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) 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)