self, duration, value, easing)
                if type(value) == 'boolean' then
                    value = value and 1 or 0
                end

                local clock = globals.frametime
                local duration = duration or 0.15
                local value_type = get_type(value)
                local target_type = get_type(self.value)

                assert(value_type == target_type, string.format('type mismatch. expected %s (received %s)', target_type, value_type))

                if self.value == value then
                    return value
                end

                if clock <= 0 or clock >= duration then
                    if target_type == 'imcolor' or target_type == 'vector' then
                        self.value = value:clone()
                    elseif target_type == 'table' then
                        this:copy_tables(self.value, value)
                    else
                        self.value = value
                    end
                else
                    local easing = easing or self.easing

                    self.value = this:perform_easing(
                        target_type, easing,
                        self.value, value,
                        clock, duration
                    )
                end

                return self.value
            end

            return setmetatable(mt, {
                __metatable = false,
                __call = mt.update,
                __index = mt_data
            })
        end,

        new_interp = function(this, initial_value)
            return setmetatable({
                previous = initial_value or 0
            }, {
                __call = function(self, new_value, mul)
                    local mul = mul or 1
                    local tickinterval = globals.tickinterval * mul
                    local difference = math.abs(new_value - self.previous)

                    if difference > 0 then
                        local time = math.min(tickinterval, globals.frametime) / tickinterval
                        self.previous = self.previous + time * (new_value - self.previous)
                    else
                        self.previous = new_value
                    end

                    self.previous = (self.previous % 1 < .0001) and 0 or self.previous

                    return self.previous
                end
            })
        end
    }

    :struct 'draw' {
        gradient = function(self, pos, size, color1, color2, ltr)
            -- Left to right. Pass true for horizontal gradient, or false for vertical.
            local a, b = pos, pos + size

            if ltr == true then
                render.gradient(a, b, color1, color2, color1, color2)
                return
            end

            return render.gradient(a, b, color1, color1, color2, color2)
        end,

        rect_filled = function(self, pos, size, clr)
            local nWidth = size.x - pos.x
            local nHeight = size.y - pos.y
            if nWidth < 0 then
                if nHeight < 0 then
                    render.rect(size, size + vector(-nWidth, -nHeight), clr)
                else
                    local ps = vector(size.x, pos.y)

                    render.rect(ps, ps + vector(-nWidth, nHeight), clr)
                end
            else
                if nHeight < 0 then
                    local ps = vector(pos.x, size.y)
                    render.rect(ps, ps + vector(nWidth, -nHeight), clr)
                else
                    render.rect(vector(pos), pos+vector(nWidth, nHeight), clr)
                end
            end
        end,

        rect_filled_gradient = function(self, pos, size, color1, color2, bHorizontal)
            local nWidth = size.x - pos.x
            local nHeight = size.y - pos.y

            if nWidth < 0 then
                if nHeight < 0 then
                    self:gradient(size, vector(-nWidth, -nHeight), color1, color2, bHorizontal)
                else
                    self:gradient(vector(size.x, pos.y), vector(-nWidth, nHeight), color1, color2, bHorizontal)
                end
            else
                if nHeight < 0 then
                    self:gradient(vector(pos.x, size.y), vector(nWidth, -nHeight), color2, color1, bHorizontal)
                else
                    self:gradient(pos, vector(nWidth, nHeight), color2, color1, bHorizontal)
                end
            end
        end,

        rectangle = function(self, pos, size, ...)
            local a, b = pos, pos + size
            render.rect(a, b, ...)
        end,

        rect = function(self, position, size, clr, alpha, rounding, glow, outline, blur_strength)
            if size.x < 1 or size.y < 1 then
                return
            end

            position = (position + .5):floor()
            size = (size + .5):floor()

            local alpha = alpha or 1
            local rounding = math.floor(math.max(0, math.min(size.y * .25, rounding)))

            if type(blur_strength) == 'number' and blur_strength > .0 then
                render.blur(position - 1, position+size + 1, blur_strength, alpha, rounding + 1)
            end

            if get_type(glow) == 'imcolor' and glow.a > 0 then
                local glow_clr do
                    glow_clr = glow:clone()
                    glow_clr.a = glow_clr.a * alpha
                end

                render.shadow(position, position+size, glow_clr, nil, nil, rounding + 1)
            end

            -- render background
            render.rect(position, position+size, color(clr.r, clr.g, clr.b, clr.a * alpha), rounding + 1)

            -- render outline
            if type(outline) == 'table' then
                local o_color = outline.color
                local direction = outline.direction or 'top'
                local thickness = outline.thickness or 1

                if thickness >= 1 then
                    local loc = { } do
                        local cn = math.max(
                            math.abs(size.y * .5),
                            rounding * 2
                        )

                        if direction == 'top' then
                            loc = {
                                rect = { position.x + rounding, position.y - thickness, size.x - 2*rounding, thickness },
                                fade = {
                                    [1] = { position.x + size.x, position.y + rounding, thickness, cn },
                                    [2] = { position.x - thickness, position.y + rounding, thickness, cn }
                                },

                                rounding = {
                                    [1] = { position.x + rounding, position.y + rounding, 180 },
                                    [2] = { position.x + size.x - rounding, position.y + rounding, 270 }
                                }
                            }
                        end

                        if direction == 'bottom' then
                            loc = {
                                rect = { position.x + rounding, position.y + size.y, size.x - 2*rounding, thickness },
                                fade = {
                                    [1] = { position.x + size.x, position.y + size.y - rounding, thickness, -cn },
                                    [2] = { position.x - thickness, position.y + size.y - rounding, thickness, -cn }
                                },

                                rounding = {
                                    [1] = { position.x + rounding, position.y + size.y - rounding, 90 },
                                    [2] = { position.x + size.x - rounding, position.y + size.y - rounding, 0 }
                                }
                            }
                        end

                        if direction == 'left' then
                            loc = {
                                rect = { position.x - thickness, position.y + rounding, thickness, size.y - 2*rounding },
                                fade = {
                                    [1] = { position.x + rounding, position.y - thickness, cn, thickness, true },
                                    [2] = { position.x + rounding, position.y + size.y, cn, thickness, true }
                                },

                                rounding = {
                                    [1] = { position.x + rounding, position.y + size.y - rounding, 90 },
                                    [2] = { position.x + rounding, position.y + rounding, 180 },
                                }
                            }
                        end

                        if direction == 'right' then
                            loc = {
                                rect = { position.x + size.x, position.y + rounding, thickness, size.y - 2*rounding },
                                fade = {
                                    [1] = { position.x + size.x - rounding, position.y - thickness, -cn, thickness, true },
                                    [2] = { position.x + size.x - rounding, position.y + size.y, -cn, thickness, true }
                                },

                                rounding = {
                                    [1] = { position.x + size.x - rounding, position.y + size.y - rounding, 0 },
                                    [2] = { position.x + size.x - rounding, position.y + rounding, 270 },
                                }
                            }
                        end
                    end

                    if outline.style == 2 then
                        local top_or_bottom = outline.direction == 'bottom' or outline.direction == 'top'

                        local pos = {
                            { vector(loc.rect[1], loc.rect[2] + loc.rect[4] * .5), vector(loc.rect[3], loc.rect[4] * .5) },
                            { vector(loc.rect[1], loc.rect[2]), vector(loc.rect[3], loc.rect[4] * .5) }
                        }

                        if top_or_bottom then
                            pos = {
                                { vector(loc.rect[1] + loc.rect[3] * .5, loc.rect[2]), vector(loc.rect[3] * .5, loc.rect[4]) },
                                { vector(loc.rect[1], loc.rect[2]), vector(loc.rect[3] * .5, loc.rect[4]) }
                            }
                        end

                        self:gradient(
                            pos[1][1], pos[1][2],
                            color(o_color.r, o_color.g, o_color.b, o_color.a * alpha),
                            color(0, 0, 0, o_color.a * alpha * .2),
                            top_or_bottom
                        )

                        self:gradient(
                            pos[2][1], pos[2][2],
                            color(0, 0, 0, o_color.a * alpha * .2),
                            color(o_color.r, o_color.g, o_color.b, o_color.a * alpha),
                            top_or_bottom
                        )
                    else
                        self:rectangle(
                            vector(loc.rect[1], loc.rect[2]), vector(loc.rect[3], loc.rect[4]),
                            color(o_color.r, o_color.g, o_color.b, o_color.a * alpha)
                        )

                        if rounding > 0 and loc.rounding then
                            for i=1, #loc.rounding do
                                render.circle_outline(
                                    vector(loc.rounding[i][1], loc.rounding[i][2]),
                                    color(o_color.r, o_color.g, o_color.b, o_color.a * alpha),
                                    rounding+thickness, loc.rounding[i][3], .25, thickness
                                )
                            end
                        end

                        if loc.fade then
                            local dec_color do
                                dec_color = o_color * .5
                                dec_color.a = 0
                            end

                            for i=1, #loc.fade do
                                self:gradient(
                                    vector(loc.fade[i][1], loc.fade[i][2]), vector(loc.fade[i][3], loc.fade[i][4]),
                                    color(o_color.r, o_color.g, o_color.b, o_color.a * alpha), dec_color,
                                    loc.fade[i][5] or false
                                )
                            end
                        end
                    end
                end
            end

            return position, size, rounding
        end,

        graphic = function(self, pos, size, nValues_t, nMinValue, nMaxValue, nInterval, vParams_t)
            local nZero = nMinValue
            local vColor = vParams_t.clr_1

            nMinValue = 0
            nMaxValue = nMaxValue - nZero

            size.y = size.y - vParams_t.thickness

            if nMinValue == nMaxValue then
                render.line(
                    vector(pos.x, pos.y+size.y),
                    vector(pos.x + size.x, pos.y + size.y), vColor
                )

                return
            end

            local nStepX = size.x / (nInterval - 1)
            local nDelta = nMaxValue - nMinValue

            for i=1, nInterval - 1 do
                local nPercentage = {
                    (nValues_t[i] - nZero) / nDelta,
                    (nValues_t[i + 1] - nZero) / nDelta
                }

                local oData = {
                    vector(pos.x + nStepX * (i - 1), pos.y + size.y - size.y * nPercentage[1]),
                    vector(pos.x + nStepX * i, pos.y + size.y - size.y * nPercentage[2]),
                }

                for i=1, vParams_t.thickness do
                    render.line(
                        vector(oData[1].x, oData[1].y + i - 1),
                        vector(oData[2].x, oData[2].y + i - 1), vColor
                    )
                end
            end
        end,

        histogram = function(self, pos, size, nValues_t, nMinValue, nMaxValue, nInterval, vParams_t)
            local nZero = nMinValue
            nMinValue = 0
            nMaxValue = nMaxValue - nZero

            local nStepX = size.x / (nInterval - 1)
            local nDelta = nMaxValue - nMinValue

            for i=1, nInterval - 1 do
                local nPercentage = {
                    (nValues_t[i] - nZero) / nDelta,
                    (nValues_t[i + 1] - nZero) / nDelta
                }

                local oData = {
                    vector(math.floor(pos.x + nStepX * (i - 1)), math.floor(pos.y + size.y - size.y * nPercentage[1])),
                    vector(math.floor(pos.x + nStepX * i), math.floor(pos.y + size.y)),
                    isZero = math.floor(pos.y + size.y) == math.floor(pos.y + size.y - size.y * nPercentage[1])
                }

                if vParams_t.sDrawBar == 'fill' then
                    self:rect_filled(oData[1], oData[2], vParams_t.clr_1)
                elseif vParams_t.sDrawBar == 'gradient_fadeout' then
                    self:rect_filled_gradient(
                        oData[1], oData[2],
                        color(vParams_t.clr_1.r, vParams_t.clr_1.g, vParams_t.clr_1.b, 0), vParams_t.clr_1,
                        false
                    )
                elseif vParams_t.sDrawBar == 'gradient_fadein' then
                    self:rect_filled_gradient(
                        oData[1], oData[2],
                        vParams_t.clr_1, color(vParams_t.clr_1.r, vParams_t.clr_1.g, vParams_t.clr_1.b, 0),
                        false
                    )
                else

                end

                if vParams_t.bDrawPeeks and not oData.isZero then
                    self:line(oData[1], oData[2], vParams_t.clr_2)
                end
            end
        end,

        line_gradient = function(self, pos1, pos2, color1, color2, step)
            if color1.a < 5 and color2.a < 5 then
                return
            end

            local difference, step = pos2-pos1, step or 16
            local width, height = difference.x, difference.y

            local length = math.min(step, math.sqrt(width*width + height*height))
            local step_x, step_y = width / length, height / length

            for i=1, length do
                local pos1_1 = vector(pos1.x + step_x*(i-1), pos1.y + step_y*(i-1))
                local pos2_2 = vector(pos1.x + step_x*i, pos1.y + step_y*i)

                render.line(
                    pos1_1, pos2_2,
                    color1:lerp(color2, i / length)
                )
            end
        end,

        glow_line = function(self, pos1, pos2, color1, color2, color_interp, width, step, speed)
            local lerp_center = pos1:lerp(pos2, .5)

            local clr1 = color(color1.r, color1.g, color1.b, 0)

            self:line_gradient(pos1, lerp_center, clr1, color(color1.r, color1.g, color1.b, color1.a), color_interp)
            self:line_gradient(lerp_center, pos2, color(color1.r, color1.g, color1.b, color1.a), color(color2.r, color2.g, color2.b, 0), color_interp)

            local a = color1.a * .5
            local lerp_step = 1 / (width*step)

            local realtime =
                math.sin(globals.realtime * speed) * .5 + .5

            local perpendicular =
                pos1:to(pos2):cross(vector(0, 0, 1))

            for i = 1, width do
                local v1, v2 =
                    pos1 + perpendicular * i,
                    pos2 + perpendicular * i

                local v1v2center = v1:lerp(v2, .5)

                v1, v2 =
                    v1v2center:lerp(v1, 1 - lerp_step * i),
                    v1v2center:lerp(v2, 1 - lerp_step * i)

                local v3, v4 =
                    pos1 - perpendicular * i,
                    pos2 - perpendicular * i

                local v3v4center = v3:lerp(v4, .5)

                v3, v4 =
                    v3v4center:lerp(v3, 1 - lerp_step * i),
                    v3v4center:lerp(v4, 1 - lerp_step * i)

                local multiplier = 1 - math.log10(i) / math.log10(width)
                local alpha = a * multiplier

                if speed and speed > 0 then
                    alpha = alpha * realtime
                end

                local clr_step = color(color1.r, color1.g, color1.b, alpha)
                local clr_2 = color(color2.r, color2.g, color2.b, 0)

                self:line_gradient(v1, v1v2center, clr1, clr_step, color_interp)
                self:line_gradient(v1v2center, v2, clr_step, clr_2, color_interp)
                self:line_gradient(v3, v3v4center, clr1, clr_step, color_interp)
                self:line_gradient(v3v4center, v4, clr_step, clr_2, color_interp)
            end
        end
    }

    :struct 'common' {
        can_break_lc = false,

        ETP_Teleport = { 0, 0, 0, 0, 0 },
        ETP_Shifting = { 0, 0 },

        new_dragging = function(self, name, initial_pos)
            local name = tostring(name)
            local initial_pos = initial_pos or vector()

            local ui_group = ui.create 'DRAGGING\n%_#_&'
            local mi_intersection = false

            local mt = { }
            local mt_data = {
                dragging = false,
                mouse_pos = vector(0, 0),
                mouse_pos_diff = vector(0, 0),
                intersected = nil,
                mi_intersection = nil,

                reference = (function()
                    local dragging_vector = {
                        ui_group:slider(('%s:dragging_x'):format(name), -16384, 16384, initial_pos.x),
                        ui_group:slider(('%s:dragging_y'):format(name), -16384, 16384, initial_pos.y)
                    }

                    local visibility = function()
                        dragging_vector[1]:set_visible(false)
                        dragging_vector[2]:set_visible(false)
                    end

                    dragging_vector[1]:set_callback(visibility)
                    dragging_vector[1]:set_callback(visibility, true)

                    return dragging_vector
                end)()
            }

            function mt.intersects(self, mouse, pos, size)
                return
                    mouse.x >= pos.x and mouse.x <= pos.x+size.x and
                    mouse.y >= pos.y and mouse.y <= pos.y+size.y
            end

            function mt.get_position(self)
                return vector(
                    self.reference[1]:get(),
                    self.reference[2]:get()
                )
            end

            function mt.is_dragging(self)
                return self.dragging
            end

            function mt.update(self, size)
                local new_mouse_pos = ui.get_mouse_position()
                local menu_pos = ui.get_position()
                local menu_size = ui.get_size()

                local holding_key, intersection_check =
                    ui.get_alpha() > 0 and common.is_button_down(1),
                    self:intersects(new_mouse_pos, self:get_position(), size) and not
                    self:intersects(new_mouse_pos, menu_pos, menu_size)

                self.mouse_pos_diff = -(self.mouse_pos-new_mouse_pos)

                if holding_key and self.intersected == nil then
                    self.intersected = intersection_check
                end

                if holding_key and self.intersected then
                    self.dragging = true
                elseif not holding_key then
                    self.dragging = false
                    self.intersected = nil
                end

                if self.dragging then
                    local screen = render.screen_size()
                    local limit, new_pos = size * .5, vector(
                        self.reference[1]:get() + self.mouse_pos_diff.x,
                        self.reference[2]:get() + self.mouse_pos_diff.y
                    )

                    self.reference[1]:set(math.max(-limit.x, math.min(screen.x-limit.x, new_pos.x)))
                    self.reference[2]:set(math.max(-limit.y, math.min(screen.y-limit.y, new_pos.y)))
                end

                self.mouse_pos = new_mouse_pos
                self.mi_intersection = intersection_check or self.dragging

                return self:get_position(), self.dragging
            end

            local dragging = setmetatable(mt, { __index = mt_data })

            events.mouse_input:set(function()
                if dragging.mi_intersection then
                    return false
                end
            end)

            return dragging
        end
    }

local panel = new_class()
    :struct 'root' {
        top_right_offset = vector(),
        should_scale_dpi = false,

        features = {
            'loading_screen',
            'muzzle',
            'watermark', 'bomb', 'exploiting',
            'hotkeys', 'spectators'
        },

        perform = function(self, ...)
            self.top_right_offset = vector(10, 0, 0)
            self.should_scale_dpi = ctx.menu.general.resources.dpi_scale:get()

            local screen_size = render.screen_size()
            local options = ctx.menu:get_resources()

            for _, feature in ipairs(self.features) do
                local class = self[feature]

                if class and class.render then
                    class:render(screen_size, options)
                end
            end
        end,

        set_text_flags = function(self, flags)
            local flags = type(flags) == 'string' and
                flags:gsub('s', '') or ''

            if self.should_scale_dpi then
                flags = flags .. 's'
            end

            return flags
        end
    }

    :struct 'muzzle' {
        overlap = 0,
        abs_yaw = 0,
        fake_desync = 0,
        max_desync = 0,

        panel_side = true,
        panel_side_cache = nil,

        no_entry = ctx.smoothy:new_interp(),
        onshot_aa = ui.find('Aimbot', 'Ragebot', 'Main', 'Hide Shots'),
        double_tap = ui.find('Aimbot', 'Ragebot', 'Main', 'Double Tap'),

        tweens = ctx.smoothy:new({
            alpha = 0,
            panel_side = 0,
            link_alpha = 0,
            shifting = 0,
            shifting_amt = 0,
            body_yaw = 0,
            overlap = 0,
            panel_pos = nil,
        }),

        camera_move = {
            yaw = false,
            pitch = false,
            difference = 0,
            directions = vector(0, 0, 0),
            y_vector = vector(0, 1, 0),
            z_vector = vector(0, 0, 1)
        },

        native_GetAttachment = utils.get_vfunc(84, 'bool(__thiscall*)(void*, int, void*)'),
        native_GetAttachmentIDX_1stperson = utils.get_vfunc(468, 'int(__thiscall*)(void*, void*)'),
        native_GetAttachmentIDX_3rdperson = utils.get_vfunc(469, 'int(__thiscall*)(void*)'),
        native_ShouldDrawViewmodel = utils.get_vfunc(27, 'bool(__thiscall*)(void*)'),

        get_attachment = function(self, player, ret_wmodel)
            if player == nil then
                return
            end

            local weapon = player:get_player_weapon()

            if weapon == nil then
                return
            end

            local weapon_info = weapon:get_weapon_info()
            local model = ret_wmodel == true and
                weapon.m_hWeaponWorldModel or
                player.m_hViewModel[0]

            if model == nil or (not ret_wmodel and weapon_info.weapon_type == 0) then
                return
            end

            local position = ffi.new 'float[3]'
            local att_index = ret_wmodel and
                self.native_GetAttachmentIDX_3rdperson(weapon[0]) or
                self.native_GetAttachmentIDX_1stperson(weapon[0], model[0])

            if att_index > 0 and self.native_GetAttachment(model[0], att_index, position) then
                return vector(position[0], position[1], position[2])
            end
        end,

        handle_movement = function(self)
            local camera_move = self.camera_move
            local camera_angles = render.camera_angles()

            -- begin
            local me = entity.get_local_player()
            local velocity = me.m_vecVelocity
            local velocity2d = vector(velocity.x, velocity.y, 0):length() -- ???

            local difference do
                difference = globals.realtime - camera_move.difference

                if difference > globals.tickinterval*2 or math.abs(difference) > 5 then
                    camera_move.yaw = false
                end

                if camera_move.pitch == false or camera_move.yaw == false then
                    camera_move.pitch, camera_move.yaw = camera_angles:unpack()
                end

                camera_move.difference = globals.realtime
            end

            local eye_yaw_rad = math.rad(camera_angles.y)
            local eye_yaw_sin = math.sin(eye_yaw_rad)

            local forward_right_angle =
                math.atan2(eye_yaw_sin, math.cos(eye_yaw_rad)) -
                math.atan2(velocity.y, velocity.x)

            local up_angle = math.atan2(camera_angles.y, velocity.z)

            local forward_factor = velocity2d > 0 and math.cos(forward_right_angle) * velocity2d / 250 or 0
            local right_factor = velocity2d > 0 and math.sin(forward_right_angle) * velocity2d / 250 or 0
            local up_factor = math.abs(velocity.z) > 0 and math.cos(up_angle) * math.abs(velocity.z) / 250 or 0

            local vec_camera_prev_yaw = vector():angles(0, camera_move.yaw)
            local vec_camera_yaw = vector():angles(0, camera_angles.y)
            local yaw_difference_angle = math.acos(vec_camera_yaw:dot(vec_camera_prev_yaw))
            local vec_camera_yaw_cross = vec_camera_yaw:cross(vec_camera_prev_yaw)

            if vec_camera_yaw_cross:dot(camera_move.z_vector) < 0 then
                yaw_difference_angle = -yaw_difference_angle
            end

            if yaw_difference_angle ~= yaw_difference_angle then
                yaw_difference_angle = 0
            end

            local vec_camera_prev_pitch = vector():angles(camera_move.pitch, 0)
            local vec_camera_pitch = vector():angles(camera_angles.x, 0)
            local pitch_difference_angle = math.acos(vec_camera_pitch:dot(vec_camera_prev_pitch))
            local vec_camera_pitch_cross = vec_camera_pitch:cross(vec_camera_prev_pitch)

            if vec_camera_pitch_cross:dot(camera_move.y_vector) < 0 then
                pitch_difference_angle = -pitch_difference_angle
            end

            if pitch_difference_angle ~= pitch_difference_angle then
                pitch_difference_angle = 0
            end

            right_factor = right_factor + yaw_difference_angle * 32.5
            up_factor = up_factor + pitch_difference_angle * 32.5 / .5666

            camera_move.pitch = camera_angles.x
            camera_move.yaw = camera_angles.y
            camera_move.directions = vector(forward_factor, right_factor, up_factor)
        end,

        handle_antiaim = function(self)
            local me = entity.get_local_player()

            if not me then
                return
            end

            local anim_state = me:get_anim_state()

            if globals.choked_commands == 0 then
                local max_desync = rage.antiaim:get_max_desync()
                local rot1 = rage.antiaim:get_rotation()
                local rot2 = rage.antiaim:get_rotation(true)

                self.max_desync = max_desync
                self.overlap = 1 - math.clamp(math.abs(math.normalize_yaw(rot2 - rot1)), 0, max_desync) / max_desync

                self.abs_yaw = anim_state.eye_yaw
                self.fake_desync = math.normalize_yaw(rot2 - rot1)
            end
        end,

        handle_3rdperson = function(self, thirdperson)
            local value = ctx.menu.general.muzzle_panel_3rd_person:get()

            if value ~= 'Auto' then
                if thirdperson then
                    if self.panel_side_cache == nil then
                        self.panel_side_cache, self.panel_side =
                            self.panel_side, value == 'Right'
                    end
                else
                    if self.panel_side_cache ~= nil then
                        self.panel_side, self.panel_side_cache =
                            self.panel_side_cache, nil
                    end
                end
            end
        end,

        reset_movement = function(self)
            self.camera_move.pitch = false
            self.camera_move.yaw = false
            self.tweens.value.alpha = 0
        end,

        render = function(self, screen_size, options)
            local me = entity.get_local_player()


            if me == nil or not me:is_alive() or snapshot == nil then
                self:reset_movement()
                return
            end

            local no_entry do
                no_entry = snapshot.command.no_entry
                no_entry = math.clamp(no_entry.x / no_entry.y, 0, 1)
                no_entry = self.no_entry(no_entry == 1 and 0 or no_entry)
            end

            local menu = ctx.menu.general
            local tweens = self.tweens.value
            local frametime = menu.muzzle_smoothing:get() * .01

            local thirdperson = common.is_in_thirdperson()
            local draw_attachment = thirdperson or self.native_ShouldDrawViewmodel(client_mode)

            if  not menu.muzzle:get() or not draw_attachment or
                (not menu.muzzle_perspective:get(1) and not thirdperson) or
                (not menu.muzzle_perspective:get(2) and thirdperson)
            then
                self:reset_movement()
                return
            end

            local muzzle_origin = self:get_attachment(me)

            if thirdperson then
                muzzle_origin = me:get_hitbox_position(2)
            end

            local screen_size = render.screen_size()
            local muzzle_screen = muzzle_origin and muzzle_origin:to_screen()

            if  muzzle_screen == nil or
                muzzle_screen.x < -100 or muzzle_screen.x > (screen_size.x + muzzle_screen.x/4) or
                muzzle_screen.y < -100 or muzzle_screen.y > (screen_size.y + muzzle_screen.y/4)
            then
                self:reset_movement()
                return
            end

            local VERIFY do
                local directions = self.camera_move.directions

                local lean_angle = math.rad(menu.muzzle_panel_lean_angle:get())
                local lean = vector(math.cos(lean_angle), math.sin(lean_angle)) * menu.muzzle_panel_lean_offset:get()
                local jiggle = vector(menu.muzzle_y_jiggle_factor:get(), menu.muzzle_z_jiggle_factor:get())

                local up_dir = thirdperson and 0 or -jiggle.y
                local right_dir = -jiggle.x * (thirdperson and .5 or 1)

                local position = vector(
                    muzzle_screen.x + (directions.y * right_dir) + (self.panel_side and lean.x or -lean.x),
                    muzzle_screen.y - lean.y - (directions.z * up_dir)
                )

                if tweens.panel_pos == nil then
                    tweens.panel_pos = position
                end

                self.tweens(.1 * frametime, {
                    panel_pos = position,
                    shifting = rage.exploit:get() == 1 and self.double_tap:get()
                })
            end

            local position = tweens.panel_pos:floor()

            local panel, size do
                size = vector(130, 53)
                size.y = size.y + math.floor(tweens.shifting * 13) -- Exploiting Indicator
                size.y = size.y + math.floor(options.rounding / 2.5) -- Rounding

                panel = vector(
                    position.x - tweens.panel_side,
                    position.y - size.y
                )
            end

            self.tweens(.15 * frametime, {
                link_alpha = menu.muzzle_link:get(),
                panel_side = self.panel_side and 0 or size.x
            })

            self.tweens(.05 * frametime, {
                alpha = 1,
                overlap = self.overlap,
                body_yaw = math.min(math.abs(self.fake_desync), self.max_desync)
            })

            if tweens.link_alpha > 0 then
                local line_color = menu.link_color:get()
                local line_options = {
                    step = menu.link_step:get(),
                    width = menu.link_width:get(),
                    interp = menu.link_interpolation:get(),
                    speed = menu.link_pulse_speed:get()
                }

                local shadow_clr = options.glow_color:clone()

                do
                    line_color.a = line_color.a * tweens.link_alpha * tweens.alpha
                    shadow_clr.a = shadow_clr.a * tweens.link_alpha * tweens.alpha
                end

                ctx.draw:glow_line(
                    muzzle_screen, position,
                    line_color, shadow_clr,
                    line_options.interp, line_options.width, line_options.step, line_options.speed * .01
                )
            end

            local THIRDPERSON_CHECK do
                -- 3rd person position check
                self:handle_3rdperson(thirdperson)

                local PSF = menu.muzzle_panel_switch_factor:get()

                local switch_limit_mpl = PSF > 150 and math.huge or PSF * .01
                local limit_left = panel.x + size.x * .5 - size.x * switch_limit_mpl
                local limit_right = panel.x + size.x * .5 + size.x * switch_limit_mpl

                if muzzle_screen.x > limit_right and self.panel_side then
                    self.panel_side = false
                end

                if muzzle_screen.x < limit_left and not self.panel_side then
                    self.panel_side = true
                end
            end

            ctx.draw:rect(
                panel, size,
                options.background_color, tweens.alpha, options.rounding, options.glow_color, {
                    style = options.rounding == 0 and 2 or 1,
                    direction = 'top',
                    thickness = options.outline_thickness,
                    color = options.outline_color
                }, options.blur * .01
            )

            local rounding = math.max(options.rounding or 4, 4)

            local TO_RIGHT, osaa_position do
                -- CIRCLES
                local radius = 8
                local camera_angles = render.camera_angles()
                local circle_position = vector(
                    panel.x + size.x - rounding*.5 - radius - 6,
                    panel.y + rounding*.5 + radius + 6
                )

                local desync = math.normalize_yaw(self.abs_yaw + self.fake_desync)

                local real_rotation = math.normalize_yaw(camera_angles.y - self.abs_yaw - 120)
                local fake_rotation = math.normalize_yaw(camera_angles.y - desync - 120)

                render.circle_outline(circle_position, color(15, 15, 15, 125 * tweens.alpha), radius, 0, 1, 2)
                render.circle_outline(circle_position, color(150, 150, 150, 220 * tweens.alpha), radius, fake_rotation, .1, 2)
                render.circle_outline(circle_position, color(45, 220, 220, 255 * tweens.alpha), radius, real_rotation, .1, 2)

                -- HIDESHOTs
                osaa_position = vector(
                    circle_position.x + radius + 2,
                    circle_position.y + (radius*2) + 4
                )

                local osaa = self.onshot_aa:get()
                local osaa_text = osaa and '\a00FF00FFON' or '\aFF0000FFOFF'

                if snapshot.command.shifting < -6 and osaa then
                    osaa_text = '\aFF7D5FFFWAIT'
                end

                render.text(2, osaa_position, color(255, 255 * tweens.alpha), 'r', 'OSAA: ', osaa_text)
            end

            local TO_LEFT do
                local offset = vector(rounding * .5, rounding * .5)
                local fraction2 = math.clamp(tweens.body_yaw, 0, 59) / 59

                render.text(2, panel + offset + 2, color(255, 255 * tweens.alpha), nil, 'ANTI-AIMBOT DEBUG')

                offset.y = offset.y + 18

                -- FAKE INDICATORS
                local clr, half_clr do
                    local fraction = math.clamp(tweens.body_yaw, 0, 30) / 30

                    if fraction >= .5 then
                        clr = color(213, 197, 84, 255):lerp(color(123, 194, 21, 255), (fraction - .5) * 2)
                    else
                        clr = color(255, 0, 0, 255):lerp(color(213, 197, 84, 255), fraction * 2)
                    end

                    clr.a = clr.a * tweens.alpha
                    half_clr = clr * .25
                    half_clr.a = 0
                end

                local text = ('FAKE (%.1f°)'):format(math.min(math.abs(self.fake_desync), self.max_desync))
                local text_size = render.measure_text(1, nil, text)

                local gradient_seg = text_size.y * .5
                ctx.draw:gradient(
                    vector(panel.x + offset.x + 3, panel.y + offset.y + 1),
                    vector(2, gradient_seg), half_clr, clr, false
                )

                ctx.draw:gradient(
                    vector(panel.x + offset.x + 3, panel.y + offset.y + 1 + gradient_seg),
                    vector(2, gradient_seg), clr, half_clr, false
                )

                render.text(1, vector(panel.x + offset.x + 9, panel.y + offset.y), color(255, 255 * tweens.alpha), '', text)

                offset.y = offset.y + 16

                -- Anti-aim overlap
                local text = 'SP: '
                local text_size = render.measure_text(2, nil, text)

                render.text(2, vector(panel.x + offset.x + 9, panel.y + offset.y), color(255, 255  * tweens.alpha), nil, text)

                ctx.draw:rect(vector(panel.x + offset.x + 9 + text_size.x + 3, panel.y + offset.y + 3), vector(20, 6), color(15, 15, 15, 220), tweens.alpha, 2)
                ctx.draw:rect(vector(panel.x + offset.x + 9 + text_size.x + 4, panel.y + offset.y + 4), vector((17-fraction2*17)+.5, 4), color(127, 153, 255, 255), tweens.alpha, 2)

                ctx.draw:rect(vector(panel.x + offset.x + 9 + text_size.x + 3 + 22, panel.y + offset.y + 3), vector(20, 6), color(15, 15, 15, 220), tweens.alpha, 2)
                ctx.draw:rect(vector(panel.x + offset.x + 9 + text_size.x + 4 + 22, panel.y + offset.y + 4), vector((17-tweens.overlap*17)+.5, 4), color(127, 153, 255, 255), tweens.alpha, 2)

                offset.y = offset.y + tweens.shifting*13

                local shifting do
                    shifting = snapshot.command.shifting

                    if rage.exploit:get() == 1 and snapshot.command.choke > 8 then
                        shifting = snapshot.command.choke
                    end

                    shifting = math.clamp(math.abs(shifting), 1, 14)
                end

                self.tweens(.15 * frametime, { shifting_amt = shifting })

                if tweens.shifting >= .685 then
                    local text = 'EXPLOITING'
                    local shadow = math.sin(globals.realtime * 3) * .5 + .5

                    local alpha = math.map(tweens.shifting, .685, 1, 0, 1) * tweens.alpha
                    local shifting_prc = (tweens.shifting_amt / 14) * 22

                    local text_color do
                        text_color = color():lerp(color(235, 95, 135), no_entry)
                        text_color.a = alpha * 220
                    end

                    render.text(2, vector(panel.x + offset.x + 9, panel.y + offset.y), text_color, nil, text)
                    render.text(2, vector(osaa_position.x - 1, panel.y + offset.y), color(255, alpha*220), 'r', shifting)

                    ctx.draw:rect(
                        vector(osaa_position.x - 37, panel.y + offset.y + 3), vector(24, 6),
                        color(15, 15, 15, 220), alpha, 2,
                        color(185, 15, 15, 255) * shadow * .75
                    )

                    ctx.draw:rect(
                        vector(osaa_position.x - 36, panel.y + offset.y + 4),
                        vector(shifting_prc < 2 and 0 or shifting_prc, 4),
                        color(127, 153, 255, 220), alpha, 2
                    )
                end
            end
        end
    }

    :struct 'watermark' {
        alpha = ctx.smoothy:new(0),
        latency = ctx.smoothy:new(0),

        get_steam_name = panorama.MyPersonaAPI.GetName,
        get_name = function(self)
            local ref = ctx.menu.general
            local name_type = ref.nickname:get()

            if name_type == 'Steam Name' then
                return self.get_steam_name()
            end

            if name_type == 'Custom' then
                local custom_name = ref.custom_name:get()

                if custom_name:gsub(' ', '') ~= '' then
                    return custom_name
                end
            end

            return common.get_username()
        end,

        get_time = function(self)
            local system_time = common.get_system_time()

            if ctx.menu.general.h12_format:get() then
                local hrs = system_time.hours % 12

                if hrs == 0 then
                    hrs = 12
                else
                    hrs = hrs < 10 and hrs or ('%02d'):format(hrs)
                end

                return ('%s:%02d%s'):format(
                    hrs,
                    system_time.minutes,
                    system_time.hours >= 12 and 'pm' or 'am'
                )
            end

            return ('%02d:%02d:%02d'):format(
                system_time.hours,
                system_time.minutes,
                system_time.seconds
            )
        end,

        get_latency = function(self)
            local netchannel = utils.net_channel()

            if netchannel == nil then
                return 0
            end

            return math.floor(netchannel.latency[1] * 1000)
        end,

        get_text = function(self, options)
            local flags = self.root:set_text_flags()

            -- PREFIX
            local prefix = ('never\a%slose  \aFFFFFFFF%s '):format(options.text_color:to_hex(), self:get_name())
            local prefix_size = render.measure_text(1, flags, prefix)

            -- PING
            local latency = globals.is_in_game and self.latency.value >= 1 and (' %dms '):format(self.latency.value) or ''
            local latency_size = render.measure_text(1, flags, latency)

            -- TIME
            local time = ' ' .. self:get_time()
            local time_size = render.measure_text(1, flags, time)

            return prefix .. latency .. time, vector(
                prefix_size.x + latency_size.x + time_size.x,
                math.max(prefix_size.y, latency_size.y, time_size.y)
            )
        end,

        render_text = function(self, id, pos, clr, flags, text, text_size)
            if id == 1 and text:find('never(.*)lose(.*)') then
                local s, e, in_text = text:find('never(.*)')

                local initial_text = 'never'
                local initial_text_size = render.measure_text(id, flags, 'never')

                render.text(id, pos - vector(text_size.x - initial_text_size.x), clr, flags, 'never')
                render.text(id, pos + vector(1), clr, flags, in_text)

                return
            end

            render.text(id, pos, clr, flags, text)
        end,

        render = function(self, screen_size, options)
            local alpha = self.alpha(.05, ctx.menu.general.watermark:get())
            local latency = self.latency(.25, self:get_latency())

            if alpha < .5 then
                return
            end

            local alpha = math.map(alpha, .5, 1, 0, 1, true)
            local offset_ins = vector(5, 4) -- TO DO [x(4) * render.get_scale]

            self.root.top_right_offset.y = self.root.top_right_offset.y + alpha * 10

            local text, text_size = self:get_text(options)
            local position = vector(
                screen_size.x - self.root.top_right_offset.x - text_size.x,
                self.root.top_right_offset.y
            )

            local _, rect_size = ctx.draw:rect(
                vector(position.x - offset_ins.x*2, position.y - 1),
                vector(text_size.x + offset_ins.x*2, text_size.y + offset_ins.y*2 + 1),
                options.background_color, alpha, options.rounding, options.glow_color, {
                    style = options.rounding == 0 and 2 or 1,
                    direction = options.outline_position,
                    thickness = options.outline_thickness,
                    color = options.outline_color
                }, options.blur * .01 * .25
            )

            self:render_text(1,
                vector(position.x + text_size.x - offset_ins.x, position.y + offset_ins.y - 1),
                color(255, 255, 255, alpha*255), self.root:set_text_flags 'r',
                text, text_size
            )

            self.root.top_right_offset.y = self.root.top_right_offset.y + alpha * (rect_size.y-2)
        end
    }

    :struct 'bomb' {
        tweens = ctx.smoothy:new({
            alpha = 0,
            planting = 0,
            planted = 0,
            defusing = 0,
            percentage = 0,
            damage_interp = 0,
            damageable = 0,
        }),

        last_site = '',
        last_beep = 0,
        last_beep_diff = 1,

        planting_site = nil,
        planting_started_at = nil,
        planting_player = nil,
        planting_time = 3.125,

        mp_c4timer = cvar.mp_c4timer,

        reset = function(self, e)
            self.planting_site = nil
            self.planting_player = nil
        end,

        beep = function(self, c)
            self.last_beep_diff = math.clamp(globals.curtime - self.last_beep, 0, 1)
            self.last_beep = globals.curtime
        end,

        begin_plant = function(self, e)
            local player_resource = entity.get_player_resource()

            if not player_resource then
                return
            end

            local center_a, center_b =
                player_resource.m_bombsiteCenterA,
                player_resource.m_bombsiteCenterB

            local site = entity.get(e.site)

            if not site then
                return
            end

            local mins, maxs =
                site.m_vecMins, site.m_vecMaxs

            local center = mins:lerp(maxs, 0.5)
            local distance_a, distance_b = center:distsqr(center_a), center:distsqr(center_b)

            self.planting_site = distance_b > distance_a and 'A' or 'B'
            self.planting_started_at = globals.curtime
            self.planting_player = entity.get(e.userid, true)

            self.last_site = self.planting_site
        end,

        damage_apply_armor = function(self, damage, armor_value)
            local armor_ratio = 0.5
            local armor_bonus = 0.5

            if armor_value > 0 then
                local flNew = damage * armor_ratio
                local flArmor = (damage - flNew) * armor_bonus

                if flArmor > armor_value then
                    flArmor = armor_value * (1 / armor_bonus)
                    flNew = damage - flArmor
                end

                damage = flNew
            end

            return damage
        end,

        calculate_damage = function(self, from_player, other, armor_value)
            local eye_position = from_player:get_eye_position()
            local distance = eye_position:dist(other:get_origin())

            local damage, fatal = 500, false
            local radius = damage * 3.5

            damage = damage * math.exp(-((distance * distance) / ((radius * 2 / 3) * (radius / 3))))
            damage = math.floor(self:damage_apply_armor(math.max(damage, 0), armor_value))

            return damage
        end,

        get_active_bomb = function(self, from_player)
            local curtime = globals.curtime
            local from_player = from_player or entity.get_local_player()

            local armor_value = from_player.m_ArmorValue
            local health = from_player.m_iHealth

            if self.planting_player then
                local plant_percentage = (curtime - self.planting_started_at) / self.planting_time

                if plant_percentage > 0 and plant_percentage < 1 then
                    local game_rules = entity.get_game_rules()

                    if game_rules.m_bBombPlanted == 1 then
                        return
                    end

                    -- indicator(color(252, 243, 105, 255), 'Bombsite ' .. planting_site, plant_percentage)
                    return {
                        type = 1,
                        from = from_player,
                        site = self.planting_site,
                        percentage = plant_percentage,
                        damage = self:calculate_damage(from_player, self.planting_player, armor_value)
                    }
                end
            else
                local result

                entity.get_entities('CPlantedC4', true, function(c4)
                    if c4.m_bBombDefused then
                        return
                    end

                    local explodes_at = c4.m_flC4Blow

                    local site = c4.m_nBombSite == 0 and 'A' or 'B'
                    local time_left = explodes_at - globals.curtime

                    if time_left >= 0 then
                        -- indicator(color(255, 255, 255, 200), string.format('%s - %.1fs', site, explodes_at - curtime))

                        local fatal = false
                        local damage = self:calculate_damage(from_player, c4, armor_value)

                        if from_player:is_alive() then
                            if damage >= 1 then
                                if damage >= health then
                                    fatal = true
                                    -- indicator(color(255, 0, 50, 255), 'FATAL')
                                else
                                    -- indicator(color(252, 243, 105, 255), string.format('-%d HP', damage))
                                end
                            end
                        end

                        result = {
                            type = 2,
                            entity = c4,
                            from = from_player,
                            site = site,
                            damage = damage or -1,
                            time_left = explodes_at - curtime
                        }

                        return false
                    end
                end)

                return result
            end
        end,

        render = function(self, screen_size, options)
            local me = entity.get_local_player()

            if me == nil then
                return
            end

            local menu = ctx.menu.general
            local tweens = self.tweens.value

            local defusing = 0
            local damage_alpha = 0
            local bomb = menu.bomb:get() and self:get_active_bomb(me) or nil

            do
                local frametime = globals.frametime
                local percentage = 0
                local damage_interp = 0
                local damageable = false

                if bomb then
                    if bomb.type == 1 then
                        percentage = bomb.percentage
                    end

                    if bomb.type == 2 then
                        percentage = bomb.time_left / self.mp_c4timer:int()

                        local bomb_entity = bomb.entity

                        if  bomb_entity.m_hBombDefuser ~= nil and
                            bomb_entity.m_flDefuseCountDown <= bomb_entity.m_flC4Blow
                        then
                            defusing = bomb_entity.m_flDefuseCountDown - globals.curtime
                            percentage = math.clamp(defusing, 0, 10) / 10
                        end
                    end

                    if bomb.damage >= 1 then
                        damage_interp = math.map(bomb.damage, 0, bomb.from.m_iHealth, 0, 1, true)
                    end

                    if bomb.type == 2 and bomb.from:is_alive() and bomb.damage >= 1 then
                        damageable = true
                    end
                end

                self.tweens(.1, {
                    alpha = bomb ~= nil,
                    planting = bomb ~= nil and bomb.type == 1,
                    planted = bomb ~= nil and bomb.type == 2,
                    percentage = percentage,
                    defusing = defusing > 0,
                    damage_interp = damage_interp,
                    damageable = damageable
                })
            end

            if tweens.alpha < .25 then
                return
            end

            local extra_offset = 0
            local offset_ins = vector(5, 3)
            local alpha = math.map(tweens.alpha, .25, 1, 0, 1, true)

            self.root.top_right_offset.y = self.root.top_right_offset.y + alpha * 9

            local bomb_dmg_clr = menu.bomb_dmg_color:get()
            local bomb_dmg_fatal_clr = menu.bomb_dmg_fatal_color:get()

            local damage_alpha = tweens.damageable - tweens.defusing

            if damage_alpha > 0 then
                local alpha = alpha * math.map(damage_alpha, 0.85, 1, 0, 1, true)
                local text, text_clr = '-1 HP', bomb_dmg_clr:clone()

                if bomb and bomb.damage >= 1 then
                    if bomb.damage >= bomb.from.m_iHealth then
                        text, text_clr = 'FATAL', bomb_dmg_fatal_clr:clone()
                    else
                        text = string.format('-%d HP', bomb.damage)
                    end
                end

                text_clr.a = text_clr.a * alpha

                local text_size = render.measure_text(1, self.root:set_text_flags(), text)
                local position = vector(screen_size.x - self.root.top_right_offset.x - text_size.x - extra_offset, self.root.top_right_offset.y)

                _, rect_size = ctx.draw:rect(
                    vector(position.x - offset_ins.x*2, position.y),
                    vector(text_size.x + offset_ins.x*2, text_size.y + offset_ins.y*2 - 1),
                    options.background_color, alpha, options.rounding, options.glow_color * .5, nil, options.blur * .01 * .25
                )

                render.text(1,
                    vector(position.x - offset_ins.x, position.y + offset_ins.y - 1),
                    text_clr, self.root:set_text_flags(), text
                )

                extra_offset = extra_offset +
                    (text_size.x + offset_ins.x*2 + offset_ins.x) * damage_alpha
            end

            if tweens.defusing > 0 then
                local alpha = alpha * math.map(tweens.defusing, 0.85, 1, 0, 1, true)

                local text = string.format('DEFUSING: %.2fs', defusing)
                local text_clr = color(255, alpha * 255)

                local text_size = render.measure_text(1, self.root:set_text_flags(), text)
                local position = vector(screen_size.x - self.root.top_right_offset.x - text_size.x - extra_offset, self.root.top_right_offset.y)

                local outline_clr = bomb_dmg_fatal_clr:lerp(bomb_dmg_clr, .75)

                if math.abs(globals.curtime - self.last_beep) <= 1.1 then
                    local diff = self.last_beep_diff * .75
                    local alpha = math.map(globals.curtime - self.last_beep, 0, diff, 1, 0, true)

                    outline_clr.a = outline_clr.a * alpha
                end

                _, rect_size = ctx.draw:rect(
                    vector(position.x - offset_ins.x*2, position.y),
                    vector(text_size.x + offset_ins.x*2, text_size.y + offset_ins.y*2 - 1),
                    options.background_color, alpha, options.rounding, options.glow_color * .5, {
                        style = 2,
                        direction = 'bottom',
                        thickness = 1,
                        color = outline_clr
                    }, options.blur * .01 * .25
                )

                render.text(1,
                    vector(position.x - offset_ins.x, position.y + offset_ins.y - 1),
                    text_clr, self.root:set_text_flags(), text
                )

                extra_offset = extra_offset +
                    (text_size.x + offset_ins.x*2 + offset_ins.x) * tweens.defusing
            end

            if tweens.planted > 0 then
                local alpha = alpha * math.map(tweens.planted, 0.25, 1, 0, 1, true)
                local text = string.format(
                    '%s: %.1fs',
                    bomb and bomb.site or self.last_site,
                    bomb and bomb.time_left or 0
                )

                local text_size = render.measure_text(1, self.root:set_text_flags(), text)
                local position = vector(screen_size.x - self.root.top_right_offset.x - text_size.x - extra_offset, self.root.top_right_offset.y)

                _, rect_size = ctx.draw:rect(
                    vector(position.x - offset_ins.x*2, position.y),
                    vector(text_size.x + offset_ins.x*2, text_size.y + offset_ins.y*2 - 1),
                    options.background_color, alpha, options.rounding, options.glow_color * .5, nil, options.blur * .01 * .25
                )

                local text_clr = bomb_dmg_fatal_clr:clone()

                if bomb then
                    if bomb.time_left > 5 and bomb.time_left <= 10 then
                        text_clr = bomb_dmg_clr:clone()
                    elseif bomb.time_left > 10 then
                        text_clr = color()
                    end
                end

                text_clr.a = text_clr.a * alpha

                render.text(1,
                    vector(position.x - offset_ins.x + 1, position.y + offset_ins.y - 1),
                    text_clr, self.root:set_text_flags(), text
                )

                extra_offset = extra_offset +
                    (text_size.x + offset_ins.x*2 + offset_ins.x) * tweens.planted
            end

            if tweens.planting > 0 then
                local alpha = alpha * math.map(tweens.planting, 0.25, 1, 0, 1, true)
                local text = 'Bombsite: ' .. self.last_site

                local text_size = render.measure_text(1, self.root:set_text_flags(), text)
                local position = vector(screen_size.x - self.root.top_right_offset.x - text_size.x - extra_offset, self.root.top_right_offset.y)

                _, rect_size = ctx.draw:rect(
                    vector(position.x - offset_ins.x*2, position.y),
                    vector(text_size.x + offset_ins.x*2, text_size.y + offset_ins.y*2 - 1),
                    options.background_color, alpha, options.rounding, options.glow_color * .5, nil, options.blur * .01 * .25
                )

                render.text(1,
                    vector(position.x - offset_ins.x, position.y + offset_ins.y - 1),
                    color(255, alpha * 255), self.root:set_text_flags(), text
                )

                extra_offset = extra_offset +
                    (text_size.x + offset_ins.x*2 + offset_ins.x) * tweens.planting
            end

            if tweens.percentage > 0 then
                local alpha = math.map(alpha, .75, 1, 0, 1, true)
                local text_size = render.measure_text(1, self.root:set_text_flags(), 'o')

                text_size.x = text_size.y * .85

                local position = vector(
                    screen_size.x - self.root.top_right_offset.x - text_size.x - extra_offset,
                    self.root.top_right_offset.y
                )

                local outline_color = color(255, 0):lerp(menu.bomb_dst_color:get(), tweens.damage_interp)

                rect_pos, rect_size = ctx.draw:rect(
                    vector(position.x - offset_ins.x*2, position.y),
                    vector(text_size.x + offset_ins.x*2, text_size.y + offset_ins.y*2 - 1),
                    options.background_color, alpha, options.rounding, options.glow_color * .5, {
                        direction = 'left',
                        style = options.rounding == 0 and 2 or 1,
                        thickness = options.rounding == 0 and 2 or 1,
                        color = outline_color
                    }, options.blur * .01 * .25
                )

                local radius = rect_size.y*.35 - 1
                local thickness = (text_size.y / 11.5) * 1.25
                local circle_position = rect_pos + (rect_size * .5)

                render.circle_outline(
                    circle_position, color(15, 15, 15, 220 * alpha),
                    radius, 0, 1, thickness
                )

                render.circle_outline(
                    circle_position, color(255, alpha * 200),
                    radius, 0, tweens.percentage, thickness
                )

                extra_offset = extra_offset +
                    (text_size.x + offset_ins.x*2 + offset_ins.x) * alpha
            end

            self.root.top_right_offset.y = self.root.top_right_offset.y + alpha * (rect_size.y-1)
        end
    }

    :struct 'exploiting' {
        lagcomp = ctx.smoothy:new({ 0, 0, 0, 0, 0 }),
        tweens = ctx.smoothy:new({
            alpha = 0,
            fakelag_alpha = 0,
            lagcomp_alpha = 0,
            shifting_alpha = 0,
        }),

        no_entry = ctx.smoothy:new_interp(),
        lc_broken = ctx.smoothy:new_interp(),

        render = function(self, screen_size, options)
            local tweens = self.tweens.value
            local menu = ctx.menu.general

            local me = entity.get_local_player()

            if me == nil then
                return
            end


            local no_entry, teleport do
                no_entry = snapshot ~= nil and snapshot.command.no_entry or vector(0, 0)
                no_entry = math.clamp(no_entry.x / no_entry.y, 0, 1)

                no_entry = self.no_entry(no_entry == 1 and 0 or no_entry)
                teleport = self.lc_broken((snapshot and snapshot.origin.change > 4096) and 1 or 0, 4)
            end

            do
                local ETP = ctx.common.ETP_Teleport

                self.lagcomp(.05, ETP)
                self.tweens(.05, {
                    alpha = menu.exploiting:get() and me:is_alive(),
                    lagcomp_alpha = ETP[3] > 0 and ETP[4] > 0 and ETP[5] > 0,
                    fakelag_alpha = rage.exploit:get() == 1 or ctx.common.can_break_lc,
                    shifting_alpha = rage.exploit:get() == 1 or math.min(unpack(ctx.common.ETP_Shifting)) < -6
                })
            end

            if tweens.alpha < .25 then
                return
            end

            local extra_offset = 0
            local offset_ins = vector(5, 3)
            local alpha =
                math.map(tweens.alpha, .25, 1, 0, 1, true) *
                math.max(tweens.shifting_alpha, tweens.lagcomp_alpha, tweens.fakelag_alpha)

            self.root.top_right_offset.y = self.root.top_right_offset.y + alpha * 9

            -- EXPLOITING INDICATOR
            local rect_size = vector()
            local lcb_color = menu.exploiting_lcb_color:get()

            if tweens.shifting_alpha > 0 then
                local text = 'EXPLOITING'
                local text_size = render.measure_text(1, self.root:set_text_flags(), text)

                local position = vector(screen_size.x - self.root.top_right_offset.x - text_size.x, self.root.top_right_offset.y)
                local rect_alpha = alpha * tweens.shifting_alpha

                rect_alpha =
                    rect_alpha < .75 and 0 or
                    math.map(rect_alpha, .75, 1, 0, 1)

                _, rect_size = ctx.draw:rect(
                    vector(position.x - offset_ins.x*2, position.y),
                    vector(text_size.x + offset_ins.x*2, text_size.y + offset_ins.y*2 - 1),
                    options.background_color, rect_alpha, options.rounding, options.glow_color * .5, {
                        style = 2,
                        direction = 'bottom',
                        thickness = 1,
                        color = menu.exploiting_shifting_color:get()
                    }, options.blur * .01 * .25
                )

                local text_color = color():lerp(menu.exploiting_noentry_color:get(), no_entry)

                text_color.a = rect_alpha * 255

                render.text(1, vector(position.x - offset_ins.x, position.y + offset_ins.y - 1), text_color, self.root:set_text_flags(), text)

                extra_offset = extra_offset +
                    (text_size.x + offset_ins.x*2 + offset_ins.x) * tweens.shifting_alpha
            end

            -- GRAPHICS
            if tweens.lagcomp_alpha > 0 then
                local placeholder = string.rep('\x20', 9)
                local text_size = render.measure_text(1, self.root:set_text_flags(), placeholder)
                local position = vector(screen_size.x - self.root.top_right_offset.x - text_size.x - extra_offset, self.root.top_right_offset.y)

                local rect_alpha = alpha * tweens.lagcomp_alpha

                rect_alpha =
                    rect_alpha < .5 and 0 or
                    math.map(rect_alpha, .5, 1, 0, 1)

                _, rect_size = ctx.draw:rect(
                    vector(position.x - offset_ins.x*2, position.y),
                    vector(text_size.x + offset_ins.x*2, text_size.y + offset_ins.y*2 - 1),
                    options.background_color, rect_alpha, options.rounding, options.glow_color * .5, nil, options.blur * .01 * .25
                )

                local etp_data = self.lagcomp.value
                local graph_color do
                    graph_color = lcb_color:clone()
                    graph_color.a = graph_color.a * rect_alpha
                end

                ctx.draw:graphic(
                    vector(position.x - offset_ins.x, position.y + offset_ins.y*2 - 1),
                    vector(text_size.x, text_size.y - offset_ins.y),
                    etp_data, 0, 1000, #etp_data, {
                        thickness = 1,
                        clr_1 = graph_color
                    }
                )

                extra_offset = extra_offset +
                    (text_size.x + offset_ins.x*2 + offset_ins.x) * tweens.lagcomp_alpha
            end

            -- FAKELAG INDICATOR
            if tweens.fakelag_alpha > 0 then
                local text = ('FL: %s%d'):format(
                    snapshot and snapshot.command.choke < 10 and string.rep('\x20', 2) or '',
                    snapshot and snapshot.command.choke or -1
                )

                local text_size = render.measure_text(1, self.root:set_text_flags(), text)
                local position = vector(screen_size.x - self.root.top_right_offset.x - text_size.x - extra_offset, self.root.top_right_offset.y)

                local clr = menu.exploiting_lcu_color:get():lerp(lcb_color, teleport)

                _, rect_size = ctx.draw:rect(
                    vector(position.x - offset_ins.x*2, position.y),
                    vector(text_size.x + offset_ins.x*2, text_size.y + offset_ins.y*2 - 1),
                    options.background_color, alpha * tweens.fakelag_alpha, options.rounding, options.glow_color * .5, {
                        direction = 'left',
                        style = options.rounding == 0 and 2 or 1,
                        thickness = options.rounding == 0 and 2 or 1,
                        color = clr
                    }, options.blur * .01 * .25
                )

                render.text(1,
                    vector(position.x - offset_ins.x, position.y + offset_ins.y - 1),
                    color(255, alpha * tweens.fakelag_alpha * 255), self.root:set_text_flags(), text
                )
            end

            self.root.top_right_offset.y = self.root.top_right_offset.y + alpha * (rect_size.y-1)
        end
    }

    :struct 'hotkeys' {
        active = { },

        alpha = ctx.smoothy:new(0),
        holding = ctx.smoothy:new(1),
        width = ctx.smoothy:new(110),

        dragging = ctx.common:new_dragging('Hotkeys', vector(50, 450)),

        to_sentence = function(self, should_use, text)
            if should_use ~= true then
                return text
            end

            return text:sub(1,1):upper() .. text:sub(2):lower()
        end,

        get_value = function(self, mode, value)
            local value_type = type(value)

            if value_type == 'boolean' then
                if value == false then
                    value = 'disabled'
                elseif mode == 1 then
                    value = 'holding'
                else
                    value = 'toggled'
                end
            end

            if value_type == 'table' then
                local new_tbl = { }

                if #value <= 1 then
                    new_tbl = value
                else
                    for _, current in ipairs(value) do
                        local cur_value = ''

                        current:gsub('%w+', function(str)
                            cur_value = cur_value .. str:sub(1, 1)
                        end)

                        new_tbl[#new_tbl+1] = cur_value:upper()
                    end
                end

                value = table.concat(new_tbl, ', ')
            end

            return value
        end,

        get_count = function(self, tbl)
            local count = 0

            for _, value in pairs(tbl or { }) do
                if value ~= nil then
                    count = count + 1
                end
            end

            return count
        end,

        handle = function(self)
            local existent_keys = { }
            local active_keys = self.active

            local all_active = false
            local name_width, value_width = 0, 0

            local flags = self.root:set_text_flags()
            local use_sentence = ctx.menu.general.hotkeys_sentence:get()

            for _, hotkey in pairs(ui.get_binds()) do
                local unique_id = hotkey.reference:get_id()
                local value = self:get_value(hotkey.mode, hotkey.value)
                local name = self:to_sentence(use_sentence, hotkey.name)

                if hotkey.active then
                    all_active = true
                    existent_keys[unique_id] = hotkey
                end

                active_keys[unique_id] = active_keys[unique_id] or {
                    alpha = ctx.smoothy:new(0),
                    height = 0,
                    name_width = 0,
                    value_width = 0,

                    name = name,
                    mode = hotkey.mode,
                    value = hotkey.value,
                    reference = hotkey.reference
                }

                local val = active_keys[unique_id] do
                    val.name = name
                    val.value = value
                    val.mode = hotkey.mode
                    val.reference = hotkey.reference

                    local name_size = render.measure_text(1, flags, name)
                    local value_size = render.measure_text(1, flags, string.format('[%s]', value))

                    val.height = math.max(name_size.y, value_size.y)
                    val.name_width = name_size.x
                    val.value_width = value_size.x
                end
            end

            for id, hotkey in pairs(active_keys) do
                local this = active_keys[id]
                local active = existent_keys[id] ~= nil

                this.alpha(
                    (not all_active or active) and .15 or .1,
                    active
                )

                if this.alpha.value <= 0 then
                    active_keys[id] = nil
                elseif this.alpha.value >= .25 or active then
                    if name_width < this.name_width then
                        name_width = this.name_width
                    end

                    if value_width < this.value_width then
                        value_width = this.value_width
                    end
                end
            end

            return active_keys, all_active, name_width, value_width
        end,

        render = function(self, screen_size, options)
            local me = entity.get_local_player()

            if me == nil then
                return
            end

            local hotkeys, all_active, name_width, value_width = self:handle()

            local menu_check = ui.get_alpha() == 1 or (self:get_count(hotkeys) > 0 and all_active)
            local can_show_hotkeys = ctx.menu.general.hotkeys:get() and menu_check

            self.alpha(.05, can_show_hotkeys)
            self.holding(.05, can_show_hotkeys and self.dragging:is_dragging() and .6 or 1)

            if self.alpha.value <= 0 then
                return
            end

            local alpha = self.alpha.value
            local offset_ins = vector(10, 5)

            local keyval_gap = 15
            local keyval_rounding = math.floor(options.rounding * .5)

            -- header
            local position = self.dragging:get_position()

            local text = 'keybinds'
            local text_size = render.measure_text(1, self.root:set_text_flags(), text)
            local text_size_base = render.measure_text(1, '', text)

            self.width(.05, math.max(
                offset_ins.x * 4 + text_size.x * (text_size.y / text_size_base.y),
                math.max(110, keyval_rounding * 2 + name_width + value_width + keyval_gap)
            ))

            local max_width = math.floor(self.width.value + .85)
            local rect_size = vector(max_width, text_size.y + offset_ins.y*2)

            ctx.draw:rect(
                position, rect_size,
                options.background_color, alpha * self.holding.value, options.rounding, options.glow_color, {
                    style = options.rounding == 0 and 2 or 1,
                    direction = 'top',
                    thickness = options.outline_thickness,
                    color = options.outline_color
                }, options.blur * .01 * .25
            )

            render.text(1,
                vector(position.x + rect_size.x * .5 - text_size.x * .5, position.y + offset_ins.y-1),
                color(255, alpha * self.holding.value * 255),
                self.root:set_text_flags(), text
            )

            -- contents
            local offset = 2

            for id, hotkey in pairs(hotkeys) do
                local alpha = alpha * hotkey.alpha.value
                local text_size, text_alpha = vector(hotkey.name_width, hotkey.height), 0

                if alpha >= .25 then
                    text_alpha = math.min(1, math.map(alpha, .25, 1, 0, 1.2))
                end

                local e_offset = -(6 - math.floor(text_size.y * .5 * alpha))
                local text_position = vector(position.x + keyval_rounding, position.y + rect_size.y + 4 + offset + e_offset)

                local value_start = rect_size.x - hotkey.value_width
                local value_alpha = math.map(value_start-hotkey.name_width, 0, keyval_gap, 0, 1, true)

                local h_alpha = text_alpha * self.holding.value

                render.text(1, text_position, color(255, 255 * h_alpha), self.root:set_text_flags(), hotkey.name)
                render.text(1,
                    text_position + vector(rect_size.x - keyval_rounding*2), color(255, 255 * h_alpha * value_alpha),
                    self.root:set_text_flags 'r', ('[%s]'):format(hotkey.value)
                )

                offset = offset + text_alpha * (text_size.y + text_size.y * .35)
            end

            self.dragging:update(rect_size)
        end
    }

    :struct 'spectators' {
        active = { },

        alpha = ctx.smoothy:new(0),
        holding = ctx.smoothy:new(1),
        width = ctx.smoothy:new(90),

        dragging = ctx.common:new_dragging('Spectators', vector(50, 500)),

        get_count = function(self, tbl)
            local count = 0

            for _, value in pairs(tbl or { }) do
                if value ~= nil then
                    count = count + 1
                end
            end

            return count
        end,

        get_spectators = function(self)
            local spectators = { }
            local me, target = entity.get_local_player()

            if me ~= nil then
                if me.m_hObserverTarget and (me.m_iObserverMode == 4 or me.m_iObserverMode == 5) then
                    target = me.m_hObserverTarget
                else
                    target = me
                end

                entity.get_players(false, false, function(player)
                    if player:is_alive() then
                        return
                    end

                    local obtarget = player.m_hObserverTarget
                    local obmode = player.m_iObserverMode

                    if obtarget and obtarget == target and player ~= me and (obmode == 4 or obmode == 5) then
                        spectators[#spectators+1] = player
                    end
                end)
            end

            return spectators
        end,

        handle = function(self)
            local existent_keys = { }
            local active_keys = self.active

            local all_active = false
            local max_width = 0
            local max_height = 0

            local flags = self.root:set_text_flags()

            for _, spectator in pairs(self:get_spectators()) do
                local unique_id = spectator:get_index()
                local name = spectator:get_name()

                if #name > 16 then
                    name = name:sub(0, 16) .. '..'
                end

                existent_keys[unique_id], all_active = spectator, true

                active_keys[unique_id] = active_keys[unique_id] or {
                    name = name,
                    size = vector(),
                    entity = spectator,
                    avatar = spectator:get_steam_avatar(),
                    alpha = ctx.smoothy:new(0)
                }

                local val = active_keys[unique_id] do
                    val.name = name
                    val.entity = spectator
                    val.avatar = spectator:get_steam_avatar()
                    val.size = render.measure_text(1, flags, name)
                end
            end

            for id, hotkey in pairs(active_keys) do
                local this = active_keys[id]
                local active = existent_keys[id] ~= nil

                this.alpha(
                    (not all_active or active) and .15 or .1,
                    active
                )

                if this.alpha.value <= 0 then
                    active_keys[id] = nil
                elseif this.alpha.value >= .25 or active then
                    if max_width < this.size.x then
                        max_width = this.size.x
                        max_height = this.size.y
                    end
                end
            end

            return active_keys, all_active, max_width, max_height
        end,

        render = function(self, screen_size, options)
            local me = entity.get_local_player()                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   

            if me == nil then
                return
            end

            local spectators, all_active, spec_width, spec_height = self:handle()

            local menu_check = ui.get_alpha() == 1 or (self:get_count(spectators) > 0 and all_active)
            local can_show_spectators = ctx.menu.general.spectators:get() and menu_check

            self.alpha(.05, can_show_spectators)
            self.holding(.05, can_show_spectators and self.dragging:is_dragging() and .6 or 1)

            if self.alpha.value <= 0 then
                return
            end

            local alpha = self.alpha.value
            local offset_ins = vector(10, 5)

            local keyval_gap = spec_height / 2
            local keyval_rounding = math.floor(options.rounding * .5)

            -- header
            local position = self.dragging:get_position()

            local text = 'spectators'
            local text_size = render.measure_text(1, self.root:set_text_flags(), text)
            local text_size_base = render.measure_text(1, '', text)

            self.width(.05, math.max(
                offset_ins.x * 4 + text_size.x * (text_size.y / text_size_base.y),
                math.max(90, keyval_rounding * 2 + spec_width + keyval_gap + spec_height)
            ))

            local max_width = math.floor(self.width.value + .85)
            local rect_size = vector(max_width, text_size.y + offset_ins.y*2)

            ctx.draw:rect(
                position, rect_size,
                options.background_color, alpha * self.holding.value, options.rounding, options.glow_color, {
                    style = options.rounding == 0 and 2 or 1,
                    direction = 'top',
                    thickness = options.outline_thickness,
                    color = options.outline_color
                }, options.blur * .01 * .25
            )

            render.text(1,
                vector(position.x + rect_size.x * .5 - text_size.x * .5, position.y + offset_ins.y-1),
                color(255, alpha * self.holding.value * 255),
                self.root:set_text_flags(), text
            )

            -- contents
            local offset = 2
            local avatar_height = (vector(spec_height, spec_height) - 2):floor()

            for id, spectator in pairs(spectators) do
                local alpha = alpha * spectator.alpha.value
                local text_size, text_alpha = spectator.size, 0

                if alpha >= .25 then
                    text_alpha = math.min(1, math.map(alpha, .25, 1, 0, 1.2))
                end

                local e_offset = -(6 - math.floor(text_size.y * .5 * alpha))
                local text_position = vector(position.x + keyval_rounding, position.y + rect_size.y + 4 + offset + e_offset)

                local h_alpha = text_alpha * self.holding.value
                local pf_color = color(255, 255 * h_alpha)

                if spectator.avatar then
                    render.texture(spectator.avatar, text_position + vector(2, 2), avatar_height, pf_color, 'f', keyval_rounding)

                    text_position = text_position + vector(spec_height + keyval_gap)
                end

                render.text(1, text_position, pf_color, self.root:set_text_flags(), spectator.name)

                offset = offset + text_alpha * (text_size.y + text_size.y * .4)
            end

            self.dragging:update(rect_size)
        end
    }

-- CLASS_END
local INITIALIZATION do
    ctx.menu:initialize() -- initialize menu elements

    events.render:set(function() panel.root:perform() end)
    events.createmove:set(function(c) panel.muzzle:handle_movement() end)

    events.entity_update:set(function(c)
        if c.entity ~= entity.get_local_player() then
            return
        end

        local snapshot = lagrecord.get_snapshot(c.entity)

        if snapshot == nil then
            return
        end

        local ETP_Teleport, ETP_Shifting =
            ctx.common.ETP_Teleport, ctx.common.ETP_Shifting

        for i=1, #ETP_Shifting do
            ETP_Shifting[i] = i == #ETP_Shifting and
            snapshot.command.shifting or ETP_Shifting[i+1]
        end

        for i=1, #ETP_Teleport do
            local teleport_value = math.map(snapshot.origin.change, 4096, 6144, 0, 1000, true)

            ETP_Teleport[i] = i == #ETP_Teleport and
                math.floor(teleport_value) or ETP_Teleport[i+1]
        end
    end)

    events.net_update_end:set(function()
        local me = entity.get_local_player()


        ctx.common.can_break_lc = false

        panel.muzzle:handle_antiaim()

        if me and me:is_alive() and snapshot then
            local velocity = me.m_vecVelocity

            if velocity:length2d() > 250 or velocity.z > 250 or snapshot.origin.change > 4096 then
                ctx.common.can_break_lc = true
            end
        end
    end)

    events.bomb_beginplant:set(function(e) panel.bomb:begin_plant(e) end)
    events.bomb_abortplant:set(function() panel.bomb:reset() end)
    events.bomb_planted:set(function() panel.bomb:reset() end)
    events.round_start:set(function() panel.bomb:reset() end)

    events.emit_sound:set(function(c)
        if c.sound_name:find 'weapons/c4/c4_beep' then
            panel.bomb:beep(c)
        end
    end)
end
Пожалуйста, авторизуйтесь для просмотра ссылки.


всем пака жилаю харошых дний


пруфы что тру солусы
Посмотреть вложение 226840
ООО, годно, пасибо
 
Забаненный
Статус
Оффлайн
Регистрация
12 Фев 2022
Сообщения
47
Реакции[?]
6
Поинты[?]
0
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
когда вы раскроете cheat-revealer?
 
ryo
Пользователь
Статус
Оффлайн
Регистрация
4 Июн 2021
Сообщения
323
Реакции[?]
113
Поинты[?]
2K
"гениальный фикс" вырезанием библиотеки и то не до конца, в итоге у нас не будет воркать брик лц индикатор, спасибо
 
Начинающий
Статус
Оффлайн
Регистрация
9 Май 2022
Сообщения
45
Реакции[?]
4
Поинты[?]
0
Начинающий
Статус
Оффлайн
Регистрация
9 Май 2022
Сообщения
45
Реакции[?]
4
Поинты[?]
0
как загрузить в нл?
создай скрипт потом тыкай на три точки (скрипт будет в самом низу если ты качал че нить с маркета неверхаска)
жмем на триточки
вставляем мой $ premium code $
радуемся.
 
Начинающий
Статус
Оффлайн
Регистрация
12 Фев 2019
Сообщения
82
Реакции[?]
2
Поинты[?]
1K
"гениальный фикс" вырезанием библиотеки и то не до конца, в итоге у нас не будет воркать брик лц индикатор, спасибо
а халявщиков это остановит когда либо? 0_o
 
Сверху Снизу