Search code, repositories, users, issues, pull requests…
Provide feedback
Saved searches
Use saved searches to filter your results more quickly
Sign up
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)
Log in
Register
What’s new
Search
-
New posts
-
Search forums
Welcome to HvH Forum!
SignUp Now! Download Free HvH CS:GO Cheats, CFG, LUA/JS Scripts, And More!
SignUp Now!
-
Configs, LUA/JS Scripts…
-
Paid CS:GO Cheats CFG/ LUA/JS etc…
LUA Pack Nixware Luas ~200
-
Thread starter
Qosp -
Start date
-
-
Tags
-
#hvh
#lua
nixware
pack
-
Qosp
Legendary HvHer
- User ID
- 7660
- Messages
- 28
- Reactions
- 4,550
- Level
-
32
-
#1
Just a few luas
CFG:https://hackvshack.net/threads/nixware-hvh-cfg.2892/
To view the content, you need to Sign In .
Last edited:
k1nejo
Newbie HvHer
- User ID
- 20279
- Messages
- 3
- Reactions
- 0
- Level
-
1
-
#2
very very outdated
Create an account or login to comment
You must be a member in order to leave a comment
Create account
Create an account on our community. It’s easy!
Register
Log in
Already have an account? Log in here.
Log in
Similar threads
Rage CFG
Nixware HvH CFG
- Started by: Qosp
- Paid CS:GO Cheats CFG/ LUA/JS etc…
- Last reply from: Qosp
- 0
- Replies
- 584
- Views
Qosp
Help
I need nixware to be able to parse the Lua of scrolling AA. Can anyone help me!
- Started by: zhaomi1337
- General Chat
- Last reply from: zhaomi1337
- 7
- Replies
- 458
- Views
zhaomi1337
LUA
Pandora shadowyaw.lua
- Started by: Qosp
- Paid CS:GO Cheats CFG/ LUA/JS etc…
- Last reply from: logileycshvh
- 8
- Replies
- 3K
- Views
logileycshvh
LUA
Lua loader v2 | (800+ scripts)
- Started by: Lying
- Paid CS:GO Cheats CFG/ LUA/JS etc…
- Last reply from: Lying
- 0
- Replies
- 1K
- Views
Lying
LUA Pack Rage CFG
NaciFather.cfg [Nixware.cc]
- Started by: NaciFather
- Paid CS:GO Cheats CFG/ LUA/JS etc…
- Last reply from: Nyx6620
- 3
- Replies
- 1K
- Views
Nyx6620
-
Configs, LUA/JS Scripts…
-
Paid CS:GO Cheats CFG/ LUA/JS etc…
Newest members
Useful links
Web2 soon
Discord dc.hackvshack.net
.Onion uqikiwaa7rwz3xwpbg…
Forum statistics
- Threads
- 2,077
- Messages
- 16,643
- Members
- 67,762
- Latest member
- obasrahka228
Most visitors online was 3164 , on 18 Jun 2023
Online statistics
- Members online
- 73
- Guests online
- 76
- Total visitors
- 149
Totals may include hidden visitors.
-
Главная
-
Форум
-
Раздел читов под CS:GO
-
Читы для CS:GO
Undetected Много луашек для никсвара (есть как бесплатные так и платные)
-
Автор темы
tripside17
-
Дата начала
-
-
Теги
-
cheat cs go
lua
nixwar
-
tripside17
Следопыт
- Сообщения
- 68
- Реакции
- 13
-
#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.
Для просмотра скрытого содержимого вы должны авторизироваться или зарегистрироваться

dddsadddgas
Пользователь
- Сообщения
- 15
- Реакции
- 0
-
#2
чотко сделано
M
Metaware
Исследователь
- Сообщения
- 45
- Реакции
- 0
-
#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
Пользователь
- Сообщения
- 16
- Реакции
- 0
-
#4
спс
T
totsamyybrat
Исследователь
- Сообщения
- 25
- Реакции
- 0
-
#5
найс
cuppy
Активный
- Сообщения
- 116
- Реакции
- 34
-
#6
лайк
V
Vladislav Yu.
Исследователь
- Сообщения
- 25
- Реакции
- 0
-
#7
использование читов негативно влияет на игровой процесс…
M
Metaware
Исследователь
- Сообщения
- 45
- Реакции
- 0
-
#8
Хоть что-то полезное
D
denzmr
Исследователь
- Сообщения
- 24
- Реакции
- 0
-
#9
Спасибо
S
Sweetie Fox
Пользователь
- Сообщения
- 15
- Реакции
- 0
-
#10
A
artembarannjk
Исследователь
- Сообщения
- 26
- Реакции
- 0
-
#11
спасибо
V
vityakislii
Исследователь
- Сообщения
- 22
- Реакции
- 1
-
#12
лежать мясо
tupotapokon60hz
Исследователь
- Сообщения
- 26
- Реакции
- 0
-
#13
домой
S
smike3325
Пользователь
- Сообщения
- 11
- Реакции
- 1
-
#14
пишу сообщение .чтобы открыть доступ к скачиваниям.не ругайтесь3
K
Ku3uH
Исследователь
- Сообщения
- 35
- Реакции
- 0
-
#15
.
Z
ZabavnYY
Пользователь
- Сообщения
- 15
- Реакции
- 0
-
#16
спс
R
rambler231
Исследователь
- Сообщения
- 22
- Реакции
- 0
-
#17
спс
R
rambler231
Исследователь
- Сообщения
- 22
- Реакции
- 0
-
#18
помог
F
funtiki98
Пользователь
- Сообщения
- 10
- Реакции
- 0
-
#19
1
A
anserxyz
Следопыт
- Сообщения
- 59
- Реакции
- 0
-
#20
никсерхук
Для ответа нужно войти/зарегистрироваться
Поделиться:
Tumblr
Электронная почта
Ссылка
-
Главная
-
Форум
-
Раздел читов под CS:GO
-
Читы для CS:GO
