menu.add_slider_int("Rage",1,1)
menu.add_combo_box("Resolver Type",{"None", "Angles", "Test"})
menu.add_slider_int("Anti Aim",1,1)
menu.add_combo_box("Anti Aim Modes",{"None", "Lagsync", "Real Jitter", "AntiBruteJitter"})
menu.add_check_box("Onshot Yaw")
menu.add_slider_int("Yaw Amount",1,180)
menu.add_slider_int("Misc",1,1)
menu.add_check_box("Indicators")
menu.add_color_picker("Indicator Color")
local puppy = 1
local anglesA = {-18, 15, -12, 33, 8, -34}
local q = 1
local bryan = 0
local peanut = 1
local ***** = 1
local function resolver(shot_info)
	local target = shot_info.target_index
	if menu.get_int("Resolver Type") == 0 then
	end
	if menu.get_int("Resolver Type") == 1 then
		angles = {-18, 11, -12, 33, 15, - 34}
	    selectedangle = angles[math.random (1,#angles)]
	    for player = 0,16 do
	    menu.set_bool("player_list.player_settings["..player.."].force_body_yaw", true)
	    menu.set_int("player_list.player_settings["..player.."].body_yaw",selectedangle)
		end
	end
	if menu.get_int("Resolver Type") == 2 then
		local result = shot_info.result   
        if result == "Hit" then 
        if misslog == 1 then
        q = q + 1
        misslog = 0
        else
        q = q
        end
        else
        q = q + 1
        misslog = 1
        end
        if q > #anglesA then
        q = 1
        end
        shotangle = anglesA[q]
        menu.set_bool("player_list.player_settings["..target.."].force_body_yaw", true)
        menu.set_int("player_list.player_settings["..target.."].body_yaw",shotangle)
    end
end

local function antiaimmodes()
	if menu.get_int("Anti Aim Modes") == 0 then
	elseif menu.get_int("Anti Aim Modes") == 1 then
		if puppy >= 35 then
	    menu.set_int("anti_aim.yaw_modifier",1)
	    menu.set_int("anti_aim.yaw_modifier_range",math.random(2, 7))
	    menu.set_int("anti_aim.desync_type",1)
	    menu.set_int("anti_aim.desync_range",math.random(32, 47))
	    menu.set_int("anti_aim.desync_range_inverted",math.random(47, 60))
	    menu.set_int("anti_aim.fake_lag_limit",math.random(4, 9))
	    menu.set_int("anti_aim.yaw_offset",math.random(-12, 19))
	    puppy = 1
	    else
	    puppy = puppy + 1
		end
	elseif menu.get_int("Anti Aim Modes") == 2 then
		local desyncrange = math.random(35, 60)
		menu.set_int("anti_aim.yaw_offset",1)
		menu.set_int("anti_aim.yaw_modifier",0)
		menu.set_int("anti_aim.desync_range", desyncrange)
		menu.set_int("anti_aim.desync_range_inverted", desyncrange)
		menu.set_int("anti_aim.fake_lag_limit",5)
		menu.set_int("anti_aim.fake_lag_type",2)
		menu.set_int("anti_aim.desync_type", 1)
	end
end
local hight = engine.get_screen_height()
local width = engine.get_screen_width()
local font = render.create_font("Arial Bold", 14, 700, true, true, false)

local function crosshairkeybinds()
	if(menu.get_bool("Indicators")) then
		local hi = 1
		local colort = menu.get_color("Indicator Color")
		if (menu.get_key_bind_state("misc.automatic_peek_key")) == true then
	    render.draw_text(font, width/2-29, hight/2+24*hi, colort, " AUTOPEEK ")
	    hi = hi + 0.45
		end
		if (menu.get_key_bind_state("anti_aim.invert_desync_key")) == true then
	    render.draw_text(font, width/2-19, hight/2+24*hi, colort, " INVERT ")
	    hi = hi + 0.45
		end
		if (menu.get_key_bind_state("anti_aim.fake_duck_key")) == true then
	    render.draw_text(font, width/2-13.5, hight/2+24*hi, colort, " DUCK ")
	    hi = hi + 0.45
		end
		if (menu.get_key_bind_state("misc.slow_walk_key")) == true then
	    render.draw_text(font, width/2-14.5, hight/2+24*hi, colort, " SLOW ")
	    hi = hi + 0.45
		end
		if (menu.get_key_bind_state("rage.force_damage_key")) == true then
	    render.draw_text(font, width/2-9, hight/2+24*hi, colort, "DMG")
	    hi = hi + 0.45
    	end
    	if (menu.get_key_bind_state("rage.double_tap_key")) == true then
	    render.draw_text(font, width/2-8, hight/2+24*hi, colort, " DT ")
	    hi = hi + 0.45
		end
		if (menu.get_key_bind_state("rage.hide_shots_key")) == true then
	    render.draw_text(font, width/2-8, hight/2+24*hi, colort, " HS ")
	    hi = hi + 0.45
		end
	end
end
local function onshotyaw()
	if menu.get_bool("Onshot Yaw") then
		Yaw = menu.get_int("Yaw Amount")
		menu.set_int("anti_aim.yaw_offset",Yaw)
	end
end
client.add_callback("on_paint", antiaimmodes)
client.add_callback("on_shot", resolver)
client.add_callback("on_shot", onshotyaw)
client.add_callback("on_paint", crosshairkeybinds) 

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About Lua

Lua is a light weight embeddable scripting language which is built on top of C. It is used in almost all kind of applications like games, web applications, mobile applications, image processing etc. It's a very powerful, fast, easy to learn, open-source scripting language.

Syntax help

Variables

  • By default all the variables declared are global variables
  • If the variables are explicitly mentioned as local then they are local variables.
  • Lua is a dynamically typed language and hence only the values will have types not the variables.

Examples

-- global variables
a = 10

-- local variables

local x = 30
Value TypeDescription
numberRepresents numbers
stringRepresents text
nilDifferentiates values whether it has data or not
booleanValue can be either true or false
functionRepresents a sub-routine
userdataRepresents arbitary C data
threadRepresents independent threads of execution.
tableCan hold any value except nil

Loops

1. While:

While is also used to iterate a set of statements based on a condition. Usually while is preferred when number of iterations are not known in advance.

while(condition)
do
--code
end

2. Repeat-Until:

Repeat-Until is also used to iterate a set of statements based on a condition. It is very similar to Do-While, it is mostly used when you need to execute the statements atleast once.

repeat
   --code
until( condition )

3. For:

For loop is used to iterate a set of statements based on a condition.

for init,max/min value, increment
do
   --code
end

Functions

Function is a sub-routine which contains set of statements. Usually functions are written when multiple calls are required to same set of statements which increase re-usuability and modularity.

optional_function_scope function function_name( argument1, argument2, argument3........, argumentn)
--code
return params with comma seperated
end