local ffi = require "ffi" or client.exec("quit"); local js = panorama.open() or client.exec("quit"); local http = require "gamesense/http" or client.exec("quit"); local discord = require "gamesense/discord_webhooks" or client.exec("quit"); local images = require "gamesense/images" or client.exec("quit"); local bit = require "bit" or client.exec("quit"); local csgo_weapons = require "gamesense/csgo_weapons" or client.exec("quit"); local js = panorama.open() or client.exec("quit"); --[[ Global: - Security ]] -- gogi ~ references local ref_unload = ui.reference("MISC", "Settings", "Unload") or client.exec("quit"); --[[ Removed as not only is there no need but im not sure if what it contains or postable or whatever but if you want security help to some degree then message my old account on discord @ Camde#0033 :) ]] --[[ Script: - Helpers ]] local function includes(table, key) local state = false for i = 1, #table do if table[i] == key then state = true break end end return state end local function multicolor_log(...) args = { ... } len = #args for i = 1, len do arg = args[i] r, g, b = unpack(arg) msg = {} if #arg == 3 then table.insert(msg, " ") else for i = 4, #arg do table.insert(msg, arg[i]) end end msg = table.concat(msg) if len > i then msg = msg .. "\0" end client.color_log(r, g, b, msg) end end local screen = { client.screen_size() } local center = { screen[1] / 2, screen[2] / 2 } --[[ Script: - Menu ]] ui.new_label("LUA", "B", "sk$$tmafia technology") local master_switch = ui.new_checkbox("LUA", "B", "Master switch") local aa_override = ui.new_checkbox("LUA", "B", "Anti-aim") local aa_options = ui.new_multiselect("LUA", "B", "Anti-aim options", "Jitter conditions", "Dynamic fake-yaw", "Avoid high delta", "Legit anti-aim on use", "Manual anti-aim", "Dynamic fake-lag") local aa_jitter = ui.new_multiselect("LUA", "B", "Jitter conditions", "Dormant", "When vulnerable", "Until vulnerable", "On miss", "On legit aa") local aa_prediction = ui.new_slider("LUA", "B", "Freestanding", 0, 2, 0, true, "", 1, {[0] = "Normal", [1] = "Reversed", [2] = "Predictive"}) local aa_left = ui.new_hotkey("LUA", "B", "Manual left", false) local aa_right = ui.new_hotkey("LUA", "B", "Manual right", false) local aa_edgeyaw = ui.new_hotkey("LUA", "B", "Edge yaw", false) local rage_override = ui.new_checkbox("LUA", "B", "Doubletap") --local rage_dt_mode = ui.new_combobox("LUA", "B", "Doubletap mode", "Prefer accuracy", "Prefer speed") local rage_dt_options = ui.new_multiselect("LUA", "B", "Doubletap options", "Handle maxusrprocessticks", "Refine hitchance", "Predict damage") local rage_dt_dmg_disable = ui.new_hotkey("LUA", "B", "Predict damage disabler", false) local vis_override = ui.new_checkbox("LUA", "B", "Visuals") local vis_style = ui.new_combobox("LUA", "B", "Indicator style", "-", "#1", "#2", "#3", "#4", "#5") local vis_options = ui.new_multiselect("LUA", "B", "Indicator options", "Side arrows", "State indicator", "Visualise choke cycle", "Info box", "Watermark", "Hide skeet indicators") local prim_label = ui.new_label("LUA", "B", "Primary color") local prim_picker = ui.new_color_picker("LUA", "B", "Prime colour", 145, 173, 255, 255) local secc_label = ui.new_label("LUA", "B", "Secondary color") local secc_picker = ui.new_color_picker("LUA", "B", "Second colour", 215, 145, 255, 255) local acce_label = ui.new_label("LUA", "B", "Accent color") local acce_picker = ui.new_color_picker("LUA", "B", "Acc colour", 255, 255, 255, 255) local misc_override = ui.new_checkbox("LUA", "B", "Miscellaneous") local misc_options = ui.new_multiselect("LUA", "B", "Miscellaneous options", "Killsay") local misc_animation = ui.new_multiselect("LUA", "B", "Animations", "Reset pitch on land", "Break feet yaw", "Break air feet yaw") local misc_animation_extra = ui.new_combobox("LUA", "B", "Animation types", "Default", "Inversed", "Adaptive") local misc_jitter = ui.new_checkbox("LUA", "B", "Jitter animations") ui.new_label("LUA", "B", "sk$$tmafia technology") --[[ Script: - References ]] local ref = { -- interface references. menu = ui.reference("MISC", "Settings", "Menu color"), rage = { ui.reference("RAGE", "Aimbot", "Enabled") }, damage = ui.reference("RAGE", "Aimbot", "Minimum damage"), dt = { ui.reference("RAGE", "Other", "Double tap") }, dt_hc = ui.reference("RAGE", "Other", "Double tap hit chance"), fd = ui.reference("RAGE", "Other", "Duck peek assist"), mupc = ui.reference("MISC", "Settings", "sv_maxusrcmdprocessticks"), anti_aim = { ui.reference("AA", "Anti-aimbot angles", "Enabled") }, pitch = ui.reference("AA", "Anti-aimbot angles", "Pitch"), yaw = {ui.reference("AA", "Anti-aimbot angles", "Yaw")}, yaw_base = ui.reference("AA", "Anti-aimbot angles", "Yaw Base"), jitter = { ui.reference("AA", "Anti-aimbot angles", "Yaw jitter") }, body_yaw = { ui.reference("AA", "Anti-aimbot angles", "Body yaw") }, fs = { ui.reference("AA", "Anti-aimbot angles", "Freestanding")}, fs_body_yaw = ui.reference("AA", "Anti-aimbot angles", "Freestanding body yaw"), fake_limit = ui.reference("AA", "Anti-aimbot angles", "Fake yaw limit"), legs = ui.reference("AA", "Other", "Leg movement"), slow = { ui.reference("AA", "other", "slow motion") }, third_person = { ui.reference("VISUALS", "Effects", "Force third person (alive)") }, wall = ui.reference("VISUALS", "Effects", "Transparent walls"), prop = ui.reference("VISUALS", "Effects", "Transparent props"), skybox = ui.reference("VISUALS", "Effects", "Remove Skybox"), edge = ui.reference("AA", "Anti-aimbot angles", "Edge yaw"), fl = ui.reference("AA", "Fake lag", "Enabled"), fl_amt = ui.reference("AA", "Fake lag", "Amount"), fl_var = ui.reference("AA", "Fake lag", "Variance"), fl_limit = ui.reference("AA", "Fake lag", "Limit"), hs = { ui.reference("AA", "Other", "On shot anti-aim") }, } --[[ Script: - Modules ]] local build = { user = lp_ign, ver = "2.0.1", type = "Debug", } local vars = { -- storage. status = "default", -- player-based. target = nil, distance = nil, phase = nil, -- on-miss. info = {}, miss = globals.curtime(), -- fractions. lby_fraction = nil, radius_fraction = nil, -- freestanding. left_data = {}, right_data = {}, hit_side = nil, fs_data = {}, fs_side = nil, -- anti-bruteforce. bf_side = 1, bf_timer = globals.curtime(), -- vulnerability. vulnerable = false, } --[[ Script: - Helpers v2 ]] local function get_velocity(ent) -- Get velocity prop of entity parameter. local x, y, z = entity.get_prop(ent, "m_vecVelocity") -- Return a consistent number. return (x * x) + (y * y) end vars.get_target = function() -- Reset our collected data on each callback. vars.target = nil vars.distance = 8192.0 -- Retrieve our local player index. local me = entity.get_local_player() -- Now we return the local players position (x, y, z) to the following variables. local l_x, l_y, l_z = entity.get_prop(me, "m_vecOrigin") -- Retrieve the index of all available enemies. local enemies = entity.get_players(true) -- Create variables that will be used in later comparisions. local max_dist = 8192.0 -- Begin a for loop to sort through our collected enemy index (beginning increment of 1, maximum value is set to the amount of collected enemies). for i=1, #enemies do -- Now we can retrieve an individuals enemy's position (x, y, z) and assign it to the following variables. local e_x, e_y, e_z = entity.get_prop(enemies[i], "m_vecOrigin") -- Now we perform basic math to calculate our distance to our minimised enemy index. local dist = (e_x - l_x) + (e_y - l_y) -- Now we compare variables and minimise our enemy index even further to retrieve a target. if max_dist > dist then -- Reassign new values to our variables. max_dist = dist -- Update our module data. vars.target = enemies[i] vars.distance = distance end end end vars.freestand_trace = function(points, increment, max_dist) -- Retrieve our local player index. local me = entity.get_local_player() -- Get how many points we will place on both sides. local amt_left = math.floor(math.min(points / 2)) local amt_right = math.floor(math.min(points / 2)) -- Retrieve our locals eye pos and assign to variables. local eye_x, eye_y, eye_z = client.eye_position() -- Retrieve our locals camera pos and assign to variables. local pitch, yaw, roll = client.camera_position() -- Assign our maximums for later comparisions. local max_dist = 8192.0 for i=0, amt_left, increment do local left = { client.trace_line(i, eye_x, eye_y, eye_z, pitch, yaw, roll) } local left_dist = left[1] * max_dist vars.left_data[0] = left[1] vars.left_data[1] = left[2] vars.left_data[2] = left_dist end for i=0, amt_right, increment do local right = { client.trace_line(i, eye_x, eye_y, eye_z, pitch, yaw, roll) } local right_dist = right[1] * max_dist vars.right_data[0] = right[1] vars.right_data[1] = -right[2] vars.right_data[2] = right_dist end end vars.miss_info = function(e) local me = entity.get_local_player() -- retrieve local player index if entity.is_alive(me) == false then return end -- if local player is not alive then return end if vars.target == nil then return end -- if no enemy is available then quit local enemy = client.userid_to_entindex(e.userid) -- user shot data if not entity.is_enemy(enemy) or entity.is_dormant(enemy) then return end local lx, ly, lz = entity.hitbox_position(me, "head_0") local ex,ey,ez = entity.get_prop(enemy, "m_vecOrigin") -- get enemy positions local mx,my,mz = entity.get_prop(me, "m_vecOrigin") -- get local player positions local dist = ((e.y - ey)*lx - (e.x - ex)*ly + e.x*ey - e.y*ex) / math.sqrt((e.y-ey)^2 + (e.x - ex)^2) -- calculating bullet miss radius if dist <= 125 then -- shot radious is within the assigned vars.info[vars.target] = dist vars.bf_side = vars.bf_side * -1 vars.radius_fraction = (dist / 125) vars.miss = globals.curtime() + 2.5 end end local function normalize_yaw(yaw) while yaw > 180 do yaw = yaw - 360 end while yaw < -180 do yaw = yaw + 360 end return yaw end local function clamp(num, min, max) if num > max then return max elseif min > num then return min end return num end local function world2scren(xdelta, ydelta) if xdelta == 0 and ydelta == 0 then return 0 end return math.deg(math.atan2(ydelta, xdelta)) end -- ***** code for an indicator preview that can be seen later. local desync_preview = 0 local desync_up = false client.set_event_callback("paint_ui", function() if desync_up == false then if desync_preview == 57 then desync_preview = 57 desync_up = true else desync_preview = desync_preview + 0.25 end elseif desync_up == true then if desync_preview == 0 then desync_preview = 0 desync_up = false else desync_preview = desync_preview - 0.25 end end end) local function calc_angle(local_x, local_y, enemy_x, enemy_y) local ydelta = local_y - enemy_y local xdelta = local_x - enemy_x local relativeyaw = math.atan( ydelta / xdelta ) relativeyaw = normalize_yaw( relativeyaw * 180 / math.pi ) if xdelta >= 0 then relativeyaw = normalize_yaw(relativeyaw + 180) end return relativeyaw end local function make_dsy(x) local x_length = #tostring(x) local divis_factor = x_length - 1 local divis_val = 1 for i=2,divis_factor,1 do divis_val = divis_val * 12 end local val_one = x / divis_val if val_one > 58 then return val_one / 2 else return val_one end end local function make_byaw(x) local x_length = #tostring(x) local divis_factor = x_length - 2 local divis_val = 1 for i=2,divis_factor,1 do divis_val = divis_val * 10 end local val_one = x / divis_val if val_one > 360 then return normalize_yaw(val_one / 2) else return normalize_yaw(val_one) end end -- will return nil sometimes local function select_mode(num,modes) local table_data = #modes local x_length = #tostring(num) local divis_factor = x_length local divis_val = 1 for i=2,divis_factor,1 do divis_val = divis_val * 10 end local val_one = num / divis_val if val_one > table_data then return modes[math.floor(val_one / x_length)] else return modes[math.floor(val_one)] end end local function round(x) return x>=0 and math.floor(x+0.5) or math.ceil(x-0.5) end local function dtr(x) return x / 180 * math.pi end local function rtd(x) return x * 180 / math.pi end local function angle_to_vec( pitch, yaw ) local p = dtr(pitch) local y = dtr(yaw) local sin_p = math.sin( p ); local cos_p = math.cos( p ); local sin_y = math.sin( y ); local cos_y = math.cos( y ); return cos_p * cos_y, cos_p * sin_y, -sin_p end -- this failed so dont use vars.trace_wall = function(entity_id,int,entity_angles) local evec_x,evec_y,evec_z = angle_to_vec(int, entity_angles[1]) local epox_x,epos_y,epos_z = entity.get_prop(entity_id, "m_vecOrigin") -- epos_z = epos_z + 50 local stop = { evec_x + evec_x * 8192, epos_y + evec_y * 8192, epos_z + evec_z * 8192 } local trace_result = client.trace_line(entity_id, epox_x, epos_y, epos_z, stop[1], stop[2], stop[3]) if trace_result == 1 then return end stop = { epox_x + evec_x * trace_result * 8192, epos_y + evec_y * trace_result * 8192, epos_z + evec_z * trace_result * 8192 } local distance = math.sqrt((epox_x - stop[1] ) * (epox_x - stop[1] ) + (epos_y - stop[2] ) * (epos_y - stop[2] ) + (epos_z - stop[3] ) * (epos_z - stop[3] ) ) return distance end vars.damage = function(me,enemy,x,y,z,ticks) -- Create 3 tables to contain x, y, and z offsets. local mx = {} local my = {} local mz = {} -- Tamper with the inputted offsets and assign them a position in the previously defined tables. local e_h = { entity.hitbox_position(enemy, 1) } -- Default X,Y,Z mx[1],my[1],mz[1] = e_h[1], e_h[2], e_h[3] -- Extrapolated X mx[2],my[2],mz[2] = e_h[1] + ticks, e_h[2], e_h[3] -- Positive mx[3],my[3],mz[3] = e_h[1] - ticks, e_h[2], e_h[3] -- Negative -- Extrapolated Y mx[4],my[4],mz[4] = e_h[1], e_h[2] + ticks, e_h[3] -- Positive mx[5],my[5],mz[5] = e_h[1], e_h[2] - ticks, e_h[3] -- Negative -- Extrapolated Z mx[6],my[6],mz[6] = e_h[1], e_h[2], e_h[3] + ticks -- Positive mx[7],my[7],mz[7] = e_h[1], e_h[2], e_h[3] - ticks -- Negative -- Loop through previously defined tables. for i=1, 7, 1 do -- Define a damage variable for later comparisions. local damage = 0 -- Simplistic trace.bullet to get approximate damage that can be dealt. local trace_ent, trace_damage = client.trace_bullet(enemy, mx[i], my[i], mz[i], x, y, z, false) -- Trace damage is over previously defined damage then update said damage variable. if trace_damage > damage then damage = trace_damage vars.hit_damage = trace_damage end -- Return approximate damage. return damage end end local function get_airstate(ent) if ent == nil then return false, 0 end local flags = entity.get_prop(ent, "m_fFlags") if bit.band(flags, 1) == 0 then return true end return false end --[[ Script: - Anti-aim ]] local last_pressed_manual = globals.curtime() local last_dsy_save = 0 local movement_trigger = false local movement_timer = globals.curtime() local function anti_aim() if ui.get(master_switch) == false or ui.get(aa_override) == false then return end vars.lby_fraction = math.abs(entity.get_prop(entity.get_local_player(), "m_flLowerBodyYawTarget") / 180) local is_manualing = false local is_left = false local is_right = false if get_velocity(entity.get_local_player()) > 110 then movement_trigger = false movement_timer = globals.curtime() + 0.5 else if movement_timer > globals.curtime() then movement_trigger = true else movement_trigger = false end end if ui.get(aa_left) then is_left = true is_right = false is_manualing = true last_pressed_manual = globals.curtime() + 0.1 end if ui.get(aa_right) then is_left = false is_right = true is_manualing = true last_pressed_manual = globals.curtime() + 0.1 end if is_left or is_right then ui.set(ref.edge, false) elseif ui.get(aa_edgeyaw) then ui.set(ref.edge, true) else ui.set(ref.edge, false) end if includes(ui.get(aa_options), "Dynamic fake-lag") then local weapon = entity.get_prop(entity.get_local_player(), "m_hActiveWeapon") local next_attack = 0 local next_primary_attack = 0 if weapon ~= nil then next_attack = entity.get_prop(entity.get_local_player(), "m_flNextAttack") + 0.25 next_primary_attack = entity.get_prop(weapon, "m_flNextPrimaryAttack") + 0.25 end if ui.get(ref.fd) then ui.set(ref.fl_var, 0) ui.set(ref.fl_limit, 14) elseif next_attack > globals.curtime() or next_primary_attack > globals.curtime() and not get_airstate(entity.get_local_player()) then ui.set(ref.fl_var, 0) ui.set(ref.fl_limit, 1) else ui.set(ref.fl_var, vars.vulnerable == true and 30 or 15) ui.set(ref.fl_limit, 14) end if ui.get(ref.fd) then ui.set(ref.fl_amt, "Dynamic") elseif vars.miss > globals.curtime() and not get_airstate(entity.get_local_player()) then ui.set(ref.fl_amt, "Fluctuate") elseif vars.hit_side ~= nil and (vars.hit_side == 0.5 or vars.hit_side == -0.5) and not get_airstate(entity.get_local_player()) then ui.set(ref.fl_amt, "Maximum") else ui.set(ref.fl_amt, "Dynamic") end end vars.status = "static" -- if we have no rendered players out of dormancy then a large majority of our helpers will perform nothing so we will just seperate it with another antiaim mode if vars.target == nil then vars.status = "dormant" ui.set(ref.pitch, "Minimal") ui.set(ref.yaw[1], "180") if is_left and last_pressed_manual > globals.curtime() and includes(ui.get(aa_options), "Manual anti-aim") then ui.set(ref.yaw[2], -90) elseif is_right and last_pressed_manual > globals.curtime() and includes(ui.get(aa_options), "Manual anti-aim") then ui.set(ref.yaw[2], 90) else ui.set(ref.yaw[2], -3) end ui.set(ref.jitter[1], "Center") ui.set(ref.jitter[2], -11) if includes(ui.get(aa_options), "Jitter conditions") and includes(ui.get(aa_jitter), "Dormant") then ui.set(ref.body_yaw[1], "Jitter") ui.set(ref.body_yaw[2], 0) ui.set(ref.fs_body_yaw, false) else ui.set(ref.body_yaw[1], "Static") ui.set(ref.body_yaw[2], 90) ui.set(ref.fs_body_yaw, true) end if includes(ui.get(aa_options), "Legit anti-aim on use") and client.key_state(0x45) and includes(ui.get(aa_jitter), "On legit aa") then ui.set(ref.body_yaw[1], "Jitter") end ui.set(ref.fake_limit, 60) else --[[ Variable setting below: ]] -- vars.vulnerable | vars.hit_side local lx, ly, lz = client.eye_position() local view_x, view_y, roll = client.camera_angles() local e_x, e_y, e_z = entity.hitbox_position(vars.target, 0) local yaw = calc_angle(lx, ly, e_x, e_y) local rdir_x, rdir_y, rdir_z = angle_to_vec(0, (yaw + 90)) local rend_x = lx + rdir_x * 10 local rend_y = ly + rdir_y * 10 local ldir_x, ldir_y, ldir_z = angle_to_vec(0, (yaw - 90)) local lend_x = lx + ldir_x * 10 local lend_y = ly + ldir_y * 10 local yaw = calc_angle(lx, ly, e_x, e_y) local rdir_x_two, rdir_y_two, rdir_z_two = angle_to_vec(0, (yaw + 90)) local rend_x_two = lx + rdir_x_two * 100 local rend_y_two = ly + rdir_y_two * 100 local ldir_x_two, ldir_y_two, ldir_z_two = angle_to_vec(0, (yaw - 90)) local lend_x_two = lx + ldir_x_two * 100 local lend_y_two = ly + ldir_y_two * 100 local left_trace = vars.damage(entity.get_local_player(), vars.target, rend_x, rend_y, lz, 40) local right_trace = vars.damage(entity.get_local_player(), vars.target, lend_x, lend_y, lz, 40) local left_trace_two = vars.damage(entity.get_local_player(), vars.target, rend_x_two, rend_y_two, lz, 40) local right_trace_two = vars.damage(entity.get_local_player(), vars.target, lend_x_two, lend_y_two, lz, 40) if left_trace > 0 or right_trace > 0 or left_trace_two > 0 or right_trace_two > 0 then vars.vulnerable = true if left_trace > right_trace then vars.hit_side = 0.5 elseif right_trace > left_trace then vars.hit_side = -0.5 elseif left_trace_two > right_trace_two then vars.hit_side = 1 elseif right_trace_two > left_trace_two then vars.hit_side = -1 end else vars.vulnerable = false vars.hit_side = nil end --[[ Fully dynamic anti-aim below: ]] local head_side = 1 local lx,ly,lz = entity.hitbox_position(entity.get_local_player(), "head_0") local ex,ey,ez = entity.hitbox_position(vars.target, "head_0") local head_comparision = (lx - ex) + (ly - ey) local pitch,yaw,roll = client.camera_position() local head_pos_camera_pos = ((lx - ex) * pitch) + ((ly - ey) * yaw) local x,y,z = client.eye_position() local head_pos_eye_pos = ((lx - ex) * x) + ((ly - ey) * y) -- Standard if (head_pos_camera_pos - head_pos_eye_pos) * head_comparision > 0 then head_side = 1 else head_side = -1 end local use_lby_fract = vars.lby_fraction > 0.5 and true or false -- no need to modify pitch ofc ui.set(ref.pitch, "Minimal") -- same story with yaw ui.set(ref.yaw[1], "180") -- manual antiaim if is_left and last_pressed_manual > globals.curtime() and includes(ui.get(aa_options), "Manual anti-aim") then ui.set(ref.yaw[2], -90) elseif is_right and last_pressed_manual > globals.curtime() and includes(ui.get(aa_options), "Manual anti-aim") then ui.set(ref.yaw[2], 90) else -- horrible yaw offsets ui.set(ref.yaw[2], -vars.target) end -- random jitter if recently stopped moving if movement_trigger then ui.set(ref.jitter[1], "Random") ui.set(ref.jitter[2], 19) -- center -11 jitter if we are using jitter body yaw elseif ui.get(ref.body_yaw[1]) == "Jitter" then ui.set(ref.jitter[1], "Center") ui.set(ref.jitter[2], -11) else -- wow much ***** code here -- chooses a jitter type and range based off of our eye's x position local jitter_type = {"Offset", "Center", "Random"} local select_jitter = select_mode(lx, jitter_type) if select_jitter ~= nil then ui.set(ref.jitter[1], select_jitter) ui.set(ref.jitter[2], round(make_byaw(lx) / 9) * head_side) else ui.set(ref.jitter[1], "Off") ui.set(ref.jitter[2], 0) end end -- #atoz x teamskeet jitter body yaw **ideas** executed perfectly :clown: if includes(ui.get(aa_options), "Jitter conditions") then if includes(ui.get(aa_options), "Legit anti-aim on use") and client.key_state(0x45) and includes(ui.get(aa_jitter), "On legit aa") then ui.set(ref.body_yaw[1], "Jitter") end if (includes(ui.get(aa_jitter), "When vulnerable") and vars.vulnerable == true) or (includes(ui.get(aa_jitter), "Until vulnerable") and vars.vulnerable == false) or (includes(ui.get(aa_jitter), "On miss") and vars.miss > globals.curtime()) then ui.set(ref.body_yaw[1], "Jitter") else if (ui.get(ref.body_yaw[2]) > 59 or ui.get(ref.body_yaw[2]) < -59) or entity.get_prop(entity.get_local_player(), "m_flDuckAmount") <= 0.4 then ui.set(ref.body_yaw[1], "Static") else ui.set(ref.body_yaw[1], "Opposite") end end else ui.set(ref.body_yaw[1], "Static") end local eye_pos = { client.eye_position() } local wall_trace_one = vars.trace_wall(entity.get_local_player(), 0, eye_pos) vars.fs_data = {} if vars.hit_side ~= nil then vars.fs_side = vars.hit_side else if ui.get(aa_prediction) == 0 then vars.fs_data[1] = vars.left_data[1] == nil and 1 or vars.left_data[1] elseif ui.get(aa_prediction) == 1 then vars.fs_data[1] = vars.right_data[1] == nil and 1 or vars.right_data[1] else vars.fs_data[1] = vars.left_data[1] == nil and 1 or vars.left_data[1] end vars.fs_data[2] = vars.bf_timer > globals.curtime() and vars.bf_side or 1 vars.fs_data[3] = head_side == nil and 1 or head_side vars.fs_side = ((clamp(vars.left_data[1], -1, 1) * vars.fs_data[2]) * vars.fs_data[3]) end -- client.log(vars.fs_data[1]) -- client.log(vars.fs_data[2]) -- client.log(vars.fs_data[3]) -- freestanding body yaw and more ***** -- randomisation is actually good - Ivan 2021 if vars.hit_side ~= nil and vars.hit_side == 0.5 and vars.hit_side == -0.5 and ui.get(ref.body_yaw[1]) == "Jitter" then ui.set(ref.body_yaw[2], round(math.random(0,180) * -vars.fs_side)) else if vars.info[vars.target] ~= nil and ui.get(aa_prediction) == 2 then ui.set(ref.body_yaw[2], round(90 * -vars.fs_side)) else ui.set(ref.body_yaw[2], round(90 * vars.fs_side)) end end -- no need to use this ui.set(ref.fs_body_yaw, false) if includes(ui.get(aa_options), "Dynamic fake-yaw") then if vars.info[vars.target] ~= nil then -- if we have a recorded miss record then if entity.get_prop(entity.get_local_player(), "m_flDuckAmount") > 0.4 then -- goofy yaw duck aa vars.status = "safe-duck" ui.set(ref.fake_limit, 47) elseif vars.miss >= globals.curtime() then -- this should usually return a largely low delta -- will initiate after a recent miss vars.status = "dodge" ui.set(ref.fake_limit, round(make_dsy(vars.info[vars.target]))) else -- otherwise we use the miss information as a base for our fake yaw and add our other modifiers (fractions :muscle:) vars.status = "safe" if vars.lby_fraction > 0.5 then ui.set(ref.fake_limit, round(last_dsy_save - make_dsy(vars.info[vars.target]) * vars.lby_fraction)) else ui.set(ref.fake_limit, round(last_dsy_save - make_dsy(vars.info[vars.target]))) end end else -- no recorded miss record if entity.get_prop(entity.get_local_player(), "m_flDuckAmount") > 0.4 and get_airstate(entity.get_local_player()) == false then -- goofy yaw duck aa (i love kami <3) vars.status = "duck" ui.set(ref.fake_limit, 57) else if use_lby_fract == true then -- really premium name, this phase just uses some cool fractions defined and created previously vars.status = "stout" ui.set(ref.fake_limit, round(58 * vars.lby_fraction)) last_dsy_save = round(58 * vars.lby_fraction) else -- hittability section if vars.hit_side == 0.5 or vars.hit_side == -0.5 then -- hittable w/ no extrapolation so we will go to some degree of low delta vars.status = "impact" ui.set(ref.fake_limit, 23) last_dsy_save = 23 elseif vars.hit_side == 1 or vars.hit_side == -1 then -- hittable with extrapolation so we will swap the previous value cause logic moment vars.status = "early" ui.set(ref.fake_limit, 32) last_dsy_save = 32 else -- just high delta if idling a condition ui.set(ref.fake_limit, 57) last_dsy_save = 57 end end end end else if vars.info[vars.target] ~= nil then -- this target has missed us lets become a onetap scripter and permanently force low delta vars.status = "safe" ui.set(ref.fake_limit, 13) else if vars.hit_side == 1 then if entity.get_prop(entity.get_local_player(), "m_flDuckAmount") > 0.4 and get_airstate(entity.get_local_player()) == false then -- goofy yaw aa vars.status = "safe-duck" ui.set(ref.fake_limit, 47) else -- hittable on the right so 23 vars.status = "right" ui.set(ref.fake_limit, 23) end elseif vars.hit_side == -1 then if entity.get_prop(entity.get_local_player(), "m_flDuckAmount") > 0.4 and get_airstate(entity.get_local_player()) == false then -- goofy moment vars.status = "safe-duck" ui.set(ref.fake_limit, 47) else -- extend more for left values as it is more easily safepointable vars.status = "left" ui.set(ref.fake_limit, 32) end else -- idle high delta ui.set(ref.fake_limit, 57) end end end -- :clown: if ui.get(ref.body_yaw[1]) == "Jitter" then vars.status = "jitter" end end -- split value if over 28 mid delta if includes(ui.get(aa_options), "Avoid high delta") and ui.get(ref.fake_limit) > 28 then ui.set(ref.fake_limit, ui.get(ref.fake_limit) / 2) end -- crazy hotfix instead of like 10 checks :sunglasses: if ui.get(ref.fake_limit) < 10 then ui.set(ref.fake_limit, ui.get(ref.fake_limit) * 2) end end client.set_event_callback("setup_command",function(e) if ui.get(aa_override) == false or ui.get(master_switch) == false then return end local weaponn = entity.get_player_weapon() if includes(ui.get(aa_options), "Legit anti-aim on use") and client.key_state(0x45) then if weaponn ~= nil and entity.get_classname(weaponn) == "CC4" then if e.in_attack == 1 then e.in_attack = 0 e.in_use = 1 end else if e.chokedcommands == 0 then e.in_use = 0 end end end end) --[[ Script: - Doubletap ]] local dt_shift = 16 local dt_hc = 0 local dt_cc = 0 local damage_cache = 0 local reset_dt = false local function double_tap() if ui.get(master_switch) == false then return end local weapon_ent = entity.get_player_weapon(entity.get_local_player()) if weapon_ent == nil then return end local weapon = csgo_weapons(weapon_ent) if weapon == nil then return end local weapon_idx = entity.get_prop(weapon_ent, "m_iItemDefinitionIndex") local weapon = csgo_weapons[weapon_idx] if ui.get(rage_override) and ui.get(ref.dt[2]) and (weapon.name == "G3SG1" or weapon.name == "Desert Eagle" or weapon.name == "Glock-18" or weapon.name == "SCAR-20" or weapon.name == "USP-S") and not ui.get(rage_dt_dmg_disable) then if reset_dt == false then reset_dt = true end local dista = 8192.0 if vars.target == nil then dista = 8192.0 else dista = math.abs((entity.hitbox_position(entity.get_local_player(), 1)) - (entity.hitbox_position(vars.target, 1))) end if includes(ui.get(rage_dt_options), "Handle maxusrprocessticks") then if (client.latency() * 1000) > 100 or dista >= 5000 then dt_shift = 16 elseif dista >= 2500 or (client.latency() * 1000) > 50 then dt_shift = 17 else dt_shift = 18 end end if includes(ui.get(rage_dt_options), "Refine hitchance") then if dista <= 2000 then dt_hc = 40 elseif vars.target ~= nil and get_velocity(vars.target) > 110 then dt_hc = 30 else dt_hc = 20 end end if dt_shift >= 17 then dt_cc = 0 else dt_cc = 1 end --[[if ui.get(rage_dt_mode) == "Prefer accuracy" then ui.set(ref.dt_hc, 40 - dt_hc) ui.set(ref.mupc, dt_shift) cvar.cl_clock_correction:set_int(dt_cc) elseif ui.get(rage_dt_mode) == "Prefer speed" then ui.set(ref.dt_hc, dt_hc) ui.set(ref.mupc, dt_shift + dt_cc) cvar.cl_clock_correction:set_int(dt_cc) end]]-- ui.set(ref.dt_hc, dt_hc) ui.set(ref.mupc, dt_shift + dt_cc) cvar.cl_clock_correction:set_int(dt_cc) if includes(ui.get(rage_dt_options), "Predict damage") then if vars.target ~= nil then local enemy_hp = entity.get_prop(vars.target, "m_iHealth") if enemy_hp > 50 then if vars.hit_damage ~= nil and vars.hit_damage >= (enemy_hp / 2) then ui.set(ref.damage, (enemy_hp / 2)) else ui.set(ref.damage, damage_cache) end else if vars.hit_damage ~= nil and vars.hit_damage >= enemy_hp then ui.set(ref.damage, enemy_hp) else ui.set(ref.damage, damage_cache) end end else ui.set(ref.damage, damage_cache) end end else if reset_dt == true then ui.set(ref.mupc, 16) cvar.cl_clock_correction:set_int(1) ui.set(ref.damage, damage_cache) reset_dt = false else if not ui.get(rage_dt_dmg_disable) then damage_cache = ui.get(ref.damage) end end end end --[[ Script: - Visuals ]] local i_index = 0 local kk_index = 0 local function visuals() local scrx, scry = client.screen_size() local x, y = scrx / 2, scry / 2 local h_index = 0 local k_index = 0 local ***** = 0 local debug_index = 0 local local_player = entity.get_local_player() local p_r, p_g, p_b, p_a = ui.get(prim_picker) local s_r, s_g, s_b, s_a = ui.get(secc_picker) local a_r, a_g, a_b, a_a = ui.get(acce_picker) if includes(ui.get(vis_options), "Watermark") then local watermark_size = renderer.measure_text(nil, "skeetmafia [v2] | loaded!]") + 10 renderer.rectangle(scrx -185, scry /80, watermark_size, 15, 25, 25, 25, 155) renderer.text(scrx -182, scry /68 - 1, 255, 255, 255, 255, nil, 0, "skeetmafia [v2] | loaded!]") renderer.rectangle(scrx - 108 - (watermark_size / 2) + 3, scry /35 - 2, watermark_size, 2, p_r, p_g, p_b, p_a) -- renderer.gradient(scrx -108, scry /80, (watermark_size / 2) + 3, 2, s_r, s_g, s_b, s_a, p_r, p_g, p_b, p_a, true) -- renderer.gradient(scrx -185, scry /80, (watermark_size / 2) + 3, 2, p_r, p_g, p_b, p_a, s_r, s_g, s_b, s_a, true) end if local_player == nil then return end if not entity.is_alive(local_player) then return end if ui.get(vis_override) == false or ui.get(master_switch) == false then return end local desync = math.min(57, math.abs(entity.get_prop(entity.get_local_player(), "m_flPoseParameter", 11)*120-60)) local e_pose_param = math.min(57, entity.get_prop(entity.get_local_player(), "m_flPoseParameter", 11)*120-60) local weapon = entity.get_prop(entity.get_local_player(), "m_hActiveWeapon") local next_attack = 0 local next_primary_attack = 0 if weapon ~= nil then next_attack = entity.get_prop(entity.get_local_player(), "m_flNextAttack") + 0.25 next_primary_attack = entity.get_prop(weapon, "m_flNextPrimaryAttack") + 0.25 end local exploit_charge = math.abs(1 - math.abs(globals.curtime() - next_attack)) local pulse = round(math.sin(math.abs((math.pi * -1) + (globals.curtime() * (1 / 0.3)) % (math.pi * 2))) * 155) if includes(ui.get(vis_options), "Info box") then -- renderer.rectangle(x: number, y: number, w: number, h: number, r: number, g: number, b: number, a: number) -- Info Box renderer.rectangle(x - 950, y, 150, 29 + (i_index * 12), 25, 25, 25, 255) -- base renderer.rectangle(x - 950, y + 29 + (i_index * 12), 150, 2, p_r, p_g, p_b, 255) -- bottom renderer.gradient(x - 950, y, 2, 29 + (i_index * 12), 0, 0, 0, 0, p_r, p_g, p_b, 255, false) -- left renderer.gradient(x - 802, y, 2, 29 + (i_index * 12), 0, 0, 0, 0, p_r, p_g, p_b, 255, false) -- right renderer.text(x - 944, y + 2, 255, 255, 255, 255, "", 0, "status") renderer.text(x - 806 - renderer.measure_text(nil, vars.status), y + 2, a_r, a_g, a_b, 255, "", 0, vars.status) renderer.text(x - 944, y + 14, 255, 255, 255, 255, "", 0, "choke") renderer.text(x - 806 - renderer.measure_text(nil, string.lower(ui.get(ref.fl_amt))), y + 14, a_r, a_g, a_b, 255, "", 0, string.lower(ui.get(ref.fl_amt))) if best_enemy ~= nil then renderer.text(x - 944, y + 26, 255, 255, 255, 255, "", 0, "target") renderer.text(x - 806 - renderer.measure_text(nil, entity.get_player_name(vars.target)) > 100 and 100 or renderer.measure_text(nil, entity.get_player_name(vars.target)), y + 26, a_r, a_g, a_b, 255, "", 100, entity.get_player_name(vars.target)) h_index = h_index + 1 end --[[if (aa.left_miss + aa.right_miss) ~= nil or (aa.left_miss + aa.right_miss) ~= 0 then renderer.text(x - 944, y + 26 + (h_index * 12), s_r, s_g, s_b, 255, "", 0, "index") renderer.text(x - 806 - renderer.measure_text(nil, round(aa.shot_angle).. " [" ..aa.left_miss.. ":" ..aa.right_miss.. "]"), y + 26 + (h_index * 12), a_r, a_g, a_b, 255, "", 0, round(aa.shot_angle).. " [" ..aa.left_miss.. ":" ..aa.right_miss.. "]") h_index = h_index + 1 end]] i_index = h_index -- Keybinds if kk_index > 0 then renderer.rectangle(x - 950, y + 39 + (i_index * 12), 150, 8 + (kk_index * 12), 25, 25, 25, 255) -- base renderer.rectangle(x - 950, y + 39 + (i_index * 12), 150, 2, p_r, p_g, p_b, 255) -- top renderer.gradient(x - 950, y + 39 + (i_index * 12), 2, 8 + (kk_index * 12), p_r, p_g, p_b, 255, 0, 0, 0, 0, false) -- left renderer.gradient(x - 802, y + 39 + (i_index * 12), 2, 8 + (kk_index * 12), p_r, p_g, p_b, 255, 0, 0, 0, 0, false) -- right end if ui.get(ref.dt[2]) then renderer.text(x - 944, y + 43 + (i_index * 12) + (k_index * 12), 255, 255, 255, 255, "", 0, "doubletap") renderer.text(x - 806 - renderer.measure_text(nil, "[" ..ui.get(ref.mupc).. "/" ..ui.get(ref.dt_hc).. "]"), y + 43 + (i_index * 12) + (k_index * 12), p_r, p_g, p_b, 255, "", 0, "[" ..ui.get(ref.mupc).. "/" ..ui.get(ref.dt_hc).. "]") k_index = k_index + 1 end if ui.get(ref.hs[2]) then renderer.text(x - 944, y + 43 + (i_index * 12) + (k_index * 12), 255, 255, 255, 255, "", 0, "onshot-aa") renderer.text(x - 806 - renderer.measure_text(nil, "[on]"), y + 43 + (i_index * 12) + (k_index * 12), p_r, p_g, p_b, 255, "", 0, "[on]") k_index = k_index + 1 end if ui.get(ref.fs[2]) then renderer.text(x - 944, y + 43 + (i_index * 12) + (k_index * 12), 255, 255, 255, 255, "", 0, "freestand") renderer.text(x - 806 - renderer.measure_text(nil, "[on]"), y + 43 + (i_index * 12) + (k_index * 12), p_r, p_g, p_b, 255, "", 0, "[on]") k_index = k_index + 1 end if ui.get(ref.fd) then renderer.text(x - 944, y + 43 + (i_index * 12) + (k_index * 12), 255, 255, 255, 255, "", 0, "fakeduck") renderer.text(x - 806 - renderer.measure_text(nil, "[on]"), y + 43 + (i_index * 12) + (k_index * 12), p_r, p_g, p_b, 255, "", 0, "[on]") k_index = k_index + 1 end if ui.get(ref.slow[2]) then renderer.text(x - 944, y + 43 + (i_index * 12) + (k_index * 12), 255, 255, 255, 255, "", 0, "slow-walk") renderer.text(x - 806 - renderer.measure_text(nil, "[on]"), y + 43 + (i_index * 12) + (k_index * 12), p_r, p_g, p_b, 255, "", 0, "[on]") k_index = k_index + 1 end kk_index = k_index end if includes(ui.get(vis_options), "Side arrows") then if ui.get(ref.yaw[2]) == -90 or ui.get(ref.yaw[2]) == 90 then if ui.get(ref.yaw[2]) == -90 then renderer.text(x - 40, y - 3, a_r, a_g, a_b, 255 - pulse, "c+", 0, "«") else renderer.text(x + 40, y - 3, a_r, a_g, a_b, 255 - pulse, "c+", 0, "»") end elseif ui.get(ref.body_yaw[1]) ~= "Jitter" and vars.target ~= nil and get_airstate(entity.get_local_player()) == false then if (vars.vulnerable == true or vars.miss > globals.curtime()) then if e_pose_param > 0 then renderer.text(x - 40, y - 3, p_r, p_g, p_b, 255, "c+", 0, "«") renderer.text(x + 40, y - 3, 255, 255, 255, 255, "c+", 0, "›") else renderer.text(x - 40, y - 3, 255, 255, 255, 255, "c+", 0, "‹") renderer.text(x + 40, y - 3, p_r, p_g, p_b, 255, "c+", 0, "»") end else if e_pose_param > 0 then renderer.text(x - 40, y - 3, p_r, p_g, p_b, 255, "c+", 0, "‹") renderer.text(x + 40, y - 3, 255, 255, 255, 255, "c+", 0, "›") else renderer.text(x - 40, y - 3, 255, 255, 255, 255, "c+", 0, "‹") renderer.text(x + 40, y - 3, p_r, p_g, p_b, 255, "c+", 0, "›") end end end end -- renderer.text(x - x + 100, y + 25, 255, 255, 255, 255, "b", nil, "gogi-yaw.lua - v2.0.1") -- debug_index = debug_index + 1 -- local player_name_man = vars.target == nil and "unknown" or string.lower(entity.get_player_name(vars.target)) -- renderer.text(x - x + 100, y + 25 + (debug_index * 12), 155, 255, 155, 255, nil, nil, "> player status: state = " ..vars.status.. ": target = " ..player_name_man) -- debug_index = debug_index + 1 -- if vars.miss > globals.curtime() then -- renderer.text(x - x + 100, y + 25 + (debug_index * 12), 255, 155, 155, 255, nil, nil, " > indexed player miss: radius = " .."N/A".. ": target = " ..player_name_man) -- debug_index = debug_index + 1 -- end -- if vars.bf_timer > globals.curtime() then -- renderer.text(x - x + 100, y + 25 + (debug_index * 12), 255, 155, 155, 255, nil, nil, " > updated anti-bruteforce: side = " ..vars.bf_side) -- debug_index = debug_index + 1 -- end -- local hit_side = vars.hit_side == nil and "nil" or vars.hit_side == 1 and "left" or "right" -- local vulnerable_conc = vars.vulnerable == true and "true" or "false" -- renderer.text(x - x + 100, y + 25 + (debug_index * 12), 155, 155, 255, 255, nil, nil, "> anti-aim info: vulnerable = " ..vulnerable_conc.. " (" ..vars.bf_side.. " : " ..hit_side.. ")") -- debug_index = debug_index + 1 if ui.get(vis_style) == "#1" then if includes(ui.get(vis_options), "State indicator") then renderer.text(x - 1, y + 18, a_r, a_g, a_b, a_a, "c-", nil, string.upper(vars.status)) end renderer.text(x, y + 28, 255, 255, 255, 255, "c", nil, "skeetmafia") if globals.chokedcommands() > 1 and includes(ui.get(vis_options), "Visualise choke cycle") then renderer.gradient(x, y + 35, (globals.chokedcommands() * 3), 2, p_r, p_g, p_b, p_a, s_r, s_g, s_b, s_a, true) renderer.gradient(x - (globals.chokedcommands() * 3) + 1, y + 35, (globals.chokedcommands() * 3), 2, s_r, s_g, s_b, s_a, p_r, p_g, p_b, p_a, true) else renderer.gradient(x, y + 35, desync, 2, p_r, p_g, p_b, p_a, s_r, s_g, s_b, s_a, true) renderer.gradient(x - desync + 1, y + 35, desync, 2, s_r, s_g, s_b, s_a, p_r, p_g, p_b, p_a, true) end elseif ui.get(vis_style) == "#2" then renderer.text(x + 2, y + 17, 225, 225, 225, 255, "c", nil, math.floor(desync).. "°") if globals.chokedcommands() > 1 and includes(ui.get(vis_options), "Visualise choke cycle") then renderer.gradient(x - (globals.chokedcommands() * 3) + 1, y + 25, globals.chokedcommands() * 3, 3, s_r, s_g, s_b, s_a, p_r, p_g, p_b, p_a, true) renderer.gradient(x, y + 25, globals.chokedcommands() * 3, 3, p_r, p_g, p_b, p_a, s_r, s_g, s_b, s_a, true) else renderer.gradient(x - (desync * 1.25) + 1, y + 25, desync * 1.25, 3, s_r, s_g, s_b, s_a, p_r, p_g, p_b, p_a, true) renderer.gradient(x, y + 25, desync * 1.25, 3, p_r, p_g, p_b, p_a, s_r, s_g, s_b, s_a, true) end if includes(ui.get(vis_options), "State indicator") then renderer.text(x, y + 35, a_r, a_g, a_b, a_a, "c", nil, "skeetmafia") end elseif ui.get(vis_style) == "#3" then local text_width,text_height = renderer.measure_text("cb", "skeetmafia") if e_pose_param > 0 then renderer.text(x - (text_width / 4), y + 35, p_r, p_g, p_b, p_a, "cb", nil, "skeet") renderer.text(x + (text_width / 4), y + 35, s_r, s_g, s_b, s_a, "cb", nil, "mafia") else renderer.text(x - (text_width / 4), y + 35, s_r, s_g, s_b, s_a, "cb", nil, "skeet") renderer.text(x + (text_width / 4), y + 35, p_r, p_g, p_b, p_a, "cb", nil, "mafia") end if includes(ui.get(vis_options), "State indicator") then renderer.text(x, y + 46, a_r, a_g, a_b, a_a, "c-", nil, string.upper(vars.status)) end elseif ui.get(vis_style) == "#4" then renderer.text(x, y + 23, p_r, p_g, p_b, 255, "cb", 0, "skeetmafia") if vars.status == "static" then renderer.text(x, y + 34, s_r, s_g, s_b, 255, "cb", 0, "DEF") else renderer.text(x, y + 34, s_r, s_g, s_b, 255, "cb", 0, "DYN") end if e_pose_param > 0 then renderer.gradient(x - 20, y + 33 - (desync / 4), 3, (desync / 4), p_r, p_g, p_b, p_a, p_r, p_g, p_b, p_a, false) renderer.gradient(x - 20, y + 32, 3, (desync / 4), p_r, p_g, p_b, p_a, p_r, p_g, p_b, p_a, false) renderer.text(x - 40, y + 25, p_r, p_g, p_b, p_a, "", 0, round(desync).. "°") else renderer.gradient(x + 20, y + 33 - (desync / 4), 3, (desync / 4), p_r, p_g, p_b, p_a, p_r, p_g, p_b, p_a, false) renderer.gradient(x + 20, y + 32, 3, (desync / 4), p_r, p_g, p_b, p_a, p_r, p_g, p_b, p_a, false) renderer.text(x + 25, y + 25, p_r, p_g, p_b, p_a, "", 0, round(desync).. "°") end elseif ui.get(vis_style) == "#5" then if e_pose_param > 0 then renderer.text(x - 15, y + 35, p_r, p_g, p_b, p_a, "cb", nil, "skeet") renderer.text(x + 14, y + 35, s_r, s_g, s_b, s_a, "cb", nil, "mafia") else renderer.text(x - 15, y + 35, s_r, s_g, s_b, s_a, "cb", nil, "skeet") renderer.text(x + 14, y + 35, p_r, p_g, p_b, p_a, "cb", nil, "mafia") end renderer.text(x, y + 35, a_r, a_g, a_b, a_a, "c", nil, "|") if includes(ui.get(vis_options), "State indicator") then renderer.text(x, y + 45, a_r, a_g, a_b, a_a, "c", nil, "|") renderer.text(x - 15, y + 46, 255, 255, 255, 255, "c", nil, math.floor(desync).. "°") if includes(ui.get(vis_options), "Visualise choke cycle") then renderer.text(x + 6, y + 40, 255, 255, 255, 255, nil, nil, globals.chokedcommands().. "%") else renderer.text(x + 6, y + 40, 255, 255, 255, 255, nil, nil, vars.status) end end end if includes(ui.get(vis_options), "Hide skeet indicators") then for i = 1, 50 do renderer.indicator( 255, 255, 255, 0, i) end end end local alpha = 0 client.set_event_callback("paint_ui", function() if ui.is_menu_open() then if alpha ~= 255 then alpha = alpha + 5 else alpha = 255 end else alpha = 0 end end) client.set_event_callback("paint_ui", function() if ui.is_menu_open() then local A local B = "\x14\x14\x14\xFF" local C = "\x0c\x0c\x0c\xFF" A = renderer.load_rgba(table.concat({B, B, B, C, B, C, B, C, B, C, B, B, B, C, B, C}), 4, 4) local x, y = ui.menu_position() local w, h = ui.menu_size() local local_player = entity.get_local_player() local p_r, p_g, p_b, p_a = ui.get(prim_picker) local s_r, s_g, s_b, s_a = ui.get(secc_picker) local a_r, a_g, a_b, a_a = ui.get(acce_picker) if local_player == nil then return end if not entity.is_alive(local_player) then return end if ui.get(vis_override) == false or ui.get(master_switch) == false then return end local desync = math.min(57, math.abs(entity.get_prop(entity.get_local_player(), "m_flPoseParameter", 11)*120-60)) local e_pose_param = math.min(57, entity.get_prop(entity.get_local_player(), "m_flPoseParameter", 11)*120-60) if desync == nil then return end local weapon = entity.get_prop(entity.get_local_player(), "m_hActiveWeapon") local next_attack = 0 local next_primary_attack = 0 if weapon ~= nil then next_attack = entity.get_prop(entity.get_local_player(), "m_flNextAttack") + 0.25 next_primary_attack = entity.get_prop(weapon, "m_flNextPrimaryAttack") + 0.25 end local exploit_charge = math.abs(1 - math.abs(globals.curtime() - next_attack)) local pulse = round(math.sin(math.abs((math.pi * -1) + (globals.curtime() * (1 / 0.3)) % (math.pi * 2))) * 155) -- renderer.rectangle(x, y, w, h, r, g, b, a) -- renderer.gradient(x, y, w, h, r1, g1, b1, a1, r2, g2, b2, a2, ltr) --[[ Setup Menu ]] -- renderer.rectangle(x - 5 + (w) + 15, y, 200, h, 44, 44, 44, alpha) -- background renderer.rectangle(x - 15 + (w) + 23 , y, 201, 266, 18, 18, 18, alpha) -- border outer line renderer.rectangle(x - 15 + (w) + 24 , y + 1 , 199, 264, 62, 62, 62, alpha) -- border outer line renderer.rectangle(x - 5 + (w) + 15, y + 2, 197, 262, 44, 44, 44, alpha) -- background renderer.rectangle(x - 5 + (w) + 18, y + 4, 191, 257, 62, 62, 62, alpha) -- border inner line renderer.texture(A,x + (w) + 14, y + 5, 189, 255,255, 255, 255, 255, "t") renderer.rectangle(x + (w) + 14, y + 5, 189, 4, 18, 18, 18, alpha) -- border outer line renderer.gradient(x + (w) + 15, y + 6, 94, 2, 59, 175, 222, alpha, 202, 70, 205, alpha, true) -- gradient bar pt.1 renderer.gradient(x + (w) + 14 + 95, y + 6, 93, 2, 202, 70, 205, alpha, 201, 227, 58, alpha, true) -- gradient bar pt.2 --[[ Indicator Preview ]] local indicator_preview_w,indicator_preview_h = renderer.measure_text("cb-", "Indicator preview") renderer.rectangle(x + (w) + 17, y + 23, 183, 266 - 36 + 3, 18, 18, 18, alpha) -- border outer line renderer.rectangle(x + (w) + 18, y + 24, 181, 266 - 36 + 2, 62, 62, 62, alpha) -- border inner line renderer.rectangle(x + (w) + 19, y + 25, 179, 266 - 36, 30, 30, 30, alpha) -- inner background # 1 renderer.rectangle(x + (w) - 20 + (indicator_preview_w / 2),y + 24, indicator_preview_w + 7, 1, 25, 25, 25, 255) renderer.text(x + (w) + 28 + (indicator_preview_w / 2), y + 23, 215, 215, 215, alpha, "cb-", nil, "Indicator preview") if ui.get(vis_style) == "#1" then if includes(ui.get(vis_options), "State indicator") then renderer.text(x +(w) + 110 - 1, y + 130, a_r, a_g, a_b, a_a, "c-", nil, string.upper(vars.status)) end renderer.text(x +(w) + 110 , y + 140, 255, 255, 255, 255, "c", nil, "skeetmafia") renderer.gradient(x +(w) + 110, y + 147, desync_preview, 2, p_r, p_g, p_b, p_a, s_r, s_g, s_b, s_a, true) renderer.gradient(x +(w) + 110 - desync_preview + 1, y + 147, desync_preview, 2, s_r, s_g, s_b, s_a, p_r, p_g, p_b, p_a, true) elseif ui.get(vis_style) == "#2" then renderer.text(x +(w) + 112, y + 130, 225, 225, 225, 255, "c", nil, math.floor(desync_preview).. "°") renderer.gradient(x +(w) + 110 - (desync_preview * 1.25) + 1, y + 140, desync_preview * 1.25, 3, s_r, s_g, s_b, s_a, p_r, p_g, p_b, p_a, true) renderer.gradient(x +(w) + 110, y + 140, desync_preview * 1.25, 3, p_r, p_g, p_b, p_a, s_r, s_g, s_b, s_a, true) if includes(ui.get(vis_options), "State indicator") then renderer.text(x +(w) + 110, y + 150, a_r, a_g, a_b, a_a, "c", nil, "skeetmafia") end elseif ui.get(vis_style) == "#3" then local text_width,text_height = renderer.measure_text("cb", "skeetmafia") if e_pose_param > 0 then renderer.text(x - (text_width / 4) + 770, y + 140, p_r, p_g, p_b, p_a, "cb", nil, "skeet") renderer.text(x + (text_width / 4) + 770, y + 140, s_r, s_g, s_b, s_a, "cb", nil, "mafia") else renderer.text(x - (text_width / 4) + 770, y + 140, s_r, s_g, s_b, s_a, "cb", nil, "skeet") renderer.text(x + (text_width / 4) + 770, y + 140, p_r, p_g, p_b, p_a, "cb", nil, "mafia") end if includes(ui.get(vis_options), "State indicator") then renderer.text(x + 770, y + 151, a_r, a_g, a_b, a_a, "c-", nil, string.upper(vars.status)) end elseif ui.get(vis_style) == "#4" then renderer.text(x + 770, y + 23 + 120, p_r, p_g, p_b, 255, "cb", 0, "skeetmafia") if vars.status == "static" then renderer.text(x + 770, y + 34 + 120, s_r, s_g, s_b, 255, "cb", 0, "DEF") else renderer.text(x + 770, y + 34 + 120, s_r, s_g, s_b, 255, "cb", 0, "DYN") end if e_pose_param > 0 then renderer.gradient(x - 20 + 770, y + 33 - (desync / 4) + 120, 3, (desync / 4), p_r, p_g, p_b, p_a, p_r, p_g, p_b, p_a, false) renderer.gradient(x - 20 + 770, y + 32 + 120, 3, (desync / 4), p_r, p_g, p_b, p_a, p_r, p_g, p_b, p_a, false) renderer.text(x - 40 + 770, y + 25 + 120, p_r, p_g, p_b, p_a, "", 0, round(desync).. "°") else renderer.gradient(x + 20 + 770, y + 33 - (desync / 4) + 120, 3, (desync / 4), p_r, p_g, p_b, p_a, p_r, p_g, p_b, p_a, false) renderer.gradient(x + 20 + 770, y + 32 + 120, 3, (desync / 4), p_r, p_g, p_b, p_a, p_r, p_g, p_b, p_a, false) renderer.text(x + 25 + 770, y + 25 + 120, p_r, p_g, p_b, p_a, "", 0, round(desync).. "°") end elseif ui.get(vis_style) == "#5" then if e_pose_param > 0 then renderer.text(x - 15 + 770, y + 35 + 110, p_r, p_g, p_b, p_a, "cb", nil, "skeet") renderer.text(x + 14 + 770, y + 35 + 110, s_r, s_g, s_b, s_a, "cb", nil, "mafia") else renderer.text(x - 15 + 770, y + 35 + 110, s_r, s_g, s_b, s_a, "cb", nil, "skeet") renderer.text(x + 14 + 770, y + 35 + 110, p_r, p_g, p_b, p_a, "cb", nil, "mafia") end renderer.text(x + 770, y + 35 + 110, a_r, a_g, a_b, a_a, "c", nil, "|") if includes(ui.get(vis_options), "State indicator") then renderer.text(x + 770, y + 45 + 110, a_r, a_g, a_b, a_a, "c", nil, "|") renderer.text(x + 770 - 15, y + 46 + 110, 255, 255, 255, 255, "c", nil, math.floor(desync).. "°") if includes(ui.get(vis_options), "Visualise choke cycle") then renderer.text(x + 6 + 770, y + 40 + 110, 255, 255, 255, 255, nil, nil, globals.chokedcommands().. "%") else renderer.text(x + 6 + 770, y + 40 + 110, 255, 255, 255, 255, nil, nil, vars.status) end end end end end) --[[ Script: - Miscellaneous ]] local killsay = { "skeetmafia.lua лови в ебало клопяра", "owned by skeetmafia.lua хуеглотина тупая", } local ground_ticks = 0 local end_time = 0 client.set_event_callback("pre_render", function() if entity.is_alive(entity.get_local_player()) == false then return end if ui.get(misc_override) == false then return end local flags = entity.get_prop(entity.get_local_player(), "m_fFlags") local duck = entity.get_prop(entity.get_local_player(), "m_flDuckAmount") local on_ground = bit.band(entity.get_prop(entity.get_local_player(), "m_fFlags"), 1) if on_ground == 1 then ground_ticks = ground_ticks + 1 else ground_ticks = 0 end_time = globals.curtime() + 1 end if ground_ticks > ui.get(ref.fl_limit) + 1 and end_time > globals.curtime() and includes(ui.get(misc_animation), "Reset pitch on land") then entity.set_prop(entity.get_local_player(), "m_flPoseParameter", 0.5, 12) end if (includes(ui.get(misc_animation), "Break air feet yaw")) and (flags == 256 or duck > 0.4) then entity.set_prop(entity.get_local_player(), "m_flPoseParameter", 1, 6) else if includes(ui.get(misc_animation), "Break feet yaw") and ui.get(misc_jitter) == false then if ui.get(misc_animation_extra) == "Default" then entity.set_prop(entity.get_local_player(), "m_flPoseParameter", 0) elseif ui.get(misc_animation_extra) == "Inversed" then entity.set_prop(entity.get_local_player(), "m_flPoseParameter", 1, 0) elseif ui.get(misc_animation_extra) == "Adaptive" then if vars.target ~= nil and vars.vulnerable == true then entity.set_prop(entity.get_local_player(), "m_flPoseParameter", 1, 0) else entity.set_prop(entity.get_local_player(), "m_flPoseParameter", 0) end end end end end) client.set_event_callback("net_update_end", function() if includes(ui.get(misc_animation), "Break feet yaw") and get_airstate(entity.get_local_player()) == false and ui.get(misc_jitter) == true then if ui.get(misc_animation_extra) == "Default" then entity.set_prop(entity.get_local_player(), "m_flPoseParameter", 0) elseif ui.get(misc_animation_extra) == "Inversed" then entity.set_prop(entity.get_local_player(), "m_flPoseParameter", 1, 0) elseif ui.get(misc_animation_extra) == "Adaptive" then if vars.target ~= nil and vars.vulnerable == true then entity.set_prop(entity.get_local_player(), "m_flPoseParameter", 1, 0) else entity.set_prop(entity.get_local_player(), "m_flPoseParameter", 0) end end end end) --[[ Script: - Elements ]] local function handle_menu(reset) if reset == false then ui.set_visible(rage_override, ui.get(master_switch)) ui.set_visible(rage_dt_options, ui.get(rage_override) and ui.get(master_switch)) --ui.set_visible(rage_dt_mode, ui.get(rage_override) and ui.get(master_switch)) ui.set_visible(rage_dt_dmg_disable, ui.get(rage_override) and ui.get(master_switch) and includes(ui.get(rage_dt_options), "Predict damage")) ui.set_visible(aa_override, ui.get(master_switch)) ui.set_visible(aa_options, ui.get(aa_override) and ui.get(master_switch)) ui.set_visible(aa_jitter, ui.get(aa_override) and includes(ui.get(aa_options), "Jitter conditions") and ui.get(master_switch)) ui.set_visible(aa_prediction, ui.get(aa_override) and ui.get(master_switch)) ui.set_visible(aa_left, ui.get(aa_override) and includes(ui.get(aa_options), "Manual anti-aim") and ui.get(master_switch)) ui.set_visible(aa_right, ui.get(aa_override) and includes(ui.get(aa_options), "Manual anti-aim") and ui.get(master_switch)) ui.set_visible(aa_edgeyaw, ui.get(aa_override) and ui.get(master_switch)) ui.set_visible(vis_override, ui.get(master_switch)) ui.set_visible(vis_style, ui.get(vis_override) and ui.get(master_switch)) ui.set_visible(vis_options, ui.get(vis_override) and ui.get(master_switch)) ui.set_visible(prim_label, includes(ui.get(vis_options), "Side arrows") or ui.get(vis_style) ~= "-" and ui.get(master_switch)) ui.set_visible(prim_picker, includes(ui.get(vis_options), "Side arrows") or ui.get(vis_style) ~= "-" and ui.get(master_switch)) ui.set_visible(secc_label, includes(ui.get(vis_options), "Side arrows") or ui.get(vis_style) ~= "-" and ui.get(master_switch)) ui.set_visible(secc_picker, includes(ui.get(vis_options), "Side arrows") or ui.get(vis_style) ~= "-" and ui.get(master_switch)) ui.set_visible(acce_label, includes(ui.get(vis_options), "Side arrows") or ui.get(vis_style) ~= "-" and ui.get(master_switch)) ui.set_visible(acce_picker, includes(ui.get(vis_options), "Side arrows") or ui.get(vis_style) ~= "-" and ui.get(master_switch)) ui.set_visible(misc_override, ui.get(master_switch)) ui.set_visible(misc_options, ui.get(misc_override) and ui.get(master_switch)) --ui.set_visible(misc_export_config, ui.get(misc_override) and ui.get(master_switch)) --ui.set_visible(misc_import_config, ui.get(misc_override) and ui.get(master_switch)) ui.set_visible(misc_animation, ui.get(misc_override) and ui.get(master_switch)) ui.set_visible(misc_animation_extra, ui.get(misc_override) and includes(ui.get(misc_animation), "Break feet yaw") and ui.get(master_switch)) ui.set_visible(misc_jitter, ui.get(misc_override) and includes(ui.get(misc_animation), "Break feet yaw") and ui.get(master_switch)) ui.set_visible(rage_dt_options, ui.get(rage_override) and ui.get(master_switch)) --ui.set_visible(rage_dt_mode, ui.get(rage_override) and ui.get(master_switch)) end end --[[ Script: - Callbacks ]] client.set_event_callback("run_command", function() -- helpers vars.get_target() vars.freestand_trace(20,1,2000) -- script anti_aim() double_tap() end) client.set_event_callback("paint", function() -- script visuals() end) client.set_event_callback("paint_ui", function() -- helpers handle_menu(false) end) client.set_event_callback("bullet_impact", function(e) -- helpers vars.miss_info(e) end) client.set_event_callback("aim_fire", function() vars.bf_side = vars.bf_side * -1 vars.bf_timer = globals.curtime() + 3 end) client.set_event_callback("player_death", function(event) if ui.get(misc_override) == false or ui.get(master_switch) == false then return end if includes(ui.get(misc_options), "Killsay") then if entity.get_local_player() == client.userid_to_entindex(event.attacker) then client.exec("say " ..killsay[math.random(1,9)]) end end if entity.get_local_player() == client.userid_to_entindex(event.userid) then -- on-miss. vars.info = {} vars.miss = globals.curtime() -- fractions. vars.lby_fraction = nil vars.radius_fraction = nil -- freestanding. vars.left_data = {} vars.right_data = {} vars.hit_side = nil vars.fs_data = {} vars.fs_side = nil -- vulnerability. vars.vulnerable = false end end)
Write, Run & Share Lua code online using OneCompiler's Lua online compiler for free. It's one of the robust, feature-rich online compilers for Lua language, running the latest Lua version 5.4. Getting started with the OneCompiler's Lua editor is easy and fast. The editor shows sample boilerplate code when you choose language as Lua and start coding.
OneCompiler's Lua online editor supports stdin and users can give inputs to programs using the STDIN textbox under the I/O tab. Following is a sample Lua program which takes name as input and prints hello message with your name.
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