--lua ver v1.1 have fun using it when theres a issue just tell me here kiraw#2412 --this is like my first real lua wich im making on my own so yea not that much expirence hope its still usable hf ^^ --lua ref local player_state = gui.add_combo("condition", "lua>tab a", {"none", "standing","moving", "slowwalking","in air","crouching"}) --cheat ref local yaw_add_check = gui.get_config_item("Rage>Anti-Aim>Angles>Yaw Add") local yaw_add = gui.get_config_item("Rage>Anti-Aim>Angles>Add") local fake = gui.get_config_item("Rage>Anti-Aim>Desync>Fake amount") local comp_angle = gui.get_config_item("Rage>Anti-Aim>Desync>Compensate angle") local roll_mode_menu = gui.get_config_item("Rage>Anti-Aim>Desync>Roll lean") local roll_amount_menu = gui.get_config_item("Rage>Anti-Aim>Desync>Lean amount") local jitter_menu = gui.get_config_item("Rage>Anti-Aim>Angles>Jitter") local jitter_range = gui.get_config_item("Rage>Anti-Aim>Angles>Jitter range") local sw_key = gui.get_config_item("Misc>Movement>Slide") local crouching = input.is_key_down(0x11) local flip_fake = gui.get_config_item("Rage>Anti-Aim>Desync>Flip fake with jitter") --crouching local crouchkey = gui.add_checkbox("crouch key", "lua>tab a") gui.add_keybind("lua>tab a>crouch key") local yaw_add_crouching_check = gui.add_checkbox("[crouching] yaw add", "lua>tab a") local yaw_add_amount_crouching = gui.add_slider("[crouching] yaw amount", "lua>tab a", -180, 180, 1) local jitter_crouching_check = gui.add_checkbox("[crouching] jitter", "lua>tab a") local jitter_amount_crouching = gui.add_slider("[crouching] jitter amount", "lua>tab a", 0, 360, 1) local desync_amount_crouching = gui.add_slider("[crouching] desync amount", "lua>tab a", -100, 100, 1) local comp_angle_crouching = gui.add_slider("[crouching] comp angle amount", "lua>tab a", 0, 100, 0) local roll_crouching = gui.add_combo("[crouching] roll.mode", "lua>tab b", {"None","Static", "Extend fake", "freestand","freestand opposite","jitter", "invert fake"}) local roll_amount_crouching = gui.add_slider("[crouching] roll amount", "lua>tab b", -100, 100, 1) local flip_fake_crouching = gui.add_checkbox("[crouching] flip fake", "lua>tab b") --standing local yaw_add_standing_check = gui.add_checkbox("[standing] yaw add", "lua>tab a") local yaw_add_amount_standing = gui.add_slider("[standing] yaw amount", "lua>tab a", -180, 180, 1) local jitter_standing_check = gui.add_checkbox("[standing] jitter", "lua>tab a") local jitter_amount_standing = gui.add_slider("[standing] jitter amount", "lua>tab a", 0, 360, 1) local desync_amount_standing = gui.add_slider("[standing] desync amount", "lua>tab a", -100, 100, 1) local comp_angle_standing = gui.add_slider("[standing] comp angle amount", "lua>tab a", 0, 100, 0) local roll_standing = gui.add_combo("[standing] roll.mode", "lua>tab b", {"None","Static", "Extend fake", "freestand","freestand opposite","jitter", "invert fake"}) local roll_amount_standing = gui.add_slider("[standing] roll amount", "lua>tab b", -50, 50, 1) local flip_fake_standing = gui.add_checkbox("[standing] flip fake", "lua>tab b") --moving-- local yaw_add_moving_check = gui.add_checkbox("[moving] yaw add", "lua>tab a") local yaw_add_amount_moving = gui.add_slider("[moving] yaw amount", "lua>tab a", -180, 180, 1) local jitter_moving_check = gui.add_checkbox("[moving] jitter", "lua>tab a") local jitter_amount_moving = gui.add_slider("[moving] jitter amount", "lua>tab a", 0, 360, 1) local desync_amount_moving = gui.add_slider("[moving] desync amount", "lua>tab a", -100, 100, 1) local comp_angle_moving = gui.add_slider("[moving] comp angle amount", "lua>tab a", 0, 100, 0) local roll_moving = gui.add_combo("[moving] roll.mode", "lua>tab b", {"None","Static", "Extend fake", "freestand","freestand opposite","jitter", "invert fake"}) local roll_amount_moving = gui.add_slider("[moving] roll amount", "lua>tab b", -100, 100, 1) local flip_fake_moving = gui.add_checkbox("[moving] flip fake", "lua>tab b") -- slowwalking local yaw_add_slowwalking_check = gui.add_checkbox("[slowwalking] yaw add", "lua>tab a") local yaw_add_amount_slowwalking = gui.add_slider("[slowwalking] yaw amount", "lua>tab a", -180, 180, 1) local jitter_slowwalking_check = gui.add_checkbox("[slowwalking] jitter", "lua>tab a") local jitter_amount_slowwalking = gui.add_slider("[slowwalking] jitter amount", "lua>tab a", 0, 360, 1) local desync_amount_slowwalking = gui.add_slider("[slowwalking] desync amount", "lua>tab a", -100, 100, 1) local comp_angle_slowwalking = gui.add_slider("[slowwalking] comp angle amount", "lua>tab a", 0, 100, 0) local roll_slowwalking = gui.add_combo("[slowwalking] roll.mode", "lua>tab b", {"None","Static", "Extend fake", "freestand","freestand opposite","jitter", "invert fake"}) local roll_amount_slowwalking = gui.add_slider("[slowwalking] roll amount", "lua>tab b", -100, 100, 1) local flip_fake_slowwalking = gui.add_checkbox("[slowwalking] flip fake", "lua>tab b") --in air local yaw_add_in_air_check = gui.add_checkbox("[in air] yaw add", "lua>tab a") local yaw_add_amount_in_air = gui.add_slider("[in air] yaw amount", "lua>tab a", -180, 180, 1) local jitter_in_air_check = gui.add_checkbox("[in air] jitter", "lua>tab a") local jitter_amount_in_air = gui.add_slider("[in air] jitter amount", "lua>tab a", 0, 360, 1) local desync_amount_in_air = gui.add_slider("[in air] desync amount", "lua>tab a", -100, 100, 1) local comp_angle_in_air = gui.add_slider("[in air] comp angle amount", "lua>tab a", 0, 100, 0) local roll_in_air = gui.add_combo("[in air] roll.mode", "lua>tab b", {"None","Static", "Extend fake", "freestand","freestand opposite","jitter", "invert fake"}) local roll_amount_in_air = gui.add_slider("[in air] roll amount", "lua>tab b", -100, 100, 1) local flip_fake_in_air = gui.add_checkbox("[in air] flip fake", "lua>tab b") --misc-- local default_cfg = gui.add_checkbox("set default config", "lua>tab b") --menu function function on_paint() local current_state = player_state:get_int() if current_state == 0 then gui.set_visible("lua>tab a>[crouching] yaw add", false) gui.set_visible("lua>tab a>[crouching] yaw amount", false) gui.set_visible("lua>tab a>[crouching] jitter", false) gui.set_visible("lua>tab a>[crouching] jitter amount", false) gui.set_visible("lua>tab a>[crouching] desync amount", false) gui.set_visible("lua>tab a>[crouching] comp angle amount", false) gui.set_visible("lua>tab b>[crouching] roll.mode", false) gui.set_visible("lua>tab b>[crouching] roll amount", false) gui.set_visible("lua>tab b>[crouching] flip fake", false) gui.set_visible("lua>tab a>crouch key",false) gui.set_visible("lua>tab a>[standing] yaw add", false) gui.set_visible("lua>tab a>[standing] yaw amount", false) gui.set_visible("lua>tab a>[standing] jitter", false) gui.set_visible("lua>tab a>[standing] jitter amount", false) gui.set_visible("lua>tab a>[standing] desync amount", false) gui.set_visible("lua>tab a>[standing] comp angle amount", false) gui.set_visible("lua>tab b>[standing] roll.mode", false) gui.set_visible("lua>tab b>[standing] roll amount", false) gui.set_visible("lua>tab b>[standing] flip fake", false) gui.set_visible("lua>tab a>[moving] yaw add", false) gui.set_visible("lua>tab a>[moving] yaw amount", false) gui.set_visible("lua>tab a>[moving] jitter", false) gui.set_visible("lua>tab a>[moving] jitter amount", false) gui.set_visible("lua>tab a>[moving] desync amount", false) gui.set_visible("lua>tab a>[moving] comp angle amount", false) gui.set_visible("lua>tab b>[moving] roll.mode", false) gui.set_visible("lua>tab b>[moving] roll amount", false) gui.set_visible("lua>tab b>[moving] flip fake", false) gui.set_visible("lua>tab a>[slowwalking] yaw add", false) gui.set_visible("lua>tab a>[slowwalking] yaw amount", false) gui.set_visible("lua>tab a>[slowwalking] jitter", false) gui.set_visible("lua>tab a>[slowwalking] jitter amount", false) gui.set_visible("lua>tab a>[slowwalking] desync amount", false) gui.set_visible("lua>tab a>[slowwalking] comp angle amount", false) gui.set_visible("lua>tab b>[slowwalking] roll.mode", false) gui.set_visible("lua>tab b>[slowwalking] roll amount", false) gui.set_visible("lua>tab b>[slowwalking] flip fake", false) gui.set_visible("lua>tab a>[in air] yaw add", false) gui.set_visible("lua>tab a>[in air] yaw amount", false) gui.set_visible("lua>tab a>[in air] jitter", false) gui.set_visible("lua>tab a>[in air] jitter amount", false) gui.set_visible("lua>tab a>[in air] desync amount", false) gui.set_visible("lua>tab a>[in air] comp angle amount", false) gui.set_visible("lua>tab b>[in air] roll.mode", false) gui.set_visible("lua>tab b>[in air] roll amount", false) gui.set_visible("lua>tab b>[in air] flip fake", false) else if current_state == 1 then gui.set_visible("lua>tab a>[standing] yaw add", true) gui.set_visible("lua>tab a>[standing] yaw amount", true) gui.set_visible("lua>tab a>[standing] jitter", true) gui.set_visible("lua>tab a>[standing] jitter amount", true) gui.set_visible("lua>tab a>[standing] desync amount", true) gui.set_visible("lua>tab a>[standing] comp angle amount", true) gui.set_visible("lua>tab b>[standing] roll.mode", true) gui.set_visible("lua>tab b>[standing] roll amount", true) gui.set_visible("lua>tab b>[standing] flip fake", true) gui.set_visible("lua>tab a>crouch key",false) gui.set_visible("lua>tab a>[crouching] yaw add", false) gui.set_visible("lua>tab a>[crouching] yaw amount", false) gui.set_visible("lua>tab a>[crouching] jitter", false) gui.set_visible("lua>tab a>[crouching] jitter amount", false) gui.set_visible("lua>tab a>[crouching] desync amount", false) gui.set_visible("lua>tab a>[crouching] comp angle amount", false) gui.set_visible("lua>tab b>[crouching] roll.mode", false) gui.set_visible("lua>tab b>[crouching] roll amount", false) gui.set_visible("lua>tab b>[crouching] flip fake", false) gui.set_visible("lua>tab a>[moving] yaw add", false) gui.set_visible("lua>tab a>[moving] yaw amount", false) gui.set_visible("lua>tab a>[moving] jitter", false) gui.set_visible("lua>tab a>[moving] jitter amount", false) gui.set_visible("lua>tab a>[moving] desync amount", false) gui.set_visible("lua>tab a>[moving] comp angle amount", false) gui.set_visible("lua>tab b>[moving] roll.mode", false) gui.set_visible("lua>tab b>[moving] roll amount", false) gui.set_visible("lua>tab b>[moving] flip fake", false) gui.set_visible("lua>tab a>[slowwalking] yaw add", false) gui.set_visible("lua>tab a>[slowwalking] yaw amount", false) gui.set_visible("lua>tab a>[slowwalking] jitter", false) gui.set_visible("lua>tab a>[slowwalking] jitter amount", false) gui.set_visible("lua>tab a>[slowwalking] desync amount", false) gui.set_visible("lua>tab a>[slowwalking] comp angle amount", false) gui.set_visible("lua>tab b>[slowwalking] roll.mode", false) gui.set_visible("lua>tab b>[slowwalking] roll amount", false) gui.set_visible("lua>tab b>[slowwalking] flip fake", false) gui.set_visible("lua>tab a>[in air] yaw add", false) gui.set_visible("lua>tab a>[in air] yaw amount", false) gui.set_visible("lua>tab a>[in air] jitter", false) gui.set_visible("lua>tab a>[in air] jitter amount", false) gui.set_visible("lua>tab a>[in air] desync amount", false) gui.set_visible("lua>tab a>[in air] comp angle amount", false) gui.set_visible("lua>tab b>[in air] roll.mode", false) gui.set_visible("lua>tab b>[in air] roll amount", false) gui.set_visible("lua>tab b>[in air] flip fake", false) else if current_state == 2 then gui.set_visible("lua>tab a>[standing] yaw add", false) gui.set_visible("lua>tab a>[standing] yaw amount", false) gui.set_visible("lua>tab a>[standing] jitter", false) gui.set_visible("lua>tab a>[standing] jitter amount", false) gui.set_visible("lua>tab a>[standing] desync amount", false) gui.set_visible("lua>tab a>[standing] comp angle amount", false) gui.set_visible("lua>tab b>[standing] roll.mode", false) gui.set_visible("lua>tab b>[standing] roll amount", false) gui.set_visible("lua>tab b>[standing] flip fake", false) gui.set_visible("lua>tab a>crouch key",false) gui.set_visible("lua>tab a>[crouching] yaw add", false) gui.set_visible("lua>tab a>[crouching] yaw amount", false) gui.set_visible("lua>tab a>[crouching] jitter", false) gui.set_visible("lua>tab a>[crouching] jitter amount", false) gui.set_visible("lua>tab a>[crouching] desync amount", false) gui.set_visible("lua>tab a>[crouching] comp angle amount", false) gui.set_visible("lua>tab b>[crouching] roll.mode", false) gui.set_visible("lua>tab b>[crouching] roll amount", false) gui.set_visible("lua>tab b>[crouching] flip fake", false) gui.set_visible("lua>tab a>[slowwalking] yaw add", false) gui.set_visible("lua>tab a>[slowwalking] yaw amount", false) gui.set_visible("lua>tab a>[slowwalking] jitter", false) gui.set_visible("lua>tab a>[slowwalking] jitter amount", false) gui.set_visible("lua>tab a>[slowwalking] desync amount", false) gui.set_visible("lua>tab a>[slowwalking] comp angle amount", false) gui.set_visible("lua>tab b>[slowwalking] roll.mode", false) gui.set_visible("lua>tab b>[slowwalking] roll amount", false) gui.set_visible("lua>tab b>[slowwalking] flip fake", false) gui.set_visible("lua>tab a>[in air] yaw add", false) gui.set_visible("lua>tab a>[in air] yaw amount", false) gui.set_visible("lua>tab a>[in air] jitter", false) gui.set_visible("lua>tab a>[in air] jitter amount", false) gui.set_visible("lua>tab a>[in air] desync amount", false) gui.set_visible("lua>tab a>[in air] comp angle amount", false) gui.set_visible("lua>tab b>[in air] roll.mode", false) gui.set_visible("lua>tab b>[in air] roll amount", false) gui.set_visible("lua>tab b>[in air] flip fake", false) gui.set_visible("lua>tab a>[moving] yaw add", true) gui.set_visible("lua>tab a>[moving] yaw amount", true) gui.set_visible("lua>tab a>[moving] jitter", true) gui.set_visible("lua>tab a>[moving] jitter amount", true) gui.set_visible("lua>tab a>[moving] desync amount", true) gui.set_visible("lua>tab a>[moving] comp angle amount", true) gui.set_visible("lua>tab b>[moving] roll.mode", true) gui.set_visible("lua>tab b>[moving] roll amount", true) gui.set_visible("lua>tab b>[moving] flip fake", true) else if current_state == 3 then gui.set_visible("lua>tab a>[standing] yaw add", false) gui.set_visible("lua>tab a>[standing] yaw amount", false) gui.set_visible("lua>tab a>[standing] jitter", false) gui.set_visible("lua>tab a>[standing] jitter amount", false) gui.set_visible("lua>tab a>[standing] desync amount", false) gui.set_visible("lua>tab a>[standing] comp angle amount", false) gui.set_visible("lua>tab b>[standing] roll.mode", false) gui.set_visible("lua>tab b>[standing] roll amount", false) gui.set_visible("lua>tab b>[standing] flip fake", false) gui.set_visible("lua>tab a>crouch key",false) gui.set_visible("lua>tab a>[crouching] yaw add", false) gui.set_visible("lua>tab a>[crouching] yaw amount", false) gui.set_visible("lua>tab a>[crouching] jitter", false) gui.set_visible("lua>tab a>[crouching] jitter amount", false) gui.set_visible("lua>tab a>[crouching] desync amount", false) gui.set_visible("lua>tab a>[crouching] comp angle amount", false) gui.set_visible("lua>tab b>[crouching] roll.mode", false) gui.set_visible("lua>tab b>[crouching] roll amount", false) gui.set_visible("lua>tab b>[crouching] flip fake", false) gui.set_visible("lua>tab a>[moving] yaw add", false) gui.set_visible("lua>tab a>[moving] yaw amount", false) gui.set_visible("lua>tab a>[moving] jitter", false) gui.set_visible("lua>tab a>[moving] jitter amount", false) gui.set_visible("lua>tab a>[moving] desync amount", false) gui.set_visible("lua>tab a>[moving] comp angle amount", false) gui.set_visible("lua>tab b>[moving] roll.mode", false) gui.set_visible("lua>tab b>[moving] roll amount", false) gui.set_visible("lua>tab b>[moving] flip fake", false) gui.set_visible("lua>tab a>[in air] yaw add", false) gui.set_visible("lua>tab a>[in air] yaw amount", false) gui.set_visible("lua>tab a>[in air] jitter", false) gui.set_visible("lua>tab a>[in air] jitter amount", false) gui.set_visible("lua>tab a>[in air] desync amount", false) gui.set_visible("lua>tab a>[in air] comp angle amount", false) gui.set_visible("lua>tab b>[in air] roll.mode", false) gui.set_visible("lua>tab b>[in air] roll amount", false) gui.set_visible("lua>tab b>[in air] flip fake", false) gui.set_visible("lua>tab a>[slowwalking] yaw add", true) gui.set_visible("lua>tab a>[slowwalking] yaw amount", true) gui.set_visible("lua>tab a>[slowwalking] jitter", true) gui.set_visible("lua>tab a>[slowwalking] jitter amount", true) gui.set_visible("lua>tab a>[slowwalking] desync amount", true) gui.set_visible("lua>tab a>[slowwalking] comp angle amount", true) gui.set_visible("lua>tab b>[slowwalking] roll.mode", true) gui.set_visible("lua>tab b>[slowwalking] roll amount", true) gui.set_visible("lua>tab b>[slowwalking] flip fake", true) else if current_state == 4 then gui.set_visible("lua>tab a>[standing] yaw add", false) gui.set_visible("lua>tab a>[standing] yaw amount", false) gui.set_visible("lua>tab a>[standing] jitter", false) gui.set_visible("lua>tab a>[standing] jitter amount", false) gui.set_visible("lua>tab a>[standing] desync amount", false) gui.set_visible("lua>tab a>[standing] comp angle amount", false) gui.set_visible("lua>tab b>[standing] roll.mode", false) gui.set_visible("lua>tab b>[standing] roll amount", false) gui.set_visible("lua>tab b>[standing] flip fake", false) gui.set_visible("lua>tab a>crouch key",false) gui.set_visible("lua>tab a>[crouching] yaw add", false) gui.set_visible("lua>tab a>[crouching] yaw amount", false) gui.set_visible("lua>tab a>[crouching] jitter", false) gui.set_visible("lua>tab a>[crouching] jitter amount", false) gui.set_visible("lua>tab a>[crouching] desync amount", false) gui.set_visible("lua>tab a>[crouching] comp angle amount", false) gui.set_visible("lua>tab b>[crouching] roll.mode", false) gui.set_visible("lua>tab b>[crouching] roll amount", false) gui.set_visible("lua>tab b>[crouching] flip fake", false) gui.set_visible("lua>tab a>[moving] yaw add", false) gui.set_visible("lua>tab a>[moving] yaw amount", false) gui.set_visible("lua>tab a>[moving] jitter", false) gui.set_visible("lua>tab a>[moving] jitter amount", false) gui.set_visible("lua>tab a>[moving] desync amount", false) gui.set_visible("lua>tab a>[moving] comp angle amount", false) gui.set_visible("lua>tab b>[moving] roll.mode", false) gui.set_visible("lua>tab b>[moving] roll amount", false) gui.set_visible("lua>tab b>[moving] flip fake", false) gui.set_visible("lua>tab a>[slowwalking] yaw add", false) gui.set_visible("lua>tab a>[slowwalking] yaw amount", false) gui.set_visible("lua>tab a>[slowwalking] jitter", false) gui.set_visible("lua>tab a>[slowwalking] jitter amount", false) gui.set_visible("lua>tab a>[slowwalking] desync amount", false) gui.set_visible("lua>tab a>[slowwalking] comp angle amount", false) gui.set_visible("lua>tab b>[slowwalking] roll.mode", false) gui.set_visible("lua>tab b>[slowwalking] roll amount", false) gui.set_visible("lua>tab b>[slowwalking] flip fake", false) gui.set_visible("lua>tab a>[in air] yaw add", true) gui.set_visible("lua>tab a>[in air] yaw amount", true) gui.set_visible("lua>tab a>[in air] jitter", true) gui.set_visible("lua>tab a>[in air] jitter amount", true) gui.set_visible("lua>tab a>[in air] desync amount", true) gui.set_visible("lua>tab a>[in air] comp angle amount", true) gui.set_visible("lua>tab b>[in air] roll.mode", true) gui.set_visible("lua>tab b>[in air] roll amount", true) gui.set_visible("lua>tab b>[in air] flip fake", true) else if current_state == 5 then gui.set_visible("lua>tab a>[crouching] yaw add", true) gui.set_visible("lua>tab a>[crouching] yaw amount", true) gui.set_visible("lua>tab a>[crouching] jitter", true) gui.set_visible("lua>tab a>[crouching] jitter amount", true) gui.set_visible("lua>tab a>[crouching] desync amount", true) gui.set_visible("lua>tab a>[crouching] comp angle amount", true) gui.set_visible("lua>tab b>[crouching] roll.mode", true) gui.set_visible("lua>tab b>[crouching] roll amount", true) gui.set_visible("lua>tab b>[crouching] flip fake", true) gui.set_visible("lua>tab a>crouch key",true) gui.set_visible("lua>tab a>[standing] yaw add", false) gui.set_visible("lua>tab a>[standing] yaw amount", false) gui.set_visible("lua>tab a>[standing] jitter", false) gui.set_visible("lua>tab a>[standing] jitter amount", false) gui.set_visible("lua>tab a>[standing] desync amount", false) gui.set_visible("lua>tab a>[standing] comp angle amount", false) gui.set_visible("lua>tab b>[standing] roll.mode", false) gui.set_visible("lua>tab b>[standing] roll amount", false) gui.set_visible("lua>tab b>[standing] flip fake", false) gui.set_visible("lua>tab a>[moving] yaw add", false) gui.set_visible("lua>tab a>[moving] yaw amount", false) gui.set_visible("lua>tab a>[moving] jitter", false) gui.set_visible("lua>tab a>[moving] jitter amount", false) gui.set_visible("lua>tab a>[moving] desync amount", false) gui.set_visible("lua>tab a>[moving] comp angle amount", false) gui.set_visible("lua>tab b>[moving] roll.mode", false) gui.set_visible("lua>tab b>[moving] roll amount", false) gui.set_visible("lua>tab b>[moving] flip fake", false) gui.set_visible("lua>tab a>[slowwalking] yaw add", false) gui.set_visible("lua>tab a>[slowwalking] yaw amount", false) gui.set_visible("lua>tab a>[slowwalking] jitter", false) gui.set_visible("lua>tab a>[slowwalking] jitter amount", false) gui.set_visible("lua>tab a>[slowwalking] desync amount", false) gui.set_visible("lua>tab a>[slowwalking] comp angle amount", false) gui.set_visible("lua>tab b>[slowwalking] roll.mode", false) gui.set_visible("lua>tab b>[slowwalking] roll amount", false) gui.set_visible("lua>tab b>[slowwalking] flip fake", false) gui.set_visible("lua>tab a>[in air] yaw add", false) gui.set_visible("lua>tab a>[in air] yaw amount", false) gui.set_visible("lua>tab a>[in air] jitter", false) gui.set_visible("lua>tab a>[in air] jitter amount", false) gui.set_visible("lua>tab a>[in air] desync amount", false) gui.set_visible("lua>tab a>[in air] comp angle amount", false) gui.set_visible("lua>tab b>[in air] roll.mode", false) gui.set_visible("lua>tab b>[in air] roll amount", false) gui.set_visible("lua>tab b>[in air] flip fake", false) end end end end end --yaw menu func if yaw_add_standing_check:get_bool() and current_state == 1 then gui.set_visible("lua>tab a>[standing] yaw amount", true) else gui.set_visible("lua>tab a>[standing] yaw amount", false) end if yaw_add_crouching_check:get_bool() and current_state == 5 then gui.set_visible("lua>tab a>[crouching] yaw amount", true) else gui.set_visible("lua>tab a>[crouching] yaw amount", false) end if yaw_add_moving_check:get_bool() and current_state == 2 then gui.set_visible("lua>tab a>[moving] yaw amount", true) else gui.set_visible("lua>tab a>[moving] yaw amount", false) end if yaw_add_in_air_check:get_bool() and current_state == 4 then gui.set_visible("lua>tab a>[in air] yaw amount", true) else gui.set_visible("lua>tab a>[in air] yaw amount", false) end if yaw_add_slowwalking_check:get_bool() and current_state == 3 then gui.set_visible("lua>tab a>[slowwalking] yaw amount", true) else gui.set_visible("lua>tab a>[slowwalking] yaw amount", false) end --end --jitter menu func if jitter_standing_check:get_bool() and current_state == 1 then gui.set_visible("lua>tab a>[standing] jitter amount", true) else gui.set_visible("lua>tab a>[standing] jitter amount", false) end if jitter_crouching_check:get_bool() and current_state == 5 then gui.set_visible("lua>tab a>[crouching] jitter amount", true) else gui.set_visible("lua>tab a>[crouching] jitter amount", false) end if jitter_moving_check:get_bool() and current_state == 2 then gui.set_visible("lua>tab a>[moving] jitter amount", true) else gui.set_visible("lua>tab a>[moving] jitter amount", false) end if jitter_in_air_check:get_bool() and current_state == 4 then gui.set_visible("lua>tab a>[in air] jitter amount", true) else gui.set_visible("lua>tab a>[in air] jitter amount", false) end if jitter_slowwalking_check:get_bool() and current_state == 3 then gui.set_visible("lua>tab a>[slowwalking] jitter amount", true) else gui.set_visible("lua>tab a>[slowwalking] jitter amount", false) end --end end --default cfg if default_cfg:get_bool() then default_cfg:set_bool(false) yaw_add_check:set_bool(false) yaw_add_amount_slowwalking:set_int(0) desync_amount_slowwalking:set_int(-77) jitter_amount_slowwalking:set_int(12) jitter_slowwalking_check:set_bool(true) comp_angle_slowwalking:set_int(79) roll_slowwalking:set_int(0) roll_amount_slowwalking:set_int(0) flip_fake_slowwalking:set_bool(false) yaw_add_in_air_check:set_bool(true) yaw_add_amount_in_air:set_int(-8) desync_amount_in_air:set_int(87) jitter_amount_in_air:set_int(12) jitter_in_air_check:set_bool(true) comp_angle_in_air:set_int(90) roll_in_air:set_int(0) roll_amount_in_air:set_int(0) flip_fake_in_air:set_bool(true) yaw_add_standing_check:set_bool(true) yaw_add_amount_standing:set_int(9) desync_amount_standing:set_int(36) jitter_amount_standing:set_int(21) jitter_standing_check:set_bool(true) comp_angle_standing:set_int(45) roll_standing:set_int(0) roll_amount_standing:set_int(0) flip_fake_standing:set_bool(false) yaw_add_moving_check:set_bool(true) yaw_add_amount_moving:set_int(-8) desync_amount_moving:set_int(-75) jitter_amount_moving:set_int(44) jitter_moving_check:set_bool(true) comp_angle_moving:set_int(82) roll_moving:set_int(0) roll_amount_moving:set_int(0) flip_fake_moving:set_int(0) yaw_add_crouching_check:set_bool(true) yaw_add_amount_crouching:set_int(9) desync_amount_crouching:set_int(-84) jitter_amount_crouching:set_int(15) jitter_crouching_check:set_bool(true) comp_angle_crouching:set_int(90) roll_crouching:set_int(0) roll_amount_crouching:set_int(0) flip_fake_crouching:set_bool(false) print("[AA Builder] default config has successfully been loaded") end end function on_create_move() local isSW = sw_key:get_bool() local local_player = entities.get_entity(engine.get_local_player()) local flag = local_player:get_prop("m_fFlags") local inAir = local_player:get_prop("m_hGroundEntity") == -1 local vel_x = math.floor(local_player:get_prop("m_vecVelocity[0]")) local vel_y = math.floor(local_player:get_prop("m_vecVelocity[1]")) local speed = math.sqrt(vel_x ^ 2 + vel_y ^ 2) --slowwalking if isSW and not inAir and flag ~= 263 then yaw_add_check:set_int(yaw_add_slowwalking_check:get_int()) yaw_add:set_int(yaw_add_amount_slowwalking:get_int()) fake:set_int(desync_amount_slowwalking:get_int()) jitter_range:set_int(jitter_amount_slowwalking:get_int()) jitter_menu:set_bool(jitter_slowwalking_check:get_bool()) comp_angle:set_int(comp_angle_slowwalking:get_int()) roll_mode_menu:set_int(roll_slowwalking:get_int()) roll_amount_menu:set_int(roll_amount_slowwalking:get_int()) flip_fake:set_int(flip_fake_slowwalking:get_int()) --in air else if inAir and flag ~= 262 then yaw_add_check:set_int(yaw_add_in_air_check:get_int()) yaw_add:set_int(yaw_add_amount_in_air:get_int()) fake:set_int(desync_amount_in_air:get_int()) jitter_range:set_int(jitter_amount_in_air:get_int()) jitter_menu:set_bool(jitter_in_air_check:get_bool()) comp_angle:set_int(comp_angle_in_air:get_int()) roll_mode_menu:set_int(roll_in_air:get_int()) roll_amount_menu:set_int(roll_amount_in_air:get_int()) flip_fake:set_int(flip_fake_in_air:get_int()) --standing else if speed <= 2 and flag == 257 then yaw_add_check:set_int(yaw_add_standing_check:get_int()) yaw_add:set_int(yaw_add_amount_standing:get_int()) fake:set_int(desync_amount_standing:get_int()) jitter_range:set_int(jitter_amount_standing:get_int()) jitter_menu:set_bool(jitter_standing_check:get_bool()) comp_angle:set_int(comp_angle_standing:get_int()) roll_mode_menu:set_int(roll_standing:get_int()) roll_amount_menu:set_int(roll_amount_standing:get_int()) flip_fake:set_int(flip_fake_standing:get_int()) --moving else if speed > 2 and not inAir and not crouchkey:get_bool() then yaw_add_check:set_int(yaw_add_moving_check:get_int()) yaw_add:set_int(yaw_add_amount_moving:get_int()) fake:set_int(desync_amount_moving:get_int()) jitter_range:set_int(jitter_amount_moving:get_int()) jitter_menu:set_bool(jitter_moving_check:get_bool()) comp_angle:set_int(comp_angle_moving:get_int()) roll_mode_menu:set_int(roll_moving:get_int()) roll_amount_menu:set_int(roll_amount_moving:get_int()) flip_fake:set_int(flip_fake_moving:get_int()) else if crouchkey:get_bool() then yaw_add_check:set_int(yaw_add_crouching_check:get_int()) yaw_add:set_int(yaw_add_amount_crouching:get_int()) fake:set_int(desync_amount_crouching:get_int()) jitter_range:set_int(jitter_amount_crouching:get_int()) jitter_menu:set_bool(jitter_crouching_check:get_bool()) comp_angle:set_int(comp_angle_crouching:get_int()) roll_mode_menu:set_int(roll_crouching:get_int()) roll_amount_menu:set_int(roll_amount_crouching:get_int()) flip_fake:set_bool(flip_fake_crouching:get_bool()) else if flag == 262 then yaw_add_check:set_int(yaw_add_crouching_check:get_int()) yaw_add:set_int(yaw_add_amount_crouching:get_int()) fake:set_int(desync_amount_crouching:get_int()) jitter_range:set_int(jitter_amount_crouching:get_int()) jitter_menu:set_bool(jitter_crouching_check:get_bool()) comp_angle:set_int(comp_angle_crouching:get_int()) roll_mode_menu:set_int(roll_crouching:get_int()) roll_amount_menu:set_int(roll_amount_crouching:get_int()) flip_fake:set_bool(flip_fake_crouching:get_bool()) end end end end end end end