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- 29 Июл 2025
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q знаю не ловко просит сможеж настройки скинуть скрина?Jumpstop:local var_0_0 = require("gamesense/csgo_weapons") local var_0_1 = { HELMET = bit.lshift(1, 0), KEVLAR = bit.lshift(1, 1), HELMET_KEVLAR = bit.lshift(1, 2), ZOOM = bit.lshift(1, 3), BLIND = bit.lshift(1, 4), RELOAD = bit.lshift(1, 5), BOMB = bit.lshift(1, 6), VIP = bit.lshift(1, 7), DEFUSE = bit.lshift(1, 8), FAKE_DUCK = bit.lshift(1, 9), PIN_PULLED = bit.lshift(1, 10), LOCAL_HITTABLE = bit.lshift(1, 11), LOCAL_OCCLUDED = bit.lshift(1, 12), EXPLOITER = bit.lshift(1, 13), BETA_1 = bit.lshift(1, 14), BETA_2 = bit.lshift(1, 15), BETA_3 = bit.lshift(1, 16), EXPLOITER_DEFENSIVE = bit.lshift(1, 17) } local function var_0_2(arg_1_0, arg_1_1, arg_1_2) local var_1_0 = string.format("%02X", arg_1_0) local var_1_1 = string.format("%02X", arg_1_1) local var_1_2 = string.format("%02X", arg_1_2) return var_1_0 .. var_1_1 .. var_1_2 .. "FF" end local function var_0_3(arg_2_0, arg_2_1) for iter_2_0, iter_2_1 in ipairs(arg_2_0) do if iter_2_1 == arg_2_1 then return true end end return false end local function var_0_4(arg_3_0) local var_3_0, var_3_1, var_3_2 = entity.get_prop(arg_3_0, "m_vecVelocity") if var_3_0 == nil then return 0 end return math.sqrt(var_3_0 * var_3_0 + var_3_1 * var_3_1 + var_3_2 * var_3_2) end local var_0_5 = var_0_2(ui.get(ui.reference("MISC", "Settings", "Menu color"))) local var_0_6 = "\a" .. var_0_5 .. " [Jumpstop] \aBDBDBDFF" local var_0_7 = { enabled = ui.new_checkbox("RAGE", "Aimbot", var_0_6 .. "Enabled"), mode = ui.new_combobox("RAGE", "Aimbot", "\n", "On quick stop", "On hittable", "Both"), recovery = ui.new_checkbox("RAGE", "Aimbot", var_0_6 .. "Recovery speed \aFFA95FFF[alpha]"), recovery_speed = ui.new_slider("RAGE", "Aimbot", "Im zxc ghoul...", 0, 250, 230, true, "u"), disablers = ui.new_multiselect("RAGE", "Aimbot", var_0_6 .. "Disablers", "Unscoped", "Target above distance"), max_unscoped_distance = ui.new_slider("RAGE", "Aimbot", var_0_6 .. "Maximum target distance", 0, 100, 15, true, "ft"), max_scoped_distance = ui.new_slider("RAGE", "Aimbot", var_0_6 .. "Maximum target distance (scoped)", 0, 100, 35, true, "ft") } local var_0_8 = { weapon_type = ui.reference("RAGE", "Weapon type", "Weapon type") } local var_0_9 = { "G3SG1 / SCAR-20", "SSG 08", "AWP", "Rifle" } local function var_0_10() local var_4_0 = ui.get(var_0_8.weapon_type) local var_4_1 = ui.get(var_0_7.enabled) local var_4_2 = ui.get(var_0_7.disablers) for iter_4_0, iter_4_1 in pairs(var_0_7) do ui.set_visible(iter_4_1, var_4_1) end ui.set_visible(var_0_7.recovery_speed, var_4_1 and ui.get(var_0_7.recovery)) ui.set_visible(var_0_7.max_unscoped_distance, var_4_1 and var_0_3(var_4_2, "Target above distance") and (not var_0_3(var_0_9, var_4_0) or not var_0_3(var_4_2, "Unscoped"))) ui.set_visible(var_0_7.max_scoped_distance, var_4_1 and var_0_3(var_0_9, var_4_0) and var_0_3(var_4_2, "Target above distance")) ui.set_visible(var_0_7.enabled, true, true) end var_0_10() for iter_0_0, iter_0_1 in pairs(var_0_7) do ui.set_callback(iter_0_1, var_0_10) end local function var_0_11(arg_5_0, arg_5_1, arg_5_2, arg_5_3, arg_5_4, arg_5_5, arg_5_6) local var_5_0 = arg_5_3 - arg_5_0 local var_5_1 = arg_5_4 - arg_5_1 local var_5_2 = arg_5_5 - arg_5_2 local var_5_3 = 1 local var_5_4 = 100 if arg_5_6 == "feet" then var_5_3, var_5_4 = 2, 30.48 end return math.sqrt(var_5_0^2 + var_5_1^2 + var_5_2^2) * var_5_3 / var_5_4 end local function var_0_12() for iter_6_0, iter_6_1 in ipairs(entity.get_players(true)) do local var_6_0 = entity.get_esp_data(iter_6_1) if bit.band(var_6_0.flags, var_0_1.LOCAL_HITTABLE) ~= 0 then return true end end return false end local function var_0_13() local var_7_0, var_7_1, var_7_2 = entity.get_origin(entity.get_local_player()) local var_7_3 local var_7_4 = math.huge for iter_7_0, iter_7_1 in ipairs(entity.get_players(true)) do local var_7_5, var_7_6, var_7_7 = entity.get_origin(iter_7_1) local var_7_8 = var_0_11(var_7_0, var_7_1, var_7_2, var_7_5, var_7_6, var_7_7, "feet") if var_7_8 <= var_7_4 then var_7_4 = var_7_8 end end return var_7_3, var_7_4 end local var_0_14 = false local var_0_15 = false client.set_event_callback("setup_command", function(arg_8_0) local var_8_0 = entity.get_local_player() if ui.get(var_0_7.recovery) and var_0_14 and var_0_4(var_8_0) <= ui.get(var_0_7.recovery_speed) then arg_8_0.in_jump = 0 return end local var_8_1 = entity.get_player_weapon(var_8_0) if not var_8_1 then var_0_14 = false return end if not ui.get(var_0_7.enabled) then var_0_14 = false return end local var_8_2 = ui.get(var_0_7.mode) local var_8_3 = (var_8_2 == "On quick stop" or var_8_2 == "Both") and arg_8_0.quick_stop or (var_8_2 == "On hittable" or var_8_2 == "Both") and var_0_12() if not arg_8_0.in_jump or not var_8_3 then var_0_14 = false return end local var_8_4 = var_0_0[entity.get_prop(var_8_1, "m_iItemDefinitionIndex")] local var_8_5 = entity.get_prop(entity.get_local_player(), "m_flNextAttack") local var_8_6 = globals.curtime() >= (var_8_4.is_revolver and var_8_5 or math.max(entity.get_prop(var_8_1, "m_flNextPrimaryAttack"), var_8_5)) if var_8_4.is_melee_weapon or not var_8_6 then var_0_14 = false return end local var_8_7 = ui.get(var_0_7.disablers) local var_8_8 = entity.get_prop(var_8_0, "m_bIsScoped") if var_8_4.zoom_levels > 0 and not var_8_8 and var_0_3(var_8_7, "Unscoped") then var_0_14 = false return end if var_0_3(var_8_7, "Target above distance") then local var_8_9 = ui.get(var_0_8.weapon_type) local var_8_10 = ui.get(var_0_3(var_0_9, var_8_9) and var_8_8 and var_0_7.max_scoped_distance or var_0_7.max_unscoped_distance) local var_8_11, var_8_12 = var_0_13() if var_8_10 < var_8_12 then var_0_14 = false return end end arg_8_0.in_jump = 0 var_0_14 = true end)