local MenuSelection = gui.add_combo("Menu Selection", "lua>tab b", {"Main", "RageBot", "Anti-Aim", "Visual", "Misc", "Colors"}) local name = gui.add_textbox("Main User", "LUA>TAB B") -- ragebot local jittertoggle = gui.get_config_item("rage>anti-aim>angles>jitter") local jitterrange = gui.get_config_item("rage>anti-aim>angles>jitter range") local faketoggle = gui.get_config_item("rage>anti-aim>desync>fake") local fakeamount = gui.get_config_item("rage>anti-aim>desync>fake amount") local compangle = gui.get_config_item("rage>anti-aim>desync>compensate angle") local fsfake = gui.get_config_item("rage>anti-aim>desync>freestand fake") local fakejitter = gui.get_config_item("rage>anti-aim>desync>flip fake with jitter") local slide = gui.get_config_item("misc>movement>slide") local fake_amount = gui.get_config_item("Rage>Anti-Aim>Desync>Fake amount") local resolver_reference = gui.get_config_item("rage>aimbot>aimbot>resolver mode") local dsbfk = gui.add_checkbox("Disable Fakelag on HS", "lua>tab b") local rollsolver = gui.add_checkbox("Roll Resolver on key", "lua>tab b") gui.add_keybind("lua>tab b>Roll Resolver on key") local logs = gui.add_checkbox("Hit Logs", "lua>tab b") -- visuals local watermarkd = gui.add_checkbox("Watermark", "lua>tab b") local infobar = gui.add_checkbox("Info Tab", "lua>tab b") local arrowsn = gui.add_checkbox("Arrows", "lua>tab b") local keybinds = gui.add_checkbox("Keybinds", "lua>tab b") local indicatorsmain = gui.add_checkbox("Indicators", "lua>tab b") local indicatorstype = gui.add_combo("Indicators | Type", "lua>tab b", {"Old", "New"}) local infotabflag = gui.add_combo("Info Tab | Flag", "lua>tab b", {"Russia", "Germany", "Estonia", "Hungary", "Reichsflagge", "Ukraine", "Belarus"}) -- others local trashtalk = gui.add_checkbox("Trash talk", "lua>tab b") local sound = gui.add_checkbox("Custom Sounds", "lua>tab b") local soundsel = gui.add_combo("Select", "lua>tab b", {"Aways", "Flick", "Stapler"}) local clantag = gui.add_checkbox("Clantag", "lua>tab b") local clantagtype = gui.add_combo("Clantag Type", "lua>tab b", {"Old", "New"}) local aspectratiobutton = gui.add_checkbox("Aspect ratio", "lua>tab b") local aspect_ratio_slider = gui.add_slider("[value]", "lua>tab b", 1, 200, 1) -- aa addons local Checkbox = gui.add_checkbox("Clock Inverter", "lua>tab b") local keybind = gui.add_keybind("lua>tab b>Clock Inverter") -- colors local watermark_bcolor = gui.add_checkbox("Watermark Color", "lua>tab b") local watermark_color = gui.add_colorpicker("lua>tab b>watermark color", true) local keybinds_bcolor = gui.add_checkbox("Keybinds Color", "lua>tab b") local keybinds_color = gui.add_colorpicker("lua>tab b>keybinds color", true) local infobar_bcolor = gui.add_checkbox("Infobar Color", "lua>tab b") local infobar_color = gui.add_colorpicker("lua>tab b>infobar color", true) local indicator_bcolor = gui.add_checkbox("Indicator Color", "lua>tab b") local indicator_color = gui.add_colorpicker("lua>tab b>indicator color", true) local WorkAA = gui.add_checkbox("AntiAim Builder", "lua>tab b") local States = gui.add_combo("Choose AntiAim Condition:", "lua>tab b", {"[None]", "[Standing]", "[Moving]","[Slow Walking]","[Crouching]","[In Air]"}) local standing_jittertoggle = gui.add_checkbox("[Standing] Jitter", "lua>tab b") local standing_jitterrange = gui.add_slider("[Standing] Jitter range", "lua>tab b", 0, 360, 0) local standing_faketoggle = gui.add_checkbox("[Standing] Fake", "lua>tab b") local standing_fakeamount = gui.add_slider("[Standing] Fake Amount", "lua>tab b", 0, 100, 0) local standing_compangle = gui.add_slider("[Standing] Compensate Angle", "lua>tab b", 0, 100, 0) local standing_fakejitter= gui.add_checkbox("[Standing] Jitter Fake", "lua>tab b") local moving_jittertoggle = gui.add_checkbox("[Moving] Jitter", "lua>tab b") local moving_jitterrange = gui.add_slider("[Moving] Jitter range", "lua>tab b", 0, 360, 0) local moving_faketoggle = gui.add_checkbox("[Moving] Fake", "lua>tab b") local moving_fakeamount = gui.add_slider("[Moving] Fake Amount", "lua>tab b", 0, 100, 0) local moving_compangle = gui.add_slider("[Moving] Compensate Angle", "lua>tab b", 0, 100, 0) local moving_fakejitter= gui.add_checkbox("[Moving] Jitter Fake", "lua>tab b") local slowwalk_jittertoggle = gui.add_checkbox("[Slow Walking] Jitter", "lua>tab b") local slowwalk_jitterrange = gui.add_slider("[Slow Walking] Jitter range", "lua>tab b", 0, 360, 0) local slowwalk_faketoggle = gui.add_checkbox("[Slow Walking] Fake", "lua>tab b") local slowwalk_fakeamount = gui.add_slider("[Slow Walking] Fake Amount", "lua>tab b", 0, 100, 0) local slowwalk_compangle = gui.add_slider("[Slow Walking] Compensate Angle", "lua>tab b", 0, 100, 0) local slowwalk_fakejitter= gui.add_checkbox("[Slow Walking] Jitter Fake", "lua>tab b") local crouching_jittertoggle = gui.add_checkbox("[Crouching] Jitter", "lua>tab b") local crouching_jitterrange = gui.add_slider("[Crouching] Jitter range", "lua>tab b", 0, 360, 0) local crouching_faketoggle = gui.add_checkbox("[Crouching] Fake", "lua>tab b") local crouching_fakeamount = gui.add_slider("[Crouching] Fake Amount", "lua>tab b", 0, 100, 0) local crouching_compangle = gui.add_slider("[Crouching] Compensate Angle", "lua>tab b", 0, 100, 0) local crouching_fakejitter= gui.add_checkbox("[Crouching] Jitter Fake", "lua>tab b") local air_jittertoggle = gui.add_checkbox("[In Air] Jitter", "lua>tab b") local air_jitterrange = gui.add_slider("[In Air] Jitter range", "lua>tab b", 0, 360, 0) local air_faketoggle = gui.add_checkbox("[In Air] Fake", "lua>tab b") local air_fakeamount = gui.add_slider("[In Air] Fake Amount", "lua>tab b", 0, 100, 0) local air_compangle = gui.add_slider("[In Air] Compensate Angle", "lua>tab b", 0, 100, 0) local air_fakejitter= gui.add_checkbox("[In Air] Jitter Fake", "lua>tab b") -- data local nextfont = render.create_font("calibri.ttf", 23, render.font_flag_shadow) local nextfont2 = render.create_font("calibri.ttf", 13, render.font_flag_shadow) local nextfont3 = render.create_font("calibrib.ttf", 23, render.font_flag_shadow) local fontdmg = render.create_font("verdana.ttf", 13, render.font_flag_shadow) local pixel = render.font_esp local calibri11 = render.create_font("calibri.ttf", 11, render.font_flag_outline) local calibri13 = render.create_font("calibri.ttf", 13, render.font_flag_shadow) local verdana = render.create_font("verdana.ttf", 13, render.font_flag_outline) local tahoma = render.create_font("tahoma.ttf", 13, render.font_flag_shadow) local verdana2 = render.create_font("verdana.ttf", 12, 0) local logo = render.create_font("verdana.ttf", 45, render.font_flag_outline) -- vars local x, y = render.get_screen_size() local hs = gui.get_config_item("Rage>Aimbot>Aimbot>Hide shot") local limit = gui.get_config_item("Rage>Anti-Aim>Fakelag>Limit") local cache = { backup = limit:get_int(), override = false, } local first = { 'я твоей мамой в футбик играл', 'У тебя бабушка на вулкане застряла или че?', 'Ммм это твоя мать была которая своей хрюкалкой бомбы ловила?', 'У тя че нл? слишком изи хснул', 'Я твою маму сьел сори пж', 'Я вчера так посрал смотрб а там твое лицо', 'Твоя мама у меня из клумбы говно убрает за чекушку', 'Помнишь как твоя матушка плакала когда я тебя резал ?', 'Тебя хоть мать родная знает?биг ней нн', 'я из твоей мамки сделал кабину для лифта', 'Посаны, подскажите луа на никсвар', 'Помнишь как я тебя в асфальт залил?', 'я тебе на макушку насрал' } local old_time = 0; local animation = { --change the text to whatever you want for your clantag "◈ t ", "◈ te ", "◈ tea ", "◈ team ", "◈ teamsk ", "◈ teamske ", "◈ teamskeet ", "◈ TSBETA ", "◈ FOR ", "◈ FT ", "◈ OWN ", "◈ ALL ", } local anim_2 = { "◈ 1 ", "◈ ez ", "◈ TEAMSKEET ", "◈ OGBUDA ", "◈ LALKA ", "◈ t ", "◈ tea ", "◈ teams ", "◈ teamsk ", "◈ teamskeeeet ", "◈ Z ", "◈ Z ", "◈ ◈", } local function get_muzzle_pos() local lp = entities.get_entity(engine.get_local_player()) if not lp or not lp:is_alive() then return end local lp_address = get_client_entity(engine.get_local_player()) local weapon = lp:get_weapon() if not weapon then return end local weapon_address = get_client_entity(weapon:get_index()) local viewmodel_handle = lp:get_prop("m_hViewModel[0]") local viewmodel = entities.get_entity_from_handle(viewmodel_handle) local viewmodel_address = get_client_entity(viewmodel:get_index()) local viewmodel_vtbl = ffi.cast(interface_type, viewmodel_address)[0] local weapon_vtbl = ffi.cast(interface_type, weapon_address)[0] local get_viewmodel_attachment_fn = ffi.cast("c_entity_get_attachment_t", viewmodel_vtbl[84]) local get_muzzle_attachment_index_fn = ffi.cast("c_weapon_get_muzzle_attachment_index_first_person_t", weapon_vtbl[468]) local vec3 = ffi.new("Vector") local muzzle_attachment_index = get_muzzle_attachment_index_fn(weapon_address, viewmodel_address) local state = get_viewmodel_attachment_fn(viewmodel_address, muzzle_attachment_index, vec3) local vec3_pos = math.vec3(vec3.x, vec3.y, vec3.z) return vec3_pos end local Find = gui.get_config_item local side = false switch_held = false local yawaddamount = Find("Rage>Anti-Aim>Angles>Add"); local yawadd = Find("Rage>Anti-Aim>Angles>Yaw add"); function gui_system() currenttab = MenuSelection:get_int() if currenttab == 2 then AntiAim = true if WorkAA:get_bool() then AAON = true if States:get_int() == 1 then CS = true else CS = false end if States:get_int() == 2 then CM = true else CM = false end if States:get_int() == 3 then CSW = true else CSW = false end if States:get_int() == 4 then CC = true else CC = false end if States:get_int() == 5 then CA = true else CA = false end else AAON = false CS = false CM = false CSW = false CC = false CA = false end else AAON = false CS = false CM = false CSW = false CC = false CA = false AntiAim = false end if not gui.is_menu_open() then AntiAim = false AAON = false CS = false CM = false CSW = false CC = false CA = false end gui.set_visible("lua>tab b>AntiAim Builder", AntiAim) gui.set_visible("lua>tab b>Choose AntiAim Condition:", AAON) gui.set_visible("lua>tab b>[Standing] Jitter", CS) gui.set_visible("lua>tab b>[Standing] Jitter range", CS) gui.set_visible("lua>tab b>[Standing] Fake", CS) gui.set_visible("lua>tab b>[Standing] Fake Amount", CS) gui.set_visible("lua>tab b>[Standing] Compensate Angle", CS) gui.set_visible("lua>tab b>[Standing] Jitter Fake", CS) gui.set_visible("lua>tab b>[Moving] Jitter", CM) gui.set_visible("lua>tab b>[Moving] Jitter range", CM) gui.set_visible("lua>tab b>[Moving] Fake", CM) gui.set_visible("lua>tab b>[Moving] Fake Amount", CM) gui.set_visible("lua>tab b>[Moving] Compensate Angle", CM) gui.set_visible("lua>tab b>[Moving] Jitter Fake", CM) gui.set_visible("lua>tab b>[Slow Walking] Jitter", CSW) gui.set_visible("lua>tab b>[Slow Walking] Jitter range", CSW) gui.set_visible("lua>tab b>[Slow Walking] Fake", CSW) gui.set_visible("lua>tab b>[Slow Walking] Fake Amount", CSW) gui.set_visible("lua>tab b>[Slow Walking] Compensate Angle", CSW) gui.set_visible("lua>tab b>[Slow Walking] Jitter Fake", CSW) gui.set_visible("lua>tab b>[Crouching] Jitter", CC) gui.set_visible("lua>tab b>[Crouching] Jitter range", CC) gui.set_visible("lua>tab b>[Crouching] Fake", CC) gui.set_visible("lua>tab b>[Crouching] Fake Amount", CC) gui.set_visible("lua>tab b>[Crouching] Compensate Angle", CC) gui.set_visible("lua>tab b>[Crouching] Jitter Fake", CC) gui.set_visible("lua>tab b>[In Air] Jitter", CA) gui.set_visible("lua>tab b>[In Air] Jitter range", CA) gui.set_visible("lua>tab b>[In Air] Fake", CA) gui.set_visible("lua>tab b>[In Air] Fake Amount", CA) gui.set_visible("lua>tab b>[In Air] Compensate Angle", CA) gui.set_visible("lua>tab b>[In Air] Jitter Fake", CA) end function guiscc() local tab = MenuSelection:get_int() local indicatorsenb = indicatorsmain:get_bool() local sounden = sound:get_bool() local infobar = infobar:get_bool() local aspectratiobuttonx = aspectratiobutton:get_bool() -- ragebot gui.set_visible("lua>tab b>Disable Fakelag on HS", tab == 1) gui.set_visible("lua>tab b>Roll Resolver on key", tab == 1) gui.set_visible("lua>tab b>Hit Logs", tab == 1) -- aa addons gui.set_visible("lua>tab b>Clock Inverter", tab == 2) -- visuals gui.set_visible("lua>tab b>Watermark", tab == 3) gui.set_visible("lua>tab b>info tab", tab == 3) gui.set_visible("lua>tab b>keybinds", tab == 3) gui.set_visible("lua>tab b>indicators", tab == 3) gui.set_visible("lua>tab b>arrows", tab == 3) gui.set_visible("lua>tab b>indicators | type", tab == 3 and indicatorsenb) gui.set_visible("lua>tab b>Info Tab | Flag", tab == 3 and infobar) -- home gui.set_visible("lua>tab b>main user", tab == 0) -- others gui.set_visible("lua>tab b>select", tab == 4 and sounden) gui.set_visible("lua>tab b>custom sounds", tab == 4) gui.set_visible("lua>tab b>Trash talk", tab == 4) gui.set_visible("lua>tab b>Clantag", tab == 4) gui.set_visible("lua>tab b>Clantag Type", tab == 4 and clantag:get_bool()) gui.set_visible("lua>tab b>Aspect ratio", tab == 4) gui.set_visible("lua>tab b>[value]", tab == 4 and aspectratiobuttonx) -- colours gui.set_visible("lua>tab b>keybinds color", tab == 5) gui.set_visible("lua>tab b>infobar color", tab == 5) gui.set_visible("lua>tab b>watermark color", tab == 5) gui.set_visible("lua>tab b>indicator color", tab == 5) end function clantagfc() local ctype = clantagtype:get_int() if clantag:get_bool() then local defaultct = gui.get_config_item("misc>various>clan tag") local realtime = math.floor((global_vars.realtime) * 1.5) if old_time ~= realtime then if ctype == 0 then utils.set_clan_tag(animation[realtime % #animation+1]); end if ctype == 1 then utils.set_clan_tag(anim_2[realtime % #anim_2+1]); end old_time = realtime; defaultct:set_bool(false); end end end function on_player_death(event) if trashtalk:get_bool() then local lp = engine.get_local_player(); local attacker = engine.get_player_for_user_id(event:get_int('attacker')); local userid = engine.get_player_for_user_id(event:get_int('userid')); local userInfo = engine.get_player_info(userid); if attacker == lp and userid ~= lp then engine.exec("say " .. first[utils.random_int(1, #first)] .. "") end else end end function clock_inverter() if engine.is_in_game() == false then return end if Checkbox:get_bool() == true then fake_amount:set_int(-fake_amount:get_int()) else fake_amount:set_int(fake_amount:get_int()) end end function fakelagrgb() if dsbfk:get_bool() then if hs:get_bool() then limit:set_int(1) end cache.override = true else if cache.override then limit:set_int(cache.backup) cache.override = false else cache.backup = limit:get_int() end end end function gui_controller() local text = "teamskeet.lua anti-aim" local username = name:get_string() local textx, texty = render.get_text_size(pixel, text) local text2 = "user: " .. username .. "" local text2x, text2y = render.get_text_size(pixel, text2) local infotabflag = infotabflag:get_int() local alpha2 = math.floor(math.abs(math.sin(global_vars.realtime) * 2) * 255) if infobar:get_bool() then render.rect_filled_multicolor(5, y / 2, 80, (y / 2) + 19,infobar_color:get_color(), render.color(0,0,0,0),render.color(0,0,0,0), infobar_color:get_color()) render.text(pixel, 37,(y / 2) + 2, "teamskeet.lua anti-aim", render.color(255,255,255,255)) render.text(pixel, 37 + textx,(y / 2) + 1, " experiments", infobar_color:get_color()) render.text(pixel, 37,(y / 2) + 10, "user: " .. username .. "", render.color(255,255,255,255)) render.text(pixel, 37 + text2x,(y / 2) + 10, " [alpha]", render.color(infobar_color:get_color().r, infobar_color:get_color().g, infobar_color:get_color().b, alpha2)) if infotabflag == 0 then render.rect_filled(7, (y / 2) + 2, 32, (y / 2) + 7,render.color(255,255,255,255)) render.rect_filled(7, (y / 2) + 7, 32, (y / 2) + 12,render.color(28, 53, 120,255)) render.rect_filled(7, (y / 2) + 12, 32, (y / 2) + 17,render.color(2228, 24, 28,255)) end if infotabflag == 1 then render.rect_filled(7, (y / 2) + 2, 32, (y / 2) + 7,render.color(0, 0, 0, 255)) render.rect_filled(7, (y / 2) + 7, 32, (y / 2) + 12,render.color(221, 0, 0,255)) render.rect_filled(7, (y / 2) + 12, 32, (y / 2) + 17,render.color(255, 204, 0,255)) end if infotabflag == 2 then render.rect_filled(7, (y / 2) + 2, 32, (y / 2) + 7,render.color(0, 114, 206, 255)) render.rect_filled(7, (y / 2) + 7, 32, (y / 2) + 12,render.color(0,0,0,255)) render.rect_filled(7, (y / 2) + 12, 32, (y / 2) + 17,render.color(255,255,255,255)) end if infotabflag == 3 then render.rect_filled(7, (y / 2) + 2, 32, (y / 2) + 7,render.color(206, 41, 57, 255)) render.rect_filled(7, (y / 2) + 7, 32, (y / 2) + 12,render.color(255, 255, 255,255)) render.rect_filled(7, (y / 2) + 12, 32, (y / 2) + 17,render.color(71, 112, 80,255)) end if infotabflag == 4 then render.rect_filled(7, (y / 2) + 2, 32, (y / 2) + 7,render.color(0, 0,0,255)) render.rect_filled(7, (y / 2) + 7, 32, (y / 2) + 12,render.color(255,255,255,255)) render.rect_filled(7, (y / 2) + 12, 32, (y / 2) + 17,render.color(255, 17, 0,255)) end if infotabflag == 5 then render.rect_filled(7, (y / 2) + 2, 32, (y / 2) + 12,render.color("#2800ff")) render.rect_filled(7, (y / 2) + 10, 32, (y / 2) + 17,render.color("#f8ff00")) end if infotabflag == 6 then render.rect_filled(7, (y / 2) + 2, 32, (y / 2) + 12,render.color("#ff0000")) render.rect_filled(7, (y / 2) + 10, 32, (y / 2) + 17,render.color("#8fce00")) end end end local r_aspectratio = cvar.r_aspectratio local default_value = r_aspectratio:get_float() local function set_aspect_ratio(multiplier) local screen_width,screen_height = render.get_screen_size() local value = (screen_width * multiplier) / screen_height if multiplier == 1 then value = 0 end r_aspectratio:set_float(value) end function aspect_ratio2() local aspect_ratio = aspect_ratio_slider:get_int() * 0.01 aspect_ratio = 2 - aspect_ratio set_aspect_ratio(aspect_ratio) end function watermark() local textone = "teamskeet.lua" if watermarkd:get_bool() or player==nil then local x, y=render.get_screen_size() local player=entities.get_entity(engine.get_local_player()) local text="teamskeet.lua | ALPHA | build: 19.11.22" local textx, texty=render.get_text_size(font, text) render.rect_filled_rounded(x-12,8, x-textx-18, 25, render.color(watermark_color:get_color().r, watermark_color:get_color().g, watermark_color:get_color().b, 50), 1.5, render.all) render.text(font, x-textx-14,13, text, render.color(255,255, 255, 255)) end end function arrowsd() if arrowsn:get_bool() then render.text(render.font_esp, (1920 / 2) + 75, 535, ">", render.color(255,255,255,255)) render.text(render.font_esp, (1920 / 2) - 75, 535, "<", render.color(255,255,255,255)) end end font = render.font_esp local function animation(check, name, value, speed) if check then return name + (value - name) * global_vars.frametime * speed / 1.5 else return name - (value + name) * global_vars.frametime * speed / 1.5 end end local offset_scope = 0 local dton = 0 local alpha = 0 function indicators() local lp = entities.get_entity(engine.get_local_player()) if not lp then return end if not lp:is_alive() then return end local scoped = lp:get_prop("m_bIsScoped") offset_scope = animation(scoped, offset_scope, 25, 10) local function Clamp(Value, Min, Max) return Value < Min and Min or (Value > Max and Max or Value) end local alpha2 = math.floor(math.abs(math.sin(global_vars.realtime) * 2) * 255) local lp = entities.get_entity(engine.get_local_player()) if not lp then return end if not lp:is_alive() then return end local screen_width, screen_height = render.get_screen_size( ) local x = screen_width / 2 local y = screen_height / 2 local ay = 0 if indicatorsmain:get_bool() and indicatorstype:get_int() == 0 then local alpha2 = math.floor(math.abs(math.sin(global_vars.realtime) * 2) * 255) local lp = entities.get_entity(engine.get_local_player()) if not lp then return end if not lp:is_alive() then return end local local_player = entities.get_entity(engine.get_local_player()) local ay = 0 local desync_percentage = Clamp(math.abs(local_player:get_prop("m_flPoseParameter", 11) * 120 - 60.5), 0.5 / 60, 60) / 56 local w, h = 35, 3 local screen_width, screen_height = render.get_screen_size( ) local x = screen_width / 2 local y = screen_height / 2 local textx , texty = render.get_text_size(font, "teamskeet") local color1 = render.color(indicator_color:get_color().r, indicator_color:get_color().g, indicator_color:get_color().b, 255) local color2 = render.color(indicator_color:get_color().r - 70, indicator_color:get_color().g - 90, indicator_color:get_color().b - 70, 185) local text = "teamskeet.lua°" local text2 = "alpha" local textx, texty = render.get_text_size(pixel, text) local textx2, texty2 = render.get_text_size(pixel, text2) render.text(font, x+offset_scope + 7 , y + 15 + texty, "teamskeet", render.color("#FFFFFF")) local textx , texty = render.get_text_size(font, utils.random_int(15, 100).."%") render.text(font, x+offset_scope + 16 , y + 25 + texty, utils.random_int(15, 100).."%", render.color("#FFFFFF")) local dt = gui.get_config_item("Rage>Aimbot>Aimbot>Double tap"):get_bool() local dmg = gui.get_config_item("rage>aimbot>ssg08>scout>override"):get_bool() if dt then dton = 10 elseif not dt then dton = 0 end if dt then local textx , texty = render.get_text_size(font, "DT") render.text(font, x+ offset_scope - textx + 27 , y + 35 + texty, "DT", render.color("#A1FF97")) end if not dmg then local textx , texty = render.get_text_size(font, "DMG") render.text(font, x+ offset_scope - textx + 32 , y + 35 + texty + dton, "DMG", render.color(255,255,255,150)) elseif dmg then local textx , texty = render.get_text_size(font, "DMG") render.text(font, x+ offset_scope - textx + 32 , y + 35 + texty + dton, "DMG", render.color(255,255,255,255)) end local hs = gui.get_config_item("Rage>Aimbot>Aimbot>Hide shot"):get_bool() if not hs then local textx , texty = render.get_text_size(font, "HS") render.text(font, x+ offset_scope - textx + 44 , y + 35 + texty + dton, "HS", render.color(255,255,255,150)) elseif hs then local textx , texty = render.get_text_size(font, "HS") render.text(font, x+ offset_scope - textx + 44 , y + 35 + texty + dton, "HS", render.color(255,255,255,255)) end local dormant = gui.get_config_item("Rage>Aimbot>Aimbot>target dormant"):get_bool() if not dormant then local textx , texty = render.get_text_size(font, "DA") render.text(font, x+ offset_scope - textx + 14 , y + 35 + texty + dton, "DA", render.color(255,255,255,150)) elseif dormant then local textx , texty = render.get_text_size(font, "DA") render.text(font, x+ offset_scope - textx + 14 , y+ 35 + texty + dton, "DA", render.color(255,255,255,255)) end end end local doubletap = gui.get_config_item("rage>aimbot>Aimbot>Double Tap") local daimbot = gui.get_config_item("rage>aimbot>Aimbot>Target dormant") local onshot = gui.get_config_item("rage>aimbot>Aimbot>Hide shot") local slide = gui.get_config_item("misc>movement>slide") local peekassist = gui.get_config_item("misc>movement>Peek Assist") local fd = gui.get_config_item("misc>movement>Fake Duck") function ID() local lp = entities.get_entity(engine.get_local_player()) if not lp then return end if not lp:is_alive() then return end local scoped = lp:get_prop("m_bIsScoped") offset_scope = animation(scoped, offset_scope, 25, 10) local alpha2 = math.floor(math.abs(math.sin(global_vars.realtime) * 2) * 255) local lp = entities.get_entity(engine.get_local_player()) if not lp then return end if not lp:is_alive() then return end local screen_width, screen_height = render.get_screen_size( ) local x = screen_width / 2 local y = screen_height / 2 local ay = 0 if indicatorsmain:get_bool() and indicatorstype:get_int() == 1 then local onshot_ind = 0 local dton1 = 0 if doubletap:get_bool() then dton1 = 7 elseif not doubletap:get_bool() then dton1 = 0 end if onshot:get_bool() then onshot_ind = 7 elseif not onshot:get_bool() then onshot_ind = 0; end local ideal = peekassist:get_bool() local alpha2 = math.floor(math.abs(math.sin(global_vars.realtime) * 1) * 255) local alpha3 = math.floor(math.abs(math.sin(global_vars.realtime) * 0.5) * 255) local lp = entities.get_entity(engine.get_local_player()) if not lp then return end if not lp:is_alive() then return end local local_player = entities.get_entity(engine.get_local_player()) local ay = 0 local w, h = 35, 3 local screen_width, screen_height = render.get_screen_size( ) local x = screen_width / 2 local y = screen_height / 2 local color1 = render.color(indicator_color:get_color().r, indicator_color:get_color().g, indicator_color:get_color().b, 255) local color2 = render.color(indicator_color:get_color().r - 70, indicator_color:get_color().g - 90, indicator_color:get_color().b - 70, 185) local slowwalk1 = slide:get_bool() local fake_duck = fd:get_bool() local flag1 = lp:get_prop("m_fFlags") local air1 = lp:get_prop("m_hGroundEntity") == -1 local velocity_x1 = math.floor(lp:get_prop("m_vecVelocity[0]")) local velocity_y1 = math.floor(lp:get_prop("m_vecVelocity[1]")) local speed1 = math.sqrt(velocity_x1 ^ 2 + velocity_y1 ^ 2) local crouch1 = input.is_key_down(17) local text = "TSKEET" local text2 = "beta" local slowwalk_ind = "-SLOWWALKING-" local air_ind = "-AIR-" local move_ind = "-MOVING-" local stand_ind = "-STANDING-" local crouch_ind = "-CROUCH-" local crouchfk_ind = "-FAKE CROUCH-" local textdtfd = "DT(Fake duck)" local textdt = "DT Ready" local textda = "DORMANT" local texths = "ONSHOT" local textideal = "IDEAL TICK READY" local textx, texty = render.get_text_size(pixel, text) local textx2, texty2 = render.get_text_size(pixel, text2) render.text(pixel, x+offset_scope - 0, y + 16, text, render.color(255,255,255, 255)) render.text(pixel, x+offset_scope + 33, y + 16, text2, render.color(indicator_color:get_color().r, indicator_color:get_color().g, indicator_color:get_color().b, 255)) if speed1 > 2 and not air1 and not crouch1 and not slowwalk1 and not fake_duck then render.text(pixel, x+offset_scope + 7, y + 23 + dton1, move_ind, render.color(255,255,255, 255)) end if speed1 <= 2 and flag1 == 257 and not slowwalk1 and not fake_duck then render.text(pixel, x+offset_scope + 5, y + 23 + dton1, stand_ind, render.color(255,255,255, 255)) end if crouch1 then render.text(pixel, x+offset_scope + 5, y + 23 + dton1, crouch_ind, render.color(255,255,255, 255)) end if fake_duck then render.text(pixel, x+offset_scope + 1, y + 23 + dton1, crouchfk_ind, render.color(255,255,255, 255)) end if air1 and not fake_duck and flag1 ~= 262 then render.text(pixel, x+offset_scope + 15, y + 23 + dton1, air_ind, render.color(255,255,255, 255)) end if slowwalk1 and not fake_duck and not air1 and flag1 ~= 263 then render.text(pixel, x+offset_scope - 2, y + 23 + dton1, slowwalk_ind, render.color(255,255,255, 255)) end if fake_duck and flag1 == 262 then render.text(pixel, x+offset_scope + 5, y + 23 + dton1, crouch_ind, render.color(255,255,255, 255)) end if doubletap:get_bool() then if ideal then render.text(pixel, x+offset_scope + 9, y + 23, textideal, render.color(255, 255, 255, 255)) else render.text(pixel, x+offset_scope + 9, y + 23, textdt, render.color(255, 255, 255, 255)) end end if daimbot:get_bool() then render.text(pixel, x+offset_scope + 9, y + 23 + dton1 + 7 + onshot_ind, textda, render.color(188, 188, 188, alpha2)) end if onshot:get_bool() then render.text(pixel, x+offset_scope + 9, y + 23 + dton1 + 7, texths, render.color(255,255,255, 255)) end --render.rect_filled(x + 0 +offset_scope, y + 24, x+offset_scope + w + 9, y + 25 + h + 1, render.color("#000000")) -- render.rect_filled(x+offset_scope + 1, y + 25, x+offset_scope + w + 8, y + 25 + h, render.color(255, 255, 255, 255)) end end -- screen size local screen_size = {render.get_screen_size()} -- fonts local verdana = render.font_esp -- menu local keybinds_x = gui.add_slider("keybinds_x", "lua>tab a", 0, screen_size[1], 1) local keybinds_y = gui.add_slider("keybinds_y", "lua>tab a", 0, screen_size[2], 1) gui.set_visible("lua>tab a>keybinds_x", false) gui.set_visible("lua>tab a>keybinds_y", false) function animate(value, cond, max, speed, dynamic, clamp) -- animation speed speed = speed * global_vars.frametime * 20 -- static animation if dynamic == false then if cond then value = value + speed else value = value - speed end -- dynamic animation else if cond then value = value + (max - value) * (speed / 100) else value = value - (0 + value) * (speed / 100) end end -- clamp value if clamp then if value > max then value = max elseif value < 0 then value = 0 end end return value end function drag(var_x, var_y, size_x, size_y) local mouse_x, mouse_y = input.get_cursor_pos() local drag = false if input.is_key_down(0x01) then if mouse_x > var_x:get_int() and mouse_y > var_y:get_int() and mouse_x < var_x:get_int() + size_x and mouse_y < var_y:get_int() + size_y then drag = true end else drag = false end if (drag) then var_x:set_int(mouse_x - (size_x / 2)) var_y:set_int(mouse_y - (size_y / 2)) end end function on_keybinds() if not keybinds:get_bool() then return end local pos = {keybinds_x:get_int(), keybinds_y:get_int()} local size_offset = 0 local binds = { 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(), -- override dmg is taken from the scout gui.get_config_item("rage>aimbot>aimbot>headshot only"):get_bool(), gui.get_config_item("misc>movement>fake duck"):get_bool() } local binds_name = { "Doubletap", "Hideshots", "Min. Damage", "HeadShot Only", "Fake duck", "HeadShot Only", } if not binds[4] then if not binds[5] then if not binds[3] then if not binds[1] then if not binds[6] then if not binds[2] then size_offset = 0 else size_offset = 38 end else size_offset = 40 end else size_offset = 41 end else size_offset = 54 end else size_offset = 63 end else size_offset = 70 end animated_size_offset = animate(animated_size_offset or 0, true, size_offset, 60, true, false) local size = {100 + animated_size_offset, 22} local enabled = "[enabled]" local text_size = render.get_text_size(verdana, enabled) + 7 local override_active = binds[3] or binds[4] or binds[5] or binds[6] or binds[7] or binds[8] local other_binds_active = binds[1] or binds[2] or binds[9] or binds[10] or binds[11] drag(keybinds_x, keybinds_y, size[1], size[2]) alpha = animate(alpha or 0, gui.is_menu_open() or override_active or other_binds_active, 1, 0.5, false, true) -- glow for i = 1, 10 do render.rect_filled_rounded(pos[1] - i, pos[2] - i, pos[1] + size[1] + i, pos[2] + size[2] + i, render.color(keybinds_color:get_color().r, keybinds_color:get_color().g, keybinds_color:get_color().b, (20 - (2 * i)) * alpha), 10) end -- top rect render.push_clip_rect(pos[1], pos[2], pos[1] + size[1], pos[2] + 5) render.rect_filled_rounded(pos[1], pos[2], pos[1] + size[1], pos[2] + size[2], render.color(0, 0, 0, 105 * alpha), 5) render.pop_clip_rect() -- bot rect render.push_clip_rect(pos[1], pos[2] + 17, pos[1] + size[1], pos[2] + 22) render.rect_filled_rounded(pos[1], pos[2], pos[1] + size[1], pos[2] + 22, render.color(0, 0, 0, 105 * alpha), 5) render.pop_clip_rect() -- other colormain:get_color().r render.rect_filled_multicolor(pos[1], pos[2] + 5, pos[1] + size[1], pos[2] + 17, render.color(keybinds_color:get_color().r, keybinds_color:get_color().g, keybinds_color:get_color().b, 255 * alpha), render.color(keybinds_color:get_color().r, keybinds_color:get_color().g, keybinds_color:get_color().b, 255 * alpha), render.color(keybinds_color:get_color().r, keybinds_color:get_color().g, keybinds_color:get_color().b, 255 * alpha), render.color(keybinds_color:get_color().r, keybinds_color:get_color().g, keybinds_color:get_color().b, 255 * alpha)) render.rect_filled_rounded(pos[1] + 2, pos[2] + 2, pos[1] + size[1] - 2, pos[2] + 20, render.color(0, 0, 0, 255 * alpha), 5) render.text(verdana, pos[1] + size[1] / 2 - render.get_text_size(verdana, "keybinds") / 2 - 1, pos[2] + 7, "keybinds", render.color(255, 255, 255, 255 * alpha)) local bind_offset = 0 dt_alpha = animate(dt_alpha or 0, binds[1], 1, 0.5, false, true) render.text(verdana, pos[1] + 6, pos[2] + size[2] + 2, binds_name[1], render.color(255, 255, 255, 255 * dt_alpha)) render.text(verdana, pos[1] + size[1] - text_size, pos[2] + size[2] + 2, enabled, render.color(255, 255, 255, 255 * dt_alpha)) if binds[1] then bind_offset = bind_offset + 11 end hs_alpha = animate(hs_alpha or 0, binds[2], 1, 0.5, false, true) render.text(verdana, pos[1] + 6, pos[2] + size[2] + 2 + bind_offset, binds_name[2], render.color(255, 255, 255, 255 * hs_alpha)) render.text(verdana, pos[1] + size[1] - text_size, pos[2] + size[2] + 2 + bind_offset, enabled, render.color(255, 255, 255, 255 * hs_alpha)) if binds[2] then bind_offset = bind_offset + 11 end dmg_alpha = animate(dmg_alpha or 0, binds[3], 1, 0.5, false, true) render.text(verdana, pos[1] + 6, pos[2] + size[2] + 2 + bind_offset, binds_name[3], render.color(255, 255, 255, 255 * dmg_alpha)) render.text(verdana, pos[1] + size[1] - text_size, pos[2] + size[2] + 2 + bind_offset, enabled, render.color(255, 255, 255, 255 * dmg_alpha)) if binds[3] then bind_offset = bind_offset + 11 end fs_alpha = animate(fs_alpha or 0, binds[4], 1, 0.5, false, true) render.text(verdana, pos[1] + 6, pos[2] + size[2] + 2 + bind_offset, binds_name[4], render.color(255, 255, 255, 255 * fs_alpha)) render.text(verdana, pos[1] + size[1] - text_size, pos[2] + size[2] + 2 + bind_offset, enabled, render.color(255, 255, 255, 255 * fs_alpha)) if binds[4] then bind_offset = bind_offset + 11 end ho_alpha = animate(ho_alpha or 0, binds[5], 1, 0.5, false, true) render.text(verdana, pos[1] + 6, pos[2] + size[2] + 2 + bind_offset, binds_name[5], render.color(255, 255, 255, 255 * ho_alpha)) render.text(verdana, pos[1] + size[1] - text_size, pos[2] + size[2] + 2 + bind_offset, enabled, render.color(255, 255, 255, 255 * ho_alpha)) if binds[5] then bind_offset = bind_offset + 11 end fd_alpha = animate(fd_alpha or 0, binds[6], 1, 0.5, false, true) render.text(verdana, pos[1] + 6, pos[2] + size[2] + 2 + bind_offset, binds_name[6], render.color(255, 255, 255, 255 * fd_alpha)) render.text(verdana, pos[1] + size[1] - text_size, pos[2] + size[2] + 2 + bind_offset, enabled, render.color(255, 255, 255, 255 * fd_alpha)) end function on_shot_registered(shot) local sounds = soundsel:get_int() if sounds == 0 and sound:get_bool() then if shot.server_damage <= 0 then return end engine.exec("play aways.wav") end if sounds == 1 and sound:get_bool() then if shot.server_damage <= 0 then return end engine.exec("play flick.wav") end if sounds == 2 and sound:get_bool() then if shot.server_damage <= 0 then return end engine.exec("play stapler.wav") end end local font = render.font_esp function builder() if engine.is_in_game() == false then return end if WorkAA:get_bool() then local slowwalk = slide:get_bool() local lplr = entities.get_entity(engine.get_local_player()) local flag = lplr:get_prop("m_fFlags") local air = lplr:get_prop("m_hGroundEntity") == -1 local velocity_x = math.floor(lplr:get_prop("m_vecVelocity[0]")) local velocity_y = math.floor(lplr:get_prop("m_vecVelocity[1]")) local speed = math.sqrt(velocity_x ^ 2 + velocity_y ^ 2) local crouch = input.is_key_down(0x11) if slowwalk and not air and flag ~= 263 then jittertoggle:set_bool(slowwalk_jittertoggle:get_bool()) jitterrange:set_int(slowwalk_jitterrange:get_int()) faketoggle:set_bool(slowwalk_faketoggle:get_bool()) fakeamount:set_int(global_vars.tickcount % 4 >= 2 and 30 * 1.666666667 or slowwalk_fakeamount:get_int() * 1.666666667 + 2) compangle:set_int(global_vars.tickcount % 4 >= 2 and 30 * 1.666666667 * 1.666666667 + 2 or slowwalk_compangle:get_int()) fakejitter:set_bool(slowwalk_fakejitter:get_bool()) else if speed > 2 and not air and not crouch then jittertoggle:set_bool(moving_jittertoggle:get_bool()) jitterrange:set_int(moving_jitterrange:get_int()) faketoggle:set_bool(moving_faketoggle:get_bool()) fakeamount:set_int(global_vars.tickcount % 4 >= 2 and 30 * 1.666666667 or moving_fakeamount:get_int() * 1.666666667 + 2) compangle:set_int(global_vars.tickcount % 4 >= 2 and -18 * 1.666666667 or moving_compangle:get_int()) fakejitter:set_bool(moving_fakejitter:get_bool()) else if speed <= 2 and flag == 257 then jittertoggle:set_bool(standing_jittertoggle:get_bool()) jitterrange:set_int(standing_jitterrange:get_int()) faketoggle:set_bool(standing_faketoggle:get_bool()) fakeamount:set_int(global_vars.tickcount % 4 >= 2 and 30 * 1.666666667 or standing_fakeamount:get_int() * 1.666666667 + 2) compangle:set_int(global_vars.tickcount % 4 >= 2 and 30 * 1.666666667 * 1.666666667 + 2 or standing_compangle:get_int()) fakejitter:set_bool(standing_fakejitter:get_bool()) else if crouch then jittertoggle:set_bool(crouching_jittertoggle:get_bool()) jitterrange:set_int(crouching_jitterrange:get_int()) faketoggle:set_bool(crouching_faketoggle:get_bool()) fakeamount:set_int(global_vars.tickcount % 4 >= 2 and 30 * 1.666666667 or crouching_fakeamount:get_int() * 1.666666667 + 2) compangle:set_int(global_vars.tickcount % 4 >= 2 and 30 * 1.666666667 * 1.666666667 + 2 or crouching_compangle:get_int()) fakejitter:set_bool(crouching_fakejitter:get_bool()) else if air and flag ~= 262 then jittertoggle:set_bool(air_jittertoggle:get_bool()) jitterrange:set_int(air_jitterrange:get_int()) faketoggle:set_bool(air_faketoggle:get_bool()) fakeamount:set_int(global_vars.tickcount % 4 >= 2 and 30 * 1.666666667 or air_fakeamount:get_int() * 1.666666667 + 2) compangle:set_int(global_vars.tickcount % 4 >= 2 and 30 * 1.666666667 * 1.666666667 + 2 or air_compangle:get_int()) fakejitter:set_bool(air_fakejitter:get_bool()) else if flag == 262 then jittertoggle:set_bool(crouching_jittertoggle:get_bool()) jitterrange:set_int(crouching_jitterrange:get_int()) faketoggle:set_bool(crouching_faketoggle:get_bool()) fakeamount:set_int(global_vars.tickcount % 4 >= 2 and 30 * 1.666666667 or crouching_fakeamount:get_int() * 1.666666667 + 2) compangle:set_int(global_vars.tickcount % 4 >= 2 and 30 * 1.666666667 * 1.666666667 + 2 or crouching_compangle:get_int()) fakejitter:set_bool(crouching_fakejitter:get_bool()) end end end end end end end end local default = resolver_reference:get_int() function resolvermode() if rollsolver:get_bool() then resolver_reference:set_int(0) else resolver_reference:set_int(default) end end function on_shutdown() utils.set_clan_tag(""); resolver_reference:set_int(default) end function on_paint() watermark() gui_controller() guiscc() on_keybinds() fakelagrgb() clock_inverter() clantagfc() gui_system() builder() aspect_ratio2() indicators() ID() arrowsd() end