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Rape Yaw

This document contains Lua code for configuring and displaying various cheat settings and indicators in a game. It defines functions for setting anti-aim values based on preset selections, toggling ideal tick settings, breaking player legs, adapting fakelag, fake flick anti-aim, and displaying debug information like player state, desync range, and FPS. Various fonts and colors are also defined for text rendering.

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oldlegend
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0% found this document useful (0 votes)
181 views13 pages

Rape Yaw

This document contains Lua code for configuring and displaying various cheat settings and indicators in a game. It defines functions for setting anti-aim values based on preset selections, toggling ideal tick settings, breaking player legs, adapting fakelag, fake flick anti-aim, and displaying debug information like player state, desync range, and FPS. Various fonts and colors are also defined for text rendering.

Uploaded by

oldlegend
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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console.

execute_client_cmd("clear")
cheat.notify("Welcome to rape-yaw beta | made by wixyy | ")
cheat.notify("dsc.gg/rapeyawbeta")
local clantag1 = {
" ",
" r",
"ra",
"rap",
" rape",
"rape",
"rapey",
"rapeya",
"rapeyaw",
"rapeya",
"rapey",
"rape",
"rape",
"rap",
"ra",
" r",
" ",
" "
}
local first = 0
local second = 0
local font_calibri = render.setup_font("Calibri", 29, 700)
local font = render.setup_font("smallest pixel-7", 10)
local font_verd = render.setup_font("Verdana", 14)
local font_pixel = render.setup_font("Verdana", 15)
local font_verdb = render.setup_font("Verdanab", 12, 400)
local font_verdsmall = render.setup_font("Verdana", 13, 400)
local pitchch = ui.get_int("0Antiaim.pitch")
local yawset = ui.get_int("Antiaim.yaw_offset")
local rangee = ("0Antiaim.range")
local desynctype = ("0Antiaim.desync")
local invdesrange = ("0Antiaim.inverted_desync_range")
local dormancy11 = 0
local get_picker_color = function(picker)
local r, g, b, a =
ui.get_color(picker):r(),
ui.get_color(picker):g(),
ui.get_color(picker):b(),
ui.get_color(picker):a()
return r, g, b, a
end
local get_player_state1 = function(flags, player)
local m_flags = flags
if m_flags == 256 then
return "in air"
elseif m_flags == 263 then
return "crouching"
elseif m_flags == 262 then
return "crouching + in air"
end
if player:get_velocity():length_2d() > 70 then
return "walking"
end
if player:get_velocity():length_2d() < 70 and player:get_velocity():length_2d()
> 2 then
return "slow-walking"
end
return "standing"
end
local get_player_state = function(flags, player)
local m_flags = flags
if m_flags == 256 then
return "IN AIR"
elseif m_flags == 263 then
return "CROUCHING"
elseif m_flags == 262 then
return "IN AIR"
end
if player:get_velocity():length_2d() > 70 then
return "WALKING"
end
if player:get_velocity():length_2d() < 70 and player:get_velocity():length_2d()
> 2 then
return "SLOWWALKING"
end
return "STANDING"
end
local get_player_state2 = function(flags, player)
local m_flags = flags
if m_flags == 256 then
return "/AEROBIC/ "
elseif m_flags == 263 then
return "/CROUCH/"
elseif m_flags == 262 then
return "/CROUCH/"
end
if player:get_velocity():length_2d() > 70 then
return "/DYNAMIC/"
end
if player:get_velocity():length_2d() < 70 and player:get_velocity():length_2d()
> 2 then
return "/TANKING/"
end
return "/ANTI-AIMING/"
end
ui.add_sliderint("Anti-Aim", 0, 0)
ui.add_combobox("AA Preset:", {"None", "Hyper", "Safe Head", "Adaptive Jitter",
"Tank"})
ui.add_checkbox("Adaptive Fakelag")
ui.add_checkbox("Leg Breaker")
ui.add_checkbox("Fake-Flick")
--ui.add_checkbox("Low Delta")
ui.add_sliderint("Visuals", 0, 0)
ui.add_checkbox("Debug Information")
ui.add_checkbox("Anti-aimbot indication")
ui.add_colorpicker("Holo color")
--ui.add_combobox("Damage Indicator", {"Disabled", "Middle", "Bottom Left", "Bottom
Right", "Top Right", "Top Left"})
ui.add_combobox("Indicators", {"Disabled", "Old",})
ui.add_colorpicker("Indicators color")
ui.add_sliderint("Extra", 0, 0)
ui.add_checkbox("Ideal Tick")
ui.add_checkbox("Clan-Tag")
ui.add_checkbox("Hit-Logs")
ui.add_colorpicker("Hitlogscolor")
--ui.add_checkbox("Ping Spike [yaw]")

local function aa()


if ui.get_int("AA Preset:") == 0 then
else
end
if ui.get_int("AA Preset:") == 1 then
ui.set_int("0Antiaim.pitch", 1)
ui.set_bool("Antiaim.fake_lag", true)
ui.set_int("0Antiaim.desync", 1)
ui.set_int("Antiaim.yaw_offset", -4)
ui.set_int("0Antiaim.inverted_desync_range", 13)
ui.set_int("0Antiaim.desync_range", 11)
ui.set_int("0Antiaim.yaw", 1)
ui.set_int("0Antiaim.body_lean", 60)
ui.set_int("0Antiaim.inverted_body_lean", 98)
ui.set_int("0Antiaim.range", 44)
else
end
if ui.get_int("AA Preset:") == 2 then
ui.set_int("0Antiaim.pitch", 1)
ui.set_bool("Antiaim.fake_lag", true)
ui.set_int("0Antiaim.desync", 1)
ui.set_int("Antiaim.yaw_offset", 28)
ui.set_int("0Antiaim.inverted_desync_range", 31)
ui.set_int("0Antiaim.desync_range", 32)
ui.set_int("0Antiaim.yaw", 0)
else
end
if ui.get_int("AA Preset:") == 3 then
local byaw = antiaim.get_body_yaw()
if byaw < 5 then
ui.set_int("0Antiaim.desync_range", math.random(35, 55))
ui.set_int("0Antiaim.inverted_desync_range", math.random(35, 55))
ui.set_int("0Antiaim.pitch", 1)
ui.set_int("Antiaim.yaw_offset", 12)
ui.set_int("0Antiaim.yaw", 1)
ui.set_int("0Antiaim.range", 0)
end
if byaw < 0 then
ui.set_int("0Antiaim.desync_range", math.random(35, 55))
ui.set_int("0Antiaim.inverted_desync_range", math.random(35, 55))
ui.set_int("0Antiaim.pitch", 1)
ui.set_int("Antiaim.yaw_offset", 12)
ui.set_int("0Antiaim.yaw", 1)
end
if byaw < 30 then
ui.set_int("0Antiaim.body_lean", 25)
ui.set_int("Antiaim.yaw_offset", 15)
ui.set_int("0Antiaim.range", math.random(25, 30))
ui.set_int("0Antiaim.desync_range", math.random(33, 44))
ui.set_int("0Antiaim.inverted_desync_range", math.random(44, 22))
end
if byaw > 30 then
ui.set_int("0Antiaim.body_lean", 27)
ui.set_int("0Antiaim.pitch", 1)
ui.set_int("Antiaim.yaw_offset", 12)
ui.set_int("0Antiaim.yaw", 1)
ui.set_int("0Antiaim.body_lean", 32)
ui.set_int("0Antiaim.inverted_body_lean", 78)
ui.set_int("0Antiaim.range", math.random(1, 2))
ui.set_int("0Antiaim.desync_range", math.random(25, 45))
ui.set_int("0Antiaim.inverted_desync_range", math.random(45, 25))
end
else
end
if ui.get_int("AA Preset:") == 4 then
ui.set_int("0Antiaim.pitch", 1)
ui.set_int("Antiaim.yaw_offset", 12)
ui.set_int("0Antiaim.yaw", 1)
ui.set_int("0Antiaim.body_lean", 53)
ui.set_int("0Antiaim.inverted_body_lean", 33)
ui.set_int("0Antiaim.range", math.random(10, 50))
ui.set_int("0Antiaim.desync_range", math.random(10, 50))
ui.set_int("0Antiaim.inverted_desync_range", math.random(50, 10))
else
end
end
local function idealtick()
if ui.get_keybind_state(keybinds.automatic_peek) and ui.get_bool("Ideal Tick")
then
ui.set_bool("Ragebot.slow_teleport", false)
ui.set_bool("Antiaim.freestand", true)
else
ui.set_bool("Antiaim.freestand", false)
ui.set_bool("Ragebot.slow_teleport", true)
end
end
local function legbreaker()
if not engine.is_in_game() then
return
end
if entitylist.get_local_player():get_health() == 0 then
return
end
if ui.get_bool("Leg Breaker") then
ui.set_int("Misc.leg_movement", math.random(1, 2))
end
end
local function adaptfl()
local byaw = antiaim.get_body_yaw()
local fltype = ("Antiaim.fake_lag_type")
local flimit = ("Antiaim.fake_lag_limit")
if ui.get_bool("Adaptive Fakelag") then
if byaw < 0 then
ui.set_int(flimit, 14)
end
if byaw < 10 then
ui.set_int(fltype, 1)
ui.set_int(flimit, math.random(12,14))
end
if byaw < 20 then
ui.set_int(fltype, 2)
ui.set_int(flimit, math.random(12,16))
end
if byaw > 20 then
ui.set_int(fltype, 3)
ui.set_int(flimit, math.random(12,14))
end
end
end

local function fakeflick()


local local_player = entitylist.get_local_player()
if not local_player or local_player:get_health() == 0 then return end
if ui.get_bool("Fake-Flick") then
local inverter = ui.get_keybind_state(keybinds.flip_desync)
local tickcount = globalvars.get_tickcount() % 19
if tickcount == 14 or tickcount == 17 then
if inverter == true then
ui.set_int("Antiaim.yaw_offset", -90)
else
ui.set_int("Antiaim.yaw_offset", 90)
end
else
ui.set_int("Antiaim.yaw_offset", 0)
end
end
end

local function inds()


local alpha = 25.5
local local_player = entitylist.get_local_player()
if not local_player or local_player:get_health() == 0 then return end
local rechdt = globalvars.get_dt_recharging()
local peek =
ui.get_keybind_state(keybinds.automatic_peek) and ui.get_bool("Ideal Tick")
and
ui.get_keybind_state(keybinds.double_tap)
local peek2 = ui.get_keybind_state(keybinds.automatic_peek) and
ui.get_bool("Ideal Tick") and rechdt
local state =
get_player_state(
local_player:get_prop_int("CBasePlayer", "m_fFlags"),
local_player
)
local state2 =
get_player_state2(
local_player:get_prop_int("CBasePlayer", "m_fFlags"),
local_player
)
if not engine.is_in_game() then
return
end
local sc = {x = engine.get_screen_width(), y = engine.get_screen_height()}
local size = render.get_text_width(font)
--local offset = 15
local fps = globalvars.get_framerate()
local ticksmath = math.max(16, math.min(0, globalvars.get_intervalpertick()))
local ticks = math.random(4,9)
local desyncrange = ui.get_int("0Antiaim.desync_range")
local r, g, b, a = get_picker_color("Indicators color")
local stateinfo = string.format(state)
local indstype = ui.get_int("Indicators")
local offset = 5
local byaw = antiaim.get_body_yaw()
--local freest = ui.get_bool(Antiaim.freestand)
local dt = ui.get_keybind_state(keybinds.double_tap)
local rand = math.random(100, 110)
local realtime_faded = math.floor(math.sin(globalvars.get_realtime() * 4) *
rand + rand)
local dormant1 = tostring(dormancy)
local b_side = "V"
if byaw < -10 then
b_side = "R"
elseif byaw > 10 then
b_side = "L"
end
if indstype == 1 then
render.text(font, sc.x / 2 + 1, sc.y / 2 + 25, color.new(255, 255, 255,
255), "rape-",false,true)
render.text(font, sc.x / 2 + 30, sc.y / 2 + 25, color.new(255, 255, 255,
255), "yaw",false,true)

offset = offset + 10

if byaw > 30 then


render.text(font, sc.x / 2 + 1, sc.y / 2 + 25, color.new(r, g, b, a),
"rape",false,true)
render.text(font, sc.x / 2 + 30, sc.y / 2 + 25, color.new(255, 255,
255, 255), "yaw",false,true)
offset = offset + 10
end
if byaw < 30 then
render.text(font, sc.x / 2 + 1, sc.y / 2 + 25, color.new(255, 255, 255,
255), "rape",false,true)
render.text(font, sc.x / 2 + 30, sc.y / 2 + 25, color.new(r, g, b, a),
"yaw",false,true)
offset = offset + 10
end
--(state)
render.text(font, sc.x / 2 + 1, sc.y / 2 + 33, color.new(r, g, b, a),
stateinfo,false,true)
offset = offset + 10

--(ideal tick)
if peek then
zalupaalpha = lerp(zalupaalpha, 360, 0.05, false)
render.text(
font,
sc.x / 2.07 + 1,
sc.y / 2 + 10,
color.new(255, 255, 255, 255),
"+/- CHARGED IDEAL TICK (100%%)",
true,
false
)
offset = offset + 1
end

--(ideal tick)
if peek2 then
render.text(
font,
sc.x / 2.07 + 1,
sc.y / 2 + 10,
color.new(255, 255, 255, 255),
"-/+ CHARGED IDEAL TICK (0%%)",
true,
false
)
offset = offset + 1
end

if (ui.get_keybind_state(keybinds.double_tap)) then
render.text(font, sc.x / 2 + 1, sc.y / 2 + 41, color.new(r, g, b, a),
"DT",false,true)
else
render.text(font, sc.x / 2 + 1, sc.y / 2 + 41, color.new(255, 255, 255,
255), "DT",false,true)
end
if rechdt then
render.text(font, sc.x / 2 + 1, sc.y / 2 + 41, color.new(255, 0, 0),
"DT",false,true)
end

if (ui.get_keybind_state(keybinds.safe_points)) then
render.text(font, sc.x / 2 + 12, sc.y / 2 + 41, color.new(r, g, b, a),
"FS",false,true)
else
render.text(font, sc.x / 2 + 12, sc.y / 2 + 41, color.new(255, 255,
255, 255), "FS",false,true)
end

if (ui.get_keybind_state(keybinds.hide_shots)) then
render.text(font, sc.x / 2 + 24, sc.y / 2 + 41, color.new(r, g, b, a),
"OSAA",false,true)
else
render.text(font, sc.x / 2 + 24, sc.y / 2 + 41, color.new(255, 255,
255, 255), "OSAA",false,true)
end
end

end
local function tag()
if ui.get_bool("Clan-Tag") then
if first < globalvars.get_tickcount() then
second = second + 1
if second > #clantag1 then
second = 0
end
engine.set_clantag(clantag1[second])
first = globalvars.get_tickcount() + 20
end
end
end

local function debug1()


local byaw1 = antiaim.get_body_yaw()
local local_player = entitylist.get_local_player()
if not local_player or local_player:get_health() == 0 then return end
local state =
get_player_state1(
local_player:get_prop_int("CBasePlayer", "m_fFlags"),
local_player
)
if not engine.is_in_game() then
return
end

local x, y = 100, engine.get_screen_height() / 2 + 50


local cn = 1
local title = string.format("rape-yaw.lua - version %s beta", "0.0.4")
local aa_info =
string.format(
"» anti-aim info: side - %s: (1.0.0); target: %s",
ui.get_keybind_state(keybinds.flip_desync) and 0 or 1,
target
)
local pl_info = string.format("» player info: state - %s", state)
local bt_info = string.format("» anti brute info: misses - 0; hurt - 0")
if ui.get_bool("Debug Information") then
render.text(font_verdb, x, y, color.new(255, 255, 255, 255),
title,false,true)
cn = cn + 1
render.text(font_verdb, x, y + 8 * cn, color.new(176, 154, 255, 255),
aa_info,false,true)
cn = cn + 1
render.text(font_verdb, x, y + 10 * cn, color.new(176, 244, 140, 255),
pl_info,false,true)
cn = cn + 1
--render.text(font_verd, x, y + 11 * cn, color.new(255,99,71), bt_info);
cn=cn+1
end
end
local ebat = 0

local function lerp2(start, _end, time, do_extraanim)


if (not do_extraanim and math.floor(start) == _end) then
return _end
end;
time = globalvars.get_frametime() * (time * 175);
if time < 0 then time = 0.01
elseif time > 1 then
time = 1
end;
return (_end - start) * time + start
end
local pos = { x = engine.get_screen_width() / 2 + 130, y =
engine.get_screen_height() / 2 - 120}

local function holohud()


local local_player = entitylist.get_local_player()
if not local_player or local_player:get_health() == 0 then return end
local pos_hand = vector.new(0, 0, 0)

if ui.get_keybind_state(keybinds.thirdperson) then
pos_hand = entitylist.get_local_player():get_player_bone_pos(5)
end

if not entitylist.get_local_player():is_scoped() then


if not ui.get_keybind_state(keybinds.thirdperson) then
pos_hand = entitylist.get_local_player():get_muzzle_pos()
end
end

local screenan = render.world_to_screen(pos_hand)


local screenand = render.world_to_screen(pos_hand)
screenan.x, screenan.y = screenan.x + 130, screenan.y - 90

local smooth = {
x = lerp2(pos.x, screenan.x, 0.05),
y = lerp2(pos.y, screenan.y, 0.05),
}

pos.x, pos.y = smooth.x, smooth.y

if pos_hand == vector.new(0,0,0) then return end


if screenand.x == 0 then return end

local renderdata = { x = pos.x, y = pos.y }

if ui.get_keybind_state(keybinds.thirdperson) then
renderdata.x = pos.x + 70
renderdata.y = pos.y - 50
else
renderdata.x = pos.x
renderdata.y = pos.y
end

local r, g, b, a = get_picker_color("Holo color")


local byaw = antiaim.get_body_yaw()
if ui.get_bool("Anti-aimbot indication") then
render.blur(renderdata.x + 100, renderdata.y -30, 165, 60, 255 )
render.rect_filled_rounded(renderdata.x + 100, renderdata.y -30, 165, 65,
50, 0, color.new(0, 0, 0, 85))
render.gradient(
renderdata.x + 100,
renderdata.y - 30,
165,
3,
color.new(r, g, b, a),
color.new(r, g, b, a)
)
local realtime_fade = math.floor(math.sin(globalvars.get_realtime() * 5) *
127 + 128)
local rand = math.random(100, 140)
local realtime_faded = math.floor(math.sin(globalvars.get_realtime() * 2) *
rand + rand)
local circle_fade = math.floor(math.sin(globalvars.get_realtime() * 6) * 2
+ 2)
render.arc(renderdata.x + 245, renderdata.y + -10, 7, 9.5, -90, 360,
color.new(120, 120, 120, 120))
render.arc(renderdata.x + 245, renderdata.y + -10, 7, 9.5, -90, 60 + byaw +
110, color.new(r, g, b, realtime_fade))
render.line(renderdata.x - 126, renderdata.y + 88, renderdata.x + 100,
renderdata.y - 30, color.new(255, 255, 255))
render.circle(renderdata.x - 130, renderdata.y + 90, 50, 4, color.new(255,
255, 255, 255))
render.text(font, renderdata.x + 105, renderdata.y - 19, color.new(255,
255, 255), "ANTI-AIMBOT DEBUG",false,true)
render.text(font_pixel, renderdata.x + 143, renderdata.y + -3,
color.new(255, 255, 255), "(" .. byaw .. "°)",true,false)
render.text(font_pixel, renderdata.x + 110, renderdata.y + -3,
color.new(255, 255, 255), "FAKE",true,false)
render.gradient(
renderdata.x + 104,
renderdata.y +2,
2,
11,
color.new(255, 255, 255),
color.new(0, 0, 0, 0),
1
)
render.gradient(
renderdata.x + 104,
renderdata.y + -3,
2,
11,
color.new(0, 0, 0, 0),
color.new(255, 255, 255),
1
)
render.text(font, renderdata.x + 105, renderdata.y + 18, color.new(255,
255, 255), "SP:",false,true)
render.rect_filled_rounded(renderdata.x + 120, renderdata.y + 20, 37, 9, 8,
0, color.new(0, 0, 0, 120))
render.rect_filled_rounded(renderdata.x + 164, renderdata.y + 20, 37, 9, 8,
0, color.new(0, 0, 0, 120))
if (ui.get_keybind_state(keybinds.hide_shots)) then
render.text(font, renderdata.x + 219, renderdata.y + 18, color.new(255,
255, 255), "OSAA:",false,true)
render.text(font, renderdata.x + 242, renderdata.y + 18, color.new(0,
255, 0), "ON",false,true)
else
render.text(font, renderdata.x + 219, renderdata.y + 18, color.new(255,
255, 255), "OSAA:",false,true)
render.text(font, renderdata.x + 242, renderdata.y + 18, color.new(255,
0, 0), "OFF",false,true)
end
if (ui.get_keybind_state(keybinds.double_tap)) then
render.rect_filled_rounded(renderdata.x + 100, renderdata.y + 35, 165,
10, 80, 0, color.new(0, 0, 0, 100))
render.blur(renderdata.x + 100, renderdata.y + 35, 165, 10, 255)
render.text(
font,
renderdata.x + 105,
renderdata.y + 33,
color.new(255, 255, 255, realtime_fade),
"SHIFTING TICKBASE",false,true
)
end
if byaw > 30 then
render.rect_filled_rounded(renderdata.x + 164, renderdata.y + 20, 37,
8, 7, 0, color.new(r, g, b, a))
offset = offset + 10
end
if byaw < 30 then
render.rect_filled_rounded(renderdata.x + 120, renderdata.y + 20, 37,
8, 7, 0, color.new(r, g, b, a))
offset = offset + 10
end
end
end

local notify, notify_list = {}, {}


local lerp = function(a, b, percentage)return a + (b - a) * percentage;end
local get_screen_size = function() return engine.get_screen_width(),
engine.get_screen_height() end
notify.run = function(text, ms, color) return table.insert(notify_list, 1, {text =
text, ms = ms, alpha = 0, asx = -10, frametime = globalvars.get_frametime(), color
= color}) end
notify.run1 = function(text1, color1, text2, color2, text3, color3,text4,
color4,text5, color5,text6, color6,text7, color7, ms, color) return
table.insert(notify_list, 1, {text1 = text1, color1 = color1,text2 = text2, color2
= color2,text3 = text3, color3 = color3,text4 = text4, color4 = color4,text5 =
text5, color5 = color5,text6 = text6, color6 = color6,text7 = text7, color7 =
color7, ms = ms, alpha = 0, asx = -10, frametime = globalvars.get_frametime(),
color = color}) end
notify.on_paint = function()
local height_offset = 23
local sx, sy = get_screen_size()
sy = sy - 300
for c_name, c_data in pairs(notify_list) do
c_data.ms = c_data.ms - globalvars.get_frametime()
c_data.alpha = lerp(c_data.alpha, c_data.ms <= 0 and 0 or 1,
globalvars.get_frametime() * 8)
c_data.asx = lerp(c_data.asx, c_data.ms <= 0 and 10 or 0,
globalvars.get_frametime() * 8)
c_data.color = c_data.color == nil and {255, 255, 255} or c_data.color
render.text(font_verdsmall, ((sx / 2) - (render.get_text_width(font,
c_data.text) / 2)) + 12 * c_data.asx, sy + height_offset - 50,
color.new(c_data.color[1], c_data.color[2], c_data.color[3], c_data.alpha*255),
c_data.text,true,false)
height_offset = height_offset + 13 * c_data.alpha
end
end

local function matrix_shot_info(e)


local r, g, b, a = get_picker_color("Hitlogscolor")
if e.result == "Hit" then
if ui.get_bool("Hit-Logs") then
notify.run("Hit "..e.target_name.." in the "..e.server_hitbox.." for
"..e.server_damage.." damage (hp health remaining)", 5, {255, 255, 255})
console.print("Hit ")
console.print_color(e.target_name, color.new(r, g, b, a))
console.print(" in the ")
console.print_color(e.server_hitbox, color.new(r, g, b, a))
console.print(" for ")
console.print_color(e.server_damage, color.new(r, g, b, a))
console.print(" damage (hp health remaining)\n")
end
end
if e.result == "Spread" then
if ui.get_bool("Hit-Logs") then
notify.run("Missed "..e.target_name.." in the "..e.client_hitbox.." due
to spread ("..e.hitchance.."%% hitchance)", 5, {255, 255, 255})
console.print("Missed ")
console.print_color(e.target_name, color.new(255,48,48))
console.print(" in the ")
console.print_color(e.client_hitbox, color.new(255,48,48))
console.print(" due to spread ")
console.print("(")
console.print_color(e.hitchance.."%%", color.new(255,48,48))
console.print(" hitchance)\n")
end
end
if e.result == "Resolver" then
if ui.get_bool("Hit-Logs") then
notify.run("Missed "..e.target_name.." in the "..e.client_hitbox.." due
to resolver ("..e.hitchance.."%% hitchance)", 5, {255, 255, 255})
console.print("Missed ")
console.print_color(e.target_name, color.new(255,48,48))
console.print(" in the ")
console.print_color(e.client_hitbox, color.new(255,48,48))
console.print(" due to resolver ")
console.print("(")
console.print_color(e.hitchance.."%%", color.new(255,48,48))
console.print(" hitchance)\n")
end
end
end

function dormancy11()
local me = entitylist.get_local_player()
if me == nil then return end
if not player.is_alive(me) then return end
if dormancy < 0 then dormancy = 0 end
local is_enemy = function(entity) if player.get_team(entity) ~=
player.get_team(entitylist.get_local_player()) then return true; end; return false;
end

local result = {}

for i = 1, globalvars.get_maxclients() do
local ent =
entitylist.get_player_by_index(engine.get_player_for_user_id(i))

if #player.get_name(ent) ~= 0 and is_enemy(ent) and player.is_alive(ent)


then
if player.get_dormant(ent) then
table.insert(result, ent)
end
end
end

dormancy11 = #result
end

local function oncreatemove()


idealtick();
legbreaker();
adaptfl();
aa();
fakeflick();
end
local function paint()
inds();
tag();
debug1();
notify.on_paint();
holohud();
end

cheat.RegisterCallback("on_createmove", oncreatemove)
cheat.RegisterCallback("on_shot", matrix_shot_info)
cheat.RegisterCallback("on_paint", paint)

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