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Lua

The document outlines a GUI script for a cheat tool named 'Absinthe' used in a gaming context, providing various settings for ragebot features, minimum damage configurations, and anti-aim functionalities. It includes user interface elements such as group boxes, checkboxes, sliders, and buttons for toggling features and adjusting parameters. The script is designed to enhance gameplay by allowing users to customize their cheating experience with specific weapon and damage settings.

Uploaded by

doope071
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
0% found this document useful (0 votes)
60 views23 pages

Lua

The document outlines a GUI script for a cheat tool named 'Absinthe' used in a gaming context, providing various settings for ragebot features, minimum damage configurations, and anti-aim functionalities. It includes user interface elements such as group boxes, checkboxes, sliders, and buttons for toggling features and adjusting parameters. The script is designed to enhance gameplay by allowing users to customize their cheating experience with specific weapon and damage settings.

Uploaded by

doope071
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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local rb_ref = gui.

Reference("RAGEBOT")
local tab = gui.Tab(rb_ref, "absinthe", "Absinthe")

local welcum_gb = gui.Groupbox(tab, "Welcome " .. cheat.GetUserName() .. "!", 10,


10, 200, 200)
gui.Text(welcum_gb, "You are currently using Absinthe")
gui.Text(welcum_gb, "Version 0.6")

-- rage group
local rage_gb = gui.Groupbox(tab, "Rage", 10, 125, 200, 200)
local rage_sw = gui.Checkbox(rage_gb, "rage_sw", "Master Switch", false)
local roll_res_ok = gui.Keybox(rage_gb, "roll_res_ok", "Roll resolver (hold)", 0)

local dt_toggle = gui.Checkbox(rage_gb, "dt_toggle", "Global DT toggle", false)


local hs_toggle = gui.Checkbox(rage_gb, "hs_toggle", "Global HS toggle", false)

-- dmg group
local dmg_settings_wnd = gui.Window("dmg_settings_wnd", "Minimum Damage Settings",
100, 100, 235, 150)
dmg_settings_wnd:SetActive(false)

local dmg_or_gb = gui.Groupbox(tab, "Minimum-Damage", 10, 317, 200, 200)


local dmg_or = gui.Checkbox(dmg_or_gb, "dmg_or", "Damage Override", false)
local wep_selector = gui.Multibox(dmg_settings_wnd, "")
wep_selector:SetPosX(16.5); wep_selector:SetPosY(65)

local dmg_selector = gui.Combobox(dmg_settings_wnd, "dmg_selector", "",


unpack({"Shared", "Zeus", "AWP", "SMG", "Shotgun", "Scout", "Rifle", "Pistol",
"LMG", "Heavy Pistol", "Autosniper"}))
dmg_selector:SetPosX(16.5); dmg_selector:SetPosY(65)
dmg_selector:SetInvisible(true)

local active_tab = 0

local dmg_wnd_tab1 = gui.Button(dmg_settings_wnd, "Weapon Select", function()


wep_selector:SetInvisible(false); dmg_selector:SetInvisible(true); active_tab = 0;
dmg_settings_wnd:SetHeight(150) end)
dmg_wnd_tab1:SetPosX(5); dmg_wnd_tab1:SetPosY(5)
dmg_wnd_tab1:SetWidth(225)

local dmg_wnd_tab2 = gui.Button(dmg_settings_wnd, "Damage Settings", function()


wep_selector:SetInvisible(true); dmg_selector:SetInvisible(false); active_tab = 1;
dmg_settings_wnd:SetHeight(180) end)
dmg_wnd_tab2:SetPosX(5); dmg_wnd_tab2:SetPosY(40)
dmg_wnd_tab2:SetWidth(225)

local function dmg_wnd_toggle()


if dmg_settings_wnd:IsActive() then
dmg_settings_wnd:SetActive(false)
else
dmg_settings_wnd:SetActive(true)
end
end

local dmg_settings = gui.Button(dmg_or_gb, "Settings", dmg_wnd_toggle)

dmg_settings:SetWidth(168)

local shared_check = gui.Checkbox(wep_selector, "shared_check", "Shared", false)


local zeus_check = gui.Checkbox(wep_selector, "zeus_check", "Zeus", false)
local sniper_check = gui.Checkbox(wep_selector, "sniper_check", "AWP", false)
local smg_check = gui.Checkbox(wep_selector, "smg_check", "SMG", false)
local shotgun_check = gui.Checkbox(wep_selector, "shotgun_check", "Shotgun", false)
local scout_check = gui.Checkbox(wep_selector, "scout_check", "Scout", false)
local rifle_check = gui.Checkbox(wep_selector, "rifle_check", "Rifle", false)
local pistol_check = gui.Checkbox(wep_selector, "pistol_check", "Pistol", false)
local lmg_check = gui.Checkbox(wep_selector, "lmg_check", "LMG", false)
local hpistol_check = gui.Checkbox(wep_selector, "hpistol_check", "Heavy Pistol",
false)
local asniper_check = gui.Checkbox(wep_selector, "asniper_check", "Auto Sniper",
false)

local shared_or = gui.Slider(dmg_settings_wnd, "shared_or", "", 1, 1, 100);


shared_or:SetPosX(16.5); shared_or:SetPosY(105)
local zeus_or = gui.Slider(dmg_settings_wnd, "zeus_or", "", 1, 1, 100);
zeus_or:SetPosX(16.5); zeus_or:SetPosY(105)
local sniper_or = gui.Slider(dmg_settings_wnd, "sniper_or", "", 1, 1, 100);
sniper_or:SetPosX(16.5); sniper_or:SetPosY(105)
local smg_or = gui.Slider(dmg_settings_wnd, "smg_or", "", 1, 1, 100);
smg_or:SetPosX(16.5); smg_or:SetPosY(105)
local shotgun_or = gui.Slider(dmg_settings_wnd, "shotgun_or", "", 1, 1, 100);
shotgun_or:SetPosX(16.5); shotgun_or:SetPosY(105)
local scout_or = gui.Slider(dmg_settings_wnd, "scout_or", "", 1, 1, 100);
scout_or:SetPosX(16.5); scout_or:SetPosY(105)
local rifle_or = gui.Slider(dmg_settings_wnd, "rifle_or", "", 1, 1, 100);
rifle_or:SetPosX(16.5); rifle_or:SetPosY(105)
local pistol_or = gui.Slider(dmg_settings_wnd, "pistol_or", "", 1, 1, 100);
pistol_or:SetPosX(16.5); pistol_or:SetPosY(105)
local lmg_or = gui.Slider(dmg_settings_wnd, "lmg_or", "", 1, 1, 100);
lmg_or:SetPosX(16.5); lmg_or:SetPosY(105)
local hpistol_or = gui.Slider(dmg_settings_wnd, "hpistol_or", "", 1, 1, 100);
hpistol_or:SetPosX(16.5); hpistol_or:SetPosY(105)
local asniper_or = gui.Slider(dmg_settings_wnd, "asniper_or", "", 1, 1, 100);
asniper_or:SetPosX(16.5); asniper_or:SetPosY(105)

local function or_check()


if active_tab == 1 then
if dmg_selector:GetValue() == 0 then

shared_or:SetInvisible(false)
zeus_or:SetInvisible(true)
sniper_or:SetInvisible(true)
smg_or:SetInvisible(true)
shotgun_or:SetInvisible(true)
scout_or:SetInvisible(true)
rifle_or:SetInvisible(true)
pistol_or:SetInvisible(true)
lmg_or:SetInvisible(true)
hpistol_or:SetInvisible(true)
asniper_or:SetInvisible(true)

elseif dmg_selector:GetValue() == 1 then

shared_or:SetInvisible(true)
zeus_or:SetInvisible(false)
sniper_or:SetInvisible(true)
smg_or:SetInvisible(true)
shotgun_or:SetInvisible(true)
scout_or:SetInvisible(true)
rifle_or:SetInvisible(true)
pistol_or:SetInvisible(true)
lmg_or:SetInvisible(true)
hpistol_or:SetInvisible(true)
asniper_or:SetInvisible(true)

elseif dmg_selector:GetValue() == 2 then

shared_or:SetInvisible(true)
zeus_or:SetInvisible(true)
sniper_or:SetInvisible(false)
smg_or:SetInvisible(true)
shotgun_or:SetInvisible(true)
scout_or:SetInvisible(true)
rifle_or:SetInvisible(true)
pistol_or:SetInvisible(true)
lmg_or:SetInvisible(true)
hpistol_or:SetInvisible(true)
asniper_or:SetInvisible(true)

elseif dmg_selector:GetValue() == 3 then

shared_or:SetInvisible(true)
zeus_or:SetInvisible(true)
sniper_or:SetInvisible(true)
smg_or:SetInvisible(false)
shotgun_or:SetInvisible(true)
scout_or:SetInvisible(true)
rifle_or:SetInvisible(true)
pistol_or:SetInvisible(true)
lmg_or:SetInvisible(true)
hpistol_or:SetInvisible(true)
asniper_or:SetInvisible(true)

elseif dmg_selector:GetValue() == 4 then

shared_or:SetInvisible(true)
zeus_or:SetInvisible(true)
sniper_or:SetInvisible(true)
smg_or:SetInvisible(true)
shotgun_or:SetInvisible(false)
scout_or:SetInvisible(true)
rifle_or:SetInvisible(true)
pistol_or:SetInvisible(true)
lmg_or:SetInvisible(true)
hpistol_or:SetInvisible(true)
asniper_or:SetInvisible(true)

elseif dmg_selector:GetValue() == 5 then

shared_or:SetInvisible(true)
zeus_or:SetInvisible(true)
sniper_or:SetInvisible(true)
smg_or:SetInvisible(true)
shotgun_or:SetInvisible(true)
scout_or:SetInvisible(false)
rifle_or:SetInvisible(true)
pistol_or:SetInvisible(true)
lmg_or:SetInvisible(true)
hpistol_or:SetInvisible(true)
asniper_or:SetInvisible(true)

elseif dmg_selector:GetValue() == 6 then

shared_or:SetInvisible(true)
zeus_or:SetInvisible(true)
sniper_or:SetInvisible(true)
smg_or:SetInvisible(true)
shotgun_or:SetInvisible(true)
scout_or:SetInvisible(true)
rifle_or:SetInvisible(false)
pistol_or:SetInvisible(true)
lmg_or:SetInvisible(true)
hpistol_or:SetInvisible(true)
asniper_or:SetInvisible(true)

elseif dmg_selector:GetValue() == 7 then

shared_or:SetInvisible(true)
zeus_or:SetInvisible(true)
sniper_or:SetInvisible(true)
smg_or:SetInvisible(true)
shotgun_or:SetInvisible(true)
scout_or:SetInvisible(true)
rifle_or:SetInvisible(true)
pistol_or:SetInvisible(false)
lmg_or:SetInvisible(true)
hpistol_or:SetInvisible(true)
asniper_or:SetInvisible(true)

elseif dmg_selector:GetValue() == 8 then

shared_or:SetInvisible(true)
zeus_or:SetInvisible(true)
sniper_or:SetInvisible(true)
smg_or:SetInvisible(true)
shotgun_or:SetInvisible(true)
scout_or:SetInvisible(true)
rifle_or:SetInvisible(true)
pistol_or:SetInvisible(true)
lmg_or:SetInvisible(false)
hpistol_or:SetInvisible(true)
asniper_or:SetInvisible(true)

elseif dmg_selector:GetValue() == 9 then

shared_or:SetInvisible(true)
zeus_or:SetInvisible(true)
sniper_or:SetInvisible(true)
smg_or:SetInvisible(true)
shotgun_or:SetInvisible(true)
scout_or:SetInvisible(true)
rifle_or:SetInvisible(true)
pistol_or:SetInvisible(true)
lmg_or:SetInvisible(true)
hpistol_or:SetInvisible(false)
asniper_or:SetInvisible(true)
elseif dmg_selector:GetValue() == 10 then

shared_or:SetInvisible(true)
zeus_or:SetInvisible(true)
sniper_or:SetInvisible(true)
smg_or:SetInvisible(true)
shotgun_or:SetInvisible(true)
scout_or:SetInvisible(true)
rifle_or:SetInvisible(true)
pistol_or:SetInvisible(true)
lmg_or:SetInvisible(true)
hpistol_or:SetInvisible(true)
asniper_or:SetInvisible(false)

end
else
shared_or:SetInvisible(true)
zeus_or:SetInvisible(true)
sniper_or:SetInvisible(true)
smg_or:SetInvisible(true)
shotgun_or:SetInvisible(true)
scout_or:SetInvisible(true)
rifle_or:SetInvisible(true)
pistol_or:SetInvisible(true)
lmg_or:SetInvisible(true)
hpistol_or:SetInvisible(true)
asniper_or:SetInvisible(true)
end
end

-- rage aa
local rage_aa_gb = gui.Groupbox(tab, "Anti-Aim", 225, 125, 397, 200)
local inverter_kb = gui.Keybox(rage_aa_gb, "inverter_kb", "Inverter (press)", 0)
local freestand_kb = gui.Keybox(rage_aa_gb, "freestand_kb", "Freestanding (hold)",
0)
local legitaa_kb = gui.Keybox(rage_aa_gb, "legitaa_kb", "Legit Anti-Aim (hold)", 0)
local desync_cb = gui.Combobox(rage_aa_gb, "desync_cb", "Desync", unpack({"Static",
"Jitter"}))

local lby_flick_sw = gui.Checkbox(rage_aa_gb, "lby_flick_sw", "LBY Flick", false)


local lby_flick_angle = gui.Slider(rage_aa_gb, "lby_flick_angle", "Flick Angle", 1,
1, 180)
local lby_flick_freq = gui.Slider(rage_aa_gb, "lby_flick_freq", "Flick Frequency
(ticks)", 3, 3, 45)

local pitch_flick_sw = gui.Checkbox(rage_aa_gb, "pitch_flick_sw", "Pitch Flick",


0); pitch_flick_sw:SetDescription("Untrusted")
local pitch_flick_freq = gui.Slider(rage_aa_gb, "pitch_flick_freq", "Flick
Frequency (ticks)", 2, 2, 35)

local enable_conditions_sw = gui.Checkbox(rage_aa_gb, "enable_conditions_sw",


"Enable Conditional Anti-Aim", false)
local cond_cb = gui.Combobox(rage_aa_gb, "rage_aa_conds", "Conditions",
unpack({"Standing", "Moving", "Slowwalking", "In Air"}))

local base_yaw_stand = gui.Slider(rage_aa_gb, "base_yaw_stand", "Base Yaw", 180, -


180, 180)
local base_yaw_walking = gui.Slider(rage_aa_gb, "base_yaw_walking", "Base Yaw",
180, -180, 180)
local base_yaw_slowwalking = gui.Slider(rage_aa_gb, "base_yaw_slowwalking", "Base
Yaw", 180, -180, 180)
local base_yaw_inair = gui.Slider(rage_aa_gb, "base_yaw_inair", "Base Yaw", 180, -
180, 180)

local aa_mode_select_stand = gui.Combobox(rage_aa_gb, "aa_mode_select_stand",


"Mode", unpack({"Static", "Center", "Offset", "Random", "Jitter", "Rotation"}))
local aa_mode_select_walk = gui.Combobox(rage_aa_gb, "aa_mode_select_walk", "Mode",
unpack({"Static", "Center", "Offset", "Random", "Jitter", "Rotation"}))
local aa_mode_select_slowwalk = gui.Combobox(rage_aa_gb, "aa_mode_select_slowwalk",
"Mode", unpack({"Static", "Center", "Offset", "Random", "Jitter", "Rotation"}))
local aa_mode_select_inair = gui.Combobox(rage_aa_gb, "aa_mode_select_inair",
"Mode", unpack({"Static", "Center", "Offset", "Random", "Jitter", "Rotation"}))

local aa_mode_angle_stand = gui.Slider(rage_aa_gb, "aa_mode_angle_stand", "Angle",


1, 1, 90)
local aa_mode_angle_walk = gui.Slider(rage_aa_gb, "aa_mode_angle_walk", "Angle", 1,
1, 90)
local aa_mode_angle_slowwalk = gui.Slider(rage_aa_gb, "aa_mode_angle_slowwalk",
"Angle", 1, 1, 90)
local aa_mode_angle_inair = gui.Slider(rage_aa_gb, "aa_mode_angle_inair", "Angle",
1, 1, 90)

local roll_on_stand = gui.Checkbox(rage_aa_gb, "roll_on_stand", "Roll Angle", 0)


local roll_on_walk = gui.Checkbox(rage_aa_gb, "roll_on_walk", "Roll Angle", 0)
local roll_on_slowwalk = gui.Checkbox(rage_aa_gb, "roll_on_slowwalk", "Roll Angle",
0)
local roll_in_air = gui.Checkbox(rage_aa_gb, "roll_in_air", "Roll Angle", 0)

local antibrute_gb = gui.Groupbox(tab, "Anti-Bruteforce", 10, 460, 200, 200)


local antibrute_mode = gui.Combobox(antibrute_gb, "antibrute_mode", "Mode",
unpack({"Off", "Standard", "Stages"}))
local antibrute_stage1 = gui.Slider(antibrute_gb, "antibrute_stage1", "Stage 1", 0,
-58, 58)
local antibrute_stage2 = gui.Slider(antibrute_gb, "antibrute_stage2", "Stage 2", 0,
-58, 58)
local antibrute_stage3 = gui.Slider(antibrute_gb, "antibrute_stage3", "Stage 3", 0,
-58, 58)
local antibrute_stage4 = gui.Slider(antibrute_gb, "antibrute_stage4", "Stage 4", 0,
-58, 58)
local antibrute_stage5 = gui.Slider(antibrute_gb, "antibrute_stage5", "Stage 5", 0,
-58, 58)

local function cond_ui()


if enable_conditions_sw:GetValue() then
if cond_cb:GetValue() == 0 then
base_yaw_stand:SetInvisible(false)
base_yaw_walking:SetInvisible(true)
base_yaw_slowwalking:SetInvisible(true)
base_yaw_inair:SetInvisible(true)

aa_mode_select_stand:SetInvisible(false)
aa_mode_select_walk:SetInvisible(true)
aa_mode_select_slowwalk:SetInvisible(true)
aa_mode_select_inair:SetInvisible(true)

aa_mode_angle_stand:SetInvisible(false)
aa_mode_angle_walk:SetInvisible(true)
aa_mode_angle_slowwalk:SetInvisible(true)
aa_mode_angle_inair:SetInvisible(true)

roll_on_stand:SetInvisible(false)
roll_on_walk:SetInvisible(true)
roll_on_slowwalk:SetInvisible(true)
roll_in_air:SetInvisible(true)

if aa_mode_select_stand:GetValue() == 0 or
aa_mode_select_stand:GetValue() == 4 then
aa_mode_angle_stand:SetInvisible(true)
aa_mode_angle_walk:SetInvisible(true)
aa_mode_angle_slowwalk:SetInvisible(true)
aa_mode_angle_inair:SetInvisible(true)
end
elseif cond_cb:GetValue() == 1 then
base_yaw_stand:SetInvisible(true)
base_yaw_walking:SetInvisible(false)
base_yaw_slowwalking:SetInvisible(true)
base_yaw_inair:SetInvisible(true)

aa_mode_select_stand:SetInvisible(true)
aa_mode_select_walk:SetInvisible(false)
aa_mode_select_slowwalk:SetInvisible(true)
aa_mode_select_inair:SetInvisible(true)

aa_mode_angle_stand:SetInvisible(true)
aa_mode_angle_walk:SetInvisible(false)
aa_mode_angle_slowwalk:SetInvisible(true)
aa_mode_angle_inair:SetInvisible(true)

roll_on_stand:SetInvisible(true)
roll_on_walk:SetInvisible(false)
roll_on_slowwalk:SetInvisible(true)
roll_in_air:SetInvisible(true)

if aa_mode_select_walk:GetValue() == 0 or
aa_mode_select_walk:GetValue() == 4 then
aa_mode_angle_stand:SetInvisible(true)
aa_mode_angle_walk:SetInvisible(true)
aa_mode_angle_slowwalk:SetInvisible(true)
aa_mode_angle_inair:SetInvisible(true)
end
elseif cond_cb:GetValue() == 2 then
base_yaw_stand:SetInvisible(true)
base_yaw_walking:SetInvisible(true)
base_yaw_slowwalking:SetInvisible(false)
base_yaw_inair:SetInvisible(true)

aa_mode_select_stand:SetInvisible(true)
aa_mode_select_walk:SetInvisible(true)
aa_mode_select_slowwalk:SetInvisible(false)
aa_mode_select_inair:SetInvisible(true)

aa_mode_angle_stand:SetInvisible(true)
aa_mode_angle_walk:SetInvisible(true)
aa_mode_angle_slowwalk:SetInvisible(false)
aa_mode_angle_inair:SetInvisible(true)
roll_on_stand:SetInvisible(true)
roll_on_walk:SetInvisible(true)
roll_on_slowwalk:SetInvisible(false)
roll_in_air:SetInvisible(true)

if aa_mode_select_slowwalk:GetValue() == 0 or
aa_mode_select_slowwalk:GetValue() == 4 then
aa_mode_angle_stand:SetInvisible(true)
aa_mode_angle_walk:SetInvisible(true)
aa_mode_angle_slowwalk:SetInvisible(true)
aa_mode_angle_inair:SetInvisible(true)
end
elseif cond_cb:GetValue() == 3 then
base_yaw_stand:SetInvisible(true)
base_yaw_walking:SetInvisible(true)
base_yaw_slowwalking:SetInvisible(true)
base_yaw_inair:SetInvisible(false)

aa_mode_select_stand:SetInvisible(true)
aa_mode_select_walk:SetInvisible(true)
aa_mode_select_slowwalk:SetInvisible(true)
aa_mode_select_inair:SetInvisible(false)

aa_mode_angle_stand:SetInvisible(true)
aa_mode_angle_walk:SetInvisible(true)
aa_mode_angle_slowwalk:SetInvisible(true)
aa_mode_angle_inair:SetInvisible(false)

roll_on_stand:SetInvisible(true)
roll_on_walk:SetInvisible(true)
roll_on_slowwalk:SetInvisible(true)
roll_in_air:SetInvisible(false)

if aa_mode_select_inair:GetValue() == 0 or
aa_mode_select_inair:GetValue() == 4 then
aa_mode_angle_stand:SetInvisible(true)
aa_mode_angle_walk:SetInvisible(true)
aa_mode_angle_slowwalk:SetInvisible(true)
aa_mode_angle_inair:SetInvisible(true)
end
end
else
base_yaw_stand:SetInvisible(false)
base_yaw_walking:SetInvisible(true)
base_yaw_slowwalking:SetInvisible(true)
base_yaw_inair:SetInvisible(true)

aa_mode_select_stand:SetInvisible(false)
aa_mode_select_walk:SetInvisible(true)
aa_mode_select_slowwalk:SetInvisible(true)
aa_mode_select_inair:SetInvisible(true)

aa_mode_angle_stand:SetInvisible(false)
aa_mode_angle_walk:SetInvisible(true)
aa_mode_angle_slowwalk:SetInvisible(true)
aa_mode_angle_inair:SetInvisible(true)

roll_on_stand:SetInvisible(false)
roll_on_walk:SetInvisible(true)
roll_on_slowwalk:SetInvisible(true)
roll_in_air:SetInvisible(true)

if aa_mode_select_stand:GetValue() == 0 or aa_mode_select_stand:GetValue()
== 4 then
aa_mode_angle_stand:SetInvisible(true)
aa_mode_angle_walk:SetInvisible(true)
aa_mode_angle_slowwalk:SetInvisible(true)
aa_mode_angle_inair:SetInvisible(true)
end
end

-- this lua is one big sphagetti already so i will put it there


if antibrute_mode:GetValue() ~= 2 then
antibrute_stage1:SetInvisible(true)
antibrute_stage2:SetInvisible(true)
antibrute_stage3:SetInvisible(true)
antibrute_stage4:SetInvisible(true)
antibrute_stage5:SetInvisible(true)
else
antibrute_stage1:SetInvisible(false)
antibrute_stage2:SetInvisible(false)
antibrute_stage3:SetInvisible(false)
antibrute_stage4:SetInvisible(false)
antibrute_stage5:SetInvisible(false)
end
end

-- semirage
local semirage_gb = gui.Groupbox(tab, "Semi-Rage", 10, 125, 200, 200)
local semirage_sw = gui.Checkbox(semirage_gb, "semirage_sw", "Master Switch",
false)
local unsafe_sw = gui.Checkbox(semirage_gb, "unsafe_sw", "Allow Unsafe Features",
false)
local unsafe_txt = gui.Text(semirage_gb, "Allows user to use features\n\nthat may
cause untrusted bans")

local dynamicfov_sw = gui.Checkbox(semirage_gb, "dynamicfov_sw", "Dynamic FOV",


false)
local dynamicfov_min = gui.Slider(semirage_gb, "dynamicfov_min", "Dynamic FOV
Minimum", 1, 1, 30)
local dynamicfov_max = gui.Slider(semirage_gb, "dynamicfov_max", "Dynamic FOV
Maximum", 1, 1, 30)

local dmg_semi_or = gui.Checkbox(semirage_gb, "dmg_semi_or", "Damage Override",


false)
local dmg_settings_semi = gui.Button(semirage_gb, "Settings", dmg_wnd_toggle)
dmg_settings_semi:SetWidth(168)

local legit_aa_gb = gui.Groupbox(tab, "Legit-Anti-Aim", 225, 342, 397, 200)


local legit_inverter_kb = gui.Keybox(legit_aa_gb, "legit_inverter_kb", "Inverter
(press)", 0)
local semi_freestand_kb = gui.Keybox(legit_aa_gb, "semi_freestand_kb",
"Freestanding (hold)", 0)
local antibrute_semi_btn = gui.Button(legit_aa_gb, "Anti-Bruteforce (soon)",
function() end) --lol
antibrute_semi_btn:SetWidth(366)

local desync_mod_gb = gui.Groupbox(tab, "Desync", 225, 125, 397, 200)


local desync_left_slider = gui.Slider(desync_mod_gb, "desync_left_slider", "Left
side", 0, 0, 58)
local desync_right_slider = gui.Slider(desync_mod_gb, "desync_right_slider", "Right
side", 0, 0, 58)
local desync_roll_slider = gui.Slider(desync_mod_gb, "desync_roll_slider", "Roll
Angle", 0, 0, 50); desync_roll_slider:SetDescription("Disable Anti-Untrusted to use
this feature on valve matchmakking")

--misc
local misc_gb = gui.Groupbox(tab, "Misc", 10, 125, 200, 200)
local r8_fix = gui.Checkbox(misc_gb, "r8_fix", "Revolver dump fix", false)
gui.Text(misc_gb, "NOTE: High ping and exploits\n\nmay also cause R8 to dump!")
local aspectratio_slider = gui.Slider(misc_gb, "aspectratio_slider", "Aspect
Ratio", 0, 0, 10, 0.1)

local rq_btn = gui.Button(misc_gb, "Rage Quit!", function() client.Command("quit",


true) end); rq_btn:SetWidth(168) -- very useful feature

local misc_vis_gb = gui.Groupbox(tab, "Visuals", 225, 125, 397, 200)

-- colors
local fake_arrow_col = gui.ColorPicker(misc_vis_gb, "fake_arrow_col", "Fake Arrow",
71, 143, 86, 255)
local real_arrow_col = gui.ColorPicker(misc_vis_gb, "real_arrow_col", "Real Arrow",
0, 0, 0, 130)
local indicator_col = gui.ColorPicker(misc_vis_gb, "indicator_col", "Main", 71,
143, 86, 255)
local items_col = gui.ColorPicker(misc_vis_gb, "items_col", "Items", 118, 181, 131,
255)

-- mess
local desync_arrows_cb = gui.Checkbox(misc_vis_gb, "desync_arrows_cb", "Desync
Arrows", false)
local target_snap_cb = gui.Checkbox(misc_vis_gb, "target_snap_cb", "Target
Snapline", false)
local misc_vis_indicators = gui.Combobox(misc_vis_gb, "misc_vis_indicators",
"Indicators Style", unpack({"Off", "Under Crosshair"}))
local misc_vis_indicators_selector = gui.Multibox(misc_vis_gb, "Select Indicators")
local abfov_ind = gui.Checkbox(misc_vis_indicators_selector, "abfov_ind", "Aim
FOV", false)
local dside_ind = gui.Checkbox(misc_vis_indicators_selector, "dside_ind", "Desync
Side", false)
local autowall_ind = gui.Checkbox(misc_vis_indicators_selector, "autowall_ind",
"Autowall", false)
local dmg_ind = gui.Checkbox(misc_vis_indicators_selector, "dmg_ind", "Minimum
Damage", false)
local dt_ind = gui.Checkbox(misc_vis_indicators_selector, "dt_ind", "Double Tap",
false)
local hs_ind = gui.Checkbox(misc_vis_indicators_selector, "hs_ind", "Hide Shots",
false)
local fd_ind = gui.Checkbox(misc_vis_indicators_selector, "fd_ind", "Fakeduck",
false)

local misc_autobuy_gb = gui.Groupbox(tab, "Autobuy", 10, 360, 200, 200)


local autobuy_sw = gui.Checkbox(misc_autobuy_gb, "autobuy_sw", "Master Switch",
false)

local autobuy_wnd = gui.Window("autobuy_wnd", "Autobuy", 350, 100, 235, 280)


autobuy_wnd:SetActive(false)
-- primary
local primary_wep = gui.Combobox(autobuy_wnd, "primary_wep", "Primary Weapon",
unpack({"None", "Awp", "Ssg08", "Scar20/G3SG1"})); primary_wep:SetPosX(16.5);
primary_wep:SetPosY(85)

-- secondary
local secondary_wep = gui.Combobox(autobuy_wnd, "secondary_wep", "Secondary
Weapon", unpack({"None", "Deagle/Revolver", "Five-Seven/Tec-9", "Dual Berettas"}));
secondary_wep:SetPosX(16.5); secondary_wep:SetPosY(140)

-- misc
local misc_wep = gui.Multibox(autobuy_wnd, "Other Equipment");
misc_wep:SetPosX(16.5); misc_wep:SetPosY(195)
local kev_wep = gui.Checkbox(misc_wep, "kev_wep", "Kevlar and Helment", false)
local nade_wep = gui.Checkbox(misc_wep, "nade_wep", "Grenades", false)
local def_wep = gui.Checkbox(misc_wep, "def_wep", "Defuse/Rescue Kit", false)
local taser_wep = gui.Checkbox(misc_wep, "taser_wep", "Taser", false)

-- Autobuy Override
local autobuy_override_cb = gui.Checkbox(autobuy_wnd, "override_cb", "Override
Autobuy", false); autobuy_override_cb:SetPosX(16.5);
autobuy_override_cb:SetPosY(85)

-- primary
local primary_wep_or = gui.Combobox(autobuy_wnd, "primary_wep_or", "Primary
Weapon", unpack({"None", "Awp", "Ssg08", "Scar20/G3SG1"}));
primary_wep_or:SetPosX(16.5); primary_wep_or:SetPosY(120)

-- secondary
local secondary_wep_or = gui.Combobox(autobuy_wnd, "secondary_wep_or", "Secondary
Weapon", unpack({"None", "Deagle/Revolver", "Five-Seven/Tec-9", "Dual Berettas"}));
secondary_wep_or:SetPosX(16.5); secondary_wep_or:SetPosY(175)

-- misc
local misc_wep_or = gui.Multibox(autobuy_wnd, "Other Equipment");
misc_wep_or:SetPosX(16.5); misc_wep_or:SetPosY(230)
local kev_wep_or = gui.Checkbox(misc_wep_or, "kev_wep_or", "Kevlar and Helment",
false)
local nade_wep_or = gui.Checkbox(misc_wep_or, "nade_wep_or", "Grenades", false)
local def_wep_or = gui.Checkbox(misc_wep_or, "def_wep_or", "Defuse/Rescue Kit",
false)
local taser_wep_or = gui.Checkbox(misc_wep_or, "taser_wep_or", "Taser", false)

primary_wep_or:SetInvisible(true)
secondary_wep_or:SetInvisible(true)
misc_wep_or:SetInvisible(true)
autobuy_override_cb:SetInvisible(true)

local autobuy_wnd_tab1 = gui.Button(autobuy_wnd, "Regular", function()


primary_wep:SetInvisible(false)
secondary_wep:SetInvisible(false)
misc_wep:SetInvisible(false)

primary_wep_or:SetInvisible(true)
secondary_wep_or:SetInvisible(true)
misc_wep_or:SetInvisible(true)
autobuy_override_cb:SetInvisible(true)
autobuy_wnd:SetHeight(280)
end)
autobuy_wnd_tab1:SetPosX(5); autobuy_wnd_tab1:SetPosY(5)
autobuy_wnd_tab1:SetWidth(225)

local autobuy_wnd_tab2 = gui.Button(autobuy_wnd, "Override", function()


primary_wep:SetInvisible(true)
secondary_wep:SetInvisible(true)
misc_wep:SetInvisible(true)

primary_wep_or:SetInvisible(false)
secondary_wep_or:SetInvisible(false)
misc_wep_or:SetInvisible(false)
autobuy_override_cb:SetInvisible(false)

autobuy_wnd:SetHeight(315)
end)
autobuy_wnd_tab2:SetPosX(5); autobuy_wnd_tab2:SetPosY(40)
autobuy_wnd_tab2:SetWidth(225)

local autobuy_wnd_toggle = gui.Button(misc_autobuy_gb, "Settings", function()


if autobuy_wnd:IsActive() then
autobuy_wnd:SetActive(false)
else
autobuy_wnd:SetActive(true)
end
end)

autobuy_wnd_toggle:SetWidth(168)

-- set those to invisible ootb


semirage_gb:SetInvisible(true)
legit_aa_gb:SetInvisible(true)
desync_mod_gb:SetInvisible(true)

misc_gb:SetInvisible(true)
misc_vis_gb:SetInvisible(true)
misc_autobuy_gb:SetInvisible(true)

local rage_subtab = gui.Button(tab, "RAGE", function()


rage_gb:SetInvisible(false)
rage_aa_gb:SetInvisible(false)
antibrute_gb:SetInvisible(false)
dmg_or_gb:SetInvisible(false)

semirage_gb:SetInvisible(true)
legit_aa_gb:SetInvisible(true)
desync_mod_gb:SetInvisible(true)

misc_gb:SetInvisible(true)
misc_vis_gb:SetInvisible(true)
misc_autobuy_gb:SetInvisible(true)
end)
rage_subtab:SetPosY(17.5)
rage_subtab:SetPosX(225)
rage_subtab:SetHeight(80)

local semirage_subtab = gui.Button(tab, "SEMI-RAGE", function()


rage_gb:SetInvisible(true)
rage_aa_gb:SetInvisible(true)
antibrute_gb:SetInvisible(true)
dmg_or_gb:SetInvisible(true)

semirage_gb:SetInvisible(false)
legit_aa_gb:SetInvisible(false)
desync_mod_gb:SetInvisible(false)

misc_gb:SetInvisible(true)
misc_vis_gb:SetInvisible(true)
misc_autobuy_gb:SetInvisible(true)
end)
semirage_subtab:SetPosY(17.5)
semirage_subtab:SetPosX(360)
semirage_subtab:SetHeight(80)

local misc_subtab = gui.Button(tab, "MISC", function()


rage_gb:SetInvisible(true)
rage_aa_gb:SetInvisible(true)
antibrute_gb:SetInvisible(true)
dmg_or_gb:SetInvisible(true)

semirage_gb:SetInvisible(true)
legit_aa_gb:SetInvisible(true)
desync_mod_gb:SetInvisible(true)

misc_gb:SetInvisible(false)
misc_vis_gb:SetInvisible(false)
misc_autobuy_gb:SetInvisible(false)
end)
misc_subtab:SetPosY(17.5)
misc_subtab:SetPosX(495)
misc_subtab:SetHeight(80)

local weapons_list = {
[1] = "hpistol",
[2] = "pistol",
[3] = "pistol",
[4] = "pistol",
[7] = "rifle",
[8] = "rifle",
[9] = "sniper",
[10] = "rifle",
[11] = "asniper",
[13] = "rifle",
[14] = "lmg",
[16] = "rifle",
[17] = "smg",
[19] = "smg",
[23] = "smg",
[24] = "smg",
[25] = "shotgun",
[26] = "smg",
[27] = "shotgun",
[28] = "lmg",
[29] = "shotgun",
[30] = "pistol",
[32] = "pistol",
[33] = "smg",
[34] = "smg",
[35] = "shotgun",
[36] = "pistol",
[38] = "asniper",
[39] = "rifle",
[40] = "scout",
[41] = "knife",
[42] = "knife",
[59] = "knife",
[60] = "rifle",
[61] = "pistol",
[63] = "pistol",
[64] = "hpistol",
[500] = "knife",
[503] = "knife",
[505] = "kinife",
[506] = "knife",
[507] = "knife",
[508] = "knife",
[509] = "knife",
[512] = "knife",
[514] = "knife",
[515] = "knife",
[516] = "knife",
[517] = "knife",
[518] = "knife",
[519] = "knife",
[520] = "knife",
[521] = "knife",
[522] = "knife",
[523] = "knife",
[525] = "knife",
}

-- RAGE
local mindmg_backup_state = 0
local mindmg_original_backup = {
shared = nil,
zeus = nil,
sniper = nil,
smg = nil,
shotgun = nil,
scout = nil,
rifle = nil,
pistol = nil,
lmg = nil,
hpistol = nil,
asniper = nil
}

local function dmg_override() -- pee pee poo poo retarb function for loops hurt
if not rage_sw:GetValue() and not semirage_sw:GetValue() then return end

if dmg_or:GetValue() or dmg_semi_or:GetValue() then


if mindmg_backup_state ~= 1 then
mindmg_original_backup.shared =
gui.GetValue("rbot.hitscan.accuracy.shared.mindamage")
mindmg_original_backup.zeus =
gui.GetValue("rbot.hitscan.accuracy.zeus.mindamage")
mindmg_original_backup.sniper =
gui.GetValue("rbot.hitscan.accuracy.sniper.mindamage")
mindmg_original_backup.smg =
gui.GetValue("rbot.hitscan.accuracy.smg.mindamage")
mindmg_original_backup.shotgun =
gui.GetValue("rbot.hitscan.accuracy.shotgun.mindamage")
mindmg_original_backup.scout =
gui.GetValue("rbot.hitscan.accuracy.scout.mindamage")
mindmg_original_backup.rifle =
gui.GetValue("rbot.hitscan.accuracy.rifle.mindamage")
mindmg_original_backup.pistol =
gui.GetValue("rbot.hitscan.accuracy.pistol.mindamage")
mindmg_original_backup.lmg =
gui.GetValue("rbot.hitscan.accuracy.lmg.mindamage")
mindmg_original_backup.hpistol =
gui.GetValue("rbot.hitscan.accuracy.hpistol.mindamage")
mindmg_original_backup.asniper =
gui.GetValue("rbot.hitscan.accuracy.asniper.mindamage")

mindmg_backup_state = 1
end

if shared_check:GetValue() then
gui.SetValue("rbot.hitscan.accuracy.shared.mindamage",
shared_or:GetValue())
end
if zeus_check:GetValue() then
gui.SetValue("rbot.hitscan.accuracy.zeus.mindamage",
zeus_or:GetValue())
end
if sniper_check:GetValue() then
gui.SetValue("rbot.hitscan.accuracy.sniper.mindamage",
sniper_or:GetValue())
end
if smg_check:GetValue() then
gui.SetValue("rbot.hitscan.accuracy.smg.mindamage", smg_or:GetValue())
end
if shotgun_check:GetValue() then
gui.SetValue("rbot.hitscan.accuracy.shotgun.mindamage",
shotgun_or:GetValue())
end
if scout_check:GetValue() then
gui.SetValue("rbot.hitscan.accuracy.scout.mindamage",
scout_or:GetValue())
end
if rifle_check:GetValue() then
gui.SetValue("rbot.hitscan.accuracy.rifle.mindamage",
rifle_or:GetValue())
end
if pistol_check:GetValue() then
gui.SetValue("rbot.hitscan.accuracy.pistol.mindamage",
pistol_or:GetValue())
end
if lmg_check:GetValue() then
gui.SetValue("rbot.hitscan.accuracy.lmg.mindamage", lmg_or:GetValue())
end
if hpistol_check:GetValue() then
gui.SetValue("rbot.hitscan.accuracy.hpistol.mindamage",
hpistol_or:GetValue())
end
if asniper_check:GetValue() then
gui.SetValue("rbot.hitscan.accuracy.asniper.mindamage",
asniper_or:GetValue())
end
elseif not dmg_or:GetValue() and not dmg_semi_or:GetValue() then
if mindmg_backup_state == 1 then
mindmg_original_backup.shared =
gui.SetValue("rbot.hitscan.accuracy.shared.mindamage",
mindmg_original_backup.shared)
mindmg_original_backup.zeus =
gui.SetValue("rbot.hitscan.accuracy.zeus.mindamage", mindmg_original_backup.zeus)
mindmg_original_backup.sniper =
gui.SetValue("rbot.hitscan.accuracy.sniper.mindamage",
mindmg_original_backup.sniper)
mindmg_original_backup.smg =
gui.SetValue("rbot.hitscan.accuracy.smg.mindamage", mindmg_original_backup.smg)
mindmg_original_backup.shotgun =
gui.SetValue("rbot.hitscan.accuracy.shotgun.mindamage",
mindmg_original_backup.shotgun)
mindmg_original_backup.scout =
gui.SetValue("rbot.hitscan.accuracy.scout.mindamage", mindmg_original_backup.scout)
mindmg_original_backup.rifle =
gui.SetValue("rbot.hitscan.accuracy.rifle.mindamage", mindmg_original_backup.rifle)
mindmg_original_backup.pistol =
gui.SetValue("rbot.hitscan.accuracy.pistol.mindamage",
mindmg_original_backup.pistol)
mindmg_original_backup.lmg =
gui.SetValue("rbot.hitscan.accuracy.lmg.mindamage", mindmg_original_backup.lmg)
mindmg_original_backup.hpistol =
gui.SetValue("rbot.hitscan.accuracy.hpistol.mindamage",
mindmg_original_backup.hpistol)
mindmg_original_backup.asniper =
gui.SetValue("rbot.hitscan.accuracy.asniper.mindamage",
mindmg_original_backup.asniper)

mindmg_backup_state = 0
end
end
--print(gui.GetValue( "rbot.hitscan.accuracy.scout.mindamage" ))
end

local function resolver_override()


if rage_sw:GetValue() then
if roll_res_ok:GetValue() ~= 0 and
input.IsButtonDown(roll_res_ok:GetValue()) then
gui.SetValue("rbot.aim.posadj.resolver", 1)
end
if roll_res_ok:GetValue() ~= 0 and not
input.IsButtonDown(roll_res_ok:GetValue()) then
gui.SetValue("rbot.aim.posadj.resolver", 2)
end
end
end

-- RAGE AA
local function center_jitter(base_yaw, condition_value, tick_multiplier)
if base_yaw > 0 then
if globals.TickCount()%2 == 0 then
gui.SetValue("rbot.antiaim.base", (base_yaw-condition_value))
end

if globals.TickCount()%(2*tick_multiplier) == 0 then
gui.SetValue("rbot.antiaim.base", (-base_yaw+condition_value))
end
else
if globals.TickCount()%2 == 0 then
gui.SetValue("rbot.antiaim.base", (base_yaw+condition_value))
end

if globals.TickCount()%(2*tick_multiplier) == 0 then
gui.SetValue("rbot.antiaim.base", (-base_yaw-condition_value))
end
end
end

local function offset_jitter(base_yaw, condition_value, tick_multiplier)


if base_yaw > 0 then
if globals.TickCount()%2 == 0 then
gui.SetValue("rbot.antiaim.base", (base_yaw-condition_value))
end

if globals.TickCount()%(2*tick_multiplier) == 0 then
gui.SetValue("rbot.antiaim.base", base_yaw)
end
else
if globals.TickCount()%2 == 0 then
gui.SetValue("rbot.antiaim.base", (base_yaw+condition_value))
end

if globals.TickCount()%(2*tick_multiplier) == 0 then
gui.SetValue("rbot.antiaim.base", base_yaw)
end
end
end

local function random_jitter(base_yaw, condition_value, tick_multiplier)


if base_yaw > 0 then
if globals.TickCount()%2 == 0 then
gui.SetValue("rbot.antiaim.base", (base_yaw-math.random(1,
condition_value)))
end

if globals.TickCount()%(2*tick_multiplier) == 0 then
gui.SetValue("rbot.antiaim.base", (-base_yaw+math.random(1,
condition_value)))
end
else
if globals.TickCount()%2 == 0 then
gui.SetValue("rbot.antiaim.base", (base_yaw+math.random(1,
condition_value)))
end

if globals.TickCount()%(2*tick_multiplier) == 0 then
gui.SetValue("rbot.antiaim.base", (-base_yaw-math.random(1,
condition_value)))
end
end
end

local spin_angle = 0
local function spinbot(yaw, condition_value)
spin_angle = spin_angle + 4

if spin_angle > condition_value then


spin_angle = spin_angle * -1
end

if gui.GetValue("rbot.antiaim.base.rotation") > 0 then


if spin_angle > 0 then
yaw = yaw + spin_angle
else
yaw = yaw - spin_angle
end
else
if spin_angle > 0 then
yaw = yaw - spin_angle
else
yaw = yaw + spin_angle
end
end

if yaw > 180 then


yaw = yaw - 360
elseif yaw < -180 then
yaw = yaw + 360
end

gui.SetValue("rbot.antiaim.base", yaw)
end

local function rage_aa()


if rage_sw:GetValue() then

local tick_multiplier = 2

if enable_conditions_sw:GetValue() then
-- conditions
slowwalkkey = gui.GetValue("rbot.accuracy.movement.slowkey")

local localplayer = entities:GetLocalPlayer()


local localplayer_velocity = localplayer:GetPropVector("localdata",
"m_vecVelocity[0]"):Length()
local localplayer_flags = localplayer:GetPropBool("m_hGroundEntity")

if slowwalkkey == nil or not input.IsButtonDown(slowwalkkey) and


localplayer_velocity > 3 and localplayer_flags == false then --walking

if aa_mode_select_walk:GetValue() == 0 then
gui.SetValue("rbot.antiaim.base", base_yaw_walking:GetValue())
elseif aa_mode_select_walk:GetValue() == 1 then

center_jitter(base_yaw_walking:GetValue(),
aa_mode_angle_walk:GetValue(), tick_multiplier)

elseif aa_mode_select_walk:GetValue() == 2 then


offset_jitter(base_yaw_walking:GetValue(),
aa_mode_angle_walk:GetValue(), tick_multiplier)

elseif aa_mode_select_walk:GetValue() == 3 then

random_jitter(base_yaw_walking:GetValue(),
aa_mode_angle_walk:GetValue(), tick_multiplier)

elseif aa_mode_select_walk:GetValue() == 4 then


if globals.TickCount()%2 == 0 then
gui.SetValue("rbot.antiaim.base", 0)
end

if globals.TickCount()%(2*tick_multiplier) == 0 then
gui.SetValue("rbot.antiaim.base", 180)
end
elseif aa_mode_select_walk:GetValue() == 5 then

spinbot(base_yaw_walking:GetValue(),
aa_mode_angle_walk:GetValue())

end

if roll_on_walk:GetValue() then
gui.SetValue("rbot.antiaim.advanced.roll", true)
else
gui.SetValue("rbot.antiaim.advanced.roll", false)
end
elseif slowwalkkey ~= nil and input.IsButtonDown(slowwalkkey) and
localplayer_velocity > 3 and localplayer_flags == false then --slowwalking

if aa_mode_select_slowwalk:GetValue() == 0 then
gui.SetValue("rbot.antiaim.base",
base_yaw_slowwalking:GetValue())
elseif aa_mode_select_slowwalk:GetValue() == 1 then

center_jitter(base_yaw_slowwalking:GetValue(),
aa_mode_angle_slowwalk:GetValue(), tick_multiplier)

elseif aa_mode_select_slowwalk:GetValue() == 2 then

offset_jitter(base_yaw_slowwalking:GetValue(),
aa_mode_angle_slowwalk:GetValue(), tick_multiplier)

elseif aa_mode_select_slowwalk:GetValue() == 3 then

random_jitter(base_yaw_slowwalking:GetValue(),
aa_mode_angle_slowwalk:GetValue(), tick_multiplier)

elseif aa_mode_select_slowwalk:GetValue() == 4 then


if globals.TickCount()%2 == 0 then
gui.SetValue("rbot.antiaim.base", 0)
end

if globals.TickCount()%(2*tick_multiplier) == 0 then
gui.SetValue("rbot.antiaim.base", 180)
end
elseif aa_mode_select_slowwalk:GetValue() == 5 then
spinbot(base_yaw_slowwalking:GetValue(),
aa_mode_angle_slowwalk:GetValue())

end

if roll_on_slowwalk:GetValue() then
gui.SetValue("rbot.antiaim.advanced.roll", true)
else
gui.SetValue("rbot.antiaim.advanced.roll", false)
end
elseif slowwalkkey == nil or not input.IsButtonDown(slowwalkkey) and
localplayer_velocity > 3 and localplayer_flags == true then --inair

if aa_mode_select_inair:GetValue() == 0 then
gui.SetValue("rbot.antiaim.base", base_yaw_inair:GetValue())
elseif aa_mode_select_inair:GetValue() == 1 then

center_jitter(base_yaw_inair:GetValue(),
aa_mode_angle_inair:GetValue(), tick_multiplier)

elseif aa_mode_select_inair:GetValue() == 2 then

offset_jitter(base_yaw_inair:GetValue(),
aa_mode_angle_inair:GetValue(), tick_multiplier)

elseif aa_mode_select_inair:GetValue() == 3 then

random_jitter(base_yaw_inair:GetValue(),
aa_mode_angle_inair:GetValue(), tick_multiplier)

elseif aa_mode_select_inair:GetValue() == 4 then


if globals.TickCount()%2 == 0 then
gui.SetValue("rbot.antiaim.base", 0)
end

if globals.TickCount()%(2*tick_multiplier) == 0 then
gui.SetValue("rbot.antiaim.base", 180)
end
elseif aa_mode_select_inair:GetValue() == 5 then

spinbot(base_yaw_inair:GetValue(),
aa_mode_angle_inair:GetValue())

end

if roll_in_air:GetValue() then
gui.SetValue("rbot.antiaim.advanced.roll", true)
else
gui.SetValue("rbot.antiaim.advanced.roll", false)
end
else --standing

if aa_mode_select_stand:GetValue() == 0 then
gui.SetValue("rbot.antiaim.base", base_yaw_stand:GetValue())
elseif aa_mode_select_stand:GetValue() == 1 then

center_jitter(base_yaw_stand:GetValue(),
aa_mode_angle_stand:GetValue(), tick_multiplier)
elseif aa_mode_select_stand:GetValue() == 2 then

offset_jitter(base_yaw_stand:GetValue(),
aa_mode_angle_stand:GetValue(), tick_multiplier)

elseif aa_mode_select_stand:GetValue() == 3 then

random_jitter(base_yaw_stand:GetValue(),
aa_mode_angle_stand:GetValue(), tick_multiplier)

elseif aa_mode_select_stand:GetValue() == 4 then


if globals.TickCount()%2 == 0 then
gui.SetValue("rbot.antiaim.base", 0)
end

if globals.TickCount()%(2*tick_multiplier) == 0 then
gui.SetValue("rbot.antiaim.base", 180)
end
elseif aa_mode_select_stand:GetValue() == 5 then

spinbot(base_yaw_stand:GetValue(),
aa_mode_angle_stand:GetValue())

end

if roll_on_stand:GetValue() then
gui.SetValue("rbot.antiaim.advanced.roll", true)
else
gui.SetValue("rbot.antiaim.advanced.roll", false)
end
end
else --general-
if aa_mode_select_stand:GetValue() == 0 then
gui.SetValue("rbot.antiaim.base", base_yaw_stand:GetValue())
elseif aa_mode_select_stand:GetValue() == 1 then

center_jitter(base_yaw_stand:GetValue(),
aa_mode_angle_stand:GetValue(), tick_multiplier)

elseif aa_mode_select_stand:GetValue() == 2 then

offset_jitter(base_yaw_stand:GetValue(),
aa_mode_angle_stand:GetValue(), tick_multiplier)

elseif aa_mode_select_stand:GetValue() == 3 then

random_jitter(base_yaw_stand:GetValue(),
aa_mode_angle_stand:GetValue(), tick_multiplier)

elseif aa_mode_select_stand:GetValue() == 4 then


if globals.TickCount()%2 == 0 then
gui.SetValue("rbot.antiaim.base", 0)
end

if globals.TickCount()%(2*tick_multiplier) == 0 then
gui.SetValue("rbot.antiaim.base", 180)
end
elseif aa_mode_select_stand:GetValue()== 5 then
spinbot(base_yaw_stand:GetValue(), aa_mode_angle_stand:GetValue())

end

if roll_on_stand:GetValue() then
gui.SetValue("rbot.antiaim.advanced.roll", true)
else
gui.SetValue("rbot.antiaim.advanced.roll", false)
end
end
end
end

local function lby_flick()


if rage_sw:GetValue() then
local localplayer = entities.GetLocalPlayer()

if not localplayer or not localplayer:IsAlive() then


return
end

local yaw_value = base_yaw_stand:GetValue() -- will use stand's value till


i stop being lazy mf

local desync_side = gui.GetValue("rbot.antiaim.base.rotation")


local flick_freq = lby_flick_freq:GetValue()

-- yaw should return to its normal state after flick because its forced by
other function
if lby_flick_sw:GetValue() then
if desync_side > 0 then
if globals.TickCount()%flick_freq == 0 then
gui.SetValue("rbot.antiaim.base", yaw_value -
lby_flick_angle:GetValue())
end
elseif desync_side < 0 then
if globals.TickCount()%flick_freq == 0 then
gui.SetValue("rbot.antiaim.base", (yaw_value -
lby_flick_angle:GetValue()) * -1)
end
end
end
end
end

local function pitch_flick(cmd)


local lp = entities.GetLocalPlayer()

if not lp or not lp:IsAlive() then return end

if legitaa_kb:GetValue() ~= 0 then
if input.IsButtonDown(legitaa_kb:GetValue()) then return end
end

if pitch_flick_sw:GetValue() and bit.band(cmd.buttons, bit.lshift(1, 0)) ~= 1


--[[ <-- to prevent shooting at the sky ]] then
if globals.TickCount()%pitch_flick_freq:GetValue() == 0 then
cmd.viewangles = EulerAngles(-180, cmd.viewangles.y, cmd.viewangles.z)
end

if globals.TickCount()%(pitch_flick_freq:GetValue()*2) == 0 then
cmd.viewangles = EulerAngles(cmd.viewangles.x, cmd.viewangles.y,
cmd.viewangles.z)
end
end
end --

local legitaa_backup_state = 0
local backup_legitaa = {
pitch = nil,

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