local lerp = function(precenteges, start, destination) return start+(destination-start)*precenteges end local font=render.create_font("Verdana.ttf", 14,render.font_flag_shadow) function get_velocity() local first_velocity = entities.get_entity(engine.get_local_player()):get_prop("m_vecVelocity[0]") local second_velocity = entities.get_entity(engine.get_local_player()):get_prop("m_vecVelocity[1]") local speed = math.floor(math.sqrt(first_velocity*first_velocity+second_velocity*second_velocity)) return speed end function get_state(speed) if not entities.get_entity(engine.get_local_player()):is_alive() then return end local flags = entities.get_entity(engine.get_local_player()):get_prop("m_fFlags") if bit.band(flags, 1) == 1 then if bit.band(flags, 4) == 4 or info.fatality.in_fakeduck then return 4 -- Crouching else if speed <= 3 then return 1 -- Standing else if info.fatality.in_slowwalk then return 3 -- Slowwalk else return 2 -- Moving end end end elseif bit.band(flags, 1) == 0 then if bit.band(flags, 4) == 4 then return 6 -- Air Crouch else return 5 -- Air end end end ffi.cdef [[ typedef int(__thiscall* get_clipboard_text_count)(void*); typedef void(__thiscall* set_clipboard_text)(void*, const char*, int); typedef void(__thiscall* get_clipboard_text)(void*, int, const char*, int); ]] local VGUI_System010 = ffi.cast(ffi.typeof("void***"), utils.find_interface("vgui2.dll", "VGUI_System010")) local VGUI_System = ffi.cast(ffi.typeof('void***'), VGUI_System010 ) local get_clipboard_text_count = ffi.cast("get_clipboard_text_count", VGUI_System[ 0 ][ 7 ] ) or print( "get_clipboard_text_count Invalid") local set_clipboard_text = ffi.cast( "set_clipboard_text", VGUI_System[ 0 ][ 9 ] ) or print( "set_clipboard_text Invalid") local get_clipboard_text = ffi.cast( "get_clipboard_text", VGUI_System[ 0 ][ 11 ] ) or print( "get_clipboard_text Invalid") clipboard_import = function() local clipboard_text_length = get_clipboard_text_count(VGUI_System) 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) get_clipboard_text(VGUI_System, 0, buffer, size ) return ffi.string( buffer, clipboard_text_length-1) end return "" end local function clipboard_export(string) if string then set_clipboard_text(VGUI_System, string, string:len()) end end local function str_to_sub(text, sep) local t = {} for str in string.gmatch(text, "([^"..sep.."]+)") do t[#t + 1] = string.gsub(str, "\n", " ") end return t end local function to_boolean(str) if str == "true" or str == "false" then return (str == "true") else return str end end local function str_to_sub(text, sep) local t = {} for str2 in string.gmatch(text, "([^"..sep.."]+)") do t[#t + 1] = string.gsub(str2, "\n", " ") end return t end local function to_boolean(str2) if str2 == "true" or str2 == "false" then return (str2 == "true") else return str2 end end local refs = { checkboxes = { doubletap = gui.get_config_item("rage>aimbot>aimbot>double tap"), hideshots = gui.get_config_item("rage>aimbot>aimbot>hide shot"), headshot = gui.get_config_item("rage>aimbot>aimbot>headshot only"), safepoint = gui.get_config_item("rage>aimbot>aimbot>force extra safety"), back = gui.get_config_item("rage>anti-aim>angles>back"), left = gui.get_config_item("rage>anti-aim>angles>left"), right = gui.get_config_item("rage>anti-aim>angles>right"), flipFake = gui.get_config_item("rage>anti-aim>desync>flip fake with jitter"), flipLean = gui.get_config_item("rage>anti-aim>desync>flip lean with jitter"), fake = gui.get_config_item("rage>anti-aim>desync>fake"), jitter = gui.get_config_item("rage>anti-aim>angles>jitter"), yawAdd = gui.get_config_item("rage>anti-aim>angles>yaw add"), spin = gui.get_config_item("rage>anti-aim>angles>spin"), fakeduck = gui.get_config_item("misc>movement>fake duck"), autopeek = gui.get_config_item("misc>movement>peek assist"), }, sliders = { fake = gui.get_config_item("rage>anti-aim>desync>fake amount"), lean = gui.get_config_item("rage>anti-aim>desync>lean amount"), fakelag = gui.get_config_item("rage>anti-aim>fakelag>limit"), compensateAngle = gui.get_config_item("rage>anti-aim>desync>compensate angle"), jitter = gui.get_config_item("rage>anti-aim>angles>jitter range"), yawAdd = gui.get_config_item("rage>anti-aim>angles>add"), spinRange = gui.get_config_item("rage>anti-aim>angles>spin range"), spinSpeed = gui.get_config_item("rage>anti-aim>angles>spin speed"), }, combos = { pitch = gui.get_config_item("rage>anti-aim>angles>pitch"), yaw = gui.get_config_item("rage>anti-aim>angles>yaw"), lean = gui.get_config_item("rage>anti-aim>desync>roll lean"), primary = gui.get_config_item("misc>buy bot>primary"), secondary = gui.get_config_item("misc>buy bot>secondary"), armor = gui.get_config_item("misc>buy bot>armor"), defuser = gui.get_config_item("misc>buy bot>defuser"), taser = gui.get_config_item("misc>buy bot>taser"), grenades = gui.get_config_item("misc>buy bot>grenades"), } } local ui = { main = { watermark =gui.add_checkbox("watermark", "lua>tab b"), color = gui.add_colorpicker("lua>tab b>watermark", true), tabs = gui.add_combo("tab", "lua>tab a", {"Anti-Hit", "Visuals", "Misc"}), theme = gui.add_colorpicker("lua>tab a>tab", true), slowwalk_box = gui.add_checkbox("Slow Walk", "Lua>TAB A"), slowwalk_slider = gui.add_slider("Speed", "Lua>TAB A", 1, 100, 1), tt = gui.add_checkbox("Killsay", "lua>tab a"), clantag_main = gui.add_checkbox("Clantag", "Lua>Tab A"), configImport = gui.add_button("Import Anti-Hit Setts", "lua>tab a", function() configs.import() end), configExport = gui.add_button("Export Anti-Hit Setts", "lua>tab a", function() configs.export() end), }, antiaim = { builderEnable = gui.add_checkbox("antiaim builder", "lua>tab a"), manualFix = gui.add_checkbox("manual fix", "lua>tab a"), builderCondition = gui.add_combo("condition", "lua>tab b", {"global", "standing", "moving", "air", "air-duck", "slowwalk", "crouch"}), globaL = { jitterAdd = gui.add_slider("(G) jitter add", "lua>tab b", 0, 180, 1), yawAddRight = gui.add_slider("(G) yaw add right", "lua>tab b", -180, 180, 1), yawAddLeft = gui.add_slider("(G) yaw add left", "lua>tab b", -180, 180, 1), yawOffset = gui.add_slider("(G) yaw offset", "lua>tab b", -180, 180, 1), fakeEnable = gui.add_checkbox("(G) fake", "lua>tab b"), fakeAmount = gui.add_slider("(G) fake amount", "lua>tab b", -100, 100, 1), compensateAngle = gui.add_slider("(G) compensate angle", "lua>tab b", -100, 100, 1), flipFakeWithJitter = gui.add_checkbox("(G) flip fake with jitter", "lua>tab b"), spin = gui.add_checkbox("(G) spin", "lua>tab b"), spinRange = gui.add_slider("(G) spin range", "lua>tab b", 0, 360, 1), spinSpeed = gui.add_slider("(G) spin speed", "lua>tab b", 0, 360, 1), rollLean = gui.add_combo("(G) roll lean", "lua>tab b", {"none", "static", "extend fake", "freestand", "freestand opposite", "jitter", "invert fake"}), leanAmount = gui.add_slider("(G) lean amount", "lua>tab b", -50, 50, 1), flipLeanWithJitter = gui.add_checkbox("(G) flip lean with jitter", "lua>tab b"), }, standing = { overrideGlobal = gui.add_checkbox("(S) override global", "lua>tab b"), jitterAdd = gui.add_slider("(S) jitter add", "lua>tab b", 0, 180, 1), yawAddRight = gui.add_slider("(S) yaw add right", "lua>tab b", -180, 180, 1), yawAddLeft = gui.add_slider("(S) yaw add left", "lua>tab b", -180, 180, 1), yawOffset = gui.add_slider("(S) yaw offset", "lua>tab b", -180, 180, 1), fakeEnable = gui.add_checkbox("(S) fake", "lua>tab b"), fakeAmount = gui.add_slider("(S) fake amount", "lua>tab b", -100, 100, 1), compensateAngle = gui.add_slider("(S) compensate angle", "lua>tab b", -100, 100, 1), flipFakeWithJitter = gui.add_checkbox("(S) flip fake with jitter", "lua>tab b"), spin = gui.add_checkbox("(S) spin", "lua>tab b"), spinRange = gui.add_slider("(S) spin range", "lua>tab b", 0, 360, 1), spinSpeed = gui.add_slider("(S) spin speed", "lua>tab b", 0, 360, 1), rollLean = gui.add_combo("(S) roll lean", "lua>tab b", {"none", "static", "extend fake", "freestand", "freestand opposite", "jitter", "invert fake"}), leanAmount = gui.add_slider("(S) lean amount", "lua>tab b", -50, 50, 1), flipLeanWithJitter = gui.add_checkbox("(S) flip lean with jitter", "lua>tab b"), }, move = { overrideGlobal = gui.add_checkbox("(M) override global", "lua>tab b"), jitterAdd = gui.add_slider("(M) jitter add", "lua>tab b", 0, 180, 1), yawAddRight = gui.add_slider("(M) yaw add right", "lua>tab b", -180, 180, 1), yawAddLeft = gui.add_slider("(M) yaw add left", "lua>tab b", -180, 180, 1), yawOffset = gui.add_slider("(M) yaw offset", "lua>tab b", -180, 180, 1), fakeEnable = gui.add_checkbox("(M) fake", "lua>tab b"), fakeAmount = gui.add_slider("(M) fake amount", "lua>tab b", -100, 100, 1), compensateAngle = gui.add_slider("(M) compensate angle", "lua>tab b", -100, 100, 1), flipFakeWithJitter = gui.add_checkbox("(M) flip fake with jitter", "lua>tab b"), spin = gui.add_checkbox("(M) spin", "lua>tab b"), spinRange = gui.add_slider("(M) spin range", "lua>tab b", 0, 360, 1), spinSpeed = gui.add_slider("(M) spin speed", "lua>tab b", 0, 360, 1), rollLean = gui.add_combo("(M) roll lean", "lua>tab b", {"none", "static", "extend fake", "freestand", "freestand opposite", "jitter", "invert fake"}), leanAmount = gui.add_slider("(M) lean amount", "lua>tab b", -50, 50, 1), flipLeanWithJitter = gui.add_checkbox("(M) flip lean with jitter", "lua>tab b"), }, air = { overrideGlobal = gui.add_checkbox("(A) override global", "lua>tab b"), jitterAdd = gui.add_slider("(A) jitter add", "lua>tab b", 0, 180, 1), yawAddRight = gui.add_slider("(A) yaw add right", "lua>tab b", -180, 180, 1), yawAddLeft = gui.add_slider("(A) yaw add left", "lua>tab b", -180, 180, 1), yawOffset = gui.add_slider("(A) yaw offset", "lua>tab b", -180, 180, 1), fakeEnable = gui.add_checkbox("(A) fake", "lua>tab b"), fakeAmount = gui.add_slider("(A) fake amount", "lua>tab b", -100, 100, 1), compensateAngle = gui.add_slider("(A) compensate angle", "lua>tab b", -100, 100, 1), flipFakeWithJitter = gui.add_checkbox("(A) flip fake with jitter", "lua>tab b"), spin = gui.add_checkbox("(A) spin", "lua>tab b"), spinRange = gui.add_slider("(A) spin range", "lua>tab b", 0, 360, 1), spinSpeed = gui.add_slider("(A) spin speed", "lua>tab b", 0, 360, 1), rollLean = gui.add_combo("(A) roll lean", "lua>tab b", {"none", "static", "extend fake", "freestand", "freestand opposite", "jitter", "invert fake"}), leanAmount = gui.add_slider("(A) lean amount", "lua>tab b", -50, 50, 1), flipLeanWithJitter = gui.add_checkbox("(A) flip lean with jitter", "lua>tab b"), }, airduck = { overrideGlobal = gui.add_checkbox("(A-D) override global", "lua>tab b"), jitterAdd = gui.add_slider("(A-D) jitter add", "lua>tab b", 0, 180, 1), yawAddRight = gui.add_slider("(A-D) yaw add right", "lua>tab b", -180, 180, 1), yawAddLeft = gui.add_slider("(A-D) yaw add left", "lua>tab b", -180, 180, 1), yawOffset = gui.add_slider("(A-D) yaw offset", "lua>tab b", -180, 180, 1), fakeEnable = gui.add_checkbox("(A-D) fake", "lua>tab b"), fakeAmount = gui.add_slider("(A-D) fake amount", "lua>tab b", -100, 100, 1), compensateAngle = gui.add_slider("(A-D) compensate angle", "lua>tab b", -100, 100, 1), flipFakeWithJitter = gui.add_checkbox("(A-D) flip fake with jitter", "lua>tab b"), spin = gui.add_checkbox("(A-D) spin", "lua>tab b"), spinRange = gui.add_slider("(A-D) spin range", "lua>tab b", 0, 360, 1), spinSpeed = gui.add_slider("(A-D) spin speed", "lua>tab b", 0, 360, 1), rollLean = gui.add_combo("(A-D) roll lean", "lua>tab b", {"none", "static", "extend fake", "freestand", "freestand opposite", "jitter", "invert fake"}), leanAmount = gui.add_slider("(A-D) lean amount", "lua>tab b", -50, 50, 1), flipLeanWithJitter = gui.add_checkbox("(A-D) flip lean with jitter", "lua>tab b"), }, crouch = { overrideGlobal = gui.add_checkbox("(C) override global", "lua>tab b"), jitterAdd = gui.add_slider("(C) jitter add", "lua>tab b", 0, 180, 1), yawAddRight = gui.add_slider("(C) yaw add right", "lua>tab b", -180, 180, 1), yawAddLeft = gui.add_slider("(C) yaw add left", "lua>tab b", -180, 180, 1), yawOffset = gui.add_slider("(C) yaw offset", "lua>tab b", -180, 180, 1), fakeEnable = gui.add_checkbox("(C) fake", "lua>tab b"), fakeAmount = gui.add_slider("(C) fake amount", "lua>tab b", -100, 100, 1), compensateAngle = gui.add_slider("(C) compensate angle", "lua>tab b", -100, 100, 1), flipFakeWithJitter = gui.add_checkbox("(C) flip fake with jitter", "lua>tab b"), spin = gui.add_checkbox("(C) spin", "lua>tab b"), spinRange = gui.add_slider("(C) spin range", "lua>tab b", 0, 360, 1), spinSpeed = gui.add_slider("(C) spin speed", "lua>tab b", 0, 360, 1), rollLean = gui.add_combo("(C) roll lean", "lua>tab b", {"none", "static", "extend fake", "freestand", "freestand opposite", "jitter", "invert fake"}), leanAmount = gui.add_slider("(C) lean amount", "lua>tab b", -50, 50, 1), flipLeanWithJitter = gui.add_checkbox("(C) flip lean with jitter", "lua>tab b"), }, slowwalk = { overrideGlobal = gui.add_checkbox("(SW) override global", "lua>tab b"), jitterAdd = gui.add_slider("(SW) jitter add", "lua>tab b", 0, 180, 1), yawAddRight = gui.add_slider("(SW) yaw add right", "lua>tab b", -180, 180, 1), yawAddLeft = gui.add_slider("(SW) yaw add left", "lua>tab b", -180, 180, 1), yawOffset = gui.add_slider("(SW) yaw offset", "lua>tab b", -180, 180, 1), fakeEnable = gui.add_checkbox("(SW) fake", "lua>tab b"), fakeAmount = gui.add_slider("(SW) fake amount", "lua>tab b", -100, 100, 1), compensateAngle = gui.add_slider("(SW) compensate angle", "lua>tab b", -100, 100, 1), flipFakeWithJitter = gui.add_checkbox("(SW) flip fake with jitter", "lua>tab b"), spin = gui.add_checkbox("(SW) spin", "lua>tab b"), spinRange = gui.add_slider("(SW) spin range", "lua>tab b", 0, 360, 1), spinSpeed = gui.add_slider("(SW) spin speed", "lua>tab b", 0, 360, 1), rollLean = gui.add_combo("(SW) roll lean", "lua>tab b", {"none", "static", "extend fake", "freestand", "freestand opposite", "jitter", "invert fake"}), leanAmount = gui.add_slider("(SW) lean amount", "lua>tab b", -50, 50, 1), flipLeanWithJitter = gui.add_checkbox("(SW) flip lean with jitter", "lua>tab b"), }, }, visuals = { indicators = gui.add_checkbox("indicators", "lua>tab b"), }, misc = { betterpeek = gui.add_checkbox("better peek", "lua>tab b"), unpredictibleslowwalk = gui.add_checkbox("unpredictible slowwalk", "lua>tab b"), improveresolver = gui.add_checkbox("improve resolver", "lua>tab b"), ragebotimprove = gui.add_checkbox("ragebot improve", "lua>tab b"), extendroll = gui.add_checkbox("extend roll", "lua>tab b"), } } local cl_sidespeed = cvar.cl_sidespeed local cl_forwardspeed = cvar.cl_forwardspeed local cl_backspeed = cvar.cl_backspeed function set_speed( new_speed ) if ( cl_sidespeed:get_int() == 450 and new_speed == 450 ) then return; end cl_sidespeed:set_float( new_speed ); cl_forwardspeed:set_float( new_speed ); cl_backspeed:set_float( new_speed ); end function matashento( ) if ui.main.slowwalk_box:get_bool() == true then gui.set_visible("Lua>Tab A>Speed", true) local is_down = input.is_key_down( 16 ); if not ( is_down ) then set_speed( 450 ) else local final_val = 250 * ui.main.slowwalk_slider:get_float( ) / 100 set_speed( final_val ) end else gui.set_visible("Lua>Tab A>Speed", false) end end local visiblity = function() if not gui.is_menu_open() then return end gui.set_visible("lua>tab a>antiaim builder", ui.main.tabs:get_int() == 0) gui.set_visible("lua>tab a>Slow Walk", ui.main.tabs:get_int() == 0) gui.set_visible("lua>tab a>Speed", ui.main.tabs:get_int() == 0) gui.set_visible("lua>tab a>Killsay", ui.main.tabs:get_int() == 2) gui.set_visible("lua>tab b>better peek", ui.main.tabs:get_int() == 2) gui.set_visible("lua>tab b>unpredictible slowwalk", ui.main.tabs:get_int() == 2) gui.set_visible("lua>tab b>Improve Resolver", ui.main.tabs:get_int() == 2) gui.set_visible("lua>tab b>Watermark", ui.main.tabs:get_int() == 1) gui.set_visible("lua>tab b>Ragebot Improve", ui.main.tabs:get_int() == 2) gui.set_visible("lua>tab a>clantag", ui.main.tabs:get_int() == 2) gui.set_visible("lua>tab b>extend roll", ui.main.tabs:get_int() == 2) gui.set_visible("lua>tab a>Import Anti-Hit Setts", ui.main.tabs:get_int() == 0) gui.set_visible("lua>tab a>Export Anti-Hit Setts", ui.main.tabs:get_int() == 0) gui.set_visible("lua>tab a>manual fix", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool()) gui.set_visible("lua>tab b>condition", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool()) gui.set_visible("lua>tab b>(G) jitter add", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 0) gui.set_visible("lua>tab b>(G) yaw add right", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 0) gui.set_visible("lua>tab b>(G) yaw add left", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 0) gui.set_visible("lua>tab b>(G) yaw offset", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 0) gui.set_visible("lua>tab b>(G) fake", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 0) gui.set_visible("lua>tab b>(G) fake amount", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 0) gui.set_visible("lua>tab b>(G) compensate angle", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 0) gui.set_visible("lua>tab b>(G) flip fake with jitter", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 0) gui.set_visible("lua>tab b>(G) spin", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 0) gui.set_visible("lua>tab b>(G) spin range", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 0 and ui.antiaim.globaL.spin:get_bool()) gui.set_visible("lua>tab b>(G) spin speed", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 0 and ui.antiaim.globaL.spin:get_bool()) gui.set_visible("lua>tab b>(G) roll lean", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 0) gui.set_visible("lua>tab b>(G) lean amount", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 0 and ui.antiaim.globaL.rollLean:get_int() > 0) gui.set_visible("lua>tab b>(G) flip lean with jitter", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 0 and ui.antiaim.globaL.rollLean:get_int() > 0) gui.set_visible("lua>tab b>(S) override global", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 1) gui.set_visible("lua>tab b>(S) jitter add", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 1 and ui.antiaim.standing.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(S) yaw add right", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 1 and ui.antiaim.standing.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(S) yaw add left", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 1 and ui.antiaim.standing.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(S) yaw offset", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 1 and ui.antiaim.standing.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(S) fake", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 1 and ui.antiaim.standing.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(S) fake amount", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 1 and ui.antiaim.standing.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(S) compensate angle", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 1 and ui.antiaim.standing.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(S) flip fake with jitter", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 1 and ui.antiaim.standing.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(S) spin", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 1 and ui.antiaim.standing.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(S) spin range", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 1 and ui.antiaim.standing.spin:get_bool() and ui.antiaim.standing.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(S) spin speed", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 1 and ui.antiaim.standing.spin:get_bool() and ui.antiaim.standing.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(S) roll lean", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 1 and ui.antiaim.standing.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(S) lean amount", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 1 and ui.antiaim.standing.overrideGlobal:get_bool() and ui.antiaim.standing.rollLean:get_int() > 0) gui.set_visible("lua>tab b>(S) flip lean with jitter", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 1 and ui.antiaim.standing.overrideGlobal:get_bool() and ui.antiaim.standing.rollLean:get_int() > 0) gui.set_visible("lua>tab b>(M) override global", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 2) gui.set_visible("lua>tab b>(M) jitter add", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 2 and ui.antiaim.move.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(M) yaw add right", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 2 and ui.antiaim.move.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(M) yaw add left", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 2 and ui.antiaim.move.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(M) yaw offset", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 2 and ui.antiaim.move.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(M) fake", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 2 and ui.antiaim.move.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(M) fake amount", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 2 and ui.antiaim.move.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(M) compensate angle", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 2 and ui.antiaim.move.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(M) flip fake with jitter", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 2 and ui.antiaim.move.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(M) spin", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 2 and ui.antiaim.move.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(M) spin range", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 2 and ui.antiaim.move.spin:get_bool() and ui.antiaim.move.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(M) spin speed", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 2 and ui.antiaim.move.spin:get_bool() and ui.antiaim.move.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(M) roll lean", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 2 and ui.antiaim.move.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(M) lean amount", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 2 and ui.antiaim.move.overrideGlobal:get_bool() and ui.antiaim.move.rollLean:get_int() > 0) gui.set_visible("lua>tab b>(M) flip lean with jitter", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 2 and ui.antiaim.move.overrideGlobal:get_bool() and ui.antiaim.move.rollLean:get_int() > 0) gui.set_visible("lua>tab b>(A) override global", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 3) gui.set_visible("lua>tab b>(A) jitter add", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 3 and ui.antiaim.air.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(A) yaw add right", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 3 and ui.antiaim.air.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(A) yaw add left", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 3 and ui.antiaim.air.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(A) yaw offset", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 3 and ui.antiaim.air.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(A) fake", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 3 and ui.antiaim.air.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(A) fake amount", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 3 and ui.antiaim.air.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(A) compensate angle", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 3 and ui.antiaim.air.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(A) flip fake with jitter", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 3 and ui.antiaim.air.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(A) spin", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 3 and ui.antiaim.air.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(A) spin range", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 3 and ui.antiaim.air.spin:get_bool() and ui.antiaim.air.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(A) spin speed", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 3 and ui.antiaim.air.spin:get_bool() and ui.antiaim.air.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(A) roll lean", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 3 and ui.antiaim.air.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(A) lean amount", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 3 and ui.antiaim.air.overrideGlobal:get_bool() and ui.antiaim.air.rollLean:get_int() > 0) gui.set_visible("lua>tab b>(A) flip lean with jitter", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 3 and ui.antiaim.air.overrideGlobal:get_bool() and ui.antiaim.air.rollLean:get_int() > 0) gui.set_visible("lua>tab b>(A-D) override global", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 4) gui.set_visible("lua>tab b>(A-D) jitter add", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 4 and ui.antiaim.airduck.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(A-D) yaw add right", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 4 and ui.antiaim.airduck.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(A-D) yaw add left", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 4 and ui.antiaim.airduck.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(A-D) yaw offset", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 4 and ui.antiaim.airduck.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(A-D) fake", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 4 and ui.antiaim.airduck.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(A-D) fake amount", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 4 and ui.antiaim.airduck.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(A-D) compensate angle", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 4 and ui.antiaim.airduck.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(A-D) flip fake with jitter", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 4 and ui.antiaim.airduck.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(A-D) spin", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 4 and ui.antiaim.airduck.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(A-D) spin range", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 4 and ui.antiaim.airduck.spin:get_bool() and ui.antiaim.airduck.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(A-D) spin speed", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 4 and ui.antiaim.airduck.spin:get_bool() and ui.antiaim.airduck.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(A-D) roll lean", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 4 and ui.antiaim.airduck.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(A-D) lean amount", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 4 and ui.antiaim.airduck.overrideGlobal:get_bool() and ui.antiaim.airduck.rollLean:get_int() > 0) gui.set_visible("lua>tab b>(A-D) flip lean with jitter", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 4 and ui.antiaim.airduck.overrideGlobal:get_bool() and ui.antiaim.airduck.rollLean:get_int() > 0) gui.set_visible("lua>tab b>(SW) override global", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 5) gui.set_visible("lua>tab b>(SW) jitter add", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 5 and ui.antiaim.slowwalk.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(SW) yaw add right", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 5 and ui.antiaim.slowwalk.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(SW) yaw add left", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 5 and ui.antiaim.slowwalk.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(SW) yaw offset", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 5 and ui.antiaim.slowwalk.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(SW) fake", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 5 and ui.antiaim.slowwalk.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(SW) fake amount", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 5 and ui.antiaim.slowwalk.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(SW) compensate angle", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 5 and ui.antiaim.slowwalk.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(SW) flip fake with jitter", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 5 and ui.antiaim.slowwalk.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(SW) spin", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 5 and ui.antiaim.slowwalk.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(SW) spin range", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 5 and ui.antiaim.slowwalk.spin:get_bool() and ui.antiaim.slowwalk.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(SW) spin speed", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 5 and ui.antiaim.slowwalk.spin:get_bool() and ui.antiaim.slowwalk.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(SW) roll lean", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 5 and ui.antiaim.slowwalk.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(SW) lean amount", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 5 and ui.antiaim.slowwalk.overrideGlobal:get_bool() and ui.antiaim.slowwalk.rollLean:get_int() > 0) gui.set_visible("lua>tab b>(SW) flip lean with jitter", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 5 and ui.antiaim.slowwalk.overrideGlobal:get_bool() and ui.antiaim.slowwalk.rollLean:get_int() > 0) gui.set_visible("lua>tab b>(C) override global", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 6) gui.set_visible("lua>tab b>(C) jitter add", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 6 and ui.antiaim.crouch.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(C) yaw add right", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 6 and ui.antiaim.crouch.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(C) yaw add left", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 6 and ui.antiaim.crouch.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(C) yaw offset", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 6 and ui.antiaim.crouch.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(C) fake", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 6 and ui.antiaim.crouch.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(C) fake amount", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 6 and ui.antiaim.crouch.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(C) compensate angle", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 6 and ui.antiaim.crouch.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(C) flip fake with jitter", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 6 and ui.antiaim.crouch.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(C) spin", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 6 and ui.antiaim.crouch.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(C) spin range", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 6 and ui.antiaim.crouch.spin:get_bool() and ui.antiaim.crouch.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(C) spin speed", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 6 and ui.antiaim.crouch.spin:get_bool() and ui.antiaim.crouch.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(C) roll lean", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 6 and ui.antiaim.crouch.overrideGlobal:get_bool()) gui.set_visible("lua>tab b>(C) lean amount", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 6 and ui.antiaim.crouch.overrideGlobal:get_bool() and ui.antiaim.crouch.rollLean:get_int() > 0) gui.set_visible("lua>tab b>(C) flip lean with jitter", ui.main.tabs:get_int() == 0 and ui.antiaim.builderEnable:get_bool() and ui.antiaim.builderCondition:get_int() == 6 and ui.antiaim.crouch.overrideGlobal:get_bool() and ui.antiaim.crouch.rollLean:get_int() > 0) gui.set_visible("lua>tab b>indicators", ui.main.tabs:get_int() == 1) end -- configs configs = {} configs.import = function(input) local protected = function() local clipboard = input == nil and clipboard_import() or input local tbl = str_to_sub(clipboard, "|") ui.antiaim.builderEnable:set_bool(to_boolean(tbl[1])) ui.antiaim.manualFix:set_bool(to_boolean(tbl[2])) -- global ui.antiaim.globaL.jitterAdd:set_int(tonumber(tbl[3])) ui.antiaim.globaL.yawAddRight:set_int(tonumber(tbl[4])) ui.antiaim.globaL.yawAddLeft:set_int(tonumber(tbl[5])) ui.antiaim.globaL.yawOffset:set_int(tonumber(tbl[6])) ui.antiaim.globaL.fakeEnable:set_bool(to_boolean(tbl[7])) ui.antiaim.globaL.fakeAmount:set_int(tonumber(tbl[8])) ui.antiaim.globaL.compensateAngle:set_int(tonumber(tbl[9])) ui.antiaim.globaL.flipFakeWithJitter:set_bool(to_boolean(tbl[10])) ui.antiaim.globaL.spin:set_bool(to_boolean(tbl[11])) ui.antiaim.globaL.spinRange:set_int(tonumber(tbl[12])) ui.antiaim.globaL.spinSpeed:set_int(tonumber(tbl[13])) ui.antiaim.globaL.rollLean:set_int(tonumber(tbl[14])) ui.antiaim.globaL.leanAmount:set_int(tonumber(tbl[15])) ui.antiaim.globaL.flipLeanWithJitter:set_bool(to_boolean(tbl[16])) -- standing ui.antiaim.standing.jitterAdd:set_int(tonumber(tbl[17])) ui.antiaim.standing.yawAddRight:set_int(tonumber(tbl[18])) ui.antiaim.standing.yawAddLeft:set_int(tonumber(tbl[19])) ui.antiaim.standing.yawOffset:set_int(tonumber(tbl[20])) ui.antiaim.standing.fakeEnable:set_bool(to_boolean(tbl[21])) ui.antiaim.standing.fakeAmount:set_int(tonumber(tbl[22])) ui.antiaim.standing.compensateAngle:set_int(tonumber(tbl[23])) ui.antiaim.standing.flipFakeWithJitter:set_bool(to_boolean(tbl[24])) ui.antiaim.standing.spin:set_bool(to_boolean(tbl[25])) ui.antiaim.standing.spinRange:set_int(tonumber(tbl[26])) ui.antiaim.standing.spinSpeed:set_int(tonumber(tbl[27])) ui.antiaim.standing.rollLean:set_int(tonumber(tbl[28])) ui.antiaim.standing.leanAmount:set_int(tonumber(tbl[29])) ui.antiaim.standing.flipLeanWithJitter:set_bool(to_boolean(tbl[30])) -- move ui.antiaim.move.jitterAdd:set_int(tonumber(tbl[31])) ui.antiaim.move.yawAddRight:set_int(tonumber(tbl[32])) ui.antiaim.move.yawAddLeft:set_int(tonumber(tbl[33])) ui.antiaim.move.yawOffset:set_int(tonumber(tbl[34])) ui.antiaim.move.fakeEnable:set_bool(to_boolean(tbl[35])) ui.antiaim.move.fakeAmount:set_int(tonumber(tbl[36])) ui.antiaim.move.compensateAngle:set_int(tonumber(tbl[37])) ui.antiaim.move.flipFakeWithJitter:set_bool(to_boolean(tbl[38])) ui.antiaim.move.spin:set_bool(to_boolean(tbl[39])) ui.antiaim.move.spinRange:set_int(tonumber(tbl[40])) ui.antiaim.move.spinSpeed:set_int(tonumber(tbl[41])) ui.antiaim.move.rollLean:set_int(tonumber(tbl[42])) ui.antiaim.move.leanAmount:set_int(tonumber(tbl[43])) ui.antiaim.move.flipLeanWithJitter:set_bool(to_boolean(tbl[44])) -- air ui.antiaim.air.jitterAdd:set_int(tonumber(tbl[45])) ui.antiaim.air.yawAddRight:set_int(tonumber(tbl[46])) ui.antiaim.air.yawAddLeft:set_int(tonumber(tbl[47])) ui.antiaim.air.yawOffset:set_int(tonumber(tbl[48])) ui.antiaim.air.fakeEnable:set_bool(to_boolean(tbl[49])) ui.antiaim.air.fakeAmount:set_int(tonumber(tbl[50])) ui.antiaim.air.compensateAngle:set_int(tonumber(tbl[51])) ui.antiaim.air.flipFakeWithJitter:set_bool(to_boolean(tbl[52])) ui.antiaim.air.spin:set_bool(to_boolean(tbl[53])) ui.antiaim.air.spinRange:set_int(tonumber(tbl[54])) ui.antiaim.air.spinSpeed:set_int(tonumber(tbl[55])) ui.antiaim.air.rollLean:set_int(tonumber(tbl[56])) ui.antiaim.air.leanAmount:set_int(tonumber(tbl[57])) ui.antiaim.air.flipLeanWithJitter:set_bool(to_boolean(tbl[58])) -- airduck ui.antiaim.airduck.jitterAdd:set_int(tonumber(tbl[59])) ui.antiaim.airduck.yawAddRight:set_int(tonumber(tbl[60])) ui.antiaim.airduck.yawAddLeft:set_int(tonumber(tbl[61])) ui.antiaim.airduck.yawOffset:set_int(tonumber(tbl[62])) ui.antiaim.airduck.fakeEnable:set_bool(to_boolean(tbl[63])) ui.antiaim.airduck.fakeAmount:set_int(tonumber(tbl[64])) ui.antiaim.airduck.compensateAngle:set_int(tonumber(tbl[65])) ui.antiaim.airduck.flipFakeWithJitter:set_bool(to_boolean(tbl[66])) ui.antiaim.airduck.spin:set_bool(to_boolean(tbl[67])) ui.antiaim.airduck.spinRange:set_int(tonumber(tbl[68])) ui.antiaim.airduck.spinSpeed:set_int(tonumber(tbl[69])) ui.antiaim.airduck.rollLean:set_int(tonumber(tbl[70])) ui.antiaim.airduck.leanAmount:set_int(tonumber(tbl[71])) ui.antiaim.airduck.flipLeanWithJitter:set_bool(to_boolean(tbl[72])) -- crouch ui.antiaim.crouch.jitterAdd:set_int(tonumber(tbl[73])) ui.antiaim.crouch.yawAddRight:set_int(tonumber(tbl[74])) ui.antiaim.crouch.yawAddLeft:set_int(tonumber(tbl[75])) ui.antiaim.crouch.yawOffset:set_int(tonumber(tbl[76])) ui.antiaim.crouch.fakeEnable:set_bool(to_boolean(tbl[77])) ui.antiaim.crouch.fakeAmount:set_int(tonumber(tbl[78])) ui.antiaim.crouch.compensateAngle:set_int(tonumber(tbl[79])) ui.antiaim.crouch.flipFakeWithJitter:set_bool(to_boolean(tbl[80])) ui.antiaim.crouch.spin:set_bool(to_boolean(tbl[81])) ui.antiaim.crouch.spinRange:set_int(tonumber(tbl[82])) ui.antiaim.crouch.spinSpeed:set_int(tonumber(tbl[83])) ui.antiaim.crouch.rollLean:set_int(tonumber(tbl[84])) ui.antiaim.crouch.leanAmount:set_int(tonumber(tbl[85])) ui.antiaim.crouch.flipLeanWithJitter:set_bool(to_boolean(tbl[86])) -- slowwalk ui.antiaim.slowwalk.jitterAdd:set_int(tonumber(tbl[87])) ui.antiaim.slowwalk.yawAddRight:set_int(tonumber(tbl[88])) ui.antiaim.slowwalk.yawAddLeft:set_int(tonumber(tbl[89])) ui.antiaim.slowwalk.yawOffset:set_int(tonumber(tbl[90])) ui.antiaim.slowwalk.fakeEnable:set_bool(to_boolean(tbl[91])) ui.antiaim.slowwalk.fakeAmount:set_int(tonumber(tbl[92])) ui.antiaim.slowwalk.compensateAngle:set_int(tonumber(tbl[93])) ui.antiaim.slowwalk.flipFakeWithJitter:set_bool(to_boolean(tbl[94])) ui.antiaim.slowwalk.spin:set_bool(to_boolean(tbl[95])) ui.antiaim.slowwalk.spinRange:set_int(tonumber(tbl[96])) ui.antiaim.slowwalk.spinSpeed:set_int(tonumber(tbl[97])) ui.antiaim.slowwalk.rollLean:set_int(tonumber(tbl[98])) ui.antiaim.slowwalk.leanAmount:set_int(tonumber(tbl[99])) ui.antiaim.slowwalk.flipLeanWithJitter:set_bool(to_boolean(tbl[100])) -- override global ui.antiaim.standing.overrideGlobal:set_bool(to_boolean(tbl[101])) ui.antiaim.move.overrideGlobal:set_bool(to_boolean(tbl[102])) ui.antiaim.air.overrideGlobal:set_bool(to_boolean(tbl[103])) ui.antiaim.airduck.overrideGlobal:set_bool(to_boolean(tbl[104])) ui.antiaim.crouch.overrideGlobal:set_bool(to_boolean(tbl[105])) ui.antiaim.slowwalk.overrideGlobal:set_bool(to_boolean(tbl[106])) print("config loaded") end local status, message = pcall(protected) if not status then print("failed to load config or not all items have changed") return end end configs.export = function() local str = {} local str = tostring( ui.antiaim.builderEnable:get_bool()) .. "|" .. tostring(ui.antiaim.manualFix:get_bool()) .. "|" .. tostring(ui.antiaim.globaL.jitterAdd:get_int()) .. "|" .. tostring(ui.antiaim.globaL.yawAddRight:get_int()) .. "|" .. tostring(ui.antiaim.globaL.yawAddLeft:get_int()) .. "|" .. tostring(ui.antiaim.globaL.yawOffset:get_int()) .. "|" .. tostring(ui.antiaim.globaL.fakeEnable:get_bool()) .. "|" .. tostring(ui.antiaim.globaL.fakeAmount:get_int()) .. "|" .. tostring(ui.antiaim.globaL.compensateAngle:get_int()) .. "|" .. tostring(ui.antiaim.globaL.flipFakeWithJitter:get_bool()) .. "|" .. tostring(ui.antiaim.globaL.spin:get_bool()) .. "|" .. tostring(ui.antiaim.globaL.spinRange:get_int()) .. "|" .. tostring(ui.antiaim.globaL.spinSpeed:get_int()) .. "|" .. tostring(ui.antiaim.globaL.rollLean:get_int()) .. "|" .. tostring(ui.antiaim.globaL.leanAmount:get_int()) .. "|" .. tostring(ui.antiaim.globaL.flipLeanWithJitter:get_bool()) .. "|" -- standing .. tostring(ui.antiaim.standing.jitterAdd:get_int()) .. "|" .. tostring(ui.antiaim.standing.yawAddRight:get_int()) .. "|" .. tostring(ui.antiaim.standing.yawAddLeft:get_int()) .. "|" .. tostring(ui.antiaim.standing.yawOffset:get_int()) .. "|" .. tostring(ui.antiaim.standing.fakeEnable:get_bool()) .. "|" .. tostring(ui.antiaim.standing.fakeAmount:get_int()) .. "|" .. tostring(ui.antiaim.standing.compensateAngle:get_int()) .. "|" .. tostring(ui.antiaim.standing.flipFakeWithJitter:get_bool()) .. "|" .. tostring(ui.antiaim.standing.spin:get_bool()) .. "|" .. tostring(ui.antiaim.standing.spinRange:get_int()) .. "|" .. tostring(ui.antiaim.standing.spinSpeed:get_int()) .. "|" .. tostring(ui.antiaim.standing.rollLean:get_int()) .. "|" .. tostring(ui.antiaim.standing.leanAmount:get_int()) .. "|" .. tostring(ui.antiaim.standing.flipLeanWithJitter:get_bool()) .. "|" -- move .. tostring(ui.antiaim.move.jitterAdd:get_int()) .. "|" .. tostring(ui.antiaim.move.yawAddRight:get_int()) .. "|" .. tostring(ui.antiaim.move.yawAddLeft:get_int()) .. "|" .. tostring(ui.antiaim.move.yawOffset:get_int()) .. "|" .. tostring(ui.antiaim.move.fakeEnable:get_bool()) .. "|" .. tostring(ui.antiaim.move.fakeAmount:get_int()) .. "|" .. tostring(ui.antiaim.move.compensateAngle:get_int()) .. "|" .. tostring(ui.antiaim.move.flipFakeWithJitter:get_bool()) .. "|" .. tostring(ui.antiaim.move.spin:get_bool()) .. "|" .. tostring(ui.antiaim.move.spinRange:get_int()) .. "|" .. tostring(ui.antiaim.move.spinSpeed:get_int()) .. "|" .. tostring(ui.antiaim.move.rollLean:get_int()) .. "|" .. tostring(ui.antiaim.move.leanAmount:get_int()) .. "|" .. tostring(ui.antiaim.move.flipLeanWithJitter:get_bool()) .. "|" -- air .. tostring(ui.antiaim.air.jitterAdd:get_int()) .. "|" .. tostring(ui.antiaim.air.yawAddRight:get_int()) .. "|" .. tostring(ui.antiaim.air.yawAddLeft:get_int()) .. "|" .. tostring(ui.antiaim.air.yawOffset:get_int()) .. "|" .. tostring(ui.antiaim.air.fakeEnable:get_bool()) .. "|" .. tostring(ui.antiaim.air.fakeAmount:get_int()) .. "|" .. tostring(ui.antiaim.air.compensateAngle:get_int()) .. "|" .. tostring(ui.antiaim.air.flipFakeWithJitter:get_bool()) .. "|" .. tostring(ui.antiaim.air.spin:get_bool()) .. "|" .. tostring(ui.antiaim.air.spinRange:get_int()) .. "|" .. tostring(ui.antiaim.air.spinSpeed:get_int()) .. "|" .. tostring(ui.antiaim.air.rollLean:get_int()) .. "|" .. tostring(ui.antiaim.air.leanAmount:get_int()) .. "|" .. tostring(ui.antiaim.air.flipLeanWithJitter:get_bool()) .. "|" -- airduck .. tostring(ui.antiaim.airduck.jitterAdd:get_int()) .. "|" .. tostring(ui.antiaim.airduck.yawAddRight:get_int()) .. "|" .. tostring(ui.antiaim.airduck.yawAddLeft:get_int()) .. "|" .. tostring(ui.antiaim.airduck.yawOffset:get_int()) .. "|" .. tostring(ui.antiaim.airduck.fakeEnable:get_bool()) .. "|" .. tostring(ui.antiaim.airduck.fakeAmount:get_int()) .. "|" .. tostring(ui.antiaim.airduck.compensateAngle:get_int()) .. "|" .. tostring(ui.antiaim.airduck.flipFakeWithJitter:get_bool()) .. "|" .. tostring(ui.antiaim.airduck.spin:get_bool()) .. "|" .. tostring(ui.antiaim.airduck.spinRange:get_int()) .. "|" .. tostring(ui.antiaim.airduck.spinSpeed:get_int()) .. "|" .. tostring(ui.antiaim.airduck.rollLean:get_int()) .. "|" .. tostring(ui.antiaim.airduck.leanAmount:get_int()) .. "|" .. tostring(ui.antiaim.airduck.flipLeanWithJitter:get_bool()) .. "|" -- crouch .. tostring(ui.antiaim.crouch.jitterAdd:get_int()) .. "|" .. tostring(ui.antiaim.crouch.yawAddRight:get_int()) .. "|" .. tostring(ui.antiaim.crouch.yawAddLeft:get_int()) .. "|" .. tostring(ui.antiaim.crouch.yawOffset:get_int()) .. "|" .. tostring(ui.antiaim.crouch.fakeEnable:get_bool()) .. "|" .. tostring(ui.antiaim.crouch.fakeAmount:get_int()) .. "|" .. tostring(ui.antiaim.crouch.compensateAngle:get_int()) .. "|" .. tostring(ui.antiaim.crouch.flipFakeWithJitter:get_bool()) .. "|" .. tostring(ui.antiaim.crouch.spin:get_bool()) .. "|" .. tostring(ui.antiaim.crouch.spinRange:get_int()) .. "|" .. tostring(ui.antiaim.crouch.spinSpeed:get_int()) .. "|" .. tostring(ui.antiaim.crouch.rollLean:get_int()) .. "|" .. tostring(ui.antiaim.crouch.leanAmount:get_int()) .. "|" .. tostring(ui.antiaim.crouch.flipLeanWithJitter:get_bool()) .. "|" -- slowwalk .. tostring(ui.antiaim.slowwalk.jitterAdd:get_int()) .. "|" .. tostring(ui.antiaim.slowwalk.yawAddRight:get_int()) .. "|" .. tostring(ui.antiaim.slowwalk.yawAddLeft:get_int()) .. "|" .. tostring(ui.antiaim.slowwalk.yawOffset:get_int()) .. "|" .. tostring(ui.antiaim.slowwalk.fakeEnable:get_bool()) .. "|" .. tostring(ui.antiaim.slowwalk.fakeAmount:get_int()) .. "|" .. tostring(ui.antiaim.slowwalk.compensateAngle:get_int()) .. "|" .. tostring(ui.antiaim.slowwalk.flipFakeWithJitter:get_bool()) .. "|" .. tostring(ui.antiaim.slowwalk.spin:get_bool()) .. "|" .. tostring(ui.antiaim.slowwalk.spinRange:get_int()) .. "|" .. tostring(ui.antiaim.slowwalk.spinSpeed:get_int()) .. "|" .. tostring(ui.antiaim.slowwalk.rollLean:get_int()) .. "|" local str2 = {} -- doing this cuz "chunk has too many syntax levels" local str2 = tostring(ui.antiaim.slowwalk.leanAmount:get_int()) .. "|" .. tostring(ui.antiaim.slowwalk.flipLeanWithJitter:get_bool()) .. "|" -- override global .. tostring(ui.antiaim.standing.overrideGlobal:get_bool()) .. "|" .. tostring(ui.antiaim.move.overrideGlobal:get_bool()) .. "|" .. tostring(ui.antiaim.air.overrideGlobal:get_bool()) .. "|" .. tostring(ui.antiaim.airduck.overrideGlobal:get_bool()) .. "|" .. tostring(ui.antiaim.crouch.overrideGlobal:get_bool()) .. "|" .. tostring(ui.antiaim.slowwalk.overrideGlobal:get_bool()) .. "|" clipboard_export(str..str2) print("config exported") end -- antiaim features -- antiaim builder local bodyyaw = 0 local antiaimBuilder = function() if not ui.antiaim.builderEnable:get_bool() or not engine.is_in_game() or not entities.get_entity(engine.get_local_player()):is_valid() then return end if info.fatality.lag_ticks == 0 then bodyyaw = entities.get_entity(engine.get_local_player()):get_prop("m_flPoseParameter", 11) * 120 - 60 end local side = bodyyaw > 0 and 1 or -1 local state = get_state(get_velocity()) refs.checkboxes.yawAdd:set_bool(true) refs.checkboxes.jitter:set_bool(true) -- global refs.sliders.jitter:set_int(ui.antiaim.globaL.jitterAdd:get_int()) refs.sliders.yawAdd:set_int((side == 1 and ui.antiaim.globaL.yawAddLeft:get_int() or ui.antiaim.globaL.yawAddRight:get_int()) + ui.antiaim.globaL.yawOffset:get_int()) refs.checkboxes.fake:set_bool(ui.antiaim.globaL.fakeEnable:get_bool()) refs.sliders.fake:set_int(ui.antiaim.globaL.fakeAmount:get_int()) refs.sliders.compensateAngle:set_int(ui.antiaim.globaL.compensateAngle:get_int()) refs.checkboxes.flipFake:set_bool(ui.antiaim.globaL.flipFakeWithJitter:get_bool()) refs.checkboxes.spin:set_bool(ui.antiaim.globaL.spin:get_bool()) refs.sliders.spinRange:set_int(ui.antiaim.globaL.spinRange:get_int()) refs.sliders.spinSpeed:set_int(ui.antiaim.globaL.spinSpeed:get_int()) refs.combos.lean:set_int(ui.antiaim.globaL.rollLean:get_int()) refs.sliders.lean:set_int(ui.antiaim.globaL.leanAmount:get_int()) refs.checkboxes.flipLean:set_bool(ui.antiaim.globaL.flipLeanWithJitter:get_bool()) if state == 1 and ui.antiaim.standing.overrideGlobal:get_bool() then -- standing refs.sliders.jitter:set_int(ui.antiaim.standing.jitterAdd:get_int()) refs.sliders.yawAdd:set_int((side == 1 and ui.antiaim.standing.yawAddLeft:get_int() or ui.antiaim.standing.yawAddRight:get_int()) + ui.antiaim.standing.yawOffset:get_int()) refs.checkboxes.fake:set_bool(ui.antiaim.standing.fakeEnable:get_bool()) refs.sliders.fake:set_int(ui.antiaim.standing.fakeAmount:get_int()) refs.sliders.compensateAngle:set_int(ui.antiaim.standing.compensateAngle:get_int()) refs.checkboxes.flipFake:set_bool(ui.antiaim.standing.flipFakeWithJitter:get_bool()) refs.checkboxes.spin:set_bool(ui.antiaim.standing.spin:get_bool()) refs.sliders.spinRange:set_int(ui.antiaim.standing.spinRange:get_int()) refs.sliders.spinSpeed:set_int(ui.antiaim.standing.spinSpeed:get_int()) refs.combos.lean:set_int(ui.antiaim.standing.rollLean:get_int()) refs.sliders.lean:set_int(ui.antiaim.standing.leanAmount:get_int()) refs.checkboxes.flipLean:set_bool(ui.antiaim.standing.flipLeanWithJitter:get_bool()) elseif state == 2 and ui.antiaim.move.overrideGlobal:get_bool() then -- moving refs.sliders.jitter:set_int(ui.antiaim.move.jitterAdd:get_int()) refs.sliders.yawAdd:set_int((side == 1 and ui.antiaim.move.yawAddLeft:get_int() or ui.antiaim.move.yawAddRight:get_int()) + ui.antiaim.move.yawOffset:get_int()) refs.checkboxes.fake:set_bool(ui.antiaim.move.fakeEnable:get_bool()) refs.sliders.fake:set_int(ui.antiaim.move.fakeAmount:get_int()) refs.sliders.compensateAngle:set_int(ui.antiaim.move.compensateAngle:get_int()) refs.checkboxes.flipFake:set_bool(ui.antiaim.move.flipFakeWithJitter:get_bool()) refs.checkboxes.spin:set_bool(ui.antiaim.move.spin:get_bool()) refs.sliders.spinRange:set_int(ui.antiaim.move.spinRange:get_int()) refs.sliders.spinSpeed:set_int(ui.antiaim.move.spinSpeed:get_int()) refs.combos.lean:set_int(ui.antiaim.move.rollLean:get_int()) refs.sliders.lean:set_int(ui.antiaim.move.leanAmount:get_int()) refs.checkboxes.flipLean:set_bool(ui.antiaim.move.flipLeanWithJitter:get_bool()) elseif state == 5 and ui.antiaim.air.overrideGlobal:get_bool() then -- air refs.sliders.jitter:set_int(ui.antiaim.air.jitterAdd:get_int()) refs.sliders.yawAdd:set_int((side == 1 and ui.antiaim.air.yawAddLeft:get_int() or ui.antiaim.air.yawAddRight:get_int()) + ui.antiaim.air.yawOffset:get_int()) refs.checkboxes.fake:set_bool(ui.antiaim.air.fakeEnable:get_bool()) refs.sliders.fake:set_int(ui.antiaim.air.fakeAmount:get_int()) refs.sliders.compensateAngle:set_int(ui.antiaim.air.compensateAngle:get_int()) refs.checkboxes.flipFake:set_bool(ui.antiaim.air.flipFakeWithJitter:get_bool()) refs.checkboxes.spin:set_bool(ui.antiaim.air.spin:get_bool()) refs.sliders.spinRange:set_int(ui.antiaim.air.spinRange:get_int()) refs.sliders.spinSpeed:set_int(ui.antiaim.air.spinSpeed:get_int()) refs.combos.lean:set_int(ui.antiaim.air.rollLean:get_int()) refs.sliders.lean:set_int(ui.antiaim.air.leanAmount:get_int()) refs.checkboxes.flipLean:set_bool(ui.antiaim.air.flipLeanWithJitter:get_bool()) elseif state == 6 and ui.antiaim.airduck.overrideGlobal:get_bool() then -- airduck refs.sliders.jitter:set_int(ui.antiaim.airduck.jitterAdd:get_int()) refs.sliders.yawAdd:set_int((side == 1 and ui.antiaim.airduck.yawAddLeft:get_int() or ui.antiaim.airduck.yawAddRight:get_int()) + ui.antiaim.airduck.yawOffset:get_int()) refs.checkboxes.fake:set_bool(ui.antiaim.airduck.fakeEnable:get_bool()) refs.sliders.fake:set_int(ui.antiaim.airduck.fakeAmount:get_int()) refs.sliders.compensateAngle:set_int(ui.antiaim.airduck.compensateAngle:get_int()) refs.checkboxes.flipFake:set_bool(ui.antiaim.airduck.flipFakeWithJitter:get_bool()) refs.checkboxes.spin:set_bool(ui.antiaim.airduck.spin:get_bool()) refs.sliders.spinRange:set_int(ui.antiaim.airduck.spinRange:get_int()) refs.sliders.spinSpeed:set_int(ui.antiaim.airduck.spinSpeed:get_int()) refs.combos.lean:set_int(ui.antiaim.airduck.rollLean:get_int()) refs.sliders.lean:set_int(ui.antiaim.airduck.leanAmount:get_int()) refs.checkboxes.flipLean:set_bool(ui.antiaim.airduck.flipLeanWithJitter:get_bool()) elseif state == 3 and ui.antiaim.slowwalk.overrideGlobal:get_bool() then -- slowwalk refs.sliders.jitter:set_int(ui.antiaim.slowwalk.jitterAdd:get_int()) refs.sliders.yawAdd:set_int((side == 1 and ui.antiaim.slowwalk.yawAddLeft:get_int() or ui.antiaim.slowwalk.yawAddRight:get_int()) + ui.antiaim.slowwalk.yawOffset:get_int()) refs.checkboxes.fake:set_bool(ui.antiaim.slowwalk.fakeEnable:get_bool()) refs.sliders.fake:set_int(ui.antiaim.slowwalk.fakeAmount:get_int()) refs.sliders.compensateAngle:set_int(ui.antiaim.slowwalk.compensateAngle:get_int()) refs.checkboxes.flipFake:set_bool(ui.antiaim.slowwalk.flipFakeWithJitter:get_bool()) refs.checkboxes.spin:set_bool(ui.antiaim.slowwalk.spin:get_bool()) refs.sliders.spinRange:set_int(ui.antiaim.slowwalk.spinRange:get_int()) refs.sliders.spinSpeed:set_int(ui.antiaim.slowwalk.spinSpeed:get_int()) refs.combos.lean:set_int(ui.antiaim.slowwalk.rollLean:get_int()) refs.sliders.lean:set_int(ui.antiaim.slowwalk.leanAmount:get_int()) refs.checkboxes.flipLean:set_bool(ui.antiaim.slowwalk.flipLeanWithJitter:get_bool()) elseif state == 4 and ui.antiaim.crouch.overrideGlobal:get_bool() then -- crouch refs.sliders.jitter:set_int(ui.antiaim.crouch.jitterAdd:get_int()) refs.sliders.yawAdd:set_int((side == 1 and ui.antiaim.crouch.yawAddLeft:get_int() or ui.antiaim.crouch.yawAddRight:get_int()) + ui.antiaim.crouch.yawOffset:get_int()) refs.checkboxes.fake:set_bool(ui.antiaim.crouch.fakeEnable:get_bool()) refs.sliders.fake:set_int(ui.antiaim.crouch.fakeAmount:get_int()) refs.sliders.compensateAngle:set_int(ui.antiaim.crouch.compensateAngle:get_int()) refs.checkboxes.flipFake:set_bool(ui.antiaim.crouch.flipFakeWithJitter:get_bool()) refs.checkboxes.spin:set_bool(ui.antiaim.crouch.spin:get_bool()) refs.sliders.spinRange:set_int(ui.antiaim.crouch.spinRange:get_int()) refs.sliders.spinSpeed:set_int(ui.antiaim.crouch.spinSpeed:get_int()) refs.combos.lean:set_int(ui.antiaim.crouch.rollLean:get_int()) refs.sliders.lean:set_int(ui.antiaim.crouch.leanAmount:get_int()) refs.checkboxes.flipLean:set_bool(ui.antiaim.crouch.flipLeanWithJitter:get_bool()) end -- disable jitter & spin on manual if ui.antiaim.manualFix:get_bool() then if (refs.checkboxes.left:get_bool() or refs.checkboxes.right:get_bool() or refs.checkboxes.back:get_bool()) then refs.checkboxes.jitter:set_bool(false) refs.checkboxes.fake:set_bool(false) end end end -- visuals features -- indicators local screensizeX, screensizeY = render.get_screen_size() local anim = {scope = 0} local indicators = function() if not ui.visuals.indicators:get_bool() or not engine.is_in_game() or not entities.get_entity(engine.get_local_player()):is_valid() then return end function get_local_speed() local local_player = entities.get_entity(engine.get_local_player()) if local_player == nil then return end local velocity_x = local_player:get_prop("m_vecVelocity[0]") local velocity_y = local_player:get_prop("m_vecVelocity[1]") local velocity_z = local_player:get_prop("m_vecVelocity[2]") local velocity = math.vec3(velocity_x, velocity_y, velocity_z) local speed = math.ceil(velocity:length2d()) if speed < 10 then return 0 else return speed end end local state = get_state(get_velocity()) local stateToText = "" if state == 1 then stateToText = "standing" elseif state == 2 then stateToText = "moving" elseif state == 3 then stateToText = "sliding" elseif state == 4 and not refs.checkboxes.fakeduck:get_bool() then stateToText = "crouch" elseif state == 5 then stateToText = "air" elseif state == 6 then stateToText = "air-c" elseif refs.checkboxes.fakeduck:get_bool() then stateToText = "fakeduck" end local sort = 0 anim.scope = lerp(5 / 100, anim.scope, entities.get_entity(engine.get_local_player()):get_prop("m_bIsScoped") and 40 or 0) render.text(render.font_esp, screensizeX/2 - render.get_text_size(render.font_esp, "Vendredi°")/2 + math.floor(anim.scope), screensizeY/2 + 18, "Vendredi°", render.color(ui.main.theme:get_color().r, ui.main.theme:get_color().g, ui.main.theme:get_color().b, 255)) render.text(render.font_esp, screensizeX/2 - render.get_text_size(render.font_esp, "Vendredi°")/2 + math.floor(anim.scope), screensizeY/2 + 28, " % : ", render.color(255, 255, 255, 225)) render.text(render.font_esp, screensizeX/2 - render.get_text_size(render.font_esp, "Vendredi°")/2 + math.floor(anim.scope), screensizeY/2 + 28, " "..get_local_speed().."", render.color(ui.main.theme:get_color().r, ui.main.theme:get_color().g, ui.main.theme:get_color().b, 240)) render.text(render.font_esp, screensizeX/2 - render.get_text_size(render.font_esp, stateToText)/2 + math.floor(anim.scope), screensizeY/2 + 38, stateToText, render.color(255, 255, 255, 220)) if refs.checkboxes.doubletap:get_bool() then render.text(render.font_esp, screensizeX/2 - render.get_text_size(render.font_esp, "DT")/2 + math.floor(anim.scope), screensizeY/2 + 48, "DT", render.color(255,255,255, 255)) sort = sort + 10 end if refs.checkboxes.hideshots:get_bool() then render.text(render.font_esp, screensizeX/2 - render.get_text_size(render.font_esp, "HS")/2 + math.floor(anim.scope), screensizeY/2 + 48 + sort, "HS", render.color(255,255,255, 255)) sort = sort + 10 end if refs.checkboxes.headshot:get_bool() then render.text(render.font_esp, screensizeX/2 - render.get_text_size(render.font_esp, "HEAD")/2 + math.floor(anim.scope), screensizeY/2 + 48 + sort, "HEAD", render.color(255,255,255, 255)) sort = sort + 10 end if refs.checkboxes.safepoint:get_bool() then render.text(render.font_esp, screensizeX/2 - render.get_text_size(render.font_esp, "ES")/2 + math.floor(anim.scope), screensizeY/2 + 48 + sort, "ES", render.color(255,255,255, 255)) sort = sort + 10 end end -- misc features local main_vendredi = { "⌬︎ ", "⌬︎ V/", "⌬︎ Ve|", "⌬︎ Ven/", "⌬︎ Vend|", "⌬︎ Vendr/", "⌬︎ Vendre|", "⌬︎ Vendred/", "⌬︎ Vendredi|", "⌬︎ Vendredi./", "⌬︎ Vendredi.t|", "⌬︎ Vendredi.te/", "⌬︎ Vendredi.tec|", "⌬︎ Vendredi.tech/", "⌬︎ Vendredi.tech|", "⌬︎ Vendredi.tech/", "⌬︎ Vendredi.tech|", "⌬︎ Vendredi.tec/", "⌬︎ Vendredi.te|", "⌬︎ Vendredi.t/", "⌬︎ Vendredi.|", "⌬︎ Vendredi/", "⌬︎ Vendred|", "⌬︎ Vendre/", "⌬︎ Vendr|", "⌬︎ Vend/", "⌬︎ Ven|", "⌬︎ Ve/", "⌬︎ V|", "⌬︎ ", } local tag = { main_vendredi, } local old_tag_string = nil local defaultct = gui.get_config_item("misc>various>clan tag") local can_reset = false function clantag() local tag_idx = ui.main.clantag_main:get_bool() local tag = tag[tag_idx] if tag then local realtime = math.floor((global_vars.realtime) * 1.7) local tag_string = tag[realtime % #tag + 1] if tag_string ~= old_tag_string then utils.set_clan_tag(tag_string) defaultct:set_bool(false) old_tag_string = tag_string can_reset = true end else if can_reset then utils.set_clan_tag(" ") can_reset = false end end end function watermark() function accumulate_fps() return math.ceil(1 / global_vars.frametime) end function get_tick() if not engine.is_in_game() then return end return math.floor( 1.0 / global_vars.interval_per_tick ) end local x, y=render.get_screen_size() local player=entities.get_entity(engine.get_local_player()) if ui.main.watermark:get_bool()==false or player==nil then return end local text="vendredi.tech | "..engine.get_player_info(engine.get_local_player()).name.." | fps : "..accumulate_fps().." | delay: "..math.floor(utils.get_rtt()*500).."ms | ticks : "..get_tick().." | "..utils.get_time().hour..":"..utils.get_time().min..":"..utils.get_time().sec local textx, texty=render.get_text_size(font, text) render.rect_filled(x-15,16, x-textx-25, 35, render.color(0, 0, 0, 125)) render.rect_filled(x-15,14, x-textx-25, 16, ui.main.color:get_color()) render.text(font, x-textx-20,17, text, render.color(255,255, 255, 255)) end --callbacks function on_create_move() antiaimBuilder() end function on_paint() matashento() visiblity() indicators() watermark() clantag() end --misc features misc = { } --hitlogs function on_shot_registered(shot) if shot.manual then return end local p = entities.get_entity(shot.target) local n = p:get_player_info() print(string.format("Fired at: %s | HC: %i | ED: %i | AD: %i | Result: %s | BT: %i | SP: %s | Roll SP: %s | Mismatched: %s", n.name, shot.hitchance, shot.client_damage, shot.server_damage, shot.result, shot.backtrack, shot.secure, shot.very_secure, shot.client_hitgroup ~= shot.server_hitgroup)) end --pingspike local first = { "Rozjebał cie darmowy cheat, jak się z tym czujesz?", "Boli cie to?", "Pora na zmiane cheata cioto", "Mam małe dzieci w piwnicy, chcesz zobaczyć?", "Nie denerwuj sie, zaparzyć ci melisy?", "Kiedy p cheat?", "Bez problemu tapik ez", "Dotykam małe dzieci", "Jesteś jak pan tadeusz, chujowy", "Uwielbiam kiedy wkurwiasz sie i opuszczasz gre dzięki mnie", "Grasz jak bot ale gorzej", "Chuj ci na pizze", "Protokół [WPIERDOL] Został aktywowany", "Wracaj grać w minecrafta", "pajvk to najlepszy hvh'er na ziemi", "Zamknij pizde, ciemny chuju", } function on_player_death(event) if not ui.main.tt:get_bool() then return end 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')); if attacker == lp and userid ~= lp then engine.exec(string.format("say \"%s\"", first[utils.random_int(1, #first)])) end end