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Culture Documents
ffi.cdef[[
typedef void*(__thiscall* get_client_entity_t)(void*, int);
ffi.cdef[[
typedef struct {
char pad_0000[20];
int m_nOrder; //0x0014
int m_nSequence; //0x0018
float m_flPrevCycle; //0x001C
float m_flWeight; //0x0020
float m_flWeightDeltaRate; //0x0024
float m_flPlaybackRate; //0x0028
float m_flCycle; //0x002C
void *m_pOwner; //0x0030
char pad_0038[4]; //0x0034
} CAnimationLayer;
]]
local screen_size_x = render.screen_size().x
local screen_size_y = render.screen_size().y
-- tabs
global = ui.get_icon("home")
iconvis = ui.get_icon("palette")
iconlogs = ui.get_icon("crosshairs")
aaicon = ui.get_icon("cogs")
global = ui.create(global.. " Global", global.. " Info")
rages = ui.create("Rage", "Global")
main_aa = ui.create(aaicon.. " Anti-Aim", aaicon.. " Anti-Aim")
features = ui.create(aaicon.. " Anti-Aim", aaicon.. " Features")
global:label("здесь пока-ничего нету")
--local
aa_master = main_aa:switch("Master Switch", false)
yaw_base = main_aa:combo("Yaw base", {"Backward", "Left", "Right", "At target",
"Forward", "Freestanding"}, 0)
conditional = main_aa:switch("Conditional Anti-Aim", false)
conditions = main_aa:combo("Conditions", {"Stand", "Move", "Air", "Air Crouching",
"Crouch", "Slow-walk"}, 0)
conditions_short = {"[S]", "[M]", "[A]", "[A-C]", "[C]", "[SW]"}
local animbreakers = features:selectable("Anim. Breakers", {"Static Legs", "Dodge
Legs", "Moon Walk", "Move Lean", "Leg Breaker In Air"})
local avoidback = features:switch("Avoid Backstab", false)
local massfake = features:switch("Massive Fake", false)
local enavled = features:switch(string.format("Enable Exploit", false))
local defcount = features:slider("Defensive duration", 0, 16)
local defspeed = features:slider("Defensive speed", 0, 16)
--local
local visual = ui.create(iconvis.. " Vis/Misc", iconvis.. " Visual")
local misc = ui.create(iconvis.. " Vis/Misc", iconvis.. " Misc")
local hitlogs = misc:switch("Aimbot Logging", false)
local clantag = misc:switch("clantag ", false)
local enable = visual:switch("Enable", false)
local position_x = visual:slider("X Position", 0, screen_size_x)
local position_y = visual:slider("Y Position", 0, screen_size_y)
local colors = visual:color_picker("Color", color(225, 129, 62, 225))
local colo = visual:color_picker("Color1", color(0, 0, 0, 109))
local icon = {}
local gamesense = visual:switch("Game\a6EA81CDCSense", false)
local Fastledders = misc:switch("Fast Ladder")
local miniwater = visual:switch("Mini Watermark")
local Customscopes = visual:switch("Scope Lines")
local scopeColor = visual:color_picker("Scope Color", color(255, 255, 255, 255))
local scopeGap = visual:slider("Scope Gap", 0, 300, 15)
local scopeLength = visual:slider("Scope Length", 0, 300, 150)
position_x:visibility(false)
position_y:visibility(false)
--menu element
local antiaim = {}
local antiaim_bodyyaw = {}
--циклы
for i = 1, 6 do
antiaim[i] =
{
yaw_mode = main_aa:combo("Yaw Mode", "L&R", "3-Way", "5-Way"),
yaw_l = main_aa:slider("Left Yaw", -180, 180, 0),
yaw_r = main_aa:slider("Right Yaw", -180, 180, 0),
yaw = main_aa:slider("Yaw", -180, 180, 0),
yaw_modifier = main_aa:combo(string.format(" Yaw Modifier",
conditions_short[i]), {"Disabled", "Center", "Offset", "Random", "Spin"}),
modifier_offset = main_aa:slider("Offset", -180, 180, 0),
body_yaw = main_aa:switch(string.format(" Body Yaw", conditions_short[i])),
}
end
for i = 1, 6 do
body_yaw_ref = antiaim[i].body_yaw:create()
antiaim_bodyyaw[i] =
{
options = body_yaw_ref:selectable("Options", {"Avoid Overlap", "Jitter",
"Randomize Jitter", "Anti-Bruteforce"}),
freestanding = body_yaw_ref:combo("Freestanding", {"Off", "Peek Fake",
"Peek Real"}),
onshot = body_yaw_ref:combo("On-Shot", {"Default", "Opposite",
"Freestanding", "Switch"}),
lby_mode = body_yaw_ref:combo("LBY Mode", {"Disabled", "Opposite",
"Sway"}),
left_limit = body_yaw_ref:slider("Left Limit", 0, 60, 0),
right_limit = body_yaw_ref:slider("Right Limit", 0, 60, 0),
}
end
--refs
Cheat_refs = {
pitch = ui.find("Aimbot", "Anti Aim", "Angles", "Pitch"),
yaw = ui.find("Aimbot", "Anti Aim", "Angles", "Yaw"),
base = ui.find("Aimbot", "Anti Aim", "Angles", "Yaw", "Base"),
yaw_offset = ui.find("Aimbot", "Anti Aim", "Angles", "Yaw", "Offset"),
yaw_modifier = ui.find("Aimbot", "Anti Aim", "Angles", "Yaw Modifier"),
modifier_degree = ui.find("Aimbot", "Anti Aim", "Angles", "Yaw Modifier",
"Offset"),
body_yaw = ui.find("Aimbot", "Anti Aim", "Angles", "Body Yaw"),
left_limit = ui.find("Aimbot", "Anti Aim", "Angles", "Body Yaw", "Left Limit"),
right_limit = ui.find("Aimbot", "Anti Aim", "Angles", "Body Yaw", "Right
Limit"),
options_c = ui.find("Aimbot", "Anti Aim", "Angles", "Body Yaw", "Options"),
freestanding = ui.find("Aimbot", "Anti Aim", "Angles", "Body Yaw",
"Freestanding"),
freestandingsk = ui.find("Aimbot", "Anti Aim", "Angles", "Freestanding"),
hc = ui.find("Aimbot", "Ragebot", "Selection", "Hit Chance"),
isDoubletap = ui.find("Aimbot", "Ragebot", "Main", "Double Tap"),
isPeek = ui.find("Aimbot", "Ragebot", "Main", "Peek Assist"),
isHideshots = ui.find("Aimbot", "Ragebot", "Main", "Hide Shots"),
isDuck = ui.find("Aimbot", "Anti Aim", "Misc", "Fake Duck"),
isSafe = ui.find("Aimbot", "Ragebot", "Safety", "Safe Points"),
pingsp = ui.find("Miscellaneous", "Main", "Other", "Fake Latency"),
dorman = ui.find("Aimbot", "Ragebot", "Main", "Enabled", "Dormant Aimbot"),
avoidbackstab = ui.find("Aimbot", "Anti Aim", "Angles", "Yaw", "Avoid
Backstab"),
ticks = ui.find("Aimbot", "Anti Aim", "Fake Lag", "Limit"),
}
function avoidbacksat()
Cheat_refs.avoidbackstab:set(avoidback:get())
end
render.gradient(vector(48-verdana1234.x,screen_size_y/1.75+sideind_x+100-2),
vector(27-verdana1234.x+10,screen_size_y/1.75+sideind_x+100+verdana1234.y),
color(0, 0, 0, 60), color(0, 0, 0, 5), color(0, 0, 0, 50), color(0, 0, 0, 5))
render.gradient(vector(48-verdana1234.x,screen_size_y/1.75+sideind_x+100-2),
vector(27-verdana1234.x+50,screen_size_y/1.75+sideind_x+100+verdana1234.y),
color(0, 0, 0, 60), color(0, 0, 0, 5), color(0, 0, 0, 50), color(0, 0, 0, 5))
render.text(verdana123, vector(17,screen_size_y/1.75+sideind_x+100),
color(211,32,50,255), "с", "DT")
sideind_x = sideind_x + sideind_y
end
if Cheat_refs.isDoubletap:get() == true and rage.exploit:get() == 1
then
render.gradient(vector(48-verdana1234.x,screen_size_y/1.75+sideind_x+100-2),
vector(27-verdana1234.x+10,screen_size_y/1.75+sideind_x+100+verdana1234.y),
color(0, 0, 0, 60), color(0, 0, 0, 5), color(0, 0, 0, 50), color(0, 0, 0, 5))
render.gradient(vector(48-verdana1234.x,screen_size_y/1.75+sideind_x+100-2),
vector(27-verdana1234.x+50,screen_size_y/1.75+sideind_x+100+verdana1234.y),
color(0, 0, 0, 60), color(0, 0, 0, 5), color(0, 0, 0, 50), color(0, 0, 0, 5))
render.text(verdana123,
vector(17,screen_size_y/1.75+sideind_x+100), color(), "с", "DT")
sideind_x = sideind_x + sideind_y
end
if Cheat_refs.isHideshots:get() == true then
render.gradient(vector(48-verdana1234.x,screen_size_y/1.75+sideind_x+100-2-5),
vector(27-verdana1234.x+10,screen_size_y/1.75+sideind_x+100+verdana1234.y-5),
color(0, 0, 0, 60), color(0, 0, 0, 5), color(0, 0, 0, 50), color(0, 0, 0, 5))
render.gradient(vector(48-verdana1234.x,screen_size_y/1.75+sideind_x+100-2-5),
vector(27-verdana1234.x+50,screen_size_y/1.75+sideind_x+100+verdana1234.y-5),
color(0, 0, 0, 60), color(0, 0, 0, 5), color(0, 0, 0, 50), color(0, 0, 0, 5))
render.text(verdana123, vector(17,screen_size_y/1.75+sideind_x-
5+100), color(), "с", "HS")
sideind_x = sideind_x + sideind_y
end
if Cheat_refs.freestandingsk:get() == true then
render.gradient(vector(48-verdana1234.x,screen_size_y/1.75+sideind_x+100-2-5),
vector(27-verdana1234.x+10,screen_size_y/1.75+sideind_x+100+verdana1234.y-5),
color(0, 0, 0, 60), color(0, 0, 0, 5), color(0, 0, 0, 50), color(0, 0, 0, 5))
render.gradient(vector(48-verdana1234.x,screen_size_y/1.75+sideind_x+100-2-5),
vector(27-verdana1234.x+50,screen_size_y/1.75+sideind_x+100+verdana1234.y-5),
color(0, 0, 0, 60), color(0, 0, 0, 5), color(0, 0, 0, 50), color(0, 0, 0, 5))
render.text(verdana123, vector(17,screen_size_y/1.75+sideind_x-
5+100), color(), "с", "FS")
sideind_x = sideind_x + sideind_y
end
if Cheat_refs.isDuck:get() then
render.gradient(vector(48-verdana1234.x,screen_size_y/1.75+sideind_x-5+100-2),
vector(27-verdana1234.x+10,screen_size_y/1.75+sideind_x+100+verdana1234.y-5),
color(0, 0, 0, 60), color(0, 0, 0, 5), color(0, 0, 0, 50), color(0, 0, 0, 5))
render.gradient(vector(48-verdana1234.x,screen_size_y/1.75+sideind_x-5+100-2),
vector(27-verdana1234.x+50,screen_size_y/1.75+sideind_x+100+verdana1234.y-5),
color(0, 0, 0, 60), color(0, 0, 0, 5), color(0, 0, 0, 50), color(0, 0, 0, 5))
render.text(verdana123, vector(17,screen_size_y/1.75+sideind_x-
5+100), color(), "с", "DUCK")
sideind_x = sideind_x + sideind_y
end
for i in pairs(active_binds) do
if active_binds[i].name == "Minimum Damage" then
if active_binds[i].active then
render.gradient(vector(48-verdana1234.x,screen_size_y/1.75+sideind_x-5+100-2),
vector(27-verdana1234.x+10,screen_size_y/1.75+sideind_x+100+verdana1234.y-5),
color(0, 0, 0, 60), color(0, 0, 0, 5), color(0, 0, 0, 50), color(0, 0, 0, 5))
render.gradient(vector(48-verdana1234.x,screen_size_y/1.75+sideind_x-5+100-2),
vector(27-verdana1234.x+50,screen_size_y/1.75+sideind_x+100+verdana1234.y-5),
color(0, 0, 0, 60), color(0, 0, 0, 5), color(0, 0, 0, 50), color(0, 0, 0, 5))
render.text(verdana123,
vector(17,screen_size_y/1.75+sideind_x-5+100), color(), "с", "Damage:
"..""..DMG:get().."")
sideind_x = sideind_x + sideind_y
end
end
end
for i in pairs(active_binds) do
if active_binds[i].name == "Hit Chance" then
if active_binds[i].active then
render.gradient(vector(48-verdana1234.x,screen_size_y/1.75+sideind_x-5+100-2),
vector(27-verdana1234.x+10,screen_size_y/1.75+sideind_x+100+verdana1234.y-5),
color(0, 0, 0, 60), color(0, 0, 0, 5), color(0, 0, 0, 50), color(0, 0, 0, 5))
render.gradient(vector(48-verdana1234.x,screen_size_y/1.75+sideind_x-5+100-2),
vector(27-verdana1234.x+50,screen_size_y/1.75+sideind_x+100+verdana1234.y-5),
color(0, 0, 0, 60), color(0, 0, 0, 5), color(0, 0, 0, 50), color(0, 0, 0, 5))
render.text(verdana123,
vector(17,screen_size_y/1.75+sideind_x-5+100), color(), "с", "HITCHANCE OVR")
sideind_x = sideind_x + sideind_y
end
end
end
for i in pairs(active_binds) do
if active_binds[i].name == "Hitboxes" then
if active_binds[i].active then
render.gradient(vector(48-verdana1234.x,screen_size_y/1.75+sideind_x-5+100-2),
vector(27-verdana1234.x+10,screen_size_y/1.75+sideind_x+100+verdana1234.y-5),
color(0, 0, 0, 60), color(0, 0, 0, 5), color(0, 0, 0, 50), color(0, 0, 0, 5))
render.gradient(vector(48-verdana1234.x,screen_size_y/1.75+sideind_x-5+100-2),
vector(27-verdana1234.x+50,screen_size_y/1.75+sideind_x+100+verdana1234.y-5),
color(0, 0, 0, 60), color(0, 0, 0, 5), color(0, 0, 0, 50), color(0, 0, 0, 5))
render.text(verdana123,
vector(17,screen_size_y/1.75+sideind_x-5+100), color(), "с", "UNSAFE HITBOX")
sideind_x = sideind_x + sideind_y
end
end
end
for i in pairs(active_binds) do
if active_binds[i].name == "Body Aim" then
if active_binds[i].active then
render.gradient(vector(48-verdana1234.x,screen_size_y/1.75+sideind_x-5+100-2),
vector(27-verdana1234.x+10,screen_size_y/1.75+sideind_x+100+verdana1234.y-5),
color(0, 0, 0, 60), color(0, 0, 0, 5), color(0, 0, 0, 50), color(0, 0, 0, 5))
render.gradient(vector(48-verdana1234.x,screen_size_y/1.75+sideind_x-5+100-2),
vector(27-verdana1234.x+50,screen_size_y/1.75+sideind_x+100+verdana1234.y-5),
color(0, 0, 0, 60), color(0, 0, 0, 5), color(0, 0, 0, 50), color(0, 0, 0, 5))
render.text(verdana123,
vector(17,screen_size_y/1.75+sideind_x-5+100), color(), "с", "BODY")
sideind_x = sideind_x + sideind_y
end
end
end
for i in pairs(active_binds) do
if active_binds[i].name == "Safe Points" then
if active_binds[i].active then
render.gradient(vector(48-verdana1234.x,screen_size_y/1.75+sideind_x-5+100-2),
vector(27-verdana1234.x+10,screen_size_y/1.75+sideind_x+100+verdana1234.y-5),
color(0, 0, 0, 60), color(0, 0, 0, 5), color(0, 0, 0, 50), color(0, 0, 0, 5))
render.gradient(vector(48-verdana1234.x,screen_size_y/1.75+sideind_x-5+100-2),
vector(27-verdana1234.x+50,screen_size_y/1.75+sideind_x+100+verdana1234.y-5),
color(0, 0, 0, 60), color(0, 0, 0, 5), color(0, 0, 0, 50), color(0, 0, 0, 5))
render.text(verdana123,
vector(17,screen_size_y/1.75+sideind_x-5+100), color(136,207,52), "с", "SAFE")
sideind_x = sideind_x + sideind_y
end
end
end
if Cheat_refs.pingsp:get() ~= 0 then
render.gradient(vector(48-verdana1234.x,screen_size_y/1.75+sideind_x-5+100-2),
vector(27-verdana1234.x+10,screen_size_y/1.75+sideind_x+100+verdana1234.y-5),
color(0, 0, 0, 60), color(0, 0, 0, 5), color(0, 0, 0, 50), color(0, 0, 0, 5))
render.gradient(vector(48-verdana1234.x,screen_size_y/1.75+sideind_x-5+100-2),
vector(27-verdana1234.x+50,screen_size_y/1.75+sideind_x+100+verdana1234.y-5),
color(0, 0, 0, 60), color(0, 0, 0, 5), color(0, 0, 0, 50), color(0, 0, 0, 5))
render.text(verdana123, vector(17,screen_size_y/1.75+sideind_x-
5+100), color(136,207,52), "с", "PING")
sideind_x = sideind_x + sideind_y
end
if Cheat_refs.dorman:get() == true then
render.gradient(vector(48-verdana1234.x,screen_size_y/1.75+sideind_x-5+100-2),
vector(27-verdana1234.x+10,screen_size_y/1.75+sideind_x+100+verdana1234.y-5),
color(0, 0, 0, 60), color(0, 0, 0, 5), color(0, 0, 0, 50), color(0, 0, 0, 5))
render.gradient(vector(48-verdana1234.x,screen_size_y/1.75+sideind_x-5+100-2),
vector(27-verdana1234.x+50,screen_size_y/1.75+sideind_x+100+verdana1234.y-5),
color(0, 0, 0, 60), color(0, 0, 0, 5), color(0, 0, 0, 50), color(0, 0, 0, 5))
render.text(verdana123, vector(17,screen_size_y/1.75+sideind_x-
5+100), color(136,207,52), "с", "DA")
sideind_x = sideind_x + sideind_y
end
end
end
end
if enable:get() then
render.shadow(vector(x - 90 + (3/2), y - 5 + 5 + (3/2)), vector(x + 90 +
text_size - (3/2), y + 130 - (3/2)), colors:get(), 50, 0, 8)
render.rect_outline(vector(x - 90, y - 5 + 5), vector(x + 90 + text_size, y
+ 130), colors:get(), 3, 8)
render.rect(vector(x - 90 + (3/2), y - 5 + 5 + (3/2)), vector(x + 90 +
text_size - (3/2), y + 130 - (3/2)), colo:get(), 8)
render.texture(avatar, vector(x + 60, y + 23), vector(35, 35), color(), 3)
render.text(1, vector(x - 50, y), color(), nil, "[Ryuuji] Weapon Info")
render.text(1, vector(x - 72, y + 52), color(), nil, "DMG:", cur_dmg)
render.text(1, vector(x - 19, y + 52), color(), nil, "HC:",
Cheat_refs.hc:get())
render.texture(icon, vector(x - 70, y + 25), color())
render.text(3, vector(x - 30, y + 80), rage.exploit:get() == 1 and
color(133, 235, 89, 255) or color(255, 0, 0, 255), "c", "Double Tap")
render.text(3, vector(x + 70, y + 75), Cheat_refs.isHideshots:get() and
color(255, 255, 255, 255) or color(255, 255, 255, 128), "bebra", "Hide Shot")
render.text(3, vector(x - 30, y + 95), Cheat_refs.isPeek:get() and
color(255, 255, 255, 255) or color(255, 255, 255, 128), "bebra", "Peek")
render.text(3, vector(x + 35, y + 95), Cheat_refs.isDuck:get() and
color(255, 255, 255, 255) or color(255, 255, 255, 128), "bebra", "Fake Duck")
render.text(3, vector(x + 60, y + 95), Cheat_refs.isSafe:get() ~= "Default"
and color(255, 255, 255, 255) or color(255, 255, 255, 128), "bebra", "SP")
end
end)
function fastladder(cmd)
if not Fastledders:get() then return end
local player = entity.get_local_player()
local pitch = render.camera_angles()
if player["m_MoveType"] == 9 then
if cmd.forwardmove > 0 then
if pitch.x < 89 then
cmd.view_angles.x = 180
cmd.view_angles.y = cmd.view_angles.y + 89
cmd.in_moveright = 1
cmd.in_moveleft = 0
cmd.in_forward = 0
cmd.in_back = 1
if cmd.sidemove == 0 then
cmd.move_yaw = cmd.move_yaw + 90
end
if cmd.sidemove < 0 then
cmd.move_yaw = cmd.move_yaw + 150
end
if cmd.sidemove > 0 then
cmd.move_yaw = cmd.move_yaw + 30
end
end
end
condition_get = function()
if conditions:get() == "Stand" then
return 1
end
if conditions:get() == "Move" then
return 2
end
if conditions:get() == "Air" then
return 3
end
if conditions:get() == "Air Crouching" then
return 4
end
if conditions:get() == "Crouch" then
return 5
end
if conditions:get() == "Slow-walk" then
return 6
end
end
function massivefake(cmd)
if not massfake:get() then
cmd.send_packet = true
Cheat_refs.ticks:set(17)
Cheat_refs.yaw_offset:set(-1)
else
Cheat_refs.ticks:set(1)
Cheat_refs.yaw_offset:set(10)
cmd.send_packet = false
end
end
local checker = 0
local defensive = 0
-- function defensive_yaw(cmd)
-- if not enavled:get() then return end
-- local me = entity.get_local_player()
-- if me == nil or not me:is_alive() then return end
--custom_aa[d].jyaw_slider:get(), custom_aa[d].jyaw_slider:get() / 2, 0, -
custom_aa[d].jyaw_slider:get() / 2, - custom_aa[d].jyaw_slider:get()
events.createmove:set(function(cmd)
-- defensive_yaw(cmd)
massivefake(cmd)
end)
function visible()
current_condition = condition_get()
yaw_base:visibility(aa_master:get() and conditional:get())
conditional:visibility(aa_master:get())
conditions:visibility(aa_master:get() and conditional:get())
for i = 1, 6 do
antiaim[i].yaw_mode:visibility(aa_master:get() and conditional:get() and
current_condition == i)
antiaim[i].yaw_l:visibility(aa_master:get() and conditional:get() and
current_condition == i and antiaim[i].yaw_mode:get() == "L&R")
antiaim[i].yaw_r:visibility(aa_master:get() and conditional:get() and
current_condition == i and antiaim[i].yaw_mode:get() == "L&R")
antiaim[i].yaw:visibility(aa_master:get() and conditional:get() and
current_condition == i and antiaim[i].yaw_mode:get() ~= "L&R")
antiaim[i].yaw_modifier:visibility(aa_master:get() and conditional:get()
and current_condition == i)
antiaim[i].body_yaw:visibility(aa_master:get() and conditional:get() and
current_condition == i)
antiaim[i].modifier_offset:visibility(aa_master:get() and conditional:get()
and current_condition == i and antiaim[i].yaw_modifier:get() ~= "Disabled")
antiaim_bodyyaw[i].options:visibility(aa_master:get() and conditional:get()
and current_condition == i and antiaim[i].body_yaw:get())
antiaim_bodyyaw[i].freestanding:visibility(aa_master:get() and
conditional:get() and current_condition == i and antiaim[i].body_yaw:get())
antiaim_bodyyaw[i].left_limit:visibility(aa_master:get() and
conditional:get() and current_condition == i and antiaim[i].body_yaw:get())
antiaim_bodyyaw[i].right_limit:visibility(aa_master:get() and
conditional:get() and current_condition == i and antiaim[i].body_yaw:get())
end
end
velocity = function()
if not globals.is_connected == true then return end
local speed = vector(entity.get_local_player()["m_vecVelocity[0]"],
entity.get_local_player()["m_vecVelocity[1]"], entity.get_local_player()
["m_vecVelocity[2]"]):length2d()
return speed
end
local yaw_add = 0
local xuylo1 = "no"
function conditionalantiaim(cmd)
local tick1 = globals.tickcount % 31
local tick2 = globals.tickcount % 31 * -1
if xuylo1 == "no" then
local tick4 = globals.tickcount % 31 * 1
ui.find("Aimbot", "Anti Aim", "Angles", "Yaw", "Offset"):set(tick1)
if tick4 == 30 then xuylo1 = "yes" end
elseif xuylo1 == "yes" then
local tick5 = globals.tickcount % 31 * -1
ui.find("Aimbot", "Anti Aim", "Angles", "Yaw", "Offset"):set(tick2)
if tick5 == -30 then xuylo1 = "no" end
end
if enavled:get() then
local tickbase = localplayer.m_nTickBase
defensive = math.abs(tickbase - checker)
checker = math.max(tickbase, checker or 0)
if defensive > defcount:get() and defensive > defspeed:get() then
cmd.send_packet = true
yaw_add = 180
cmd.view_angles.x = -89
ui.find("Aimbot", "Anti Aim", "Angles", "Yaw", "Base"):set("Local
View")
ui.find("Aimbot", "Anti Aim", "Angles", "Pitch"):set("Disabled")
else
ui.find("Aimbot", "Anti Aim", "Angles", "Yaw", "Base"):set("Local
View")
ui.find("Aimbot", "Anti Aim", "Angles", "Pitch"):set("Down")
yaw_add = 0
cmd.send_packet = false
end
end
--custom_aa[d].jyaw_slider:get(), custom_aa[d].jyaw_slider:get() / 2, 0, -
custom_aa[d].jyaw_slider:get() / 2, - custom_aa[d].jyaw_slider:get()
local function str_to_sub(input, sep)
local t = {}
for str in string.gmatch(input, "([^"..sep.."]+)") do
t[#t + 1] = string.gsub(str, "\n", "")
end
return t
end
export_cfg = function()
str = ""
str = str .. tostring(antiaim[1].yaw_mode:get()) .. "|"
.. tostring(antiaim[1].yaw_r:get()) .. "|"
.. tostring(antiaim[1].yaw_l:get()) .. "|"
.. tostring(antiaim[1].yaw:get()) .. "|"
.. tostring(antiaim[1].yaw_modifier:get()) .. "|"
.. tostring(antiaim[1].body_yaw:get()) .. "|"
.. tostring(antiaim[1].modifier_offset:get()) .. "|"
.. tostring(antiaim_bodyyaw[1].left_limit:get()) .. "|"
.. tostring(antiaim_bodyyaw[1].right_limit:get()) .. "|"
.. tostring(antiaim_bodyyaw[1].freestanding:get()) .. "|"
.. tostring(antiaim_bodyyaw[1].options:get()[1]) .. "|"
.. tostring(antiaim_bodyyaw[1].options:get()[2]) .. "|"
.. tostring(antiaim_bodyyaw[1].options:get()[3]) .. "|"
.. tostring(antiaim_bodyyaw[1].options:get()[4]) .. "|"
.. tostring(antiaim[2].yaw_mode:get()) .. "|"
.. tostring(antiaim[2].yaw_r:get()) .. "|"
.. tostring(antiaim[2].yaw_l:get()) .. "|"
.. tostring(antiaim[2].yaw:get()) .. "|"
.. tostring(antiaim[2].yaw_modifier:get()) .. "|"
.. tostring(antiaim[2].body_yaw:get()) .. "|"
.. tostring(antiaim[2].modifier_offset:get()) .. "|"
.. tostring(antiaim_bodyyaw[2].left_limit:get()) .. "|"
.. tostring(antiaim_bodyyaw[2].right_limit:get()) .. "|"
.. tostring(antiaim_bodyyaw[2].freestanding:get()) .. "|"
.. tostring(antiaim_bodyyaw[2].options:get()[1]) .. "|"
.. tostring(antiaim_bodyyaw[2].options:get()[2]) .. "|"
.. tostring(antiaim_bodyyaw[2].options:get()[3]) .. "|"
.. tostring(antiaim_bodyyaw[2].options:get()[4]) .. "|"
.. tostring(antiaim[3].yaw_mode:get()) .. "|"
.. tostring(antiaim[3].yaw_r:get()) .. "|"
.. tostring(antiaim[3].yaw_l:get()) .. "|"
.. tostring(antiaim[3].yaw:get()) .. "|"
.. tostring(antiaim[3].yaw_modifier:get()) .. "|"
.. tostring(antiaim[3].body_yaw:get()) .. "|"
.. tostring(antiaim[3].modifier_offset:get()) .. "|"
.. tostring(antiaim_bodyyaw[3].left_limit:get()) .. "|"
.. tostring(antiaim_bodyyaw[3].right_limit:get()) .. "|"
.. tostring(antiaim_bodyyaw[3].freestanding:get()) .. "|"
.. tostring(antiaim_bodyyaw[3].options:get()[1]) .. "|"
.. tostring(antiaim_bodyyaw[3].options:get()[2]) .. "|"
.. tostring(antiaim_bodyyaw[3].options:get()[3]) .. "|"
.. tostring(antiaim_bodyyaw[3].options:get()[4]) .. "|"
.. tostring(antiaim[4].yaw_mode:get()) .. "|"
.. tostring(antiaim[4].yaw_r:get()) .. "|"
.. tostring(antiaim[4].yaw_l:get()) .. "|"
.. tostring(antiaim[4].yaw:get()) .. "|"
.. tostring(antiaim[4].yaw_modifier:get()) .. "|"
.. tostring(antiaim[4].body_yaw:get()) .. "|"
.. tostring(antiaim[4].modifier_offset:get()) .. "|"
.. tostring(antiaim_bodyyaw[4].left_limit:get()) .. "|"
.. tostring(antiaim_bodyyaw[4].right_limit:get()) .. "|"
.. tostring(antiaim_bodyyaw[4].freestanding:get()) .. "|"
.. tostring(antiaim_bodyyaw[4].onshot:get()) .. "|"
.. tostring(antiaim_bodyyaw[4].lby_mode:get()) .. "|"
.. tostring(antiaim_bodyyaw[4].options:get()[1]) .. "|"
.. tostring(antiaim_bodyyaw[4].options:get()[2]) .. "|"
.. tostring(antiaim_bodyyaw[4].options:get()[3]) .. "|"
.. tostring(antiaim_bodyyaw[4].options:get()[4]) .. "|"
.. tostring(antiaim[5].yaw_mode:get()) .. "|"
.. tostring(antiaim[5].yaw_r:get()) .. "|"
.. tostring(antiaim[5].yaw_l:get()) .. "|"
.. tostring(antiaim[5].yaw:get()) .. "|"
.. tostring(antiaim[5].yaw_modifier:get()) .. "|"
.. tostring(antiaim[5].body_yaw:get()) .. "|"
.. tostring(antiaim[5].modifier_offset:get()) .. "|"
.. tostring(antiaim_bodyyaw[5].left_limit:get()) .. "|"
.. tostring(antiaim_bodyyaw[5].right_limit:get()) .. "|"
.. tostring(antiaim_bodyyaw[5].freestanding:get()) .. "|"
.. tostring(antiaim_bodyyaw[5].onshot:get()) .. "|"
.. tostring(antiaim_bodyyaw[5].lby_mode:get()) .. "|"
.. tostring(antiaim_bodyyaw[5].options:get()[1]) .. "|"
.. tostring(antiaim_bodyyaw[5].options:get()[2]) .. "|"
.. tostring(antiaim_bodyyaw[5].options:get()[3]) .. "|"
.. tostring(antiaim_bodyyaw[5].options:get()[4]) .. "|"
.. tostring(antiaim[6].yaw_mode:get()) .. "|"
.. tostring(antiaim[6].yaw_r:get()) .. "|"
.. tostring(antiaim[6].yaw_l:get()) .. "|"
.. tostring(antiaim[6].yaw:get()) .. "|"
.. tostring(antiaim[6].yaw_modifier:get()) .. "|"
.. tostring(antiaim[6].body_yaw:get()) .. "|"
.. tostring(antiaim[6].modifier_offset:get()) .. "|"
.. tostring(antiaim_bodyyaw[6].left_limit:get()) .. "|"
.. tostring(antiaim_bodyyaw[6].right_limit:get()) .. "|"
.. tostring(antiaim_bodyyaw[6].freestanding:get()) .. "|"
.. tostring(antiaim_bodyyaw[6].onshot:get()) .. "|"
.. tostring(antiaim_bodyyaw[6].lby_mode:get()) .. "|"
.. tostring(antiaim_bodyyaw[6].options:get()[1]) .. "|"
.. tostring(antiaim_bodyyaw[6].options:get()[2]) .. "|"
.. tostring(antiaim_bodyyaw[6].options:get()[3]) .. "|"
.. tostring(antiaim_bodyyaw[6].options:get()[4]) .. "|"
clipboard.set(base64.encode(str))
end
import_cfg = function(input)
local tbl = str_to_sub(input, "|")
antiaim[1].yaw_mode:set(tostring(tbl[1]))
antiaim[1].yaw_r:set(tonumber(tbl[2]))
antiaim[1].yaw_l:set(tonumber(tbl[3]))
antiaim[1].yaw:set(tonumber(tbl[4]))
antiaim[1].yaw_modifier:set(tostring(tbl[5]))
antiaim[1].body_yaw:set(to_boolean(tbl[6]))
antiaim[1].modifier_offset:set(tonumber(tbl[7]))
antiaim_bodyyaw[1].left_limit:set(tonumber(tbl[8]))
antiaim_bodyyaw[1].right_limit:set(tonumber(tbl[9]))
antiaim_bodyyaw[1].freestanding:set(tostring(tbl[10]))
antiaim_bodyyaw[1].onshot:set(tostring(tbl[11]))
antiaim_bodyyaw[1].lby_mode:set(tostring(tbl[12]))
antiaim_bodyyaw[1].options:set(tostring(tbl[13]), tostring(tbl[14]),
tostring(tbl[15]), tostring(tbl[16]))
antiaim[2].yaw_mode:set(tostring(tbl[17]))
antiaim[2].yaw_r:set(tonumber(tbl[18]))
antiaim[2].yaw_l:set(tonumber(tbl[19]))
antiaim[2].yaw:set(tonumber(tbl[20]))
antiaim[2].yaw_modifier:set(tostring(tbl[21]))
antiaim[2].body_yaw:set(to_boolean(tbl[22]))
antiaim[2].modifier_offset:set(tonumber(tbl[23]))
antiaim_bodyyaw[2].left_limit:set(tonumber(tbl[24]))
antiaim_bodyyaw[2].right_limit:set(tonumber(tbl[25]))
antiaim_bodyyaw[2].freestanding:set(tostring(tbl[26]))
antiaim_bodyyaw[2].onshot:set(tostring(tbl[27]))
antiaim_bodyyaw[2].lby_mode:set(tostring(tbl[28]))
antiaim_bodyyaw[2].options:set(tostring(tbl[29]), tostring(tbl[30]),
tostring(tbl[31]), tostring(tbl[32]))
antiaim[3].yaw_mode:set(tostring(tbl[33]))
antiaim[3].yaw_r:set(tonumber(tbl[34]))
antiaim[3].yaw_l:set(tonumber(tbl[35]))
antiaim[3].yaw:set(tonumber(tbl[36]))
antiaim[3].yaw_modifier:set(tostring(tbl[37]))
antiaim[3].body_yaw:set(to_boolean(tbl[38]))
antiaim[3].modifier_offset:set(tonumber(tbl[39]))
antiaim_bodyyaw[3].left_limit:set(tonumber(tbl[40]))
antiaim_bodyyaw[3].right_limit:set(tonumber(tbl[41]))
antiaim_bodyyaw[3].freestanding:set(tostring(tbl[42]))
antiaim_bodyyaw[3].onshot:set(tostring(tbl[43]))
antiaim_bodyyaw[3].lby_mode:set(tostring(tbl[44]))
antiaim_bodyyaw[3].options:set(tostring(tbl[45]), tostring(tbl[46]),
tostring(tbl[47]), tostring(tbl[48]))
antiaim[4].yaw_mode:set(tostring(tbl[49]))
antiaim[4].yaw_r:set(tonumber(tbl[50]))
antiaim[4].yaw_l:set(tonumber(tbl[51]))
antiaim[4].yaw:set(tonumber(tbl[52]))
antiaim[4].yaw_modifier:set(tostring(tbl[53]))
antiaim[4].body_yaw:set(to_boolean(tbl[54]))
antiaim[4].modifier_offset:set(tonumber(tbl[55]))
antiaim_bodyyaw[4].left_limit:set(tonumber(tbl[56]))
antiaim_bodyyaw[4].right_limit:set(tonumber(tbl[57]))
antiaim_bodyyaw[4].freestanding:set(tostring(tbl[58]))
antiaim_bodyyaw[4].onshot:set(tostring(tbl[59]))
antiaim_bodyyaw[4].lby_mode:set(tostring(tbl[60]))
antiaim_bodyyaw[4].options:set(tostring(tbl[61]), tostring(tbl[62]),
tostring(tbl[63]), tostring(tbl[64]))
antiaim[5].yaw_mode:set(tostring(tbl[65]))
antiaim[5].yaw_r:set(tonumber(tbl[66]))
antiaim[5].yaw_l:set(tonumber(tbl[67]))
antiaim[5].yaw:set(tonumber(tbl[68]))
antiaim[5].yaw_modifier:set(tostring(tbl[69]))
antiaim[5].body_yaw:set(to_boolean(tbl[70]))
antiaim[5].modifier_offset:set(tonumber(tbl[71]))
antiaim_bodyyaw[5].left_limit:set(tonumber(tbl[72]))
antiaim_bodyyaw[5].right_limit:set(tonumber(tbl[73]))
antiaim_bodyyaw[5].freestanding:set(tostring(tbl[74]))
antiaim_bodyyaw[5].onshot:set(tostring(tbl[75]))
antiaim_bodyyaw[5].lby_mode:set(tostring(tbl[76]))
antiaim_bodyyaw[5].options:set(tostring(tbl[77]), tostring(tbl[78]),
tostring(tbl[79]), tostring(tbl[80]))
antiaim[6].yaw_mode:set(tostring(tbl[81]))
antiaim[6].yaw_r:set(tonumber(tbl[82]))
antiaim[6].yaw_l:set(tonumber(tbl[83]))
antiaim[6].yaw:set(tonumber(tbl[84]))
antiaim[6].yaw_modifier:set(tostring(tbl[85]))
antiaim[6].body_yaw:set(to_boolean(tbl[86]))
antiaim[6].modifier_offset:set(tonumber(tbl[87]))
antiaim_bodyyaw[6].left_limit:set(tonumber(tbl[88]))
antiaim_bodyyaw[6].right_limit:set(tonumber(tbl[89]))
antiaim_bodyyaw[6].freestanding:set(tostring(tbl[90]))
antiaim_bodyyaw[6].onshot:set(tostring(tbl[91]))
antiaim_bodyyaw[6].lby_mode:set(tostring(tbl[92]))
antiaim_bodyyaw[6].options:set(tostring(tbl[93]), tostring(tbl[94]),
tostring(tbl[95]), tostring(tbl[96]))
end
-- Animation breakrs
local uintptr_t = ffi.typeof("uintptr_t**")
local this_call = function(call_function, parameters)
return function(...)
return call_function(parameters, ...)
end
end
local entity_list_003 = ffi.cast(uintptr_t, utils.create_interface("client.dll",
"VClientEntityList003"))
local get_entity_address = this_call(ffi.cast("get_client_entity_t",
entity_list_003[0][3]), entity_list_003)
lp.m_flPoseParameter[7] = utils.random_float(0.0,1)
end
if animbreakers:get("Moon Walk") then
legmovement:override("Walking")
lp.m_flPoseParameter[7] = 0
end
if animbreakers:get("Move Lean") then
ffi.cast('CAnimationLayer**', ffi.cast('uintptr_t', thisptr) + 0x2990)
[0][12].m_flWeight = 1
end
if animbreakers:get("Leg Breaker In Air") then
ffi.cast('CAnimationLayer**', ffi.cast('uintptr_t', thisptr) + 0x2990)
[0][6].m_flWeight = 1
end
end
local id = 1
events.aim_ack:set(function(event)
local me = entity.get_local_player()
local result = event.state
local target = entity.get(event.target)
local text = "%"
if target == nil then return end
local health = target["m_iHealth"]
local state_1 = ""
if hitlogs:get() then
if event.state == "spread" then state_1 = "spread" end
if event.state == "prediction error" then state_1 = "prediction error" end
if event.state == "misprediction" then state_1 = "resolver" end
if event.state == "correction" then state_1 = "resolver" end
if event.state == "lagcomp failure" then state_1 = "lagcomp failure" end
if event.state == "unregistered shot" then state_1 = "red impact" end
if event.state == "death" then state_1 = "death" end
if event.state == "player death" then state_1 = "enemy death" end
if result == nil then
print_raw(("[Game\a6EA81CSense] [%s] Registered shot at %s's %s(%s%s)
for %s (aimed: %s for %s, health remain: %s) backtrack: %s"):format(id,
event.target:get_name(), hitgroup_str[event.hitgroup], event.hitchance, text,
event.damage, hitgroup_str[event.wanted_hitgroup], event.wanted_damage, health,
event.backtrack))
print_dev(("[%s] \aD5D5D5Registered shot at %s's %s(%s%s) for %s
(aimed: %s for %s, health remain: %s) backtrack: %s"):format(id,
event.target:get_name(), hitgroup_str[event.hitgroup], event.hitchance, text,
event.damage, hitgroup_str[event.wanted_hitgroup], event.wanted_damage, health,
event.backtrack))
else
print_raw(("[Game\a6EA81CSense] \aD5D5D5Missed %s's %s (dmg: %s, aimed:
%s, hc:%s%s) due to %s | backtrack: %s"):format(id, event.target:get_name(),
event.wanted_damage, hitgroup_str[event.wanted_hitgroup], event.hitchance, text,
state_1, event.backtrack))
print_dev(("[%s] Missed %s`s %s (dmg:%s, %s%s) due to %s |
backtrack: %s"):format(id, event.target:get_name(),
hitgroup_str[event.wanted_hitgroup], event.wanted_damage, event.hitchance, text,
state_1, event.backtrack))
end
id = id == 999 and 1 or id + 1
end
end)
events.render:set(function()
if not (globals.is_connected) then return end
local netchann_info = utils.net_channel()
if netchann_info == nil then return end
if clantag:get() ~= true then
if old_time ~= curtime and not once then
set_clantag("", "")
once = true
end
return
else
once = false
local curtime = math.floor(globals.curtime * 3)
if old_time ~= curtime then
local tickcount_pred = globals.tickcount + (netchann_info.latency[0] /
globals.tickinterval)
set_clantag(animation[curtime % #animation + 1], animation[curtime %
#animation + 1])
end
clantagnl:override(false)
old_time = curtime
end
end)
--events
events.render:set(function()
visible()
text()
weaponinfo:update()
inddt()
customscope()
watermark()
end)
events.createmove:set(function(cmd)
conditionalantiaim(cmd)
cmd.animate_move_lean = true
fastladder(cmd)
end)
events.createmove:set(function()
avoidbacksat()
end)
events.createmove_run:set(function()
local self = entity.get_local_player()
if not self or not self:is_alive() then return end
import_cfg(base64.decode("NS1XYXl8MHwwfDE1fENlbnRlcnx0cnVlfC03MHw2MHw2MHxPZmZ8RGVmY
XVsdHxEaXNhYmxlZHxKaXR0ZXJ8QW50aS1CcnV0ZWZvcmNlfG5pbHxuaWx8NS1XYXl8MHwwfDEwfENlbnRl
cnx0cnVlfC02Nnw2MHw2MHxPZmZ8RGVmYXVsdHxEaXNhYmxlZHxKaXR0ZXJ8QW50aS1CcnV0ZWZvcmNlfG5
pbHxuaWx8NS1XYXl8MTB8LTR8LTM4fERpc2FibGVkfHRydWV8LTUxfDYwfDYwfE9mZnxPcHBvc2l0ZXxEaX
NhYmxlZHxKaXR0ZXJ8bmlsfG5pbHxuaWx8NS1XYXl8MHwwfDEyfENlbnRlcnx0cnVlfC02MHw2MHw2MHxPZ
mZ8RGVmYXVsdHxEaXNhYmxlZHxKaXR0ZXJ8QW50aS1CcnV0ZWZvcmNlfG5pbHxuaWx8TCZSfDIwfC0xMHww
fENlbnRlcnx0cnVlfC00MHw2MHw2MHxPZmZ8RGVmYXVsdHxEaXNhYmxlZHxKaXR0ZXJ8QW50aS1CcnV0ZWZ
vcmNlfG5pbHxuaWx8TCZSfDB8MHwwfERpc2FibGVkfGZhbHNlfDB8MHwwfE9mZnxEZWZhdWx0fERpc2FibG
VkfG5pbHxuaWx8bmlsfG5pbHw"))
end)
function visibleb()
defcount:visibility(enavled:get())
defspeed:visibility(enavled:get())
export_button:visibility(aa_master:get())
import_button:visibility(aa_master:get())
def_cfg:visibility(aa_master:get())
end
events.render:set(visibleb)