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v_arrows.lua
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v_arrows.lua
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--[[
github: 2ptr
simple inverter arrows and direction arrows
]]
local entity = EntityList
local client = EngineClient
local mcombo = Menu.MultiCombo("LUA", "Arrows", {"Invert", "Yaw base"}, 0)
local clr = Menu.ColorEdit("LUA", "Color", Color.RGBA(150, 150, 255, 205))
local sx, sy = client.GetScreenSize().x, client.GetScreenSize().y
local function draw()
if not client.IsConnected() then
return
end
if entity.GetLocalPlayer():GetProp("m_iHealth") == 0 then
return
end
local invert = AntiAim.GetInverterState() --inverter
local l = false --left
local r = false --right
local b = false --backward
local ic1 = Color.RGBA(25, 25, 25, 150) --leftinvert color
local ic2 = Color.RGBA(25, 25, 25, 150) --rightinvert color
local lc = Color.RGBA(25, 25, 25, 150) --left color
local rc = Color.RGBA(25, 25, 25, 150) --right color
local bc = Color.RGBA(25, 25, 25, 150) --backward color
local binds = Cheat.GetBinds()
local clr = clr:GetColor()
if invert then
ic1 = clr
else
ic2 = clr
end
for i = 1, #binds do
if binds[i]:GetName() == "Yaw Base" and binds[i]:GetValue() == "Left" then
l = true
lc = clr
end
if binds[i]:GetName() == "Yaw Base" and binds[i]:GetValue() == "Right" then
r = true
rc = clr
end
if binds[i]:GetName() == "Yaw Base" and binds[i]:GetValue() == "Backward" then
b = true
bc = clr
end
end
if mcombo:Get(1) then
--invert arrows
Render.PolyFilled(ic1, Vector2.new(sx / 2 - 30, sy / 1.93 - 5), Vector2.new(sx / 2 - 15, sy / 1.93 + 10), Vector2.new(sx / 2 - 35, sy / 1.93 + 10)) --left
Render.PolyFilled(ic2, Vector2.new(sx / 2 + 30, sy / 1.93 - 5), Vector2.new(sx / 2 + 15, sy / 1.93 + 10), Vector2.new(sx / 2 + 35, sy / 1.93 + 10)) --right
end
if mcombo:Get(2) then
--direction arrows
Render.PolyFilled(bc, Vector2.new(sx / 2 - 10, sy / 1.93 + 15), Vector2.new(sx / 2 + 10, sy / 1.93 + 15), Vector2.new(sx / 2, sy / 1.93 + 30)) --back
Render.PolyFilled(lc, Vector2.new(sx / 2 - 35, sy / 2 - 10), Vector2.new(sx / 2 - 35, sy / 2 + 10), Vector2.new(sx / 2 - 50, sy / 2)) --left
Render.PolyFilled(rc, Vector2.new(sx / 2 + 35, sy / 2 - 10), Vector2.new(sx / 2 + 35, sy / 2 + 10), Vector2.new(sx / 2 + 50, sy / 2)) --right
end
end
Cheat.RegisterCallback("draw", draw)