dssad
Brazil
 
 
uno dos tres quatro cinquo senco ses :polite_people:
Momenteel offline
neverlose.cc
-- @region: script information
-- @ Half-life parody.
-- @ Created by попросил скрыть ник, но все мы его знаем
-- @ Version: 0.3.0 [debug].
-- @ Last update: 01.0.1.2022.
-- @endregion

local screen_size = EngineClient.GetScreenSize()
local sauron_text = {}

local __main__ = function()
-- @region: ffi elements
local ffi = require("ffi")
ffi.cdef[[
typedef struct {
uint8_t r; uint8_t g; uint8_t b; uint8_t a;
} color_struct_t;

typedef void (*console_color_print)(const color_struct_t&, const char*, ...);
void* GetProcAddress(void* hModule, const char* lpProcName);
void* GetModuleHandleA(const char* lpModuleName);

typedef uintptr_t (__thiscall* GetClientEntity_4242425_t)(void*, int);
struct Animstate_t
{
char pad[3];
char m_bForceWeaponUpdate;
char pad1[91];
void* m_pBaseEntity;
void* m_pActiveWeapon;
void* m_pLastActiveWeapon;
float m_flLastClientSideAnimationUpdateTime;
int m_iLastClientSideAnimationUpdateFramecount;
float m_flAnimUpdateDelta;
float m_flEyeYaw;
float m_flPitch;
float m_flGoalFeetYaw;
float m_flCurrentFeetYaw;
float m_flCurrentTorsoYaw;
float m_flUnknownVelocityLean;
float m_flLeanAmount;
char pad2[4];
float m_flFeetCycle;
float m_flFeetYawRate;
char pad3[4];
float m_fDuckAmount;
float m_fLandingDuckAdditiveSomething;
char pad4[4];
float m_vOriginX;
float m_vOriginY;
float m_vOriginZ;
float m_vLastOriginX;
float m_vLastOriginY;
float m_vLastOriginZ;
float m_vVelocityX;
float m_vVelocityY;
char pad5[4];
float m_flUnknownFloat1;
char pad6[8];
float m_flUnknownFloat2;
float m_flUnknownFloat3;
float m_flUnknown;
float m_flSpeed2D;
float m_flUpVelocity;
float m_flSpeedNormalized;
float m_flFeetSpeedForwardsOrSideWays;
float m_flFeetSpeedUnknownForwardOrSideways;
float m_flTimeSinceStartedMoving;
float m_flTimeSinceStoppedMoving;
bool m_bOnGround;
bool m_bInHitGroundAnimation;
float m_flTimeSinceInAir;
float m_flLastOriginZ;
float m_flHeadHeightOrOffsetFromHittingGroundAnimation;
float m_flStopToFullRunningFraction;
char pad7[4];
float m_flMagicFraction;
char pad8[60];
float m_flWorldForce;
char pad9[462];
float m_flMaxYaw;
};

int VirtualProtect(void* lpAddress, unsigned long dwSize, unsigned long flNewProtect, unsigned long* lpflOldProtect);
void* VirtualAlloc(void* lpAddress, unsigned long dwSize, unsigned long flAllocationType, unsigned long flProtect);
int VirtualFree(void* lpAddress, unsigned long dwSize, unsigned long dwFreeType);

typedef uintptr_t (__thiscall* GetClientEntity_4242425_t)(void*, int);
typedef struct
{
float x;
float y;
float z;
} Vector_t;

typedef struct
{
char pad0[0x60]; // 0x00
void* pEntity; // 0x60
void* pActiveWeapon; // 0x64
void* pLastActiveWeapon; // 0x68
float flLastUpdateTime; // 0x6C
int iLastUpdateFrame; // 0x70
float flLastUpdateIncrement; // 0x74
float flEyeYaw; // 0x78
float flEyePitch; // 0x7C
float flGoalFeetYaw; // 0x80
float flLastFeetYaw; // 0x84
float flMoveYaw; // 0x88
float flLastMoveYaw; // 0x8C // changes when moving/jumping/hitting ground
float flLeanAmount; // 0x90
char pad1[0x4]; // 0x94
float flFeetCycle; // 0x98 0 to 1
float flMoveWeight; // 0x9C 0 to 1
float flMoveWeightSmoothed; // 0xA0
float flDuckAmount; // 0xA4
float flHitGroundCycle; // 0xA8
float flRecrouchWeight; // 0xAC
Vector_t vecOrigin; // 0xB0
Vector_t vecLastOrigin;// 0xBC
Vector_t vecVelocity; // 0xC8
Vector_t vecVelocityNormalized; // 0xD4
Vector_t vecVelocityNormalizedNonZero; // 0xE0
float flVelocityLenght2D; // 0xEC
float flJumpFallVelocity; // 0xF0
float flSpeedNormalized; // 0xF4 // clamped velocity from 0 to 1
float flRunningSpeed; // 0xF8
float flDuckingSpeed; // 0xFC
float flDurationMoving; // 0x100
float flDurationStill; // 0x104
bool bOnGround; // 0x108
bool bHitGroundAnimation; // 0x109
char pad2[0x2]; // 0x10A
float flNextLowerBodyYawUpdateTime; // 0x10C
float flDurationInAir; // 0x110
float flLeftGroundHeight; // 0x114
float flHitGroundWeight; // 0x118 // from 0 to 1, is 1 when standing
float flWalkToRunTransition; // 0x11C // from 0 to 1, doesnt change when walking or crouching, only running
char pad3[0x4]; // 0x120
float flAffectedFraction; // 0x124 // affected while jumping and running, or when just jumping, 0 to 1
char pad4[0x208]; // 0x128
float flMinBodyYaw; // 0x330
float flMaxBodyYaw; // 0x334
float flMinPitch; //0x338
float flMaxPitch; // 0x33C
int iAnimsetVersion; // 0x340
} CCSGOPlayerAnimationState_534535_t;

typedef struct {
char pad_0000[20];
int m_nOrder; //0x0014
int m_nSequence; //0x0018
float m_flPrevCycle; //0x001C
float m_flWeight; //0x0020
float m_flWeightDeltaRate; //0x0024
float m_flPlaybackRate; //0x0028
float m_flCycle; //0x002C
void *m_pOwner; //0x0030
char pad_0038[4]; //0x0034
} CAnimationLayer_t;
]]

local color_print_fn = ffi.cast(
"console_color_print", ffi.C.GetProcAddress(ffi.C.GetModuleHandleA("tier0.dll"), "?ConColorMsg@@YAXABVColor@@PBDZZ")
)

local colored_print = function(color, text)
local col = ffi.new("color_struct_t")
for i, v in pairs({"r", "g", "b", "a"}) do
col[v] = color[v] * 255
end

color_print_fn(col, text)
end

local vtable = {
entry = function(instance, index, type)
return ffi.cast(type, (ffi.cast("void***", instance)[0])[index])
end,

thunk = function(self, index, typestring)
local t = ffi.typeof(typestring)
return function(instance, ...)
assert(instance ~= nil)
if instance then
return self.entry(instance, index, t)(instance, ...)
end
end
end,

bind = function(self, module, interface, index, typestring)
local instance = Utils.CreateInterface(module, interface)
local fnptr = self.entry(instance, index, ffi.typeof(typestring))
return function(...)
retur
semmyqqee 29 jul 2023 om 2:25 
+rep
dssad 9 mei 2023 om 8:26 
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KOSTIX 2 apr 2023 om 23:43 
ещё и 5едик
KOSTIX 2 apr 2023 om 23:42 
Мошенник , украл маму
Dusty 4 feb 2023 om 9:11 
-rep