Chimera Yaw
Chimera Yaw
local ui_handler = {}
local conditional_hitchance = {}
local handlers = {}
local font = {}
local entity_helpers = {}
local dormant_aimbot = {}
local ffi_handler = {}
local AntiAim_on_use = {}
local doubletap_speed_controller = {}
local defines = {}
local viewmodel_in_scope = {}
local visual_controller = {}
local bind_system = {}
local conditional_AntiAims = {}
local neverlose_refs = {}
local edge_yaw = {}
local animation_breaker = {}
local anti_bruteforce = {}
local hitlogs = {}
local console_color = {}
local menu_effects = {}
local custom_scope = {}
local hitsound = {}
local manual_arrows = {}
local damage_marker = {}
local configs = {}
local kill_say = {}
local hitlog = {}
configs.default_link = "https://hastebin.com/raw/oqapofoxoq"
configs.validation_key = "3805ca8ff0dc26a4a236a8f26d6bd51a"
kill_say.phrases = {
"1 пидорасина ебаная спи",
"круто вчера туалет помыла шлюха",
"игрок?",
"парашыч ебаный",
"1 животно ебаное ",
"оттарабанен 100 сантиметровым фалосом",
"обоссан",
"by SANCHEZj hvh boss",
"але уебище химера яв гетни потом вырыгивай что то",
"ебать ты на хуек присел нихуева",
"заглотнул коки яки",
"в сон нахуй",
"уебашил дилдом по ебалу",
"сбил пидораса обоссаного",
"глотай овца",
"трахнут",
"поспи хуйсоска",
"лови припиздок немощный",
"слишком сочный для Chimera.technologies ",
"sleep",
"изи упал нищий",
"посажен на хуй",
"GLhf.exe Activated",
"what you do dog??",
"!medic НЮХАЙ БЭБРУ я полечился",
"1 week lou doggo ovnet",
"l2p bot",
"why you sleep dog???",
"лови тапыча мусор",
"1 мусор учись играть",
"$$$ 1 TAP UFF YA $$$ ∩ ( ⚆
͡ ͜ʖ ⚆
͡ ) ∩",
"че, пососал глупый даун?",
"я ķ¤нɥåλ ϯ⤣ü ɱåɱķ£ β Ƥ¤ϯ",
"улетаешь со своего ванвея хуесос",
"0 iq",
"сразу видно кфг иссуе мб конфиг у витмы прикупишь ?",
"iq ? HAHAHA",
"Best and cheap configurations for gamesense, ot and neverlose waiting for your
order at ---> vk.com/id498406374",
"ХАХАХАХАХХАХА НИЩИЙ УЛЕТЕЛ (◣_◢)",
"земля те землей хуйло чиста еденицей отлетел))",
"Создатель JS REZOLVER",
}
local base64 = {}
extract = function(v, from, width)
return bit.band(bit.rshift(v, from), bit.lshift(1, width) - 1)
end
function base64.makeencoder(alphabet)
local encoder = {}
local t_alphabet = {}
for i = 1, #alphabet do
t_alphabet[i - 1] = alphabet:sub(i, i)
end
for b64code, char in pairs(t_alphabet) do
encoder[b64code] = char:byte()
end
return encoder
end
function base64.makedecoder(alphabet)
local decoder = {}
for b64code, charcode in pairs(base64.makeencoder(alphabet)) do
decoder[charcode] = b64code
end
return decoder
end
DEFAULT_ENCODER =
base64.makeencoder("ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+
/=")
DEFAULT_DECODER =
base64.makedecoder("ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+
/=")
CUSTOM_ENCODER =
base64.makeencoder("KmAWpuFBOhdbI1orP2UN5vnSJcxVRgazk97ZfQqL0yHCl84wTj3eYXiD6stEGM+
/=")
CUSTOM_DECODER =
base64.makedecoder("KmAWpuFBOhdbI1orP2UN5vnSJcxVRgazk97ZfQqL0yHCl84wTj3eYXiD6stEGM+
/=")
function base64.encode(str, encoder, usecaching)
str = tostring(str)
-- TODO: переместить эти переменные в какую нибудь таблицу что бы избежать лимита
локалов в 200 в будущем.
local IN_ATTACK = bit_lshift(1, 0) -- Fire weapon
local IN_JUMP = bit_lshift(1, 1) -- Jump
local IN_DUCK = bit_lshift(1, 2) -- Crouch
local IN_FORWARD = bit_lshift(1, 3) -- Walk forward
local IN_BACK = bit_lshift(1, 4) -- Walk backwards
local IN_USE = bit_lshift(1, 5) -- Use (Defuse bomb, etc...)
local IN_CANCEL = bit_lshift(1, 6) -- ??
local IN_LEFT = bit_lshift(1, 7) -- Walk left
local IN_RIGHT = bit_lshift(1, 8) -- Walk right
local IN_MOVELEFT = bit_lshift(1, 9) -- Alias? (not sure)
local IN_MOVERIGHT = bit_lshift(1, 10) -- Alias? (not sure)
local IN_ATTACK2 = bit_lshift(1, 11) -- Secondary fire (Revolver,
Glock change fire mode, Famas change fire mode) (not sure)
local IN_RUN = bit_lshift(1, 12)
local IN_RELOAD = bit_lshift(1, 13) -- Reload weapon
local IN_ALT1 = bit_lshift(1, 14)
local IN_ALT2 = bit_lshift(1, 15)
local IN_SCORE = bit_lshift(1, 16)
local IN_SPEED = bit_lshift(1, 17)
local IN_WALK = bit_lshift(1, 18) -- Shift
local IN_ZOOM = bit_lshift(1, 19) -- Zoom weapon (not sure)
local IN_WEAPON1 = bit_lshift(1, 20)
local IN_WEAPON2 = bit_lshift(1, 21)
local IN_BULLRUSH = bit_lshift(1, 22)
defines.noscope_weapons = {
[261] = true,
[242] = true,
[233] = true,
[267] = true
}
defines.colors = {}
defines.colors.white = Color_new(1, 1, 1, 1)
defines.colors.green = Color_RGBA(155, 200, 21, 255)
defines.colors.red = Color_new(0.7, 0.2, 0.2, 1)
defines.colors.black = Color_new(0, 0, 0, 1)
defines.colors.blue = Color_new(0, 0.67, 1, 1)
for k, v in pairs(defines.colors) do
defines.colors[k .. "_transparent"] = Color_new(defines.colors[k].r,
defines.colors[k].g, defines.colors[k].b, 0)
end
defines.colors.equals = function(a, b)
return a.r == b.r and a.g == b.g and a.b == b.b and a.a == b.a
end
defines.colors.copy = function(color)
return Color_new(color.r, color.g, color.b, color.a)
end
defines.vector_copy = function(vector)
if vector.z then
return Vector_new(vector.x, vector.y, vector.z)
end
defines.miss_reasons = {
[0] = "hit",
[1] = "resolver",
[2] = "spread",
[3] = "occlusion",
[4] = "pred. error",
}
defines.hitgroups = {
[0] = "generic",
[1] = "head",
[2] = "chest",
[3] = "stomach",
[4] = "left arm",
[5] = "right arm",
[6] = "left leg",
[7] = "right leg",
[10] = "gear"
}
defines.username = Cheat_GetCheatUserName()
defines.screen_size = EngineClient_GetScreenSize()
defines.cvars = {}
defines.cvars.sv_maxusrcmdprocessticks = CVar_FindVar("sv_maxusrcmdprocessticks")
defines.cvars.fov_cs_debug = CVar_FindVar("fov_cs_debug")
ffi_cdef[[
typedef struct {
uint8_t r;
uint8_t g;
uint8_t b;
uint8_t a;
} color_struct_t;
struct pose_params_t {
char pad[8];
float m_flStart;
float m_flEnd;
float m_flState;
};
ffi_handler.animstate_offset = 0x9960
ffi_handler.interface_type = ffi_typeof("uintptr_t**")
ffi_handler.vgui_system = ffi_cast(ffi_handler.interface_type,
Utils.CreateInterface("vgui2.dll", "VGUI_System010"))
ffi_handler.get_clipboard_text_count =
ffi_handler.bind_argument(ffi.cast("int(__thiscall*)(void*)",
ffi_handler.vgui_system[0][7]), ffi_handler.vgui_system)
ffi_handler.set_clipboard_text =
ffi_handler.bind_argument(ffi.cast("void(__thiscall*)(void*, const char*, int)",
ffi_handler.vgui_system[0][9]), ffi_handler.vgui_system)
ffi_handler.get_clipboard_text_fn =
ffi_handler.bind_argument(ffi.cast("void(__thiscall*)(void*, int, const char*,
int)", ffi_handler.vgui_system[0][11]), ffi_handler.vgui_system)
ffi_handler.get_clipboard_text = function()
local clipboard_text_length = ffi_handler.get_clipboard_text_count()
if clipboard_text_length > 0 then
local buffer = ffi.new("char[?]", clipboard_text_length)
local size = clipboard_text_length * ffi.sizeof("char[?]",
clipboard_text_length)
return ""
end
ffi_handler.engine_client = ffi_cast(ffi_handler.interface_type,
Utils_CreateInterface("engine.dll", "VEngineClient014"))
ffi_handler.is_console_visible =
ffi_handler.bind_argument(ffi_cast("bool(__thiscall*)(void*)",
ffi_handler.engine_client[0][11]), ffi_handler.engine_client)
ffi_handler.engine_sound_client = ffi_cast(ffi_handler.interface_type,
Utils_CreateInterface("engine.dll", "IEngineSoundClient003"))
ffi_handler.play_sound = ffi_handler.bind_argument(ffi_cast("void*(__thiscall*)
(void*, const char*, float, int, int, float)", ffi_handler.engine_sound_client[0]
[12]), ffi_handler.engine_sound_client)
ffi_handler.i_client_entity_list = ffi_cast(ffi_handler.interface_type,
Utils_CreateInterface("client.dll", "VClientEntityList003"))
ffi_handler.get_client_entity =
ffi_handler.bind_argument(ffi_cast("c_entity_list_get_client_entity_t",
ffi_handler.i_client_entity_list[0][3]), ffi_handler.i_client_entity_list)
ffi_handler.cvar_interface = ffi_cast(ffi_handler.interface_type,
Utils_CreateInterface("vstdlib.dll", "VEngineCvar007"))
ffi_handler.print = ffi_cast("console_color_print", ffi_handler.cvar_interface[0]
[25])
math_round = function(value)
return math_floor(value + 0.5)
end
if end_pos == 0 and delta < 0.01 and delta > -0.01 then
delta = 0
elseif end_pos == 1 and delta < 1.01 and delta > 0.99 then
delta = 1
end
return delta
end
math_normalize = function(ang)
while (ang > 180.0) do
ang = ang - 360.0
end
while (ang < -180.0) do
ang = ang + 360.0
end
return ang
end
bind_system.list = {}
bind_system._list = {}
bind_system.get = function(name)
return bind_system.list[name]
end
bind_system.parse = function()
bind_system._list = {}
for k, v in pairs(bind_system._list) do
if bind_system.list[k] == nil then
bind_system.list[k] = {value = v, state = 0}
end
end
for k, v in pairs(bind_system.list) do
bind_system.list[k].state =
visual_controller.new_animation("bind_system." .. k, bind_system._list[k] == nil
and 0 or 1)
if bind_system.list[k].state == 0 then
bind_system.list[k] = nil
end
end
end
font.list = {}
font.get = function(font_name, size, antialiasing, bold, italic)
if font.list[array_index] then
return font.list[array_index]
end
local flags = {}
if antialiasing then
table_insert(flags, "r")
end
if bold then
table_insert(flags, "b")
end
if italic then
table_insert(flags, "i")
end
handlers.callbacks = {}
handlers.update = function()
for i = 1, #handlers.callbacks do
local function run(...)
for j = 1, #handlers.callbacks[i].functions do
--handlers.callbacks[i].functions[j].fn(...)
end
end
cheat_RegisterCallback(handlers.callbacks[i].callback, run)
end
end
entity_helpers.local_player = {}
entity_helpers.local_player.last_time = -1
entity_helpers.local_player.cached = {ptr = nil, index = -1}
entity_helpers.local_player.pointer = function()
entity_helpers.local_player.cached.ptr = EntityList_GetLocalPlayer()
if entity_helpers.local_player.cached.ptr then
entity_helpers.local_player.cached.index =
entity_helpers.local_player.cached.ptr:EntIndex()
else
entity_helpers.local_player.cached.index = -1
end
entity_helpers.local_player.last_time = GlobalVars.tickcount
return entity_helpers.local_player.cached.ptr
end
entity_helpers.local_player.index = function()
entity_helpers.local_player.pointer()
return entity_helpers.local_player.cached.index
end
entity_helpers.local_player.desync_angle = function(round)
ui_handler.elements = {}
ui_handler.refs = {}
ui_handler.global_update_callback = function()
if is_color then
cheat_var:GetColor()
end
if condition == nil then
condition = function()
return true
end
end
table_insert(ui_handler.tab_list, tab)
ui_handler.combo_controller:UpdateList(ui_handler.tab_list)
ui_handler.refs[tab][name] = {
ref = cheat_var,
is_color = is_color,
condition = function()
return ui_handler.current_tab == tab and condition()
end
}
ui_handler.elements[tab][name] = new_value
ui_handler.global_update_callback()
end
cheat_var:RegisterCallback(update_value)
update_value(cheat_var:Get())
ui_handler.current_tab = ui_handler.tab_list[ui_handler.combo_controller:Get()
+ 1]
ui_handler.global_update_callback()
return cheat_var
end
ui_handler.combo_controller:RegisterCallback(function(new_value)
ui_handler.current_tab = ui_handler.tab_list[new_value + 1]
ui_handler.global_update_callback()
end)
conditional_hitchance.air = function(cmd)
end
conditional_hitchance.no_scope = function(cmd)
end
dormant_aimbot.hitchance = 88
dormant_aimbot.work_time = 0.5 -- милисекунды
dormant_aimbot.info = {}
for i = 1, 64 do
dormant_aimbot.info[i] = {
origin = Vector_new(0, 0, 0),
tick = 0,
velocity = Vector_new(0, 0, 0)
}
end
for i = 1, rays do
local forward = cheat_AngleToForward(angle)
forward.x = forward.x + utils_RandomFloat(-inaccuracy, inaccuracy)
forward.y = forward.y + utils_RandomFloat(-inaccuracy, inaccuracy)
forward.z = forward.z + utils_RandomFloat(-inaccuracy, inaccuracy)
forward = forward * distance
ffi_cast("bool*", ffi_cast("unsigned int", pentity) + 0xED)[0] = 0
local data = cheat_FireBullet(localplayer, eyepos, eyepos + forward)
ffi_cast("bool*", ffi_cast("unsigned int", pentity) + 0xED)[0] = 1
end
dormant_aimbot.handle = function(cmd)
if weapon:IsKnife() then
return
end
for i = 1, 64 do
local entity = EntityList_GetPlayer(i)
if entity and not entity:IsTeamMate() then
local health = entity:GetProp("m_iHealth")
local pentity = ffi_handler.get_client_entity(i)
dormant_aimbot.info[i].origin = origin
if(cmd.tick_count - dormant_aimbot.info[i].tick < checkticks) then
local collision = ffi_cast("void*", ffi_cast("uintptr_t",
pentity) + 0x320)
local collisionvftable = ffi_cast(ffi_handler.interface_type,
collision)[0]
dormant_aimbot.info[i].tick = cmd.tick_count
ffi_cast("bool*", ffi_cast("uintptr_t", pentity) + 0xED)[0] = 1
end
else
dormant_aimbot.info[i].tick = cmd.tick_count
end
end
end
cmd.viewangles = angles
cmd.buttons = bit_bor(cmd.buttons, 1)
end
end
end
end
AntiAim_on_use.enabled = false
AntiAim_on_use.handle = function(cmd)
AntiAim_on_use.enabled = false
local me = entity_helpers.local_player.pointer()
if me == nil then
return
end
if active_weapon then
is_bomb_in_hand = active_weapon:GetClassName() == "CC4"
end
bomb_distance = my_origin:DistTo(c4_origin)
end
if is_defusing then
return
end
doubletap_speed_controller.handle = function(cmd)
defines.cvars.sv_maxusrcmdprocessticks:SetInt(ui_handler.elements["Global"]
["doubletap_speed_value"] + 2)
Exploits_OverrideDoubleTapSpeed(ui_handler.elements["Global"]
["doubletap_speed_value"])
end
viewmodel_in_scope.cache = nil
viewmodel_in_scope.render_start = function(stage)
if stage ~= 5 then
return
end
if not ui_handler.elements["Visuals"]["scope_model"] or not
ui_handler.elements["Visuals"]["global_switch"] then
defines.cvars.fov_cs_debug:SetInt(0)
return
end
viewmodel_in_scope.cache = player:GetProp("m_bIsScoped")
if viewmodel_in_scope.cache then
defines.cvars.fov_cs_debug:SetInt(90)
else
defines.cvars.fov_cs_debug:SetInt(0)
end
end
viewmodel_in_scope.destroy = function()
defines.cvars.fov_cs_debug:SetInt(0)
end
visual_controller.start_offset = 15
visual_controller.non_lerp_offset = visual_controller.start_offset
visual_controller.animation_speed = 0.095
visual_controller.item_list = {}
visual_controller.font = font.get("Verdana", 12, false, false, false)
visual_controller.text_size = 12
visual_controller.is_rendering = false
visual_controller.animation_controller_items = {}
visual_controller.update_animations = function()
for k, v in pairs(visual_controller.animation_controller_items) do
if not visual_controller.animation_controller_items[k].called_this_frame
then
if defines.colors.equals(visual_controller.new_animation(k,
defines.colors.black_transparent, true), defines.colors.black_transparent) then
visual_controller.animation_controller_items[k] = nil
end
else
end
goto skip
end
visual_controller.animation_controller_items[k].called_this_frame = false
::skip::
end
end
local lerping =
math_lerp(visual_controller.animation_controller_items[name].color, new_value,
visual_controller.animation_speed)
visual_controller.animation_controller_items[name].color = lerping
return lerping
end
local lerping =
math_lerp(visual_controller.animation_controller_items[name].number, new_value,
visual_controller.animation_speed)
visual_controller.animation_controller_items[name].number = lerping
return lerping
end
visual_controller.get_animation = function(name)
return visual_controller.animation_controller_items[name] == nil and {number =
0, color = defines.colors.white_transparent, called_this_frame = false} or
visual_controller.animation_controller_items[name]
end
visual_controller.extend = function(value)
visual_controller.is_rendering = true
end
visual_controller.gradient_colors = {defines.colors.white_transparent,
defines.colors.white, defines.colors.white_transparent, defines.colors.white}
visual_controller.default_indicators = function()
if ui_handler.elements["Visuals"]["indicators"] ~= 1 then
return
end
visual_controller.extend(visual_controller.text_size + 15)
if is_brute_active then
chimera_yaw_colors =
visual_controller.new_animation("chimera_yaw_colors", Color_new(0.15, 0.45, 0.15,
1))
else
chimera_yaw_colors =
visual_controller.new_animation("chimera_yaw_colors", Color_RGBA(218, 118, 0, 255))
end
else
chimera_yaw_colors = visual_controller.new_animation("chimera_yaw_colors",
Color_RGBA(177, 151, 255, 255))
end
visual_controller.extend(visual_controller.text_size)
visual_controller.extend(visual_controller.text_size)
if doubletap_animation ~= 0 then
local charge = exploits_GetCharge()
visual_controller.extend(visual_controller.text_size * doubletap_animation)
end
if hideshot_animation ~= 0 then
local charge = exploits_GetCharge()
visual_controller.extend(visual_controller.text_size * hideshot_animation)
end
end
visual_controller.alternative_indicators = function()
if ui_handler.elements["Visuals"]["indicators"] ~= 2 then
return
end
local indicators_bar_color =
visual_controller.new_animation("indicators_bar_color", ui_handler.refs["Visuals"]
["indicators_bar_color"].ref:GetColor())
local indicators_bar_color_transparent =
visual_controller.new_animation("indicators_bar_color_transparent",
Color.new(indicators_bar_color.r, indicators_bar_color.g, indicators_bar_color.b,
0))
local offset = 0
local center = defines.screen_size/2
visual_controller.extend(visual_controller.new_animation("desync_angle", 15))
visual_controller.extend(visual_controller.new_animation("desync_bar", 10))
visual_controller.gradient_colors = {
indicators_bar_color_transparent,
indicators_bar_color,
indicators_bar_color_transparent,
indicators_bar_color
}
visual_controller.extend(visual_controller.new_animation("chimera_yaw_text",
10))
local chimera_text = conditional_AntiAims.is_manual_enabled() and "MANUAL AA"
or "CHIMERA YAW"
if conditional_AntiAims.is_legit_aa() then
chimera_text = "LEGIT AA"
end
if current_inverter then
current_color = active_color
else
current_color = non_active_color
end
if is_brute_available then
visual_controller.extend(brute_anim)
end
visual_controller.extend(visual_controller.text_size)
if doubletap_animation ~= 0 then
local charge = exploits_GetCharge()
local text_size = Render_CalcTextSize("DT", visual_controller.text_size,
visual_controller.font).x
visual_controller.extend(visual_controller.text_size * doubletap_animation)
end
if hideshot_animation ~= 0 then
local charge = exploits_GetCharge()
visual_controller.extend(visual_controller.text_size * hideshot_animation)
end
-- minimum damage
if min_damage_state ~= 0 then
Render_Text("DMG", center + Vector2_new(0, visual_controller.extend()) + 1,
Color_new(0, 0, 0, min_damage_state), visual_controller.text_size,
visual_controller.font, false, true)
Render_Text("DMG", center + Vector2_new(0, visual_controller.extend()),
Color_new(0, 1, 0, min_damage_state), visual_controller.text_size,
visual_controller.font, false, true)
end
visual_controller.extend(visual_controller.text_size * min_damage_state)
end
visual_controller.end_render = function()
--visual_controller.new_animation("visual_controller.offset",
visual_controller.non_lerp_offset)
visual_controller.update_animations()
visual_controller.non_lerp_offset = visual_controller.start_offset
visual_controller.is_rendering = false
end
conditional_AntiAims.conditions = {}
conditional_AntiAims.is_legit_aa = function()
return AntiAim_on_use.enabled and ui_handler.elements["Anti Aims"]["aa_on_use"]
and Cheat_IsKeyDown(0x45)
end
conditional_AntiAims.is_manual_enabled = function()
end)
conditional_AntiAims.condition_list = {}
conditional_AntiAims.current_condition = ui_handler.new_element("Anti Aims",
"conditional_current", false, Menu_Combo("Anti Aim Settings", "Current Condition",
{"loading..."}, 0), function()
end)
conditional_AntiAims.default = {}
conditional_AntiAims.default.condition = function()
return not ui_handler.elements["Anti Aims"]["conditional_separator"]
end
conditional_AntiAims.default.freestanding_desync = ui_handler.new_element("Anti
Aims", "default_freestanding_desync", false, Menu_Combo("Anti Aim Preset", "Body
freestanding", neverlose_refs.freestanding_desync:GetList(), 0),
conditional_AntiAims.default.condition)
conditional_AntiAims.default_type = function()
local yaw_base = 0
for k, v in pairs(conditional_AntiAims.default) do
if neverlose_refs[k] ~= nil then
if k ~= "yaw_base" then
neverlose_refs[k]:Set(v:Get())
else
yaw_base = v:Get()
end
end
end
if ClientState.m_choked_commands == 0 then
conditional_AntiAims.fake_jitter = not
conditional_AntiAims.fake_jitter
end
else
neverlose_refs.right_limit:Set(random)
neverlose_refs.left_limit:Set(random)
end
end
if inverter then
neverlose_refs.yaw_add:Set(ui_handler.elements["Anti Aims"]
["default_yaw_add_left"])
else
neverlose_refs.yaw_add:Set(ui_handler.elements["Anti Aims"]
["default_yaw_add_right"])
end
neverlose_refs.pitch:Set(is_legit_aa and 0 or 1)
neverlose_refs.yaw_base:Set(is_legit_aa and 0 or yaw_base)
if conditional_AntiAims.is_manual_enabled() then
AntiAim_OverrideLimit(58)
end
end
local id = #conditional_AntiAims.conditions + 1
conditional_AntiAims.conditions[id] = {}
local current_condition = {}
table_insert(conditional_AntiAims.condition_list, name)
conditional_AntiAims.current_condition:UpdateList(conditional_AntiAims.condition_li
st)
local yaw_base = 0
if ClientState.m_choked_commands == 0 then
neverlose_refs.right_limit:Set(angle)
neverlose_refs.left_limit:Set(angle)
else
conditional_AntiAims.fake_jitter = not
conditional_AntiAims.fake_jitter
end
end
end
if inverter then
neverlose_refs.yaw_add:Set(ui_handler.elements["Anti Aims"][name ..
"_yaw_add_left"])
else
neverlose_refs.yaw_add:Set(ui_handler.elements["Anti Aims"][name ..
"_yaw_add_right"])
end
if edge_yaw.is_edging then
yaw_base = 3
end
neverlose_refs.enable_fake_angle:Set(true)
conditional_AntiAims.update_conditions = function(cmd)
if localplayer_flags == nil then -- бля они вроде вообще почти не могут быть
нил, не?
return
end
local yaw_base = 0
if state then
is_applied, yaw_base =
conditional_AntiAims.apply_condition(conditional_AntiAims.condition_list[key],
value.conditions)
break
end
::skip::
end
neverlose_refs.yaw_base:Set(manual)
if conditional_AntiAims.is_manual_enabled() then
AntiAim_OverrideLimit(58)
end
end
return conditional_AntiAims.is_legit_aa()
end)
edge_yaw.is_edging = false
edge_yaw.vecTraceStart = Vector_new()
edge_yaw.cache_value = 0
edge_yaw.restored = true
edge_yaw.cache = function()
if edge_yaw.is_edging then
neverlose_refs.yaw_base:Set(1)
edge_yaw.restored = false
elseif not edge_yaw.is_edging and not edge_yaw.restored then
neverlose_refs.yaw_base:Set(edge_yaw.cache_value)
edge_yaw.restored = true
end
end
edge_yaw.on_edge = function(cmd)
local pLocalPlayer = EntityList_GetLocalPlayer()
local aTraceEnd = {}
end
end
table_sort(distances)
if distances[1] > 30 then
return
end
table_sort(aTraceEnd, function(a, b)
return a.flYaw < b.flYaw
end)
table_remove(aTraceEnd, #aTraceEnd)
local angEdge
if angEdge then
local flYaw = angViewAngles.yaw
local flEdgeYaw = angEdge.yaw
-- Static yaw
local flNewYaw = -flYaw
-- Apply edge yaw
flNewYaw = math_normalize(flNewYaw + flEdgeYaw)
AntiAim_OverrideYawOffset(flNewYaw)
edge_yaw.is_edging = true
end
end
edge_yaw.handle = function(cmd)
edge_yaw.is_edging = false
if edge_yaw.restored then
edge_yaw.cache_value = neverlose_refs.yaw_base:Get()
end
if neverlose_refs.slow_walk:Get() then
return
end
if conditional_AntiAims.is_manual_enabled() then
return
end
if conditional_AntiAims.is_legit_aa() then
return
end
edge_yaw.on_edge(cmd)
edge_yaw.cache(cmd)
end
edge_yaw.on_destroy = function()
end
animation_breaker.cache = {}
animation_breaker.set_params = function(player_ptr, layer, start_val, end_val)
player_ptr = ffi_cast("unsigned int", player_ptr)
if player_ptr == 0x0 then
return false
end
animation_breaker.cache[layer].m_flStart = pose_params.m_flStart
animation_breaker.cache[layer].m_flEnd = pose_params.m_flEnd
animation_breaker.cache[layer].m_flState = pose_params.m_flState
animation_breaker.cache[layer].installed = false
return true
end
pose_params.m_flStart = start_val
pose_params.m_flEnd = end_val
animation_breaker.cache[layer].installed = true
return true
end
if animation_breaker.cache[layer].installed then
pose_params.m_flStart = animation_breaker.cache[layer].m_flStart
pose_params.m_flEnd = animation_breaker.cache[layer].m_flEnd
pose_params.m_flState = animation_breaker.cache[layer].m_flState
animation_breaker.cache[layer].installed = false
return true
end
return false
end
animation_breaker.handle_prediction = function(cmd)
local local_player =
ffi_handler.get_client_entity(entity_helpers.local_player.index())
if local_player == nil then
return
end
animation_breaker.handle_cmove = function()
local local_player =
ffi_handler.get_client_entity(entity_helpers.local_player.index())
for k, v in pairs(animation_breaker.cache) do
animation_breaker.set_params(local_player, k)
end
end
animation_breaker.on_destroy = function()
local local_player =
ffi_handler.get_client_entity(entity_helpers.local_player.index())
for k, v in pairs(animation_breaker.cache) do
animation_breaker.set_params(local_player, k)
end
end
anti_bruteforce.menu_elements = {}
anti_bruteforce.ui_condition = function()
return ui_handler.elements["Anti Bruteforce"]["global_switch"]
end
anti_bruteforce.create_new_phase = function()
if #anti_bruteforce.menu_elements > 11 then
Cheat_AddNotify("Chimera Yaw", "Нельзя создать больше " ..
#anti_bruteforce.menu_elements .. " фаз!")
return
end
table_insert(anti_bruteforce.menu_elements, element)
anti_bruteforce.hidden_value:Set(#anti_bruteforce.menu_elements)
end
anti_bruteforce.remove_phase = function()
if #anti_bruteforce.menu_elements <= 2 or
type(anti_bruteforce.menu_elements[#anti_bruteforce.menu_elements]) ~= "userdata"
then
Cheat_AddNotify("Chimera Yaw", "Должно остаться не менее 2х фаз!")
return
end
ui_handler.elements["Anti Bruteforce"]["abphase" ..
#anti_bruteforce.menu_elements] = nil
ui_handler.refs["Anti Bruteforce"]["abphase" .. #anti_bruteforce.menu_elements]
= nil
Menu_DestroyItem(anti_bruteforce.menu_elements[#anti_bruteforce.menu_elements])
table_remove(anti_bruteforce.menu_elements, #anti_bruteforce.menu_elements)
anti_bruteforce.hidden_value:Set(#anti_bruteforce.menu_elements)
end
anti_bruteforce.new_button:RegisterCallback(anti_bruteforce.create_new_phase)
anti_bruteforce.remove_button:RegisterCallback(anti_bruteforce.remove_phase)
for i = 1, anti_bruteforce.hidden_value:Get() do
anti_bruteforce.create_new_phase()
end
anti_bruteforce.state = false
anti_bruteforce.reset_time = 0
anti_bruteforce.last_tick_triggered = 0
anti_bruteforce.work_distance = 75
anti_bruteforce.timer = 5
anti_bruteforce.current_phase = 0
anti_bruteforce.angle = 0
anti_bruteforce.side = false
anti_bruteforce.bullet_impact = function(...)
local args = {...} -- честно, я в душе не ебу зачем так я сделала, просто в
голову это почему то пришло и мне захотелось такое сделать
local local_pos = args[3]
else
anti_bruteforce.current_phase = 1 + (anti_bruteforce.current_phase %
#anti_bruteforce.menu_elements)
end
anti_bruteforce.last_tick_triggered = GlobalVars.tickcount
end
anti_bruteforce.pre_bullet_impact = function(ev)
local me = entity_helpers.local_player.pointer()
if userid == -1 then
return
end
anti_bruteforce.prediction_handle = function()
AntiAim_OverrideInverter(anti_bruteforce.angle < 0)
AntiAim_OverrideLimit(math_abs(anti_bruteforce.angle))
end
for k, v in pairs(defines.miss_reasons) do
if v ~= "hit" and v ~= defines.miss_reasons[3] then
ui_handler.new_element("Misc", "logs_miss_" .. v, false,
Menu_ColorEdit("Misc", string_format("%s Color", v:sub(1, 1):upper() .. v:sub(2,
#v)), Color_new(1, 1, 1, 1)), function() return ui_handler.elements["Misc"]
["miss_logger"] and ui_handler.elements["Misc"]["enabled"] end)
end
end
hitlogs.aim_fire = function(event)
local target = {
name = "undefined",
pointer = EntityList_GetPlayer(event.index),
}
if target.pointer then
target.name = target.pointer:GetName()
end
end
hitlogs.aim_miss = function(event)
if not ui_handler.elements["Misc"]["miss_logger"] or not
ui_handler.elements["Misc"]["enabled"] then
return
end
local target = {
name = "undefined",
pointer = EntityList_GetPlayer(event.target_index),
}
if target.pointer then
target.name = target.pointer:GetName()
end
ffi_handler.color_print(color, miss_reason)
ffi_handler.color_print(defines.colors.white, "\n")
end
console_color.overrided = false
console_color.materials_count = 0
console_color.material_names = {["vgui_white"] = true, ["vgui/hud/800corner1"] =
true, ["vgui/hud/800corner2"] = true, ["vgui/hud/800corner3"] = true,
["vgui/hud/800corner4"] = true}
for k, v in pairs(console_color.material_names) do
console_color.materials_count = console_color.materials_count + 1 -- в луа
#table не дает размер если там не интовые
end
console_color.materials = {}
console_color.scan_materials = function()
console_color.materials = {}
end
material = MatSystem_NextMaterial(material)
end
end
console_color.scan_materials()
for k, v in pairs(console_color.materials) do
if v:IsErrorMaterial() then
error("error material")
return false
end
console_color.latest_color = defines.colors.copy(color)
end
console_color.handle = function()
console_color.color_change(console_color.color)
end
ui_handler.new_element("Misc", "menu_effects", true, Menu_SwitchColor("Misc", "Menu
Effects", false, Color_new(1, 1, 1, 1)), function()
return ui_handler.elements["Misc"]["enabled"]
end)
menu_effects.number_of_dots = 150
menu_effects.connection_distance = 150
menu_effects.speed = 25
-- рандом
menu_effects.alpha = Vector2_new(0.75, 1)
menu_effects.size = Vector2_new(1, 2)
menu_effects.velocity = Vector2_new(-2, 2)
menu_effects.global_alpha = 0
menu_effects.dots = ffi.new("float[" .. menu_effects.number_of_dots .. "][6]")
menu_effects.generate = function(value)
menu_effects.dots = {}
for i = 0, value-1 do
-- ФПС ГОВОРИШЬ ХАВАЕШЬ ДА? НУ Я ТЕБЕ СЕЙЧАС НАХУЙ ПОКАЖУ ЧТО ТАКОЕ
ОПТИМИЗАЦИЯ БЛЯЯЯТЬ
-- 0, 1 - position vector
-- 2 - alpha
-- 3 - size
-- 4, 5 - velocity
-- alpha
particle_settings[2] = Utils_RandomFloat(menu_effects.alpha.x,
menu_effects.alpha.y)
-- size
particle_settings[3] = Utils_RandomFloat(menu_effects.size.y,
menu_effects.size.y)
-- velocity
particle_settings[4] = Utils_RandomFloat(menu_effects.velocity.x,
menu_effects.velocity.y) * menu_effects.speed
particle_settings[5] = Utils_RandomFloat(menu_effects.velocity.x,
menu_effects.velocity.y) * menu_effects.speed
menu_effects.dots[i] = particle_settings
end
end
menu_effects.color = defines.colors.copy(defines.colors.white)
menu_effects.c_velocity = ffi.new("float[?]", 2)
menu_effects.c_connections = ffi.new("float[?]", 10)
menu_effects.screen_size = ffi.new("float[?]", 2)
menu_effects.screen_size[0] = defines.screen_size.x
menu_effects.screen_size[1] = defines.screen_size.y
menu_effects.c_connections[0] = mouse_pos.x
menu_effects.c_connections[1] = mouse_pos.y
menu_effects.c_connections[2] = menu_pos.x
menu_effects.c_connections[3] = menu_pos.y
menu_effects.c_connections[8] = menu_pos.x
menu_effects.c_connections[9] = menu_pos.y + menu_size.y
for i = 0, menu_effects.number_of_dots-1 do
for i = 0, 9, 2 do
local current_distance = math_abs(current_element[0] -
menu_effects.c_connections[i]) + math_abs(current_element[1] -
menu_effects.c_connections[i+1])
end
end
menu_effects.generate(menu_effects.number_of_dots)
custom_scope.animation_state = 0
custom_scope.positions = {}
custom_scope.hash = 0
custom_scope.old_hash = 0
custom_scope.cache = -1
custom_scope.restored = true
colors = {
full_color,
full_color,
transp_color,
transp_color
}
}
colors = {
full_color,
full_color,
transp_color,
transp_color
}
}
colors = {
full_color,
transp_color,
full_color,
transp_color
}
}
colors = {
full_color,
transp_color,
full_color,
transp_color
}
}
end
custom_scope.handle_cache = function()
if custom_scope.cache == -1 then
custom_scope.cache = neverlose_refs.scope:Get()
end
if ui_handler.elements["Visuals"]["custom_scope"] then
neverlose_refs.scope:Set(2)
custom_scope.restored = false
elseif not ui_handler.elements["Visuals"]["custom_scope"] and not
custom_scope.restored and custom_scope.cache ~= -1 then
neverlose_refs.scope:Set(custom_scope.cache)
custom_scope.restored = true
end
end
custom_scope.destroy = function()
if custom_scope.cache ~= -1 then
neverlose_refs.scope:Set(custom_scope.cache)
end
end
custom_scope.render = function()
custom_scope.handle_cache()
if is_enabled then
custom_scope.animation_state =
visual_controller.new_animation("custom_scope.animation_state", 1)
else
custom_scope.animation_state =
visual_controller.get_animation("custom_scope.animation_state").number
end
if custom_scope.animation_state == 0 then
return
end
custom_scope.old_hash = custom_scope.hash
end
hitsound.handle = function(event)
attacker = EntityList_GetPlayerForUserID(attacker)
ffi_handler.play_sound("buttons/arena_switch_press_02.wav",
ui_handler.elements["Misc"]["hitsound_volume"] / 100, 100, 0, 0)
end
manual_arrows.generate_arrows_polygons = function()
local poses = {
["left"] = Vector2_new(defines.screen_size.x / 2, defines.screen_size.y /
2) - x_offset,
["right"] = Vector2_new(defines.screen_size.x / 2, defines.screen_size.y /
2) + x_offset,
["backward"] = Vector2_new(defines.screen_size.x / 2, defines.screen_size.y
/ 2) + Vector2_new(0, math_percent_to_pix(percents, "x").x),
}
local offsets = {
["left"] = {
Vector2_new(0, -10),
Vector2_new(-15, 0),
Vector2_new(0, 10),
},
["right"] = {
Vector2_new(0, -10),
Vector2_new(15, 0),
Vector2_new(0, 10),
},
["backward"] = {
Vector2_new(-10, 0),
Vector2_new(0, 15),
Vector2_new(10, 0),
}
}
for k, v in pairs(offsets) do
for j, l in ipairs(v) do
offsets[k][j] = l + poses[k]
end
end
manual_arrows.generated_arrow_poly, manual_arrows.arrows_base_pos =
manual_arrows.generate_arrows_polygons()
manual_arrows.arrow_offset = 0
manual_arrows.dirs = {
["v"] = 0,
[">"] = 0,
["<"] = 0
}
for _, v in pairs(manual_arrows.dirs) do
if direction == _ then
visual_controller.new_animation("manual_arrows" .. _, 1)
end
manual_arrows.dirs[_] = visual_controller.get_animation("manual_arrows" ..
_).number
local render_pos =
(_ == ">" and center_pos + screen_percentage_offset)
or
(_ == "<" and center_pos - screen_percentage_offset)
or
-- синкаем кароче их размер
(_ == "v" and center_pos + Vector2_new(0, screen_percentage_offset.x))
temp_color.a = math_min(color.a, v)
Render_BoxFilled(manual_arrows.arrows_base_pos[key] + Vector2_new(1 *
side_based, -10), manual_arrows.arrows_base_pos[key] + Vector2_new(3 * side_based ,
10), Color_new(key == side and line_color.r or 0, key == side and line_color.g or
0, key == side and line_color.b or 0, key == side and line_color.a or 0.35))
::arrow_skip::
end
end
manual_arrows.handle = function()
if ui_handler.elements["Visuals"]["manual_arrows"] == 0 or not
ui_handler.elements["Visuals"]["global_switch"] then
return
end
if ui_handler.elements["Visuals"]["manual_arrows"] == 1 then
manual_arrows.default(direction, ui_handler.refs["Visuals"]
["manual_arrows"].ref:GetColor())
elseif ui_handler.elements["Visuals"]["manual_arrows"] == 2 then
manual_arrows.alternative(direction, ui_handler.refs["Visuals"]
["manual_arrows"].ref:GetColor())
end
end
damage_marker.array = {}
damage_marker.show_time = 2
damage_marker.event = function(event)
attacker = EntityList_GetPlayerForUserID(attacker)
victim = EntityList_GetPlayerForUserID(victim)
table_insert(hitlog.array, {
name = targetName,
time = GlobalVars.realtime + hitlog.show_time,
damage = event:GetInt("dmg_health", -1),
remains = event:GetInt("health"),
state = 0.01,
position = position,
hitgroup = defines.hitgroups[hitgroup]
})
table_insert(damage_marker.array, {
name = targetName,
time = GlobalVars.realtime + damage_marker.show_time,
damage = event:GetInt("dmg_health", -1),
remains = event:GetInt("health"),
state = 0.01,
position = position,
hitgroup = defines.hitgroups[hitgroup]
})
end
for k, v in ipairs(damage_marker.array) do
if v.state == 0 then
table_remove(damage_marker.array, k)
end
color.a = v.state
::skip::
end
end
configs.convert_color = function(color)
return {
r = math_round(color.r * 255),
g = math_round(color.g * 255),
b = math_round(color.b * 255),
a = math_round(color.a * 255),
}
end
configs.parse = function()
local menu_items = {}
for k, v in pairs(ui_handler.refs) do
local temp_table_tab = {}
for j, l in pairs(v) do
local temp_table_element = {}
temp_table_element.value = l.ref:Get()
temp_table_tab[j] = temp_table_element
::skip::
end
menu_items[k] = temp_table_tab
end
menu_items[configs.validation_key] = true
ffi_handler.set_clipboard_text(json_config, #json_config)
end
configs.load = function(text)
json_config = json.parse(json_config)
local antibrute_phases = -1
for k, v in pairs(json_config) do
if k == configs.validation_key then
goto skip
end
for j, l in pairs(v) do
if ui_handler.refs[k][j] then
end
end
::skip::
end
for i = 1, antibrute_phases do
ui_handler.refs["Anti Bruteforce"]["abphase" ..
i].ref:Set(json_config["Anti Bruteforce"]["abphase" .. i].value)
ui_handler.elements["Anti Bruteforce"]["abphase" .. i] =
json_config["Anti Bruteforce"]["abphase" .. i].value
end
ui_handler.global_update_callback()
Cheat.AddNotify("Chimera Yaw", "Config loaded!")
end
kill_say.get_phrase = function()
return kill_say.phrases[Utils_RandomInt(1, #kill_say.phrases)]:gsub('\"', '')
end
kill_say.handle = function(event)
local me = entity_helpers.local_player.pointer()
local victim = EntityList.GetPlayerForUserID(event:GetInt("userid"))
local attacker = EntityList.GetPlayerForUserID(event:GetInt("attacker"))
hitlog.show_time = 10
hitlog.array = {}
hitlog.handle = function()
visual_controller.extend(hitlog.indicators_offset)
for i = #hitlog.array, 1, -1 do
local v = hitlog.array[i]
if v.state == 0 then
table_remove(hitlog.array, i)
goto skip
end
color.a = v.state
visual_controller.extend(v.state * 13)
::skip::
end
end
handlers.subscribe("pre_prediction", "anti_bruteforce.prediction_handle",
anti_bruteforce.prediction_handle)
handlers.subscribe("createmove", "animation_breaker.handle_cmove",
animation_breaker.handle_cmove)
handlers.subscribe("prediction", "animation_breaker.handle_prediction",
animation_breaker.handle_prediction)
handlers.subscribe("draw", "visual_controller.end_render",
visual_controller.end_render)
handlers.subscribe("pre_prediction", "conditional_AntiAims.default_type",
conditional_AntiAims.default_type)
handlers.subscribe("pre_prediction", "conditional_AntiAims.update_conditions",
conditional_AntiAims.update_conditions)
handlers.subscribe("prediction", "doubletap_speed_controller.handle",
doubletap_speed_controller.handle)
handlers.subscribe("prediction", "dormant_aimbot.handle", dormant_aimbot.handle)
handlers.subscribe("prediction", "conditional_hitchance.aiёr",
conditional_hitchance.air)
handlers.subscribe("prediction", "conditional_hitchance.no_scope",
conditional_hitchance.no_scope)
handlers.subscribe("prediction", "edge_yaw.on_edge", edge_yaw.handle)
handlers.subscribe("pre_prediction", "AntiAim_on_use.handle",
AntiAim_on_use.handle)
handlers.subscribe("frame_stage", "viewmodel_in_scope.render_start",
viewmodel_in_scope.render_start)
handlers.subscribe("destroy", "viewmodel_in_scope.destroy",
viewmodel_in_scope.destroy)