Ищу скрипт [gamesense / skeet.cc] hitlist lua

fuck gamesense.is all my homies use otcv2
Начинающий
Начинающий
Статус
Оффлайн
Регистрация
11 Янв 2019
Сообщения
61
Реакции
10
Ищу сурс такой луашки на скит. Заранее спасибо.
Dx2n99G.png
 
Ищу сурс такой луашки на скит. Заранее спасибо.
Dx2n99G.png
Лучше не смотреть как я получаю боди яв
code_language.lua:
Expand Collapse Copy
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)
 
сальваторский найдите лучше
 
хз то или нет:
Expand Collapse Copy
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" })
 
Назад
Сверху Снизу