Crack Lua [Deobfuscated] Zetsu.Technology

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-- Deobfuscated by Spencer aka me
 

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Последнее редактирование:
-- Deobfuscated by Spencer aka me

code_language.lua:
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--#$gang gang gang$
-- Dumped by Spencer dc: not_spencer



--[[

    Zetsu ~ gamesex.technology
    Coder: vironseio
    Build: thirst

]]
--#endregion

--#типо базы
local lua = {}
lua.configs = {}
--#типо конец базы
--#пиздатое окно запуска
local lua_banner = [[                                                                                                          
    Greetings, dear friend!                                      

    Thank you for your purchase - you made a    
    great choice, and now luck will always be    
    on your side! ;3                                  

    Don't forget: with our product even the    
    impossible becomes real.                    

    Wishing you cool frags and lots of fun -    
    you deserve it! อป                              

        Sincerely,    
        Zetsu Team!  હત

                                                                                                           
]]
local lua_color = {r = 255, g = 108, b = 108}
client.exec("clear")
client.color_log(255, 255, 255, " \n \n \n \n \n ")
client.color_log(lua_color.r, lua_color.g, lua_color.b, lua_banner)
client.color_log(255, 255, 255, " \n \n \n \n \n ")
client.color_log(255, 255, 255, " \n \n \n \n \n ")
client.color_log(255, 255, 255, "Welcome to\0")
client.color_log(lua_color.r, lua_color.g, lua_color.b, " Zetsu.Technologyอป\0")
--#конец пиздатого окна

--#типо базы
local pui = require('gamesense/pui')
local base64 = require('gamesense/base64')
local clipboard = require('gamesense/clipboard')
local antiaim_data = require('gamesense/antiaim_funcs')
local vector = require('vector')
local ffi = require('ffi')
local weapons = require('gamesense/csgo_weapons')
lua.entity = require('gamesense/entity')
--#типо конец базы

--#region drag
local draggable = {}
draggable.__index = draggable

function draggable:new(name, base_x, base_y, width, height)
    local screen_w, screen_h = client.screen_size()
    local pos_x_slider = pui.slider('LUA', 'B', name .. ' Position X', 0, 10000, base_x / screen_w * 10000)
    local pos_y_slider = pui.slider('LUA', 'B', name .. ' Position Y', 0, 10000, base_y / screen_h * 10000)
    pos_x_slider:set_visible(false)
    pos_y_slider:set_visible(false)

    local obj = setmetatable({
        name = name,
        width = width or 200,
        height = height or 100,
        x_slider = pos_x_slider,
        y_slider = pos_y_slider,
        is_dragging = false,
        offset_x = 0,
        offset_y = 0
    }, draggable)

    return obj
end

function draggable:get_position()
    local screen_w, screen_h = client.screen_size()
    local x = self.x_slider:get() / 10000 * screen_w
    local y = self.y_slider:get() / 10000 * screen_h
    return x, y
end

function draggable:set_position(x, y)
    local screen_w, screen_h = client.screen_size()
    self.x_slider:set(x / screen_w * 10000)
    self.y_slider:set(y / screen_h * 10000)
end

function draggable:start_drag(mouse_x, mouse_y)
    local x, y = self:get_position()
    self.is_dragging = true
    self.offset_x = mouse_x - x
    self.offset_y = mouse_y - y
end

function draggable:stop_drag()
    self.is_dragging = false
end

function draggable:handle_drag()
    local mouse_x, mouse_y = ui.mouse_position()

    if self.is_dragging then
        local new_x = mouse_x - self.offset_x
        local new_y = mouse_y - self.offset_y

        local screen_w, screen_h = client.screen_size()
        new_x = math.max(0, math.min(screen_w - self.width, new_x))
        new_y = math.max(0, math.min(screen_h - self.height, new_y))

        self:set_position(new_x, new_y)

        if not client.key_state(0x01) then
            self:stop_drag()
        end
    else
        local x, y = self:get_position()
        local is_hovering = mouse_x >= x and mouse_x <= x + self.width and mouse_y >= y and mouse_y <= y + self.height

        if is_hovering and ui.is_menu_open() and client.key_state(0x01) then
            self:start_drag(mouse_x, mouse_y)
        end
    end
end
--#endregion

--#region render
local render = renderer
local screen = vector(client.screen_size())
render.frame_count = 0
render.frame_string = 0

math.exploit = function ()
    local me = entity.get_local_player()
    if not me then return end
    local tickcount = globals.tickcount()
    local tickbase = entity.get_prop(me, 'm_nTickBase')
    return tickcount > tickbase
end

render.get_frame = function ( sel, answer )
    render.frame_count = 0.9 * render.frame_count + 0.1 * globals.absoluteframetime()
    if globals.tickcount() % sel == 1 then
        render.frame_string = tostring(1 / render.frame_count)
    end

    if answer == 'string' then
        return math.floor(render.frame_string)
    elseif answer == 'count' then
        return math.floor(render.frame_count)
    end
end

render.round_rect = function (x, y, width, height, radius, r, g, b, a)
    local top_left_x, top_left_y = x + radius, y + radius
    local top_right_x, top_right_y = x + width - radius, y + radius
    local bottom_left_x, bottom_left_y = x + radius, y + height - radius
    local bottom_right_x, bottom_right_y = x + width - radius, y + height - radius

    -- circle
    render.circle(top_left_x, top_left_y, r, g, b, a, radius, 180, 0.25)        -- up left
    render.circle(top_right_x, top_right_y, r, g, b, a, radius, 90, 0.25)         -- up right
    render.circle(bottom_left_x, bottom_left_y, r, g, b, a, radius, 270, 0.25)    -- down left
    render.circle(bottom_right_x, bottom_right_y, r, g, b, a, radius, 0, 0.25)     -- down right

    -- rect
    render.rectangle(x + radius, y, width - radius * 2, radius, r, g, b, a)                  -- up
    render.rectangle(x + radius, y + height - radius, width - radius * 2, radius, r, g, b, a)   -- down
    render.rectangle(x, y + radius, radius, height - radius * 2, r, g, b, a)                  -- left
    render.rectangle(x + width - radius, y + radius, radius, height - radius * 2, r, g, b, a)  -- right

    render.rectangle(x + radius, y + radius, width - radius * 2, height - radius * 2, r, g, b, a)
end

render.shadow = function(x, y, width, height, radius, glow_size, r, g, b, a)
    for i = glow_size, 1, -1 do
        local alpha = a * (i / glow_size) * 0.6
        if alpha <= 0 then
            goto continue
        end
        render.round_rect(x - i, y - i, width + i * 2, height + i * 2, radius, r, g, b, alpha)
    end

    render.round_rect(x, y, width, height, radius, r, g, b, a)
    ::continue::
end
--#endregion

--#region lua.sounds
local function bind_signature(module, interface, signature, typestring)
    local interface = client.create_interface(module, interface) or error('invalid interface', 2)
    local instance = client.find_signature(module, signature) or error('invalid signature', 2)
    local success, typeof = pcall(ffi.typeof, typestring)
    if not success then
        error(typeof, 2)
    end
    local fnptr = ffi.cast(typeof, instance) or error('invalid typecast', 2)
    return function(...)
        return fnptr(interface, ...)
    end
end

local function vmt_entry(instance, index, type)
    return ffi.cast(type, (ffi.cast('void***', instance)[0])[index])
end

local function vmt_bind(module, interface, index, typestring)
    local instance = client.create_interface(module, interface) or error('invalid interface')
    local success, typeof = pcall(ffi.typeof, typestring)
    if not success then
        error(typeof, 2)
    end
    local fnptr = vmt_entry(instance, index, typeof) or error('invalid vtable')
    return function(...)
        return fnptr(instance, ...)
    end
end

local int_ptr         = ffi.typeof('int[1]')
local char_buffer   = ffi.typeof('char[?]')

local find_first    = bind_signature('filesystem_stdio.dll', 'VFileSystem017', '\x55\x8B\xEC\x6A\x00\xFF\x75\x10\xFF\x75\x0C\xFF\x75\x08\xE8\xCC\xCC\xCC\xCC\x5D', 'const char*(__thiscall*)(void*, const char*, const char*, int*)')
local find_next     = bind_signature('filesystem_stdio.dll', 'VFileSystem017', '\x55\x8B\xEC\x83\xEC\x0C\x53\x8B\xD9\x8B\x0D\xCC\xCC\xCC\xCC', 'const char*(__thiscall*)(void*, int)')
local find_close    = bind_signature('filesystem_stdio.dll', 'VFileSystem017', '\x55\x8B\xEC\x53\x8B\x5D\x08\x85', 'void(__thiscall*)(void*, int)')

local current_directory = bind_signature('filesystem_stdio.dll', 'VFileSystem017', '\x55\x8B\xEC\x51\x8B\x45\x08\x8B\x4D\x0C\x50\x8B\xC8\xE8\xCC\xCC\xCC\xCC\x83\xC4\x04\x89\x45\xFC\x5D\xC2\x08\x00', 'void(__thiscall*)(void*, char*, int)')
local sound_files = {}

local function get_sounds(path)
    local find_handle_ptr = int_ptr(0)

    for i, v in ipairs(sound_files) do
        sound_files[i] = nil
    end

    local first_file = find_first(path .. '\\*.wav', 'GAME', find_handle_ptr)

    if first_file ~= nil then
        table.insert(sound_files, first_file)

        while true do
            local next_file = find_next(find_handle_ptr[0])

            if next_file == nil then
                break
            end

            table.insert(sound_files, next_file)
        end
    end

    find_close(find_handle_ptr[0])
end

local function play_sound(name)
    if name == nil then
        return
    end
   
    client.exec('play ' .. name)
end

lua.sounds = {}
lua.sounds.hitsound_types = { "Zetsu", "Bell", "Cod", "Bubble", "Neverlose" }
lua.sounds.killsound_types = { "None", "Arena_switch" }

--#endregion

--#region lua.createmove
lua.createmove = {}
lua.createmove.allow_charge = false

function lua.createmove.run()
end

client.set_event_callback('on_paint', lua.createmove.run)
client.set_event_callback('on_command', lua.createmove.allow_charge)
client.set_event_callback('on_command', lua.createmove.allow_charge)
ну как будто это можно было и не выкладывать ибо это просто сборник(паста ебаная) где билдер это антарктика, визуал оттуда,чинез иконки эти ну и ещё мусора из других скриптов:D
 
ну как будто это можно было и не выкладывать ибо это просто сборник(паста ебаная) где билдер это антарктика, визуал оттуда,чинез иконки эти ну и ещё мусора из других скриптов:D
я тебе больше скажу, это просто ренейм антарктики
у него каждый проект это ренейм какой то луашки
 
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