m3mer hack v(4.27 - 0.07)
today i bring you a really good hack it took me lots of time and listening to loud lord to make
i have no fucking clue what this shit is, some kid was bragging to me about how good it was, it was some pker so idk
Code:
/*====== Versace File Stealer ======
aimbothvh.lua
Phoenix (STEAM_0:1:121696613)
==================================*/
print( "HVH-CHEAT" )
require( "dickwrap" )
require( "bsendpacket" )
local _G = table.Copy( _G )
local _R = _G.debug.getregistry( )
local fakelag_var = 0
local Auto = true
local Lag = false
local ply = LocalPlayer( )
fakelag = function( )
if Lag then
if fakelag_var >= 14 then
bSendPacket = true
fakelag_var = 0
else
bSendPacket = false
fakelag_var = fakelag_var + 1
end
else
bSendPacket = true
end
end
local nullvec = Vector( ) * -1
local OldFireBullets = _R.Entity.FireBullets
FixAngle = function( angle )
angle.x = math.NormalizeAngle( angle.x )
angle.p = math.Clamp( angle.p , -89 , 89 )
return angle
end
cones = { }
function _R.Entity.FireBullets( p , data )--EntityM.FireBullets
local spread = data.Spread * -1
local class = p:GetActiveWeapon( ):GetClass( )
if ( spread != cones[class] and spread != nullvec ) then
cones[class] = spread
end
return( OldFireBullets( p , data ) )
end
PredictSpread = function( cmd , ang )
local w = ply:GetActiveWeapon( )
if ( not w or not w:IsValid( ) or not cones[w:GetClass( )] ) then return ang; end
local ang = (dickwrap.Predict( cmd , ang:Forward( ) , cones[w:GetClass( )] ) ):Angle( )
ang.y , ang.x = math.NormalizeAngle( ang.y ) , math.NormalizeAngle( ang.x )
return( ang );
end
--[[
FixMove = function( cmd , aa )
local angle = cmd:GetViewAngles()
local ang = angle - FakeAng
local move = Vector( cmd:GetForwardMove(), cmd:GetSideMove(), 0 )
local vec = ( move:Angle() + ( cmd:GetViewAngles() - FakeAng ) ):Forward() * move:Length()
cmd:SetForwardMove( vec[1] )
cmd:SetSideMove( vec[2] * ( aa and -1 or 1 ))
end]]
FixMove = function( cmd , aa )
local move = Vector(cmd:GetForwardMove(), cmd:GetSideMove(), cmd:GetUpMove());
local speed = math.sqrt(move.x * move.x + move.y * move.y);
local ang = move:Angle()
local yaw = math.rad(cmd:GetViewAngles().y - FakeAng.y + ang.y)
cmd:SetForwardMove((math.cos(yaw) * speed) * ( aa && -1 || 1 ));
cmd:SetSideMove( math.sin(yaw) * speed);
end
AAA = function( )
local aaaang = Target:EyeAngles( )
if aaaang.p == 90 then Target:SetPoseParaplyter( "aim_pitch", -90 )
elseif aaaang.p == -90 then Target:SetPoseParaplyter( "aim_pitch", 90 )
end
end
IsVisible = function( self )
if (!IsValid(self)) then return false end --if player isnt Valid
local vecPos, _ = self:GetBonePosition( self:GetHitBoxBone( 0 , 0 ) ) --get the vector to check
local TraceRes = util.TraceLine({ start = ply:EyePos( ), endpos = vecPos, filter = ply, mask = 1174421507 })--MASK_SHOT
if ( TraceRes.HitWorld or TraceRes.Entity != self ) then return false end; --if trace not hit world and not himselfe
return true;
end
CheckV = function( v )
if not ( v:Health( ) >= 1) or !v:IsValid( ) or v == ply or !IsVisible( v ) then return false end
--if v:GetFriendStatus( ) == "friend" then return false end
if v:Team( ) == ply:Team( ) then return false end
--if v:Team( ) != ply:Team( ) then return false end
if v:Team( ) == TEAM_SPECTATOR then return false end
return true
end
GetTarget = function( )
local pplayer = nil
local backup = 9999999
local dist = nil
for k , v in next, player.GetAll( ) do
if !CheckV( v ) then continue end
pplayer = v
end
Target = pplayer
end
AimVec = function( )
return Target:GetBonePosition( Target:GetHitBoxBone( 0 , 0 ) )
end
Silent = function( cmd )
if( !FakeAng ) then FakeAng = cmd:GetViewAngles( ) end
FakeAng = FixAngle( FakeAng + Angle( cmd:GetMouseY( ) * .022 , cmd:GetMouseX( ) * -.022 , 0 ) )
if ( cmd:CommandNumber( ) == 0 ) then
cmd:SetViewAngles( FakeAng )
return
end
end
local AntiAimX=170;
local AntiAimY=0;
AA = function( cmd )
if cmd:KeyDown( IN_ATTACK ) or cmd:CommandNumber( ) == 0 then return end
AntiAimY = FakeAng.y + 270 + math.random(-91, 91);
cmd:SetViewAngles( Angle( AntiAimX , AntiAimY , 0 ) )
FixMove( cmd , true )
end
Aimbot = function( cmd )
--local obs = bSendPacket
local wep = ply:GetActiveWeapon( )
if cmd:CommandNumber( ) == 0 or !IsValid( wep ) or ( wep:Clip1( ) <= 0 ) then return; end
GetTarget( )
if Target then
bSendPacket = true
local pos = AimVec( )
local ang = FixAngle( ( pos - ply:GetShootPos( ) ):Angle( ) )
ang = PredictSpread( cmd , ang )
AAA( )
cmd:SetViewAngles( ang )
if Auto and ply:GetActiveWeapon( ) then cmd:SetButtons( bit.bor( cmd:GetButtons( ) , IN_ATTACK ) ) end
end
FixMove( cmd )
--bSendPacket =obs
end
bSendPacket = true
hook.Add("CreateMove", "", function(cmd)
Silent ( cmd ) --Getting ouer fake angle for aa , silentaim , calcview
Aimbot ( cmd )
AA( cmd )
fakelag( )
end )
hook.Add("HUDPaint","",function( )
for k, v in next, player.GetAll( ) do
surface.SetFont ( "trebuchet18" )
if v:Team() != ply:Team( ) then
surface.SetTextColor( Color( 255,14,31,255 ) )
surface.SetDrawColor( Color( 255,0,140,255 ) )
else
surface.SetTextColor( Color( 36,255,75,255 ) )
end
if v:Health( ) >= 1 and v:IsValid( ) and v != ply then
local pos = v:GetPos( );
local pos, pos2 = (pos - Vector(0, 0, 5)):ToScreen(), ( pos + Vector(0, 0, 70 ) ):ToScreen();
local h = pos.y - pos2.y;
local w = h / 2.2;
surface.DrawOutlinedRect( pos.x - w / 2, pos.y - h, w, h);
surface.SetDrawColor(0, 0, 0, 220);
surface.DrawOutlinedRect( pos.x - w / 2 - 1, pos.y - h - 1, w + 2, h + 2);
surface.DrawOutlinedRect( pos.x - w / 2 + 1, pos.y - h + 1, w - 2, h - 2);
end
end
if Target then
local targetheadpos = AimVec( )
local hit = (targetheadpos+ Vector(0,0,3)):ToScreen()
surface.SetDrawColor( Color( 0,0,255,255 ) )
surface.DrawLine(ScrW( )/2 , ScrH( )/2 , hit.x , hit.y)
surface.SetTextPos( 1650, 500)
surface.DrawText("next aimbot target: " ..Target:Name( ) )
end
end )
--[[
hook.Add("CalcView", "viewfix", function(ply, pos, angles, fov)
local view = {}
view.origin = pos
view.angles = FakeAng or angles
view.fov = fov
return view
end)
hook.Add("CalcViewModelView", "viewfix2", function(wep, vm, oldPos, oldAng, pos, ang)
return pos, FakeAng
end)]]