--Security local users = "pa1us, rosse, PeTeRo, legmiss" local username = globals.get_username() if string.find(users, username) then client.log("Welcome") else client.log("imagine using leaked version") console.execute("quit") end menu.next_line() menu.add_slider_int("Rage Selection", 0, 0) menu.add_key_bind("Body Aim") menu.add_check_box("Safe Point On Autopeek") menu.add_check_box("Baim On Autopeek") menu.add_slider_int("Anti Aim Selection", 0, 0) menu.add_combo_box("Anti-Aim type", {"Select", "Minimal Jiter", "Static", "Jiter", "Adaptive Jiter", "Low Delta", }) menu.add_check_box("Dodge Bruteforce") menu.add_check_box("Avoid Backstab") menu.add_check_box("Edge Yaw") menu.add_key_bind("Edge Yaw Bind") menu.add_check_box("Legit AA") menu.add_key_bind("Legit AA Bind") menu.add_key_bind("Custom Slow Walk") menu.add_slider_int("Custom Slow Walk Speed", 1, 120) menu.add_check_box("Anti Bruteforce") menu.add_combo_box("Anti Bruteforce Condition", {"Select", "On Shot", "On Hit"}) menu.add_slider_int("Miscelanous", 0, 0) menu.add_check_box("Leg Breaker") menu.add_slider_int("Speed", 1, 3 ) menu.add_check_box("Quick Peek") menu.add_check_box("Third Person Distance") menu.add_slider_int("Distance", 50, 150 ) menu.add_check_box("Viewmodel In Scope") menu.add_check_box("Nortsync Logs") menu.add_slider_int("Visuals ", 0, 0) menu.add_combo_box("Indicators Type", {"Select", "First Style", "Second Style"}) menu.add_color_picker("Second Style Line Color") menu.add_check_box("Anti Aim Arrows") menu.add_color_picker("Color Active Manual") menu.add_check_box("Watermark") menu.add_check_box("Autopeek Dot") menu.add_key_bind("Autopeek Dot") menu.add_color_picker("Autopeek Color") menu.add_slider_int("", 0, 0) local font3 = render.create_font("Calibri", 15, 1, true, true, false) --Indicators local font = render.create_font("Small Fonts", 10, 200, true, false, true) --1 style local function bindactive(bind) if menu.get_key_bind_state(bind) then return true else return false end end local baimonkey = function() if menu.get_key_bind_state("Body Aim") then v = 0 for i=0,8 do menu.set_int("rage.weapon[" .. i .. "].body_aim", 2) end end end client.add_callback("create_move", baimonkey) client.add_callback("on_paint", baimonkey) client.add_callback("on_paint", function() local offset = 40 local offsety = 50 local offsetx = 8 local dt = bindactive("rage.double_tap_key") local hs = bindactive("rage.hide_shots_key") local fd = bindactive("anti_aim.fake_duck_key") local dmg = bindactive("rage.force_damage_key") local ap = bindactive("misc.automatic_peek_key") local body = menu.get_key_bind_state("Body Aim") local dodge = bindactive("misc.slow_walk_key") if menu.get_int("Indicators Type") == 1 then if engine.is_connected() then render.draw_text(font3, engine.get_screen_width()/2 + offsetx, engine.get_screen_height()/2 + offset, color.new(209, 209, 209), "NORTSYNC") render.draw_text(font3, engine.get_screen_width()/2 + offsetx, engine.get_screen_height()/2 + offsety, color.new(132, 110, 181), "DYNAMIC") if(dodge) then offsety = offsety + 10 render.draw_text(font3, engine.get_screen_width()/2 + offsetx, engine.get_screen_height()/2 + offsety, color.new(147, 245, 222), "DODGE") end if(dt) then offsety = offsety + 10 render.draw_text(font3, engine.get_screen_width()/2 + offsetx, engine.get_screen_height()/2 + offsety, color.new(144, 255, 25), "DT") end if(hs) then offsety = offsety + 10 render.draw_text(font3, engine.get_screen_width()/2 + offsetx, engine.get_screen_height()/2 + offsety, color.new(255, 255, 255), "AA") end if(dmg) then offsety = offsety + 10 render.draw_text(font3, engine.get_screen_width()/2 + offsetx, engine.get_screen_height()/2 + offsety, color.new(199, 147, 245), "DMG") end if(fd) then offsety = offsety + 10 render.draw_text(font3, engine.get_screen_width()/2 + offsetx, engine.get_screen_height()/2 + offsety, color.new(149, 147, 245), "DUCK") end if(ap) then offsety = offsety + 10 render.draw_text(font3, engine.get_screen_width()/2 + offsetx, engine.get_screen_height()/2 + offsety, color.new(147, 170, 245), "PEEK") end if(body) then offsety = offsety + 10 render.draw_text(font3, engine.get_screen_width()/2 + offsetx, engine.get_screen_height()/2 + offsety, color.new(43, 255, 138), "BAIM") end else return end end end) -- 2 style local ffi = require("ffi") local UnhsAEhFcg = 1839226496 local function pqhUziiLXh() local NdkBMTqxLS = 4194228727 end client.add_callback( "on_paint", pqhUziiLXh) local function pqhUziiLXh() end client.add_callback( "on_paint", pqhUziiLXh) local entity=render.create_font("Calibri Bold",16,4,false,true,false) local cpfont = render.create_font("Calibri Bold", 16, 4, false, true, false) local sw, sh = engine.get_screen_width(), engine.get_screen_height() ffi.cdef[[ typedef unsigned char BYTE; typedef void *PVOID; typedef PVOID HMODULE; typedef const char *LPCSTR; typedef int *FARPROC; HMODULE GetModuleHandleA( LPCSTR lpModuleName ); FARPROC GetProcAddress( HMODULE hModule, LPCSTR lpProcName ); typedef struct{ BYTE r, g, b, a; } Color; typedef void(__cdecl *ColorMsgFn)(Color&, const char*); ]] local ConsolePrint = function(label, r, g, b, a) local ConColorMsg = ffi.cast("ColorMsgFn", ffi.C.GetProcAddress(ffi.C.GetModuleHandleA("tier0.dll"), "?ConColorMsg@@YAXABVColor@@PBDZZ")) local color = ffi.new("Color") color.r = r color.g = g color.b = b color.a = a ConColorMsg( color, label ) end local function l() ballchunks = 1 local desync = menu.get_key_bind_state("anti_aim.invert_desync_key") if menu.get_int("Indicators Type") == 2 then local *****=menu.get_color("Second Style Line Color") if engine.is_connected() then if desync then render.draw_text(entity, sw/2-render.get_text_width(cpfont, "sync")/5+ 8, sh/2+29, color.new(255, 255, 255), "sync") render.draw_text(entity, sw/2-render.get_text_width(cpfont, "Nort")/2- 11, sh/2+29, color.new(0, 0, 0, 50), "Nort") render.draw_text(entity, sw/2-render.get_text_width(cpfont, "Nort")/2- 11, sh/2+28, color.new(180, 180, 180, 255), "Nort") render.draw_text(entity, sw/2-render.get_text_width(cpfont, "________")/2, sh/2+32, *****, "________") else render.draw_text(entity, sw/2-render.get_text_width(cpfont, "Nort")/2- 11, sh/2+29, color.new(255, 255, 255), "Nort") render.draw_text(entity, sw/2-render.get_text_width(cpfont, "sync")/4+ 8, sh/2+29, color.new(0, 0, 0, 50), "sync") render.draw_text(entity, sw/2-render.get_text_width(cpfont, "sync")/4+ 8, sh/2+28, color.new(180, 180, 180, 255), "sync") render.draw_text(entity, sw/2-render.get_text_width(cpfont, "________")/2, sh/2+32, *****, "________") ballchunks = ballchunks + 1 end end end end client.add_callback("on_paint",l) local font = render.create_font("Small Fonts", 12, 150, true, false, true) local function bindactive(bind) if menu.get_key_bind_state(bind) then return true else return false end end client.add_callback("on_paint", function() if menu.get_int("Indicators Type") == 2 then local fd = bindactive("anti_aim.fake_duck_key") local dmg = bindactive("rage.force_damage_key") local body = menu.get_key_bind_state("Body Aim") local dodge = bindactive("misc.slow_walk_key") local dt = bindactive("rage.double_tap_key") local hs = bindactive("rage.hide_shots_key") local ap = bindactive("misc.automatic_peek_key") local offset = 2 local offsety = 35 local offsetx = -10 if(dt) then offsety = offsety + 10 render.draw_text(font3, engine.get_screen_width()/2 + offsetx, engine.get_screen_height()/2 + offsety, color.new(255, 255, 255), "DT") end if(hs) then offsety = offsety + 10 render.draw_text(font3, engine.get_screen_width()/2 + offsetx, engine.get_screen_height()/2 + offsety, color.new(255, 255, 255), "HS") end if(fd) then offsety = offsety + 10 render.draw_text(font3, engine.get_screen_width()/2 + offsetx, engine.get_screen_height()/2 + offsety, color.new(255, 255, 255), "FD") end if(dmg) then offsety = offsety + 10 render.draw_text(font3, engine.get_screen_width()/2 + offsetx, engine.get_screen_height()/2 + offsety, color.new(255, 255, 255), "DMG") end if(body) then offsety = offsety + 10 render.draw_text(font3, engine.get_screen_width()/2 + offsetx, engine.get_screen_height()/2 + offsety, color.new(255, 255, 255), "BODY") end if(dodge) then offsety = offsety + 10 render.draw_text(font3, engine.get_screen_width()/2 + offsetx, engine.get_screen_height()/2 + offsety, color.new(255, 255, 255), "DODGE") end if(ap) then offsety = offsety + 10 render.draw_text(font3, engine.get_screen_width()/2 + offsetx, engine.get_screen_height()/2 + offsety, color.new(255, 255, 255), "PEEK") end end end) --AA Arrows local screen_width = engine.get_screen_width() local screen_x, screen_y = engine.get_screen_width(), engine.get_screen_height() local localplayer = entitylist.get_local_player() local font4 = render.create_font("Calibri", 17, 300, true, true, false) --Arrows local font5 = render.create_font("Calibri", 17, 280, true, true, false) --Backward Arrow local function bindactive(bind) if menu.get_key_bind_state(bind) then return true else return false end end client.add_callback("on_paint", function() if menu.get_bool("Anti Aim Arrows") then local color = menu.get_color("Color Active Manual") local right = bindactive("anti_aim.manual_right_key") local left = bindactive("anti_aim.manual_left_key") local back = bindactive("anti_aim.manual_back_key") local desync = menu.get_key_bind_state("anti_aim.invert_desync_key") render.draw_text(font4, engine.get_screen_width()/2 + 29, engine.get_screen_height()/2 - 15, color.new(40, 40, 40), ">") if(right) then render.draw_text(font4, engine.get_screen_width()/2 + 29, engine.get_screen_height()/2 - 15, color, ">") end render.draw_text(font4, engine.get_screen_width()/2 -39, engine.get_screen_height()/2 -15 , color.new(40, 40, 40), "<") if(left) then render.draw_text(font4, engine.get_screen_width()/2 -39, engine.get_screen_height()/2 - 15, color, "<") end if desync then render.draw_text(font4, engine.get_screen_width()/2 + 18, engine.get_screen_height()/2 - 15, color, ">") else render.draw_text(font4, engine.get_screen_width()/2 - 29, engine.get_screen_height()/2 - 15, color, "<") end end end) local ffi = require("ffi") ffi.cdef[[ typedef uintptr_t (__thiscall* GetClientEntity_4242425_t)(void*, int); typedef struct _Vector { float x,y,z; } Vector; typedef struct _color_t { unsigned char r, g, b; signed char exponent; } color_t; typedef struct _dlight_t { int flags; Vector origin; float radius; color_t color; float die; float decay; float minlight; int key; int style; Vector direction; float innerAngle; float outerAngle; } dlight_t; ]] local entity_list_ptr = ffi.cast("void***", utils.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 } menu.next_line() --to not mess with other features from another script local effects = ffi.cast(ffi.typeof("void***"), utils.create_interface("engine.dll", "VEngineEffects001")) local alloc_dlight = ffi.cast(ffi.typeof('dlight_t*(__thiscall*)(void*, int)'), effects[0][4]) local alloc_elight = ffi.cast(ffi.typeof('dlight_t*(__thiscall*)(void*, int)'), effects[0][5]) local function draw(i,pos,clr) local dlight = alloc_dlight(effects,i) dlight.key = i dlight.color.r =clr:r() dlight.color.g =clr:g() dlight.color.b =clr:b() dlight.color.exponent = 5 dlight.flags = 0x2 dlight.style = 1 dlight.direction.x = pos[1] dlight.direction.y = pos[2] dlight.direction.z = pos[3] dlight.origin.x = pos[1] dlight.origin.y = pos[2] dlight.origin.z = pos[3] dlight.radius = 100 dlight.die = globals.get_curtime() + 0.1 dlight.decay = 100/5 local elight = alloc_elight(effects,i) elight.key = i elight.color.r =clr:r() elight.color.g =clr:g() elight.color.b =clr:b() elight.color.exponent = 5 elight.flags = 0x0 elight.style = 1 elight.direction.x = pos[1] elight.direction.y = pos[2] elight.direction.z = pos[3] elight.origin.x = pos[1] elight.origin.y = pos[2] elight.origin.z = pos[3] elight.radius = 150 elight.die = globals.get_curtime() + 0.1 elight.decay = 150/5 end local old_autopeekcol = menu.get_color( "misc.automatic_peek_clr" ) menu.set_color( "misc.automatic_peek_clr", color.new(255,255,255,255)) o_orig = {0,0,0} client.add_callback( "on_paint", function() if menu.get_bool("Autopeek Dot") then if not engine.is_connected() then return end if not engine.is_in_game() then return end local clr = menu.get_color("Autopeek Color")--cuz bugs exists local player = entitylist.get_local_player() if not player then return end local origin = ffi.cast("Vector*",ffi_helpers.get_entity_address(player:get_index())+312) if menu.get_key_bind_state( "misc.automatic_peek_key" ) then if o_orig[1] == 0 then o_orig[1] = math.floor(origin.x) end if o_orig[2] == 0 then o_orig[2] = math.floor(origin.y) end if o_orig[3] == 0 then o_orig[3] = math.floor(origin.z) end draw(player:get_index(),o_orig,clr) else o_orig[1] = 0 o_orig[2] = 0 o_orig[3] = 0 end end end) client.add_callback( "unload", function() menu.set_color( "misc.automatic_peek_clr" , old_autopeekcol) end) client.add_callback( "unload", function() menu.set_color( "misc.automatic_peek_clr" , old_autopeekcol) end) -- leg breaker local menu_check_box = menu.add_check_box local menu_get_bool = menu.get_bool local menu_set_int = menu.set_int -- Math local math_random = math.random -- Callback / Event local events_register_event = events.register_event local client_add_callback = client.add_callback -- Entitylist entitylist_get_local_player = entitylist.get_local_player -- Our menu additions -- FFI local ffi = require "ffi" ffi.cdef[[ typedef uintptr_t (__thiscall* GetClientEntity_4242425_t)(void*, int); ]] local entity_list_ptr = ffi.cast("void***", utils.create_interface("client.dll", "VClientEntityList003")) local get_client_entity_fn = ffi.cast("GetClientEntity_4242425_t", entity_list_ptr[0][3]) local ffi_helpers = { get_animstate_offset = function() return 14612 end, get_entity_address = function(ent_index) local addr = get_client_entity_fn(entity_list_ptr, ent_index) return addr end } -- Lets break our legs! client_add_callback("on_paint", function() if menu_get_bool("Leg Breaker") then local localplayer = entitylist_get_local_player() if not localplayer then return end ffi.cast("float*", ffi_helpers.get_entity_address(localplayer:get_index()) + 10100)[0] = 0 menu_set_int("misc.leg_movement", math_random(1, 2)) end end) -- realev lua local counter =0 local function legjitter() if counter>80 then counter=0 menu.set_int("misc.leg_movement", 2) else counter=counter+menu.get_int("Speed")*10 menu.set_int("misc.leg_movement", 1) end end client.add_callback( "create_move", legjitter) -- Avoid Backstab local function calculateAngle(src, point) local angles = vector.new(0, 0, 0) local delta = vector.new(src.x - point.x, src.y - point.y, src.z - point.z) local hyp = delta:length_2d() angles.y = math.atan(delta.y / delta.x) * math.pi angles.x = math.atan(-delta.z / hyp) * -math.pi angles.z = 0.0 angles.y = angles.y + 180.0 return angles end function normalize_yaw(y) while y > 180 do y = y - 360 end while y < -180 do y = y + 360 end return y end function get_eye_position(player, cmd) local origin = player:get_origin() return vector.new(origin.x + cmd.viewangles.x, origin.y + cmd.viewangles.y, origin.z + cmd.viewangles.z) end function isKnife(weap) local idx = weap:get_prop_int("CBaseCombatWeapon", "m_iItemDefinitionIndex") if idx == 42 or idx == 500 or idx == 515 or idx == 512 or idx == 505 or idx == 506 or idx == 507 or idx == 508 or idx == 516 or idx == 514 or idx == 59 or idx == 509 or idx == 41 or idx == 80 or idx == 520 or idx == 522 or idx == 519 or idx == 523 or idx == 503 or idx == 518 or idx == 517 or idx == 521 or idx == 525 then return true end return false end local backup = { did = false, yaw = 0, pitch = 0, target = 0 } function antiBackstab(cmd) local localplayer = entitylist.get_local_player() if not localplayer then return end if menu.get_bool("Avoid Backstab") == false then return end local lorigin = localplayer:get_origin() local found_data = { found = false, best_dist = 0, player = nil } for i = 0,globals.get_maxclients() do local ent = entitylist.get_player_by_index(i) if ent and ent:is_player() then local player = entitylist.entity_to_player(ent) if player:get_health() > 0 and player:get_team() ~= localplayer:get_team() then local weap = entitylist.get_weapon_by_player(player) if isKnife(weap) == true then local origin = player:get_origin() local dist = lorigin:dist_to(origin) if dist < 400 and (dist < found_data.best_dist or found_data.found == false) then found_data.found = true found_data.best_dist = dist found_data.player = player end end end end end if found_data.found == true then if backup.did == false then backup.did = true backup.yaw = menu.get_int("anti_aim.yaw_offset") backup.pitch = menu.get_int("anti_aim.pitch") backup.target = menu.get_int("anti_aim.target_yaw") end local angs = calculateAngle(get_eye_position(localplayer, cmd), found_data.player:get_origin()) menu.set_int("anti_aim.yaw_offset", normalize_yaw(menu.get_int("anti_aim.yaw_offset") + math.floor(angs.y))) menu.set_int("anti_aim.pitch", 0) menu.set_int("anti_aim.target_yaw", 1) elseif backup.did == true then menu.set_int("anti_aim.yaw_offset", backup.yaw) menu.set_int("anti_aim.pitch", backup.pitch) menu.set_int("anti_aim.target_yaw", backup.target) backup.did = false end end client.add_callback("create_move", antiBackstab) --slowwalk local bit = require("bit") local function a(cmd) if not menu.get_key_bind_state("Custom Slow Walk") then return end if not entitylist.get_local_player() then return end Forward_Flag = bit.band(cmd.buttons, 8) == 8 Back_Flag = bit.band(cmd.buttons, 16) == 16 Left_Flag = bit.band(cmd.buttons, 512) == 512 Right_Flag = bit.band(cmd.buttons, 1024) == 1024 Movement_Straight = 0 Movement_Side = 0 if Forward_Flag then Movement_Straight = Movement_Straight + menu.get_int("Custom Slow Walk Speed") end if Back_Flag then Movement_Straight = Movement_Straight - menu.get_int("Custom Slow Walk Speed") end if Left_Flag then Movement_Side = Movement_Side - menu.get_int("Custom Slow Walk Speed") end if Right_Flag then Movement_Side = Movement_Side + menu.get_int("Custom Slow Walk Speed") end cmd.forwardmove = Movement_Straight cmd.sidemove = Movement_Side --if() --cmd.forwardmove = 300 --cmd.sidemove = 300 --client.log(tostring(cmd.forwardmove)) --client.log(tostring(cmd.sidemove)) return end client.add_callback("create_move",a) -- thirdperson override local function thirdperson() if menu.get_bool("Third Person Distance") then local tpd = menu.get_int("Distance") menu.set_int("misc.third_person_distance", tpd) end end client.add_callback("create_move", thirdperson) -- Safe Point on autopeek local v = 1 local function baim() if menu.get_bool("Safe Point On Autopeek") then local ap = bindactive("misc.automatic_peek_key") if(ap) then v = 0 for i=0,8 do menu.set_int("rage.weapon[" .. i .. "].body_aim", 1) end else if v == 0 then menu.set_int("rage.weapon[0].body_aim", 0) menu.set_int("rage.weapon[1].body_aim", 0) menu.set_int("rage.weapon[2].body_aim", 0) menu.set_int("rage.weapon[3].body_aim", 0) menu.set_int("rage.weapon[4].body_aim", 0) menu.set_int("rage.weapon[5].body_aim", 0) menu.set_int("rage.weapon[6].body_aim", 0) menu.set_int("rage.weapon[7].body_aim", 0) menu.set_int("rage.weapon[8].body_aim", 0) v = 1 end end end end -- Baim on autopeek local v = 1 local function baim() if menu.get_bool("Baim On Autopeek") then local ap = bindactive("misc.automatic_peek_key") if(ap) then v = 0 for i=0,8 do menu.set_int("rage.weapon[" .. i .. "].body_aim", 2) end else if v == 0 then menu.set_int("rage.weapon[0].body_aim", 0) menu.set_int("rage.weapon[1].body_aim", 0) menu.set_int("rage.weapon[2].body_aim", 0) menu.set_int("rage.weapon[3].body_aim", 0) menu.set_int("rage.weapon[4].body_aim", 0) menu.set_int("rage.weapon[5].body_aim", 0) menu.set_int("rage.weapon[6].body_aim", 0) menu.set_int("rage.weapon[7].body_aim", 0) menu.set_int("rage.weapon[8].body_aim", 0) v = 1 end end end end --edge yaw client.add_callback( "on_paint" , function() if menu.get_key_bind_state("Edge Yaw Bind") == true then menu.set_bool("anti_aim.edge_yaw", true) else menu.set_bool("anti_aim.edge_yaw", false) end end) --safe points client.add_callback("on_paint", function() if not engine.is_in_game() then return end for nomer = 0, 64 do if menu.get_key_bind_state("Body Aim") == true then menu.set_bool( "player_list.player_settings[" .. nomer .. "].force_safe_points", true ) else menu.set_bool( "player_list.player_settings[" .. nomer .. "].force_safe_points", false ) end end end) -- quick peek local curpos = vector.new() function setmovement(xz,yz,cmd) local local_player = entitylist.get_local_player() local current_pos = local_player:get_origin() local yaw = engine.get_view_angles().y local vector_forward = { x = current_pos.x - xz, y = current_pos.y - yz, } local velocity = { x = -(vector_forward.x * math.cos(yaw / 180 * math.pi) + vector_forward.y * math.sin(yaw / 180 * math.pi)), y = vector_forward.y * math.cos(yaw / 180 * math.pi) - vector_forward.x * math.sin(yaw / 180 * math.pi), } cmd.forwardmove = velocity.x * 15 cmd.sidemove = velocity.y * 15 end; client.add_callback( "create_move", function(cmd) local localplayer = entitylist.get_local_player(); local forw = bit.band(cmd.buttons, 8) == 8; local back = bit.band(cmd.buttons, 16) == 16; local righ = bit.band(cmd.buttons, 512) == 512; local left = bit.band(cmd.buttons, 1024) == 1024; local apeek = menu.get_key_bind_state( "misc.automatic_peek_key" ); local originalpos = localplayer:get_origin(); local OnGround = bit.band(localplayer: get_prop_int("CBasePlayer","m_hGroundEntity"), 1); if OnGround == 1 or bit.band(cmd.buttons, buttons.in_jump) == buttons.in_jump then -- air check air = true else air = false end if apeek == false then curpos = localplayer:get_origin(); end if menu.get_bool("Quick Peek") then if apeek == false then menu.set_bool( "misc.fast_stop", true ); else if forw == false and back == false and left == false and righ == false and math.floor(curpos.x) ~= math.floor(originalpos.x) and math.floor(curpos.y) ~= math.floor(originalpos.y) and air == false then menu.set_bool( "misc.fast_stop", false ); setmovement(curpos.x,curpos.y, cmd); else menu.set_bool( "misc.fast_stop", true ); end end end end) --legit aa client.add_callback("on_paint", function() if menu.get_key_bind_state("Legit AA Bind") then menu.set_int("anti_aim.pitch", 0) menu.set_int("anti_aim.yaw_offset", 180) else menu.set_int("anti_aim.pitch", 1) menu.set_int("anti_aim.yaw_offset", 0) end end) --invert function on_shot(shot_info) if menu.get_bool("Anti Bruteforce") then if menu.get_int("Anti Bruteforce") == 1 then if menu.get_key_bind_state("anti_aim.invert_desync_key") then menu.set_bool("anti_aim.invert_desync_key", false) else menu.set_bool("anti_aim.invert_desync_key", true) end end if menu.get_int("Anti Bruteforce") == 2 then if shot_info.result == "Hit" then if menu.get_key_bind_state("anti_aim.invert_desync_key") then menu.set_bool("anti_aim.invert_desync_key", false) else menu.set_bool("anti_aim.invert_desync_key", true) end end end end end client.add_callback("on_shot", on_shot) --Viewmodel in scope local function weapon_scope() console.set_int("sv_cheats", 1) if menu.get_bool("Viewmodel In Scope") then console.execute("fov_cs_debug 90") else console.execute("fov_cs_debug 0") end end local w = engine.get_screen_width() local h = engine.get_screen_height() local xcenter = w / 2 local ycenter = h / 2 -- Triangles -- local triange_size = 10 local left_xoffset = -45 local left_yoffset = 0 local right_xoffset = 65 local right_yoffset = 0 -- Triangle Left -- local left_x1 = left_xoffset + xcenter + 0 local left_y1 = left_yoffset + ycenter + triange_size local left_x2 = left_xoffset + xcenter - triange_size * 2 local left_y2 = left_yoffset + ycenter + 0 local left_x3 = left_xoffset + xcenter + 0 local left_y3 = left_yoffset + ycenter - triange_size -- Triangle Right -- local right_x1 = right_xoffset + xcenter + 0 local right_y1 = right_yoffset + ycenter + 0 local right_x2 = right_xoffset + xcenter - triange_size * 1.8 local right_y2 = right_yoffset + ycenter + triange_size local right_x3 = right_xoffset + xcenter - triange_size * 1.8 local right_y3 = right_yoffset + ycenter - triange_size -- Arrows -- local arrow_size = 2.6 local arrow_left_xoffset = -43 local arrow_left_yoffset = 0 local arrow_right_xoffset = 43 local arrow_right_yoffset = 0 -- Arrow Left -- local arrow_left_x1 = xcenter + arrow_left_xoffset local arrow_left_y1 = ycenter - triange_size local arrow_left_x2 = xcenter - xcenter + arrow_size local arrow_left_y2 = ycenter - ycenter + arrow_size * arrow_size * 3.0 -- Arrow Right -- local arrow_right_x1 = xcenter + arrow_right_xoffset local arrow_right_y1 = ycenter - triange_size local arrow_right_x2 = xcenter - xcenter + arrow_size local arrow_right_y2 = ycenter - ycenter + arrow_size * arrow_size * 3.0 local delta1 = 30 local delta2 = -18 local function aa() if menu.get_int("Anti-Aim type") == 0 then elseif menu.get_int("Anti-Aim type") == 1 then -- Minimal Jiter menu.set_int("anti_aim.desync_type", 1) menu.set_int("anti_aim.desync_range", 23) menu.set_int("anti_aim.desync_range_inverted", 24) menu.set_int("anti_aim.yaw_modifier", 1) menu.set_int("anti_aim.yaw_modifier_range", 12) menu.set_int("anti_aim.yaw_offset", 0) elseif menu.get_int("Anti-Aim type") == 2 then -- Static menu.set_int("anti_aim.desync_type", 1) menu.set_int("anti_aim.yaw_modifier", 0) menu.set_int("anti_aim.yaw_modifier_range", 0) menu.set_int("anti_aim.desync_range", 40) menu.set_int("anti_aim.desync_range_inverted", 45) elseif menu.get_int("Anti-Aim type") == 3 then -- Jiter menu.set_int("anti_aim.desync_type", 2) menu.set_int("anti_aim.yaw_modifier", 1) menu.set_int("anti_aim.yaw_modifier_range", 6) menu.set_int("anti_aim.desync_range", 23) menu.set_int("anti_aim.desync_range_inverted", 24) elseif menu.get_int("Anti-Aim type") == 4 then -- Jiter menu.set_int("anti_aim.desync_type", 2) menu.set_int("anti_aim.desync_range", 60) menu.set_int("anti_aim.desync_range_inverted", 60) menu.set_int("anti_aim.yaw_modifier", 0) menu.set_int("anti_aim.yaw_modifier_range", 0) menu.set_int("anti_aim.yaw_offset", 0) elseif menu.get_int("Anti-Aim type") == 5 then -- Low Delta menu.set_int("anti_aim.desync_type", 1) menu.set_int("anti_aim.desync_range", 17) menu.set_int("anti_aim.desync_range_inverted", 17) menu.set_int("anti_aim.yaw_modifier", 0) menu.set_int("anti_aim.yaw_modifier_range", 0) menu.set_int("anti_aim.yaw_offset", 0) end end local old_yaw_range = menu.get_int("anti_aim.yaw_modifier_range") local x = 0 local des_old = menu.get_int("anti_aim.desync_range") local des_r_old = menu.get_int("anti_aim.desync_range_inverted") function lowdelta() if menu.get_bool("Dodge Bruteforce") then if menu.get_key_bind_state("misc.slow_walk_key") then menu.set_int("anti_aim.yaw_modifier", 1) menu.set_int("anti_aim.yaw_modifier_range", 0) menu.set_int("anti_aim.yaw_offset", 0) menu.set_int("anti_aim.desync_range", 15) menu.set_int("anti_aim.desync_range_inverted", 15) x = 0 else if x == 0 then menu.set_int("anti_aim.yaw_modifier_range", old_yaw_range) menu.set_int("anti_aim.yaw_offset", 0) menu.set_int("anti_aim.desync_range", des_old) menu.set_int("anti_aim.desync_range_inverted", des_r_old) x = 1 end end end end local font = render.create_font("Franklin Gothic Medium", 19, 400, true, true, false) client.add_callback("on_paint", function() if menu.get_bool("Watermark") then local r = math.floor( math.sin( globals.get_realtime() * 2) * 127 + 128 ) local g = math.floor( math.sin( globals.get_realtime() * 2 + 2 ) * 127 + 128 ) local b = math.floor( math.sin( globals.get_realtime() * 2 + 4 ) * 127 + 128 ) local screen_width = engine.get_screen_width() local username = globals.get_username() local ping = tostring(globals.get_ping()) local get_time = os.date("%X", os.time()) local text if engine.is_connected() then text = tostring(" Nortsync | " .. username .. " | delay: " .. ping .. "ms | "..get_time.. " ") else text = tostring(" Nortsync | " .. username .. " | " ..get_time.. " ") end -- local width = render.get_text_width(font, text) -- local background_color = color.new(39, 39, 46, 190) local text_color = color.new(255, 255, 255) -- local x = screen_width - 10 - width - 4 local y = 10 local w = width + 5 -- render.draw_rect_filled(x, y + 0, w, 22, background_color) render.draw_text(font, x + 2, y + 2, text_color, text) render.draw_rect_filled(x, y - 1, w, 2, color.new( r,g,b, 255 ) ) end end) ------FFI STUFF local ffi = require("ffi") ------ ffi.cdef[[ typedef unsigned char BYTE; typedef void *PVOID; typedef PVOID HMODULE; typedef const char *LPCSTR; typedef int *FARPROC; HMODULE GetModuleHandleA( LPCSTR lpModuleName ); FARPROC GetProcAddress( HMODULE hModule, LPCSTR lpProcName ); typedef struct{ BYTE r, g, b, a; } Color; typedef void(__cdecl *ColorMsgFn)(Color&, const char*); ]] ------HELPFUL FUNCTIONS local ConsolePrint = function(label, r, g, b, a) local ConColorMsg = ffi.cast("ColorMsgFn", ffi.C.GetProcAddress(ffi.C.GetModuleHandleA("tier0.dll"), "?ConColorMsg@@YAXABVColor@@PBDZZ")) local color = ffi.new("Color") color.r = r color.g = g color.b = b color.a = a ConColorMsg( color, label ) end console.execute("clear") ConsolePrint("[ ", 255, 255, 255, 255) ConsolePrint("Nort", 255, 0, 253, 255) ConsolePrint("sync", 255, 255, 255, 255) ConsolePrint(" ]", 255, 255, 255, 255) ConsolePrint(" Welcome " .. tostring(globals.get_username()) .. "\n", 230, 230, 230, 255) ConsolePrint("[ ", 255, 255, 255, 255) ConsolePrint("Nort", 255, 0, 253, 255) ConsolePrint("sync", 255, 255, 255, 255) ConsolePrint(" ]", 255, 255, 255, 255) ConsolePrint(" Nortsync is loading...\n", 230, 230, 230, 255) ConsolePrint("[ ", 255, 255, 255, 255) ConsolePrint("Nort", 255, 0, 253, 255) ConsolePrint("sync", 255, 255, 255, 255) ConsolePrint(" ]", 255, 255, 255, 255) ConsolePrint(" Nortsync Loaded! \n", 230, 230, 230, 255) ConsolePrint("[ ", 255, 255, 255, 255) ConsolePrint("Nort", 255, 0, 253, 255) ConsolePrint("sync", 255, 255, 255, 255) ConsolePrint(" ]", 255, 255, 255, 255) ConsolePrint(" Enjoy!\n", 230, 230, 230, 255) local function logs_hit(shot_info) if menu.get_bool("Nortsync Logs") then local result = shot_info.result local gpinf = engine.get_player_info local target = shot_info.target_index local target_name = gpinf(target).name local boxx = shot_info.client_hitbox local boxx2 = shot_info.server_hitbox local dama = shot_info.client_damage local dama2 = shot_info.server_damage local hc_client = shot_info.hitchance local backtracks = shot_info.backtrack_ticks local safepoints = shot_info.safe if result == "Hit" then ConsolePrint("[ ", 255, 255, 255, 255) ConsolePrint("Nort", 255, 0, 253, 255) ConsolePrint("sync", 255, 255, 255, 255) ConsolePrint(" ]", 255, 255, 255, 255) ConsolePrint(" Hit", 35, 255, 0, 255) print(" [Hit] " .. tostring(target_name) .. " | " .. tostring(boxx) .. " | HP: " .. tostring(dama) .. " | hitchance " .. tostring(hc_client)) end if result ~= "Hit" then if result == "None" then ConsolePrint("[ ", 255, 255, 255, 255) ConsolePrint("Nort", 255, 0, 253, 255) ConsolePrint("sync", 255, 255, 255, 255) ConsolePrint(" ]", 255, 255, 255, 255) ConsolePrint(" Missed", 255, 0, 0, 255) print(" [Missed] shot due to ".. "death" .. " in player " .. tostring(target_name) .. " | " .. tostring(boxx) .. " | hitchance " .. tostring(hc_client)) else ConsolePrint("[ ", 255, 255, 255, 255) ConsolePrint("Nort", 255, 0, 253, 255) ConsolePrint("sync", 255, 255, 255, 255) ConsolePrint(" ]", 255, 255, 255, 255) ConsolePrint(" Missed", 255, 0, 0, 255) print(" [Missed] shot due to ".. tostring(result) .. " in player " .. tostring(target_name) .. " | " .. tostring(boxx) .. " | hitchance " .. tostring(hc_client)) end end end end local get_hc = menu.get_int("rage.weapon[4].hit_chance ") local pt = 0 local to_grass = 0 local vbb = 0 local vel = 0 local target = nil local dr2 = 1 local lowdelta_angel= { 38, -38, 32, -32, 25, -25, -20, 20 } local function getTarget(shot_info) target = shot_info.target_index target = shot_info.target_index local result = shot_info.result vel = math.floor(entitylist.entity_to_player( entitylist.get_player_by_index(target) ):get_velocity():length_2d()) if vel < 100 then if vel > 0 then menu.set_bool("player_list.player_settings[" .. target .. "].force_body_yaw", true) menu.set_int("player_list.player_settings[" .. target .. "].body_yaw", lowdelta_angel[dr2]) end end if vel > 100 then if vel > 900 then client.log("[Nortsync] Prediction error!") end menu.set_bool("player_list.player_settings[" .. target .. "].force_body_yaw", false) end if result == "Resolver" then dr2 = dr2 + 1 if dr2 > #lowdelta_angel then dr2 = 1 end menu.set_int("player_list.player_settings[" .. target .. "].body_yaw", lowdelta_angel[dr2]) end end client.add_callback("on_shot", getTarget) client.add_callback("on_shot", logs_hit) client.add_callback("create_move", weapon_scope) client.add_callback("create_move", aa) client.add_callback("create_move", lowdelta) client.add_callback("create_move", baim)
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name = io.read("*a")
print ("Hello ", name)
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