Мануалы на никсвар луа

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function set_props_alpha( alpha ) —Задача луа

local materialsystem = ffi.cast(«void***», se.create_interface(«materialsystem.dll», «VMaterialSystem080»)) — поиск материала

local get_material = ffi.cast(«int(__thiscall*)(void*)», materialsystem[0][86]) |
local next_material = ffi.cast(«int(__thiscall*)(void*, int)», materialsystem[0][87]) |
local invalid_material = ffi.cast(«int(__thiscall*)(void*)», materialsystem[0][88]) |
local find_material = ffi.cast(«void*(__thiscall*)(void*, int)», materialsystem[0][89]) — создание материала

local temp_material = get_material( materialsystem )

while temp_material ~= invalid_material( materialsystem ) do — 1.что делать если ошибка

local founded_material = ffi.cast(«void***», find_material( materialsystem, temp_material )) — 2. если не будет выполнен 1 будет искать временный материал

local get_group = ffi.cast(«const char*(__thiscall*)(void*)», founded_material[0][1])
local set_alpha = ffi.cast(«void(__thiscall*)(void*, float)», founded_material[0][27])

if ffi.string( get_group( founded_material ) ):find(«StaticProp»)then —окрашивать материал только статичные вещи
set_alpha( founded_material, alpha )
end

temp_material = next_material( materialsystem, temp_material )

end

end

client.register_callback(«frame_stage_notify», function(stage) — скрипт без ошибок включён

if stage == 5 then
set_props_alpha( 0.65 )
end

end)

client.register_callback(«unload», function() —что делать если отключили скрипт

set_props_alpha( 1 )

end)

local lua_ah_enabled = ui.add_check_box(«Enable«, «lua_ah_enabled«, false)

local lua_ah_pitch = ui.add_combo_box(«Pitch«, «lua_ah_pitch«, { «None«, «Down«, «Zero«, «Up«, «Custom« }, 0)

local lua_ah_pitch_custom = ui.add_slider_int(«Pitch value«, «lua_ah_pitch_custom«, 89.0, 89.0, 0.0)

local lua_ah_yaw = ui.add_slider_int(«Yaw«, «lua_ah_yaw«, 180.0, 180.0, 0.0)

local lua_ah_manual_left = ui.add_key_bind(«Manual left«, «lua_ah_manual_left«, 0, 1)

local lua_ah_manual_back = ui.add_key_bind(«Manual backward«, «lua_ah_manual_back«, 0, 1)

local lua_ah_manual_right = ui.add_key_bind(«Manual right«, «lua_ah_manual_right«, 0, 1)

local lua_ah_jitter_yaw = ui.add_slider_float(«Jitter«, «lua_ah_jitter_yaw«, 0.0, 60.0, 0.0)

local lua_ah_spin_speed = ui.add_slider_float(«Spin speed«, «lua_ah_spin_speed«, 0.0, 60.0, 0.0)

local lua_ah_at_targets = ui.add_key_bind(«At targets«, «lua_ah_at_targets«, 0, 1)

local lua_ah_at_targets_mode = ui.add_combo_box(«At targets type«, «lua_ah_at_targets_mode«, { «Crosshair«, «Distance« }, 0)

local lua_ah_at_targets_dormant = ui.add_slider_float(«At targets in dormant«, «lua_ah_at_targets_dormant«, 0.0, 10.0, 0.5)

local lua_ah_desync = ui.add_combo_box(«Desync type«, «lua_ah_desync«, { «None«, «Static«, «Lowdelta«, «Extended«, «Breaker«, «Custom« }, 0)

local lua_ah_desync_custom_yaw = ui.add_slider_int(«Desync length«, «lua_ah_desync_custom_yaw«, 0.0, 120.0, 0.0)

local lua_ah_desync_custom_yaw_inverted = ui.add_slider_int(«Inverted desync length«, «lua_ah_desync_custom_yaw_inverted«, 0.0, 120.0, 0.0)

local lua_ah_flip_bind = ui.add_key_bind(«Switch desync side«, «lua_ah_flip_bind«, 0, 2)

local lua_ah_flip_antibrute = ui.add_check_box(«Anti bruteforce«, «lua_ah_flip_antibrute«, false)

local lua_ah_desync_jitter = ui.add_check_box(«Desync jitter«, «lua_ah_desync_jitter«, false)

local lua_ah_legiaa_bind = ui.add_key_bind(«Legit AA«, «lua_ah_legiaa_bind«, 0, 1)

local lua_ah_alternative_desync = ui.add_combo_box(«Alternative desync«, «lua_ah_alternative_desync«, { «None«, «Anti bruteforce«, «Lowdelta«, «Jitter« }, 0)

local lua_ah_desync_alternative_desync_triggers = ui.add_multi_combo_box(«Alternative desync triggers«, «lua_ah_desync_alternative_desync_triggers«, { «In move«, «In slowwalk«, «On exploit« }, { false, false ,false })

local lua_ah_fakelags_min = ui.add_slider_int(«Fakelags min«, «lua_ah_fakelags_min«, 0, 14, 0)

local lua_ah_fakelags_max = ui.add_slider_int(«Fakelags max«, «lua_ah_fakelags_max«, 0, 14, 0)

local lua_ah_fakelags_on_peek = ui.add_slider_int(«Fakelags on peek«, «lua_ah_fakelags_on_peek«, 0, 14, 0)

local lua_ah_slowwalk_override = ui.add_check_box(«Slowwalk override«, «lua_ah_slowwalk_override«, false)

local lua_ah_slowwalk_min = ui.add_slider_int(«Slowwalk speed min«, «lua_ah_slowwalk_min«, 0, 100, 0)

local lua_ah_slowwalk_max = ui.add_slider_int(«Slowwalk speed max«, «lua_ah_slowwalk_max«, 0, 100, 0)

local lua_ah_fakelags_adaptive = ui.add_check_box(«Adaptive fakelags«, «lua_ah_fakelags_adaptive«, false)

local lua_ah_rindicator = ui.add_check_box(«Real indicator«, «lua_ah_rindicator«, false)

local lua_ah_rindicator_color = ui.add_color_edit(«Real indicator color«, «lua_ah_rindicator_color«, true, color_t.new(255, 255, 255, 255))

local lua_ah_dindicator = ui.add_check_box(«Fake indicator«, «lua_ah_dindicator«, false)

local lua_ah_dindicator_color = ui.add_color_edit(«Fake indicator color«, «lua_ah_dindicator_color«, true, color_t.new(255, 255, 255, 255))

local lua_ah_debug = false

local using_alternative_desync = false

local desync_flipped = false

local jitter_state = 1

local last_command_number = 1

local last_tick_count = 1

local recharged = false

local player_shots = {}

for i = 0, 64 do player_shots[i] = 0.0 end

local players_dormant = {}

for i = 0, 64 do players_dormant[i] = 0.0 end

local m_vecOrigin = se.get_netvar(«DT_BaseEntity«, «m_vecOrigin«)

local m_flDuckSpeed = se.get_netvar(«DT_BasePlayer«, «m_flDuckSpeed«);

local m_flDuckAmount = se.get_netvar(«DT_BasePlayer«, «m_flDuckAmount«);

local m_vecVelocity = se.get_netvar(«DT_BasePlayer«, «m_vecVelocity[0]«);

local m_bIsValveDS = se.get_netvar(«DT_CSGameRulesProxy«, «m_bIsValveDS«)

local m_hActiveWeapon = se.get_netvar(«DT_BaseCombatCharacter«, «m_hActiveWeapon«)

local m_iTeamNum = se.get_netvar(«DT_BaseEntity«, «m_iTeamNum«)

local m_fFlags = se.get_netvar(«DT_BasePlayer«, «m_fFlags«)

local m_flDuckAmount = se.get_netvar(«DT_BasePlayer«, «m_flDuckAmount«)

local m_vecViewOffset = se.get_netvar(«DT_BasePlayer«, «m_vecViewOffset[0]«)

local m_iTeamNum = se.get_netvar(«DT_BaseEntity«, «m_iTeamNum«)

local m_iHealth = se.get_netvar(«DT_BasePlayer«, «m_iHealth«)

local sv_maxspeed = se.get_convar(«sv_maxspeed«)

local antihit_extra_fakeduck_bind = ui.get_key_bind(«antihit_extra_fakeduck_bind«)

ffi.cdef[[

struct WeaponInfo_t

{

char _0x0000[20];

__int32 max_clip;

char _0x0018[12];

__int32 max_reserved_ammo;

char _0x0028[96];

char* hud_name;

char* weapon_name;

char _0x0090[60];

__int32 type;

__int32 price;

__int32 reward;

char _0x00D8[20];

bool full_auto;

char _0x00ED[3];

__int32 damage;

float armor_ratio;

__int32 bullets;

float penetration;

char _0x0100[8];

float range;

float range_modifier;

char _0x0110[16];

bool silencer;

char _0x0121[15];

float max_speed;

float max_speed_alt;

char _0x0138[76];

__int32 recoil_seed;

char _0x0188[32];

};

]]

local weapon_data_call = ffi.cast(«int*(__thiscall*)(void*)«, client.find_pattern(«client.dll«, «55 8B EC 81 EC 0C 01 ? ? 53 8B D9 56 57 8D 8B«));

local function weapon_data(weapon)

return ffi.cast(«struct WeaponInfo_t*«, weapon_data_call(ffi.cast(«void*«, weapon:get_address())));

end

function hasbit(x, p) return x % (p + p) >= p end

local function server_time()

return (entitylist.get_local_player():get_prop_int(se.get_netvar(«DT_BasePlayer«, «m_nTickBase«)) * globalvars.get_interval_per_tick())

end

local function get_weapon_ammo(player)

return entitylist.get_entity_from_handle(entitylist.get_local_player():get_prop_int(se.get_netvar(«DT_BaseCombatCharacter«, «m_hActiveWeapon«))):get_prop_int(se.get_netvar(«DT_BaseCombatWeapon«, «m_iClip1«))

end

local function get_weapon_recharge(weapon)

in_recharge = ffi.cast(«uint32_t*«, (client.find_pattern(«client.dll«, «C6 87 ? ? ? ? ? 8B 06 8B CE FF 90«) + 2))

is_recharging = ffi.cast(«bool*«, weapon:get_address() + in_recharge[0])

return is_recharging[0]

end

local function is_nade()

local weapon = entitylist.get_entity_from_handle(entitylist.get_local_player():get_prop_int(se.get_netvar(«DT_BaseCombatCharacter«, «m_hActiveWeapon«)))

if weapon_data(weapon).type == 0 then

return true

end

return false

end

local function is_knife()

local weapon = entitylist.get_entity_from_handle(entitylist.get_local_player():get_prop_int(se.get_netvar(«DT_BaseCombatCharacter«, «m_hActiveWeapon«)))

if weapon_data(weapon).type == 1 then

return true

end

return false

end

local function is_ready_to_fire(cmd)

local isknife = is_knife()

if hasbit(cmd.buttons, 1) or (hasbit(cmd.buttons, 2048) and isknife) then

if isknife then return true end

balls

return true

end

return false

end

function is_throwing()

local active_weapon_throw_time = entitylist.get_entity_from_handle(entitylist.get_local_player():get_prop_int(se.get_netvar(«DT_BaseCombatCharacter«, «m_hActiveWeapon«))):get_prop_float(se.get_netvar(«DT_BaseCSGrenade«, «m_fThrowTime«))

if active_weapon_throw_time > 0.1 then

return true

end

return false

end

local function micro_move(cmd)

local micro_move = 1.10

if (entitylist.get_local_player():get_prop_float(m_flDuckAmount) > 0.1) then

micro_move = micro_move * 3.0

end

if cmd.command_number % 2 == 0 then

micro_move = micro_move

end

cmd.sidemove = cmd.sidemove + micro_move

end

local lower_body_yaw_update_time = 0.0

local lower_body_yaw_force_choke = false

local function break_lby(cmd, lby)

if entitylist.get_local_player():get_prop_vector(m_vecVelocity):length() > 4.0 then

return

end

if globalvars.get_current_time() >= lower_body_yaw_update_time then

cmd.send_packet = false

cmd.viewangles.yaw = cmd.viewangles.yaw + lby

lower_body_yaw_force_choke = true

lower_body_yaw_update_time = globalvars.get_current_time() + 0.22

micro_move(cmd)

return

end

if lower_body_yaw_force_choke then

lower_body_yaw_force_choke = false

cmd.send_packet = false

return

end

if lower_body_yaw_force_choke then

return

end

end

local function dist_3d(a, b)

return vec3_t.new(a.x b.x, a.y b.y, a.z b.z):length()

end

local function angle_vectors(angles)

local cp, sp = math.cos(angles.pitch * 0.017453292519), math.sin(angles.pitch * 0.017453292519)

local cy, sy = math.cos(angles.yaw * 0.017453292519), math.sin(angles.yaw * 0.017453292519)

local cr, sr = math.cos(angles.roll * 0.017453292519), math.sin(angles.roll * 0.017453292519)

local forward = vec3_t.new(0, 0, 0)

forward.x = cp * cy

forward.y = cp * sy

forward.z = sp

return forward

end

local function calc_angle(from, to)

local vec = vec3_t.new(to.x from.x, to.y from.y, to.z from.z)

local hyp = math.sqrt(vec.x*vec.x+vec.y*vec.y+vec.z*vec.z)

local pitch = math.asin(vec.z / hyp) * 57.29578

if pitch > 89.0 then pitch = 89.0 end

if pitch < 89.0 then pitch = 89.0 end

local yaw = math.atan2(vec.y, vec.x) * 57.29578

while yaw < 180.0 do angle = angle + 360.0 end

while yaw > 180.0 do angle = angle 360.0 end

return angle_t.new(pitch, yaw, 0)

end

local function get_projection(a, b, c) epic applied math student moment

local length = dist_3d(b, c)

local d = vec3_t.new(c.x b.x, c.y b.y, c.z b.z)

d = vec3_t.new(d.x / length, d.y / length, d.z / length)

local v = vec3_t.new(a.x b.x, a.y b.y, a.z b.z)

local t = v.x * d.x + v.y * d.y + v.z * d.z

local p = vec3_t.new(d.x * t, d.y * t, d.z * t)

return vec3_t.new(b.x + p.x, b.y + p.y, b.z + p.z)

end

local function best_angle(cmd)

local lowest_distance = 2147483647

local lowest_fov = 2147483647

local best_player = nil

local local_player = entitylist.get_local_player()

if not local_player then return 1 end

for i = 0, 64 do

local current_player = entitylist.get_entity_by_index(i)

if current_player ~= nil and current_player ~= entitylist.get_local_player() and current_player:get_prop_int(m_iTeamNum) ~= local_player:get_prop_int(m_iTeamNum) and not current_player:is_dormant() then players_dormant[i] = globalvars.get_current_time() end

if current_player ~= nil and current_player ~= entitylist.get_local_player() and current_player:get_prop_int(m_iTeamNum) ~= local_player:get_prop_int(m_iTeamNum) and globalvars.get_current_time() players_dormant[i] < lua_ah_at_targets_dormant:get_value() then

if not current_player or not current_player:is_alive() and not current_player:is_dormant() then

at_targets = false

goto continue

end

if lua_ah_at_targets_mode:get_value() == 0 then

local current_angle = calc_angle(local_player:get_prop_vector(m_vecOrigin), current_player:get_prop_vector(m_vecOrigin))

local current_fov = dist_3d(angle_vectors(current_angle), angle_vectors(engine.get_view_angles()))

if current_fov < lowest_fov then

lowest_fov = current_fov

best_player = current_player

end

else

local current_distance = dist_3d(local_player:get_prop_vector(m_vecOrigin), current_player:get_prop_vector(m_vecOrigin))

if current_distance < lowest_distance then

lowest_distance = current_distance

best_player = current_player

end

end

::continue::

end

end

if best_player == nil then

return engine.get_view_angles()

end

return calc_angle(local_player:get_prop_vector(m_vecOrigin), best_player:get_prop_vector(m_vecOrigin))

end

local manual_side = 0

local function get_manual_side() waparabka.technologies

if client.is_key_clicked(lua_ah_manual_left:get_key()) then

if manual_side == 1 then

manual_side = 0

return manual_side

end

manual_side = 1

end

if client.is_key_clicked(lua_ah_manual_back:get_key()) then

if manual_side == 2 then

manual_side = 0

return manual_side

end

manual_side = 2

end

if client.is_key_clicked(lua_ah_manual_right:get_key()) then

if manual_side == 3 then

manual_side = 0

return manual_side

end

manual_side = 3

end

return manual_side

end

local player_vtable = ffi.cast(«int*«, client.find_pattern(«client.dll«, «55 8B EC 83 E4 F8 83 EC 18 56 57 8B F9 89 7C 24 0C«) + 0x47)[0]

local get_abs_origin = ffi.cast(«float*(__thiscall*)(int)«, ffi.cast(«int*«, player_vtable + 0x28)[0])

local function get_eyes_pos()

local local_player = entitylist.get_local_player()

if local_player == nil or not local_player:is_alive() then

return 0

end

local abs_origin = get_abs_origin(local_player:get_address())

local view_offset = local_player:get_prop_vector(m_vecViewOffset)

return vec3_t.new(abs_origin[0] + view_offset.x, abs_origin[1] + view_offset.y, abs_origin[2] + view_offset.z)

end

local function find_closest_point_at_angle(angle)

local local_player = entitylist.get_local_player()

if local_player == nil or not local_player:is_alive() then

return

end

local trace_end = angle_vectors(angle)

local abs_origin = get_abs_origin(local_player:get_address())

local view_offset = local_player:get_prop_vector(m_vecViewOffset)

local trace_start = vec3_t.new(abs_origin[0] + view_offset.x, abs_origin[1] + view_offset.y, abs_origin[2] + view_offset.z)

trace_end.x = trace_start.x + trace_end.x * 8192.0

trace_end.y = trace_start.y + trace_end.y * 8192.0

trace_end.z = trace_start.z + trace_end.z * 8192.0

local trace_out = trace.line(engine.get_local_player(), 0x46004003, trace_start, trace_end)

return dist_from_camera(trace_out.endpos)

end

local function can_hit_directly(pos, ent) nixer wall penetration calculation when :(

local trace_out1 = trace.line(engine.get_local_player(), 0x46004003, pos, ent:get_player_hitbox_pos(8))

local trace_out2 = trace.line(engine.get_local_player(), 0x46004003, pos, ent:get_player_hitbox_pos(0))

return (trace_out1.hit_entity_index == ent:get_index()) or (trace_out2.hit_entity_index == ent:get_index())

end

local function in_peek(pred_ticks) tatarstan technologies

local lp = entitylist.get_local_player()

local pos = get_eyes_pos()

local predict = lp:get_prop_vector(m_vecVelocity)

local tick_time = globalvars.get_interval_per_tick() * pred_ticks

local pos_predicted = vec3_t.new(pos.x + predict.x * tick_time, pos.y + predict.y * tick_time, pos.z + predict.z * tick_time)

local player_team = lp:get_prop_int(m_iTeamNum)

for i = 1, 64 do

local entity = entitylist.get_entity_by_index(i)

if entity ~= nil and player_team ~= entity:get_prop_int(m_iTeamNum) and entity:get_prop_int(m_iHealth) > 0 then

if can_hit_directly(pos, entity) then return true end

if can_hit_directly(pos_predicted, entity) then return true end

end

end

if pred_ticks > 1 then

return in_peek(pred_ticks 1)

end

return false

end

local desync_flipped_held = false

local cmd_yaw = 0.0

local cmd_desync = 0.0

local function get_centered_cpos(offset, angle)

local x = engine.get_screen_size().x / 2 + math.sin(angle) * offset

local y = engine.get_screen_size().y / 2 + math.cos(angle) * offset

return vec2_t.new(x, y)

end

local function draw_indicator(angle, color)

local yaw = 3.1415926535898 angle * 0.01745329251994

local points =

{

get_centered_cpos(40, yaw + 0.39269908169865),

get_centered_cpos(60, yaw),

get_centered_cpos(40, yaw 0.39269908169865)

}

renderer.filled_polygon(points, color)

end

local function on_paint()

manual_side = get_manual_side()

if lua_ah_desync:get_value() == 5 then

lua_ah_desync_custom_yaw:set_visible(true)

lua_ah_desync_custom_yaw_inverted:set_visible(true)

else

lua_ah_desync_custom_yaw:set_visible(false)

lua_ah_desync_custom_yaw_inverted:set_visible(false)

end

if lua_ah_slowwalk_override:get_value() then

lua_ah_slowwalk_min:set_visible(true)

lua_ah_slowwalk_max:set_visible(true)

else

lua_ah_slowwalk_min:set_visible(false)

lua_ah_slowwalk_max:set_visible(false)

end

if lua_ah_fakelags_min:get_value() > lua_ah_fakelags_max:get_value() then

lua_ah_fakelags_min:set_value(lua_ah_fakelags_max:get_value())

end

if lua_ah_pitch:get_value() == 4 then

lua_ah_pitch_custom:set_visible(true)

else

lua_ah_pitch_custom:set_visible(false)

end

if not lua_ah_enabled:get_value() then return end

ui.get_check_box(«antihit_fakelag_enable«):set_value(false)

ui.get_check_box(«antihit_antiaim_enable«):set_value(false)

local local_player = entitylist.get_local_player()

if local_player ~= nil and local_player:is_alive() then

if lua_ah_rindicator:get_value() then

draw_indicator(cmd_yaw, lua_ah_rindicator_color:get_value())

end

if lua_ah_dindicator:get_value() then

draw_indicator(cmd_yaw cmd_desync, lua_ah_dindicator_color:get_value())

end

end

end

local freezetime = false

client.register_callback(«bullet_impact«, function(event)

local entity_id = engine.get_player_for_user_id( event:get_int(«userid«, 0) )

if entity_id == engine.get_local_player() then return end

local entity = entitylist.get_entity_by_index(entity_id)

local from = entity:get_player_hitbox_pos(0)

local to = vec3_t.new(event:get_float(«x«, 0.0), event:get_float(«y«, 0.0), event:get_float(«z«, 0.0))

local head = get_eyes_pos()

local closest_point = get_projection(head, from, to)

local dist = dist_3d(closest_point, head)

if dist < 45 and dist_3d(from, to) >= dist_3d(from, head) 10.0 and player_shots[engine.get_player_for_user_id(event:get_int(«userid«, 0))] + 0.05 < globalvars.get_current_time() then

if lua_ah_flip_antibrute:get_value() or (lua_ah_alternative_desync:get_value() == 1 and using_alternative_desync) then

desync_flipped = not desync_flipped

end

end

player_shots[engine.get_player_for_user_id(event:get_int(«userid«, 0))] = globalvars.get_current_time()

end)

client.register_callback(«round_start«, function()

lower_body_yaw_update_time = 0.22

end)

client.register_callback(«round_prestart«, function()

freezetime = true

end)

client.register_callback(«round_freeze_end«, function()

for i = 0, 64 do players_dormant[i] = 0.0 end

freezetime = false

end)

client.register_callback(«player_death«, function(event)

local local_player_userid = engine.get_player_info(engine.get_local_player()).user_id

local event_userid = event:get_int(«userid«, 0)

if local_player_userid == event_userid then

last_command_number = 1

last_tick_count = 1

end

end)

ffi.cdef[[

struct Animstate_t

{

char pad[ 3 ];

char m_bForceWeaponUpdate; //0x4

char pad1[ 91 ];

void* m_pBaseEntity; //0x60

void* m_pActiveWeapon; //0x64

void* m_pLastActiveWeapon; //0x68

float m_flLastClientSideAnimationUpdateTime; //0x6C

int m_iLastClientSideAnimationUpdateFramecount; //0x70

float m_flAnimUpdateDelta; //0x74

float m_flEyeYaw; //0x78

float m_flPitch; //0x7C

float m_flGoalFeetYaw; //0x80

float m_flCurrentFeetYaw; //0x84

float m_flCurrentTorsoYaw; //0x88

float m_flUnknownVelocityLean; //0x8C

float m_flLeanAmount; //0x90

char pad2[ 4 ];

float m_flFeetCycle; //0x98

float m_flFeetYawRate; //0x9C

char pad3[ 4 ];

float m_fDuckAmount; //0xA4

float m_fLandingDuckAdditiveSomething; //0xA8

char pad4[ 4 ];

float m_vOriginX; //0xB0

float m_vOriginY; //0xB4

float m_vOriginZ; //0xB8

float m_vLastOriginX; //0xBC

float m_vLastOriginY; //0xC0

float m_vLastOriginZ; //0xC4

float m_vVelocityX; //0xC8

float m_vVelocityY; //0xCC

char pad5[ 4 ];

float m_flUnknownFloat1; //0xD4

char pad6[ 8 ];

float m_flUnknownFloat2; //0xE0

float m_flUnknownFloat3; //0xE4

float m_flUnknown; //0xE8

float m_flSpeed2D; //0xEC

float m_flUpVelocity; //0xF0

float m_flSpeedNormalized; //0xF4

float m_flFeetSpeedForwardsOrSideWays; //0xF8

float m_flFeetSpeedUnknownForwardOrSideways; //0xFC

float m_flTimeSinceStartedMoving; //0x100

float m_flTimeSinceStoppedMoving; //0x104

bool m_bOnGround; //0x108

bool m_bInHitGroundAnimation; //0x109

float m_flTimeSinceInAir; //0x10A

float m_flLastOriginZ; //0x10E

float m_flHeadHeightOrOffsetFromHittingGroundAnimation; //0x112

float m_flStopToFullRunningFraction; //0x116

char pad7[ 4 ]; //0x11A

float m_flMagicFraction; //0x11E

char pad8[ 60 ]; //0x122

float m_flWorldForce; //0x15E

char pad9[ 462 ]; //0x162

float m_flMaxYaw; //0x334

};

]]

local function get_animstate()

local entity = entitylist.get_local_player()

return ffi.cast(«struct Animstate_t**«, entity:get_address() + 0x9960)[0]

end

local function clamp_yaw(yaw)

while yaw < 180.0 do yaw = yaw + 360.0 end

while yaw > 180.0 do yaw = yaw 360.0 end

return yaw

end

local function get_current_desync(mod_yaw)

local animstate = get_animstate()

return math.abs(mod_yaw math.abs(clamp_yaw(engine.get_view_angles().yaw animstate.m_flGoalFeetYaw))) CO3DAT3JIb JS REZOLVER

end

local peeked = false

local lag_amount = 0

local spin = 0

local function on_create_move(cmd)

if not lua_ah_enabled:get_value() then return end

cmd_yaw = 0

if freezetime then return end

local local_player = entitylist.get_local_player()

if bit.band(local_player:get_prop_int(m_fFlags), 64) ~= 0 then return end

local velocity = local_player:get_prop_vector(m_vecVelocity)

using_alternative_desync = false

if lua_ah_desync_alternative_desync_triggers:get_value(0) and velocity:length() > 130 then

using_alternative_desync = true

end

if lua_ah_desync_alternative_desync_triggers:get_value(1) and velocity:length() > 10 and velocity:length() <= 130 then

using_alternative_desync = true

end

if lua_ah_desync_alternative_desync_triggers:get_value(2) and ui.get_combo_box(«rage_active_exploit«):get_value() ~= 0 and ui.get_key_bind(«rage_active_exploit_bind«):is_active() then

using_alternative_desync = true

end

if cmd.command_number last_command_number > 1 and last_command_number ~= 1 then

recharged = false

end

last_command_number = cmd.command_number

if cmd.tick_count last_tick_count > 1 and last_tick_count ~= 1 then

recharged = true

end

last_tick_count = cmd.tick_count

if lag_amount == 0 then

if lua_ah_fakelags_on_peek:get_value() ~= 0 and in_peek(lua_ah_fakelags_on_peek:get_value()) then

if not peeked then

lag_amount = lua_ah_fakelags_on_peek:get_value()

peeked = true

else

lag_amount = math.random( lua_ah_fakelags_min:get_value(), lua_ah_fakelags_max:get_value() )

end

else

lag_amount = math.random( lua_ah_fakelags_min:get_value(), lua_ah_fakelags_max:get_value() )

peeked = false

end

end

local fakelags = lag_amount

if fakelags > 14 then fakelags = 14 end

if lua_ah_fakelags_adaptive:get_value() then fakelags = fakelags * ( velocity:length() / sv_maxspeed:get_int() ) end

if fakelags < 2 and lua_ah_desync:get_value() ~= 0 then

fakelags = 2

end

if fakelags > 2 and ui.get_combo_box(«rage_active_exploit«):get_value() ~= 0 and ui.get_key_bind(«rage_active_exploit_bind«):is_active() and recharged then

fakelags = 1

end

local active_weapon_handle = local_player:get_prop_int(m_hActiveWeapon)

local active_weapon = entitylist.get_entity_from_handle(active_weapon_handle)

local move_type = local_player:get_prop_int(se.get_netvar(«DT_BaseEntity«, «m_nRenderMode«) + 1)

if move_type == 0 or move_type == 8 or move_type == 9 then return end

if is_nade() and is_throwing() and not is_knife() then return end

if is_ready_to_fire(cmd) then return end

if not lua_ah_legiaa_bind:is_active() and hasbit(cmd.buttons, 32) then return end

if not antihit_extra_fakeduck_bind:is_active() then

if fakelags <= clientstate.get_choked_commands() then

lag_amount = 0

cmd.send_packet = true

else

cmd.send_packet = false

end

end

local pitch_type = lua_ah_pitch:get_value()

if pitch_type == 0 then

elseif pitch_type == 1 then

cmd.viewangles.pitch = 89.0

elseif pitch_type == 2 then

cmd.viewangles.pitch = 0.0

elseif pitch_type == 3 then

cmd.viewangles.pitch = 89.0

elseif pitch_type == 4 then

cmd.viewangles.pitch = lua_ah_pitch_custom:get_value()

end

cmd.viewangles.yaw = engine.get_view_angles().yaw lua_ah_yaw:get_value()

if lua_ah_at_targets:is_active() then

cmd.viewangles.yaw = best_angle(cmd).yaw lua_ah_yaw:get_value()

end

if manual_side == 1 then cmd.viewangles.yaw = engine.get_view_angles().yaw 270.0 end

if manual_side == 2 then cmd.viewangles.yaw = engine.get_view_angles().yaw 180.0 end

if manual_side == 3 then cmd.viewangles.yaw = engine.get_view_angles().yaw 90.0 end

if lua_ah_spin_speed:get_value() ~= 0 then

spin = spin + lua_ah_spin_speed:get_value()

if spin > 360 then spin = 0 end

cmd.viewangles.yaw = cmd.viewangles.yaw + spin

end

cmd_yaw = engine.get_view_angles().yaw cmd.viewangles.yaw

cmd.viewangles.yaw = cmd.viewangles.yaw lua_ah_jitter_yaw:get_value() * jitter_state

if cmd.send_packet then

jitter_state = jitter_state * 1

if lua_ah_desync_jitter:get_value() or (lua_ah_alternative_desync:get_value() == 3 and using_alternative_desync) then

desync_flipped = not desync_flipped

end

end

if lua_ah_slowwalk_override:get_value() then

ui.get_slider_int(«antihit_extra_slowwalk_speed«):set_value( math.random( lua_ah_slowwalk_min:get_value(), lua_ah_slowwalk_max:get_value() ) )

end

if lua_ah_legiaa_bind:is_active() then

cmd_yaw = 0

cmd.viewangles = engine.get_view_angles()

end

local desync_type = lua_ah_desync:get_value()

if using_alternative_desync then

desync_type = lua_ah_alternative_desync:get_value()

if lua_ah_alternative_desync:get_value() == 3 then

desync_type = 1

end

end

local mod_yaw = engine.get_view_angles().yaw cmd.viewangles.yaw

local desync_switched = desync_flipped

if lua_ah_flip_bind:is_active() then

desync_switched = not desync_switched

end

welcome to the cum zone

local desync_value = 0.0

if desync_type == 1 or desync_type == 2 then

desync_value = 58.0

micro_move(cmd)

if desync_switched then

desync_value = desync_value

end

if get_current_desync(mod_yaw) < math.abs(desync_value) then

desync_value = (desync_value / math.abs(desync_value)) * 120

end

if desync_type == 2 then desync_value = math.random(20.0, 30.0) end

if not cmd.send_packet then

cmd.viewangles.yaw = cmd.viewangles.yaw desync_value

end

elseif desync_type == 3 or desync_type == 4 then

desync_value = 120.0

if desync_type == 4 then

desync_value = 58.0

end

if desync_switched then

desync_value = desync_value

end

break_lby(cmd, 180.0)

if not cmd.send_packet then

cmd.viewangles.yaw = cmd.viewangles.yaw desync_value

end

elseif desync_type == 0 then

desync_value = 0.0

else

desync_value = 0

if not desync_switched then

desync_value = lua_ah_desync_custom_yaw:get_value()

else

desync_value = lua_ah_desync_custom_yaw_inverted:get_value()

end

if math.abs(desync_value) > 58.0 then

break_lby(cmd, (111.0 + math.abs(desync_value)) * (desync_value / math.abs(desync_value)))

elseif math.abs(desync_value) == 120.0 then

break_lby(cmd, 180.0)

elseif math.abs(desync_value) == 58.0 then

if get_current_desync(mod_yaw) < math.abs(desync_value) then

desync_value = (desync_value / math.abs(desync_value)) * 120

end

micro_move(cmd)

else

micro_move(cmd)

end

if not cmd.send_packet then

cmd.viewangles.yaw = cmd.viewangles.yaw desync_value

end

end

cmd_desync = (desync_value / math.abs(desync_value)) * 90

end

client.register_callback(«paint«, on_paint)

client.register_callback(«create_move«, on_create_move)

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LUA Pack Nixware Luas ~200

  • Thread starter
    Qosp

  • Start date

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Qosp

Qosp

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  • #1

Just a few luas :)

CFG:https://hackvshack.net/threads/nixware-hvh-cfg.2892/

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Last edited:

k1nejo

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  • #2

very very outdated

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Undetected Много луашек для никсвара (есть как бесплатные так и платные)

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    tripside17

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tripside17

tripside17

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  • #1

Привет, сегодня я вам солью пак lua для чита nixware которые добровольно мне скинул мой друг milzz.
Сам мак стоит 500р но я вам его сливаю бесплатно.

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dddsadddgas

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  • #2

чотко сделано

M

Metaware

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  • #3

tripside17 сказал(а):

Привет, сегодня я вам солью пак lua для чита nixware которые добровольно мне скинул мой друг milzz.
Сам мак стоит 500р но я вам его сливаю бесплатно.

Для просмотра скрытого содержимого вы должны авторизироваться или зарегистрироваться

Нажмите, чтобы раскрыть…

спс

Uid

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  • #4

спс

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totsamyybrat

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  • #5

найс

cuppy

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  • #6

лайк

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Vladislav Yu.

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  • #7

использование читов негативно влияет на игровой процесс…

M

Metaware

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  • #8

Хоть что-то полезное

D

denzmr

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  • #9

Спасибо

S

Sweetie Fox

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  • #10

qq

A

artembarannjk

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  • #11

спасибо

V

vityakislii

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  • #12

лежать мясо

tupotapokon60hz

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  • #13

домой

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smike3325

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  • #14

пишу сообщение .чтобы открыть доступ к скачиваниям.не ругайтесь3

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Ku3uH

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.

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ZabavnYY

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спс

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rambler231

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спс

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rambler231

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  • #18

помог

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  • #19

1

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anserxyz

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  • #20

никсерхук


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