Thanks to visit codestin.com
Credit goes to www.scribd.com

0% found this document useful (0 votes)
166 views2 pages

Skeeet Lua

The document defines functions for adding indicators to a UI to display the status of features like damage override, double tap, and antiaim. It registers a callback to call the functions to update the indicators on paint.
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)
166 views2 pages

Skeeet Lua

The document defines functions for adding indicators to a UI to display the status of features like damage override, double tap, and antiaim. It registers a callback to call the functions to update the indicators on paint.
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
You are on page 1/ 2

local print = cheat.

notify
local acafont2 = render.setup_font("Small Fonts", 11, 450, false, false, true )
local font = render.setup_font("Smallest Pixel-7", 10, 500, true, false, false)
local menu = ui local randomz local pitchch = ui.get_int("0Antiaim.pitch")
local int = 0 local A=0 local font1 = render.setup_font("Verdana", 13, 500, true,
true, false)
local calibri = render.setup_font("Calibri", 29, 700, true, false, false)
local font3 = render.setup_font("Verdana", 13, 500, true, true, false)
local keybindss = render.setup_font("Verdana", 12, 500, true, true, false)
local choke_d = {0, 0, 0, 0, 0, 0}
local ind_offset = 0

ui.add_sliderint("DaYe Skeet Ind lua", 0, 0)


ui.add_checkbox("Skeet Ind")

local add_to_indicators = function(text, color)


local size = render.get_text_width(calibri, text)
local sx, sy = engine.get_screen_width(), engine.get_screen_height()

render.gradient(11, sy - 340 - 37 * ind_offset - 6, math.floor(size / 2), 33,


color.new(0, 0, 0, 5), color.new(0, 0, 0, 180))
render.gradient(11 + math.floor(size / 2), sy - 340 - 37 * ind_offset - 6,
math.floor(size / 2), 33, color.new(0, 0, 0, 180), color.new(0, 0, 0, 5))

render.text(calibri, 16 + 1, sy - 344 - 37 * ind_offset + 1, color.new(0, 0, 0,


200), text)
render.text(calibri, 16, sy - 344 - 37 * ind_offset, color, text)

ind_offset = ind_offset + 1
return (sy - 340 - 37 * (ind_offset - 1))
end

function gamesense()
local me = entitylist.get_local_player()
if me == nil then return end
if not player.is_alive(me) then return end

local dmg = ui.get_int("0Ragebot.minimum_override_damage")

ind_offset = 0

if ui.get_keybind_state(keybinds.damage_override) and ui.get_bool("Skeet Ind")


then
add_to_indicators(": "..dmg, color.new(255, 255, 255, 255))
end

if ui.get_keybind_state(keybinds.double_tap) and ui.get_bool("Skeet Ind") then


add_to_indicators("DT", not globalvars.get_dt_recharging() and
color.new(210, 210, 210, 255) or color.new(255, 0, 0, 255))
end

if ui.get_keybind_state(keybinds.safe_points) and ui.get_bool("Skeet Ind") then


add_to_indicators("SAFE", color.new(132, 195, 16, 255))
end

if ui.get_keybind_state(keybinds.body_aim) and uix:get("Skeet Ind") then


add_to_indicators("BAIM", color.new(192, 192, 192, 255))
end

if ui.get_bool("Skeet Ind") then


add_to_indicators("DA", color.new(132, 195, 16, 255))
end

if ui.get_keybind_state(keybinds.hide_shots) and ui.get_bool("Skeet Ind") then


add_to_indicators("ONSHOT", color.new(132, 195, 16, 255))
end

if ui.get_bool("Skeet Ind") then


add_to_indicators(string.format("%i-%i-%i-%i-%i", choke_d[6], choke_d[5],
choke_d[4], choke_d[3], choke_d[2]), color.new(255, 255, 255, 255))
end

if ui.get_bool("Antiaim.freestand") and ui.get_bool("Skeet Ind") then


add_to_indicators("FS", color.new(132, 195, 16, 255))
end

if ui.get_keybind_state(keybinds.fakeduck) and ui.get_bool("Skeet Ind") then


add_to_indicators("DUCK", color.new(255, 255, 255, 255))
end

if ui.get_bool("Skeet Ind") then


local fl_y = add_to_indicators("FL", color.new(120, 121, 241, 255))
render.arc(53, fl_y + 12, 6, 10, -90, 360, color.new(33, 33, 33, 255))
render.arc(53, fl_y + 12, 6, 10, -90, choke_d[1] / 17 * 360, color.new(120,
121, 241, 255))
end

if ui.get_bool("Skeet Ind") then


local body_yaw = math.max(-60, math.min(60, antiaim.get_body_yaw(true)))
local perc = math.abs(body_yaw) / 60
local r, g, b = 192 - (perc * 71), 32 + (perc * 146), 28
add_to_indicators("FAKE", color.new(r, g, b, 255))
end
end

function update_choke()
if cmd.get_choked_commands() < choke_d[1] then
choke_d[2] = choke_d[3]
choke_d[3] = choke_d[4]
choke_d[4] = choke_d[5]
choke_d[5] = choke_d[6]
choke_d[6] = choke_d[1]
end

choke_d[1] = cmd.get_choked_commands()
end

cheat.RegisterCallback("on_paint", function()
gamesense() update_choke() end)

You might also like