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- 22 Мар 2026
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короч у меня слишком сильно слюни на идеал яв текут поэтому я используя руки и дипсик написал что то похожее на идеал яв
антиаимы неплохие, на фейклагах стабильно (не в хайвело мувах) могут 2+ раза промиссать
буду апдейтить ибо индикаторы не сильно похожи на O.G.шный идеал яв
антиаимы неплохие, на фейклагах стабильно (не в хайвело мувах) могут 2+ раза промиссать
буду апдейтить ибо индикаторы не сильно похожи на O.G.шный идеал яв
ideal yaw:
local ui_get = ui.get
local ui_set = ui.set
local ui_ref = ui.reference
local ui_new_combobox = ui.new_combobox
local yaw_reference, yaw_val_reference = ui_ref("AA", "Anti-aimbot angles", "Yaw")
local yaw_jitter_reference, yaw_jitter_val_reference = ui_ref("AA", "Anti-aimbot angles", "Yaw jitter")
local yaw_base_reference = ui_ref("AA", "Anti-aimbot angles", "Yaw base")
local reference_fake, reference_fake_slider = ui_ref("AA", "Anti-aimbot angles", "body yaw")
local freestanding_reference = ui_ref("AA", "Anti-aimbot angles", "Freestanding")
local freestanding = ui_ref("AA", "Anti-aimbot angles", "Freestanding body yaw")
local on_shot_ref = ui.reference("AA", "Other", "On shot anti-aim")
local duck_peek_ref = ui.reference("RAGE", "Other", "Duck peek assist")
local body_yaw_ref, body_yaw_slider_ref = ui_ref("AA", "Anti-aimbot angles", "Body yaw")
local freestanding_body_yaw_ref = ui_ref("AA", "Anti-aimbot angles", "Freestanding body yaw")
local yaw_type = ui_new_combobox("AA", "Anti-aimbot angles", "Yaw type", "Default", "Ideal")
local fake_type = ui_new_combobox("AA", "Anti-aimbot angles", "Fake type", "Default", "Dynamic")
local ref_doubletap = { ui.reference("RAGE", "Aimbot", "Double Tap") }
local on_shot_ref_item = ui.reference("AA", "Other", "On shot anti-aim")
local invert_until = 0
local current_invert = false
local is_in_danger = false
local danger_timer = 0
local function is_dt()
local local_player = entity.get_local_player()
if not local_player or not entity.is_alive(local_player) then return false end
local active_weapon = entity.get_prop(local_player, "m_hActiveWeapon")
if not active_weapon then return false end
local nextAttack = entity.get_prop(local_player, "m_flNextAttack") or 0
local nextShot = entity.get_prop(active_weapon, "m_flNextPrimaryAttack") or 0
local nextShotSecondary = entity.get_prop(active_weapon, "m_flNextSecondaryAttack") or 0
nextAttack = nextAttack + 0.5
nextShot = nextShot + 0.5
nextShotSecondary = nextShotSecondary + 0.5
if ui_get(ref_doubletap[1]) and ui_get(ref_doubletap[2]) then
if math.max(nextShot, nextShotSecondary) < nextAttack then
if nextAttack - globals.curtime() > 0.00 then
return false
else
return true
end
else
if math.max(nextShot, nextShotSecondary) - globals.curtime() > 0.00 then
return false
else
return true
end
end
end
return false
end
local function check_danger()
local local_player = entity.get_local_player()
if not local_player or not entity.is_alive(local_player) then
is_in_danger = false
return false
end
local eye_x, eye_y, eye_z = client.eye_position()
local enemies = entity.get_players(true)
for i = 1, #enemies do
local enemy = enemies[i]
if entity.is_alive(enemy) and not entity.is_dormant(enemy) then
local enemy_head_x, enemy_head_y, enemy_head_z = entity.hitbox_position(enemy, 0)
if enemy_head_x then
local fraction, hit = client.trace_line(local_player, eye_x, eye_y, eye_z, enemy_head_x, enemy_head_y, enemy_head_z)
if fraction < 0.95 then
is_in_danger = true
danger_timer = globals.realtime() + 0.5
return true
end
end
end
end
if danger_timer > globals.realtime() then
return true
end
is_in_danger = false
return false
end
ui_set_visible = ui.set_visible
ui_set_visible(body_yaw_ref, false)
ui_set_visible(body_yaw_slider_ref, false)
ui_set_visible(freestanding_body_yaw_ref, false)
local function vector(x, y, z)
return { x = x or 0, y = y or 0, z = z or 0 }
end
local function vector_length(v)
return math.sqrt(v.x * v.x + v.y * v.y + (v.z or 0) * (v.z or 0))
end
local function get_velocity(ent)
local vx = entity.get_prop(ent, "m_vecVelocity[0]") or 0
local vy = entity.get_prop(ent, "m_vecVelocity[1]") or 0
return vector(vx, vy, 0)
end
local function get_origin(ent)
local x, y, z = entity.get_origin(ent)
if x then return vector(x, y, z) end
return nil
end
local function get_eye_position(ent)
local origin = get_origin(ent)
if not origin then return nil end
local duck = entity.get_prop(ent, "m_flDuckAmount") or 0
origin.z = origin.z + 46 + (1 - duck) * 18
return origin
end
local function find_closest_wall_distance(origin, eye_pos)
local angles = { -180, -135, -90, -45, 0, 45, 90, 135, 180 }
local closest_dist = 999999
for _, ang in ipairs(angles) do
local rad = math.rad(ang)
local dir = vector(math.cos(rad), math.sin(rad), 0)
local endpoint = { x = origin.x + dir.x * 300, y = origin.y + dir.y * 300, z = eye_pos.z }
local fraction, hit_ent = client.trace_line(-1, eye_pos.x, eye_pos.y, eye_pos.z, endpoint.x, endpoint.y, endpoint.z)
if fraction < 1 then
local hit_dist = fraction * 300
if hit_dist < closest_dist then
closest_dist = hit_dist
end
end
end
return closest_dist
end
local function find_closest_wall_angle(origin, eye_pos)
local angles = { -180, -135, -90, -45, 0, 45, 90, 135, 180 }
local closest_dist = 999999
local best_angle = 0
for _, ang in ipairs(angles) do
local rad = math.rad(ang)
local dir = vector(math.cos(rad), math.sin(rad), 0)
local endpoint = { x = origin.x + dir.x * 300, y = origin.y + dir.y * 300, z = eye_pos.z }
local fraction, hit_ent = client.trace_line(-1, eye_pos.x, eye_pos.y, eye_pos.z, endpoint.x, endpoint.y, endpoint.z)
if fraction < 1 then
local hit_dist = fraction * 300
if hit_dist < closest_dist then
closest_dist = hit_dist
best_angle = ang
end
end
end
return best_angle, closest_dist
end
local function is_in_air(ent)
local flags = entity.get_prop(ent, "m_fFlags") or 0
return bit.band(flags, 1) == 0
end
local function get_speed(ent)
local vel = get_velocity(ent)
return vector_length(vel)
end
local function apply_ideal_yaw()
local local_player = entity.get_local_player()
if not local_player or not entity.is_alive(local_player) then
return
end
local origin = get_origin(local_player)
local eye_pos = get_eye_position(local_player)
if not origin or not eye_pos then return end
local speed = get_speed(local_player)
local in_air = is_in_air(local_player)
local wall_dist = find_closest_wall_distance(origin, eye_pos)
if speed < 15 and not in_air then
if wall_dist > 15 then
ui_set(body_yaw_ref, "jitter")
ui_set(body_yaw_slider_ref, 0)
else
local best_angle = find_closest_wall_angle(origin, eye_pos)
ui_set(body_yaw_ref, "static")
if best_angle > 0 then
ui_set(body_yaw_slider_ref, 180)
else
ui_set(body_yaw_slider_ref, -180)
end
end
ui_set(freestanding_body_yaw_ref, true)
elseif in_air then
if wall_dist > 50 then
ui_set(body_yaw_ref, "jitter")
ui_set(body_yaw_slider_ref, 0)
else
local best_angle = find_closest_wall_angle(origin, eye_pos)
ui_set(body_yaw_ref, "static")
if best_angle > 0 then
ui_set(body_yaw_slider_ref, 180)
else
ui_set(body_yaw_slider_ref, -180)
end
end
ui_set(freestanding_body_yaw_ref, true)
else
if wall_dist > 40 then
ui_set(body_yaw_ref, "jitter")
ui_set(body_yaw_slider_ref, 0)
else
local best_angle = find_closest_wall_angle(origin, eye_pos)
ui_set(body_yaw_ref, "static")
if best_angle > 0 then
ui_set(body_yaw_slider_ref, 180)
else
ui_set(body_yaw_slider_ref, -180)
end
end
ui_set(freestanding_body_yaw_ref, false)
end
end
local function apply_dynamic_fake()
local now = globals.realtime()
if now < invert_until then
if not current_invert then
local current_val = ui_get(body_yaw_slider_ref)
if type(current_val) == "number" then
if current_val == 180 then
ui_set(body_yaw_slider_ref, -180)
elseif current_val == -180 then
ui_set(body_yaw_slider_ref, 180)
elseif current_val == 0 then
ui_set(body_yaw_slider_ref, 0)
else
ui_set(body_yaw_slider_ref, -current_val)
end
end
current_invert = true
end
else
if current_invert then
local current_val = ui_get(body_yaw_slider_ref)
if type(current_val) == "number" then
if current_val == 180 then
ui_set(body_yaw_slider_ref, -180)
elseif current_val == -180 then
ui_set(body_yaw_slider_ref, 180)
elseif current_val == 0 then
ui_set(body_yaw_slider_ref, 0)
else
ui_set(body_yaw_slider_ref, -current_val)
end
end
current_invert = false
end
current_invert = false
end
end
client.set_event_callback("player_hurt", function(data)
if ui_get(fake_type) ~= "Dynamic" then return end
local victim = client.userid_to_entindex(data.userid)
local local_player = entity.get_local_player()
if victim == local_player then
invert_until = globals.realtime() + 3
end
end)
client.set_event_callback("aim_miss", function(data)
if ui_get(fake_type) ~= "Dynamic" then return end
local local_player = entity.get_local_player()
if data.target and data.target == local_player then
invert_until = globals.realtime() + 3
end
end)
client.set_event_callback("paint", function()
local current_fake_type = ui_get(fake_type)
local current_yaw_type = ui_get(yaw_type)
if current_yaw_type == "Ideal" then
apply_ideal_yaw()
if current_fake_type == "Dynamic" then
apply_dynamic_fake()
end
check_danger()
local screen_w, screen_h = client.screen_size()
local center_w, center_h = screen_w / 2, screen_h / 2
if is_in_danger then
renderer.text(center_w, center_h + 2, 255, 0, 0, 255, 0, 0, "IDEAL YAW")
else
renderer.text(center_w, center_h + 2, 215, 114, 44, 255, 0, 0, "IDEAL YAW")
end
if current_fake_type == "Dynamic" then
renderer.text(center_w, center_h + 12, 209, 139, 230, 255, 0, 0, "DYNAMIC")
else
renderer.text(center_w, center_h + 12, 255, 0, 0, 255, 0, 0, "DEFAULT")
end
if ui_get(ref_doubletap[1]) and ui_get(ref_doubletap[2]) then
if is_dt() then
renderer.text(center_w, center_h + 22, 10, 245, 5, 255, 0, 0, "DT")
else
renderer.text(center_w, center_h + 22, 245, 10, 5, 255, 0, 0, "DT")
end
end
local on_shot_state = ui_get(on_shot_ref_item)
if on_shot_state then
renderer.text(center_w, center_h + 32, 255, 255, 255, 255, 0, 0, "AA")
end
local duck_state = ui_get(duck_peek_ref)
if duck_state then
renderer.text(center_w, center_h + 42, 255, 255, 255, 255, 0, 0, "DUCK")
end
end
end)