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helper.lua
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-- [^_^]
ffi.cdef[[
unsigned long GetFileAttributesA(const char* lpFileName);
bool CreateDirectoryA(const char* lpPathName, void* lpSecurityAttributes);
void* CreateFileA(const char* lpFileName, unsigned long dwDesiredAccess, unsigned long dwShareMode, unsigned long lpSecurityAttributes,
unsigned long dwCreationDisposition, unsigned long dwFlagsAndAttributes, void* hTemplateFile);
void* CloseHandle(void *hFile);
unsigned long GetFileSize(void* hFile, unsigned long* lpFileSizeHigh);
bool ReadFile(void* hFile, char* lpBuffer, unsigned long nNumberOfBytesToRead, unsigned long* lpNumberOfBytesRead, int lpOverlapped);
bool WriteFile(void* hFile, char* lpBuffer, unsigned long nNumberOfBytesToWrite, unsigned long* lpNumberOfBytesWritten, void* lpOverlapped);
]]
local nade_icons_texture =
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}
}
local screenSizeX, screenSizeY = draw.GetScreenSize()
local ref = gui.Tab(gui.Reference("Settings"), "flex_nade", "Helper");
local guiHelperSettingsBlock = gui.Groupbox(ref, "Helper设置", 16, 16, 290, 250);
local guiHelperEnable = gui.Checkbox(guiHelperSettingsBlock , "nade_enable", "启用Helper", 1);
local guiHelperType = gui.Combobox(guiHelperSettingsBlock, "nade_type", "Helper类型", "LEGIT", "HVH");
local guiHelperFOV = gui.Slider(guiHelperSettingsBlock, "nade_fov", "Helper角度", 10, 1, 360);
local guiHelperSpeed = gui.Slider(guiHelperSettingsBlock, "nade_smooth", "瞄准速度", 75, 1, 100);
local guiHelperRageMode = gui.Checkbox(guiHelperSettingsBlock , "nade_rp", "加载静默点位", 0);
local guiVisualsSettingsBlock = gui.Groupbox(ref, "视觉设置", 320, 16, 300, 250);
local guiHelperAnimSpeed = gui.Slider(guiVisualsSettingsBlock, "nade_anim_speed", "动画速度", 4, 1, 10);
local guiHelperVisCheck = gui.Checkbox(guiVisualsSettingsBlock , "nade_vis_check", "能见度检查", 1);
local guiHelperInvisTranc = gui.Slider(guiVisualsSettingsBlock, "nade_invs_tranc", "不可见时的透明度", 50, 15, 100);
local guiHelperInacTranc = gui.Slider(guiVisualsSettingsBlock, "nade_inac_tranc", "手持特点道具时其他点位的透明度", 55, 0, 100);
local guiHelperMaxDist = gui.Slider(guiVisualsSettingsBlock, "nade_max_distance", "显示距离", 800, 1, 2500);
local guiHelperOpenDist = gui.Slider(guiVisualsSettingsBlock, "nade_open_distance", "展开距离", 500, 1, 2500);
local guiHelperSyncColor = gui.Checkbox(guiVisualsSettingsBlock , "nade_sycn_color", "同步主题配色", 0);
local guiHelperTextColor = gui.ColorPicker(guiVisualsSettingsBlock, "nade_text_color", "文本颜色", 181, 170, 241, 255);
local guiHelperSelectedTextColor = gui.ColorPicker(guiVisualsSettingsBlock, "nade_stext_color", "投掷点文本颜色", 216, 216, 216, 255);
local guiHelperOutlineColor = gui.ColorPicker(guiVisualsSettingsBlock, "nade_outline_color", "外边框颜色", 221, 198, 255, 181);
local guiHelperDelimiterColor = gui.ColorPicker(guiVisualsSettingsBlock, "nade_deli_color", "分隔线颜色", 221, 198, 255, 181);
local guiHelperBackColor = gui.ColorPicker(guiVisualsSettingsBlock, "nade_back_color", "背景色", 0, 0, 0, 141);
local NadesData = {};
local max_adding_percent = 15;
local max_dots_draw_dist = 30;
local paddings = 5;
local delimiter_pad = 5;
local small_indc_size_x = 20;
local small_indc_size_y = 20;
local textFont = draw.CreateFont("Source Han Sans", 20);
function string:split(inSplitPattern, outResults)
if not outResults then
outResults = { }
end
local theStart = 1
local theSplitStart, theSplitEnd = string.find( self, inSplitPattern, theStart )
while theSplitStart do
table.insert( outResults, string.sub( self, theStart, theSplitStart-1 ) )
theStart = theSplitEnd + 1
theSplitStart, theSplitEnd = string.find( self, inSplitPattern, theStart )
end
table.insert( outResults, string.sub( self, theStart ) )
return outResults
end
function bool_to_number(value)
return value and 1 or 0
end
function tprint(tbl, indent)
if not indent then indent = 0 end
for k, v in pairs(tbl) do
formatting = string.rep(" ", indent) .. k .. ": "
if type(v) == "table" then
print(formatting)
tprint(v, indent+1)
elseif type(v) == 'boolean' then
print(formatting .. tostring(v))
else
print(formatting .. v)
end
end
end
local IsChanged = false;
local cfgVars = { { "rbot.antiaim.advanced.antialign", 0}, { "misc.duckjump", false }, { "misc.fastduck", false }, { "misc.autothrow", false }, { "misc.strafe.enable", false },
{ "rbot.accuracy.weapon.shared.doublefire", 0 }, { "rbot.accuracy.weapon.pistol.doublefire", 0 }, { "rbot.accuracy.weapon.hpistol.doublefire", 0 },
{ "rbot.accuracy.weapon.smg.doublefire", 0 }, { "rbot.accuracy.weapon.rifle.doublefire", 0 }, { "rbot.accuracy.weapon.shotgun.doublefire", 0 },
{ "rbot.accuracy.weapon.scout.doublefire", 0 }, { "rbot.accuracy.weapon.asniper.doublefire", 0 }, { "rbot.accuracy.weapon.sniper.doublefire", 0 },
{ "rbot.accuracy.weapon.lmg.doublefire", 0 } };
local function save_user_cfg()
for i = 1, #cfgVars do
cfgVars[i][2] = gui.GetValue(cfgVars[i][1]);
end
end
local function restore_user_cfg()
if not IsChanged then return; end
for i = 1, #cfgVars do
gui.SetValue(cfgVars[i][1], cfgVars[i][2]);
end
IsChanged = false;
end
local function change_user_cfg()
if IsChanged then return; end
save_user_cfg();
for i = 1, #cfgVars do
gui.SetValue(cfgVars[i][1], false);
end
IsChanged = true;
return IsChanged;
end
local function AngleNormalize(pitch, yaw)
if not (yaw > -180 and yaw <= 180) then
yaw = math.fmod(math.fmod(yaw + 360, 360), 360)
yaw = yaw > 180 and yaw-360 or yaw
end
return math.max(-89, math.min(89, pitch)), yaw
end
local function getAngleDifference(viewAngle, targetAngle)
local dp, dy = AngleNormalize(viewAngle.x - targetAngle.x, viewAngle.y - targetAngle.y);
return math.sqrt(dp*dp + dy*dy);
end
local function getMaxTextSize(array)
local max_x = nil;
local y = 0;
local x = 1;
for i = 1, #array do
local text_x, text_y = draw.GetTextSize(array[i]);
if not max_x then
max_x = text_x;
elseif text_x > max_x then
max_x = text_x;
end
y = y + text_y + 4;
x = i;
end
return { max_x, y + 9 };
end
local function getThrowPosition(pos_x, pos_y, pos_z, ax, ay, distance, z_offset)
return pos_x - distance * math.cos(math.rad(ay + 180)), pos_y - distance * math.sin(math.rad(ay + 180)), pos_z - distance * math.tan(math.rad(ax)) + z_offset;
end
local function IsValidGrenade(currNade, spotNade)
local bRes = false;
if currNade == 44 and spotNade == 3 then
bRes = true;
elseif currNade == 45 and spotNade == 2 then
bRes = true;
elseif (currNade == 46 or currNade == 48) and spotNade == 1 then
bRes = true;
end
return bRes;
end
local selectedSpot = { false, nil, nil, nil };
local function draw_ground_spots(localPlayer, localWeapon)
local localPosition = localPlayer:GetPropVector("m_vecOrigin");
local closestIndex = nil;
local closestDist = nil;
for i = 1, #NadesData do
local nadeInfo = NadesData[i];
local distanceToSpot = (Vector3(localPosition.x, localPosition.y, localPosition.z) - Vector3(nadeInfo[1], nadeInfo[2], nadeInfo[3])):Length();
local isValidNade = IsValidGrenade(localWeapon, nadeInfo[5]);
if max_dots_draw_dist >= distanceToSpot and isValidNade then
if not closestDist then
closestDist = distanceToSpot;
closestIndex = i;
elseif closestDist > distanceToSpot then
closestDist = distanceToSpot;
closestIndex = i;
end
end
local screenPosX, screenPosY = client.WorldToScreen(Vector3(nadeInfo[1], nadeInfo[2], nadeInfo[3]));
if not screenPosX and not screenPosY then
goto continue;
end
local trancProc = 0;
local animMinus = false;
local animSpeed = guiHelperAnimSpeed:GetValue();
if not isValidNade then
local tranc = 100 - nadeInfo[4];
if tranc > guiHelperInacTranc:GetValue() then
tranc = guiHelperInacTranc:GetValue();
end
trancProc = tranc;
end
local maxDist = guiHelperMaxDist:GetValue();
if distanceToSpot > maxDist then
local procDist = (distanceToSpot / maxDist) * 100 - 100;
if procDist > max_adding_percent then
nadeInfo[4] = 0;
goto continue;
end
local tranc = 100 / (max_adding_percent / procDist);
if trancProc < tranc then
trancProc = tranc;
end
end
if guiHelperVisCheck:GetValue() then
local pointerTrace = engine.TraceLine(localPlayer:GetPropVector("m_vecOrigin") + localPlayer:GetPropVector("localdata", "m_vecViewOffset[0]"), Vector3(nadeInfo[1], nadeInfo[2], nadeInfo[3]));
if pointerTrace.fraction ~= 1 then
local tranc = guiHelperInvisTranc:GetValue();
if trancProc < tranc then
trancProc = tranc;
end
end
end
if distanceToSpot > guiHelperOpenDist:GetValue() or not isValidNade or (selectedSpot[2] and selectedSpot[3]) then
if nadeInfo[4] - animSpeed > 0 then
nadeInfo[4] = nadeInfo[4] - animSpeed;
else
nadeInfo[4] = 0;
end
animMinus = true;
end
local start_x = 0;
local end_x = 0;
local start_y = 0;
local end_y = 0;
if nadeInfo[4] == 0 then --it can be deleted, but i think that this shit can save fps xD
start_x = screenPosX - small_indc_size_x / 2;
end_x = start_x + small_indc_size_x;
start_y = screenPosY - small_indc_size_y + 1.4;
end_y = screenPosY;
else
local textSize = getMaxTextSize(nadeInfo[6]);
local max_x = screenPosX + small_indc_size_x + textSize[1] + paddings + delimiter_pad;
local icon_end_x = screenPosX + small_indc_size_x;
local animComp = (((max_x - icon_end_x) / 100) * nadeInfo[4]) / 2;
start_x = screenPosX - small_indc_size_x / 2 - animComp;
end_x = screenPosX + small_indc_size_x / 2 + animComp;
local max_y = screenPosY - textSize[2];
local icon_end_y = screenPosY - small_indc_size_y + 1.4;
start_y = icon_end_y - (((icon_end_y - max_y) / 100) * nadeInfo[4]);
end_y = screenPosY;
end
local nadeIcon = nade_icons_texture[nadeInfo[5]];
local center_y = start_y + (end_y - start_y) / 2;
local icon_start_y = center_y - small_indc_size_y / 2 - 1;
local icon_end_y = center_y + small_indc_size_y / 2 - 3;
local r,g,b,a = guiHelperBackColor:GetValue();
a = a - (a / 100) * trancProc;
draw.Color(r,g,b,a);
draw.FilledRect(start_x, start_y, end_x, end_y);
r,g,b,a = guiHelperOutlineColor:GetValue();
a = a - (a / 100) * trancProc;
draw.Color(r,g,b,a);
draw.Line(start_x, start_y, end_x, start_y);
draw.Line(start_x, start_y, start_x, end_y);
draw.Line(end_x, start_y, end_x, end_y);
draw.Line(start_x, end_y, end_x, end_y);
if nadeInfo[4] > 5 then
r,g,b,a = guiHelperDelimiterColor:GetValue();
a = a - (a / 100) * trancProc;
draw.Color(r,g,b,a);
draw.Line(start_x + small_indc_size_x, start_y + 5, start_x + small_indc_size_x, end_y - 5); -- delimiter
end
r,g,b,a = guiHelperTextColor:GetValue();
a = a - (a / 100) * trancProc;
draw.Color(r,g,b,a);
draw.SetTexture(nadeIcon[3]);
draw.FilledRect(start_x + paddings + nadeIcon[1], icon_start_y, start_x + nadeIcon[2], icon_end_y);
draw.SetTexture(nil);
if nadeInfo[4] == 100 then
local temp_y = 0;
for i = 1, #nadeInfo[6] do
local text_x, text_y = draw.GetTextSize(nadeInfo[6][i]);
local center_x = end_x - (end_x - (start_x + small_indc_size_x + delimiter_pad)) / 2 - 2.5;
draw.TextShadow(math.ceil(center_x - text_x / 2), start_y + 5 + temp_y, nadeInfo[6][i]);
temp_y = temp_y + text_y + 4;
end
end
if not animMinus and nadeInfo[4] + animSpeed < 100 then
nadeInfo[4] = nadeInfo[4] + animSpeed;
elseif not animMinus then
nadeInfo[4] = 100;
end
::continue::
end
return { closestIndex, closestDist };
end
local function draw_aim_points(localViewAngles, nadeIndex, groundDistSpot)
local selectedNade = NadesData[nadeIndex];
local closestSpot = { nil, nil, 0, 0, 0, "", 0 };
local IsSelected = false;
for i = 1, #selectedNade[7] do
local dotInfo = selectedNade[7][i];
local dotWorldPosX, dotWorldPosY, dotWorldPosZ = getThrowPosition(selectedNade[1], selectedNade[2], selectedNade[3], dotInfo[1], dotInfo[2], dotInfo[3], 64);
local dotScreenX, dotScreenY = client.WorldToScreen( Vector3(dotWorldPosX, dotWorldPosY, dotWorldPosZ) );
local dotTrancProc = 0;
local selected_text_x = 0;
local selected_text_y = 0;
if dotScreenX and dotScreenY then
if groundDistSpot <= max_dots_draw_dist then
dotTrancProc = 100 / (max_dots_draw_dist / groundDistSpot);
if dotTrancProc < 20 then
dotTrancProc = 0;
end
end
local textX, textY = draw.GetTextSize(selectedNade[6][i]);
local deli_indc_x = small_indc_size_x / 2;
local deli_indc_y = small_indc_size_y / 2;
local delimiter_start = dotScreenX + deli_indc_x;
local start_x = dotScreenX - deli_indc_x;
local start_y = dotScreenY - deli_indc_y;
local end_x = delimiter_start + textX + delimiter_pad * 2;
local end_y = dotScreenY + deli_indc_y;
local r,g,b,a = guiHelperBackColor:GetValue();
a = a - (a / 100) * dotTrancProc;
draw.Color(r,g,b,a);
draw.FilledRect(start_x, start_y, end_x, end_y);
r,g,b,a = guiHelperOutlineColor:GetValue();
a = a - (a / 100) * dotTrancProc;
draw.Color(r,g,b,a);
draw.Line(start_x, start_y, end_x, start_y);
draw.Line(start_x, start_y, start_x, end_y);
draw.Line(end_x, start_y, end_x, end_y);
draw.Line(start_x, end_y, end_x, end_y);
r,g,b,a = guiHelperDelimiterColor:GetValue();
a = a - (a / 100) * dotTrancProc;
draw.Color(r,g,b,a);
draw.Line(delimiter_start, start_y + 4, delimiter_start, end_y - 4);
r,g,b,a = guiHelperTextColor:GetValue();
a = a - (a / 100) * dotTrancProc;
draw.Color(r,g,b,a);
draw.FilledCircle(dotScreenX, dotScreenY, 3);
selected_text_x = math.ceil(delimiter_start + delimiter_pad);
selected_text_y = start_y + 4.5;
draw.TextShadow(selected_text_x, selected_text_y, selectedNade[6][i]);
end
local dist_to_aim_dot = getAngleDifference(Vector3(localViewAngles.pitch, localViewAngles.yaw, 0), Vector3(dotInfo[1], dotInfo[2], 0));
if dist_to_aim_dot <= guiHelperFOV:GetValue() then
if not closestSpot[1] and not closestSpot[2] then
if not selectedSpot[1] then
selectedSpot[3] = i;
end
closestSpot = { dotScreenX, dotScreenY, dist_to_aim_dot, selected_text_x, selected_text_y, selectedNade[6][i], dotTrancProc };
elseif closestSpot[3] > dist_to_aim_dot then
if not selectedSpot[1] then
selectedSpot[3] = i;
end
closestSpot = { dotScreenX, dotScreenY, dist_to_aim_dot, selected_text_x, selected_text_y, selectedNade[6][i], dotTrancProc };
end
IsSelected = true;
end
end
if not IsSelected then
if not selectedSpot[1] then
selectedSpot[3] = nil;
end
end
return closestSpot;
end
local function draw_selected_aim_point(closestAimPoint)
local r,g,b,a = guiHelperSelectedTextColor:GetValue();
a = a - (a / 100) * closestAimPoint[7];
draw.Color(r,g,b,a);
draw.FilledCircle(closestAimPoint[1], closestAimPoint[2], 3);
draw.TextShadow(closestAimPoint[4], closestAimPoint[5], closestAimPoint[6]);
end
local function grenade_info()
if not guiHelperEnable:GetValue() then return; end
local localPlayer = entities.GetLocalPlayer();
if not localPlayer or not localPlayer:IsAlive() then
return;
end
local localViewAngles = engine:GetViewAngles();
local localWeapon = localPlayer:GetWeaponID();
local groundNadeInfo = { 0, 0 };
local closestAimPoint = { nil, nil, 0, 0, 0, "", 0 };
draw.SetFont(textFont);
if localWeapon ~= 44 and localWeapon ~= 45 and localWeapon ~= 46 and localWeapon ~= 48 then
return;
end
groundNadeInfo = draw_ground_spots(localPlayer, localWeapon);
if not groundNadeInfo[1] then
if not selectedSpot[1] then
selectedSpot[2] = nil;
end
return;
else
if not selectedSpot[1] then
selectedSpot[2] = groundNadeInfo[1];
end
end
if selectedSpot[1] then return; end
closestAimPoint = draw_aim_points(localViewAngles, groundNadeInfo[1], groundNadeInfo[2]);
if not closestAimPoint[1] and not closestAimPoint[2] then
return;
end
draw_selected_aim_point(closestAimPoint);
end
local function gui_handler()
local helperType = guiHelperType:GetValue();
if helperType == 1 then
guiHelperSpeed:SetDisabled(true);
else
guiHelperSpeed:SetDisabled(false);
end
if guiHelperSyncColor:GetValue() then
guiHelperTextColor:SetValue(gui.GetValue("theme.header.text"));
guiHelperSelectedTextColor:SetValue(gui.GetValue("theme.tablist.textactive"));
guiHelperOutlineColor:SetValue(gui.GetValue("theme.header.line"));
guiHelperDelimiterColor:SetValue(gui.GetValue("theme.header.line"));
guiHelperBackColor:SetValue(gui.GetValue("theme.ui.bg1"));
guiHelperSyncColor:SetValue(0);
end
end
local function is_nade_ready(localPlayer)
local localWeapon = localPlayer:GetPropEntity("m_hActiveWeapon");
return localWeapon:GetPropBool("m_bPinPulled");
end
local function is_in_move(UserCmd)
local v1 = bit.band(UserCmd.buttons, 8) == 8
local v2 = bit.band(UserCmd.buttons, 16) == 16
local v3 = bit.band(UserCmd.buttons, 512) == 512
local v4 = bit.band(UserCmd.buttons, 1024) == 1024
return (v1 or v2 or v3 or v4);
end
local function clamp(val, imin, imax)
if val > imax then
val = imax;
elseif val < imin then
val = imin;
end
return val;
end
local function move_to_spot(UserCmd)
local tNade = selectedSpot[2];
local localPlayer = entities.GetLocalPlayer();
local localPosition = localPlayer:GetPropVector("m_vecOrigin");
localPosition.z = 0;
local localFlags = localPlayer:GetPropInt("m_fFlags");
local vecDelta = (Vector3(NadesData[tNade][1], NadesData[tNade][2], 0) - localPosition);
local iDistance = vecDelta:Length2D();
local IsComplite = false;
if localFlags == 256 then
return false;
end
if iDistance > 0.01 then
local localViewAngles = engine.GetViewAngles();
local vecDir = vecDelta:Angles();
vecDir.yaw = localViewAngles.yaw - vecDir.yaw
local vecMove = vecDir:Forward();
local in_duck = bit.band(UserCmd.buttons, 4) == 4
UserCmd.forwardmove = vecMove.x * (450.0 * (math.exp(clamp(iDistance, 0.0, 5.0) - 5.0)) - 2.0);
UserCmd.sidemove = vecMove.y * (450.0 * (math.exp(clamp(iDistance, 0.0, 5.0) - 5.0)) - 2.0);
if in_duck then
UserCmd.forwardmove = UserCmd.forwardmove * 2.93
UserCmd.sidemove = UserCmd.sidemove * 2.93
end
else
IsComplite = true;
end
return IsComplite;
end
local function directional_move(UserCmd, aimAngles, Speed, Degrees)
local localViewAngles = engine.GetViewAngles();
local vecDiff = localViewAngles.yaw - (aimAngles.yaw + Degrees);
local vecMove = EulerAngles(0, vecDiff, 0):Forward();
UserCmd.forwardmove = vecMove.x * Speed;
UserCmd.sidemove = vecMove.y * Speed;
end
local function smooth_aim_assist(is_start_moving)
local tNade = selectedSpot[2];
local tDot = selectedSpot[3];
local localViewAngles = engine.GetViewAngles();
local aimAngles = EulerAngles(NadesData[tNade][7][tDot][1], NadesData[tNade][7][tDot][2], 0);
local IsComplite = false;
if getAngleDifference(localViewAngles, aimAngles) > 0.01 then
if not is_start_moving then
local aimSmooth = (180 / 100) * guiHelperSpeed:GetValue() / 1000;
local aim_pitch, aim_yaw = aimAngles.pitch, aimAngles.yaw
local dp, dy = AngleNormalize(localViewAngles.pitch - aim_pitch, localViewAngles.yaw - aim_yaw)
local pitch = localViewAngles.pitch - dp * aimSmooth;
local yaw = localViewAngles.yaw - dy * aimSmooth;
engine.SetViewAngles(EulerAngles(pitch, yaw, 0));
else
engine.SetViewAngles(aimAngles);
end
else
IsComplite = true;
end
return IsComplite;
end
local function silent_aim_assist(UserCmd)
local tNade = selectedSpot[2];
local tDot = selectedSpot[3];
local aimAngles = EulerAngles(NadesData[tNade][7][tDot][1], NadesData[tNade][7][tDot][2], 0);
UserCmd.viewangles = aimAngles;
end
local delayedEnd = false;
local delayedDuck = 0;
local function movement_helper(UserCmd)
if not guiHelperEnable:GetValue() then return; end
local localPlayer = entities.GetLocalPlayer();
if not localPlayer or not localPlayer:IsAlive() then
return;
end
local aimType = guiHelperType:GetValue();
if not selectedSpot[2] then
selectedSpot[4] = nil;
selectedSpot[1] = false;
return;
end
local IsValid = IsValidGrenade(localPlayer:GetWeaponID(), NadesData[selectedSpot[2]][5]);
if not IsValid and not delayedEnd then
selectedSpot = { false, nil, nil, nil };
restore_user_cfg();
return;
end
if IsValid then
local throwTime = localPlayer:GetPropEntity("m_hActiveWeapon"):GetPropFloat("m_fThrowTime");
if throwTime > 0 and throwTime < globals.CurTime() then
if aimType == 1 and selectedSpot[3] then
silent_aim_assist(UserCmd);
if not delayedEnd then
selectedSpot[1] = false;
end
end
end
end
if delayedDuck ~= 0 and delayedDuck < 6 then
UserCmd.buttons = bit.bor(UserCmd.buttons, 4);
delayedDuck = delayedDuck + 1;
end
if not delayedEnd then
if not is_nade_ready(localPlayer) or change_user_cfg() then return; end
local is_start_moving = selectedSpot[1];
local groundCheck = true;
local aimCheck = false;
if is_in_move(UserCmd) then
selectedSpot[1] = false;
selectedSpot[4] = nil;
restore_user_cfg();
return;
end
if not is_start_moving then
groundCheck = move_to_spot(UserCmd);
end
if selectedSpot[3] then
if aimType == 0 then
aimCheck = smooth_aim_assist(is_start_moving);
if is_start_moving then
aimCheck = true;
end
else
aimCheck = true;
end
end
if not aimCheck or not groundCheck then return; end
end
local tDot = selectedSpot[3];
local targetNade = NadesData[selectedSpot[2]];
local startActionType = targetNade[7][tDot][4] == 1;
local shouldJump = targetNade[7][tDot][5] == 1;
local shouldDuck = targetNade[7][tDot][6] == 1;
local delayTicks = targetNade[7][tDot][7];
local moveSpeed = targetNade[7][tDot][8];
local moveDegrees = targetNade[7][tDot][9];
local localFlags = localPlayer:GetPropInt("m_fFlags");
if not startActionType then
local inAir = (localFlags == 256);
if shouldDuck then
UserCmd.buttons = bit.bor(UserCmd.buttons, 4);
if localPlayer:GetPropFloat("m_flDuckAmount") < 0.90 and not inAir then
return;
end
end
if shouldJump and not inAir then
selectedSpot[1] = true;
UserCmd.buttons = bit.bor(UserCmd.buttons, 2);
return;
end
if delayTicks ~= 0 then
if not selectedSpot[4] then
selectedSpot[4] = globals.TickCount();
return;
else
if globals.TickCount() - selectedSpot[4] >= delayTicks then
UserCmd.buttons = 0;
else
return;
end
end
else
UserCmd.buttons = 0;
end
if shouldDuck then
delayedDuck = 1;
end
selectedSpot[4] = nil;
if aimType == 0 then
selectedSpot[1] = false;
end
else
if not selectedSpot[4] then
selectedSpot[4] = globals.TickCount();
selectedSpot[1] = true;
return;
end
directional_move(UserCmd, EulerAngles(targetNade[7][tDot][1], targetNade[7][tDot][2], 0), moveSpeed, moveDegrees);
if globals.TickCount() - selectedSpot[4] >= delayTicks then
if delayedEnd then
if globals.TickCount() - selectedSpot[4] >= delayTicks + 8 then
delayedEnd = false;
selectedSpot[4] = nil;
selectedSpot[1] = false;
return;
end
end
local inAir = (localFlags == 256);
if shouldJump and not inAir then
UserCmd.buttons = bit.bor(UserCmd.buttons, 2);
return;
end
UserCmd.buttons = 0;
if not shouldJump then
delayedEnd = true;
end
if not delayedEnd then
selectedSpot[4] = nil;
if aimType == 0 then
selectedSpot[1] = false;
end
end
end
end
end
local function event_handler(event)
local localPlayer = entities.GetLocalPlayer();
if not localPlayer then return; end
local eventName = event:GetName();
if eventName == "item_equip" then
if entities.GetByUserID(event:GetInt("userid")):GetIndex() == localPlayer:GetIndex() then
restore_user_cfg();
end
end
end
local function on_unload()
restore_user_cfg();
end
local function DirectoryExists(dirPath)
local dirAttrs = ffi.C.GetFileAttributesA(dirPath);
return (bit.band(dirAttrs, -1) ~= -1) and (bit.band(dirAttrs, 16) == 16);
end
local function FileExists(filePath)
local dirAttrs = ffi.C.GetFileAttributesA(filePath);
return (bit.band(dirAttrs, -1) ~= -1) and (bit.band(dirAttrs, 16) ~= 16);
end
local function add_new_nade(x, y, z, ntype, name, yaw, pitch, dist, atype, jump, duck, ticks, speed, degrees)
local bFind = false;
for i = 1, #NadesData do
local nadeInfo = NadesData[i];
if nadeInfo[5] ~= ntype then
goto continue;
end
if math.abs(nadeInfo[1] - x) <= 1.5 and math.abs(nadeInfo[2] - y) <= 1.5 and math.abs(nadeInfo[3] - z) <= 1.5 then
table.insert(NadesData[i][6], name);
table.insert(NadesData[i][7], { yaw, pitch, dist, atype, jump, duck, ticks, speed, degrees } );
bFind = true;
break;
end
::continue::
end
if not bFind then
table.insert(NadesData, { x, y, z, 0, ntype, { name }, { { yaw, pitch, dist, atype, jump, duck, ticks, speed, degrees } } } );
end
end
local savedMap = "";
local savedPreset = nil;
local shouldUpdateList = false;
local function current_map_logger()
local currentMap = engine.GetMapName();
if currentMap == "" then return; end
if savedPreset == nil then savedPreset = guiHelperRageMode:GetValue(); end
if savedMap ~= currentMap or savedPreset ~= guiHelperRageMode:GetValue() then
NadesData = {};
selectedSpot = { false, nil, nil, nil };
savedMap = currentMap;
savedPreset = guiHelperRageMode:GetValue();
if not DirectoryExists("Locations") then
print("[Info] Directory for locations not found.");
if ffi.C.CreateDirectoryA("Locations", nil) then
print("[Info] Directory was created!");
else
print("[Error] Directory couldnt created!");
return;
end
end
local tempPath = "";
if guiHelperRageMode:GetValue() then
tempPath = savedMap .. "_rage";
else
tempPath = savedMap .. "_legit";
end
local filePath = "Locations\\"..tempPath;
if FileExists(filePath) then
local countofSpots = 0;
local countofMolly = 0;
local countofSmokes = 0;
local countofFrags = 0;
local hFile = ffi.cast("void*", ffi.C.CreateFileA(filePath, 0x80000000, 3, 0, 3, 128, nil))
if hFile then
local fileSize = ffi.C.GetFileSize(hFile, nil);
if fileSize > 0 then
local rawData = ffi.new("char[" ..(fileSize + 1).. "]");
ffi.C.ReadFile(hFile, rawData, fileSize, nil, 0);
for str in string.gmatch(ffi.string(rawData), "([^\n]+)") do
local parsedData = str:split(";");
nadeType = tonumber(parsedData[4]);
add_new_nade(tonumber(parsedData[1]), tonumber(parsedData[2]), tonumber(parsedData[3]), nadeType,
parsedData[5], tonumber(parsedData[6]), tonumber(parsedData[7]), tonumber(parsedData[8]), tonumber(parsedData[9]),
tonumber(parsedData[10]), tonumber(parsedData[11]), tonumber(parsedData[12]), tonumber(parsedData[13]), tonumber(parsedData[14]))
if nadeType == 1 then
countofMolly = countofMolly + 1;
elseif nadeType == 2 then
countofSmokes = countofSmokes + 1;
else
countofFrags = countofFrags + 1;
end
countofSpots = countofSpots + 1;
end
end
ffi.C.CloseHandle(hFile);
end
shouldUpdateList = true;
print(":::::::::::::::::::::::::::::::::::::: [信息] :::::::::::::::::::::::::::::::::::");
print("当前地图: "..savedMap);
print("道具数量: "..countofSpots);
print("燃烧弹数量: "..countofMolly);
print("烟雾弹数量: "..countofSmokes);
print("手榴弹数量: "..countofFrags);
else
print("[Info] 没有找到 [".. savedMap .. "] 地图的helper点位.");
end
end
end
callbacks.Register("FireGameEvent", event_handler);
callbacks.Register("Draw", gui_handler);
callbacks.Register("Draw", grenade_info);
callbacks.Register("Draw", current_map_logger);
callbacks.Register("CreateMove", movement_helper);
callbacks.Register("Unload", on_unload);
-- editor block
local guiEditorBlock = gui.Groupbox(ref, "Nade Editor", 16, 300, 290, 250);
local guiNadeList = gui.Listbox(guiEditorBlock, "nade_list", 250);
local guiNadeSelector = gui.Combobox(guiEditorBlock, "nade_selector", "Selector", "n/a");
--
local guiNadeText = nil;
local guiNadeType = nil;
local guiShouldRun = nil;
local guiShouldJump = nil;
local guiShouldDuck = nil;
local guiVisDistance = nil;
local guiTicksSlider = nil;
local guiMoveSpeed = nil;
local guiMoveDegrees = nil;
local function update_nade_list()
local nameArr = {};
for i = 1, #NadesData do
for y = 1, #NadesData[i][6] do
if y > 1 then
nameArr[i] = nameArr[i] .. " | " .. NadesData[i][6][y];
else
table.insert(nameArr, NadesData[i][6][y]);
end
end
end
guiNadeList:SetOptions(unpack(nameArr));
end
local function update_nade_combo(index)
local nameArr = {};
for i = 1, #NadesData[index][6] do
table.insert(nameArr, NadesData[index][6][i]);
end
guiNadeSelector:SetOptions(unpack(nameArr));
end
local editorNade = nil;
local editorNadeId = nil;
local function nade_creator_handler()
if not NadesData[1] then return; end
if shouldUpdateList then
update_nade_list();
shouldUpdateList = false;
editorNade = nil;
end
if editorNade ~= guiNadeList:GetValue() + 1 then
editorNade = guiNadeList:GetValue() + 1;
update_nade_combo(editorNade);
editorNadeId = 1;
guiTicksSlider:SetValue(NadesData[editorNade][7][editorNadeId][7]);
guiMoveSpeed:SetValue(NadesData[editorNade][7][editorNadeId][8]);
guiMoveDegrees:SetValue(NadesData[editorNade][7][editorNadeId][9]);
end
if editorNade then
if editorNadeId ~= guiNadeSelector:GetValue() + 1 then
editorNadeId = guiNadeSelector:GetValue() + 1;
else
NadesData[editorNade][7][editorNadeId][7] = guiTicksSlider:GetValue();
NadesData[editorNade][7][editorNadeId][8] = guiMoveSpeed:GetValue();
NadesData[editorNade][7][editorNadeId][9] = guiMoveDegrees:GetValue();
end
end
end
local function teleport_to_nade()
if not editorNade then return; end
local gNade = editorNade;
local tNade = guiNadeSelector:GetValue() + 1;
client.Command("setpos " .. NadesData[gNade][1] .. " " .. NadesData[gNade][2] .. " " .. NadesData[gNade][3]);
engine.SetViewAngles(EulerAngles(NadesData[gNade][7][tNade][1], NadesData[gNade][7][tNade][2], 0));
end
local function set_nade_location()
if not editorNade then return; end
local gNade = editorNade;
local localPlayer = entities.GetLocalPlayer();
local localPosition = localPlayer:GetPropVector("m_vecOrigin");
if not NadesData[gNade][7][2] then
NadesData[gNade][1] = localPosition.x;
NadesData[gNade][2] = localPosition.y;
NadesData[gNade][3] = localPosition.z;
else
local tNade = guiNadeSelector:GetValue() + 1;
table.insert(NadesData, { localPosition.x, localPosition.y, localPosition.z, 0, NadesData[gNade][5], { NadesData[gNade][6][tNade] },
{ { NadesData[gNade][7][tNade][1], NadesData[gNade][7][tNade][2], NadesData[gNade][7][tNade][3], NadesData[gNade][7][tNade][4], NadesData[gNade][7][tNade][5],
NadesData[gNade][7][tNade][6], NadesData[gNade][7][tNade][7], NadesData[gNade][7][tNade][8], NadesData[gNade][7][tNade][9] } } });
table.remove(NadesData[gNade][6], tNade);
table.remove(NadesData[gNade][7], tNade);
shouldUpdateList = true;
editorNade = nil;
end
end