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Автор темы
- #1
хуй знает как это назвать, свей, спины, или же джиттеры, но факт в том что я подумал и решил слить головку кода для вас(сказали залить с антипастой но мне лень)
за щиткод не бейте(мне похуй)
за щиткод не бейте(мне похуй)
code_language.lua:
local MI = require("neverlose/minterface")
local anti_aim = require("neverlose/anti_aim")
local MTools = require("neverlose/mtools")
left_yaw = MI.Slider({"Scriptname", "AntiAims"}, 'Left Yaw', { 0, -180, 180, 1 }, nil, nil)
right_yaw = MI.Slider({"Scriptname", "AntiAims"}, 'Right Yaw', { 0, -180, 180, 1 }, nil, nil)
speed = MI.Slider({"Scriptname", "AntiAims"}, 'Speed', { 1, 1, 10, 1 }, nil, nil)
yaw_offset = ui.find("aimbot", "anti aim", "angles", "yaw", "offset")
invert = ui.find("aimbot", "anti aim", "angles", "body yaw", "inverter")
options = ui.find("aimbot", "anti aim", "angles", "body yaw", "options")
left_lim = ui.find("aimbot", "anti aim", "angles", "body yaw", "left limit")
right_lim = ui.find("aimbot", "anti aim", "angles", "body yaw", "right limit")
local jitterProgress = 0
local currentJitter = false
local lerpTime = 0.5
local interval = 0.01
local switch = false
local leftYaw = 0
local rightYaw = 0
local function lerp(a, b, t)
return a + (b - a) * t
end
function updateJitter()
currentJitter = not currentJitter
jitterProgress = 0
end
function smoothJitter()
if jitterProgress < 1 then
local speed = speed:get()
speed = math.max(1, math.min(10, speed))
local maxSpeed = 10
local effectiveSpeed = maxSpeed - (speed - 1)
local step = interval / (lerpTime * effectiveSpeed)
jitterProgress = math.min(jitterProgress + (5 * step), 1)
local result = lerp(currentJitter and 0 or 1, currentJitter and 1 or 0, jitterProgress)
switch = result >= 0.5
invert:override(switch)
options:override("Disabled")
left_lim:override(1)
right_lim:override(1)
local invertState = anti_aim.get_inverter_state()
local leftYaw = invertState and right_yaw:get() or left_yaw:get()
local rightYaw = invertState and left_yaw:get() or right_yaw:get()
local yawOffsetValue = lerp(invertState and rightYaw or leftYaw, invertState and leftYaw or rightYaw, jitterProgress)
if speed <= 10 then
yaw_offset:override(yawOffsetValue)
else
local prevYawOffset = yaw_offset:get() or 0
local newYawOffset = lerp(prevYawOffset, yawOffsetValue, step * 15)
yaw_offset:override(newYawOffset)
end
if jitterProgress >= 1 then
updateJitter()
end
end
end
events.render:set(function()
smoothJitter()
end)