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Автор темы
- #1
есть луа прикрепил, там есть функция биг лин
как ее вырезать не знаю вообще кто нибудь помогите вырезать
или если у кого есть big lean на скит дайте пж
big lean это как обычный боди лин (наклон тела) только сильнее. В нле есть луа там когда стоишь даже вбок наклоняет
как ее вырезать не знаю вообще кто нибудь помогите вырезать
или если у кого есть big lean на скит дайте пж
big lean это как обычный боди лин (наклон тела) только сильнее. В нле есть луа там когда стоишь даже вбок наклоняет
Код:
--[[
API: https://docs.gamesense.gs/docs/api
]]
local render = renderer
client.exec('clear')
local ffi = require 'ffi'
local lua = {}
lua.sub = '_' --'lifetime'
local software = {}
local motion = {}
local backup = {}
local timer = {}
local ragebot = {}
local gui = {}
local g_ctx = {}
local builder = {}
local indicators = {}
local corrections = {}
do
function software.init()
software.rage = {
binds = {
minimum_damage = ui.reference('RAGE', 'Aimbot', 'Minimum damage'),
minimum_damage_override = {ui.reference('RAGE', 'Aimbot', 'Minimum damage override')},
double_tap = {ui.reference('RAGE', 'Aimbot', 'Double tap')},
ps = { ui.reference('MISC', 'Miscellaneous', 'Ping spike') },
quickpeek = {ui.reference('rage', 'other', 'quick peek assist')},
on_shot_anti_aim = {ui.reference('AA', 'Other', 'On shot anti-aim')}
}
}
software.antiaim = {
angles = {
enabled = ui.reference('AA', 'Anti-aimbot angles', 'Enabled'),
pitch = { ui.reference('AA', 'Anti-aimbot angles', 'Pitch') },
roll = ui.reference('AA', 'Anti-aimbot angles', 'Roll'),
yaw_base = ui.reference('AA', 'Anti-aimbot angles', 'Yaw base'),
yaw = { ui.reference('AA', 'Anti-aimbot angles', 'Yaw') },
freestanding_body_yaw = ui.reference('AA', 'anti-aimbot angles', 'Freestanding body yaw'),
edge_yaw = ui.reference('AA', 'Anti-aimbot angles', 'Edge yaw'),
yaw_jitter = { ui.reference('AA', 'Anti-aimbot angles', 'Yaw jitter') },
body_yaw = { ui.reference('AA', 'Anti-aimbot angles', 'Body yaw') },
freestanding = { ui.reference('AA', 'Anti-aimbot angles', 'Freestanding') },
roll_aa = ui.reference('AA', 'Anti-aimbot angles', 'Roll')
},
fakelag = {
on = {ui.reference('AA', 'Fake lag', 'Enabled')},
amount = ui.reference('AA', 'Fake lag', 'Amount'),
variance = ui.reference('AA', 'Fake lag', 'Variance'),
limit = ui.reference('AA', 'Fake lag', 'Limit')
},
other = {
slide = {ui.reference('AA','other','slow motion')},
fakeduck = ui.reference('rage','other','duck peek assist'),
slow_motion = {ui.reference('AA', 'Other', 'Slow motion')},
fake_peek = {ui.reference('AA', 'Other', 'Fake peek')},
leg_movement = ui.reference('AA', 'Other', 'Leg movement')
}
}
end
end
do
local function linear(t, b, c, d)
return c * t / d + b
end
local function get_deltatime()
return globals.frametime()
end
local function solve(easing_fn, prev, new, clock, duration)
if clock <= 0 then return new end
if clock >= duration then return new end
prev = easing_fn(clock, prev, new - prev, duration)
if type(prev) == 'number' then
if math.abs(new - prev) < 0.001 then
return new
end
local remainder = math.fmod(prev, 1.0)
if remainder < 0.001 then
return math.floor(prev)
end
if remainder > 0.999 then
return math.ceil(prev)
end
end
return prev
end
function motion.interp(a, b, t, easing_fn)
easing_fn = easing_fn or linear
if type(b) == 'boolean' then
b = b and 1 or 0
end
return solve(easing_fn, a, b, get_deltatime(), t)
end
function motion.lerp(a, b, t)
return (b - a) * t + a
end
function motion.lerp_color(r1, g1, b1, a1, r2, g2, b2, a2, t)
local r = motion.lerp(r1, r2, t)
local g = motion.lerp(g1, g2, t)
local b = motion.lerp(b1, b2, t)
local a = motion.lerp(a1, a2, t)
return r, g, b, a
end
end
do
local ctx = {}
function timer.add(time, fn, ...)
if not ctx.timers then
ctx.timers = {}
end
ctx.timers[#ctx.timers + 1] = {
time = globals.realtime() + time,
fn = fn,
args = ...
}
end
function timer.render()
for i, timer in ipairs(ctx.timers) do
if globals.realtime() >= timer.time then
timer.fn(timer.args)
table.remove(ctx.timers, i)
end
end
end
end
do
gui.hide_aa_tab = function (boolean)
ui.set_visible(software.antiaim.angles.enabled, not boolean)
ui.set_visible(software.antiaim.angles.pitch[1], not boolean)
ui.set_visible(software.antiaim.angles.pitch[2], not boolean)
ui.set_visible(software.antiaim.angles.roll, not boolean)
ui.set_visible(software.antiaim.angles.yaw_base, not boolean)
ui.set_visible(software.antiaim.angles.yaw[1], not boolean)
ui.set_visible(software.antiaim.angles.yaw[2], not boolean)
ui.set_visible(software.antiaim.angles.yaw_jitter[1], not boolean)
ui.set_visible(software.antiaim.angles.yaw_jitter[2], not boolean)
ui.set_visible(software.antiaim.angles.body_yaw[1], not boolean)
ui.set_visible(software.antiaim.angles.body_yaw[2], not boolean)
ui.set_visible(software.antiaim.angles.freestanding[1], not boolean)
ui.set_visible(software.antiaim.angles.freestanding[2], not boolean)
ui.set_visible(software.antiaim.angles.freestanding_body_yaw, not boolean)
ui.set_visible(software.antiaim.angles.edge_yaw, not boolean)
ui.set_visible(software.antiaim.fakelag.on[1], not boolean)
ui.set_visible(software.antiaim.fakelag.on[2], not boolean)
ui.set_visible(software.antiaim.fakelag.variance, not boolean)
ui.set_visible(software.antiaim.fakelag.amount, not boolean)
ui.set_visible(software.antiaim.fakelag.limit, not boolean)
ui.set_visible(software.rage.binds.on_shot_anti_aim[1], not boolean)
ui.set_visible(software.rage.binds.on_shot_anti_aim[2], not boolean)
ui.set_visible(software.antiaim.other.slow_motion[1], not boolean)
ui.set_visible(software.antiaim.other.slow_motion[2], not boolean)
ui.set_visible(software.antiaim.other.fake_peek[1], not boolean)
ui.set_visible(software.antiaim.other.fake_peek[2], not boolean)
ui.set_visible(software.antiaim.other.leg_movement, not boolean)
end
function gui.init()
--g_ctx.antarctica = render.load_image(network.get('https://cdn.discordapp.com/attachments/1122444059387109386/1211014267159974069/image.png'), vector(350, 350))
gui.aa = 'aa'
gui.ab = 'anti-aimbot angles'
gui.abc = 'fake lag'
gui.abcd = 'other'
--gui.ff0000 = gui.b:label('@javasense')
gui.LUA = ui.new_combobox(gui.aa, gui.ab, 'antarctica ~ best free skeet lua', 'rage', 'antiaim', 'visuals', 'misc')
gui.LUAB = ui.new_combobox(gui.aa, gui.ab, 'miscellaneous', 'main', 'fakelag', 'other')
gui.LUABC = ui.new_multiselect(gui.aa, gui.abcd, 'antarctica animbreaker', {'bsod lean', 'big lean', 'bsod move 6 layer', 'static legs in aerobic', 'bsod legs in aerobic', 'static legs in process', 'bsod legs in process'});
end
function gui.render()
local luatabrage = ui.get(gui.LUA) == 'rage'
local luatabaa = ui.get(gui.LUA) == 'antiaim'
local luatabvis = ui.get(gui.LUA) == 'visuals'
local luatabmisc = ui.get(gui.LUA) == 'misc'
--gui.corrections.fix_defensive:set_visible(luatabrage)
--gui.indicators.debug:set_visible(luatabvis)
ui.set_visible(gui.corrections.fix_defensive, luatabrage)
ui.set_visible(gui.indicators.ind, luatabvis)
--ui.set_visible(gui.LUABC, luatabaa)
ui.set_visible(gui.LUAB, luatabaa)
--gui.indicators.ap:set_visible(luatabvis)
--gui.indicators.manul:set_visible(luatabvis)
end
end
do
function g_ctx.render()
g_ctx.lp = entity.get_local_player()
g_ctx.screen = {client.screen_size()}
end
end
local def = {}
do
def.defensive = {
cmd = 0,
check = 0,
defensive = 0,
run = function(arg)
def.defensive.cmd = arg.command_number
end,
predict = function(arg)
if arg.command_number == def.defensive.cmd then
local tickbase = entity.get_prop(entity.get_local_player(), "m_nTickBase")
def.defensive.defensive = math.abs(tickbase - def.defensive.check)
def.defensive.check = math.max(tickbase, def.defensive.check or 0)
def.defensive.cmd = 0
end
end
}
client.set_event_callback("level_init", function()
def.defensive.check, def.defensive.defensive = 0, 0
end)
end
do
local ctx = {}
function builder.init()
ctx.onground = false
ctx.ticks = -1
ctx.state = 'shared'
ctx.condition_names = { 'shared', 'stand', 'move', 'slowwalk', 'crouch', 'crouch-move', 'air', 'air-crouch' }
gui.conditions = {}
gui.conditions.state = ui.new_combobox(gui.aa, gui.ab, 'state', 'shared', 'stand', 'move', 'slowwalk', 'crouch', 'crouch-move', 'air', 'air-crouch')
gui.fl_amount = ui.new_combobox(gui.aa, gui.ab, 'amount', 'dynamic', 'maximum', 'fluctuate')
gui.fl_variance = ui.new_slider(gui.aa, gui.ab, 'variance', 0, 100, 0)
gui.fl_limit = ui.new_slider(gui.aa, gui.ab, 'limit', 1, 15, 0)
gui.fl_break = ui.new_slider(gui.aa, gui.ab, 'break (0 - off, > 0 - on, work on limit)', 0, 15, 0)
gui.ot_leg = ui.new_combobox(gui.aa, gui.ab, 'leg movement', 'off', 'never slide', 'always slide')
for i, name in pairs(ctx.condition_names) do
gui.conditions[name] = {
state_label = ui.new_label(gui.aa,gui.ab,''..name..''),
override = ui.new_checkbox(gui.aa,gui.ab, name..' override'),
pitch = ui.new_slider(gui.aa,gui.ab, name..' pitch', -89, 89, 0),
yaw_base = ui.new_combobox(gui.aa,gui.ab, name..' yaw base', 'local view', 'at targets'),
yaw = ui.new_combobox(gui.aa,gui.ab, name..' yaw', 'off', '180', 'spin'),
yaw_valuel = ui.new_slider(gui.aa,gui.ab, name..' yaw offset left', -180, 180, 0),
yaw_valuer = ui.new_slider(gui.aa,gui.ab, name..' yaw offset right', -180, 180, 0),
yaw_jitterz = ui.new_combobox(gui.aa,gui.ab, name..' yaw jitter', 'off', 'offset', 'center', 'random', 'skitter'),
yaw_jitter_valuez = ui.new_slider(gui.aa,gui.ab,name..' yaw jitter value', -180, 180, 0),
body_yaw = ui.new_combobox(gui.aa,gui.ab, name..' body yaw', 'off', 'opposite', 'jitter', 'static'),
body_yaw_value = ui.new_slider(gui.aa,gui.ab, name..' body yaw value ', -180, 180, 0),
freestand_body_yaw = ui.new_checkbox(gui.aa,gui.ab, name..' freestanding body yaw'),
defensive_on = ui.new_checkbox(gui.aa,gui.ab, name..' defensive always on'),
defensive_aa_on = ui.new_checkbox(gui.aa,gui.ab, name..' enable defensive antiaim'),
pitch2 = ui.new_slider(gui.aa,gui.abc, name..' defensive pitch', -89, 89, 0),
yaw_base2 = ui.new_combobox(gui.aa,gui.abc, name..'defensive yaw base', 'local view', 'at targets'),
yaw2 = ui.new_combobox(gui.aa,gui.abc, name..' defensive yaw', 'off', '180', 'spin'),
yaw_value2 = ui.new_slider(gui.aa,gui.abc, name..' defensive yaw offset', -180, 180, 0),
yaw_jitter2 = ui.new_combobox(gui.aa,gui.abc, name..' defensive yaw jitter', 'off', 'offset', 'center', 'random', 'skitter'),
yaw_jitter_value2 = ui.new_slider(gui.aa,gui.abc, name..' defensive yaw jitter value', -180, 180, 0),
body_yaw2 = ui.new_combobox(gui.aa,gui.abc, name..' defensive body yaw', 'off', 'opposite', 'jitter', 'static'),
body_yaw_value2 = ui.new_slider(gui.aa,gui.abc, name..' defensive body yaw value ', -180, 180, 0),
freestand_body_yaw2 = ui.new_checkbox(gui.aa,gui.abc, name..' defensive freestanding body yaw'),
}
end
end
function builder.render()
local selected_state = ui.get(gui.conditions.state)
for i, name in pairs(ctx.condition_names) do
local enabled = name == selected_state
local luatabaa = ui.get(gui.LUA) == 'antiaim' and ui.get(gui.LUAB) == 'main'
local luatabaafl = ui.get(gui.LUA) == 'antiaim' and ui.get(gui.LUAB) == 'fakelag'
local luatabaaot = ui.get(gui.LUA) == 'antiaim' and ui.get(gui.LUAB) == 'other'
local dchk = ui.get(gui.conditions[name].defensive_aa_on)
ui.set_visible(gui.conditions[name].state_label, enabled and luatabaa)
ui.set_visible(gui.conditions[name].override, enabled and i > 1 and luatabaa)
ui.set_visible(gui.conditions.state, luatabaa)
ui.set_visible(gui.fl_amount, luatabaafl)
ui.set_visible(gui.fl_break, luatabaafl)
ui.set_visible(gui.fl_variance, luatabaafl)
ui.set_visible(gui.fl_limit, luatabaafl)
ui.set_visible(gui.ot_leg, luatabaaot)
local overriden = i == 1 or ui.get(gui.conditions[name].override)
gui.hide_aa_tab(true)
ui.set_visible(gui.conditions[name].pitch, enabled and overriden and luatabaa)
ui.set_visible(gui.conditions[name].yaw_base, enabled and overriden and luatabaa)
ui.set_visible(gui.conditions[name].yaw, enabled and overriden and luatabaa)
ui.set_visible(gui.conditions[name].yaw_valuel, enabled and overriden and luatabaa)
ui.set_visible(gui.conditions[name].yaw_valuer, enabled and overriden and luatabaa)
ui.set_visible(gui.conditions[name].yaw_jitterz, enabled and overriden and luatabaa)
ui.set_visible(gui.conditions[name].yaw_jitter_valuez, enabled and overriden and luatabaa)
ui.set_visible(gui.conditions[name].body_yaw, enabled and overriden and luatabaa)
ui.set_visible(gui.conditions[name].body_yaw_value, enabled and overriden and luatabaa)
ui.set_visible(gui.conditions[name].freestand_body_yaw, enabled and overriden and luatabaa)
ui.set_visible(gui.conditions[name].defensive_on, enabled and overriden and luatabaa)
ui.set_visible(gui.conditions[name].defensive_aa_on, enabled and overriden and luatabaa)
ui.set_visible(gui.conditions[name].pitch2, enabled and overriden and luatabaa and dchk)
ui.set_visible(gui.conditions[name].yaw_base2, enabled and overriden and luatabaa and dchk)
ui.set_visible(gui.conditions[name].yaw2, enabled and overriden and luatabaa and dchk)
ui.set_visible(gui.conditions[name].yaw_value2, enabled and overriden and luatabaa and dchk)
ui.set_visible(gui.conditions[name].yaw_jitter2, enabled and overriden and luatabaa and dchk)
ui.set_visible(gui.conditions[name].yaw_jitter_value2, enabled and overriden and luatabaa and dchk)
ui.set_visible(gui.conditions[name].body_yaw2, enabled and overriden and luatabaa and dchk)
ui.set_visible(gui.conditions[name].body_yaw_value2, enabled and overriden and luatabaa and dchk)
ui.set_visible(gui.conditions[name].freestand_body_yaw2, enabled and overriden and luatabaa and dchk)
end
end
function get_velocity()
if not g_ctx.lp then return end
local first_velocity, second_velocity = entity.get_prop(g_ctx.lp, 'm_vecVelocity')
local speed = math.floor(math.sqrt(first_velocity*first_velocity+second_velocity*second_velocity))
return speed
end
function get_state(speed)
if not g_ctx.lp then
return 'shared'
end
if entity.get_prop(g_ctx.lp, 'm_hGroundEntity') == 0 then
ctx.ticks = ctx.ticks + 1
else
ctx.ticks = 0
end
ctx.onground = ctx.ticks >= 2
if not ctx.onground then
if entity.get_prop(g_ctx.lp, 'm_flDuckAmount') == 1 then
return 'air-crouch'
end
return 'air'
end
if entity.get_prop(g_ctx.lp, 'm_flDuckAmount') == 1 then
if speed > 5 then
return 'crouch-move'
end
return 'crouch'
end
if ui.get(software.antiaim.other.slide[2]) then
return 'slowwalk'
end
if speed > 5 then
return 'move'
end
return 'stand'
end
function builder.createmove(cmd)
ctx.state = get_state(get_velocity())
if not ui.get(gui.conditions[ctx.state].override) then
ctx.state = 'shared'
end
local bodyyaw = entity.get_prop(g_ctx.lp, "m_flPoseParameter", 11) * 120 - 60
local side = bodyyaw > 0 and 1 or -1
ui.set( software.antiaim.angles.pitch[1], 'custom')
if (def.defensive.defensive > 3) and (def.defensive.defensive < 11) and ui.get(gui.conditions[ctx.state].defensive_aa_on) then
ui.set( software.antiaim.angles.pitch[2], ui.get( gui.conditions[ctx.state].pitch2 ))
ui.set( software.antiaim.angles.yaw_base, ui.get( gui.conditions[ctx.state].yaw_base2 ))
ui.set( software.antiaim.angles.yaw[1], ui.get( gui.conditions[ctx.state].yaw2 ))
ui.set( software.antiaim.angles.yaw[2], ui.get( gui.conditions[ctx.state].yaw_value2 ))
ui.set( software.antiaim.angles.yaw_jitter[1], ui.get( gui.conditions[ctx.state].yaw_jitter2 ))
ui.set( software.antiaim.angles.yaw_jitter[2], ui.get( gui.conditions[ctx.state].yaw_jitter_value2 ))
ui.set( software.antiaim.angles.body_yaw[1], ui.get( gui.conditions[ctx.state].body_yaw2 ))
ui.set( software.antiaim.angles.body_yaw[2], ui.get( gui.conditions[ctx.state].body_yaw_value2 ))
ui.set( software.antiaim.angles.freestanding_body_yaw, ui.get( gui.conditions[ctx.state].freestand_body_yaw2 ))
else
ui.set( software.antiaim.angles.pitch[2], ui.get( gui.conditions[ctx.state].pitch ))
ui.set( software.antiaim.angles.yaw_base, ui.get( gui.conditions[ctx.state].yaw_base ))
ui.set( software.antiaim.angles.yaw[1], ui.get( gui.conditions[ctx.state].yaw ) )
ui.set( software.antiaim.angles.yaw[2], side == 1 and ui.get( gui.conditions[ctx.state].yaw_valuel) or ui.get( gui.conditions[ctx.state].yaw_valuer ))
ui.set( software.antiaim.angles.yaw_jitter[1], ui.get( gui.conditions[ctx.state].yaw_jitterz ))
ui.set( software.antiaim.angles.yaw_jitter[2], ui.get( gui.conditions[ctx.state].yaw_jitter_valuez ))
ui.set( software.antiaim.angles.body_yaw[1], ui.get( gui.conditions[ctx.state].body_yaw ))
ui.set( software.antiaim.angles.body_yaw[2], ui.get( gui.conditions[ctx.state].body_yaw_value ))
ui.set( software.antiaim.angles.freestanding_body_yaw, ui.get( gui.conditions[ctx.state].freestand_body_yaw ))
end
ui.set( software.antiaim.fakelag.amount, ui.get( gui.fl_amount ))
ui.set( software.antiaim.fakelag.variance, ui.get( gui.fl_variance ))
if ui.get(gui.fl_break) > 0 then
ui.set( software.antiaim.fakelag.limit, client.random_int(ui.get( gui.fl_break ), ui.get( gui.fl_limit )))
else
ui.set( software.antiaim.fakelag.limit, ui.get( gui.fl_limit ))
end
ui.set( software.antiaim.other.leg_movement, ui.get( gui.ot_leg ))
end
end
do
local ctx = {}
local function add_bind(name, ref, gradient_fn, enabled_color, disabled_color)
ctx.crosshair_indicator.binds[#ctx.crosshair_indicator.binds + 1] = { name = string.sub(name, 1, 2), full_name = name, ref = ref, color = disabled_color, enabled_color = enabled_color, disabled_color = disabled_color, chars = 0, alpha = 0, gradient_progress = 0, gradient_fn = gradient_fn }
end
function indicators.init()
gui.indicators = {}
ctx.anims = {
a = 0,
b = 0,
c = 0,
d = 0,
e = 0,
f = 0,
g = 0,
h = 0,
i = 0,
j = 0,
k = 0,
l = 0,
m = 0,
n = 0,
o = 0,
p = 0,
q = 0,
r = 0,
s = 0,
t = 0,
u = 0,
v = 0,
w = 0,
x = 0,
y = 0,
z = 0,
}
--gui.indicators.debug = gui.b:checkbox('debug', false)
gui.indicators.ind = ui.new_checkbox(gui.aa,gui.ab,'indicator')
--gui.indicators.manul = gui.b:checkbox('manual arrows')
--gui.indicators.scope = gui.b:checkbox('custom scope lines', false)
--gui.indicators.scope_lenght = gui.b:slider('custom scope lines lenght', -580, 580, 240)
--gui.indicators.ap = gui.b:checkbox('custom render auto peek')
--gui.indicators.watermark = gui.b:checkbox('watermark', false)
--gui.indicators.cesp = gui.b:checkbox('custom render esp', false)
ctx.crosshair_indicator = {}
ctx.crosshair_indicator.binds = {}
local white_color = {215, 215, 215, 255}
local green_color = {55, 255, 55, 255}
local yellow_color = {255, 255, 55, 255}
local red_color = {255, 0, 55, 255}
local always_on = function() return true end
--local enemy_is_dormant = function() return rage.get_antiaim_target( end
local on_exploit = function() return software.rage.binds.double_tap[2] or software.rage.binds.on_shot_anti_aim[2] end --and not ragebot.defensive.active
add_bind('ANTARCTICA', gui.indicators.ind, always_on, white_color, red_color)
add_bind('SUNRISE', gui.indicators.ind, always_on, white_color, red_color)
add_bind('TWOSHOT', software.rage.binds.double_tap[2], always_on, white_color, red_color)
add_bind('HIDE', software.rage.binds.on_shot_anti_aim[2], always_on, white_color, red_color)
add_bind('PING', software.rage.binds.ps[2], always_on, white_color, red_color)
add_bind('FS', software.antiaim.angles.freestanding[2], always_on, white_color, red_color)
add_bind('DMG', software.rage.binds.minimum_damage_override[2], always_on, white_color, red_color)
end
local function interlerpfuncs()
backup.visual = {}
--ctx.anims.b = motion.interp(ctx.anims.b, gui.indicators.ind:get() and not utils.is_key_pressed(0x09), 0.2)
ctx.anims.c = motion.interp(ctx.anims.c, entity.get_prop(entity.get_local_player(), 'm_bIsScoped'), 0.2)
--backup.visual.indicator = ctx.anims.b
backup.visual.scoped = ctx.anims.c
end
local function watermark()
--render.gradient(vector(160, g_ctx.screen.y / 2 + 10), vector(0, g_ctx.screen.y / 2), color(21,21,21,21), color(21,21,21,255), color(21,21,21,21), color(21,21,21,255))
local name = 'ANTARCTICA - SUNRISE'
--print(name)
render.text(0, g_ctx.screen[2] / 2 + 10, 215, 215, 215, 255, 'd-', nil, name)
end
local function auto_peek()
-- if backup.visual.auto_peek == 0 then
-- apeekorigin = g_ctx.lp:get_abs_origin()
-- end
--render.text(3, vector(10, g_ctx.screen.y / 2 - 50), color(215, 215, 215, 255), 'o', tostring(apeekorigin) .. ' color.a(' .. backup.visual.auto_peek .. ')')
-- render.circle_3d_outline(apeekorigin, color(255,255,255,155 * backup.visual.auto_peek), 20 * backup.visual.auto_peek)
end
local function custom_scope_lines()
--render.gradient(vector(g_ctx.screen.x / 2 + gui.indicators.scope_lenght:get()*backup.visual.scoped, g_ctx.screen.y / 2 + .1), vector(g_ctx.screen.x / 2 + gui.indicators.scope_lenght:get()/3*backup.visual.scoped, g_ctx.screen.y / 2 - .1), color(255,255,255,0*backup.visual.scoped), color(255,255,255,215*backup.visual.scoped), color(255,255,255,0*backup.visual.scoped), color(255,255,255,215*backup.visual.scoped))
--render.gradient(vector(g_ctx.screen.x / 2 - gui.indicators.scope_lenght:get()*backup.visual.scoped, g_ctx.screen.y / 2 - .1), vector(g_ctx.screen.x / 2 - gui.indicators.scope_lenght:get()/3*backup.visual.scoped, g_ctx.screen.y / 2 + .1), color(255,255,255,0*backup.visual.scoped), color(255,255,255,215*backup.visual.scoped), color(255,255,255,0*backup.visual.scoped), color(255,255,255,215*backup.visual.scoped))
--render.gradient(vector(g_ctx.screen.x / 2 - .1*backup.visual.scoped, g_ctx.screen.y / 2 + gui.indicators.scope_lenght:get()*backup.visual.scoped), vector(g_ctx.screen.x / 2 + .1, g_ctx.screen.y / 2 + gui.indicators.scope_lenght:get()/3*backup.visual.scoped), color(255,255,255,0*backup.visual.scoped), color(255,255,255,0*backup.visual.scoped), color(255,255,255,215*backup.visual.scoped), color(255,255,255,215*backup.visual.scoped))
--render.gradient(vector(g_ctx.screen.x / 2 - .1*backup.visual.scoped, g_ctx.screen.y / 2 - gui.indicators.scope_lenght:get()*backup.visual.scoped), vector(g_ctx.screen.x / 2 + .1, g_ctx.screen.y / 2 - gui.indicators.scope_lenght:get()/3*backup.visual.scoped), color(255,255,255,0*backup.visual.scoped), color(255,255,255,0*backup.visual.scoped), color(255,255,255,215*backup.visual.scoped), color(255,255,255,215*backup.visual.scoped))
end
local function manual_arrows()
end
local function add_crosshair_text(x, y, r,g,b,a, fl, opt, text,alpha)
if alpha == nil then
alpha = 1
end
if alpha <= 0 then
return
end
local offset = 1
if ctx.crosshair_indicator.scope > 0 then
offset = offset - ctx.crosshair_indicator.scope
end
local text_size = render.measure_text(fl, text)
x = x - text_size * offset / 2 + 5 * ctx.crosshair_indicator.scope
render.text(x, y, r,g,b,a, fl, opt, text)
ctx.crosshair_indicator.y = ctx.crosshair_indicator.y + 10 * alpha
end
local function indicator()
if not g_ctx.lp then
return
end
ctx.crosshair_indicator.y = 15
ctx.crosshair_indicator.scope = backup.visual.scoped
for index, bind in ipairs(ctx.crosshair_indicator.binds) do
local alpha = motion.interp(bind.alpha, ui.get(gui.indicators.ind) and ui.get(bind.ref), 0.1)
local chars = motion.interp(bind.chars, ui.get(gui.indicators.ind) and ui.get(bind.ref), 0.1)
local name = string.sub(bind.full_name, 1, math.floor(0.5 + #bind.full_name * chars))
local gradient_progress = motion.interp(bind.gradient_progress, bind.gradient_fn(), 0.1)
--local color = motion.lerp_color(bind.disabled_color, bind.enabled_color, gradient_progress)
add_crosshair_text(g_ctx.screen[1] / 2, g_ctx.screen[2] / 2 + ctx.crosshair_indicator.y, 255 * alpha, 255 * alpha, 255 * alpha, 255 * alpha, 'd-', nil, name, alpha)
ctx.crosshair_indicator.binds[index].alpha = alpha
ctx.crosshair_indicator.binds[index].name = name
ctx.crosshair_indicator.binds[index].chars = chars
ctx.crosshair_indicator.binds[index].gradient_progress = gradient_progress
--ctx.crosshair_indicator.binds[index].color = color
end
end
function indicators.render()
if not g_ctx.lp then
return
end
watermark()
interlerpfuncs()
indicator()
renderer.indicator(215, 215, 215, 255, 'ПОД АМКАЛОМ')
end
end
do
local ctx = {}
local native_GetClientEntity = vtable_bind('client.dll', 'VClientEntityList003', 3, 'void*(__thiscall*)(void*, int)')
local char_ptr = ffi.typeof('char*')
local nullptr = ffi.new('void*')
local class_ptr = ffi.typeof('void***')
local animation_layer_t = ffi.typeof([[
struct { char pad0[0x18];
uint32_t sequence;
float prev_cycle;
float weight;
float weight_delta_rate;
float playback_rate;
float cycle;
void *entity; char pad1[0x4];
} **
]])
function corrections.vector( _x, _y, _z )
return { x = _x or 0, y = _y or 0, z = _z or 0 }
end
function corrections.init()
gui.corrections = {}
gui.corrections.fix_defensive = ui.new_checkbox(gui.aa,gui.ab,'custom defensive')
end
local function is_peeking()
if not g_ctx.lp then
return
end
local enemies = entity.get_players( true )
if not enemies then
return false
end
local predict_amt = 0.25
local eye_position = corrections.vector( client.eye_position( ) )
local velocity_prop_local = corrections.vector( entity.get_prop( entity.get_local_player( ), 'm_vecVelocity' ) )
local predicted_eye_position = corrections.vector( eye_position.x + velocity_prop_local.x * predict_amt, eye_position.y + velocity_prop_local.y * predict_amt, eye_position.z + velocity_prop_local.z * predict_amt )
for i = 1, #enemies do
local player = enemies[ i ]
local velocity_prop = corrections.vector( entity.get_prop( player, 'm_vecVelocity' ) )
-- Store and predict player origin
local origin = corrections.vector( entity.get_prop( player, 'm_vecOrigin' ) )
local predicted_origin = corrections.vector( origin.x + velocity_prop.x * predict_amt, origin.y + velocity_prop.y * predict_amt, origin.z + velocity_prop.z * predict_amt )
-- Set their origin to their predicted origin so we can run calculations on it
entity.get_prop( player, 'm_vecOrigin', predicted_origin )
-- Predict their head position and fire an autowall trace to see if any damage can be dealt
local head_origin = corrections.vector( entity.hitbox_position( player, 0 ) )
local predicted_head_origin = corrections.vector( head_origin.x + velocity_prop.x * predict_amt, head_origin.y + velocity_prop.y * predict_amt, head_origin.z + velocity_prop.z * predict_amt )
local trace_entity, damage = client.trace_bullet( entity.get_local_player( ), predicted_eye_position.x, predicted_eye_position.y, predicted_eye_position.z, predicted_head_origin.x, predicted_head_origin.y, predicted_head_origin.z )
-- Restore their origin to their networked origin
entity.get_prop( player, 'm_vecOrigin', origin )
-- Check if damage can be dealt to their predicted head
if damage > 0 then
return true
end
end
return false
end
local function fix_defensive(cmd)
ctx.state = get_state(get_velocity())
if not ui.get(gui.conditions[ctx.state].override) then
ctx.state = 'shared'
end
if not ui.get(software.rage.binds.double_tap[2]) then
return
end
if ui.get( gui.conditions[ctx.state].defensive_on ) then
cmd.force_defensive = true
elseif is_peeking() and ui.get(gui.corrections.fix_defensive) then
cmd.force_defensive = true
else
cmd.force_defensive = false
end
end
function corrections.createmove(cmd)
if not g_ctx.lp then
return
end
fix_defensive(cmd)
end
local function contains(tbl, arg)
for index, value in next, tbl do
if value == arg then
return true end
end
return false
end
function corrections.pre_render()
if not g_ctx.lp then
return
end
local player_ptr = ffi.cast(class_ptr, native_GetClientEntity(g_ctx.lp))
if player_ptr == nullptr then
return
end
local anim_layers = ffi.cast(animation_layer_t, ffi.cast(char_ptr, player_ptr) + 0x2990)[0]
local cynosa = ui.get(gui.LUABC)
if contains(cynosa, 'bsod move 6 layer') then
anim_layers[6]['weight'] = client.random_float(0, 1)
end
if contains(cynosa, 'bsod lean') then
anim_layers[12]['weight'] = client.random_float(0, 1)
elseif contains(cynosa, 'big lean') then
anim_layers[12]['weight'] = 1
end
if contains(cynosa, 'static legs in aerobic') then
entity.set_prop(g_ctx.lp, 'm_flPoseParameter', 1, 6)
elseif contains(cynosa, 'bsod legs in aerobic') then
entity.set_prop(g_ctx.lp, 'm_flPoseParameter', client.random_float(0, 1), 6)
end
if contains(cynosa, 'static legs in process') then
entity.set_prop(g_ctx.lp, 'm_flPoseParameter', 1, 0)
elseif contains(cynosa, 'bsod legs in process') then
entity.set_prop(g_ctx.lp, 'm_flPoseParameter', client.random_float(0, 1), 0)
end
end
end
if lua.sub == '_' then
timer.add(0.0, function(cock) client.log(cock) end, 'By Undefined & Ly')
timer.add(2.0, function(cock) client.log(cock) end, 'Welcome to the antarctica.lua!')
timer.add(4.0, function(cock) client.log(cock) end, 'Logging as a user.')
timer.add(6.0, function(cock) client.log(cock) end, 'Our Discord: dsc.gg/antariusgg\n')
end
do
software.init()
gui.init()
builder.init()
indicators.init()
corrections.init()
client.set_event_callback('paint', g_ctx.render)
client.set_event_callback('paint_ui', gui.render)
client.set_event_callback('paint', indicators.render)
client.set_event_callback('paint_ui', builder.render)
client.set_event_callback('paint', timer.render)
client.set_event_callback('setup_command', builder.createmove)
client.set_event_callback('setup_command', corrections.createmove)
client.set_event_callback("run_command", def.defensive.run)
client.set_event_callback("predict_command", def.defensive.predict)
client.set_event_callback('pre_render', corrections.pre_render)
end