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LUA скрипт Straight grenade throw

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Пользователь
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25 Апр 2019
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162
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79
делал этот ваш супертосс модный заебался устал держите
code_language.lua:
Expand Collapse Copy
--https://github.com/perilouswithadollarsign/cstrike15_src/blob/f82112a2388b841d72cb62ca48ab1846dfcc11c8/game/shared/cstrike15/weapon_basecsgrenade.cpp#L555C2-L663C2

--straight throw


local switch = false

local _switch = ui.find("Aimbot", "Anti\x20Aim", "Angles"):switch(string.format("\a%s%s", "B6B666FF", "Straight\x20Throw"))--пробел хуйня боже байты

_switch:set_callback(function (ref)
    switch = ref:get()
end, true)

local suuuuupper_tosss = {}--...

suuuuupper_tosss.active = false
suuuuupper_tosss.check_active = function()
    suuuuupper_tosss.active = false
    if switch ~=true then
        return
    end
    local local_player = entity.get_local_player()
    if local_player == nil then
        return
    end
    if local_player:is_alive() == false then
        return
    end
    if local_player.m_MoveType == 8 then
        return
    end
    local weapon = local_player:get_player_weapon()
    if weapon == nil then
        return
    end
    local weapon_info = weapon:get_weapon_info()
    if weapon_info == nil then
        return
    end
    if weapon_info.weapon_type ~= 9 then
        return
    end
    suuuuupper_tosss.active = true
end

ffi.cdef([[
    typedef struct {
        float x;
        float y;
        float z;
    } vector_t;
]])

suuuuupper_tosss.ang_vec = function(ang) --???? 3 часа ночи codenz?
    return vector(math.cos(ang.x * math.pi / 180) * math.cos(ang.y * math.pi / 180), math.cos(ang.x * math.pi / 180) * math.sin(ang.y * math.pi / 180), -math.sin(ang.x * math.pi / 180))
end

suuuuupper_tosss.last_angles = vector(0, 0, 0)
suuuuupper_tosss.target_angles = vector(0, 0, 0)

suuuuupper_tosss.on_pre_render = function()
    suuuuupper_tosss.check_active()
    suuuuupper_tosss.last_angles = render.camera_angles()
    if suuuuupper_tosss.active == true and common.is_in_thirdperson() == false then
        render.camera_angles(suuuuupper_tosss.target_angles)
    end
end
suuuuupper_tosss.on_override_view = function(zv)
    if suuuuupper_tosss.active == true then
        zv.view = suuuuupper_tosss.last_angles
        render.camera_angles(suuuuupper_tosss.last_angles)
    end
end
suuuuupper_tosss.on_createmove = function(cmd)
    if suuuuupper_tosss.active ~= true then
        return
    end
    local local_player = entity.get_local_player()
    if local_player == nil then
        return
    end
    if local_player:is_alive() == false then
        return
    end
    local weapon = local_player:get_player_weapon()
    if weapon == nil then
        return
    end
    local weapon_info = weapon:get_weapon_info()
    if weapon_info == nil then
        return
    end

    local lp_addr = ffi.cast("uintptr_t", local_player[0])

    local ang_throw = vector(cmd.view_angles.x, cmd.view_angles.y, 0)
    ang_throw.x = ang_throw.x - (90 - math.abs(ang_throw.x)) * 10 / 90
    ang_throw = suuuuupper_tosss.ang_vec(ang_throw)

    local throw_strength = math.clamp(weapon.m_flThrowStrength, 0, 1)
    local fl_velocity = math.clamp(weapon_info.throw_velocity * 0.9, 15, 750)
    fl_velocity = fl_velocity * (throw_strength * 0.7 + 0.3)

    local localplayer_velocity = ffi.cast("vector_t*", lp_addr + 0x94)[0] --PPPPPPP100000000000 ABSVELOCITY
    localplayer_velocity = vector(localplayer_velocity.x, localplayer_velocity.y, localplayer_velocity.z)
    local vec_throw = (ang_throw * fl_velocity + localplayer_velocity * 1.45)
    vec_throw = vec_throw:angles()
    local yaw_difference = cmd.view_angles.y - vec_throw.y
    while yaw_difference > 180 do
        yaw_difference = yaw_difference - 360
    end
    while yaw_difference < -180 do
        yaw_difference = yaw_difference + 360
    end
    local pitch_difference = cmd.view_angles.x - vec_throw.x - 10
    while pitch_difference > 90 do -- вронг? вронг
        pitch_difference = pitch_difference - 45
    end
    while pitch_difference < -90 do
        pitch_difference = pitch_difference + 45
    end
    suuuuupper_tosss.target_angles.y = cmd.view_angles.y + yaw_difference
    cmd.view_angles.y = cmd.view_angles.y + yaw_difference
    suuuuupper_tosss.target_angles.x = math.clamp(cmd.view_angles.x + pitch_difference, -89, 89)
    cmd.view_angles.x = math.clamp(cmd.view_angles.x + pitch_difference, -89, 89)
end

events.pre_render:set(suuuuupper_tosss.on_pre_render)
events.override_view:set(suuuuupper_tosss.on_override_view)
events.createmove:set(suuuuupper_tosss.on_createmove)
 
Последнее редактирование:
делал этот ваш супертосс модный заебался устал держите
code_language.lua:
Expand Collapse Copy
--https://github.com/perilouswithadollarsign/cstrike15_src/blob/f82112a2388b841d72cb62ca48ab1846dfcc11c8/game/shared/cstrike15/weapon_basecsgrenade.cpp#L555C2-L663C2

--straight throw


local switch = false

local _switch = ui.find("Aimbot", "Anti\x20Aim", "Angles"):switch(string.format("\a%s%s", "B6B666FF", "Straight\x20Throw"))--пробел хуйня боже байты

_switch:set_callback(function (ref)
    switch = ref:get()
end, true)

local suuuuupper_tosss = {}--...

suuuuupper_tosss.active = false
suuuuupper_tosss.check_active = function()
    suuuuupper_tosss.active = false
    if switch ~=true then
        return
    end
    local local_player = entity.get_local_player()
    if local_player == nil then
        return
    end
    if local_player:is_alive() == false then
        return
    end
    if local_player.m_MoveType == 8 then
        return
    end
    local weapon = local_player:get_player_weapon()
    if weapon == nil then
        return
    end
    local weapon_info = weapon:get_weapon_info()
    if weapon_info == nil then
        return
    end
    if weapon_info.weapon_type ~= 9 then
        return
    end
    suuuuupper_tosss.active = true
end

ffi.cdef([[
    typedef struct {
        float x;
        float y;
        float z;
    } vector_t;
]])

suuuuupper_tosss.ang_vec = function(ang) --???? 3 часа ночи codenz?
    return vector(math.cos(ang.x * math.pi / 180) * math.cos(ang.y * math.pi / 180), math.cos(ang.x * math.pi / 180) * math.sin(ang.y * math.pi / 180), -math.sin(ang.x * math.pi / 180))
end

suuuuupper_tosss.last_angles = vector(0, 0, 0)
suuuuupper_tosss.target_angles = vector(0, 0, 0)

suuuuupper_tosss.on_pre_render = function()
    suuuuupper_tosss.check_active()
    suuuuupper_tosss.last_angles = render.camera_angles()
    if suuuuupper_tosss.active == true and common.is_in_thirdperson() == false then
        render.camera_angles(suuuuupper_tosss.target_angles)
    end
end
suuuuupper_tosss.on_override_view = function(zv)
    if suuuuupper_tosss.active == true then
        zv.view = suuuuupper_tosss.last_angles
        render.camera_angles(suuuuupper_tosss.last_angles)
    end
end
suuuuupper_tosss.on_createmove = function(cmd)
    if suuuuupper_tosss.active ~= true then
        return
    end
    local local_player = entity.get_local_player()
    if local_player == nil then
        return
    end
    if local_player:is_alive() == false then
        return
    end
    local weapon = local_player:get_player_weapon()
    if weapon == nil then
        return
    end
    local weapon_info = weapon:get_weapon_info()
    if weapon_info == nil then
        return
    end

    local lp_addr = ffi.cast("uintptr_t", local_player[0])

    local ang_throw = vector(cmd.view_angles.x, cmd.view_angles.y, 0)
    ang_throw.x = ang_throw.x - (90 - math.abs(ang_throw.x)) * 10 / 90
    ang_throw = suuuuupper_tosss.ang_vec(ang_throw)

    local throw_strength = math.clamp(weapon.m_flThrowStrength, 0, 1)
    local fl_velocity = math.clamp(weapon_info.throw_velocity * 0.9, 15, 750)
    fl_velocity = fl_velocity * (throw_strength * 0.7 + 0.3)

    local localplayer_velocity = ffi.cast("vector_t*", lp_addr + 0x94)[0] --PPPPPPP100000000000 ABSVELOCITY
    localplayer_velocity = vector(localplayer_velocity.x, localplayer_velocity.y, localplayer_velocity.z)
    local vec_throw = (ang_throw * fl_velocity + localplayer_velocity * 1.45)
    vec_throw = vec_throw:angles()
    local yaw_difference = cmd.view_angles.y - vec_throw.y
    while yaw_difference > 180 do
        yaw_difference = yaw_difference - 360
    end
    while yaw_difference < -180 do
        yaw_difference = yaw_difference + 360
    end
    local pitch_difference = cmd.view_angles.x - vec_throw.x - 10
    while pitch_difference > 90 do -- вронг? вронг
        pitch_difference = pitch_difference - 45
    end
    while pitch_difference < -90 do
        pitch_difference = pitch_difference + 45
    end
    suuuuupper_tosss.target_angles.y = cmd.view_angles.y + yaw_difference
    cmd.view_angles.y = cmd.view_angles.y + yaw_difference
    suuuuupper_tosss.target_angles.x = math.clamp(cmd.view_angles.x + pitch_difference, -89, 89)
    cmd.view_angles.x = math.clamp(cmd.view_angles.x + pitch_difference, -89, 89)
end

events.pre_render:set(suuuuupper_tosss.on_pre_render)
events.override_view:set(suuuuupper_tosss.on_override_view)
events.createmove:set(suuuuupper_tosss.on_createmove)
еще работает?
 
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
Обратите внимание, пользователь заблокирован на форуме. Не рекомендуется проводить сделки.
делал этот ваш супертосс модный заебался устал держите
code_language.lua:
Expand Collapse Copy
--https://github.com/perilouswithadollarsign/cstrike15_src/blob/f82112a2388b841d72cb62ca48ab1846dfcc11c8/game/shared/cstrike15/weapon_basecsgrenade.cpp#L555C2-L663C2

--straight throw


local switch = false

local _switch = ui.find("Aimbot", "Anti\x20Aim", "Angles"):switch(string.format("\a%s%s", "B6B666FF", "Straight\x20Throw"))--пробел хуйня боже байты

_switch:set_callback(function (ref)
    switch = ref:get()
end, true)

local suuuuupper_tosss = {}--...

suuuuupper_tosss.active = false
suuuuupper_tosss.check_active = function()
    suuuuupper_tosss.active = false
    if switch ~=true then
        return
    end
    local local_player = entity.get_local_player()
    if local_player == nil then
        return
    end
    if local_player:is_alive() == false then
        return
    end
    if local_player.m_MoveType == 8 then
        return
    end
    local weapon = local_player:get_player_weapon()
    if weapon == nil then
        return
    end
    local weapon_info = weapon:get_weapon_info()
    if weapon_info == nil then
        return
    end
    if weapon_info.weapon_type ~= 9 then
        return
    end
    suuuuupper_tosss.active = true
end

ffi.cdef([[
    typedef struct {
        float x;
        float y;
        float z;
    } vector_t;
]])

suuuuupper_tosss.ang_vec = function(ang) --???? 3 часа ночи codenz?
    return vector(math.cos(ang.x * math.pi / 180) * math.cos(ang.y * math.pi / 180), math.cos(ang.x * math.pi / 180) * math.sin(ang.y * math.pi / 180), -math.sin(ang.x * math.pi / 180))
end

suuuuupper_tosss.last_angles = vector(0, 0, 0)
suuuuupper_tosss.target_angles = vector(0, 0, 0)

suuuuupper_tosss.on_pre_render = function()
    suuuuupper_tosss.check_active()
    suuuuupper_tosss.last_angles = render.camera_angles()
    if suuuuupper_tosss.active == true and common.is_in_thirdperson() == false then
        render.camera_angles(suuuuupper_tosss.target_angles)
    end
end
suuuuupper_tosss.on_override_view = function(zv)
    if suuuuupper_tosss.active == true then
        zv.view = suuuuupper_tosss.last_angles
        render.camera_angles(suuuuupper_tosss.last_angles)
    end
end
suuuuupper_tosss.on_createmove = function(cmd)
    if suuuuupper_tosss.active ~= true then
        return
    end
    local local_player = entity.get_local_player()
    if local_player == nil then
        return
    end
    if local_player:is_alive() == false then
        return
    end
    local weapon = local_player:get_player_weapon()
    if weapon == nil then
        return
    end
    local weapon_info = weapon:get_weapon_info()
    if weapon_info == nil then
        return
    end

    local lp_addr = ffi.cast("uintptr_t", local_player[0])

    local ang_throw = vector(cmd.view_angles.x, cmd.view_angles.y, 0)
    ang_throw.x = ang_throw.x - (90 - math.abs(ang_throw.x)) * 10 / 90
    ang_throw = suuuuupper_tosss.ang_vec(ang_throw)

    local throw_strength = math.clamp(weapon.m_flThrowStrength, 0, 1)
    local fl_velocity = math.clamp(weapon_info.throw_velocity * 0.9, 15, 750)
    fl_velocity = fl_velocity * (throw_strength * 0.7 + 0.3)

    local localplayer_velocity = ffi.cast("vector_t*", lp_addr + 0x94)[0] --PPPPPPP100000000000 ABSVELOCITY
    localplayer_velocity = vector(localplayer_velocity.x, localplayer_velocity.y, localplayer_velocity.z)
    local vec_throw = (ang_throw * fl_velocity + localplayer_velocity * 1.45)
    vec_throw = vec_throw:angles()
    local yaw_difference = cmd.view_angles.y - vec_throw.y
    while yaw_difference > 180 do
        yaw_difference = yaw_difference - 360
    end
    while yaw_difference < -180 do
        yaw_difference = yaw_difference + 360
    end
    local pitch_difference = cmd.view_angles.x - vec_throw.x - 10
    while pitch_difference > 90 do -- вронг? вронг
        pitch_difference = pitch_difference - 45
    end
    while pitch_difference < -90 do
        pitch_difference = pitch_difference + 45
    end
    suuuuupper_tosss.target_angles.y = cmd.view_angles.y + yaw_difference
    cmd.view_angles.y = cmd.view_angles.y + yaw_difference
    suuuuupper_tosss.target_angles.x = math.clamp(cmd.view_angles.x + pitch_difference, -89, 89)
    cmd.view_angles.x = math.clamp(cmd.view_angles.x + pitch_difference, -89, 89)
end

events.pre_render:set(suuuuupper_tosss.on_pre_render)
events.override_view:set(suuuuupper_tosss.on_override_view)
events.createmove:set(suuuuupper_tosss.on_createmove)
что за чамсы? + анимационые чамсы?
 
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