local bit = require "bit" local antiaim_funcs = require("gamesense/antiaim_funcs") local ffi = require("ffi") or error("Failed to require FFI, please make sure Allow unsafe scripts is enabled!", 2) local vector = require("vector") or error("missing vector",2) local base64 = require("gamesense/base64") local clipboard = require("gamesense/clipboard") or error("download clipboard from workshop") local lua_enable = ui.new_checkbox("AA", "Anti-aimbot angles", "enable \aE1DEFDFFDEMON.\aFFFFFFB6tech") local anim = { } local hitler = {} hitler.lerp = function(start, vend, time) return start + (vend - start) * time end local ref = { enabled = ui.reference("AA", "Anti-aimbot angles", "Enabled"), pitch = ui.reference("AA", "Anti-aimbot angles", "pitch"), roll = ui.reference("AA", "Anti-aimbot angles", "roll"), yawbase = ui.reference("AA", "Anti-aimbot angles", "Yaw base"), yaw = {ui.reference("AA", "Anti-aimbot angles", "Yaw")}, fakeyawlimit = ui.reference("AA", "anti-aimbot angles", "Fake yaw limit"), fsbodyyaw = ui.reference("AA", "anti-aimbot angles", "Freestanding body yaw"), edgeyaw = ui.reference("AA", "Anti-aimbot angles", "Edge yaw"), maxprocticks = ui.reference("MISC", "Settings", "sv_maxusrcmdprocessticks"), dtholdaim = ui.reference("misc", "settings", "sv_maxusrcmdprocessticks_holdaim"), fakeduck = ui.reference("RAGE", "Other", "Duck peek assist"), safepoint = ui.reference("RAGE", "Aimbot", "Force safe point"), forcebaim = ui.reference("RAGE", "Other", "Force body aim"), player_list = ui.reference("PLAYERS", "Players", "Player list"), reset_all = ui.reference("PLAYERS", "Players", "Reset all"), apply_all = ui.reference("PLAYERS", "Adjustments", "Apply to all"), load_cfg = ui.reference("Config", "Presets", "Load"), fl_limit = ui.reference("AA", "Fake lag", "Limit"), dt_limit = ui.reference("RAGE", "Other", "Double tap fake lag limit"), quickpeek = {ui.reference("RAGE", "Other", "Quick peek assist")}, yawjitter = {ui.reference("AA", "Anti-aimbot angles", "Yaw jitter")}, bodyyaw = {ui.reference("AA", "Anti-aimbot angles", "Body yaw")}, freestand = {ui.reference("AA", "Anti-aimbot angles", "Freestanding")}, os = {ui.reference("AA", "Other", "On shot anti-aim")}, slow = {ui.reference("AA", "Other", "Slow motion")}, dt = {ui.reference("RAGE", "Other", "Double tap")}, ps = {ui.reference("RAGE", "Other", "Double tap")}, fakelag = {ui.reference("AA", "Fake lag", "Limit")} } local function on_load() ui.set(ref.yawjitter[1], "off") ui.set(ref.yawjitter[2], 0) ui.set(ref.bodyyaw[1], "static") ui.set(ref.bodyyaw[2], -180) ui.set(ref.yaw[1], "180") ui.set(ref.yaw[2], -90) ui.set(ref.fakeyawlimit, 60) end on_load() local aa_init = { } local var = { p_states = {"standing", "moving", "slowwalk", "air", "ducking", "air-crouching", "fakelag"}, s_to_int = {["air-crouching"] = 6,["fakelag"] = 7, ["standing"] = 1, ["moving"] = 2, ["slowwalk"] = 3, ["air"] = 4, ["ducking"] = 5}, player_states = {"S", "M", "SW", "A", "C", "AC", "FL"}, state_to_int = {["AC"] = 6,["FL"] = 7, ["S"] = 1, ["M"] = 2, ["SW"] = 3, ["A"] = 4, ["C"] = 5}, p_state = 1 } local function contains(table, value) if table == nil then return false end table = ui.get(table) for i=0, #table do if table[i] == value then return true end end return false end local function table_contains(tbl, val) for i=1,#tbl do if tbl[i] == val then return true end end return false end aa_init[0] = { aa_dir = 0, last_press_t = 0, lua_select = ui.new_combobox("AA", "Anti-aimbot angles", "lua \aE1DEFDFFmenu", "anti-aim", "visuals", "miscellaneous"), presets = ui.new_combobox("AA", "Anti-aimbot angles", "\aE1DEFDFFantiaim \aFFFFFFC9presets", "UIO", "DEMON"), aa_breakei = ui.new_checkbox("AA", "Anti-aimbot angles","break extrapolation / interpolation"), aa_options = ui.new_multiselect("AA", "Anti-aimbot angles", "DEMON \aE1DEFDFFextras", "hit angle for dormant", "logged angle before peeking"), aa_evasion = ui.new_slider("AA", "Anti-aimbot angles", "freestanding \aE1DEFDFFoptions", 1, 3, 3, true, "", 1, {[1] = "normal", [2] = "reversed", [3] = "hybrid"} ), force_dfs_hotkey = ui.new_hotkey("AA", "Anti-aimbot angles", ">> force defensive\aB6B665FF - EXPLOIT"), aa_abf = ui.new_checkbox("AA", "Anti-aimbot angles","toggle \aE1DEFDFF -> anti-bruteforce"), aa_stc_tillhit = ui.new_checkbox("AA", "Anti-aimbot angles","static until hittable"), legit_e_key = ui.new_checkbox("AA", "Anti-aimbot angles", "toggle \aE1DEFDFFlegit aa (E)"), manual_left = ui.new_hotkey("AA", "Anti-aimbot angles", ">> manual left"), manual_back = ui.new_hotkey("AA", "Anti-aimbot angles", ">> manual back"), manual_right = ui.new_hotkey("AA", "Anti-aimbot angles", ">> manual right"), manual_forward = ui.new_hotkey("AA", "Anti-aimbot angles", ">> manual forward"), fs = ui.new_hotkey("AA", "Anti-aimbot angles", ">> freestanding"), fix_hs = ui.new_checkbox("AA", "Anti-aimbot angles", "fix hideshots\aE1DEFDFF - WIP"), aa_builder = ui.new_checkbox("AA", "Anti-aimbot angles", "toggle \aE1DEFDFF -> antiaim builder"), player_state = ui.new_combobox("AA", "Anti-aimbot angles", "antiaim-states", "standing", "moving", "slowwalk", "air", "ducking", "air-crouching", "fakelag"), } local function print_welcome(x) client.color_log(192, 187, 255, "DEMON \0") client.color_log(155, 155, 155, "- \0") client.color_log(225, 225, 225, "welcome to \0") client.color_log(192, 187, 255, "DEMON.tech") --return client.color_log(200, 200, 200, " " .. x) end local function print_error(x) client.color_log(192, 187, 255, "DEMON \0") client.color_log(155, 155, 155, "- \0") client.color_log(225, 225, 225, "error occured \0") client.color_log(155, 155, 155, "-> \0") return client.color_log(255, 150, 150, " " .. x) end --#region "visuals indicators whatever" local watermark_tgl = ui.new_checkbox("AA", "Anti-aimbot angles", "enable \aE1DEFDFFwatermark") local debug_enable = ui.new_checkbox("AA", "Anti-aimbot angles", "enable \aE1DEFDFFdebug information") local main_clr_l = ui.new_label("AA", "Anti-aimbot angles", ">> main \aE1DEFDFFcolor [1]") local main_clr = ui.new_color_picker("AA", "Anti-aimbot angles", "main color", 145, 145, 255, 255) local main_clr_l2 = ui.new_label("AA", "Anti-aimbot angles", ">> main color [2]") local main_clr2 = ui.new_color_picker("AA", "Anti-aimbot angles", "main \aE1DEFDFFcolor", 255, 255, 255, 255) local crosshair_inds = ui.new_checkbox("AA", "Anti-aimbot angles", "toggle \aE1DEFDFFcrosshair inds") local inds_selct = ui.new_combobox("AA", "Anti-aimbot angles", "indicators", { "normal", "modern" }) local manaa_inds = ui.new_checkbox("AA", "Anti-aimbot angles", "toggle manual \aE1DEFDFFaa arrows") local arrw_selct = ui.new_combobox("AA", "Anti-aimbot angles", "arrow style", { "normal", "modern", "on use" }) local manaa_alpha = ui.new_checkbox("AA", "Anti-aimbot angles", "pulse alpha \aE1DEFDFFmanual aa") local dtimp = ui.new_checkbox("AA", "Anti-aimbot angles", "toggle \aE1DEFDFFdoubletap") local anti_knife = ui.new_checkbox("AA", "Anti-aimbot angles", "toggle \aE1DEFDFFanti-knife") local knife_distance = ui.new_slider("AA", "Anti-aimbot angles", "anti knife \aE1DEFDFFradius",0,300,150,true,"u") local legszz = ui.new_multiselect("AA", "Anti-aimbot angles", "toggle \aE1DEFDFFanim *****", "static legs", "leg *****") for i=1, 7 do aa_init[i] = { enable_state = ui.new_checkbox("AA", "Anti-aimbot angles", "enable ".. "\aE1DEFDFF"..var.p_states[i].." state"), yawaddl = ui.new_slider("AA", "Anti-aimbot angles", "\aE1DEFDFF"..var.p_states[i].."\aFFFFFFC9 yaw left\n", -180, 180, 0), yawaddr = ui.new_slider("AA", "Anti-aimbot angles","\aE1DEFDFF"..var.p_states[i].."\aFFFFFFC9 yaw right\n", -180, 180, 0), yawjitter = ui.new_combobox("AA", "Anti-aimbot angles","\aE1DEFDFF"..var.p_states[i].."\aFFFFFFC9 yaw jitter\n" .. var.p_states[i], { "off", "offset", "center", "random" }), yawjitteradd = ui.new_slider("AA", "Anti-aimbot angles","\aE1DEFDFF"..var.p_states[i].."\aFFFFFFC9 yaw jitter add\n" .. var.p_states[i], -180, 180, 0), bodyyaw = ui.new_combobox("AA", "Anti-aimbot angles","\aE1DEFDFF"..var.p_states[i].."\aFFFFFFC9 body options\n" .. var.p_states[i], { "off", "opposite", "jitter", "static"}), side_body = ui.new_combobox("AA", "Anti-aimbot angles","\aE1DEFDFF"..var.p_states[i].."\aFFFFFFC9 body-side\n" .. var.p_states[i], { "left", "right" }), aa_static = ui.new_slider("AA", "Anti-aimbot angles","\aE1DEFDFF"..var.p_states[i].."\aFFFFFFC9 body left\n", -180, 180, 0), aa_static_2 = ui.new_slider("AA", "Anti-aimbot angles","\aE1DEFDFF"..var.p_states[i].."\aFFFFFFC9 body right\n", -180, 180, 0), side_fake = ui.new_combobox("AA", "Anti-aimbot angles","\aE1DEFDFF"..var.p_states[i].."\aFFFFFFC9 fake limit-side\n" .. var.p_states[i], { "left", "right" }), fakeyawlimit = ui.new_slider("AA", "Anti-aimbot angles","\aE1DEFDFF"..var.p_states[i].."\aFFFFFFC9 fake limit left\n" .. var.p_states[i], 0, 60, 60,true,"°"), fakeyawlimitr = ui.new_slider("AA", "Anti-aimbot angles","\aE1DEFDFF"..var.p_states[i].."\aFFFFFFC9 fake limit right\n" .. var.p_states[i], 0, 60, 60,true,"°"), roll = ui.new_slider("AA", "Anti-aimbot angles","\aE1DEFDFF"..var.p_states[i].."\aFFFFFFC9 roll \n".. var.p_states[i], -50, 50, 0, true, "°"), anti_bf = ui.new_checkbox("AA", "Anti-aimbot angles", "\aE1DEFDFF"..var.p_states[i].."\aFFFFFFC9 anti-bf"), hybrid_fs = ui.new_checkbox("AA", "Anti-aimbot angles", "\aE1DEFDFF"..var.p_states[i].."\aFFFFFFC9 hybrid-freestand"), avoid_overlap = ui.new_checkbox("AA", "Anti-aimbot angles", "\aE1DEFDFF"..var.p_states[i].."\aFFFFFFC9 avoid overlap\aE1DEFDFF - WIP"), } end local function oppositefix(c) local desync_amount = antiaim_funcs.get_desync(2) if math.abs(desync_amount) < 15 or c.chokedcommands ~= 0 then return end end local yaw_am, yaw_val = ui.reference("AA","Anti-aimbot angles","Yaw") jyaw, jyaw_val = ui.reference("AA","Anti-aimbot angles","Yaw Jitter") byaw, byaw_val = ui.reference("AA","Anti-aimbot angles","Body yaw") fs_body_yaw = ui.reference("AA","Anti-aimbot angles","Freestanding body yaw") fake_yaw = ui.reference("AA","Anti-aimbot angles","Fake yaw limit") local function set_og_menu(state) ui.set_visible(ref.pitch, state) ui.set_visible(ref.roll, state) ui.set_visible(ref.yawbase, state) ui.set_visible(ref.yaw[1], state) ui.set_visible(ref.yaw[2], state) ui.set_visible(ref.yawjitter[1], state) ui.set_visible(ref.yawjitter[2], state) ui.set_visible(ref.bodyyaw[1], state) ui.set_visible(ref.bodyyaw[2], state) ui.set_visible(ref.freestand[1], state) ui.set_visible(ref.freestand[2], state) ui.set_visible(ref.fakeyawlimit, state) ui.set_visible(ref.fsbodyyaw, state) ui.set_visible(ref.edgeyaw, state) end _G.DEMON_push=(function() _G.DEMON_notify_cache={} local a={callback_registered=false,maximum_count=4} local b=ui.reference("Misc","Settings","Menu color") function a:register_callback() if self.callback_registered then return end; client.set_event_callback("paint_ui",function() local c={client.screen_size()} local d={0,0,0} local e=1; local f=_G.DEMON_notify_cache; for g=#f,1,-1 do _G.DEMON_notify_cache[g].time=_G.DEMON_notify_cache[g].time-globals.frametime() local h,i=255,0; local i2 = 0; local lerpy = 150; local lerp_circ = 0.5; local j=f[g] if j.time<0 then table.remove(_G.DEMON_notify_cache,g) else local k=j.def_time-j.time; local k=k>1 and 1 or k; if j.time<1 or k<1 then i=(k<1 and k or j.time)/1; i2=(k<1 and k or j.time)/1; h=i*255; lerpy=i*150; lerp_circ=i*0.5 if i<0.2 then e=e+8*(1.0-i/0.2) end end; local l={ui.get(b)} local m={math.floor(renderer.measure_text(nil,"[DEMON] "..j.draw)*1.03)} local n={renderer.measure_text(nil,"[DEMON] ")} local o={renderer.measure_text(nil,j.draw)} local p={c[1]/2-m[1]/2+3,c[2]-c[2]/100*13.4+e} local c1,c2,c3,c4 = ui.get(main_clr) local x, y = client.screen_size() renderer.rectangle(p[1]-1,p[2]-20,m[1]+2,22,18, 7, 8,h>255 and 255 or h) renderer.circle(p[1]-1,p[2]-8, 18, 7, 8,h>255 and 255 or h, 12, 180, 0.5) renderer.circle(p[1]+m[1]+1,p[2]-8, 18, 7, 8,h>255 and 255 or h, 12, 0, 0.5) renderer.circle_outline(p[1]-1,p[2]-9, c1,c2,c3,h>200 and 200 or h, 13, 90, lerp_circ, 2) renderer.circle_outline(p[1]+m[1]+1,p[2]-9, c1,c2,c3,h>200 and 200 or h, 13, -90, lerp_circ, 2) renderer.line(p[1]+m[1]+1,p[2]+3,p[1]+149-lerpy,p[2]+3,c1,c2,c3,h>255 and 255 or h) renderer.line(p[1]+m[1]+1,p[2]+3,p[1]+149-lerpy,p[2]+3,c1,c2,c3,h>255 and 255 or h) renderer.line(p[1]-1,p[2]-21,p[1]-149+m[1]+lerpy,p[2]-21,c1,c2,c3,h>255 and 255 or h) renderer.line(p[1]-1,p[2]-21,p[1]-149+m[1]+lerpy,p[2]-21,c1,c2,c3,h>255 and 255 or h) renderer.text(p[1]+m[1]/2-o[1]/2,p[2] - 9,c1,c2,c3,h,"c",nil,"[DEMON] ") renderer.text(p[1]+m[1]/2+n[1]/2,p[2] - 9,255,255,255,h,"c",nil,j.draw)e=e-33 end end; self.callback_registered=true end) end; function a:paint(q,r) local s=tonumber(q)+1; for g=self.maximum_count,2,-1 do _G.DEMON_notify_cache[g]=_G.DEMON_notify_cache[g-1] end; _G.DEMON_notify_cache[1]={time=s,def_time=s,draw=r} self:register_callback()end;return a end)() DEMON_push:paint(4,"welcome - malva to DEMON.tech - build: beta") function HEXtoRGB(hexArg) hexArg = hexArg:gsub('#','') if(string.len(hexArg) == 3) then return tonumber('0x'..hexArg:sub(1,1)) * 17, tonumber('0x'..hexArg:sub(2,2)) * 17, tonumber('0x'..hexArg:sub(3,3)) * 17 elseif(string.len(hexArg) == 8) then return tonumber('0x'..hexArg:sub(1,2)), tonumber('0x'..hexArg:sub(3,4)), tonumber('0x'..hexArg:sub(5,6)), tonumber('0x'..hexArg:sub(7,8)) else return 0 , 0 , 0 end end function RGBtoHEX(redArg, greenArg, blueArg) return string.format('%.2x%.2x%.2xFF', redArg, greenArg, blueArg) end local function set_lua_menu() var.active_i = var.s_to_int[ui.get(aa_init[0].player_state)] local is_aa = ui.get(aa_init[0].lua_select) == "anti-aim" local is_vis = ui.get(aa_init[0].lua_select) == "visuals" local is_misc = ui.get(aa_init[0].lua_select) == "miscellaneous" local is_knife = ui.get(anti_knife) local is_enabled = ui.get(lua_enable) if is_enabled then ui.set_visible(aa_init[0].lua_select, true) set_og_menu(false) else ui.set_visible(aa_init[0].lua_select, false) set_og_menu(true) end if is_misc and is_enabled then ui.set_visible(legszz, true) ui.set_visible(dtimp, true) ui.set_visible(anti_knife, true) if is_knife then ui.set_visible(knife_distance, true) else ui.set_visible(knife_distance, false) end else ui.set_visible(anti_knife, false) ui.set_visible(knife_distance, false) ui.set_visible(legszz, false) ui.set_visible(dtimp, false) end if ui.get(aa_init[0].presets) == "dynamic" and is_aa and is_enabled then ui.set_visible(aa_init[0].aa_stc_tillhit, false) else ui.set_visible(aa_init[0].aa_stc_tillhit, false) end if is_aa and is_enabled then ui.set_visible(aa_init[0].aa_options, true) ui.set_visible(aa_init[0].legit_e_key, true) ui.set_visible(aa_init[0].manual_left, true) ui.set_visible(aa_init[0].manual_back, true) ui.set_visible(aa_init[0].manual_right, true) ui.set_visible(aa_init[0].manual_forward, true) ui.set_visible(aa_init[0].force_dfs_hotkey, true) ui.set_visible(aa_init[0].fs, true) ui.set_visible(aa_init[0].fix_hs, true) else ui.set_visible(aa_init[0].aa_options, false) ui.set_visible(aa_init[0].legit_e_key, false) ui.set_visible(aa_init[0].manual_left, false) ui.set_visible(aa_init[0].manual_back, false) ui.set_visible(aa_init[0].manual_right, false) ui.set_visible(aa_init[0].manual_forward, false) ui.set_visible(aa_init[0].force_dfs_hotkey, false) ui.set_visible(aa_init[0].fs, false) ui.set_visible(aa_init[0].fix_hs, false) end if is_vis and is_enabled then ui.set_visible(main_clr, true) ui.set_visible(main_clr_l, true) ui.set_visible(main_clr2, true) ui.set_visible(main_clr_l2, true) ui.set_visible(crosshair_inds, true) ui.set_visible(watermark_tgl, true) ui.set_visible(manaa_inds, true) else ui.set_visible(main_clr, false) ui.set_visible(main_clr_l, false) ui.set_visible(main_clr2, false) ui.set_visible(main_clr_l2, false) ui.set_visible(crosshair_inds, false) ui.set_visible(watermark_tgl, false) ui.set_visible(manaa_inds, false) end if ui.get(crosshair_inds) and is_vis and is_enabled then ui.set_visible(inds_selct, true) else ui.set_visible(inds_selct, false) end if ui.get(manaa_inds) and is_vis and is_enabled then ui.set_visible(arrw_selct, true) ui.set_visible(manaa_alpha, true) else ui.set_visible(arrw_selct, false) ui.set_visible(manaa_alpha, false) end if ui.get(watermark_tgl) and is_vis and is_enabled then ui.set_visible(debug_enable, true) else ui.set_visible(debug_enable, false) end if is_aa and is_enabled then ui.set_visible(aa_init[0].aa_breakei, true) ui.set_visible(aa_init[0].aa_evasion, true) ui.set_visible(aa_init[0].aa_abf, true) ui.set_visible(aa_init[0].aa_builder, true) ui.set_visible(aa_init[0].presets, true) else ui.set_visible(aa_init[0].aa_breakei, false) ui.set_visible(aa_init[0].aa_evasion, false) ui.set_visible(aa_init[0].aa_abf, false) ui.set_visible(aa_init[0].presets, false) ui.set_visible(aa_init[0].aa_builder, false) end if ui.get(aa_init[0].aa_builder) and is_enabled then for i=1, 7 do ui.set_visible(aa_init[i].enable_state,var.active_i == i and is_aa) ui.set_visible(aa_init[0].player_state,is_aa) if ui.get(aa_init[i].enable_state) then ui.set_visible(aa_init[i].yawaddl,var.active_i == i and is_aa) ui.set_visible(aa_init[i].yawaddr,var.active_i == i and is_aa) ui.set_visible(aa_init[i].yawjitter,var.active_i == i and is_aa) ui.set_visible(aa_init[i].yawjitteradd,var.active_i == i and ui.get(aa_init[var.active_i].yawjitter) ~= "off" and is_aa) ui.set_visible(aa_init[i].side_body,var.active_i == i and is_aa and ui.get(aa_init[i].bodyyaw) ~= "off" and ui.get(aa_init[i].bodyyaw) ~= "opposite") ui.set_visible(aa_init[i].bodyyaw, var.active_i == i and is_aa) ui.set_visible(aa_init[i].anti_bf, var.active_i == i and is_aa) ui.set_visible(aa_init[i].hybrid_fs, var.active_i == i and is_aa) ui.set_visible(aa_init[i].aa_static, var.active_i == i and ui.get(aa_init[i].bodyyaw) ~= "off" and ui.get(aa_init[i].bodyyaw) ~= "opposite" and ui.get(aa_init[i].side_body) == "left" and is_aa) ui.set_visible(aa_init[i].aa_static_2, var.active_i == i and ui.get(aa_init[i].bodyyaw) ~= "off" and ui.get(aa_init[i].bodyyaw) ~= "opposite" and ui.get(aa_init[i].side_body) == "right" and is_aa) ui.set_visible(aa_init[i].side_fake,var.active_i == i and is_aa) ui.set_visible(aa_init[i].fakeyawlimit,var.active_i == i and ui.get(aa_init[i].side_fake) == "left" and is_aa) ui.set_visible(aa_init[i].fakeyawlimitr,var.active_i == i and ui.get(aa_init[i].side_fake) == "right" and is_aa) ui.set_visible(aa_init[i].roll, var.active_i == i and is_aa) ui.set_visible(aa_init[i].avoid_overlap, var.active_i == i and is_aa) else ui.set_visible(aa_init[i].yawaddl,false) ui.set_visible(aa_init[i].yawaddr,false) ui.set_visible(aa_init[i].yawjitter,false) ui.set_visible(aa_init[i].yawjitteradd,false) ui.set_visible(aa_init[i].anti_bf, false) ui.set_visible(aa_init[i].hybrid_fs, false) ui.set_visible(aa_init[i].side_body,false) ui.set_visible(aa_init[i].bodyyaw,false) ui.set_visible(aa_init[i].aa_static,false) ui.set_visible(aa_init[i].aa_static_2,false) ui.set_visible(aa_init[i].side_fake,false) ui.set_visible(aa_init[i].fakeyawlimit,false) ui.set_visible(aa_init[i].fakeyawlimitr,false) ui.set_visible(aa_init[i].roll,false) ui.set_visible(aa_init[i].avoid_overlap,false) end end else for i=1, 7 do ui.set_visible(aa_init[i].enable_state,false) ui.set_visible(aa_init[0].player_state,false) ui.set_visible(aa_init[i].yawaddl,false) ui.set_visible(aa_init[i].yawaddr,false) ui.set_visible(aa_init[i].yawjitter,false) ui.set_visible(aa_init[i].yawjitteradd,false) ui.set_visible(aa_init[i].side_body,false) ui.set_visible(aa_init[i].side_fake,false) ui.set_visible(aa_init[i].bodyyaw,false) ui.set_visible(aa_init[i].anti_bf, false) ui.set_visible(aa_init[i].hybrid_fs, false) ui.set_visible(aa_init[i].aa_static,false) ui.set_visible(aa_init[i].aa_static_2,false) ui.set_visible(aa_init[i].fakeyawlimit,false) ui.set_visible(aa_init[i].fakeyawlimitr,false) ui.set_visible(aa_init[i].roll,false) ui.set_visible(aa_init[i].avoid_overlap,false) end end end misc = {} misc.anti_knife_dist = function (x1, y1, z1, x2, y2, z2) return math.sqrt((x2 - x1)^2 + (y2 - y1)^2 + (z2 - z1)^2) end misc.anti_knife = function() if ui.get(anti_knife) then local players = entity.get_players(true) local lx, ly, lz = entity.get_prop(entity.get_local_player(), "m_vecOrigin") local yaw, yaw_slider = ui.reference("AA", "Anti-aimbot angles", "Yaw") local pitch = ui.reference("AA", "Anti-aimbot angles", "Pitch") for i=1, #players do local x, y, z = entity.get_prop(players[i], "m_vecOrigin") local distance = misc.anti_knife_dist(lx, ly, lz, x, y, z) local weapon = entity.get_player_weapon(players[i]) if entity.get_classname(weapon) == "CKnife" and distance <= ui.get(knife_distance) then ui.set(yaw_slider,180) ui.set(pitch,"Off") end end end end client.set_event_callback("setup_command",misc.anti_knife) local best_enemy = nil local brute = { yaw_status = "default", fs_side = 0, last_miss = 0, best_angle = 0, misses = { }, hp = 0, misses_ind = { }, can_hit_head = 0, can_hit = 0, hit_reverse = { } } local ingore = false local laa = 0 local raa = 0 local mantimer = 0 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 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 ang_on_screen(x, y) if x == 0 and y == 0 then return 0 end return math.deg(math.atan2(y, x)) end local function angle_vector(angle_x, angle_y) local sy = math.sin(math.rad(angle_y)) local cy = math.cos(math.rad(angle_y)) local sp = math.sin(math.rad(angle_x)) local cp = math.cos(math.rad(angle_x)) return cp * cy, cp * sy, -sp end local function get_damage(me, enemy, x, y,z) local ex = { } local ey = { } local ez = { } ex[0], ey[0], ez[0] = entity.hitbox_position(enemy, 1) ex[1], ey[1], ez[1] = ex[0] + 40, ey[0], ez[0] ex[2], ey[2], ez[2] = ex[0], ey[0] + 40, ez[0] ex[3], ey[3], ez[3] = ex[0] - 40, ey[0], ez[0] ex[4], ey[4], ez[4] = ex[0], ey[0] - 40, ez[0] ex[5], ey[5], ez[5] = ex[0], ey[0], ez[0] + 40 ex[6], ey[6], ez[6] = ex[0], ey[0], ez[0] - 40 local bestdamage = 0 local bent = nil for i=0, 6 do local ent, damage = client.trace_bullet(enemy, ex[i], ey[i], ez[i], x, y, z) if damage > bestdamage then bent = ent bestdamage = damage end end return bent == nil and client.scale_damage(me, 1, bestdamage) or bestdamage end local function get_best_enemy() best_enemy = nil local enemies = entity.get_players(true) local best_fov = 180 local lx, ly, lz = client.eye_position() local view_x, view_y, roll = client.camera_angles() for i=1, #enemies do local cur_x, cur_y, cur_z = entity.get_prop(enemies[i], "m_vecOrigin") local cur_fov = math.abs(normalize_yaw(ang_on_screen(lx - cur_x, ly - cur_y) - view_y + 180)) if cur_fov < best_fov then best_fov = cur_fov best_enemy = enemies[i] end end end local function extrapolate_position(xpos,ypos,zpos,ticks,player) local x,y,z = entity.get_prop(player, "m_vecVelocity") for i=0, ticks do xpos = xpos + (x*globals.tickinterval()) ypos = ypos + (y*globals.tickinterval()) zpos = zpos + (z*globals.tickinterval()) end return xpos,ypos,zpos end local function get_velocity(player) local x,y,z = entity.get_prop(player, "m_vecVelocity") if x == nil then return end return math.sqrt(x*x + y*y + z*z) end local function get_body_yaw(player) local _, model_yaw = entity.get_prop(player, "m_angAbsRotation") local _, eye_yaw = entity.get_prop(player, "m_angEyeAngles") if model_yaw == nil or eye_yaw ==nil then return 0 end return normalize_yaw(model_yaw - eye_yaw) end local function get_best_angle() local me = entity.get_local_player() if best_enemy == nil then return end local origin_x, origin_y, origin_z = entity.get_prop(best_enemy, "m_vecOrigin") if origin_z == nil then return end origin_z = origin_z + 64 local extrapolated_x, extrapolated_y, extrapolated_z = extrapolate_position(origin_x, origin_y, origin_z, 20, best_enemy) local lx,ly,lz = client.eye_position() local hx,hy,hz = entity.hitbox_position(entity.get_local_player(), 0) local _, head_dmg = client.trace_bullet(best_enemy, origin_x, origin_y, origin_z, hx, hy, hz, true) if head_dmg ~= nil and head_dmg > 1 then brute.can_hit_head = 1 else brute.can_hit_head = 0 end local view_x, view_y, roll = client.camera_angles() local e_x, e_y, e_z = entity.hitbox_position(best_enemy, 0) local yaw = calc_angle(lx, ly, e_x, e_y) local rdir_x, rdir_y, rdir_z = angle_vector(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_vector(0, (yaw - 90)) local lend_x = lx + ldir_x * 10 local lend_y = ly + ldir_y * 10 local r2dir_x, r2dir_y, r2dir_z = angle_vector(0, (yaw + 90)) local r2end_x = lx + r2dir_x * 100 local r2end_y = ly + r2dir_y * 100 local l2dir_x, l2dir_y, l2dir_z = angle_vector(0, (yaw - 90)) local l2end_x = lx + l2dir_x * 100 local l2end_y = ly + l2dir_y * 100 local ldamage = get_damage(me, best_enemy, rend_x, rend_y, lz) local rdamage = get_damage(me, best_enemy, lend_x, lend_y, lz) local l2damage = get_damage(me, best_enemy, r2end_x, r2end_y, lz) local r2damage = get_damage(me, best_enemy, l2end_x, l2end_y, lz) if l2damage > r2damage or ldamage > rdamage or l2damage > ldamage then if ui.get(aa_init[var.p_state].hybrid_fs) then brute.best_angle = (brute.hit_reverse[best_enemy] == nil and 1 or 2) else brute.best_angle = 1 end elseif r2damage > l2damage or rdamage > ldamage or r2damage > rdamage then if ui.get(aa_init[var.p_state].hybrid_fs) then brute.best_angle = (brute.hit_reverse[best_enemy] == nil and 2 or 1) else brute.best_angle = 2 end end end local function in_air(player) local flags = entity.get_prop(player, "m_fFlags") if bit.band(flags, 1) == 0 then return true end return false end local ChokedCommands = 0 local aa = { ignore = false, manaa = 0, input = 0, } local lastdt = 0 local function on_setup_command(c) --run_shit(c) if ui.get(aa_init[0].force_dfs_hotkey) then c.force_defensive = 0 end local plocal = entity.get_local_player() local vx, vy, vz = entity.get_prop(plocal, "m_vecVelocity") local p_still = math.sqrt(vx ^ 2 + vy ^ 2) < 5 local lp_vel = get_velocity(entity.get_local_player()) local on_ground = bit.band(entity.get_prop(plocal, "m_fFlags"), 1) == 1 and c.in_jump == 0 local p_slow = ui.get(ref.slow[1]) and ui.get(ref.slow[2]) local is_os = ui.get(ref.os[1]) and ui.get(ref.os[2]) local is_fd = ui.get(ref.fakeduck) local is_dt = ui.get(ref.dt[1]) and ui.get(ref.dt[2]) local wpn = entity.get_player_weapon(plocal) local wpn_id = entity.get_prop(wpn, "m_iItemDefinitionIndex") local doubletapping = ui.get(ref.dt[1]) and ui.get(ref.dt[2]) local state = "AFK" --states [for searching]' if not is_dt and not is_os and not p_still and ui.get(aa_init[7].enable_state) and ui.get(aa_init[0].aa_builder) then var.p_state = 7 elseif c.in_duck == 1 and on_ground then var.p_state = 5 elseif c.in_duck == 1 and not on_ground then var.p_state = 6 elseif not on_ground then var.p_state = 4 elseif p_slow then var.p_state = 3 elseif p_still then var.p_state = 1 elseif not p_still then var.p_state = 2 end if var.p_state == 6 then c.roll = ui.get(aa_init[6].roll) elseif var.p_state == 1 then c.roll = ui.get(aa_init[1].roll) elseif var.p_state == 1 then c.roll = ui.get(aa_init[7].roll) elseif var.p_state == 2 then c.roll = ui.get(aa_init[2].roll) elseif var.p_state == 3 then c.roll = ui.get(aa_init[3].roll) elseif var.p_state == 4 then c.roll = ui.get(aa_init[4].roll) elseif var.p_state == 5 then c.roll = ui.get(aa_init[5].roll) end local weaponn = entity.get_player_weapon() if ui.get(aa_init[0].legit_e_key) then if weaponn ~= nil and entity.get_classname(weaponn) == "CC4" then if c.in_attack == 1 then c.in_attack = 0 c.in_use = 1 end else if c.chokedcommands == 0 then c.in_use = 0 end end end if ui.get(dtimp) then if lastdt < globals.curtime() then ui.set(ref.maxprocticks, 17) client.set_cvar("cl_clock_correction", "0") ui.set(ref.dt_limit, 1) ui.set(ref.dtholdaim, true) else ui.set(ref.maxprocticks, 19) client.set_cvar("cl_clock_correction", "0") ui.set(ref.dt_limit, 1) ui.set(ref.dtholdaim, true) end else ui.set(ref.maxprocticks, 16) end end local antiaim = { leg_movement = ui.reference("AA", "Other", "Leg movement"), } client.set_event_callback("pre_render", function () if not entity.is_alive(entity.get_local_player()) then return end if table_contains(ui.get(legszz),"static legs") then entity.set_prop(entity.get_local_player(), "m_flPoseParameter", 1, 6) end local legs_types = {[1] = "Off", [2] = "Always slide", [3] = "Never slide"} if table_contains(ui.get(legszz),"leg *****") then ui.set(antiaim.leg_movement, legs_types[math.random(1, 3)]) entity.set_prop(entity.get_local_player(), "m_flPoseParameter", 8, 0) end end) client.set_event_callback("setup_command", function(c) local me = entity.get_local_player() if not entity.is_alive(me) then return end local localp = entity.get_local_player() local is_os = ui.get(ref.os[1]) and ui.get(ref.os[2]) local is_fd = ui.get(ref.fakeduck) local is_dt = ui.get(ref.dt[1]) and ui.get(ref.dt[2]) ui.set(aa_init[0].manual_left, "On hotkey") ui.set(aa_init[0].manual_right, "On hotkey") if ui.get(aa_init[0].fs) then ui.set(ref.freestand[1], "Default") ui.set(ref.freestand[2], "Always on") else ui.set(ref.freestand[1], "Default") ui.set(ref.freestand[2], "On hotkey") end local l = 1 if ui.get(aa_init[0].fix_hs) then if is_os and not is_dt and not is_fd then ui.set(ref.fakelag[1], math.random(1,3)) else ui.set(ref.fakelag[1], 14) end end if aa.input + 0.22 < globals.curtime() then if aa.manaa == 0 then if ui.get(aa_init[0].manual_left) then aa.manaa = 1 aa.input = globals.curtime() elseif ui.get(aa_init[0].manual_right) then aa.manaa = 2 aa.input = globals.curtime() elseif ui.get(aa_init[0].manual_forward) then aa.manaa = 3 aa.input = globals.curtime() elseif ui.get(aa_init[0].manual_back) then aa.manaa = 4 aa.input = globals.curtime() end elseif aa.manaa == 1 then if ui.get(aa_init[0].manual_right) then aa.manaa = 2 aa.input = globals.curtime() elseif ui.get(aa_init[0].manual_forward) then aa.manaa = 3 aa.input = globals.curtime() elseif ui.get(aa_init[0].manual_left) then aa.manaa = 0 aa.input = globals.curtime() elseif ui.get(aa_init[0].manual_back) then aa.manaa = 4 aa.input = globals.curtime() end elseif aa.manaa == 2 then if ui.get(aa_init[0].manual_left) then aa.manaa = 1 aa.input = globals.curtime() elseif ui.get(aa_init[0].manual_forward) then aa.manaa = 3 aa.input = globals.curtime() elseif ui.get(aa_init[0].manual_right) then aa.manaa = 0 aa.input = globals.curtime() elseif ui.get(aa_init[0].manual_back) then aa.manaa = 4 aa.input = globals.curtime() end elseif aa.manaa == 3 then if ui.get(aa_init[0].manual_forward) then aa.manaa = 0 aa.input = globals.curtime() elseif ui.get(aa_init[0].manual_left) then aa.manaa = 1 aa.input = globals.curtime() elseif ui.get(aa_init[0].manual_back) then aa.manaa = 4 aa.input = globals.curtime() elseif ui.get(aa_init[0].manual_right) then aa.manaa = 2 aa.input = globals.curtime() end elseif aa.manaa == 4 then if ui.get(aa_init[0].manual_left) then aa.manaa = 1 aa.input = globals.curtime() elseif ui.get(aa_init[0].manual_back) then aa.manaa = 0 aa.input = globals.curtime() elseif ui.get(aa_init[0].manual_right) then aa.manaa = 2 aa.input = globals.curtime() elseif ui.get(aa_init[0].manual_forward) then aa.manaa = 3 aa.input = globals.curtime() end end end if aa.manaa == 1 or aa.manaa == 2 or aa.manaa == 3 or aa.manaa == 4 then aa.ignore = true if aa.manaa == 1 then ui.set(ref.yawjitter[1], "off") ui.set(ref.yawjitter[2], 0) ui.set(ref.bodyyaw[1], "static") ui.set(ref.bodyyaw[2], -180) ui.set(ref.yawbase, "local view") ui.set(ref.yaw[1], "180") ui.set(ref.yaw[2], -90) ui.set(ref.fakeyawlimit, 60) elseif aa.manaa == 2 then ui.set(ref.yawjitter[1], "off") ui.set(ref.yawjitter[2], 0) ui.set(ref.bodyyaw[1], "static") ui.set(ref.bodyyaw[2], -180) ui.set(ref.yawbase, "local view") ui.set(ref.yaw[1], "180") ui.set(ref.yaw[2], 90) ui.set(ref.fakeyawlimit, 60) elseif aa.manaa == 3 then ui.set(ref.yawjitter[1], "off") ui.set(ref.yawjitter[2], 0) ui.set(ref.bodyyaw[1], "static") ui.set(ref.bodyyaw[2], -180) ui.set(ref.yawbase, "at targets") ui.set(ref.yaw[1], "180") ui.set(ref.yaw[2], 180) ui.set(ref.fakeyawlimit, 60) elseif aa.manaa == 4 then ui.set(ref.yawjitter[1], "off") ui.set(ref.yawjitter[2], 0) ui.set(ref.bodyyaw[1], "static") ui.set(ref.bodyyaw[2], -180) ui.set(ref.yawbase, "at targets") ui.set(ref.yaw[1], "180") ui.set(ref.yaw[2], 0) ui.set(ref.fakeyawlimit, 60) end else aa.ignore = false ui.set(ref.yawbase, "at targets") end local bodyyaw = entity.get_prop(entity.get_local_player(), "m_flPoseParameter", 11) * 120 - 60 local side = bodyyaw > 0 and 1 or -1 if aa.ignore == false then ui.set(ref.bodyyaw[2], ui.get(aa_init[var.p_state].aa_static)) ui.set(byaw, ui.get(aa_init[var.p_state].bodyyaw)) if ui.get(aa_init[var.p_state].enable_state) and ui.get(aa_init[0].aa_builder) then if var.p_state == 6 then ui.set(ref.pitch, "Default") else ui.set(ref.pitch, "Minimal") end ui.set(jyaw, ui.get(aa_init[var.p_state].yawjitter)) ui.set(jyaw_val, ui.get(aa_init[var.p_state].yawjitteradd)) if c.chokedcommands ~= 0 then else ui.set(yaw_val,(side == 1 and ui.get(aa_init[var.p_state].yawaddl) or ui.get(aa_init[var.p_state].yawaddr))) end local bodyyaw = entity.get_prop(entity.get_local_player(), "m_flPoseParameter", 11) * 120 - 60 if bodyyaw > 0 then ui.set(fake_yaw, ui.get(aa_init[var.p_state].fakeyawlimitr)) elseif bodyyaw < 0 then ui.set(fake_yaw,ui.get(aa_init[var.p_state].fakeyawlimit)) end else ui.set(ref.pitch, "Minimal") if ui.get(aa_init[0].presets) == "UIO" then if var.p_state == 1 then ui.set(ref.yawjitter[1], "Center") ui.set(ref.yawjitter[2], 36) ui.set(ref.bodyyaw[1], "jitter") ui.set(ref.bodyyaw[2], 0) ui.set(ref.yawbase, "At targets") if c.chokedcommands ~= 0 then else ui.set(ref.yaw[2],(side == 1 and -12 or 17)) end ui.set(ref.fakeyawlimit, 60) elseif var.p_state == 2 then ui.set(ref.yawjitter[1], "Center") ui.set(ref.yawjitter[2], 38) ui.set(ref.bodyyaw[1], "Jitter") ui.set(ref.bodyyaw[2], 0) if c.chokedcommands ~= 0 then else ui.set(ref.yaw[2],(side == 1 and -23 or 20)) end ui.set(ref.fakeyawlimit, 60) elseif var.p_state == 3 then ui.set(ref.yawjitter[1], "Center") ui.set(ref.yawjitter[2], 50) ui.set(ref.bodyyaw[1], "Jitter") ui.set(ref.bodyyaw[2], 0) if c.chokedcommands ~= 0 then else ui.set(ref.yaw[2],(side == 1 and -13 or 9)) end ui.set(ref.fakeyawlimit, 60) elseif var.p_state == 4 then ui.set(ref.yawjitter[1], "Center") ui.set(ref.yawjitter[2], 63) ui.set(ref.bodyyaw[1], "Jitter") ui.set(ref.bodyyaw[2], 0) if c.chokedcommands ~= 0 then else ui.set(ref.yaw[2],(side == 1 and 5 or 12)) end ui.set(ref.fakeyawlimit, 60) elseif var.p_state == 5 then ui.set(ref.yawjitter[1], "Center") ui.set(ref.yawjitter[2], 48) ui.set(ref.bodyyaw[1], "Jitter") ui.set(ref.bodyyaw[2], 0) if c.chokedcommands ~= 0 then else ui.set(ref.yaw[2],(side == 1 and -10 or 15)) end ui.set(ref.fakeyawlimit, 60) elseif var.p_state == 6 then ui.set(ref.yawjitter[1], "Center") ui.set(ref.yawjitter[2], 53) ui.set(ref.bodyyaw[1], "Jitter") ui.set(ref.bodyyaw[2], 0) if c.chokedcommands ~= 0 then else ui.set(ref.yaw[2],(side == 1 and -12 or 17)) end ui.set(ref.fakeyawlimit, 60) end elseif ui.get(aa_init[0].presets) == "dynamic" then if var.p_state == 1 then ui.set(ref.yawjitter[1], "Center") ui.set(ref.yawjitter[2], 36) ui.set(byaw, "Jitter") ui.set(ref.bodyyaw[2], 0) if c.chokedcommands ~= 0 then else ui.set(ref.yaw[2],(side == 1 and -12 or 17)) end ui.set(ref.fakeyawlimit, 60) elseif var.p_state == 2 then ui.set(ref.yawjitter[1], "Center") ui.set(ref.yawjitter[2], 53) ui.set(byaw, "Jitter") ui.set(ref.bodyyaw[2], 0) if c.chokedcommands ~= 0 then else ui.set(ref.yaw[2],(side == 1 and -10 or 11)) end ui.set(ref.fakeyawlimit, 60) elseif var.p_state == 3 then ui.set(ref.yawjitter[1], "Center") ui.set(ref.yawjitter[2], 50) ui.set(byaw, "Jitter") ui.set(ref.bodyyaw[2], 0) if c.chokedcommands ~= 0 then else ui.set(ref.yaw[2],(side == 1 and -13 or 9)) end ui.set(ref.fakeyawlimit, 59) elseif var.p_state == 4 then ui.set(ref.yawjitter[1], "Center") ui.set(ref.yawjitter[2], 43) ui.set(byaw, "Jitter") ui.set(ref.bodyyaw[2], 0) if c.chokedcommands ~= 0 then else ui.set(ref.yaw[2],(side == 1 and -7 or 7)) end ui.set(ref.fakeyawlimit, 60) elseif var.p_state == 5 then ui.set(ref.yawjitter[1], "Center") ui.set(ref.yawjitter[2], 43) ui.set(byaw, "Jitter") ui.set(ref.bodyyaw[2], 0) if c.chokedcommands ~= 0 then else ui.set(ref.yaw[2],(side == 1 and -12 or 17)) end ui.set(ref.fakeyawlimit, 60) elseif var.p_state == 6 then ui.set(ref.yawjitter[1], "Center") ui.set(ref.yawjitter[2], 47) ui.set(byaw, "Jitter") ui.set(ref.bodyyaw[2], 0) if c.chokedcommands ~= 0 then else ui.set(ref.yaw[2],(side == 1 and -5 or 14)) end ui.set(ref.fakeyawlimit, 60) end end end end end) local function brute_impact(e) local me = entity.get_local_player() if not entity.is_alive(me) then return end local shooter_id = e.userid local shooter = client.userid_to_entindex(shooter_id) if not entity.is_enemy(shooter) or entity.is_dormant(shooter) then return end local lx, ly, lz = entity.hitbox_position(me, "head_0") local ox, oy, oz = entity.get_prop(me, "m_vecOrigin") local ex, ey, ez = entity.get_prop(shooter, "m_vecOrigin") 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) if math.abs(dist) <= 35 and globals.curtime() - brute.last_miss > 0.015 then if ui.get(aa_init[0].aa_abf) or ui.get(aa_init[var.p_state].anti_bf) then DEMON_push:paint(5,"Switched due to Anti-bruteforce") else end brute.last_miss = globals.curtime() if brute.misses[shooter] == nil then brute.misses[shooter] = 1 brute.misses_ind[shooter] = 1 elseif brute.misses[shooter] >= 2 then brute.misses[shooter] = nil else brute.misses_ind[shooter] = brute.misses_ind[shooter] + 1 brute.misses[shooter] = brute.misses[shooter] + 1 end end end brute.reset = function() brute.fs_side = 0 brute.last_miss = 0 brute.best_angle = 0 brute.misses_ind = { } brute.misses = { } end local function brute_death(e) local victim_id = e.userid local victim = client.userid_to_entindex(victim_id) if victim ~= entity.get_local_player() then return end local attacker_id = e.attacker local attacker = client.userid_to_entindex(attacker_id) if not entity.is_enemy(attacker) then return end if not e.headshot then return end if brute.misses[attacker] == nil or (globals.curtime() - brute.last_miss < 0.06 and brute.misses[attacker] == 1) then if brute.hit_reverse[attacker] == nil then brute.hit_reverse[attacker] = true else brute.hit_reverse[attacker] = nil end end end local value = 0 local once1 = false local once2 = false local dt_a = 0 local dt_y = 45 local dt_x = 0 local dt_w = 0 local os_a = 0 local os_y = 45 local os_x = 0 local os_w = 0 local fs_a = 0 local fs_y = 45 local fs_x = 0 local fs_w = 0 local n_x = 0 local n2_x = 0 local n3_x = 0 local n4_x = 0 local round = function(value, multiplier) local multiplier = 10 ^ (multiplier or 0); return math.floor(value * multiplier + 0.5) / multiplier end local was_on_ground = false local function renderer_shit(x, y, w, r, g, b, a, edge_h) if edge_h == nil then edge_h = 0 end local local_player = entity.get_local_player() local velocity = string.format('%.2f', vector(entity.get_prop(local_player, 'm_vecVelocity')):length2d()) local pos_x, pos_y, pos_z = entity.get_origin(local_player) renderer.rectangle(x+2, y-2, w-5, 2.5, 15, 15, 15, 120) renderer.rectangle(x-2, y-3, w+3, 1.5, 10, 10, 10, 200) renderer.rectangle(x-2, y-2, 2, 20, 10, 10, 10, 200) renderer.rectangle(x, y-2, 2.5, 20, 15, 15, 15, 120) renderer.rectangle(x+w-3, y-2, 2.5, 20, 15, 15, 15, 120) renderer.rectangle(x+w-1, y-2, 2, 20, 10, 10, 10, 200) renderer.rectangle(x+2, y+16, w-5, 2.5, 15, 15, 15, 120) renderer.rectangle(x-2, y+18, w+3, 1.5, 10, 10, 10, 200) renderer.rectangle(x+2, y, w-5, 16, 0, 0, 0, 255) local me = entity.get_local_player() local desync_type = antiaim_funcs.get_overlap(float) local r,g,b = ui.get(main_clr) local hex = RGBtoHEX(r,g,b) if not entity.is_alive(me) then return end if ui.get(debug_enable) then if best_enemy == nil then renderer.text(x-w+125, y + 1, 255, 255, 255, 200, '', 0, "aa_overlap -> \a"..hex..""..round(desync_type,3)) renderer.text(x-w+125, y + 15, 255, 255, 255, 200, '', 0, "aa_pos_z -> \a"..hex..""..round(pos_z,2)) renderer.text(x-w+145, y + 1, 255, 255, 255, 200, '', 0, "") renderer.text(x-w+145, y + 40, 255, 255, 255, 200, '', 0, "") else renderer.text(x-w+145, y + 15, 255, 255, 255, 200, '', 0, "aa_overlap -> \a"..hex..""..round(desync_type,3)) renderer.text(x-w+145, y + 28, 255, 255, 255, 200, '', 0, "aa_pos_z -> \a"..hex..""..round(pos_z,2)) renderer.text(x-w+145, y + 1, 255, 255, 255, 200, '', 0, "aa_fs_side -> \a"..hex..""..brute.fs_side) renderer.text(x-w+145, y + 40, 255, 255, 255, 200, '', 0, " aa_target -> \a"..hex..""..best_enemy) end end --renderer.gradient(x-3, y+8, 2, 4+edge_h, r, g, b, a, r, g, b, 0, false) -- renderer.gradient(x+w+1, y+8, 2, 4+edge_h, r, g, b, a, r, g, b, 0, false) end local function watermark() local data_suffix = 'DEMON.tech' local h, m, s, mst = client.system_time() local actual_time = ('%2d:%02d'):format(h, m) local nickname = "malva" local r,g,b = ui.get(main_clr) local hex = RGBtoHEX(r,g,b) local latency = client.latency()*1000 local latency_text = (' %d'):format(latency) or '' text = ("\a"..hex.."%s\a737373FF [beta] \a737373FF/ %s\a"..hex.."%s \a737373FFms \a"..hex.."%s \a737373FFtime "):format(data_suffix, nickname, latency_text, actual_time) local h, w = 18, renderer.measure_text(nil, text) + 8 local x, y = client.screen_size(), 10 + (-3) x = x - w - 10 if ui.get(watermark_tgl) then renderer_shit(x, y, w, 65, 65, 65, 180, 2) renderer.text(x+4, y + 1, 255, 255, 255, 255, '', 0, text) else renderer.text(x+160, y + 1, 255, 255, 255, 255, '', 0, "\aFFCCE6FFDEMON\aD6BDFDFF~\aC9C2F9FFlua") end end client.set_event_callback("paint", watermark) hitler.lerp = function(start, vend, time) return start + (vend - start) * time end linear_interpolation = function(start, _end, time) return (_end - start) * time + start end clamp = function(value, minimum, maximum) if minimum > maximum then return math.min(math.max(value, maximum), minimum) else return math.min(math.max(value, minimum), maximum) end end local function clamp2(val, min_val, max_val) return math.max(min_val, math.min(max_val, val)) end lerp2 = function(start, _end, time) time = time or 0.005; time = clamp(globals.frametime() * time * 175.0, 0.01, 1.0) local a = linear_interpolation(start, _end, time) if _end == 0.0 and a < 0.01 and a > -0.01 then a = 0.0 elseif _end == 1.0 and a < 1.01 and a > 0.99 then a = 1.0 end return a end local testx = 0 local aaa = 0 local lele = 0 local function round(num, decimals) local mult = 10^(decimals or 0) return math_floor(num * mult + 0.5) / mult end local function draw() local bodyyaw = entity.get_prop(entity.get_local_player(), "m_flPoseParameter", 11) * 120 - 60 local side = bodyyaw > 0 and 1 or -1 local mr,mg,mb,ma = ui.get(main_clr) local mr2,mg2,mb2,ma2 = ui.get(main_clr2) local x, y = client.screen_size() local me = entity.get_local_player() if not entity.is_alive(me) then return end local is_charged = antiaim_funcs.get_double_tap() local is_dt = ui.get(ref.dt[1]) and ui.get(ref.dt[2]) local is_os = ui.get(ref.os[1]) and ui.get(ref.os[2]) local is_fs = ui.get(aa_init[0].fs) local is_ba = ui.get(ref.forcebaim) local is_sp = ui.get(ref.safepoint) local is_qp = ui.get(ref.quickpeek[2]) if is_charged then dr,dg,db,da=167, 252, 121,255 elseif is_os then dr,dg,db,da=255,255,255,255 else dr,dg,db,da=255,0,0,255 end;if is_qp then qr,qg,qb,qa=255,255,255,255 else qr,qg,qb,qa=255,255,255,150 end;if is_ba then br,bg,bb,ba=255,255,255,255 else br,bg,bb,ba=255,255,255,150 end;if is_fs then fr,fg,fb,fa=255,255,255,255 else fr,fg,fb,fa=255,255,255,150 end;if is_sp then sr,sg,sb,sa=255,255,255,255 else sr,sg,sb,sa=255,255,255,150 end --sine_in value = value + globals.frametime() * 9 local _, y2 = client.screen_size() local state = "MOVING" --states [for searching] if ui.get(aa_init[0].aa_stc_tillhit) then if brute.can_hit == 0 then state = "INDEXED" end else if brute.yaw_status == "brute L" and brute.misses[best_enemy] ~= nil then state = "BRUTE ["..brute.misses[best_enemy].."] [L]" elseif brute.yaw_status == "brute R" and brute.misses[best_enemy] ~= nil then state = "BRUTE ["..brute.misses[best_enemy].."] [R]" elseif var.p_state == 7 and ui.get(aa_init[0].aa_builder) then state = "FAKELAG" elseif var.p_state == 5 then state = "DUCKING" elseif var.p_state == 6 then state = "DUCK+JUMP" elseif var.p_state == 4 then state = "JUMPING" elseif var.p_state == 3 then state = "SLOWWALK" elseif var.p_state == 1 then state = "STANDING" elseif var.p_state == 2 then state = "MOVING" end end local realtime = globals.realtime() % 3 local alpha = math.floor(math.sin(realtime * 4) * (180 / 2 - 1) + 180 / 2) or 180 local exp_ind = "" if is_dt then exp_ind = "DT" elseif is_os then exp_ind = "HS" end local me = entity.get_local_player() local wpn = entity.get_player_weapon(me) local scope_level = entity.get_prop(wpn, 'm_zoomLevel') local scoped = entity.get_prop(me, 'm_bIsScoped') == 1 local resume_zoom = entity.get_prop(me, 'm_bResumeZoom') == 1 local is_valid = entity.is_alive(me) and wpn ~= nil and scope_level ~= nil local act = is_valid and scope_level > 0 and scoped and not resume_zoom local flag = "c-" local ting = 0 local testting = 0 --animation ***** if is_dt or is_os then n4_x = hitler.lerp(n4_x, 8, globals.frametime() * 8) else n4_x = hitler.lerp(n4_x, -1, globals.frametime() * 8) end if act then flag = "-" ting = 23 testting = 11 testx = hitler.lerp(testx, 30, globals.frametime() * 5) n2_x = hitler.lerp(n2_x, 11, globals.frametime() * 5) n3_x = hitler.lerp(n3_x, 5, globals.frametime() * 5) else testx = hitler.lerp(testx, 0, globals.frametime() * 5) n2_x = hitler.lerp(n2_x, 0, globals.frametime() * 5) n3_x = hitler.lerp(n3_x, 0, globals.frametime() * 5) flag = "c-" ting = 28 end if is_dt then if dt_a<255 then dt_a=dt_a+5 end;if dt_w<10 then dt_w=dt_w+0.28 end;if dt_y<36 then dt_y=dt_y+1 end;if fs_x<11 then fs_x=fs_x+0.25 end elseif not is_dt then if dt_a>0 then dt_a=dt_a-5 end;if dt_w>0 then dt_w=dt_w-0.2 end;if dt_y>25 then dt_y=dt_y-1 end;if fs_x>0 then fs_x=fs_x-0.25 end end;if is_os and not is_dt then if os_a<255 then os_a=os_a+5 end;if os_w<12 then os_w=os_w+0.28 end;if os_y<36 then os_y=os_y+1 end;if fs_x<12 then fs_x=fs_x+0.5 end elseif not is_os and not is_dt then if os_a>0 then os_a=os_a-5 end;if os_w>0 then os_w=os_w-0.2 end;if os_y>25 then os_y=os_y-1 end;if fs_x>0 then fs_x=fs_x-0.5 end end;if is_fs then if fs_w<10 then fs_w=fs_w+0.35 end;if fs_a<255 then fs_a=fs_a+5 end;if dt_x>-7 then dt_x=dt_x-0.5 end;if os_x>-7 then os_x=os_x-0.5 end;if fs_y<36 then fs_y=fs_y+1 end elseif not is_fs then if fs_a>0 then fs_a=fs_a-5 end;if fs_w>0 then fs_w=fs_w-0.2 end;if dt_x<0 then dt_x=dt_x+0.5 end;if os_x<0 then os_x=os_x+0.5 end;if fs_y>25 then fs_y=fs_y-1 end end if ui.get(inds_selct) == "normal" and ui.get(crosshair_inds) then if is_dt then renderer.text(x / 2 - 0.5 + os_x, y2 / 2 + os_y + 10, dr, dg, db, os_a, "c-", os_w, " ") else renderer.text(x / 2 - 0.5 + n3_x, y2 / 2 + os_y+ 13, dr, dg, db, os_a, "c-", os_w, "OS ") end renderer.text(x / 2 - 0.5 + n3_x, y2 / 2 + dt_y+ 13, dr, dg, db, dt_a, "c-", dt_w, "DT") renderer.text(x / 2 - 0.5 + fs_x + n3_x, y2 / 2 + fs_y+ 13, 255, 255, 255, fs_a, "c-", fs_w, "FS") local wx, wy = client.screen_size() --round_rect(wx - 30, wy - wy - 180, 89, 52, 235) local desync_type = antiaim_funcs.get_overlap(float) local desync_type2 = antiaim_funcs.get_desync(2) renderer.text(x / 2-25 + testx, y / 2 + 25, mr,mg,mb, 255, "-", 0, 'UIOYAW') renderer.text(x / 2+7 + testx, y / 2 + 25, 255,255,255, alpha, "-", 0, 'BETA') renderer.text(x / 2 + n2_x - testting, y / 2 + ting + 11 , 255, 255, 255, 180, flag, 0, state) --renderer.text(x / 2-1, y / 2 + 58, br, bg, bb, ba, "-", 0, "BAIM") --renderer.text(x / 2+18, y / 2 + 58, sr, sg, sb, sa, "-", 0, "SP") --renderer.text(x / 2+29, y / 2 + 58, fr, fg, fb, fa, "-", 0, "FS") end if ui.get(inds_selct) == "modern" and ui.get(crosshair_inds) then if is_dt then renderer.text(x / 2 - 0.5, y2 / 2 + os_y + 10, dr, dg, db, os_a, "c-", os_w, " ") else renderer.text(x / 2 - 0.5, y2 / 2 + os_y+ 10, dr, dg, db, os_a, "c-", os_w, "OS ") end renderer.text(x / 2 - 0.5, y2 / 2 + dt_y+ 10, dr, dg, db, dt_a, "c-", dt_w, "DT") --renderer.text(x / 2 - 0.5 + fs_x + n3_x, y2 / 2 + fs_y+ 10, 255, 255, 255, fs_a, "c-", fs_w, "FS") local wx, wy = client.screen_size() --round_rect(wx - 30, wy - wy - 180, 89, 52, 235) local desync_type = antiaim_funcs.get_overlap(float) local desync_type2 = antiaim_funcs.get_desync(2) renderer.text(x / 2-25, y / 2 + 25, mr,mg,mb, 255, "-", 0, 'UIOYAW') renderer.text(x / 2+7, y / 2 + 25, 255, 161, 161, 255, "-", 0, 'BETA') renderer.text(wx / 2-1, y / 2 + 38.5 , 255,255,255, 255, "c-", 0, state) renderer.text(x / 2-15, y / 2 + 47 + n4_x, br, bg, bb, ba, "c-", 0, "BAIM") renderer.text(x / 2, y / 2 + 47 + n4_x, qr,qg,qb,qa, "c-", 0, "QP") renderer.text(x / 2+10, y / 2 + 47 + n4_x, sr, sg, sb, sa, "c-", 0, "SP") renderer.text(x / 2+20, y / 2 + 47 + n4_x, fr, fg, fb, fa, "c-", 0, "FS") end local localp = entity.get_local_player() local bodyyaw = entity.get_prop(localp, "m_flPoseParameter", 11) * 120 - 60 if ui.get(arrw_selct) == "modern" and ui.get(manaa_inds) then renderer.triangle(x / 2 + 55, y / 2 + 2, x / 2 + 42, y / 2 - 7, x / 2 + 42, y / 2 + 11, aa.manaa == 2 and mr or 25, aa.manaa == 2 and mg or 25, aa.manaa == 2 and mb or 25, aa.manaa == 2 and ma or 160) renderer.triangle(x / 2 - 55, y / 2 + 2, x / 2 - 42, y / 2 - 7, x / 2 - 42, y / 2 + 11, aa.manaa == 1 and mr or 25, aa.manaa == 1 and mg or 25, aa.manaa == 1 and mb or 25, aa.manaa == 1 and ma or 160) renderer.rectangle(x / 2 + 38, y / 2 - 7, 2, 18, bodyyaw < -10 and mr or 25, bodyyaw < -10 and mg or 25, bodyyaw < -10 and mb or 25, bodyyaw < -10 and ma or 160) renderer.rectangle(x / 2 - 40, y / 2 - 7, 2, 18, bodyyaw > 10 and mr or 25, bodyyaw > 10 and mg or 25, bodyyaw > 10 and mb or 25, bodyyaw > 10 and ma or 160) end -- ⯇ ⯈ ⯅ ⯆ if ui.get(arrw_selct) == "normal" and ui.get(manaa_inds) then renderer.text(x / 2 - 45, y / 2 - 2.5, 0,0,0, 100, "c+", 0, '⯇') renderer.text(x / 2 + 45, y / 2 - 2.5, 0,0,0, 100, "c+", 0, '⯈') renderer.text(x / 2 -1, y / 2 + 40, 0,0,0, 100, "c+", 0, '⯆') if ui.get(ref.yaw[2]) == 90 then if ui.get(manaa_alpha) then renderer.text(x / 2 + 45, y / 2 - 2.5, mr,mg,mb, alpha, "c+", 0, '⯈') else renderer.text(x / 2 + 45, y / 2 - 2.5, mr,mg,mb, 255, "c+", 0, '⯈') end elseif ui.get(ref.yaw[2]) == -90 then if ui.get(manaa_alpha) then renderer.text(x / 2 - 45, y / 2 - 2.5, mr,mg,mb, alpha, "c+", 0, '⯇') else renderer.text(x / 2 - 45, y / 2 - 2.5, mr,mg,mb, 255, "c+", 0, '⯇') end end end if ui.get(arrw_selct) == "on use" and ui.get(manaa_inds) then if ui.get(ref.yaw[2]) == 90 then lele = hitler.lerp(lele, 255, globals.frametime() * 3) renderer.text(x / 2 + 45, y / 2 - 2.5, mr,mg,mb, lele, "c+", 0, '>') renderer.text(x / 2 - 45, y / 2 - 2.5, 255,255,255, lele, "c+", 0, '<') elseif ui.get(ref.yaw[2]) == -90 then lele = hitler.lerp(lele, 255, globals.frametime() * 3) renderer.text(x / 2 + 45, y / 2 - 2.5, 255,255,255, lele, "c+", 0, '>') renderer.text(x / 2 - 45, y / 2 - 2.5, mr,mg,mb, lele, "c+", 0, '<') else lele = hitler.lerp(lele, 0, globals.frametime() * 11) renderer.text(x / 2 + 45, y / 2 - 2.5, 255,255,255, lele, "c+", 0, '>') renderer.text(x / 2 - 45, y / 2 - 2.5, 255,255,255, lele, "c+", 0, '<') end end --renderer.rectangle(x / 2 - 20, y / 2 + 50, 43, 2, 16, 16, 16, 255) --renderer.gradient(x / 2 - 20, y / 2 + 50, desync_strength, 2, 255, 255, 255, 180, mr,mg,mb, 255, true) end local function export_config() local settings = {} for key, value in pairs(var.player_states) do settings[tostring(value)] = {} for k, v in pairs(aa_init[key]) do settings[value][k] = ui.get(v) end end clipboard.set(json.stringify(settings)) DEMON_push:paint(5, "Exported antiaim config to clipboard") end local export_btn = ui.new_button("AA", "Anti-aimbot angles", "export antiaim settings", export_config) local function import_config() local settings = json.parse(clipboard.get()) for key, value in pairs(var.player_states) do for k, v in pairs(aa_init[key]) do local current = settings[value][k] if (current ~= nil) then ui.set(v, current) end end end DEMON_push:paint(5, "Imported antiaim config from clipboard") end local import_btn = ui.new_button("AA", "Anti-aimbot angles", "import antiaim settings", import_config) local function config_menu() local is_enabled = ui.get(lua_enable) if ui.get(aa_init[0].aa_builder) and is_enabled then ui.set_visible(export_btn, true) ui.set_visible(import_btn, true) else ui.set_visible(export_btn, false) ui.set_visible(import_btn, false) end end client.set_event_callback("paint", draw) client.set_event_callback("paint_ui", set_lua_menu) client.set_event_callback("paint_ui", set_og_menu) client.set_event_callback("paint_ui", config_menu) ffi.cdef[[ struct cusercmd { struct cusercmd (*cusercmd)(); int command_number; int tick_count; }; typedef struct cusercmd*(__thiscall* get_user_cmd_t)(void*, int, int); ]] local signature_ginput = base64.decode("uczMzMyLQDj/0ITAD4U=") local match = client.find_signature("client.dll", signature_ginput) or error("sig1 not found") local g_input = ffi.cast("void**", ffi.cast("char*", match) + 1)[0] or error("match is nil") local g_inputclass = ffi.cast("void***", g_input) local g_inputvtbl = g_inputclass[0] local rawgetusercmd = g_inputvtbl[8] local get_user_cmd = ffi.cast("get_user_cmd_t", rawgetusercmd) local lastlocal = 0 local function reduce(e) local cmd = get_user_cmd(g_inputclass , 0, e.command_number) if lastlocal + 0.9 > globals.curtime() then cmd.tick_count = cmd.tick_count + 8 else cmd.tick_count = cmd.tick_count + 1 end end client.set_event_callback("setup_command", reduce) local function fire(e) if client.userid_to_entindex(e.userid) == entity.get_local_player() then lastlocal = globals.curtime() if ui.get(ref.dt[1]) and ui.get(ref.dt[2]) then lastdt = globals.curtime() + 1.1 end end end client.set_event_callback("weapon_fire", fire) local function main() client.set_event_callback("run_command", function() get_best_enemy() get_best_angle() end) client.set_event_callback("bullet_impact", function(e) brute_impact(e) end) client.set_event_callback("shutdown", function() set_og_menu(true) end) client.set_event_callback("player_death", function(e) brute_death(e) if client.userid_to_entindex(e.userid) == entity.get_local_player() then DEMON_push:paint(5, "Reset data due to death") brute.reset() end end) client.set_event_callback("round_start", function() aa.input = 0 aa.ignore = false lastlocal = 0 lastdt = 0 brute.reset() local me = entity.get_local_player() if not entity.is_alive(me) then return end DEMON_push:paint(5, "Reset data due to new round") end) client.set_event_callback("client_disconnect", function() aa.input = 0 aa.ignore = false brute.reset() end) client.set_event_callback("game_newmap", function() aa.input = 0 aa.ignore = false DEMON_push:paint(5, "Reset data due to new map") brute.reset() end) client.set_event_callback("cs_game_disconnected", function() aa.input = 0 aa.ignore = false brute.reset() end) end client.set_event_callback("setup_command", on_setup_command) main()
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