-- widgets local MenuSelection = gui.add_listbox("xo-yaw System", "lua>tab a", 6, false, {">> Name", ">> Ragebot", ">> Anti-Aim", ">> Visuals", ">> Misc", ">> Colors"}) local name = gui.add_textbox("UID", "LUA>TAB b") local name = gui.add_textbox("Fatality name", "LUA>TAB b") -- ragebot local dsbfk = gui.add_checkbox("Fakelag with HideShots", "lua>tab b") local dsbfk = gui.add_checkbox("Custom resolver", "lua>tab b") local dsbfk = gui.add_checkbox("Prediction system [NL]", "lua>tab b") -- visuals local watermarkd = gui.add_checkbox("Watermark", "lua>tab b") local infobar = gui.add_checkbox("Info Tab", "lua>tab b") local arrowsn = gui.add_checkbox("Arrows", "lua>tab b") local keybinds = gui.add_checkbox("Keybinds", "lua>tab b") local indicatorsmain = gui.add_checkbox("Indicators", "lua>tab b") local indicatorstype = gui.add_combo("Indicators | Type", "lua>tab b", {"Aesthetic", "Skeet style"}) local infotabflag = gui.add_combo("Info Tab | Flag", "lua>tab b", {"Russia", "Germany", "Fashist"}) -- others local trashtalk = gui.add_checkbox("Killsay[New]", "lua>tab b") local sound = gui.add_checkbox("Custom Sounds", "lua>tab b") local soundsel = gui.add_combo("Select", "lua>tab b", {"Aways", "Flick", "Stapler"}) local clantag = gui.add_checkbox("Clantag", "lua>tab b") local clantagtype = gui.add_combo("Clantag Type", "lua>tab b", {"Old", "Type 1", "Type 2"}) local aspectratiobutton = gui.add_checkbox("Aspect ratio", "lua>tab b") local aspect_ratio_slider = gui.add_slider("[value]", "lua>tab b", 1, 200, 1) -- aa addons local Checkbox = gui.add_checkbox("Clock Inverter", "lua>tab b") local keybind = gui.add_keybind("lua>tab b>Clock Inverter") -- colors local watermark_bcolor = gui.add_checkbox("Watermark Color", "lua>tab b") local watermark_color = gui.add_colorpicker("lua>tab b>watermark color", true) local keybinds_bcolor = gui.add_checkbox("Keybinds Color", "lua>tab b") local keybinds_color = gui.add_colorpicker("lua>tab b>keybinds color", true) local infobar_bcolor = gui.add_checkbox("Infobar Color", "lua>tab b") local infobar_color = gui.add_colorpicker("lua>tab b>infobar color", true) local indicator_bcolor = gui.add_checkbox("Indicator Color", "lua>tab b") local indicator_color = gui.add_colorpicker("lua>tab b>indicator color", true) local WorkAA = gui.add_checkbox("AntiAim Builder", "lua>tab b") local States = gui.add_combo("Choose AntiAim Condition:", "lua>tab b", {"None", "Standing", "Run","Slow Walk","Crouch","Air"}) local standing_jittertoggle = gui.add_checkbox("[Stand] Jitter", "lua>tab b") local standing_jitterrange = gui.add_slider("[Stand] Jitter range", "lua>tab b", 0, 360, 0) local standing_faketoggle = gui.add_checkbox("[Stand] Desync", "lua>tab b") local standing_fakeamount = gui.add_slider("[Stand] Desync amount", "lua>tab b", 0, 100, 0) local standing_compangle = gui.add_slider("[Stand] Comp Angle", "lua>tab b", 0, 100, 0) local standing_fakejitter= gui.add_checkbox("[Stand] Jitter Fake", "lua>tab b") local moving_jittertoggle = gui.add_checkbox("[Move] Jitter", "lua>tab b") local moving_jitterrange = gui.add_slider("[Move] Jitter range", "lua>tab b", 0, 360, 0) local moving_faketoggle = gui.add_checkbox("[Move] Desync", "lua>tab b") local moving_fakeamount = gui.add_slider("[Move] Desync amount", "lua>tab b", 0, 100, 0) local moving_compangle = gui.add_slider("[Move] Comp Angle", "lua>tab b", 0, 100, 0) local moving_fakejitter= gui.add_checkbox("[Move] Jitter Fake", "lua>tab b") local slowwalk_jittertoggle = gui.add_checkbox("[SW] Jitter", "lua>tab b") local slowwalk_jitterrange = gui.add_slider("[SW] Jitter range", "lua>tab b", 0, 360, 0) local slowwalk_faketoggle = gui.add_checkbox("[SW] Desync", "lua>tab b") local slowwalk_fakeamount = gui.add_slider("[SW] Desync amount", "lua>tab b", 0, 100, 0) local slowwalk_compangle = gui.add_slider("[SW] Comp Angle", "lua>tab b", 0, 100, 0) local slowwalk_fakejitter= gui.add_checkbox("[SW] Jitter Fake", "lua>tab b") local crouching_jittertoggle = gui.add_checkbox("[Crouch] Jitter", "lua>tab b") local crouching_jitterrange = gui.add_slider("[Crouch] Jitter range", "lua>tab b", 0, 360, 0) local crouching_faketoggle = gui.add_checkbox("[Crouch] Desync", "lua>tab b") local crouching_fakeamount = gui.add_slider("[Crouch] Desync amount", "lua>tab b", 0, 100, 0) local crouching_compangle = gui.add_slider("[Crouch] Comp Angle", "lua>tab b", 0, 100, 0) local crouching_fakejitter= gui.add_checkbox("[Crouch] Jitter Fake", "lua>tab b") local air_jittertoggle = gui.add_checkbox("[Air] Jitter", "lua>tab b") local air_jitterrange = gui.add_slider("[Air] Jitter range", "lua>tab b", 0, 360, 0) local air_faketoggle = gui.add_checkbox("[Air] Desync", "lua>tab b") local air_fakeamount = gui.add_slider("[Air] Desync amount", "lua>tab b", 0, 100, 0) local air_compangle = gui.add_slider("[Air] Comp Angle", "lua>tab b", 0, 100, 0) local air_fakejitter= gui.add_checkbox("[Air] Jitter Fake", "lua>tab b") -- data local nextfont = render.create_font("calibri.ttf", 23, render.font_flag_shadow) local nextfont2 = render.create_font("calibri.ttf", 13, render.font_flag_shadow) local nextfont3 = render.create_font("calibrib.ttf", 23, render.font_flag_shadow) local fontdmg = render.create_font("verdana.ttf", 13, render.font_flag_shadow) local pixel = render.font_esp local calibri11 = render.create_font("calibri.ttf", 11, render.font_flag_outline) local calibri13 = render.create_font("calibri.ttf", 13, render.font_flag_shadow) local verdana = render.create_font("verdana.ttf", 13, render.font_flag_outline) local tahoma = render.create_font("tahoma.ttf", 13, render.font_flag_shadow) local verdana2 = render.create_font("verdana.ttf", 12, 0) local logo = render.create_font("verdana.ttf", 45, render.font_flag_outline) -- vars local x, y = render.get_screen_size() local hs = gui.get_config_item("Rage>Aimbot>Aimbot>Hide shot") local limit = gui.get_config_item("Rage>Anti-Aim>Fakelag>Limit") local cache = { backup = limit:get_int(), override = false, } local first = { 'опять не забустили анти-попадайки?', 'ну ничего, повёзёт в следующий раз)', 'слишком сочный для xo-yaw.technologies', 'АХАХА ЕБАТЬ У ТЕБЯ ЧЕРЕПНАЯ КОРОБКА ПРЯМ КАК [XML-RPC] No-Spread 24/7 | aim_ag_texture_2 ONLY!', 'AHAHAHHAAH (◣_◢)', 'кто здесь', 'давай покупай луашки а потом жалуйся всем что тебя тапают', 'l2p брат', 'трештолк (успокаивающий)', 'закупись норм луа и кфг чмо ебаное', 'в некст раунде пуля прилетит в висок твоего отца', 'за тупость', 'best lua xo-yaw on neverlose skeet fatality', 'бум уебище, упало', 'рот закрой, шкила подзаборная', 'XO-YAW лучшая луа на фаталити', 'НЮХАЙ БЕБРУ', 'не противник', 'bebrahot228 мой мейн ник', 'сука не позорься и купи xo-yaw.technologies', 'попущен by xo-yaw', 'ЕДЕНИЧКА', 'жаль конечно что против нищей играть надо))', 'ебать тебя унесло', 'нихуя ты там как самолет отлетел ХАХАХХАХАХАХАХХХААХА', '*DEAD* пофикси нищ', '1', 'слишком легко для xo-yaw.technologies', 'НУ ТЫ ЕБУЧЕСТЬ ВТОРОГО РАЗРЯДА ВЫДВИЖЕНЕЦ ОТКИС', 'ало ты мапу лузаешь дура очнись', '( ⚆ ʖ ⚆)╭∩╮', 'КД ФИКС', '٠●•۞۩[ПоШлА(ټ)НаХуЙ]۩۞•●٠', '·٠●•۩۞۩ОтДыХаЙ (ٿ) НууБяРа۩۞۩•●٠··', 'owned by xo-yaw.technologies', 'скит скит хуевый чит', 'нихуя я стоматолог', 'ты че упал блядун ебливый', 'купил кукурузаяв и сосешь? Не беда есть xo-yaw', 'owned by Fatality', 'хартьфу те в ебало помойник ты ебаный', 'хуем те по LBY стучу лох', 'соси давай и не оправдывайся', 'да уж ну ты и балван конечно ебаный', "зубы выпали, но не ссы, это молочные", 'не бустит луа? так купи XO-YAW далбоеб', 'не пытайся оправдаться', 'в хуй мне пиздани', 'блин прости я тебя не заметил', '?', ' FEEL XO-YAW', 'норм посасалаа еще поссоси)', } local old_time = 0; local animation = { --change the text to whatever you want for your clantag "❇ x ", "❇ xo ", "❇ xo- ", "❇ xo-y ", "❇ xo-ya ", "❇ xo-yaw ", "❇ xo-yaw.l ", "❇ xo-yaw.lu ", "❇ xo-yaw.lua ", "❇ xo-yaw.lu ", "❇ xo-yaw.l ", "❇ xo-yaw ", "❇ xo-ya ", "❇ xo-y ", "❇ xo- ", "❇ xo ", "❇ x ", } local animation2 = { --change the text to whatever you want for your clantag " ⌛ ", " ⌛ ", " ⌛ ", " ⌛ p ", " ⌛ pr ", " ⌛ pri ", " ⌛ prim ", " ⌛ primo ", " ⌛ primor ", " ⌛ primord ", " ⌛ primordi ", " ⌛ primordia ", " ⌛ primordial ", " ⌛ primordial ", " ⌛ primordia ", " ⌛ primordi ", " ⌛ primord ", " ⌛ primor ", " ⌛ primo ", " ⌛ prim ", " ⌛ pri ", " ⌛ pr ", " ⌛ p ", } local animation3 = { --change the text to whatever you want for your clantag "onetap ", } local function get_muzzle_pos() local lp = entities.get_entity(engine.get_local_player()) if not lp or not lp:is_alive() then return end local lp_address = get_client_entity(engine.get_local_player()) local weapon = lp:get_weapon() if not weapon then return end local weapon_address = get_client_entity(weapon:get_index()) local viewmodel_handle = lp:get_prop("m_hViewModel[0]") local viewmodel = entities.get_entity_from_handle(viewmodel_handle) local viewmodel_address = get_client_entity(viewmodel:get_index()) local viewmodel_vtbl = ffi.cast(interface_type, viewmodel_address)[0] local weapon_vtbl = ffi.cast(interface_type, weapon_address)[0] local get_viewmodel_attachment_fn = ffi.cast("c_entity_get_attachment_t", viewmodel_vtbl[84]) local get_muzzle_attachment_index_fn = ffi.cast("c_weapon_get_muzzle_attachment_index_first_person_t", weapon_vtbl[468]) local vec3 = ffi.new("Vector") local muzzle_attachment_index = get_muzzle_attachment_index_fn(weapon_address, viewmodel_address) local state = get_viewmodel_attachment_fn(viewmodel_address, muzzle_attachment_index, vec3) local vec3_pos = math.vec3(vec3.x, vec3.y, vec3.z) return vec3_pos end function gui_system() currenttab = MenuSelection:get_int() if currenttab == 2 then AntiAim = true if WorkAA:get_bool() then AAON = true if States:get_int() == 1 then CS = true else CS = false end if States:get_int() == 2 then CM = true else CM = false end if States:get_int() == 3 then CSW = true else CSW = false end if States:get_int() == 4 then CC = true else CC = false end if States:get_int() == 5 then CA = true else CA = false end else AAON = false CS = false CM = false CSW = false CC = false CA = false end else AAON = false CS = false CM = false CSW = false CC = false CA = false AntiAim = false end if not gui.is_menu_open() then AntiAim = false AAON = false CS = false CM = false CSW = false CC = false CA = false end gui.set_visible("lua>tab b>AntiAim Builder", AntiAim) gui.set_visible("lua>tab b>Choose AntiAim Condition:", AAON) gui.set_visible("lua>tab b>[Stand] Jitter", CS) gui.set_visible("lua>tab b>[Stand] Jitter range", CS) gui.set_visible("lua>tab b>[Stand] Desync", CS) gui.set_visible("lua>tab b>[Stand] Desync Amount", CS) gui.set_visible("lua>tab b>[Stand] Comp Angle", CS) gui.set_visible("lua>tab b>[Stand] Jitter Fake", CS) gui.set_visible("lua>tab b>[Move] Jitter", CM) gui.set_visible("lua>tab b>[Move] Jitter range", CM) gui.set_visible("lua>tab b>[Move] Desync", CM) gui.set_visible("lua>tab b>[Move] Desync Amount", CM) gui.set_visible("lua>tab b>[Move] Comp Angle", CM) gui.set_visible("lua>tab b>[Move] Jitter Fake", CM) gui.set_visible("lua>tab b>[SW] Jitter", CSW) gui.set_visible("lua>tab b>[SW] Jitter range", CSW) gui.set_visible("lua>tab b>[SW] Desync", CSW) gui.set_visible("lua>tab b>[SW] Desync Amount", CSW) gui.set_visible("lua>tab b>[SW] Comp Angle", CSW) gui.set_visible("lua>tab b>[SW] Jitter Fake", CSW) gui.set_visible("lua>tab b>[Crouch] Jitter", CC) gui.set_visible("lua>tab b>[Crouch] Jitter range", CC) gui.set_visible("lua>tab b>[Crouch] Desync", CC) gui.set_visible("lua>tab b>[Crouch] Desync Amount", CC) gui.set_visible("lua>tab b>[Crouch] Comp Angle", CC) gui.set_visible("lua>tab b>[Crouch] Jitter Fake", CC) gui.set_visible("lua>tab b>[Air] Jitter", CA) gui.set_visible("lua>tab b>[Air] Jitter range", CA) gui.set_visible("lua>tab b>[Air] Desync", CA) gui.set_visible("lua>tab b>[Air] Desync Amount", CA) gui.set_visible("lua>tab b>[Air] Comp Angle", CA) gui.set_visible("lua>tab b>[Air] Jitter Fake", CA) end function guiscc() local tab = MenuSelection:get_int() local indicatorsenb = indicatorsmain:get_bool() local sounden = sound:get_bool() local infobar = infobar:get_bool() local aspectratiobuttonx = aspectratiobutton:get_bool() -- ragebot gui.set_visible("lua>tab b>Fakelag with HideShots", tab == 1) gui.set_visible("lua>tab b>Prediction system [NL]", tab == 1) gui.set_visible("lua>tab b>Custom resolver", tab == 1) -- aa addons gui.set_visible("lua>tab b>Clock Inverter", tab == 2) -- visuals gui.set_visible("lua>tab b>Watermark", tab == 3) gui.set_visible("lua>tab b>info tab", tab == 3) gui.set_visible("lua>tab b>keybinds", tab == 3) gui.set_visible("lua>tab b>indicators", tab == 3) gui.set_visible("lua>tab b>arrows", tab == 3) gui.set_visible("lua>tab b>indicators | type", tab == 3 and indicatorsenb) gui.set_visible("lua>tab b>Info Tab | Flag", tab == 3 and infobar) -- home gui.set_visible("lua>tab b>Fatality name", tab == 0) gui.set_visible("lua>tab b>UID", tab == 0) -- others gui.set_visible("lua>tab b>select", tab == 4 and sounden) gui.set_visible("lua>tab b>custom sounds", tab == 4) gui.set_visible("lua>tab b>Killsay[New]", tab == 4) gui.set_visible("lua>tab b>Clantag", tab == 4) gui.set_visible("lua>tab b>Clantag Type", tab == 4 and clantag:get_bool()) gui.set_visible("lua>tab b>Aspect ratio", tab == 4) gui.set_visible("lua>tab b>[value]", tab == 4 and aspectratiobuttonx) -- colours gui.set_visible("lua>tab b>keybinds color", tab == 5) gui.set_visible("lua>tab b>infobar color", tab == 5) gui.set_visible("lua>tab b>watermark color", tab == 5) gui.set_visible("lua>tab b>indicator color", tab == 5) end function clantagfc() local ctype = clantagtype:get_int() if clantag:get_bool() then local defaultct = gui.get_config_item("misc>various>clan tag") local realtime = math.floor((global_vars.realtime) * 1.5) if old_time ~= realtime then if ctype == 0 then utils.set_clan_tag(animation[realtime % #animation+1]); end if ctype == 1 then utils.set_clan_tag(animation2[realtime % #animation2+1]); end if ctype == 2 then utils.set_clan_tag(animation3[realtime % #animation3+1]); end old_time = realtime; defaultct:set_bool(false); end end end function on_player_death(event) if trashtalk:get_bool() then local lp = engine.get_local_player(); local attacker = engine.get_player_for_user_id(event:get_int('attacker')); local userid = engine.get_player_for_user_id(event:get_int('userid')); local userInfo = engine.get_player_info(userid); if attacker == lp and userid ~= lp then engine.exec("say " .. first[utils.random_int(1, #first)] .. "") end else end end local fake_amount = gui.get_config_item("Rage>Anti-Aim>Desync>Fake amount") function clock_inverter() if engine.is_in_game() == false then return end if Checkbox:get_bool() == true then fake_amount:set_int(-fake_amount:get_int()) else fake_amount:set_int(fake_amount:get_int()) end end function fakelagrgb() if dsbfk:get_bool() then if hs:get_bool() then limit:set_int(1) end cache.override = true else if cache.override then limit:set_int(cache.backup) cache.override = false else cache.backup = limit:get_int() end end end function gui_controller() local text = "xo-yaw.lua anti-aim" local username = name:get_string() local textx, texty = render.get_text_size(pixel, text) local text2 = "user: " .. username .. "" local text2x, text2y = render.get_text_size(pixel, text2) local infotabflag = infotabflag:get_int() local alpha2 = math.floor(math.abs(math.sin(global_vars.realtime) * 2) * 255) if infobar:get_bool() then render.rect_filled_multicolor(5, y / 2, 80, (y / 2) + 19,infobar_color:get_color(), render.color(0,0,0,0),render.color(0,0,0,0), infobar_color:get_color()) render.text(pixel, 37,(y / 2) + 2, "xo-yaw.lua anti-aim", render.color(255,255,255,255)) render.text(pixel, 37 + textx,(y / 2) + 1, " experiments", infobar_color:get_color()) render.text(pixel, 37,(y / 2) + 10, "user: " .. username .. "", render.color(255,255,255,255)) render.text(pixel, 37 + text2x,(y / 2) + 10, " [beta]", render.color(infobar_color:get_color().r, infobar_color:get_color().g, infobar_color:get_color().b, alpha2)) if infotabflag == 0 then render.rect_filled(7, (y / 2) + 2, 32, (y / 2) + 7,render.color(255,255,255,255)) render.rect_filled(7, (y / 2) + 7, 32, (y / 2) + 12,render.color(28, 53, 120,255)) render.rect_filled(7, (y / 2) + 12, 32, (y / 2) + 17,render.color(2228, 24, 28,255)) end if infotabflag == 1 then render.rect_filled(7, (y / 2) + 2, 32, (y / 2) + 7,render.color(0, 0, 0, 255)) render.rect_filled(7, (y / 2) + 7, 32, (y / 2) + 12,render.color(221, 0, 0,255)) render.rect_filled(7, (y / 2) + 12, 32, (y / 2) + 17,render.color(255, 204, 0,255)) end if infotabflag == 2 then render.rect_filled(7, (y / 2) + 2, 32, (y / 2) + 7,render.color(0, 114, 206, 255)) render.rect_filled(7, (y / 2) + 7, 32, (y / 2) + 12,render.color(0,0,0,255)) render.rect_filled(7, (y / 2) + 12, 32, (y / 2) + 17,render.color(255,255,255,255)) end if infotabflag == 3 then render.rect_filled(7, (y / 2) + 2, 32, (y / 2) + 7,render.color(206, 41, 57, 255)) render.rect_filled(7, (y / 2) + 7, 32, (y / 2) + 12,render.color(255, 255, 255,255)) render.rect_filled(7, (y / 2) + 12, 32, (y / 2) + 17,render.color(71, 112, 80,255)) end if infotabflag == 4 then render.rect_filled(7, (y / 2) + 2, 32, (y / 2) + 7,render.color(0, 0,0,255)) render.rect_filled(7, (y / 2) + 7, 32, (y / 2) + 12,render.color(255,255,255,255)) render.rect_filled(7, (y / 2) + 12, 32, (y / 2) + 17,render.color(255, 17, 0,255)) end end end local r_aspectratio = cvar.r_aspectratio local default_value = r_aspectratio:get_float() local function set_aspect_ratio(multiplier) local screen_width,screen_height = render.get_screen_size() local value = (screen_width * multiplier) / screen_height if multiplier == 1 then value = 0 end r_aspectratio:set_float(value) end function aspect_ratio2() local aspect_ratio = aspect_ratio_slider:get_int() * 0.01 aspect_ratio = 2 - aspect_ratio set_aspect_ratio(aspect_ratio) end function watermark() local textone = "XO-YAW.lua" if watermarkd:get_bool() or player==nil then local x, y=render.get_screen_size() local player=entities.get_entity(engine.get_local_player()) local text="FATALITY.WIN | xo-yaw | soldier" local textx, texty=render.get_text_size(font, text) render.rect_filled_rounded(x-12,8, x-textx-18, 25, render.color(watermark_color:get_color().r, watermark_color:get_color().g, watermark_color:get_color().b, 50), 1.5, render.all) render.text(font, x-textx-14,13, text, render.color(255,255, 255, 255)) end end function arrowsd() if arrowsn:get_bool() then render.text(render.font_esp, (1920 / 2) + 75, 535, ">", render.color(255,255,255,255)) render.text(render.font_esp, (1920 / 2) - 75, 535, "<", render.color(255,255,255,255)) end end font = render.font_esp local function animation(check, name, value, speed) if check then return name + (value - name) * global_vars.frametime * speed / 1.5 else return name - (value + name) * global_vars.frametime * speed / 1.5 end end local offset_scope = 0 local dton = 0 local alpha = 0 function indicators() local lp = entities.get_entity(engine.get_local_player()) if not lp then return end if not lp:is_alive() then return end local scoped = lp:get_prop("m_bIsScoped") offset_scope = animation(scoped, offset_scope, 25, 10) local function Clamp(Value, Min, Max) return Value < Min and Min or (Value > Max and Max or Value) end local alpha2 = math.floor(math.abs(math.sin(global_vars.realtime) * 2) * 255) local lp = entities.get_entity(engine.get_local_player()) if not lp then return end if not lp:is_alive() then return end local screen_width, screen_height = render.get_screen_size( ) local x = screen_width / 2 local y = screen_height / 2 local ay = 0 if indicatorsmain:get_bool() and indicatorstype:get_int() == 0 then local alpha2 = math.floor(math.abs(math.sin(global_vars.realtime) * 2) * 255) local lp = entities.get_entity(engine.get_local_player()) if not lp then return end if not lp:is_alive() then return end local local_player = entities.get_entity(engine.get_local_player()) local ay = 0 local desync_percentage = Clamp(math.abs(local_player:get_prop("m_flPoseParameter", 11) * 120 - 60.5), 0.5 / 60, 60) / 56 local w, h = 35, 3 local screen_width, screen_height = render.get_screen_size( ) local x = screen_width / 2 local y = screen_height / 2 local textx , texty = render.get_text_size(font, "xo-yaw") local color1 = render.color(indicator_color:get_color().r, indicator_color:get_color().g, indicator_color:get_color().b, 255) local color2 = render.color(indicator_color:get_color().r - 70, indicator_color:get_color().g - 90, indicator_color:get_color().b - 70, 185) local text = "xo-yaw.lua°" local text2 = "BEST" local textx, texty = render.get_text_size(pixel, text) local textx2, texty2 = render.get_text_size(pixel, text2) render.text(font, x+offset_scope + 7 , y + 15 + texty, "XO-YAW", render.color("#FFFFFF")) local textx , texty = render.get_text_size(font, utils.random_int(15, 100).."%") render.text(font, x+offset_scope + 16 , y + 25 + texty, utils.random_int(15, 100).."%", render.color("#FFFFFF")) local dt = gui.get_config_item("Rage>Aimbot>Aimbot>Double tap"):get_bool() local dmg = gui.get_config_item("rage>aimbot>ssg08>scout>override"):get_bool() if dt then dton = 10 elseif not dt then dton = 0 end if dt then local textx , texty = render.get_text_size(font, "DT") render.text(font, x+ offset_scope - textx + 27 , y + 35 + texty, "DT", render.color("#A1FF97")) end if not dmg then local textx , texty = render.get_text_size(font, "DMG") render.text(font, x+ offset_scope - textx + 32 , y + 35 + texty + dton, "DMG", render.color(255,255,255,150)) elseif dmg then local textx , texty = render.get_text_size(font, "DMG") render.text(font, x+ offset_scope - textx + 32 , y + 35 + texty + dton, "DMG", render.color(255,255,255,255)) end local hs = gui.get_config_item("Rage>Aimbot>Aimbot>Hide shot"):get_bool() if not hs then local textx , texty = render.get_text_size(font, "HS") render.text(font, x+ offset_scope - textx + 44 , y + 35 + texty + dton, "HS", render.color(255,255,255,150)) elseif hs then local textx , texty = render.get_text_size(font, "HS") render.text(font, x+ offset_scope - textx + 44 , y + 35 + texty + dton, "HS", render.color(255,255,255,255)) end local dormant = gui.get_config_item("Rage>Aimbot>Aimbot>target dormant"):get_bool() if not dormant then local textx , texty = render.get_text_size(font, "DA") render.text(font, x+ offset_scope - textx + 14 , y + 35 + texty + dton, "DA", render.color(255,255,255,150)) elseif dormant then local textx , texty = render.get_text_size(font, "DA") render.text(font, x+ offset_scope - textx + 14 , y+ 35 + texty + dton, "DA", render.color(255,255,255,255)) end end end function ID() local lp = entities.get_entity(engine.get_local_player()) if not lp then return end if not lp:is_alive() then return end local scoped = lp:get_prop("m_bIsScoped") offset_scope = animation(scoped, offset_scope, 25, 10) local alpha2 = math.floor(math.abs(math.sin(global_vars.realtime) * 2) * 255) local lp = entities.get_entity(engine.get_local_player()) if not lp then return end if not lp:is_alive() then return end local screen_width, screen_height = render.get_screen_size( ) local x = screen_width / 2 local y = screen_height / 2 local ay = 0 if indicatorsmain:get_bool() and indicatorstype:get_int() == 1 then local alpha2 = math.floor(math.abs(math.sin(global_vars.realtime) * 2) * 255) local lp = entities.get_entity(engine.get_local_player()) if not lp then return end if not lp:is_alive() then return end local local_player = entities.get_entity(engine.get_local_player()) local ay = 0 local w, h = 35, 3 local screen_width, screen_height = render.get_screen_size( ) local x = screen_width / 2 local y = screen_height / 2 local color1 = render.color(indicator_color:get_color().r, indicator_color:get_color().g, indicator_color:get_color().b, 255) local color2 = render.color(indicator_color:get_color().r - 70, indicator_color:get_color().g - 90, indicator_color:get_color().b - 70, 185) local text = "xo-yaw.lua°" local text2 = "BEST" local textx, texty = render.get_text_size(pixel, text) local textx2, texty2 = render.get_text_size(pixel, text2) render.text(pixel, x+offset_scope - 4, y + 16, text, render.color(indicator_color:get_color().r, indicator_color:get_color().g, indicator_color:get_color().b, 255)) render.text(pixel, x+offset_scope + 11, y + 30, text2, render.color(71, 71, 71, alpha2)) render.rect_filled(x + 0 +offset_scope, y + 24, x+offset_scope + w + 9, y + 25 + h + 1, render.color("#000000")) render.rect_filled(x+offset_scope + 1, y + 25, x+offset_scope + w + 8, y + 25 + h, render.color(255, 255, 255, 255)) end end -- screen size local screen_size = {render.get_screen_size()} -- fonts local verdana = render.font_esp -- menu local keybinds_x = gui.add_slider("keybinds_x", "lua>tab a", 0, screen_size[1], 1) local keybinds_y = gui.add_slider("keybinds_y", "lua>tab a", 0, screen_size[2], 1) gui.set_visible("lua>tab a>keybinds_x", false) gui.set_visible("lua>tab a>keybinds_y", false) function animate(value, cond, max, speed, dynamic, clamp) -- animation speed speed = speed * global_vars.frametime * 20 -- static animation if dynamic == false then if cond then value = value + speed else value = value - speed end -- dynamic animation else if cond then value = value + (max - value) * (speed / 100) else value = value - (0 + value) * (speed / 100) end end -- clamp value if clamp then if value > max then value = max elseif value < 0 then value = 0 end end return value end function drag(var_x, var_y, size_x, size_y) local mouse_x, mouse_y = input.get_cursor_pos() local drag = false if input.is_key_down(0x01) then if mouse_x > var_x:get_int() and mouse_y > var_y:get_int() and mouse_x < var_x:get_int() + size_x and mouse_y < var_y:get_int() + size_y then drag = true end else drag = false end if (drag) then var_x:set_int(mouse_x - (size_x / 2)) var_y:set_int(mouse_y - (size_y / 2)) end end function on_keybinds() if not keybinds:get_bool() then return end local pos = {keybinds_x:get_int(), keybinds_y:get_int()} local size_offset = 0 local binds = { gui.get_config_item("rage>aimbot>aimbot>double tap"):get_bool(), gui.get_config_item("rage>aimbot>aimbot>hide shot"):get_bool(), gui.get_config_item("rage>aimbot>ssg08>scout>override"):get_bool(), -- override dmg is taken from the scout gui.get_config_item("rage>aimbot>aimbot>headshot only"):get_bool(), gui.get_config_item("misc>movement>fake duck"):get_bool() } local binds_name = { "Doubletap", "Hideshots", "Min. Damage", "HeadShot Only", "Fake duck", "HeadShot Only", } if not binds[4] then if not binds[5] then if not binds[3] then if not binds[1] then if not binds[6] then if not binds[2] then size_offset = 0 else size_offset = 38 end else size_offset = 40 end else size_offset = 41 end else size_offset = 54 end else size_offset = 63 end else size_offset = 70 end animated_size_offset = animate(animated_size_offset or 0, true, size_offset, 60, true, false) local size = {100 + animated_size_offset, 22} local enabled = "[enabled]" local text_size = render.get_text_size(verdana, enabled) + 7 local override_active = binds[3] or binds[4] or binds[5] or binds[6] or binds[7] or binds[8] local other_binds_active = binds[1] or binds[2] or binds[9] or binds[10] or binds[11] drag(keybinds_x, keybinds_y, size[1], size[2]) alpha = animate(alpha or 0, gui.is_menu_open() or override_active or other_binds_active, 1, 0.5, false, true) -- glow for i = 1, 10 do render.rect_filled_rounded(pos[1] - i, pos[2] - i, pos[1] + size[1] + i, pos[2] + size[2] + i, render.color(keybinds_color:get_color().r, keybinds_color:get_color().g, keybinds_color:get_color().b, (20 - (2 * i)) * alpha), 10) end -- top rect render.push_clip_rect(pos[1], pos[2], pos[1] + size[1], pos[2] + 5) render.rect_filled_rounded(pos[1], pos[2], pos[1] + size[1], pos[2] + size[2], render.color(0, 0, 0, 105 * alpha), 5) render.pop_clip_rect() -- bot rect render.push_clip_rect(pos[1], pos[2] + 17, pos[1] + size[1], pos[2] + 22) render.rect_filled_rounded(pos[1], pos[2], pos[1] + size[1], pos[2] + 22, render.color(0, 0, 0, 105 * alpha), 5) render.pop_clip_rect() -- other colormain:get_color().r render.rect_filled_multicolor(pos[1], pos[2] + 5, pos[1] + size[1], pos[2] + 17, render.color(keybinds_color:get_color().r, keybinds_color:get_color().g, keybinds_color:get_color().b, 255 * alpha), render.color(keybinds_color:get_color().r, keybinds_color:get_color().g, keybinds_color:get_color().b, 255 * alpha), render.color(keybinds_color:get_color().r, keybinds_color:get_color().g, keybinds_color:get_color().b, 255 * alpha), render.color(keybinds_color:get_color().r, keybinds_color:get_color().g, keybinds_color:get_color().b, 255 * alpha)) render.rect_filled_rounded(pos[1] + 2, pos[2] + 2, pos[1] + size[1] - 2, pos[2] + 20, render.color(0, 0, 0, 255 * alpha), 5) render.text(verdana, pos[1] + size[1] / 2 - render.get_text_size(verdana, "keybinds") / 2 - 1, pos[2] + 7, "keybinds", render.color(255, 255, 255, 255 * alpha)) local bind_offset = 0 dt_alpha = animate(dt_alpha or 0, binds[1], 1, 0.5, false, true) render.text(verdana, pos[1] + 6, pos[2] + size[2] + 2, binds_name[1], render.color(255, 255, 255, 255 * dt_alpha)) render.text(verdana, pos[1] + size[1] - text_size, pos[2] + size[2] + 2, enabled, render.color(255, 255, 255, 255 * dt_alpha)) if binds[1] then bind_offset = bind_offset + 11 end hs_alpha = animate(hs_alpha or 0, binds[2], 1, 0.5, false, true) render.text(verdana, pos[1] + 6, pos[2] + size[2] + 2 + bind_offset, binds_name[2], render.color(255, 255, 255, 255 * hs_alpha)) render.text(verdana, pos[1] + size[1] - text_size, pos[2] + size[2] + 2 + bind_offset, enabled, render.color(255, 255, 255, 255 * hs_alpha)) if binds[2] then bind_offset = bind_offset + 11 end dmg_alpha = animate(dmg_alpha or 0, binds[3], 1, 0.5, false, true) render.text(verdana, pos[1] + 6, pos[2] + size[2] + 2 + bind_offset, binds_name[3], render.color(255, 255, 255, 255 * dmg_alpha)) render.text(verdana, pos[1] + size[1] - text_size, pos[2] + size[2] + 2 + bind_offset, enabled, render.color(255, 255, 255, 255 * dmg_alpha)) if binds[3] then bind_offset = bind_offset + 11 end fs_alpha = animate(fs_alpha or 0, binds[4], 1, 0.5, false, true) render.text(verdana, pos[1] + 6, pos[2] + size[2] + 2 + bind_offset, binds_name[4], render.color(255, 255, 255, 255 * fs_alpha)) render.text(verdana, pos[1] + size[1] - text_size, pos[2] + size[2] + 2 + bind_offset, enabled, render.color(255, 255, 255, 255 * fs_alpha)) if binds[4] then bind_offset = bind_offset + 11 end ho_alpha = animate(ho_alpha or 0, binds[5], 1, 0.5, false, true) render.text(verdana, pos[1] + 6, pos[2] + size[2] + 2 + bind_offset, binds_name[5], render.color(255, 255, 255, 255 * ho_alpha)) render.text(verdana, pos[1] + size[1] - text_size, pos[2] + size[2] + 2 + bind_offset, enabled, render.color(255, 255, 255, 255 * ho_alpha)) if binds[5] then bind_offset = bind_offset + 11 end fd_alpha = animate(fd_alpha or 0, binds[6], 1, 0.5, false, true) render.text(verdana, pos[1] + 6, pos[2] + size[2] + 2 + bind_offset, binds_name[6], render.color(255, 255, 255, 255 * fd_alpha)) render.text(verdana, pos[1] + size[1] - text_size, pos[2] + size[2] + 2 + bind_offset, enabled, render.color(255, 255, 255, 255 * fd_alpha)) end function on_shot_registered(shot) local sounds = soundsel:get_int() if sounds == 0 and sound:get_bool() then if shot.server_damage <= 0 then return end engine.exec("play aways.wav") end if sounds == 1 and sound:get_bool() then if shot.server_damage <= 0 then return end engine.exec("play flick.wav") end if sounds == 2 and sound:get_bool() then if shot.server_damage <= 0 then return end engine.exec("play stapler.wav") end end local font = render.font_esp local jittertoggle = gui.get_config_item("rage>anti-aim>angles>jitter") local jitterrange = gui.get_config_item("rage>anti-aim>angles>jitter range") local faketoggle = gui.get_config_item("rage>anti-aim>desync>fake") local fakeamount = gui.get_config_item("rage>anti-aim>desync>fake amount") local compangle = gui.get_config_item("rage>anti-aim>desync>compensate angle") local fsfake = gui.get_config_item("rage>anti-aim>desync>freestand fake") local fakejitter = gui.get_config_item("rage>anti-aim>desync>flip fake with jitter") local slide = gui.get_config_item("misc>movement>slide") function builder() if engine.is_in_game() == false then return end if WorkAA:get_bool() then local slowwalk = slide:get_bool() local lplr = entities.get_entity(engine.get_local_player()) local flag = lplr:get_prop("m_fFlags") local air = lplr:get_prop("m_hGroundEntity") == -1 local velocity_x = math.floor(lplr:get_prop("m_vecVelocity[0]")) local velocity_y = math.floor(lplr:get_prop("m_vecVelocity[1]")) local speed = math.sqrt(velocity_x ^ 2 + velocity_y ^ 2) local crouch = input.is_key_down(0x11) if slowwalk and not air and flag ~= 263 then jittertoggle:set_bool(slowwalk_jittertoggle:get_bool()) jitterrange:set_int(slowwalk_jitterrange:get_int()) faketoggle:set_bool(slowwalk_faketoggle:get_bool()) fakeamount:set_int(slowwalk_fakeamount:get_int()) compangle:set_int(slowwalk_compangle:get_int()) fakejitter:set_bool(slowwalk_fakejitter:get_bool()) else if speed > 2 and not air and not crouch then jittertoggle:set_bool(moving_jittertoggle:get_bool()) jitterrange:set_int(moving_jitterrange:get_int()) faketoggle:set_bool(moving_faketoggle:get_bool()) fakeamount:set_int(moving_fakeamount:get_int()) compangle:set_int(moving_compangle:get_int()) fakejitter:set_bool(moving_fakejitter:get_bool()) else if speed <= 2 and flag == 257 then jittertoggle:set_bool(standing_jittertoggle:get_bool()) jitterrange:set_int(standing_jitterrange:get_int()) faketoggle:set_bool(standing_faketoggle:get_bool()) fakeamount:set_int(standing_fakeamount:get_int()) compangle:set_int(standing_compangle:get_int()) fakejitter:set_bool(standing_fakejitter:get_bool()) else if crouch then jittertoggle:set_bool(crouching_jittertoggle:get_bool()) jitterrange:set_int(crouching_jitterrange:get_int()) faketoggle:set_bool(crouching_faketoggle:get_bool()) fakeamount:set_int(crouching_fakeamount:get_int()) compangle:set_int(crouching_compangle:get_int()) fakejitter:set_bool(crouching_fakejitter:get_bool()) else if air and flag ~= 262 then jittertoggle:set_bool(air_jittertoggle:get_bool()) jitterrange:set_int(air_jitterrange:get_int()) faketoggle:set_bool(air_faketoggle:get_bool()) fakeamount:set_int(air_fakeamount:get_int()) compangle:set_int(air_compangle:get_int()) fakejitter:set_bool(air_fakejitter:get_bool()) else if flag == 262 then jittertoggle:set_bool(crouching_jittertoggle:get_bool()) jitterrange:set_int(crouching_jitterrange:get_int()) faketoggle:set_bool(crouching_faketoggle:get_bool()) fakeamount:set_int(crouching_fakeamount:get_int()) compangle:set_int(crouching_compangle:get_int()) fakejitter:set_bool(crouching_fakejitter:get_bool()) end end end end end end end end function on_shutdown() utils.set_clan_tag(""); end function on_paint() watermark() gui_controller() guiscc() on_keybinds() fakelagrgb() clock_inverter() clantagfc() gui_system() builder() aspect_ratio2() indicators() ID() arrowsd() end local function vtable_thunk(_type, index) local ffitype = ffi.typeof(_type) return function (class, ...) local this = ffi.cast("void***", class) return ffi.cast(ffitype, this[0][index])(this, ...) end end ffi.cdef[[ struct pose_parameters_t { char pad[8]; float m_flStart; float m_flEnd; float m_flState; }; ]] -- Example local VClientEntityList = utils.find_interface("client.dll", "VClientEntityList003") local GetClientEntityFN = vtable_thunk("void*(__thiscall*)(void*, int)", 3) local animation_breakers = {} animation_breakers.collected_cache = {} local studio_hdr_offset = 0x2950 local allanimstate_offset = 0x9960 local landing_offset = 0x109 local pose_parameter_pattern = "55 8B EC 8B 45 08 57 8B F9 8B 4F 04 85 C9 75 15" get_pose_parameters = ffi.cast("struct pose_parameters_t*(__thiscall* )(void*, int)", utils.find_pattern("client.dll", pose_parameter_pattern)) local leg_movement = gui.get_config_item("Rage>Anti-Aim>Desync>Leg Slide") local dt = gui.get_config_item("rage>aimbot>aimbot>double tap") local two = false local land = false local once = false local time = 10 local time2 = 2