local v0 = require("clipboard") local v1 = {anim_list = {}} v1.math_clamp = function(v0, v2, v3) return math.min(v3, math.max(v2, v0)) end v1.math_lerp = function(v0, v2, v3) local v148 = v1.math_clamp(0.08, 0, 1) if (type(v0) == "userdata") then r, g, b, v0 = v0.r, v0.g, v0.b, v0.a e_r, e_g, e_b, e_a = v2.r, v2.g, v2.b, v2.a r = v1.math_lerp(r, e_r, v148) g = v1.math_lerp(g, e_g, v148) b = v1.math_lerp(b, e_b, v148) v0 = v1.math_lerp(v0, e_a, v148) return color(r, g, b, v0) end local v149 = v2 - v0 v149 = v149 * v148 v149 = v149 + v0 if ((v2 == 0) and (v149 < 0.01) and (v149 > -0.01)) then v149 = 0 elseif ((v2 == 1) and (v149 < 1.01) and (v149 > 0.99)) then v149 = 1 end return v149 end v1.vector_lerp = function(v0, v2, v3) return v0 + ((v2 - v0) * v3) end v1.anim_new = function(v0, v2, v3, v7) if not v1.anim_list[v0] then v1.anim_list[v0] = {} v1.anim_list[v0].color = render.color(0, 0, 0, 0) v1.anim_list[v0].number = 0 v1.anim_list[v0].call_frame = true end if (v3 == nil) then v1.anim_list[v0].call_frame = true end if (v7 == nil) then v7 = 0.1 end if (type(v2) == "userdata") then lerp = v1.math_lerp(v1.anim_list[v0].color, v2, v7) v1.anim_list[v0].color = lerp return lerp end lerp = v1.math_lerp(v1.anim_list[v0].number, v2, v7) v1.anim_list[v0].number = lerp return lerp end local v9 = "ABCDKCCzwKyY9rmBJGu48FrkNMro4AWtCkc1flmnopqrstuvwxyz0123456789+/" local function v10(v0) return (v0:gsub( ".", function(v151) local v240, v241 = "", v151:byte() for v266 = 8, 1, -1 do v240 = v240 .. (((((v241 % (2 ^ v266)) - (v241 % (2 ^ (v266 - 1)))) > 0) and "1") or "0") end return v240 end ) .. "0000"):gsub( "%d%d%d?%d?%d?%d?", function(v151) if (#v151 < 6) then return "" end local v242 = 0 for v267 = 1, 6, 1 do v242 = v242 + (((v151:sub(v267, v267) == "1") and (2 ^ (6 - v267))) or 0) end return v9:sub(v242 + 1, v242 + 1) end ) .. ({"", "==", "="})[(#v151 % 3) + 1] end local function v11(v0) v0 = string.gsub(v0, "[^" .. v9 .. "=]", "") return (v0:gsub( ".", function(v152) if (v152 == "=") then return "" end local v243, v244 = "", v9:find(v152) - 1 for v268 = 6, 1, -1 do v243 = v243 .. (((((v244 % (2 ^ v268)) - (v244 % (2 ^ (v268 - 1)))) > 0) and "1") or "0") end return v243 end )):gsub( "%d%d%d?%d?%d?%d?%d?%d?", function(v152) if (#v152 ~= 8) then return "" end local v245 = 0 for v269 = 1, 8, 1 do v245 = v245 + (((v152:sub(v269, v269) == "1") and (2 ^ (8 - v269))) or 0) end return string.char(v245) end ) end local function v12(v0, v2) local v153 = {} for v246 in string.gmatch(v246, "([^" .. v2 .. "]+)") do v153[#v153 + 1] = string.gsub(v246, "\n", " ") end return v153 end local function v13(v0) if ((v0 == "true") or (v0 == "false")) then return v0 == "true" else return v0 end end local v14 = "lua>tab a>" local v15 = "lua>tab b>" home = "Home" rage = "Rage" antiaim = "Anti-aim" widgets = "Widgets" others = "Others" local v16 = gui.add_listbox( "Choose Specify Tabs", v14, 19, true, { home, "-- Greetings", " ", rage, "-- General", " ", antiaim, "-- General", "-- Settings", " ", widgets, "-- General", "-- World", " ", others, "-- Misc", " " } ) homeactive = v16:get_int() == 0 rageactive = v16:get_int() == 1 aaactive = v16:get_int() == 2 widgetactive = v16:get_int() == 3 othersactive = v16:get_int() == 4 cfgsactive = v16:get_int() == 5 local v17 = gui.add_textbox("Username label", v15) local v18 = gui.add_checkbox("Main Theme", v15) local v19 = gui.add_colorpicker(v15 .. "Main Theme", false) local v20 = gui.add_button( "Dangerous Discord", v15, function() utils.print_console("\n[Dangerous.lua] ", v19:get_color()) utils.print_console("Discord. Copied link to clipboard.", render.color("#ffffff")) v0.set("https://discord.gg/BpcCpXSWkv") end ) local v21 = gui.add_button( "Dangerous Developers", v15, function() utils.print_console("\n[Dangerous.lua] ", v19:get_color()) utils.print_console("Corsa, Kortezz", render.color("#ffffff")) end ) checkinghome = function() local v154 = v16:get_int() gui.set_visible(v15 .. "Username label", v154 == 1) gui.set_visible(v15 .. "Main Theme", v154 == 1) gui.set_visible(v15 .. "Dangerous Discord", v154 == 1) gui.set_visible(v15 .. "Dangerous Developers", v154 == 1) end local v22 = gui.add_checkbox("Dormant Aimbot", v15) gui.add_keybind(v15 .. "Dormant Aimbot") local v23 = gui.add_checkbox("Roll Resolver", v15) gui.add_keybind(v15 .. "Roll Resolver") local v24 = gui.get_config_item("Rage>Anti-Aim>Desync>Leg Slide") local v25 = gui.add_checkbox("Legbreaker", v15) local v26 = gui.add_checkbox("In console logs", v15) dormantaimbot = function() local v155 = gui.get_config_item("rage>aimbot>aimbot>target dormant") if not engine.is_in_game() then return end if v22:get_bool() then v155:set_bool(true) else v155:set_bool(false) end end rollresolve = function() local v156 = gui.get_config_item("rage>aimbot>aimbot>resolver mode") if not engine.is_in_game() then return end if v23:get_bool() then v156:set_int(0) else v156:set_int(1) end end local v27 = utils.new_timer( 31, function() if v25:get_bool() then v24:set_int(1) end end ) v27:start() local v28 = utils.new_timer( 50, function() if v25:get_bool() then v24:set_int(2) end end ) v28:start() on_shot_registered = function(v0) if not v26:get_bool() then return end if v0.manual then return end utils.print_console("\n[Dangerous.lua] ", v19:get_color()) local v157 = entities.get_entity(v0.target) local v158 = v157:get_player_info() utils.print_console( string.format( "Fired at: %s | HC: %i | ED: %i | AD: %i | Result: %s | BT: %i | SP: %s | Roll SP: %s | Mismatched: %s\n", v158.name, v0.hitchance, v0.client_damage, v0.server_damage, v0.result, v0.backtrack, v0.secure, v0.very_secure, v0.client_hitgroup ~= v0.server_hitgroup ), render.color("#ffffff") ) end checkingrage = function() local v159 = v16:get_int() gui.set_visible(v15 .. "Dormant Aimbot", v159 == 4) gui.set_visible(v15 .. "Roll Resolver", v159 == 4) gui.set_visible(v15 .. "In console logs", v159 == 4) end local v29 = gui.add_checkbox("Anti-Aim Inverter", v15) gui.add_keybind(v15 .. "Anti-Aim Inverter") local v30 = gui.add_checkbox("Enabled AA", v15) local v31 = gui.add_combo("Choose AntiAim", v15, {"AntiAim Presets", "AntiAim Builder"}) local v32 = gui.add_combo("Choose Presets", v15, {"Default", "Normal", "Agressive", "Tank AA", "Underlord"}) local v33 = gui.add_combo( "Choose AntiAim Condition:", v15, {"None", "Standing", "Moving", "Slow Walking", "Crouching", "In Air"} ) local v34 = gui.add_checkbox("[S] Jitter", v15) local v35 = gui.add_slider("[S] Jitter Range", v15, 0, 360, 0) local v36 = gui.add_checkbox("[S] Yaw Toggle", v15) local v37 = gui.add_slider("[S] Yaw Range", v15, -180, 180, 0) local v38 = gui.add_checkbox("[S] Fake Toggle", v15) local v39 = gui.add_slider("[S] Fake Amount", v15, -100, 100, 0) local v40 = gui.add_slider("[S] Compensate Angle", v15, 0, 100, 0) local v41 = gui.add_checkbox("[S] Flip Fake With Jitter", v15) local v42 = gui.add_checkbox("[M] Jitter", v15) local v43 = gui.add_slider("[M] Jitter Range", v15, 0, 360, 0) local v44 = gui.add_checkbox("[M] Yaw Toggle", v15) local v45 = gui.add_slider("[M] Yaw Range", v15, -180, 180, 0) local v46 = gui.add_checkbox("[M] Fake Toggle", v15) local v47 = gui.add_slider("[M] Fake Amount", v15, -100, 100, 0) local v48 = gui.add_slider("[M] Compensate Angle", v15, 0, 100, 0) local v49 = gui.add_checkbox("[M] Flip Fake With Jitter", v15) local v50 = gui.add_checkbox("[SW] Jitter", v15) local v51 = gui.add_slider("[SW] Jitter Range", v15, 0, 360, 0) local v52 = gui.add_checkbox("[SW] Yaw Toggle", v15) local v53 = gui.add_slider("[SW] Yaw Range", v15, -180, 180, 0) local v54 = gui.add_checkbox("[SW] Fake Toggle", v15) local v55 = gui.add_slider("[SW] Fake Amount", v15, -100, 100, 0) local v56 = gui.add_slider("[SW] Compensate Angle", v15, 0, 100, 0) local v57 = gui.add_checkbox("[SW] Flip Fake With Jitter", v15) local v58 = gui.add_checkbox("[C] Jitter", v15) local v59 = gui.add_slider("[C] Jitter Range", v15, 0, 360, 0) local v60 = gui.add_checkbox("[C] Yaw Toggle", v15) local v61 = gui.add_slider("[C] Yaw Range", v15, -180, 180, 0) local v62 = gui.add_checkbox("[C] Fake Toggle", v15) local v63 = gui.add_slider("[C] Fake Amount", v15, -100, 100, 0) local v64 = gui.add_slider("[C] Compensate Angle", v15, 0, 100, 0) local v65 = gui.add_checkbox("[C] Flip Fake With Jitter", v15) local v66 = gui.add_checkbox("[A] Jitter", v15) local v67 = gui.add_slider("[A] Jitter Range", v15, 0, 360, 0) local v68 = gui.add_checkbox("[A] Yaw Toggle", v15) local v69 = gui.add_slider("[A] Yaw Range", v15, -180, 180, 0) local v70 = gui.add_checkbox("[A] Fake Toggle", v15) local v71 = gui.add_slider("[A] Fake Amount", v15, -100, 100, 0) local v72 = gui.add_slider("[A] Compensate Angle", v15, 0, 100, 0) local v73 = gui.add_checkbox("[A] Flip Fake With Jitter", v15) local v74 = false local v75 = gui.get_config_item("Rage>Anti-Aim>Desync>Fake Amount") Inverting = function() if v29:get_bool() then v74 = true if (v74 == true) then v75:set_int(v75:get_int() * -1) v29:set_bool(false) v74 = false end end if not v29:get_bool() then v74 = false end end local v76 = gui.get_config_item("rage>anti-aim>angles>jitter") local v77 = gui.get_config_item("rage>anti-aim>angles>jitter range") local v78 = gui.get_config_item("rage>anti-aim>desync>fake") local v79 = gui.get_config_item("rage>anti-aim>desync>fake amount") local v80 = gui.get_config_item("rage>anti-aim>desync>compensate angle") local v81 = gui.get_config_item("rage>anti-aim>desync>freestand fake") local v82 = gui.get_config_item("rage>anti-aim>desync>flip fake with jitter") local v83 = gui.get_config_item("rage>anti-aim>angles>yaw add") local v84 = gui.get_config_item("rage>anti-aim>angles>add") local v85 = gui.get_config_item("misc>movement>slide") aa_presets = function() local v160 = v30:get_bool() if (v160 == true) then if (v31:get_int() == 0) then local v311 = entities.get_entity(engine.get_local_player()) local v312 = v311:get_prop("m_fFlags") local v313 = v311:get_prop("m_hGroundEntity") == -1 local v314 = math.floor(v311:get_prop("m_vecVelocity[0]")) local v315 = math.floor(v311:get_prop("m_vecVelocity[1]")) local v316 = math.sqrt((v314 ^ 2) + (v315 ^ 2)) local v317 = input.is_key_down(17) if (v32:get_int() == 1) then if ((v316 > 2) and not v313 and not v317) then v76:set_bool(true) v77:set_int(13) v78:set_bool(true) v79:set_int(65) v80:set_int(83) v81:set_int(1) v83:set_bool(true) v84:set_int(-5) elseif ((v316 <= 2) and (v312 == 257)) then v76:set_bool(true) v77:set_int(6) v78:set_bool(true) v79:set_int(100) v80:set_int(65) v81:set_int(1) v83:set_bool(true) v84:set_int(0) elseif v317 then v76:set_bool(true) v77:set_int(8) v78:set_bool(true) v79:set_int(53) v80:set_int(78) v81:set_int(1) v83:set_bool(true) v84:set_int(3) elseif (v313 and (v312 ~= 262)) then v76:set_bool(true) v77:set_int(20) v78:set_bool(true) v79:set_int(85) v80:set_int(34) v81:set_int(1) v83:set_bool(true) v84:set_int(0) end elseif (v32:get_int() == 2) then if ((v316 > 2) and not v313 and not v317) then v76:set_bool(true) v77:set_int(20) v78:set_bool(true) v79:set_int(77) v80:set_int(54) v81:set_int(1) v83:set_bool(true) v84:set_int(0) elseif ((v316 <= 2) and (v312 == 257)) then v76:set_bool(true) v77:set_int(5) v78:set_bool(true) v79:set_int(50) v80:set_int(31) v81:set_int(1) v83:set_bool(true) v84:set_int(15) elseif v317 then v76:set_bool(true) v77:set_int(3) v78:set_bool(true) v79:set_int(53) v80:set_int(78) v81:set_int(1) v83:set_bool(true) v84:set_int(3) elseif (v313 and (v312 ~= 262)) then v76:set_bool(true) v77:set_int(23) v78:set_bool(true) v79:set_int(45) v80:set_int(67) v81:set_int(1) v83:set_bool(true) v84:set_int(2) end elseif (v32:get_int() == 3) then v76:set_bool(true) v77:set_int(8) v78:set_bool(true) v79:set_int(83) v80:set_int(74) v81:set_int(1) v83:set_bool(true) v84:set_int(8) end end end end aa_presetstwo = function() local v161 = v30:get_bool() if (v161 == true) then if (v31:get_int() == 0) then local v318 = entities.get_entity(engine.get_local_player()) local v319 = v318:get_prop("m_fFlags") local v320 = v318:get_prop("m_hGroundEntity") == -1 local v321 = math.floor(v318:get_prop("m_vecVelocity[0]")) local v322 = math.floor(v318:get_prop("m_vecVelocity[1]")) local v323 = math.sqrt((v321 ^ 2) + (v322 ^ 2)) local v324 = input.is_key_down(17) if (v32:get_int() == 4) then if ((v323 > 2) and not v320 and not v324) then v76:set_bool(true) v77:set_int(36) v78:set_bool(true) v79:set_int(80) v80:set_int(100) v81:set_int(1) v83:set_bool(true) v84:set_int(-23) elseif ((v323 <= 2) and (v319 == 257)) then v76:set_bool(true) v77:set_int(15) v78:set_bool(true) v79:set_int(75) v80:set_int(100) v81:set_int(1) v83:set_bool(true) v84:set_int(-5) elseif v324 then v76:set_bool(true) v77:set_int(24) v78:set_bool(true) v79:set_int(100) v80:set_int(72) v81:set_int(1) v83:set_bool(true) v84:set_int(-8) elseif (v320 and (v319 ~= 262)) then v76:set_bool(true) v77:set_int(15) v78:set_bool(true) v79:set_int(41) v80:set_int(64) v81:set_int(1) v83:set_bool(true) v84:set_int(16) end end end end end get_cond = function() local v162 = entities.get_entity(engine.get_local_player()) local v163 = v162:get_prop("m_fFlags") local v164 = v162:get_prop("m_hGroundEntity") == -1 local v165 = math.floor(v162:get_prop("m_vecVelocity[0]")) local v166 = math.floor(v162:get_prop("m_vecVelocity[1]")) local v167 = math.sqrt((v165 ^ 2) + (v166 ^ 2)) local v168 = input.is_key_down(17) if ((v167 > 2) and not v164) then return "WALKING" elseif ((v167 <= 2) and (v163 == 257)) then return "STANDING" elseif (v164 and (v163 ~= 262)) then return "AEROBIC" else return "CROUCHING" end end antiaimbuilder = function() local v169 = v30:get_bool() if (v169 == true) then if (v31:get_int() == 1) then local v325 = entities.get_entity(engine.get_local_player()) local v326 = v325:get_prop("m_fFlags") local v327 = v325:get_prop("m_hGroundEntity") == -1 local v328 = math.floor(v325:get_prop("m_vecVelocity[0]")) local v329 = math.floor(v325:get_prop("m_vecVelocity[1]")) local v330 = math.sqrt((v328 ^ 2) + (v329 ^ 2)) local v331 = input.is_key_down(17) if ((v330 > 2) and not v327 and not v331) then v76:set_bool(v42:get_bool()) v77:set_int(v43:get_int()) v78:set_bool(v46:get_bool()) v79:set_int(v47:get_int()) v80:set_int(v48:get_int()) v83:set_bool(v44:get_bool()) v84:set_int(v45:get_int()) v82:set_bool(v49:get_bool()) elseif ((v330 <= 2) and (v326 == 257)) then v76:set_bool(v34:get_bool()) v77:set_int(v35:get_int()) v78:set_bool(v38:get_bool()) v79:set_int(v39:get_int()) v80:set_int(v40:get_int()) v83:set_bool(v36:get_bool()) v84:set_int(v37:get_int()) v82:set_bool(v41:get_bool()) elseif v331 then v76:set_bool(v58:get_bool()) v77:set_int(v59:get_int()) v78:set_bool(v62:get_bool()) v79:set_int(v63:get_int()) v80:set_int(v64:get_int()) v83:set_bool(v60:get_bool()) v84:set_int(v61:get_int()) v82:set_bool(v65:get_bool()) elseif v327 then v76:set_bool(v66:get_bool()) v77:set_int(v67:get_int()) v78:set_bool(v70:get_bool()) v79:set_int(v71:get_int()) v80:set_int(v72:get_int()) v83:set_bool(v68:get_bool()) v84:set_int(v69:get_int()) v82:set_bool(v73:get_bool()) end end end end checkingantiaim = function() local v170 = v16:get_int() local v171 = v30:get_bool() local v172 = v31:get_int() local v173 = v33:get_int() gui.set_visible(v15 .. "Anti-Aim Inverter", v170 == 7) gui.set_visible(v15 .. "Legbreaker", v170 == 7) gui.set_visible(v15 .. "Enabled AA", v170 == 8) gui.set_visible(v15 .. "Choose AntiAim", (v170 == 8) and (v171 == true)) gui.set_visible(v15 .. "Choose Presets", (v170 == 8) and (v171 == true) and (v172 == 0)) gui.set_visible(v15 .. "Choose AntiAim Condition:", (v170 == 8) and (v171 == true) and (v172 == 1)) gui.set_visible(v15 .. "[S] Jitter", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 1)) gui.set_visible(v15 .. "[S] Jitter Range", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 1)) gui.set_visible(v15 .. "[S] Yaw Toggle", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 1)) gui.set_visible(v15 .. "[S] Yaw Range", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 1)) gui.set_visible(v15 .. "[S] Fake Toggle", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 1)) gui.set_visible(v15 .. "[S] Fake Amount", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 1)) gui.set_visible(v15 .. "[S] Compensate Angle", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 1)) gui.set_visible(v15 .. "[S] Flip Fake With Jitter", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 1)) gui.set_visible(v15 .. "[M] Jitter", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 2)) gui.set_visible(v15 .. "[M] Jitter Range", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 2)) gui.set_visible(v15 .. "[M] Yaw Toggle", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 2)) gui.set_visible(v15 .. "[M] Yaw Range", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 2)) gui.set_visible(v15 .. "[M] Fake Toggle", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 2)) gui.set_visible(v15 .. "[M] Fake Amount", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 2)) gui.set_visible(v15 .. "[M] Compensate Angle", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 2)) gui.set_visible(v15 .. "[M] Flip Fake With Jitter", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 2)) gui.set_visible(v15 .. "[SW] Jitter", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 3)) gui.set_visible(v15 .. "[SW] Jitter Range", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 3)) gui.set_visible(v15 .. "[SW] Yaw Toggle", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 3)) gui.set_visible(v15 .. "[SW] Yaw Range", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 3)) gui.set_visible(v15 .. "[SW] Fake Toggle", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 3)) gui.set_visible(v15 .. "[SW] Fake Amount", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 3)) gui.set_visible(v15 .. "[SW] Compensate Angle", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 3)) gui.set_visible(v15 .. "[SW] Flip Fake With Jitter", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 3)) gui.set_visible(v15 .. "[C] Jitter", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 4)) gui.set_visible(v15 .. "[C] Jitter Range", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 4)) gui.set_visible(v15 .. "[C] Yaw Toggle", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 4)) gui.set_visible(v15 .. "[C] Yaw Range", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 4)) gui.set_visible(v15 .. "[C] Fake Toggle", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 4)) gui.set_visible(v15 .. "[C] Fake Amount", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 4)) gui.set_visible(v15 .. "[C] Compensate Angle", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 4)) gui.set_visible(v15 .. "[C] Flip Fake With Jitter", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 4)) gui.set_visible(v15 .. "[A] Jitter", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 5)) gui.set_visible(v15 .. "[A] Jitter Range", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 5)) gui.set_visible(v15 .. "[A] Yaw Toggle", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 5)) gui.set_visible(v15 .. "[A] Yaw Range", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 5)) gui.set_visible(v15 .. "[A] Fake Toggle", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 5)) gui.set_visible(v15 .. "[A] Fake Amount", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 5)) gui.set_visible(v15 .. "[A] Compensate Angle", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 5)) gui.set_visible(v15 .. "[A] Flip Fake With Jitter", (v170 == 8) and (v171 == true) and (v172 == 1) and (v173 == 5)) end local v86 = gui.add_listbox(".", v15, 1, true, {"General"}) local v87, v88, v89, v90 = gui.add_multi_combo("Visual Items", v15, {"Watermark", "Keybinds", "Idealtick", "Side Indicators"}) local v91 = gui.add_combo("UI | Type", v15, {"new"}) local v92 = gui.add_checkbox("Enable world hitmarker", v15) local v93 = gui.add_colorpicker(v15 .. "enable world hitmarker", false, render.color(255, 255, 255)) local v94 = gui.add_checkbox("Indicators Under Crosshair", v15) local v95 = {} local v96 = render.create_font("verdana.ttf", 18) toya = function() if not v92:get_bool() then return end local v174 = 3.5 local v175 = 2.5 for v248, v249 in pairs(v95) do if v249.draw then if (global_vars.curtime >= v249.time) then v249.alpha = v249.alpha - 2 end if (v249.alpha <= 0) then v249.alpha = 0 v249.draw = false end local v307, v308 = utils.world_to_screen(v249.x, v249.y, v249.z) if (v307 ~= nil) then local v348 v348 = v93:get_color() local v349 = v249.damage .. "" local v350, v351 = render.get_text_size(v96, v349) local v352 = math.floor(v249.alpha) render.rect_filled(v307 - 6, v308 - 1, v307 + 6, v308 + 1, render.color(v348.r, v348.g, v348.b, v352)) render.rect_filled(v307 - 1, v308 - 6, v307 + 1, v308 + 6, render.color(v348.r, v348.g, v348.b, v352)) end end end end on_player_hurt = function(v0) if not v92:get_bool() then return end local v176 = entities.get_entity(engine.get_player_for_user_id(v0:get_int("userid"))) local v177 = engine.get_player_for_user_id(v0:get_int("attacker")) if (v177 ~= engine.get_local_player()) then return end local v178 = global_vars.tickcount local v179 = v95[v178] if ((v95[v178] == nil) or (v179.impacts == nil)) then return end local v180 = { [1] = {0, 1}, [2] = {4, 5, 6}, [3] = {2, 3}, [4] = {13, 15, 16}, [5] = {14, 17, 18}, [6] = {7, 9, 11}, [7] = {8, 10, 12} } local v181 = v179.impacts local v182 = v180[v0:get_int("hitgroup")] local v183 = nil local v184 = math.huge for v250 = 1, #v181, 1 do local v251 = v181[v250] if (v182 ~= nil) then for v332 = 1, #v182, 1 do local v333, v334, v335 = v176:get_hitbox_position(v182[v332]) local v336 = math.sqrt(((v251.x - v333) ^ 2) + ((v251.y - v334) ^ 2) + ((v251.z - v335) ^ 2)) if (v336 < v184) then v183 = v251 v184 = v336 end end end end if (v183 == nil) then return end v95[v178] = { x = v183.x, y = v183.y, z = v183.z, time = (global_vars.curtime + 1) - 0.25, alpha = 255, damage = v0:get_int("dmg_health"), kill = v0:get_int("health") <= 0, hs = (v0:get_int("hitgroup") == 0) or (v0:get_int("hitgroup") == 1), draw = true } end on_bullet_impact = function(v0) if not v92:get_bool() then return end if (engine.get_player_for_user_id(v0:get_int("userid")) ~= engine.get_local_player()) then return end local v186 = global_vars.tickcount if (v95[v186] == nil) then v95[v186] = {impacts = {}} end local v187 = v95[v186].impacts if (v187 == nil) then v187 = {} end v187[#v187 + 1] = {x = v0:get_int("x"), y = v0:get_int("y"), z = v0:get_int("z")} end on_round_start = function() if not v92:get_bool() then return end v95 = {} end local v97 = render.font_esp render.window = function(v0, v2, v3, v7, v98, v99, v100, v101) local v189 = render.color(v98, v99, v100, 255 * v101) local v190 = render.color(0, 0, 0, 0) if (v91:get_int() == 0) then for v309 = 1, 10, 1 do render.rect_filled_rounded( (v0 + 2) - v309, (v2 + 2) - v309, (v3 - 2) + v309, (v7 - 2) + v309, render.color( (v19:get_color()).r, (v19:get_color()).g, (v19:get_color()).b, (20 - (2 * v309)) * 165 * (v101 / 255) ), 5 ) end render.rect_filled_rounded(v0 + 2, v2 + 2, v3 - 2, v7 - 2, v189, 5) render.rect_filled_rounded(v0 + 3, v2 + 3, v3 - 3, v7 - 2, render.color(11, 11, 11, 255 * v101), 5) end end accumulate_fps = function() return math.ceil(1 / global_vars.frametime) end get_tick = function() if not engine.is_in_game() then return end return math.floor(1 / global_vars.interval_per_tick) end local v103, v104 = render.get_screen_size() watermark = function() if v87:get_bool() then local v271, v272 = render.get_text_size(v97, "dangerous.lua") local v273, v274 = render.get_text_size(v97, " | " .. v17:get_string() .. " | primal build") local v275, v276 = render.get_text_size(v97, "dangerous.lua | " .. v17:get_string() .. " | primal build") local v277 = 255 render.window( ((v103 / 2) - (v275 / 2)) - 4, v104 - 21, (v103 / 2) + (v275 / 2) + 4, v104 - 1, (v19:get_color()).r, (v19:get_color()).g, (v19:get_color()).b, 1 ) for v310 = 1, 10, 1 do render.rect_filled_rounded( ((v103 / 2) - (v275 / 2)) - v310, (v104 - 14) - v310, ((v103 / 2) - (v275 / 2)) + v271 + v310, (v104 - 14) + (v272 / 2) + v310, render.color((v19:get_color()).r, (v19:get_color()).g, (v19:get_color()).b, (20 - (2 * v310)) * 0.35), 10 ) end render.text( v97, (v103 / 2) - (v275 / 2), v104 - 14, "dangerous.lua", render.color((v19:get_color()).r, (v19:get_color()).g, (v19:get_color()).b, 255) ) render.text( v97, ((v103 / 2) - (v275 / 2)) + v271, v104 - 14, " | " .. v17:get_string() .. " | primal build", render.color(98, 98, 98, 255) ) end end idealtickvisualiser = function() local v191 = { (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(), (gui.get_config_item("rage>aimbot>aimbot>headshot only")):get_bool(), (gui.get_config_item("misc>movement>fake duck")):get_bool(), (gui.get_config_item("misc>movement>peek assist")):get_bool() } local v192 = entities.get_entity(engine.get_local_player()) if (v192 == nil) then return end if not v192:is_alive() then return end local v193, v194 = render.get_screen_size() doubletapen = v1.anim_new("doubletapenxx", (v89:get_bool() and 1) or 0) doubletap = v1.anim_new("doubletapxx", (((v191[1] and v191[6]) or gui.is_menu_open()) and 1) or 0) numberdt = v1.anim_new("numberdttxx", (v191[1] and 101) or 0) local v195, v196 = render.get_text_size(render.font_esp, "+/- charged idealtick ticks %50") local v197 = v192:get_prop("m_flVelocityModifier") local v198, v199 = render.get_text_size(render.font_esp, "slowed %" .. (v197 * 100)) vv = math.floor(numberdt * 1) local v200 = math.abs(1 * math.cos((2 * math.pi * (global_vars.curtime + 3)) / 2)) * 255 render.text( render.font_esp, (v193 / 2) - (v195 / 2), (v194 / 3) + 95, "+/- charged idealtick ticks %" .. vv, render.color(255, 255, 255, 255 * doubletap * doubletapen) ) render.text( render.font_esp, (v193 / 2) - (v198 / 2), (v194 / 3) + 95 + 9, "slowed %" .. (v197 * 100), render.color(255, 255, 255, v200 * doubletap * doubletapen) ) end local function v105(v0) return math.floor(tonumber(v0)) end local v106 = {new = function(v0, v2, v3) if (v3 ~= nil) then return math.vec3(v0, v2, v3) else return (math.vec3(v0, v2, 0)):to2d() end end} local v107 = {new = function(v0, v2, v3, v7) v0 = ((v0 ~= nil) and v0) or 255 v2 = ((v2 ~= nil) and v2) or 255 v3 = ((v3 ~= nil) and v3) or 255 v7 = ((v7 ~= nil) and v7) or 255 return render.color(v0, v2, v3, v7) end} local v108 = {} local function v109(v0, v2, v3, v7, v98) v98 = (v98 and v98) or 60 if (v108[v0] == nil) then v108[v0] = v2 end if v7 then v108[v0] = v108[v0] + ((v3 - v108[v0]) / (((101 - v98) / 100) * 15)) else v108[v0] = v108[v0] + ((v2 - v108[v0]) / (((100 - v98) / 100) * 15)) end return v105(v108[v0]) end local function v110(v0, v2, v3, v7) if v7 then v3 = 1 - v3 end local v201 = render.color( v0.r + ((v2.r - v0.r) * v3), v0.g + ((v2.g - v0.g) * v3), v0.b + ((v2.b - v0.b) * v3), v0.a + ((v2.a - v0.a) * v3) ) return v201 end local function v111() local v202 = entities.get_entity(engine.get_local_player()) if not v202 then return false end return v202:get_prop("m_iHealth") > 0 end local v112 = {Outline = render.font_flag_outline, Shadow = render.font_flag_shadow} local v113 = {rect = function(v0, v2, v3, v7) if v7 then render.rect_filled(v0.x, v0.y, v2.x, v2.y, v3) else render.rect(v0.x, v0.y, v2.x, v2.y, v3) end end, rect_fade = function(v0, v2, v3, v7, v98, v99) render.rect_filled_multicolor(v0.x, v0.y, v2.x, v2.y, v3, v7, v99, v98) end, circle = function(v0, v2, v3, v7) if v7 then render.circle_filled(v0.x, v0.y, v2, v3) else render.circle(v0.x, v0.y, v2, v3) end end, line = function(v0, v2, v3) render.line(v0.x, v0.y, v2.x, v2.y, v3) end, text = function(v0, v2, v3, v7) return render.text(v2, v3.x, v3.y, v0, v7) end, text_size = function(v0, v2) local v203, v204 = render.get_text_size(v0, v2) return v106.new(v203, v204) end, screen_size = function() local v205, v206 = render.get_screen_size() return v106.new(v205, v206) end, mouse_pos = function() local v207, v208 = input.get_cursor_pos() return v106.new(v207, v208) end, load_font = function(v0, v2, v3) if (v3 ~= nil) then return render.create_font(v0, v2, v3) else return render.create_font(v0, v2) end end} local v114 = {indicators = v113.load_font("arialbd.ttf", 21), indicators1 = v113.load_font("arial.ttf", 13)} local v115 = {} local v116 = {} local v117 = {} local v118 = { ["Double tap"] = gui.get_config_item("rage>aimbot>aimbot>Double tap"), ["On Shot Anti-Aim"] = gui.get_config_item("rage>aimbot>aimbot>Hide shot"), ["Peek Assist"] = gui.get_config_item("misc>movement>Peek Assist"), ["Fake Duck"] = gui.get_config_item("misc>movement>Fake duck"), ["Freestanding "] = gui.get_config_item("rage>anti-aim>angles>Freestand") } local v119 = { get_name = function() local v209 = entities.get_entity(engine.get_local_player()) if not v209 then return end local v210 = v209:get_prop("m_hActiveWeapon") local v211 = entities.get_entity_from_handle(v210) if (v211 == nil) then return end local v212 = v211:get_prop("m_iItemDefinitionIndex") if (v212 == 40) then return "ssg08" elseif ((v212 == 1) or (v212 == 64)) then return "heavy_pistol" elseif ((v212 == 38) or (v212 == 11)) then return "autosniper" elseif (v212 == 9) then return "awp" elseif ((v212 == 2) or (v212 == 3) or (v212 == 4) or (v212 == 30) or (v212 == 32) or (v212 == 36) or (v212 == 61) or (v212 == 63)) then return "pistol" else return "other" end return v212 end, get_index = function() local v213 = entities.get_entity(engine.get_local_player()) if not v213 then return end local v214 = v213:get_prop("m_hActiveWeapon") local v215 = entities.get_entity_from_handle(v214) if (v215 == nil) then return end local v216 = v215:get_prop("m_iItemDefinitionIndex") if (v216 == 40) then return "Scout" elseif ((v216 == 1) or (v216 == 64)) then return "Heavy pistols" elseif ((v216 == 38) or (v216 == 11)) then return "Auto" elseif (v216 == 9) then return "AWP" elseif ((v216 == 2) or (v216 == 3) or (v216 == 4) or (v216 == 30) or (v216 == 32) or (v216 == 36) or (v216 == 61) or (v216 == 63)) then return "Pistols" else return "Other" end return v216 end } local v120 = {total_size = 23, damage = 0, damage_bind = nil} sideinc = function() if v111() then if v90:get_bool() then local v337 = { [1] = { title = "DOUBLETAP", subtitle = "Fast Fire", value = (gui.get_config_item("rage>aimbot>aimbot>Double tap")):get_bool(), value_text = (gui.get_config_item("rage>aimbot>aimbot>Double tap")):get_bool() and info.fatality.can_fastfire, color_disabled = v107.new(255, 110, 99), color_enabled = v107.new(182, 255, 87) }, [2] = { title = "HIDESHOTS", subtitle = "Hide your angle", value = not (gui.get_config_item("rage>aimbot>aimbot>Double tap")):get_bool() and (gui.get_config_item("rage>aimbot>aimbot>Hide shot")):get_bool(), color_disabled = v107.new(240, 240, 240), color_enabled = v107.new(193, 188, 255) }, [3] = { title = "FREESTANDING", subtitle = "Hide your angle next to walls", value = (gui.get_config_item("rage>anti-aim>angles>Freestand")):get_bool(), color_enabled = v107.new(228, 228, 228) }, [4] = { title = "PEEK ASSIST", value = (gui.get_config_item("misc>movement>Peek Assist")):get_bool(), color_enabled = v107.new(245, 245, 245) }, [5] = {title = "FAKE DUCK", value = info.fatality.in_fakeduck, color_enabled = v107.new(255, 150, 120)} } local v338 = 23 local v339 = 0 for v353 = 1, #v337, 1 do local v354 = v337[v353] local v355 = v109("visuals.indicators." .. tostring(v353) .. ".total_alpha", 0, 255, v354.value, 50) if not v354.color_disabled then v337[v353].color_disabled = v107.new(v337[v353].color_enabled.r, v337[v353].color_enabled.g, v337[v353].color_enabled.b, 0) end v354.color_disabled.a = v355 v354.color_enabled.a = v355 if ((v355 >= 10) and v354.value) then local v359 = v355 if (v354.value_text ~= nil) then v359 = v109("visuals.indicators." .. tostring(v353) .. ".text_alpha", 0, 255, v354.value_text, 50) end local v360 = v110(v354.color_disabled, v354.color_enabled, v359 / 255) local v361 = v113.screen_size() v113.rect( v106.new(6, ((v361.y / 2) - (v120.total_size / 2)) + v339), v106.new(130, ((v361.y / 2) - (v120.total_size / 2)) + v339 + 46), v107.new(13, 13, 13, v360.a * 0.4), true ) v113.rect_fade( v106.new(130, ((v361.y / 2) - (v120.total_size / 2)) + v339), v106.new(200, ((v361.y / 2) - (v120.total_size / 2)) + v339 + 46), v107.new(13, 13, 13, v360.a * 0.4), v107.new(13, 13, 13, 0), v107.new(13, 13, 13, v360.a * 0.4), v107.new(13, 13, 13, 0) ) v113.rect( v106.new(6, ((v361.y / 2) - (v120.total_size / 2)) + v339), v106.new(9, ((v361.y / 2) - (v120.total_size / 2)) + v339 + 46), v360, true ) if (v354.subtitle ~= nil) then v113.text( v354.title, v114.indicators, v106.new(16, ((v361.y / 2) - (v120.total_size / 2)) + v339 + 6), v360 ) local v362 = 210 v113.text( v354.subtitle, v114.indicators1, v106.new(17, ((v361.y / 2) - (v120.total_size / 2)) + v339 + 27), v107.new(v362, v362, v362, v360.a) ) else local v363 = v113.text_size(v114.indicators, v354.title) v113.text( v354.title, v114.indicators, v106.new(16, (((v361.y / 2) - (v120.total_size / 2)) + v339 + 24) - (v363.y / 2)), v360 ) end v339 = v339 + ((v355 / 255) * 55) end end v338 = v339 * 0.92 v120.total_size = v338 end end end local v121 = {render.get_screen_size()} local v122 = gui.add_slider("keybinds_x", v15, 0, v121[1], 1) local v123 = gui.add_slider("keybinds_y", v15, 0, v121[2], 1) gui.set_visible(v15 .. "keybinds_x", false) gui.set_visible(v15 .. "keybinds_y", false) animate = function(v0, v2, v3, v7, v98, v99) v7 = v7 * global_vars.frametime * 20 if (v98 == false) then if v2 then v0 = v0 + v7 else v0 = v0 - v7 end elseif v2 then v0 = v0 + ((v3 - v0) * (v7 / 100)) else v0 = v0 - ((0 + v0) * (v7 / 100)) end if v99 then if (v0 > v3) then v0 = v3 elseif (v0 < 0) then v0 = 0 end end return v0 end drag = function(v0, v2, v3, v7) local v217, v218 = input.get_cursor_pos() local v219 = false if input.is_key_down(1) then if ((v217 > v0:get_int()) and (v218 > v2:get_int()) and (v217 < (v0:get_int() + v3)) and (v218 < (v2:get_int() + v7))) then v219 = true end else v219 = false end if v219 then v0:set_int(v217 - (v3 / 2)) v2:set_int(v218 - (v7 / 2)) end end vasss = render.create_font("verdana.ttf", 12, render.font_flag_shadow) on_keybinds = function() if not v88:get_bool() then return end local v220 = {v122:get_int(), v123:get_int()} local v221 = 0 local v222 = { (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(), (gui.get_config_item("rage>aimbot>aimbot>headshot only")):get_bool(), (gui.get_config_item("misc>movement>fake duck")):get_bool() } local v223 = { "Doubletap assist", "On-shot Helper", "Override Damage", "Force Head", "Duck-peek Assist", "Force Head" } if not v222[4] then if not v222[5] then if not v222[3] then if not v222[1] then if not v222[6] then if not v222[2] then v221 = 0 else v221 = 38 end else v221 = 40 end else v221 = 41 end else v221 = 54 end else v221 = 63 end else v221 = 70 end animated_size_offset = animate(animated_size_offset or 0, true, v221, 60, true, false) local v224 = {100 + animated_size_offset, 21} local v225 = "active" local v226 = render.get_text_size(v97, v225) + 7 local v227 = v222[3] or v222[4] or v222[5] or v222[6] or v222[7] or v222[8] local v228 = v222[1] or v222[2] or v222[9] or v222[10] or v222[11] drag(v122, v123, v224[1], v224[2]) local v229 = math.floor(math.abs(math.sin(global_vars.realtime) * 2) * 255) alpha = animate(alpha or 0, gui.is_menu_open() or v227 or v228, 1, 0.5, false, true) local v230, v231 = render.get_text_size(v97, "keybinds") render.window( v220[1], v220[2], v220[1] + v224[1], v220[2] + v224[2], (v19:get_color()).r, (v19:get_color()).g, (v19:get_color()).b, alpha ) render.text( v97, ((v220[1] + (v224[1] / 2)) - (render.get_text_size(v97, "keybinds") / 2)) - 1, v220[2] + 7, "keybinds", render.color((v19:get_color()).r, (v19:get_color()).g, (v19:get_color()).b, 255 * alpha) ) local v232 = 0 dt_alpha = animate(dt_alpha or 0, v222[1], 1, 0.5, false, true) render.text(v97, v220[1] + 6, v220[2] + v224[2] + 2, v223[1], render.color(255, 255, 255, 255 * dt_alpha)) render.text( v97, (v220[1] + v224[1]) - v226, v220[2] + v224[2] + 2, v225, render.color((v19:get_color()).r, (v19:get_color()).g, (v19:get_color()).b, (v19:get_color()).a * dt_alpha) ) if v222[1] then v232 = v232 + 11 end hs_alpha = animate(hs_alpha or 0, v222[2], 1, 0.5, false, true) render.text(v97, v220[1] + 6, v220[2] + v224[2] + 2 + v232, v223[2], render.color(255, 255, 255, 255 * hs_alpha)) render.text( v97, (v220[1] + v224[1]) - v226, v220[2] + v224[2] + 2 + v232, v225, render.color((v19:get_color()).r, (v19:get_color()).g, (v19:get_color()).b, (v19:get_color()).a * hs_alpha) ) if v222[2] then v232 = v232 + 11 end dmg_alpha = animate(dmg_alpha or 0, v222[3], 1, 0.5, false, true) render.text(v97, v220[1] + 6, v220[2] + v224[2] + 2 + v232, v223[3], render.color(255, 255, 255, 255 * dmg_alpha)) render.text( v97, (v220[1] + v224[1]) - v226, v220[2] + v224[2] + 2 + v232, v225, render.color((v19:get_color()).r, (v19:get_color()).g, (v19:get_color()).b, (v19:get_color()).a * dmg_alpha) ) if v222[3] then v232 = v232 + 11 end fs_alpha = animate(fs_alpha or 0, v222[4], 1, 0.5, false, true) render.text(v97, v220[1] + 6, v220[2] + v224[2] + 2 + v232, v223[4], render.color(255, 255, 255, 255 * fs_alpha)) render.text( v97, (v220[1] + v224[1]) - v226, v220[2] + v224[2] + 2 + v232, v225, render.color((v19:get_color()).r, (v19:get_color()).g, (v19:get_color()).b, (v19:get_color()).a * fs_alpha) ) if v222[4] then v232 = v232 + 11 end ho_alpha = animate(ho_alpha or 0, v222[5], 1, 0.5, false, true) render.text(v97, v220[1] + 6, v220[2] + v224[2] + 2 + v232, v223[5], render.color(255, 255, 255, 255 * ho_alpha)) render.text( v97, (v220[1] + v224[1]) - v226, v220[2] + v224[2] + 2 + v232, v225, render.color((v19:get_color()).r, (v19:get_color()).g, (v19:get_color()).b, (v19:get_color()).a * ho_alpha) ) if v222[5] then v232 = v232 + 11 end fd_alpha = animate(fd_alpha or 0, v222[6], 1, 0.5, false, true) render.text(v97, v220[1] + 6, v220[2] + v224[2] + 2 + v232, v223[6], render.color(255, 255, 255, 255 * fd_alpha)) render.text( v97, (v220[1] + v224[1]) - v226, v220[2] + v224[2] + 2 + v232, v225, render.color((v19:get_color()).r, (v19:get_color()).g, (v19:get_color()).b, (v19:get_color()).a * fd_alpha) ) end checkingwidgets = function() local v233 = v16:get_int() gui.set_visible(v15 .. ".", v233 == 11) gui.set_visible(v15 .. "Visual Items", v233 == 11) gui.set_visible(v15 .. "Indicators Under Crosshair", v233 == 11) gui.set_visible(v15 .. "UI | Type", (v233 == 11) and (v87:get_bool() or v88:get_bool())) gui.set_visible(v15 .. "Enable world hitmarker", v233 == 12) end local v124 = gui.add_checkbox("Fps Boost", v15) local v125 = gui.add_checkbox("Trash Talk", v15) local v126 = gui.add_checkbox("Clantag", v15) local v127 = gui.add_combo("Clantag Type", v15, {"Dangerous", "tesla"}) local v128 = gui.add_checkbox("Aspect Ratio", v15) local v129 = gui.add_slider("Aspect Value", v15, 1, 200, 1) local function v130(v0, v2, v3, v7) if v0 then return v2 + (((v3 - v2) * global_vars.frametime * v7) / 1.5) else return v2 - (((v3 + v2) * global_vars.frametime * v7) / 1.5) end end local v131 = 0 local v132 = 0 local v133 = 0 local v134 = 0 local v135 = {player_states = {"Standing", "Moving", "Slow motion", "Air", "Air Duck", "Crouch"}} local v136 = function(v0, v2, v3) return math.floor(v0 + ((v2 - v0) * v3)) end local v137 = {0, 0, 0, 0, 0} local v138 = render.create_font("Verdana.ttf", 16, render.font_flag_outline) local v139 = {0, 0, 0, 0, 0} local v140 = function(v0, v2, v3) return math.floor(v0 + ((v2 - v0) * v3)) end indicators2func = function() local v234 = entities.get_entity(engine.get_local_player()) if not v234 then return end add_y = 0 if not v234:is_alive() then return end if v94:get_bool() then local v281 = render.font_esp local v282, v283 = render.get_screen_size() local v284 = v282 / 2 local v285 = v283 / 2 local v286 = (info.fatality.can_fastfire and render.color((v19:get_color()).r, (v19:get_color()).g, (v19:get_color()).b, v139[1])) or render.color(226, 54, 55, v139[1]) local v287 = v1.anim_new("m_bIsScoped add 12", (v234:get_prop("m_bIsScoped") and 30) or 0) local v288 = v1.anim_new("m_bIsScoped add dbb", (info.fatality.can_fastfire and 1) or 0.01) local v289, v290 = render.get_text_size(v281, "D A N G E R") local v291, v292 = render.get_text_size(v281, "FAKELAG") local v293, v294 = render.get_text_size(v281, get_cond()) local v295, v296 = render.get_text_size(v281, "DT") add_y = -3 render.text(v281, (v284 - (v289 / 1.8)) + v287, v285 + 15, "Danger.yaw", render.color(255, 255, 255, 255)) if info.fatality.can_fastfire then v139[1] = v140(v139[1], 255, global_vars.frametime * 11) add_y = add_y + 10 else if (v139[1] > 0) then add_y = add_y + 10 end v139[1] = v140(v139[1], 0, global_vars.frametime * 11) end local v297 = v1.anim_new("dt-1", (v234:get_prop("m_bIsScoped") and 9) or 0) render.text(v281, (v284 - (v295 / 2)) + v297, v285 + v296 + 14 + add_y, "DT", v286) render.circle((v284 - (v295 / 2)) + v297 + v295 + 5, v285 + v296 + 18 + add_y, 3, v286, 2, 50, v288) if info.fatality.in_fakeduck then v139[2] = v140(v139[2], 255, global_vars.frametime * 11) add_y = add_y + 10 else if (v139[2] > 0) then add_y = add_y + 10 end v139[2] = v140(v139[2], 0, global_vars.frametime * 11) end local v298 = v1.anim_new("m_bIsScoped add fdxx", (v234:get_prop("m_bIsScoped") and 9) or 0) condx = 0 if (get_cond() == "WALKING") then condx = 21 end if (get_cond() == "STANDING") then condx = 23 end if (get_cond() == "AEROBIC") then condx = 21 end if (get_cond() == "CROUCHING") then condx = 27 end local v299 = v1.anim_new("cond-1", (v234:get_prop("m_bIsScoped") and condx) or 0) render.text(v281, (v284 - (v293 / 2)) + v299, v285 + v294 + 12, get_cond(), render.color(179, 179, 179, 255)) render.text( v281, (v284 - (v295 / 2)) + v297, v285 + v296 + 14 + add_y, "FD", render.color(137, 174, 255, v139[2]) ) end end local v141 = { "засунул SSG-08 в пизду твоей матери", "хуйпаклык тупоголовый ты что сделал", "найс анти аимы чурка у витмы купил?", "как тебе с ру пастой сидится сын хача ебаного", "дог ддосед бай корса технолоджи", "прикурил сигарету которая лежала в сиськах твоей матери", "не смог оказать сопротивление ", "хач был убит корсой", "мать ебал" } on_player_death = function(v0) if v125:get_bool() then local v300 = engine.get_local_player() local v301 = engine.get_player_for_user_id(v0:get_int("attacker")) local v302 = engine.get_player_for_user_id(v0:get_int("userid")) local v303 = engine.get_player_info(v302) if ((v301 == v300) and (v302 ~= v300)) then engine.exec("say " .. v141[utils.random_int(1, #v141)] .. "") end else end end local v142 = 0 local v143 = { "d- ", "da ", "dan- ", "dang ", "dange- ", "danger ", "dangero- ", "dangerou ", "dangerous- ", "dangerous ", "dangerous ", "dangerous --- ", "dangerous e--", "dangerous ex- ", "dangerous exp", "dangerous ex- ", "dangerous e--", "dangerous --- ", "dangerous ", "danger ", "dange ", "dang ", "dan ", "da ", "d " } local v144 = { "tesla", "tesla>s", "teslas>", "teslasy", "teslasy>", "teslasyn|", "teslasync|", "teslasyn", "teslasy", "teslas", "tesla", "tesl", "tes", "te", "t", "te", "tes", "tesl" } clantagfc = function() local v235 = v127:get_int() if v126:get_bool() then local v304 = gui.get_config_item("misc>various>clan tag") local v305 = math.floor(global_vars.realtime * 1.5) if (v142 ~= v305) then if (v235 == 0) then utils.set_clan_tag(v143[(v305 % #v143) + 1]) end if (v235 == 1) then utils.set_clan_tag(v144[(v305 % #v144) + 1]) end v142 = v305 v304:set_bool(false) end end end local v145 = cvar.r_aspectratio local v146 = v145:get_float() local function v147(v0) local v236, v237 = render.get_screen_size() local v238 = (v236 * v0) / v237 if (v0 == 1) then v238 = 0 end v145:set_float(v238) end aspect_ratio2 = function() if v128:get_bool() then local v306 = v129:get_int() * 0.01 v306 = 2 - v306 v147(v306) end end checkingmisc = function() local v239 = v16:get_int() gui.set_visible(v15 .. "Fps Boost", v239 == 15) gui.set_visible(v15 .. "Trash Talk", v239 == 15) gui.set_visible(v15 .. "Clantag", v239 == 15) gui.set_visible(v15 .. "Clantag Type", (v239 == 15) and (v126:get_bool() == true)) gui.set_visible(v15 .. "Aspect Ratio", v239 == 15) gui.set_visible(v15 .. "Aspect Value", (v239 == 15) and (v128:get_bool() == true)) end fps_boost = function() if v124:get_bool() then cvar.cl_disablefreezecam:set_float(1) cvar.cl_disablehtmlmotd:set_float(1) cvar.r_dynamic:set_float(0) cvar.r_3dsky:set_float(0) cvar.r_shadows:set_float(0) cvar.cl_csm_static_prop_shadows:set_float(0) cvar.cl_csm_world_shadows:set_float(0) cvar.cl_foot_contact_shadows:set_float(0) cvar.cl_csm_viewmodel_shadows:set_float(0) cvar.cl_csm_rope_shadows:set_float(0) cvar.cl_csm_sprite_shadows:set_float(0) cvar.cl_freezecampanel_position_dynamic:set_float(0) cvar.cl_freezecameffects_showholiday:set_float(0) cvar.cl_showhelp:set_float(0) cvar.cl_autohelp:set_float(0) cvar.mat_postprocess_enable:set_float(0) cvar.fog_enable_water_fog:set_float(0) cvar.gameinstructor_enable:set_float(0) cvar.cl_csm_world_shadows_in_viewmodelcascade:set_float(0) cvar.cl_disable_ragdolls:set_float(0) end end on_paint = function() checkinghome() checkingrage() checkingantiaim() checkingwidgets() checkingmisc() dormantaimbot() rollresolve() if not engine.is_in_game() then return end watermark() sideinc() idealtickvisualiser() on_keybinds() clantagfc() aspect_ratio2() toya() fps_boost() indicators2func() aa_presetstwo() end on_create_move = function() Inverting() aa_presets() antiaimbuilder() end