Code:
--[[
SwaggerBot V4.2.7
Created by cdriza and Im Friendly theon and originally released at MPGH.
Current Version: 4.2.7
Features:
On/Off Switch - In the top right of the hack there is an on/off switch that will deactivate everything.
Aimbot -
Active - Determines, overall, if the aimbot should be working.
Random Bone - If enabled the aimbot will pick a random bone to attack instead of always going at the players head.
Preference - Used to determine who the aimbot should target next. Can be set to Distance or Angle.
Attack NPCs - Determines if the aimbot should target NPCs.
Attack Player - Determines if the aimbot should target Players.
Prediction - Velocity prediction, to increase the aimbots accuracy.
Aim On Key - If this is on the aimbot will only target when your selected key is pressed.
Key - Determines the key for the previous option.
Anti Snap - Stops the aimbot from snapping to the target. But will decrease accuracy.
A-Snap Speed - The speed of the anti-snap. Value between 1 and 5.
Max Angle - The maximum angle the target can be away from you. Value between 0-270.
Auto Shoot - If this is on and the aimbot is locked on it will automatically shoot.
Panic Mode - If this is on the aimbot wont function while you are being spectated.
Ignore Team - If this is on the aimbot will not target players on your team, works with TTT if the traitor detector is enabled.
ESP -
Active - Determines, overall, if the ESP is working.
Player Info - Determines if the ESP should show player information.
NPC Info - Determines if the ESP should show NPC information.
Names - Determines if the targets name should be shown. (on NPCs it will be the class name, ex: npc_monk)
Weapons - Determines if the targets weapon should be displayed
Distance - Determines if distance between you and the target should be displayed.
Health - Determines if the targets health should be displayed.
Bounding Box - Determines if a bounding box should be drawn around the target.
TTT Feature - Show Traitors - Determines if the ESP should display if the target is a traitor. (must have traitor finder active, see Misc)
TTT Feature - Bodies - Will display body information on TTT. (Credits on body, Name of player, Found or not found)
2D Radar - Enables a 2D radar on screen. Players and NPCs are shown as arrows, bodies (TTT) are shown as circles.
Radar Scale - The distance the radar reaches. Value between 1 and 100
Max Distance - Determines the maximum distance the ESP will work to. (set to 0 for unlimited distance)
Team Based - Make the color of the ESP based on the targets team. Works with TTT.
Chams -
Active - Determines, overall, if the Chams are working.
Draw Players - Determines if the Chams should draw players.
Draw NPCs - Determines if the Chams should draw NPCs.
Draw Weapons - Determines if the Chams should draw the targets weapon.
TTT Feature - Bodies - Adds TTT bodies to the Chams
Team Based - Makes the color of the chams based on the targets team. Works with TTT.
Max Distance - Determines the maximum distance the Chams will work to. (set to 0 for unlimited distance)
Misc -
Show Admins - Displays all current admins in the top right corner of your screen.
Crosshair - Will draw a crosshair on your screen.
Crosshair Size - The size of the crosshair. Value between 0 and 1000.
No Recoil - Will remove all weapon recoil. (doesn't work in singleplayer)
Spectators - Displays all your current spectators in the top right corner of your screen, under the admins.
Auto Reload - Will automatically reload your weapon when your magazine is empty.
Bunny Hop - If this is on you will bunny hop while pressing the bunny hop key.
Key - Determines the key for the previous option.
Auto Pistol - Fires semi-automatic weapons as fast as possible. (doesn't work on default HL2 weapons)
DarkRP Feature - Buy Health - Will automatically use /buyhealth when your health falls below the minimum value set.
DarkRP Feature - Minimum - Minimum health before buying health. Value between 0 and 100.
TTT Feature - Traitor Finder - Will display when a traitor buys a traitor weapon. (see also the ESP option for displaying traitors)
Show Deaths - Will notify you via chat when a player dies.
Sounds - Enables sound cues along with notifications.
Style -
Bounding Box - Determines the color the bounding box should draw in.
ESP Text - Determines the color the ESP text should draw in.
Crosshair - Determines the color the Crosshair should draw in.
TTT Feature - Body Text - Determines the color body information will be shown in.
Chams - The color of the chams. (will be overwritten if Cham option Team Based is on)
TTT Feature - Body Chams - The color TTT bodies should be on the chams.
--]]
throwtables = table.Copy
local _getMathState = throwtables(math)
g_pGetTimers = throwtables(timer)
local pPrediction = 0.014936835835683586
target = nil
_R = debug.getregistry()
FiringBullets = _R.Entity.FireBullets
local gayang2
boners = {}
function _R.Entity.FireBullets(ent, bullet)
if !boners[LocalPlayer():GetActiveWeapon():GetClass()] and bullet.Spread then
boners[LocalPlayer():GetActiveWeapon():GetClass()] = bullet.Spread * -1
end
return FiringBullets(ent, bullet)
end
function attack()
local getGarryState = LocalPlayer
getGarryState():ConCommand("+attack")
g_pGetTimers.Simple(0.01, function()
getGarryState():ConCommand("-attack")
end )
end
function friendly_cansee(g_pEnt)
local tr = {}
tr.start = LocalPlayer():GetShootPos()
tr.endpos = g_pEnt:GetPos() + Vector(0, 0, 5)
tr.filter = {LocalPlayer(), g_pEnt}
tr.mask = MASK_SHOT
local trace = util.TraceLine(tr)
if trace.Fraction == 1 or trace.Entity == g_pEnt then
return true;
else
return false;
end
end
espbones = {
{ S = "ValveBiped.Bip01_Head1", E = "ValveBiped.Bip01_Neck1" },
{ S = "ValveBiped.Bip01_Neck1", E = "ValveBiped.Bip01_Spine4" },
{ S = "ValveBiped.Bip01_Spine4", E = "ValveBiped.Bip01_Spine2" },
{ S = "ValveBiped.Bip01_Spine2", E = "ValveBiped.Bip01_Spine1" },
{ S = "ValveBiped.Bip01_Spine1", E = "ValveBiped.Bip01_Spine" },
{ S = "ValveBiped.Bip01_Spine", E = "ValveBiped.Bip01_Pelvis" },
{ S = "ValveBiped.Bip01_Spine4", E = "ValveBiped.Bip01_L_UpperArm" },
{ S = "ValveBiped.Bip01_L_UpperArm", E = "ValveBiped.Bip01_L_Forearm" },
{ S = "ValveBiped.Bip01_L_Forearm", E = "ValveBiped.Bip01_L_Hand" },
{ S = "ValveBiped.Bip01_Spine4", E = "ValveBiped.Bip01_R_UpperArm" },
{ S = "ValveBiped.Bip01_R_UpperArm", E = "ValveBiped.Bip01_R_Forearm" },
{ S = "ValveBiped.Bip01_R_Forearm", E = "ValveBiped.Bip01_R_Hand" },
{ S = "ValveBiped.Bip01_Pelvis", E = "ValveBiped.Bip01_L_Thigh" },
{ S = "ValveBiped.Bip01_L_Thigh", E = "ValveBiped.Bip01_L_Calf" },
{ S = "ValveBiped.Bip01_L_Calf", E = "ValveBiped.Bip01_L_Foot" },
{ S = "ValveBiped.Bip01_L_Foot", E = "ValveBiped.Bip01_L_Toe0" },
{ S = "ValveBiped.Bip01_Pelvis", E = "ValveBiped.Bip01_R_Thigh" },
{ S = "ValveBiped.Bip01_R_Thigh", E = "ValveBiped.Bip01_R_Calf" },
{ S = "ValveBiped.Bip01_R_Calf", E = "ValveBiped.Bip01_R_Foot" },
{ S = "ValveBiped.Bip01_R_Foot", E = "ValveBiped.Bip01_R_Toe0" },
}
aimmodels = {
["models/combine_scanner.mdl"] = "Scanner.Body",
["models/hunter.mdl"] = "MiniStrider.body_joint",
["models/combine_turrets/floor_turret.mdl"] = "Barrel",
["models/dog.mdl"] = "Dog_Model.Eye",
["models/antlion.mdl"] = "Antlion.Body_Bone",
["models/antlion_guard.mdl"] = "Antlion_Guard.Body",
["models/antlion_worker.mdl"] = "Antlion.Head_Bone",
["models/zombie/fast_torso.mdl"] = "ValveBiped.HC_BodyCube",
["models/zombie/fast.mdl"] = "ValveBiped.HC_BodyCube",
["models/headcrabclassic.mdl"] = "HeadcrabClassic.SpineControl",
["models/headcrabblack.mdl"] = "HCBlack.body",
["models/headcrab.mdl"] = "HCFast.body",
["models/zombie/poison.mdl"] = "ValveBiped.Headcrab_Cube1",
["models/zombie/classic.mdl"] = "ValveBiped.HC_Body_Bone",
["models/zombie/classic_torso.mdl"] = "ValveBiped.HC_Body_Bone",
["models/zombie/zombie_soldier.mdl"] = "ValveBiped.HC_Body_Bone",
["models/combine_strider.mdl"] = "Combine_Strider.Body_Bone",
["models/lamarr.mdl"] = "HeadcrabClassic.SpineControl",
}
me = LocalPlayer()
fags = throwtables(player)
function getplayers()
target = nil
for k, v in SortedPairsByMemberValue(fags.GetAll()) do
if v ~= me then
if v:IsValid() then
if not v:IsDormant() then
if v:Alive() then
if v:Health() > 0 then
if v:Team() ~= TEAM_SPECTATOR then
if not v:InVehicle() then
if !friendly_cansee(v) then continue end
target = v
end
end
end
end
end
end
end
end
end
fag = me
function SwaggerBot_ponybot_cdESP()
for k,v in next, player.GetAll() do
local min = (v:GetPos() + Vector(0, 0, 1)):ToScreen()
local max = (v:GetPos() + Vector(0, 0, 70)):ToScreen()
local hit = (min.y - max.y)
local wid = (hit / 2.5)
if v != fag and v:Alive() and v:Health() > 0 then
local ESP = (v:EyePos()):ToScreen()
draw.DrawText(v:Name(), "DebugFixedSmall", ESP.x -25, ESP.y -56, team.GetColor(v:Team()), TEXT_ALIGN_LEFT, TEXT_ALIGN_LEFT)
draw.DrawText("Rank: "..v:GetUserGroup(), "DebugFixedSmall", ESP.x -25, ESP.y -44, Color(255, 255, 255, 255), TEXT_ALIGN_LEFT, TEXT_ALIGN_LEFT)
if(v:GetActiveWeapon():IsValid()) then
draw.DrawText("Weapon: " ..v:GetActiveWeapon():GetClass(), "DebugFixedSmall", ESP.x -25, ESP.y -32, Color(255, 255, 255, 255), TEXT_ALIGN_LEFT, TEXT_ALIGN_LEFT)
end
surface.SetDrawColor(team.GetColor(v:Team()))
surface.DrawOutlinedRect(max.x - (wid / 2) - 1, max.y - 1, wid + 2, hit + 2)
cam.Start3D()
cam.IgnoreZ(true)
render.MaterialOverride(Material("models/debug/debugwhite"))
render.SuppressEngineLighting( true )
local col = Color(0, 110, 255)
render.SetColorModulation(col.r/255, col.g/255, col.b/255)
v:DrawModel()
render.SetColorModulation( 1, 1, 1 )
render.SuppressEngineLighting( false )
render.MaterialOverride(0)
cam.IgnoreZ(false)
cam.End3D()
end
end
end
function SwaggerBot_Aimb0t(cmd)
getplayers()
if ( target != nil ) then
local GetPosition = (target:GetAttachment(target:LookupAttachment("eyes")).Pos - fag:GetShootPos()):Angle()
GetPosition = GetPosition - Angle((fag:GetVelocity() * pPrediction))
fag:SetEyeAngles(GetPosition)
attack()
end
end
function AddSecretHook(ht, hn, hf)
local nhn = util.CRC(hn)
hook.Add(ht, nhn, hf)
end
AddSecretHook("HUDPaint", "SwaggerBot_ESP", SwaggerBot_ponybot_cdESP)
AddSecretHook("CreateMove", "SwaggerBot_AIMBOT", SwaggerBot_Aimb0t)