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Untitled
console_exec("clear")
local refs = {
dt = ui.find("aimbot", "ragebot", "main", "double tap"),
hs = ui.find("aimbot", "ragebot", "main", "hide shots"),
dmg = ui.find("aimbot", "ragebot", "selection", "minimum damage"),
pitch = ui.find("aimbot", "anti aim", "angles", "pitch"),
yaw = ui.find("aimbot", "anti aim", "angles", "yaw"),
modifier = ui.find("aimbot", "anti aim", "angles", "Yaw Modifier"),
bodyyaw = ui.find("aimbot", "anti aim", "angles", "body yaw"),
-- body yaw
yawmodifieradd = ui.find("aimbot", "anti aim", "angles", "Yaw Modifier",
"offset"),
yawbase = ui.find("aimbot", "anti aim", "angles", "yaw", "base"),
yawadd = ui.find("aimbot", "anti aim", "angles", "yaw", "offset"),
inverter = ui.find("aimbot", "anti aim", "angles", "body yaw", "inverter"),
leftlimit = ui.find("aimbot", "anti aim", "angles", "body yaw", "left limit"),
rightlimit = ui.find("aimbot", "anti aim", "angles", "body yaw", "right
limit"),
options = ui.find("aimbot", "anti aim", "angles", "body yaw", "options"),
freestanding = ui.find("aimbot", "anti aim", "angles", "body yaw",
"freestanding"),
onshot = ui.find("aimbot", "anti aim", "angles", "body yaw", "on shot"),
lbymode = ui.find("aimbot", "anti aim", "angles", "body yaw", "lby mode"),
--
freestand = ui.find("aimbot", "anti aim", "angles", "Freestanding"), -- one
slowwalk = ui.find("Aimbot", "Anti Aim", "Misc", "Slow Walk"),
removescope = ui.find("Visuals", "World", "Main", "Override Zoom", "Scope
Overlay")
}
local aa_init = { }
local vars = {
p_states = {"standing", "moving", "slowwalk", "air", "ducking", "air-
crouching", "fakelag"},
s_to_int = {["air-crouching"] = 6,["fakelag"] = 7, ["standing"] = 1, ["moving"]
= 2, ["slowwalk"] = 3, ["air"] = 4, ["ducking"] = 5},
player_states = {"S", "M", "SW", "A", "C", "AC", "FL"},
state_to_int = {["AC"] = 6,["FL"] = 7, ["S"] = 1, ["M"] = 2, ["SW"] = 3, ["A"]
= 4, ["C"] = 5},
p_state = 1,
aa_dir = 0
}
local mode = ""
local url =
"https://github.com/ryanbleach/hahalme/blob/c8854d7d02ed5da84b3441538f12dac6a9050af
2/newlogo.png?raw=true"
local function main()
local antiaim_global = ui.create("Anti-aim","Anti-aim")
local antiaim_enable = antiaim_global:switch("enable
"..colours.pink2.."malibu"..colours.default.." antiaim", false)
local antiaim_presets = antiaim_global:combo("anti-aim presets", "dynamic",
"alternative","custom")
local antiaim_attarget = antiaim_global:combo("at-target anti-aim", "at
target", "local view")
local antiaim_yawjitter = antiaim_global:combo("anti-aim yaw jitter",
"prefered", "center", "offset")
-- air stand/slow
local antiaim_standing = antiaim_global:combo("standing anti-aim", "jitter",
"static")
local antiaim_slowwalk = antiaim_global:combo("slowwalk anti-aim", "jitter",
"static")
local antiaim_air = antiaim_global:combo("in-air anti-aim", "risky", "safe")
local antiaim_antibruteforce = antiaim_global:switch("anti-bruteforce")
local conditions = {
--neverlosecondit = Menu.Combo("Anti-aim »","Conditions", "Conditions",
{"standing", "moving", "slow walk", "air","crouch"}, 0),
-- Standing
-----------------------------------------------------------------------------------
-------------------------------------------
local global_global = ui.create("Misc","General")
local global_doubletap = global_global:switch("enable
"..colours.pink2.."malibu"..colours.default.." global")
local global_doubletapspeed = global_global:switch("automatic doubletap speed")
local global_doubletapspeed_slider = global_global:slider("doubletap speed",
14, 18, 16, 1,false)
local global_detailedshotlogger= global_global:switch("detailed shot logger")
local global_disablefakelag = global_global:selectable("disable fakelag on",
"hide shots", "double tap")
local global_customscope = global_global:switch("enable custom scope")
local global_customscopeoffset = global_global:slider("custom scope offset",
300, 1000, 300, 1,false)
local global_customscopelength = global_global:slider("custom scope length",
500, 2000, 900, 1,false)
local global_customscopecolour = global_global:color_picker("colour")
local global_customscopecolour2 = global_global:color_picker("second colour")
local cfg_data = {
bools = {
-- switches
antiaim_enable,
antiaim_antibruteforce,
antiaim_preventjitteratlow,
visual_enable,
visual_mindmg,
visual_killsay,
visual_watermark,
visual_clantag,
visual_debugpanel,
global_doubletap,
global_doubletapspeed,
global_detailedshotlogger,
global_customscope,
conditions.sbodyyaw,
conditions.wbodyyaw,
conditions.swbodyyaw,
conditions.abodyyaw,
conditions.cbodyyaw,
conditions.cabodyyaw
},
ints = {
-- combos/multis
antiaim_presets,
antiaim_attarget,
antiaim_yawjitter,
antiaim_standing,
antiaim_slowwalk,
antiaim_air,
antiaim_preventfreestanding,
visual_indicators,
global_doubletapspeed_slider,
global_disablefakelag,
global_customscopeoffset,
global_customscopelength,
--antiaim_epeek
neverlosecondit,
conditions.sleftadd,
conditions.srightadd,
conditions.syawmod,
conditions.syawmod2,
conditions.sleft,
conditions.sright,
conditions.sfkopt,
conditions.sfr,
conditions.sdes,
conditions.slby,
--
conditions.wleftadd,
conditions.wrightadd,
conditions.wyawmod,
conditions.wyawmod2,
conditions.wleft,
conditions.wright,
conditions.wfkopt,
conditions.wfr,
conditions.wdes,
conditions.wlby,
--
conditions.swleftadd,
conditions.swrightadd,
conditions.swyawmod,
conditions.swyawmod2,
conditions.swleft,
conditions.swright,
conditions.swfkopt,
conditions.swfr,
conditions.swdes,
conditions.swlby,
--
conditions.aleftadd,
conditions.arightadd,
conditions.ayawmod,
conditions.ayawmod2,
conditions.aleft,
conditions.aright,
conditions.afkopt,
conditions.afr,
conditions.ades,
conditions.alby,
--
conditions.cleftadd,
conditions.crightadd,
conditions.cyawmod,
conditions.cyawmod2,
conditions.cleft,
conditions.cright,
conditions.cfkopt,
conditions.cfr,
conditions.cdes,
conditions.clby,
--
conditions.caleftadd,
conditions.carightadd,
conditions.cayawmod,
conditions.cayawmod2,
conditions.caleft,
conditions.caright,
conditions.cafkopt,
conditions.cafr,
conditions.cades,
conditions.calby,
},
floats = {
--ui.my_sliderfloat
},
strings = {
--ui.my_textbox
},
colors = {
--ui.my_color_switch,
--ui.my_color_edit
--ui.color,
-- ui.colorsecond
}
clipboard.set(base64.encode(JSON.stringify(Code)))
end)
for k, v in pairs(JSON.parse(base64.decode(clipboard.get()))) do
if (k == "ints") then
cfg_data[k][k2]:set(v2)
end
if (k == "floats") then
--cfg_data[k][k2]:set(v2)
end
if (k == "strings") then
--cfg_data[k][k2]:set(v2)
end
if (k == "colors") then
--cfg_data[k][k2]:set(Color.new(tonumber("0x"..v2:sub(1,
2))/255, tonumber("0x"..v2:sub(3, 4))/255, tonumber("0x"..v2:sub(5, 6))/255,
tonumber("0x"..v2:sub(7, 8))/255))
end
end
end
end)
function default()
-- switch
antiaim_enable:set(true)
antiaim_antibruteforce:set(true)
antiaim_preventjitteratlow:set(true)
visual_enable:set(true)
visual_mindmg:set(true)
visual_watermark:set(true)
visual_debugpanel:set(true)
global_doubletap:set(true)
global_doubletapspeed:set(true)
global_detailedshotlogger:set(true)
-- ints
antiaim_presets:set("dynamic")
antiaim_attarget:set("at target")
antiaim_yawjitter:set("prefered")
antiaim_standing:set("jitter")
antiaim_slowwalk:set("jitter")
antiaim_air:set("risky")
antiaim_preventfreestanding:set({"in-air", "crouch"})
visual_indicators:set("default")
global_disablefakelag:set("hide shots")
end
global_global:button("load default config", function()
default()
end)
global_global:button("join discord", function()
panorma.open().SteamOverlayAPI.OpenExternalBrowserURL("https://discord.gg/
qn72UPpZse")
print("If the popup didnt open use this link:
https://discord.gg/qn72UPpZse")
end)
antiaimlegitaa_time = 0
antiaimcheck = false
local function legitaa(cmd)
local local_player = entity.get_local_player()
if not common.is_button_down(0x45) then antiaimlegitaa_time = globals.realtime
refs.pitch:set("down") end
if antiaim_epeek:get() then
if common.is_button_down(0x45) and not off_legit_aa then
local C4 = entity.get_entities(129);
for C4i = 1, #C4 do
defuse = local_player:get_origin():dist(C4[C4i]:get_origin()) <
100
end
local plant = local_player.m_bInBombZone
local host = local_player.m_bIsGrabbingHostage
refs.yawmodifieradd:set(0)
refs.bodyyaw:set(true)
refs.leftlimit:set(60)
refs.rightlimit:set(60)
refs.options:set("Avoid Overlap")
refs.freestanding:set("Peek fake")
refs.onshot:set("Opposite")
refs.lbymode:set("Opposite")
end
end
end
end
events.player_death:set(function(e)
if visual_killsay:get() then
local me = entity.get_local_player()
local victim = entity.get("userid",true)
local attacker = entity.get("attacker", true)
end)
refs.yawmodifieradd:set(18)
refs.bodyyaw:set(true)
refs.leftlimit:set(60)
refs.rightlimit:set(60)
refs.options:set("Avoid Overlap")
refs.freestanding:set("Off")
refs.onshot:set("Opposite")
refs.lbymode:set("disabled")
elseif antiaim_standing:get() == "static" then
refs.pitch:set("down")
refs.yaw:set("backward")
if side == 1 then
refs.yawadd:set(-7)
else
refs.yawadd:set(-7)
end
refs.yawmodifieradd:set(0)
refs.bodyyaw:set(true)
refs.leftlimit:set(0)
refs.rightlimit:set(60)
refs.options:set("")
refs.freestanding:set("peek fake")
refs.onshot:set("freestanding")
refs.lbymode:set("sway")
end
elseif vars.p_state == 2 then
if antiaim_preventjitteratlow:get() and speed > 1.2 and speed < 150
then
mode = "LOW JITTER"
-- moving
refs.pitch:set("down")
refs.yaw:set("backward")
if side == 1 then
refs.yawadd:set(15)
else
refs.yawadd:set(-15)
end
--[[if side == 1 then
refs.yawadd:set(-15) -- right
else
-refs.yawadd:set(12)
end--]]
refs.yawmodifieradd:set(-36)
refs.bodyyaw:set(true)
refs.leftlimit:set(60)
refs.rightlimit:set(60)
refs.options:set("jitter")
refs.freestanding:set("off")
refs.onshot:set("opposite")
refs.lbymode:set("disabled")
else
mode = "RUNNING"
-- moving
refs.pitch:set("down")
refs.yaw:set("backward")
if side == 1 then
refs.yawadd:set(0)
else
refs.yawadd:set(-9)
end
--[[if side == 1 then
refs.yawadd:set(-15) -- right
else
refs.yawadd:set(12)
end--]]
refs.yawmodifieradd:set(-47)
refs.bodyyaw:set(true)
refs.leftlimit:set(60)
refs.rightlimit:set(60)
refs.options:set("jitter")
refs.freestanding:set("off")
refs.onshot:set("opposite")
refs.lbymode:set("disabled")
end
elseif vars.p_state == 3 then
-- slowwalk
mode = "SLOW-WALK"
if antiaim_slowwalk:get() == "jitter" then
refs.pitch:set("down")
refs.yaw:set("backward")
if side == 1 then
refs.yawadd:set(-15)
else
refs.yawadd:set(15)
end
--[[if side == 1 then
refs.yawadd:set(-15)
else
refs.yawadd:set(15)
end--]]
refs.yawmodifieradd:set(50)
refs.bodyyaw:set(true)
refs.leftlimit:set(60)
refs.rightlimit:set(60)
refs.options:set("jitter")
refs.freestanding:set("off")
refs.onshot:set("opposite")
refs.lbymode:set("disabled")
elseif antiaim_slowwalk:get() == "static" then
refs.pitch:set("down")
refs.yaw:set("backward")
if side == 1 then
refs.yawadd:set(4)
else
refs.yawadd:set(4)
end
refs.yawmodifieradd:set(-74)
refs.bodyyaw:set(true)
refs.leftlimit:set(60)
refs.rightlimit:set(60)
refs.options:set("jitter")
refs.freestanding:set("off")
refs.onshot:set("default")
refs.lbymode:set("disabled")
end
elseif vars.p_state == 4 then
-- air
mode = "AIR"
if antiaim_air:get() == "risky" then
refs.pitch:set("down")
refs.yaw:set("backward")
if side == 1 then
refs.yawadd:set(0)
else
refs.yawadd:set(0)
end
refs.yawmodifieradd:set(0)
refs.bodyyaw:set(true)
refs.leftlimit:set(60)
refs.rightlimit:set(60)
refs.options:set({"Avoid Overlap","jitter"})
refs.freestanding:set("off")
refs.onshot:set("opposite")
refs.lbymode:set("disabled")
elseif antiaim_air:get() == "safe" then
refs.pitch:set("down")
refs.yaw:set("backward")
if side == 1 then
refs.yawadd:set(5)
else
refs.yawadd:set(5)
end
refs.yawmodifieradd:set(0)
refs.bodyyaw:set(false)
refs.leftlimit:set(60)
refs.rightlimit:set(60)
refs.options:set("jitter")
refs.freestanding:set("off")
refs.onshot:set("default")
refs.lbymode:set("opposite")
end
elseif vars.p_state == 5 then
-- crouch
mode = "CROUCH"
refs.pitch:set("down")
refs.yaw:set("backward")
if side == 1 then
refs.yawadd:set(0)
else
refs.yawadd:set(0)
end
--[[if side == 1 then
refs.yawadd:set(-11) -- right
else
refs.yawadd:set(7)
end--]]
refs.yawmodifieradd:set(0)
refs.bodyyaw:set(true)
refs.leftlimit:set(60)
refs.rightlimit:set(60)
refs.options:set({"Avoid Overlap","jitter"})
refs.freestanding:set("off")
refs.onshot:set("default")
refs.lbymode:set("disabled")
elseif vars.p_state == 6 then
-- in air crouch
mode = "C-AIR"
if antiaim_air:get() == "risky" then
refs.pitch:set("down")
refs.yaw:set("backward")
if side == 1 then
refs.yawadd:set(0)
else
refs.yawadd:set(0)
end
--[[if side == 1 then
refs.yawadd:set(-10)
else
refs.yawadd:set(7)
end--]]
refs.yawmodifieradd:set(0)
refs.bodyyaw:set(true)
refs.leftlimit:set(60)
refs.rightlimit:set(60)
refs.options:set({"Avoid Overlap","jitter"})
refs.freestanding:set("off")
refs.onshot:set("opposite")
refs.lbymode:set("opposite")
elseif antiaim_air:get() == "safe" then
refs.pitch:set("down")
refs.yaw:set("backward")
if side == 1 then
refs.yawadd:set(5)
else
refs.yawadd:set(5)
end
refs.yawmodifieradd:set(0)
refs.bodyyaw:set(false)
refs.leftlimit:set(60)
refs.rightlimit:set(60)
refs.options:set("jitter")
refs.freestanding:set("off")
refs.onshot:set("default")
refs.lbymode:set("opposite")
end
end
elseif antiaim_presets:get() == "alternative" then
if vars.p_state == 1 then
-- standing
mode = "STANDING"
if antiaim_standing:get() == "jitter" then
refs.pitch:set("down")
refs.yaw:set("backward")
if side == 1 then
refs.yawadd:set(-5)
else
refs.yawadd:set(9)
end
refs.yawmodifieradd:set(35)
refs.bodyyaw:set(true)
refs.leftlimit:set(60)
refs.rightlimit:set(60)
refs.options:set("jitter")
refs.freestanding:set("peek fake")
refs.onshot:set("freestanding")
refs.lbymode:set("disabled")
elseif antiaim_standing:get() == "static" then
refs.pitch:set("down")
refs.yaw:set("backward")
if side == 1 then
refs.yawadd:set(-7)
else
refs.yawadd:set(-7)
end
refs.yawmodifieradd:set(0)
refs.bodyyaw:set(true)
refs.leftlimit:set(0)
refs.rightlimit:set(60)
refs.options:set("")
refs.freestanding:set("peek fake")
refs.onshot:set("freestanding")
refs.lbymode:set("sway")
end
elseif vars.p_state == 2 then
if antiaim_preventjitteratlow:get() and speed > 1.2 and speed < 150
then
mode = "LOW JITTER"
-- moving
refs.pitch:set("down")
refs.yaw:set("backward")
if side == 1 then
refs.yawadd:set(-23)
else
refs.yawadd:set(20)
end
refs.yawmodifieradd:set(36)
refs.bodyyaw:set(true)
refs.leftlimit:set(60)
refs.rightlimit:set(60)
refs.options:set("jitter")
refs.freestanding:set("off")
refs.onshot:set("switch")
refs.lbymode:set("disabled")
else
mode = "RUNNING"
-- moving
refs.pitch:set("down")
refs.yaw:set("backward")
if side == 1 then
refs.yawadd:set(-23)
else
refs.yawadd:set(20)
end
refs.yawmodifieradd:set(36)
refs.bodyyaw:set(true)
refs.leftlimit:set(60)
refs.rightlimit:set(60)
refs.options:set("jitter")
refs.freestanding:set("off")
refs.onshot:set("switch")
refs.lbymode:set("disabled")
end
elseif vars.p_state == 3 then
-- slowwalk
mode = "SLOW-WALK"
if antiaim_slowwalk:get() == "jitter" then
refs.pitch:set("down")
refs.yaw:set("backward")
if side == 1 then
refs.yawadd:set(-15)
else
refs.yawadd:set(15)
end
refs.yawmodifieradd:set(50)
refs.bodyyaw:set(true)
refs.leftlimit:set(60)
refs.rightlimit:set(60)
refs.options:set("jitter")
refs.freestanding:set("off")
refs.onshot:set("opposite")
refs.lbymode:set("opposite")
elseif antiaim_slowwalk:get() == "static" then
refs.pitch:set("down")
refs.yaw:set("backward")
if side == 1 then
refs.yawadd:set(4)
else
refs.yawadd:set(4)
end
refs.yawmodifieradd:set(-74)
refs.bodyyaw:set(true)
refs.leftlimit:set(60)
refs.rightlimit:set(60)
refs.options:set("jitter")
refs.freestanding:set("off")
refs.onshot:set("default")
refs.lbymode:set("disabled")
end
elseif vars.p_state == 4 then
-- air
mode = "AIR"
if antiaim_air:get() == "risky" then
refs.pitch:set("down")
refs.yaw:set("backward")
if side == 1 then
refs.yawadd:set(8)
else
refs.yawadd:set(14)
end
refs.yawmodifieradd:set(63)
refs.bodyyaw:set(true)
refs.leftlimit:set(60)
refs.rightlimit:set(60)
refs.options:set("jitter")
refs.freestanding:set("off")
refs.onshot:set("default")
refs.lbymode:set("opposite")
elseif antiaim_air:get() == "safe" then
refs.pitch:set("down")
refs.yaw:set("backward")
if side == 1 then
refs.yawadd:set(5)
else
refs.yawadd:set(5)
end
refs.yawmodifieradd:set(0)
refs.bodyyaw:set(false)
refs.leftlimit:set(60)
refs.rightlimit:set(60)
refs.options:set("jitter")
refs.freestanding:set("off")
refs.onshot:set("default")
refs.lbymode:set("opposite")
end
elseif vars.p_state == 5 then
-- crouch
mode = "CROUCH"
refs.pitch:set("down")
refs.yaw:set("backward")
if side == 1 then
refs.yawadd:set(-7)
else
refs.yawadd:set(-7)
end
refs.yawmodifieradd:set(-54)
refs.bodyyaw:set(true)
refs.leftlimit:set(60)
refs.rightlimit:set(60)
refs.options:set("jitter")
refs.freestanding:set("off")
refs.onshot:set("default")
refs.lbymode:set("opposite")
elseif vars.p_state == 6 then
-- in air crouch
mode = "C-AIR"
if antiaim_air:get() == "risky" then
refs.pitch:set("down")
refs.yaw:set("backward")
if side == 1 then
refs.yawadd:set(8)
else
refs.yawadd:set(14)
end
refs.yawmodifieradd:set(35)
refs.bodyyaw:set(true)
refs.leftlimit:set(60)
refs.rightlimit:set(60)
refs.options:set("jitter")
refs.freestanding:set("off")
refs.onshot:set("default")
refs.lbymode:set("opposite")
elseif antiaim_air:get() == "safe" then
refs.pitch:set("down")
refs.yaw:set("backward")
if side == 1 then
refs.yawadd:set(5)
else
refs.yawadd:set(5)
end
refs.yawmodifieradd:set(0)
refs.bodyyaw:set(false)
refs.leftlimit:set(60)
refs.rightlimit:set(60)
refs.options:set("jitter")
refs.freestanding:set("off")
refs.onshot:set("default")
refs.lbymode:set("opposite")
end
end
elseif antiaim_presets:get() == "custom" then
refs.pitch:set("Down")
refs.yaw:set("backward")
if vars.p_state == 1 then
mode = "STANDING"
if side == 1 then
refs.yawadd:set(conditions.srightadd:get())
else
refs.yawadd:set(conditions.sleftadd:get())
end
refs.modifier:set(conditions.syawmod:get())
refs.yawmodifieradd:set(conditions.syawmod2:get())
refs.bodyyaw:set(conditions.sbodyyaw:get())
refs.leftlimit:set(conditions.sleft:get())
refs.rightlimit:set(conditions.sright:get())
refs.options:set(conditions.sfkopt:get())
refs.freestanding:set(conditions.sfr:get())
refs.onshot:set(conditions.sdes:get())
refs.lbymode:set(conditions.slby:get())
elseif vars.p_state == 2 then
mode = "RUNNING"
if side == 1 then
refs.yawadd:set(conditions.wrightadd:get())
else
refs.yawadd:set(conditions.wleftadd:get())
end
refs.modifier:set(conditions.wyawmod:get())
refs.yawmodifieradd:set(conditions.wyawmod2:get())
refs.bodyyaw:set(conditions.wbodyyaw:get())
refs.leftlimit:set(conditions.wleft:get())
refs.rightlimit:set(conditions.wright:get())
refs.options:set(conditions.wfkopt:get())
refs.freestanding:set(conditions.wfr:get())
refs.onshot:set(conditions.wdes:get())
refs.lbymode:set(conditions.wlby:get())
elseif vars.p_state == 3 then
mode = "SLOW-WALK"
if side == 1 then
refs.yawadd:set(conditions.swrightadd:get())
else
refs.yawadd:set(conditions.swleftadd:get())
end
refs.modifier:set(conditions.swyawmod:get())
refs.yawmodifieradd:set(conditions.swyawmod2:get())
refs.bodyyaw:set(conditions.swbodyyaw:get())
refs.leftlimit:set(conditions.swleft:get())
refs.rightlimit:set(conditions.swright:get())
refs.options:set(conditions.swfkopt:get())
refs.freestanding:set(conditions.swfr:get())
refs.onshot:set(conditions.swdes:get())
refs.lbymode:set(conditions.swlby:get())
elseif vars.p_state == 4 then
mode = "AIR"
if side == 1 then
refs.yawadd:set(conditions.arightadd:get())
else
refs.yawadd:set(conditions.aleftadd:get())
end
refs.modifier:set(conditions.ayawmod:get())
refs.yawmodifieradd:set(conditions.ayawmod2:get())
refs.bodyyaw:set(conditions.abodyyaw:get())
refs.leftlimit:set(conditions.aleft:get())
refs.rightlimit:set(conditions.aright:get())
refs.options:set(conditions.afkopt:get())
refs.freestanding:set(conditions.afr:get())
refs.onshot:set(conditions.ades:get())
refs.lbymode:set(conditions.alby:get())
elseif vars.p_state == 5 then
-- crouch
mode = "CROUCH"
if side == 1 then
refs.yawadd:set(conditions.crightadd:get())
else
refs.yawadd:set(conditions.cleftadd:get())
end
refs.modifier:set(conditions.cyawmod:get())
refs.yawmodifieradd:set(conditions.cyawmod2:get())
refs.bodyyaw:set(conditions.cbodyyaw:get())
refs.leftlimit:set(conditions.cleft:get())
refs.rightlimit:set(conditions.cright:get())
refs.options:set(conditions.cfkopt:get())
refs.freestanding:set(conditions.cfr:get())
refs.onshot:set(conditions.cdes:get())
refs.lbymode:set(conditions.clby:get())
elseif vars.p_state == 6 then
-- in air duck
mode = "C-AIR"
if side == 1 then
refs.yawadd:set(conditions.carightadd:get())
else
refs.yawadd:set(conditions.caleftadd:get())
end
refs.modifier:set(conditions.cayawmod:get())
refs.yawmodifieradd:set(conditions.cayawmod2:get())
refs.bodyyaw:set(conditions.cabodyyaw:get())
refs.leftlimit:set(conditions.caleft:get())
refs.rightlimit:set(conditions.caright:get())
refs.options:set(conditions.cafkopt:get())
refs.freestanding:set(conditions.cafr:get())
refs.onshot:set(conditions.cades:get())
refs.lbymode:set(conditions.calby:get())
end
end
--if c.chokedcommands ~= 0 then
--else
-- ui.set(ref.yaw[2],(side == 1 and -5 or 9)) -- lefgt and right
--end
--ui.set(ref.fakeyawlimit, 60)
end
local function indicators()
local screensize = render.screen_size() * 0.5
local scrx, scry = screensize, screensize
local local_player = entity.get_local_player()
if not local_player or not local_player:is_alive() then
return
end
--add_x = animations.anim_new('m_bIsScoped add 1', local_player.m_bIsScoped
and 40 or 0)
local round = function(value, multiplier) local multiplier = 10 ^
(multiplier or 0); return math.floor(value * multiplier + 0.5) / multiplier end
local body_yaw = math.abs(math.max(-58, math.min(58,
math.floor((local_player.m_flPoseParameter[12] or 0) * 120 - 60 + 0.5, 1))))
body_yaw = (body_yaw < 1 and body_yaw > 0.0001) and math_floor(body_yaw, 1)
or body_yaw
local abs_yaw = math.abs(body_yaw)
local desync = rage.antiaim:get_max_desync()
if visual_enable:get() then
if visual_indicators:get() == "default" then
render.text(2, vector(screensize.x, screensize.y + 30),
color(255,255,255,255),"c", "MALIBU")
render.text(2, vector(screensize.x, screensize.y + 38),
color(255,255,255,255),"c", string.format("%s",round(desync)),"°")
if refs.dt:get() then
render.text(2, vector(screensize.x, screensize.y + 48),
color(255,255,255,255),"c", "DT")
elseif refs.hs:get() then
render.text(2, vector(screensize.x, screensize.y + 48),
color(255,255,255,255),"c", "HS")
end
if refs.dt:get() or refs.hs:get() then
if refs.baim:get() == "Force" then
render.text(2, vector(screensize.x , screensize.y + 56),
color(255,255,255,255),"c", "BAIM")
else
render.text(2, vector(screensize.x , screensize.y + 56),
color(255,255,255,65),"c", "BAIM")
end
if refs.safe:get() == "Force" then
render.text(2, vector(screensize.x -17 , screensize.y +
56), color(255,255,255,255),"c", "SP")
else
render.text(2, vector(screensize.x -17, screensize.y + 56),
color(255,255,255,65),"c", "SP")
end
if refs.freestand:get() then
render.text(2, vector(screensize.x +17, screensize.y + 56),
color(255,255,255,255),"c", "FS")
else
render.text(2, vector(screensize.x +17 , screensize.y +
56), color(255,255,255,65),"c", "FS")
end
else -- if not dt or hs
if refs.baim:get() == "Force" then
render.text(2, vector(screensize.x , screensize.y + 48),
color(255,255,255,255),"c", "BAIM")
else
render.text(2, vector(screensize.x , screensize.y + 48),
color(255,255,255,65),"c", "BAIM")
end
if refs.safe:get() == "Force" then
render.text(2, vector(screensize.x- 17 , screensize.y +
48), color(255,255,255,255),"c", "SP")
else
render.text(2, vector(screensize.x- 17 , screensize.y +
48), color(255,255,255,65),"c", "SP")
end
if refs.freestand:get() then
render.text(2, vector(screensize.x+ 17 , screensize.y +
48), color(255,255,255,255),"c", "FS")
else
render.text(2, vector(screensize.x+ 17 , screensize.y +
48), color(255,255,255,65),"c", "FS")
end
end
elseif visual_indicators:get() == "alternative" then
--print("this isnt made yet give me some ideas")
-- render.text(2, vector(screensize.x , screensize.y + 30),
color(255,255,255,65),"c", "not finished.")
end
if visual_watermark:get() then
if visual_mindmg:get() then
local hehehe = refs.dmg:get()
--Render.Text(string.format("%s", hehehe),
Vector2.new(screen_size.x +0, screen_size.y - 36), Color.RGBA(255, 200, 0, 255),
10, pixel, true, true)
if hehehe < 10 then
render.text(2, vector(screensize.x + 20 , screensize.y - 30),
color(255,255,255,255),"s", "DMG")
end
end
local scope_line = {}
scope_line.anim_num = 0
local hitler = {}
scope_line.start_x = screensize.x
scope_line.start_y = screensize.y
--Left
--render.gradient(vector(scope_line.start_x - scope_line.offset,
scope_line.start_y), vector(scope_line.start_x - scope_line.offset -
scope_line.length, scope_line.start_y + scope_line.width),scope_line.col_1,
scope_line.col_2, scope_line.col_1, scope_line.col_2)
render.gradient(vector(scope_line.start_x - scope_line.offset,
scope_line.start_y), vector(scope_line.start_x - scope_line.offset -
scope_line.length, scope_line.start_y + scope_line.width), color(255,255,255,255),
color(255,255,255,5),color(255,255,255,255), color(255,255,255,5))
--Right
render.gradient(vector(scope_line.start_x + scope_line.offset,
scope_line.start_y), vector(scope_line.start_x + scope_line.offset +
scope_line.length, scope_line.start_y + scope_line.width), color(255,255,255,255),
color(255,255,255,5),color(255,255,255,255), color(255,255,255,5))
--Up
render.gradient(vector(scope_line.start_x, scope_line.start_y +
scope_line.offset), vector(scope_line.start_x + scope_line.width,
scope_line.start_y + scope_line.offset + scope_line.length),
color(255,255,255,255), color(255,255,255,255), color(255,255,255,5),
color(255,255,255,5))
--Down
render.gradient(vector(scope_line.start_x, scope_line.start_y -
scope_line.offset), vector(scope_line.start_x + scope_line.width,
scope_line.start_y - scope_line.offset - scope_line.length),
color(255,255,255,255),color(255,255,255,255), color(255,255,255,5),
color(255,255,255,5))
end
--print("hs")
if refs.hs:get() then
refs.fakelagenable:set(false)
refs.fakelaglimit:set(1)
else
refs.fakelagenable:set(true)
refs.fakelaglimit:set(14)
end
elseif global_disablefakelag:get() == "double tap" then
--print("dt")
if refs.dt:get() then
refs.fakelagenable:set(false)
refs.fakelaglimit:set(1)
else
refs.fakelagenable:set(true)
refs.fakelaglimit:set(14)
end
end
end
local helpers = {
clantag_cache = "",
self.clantag_cache = tag
end
end,
}
local clantag_restore = false
local function clantag()
local localplayer = entity.get_local_player()
if not localplayer then return end
if visual_clantag:get() then
local tag =
{
" m- ",
" ma ",
" ma- ",
" mal ",
" mal- ",
" mali ",
" mali- ",
" malib ",
" malib- ",
" malibu ",
" malibu- ",
" malibu. ",
" malibu.- ",
" malibu.l ",
" malibu.l- ",
" malibu.lu ",
" malibu.lu- ",
" malibu.lua ",
" malibu.lua ",
" ",
}
helpers:set_clantag(tag[iter])
clantag_restore = false
end
local hitgroup_str = {
[0] = 'generic',
'head', 'chest', 'stomach',
'left arm', 'right arm',
'left leg', 'right leg',
'neck', 'generic', 'gear'
}
events.player_hurt:set(function(e)
local me = entity.get_local_player()
local attacker = entity.get(e.attacker, true)
if me == attacker then
local user = entity.get(e.userid, true)
local hitgroup = hitgroup_str[e.hitgroup]
local backtrack = tostring(e.backtrack or 0)
print_raw(colours.pink..prefix,string.format(colours.default.."hit <
"..colours.pink.."%s"..colours.default.." > in <
"..colours.pink.."%s"..colours.default.." > for <
"..colours.pink.."%s"..colours.default.." > damage | backtrack <
"..colours.pink.."%s"..colours.default.." > remain <
"..colours.pink.."%s"..colours.default.." >", user:get_name(), hitgroup,
e.dmg_health, backtrack, e.health))
end
end)
events.aim_ack:set(function(e)
local round = function(value, multiplier) local multiplier = 10 ^
(multiplier or 0); return math.floor(value * multiplier + 0.5) / multiplier end
local hitgroup = hitgroup_str[e.wanted_hitgroup]
if global_detailedshotlogger:get() then
if e.state == nil then return
else
print_raw(colours.pink..prefix,string.format(colours.default.."missed <
"..colours.pink.."%s"..colours.default.." > in <
"..colours.pink.."%s"..colours.default.." > for <
"..colours.pink.."%s"..colours.default.." > | reason: <
"..colours.pink.."%s"..colours.default.." > ",e.target:get_name(), hitgroup,
e.wanted_damage, e.state))
end
end
end)