--- MY TOOLS CRACKED!!! --- BY RESTAJ !!! local vector = require 'vector' local c_entity = require 'gamesense/entity' local http = require 'gamesense/http' local base64 = require 'gamesense/base64' local clipboard = require 'gamesense/clipboard' local steamworks = require 'gamesense/steamworks' local client_set_event_callback, client_unset_event_callback = client.set_event_callback, client.unset_event_callback local entity_get_local_player, entity_get_player_weapon, entity_get_prop = entity.get_local_player, entity.get_player_weapon, entity.get_prop local ui_get, ui_set, ui_set_callback, ui_set_visible, ui_reference, ui_new_checkbox, ui_new_slider = ui.get, ui.set, ui.set_callback, ui.set_visible, ui.reference, ui.new_checkbox, ui.new_slider local reference = { double_tap = {ui.reference('RAGE', 'Aimbot', 'Double tap')}, duck_peek_assist = ui.reference('RAGE', 'Other', 'Duck peek assist'), pitch = {ui.reference('AA', 'Anti-aimbot angles', 'Pitch')}, yaw_base = ui.reference('AA', 'Anti-aimbot angles', 'Yaw base'), yaw = {ui.reference('AA', 'Anti-aimbot angles', 'Yaw')}, yaw_jitter = {ui.reference('AA', 'Anti-aimbot angles', 'Yaw jitter')}, body_yaw = {ui.reference('AA', 'Anti-aimbot angles', 'Body yaw')}, freestanding_body_yaw = ui.reference('AA', 'anti-aimbot angles', 'Freestanding body yaw'), edge_yaw = ui.reference('AA', 'Anti-aimbot angles', 'Edge yaw'), freestanding = {ui.reference('AA', 'Anti-aimbot angles', 'Freestanding')}, roll = ui.reference('AA', 'Anti-aimbot angles', 'Roll'), on_shot_anti_aim = {ui.reference('AA', 'Other', 'On shot anti-aim')}, slow_motion = {ui.reference('AA', 'Other', 'Slow motion')} } local globals_frametime = globals.frametime local globals_tickinterval = globals.tickinterval local entity_is_enemy = entity.is_enemy local entity_is_dormant = entity.is_dormant local entity_is_alive = entity.is_alive local entity_get_origin = entity.get_origin local entity_get_player_resource = entity.get_player_resource local table_insert = table.insert local math_floor = math.floor local last_press = 0 local direction = 0 local anti_aim_on_use_direction = 0 local cheked_ticks = 0 local E_POSE_PARAMETERS = { STRAFE_YAW = 0, STAND = 1, LEAN_YAW = 2, SPEED = 3, LADDER_YAW = 4, LADDER_SPEED = 5, JUMP_FALL = 6, MOVE_YAW = 7, MOVE_BLEND_CROUCH = 8, MOVE_BLEND_WALK = 9, MOVE_BLEND_RUN = 10, BODY_YAW = 11, BODY_PITCH = 12, AIM_BLEND_STAND_IDLE = 13, AIM_BLEND_STAND_WALK = 14, AIM_BLEND_STAND_RUN = 14, AIM_BLEND_CROUCH_IDLE = 16, AIM_BLEND_CROUCH_WALK = 17, DEATH_YAW = 18 } local function contains(source, target) for id, name in pairs(ui.get(source)) do if name == target then return true end end return false end local function is_defensive(index) cheked_ticks = math.max(entity.get_prop(index, 'm_nTickBase'), cheked_ticks or 0) return math.abs(entity.get_prop(index, 'm_nTickBase') - cheked_ticks) > 2 and math.abs(entity.get_prop(index, 'm_nTickBase') - cheked_ticks) < 14 end local settings = {} local anti_aim_settings = {} local anti_aim_states = {'Global', 'Standing', 'Moving', 'Slow motion', 'Crouching', 'Crouching & moving', 'In air', 'In air & crouching', 'No exploits', 'On use'} local anti_aim_different = {'', ' ', '  ', '   ', '    ', '     ', '      ', '       ', '        ', '         '} current_tab = ui.new_combobox('AA', 'Anti-aimbot angles', 'Tabs', {'Home', 'Anti-Aim', 'Misc/Vis'}) local text1 = ui.new_label('AA', 'Anti-aimbot angles', 'mytools for gs ~ \a95b806ffbeta test', 'string') local text2 = ui.new_label('AA', 'Anti-aimbot angles', 'last upd ~ 23.10.2023', 'string') local text3 = ui.new_label('AA', 'Anti-aimbot angles', 'if you find a bug, write to discord ticket', 'string') settings.anti_aim_state = ui.new_combobox('AA', 'Anti-aimbot angles', 'Anti-aimbot state', anti_aim_states) local master_switch = ui.new_checkbox('AA', 'Anti-aimbot angles', 'Log Aimbot Shots') local console_filter = ui.new_checkbox('AA', 'Anti-aimbot angles', 'Console Filter') local anim_breakerx = ui.new_checkbox('AA', 'Anti-aimbot angles', 'Animation Breaker') local force_safe_point = ui.reference('RAGE', 'Aimbot', 'Force safe point') local trashtalk = ui.new_checkbox('AA', 'Anti-aimbot angles', 'Trash Talk') local clantagchanger = ui.new_checkbox('AA', 'Anti-aimbot angles', 'Clan Tag') local fastladder = ui.new_checkbox('AA', 'Anti-aimbot angles', 'Fast Ladder') local hitmarker = ui.new_checkbox('AA', 'Anti-aimbot angles', '3D Hit Marker') local aspectratio = ui.new_slider('AA', 'Anti-aimbot angles', 'Aspect Ratio', 0, 200, 0, true, nil, 0.01, {[0] = "Off"}) local override_zoom_fov = ui_reference("Misc", "Miscellaneous", "Override zoom FOV") local cache = ui.get(override_zoom_fov) local scope_fov = ui_new_slider('AA', 'Anti-aimbot angles', "Second Zoom FOV", -0, 100, 0, true, '%', 1, {[0] = "Off"}) for i = 1, #anti_aim_states do anti_aim_settings[i] = { override_state = ui.new_checkbox('AA', 'Anti-aimbot angles', 'Override ' .. string.lower(anti_aim_states[i])), pitch1 = ui.new_combobox('AA', 'Anti-aimbot angles', 'Pitch' .. anti_aim_different[i], 'Off', 'Default', 'Up', 'Down', 'Minimal', 'Random', 'Custom'), pitch2 = ui.new_slider('AA', 'Anti-aimbot angles', '\nPitch' .. anti_aim_different[i], -89, 89, 0, true, '°'), yaw_base = ui.new_combobox('AA', 'Anti-aimbot angles', 'Yaw base' .. anti_aim_different[i], 'Local view', 'At targets'), yaw1 = ui.new_combobox('AA', 'Anti-aimbot angles', 'Yaw' .. anti_aim_different[i], 'Off', '180', 'Spin', 'Static', '180 Z', 'Crosshair'), yaw2_left = ui.new_slider('AA', 'Anti-aimbot angles', 'Yaw left' .. anti_aim_different[i], -180, 180, 0, true, '°'), yaw2_right = ui.new_slider('AA', 'Anti-aimbot angles', 'Yaw right' .. anti_aim_different[i], -180, 180, 0, true, '°'), yaw2_randomize = ui.new_slider('AA', 'Anti-aimbot angles', 'Yaw randomize' .. anti_aim_different[i], 0, 180, 0, true, '°'), yaw_jitter1 = ui.new_combobox('AA', 'Anti-aimbot angles', 'Yaw jitter' .. anti_aim_different[i], 'Off', 'Offset', 'Center', 'Random', 'Skitter', 'Delay'), yaw_jitter2_left = ui.new_slider('AA', 'Anti-aimbot angles', 'Yaw jitter left' .. anti_aim_different[i], -180, 180, 0, true, '°'), yaw_jitter2_right = ui.new_slider('AA', 'Anti-aimbot angles', 'Yaw jitter right' .. anti_aim_different[i], -180, 180, 0, true, '°'), yaw_jitter2_randomize = ui.new_slider('AA', 'Anti-aimbot angles', 'Yaw jitter randomize' .. anti_aim_different[i], 0, 180, 0, true, '°'), yaw_jitter2_delay = ui.new_slider('AA', 'Anti-aimbot angles', 'Yaw jitter delay' .. anti_aim_different[i], 2, 10, 2, true, 't'), body_yaw1 = ui.new_combobox('AA', 'Anti-aimbot angles', 'Body yaw' .. anti_aim_different[i], 'Off', 'Opposite', 'Jitter', 'Static'), body_yaw2 = ui.new_slider('AA', 'Anti-aimbot angles', 'Body Yaw' .. anti_aim_different[i], -180, 180, 0, true, '°'), freestanding_body_yaw = ui.new_checkbox('AA', 'Anti-aimbot angles', 'Freestanding body yaw' .. anti_aim_different[i]), roll = ui.new_slider('AA', 'Anti-aimbot angles', 'Roll' .. anti_aim_different[i], -45, 45, 0, true, '°'), force_defensive = ui.new_checkbox('AA', 'Anti-aimbot angles', 'Force defensive' .. anti_aim_different[i]), defensive_anti_aimbot = ui.new_checkbox('AA', 'Anti-aimbot angles', '\aB6B665FF✥ Defensive AA' .. anti_aim_different[i]), defensive_pitch = ui.new_checkbox('AA', 'Anti-aimbot angles', '\aB6B665FF· Pitch' .. anti_aim_different[i]), defensive_pitch1 = ui.new_combobox('AA', 'Anti-aimbot angles', '\n· Pitch 2' .. anti_aim_different[i], 'Off', 'Default', 'Up', 'Down', 'Minimal', 'Random', 'Custom'), defensive_pitch2 = ui.new_slider('AA', 'Anti-aimbot angles', '\n· Pitch 3' .. anti_aim_different[i], -89, 89, 0, true, '°'), defensive_pitch3 = ui.new_slider('AA', 'Anti-aimbot angles', '\n· Pitch 4' .. anti_aim_different[i], -89, 89, 0, true, '°'), defensive_yaw = ui.new_checkbox('AA', 'Anti-aimbot angles', '\aB6B665FF· Yaw' .. anti_aim_different[i]), defensive_yaw1 = ui.new_combobox('AA', 'Anti-aimbot angles', '· Yaw 1' .. anti_aim_different[i], '180', 'Spin', '180 Z', 'Sideways', 'Random'), defensive_yaw2 = ui.new_slider('AA', 'Anti-aimbot angles', '· Yaw 2' .. anti_aim_different[i], -180, 180, 0, true, '°') } end settings.warmup_disabler = ui.new_checkbox('AA', 'Anti-aimbot angles', 'Warmup disabler') settings.avoid_backstab = ui.new_checkbox('AA', 'Anti-aimbot angles', 'Avoid backstab') settings.safe_head_in_air = ui.new_checkbox('AA', 'Anti-aimbot angles', 'Safe head in air') settings.manual_forward = ui.new_hotkey('AA', 'Anti-aimbot angles', 'Manual forward') settings.manual_right = ui.new_hotkey('AA', 'Anti-aimbot angles', 'Manual right') settings.manual_left = ui.new_hotkey('AA', 'Anti-aimbot angles', 'Manual left') settings.edge_yaw = ui.new_hotkey('AA', 'Anti-aimbot angles', 'Edge yaw') settings.freestanding = ui.new_hotkey('AA', 'Anti-aimbot angles', 'Freestanding') settings.freestanding_conditions = ui.new_multiselect('AA', 'Anti-aimbot angles', '\nFreestanding', 'Standing', 'Moving', 'Slow motion', 'Crouching', 'In air') settings.tweaks = ui.new_multiselect('AA', 'Anti-aimbot angles', '\nTweaks', 'Off jitter while freestanding', 'Off jitter on manual') local data = { integers = { settings.anti_aim_state, anti_aim_settings[1].override_state, anti_aim_settings[2].override_state, anti_aim_settings[3].override_state, anti_aim_settings[4].override_state, anti_aim_settings[5].override_state, anti_aim_settings[6].override_state, anti_aim_settings[7].override_state, anti_aim_settings[8].override_state, anti_aim_settings[9].override_state, anti_aim_settings[10].override_state, anti_aim_settings[1].force_defensive, anti_aim_settings[2].force_defensive, anti_aim_settings[3].force_defensive, anti_aim_settings[4].force_defensive, anti_aim_settings[5].force_defensive, anti_aim_settings[6].force_defensive, anti_aim_settings[7].force_defensive, anti_aim_settings[8].force_defensive, anti_aim_settings[9].force_defensive, anti_aim_settings[10].force_defensive, anti_aim_settings[1].pitch1, anti_aim_settings[2].pitch1, anti_aim_settings[3].pitch1, anti_aim_settings[4].pitch1, anti_aim_settings[5].pitch1, anti_aim_settings[6].pitch1, anti_aim_settings[7].pitch1, anti_aim_settings[8].pitch1, anti_aim_settings[9].pitch1, anti_aim_settings[10].pitch1, anti_aim_settings[1].pitch2, anti_aim_settings[2].pitch2, anti_aim_settings[3].pitch2, anti_aim_settings[4].pitch2, anti_aim_settings[5].pitch2, anti_aim_settings[6].pitch2, anti_aim_settings[7].pitch2, anti_aim_settings[8].pitch2, anti_aim_settings[9].pitch2, anti_aim_settings[10].pitch2, anti_aim_settings[1].yaw_base, anti_aim_settings[2].yaw_base, anti_aim_settings[3].yaw_base, anti_aim_settings[4].yaw_base, anti_aim_settings[5].yaw_base, anti_aim_settings[6].yaw_base, anti_aim_settings[7].yaw_base, anti_aim_settings[8].yaw_base, anti_aim_settings[9].yaw_base, anti_aim_settings[10].yaw_base, anti_aim_settings[1].yaw1, anti_aim_settings[2].yaw1, anti_aim_settings[3].yaw1, anti_aim_settings[4].yaw1, anti_aim_settings[5].yaw1, anti_aim_settings[6].yaw1, anti_aim_settings[7].yaw1, anti_aim_settings[8].yaw1, anti_aim_settings[9].yaw1, anti_aim_settings[10].yaw1, anti_aim_settings[1].yaw2_left, anti_aim_settings[2].yaw2_left, anti_aim_settings[3].yaw2_left, anti_aim_settings[4].yaw2_left, anti_aim_settings[5].yaw2_left, anti_aim_settings[6].yaw2_left, anti_aim_settings[7].yaw2_left, anti_aim_settings[8].yaw2_left, anti_aim_settings[9].yaw2_left, anti_aim_settings[10].yaw2_left, anti_aim_settings[1].yaw2_right, anti_aim_settings[2].yaw2_right, anti_aim_settings[3].yaw2_right, anti_aim_settings[4].yaw2_right, anti_aim_settings[5].yaw2_right, anti_aim_settings[6].yaw2_right, anti_aim_settings[7].yaw2_right, anti_aim_settings[8].yaw2_right, anti_aim_settings[9].yaw2_right, anti_aim_settings[10].yaw2_right, anti_aim_settings[1].yaw2_randomize, anti_aim_settings[2].yaw2_randomize, anti_aim_settings[3].yaw2_randomize, anti_aim_settings[4].yaw2_randomize, anti_aim_settings[5].yaw2_randomize, anti_aim_settings[6].yaw2_randomize, anti_aim_settings[7].yaw2_randomize, anti_aim_settings[8].yaw2_randomize, anti_aim_settings[9].yaw2_randomize, anti_aim_settings[10].yaw2_randomize, anti_aim_settings[1].yaw_jitter1, anti_aim_settings[2].yaw_jitter1, anti_aim_settings[3].yaw_jitter1, anti_aim_settings[4].yaw_jitter1, anti_aim_settings[5].yaw_jitter1, anti_aim_settings[6].yaw_jitter1, anti_aim_settings[7].yaw_jitter1, anti_aim_settings[8].yaw_jitter1, anti_aim_settings[9].yaw_jitter1, anti_aim_settings[10].yaw_jitter1, anti_aim_settings[1].yaw_jitter2_left, anti_aim_settings[2].yaw_jitter2_left, anti_aim_settings[3].yaw_jitter2_left, anti_aim_settings[4].yaw_jitter2_left, anti_aim_settings[5].yaw_jitter2_left, anti_aim_settings[6].yaw_jitter2_left, anti_aim_settings[7].yaw_jitter2_left, anti_aim_settings[8].yaw_jitter2_left, anti_aim_settings[9].yaw_jitter2_left, anti_aim_settings[10].yaw_jitter2_left, anti_aim_settings[1].yaw_jitter2_right, anti_aim_settings[2].yaw_jitter2_right, anti_aim_settings[3].yaw_jitter2_right, anti_aim_settings[4].yaw_jitter2_right, anti_aim_settings[5].yaw_jitter2_right, anti_aim_settings[6].yaw_jitter2_right, anti_aim_settings[7].yaw_jitter2_right, anti_aim_settings[8].yaw_jitter2_right, anti_aim_settings[9].yaw_jitter2_right, anti_aim_settings[10].yaw_jitter2_right, anti_aim_settings[1].yaw_jitter2_randomize, anti_aim_settings[2].yaw_jitter2_randomize, anti_aim_settings[3].yaw_jitter2_randomize, anti_aim_settings[4].yaw_jitter2_randomize, anti_aim_settings[5].yaw_jitter2_randomize, anti_aim_settings[6].yaw_jitter2_randomize, anti_aim_settings[7].yaw_jitter2_randomize, anti_aim_settings[8].yaw_jitter2_randomize, anti_aim_settings[9].yaw_jitter2_randomize, anti_aim_settings[10].yaw_jitter2_randomize, anti_aim_settings[1].yaw_jitter2_delay, anti_aim_settings[2].yaw_jitter2_delay, anti_aim_settings[3].yaw_jitter2_delay, anti_aim_settings[4].yaw_jitter2_delay, anti_aim_settings[5].yaw_jitter2_delay, anti_aim_settings[6].yaw_jitter2_delay, anti_aim_settings[7].yaw_jitter2_delay, anti_aim_settings[8].yaw_jitter2_delay, anti_aim_settings[9].yaw_jitter2_delay, anti_aim_settings[10].yaw_jitter2_delay, anti_aim_settings[1].body_yaw1, anti_aim_settings[2].body_yaw1, anti_aim_settings[3].body_yaw1, anti_aim_settings[4].body_yaw1, anti_aim_settings[5].body_yaw1, anti_aim_settings[6].body_yaw1, anti_aim_settings[7].body_yaw1, anti_aim_settings[8].body_yaw1, anti_aim_settings[9].body_yaw1, anti_aim_settings[10].body_yaw1, anti_aim_settings[1].body_yaw2, anti_aim_settings[2].body_yaw2, anti_aim_settings[3].body_yaw2, anti_aim_settings[4].body_yaw2, anti_aim_settings[5].body_yaw2, anti_aim_settings[6].body_yaw2, anti_aim_settings[7].body_yaw2, anti_aim_settings[8].body_yaw2, anti_aim_settings[9].body_yaw2, anti_aim_settings[10].body_yaw2, anti_aim_settings[1].freestanding_body_yaw, anti_aim_settings[2].freestanding_body_yaw, anti_aim_settings[3].freestanding_body_yaw, anti_aim_settings[4].freestanding_body_yaw, anti_aim_settings[5].freestanding_body_yaw, anti_aim_settings[6].freestanding_body_yaw, anti_aim_settings[7].freestanding_body_yaw, anti_aim_settings[8].freestanding_body_yaw, anti_aim_settings[9].freestanding_body_yaw, anti_aim_settings[10].freestanding_body_yaw, anti_aim_settings[1].roll, anti_aim_settings[2].roll, anti_aim_settings[3].roll, anti_aim_settings[4].roll, anti_aim_settings[5].roll, anti_aim_settings[6].roll, anti_aim_settings[7].roll, anti_aim_settings[8].roll, anti_aim_settings[9].roll, anti_aim_settings[10].roll, anti_aim_settings[1].defensive_anti_aimbot, anti_aim_settings[2].defensive_anti_aimbot, anti_aim_settings[3].defensive_anti_aimbot, anti_aim_settings[4].defensive_anti_aimbot, anti_aim_settings[5].defensive_anti_aimbot, anti_aim_settings[6].defensive_anti_aimbot, anti_aim_settings[7].defensive_anti_aimbot, anti_aim_settings[8].defensive_anti_aimbot, anti_aim_settings[9].defensive_anti_aimbot, anti_aim_settings[10].defensive_anti_aimbot, anti_aim_settings[1].defensive_pitch, anti_aim_settings[2].defensive_pitch, anti_aim_settings[3].defensive_pitch, anti_aim_settings[4].defensive_pitch, anti_aim_settings[5].defensive_pitch, anti_aim_settings[6].defensive_pitch, anti_aim_settings[7].defensive_pitch, anti_aim_settings[8].defensive_pitch, anti_aim_settings[9].defensive_pitch, anti_aim_settings[10].defensive_pitch, anti_aim_settings[1].defensive_pitch1, anti_aim_settings[2].defensive_pitch1, anti_aim_settings[3].defensive_pitch1, anti_aim_settings[4].defensive_pitch1, anti_aim_settings[5].defensive_pitch1, anti_aim_settings[6].defensive_pitch1, anti_aim_settings[7].defensive_pitch1, anti_aim_settings[8].defensive_pitch1, anti_aim_settings[9].defensive_pitch1, anti_aim_settings[10].defensive_pitch1, anti_aim_settings[1].defensive_pitch2, anti_aim_settings[2].defensive_pitch2, anti_aim_settings[3].defensive_pitch2, anti_aim_settings[4].defensive_pitch2, anti_aim_settings[5].defensive_pitch2, anti_aim_settings[6].defensive_pitch2, anti_aim_settings[7].defensive_pitch2, anti_aim_settings[8].defensive_pitch2, anti_aim_settings[9].defensive_pitch2, anti_aim_settings[10].defensive_pitch2, anti_aim_settings[1].defensive_pitch3, anti_aim_settings[2].defensive_pitch3, anti_aim_settings[3].defensive_pitch3, anti_aim_settings[4].defensive_pitch3, anti_aim_settings[5].defensive_pitch3, anti_aim_settings[6].defensive_pitch3, anti_aim_settings[7].defensive_pitch3, anti_aim_settings[8].defensive_pitch3, anti_aim_settings[9].defensive_pitch3, anti_aim_settings[10].defensive_pitch3, anti_aim_settings[1].defensive_yaw, anti_aim_settings[2].defensive_yaw, anti_aim_settings[3].defensive_yaw, anti_aim_settings[4].defensive_yaw, anti_aim_settings[5].defensive_yaw, anti_aim_settings[6].defensive_yaw, anti_aim_settings[7].defensive_yaw, anti_aim_settings[8].defensive_yaw, anti_aim_settings[9].defensive_yaw, anti_aim_settings[10].defensive_yaw, anti_aim_settings[1].defensive_yaw1, anti_aim_settings[2].defensive_yaw1, anti_aim_settings[3].defensive_yaw1, anti_aim_settings[4].defensive_yaw1, anti_aim_settings[5].defensive_yaw1, anti_aim_settings[6].defensive_yaw1, anti_aim_settings[7].defensive_yaw1, anti_aim_settings[8].defensive_yaw1, anti_aim_settings[9].defensive_yaw1, anti_aim_settings[10].defensive_yaw1, anti_aim_settings[1].defensive_yaw2, anti_aim_settings[2].defensive_yaw2, anti_aim_settings[3].defensive_yaw2, anti_aim_settings[4].defensive_yaw2, anti_aim_settings[5].defensive_yaw2, anti_aim_settings[6].defensive_yaw2, anti_aim_settings[7].defensive_yaw2, anti_aim_settings[8].defensive_yaw2, anti_aim_settings[9].defensive_yaw2, anti_aim_settings[10].defensive_yaw2, settings.avoid_backstab, settings.safe_head_in_air, settings.freestanding_conditions, settings.tweaks, master_switch, console_filter, anim_breakerx, scope_fov, trashtalk, aspectratio, hitmarker, fastladder, clantagchanger, settings.warmup_disabler } } local function import(text) local status, config = pcall( function() return json.parse(base64.decode(text)) end ) if not status or status == nil then client.color_log(255, 0, 0, "mytools ~\0") client.color_log(200, 200, 200, " error while importing!") return end if config ~= nil then for k, v in pairs(config) do k = ({[1] = 'integers'})[k] for k2, v2 in pairs(v) do if k == 'integers' then ui.set(data[k][k2], v2) end end end end client.color_log(124, 252, 0, "mytools ~\0") client.color_log(200, 200, 200, " config successfully imported!") end client.set_event_callback('setup_command', function(cmd) local self = entity.get_local_player() if entity.get_player_weapon(self) == nil then return end local using = false local anti_aim_on_use = false local inverted = entity.get_prop(self, "m_flPoseParameter", 11) * 120 - 60 local is_planting = entity.get_prop(self, 'm_bInBombZone') == 1 and entity.get_classname(entity.get_player_weapon(self)) == 'CC4' and entity.get_prop(self, 'm_iTeamNum') == 2 local CPlantedC4 = entity.get_all('CPlantedC4')[1] local eye_x, eye_y, eye_z = client.eye_position() local pitch, yaw = client.camera_angles() local sin_pitch = math.sin(math.rad(pitch)) local cos_pitch = math.cos(math.rad(pitch)) local sin_yaw = math.sin(math.rad(yaw)) local cos_yaw = math.cos(math.rad(yaw)) local direction_vector = {cos_pitch * cos_yaw, cos_pitch * sin_yaw, -sin_pitch} local fraction, entity_index = client.trace_line(self, eye_x, eye_y, eye_z, eye_x + (direction_vector[1] * 8192), eye_y + (direction_vector[2] * 8192), eye_z + (direction_vector[3] * 8192)) if CPlantedC4 ~= nil then dist_to_c4 = vector(entity.get_prop(self, 'm_vecOrigin')):dist(vector(entity.get_prop(CPlantedC4, 'm_vecOrigin'))) if entity.get_prop(CPlantedC4, 'm_bBombDefused') == 1 then dist_to_c4 = 56 end is_defusing = dist_to_c4 < 56 and entity.get_prop(self, 'm_iTeamNum') == 3 end if entity_index ~= -1 then if vector(entity.get_prop(self, 'm_vecOrigin')):dist(vector(entity.get_prop(entity_index, 'm_vecOrigin'))) < 146 then using = entity.get_classname(entity_index) ~= 'CWorld' and entity.get_classname(entity_index) ~= 'CFuncBrush' and entity.get_classname(entity_index) ~= 'CCSPlayer' end end if cmd.in_use == 1 and not using and not is_planting and not is_defusing and ui.get(anti_aim_settings[10].override_state) then cmd.buttons = bit.band(cmd.buttons, bit.bnot(bit.lshift(1, 5))); anti_aim_on_use = true; state_id = 10 else if (ui.get(reference.double_tap[1]) and ui.get(reference.double_tap[2])) == false and (ui.get(reference.on_shot_anti_aim[1]) and ui.get(reference.on_shot_anti_aim[2])) == false and ui.get(anti_aim_settings[9].override_state) then anti_aim_on_use = false; state_id = 9 else if (cmd.in_jump == 1 or bit.band(entity.get_prop(self, 'm_fFlags'), 1) == 0) and entity.get_prop(self, 'm_flDuckAmount') > 0.8 and ui.get(anti_aim_settings[8].override_state) then anti_aim_on_use = false; state_id = 8 elseif (cmd.in_jump == 1 or bit.band(entity.get_prop(self, 'm_fFlags'), 1) == 0) and entity.get_prop(self, 'm_flDuckAmount') < 0.8 and ui.get(anti_aim_settings[7].override_state) then anti_aim_on_use = false; state_id = 7 elseif bit.band(entity.get_prop(self, 'm_fFlags'), 1) ~= 0 and (entity.get_prop(self, 'm_flDuckAmount') > 0.8 or ui.get(reference.duck_peek_assist)) and vector(entity.get_prop(self, 'm_vecVelocity')):length() > 2 and ui.get(anti_aim_settings[6].override_state) then anti_aim_on_use = false; state_id = 6 elseif bit.band(entity.get_prop(self, 'm_fFlags'), 1) ~= 0 and entity.get_prop(self, 'm_flDuckAmount') > 0.8 and vector(entity.get_prop(self, 'm_vecVelocity')):length() < 2 and ui.get(anti_aim_settings[5].override_state) then anti_aim_on_use = false; state_id = 5 elseif bit.band(entity.get_prop(self, 'm_fFlags'), 1) ~= 0 and vector(entity.get_prop(self, 'm_vecVelocity')):length() > 2 and entity.get_prop(self, 'm_flDuckAmount') < 0.8 and (ui.get(reference.slow_motion[1]) and ui.get(reference.slow_motion[2])) == true and ui.get(anti_aim_settings[4].override_state) then anti_aim_on_use = false; state_id = 4 elseif bit.band(entity.get_prop(self, 'm_fFlags'), 1) ~= 0 and vector(entity.get_prop(self, 'm_vecVelocity')):length() > 2 and entity.get_prop(self, 'm_flDuckAmount') < 0.8 and (ui.get(reference.slow_motion[1]) and ui.get(reference.slow_motion[2])) == false and ui.get(anti_aim_settings[3].override_state) then anti_aim_on_use = false; state_id = 3 elseif bit.band(entity.get_prop(self, 'm_fFlags'), 1) ~= 0 and vector(entity.get_prop(self, 'm_vecVelocity')):length() < 2 and entity.get_prop(self, 'm_flDuckAmount') < 0.8 and ui.get(anti_aim_settings[2].override_state) then anti_aim_on_use = false; state_id = 2 else anti_aim_on_use = false; state_id = 1 end end end if cmd.in_jump == 1 or bit.band(entity.get_prop(self, 'm_fFlags'), 1) == 0 then freestanding_state_id = 5 elseif (entity.get_prop(self, 'm_flDuckAmount') > 0.8 or ui.get(reference.duck_peek_assist)) and bit.band(entity.get_prop(self, 'm_fFlags'), 1) ~= 0 then freestanding_state_id = 4 elseif bit.band(entity.get_prop(self, 'm_fFlags'), 1) ~= 0 and vector(entity.get_prop(self, 'm_vecVelocity')):length() > 2 and (ui.get(reference.slow_motion[1]) and ui.get(reference.slow_motion[2])) == true then freestanding_state_id = 3 elseif bit.band(entity.get_prop(self, 'm_fFlags'), 1) ~= 0 and vector(entity.get_prop(self, 'm_vecVelocity')):length() > 2 and (ui.get(reference.slow_motion[1]) and ui.get(reference.slow_motion[2])) == false then freestanding_state_id = 2 elseif bit.band(entity.get_prop(self, 'm_fFlags'), 1) ~= 0 and vector(entity.get_prop(self, 'm_vecVelocity')):length() < 2 then freestanding_state_id = 1 end ui.set(settings.manual_forward, 'On hotkey') ui.set(settings.manual_right, 'On hotkey') ui.set(settings.manual_left, 'On hotkey') cmd.force_defensive = ui.get(anti_aim_settings[state_id].force_defensive) ui.set(reference.pitch[1], ui.get(anti_aim_settings[state_id].pitch1)) ui.set(reference.pitch[2], ui.get(anti_aim_settings[state_id].pitch2)) ui.set(reference.yaw_base, (direction == 180 or direction == 90 or direction == -90) and anti_aim_on_use == false and 'Local view' or ui.get(anti_aim_settings[state_id].yaw_base)) ui.set(reference.yaw[1], (direction == 180 or direction == 90 or direction == -90) and anti_aim_on_use == false and '180' or ui.get(anti_aim_settings[state_id].yaw1)) if ui.get(anti_aim_settings[state_id].yaw1) ~= 'Off' and ui.get(anti_aim_settings[state_id].yaw_jitter1) == 'Delay' then if inverted > 0 then if ui.get(settings.manual_left) and last_press + 0.2 < globals.realtime() then direction = direction == -90 and ui.get(anti_aim_settings[state_id].yaw_jitter2_left) or -90 last_press = globals.realtime() elseif ui.get(settings.manual_right) and last_press + 0.2 < globals.realtime() then direction = direction == 90 and ui.get(anti_aim_settings[state_id].yaw_jitter2_left) or 90 last_press = globals.realtime() elseif ui.get(settings.manual_forward) and last_press + 0.2 < globals.realtime() then direction = direction == 180 and ui.get(anti_aim_settings[state_id].yaw_jitter2_left) or 180 last_press = globals.realtime() end else if ui.get(settings.manual_left) and last_press + 0.2 < globals.realtime() then direction = direction == -90 and ui.get(anti_aim_settings[state_id].yaw_jitter2_right) or -90 last_press = globals.realtime() elseif ui.get(settings.manual_right) and last_press + 0.2 < globals.realtime() then direction = direction == 90 and ui.get(anti_aim_settings[state_id].yaw_jitter2_right) or 90 last_press = globals.realtime() elseif ui.get(settings.manual_forward) and last_press + 0.2 < globals.realtime() then direction = direction == 180 and ui.get(anti_aim_settings[state_id].yaw_jitter2_right) or 180 last_press = globals.realtime() end end else if inverted > 0 then if ui.get(settings.manual_left) and last_press + 0.2 < globals.realtime() then direction = direction == -90 and ui.get(anti_aim_settings[state_id].yaw2_left) or -90 last_press = globals.realtime() elseif ui.get(settings.manual_right) and last_press + 0.2 < globals.realtime() then direction = direction == 90 and ui.get(anti_aim_settings[state_id].yaw2_left) or 90 last_press = globals.realtime() elseif ui.get(settings.manual_forward) and last_press + 0.2 < globals.realtime() then direction = direction == 180 and ui.get(anti_aim_settings[state_id].yaw2_left) or 180 last_press = globals.realtime() end else if ui.get(settings.manual_left) and last_press + 0.2 < globals.realtime() then direction = direction == -90 and ui.get(anti_aim_settings[state_id].yaw2_right) or -90 last_press = globals.realtime() elseif ui.get(settings.manual_right) and last_press + 0.2 < globals.realtime() then direction = direction == 90 and ui.get(anti_aim_settings[state_id].yaw2_right) or 90 last_press = globals.realtime() elseif ui.get(settings.manual_forward) and last_press + 0.2 < globals.realtime() then direction = direction == 180 and ui.get(anti_aim_settings[state_id].yaw2_right) or 180 last_press = globals.realtime() end end end if ui.get(anti_aim_settings[state_id].yaw1) ~= 'Off' and ui.get(anti_aim_settings[state_id].yaw_jitter1) == 'Delay' then if math.random(0, 1) ~= 0 then yaw_jitter2_left = ui.get(anti_aim_settings[state_id].yaw_jitter2_left) - math.random(0, ui.get(anti_aim_settings[state_id].yaw_jitter2_randomize)) yaw_jitter2_right = ui.get(anti_aim_settings[state_id].yaw_jitter2_right) - math.random(0, ui.get(anti_aim_settings[state_id].yaw_jitter2_randomize)) else yaw_jitter2_left = ui.get(anti_aim_settings[state_id].yaw_jitter2_left) + math.random(0, ui.get(anti_aim_settings[state_id].yaw_jitter2_randomize)) yaw_jitter2_right = ui.get(anti_aim_settings[state_id].yaw_jitter2_right) + math.random(0, ui.get(anti_aim_settings[state_id].yaw_jitter2_randomize)) end if inverted > 0 then if yaw_jitter2_left == 180 then yaw_jitter2_left = -180 elseif yaw_jitter2_left == 90 then yaw_jitter2_left = 89 elseif yaw_jitter2_left == -90 then yaw_jitter2_left = -89 end if not (direction == 180 or direction == 90 or direction == -90) then direction = yaw_jitter2_left end else if yaw_jitter2_right == 180 then yaw_jitter2_right = -180 elseif yaw_jitter2_right == 90 then yaw_jitter2_right = 89 elseif yaw_jitter2_right == -90 then yaw_jitter2_right = -89 end if not (direction == 180 or direction == 90 or direction == -90) then direction = yaw_jitter2_right end end else if inverted > 0 then if math.random(0, 1) ~= 0 then yaw2_left = ui.get(anti_aim_settings[state_id].yaw2_left) - math.random(0, ui.get(anti_aim_settings[state_id].yaw2_randomize)) else yaw2_left = ui.get(anti_aim_settings[state_id].yaw2_left) + math.random(0, ui.get(anti_aim_settings[state_id].yaw2_randomize)) end if yaw2_left == 180 then yaw2_left = -180 elseif yaw2_left == 90 then yaw2_left = 89 elseif yaw2_left == -90 then yaw2_left = -89 end if not (direction == 90 or direction == -90 or direction == 180) then direction = yaw2_left end else if math.random(0, 1) ~= 0 then yaw2_right = ui.get(anti_aim_settings[state_id].yaw2_right) - math.random(0, ui.get(anti_aim_settings[state_id].yaw2_randomize)) else yaw2_right = ui.get(anti_aim_settings[state_id].yaw2_right) + math.random(0, ui.get(anti_aim_settings[state_id].yaw2_randomize)) end if yaw2_right == 180 then yaw2_right = -180 elseif yaw2_right == 90 then yaw2_right = 89 elseif yaw2_right == -90 then yaw2_right = -89 end if not (direction == 90 or direction == -90 or direction == 180) then direction = yaw2_right end end end if anti_aim_on_use == true then if ui.get(anti_aim_settings[state_id].yaw1) ~= 'Off' and ui.get(anti_aim_settings[state_id].yaw_jitter1) == 'Delay' then if inverted > 0 then if math.random(0, 1) ~= 0 then anti_aim_on_use_direction = ui.get(anti_aim_settings[state_id].yaw_jitter2_left) - math.random(0, ui.get(anti_aim_settings[state_id].yaw_jitter2_randomize)) else anti_aim_on_use_direction = ui.get(anti_aim_settings[state_id].yaw_jitter2_left) + math.random(0, ui.get(anti_aim_settings[state_id].yaw_jitter2_randomize)) end else if math.random(0, 1) ~= 0 then anti_aim_on_use_direction = ui.get(anti_aim_settings[state_id].yaw_jitter2_right) - math.random(0, ui.get(anti_aim_settings[state_id].yaw_jitter2_randomize)) else anti_aim_on_use_direction = ui.get(anti_aim_settings[state_id].yaw_jitter2_right) + math.random(0, ui.get(anti_aim_settings[state_id].yaw_jitter2_randomize)) end end else if inverted > 0 then if math.random(0, 1) ~= 0 then anti_aim_on_use_direction = ui.get(anti_aim_settings[state_id].yaw2_left) - math.random(0, ui.get(anti_aim_settings[state_id].yaw2_randomize)) else anti_aim_on_use_direction = ui.get(anti_aim_settings[state_id].yaw2_left) + math.random(0, ui.get(anti_aim_settings[state_id].yaw2_randomize)) end else if math.random(0, 1) ~= 0 then anti_aim_on_use_direction = ui.get(anti_aim_settings[state_id].yaw2_right) - math.random(0, ui.get(anti_aim_settings[state_id].yaw2_randomize)) else anti_aim_on_use_direction = ui.get(anti_aim_settings[state_id].yaw2_right) + math.random(0, ui.get(anti_aim_settings[state_id].yaw2_randomize)) end end end end if direction > 180 or direction < -180 then direction = -180 end if anti_aim_on_use_direction > 180 or anti_aim_on_use_direction < -180 then anti_aim_on_use_direction = -180 end ui.set(reference.yaw[2], anti_aim_on_use == false and direction or anti_aim_on_use_direction) ui.set(reference.yaw_jitter[1], ((direction == 180 or direction == 90 or direction == -90) and contains(settings.tweaks, 'Off jitter on manual') and anti_aim_on_use == false or ui.get(anti_aim_settings[state_id].yaw_jitter1) == 'Delay' or ui.get(anti_aim_settings[state_id].yaw1) == 'Off') and 'Off' or ui.get(anti_aim_settings[state_id].yaw_jitter1)) if inverted > 0 then if math.random(0, 1) ~= 0 then yaw_jitter2_left = ui.get(anti_aim_settings[state_id].yaw_jitter2_left) - math.random(0, ui.get(anti_aim_settings[state_id].yaw_jitter2_randomize)) else yaw_jitter2_left = ui.get(anti_aim_settings[state_id].yaw_jitter2_left) + math.random(0, ui.get(anti_aim_settings[state_id].yaw_jitter2_randomize)) end if yaw_jitter2_left > 180 or yaw_jitter2_left < -180 then yaw_jitter2_left = -180 end ui.set(reference.yaw_jitter[2], ui.get(anti_aim_settings[state_id].yaw1) ~= 'Off' and yaw_jitter2_left or 0) else if math.random(0, 1) ~= 0 then yaw_jitter2_right = ui.get(anti_aim_settings[state_id].yaw_jitter2_right) - math.random(0, ui.get(anti_aim_settings[state_id].yaw_jitter2_randomize)) else yaw_jitter2_right = ui.get(anti_aim_settings[state_id].yaw_jitter2_right) + math.random(0, ui.get(anti_aim_settings[state_id].yaw_jitter2_randomize)) end if yaw_jitter2_right > 180 or yaw_jitter2_right < -180 then yaw_jitter2_right = -180 end ui.set(reference.yaw_jitter[2], ui.get(anti_aim_settings[state_id].yaw1) ~= 'Off' and yaw_jitter2_right or 0) end if ui.get(anti_aim_settings[state_id].yaw1) ~= 'Off' and ui.get(anti_aim_settings[state_id].yaw_jitter1) == 'Delay' then if (ui.get(reference.double_tap[1]) and ui.get(reference.double_tap[2])) == true or (ui.get(reference.on_shot_anti_aim[1]) and ui.get(reference.on_shot_anti_aim[2])) == true then ui.set(reference.body_yaw[1], (direction == 180 or direction == 90 or direction == -90) and contains(settings.tweaks, 'Off jitter on manual') and anti_aim_on_use == false and 'Opposite' or 'Static') else ui.set(reference.body_yaw[1], (direction == 180 or direction == 90 or direction == -90) and contains(settings.tweaks, 'Off jitter on manual') and anti_aim_on_use == false and 'Opposite' or 'Jitter') end else ui.set(reference.body_yaw[1], (direction == 180 or direction == 90 or direction == -90) and contains(settings.tweaks, 'Off jitter on manual') and anti_aim_on_use == false and 'Opposite' or ui.get(anti_aim_settings[state_id].body_yaw1)) end if cmd.command_number % ui.get(anti_aim_settings[state_id].yaw_jitter2_delay) + 1 > ui.get(anti_aim_settings[state_id].yaw_jitter2_delay) - 1 then delayed_jitter = not delayed_jitter end if ui.get(anti_aim_settings[state_id].yaw1) ~= 'Off' and ui.get(anti_aim_settings[state_id].yaw_jitter1) == 'Delay' then if (ui.get(reference.double_tap[1]) and ui.get(reference.double_tap[2])) == true or (ui.get(reference.on_shot_anti_aim[1]) and ui.get(reference.on_shot_anti_aim[2])) == true then ui.set(reference.body_yaw[2], delayed_jitter and -90 or 90) else ui.set(reference.body_yaw[2], -40) end else ui.set(reference.body_yaw[2], ui.get(anti_aim_settings[state_id].body_yaw2)) end ui.set(reference.freestanding_body_yaw, ui.get(anti_aim_settings[state_id].yaw1) ~= 'Off' and ui.get(anti_aim_settings[state_id].yaw_jitter1) == 'Delay' and false or ui.get(anti_aim_settings[state_id].freestanding_body_yaw)) ui.set(reference.roll, ui.get(anti_aim_settings[state_id].roll)) if ui.get(anti_aim_settings[state_id].defensive_anti_aimbot) and is_defensive_active and ((ui.get(reference.double_tap[1]) and ui.get(reference.double_tap[2])) or (ui.get(reference.on_shot_anti_aim[1]) and ui.get(reference.on_shot_anti_aim[2]))) and not (direction == 180 or direction == 90 or direction == -90) then if ui.get(anti_aim_settings[state_id].defensive_pitch) then ui.set(reference.pitch[1], ui.get(anti_aim_settings[state_id].defensive_pitch1)) if ui.get(anti_aim_settings[state_id].defensive_pitch1) == 'Random' then ui.set(reference.pitch[1], 'Custom') ui.set(reference.pitch[2], math.random(ui.get(anti_aim_settings[state_id].defensive_pitch2), ui.get(anti_aim_settings[state_id].defensive_pitch3))) else ui.set(reference.pitch[2], ui.get(anti_aim_settings[state_id].defensive_pitch2)) end end if ui.get(anti_aim_settings[state_id].defensive_yaw) then ui.set(reference.yaw_jitter[1], 'Off') ui.set(reference.body_yaw[1], 'Opposite') if ui.get(anti_aim_settings[state_id].defensive_yaw1) == '180' then ui.set(reference.yaw[1], '180') ui.set(reference.yaw[2], ui.get(anti_aim_settings[state_id].defensive_yaw2)) elseif ui.get(anti_aim_settings[state_id].defensive_yaw1) == 'Spin' then ui.set(reference.yaw[1], 'Spin') ui.set(reference.yaw[2], ui.get(anti_aim_settings[state_id].defensive_yaw2)) elseif ui.get(anti_aim_settings[state_id].defensive_yaw1) == '180 Z' then ui.set(reference.yaw[1], '180 Z') ui.set(reference.yaw[2], ui.get(anti_aim_settings[state_id].defensive_yaw2)) elseif ui.get(anti_aim_settings[state_id].defensive_yaw1) == 'Sideways' then ui.set(reference.yaw[1], '180') if cmd.command_number % 4 >= 2 then ui.set(reference.yaw[2], math.random(85, 100)) else ui.set(reference.yaw[2], math.random(-100, -85)) end elseif ui.get(anti_aim_settings[state_id].defensive_yaw1) == 'Random' then ui.set(reference.yaw[1], '180') ui.set(reference.yaw[2], math.random(-180, 180)) end end end if ui.get(settings.safe_head_in_air) and (cmd.in_jump == 1 or bit.band(entity.get_prop(self, 'm_fFlags'), 1) == 0) and entity.get_prop(self, 'm_flDuckAmount') > 0.8 and (entity.get_classname(entity.get_player_weapon(self)) == 'CKnife' or entity.get_classname(entity.get_player_weapon(self)) == 'CWeaponTaser') and anti_aim_on_use == false and not (direction == 180 or direction == 90 or direction == -90) then ui.set(reference.pitch[1], 'Down') ui.set(reference.yaw[1], '180') ui.set(reference.yaw[2], 0) ui.set(reference.yaw_jitter[1], 'Off') ui.set(reference.body_yaw[1], 'Off') ui.set(reference.roll, 0) end ui.set(reference.edge_yaw, ui.get(settings.edge_yaw) and anti_aim_on_use == false and true or false) if ui.get(settings.freestanding) and ((contains(settings.freestanding_conditions, 'Standing') and freestanding_state_id == 1) or (contains(settings.freestanding_conditions, 'Moving') and freestanding_state_id == 2) or (contains(settings.freestanding_conditions, 'Slow motion') and freestanding_state_id == 3) or (contains(settings.freestanding_conditions, 'Crouching') and freestanding_state_id == 4) or (contains(settings.freestanding_conditions, 'In air') and freestanding_state_id == 5)) and anti_aim_on_use == false and not (direction == 180 or direction == 90 or direction == -90) then ui.set(reference.freestanding[1], true) ui.set(reference.freestanding[2], 'Always on') if contains(settings.tweaks, 'Off jitter while freestanding') then ui.set(reference.yaw[1], '180') ui.set(reference.yaw[2], 0) ui.set(reference.yaw_jitter[1], 'Off') ui.set(reference.body_yaw[1], 'Opposite') ui.set(reference.body_yaw[2], 0) ui.set(reference.freestanding_body_yaw, true) end else ui.set(reference.freestanding[1], false) ui.set(reference.freestanding[2], 'On hotkey') end if ui.get(settings.avoid_backstab) and anti_aim_on_use == false and not (direction == 180 or direction == 90 or direction == -90) then local players = entity.get_players(true) if players ~= nil then for i, enemy in pairs(players) do for h = 0, 18 do local head_x, head_y, head_z = entity.hitbox_position(players[i], h) local wx, wy = renderer.world_to_screen(head_x, head_y, head_z) local fractions, entindex_hit = client.trace_line(self, eye_x, eye_y, eye_z, head_x, head_y, head_z) if 250 >= vector(entity.get_prop(enemy, 'm_vecOrigin')):dist(vector(entity.get_prop(self, 'm_vecOrigin'))) and entity.is_alive(enemy) and entity.get_player_weapon(enemy) ~= nil and entity.get_classname(entity.get_player_weapon(enemy)) == 'CKnife' and (entindex_hit == players[i] or fractions == 1) and not entity.is_dormant(players[i]) then ui.set(reference.yaw[1], '180') ui.set(reference.yaw[2], -180) end end end end end end) local function on_paint() local me = entity.get_local_player() if me == nil then return end local rr,gg,bb = 87, 235, 61 local width, height = client.screen_size() local r2, g2, b2, a2 = 55, 55, 55,255 local highlight_fraction = (globals.realtime() / 2 % 1.2 * 2) - 1.2 local output = "" local text_to_draw = "M Y T O O L S" for idx = 1, #text_to_draw do local character = text_to_draw:sub(idx, idx) local character_fraction = idx / #text_to_draw local r1, g1, b1, a1 = 255, 255, 255, 255 local highlight_delta = (character_fraction - highlight_fraction) if highlight_delta >= 0 and highlight_delta <= 1.4 then if highlight_delta > 0.7 then highlight_delta = 1.4 - highlight_delta end local r_fraction, g_fraction, b_fraction, a_fraction = r2 - r1, g2 - g1, b2 - b1 r1 = r1 + r_fraction * highlight_delta / 0.8 g1 = g1 + g_fraction * highlight_delta / 0.8 b1 = b1 + b_fraction * highlight_delta / 0.8 end output = output .. ('\a%02x%02x%02x%02x%s'):format(r1, g1, b1, 255, text_to_draw:sub(idx, idx)) end output = output local r,g,b,a = 87, 235, 61 renderer.text(width - (width-70), height - 555, r, g, b, 255, "c", 0, output .. ' \afa5757FF[DEV]') end client.set_event_callback("paint", on_paint) client.set_event_callback('paint_ui', function() if entity.get_local_player() == nil then cheked_ticks = 0 end if ui.is_menu_open() then ui.set_visible(reference.pitch[1], false) ui.set_visible(reference.pitch[2], false) ui.set_visible(reference.yaw_base, false) ui.set_visible(reference.yaw[1], false) ui.set_visible(reference.yaw[2], false) ui.set_visible(reference.yaw_jitter[1], false) ui.set_visible(reference.yaw_jitter[2], false) ui.set_visible(reference.body_yaw[1], false) ui.set_visible(reference.body_yaw[2], false) ui.set_visible(reference.freestanding_body_yaw, false) ui.set_visible(reference.edge_yaw, false) ui.set_visible(reference.freestanding[1], false) ui.set_visible(reference.freestanding[2], false) ui.set_visible(reference.roll, false) ui.set_visible(settings.anti_aim_state, ui.get(current_tab) == 'Anti-Aim') ui.set_visible(settings.avoid_backstab, ui.get(current_tab) == 'Anti-Aim') ui.set_visible(settings.safe_head_in_air, ui.get(current_tab) == 'Anti-Aim') ui.set_visible(settings.manual_forward, ui.get(current_tab) == 'Anti-Aim') ui.set_visible(settings.manual_right, ui.get(current_tab) == 'Anti-Aim') ui.set_visible(settings.manual_left, ui.get(current_tab) == 'Anti-Aim') ui.set_visible(settings.edge_yaw, ui.get(current_tab) == 'Anti-Aim') ui.set_visible(settings.freestanding, ui.get(current_tab) == 'Anti-Aim') ui.set_visible(settings.warmup_disabler, ui.get(current_tab) == 'Anti-Aim') ui.set_visible(settings.freestanding_conditions, ui.get(current_tab) == 'Anti-Aim') ui.set_visible(settings.tweaks, ui.get(current_tab) == 'Anti-Aim') ui.set_visible(trashtalk, ui.get(current_tab) == 'Misc/Vis') ui.set_visible(master_switch, ui.get(current_tab) == 'Misc/Vis') ui.set_visible(console_filter, ui.get(current_tab) == 'Misc/Vis') ui.set_visible(anim_breakerx, ui.get(current_tab) == 'Misc/Vis') ui.set_visible(aspectratio, ui.get(current_tab) == 'Misc/Vis') ui.set_visible(scope_fov, ui.get(current_tab) == 'Misc/Vis') ui.set_visible(hitmarker, ui.get(current_tab) == 'Misc/Vis') ui.set_visible(fastladder, ui.get(current_tab) == 'Misc/Vis') ui.set_visible(clantagchanger, ui.get(current_tab) == 'Misc/Vis') ui.set_visible(text1, ui.get(current_tab) == 'Home') ui.set_visible(text2, ui.get(current_tab) == 'Home') ui.set_visible(text3, ui.get(current_tab) == 'Home') for i = 1, #anti_aim_states do ui.set_visible(anti_aim_settings[i].override_state, ui.get(current_tab) == 'Anti-Aim' and ui.get(settings.anti_aim_state) == anti_aim_states[i]); ui.set(anti_aim_settings[1].override_state, true); ui.set_visible(anti_aim_settings[1].override_state, false) ui.set_visible(anti_aim_settings[i].force_defensive, ui.get(current_tab) == 'Anti-Aim' and ui.get(settings.anti_aim_state) == anti_aim_states[i]); ui.set_visible(anti_aim_settings[9].force_defensive, false) ui.set_visible(anti_aim_settings[i].pitch1,ui.get(current_tab) == 'Anti-Aim' and ui.get(settings.anti_aim_state) == anti_aim_states[i]) ui.set_visible(anti_aim_settings[i].pitch2, ui.get(current_tab) == 'Anti-Aim' and ui.get(settings.anti_aim_state) == anti_aim_states[i] and ui.get(anti_aim_settings[i].pitch1) == 'Custom') ui.set_visible(anti_aim_settings[i].yaw_base, ui.get(current_tab) == 'Anti-Aim' and ui.get(settings.anti_aim_state) == anti_aim_states[i]) ui.set_visible(anti_aim_settings[i].yaw1, ui.get(current_tab) == 'Anti-Aim' and ui.get(settings.anti_aim_state) == anti_aim_states[i]) ui.set_visible(anti_aim_settings[i].yaw2_left, ui.get(current_tab) == 'Anti-Aim' and ui.get(settings.anti_aim_state) == anti_aim_states[i] and ui.get(anti_aim_settings[i].yaw1) ~= 'Off' and ui.get(anti_aim_settings[i].yaw_jitter1) ~= 'Delay') ui.set_visible(anti_aim_settings[i].yaw2_right, ui.get(current_tab) == 'Anti-Aim' and ui.get(settings.anti_aim_state) == anti_aim_states[i] and ui.get(anti_aim_settings[i].yaw1) ~= 'Off' and ui.get(anti_aim_settings[i].yaw_jitter1) ~= 'Delay') ui.set_visible(anti_aim_settings[i].yaw2_randomize, ui.get(current_tab) == 'Anti-Aim' and ui.get(settings.anti_aim_state) == anti_aim_states[i] and ui.get(anti_aim_settings[i].yaw1) ~= 'Off' and ui.get(anti_aim_settings[i].yaw_jitter1) ~= 'Delay') ui.set_visible(anti_aim_settings[i].yaw_jitter1, ui.get(current_tab) == 'Anti-Aim' and ui.get(settings.anti_aim_state) == anti_aim_states[i] and ui.get(anti_aim_settings[i].yaw1) ~= 'Off') ui.set_visible(anti_aim_settings[i].yaw_jitter2_left, ui.get(current_tab) == 'Anti-Aim' and ui.get(settings.anti_aim_state) == anti_aim_states[i] and ui.get(anti_aim_settings[i].yaw1) ~= 'Off' and ui.get(anti_aim_settings[i].yaw_jitter1) ~= 'Off') ui.set_visible(anti_aim_settings[i].yaw_jitter2_right, ui.get(current_tab) == 'Anti-Aim' and ui.get(settings.anti_aim_state) == anti_aim_states[i] and ui.get(anti_aim_settings[i].yaw1) ~= 'Off' and ui.get(anti_aim_settings[i].yaw_jitter1) ~= 'Off') ui.set_visible(anti_aim_settings[i].yaw_jitter2_randomize, ui.get(current_tab) == 'Anti-Aim' and ui.get(settings.anti_aim_state) == anti_aim_states[i] and ui.get(anti_aim_settings[i].yaw1) ~= 'Off' and ui.get(anti_aim_settings[i].yaw_jitter1) ~= 'Off') ui.set_visible(anti_aim_settings[i].yaw_jitter2_delay, ui.get(current_tab) == 'Anti-Aim' and ui.get(settings.anti_aim_state) == anti_aim_states[i] and ui.get(anti_aim_settings[i].yaw1) ~= 'Off' and ui.get(anti_aim_settings[i].yaw_jitter1) == 'Delay') ui.set_visible(anti_aim_settings[i].body_yaw1, ui.get(current_tab) == 'Anti-Aim' and ui.get(settings.anti_aim_state) == anti_aim_states[i] and ui.get(anti_aim_settings[i].yaw_jitter1) ~= 'Delay') ui.set_visible(anti_aim_settings[i].body_yaw2, ui.get(current_tab) == 'Anti-Aim' and ui.get(settings.anti_aim_state) == anti_aim_states[i] and (ui.get(anti_aim_settings[i].body_yaw1) ~= 'Off' and ui.get(anti_aim_settings[i].body_yaw1) ~= 'Opposite') and ui.get(anti_aim_settings[i].yaw_jitter1) ~= 'Delay') ui.set_visible(anti_aim_settings[i].freestanding_body_yaw, ui.get(current_tab) == 'Anti-Aim' and ui.get(settings.anti_aim_state) == anti_aim_states[i] and ui.get(anti_aim_settings[i].body_yaw1) ~= 'Off' and ui.get(anti_aim_settings[i].yaw_jitter1) ~= 'Delay') ui.set_visible(anti_aim_settings[i].roll, ui.get(current_tab) == 'Anti-Aim' and ui.get(settings.anti_aim_state) == anti_aim_states[i]) ui.set_visible(anti_aim_settings[i].defensive_anti_aimbot, ui.get(current_tab) == 'Anti-Aim' and ui.get(settings.anti_aim_state) == anti_aim_states[i]); ui.set_visible(anti_aim_settings[9].defensive_anti_aimbot, false) ui.set_visible(anti_aim_settings[i].defensive_pitch, ui.get(current_tab) == 'Anti-Aim' and ui.get(settings.anti_aim_state) == anti_aim_states[i] and ui.get(anti_aim_settings[i].defensive_anti_aimbot)); ui.set_visible(anti_aim_settings[9].defensive_pitch, false) ui.set_visible(anti_aim_settings[i].defensive_pitch1, ui.get(current_tab) == 'Anti-Aim' and ui.get(settings.anti_aim_state) == anti_aim_states[i] and ui.get(anti_aim_settings[i].defensive_anti_aimbot) and ui.get(anti_aim_settings[i].defensive_pitch)); ui.set_visible(anti_aim_settings[9].defensive_pitch1, false) ui.set_visible(anti_aim_settings[i].defensive_pitch2, ui.get(current_tab) == 'Anti-Aim' and ui.get(settings.anti_aim_state) == anti_aim_states[i] and ui.get(anti_aim_settings[i].defensive_anti_aimbot) and ui.get(anti_aim_settings[i].defensive_pitch) and (ui.get(anti_aim_settings[i].defensive_pitch1) == 'Random' or ui.get(anti_aim_settings[i].defensive_pitch1) == 'Custom')); ui.set_visible(anti_aim_settings[9].defensive_pitch2, false) ui.set_visible(anti_aim_settings[i].defensive_pitch3, ui.get(current_tab) == 'Anti-Aim' and ui.get(settings.anti_aim_state) == anti_aim_states[i] and ui.get(anti_aim_settings[i].defensive_anti_aimbot) and ui.get(anti_aim_settings[i].defensive_pitch) and ui.get(anti_aim_settings[i].defensive_pitch1) == 'Random'); ui.set_visible(anti_aim_settings[9].defensive_pitch3, false) ui.set_visible(anti_aim_settings[i].defensive_yaw, ui.get(current_tab) == 'Anti-Aim' and ui.get(settings.anti_aim_state) == anti_aim_states[i] and ui.get(anti_aim_settings[i].defensive_anti_aimbot)); ui.set_visible(anti_aim_settings[9].defensive_yaw, false) ui.set_visible(anti_aim_settings[i].defensive_yaw1, ui.get(current_tab) == 'Anti-Aim' and ui.get(settings.anti_aim_state) == anti_aim_states[i] and ui.get(anti_aim_settings[i].defensive_anti_aimbot) and ui.get(anti_aim_settings[i].defensive_yaw)); ui.set_visible(anti_aim_settings[9].defensive_yaw1, false) ui.set_visible(anti_aim_settings[i].defensive_yaw2, ui.get(current_tab) == 'Anti-Aim' and ui.get(settings.anti_aim_state) == anti_aim_states[i] and ui.get(anti_aim_settings[i].defensive_anti_aimbot) and ui.get(anti_aim_settings[i].defensive_yaw) and (ui.get(anti_aim_settings[i].defensive_yaw1) == '180' or ui.get(anti_aim_settings[i].defensive_yaw1) == 'Spin' or ui.get(anti_aim_settings[i].defensive_yaw1) == '180 Z')); ui.set_visible(anti_aim_settings[9].defensive_yaw2, false) end end end) import_btn = ui.new_button("AA", "Anti-aimbot angles", "Import settings", function() import(clipboard.get()) end) export_btn = ui.new_button("AA", "Anti-aimbot angles", "Export settings", function() local code = {{}} for i, integers in pairs(data.integers) do table.insert(code[1], ui.get(integers)) end clipboard.set(base64.encode(json.stringify(code))) client.color_log(124, 252, 0, "mytools ~\0") client.color_log(200, 200, 200, " config successfully exported!") end) default_btn = ui.new_button("AA", "Anti-aimbot angles", "Default Config", function() import('W1siTW92aW5nIix0cnVlLHRydWUsdHJ1ZSx0cnVlLHRydWUsdHJ1ZSx0cnVlLHRydWUsdHJ1ZSx0cnVlLGZhbHNlLGZhbHNlLGZhbHNlLGZhbHNlLGZhbHNlLGZhbHNlLHRydWUsdHJ1ZSxmYWxzZSxmYWxzZSwiT2ZmIiwiTWluaW1hbCIsIk1pbmltYWwiLCJNaW5pbWFsIiwiTWluaW1hbCIsIk1pbmltYWwiLCJNaW5pbWFsIiwiTWluaW1hbCIsIk1pbmltYWwiLCJPZmYiLDAsMCwwLDAsMCwwLDAsMCwwLDAsIkxvY2FsIHZpZXciLCJBdCB0YXJnZXRzIiwiQXQgdGFyZ2V0cyIsIkF0IHRhcmdldHMiLCJBdCB0YXJnZXRzIiwiQXQgdGFyZ2V0cyIsIkF0IHRhcmdldHMiLCJBdCB0YXJnZXRzIiwiQXQgdGFyZ2V0cyIsIkxvY2FsIHZpZXciLCJPZmYiLCIxODAiLCIxODAiLCIxODAiLCIxODAiLCIxODAiLCIxODAiLCIxODAiLCIxODAiLCJPZmYiLDAsOCwtMzMsLTE0LDAsLTE1LDAsMCw3LDAsMCw4LC0zMywtMTQsMCwtMTUsMCwwLDcsMCwwLDAsMCwwLDAsMCwwLDAsMCwwLCJPZmYiLCJDZW50ZXIiLCJPZmZzZXQiLCJPZmZzZXQiLCJEZWxheSIsIk9mZnNldCIsIkRlbGF5IiwiRGVsYXkiLCJDZW50ZXIiLCJPZmYiLDAsNTQsNjgsNDAsLTI5LDUxLC0yNSwtMjMsNTAsMCwwLDU0LDY4LDQwLDQzLDUxLDQwLDQxLDUwLDAsMCwwLDUsNCwwLDMsMCwwLDAsMCwyLDIsMiwyLDQsMiw2LDQsMiwyLCJPZmYiLCJKaXR0ZXIiLCJKaXR0ZXIiLCJKaXR0ZXIiLCJPZmYiLCJKaXR0ZXIiLCJPZmYiLCJPZmYiLCJKaXR0ZXIiLCJPcHBvc2l0ZSIsMCwtNDAsLTQwLC00MCwwLC00MCwwLDAsLTQwLDAsZmFsc2UsZmFsc2UsZmFsc2UsZmFsc2UsZmFsc2UsZmFsc2UsZmFsc2UsZmFsc2UsZmFsc2UsdHJ1ZSwwLDAsMCwwLDAsMCwwLDAsMCwwLGZhbHNlLGZhbHNlLGZhbHNlLGZhbHNlLGZhbHNlLGZhbHNlLGZhbHNlLGZhbHNlLGZhbHNlLGZhbHNlLGZhbHNlLGZhbHNlLGZhbHNlLGZhbHNlLGZhbHNlLGZhbHNlLGZhbHNlLGZhbHNlLGZhbHNlLGZhbHNlLCJPZmYiLCJPZmYiLCJPZmYiLCJPZmYiLCJPZmYiLCJPZmYiLCJPZmYiLCJPZmYiLCJPZmYiLCJPZmYiLDAsMCwwLDAsMCwwLDAsMCwwLDAsMCwwLDAsMCwwLDAsMCwwLDAsMCxmYWxzZSxmYWxzZSxmYWxzZSxmYWxzZSxmYWxzZSxmYWxzZSxmYWxzZSxmYWxzZSxmYWxzZSxmYWxzZSwiMTgwIiwiMTgwIiwiMTgwIiwiMTgwIiwiMTgwIiwiMTgwIiwiMTgwIiwiMTgwIiwiMTgwIiwiMTgwIiwwLDAsMCwwLDAsMCwwLDAsMCwwLHRydWUsdHJ1ZSxbIlN0YW5kaW5nIiwiTW92aW5nIiwiQ3JvdWNoaW5nIl0sWyJPZmYgaml0dGVyIHdoaWxlIGZyZWVzdGFuZGluZyIsIk9mZiBqaXR0ZXIgb24gbWFudWFsIl0sdHJ1ZSx0cnVlLHRydWUsMzUsdHJ1ZSwxNTAsZmFsc2UsZmFsc2UsdHJ1ZSx0cnVlXV0=') end) client.set_event_callback('paint_ui', function() if entity.get_local_player() == nil then cheked_ticks = 0 end ui.set_visible(export_btn, ui.get(current_tab) == 'Home') ui.set_visible(import_btn, ui.get(current_tab) == 'Home') ui.set_visible(default_btn, ui.get(current_tab) == 'Home') end) ui.set_callback(console_filter, function() cvar.con_filter_text:set_string("cool text") cvar.con_filter_enable:set_int(1) end) --killsay local killsay_pharases = { {'⠀1', 'nice iq'}, {'cgb gblfhfc', 'спи пидорас'}, {'пздц', 'игрок'}, {'1 моча', 'изи'}, {'куда ты', 'сынок ебаный'}, {'найс аа хуесос', 'долго делал?'}, {'ебать что', 'как я убил ахуеть'}, {'mytools over all pidoras'}, {'nice iq', 'churka)'}, {'лол', 'как же я тебя выебал'}, {'че за луашку юзаешь'}, {'чей кфг юзаешь'}, {'найс айкью', 'хуесос'}, {']f]f]f]f]f]f]', 'хахахаха'}, {'jq ,kz', 'ой бля', 'найс кфг уебище'}, {'jq', 'я в афк чит настраивал хаха'}, {'какой же у тебя сочный ник'}, {'хуйсос анимешный', 'думал не убью тебя?)'}, {'моча ебаная', 'кого ты пытаешься убить'}, {'mad cuz bad?', 'hhhhhh retardw'}, {'учись пока я жив долбаеб'}, {'еблан', 'включи монитор'}, {'1', 'опять умер моча'}, {'egc', 'упссс', 'сорри'}, {'хахаха ебать я тебя трахнул'}, {'nice iq', 'u sell'}, {'изи шлюха', 'че в хуй?'}, {'получай тварь ебаная', 'фу нахуй'}, {']f]f]f]f]f]]f]f', 'как же мне похуй долбаеб'}, {'изи моча', 'я ору с тебя какой же ты сочный'}, {'ez owned', 'weak dog + rat'}, {'пиздец ты легкий ботик'}, {'1', 'не отвечаю?', 'мне похуй'}, {'как же мне похуй', 'ботик'}, {'retard', 'just fucking bot'}, {'♕ W A F F E N S Y S T E M > A L L ♕'} } local death_say = { {'ну фу', 'хуесос'}, {'что ты делаешь', 'моча умалишенная'}, {'бля', 'я стрелял вообще чи шо?'}, {'чит подвел'}, {'БЛЯЯЯЯЯЯЯЯЯЯЯЯТЬ', 'как же ты меня заебал'}, {'ну и зачем', 'дал бы клип', 'пиздец клоун'}, {'ахахахах', 'ну да', 'опять сын шлюхи убил бестолковый'}, {'м', 'пон)', 'найс чит'}, {'да блять', 'какой джиттер поставить сука'}, {'ну фу', 'ублюдок', 'ебаный'}, {'да сука', 'где тимейты блять', 'как же сука они меня бесят'}, {'lf ,kznm', 'да блять', 'опять я мисснул'}, {'да блять', 'ало', 'я вообще стрелять буду нет'}, {'хех', 'ты сам то хоть понял', 'как меня убил'}, {'сука', 'опять по дезу ебаному'}, {'бля', 'клиентнуло', 'лаки'}, {'понятно', 'ик ак ты так играешь', 'еблан бестолковый'}, {'ну блять', 'он просто пошел', 'пиздец'}, {'&', 'и че это', 'откуда ты меня убил?'}, {'тварь', 'ебаная', 'ЧТО ТЫ ДЕЛАЕШЬ'}, {'YE LF', 'ну да', 'хуесос', 'норм играешь'}, {'сочник ебаный', 'как же ты меня заебал уже', 'что ты делаешь'}, {'хуевый без скита', 'как ты меня убиваешь с пастой своей'}, {'подпивас ебаный', 'как же ты меня переиграл'}, {'бля', 'признаю, переиграл'}, {'как ты меня убиваешь', 'ебаный owosh'}, {'дефектус че ты делаешь', 'пиздец'}, {'хуйсосик анимешный', 'как ты убиваешь', 'эт пздц'}, {'бля ну бро', 'посмотри на мою команду', 'это пзиидец'}, {'ммм', 'хуесосы бездарные в команде'}, {'ik.[f', 'шлюха пошла нахуй'}, {'ndfhm t,fyfz', 'тварь ебаная как же ты меня бесишь'}, {'фу нахуй', 'опять в бекшут'}, {'только так и умеешь да?', 'блядь ебаная'}, {'нахуй ты меня трешкаешь', 'шлюха ебаная'}, {'ну повезло тебе', 'дальше то что хуесос'}, {'ебанная ты мразь', 'которая мне все проебала'}, {'ujcgjlb', 'господи', 'мразь убогая'}, {'хахахах', 'ну бля заебись фристенд в чите)'}, {'фу ты заебал конч'}, {')', 'хорош)'}, {'норм трекаешь', 'ублюдина'}, {'а че', 'хайдшоты на фд уже не работают?'} } client.set_event_callback('player_death', function(e) delayed_msg = function(delay, msg) return client.delay_call(delay, function() client.exec('say ' .. msg) end) end local delay = 2.3 local me = entity_get_local_player() local victim = client.userid_to_entindex(e.userid) local attacker = client.userid_to_entindex(e.attacker) local killsay_delay = 0 local deathsay_delay = 0 if entity_get_local_player() == nil then return end gamerulesproxy = entity.get_all("CCSGameRulesProxy")[1] warmup = entity.get_prop(gamerulesproxy,"m_bWarmupPeriod") if warmup == 1 then return end if not ui.get(trashtalk) then return end if (victim ~= attacker and attacker == me) then local phase_block = killsay_pharases[math.random(1, #killsay_pharases)] for i=1, #phase_block do local phase = phase_block[i] local interphrase_delay = #phase_block[i]/24*delay killsay_delay = killsay_delay + interphrase_delay delayed_msg(killsay_delay, phase) end end if (victim == me and attacker ~= me) then local phase_block = death_say[math.random(1, #death_say)] for i=1, #phase_block do local phase = phase_block[i] local interphrase_delay = #phase_block[i]/20*delay deathsay_delay = deathsay_delay + interphrase_delay delayed_msg(deathsay_delay, phase) end end end) -- -- local clantag = { steam = steamworks.ISteamFriends, prev_ct = "", orig_ct = "", enb = false, } local function get_original_clantag() local clan_id = cvar.cl_clanid.get_int() if clan_id == 0 then return "\0" end local clan_count = clantag.steam.GetClanCount() for i = 0, clan_count do local group_id = clantag.steam.GetClanByIndex(i) if group_id == clan_id then return clantag.steam.GetClanTag(group_id) end end end local clantag_anim = function(text, indices) time_to_ticks = function(t) return math.floor(0.5 + (t / globals.tickinterval())) end local text_anim = " " .. text .. "" local tickinterval = globals.tickinterval() local tickcount = globals.tickcount() + time_to_ticks(client.latency()) local i = tickcount / time_to_ticks(0.3) i = math.floor(i % #indices) i = indices[i+1]+1 return string.sub(text_anim, i, i+15) end local function clantag_set() local lua_name = "mytools.gs " if ui.get(clantagchanger) then if ui.get(ui.reference("Misc", "Miscellaneous", "Clan tag spammer")) then ui.set(ui.reference("Misc", "Miscellaneous", "Clan tag spammer"), false) end local clan_tag = clantag_anim(lua_name, {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 11, 11, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25}) if entity.get_prop(entity.get_game_rules(), "m_gamePhase") == 5 then clan_tag = clantag_anim('mytools.gs ', {13}) client.set_clan_tag(clan_tag) elseif entity.get_prop(entity.get_game_rules(), "m_timeUntilNextPhaseStarts") ~= 0 then clan_tag = clantag_anim('mytools.gs ', {13}) client.set_clan_tag(clan_tag) elseif clan_tag ~= clantag.prev_ct then client.set_clan_tag(clan_tag) end clantag.prev_ct = clan_tag clantag.enb = true elseif clantag.enb == true then client.set_clan_tag(get_original_clantag()) clantag.enb = false end end clantag.paint = function() if entity.get_local_player() ~= nil then if globals.tickcount() % 2 == 0 then clantag_set() end end end clantag.run_command = function(e) if entity.get_local_player() ~= nil then if e.chokedcommands == 0 then clantag_set() end end end clantag.player_connect_full = function(e) if client.userid_to_entindex(e.userid) == entity.get_local_player() then clantag.orig_ct = get_original_clantag() end end clantag.shutdown = function() client.set_clan_tag(get_original_clantag()) end client.set_event_callback("paint", clantag.paint) client.set_event_callback("run_command", clantag.run_command) client.set_event_callback("player_connect_full", clantag.player_connect_full) client.set_event_callback("shutdown", clantag.shutdown) -- --[[client.set_event_callback('console_input', function(text) if string.find(text, '//export') then local code = {{}} for i, integers in pairs(data.integers) do table.insert(code[1], ui.get(integers)) end clipboard.set(base64.encode(json.stringify(code))) elseif string.find(text, '//import') then import(clipboard.get()) elseif string.find(text, '//default') then http.get('https://pastebin.com/raw/xJy4ipac', function(success, response) if not success or response.status ~= 200 then return end import(response.body) end) end end)]] client.set_event_callback('net_update_end', function() if entity.get_local_player() ~= nil then is_defensive_active = is_defensive(entity.get_local_player()) end end) --fastladder client.set_event_callback('setup_command', function(cmd) if ui.get(fastladder) then local pitch, yaw = client.camera_angles() if entity.get_prop(entity.get_local_player(), "m_MoveType") == 9 then cmd.yaw = math.floor(cmd.yaw+0.5) cmd.roll = 0 if cmd.forwardmove > 0 then if pitch < 45 then cmd.pitch = 89 cmd.in_moveright = 1 cmd.in_moveleft = 0 cmd.in_forward = 0 cmd.in_back = 1 if cmd.sidemove == 0 then cmd.yaw = cmd.yaw + 90 end if cmd.sidemove < 0 then cmd.yaw = cmd.yaw + 150 end if cmd.sidemove > 0 then cmd.yaw = cmd.yaw + 30 end end end if cmd.forwardmove < 0 then cmd.pitch = 89 cmd.in_moveleft = 1 cmd.in_moveright = 0 cmd.in_forward = 1 cmd.in_back = 0 if cmd.sidemove == 0 then cmd.yaw = cmd.yaw + 90 end if cmd.sidemove > 0 then cmd.yaw = cmd.yaw + 150 end if cmd.sidemove < 0 then cmd.yaw = cmd.yaw + 30 end end end end end) --legbreaker local ref = { leg_movement = ui.reference('AA', 'Other', 'Leg movement') } local ab = {} ab.pre_render = function() if ui.get(anim_breakerx) then local local_player = entity.get_local_player() if not entity.is_alive(local_player) then return end entity.set_prop(local_player, "m_flPoseParameter", client.random_float(0.8/10, 1), 0) ui.set(ref.leg_movement, client.random_int(1, 2) == 1 and "Off" or "Always slide") end end ab.setup_command = function(e) if not ui.get(anim_breakerx) then return end local local_player = entity.get_local_player() if not entity.is_alive(local_player) then return end ui.set(ref.leg_movement, 'Always slide') end local ui_callback = function(c) local enabled, addr = ui.get(c), '' if not enabled then addr = 'un' end local _func = client[addr .. 'set_event_callback'] _func('pre_render', ab.pre_render) _func('setup_command', ab.setup_command) end ui.set_callback(master_switch, ui_callback) ui_callback(master_switch) local is_on_ground = false --- @region: process main work -- client.set_event_callback("setup_command", function() if entity.get_local_player() == nil then return end gamerulesproxy = entity.get_all("CCSGameRulesProxy")[1] warmup = entity.get_prop(gamerulesproxy,"m_bWarmupPeriod") --print(warmup) if ui.get(settings.warmup_disabler) and warmup == 1 then ui.set(reference.body_yaw[1], 'Off') ui.set(reference.yaw[2], math.random(-180, 180)) ui.set(reference.yaw_jitter[1], 'Random') ui.set(reference.pitch[1], 'Off') end end) -- client.set_event_callback("setup_command", function(cmd) is_on_ground = cmd.in_jump == 0 if ui.get(anim_breakerx) then ui.set(ref.leg_movement, cmd.command_number % 3 == 0 and "Off" or "Always slide") end end) client.set_event_callback("pre_render", function() local self = entity.get_local_player() if not self or not entity.is_alive(self) then return end local self_index = c_entity.new(self) local self_anim_state = self_index:get_anim_state() if not self_anim_state then return end if ui.get(anim_breakerx) then entity.set_prop(self, "m_flPoseParameter", E_POSE_PARAMETERS.STAND, globals.tickcount() % 4 > 1 and 5 / 10 or 1) local self_anim_overlay = self_index:get_anim_overlay(12) if not self_anim_overlay then return end local x_velocity = entity.get_prop(self, "m_vecVelocity[0]") if math.abs(x_velocity) >= 3 then self_anim_overlay.weight = 100 / 100 end end end) --- @endregion --scope local second_zoom do second_zoom = { } local old_value local function callback(item) local fn = client_set_event_callback local value = ui_get(item) if not value then second_zoom.shutdown() fn = client_unset_event_callback end ui_set_visible(scope_fov, value) fn("shutdown", second_zoom.shutdown) fn("pre_render", second_zoom.pre_render) end local function reset() if old_value == nil then return end ui_set(override_zoom_fov, old_value) old_value = nil end local function update() if old_value == nil then old_value = ui_get(override_zoom_fov) end ui_set(override_zoom_fov, ui_get(scope_fov)) end client.set_event_callback('paint', function() if ui.get(scope_fov) == 0 then return end if ui.get(scope_fov) > 0 then local me = entity_get_local_player() if me == nil then return end local wpn = entity_get_player_weapon(me) if wpn == nil then return end local zoom_level = entity_get_prop(wpn, "m_zoomLevel") if zoom_level ~= 2 then reset() return end update() end end) end -- client.set_event_callback('paint', function() cvar.r_aspectratio:set_float(ui.get(aspectratio)/100) end) -- local queue = {} local function aim_firec(c) queue[globals.tickcount()] = {c.x, c.y, c.z, globals.curtime() + 2} end local function paintc(c) if ui.get(hitmarker) then for tick, data in pairs(queue) do if globals.curtime() <= data[4] then local x1, y1 = renderer.world_to_screen(data[1], data[2], data[3]) if x1 ~= nil and y1 ~= nil then renderer.line(x1 - 6, y1, x1 + 6, y1, 34, 214, 132, 255) renderer.line(x1, y1 - 6, x1, y1 + 6, 108, 182, 203, 255) end end end end end client.set_event_callback("aim_fire", aim_firec) client.set_event_callback("paint", paintc) client.set_event_callback("round_prestart", function() queue = {} end) -- local hitgroup_names = {"generic", "head", "chest", "stomach", "left arm", "right arm", "left leg", "right leg", "neck", "?", "gear"} local weapon_to_verb = { knife = 'Knifed', hegrenade = 'Naded', inferno = 'Burned' } client.set_event_callback('aim_hit', function(e) if not ui.get(master_switch) or e.id == nil then return end local group = hitgroup_names[e.hitgroup + 1] or "?" client.color_log(124, 252, 0, "mytools ~\0") client.color_log(200, 200, 200, " Hit\0") client.color_log(124, 252, 0, string.format(" %s\0", entity.get_player_name(e.target))) client.color_log(200, 200, 200, " in the\0") client.color_log(124, 252, 0, string.format(" %s\0", group)) client.color_log(200, 200, 200, " for\0") client.color_log(124, 252, 0, string.format(" %s\0", e.damage)) client.color_log(200, 200, 200, " damage\0") client.color_log(200, 200, 200, " (\0") client.color_log(124, 252, 0, string.format("%s\0", entity.get_prop(e.target, "m_iHealth"))) client.color_log(200, 200, 200, " health remaining)") end) client.set_event_callback("aim_miss", function(e) if not ui.get(master_switch) then return end local group = hitgroup_names[e.hitgroup + 1] or "?" client.color_log(255, 0, 0, "mytools ~\0") client.color_log(200, 200, 200, " Missed shot in\0") client.color_log(255, 0, 0, string.format(" %s\'s\0", entity.get_player_name(e.target))) client.color_log(255, 0, 0, string.format(" %s\0", group)) client.color_log(200, 200, 200, " due to\0") client.color_log(255, 0, 0, string.format(" %s", e.reason)) end) client.set_event_callback('player_hurt', function(e) if not ui.get(master_switch) then return end local attacker_id = client.userid_to_entindex(e.attacker) if attacker_id == nil or attacker_id ~= entity.get_local_player() then return end if weapon_to_verb[e.weapon] ~= nil then local target_id = client.userid_to_entindex(e.userid) local target_name = entity.get_player_name(target_id) --print(string.format("%s %s for %i damage (%i remaining)", weapon_to_verb[e.weapon], string.lower(target_name), e.dmg_health, e.health)) client.color_log(124, 252, 0, "mytools ~\0") client.color_log(200, 200, 200, string.format(" %s\0", weapon_to_verb[e.weapon])) client.color_log(124, 252, 0, string.format(" %s\0", target_name)) client.color_log(200, 200, 200, " for\0") client.color_log(124, 252, 0, string.format(" %s\0", e.dmg_health)) client.color_log(200, 200, 200, " damage\0") client.color_log(200, 200, 200, " (\0") client.color_log(124, 252, 0, string.format("%s\0", e.health)) client.color_log(200, 200, 200, " health remaining)") end end) client.set_event_callback('shutdown', function() ui.set_visible(reference.pitch[1], true) ui.set_visible(reference.yaw_base, true) ui.set_visible(reference.yaw[1], true) ui.set_visible(reference.body_yaw[1], true) ui.set_visible(reference.edge_yaw, true) ui.set_visible(reference.freestanding[1], true) ui.set_visible(reference.freestanding[2], true) ui.set_visible(reference.roll, true) cvar.r_aspectratio:set_float(0) ui.set(override_zoom_fov, 0) ui.set(reference.pitch[1], 'Off') ui.set(reference.pitch[2], 0) ui.set(reference.yaw_base, 'Local view') ui.set(reference.yaw[1], 'Off') ui.set(reference.yaw[2], 0) ui.set(reference.yaw_jitter[1], 'Off') ui.set(reference.yaw_jitter[2], 0) ui.set(reference.body_yaw[1], 'Off') ui.set(reference.body_yaw[2], 0) ui.set(reference.freestanding_body_yaw, false) ui.set(reference.edge_yaw, false) ui.set(reference.freestanding[1], false) ui.set(reference.freestanding[2], 'On hotkey') ui.set(reference.roll, 0) end) local IsNewClientAvailable = panorama.loadstring([[ var oldClientStatus = NewsAPI.IsNewClientAvailable; return { disable: function(){ NewsAPI.IsNewClientAvailable = function(){ return false }; }, restore: function(){ NewsAPI.IsNewClientAvailable = oldClientStatus; } } ]])() IsNewClientAvailable.disable() client.set_event_callback("shutdown", function() IsNewClientAvailable.restore() end)