Ищу скрипт [gamesense / skeet.cc] hitlist lua

fuck gamesense.is all my homies use otcv2
Начинающий
Статус
Оффлайн
Регистрация
11 Янв 2019
Сообщения
60
Реакции[?]
10
Поинты[?]
5K
Ищу сурс такой луашки на скит. Заранее спасибо.
 
Автоучастие - https://yougame.biz/threads/253897/
Начинающий
Статус
Оффлайн
Регистрация
12 Июн 2020
Сообщения
158
Реакции[?]
14
Поинты[?]
10K
Ищу сурс такой луашки на скит. Заранее спасибо.
Лучше не смотреть как я получаю боди яв
code_language.lua:
local vector = require("vector")
local color = require("gamesense/color")
local screen = vector(client.screen_size())
local self = vector(0,0)
local y_add = 0
local menu = {}
    menu.max = ui.new_slider("Config", "LUA", "Hitlist", 0, 20, 0, true, "", 1, {[0] = "Off"})
    menu.screen_x = ui.new_slider("Config", "LUA", "Screen X", 0, screen.x-500)
    menu.screen_y = ui.new_slider("Config", "LUA", "Screen Y", 0, screen.y-15--[[-ui.get(menu.max)*15--]])

local target,hitbox,hitbox_w,hitchance,damage,damage_w,bt,body,flags
local hitgroup_names = {'head', 'chest', 'stomach', 'left arm', 'right arm', 'left leg', 'right leg', 'neck', '?', 'gear', 'nil'}
local table1 = {
    -- [1] = {zalupa1 = {["Player"] = "qqwertyyyyyytyyyyyyyyytyttttttttttttyyyyyy", ["Hitbox"] = "head", ["Hit chance"] = 74.59, ["Damage"] = 92, ["Bt"] = 0, ["Body yaw"] = 32, ["Flags"] = "B"}, zalupa2 = {type = true}},
}
local x_add = {["Player"] = 10, ["Hitbox"] = 130, ["Hit chance"] = 230, ["Damage"] = 290, ["Bt"] = 350, ["Body yaw"] = 380, ["Flags"] = 450}
local ya_daun = {
    [1] = {["Player"] = 1, ["Hitbox"] = 2, ["Hit chance"] = 3, ["Damage"] = 4, ["Bt"] = 5, ["Body yaw"] = 6, ["Flags"] = 7},
    [2] = {[1] = "Player", [2] = "Hitbox", [3] = "Hit chance", [4] = "Damage", [5] = "Bt", [6] = "Body yaw", [7] = "Flags"}
}
client.set_event_callback('paint', function(e)
    self = vector(ui.get(menu.screen_x), ui.get(menu.screen_y))
    local aaa = ui.get(menu.max)
    if aaa == 0 then return end
    renderer.rectangle(self.x,self.y, 500, 15, 20, 20, 20, 200)
    for a,b in pairs(x_add) do renderer.text(self.x+b, self.y, 255, 255, 255, 200, "", nil, a)end
    y_add = 3
    for a,b in pairs(table1) do
        if a > aaa then break end
        y_add = y_add + 14
        renderer.rectangle(self.x,self.y+y_add, 500, 13, 20, 20, 20, 200)
        local color_hitmiss = b.zalupa2.type and color(20,240,20) or color(240,20,20)
        renderer.rectangle(self.x-1,self.y+y_add, 1, 13, color_hitmiss.r, color_hitmiss.g, color_hitmiss.b, 200)
        for k,v in pairs(b.zalupa1) do
            local govno1 = ya_daun[1][k]+1
            local govno2 = ya_daun[2][govno1]
            local penis = x_add[govno2] or 500
            local qqwerty_xui = penis-x_add[k]-5
            renderer.text(self.x+x_add[k], self.y+y_add, 255, 255, 255, 200,"",qqwerty_xui, v
            )
        end
    end
end)
--[[
ui.set_callback(menu.max, function()
    if ui.get(menu.screen_y) > screen.y-15-ui.get(menu.max)*15 then ui.set(menu.screen_y, screen.y-15-ui.get(menu.max)*15) end
    ui.update(menu.screen_y, 0, screen.y-15-ui.get(menu.max)*15)
end)
--]]
local function pizdariki(target,hitbox,hitchance,damage,bt,body,flags,type)
    local entry = {
        zalupa1 = {
            ["Player"] = target,
            ["Hitbox"] = hitbox,
            ["Hit chance"] = hitchance,
            ["Damage"] = damage,
            ["Bt"] = bt,
            ["Body yaw"] = body,
            ["Flags"] = flags,
        },
        zalupa2 = {type = type},
    }
    table.insert(table1, 1 ,entry)
end
client.set_event_callback('aim_fire', function(e)
    local flag = {
        e.teleported and    'T ' or '',
        e.interpolated and  'I ' or '',
        e.extrapolated and  'E ' or '',
        e.boosted and       'B ' or '',
        e.high_priority and 'H ' or ''
    }
    target = entity.get_player_name(e.target)
    hitbox_w = hitgroup_names[e.hitgroup]
    hitchance = string.format("%.2f%%", e.hit_chance)
    damage_w = e.damage
    flags = string.format("%s", table.concat(flag))
    body = string.format("%s°",math.random(-60,60))
    bt           = string.format("%st", e.backtrack)
end)
client.set_event_callback('aim_hit', function(e)
    hitbox = hitgroup_names[e.hitgroup]
    damage = e.damage
   
    local hitbox_2      = hitbox == hitbox_w and '' or string.format("(%s)", hitbox_w)
    local hitbox_       = string.format("%s%s", hitbox,hitbox_2)
    local damage_2      = damage == damage_w and '' or string.format("(%s)", damage_w)
    local damage_       = string.format("%s%s", damage,damage_2)
    pizdariki(target,hitbox_,hitchance,damage_,bt,body,flags,true)
end)
client.set_event_callback('aim_miss', function(e)
    pizdariki(target,hitbox_w,hitchance,damage_w,bt,body,flags,false)
end)
 
Модератор раздела "Создание скриптов для читов"
Модератор
Статус
Оффлайн
Регистрация
1 Фев 2020
Сообщения
1,201
Реакции[?]
390
Поинты[?]
28K
Пользователь
Статус
Оффлайн
Регистрация
28 Фев 2018
Сообщения
429
Реакции[?]
94
Поинты[?]
10K
хз то или нет:
local ui_get, ui_set = ui.get, ui.set
local draw_text = client.draw_text
local draw_rectangle = client.draw_rectangle
local width, height = client.screen_size()

local last_tick = 0
local aim_table, shot_state = { }, { }

local menu = {
    is_active = ui.new_checkbox("MISC", "Settings", "Aim bot logging"),
    palette = ui.new_color_picker("MISC", "Settings", "Logging picker", 16, 22, 29, 160),

    table_size = ui.new_slider("MISC", "Settings", "Maximum amount", 2, 10, 6),
    size_x = ui.new_slider("MISC", "Settings", "X Axis", 1, width, 95, true, "px"),
    size_y = ui.new_slider("MISC", "Settings", "Y Axis", 1, height, 450, true, "px"),

    hitboxes = ui.new_checkbox("MISC", "Settings", "Lag compensated hitboxes"),
    hp_default = ui.new_color_picker("MISC", "Settings", "Target picker", 90, 227, 25, 150),

    h_backtrack = ui.new_checkbox("MISC", "Settings", "Backtrack hitboxes"),
    hp_backtrack = ui.new_color_picker("MISC", "Settings", "Backtrack picker", 89, 116, 204, 150),

    h_hp = ui.new_checkbox("MISC", "Settings", "High priority hitboxes"),
    hp_picker = ui.new_color_picker("MISC", "Settings", "High priority picker", 255, 0, 0, 150),

    hitboxes_time = ui.new_slider("MISC", "Settings", "Duration", 1, 20, 3, true, "s"),

    resolver_state = ui.reference("RAGE", "Other", "Anti-aim correction"),
    reset_table = ui.new_button("MISC", "Settings", "Reset table", function()
        aim_table = {}
    end)
}

local function callback(status, m)
    if not ui_get(menu.is_active) then
        return
    end

    if status == "aim_hit" then shot_state[m.id]["got"] = true end
    if status == "aim_miss" and m.reason ~= "death" then
        shot_state[m.id]["got"] = true
    end

    if shot_state[m.id] and shot_state[m.id]["got"] then
        for n, _ in pairs(aim_table) do
            if aim_table[n].id == m.id then
                aim_table[n]["hit"] = status
            end
        end
    end
end

local function get_server_rate(f)
    local tickrate = 64
    local cmdrate = client.get_cvar("cl_cmdrate") or 64
    local updaterate = client.get_cvar("cl_updaterate") or 64
        
    if cmdrate <= updaterate then
        tickrate = cmdrate
    elseif updaterate <= cmdrate then
        tickrate = updaterate
    end

    return math.floor((f * tickrate) + 0.5)
end

client.set_event_callback("aim_fire", function(m)
    if ui_get(menu.is_active) then
        local lagcomp, LC = 0, "-"
        local backtrack = get_server_rate(m.backtrack)

        if m.teleported then
            lagcomp = 2
            LC = "Breaking"
        elseif backtrack < 0 then
            lagcomp = 3
            LC = "Predict (" .. math.abs(backtrack) .. "t)"
        elseif backtrack ~= 0 then
            lagcomp = 1
            LC = backtrack .. " Ticks"
        end

        local flags = {
            m.teleported and 'T' or '',
            m.interpolated and 'I' or '',
            m.extrapolated and 'E' or '',
            m.high_priority and 'H' or ''
            -- m.boosted and 'B' or '',
        }

        local has_flags = false
        for i = 1, #flags do
            if flags[i] ~= "" then
                has_flags = true
            end
        end

        if not has_flags then
            flags = { '-' }
        end

        for i = 10, 2, -1 do
            aim_table[i] = aim_table[i-1]
        end

        aim_table[1] = {
            ["id"] = m.id, ["hit"] = not ui.get(menu.resolver_state) and "aim_unknown" or 0,
            ["player"] = string.sub(entity.get_player_name(m.target), 0, 14),
            ["dmg"] = m.damage, ["lc"] = LC, ["lagcomp"] = lagcomp,
            ["flags"] = table.concat(flags)
        }

        shot_state[m.id] = {
            ["hit"] = false,
            ["time"] = globals.curtime()
        }
    end

    if ui_get(menu.hitboxes) then
        local r, g, b, a = ui_get(menu.hp_default)
        if ui_get(menu.h_backtrack) and m.backtrack > 0 then r, g, b, a = ui_get(menu.hp_backtrack) end
        if ui_get(menu.h_hp) and m.high_priority then r, g, b, a = ui_get(menu.hp_picker) end

        client.draw_hitboxes(m.target, ui_get(menu.hitboxes_time), 19, r, g, b, a, m.backtrack)
    end
end)

local function drawTable(c, count, x, y, data)
    if data then
        local y = y + 4
        local pitch = x + 10
        local yaw = y + 15 + (count * 16)
        local r, g, b = 0, 0, 0

        local lagcomp = data.lagcomp == 0 and 1 or data.lagcomp
        local clx = {
            [1] = { 255, 255, 255 },
            [2] = { 255, 84, 84 },
            [3] = { 181, 181, 100 }
        }

        if data.hit == "aim_hit" then
            r, g, b = 94, 230, 75
        elseif data.hit == "aim_miss" then
            r, g, b = 255, 84, 84
        elseif data.hit == "aim_unknown" then
            r, g, b = 245, 127, 23
        else -- Doesnt registered
            r, g, b = 118, 171, 255
        end

        draw_rectangle(c, x, yaw, 2, 15, r, g, b, 255)
        draw_text(c, pitch - 3, yaw + 1, 255, 255, 255, 255, nil, 70, data.id)
        draw_text(c, pitch + 23, yaw + 1, 255, 255, 255, 255, nil, 70, data.player)
        draw_text(c, pitch + 106, yaw + 1, 255, 255, 255, 255, nil, 70, data.dmg)
        draw_text(c, pitch + 137, yaw + 1, 255, 255, 255, 255, nil, 70, data.flags)
        draw_text(c, pitch + 183, yaw + 1, clx[lagcomp][1], clx[lagcomp][2], clx[lagcomp][3], 255, nil, 70, data.lc)

        return (count + 1)
    end
end

client.set_event_callback("paint", function(c)
    if not ui_get(menu.is_active) then
        return
    end

    local x, y, d = ui_get(menu.size_x), ui_get(menu.size_y), 0
    local r, g, b, a = ui_get(menu.palette)
    local n = ui_get(menu.table_size)
    local col_sz = 24 + (16 * (#aim_table > n and n or #aim_table))

    local width_s, nt = 0, { ["none"] = 0, ["predict"] = 0, ["breaking"] = 0, ["backtrack"] = 0 }
    for i = 1, ui_get(menu.table_size), 1 do
        if aim_table[i] then
            local lc = aim_table[i].lagcomp
            if lc == 0 then
                nt["none"] = nt.none + 1
            elseif lc == 1 then
                nt["backtrack"] = nt.backtrack + 1
            elseif lc == 2 then
                nt["breaking"] = nt.breaking + 1
            elseif lc == 3 then
                nt["predict"] = nt.predict + 1
            end
        end
    end

    if nt.predict > 0 then
        width_s = 265
    elseif nt.breaking > 0 then
        width_s = 250
    elseif nt.backtrack > 0 then
        width_s = 245
    else
        width_s = 240
    end

    draw_rectangle(c, x, y, width_s, col_sz, 22, 20, 26, 100)
    draw_rectangle(c, x, y, width_s, 15, r, g, b, a)

    -- Drawing first column
    draw_text(c, x + 10, y + 8, 255, 255, 255, 255, "-c", 70, "ID")
    draw_text(c, x + 10 + 35, y + 8, 255, 255, 255, 255, "-c", 70, "PLAYER")
    draw_text(c, x + 10 + 114, y + 8, 255, 255, 255, 255, "-c", 70, "DMG")
    draw_text(c, x + 10 + 148, y + 8, 255, 255, 255, 255, "-c", 70, "FLAGS")
    draw_text(c, x + 10 + 201, y + 8, 255, 255, 255, 255, "-c", 70, "LAG COMP")

    -- Drawing table
    for i = 1, ui_get(menu.table_size), 1 do
        d = drawTable(c, d, x, y, aim_table[i])
    end
end)

local function hook_listener(data)
    for i = 1, #data, 1 do
        client.set_event_callback(data[i], function(c)
            callback(data[i], c)
        end)
    end
end

local function menu_listener(data)
    if type(data) == "table" then
        for i = 1, #data, 1 do
            ui.set_callback(menu[data[i]], menu_listener)
        end
        return
    end

    local rpc = ui_get(menu.is_active)

    ui.set_visible(menu.table_size, rpc)
    ui.set_visible(menu.size_x, rpc)
    ui.set_visible(menu.size_y, rpc)

    ui.set_visible(menu.h_backtrack, ui_get(menu.hitboxes))
    ui.set_visible(menu.hp_backtrack, ui_get(menu.hitboxes))
    ui.set_visible(menu.h_hp, ui_get(menu.hitboxes))
    ui.set_visible(menu.hp_picker, ui_get(menu.hitboxes))
    ui.set_visible(menu.hitboxes_time, ui_get(menu.hitboxes))
end

menu_listener({ "is_active", "hitboxes" })
hook_listener({ "aim_hit", "aim_miss" })
 
Сверху Снизу