
KeylessUniversal

-- made by ivg dumped by puwpl
-- if not get_user_info then error("bruh") return end
local info = {
user = "Puwpl"
}
local ffi = require "ffi"
local bit = require "bit"
local vector = function(one, two, three)
if not three then
return vec2_t(one, two)
elseif three then
return vec3_t(one, two, three)
end
end
local color = function(...)
return color_t(...)
end
local json = (function()
local json = {
_version = "0.1.2"
}
local encode
local escape_char_map = {
["\\"] = "\\",
["\""] = "\"",
["\b"] = "b",
["\f"] = "f",
["\n"] = "n",
["\r"] = "r",
["\t"] = "t"
}
local escape_char_map_inv = {
["/"] = "/"
}
for k, v in pairs(escape_char_map) do
escape_char_map_inv[v] = k
end
local function escape_char(c)
return "\\" .. (escape_char_map[c] or string.format("u%04x", c:byte()))
end
local function encode_nil(val)
return "null"
end
local function encode_table(val, stack)
local res = {}
stack = stack or {}
if stack[val] then
error("circular reference")
end
stack[val] = true
if rawget(val, 1) ~= nil or next(val) == nil then
local n = 0
for k in pairs(val) do
if type(k) ~= "number" then
error("invalid table: mixed or invalid key types")
end
n = n + 1
end
if n ~= #val then
error("invalid table: sparse array")
end
for i, v in ipairs(val) do
table.insert(res, encode(v, stack))
end
stack[val] = nil
return "[" .. table.concat(res, ",") .. "]"
else
for k, v in pairs(val) do
if type(k) ~= "string" then
error("invalid table: mixed or invalid key types")
end
table.insert(res, encode(k, stack) .. ":" .. encode(v, stack))
end
stack[val] = nil
return "{" .. table.concat(res, ",") .. "}"
end
end
local function encode_string(val)
return '"' .. val:gsub('[%z\1-\31\\"]', escape_char) .. '"'
end
local function encode_number(val)
if val ~= val or val <= -math.huge or val >= math.huge then
error("unexpected number value '" .. tostring(val) .. "'")
end
return string.format("%.14g", val)
end
local type_func_map = {
["nil"] = encode_nil,
["table"] = encode_table,
["string"] = encode_string,
["number"] = encode_number,
["boolean"] = tostring
}
encode = function(val, stack)
local t = type(val)
local f = type_func_map[t]
if f then
return f(val, stack)
end
error("unexpected type '" .. t .. "'")
end
function json.encode(val)
return (encode(val))
end
local parse
local function create_set(...)
local res = {}
for i = 1, select("#", ...) do
res[select(i, ...)] = true
end
return res
end
local space_chars = create_set(" ", "\t", "\r", "\n")
local delim_chars = create_set(" ", "\t", "\r", "\n", "]", "}", ",")
local escape_chars = create_set("\\", "/", '"', "b", "f", "n", "r", "t", "u")
local literals = create_set("true", "false", "null")
local literal_map = {
["true"] = true,
["false"] = false,
["null"] = nil
}
local function next_char(str, idx, set, negate)
for i = idx, #str do
if set[str:sub(i, i)] ~= negate then
return i
end
end
return #str + 1
end
local function decode_error(str, idx, msg)
local line_count = 1
local col_count = 1
for i = 1, idx - 1 do
col_count = col_count + 1
if str:sub(i, i) == "\n" then
line_count = line_count + 1
col_count = 1
end
end
error(string.format("%s at line %d col %d", msg, line_count, col_count))
end
local function codepoint_to_utf8(n)
local f = math.floor
if n <= 0x7f then
return string.char(n)
elseif n <= 0x7ff then
return string.char(f(n / 64) + 192, n % 64 + 128)
elseif n <= 0xffff then
return string.char(f(n / 4096) + 224, f(n % 4096 / 64) + 128, n % 64 + 128)
elseif n <= 0x10ffff then
return string.char(f(n / 262144) + 240, f(n % 262144 / 4096) + 128, f(n % 4096 / 64) + 128, n % 64 + 128)
end
error(string.format("invalid unicode codepoint '%x'", n))
end
local function parse_unicode_escape(s)
local n1 = tonumber(s:sub(1, 4), 16)
local n2 = tonumber(s:sub(7, 10), 16)
if n2 then
return codepoint_to_utf8((n1 - 0xd800) * 0x400 + (n2 - 0xdc00) + 0x10000)
else
return codepoint_to_utf8(n1)
end
end
local function parse_string(str, i)
local res = ""
local j = i + 1
local k = j
while j <= #str do
local x = str:byte(j)
if x < 32 then
decode_error(str, j, "control character in string")
elseif x == 92 then
res = res .. str:sub(k, j - 1)
j = j + 1
local c = str:sub(j, j)
if c == "u" then
local hex = str:match("^[dD][89aAbB]%x%x\\u%x%x%x%x", j + 1) or str:match("^%x%x%x%x", j + 1) or decode_error(str, j - 1, "invalid unicode escape in string")
res = res .. parse_unicode_escape(hex)
j = j + #hex
else
if not escape_chars[c] then
decode_error(str, j - 1, "invalid escape char '" .. c .. "' in string")
end
res = res .. escape_char_map_inv[c]
end
k = j + 1
elseif x == 34 then
res = res .. str:sub(k, j - 1)
return res, j + 1
end
j = j + 1
end
decode_error(str, i, "expected closing quote for string")
end
local function parse_number(str, i)
local x = next_char(str, i, delim_chars)
local s = str:sub(i, x - 1)
local n = tonumber(s)
if not n then
decode_error(str, i, "invalid number '" .. s .. "'")
end
return n, x
end
local function parse_literal(str, i)
local x = next_char(str, i, delim_chars)
local word = str:sub(i, x - 1)
if not literals[word] then
decode_error(str, i, "invalid literal '" .. word .. "'")
end
return literal_map[word], x
end
local function parse_array(str, i)
local res = {}
local n = 1
i = i + 1
while 1 do
local x
i = next_char(str, i, space_chars, true)
if str:sub(i, i) == "]" then
i = i + 1
break
end
x, i = parse(str, i)
res[n] = x
n = n + 1
i = next_char(str, i, space_chars, true)
local chr = str:sub(i, i)
i = i + 1
if chr == "]" then
break
end
if chr ~= "," then
decode_error(str, i, "expected ']' or ','")
end
end
return res, i
end
local function parse_object(str, i)
local res = {}
i = i + 1
while 1 do
local key, val
i = next_char(str, i, space_chars, true)
if str:sub(i, i) == "}" then
i = i + 1
break
end
if str:sub(i, i) ~= '"' then
decode_error(str, i, "expected string for key")
end
key, i = parse(str, i)
i = next_char(str, i, space_chars, true)
if str:sub(i, i) ~= ":" then
decode_error(str, i, "expected ':' after key")
end
i = next_char(str, i + 1, space_chars, true)
val, i = parse(str, i)
res[key] = val
i = next_char(str, i, space_chars, true)
local chr = str:sub(i, i)
i = i + 1
if chr == "}" then
break
end
if chr ~= "," then
decode_error(str, i, "expected '}' or ','")
end
end
return res, i
end
local char_func_map = {
['"'] = parse_string,
["0"] = parse_number,
["1"] = parse_number,
["2"] = parse_number,
["3"] = parse_number,
["4"] = parse_number,
["5"] = parse_number,
["6"] = parse_number,
["7"] = parse_number,
["8"] = parse_number,
["9"] = parse_number,
["-"] = parse_number,
["t"] = parse_literal,
["f"] = parse_literal,
["n"] = parse_literal,
["["] = parse_array,
["{"] = parse_object
}
parse = function(str, idx)
local chr = str:sub(idx, idx)
local f = char_func_map[chr]
if f then
return f(str, idx)
end
decode_error(str, idx, "unexpected character '" .. chr .. "'")
end
function json.parse(str)
if type(str) ~= "string" then
error("expected argument of type string, got " .. type(str))
end
local res, idx = parse(str, next_char(str, 1, space_chars, true))
idx = next_char(str, idx, space_chars, true)
if idx <= #str then
decode_error(str, idx, "trailing garbage")
end
return res
end
return json
end)()
local eui = (function()
local ui = {}
ui.__type = {
group = -1,
button = 0,
keybind = 1,
text_input = 2,
text = 3,
separator = 4,
list = 5,
checkbox = 6,
color_picker = 7,
multi_selection = 8,
selection = 9,
slider = 10
}
ui.__metasave = true
ui.__data = {}
ui.create = function(_group, _column)
local data = {
group = _group,
column = _column,
id = ui.__type.group
}
menu.set_group_column(_group, _column)
ui.__index = ui
return setmetatable(data, ui)
end
function ui:create_element(_id, _name, _options)
local ref = nil
if _id == ui.__type.button then
ref = menu.add_button(self.group, _name, _options.fn)
elseif _id == ui.__type.checkbox then
ref = menu.add_checkbox(self.group, _name, _options.default_value)
elseif _id == ui.__type.color_picker then
ref = _options.parent.ref:add_color_picker(_name, _options.default_value, _options.alpha)
elseif _id == ui.__type.keybind then
ref = _options.parent.ref:add_keybind(_name, _options.default_value)
elseif _id == ui.__type.list then
ref = menu.add_list(self.group, _name, _options.items, _options.visible_count)
elseif _id == ui.__type.multi_selection then
ref = menu.add_multi_selection(self.group, _name, _options.items, _options.visible_count)
elseif _id == ui.__type.selection then
ref = menu.add_selection(self.group, _name, _options.items, _options.visible_count)
elseif _id == ui.__type.slider then
ref = menu.add_slider(self.group, _name, _options.min, _options.max, _options.step, _options.precision, _options.suffix)
elseif _id == ui.__type.text_input then
ref = menu.add_text_input(self.group, _name)
elseif _id == ui.__type.text then
ref = menu.add_text(self.group, _name)
elseif _id == ui.__type.separator then
ref = menu.add_separator(self.group)
end
local data = {
name = _name,
id = _id,
ref = ref,
group = self.group,
get = function(self, _item)
if self.id == ui.__type.multi_selection then
return self.ref:get(_item)
else
return self.ref:get()
end
end
}
if not ui.__data[self.group] then
ui.__data[self.group] = {}
end
ui.__data[self.group][_name] = data
if ui.__metasave then
if not ui[self.group] then
ui[self.group] = {}
end
ui[self.group][_name] = data
self[_name] = data
end
return setmetatable(data, ui)
end
function ui:button(_name, _fn)
_fn = _fn or function()
end
return self:create_element(ui.__type.button, _name, {
fn = _fn
})
end
function ui:checkbox(_name, _default_value)
return self:create_element(ui.__type.checkbox, _name, {
default_value = _default_value
})
end
function ui:color_picker(_parent, _name, _default_value, _alpha)
return self:create_element(ui.__type.color_picker, _name, {
parent = _parent,
default_value = _default_value,
alpha = _alpha
})
end
function ui:keybind(_parent, _name, _default_value)
return self:create_element(ui.__type.keybind, _name, {
parent = _parent,
default_value = _default_value
})
end
function ui:list(_name, _items, _visible_count)
return self:create_element(ui.__type.list, _name, {
items = _items,
visible_count = _visible_count
})
end
function ui:multi_selection(_name, _items, _visible_count)
return self:create_element(ui.__type.multi_selection, _name, {
items = _items,
visible_count = _visible_count
})
end
function ui:selection(_name, _items, _visible_count)
return self:create_element(ui.__type.selection, _name, {
items = _items,
visible_count = _visible_count
})
end
function ui:slider(_name, _min, _max, _step, _precision, _suffix)
return self:create_element(ui.__type.slider, _name, {
min = _min,
max = _max,
step = _step,
precision = _precision,
suffix = _suffix
})
end
function ui:text_input(_name)
return self:create_element(ui.__type.text_input, _name)
end
function ui:text(_name, _options)
return self:create_element(ui.__type.text, _name, _options)
end
function ui:separator()
return self:create_element(ui.__type.separator, "separator")
end
ui.export = function()
local d = {}
for i, v in pairs(ui.__data) do
d[i] = {}
for i0, v0 in pairs(v) do
if not (v0.id < ui.__type.checkbox) then
if v0.id == ui.__type.multi_selection then
local s = {}
for i1, v1 in pairs(v0.ref:get_items()) do
table.insert(s, {v1, v0.ref:get(v1)})
end
table.insert(d[i], {v0.name, s})
elseif v0.id == ui.__type.color_picker then
local clr = v0.ref:get()
table.insert(d[i], {v0.name, clr.r, clr.g, clr.b, clr.a})
else
table.insert(d[i], {v0.name, v0.ref:get()})
end
end
end
end
return json.encode(d)
end
ui.import = function(data)
local db = json.parse(data)
for i, v in pairs(db) do
for i0, v0 in pairs(v) do
if not (ui.__data[i] == nil or ui.__data[i][v0[1]] == nil) then
if ui.__data[i][v0[1]].id == ui.__type.multi_selection then
for i1, v1 in pairs(v0[2]) do
ui.__data[i][v0[1]].ref:set(v1[1], v1[2])
end
elseif ui.__data[i][v0[1]].id == ui.__type.color_picker then
ui.__data[i][v0[1]].ref:set(color_t(v0[2], v0[3], v0[4], v0[5]))
else
ui.__data[i][v0[1]].ref:set(v0[2])
end
end
end
end
end
function ui:depend(...)
local args = {...}
local result = nil
for i, v in pairs(args) do
local con = nil
if type(v[1]) == "boolean" then
con = v[1]
else
con = v[1].ref:get() == v[2]
end
if result ~= nil then
result = (result and con)
else
result = con
end
end
if self.id == -1 then
menu.set_group_visibility(self.group, result)
else
self.ref:set_visible(result)
end
end
return ui
end)()
local base64 = (function()
local base64 = {}
local b, c, d = bit.lshift, bit.rshift, bit.band;
local e, f, g, h, i, j, tostring, error, pairs = string.char, string.byte, string.gsub, string.sub, string.format, table.concat, tostring, error, pairs;
local k = function(l, m, n)
return d(c(l, m), b(1, n) - 1)
end;
local function o(p)
local q, r = {}, {}
for s = 1, 65 do
local t = f(h(p, s, s)) or 32;
if r[t] ~= nil then
error("invalid alphabet: duplicate character " .. tostring(t), 3)
end
q[s - 1] = t;
r[t] = s - 1
end
return q, r
end
local u, v = {}, {}
u["base64"], v["base64"] = o("ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=")
u["base64url"], v["base64url"] = o("ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789-_")
local w = {
__index = function(x, y)
if type(y) == "string" and y:len() == 64 or y:len() == 65 then
u[y], v[y] = o(y)
return x[y]
end
end
}
setmetatable(u, w)
setmetatable(v, w)
function base64.encode(z, q)
q = u[q or "base64"] or error("invalid alphabet specified", 2)
z = tostring(z)
local A, B, C = {}, 1, #z;
local D = C % 3;
local E = {}
for s = 1, C - D, 3 do
local F, G, H = f(z, s, s + 2)
local l = F * 0x10000 + G * 0x100 + H;
local I = E[l]
if not I then
I = e(q[k(l, 18, 6)], q[k(l, 12, 6)], q[k(l, 6, 6)], q[k(l, 0, 6)])
E[l] = I
end
A[B] = I;
B = B + 1
end
if D == 2 then
local F, G = f(z, C - 1, C)
local l = F * 0x10000 + G * 0x100;
A[B] = e(q[k(l, 18, 6)], q[k(l, 12, 6)], q[k(l, 6, 6)], q[64])
elseif D == 1 then
local l = f(z, C) * 0x10000;
A[B] = e(q[k(l, 18, 6)], q[k(l, 12, 6)], q[64], q[64])
end
return j(A)
end
function base64.decode(J, r)
r = v[r or "base64"] or error("invalid alphabet specified", 2)
local K = "[^%w%+%/%=]"
if r then
local L, M;
for N, O in pairs(r) do
if O == 62 then
L = N
elseif O == 63 then
M = N
end
end
K = i("[^%%w%%%s%%%s%%=]", e(L), e(M))
end
J = g(tostring(J), K, '')
local E = {}
local A, B = {}, 1;
local C = #J;
local P = h(J, -2) == "==" and 2 or h(J, -1) == "=" and 1 or 0;
for s = 1, P > 0 and C - 4 or C, 4 do
local F, G, H, Q = f(J, s, s + 3)
local R = F * 0x1000000 + G * 0x10000 + H * 0x100 + Q;
local I = E[R]
if not I then
local l = r[F] * 0x40000 + r[G] * 0x1000 + r[H] * 0x40 + r[Q]
I = e(k(l, 16, 8), k(l, 8, 8), k(l, 0, 8))
E[R] = I
end
A[B] = I;
B = B + 1
end
if P == 1 then
local F, G, H = f(J, C - 3, C - 1)
local l = r[F] * 0x40000 + r[G] * 0x1000 + r[H] * 0x40;
A[B] = e(k(l, 16, 8), k(l, 8, 8))
elseif P == 2 then
local F, G = f(J, C - 3, C - 2)
local l = r[F] * 0x40000 + r[G] * 0x1000;
A[B] = e(k(l, 16, 8))
end
return j(A)
end
return base64;
end)()
local filesystem = (function()
local tbl = {}
tbl.__index = {}
tbl.class = ffi.cast(ffi.typeof("void***"), memory.create_interface("filesystem_stdio.dll", "VBaseFileSystem011"))
tbl.v_table = tbl.class[0]
tbl.full_class = ffi.cast("void***", memory.create_interface("filesystem_stdio.dll", "VFileSystem017"))
tbl.v_fltable = tbl.full_class[0]
tbl.casts = {
read_file = ffi.cast("int (__thiscall*)(void*, void*, int, void*)", tbl.v_table[0]),
write_file = ffi.cast("int (__thiscall*)(void*, void const*, int, void*)", tbl.v_table[1]),
open_file = ffi.cast("void* (__thiscall*)(void*, const char*, const char*, const char*)", tbl.v_table[2]),
close_file = ffi.cast("void (__thiscall*)(void*, void*)", tbl.v_table[3]),
file_size = ffi.cast("unsigned int (__thiscall*)(void*, void*)", tbl.v_table[7]),
file_exists = ffi.cast("bool (__thiscall*)(void*, const char*, const char*)", tbl.v_table[10]),
delete_file = ffi.cast("void (__thiscall*)(void*, const char*, const char*)", tbl.v_fltable[20]),
rename_file = ffi.cast("bool (__thiscall*)(void*, const char*, const char*, const char*)", tbl.v_fltable[21]),
create_dir = ffi.cast("void (__thiscall*)(void*, const char*, const char*)", tbl.v_fltable[22]),
is_dir = ffi.cast("bool (__thiscall*)(void*, const char*, const char*)", tbl.v_fltable[23])
}
local filesystem = memory.create_interface("filesystem_stdio.dll", "VFileSystem017")
local call = ffi.cast(ffi.typeof("void***"), filesystem)
ffi.cdef(
[[ typedef void (__thiscall* AddSearchPath)(void*, const char*, const char*); typedef void (__thiscall* RemoveSearchPaths)(void*, const char*); typedef const char* (__thiscall* FindNext)(void*, int); typedef bool (__thiscall* FindIsDirectory)(void*, int); typedef void (__thiscall* FindClose)(void*, int); typedef const char* (__thiscall* FindFirstEx)(void*, const char*, const char*, int*); typedef long (__thiscall* GetFileTime)(void*, const char*, const char*); ]])
local add_search_path = ffi.cast("AddSearchPath", call[0][11])
local remove_search_paths = ffi.cast("RemoveSearchPaths", call[0][14])
local find_next = ffi.cast("FindNext", call[0][33])
local find_is_dir = ffi.cast("FindIsDirectory", call[0][34])
local find_close = ffi.cast("FindClose", call[0][35])
local find_first_ex = ffi.cast("FindFirstEx", call[0][36])
tbl.modes = {
["r"] = "r",
["w"] = "w",
["a"] = "a",
["r+"] = "r+",
["w+"] = "w+",
["a+"] = "a+",
["rb"] = "rb",
["wb"] = "wb",
["ab"] = "ab",
["rb+"] = "rb+",
["wb+"] = "wb+",
["ab+"] = "ab+"
}
tbl.open = function(file, mode, id)
if (not tbl.modes[mode]) then
error("File mode error!")
end
local self = setmetatable({
file = file,
mode = mode,
path_id = id,
handle = tbl.casts.open_file(tbl.class, file, mode, id)
}, tbl)
return self
end
tbl.close = function(fs)
tbl.casts.close_file(tbl.class, fs.handle)
end
tbl.exists = function(file, id)
return tbl.casts.file_exists(tbl.class, file, id)
end
tbl.get_size = function(fs)
return tbl.casts.file_size(tbl.class, fs.handle)
end
tbl.write = function(path, buffer)
local fs = tbl.open(path, "w", "MOD")
tbl.casts.write_file(tbl.class, buffer, #buffer, fs.handle)
tbl.close(fs)
end
tbl.append = function(path, buffer)
local fs = tbl.open(path, "a", "MOD")
tbl.casts.write_file(tbl.class, buffer, #buffer, fs.handle)
tbl.close(fs)
end
tbl.read = function(path)
local fs = tbl.open(path, "r", "MOD")
local size = tbl.get_size(fs)
local output = ffi.new("char[?]", size + 1)
tbl.casts.read_file(tbl.class, output, size, fs.handle)
tbl.close(fs)
return ffi.string(output)
end
tbl.rename = function(old_path, new_path, id)
return tbl.casts.rename_file(tbl.full_class, old_path, new_path, id)
end
tbl.delete = function(file, id)
tbl.casts.delete_file(tbl.full_class, file, id)
end
tbl.create_directory = function(path, id)
tbl.casts.create_dir(tbl.full_class, path, id)
end
tbl.is_directory = function(path, id)
return tbl.casts.is_dir(tbl.full_class, path, id)
end
tbl.find_next = function(handle)
local file = tbl.casts.find_next(tbl.full_class, handle)
if (file == 0) then
return nil
end
return ffi.string(file)
end
tbl.find_is_directory = function(handle)
return tbl.casts.find_is_dir(tbl.full_class, handle)
end
tbl.get_files = function()
local file_handle = ffi.new("int[1]")
remove_search_paths(call, "metaset_configs")
add_search_path(call, "./csgo/metaset/", "metaset_configs")
local file_names = {}
local file = find_first_ex(call, "*", "metaset_configs", file_handle)
while file ~= nil do
local file_name = ffi.string(file)
if find_is_dir(call, file_handle[0]) == false and file_name:find("[.]cfg") then
table.insert(file_names, file_name)
end
file = find_next(call, file_handle[0])
end
find_close(call, file_handle[0])
return file_names
end
return tbl
end)()
local clipboard = (function()
local vgui_sys = 'VGUI_System010'
local vgui2 = 'vgui2.dll'
local function VTableBind(mod, face, n, type)
local iface = memory.create_interface(mod, face) or error(face .. ": invalid interface")
local instance = memory.get_vfunc(iface, n) or error(index .. ": invalid index")
local success, typeof = pcall(ffi.typeof, type)
if not success then
error(typeof, 2)
end
local fnptr = ffi.cast(typeof, instance) or error(type .. ": invalid typecast")
return function(...)
return fnptr(tonumber(ffi.cast("void***", iface)), ...)
end
end
local native_GetClipboardTextCount = VTableBind(vgui2, vgui_sys, 7, "int(__thiscall*)(void*)")
local native_SetClipboardText = VTableBind(vgui2, vgui_sys, 9, "void(__thiscall*)(void*, const char*, int)")
local native_GetClipboardText = VTableBind(vgui2, vgui_sys, 11, "int(__thiscall*)(void*, int, const char*, int)")
return {
get = function()
local len = native_GetClipboardTextCount()
if (len > 0) then
local char_arr = ffi.typeof("char[?]")(len)
native_GetClipboardText(0, char_arr, len)
return ffi.string(char_arr, len - 1)
end
end,
set = function(text)
text = tostring(text)
native_SetClipboardText(text, string.len(text))
end
}
end)()
local dragsystem = (function()
local is_menu_visible = false
local check_menu_events = function()
is_menu_visible = menu.is_open()
end
callbacks.add(e_callbacks.PAINT, check_menu_events)
local system = {}
local screen_size = render.get_screen_size()
system.list = {}
system.windows = {}
system.__index = system
system.register = function(position, size, global_name, ins_function)
local data = {
size = size,
position = vector(position[1]:get(), position[2]:get()),
is_dragging = false,
drag_position = {
x = 0,
y = 0
},
global_name = global_name,
ins_function = ins_function,
ui_callbacks = {
x = position[1],
y = position[2]
}
}
table.insert(system.windows, data)
return setmetatable(data, system)
end
function system:limit_positions()
if self.position.x <= 0 then
self.position.x = 0
end
if self.position.x + self.size.x >= screen_size.x - 1 then
self.position.x = screen_size.x - self.size.x - 1
end
if self.position.y <= 0 then
self.position.y = 0
end
if self.position.y + self.size.y >= screen_size.y - 1 then
self.position.y = screen_size.y - self.size.y - 1
end
end
function system:is_in_area(mouse_position)
return mouse_position.x >= self.position.x and mouse_position.x <= self.position.x + self.size.x and mouse_position.y >= self.position.y and mouse_position.y <= self.position.y + self.size.y
end
function system:update(...)
if is_menu_visible then
local mouse_position = input.get_mouse_pos()
local is_in_area = self:is_in_area(mouse_position)
local list = system.list
local is_key_pressed = input.is_key_held(e_keys.MOUSE_LEFT)
if (is_in_area or self.is_dragging) and is_key_pressed and (list.target == "" or list.target == self.global_name) then
list.target = self.global_name
if not self.is_dragging then
self.is_dragging = true
self.drag_position = mouse_position - self.position
else
self.position = mouse_position - self.drag_position
self:limit_positions()
self.ui_callbacks.x.ref:set(math.floor(self.position.x))
self.ui_callbacks.y.ref:set(math.floor(self.position.y))
end
elseif not is_key_pressed then
list.target = ""
self.is_dragging = false
self.drag_position = {
x = 0,
y = 0
}
end
end
self.ins_function(self, ...)
end
system.on_config_load = function()
for _, point in pairs(system.windows) do
point.position = vector(point.ui_callbacks.x:get(), point.ui_callbacks.y:get())
end
end
return system
end)()
local refs = {
hide_shots = menu.find("aimbot", "general", "exploits", "hideshots", "enable")[2],
double_tap = menu.find("aimbot", "general", "exploits", "doubletap", "enable")[2],
dontusecharge = menu.find('aimbot', 'general', 'exploits', 'doubletap', 'dont use charge')[2],
dormant = menu.find("aimbot", "general", "dormant aimbot", "enable")[2],
ping = menu.find("aimbot", "general", "fake ping", "enable")[2],
res = menu.find("aimbot", "general", "aimbot", "resolve antiaim"),
ap = menu.find("aimbot", "general", "misc", "autopeek")[2],
ax = menu.find("aimbot", "general", "exploits", "force prediction"),
force_hitchance = menu.find("aimbot", "scout", "target overrides", "hitchance")[2],
force_damage = menu.find("aimbot", "scout", "target overrides", "min. damage")[2],
force_safe = menu.find("aimbot", "scout", "target overrides", "safepoint")[2],
force_hitbox = menu.find("aimbot", "scout", "target overrides", "hitbox")[2],
damage = menu.find("aimbot", "scout", "target overrides", "min. damage")[1],
autostop = menu.find("aimbot", "scout", "accuracy", "autostop options"),
rollres = menu.find("aimbot", "general", "aimbot", "body lean resolver", "enable")[2],
slow_motion = menu.find("misc", "main", "movement", "slow walk", "enable")[2],
fake_duck = menu.find("antiaim", "main", "general", "fakeduck")[2],
airdef = menu.find("aimbot", "general", "exploits", "doubletap", "Anti-Prediction In Air"),
pitch = menu.find("antiaim", "main", "angles", "pitch"),
yawbase = menu.find("antiaim", "main", "angles", "yaw base"),
yawadd = menu.find("antiaim", "main", "angles", "yaw add"),
rotate = menu.find("antiaim", "main", "angles", "rotate"),
rotaterange = menu.find("antiaim", "main", "angles", "rotate range"),
rotatespeed = menu.find("antiaim", "main", "angles", "rotate speed"),
jittermode = menu.find("antiaim", "main", "angles", "jitter mode"),
jittertype = menu.find("antiaim", "main", "angles", "jitter type"),
jitterrange = menu.find("antiaim", "main", "angles", "jitter add"),
ladderaa = menu.find("antiaim", "main", "general", "ladder antiaim"),
fastladder = menu.find("antiaim", "main", "general", "fast ladder move"),
antibackstab = menu.find("antiaim", "main", "general", "anti knife"),
legslide = menu.find("antiaim", "main", "general", "leg slide"),
overridemove = menu.find("antiaim", "main", "desync", "override stand#move"),
overridemovesw = menu.find("antiaim", "main", "desync", "override stand#slow walk"),
desyncside = menu.find("antiaim", "main", "desync", "stand", "side"),
desyncdefside = menu.find("antiaim", "main", "desync", "stand", "default side"),
leftamount = menu.find("antiaim", "main", "desync", "left amount"),
rightamount = menu.find("antiaim", "main", "desync", "right amount"),
antibruteforce = menu.find("antiaim", "main", "desync", "anti bruteforce"),
desynconshot = menu.find("antiaim", "main", "desync", "on shot"),
fake_lag_value = menu.find("antiaim", "main", "fakelag", "amount"),
bodylean = menu.find("antiaim", "main", "angles", "body lean"),
bodyleanval = menu.find("antiaim", "main", "angles", "body lean value"),
movebodylean = menu.find("antiaim", "main", "angles", "moving body lean"),
enableroll = menu.find("antiaim", "main", "extended angles", "enable")[2],
moveroll = menu.find("antiaim", "main", "extended angles", "enable while moving"),
rollpitch = menu.find("antiaim", "main", "extended angles", "pitch"),
rolltype = menu.find("antiaim", "main", "extended angles", "type"),
rolloffset = menu.find("antiaim", "main", "extended angles", "offset"),
left = menu.find("antiaim", "main", "manual", "left")[2],
right = menu.find("antiaim", "main", "manual", "right")[2],
back = menu.find("antiaim", "main", "manual", "back")[2],
freestand = menu.find("antiaim", "main", "auto direction", "enable")[2],
fsstate = menu.find("antiaim", "main", "auto direction", "states"),
nadehelper = menu.find("misc", "nade helper", "general", "autothrow")[2],
transparency = menu.find("visuals", "view", "thirdperson", "transparency when scoped"),
health = menu.find("visuals", "esp", "players", "health#enemy")[1],
localchams = menu.find("visuals", "esp", "models", "enable#local"),
localstyle = menu.find("visuals", "esp", "models", "style#local"),
localcolor = menu.find("visuals", "esp", "models", "color#local")[2],
accentcol = menu.find("misc", "main", "personalization", "accent color")[2],
keybinds = menu.find("misc", "main", "indicators", "keybinds#keybinds"),
always = menu.find("misc", "main", "indicators", "show always-on keybinds#keybinds")
}
ffi.cdef [[
// 3d vector struct
typedef struct
{
float x;
float y;
float z;
} Vector_3;
// animstate structs; used to override animations
typedef struct
{
char pad0[0x60]; // 0x00
void* pEntity; // 0x60
void* pActiveWeapon; // 0x64
void* pLastActiveWeapon; // 0x68
float flLastUpdateTime; // 0x6C
int iLastUpdateFrame; // 0x70
float flLastUpdateIncrement; // 0x74
float flEyeYaw; // 0x78
float flEyePitch; // 0x7C
float flGoalFeetYaw; // 0x80
float flLastFeetYaw; // 0x84
float flMoveYaw; // 0x88
float flLastMoveYaw; // 0x8C // changes when moving/jumping/hitting ground
float flLeanAmount; // 0x90
char pad1[0x4]; // 0x94
float flFeetCycle; // 0x98 0 to 1
float flMoveWeight; // 0x9C 0 to 1
float flMoveWeightSmoothed; // 0xA0
float flDuckAmount; // 0xA4
float flHitGroundCycle; // 0xA8
float flRecrouchWeight; // 0xAC
Vector_3 vecOrigin; // 0xB0
Vector_3 vecLastOrigin;// 0xBC
Vector_3 vecVelocity; // 0xC8
Vector_3 vecVelocityNormalized; // 0xD4
Vector_3 vecVelocityNormalizedNonZero; // 0xE0
float flVelocityLenght2D; // 0xEC
float flJumpFallVelocity; // 0xF0
float flSpeedNormalized; // 0xF4 // clamped velocity from 0 to 1
float m_flFeetSpeedForwardsOrSideWays; //0xF8
float m_flFeetSpeedUnknownForwardOrSideways; //0xFC
float flRunningSpeed; // 0xF8
float flDuckingSpeed; // 0xFC
float flDurationMoving; // 0x100
float flDurationStill; // 0x104
bool bOnGround; // 0x108
bool bHitGroundAnimation; // 0x109
char pad2[0x2]; // 0x10A
float flNextLowerBodyYawUpdateTime; // 0x10C
float flDurationInAir; // 0x110
float flLeftGroundHeight; // 0x114
float m_flStopToFullRunningFraction; //0x116
float flHitGroundWeight; // 0x118 // from 0 to 1, is 1 when standing
float flWalkToRunTransition; // 0x11C // from 0 to 1, doesnt change when walking or crouching, only running
char pad3[0x4]; // 0x120
float flAffectedFraction; // 0x124 // affected while jumping and running, or when just jumping, 0 to 1
char pad4[0x208]; // 0x128
float flMinBodyYaw; // 0x330
float flMaxBodyYaw; // 0x334
float flMinPitch; //0x338
float flMaxPitch; // 0x33C
int iAnimsetVersion; // 0x340
} CPlayer_Animation_State;
typedef void*(__thiscall* get_client_entity_t)(void*, int);
typedef uintptr_t (__thiscall* GetClientEntityHandle_4242425_t)(void*, uintptr_t);
]]
local originalprint = function(...)
print(...)
end
local vector = function(one, two, three)
if not three then
return vec2_t(one, two)
elseif three then
return vec3_t(one, two, three)
end
end
local color = function(...)
return color_t(...)
end
local screen = {
size = render.get_screen_size(),
scale = {
x = render.get_screen_size().x / 1920,
x = render.get_screen_size().y / 1080
}
}
-- empty table definitions
local log = {
hurttick = 0,
aim = {}
}
local resolver = {
memory = {}
}
local builder = {
misses = 0
}
local handles = {}
local aimbot_loggies = {}
local lastResolved = {}
local login = {}
local entity = {}
local events = {}
local toss = {}
local correctiondb = {}
local hitrate = {
shot = 0,
hit = 0,
miss = 0
}
local avoid_collisions = {}
local knife = {}
local binds = {}
local backup = {}
local clantag = {
tag = {"", "m", "me", "met", "meta", "metas", "metase", "metaset", "metaset.", "metaset.c", "metaset.cc", "metaset.cc", "metaset.cc", "metaset.c", "metaset.", "metaset", "metase", "metas", "meta", "met", "me", "m", ""}
}
local screen = {
size = render.get_screen_size()
}
local fonts = {
default = render.get_default_font(),
pixel = render.create_font('Smallest Pixel-7', 10, 300, e_font_flags.OUTLINE),
log = render.create_font("Tahoma Bold", 11, 500, e_font_flags.DROPSHADOW),
tahoma = render.create_font('Verdana', 12, 0),
tahomabold = render.create_font("Tahoma Bold", 12, 500, e_font_flags.ANTIALIAS, e_font_flags.DROPSHADOW),
tahoma = render.create_font("Tahoma", 11, 500, e_font_flags.ANTIALIAS, e_font_flags.DROPSHADOW),
verdana = render.create_font("Verdana", 12, 400, e_font_flags.ANTIALIAS, e_font_flags.DROPSHADOW),
verdana_b = render.create_font("Verdana", 11, 600, e_font_flags.ANTIALIAS, e_font_flags.DROPSHADOW),
dollars = render.create_font("Calibri Bold", 24, 670, e_font_flags.ANTIALIAS, e_font_flags.DROPSHADOW),
verdanabold = render.create_font("Verdana Bold", 12, 600, e_font_flags.ANTIALIAS, e_font_flags.DROPSHADOW),
lucida = render.create_font("lucida console", 10, 400, e_font_flags.DROPSHADOW)
}
local loadfonts = function()
end
local origtext = render.text
render.text = function(font, string, position, color, center)
if not font then
font = fonts.default
end
origtext(font, string, position, color, center)
end
local tools = {
animation = {
database = {},
speed = 0.07,
lerp = function(start, end_pos, time)
local val = start + (end_pos - start) * (globals.frame_time() * time)
return val
end,
new = function(self, name, new_value, speed, init)
speed = speed or self.speed
if self.database[name] == nil then
self.database[name] = (init and init) or 0
end
self.database[name] = self.lerp(self.database[name], new_value, speed)
return self.database[name]
end
},
lerp = function(start, end_pos, time)
if start == end_pos then
return end_pos
end
local frametime = globals.frame_time() * 170
time = time * frametime
local val = start + (end_pos - start) * time
if (math.abs(val - end_pos) < 0.01) then
return end_pos
end
return val
end,
randomFloat = function(lower, greater)
return lower + math.random() * (greater - lower);
end,
randomString = function(length)
math.randomseed(globals.real_time())
local res = ""
for i = 1, length do
res = res .. string.char(math.random(97, 122))
end
return res
end,
hitgroup_str = {
[0] = "generic",
"head",
"chest",
"stomach",
"left arm",
"right arm",
"left leg",
"right leg",
"neck",
"generic",
"gear"
},
key_modes = {
[0] = "toggled",
"holding",
"holding off",
"always",
"always off"
},
active_weapon = function()
if ragebot.get_active_cfg() == 0 then
return 'auto'
elseif ragebot.get_active_cfg() == 1 then
return 'scout'
elseif ragebot.get_active_cfg() == 2 then
return 'awp'
elseif ragebot.get_active_cfg() == 3 then
return 'deagle'
elseif ragebot.get_active_cfg() == 4 then
return 'revolver'
elseif ragebot.get_active_cfg() == 5 then
return 'pistols'
else
return 'other'
end
end,
get_dmg = function(self)
local dmg_ovr = menu.find("aimbot", self.active_weapon(), "target overrides", "min. damage")[1]
local dmg_ovr_key = menu.find("aimbot", self.active_weapon(), "target overrides", "min. damage")[2]
local norm_dmg = menu.find("aimbot", self.active_weapon(), "targeting", "min. damage")
return dmg_ovr_key:get() and dmg_ovr:get() or norm_dmg:get()
end,
screensize = render.get_screen_size(),
closest_point_on_ray = function(ray_from, ray_to, desired_point)
local to = desired_point - ray_from
local direction = ray_to - ray_from
local ray_length = #direction
direction.x = direction.x / ray_length
direction.y = direction.y / ray_length
direction.z = direction.z / ray_length
local direction_along = direction.x * to.x + direction.y * to.y + direction.z * to.z
if direction_along < 0 then
return ray_from
end
if direction_along > ray_length then
return ray_to
end
return vec3_t(ray_from.x + direction.x * direction_along, ray_from.y + direction.y * direction_along, ray_from.z + direction.z * direction_along)
end,
render_glow = function(pos, size, round, color, glow_size)
for radius = 4, math.floor(glow_size) do
local radius_glow = radius / 2
render.rect(vec2_t(pos.x - radius_glow, pos.y - radius_glow), vec2_t(size.x + radius_glow * 2, size.y + radius_glow * 2), color_t(color.r, color.g, color.b, math.floor(color.a / glow_size * (glow_size - radius))), round)
end
end,
dump = function(self, o)
if type(o) == 'table' then
local s = '{ '
for k, v in pairs(o) do
if type(k) ~= 'number' then
k = '"' .. k .. '"'
end
s = s .. '[' .. k .. '] = ' .. self:dump(v) .. ','
end
return s .. '} '
else
return tostring(o)
end
end,
animated_text = function(font, text, color2, position, speed)
-- if speed == 0 then speed = 1 else speed = speed end
font = font and font or fonts.default
local data, totalWidth = {}, 0
local len, two_pi = #text, math.pi * 1.5
local textOffset = position
local clr1 = speed == 0 and color_t(255, 255, 255, 255) or color_t(0, 0, 0, 155)
for idx = 1, len do
local modifier = two_pi / len * idx
local char = text:sub(idx, idx)
local charWidth = render.get_text_size(font, char).x
data[idx] = {totalWidth, char, modifier}
totalWidth = totalWidth + charWidth
end
totalWidth = totalWidth * 0.5
return function()
local time = -globals.cur_time() * math.pi * speed
local headerOffset = textOffset - vec2_t(totalWidth, 0)
for _, char in pairs(data) do
local charPosition = headerOffset + vec2_t(char[1], 0)
local fadeValue = math.sin(time + char[3]) * 0.5 + 0.5
local color = clr1:fade(color2, fadeValue)
render.text(font, char[2], charPosition, color)
end
end
end
}
local defensive = {
db = {},
is_active = function(self, player, safe, mode)
if not mode then
mode = false
end
local idx = player:get_index()
local tickcount = globals.tick_count()
local sim_time = client.time_to_ticks(player:get_prop("m_flSimulationTime"))
self.db[idx] = self.db[idx] and self.db[idx] or {
last_sim_time = 0,
defensive_until = 0
}
if self.db[idx].last_sim_time == 0 then
self.db[idx].last_sim_time = sim_time
return false
end
local sim_diff = sim_time - self.db[idx].last_sim_time
if sim_diff < 0 then
self.db[idx].defensive_until = tickcount + math.abs(sim_diff)
if safe then
self.db[idx].defensive_until = self.db[idx].defensive_until - client.time_to_ticks(engine.get_latency())
end
end
self.db[idx].last_sim_time = sim_time
local ret = {
tick = self.db[idx].defensive_until,
active = self.db[idx].defensive_until > tickcount
}
return mode and ret or self.db[idx].defensive_until > tickcount
end,
trigger = function()
if refs.double_tap:get() and (exploits.get_charge() == exploits.get_max_charge()) then
exploits.force_anti_exploit_shift()
end
end
}
local damage = {
scale = {
stomach = 1.25,
chest = 1,
head = 4
},
calculate = function(self, player, hitbox)
local lplr = entity_list.get_local_player()
if not lplr then
return 0
end
local weaponidk = lplr:get_active_weapon()
if not weaponidk then
return 0
end
local weapon = lplr:get_active_weapon():get_weapon_data()
if not weapon then
return 0
end
local local_origin = lplr:get_prop("m_vecAbsOrigin")
local distance = local_origin:dist(player:get_prop("m_vecAbsOrigin"))
local weapon_adjust = weapon.damage
local dmg_after_range = (weapon_adjust * math.pow(weapon.range_modifier, (distance * 0.002)))
local armor = player:get_prop("m_ArmorValue")
local newdmg = dmg_after_range * (weapon.armor_ratio * 0.5)
if dmg_after_range - (dmg_after_range * (weapon.armor_ratio * 0.5)) * 0.5 > armor then
newdmg = dmg_after_range - (armor / 0.5)
end
local enemy_health = player:get_prop("m_iHealth")
-- local newdmg_indi = newdmg * 1.25
return newdmg * self.scale[hitbox]
end
}
local espfonts = {"default", "pixel", "verdana", "tahoma", "tahoma bold", "skeet"}
local groups = {
nav = eui.create("Home", 1),
-- login = eui.create("Login", 2),
configs = eui.create("Configs", 2),
res = eui.create("Resolver", 2),
rage = eui.create("Rage", 3),
tick = eui.create("Tickbase", 3),
antiaim = eui.create("Global", 2),
yaw = eui.create("Yaw", 2),
jitter = eui.create("Jitter", 2),
desync = eui.create("Desync", 2),
features = eui.create("Features", 3),
breakers = eui.create("Animation", 3),
defensive = eui.create("Defensive", 1),
visuals = eui.create("Visuals", 2),
indicators = eui.create("Indicators", 3),
misc = eui.create("Misc", 3),
settings = eui.create("Settings", 3),
loader = eui.create("Loader", 3),
helpers = eui.create("Helpers", 2),
movement = eui.create("Movement", 2)
}
local states = {"global", "stand", "move", "slow motion", "duck", "duck move", "air", "air duck", "fakelag", "manual", "freestand"}
local shortstates = {"g.", "s.", "m.", "sm.", "d.", "dm.", "a.", "ad.", "f.", "mn.", "fr."}
local configs = {
dir = "metaset/",
default_dir = "metaset/default.cfg",
default_config = "{"Configs":[],"Loader":[],"Jitter":[["s. Modifier Mode",1],["m. Modifier Randomization",10],["fr. Modifier Degree",0],["g. Modifier Mode",3],["sm. Modifier Randomization",15],["ad. Modifier Randomization",0],["f. Modifier Mode",1],["a. Modifier Degree",-4],["d. Modifier Degree",-18],["g. Modifier Degree",-29],["m. Modifier Mode",1],["fr. Modifier Mode",1],["m. Modifier Degree",-19],["f. Modifier Randomization",0],["d. Modifier Randomization",0],["fr. Modifier Randomization",0],["mn. Modifier Randomization",0],["sm. Modifier Degree",-29],["mn. Modifier Degree",0],["dm. Modifier Degree",0],["dm. Modifier Mode",1],["a. Modifier Randomization",0],["g. Modifier Randomization",3],["ad. Modifier Mode",1],["d. Modifier Mode",3],["dm. Modifier Randomization",0],["s. Modifier Degree",0],["ad. Modifier Degree",-17],["a. Modifier Mode",3],["s. Modifier Randomization",0],["sm. Modifier Mode",3],["f. Modifier Degree",0],["mn. Modifier Mode",1]],"Tickbase":[["Custom Ideal Tick",true],["Knifebot Helper",true],["Fast Weapon Switch",true]],"Resolver":[["Enable Custom Resolver",true],["Custom Desync",60],["Method",1],["Debug",false]],"Animation":[["Lean Amount",100],["Extra",[["land pitch",false],["lean",true]]],["Air",1],["Ground Breaker",4]],"Indicators":[["Defensive Indicator",false],["Velocity Indicator",true],["Animated",true],["Elements",[["info",true],["keybinds",true]]],["Desync Bar",1],["Crosshair Indicators",1],["Hotkeys",[["doubletap",true],["hideshots",true],["damage",true],["hitchance",true],["freestand",true],["force body",true],["force safe",true],["ping",false]]],["Crosshair Damage",true],["Mindamage Only",false]],"Global":[["Pitch",2],["Base",2]],"Defensive":[["sm. Yaw Value",-88],["d. Defensive Yaw",5],["f. Defensive Yaw",1],["m. Defensive Yaw",6],["sm. Pitch Value 2",0],["a. Defensive",4],["ad. Defensive",3],["dm. Pitch Value",0],["fr. Defensive Yaw",1],["d. Defensive",4],["g. Defensive",3],["dm. Defensive Yaw",3],["mn. Pitch Value",0],["m. Defensive",3],["ad. Yaw Value",52],["fr. Defensive",2],["a. Pitch Value",0],["mn. Defensive Yaw",1],["m. Defensive Pitch",3],["fr. Pitch Value",0],["dm. Yaw Value",90],["mn. Yaw Value",0],["sm. Defensive",4],["d. Yaw Value",48],["a. Yaw Value",180],["d. Defensive Pitch",4],["a. Defensive Pitch",4],["sm. Pitch Value",0],["g. Yaw Value",0],["s. Pitch Value",0],["ad. Pitch Value",0],["m. Yaw Value",61],["g. Defensive Pitch",1],["s. Defensive Yaw",5],["s. Yaw Value",29],["g. Pitch Value",0],["fr. Pitch Value 2",0],["d. Pitch Value",-60],["m. Pitch Value",0],["s. Pitch Value 2",0],["dm. Defensive Pitch",5],["dm. Defensive",4],["dm. Pitch Value 2",0],["f. Yaw Value",0],["ad. Defensive Pitch",5],["sm. Defensive Pitch",3],["f. Defensive",1],["ad. Defensive Yaw",5],["sm. Defensive Yaw",3],["mn. Defensive",1],["g. Pitch Value 2",0],["fr. Defensive Pitch",1],["a. Pitch Value 2",0],["mn. Defensive Pitch",1],["f. Pitch Value 2",0],["m. Pitch Value 2",0],["d. Pitch Value 2",0],["ad. Pitch Value 2",0],["a. Defensive Yaw",1],["mn. Pitch Value 2",0],["f. Defensive Pitch",1],["f. Pitch Value",0],["s. Defensive Pitch",3],["s. Defensive",3],["g. Defensive Yaw",1],["fr. Yaw Value",54]],"Home":[["funny hidden slider tee hee :3",1],["2nd Color",191,191,191,255],["Override global",true],["Accent Color",220,186,151,255],["Override slow motion",true],["Override air duck",true],["Override duck",true],["Override fakelag",false],["Override duck move",true],["Override freestand",true],["Override air",true],["Override manual",false],["Enable Builder",true],["Override move",true],["Override stand",true],["1st Color",191,191,191,255],["Condition",8]],"Visuals":[["Hitmarker Color",88,255,209,255],["Custom ESP Font",3],["Bullet Tracers",false],["Hitmarkers",3],["Custom Health",2],["Accent Color",120,120,120,255],["400$ indicators",[["doubletap",true],["hideshots",true],["damage",true],["hitchance",true],["freestand",true],["force safe",true],["ping",false],["fake duck",true],["hitrate",false]]],["Reset hitrate",[["new server",false],["new game",false]]],["Solus UI",true]],"Features":[["Anti backstab",true],["Randomization",[["no enemies alive",false],["warmup",false]]],["Safe Knife",true],["Fakelag Avoid Onshot",true],["Crouch Correction",[["yaw",true]]]],"Yaw":[["g. Yaw mode",1],["dm. Yaw mode",3],["d. Yaw mode",3],["dm. Right",34],["ad. Delay Fluctuation",0],["a. Right",6],["sm. Delay Fluctuation",0],["m. Right",30],["sm. Left",7],["fr. Yaw mode",1],["s. Yaw",0],["f. Left Randomization",0],["dm. Delay Fluctuation",0],["ad. Right",40],["sm. Yaw",0],["fr. Right Randomization",0],["sm. Yaw mode",2],["ad. Right Randomization",0],["sm. Right Randomization",0],["fr. Yaw",0],["d. Delay",2],["g. Delay",2],["f. Delay",2],["s. Delay Fluctuation",0],["ad. Left Randomization",0],["a. Yaw",0],["g. Right",0],["s. Left",-23],["dm. Left",-27],["f. Right",0],["ad. Left",-24],["d. Left",-9],["s. Left Randomization",0],["dm. Delay",2],["ad. Yaw mode",3],["a. Delay",2],["m. Left Randomization",0],["ad. Delay",8],["m. Delay",2],["s. Yaw mode",3],["sm. Delay",2],["m. Left",-25],["g. Delay Fluctuation",0],["m. Yaw mode",3],["s. Delay",2],["dm. Right Randomization",2],["f. Delay Fluctuation",0],["a. Delay Fluctuation",0],["fr. Left",0],["m. Delay Fluctuation",0],["fr. Delay Fluctuation",0],["mn. Yaw",0],["d. Right Randomization",0],["dm. Yaw",0],["mn. Left Randomization",0],["a. Right Randomization",3],["fr. Delay",2],["ad. Yaw",0],["f. Right Randomization",0],["g. Yaw",0],["fr. Right",0],["mn. Delay Fluctuation",0],["mn. Delay",2],["s. Right",41],["mn. Right Randomization",0],["mn. Right",0],["mn. Left",0],["m. Right Randomization",0],["mn. Yaw mode",1],["sm. Right",11],["f. Left",0],["f. Yaw",0],["sm. Left Randomization",0],["f. Yaw mode",1],["a. Left Randomization",-3],["d. Delay Fluctuation",0],["g. Left",0],["g. Left Randomization",0],["a. Yaw mode",3],["d. Yaw",0],["dm. Left Randomization",-1],["g. Right Randomization",0],["d. Left Randomization",0],["s. Right Randomization",0],["m. Yaw",0],["d. Right",16],["a. Left",4],["fr. Left Randomization",0]],"Settings":[["solus y",449],["solus x",448]],"Misc":[["Extra info",[["safe",true],["onshot",true],["angle",true],["correction",true]]],["Clantag",true],["Events",[["hit",true],["miss",true],["defensive",true]]],["Logs",[["console",true],["crosshair",false],["screen",true]]]],"Movement":[["Fast Ladder",[["up",true],["down",true]]],["min. Velocity",39],["max. Distance",5],["Avoid Collisions",false],["Super Toss",1],["No Fall Damage",true]],"Rage":[["Accuracy Boost",false],["Custom Airstop",3],["Safepoint Defensive",false],["Hitchance",75],["Multi-point Correction",false],["Boost Amount",54]],"Desync":[["s. Desync",3],["m. Fake right",43],["dm. Fake left",60],["m. Desync",3],["a. Fake left",24],["d. Fake left",60],["f. Fake left",0],["sm. Fake left",60],["ad. Desync",3],["m. Fake left",53],["dm. Fake right",60],["f. Fake right",0],["s. Fake left",60],["g. Fake left",58],["d. Fake right",60],["s. Fake right",60],["mn. Fake left",0],["fr. Fake left",60],["mn. Fake right",0],["g. Desync",3],["f. Desync",1],["d. Desync",3],["a. Desync",3],["dm. Desync",3],["ad. Fake right",60],["sm. Fake right",60],["sm. Desync",3],["g. Fake right",60],["a. Fake right",27],["ad. Fake left",60],["fr. Fake right",60],["mn. Desync",1],["fr. Desync",4]]}"
}
-- 157, 168, 214
local print_dev = function(text)
log.aim[#log.aim + 1] = {text, globals.cur_time() + 5}
end
-- used for overriding animations
local utilitize = {
this_call = function(call_function, parameters)
return function(...)
return call_function(parameters, ...)
end
end,
entity_list_003 = ffi.cast(ffi.typeof("uintptr_t**"), memory.create_interface("client.dll", "VClientEntityList003"))
}
local get_entity_address = utilitize.this_call(ffi.cast("get_client_entity_t", utilitize.entity_list_003[0][3]), utilitize.entity_list_003);
-- math functions
math.clamp = function(v, min, max)
if min > max then
min, max = max, min
end
if v > max then
return max
end
if v < min then
return v
end
return v
end
math.vec_length2d = function(vec)
root = 0.0
sqst = vec.x * vec.x + vec.y * vec.y
root = math.sqrt(sqst)
return root
end
math.angle_diff = function(dest, src)
local delta = 0.0
delta = math.fmod(dest - src, 360.0)
if dest > src then
if delta >= 180 then
delta = delta - 360
end
else
if delta <= -180 then
delta = delta + 360
end
end
return delta
end
math.angle_normalize = function(angle)
local ang = 0.0
ang = math.fmod(angle, 360.0)
if ang < 0.0 then
ang = ang + 360
end
return ang
end
math.anglemod = function(a)
local num = (360 / 65536) * bit.band(math.floor(a * (65536 / 360.0), 65535))
return num
end
math.approach_angle = function(target, value, speed)
target = math.anglemod(target)
value = math.anglemod(value)
local delta = target - value
if speed < 0 then
speed = -speed
end
if delta < -180 then
delta = delta + 360
elseif delta > 180 then
delta = delta - 360
end
if delta > speed then
value = value + speed
elseif delta < -speed then
value = value - speed
else
value = target
end
return value
end
math.yaw_to_player = function(player, forward)
local LocalPlayer = entity_list.get_local_player()
if not LocalPlayer or not player then
return 0
end
local lOrigin = LocalPlayer:get_render_origin()
local ViewAngles = engine.get_view_angles()
local pOrigin = player:get_render_origin()
local Yaw = (-math.atan2(pOrigin.x - lOrigin.x, pOrigin.y - lOrigin.y) / 3.14 * 180 + 180) - (forward and 90 or -90) -- - ViewAngles.y +(forward and 0 or -180)
if Yaw >= 180 then
Yaw = 360 - Yaw
Yaw = -Yaw
end
return Yaw
end
-- utility entity functions
local entity_list_ptr = ffi.cast("void***", memory.create_interface("client.dll", "VClientEntityList003"))
local get_client_entity_fn = ffi.cast("GetClientEntityHandle_4242425_t", entity_list_ptr[0][3])
entity.get_vector_prop = function(idx, prop, array)
local v1, v2, v3 = entity.get_prop(idx, prop, array)
return {
x = v1,
y = v2,
z = v3
}
end
entity.get_address = function(idx)
return get_client_entity_fn(entity_list_ptr, idx)
end
entity.get_animstate = function(idx)
-- local addr = entity.get_address(idx)
-- if not addr then return end
return ffi.cast("CPlayer_Animation_State**", ffi.cast("uintptr_t", idx) + 0x9960)[0]
end
entity.get_animlayer = function(idx)
local addr = entity.get_address(idx)
if not addr then
return
end
return ffi.cast("C_AnimationLayer**", ffi.cast('uintptr_t', addr) + 0x9960)[0]
end
local ui = {
nav = {
slider = groups.nav:slider("funny hidden slider tee hee :3", 0, 6),
text = groups.nav:text("Welcome to metaset: " .. info.user),
sep = menu.add_separator("Home")
},
config = {
list = groups.configs:list("Config List", {}, 7)
},
rage = {
resolve = groups.res:checkbox("Enable Custom Resolver"),
method = groups.res:selection("Method", {"default", "safer", "one-line", "random", "custom"}),
dump = groups.res:button("Dump Memory", function()
print(tools:dump(resolver.memory))
engine.execute_cmd("showconsole")
end),
clear = groups.res:button("Clear Memory", function()
resolver.memory = {}
end),
resinstructions = groups.res:text("!! Disable cheat's resolver !!"),
debug = groups.res:checkbox("Debug"),
custom = groups.res:slider("Custom Desync", -60, 60, 1, 0, "°"),
knifehelp = groups.tick:checkbox("Knifebot Helper"),
switchhelp = groups.tick:checkbox("Fast Weapon Switch"),
tplag = groups.tick:checkbox("Skeet DT Behaviour"),
teleport = groups.tick:checkbox("Lagpeek"),
instructions = groups.tick:button("Instructions", function()
engine.execute_cmd("showconsole")
print("Turn on 'aim>general>dt>dont use charge' or bind it to your autopeek for the ideal tick to work.")
print("Best used with defensive on freestanding / on peek.")
end),
idealinstructions = groups.tick:text("!! Key not bound !!"),
airstop = groups.rage:selection("Custom Airstop", {"off", "safe", "unsafe"}),
hitchance = groups.rage:slider("Hitchance", 1, 100, 1, 0, "%"),
sep = menu.add_separator("Rage"),
accuracy = groups.rage:checkbox("Accuracy Boost"),
boostamount = groups.rage:slider("Boost Amount", 1, 100, 1, 0, "%"),
baimboost = groups.rage:checkbox("Full boost on baim"),
sep2 = menu.add_separator("Rage"),
safedefensive = groups.rage:checkbox("Safepoint Defensive"),
correction = groups.rage:checkbox("Multi-point Correction")
},
antiaim = {
features = {
safehead = groups.features:multi_selection("Safe Head", {"knife air c", "allow defensive"}),
warmup = groups.features:multi_selection("Randomization", {"no enemies alive", "warmup"}),
correction = groups.features:multi_selection("Crouch Correction", {"yaw"}),
antibackstab = groups.features:checkbox("Anti backstab"),
fakelag = groups.features:checkbox("Fakelag Avoid Onshot"),
sep = menu.add_separator("Features"),
airstucktext = groups.features:text("Airstuck")
},
breakers = {
ground = groups.breakers:selection("Ground Breaker", {"none", "skeet", "moonwalk", "break", "jitter"}),
air = groups.breakers:selection("Air", {"none", "static", "moonwalk", "break"}),
extra = groups.breakers:multi_selection("Extra", {"land pitch", "lean"}),
lean = groups.breakers:slider("Lean Amount", 0, 100, 1, 0, "%")
}
},
visuals = {
esp = groups.visuals:selection("Custom ESP Font", espfonts, #espfonts),
health = groups.visuals:selection("Custom Health", {"off", "solid", "fade", "duo"}),
sep3 = menu.add_separator("Visuals"),
hitmarker = groups.visuals:selection("Hitmarkers", {"off", "+", "x"}),
bullets = groups.visuals:checkbox("Bullet Tracers"),
sep4 = menu.add_separator("Visuals"),
indicators = groups.indicators:selection("Crosshair Indicators", {"none", "pixel", "clean", "zay"}),
elements = groups.indicators:multi_selection("Elements", {"info", "keybinds"}),
desync = groups.indicators:selection("Desync Bar", {"static", "jitter"}),
binds = groups.indicators:multi_selection("Hotkeys", {"doubletap", "hideshots", "damage", "hitchance", "freestand", "force body", "force safe", "ping"}, 8),
sep = menu.add_separator("Indicators"),
velocity = groups.indicators:checkbox("Velocity Indicator"),
defensive = groups.indicators:checkbox("Defensive Indicator"),
sep5 = menu.add_separator("Indicators"),
mindmg = groups.indicators:checkbox("Crosshair Damage"),
transparent = groups.indicators:checkbox("Mindamage Only"),
lerp = groups.indicators:checkbox("Animated"),
gamesense_indicators = groups.visuals:multi_selection("400$ indicators", {"doubletap", "hideshots", "damage", "hitchance", "freestand", "force safe", "ping", "fake duck", "hitrate"}),
reset_hitrate = groups.visuals:multi_selection("Reset hitrate", {"new server", "new game"}),
sep6 = menu.add_separator("Visuals"),
solus = groups.visuals:checkbox("Solus UI")
},
misc = {
logs = groups.misc:multi_selection("Logs", {"console", "crosshair", "screen"}),
logoptions = groups.misc:multi_selection("Events", {"hit", "miss", "defensive"}),
detailedlogs = groups.misc:multi_selection("Detailed logs", {"console", "screen"}),
extralogs = groups.misc:multi_selection("Detailed info", {"safe", "onshot", "angle", "correction"}),
tag = groups.misc:checkbox("Clantag"),
supertoss = groups.movement:selection("Super Toss", {"off", "smart", "semi", "full"}),
fastladder = groups.movement:multi_selection("Fast Ladder", {"up", "down"}),
nofall = groups.movement:checkbox("No Fall Damage"),
sep = menu.add_separator("Movement"),
avoid_collisions = groups.movement:checkbox("Avoid Collisions"),
avoid_collisions_dist = groups.movement:slider("max. Distance", 5, 20, 1, 1, "u"),
avoid_collisions_vel = groups.movement:slider("min. Velocity", 0, 200),
sep2 = menu.add_separator("Movement"),
antiafk = groups.movement:checkbox("Anti afk")
},
hidden = {
solus_x = groups.settings:slider("solus x", 0, screen.size.x),
solus_y = groups.settings:slider("solus y", 0, screen.size.y)
},
loader = {
logout = groups.loader:button("Logout", function()
filesystem.write("scripts\\bugreporter_defaults.txt", " ")
client.delay_call(function()
menu.reload_scripts()
end, 0.2)
end)
}
}
ui.visuals.healthcolor1 = groups.nav:color_picker(ui.visuals.health, "1st Color", color_t(40, 200, 64, 255))
ui.visuals.healthcolor2 = groups.nav:color_picker(ui.visuals.health, "2nd Color", color_t(40, 200, 64, 255))
ui.accent = groups.nav:color_picker(ui.nav.text, "Accent Color", color_t(157, 168, 214))
ui.visuals.bulletcol = groups.visuals:color_picker(ui.visuals.bullets, "Accent Color", color_t(120, 120, 120))
ui.visuals.hitcolor = groups.visuals:color_picker(ui.visuals.hitmarker, "Hitmarker Color", color_t(88, 255, 209))
ui.antiaim.features.airstuck = groups.features:keybind(ui.antiaim.features.airstucktext, "airstuck key")
ui.nav.backbtn = groups.nav:button("Back", function()
ui.nav.slider.ref:set(0)
end)
ui.nav.configbtn = groups.nav:button("Configs", function()
ui.nav.slider.ref:set(1)
end)
ui.nav.ragebtn = groups.nav:button("Rage", function()
ui.nav.slider.ref:set(2)
end)
ui.nav.aabtn = groups.nav:button("Anti aim", function()
ui.nav.slider.ref:set(3)
end)
ui.nav.helpers = groups.nav:button("Helpers", function()
ui.nav.slider.ref:set(4)
end)
ui.nav.visbtn = groups.nav:button("Visuals", function()
ui.nav.slider.ref:set(5)
end)
ui.nav.miscbtn = groups.nav:button("Misc", function()
ui.nav.slider.ref:set(6)
end)
ui.antiaim.builder = {
enable = groups.nav:checkbox("Enable Builder"),
condition = groups.nav:selection("Condition", states, #states),
pitch = groups.antiaim:selection("Pitch", {"off", "down", "up", "zero", "jitter"}),
yaw = groups.antiaim:selection("Base", {"local view", "at targets", "distance"}),
sep = menu.add_separator("Global"),
defensive_ping = groups.antiaim:selection("Defensive mode", {"ping safe", "unsafe"})
}
for i = 1, #states do
ui.antiaim.builder[i] = {
override = groups.nav:checkbox("Override " .. states[i]),
yaw_mode = groups.yaw:selection(shortstates[i] .. " Yaw mode", {"static", "classic", "meta"}),
yaw_value = groups.yaw:slider(shortstates[i] .. " Yaw", -90, 90, 1, 0, "°"),
yaw_left = groups.yaw:slider(shortstates[i] .. " Left", -90, 90, 1, 0, "°"),
yaw_right = groups.yaw:slider(shortstates[i] .. " Right", -90, 90, 1, 0, "°"),
meta_left = groups.yaw:slider(shortstates[i] .. " Left Randomization", -90, 90, 1, 0, "°"),
meta_right = groups.yaw:slider(shortstates[i] .. " Right Randomization", -90, 90, 1, 0, "°"),
yaw_delay = groups.yaw:slider(shortstates[i] .. " Delay", 2, 32, 1, 0, "t"),
meta_delay = groups.yaw:slider(shortstates[i] .. " Delay Fluctuation", 0, 16, 1, 0, "t"),
yaw_modifier = groups.jitter:selection(shortstates[i] .. " Modifier Mode", {"none", "offset", "center", "3-way", "5-way"}),
modifier_degree = groups.jitter:slider(shortstates[i] .. " Modifier Degree", -180, 180, 1, 0, "°"),
modifier_random = groups.jitter:slider(shortstates[i] .. " Modifier Randomization", -180, 180, 1, 0, "°"),
desync = groups.desync:selection(shortstates[i] .. " Desync", {"left", "right", "jitter", "peek fake"}),
fake_left = groups.desync:slider(shortstates[i] .. " Fake left", 0, 60, 1, 0, "°"),
fake_right = groups.desync:slider(shortstates[i] .. " Fake right", 0, 60, 1, 0, "°"),
trigger_defensive = groups.defensive:selection(shortstates[i] .. " Defensive", {"off", "on peek", "force", "anti-aim", "dynamic"}),
defensive_pitch = groups.defensive:selection(shortstates[i] .. " Defensive Pitch", {"inherit", "off", "down", "up", "zero", "jitter", "random", "custom", "switch", "clock"}),
defensive_pitch_val = groups.defensive:slider(shortstates[i] .. " Pitch Value", -90, 90, 1, 0, "°"),
defensive_pitch_val2 = groups.defensive:slider(shortstates[i] .. " Pitch Value 2", -90, 90, 1, 0, "°"),
defensive_yaw = groups.defensive:selection(shortstates[i] .. " Defensive Yaw", {"inherit", "static", "sideways", "switch", "spin", "random", "5-way", "clock"}),
defensive_yaw_val = groups.defensive:slider(shortstates[i] .. " Yaw Value", -180, 180, 1, 0, "°")
}
end
ui.rage.hitchance.ref:set(75)
print("Metaset Loaded!")
resolver.states = {"stand", "lowvel", "move", "duck", "duckM", "air", "airC"}
resolver.clearmemory = function(e)
if e.name == "round_prestart" then
if game_rules.get_prop("m_totalRoundsPlayed") == 0 then
if ui.rage.debug:get() then
print("wiping resolver memory")
end
resolver.memory = {}
end
end
end
resolver.detectState = function(ent)
local m_vecVelocity = ent:get_prop('m_vecVelocity')
local velocity = math.vec_length2d(m_vecVelocity)
local flags = ent:get_prop('m_fFlags')
local ducking = bit.lshift(1, 1)
local ground = bit.lshift(1, 0)
local state = ""
local statenum = 0
if bit.band(flags, ground) == 1 and velocity > 80 and bit.band(flags, ducking) == 0 then
state = "move"
statenum = 4
end
if bit.band(flags, ground) == 0 and bit.band(flags, ducking) == 0 then
state = "air"
statenum = 7
end
if bit.band(flags, ground) == 0 and bit.band(flags, ducking) > 0.9 then
state = "air duck"
statenum = 8
end
if bit.band(flags, ground) == 1 and velocity < 3 and bit.band(flags, ducking) == 0 then
state = "stand"
statenum = 2
else
if bit.band(flags, ground) == 1 and velocity <= 80 and bit.band(flags, ducking) == 0 then
state = "slow motion"
statenum = 3
end
end
if bit.band(flags, ground) == 1 and bit.band(flags, ducking) > 0.9 and velocity > 10 then
state = "duck move"
statenum = 6
elseif bit.band(flags, ground) == 1 and bit.band(flags, ducking) > 0.9 then
state = "duck"
statenum = 5
end
return state, statenum - 1
end
resolver.m_flMaxDelta = function(ent)
local player_index = ent:get_index()
local player_ptr = get_entity_address(player_index)
local speedfactor = math.clamp(ffi.cast("CPlayer_Animation_State**", ffi.cast("uintptr_t", player_ptr) + 0x9960)[0].m_flFeetSpeedForwardsOrSideWays, 0, 1)
local avg_speedfactor = (ffi.cast("CPlayer_Animation_State**", ffi.cast("uintptr_t", player_ptr) + 0x9960)[0].m_flStopToFullRunningFraction * -0.3 - 0.2) * speedfactor + 1
local duck_amount = ffi.cast("CPlayer_Animation_State**", ffi.cast("uintptr_t", player_ptr) + 0x9960)[0].flDuckAmount
if duck_amount > 0 then
local max_velocity = math.clamp(ffi.cast("CPlayer_Animation_State**", ffi.cast("uintptr_t", player_ptr) + 0x9960)[0].m_flFeetSpeedForwardsOrSideWays, 0, 1)
local duck_speed = duck_amount * max_velocity
avg_speedfactor = avg_speedfactor + (duck_speed * (0.5 - avg_speedfactor))
end
return math.clamp(avg_speedfactor, 0, 1)
end
resolver.walk_to_run_transition = function(m_flWalkToRunTransition, m_bWalkToRunTransitionState, m_flLastUpdateIncrement, m_flVelocityLengthXY)
local ANIM_TRANSITION_WALK_TO_RUN = false
local ANIM_TRANSITION_RUN_TO_WALK = true
local CSGO_ANIM_WALK_TO_RUN_TRANSITION_SPEED = 2.0
local CS_PLAYER_SPEED_RUN = 260.0
local CS_PLAYER_SPEED_DUCK_MODIFIER = 0.34
local CS_PLAYER_SPEED_WALK_MODIFIER = 0.52
if m_flWalkToRunTransition > 0 and m_flWalkToRunTransition < 1 then
if m_bWalkToRunTransitionState == ANIM_TRANSITION_WALK_TO_RUN then
m_flWalkToRunTransition = m_flWalkToRunTransition + m_flLastUpdateIncrement * CSGO_ANIM_WALK_TO_RUN_TRANSITION_SPEED
else
m_flWalkToRunTransition = m_flWalkToRunTransition - m_flLastUpdateIncrement * CSGO_ANIM_WALK_TO_RUN_TRANSITION_SPEED
end
m_flWalkToRunTransition = math.clamp(m_flWalkToRunTransition, 0, 1)
end
if m_flVelocityLengthXY > (CS_PLAYER_SPEED_RUN * CS_PLAYER_SPEED_WALK_MODIFIER) and m_bWalkToRunTransitionState == ANIM_TRANSITION_RUN_TO_WALK then
m_bWalkToRunTransitionState = ANIM_TRANSITION_WALK_TO_RUN
m_flWalkToRunTransition = math.max(0.01, m_flWalkToRunTransition)
elseif m_flVelocityLengthXY < (CS_PLAYER_SPEED_RUN * CS_PLAYER_SPEED_WALK_MODIFIER) and m_bWalkToRunTransitionState == ANIM_TRANSITION_WALK_TO_RUN then
m_bWalkToRunTransitionState = ANIM_TRANSITION_RUN_TO_WALK
m_flWalkToRunTransition = math.min(0.99, m_flWalkToRunTransition)
end
return m_flWalkToRunTransition, m_bWalkToRunTransitionState
end
resolver.calculate_predicted_foot_yaw = function(m_flFootYawLast, m_flEyeYaw, m_flLowerBodyYawTarget, m_flWalkToRunTransition, m_vecVelocity, m_flMinBodyYaw, m_flMaxBodyYaw)
local m_flVelocityLengthXY = math.min(math.vec_length2d(m_vecVelocity), 260.0)
local m_flFootYaw = math.clamp(m_flFootYawLast, -360, 360)
local flEyeFootDelta = math.angle_diff(m_flEyeYaw, m_flFootYaw)
if flEyeFootDelta > m_flMaxBodyYaw then
m_flFootYaw = m_flEyeYaw - math.abs(m_flMaxBodyYaw)
elseif flEyeFootDelta < m_flMinBodyYaw then
m_flFootYaw = m_flEyeYaw + math.abs(m_flMinBodyYaw)
end
m_flFootYaw = math.angle_normalize(m_flFootYaw)
local m_flLastUpdateIncrement = globals.interval_per_tick()
if m_flVelocityLengthXY > 0.1 or m_vecVelocity.z > 100 then
m_flFootYaw = math.approach_angle(m_flEyeYaw, m_flFootYaw, m_flLastUpdateIncrement * (30.0 + 20.0 * m_flWalkToRunTransition))
else
m_flFootYaw = math.approach_angle(m_flLowerBodyYawTarget, m_flFootYaw, m_flLastUpdateIncrement * 100)
end
return m_flFootYaw
end
resolver.resolve = function(ctx)
if not ui.rage.resolve:get() then
return
end
local idx = ctx.player:get_index()
local ent = ctx.player
local lplr = entity_list.get_local_player()
if not lplr or not lplr:is_valid() or not lplr:is_player() or not lplr:is_alive() then
return
end
if not lastResolved[idx] then
lastResolved[idx] = {}
end
local max = 57.295779513082
if not ent:is_valid() or not ent:is_alive() or not idx then
return
end
local targetname = ent:get_name()
local player_ptr = get_entity_address(idx)
local m_bIsValidIdx = ent:get_address()
if not m_bIsValidIdx then
return
end
local m_vecVelocity = ent:get_prop('m_vecVelocity')
local m_flVelocityLengthXY = math.vec_length2d(m_vecVelocity) -- We don't need to check for jump
local animstate = ffi.cast("CPlayer_Animation_State**", ffi.cast("uintptr_t", player_ptr) + 0x9960)[0]
if not animstate then
return
end
local m_flEyeYaw = animstate.flEyeYaw -- Current Entity Eye Yaw
local m_flGoalFeetYaw = animstate.flGoalFeetYaw -- Current Entity Eye Yaw
local m_flAngleDiff = math.angle_diff(m_flEyeYaw, m_flGoalFeetYaw)
local m_flLowerBodyYawTarget = ent:get_prop('m_flLowerBodyYawTarget') -- Current Lower Body Yaw
local m_flMaxDesyncDelta = resolver.m_flMaxDelta(ent) -- return float
local m_flDesync = m_flMaxDesyncDelta * max -- 57 (Max Desync Value)
local m_flAbsAngleDiff = math.abs(m_flAngleDiff) -- Current Angle Diffrence, Only positive value
local m_flAbsPreviousDiff = math.abs(m_flAbsAngleDiff)
local side = 0 -- It can be centered? Oh yeah bots and legit players
if m_flAngleDiff < 0 then
side = 1
elseif m_flAngleDiff > 0 then
side = -1
end
local m_flCurrentAngle = m_flAbsAngleDiff
if m_flAbsAngleDiff < m_flAbsPreviousDiff then
if m_flVelocityLengthXY > (lastResolved.m_flVelocityLengthXY or 0) then
if m_flAbsAngleDiff <= 10.0 and m_flAbsAngleDiff <= 10.0 then
m_flDesync = m_flCurrentAngle
elseif m_flAbsAngleDiff <= 35.0 and m_flAbsAngleDiff <= 35.0 then
m_flDesync = math.max(29.0, m_flCurrentAngle)
else
m_flDesync = math.clamp(m_flCurrentAngle, 29.0, max)
end
end
end
lastResolved[idx].m_flDesync = math.clamp(m_flDesync * side, -60, 60)
lastResolved[idx].m_flSide = side
lastResolved[idx].forced = false
lastResolved[idx].m_flState, lastResolved[idx].m_flStateNum = resolver.detectState(ent)
lastResolved[idx].Desync = -math.min(max, math.max(ent:get_prop("m_flPoseParameter", 11) * 120 - max))
lastResolved[idx].m_flDesync = math.clamp(m_flDesync * side, -60, 60)
lastResolved[idx].m_flWalkToRunTransition, lastResolved[idx].m_bWalkToRunTransitionState = resolver.walk_to_run_transition(lastResolved[idx].m_flWalkToRunTransition or 0, lastResolved[idx].m_bWalkToRunTransitionState or false,
globals.interval_per_tick(), m_flVelocityLengthXY) -- We need this only for m_flWalkToRunTransition
if resolver.memory[idx] then
-- if ui.rage.debug:get() then print("found memory instance, scanning for state") end
for k, v in pairs(resolver.memory[idx]) do
if k == resolver.detectState(ent) then
-- if ui.rage.debug:get() then print("found state instance, scanning for side") end
for o, p in pairs(resolver.memory[idx][k]) do
if o == side then
-- if ui.rage.debug:get() then print("found side instance, overriding desync to memory instance: " ..p) end
lastResolved[idx].m_flDesync = p
lastResolved[idx].forced = true
if idx == lastResolved.target then
lastResolved.Desync = lastResolved[idx].Desync
lastResolved.forced = lastResolved[idx].forced
end
end
end
end
end
end
-- client.log_screen('yes')
if ui.rage.resolve:get() then
local player_weapon = ent:get_active_weapon()
if not player_weapon then
return
end
if ui.rage.method:get() == 1 then
animstate.flGoalFeetYaw = resolver.calculate_predicted_foot_yaw(m_flGoalFeetYaw, m_flEyeYaw + lastResolved[idx].m_flDesync, m_flLowerBodyYawTarget, lastResolved[idx].m_flWalkToRunTransition, m_vecVelocity, -57, 57) -- Calculate new foot yaw
elseif ui.rage.method:get() == 2 then
animstate.flGoalFeetYaw = animstate.flEyeYaw + lastResolved[idx].m_flDesync / 3
elseif ui.rage.method:get() == 3 then
animstate.flGoalFeetYaw = animstate.flEyeYaw - lastResolved[idx].Desync
elseif ui.rage.method:get() == 4 then
lastResolved[idx].Desync = client.random_float(-60, 60)
if idx == lastResolved.target then
lastResolved[idx].Desync = lastResolved[idx].Desync
end
animstate.flGoalFeetYaw = animstate.flEyeYaw - lastResolved[idx].Desync
elseif ui.rage.method:get() == 5 then
lastResolved[idx].Desync = ui.rage.custom:get()
if idx == lastResolved.target then
lastResolved[idx].Desync = lastResolved[idx].Desync
end
animstate.flGoalFeetYaw = animstate.flEyeYaw - lastResolved[idx].Desync
end
end
end
resolver.updatetarget = function(ctx)
lastResolved.target = ctx.player:get_index()
end
resolver.pre_resolve = function()
if not ui.rage.resolve:get() then
return
end
local players = entity_list.get_players(true)
if not players then
return
end
for _, enemy in ipairs(players) do
if not enemy:is_dormant() then
if enemy:is_alive() then
local ctx = {
player = enemy
}
resolver.resolve(ctx)
end
end
end
end
local global = {
current_state = "",
current_state_number = 0,
velocity = 0,
update = function(self, cmd)
local local_player = entity_list.get_local_player()
if not local_player then
return
end
local m_vecVelocity = local_player:get_prop('m_vecVelocity')
local velocity = math.vec_length2d(m_vecVelocity)
local flags = local_player:get_prop('m_fFlags')
local ducking = bit.lshift(1, 1)
local ground = bit.lshift(1, 0)
self.velocity = velocity
local state = function()
if bit.band(flags, ground) == 1 and velocity > 3 and bit.band(flags, ducking) == 0 and not refs.slow_motion:get() and not cmd:has_button(e_cmd_buttons.JUMP) then
self.current_state = "move"
self.current_state_number = 3
end
if bit.band(flags, ground) == 0 and bit.band(flags, ducking) == 0 then
self.current_state = "air"
self.current_state_number = 7
end
if bit.band(flags, ground) == 0 and bit.band(flags, ducking) > 0.9 then
self.current_state = "air duck"
self.current_state_number = 8
end
if bit.band(flags, ground) == 1 and velocity < 3 and bit.band(flags, ducking) == 0 then
self.current_state = "stand"
self.current_state_number = 2
else
if bit.band(flags, ground) == 1 and velocity > 3 and bit.band(flags, ducking) == 0 and refs.slow_motion:get() then
self.current_state = "slow motion"
self.current_state_number = 4
end
end
if bit.band(flags, ground) == 1 and bit.band(flags, ducking) > 0.9 and ui.antiaim.builder[6].override:get() and velocity > 10 and not cmd:has_button(e_cmd_buttons.JUMP) then
self.current_state = "duck move"
self.current_state_number = 6
elseif bit.band(flags, ground) == 1 and bit.band(flags, ducking) > 0.9 and not cmd:has_button(e_cmd_buttons.JUMP) then
self.current_state = "duck"
self.current_state_number = 5
end
if (not (refs.double_tap:get() or refs.hide_shots:get()) and ui.antiaim.builder[9].override:get()) then
self.current_state = "fakelag"
self.current_state_number = 9
end
if refs.freestand:get() and ui.antiaim.builder[11].override:get() then
self.current_state = "freestand"
self.current_state_number = 11
end
if manual then
self.current_state = "manual"
self.current_state_number = 10
end
end
state()
end
}
log.add = function(mode, text)
if type(mode) == "string" then
text = mode
mode = 0
end
if ui.misc.logs:get("console") and (mode == 1 or mode == 0) then
print(text)
end
if ui.misc.logs:get("screen") and (mode == 2 or mode == 0) then
print_dev(text)
end
if ui.misc.logs:get("crosshair") and (mode == 3) then
aimbot_loggies[#aimbot_loggies + 1] = {text, globals.tick_count() + 250, 0}
end
end
handles.logs = function()
local startval = nil
for k, v in pairs(log.aim) do
if #log.aim - k < 5 then
if not startval then
startval = k
end
if v[2] > globals.cur_time() then
render.text(fonts.lucida, v[1], vector(5, 5 + (10 * (k - startval))), color(255, 255, 255, math.floor(v[2] > globals.cur_time() + 1 and 255 or ((v[2] - globals.cur_time()) * 255))))
else
log.aim[k] = nil
end
end
end
end
log.shot = function(self, shot)
local lplr = entity_list.get_local_player()
if not lplr then
return
end
local idx = shot.player:get_index()
local targetwep = shot.player:get_active_weapon()
self.desync = (lastResolved[idx] and lastResolved[idx].m_flDesync) and (ui.rage.method:get() == 1 and math.floor(lastResolved[idx].m_flDesync) or lastResolved[idx].Desync)
self.side = lastResolved[idx] and lastResolved[idx].m_flSide or "?"
self.state = lastResolved[idx] and lastResolved[idx].m_flState or "?"
self.statenum = lastResolved[idx] and lastResolved[idx].m_flStateNum or "?"
if lastResolved[idx] then
self.forced = lastResolved[idx].forced
else
self.forced = false
end
self.team = shot.player:get_prop("m_iTeamNum") ~= lplr:get_prop("m_iTeamNum") and "enemy" or "teammate"
self.tick = globals.tick_count()
self.predicted = shot.extrapolated_ticks
self.aimpos = shot.player:get_hitbox_pos(1)
self.nextchoke = ui.antiaim.features.fakelag:get()
self.fakeduck = refs.fake_duck:get()
if not targetwep then
self.onshot = false
else
self.onshot = targetwep:get_prop('m_fLastShotTime') and globals.cur_time() - targetwep:get_prop('m_fLastShotTime') < 0.5 or false
end
end
log.hit = function(self, hit)
-- fix shit logs
local hitgroup = tools.hitgroup_str[hit.aim_hitgroup]
if hitgroup == "left leg" then
hitgroup = "right leg"
elseif hitgroup == "right leg" then
hitgroup = "left leg"
elseif hitgroup == "right arm" then
hitgroup = "left arm"
elseif hitgroup == "right arm" then
hitgroup = "left arm"
end
if (ui.rage.resolve:get() and ui.rage.method:get() == 1) and (lastResolved.target == hit.player:get_index()) then
if not resolver.memory[hit.player:get_index()] then
resolver.memory[hit.player:get_index()] = {}
end
if self.state ~= nil then
if not resolver.memory[hit.player:get_index()][self.state] then
resolver.memory[hit.player:get_index()][self.state] = {}
end
if hit.aim_hitgroup == hit.hitgroup then
resolver.memory[hit.player:get_index()][self.state][self.side] = self.desync
if ui.rage.debug:get() then
if self.forced then
print("resolved past instance for " .. hit.player:get_name() .. " as " .. hit.player:get_index() .. "." .. self.state .. " | " .. self.desync)
else
print("logged shot for " .. hit.player:get_name() .. " as " .. hit.player:get_index() .. "." .. self.state .. " | " .. self.desync)
end
end
end
end
end
local health = hit.player:get_prop("m_iHealth")
if ui.misc.logoptions:get("hit") then
if ui.misc.detailedlogs:get("console") then
log.add(1, string.format("Hit %s(%s%%%%) in %s(%s) for %i(%i) damage | history(Δ): %i%s%s%s%s", string.lower(hit.player:get_name()), hit.aim_hitchance, tools.hitgroup_str[hit.hitgroup], hitgroup, hit.damage, hit.aim_damage,
self.predicted > 0 and -self.predicted or hit.backtrack_ticks, (ui.misc.extralogs:get("safe") and hit.safepoint) and " | safe" or "", (ui.misc.extralogs:get("onshot") and self.onshot) and " | onshot" or "",
(ui.misc.extralogs:get("correction") and correctiondb[hit.player:get_index()]) and " | corrected" or "", (ui.misc.extralogs:get("angle") and ui.rage.resolve:get()) and
string.format(" | angle: %s° (%s|%s:%s)", self.desync and math.floor(self.desync) or "?", self.forced and 1 or 0, hit.player:get_index(), self.statenum) or ""))
else
log.add(1, string.format("Hit %s(%s%%%%) in %s(%s) for %i(%i) damage | history(Δ): %i", string.lower(hit.player:get_name()), hit.aim_hitchance, tools.hitgroup_str[hit.hitgroup], hitgroup, hit.damage, hit.aim_damage,
self.predicted > 0 and -self.predicted or hit.backtrack_ticks, (ui.misc.extralogs:get("safe") and hit.safepoint) and " | safe" or "", (ui.misc.extralogs:get("onshot") and self.onshot) and " | onshot" or "",
(ui.misc.extralogs:get("correction") and correctiondb[hit.player:get_index()]) and " | corrected" or "", (ui.misc.extralogs:get("angle") and ui.rage.resolve:get()) and
string.format(" | angle: %s° (%s|%s:%s)", self.desync and math.floor(self.desync) or "?", self.forced and 1 or 0, hit.player:get_index(), self.statenum) or ""))
end
if ui.misc.detailedlogs:get("screen") then
log.add(2, string.format("Hit %s(%s%%) in %s(%s) for %i(%i) damage | history(Δ): %i%s%s%s%s", string.lower(hit.player:get_name()), hit.aim_hitchance, tools.hitgroup_str[hit.hitgroup], hitgroup, hit.damage, hit.aim_damage,
self.predicted > 0 and -self.predicted or hit.backtrack_ticks, (ui.misc.extralogs:get("safe") and hit.safepoint) and " | safe" or "", (ui.misc.extralogs:get("onshot") and self.onshot) and " | onshot" or "",
(ui.misc.extralogs:get("correction") and correctiondb[hit.player:get_index()]) and " | corrected" or "", (ui.misc.extralogs:get("angle") and ui.rage.resolve:get()) and
string.format(" | angle: %s° (%s|%s:%s)", self.desync and math.floor(self.desync) or "?", self.forced and 1 or 0, hit.player:get_index(), self.statenum) or ""))
else
log.add(2, string.format("Hit %s(%s%%) in %s(%s) for %i(%i) damage | history(Δ): %i", string.lower(hit.player:get_name()), hit.aim_hitchance, tools.hitgroup_str[hit.hitgroup], hitgroup, hit.damage, hit.aim_damage,
self.predicted > 0 and -self.predicted or hit.backtrack_ticks, (ui.misc.extralogs:get("safe") and hit.safepoint) and " | safe" or "", (ui.misc.extralogs:get("onshot") and self.onshot) and " | onshot" or "",
(ui.misc.extralogs:get("correction") and correctiondb[hit.player:get_index()]) and " | corrected" or "", (ui.misc.extralogs:get("angle") and ui.rage.resolve:get()) and
string.format(" | angle: %s° (%s|%s:%s)", self.desync and math.floor(self.desync) or "?", self.forced and 1 or 0, hit.player:get_index(), self.statenum) or ""))
end
log.add(3, ("Hit %s in %s for %s damage | %s"):format(string.lower(hit.player:get_name()), tools.hitgroup_str[hit.hitgroup], hit.damage, health > 0 and "health remaining " .. health or "history " .. hit.backtrack_ticks))
end
if game_rules.get_prop("m_gamePhase") == 4 or game_rules.get_prop("m_gamePhase") == 5 then
refs.pitch:set(1)
refs.yawbase:set(1)
refs.jittermode:set(1)
refs.desyncside:set(0)
end
end
log.miss = function(self, miss)
local reason = miss.reason_string
if reason == "jitter" then
reason = "correction"
elseif reason == "resolver" then
reason = "unknown"
elseif reason == "extrapolation" then
reason = "prediction error"
elseif reason == "spread (missed safe)" then
reason = "spread"
elseif string.sub(reason, 1, 7) == "ping (l" then
reason = "death"
elseif string.sub(reason, 1, 4) == "ping" then
reason = "enemy death"
end
-- fix shit logs
local hitgroup = tools.hitgroup_str[miss.aim_hitgroup]
if hitgroup == "left leg" then
hitgroup = "right leg"
elseif hitgroup == "right leg" then
hitgroup = "left leg"
elseif hitgroup == "right arm" then
hitgroup = "left arm"
elseif hitgroup == "right arm" then
hitgroup = "left arm"
end
if reason == "spread" then
if globals.tick_count() - self.hurttick < 2 then
reason = "aimpunch"
end
end
if reason == "resolver" or reason == "unknown" and (not self.fakeduck) then
local actualpos = miss.player:get_hitbox_pos(1)
local distance = self.aimpos:dist(actualpos)
if distance > 38 then
reason = "lagcomp failure"
end
end
if not miss.player then
return
end
if ui.misc.logoptions:get("miss") then
if ui.misc.detailedlogs:get("console") then
log.add(1, string.format("Missed %s(%s%%%%) in %s for %i damage due to %s | history(Δ): %i%s%s%s%s", string.lower(miss.player:get_name()), miss.aim_hitchance, hitgroup, miss.aim_damage, reason,
(self.predicted and self.predicted > 0) and -self.predicted or miss.backtrack_ticks, (ui.misc.extralogs:get("safe") and miss.aim_safepoint) and " | safe" or "", (ui.misc.extralogs:get("onshot") and self.onshot) and " | onshot" or "",
(ui.misc.extralogs:get("safe") and correctiondb[miss.player:get_index()]) and " | corrected" or "", (ui.misc.extralogs:get("angle") and ui.rage.resolve:get()) and
string.format(" | angle: %i° (%s|%s:%s)", self.desync and math.floor(self.desync) or 0, self.forced and 1 or 0, miss.player:get_index(), self.statenum) or ""))
else
log.add(1, string.format("Missed %s(%s%%%%) in %s for %i damage due to %s | history(Δ): %i", string.lower(miss.player:get_name()), miss.aim_hitchance, hitgroup, miss.aim_damage, reason,
(self.predicted and self.predicted > 0) and -self.predicted or miss.backtrack_ticks))
end
if ui.misc.detailedlogs:get("screen") then
log.add(2, string.format("Missed %s(%s%%) in %s for %i damage due to %s | history(Δ): %i%s%s%s%s", string.lower(miss.player:get_name()), miss.aim_hitchance, hitgroup, miss.aim_damage, reason,
(self.predicted and self.predicted > 0) and -self.predicted or miss.backtrack_ticks, (ui.misc.extralogs:get("safe") and miss.aim_safepoint) and " | safe" or "", (ui.misc.extralogs:get("onshot") and self.onshot) and " | onshot" or "",
(ui.misc.extralogs:get("safe") and correctiondb[miss.player:get_index()]) and " | corrected" or "", (ui.misc.extralogs:get("angle") and ui.rage.resolve:get()) and
string.format(" | angle: %i° (%s|%s:%s)", self.desync and math.floor(self.desync) or 0, self.forced and 1 or 0, miss.player:get_index(), self.statenum) or ""))
else
log.add(2, string.format("Missed %s(%s%%) in %s for %i damage due to %s | history(Δ): %i", string.lower(miss.player:get_name()), miss.aim_hitchance, hitgroup, miss.aim_damage, reason,
(self.predicted and self.predicted > 0) and -self.predicted or miss.backtrack_ticks))
end
log.add(3, ("Missed %s in %s due to %s | history %s"):format(string.lower(miss.player:get_name()), hitgroup, reason, self.predicted > 0 and -self.predicted or miss.backtrack_ticks), globals.tick_count() + 250, 0)
end
-- if ui.misc.logoptions:get("miss") then
-- log.add(1, string.format("Missed %s(%s%s) in %s for %i damage due to %s | history(Δ): %i%s%s%s%s", string.lower(miss.player:get_name()), miss.aim_hitchance, "%%", hitgroup, miss.aim_damage, reason, (self.predicted and self.predicted > 0) and - self.predicted or miss.backtrack_ticks, (ui.misc.extralogs:get("safe") and miss.aim_safepoint) and " | safe" or "", (ui.misc.extralogs:get("onshot") and self.onshot) and " | onshot" or "", (ui.misc.extralogs:get("safe") and correctiondb[miss.player:get_index()]) and " | corrected" or "", (ui.misc.extralogs:get("angle") and ui.rage.resolve:get()) and string.format(" | angle: %i° (%s|%s:%s)", self.desync and math.floor(self.desync) or 0, self.forced and 1 or 0, miss.player:get_index(), self.statenum) or ""))
-- log.add(2, string.format("Missed %s(%s%s) in %s for %i damage due to %s | history(Δ): %i%s%s", string.lower(miss.player:get_name()), miss.aim_hitchance, "%", hitgroup, miss.aim_damage, reason, (self.predicted and self.predicted > 0) and - self.predicted or miss.backtrack_ticks, miss.aim_safepoint and " | safe" or "", self.onshot and " | onshot" or ""))
-- log.add(3, ("Missed %s in %s due to %s | backtrack %s"):format(string.lower(miss.player:get_name()), hitgroup, reason, self.predicted > 0 and - self.predicted or miss.backtrack_ticks), globals.tick_count() + 250, 0)
-- end
if not (reason == "resolver") then
return
end
if (ui.rage.resolve:get() and ui.rage.method:get() == 1) and (lastResolved.target == miss.player:get_index()) then
if not resolver.memory[miss.player:get_index()] then
return
end
if self.state ~= nil then
if not resolver.memory[miss.player:get_index()][self.state] then
return
end
if not resolver.memory[miss.player:get_index()][self.state][self.side] then
return
end
resolver.memory[miss.player:get_index()][self.state][self.side] = nil
if ui.rage.debug:get() then
print("removing memory instance due to miss: " .. self.state .. " | " .. self.side)
end
end
end
end
log.extra = function(self, e)
if e.name == "player_hurt" then
local me = entity_list.get_local_player()
local attacker = entity_list.get_player_from_userid(e.attacker)
local weapon = e.weapon
local type_hit = 'Hit'
if weapon == 'hegrenade' then
type_hit = 'Naded'
end
if weapon == 'inferno' then
type_hit = 'Burned'
end
if weapon == 'knife' then
type_hit = 'Knifed'
end
-- print_raw(('\a'..hit_color12..'[Notyaw.lua] \aD5D5D5'..type_hit..' %s for %d damage (%d health remaining)'):format(user:get_name(), e.dmg_health, e.health))
if weapon == 'hegrenade' or weapon == 'inferno' or weapon == 'knife' then
if me == attacker then
local player = entity_list.get_player_from_userid(e.userid)
if ui.misc.logoptions:get("hit") then
log.add(1, string.format("%s %s for %i damage | %i remaining", type_hit, string.lower(player:get_name()), e.dmg_health, e.health))
log.add(2, string.format("%s %s for %i damage | %i remaining", type_hit, string.lower(player:get_name()), e.dmg_health, e.health))
log.add(3, string.format("%s %s for %i damage | %i remaining", type_hit, string.lower(player:get_name()), e.dmg_health, e.health))
end
end
end
end
end
screen.damage = function(self)
if not engine.is_connected() or not engine.is_in_game() then
return
end
local lplr = entity_list.get_local_player()
if not lplr or not lplr:is_player() or not lplr:is_alive() then
return
end
if not ui.visuals.mindmg:get() then
return
end
local dmg_ovr = menu.find("aimbot", tools.active_weapon(), "target overrides", "min. damage")[1]
local dmg_ovr_key = menu.find("aimbot", tools.active_weapon(), "target overrides", "min. damage")[2]
local norm_dmg = menu.find("aimbot", tools.active_weapon(), "targeting", "min. damage")
local value = (not ui.visuals.transparent:get() and dmg_ovr_key:get()) and dmg_ovr:get() or dmg_ovr_key:get() and dmg_ovr:get() or norm_dmg:get()
local lerp = ui.visuals.lerp:get() and math.floor(tools.animation:new("dmg", value, 15) + 0.5) or value
if dmg_ovr_key:get() then
render.text(fonts.pixel, ui.visuals.transparent:get() and tostring(value) or tostring(lerp), vec2_t(screen.size.x / 2 + 5, screen.size.y / 2 - 15), color_t(255, 255, 255, 255))
else
if ui.visuals.transparent:get() then
return
end
render.text(fonts.pixel, tostring(lerp), vec2_t(screen.size.x / 2 + 5, screen.size.y / 2 - 15), color_t(255, 255, 255, 100))
end
end
screen.positions = {
[2] = {
[1] = 10,
[2] = 18,
[3] = 24,
[4] = 35
},
[3] = {
[1] = 10,
[2] = 20,
[3] = 28,
[4] = 45
},
[4] = {
[1] = 10,
[2] = 22,
[3] = 24,
[4] = 35
}
}
screen.watermark = function(self)
local watermark = tools.animated_text(fonts.verdana, "M E T A S E T . C C", ui.accent:get(), vec2_t(screen.size.x / 2, screen.size.y - 15), 1)
watermark()
end
screen.jitteryaw = 0
screen.bodyyaw = 0
screen.indicators = function(self)
if ui.visuals.indicators:get() == 1 then
return
end
local lplr = entity_list.get_local_player()
if not lplr or not lplr:is_player() or not lplr:is_alive() then
return
end
if engine.get_choked_commands() == 0 then
self.bodyyaw = lplr:get_prop("m_flPoseParameter", 11) * 120 - 60
self.jitteryaw = self.bodyyaw / 60 * (ui.visuals.desync:get() == 1 and 33 or 16)
end
local lerpyaw = tools.animation:new("bodyyaw", math.abs(self.bodyyaw), 15)
local is_scoped = lplr:get_prop("m_bIsScoped") > 0
local round = function(nr)
return math.floor(nr)
end
local safepoints = menu.find("aimbot", tools.active_weapon(), "target overrides", "safepoint")[2]
local hitchance = menu.find("aimbot", tools.active_weapon(), "target overrides", "hitchance")[2]
local hitbox = menu.find("aimbot", tools.active_weapon(), "target overrides", "hitbox")[2]
binds.movetext = round(tools.animation:new("offset_ind", is_scoped and 25 or 1, 10))
binds.movetext2 = round(tools.animation:new("offset_ind", is_scoped and 40 or 1, 10))
binds.movezay = tools.animation:new("offset_ind", is_scoped and 25 or 0, 10)
binds.movebinds = round(tools.animation:new("offset_ind_binds", is_scoped and 14 or 1, 10))
binds.movebinds_alt = round(tools.animation:new("offset_ind_binds_alt", is_scoped and 5 or 0, 10))
binds.offset = 2
binds.height = 0
binds.amt = 0
binds.style = ui.visuals.indicators:get()
binds.anim = {}
binds.anim.db = {}
binds.list = {{"dt", refs.double_tap:get() and ui.visuals.binds:get(1), (exploits.get_max_charge() < 3 or exploits.get_charge() ~= exploits.get_max_charge()) and color_t(255, 0, 0, 250) or color_t(0, 255, 30, 200)},
{"hide", refs.hide_shots:get() and ui.visuals.binds:get(2), (exploits.get_max_charge() < 3 or exploits.get_charge() ~= exploits.get_max_charge()) and color_t(255, 0, 0, 250) or color_t(255, 255, 255, 200)},
{"dmg", refs.force_damage:get() and ui.visuals.binds:get(3), color_t(255, 255, 255, 200)}, {"hc", hitchance:get() and ui.visuals.binds:get(4), color_t(255, 255, 255, 200)},
{"hb", hitbox:get() and ui.visuals.binds:get(5), color_t(191, 250, 255, 255)}, {"safe", safepoints:get() and ui.visuals.binds:get(6), color_t(191, 250, 255, 255)},
{"fs", refs.freestand:get() and ui.visuals.binds:get(7), color_t(255, 255, 255, 200)}, {"ping", refs.ping:get() and ui.visuals.binds:get(8), color_t(132, 195, 16, 200)}}
if ui.visuals.indicators:get() == 2 then
if ui.visuals.elements:get(1) then
tools.render_glow(vec2_t(screen.size.x / 2 + binds.movetext - 15, screen.size.y / 2 + self.positions[ui.visuals.indicators:get()][binds.offset] + 5), vec2_t(30, 0), 0, color_t(ui.accent:get().r, ui.accent:get().g, ui.accent:get().b, 100),
13)
render.rect_filled(vec2_t(screen.size.x / 2 + binds.movetext - 17, screen.size.y / 2 + self.positions[binds.style][binds.offset] + 2), vec2_t(34, 5), color_t(0, 0, 0))
if ui.visuals.desync:get() == 1 then
render.rect_filled(vec2_t(screen.size.x / 2 + binds.movetext - 16, screen.size.y / 2 + self.positions[binds.style][binds.offset] + 3), vec2_t(lerpyaw / 57 * 32, 3), ui.accent:get())
else
render.rect_filled(vec2_t(screen.size.x / 2 - 1 + binds.movetext, screen.size.y / 2 + self.positions[binds.style][binds.offset] + 3), vec2_t(self.jitteryaw, 3), ui.accent:get())
end
binds.offset = binds.offset + 1
end
if ui.visuals.elements:get(2) then
for k, v in pairs(binds.list) do
binds.anim.db[v[1]] = {}
binds.anim.db[v[1]].alpha = tools.animation:new('binds_alpha_' .. v[1], v[2] and 255 or 0, 15)
if binds.anim.db[v[1]].alpha > 1 then
render.text(fonts.pixel, v[1], vec2_t(screen.size.x / 2 + binds.movebinds - (is_scoped and 0 or render.get_text_size(fonts.pixel, v[1]).x / 2), screen.size.y / 2 + self.positions[binds.style][binds.offset] + binds.height),
color_t(v[3].r, v[3].g, v[3].b, math.floor(binds.anim.db[v[1]].alpha > 50 and binds.anim.db[v[1]].alpha / 255 * v[3].a or 0)))
binds.height = binds.height + math.floor(binds.anim.db[v[1]].alpha / 255 * 8 + 0.5)
end
end
end
local gradient = tools.animated_text(fonts.pixel, "STARLIGHT", ui.accent:get(), vec2_t(screen.size.x / 2 + binds.movetext + 1, screen.size.y / 2 + self.positions[binds.style][1]), 1)
gradient()
elseif ui.visuals.indicators:get() == 3 then
if ui.visuals.elements:get(1) then
local maybelerp = tools.animation:new("idkyet", render.get_text_size(fonts.pixel, "-" .. global.current_state .. "-").x / 2, 30)
render.text(fonts.pixel, "-" .. global.current_state .. "-",
vec2_t(screen.size.x / 2 + 1 + binds.movebinds_alt - (is_scoped and 0 or math.floor(maybelerp + 0.5)), screen.size.y / 2 + self.positions[binds.style][binds.offset] + binds.height), color_t(200, 200, 200, 200))
binds.offset = binds.offset + 1
end
if ui.visuals.elements:get(2) then
for k, v in pairs(binds.list) do
binds.anim.db[v[1]] = {}
binds.anim.db[v[1]].alpha = tools.animation:new('binds_alpha_' .. v[1], v[2] and 255 or 0, 15)
if binds.anim.db[v[1]].alpha > 1 then
render.text(fonts.pixel, v[1], vec2_t(screen.size.x / 2 + 1 + binds.movebinds_alt - (is_scoped and 0 or render.get_text_size(fonts.pixel, v[1]).x / 2), screen.size.y / 2 + self.positions[binds.style][binds.offset] + binds.height),
color_t(v[3].r, v[3].g, v[3].b, math.floor(binds.anim.db[v[1]].alpha / 255 * v[3].a)))
binds.height = binds.height + math.floor(binds.anim.db[v[1]].alpha / 255 * 8 + 0.5)
end
end
end
local gradient = tools.animated_text(fonts.verdanabold, 'metaset', ui.accent:get(), vec2_t(screen.size.x / 2 + binds.movetext, screen.size.y / 2 + self.positions[binds.style][1]), 1)
gradient()
elseif ui.visuals.indicators:get() == 4 then
if ui.visuals.elements:get(1) then
render.rect_filled(vec2_t(screen.size.x / 2 - 24, screen.size.y / 2 + self.positions[binds.style][binds.offset]), vec2_t(46, 2), color_t(0, 0, 0, 200))
render.rect_fade(vec2_t(screen.size.x / 2 - 24, screen.size.y / 2 + self.positions[binds.style][binds.offset]), vec2_t(lerpyaw / 57 * 46, 2), ui.accent:get(), ui.accent:get():fade(color_t(255, 255, 255), math.clamp(lerpyaw / 57, 0, 1)),
true)
end
if ui.visuals.elements:get(2) then
render.rect_filled(vec2_t(screen.size.x / 2 + 57, screen.size.y / 2 - 15), vec2_t(1, 54), color_t(0, 0, 0, 150))
for k, v in pairs(binds.list) do
binds.anim.db[v[1]] = {}
binds.anim.db[v[1]].alpha = tools.animation:new('binds_alpha_' .. v[1], v[2] and 255 or 0, 15)
if binds.anim.db[v[1]].alpha > 1 then
-- binds.amt = binds.amt + 1
render.rect_filled(vec2_t(screen.size.x / 2 + 57, screen.size.y / 2 - 15 + binds.amt), vec2_t(1, 8), color_t(255, 255, 255, math.floor(binds.anim.db[v[1]].alpha > 50 and binds.anim.db[v[1]].alpha or 0)))
render.text(fonts.pixel, v[1], vec2_t(screen.size.x / 2 + 60, screen.size.y / 2 - 17 + binds.height), color_t(v[3].r, v[3].g, v[3].b, math.floor(binds.anim.db[v[1]].alpha > 50 and binds.anim.db[v[1]].alpha / 255 * v[3].a or 0)))
binds.height = binds.height + binds.anim.db[v[1]].alpha / 255 * 8
binds.amt = binds.amt + binds.anim.db[v[1]].alpha / 255 * 8
end
end
end
local gradient = tools.animated_text(fonts.tahomabold, "Starlight*", ui.accent:get(), vec2_t(screen.size.x / 2 + 3, screen.size.y / 2 + self.positions[binds.style][1]), 0)
gradient()
end
end
configs.reload_configs = function()
local files = filesystem.get_files()
ui.config.list.ref:set_items(files)
end
configs.setup_configs = function()
local exits = filesystem.is_directory(configs.dir)
if not exits then
filesystem.create_directory(configs.dir, "")
end
filesystem.write(configs.default_dir, configs.default_config)
configs.reload_configs()
end
configs.setup_configs()
ui.config.reload = groups.configs:button("Refresh", function()
configs.reload_configs()
end)
ui.config.input = groups.configs:text_input("Name")
ui.config.create = groups.configs:button("Create", function()
local name = ui.config.input.ref:get()
local dir = configs.dir .. "" .. name .. ".cfg"
local len = string.len(name)
if len <= 0 then
log.add("Invalid file name")
return
end
local exists = filesystem.exists(dir)
if exists then
log.add("Config already exists")
return
end
filesystem.write(dir, "")
ui.config.list.ref:add_item(name .. ".cfg")
log.add("Successfully created config")
end)
ui.config.delete = groups.configs:button("Delete", function()
local active = ui.config.list.ref:get_active_item_name()
local dir = configs.dir .. "" .. active
if active == "default.cfg" then
log.add("You can't delete default config")
return
end
local exists = filesystem.exists(dir)
if not exists then
log.add("Config file doesn't exist")
return
end
filesystem.delete(dir, "game")
ui.config.list.ref:remove_item(active)
log.add("Successfully deleted config")
end)
ui.config.save = groups.configs:button("Save", function()
local cur = ui.config.list.ref:get_active_item_name()
if cur == "default.cfg" then
log.add("Can't save to default config")
return
end
local dir = configs.dir .. "" .. cur
local exists = filesystem.exists(dir)
if not exists then
log.add("Config file doesn't exist")
return
end
local config = eui.export()
config = base64.encode(config)
filesystem.write(dir, config)
log.add("Successfully saved config")
end)
ui.config.load = groups.configs:button("Load", function()
local cur = ui.config.list.ref:get_active_item_name()
local dir = configs.dir .. "" .. cur
local exists = filesystem.exists(dir)
if not exists then
log.add("Invalid file path")
return
end
local config = filesystem.read(dir)
config = base64.decode(config)
-- print(config)
local tmp = ui.nav.slider:get()
local success, err = pcall(eui.import, config)
ui.nav.slider.ref:set(tmp)
if success then
log.add("Config successfully loaded")
dragsystem.on_config_load()
else
log.add("Config failed to load: " .. err)
end
end)
ui.config.import = groups.configs:button("Import", function()
local data = clipboard.get()
local success, result = pcall(base64.decode, data)
if not success then
log.add("Invalid config (did u copy it correctly?)")
else
data = base64.decode(data)
end
local tmp = ui.nav.slider:get()
local success, result = pcall(eui.import, data)
if not success then
log.add("Invalid config: " .. result)
else
log.add("Loaded config!")
end
ui.nav.slider.ref:set(tmp)
end)
ui.config.export = groups.configs:button("Export", function()
local data = eui.export()
-- print(data)
data = base64.encode(data)
-- print(data)
clipboard.set(data)
end)
builder.defensiveinvert = false
builder.defensiveold = false
builder.delayinvert = true
builder.delaytarget = 0
builder.legbreak = 0
builder.currentpitch = -89
builder.currentyaw = -60
builder.goalpitch = 0
builder.goalyaw = 0
builder.speen = 0
builder.save_yaw = 0
builder.misses = 0
builder.warmup = game_rules.get_prop("m_bWarmupPeriod")
builder.onpeek = false
builder.afk_valid = false
builder.afk = 0
builder.speeen = function(speed)
builder.speen = builder.speen + speed / 2
if builder.speen < -180 then
builder.speen = builder.speen + 360
elseif builder.speen > 180 then
builder.speen = builder.speen - 360
end
return builder.speen
end
builder.clockpitch = function()
if builder.currentpitch <= -88 then
builder.goalpitch = 89
elseif builder.currentpitch >= 88 then
builder.goalpitch = -89
end
builder.currentpitch = tools.lerp(builder.currentpitch, builder.goalpitch, 0.10)
end
builder.clockyaw = function()
if builder.currentyaw <= -59 then
builder.goalyaw = 60
elseif builder.currentyaw >= 59 then
builder.goalyaw = -60
end
builder.currentyaw = tools.lerp(builder.currentyaw, builder.goalyaw, 0.10)
end
handles.builder = function(ctx, cmd)
refs.overridemove:set(false)
refs.overridemovesw:set(false)
local currentstate = ui.antiaim.builder[global.current_state_number].override:get() and global.current_state_number or 1
local anti_aim = ui.antiaim.builder[currentstate]
local lplr = entity_list.get_local_player()
if not lplr or not lplr:is_player() or not lplr:is_alive() then
return
end
local abs_origin = lplr:get_prop('m_vecAbsOrigin')
local local_vel = lplr:get_prop("m_vecVelocity")
local local_wep = lplr:get_active_weapon()
local int_vel = local_vel:length()
local localmod = vec3_t(local_vel.x / 2, local_vel.y / 2, local_vel.z / 2)
local bodyyaw = lplr:get_prop("m_flPoseParameter", 11) * 120 - 60
local side = bodyyaw > 0 and 1 or -1
local defensive_safe = ui.antiaim.builder.defensive_ping:get() == 1
local primside = antiaim.get_desync_side() > 1 and 1 or -1
if builder.defensiveold ~= defensive:is_active(lplr, defensive_safe) and defensive:is_active(lplr, defensive_safe) == false then
builder.defensiveinvert = not builder.defensiveinvert
end
builder.warmup = game_rules.get_prop("m_bWarmupPeriod")
local players = entity_list.get_players(true)
local enemies = 0
local visible = false
local knifed = false
local defensiveaa = (anti_aim.trigger_defensive:get() == 2 or anti_aim.trigger_defensive:get() == 4)
local canbedefensive = refs.double_tap:get() and (exploits.get_charge() == exploits.get_max_charge()) and not refs.fake_duck:get()
if game_rules.get_prop("m_gamePhase") == 4 or game_rules.get_prop("m_gamePhase") == 5 then
refs.pitch:set(1)
refs.yawbase:set(1)
refs.jittermode:set(1)
refs.desyncside:set(0)
refs.fsstate:set(1, false)
refs.fsstate:set(2, false)
refs.fsstate:set(3, false)
return
end
refs.fsstate:set(1, true)
refs.fsstate:set(2, true)
refs.fsstate:set(3, true)
local should_safe = 0
builder.anti_bruteforce = {
[0] = {
sides = {-120, 120},
pitch = {-90, -90},
mode = 1
},
[1] = {
sides = {80, 80},
pitch = {0, 0},
mode = 2
},
[2] = {
sides = {-90, -90},
pitch = {math.random(-45, 60), math.random(-45, 60)},
mode = 0
},
[3] = {
sides = {90, 90},
pitch = {math.random(-45, 60), math.random(-45, 60)},
mode = 0
}
}
builder.onpeek = anti_aim.trigger_defensive:get() == 2
for _, player in pairs(players) do
if player:is_alive() and player:is_player() then
enemies = enemies + 1
if anti_aim.trigger_defensive:get() == 2 then
if not player:is_dormant() then
local vel = player:get_prop("m_vecVelocity")
-- local origin = player:get_render_origin()
local origin = player:get_eye_position()
local tickinterval = globals.interval_per_tick()
if not vel or not origin then
return
end
local ticks_to_predict = 3
local mod = vec3_t(vel.x * tickinterval * ticks_to_predict, vel.y * tickinterval * ticks_to_predict, vel.z * tickinterval * ticks_to_predict)
-- debug_overlay.add_line(origin, origin + mod, color_t(255, 255, 255), true, 0.05)
local traced = trace.bullet(origin + mod, abs_origin, lplr, player)
local tracent = trace.bullet(abs_origin + localmod, player:get_hitbox_pos(e_hitboxes.BODY), lplr, player)
-- wtf was i doing at 3:29 am???
--[[ or (lplr:is_point_visible(player:get_hitbox_pos(e_hitboxes.CHEST)) or lplr:is_point_visible(player:get_hitbox_pos(e_hitboxes.NECK)) or lplr:is_point_visible(origin))]]
if (traced.valid and traced.damage > 3) or (tracent.valid and tracent.damage > 3) then
visible = true
end
end
end
if ui.antiaim.features.antibackstab:get() then
if not player:is_dormant() then
local enemyweapon = player:get_active_weapon()
if enemyweapon ~= nil then
if enemyweapon:get_class_name() == "CKnife" then
if lplr:get_render_origin():dist(player:get_render_origin()) < 250 then
knifed = player
end
end
end
end
end
end
end
if not ui.antiaim.builder.enable:get() then
return
end
if (ui.antiaim.features.warmup:get(1) and enemies == 0) or (builder.warmup and ui.antiaim.features.warmup:get(2) and builder.warmup > 0) then
if (lplr:get_prop("m_bInBombZone") == 1) and cmd:has_button(e_cmd_buttons.USE) then
return
end
exploits.force_anti_exploit_shift(true)
refs.yawadd:set(0)
refs.pitch:set(4)
refs.jittermode:set(2)
refs.rotate:set(true)
refs.rotaterange:set(360)
refs.rotatespeed:set(75)
refs.desyncside:set(5)
return
end
refs.jittertype:set(2)
refs.rotate:set(false)
refs.pitch:set(ui.antiaim.builder.pitch:get())
refs.yawbase:set(ui.antiaim.builder.yaw:get() + 1)
refs.leftamount:set(anti_aim.fake_left:get() / 60 * 100)
refs.rightamount:set(anti_aim.fake_right:get() / 60 * 100)
if anti_aim.yaw_modifier:get() ~= 1 then
refs.jittermode:set(2)
refs.jittertype:set(anti_aim.yaw_modifier:get() - 1)
refs.jitterrange:set(anti_aim.modifier_degree:get() * -1 + anti_aim.modifier_random:get())
else
refs.jittermode:set(1)
end
if ui.antiaim.features.safehead:get("knife air c") then
local weapon = entity_list.get_entity(lplr:get_prop("m_hActiveWeapon"))
if weapon ~= nil then
local weapon_name = weapon:get_name()
if weapon_name == "knife" then
if global.current_state == "air duck" then
ctx:set_pitch(90)
refs.yawadd:set(0)
refs.desyncside:set(2)
refs.leftamount:set(0)
refs.jittermode:set(1)
refs.rotate:set(false)
should_safe = ui.antiaim.features.safehead:get("allow defensive") and 2 or 1
end
end
end
end
if should_safe == 0 then
if anti_aim.yaw_mode:get() == 1 then
refs.yawadd:set(anti_aim.yaw_value:get())
refs.desyncside:set(anti_aim.desync:get() + 1)
elseif anti_aim.yaw_mode:get() == 2 then
if anti_aim.yaw_delay:get() == 2 then
refs.yawadd:set(antiaim.get_desync_side() > 1 and anti_aim.yaw_left:get() or anti_aim.yaw_right:get())
refs.desyncside:set(anti_aim.desync:get() + 1)
else
if engine.get_choked_commands() == 0 then
if globals.tick_count() > builder.delaytarget then
builder.delaytarget = globals.tick_count() + anti_aim.yaw_delay:get()
builder.delayinvert = not builder.delayinvert
end
refs.desyncside:set(builder.delayinvert and 2 or 3)
refs.yawadd:set(builder.delayinvert and anti_aim.yaw_left:get() or anti_aim.yaw_right:get())
end
end
elseif anti_aim.yaw_mode:get() == 3 then
local left = anti_aim.yaw_left:get() + math.random(0, anti_aim.meta_left:get())
local right = anti_aim.yaw_right:get() + math.random(0, anti_aim.meta_right:get())
if anti_aim.yaw_delay:get() == 2 and anti_aim.meta_delay:get() == 0 then
refs.yawadd:set(antiaim.get_desync_side() > 1 and left or right)
refs.desyncside:set(anti_aim.desync:get() + 1)
else
if engine.get_choked_commands() == 0 then
if globals.tick_count() > builder.delaytarget then
builder.delaytarget = globals.tick_count() + anti_aim.yaw_delay:get() + math.random(0, anti_aim.meta_delay:get())
builder.delayinvert = not builder.delayinvert
end
refs.desyncside:set(builder.delayinvert and 2 or 3)
refs.yawadd:set(builder.delayinvert and left or right)
end
end
end
end
if anti_aim.trigger_defensive:get() == 2 and visible then
defensive:trigger()
elseif anti_aim.trigger_defensive:get() > 2 then
defensive:trigger()
end
if not (should_safe == 1) then
if defensive:is_active(lplr, defensive_safe) and canbedefensive and defensiveaa then
if anti_aim.defensive_pitch:get() == 10 then
ctx:set_pitch(builder.currentpitch)
elseif anti_aim.defensive_pitch:get() == 7 then
ctx:set_pitch(math.random(anti_aim.defensive_pitch_val:get(), anti_aim.defensive_pitch_val2:get()))
elseif anti_aim.defensive_pitch:get() == 8 then
ctx:set_pitch(anti_aim.defensive_pitch_val:get())
elseif anti_aim.defensive_pitch:get() == 9 then
ctx:set_pitch(builder.defensiveinvert and anti_aim.defensive_pitch_val:get() or anti_aim.defensive_pitch_val2:get())
elseif anti_aim.defensive_pitch:get() > 1 then
refs.pitch:set(anti_aim.defensive_pitch:get() - 1)
end
if anti_aim.defensive_yaw:get() == 2 then
if currentstate == 11 then
ctx:set_yaw(builder.save_yaw + (60 * primside) - anti_aim.defensive_yaw_val:get())
else
refs.yawadd:set(anti_aim.defensive_yaw_val:get())
end
elseif anti_aim.defensive_yaw:get() == 3 then
refs.desyncside:set(4)
refs.yawadd:set(anti_aim.defensive_yaw_val:get() * primside)
elseif anti_aim.defensive_yaw:get() == 4 then
refs.yawadd:set(globals.server_tick() % 24 > 11 and -anti_aim.defensive_yaw_val:get() or anti_aim.defensive_yaw_val:get())
refs.desyncside:set(globals.server_tick() % 24 > 11 and 2 or 3)
elseif anti_aim.defensive_yaw:get() == 5 then
ctx:set_yaw(builder.speeen(ui.antiaim.builder[currentstate].defensive_yaw_val:get()))
refs.desyncside:set(5)
elseif anti_aim.defensive_yaw:get() == 5 then
ctx:set_yaw(builder.speeen(ui.antiaim.builder[currentstate].defensive_yaw_val:get()))
refs.desyncside:set(5)
elseif anti_aim.defensive_yaw:get() == 6 then
ctx:set_yaw(math.random(0, 360))
elseif ui.antiaim.builder[currentstate].defensive_yaw:get() == 7 then
refs.jittermode:set(2)
refs.jittertype:set(4)
refs.jitterrange:set(180)
refs.desyncside:set(4)
elseif ui.antiaim.builder[currentstate].defensive_yaw:get() == 8 then
refs.yawadd:set(builder.currentyaw)
refs.desyncside:set(builder.goalyaw < 0 and 3 or 2)
end
end
if not (defensive:is_active(lplr, true, true).tick > globals.tick_count()) then
builder.save_yaw = antiaim.get_real_angle()
end
if anti_aim.trigger_defensive:get() == 5 then
if canbedefensive then
if defensive:is_active(lplr, defensive_safe) then
local side = antiaim.get_desync_side() > 1 and 1 or 2
ctx:set_pitch(builder.anti_bruteforce[builder.misses].pitch[side])
if builder.anti_bruteforce[builder.misses].mode == 1 then
refs.jittermode:set(2)
refs.jittertype:set(2)
refs.yawadd:set(0)
refs.jitterrange:set(builder.anti_bruteforce[builder.misses].sides[1])
elseif builder.anti_bruteforce[builder.misses].mode == 0 then
refs.yawadd:set(builder.anti_bruteforce[builder.misses].sides[side])
elseif builder.anti_bruteforce[builder.misses].mode == 2 then
ctx:set_yaw(builder.speeen(builder.anti_bruteforce[builder.misses].sides[side]))
end
end
end
end
end
local forward = cmd:has_button(e_cmd_buttons.FORWARD)
local right = cmd:has_button(e_cmd_buttons.MOVERIGHT)
local left = cmd:has_button(e_cmd_buttons.MOVELEFT)
local use = cmd:has_button(e_cmd_buttons.USE)
local inbombzone = lplr:get_prop("m_bInBombZone")
local speed = math.vec_length2d(local_vel)
local ivgleft = speed / 80 * 2
local ivgright = speed / 80 * 10
-- del ~= 2 and (side == 1 and (menu.antiaim.builder[currentstate].advanced1:get() + side_offset * 0.8) or (menu.antiaim.builder[currentstate].advanced2:get() + side_offset * 0.1)) or (side == 1 and menu.antiaim.builder[currentstate].advanced1:get() + -side_offset or menu.antiaim.builder[currentstate].advanced2:get() + side_offset))
if knifed ~= false then
ctx:set_yaw(math.yaw_to_player(knifed, true))
refs.rotate:set(false)
refs.desyncside:set(2)
refs.leftamount:set(0)
end
if ui.antiaim.features.correction:get("yaw") and (global.current_state_number == 5 or global.current_state_number == 6) then
if not defensive:is_active(lplr, defensive_safe) then
if right and forward then
refs.yawadd:set(refs.yawadd:get() + ivgright * (ui.antiaim.builder[currentstate].yaw_mode:get() == 3 and 1 or 1.3))
end
if left and forward then
refs.yawadd:set(refs.yawadd:get() - ivgleft)
end
end
end
builder.defensiveold = defensive:is_active(lplr, defensive_safe)
end
local misstable = {}
events.detectmiss = function(event)
if event.name == "bullet_impact" then
if not event.userid then
return
end
local lplr = entity_list.get_local_player()
if not lplr or not lplr:is_player() or not lplr:is_alive() then
return
end
local entity = entity_list.get_player_from_userid(event.userid)
if not entity or not entity:is_player() or not entity:is_enemy() then
return
end
local bullet_impact = vec3_t(event.x, event.y, event.z)
local eye_pos = entity:get_eye_position()
if not eye_pos then
return
end
misstable[#misstable + 1] = eye_pos:dist(bullet_impact)
local localrecord = eye_pos:dist(bullet_impact)
local localorigin = eye_pos
client.delay_call(function()
if localrecord == misstable[#misstable] then
if not lplr or not lplr:is_valid() or not lplr:is_player() or not lplr:is_alive() then
return
end
local local_eye_pos = lplr:get_eye_position()
if not local_eye_pos then
return
end
local distance_between = tools.closest_point_on_ray(eye_pos, bullet_impact, local_eye_pos):dist(local_eye_pos)
if distance_between < 50 then
builder.misses = builder.misses < #builder.anti_bruteforce and builder.misses + 1 or 0
log.add(3, "Defensive updated: phase " .. builder.misses)
end
misstable = {}
end
end, 0.01)
end
end
handles.legs = function(ctx)
if ui.antiaim.breakers.ground:get() == 1 then
return
end
-- print(ctx.command_number % 3 == 0)
if ui.antiaim.breakers.ground:get() == 5 then
refs.legslide:set(ctx.command_number % 6 == 0 and 2 or 3)
elseif ui.antiaim.breakers.ground:get() == 2 then
refs.legslide:set(3)
elseif ui.antiaim.breakers.ground:get() == 3 then
refs.legslide:set(2)
elseif ui.antiaim.breakers.ground:get() == 4 then
refs.legslide:set(ctx.command_number % 3 == 0 and 1 or 3)
end
end
local pitchtime = 0
handles.breaker = function(ctx, cmd)
if not engine.is_connected() or not engine.is_in_game() then
return
end
local lplr = entity_list.get_local_player()
if not lplr then
return
end
local flags = lplr:get_prop("m_fFlags")
local airborne = bit.band(flags, bit.lshift(1, 0)) == 0
if not airborne then
if ui.antiaim.breakers.ground:get() == 5 then
ctx:set_render_pose(e_poses.STAND, cmd.command_number % 4 > 1 and 0.7 or 1)
ctx:set_render_pose(e_poses.RUN, cmd.command_number % 4 > 1 and 0.7 or 1)
elseif ui.antiaim.breakers.ground:get() == 2 then
if global.velocity > 10 then
ctx:set_render_pose(e_poses.RUN, 0)
end
elseif ui.antiaim.breakers.ground:get() == 3 then
if global.velocity > 10 then
ctx:set_render_pose(e_poses.MOVE_YAW, 0)
ctx:set_render_animlayer(e_animlayers.MOVEMENT_MOVE, 1)
end
elseif ui.antiaim.breakers.ground:get() == 4 then
ctx:set_render_pose(e_poses.RUN, client.random_float(0.8, 1))
end
else
if ui.antiaim.breakers.air:get() == 2 then
ctx:set_render_pose(e_poses.JUMP_FALL, 1)
elseif ui.antiaim.breakers.air:get() == 3 then
if global.velocity > 10 then
refs.legslide:set(2)
ctx:set_render_pose(e_poses.MOVE_YAW, 0)
ctx:set_render_pose(e_poses.JUMP_FALL, 1)
ctx:set_render_animlayer(e_animlayers.MOVEMENT_MOVE, 1)
end
elseif ui.antiaim.breakers.air:get() == 4 then
ctx:set_render_pose(e_poses.JUMP_FALL, client.random_float(0, 1))
ctx:set_render_pose(e_poses.MOVE_YAW, client.random_float(0, 1))
ctx:set_render_pose(e_poses.SPEED, client.random_float(0, 1))
end
end
if ui.antiaim.breakers.extra:get(2) then
if global.velocity > 10 then
ctx:set_render_animlayer(e_animlayers.LEAN, ui.antiaim.breakers.lean:get() / 100)
end
end
if airborne then
pitchtime = globals.cur_time() + 0.5
end
if not airborne then
if ui.antiaim.breakers.extra:get(1) and (pitchtime > globals.cur_time()) then
ctx:set_render_pose(e_poses.BODY_PITCH, 0.5)
end
end
end
handles.ladder = function(cmd)
if not (ui.misc.fastladder:get(1) or ui.misc.fastladder:get(2)) then
return
end
if refs.nadehelper:get() then
return
end
local lplr = entity_list.get_local_player()
if not lplr or not lplr:is_player() or not lplr:is_alive() then
return
end
if not (lplr:get_prop("m_MoveType") == 9) then
return
end
local weapon = lplr:get_active_weapon()
if not weapon then
return
end
local data = weapon:get_weapon_data()
if not data then
return
end
if data.type == 9 or cmd:has_button(e_cmd_buttons.ATTACK) then
return
end
local pitch = engine.get_view_angles()
local niggaslifer_value = 0
local abs_value = math.abs(niggaslifer_value)
if cmd.move.x == 0 then
cmd.viewangles.x = 89
cmd.viewangles.y = cmd.viewangles.y + niggaslifer_value
if abs_value > 0 and abs_value < 180 and cmd.move.y ~= 0 then
cmd.viewangles.y = cmd.viewangles.y - niggaslifer_value
end
if abs_value == 180 then
if cmd.move.y < 0 then
cmd:remove_button(e_cmd_buttons.MOVELEFT)
cmd:add_button(e_cmd_buttons.MOVERIGHT)
elseif cmd.move.y > 0 then
cmd:add_button(e_cmd_buttons.MOVELEFT)
cmd:remove_button(e_cmd_buttons.MOVERIGHT)
end
end
elseif cmd.move.x > 0 and ui.misc.fastladder:get(1) then
if pitch.x < 45 then
cmd.viewangles.x = 89
cmd:remove_button(e_cmd_buttons.MOVELEFT)
cmd:add_button(e_cmd_buttons.MOVERIGHT)
cmd:remove_button(e_cmd_buttons.FORWARD)
cmd:add_button(e_cmd_buttons.BACK)
if cmd.move.y == 0 then
cmd.viewangles.y = cmd.viewangles.y + 90
elseif cmd.move.y < 0 then
cmd.viewangles.y = cmd.viewangles.y + 150
elseif cmd.move.y > 0 then
cmd.viewangles.y = cmd.viewangles.y + 30
end
end
elseif cmd.move.x < 0 and ui.misc.fastladder:get(2) then
cmd.viewangles.x = 89
cmd:add_button(e_cmd_buttons.MOVELEFT)
cmd:remove_button(e_cmd_buttons.MOVERIGHT)
cmd:add_button(e_cmd_buttons.FORWARD)
cmd:remove_button(e_cmd_buttons.BACK)
if cmd.move.y == 0 then
cmd.viewangles.y = cmd.viewangles.y + 90
elseif cmd.move.y > 0 then
cmd.viewangles.y = cmd.viewangles.y + 150
elseif cmd.move.y < 0 then
cmd.viewangles.y = cmd.viewangles.y + 30
end
end
end
events.calculatefall = function(length)
local lplr = entity_list.get_local_player()
local x, y, z = lplr:get_render_origin().x, lplr:get_render_origin().y, lplr:get_render_origin().z
local max_radias = math.pi * 2
local step = max_radias / 8
for a = 0, max_radias, step do
local ptX, ptY = ((10 * math.cos(a)) + x), ((10 * math.sin(a)) + y)
local traced = trace.line(vec3_t(ptX, ptY, z), vec3_t(ptX, ptY, z - length), lplr)
local fraction, entity = traced.fraction, traced.entity
if fraction ~= 1 then
return true
end
end
return false
end
handles.nofall = function(cmd)
if not ui.misc.nofall:get() then
return
end
local lplr = entity_list.get_local_player()
local no_fall_damage = nil
if lplr == nil then
return
end
if lplr:get_prop("m_vecVelocity").z >= -500 then
no_fall_damage = false
else
if events.calculatefall(15) then
no_fall_damage = false
elseif events.calculatefall(75) then
no_fall_damage = true
end
end
if lplr:get_prop("m_vecVelocity").z < -500 then
if no_fall_damage then
cmd:add_button(e_cmd_buttons.DUCK)
else
cmd:remove_button(e_cmd_buttons.DUCK)
end
end
end
toss.ang_vec = function(ang)
return vec3_t(math.cos(ang.x * math.pi / 180) * math.cos(ang.y * math.pi / 180), math.cos(ang.x * math.pi / 180) * math.sin(ang.y * math.pi / 180), -math.sin(ang.x * math.pi / 180))
end
toss.target_angles = vec3_t(0, 0, 0)
handles.toss = function(cmd)
if ui.misc.supertoss:get() == 1 then
return
end
if refs.nadehelper:get() then
return
end
local lplr = entity_list.get_local_player()
if not lplr or not lplr:is_player() or not lplr:is_alive() then
return
end
if (lplr:get_prop("m_MoveType") == 9) then
return
end
local weapon = lplr:get_active_weapon()
if not weapon then
return
end
local data = weapon:get_weapon_data()
if not data then
return
end
toss.lastangles = engine.get_view_angles()
if not weapon:get_prop("m_flThrowStrength") then
return
end
local ang_throw = vec3_t(cmd.viewangles.x, toss.lastangles.y, 0)
ang_throw.x = ang_throw.x - (90 - math.abs(ang_throw.x)) * 10 / 90
ang_throw = toss.ang_vec(ang_throw)
local throw_strength = math.clamp(weapon:get_prop("m_flThrowStrength"), 0, 1)
local fl_velocity = math.clamp(data.throw_velocity * 0.9, 15, 750)
fl_velocity = fl_velocity * (throw_strength * 0.7 + 0.3)
fl_velocity = vec3_t(fl_velocity, fl_velocity, fl_velocity)
-- client.log_screen(fl_velocity)
local localplayer_velocity = lplr:get_prop('m_vecVelocity')
local vec_throw = (ang_throw * fl_velocity + localplayer_velocity * vec3_t(1.45, 1.45, 1.45))
vec_throw = vec_throw:to_angle()
local yaw_difference = toss.lastangles.y - vec_throw.y
while yaw_difference > 180 do
yaw_difference = yaw_difference - 360
end
while yaw_difference < -180 do
yaw_difference = yaw_difference + 360
end
local pitch_difference = toss.lastangles.x - vec_throw.x - 10
while pitch_difference > 90 do
pitch_difference = pitch_difference - 45
end
while pitch_difference < -90 do
pitch_difference = pitch_difference + 45
end
toss.target_angles.y = toss.lastangles.y + yaw_difference
toss.target_angles.x = math.clamp(toss.lastangles.x + pitch_difference, -89, 89)
cmd.viewangles.y = toss.target_angles.y
if ui.misc.supertoss:get() == 2 then
local flags = lplr:get_prop("m_fFlags")
local airborne = bit.band(flags, bit.lshift(1, 0)) == 0
if airborne then
cmd.viewangles.x = toss.target_angles.x
end
elseif ui.misc.supertoss:get() == 4 then
cmd.viewangles.x = toss.target_angles.x
end
end
avoid_collisions.vector = function(angle_x, angle_y)
local sp, sy, cp, cy = nil
sp = math.sin(math.rad(angle_x));
sy = math.sin(math.rad(angle_y));
cp = math.cos(math.rad(angle_x));
cy = math.cos(math.rad(angle_y));
return vector(cp * cy, cp * sy, -sp);
end
avoid_collisions.velocity = function(player)
if (player == nil) then
return
end
local vec = player:get_prop("m_vecVelocity")
local velocity = vec:length()
return velocity
end
handles.avoid_collisions = function(cmd)
local lp = entity_list.get_local_player()
if not lp then
return
end
local m_vecVelocity = lp:get_prop('m_vecVelocity')
local velocity = math.vec_length2d(m_vecVelocity)
if velocity < ui.misc.avoid_collisions_vel:get() then
return
end
if not ui.misc.avoid_collisions:get() then
return
end
local dm = ui.misc.avoid_collisions_dist:get()
local camera_angles = engine.get_view_angles()
local yaw = camera_angles.y
local l = lp:get_render_origin()
local min = math.huge
local val = math.huge
for i = 1, 45 do
local dir_x = avoid_collisions.vector(0, (yaw + i * 4 - 90)).x
local dir_y = avoid_collisions.vector(0, (yaw + i * 4 - 90)).y
local dir_z = avoid_collisions.vector(0, (yaw)).z
local end_x = l.x + dir_x * 70
local end_y = l.y + dir_y * 70
local end_z = l.z + 60
local tracer = trace.line(l, vector(end_x, end_y, end_z), lp, nil, 1)
local totaldist = l:dist(vector(end_x, end_y, end_z)) * tracer.fraction
local difference = vector(end_x, end_y, end_z) - vector(l.x, l.y, l.z)
local fraction = vector(tracer.fraction, tracer.fraction, tracer.fraction)
local traveled = (vector(end_x, end_y, end_z) - l) * fraction
-- print(traveled:length())
-- debug_overlay.add_line((vector(end_x, end_y, end_z) - l) * fraction + l, l, color(255, 255, 255), true, 0.02)
if (traveled:length() < min) and not (tracer.entity and tracer.entity:is_player()) then
-- print(1)
min = traveled:length()
val = i * 4
end
end
local flags = lp:get_prop('m_fFlags')
local ducking = bit.lshift(1, 1)
local ground = bit.lshift(1, 0)
local jump = bit.band(flags, ground) == 0
local moveleft = cmd:has_button(e_cmd_buttons.MOVELEFT)
local moveright = cmd:has_button(e_cmd_buttons.MOVERIGHT)
local back = cmd:has_button(e_cmd_buttons.BACK)
if (min < 25 + dm and jump and not (moveright or moveleft or back)) then
-- print(min)
forward_velo = math.abs(avoid_collisions.velocity(lp) * math.cos(math.rad(val)))
if (math.abs(val - 90) < 40) then
side_velo = avoid_collisions.velocity(lp) * math.sin(math.rad(val)) * (25 + dm - min) / 15
else
side_velo = avoid_collisions.velocity(lp) * math.sin(math.rad(val))
end
cmd.move.x = forward_velo
-- print(forward_velo)
if (val >= 90) then
cmd.move.y = side_velo
else
cmd.move.y = side_velo * -1
end
end
end
local localdists = {}
local origin = vec3_t(0, 0, 0)
handles.bulletlog = function()
local lplr = entity_list.get_local_player()
if not lplr then
return
end
if not ui.visuals.bullets:get() then
return
end
origin = lplr:get_eye_position()
end
events.bullets = function(e)
if not ui.visuals.bullets:get() then
return
end
if e.name == "bullet_impact" then
local lplr = entity_list.get_local_player()
if not lplr then
return
end
local bulletent = entity_list.get_player_from_userid(e.userid)
if not bulletent then
return
end
if bulletent ~= lplr then
return
end
local endpoint = vec3_t(e.x, e.y, e.z)
if not endpoint or not origin then
return
end
localdists[#localdists + 1] = origin:dist(endpoint)
local localrecord = origin:dist(endpoint)
local localorigin = origin
client.delay_call(function()
if localrecord == localdists[#localdists] then
-- print("is prost")
debug_overlay.add_line(localorigin, endpoint, ui.visuals.bulletcol:get(), true, 3)
localdists = {}
end
end, 0.01)
end
end
backup.fakelag = 15
handles.onshot = function(ctx)
local lplr = entity_list.get_local_player()
if not lplr or not lplr:is_player() or not lplr:is_alive() then
return
end
local tk = global_vars.interval_per_tick() * 4
local wp = lplr:get_active_weapon()
if not wp then
return
end
local aw = wp ~= nil and global_vars.cur_time() < wp:get_prop("m_fLastShotTime") + tk
if refs.hide_shots:get() then
refs.fake_lag_value:set(15)
return
end
if refs.double_tap:get() and not refs.ap:get() then
if ((exploits.get_charge() < exploits.get_max_charge()) or (exploits.get_max_charge() == 0)) and (ui.rage.tplag:get()) and (not refs.fake_duck:get()) and (global.velocity > 3) then
refs.fake_lag_value:set(0)
else
refs.fake_lag_value:set(15)
end
-- if ui.antiaim.features.fakelag:get() then
-- refs.fake_lag_value:set(aw and 0 or backup.fakelag)
-- end
elseif not refs.double_tap:get() then
refs.fake_lag_value:set(15)
end
if not aw then
backup.realangle = antiaim.get_real_angle()
end
if (aw and ui.antiaim.features.fakelag:get()) then
refs.desyncside:set(1)
if wp:get_name() == "ssg08" or wp:get_name() == "awp" or wp:get_name() == "revolver" then
ctx:set_yaw(backup.realangle)
end
end
if global.velocity < 3 then
return
end
if not (engine.get_choked_commands() <= refs.fake_lag_value:get()) then
return
end
if log.nextchoke == true then
ctx:set_fakelag(false)
log.nextchoke = false
else
ctx:set_fakelag(not (aw and ui.antiaim.features.fakelag:get()))
end
end
handles.esp = function(ctx)
if ui.visuals.esp:get() == 2 then
ctx:set_font(fonts.pixel)
elseif ui.visuals.esp:get() == 3 then
ctx:set_font(fonts.verdana_b)
elseif ui.visuals.esp:get() == 4 then
ctx:set_font(fonts.tahoma)
elseif ui.visuals.esp:get() == 5 then
ctx:set_font(fonts.tahomabold)
elseif ui.visuals.esp:get() == 6 then
ctx:set_font(fonts.tahoma)
end
if menu.is_open() then
refs.health:set(2, ui.visuals.health:get() == 1)
refs.health:set(1, ui.visuals.health:get() == 1)
end
local lplr = entity_list.get_local_player()
if not lplr or not lplr:is_valid() or not lplr:is_player() then
return
end
if ui.visuals.health:get() == 1 then
return
end
local color1 = ui.visuals.healthcolor1:get()
local color2 = ui.visuals.healthcolor2:get()
if not ctx.render_origin or not render.world_to_screen(ctx.render_origin) then
return
end
local x1, y1 = ctx.bbox_start.x, ctx.bbox_start.y
if not ctx.bbox_start or not x1 or not y1 then
return
end
if (x1 > render.get_screen_size().x - 5) or (x1 < 3) then
return
end
local x2, y2 = ctx.bbox_size.x + x1, ctx.bbox_size.y + y1
if not ctx.bbox_size or not x2 or not y2 then
return
end
if (x2 > render.get_screen_size().x - 5) or (x2 < 3) then
return
end
local a = ctx.alpha_modifier
local height = y2 - y1
local width = x2 - x1
local leftside = x1 - (width / 12)
local hp = ctx.player:get_prop("m_iHealth")
if hp == nil then
return
end
local r, g, b = color1.r, color1.g, color1.b
local r2, g2, b2 = color2.r, color2.g, color2.b
if ui.visuals.health:get() ~= 1 then
render.rect_filled(vector(leftside - 1, y1 - 1), vector(4, height + 1), color(20, 20, 20, math.floor(220 * ctx.alpha_modifier)))
if ui.visuals.health:get() == 2 then
render.rect_filled(vector(leftside, y2 - (height * hp / 100)), vector(2, height * hp / 100 - 1), color(r, g, b, math.floor(255 * ctx.alpha_modifier)))
elseif ui.visuals.health:get() == 3 then
render.rect_fade(vector(leftside, y2 - (height * hp / 100)), vector(2, height * hp / 100 - 1), color(r, g, b, math.floor(40 * ctx.alpha_modifier)), color(r, g, b, math.floor(255 * ctx.alpha_modifier)), false)
elseif ui.visuals.health:get() == 4 then
render.rect_fade(vector(leftside, y2 - (height * hp / 100)), vector(2, height * hp / 100 - 1), color(r, g, b, math.floor(255 * ctx.alpha_modifier)), color(r2, g2, b2, math.floor(255 * ctx.alpha_modifier)), false)
end
if hp < 94 and hp > 0 then
render.text(fonts.pixel, tostring(hp), vector(leftside, y2 - (height * hp / 100)), color(255, 255, 255, math.floor(255 * ctx.alpha_modifier)), true)
end
end
end
screen.gradient = function(x, y, w, h, col1, col2)
render.rect_fade(vec2_t(x, y - 4), vec2_t(w / 4, h), col2, col1, true)
render.rect_fade(vec2_t(x + (w / 4), y - 4), vec2_t(w / 4, h), col1, col2, true)
end
screen.gamesense_indicators = function()
local lplr = entity_list.get_local_player()
if not lplr or not lplr:is_valid() or not lplr:is_player() or not lplr:is_alive() then
return
end
local pos = vec2_t(screen.size.x * 0.00741666666 + 16, screen.size.y * 0.67777777777)
local addpos = vec2_t(0, 40)
local function add_indicator(str, color)
local text_size = render.get_text_size(fonts.dollars, str)
screen.gradient(15, pos.y - 2, (text_size.x * 2.3) + 30, 33, color_t(0, 0, 0, 40), color_t(0, 0, 0, 0))
render.text(fonts.dollars, str, pos, color)
pos = pos - addpos
end
local gray = color(200, 199, 197, 255)
local red = color(255, 0, 50)
local green = color(163, 194, 43)
local options = ui.visuals.gamesense_indicators
local dmg_ovr = menu.find("aimbot", tools.active_weapon(), "target overrides", "min. damage")[2]:get()
local hc_ovr = menu.find("aimbot", tools.active_weapon(), "target overrides", "hitchance")[2]:get()
local safe_ovr = menu.find("aimbot", tools.active_weapon(), "target overrides", "safepoint")[2]:get()
local antizero = hitrate.shot == 0 and 1 or hitrate.shot
local hits = hitrate.shot - hitrate.miss
local shitmath = ((hitrate.shot - hitrate.miss) / hitrate.shot) * 100
local info = {{hits .. "/" .. hitrate.shot .. " (" .. tostring(math.floor(shitmath + 0.5)) .. "%)", options:get("hitrate"), gray}, {"PING", options:get("ping") and refs.ping:get(), green},
{"FS", options:get("freestand") and refs.freestand:get(), gray}, {"DUCK", options:get("fake duck") and refs.fake_duck:get(), gray}, {"H1TCHANCE", options:get("hitchance") and hc_ovr, gray},
{"SAFE", options:get("force safe") and safe_ovr, green}, {"MD", options:get("damage") and dmg_ovr, gray}, {"OSAA", options:get("hideshots") and refs.hide_shots:get(), gray},
{"DT", options:get("doubletap") and refs.double_tap:get(), (exploits.get_max_charge() < 3 or exploits.get_charge() ~= exploits.get_max_charge()) and red or gray}}
for k, v in pairs(info) do
if v[2] then
add_indicator(v[1], v[3])
end
end
end
screen.vw_anim = {
appearing = 0,
appearing_alpha = 0
}
screen.velocity = function()
if not ui.visuals.velocity:get() then
return
end
local lplr = entity_list.get_local_player()
if not lplr or not lplr:is_player() or not lplr:is_alive() then
return
end
local modifier = lplr:get_prop("m_flVelocityModifier")
local frametime = globals.frame_time()
screen.vw_anim.appearing = tools.lerp(screen.vw_anim.appearing, (modifier < 1 or menu.is_open()) and 230 or 180, 0.06 + math.min(frametime / 10.1, 0.25))
screen.vw_anim.appearing_alpha = tools.lerp(screen.vw_anim.appearing_alpha, (modifier < 1 or menu.is_open()) and 255 or 0, 0.06 + math.min(frametime / 10.1, 0.25))
render.rect_filled(vec2_t(screen.size.x / 2 - 60, math.floor(screen.vw_anim.appearing)), vec2_t(120, 6), color_t(0, 0, 0, math.min(math.floor(screen.vw_anim.appearing_alpha), 200)))
render.rect_filled(vec2_t(screen.size.x / 2 - 58, math.floor(screen.vw_anim.appearing + 2)), vec2_t(116 * modifier, 2), color_t(255, 255, 255, math.floor(screen.vw_anim.appearing_alpha)))
render.text(fonts.verdana, string.format("- slow: %i%s -", math.abs(modifier * 100 + 100 * -1), "%"), vec2_t(screen.size.x / 2, math.floor(screen.vw_anim.appearing) - 7), color_t(255, 255, 255, math.floor(screen.vw_anim.appearing_alpha)), true)
end
screen.def_anim = {
appearing_alpha = 0
}
screen.defensive = function()
if not ui.visuals.defensive:get() then
return
end
local lplr = entity_list.get_local_player()
if not lplr or not lplr:is_player() or not lplr:is_alive() then
return
end
local defensivetable = defensive:is_active(lplr, true, true)
if not defensivetable then
return
end
local frametime = globals.frame_time()
screen.def_anim.appearing_alpha = tools.lerp(screen.def_anim.appearing_alpha, (defensive:is_active(lplr) or menu.is_open()) and 255 or 0, 0.05 + math.min(frametime / 10.1, 0.25))
render.rect_filled(vec2_t(screen.size.x / 2 - 60, 249), vec2_t(120, 6), color_t(0, 0, 0, math.min(math.floor(screen.def_anim.appearing_alpha), 200)))
render.rect_filled(vec2_t(screen.size.x / 2 - 58, 251), vec2_t(116 - math.clamp(116 * math.abs((defensivetable.tick - globals.tick_count() > 0 and defensivetable.tick - globals.tick_count() or 0) / 12), 0, 116), 2),
color_t(255, 255, 255, math.floor(screen.def_anim.appearing_alpha)))
render.text(fonts.verdana, "- defensive -", vec2_t(screen.size.x / 2, 249 - 7), color_t(255, 255, 255, math.floor(screen.def_anim.appearing_alpha)), true)
end
knife.countdown = 0
handles.knife = function(cmd)
if not engine.is_connected() or not engine.is_in_game() then
knife.countdown = 0
end
if not ui.rage.knifehelp:get() then
return
end
local lplr = entity_list.get_local_player()
if not lplr or lplr == nil then
return
end
local weapon = entity_list.get_entity(lplr:get_prop("m_hActiveWeapon"))
if weapon == nil or not weapon then
return
end
local weapon_name = weapon:get_name()
if knife.countdown > globals.tick_count() and weapon_name == "knife" then
exploits.force_uncharge()
exploits.block_recharge()
else
exploits.allow_recharge()
end
end
events.knife = function(event)
if event.name == "player_hurt" then
local weap = event.weapon
local is_knife = string.match(weap, "knife") or weap == "bayonet"
local entity = entity_list.get_player_from_userid(event.userid)
local local_player = entity_list.get_local_player()
if entity == nil then
return
end
if not entity then
return
end
local attacker = entity_list.get_player_from_userid(event.attacker)
if attacker == nil then
return
end
if not is_knife then
return
end
if not attacker == local_player then
return
end
if ui.rage.knifehelp:get() and attacker == local_player then
knife.countdown = globals.tick_count() + 96
exploits.force_uncharge()
exploits.block_recharge()
end
end
end
events.zeus = function(shot)
local local_player = entity_list:get_local_player()
local weapon = entity_list.get_entity(local_player:get_prop("m_hActiveWeapon"))
local weapon_name = weapon:get_name()
if not ui.rage.switchhelp:get() then
return
end
if weapon_name ~= "taser" then
return
end
exploits.force_anti_exploit_shift()
engine.execute_cmd("slot2")
engine.execute_cmd("slot1")
end
events.nade = function(event)
if event.name == "grenade_thrown" then
if not ui.rage.switchhelp:get() then
return
end
if entity_list.get_player_from_userid(event.userid) == entity_list.get_local_player() then
exploits.force_anti_exploit_shift()
engine.execute_cmd("slot2")
engine.execute_cmd("slot1")
end
end
end
handles.airstop = function(ctx)
local lplr = entity_list.get_local_player()
if ui.rage.airstop:get() == 1 then
return
end
local enemyorigin = ctx.player:get_hitbox_pos(e_hitboxes.HEAD)
if not enemyorigin then
return
end
local lpos = lplr:get_hitbox_pos(e_hitboxes.HEAD)
local distance = vec3_t(lpos.x - enemyorigin.x, lpos.y - enemyorigin.y, lpos.z - enemyorigin.z):length()
local verticalvel = lplr:get_prop("m_vecVelocity[2]")
local my_weapon = lplr:get_active_weapon()
if not my_weapon then
return
end
local inaccuracy = my_weapon:get_weapon_inaccuracy()
if (100 - (distance / 100) * 5) > 0 then
distance = math.floor(100 - ((distance / 100) * 5))
else
distance = 40
end
local condition2 = inaccuracy + (ui.rage.hitchance:get() / 1.5) / 1000 < 0.1
-- client.log_screen(distance, distance > ui.rage.hitchance:get())
if ((verticalvel > 0 and verticalvel < 100 and distance > ui.rage.hitchance:get()) or (ui.rage.airstop:get() == 3 and condition2)) and client.can_fire() then
refs.autostop[3]:set(7, true)
else
refs.autostop[3]:set(7, false)
end
if (global.current_state_number == 6 or global.current_state_number == 7) or not ctx.player:has_player_flag(e_player_flags.ON_GROUND) then
-- client.log_screen("overriding: " ..distance)
-- ctx:set_damage_accuracy(distance, e_hitscan_groups.HEAD)
-- ctx:set_damage_accuracy(distance, e_hitscan_groups.STOMACH)
-- ctx:set_hitchance(distance, e_hitscan_groups.HEAD)
-- ctx:set_hitchance(distance, e_hitscan_groups.STOMACH)
-- ctx:set_safepoint_state(false)
-- ctx:set_safepoint_state(true, e_hitscan_groups.HEAD)
else
end
end
handles.correction = function(ctx)
if not ui.rage.correction:get() then
return
end
local lplr = entity_list.get_local_player()
local enemy = ctx.player
if not lplr then
return
end
correctiondb[enemy:get_index()] = false
if defensive:is_active(ctx.player) --[[or ctx.player:get_prop("m_angEyeAngles[1]") ]] then
return
end
local localorigin = lplr:get_eye_position()
local enemypos = {
head = enemy:get_hitbox_pos(e_hitboxes.HEAD),
chest = enemy:get_hitbox_pos(e_hitboxes.CHEST),
stomach = enemy:get_hitbox_pos(e_hitboxes.PELVIS)
}
local enemydamage = {
head = damage:calculate(enemy, "head"),
chest = damage:calculate(enemy, "chest"),
stomach = damage:calculate(enemy, "stomach")
}
for k, v in pairs(enemydamage) do
-- correctiondb[enemy:get_index()] = false
if v > enemy:get_prop("m_iHealth") or v > tools:get_dmg() then
local bullet = trace.bullet(localorigin, enemypos[k], lplr, enemy)
if bullet.valid and (client.get_hitgroup_name(bullet.hitgroup) == k) then
local hitgroup = e_hitscan_groups[string.upper(k)]
-- client.log_screen(1)
correctiondb[enemy:get_index()] = true
ctx:set_hitchance(70, hitgroup)
ctx:set_hitscan_group_state(hitgroup, true, false)
break
end
end
end
end
handles.accuracy = function(ctx)
if not ui.rage.accuracy:get() then
return
end
ctx:set_damage_accuracy(ui.rage.boostamount:get())
if not ui.rage.baimboost:get() then
return
end
local lplr = entity_list.get_local_player()
local enemy = ctx.player
if not lplr then
return
end
local localorigin = lplr:get_eye_position()
local enemypos = {
chest = enemy:get_hitbox_pos(e_hitboxes.CHEST),
stomach = enemy:get_hitbox_pos(e_hitboxes.PELVIS)
}
local enemydamage = {
chest = damage:calculate(enemy, "chest"),
stomach = damage:calculate(enemy, "stomach")
}
for k, v in pairs(enemydamage) do
-- correctiondb[enemy:get_index()] = false
if v > enemy:get_prop("m_iHealth") or v > tools:get_dmg() then
-- local bullet = trace.bullet(localorigin, enemypos[k], lplr, enemy)
-- if bullet.valid then
-- client.log_screen(1)
ctx:set_damage_accuracy(100)
break
-- end
end
end
end
handles.defensive = function(ctx)
if not ui.rage.safedefensive:get() then
return
end
if defensive:is_active(ctx.player) then
ctx:set_safepoint_state(true, e_hitscan_groups.HEAD)
end
end
resolver.teleport = false
resolver.delay = 0
events.teleport = function()
if not ui.rage.teleport:get() then
return
end
if not refs.double_tap:get() then
return
end
local lplr = entity_list.get_local_player()
if not lplr then
return
end
if ragebot.get_autopeek_pos() then
local defensivebool = defensive:is_active(lplr, ui.antiaim.builder.defensive_ping:get() == 1)
-- if not defensivebool then
-- exploits.force_uncharge()
-- else
resolver.teleport = true
-- end
-- elseif refs.double_tap:get() then
-- exploits.force_uncharge()
-- if (not (ragebot.get_active_cfg() == 1) or (ragebot.get_active_cfg() == 2)) then return end
-- client.delay_call(function()
-- exploits.force_recharge()
-- end, 0.2)
end
end
handles.teleport = function()
if not ui.rage.teleport:get() then
return
end
local lplr = entity_list.get_local_player()
if not lplr then
return
end
local defensivebool = defensive:is_active(lplr, ui.antiaim.builder.defensive_ping:get() == 1)
if defensivebool then
if resolver.teleport then
resolver.delay = resolver.delay + 1
end
else
if resolver.teleport then
exploits.force_uncharge()
resolver.teleport = false
-- if not ui.rage.tpdebug:get() then return end
-- print(string.format("Delayed %i ticks before teleporting", resolver.delay))
-- resolver.delay = 0
end
end
end
handles.screenlogs = function()
if not engine.is_connected() or not engine.is_in_game() then
return
end
if #aimbot_loggies > 0 then
if globals.tick_count() >= aimbot_loggies[1][2] then
if aimbot_loggies[1][3] > 0 then
aimbot_loggies[1][3] = aimbot_loggies[1][3] - 20
elseif aimbot_loggies[1][3] <= 0 then
table.remove(aimbot_loggies, 1)
end
end
if globals.is_connected == false then
table.remove(aimbot_loggies, #aimbot_loggies)
end
for i = 1, #aimbot_loggies do
local text_size = render.get_text_size(fonts.pixel, aimbot_loggies[i][1]).x
if aimbot_loggies[i][3] < 255 then
aimbot_loggies[i][3] = aimbot_loggies[i][3] + 5
end
if ui.misc.logs:get("crosshair") then
render.text(fonts.pixel, aimbot_loggies[i][1], vec2_t(screen.size.x / 2 - text_size / 2 + (aimbot_loggies[i][3] / 35), screen.size.y / 1.4 + 20 * i), color_t(255, 255, 255, aimbot_loggies[i][3]))
end
end
end
end
events.reset = function(e)
if e.name == "player_death" then
builder.delayinvert = false
builder.delaytarget = 0
local lplr = entity_list.get_local_player()
if not lplr then
return
end
if lplr == entity_list.get_player_from_userid(e.attacker) then
knife.countdown = 0
end
end
if e.name == "player_connect_full" then
if entity_list.get_player_from_userid(e.userid) == entity_list.get_local_player() then
aimbot_loggies = {}
resolver.memory = {}
log.aim = {}
if ui.visuals.reset_hitrate:get("new server") then
hitrate = {
shot = 0,
hit = 0,
miss = 0
}
end
end
end
if e.name == "round_start" then
builder.misses = 0
aimbot_loggies = {}
end
if e.name == "round_prestart" then
local roundsplayed = game_rules.get_prop("m_totalRoundsPlayed")
if roundsplayed == 0 and ui.visuals.reset_hitrate:get("new game") then
hitrate = {
shot = 0,
hit = 0,
miss = 0
}
end
end
end
clantag.get = function()
local local_player = entity_list.get_local_player()
if not local_player then
return
end
local latency = engine.get_latency(e_latency_flows.OUTGOING) / globals.interval_per_tick()
local tickcount_pred = globals.tick_count() + latency
local iter = math.floor(math.fmod(tickcount_pred / 35, #clantag.tag + 1) + 1)
return clantag.tag[iter]
end
clantag.last = nil
clantag.reset = 0
clantag.set = function(tag)
if not engine.is_connected() or not engine.is_in_game() then
return
end
if tag == clantag.last then
return
end
if tag == nil then
return
end
client.set_clantag(tag)
clantag.last = tag
end
handles.clantag = function()
if not engine.is_connected() or not engine.is_in_game() then
return
end
local lplr = entity_list.get_local_player()
if not lplr then
return
end
if ui.misc.tag:get() then
clantag.set(clantag.get())
clantag.reset = 0
else
if clantag.reset < 1 then
clantag.set(" ")
clantag.reset = clantag.reset + 1
end
end
end
events.loghurt = function(e)
if e.name == "player_hurt" then
local lplr = entity_list.get_local_player()
if not lplr then
return
end
if (lplr == entity_list.get_player_from_userid(e.userid)) and not (lplr == entity_list.get_player_from_userid(e.attacker)) then
log.hurttick = globals.tick_count()
end
end
end
handles.hitmarker = function(screen_pos, world_pos, alpha_factor, damage, is_lethal, is_headshot)
if ui.visuals.hitmarker:get() == 1 then
return
end
render.push_alpha_modifier(alpha_factor)
if ui.visuals.hitmarker:get() == 2 then
render.rect_filled(vector(screen_pos.x - 5, screen_pos.y - 1), vector(10, 2), ui.visuals.hitcolor:get())
render.rect_filled(vector(screen_pos.x - 1, screen_pos.y - 5), vector(2, 10), ui.visuals.hitcolor:get())
elseif ui.visuals.hitmarker:get() == 3 then
render.line(vector(screen_pos.x - 4, screen_pos.y - 4), vector(screen_pos.x + 4, screen_pos.y + 4), ui.visuals.hitcolor:get())
render.line(vector(screen_pos.x - 4, screen_pos.y + 4), vector(screen_pos.x + 4, screen_pos.y - 4), ui.visuals.hitcolor:get())
else
end
render.pop_alpha_modifier()
return true
end
local solusbinds = dragsystem.register({ui.hidden.solus_x, ui.hidden.solus_y}, vector(150, 70), "keybinds", function(self)
-- if not engine.is_app_active() then return end
local bindinfo = {{
name = "Ping Spike",
enable = refs.keybinds:get("Fake Ping"),
condition = refs.ping
}, {
name = "Slow motion",
enable = refs.keybinds:get("Slow Walk"),
condition = refs.slow_motion
}, {
name = "Quick peek assist",
enable = refs.keybinds:get("Autopeek"),
condition = refs.ap
}, {
name = "Duck peek assist",
enable = refs.keybinds:get("Fakeduck"),
condition = refs.fake_duck
}, {
name = "Force Safepoint",
enable = refs.keybinds:get("Force Safepoint"),
condition = menu.find("aimbot", tools.active_weapon(), "target overrides", "safepoint")[2]
}, {
name = "Force Lethal",
enable = refs.keybinds:get("Force Lethal"),
condition = menu.find("aimbot", tools.active_weapon(), "target overrides", "lethal shot")[2]
}, {
name = "Force Hitbox",
enable = refs.keybinds:get("Hitbox Override"),
condition = menu.find("aimbot", tools.active_weapon(), "target overrides", "hitbox")[2]
}, {
name = "Force Hitchance",
enable = refs.keybinds:get("Hitchance Override"),
condition = menu.find("aimbot", tools.active_weapon(), "target overrides", "hitchance")[2]
}, {
name = "Minimum damage",
enable = refs.keybinds:get("Min. Damage Override"),
condition = menu.find("aimbot", tools.active_weapon(), "target overrides", "min. damage")[2]
}, {
name = "Onshot anti-aim",
enable = refs.keybinds:get("Hideshots"),
condition = refs.hide_shots
}, {
name = "Doubletap",
enable = refs.keybinds:get("Doubletap"),
condition = refs.double_tap
}, {
name = "Menu toggled",
enable = menu.is_open(),
condition = true
}}
local is_connected = engine.is_connected() and engine.is_in_game()
local bindamounts = 0
local finalbinds = {}
local maximum_offset = 0
local height_offset = 20
local height = 0
local font = fonts.verdana_b
for k, v in pairs(bindinfo) do
local condition = type(v.condition) == "boolean" and v.condition or v.condition:get()
v.alpha = tools.animation:new("kb_" .. v.name .. "_alpha", v.enable and condition and 1 or 0, 15)
if (v.enable and condition) or (v.alpha > 0.05) then
local text_width = render.get_text_size(font, v.name).x
local shitmode = type(v.condition) == "boolean" and "~" or tools.key_modes[v.condition:get_mode()]
if shitmode ~= "always" or (shitmode == "always" and refs.always:get()) then
local tmptable = {
name = v.name,
mode = shitmode,
alpha = v.alpha
}
table.insert(finalbinds, tmptable)
if v.alpha > 0.5 then
maximum_offset = maximum_offset < text_width and text_width or maximum_offset
end
end
end
end
local alpha = tools.animation:new("kb_alpha", (menu.is_open() or is_connected and (#finalbinds > 0)) and 1 or 0, 15)
alpha = alpha < 0.01 and 0 or alpha
alpha = alpha > 0.99 and 1 or alpha
local width = 75 + maximum_offset
if m_width == nil then
m_width = w;
end
m_width = tools.animation:new("kb_width", width, 15)
w = math.floor(m_width + 0.5)
height = height + #finalbinds * 18
if not engine.is_app_active() then
return
end
render.rect_filled(vector(self.position.x, self.position.y + 2), vector(w, 18), color(17, 17, 17, math.floor(alpha * 40)))
render.rect_filled(vector(self.position.x, self.position.y), vector(w, 2), color(ui.accent:get().r, ui.accent:get().g, ui.accent:get().b, math.floor(alpha * 255)))
render.text(font, "keybinds", vector(self.position.x - render.get_text_size(font, "keybinds").x / 2 + w / 2, self.position.y + 4), color(255, 255, 255, math.floor(alpha * 255)))
for i = 1, #finalbinds do
render.text(font, finalbinds[i].name, vector(self.position.x, self.position.y + height_offset), color(255, 255, 255, math.clamp(math.abs(math.floor(finalbinds[i].alpha * 255)), 0, 255)))
render.text(font, "[" .. finalbinds[i].mode .. "]", vector(self.position.x + w - render.get_text_size(font, finalbinds[i].mode).x - 8, self.position.y + height_offset),
color(255, 255, 255, math.clamp(math.abs(math.floor(finalbinds[i].alpha * 255)), 0, 255)))
height_offset = height_offset + math.floor(13 * finalbinds[i].alpha + 0.5)
end
end)
handles.airstuck = function(cmd)
if ui.antiaim.features.airstuck:get() then
cmd.tick_count = 0x7FFFFFFF
cmd.command_number = 0x7FFFFFFF
end
end
local afkdirection = 1
handles.antiafk = function(cmd)
if not ui.misc.antiafk:get() then
return
end
if builder.afk_valid == true then
builder.afk = builder.afk + 1
if builder.afk > 128 then
builder.afk = 0
afkdirection = not afkdirection
end
-- client.log_screen(builder.afk)
end
if cmd:has_button(e_cmd_buttons.MOVELEFT) then
builder.afk_valid = false
end
if cmd:has_button(e_cmd_buttons.MOVERIGHT) then
builder.afk_valid = false
end
if cmd:has_button(e_cmd_buttons.FORWARD) then
builder.afk_valid = false
end
if cmd:has_button(e_cmd_buttons.BACK) then
builder.afk_valid = false
end
if builder.afk < 8 and builder.afk_valid then
-- client.log_screen("moving")
cmd.move.x = 450 * (afkdirection and 1 or -1)
end
end
events.antiafk = function(event)
if event.name == "round_start" then
builder.afk_valid = true
end
end
handles.warnings = function()
if not menu.is_open() then
return
end
local chargekey = refs.dontusecharge:get_key()
local chargemode = refs.dontusecharge:get_mode()
-- print(chargemode)
-- print(chargekey)
if (chargekey == 0 or chargemode == 4 or chargemode == 3) and ui.rage.teleport:get() then
ui.rage.idealinstructions:depend({(true)})
ui.rage.idealinstructions.ref:set(globals.cur_time() % 0.5 < 0.25 and (" !! Key not bound !!") or " ")
else
ui.rage.idealinstructions:depend({(false)})
end
if refs.res:get() and ui.rage.resolve:get() then
ui.rage.resinstructions:depend({(true)})
ui.rage.resinstructions.ref:set(globals.cur_time() % 0.5 < 0.25 and (" !! Disable cheat's resolver! !!") or " ")
else
ui.rage.resinstructions:depend({(false)})
end
end
handles.menu = function()
if not menu.is_open() then
return
end
groups.settings:depend({(false)})
ui.nav.slider:depend({(false)})
ui.nav.backbtn:depend({(ui.nav.slider:get() ~= 0)})
ui.nav.ragebtn:depend({ui.nav.slider, 0})
ui.nav.configbtn:depend({ui.nav.slider, 0})
ui.nav.aabtn:depend({ui.nav.slider, 0})
ui.nav.helpers:depend({ui.nav.slider, 0})
ui.nav.visbtn:depend({ui.nav.slider, 0})
ui.nav.miscbtn:depend({ui.nav.slider, 0})
ui.rage.method:depend({ui.rage.resolve, true})
ui.rage.custom:depend({ui.rage.resolve, true}, {ui.rage.method, 5})
ui.rage.dump:depend({ui.rage.resolve, true}, {ui.rage.method, 1})
ui.rage.debug:depend({ui.rage.resolve, true}, {ui.rage.method, 1})
ui.rage.clear:depend({ui.rage.resolve, true}, {ui.rage.method, 1})
ui.rage.hitchance:depend({(ui.rage.airstop:get() == 2 or ui.rage.airstop:get() == 3)})
ui.rage.boostamount:depend({ui.rage.accuracy, true})
ui.rage.baimboost:depend({ui.rage.accuracy, true})
ui.rage.instructions:depend({ui.rage.teleport, true})
ui.antiaim.builder.enable:depend({ui.nav.slider, 3})
ui.antiaim.builder.condition:depend({ui.nav.slider, 3}, {ui.antiaim.builder.enable, true})
ui.antiaim.breakers.lean:depend({(ui.antiaim.breakers.extra:get(2))})
ui.visuals.transparent:depend({ui.visuals.mindmg, true})
ui.visuals.lerp:depend({ui.visuals.mindmg, true})
ui.visuals.elements:depend({(ui.visuals.indicators:get() ~= 1)})
ui.visuals.desync:depend({(ui.visuals.indicators:get() == 2)}, {(ui.visuals.elements:get(1, true))})
ui.visuals.binds:depend({(ui.visuals.indicators:get() ~= 1)}, {(ui.visuals.elements:get(2, true))})
ui.misc.avoid_collisions_dist:depend({ui.misc.avoid_collisions, true})
ui.misc.avoid_collisions_vel:depend({ui.misc.avoid_collisions, true})
ui.visuals.reset_hitrate:depend({(ui.visuals.gamesense_indicators:get("hitrate"))})
-- refs.res:set(not ui.rage.resolve:get())
for i = 1, #states do
local state = ui.antiaim.builder[i]
if i == 1 then
state.override:depend({ui.nav.slider, 3}, {ui.antiaim.builder.enable, true}, {ui.antiaim.builder.condition, -1})
state.override.ref:set(true)
else
state.override:depend({ui.nav.slider, 3}, {ui.antiaim.builder.enable, true}, {ui.antiaim.builder.condition, i})
end
state.yaw_mode:depend({ui.nav.slider, 3}, {ui.antiaim.builder.enable, true}, {state.override, true}, {ui.antiaim.builder.condition, i})
state.yaw_value:depend({ui.nav.slider, 3}, {ui.antiaim.builder.enable, true}, {state.override, true}, {ui.antiaim.builder.condition, i}, {(state.yaw_mode:get() == 1)})
state.yaw_left:depend({ui.nav.slider, 3}, {ui.antiaim.builder.enable, true}, {state.override, true}, {ui.antiaim.builder.condition, i}, {(state.yaw_mode:get() ~= 1)})
state.yaw_right:depend({ui.nav.slider, 3}, {ui.antiaim.builder.enable, true}, {state.override, true}, {ui.antiaim.builder.condition, i}, {(state.yaw_mode:get() ~= 1)})
state.yaw_delay:depend({ui.nav.slider, 3}, {ui.antiaim.builder.enable, true}, {state.override, true}, {ui.antiaim.builder.condition, i}, {(state.yaw_mode:get() ~= 1)})
state.meta_left:depend({ui.nav.slider, 3}, {ui.antiaim.builder.enable, true}, {state.override, true}, {ui.antiaim.builder.condition, i}, {(state.yaw_mode:get() == 3)})
state.meta_right:depend({ui.nav.slider, 3}, {ui.antiaim.builder.enable, true}, {state.override, true}, {ui.antiaim.builder.condition, i}, {(state.yaw_mode:get() == 3)})
state.meta_delay:depend({ui.nav.slider, 3}, {ui.antiaim.builder.enable, true}, {state.override, true}, {ui.antiaim.builder.condition, i}, {(state.yaw_mode:get() == 3)})
state.yaw_modifier:depend({ui.nav.slider, 3}, {ui.antiaim.builder.enable, true}, {state.override, true}, {ui.antiaim.builder.condition, i})
state.modifier_degree:depend({ui.nav.slider, 3}, {ui.antiaim.builder.enable, true}, {state.override, true}, {ui.antiaim.builder.condition, i}, {(state.yaw_modifier:get() ~= 1)})
state.modifier_random:depend({ui.nav.slider, 3}, {ui.antiaim.builder.enable, true}, {state.override, true}, {ui.antiaim.builder.condition, i}, {(state.yaw_modifier:get() ~= 1)})
state.desync:depend({ui.nav.slider, 3}, {ui.antiaim.builder.enable, true}, {state.override, true}, {ui.antiaim.builder.condition, i})
state.fake_left:depend({ui.nav.slider, 3}, {ui.antiaim.builder.enable, true}, {state.override, true}, {ui.antiaim.builder.condition, i})
state.fake_right:depend({ui.nav.slider, 3}, {ui.antiaim.builder.enable, true}, {state.override, true}, {ui.antiaim.builder.condition, i})
state.trigger_defensive:depend({ui.nav.slider, 3}, {ui.antiaim.builder.enable, true}, {state.override, true}, {ui.antiaim.builder.condition, i})
state.defensive_pitch:depend({ui.nav.slider, 3}, {ui.antiaim.builder.enable, true}, {state.override, true}, {ui.antiaim.builder.condition, i}, {(state.trigger_defensive:get() == 2 or state.trigger_defensive:get() == 4)})
state.defensive_pitch_val:depend({ui.nav.slider, 3}, {ui.antiaim.builder.enable, true}, {state.override, true}, {ui.antiaim.builder.condition, i}, {(state.defensive_pitch:get() == 8 or state.defensive_pitch:get() == 9)},
{(state.trigger_defensive:get() == 2 or state.trigger_defensive:get() == 4)})
state.defensive_pitch_val2:depend({ui.nav.slider, 3}, {ui.antiaim.builder.enable, true}, {state.override, true}, {ui.antiaim.builder.condition, i}, {state.defensive_pitch, 9}, {not (state.trigger_defensive:get() == 3)},
{(state.trigger_defensive:get() == 2 or state.trigger_defensive:get() == 4)})
state.defensive_yaw:depend({ui.nav.slider, 3}, {ui.antiaim.builder.enable, true}, {state.override, true}, {ui.antiaim.builder.condition, i}, {(state.trigger_defensive:get() == 2 or state.trigger_defensive:get() == 4)})
state.defensive_yaw_val:depend({ui.nav.slider, 3}, {ui.antiaim.builder.enable, true}, {state.override, true}, {ui.antiaim.builder.condition, i},
{(state.defensive_yaw:get() == 2 or state.defensive_yaw:get() == 3 or state.defensive_yaw:get() == 4 or state.defensive_yaw:get() == 5)}, {(state.trigger_defensive:get() == 2 or state.trigger_defensive:get() == 4)})
end
groups.configs:depend({ui.nav.slider, 1})
groups.res:depend({ui.nav.slider, 2})
groups.rage:depend({ui.nav.slider, 2})
groups.tick:depend({ui.nav.slider, 2})
groups.antiaim:depend({ui.nav.slider, 3}, {ui.antiaim.builder.enable, true})
groups.yaw:depend({ui.nav.slider, 3})
groups.desync:depend({ui.nav.slider, 3})
groups.jitter:depend({ui.nav.slider, 3})
groups.defensive:depend({ui.nav.slider, 3})
groups.breakers:depend({ui.nav.slider, 4})
groups.features:depend({ui.nav.slider, 4})
groups.visuals:depend({ui.nav.slider, 5})
groups.indicators:depend({ui.nav.slider, 5})
groups.misc:depend({ui.nav.slider, 6})
groups.movement:depend({ui.nav.slider, 6})
groups.loader:depend({ui.nav.slider, 6})
groups.nav:depend({(true)})
menu.set_group_column("Rage", 3)
menu.set_group_column("Features", 2)
menu.set_group_column("Animation", 3)
menu.set_group_column("Defensive", 3)
menu.set_group_column("Global", 1)
menu.set_group_column("Jitter", 2)
menu.set_group_column("Desync", 3)
menu.set_group_column("Indicators", 3)
menu.set_group_column("Misc", 3)
menu.set_group_column("Loader", 3)
end
callbacks.add(e_callbacks.ANTIAIM, function(ctx, cmd)
handles.builder(ctx, cmd)
handles.breaker(ctx, cmd)
handles.onshot(ctx)
end)
callbacks.add(e_callbacks.HITSCAN, function(ctx)
resolver.updatetarget(ctx)
handles.airstop(ctx)
handles.accuracy(ctx)
handles.correction(ctx)
handles.defensive(ctx)
if builder.onpeek then
exploits.force_anti_exploit_shift()
end
end)
callbacks.add(e_callbacks.NET_UPDATE, function(ctx)
resolver.pre_resolve(ctx)
end)
callbacks.add(e_callbacks.EVENT, function(ctx)
events.knife(ctx)
events.nade(ctx)
events.reset(ctx)
events.loghurt(ctx)
events.bullets(ctx)
events.antiafk(ctx)
if not engine.is_connected() or not engine.is_in_game() then
return
end
log:extra(ctx)
events.detectmiss(ctx)
resolver.clearmemory(ctx)
end)
callbacks.add(e_callbacks.AIMBOT_SHOOT, function(shoot)
events.zeus(shoot)
events.teleport(shoot)
log:shot(shoot)
hitrate.shot = hitrate.shot + 1
end)
callbacks.add(e_callbacks.AIMBOT_HIT, function(hit)
log:hit(hit)
events.teleport(hit)
hitrate.hit = hitrate.hit + 1
end)
callbacks.add(e_callbacks.AIMBOT_MISS, function(miss)
log:miss(miss)
events.teleport(miss)
hitrate.miss = hitrate.miss + 1
end)
callbacks.add(e_callbacks.PLAYER_ESP, function(ctx)
handles.esp(ctx)
end)
callbacks.add(e_callbacks.WORLD_HITMARKER, function(...)
handles.hitmarker(...)
end)
callbacks.add(e_callbacks.SETUP_COMMAND, function(ctx)
global:update(ctx)
handles.teleport(ctx)
handles.legs(ctx)
handles.knife(ctx)
handles.nofall(ctx)
handles.ladder(ctx)
handles.toss(ctx)
handles.avoid_collisions(ctx)
handles.airstuck(ctx)
handles.antiafk(ctx)
if not client.can_fire() then
return
end
handles.bulletlog(ctx)
end)
callbacks.add(e_callbacks.PAINT, function()
handles.menu()
handles.logs()
handles.screenlogs()
handles.clantag()
screen.velocity()
screen.defensive()
screen.gamesense_indicators()
screen:indicators()
screen:damage()
screen:watermark()
builder.clockpitch()
builder.clockyaw()
handles.warnings()
if not ui.visuals.solus:get() then
return
end
solusbinds:update()
end)
![[KEYLESS] Moondiety Script | 17+ supported Games](https://scriptblox.com/images/sb/0-1753093706828.png)


bro it's lego game not csgo hvh ☠
@primordial_dev xDDDDDDDDDD