Garry's Mod Leaks
[Source Code] silent aim /w movement fix, autowall, triggerbot, chams, silent strafe
Submitted by lorena, 28-05-2019, 01:10 PM, Thread ID: 131730
Thread Closed
Make sure to add the bsendpacket module to the lua/bin folder.
Code:
require("bsendpacket")
local falseangs = LocalPlayer():EyeAngles()
function IsValidTarget(ent)
if IsValid(ent) and ent:IsPlayer() and ent != LocalPlayer() and ent:Alive() and LocalPlayer():Alive() and !ent:IsDormant() and LocalPlayer():Team() != TEAM_SPECTATOR and ent:Team() != TEAM_SPECTATOR then
return true
end
end
function IsTargetVisible(ent)
local penvalues = {
["SniperPenetratedRound"] = 20,
["Pistol"] = 9,
["357"] = 12,
["SMG1"] = 14,
["AR2"] = 16,
["Buckshot"] = 5
} //These are for M9K
local trace = util.TraceLine({mask = MASK_ALL, start = LocalPlayer():GetShootPos(), endpos = ent:GetBonePosition(ent:LookupBone("ValveBiped.Bip01_Head1")), filter = {LocalPlayer(), ent}})
local wall = util.TraceLine({mask = MASK_SHOT, start = LocalPlayer():GetShootPos(), endpos = ent:GetBonePosition(ent:LookupBone("ValveBiped.Bip01_Head1")), filter = {LocalPlayer(), ent}})
local wall2 = util.TraceLine({mask = MASK_SHOT, start = ent:GetBonePosition(ent:LookupBone("ValveBiped.Bip01_Head1")), endpos = LocalPlayer():GetShootPos(), filter = {LocalPlayer(), ent}})
if trace.Fraction == 1 or (IsValid(LocalPlayer():GetActiveWeapon()) and wall.HitPos:Distance(wall2.HitPos) < penvalues[game.GetAmmoName(LocalPlayer():GetActiveWeapon():GetPrimaryAmmoType())]) then
return true
end
end
//Credits to Mr.Hankey
function CorrectMovement(vOldAngles, cmd, fOldForward, fOldSidemove)
local deltaView = cmd:GetViewAngles().y - vOldAngles.y
local f1 = 0
local f2 = 0
if vOldAngles.y < 0 then
f1 = 360 + vOldAngles.y
else
f1 = vOldAngles.y
end
if cmd:GetViewAngles().y < 0 then
f2 = 360 + cmd:GetViewAngles().y
else
f2 = cmd:GetViewAngles().y
end
if f2 < f1 then
deltaView = math.abs(f2 - f1)
else
deltaView = 360 - math.abs(f1 - f2)
end
deltaView = 360 - deltaView
cmd:SetForwardMove(math.cos(math.rad(deltaView)) * fOldForward + math.cos(math.rad(deltaView + 90)) * fOldSidemove)
cmd:SetSideMove(math.sin(math.rad(deltaView)) * fOldForward + math.sin(math.rad(deltaView + 90)) * fOldSidemove)
end
hook.Add("HUDPaint", "may_hudpaint", function()
for k, v in pairs(player.GetAll()) do
if IsValidTarget(v) then
v:SetColor(Color(0, 255, 0))
v:SetMaterial("models/debug/debugwhite")
halo.Add({v}, Color(255, 0, 0), 2, 2, 1, true, true)
end
end
end)
local servertime = 0
hook.Add("Move", "may_move", function()
if IsFirstTimePredicted then
servertime = CurTime()
end
end)
hook.Add("CreateMove", "may_createmove", function(cmd)
falseangs.p = falseangs.p + (cmd:GetMouseY() * GetConVarNumber("m_pitch"))
falseangs.y = falseangs.y - (cmd:GetMouseX() * GetConVarNumber("m_yaw"))
falseangs:Normalize()
if falseangs.p >= 90 then
falseangs.p = 90
elseif falseangs.p <= -90 then
falseangs.p = -90
end
local target = nil
for k, v in next, player.GetAll() do
if IsValidTarget(v) and IsTargetVisible(v) then
target = v
end
end
if target != nil and IsValid(LocalPlayer():GetActiveWeapon()) and LocalPlayer():GetActiveWeapon():GetNextPrimaryFire() < servertime then
bSendPacket = false
cmd:SetViewAngles((target:GetBonePosition(target:LookupBone("ValveBiped.Bip01_Head1")) - LocalPlayer():GetShootPos()):Angle())
local firing = false
if IsValid(LocalPlayer():GetActiveWeapon()) and LocalPlayer():GetActiveWeapon().Primary and LocalPlayer():GetActiveWeapon().Primary.Automatic then
cmd:SetButtons(bit.bor(cmd:GetButtons(), IN_ATTACK))
firing = true
else
if firing then
cmd:RemoveKey(IN_ATTACK)
firing = false
else
cmd:SetButtons(bit.bor(cmd:GetButtons(), IN_ATTACK))
firing = true
end
end
else
bSendPacket = true
cmd:SetViewAngles(falseangs)
end
local direction = {}
direction.x = 0
direction.y = 0
if cmd:KeyDown(IN_FORWARD) then
if cmd:KeyDown(IN_SPEED) then
direction.x = LocalPlayer():GetRunSpeed()
else
direction.x = LocalPlayer():GetWalkSpeed()
end
end
if cmd:KeyDown(IN_BACK) then
if cmd:KeyDown(IN_SPEED) then
direction.x = -LocalPlayer():GetRunSpeed()
else
direction.x = -LocalPlayer():GetWalkSpeed()
end
end
if cmd:KeyDown(IN_MOVELEFT) then
if cmd:KeyDown(IN_SPEED) then
direction.y = -LocalPlayer():GetRunSpeed()
else
direction.y = -LocalPlayer():GetWalkSpeed()
end
end
if cmd:KeyDown(IN_MOVERIGHT) then
if cmd:KeyDown(IN_SPEED) then
direction.y = LocalPlayer():GetRunSpeed()
else
direction.y = LocalPlayer():GetWalkSpeed()
end
end
if !LocalPlayer():IsOnGround() then
direction.x = 5850 / LocalPlayer():GetVelocity():Length2D()
if cmd:CommandNumber() % 2 == 0 then
direction.y = -LocalPlayer():GetVelocity():Length2D()
elseif cmd:CommandNumber() % 2 != 0 then
direction.y = LocalPlayer():GetVelocity():Length2D()
end
end
if cmd:KeyDown(IN_JUMP) and !LocalPlayer():IsOnGround() and LocalPlayer():GetMoveType() != MOVETYPE_LADDER then
cmd:RemoveKey(IN_JUMP)
end
CorrectMovement(falseangs, cmd, direction.x, direction.y)
end)
hook.Add("CalcView", "may_calcview", function(ply, origin, angles, fov, znear, zfar)
local view = {}
view.origin = origin
view.angles = falseangs
view.fov = fov
return view
end)
hook.Add("CalcViewModelView", "may_calcviewmodelview", function(wep, vm, oldPos, oldAng, pos, ang)
return LocalPlayer():GetShootPos(), falseangs
end)
Users browsing this thread: 1 Guest(s)