LUA script [nixware] Skeet scope

poison

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just skeet-scope with animations and other
Visual nozoom:
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(noad)
Original skeet scope lua:
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(noad
Code:
local m_bIsScoped = se.get_netvar("DT_CSPlayer", "m_bIsScoped")
local Scope = false
local offset = ui.add_slider_int("Offset", "offset_scope", 0, 500, 10)
local length = ui.add_slider_int("Length", "length_scope", 0, 1000, 60)
local anim_speed = ui.add_slider_int("Animation speed", "anim_speed_scope", 1, 30, 15)
local animoffset = ui.add_check_box("Animate offset", "animoffset_scope", false)
local col_1 = ui.add_color_edit("First color", "scope_color1", true, color_t.new(255, 255, 255, 255))
local col_2 = ui.add_color_edit("Second color", "scope_color2", true, color_t.new(255, 255, 255, 10))
local anim_num = 0
local lerp = function(a, b, t)
    return a + (b - a) * t
end
client.register_callback("frame_stage_notify", function(s)
    if s ~= 5 then return end
    local local_player = entitylist:get_local_player()
    local bIsScoped = local_player:get_prop_bool(se.get_netvar("DT_CSPlayer", "m_bIsScoped"))
    local_player:set_prop_int(m_bIsScoped, bIsScoped and 1 or 0)
    Scope = bIsScoped and true or false
    if local_player:get_prop_int(m_bIsScoped) then
        local_player:set_prop_int(m_bIsScoped, 0)
    end
end)
client.register_callback("paint", function()
    local local_player = entitylist:get_local_player()
    local screen = engine.get_screen_size()
    local start_x, start_y = screen.x /2, screen.y /2
    local offsett = offset:get_value()
    local lengthh = length:get_value() * anim_num
    local width = 1
    local col1 = col_1:get_value() col1.a = col1.a * anim_num
    local col2 = col_2:get_value() col2.a = col2.a * anim_num
    local animcond = Scope and local_player:is_alive()
    anim_num = lerp(anim_num, animcond and 1 or 0, anim_speed:get_value() * globalvars.get_frame_time())
    offsett = animoffset:get_value() and offsett * anim_num or offsett
    --left
    renderer.rect_filled_fade(vec2_t.new(start_x - offsett + 1, start_y), vec2_t.new(start_x - offsett - lengthh + 1, start_y + width), col1, col2, col2, col1)
    --right
    renderer.rect_filled_fade(vec2_t.new(start_x + offsett, start_y), vec2_t.new(start_x + offsett + lengthh, start_y + width), col1, col2, col2, col1)
    --down
    renderer.rect_filled_fade(vec2_t.new(start_x, start_y + offsett), vec2_t.new(start_x + width, start_y + offsett + lengthh), col1, col1, col2, col2)
    --up
    renderer.rect_filled_fade(vec2_t.new(start_x, start_y - offsett + 1), vec2_t.new(start_x + width, start_y - offsett - lengthh + 1), col1, col1, col2, col2)
end)
 
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