Ищу Anti-bruteforce phase

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Контакты для связи отсутствуют.
ищу луа на анти аимы для неверлуза с выбором градусов анти брута. сурс!
 
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Lua:
local shots = {}
local FA = gui.get_config_item("rage>Anti-aim>Desync>fake amount")
local JitterAmt = gui.get_config_item("rage>Anti-aim>Angles>Jitter range")
local Jitter = gui.get_config_item("rage>Anti-aim>Angles>Jitter")

local EnableAntiBrute = gui.add_checkbox("Enable Anti-Brute", "lua>Tab b")
local Enable = gui.add_checkbox("Custom Anti-Brute Angs", "lua>Tab b")
local A1 =  gui.add_slider("Angle 1", "lua>tab b", -100, 100, 1)
local A2 =  gui.add_slider("Angle 2", "lua>tab b", -100, 100, 1)
local A3 =  gui.add_slider("Angle 3", "lua>tab b", -100, 100, 1)
local A4 =  gui.add_slider("Angle 4", "lua>tab b", -100, 100, 1)
local A5 =  gui.add_slider("Angle 5", "lua>tab b", -100, 100, 1)
local A6 =  gui.add_slider("Angle 6", "lua>tab b", -100, 100, 1)
local A7 =  gui.add_slider("Angle 7", "lua>tab b", -100, 100, 1)

local Panic = gui.add_checkbox("Panic on hit", "lua>Tab a")
local PanicFA =  gui.add_slider("Panic FA", "lua>tab a", -100, 100, 1)
local PanicJit =  gui.add_slider("Panic Jit", "lua>tab a", 0, 100, 1)

local waitbeforswitch = 0;
local AAStage = 0;
local panictime = 0;
local storeFA = 0
local jitterstore = 0
local jitval = false

local function mathclamp(x, min, max)
    if x < min then return min end
    if x > max then return max end
    return x
end

local function magnitude(vec3)

    return(vec3.x^2 + vec3.y^2 + vec3.z^2)

end

local function GetClosestPointOnFiniteLine(point, line_start, line_end)
    local heading = (line_end - line_start);
    local magnitudeMax = magnitude(heading);
    heading:normalize();

    --Do projection from the point but clamp it
    local lhs = point - line_start;
    local dotP = lhs:dot(heading);
    dotP = mathclamp(dotP, 0, magnitudeMax);
    return line_start + heading * dotP;
end

local function AntiBrute(LP)
   local LX, LY, LZ = LP:get_hitbox_position(1)
   local LX2, LY2, LZ2 = LP:get_hitbox_position(4)
   if(waitbeforswitch > 0) then
    waitbeforswitch = waitbeforswitch - global_vars.frametime
   end
   --print(waitbeforswitch)
    for i, Shot in pairs(shots) do

        if(LP ~= nil and LP:get_hitbox_position(1) ~= nil) then
            local test = GetClosestPointOnFiniteLine(math.vec3(LX, LY, LZ),math.vec3(Shot.X, Shot.Y, Shot.Z),math.vec3(Shot.posx, Shot.posy, Shot.posz))
 
            local test2 = GetClosestPointOnFiniteLine(math.vec3(LX2, LY2, LZ2),math.vec3(Shot.X, Shot.Y, Shot.Z),math.vec3(Shot.posx, Shot.posy, Shot.posz))

            Shot.fade = (Shot.fade -  global_vars.frametime)
        
            if(test:dist(math.vec3(LX, LY, LZ)) < 25 and waitbeforswitch <= 0 or test2:dist(math.vec3(LX2, LY2, LZ2)) < 25 and waitbeforswitch <= 0) then
                if(Enable:get_bool() == true) then
                    if(AAStage == 0) then
                        FA:set_int(A1:get_int())
                    end
                    if(AAStage == 1) then
                        FA:set_int(A2:get_int())
                    end
                    if(AAStage == 2) then
                        FA:set_int(A3:get_int())
                    end
                    if(AAStage == 3) then
                        FA:set_int(A4:get_int())
                    end
                    if(AAStage == 4) then
                        FA:set_int(A5:get_int())
                    end
                    if(AAStage == 5) then
                        FA:set_int(A6:get_int())
                    end
                    if(AAStage == 6) then
                        FA:set_int(A7:get_int())
                    end
                    if(AAStage > 6) then
                        AAStage = -1
                    end
                    AAStage = AAStage + 1
                else
                    FA:set_int(FA:get_int() * -1)
                end
                waitbeforswitch = 0.5
            end

            if(Shot.fade < 0) then
                table.remove(shots, i)
            end
        end
    end

    if(panictime > 0 and Panic:get_bool()  == true) then
        Jitter:set_bool(true)
        JitterAmt:set_int(PanicJit:get_int())
        FA:set_int(PanicFA:get_int())
        panictime = (panictime -  global_vars.frametime)
    end

    if(panictime == 0 and Panic:get_bool()  == true) then
        JitterAmt:set_int(jitterstore)
        FA:set_int(storeFA)
        Jitter:set_bool(jitval)
        panictime = panictime - 1
    end
end

function on_player_hurt(event)
    if(engine.get_player_for_user_id(event:get_int("userid")) == 1 and Panic:get_bool() == true and panictime < 0) then
        storeFA = FA:get_int()
        jitterstore = JitterAmt:get_int()
        jitval = Jitter:get_bool()
        panictime = 2


    end
end

function on_game_event(event)
    local LP = entities.get_entity(engine.get_local_player())
    if event:get_name() == "bullet_impact" then
        local p = entities.get_entity(engine.get_player_for_user_id(event:get_int("userid")))
        local startposx, startposy, startposz = p:get_eye_position()
        if(LP ~= nil  and LP:get_eye_position() ~= nil and engine.get_player_for_user_id(event:get_int("userid")) ~= engine.get_local_player() and p:get_prop("m_iTeamNum", 0) ~= LP:get_prop("m_iTeamNum", 0) and EnableAntiBrute:get_bool() == true) then
            table.insert(shots,
            {
                Player = entities.get_entity(engine.get_player_for_user_id(event:get_int("userid"))),
                X = event:get_float("x"),
                Y = event:get_float("y"),
                Z = event:get_float("z"),
                posx = startposx,
                posy = startposy,
                posz = startposz,
                fade = 0.1   
            })
        end
    end
end

function on_create_move(cmd)
    local LP = entities.get_entity(engine.get_local_player())
    if(LP and LP:get_hitbox_position(1) ~= nil)  then
        AntiBrute(LP)
    end
end
 
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