@@ -55,6 +55,13 @@ local atenemy = menu:AddComponent(MenuLib.Checkbox("At enemy", true))
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local mHeadSize = menu :AddComponent (MenuLib .Slider (" Angle Distance" , 1 , 60 , 44 )) -- 45
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local Jitter_Range_Real = menu :AddComponent (MenuLib .Slider (" Jitter Range" , 30 , 180 , 55 )) -- 65
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+ client .SetConVar (" cl_vWeapon_sway_interp" , 0 ) -- Set cl_vWeapon_sway_interp to 0
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+ client .SetConVar (" cl_jiggle_bone_framerate_cutoff" , 0 ) -- Set cl_jiggle_bone_framerate_cutoff to 0
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+ client .SetConVar (" cl_bobcycle" , 10000 ) -- Set cl_bobcycle to 10000
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+ client .SetConVar (" sv_cheats" , 1 ) -- debug fast setup
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+ client .SetConVar (" mp_disable_respawn_times" , 1 )
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+ client .SetConVar (" mp_respawnwavetime" , - 1 )
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+ client .SetConVar (" mp_teams_unbalance_limit" , 1000 )
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-- local mHeadShield = menu:AddComponent(MenuLib.Checkbox("head Shield", true))
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@@ -70,6 +77,12 @@ local jitter_Real = 0
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local jitter_Fake = 0
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local number = 0
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local Got_Hit = false
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+ local pitchType
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+ local BEST = 1
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+ local BEST_UP = 2
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+ local BEST_DOWN = 3
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+ local UNSAFE = 4
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+ local pitchtype1 = gui .GetValue (" Anti Aim - Pitch" )
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local players = entities .FindByClass (" CTFPlayer" )
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local TargetAngle
@@ -369,7 +382,6 @@ end]]
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-
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--[[ every 2 seconds it will update
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tick_count = tick_count + 1
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if tick_count % 132 == 0 then
@@ -381,47 +393,67 @@ local function updateYaw(Jitter_Real, Jitter_Fake)
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local targetPos = currentTarget
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if targetPos == nil then goto continue end
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- local playerPos = entities .GetLocalPlayer ():GetAbsOrigin ()
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- local forwardVec = engine .GetViewAngles ():Forward ()
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-
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- targetAngle = math.deg (math.atan (targetPos .y - playerPos .y , targetPos .x - playerPos .x ))
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- local viewAngle = math.deg (math.atan (forwardVec .y , forwardVec .x ))
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- TargetAngle = math.floor (targetAngle - viewAngle )
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-
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- local yaw
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- if not atenemy : GetValue () then
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- yaw = Jitter_Fake
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- else
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- yaw = TargetAngle + Jitter_Fake
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- end
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- -- Clamp the yaw angle if it's greater than 180 or less than -180
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- if yaw > 180 then
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- yaw = yaw - 360
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- elseif yaw < - 180 then
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- yaw = yaw + 360
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- end
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-
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- Jitter_Fake1 = yaw - TargetAngle
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-
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- yaw = math.floor ( yaw )
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-
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- gui . SetValue ( " Anti Aim - Custom Yaw (Fake) " , yaw )
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-
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+ local playerPos = entities .GetLocalPlayer ():GetAbsOrigin ()
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+ local forwardVec = engine .GetViewAngles ():Forward ()
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+
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+ targetAngle = math.deg (math.atan (targetPos .y - playerPos .y , targetPos .x - playerPos .x ))
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+ local viewAngle = math.deg (math.atan (forwardVec .y , forwardVec .x ))
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+ TargetAngle = math.floor (targetAngle - viewAngle )
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+
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+ local yaw
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+
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+ -- Fake angle
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+ if not atenemy : GetValue () then
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+ yaw = Jitter_Fake
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+ else
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+ yaw = TargetAngle + Jitter_Fake
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+ end
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+
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+ -- Clamp the yaw angle if it's greater than 180 or less than -180
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+ if yaw > 180 then
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+ yaw = yaw - 360
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+ elseif yaw < - 180 then
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+ yaw = yaw + 360
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+ end
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+
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+ Jitter_Fake1 = yaw - TargetAngle
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+ yaw = math.floor ( yaw )
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+ gui . SetValue ( " Anti Aim - Custom Yaw (Fake) " , yaw )
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- if not atenemy then
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- yaw = jitter_Real
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+ -- Real angle
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+ if not atenemy :GetValue () then
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+ yaw = jitter_Real
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+ else
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+
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+ if pitchDowned then
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+ yaw = TargetAngle - jitter_Real + 180
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else
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yaw = TargetAngle - jitter_Real
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end
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- -- Clamp the yaw angle if it's greater than 180 or less than -180
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- if yaw > 180 then
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- yaw = yaw - 360
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- elseif yaw < - 180 then
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- yaw = yaw + 360
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- end
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- Jitter_Real1 = yaw - TargetAngle
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- yaw = math.floor (yaw )
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- gui .SetValue (" Anti Aim - Custom Yaw (Real)" , yaw )
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+ end
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+
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+ -- Clamp the yaw angle if it's greater than 180 or less than -180
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+ if yaw > 180 then
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+ yaw = yaw - 360
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+ elseif yaw < - 180 then
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+ yaw = yaw + 360
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+ end
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+
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+ Jitter_Real1 = yaw - TargetAngle
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+ yaw = math.floor (yaw )
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+ gui .SetValue (" Anti Aim - Custom Yaw (Real)" , yaw )
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+
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+
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+ -- Clamp the yaw angle if it's greater than 180 or less than -180
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+ if yaw > 180 then
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+ yaw = yaw - 360
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+ elseif yaw < - 180 then
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+ yaw = yaw + 360
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+ end
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+ Jitter_Real1 = yaw - TargetAngle
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+ yaw = math.floor (yaw )
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+ gui .SetValue (" Anti Aim - Custom Yaw (Real)" , yaw )
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+
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end
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:: continue::
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end
@@ -432,9 +464,13 @@ local function OnCreateMove(userCmd)
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local pLocal = entities .GetLocalPlayer ()
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if not pLocal then return end
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if not pLocal :IsAlive () then return end
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-
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+ pitchtype1 = gui . GetValue ( " Anti Aim - Pitch " )
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local pLocalOrigin = pLocal :GetAbsOrigin () + Vector3 (0 , 0 , 75 )
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-
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+ if pitchType == 3 or pitchtype1 == " fake up" or pitchtype1 == " down" then
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+ pitchDowned = true
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+ else
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+ pitchDowned = false
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+ end
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local Jitter_Min_Real = - Jitter_Range_Real1
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local Jitter_Max_Real = Jitter_Range_Real1
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@@ -443,7 +479,7 @@ local function OnCreateMove(userCmd)
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-- auto adds playerlist priority
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if mAutoPriority :GetValue () then
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for _ , vPlayer in pairs (players ) do
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- if vPlayer ~= nil and vPlayer :IsAlive () and vPlayer : GetTeamNumber () ~= pLocal :GetTeamNumber () then
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+ if vPlayer ~= nil and vPlayer :GetTeamNumber () ~= pLocal :GetTeamNumber () then
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if playerlist .GetPriority (vPlayer ) == 0 then
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playerlist .SetPriority (vPlayer , 10 )
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end
@@ -491,6 +527,8 @@ local function OnCreateMove(userCmd)
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else
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currentTarget = pLocal :GetAbsOrigin ()
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end
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+ local class = pLocal :GetPropInt (" m_iClass" )
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+
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local pWeapon = me :GetPropEntity (" m_hActiveWeapon" )
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local AimbotTarget = GetBestTarget (me )
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-- userCmd:SetViewAngles(currentTarget.angles:Unpack())
@@ -511,6 +549,7 @@ local function OnCreateMove(userCmd)
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Jitter_Max_Real = Jitter_Range_Real1
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if atenemy :GetValue () then
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jitter_Real = randomizeValue (Jitter_Min_Real , Jitter_Max_Real , Head_size )
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+
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jitter_real1 = jitter_Real
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local Number1 = math.random (1 , 3 )
@@ -537,101 +576,60 @@ local function OnCreateMove(userCmd)
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gui.SetValue("Anti Aim - Custom Yaw (Fake)", YawFake)
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end]]
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end
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- if RandomPitchtype :GetValue () then
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- local min = 1
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- local max = 4
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-
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- -- TF_CLASS_SNIPER = 2,
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- if downPitch :GetValue () == true then
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- min = 1
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- max = 2
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- else
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- min = 1
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- max = 4
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- end
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-
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- --[[ TF_CLASS_SCOUT = 1,
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-
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- if downPitch:GetValue() == true then
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- min = 3
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- max = 4
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- else
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- min = 1
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- max = 2
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- end
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-
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- TF_CLASS_SOLDIER = 3,
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- if class TF_CLASS_SOLDIER = 3,
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- min = 1
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- max = 2
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- end
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-
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- -- TF_CLASS_DEMOMAN = 4,
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- if downPitch:GetValue() == true then
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- min = 1
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- max = 2
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- else
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- min = 1
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- max = 4
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- end
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-
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- --TF_CLASS_MEDIC = 5,
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- if downPitch:GetValue() == true then
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- min = 3
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- max = 4
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- else
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- min = 1
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- max = 2
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- end
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- -- TF_CLASS_HEAVYWEAPONS = 6,
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- if downPitch:GetValue() == true then
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- min = 1
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- max = 2
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- else
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- min = 1
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- max = 4
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- end
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-
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- TF_CLASS_PYRO = 7,
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- if downPitch:GetValue() == true then
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- min = 3
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- max = 4
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- else
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- min = 1
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- max = 2
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- end
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-
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- if TF_CLASS_SPY = 8,
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- min = 1
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- max = 2
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-
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- min = 1
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- max = 4
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+ if RandomPitchtype :GetValue () then
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+ if userCmd .command_number % mDelay :GetValue () == 0 then
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+ -- Define helper function to set min and max values based on pitch type
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+ local function setMinMax (pitchType )
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+ if pitchType == UNSAFE then
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+ return 1 , 4 -- use all angles when downPitch is true
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+ elseif pitchType == BEST_UP then
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+ return 1 , 2 -- use best angles otherwise
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+ elseif pitchType == BEST_DOWN then
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+ return 3 , 4 -- use safer angles otherwise
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+ end
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end
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- --TF_CLASS_ENGINEER = 9,
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- if downPitch:GetValue() == true then
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- min = 3
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- max = 4
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- else
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- min = 1
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- max = 2
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- end
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- ]]
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-
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- number = math.random (min , max )
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- if number == 1 then
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- gui .SetValue (" Anti Aim - Pitch" , 1 )
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- elseif number == 2 then
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- gui .SetValue (" Anti Aim - Pitch" , 4 )
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- elseif number == 3 then
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- gui .SetValue (" Anti Aim - Pitch" , 2 )
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- else
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- gui .SetValue (" Anti Aim - Pitch" , 3 )
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+ -- Set initial values for min and max
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+ local min , max = setMinMax (BEST )
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+ min , max = setMinMax (UNSAFE )
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+ -- Set pitch type based on class and downPitch value
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+ if not downPitch :GetValue () then
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+ pitchType = UNSAFE
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+ elseif class == 1 then -- TF_CLASS_scout
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+ pitchType = BEST_DOWN
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+ elseif class == 2 then -- TF_CLASS_sniper
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+ pitchType = BEST_UP
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+ elseif class == 3 then -- TF_CLASS_SOLDIER
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+ pitchType = UNSAFE
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+ elseif class == 4 then -- TF_CLASS_DEMOMAN
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+ pitchType = BEST_DOWN
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+ elseif class == 5 then -- TF_CLASS_MEDIC
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+ pitchType = BEST_DOWN
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+ elseif class == 6 then -- TF_CLASS_HEAVYWEAPONS
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+ pitchType = BEST_UP
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+ elseif class == 7 then -- TF_CLASS_PYRO
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+ pitchType = BEST_DOWN
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+ elseif class == 8 then -- TF_CLASS_SPY
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+ pitchType = BEST_DOWN
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+ elseif class == 9 then -- TF_CLASS_ENGINEER
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+ pitchType = BEST_DOWN
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+ end
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+
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+ -- Set min and max values based on pitch type
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+ min , max = setMinMax (pitchType )
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+
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+ number = math.random (min , max )
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+ if number == 1 then
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+ gui .SetValue (" Anti Aim - Pitch" , 1 )
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+ elseif number == 2 then
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+ gui .SetValue (" Anti Aim - Pitch" , 4 )
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+ elseif number == 3 then
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+ gui .SetValue (" Anti Aim - Pitch" , 2 )
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+ else
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+ gui .SetValue (" Anti Aim - Pitch" , 3 )
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+ end
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end
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- else
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- gui .SetValue (" Anti Aim - Pitch" , 1 )
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end
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end
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@@ -674,7 +672,6 @@ local function OnDraw()
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else
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yaw = targetAngle + Jitter_Real1
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end
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-
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if targetAngle then
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direction = Vector3 (math.cos (math.rad (yaw )), math.sin (math.rad (yaw )), 0 )
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end
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