Anti-Aim Script for Game Modding
Anti-Aim Script for Game Modding
local callbacks = {}
local vel_warning
local watermark_icon
http:get("[Link]
1022219770604572717/1137943561816518748/vel_warning_v2.png", function(data)
if not pcall(data:success() and [Link] == 200 and [Link]) then
vel_warning = render.load_image([Link], vector(300,300))
else
print("couldn't download amnesia icon")
end
end)
http:get("[Link]
1022219770604572717/1137951401566281788/watermark_final.png", function(data)
if not pcall(data:success() and [Link] == 200 and [Link]) then
watermark_icon = render.load_image([Link], vector(300,300))
else
print("couldn't download amnesia icon")
end
end)
local aa={
pitch=[Link]("Aimbot","Anti Aim","Angles","Pitch"),
yaw=[Link]("Aimbot","Anti Aim","Angles","Yaw"),
base=[Link]("Aimbot","Anti Aim","Angles","Yaw","Base"),
offset=[Link]("Aimbot","Anti Aim","Angles","Yaw","Offset"),
backstab=[Link]("Aimbot","Anti Aim","Angles","Yaw","Avoid Backstab"),
jitter=[Link]("Aimbot","Anti Aim","Angles","Yaw Modifier"),
jitter_val=[Link]("Aimbot","Anti Aim","Angles","Yaw Modifier","Offset"),
body_yaw={[Link]("Aimbot","Anti Aim","Angles","Body Yaw"),
[Link]("Aimbot","Anti Aim","Angles","Body Yaw","Inverter"),
[Link]("Aimbot","Anti Aim","Angles","Body Yaw","Left Limit"),
[Link]("Aimbot","Anti Aim","Angles","Body Yaw","Right Limit"),
[Link]("Aimbot","Anti Aim","Angles","Body Yaw","Options"),
[Link]("Aimbot","Anti Aim","Angles","Body Yaw","Freestanding")},
freestand={[Link]("Aimbot","Anti Aim","Angles","Freestanding"),
[Link]("Aimbot","Anti Aim","Angles","Freestanding","Disable Yaw Modifiers"),
[Link]("Aimbot","Anti Aim","Angles","Freestanding","Body Freestanding")},
def=[Link]("Aimbot","Ragebot","Main","Double Tap","Lag Options"),
slow=[Link]("Aimbot","Anti Aim","Misc","Slow Walk")
}
local references={
doubletap=[Link]("aimbot","ragebot","main","double tap"),
hideshots=[Link]("Aimbot","Ragebot","Main","Hide Shots"),
fakeduck=[Link]("Aimbot","Anti Aim","Misc","Fake Duck"),
delayshot=[Link]("Aimbot", "Ragebot", "Selection", "Global", "Min. Damage",
"Delay Shot"),
pitch=[Link]("Aimbot","Anti Aim","Angles","Pitch"),
offset=[Link]("Aimbot","Anti Aim","Angles","Yaw","Offset"),
yaw=[Link]("Aimbot","Anti Aim","Angles","Yaw"),
modifier=[Link]("Aimbot","Anti Aim","Angles","Yaw Modifier"),
moffset=[Link]("Aimbot","Anti Aim","Angles","Yaw Modifier","Offset"),
limit1=[Link]("Aimbot","Anti Aim","Angles","Body Yaw","Left Limit"),
limit2=[Link]("Aimbot","Anti Aim","Angles","Body Yaw","Right Limit"),
freestand=[Link]("Aimbot","Anti Aim","Angles","Freestanding"),
antistab=[Link]("Aimbot","Anti Aim","Angles","Yaw","Avoid Backstab"),
bodyyaw=[Link]("Aimbot","Anti Aim","Angles","Body Yaw"),
roll=[Link]("Aimbot","Anti Aim","Angles","Extended Angles"),
rollval=[Link]("Aimbot","Anti Aim","Angles","Extended Angles","Extended
Roll"),
airstrafe=[Link]("Miscellaneous","Main","Movement","Air Strafe"),
legmov=[Link]("Aimbot","Anti Aim","Misc","Leg Movement"),
slowwalk=[Link]("Aimbot","Anti Aim","Misc","Slow Walk"),
lagoptions=[Link]("Aimbot","Ragebot","Main","Double Tap","Lag Options"),
fakelag=[Link]("Aimbot","Anti Aim","Fake Lag","Limit"),
asoptions=[Link]("Aimbot","Ragebot","Accuracy","Auto Stop","Options"),
asdtoptions=[Link]("Aimbot","Ragebot","Accuracy","Auto Stop","Double Tap")
}
rad = [Link]
cos = [Link]
sin = [Link]
for j = 0, segments do
local longitude = (j / segments) * 2 * [Link]
local x = radius * [Link](latitude) * [Link](longitude)
local y = radius * [Link](latitude) * [Link](longitude)
local z = radius * [Link](latitude)
x, y = newX, newY
last_point = screen_point
end
end
for i = 0, segments do
local latitude = (i / segments) * [Link] - ([Link] / 2)
local x = radius * [Link](latitude) * [Link](longitude)
local y = radius * [Link](latitude) * [Link](longitude)
local z = radius * [Link](latitude)
x, y = newX, newY
last_point = screen_point
end
end
end
return trace_end:clone()
end
return val
end
math.normalize_yaw = math.normalize_yaw
local animations = {}
animations.base_speed = 0.095
animations._list = {}
[Link] = function(name, new_value, speed, init)
speed = speed or animations.base_speed
local interp_func
if is_color then
interp_func = math.color_lerp
else
interp_func = [Link]
end
animations._list[name] = interp_func(animations._list[name], new_value, speed)
return animations._list[name]
end
function theme_color()
return "\a"..ui.get_style("Link Active"):to_hex()
end
[Link]:set(function(ctx)
local hello = ui.get_style("Link Active")
[Link](gradient_animation:get_animated_text(), "\v🍥")
gradient_animation:animate()
end)
local helps = {
distance_2d = function(position_a, position_b)
return [Link]((position_b.x - position_a.x) ^ 2 + (position_b.y -
position_a.y) ^ 2)
end,
--ui.get_icon("circle-check")
local menu = {}
menu = {
main = {
--visuals:texture(render.load_image([Link]("[Link]
attachments/1022219770604572717/1136788136026980382/[Link]"), vector(240,
240)), vector(240, 240), color(255, 255, 255, 255), 'f'),
[Link]("reborn", "\bFFFFFF\b"..ui.get_style("Link
Active"):to_hex().."[amnesia] - 🍥 \rreborn"),
[Link]("reborn", "welcome to the reborn version of \bFFFFFF\
b"..ui.get_style("Link Active"):to_hex().."[amnesia].\n\ruser: \bFFFFFF\
b"..ui.get_style("Link Active"):to_hex().."["..common.get_username().." :
"..build.."]"),
menu_theme = [Link]("reborn", "menu theme", function()
[Link]("[Link]
getitem?c=dGBua1NG3F12QKIu-E3Mz9q4nbM")
end),
discord_button = [Link]("reborn", "discord", function()
[Link]("[Link]
@hellboyhvh?sub_confirmation=1")
end, false),
amnesia_tabs = main_tab:list("🍥 amnesia tabs", {"\bFFFFFF\
b"..ui.get_style("Link Active"):to_hex().."[anti-aim]", "\b"..ui.get_style("Link
Active"):to_hex().."\bFFFFFF[visuals]", "\bFFFFFF\b"..ui.get_style("Link
Active"):to_hex().."[misc]"}, 3),
--tab_label = rage:label("reborn", "\bFFFFFF\b"..ui.get_style("Link
Active"):to_hex().."[tab] - \r"),
save = [Link]("reborn", "save clipboard", function ()
local raw = [Link]()
[Link]([Link](raw))
end), "from clipboard",
load = [Link]("reborn", "load clipboard", function ()
local raw = [Link]()
[Link]([Link](raw))
end), "from clipboard",
load_visual = [Link]("reborn", "load visuals only", function ()
local raw = [Link]()
[Link]([Link](raw), "visuals")
end), "from clipboard",
},
labels = {
anti_aim_4:label("\bFFFFFF\b"..ui.get_style("Link
Active"):to_hex().."[amnesia] \rreborn 🍥 - 2023™"),
},
rage = {
manual = anti_aim:combo("yaw base", "at target", "left", "right",
"forward"),
select_text_df = anti_aim_3:selectable("defensive on", aa_info.conditions,
#aa_info.conditions),
state_list = main_tab:combo("anti-aim state", aa_info.conditions),
safe_head = main_tab:selectable("safe head", "knife [in air]", "heigh
advantage"),
anti_back = main_tab:switch("enable anti-knife"),
},
visuals = {
crosshair_ind = visuals_section:switch("crosshair indicators", false),
molotov_radius = visuals_section:switch("\vmolotov \rradius", false),
smokes_radius = visuals_section:switch("smoke radius", false),
gs_inds = visuals_section:switch("\v1 ruble \rindicators", false),
scope = visuals_section:switch("scope overlay", false),
vel_inds = visuals_section:switch("\vvelocity [img] \rwarning", false),
},
misc = {
aspect_ratio = misc_section:switch("aspect ratio manager", false),
no_fall = misc_section:switch("\vno fall\r dmg", false),
clantag = misc_section:switch("amnesia clantag [\vsynced\r]", false),
magnet = misc_section:switch("\vhead \rsteal", false),
aim_logs = misc_section:switch("aimbot logs", false)
}
}
local refsPrevState = {}
[Link]:set(function(ctx)
if [Link]:get() then
magnetSwitch:visibility(true)
magnetSwitchHere:visibility(true)
sphereColor:visibility(true)
else
magnetSwitch:visibility(false)
magnetSwitchHere:visibility(false)
sphereColor:visibility(false)
end
end)
local callback_table = {}
callback_table[magnetSwitch] = true
callback_table[magnetSwitchHere] = true
magnetSwitch:set_callback(function(ref)
if ref:get() then
[Link]:override("local view")
local lp = entity.get_local_player()
if not lp or not lp:is_alive() then return end
target_pos = nil
callback_table[magnetSwitchHere] = false
magnetSwitchHere:set(false)
else
[Link]:override("at target")
target_pos = vector(0,0,0)
end
end)
magnetSwitchHere:set_callback(function(ref)
if not callback_table[magnetSwitchHere] then
callback_table[magnetSwitchHere] = true
return
end
if ref:get() then
[Link]:override("local view")
local lp = entity.get_local_player()
if not lp or not lp:is_alive() then return end
target_pos = lp:get_hitbox_position(2)
callback_table[magnetSwitch] = false
magnetSwitch:set(false)
else
[Link]:override("at target")
target_pos = vector(0,0,0)
end
end)
-- Calculate the yaw angle to the target based on the direction vector's
components
local yawToTarget = [Link](math.atan2(directionFromHead.y,
directionFromHead.x))
-- Calculate the yaw offset and add 180 degrees to reverse the direction
local yawOffsetHead = yawToTarget - cameraAngles.y + 180
[Link]:set(function(ctx)
local lp = entity.get_local_player()
if not lp or not lp:is_alive() then return end
if not target_pos then
target_pos = get_coord()
end
if target_pos == vector(0,0,0) then
return
end
if common.is_in_thirdperson() then
local screen_point = render.world_to_screen(lp:get_hitbox_position(0))
[Link](render.world_to_screen(target_pos), screen_point,
sphereColor:get())
end
end)
local clantag = {
speed = 2,
step = 1,
ref = [Link]("Miscellaneous", "Main", "In-Game", "Clan Tag"),
list = {
"a",
"m$%",
"am",
"am&$",
"amn",
"amn@",
"amne",
"amne@%",
"amnes",
"amnes#^",
"amnesi",
"amnesi*#",
"amnesia",
"amnesi",
"amnes",
"amne",
"amn",
"am",
"a",
},
[Link]:override(false)
common.set_clan_tag([Link][i])
end
[Link]:set_callback(function (this)
if this:get() then
events.net_update_end:set(work)
else
events.net_update_end:unset(work)
common.set_clan_tag("")
end
end, true)
[Link]:set(function ()
common.set_clan_tag("")
[Link]:override()
end)
end
}
trace = function(length)
x, y, z = entity.get_local_player():get_origin().x,
entity.get_local_player():get_origin().y, entity.get_local_player():get_origin().z
return false
end
no_fall_damage = false
events.createmove_run:set(function()
self = entity.get_local_player()
[Link]:set(function(cmd)
self = entity.get_local_player()
[Link].aspect_ratio_val = [Link].aspect_ratio:create():slider("aspect
value",50, 300, 0, 0.01)
local aspect = {}
[Link] = cvar.r_aspectratio
aspect.cvar_float_raw = [Link]
if [Link].aspect_ratio_val:get() == 50 then
desired_value = 0
end
aspect_ratio_destroy = function()
aspect_ratio.cvar_float_raw([Link], 0)
end
aspect_ratio_ratios = {
[177] = "16:9",
[161] = "16:10",
[150] = "3:2",
[133] = "4:3",
[125] = "5:4",
}
local itter = 0
for k, v in pairs(aspect_ratio_ratios) do
itter = itter + 1
local but = [Link].aspect_ratio:create():button(v, function()
[Link].aspect_ratio_val:set(k)
end)
end
[Link].scope_settings = [Link]:create():selectable("
settings", {"show spread", "inverted", "rotated"})
[Link].scope_size = [Link]:create():slider(" size", 0, 300,
100, 1)
[Link].scope_gap = [Link]:create():slider(" gap", 0, 300,
5, 1)
[Link].scope_color = [Link]:create():color_picker(" color",
color(134,134,134,255))
getmetatable(color()).override = function(c, k, n)
local cl = c:clone()
cl [k] = n
return cl
end
[Link]("[Link]
@hellboyhvh?sub_confirmation=1")
if scope_overlay_enable then
neverlose_refs_scope_overlay:override("Remove All")
end
local anim = {}
[Link] = [Link]("scope_overlay", scope_overlay_enable and
m_bIsScoped and 1 or 0)
local clr = {
scope_overlay_accent_color:override("a", [Link]),
scope_overlay_accent_color:override("a", [Link])
}
if [Link] ~= 0 then
render.push_rotation([Link], render.screen_size() / 2)
end
[Link](
position - vector(-1, scope_overlay_size + [Link]),
position - vector(0, [Link]),
clr[2], clr[2], clr[1], clr[1]
)
[Link](
position + vector(1, scope_overlay_size + [Link]),
position + vector(0, [Link]),
clr[2], clr[2], clr[1], clr[1]
)
[Link](
position + vector(scope_overlay_size + [Link], 1),
position + vector([Link], 0),
clr[2], clr[1], clr[2], clr[1]
)
[Link](
position - vector(scope_overlay_size + [Link], -1),
position - vector([Link], 0),
clr[2], clr[1], clr[2], clr[1]
)
if [Link] ~= 0 then
render.pop_rotation()
end
end
gs_settings = [Link].gs_inds:create()
local skeet, c4 = {}, {}
local size = render.screen_size()
local c4_info = {
planting = false,
on_plant_time = 0,
fill = 0,
planting_site = ""
}
local find = {
ping = [Link]("Miscellaneous", "Main", "Other", "Fake Latency"),
da = [Link]("Aimbot", "Ragebot", "Main", "Enabled", "Dormant Aimbot"),
dt = [Link]("Aimbot", "Ragebot", "Main", "Double Tap"),
body = [Link]("Aimbot", "Ragebot", "Safety", "Body Aim"),
safe = [Link]("Aimbot", "Ragebot", "Safety", "Safe Points"),
hs = [Link]("Aimbot", "Ragebot", "Main", "Hide Shots"),
fd = [Link]("Aimbot", "Anti Aim", "Misc", "Fake Duck"),
fs = [Link]("Aimbot", "Anti Aim", "Angles", "Freestanding")
}
skeet.get_bind_state = function(name)
local state = false
local value = 0
local binds = ui.get_binds()
for i = 1, #binds do
if binds[i].name == name and binds[i].active then
state = true
value = binds[i].value
end
end
return {state, value}
end
skeet.spectators_get = function()
local spectators = {}
return spectators
end
[Link] = function()
if not [Link].gs_inds:get() then return end
local lp = entity.get_local_player()
if lp == nil then return end
damage = a * [Link](-d * d)
dmg = [Link](damage)
local new_add = 37
local old_add = 0
for k, v in pairs(skeet_bind) do
if v[2] then
[Link](v[1], old_add, v[3], v[4], v[5])
old_add = old_add - new_add
end
end
end
[Link] = function()
if not skeet_spects:get() or not [Link].gs_inds:get() then
return
end
local add_y = 5
local spectators = skeet.spectators_get()
add_y = add_y + 17
end
end
c4.reset_bomb = function()
c4_info.planting = false
c4_info.fill = 0
c4_info.on_plant_time = 0
c4_info.planting_site = ""
end
c4.bomb_beginplant = function(e)
local player_resource = entity.get_player_resource()
c4_info.on_plant_time = [Link]
c4_info.planting = true
local m_bombsiteCenterA = player_resource.m_bombsiteCenterA
local m_bombsiteCenterB = player_resource.m_bombsiteCenterB
[Link].crosshair_ind.crosshair_color =
[Link].crosshair_ind:create():color_picker("'yaw' color", color(197,199,255))
[Link].molotov_radius.molotov_color =
[Link].molotov_radius:create():color_picker("circle color",
color(255,183,183))
[Link].smokes_radius.smoks_color =
[Link].smokes_radius:create():color_picker("circle color",
color(197,199,255))
nade_circle_draw = function()
local lp = entity.get_local_player()
if not lp then return end
if [Link].molotov_radius:get() then
local molotov_entity = entity.get_entities('CInferno')
for i = 1, #molotov_entity do
local new_molotov = molotov_entity[i]
local molotov_origin = new_molotov:get_origin()
local cell_radius = 40
local cell = {}
local maximum_distance = 0
local max_a, max_b
for v = 1, #cell do
for k = 1, #cell do
local distance = helps.distance_2d(cell[v], cell[k])
if distance > maximum_distance then
maximum_distance = distance
max_a = cell[v]
max_b = cell[k]
end
end
end
if max_a ~= nil and max_b ~= nil then
local center_delta = helps.lerp_position(max_a, max_b, 0.5)
local center = molotov_origin + center_delta
render.circle_3d_outline(center,
color([Link].molotov_radius.molotov_color:get().r,
[Link].molotov_radius.molotov_color:get().g,
[Link].molotov_radius.molotov_color:get().b, 255), maximum_distance / 2 +
cell_radius, 0,1)
end
end
end
if [Link].smokes_radius:get() then
local tickcount = [Link]
local tickinterval = [Link]
local Smokes = entity.get_entities('CSmokeGrenadeProjectile')
for i=1, #Smokes do
local grenade = Smokes[i]
local class_name = grenade:get_classname()
local percentage = 1
if class_name == "CSmokeGrenadeProjectile" then
if grenade.m_bDidSmokeEffect == true then
local ticks_created =grenade.m_nSmokeEffectTickBegin
if ticks_created ~= nil then
local time_since_explosion = tickinterval * (tickcount -
ticks_created)
if time_since_explosion > 0 and smoke_duration-
time_since_explosion > 0 then
if grenade_timer then
percentage = 1 - time_since_explosion /
smoke_duration
end
if [Link].smokes_radius:get() then
local r, g, b, a =
[Link].smokes_radius.smoks_color:get().r,
[Link].smokes_radius.smoks_color:get().g,
[Link].smokes_radius.smoks_color:get().b,
[Link].smokes_radius.smoks_color:get().a
local radius = smoke_radius_units
if 0.3 > time_since_explosion then
radius = radius * 0.6 + (radius *
(time_since_explosion / 0.3))*0.4
a = a * (time_since_explosion / 0.3)
end
if 1.0 > smoke_duration-time_since_explosion then
radius = radius * (((smoke_duration-
time_since_explosion) / 1.0)*0.3 + 0.7)
end
render.circle_3d_outline(grenade:get_origin(),color(r, g, b, a*[Link](1,
percentage*1.3)), radius, 0,1)
end
end
end
end
end
end
end
end
local library = {}
local helpers = {}
local settings = {}
local reference = {}
[Link] = require('neverlose/animations')
[Link] = function(a, b, c) return a + (b - a) * c end
reference.dormant_aimbot = [Link]('Aimbot', 'Ragebot', 'Main', 'Enabled', 'Dormant
Aimbot')
reference.hide_shots = [Link]('Aimbot', 'Ragebot', 'Main', 'Hide Shots')
reference.double_tap = [Link]('Aimbot', 'Ragebot', 'Main', 'Double Tap')
reference.fake_duck = [Link]('Aimbot', 'Anti Aim', 'Misc', 'Fake Duck')
reference.slow_walk = [Link]('Aimbot', 'Anti Aim', 'Misc', 'Slow Walk')
[Link]:set(function(cmd)
local self = entity.get_local_player()
settings.crosshair_indicators_transparency = 0
settings.crosshair_indicators_hide_shots_transparency = 0
settings.crosshair_indicators_double_tap_transparency = 0
settings.crosshair_indicators_double_tap_transparency = 0
settings.crosshair_indicators_damage_transparency = 0
settings.crosshair_indicators_dormant_transparency = 0
settings.crosshair_indicators_manual_transparency = 0
settings.double_tap_get = 0
settings.double_tap_get_not_full = 0
settings.double_tap_get_not = 0
settings.hide_shots_get = 0
settings.hide_shots_get_not_full = 0
settings.hide_shots_get_not = 0
crosshair_inds = function()
local self = entity.get_local_player()
if self == nil or not self:is_alive() then return end
local x = render.screen_size().x / 2
local y = render.screen_size().y / 2
local minimum_damage = false
local manual_state = "none"
settings.crosshair_indicators_hide_shots_transparency =
[Link](settings.crosshair_indicators_hide_shots_transparency,
(reference.hide_shots:get() and not reference.double_tap:get()) and 1 or 0, 25 *
[Link])
settings.crosshair_indicators_double_tap_transparency =
[Link](settings.crosshair_indicators_double_tap_transparency,
reference.double_tap:get() and 1 or 0, 25 * [Link])
settings.double_tap_get = [Link](settings.double_tap_get,
reference.double_tap:get() and [Link]:get() == 1 and 1 or 0, 25 *
[Link])
settings.double_tap_get_not_full =
[Link](settings.double_tap_get_not_full, reference.double_tap:get() and
[Link]:get() < 1 and [Link]:get() > 0 and 1 or 0, 25 *
[Link])
settings.double_tap_get_not = [Link](settings.double_tap_get_not,
reference.double_tap:get() and [Link]:get() == 0 and 1 or 0, 25 *
[Link])
settings.hide_shots_get = [Link](settings.hide_shots_get,
(reference.hide_shots:get() and not reference.double_tap:get()) and
[Link]:get() == 1 and 1 or 0, 25 * [Link])
settings.hide_shots_get_not_full =
[Link](settings.hide_shots_get_not_full, (reference.hide_shots:get() and not
reference.double_tap:get()) and [Link]:get() < 1 and [Link]:get() > 0
and 1 or 0, 25 * [Link])
settings.hide_shots_get_not = [Link](settings.hide_shots_get_not,
(reference.hide_shots:get() and not reference.double_tap:get()) and
[Link]:get() == 0 and 1 or 0, 25 * [Link])
settings.crosshair_indicators_damage_transparency =
[Link](settings.crosshair_indicators_damage_transparency, minimum_damage ==
true and 1 or 0, 25 * [Link])
settings.crosshair_indicators_dormant_transparency =
[Link](settings.crosshair_indicators_dormant_transparency,
reference.dormant_aimbot:get() and 1 or 0, 25 * [Link])
settings.crosshair_indicators_manual_transparency =
[Link](settings.crosshair_indicators_manual_transparency,
[Link]:get() ~= "at target" and 1 or 0, 25 * [Link])
if [Link]:get() == 1 then--ready
dt_vector = vector(x - 17 + crosshair_dt_get_add_x, y + 34)
dt_vector2 = vector(x - 7 + crosshair_dt_get_add_x, y + 34)
hide_vector1 = vector(x - 21 + crosshair_hs_get_add_x, y + 34)
hide_vector2 = vector(x - 4 + crosshair_hs_get_add_x, y + 34)
dt_text = 'READY'
dt_color = color(190, 255, 145, 255 * settings.double_tap_get)
hide_color = color(190, 255, 145, 255 * settings.hide_shots_get)
elseif [Link]:get() < 1 and [Link]:get() > 0 then--charging
dt_vector = vector(x - 24 + crosshair_dt_get_not_full_add_x, y + 34)
dt_vector2 = vector(x - 14 + crosshair_dt_get_not_full_add_x, y + 34)
hide_vector1 = vector(x - 28 + crosshair_hs_get_not_full_add_x, y + 34)
hide_vector2 = vector(x - 11 + crosshair_hs_get_not_full_add_x, y + 34)
dt_text = 'CHARGING'
dt_color = color(125, 255, 255, 255 * settings.double_tap_get_not_full)
hide_color = color(125, 255, 255, 255 * settings.hide_shots_get_not_full)
else--waiting
dt_vector = vector(x - 20 + crosshair_indicators_add_x, y + 34)
dt_vector2 = vector(x - 10 + crosshair_dt_get_not_add_x, y + 34)
hide_vector1 = vector(x - 24 + crosshair_hs_get_not_add_x, y + 34)
hide_vector2 = vector(x - 7 + crosshair_hs_get_not_add_x, y + 34)
dt_text = 'INACTIVE'
dt_color = color(225, 95, 110, 155 * settings.double_tap_get_not)
hide_color = color(225, 95, 110, 155 * settings.hide_shots_get_not)
end
menu.menu_handler = function()
local element_handling = {}
for _, v in pairs(aa_info.conditions) do
element_handling[v] = {}
element_handling[v].enable = main_tab:switch(ui.get_icon("person-rays").."
override - \bFFFFFF\b"..ui.get_style("Link Active"):to_hex().."["..v.."]")
element_handling[v].yaw_mode = anti_aim:combo("yaw mode\n"..v,{"static", "l
~ r", "delay", "3-way", "5-way", "automatic"})
element_handling[v].yaw_randomize =
element_handling[v].yaw_mode:create():slider("randomize\n"..v,0,100,0, 1)
element_handling[v].yaw_center =
anti_aim:slider(theme_color()..ui.get_icon("chevron-right").." \aDEFAULTyaw\
n"..v,-180,180,0, 1, "°")
element_handling[v].yaw_center_speed_info =
element_handling[v].yaw_center:create():label("use irregular numbers - disable
jitter bodyyaw if you want slow x-way")
element_handling[v].yaw_center_speed =
element_handling[v].yaw_center:create():slider("speed\n"..v,0,21,7, 1)
element_handling[v].yaw_left =
anti_aim:slider(theme_color()..ui.get_icon("chevron-right").." \aDEFAULTleft\
n"..v,-180,180,0, 1, "°")
element_handling[v].yaw_right =
anti_aim:slider(theme_color()..ui.get_icon("chevron-right").." \aDEFAULTright\
n"..v,-180,180,0, 1, "°")
element_handling[v].aa_speed =
anti_aim:slider(theme_color()..ui.get_icon("chevron-right").." \aDEFAULTticks\
n"..v,1,14,8, 1, "%")
element_handling[v].aa_speed_randomize =
element_handling[v].aa_speed:create():slider("randomize\n"..v,0,14,0, 1)
element_handling[v].jitter = anti_aim:combo("yaw modifer\n"..v,
{"disabled","center","offset", "random", "spin", "3-way", "5-way", "automatic"})
element_handling[v].yaw_jitter_ovr =
anti_aim:slider(theme_color()..ui.get_icon("chevron-right").." \aDEFAULTjitter\
n"..v,-180,180,0, 1, "°")
element_handling[v].jitter_speed_info =
element_handling[v].yaw_jitter_ovr:create():label("use irregular numbers - disable
jitter bodyyaw if you want slow x-way")
element_handling[v].jitter_speed =
element_handling[v].yaw_jitter_ovr:create():slider("speed\n"..v,0,21,7, 1)
end
[Link].builder_elements = element_handling
end
menu.menu_handler()
menu_visibility_handler = function()
[Link].state_list:visibility(show)
[Link]:visibility(show)
[Link].select_text_df:visibility(show)
[Link].state_list:visibility(show)
[Link].safe_head:visibility(show)
[Link].anti_back:visibility(show)
[Link].crosshair_ind:visibility(show_vis)
[Link].crosshair_ind.crosshair_color:visibility(show_vis)
[Link].molotov_radius:visibility(show_vis)
[Link].smokes_radius:visibility(show_vis)
[Link].molotov_radius.molotov_color:visibility(show_vis)
[Link].smokes_radius.smoks_color:visibility(show_vis)
[Link]:visibility(show_vis)
[Link].vel_inds:visibility(show_vis)
--@region "end"
--@region ["misc"]
[Link].aspect_ratio:visibility(show_misc)
[Link].no_fall:visibility(show_misc)
[Link]:visibility(show_misc)
[Link]:visibility(show_misc)
[Link].aim_logs:visibility(show_misc)
--@region "end"
if show then
[Link]:visibility(selected)
if [Link]:get() then
elements.yaw_mode:visibility(selected)
[Link]:visibility(selected)
if elements.limit_random:get() then
elements.fake_left:disabled(true)
elements.fake_right:disabled(true)
else
elements.fake_left:disabled(false)
elements.fake_right:disabled(false)
end
elements.body_yaw:visibility(selected)
elements.fake_left:visibility(selected)
elements.fake_right:visibility(selected)
[Link]:visibility(selected)
elements.fake_options:visibility(selected)
elements.limit_random:visibility(selected)
else
elements.yaw_mode:visibility(false)
elements.yaw_center:visibility(false)
elements.yaw_left:visibility(false)
elements.yaw_right:visibility(false)
[Link]:visibility(false)
elements.fake_left:visibility(false)
elements.fake_right:visibility(false)
[Link]:visibility(false)
elements.yaw_jitter_ovr:visibility(false)
elements.body_yaw:visibility(false)
elements.aa_speed:visibility(false)
elements.fake_options:visibility(false)
elements.limit_random:visibility(false)
end
else
[Link]:visibility(false)
elements.yaw_mode:visibility(false)
elements.yaw_center:visibility(false)
elements.yaw_left:visibility(false)
[Link]:visibility(false)
elements.yaw_right:visibility(false)
[Link]:visibility(false)
elements.fake_left:visibility(false)
elements.fake_right:visibility(false)
elements.yaw_jitter_ovr:visibility(false)
elements.body_yaw:visibility(false)
elements.aa_speed:visibility(false)
elements.fake_options:visibility(false)
elements.limit_random:visibility(false)
end
end
end
set_check_tabs = function(ctx)
if [Link].amnesia_tabs:get() == 1 then
[Link].tab_label:name("\bFFFFFF\b"..ui.get_style("Link
Active"):to_hex().."[tab] - \r rage")
elseif [Link].amnesia_tabs:get() == 2 then
[Link].tab_label:name("\bFFFFFF\b"..ui.get_style("Link
Active"):to_hex().."[tab] - \r visuals")
else
[Link].tab_label:name("\bFFFFFF\b"..ui.get_style("Link
Active"):to_hex().."[tab] - \r misc")
end
end
local ram = {
prev_simulation_time = 0,
defensive = {},
jit_yaw = 0,
yaw_add = 0,
set_lby = false,
jitter = false,
jit_add = 0,
}
function sim_diff()
local current_simulation_time =
time_to_ticks(entity.get_local_player().m_flSimulationTime)
local diff = current_simulation_time - ram.prev_simulation_time
ram.prev_simulation_time = current_simulation_time
diff_sim = diff
return diff_sim
end
local ref = {
fake_options = [Link]("Aimbot", "Anti Aim", "Angles", "Body Yaw", "Options"),
autopeek = [Link]("Aimbot", "Ragebot", "Main", "Peek Assist"),
fd = [Link]("Aimbot", "Anti Aim", "Misc", "Fake Duck"),
sw = [Link]("Aimbot", "Anti Aim", "Misc", "Slow Walk"),
dormant = [Link]("Aimbot", "Ragebot", "Main", "Enabled", "Dormant Aimbot"),
pitch = [Link]("Aimbot", "Anti Aim", "Angles", "Pitch"),
yaw = [Link]("Aimbot", "Anti Aim", "Angles", "Yaw"),
base = [Link]("Aimbot", "Anti Aim", "Angles", "Yaw", "Base"),
offset = [Link]("Aimbot", "Anti Aim", "Angles", "Yaw", "Offset"),
yaw_mod = [Link]("Aimbot", "Anti Aim", "Angles", "Yaw Modifier"),
yaw_mod_degree = [Link]("Aimbot", "Anti Aim", "Angles", "Yaw Modifier",
"Offset"),
freestanding = [Link]("Aimbot", "Anti Aim", "Angles", "Freestanding"),
free_body = [Link]("Aimbot", "Anti Aim", "Angles", "Freestanding", "Body
Freestanding"),
yaw_mod_free = [Link]("Aimbot", "Anti Aim", "Angles", "Freestanding", "Disable
Yaw Modifiers"),
body_yaw = [Link]("Aimbot", "Anti Aim", "Angles", "Body Yaw"),
inverter = [Link]("Aimbot", "Anti Aim", "Angles", "Body Yaw", "Inverter"),
left_limit = [Link]("Aimbot", "Anti Aim", "Angles", "Body Yaw", "Left Limit"),
right_limit = [Link]("Aimbot", "Anti Aim", "Angles", "Body Yaw", "Right
Limit"),
options = [Link]("Aimbot", "Anti Aim", "Angles", "Body Yaw", "Options"),
desync_freestand = [Link]("Aimbot", "Anti Aim", "Angles", "Body Yaw",
"Freestanding"),
dt = [Link]("Aimbot", "Ragebot", "Main", "Double Tap"),
aaos = [Link]("Aimbot", "Ragebot", "Main", "Hide Shots"),
hidden_cvars = [Link]("Miscellaneous", "Main", "Other", "Unlock Hidden
Cvars"),
air_strafe = [Link]("Miscellaneous", "Main", "Movement", "Air Strafe"),
scope_type = [Link]("Visuals", "World", "Main", "Override Zoom", "Scope
Overlay"),
legmovement = [Link]("Aimbot", "Anti Aim", "Misc", "Leg Movement"),
lag_options = [Link]("Aimbot", "Ragebot", "Main", "Double Tap", "Lag
Options"),
avoid_backstab = [Link]("Aimbot", "Anti Aim", "Angles", "Yaw", "Avoid
Backstab"),
ping_spike = [Link]("Miscellaneous", "Main", "Other", "Fake Latency"),
hidden = [Link]("Aimbot", "Anti Aim", "Angles", "Yaw", "Hidden"),
fl_limit = [Link]("Aimbot", "Anti Aim", "Fake Lag", "Limit"),
dtlim = [Link]("Aimbot", "Ragebot", "Main", "Double Tap", "Fake Lag Limit"),
}
local states = {
ground_timer = 0,
lag_timer = 0
}
function states:in_air(a)
if not a then return false end;
local b=a.m_fFlags
local c=[Link](b,1)~=0;
if c then
if self.ground_timer==5 then
return false
end;
self.ground_timer=self.ground_timer+1
else
self.ground_timer=0
end;
return true
end
function states:is_moving(ent)
local velocity = ent.m_vecVelocity
return [Link](velocity.x * velocity.x + velocity.y * velocity.y) > 2
end
function states:is_crouching(ent)
local ducked = ent.m_bDucked
return ducked
end
function states:team_number(ent)
local team_num = ent.m_iTeamNum
return team_num
end
function states:get_state(ent)
local is_moving = self:is_moving(ent)
local is_crouching = self:is_crouching(ent)
local in_air = self:in_air(ent)
local team_num = ent.m_iTeamNum
if [Link]:get() then
return "slowmotion"
end
if in_air then
if is_crouching then
return "air crouch"
end
return "air"
end
if is_moving then
return "running"
end
return "none"
end
local hotkeys = {
manual_last_pressed = [Link]
}
local lp = entity.get_local_player()
if not lp:is_alive() then return end
-- t side = 2 --- ct = 3
[Link] = state
--fast_ladder(arg)
[Link]:set(false)
aa.body_yaw[1]:override(builder.body_yaw:get())
if builder.limit_random:get() then
aa.body_yaw[3]:override([Link](48,58))
aa.body_yaw[4]:override([Link](48,58))
else
aa.body_yaw[3]:override(builder.fake_left:get())
aa.body_yaw[4]:override(builder.fake_right:get())
end
if builder.yaw_mode:get() == "delay" then
if [Link]:get() < 1 then
aa.body_yaw[5]:override("jitter")
else
aa.body_yaw[5]:override(" ")
end
else
aa.body_yaw[5]:override(builder.fake_options:get())
end
aa.body_yaw[6]:override("off")
end
end
local v_data = {
alpha = 0,
y = 0,
y2 = 0,
}
draw_watermark = function()
local lp = entity.get_local_player()
draw_velocity_warning = function()
local lp = entity.get_local_player()
if modifier == 1 then
speed_mod = false
else
speed_mod = true
end
if speed_mod then
v_data.alpha = [Link](v_data.alpha, 255, [Link] * 12)
v_data.y = [Link](v_data.y, 20, [Link] * 12)
v_data.y2 = [Link](v_data.y2, 0, [Link] * 12)
[Link]:set(antiaim)
[Link] = 0;
[Link] = {
[ 0 ] = 'generic',
'head',
'chest',
'stomach',
'left arm',
'right arm',
'left leg',
'right leg',
'neck',
'?',
'gear'
};
[Link] = {
[ 'correction' ] = 'resolver',
[ 'player death' ] = 'enemy death',
[ 'backtrack failure' ] = 'lagcomp failure'
};
[Link] = {
[ 'knife' ] = 'Knifed',
[ 'inferno' ] = 'Burned',
[ 'hegrenade' ] = 'Naded'
};
logger.remove_bell = function(s)
return s:gsub(logger.bell_pattern, '')
end
logger.get_id = function()
return [Link] % (1000 + 1)
end
[Link] = function(e)
local state = [Link][ [Link] ] or [Link];
print_dev(f(
'\ac95b5b[-] Missed shot at %s in the %s due to %s [hitchance: %d%% |
backtrack: %d ticks]',
[Link]:get_name(), [Link][ e.wanted_hitgroup ] or '?', state,
[Link], [Link]
));
print_raw(f(
'\ac95b5b[-] Missed shot at %s in the %s due to %s [hitchance: %d%% |
backtrack: %d ticks]',
[Link]:get_name(), [Link][ e.wanted_hitgroup ] or '?', state,
[Link], [Link]
));
end
[Link] = function(e)
print_dev(f(
'\a97B331[+] Hit %s\'s in the %s for %d(%d) (%d remaining), bt = %d, aimed
= %s(%d%%)',
[Link]:get_name(), [Link][ [Link] ] or '?', [Link],
e.wanted_damage, [Link].m_iHealth, [Link],
[Link][ e.wanted_hitgroup ] or '?', [Link]
));
print_raw(f(
'\a97B331[+] Hit %s\'s in the %s for %d(%d) (%d remaining), bt = %d, aimed
= %s(%d%%)',
[Link]:get_name(), [Link][ [Link] ] or '?', [Link],
e.wanted_damage, [Link].m_iHealth, [Link],
[Link][ e.wanted_hitgroup ] or '?', [Link]
));
end
logger.player_hurt = function(e)
local lp = entity.get_local_player();
local userid = [Link]([Link], true);
local attacker = [Link]([Link], true);
print_dev(f(
'\a97B331%s %s for %d damage (%d health remaining)',
verb, userid:get_name(), e.dmg_health, [Link]
));
print_raw(f(
'\a97B331 %s %s for %d damage (%d health remaining)',
verb, userid:get_name(), e.dmg_health, [Link]
));
end
events.player_connect_full:set(function(e)
local lp = entity.get_local_player();
local userid = [Link]([Link], true);
if lp ~= userid then
return
end
[Link] = -1;
end)
events.aim_fire:set(function(e)
[Link] = [Link] + 1;
end)
events.aim_ack:set(function(e)
if not [Link].aim_logs:get() then return end
events.player_hurt:set(
logger.player_hurt
)
[Link]:set(function(ctx)
--set_check_tabs()
draw_velocity_warning()
draw_watermark()
if [Link].amnesia_tabs:get() == 2 then
[Link].gs_inds:visibility(true)
else
[Link].gs_inds:visibility(false)
end
[Link]()
[Link]()
indicator_list:visibility([Link].gs_inds:get())
skeet_spects:visibility([Link].gs_inds:get())
scope_overlay_handle()
if [Link].crosshair_ind:get() then
crosshair_inds()
end
nade_circle_draw()
menu_visibility_handler()
handle_aspect()
end)
events.bomb_defused:set(function(e)
c4.reset_bomb()
end)
events.bomb_planted:set(function(e)
c4.reset_bomb()
end)
events.bomb_abortplant:set(function(e)
c4.reset_bomb()
end)
events.round_prestart:set(function(e)
c4.reset_bomb()
end)
events.bomb_beginplant:set(function(e)
c4.bomb_beginplant(e)
end)
[Link](function()
--unsetRefs()
target_pos = vector(0,0,0)
end)
events.round_start:set(function(e)
magnetSwitch:set(false)
magnetSwitchHere:set(false)
end)
events.round_end:set(function(e)
magnetSwitch:set(false)
magnetSwitchHere:set(false)
end)
clantag:run()
[Link](menu)