local indicators_checkbox = ui.add_checkbox("Indicators")
local render_indicators = render.create_font("Verdana", 26, 800, bit.bor(font_flags.antialias))
local screen = { render.get_screen() }
local indicators = {
m_angle = 0,
m_body = 0,
m_breaking = false,
m_animtime = 0,
m_ground = false,
m_speed = {},
m_body_pred = 0,
m_add = 0,
m_old_body = 0
}
screen[2] = screen[2] - 30
local x_dt_pos = 13
local x_ping_pos = 13
local y_ping_pos = 30
local x_dmg_pos = 13
local y_dmg_pos = 30
local x_baim_pos = 13
local y_baim_pos = 30
local x_ovr_pos = 13
local y_ovr_pos = 30
local breaking = color.new(124, 195, 13, 255)
local notbreaking = color.new(255, 0, 0, 255)
local dt_lerp = color.new(124, 195, 13, 255)
local black = color.new(0, 0, 0, 235)
local white = color.new(225, 225, 225, 255)
local charged = 0.00
local length = function(x, y, z)
return math.sqrt( ( x * x ) + ( y * y ) + ( z * z ) )
end
local LerpRGB = function(a, b, t)
return color.new(
math.ceil(a:r() + (b:r() - a:r()) * t),
math.ceil(a:g() + (b:g() - a:g()) * t),
math.ceil(a:b() + (b:b() - a:b()) * t),
math.ceil(a:a() + (b:a() - a:a()) * t)
)
end
local round = function (num, numDecimalPlaces)
local mult = 10 ^ (numDecimalPlaces or 0)
return math.floor(num * mult + 0.5) / mult
end
local normalize = function(angle)
while angle < -180 do
angle = angle + 360
end
while angle > 180 do
angle = angle - 360
end
return angle
end
local lerp = function ( start, vend, time , item)
if item then
item = start + (vend - start) * time
else
return start + (vend - start) * time
end
end
local ping_spike_key = ui.get( "Misc", "General", "General", "Ping spike key" )
local dmg_ovr_key = ui.get( "Rage", "Aimbot", "General", "Minimum damage override key" )
local res_ovr_key = ui.get( "Rage", "Aimbot", "General", "Anti-aim resolver override key" )
local body_ovr_key = ui.get( "Rage", "Aimbot", "Accuracy", "Force body aim key" )
local dt_key = ui.get( "Rage", "Aimbot", "Accuracy", "Double tap key" )
local original_offset = 0
indicators.on_draw = function()
if not indicators_checkbox:get() then
return
end
local lp = entity_list.get_client_entity(engine.get_local_player())
if not lp then
return
end
if not client.is_alive() then
return
end
original_offset = screen[2] - 64 - 30
render_indicators:text(12+1, original_offset+1, black, "LBY")
render_indicators:text(12, original_offset, indicators.m_breaking and breaking or notbreaking, "LBY")
indicators.m_add = 1.1 - (indicators.m_body_pred - indicators.m_animtime)
indicators.m_add = indicators.m_add / 1.1
original_offset = original_offset - 30
if dmg_ovr_key:get_key( ) then
x_dmg_pos = lerp(x_dmg_pos, 12, global_vars.frametime * 16)
x_dmg_pos = round(x_dmg_pos, 2)
y_dmg_pos = lerp(y_dmg_pos, 30, global_vars.frametime * 16)
y_dmg_pos = round(y_dmg_pos, 2)
render_indicators:text(x_dmg_pos+1, original_offset+1, black, "DMG")
render_indicators:text(x_dmg_pos, original_offset, white, "DMG")
original_offset = original_offset - y_dmg_pos
else
x_dmg_pos = lerp(x_dmg_pos, -55, global_vars.frametime * 16)
x_dmg_pos = round(x_dmg_pos, 2)
y_dmg_pos = lerp(y_dmg_pos, 0, global_vars.frametime * 16)
y_dmg_pos = round(y_dmg_pos, 2)
if x_dmg_pos > -45 then
render_indicators:text(x_dmg_pos+1, original_offset+1, black, "DMG")
render_indicators:text(x_dmg_pos, original_offset, white, "DMG")
original_offset = original_offset - y_dmg_pos
end
end
if body_ovr_key:get_key( ) then
x_baim_pos = lerp(x_baim_pos, 12, global_vars.frametime * 16)
x_baim_pos = round(x_baim_pos, 2)
y_baim_pos = lerp(y_baim_pos, 30, global_vars.frametime * 16)
y_baim_pos = round(y_baim_pos, 2)
render_indicators:text(x_baim_pos+1, original_offset+1, black, "BAIM")
render_indicators:text(x_baim_pos, original_offset, breaking, "BAIM")
original_offset = original_offset - y_baim_pos
else
x_baim_pos = lerp(x_baim_pos, -55, global_vars.frametime * 16)
x_baim_pos = round(x_baim_pos, 2)
y_baim_pos = lerp(y_baim_pos, 0, global_vars.frametime * 16)
y_baim_pos = round(y_baim_pos, 2)
if x_baim_pos > -45 then
render_indicators:text(x_baim_pos+1, original_offset+1, black, "BAIM")
render_indicators:text(x_baim_pos, original_offset, breaking, "BAIM")
original_offset = original_offset - y_baim_pos
end
end
if res_ovr_key:get_key( ) then
x_ovr_pos = lerp(x_ovr_pos, 12, global_vars.frametime * 16)
x_ovr_pos = round(x_ovr_pos, 2)
y_ovr_pos = lerp(y_ovr_pos, 30, global_vars.frametime * 16)
y_ovr_pos = round(y_ovr_pos, 2)
render_indicators:text(x_ovr_pos+1, original_offset+1, black, "OVR")
render_indicators:text(x_ovr_pos, original_offset, breaking, "OVR")
original_offset = original_offset - 30
else
x_ovr_pos = lerp(x_ovr_pos, -55, global_vars.frametime * 16)
x_ovr_pos = round(x_ovr_pos, 2)
y_ovr_pos = lerp(y_ovr_pos, 0, global_vars.frametime * 16)
y_ovr_pos = round(y_ovr_pos, 2)
if x_ovr_pos > -45 then
render_indicators:text(x_ovr_pos+1, original_offset+1, black, "OVR")
render_indicators:text(x_ovr_pos, original_offset, breaking, "OVR")
original_offset = original_offset - y_ovr_pos
end
end
if ping_spike_key:get_key( ) then
x_ping_pos = lerp(x_ping_pos, 12, global_vars.frametime * 16)
x_ping_pos = round(x_ping_pos, 2)
y_ping_pos = lerp(y_ping_pos, 30, global_vars.frametime * 16)
y_ping_pos = round(y_ping_pos, 2)
render_indicators:text(x_ping_pos+1, original_offset+1, black, "PING")
render_indicators:text(x_ping_pos, original_offset, white, "PING")
original_offset = original_offset - y_ping_pos
else
x_ping_pos = lerp(x_ping_pos, -55, global_vars.frametime * 16)
x_ping_pos = round(x_ping_pos, 2)
y_ping_pos = lerp(y_ping_pos, 0, global_vars.frametime * 16)
y_ping_pos = round(y_ping_pos, 2)
if x_ping_pos > -45 then
render_indicators:text(x_ping_pos+1, original_offset+1, black, "PING")
render_indicators:text(x_ping_pos, original_offset, white, "PING")
original_offset = original_offset - y_ping_pos
end
end
if dt_key:get_key() then
if exploits.ready( ) then
charged = lerp(charged, 1, global_vars.frametime * 8)
else
charged = lerp(charged, 0, global_vars.frametime * 8)
end
dt_lerp = LerpRGB(notbreaking, breaking, charged)
x_dt_pos = lerp(x_dt_pos, 12, global_vars.frametime * 16)
x_dt_pos = round(x_dt_pos, 2)
render_indicators:text(x_dt_pos+1, original_offset+1, black, "DT")
render_indicators:text(x_dt_pos, original_offset, dt_lerp, "DT")
original_offset = original_offset - 30
else
charged = lerp(charged, 0, global_vars.frametime * 8)
x_dt_pos = lerp(x_dt_pos, -35, global_vars.frametime * 16)
x_dt_pos = round(x_dt_pos, 2)
if x_dt_pos > -30 then
render_indicators:text(x_dt_pos+1, original_offset+1, black, "DT")
render_indicators:text(x_dt_pos, original_offset, dt_lerp, "DT")
original_offset = original_offset - 30
end
end
end
indicators.on_createmove = function(cmd)
local lp = entity_list.get_client_entity(engine.get_local_player())
if not lp then
return
end
if not client.is_alive() then
return
end
if client.choked_commands() > 0 then
return
end
indicators.m_animtime = global_vars.curtime
indicators.m_angle = cmd.viewangles.y
local vel0 = lp:get_prop("DT_CSPlayer", "m_vecVelocity[0]"):get_float()
local vel1 = lp:get_prop("DT_CSPlayer", "m_vecVelocity[1]"):get_float()
local vel2 = lp:get_prop("DT_CSPlayer", "m_vecVelocity[2]"):get_float()
indicators.m_body = lp:get_prop("DT_CSPlayer", "m_flLowerBodyYawTarget"):get_float()
indicators.m_breaking = math.abs(normalize(indicators.m_body - indicators.m_angle)) > 35
if length( vel0, vel1, vel2 ) > 0.1 then
indicators.m_body_pred = indicators.m_animtime + 0.22
elseif (indicators.m_animtime >= indicators.m_body_pred) or indicators.m_old_body ~= indicators.m_body then
indicators.m_body_pred = indicators.m_animtime + 1.1
indicators.m_old_body = indicators.m_body
end
end
callbacks.register("paint", indicators.on_draw)
callbacks.register("post_move", indicators.on_createmove)
Это на легасиМне выдает ошибку при загрузке луа что делать?
Проект предоставляет различный материал, относящийся к сфере киберспорта, программирования, ПО для игр, а также позволяет его участникам общаться на многие другие темы. Почта для жалоб: admin@yougame.biz