-- 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)