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- /* Script made by white#8807, I tried to replicate OxygenAA from Fatality using the lua 5.3, not all fetures are here because of onetaps limitations */
- UI.AddDropdown( "AA Type", [ "Off", "Skeet killer", "Backwords Desync", "onetap breaker", "Static Switch(x)" ] );
- UI.AddDropdown( "AA Type while moving", [ "None", "Head Flick", "Semi Aggresive", "Aggresive Mode"] );
- UI.AddDropdown( "RNV Still", ["backwards breaker", "desync breaker", "Desync Breaker v2"] );
- var side = false;
- function getValue(key) {
- return UI.GetValue("Misc", "JAVASCRIPT", "Script items", key);
- }
- function sum_MaxValue(partialValue, totalValue) {
- /* This made my brain hurt, i suck */
- if (totalValue < 0 && partialValue < 0){
- var newValue = Math.round(((-(partialValue) * -(totalValue)) / 100));
- if(UI.IsHotkeyActive("Anti-Aim", "Fake angles", "Inverter")){
- AntiAim.SetLBYOffset((Math.floor(Math.random() * (90 - 70 + 1) + 70)));
- return newValue;
- }else{
- AntiAim.SetLBYOffset(-(Math.floor(Math.random() * (90 - 70 + 1) + 70)));
- /* this fucking lby shit does not make any sense should fix it in the future but for now i'll just leave it here
- if (lby3 > 0){
- bool ? AntiAim.SetLBYOffset(lby1 - lby2) : AntiAim.SetLBYOffset(lby1 + lby3 - lby2 * 2)
- if (lby3 > lby2){
- lby2 = lby3;
- }
- }else{
- if (lby3 > lby2){
- lby2 = lby3;
- }
- bool ? AntiAim.SetLBYOffset(lby1 + lby2) : AntiAim.SetLBYOffset(lby1 + lby3 + lby2 * 2)
- }
- */
- return -(newValue);
- }
- }
- if (UI.IsHotkeyActive("Anti-Aim", "Fake angles", "Inverter")){
- AntiAim.SetLBYOffset(Math.floor(Math.random() * (90 - 70 + 1) + 70));
- return Math.round(((partialValue * totalValue) / 100));
- }else{
- AntiAim.SetLBYOffset(-(Math.floor(Math.random() * (90 - 70 + 1) + 70)));
- return Math.round(((-(partialValue) * -(totalValue)) / 100));
- }
- }
- /*
- var lby3 = -50, lby1 = 0, lby2 = 72;
- */
- function setMaxDesync(fakeMaxAmmount, AAtype){
- switch(AAtype){
- case 0:
- // i have no idea what None means in fake type so i disabled override
- AntiAim.SetOverride(0);
- break;
- case 1:
- AntiAim.SetOverride(1);
- AntiAim.SetRealOffset(0);
- if (fakeMaxAmmount < 0){
- AntiAim.SetFakeOffset(sum_MaxValue(fakeMaxAmmount, -60));
- }else{
- AntiAim.SetFakeOffset(sum_MaxValue(fakeMaxAmmount, 60));
- }
- break;
- case 2:
- AntiAim.SetOverride(1);
- AntiAim.SetFakeOffset(0)
- if (fakeMaxAmmount < 0){
- AntiAim.SetRealOffset(sum_MaxValue(fakeMaxAmmount, -60));
- }else {
- AntiAim.SetRealOffset(sum_MaxValue(fakeMaxAmmount, 60));
- }
- break;
- }
- }
- function antiaim_update(){
- var movement = UserCMD.GetMovement();
- /* i really don't like getting the local speed like this, there has to be a better way */
- var forward = movement[0];
- var side = movement[1];
- var up = movement[2];
- var speed = forward + side + up;
- /*
- var speed = movement[0] + movement[1] + movement[2];
- this does not work for some reason
- */
- side = !side;
- switch(getValue("AA Type")){
- case 1:
- if(side){
- if(speed == 0){
- // standing
- UI.SetValue( "Anti-Aim", "Rage Anti-Aim", "Yaw offset", -2 );
- setMaxDesync(-70, 1);
- }else{
- // moving
- UI.SetValue( "Anti-Aim", "Rage Anti-Aim", "Yaw offset", 25 );
- setMaxDesync(-70, 1);
- }
- }else{
- if(speed == 0){
- // standing
- UI.SetValue( "Anti-Aim", "Rage Anti-Aim", "Yaw offset", -17 );
- }else{
- //moving
- UI.SetValue( "Anti-Aim", "Rage Anti-Aim", "Yaw offset", -45 );
- setMaxDesync(-65, 1);
- }
- }
- break;
- case 2:
- if(side){
- if(speed == 0){
- // standing
- UI.SetValue( "Anti-Aim", "Rage Anti-Aim", "Yaw offset", -30 );
- setMaxDesync(-70, 1);
- }else{
- // moving
- UI.SetValue( "Anti-Aim", "Rage Anti-Aim", "Yaw offset", 25 );
- setMaxDesync(-70, 1);
- }
- }else{
- // standing & moving
- UI.SetValue( "Anti-Aim", "Rage Anti-Aim", "Yaw offset", -25 );
- setMaxDesync(-65, 1);
- }
- break;
- case 3:
- if(side){
- if(speed == 0){
- // standing
- UI.SetValue( "Anti-Aim", "Rage Anti-Aim", "Yaw offset", 25 );
- setMaxDesync(100, 1);
- }else{
- // moving
- UI.SetValue( "Anti-Aim", "Rage Anti-Aim", "Yaw offset", 25 );
- setMaxDesync(100, 1);
- }
- }else{
- // standing & moving
- UI.SetValue( "Anti-Aim", "Rage Anti-Aim", "Yaw offset", -15 );
- setMaxDesync(100, 1);
- }
- break;
- case 4:
- if(side){
- // standing & moving
- UI.SetValue( "Anti-Aim", "Rage Anti-Aim", "Yaw offset", 25 );
- setMaxDesync(-70, 1);
- }else{
- if(speed = 0){
- // standing
- UI.SetValue( "Anti-Aim", "Rage Anti-Aim", "Yaw offset", -20 );
- setMaxDesync(-68, 1);
- }else{
- //moving
- UI.SetValue( "Anti-Aim", "Rage Anti-Aim", "Yaw offset", -20 );
- setMaxDesync(-70, 1);
- }
- }
- }
- if(speed != 0){
- switch(getValue("RNV Still")){
- case 0:
- if (side){
- UI.SetValue( "Anti-Aim", "Rage Anti-Aim", "Yaw offset", -14);
- setMaxDesync(-60, 2);
- }else{
- UI.SetValue( "Anti-Aim", "Rage Anti-Aim", "Yaw offset", -12);
- setMaxDesync(-60, 2);
- }
- break;
- case 1:
- if(side){
- UI.SetValue( "Anti-Aim", "Rage Anti-Aim", "Yaw offset", 24);
- setMaxDesync(-100, 1);;
- }else {
- UI.SetValue( "Anti-Aim", "Rage Anti-Aim", "Yaw offset", 0);
- setMaxDesync(20, 2);
- }
- break;
- case 2:
- if (side){
- UI.SetValue( "Anti-Aim", "Rage Anti-Aim", "Yaw offset", 24);
- setMaxDesync(-80, 1);
- }else{
- UI.SetValue( "Anti-Aim", "Rage Anti-Aim", "Yaw offset", 17);
- setMaxDesync(20, 2);
- }
- break;
- }
- }
- if(speed == 0){
- switch(getValue("AA Type while moving")){
- case 1:
- if (side){
- UI.SetValue( "Anti-Aim", "Rage Anti-Aim", "Yaw offset", -20);
- setMaxDesync(-100, 1);
- }else{
- UI.SetValue( "Anti-Aim", "Rage Anti-Aim", "Yaw offset", 0);
- setMaxDesync(100, 1);
- }
- break;
- case 2:
- if (side){
- UI.SetValue( "Anti-Aim", "Rage Anti-Aim", "Yaw offset", -14);
- setMaxDesync(NULL, 0);
- }else{
- UI.SetValue( "Anti-Aim", "Rage Anti-Aim", "Yaw offset", 0);
- setMaxDesync(NULL, 0);
- }
- break;
- case 3:
- if (side){
- UI.SetValue( "Anti-Aim", "Rage Anti-Aim", "Yaw offset", 24);
- setMaxDesync(-80, 1);
- }else{
- UI.SetValue( "Anti-Aim", "Rage Anti-Aim", "Yaw offset", 17);
- setMaxDesync(20, 2);
- }
- break;
- }
- }
- }
- function unload(){
- AntiAim.SetOverride(0);
- }
- Cheat.RegisterCallback("CreateMove", "antiaim_update");
- Cheat.RegisterCallback("Unload", "unload");
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