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- require "bit"
- require "Vector3"
- -- Local variables
- local client, ui, client_set_event_callback, client_get_cvar, client_draw_indicator, client_draw_text, client_screensize = client, ui, client.set_event_callback, client.get_cvar, client.draw_indicator, client.draw_text, client.screen_size
- local ui_get, ui_set, ui_set_visible, ui_ref = ui.get, ui.set, ui.set_visible, ui.reference
- local entity_get_local_player, entity_get_prop, entity_is_alive = entity.get_local_player, entity.get_prop, entity.is_alive
- local next_update = 0
- local last_value = 0
- enemyclosesttocrosshair = nil
- lowestfov = math.huge
- lowestdmg = math.huge
- -- Anti-aim references
- local pitch = ui_ref("AA", "Anti-aimbot angles", "Pitch")
- local base = ui_ref("AA", "Anti-aimbot angles", "Yaw base")
- local yaw, yaw_slider = ui_ref("AA", "Anti-aimbot angles", "Yaw")
- local yawjitter, yawjitter_slider = ui_ref("AA", "Anti-aimbot angles", "Yaw jitter")
- local bodyyaw, bodyyaw_slider = ui_ref("AA", "Anti-aimbot angles", "Body yaw")
- local limit = ui_ref("AA", "Anti-aimbot angles", "Fake yaw limit")
- local edgeyaw = ui_ref("AA", "Anti-aimbot angles", "Edge yaw")
- local freestanding = ui_ref("AA", "Anti-aimbot angles", "Freestanding")
- local twist = ui_ref("AA", "Anti-aimbot angles", "Twist")
- local lby = ui_ref("AA", "Anti-aimbot angles", "Lower body yaw")
- -- New UI elements
- local desync = ui.new_checkbox("AA", "Other", "Desync anti-aim")
- local color = ui.new_color_picker("AA", "Other", "Arrow color", 124, 195, 13, 220)
- local desyncmode = ui.new_combobox("AA", "Other", "Desync mode", "Off", "Static", "Break LBY")
- local desyncstyle = ui.new_combobox("AA", "Other", "Desync behaviour", "Off", "Static", "Jitter", "Adaptive")
- local slider = ui.new_slider("AA", "Other", "Lower body yaw offset", 0, 90, 59, true, "°")
- local desynckey = ui.new_hotkey("AA", "Other", "Switch key")
- local indmulti = ui.new_multiselect("AA", "Other", "Anti-aim angle indicator", "Text", "Arrows")
- local autod = ui.new_checkbox("AA", "Other", "Freestanding")
- ui_set_visible(desynckey, false)
- ui_set_visible(slider, false)
- ui_set_visible(indmulti, false)
- ui_set(yaw, "180")
- -- End of local variables
- -----------------------------------
- ---- Freestanding calculations ----
- -----------------------------------
- function Angle_Vector(angle_x, angle_y)
- sp, sy, cp, cy = nil
- sy = math.sin(math.rad(angle_y));
- cy = math.cos(math.rad(angle_y));
- sp = math.sin(math.rad(angle_x));
- cp = math.cos(math.rad(angle_x));
- return cp * cy, cp * sy, -sp;
- end
- function EnemyToCrosshair(index)
- fov = get_FOV(Vector3(client.camera_angles()), Vector3(client.eye_position()), Vector3(entity.hitbox_position(index, 0)))
- if(fov < lowestfov) then
- lowestfov = fov
- enemyclosesttocrosshair = index
- end
- end
- function CalcAngle(localplayerxpos, localplayerypos, enemyxpos, enemyypos)
- relativeyaw = math.atan( (localplayerypos - enemyypos) / (localplayerxpos - enemyxpos) )
- return relativeyaw * 180 / math.pi
- end
- function calculateBestAngle(enemy, ...)
- lx, ly, lz = entity_get_prop(entity_get_local_player(), "m_vecOrigin")
- viewangle_x, viewangle_y, roll = client.camera_angles()
- headx, heady, headz = entity.hitbox_position(entity.get_local_player(), 0)
- enemyx, enemyy, enemyz = entity_get_prop(enemy, "m_vecOrigin")
- mypos = Vector3(client.eye_position())
- bestangle = nil
- if (entity.is_alive(enemy)) then
- yaw = CalcAngle(lx, ly, enemyx, enemyy)
- for i,v in pairs({...}) do
- dir_x, dir_y, dir_z = Angle_Vector(0, (yaw + v))
- end_x = lx + dir_x * 55
- end_y = ly + dir_y * 55
- end_z = lz + 80
- index, damage = client.trace_bullet(enemy, enemyx, enemyy, enemyz + 35, end_x, end_y, end_z)
- index2, damage2 = client.trace_bullet(enemy, enemyx, enemyy, enemyz + 35, end_x + 12, end_y, end_z)
- index3, damage3 = client.trace_bullet(enemy, enemyx, enemyy, enemyz + 35, end_x - 12, end_y, end_z)
- index4, damage4 = client.trace_bullet(enemy, enemyx, enemyy, enemyz + 35, end_x + 22, end_y, end_z)
- index5, damage5 = client.trace_bullet(enemy, enemyx, enemyy, enemyz + 35, end_x - 22, end_y, end_z)
- index6, damage6 = client.trace_bullet(enemy, enemyx, enemyy, enemyz + 35, end_x + 32, end_y, end_z)
- index7, damage7 = client.trace_bullet(enemy, enemyx, enemyy, enemyz + 35, end_x - 32, end_y, end_z)
- index8, damage8 = client.trace_bullet(enemy, enemyx, enemyy, enemyz + 35, end_x + 42, end_y, end_z)
- index9, damage9 = client.trace_bullet(enemy, enemyx, enemyy, enemyz + 35, end_x - 42, end_y, end_z)
- index10, damage10 = client.trace_bullet(enemy, enemyx, enemyy, enemyz + 35, end_x + 52, end_y, end_z)
- index11, damage11 = client.trace_bullet(enemy, enemyx, enemyy, enemyz + 35, end_x - 52, end_y, end_z)
- if (damage < lowestdmg) then
- lowestdmg = damage
- if (damage2 > damage) then
- lowestdmg = damage2
- end
- if (damage3 > damage) then
- lowestdmg = damage3
- end
- if (damage4 > damage) then
- lowestdmg = damage4
- end
- if (damage5 > damage) then
- lowestdmg = damage5
- end
- if (damage6 > damage) then
- lowestdmg = damage6
- end
- if (damage7 > damage) then
- lowestdmg = damage7
- end
- if (damage8 > damage) then
- lowestdmg = damage8
- end
- if (damage9 > damage) then
- lowestdmg = damage9
- end
- if (damage10 > damage) then
- lowestdmg = damage10
- end
- if (damage11 > damage) then
- lowestdamage = damage11
- end
- if (lx - enemyx > 0) then
- bestangle = v
- else
- bestangle = v * -1
- end
- else if (damage == lowestdmg) then
- return 0
- end
- end
- end
- end
- return bestangle
- end
- -----------------------------------
- -----------------------------------
- local function aa_setup()
- ui_set(pitch, "Default")
- ui_set(base, "Local view")
- ui_set(limit, "60")
- ui_set(edgeyaw, "Off")
- ui_set(freestanding, "-")
- ui_set(lby, false)
- end
- -- UI elements on "Static" mode
- local function combo_st()
- local enabled_st = ui_get(desyncmode) == "Static" or ui_get(desyncmode) == "Break LBY"
- ui_set_visible(desynckey, enabled_st)
- ui_set_visible(indmulti, enabled_st)
- ui_set_visible(color, enabled_st)
- if ui_get(desyncmode) == "Break LBY" then
- ui_set_visible(slider, true)
- else
- ui_set_visible(slider, false)
- end
- if ui_get(desyncmode) == "Off" or ui_get(desyncstyle) == "Off" then
- ui_set(indmulti, "-")
- end
- end
- ui.set_callback(desyncmode, combo_st)
- -- Multiselect table
- local function contains(table, val)
- for i=1, #table do
- if table[i] == val then
- return true
- end
- end
- return false
- end
- -- Manual anti-aims
- client_set_event_callback("paint", function()
- if not ui_get(desync) or ui_get(desyncmode) == "Off" or ui_get(desyncstyle) == "Off" or entity_get_local_player() == nil or not entity_is_alive(entity_get_local_player()) then
- return
- end
- local value = ui_get(indmulti)
- if #value == 0 then
- return
- end
- if entity_get_local_player() == nil or entity_get_prop(entity_get_local_player(), "m_lifeState") ~= 0 then return end
- local bFreezeTime = entity_get_prop(entity.get_game_rules(), "m_bFreezePeriod")
- if (bFreezeTime) == 1 then return end
- local scrsize_x, scrsize_y = client_screensize()
- local center_x, center_y = scrsize_x / 2, scrsize_y / 2
- local ind_r, ind_g, ind_b, ind_a = ui_get(color)
- local vel_x, vel_y = entity_get_prop(entity_get_local_player(), "m_vecVelocity")
- local vel = math.sqrt(vel_x^2 + vel_y^2)
- if ui_get(desyncmode) == "Static" then
- if ui_get(desyncstyle) == "Static" then
- if ui_get(desynckey) then
- aa_setup()
- ui_set(yaw_slider, "-33")
- ui_set(yawjitter, "Offset")
- ui_set(yawjitter_slider, "0")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, "-180")
- ui_set(twist, true)
- if contains(value, "Text") then
- client_draw_indicator(ctx, 124, 195, 13, 237, "LEFT")
- end
- if contains(value, "Arrows") then
- client_draw_text(c, center_x - 40, center_y, ind_r, ind_g, ind_b, ind_a, "c+", 0, "◄")
- client_draw_text(c, center_x + 40, center_y, 255, 255, 255, 220, "c+", 0, "►")
- end
- else
- aa_setup()
- ui_set(yaw_slider, "8")
- ui_set(yawjitter, "Offset")
- ui_set(yawjitter_slider, "0")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, "180")
- ui_set(twist, true)
- if contains(value, "Text") then
- client_draw_indicator(ctx, 124, 195, 13, 237, "RIGHT")
- end
- if contains(value, "Arrows") then
- client_draw_text(c, center_x + 40, center_y, ind_r, ind_g, ind_b, ind_a, "c+", 0, "►")
- client_draw_text(c, center_x - 40, center_y, 255, 255, 255, 220, "c+", 0, "◄")
- end
- end
- end
- if ui_get(desyncstyle) == "Jitter" then
- if ui_get(desynckey) then
- aa_setup()
- ui_set(yaw_slider, "0")
- ui_set(yawjitter, "Offset")
- ui_set(yawjitter_slider, "5")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, "-90")
- ui_set(twist, true)
- if contains(value, "Text") then
- client_draw_indicator(ctx, 124, 195, 13, 237, "LEFT")
- end
- if contains(value, "Arrows") then
- client_draw_text(c, center_x - 40, center_y, ind_r, ind_g, ind_b, ind_a, "c+", 0, "◄")
- client_draw_text(c, center_x + 40, center_y, 255, 255, 255, 220, "c+", 0, "►")
- end
- else
- aa_setup()
- ui_set(yaw_slider, "0")
- ui_set(yawjitter, "Offset")
- ui_set(yawjitter_slider, "5")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, "90")
- ui_set(twist, true)
- if contains(value, "Text") then
- client_draw_indicator(ctx, 124, 195, 13, 237, "RIGHT")
- end
- if contains(value, "Arrows") then
- client_draw_text(c, center_x + 40, center_y, ind_r, ind_g, ind_b, ind_a, "c+", 0, "►")
- client_draw_text(c, center_x - 40, center_y, 255, 255, 255, 220, "c+", 0, "◄")
- end
- end
- end
- if ui_get(desyncstyle) == "Adaptive" then
- local desync_value = (59 - 58 * vel / 580)
- if ui_get(desynckey) then
- aa_setup()
- ui_set(yaw_slider, "-28")
- ui_set(yawjitter, "Off")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, -desync_value)
- ui_set(twist, true)
- if contains(value, "Text") then
- client_draw_indicator(ctx, 124, 195, 13, 237, "LEFT")
- end
- if contains(value, "Arrows") then
- client_draw_text(c, center_x - 40, center_y, ind_r, ind_g, ind_b, ind_a, "c+", 0, "◄")
- client_draw_text(c, center_x + 40, center_y, 255, 255, 255, 220, "c+", 0, "►")
- end
- else
- aa_setup()
- ui_set(yaw_slider, "28")
- ui_set(yawjitter, "Off")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, desync_value)
- ui_set(twist, true)
- if contains(value, "Text") then
- client_draw_indicator(ctx, 124, 195, 13, 237, "RIGHT")
- end
- if contains(value, "Arrows") then
- client_draw_text(c, center_x + 40, center_y, ind_r, ind_g, ind_b, ind_a, "c+", 0, "►")
- client_draw_text(c, center_x - 40, center_y, 255, 255, 255, 220, "c+", 0, "◄")
- end
- end
- end
- else if ui_get(desyncmode) == "Break LBY" then
- if ui_get(desyncstyle) == "Static" then
- if ui_get(desynckey) then
- check_yaw = false
- aa_setup()
- ui_set(yaw_slider, "0")
- ui_set(yawjitter, "Off")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, "-90")
- ui_set(twist, false)
- if contains(value, "Text") then
- client_draw_indicator(ctx, 124, 195, 13, 237, "LEFT")
- end
- if contains(value, "Arrows") then
- client_draw_text(c, center_x - 40, center_y, ind_r, ind_g, ind_b, ind_a, "c+", 0, "◄")
- client_draw_text(c, center_x + 40, center_y, 255, 255, 255, 220, "c+", 0, "►")
- end
- else
- check_yaw = true
- aa_setup()
- ui_set(yaw_slider, "0")
- ui_set(yawjitter, "Off")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, "90")
- ui_set(twist, false)
- if contains(value, "Text") then
- client_draw_indicator(ctx, 124, 195, 13, 237, "RIGHT")
- end
- if contains(value, "Arrows") then
- client_draw_text(c, center_x + 40, center_y, ind_r, ind_g, ind_b, ind_a, "c+", 0, "►")
- client_draw_text(c, center_x - 40, center_y, 255, 255, 255, 220, "c+", 0, "◄")
- end
- end
- end
- if ui_get(desyncstyle) == "Jitter" then
- if ui_get(desynckey) then
- check_yaw = false
- aa_setup()
- ui_set(yaw_slider, "0")
- ui_set(yawjitter, "Offset")
- ui_set(yawjitter_slider, "-10")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, "-90")
- ui_set(twist, false)
- if contains(value, "Text") then
- client_draw_indicator(ctx, 124, 195, 13, 237, "LEFT")
- end
- if contains(value, "Arrows") then
- client_draw_text(c, center_x - 40, center_y, ind_r, ind_g, ind_b, ind_a, "c+", 0, "◄")
- client_draw_text(c, center_x + 40, center_y, 255, 255, 255, 220, "c+", 0, "►")
- end
- else
- check_yaw = true
- aa_setup()
- ui_set(yaw_slider, "0")
- ui_set(yawjitter, "Offset")
- ui_set(yawjitter_slider, "10")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, "90")
- ui_set(twist, false)
- if contains(value, "Text") then
- client_draw_indicator(ctx, 124, 195, 13, 237, "RIGHT")
- end
- if contains(value, "Arrows") then
- client_draw_text(c, center_x + 40, center_y, ind_r, ind_g, ind_b, ind_a, "c+", 0, "►")
- client_draw_text(c, center_x - 40, center_y, 255, 255, 255, 220, "c+", 0, "◄")
- end
- end
- end
- if ui_get(desyncstyle) == "Adaptive" then
- local desync_value = (59 - 58 * vel / 580)
- if ui_get(desynckey) then
- check_yaw = false
- aa_setup()
- ui_set(yaw_slider, "-28")
- ui_set(yawjitter, "Off")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, -desync_value)
- ui_set(twist, false)
- if contains(value, "Text") then
- client_draw_indicator(ctx, 124, 195, 13, 237, "LEFT")
- end
- if contains(value, "Arrows") then
- client_draw_text(c, center_x - 40, center_y, ind_r, ind_g, ind_b, ind_a, "c+", 0, "◄")
- client_draw_text(c, center_x + 40, center_y, 255, 255, 255, 220, "c+", 0, "►")
- end
- else
- check_yaw = true
- aa_setup()
- ui_set(yaw_slider, "28")
- ui_set(yawjitter, "Off")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, desync_value)
- ui_set(twist, false)
- if contains(value, "Text") then
- client_draw_indicator(ctx, 124, 195, 13, 237, "RIGHT")
- end
- if contains(value, "Arrows") then
- client_draw_text(c, center_x + 40, center_y, ind_r, ind_g, ind_b, ind_a, "c+", 0, "►")
- client_draw_text(c, center_x - 40, center_y, 255, 255, 255, 220, "c+", 0, "◄")
- end
- end
- end
- end
- end
- end)
- -- Freestanding anti-aims
- client_set_event_callback("setup_command", function()
- if not ui_get(desync) or ui_get(desyncmode) == "Off" or ui_get(desyncstyle) == "Off" or entity_get_local_player() == nil or not entity_is_alive(entity_get_local_player()) then
- return
- end
- for i,v in pairs(entity.get_players(true)) do
- EnemyToCrosshair(v)
- end
- local vel_x, vel_y = entity_get_prop(entity_get_local_player(), "m_vecVelocity")
- local vel = math.sqrt(vel_x^2 + vel_y^2)
- if ui_get(autod) then
- ui_set(indmulti, "-")
- ui_set_visible(desynckey, false)
- ui_set_visible(indmulti, false)
- ui_set_visible(color, false)
- if ui_get(desyncmode) == "Static" then
- if ui_get(desyncstyle) == "Static" then
- if (enemyclosesttocrosshair ~= nil) then
- yaw = calculateBestAngle(enemyclosesttocrosshair, -90, 90)
- if (yaw == -90) then
- cached_angle = false
- aa_setup()
- ui_set(yaw_slider, "8")
- ui_set(yawjitter, "Offset")
- ui_set(yawjitter_slider, "0")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, "180")
- ui_set(twist, true)
- else if (yaw == 90) then
- cached_angle = true
- aa_setup()
- ui_set(yaw_slider, "-33")
- ui_set(yawjitter, "Offset")
- ui_set(yawjitter_slider, "0")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, "-180")
- ui_set(twist, true)
- else if not (yaw == -90) and not (yaw == 90) then
- if (cached_angle == false) then
- aa_setup()
- ui_set(yaw_slider, "8")
- ui_set(yawjitter, "Offset")
- ui_set(yawjitter_slider, "0")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, "180")
- ui_set(twist, true)
- else if (cached_angle == true) then
- aa_setup()
- ui_set(yaw_slider, "-33")
- ui_set(yawjitter, "Offset")
- ui_set(yawjitter_slider, "0")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, "-180")
- ui_set(twist, true)
- end
- end
- end
- end
- end
- end
- end
- if ui_get(desyncstyle) == "Jitter" then
- if (enemyclosesttocrosshair ~= nil) then
- yaw = calculateBestAngle(enemyclosesttocrosshair, -90, 90)
- if (yaw == -90) then
- cached_angle = false
- aa_setup()
- ui_set(yaw_slider, "0")
- ui_set(yawjitter, "Offset")
- ui_set(yawjitter_slider, "5")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, "90")
- ui_set(twist, true)
- else if (yaw == 90) then
- cached_angle = true
- aa_setup()
- ui_set(yaw_slider, "0")
- ui_set(yawjitter, "Offset")
- ui_set(yawjitter_slider, "5")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, "-90")
- ui_set(twist, true)
- else if not (yaw == -90) and not (yaw == 90) then
- if (cached_angle == false) then
- ui_set(yaw_slider, "0")
- ui_set(yawjitter, "Offset")
- ui_set(yawjitter_slider, "5")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, "90")
- ui_set(twist, true)
- else if (cached_angle == true) then
- aa_setup()
- ui_set(yaw_slider, "0")
- ui_set(yawjitter, "Offset")
- ui_set(yawjitter_slider, "5")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, "-90")
- ui_set(twist, true)
- end
- end
- end
- end
- end
- end
- end
- if ui_get(desyncstyle) == "Adaptive" then
- local desync_value = (59 - 58 * vel / 580)
- if (enemyclosesttocrosshair ~= nil) then
- yaw = calculateBestAngle(enemyclosesttocrosshair, -90, 90)
- if (yaw == -90) then
- cached_angle = false
- aa_setup()
- ui_set(yaw_slider, "28")
- ui_set(yawjitter, "Off")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, desync_value)
- ui_set(twist, true)
- else if (yaw == 90) then
- cached_angle = true
- aa_setup()
- ui_set(yaw_slider, "-28")
- ui_set(yawjitter, "Off")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, -desync_value)
- ui_set(twist, true)
- else if not (yaw == -90) and not (yaw == 90) then
- if (cached_angle == false) then
- aa_setup()
- ui_set(yaw_slider, "28")
- ui_set(yawjitter, "Off")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, desync_value)
- ui_set(twist, true)
- else if (cached_angle == true) then
- aa_setup()
- ui_set(yaw_slider, "-28")
- ui_set(yawjitter, "Off")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, -desync_value)
- ui_set(twist, true)
- end
- end
- end
- end
- end
- end
- end
- end
- if ui_get(desyncmode) == "Break LBY" then
- if ui_get(desyncstyle) == "Static" then
- if (enemyclosesttocrosshair ~= nil) then
- yaw = calculateBestAngle(enemyclosesttocrosshair, -90, 90)
- if (yaw == -90) then
- check_yaw = false
- cached_angle = false
- aa_setup()
- ui_set(yaw_slider, "0")
- ui_set(yawjitter, "Off")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, "90")
- ui_set(twist, false)
- else if (yaw == 90) then
- check_yaw = true
- cached_angle = true
- aa_setup()
- ui_set(yaw_slider, "0")
- ui_set(yawjitter, "Off")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, "-90")
- ui_set(twist, false)
- else if not (yaw == -90) and not (yaw == 90) then
- if (cached_angle == false) then
- check_yaw = false
- aa_setup()
- ui_set(yaw_slider, "0")
- ui_set(yawjitter, "Off")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, "90")
- ui_set(twist, false)
- else if (cached_angle == true) then
- aa_setup()
- check_yaw = true
- ui_set(yaw_slider, "0")
- ui_set(yawjitter, "Off")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, "-90")
- ui_set(twist, false)
- end
- end
- end
- end
- end
- end
- end
- if ui_get(desyncstyle) == "Jitter" then
- if (enemyclosesttocrosshair ~= nil) then
- yaw = calculateBestAngle(enemyclosesttocrosshair, -90, 90)
- if (yaw == -90) then
- cached_angle = false
- check_yaw = false
- aa_setup()
- ui_set(yaw_slider, "0")
- ui_set(yawjitter, "Offset")
- ui_set(yawjitter_slider, "10")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, "90")
- ui_set(twist, false)
- else if (yaw == 90) then
- cached_angle = true
- check_yaw = true
- aa_setup()
- ui_set(yaw_slider, "0")
- ui_set(yawjitter, "Offset")
- ui_set(yawjitter_slider, "-10")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, "-90")
- ui_set(twist, false)
- else if not (yaw == -90) and not (yaw == 90) then
- if (cached_angle == false) then
- check_yaw = false
- ui_set(yaw_slider, "0")
- ui_set(yawjitter, "Offset")
- ui_set(yawjitter_slider, "10")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, "90")
- ui_set(twist, false)
- else if (cached_angle == true) then
- check_yaw = true
- aa_setup()
- ui_set(yaw_slider, "0")
- ui_set(yawjitter, "Offset")
- ui_set(yawjitter_slider, "-10")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, "-90")
- ui_set(twist, false)
- end
- end
- end
- end
- end
- end
- end
- if ui_get(desyncstyle) == "Adaptive" then
- local desync_value = (59 - 58 * vel / 580)
- if (enemyclosesttocrosshair ~= nil) then
- yaw = calculateBestAngle(enemyclosesttocrosshair, -90, 90)
- if (yaw == -90) then
- cached_angle = false
- check_yaw = false
- aa_setup()
- ui_set(yaw_slider, "28")
- ui_set(yawjitter, "Off")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, desync_value)
- ui_set(twist, false)
- else if (yaw == 90) then
- cached_angle = true
- check_yaw = true
- aa_setup()
- ui_set(yaw_slider, "-28")
- ui_set(yawjitter, "Off")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, -desync_value)
- ui_set(twist, false)
- else if not (yaw == -90) and not (yaw == 90) then
- if (cached_angle == false) then
- check_yaw = false
- aa_setup()
- ui_set(yaw_slider, "28")
- ui_set(yawjitter, "Off")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, desync_value)
- ui_set(twist, false)
- else if (cached_angle == true) then
- check_yaw = true
- aa_setup()
- ui_set(yaw_slider, "-28")
- ui_set(yawjitter, "Off")
- ui_set(bodyyaw, "Static")
- ui_set(bodyyaw_slider, -desync_value)
- ui_set(twist, false)
- end
- end
- end
- end
- end
- end
- end
- end
- else if not ui_get(autod) then
- ui_set_visible(desynckey, true)
- ui_set_visible(indmulti, true)
- ui_set_visible(color, true)
- end
- end
- lowestfov = 999
- lowestdmg = 999
- end)
- -- Static body yaw
- client_set_event_callback("setup_command", function(cmd)
- if not ui_get(desync) or ui_get(desyncmode) == "Off" or ui_get(desyncmode) == "Break LBY" or ui_get(desyncstyle) == "Off" or entity_get_local_player() == nil or not entity_is_alive(entity_get_local_player()) then return end
- if entity_get_local_player() == nil or entity_get_prop(entity_get_local_player(), "m_lifeState") ~= 0 then return end
- local bFreezeTime = entity_get_prop(entity.get_game_rules(), "m_bFreezePeriod")
- if (bFreezeTime) == 1 then return end
- if ui_get(desyncmode) == "Static" then
- if cmd.in_jump ~= 0 then return end
- local sm = cmd.in_duck ~= 0 and 2.941177 or 1.000001
- sm = cmd.command_number % 4 < 2 and -sm or sm
- cmd.sidemove = cmd.sidemove ~= 0 and cmd.sidemove or sm
- else return
- end
- end)
- -- LBY breaker
- client_set_event_callback("run_command", function()
- if not ui_get(desync) or ui_get(desyncmode) == "Off" or ui_get(desyncmode) == "Static" or ui_get(desyncstyle) == "Off" then return end
- if entity_get_local_player() == nil or entity_get_prop(entity_get_local_player(), "m_lifeState") ~= 0 then return end
- local bFreezeTime = entity_get_prop(entity.get_game_rules(), "m_bFreezePeriod")
- if (bFreezeTime) == 1 then return end
- if ui_get(desyncmode) == "Break LBY" then
- if ui.is_menu_open() then
- last_value = ui_get(yaw_slider)
- else
- local on_ground = bit.band(entity_get_prop(entity_get_local_player(), "m_fFlags"), 1)
- local vel_x, vel_y = entity_get_prop(entity_get_local_player(), "m_vecVelocity")
- local vel = math.sqrt(vel_x^2 + vel_y^2)
- local curtime = globals.curtime()
- if vel > 0.0014 then
- if on_ground then
- next_update = curtime + 0.22
- else
- next_update = curtime + 1.1
- end
- end
- if curtime > next_update then
- next_update = curtime + 1.1
- last_value = ui_get(yaw_slider)
- if (check_yaw == false) then
- ui_set(yaw_slider, last_value + (180 - ui_get(slider)))
- else if (check_yaw == true) then
- ui_set(yaw_slider, last_value - (180 - ui_get(slider)))
- else
- ui_set(yaw_slider, last_value)
- end
- end
- end
- end
- else return
- end
- end)
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