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- 26 Июн 2025
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- 11
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- 1
Уау автотелепорт для вашей пасточки тут,он слегка баганный можно лучше сделать,но как база сойдет (p.s если оно нормально во время брикнет (иногда не во время) то не мисснут,а так миссают в основном.),юзайте и пастите не боясь,я надеюсь данная игра поскорее умрет. (оригинал exploits.lua : клик )
пишите что еще можно реализовать чтоб данная игра как и читы на нее (neverlose, gs) поумирали быстрее и все перешли в более динамичную игру.
exploits.lua:
local exploits = {
localplayer = nil,
weapon = nil,
max_process_ticks = math.abs(client.get_cvar("sv_maxusrcmdprocessticks") or 16) - 1,
tickbase_difference = 0,
ticks_processed = 0,
command_number = 0,
choked_commands = 0,
need_force_defensive = false,
current_shift_amount = 0,
reset_vars = function(self)
self.ticks_processed = 0
self.tickbase_difference = 0
self.choked_commands = 0
self.command_number = 0
end,
store_vars = function(self, cmd)
self.command_number = cmd.command_number or 0
self.choked_commands = cmd.chokedcommands or 0
end,
store_tickbase_difference = function(self, cmd)
if cmd.command_number == self.command_number then
local tickbase = entity.get_prop(self.localplayer, "m_nTickBase") or 0
self.ticks_processed = math.clamp(
math.abs(tickbase - (self.tickbase_difference or 0)),
0,
(self.max_process_ticks or 0) - (self.choked_commands or 0)
)
self.tickbase_difference = math.max(tickbase, self.tickbase_difference or 0)
self.command_number = 0
end
end,
is_doubletap = function(self)
return ui.get(refs2.dt[2])
end,
is_hideshots = function(self)
return ui.get(refs.hs[2])
end,
is_active = function(self)
return self:is_doubletap() or self:is_hideshots()
end,
in_defensive = function(self, max)
max = max or self.max_process_ticks
return self:is_active() and (self.ticks_processed > 1 and self.ticks_processed < max)
end,
is_defensive_ended = function(self)
return not self:in_defensive() or
((self.ticks_processed >= 0 and self.ticks_processed <= 5) and (self.tickbase_difference or 0) > 0)
end,
is_lagcomp_broken = function(self)
local tickbase = entity.get_prop(self.localplayer, "m_nTickBase") or 0
return not self:is_defensive_ended() or (self.tickbase_difference or 0) < tickbase
end,
can_recharge = function(self)
if not self:is_active() then
return false
end
local tickbase = entity.get_prop(self.localplayer, "m_nTickBase") or 0
local curtime = globals.tickinterval() * (tickbase - 16)
if curtime < (entity.get_prop(self.localplayer, "m_flNextAttack") or 0) then
return false
end
if curtime < (entity.get_prop(self.weapon, "m_flNextPrimaryAttack") or 0) then
return false
end
return true
end,
in_recharge = function(self)
if not (self:is_active() and self:can_recharge()) or self:in_defensive() then
return false
end
local latency_shift = math.ceil(toticks(client.latency()) * 1.25)
local current_shift_amount = (((self.tickbase_difference or 0) - globals.tickcount()) * -1) + latency_shift
local max_shift_amount = (self.max_process_ticks - 1) - latency_shift
local min_shift_amount = -(self.max_process_ticks - 1) + latency_shift
if latency_shift ~= 0 then
return current_shift_amount > min_shift_amount and current_shift_amount < max_shift_amount
else
return current_shift_amount > (min_shift_amount / 2) and current_shift_amount < (max_shift_amount / 2)
end
end,
is_charged = function(self)
return self:is_doubletap() and not self:in_recharge() and not self:in_defensive()
end,
should_force_defensive = function(self, state)
if not self:is_active() then
return false
end
self.need_force_defensive = state and self:is_defensive_ended()
end,
force_reload_exploits = function(self, state)
if not state then
ui.set(refs2.dt[1], true)
ui.set(refs.hs[1], true)
return
end
if self:is_doubletap() and not self:in_recharge() then
ui.set(refs2.dt[1], false)
else
ui.set(refs2.dt[1], true)
end
if self:is_hideshots() and not self:in_recharge() then
ui.set(refs.hs[1], false)
else
ui.set(refs.hs[1], true)
end
end,
force_teleport = function(self)
if not self:is_doubletap() then return end
ui.set(refs2.dt[1], false)
client.delay_call(0.01, function()
ui.set(refs2.dt[1], true)
end)
end
}
sdk:
--@table sdk
local sdk
sdk = {
getplayer = function()
return entity.get_local_player()
end,
isonground = function(ent)
local flags = entity.get_prop(ent, "m_fFlags")
return flags and bit.band(flags, 1) == 1
end,
distance2d = function(x1, y1, x2, y2)
return math.sqrt((x1 - x2) * (x1 - x2) + (y1 - y2) * (y1 - y2))
end,
calcangle = function(lx, ly, ex, ey)
local yaw = math.atan((ly - ey) / (lx - ex))
return yaw * 180 / math.pi
end,
anglevector = function(pitch, yaw)
local p, y = math.rad(pitch), math.rad(yaw)
local sp, cp, sy, cy = math.sin(p), math.cos(p), math.sin(y), math.cos(y)
return cp * cy, cp * sy, -sp
end,
enemyvisible = function(player)
if not (entity.is_alive(player) and not entity.is_dormant(player)) then
return false
end
for i = 0, 18 do
local hx, hy, hz = entity.hitbox_position(player, i)
if hx and client.visible(hx, hy, hz) then
return true
end
end
return false
end,
checkvulnerable = function()
local me = sdk.getplayer()
if not me or not sdk.is_alive(me) then return false, 0 end
local threat = client.current_threat()
if not threat or sdk.enemyvisible(threat) then return false, 0 end
local lx, ly, lz = entity.get_prop(me, "m_vecOrigin")
local ex, ey, ez = entity.get_prop(threat, "m_vecOrigin")
if not (lx and ex) then return false, 0 end
local yaw = sdk.calcangle(lx, ly, ex, ey)
local dirx, diry = sdk.anglevector(0, yaw + 90)
local endx = lx + dirx * 55
local endy = ly + diry * 55
local endz = lz + 80
local idx, leftdmg = client.trace_bullet(threat, ex, ey, ez + 70, endx, endy, endz, true)
dirx, diry = sdk.anglevector(0, yaw - 90)
endx = lx + dirx * 55
endy = ly + diry * 55
endz = lz + 80
local idx2, rightdmg = client.trace_bullet(threat, ex, ey, ez + 70, endx, endy, endz, true)
local maxdmg = math.max(leftdmg, rightdmg)
return maxdmg > 0, maxdmg
end
}
autoteleport.lua:
local autoteleport
autoteleport = {
lastteleport = 0,
wascharged = false,
used = false,
run = function()
--main.aimtools.autoteleport = ui. element
if not main.aimtools.autoteleport:get() then return end
local me = sdk.getplayer()
if not me or not sdk.is_alive(me) then
autoteleport.used = false
return
end
if not exploits:is_doubletap() then return end
local onground = sdk.isonground(me)
if onground then
autoteleport.used = false
end
if onground or autoteleport.used then return end
local charged = exploits:is_charged()
local vulnerable, dmg = sdk.checkvulnerable()
if vulnerable and dmg > 0 and charged then
exploits:force_teleport()
autoteleport.used = true
end
end
}
Последнее редактирование:
у меня так консоль выглядит исключительно с нлом, и то когда разраб решает включить ресольвер на пару часиков нам хомякам чтоб не засирали форум