--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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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