Всё равно спасибо, но есть такие, я раньше играл, но удалил её случайно.вроде нет оптимизированных, я много где искал, вот там тоже можно выставить кондишены
нашёл где то у себяШапка.
(Да-да я знаю что много кидал, но я давно видел такую джс только оптимизированную, а то с обычной лагает пипец, буду рад если кто-то скинет такую только ОПТИМИЗИРОВАННУЮ.)
UI.AddCheckbox("Head/Body/Safety conditions");
UI.AddMultiDropdown(" | Force head conditions", ["If in air", "If crouching"]);
UI.AddMultiDropdown(" | Force body conditions", ["If lethal", "If slow-walking", "If standing", "If in air", "If crouching"]);
UI.AddMultiDropdown(" | Force safety conditions", ["If lethal", "If slow-walking", "If standing", "If in air", "If crouching"]);
UI.AddCheckbox("Head/Body/Safety flags");
var info = [];
var safe = [];
function get_value(item)
{
return UI.GetValue("Misc", "JAVASCRIPT", "Script items", item);
}
function get_proper_eye()
{
var local_player = Entity.GetLocalPlayer();
var origin = Entity.GetRenderOrigin(local_player);
if (UI.IsHotkeyActive("Anti-Aim", "Extra", "Fake duck"))
return [origin[0], origin[1], origin[2] + 46 + 18];
else
return Entity.GetEyePosition(local_player);
}
function extrapolate_tick(entity, ticks, x, y, z)
{
var velocity = Entity.GetProp(entity, "CBasePlayer", "m_vecVelocity[0]");
var new_pos = [x,y,z];
new_pos[0] = new_pos[0] + velocity[0] * Globals.TickInterval() * ticks;
new_pos[1] = new_pos[1] + velocity[1] * Globals.TickInterval() * ticks;
new_pos[2] = new_pos[2] + velocity[2] * Globals.TickInterval() * ticks;
return new_pos;
}
function force_head(entity)
{
disable_body();
var local_player = Entity.GetLocalPlayer();
var eye_pos = get_proper_eye();
var head_pos = Entity.GetHitboxPosition(entity, 0);
var head_damage = Trace.Bullet(local_player, entity, eye_pos, head_pos);
Ragebot.ForceTargetMinimumDamage(entity, head_damage[1]);
}
function force_body()
{
if (!UI.IsHotkeyActive("Rage", "GENERAL", "General", "Force body aim"))
UI.ToggleHotkey("Rage", "GENERAL", "General", "Force body aim");
}
function disable_body()
{
if (UI.IsHotkeyActive("Rage", "GENERAL", "General", "Force body aim"))
UI.ToggleHotkey("Rage", "GENERAL", "General", "Force body aim");
}
function force_safe()
{
if (!UI.IsHotkeyActive("Rage", "GENERAL", "General", "Force safe point"))
UI.ToggleHotkey("Rage", "GENERAL", "General", "Force safe point");
}
function disable_safe()
{
if (UI.IsHotkeyActive("Rage", "GENERAL", "General", "Force safe point"))
UI.ToggleHotkey("Rage", "GENERAL", "General", "Force safe point");
}
function is_standing(entity)
{
var entity_velocity = Entity.GetProp(entity, "CBasePlayer", "m_vecVelocity[0]");
var entity_speed = Math.sqrt(entity_velocity[0] * entity_velocity[0] + entity_velocity[1] * entity_velocity[1]);
if (entity_speed >= 0 && entity_speed < 10) return true;
else return false;
}
function is_crouching(entity)
{
var flags = Entity.GetProp(entity, "CBasePlayer", "m_fFlags");
if (flags & 1 << 1) return true;
else return false;
}
function is_slowwalking(entity)
{
var entity_velocity = Entity.GetProp(entity, "CBasePlayer", "m_vecVelocity[0]");
var entity_speed = Math.sqrt(entity_velocity[0] * entity_velocity[0] + entity_velocity[1] * entity_velocity[1]);
if (entity_speed >= 10 && entity_speed <= 85) return true;
else return false;
}
function is_inair(entity)
{
var flags = Entity.GetProp(entity, "CBasePlayer", "m_fFlags");
if (!(flags & 1 << 0) && !(flags & 1 << 0x12)) return true;
else return false;
}
function is_lethal(entity)
{
var local_player = Entity.GetLocalPlayer();
var eye_pos = get_proper_eye();
var local_pos = extrapolate_tick(local_player, 25, eye_pos[0], eye_pos[1], eye_pos[2]);
var entity_hp = Entity.GetProp(entity, "CBasePlayer", "m_iHealth");
var pelvis_pos = Entity.GetHitboxPosition(entity, 2);
var body_pos = Entity.GetHitboxPosition(entity, 3);
var thorax_pos = Entity.GetHitboxPosition(entity, 4);
var pelvis_trace = Trace.Bullet(local_player, entity, local_pos, pelvis_pos);
var body_trace = Trace.Bullet(local_player, entity, local_pos, body_pos);
var thorax_trace = Trace.Bullet(local_player, entity, local_pos, thorax_pos);
var pelvis_dmg = pelvis_trace[1];
var body_dmg = body_trace[1];
var thorax_dmg = thorax_trace[1];
var lethal_damage = Math.max(pelvis_dmg, body_dmg, thorax_dmg);
if (entity_hp <= lethal_damage) return true;
else return false;
}
//region flags
function draw_flags()
{
enemies = Entity.GetEnemies();
for (i = 0; i < enemies.length; i++)
{
if (!Entity.IsValid(enemies[i])) continue;
if (!Entity.IsAlive(enemies[i])) continue;
if (Entity.IsDormant(enemies[i])) continue;
var pos = Entity.GetRenderBox(enemies[i]);
var font = Render.AddFont("Verdana", 7, 700);
var a = pos[3] - pos[1];
a /= 2;
a += pos[1];
switch (info[enemies[i]])
{
case 'HEAD':
Render.StringCustom(a, pos[2] - 25, 1, "HEAD", [10, 10, 10, 125], font);
Render.StringCustom(a - 1, pos[2] - 25, 1, "HEAD", [255, 95, 95, 255], font);
break;
case 'BODY':
Render.StringCustom(a, pos[2] - 25, 1, "BODY", [10, 10, 10, 125], font);
Render.StringCustom(a - 1, pos[2] - 25, 1, "BODY", [237, 144, 255, 255], font);
break;
case 'PREFER':
Render.StringCustom(a, pos[2] - 25, 1, "PREFER", [10, 10, 10, 125], font);
Render.StringCustom(a - 1, pos[2] - 25, 1, "PREFER", [95, 186, 255, 255], font);
break;
}
switch (safe[enemies[i]])
{
case 'SAFE':
Render.StringCustom(a, pos[2] - 35, 1, "SAFE", [10, 10, 10, 125], font);
Render.StringCustom(a - 1, pos[2] - 35, 1, "SAFE", [211, 255, 144, 255], font);
break;
}
}
}
//end region
//region conditions
function conditions()
{
if (get_value("Head/Body/Safety conditions"))
{
enemies = Entity.GetEnemies();
local_player = Entity.GetLocalPlayer();
for (i = 0; i < enemies.length; i++)
{
if (!Entity.IsValid(enemies[i])) continue;
if (!Entity.IsAlive(enemies[i])) continue;
if (Entity.IsDormant(enemies[i])) continue;
if (get_value("Head/Body/Safety conditions"))
{
head_condtions = get_value(" | Force head conditions");
body_condtions = get_value(" | Force body conditions");
safe_condtions = get_value(" | Force safety conditions");
if (safe_condtions & (1 << 0) && is_lethal(enemies[i]) || safe_condtions & (1 << 1) && is_slowwalking(enemies[i]) || safe_condtions & (1 << 2) && is_standing(enemies[i]) || safe_condtions & (1 << 3) && is_inair(enemies[i]) || safe_condtions & (1 << 4) && is_crouching(enemies[i]))
{
if (get_value("Head/Body/Safety flags"))
{
force_safe();
safe[enemies[i]] = 'SAFE';
}
else
{
force_safe();
}
}
else
{
disable_safe();
safe[enemies[i]] = 'NONE';
}
if (head_condtions & (1 << 0) && is_inair(enemies[i]) || head_condtions & (1 << 1) && is_crouching(enemies[i]))
{
if (get_value("Head/Body/Safety flags"))
{
force_head(enemies[i]);
info[enemies[i]] = 'HEAD';
}
else
{
force_head(enemies[i]);
}
}
else if (body_condtions & (1 << 0) && is_lethal(enemies[i]) || body_condtions & (1 << 1) && is_slowwalking(enemies[i]) || body_condtions & (1 << 2) && is_standing(enemies[i]) || body_condtions & (1 << 3) && is_inair(enemies[i]) || body_condtions & (1 << 4) && is_crouching(enemies[i]))
{
if (get_value("Head/Body/Safety flags"))
{
force_body();
info[enemies[i]] = 'BODY';
}
else
{
force_body();
}
}
else
{
if (get_value("Head/Body/Safety flags"))
{
disable_body();
info[enemies[i]] = 'PREFER';
}
else
{
disable_body();
}
}
}
}
}
}
Cheat.RegisterCallback("Draw", "draw_flags");
Cheat.RegisterCallback("CreateMove", "conditions");
Это оптимизированная версия? Если да, то спасибо тебе огромное!нашёл где то у себя
JavaScript:UI.AddCheckbox("Head/Body/Safety conditions"); UI.AddMultiDropdown(" | Force head conditions", ["If in air", "If crouching"]); UI.AddMultiDropdown(" | Force body conditions", ["If lethal", "If slow-walking", "If standing", "If in air", "If crouching"]); UI.AddMultiDropdown(" | Force safety conditions", ["If lethal", "If slow-walking", "If standing", "If in air", "If crouching"]); UI.AddCheckbox("Head/Body/Safety flags"); var info = []; var safe = []; function get_value(item) { return UI.GetValue("Misc", "JAVASCRIPT", "Script items", item); } function get_proper_eye() { var local_player = Entity.GetLocalPlayer(); var origin = Entity.GetRenderOrigin(local_player); if (UI.IsHotkeyActive("Anti-Aim", "Extra", "Fake duck")) return [origin[0], origin[1], origin[2] + 46 + 18]; else return Entity.GetEyePosition(local_player); } function extrapolate_tick(entity, ticks, x, y, z) { var velocity = Entity.GetProp(entity, "CBasePlayer", "m_vecVelocity[0]"); var new_pos = [x,y,z]; new_pos[0] = new_pos[0] + velocity[0] * Globals.TickInterval() * ticks; new_pos[1] = new_pos[1] + velocity[1] * Globals.TickInterval() * ticks; new_pos[2] = new_pos[2] + velocity[2] * Globals.TickInterval() * ticks; return new_pos; } function force_head(entity) { disable_body(); var local_player = Entity.GetLocalPlayer(); var eye_pos = get_proper_eye(); var head_pos = Entity.GetHitboxPosition(entity, 0); var head_damage = Trace.Bullet(local_player, entity, eye_pos, head_pos); Ragebot.ForceTargetMinimumDamage(entity, head_damage[1]); } function force_body() { if (!UI.IsHotkeyActive("Rage", "GENERAL", "General", "Force body aim")) UI.ToggleHotkey("Rage", "GENERAL", "General", "Force body aim"); } function disable_body() { if (UI.IsHotkeyActive("Rage", "GENERAL", "General", "Force body aim")) UI.ToggleHotkey("Rage", "GENERAL", "General", "Force body aim"); } function force_safe() { if (!UI.IsHotkeyActive("Rage", "GENERAL", "General", "Force safe point")) UI.ToggleHotkey("Rage", "GENERAL", "General", "Force safe point"); } function disable_safe() { if (UI.IsHotkeyActive("Rage", "GENERAL", "General", "Force safe point")) UI.ToggleHotkey("Rage", "GENERAL", "General", "Force safe point"); } function is_standing(entity) { var entity_velocity = Entity.GetProp(entity, "CBasePlayer", "m_vecVelocity[0]"); var entity_speed = Math.sqrt(entity_velocity[0] * entity_velocity[0] + entity_velocity[1] * entity_velocity[1]); if (entity_speed >= 0 && entity_speed < 10) return true; else return false; } function is_crouching(entity) { var flags = Entity.GetProp(entity, "CBasePlayer", "m_fFlags"); if (flags & 1 << 1) return true; else return false; } function is_slowwalking(entity) { var entity_velocity = Entity.GetProp(entity, "CBasePlayer", "m_vecVelocity[0]"); var entity_speed = Math.sqrt(entity_velocity[0] * entity_velocity[0] + entity_velocity[1] * entity_velocity[1]); if (entity_speed >= 10 && entity_speed <= 85) return true; else return false; } function is_inair(entity) { var flags = Entity.GetProp(entity, "CBasePlayer", "m_fFlags"); if (!(flags & 1 << 0) && !(flags & 1 << 0x12)) return true; else return false; } function is_lethal(entity) { var local_player = Entity.GetLocalPlayer(); var eye_pos = get_proper_eye(); var local_pos = extrapolate_tick(local_player, 25, eye_pos[0], eye_pos[1], eye_pos[2]); var entity_hp = Entity.GetProp(entity, "CBasePlayer", "m_iHealth"); var pelvis_pos = Entity.GetHitboxPosition(entity, 2); var body_pos = Entity.GetHitboxPosition(entity, 3); var thorax_pos = Entity.GetHitboxPosition(entity, 4); var pelvis_trace = Trace.Bullet(local_player, entity, local_pos, pelvis_pos); var body_trace = Trace.Bullet(local_player, entity, local_pos, body_pos); var thorax_trace = Trace.Bullet(local_player, entity, local_pos, thorax_pos); var pelvis_dmg = pelvis_trace[1]; var body_dmg = body_trace[1]; var thorax_dmg = thorax_trace[1]; var lethal_damage = Math.max(pelvis_dmg, body_dmg, thorax_dmg); if (entity_hp <= lethal_damage) return true; else return false; } //region flags function draw_flags() { enemies = Entity.GetEnemies(); for (i = 0; i < enemies.length; i++) { if (!Entity.IsValid(enemies[i])) continue; if (!Entity.IsAlive(enemies[i])) continue; if (Entity.IsDormant(enemies[i])) continue; var pos = Entity.GetRenderBox(enemies[i]); var font = Render.AddFont("Verdana", 7, 700); var a = pos[3] - pos[1]; a /= 2; a += pos[1]; switch (info[enemies[i]]) { case 'HEAD': Render.StringCustom(a, pos[2] - 25, 1, "HEAD", [10, 10, 10, 125], font); Render.StringCustom(a - 1, pos[2] - 25, 1, "HEAD", [255, 95, 95, 255], font); break; case 'BODY': Render.StringCustom(a, pos[2] - 25, 1, "BODY", [10, 10, 10, 125], font); Render.StringCustom(a - 1, pos[2] - 25, 1, "BODY", [237, 144, 255, 255], font); break; case 'PREFER': Render.StringCustom(a, pos[2] - 25, 1, "PREFER", [10, 10, 10, 125], font); Render.StringCustom(a - 1, pos[2] - 25, 1, "PREFER", [95, 186, 255, 255], font); break; } switch (safe[enemies[i]]) { case 'SAFE': Render.StringCustom(a, pos[2] - 35, 1, "SAFE", [10, 10, 10, 125], font); Render.StringCustom(a - 1, pos[2] - 35, 1, "SAFE", [211, 255, 144, 255], font); break; } } } //end region //region conditions function conditions() { if (get_value("Head/Body/Safety conditions")) { enemies = Entity.GetEnemies(); local_player = Entity.GetLocalPlayer(); for (i = 0; i < enemies.length; i++) { if (!Entity.IsValid(enemies[i])) continue; if (!Entity.IsAlive(enemies[i])) continue; if (Entity.IsDormant(enemies[i])) continue; if (get_value("Head/Body/Safety conditions")) { head_condtions = get_value(" | Force head conditions"); body_condtions = get_value(" | Force body conditions"); safe_condtions = get_value(" | Force safety conditions"); if (safe_condtions & (1 << 0) && is_lethal(enemies[i]) || safe_condtions & (1 << 1) && is_slowwalking(enemies[i]) || safe_condtions & (1 << 2) && is_standing(enemies[i]) || safe_condtions & (1 << 3) && is_inair(enemies[i]) || safe_condtions & (1 << 4) && is_crouching(enemies[i])) { if (get_value("Head/Body/Safety flags")) { force_safe(); safe[enemies[i]] = 'SAFE'; } else { force_safe(); } } else { disable_safe(); safe[enemies[i]] = 'NONE'; } if (head_condtions & (1 << 0) && is_inair(enemies[i]) || head_condtions & (1 << 1) && is_crouching(enemies[i])) { if (get_value("Head/Body/Safety flags")) { force_head(enemies[i]); info[enemies[i]] = 'HEAD'; } else { force_head(enemies[i]); } } else if (body_condtions & (1 << 0) && is_lethal(enemies[i]) || body_condtions & (1 << 1) && is_slowwalking(enemies[i]) || body_condtions & (1 << 2) && is_standing(enemies[i]) || body_condtions & (1 << 3) && is_inair(enemies[i]) || body_condtions & (1 << 4) && is_crouching(enemies[i])) { if (get_value("Head/Body/Safety flags")) { force_body(); info[enemies[i]] = 'BODY'; } else { force_body(); } } else { if (get_value("Head/Body/Safety flags")) { disable_body(); info[enemies[i]] = 'PREFER'; } else { disable_body(); } } } } } } Cheat.RegisterCallback("Draw", "draw_flags"); Cheat.RegisterCallback("CreateMove", "conditions");
не знаю, сегодня копался в старом архиве джсок, и смотрел, и увидел эту, решил кинутьЭто оптимизированная версия? Если да, то спасибо тебе огромное!