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2653 lines (2212 loc) · 100 KB
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local ffi = require('ffi')
local pui = require('gamesense/pui')
local base64 = require('gamesense/base64')
local clipboard = require('gamesense/clipboard')
local c_entity = require ('gamesense/entity')
local http = require ('gamesense/http')
local vector = require "vector"
local steamworks = require('gamesense/steamworks')
local surface = require 'gamesense/surface'
local a = function (...) return ... end
local surface_create_font, surface_get_text_size, surface_draw_text = surface.create_font, surface.get_text_size, surface.draw_text
local verdana = surface_create_font('Verdana', 12, 400, {})
client.exec("Clear")
local b_2, b_1 = {}, {}
local A_1 = {
A_2 = panorama.open("CSGOHud").MyPersonaAPI.GetName(),
A_3 = "DEBUG", -- build
A_4 = "Emberlash"-- Lua
}
local b_3 = {}
b_3.b_4 = function (t, r, k) local result = {} for i, v in ipairs(t) do n = k and v[k] or i result[n] = r == nil and i or v[r] end return result end
b_3.b_5 = function (t, j) for i = 1, #t do if t[i] == j then return i end end end
b_3.b_6 = function (t) local res = {} for i = 1, table.maxn(t) do if t[i] ~= nil then res[#res+1] = t[i] end end return res end
local gram_create = function(value, count) local gram = { }; for i=1, count do gram[i] = value; end return gram; end
local gram_update = function(tab, value, forced) local new_tab = tab; if forced or new_tab[#new_tab] ~= value then table.insert(new_tab, value); table.remove(new_tab, 1); end; tab = new_tab; end
local get_average = function(tab) local elements, sum = 0, 0; for k, v in pairs(tab) do sum = sum + v; elements = elements + 1; end return sum / elements; end
local function get_velocity(player)
local x,y,z = entity.get_prop(player, "m_vecVelocity")
if x == nil then return end
return math.sqrt(x*x + y*y + z*z)
end
-- @region FFI start
local angle3d_struct = ffi.typeof("struct { float pitch; float yaw; float roll; }")
local vec_struct = ffi.typeof("struct { float x; float y; float z; }")
local cUserCmd =
ffi.typeof(
[[
struct
{
uintptr_t vfptr;
int command_number;
int tick_count;
$ viewangles;
$ aimdirection;
float forwardmove;
float sidemove;
float upmove;
int buttons;
uint8_t impulse;
int weaponselect;
int weaponsubtype;
int random_seed;
short mousedx;
short mousedy;
bool hasbeenpredicted;
$ headangles;
$ headoffset;
bool send_packet;
}
]],
angle3d_struct,
vec_struct,
angle3d_struct,
vec_struct
)
local client_sig = client.find_signature("client.dll", "\xB9\xCC\xCC\xCC\xCC\x8B\x40\x38\xFF\xD0\x84\xC0\x0F\x85") or error("client.dll!:input not found.")
local get_cUserCmd = ffi.typeof("$* (__thiscall*)(uintptr_t ecx, int nSlot, int sequence_number)", cUserCmd)
local input_vtbl = ffi.typeof([[struct{uintptr_t padding[8];$ GetUserCmd;}]],get_cUserCmd)
local input = ffi.typeof([[struct{$* vfptr;}*]], input_vtbl)
local get_input = ffi.cast(input,ffi.cast("uintptr_t**",tonumber(ffi.cast("uintptr_t", client_sig)) + 1)[0])
--#endergion
local s_2 = {
s_1 = {
anti_aim = {ui.reference("AA", "Anti-aimbot angles", "Enabled")},
pitch = {ui.reference("AA", "Anti-aimbot angles", "Pitch")},
yaw = {ui.reference("AA", "Anti-aimbot angles", "Yaw")},
yawbase = ui.reference("AA", "Anti-aimbot angles", "Yaw Base"),
yawjitter = { ui.reference("AA", "Anti-aimbot angles", "Yaw jitter") },
bodyyaw = { ui.reference("AA", "Anti-aimbot angles", "Body yaw") },
fs_body_yaw = ui.reference("AA", "Anti-aimbot angles", "Freestanding body yaw"),
roll = ui.reference("AA", "Anti-aimbot angles", "Roll"),
freeStand = {ui.reference("AA", "Anti-aimbot angles", "Freestanding")},
edgeyaw = ui.reference("AA", "Anti-aimbot angles", "Edge yaw"),
slow = { ui.reference("AA", "Other", "Slow motion") },
onshotaa = {ui.reference("AA","Other", "On shot anti-aim")},
fakelaglimit = {ui.reference("AA","Fake lag", "Limit")},
fakelagvariance = {ui.reference("AA","Fake lag", "Variance")},
fakelagamount = {ui.reference("AA","Fake lag", "Amount")},
fakelagenabled = {ui.reference("AA","Fake lag", "Enabled")},
legmovement = {ui.reference("AA","Other", "Leg movement")},
fakepeek = {ui.reference("AA","Other", "Fake peek")},
},
s_0 = {
qp = {ui.reference('RAGE', 'Other', 'Quick peek assist')},
weapon_type = ui.reference('Rage', 'Weapon type', 'Weapon type'),
rage_cb = { ui.reference("RAGE", "Aimbot", "Enabled") },
fakeduck = ui.reference('RAGE', 'Other', 'Duck peek assist'),
dt = { ui.reference('RAGE', 'Aimbot', 'Double tap') },
scope = ui.reference('misc', 'miscellaneous', 'override zoom fov'),
dmg = { ui.reference('RAGE', "Aimbot", 'Minimum damage override')},
hit_chance = pui.reference("RAGE", "Aimbot", "Minimum hit chance"),
}
}
--#region for Tabs // AA
local antiaim = {
states = {
{"global", "\vGlobal\r", "\vG\r"},
{"stand", "\vStand\r", "\vS\r"},
{"walk", "\vWalking\r", "\vW\r"},
{"run", "\vRunning\r", "\vR\r"},
{"air", "\vAerobic\r", "\vA\r"},
{"airduck", "\vAerobic+\r", "\vA+C\r"},
{"crouch", "\vCrouch\r", "\vC\r"},
{"duckmoving", "\vCrouchMove\r", "\vD+M\r"},
{"fakelag", "\vFakelag\r", "\vFL\r"},
},
}
local enums = {
states = b_3.b_4(antiaim.states, nil, 1),
name_states = b_3.b_4(antiaim.states, 2),
short_states = b_3.b_4(antiaim.states, 3),
}
--#region :: Traverse
local function traverse_table(tbl, prefix)
prefix = prefix or ""
local stack = {{tbl, prefix}}
while #stack > 0 do
local current = table.remove(stack)
local current_tbl = current[1]
local current_prefix = current[2]
for key, value in pairs(current_tbl) do
local full_key = current_prefix .. key
if type(value) == "table" then
table.insert(stack, {value, full_key .. "."})
else
ui.set_visible(value, false)
end
end
end
end
local function traverse_table_on(tbl, prefix)
prefix = prefix or ""
local stack = {{tbl, prefix}}
while #stack > 0 do
local current = table.remove(stack)
local current_tbl = current[1]
local current_prefix = current[2]
for key, value in pairs(current_tbl) do
local full_key = current_prefix .. key
if type(value) == "table" then
table.insert(stack, {value, full_key .. "."})
else
ui.set_visible(value, true)
end
end
end
end
--#endregion Traverse
client.set_event_callback("paint_ui", function()
traverse_table(s_2.s_1)
end)
client.set_event_callback("shutdown", function()
traverse_table_on(s_2.s_1)
cvar.cl_interp:set_float(0.015625)
cvar.con_filter_enable:set_int(0)
cvar.con_filter_text:set_string("")
client.exec("con_filter_enable 0")
end)
--#region :: Menu elements
lerp = function(a,b,p)
return a + (b - a) * globals.frametime() * p
end
local breathe = function(offset, multiplier)
local m_speed = globals.realtime() * (multiplier or 1.0);
local m_factor = m_speed % math.pi;
local m_sin = math.sin(m_factor + (offset or 0));
local m_abs = math.abs(m_sin);
return m_abs
end
calculateGradient = function(color1, color2, color3, color4, text, speed)
local r1, g1, b1, a1 = color1[1], color1[2], color1[3], color1[4]
local r2, g2, b2, a2 = color2[1], color2[2], color2[3], color2[4]
local r3, g3, b3, a3 = color3[1], color3[2], color3[3], color3[4]
local r4, g4, b4, a4 = color4[1], color4[2], color4[3], color4[4]
local highlight_fraction = (globals.realtime() / 4 % 1.2 * speed) - 1.2
local output = ''
for idx = 1, #text do
local character = text:sub(idx, idx)
local character_fraction = idx / #text
local r, g, b, a
if character_fraction <= 0.33 then
local fraction = character_fraction / 0.33
r = r1 + (r2 - r1) * fraction
g = g1 + (g2 - g1) * fraction
b = b1 + (b2 - b1) * fraction
a = a1 + (a2 - a1) * fraction
elseif character_fraction <= 0.66 then
local fraction = (character_fraction - 0.33) / 0.33
r = r2 + (r3 - r2) * fraction
g = g2 + (g3 - g2) * fraction
b = b2 + (b3 - b2) * fraction
a = a2 + (a3 - a2) * fraction
else
local fraction = (character_fraction - 0.66) / 0.34
r = r3 + (r4 - r3) * fraction
g = g3 + (g4 - g3) * fraction
b = b3 + (b4 - b3) * fraction
a = a3 + (a4 - a3) * fraction
end
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 = r4 - r, g4 - g, b4 - b, a4 - a
r = r + r_fraction * highlight_delta / 0.8
g = g + g_fraction * highlight_delta / 0.8
b = b + b_fraction * highlight_delta / 0.8
a = a + a_fraction * highlight_delta / 0.8
end
output = output .. ('\a%02x%02x%02x%02x%s'):format(r, g, b, a, text:sub(idx, idx))
end
return output
end
local tabs = {
angle = pui.group('aa', 'anti-aimbot angles'),
fake = pui.group('aa', 'fake lag'),
other = pui.group('aa', 'other')
}
b_2.main = {
label = tabs.fake:label(calculateGradient({127, 255, 212, 255}, {148, 127, 255, 255}, {255, 127, 170, 255}, {255, 76, 136, 255}, A_1.A_4, 2.5) .. "\r ~ Renewed"),
space = tabs.fake:label("\n"),
picklab = tabs.fake:label("Select"),
space1 = tabs.fake:label("\a373737FF‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾"),
picker = tabs.fake:combobox("\n", {"Home", "Anti-Aim", "Settings"}),
spaceoth = tabs.fake:label("\n"),
}
local configs = {}
b_2.home = {
discord = tabs.other:button("Our \vDiscord", function ()
panorama.loadstring(panorama.open("CSGOHud").SteamOverlayAPI.OpenExternalBrowserURL("https://discord.gg/RrkzRkKKz8"))
end),
configlab = tabs.angle:label("Config System"),
configl = tabs.angle:label("\a373737FF‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾"),
default = tabs.angle:button("Default", function() configs.import('W3sibWFpbiI6eyJwaWNrZXIiOiJIb21lIn0sInJhZ2UiOnsiZW5hYmxlIjpmYWxzZSwiYWlyc3RvcCI6WzAsMCwifiJdfSwiYWEiOnsiYWFwaWNrIjoiQnVpbGRlciIsImFkdmFuY2VkIjp7ImtleV9sZWZ0IjpbMSw5MCwifiJdLCJrZXlfcmlnaHQiOlsxLDY3LCJ+Il0sImZhc3RsYWRkZXIiOnRydWUsIm9wdGlvbnMiOlsiRWRnZSBvbiBmZCIsIlNhZmUga25pZmUiLCJ+Il0sImtleV9yZXNldCI6WzEsMCwifiJdLCJrZXlfZnJlZXN0YW5kIjpbMSw1LCJ+Il0sImFudGliYWNrc3RhYiI6dHJ1ZSwic2FmZWhlYWQiOnRydWV9LCJtYWluIjp7InN0YXRlIjoiXHUwMDBiQ3JvdWNoXHIifX0sInNldHRpbmdzIjp7InBpbmdwb3MiOiJIaWdoIiwiY2VudGVyX2MiOiIjOEREQUZGRkYiLCJtYW51YWxfYyI6IiM4RERBRkZGRiIsInNsaWRlYXdwIjoiRGlzYWJsZWQiLCJleHBkdCI6dHJ1ZSwic2xpZGVhdXRvIjoiRGlzYWJsZWQiLCJzbGlkZXI4IjoiRGlzYWJsZWQiLCJjZW50ZXIiOnRydWUsInNlbGVjdGd1biI6Ii0iLCJpbmRpY2F0b3JzIjp0cnVlLCJzZWxlY3RmaXgiOlsiTGVnIGZ1Y2tlciIsIlN0YXRpYyBMZWdzIiwifiJdLCJhbmltZml4Ijp0cnVlLCJob3RleHAiOlsxLDg4LCJ+Il0sInNsaWRlc2NvdXQiOiJEaXNhYmxlZCIsIm1hbnVhbCI6dHJ1ZSwicHJlZGljdCI6dHJ1ZSwibG9ncyI6eyJzdHlsZSI6WyJ+Il0sImVuYWJlbCI6ZmFsc2V9LCJ2aWV3bW9kZWxzY29wZSI6ZmFsc2UsInRhbGtpbmdzZWwiOlsia2lsbCIsImRlYXRoIiwifiJdLCJ0YWxraW5nIjp0cnVlLCJmaWx0ZXJjb25zIjp0cnVlfX0sW3siZW5hYmxlIjpmYWxzZSwicGl0Y2giOiJEZWZhdWx0IiwiZGVmYWFfZW5iIjpmYWxzZSwieWF3bW9kaWZlciI6IkNlbnRlciIsInlhd2Jhc2UiOiJBdCB0YXJnZXRzIiwiZGVsYXkiOjEsImRlZl95YXd2YWx1ZSI6MCwiZm9yY2VfZGVmZW5zaXZlIjp0cnVlLCJib2R5eWF3IjoiU3RhdGljIiwiZGVmX3lhd3NsaWRlcjIiOjE4MCwieWF3dHlwZSI6IkxcL1IiLCJkZWZfY3VzdG9tcGl0Y2gxIjo4OSwiZGVmX3lhdyI6IkN1c3RvbWl6ZSIsImRlZl9jdXN0b21waXRjaCI6LTg5LCJkZWZfcGl0Y2giOiJDdXN0b21pemUiLCJkZWdyZWUiOjI1LCJkZWZfeWF3c2xpZGVyIjotMTgwLCJib2R5c2xpZGUiOjAsImxlZnQiOjAsInJpZ2h0IjowfSx7ImVuYWJsZSI6dHJ1ZSwicGl0Y2giOiJEZWZhdWx0IiwiZGVmYWFfZW5iIjpmYWxzZSwieWF3bW9kaWZlciI6IkNlbnRlciIsInlhd2Jhc2UiOiJBdCB0YXJnZXRzIiwiZGVsYXkiOjEsImRlZl95YXd2YWx1ZSI6MCwiZm9yY2VfZGVmZW5zaXZlIjpmYWxzZSwiYm9keXlhdyI6IkppdHRlciIsImRlZl95YXdzbGlkZXIyIjowLCJ5YXd0eXBlIjoiTFwvUiIsImRlZl9jdXN0b21waXRjaDEiOjAsImRlZl95YXciOiJPZmYiLCJkZWZfY3VzdG9tcGl0Y2giOjAsImRlZl9waXRjaCI6Ik9mZiIsImRlZ3JlZSI6NzAsImRlZl95YXdzbGlkZXIiOjAsImJvZHlzbGlkZSI6MCwibGVmdCI6LTgsInJpZ2h0IjoxMn0seyJlbmFibGUiOnRydWUsInBpdGNoIjoiRGVmYXVsdCIsImRlZmFhX2VuYiI6ZmFsc2UsInlhd21vZGlmZXIiOiJDZW50ZXIiLCJ5YXdiYXNlIjoiQXQgdGFyZ2V0cyIsImRlbGF5IjoxLCJkZWZfeWF3dmFsdWUiOjAsImZvcmNlX2RlZmVuc2l2ZSI6ZmFsc2UsImJvZHl5YXciOiJKaXR0ZXIiLCJkZWZfeWF3c2xpZGVyMiI6MCwieWF3dHlwZSI6IkxcL1IiLCJkZWZfY3VzdG9tcGl0Y2gxIjowLCJkZWZfeWF3IjoiT2ZmIiwiZGVmX2N1c3RvbXBpdGNoIjowLCJkZWZfcGl0Y2giOiJPZmYiLCJkZWdyZWUiOjcwLCJkZWZfeWF3c2xpZGVyIjowLCJib2R5c2xpZGUiOjAsImxlZnQiOi04LCJyaWdodCI6MTB9LHsiZW5hYmxlIjp0cnVlLCJwaXRjaCI6IkRlZmF1bHQiLCJkZWZhYV9lbmIiOmZhbHNlLCJ5YXdtb2RpZmVyIjoiQ2VudGVyIiwieWF3YmFzZSI6IkF0IHRhcmdldHMiLCJkZWxheSI6MSwiZGVmX3lhd3ZhbHVlIjowLCJmb3JjZV9kZWZlbnNpdmUiOmZhbHNlLCJib2R5eWF3IjoiU3RhdGljIiwiZGVmX3lhd3NsaWRlcjIiOjAsInlhd3R5cGUiOiJMXC9SIiwiZGVmX2N1c3RvbXBpdGNoMSI6MCwiZGVmX3lhdyI6Ik9mZiIsImRlZl9jdXN0b21waXRjaCI6MCwiZGVmX3BpdGNoIjoiT2ZmIiwiZGVncmVlIjozNCwiZGVmX3lhd3NsaWRlciI6MCwiYm9keXNsaWRlIjowLCJsZWZ0IjotMTAsInJpZ2h0IjoyM30seyJlbmFibGUiOnRydWUsInBpdGNoIjoiRGVmYXVsdCIsImRlZmFhX2VuYiI6ZmFsc2UsInlhd21vZGlmZXIiOiJDZW50ZXIiLCJ5YXdiYXNlIjoiQXQgdGFyZ2V0cyIsImRlbGF5Ijo1LCJkZWZfeWF3dmFsdWUiOjAsImZvcmNlX2RlZmVuc2l2ZSI6dHJ1ZSwiYm9keXlhdyI6IlN0YXRpYyIsImRlZl95YXdzbGlkZXIyIjowLCJ5YXd0eXBlIjoiRGVsYXkiLCJkZWZfY3VzdG9tcGl0Y2gxIjowLCJkZWZfeWF3IjoiT2ZmIiwiZGVmX2N1c3RvbXBpdGNoIjowLCJkZWZfcGl0Y2giOiJPZmYiLCJkZWdyZWUiOjMyLCJkZWZfeWF3c2xpZGVyIjowLCJib2R5c2xpZGUiOjAsImxlZnQiOi0xMiwicmlnaHQiOjE2fSx7ImVuYWJsZSI6dHJ1ZSwicGl0Y2giOiJEZWZhdWx0IiwiZGVmYWFfZW5iIjp0cnVlLCJ5YXdtb2RpZmVyIjoiQ2VudGVyIiwieWF3YmFzZSI6IkF0IHRhcmdldHMiLCJkZWxheSI6MSwiZGVmX3lhd3ZhbHVlIjoxODAsImZvcmNlX2RlZmVuc2l2ZSI6dHJ1ZSwiYm9keXlhdyI6IlN0YXRpYyIsImRlZl95YXdzbGlkZXIyIjowLCJ5YXd0eXBlIjoiTFwvUiIsImRlZl9jdXN0b21waXRjaDEiOjAsImRlZl95YXciOiJTcGluIiwiZGVmX2N1c3RvbXBpdGNoIjowLCJkZWZfcGl0Y2giOiJVcCIsImRlZ3JlZSI6MzcsImRlZl95YXdzbGlkZXIiOjAsImJvZHlzbGlkZSI6MCwibGVmdCI6LTE5LCJyaWdodCI6MzJ9LHsiZW5hYmxlIjp0cnVlLCJwaXRjaCI6IkRlZmF1bHQiLCJkZWZhYV9lbmIiOmZhbHNlLCJ5YXdtb2RpZmVyIjoiQ2VudGVyIiwieWF3YmFzZSI6IkF0IHRhcmdldHMiLCJkZWxheSI6MSwiZGVmX3lhd3ZhbHVlIjoxODAsImZvcmNlX2RlZmVuc2l2ZSI6ZmFsc2UsImJvZHl5YXciOiJKaXR0ZXIiLCJkZWZfeWF3c2xpZGVyMiI6MTgwLCJ5YXd0eXBlIjoiTFwvUiIsImRlZl9jdXN0b21waXRjaDEiOjAsImRlZl95YXciOiJDdXN0b21pemUiLCJkZWZfY3VzdG9tcGl0Y2giOjAsImRlZl9waXRjaCI6IlVwIiwiZGVncmVlIjo1NiwiZGVmX3lhd3NsaWRlciI6LTE4MCwiYm9keXNsaWRlIjowLCJsZWZ0IjotOCwicmlnaHQiOjE1fSx7ImVuYWJsZSI6dHJ1ZSwicGl0Y2giOiJEZWZhdWx0IiwiZGVmYWFfZW5iIjp0cnVlLCJ5YXdtb2RpZmVyIjoiT2ZmIiwieWF3YmFzZSI6IkF0IHRhcmdldHMiLCJkZWxheSI6MSwiZGVmX3lhd3ZhbHVlIjoxODAsImZvcmNlX2RlZmVuc2l2ZSI6dHJ1ZSwiYm9keXlhdyI6IlN0YXRpYyIsImRlZl95YXdzbGlkZXIyIjoxODAsInlhd3R5cGUiOiJMXC9SIiwiZGVmX2N1c3RvbXBpdGNoMSI6MCwiZGVmX3lhdyI6IkN1c3RvbWl6ZSIsImRlZl9jdXN0b21waXRjaCI6MCwiZGVmX3BpdGNoIjoiQ3VzdG9taXplIiwiZGVncmVlIjowLCJkZWZfeWF3c2xpZGVyIjotMTgwLCJib2R5c2xpZGUiOjAsImxlZnQiOjAsInJpZ2h0IjowfSx7ImVuYWJsZSI6ZmFsc2UsInBpdGNoIjoiRGVmYXVsdCIsImRlZmFhX2VuYiI6ZmFsc2UsInlhd21vZGlmZXIiOiJPZmYiLCJ5YXdiYXNlIjoiQXQgdGFyZ2V0cyIsImRlbGF5IjoxLCJkZWZfeWF3dmFsdWUiOjAsImZvcmNlX2RlZmVuc2l2ZSI6ZmFsc2UsImJvZHl5YXciOiJTdGF0aWMiLCJkZWZfeWF3c2xpZGVyMiI6MCwieWF3dHlwZSI6IkxcL1IiLCJkZWZfY3VzdG9tcGl0Y2gxIjowLCJkZWZfeWF3IjoiT2ZmIiwiZGVmX2N1c3RvbXBpdGNoIjowLCJkZWZfcGl0Y2giOiJPZmYiLCJkZWdyZWUiOjAsImRlZl95YXdzbGlkZXIiOjAsImJvZHlzbGlkZSI6MCwibGVmdCI6MCwicmlnaHQiOjB9XV0=') end),
import = tabs.angle:button("Import", function() configs.import() end),
export = tabs.angle:button("Export", function() configs.export() end)
}
local start_time = client.unix_time()
local function get_elapsed_time()
local elapsed_seconds = client.unix_time() - start_time
local hours = math.floor(elapsed_seconds / 3600)
local minutes = math.floor((elapsed_seconds - hours * 3600) / 60)
local seconds = math.floor(elapsed_seconds - hours * 3600 - minutes * 60)
return string.format("%02d:%02d:%02d", hours, minutes, seconds)
end
local state_aa = enums.name_states
b_2.aa = {
aapick = tabs.fake:combobox("\n",{"Builder", "Other"} ),
-- space = tabs.angle:label("\n"),
main = {
labpick = tabs.angle:label("Builder"),
labpickss = tabs.angle:label("\a373737FF‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾"),
state = tabs.fake:combobox("\n", state_aa),
},
advanced = {
labpick1 = tabs.angle:label("Binds"),
space = tabs.angle:label("\a373737FF‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾"),
key_left = tabs.angle:hotkey('Manual Left'),
key_right = tabs.angle:hotkey('Manual Right'),
key_reset = tabs.angle:hotkey('Manual Reset'),
key_freestand = tabs.angle:hotkey('Freestanding'),
spacee = tabs.angle:label("\n"),
labpick2 = tabs.angle:label("Other"),
space3 = tabs.angle:label("\a373737FF‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾"),
antibackstab = tabs.angle:checkbox("Anti-Backstab"),
safehead = tabs.angle:checkbox("Safe Head"),
options = tabs.angle:multiselect("\n",{"Edge On FD", "Safe Knife"}),
fastladder = tabs.angle:checkbox("Fast Ladder"),
slowmotion = tabs.other:checkbox("Slow Motion", 0x00),
hideshots = tabs.other:checkbox("\aC7C76DFFOn Shot Anti-Aim", 0x00),
fakepeek = tabs.other:checkbox("\aC7C76DFFFake Peek", 0x00)
}
}
b_2.fakelag = {
amount = tabs.other:combobox("Amount", "Dynamic", "Maximum", "Fluctuate"),
variance = tabs.other:slider("Variance", 0, 100, 0, true, "%", 1),
limit = tabs.other:slider("Limit", 1, 15, 13, true, "t", 1)
}
b_2.settings = {
labpick = tabs.angle:label("Settings"),
labpicks = tabs.angle:label("\a373737FF‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾"),
filtercons = tabs.angle:checkbox("Filter Console"),
animfix = tabs.angle:checkbox("Animation Breaker"),
selectfix = tabs.angle:multiselect("\n", {"Leg Fucker", "Body Lean", "Broken" ,"Static Legs", "Walk"}),
talking = tabs.angle:checkbox("Trash Talk"),
talkingsel = tabs.angle:multiselect("\n", "Kill", "Death"),
spacex = tabs.angle:label("\n"),
labs = tabs.angle:label("Visual"),
ayeshe4ka = tabs.angle:label("\a373737FF‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾"),
viewmodelscope = tabs.angle:checkbox("Viewmodel Scope"),
watermark = tabs.angle:checkbox("Watermark"),
indicators = tabs.angle:checkbox("Indicators"),
center = tabs.angle:checkbox("Center", {75, 35, 155, 255}),
manual = tabs.angle:checkbox("Manual", {75, 35, 155, 255}),
logs = {
enable = tabs.angle:checkbox("Logging"),
style = tabs.angle:multiselect("\n", {"On-Screen", "Console"}),
},
}
b_2.rage = {
lab = tabs.other:label("Rage"),
space = tabs.other:label("\a373737FF‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾"),
expdt = tabs.other:checkbox("\aFD002FFFMantle Devil Tap"),
airstop = tabs.other:checkbox("Air Stop", 0x00),
predict = tabs.other:checkbox("\v⛧\r The Grimoire Of Mephissa \v⛧\r"),
hotexp = tabs.other:hotkey("\v♯\r Liberate \aFD002FFFme\r, mortal ✟"),
pingpos = tabs.other:combobox("Ping Variations", {"High", "Low"}),
selectgun = tabs.other:combobox("\n", {"-", "AWP", "SCOUT", "AUTO", "R8"}),
slideawp = tabs.other:combobox("\n", {"Disabled", "Medium", "Maximum", "Extreme"}),
slidescout = tabs.other:combobox("\n",{"Disabled", "Medium", "Maximum", "Extreme"}),
slideauto = tabs.other:combobox("\n",{"Disabled", "Medium", "Maximum", "Extreme"}),
slider8 = tabs.other:combobox("\n",{"Disabled", "Medium", "Maximum", "Extreme"})
}
local builder = {}
for i=1, #state_aa do
builder[i] = {
enable = tabs.angle:checkbox('Enable '..state_aa[i]),
pitch = tabs.angle:combobox("Pitch \v»\r Type", {"Off", "Default", "Up", "Down", "Minimal", "Random"}),
yawbase = tabs.angle:combobox("Yawbase \v»\r Type", {"At targets", "Local View"}),
yawtype = tabs.angle:combobox("Yaw \v»\r Type", {"L/R", "Delay"}),
left = tabs.angle:slider("\v~\r Yaw Left", -180, 180, 0, true, "°"),
right = tabs.angle:slider("\v~\r Yaw Right", -180, 180, 0, true, "°"),
delay = tabs.angle:slider("\v~\r Delay Ticks", 1, 14, 1, true),
yawmodifer = tabs.angle:combobox("Yaw \v»\r Modifer", {"Off", "Offset", "Center", "Skitter"}),
degree = tabs.angle:slider("\v~\r Degree", -180, 180, 0, true,"°"),
bodyyaw = tabs.angle:combobox("Body Yaw \v»\r Type", {"Static", "Jitter", "Opposite"}),
bodyslide = tabs.angle:slider("\v~\r Range", -180, 180, 0, true, "°"),
force_defensive = tabs.angle:checkbox("Enable \vForce Defensive"),
onshotaa = tabs.angle:checkbox("Force On Hide Shots"),
defaa_enb = tabs.angle:checkbox("Defensive Anti-Aim"),
def_pitch = tabs.angle:combobox("\vDefensive ·\r Pitch", {"Off", "Default", "Up", "Down", "Minimal", "Customize"}),
def_custompitch = tabs.angle:slider("Min", -89, 0, 0, true, "°", 1),
def_custompitch1 = tabs.angle:slider("Max", 0, 89, 0, true, "°", 1),
def_yaw = tabs.angle:combobox("\vDefensive ·\r Yaw", {"Off", "Spin", "Customize"}),
def_yawvalue = tabs.angle:slider("Speed", -180, 180, 0, true,"°", 1),
def_yawslider = tabs.angle:slider("Min", -180, 0, 0, true, "°", 1),
def_yawslider2 = tabs.angle:slider("Max", 0, 180, 0, true, "°", 1),
}
end
for i=1, #state_aa do
-- Request
cond_check = {b_2.aa.main.state, function() return (i ~= 1) end}
tab_cond = {b_2.aa.main.state, state_aa[i]}
check_tab = {b_2.main.picker, "Anti-Aim"}
menut_tab = {b_2.aa.aapick, "Builder"}
delay = {builder[i].yawtype, "Delay"}
lrcheck = {builder[i].yawtype, "L/R" or builder[i].yawtype, "Delay"}
default = {builder[i].yawmodifer, "Center" or builder[i].yawmodifer, "Offset" or builder[i].yawmodifer, "Skitter"}
checks = {builder[i].bodyyaw, "Static", "Jitter"}
custompitch = {builder[i].def_pitch, "Customize"}
yawslid = {builder[i].def_yaw, "Customize"}
yawslid2 = {builder[i].def_yaw, "Spin"}
defaa = {builder[i].defaa_enb, function() if (i == 1 ) then return builder[i].defaa_enb:get() else return builder[i].defaa_enb:get() end end}
defensive = {builder[i].force_defensive, function() if (i == 1) then return builder[i].force_defensive:get() else return builder[i].force_defensive:get() end end}
cnd_en = {builder[i].enable, function() if (i == 1) then return true else return builder[i].enable:get() end end}
--Default
builder[i].enable:depend(cond_check, tab_cond,check_tab, menut_tab)
builder[i].pitch:depend( tab_cond, cnd_en,check_tab, menut_tab)
builder[i].yawbase:depend( tab_cond,cnd_en, check_tab, menut_tab)
builder[i].yawtype:depend( tab_cond, cnd_en,check_tab, menut_tab)
builder[i].yawmodifer:depend(tab_cond, cnd_en, check_tab, menut_tab)
builder[i].degree:depend(tab_cond, cnd_en,check_tab, menut_tab, default)
builder[i].left:depend( tab_cond, cnd_en,check_tab, menut_tab, lrcheck)
builder[i].right:depend( tab_cond, cnd_en,check_tab, menut_tab, lrcheck)
builder[i].delay:depend( tab_cond, cnd_en,check_tab, menut_tab, delay)
builder[i].bodyyaw:depend( tab_cond, cnd_en,check_tab, menut_tab)
builder[i].bodyslide:depend(tab_cond, cnd_en, check_tab, menut_tab, checks)
--#defensive
builder[i].force_defensive:depend( tab_cond,check_tab, cnd_en, menut_tab)
builder[i].onshotaa:depend(tab_cond,check_tab, cnd_en, menut_tab, defensive)
builder[i].defaa_enb:depend(tab_cond,check_tab, cnd_en, menut_tab, defensive)
builder[i].def_custompitch:depend(tab_cond,check_tab, cnd_en, menut_tab, defensive, defaa, custompitch)
builder[i].def_custompitch1:depend(tab_cond,check_tab, cnd_en, menut_tab, defensive,defaa, custompitch)
builder[i].def_yaw:depend(tab_cond,check_tab, cnd_en, menut_tab, defaa,defensive)
builder[i].def_yawslider:depend(tab_cond,check_tab, cnd_en, menut_tab, defensive,defaa, yawslid)
builder[i].def_yawslider2:depend(tab_cond,check_tab, cnd_en, menut_tab, defensive,defaa, yawslid)
builder[i].def_pitch:depend(tab_cond,check_tab, cnd_en, menut_tab, defaa, defensive)
builder[i].def_yawvalue:depend(tab_cond, check_tab, cnd_en, menut_tab, defaa, defensive, yawslid2)
end
local breaker = {
defensive = 0,
defensive_check = 0,
cmd = 0,
last_origin = nil,
origin = nil,
tp_dist = 0,
tp_data = gram_create(0,3),
mapname = globals.mapname()
}
local last_press_t_dir = 0
local manual_dir = 0
antiknife = function (x1, y1, z1, x2, y2, z2)
return math.sqrt((x2 - x1)^2 + (y2 - y1)^2 + (z2 - z1)^2)
end
local run_direction = function()
ui.set(s_2.s_1.freeStand[1], b_2.aa.advanced.key_freestand:get())
ui.set(s_2.s_1.freeStand[2], b_2.aa.advanced.key_freestand:get() and 'Always on' or 'On hotkey')
if manual_dir ~= 0 then
ui.set(s_2.s_1.freeStand[1], false)
end
if b_2.aa.advanced.key_right:get() and last_press_t_dir + 0.2 < globals.curtime() then
manual_dir = manual_dir == 2 and 0 or 2
last_press_t_dir = globals.curtime()
elseif b_2.aa.advanced.key_left:get() and last_press_t_dir + 0.2 < globals.curtime() then
manual_dir = manual_dir == 1 and 0 or 1
last_press_t_dir = globals.curtime()
elseif b_2.aa.advanced.key_reset:get() and last_press_t_dir + 0.2 < globals.curtime() then
manual_dir = manual_dir == 0
last_press_t_dir = globals.curtime()
elseif last_press_t_dir > globals.curtime() then
last_press_t_dir = globals.curtime()
end
end
local function animix()
if not b_2.settings.animfix:get() then return end
if not entity.get_local_player() then return end
local lp = entity.get_local_player()
local self_index = c_entity.new(lp)
if b_2.settings.selectfix:get('Body Lean') then
local lp = entity.get_local_player()
if not lp or not entity.is_alive(lp) then return end
local self_index = c_entity.new(lp)
local anim_layer_tw = self_index:get_anim_overlay(12)
if not anim_layer_tw then return end
anim_layer_tw.weight = math.random(1, 15) / 10
end
if b_2.settings.selectfix:get("Static Legs") then
entity.set_prop(entity.get_local_player(), "m_flPoseParameter", 1, 6)
end
if b_2.settings.selectfix:get("Leg Fucker") then
entity.set_prop(lp, "m_flPoseParameter", 1, globals.tickcount() % 4 > 1 and 0.5 or 1)
end
if b_2.settings.selectfix:get("Broken") then
entity.set_prop(entity.get_local_player(), "m_flPoseParameter", math.random(0, 10)/10, 3)
entity.set_prop(entity.get_local_player(), "m_flPoseParameter", math.random(0, 10)/10, 7)
entity.set_prop(entity.get_local_player(), "m_flPoseParameter", math.random(0, 10)/10, 6)
end
if b_2.settings.selectfix:get("Walk") then
entity.set_prop(entity.get_local_player(), "m_flPoseParameter", 0.5, 7)
end
end
client.set_event_callback('pre_render', function()
animix()
end)
local id = 1
local function player_state(cmd)
local lp = entity.get_local_player()
if lp == nil then return end
local vecvelocity = { entity.get_prop(lp, 'm_vecVelocity') }
local flags = entity.get_prop(lp, 'm_fFlags')
local velocity = math.sqrt(vecvelocity[1]^2+vecvelocity[2]^2)
local groundcheck = bit.band(flags, 1) == 1
local jumpcheck = bit.band(flags, 1) == 0 or cmd.in_jump == 1
local ducked = entity.get_prop(lp, 'm_flDuckAmount') > 0.7
local duckcheck = ducked or ui.get(s_2.s_0.fakeduck)
local manuals = manual_dir == 1 or manual_dir == 2
local slowwalk_key = ui.get(s_2.s_1.slow[1]) and ui.get(s_2.s_1.slow[2])
local lag = not ui.get(s_2.s_1.onshotaa[1]) and not ui.get(s_2.s_1.onshotaa[2]) or ui.get(s_2.s_0.dt[1]) and not ui.get(s_2.s_0.dt[2])
if jumpcheck and duckcheck then return "Air+C"
elseif jumpcheck then return "Air"
elseif duckcheck and velocity > 10 then return "Duck-Moving"
elseif duckcheck and velocity < 10 then return "Duck"
elseif groundcheck and slowwalk_key and velocity > 10 then return "Walking"
elseif groundcheck and velocity > 5 then return "Moving"
elseif groundcheck and velocity < 5 then return "Stand"
elseif lag then return "Fakelag"
else return "Global" end
end
forrealtime = 0
function smoothJitter(switchyaw1, switchyaw2, switchingspeed)
if globals.curtime() > forrealtime + 1 / (switchingspeed * 2) then
finalyawgg = switchyaw1
if globals.curtime() - forrealtime > 2 / (switchingspeed * 2) then
forrealtime = globals.curtime()
end
else
finalyawgg = switchyaw2
end
return finalyawgg
end
function desyncside()
if not entity.get_local_player() or not entity.is_alive(entity.get_local_player()) then
return
end
local bodyyaw = entity.get_prop(entity.get_local_player(), "m_flPoseParameter", 11) * 120 - 60
local side = bodyyaw > 0 and -1 or 1
return side
end
client.set_event_callback("predict_command", function(cmd)
if cmd.command_number == breaker.cmd then
local tickbase = entity.get_prop(entity.get_local_player(), "m_nTickBase")
breaker.defensive = math.abs(tickbase - breaker.defensive_check)
breaker.defensive_check = math.max(tickbase, breaker.defensive_check)
breaker.cmd = 0
end
end)
client.set_event_callback("run_command", function(cmd)
breaker.cmd = cmd.command_number
if cmd.chokedcommands == 0 then
breaker.origin = vector(entity.get_origin(entity.get_local_player()))
if breaker.last_origin ~= nil then
breaker.tp_dist = (breaker.origin - breaker.last_origin):length2dsqr()
gram_update(breaker.tp_data, breaker.tp_dist, true)
end
breaker.last_origin = breaker.origin
end
end)
local function aa_setup(cmd)
local lp = entity.get_local_player()
local tp_amount = get_average(breaker.tp_data)/get_velocity(lp)*100
local is_defensive = (breaker.defensive > 1) and not (tp_amount >= 25 and breaker.defensive >= 13) and ui.get(s_2.s_0.dt[1]) and ui.get(s_2.s_0.dt[2]) or b_2.aa.advanced.hideshots.hotkey:get() and builder[id].onshotaa:get()
local threat = client.current_threat()
local weapon = entity.get_player_weapon(lp)
local lp_orig_x, lp_orig_y, lp_orig_z = entity.get_prop(lp, "m_vecOrigin")
local flags = entity.get_prop(lp, 'm_fFlags')
local jumpcheck = bit.band(flags, 1) == 0 or cmd.in_jump == 1
local ducked = entity.get_prop(lp, 'm_flDuckAmount') > 0.7
if lp == nil then return end
if player_state(cmd) == "Duck-Moving" and builder[8].enable:get() then id = 8
elseif player_state(cmd) == "Fakelag" and builder[10].enable:get() then id = 9
elseif player_state(cmd) == "Duck" and builder[7].enable:get() then id = 7
elseif player_state(cmd) == "Air+C" and builder[6].enable:get() then id = 6
elseif player_state(cmd) == "Air" and builder[5].enable:get() then id = 5
elseif player_state(cmd) == "Moving" and builder[4].enable:get() then id = 4
elseif player_state(cmd) == "Walking" and builder[3].enable:get() then id = 3
elseif player_state(cmd) == "Stand" and builder[2].enable:get() then id = 2
else id = 1 end
-- print(id)
run_direction()
cmd.force_defensive = builder[id].force_defensive:get()
ui.set(s_2.s_1.fakelagenabled[1], true)
ui.set(s_2.s_1.fakelagamount[1], b_2.fakelag.amount:get())
ui.set(s_2.s_1.fakelagvariance[1], b_2.fakelag.variance:get())
ui.set(s_2.s_1.fakelaglimit[1], b_2.fakelag.limit:get())
local settings = {
{b_2.aa.advanced.slowmotion, s_2.s_1.slow},
{b_2.aa.advanced.hideshots, s_2.s_1.onshotaa},
{b_2.aa.advanced.fakepeek, s_2.s_1.fakepeek}
}
for _, setting in ipairs(settings) do
if setting[1]:get() then
ui.set(setting[2][1], setting[1].hotkey:get())
ui.set(setting[2][2], 'Always On')
else
ui.set(setting[2][2], 'On Hotkey')
end
end
if builder[id].defaa_enb:get() and is_defensive then
ui.set(s_2.s_1.anti_aim[1], true)
if builder[id].def_pitch:get() == "Off" then
ui.set(s_2.s_1.pitch[1], "Off")
elseif builder[id].def_pitch:get() == "Default" then
ui.set(s_2.s_1.pitch[1], "Default")
elseif builder[id].def_pitch:get() == "Up" then
ui.set(s_2.s_1.pitch[1], "Up")
elseif builder[id].def_pitch:get() == "Down" then
ui.set(s_2.s_1.pitch[1], "Down")
elseif builder[id].def_pitch:get() == "Minimal" then
ui.set(s_2.s_1.pitch[1], "Minimal")
elseif builder[id].def_pitch:get() == "Customize" then
ui.set(s_2.s_1.pitch[1], "Custom")
ui.set(s_2.s_1.pitch[2], math.random(builder[id].def_custompitch:get(), builder[id].def_custompitch1:get()))
end
if builder[id].def_yaw:get() == "Off" then
ui.set(s_2.s_1.yaw[1], "Off")
ui.set(s_2.s_1.yaw[2], 0)
elseif builder[id].def_yaw:get() == "Spin" then
ui.set(s_2.s_1.yaw[1], "Spin")
ui.set(s_2.s_1.yaw[2], builder[id].def_yawvalue:get())
elseif builder[id].def_yaw:get() == "Customize" then
ui.set(s_2.s_1.yaw[1], "180")
ui.set(s_2.s_1.yaw[2], math.random(builder[id].def_yawslider:get(), builder[id].def_yawslider2:get()))
end
else
ui.set(s_2.s_1.anti_aim[1], true)
ui.set(s_2.s_1.pitch[1], builder[id].pitch:get())
ui.set(s_2.s_1.yawbase, builder[id].yawbase:get())
ui.set(s_2.s_1.yawjitter[1], builder[id].yawmodifer:get())
ui.set(s_2.s_1.yawjitter[2], builder[id].degree:get())
ui.set(s_2.s_1.bodyyaw[1], builder[id].bodyyaw:get())
ui.set(s_2.s_1.bodyyaw[2], builder[id].bodyslide:get() + 1)
if builder[id].yawtype:get() == "L/R" and desyncside() == -1 then
ui.set(s_2.s_1.yaw[1], "180")
ui.set(s_2.s_1.yaw[2], builder[id].left:get())
else
ui.set(s_2.s_1.yaw[1], "180")
ui.set(s_2.s_1.yaw[2], builder[id].right:get())
end
if builder[id].yawtype:get() == "Delay" then
ui.set(s_2.s_1.yaw[1], "180")
ui.set(s_2.s_1.yaw[2], smoothJitter(builder[id].left:get(), builder[id].right:get(), builder[id].delay:get()))
end
end
if manual_dir == 2 then
ui.set(s_2.s_1.pitch[1], "Minimal")
ui.set(s_2.s_1.yawbase, "Local view")
ui.set(s_2.s_1.yaw[1], "180")
ui.set(s_2.s_1.yaw[2], 90)
ui.set(s_2.s_1.yawjitter[1], "Offset")
ui.set(s_2.s_1.yawjitter[2], 0)
ui.set(s_2.s_1.bodyyaw[1], "Off")
ui.set(s_2.s_1.bodyyaw[2], 0)
ui.set(s_2.s_1.fs_body_yaw, false)
end
if manual_dir == 1 then
ui.set(s_2.s_1.pitch[1], "Minimal")
ui.set(s_2.s_1.yawbase, "Local view")
ui.set(s_2.s_1.yaw[1], "180")
ui.set(s_2.s_1.yaw[2], -90)
ui.set(s_2.s_1.yawjitter[1], "Offset")
ui.set(s_2.s_1.yawjitter[2], 0)
ui.set(s_2.s_1.bodyyaw[1], "Off")
ui.set(s_2.s_1.bodyyaw[2], 0)
ui.set(s_2.s_1.fs_body_yaw, false)
end
if b_2.aa.advanced.safehead:get() then
if b_2.aa.advanced.options:get("Edge On FD") then
if ui.get(s_2.s_0.fakeduck) then
ui.set(s_2.s_1.edgeyaw, true)
else
ui.set(s_2.s_1.edgeyaw, false)
end
end
if b_2.aa.advanced.options:get("Safe Knife") then
if jumpcheck and ducked and entity.get_classname(weapon) == "CKnife" then
if not is_defensive then
ui.set(s_2.s_1.pitch[1], "Minimal")
ui.set(s_2.s_1.yawbase, "At targets")
ui.set(s_2.s_1.yaw[1], "180")
ui.set(s_2.s_1.yaw[2], 14)
ui.set(s_2.s_1.yawjitter[1], "Off")
ui.set(s_2.s_1.yawjitter[2], 0)
ui.set(s_2.s_1.bodyyaw[1], "Static")
ui.set(s_2.s_1.bodyyaw[2], 1)
ui.set(s_2.s_1.fs_body_yaw, false)
else
cmd.force_defensive = 1
ui.set(s_2.s_1.pitch[1], "Custom")
ui.set(s_2.s_1.pitch[2], 0)
ui.set(s_2.s_1.yawbase, "At targets")
ui.set(s_2.s_1.yaw[1], "Off")
ui.set(s_2.s_1.yaw[2], 0)
ui.set(s_2.s_1.yawjitter[1], "Off")
ui.set(s_2.s_1.yawjitter[2], 0)
ui.set(s_2.s_1.bodyyaw[1], "Off")
ui.set(s_2.s_1.bodyyaw[2], 0)
ui.set(s_2.s_1.fs_body_yaw, false)
end
end
end
end
local players = entity.get_players(true)
if b_2.aa.advanced.antibackstab:get() then
lp_orig_x, lp_orig_y, lp_orig_z = entity.get_prop(lp, "m_vecOrigin")
for i=1, #players do
if players == nil then return end
enemy_orig_x, enemy_orig_y, enemy_orig_z = entity.get_prop(players[i], "m_vecOrigin")
distance_to = antiknife(lp_orig_x, lp_orig_y, lp_orig_z, enemy_orig_x, enemy_orig_y, enemy_orig_z)
weapon = entity.get_player_weapon(players[i])
if weapon == nil then return end
if entity.get_classname(weapon) == "CKnife" and distance_to <= 250 then
ui.set(s_2.s_1.yaw[2], "180")
ui.set(s_2.s_1.yawbase, "At targets")
end
end
end
end
--#region :: Drag another
local vars = {}
local emberlash = {}
vars.drag = {}
local color do
local helpers = {
RGBtoHEX = a(function (col, short)
return string.format(short and "%02X%02X%02X" or "%02X%02X%02X%02X", col.r, col.g, col.b, col.a)
end),
HEXtoRGB = a(function (hex)
hex = string.gsub(hex, "^#", "")
return tonumber(string.sub(hex, 1, 2), 16), tonumber(string.sub(hex, 3, 4), 16), tonumber(string.sub(hex, 5, 6), 16), tonumber(string.sub(hex, 7, 8), 16) or 255
end)
}
local create
local mt = {
__eq = a(function (a, b)
return a.r == b.r and a.g == b.g and a.b == b.b and a.a == b.a
end),
lerp = a(function (f, t, w)
return create(f.r + (t.r - f.r) * w, f.g + (t.g - f.g) * w, f.b + (t.b - f.b) * w, f.a + (t.a - f.a) * w)
end),
to_hex = helpers.RGBtoHEX,
alphen = a(function (self, a, r)
return create(self.r, self.g, self.b, r and a * self.a or a)
end),
} mt.__index = mt
create = ffi.metatype(ffi.typeof("struct { uint8_t r; uint8_t g; uint8_t b; uint8_t a; }"), mt)
color = setmetatable({
rgb = a(function (r,g,b,a)
r = math.min(r or 255, 255)
return create(r, g and math.min(g, 255) or r, b and math.min(b, 255) or r, a and math.min(a, 255) or 255)
end),
hex = a(function (hex)
local r,g,b,a = helpers.HEXtoRGB(hex)
return create(r,g,b,a)
end)
},{
__call = a(function (self, r, g, b, a)
return type(r) == "string" and self.hex(r) or self.rgb(r, g, b, a)
end),
})
end
local colors = {
hex = "\a74A6A9FF",
accent = color.hex("74A6A9"),
back = color.rgb(23, 26, 28),
dark = color.rgb(5, 6, 8),
white = color.rgb(255),
black = color.rgb(0),
null = color.rgb(0, 0, 0, 0),
text = color.rgb(230),
panel = {
l1 = color.rgb(5, 6, 8, 180),
g1 = color.rgb(5, 6, 8, 140),
l2 = color.rgb(23, 26, 28, 96),
g2 = color.rgb(23, 26, 28, 140),
}
}
local DPI, _DPI = 1, {}
local sw, sh = client.screen_size()
local asw, ash = sw, sh
local sc = {x = sw * .5, y = sh * .5}
local asc = {x = asw * .5, y = ash * .5}
-- #region - Callbacks
local callbacks do
local event_mt = {
__call = function (self, bool, fn)
local action = bool and client.set_event_callback or client.unset_event_callback
action(self[1], fn)
end,
set = function (self, fn)
client.set_event_callback(self[1], fn)
end,
unset = function (self, fn)
client.unset_event_callback(self[1], fn)
end,
fire = function (self, ...)
client.fire_event(self[1], ...)
end,
} event_mt.__index = event_mt
callbacks = setmetatable({}, {
__index = function (self, key)
self[key] = setmetatable({key}, event_mt)
return self[key]
end,
})
end
-- #endregion
local my = {
valid = false,
}
local render do
local alpha = 1
local astack = {}
local measurements = setmetatable({}, { __mode = "kv" })
-- #region - dpi
local dpi_flag = ""
local dpi_ref = ui.reference("MISC", "Settings", "DPI scale")
_DPI.scalable = false
_DPI.callback = function ()
local old = DPI
DPI = _DPI.scalable and tonumber(ui.get(dpi_ref):sub(1, -2)) * .01 or 1
sw, sh = client.screen_size()
sw, sh = sw / DPI, sh / DPI
sc.x, sc.y = sw * .5, sh * .5
dpi_flag = DPI ~= 1 and "d" or ""
if old ~= DPI then
callbacks["hysteria::render_dpi"]:fire(DPI)
old = DPI
end
end
_DPI.callback()
ui.set_callback(dpi_ref, _DPI.callback)
-- #endregion
-- #region - blur
local blurs = setmetatable({}, {__mode = "kv"})
do
local function check_screen ()
if sw == 0 or sh == 0 then
_DPI.callback()
asw, ash = client.screen_size()
sw, sh = render.screen_size()
else
callbacks.paint_ui:unset(check_screen)
end
end
callbacks.paint_ui:set(check_screen)
end
callbacks.paint:set(function ()
for i = 1, #blurs do
local v = blurs[i]
if v then renderer.blur(v[1], v[2], v[3], v[4]) end
end
table.clear(blurs)
end)
callbacks.paint_ui:set(function ()
table.clear(blurs)
end)
-- #endregion
local F, C, R = math.floor, math.ceil, math.round
--
render = setmetatable({
cheap = false,
push_alpha = a(function (v)
local len = #astack
astack[len+1] = v
alpha = alpha * astack[len+1] * (astack[len] or 1)
if len > 255 then error "alpha stack exceeded 255 objects, report to developers" end
end),
pop_alpha = a(function ()
local len = #astack
astack[len], len = nil, len-1
alpha = len == 0 and 1 or astack[len] * (astack[len-1] or 1)
end),
get_alpha = a(function () return alpha end),
blur = a(function (x, y, w, h, a, s)
if not render.cheap and my.valid and (a or 1) * alpha > .25 then
blurs[#blurs+1] = {F(x * DPI), F(y * DPI), F(w * DPI), F(h * DPI)}
end
end),
gradient = a(function (x, y, w, h, c1, c2, dir)
renderer.gradient(F(x * DPI), F(y * DPI), F(w * DPI), F(h * DPI), c1.r, c1.g, c1.b, c1.a * alpha, c2.r, c2.g, c2.b, c2.a * alpha, dir or false)
end),
line = a(function (xa, ya, xb, yb, c)
renderer.line(F(xa * DPI), F(ya * DPI), F(xb * DPI), F(yb * DPI), c.r, c.g, c.b, c.a * alpha)
end),
rectangle = a(function (x, y, w, h, c, n)
x, y, w, h, n = F(x * DPI), F(y * DPI), F(w * DPI), F(h * DPI), n and F(n * DPI) or 0
local r, g, b, a = c.r, c.g, c.b, c.a * alpha
if n == 0 then
renderer.rectangle(x, y, w, h, r, g, b, a)
else
renderer.circle(x + n, y + n, r, g, b, a, n, 180, 0.25)
renderer.rectangle(x + n, y, w - n - n, n, r, g, b, a)
renderer.circle(x + w - n, y + n, r, g, b, a, n, 90, 0.25)
renderer.rectangle(x, y + n, w, h - n - n, r, g, b, a)
renderer.circle(x + n, y + h - n, r, g, b, a, n, 270, 0.25)
renderer.rectangle(x + n, y + h - n, w - n - n, n, r, g, b, a)
renderer.circle(x + w - n, y + h - n, r, g, b, a, n, 0, 0.25)
end