Вопрос Как вырезать или где найти big lean skeet

Новичок
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26 Янв 2020
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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
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
 
Модератор раздела "Создание скриптов для читов"
Модератор
Статус
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Регистрация
1 Фев 2020
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code_language.lua:
local ffi = require 'ffi'

local char_ptr = ffi.typeof('char*')
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];
} **
]])

local native_GetClientEntity = vtable_bind('client.dll', 'VClientEntityList003', 3, 'void*(__thiscall*)(void*, int)')

local weight = function()
    local localplayer = entity.get_local_player()

    if not localplayer then
        return
    end

    local player_ptr = ffi.cast(class_ptr, native_GetClientEntity(localplayer))
    if player_ptr == nil then
        return
    end

    local anim_layers = ffi.cast(animation_layer_t, ffi.cast(char_ptr, player_ptr) + 0x2990)[0]
    anim_layers[12].weight = 1
end


client.set_event_callback('pre_render', weight)
 
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