ffi.cdef[[
typedef uintptr_t (__thiscall* GetClientEntity_4242425_t)(void*, int);
typedef struct
{
float x;
float y;
float z;
} Vector_t;
typedef struct
{
char pad0[0x60]; // 0x00
void* pEntity; // 0x60
void* pActiveWeapon; // 0x64
void* pLastActiveWeapon; // 0x68
float flLastUpdateTime; // 0x6C
int iLastUpdateFrame; // 0x70
float flLastUpdateIncrement; // 0x74
float flEyeYaw; // 0x78
float flEyePitch; // 0x7C
float flGoalFeetYaw; // 0x80
float flLastFeetYaw; // 0x84
float flMoveYaw; // 0x88
float flLastMoveYaw; // 0x8C // changes when moving/jumping/hitting ground
float flLeanAmount; // 0x90
char pad1[0x4]; // 0x94
float flFeetCycle; // 0x98 0 to 1
float flMoveWeight; // 0x9C 0 to 1
float flMoveWeightSmoothed; // 0xA0
float flDuckAmount; // 0xA4
float flHitGroundCycle; // 0xA8
float flRecrouchWeight; // 0xAC
Vector_t vecOrigin; // 0xB0
Vector_t vecLastOrigin;// 0xBC
Vector_t vecVelocity; // 0xC8
Vector_t vecVelocityNormalized; // 0xD4
Vector_t vecVelocityNormalizedNonZero; // 0xE0
float flVelocityLenght2D; // 0xEC
float flJumpFallVelocity; // 0xF0
float flSpeedNormalized; // 0xF4 // clamped velocity from 0 to 1
float flRunningSpeed; // 0xF8
float flDuckingSpeed; // 0xFC
float flDurationMoving; // 0x100
float flDurationStill; // 0x104
bool bOnGround; // 0x108
bool bHitGroundAnimation; // 0x109
char pad2[0x2]; // 0x10A
float flNextLowerBodyYawUpdateTime; // 0x10C
float flDurationInAir; // 0x110
float flLeftGroundHeight; // 0x114
float flHitGroundWeight; // 0x118 // from 0 to 1, is 1 when standing
float flWalkToRunTransition; // 0x11C // from 0 to 1, doesnt change when walking or crouching, only running
char pad3[0x4]; // 0x120
float flAffectedFraction; // 0x124 // affected while jumping and running, or when just jumping, 0 to 1
char pad4[0x208]; // 0x128
float flMinBodyYaw; // 0x330
float flMaxBodyYaw; // 0x334
float flMinPitch; //0x338
float flMaxPitch; // 0x33C
int iAnimsetVersion; // 0x340
} CCSGOPlayerAnimationState_534535_t;
]]
local entity_list_ptr = ffi.cast("void***", se.create_interface("client.dll", "VClientEntityList003"))
local get_client_entity_fn = ffi.cast("GetClientEntity_4242425_t", entity_list_ptr[0][3])
local ffi_helpers = {
get_entity_address = function(ent_index)
local addr = get_client_entity_fn(entity_list_ptr, ent_index)
return addr
end
}
local shared_onground
client.register_callback("paint", function()
local localplayer = entitylist.get_local_player()
if not localplayer then return end
local m_fFlags = se.get_netvar("DT_BasePlayer", "m_fFlags")
local bOnGround = bit.band(localplayer:get_prop_float(m_fFlags), bit.lshift(1,0)) ~= 0
if not bOnGround then
ffi.cast("CCSGOPlayerAnimationState_534535_t**", ffi_helpers.get_entity_address(localplayer:get_index()) + 14612)[0].flDurationInAir = 99
ffi.cast("CCSGOPlayerAnimationState_534535_t**", ffi_helpers.get_entity_address(localplayer:get_index()) + 14612)[0].flHitGroundCycle = 0
ffi.cast("CCSGOPlayerAnimationState_534535_t**", ffi_helpers.get_entity_address(localplayer:get_index()) + 14612)[0].bHitGroundAnimation = false
end
shared_onground = bOnGround
end)
client.register_callback("paint", function()
local localplayer = entitylist.get_local_player()
if not localplayer then return end
local m_fFlags = se.get_netvar("DT_BasePlayer", "m_fFlags")
local bOnGround = bit.band(localplayer:get_prop_float(m_fFlags), bit.lshift(1,0)) ~= 0
if bOnGround and not shared_onground then
ffi.cast("CCSGOPlayerAnimationState_534535_t**", ffi_helpers.get_entity_address(localplayer:get_index()) + 14612)[0].flDurationInAir = 0.5
end -- ACT_CSGO_LAND_LIGHT
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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.
-- global variables
a = 10
-- local variables
local x = 30
| Value Type | Description |
|---|---|
| number | Represents numbers |
| string | Represents text |
| nil | Differentiates values whether it has data or not |
| boolean | Value can be either true or false |
| function | Represents a sub-routine |
| userdata | Represents arbitary C data |
| thread | Represents independent threads of execution. |
| table | Can hold any value except nil |
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
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 )
For loop is used to iterate a set of statements based on a condition.
for init,max/min value, increment
do
--code
end
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