print("half-one1 recode") local k = require('clipboard') local j = { anim_list = {} } j.math_clamp = function(k, j, s) return math.min(s, math.max(j, k)) end j.math_lerp = function(k, s, c) local N = j.math_clamp(.02, 0, 1) if type(k) == 'userdata' then r, g, b, k = k.r, k.g, k.b, k.a e_r, e_g, e_b, e_a = s.r, s.g, s.b, s.a r = j.math_lerp(r, e_r, N) g = j.math_lerp(g, e_g, N) b = j.math_lerp(b, e_b, N) k = j.math_lerp(k, e_a, N) return color(r, g, b, k) end local function gradient_text(r1, g1, b1, a1, r2, g2, b2, a2, text) local output = "" local len = #text-1 local rinc = (r2 - r1) / len local ginc = (g2 - g1) / len local binc = (b2 - b1) / len local ainc = (a2 - a1) / len for i=1, len+1 do output = output .. ("\a%02x%02x%02x%02x%s"):format(r1, g1, b1, a1, text:sub(i, i)) r1 = r1 + rinc g1 = g1 + ginc b1 = b1 + binc a1 = a1 + ainc end return output end local m = s - k m = m * N m = m + k if s == 0 and (m < .01 and m > -0.01) then m = 0 elseif s == 1 and (m < 1.01 and m > .99) then m = 1 end return m end j.vector_lerp = function(k, j, s) return k + (j - k) * s end j.anim_new = function(k, s, c, N) if not j.anim_list[k] then j.anim_list[k] = {} j.anim_list[k].color = render.color(0, 0, 0, 0) j.anim_list[k].number = 0 j.anim_list[k].call_frame = true end if c == nil then j.anim_list[k].call_frame = true end if N == nil then N = .1 end if type(s) == 'userdata' then lerp = j.math_lerp(j.anim_list[k].color, s, N) j.anim_list[k].color = lerp return lerp end lerp = j.math_lerp(j.anim_list[k].number, s, N) j.anim_list[k].number = lerp return lerp end local s = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/' local function c(k) return (k:gsub('.', function(k) local j, s = '', k:byte() for k = 8, 1, -1 do j = j .. (s % 2 ^ k - s % 2 ^ (k - 1) > 0 and '1' or '0') end return j end) .. '0000'):gsub('%d%d%d?%d?%d?%d?', function(k) if #k < 6 then return '' end local j = 0 for s = 1, 6, 1 do j = j + (k:sub(s, s) == '1' and 2 ^ (6 - s) or 0) end return s:sub(j + 1, j + 1) end) .. ({ '', '==', '=' })[#k % 3 + 1] end local function N(k) k = string.gsub(k, '[^' .. (s .. '=]'), '') return (k:gsub('.', function(k) if k == '=' then return '' end local j, c = '', s:find(k) - 1 for k = 6, 1, -1 do j = j .. (c % 2 ^ k - c % 2 ^ (k - 1) > 0 and '1' or '0') end return j end)):gsub('%d%d%d?%d?%d?%d?%d?%d?', function(k) if #k ~= 8 then return '' end local j = 0 for s = 1, 8, 1 do j = j + (k:sub(s, s) == '1' and 2 ^ (8 - s) or 0) end return string.char(j) end) end local function m(k, j) local s = {} for k in string.gmatch(k, '([^' .. (j .. ']+)')) do s[#s + 1] = string.gsub(k, '\n', ' ') end return s end local function D(k) if k == 'true' or k == 'false' then return k == 'true' else return k end end local H = 'lua>tab a>' local v = 'lua>tab b>' local l = gui.add_listbox('HALF-one1', H, 7, true, { '<--Global-->', '<--Rage-->', '<--AntiAim-->', '<--Visuals-->', '<--Misc-->', '<--Configs-->' }) local U = gui.add_textbox('Text Solus', v) local Y = gui.add_checkbox('Color Widgets', v) local M = gui.add_colorpicker(v .. 'Color Widgets', false) local F = gui.add_button('HALF-one1 Discord', v, function() utils.print_console('\n[HALF-one1] ', M:get_color()) utils.print_console('https://discord.gg/CdNe6DVk. Copied link to clipboard.', render.color('#ffffff')) k.set('https://discord.gg/CdNe6DVk') end) --local O = gui.add_button('HALF-one1', v, function() -- utils.print_console('\n[HALF-one1] ', M:get_color()) -- utils.print_console('Branza', render.color('#ffffff')) --end) local AA = gui.add_slider("Roll AA", "lua>Tab B", -200, 199, 0) cfg = gui.get_config_item("rage>Anti-Aim>Desync>Lean Amount") function on_paint_traverse() local lean = AA:get_int() cfg:set_int(lean) end function checkinghome() local k = l:get_int() gui.set_visible(v .. 'Text Solus', k == 0) gui.set_visible(v .. 'Color Widgets', k == 0) gui.set_visible(v .. 'HALF-one1 Discord', k == 0) -- gui.set_visible(v .. 'HALF-one1 Coder', k == 0) end function checkingconfigs() local k = l:get_int() gui.set_visible(v .. 'Import Config', k == 5) gui.set_visible(v .. 'Export Config', k == 5) end local T = gui.add_checkbox('Dormant Aimbot', v) gui.add_keybind(v .. 'Dormant Aimbot') local z = gui.add_checkbox('Custom Resolver', v) gui.add_keybind(v .. 'Custom Resolver') local R = gui.get_config_item('Rage>Anti-Aim>Desync>Leg Slide') local h = gui.add_checkbox('Legbreaker', v) local y = gui.add_checkbox('Hitlog console', v) function dormantaimbot() local k = gui.get_config_item('rage>aimbot>aimbot>target dormant') if not engine.is_in_game() then return end if T:get_bool() then k:set_bool(true) else k:set_bool(false) end end function rollresolve() local k = gui.get_config_item('rage>aimbot>aimbot>resolver mode') if not engine.is_in_game() then return end if z:get_bool() then k:set_int(0) else k:set_int(1) end end local u = utils.new_timer(31, function() if h:get_bool() then R:set_int(1) end end) u:start() local E = utils.new_timer(50, function() if h:get_bool() then R:set_int(2) end end) E:start() function on_shot_registered(k) if not y:get_bool() then return end if k.manual then return end utils.print_console('\n[Aetere] ', M:get_color()) local j = entities.get_entity(k.target) local s = j:get_player_info() utils.print_console(string.format('Fired at: %s | HC: %i | ED: %i | AD: %i | Result: %s | BT: %i | SP: %s | Roll SP: %s | Mismatched: %s\n', s.name, k.hitchance, k.client_damage, k.server_damage, k.result, k.backtrack, k.secure, k.very_secure, k.client_hitgroup ~= k.server_hitgroup), render.color('#ffffff')) end function checkingrage() local k = l:get_int() gui.set_visible(v .. 'Dormant Aimbot', k == 1) gui.set_visible(v .. 'Custom Resolver', k == 1) gui.set_visible(v .. 'Hitlog console', k == 1) end local n = gui.add_checkbox('Anti-Aim Inverter', v) gui.add_keybind(v .. 'Anti-Aim Inverter') local x = gui.add_checkbox('Fake Flick', v) gui.add_keybind(v .. 'Fake Flick') local C = gui.add_checkbox('Enabled AA', v) local o = gui.add_combo('Choose AntiAim', v, { 'AntiAim Presets', 'AntiAim Builder' }) local a = gui.add_combo('Choose Presets', v, { 'Default', 'Public', 'Small Jitter', 'Meta Preset', 'Shaitan Preset' }) local w = gui.add_combo('Choose AntiAim Condition:', v, { 'None', 'Standing', 'Moving', 'Slow Walking', 'Crouching', 'In Air' }) local S = gui.add_checkbox('[S] Jitter', v) local q = gui.add_slider('[S] Jitter Range', v, 0, 360, 0) local I = gui.add_checkbox('[S] Yaw Toggle', v) local L = gui.add_slider('[S] Yaw Range', v, -180, 180, 0) local K = gui.add_checkbox('[S] Fake Toggle', v) local X = gui.add_slider('[S] Fake Amount', v, -100, 100, 0) local Z = gui.add_slider('[S] Compensate Angle', v, 0, 100, 0) local Q = gui.add_checkbox('[S] Flip Fake With Jitter', v) local W = gui.add_checkbox('[M] Jitter', v) local f = gui.add_slider('[M] Jitter Range', v, 0, 360, 0) local B = gui.add_checkbox('[M] Yaw Toggle', v) local A = gui.add_slider('[M] Yaw Range', v, -180, 180, 0) local P = gui.add_checkbox('[M] Fake Toggle', v) local d = gui.add_slider('[M] Fake Amount', v, -100, 100, 0) local t = gui.add_slider('[M] Compensate Angle', v, 0, 100, 0) local V = gui.add_checkbox('[M] Flip Fake With Jitter', v) local e = gui.add_checkbox('[SW] Jitter', v) local p = gui.add_slider('[SW] Jitter Range', v, 0, 360, 0) local J = gui.add_checkbox('[SW] Yaw Toggle', v) local G = gui.add_slider('[SW] Yaw Range', v, -180, 180, 0) local i = gui.add_checkbox('[SW] Fake Toggle', v) local kU = gui.add_slider('[SW] Fake Amount', v, -100, 100, 0) local jU = gui.add_slider('[SW] Compensate Angle', v, 0, 100, 0) local sU = gui.add_checkbox('[SW] Flip Fake With Jitter', v) local cU = gui.add_checkbox('[C] Jitter', v) local NU = gui.add_slider('[C] Jitter Range', v, 0, 360, 0) local mU = gui.add_checkbox('[C] Yaw Toggle', v) local DU = gui.add_slider('[C] Yaw Range', v, -180, 180, 0) local HU = gui.add_checkbox('[C] Fake Toggle', v) local vU = gui.add_slider('[C] Fake Amount', v, -100, 100, 0) local lU = gui.add_slider('[C] Compensate Angle', v, 0, 100, 0) local UU = gui.add_checkbox('[C] Flip Fake With Jitter', v) local YU = gui.add_checkbox('[A] Jitter', v) local MU = gui.add_slider('[A] Jitter Range', v, 0, 360, 0) local FU = gui.add_checkbox('[A] Yaw Toggle', v) local OU = gui.add_slider('[A] Yaw Range', v, -180, 180, 0) local TU = gui.add_checkbox('[A] Fake Toggle', v) local zU = gui.add_slider('[A] Fake Amount', v, -100, 100, 0) local RU = gui.add_slider('[A] Compensate Angle', v, 0, 100, 0) local hU = gui.add_checkbox('[A] Flip Fake With Jitter', v) local yU = false local bU = gui.get_config_item('Rage>Anti-Aim>Desync>Fake Amount') function Inverting() if n:get_bool() then yU = true if yU == true then bU:set_int(bU:get_int() * -1) n:set_bool(false) yU = false end end if not n:get_bool() then yU = false end end local uU = gui.get_config_item('Rage>Anti-Aim>Angles>Add') local EU = gui.get_config_item('Rage>Anti-Aim>Desync>Fake Amount') local nU = EU:get_int() >= 0 function fl() if x:get_bool() then if global_vars.tickcount % 19 == 13 and EU:get_int() >= 0 then uU:set_int(95) else if global_vars.tickcount % 19 == 13 and 0 >= EU:get_int() then uU:set_int(-95) end end end end local xU = gui.get_config_item('rage>anti-aim>angles>jitter') local CU = gui.get_config_item('rage>anti-aim>angles>jitter range') local gU = gui.get_config_item('rage>anti-aim>desync>fake') local oU = gui.get_config_item('rage>anti-aim>desync>fake amount') local aU = gui.get_config_item('rage>anti-aim>desync>compensate angle') local wU = gui.get_config_item('rage>anti-aim>desync>freestand fake') local SU = gui.get_config_item('rage>anti-aim>desync>flip fake with jitter') local qU = gui.get_config_item('rage>anti-aim>angles>yaw add') local IU = gui.get_config_item('rage>anti-aim>angles>add') local rU = gui.get_config_item('misc>movement>slide') function aa_presets() local k = C:get_bool() if k == true then if o:get_int() == 0 then local k = entities.get_entity(engine.get_local_player()) local j = k:get_prop('m_fFlags') local s = k:get_prop('m_hGroundEntity') == -1 local c = math.floor(k:get_prop('m_vecVelocity[0]')) local N = math.floor(k:get_prop('m_vecVelocity[1]')) local m = math.sqrt(c ^ 2 + N ^ 2) local D = input.is_key_down(17) if a:get_int() == 1 then if m > 2 and (not s and not D) then xU:set_bool(true) CU:set_int(13) gU:set_bool(true) oU:set_int(65) aU:set_int(83) wU:set_int(1) qU:set_bool(true) IU:set_int(-5) elseif m <= 2 and j == 257 then xU:set_bool(true) CU:set_int(6) gU:set_bool(true) oU:set_int(100) aU:set_int(65) wU:set_int(1) qU:set_bool(true) IU:set_int(0) elseif D then xU:set_bool(true) CU:set_int(8) gU:set_bool(true) oU:set_int(53) aU:set_int(78) wU:set_int(1) qU:set_bool(true) IU:set_int(3) elseif s and j ~= 262 then xU:set_bool(true) CU:set_int(20) gU:set_bool(true) oU:set_int(85) aU:set_int(34) wU:set_int(1) qU:set_bool(true) IU:set_int(0) end else if a:get_int() == 2 then if m > 2 and (not s and not D) then xU:set_bool(true) CU:set_int(20) gU:set_bool(true) oU:set_int(77) aU:set_int(54) wU:set_int(1) qU:set_bool(true) IU:set_int(0) elseif m <= 2 and j == 257 then xU:set_bool(true) CU:set_int(5) gU:set_bool(true) oU:set_int(50) aU:set_int(31) wU:set_int(1) qU:set_bool(true) IU:set_int(15) elseif D then xU:set_bool(true) CU:set_int(3) gU:set_bool(true) oU:set_int(53) aU:set_int(78) wU:set_int(1) qU:set_bool(true) IU:set_int(3) elseif s and j ~= 262 then xU:set_bool(true) CU:set_int(23) gU:set_bool(true) oU:set_int(45) aU:set_int(67) wU:set_int(1) qU:set_bool(true) IU:set_int(2) end elseif a:get_int() == 3 then xU:set_bool(true) CU:set_int(52) gU:set_bool(true) oU:set_int(83) aU:set_int(74) wU:set_int(1) qU:set_bool(true) IU:set_int(8) end end end end end function aa_presetstwo() local k = C:get_bool() if k == true then if o:get_int() == 0 then local k = entities.get_entity(engine.get_local_player()) local j = k:get_prop('m_fFlags') local s = k:get_prop('m_hGroundEntity') == -1 local c = math.floor(k:get_prop('m_vecVelocity[0]')) local N = math.floor(k:get_prop('m_vecVelocity[1]')) local m = math.sqrt(c ^ 2 + N ^ 2) local D = input.is_key_down(17) if a:get_int() == 4 then if m > 2 and (not s and not D) then xU:set_bool(true) CU:set_int(36) gU:set_bool(true) oU:set_int(80) aU:set_int(100) wU:set_int(1) qU:set_bool(true) IU:set_int(-23) elseif m <= 2 and j == 257 then xU:set_bool(true) CU:set_int(15) gU:set_bool(true) oU:set_int(75) aU:set_int(100) wU:set_int(1) qU:set_bool(true) IU:set_int(-5) elseif D then xU:set_bool(true) CU:set_int(24) gU:set_bool(true) oU:set_int(100) aU:set_int(72) wU:set_int(1) qU:set_bool(true) IU:set_int(-8) elseif s and j ~= 262 then xU:set_bool(true) CU:set_int(15) gU:set_bool(true) oU:set_int(41) aU:set_int(64) wU:set_int(1) qU:set_bool(true) IU:set_int(16) end end end end end function get_cond() local k = entities.get_entity(engine.get_local_player()) local j = k:get_prop('m_fFlags') local s = k:get_prop('m_hGroundEntity') == -1 local c = math.floor(k:get_prop('m_vecVelocity[0]')) local N = math.floor(k:get_prop('m_vecVelocity[1]')) local m = math.sqrt(c ^ 2 + N ^ 2) local D = input.is_key_down(17) if m > 2 and not s then return 'MOVE' elseif m <= 2 and j == 257 then return 'STAND' elseif s and j ~= 262 then return 'AIR' else return 'CROUCH' end end function antiaimbuilder() local k = C:get_bool() if k == true then if o:get_int() == 1 then local k = entities.get_entity(engine.get_local_player()) local j = k:get_prop('m_fFlags') local s = k:get_prop('m_hGroundEntity') == -1 local c = math.floor(k:get_prop('m_vecVelocity[0]')) local N = math.floor(k:get_prop('m_vecVelocity[1]')) local m = math.sqrt(c ^ 2 + N ^ 2) local D = input.is_key_down(17) if m > 2 and (not s and not D) then xU:set_bool(W:get_bool()) CU:set_int(f:get_int()) gU:set_bool(P:get_bool()) oU:set_int(d:get_int()) aU:set_int(t:get_int()) qU:set_bool(B:get_bool()) IU:set_int(A:get_int()) SU:set_bool(V:get_bool()) elseif m <= 2 and j == 257 then xU:set_bool(S:get_bool()) CU:set_int(q:get_int()) gU:set_bool(K:get_bool()) oU:set_int(X:get_int()) aU:set_int(Z:get_int()) qU:set_bool(I:get_bool()) IU:set_int(L:get_int()) SU:set_bool(Q:get_bool()) elseif D then xU:set_bool(cU:get_bool()) CU:set_int(NU:get_int()) gU:set_bool(HU:get_bool()) oU:set_int(vU:get_int()) aU:set_int(lU:get_int()) qU:set_bool(mU:get_bool()) IU:set_int(DU:get_int()) SU:set_bool(UU:get_bool()) elseif s then xU:set_bool(YU:get_bool()) CU:set_int(MU:get_int()) gU:set_bool(TU:get_bool()) oU:set_int(zU:get_int()) aU:set_int(RU:get_int()) qU:set_bool(FU:get_bool()) IU:set_int(OU:get_int()) SU:set_bool(hU:get_bool()) end end end end function checkingantiaim() local k = l:get_int() local j = C:get_bool() local s = o:get_int() local c = w:get_int() gui.set_visible(v .. 'Anti-Aim Inverter', k == 2) gui.set_visible(v .. 'Fake Flick', k == 2) gui.set_visible(v .. 'Legbreaker', k == 2) gui.set_visible(v .. 'Enabled AA', k == 2) gui.set_visible(v .. 'Choose AntiAim', k == 2 and j == true) gui.set_visible(v .. 'Choose Presets', k == 2 and (j == true and s == 0)) gui.set_visible(v .. 'Choose AntiAim Condition:', k == 2 and (j == true and s == 1)) gui.set_visible(v .. '[S] Jitter', k == 2 and (j == true and (s == 1 and c == 1))) gui.set_visible(v .. '[S] Jitter Range', k == 2 and (j == true and (s == 1 and c == 1))) gui.set_visible(v .. '[S] Yaw Toggle', k == 2 and (j == true and (s == 1 and c == 1))) gui.set_visible(v .. '[S] Yaw Range', k == 2 and (j == true and (s == 1 and c == 1))) gui.set_visible(v .. '[S] Fake Toggle', k == 2 and (j == true and (s == 1 and c == 1))) gui.set_visible(v .. '[S] Fake Amount', k == 2 and (j == true and (s == 1 and c == 1))) gui.set_visible(v .. '[S] Compensate Angle', k == 2 and (j == true and (s == 1 and c == 1))) gui.set_visible(v .. '[S] Flip Fake With Jitter', k == 2 and (j == true and (s == 1 and c == 1))) gui.set_visible(v .. '[M] Jitter', k == 2 and (j == true and (s == 1 and c == 2))) gui.set_visible(v .. '[M] Jitter Range', k == 2 and (j == true and (s == 1 and c == 2))) gui.set_visible(v .. '[M] Yaw Toggle', k == 2 and (j == true and (s == 1 and c == 2))) gui.set_visible(v .. '[M] Yaw Range', k == 2 and (j == true and (s == 1 and c == 2))) gui.set_visible(v .. '[M] Fake Toggle', k == 2 and (j == true and (s == 1 and c == 2))) gui.set_visible(v .. '[M] Fake Amount', k == 2 and (j == true and (s == 1 and c == 2))) gui.set_visible(v .. '[M] Compensate Angle', k == 2 and (j == true and (s == 1 and c == 2))) gui.set_visible(v .. '[M] Flip Fake With Jitter', k == 2 and (j == true and (s == 1 and c == 2))) gui.set_visible(v .. '[SW] Jitter', k == 2 and (j == true and (s == 1 and c == 3))) gui.set_visible(v .. '[SW] Jitter Range', k == 2 and (j == true and (s == 1 and c == 3))) gui.set_visible(v .. '[SW] Yaw Toggle', k == 2 and (j == true and (s == 1 and c == 3))) gui.set_visible(v .. '[SW] Yaw Range', k == 2 and (j == true and (s == 1 and c == 3))) gui.set_visible(v .. '[SW] Fake Toggle', k == 2 and (j == true and (s == 1 and c == 3))) gui.set_visible(v .. '[SW] Fake Amount', k == 2 and (j == true and (s == 1 and c == 3))) gui.set_visible(v .. '[SW] Compensate Angle', k == 2 and (j == true and (s == 1 and c == 3))) gui.set_visible(v .. '[SW] Flip Fake With Jitter', k == 2 and (j == true and (s == 1 and c == 3))) gui.set_visible(v .. '[C] Jitter', k == 2 and (j == true and (s == 1 and c == 4))) gui.set_visible(v .. '[C] Jitter Range', k == 2 and (j == true and (s == 1 and c == 4))) gui.set_visible(v .. '[C] Yaw Toggle', k == 2 and (j == true and (s == 1 and c == 4))) gui.set_visible(v .. '[C] Yaw Range', k == 2 and (j == true and (s == 1 and c == 4))) gui.set_visible(v .. '[C] Fake Toggle', k == 2 and (j == true and (s == 1 and c == 4))) gui.set_visible(v .. '[C] Fake Amount', k == 2 and (j == true and (s == 1 and c == 4))) gui.set_visible(v .. '[C] Compensate Angle', k == 2 and (j == true and (s == 1 and c == 4))) gui.set_visible(v .. '[C] Flip Fake With Jitter', k == 2 and (j == true and (s == 1 and c == 4))) gui.set_visible(v .. '[A] Jitter', k == 2 and (j == true and (s == 1 and c == 5))) gui.set_visible(v .. '[A] Jitter Range', k == 2 and (j == true and (s == 1 and c == 5))) gui.set_visible(v .. '[A] Yaw Toggle', k == 2 and (j == true and (s == 1 and c == 5))) gui.set_visible(v .. '[A] Yaw Range', k == 2 and (j == true and (s == 1 and c == 5))) gui.set_visible(v .. '[A] Fake Toggle', k == 2 and (j == true and (s == 1 and c == 5))) gui.set_visible(v .. '[A] Fake Amount', k == 2 and (j == true and (s == 1 and c == 5))) gui.set_visible(v .. '[A] Compensate Angle', k == 2 and (j == true and (s == 1 and c == 5))) gui.set_visible(v .. '[A] Flip Fake With Jitter', k == 2 and (j == true and (s == 1 and c == 5))) end local LU, KU, XU = gui.add_multi_combo('Visual Items', v, { 'Watermark', 'Keybinds', 'Info Tab' }) local ZU = gui.add_combo('UI | Type', v, { 'Gamesense Style v1', 'Gamesense Style v2' }) local QU = gui.add_checkbox('Indicators Under Crosshair', v) local WU = gui.add_combo('Indicators Style', v, { 'HALF-one1 (Pixel)', 'HALF-one1 (New)' }) local fU = gui.add_checkbox('Skeet Indicators', v) local BU = gui.add_combo('Info Panel | Flag', v, { 'o-hy-o', 'o-hy-o', 'o-hy-o', 'o-hy-o', 'o-hy-o' }) local AU = render.font_esp function render.window(k, j, s, c, N, m, D, H) if ZU:get_int() == 0 then render.rect_filled(k, j, s, c, render.color(39, 39, 39, 255 * H)) render.rect_filled(k + 1, j + 1, s - 1, c - 1, render.color(25, 25, 25, 255 * H)) end if ZU:get_int() == 1 then render.rect_filled_rounded(k, j, s, c, render.color(0, 0, 0, 105 * H), 2, render.all) render.rect_filled(k, j, s, j + 1, render.color(N, m, D, 255 * H)) render.rect_filled_multicolor(k - 1, j + 1, k, c, render.color(N, m, D, 255 * H), render.color(N, m, D, 255 * H), render.color(0, 0, 0, 0), render.color(0, 0, 0, 0)) render.rect_filled_multicolor(s + 1, j + 1, s, c, render.color(N, m, D, 255 * H), render.color(N, m, D, 255 * H), render.color(0, 0, 0, 0), render.color(0, 0, 0, 0)) end end 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 / global_vars.interval_per_tick) end local PU, dU = render.get_screen_size() function watermark() if LU:get_bool() then local k, j = render.get_text_size(AU, 'HALF-ONE') local s, c = render.get_text_size(AU, '' .. (U:get_string() .. ' | debug build')) local N, m = render.get_text_size(AU, 'HALF-ONE' .. (U:get_string() .. ' | and')) local D = 255 render.window((PU / 1 - N / 1) - 10, dU - 744, (PU / 1 + N / 2) + 15, dU - 763, (M:get_color()).r, (M:get_color()).g, (M:get_color()).b, 1) for s = 1, 10, 1 do render.rect_filled_rounded((PU / 0 - N / 0) - s, (dU - 0) - s, ((PU / 0 - N / 0) + k) + s, ((dU - 0) + j / 0) + s, render.color((M:get_color()).r, (M:get_color()).g, (M:get_color()).b, (20 - 2 * s) * .35), 10) end render.text(AU, PU / 1 - N / 1, dU - 766, 'HALF-ONE*', render.color((M:get_color()).r, (M:get_color()).g, (M:get_color()).b, 255)) render.text(AU, (PU / 1 - N / 1) + 1, dU - 752, '' .. (U:get_string() ..' gamesense'), render.color(201, 197, 175, 255)) end end local tU = { { text = 'AA', path = 'lua>tab b>skeet indicators' }, { text = 'FD', path = 'misc>movement>fake duck' }, { text = 'DT', path = 'rage>aimbot>aimbot>double tap' }, { text = 'HS', path = 'rage>aimbot>aimbot>hide shot' }, { text = 'FS', path = 'rage>anti-aim>angles>freestand' }, { text = 'HS', path = 'rage>aimbot>aimbot>headshot only' }, { text = 'Roll', path = 'rage>anti-aim>desync>ensure lean' }, { text = 'DA', path = 'rage>aimbot>aimbot>Target dormant' }, { text = 'AX', path = 'rage>aimbot>aimbot>Anti-exploit' }, { text = '', path = 'lua>tab b>enabled aa' } } local VU = function() local k = entities.get_entity(engine.get_local_player()) local j = k:get_prop('m_vecVelocity[0]') local s = k:get_prop('m_vecVelocity[1]') return math.sqrt(j * j + s * s) end local eU = function() local k = {} for j, s in pairs(tU) do if (gui.get_config_item(s.path)):get_bool() then table.insert(k, s.text) end end return k end local pU = math.vec3(render.get_screen_size()) local JU = function(k, j, s) return math.floor(k + (j - k) * s) end local GU = { 0, 0, 0, 0, 0 } local iU = render.create_font('calibrib.ttf', 20, render.font_flag_shadow) function skeetind() if fU:get_bool() then local k = entities.get_entity(engine.get_local_player()) if not k then return end add_y = 0 if info.fatality.can_fastfire then GU[1] = JU(GU[1], 255, global_vars.frametime * 11) add_y = add_y + 7 else if GU[1] > 0 then add_y = add_y + 7 end GU[1] = JU(GU[1], 0, global_vars.frametime * 11) end local s = j.anim_new('m_bIsScoped add dbbx2', info.fatality.can_fastfire and 1 or .01) local c = gui.get_config_item('rage>anti-aim>desync>lean amount') local N = (c:get_int() / 100) * 2 local m = info.fatality.can_fastfire and render.color(255, 255, 255, GU[1]) or render.color(226, 54, 55, 255) for k, c in pairs(eU()) do local D = { x = 10, y = (pU.y / 2 + 98) + 40 * (k - 1) } local H = utils.random_int(15, 100) / 100 local v = j.anim_new('aainverted1xq34', fU:get_bool() and utils.random_int(15, 100) / 100 or 0) local l = render.color(255, 255, 255) if c == 'AA' then l = render.color(255, 255, 255) render.circle(D.x + 40, D.y + 10, 5, render.color(0, 0, 0, 255), 3, 22, 1, 1) render.circle(D.x + 40, D.y + 10, 5, render.color(0, 0, 0, 255), 3, 12, H, 1) end if c == 'DT' then l = m render.circle(D.x + 40, D.y + 10, 5, render.color(208, 222, 175), 3, 22, 1, 1) render.circle(D.x + 40, D.y + 10, 5, m, 3, 12, s, 1) end if c == 'HS' then if not info.fatality.can_onshot then l = render.color(255, 255, 255) end end if c == 'HS' then if not info.fatality.can_onshot then l = render.color(255, 255, 255) end end if c == 'Roll' then l = render.color(232, 113, 111) render.circle(D.x + 30, D.y + 5, 5, render.color(0, 0, 0, 255), 3, 22, 1, 1) render.circle(D.x + 30, D.y + 5, 5, render.color(232, 113, 111, 255), 3, 12, N, 1) end local U = math.floor(math.abs(math.sin(global_vars.realtime) * 2) * 255) if c == '' then l = render.color(255, 255, 255, 255) end local Y = math.vec3(render.get_text_size(iU, c)) for k = 1, 10, 1 do render.rect_filled_rounded((D.x + 0) - k, D.y - k, ((D.x + Y.x) + 0) + k, ((D.y + Y.y) - 0) + k, render.color(l.r, l.g, l.b, (0 - 0 * k) * .0), 0) end render.text(iU, D.x + 8, D.y, c, l) end end end function gui_controller() local k = 'cutey' local j = render.font_esp local s = U:get_string() local c, N = render.get_text_size(j, k) local m = 'user: ' .. (s .. '') local D, H = render.get_text_size(j, m) local v, l = render.get_text_size(j, ' Y( c - c)Y') local Y = BU:get_int() local F = math.floor(math.abs(math.sin(global_vars.realtime) * 2) * 255) local O, T = render.get_screen_size() if XU:get_bool() then render.window(7, (T / 0 + 0) + 0, (0 + D) + v, (T / 0 + 0) + 0, (M:get_color()).r, (M:get_color()).g, (M:get_color()).b, 1) render.text(j, 12, T / 2 + 18, 'H A L F-one', render.color(133, 115, 105, 255)) render.text(j, 855, T / 90 + 1, 'gamesense-beta version-half-one.lua', render.color(139, 191, 75, 255)) render.text(j, 10, T / 2 + 50, '"..math.floor(utils.get_rtt()*500).."ms ' .. (s .. ''), render.color(255, 255, 255, 255)) render.text(j, 10, T / 2 + 60, ' "..engine.get_player_info(engine.get_local_player()).name.." ' .. (s .. ''), render.color(255, 255, 255, 255)) render.text(j, 12, T / 2 + 30, 'angle change ' .. (s .. ''), render.color(255, 255, 255, 255)) render.text(j, 12, T / 2 + 40, 'Target angle 2* ' .. (s .. ''), render.color(255, 255, 255, 255)) render.text(j, 77, T / 2 + 40, ' na ' .. (s .. ''), render.color(255, 255, 255, 255)) render.text(j, 50 + D, T / 2 + 30, '1-2-1-1-0-1-1 ', render.color((M:get_color()).r, (M:get_color()).g, (M:get_color()).b, F)) render.text(j, 1 + D, T / 2 + 70, 'Anti-aim Model switch ', render.color((M:get_color()).r, (M:get_color()).g, (M:get_color()).b, F)) if Y == 0 then render.rect_filled(12, T / 0 + 0, 0, T / 0 + 0, render.color(0, 0, 0, 255)) render.rect_filled(12, T / 0 + 0, 0, T / 0 + 0, render.color(0, 0, 0, 255)) render.rect_filled(12, T / 0 + 0, 0, T / 0 + 0, render.color(71, 71, 67, 255)) end if Y == 1 then render.rect_filled(12, T / 0 + 0, 0, T / 0 + 0, render.color(0, 0, 0, 255)) render.rect_filled(12, T / 0 + 0, 0, T / 0 + 0, render.color(0, 0, 0, 255)) render.rect_filled(12, T / 0 + 0, 0, T / 0 + 0, render.color(71, 71, 67, 255)) end if Y == 2 then render.rect_filled(12, T / 0 + 0, 0, T / 0 + 0, render.color(0, 0, 0, 255)) render.rect_filled(12, T / 0 + 0, 0, T / 0 + 0, render.color(0, 0, 0, 255)) render.rect_filled(12, T / 0 + 0, 0, T / 0 + 0, render.color(71, 71, 67, 255)) end if Y == 3 then render.rect_filled(12, T / 0 + 0, 0, T / 0 + 0,render.color(0, 0, 0, 255)) render.rect_filled(12, T / 0 + 0, 0, T / 0 + 0,render.color(0, 0, 0, 255)) render.rect_filled(12, T / 0 + 0, 0, T / 0 + 0,render.color(71, 71, 67, 255)) end if Y == 4 then render.rect_filled(12, T / 0 + 0, 0, T / 0 + 0, render.color(0, 0, 0, 255)) render.rect_filled(12, T / 0 + 0, 0, T / 0 + 0, render.color(0, 0, 0, 255)) render.rect_filled(12, T / 0 + 0, 0, T / 0 + 0, render.color(71, 71, 67, 255)) end end end local kC = { render.get_screen_size() } local jC = gui.add_slider('keybinds_x', v, 0, kC[1], 1) local sC = gui.add_slider('keybinds_y', v, 0, kC[2], 1) gui.set_visible(v .. 'keybinds_x', false) gui.set_visible(v .. 'keybinds_y', false) function animate(k, j, s, c, N, m) c = (c * global_vars.frametime) * 20 if N == false then if j then k = k + c else k = k - c end else if j then k = k + (s - k) * (c / 100) else k = k - (0 + k) * (c / 100) end end if m then if k > s then k = s elseif k < 0 then k = 0 end end return k end function drag(k, j, s, c) local N, m = input.get_cursor_pos() local D = false if input.is_key_down(1) then if N > k:get_int() and (m > j:get_int() and (N < k:get_int() + s and m < j:get_int() + c)) then D = true end else D = false end if D then k:set_int(N - s / 2) j:set_int(m - c / 2) end end function on_keybinds() if not KU:get_bool() then return end local k = { jC:get_int(), sC:get_int() } local j = 0 local s = { (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(), (gui.get_config_item('rage>aimbot>aimbot>headshot only')):get_bool(), (gui.get_config_item('misc>movement>fake duck')):get_bool() } local c = { 'Doubletap', 'On-shot ', 'Override Damage', 'Head', 'Duck-peek ', 'Head' } if not s[4] then if not s[5] then if not s[3] then if not s[1] then if not s[6] then if not s[2] then j = 0 else j = 38 end else j = 40 end else j = 41 end else j = 54 end else j = 63 end else j = 70 end animated_size_offset = animate(animated_size_offset or 0, true, j, 60, true, false) local N = { 80 + animated_size_offset, 21 } local m = 'enabled' local D = render.get_text_size(AU, m) + 7 local H = s[3] or s[4] or s[5] or s[6] or s[7] or s[8] local v = s[1] or s[2] or s[9] or s[10] or s[11] drag(jC, sC, N[1], N[2]) local l = math.floor(math.abs(math.sin(global_vars.realtime) * 2) * 255) alpha = animate(alpha or 0, gui.is_menu_open() or H or v, 1, .5, false, true) local U, Y = render.get_text_size(AU, 'keys') render.window(k[1], k[2], k[1] + N[1], k[2] + N[2], (M:get_color()).r, (M:get_color()).g, (M:get_color()).b, alpha) for j = 1, 10, 1 do render.rect_filled_rounded((((k[1] + N[1] / 0) - render.get_text_size(AU, 'half-one1 keys') / 2) - 1) - j, (k[2] + 7) - j, (((k[1] + N[1] / 0) + render.get_text_size(AU, 'half-one1 keys') / 2) - 1) + j, ((k[2] + 4) + Y) + j, render.color((M:get_color()).r, (M:get_color()).g, (M:get_color()).b, (20 - 2 * j) * (alpha - .65)), 10) end render.text(AU, ((k[1] + N[1] / 2) - render.get_text_size(AU, 'half-one1 keys') / 2) - 1, k[2] + 7, 'half-one1 keys', render.color((M:get_color()).r, (M:get_color()).g, (M:get_color()).b, 255 * alpha)) local F = 0 dt_alpha = animate(dt_alpha or 0, s[1], 1, .5, false, true) render.text(AU, k[1] + 6, (k[2] + N[2]) + 2, c[1], render.color(130, 102, 88, 255 * dt_alpha)) render.text(AU, (k[1] + N[1]) - D, (k[2] + N[2]) + 2, m, render.color((M:get_color()).r, (M:get_color()).g, (M:get_color()).b, (M:get_color()).a * dt_alpha)) if s[1] then F = F + 11 end hs_alpha = animate(hs_alpha or 0, s[2], 1, .5, false, true) render.text(AU, k[1] + 6, ((k[2] + N[2]) + 2) + F, c[2], render.color(130, 102, 88, 255 * hs_alpha)) render.text(AU, (k[1] + N[1]) - D, ((k[2] + N[2]) + 2) + F, m, render.color((M:get_color()).r, (M:get_color()).g, (M:get_color()).b, (M:get_color()).a * hs_alpha)) if s[2] then F = F + 11 end dmg_alpha = animate(dmg_alpha or 0, s[3], 1, .5, false, true) render.text(AU, k[1] + 6, ((k[2] + N[2]) + 2) + F, c[3], render.color(130, 102, 88, 255 * dmg_alpha)) render.text(AU, (k[1] + N[1]) - D, ((k[2] + N[2]) + 2) + F, m, render.color((M:get_color()).r, (M:get_color()).g, (M:get_color()).b, (M:get_color()).a * dmg_alpha)) if s[3] then F = F + 11 end fs_alpha = animate(fs_alpha or 0, s[4], 1, .5, false, true) render.text(AU, k[1] + 6, ((k[2] + N[2]) + 2) + F, c[4], render.color(130, 102, 88, 255 * fs_alpha)) render.text(AU, (k[1] + N[1]) - D, ((k[2] + N[2]) + 2) + F, m, render.color((M:get_color()).r, (M:get_color()).g, (M:get_color()).b, (M:get_color()).a * fs_alpha)) if s[4] then F = F + 11 end ho_alpha = animate(ho_alpha or 0, s[5], 1, .5, false, true) render.text(AU, k[1] + 6, ((k[2] + N[2]) + 2) + F, c[5], render.color(130, 102, 88, 255 * ho_alpha)) render.text(AU, (k[1] + N[1]) - D, ((k[2] + N[2]) + 2) + F, m, render.color((M:get_color()).r, (M:get_color()).g, (M:get_color()).b, (M:get_color()).a * ho_alpha)) if s[5] then F = F + 11 end fd_alpha = animate(fd_alpha or 0, s[6], 1, .5, false, true) render.text(AU, k[1] + 6, ((k[2] + N[2]) + 2) + F, c[6], render.color(130, 102, 88, 255 * fd_alpha)) render.text(AU, (k[1] + N[1]) - D, ((k[2] + N[2]) + 2) + F, m, render.color((M:get_color()).r, (M:get_color()).g, (M:get_color()).b, (M:get_color()).a * fd_alpha)) end function checkingwidgets() local k = l:get_int() local j = XU:get_bool() gui.set_visible(v .. 'Visual Items', k == 3) gui.set_visible(v .. 'Indicators Under Crosshair', k == 3) gui.set_visible(v .. 'Skeet Indicators', k == 3) gui.set_visible(v .. 'Indicators Style', k == 3 and QU:get_bool()) gui.set_visible(v .. 'UI | Type', k == 3 and (LU:get_bool() or KU:get_bool() or XU:get_bool())) gui.set_visible(v .. 'Info Panel | Flag', k == 3 and j) end local cC = gui.add_checkbox('Shadow off', v) local NC = gui.add_checkbox('Trash Talk', v) local mC = gui.add_checkbox('Clantag', v) local DC = gui.add_combo('Clantag Type', v, { 'half one', 'botlucky.com', 'primordial.dev', 'rawetrip', 'onetap.cc', 'gamesense.pub', 'EZfrags.co', 'neverlose.cc', 'ev0lve.xyz', 'pandora.gg' }) local HC = gui.add_checkbox('Aspect Ratio', v) local vC = gui.add_slider('Aspect Value', v, 1, 200, 1) local function lC(k, j, s, c) if k then return j + (((s - j) * global_vars.frametime) * c) / 1.5 else return j - (((s + j) * global_vars.frametime) * c) / 1.5 end end local UC = 0 local YC = 0 local MC = 0 local FC = 0 local OC = { player_states = { 'Standing', 'Moving', 'Slow motion', 'Air', 'Air Duck', 'Crouch' } } local TC = function(k, j, s) return math.floor(k + (j - k) * s) end local zC = { 0, 0, 0, 0, 0 } local RC = render.create_font('Verdana.ttf', 10, render.font_flag_outline) function indicatorsfunc() local k = entities.get_entity(engine.get_local_player()) if not k then return end if not k:is_alive() then return end if WU:get_int() == 1 then return end local s = k:get_prop('m_bIsScoped') UC = lC(s, UC, 15, 10) add_y = 17 local c = math.floor(math.abs(math.sin(global_vars.realtime) * 2) * 255) local N = entities.get_entity(engine.get_local_player()) if not N then return end if not N:is_alive() then return end local m, D = render.get_screen_size() local H = m / 2 local v = D / 2 local l = 0 local U = info.fatality.in_slowwalk local Y = entities.get_entity(engine.get_local_player()) local F = Y:get_prop('m_hGroundEntity') == -1 local O = math.floor(Y:get_prop('m_vecVelocity[0]')) local T = math.floor(Y:get_prop('m_vecVelocity[1]')) local z = math.sqrt(O ^ 2 + T ^ 2) < 5 local R = bit.band(Y:get_prop('m_fFlags'), bit.lshift(2, 0)) ~= 0 local h = Y:get_prop('m_fFlags') if QU:get_bool() then local k = render.font_esp local s = math.floor(math.abs(math.sin(global_vars.realtime) * 2) * 255) local c = entities.get_entity(engine.get_local_player()) if not c then return end if not c:is_alive() then return end local N = info.fatality.can_fastfire and render.color(126, 214, 136, zC[1]) or render.color(226, 54, 55, zC[1]) c1 = j.anim_new('aainverted1', info.fatality.can_fastfire and (M:get_color()).r or 255) c2 = j.anim_new('aainverted2', info.fatality.can_fastfire and (M:get_color()).g or 255) c3 = j.anim_new('aainverted3', info.fatality.can_fastfire and (M:get_color()).b or 255) c11 = j.anim_new('aainverted11', info.fatality.can_fastfire and 255 or (M:get_color()).r) c22 = j.anim_new('aainverted22', info.fatality.can_fastfire and 255 or (M:get_color()).g) c33 = j.anim_new('aainverted33', info.fatality.can_fastfire and 255 or (M:get_color()).b) local m = entities.get_entity(engine.get_local_player()) local D = 0 local H, v = 35, 3 local l = j.anim_new('m_bIsScoped add 1', c:get_prop('m_bIsScoped') and 15 or 0) local U = j.anim_new('m_bIsScoped add 12', c:get_prop('m_bIsScoped') and 24 or 0) local Y, F = render.get_screen_size() local O = Y / 2 local T = F / 2 local z = render.color((M:get_color()).r, (M:get_color()).g, (M:get_color()).b, 255) local R = render.color((M:get_color()).r - 70, (M:get_color()).g - 90, (M:get_color()).b - 70, 185) local h = 'EP' local y, b = render.get_text_size(RC, h) local u, E = render.get_text_size(RC, 'H') local n, x = render.get_text_size(RC, 'H') render.text(RC, ((O - (y - 4)) + l) - 4, T + 21, h, render.color(c1, c2, c3, 255)) render.text(RC, ((O + (y - 7)) + l) - 6, T + 21, 'H', render.color(c11, c22, c33, 255)) if info.fatality.can_fastfire then zC[1] = TC(zC[1], 255, global_vars.frametime * 11) add_y = add_y + 7 else if zC[1] > 0 then add_y = add_y + 7 end zC[1] = TC(zC[1], 0, global_vars.frametime * 11) end local C = j.anim_new('m_bIsScoped add doulbetap', c:get_prop('m_bIsScoped') and 26 or 0) render.text(k, (O - 19) + C, (T + 12) + add_y, 'doubletap', N) if info.fatality.in_fakeduck then zC[2] = TC(zC[2], 255, global_vars.frametime * 11) add_y = add_y + 6 else if zC[2] > 0 then add_y = add_y + 6 end zC[2] = TC(zC[2], 0, global_vars.frametime * 11) end local g = j.anim_new('m_bIsScoped add fd', c:get_prop('m_bIsScoped') and 27 or 0) render.text(k, (O - 20) + g, (T + 12) + add_y, 'fake-duck', render.color(137, 174, 255, zC[2])) local o = gui.get_config_item('rage>aimbot>aimbot>hide shot') if info.fatality.in_slowwalk then zC[3] = TC(zC[3], 255, global_vars.frametime * 11) add_y = add_y + 6 else if zC[3] > 0 then add_y = add_y + 6 end zC[3] = TC(zC[3], 0, global_vars.frametime * 11) end local a = j.anim_new('m_bIsScoped add sw', c:get_prop('m_bIsScoped') and 27 or 0) render.text(k, (O - 20) + a, (T + 12) + add_y, 'slow-walk', render.color(154, 156, 151, zC[3])) if o:get_bool() then zC[4] = TC(zC[4], 255, global_vars.frametime * 11) add_y = add_y + 6 else if zC[4] > 0 then add_y = add_y + 6 end zC[4] = TC(zC[4], 0, global_vars.frametime * 11) end local w = j.anim_new('m_bIsScoped add swxxxx', c:get_prop('m_bIsScoped') and 19 or 0) render.text(k, (O - 12) + w, (T + 12) + add_y, 'os-aa', render.color(176, 114, 196, zC[4])) end end local hC = { 0, 0, 0, 0, 0 } local yC = function(k, j, s) return math.floor(k + (j - k) * s) end function indicators2func() local k = entities.get_entity(engine.get_local_player()) if not k then return end add_y = 0 if not k:is_alive() then return end if WU:get_int() == 0 then return end if QU:get_bool() then local s = render.font_esp local c, N = render.get_screen_size() local m = c / 2 local D = N / 2 local H = info.fatality.can_fastfire and render.color(255, 255, 255, hC[1]) or render.color(255, 255, 255, hC[1]) local v = j.anim_new('m_bIsScoped add 12', k:get_prop('m_bIsScoped') and 30 or 0) local l = j.anim_new('m_bIsScoped add dbb', info.fatality.can_fastfire and 1 or .01) local U, Y = render.get_text_size(s, 'half-one') for k = 1, 10, 1 do render.rect_filled_rounded(((m - U / 0) + v) - k, (D + 0) - k, ((m + U / 0) + v) + k, ((D + 0) + Y) + k, render.color((M:get_color()).r, (M:get_color()).g, (M:get_color()).b, (20 - 2 * k) * 1), 10) end local F, O = render.get_text_size(s, 'fakeping') local T, z = render.get_text_size(s, get_cond()) local R, h = render.get_text_size(s, 'DT') render.text(s, (m - U / 2) + v, D + 13, 'half-one', render.color(255, 255, 255)) render.text(s, (m - U / 2) + v, D + 5, '0--------0', render.color(255, 255, 255)) if info.fatality.can_fastfire then hC[1] = yC(hC[1], 255, global_vars.frametime * 20) add_y = add_y + 10 render.text(s, (m - T / 2) + v, (D + z) + 12, get_cond(), M:get_color()) render.circle_filled(((m - T / 3) - 10000) + v, (D + z) + 10000, 2, render.color(255, 255, 255)) render.circle_filled(((m - T / 2) - 10000) + v, (D + z) + 100000, 1, M:get_color()) render.circle_filled(((m + T / 3) + 10000) + v, (D + z) + 10000, 2, render.color(255, 255, 255)) render.circle_filled(((m + T / 2) + 10000) + v, (D + z) + 100000, 1, M:get_color()) else render.text(s, (m - F / 2) + v, (D + 0) + 20, 'fakelag', M:get_color()) render.circle_filled(((m - F / 3) - 10000) + v, (D + O) + 1000000, 2, render.color(255, 255, 255)) render.circle_filled(((m - F / 2) - 10000) + v, (D + O) + 1000000, 1, M:get_color()) render.circle_filled(((m + F / 3) + 10000) + v, (D + O) + 1000000, 2, render.color(255, 255, 255)) render.circle_filled(((m + F / 2) + 10000) + v, (D + O) + 1000000, 1, M:get_color()) if hC[1] > 0 then add_y = add_y + 7 end hC[1] = yC(hC[1], 0, global_vars.frametime * 11) end render.text(s, (m - R / 2) + v, (D + h) + 22, 'dt', H) render.circle((((m - R / 2) + v) + R) + 5, (D + h) + 26, 3, H, 2, 50, l) end end local bC = { 'BEST LUA LOLOLOL', 'Stfu dog', 'Get pula Lua get good', 'adiiiiiiiiiii', 'andrei picior', '1', 'you cant even hit me', 'Bye Bye', 'Sleep ', 'hell na', 'vicovanu' , 'bot_kick', 'I.Q', 'Ezzz',} function on_player_death(k) if NC:get_bool() then local j = engine.get_local_player() local s = engine.get_player_for_user_id(k:get_int('attacker')) local c = engine.get_player_for_user_id(k:get_int('userid')) local N = engine.get_player_info(c) if s == j and c ~= j then engine.exec('say ' .. (bC[utils.random_int(1, #bC)] .. '')) end else end end local uC = 0 local EC = { 'h ', 'ha ', 'hal ', 'half ', 'half o ', 'half on', 'half one', 'half on', 'half o', 'half ', 'hal', 'ha', 'ha', 'hal', 'half', 'half o', 'half on', 'half one', 'half one', 'half on', 'half o ', 'half ', 'hal ', 'ha ', 'h ', } local nC = { '☘', '☘ L', '☘ Lu', '☘ Luc', '☘ Luck', '☘ Lucky', '☘ LuckyC', '☘ LuckyCh', '☘ LuckyChar', '☘ LuckyCharm', '☘ LuckyCharms', '☘ LuckyCharm', '☘ LuckyChar', '☘ LuckyCha', '☘ LuckyCh ', '☘ LuckyC', '☘ Lucky', '☘ Luck', '☘ Luc', '☘ Lu ', '☘ L ', '☘' } local iC = { '⌛ p', '⌛ pr', '⌛ pri', '⌛ prim', '⌛ primo', '⌛ primor', '⌛ primord', '⌛ primordi', '⌛ primordia', '⌛ primordia', '⌛ primordial', '⌛ primordial.', '⌛ primordial.', '⌛ rimordial.d', '⌛ imordial.de', '⌛ mordial.dev', '⌛ ordial.dev', '⌛ rdial.dev', '⌛ dial.dev', '⌛ ial.dev', '⌛ al.dev', '⌛ l.dev', '⌛ .dev', '⌛ dev', '⌛ ev', '⌛ v', '⌛'} local zC = { '〄', 'R>|〄', 'RA>|〄', 'R4W>|〄', 'RAWЭ>|〄', 'R4W3T>|〄', 'RAWΣTR>|〄', 'Я4WETRI>|〄', 'RAWETRIP>|〄', 'RAWETRIP<|〄', 'R4WETRI<|〄', 'RAWΣTR<|〄', 'R4W3T<|〄', 'RAWЭ<|〄', 'R4W<|〄', 'RA<|〄', 'R<|〄', '〄'} local tC = { 'onetap' } local oC = { 'g', 'ga', 'gam', 'game', 'games', 'games', 'gamese', ' gamesen', 'gamesens', 'gamesense', 'amesense', 'mesense', 'esense', 'sense', 'ense', 'nse', 'se', 'e', ''} local bC = { 'E', 'EZ', 'EZf', 'EZfr', 'EZfra', 'EZfrag', 'EZfrags', 'EZfrag', 'EZfra', 'EZfr', 'EZf', 'EZ', 'E', '' } local kC = { ' ', ' | ', ' |\\ ', ' |\\| ', ' N ', ' N3 ', ' Ne ', ' Ne\\ ', ' Ne\\/ ', ' Nev ', ' Nev3 ', ' Neve ', ' Neve| ', ' Neve|2 ', ' Never|_ ', ' Neverl ', ' Neverl0 ', ' Neverlo ', ' Neverlo5 ', ' Neverlos ', ' Neverlos3 ', ' Neverlose ', ' Neverlose. ', ' Neverlose.< ', ' Neverlose.c< ', ' Neverlose.cc ', ' Neverlose.cc ', ' Neverlose.cc ', ' Neverlose.c< ', ' Neverlose.< ', ' Neverlose. ', ' Neverlose ' , ' Neverlos3 ', ' Neverlos ', ' Neverlo5 ', ' Neverlo ', ' Neverl0 ', ' Neverl ', ' Never|_ ', ' Never|2 ', ' Neve|2 ', ' Neve| ', ' Neve ', ' Nev3 ', ' Ne\\/ ', ' Ne\\ ', ' Ne ', ' N3 ', ' |\\| ', ' |\\ ', ' | ', ' ', '' } local rC = { 'e', 'ev', 'ev', 'ev0', 'ev0l', 'ev0lv', 'ev0lve', 'ev0lve.', 'ev0lve.x', 'ev0lve.xy', 'ev0lve.xyz', 'v0lve.xyz', '0lve.xyz', 'lve.xyz', 've.xyz', 'e.xyz', '.xyz', 'xyz', 'yz', 'z', '' } local lC = { 'pandora',} function clantagfc() local k = DC:get_int() if mC:get_bool() then local j = gui.get_config_item('misc>various>clan tag') local s = math.floor(global_vars.realtime * 1.8) if uC ~= s then if k == 0 then utils.set_clan_tag(EC[s % #EC + 1]) end if k == 1 then utils.set_clan_tag(nC[s % #nC + 1]) end if k == 2 then utils.set_clan_tag(iC[s % #iC + 1]) end if k == 3 then utils.set_clan_tag(zC[s % #zC + 1]) end if k == 4 then utils.set_clan_tag(tC[s % #tC + 1]) end if k == 5 then utils.set_clan_tag(oC[s % #oC + 1]) end if k == 6 then utils.set_clan_tag(bC[s % #bC + 1]) end if k == 7 then utils.set_clan_tag(kC[s % #kC + 1]) end if k == 8 then utils.set_clan_tag(rC[s % #rC + 1]) end if k == 9 then utils.set_clan_tag(lC[s % #lC + 1]) end uC = s j:set_bool(false) end end end local xC = cvar.r_aspectratio local CC = xC:get_float() local function gC(k) local j, s = render.get_screen_size() local c = (j * k) / s if k == 1 then c = 0 end xC:set_float(c) end function aspect_ratio2() if HC:get_bool() then local k = vC:get_int() * .01 k = 2 - k gC(k) end end function checkingmisc() local k = l:get_int() gui.set_visible(v .. 'Shadow off', k == 4) gui.set_visible(v .. 'Trash Talk', k == 4) gui.set_visible(v .. 'Clantag', k == 4) gui.set_visible(v .. 'Clantag Type', k == 4 and mC:get_bool() == true) gui.set_visible(v .. 'Aspect Ratio', k == 4) gui.set_visible(v .. 'Aspect Value', k == 4 and HC:get_bool() == true) end function fps_boost() if cC:get_bool() then cvar.cl_disablefreezecam:set_float(1) cvar.cl_disablehtmlmotd:set_float(1) cvar.r_dynamic:set_float(0) cvar.r_3dsky:set_float(0) cvar.r_shadows:set_float(0) cvar.cl_csm_static_prop_shadows:set_float(0) cvar.cl_csm_world_shadows:set_float(0) cvar.cl_foot_contact_shadows:set_float(0) cvar.cl_csm_viewmodel_shadows:set_float(0) cvar.cl_csm_rope_shadows:set_float(0) cvar.cl_csm_sprite_shadows:set_float(0) cvar.cl_freezecampanel_position_dynamic:set_float(0) cvar.cl_freezecameffects_showholiday:set_float(0) cvar.cl_showhelp:set_float(0) cvar.cl_autohelp:set_float(0) cvar.mat_postprocess_enable:set_float(0) cvar.fog_enable_water_fog:set_float(0) cvar.gameinstructor_enable:set_float(0) cvar.cl_csm_world_shadows_in_viewmodelcascade:set_float(0) cvar.cl_disable_ragdolls:set_float(0) end end local oC = {} oC.import = function(j) local s = function() local s = j == nil and N(k.get()) or j local c = m(s, '|') HC:set_bool(D(c[1])) QU:set_bool(D(c[2])) S:set_bool(D(c[3])) q:set_int(tonumber(c[4])) L:set_int(tonumber(c[5])) I:set_bool(D(c[6])) K:set_bool(D(c[7])) X:set_int(tonumber(c[8])) Z:set_int(tonumber(c[9])) Q:set_bool(D(c[10])) W:set_bool(D(c[11])) f:set_int(tonumber(c[12])) A:set_int(tonumber(c[13])) B:set_bool(D(c[14])) P:set_bool(D(c[15])) d:set_int(tonumber(c[16])) t:set_int(tonumber(c[17])) V:set_bool(D(c[18])) e:set_bool(D(c[19])) p:set_int(tonumber(c[20])) G:set_int(tonumber(c[21])) J:set_bool(D(c[22])) i:set_bool(D(c[23])) kU:set_int(tonumber(c[24])) jU:set_int(tonumber(c[25])) sU:set_bool(D(c[26])) cU:set_bool(D(c[27])) NU:set_int(tonumber(c[28])) DU:set_int(tonumber(c[29])) mU:set_bool(D(c[30])) HU:set_bool(D(c[31])) vU:set_int(tonumber(c[32])) lU:set_int(tonumber(c[33])) UU:set_bool(D(c[34])) YU:set_bool(D(c[35])) MU:set_int(tonumber(c[36])) OU:set_int(tonumber(c[37])) FU:set_bool(D(c[38])) TU:set_bool(D(c[39])) zU:set_int(tonumber(c[40])) RU:set_int(tonumber(c[41])) hU:set_bool(D(c[42])) C:set_bool(D(c[43])) o:set_int(tonumber(c[44])) a:set_int(tonumber(c[45])) w:set_int(tonumber(c[46])) n:set_bool(D(c[47])) x:set_bool(D(c[48])) h:set_bool(D(c[49])) z:set_bool(D(c[51])) y:set_bool(D(c[52])) T:set_bool(D(c[54])) print('-- loaded config') end local c, H = pcall(s) if not c then print('-- config expired or not working') return end end oC.export = function() local j = { tostring(HC:get_bool()) .. '|', tostring(QU:get_bool()) .. '|', tostring(S:get_bool()) .. '|', tostring(q:get_int()) .. '|', tostring(L:get_int()) .. '|', tostring(I:get_bool()) .. '|', tostring(K:get_bool()) .. '|', tostring(X:get_int()) .. '|', tostring(Z:get_int()) .. '|', tostring(Q:get_bool()) .. '|', tostring(W:get_bool()) .. '|', tostring(f:get_int()) .. '|', tostring(A:get_int()) .. '|', tostring(B:get_bool()) .. '|', tostring(P:get_bool()) .. '|', tostring(d:get_int()) .. '|', tostring(t:get_int()) .. '|', tostring(V:get_bool()) .. '|', tostring(e:get_bool()) .. '|', tostring(p:get_int()) .. '|', tostring(G:get_int()) .. '|', tostring(J:get_bool()) .. '|', tostring(i:get_bool()) .. '|', tostring(kU:get_int()) .. '|', tostring(jU:get_int()) .. '|', tostring(sU:get_bool()) .. '|', tostring(cU:get_bool()) .. '|', tostring(NU:get_int()) .. '|', tostring(DU:get_int()) .. '|', tostring(mU:get_bool()) .. '|', tostring(HU:get_bool()) .. '|', tostring(vU:get_int()) .. '|', tostring(lU:get_int()) .. '|', tostring(UU:get_bool()) .. '|', tostring(YU:get_bool()) .. '|', tostring(MU:get_int()) .. '|', tostring(OU:get_int()) .. '|', tostring(FU:get_bool()) .. '|', tostring(TU:get_bool()) .. '|', tostring(zU:get_int()) .. '|', tostring(RU:get_int()) .. '|', tostring(hU:get_bool()) .. '|', tostring(C:get_bool()) .. '|', tostring(o:get_int()) .. '|', tostring(a:get_int()) .. '|', tostring(w:get_int()) .. '|', tostring(n:get_bool()) .. '|', tostring(x:get_bool()) .. '|', tostring(h:get_bool()) .. '|', tostring(z:get_bool()) .. '|', tostring(y:get_bool()) .. '|', tostring(T:get_bool()) .. '|' } k.set(c(table.concat(j))) print('-- copied in the clipboard') end local aC = gui.add_button('Import Config', v, function() oC.import() end) local wC = gui.add_button('Export Config', v, function() oC.export() end) function on_paint() checkinghome() checkingconfigs() checkingrage() checkingantiaim() checkingwidgets() checkingmisc() dormantaimbot() rollresolve() if not engine.is_in_game() then return end watermark() skeetind() gui_controller() on_keybinds() clantagfc() aspect_ratio2() fps_boost() indicatorsfunc() indicators2func() aa_presetstwo() end function on_create_move() Inverting() fl() aa_presets() antiaimbuilder() end --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --[[[ ]] ffi.cdef [[ typedef struct{ void* handle; char name[260]; int load_flags; int server_count; int type; int flags; float mins[3]; float maxs[3]; float radius; char pad[0x1C]; } model_t; typedef struct {void** this;}aclass; typedef void*(__thiscall* get_client_entity_t)(void*, int); typedef void(__thiscall* find_or_load_model_fn_t)(void*, const char*); typedef const int(__thiscall* get_model_index_fn_t)(void*, const char*); typedef const int(__thiscall* add_string_fn_t)(void*, bool, const char*, int, const void*); typedef void*(__thiscall* find_table_t)(void*, const char*); typedef void(__thiscall* full_update_t)(); typedef int(__thiscall* get_player_idx_t)(); typedef void*(__thiscall* get_client_networkable_t)(void*, int); typedef void(__thiscall* pre_data_update_t)(void*, int); typedef int(__thiscall* get_model_index_t)(void*, const char*); typedef const model_t(__thiscall* find_or_load_model_t)(void*, const char*); typedef int(__thiscall* add_string_t)(void*, bool, const char*, int, const void*); typedef void(__thiscall* set_model_index_t)(void*, int); typedef int(__thiscall* precache_model_t)(void*, const char*, bool); ]] local a = ffi.cast(ffi.typeof("void***"), utils.find_interface("client.dll", "VClientEntityList003")) or error("rawientitylist is nil", 2) local b = ffi.cast("get_client_entity_t", a[0][3]) or error("get_client_entity is nil", 2) local c = ffi.cast(ffi.typeof("void***"), utils.find_interface("engine.dll", "VModelInfoClient004")) or error("model info is nil", 2) local d = ffi.cast("get_model_index_fn_t", c[0][2]) or error("Getmodelindex is nil", 2) local e = ffi.cast("find_or_load_model_fn_t", c[0][43]) or error("findmodel is nil", 2) local f = ffi.cast(ffi.typeof("void***"), utils.find_interface("engine.dll", "VEngineClientStringTable001")) or error("clientstring is nil", 2) local g = ffi.cast("find_table_t", f[0][3]) or error("find table is nil", 2) function p(pa) local a_p = ffi.cast(ffi.typeof("void***"), g(f, "modelprecache")) if a_p ~= nil then e(c, pa) local ac = ffi.cast("add_string_fn_t", a_p[0][8]) or error("ac nil", 2) local acs = ac(a_p, false, pa, -1, nil) if acs == -1 then print("failed") return false end end return true end function smi(en, i) local rw = b(a, en) if rw then local gc = ffi.cast(ffi.typeof("void***"), rw) local se = ffi.cast("set_model_index_t", gc[0][75]) if se == nil then error("smi is nil") end se(gc, i) end end function cm(ent, md) if md:len() > 5 then if p(md) == false then error("invalid model", 2) end local i = d(c, md) if i == -1 then return end smi(ent, i) end end -------------------------------------half-one1 ModelChanger------------------------------------------ local path = { --path "models/player/custom_player/legacy/ctm_gsg9.mdl", "models/player/custom_player/eminem/gta_sa/vwfypro.mdl", "models/player/custom_player/legacy/ctm_gign.mdl", "models/player/custom_player/legacy/ctm_gign_variantA.mdl", "models/player/custom_player/legacy/tm_professional_var4.mdl", "models/player/custom_player/legacy/ctm_sas_variantA.mdl", "models/player/custom_player/ventoz/sas_cz/sas_cz.mdl", "models/player/custom_player/legacy/tm_anarchist_variantB.mdl", "models/player/custom_player/eminem/css/t_phoenix.mdl", } local menu = {} menu.add = { en = gui.add_checkbox("Enabled", "lua>tab a"), path = gui.add_combo("Visual half-one1", "lua>tab a", path), } -------------------------------------CrazyTaco ModelChanger------------------------------------------ local function a(a,b)local a=ffi.typeof(a)return function(c,...)local c=ffi.cast("void***",c)return ffi.cast(a,c[0][b])(c,...)end end;ffi.cdef[[ struct pose_parameters_t { char pad[8]; float m_flStart; float m_flEnd; float m_flState; }; ]] local b=utils.find_interface("client.dll","VClientEntityList003")local a=a("void*(__thiscall*)(void*, int)",3)local c={}c.collected_cache={}local d=10576;local e=39264;local f=265;local g="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",g))local g=gui.get_config_item("Rage>Anti-Aim>Desync>Leg Slide")local h=gui.get_config_item("misc>movement>fake duck")local i=false;local i=false;local i=false;local i=10;local i=2;function SetPose(a,b,e,f)local a=ffi.cast("unsigned int",a)local g=0;if a==g then return false end;local a=ffi.cast("void**",a+d)[0]if not a or a==g then return false end;local a=get_pose_parameters(a,b)if not a or a==g then return false end;if c.collected_cache[b]==nil then c.collected_cache[b]={}c.collected_cache[b].m_flStart=a.m_flStart;c.collected_cache[b].m_flEnd=a.m_flEnd;c.collected_cache[b].m_flState=a.m_flState;c.collected_cache[b].is_applied=false;return true end;if e~=nil and not c.collected_cache[b].is_applied then a.m_flStart=e;a.m_flEnd=f;a.m_flState=(a.m_flStart+a.m_flEnd)/2;c.collected_cache[b].is_applied=true;return true end;if c.collected_cache[b].is_applied then a.m_flStart=c.collected_cache[b].m_flStart;a.m_flEnd=c.collected_cache[b].m_flEnd;a.m_flState=c.collected_cache[b].m_flState;c.collected_cache[b].is_applied=false;return true end;return false end;local d,i,j,k,l,m=gui.add_multi_combo("Gamesense animation","lua>tab a",{"air static","air break","legs jitter","legs static","lower body yaw","fake duck breaker"})function on_create_move(c)local c=engine.get_local_player()local a=a(b,c)local b=0;if not a or a==b then return end;local c=ffi.cast("unsigned int",a)if not c or c==b then return end;local e=e;local c=ffi.cast("void**",c+e)[0]if not c or c==b then return end;c=ffi.cast("unsigned int",c)if not c or c==0 then return end;local c=ffi.cast("bool*",c+f)[0]if not f or f==b then return end;local b=bit.band(entities.get_entity(engine.get_local_player()):get_prop("m_fFlags"),bit.lshift(2,0))~=0;if i:get_bool()then if utils.random_int(0,1)==0 then SetPose(a,6,0,1)else SetPose(a,6,0.1,0)end elseif d:get_bool()then SetPose(a,6,0.7,1)else SetPose(a,6,0.1,0)end;if j:get_bool()then g:set_int(2)if utils.random_int(0,1)>0 then SetPose(a,0,0,20)else SetPose(a,0,14,10)end elseif k:get_bool()then SetPose(a,0,0,20)end;if l:get_bool()then SetPose(a,10,0,0)end;if m:get_bool()then if h:get_bool()then if utils.random_int(0,5)==0 then SetPose(a,16,0,0)else SetPose(a,16,10,0)end end end end;function on_setup_move(d)local d=engine.get_local_player()local a=a(b,d)local b=0;if not a or a==b then return end;local b=c.collected_cache;for b,c in pairs(b)do SetPose(a,b)end end function on_frame_stage_notify(stage, pre_original) if stage == csgo.frame_render_start then local player = entities.get_entity(engine.get_local_player()) if player == nil then return end if player:is_alive() then if menu.add.en:get_bool() then cm(player:get_index(), path[menu.add.path:get_int() + 1]) end end end end