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Keroset Lua

The document is a Lua script that sets up a user interface for a software application, defining fonts, parameters, and controls for rendering. It includes functionality for checkboxes, sliders, dropdowns, and separators, as well as handling mouse and keyboard inputs. The script also manages the visibility of the menu and custom sounds for various actions within the application.

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rrnerrgtniin
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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0% found this document useful (0 votes)
179 views48 pages

Keroset Lua

The document is a Lua script that sets up a user interface for a software application, defining fonts, parameters, and controls for rendering. It includes functionality for checkboxes, sliders, dropdowns, and separators, as well as handling mouse and keyboard inputs. The script also manages the visibility of the menu and custom sounds for various actions within the application.

Uploaded by

rrnerrgtniin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 48

local ffi = require("ffi")

do
local script_path = debug.getinfo(1, "S").source:sub(2)
local script_dir = script_path:match("(.*/)")
package.path = package.path .. ";" .. script_dir .. "?.lua"
end

local input = require("input")


local render_utils = require("renderer")

local Font = {
TahomaBold = render.setup_font("C:/windows/fonts/tahomabd.ttf", 14, 0),
Calibri = render.setup_font("C:/windows/fonts/calibri.ttf", 14, 0),
Verdana = render.setup_font("C:/windows/fonts/verdana.ttf", 14, 0)
}

local Parameters = {
Pos = vec2_t(700, 100),
LineHeight = 20.5,
LuaName = "KEROSET",
Base = {
Indent = 10,
Tabs = {
Width = 120,
Height = 40,
Names = {
"Visual",
"Misc",
"Antiaim",
"Kill Feed",
"Buy Bot",

}
},
Color = {
Accent = color_t(0.6588235294117647, 0.6666666666666666, 1, 1),
Main = color_t(25 / 255, 25 / 255, 25 / 255, 1),
Stroke = color_t(140 / 255, 142 / 255, 255 / 255, 1),
Name = color_t(1, 1, 1, 1),
Text = color_t(140 / 255, 142 / 255, 255 / 255, 1),
SubText = color_t(1, 1, 1, 150 / 255),
Active = color_t(100 / 255, 100 / 255, 100 / 255, 1),
InActive = color_t(60 / 255, 60 / 255, 60 / 255, 1),
Prompt = color_t(140 / 255, 142 / 255, 255 / 255, 0.8)
},
Font = {
LuaName = Font.Calibri,
TabText = Font.Calibri,
Text = Font.Verdana
}
},
Info = {}
}

Parameters.Base.Height = (#Parameters.Base.Tabs.Names + 30) *


Parameters.Base.Indent + #Parameters.Base.Tabs.Names * Parameters.Base.Tabs.Height
Parameters.Base.Width = 8 * Parameters.Base.Indent + Parameters.Base.Tabs.Width + 2
* 170

local ActiveTab = 1
local MenuVisible = true
--------Custom Sounds----------
local custom_sound_1 = "play sounds/(your custom sound)"
local custom_sound_s1 = "play sounds/ambient/misc/shutter1"
local custom_sound_s2 = "play sounds/ambient/misc/shutter2"
local custom_sound_s3 = "play sounds/ambient/misc/shutter3"
local custom_sound_z1 = "play sounds/ambient/energy/zap1"
local custom_sound_z2 = "play sounds/ambient/energy/zap2"
local custom_sound_z3 = "play sounds/ambient/energy/zap3"
local death_occurred = false
---------------------------------

local KeyClicked, KeyPressed, change = {}, {}, {}


local prevKeyState = {}
local h, s, v, set, edit

local Keys = {
[4] = "M3",
[5] = "M4",
[6] = "M5",
[8] = "backspace",
[13] = "enter",
[27] = "esc",
[20] = "caps",
[32] = "space",
[33] = "pgup",
[34] = "pgdn",
[36] = "home",
[37] = "left",
[38] = "up",
[39] = "right",
[40] = "down",
[48] = "0",
[49] = "1",
[50] = "2",
[51] = "3",
[52] = "4",
[53] = "5",
[54] = "6",
[55] = "7",
[56] = "8",
[57] = "9",
[65] = "A",
[66] = "B",
[67] = "C",
[68] = "D",
[69] = "E",
[70] = "F",
[71] = "G",
[72] = "H",
[73] = "I",
[74] = "J",
[75] = "K",
[76] = "L",
[77] = "M",
[78] = "N",
[79] = "O",
[80] = "P",
[81] = "Q",
[82] = "R",
[83] = "S",
[84] = "T",
[85] = "U",
[86] = "V",
[87] = "W",
[88] = "X",
[89] = "Y",
[90] = "Z",
[96] = "0",
[97] = "1",
[98] = "2",
[99] = "3",
[100] = "4",
[101] = "5",
[102] = "6",
[103] = "7",
[104] = "8",
[105] = "9",
[106] = "*",
[107] = "+",
[109] = "-",
[110] = ".",
[111] = "/",
[112] = "F1",
[113] = "F2",
[114] = "F3",
[115] = "F4",
[116] = "F5",
[117] = "F6",
[118] = "F7",
[119] = "F8",
[120] = "F9",
[121] = "F10",
[122] = "F11",
[123] = "F12",
[160] = "shift",
[161] = "shift",
[162] = "ctrl",
[163] = "ctrl",
[164] = "alt",
[165] = "alt",
[108] = "enter"
}

local Controls = {
killsay = false,
damagesound = false,
killsound = false,
Waterka = true,
Slider1 = 90,
SliderLeft = 90,
SliderRight = 90,
SliderTL = 90,
SliderTS = 90,
SliderTI = 90,
SliderTR1 = 90,
SliderTG1 = 90,
SliderTB1 = 90,
SliderTR2 = 90,
SliderTG2 = 90,
SliderTB2 = 90,
Dropdown1 = 1,
Dropdown2 = 1,
Dropdown3 = 1,
Dropdown4 = 1,
Dropdown5 = 1,
Dropdown6 = 1,
Dropdown7 = 1,
Slider1Input = "",
SliderLeftInput = "",
SliderRightInput = "",
SliderTLInput = "",
SliderTSInput = "",
SliderTIInput = "",
SliderTR1Input = "",
SliderTG1Input = "",
SliderTB1Input = "",
SliderTR2Input = "",
SliderTG2Input = "",
SliderTB2Input = "",
Slider1Editing = false,
SliderLeftEditing = false,
SliderRightEditing = false,
SliderTLEditing = false,
SliderTSEditing = false,
SliderTIEditing = false,
SliderTR1Editing = false,
SliderTG1Editing = false,
SliderTB1Editing = false,
SliderTR2Editing = false,
SliderTG2Editing = false,
SliderTB2Editing = false
}

----------- examples of functions


local function Checkbox(name, varname, x, y) -- checkbox drawing
local checked = Controls[varname]
local boxSize = 15
local DrawRect = render_utils.DrawRect
local MouseInRect = render_utils.MouseInRect

DrawRect(x, y, boxSize, boxSize, Parameters.Base.Color.Stroke, false)


if checked then
DrawRect(x + 2, y + 2, boxSize - 4, boxSize - 4,
Parameters.Base.Color.Accent, true)
end

local textsize = 14
local font = Parameters.Base.Font.Text
render.text(name, font, vec2_t(x + boxSize + 5, y + (boxSize - textsize) / 2),
Parameters.Base.Color.Text, textsize)

if MouseInRect(x, y, boxSize + render.calc_text_size(name, font, textsize).x +


5, boxSize) then
interacting = true
if M1Clicked and not M1ClickedConsumed then
M1ClickedConsumed = true
Controls[varname] = not Controls[varname]
end
end
end

local function Slider(name, varname, x, y, min, max) -- slider drawing


local value = Controls[varname] or min
local sliderWidth = 150
local sliderHeight = 10
local textsize = 14
local font = Parameters.Base.Font.Text
local DrawRect = render_utils.DrawRect
local MouseInRect = render_utils.MouseInRect

render.text(name, font, vec2_t(x, y), Parameters.Base.Color.Text, textsize)


y = y + textsize + 4

DrawRect(x, y, sliderWidth, sliderHeight, Parameters.Base.Color.Stroke, true)


local fillWidth = ((value - min) / (max - min)) * sliderWidth
DrawRect(x, y, fillWidth, sliderHeight, Parameters.Base.Color.Accent, true)

local valueText
if Controls[varname .. "Editing"] then
valueText = Controls[varname .. "Input"]
else
valueText = tostring(math.floor(value + 0.5))
end

local valueWidth = 40
local valueHeight = textsize + 4

local valueX = x + sliderWidth + 10


local valueY = y - (textsize - sliderHeight) / 2 - 2

DrawRect(valueX, valueY, valueWidth, valueHeight, Parameters.Base.Color.Stroke,


false)
render.text(valueText, font, vec2_t(valueX + 5, valueY + 2),
Parameters.Base.Color.Text, textsize)

if MouseInRect(x, y, sliderWidth, sliderHeight) then


interacting = true
if M1Pressed and not Controls[varname .. "Editing"] then
local mouseX = input.get_mouse_pos().x
local newWidth = math.max(0, math.min(sliderWidth, mouseX - x))
local newValue = min + (newWidth / sliderWidth) * (max - min)
Controls[varname] = math.floor(newValue + 0.5)
end
end

if MouseInRect(valueX, valueY, valueWidth, valueHeight) then


interacting = true
if M1Clicked and not M1ClickedConsumed then
M1ClickedConsumed = true
Controls[varname .. "Editing"] = true
Controls[varname .. "Input"] = ""
end
end

if Controls[varname .. "Editing"] then


interacting = true
for key, value in pairs(Keys) do
if KeyClicked[key] then
if value >= "0" and value <= "9" then
Controls[varname .. "Input"] = Controls[varname .. "Input"] ..
value
elseif value == "backspace" then
Controls[varname .. "Input"] = Controls[varname ..
"Input"]:sub(1, -2)
elseif value == "enter" then
local inputValue = tonumber(Controls[varname .. "Input"])
if inputValue then
Controls[varname] = math.max(min, math.min(max,
inputValue))
end
Controls[varname .. "Editing"] = false
elseif value == "esc" then
Controls[varname .. "Editing"] = false
end
end
end
end
end

local function Dropdown(name, varname, x, y, options) -- dropbox drawing


local current = Controls[varname] or 1
local textsize = 14
local font = Parameters.Base.Font.Text
local dropdownWidth = 150
local dropdownHeight = textsize + 4
local optionHeight = textsize + 4
local DrawRect = render_utils.DrawRect
local MouseInRect = render_utils.MouseInRect

render.text(name, font, vec2_t(x, y), Parameters.Base.Color.Text, textsize)


y = y + textsize + 4

DrawRect(x, y, dropdownWidth, dropdownHeight, Parameters.Base.Color.Stroke,


false)
render.text(options[current], font, vec2_t(x + 5, y + 2),
Parameters.Base.Color.Text, textsize)

if MouseInRect(x, y, dropdownWidth, dropdownHeight) then


interacting = true
if M1Clicked and not M1ClickedConsumed then
M1ClickedConsumed = true
Controls[varname .. "_open"] = not Controls[varname .. "_open"]
end
end

if Controls[varname .. "_open"] then


for i, option in ipairs(options) do
local optionY = y + dropdownHeight * i
DrawRect(x, optionY, dropdownWidth, dropdownHeight,
Parameters.Base.Color.Stroke, false)
render.text(option, font, vec2_t(x + 5, optionY + 2),
Parameters.Base.Color.Text, textsize)
if MouseInRect(x, optionY, dropdownWidth, dropdownHeight) then
interacting = true
if M1Clicked and not M1ClickedConsumed then
M1ClickedConsumed = true
Controls[varname] = i
Controls[varname .. "_open"] = false
end
end
end
end
end

local function DrawSeparator(x, y, width) -- separator drawing


local DrawRect = render_utils.DrawRect
DrawRect(x, y, width, 1, Parameters.Base.Color.Stroke, true)
end

----------- examples of functions

local function Draw()


local Mouse = input.get_mouse_pos()
M1Clicked = input.is_key_clicked(input.VK_LBUTTON)
M1Pressed = input.is_key_pressed(input.VK_LBUTTON)
local M2Clicked = input.is_key_clicked(input.VK_RBUTTON)
M1ClickedConsumed = false
interacting = false

if input.is_key_clicked(input.VK_INSERT) then
MenuVisible = not MenuVisible
end

if not MenuVisible then


return
end

local param = Parameters


local startpos = param.Pos
local line = param.LineHeight
local luaname = param.LuaName
local info = param.Info
local param = param.Base
local width = param.Width
local height = param.Height
local color = param.Color
local fonts = param.Font
local indent = param.Indent
local minrect = render_utils.MouseInRect
local Rect = render_utils.DrawRect

local mouse_over_ui = minrect(startpos.x, startpos.y, width, height + line)

if mouse_over_ui then
engine.execute_client_cmd("-attack")
end
if M1Clicked and minrect(startpos.x, startpos.y, width, line) and not
interacting then
change = {"startpos", 0}
dx, dy = Mouse.x - startpos.x, Mouse.y - startpos.y
end
if change[1] == "startpos" and not interacting then
if not M1Pressed then change = {} end
startpos.x, startpos.y = Mouse.x - dx, Mouse.y - dy
end

Rect(startpos.x, startpos.y, width, line, color.Main, true)


Rect(startpos.x, startpos.y, width, -3, color.Accent, true)
local textsize = 17
local font = fonts.LuaName
local size = render.calc_text_size(luaname, font, textsize)
render.text(luaname, font, vec2_t(startpos.x + (width - size.x) / 2, startpos.y
+ (line - size.y) / 2), color.Text, textsize)
local pos = { x = startpos.x, y = startpos.y + 25 }
Rect(pos.x, pos.y, width, height, color.Main, true)
pos.x, pos.y = pos.x + indent, pos.y + indent
local tabs = param.Tabs
Rect(pos.x, pos.y, tabs.Width + 2 * indent, height - 2 * indent, color.Stroke)
pos.x, pos.y = pos.x + indent, pos.y - tabs.Height
local font = fonts.TabText
for key, value in ipairs(tabs.Names) do
pos.y = pos.y + tabs.Height + indent
local prompt = false
if minrect(pos.x, pos.y, tabs.Width, tabs.Height) then prompt = true end
if prompt and M1Clicked and not M1ClickedConsumed then
M1ClickedConsumed = true
ActiveTab = key
end
Rect(pos.x, pos.y, tabs.Width, tabs.Height, ActiveTab == key and color.Name
or prompt and color.Prompt or color.Stroke)
local size = render.calc_text_size(value, font, textsize)
render.text(value, font, vec2_t(pos.x + (tabs.Width - size.x) / 2, pos.y +
(tabs.Height - size.y) / 2), color.Text, textsize)
end

local contentX = startpos.x + tabs.Width + 4 * indent


local contentY = startpos.y + 25 + indent

local posX = contentX


local posY = contentY

if ActiveTab == 1 then

DrawSeparator(posX - indent, posY, width - tabs.Width - 6 * indent)


posY = posY + 15

Checkbox("Watermark", "Waterka", posX, posY)


posY = posY + 30

Checkbox("FOV", "fovchanger", posX, posY)


posY = posY + 10

Slider("", "Slider1", posX, posY, 0, 160)


posY = posY + 43
Checkbox("Bullet Tracers", "Tracers", posX, posY)
posY = posY + 30

Checkbox("Hitlogs", "HitLogs", posX, posY)


posY = posY + 30

Checkbox("Hitlogs Centered", "HitLogsCent", posX, posY)


posY = posY + 30

--Checkbox("Hitlogs", "HitLogs2", posX, posY)


--posY = posY + 30

DrawSeparator(posX - indent, posY, width - tabs.Width - 6 * indent)


posY = posY + 25

--Checkbox("Radar Reveal", "RadarR", posX, posY)


--posY = posY + 30 -- Not currently used, please find a way to make
radar not show up all the time

end

if ActiveTab == 2 then

DrawSeparator(posX - indent, posY, width - tabs.Width - 6 * indent)


posY = posY + 15

Checkbox("Fake Report", "Fakerep", posX, posY)


posY = posY + 30

Checkbox("Kill Say", "killsay", posX, posY)


posX = posX + 125
posY = posY - 20

Dropdown("", "Dropdown1", posX, posY, {"Ru Kill Say", "Skeet Kill


Say"})
posY = posY + 80
posX = posX - 125

DrawSeparator(posX - indent, posY, width - tabs.Width - 6 * indent)


posY = posY + 25

Checkbox("Damage Sound", "damagesound", posX, posY)


posX = posX + 125
posY = posY - 20

Dropdown("", "Dropdown3", posX, posY, {"Shutter1", "Shutter2",


"Shutter3", "Zap1", "Zap2", "Zap3", "Custom"})
posY = posY + 80
posX = posX - 125

Checkbox("Kill Sound", "killsound", posX, posY)


posX = posX + 125
posY = posY - 20

Dropdown("", "Dropdown2", posX, posY, {"Shutter1", "Shutter2",


"Shutter3", "Zap1", "Zap2", "Zap3", "Custom"})
posY = posY + 80
posX = posX - 125
DrawSeparator(posX - indent, posY, width - tabs.Width - 6 * indent)
posY = posY + 25

end

if ActiveTab == 3 then

DrawSeparator(posX - indent, posY, width - tabs.Width - 6 * indent)


posY = posY + 15

Checkbox("Manuals", "ManualAA", posX, posY)


posY = posY + 30

Checkbox("Manuals Psilent", "ManualAAPS", posX, posY)


posY = posY + 30

Checkbox("Manuals Jitter", "ManualAAPSALO", posX, posY)


posY = posY + 30

--Checkbox("Jitter", "JitterAA", posX, posY)


--posY = posY + 30

Slider("Jitter Left", "SliderLeft", posX, posY, 0, 160)


posY = posY + 43

Slider("Jitter Right", "SliderRight", posX, posY, 0, 160)


posY = posY + 43

DrawSeparator(posX - indent, posY, width - tabs.Width - 6 * indent)


posY = posY + 25
end
if ActiveTab == 4 then

DrawSeparator(posX - indent, posY, width - tabs.Width - 6 * indent)


posY = posY + 15

Checkbox("Preserve Killfeed", "KillFeed", posX, posY)


posY = posY + 30

Checkbox("Fake Killfeed", "FakeFeed", posX, posY)


posY = posY + 30

Checkbox("Headshot", "headshot", posX, posY)


posY = posY + 30

Checkbox("Flash Assist", "assistedflash", posX, posY)


posY = posY + 30

Checkbox("Noscope", "noscope", posX, posY)


posY = posY + 30

Checkbox("Wallbang", "wallbang", posX, posY)


posY = posY + 30

Checkbox("Revenge", "revenge", posX, posY)


posY = posY + 30
Checkbox("Dominated", "dominated", posX, posY)
posY = posY + 30

Checkbox("In Air", "inair", posX, posY)


posY = posY - 180
posX = posX + 200

Checkbox("Headshot Off", "headshoto", posX, posY)


posY = posY + 30

Checkbox("Flash Assist Off", "assistedflasho", posX, posY)


posY = posY + 30

Checkbox("Noscope Off", "noscopeo", posX, posY)


posY = posY + 30

Checkbox("Wallbang Off", "wallbango", posX, posY)


posY = posY + 30

Checkbox("Revenge Off", "revengeo", posX, posY)


posY = posY + 30

Checkbox("Dominated Off", "dominatedo", posX, posY)


posY = posY + 30

Checkbox("In Air Off", "inairo", posX, posY)


posX = posX - 200
posY = posY + 43

DrawSeparator(posX - indent, posY, width - tabs.Width - 6 * indent)


posY = posY - 25

end
if ActiveTab == 5 then

DrawSeparator(posX - indent, posY, width - tabs.Width - 6 * indent)


posY = posY + 25

Checkbox("Buybot rage", "buybotr", posX, posY)


posY = posY + 30

Checkbox("Main", "mainweapon", posX, posY)


posX = posX + 100
posY = posY - 20

Dropdown("", "Dropdown4", posX, posY, {"Scout", "Auto", "AWP", })


posY = posY + 50
posX = posX - 100

Checkbox("Secondary", "secondweapon", posX, posY)


posX = posX + 100
posY = posY - 20

Dropdown("", "Dropdown5", posX, posY, {"Deagle", "Revolver",


"Dualies"})
posY = posY + 100
posX = posX - 100

DrawSeparator(posX - indent , posY, width - tabs.Width - 22 * indent)


posY = posY + 15

Checkbox("Buybot legit", "buybotlegit", posX, posY)


posY = posY + 30

Checkbox("Ak", "ak47", posX, posY)


posY = posY + 30

Checkbox("M4A1", "m4a1", posX, posY)


posY = posY + 30

Checkbox("M4A4", "m4a4", posX, posY)


posY = posY - 230
posX = posX + 260

Checkbox("He Grenade", "heg", posX, posY)


posY = posY + 30

Checkbox("Smoke", "smoke", posX, posY)


posY = posY + 30

Checkbox("Molotov", "molotov", posX, posY)


posY = posY + 30

Checkbox("Flash", "flash", posX, posY)


posY = posY + 30

Checkbox("Vest", "vestb", posX, posY)


posY = posY + 10
posX = posX - 50

Dropdown("", "Dropdown6", posX, posY, {"Vest", "Vest and Helmet"})


posY = posY + 50
posX = posX + 50

Checkbox("Taser", "taser", posX, posY)


posY = posY + 30

Checkbox("Defuse Kit", "defkit", posX, posY)


posX = posX - 260
posY = posY + 50

Checkbox("Pistol", "legitsecond", posX, posY)


posX = posX + 100
posY = posY - 20

Dropdown("", "Dropdown7", posX, posY, {"Dual Berreta", "FiveSeven",


"CZ", "Tec9", "P250", "Deagle", "Revolver" })
posY = posY + 50
posX = posX - 100

DrawSeparator(posX - indent, posY, width - tabs.Width - 6 * indent)


posY = posY + 30

end

end
register_callback("paint", function()
for key, value in pairs(Keys) do
local pressed = input.is_key_pressed(key)
if pressed and not prevKeyState[key] then
KeyClicked[key] = true
else
KeyClicked[key] = false
end
prevKeyState[key] = pressed
end
Keroscene()
Draw()
end)

---------------------------------------
Watermark---------------------------------------
local colors = {
accent = color_t(0.8, 1, 0.2588, 1),
purple_neon = color_t(140 / 255, 142 / 255, 255 / 255, 0.81),
glass_color = color_t(0.1, 0.1, 0.1, 0.7),
border_color = color_t(140 / 255, 142 / 255, 255 / 255, 0.8),
shadow_color = color_t(0, 0, 0, 0.5),
}

local Verdana = render.setup_font("C:/Windows/Fonts/verdanab.ttf", 12, 16)


local logs = {}
local last_update_time, watermark_length = 0, 0
local full_text = "KerosceneHvH"
local frame_count_for_fps, current_fps = 0, 0
local last_time_for_fps = os.clock()

local netvars = {
m_sSanitizedPlayerName = engine.get_netvar_offset("client.dll",
"CCSPlayerController", "m_sSanitizedPlayerName") or 0,
m_hOriginalController = engine.get_netvar_offset("client.dll",
"C_CSPlayerPawnBase", "m_hOriginalController") or 0,
m_nTickBase = engine.get_netvar_offset("client.dll", "CBasePlayerController",
"m_nTickBase") or 0,
m_iPing = engine.get_netvar_offset("client.dll", "CBasePlayer", "m_iPing") or
0,
m_hPlayerPing = engine.get_netvar_offset("client.dll",
"CCSPlayer_PingServices", "m_hPlayerPing") or 0,
}

local function script_name()


local name = get_script_name()
return name:match("(.+)%..+$") or name
end

local function get_text_dimensions(font, text, size)


return vec2_t(size * 0.6 * #text, size)
end

local function drawRoundedRectangle(from, to, color, rounding)


render.rect(from, to, color, rounding)
end

local function drawGlassRectangle(from, to, color, rounding)


render.rect_filled(from, to, color, rounding)
render.rect(from, to, colors.border_color, rounding, 0)
end

local function drawBorderedBox(text, position, padding)


local text_size = get_text_dimensions(Verdana, text, 6)
local box_position = vec2_t(position.x - padding, position.y - padding * 2)
local box_size = vec2_t(text_size.x + padding + 10 , text_size.y + padding )

drawRoundedRectangle(box_position, box_position + box_size,


colors.border_color, 5)
render.text(text, Verdana, position, color_t(0.600, 0.600, 1, 0.5))
end

local function updateDisplayText()


if os.clock() - last_update_time >= 0.1 then
watermark_length = math.min(watermark_length + 1, #full_text)
last_update_time = os.clock()
end
end

local function drawWatermark()


local screen_size = render.screen_size()
local current_time = os.date("%H:%M:%S")
local watermark_text = string.format("[ NIXWARE.CC ] | %s | Time: %s | FPS: %d
| %s | %s",
get_user_name(), current_time,
current_fps, engine.get_level_name(), script_name())

local text_size = get_text_dimensions(Verdana, watermark_text, 12)


local padding = 3
local x = screen_size.x - text_size.x - padding - 20
local y = screen_size.y * 0.03 - 20

drawGlassRectangle(vec2_t(x + 80, y - 20), vec2_t(x + text_size.x + 15 , y +


text_size.y + 10), colors.glass_color, 10)
render.line(vec2_t(x + 80, y - 30), vec2_t(x + text_size.x + 15, y - 30),
color_t(140 / 255, 142 / 255, 255 / 255, 0.8) , 50)
local centered_x, centered_y = x + 90 + padding, y + padding
render.text(watermark_text, Verdana, vec2_t(centered_x + 2, centered_y + 2),
colors.shadow_color)
render.text(watermark_text, Verdana, vec2_t(centered_x, centered_y), color_t(1,
1, 1, 1))

end

local function fnOnPaint()


local current_time = os.clock()
frame_count_for_fps = frame_count_for_fps + 1

if current_time - last_time_for_fps >= 1 then


current_fps = frame_count_for_fps
frame_count_for_fps = 0
last_time_for_fps = current_time
end

local pLocalController = entitylist.get_local_player_controller()


if not pLocalController then
logs = {}
return
end

local pLocalTickBase = ffi.cast("int*", pLocalController[netvars.m_nTickBase])


[0]
if not pLocalTickBase then return end

local nOffset = 0

updateDisplayText()
end

register_callback("paint", fnOnPaint)

---------------------------------------
Tracers---------------------------------------
local COLOR_RIGHT_HERE = color_t(140 / 255, 142 / 255, 255 / 255, 0.8)

xpcall(function()
local print = function(...)

end;
local find_pattern_og = find_pattern
find_pattern = function(a, b)
local c = find_pattern_og(a, b)
if not c then print(tostring(b) .. " инвалид конкретный") end
return c
end

if not pcall(ffi.sizeof, "struct CParticleInformation") then


ffi.cdef([[
typedef struct Vector {
float x, y, z;
} Vector;

typedef struct CBindingData {


void* pData;
uint64_t nUnknown;
uint64_t nUnknown2;
uint32_t* pRefCount;
} CBindingData;

typedef struct CStrongHandle {


struct CBindingData* pBinding;
} CStrongHandle;

typedef struct ZV {
float r, g, b;
} ZV;

typedef struct CParticleEffect {


const char* szName;
char pad_01[0x30];
} CParticleEffect;

typedef struct CParticleData {


Vector* vecPositions;
char n1zex[0x74];
float* flTimes;
char niz3x[0x28];
float* flTimes2;
char nizex[0x98];
} CParticleData;

typedef struct CParticleInformation {


float flTime;
float flWidth;
float flUnknown;
} CParticleInformation;

typedef struct vec3_t {


float x, y, z;
} vec3_t;

typedef struct bullet_data {


vec3_t position;
float time_stamp;
float expire_time;
} bullet_data;
]])
end

local Abs = function(addr, pre, post)


addr = ffi.cast("uintptr_t", addr);
addr = addr + (pre or 1)
addr = addr + ffi.sizeof("int") + ffi.cast("int64_t", ffi.cast("int*",
addr)[0])
addr = addr + (post or 0)
return addr
end;
local anton_vfunc_CreateSnapshot = function (...) end
local anton_vfunc_Draw = function (...) end
local IParticleManager = setmetatable({
pPatricleManager = nil,
ppPatricleManager = (function()
local ppParticleManager = assert(find_pattern("client.dll", "48 8B
05 ?? ?? ?? ?? 48 8B 08 48 8B 59 68"), "bullet tracer: not found patricle manager")
ppParticleManager = ffi.cast("uintptr_t", ppParticleManager);
return ffi.cast("void**", ppParticleManager + 7 + ffi.cast("int*",
ppParticleManager + 3)[0])
end)()
}, {
__index = {
Get = function(this)
return this.pPatricleManager
end,

Update = function(this)
this.pPatricleManager = this.ppPatricleManager[0]
anton_vfunc_CreateSnapshot = this:GetVFunc(42, "void(__thiscall*)
(void*, struct CStrongHandle*, int64_t*)")
anton_vfunc_Draw = this:GetVFunc(43, "void(__thiscall*)(void*,
struct CStrongHandle*, int, void*)")
end,

IsValid = function(this)
return this.pPatricleManager and this.ppPatricleManager and
this.pPatricleManager ~= ffi.NULL and this.ppPatricleManager ~= ffi.NULL
end,

CallVFunc = function(this, nIndex, szType, ...)


if not this:IsValid() then
return nil
end

local pVtable = ffi.cast("void***", this:Get())


local func = ffi.cast(szType, pVtable[0][nIndex])

if (not func or func == 0 or func == ffi.NULL) then


return nil; end;

return func(this:Get(), ...)


end,

GetVFunc = function(this, nIndex, szType)


if not this:IsValid() then
return nil
end

local pVtable = ffi.cast("void***", this:Get())


local func = ffi.cast(szType, pVtable[0][nIndex])

if (not func or func == 0 or func == ffi.NULL) then


return nil; end;

return func
end,

CreateSnapshot = function(this, pSnapShotHandle)


if not this:IsValid() then
return false
end

local pUtlStringData = ffi.new("int64_t[1]")


this:CallVFunc(42, "void(__thiscall*)(void*, struct CStrongHandle*,
int64_t*)", pSnapShotHandle, pUtlStringData)
return true
end,

Draw = function(this, pSnapShotHandle, nCount, pEffectData)


if not this:IsValid() then
return false
end

this:CallVFunc(43, "void(__thiscall*)(void*, struct CStrongHandle*,


int, void*)", pSnapShotHandle, nCount, pEffectData)
return true
end
}
})

local IGameParticleManager = setmetatable({


pGameParticleManager = nil,
fnSetEffectData = ffi.cast("void(__fastcall*)(void*, uint32_t, int, void*,
int)", Abs(find_pattern("client.dll", "E8 ? ? ? ? 4C 39 A7 ? ? ? ?"), 1, 0)),
fnCreateEffectIndex = ffi.cast("void(__fastcall*)(void*, uint32_t*, struct
CParticleEffect*)", find_pattern("client.dll", "40 57 48 83 EC 20 49 8B ?? 48
8B")),
fnCreateEffect2 = ffi.cast("void(__fastcall*)(void*, uint32_t*, const
char*, int, int64_t, int64_t, int64_t, int)", Abs(find_pattern("client.dll",
"E8 ? ? ? ? 33 D2 8B 08 89 4E 44"), 0x1, 0x0)),
fnInitEffect = ffi.cast("bool(__fastcall*)(void*, int, uint32_t, struct
CStrongHandle*)", find_pattern("client.dll", "48 89 74 24 10 57 48 83 EC 30 4C 8B
D9 49 8B F9 33 C9 41 8B F0 83 FA FF 0F")),
fnGetGameParticleManager = ffi.cast("void*(__fastcall*)()",
find_pattern("client.dll", "48 8B ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? 48 89
5C 24 10 57 48 81 EC 70 06 ?? ?? 48 8B 1D"))
}, {
__index = {
Get = function(this)
return this.pGameParticleManager
end,

Update = function(this)
this.pGameParticleManager = this.fnGetGameParticleManager()
end,

IsValid = function(this)
return this.pGameParticleManager and this.pGameParticleManager ~=
ffi.NULL
end,

CallVFunc = function(this, nIndex, szType, ...)


if not this:IsValid() then
return -1337
end

local pVtable = ffi.cast("void***", this:Get())


return ffi.cast(szType, pVtable[0][nIndex])(...)
end,

CreateEffectIndex = function(this, pEffectIndex, pEffectData)


if not this:IsValid() then
return -1337
end

this.fnCreateEffectIndex(this:Get(), pEffectIndex, pEffectData)


end,

SetEffectData = function(this, nEffectIndex, nDataIndex, pData, nArg4)


if not this:IsValid() then
return -1337
end

this.fnSetEffectData(this:Get(), nEffectIndex, nDataIndex, pData,


nArg4)
end,

CreateEffect = function(this, pEffectIndex, szName)


if not this:IsValid() then
return -1337
end

this.fnCreateEffect2(this:Get(), pEffectIndex, szName, 8, 0, 0, 0,


0)
end,

InitEffect = function(this, nEffectIndex, nUnknown, pSnapShotHandle)


if not this:IsValid() then
return false
end

return this.fnInitEffect(this:Get(), nEffectIndex, nUnknown,


pSnapShotHandle)
end
}
})

local szBeamMaterial = "particles/entity/spectator_utility_trail.vpcf"


local function CreateBeamPoint(vecStart, vecEnd, clrColor)
local pEffectIndex = ffi.new("uint32_t[1]")
local pBeamColor = ffi.new("struct ZV[1]")
for nIndex, szKey in pairs({ "r", "g", "b" }) do
pBeamColor[0][szKey] = clrColor[szKey] * 255 or clrColor[nIndex] * 255
or 255
end

IParticleManager:Update()
if ( not IParticleManager:IsValid() ) then return; end;
IGameParticleManager:Update()
if ( not IGameParticleManager:IsValid() ) then return; end;
local vecDirection = (vecEnd - vecStart)
local pEffectData = ffi.new("struct CParticleData[1]")
local vecLinePointToEnd = vecStart + (vecDirection * 0.5)
local vecCenterLinePoint = vecStart + (vecDirection * 0.3)
local pSnapShotHandle = ffi.new("struct CStrongHandle[1]")
if IGameParticleManager:CreateEffect(pEffectIndex, szBeamMaterial) == -
1337 then return end
if IGameParticleManager:SetEffectData(pEffectIndex[0], 16, pBeamColor, 0)
== -1337 then return end
local pParticleInformation = ffi.new("struct CParticleInformation[1]")
pParticleInformation[0].flUnknown = 1
pParticleInformation[0].flWidth = 1
pParticleInformation[0].flTime = 4
if IGameParticleManager:SetEffectData(pEffectIndex[0], 3,
pParticleInformation, 0) == -1337 then return end
local vecStepPoints = { vecStart, vecCenterLinePoint, vecLinePointToEnd,
vecEnd }
for nIndex = 1, #vecStepPoints do
pEffectData[0].flTimes = ffi.new(("float[%i]"):format(nIndex))
pEffectData[0].vecPositions = ffi.new(("struct
Vector[%i]"):format(nIndex))
for nPointIndex = 1, nIndex do
pEffectData[0].flTimes[nPointIndex - 1] = 0.015625 * nPointIndex
for _, szKey in pairs({ "x", "y", "z" }) do
pEffectData[0].vecPositions[nPointIndex - 1][szKey] =
vecStepPoints[nPointIndex][szKey]
end
end
local pUtlStringData = ffi.new("int64_t[1]")
if anton_vfunc_CreateSnapshot == nil then IParticleManager:Update()
return; end;
anton_vfunc_CreateSnapshot(IParticleManager:Get(), pSnapShotHandle,
pUtlStringData)
pEffectData[0].flTimes2 = pEffectData[0].flTimes
if not IGameParticleManager:InitEffect(pEffectIndex[0], 0,
pSnapShotHandle) then return; end
if anton_vfunc_Draw == nil then IParticleManager:Update() return; end;
anton_vfunc_Draw(IParticleManager:Get(), pSnapShotHandle, nIndex,
pEffectData)
end
end

local m_pGameSceneNode = engine.get_netvar_offset("client.dll", "C_BaseEntity",


"m_pGameSceneNode");
local m_pBulletServices = engine.get_netvar_offset("client.dll",
"C_CSPlayerPawn", "m_pBulletServices");
local m_vecAbsOrigin = engine.get_netvar_offset("client.dll",
"CGameSceneNode", "m_vecAbsOrigin");
local m_vecViewOffset = engine.get_netvar_offset("client.dll",
"C_BaseModelEntity", "m_vecViewOffset");
local m_iHealth = engine.get_netvar_offset("client.dll", "C_BaseEntity",
"m_iHealth");

local CUtlMemory = (function()


return function(T, I)
I = ffi.typeof(I or "int")
local MT = {}

local INVALID_INDEX = -1
function MT:invalid_index()
return INVALID_INDEX
end

function MT:is_idx_valid(i)
local x = ffi.cast("long", i)
return x >= 0 and x < self.m_allocation_count
end

MT.iterator_t = ffi.metatype(
ffi.typeof([[
struct {
$ index;
}
]], I),
{
__eq = function(self, it)
if ffi.istype(self, it) then
return self.index == it.index
end
end
}
)

function MT:invalid_iterator()
return MT.iterator_t(self:invalid_index())
end

return ffi.metatype(ffi.typeof([[
struct {
$* m_memory;
int m_allocation_count;
int m_grow_size;
}
]], ffi.typeof(T)), {
__index = function(self, key)
print(tostring("max: " ..tostring(#MT)))
print(tostring("access: " ..tostring(key)))
print(tostring("self.m_memory:
" ..tostring(self.m_allocation_count)))
if MT[key] then return MT[key] end
if type(key) == "number" then
if self:is_idx_valid(key) then
return self.m_memory[key]
else
return nil
end
end
return nil
end
})
end
end)()
local anton_1 = ffi.typeof("struct {int m_size; $ m_memory;}",
CUtlMemory("bullet_data"));
local CUtlVector = (function()
local MT = {}

function MT:count()
return self.m_size
end

function MT:element(i)
print(tostring("max: " ..tostring(self.m_size)))
print(tostring("access: " ..tostring(i)))
if i > -1 and i < self.m_size then
return self.m_memory[i]
else
return nil
end
end

return function(T, A)
return ffi.metatype(anton_1, {
__index = function(self, key)
if MT[key] then return MT[key] end
if type(key) == "number" then
return self:element(key)
end
return nil
end,
__ipairs = function(self)
return function(t, i)
i = i + 1
local v = t[i]
if v then return i, v end
end, self, -1
end
})
end
end)()
local pBulletData_type = ffi.typeof("$*", CUtlVector("bullet_data"))
local GetEyePos = function(pLocalPawn)
local GameSceneNode = ffi.cast("uintptr_t*",
ffi.cast("uintptr_t", pLocalPawn[0]) + m_pGameSceneNode)[0];
if not GameSceneNode or GameSceneNode == 0 then return
vec3_t(0,0,0) end;
local vecAbsOrigin = ffi.cast("struct vec3_t*",
ffi.cast("uintptr_t", GameSceneNode) + m_vecAbsOrigin)[0];
local vecViewOffset = ffi.cast("struct vec3_t*",
ffi.cast("uintptr_t", pLocalPawn[0]) + m_vecViewOffset)[0];

return vec3_t(vecAbsOrigin.x + vecViewOffset.x, vecAbsOrigin.y +


vecViewOffset.y, vecAbsOrigin.z + vecViewOffset.z);
end;
local last_count_bullet = 0;

local fnOnPaint = function ()


local pLocalPawn = entitylist.get_local_player_pawn()
if not pLocalPawn or pLocalPawn == 0 or ffi.cast("int*",
pLocalPawn[m_iHealth])[0] <= 0 then
return
end

local vecEyePosition = GetEyePos(pLocalPawn)


local pBulletServices = ffi.cast("uintptr_t*",
ffi.cast("uintptr_t", pLocalPawn[0]) + m_pBulletServices)[0]
if not pBulletServices or pBulletServices == 0 then return end

-- local pBulletData_type = ffi.typeof("$*",


CUtlVector("bullet_data"))
if not pBulletData_type then return end
local pBulletData = ffi.cast(pBulletData_type,
ffi.cast("uintptr_t", pBulletServices) + 0x48)[0]
if not pBulletData then return end

local maxIterations = 100


if Controls["Tracers"] then
for i = math.min(pBulletData:count(), last_count_bullet +
maxIterations), last_count_bullet + 1, -1 do
local element = pBulletData:element(i - 1)
if element and element.position then
CreateBeamPoint(vecEyePosition,
vec3_t(element.position.x, element.position.y, element.position.z),
COLOR_RIGHT_HERE)
else
print("😪 >> " .. tostring(i - 1))
end
end
end

if pBulletData:count() ~= last_count_bullet then


last_count_bullet = pBulletData:count()
end
goto zoov_
last_count_bullet = 0;
::zoov_::
end
register_callback("paint", fnOnPaint)
end,print)
---------------------------------------Preserve
Killfeed---------------------------------------

local fnFindHudElement = ffi.cast("uintptr_t*(__fastcall*)(const char*)",


find_pattern("client.dll", "40 55 48 83 EC 20 48 83"));
local fnClearNotices = ffi.cast("void(__fastcall*)(uintptr_t)",
find_pattern("client.dll", "48 89 5C 24 08 48 89 74 24 10 57 48 83 EC 20 48 8B 71
68"));
local bClear = false;

local ClearNotices = function(hudPtr)


fnClearNotices(ffi.cast("uintptr_t", hudPtr) - 0x28);
bClear = false
end

local fnMain = function(bUnload)


local hudPtr = fnFindHudElement("CCSGO_HudDeathNotice");
if not hudPtr or hudPtr == nil then return end;
ffi.cast("float*", ffi.cast("uintptr_t", hudPtr) + 0x50)[0] = bUnload and 1.5
or 99999999999999999999.0;
if (bClear) then
ClearNotices(hudPtr);
end
end

local fnOnPaint = function()


if Controls["KillFeed"] then
fnMain(false);
else
fnMain(true);
end
end

register_callback("paint", fnOnPaint)
register_callback("round_start", function(event)
if Controls["KillFeed"] then
bClear = true;
end
end)
register_callback("unload", function()
bClear = true;
fnMain(true);
end)

function Keroscene()
local sliderValue = Controls["Slider1"]
local sliderValueL = Controls["SliderLeft"]
local sliderValueR = Controls["SliderRight"]
local sliderValueTL = Controls["SliderTL"]
local sliderValueTS = Controls["SliderTS"]
local sliderValueTI = Controls["SliderTI"]
local sliderValueTR1 = Controls["SliderTR1"]
local sliderValueTG1 = Controls["SliderTG1"]
local sliderValueTB1 = Controls["SliderTB1"]
local sliderValueTR2 = Controls["SliderTR2"]
local sliderValueTG2 = Controls["SliderTG2"]
local sliderValueTB2 = Controls["SliderTB2"]

local selectedOption = Controls["Dropdown1"]

if Controls["killsay"] then

end
if Controls["damagesound"] then

end
if Controls["killsound"] then

end
if Controls["Waterka"] then
drawWatermark()
end

---------------------------------------FOV Changer-----------------------
Controls----------------
if Controls["fovchanger"] then
local sliderValue = Controls["Slider1"] or 130
local m_iDesiredFOV = engine.get_netvar_offset("client.dll",
"CBasePlayerController", "m_iDesiredFOV")
local pLocalController = entitylist.get_local_player_controller()
if pLocalController then
ffi.cast("int*", pLocalController[m_iDesiredFOV])[0] = sliderValue
end
else
local m_iDesiredFOV = engine.get_netvar_offset("client.dll",
"CBasePlayerController", "m_iDesiredFOV")
local pLocalController = entitylist.get_local_player_controller()
if pLocalController then
ffi.cast("int*", pLocalController[m_iDesiredFOV])[0] = 90
end
end
if Controls["BulletImpacts"] then

end
if Controls["HitLogs"] then

end
if Controls["HitLogs2"] then

end
if Controls["Fakerep"] then

end
if Controls["RadarR"] then

end
if Controls["FakeFeed"] then

end
if Controls["headshot"] then

end
if Controls["assistedflash"] then

end
if Controls["noscope"] then

end
if Controls["wallbang"] then

end
if Controls["revenge"] then

end
if Controls["dominated"] then

end
if Controls["inair"] then

end
if Controls["headshoto"] then

end
if Controls["assistedflasho"] then

end
if Controls["noscopeo"] then

end
if Controls["wallbango"] then

end
if Controls["revengeo"] then

end
if Controls["dominatedo"] then

end
if Controls["inairo"] then

end
if Controls["buybotlegit"] then

end
if Controls["buybotr"] then

end
if Controls["ak47"] then

end
if Controls["taser"] then

end
if Controls["defkit"] then

end
if Controls["m4a1"] then

end
if Controls["m4a4"] then

end
if Controls["mainweapon"] then
end
if Controls["secondweapon"] then

end
if Controls["molotov"] then

end
if Controls["smoke"] then

end
if Controls["heg"] then

end
if Controls["flash"] then

end
if Controls["ManualAA"] then

end
if Controls["ManualAAPS"] then

end
if Controls["ManualAAPSALO"] then

end
if Controls["JitterAA"] then

end
if Controls["HitLogsCent"] then

end
if Controls["Tracers"] then

end
if Controls["legitsecond"] then

end
if Controls["secondary0"] then

end
if Controls["secondary1"] then

end
if Controls["secondary2"] then

end
if Controls["secondary3"] then

end
if Controls["secondary4"] then

end
if Controls["KillFeed"] ~= prevKillFeedState then
if not Controls["KillFeed"] then
bClear = true;
fnMain(true)
end
prevKillFeedState = Controls["KillFeed"]
end
end

---------------------------------------Killsay
Ru---------------------------------------
local phrases = {
"Ребят, ну тренируйтесь, когда-нибудь и вы меня догоните... Может быть ",
"А что, вы всегда такие медленные? Я думал, это просто задержка сервера!",
"Эй, у кого тут лобби для новичков? Кажется, я ошибся игрой ",
"Не переживайте, ещё пару тысяч часов, и вы почти как я.",
"Ребят, я же не виноват, что ваши экраны не так быстро реагируют, как мой!",
"Если это ваше лучшее, мне даже как-то неловко...",
"Кажется, у вас появился шанс! Ловите скриншот на память.",
"Стараюсь играть аккуратно, чтобы не расстраивать вас слишком сильно ",
"Где же ваши хайлайты? А, точно, вы в тени моего мастерства!",
"Давайте так: вы не будете ныть, а я немного снизил уровень... на 0.01%!",
"Успокойтесь, ребят, это просто естественный талант! ",
"Ощущение, что играю против ботов... кто-нибудь ещё здесь живой?",
"Не обижайтесь, я просто даю вам повод для тренировок!",
"Ну что, записали мой урок? Повторим ещё раз?",
"Ой, простите, кажется, я случайно включил ‘режим бога’!",
"Не переживайте, я на вас свои читы и тестирую!",
"Даже и не знаю, что сказать... против вас скучно ",
"Когда ты на пике формы, а противник всё ещё на разминке.",
"Легко, как утренний кофе ☕️. Кто следующий?",
"Вам там нормально, или мне сбавить обороты?",
"Вы серьёзно? Я думал, это был разминочный раунд!",
"Ребят, это матч или тренировка для новичков?",
"Вам до меня ещё как до луны пешком.",
"Сори, если слишком быстро для вас, это просто реакция!",
"Мне кажется, что играю в соло — где вы все?",
"Ваши скиллы тут точно не в приоритете.",
"Ого, это вы так ‘атака’ называете? Забавно!",
"Вы что, пингвинчики? Так медленно двигаетесь!",
"Попробуйте угадать, где я появлюсь... или даже не пытайтесь.",
"А может, я просто экс-чемпион мира? Вам не узнать!",
"Такое чувство, что вы с завязанными глазами играете!",
"Кто-то тут не на моём уровне... и это не я.",
"Кажется, вы всё время на паузе, или это только кажется?",
"Вы точно знали, что зашли в матч, а не в лобби для болтовни?",
"А я могу даже без чата вас обыграть. Проверим?",
"Когда вы уже начнете пытаться? Я вас жду!",
"Даже с закрытыми глазами можно быть быстрее.",
"Придётся снизить свою сложность, чтобы вам шансы дать.",
"Тренируйтесь больше, а то я заскучаю.",
"Можете сразу сдаться, я не обижусь!"
}

local counter = 0

register_callback("player_death", function(event)
if Controls["killsay"] then
if Controls["Dropdown1"] == 1 then
if event:get_pawn("attacker") ==
entitylist.get_local_player_pawn() then
engine.execute_client_cmd("say " .. phrases[counter %
#phrases + 1])
counter = counter + 1
end
end
end
end)

---------------------------------------Killsay
Skeet---------------------------------------
local phrasessk = {
"𝕝𝕚𝕗𝕖 𝕚𝕤 𝕒 𝕘𝕒𝕞𝕖, 𝕤𝕥𝕖𝕒𝕞 𝕝𝕖𝕧𝕖𝕝 𝕚𝕤 𝕙𝕠𝕨 𝕨𝕖 𝕜𝕖𝕖𝕡 𝕥𝕙𝕖 𝕤𝕔𝕠𝕣𝕖 ♛ 𝕞𝕒𝕜𝕖 𝕣𝕚𝕔𝕙 𝕞𝕒𝕚𝕟𝕤, 𝕟𝕠𝕥
𝕗𝕣𝕚𝕖𝕟𝕕𝕤",

"𝒯𝒽𝑒 𝓅𝓇𝑜𝒷𝓁𝑒𝓂 𝒾𝓈 𝓉𝒽𝒶𝓉 𝒾 𝑜𝓃𝓁𝓎 𝒾𝓃𝒿𝑒𝒸𝓉 𝒸𝒽𝑒𝒶𝓉𝓈 𝑜𝓃 𝓂𝓎 𝓂𝒶𝒾𝓃 𝓉𝒽𝒶𝓉 𝒽𝒶𝓋𝑒


"𝙒𝙝𝙚𝙣 𝙄'𝙢 𝙥𝙡𝙖𝙮 𝙈𝙈 𝙄'𝙢 𝙥𝙡𝙖𝙮 𝙛𝙤𝙧 𝙬𝙞𝙣, 𝙙𝙤𝙣'𝙩 𝙨𝙘𝙖𝙧𝙚 𝙛𝙤𝙧 𝙨𝙥𝙞𝙣, 𝙞 𝙞𝙣𝙟𝙚𝙘𝙩 𝙧𝙖𝙜𝙚 ♕",

𝓃𝒶𝓂𝑒𝓈 𝓉𝒽𝒶𝓉 𝓈𝓉𝒶𝓇𝓉 𝓌𝒾𝓉𝒽 𝓰 𝒶𝓃𝒹 𝑒𝓃𝒹 𝓌𝒾𝓉𝒽 𝓪𝓶𝓮𝓼𝓮𝓷𝓼𝓮",


"(◣_◢) 𝕐𝕠𝕦 𝕒𝕨𝕒𝕝𝕝 𝕗𝕚𝕣𝕤𝕥? 𝕆𝕜 𝕝𝕖𝕥𝕤 𝕗𝕦𝕟 slightsmile (◣_◢)",
"i cant lose on office it my home",
"𝕞𝕒𝕚𝕟 𝕟𝕖𝕨= 𝕔𝕒𝕟 𝕓𝕦𝕪.. 𝕙𝕧𝕙 𝕨𝕚𝕟? 𝕕𝕠𝕟𝕥 𝕥𝕙𝕚𝕟𝕜 𝕚𝕞 𝕔𝕒𝕟, 𝕚𝕞 𝕝𝕠𝕒𝕕 𝕣𝕒𝕘𝕖 ♕",
"♛♛ Family in gs♛",
"u will 𝕣𝕖𝕘𝕣𝕖𝕥 rage vs me when i go on lolz.guru acc.",

"♛ 𝓽𝓾𝓻𝓴𝓲𝓼𝓱 𝓽𝓻𝓾𝓼𝓽 𝓯𝓪𝓬𝓽𝓸𝓻 ♛",


"𝔻𝕠𝕟𝕥 𝕒𝕕𝕕 𝕞𝕖 𝕥𝕠 𝕨𝕒𝕣 𝕠𝕟 𝕞𝕪 𝕤𝕞𝕦𝕣𝕗 (◣_◢) 𝕘𝕒𝕞𝕖𝕤𝕖𝕟𝕤𝕖 𝕒𝕝𝕨𝕒𝕪𝕤 𝕣𝕖𝕒𝕕𝕪 ♛",

"𝕕𝕦𝕞𝕓 𝕕𝕠𝕘, 𝕪𝕠𝕦 𝕒𝕨𝕒𝕜𝕖 𝕥𝕙𝕖 ᴅʀᴀɢᴏɴ ʜᴠʜ ᴍᴀᴄʜɪɴᴇ, 𝕟𝕠𝕨 𝕪𝕠𝕦 𝕝𝕠𝕤𝕖 𝙖𝙘𝙘 𝕒𝕟𝕕 𝚐𝚊𝚖𝚎
♕",
"♛ 𝕞𝕪 𝕙𝕧𝕙 𝕥𝕖𝕒𝕞 𝕚𝕤 𝕣𝕖𝕒𝕕𝕪 𝕘𝕠 𝟙𝕩𝟙 𝟚𝕩𝟚 𝟛𝕩𝟛 𝟜𝕩𝟜 𝟝𝕩𝟝 (◣_◢)",
"ᴀɢᴀɪɴ ɴᴏɴᴀᴍᴇ ᴏɴ ᴍʏ ꜱᴛᴇᴀᴍ ᴀᴄᴄᴏᴜɴᴛ. ɪ ꜱᴇᴇ ᴀɢᴀɪɴ ᴀᴄᴛɪᴠɪᴛʏ.",
"ɴᴏɴᴀᴍᴇ ʟɪꜱᴛᴇɴ ᴛᴏ ᴍᴇ ! ᴍʏ ꜱᴛᴇᴀᴍ ᴀᴄᴄᴏᴜɴᴛ ɪꜱ ɴᴏᴛ ʏᴏᴜʀ ᴘʀᴏᴘᴇʀᴛʏ.",
"𝙋𝙤𝙤𝙧 𝙖𝙘𝙘 𝙙𝙤𝙣’𝙩 𝙘𝙤𝙢𝙢𝙚𝙣𝙩 𝙥𝙡𝙚𝙖𝙨𝙚 ♛",

"𝓭𝓸𝓷𝓽 𝓝𝓝",
"𝕥𝕣𝕪 𝕥𝕠 𝕥𝕖𝕤𝕥 𝕞𝕖? (◣_◢) 𝕞𝕪 𝕞𝕚𝕕𝕕𝕝𝕖 𝕟𝕒𝕞𝕖 𝕚𝕤 𝕘𝕖𝕟𝕦𝕚𝕟𝕖 𝕡𝕚𝕟 ♛",

"ℕ𝕠 𝕆𝔾 𝕀𝔻? 𝔻𝕠𝕟'𝕥 𝕒𝕕𝕕 𝕞𝕖 𝓷𝓲𝓰𝓰𝓪",


"𝐻𝒱𝐻 𝐿𝑒𝑔𝑒𝓃𝒹𝑒𝓃 𝟤𝟢𝟤𝟤 𝑅𝐼𝒫 𝐿𝒾𝓁 𝒫𝑒𝑒𝓅 & 𝒳𝓍𝓍𝓉𝑒𝒶𝓃𝒸𝒾𝑜𝓃 & 𝒥𝓊𝒾𝒸𝑒 𝒲𝓇𝓁𝒹",

"𝐨𝐮𝐫 𝐥𝐢𝐟𝐞 𝐦𝐨𝐭𝐨 𝐢𝐬 𝐖𝐈𝐍 > 𝐀𝐂𝐂",


"𝕚 𝕘𝕤 𝕦𝕤𝕖𝕣, 𝕟𝕠 𝕘𝕤 𝕟𝕠 𝕥𝕒𝕝𝕜",

"𝕗𝕦𝕔𝕜 𝕪𝕠𝕦𝕣 𝕗𝕒𝕞𝕚𝕝𝕪 𝕒𝕟𝕕 𝕗𝕣𝕚𝕖𝕟𝕕𝕤, 𝕜𝕖𝕖𝕡 𝕥𝕙𝕖 𝕤𝕥𝕖𝕒𝕞 𝕝𝕖𝕧𝕖𝕝 𝕦𝕡 ♚",

"𝔂𝓸𝓾 𝓭𝓸𝓷𝓽 𝓷𝓮𝓮𝓭 𝓯𝓻𝓲𝓮𝓷𝓭𝓼 𝔀𝓱𝓮𝓷 𝔂𝓸𝓾 𝓱𝓪𝓿𝓮 𝓰𝓪𝓶𝓮𝓼𝓮𝓷𝓼𝓮",


"◣ ◢ 𝚢𝚘𝚞 𝚍𝚒𝚎, 𝚋𝚞𝚝 𝚠𝚎 𝚕𝚒𝚟𝚎 𝚏𝚘𝚛𝚎𝚟𝚎𝚛 (◣_◢)",

"𝚢𝚘𝚞 𝚊𝚠𝚊𝚕𝚕 𝚏𝚒𝚛𝚜𝚝? 𝚘𝚔 𝚕𝚎𝚝𝚜 𝚏𝚞𝚗 :)",


"-ᴀᴄᴄ? ᴡʜᴏ ᴄᴀʀꜱ ɪᴍ ʀɪᴄʜ ʜʜʜʜʜʜ",

"𝔂𝓸𝓾 𝓬𝓪𝓶𝓽 𝓺𝓾𝓲𝓬𝓴 𝓹𝓮𝓪𝓴 𝓱𝓿𝓱 𝓴𝓲𝓷𝓰",


"𝕤𝕠𝕣𝕣𝕪 𝕔𝕒𝕟𝕥 𝕙𝕖𝕒𝕣 𝕤𝕜𝕖𝕖𝕥𝕝𝕖𝕤𝕤",

"nice try poor dog",


"𝔸𝕃𝕃 𝔻𝕆𝔾𝕊 𝕃𝕆𝕊𝔼 𝕋𝕆 𝔾𝕊",
"𝙼𝚈 𝙱𝙾𝚃𝙽𝙴𝚃 𝙳𝙾𝙴𝚂𝙽𝚃 𝙲𝙰𝚁𝙴 𝙰𝙱𝙾𝚄𝚃 𝚈𝙾𝚄𝚁 𝙵𝙴𝙴𝙻𝙸𝙽𝙶𝚂",
"𝕚𝕟 𝟝𝕧𝕤𝟝 𝕚𝕞 𝕒𝕝𝕨𝕒𝕪𝕤 𝕤𝕡𝕖𝕒𝕜 𝕗𝕠𝕣 𝕥𝕖𝕒𝕞, 𝔻𝕆ℕ𝕋 𝕘𝕠𝕚𝕟𝕘 𝕗𝕠𝕣 𝕙𝕖𝕒𝕕𝕤, 𝔹𝕆𝔻𝕐𝔸𝕀𝕄𝕊, 𝕓𝕦𝕥
𝕕𝕠𝕘𝕤 𝕟𝕖𝕧𝕖𝕣 𝕨𝕒𝕟𝕥 𝕝𝕚𝕤𝕥𝕖𝕟",

'𝐓𝐡𝐞 𝐨𝐧𝐥𝐲 𝐭𝐡𝐢𝐧𝐠 𝐥𝐨𝐰𝐞𝐫 𝐭𝐡𝐚𝐧 𝐲𝐨𝐮𝐫 𝐤/𝐝 𝐫𝐚𝐭𝐢𝐨 𝐢𝐬 𝐲𝐨𝐮𝐫 𝐩𝐞𝐧𝐢𝐬 𝐬𝐢𝐳𝐞.',
'Your cheat is not the problem, but that you were born.',

'𝓘 𝓯𝓾𝓬𝓴𝓮𝓭 𝔂𝓸𝓾 𝓾𝓹.',}


'˜”*°•.˜”*°• ʏᴏᴜʀ ᴍᴏᴛʜᴇʀ ᴡᴏᴜʟᴅ ʜᴀᴠᴇ ᴅᴏɴᴇ ʙᴇᴛᴛᴇʀ ᴛᴏ ꜱᴡᴀʟʟᴏᴡ ʏᴏᴜ. •°*”˜.•°*”˜',

local counter = 0
register_callback("player_death", function(event)
if Controls["killsay"] then
if Controls["Dropdown1"] == 2 then
if event:get_pawn("attacker") ==
entitylist.get_local_player_pawn() then
engine.execute_client_cmd("say " .. phrasessk[counter %
#phrasessk + 1])
counter = counter + 1
end
end
end
end)

---------------------------------------
HitLogs---------------------------------------
local accent = color_t(0.8, 1, 0.2588235294117647,1)
local m_sSanitizedPlayerName = engine.get_netvar_offset("client.dll",
"CCSPlayerController", "m_sSanitizedPlayerName");
local m_hOriginalController = engine.get_netvar_offset("client.dll",
"C_CSPlayerPawnBase", "m_hOriginalController");
local m_nTickBase = engine.get_netvar_offset("client.dll", "CBasePlayerController",
"m_nTickBase");
local Verdana = render.setup_font("C:/Windows/Fonts/verdanab.ttf", 12, 16);
local logs = {};

local Lerp = function(a, b, t)


return a + (b - a) * t
end

local _LOG = function(str)


print("[nixware] \0", accent);print(str);
end;

local GetHitgroupName = function(nHitgroup)


if nHitgroup == 1 then
return "head";
elseif nHitgroup == 2 then
return "chest";
elseif nHitgroup == 0 then
return "generic";
elseif nHitgroup == 4 or nHitgroup == 5 then
return "arms";
elseif nHitgroup == 8 then
return "neck";
elseif nHitgroup == 6 or nHitgroup == 7 then
return "legs";
elseif nHitgroup == 3 then
return "stomach";
else
return "unknown";
end;
end;

local fnOnPlayerHurt = function(event)


if Controls["HitLogs"] then
local pLocalPawn = event:get_pawn("attacker");
if pLocalPawn ~= entitylist.get_local_player_pawn() then return; end;
local pLocalController = entitylist.get_local_player_controller();
if not pLocalController then return; end;
local pLocalTickBase = ffi.cast("int*", pLocalController[m_nTickBase])[0];
local pTargetController = event:get_controller("userid");
if not pTargetController then return end;
local szName = ffi.string(ffi.cast("char**",
pTargetController[m_sSanitizedPlayerName])[0]); -- todo транслит добавить
local nHealth = event:get_int("health");
local nDamage = event:get_int("dmg_health");
local nHitgroup = event:get_int("hitgroup");
local szHitgroup = GetHitgroupName(nHitgroup);

local Text = string.format("Hit %s in the %s for %d damage (%d health


remaining)", szName, szHitgroup, nDamage, nHealth);
_LOG(Text);
table.insert(logs, {szText = Text, nTickBase = pLocalTickBase + (4 / 0.015625),
flAlpha = 0});
end
end;

local fnOnPaint = function()


local pLocalController = entitylist.get_local_player_controller();
if not pLocalController then logs = {}; return; end;
local pLocalTickBase = ffi.cast("int*", pLocalController[m_nTickBase])[0];
if not pLocalTickBase then return; end;
local nOffset = 0;
for i, v in ipairs(logs) do
local vecRenderPos = vec2_t(5,5 + nOffset);
local colAccent = accent;
v.flAlpha = Lerp(v.flAlpha, pLocalTickBase > v.nTickBase and 0 or 1, 20 *
render.frame_time()); --62
colAccent.a = v.flAlpha;
render.text("[nixware]", Verdana, vecRenderPos + 1, color_t(0, 0, 0,
v.flAlpha * 0.25));
render.text("[nixware]", Verdana, vecRenderPos, colAccent);
vecRenderPos.x = vecRenderPos.x + 60;
render.text(v.szText, Verdana, vecRenderPos + 1, color_t(0, 0, 0, v.flAlpha
* 0.25));
render.text(v.szText, Verdana, vecRenderPos, color_t(1,1,1,v.flAlpha));

nOffset = nOffset + 16 * v.flAlpha;


if (v.flAlpha < 0.0001) then table.remove(logs, i) end;
end;
end;
register_callback("paint", fnOnPaint)
register_callback("player_hurt", fnOnPlayerHurt)

--------------------Hitlogs 2----------------

local accent = color_t(0.8, 1, 0.2588235294117647,1)


local m_sSanitizedPlayerName = engine.get_netvar_offset("client.dll",
"CCSPlayerController", "m_sSanitizedPlayerName");
local m_hOriginalController = engine.get_netvar_offset("client.dll",
"C_CSPlayerPawnBase", "m_hOriginalController");
local m_nTickBase = engine.get_netvar_offset("client.dll", "CBasePlayerController",
"m_nTickBase");
local Verdana = render.setup_font("C:/Windows/Fonts/verdanab.ttf", 12, 16);
local logs = {};

local Lerp = function(a, b, t)


return a + (b - a) * t
end

local _LOG = function(str)


print("[nixware] \0", accent);print(str);
end;
local GetHitgroupName = function(nHitgroup)
if nHitgroup == 1 then
return "head";
elseif nHitgroup == 2 then
return "chest";
elseif nHitgroup == 0 then
return "generic";
elseif nHitgroup == 4 or nHitgroup == 5 then
return "arms";
elseif nHitgroup == 8 then
return "neck";
elseif nHitgroup == 6 or nHitgroup == 7 then
return "legs";
elseif nHitgroup == 3 then
return "stomach";
else
return "unknown";
end;
end;

local fnOnPlayerHurt = function(event)


if Controls["HitLogs2"] then
local pLocalPawn = event:get_pawn("attacker");
if pLocalPawn ~= entitylist.get_local_player_pawn() then return; end;
local pLocalController = entitylist.get_local_player_controller();
if not pLocalController then return; end;
local pLocalTickBase = ffi.cast("int*", pLocalController[m_nTickBase])[0];
local pTargetController = event:get_controller("userid");
if not pTargetController then return end;
local szName = ffi.string(ffi.cast("char**",
pTargetController[m_sSanitizedPlayerName])[0]); -- todo транслит добавить
local nHealth = event:get_int("health");
local nDamage = event:get_int("dmg_health");
local nHitgroup = event:get_int("hitgroup");
local szHitgroup = GetHitgroupName(nHitgroup);

local Text = string.format("Hit %s in the %s for %d damage (%d health


remaining)", szName, szHitgroup, nDamage, nHealth);
_LOG(Text);
table.insert(logs, {szText = Text, nTickBase = pLocalTickBase + (4 / 0.015625),
flAlpha = 0});
end
end;

local fnOnPaint = function()


local pLocalController = entitylist.get_local_player_controller();
if not pLocalController then logs = {}; return; end;
local pLocalTickBase = ffi.cast("int*", pLocalController[m_nTickBase])[0];
if not pLocalTickBase then return; end;
local nOffset = 0;
for i, v in ipairs(logs) do
local vecRenderPos = vec2_t(10,7 + nOffset);
local colAccent = accent;
v.flAlpha = Lerp(v.flAlpha, pLocalTickBase > v.nTickBase and 0 or 1, 20 *
render.frame_time()); --62
colAccent.a = v.flAlpha;
render.text("[nixware]", Verdana, vecRenderPos + 1, color_t(0, 0, 0,
v.flAlpha * 0.25));
render.text("[nixware]", Verdana, vecRenderPos, colAccent);
vecRenderPos.x = vecRenderPos.x + 60;
render.text(v.szText, Verdana, vecRenderPos + 1, color_t(0, 0, 0, v.flAlpha
* 0.25));
render.text(v.szText, Verdana, vecRenderPos, color_t(1,1,1,v.flAlpha));

nOffset = nOffset + 16 * v.flAlpha;


if (v.flAlpha < 0.0001) then table.remove(logs, i) end;
end;
end;
register_callback("paint", fnOnPaint)
register_callback("player_hurt", fnOnPlayerHurt)

---------------------------------------
ManualAA---------------------------------------
local STATES = {
[0x5A] = 90, -- Z key
[0x43] = -90, -- C key
[0x58] = 0, -- X key

default = 180
}

local ENABLE_INDICATOR = true


local INDICATOR_COLOR = color_t(0.72, 0.76, 1, 1)
local INDICATOR_DISTANCE = 40

--

ffi.cdef [[
unsigned short GetAsyncKeyState(int vKey);
]]

local function is_key_pressed(virtualKey)


return bit.band(ffi.C.GetAsyncKeyState(virtualKey), 32768) == 32768
end

local held_keys_cache = {}

register_callback("paint", function()
if Controls["ManualAA"] then
for k, v in pairs(STATES) do
if k == "default" then
goto continue
end

local is_key_held = is_key_pressed(k)

if (not held_keys_cache[k]) and is_key_held then


if menu.ragebot_anti_aim_base_yaw_offset == v then
menu.ragebot_anti_aim_base_yaw_offset =
STATES["default"]
else
menu.ragebot_anti_aim_base_yaw_offset = v
end
end

held_keys_cache[k] = is_key_held

::continue::
end

if ENABLE_INDICATOR then
if not entitylist.get_local_player_pawn() then return end

local screen_center = vec2_t(


render.screen_size().x / 2,
render.screen_size().y / 2
)

local offset = menu.ragebot_anti_aim_base_yaw_offset

local manual =
(offset == 90) and 2 or
(offset == -90) and 1 or
(offset == 0) and 3 or
0

render.filled_polygon(
{
vec2_t(screen_center.x + (INDICATOR_DISTANCE + 15),
screen_center.y),
vec2_t(screen_center.x + (INDICATOR_DISTANCE + 2),
screen_center.y - 9),
vec2_t(screen_center.x + (INDICATOR_DISTANCE + 2),
screen_center.y + 9)
},
manual == 1 and INDICATOR_COLOR or color_t(0, 0, 0, 0.4)
)

render.filled_polygon(
{
vec2_t(screen_center.x - (INDICATOR_DISTANCE + 15),
screen_center.y),
vec2_t(screen_center.x - (INDICATOR_DISTANCE + 2),
screen_center.y - 9),
vec2_t(screen_center.x - (INDICATOR_DISTANCE + 2),
screen_center.y + 9)
},
manual == 2 and INDICATOR_COLOR or color_t(0, 0, 0, 0.4)
)

render.filled_polygon(
{
vec2_t(screen_center.x, screen_center.y -
(INDICATOR_DISTANCE + 15)),
vec2_t(screen_center.x - 9, screen_center.y -
(INDICATOR_DISTANCE + 2)),
vec2_t(screen_center.x + 9, screen_center.y -
(INDICATOR_DISTANCE + 2))
},
manual == 3 and INDICATOR_COLOR or color_t(0, 0, 0, 0.4)
)
end
end
end)

register_callback("unload", function()
menu.ragebot_anti_aim_base_yaw_offset = STATES["default"]
end)

-----------------------Psilent ManualAA----------------------

local STATES = {
[0x5A] = 147, -- Z key
[0x43] = -142, -- C key

default = 180
}

local ENABLE_INDICATORP = true


local INDICATOR_COLORP = color_t(0.72, 0.76, 1, 1)
local INDICATOR_DISTANCEP = 40

--

ffi.cdef [[
unsigned short GetAsyncKeyState(int vKey);
]]

local function is_key_pressed(virtualKey)


return bit.band(ffi.C.GetAsyncKeyState(virtualKey), 32768) == 32768
end

local held_keys_cache = {}

register_callback("paint", function()
if Controls["ManualAAPS"] then
for k, v in pairs(STATES) do
if k == "default" then
goto continue
end

local is_key_held = is_key_pressed(k)

if (not held_keys_cache[k]) and is_key_held then


if menu.ragebot_anti_aim_base_yaw_offset == v then
menu.ragebot_anti_aim_base_yaw_offset =
STATES["default"]
else
menu.ragebot_anti_aim_base_yaw_offset = v
end
end

held_keys_cache[k] = is_key_held

::continue::
end

if ENABLE_INDICATORP then
if not entitylist.get_local_player_pawn() then return end

local screen_center = vec2_t(


render.screen_size().x / 2,
render.screen_size().y / 2
)

local offset = menu.ragebot_anti_aim_base_yaw_offset

local manual =
(offset >= 45 and offset <= 148) and 2 or
(offset <= -75 and offset >= -148) and 1 or
0

render.filled_polygon(
{
vec2_t(screen_center.x + (INDICATOR_DISTANCEP + 15),
screen_center.y),
vec2_t(screen_center.x + (INDICATOR_DISTANCEP + 2),
screen_center.y - 9),
vec2_t(screen_center.x + (INDICATOR_DISTANCEP + 2),
screen_center.y + 9)
},
manual == 1 and INDICATOR_COLORP or color_t(0, 0, 0, 0.4)
)

render.filled_polygon(
{
vec2_t(screen_center.x - (INDICATOR_DISTANCEP + 15),
screen_center.y),
vec2_t(screen_center.x - (INDICATOR_DISTANCEP + 2),
screen_center.y - 9),
vec2_t(screen_center.x - (INDICATOR_DISTANCEP + 2),
screen_center.y + 9)
},
manual == 2 and INDICATOR_COLORP or color_t(0, 0, 0, 0.4)
)
end
end
end)
register_callback("unload", function()
menu.ragebot_anti_aim_base_yaw_offset = STATES["default"]
end)

---------------------------------------Jitter
ManualAA---------------------------------------
local sliderValueLeft = Controls["SliderLeft"] or 130
local sliderValueRight = Controls["SliderRight"] or 130

local STATES = {
[0x5A] = sliderValueLeft, -- Z key (left slider)
[0x43] = -sliderValueRight, -- C key (right slider)
[0x58] = 0, -- X key (fixed at 0 for forward)

default = 180
}

local ENABLE_INDICATORP = true


local INDICATOR_COLORP = color_t(0.72, 0.76, 1, 1)
local INDICATOR_DISTANCEP = 40

ffi.cdef [[
unsigned short GetAsyncKeyState(int vKey);
]]

local function is_key_pressed(virtualKey)


return bit.band(ffi.C.GetAsyncKeyState(virtualKey), 32768) == 32768
end

local held_keys_cache = {}

local key_state = {
[0x5A] = false, -- Z key
[0x43] = false, -- C key
[0x58] = false, -- X key
}

local active_arrow = nil

register_callback("paint", function()

sliderValueLeft = Controls["SliderLeft"] or 130


sliderValueRight = Controls["SliderRight"] or 130

STATES[0x5A] = sliderValueLeft
STATES[0x43] = -sliderValueRight

if Controls["ManualAAPSALO"] then

for k, v in pairs(STATES) do
if k == "default" then
goto continue
end

local is_key_held = is_key_pressed(k)

if is_key_held then
if key_state[k] == false then

key_state[k] = true
active_arrow = k
menu.ragebot_anti_aim_base_yaw_offset = v
else

key_state[k] = false
active_arrow = nil
menu.ragebot_anti_aim_base_yaw_offset = STATES["default"]
end
end

held_keys_cache[k] = is_key_held

::continue::
end
if is_key_pressed(0x51) then -- Q key is pressed

for k, _ in pairs(key_state) do
key_state[k] = false
end
active_arrow = nil
menu.ragebot_anti_aim_base_yaw_offset = STATES["default"]
end

if ENABLE_INDICATORP then
if not entitylist.get_local_player_pawn() then return end

local screen_center = vec2_t(


render.screen_size().x / 2,
render.screen_size().y / 2
)

local manual = 0

if active_arrow == 0x5A then -- Z key pressed


manual = 1
elseif active_arrow == 0x43 then -- C key pressed
manual = 2
elseif active_arrow == 0x58 then -- X key pressed
manual = 3
end

render.filled_polygon(
{
vec2_t(screen_center.x + (INDICATOR_DISTANCEP + 15),
screen_center.y),
vec2_t(screen_center.x + (INDICATOR_DISTANCEP + 2),
screen_center.y - 9),
vec2_t(screen_center.x + (INDICATOR_DISTANCEP + 2),
screen_center.y + 9)
},
manual == 2 and INDICATOR_COLORP or color_t(0, 0, 0, 0.4)
)

render.filled_polygon(
{
vec2_t(screen_center.x - (INDICATOR_DISTANCEP + 15),
screen_center.y),
vec2_t(screen_center.x - (INDICATOR_DISTANCEP + 2),
screen_center.y - 9),
vec2_t(screen_center.x - (INDICATOR_DISTANCEP + 2),
screen_center.y + 9)
},
manual == 1 and INDICATOR_COLORP or color_t(0, 0, 0, 0.4)
)

render.filled_polygon(
{
vec2_t(screen_center.x, screen_center.y - (INDICATOR_DISTANCEP
+ 15)),
vec2_t(screen_center.x - 9, screen_center.y -
(INDICATOR_DISTANCEP + 2)),
vec2_t(screen_center.x + 9, screen_center.y -
(INDICATOR_DISTANCEP + 2))
},
manual == 3 and INDICATOR_COLORP or color_t(0, 0, 0, 0.4)
)
end
end
end)

register_callback("unload", function()
menu.ragebot_anti_aim_base_yaw_offset = STATES["default"]
end)
--------------------------------------Antiaim----------------------------------

---------------------------------------HitLogs
Center---------------------------------------
local config = {
hit_logs = true,
harm_logs = true,
hit_color = color_t(140 / 255, 142 / 255, 255 / 255, 0.8),
harm_color = color_t(140 / 255, 142 / 255, 255 / 255, 0.8),
y_offset = 100
}

local log = {}
local logs = {}

math.calculate_count = function(text, search)


local count = 0
for i = 1, #text do
if text:sub(i, i) == search then
count = count + 1
end
end
return count
end

render.shadow_text = function(text, font, pos, color, size)


pos.y = pos.y + 0.5
render.text(text, font, pos + 1, color_t(0, 0, 0, color.a), size)
render.text(text, font, pos, color, size)
end

local string_to_color = {
["white"] = color_t(1, 1, 1, 1),
["black"] = color_t(0, 0, 0, 1),
["hit"] = config.hit_color,
["harm"] = config.harm_color,
}

local m_sSanitizedPlayerName = engine.get_netvar_offset("client.dll",


"CCSPlayerController", "m_sSanitizedPlayerName");
local m_nTickBase = engine.get_netvar_offset("client.dll", "CBasePlayerController",
"m_nTickBase");

log.print = function(text, prefix_color)


print("[nixware] \0", string_to_color[prefix_color])
local string = text
local full_text = ""
local colored_text = {}
for i = 1, math.calculate_count(string, "{") do
local start_prefix = string:find("{")
local end_prefix = string:find("}")
local color = string:sub(start_prefix + 1, end_prefix - 1)
local next_string = string:sub(end_prefix + 1)
local next_prefix_start = next_string:find("{")
local new_string = next_prefix_start and next_string:sub(1,
next_prefix_start - 1) or next_string
string = next_string
print(new_string .. "\0", string_to_color[color])
full_text = full_text .. new_string
table.insert(colored_text, { text = new_string, color =
string_to_color[color] })
end
print("")
table.insert(logs, 1, { alpha = 0, tick_base = ffi.cast("int*",
entitylist.get_local_player_controller()[m_nTickBase])[0] + (3 / 0.015625),
full_text = full_text, colored_text = colored_text })
end

math.lerp = function(a, b, time)


return a + (b - a) * time
end

local font = {render.setup_font("C:/windows/fonts/verdana.ttf", 11, 400), 11}

log.render = function()
local offset = 0
for i, v in pairs(logs) do
local tick_base = ffi.cast("int*", entitylist.get_local_player_controller()
[m_nTickBase])[0]
if tick_base < v.tick_base and i <= 10 then
v.alpha = math.lerp(v.alpha, 1, 0.13)
else
v.alpha = math.lerp(v.alpha, 0, 0.13)
if v.alpha < 0.1 then
table.remove(logs, i)
end
end
local text_size = 0
local screen_size = render.screen_size()
local pos = vec2_t(screen_size.x / 2 - render.calc_text_size(v.full_text,
font[1], font[2]).x / 2, screen_size.y / 2 + config.y_offset)
for k, f in pairs(v.colored_text) do
f.color.a = v.alpha
render.shadow_text(f.text, font[1], vec2_t(pos.x + text_size, pos.y +
offset), f.color, font[2])
text_size = text_size + render.calc_text_size(f.text, font[1],
font[2]).x
end
offset = offset + 16 * v.alpha
end
end

local hitgroups = {
[0] = "generic",
[1] = "head",
[2] = "chest",
[3] = "stomach",
[4] = "left arm",
[5] = "right arm",
[6] = "left leg",
[7] = "right leg",
[8] = "neck"
}

log.player_hurt = function(event)
if Controls["HitLogsCent"] then
local local_player = entitylist.get_local_player_controller()
if not local_player then return end
local attacker = event:get_controller("attacker")
local attacker_name = "World"
if attacker then
attacker_name = ffi.string(ffi.cast("char**",
attacker[m_sSanitizedPlayerName])[0])
end
local target = event:get_controller("userid")
if not target then return end
local target_name = ffi.string(ffi.cast("char**",
target[m_sSanitizedPlayerName])[0])
local remaining = event:get_int("health")
local damage = event:get_int("dmg_health")
local hitgroup = hitgroups[event:get_int("hitgroup")]
local self_harm = false
if attacker == local_player and target == local_player then
self_harm = true
attacker_name = "yourself"
end
local is_fatal = remaining == 0
if target == local_player and config.harm_logs then
local harm_result = (is_fatal and "Tapped" or "Hit") ..
(self_harm and "" or " by")
hitgroup = hitgroup == "generic" and "" or (" for {harm}
%s{white}"):format(hitgroup)
damage = is_fatal and "" or (" for {harm}%s"):format(damage)
log.print(("{white}%s {harm}%s{white}%s%s"):format(harm_result,
attacker_name, hitgroup, damage), "harm")
elseif attacker == local_player and config.hit_logs then
local hit_result = is_fatal and "Tapped" or "Hit"
hitgroup = (hitgroup == "generic" or hitgroup == "gear") and ""
or (is_fatal and "'s " or "'s ") .. (" {hit}%s{white}"):format(hitgroup)
damage = is_fatal and "" or (" for {hit}%s"):format(damage)
target_name = hitgroup == "{white}" and target_name or
("%s{white}"):format(target_name)
log.print(("{white}%s {hit}%s%s%s"):format(hit_result,
target_name, hitgroup, damage), "hit")
end
end
end

----------------Hitsound------------------------
register_callback("player_death", function(event)
if Controls["killsound"] then
if Controls["Dropdown2"] == 1 then
if event:get_pawn("attacker") ==
entitylist.get_local_player_pawn() then
engine.execute_client_cmd(custom_sound_s1)
end

end
end
end)

register_callback("player_death", function(event)
if Controls["killsound"] then
if Controls["Dropdown2"] == 2 then
if event:get_pawn("attacker") ==
entitylist.get_local_player_pawn() then
engine.execute_client_cmd(custom_sound_s2 )
end

end
end
end)

register_callback("player_death", function(event)
if Controls["killsound"] then
if Controls["Dropdown2"] == 3 then
if event:get_pawn("attacker") ==
entitylist.get_local_player_pawn() then
engine.execute_client_cmd(custom_sound_s3)
end

end
end
end)

register_callback("player_death", function(event)
if Controls["killsound"] then
if Controls["Dropdown2"] == 4 then
if event:get_pawn("attacker") ==
entitylist.get_local_player_pawn() then
engine.execute_client_cmd(custom_sound_z1)
end

end
end
end)

register_callback("player_death", function(event)
if Controls["killsound"] then
if Controls["Dropdown2"] == 5 then
if event:get_pawn("attacker") ==
entitylist.get_local_player_pawn() then
engine.execute_client_cmd(custom_sound_z2)
end

end
end
end)

register_callback("player_death", function(event)
if Controls["killsound"] then
if Controls["Dropdown2"] == 6 then
if event:get_pawn("attacker") ==
entitylist.get_local_player_pawn() then
engine.execute_client_cmd(custom_sound_z3)
end

end
end
end)

register_callback("player_death", function(event)
if Controls["killsound"] then
if Controls["Dropdown2"] == 7 then
if event:get_pawn("attacker") ==
entitylist.get_local_player_pawn() then
engine.execute_client_cmd(custom_sound_1)
end

end
end
end)

register_callback("player_hurt", function(event)
if Controls["damagesound"] then
if Controls["Dropdown3"] == 1 then
if event:get_pawn("attacker") ==
entitylist.get_local_player_pawn() then
engine.execute_client_cmd(custom_sound_s1)
end

end
end
end)

register_callback("player_hurt", function(event)
if Controls["damagesound"] then
if Controls["Dropdown3"] == 2 then
if event:get_pawn("attacker") ==
entitylist.get_local_player_pawn() then
engine.execute_client_cmd(custom_sound_s2)
end

end
end
end)

register_callback("player_hurt", function(event)
if Controls["damagesound"] then
if Controls["Dropdown3"] == 3 then
if event:get_pawn("attacker") ==
entitylist.get_local_player_pawn() then
engine.execute_client_cmd(custom_sound_s3)
end
end
end
end)

register_callback("player_hurt", function(event)
if Controls["damagesound"] then
if Controls["Dropdown3"] == 4 then
if event:get_pawn("attacker") ==
entitylist.get_local_player_pawn() then
engine.execute_client_cmd(custom_sound_z1)
end

end
end
end)

register_callback("player_hurt", function(event)
if Controls["damagesound"] then
if Controls["Dropdown3"] == 5 then
if event:get_pawn("attacker") ==
entitylist.get_local_player_pawn() then
engine.execute_client_cmd(custom_sound_z2)
end

end
end
end)

register_callback("player_hurt", function(event)
if Controls["damagesound"] then
if Controls["Dropdown3"] == 6 then
if event:get_pawn("attacker") ==
entitylist.get_local_player_pawn() then
engine.execute_client_cmd(custom_sound_z3)
end

end
end
end)

register_callback("player_hurt", function(event)
if Controls["damagesound"] then
if Controls["Dropdown3"] == 7 then
if event:get_pawn("attacker") ==
entitylist.get_local_player_pawn() then
engine.execute_client_cmd(custom_sound_1)
end

end
end
end)
----------Fake Kill Feed----------------

register_callback("player_death", function(event)
if event:get_pawn("attacker") == entitylist.get_local_player_pawn() then
if Controls["FakeFeed"] then
if Controls["headshot"] then
event:set_int("headshot", 1)
end
if Controls["assistedflash"] then
event:set_int("assistedflash", 1)
end
if Controls["noscope"] then
event:set_int("noscope", 1)
end
if Controls["wallbang"] then
event:set_int("penetrated", 4)
end
if Controls["revenge"] then
event:set_int("revenge", 1)
end
if Controls["dominated"] then
event:set_int("dominated", 1)
end
if Controls["inair"] then
event:set_int("attackerinair", 1)
end
if Controls["headshoto"] then
event:set_int("headshot", 0)
end
if Controls["assistedflasho"] then
event:set_int("assistedflash", 0)
end
if Controls["noscopeo"] then
event:set_int("noscope", 0)
end
if Controls["wallbango"] then
event:set_int("penetrated", 0)
end
if Controls["revengeo"] then
event:set_int("revenge", 0)
end
if Controls["dominatedo"] then
event:set_int("dominated", 0)
end
if Controls["inairo"] then
event:set_int("attackerinair", 0)
end
end
end;
end);

--------Buybot--------------
local main_buy_list_1 = "buy ssg08";
local main_buy_list_2 = "buy awp";
local main_buy_list_3 = "buy scar20";
local second_buy_list_1 = "buy deagle";
local second_buy_list_2 = "buy revolver";
local second_buy_list_3 = "buy elite";
local vest_buy_list = "buy vest"
local vesthelm_buy_list = "buy vest;buy vesthelm"
local legit_buy_list_1 = "buy ak47";
local legit_buy_list_2 = "buy m4a1";
local legit_buy_list_3 = "buy m4a1_silencer";

register_callback("round_start", function ()
if Controls["buybotr"] then
if Controls["mainweapon"] then
if Controls["Dropdown4"] == 1 then
engine.execute_client_cmd(main_buy_list_1);
end
end
end
end);
register_callback("round_start", function ()
if Controls["buybotr"] then
if Controls["mainweapon"] then
if Controls["Dropdown4"] == 2 then
engine.execute_client_cmd(main_buy_list_3);
end
end
end
end);
register_callback("round_start", function ()
if Controls["buybotr"] then
if Controls["mainweapon"] then
if Controls["Dropdown4"] == 3 then
engine.execute_client_cmd(main_buy_list_2);
end
end
end
end);
register_callback("round_start", function ()
if Controls["buybotr"] then
if Controls["secondweapon"] then
if Controls["Dropdown5"] == 1 then
engine.execute_client_cmd(second_buy_list_1);
end
end
end
end);
register_callback("round_start", function ()
if Controls["buybotr"] then
if Controls["secondweapon"] then
if Controls["Dropdown5"] == 2 then
engine.execute_client_cmd(second_buy_list_2);
end
end
end
end);
register_callback("round_start", function ()
if Controls["buybotr"] then
if Controls["secondweapon"] then
if Controls["Dropdown5"] == 3 then
engine.execute_client_cmd(second_buy_list_3);
end
end
end
end);
register_callback("round_start", function ()
if Controls["heg"] then
engine.execute_client_cmd("buy hegrenade");
end
end);
register_callback("round_start", function ()
if Controls["smoke"] then
engine.execute_client_cmd("buy smokegrenade");
end
end);
register_callback("round_start", function ()
if Controls["molotov"] then
engine.execute_client_cmd("buy molotov; buy incgrenade");
end
end);
register_callback("round_start", function ()
if Controls["flash"] then
engine.execute_client_cmd("buy flashbang");
end
end);
register_callback("round_start", function ()
if Controls["taser"] then
engine.execute_client_cmd("buy taser");
end
end);
register_callback("round_start", function ()
if Controls["defkit"] then
engine.execute_client_cmd("buy defuser");
end
end);
register_callback("round_start", function ()
if Controls["vestb"] then
if Controls["Dropdown6"] == 1 then
engine.execute_client_cmd(vest_buy_list);
end
end
end);
register_callback("round_start", function ()
if Controls["vestb"] then
if Controls["Dropdown6"] == 2 then
engine.execute_client_cmd(vesthelm_buy_list);
end
end
end);
register_callback("round_start", function ()
if Controls["buybotlegit"] then
if Controls["ak47"] then
engine.execute_client_cmd(legit_buy_list_1);
end
if Controls["m4a1"] then
engine.execute_client_cmd(legit_buy_list_3);
end
if Controls["m4a4"] then
engine.execute_client_cmd(legit_buy_list_2);
end
end
end);

register_callback("round_start", function ()
if Controls["buybotlegit"] then
if Controls["legitsecond"] then
if Controls["Dropdown7"] == 1 then
engine.execute_client_cmd("buy elite");
end
if Controls["Dropdown7"] == 2 then
engine.execute_client_cmd("buy fiveseven");
end
if Controls["Dropdown7"] == 3 then
engine.execute_client_cmd("buy cz75a");
end
if Controls["Dropdown7"] == 4 then
engine.execute_client_cmd("buy tec9");
end
if Controls["Dropdown7"] == 5 then
engine.execute_client_cmd("buy p250");
end
if Controls["Dropdown7"] == 6 then
engine.execute_client_cmd("buy deagle");
end
if Controls["Dropdown7"] == 7 then
engine.execute_client_cmd("buy revolver");
end
end
end
end);
-----------------Report--------------

local report_for = "Report for"


local subbmited_report_id = "submitted, report id"

local frequency = 1 -- 1 = Always, 2 = Often, 4 = Rarely, 6 = Really Rare, 10 =


Almost Impossible

local team_message = false

local custom_report_id = ""

local playerNameOffset = engine.get_netvar_offset("client.dll",


"CCSPlayerController", "m_sSanitizedPlayerName");
local origControllerOffset = engine.get_netvar_offset("client.dll",
"C_CSPlayerPawnBase", "m_hOriginalController");
local teamString = "_team"
if not team_message then teamString = "" end

register_callback("player_death", function(event)
if event:get_pawn("userid") == entitylist.get_local_player_pawn() then
if math.random(1,frequency)==1 then
if Controls["Fakerep"] then
local attackerPawn = event:get_pawn("attacker");
local attackerControllerHandle = ffi.cast("int*",
attackerPawn[origControllerOffset])[0];
if not attackerControllerHandle then return; end;
local attackerMainController =
entitylist.get_entity_from_handle(attackerControllerHandle);
if not attackerMainController then return; end;
local attackerName = ffi.string(ffi.cast("char**",
attackerMainController[playerNameOffset])[0])
if custom_report_id ~= "" then
engine.execute_client_cmd(string.format("say%s %s %s %s
%s",teamString, report_for, attackerName, subbmited_report_id, custom_report_id))
else
engine.execute_client_cmd(string.format("say%s %s %s %s %s
%s",teamString, report_for, attackerName, subbmited_report_id,
tostring(math.random(1000000000,9999999999)),
tostring(math.random(100000000,999999999))))
end
end
end
end
end)

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