Rage 🪐𝗧𝗛𝗘 𝗠𝗘𝗥𝗖𝗨𝗥𝗬.𝗟𝗨𝗔 [ 𝗻𝗶𝗴𝗵𝘁𝗹𝘆 ] & 𝗚𝗥𝗘𝗡𝗔𝗗𝗘 / 𝗢𝗡𝗘𝗪𝗔𝗬 𝗛𝗘𝗟𝗣𝗘𝗥 ~ technology’s power in your hands

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Mercury.lua [ nightly ] RELEASED!
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Появился ассистент!
- Поможет быстро и легко совершить платеж
- Поможет найти нужный канал
- Знает весь функционал скрипта
- Говорит на любые темы


- 16лет

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Lua:
-- #angle_t
angle_t.to_vector = function( self ) return vec3_t

angle_t.show = function( self ) return 'string'



-- #color_t
local col = function( r, g, b, a )
    return color_t(r or 1, b and g or r or 1, b or r or 1, a or not b and g or 1)
end

color_t["alpha"] = function( self, alpha ) return color_t

color_t["lerp"]  = function( first, second, a: float ) return color_t

color_t["pulse"] = function( first, second, speed: float, offset: float ) return color_t

color_t["show"] = function( self ) return 'string'

--[[
    local color = color_t(1, 0, 0, 1)
    print(color:show())

    color = color:alpha(0.5)
    print(color:show())

    color = color:lerp(color_t(0, 1, 0, 1), 0.5)
    print(color:show())

    color = color:pulse(color_t(0, 0, 1, 1), 1, 0.5)
    print(color:show())
]]

-- #vec2_t #vec3_t
local vec = function( x, y, z )
    return z and vec3_t(x, y, z) or vec2_t(x, y)
end

vec2_t.show = function( self ) return 'string'
vec3_t.show = function( self ) return 'string'

vec2_t.lerp = function( first, second, a ) return vec2_t
vec3_t.lerp = function( first, second, a ) return vec3_t
 
vec3_t.to_angle = function( self ) return angle_t
 
vec3_t.calc_angle = function ( from: vec3_t, to: vec3_t ) return angle_t

--[[
    local vector = vec(0, 1, 0)
    print(vector:show())

    vector = vector:lerp(vec(1, 0, 0), 0.5)
    print(vector:show())

    local angle = vector:to_angle()
    print(angle:show())

    angle = vec3_t.calc_angle(vec(0, 0, 0), vec(1, 1, 1))
    print(angle:show())
]]
 

-- #entity

entity.get_origin = function( pawn ) return vec3_t

entity.get_eye_pos = function( pawn ) return vec3_t

entity.controller_to_pawn = function( controller ) return player_pawn or nil

entity.pawn_to_controller = function( pawn ) return controller or nil

entity.velocity = function( pawn, is_vector: bool ) return vec3_t or float

entity.get_health = function( pawn ) return int

entity.is_alive = function( pawn ) return bool
 
entity.condition = function( pawn ) return string

entity.active_weapon = function( pawn ) return entity or nil

entity.get_weapon_index = function( pawn ) return int

entity.weapon_name = function( pawn ) return string
 
--[[

    local pawn = entitylist.get_local_player_pawn()
    if not pawn then return end

    local health = entity.get_health(pawn) -- pawn:get_health()
    print(string.format('health: %s', health))

    local is_alive = entity.is_alive(pawn)
    print(string.format('is_alive: %s', is_alive))

    if not is_alive then return end
 
    local origin = entity.get_origin(pawn) -- pawn:get_origin()
    print(string.format('origin: %s', origin:show()))

    local eye_pos = entity.get_eye_pos(pawn) -- pawn:get_eye_pos()
    print(string.format('eye_pos: %s', eye_pos:show()))

    local velocity = entity.velocity(pawn) -- pawn:velocity() -- float
    print(string.format('velocity: %s', velocity))

    local velocity = entity.velocity(pawn, true) -- pawn:get_velocity(true) -- vec3_t
    print(string.format('velocity: %s', velocity:show()))

    local active_weapon = entity.active_weapon(pawn) -- pawn:active_weapon()
    print(string.format('active_weapon: %s', active_weapon))

    local weapon_index = entity.get_weapon_index(pawn) -- active_weapon:get_weapon_index()
    print(string.format('weapon_index: %s', weapon_index))
 
]]

-- #engine

engine.get_view_angles = function () return angle_t


-- example
Lua:
local show = function ()
    local pawn = entitylist.get_local_player_pawn()
    if not entity.is_alive(pawn) then return end

 
    local pawn = entitylist.get_local_player_pawn()
    if not pawn then return end

    local health = entity.get_health(pawn) -- pawn:get_health()
    print(string.format('health: %s', health))

    local is_alive = entity.is_alive(pawn)
    print(string.format('is_alive: %s', is_alive))

    if not is_alive then return end
 
    local origin = entity.get_origin(pawn) -- pawn:get_origin()
    print(string.format('origin: %s', origin:show()))

    local eye_pos = entity.get_eye_pos(pawn) -- pawn:get_eye_pos()
    print(string.format('eye_pos: %s', eye_pos:show()))

    local velocity = entity.velocity(pawn) -- pawn:velocity() -- float
    print(string.format('velocity: %s', velocity))

    local velocity = entity.velocity(pawn, true) -- pawn:get_velocity(true) -- vec3_t
    print(string.format('velocity: %s', velocity:show()))

    local active_weapon = entity.active_weapon(pawn) -- pawn:active_weapon()
    print(string.format('active_weapon: %s', active_weapon))

    local weapon_index = entity.get_weapon_index(pawn) -- pawn:get_weapon_index()
    print(string.format('weapon_index: %s', weapon_index))
 
    local weapon_name = entity.weapon_name(pawn) -- active_weapon:weapon_name()
    print(string.format('weapon_name: %s', weapon_name))
end

show()

local vec = function( x, y, z )
    return z and vec3_t(x, y, z) or vec2_t(x, y)
end
local col = function( r, g, b, a )
    return color_t(r or 1, b and g or r or 1, b or r or 1, a or not b and g or 1)
end

local demo = function ()
    local vector = vec(0, 1, 0)
    print(vector:show())

    vector = vector:lerp(vec(1, 0, 0), 0.5)
    print(vector:show())

    local angle = vector:to_angle()
    print(angle:show())

    angle = vec3_t.calc_angle(vec(0, 0, 0), vec(1, 1, 1))
    print(angle:show())

 
    local color = color_t(1, 0, 0, 1)
    print(color:show())

    color = color:alpha(0.5)
    print(color:show())

    color = color:lerp(color_t(0, 1, 0, 1), 0.5)
    print(color:show())

    color = color:pulse(color_t(0, 0, 1, 1), 1, 0.5)
    print(color:show())
end

local gui = {
    hello = {
        type = 'checkbox',
    },
    repeats = {
        type = 'slider',
        min = 1,
        max = 10,
    },
    ['hi'] = {
        type = 'checkbox',
        var_name = 'check2',
        default = true
    },
    ['demo'] = {
        type = 'checkbox',
        var_name = 'demso',
        params = {
            show = {
                type = 'checkbox'
            },
            render = {
                type = 'checkbox'
            }
        }
    }
}

register_callback('paint', function ()
    if gui.hello.var and gui.hello.var:get() then
        gui.hello.var:set(false)
        for i = 1, gui.repeats.var:get() do
            print('hello')
        end
    end
    if gui.hi.var and gui.hi.var:get() then
        gui.hi.var:set(false)
        print('hi')
    end
    if gui.demo.var and gui.demo.var:get() then
        if gui.demo.params.show.var:get() then
            gui.demo.params.show.var:set(false)
            demo()
        end
        if gui.demo.params.render.var:get() then
            local t = os.clock() * 3
            render.circle_filled(vec(200 + 40 * math.cos(t), 200 + 40 * math.sin(t)), 20, 10, col():pulse(col(1, 0, 0), 2))
        end
    end
end)

return gui


Grenade Helper


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