Здравствуйте можете помочь логи включены всегда вместо того, что бы включаться по кнопке, помогите горе пастеру ;(
Lua:
local logs = {}
local fonts = nil
local wantTimer = menu.add_checkbox("Animated Hit Logs", "Enable Timer", true)
local fontSelection = menu.add_selection("Animated Hit Logs", "Font Selection", {"Regular", "Bold"})
local function onPaint()
if(fonts == nil) then
fonts =
{
regular = render.create_font("Verdana", 12, 1, e_font_flags.ANTIALIAS, e_font_flags.DROPSHADOW);
bold = render.create_font("Verdana Bold", 12, 1, e_font_flags.ANTIALIAS, e_font_flags.DROPSHADOW);
}
end
if (engine.is_connected() ~= true) then
return
end
local time = global_vars.frame_time()
local screenSize = render.get_screen_size()
local screenWidth = screenSize.x
local screenHeight = screenSize.y
for i = 1, #logs do
local log = logs[i]
if log == nil then goto continue
end
local x = screenWidth / 2
local y = screenHeight / 1.25 + (i * 15)
local alpha = 0
if (log.state == 'appearing') then
-- Fade in.
local progress = log.currentTime / log.lifeTime.fadeIn
x = x - Lerp(log.offset, 0, Ease(progress))
alpha = Lerp(0, 255, Ease(progress))
log.currentTime = log.currentTime + time
if (log.currentTime >= log.lifeTime.fadeIn) then
log.state = 'visible'
-- Reset time.
log.currentTime = 0
end
elseif(log.state == 'visible') then
-- Fully opaque.
alpha = 255
log.currentTime = log.currentTime + time
if (log.currentTime >= log.lifeTime.visible) then
log.state = 'disappearing'
-- Reset Time.
log.currentTime = 0
end
elseif(log.state == 'disappearing') then
-- Fade out.
local progress = log.currentTime / log.lifeTime.fadeOut
x = x + Lerp(0, log.offset, Ease(progress))
alpha = Lerp(255, 0, Ease(progress))
log.currentTime = log.currentTime + time
if(log.currentTime >= log.lifeTime.fadeOut) then
table.remove(logs, i)
goto continue
end
end
-- Increase the total time.
log.totalTime = log.totalTime + time
alpha = math.floor(alpha)
local white = color_t(236, 236, 236, alpha)
local accent_color_text, accent_color_color = unpack(menu.find("misc", "main", "config", "accent color"))
local detail = accent_color_color:get()
detail.a = alpha
local message = {}
-- Add header and body to message
local combined = {}
for a = 1, #log.header do
local t = log.header[a]
table.insert(combined, t)
end
for a = 1, #log.body do
local t = log.body[a]
table.insert(combined, t)
end
for j = 1, #combined do
local data = combined[j]
local text = tostring(data[1])
local color = data[2]
-- Push the data to the message.
table.insert(message,{text, color and detail or white})
end
-- Add the total lifetime to the message.
if wantTimer:get() then
table.insert(message,{' - ', white})
local temp = (log.lifeTime.fadeIn + log.lifeTime.visible + log.lifeTime.fadeOut) - log.totalTime
table.insert(message, {string.format("%.1fs", temp), detail})
elseif not wantTimer:get() then
end
-- Draw log.
local render_font = nil
if render_font == nil then
local stringFont = fontSelection:get()
if stringFont == 1 then render_font = fonts.regular
else render_font = fonts.bold
end
end
render.string(x, y, message, 'c', render_font)
::continue::
end
end
local hitgroupMap = {
[0] = 'generic',
[1] = 'head',
[2] = 'chest',
[3] = 'stomach',
[4] = 'left arm',
[5] = 'right arm',
[6] = 'left leg',
[7] = 'right leg',
[8] = 'neck',
[9] = 'gear'
}
function on_aimbot_hit(hit)
local name = hit.player:get_name()
local hitbox = hitgroupMap[hit.hitgroup]
local damage = hit.damage
local health = hit.player:get_prop('m_iHealth')
AddLog('PlayerHitEvent', {
{'Hit ', false};
{name .. ' ', true};
{'in the ', false};
{hitbox .. ' ', true};
{'for ', false};
{damage .. ' ', true};
{'damage (remaining: ', false};
{health, true};
{')', false};
})
end
function on_aimbot_miss(miss)
local name = miss.player:get_name()
local hitbox = hitgroupMap[miss.aim_hitgroup]
local damage = miss.aim_damage
local health = miss.player:get_prop('m_iHealth')
local reason = miss.reason_string
AddLog('PlayerHitEvent', {
{'Missed ', false};
{name .. ' ', true};
{'in the ', false};
{hitbox .. ' ', true};
{'due to ', false};
{reason .. ' ', true};
})
end
function AddLog(type, body)
local log = {
type = type,
state = 'appearing',
offset = 250,
currentTime = 0,
totalTime = 0,
lifeTime = {
fadeIn = 0.75,
visible = 3,
fadeOut = 0.75
},
header = {
{'[', false},
{'prim', true},
{'] ', false},
},
body = body
}
table.insert(logs, log)
end
function Lerp(from, to, progress)
return from + (to - from) * progress
end
function Ease(progress)
return progress < 0.5 and 15 * progress * progress * progress * progress * progress or 1 - math.pow(-2 * progress + 2, 5) / 2
end
render.string = function(x, y, data, alignment, font)
-- Get total length for all the data.
local length = 0
for i = 1, #data do
local text = data[i][1]
local size = render.get_text_size(font, text)
length = length + size.x
end
local offset = x
for i = 1, #data do
local text = data[i][1]
local color = data[i][2]
local sX = offset
local sY = y
-- Adjust position based on alignment
if(alignment) == 'l' then
sX = offset - length
elseif(alignment) == 'c' then
sX = offset - (length / 2)
elseif(alignment) == 'r' then
sX = offset
end
-- Draw the text.
render.text(font, text, vec2_t(sX + 1, sY + 1), color_t(16, 16, 16, color.a))
render.text(font, text, vec2_t(sX, sY), color)
-- Add the length of the text to the offset.
local size = render.get_text_size(font, text)
offset = offset + size.x
end
end
callbacks.add(e_callbacks.PAINT,onPaint)
callbacks.add(e_callbacks.AIMBOT_MISS,on_aimbot_miss)
callbacks.add(e_callbacks.AIMBOT_HIT,on_aimbot_hit)