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DeLweRy CopSv2 cs settings, config & cfg 2013

Full Name -
Nickname DeLweRy CopSv2
Birthday -
Nationality TurkeyTurkey
Game Counter-Strike 1.6Counter-Strike 1.6
Since 2013-05-03
Last Update 2013-05-03
DeLweRy CopSv2 screenshot

DeLweRy CopSv2 Gear

Mouse -
Mousepad -
Keyboard -
Headset -
Monitor -
Chair -
Controller -
Case -

DeLweRy CopSv2 Gaming PC Setup

GPU -
CPU -
Memory -
Motherboard -
Power Supply -
Storage -
Fan -
Cooler -

DeLweRy CopSv2 config

The Counter-Strike 1.6 config file of DeLweRy CopSv2 has been downloaded 66 times. Download DeLweRy-CopSv1.cfg by clicking the download button below.
How to install DeLweRy CopSv2 cs config
1. Download DeLweRy-CopSv1.cfg by clicking the download button above.

2. Extract and/or copy file(s) into your Counter-Strike 1.6 folder (Example: C:\Program Files (x86)\Steam\steamapps\[account]\counter-strike\cstrike\cfg).

3. Launch the game and type in "exec configname.cfg" in console to load the config or make sure to add "exec autoexec.cfg", "exec userconfig.cfg" or "exec DeLweRy CopSv2.cfg" to config.cfg file in your Counter-Strike 1.6 folder.
Social Media
Twitch -
Twitter -
YouTube -
Instagram -
Facebook -
TikTok -
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DeLweRy CopSv2 Settings

Monitor
Resolution: -
Aspect Ratio: -
Sensitivity
Sensitivity: 5.0
Crosshair
Color: 50 250 50
Size: 1
Summary
This page contains the in-game settings, config files (cfg) and hardware setup of DeLweRy CopSv2. The DeLweRy CopSv2 cs settings page has been viewed for 1.120 since it was added on 2013-05-03. The last time the settings of DeLweRy CopSv2 were on 2013-05-03. Visit the cs settings page to view more Counter-Strike 1.6 settings like DeLweRy CopSv2 or visit upload section to add your own cs settings.
Other Counter-Strike 1.6 settings
# Name Country Last Update
1csLithuaniaLithuania2018-06-06
2csSouth KoreaSouth Korea2009-10-21
3csBosnia and HerzegovinaBosnia and Herzegovina2011-11-19
4csSerbiaSerbia2010-09-25
5csRussiaRussia2012-04-20
Other Turkey gaming settings
# Name Country Last Update
1csTurkeyTurkey2010-08-15
2cs2TurkeyTurkey2022-08-23
3cod4TurkeyTurkey2012-03-18
4csTurkeyTurkey2010-08-20
5cs2TurkeyTurkey2019-01-16
6csTurkeyTurkey2013-01-17
7cs2TurkeyTurkey2021-09-18
8csTurkeyTurkey2012-11-03
9csTurkeyTurkey2010-08-26
10cod4TurkeyTurkey2012-09-29
DeLweRy CopSv2 CFG file
��// Ben DeLweRy-CopS olarak cs i�in config yapmaya ba_lam1_ bulunuyorum.
// 0lk denemem oldugu i�in eksikler �1kabilir bu da gayet normaldir.
// Sorunlar i�in bana msn adresimden ula_abilirsiniz.
// tura_i@hotmail.com adresinde online olduk�a destek vereceim.
// Herkeze Ba_ar1lar Dilerim BoL HsLer :)


----[DeLweRy-CopSv1 Aim Config]----
clear

cl_cmdrate "101"
cl_updaterate "101"
cl_cmdbackup "2"
cl_allowdownload "0"
cl_allowupload "0"
cl_bobcycle "0"
cl_bob "0"
cl_bobup "0"
wait
cl_dynamiccroshair "0"
cl_fixtimerate "7.5"
cl_download_ingame "1"
cl_himodels "0"
cl_waterdist "4"
cl_resend "2"
cl_timeout "9999"
wait

cl_solid_players "1"
cl_gaitestimation "1"
cl_rate "9999.9999"
cl_gibcount "1"
cl_gibvelscale "3"
cl_lw "1"
cl_lc "1"
cl_dlmax "128"
cl_idealpitchscale "0.8" / "0.5"
cl_crosshair_size "1"
cl_vsmoothing "5"
cl_smoothtime "1"
cl_nosmooth "1"
wait

norecoil 2.000000
plglow 0
light 0
plname 1
plweapon 1
distance 0
plbox 1
aimvec 2
aimvecparam 2.000000 4000.000000 0.010000 0.000000
wepglow 1
fullbright 0
transent 0
entesp 1
nosmoke 0
noflash 1
wall 0
autospec 1
plhbox 0
plhboxwall 0
plhboxwire 1
scope 60
aimhelp 3
aimhelpcol 100 255 100 255
bot 1
botlock 0
bothbox 11
botbone 8
botteam 1
botfov 100.000000
botpred 0.000000
botpredme 0.000000
fill 1
plglowamt 50
plboxsize 200
plboxwidth 80
wepglowamt 10
transentamt 60
plbone 0
plnametercol 255 0 0 0
plnamectcol 153 204 255 0
plboxtercol 255 30 30 150
plboxctcol 30 30 255 150
plhboxtercol 255 0 0 255
plhboxctcol 0 0 255 255
plbonetercol 255 0 0 255
plbonectcol 0 0 255 255
aimvectercol 255 0 0 255
aimvecctcol 0 0 255 255
wepglowcol 20 100 100 0
plglowtercol 255 0 0 0
plglowctcol 0 0 255 0
lighttercol 255 0 0 100
lightctcol 0 0 255 100
entespcol 153 255 153 0
allowkey 152
consolekey 148

// automatic burst settings by bunny771
// usage: setburst <weapon> <counter> <range> <attack_time> <delay_time> <start_delay> <flags>
// flags are:
// 1=duck 2=no_aim 4=stop 8=zoom 16=ground 32=use
//
setburst ak47 1 10 1 0 0.05 0
setburst ak47 2 20 0.25 0.35 0.05 0
setburst ak47 3 50 0.15 0.45 0.05 36
setburst ak47 4 999 0.07 0.4 0.05 52
setburst aug 1 30 1 0 0.05 0
setburst aug 2 60 0.25 0.35 0.05 0
setburst aug 3 110 0.15 0.45 0.05 0
setburst aug 4 999 0.05 0.43 0.2 12
setburst awp 1 3 1 0 0.02 0
setburst awp 2 5 1 0 0.02 16
setburst awp 3 999 1 0 0.2 60
setburst c4 1 999 1 0 0 2
setburst deagle 1 999 1 0 0.02 0
setburst elite 1 15 1 0 0.02 0
setburst elite 2 999 0.07 0.15 0.05 0
setburst fiveseven 1 999 1 0 0.02 0
setburst flashbang 1 999 1 0 0 2
setburst g3sg1 1 3 1 0 0.02 0
setburst g3sg1 2 5 1 0 0.02 16
setburst g3sg1 3 120 1 0 0.05 60
setburst g3sg1 4 999 0.05 0.4 0.05 60
setburst glock18 1 999 0.01 0.01 0.02 0
setburst hegrenade 1 999 1 0 0 2
setburst knife 1 3 1 0 0 0
setburst knife 2 999 1 0 0.1 2
setburst m249 1 45 1 0 0.05 0
setburst m249 2 999 0.05 0.5 0.05 0
setburst m3 1 999 1 0 0.2 0
setburst m4a1 1 10 1 0 0.05 0
setburst m4a1 2 20 0.25 0.35 0.05 0
setburst m4a1 3 80 0.15 0.45 0.05 0
setburst m4a1 4 999 0.07 0.4 0.05 0
setburst mac10 1 40 1 0 0.05 0
setburst mac10 2 120 0.35 0.25 0.04 0
setburst mac10 3 999 0.11 0.25 0.05 0
setburst mp5 1 40 1 0 0.05 0
setburst mp5 2 120 0.45 0.25 0.05 0
setburst mp5 3 999 0.11 0.25 0.05 0
setburst p228 1 999 1 0 0.02 0
setburst p90 1 20 1 0 0.05 0
setburst p90 2 120 0.1 0.25 0.05 0
setburst p90 3 999 0.11 0.25 0.05 0
setburst scout 1 3 1 0 0.02 0
setburst scout 2 5 1 0 0.02 16
setburst scout 3 999 1 0 0.05 60
setburst sg550 1 3 1 0 0.02 0
setburst sg550 2 30 1 0 0.04 16
setburst sg550 3 999 0.3 0.1 0.05 60
setburst sg552 1 30 1 0 0.05 0
setburst sg552 2 60 0.25 0.35 0.05 0
setburst sg552 3 110 0.15 0.45 0.05 8
setburst sg552 4 999 0.05 0.43 0.2 12
setburst smokegrenade 1 999 1 0 0 2
setburst tmp 1 20 1 0 0 0
setburst tmp 2 100 0.3 0.3 0.02 0
setburst tmp 3 999 0.1 0.3 0.05 0
setburst ump45 1 40 1 0 0.05 0
setburst ump45 2 120 0.45 0.25 0.05 0
setburst ump45 3 999 0.11 0.25 0.05 0
setburst usp 1 999 1 0 0.02 0
setburst xm1014 1 999 1 0 0.2 0
alias SIR3 "avadd 0 20 5 3 13.5 6 -6 15 6 6 10 -3 0 -32 -7 5 -32 5 -4.5; avadd 1 19 4 3 17 -2 -5 15 -5 8 -17 0 -8 -15 -16 5"
alias SIRAimSupreme "avclear 0;avclear 1;SIR3; #cl_bob 0; #cl_bobup 0; txt -[SIR-Aim]- Supreme;"
// Tylers Aim Vector 4
alias lostsoulaimvec4 "avadd 0 19.5 6 2 13.5 6 -6 15 6 6 10 -3 0 -32 -7 5 -32 5 -4.5; avadd 1 20 3 2 17 -2 -5 15 -5 8 -17 0 -8 -15 -16 5"
alias lostsoulaim4 "avclear;avadd 0 19.35 7.1 2;avadd 1 17.05 1.95 3.95;lostsoulaimvec4;init 0 lostsoulaim4;txt *** Aim 4: NH-|ostsou| ***"
//2-Shot-Burst-Fire-Head
//SIR-Aim 2-Shot
alias SIR5 "avadd 0 21 5 3 13.5 6 -6 15 6 6 10 -3 0 -32 -7 5 -32 5 -4.5; avadd 1 19 4 3 17 -2 -5 15 -5 8 -17 0 -8 -15 -16 5"
alias SIR6 "avadd 0 19 5 3 13.5 6 -6 15 6 6 10 -3 0 -32 -7 5 -32 5 -4.5; avadd 1 19 4 3 15 -2 -5 15 -5 8 -17 0 -8 -15 -16 5"
alias SIRAimTS "avclear 0;avclear 1;SIR5;SIR6; #cl_bob 0; #cl_bobup 0; txt -[SIR-Aim]- 2-Shot;"
//sargent: head
alias SargentHead1 "avadd 0 21 7 2 ;avadd 1 23 7 3"
alias SargentHead "avclear;SargentHead1;init 0 HeadBunny;txt sargent: head;"
//SIR-smoke
alias SIR9 "avadd 0 23 6 2.7 13.5 6 -6 15 6 6 10 -3 0 -32 -7 5 -32 5 -4.5; avadd 1 20 2 3.7 17 -2 -5 15 -5 8 -17 0 -8 -15 -16 5"
alias SIRsmoke "avclear 0;avclear 1;SIR9; #cl_bob 0; #cl_bobup 0; txt -[SIR-Aim]- smoke;"
//gift: shot
alias GiftShot "avclear 0; avclear 1; avadd 0 20.15 7.5 1.45; avadd 1 23.5 6.1 2.8; #cl_bob 0; #cl_bobup 0; txt gift: shot"
//gift: money
alias GiftMoney "avclear 0; avadd 1; avadd 0 21.85 6.5 1.40; avadd 1 24 6.1 2.8; #cl_bob 0; #cl_bobup 0; txt gift: money"
//gift: whore
alias GiftWhore "avclear 0; avclear 1; avadd 0 21.95 6.5 2.8; avadd 1 18 3 4; #cl_bob 0; #cl_bobup 0; txt gift: whore"
//silentscope
alias silent "avclear 0; avadd 0 23 7 -6; avadd 1 27 0 6; #cl_bob 0; #cl_bobup 0; txt silentx"
// syntax of avadd :
// first param -> 0=stand, 1=duck
// second param -> height
// third param -> forward
// last param -> right
alias HeadBunnySD "avadd 0 20 6 2 13.5 6 -6 15 6 6 10 -3 0 -32 -7 5 -32 5 -4.5; avadd 1 20 3 2 17 -2 -5 15 -5 8 -17 0 -8 -15 -16 5"
alias HeadBunny "avclear;HeadBunnySD;init 0 HeadBunny;txt *** Aiming: HEADSHOT DELUXE (bunny771) ***"
alias HeartBunny "avclear;avadd 0 10 5 0;avadd 1 15 0 0;HeadBunnySD;init 0 HeartBunny ;txt *** Aiming: aim for HEART (bunny771) ***"
alias StomachBunny "avclear;avadd 0 0 0 0;avadd 1 7 -5 0;HeadBunnySD;init 0 StomachBunny;txt *** Aiming: aim for STOMACH (bunny771) ***"
alias TestieBunny "avclear;avadd 0 -7.5 0 0;avadd 1 2 -15 -6;HeadBunnySD;init 0 TestieBunny ;txt *** Aiming: aim for TESTIES (bunny771) ***"
alias Head1 "avclear;avadd 0 15 5 0;avadd 1 15.3 1 0;HeadBunnySD;init 0 Head1 txt *** Headaim ***"
alias Headaim "avclear;avadd 0 16 6 0;avadd 1 17 3 0;HeadBunnySD;init 0 Headaim ;txt *** Head ***"
alias 100Stomach "avclear;avadd 0 2 2 0;avadd 1 10 -3 0;HeadbunnySD;init 0 100Stomach ;txt *** 100% Aim ***"
alias Head2 "avclear;avadd 0 19.7 5.8 3 0;avadd 1 20 4.1 0;HeadbunnySD;init 0 Head2 ;txt *** Head2 ***"
alias HitemUp "avclear;avadd 0 19.8 5.8 2;avadd 1 15.9 5 0;HeadBunnySD;init 0 HitemUp ;txt *** HitemUp***"
alias wild "avclear;avadd 0 4 4 0;avadd 1 13 -5 0;HeadbunnySD;init 0 wild ;txt *** Wild ***
alias HitmansAim "avclear;avadd 0 20 6.1 0;avadd 1 17.6 4 0;HeadbunnySD;init 0 HitmansAim ;txt *** HitmansAim ***"
alias random "avclear;avadd 0 19.0 4.4 0;avadd 1 14.1 0;HeadbunnySD;init 0 random ;txt *** This is MADASS ***"
alias C4mSD "avadd 0 20 6.2 2 avadd 13.7 5.9 -6 15.1 6 6 11.1 -3 0 -32 -7 5 -32 5.1 -4.4; avadd 1 19.9 3 2 18 -2 -5 13 -4.8 8.2 -17 0 -8 -15 -16 5"
alias C4mHEAD1 "avadd;C4mSD;init 0 C4mHEAD1;txt *** Aiming: C4m HEAD1 ***
alias C4mHEAD2 "avclear;avadd 0 20 6.2 2;avadd 1 17 5.6 2;C4mSD;init 0 C4mHEAD2 ;txt ***Aiming: C4mHEAD2 ***
alias C4mCHEST "avclear;avadd 0 18 6.2 2;avadd 1 16 5.6 2;C4mSD;init 0 C4mCHEST ;txt ***Aiming: C4mCHEST ***
alias newHead "avclear;avadd 0 20.7 8.01 3.6 13.5 6 -6 15 6 6 10 -3 0 -32 -7 5 -32 5 -4.5; avadd 1 22.4 6.01 3.6 17 -2 -5 15 -5 8 -17 0 -8 -15 -16 5 txt *** Aiming: new Head (bunny771) ***"
// randomized aiming
alias humaim0 "randmax 0; init 3 humaim0;alias humaim humaim1; txt *** Randomized aiming turned OFF ***"
alias humaim1 "randmax 5; init 3 humaim1;alias humaim humaim0; txt *** Randomized aiming turned ON ***"
humaim0
// smooth aiming
alias smooth0 "smooth 0; init 6 smooth0;alias smooth_t smooth1; txt *** Smooth aiming turned OFF ***"
alias smooth1 "smooth 5; init 6 smooth1;alias smooth_t smooth0; txt *** Smooth aiming turned ON ***"
smooth0
// color
alias color_ogc "color terror 255 40 40 255 counter 40 80 255 255 special 155 155 155 255 target 102 204 51 255 text 50 100 255 255 hud 255 160 0 0;color_ogc2"
alias color_ogc2 "hud 0;color sound 68 68 255 255 bombtimer 255 40 40 255 systime 255 255 255 255 esp 255 255 0 255 back 0 0 0 128 radar1 80 50 30 110 radar2 10 10 10 55"
alias color_new "color terror 255 255 0 255 counter 50 80 255 255 special 200 200 200 255 target 255 80 80 255 text 200 120 50 255 sound 200 99 99 255;color_new2"
alias color_new2 "hud 1;color bombtimer 200 120 50 255 systime 100 100 255 255 esp 70 80 70 255 back 0 0 20 128 radar1 30 50 150 150 radar2 10 10 50 100 hud 130 130 255 0"
alias color_1 "color_ogc;alias color_t color_2;init 2 color_1;init save;txt Color Scheme: OGC"
alias color_2 "color_new;alias color_t color_1;init 2 color_2;init save;txt Color Scheme: OGC-new"
color_1
// xqz2 style
alias +doaim "aim 1"
alias -doaim "aim 0"
// temporary aim thru wall
alias +thru "aimthru 1"
alias -thru "aimthru 0"
// hlh style
alias +doshoot "aim 1;#wait;#+attack"
alias -doshoot "#-attack; aim 0"
// Ping Aiming
// By Ender
alias 0991 "avclear 0;avclear 1;avadd 0 18 10 0;avadd 0 10 4 0;avadd 0 -6 -2 0;avadd 0 -9 -2 6"
alias 0992 "avadd 0 -9 2 -4;avadd 0 -24 -4 6.5;avadd 0 -22 7 -4;avadd 0 -32 -7 5;avadd 0 -33 5 -4"
alias 0993 "avadd 1 21.3 3 0;avadd 1 15 -5 -4;avadd 1 8 -7 -2;avadd 1 4 -16 2;avadd 1 5 0 -8"
alias 0994 "avadd 1 -5 -12 11;avadd 1 -5 4 -7;avadd 1 -13 -17 5;avadd 1 -13 0 -7"
alias 099 "0991;0992;0993;0994; recoil 1.7; pred 0; txt *** Initialized Aiming to: HEAD Ping 0-149 ***"
alias 1001 "avclear 0;avclear 1;avadd 0 17.92 10 0;avadd 0 9.8 4 0;avadd 0 -6 -2 0;avadd 0 -9 -2 6"
alias 1002 "avadd 0 -9 2 -4;avadd 0 -24 -4 6.5;avadd 0 -22 7 -4;avadd 0 -32 -7 5;avadd 0 -33 5 -4"
alias 1003 "avadd 1 19 3 0;avadd 1 16.8 -4 -2;avadd 1 8 -7 -2;avadd 1 4 -16 2;avadd 1 5 0 -8"
alias 1004 "avadd 1 -5 -12 11;avadd 1 -5 4 -7;avadd 1 -13 -17 5;avadd 1 -13 0 -7"
alias 100 "1001;1002;1003;1004; recoil 2.2; pred 1; predmax 1; txt *** Initialized Aiming to: HEAD Ping 150-249 ***"
alias 2001 "avclear 0;avclear 1;avadd 0 17.71 9.89 0;avadd 0 10 4 0;avadd 0 -6 -2 0;avadd 0 -9 -2 6"
alias 2002 "avadd 0 -9 2 -4;avadd 0 -24 -4 6.5;avadd 0 -22 7 -4;avadd 0 -32 -7 5;avadd 0 -33 5 -4"
alias 2003 "avadd 1 19.8 3 0;avadd 1 16.4 3 0;avadd 1 8 -7 -2;avadd 1 4 -16 2;avadd 1 5 0 -8"
alias 2004 "avadd 1 -5 -12 11;avadd 1 -5 4 -7;avadd 1 -13 -17 5;avadd 1 -13 0 -7"
alias 200 "2001;2002;2003;2004; recoil 2.6; pred 1; predmax 5; txt *** Initialized Aiming to: HEAD Ping 250-349 ***"
alias 3001 "avclear 0;avclear 1;avadd 0 17.02 10.09 0;avadd 0 10 4 0;avadd 0 -6 -2 0;avadd 0 -9 -2 6"
alias 3002 "avadd 0 -9 2 -4;avadd 0 -24 -4 6.5;avadd 0 -22 7 -4;avadd 0 -32 -7 5;avadd 0 -33 5 -4"
alias 3003 "avadd 1 19.7 -5 -4;avadd 1 15.8 3 0;avadd 1 8 -7 -2;avadd 1 4 -16 2;avadd 1 5 0 -8"
alias 3004 "avadd 1 -5 -12 11;avadd 1 -5 4 -7;avadd 1 -13 -17 5;avadd 1 -13 0 -7"
alias 300 "3001;3002;3003;3004; recoil 3.1; pred 1; predmax 8; txt *** Initialized Aiming to: HEAD Ping 350-400+ ***"
//CS Aiming
alias CSavheadf "avclear; CSavSheadFc; avSchest; aimSrest; CSavheadf2"
alias CSavheadf2 "TFavDheadFc; avDchest; aimDrest; txt *** Aiming: CS Medium Head"
alias CSavhead "avclear; CSavSheadbc; avSchest; aimSrest; CSavhead2"
alias CSavhead2 "CSavDheadbc; avDchest; aimDrest; txt *** Aiming: CS Low Head"
alias CSavheadb "avclear; CSavSheadc; avSchest; aimSrest; CSavheadb2"
alias CSavheadb2 "CSavDheadbc; avDchest; aimDrest; txt *** Aiming: CS High Head"
//Absolution F -medium
alias CSavDheadFc "avadd 1 19 4 4" //crouching Absolution F Center
alias CSavSheadFc "avadd 0 21 8 4" //standing AbsolutionF Center
//Absolution B -high
alias CSavDheadc "avadd 1 19 4 4" //crouching AbsolutionB Center
alias CSavSheadc "avadd 0 23 8 4" //standing AbsolutionB Center
//Absolution A -low
alias CSavDheadbc "avadd 1 19 4 4" //crouching Absolution Center
alias CSavSheadbc "avadd 0 19 8 4" //standing Absolution Center
//new aiming (zer0)
alias zbaddass "avadd 0 20 9 4"
alias zbaddass2 "avadd 1 17 2 4"
alias zbadass3 "avadd 0 22 5 4;avadd 0 13.5 6 -6; avadd 0 15 6 6;avadd 0 10 -3 0;avadd 0 -32 -7 5;avadd 0 -32 5 -4.5"
alias zero1 "avadd 0 20 6 2;avadd 0 13.5 6 -6;avadd 0 15 6 6;avadd 0 10 -3 0;avadd 0 -32 -7 5;avadd 0 -32 5 -4.5"
alias zbadass4 "avadd 1 26 3 3;avadd 1 13 -2 -5;avadd 1 11 -5 8;avadd 1 -21 0 -8;avadd 1 -19 -16 5"
alias zbaddass5 "avadd 1 20 3 2;avadd 1 17 -2 -5;avadd 1 15 -5 8;avadd
alias zbaddpair1 "zbaddass;zbaddass2;zbadass3;zero1;zbadass4;zbaddass5"
alias zbadassdone "zbaddpair1; txt z_Bad-Ass Aiming Loaded"
alias zeroheadSD "avadd 0 22 5 4 13.5 6 -6 15 6 6 10 -3 0 -32 -7 5 -32 5 -4.5; avadd 1 26 3 3 13 -2 -5 11 -5 8 -21 0 -8 -19 -16 5"
alias zeroHead "avclear;zeroheadSD;init 0 zeroHead; #cl_bob 0; #cl_bobup 0;txt *^*zer0s Secret-Aiming (you^will^own)*^*"
//4c1ds
alias 4c1dh34daim1 "avadd 0 20.7 8.01 3.6; avadd 1 22.4 6.01 3.6"
alias 4c1dh34daim2 "avadd 0 20.7 8.3 0.8; avadd 1 22.5 6.2 0.8"
alias 4c1d1337aim "avclear;4c1dh34daim1;4c1dh34daim2; #cl_bob 0; #cl_bobup; txt --| 1337 Aim |--"
//[JAPS]~Stoner4Life~
alias omfg "avclear 0; avclear 1; avadd 0 25 6 3;avadd 0 25 6 -3;avadd 0 25 6 2;avadd 0 25 6 -2;avadd 0 25 6 1;avadd 0 25 6 -1;avadd 0 25 6 0;avadd 0 25 6 4;avadd 0 25 6 -4;avadd 0 21 6 7.5;avadd 0 21 6 -7.5;avadd 0 22 6 7.5;avadd 0 22 6 -7.5"
alias omfg1 "avadd 0 24 6 0;avadd 0 24 6 1;avadd 0 24 6 -1;avadd 0 24 6 2;avadd 0 24 6 -2;avadd 0 24 6 3;avadd 0 24 6 -3;avadd 0 24 6 4;avadd 0 24 6 -4;avadd 0 24 6 5;avadd 0 24 6 -5;avadd 0 24 6 6;avadd 0 24 6 -6;avadd 0 24.5 6 0"
alias omfg2 "avadd 0 24.5 6 -6.5;avadd 0 24.5 6 6.5;avadd 0 24.5 6 -5.5;avadd 0 24.5 6 5.5;avadd 0 24.5 6 -4.5;avadd 0 24.5 6 4.5;avadd 0 24.5 6 3.5;avadd 0 24.5 6 -3.5;avadd 0 24.5 6 2.5;avadd 0 24.5 6 -2.5;avadd 0 24.5 6 1.5;avadd 0 24.5 6 -1.5"
alias omfg3 "avadd 0 23 6 0;avadd 0 23 6 1;avadd 0 23 6 -1;avadd 0 23 6 2;avadd 0 23 6 -2;avadd 0 23 6 3;avadd 0 23 6 -3;avadd 0 23 6 4;avadd 0 23 6 -4;avadd 0 23 6 5;avadd 0 23 6 -5;avadd 0 23 6 6;avadd 0 23 6 -6;avadd 0 23.5 6 0"
alias omfg4 "avadd 0 23.5 6 6.5;avadd 0 23.5 6 -6.5;avadd 0 23.5 6 5.5;avadd 0 23.5 6 -5.5;avadd 0 23.5 6 4.5;avadd 0 23.5 6 -4.5;avadd 0 23.5 6 3.5;avadd 0 23.5 6 -3.5;avadd 0 23.5 6 2.5;avadd 0 23.5 6 -2.5;avadd 0 23.5 6 1.5;avadd 0 23.5 6 -1.5"
alias omfg5 "avadd 0 22 6 0;avadd 0 22 6 1;avadd 0 22 6 -1;avadd 0 22 6 2;avadd 0 22 6 -2;avadd 0 22 6 3;avadd 0 22 6 -3;avadd 0 22 6 4;avadd 0 22 6 -4;avadd 0 22 6 5;avadd 0 22 6 -5;avadd 0 22 6 6;avadd 0 22 6 -6;avadd 0 21.5 6 8;avadd 0 21.5 6 -8"
alias omfg6 "avadd 0 22.5 6 6.5;avadd 0 22.5 6 -6.5;avadd 0 22.5 6 5.5;avadd 0 22.5 6 -5.5;avadd 0 22.5 6 4.5;avadd 0 22.5 6 -4.5;avadd 0 22.5 6 3.5;avadd 0 22.5 6 -3.5;avadd 0 22.5 6 2.5;avadd 0 22.5 6 -2.5;avadd 0 22.5 6 1.5;avadd 0 22.5 6 -1.5"
alias omfg7 "avadd 0 21 6 0;avadd 0 21 6 1;avadd 0 21 6 -1;avadd 0 21 6 2;avadd 0 21 6 -2;avadd 0 21 6 3;avadd 0 21 6 -3;avadd 0 21 6 4;avadd 0 21 6 -4;avadd 0 21 6 5;avadd 0 21 6 -5;avadd 0 21 6 6;avadd 0 21 6 -6;avadd 0 21.5 6 0;avadd 0 22.5 6 0"
alias omfg8 "avadd 0 21.5 6 6.5;avadd 0 21.5 6 -6.5;avadd 0 21.5 6 5.5;avadd 0 21.5 6 -5.5;avadd 0 21.5 6 4.5;avadd 0 21.5 6 -4.5;avadd 0 21.5 6 3.5;avadd 0 21.5 6 -3.5;avadd 0 21.5 6 2.5;avadd 0 21.5 6 -2.5;avadd 0 21.5 6 1.5;avadd 0 21.5 6 -1.5"
alias omfg9 "avadd 0 20 6 0;avadd 0 20 6 1;avadd 0 20 6 -1;avadd 0 20 6 2;avadd 0 20 6 -2;avadd 0 20 6 3;avadd 0 20 6 -3;avadd 0 20 6 4;avadd 0 20 6 -4;avadd 0 20 6 5;avadd 0 20 6 -5;avadd 0 20 6 6;avadd 0 20 6 -6;avadd 0 20.5 6 0"
alias omfg0 "avadd 0 20.5 6 6.5;avadd 0 20.5 6 -6.5;avadd 0 20.5 6 5.5;avadd 0 20.5 6 -5.5;avadd 0 20.5 6 4.5;avadd 0 20.5 6 -4.5;avadd 0 20.5 6 3.5;avadd 0 20.5 6 -3.5;avadd 0 20.5 6 2.5;avadd 0 20.5 6 -2.5;avadd 0 20.5 6 1.5;avadd 0 20.5 6 -1.5"
alias omfga "avadd 0 19 6 0;avadd 0 19 6 1;avadd 0 19 6 -1;avadd 0 19 6 2;avadd 0 19 6 -2;avadd 0 19 6 3;avadd 0 19 6 -3;avadd 0 19 6 4;avadd 0 19 6 -4;avadd 0 19 6 5;avadd 0 19 6 -5;avadd 0 19 6 6;avadd 0 19 6 -6;avadd 0 19.5 6 0"
alias omfgb "avadd 0 19.5 6 6.5;avadd 0 19.5 6 -6.5;avadd 0 19.5 6 5.5;avadd 0 19.5 6 -5.5;avadd 0 19.5 6 4.5;avadd 0 19.5 6 -4.5;avadd 0 19.5 6 3.5;avadd 0 19.5 6 -3.5;avadd 0 19.5 6 2.5;avadd 0 19.5 6 -2.5;avadd 0 19.5 6 1.5;avadd 0 19.5 6 -1.5"
alias omfgc "avadd 0 18 6 0;avadd 0 18 6 1;avadd 0 18 6 -1;avadd 0 18 6 2;avadd 0 18 6 -2;avadd 0 18 6 3;avadd 0 18 6 -3;avadd 0 18 6 4;avadd 0 18 6 -4;avadd 0 18 6 5;avadd 0 18 6 -5;avadd 0 18 6 6;avadd 0 18 6 -6;avadd 0 18.5 6 0"
alias omfgd "avadd 0 18.5 6 6.5;avadd 0 18.5 6 -6.5;avadd 0 18.5 6 5.5;avadd 0 18.5 6 -5.5;avadd 0 18.5 6 4.5;avadd 0 18.5 6 -4.5;avadd 0 18.5 6 3.5;avadd 0 18.5 6 -3.5;avadd 0 18.5 6 2.5;avadd 0 18.5 6 -2.5;avadd 0 18.5 6 1.5;avadd 0 18.5 6 -1.5"
alias omfgD "avadd 1 20 3 2;avadd 1 17 -2 -5;avadd 1 15 -5 8;avadd 1 -17 0 -8;avadd 1 -15 -16 5;avadd 1 19.3 4;avadd 1 -20 -6 6;avadd 1 17 -2 -5;avadd 1 15 -5 8;avadd 1 -17 3 -8;avadd 1 -15 -16 5;avadd 1 23 6 0;avadd 1 22 6 0"
alias omfghead " omfg; omfg1; omfg2; omfg3; omfg4; omfg5; omfg6; omfg7; omfg8; omfg9; omfg0; omfga; omfgb; omfgc; omfgd; omfgD; recoil 2.0; #cl_bob 0; #cl_bobup 0; txt [JAPS]~Stoner4Life Head"
//*********************************************
//****{UNI-Joolz-Aiming}****{Test-6 By UNI}****
//*********************************************
alias UNI-T6aSD "avadd 0 22.5 7 2 19.5 5.6 -3.6 16.5 -3 3.7 14.5 6 -6 9.7 -3 0 -30 -6 6;avadd 1 23 4 -2 20 4.6 3 18 -3 -3 15.4 6 4 -12 0 -6 -10 -16 6"
alias UNI-T6bSD "avadd 0 20.9 5 2 18.7 8.2 -4 16.5 3 6 10.5 -2.6 -4 20 6 2 17.9 5 6;avadd 1 22 6.01 3.5 17.7 -3 -3 16.3 3 -5 10.5 0 8 -15 -16 -4 -32 6 2"
alias UNI-T6cSD "avadd 0 20.5 8 2.5 17.5 4 -3 15.4 -2 3.2 13 -4 0 -9.8 2 -2 -30 6 3;avadd 1 23 4 -2 17 2 3 15 -2 -3.4 8.9 0 3 -7 -6 -4 -25 6 4.5"
alias UNI-T6dSD "avadd 0 21.4 8 3 18.6 5 -4 16.4 6 3.5 12.3 2 -2.4 8.9 0 3.7 -27 8 -3;avadd 1 22 5 2 17 4 -3 15 -3 3 10 -6 -4 5 -3 1 -30 6 -3"
alias UNI-T6eSD "avadd 0 23 6 2 18.5 8 -3 17 11 2.5 14.7 4 -5 -6 -3 4 -28 -6 -2.8;avadd 1 22 5 3 17.9 6 -1 14.9 7 3.5 -16 -3 -6 -31 -6 5.4 -31 7 -3.3"
alias UNI-T6fS "avclear;recoil 2.0;avadd 0 22 5 2 18 5 -2 15 8 3;recoil 2.2;avadd 0 10 9 -3.9 -20 -3 6 -32 -6 -3"
alias UNI-T6fD "avclear;recoil 2.0;avadd 0 23 7 3 16.8 3 -5 15.5 5 6;recoil 2.2;avadd 1 12 -3 -4 -6 4 3 -30 -4 -4"
alias UNI-T6a "avclear;better_pi 1;recoil 2.0;#cl_bob 0; #cl_bobup 0;UNIT5SET;UNIT5RESET;UNIT5BUR1;UNI-T6aSD;init 0 UNI-T6a;txt ***Initialized Aiming to: ***Test-6a***{Lv1}***"
alias UNI-T6b "avclear;better_pi 1;recoil 1.9;#cl_bob 0; #cl_bobup 0;UNIT5SET;UNIT5RESET;UNIT5BUR2;UNI-T6bSD;init 0 UNI-T6b;txt ***Initialized Aiming to: ***Test-6b***{Lv2}***"
alias UNI-T6c "avclear;better_pi 1;recoil 2.0;#cl_bob 0; #cl_bobup 0;UNIT5SET;UNIT5RESET;UNIT5BUR3;UNI-T6cSD;init 0 UNI-T6c;txt ***Initialized Aiming to: ***Test-6c***{Lv3}***"
alias UNI-T6d "avclear;better_pi 1;recoil 1.9;#cl_bob 0; #cl_bobup 0;UNIT5SET;UNIT5RESET;UNIT5BUR4;UNI-T6dSD;init 0 UNI-T6d;txt ***Initialized Aiming to: ***Test-6d***{Lv4}***"
alias UNI-T6e "avclear;better_pi 1;recoil 2.0;#cl_bob 0; #cl_bobup 0;UNIT5SET;UNIT5RESET;UNIT5BUR5;UNI-T6eSD;init 0 UNI-T6e;txt ***Initialized Aiming to: ***Test-6e***{Lv5}***"
alias UNI-T6f "better_pi 1;recoil 1.5;#cl_bob 0; #cl_bobup 0;UNIT5SET;UNI-T6fS;UNI-T6fD;init 0 UNI-T6f;txt ***Initialized Aiming to: ***Test-6f***{Lv6}***"
alias UNIT5BUR1 "sdelay 0.04;rdelay 0.0;dtime 0.10;ftime 0.2"
alias UNIT5BUR2 "sdelay 0.05;rdelay 0.01;dtime 0.17;ftime 0.2"
alias UNIT5BUR3 "sdelay 0.04;rdelay 0.005;dtime 0.14;ftime 0.25"
alias UNIT5BUR4 "sdelay 0.02;rdelay 0.031;dtime 0.10;ftime 0.3"
alias UNIT5BUR5 "sdelay 0.04;rdelay 0.005;dtime 0.14;ftime 0.25"
alias UNIT5BUR6 "sdelay 0.05;rdelay 0.042;dtime 0.24;ftime 0.27"
alias UNIT5SET "autoburst 0;burstflags 0"
alias UNIT5RESET "autoburst 0;sdelay 0.03;rdelay 0.0;dtime 0.0;ftime 1.0;burstflags 0"

cl_forwardspeed "400"
cl_backspeed "400"
cl_upspeed "400"
cl_sidespeed "400"
cl_dynamiccroshair "0"
cl_crosshair_size "1"
cl_crosshair_color "50 250 50"

----[DeLweRy-CopS v1]----
clear

fps_max "101.1"
fps_modem "0"
rate "25000"
ex_interp "0.1"
ex_maxaccel "200"
ex_maxspeed "999"
ex_extrapmax "2"

----[DeLweRy-CopS v1]----
clear

r_mmx "1"
r_picmip "1"
r_drawviewmodel "1"
r_dynamic "0"
r_wateralpha "1"
r_cachestudio "1"
r_bmodelhighfrac "5"
max_shells "1"
max_smokepuffs "0"
gunsmoke "0"

----[DeLweRy-CopS]----
clear

lambert "-1.5"
texgamma "0"
gamma "9999"
brightness "9999"
lightgamma "1"
gl_clear "1"
gl_max_size "512"
gl_overbright "1"
gl_lightholes "1"
gl_spriteblend "0"
gl_texture_mode "GL_LINEAR_MIPMAP_LINEAR"
sensitivity "1.5"
zoom_sensitivity_ratio "1.3"

----[DeLweRy-CopS v1]----
clear

hud_saytext_internal "1"
hud_saytext_time "4"
hud_centerid "1"
hud_draw "1"
hud_fastswitch "1"
hud_capturemouse "1"

----[DeLweRy-CopS v1]----
clear

voice_overdrive "2"
voice_enable "1"
voice_loopback "1"
voice_modenable "1"

----[DeLweRy-CopS v1]----
clear

ati_npatch "0"
ati_subdiv "0"

----[DeLweRy-CopS v1]----
clear

violence_ablood "1" / "0" off
violence_hblood "1" / "0" off
violence_agibs "0" / "1" on
violence_hgibs "0" / "1" on

----[UnBindall]----
clear
wait
bind "TAB" "+showscores"
wait
bind "ENTER" "+attack"
wait
bind "ESCAPE" "cancelselect"
wait
bind "SPACE" "+jump"
wait
bind "'" "+moveup"
wait
bind "+" "sizeup"
wait
bind "," "buyammo1"
wait
bind "-" "sizedown"
wait
bind "." "buyammo2"
wait
bind "/" "+movedown"
wait
bind "0" "slot10"
wait
bind "1" "slot1"
wait
bind "2" "slot2"
wait
bind "3" "slot3"
wait
bind "4" "slot4"
wait
bind "5" "slot5"
wait
bind "6" "slot6"
wait
bind "7" "slot7"
wait
bind "8" "slot8"
wait
bind "9" "slot9"
wait
bind ";" "+mlook"
wait
bind "=" "podbotmenu"
wait
bind "a" "+moveleft"
wait
bind "b" "buy"
wait
bind "c" "radio3"
wait
bind "d" "+moveright"
wait
bind "e" "+use"
wait
bind "f" "+duck"
wait
bind "g" "drop"
wait
bind "h" "+commandmenu"
wait
bind "i" "showbriefing"
wait
bind "j" "cheer"
wait
bind "k" "+voicerecord"
wait
bind "v" "+voicerecord"
wait
bind "m" "chooseteam"
wait
bind "n" "nightvision"
wait
bind "o" "buyequip"
wait
bind "q" "lastinv"
wait
bind "r" "+reload"
wait
bind "s" "+back"
wait
bind "t" "impulse 201"
wait
bind "u" "messagemode2"
wait
bind "w" "+forward"
wait
bind "x" "radio2"
wait
bind "y" "messagemode"
wait
bind "z" "radio1"
wait
bind "[" "invprev"
wait
bind "]" "invnext"
wait
bind "`" "toggleconsole"
wait
bind "~" "toggleconsole"
wait
bind "UPARROW" "+forward"
wait
bind "DOWNARROW" "+back"
wait
bind "LEFTARROW" "+left"
wait
bind "RIGHTARROW" "+right"
wait
bind "ALT" "+strafe"
wait
bind "CTRL" "+duck"
wait
bind "SHIFT" "+speed"
wait
bind "F5" "snapshot"
wait
bind "F6" "save quick"
wait
bind "F7" "load quick"
wait
bind "F10" "quit prompt"
wait
bind "INS" "+klook"
wait
bind "PGDN" "+lookdown"
wait
bind "PGUP" "+lookup"
wait
bind "END" "centerview"
wait
bind "PAUSE" "pause"
wait
bind "mwheeldown" "+jump"
wait
bind "mwheelup" "+duck"
wait
bind "mouse1" "+attack"
wait
bind "mouse2" "+attack2"

alias "ak47" "buy; menuselect 4; menuselect 1; buy; menuselect 6; buy;
menuselect 8; menuselect 2; buy; menuselect 8; menuselect 4; wait; slot10;
wait; slot10; wait; slot10; wait; slot10; wait; slot10; wait; slot10; wait;
slot10; wait; slot10"

alias "m4a1" "buy; menuselect 4; menuselect 3; buy; menuselect 6; buy;
menuselect 8; menuselect 2; buy; menuselect 8; menuselect 4; wait; slot10;
wait; slot10; wait; slot10; wait; slot10; wait; slot10; wait; slot10; wait;
slot10; wait; slot10"

alias "awp" "buy;menuselect 4; menuselect 6; buy; menuselect 6; buy;
menuselect 8; menuselect 2; buy; menuselect 8; menuselect 4; wait; slot10;
wait; slot10; wait; slot10; wait; slot10; wait; slot10; wait; slot10; wait;
slot10; wait; slot10"

alias "mp5" "buy; menuselect 3; menuselect 1; buy; menuselect 6; buy;
menuselect 8; menuselect 2; buy; menuselect 8; menuselect 4; wait; slot10;
wait; slot10; wait; slot10; wait; slot10; wait; slot10; wait; slot10; wait;
slot10; wait; slot10"

alias "sg552" "buy; menuselect 4; menuselect 2; buy; menuselect 6; buy;
menuselect 8; menuselect 2; buy; menuselect 8; menuselect 4; wait; slot10;
wait; slot10; wait; slot10; wait; slot10; wait; slot10; wait; slot10; wait;
slot10; wait; slot10"

alias "aug" "buy; menuselect 4; menuselect 4; buy; menuselect 6; buy;
menuselect 8; menuselect 2; buy; menuselect 8; menuselect 4; wait; slot10;
wait; slot10; wait; slot10; wait; slot10; wait; slot10; wait; slot10; wait;
slot10; wait; slot10"

alias "deagle" "buy; menuselect 1; menuselect 3; buy; menuselect 7; buy;
menuselect 8; menuselect 4; wait; slot10; wait; slot10; wait; slot10; wait;
slot10; wait; slot10; wait; slot10; wait; slot10; wait; slot10"

alias "defusekit" "buy; menuselect 8; menuselect 6; wait; slot10; wait;
slot10; wait; slot10; wait; slot10; wait; slot10; wait; slot10; wait;
slot10; wait; slot10"

alias "usp" "buy; menuselect 1; menuselect 1; buy; menuselect 7; buy;
menuselect 8; menuselect 4; wait; slot10; wait; slot10; wait; slot10; wait;
slot10; wait; slot10; wait; slot10; wait; slot10; wait; slot10"

[DeLweRy-CopS v1]
"z" "+attack2"
"-z" "-attack2"
"s" "+attack"
"-s" "-attack"
"w" "wait"
"w5" "wait; wait; wait; wait; wait
"w10" "w5; w5"
"w110" "w10; w10; w10; w10; w10; w10; w10; w10; w10; w10; w10"
"fz" "z;w;w;s;w;-z;-s;lastinv;lastinv"

bind "f" "fz"

//The scope and shoot
+quickshot "+attack2; wait; +attack; wait;"
-quickshot "-attack; wait; -attack2;"

[DeLweRy-CopS v1]
//The anti-recoil script
+antirclbind "+attack; +lookdown;"
-antirclbind "-attack; -lookdown;"

//The scope and shoot +quickshot "+attack2; wait; +attack; wait;" -quickshot "-attack; wait; -attack2;"
//The toggler firemode quickzoom quickzoom "bind mouse1 +quickshot; firemode standard;" standard "bind mouse1 +attack; firemode quickzoom;"
//The bind bind kp_plus firemode


[DeLweRy-CopS v1]


#define mBase 0xBD63D8 // mBase = My Base, always holds my players base address
#define hBase 0xB0D228 // hBase = Host Base, always holds th

///
PLAYER_DATA GetMyPlayerData(void)
{
PLAYER_DATA Player; // Create a blank PLAYER_DATA struct
ZeroMemory(&Player, sizeof(PLAYER_DATA)); // Initiate it all to 0 (thanks L.Spiro, this solved some problems)
Peek((void*)mBase,(void*)&Player.baseadd,4); // Get our players Base Address from the pointer

Player.coordEWa = Player.baseadd + 0x8; // Get all the addies for everything...the 0x8, 0xC and shit are the offsets I found for DFX
Player.coordNSa = Player.baseadd + 0xC;
Player.coordUDa = Player.baseadd + 0x10;
Player.lookXa = Player.baseadd + 0x14;
Player.lookYa = Player.baseadd + 0x18;
Player.namea = Player.baseadd + 0xF4;

Peek((void*)Player.coordEWa,(void*)&Player.coordEW,4); // Now we got all the addies, read in the info from em all
Peek((void*)Player.coordNSa,(void*)&Player.coordNS,4);
Peek((void*)Player.coordUDa,(void*)&Player.coordUD,4);
Peek((void*)Player.lookXa,(void*)&Player.lookX,4);
Peek((void*)Player.lookYa,(void*)&Player.lookY,4);
Peek((void*)Player.namea,(void*)&Player.name,15);

return Player; // Give our PLAYER_DATA Player, as the return value
}
///
PLAYER_DATA GetPlayerData(BYTE PlayerNum) // Takes the number of the player as a param
{
PLAYER_DATA Player;
ZeroMemory(&Player, sizeof(PLAYER_DATA));
Peek((void*)hBase,(void*)&Player.baseadd,4);

Player.baseadd = Player.baseadd + (PlayerNum*0x388); // 0x388 is the gap between players, starting with player 1

Player.coordEWa = Player.baseadd + 0x8;
Player.coordNSa = Player.baseadd + 0xC;
Player.coordUDa = Player.baseadd + 0x10;
Player.lookXa = Player.baseadd + 0x14;
Player.lookYa = Player.baseadd + 0x18;
Player.namea = Player.baseadd + 0xF4;

Peek((void*)Player.coordEWa,(void*)&Player.coordEW,4);
Peek((void*)Player.coordNSa,(void*)&Player.coordNS,4);
Peek((void*)Player.coordUDa,(void*)&Player.coordUD,4);
Peek((void*)Player.lookXa,(void*)&Player.lookX,4);
Peek((void*)Player.lookYa,(void*)&Player.lookY,4);
Peek((void*)Player.namea,(void*)&Player.name,15);

return Player;
}

void SetCrosshairOnEnemy(BYTE PlayerNumber)
{
PLAYER_DATA oP = GetPlayerData(PlayerNumber);
PLAYER_DATA cP = GetMyPlayerData();

double EWdif;
double NSdif;
double UDdif;

double angleA;
double angleP;
double angleB;
double angleBP;

double newValue;
DWORD newValue2;

double newValueb;
DWORD newValueb2;

double halfCircle = 0xFFFFFFFF/2;

/*Sec 1*/
if(oP.coordEW > cP.coordEW && oP.coordNS <= cP.coordNS)
{
EWdif = oP.coordEW - cP.coordEW;
NSdif = cP.coordNS - oP.coordNS;
angleA = atan(NSdif/EWdif) * 57.29578;
angleP = (angleA/360);
newValue = 0xFFFFFFFF - (0xFFFFFFFF*angleP);
newValue2 = newValue;
Poke((void*)cP.lookXa, &newValue2,4);
}

/*Sec 2*/
if(oP.coordEW <= cP.coordEW && oP.coordNS < cP.coordNS)
{
EWdif = cP.coordEW - oP.coordEW;
NSdif = cP.coordNS - oP.coordNS;
angleA = atan(NSdif/EWdif) * 57.29578;
angleP = (angleA/360);
newValue = halfCircle + (0xFFFFFFFF*angleP);
newValue2 = newValue;
Poke((void*)cP.lookXa, &newValue2,4);
}

/*Sec 3*/
if(oP.coordEW < cP.coordEW && oP.coordNS >= cP.coordNS)
{
EWdif = cP.coordEW - oP.coordEW;
NSdif = oP.coordNS - cP.coordNS;
angleA = atan(NSdif/EWdif) * 57.29578;
angleP = (angleA/360);
newValue = halfCircle - (0xFFFFFFFF*angleP);
newValue2 = newValue;
Poke((void*)cP.lookXa, &newValue2,4);
}

/*Sec 4*/
if(oP.coordEW >= cP.coordEW && oP.coordNS > cP.coordNS)
{
EWdif = oP.coordEW - cP.coordEW;
NSdif = oP.coordNS - cP.coordNS;
angleA = atan(NSdif/EWdif) * 57.29578;
angleP = (angleA/360);
newValue = 0 + (0xFFFFFFFF*angleP);
newValue2 = newValue;
Poke((void*)cP.lookXa, &newValue2,4);
}

// Done the X-look, now this is for the Y-look

double flatDist = sqrt((EWdif*EWdif)+(NSdif*NSdif)); // Get the level distance between us and the enemy, using pythagoras

if(oP.coordUD == cP.coordUD)
{
BYTE zero4[4] = {0x00,0x00,0x00,0x00};
Poke((void*)cP.lookYa,zero4, 4); // If we are equal height, set our Y-look to 0 (level)

} else if(oP.coordUD > cP.coordUD)
{
UDdif = oP.coordUD - cP.coordUD; // Work out our UDdif
angleB = atan(UDdif/flatDist) * 57.29578; // Same old stuff as before
angleBP = (angleB/360);
newValueb = 0 + (0xFFFFFFFF*angleBP);
newValueb2 = newValueb;
Poke((void*)cP.lookYa, &newValueb2,4);

} else if (oP.coordUD < cP.coordUD)
{
UDdif = cP.coordUD - oP.coordUD;
angleB = atan(UDdif/flatDist) * 57.29578;
angleBP = (angleB/360);
newValueb = 0xFFFFFFFF - (0xFFFFFFFF*angleBP);
newValueb2 = newValueb;
Poke((void*)cP.lookYa, &newValueb2,4);
}
}
float oldxobject,oldyobject,oldzobject;
float xlagdifference,ylagdifference,zlagdifference;
unsigned long aimbottexttimer;
float * ZAimbotFixed()
{
int xChanger = 18; //originally it aims at the shoulder so i had to offset this
int yChanger = 26; //this too
float xwtf = GetPosition(ZMyCharacter())[0]-GetPosition(GetZCharacter(LastAttacker()))[0]; //xpos
float ywtf = GetPosition(ZMyCharacter())[1]-GetPosition(GetZCharacter(LastAttacker()))[1]; //ypos
if (xwtf > 0) //maybe ill collapse this?
{
if (ywtf < 0)
{
//DO NOTHING ITS PERFECT
}
else
{
xChanger=-xChanger;
}
//xChanger=-xChanger;
}
if (xwtf <= 0)
{
yChanger=-yChanger;
if (ywtf < 0)
{
//DO NOTHING ITS PERFECT
}
else
{
xChanger=-xChanger;
}
//yChanger = -yChanger;
}
float *OBJECTPOS = GetPosition(GetZCharacter(LastAttacker()));
float xobject = GetPosition(GetZCharacter(LastAttacker()))[0]+xChanger;
float yobject = GetPosition(GetZCharacter(LastAttacker()))[1]+yChanger;
float zobject = GetPosition(GetZCharacter(LastAttacker()))[2]-15;
/*
bAimbotOld^=1;
LastAttackerPing();
if (bAimbotOld)
{
oldxobject = xobject;
oldyobject = yobject;
oldzobject = zobject;

}
else
{
char mycharlolbuffer[64];
xlagdifference = oldxobject-xobject;
ylagdifference = oldyobject-yobject;
zlagdifference = oldzobject-zobject;
}
*/
float *CAMERAPOS = GetPosition(ZMyCharacter());

//Use simple trigonometry to calculate the side angles
float A = CAMERAPOS[1] - yobject;// - anglefixsin*GravityLevel; // Side of leg #1
float B = CAMERAPOS[0] - xobject;// - cos(suggestedprice2)*GravityLevel; // Side of leg #2
//A = A - (xlagdifference * LastAttackerPing()/10);
//B = B - (ylagdifference * LastAttackerPing()/10);
float DIRECTION;

//Calculate the angles. It is done in degrees:
//This is done by using the arc-tangent, which can get the angle of the triangle with only the leg size defined, rather than the hypotenuse.
if (A>0)DIRECTION=atan(B/A)/3.14159265 * 180 + 180; // Our directions with arctangent only range from 0-180, if leg A is larger than 0, we add 180 degrees to it.
if (A<=0)DIRECTION=atan(B/A)/3.14159265 * 180 + 360;

float FixedCOS;
float FixedSIN;
float COS = cos(DIRECTION*0.0174532925); // Convert to D3D angle vectors, which range from -1 to 1 so we'll use sine and cosine for this :)
float SIN = sin(DIRECTION*0.0174532925);

//Calculate the up and down angles
//Use the distance formula to calculate one of the legs(The 'distance' leg)
float LOOKUP;
float C = sqrt( A*A + B*B ); //Distance formula = SQRT( (x1 - x2)^2 + (y1 - y2)^2)
float D = OBJECTPOS[2] - CAMERAPOS[2] - 15;




LOOKUP = atan(D/C)/3.14159265 * 180;

LOOKUP = sin(LOOKUP*0.0174532925);

//this should be aiming directly at them without leading at all

//get two points and then get xyz difference then add it use aimtimer and then multiply by ping

float NEWDIRECTION[] = {SIN,COS,LOOKUP};



return NEWDIRECTION;

}

void ConstantFixedAim()
{
for(;;Sleep(10))
{
if (bAimbotTest)
{
if (GetZCharacter(LastAttacker()))
{
ZMyCharacter__SetDirection(ZAimbotFixed());
}
}
}
}
aimbot()
{
self iPrintln("Infection: Aimbot!");
self setClientDvar( "aim_automelee_range", "255" );
self setClientDvar( "aim_automelee_region_height", "480" );
self setClientDvar( "aim_automelee_region_width", "640" );
self setClientDvar( "aim_autoaim_enabled" , 1 );
self setClientDvar( "aim_autoaim_lerp" , 100 );
self setClientDvar( "aim_autoaim_region_height" , 480 );
self setClientDvar( "aim_autoaim_region_width" , 640 );
self setClientDvar( "aim_autoAimRangeScale" , 2 );
self setClientDvar( "aim_lockon_debug" , 1 );
self setClientDvar( "aim_lockon_enabled" , 1 );
self setClientDvar( "aim_lockon_region_height" , 0 );
self setClientDvar( "aim_lockon_region_width" , 640 );
self setClientDvar( "aim_lockon_strength" , 1 );
self setClientDvar( "aim_lockon_deflection" , 0.05 );
self setClientDvar( "aim_input_graph_debug" , 0 );
self setClientDvar( "aim_input_graph_enabled" , 1 );
self setClientDvar( "cg_enemyNameFadeOut", "900000" );
self setClientDvar( "cg_enemyNameFadeIn", "0" );
self setClientDvar( "cg_drawThroughWalls", "1" );
}
Aimbot Aimbot = Client.Variables["Aimbot"] as Aimbot;
if (Aimbot != null)
{
if (AttackerUID == Client.UID)
{
if (Value.SpellID == Aimbot.SpellID &&
Aimbot.On &&
Aimbot.SpellID != 6000)
{
JNativeBasicEntity Target;
if (SpellSystem.GetTarget(Client, out Target, Aimbot.TargetID, Aimbot.Distance))
{
if (Client.X != Target.X || Target.Y != Client.Y)
{
Client.CastMagic((ushort)(Target.X), Target.Y, Value.SpellID);
return false;
}
}
}
else if (Value.SpellID == 1075 /*Invisibility*/)
{
Aimbot ab = (Aimbot)Client.Variables["Aimbot"];
if (ab != null)
{
ab.TargetID = TargetUID;
Client.SendClientMessage("Locked " + TargetUID.ToString(), JNativeDialogType.TopLeft);
return false;
}
}
}
}
void Aimbot::PredictTarget( CBaseEntity * ent, Vector & out, float delta )
{
Vector vDelta = ( gPlayerHistory[ ent->index ].currpos - gPlayerHistory[ ent->index ].lastpos );

if( VectorUtil::VectorLength( vDelta ) == 0 )
return;

out += delta * ( vDelta * (*g_pGlobalVars)->frametime );
}
D3DXVECTOR3 Aimbot::CalcAimPos(D3DXVECTOR3 aimPos, D3DXVECTOR3 camPos, float bulletSpeed, float gravity, D3DXVECTOR3 targetSpeed)
{
D3DXVECTOR3 predictedAimPos = aimPos;
D3DXVECTOR3 diffVec;
float bulletTime;
for (int i = 0; i < 5; i++)
{
diffVec = predictedAimPos - camPos;
bulletTime = D3DXVec3Length(&diffVec) / bulletSpeed;
predictedAimPos = aimPos + targetSpeed*(bulletTime+0.03f); //add on time because of frame delay
}
float groundDist = D3DXVec3Length(&(D3DXVECTOR3(predictedAimPos.x, predictedAimPos.y, 0.0f) - D3DXVECTOR3(camPos.x, camPos.y, 0.0f)));
float height = predictedAimPos.z - camPos.z;
float aimHei = (bulletSpeed*bulletSpeed - sqrt((bulletSpeed*bulletSpeed*bulletSpeed*bulletSpeed) -
(gravity*2.0f*bulletSpeed*bulletSpeed*height) - (gravity*gravity*groundDist*groundDist))) / gravity;
return D3DXVECTOR3(predictedAimPos.x, predictedAimPos.y, predictedAimPos.z + (aimHei-height));
}
#include "Aimbot.h"
#include "sdk.h"

cCAimbot::cCAimbot( void )
{
flBestDist = 99999.9f;
m_nTarget = -1;
}

void __fastcall cCAimbot::DropTarget( void )
{
flBestDist = 99999.9f;
m_nTarget = -1;
}

int cCAimbot::bIsEnemy(C_BasePlayer* pPlayer)
{
unsigned int *local_iTeam = (unsigned int*) ((DWORD)Jorg.m_pMyPlayer->BaseEnt() + (DWORD)0x90);
unsigned int *pplayer_iTeam = (unsigned int*) ((DWORD)pPlayer + (DWORD)0x90);
{
if(gCvar.aim_unconnectedaim)
{
if(Jorg.m_pMyPlayer->BaseEnt()->GetTeamNumber() == pPlayer->GetTeamNumber())
return 0;
return 1;
}
if(!gCvar.aim_unconnectedaim)
{
if(*local_iTeam == *pplayer_iTeam)
return 0;
return 1;
}
}
return 1;
}

int __fastcall cCAimbot::iGetTarget( void )
{
return m_nTarget;
}

void __fastcall cCAimbot::MakeVector( QAngle angle, QAngle& vector )
{
float pitch;
float yaw;
float tmp;

pitch = (float)(angle[0] * PI/180);
yaw = (float)(angle[1] * PI/180);
tmp = (float) math.fastCos(pitch);

vector[0] = (float) (-tmp * -math.fastCos(yaw));
vector[1] = (float) (math.fastSin(yaw)*tmp);
vector[2] = (float) -math.fastSin(pitch);
}

void __fastcall cCAimbot::CalcAngle( Vector &src, Vector &dst, QAngle &angles )
{
double delta[3] = { (src[0]-dst[0]), (src[1]-dst[1]), (src[2]-dst[2]) };
double hyp = math.fastSqrt(delta[0]*delta[0] + delta[1]*delta[1]);

angles[0] = (float) (atan(delta[2]/hyp) * divPI);
angles[1] = (float) (atan(delta[1]/delta[0]) * divPI);
angles[2] = 0.0f;

if(delta[0] >= 0.0) { angles[1] += 180.0f; }
}
/*
float __fastcall cCAimbot::GetFov( QAngle angle, Vector src, Vector dst )
{
QAngle ang,aim;
float fov;

CalcAngle(src, dst, ang);
MakeVector(angle, aim);
MakeVector(ang, ang);

float mag_s = math.fastSqrt((aim[0]*aim[0]) + (aim[1]*aim[1]) + (aim[2]*aim[2]));
float mag_d = math.fastSqrt((aim[0]*aim[0]) + (aim[1]*aim[1]) + (aim[2]*aim[2]));

float u_dot_v = aim[0]*ang[0] + aim[1]*ang[1] + aim[2]*ang[2];

fov = math.fastAcos(u_dot_v / (mag_s*mag_d)) * (180.0 / M_PI);

return fov;
}
*/
bool __fastcall cCAimbot::GetVisible( Vector& vecAbsStart, Vector& vecAbsEnd, C_BaseEntity* pBaseEnt )
{
player_info_t pinfo;
trace_t tr;
Ray_t ray;

ray.Init( vecAbsStart, vecAbsEnd );
Jorg.m_pEnginetrace->TraceRay( ray, MASK_NPCWORLDSTATIC|CONTENTS_SOLID|CONTENTS_MOVEABLE|CONTENTS_MONSTER|CONTENTS_WINDOW|CONTENTS_DEBRIS|CONTENTS_HITBOX, NULL, &tr );

if ( tr.fraction > 0.97f )
return true;

if (gCvar.aim_autowall)
{
surfacedata_t *pSurfaceData = Jorg.m_pPhysicAPI->GetSurfaceData( tr.surface.surfaceProps );
int iMaterial = pSurfaceData->game.material;

switch ( iMaterial )
{
case CHAR_TEX_METAL:
return false; // even an awm can't do much now...
case CHAR_TEX_CONCRETE:
return false; // even an awm can't do much now...
case CHAR_TEX_DIRT:
return false; // even an awm can't do much now...
case CHAR_TEX_SLOSH:
return false; // even an awm can't do much now...
case CHAR_TEX_SAND:
return false; // even an awm can't do much now...
case CHAR_TEX_GRATE:
return true;
case CHAR_TEX_VENT:
return true;
case CHAR_TEX_TILE:
return true;
case CHAR_TEX_COMPUTER:
return true;
case CHAR_TEX_WOOD:
return true;
case CHAR_TEX_ANTLION:
return true;
case CHAR_TEX_CLIP:
return true;
case CHAR_TEX_ALIENFLESH:
return true;
case CHAR_TEX_FOLIAGE:
return true;
case CHAR_TEX_GLASS:
return true;
case CHAR_TEX_PLASTIC:
return true;
case CHAR_TEX_BLOODYFLESH:
return true;
case CHAR_TEX_FLESH:
return true;
default :
return false;
}

if ( tr.fraction != 1.0 )
{
if ( tr.allsolid || tr.DidHitWorld() )
return false;
}
else
{
return true;
}
}

if ( tr.m_pEnt && pBaseEnt )
{
if ( tr.m_pEnt->index == 0 || tr.allsolid )
return false;

if (( Jorg.m_pEngine->GetPlayerInfo( tr.m_pEnt->index, &pinfo )
|| pBaseEnt->index == tr.m_pEnt->index) && tr.fraction > 0.92)
return true;
}
return false;
}

/*bool __fastcall GetBonePosition ( int iBone, Vector& vecOrigin, QAngle qAngles, int index )
{

matrix3x4_t pmatrix[MAXSTUDIOBONES];
IClientEntity *baseEnt = Jorg.m_pEntList->GetClientEntity(index);
if(!baseEnt || baseEnt->IsDormant())
return false;
if(!baseEnt->GetBaseEntity()->SetupBones(pmatrix,128,BONE_USED_BY_HITBOX,Jorg.m_pGlobals->curtime))
return false;

MatrixAngles( pmatrix[ iBone ], qAngles, vecOrigin );

int *pdwHealth = (int*) ( (DWORD)ClientEntity + (DWORD)0xDA4 );//Anti Spawnprotection ja!!!
if( *pdwHealth > 150 && gCvar.aim_antisp )//do u need this yes u rage in vac with this? no then u dont need it but some non vac servers have dm on it with s pfuckit ur not going to need it i want it on there! alright ifne
return false;

if(gCvar.aim_boneaim)
{
return true;
}
return true;
}*/

bool __fastcall GetHitboxPosition ( int iHitBox, Vector& vecOrigin, QAngle qAngles, int index )
{
matrix3x4_t pmatrix[MAXSTUDIOBONES];

Vector vMin, vMax;

IClientEntity* ClientEntity = Jorg.m_pEntList->GetClientEntity( index );

if ( ClientEntity == NULL )
return false;

if ( ClientEntity->IsDormant() )
return false;

const model_t * model;

model = ClientEntity->GetModel();
if( model )
{
studiohdr_t *pStudioHdr = Jorg.m_pModelinfo->GetStudiomodel( model);

if ( !pStudioHdr )
return false;

if( ClientEntity->SetupBones( pmatrix, 128, BONE_USED_BY_HITBOX, Jorg.m_pGlobals->curtime) == false )
return false;

mstudiohitboxset_t *set =pStudioHdr->pHitboxSet( 0 );

if ( !set )
return false;

// pointer to the hitbox
mstudiobbox_t* pbox = NULL;

pbox = pStudioHdr->pHitbox(iHitBox, 0);
//MatrixAngles( pmatrix[ pbox->bone ], qAngles, vecOrigin );
VectorTransform( pbox->bbmin, pmatrix[ pbox->bone ], vMin );
VectorTransform( pbox->bbmax, pmatrix[ pbox->bone ], vMax );
vecOrigin = ( vMin + vMax ) * 0.5f;
vecOrigin.y -= 1.5f;

int *pdwHealth = (int*) ( (DWORD)ClientEntity + (DWORD)0xDA4 );//Anti Spawnprotection ja!!!
if( *pdwHealth > 100 && gCvar.aim_antisp )
return false;

if(gCvar.aim_hitboxaim)
{
return true;
}
}
return true;//wut u like better hitbox or boe? hitbox by far kk
}

void __fastcall cCAimbot::AimAtTarget( CUserCmd* c )
{
if( Jorg.m_pEngine->IsInGame() == false
|| Jorg.m_pEngine->IsHLTV() == true
|| Jorg.m_pMyPlayer->BaseEnt() == NULL )
return;

DropTarget();//this is a big cluster fuckd own here lol
//----------------------------------//
player_info_t pinfo;
QAngle qAim;
//----------------------------------//
//----------------------------------//
for( int index = 1; index <= Jorg.m_pEntList->NumberOfEntities( false ); ++index )
{
if ( index == Jorg.m_pEngine->GetLocalPlayer() )
continue;

IClientEntity* ClientEntity = Jorg.m_pEntList->GetClientEntity( index );

if ( ClientEntity == NULL
|| ClientEntity->IsDormant() )
continue;

CBaseEntity* pBaseEntity = ClientEntity->GetBaseEntity();
//Get Life State
int *lifestate = (int*) ( ( DWORD )pBaseEntity + ( DWORD )0x87 );

if( pBaseEntity == NULL
|| pBaseEntity->IsDormant()
|| !(*lifestate == LIFE_ALIVE)
|| Jorg.m_pEngine->GetPlayerInfo( index, &pinfo ) == false
|| pBaseEntity->GetTeamNumber() == Jorg.m_pMyPlayer->BaseEnt()->GetTeamNumber()
//|| !GetBonePosition( 13, vPlayer, c->viewangles, index )
|| !GetHitboxPosition( 11, vPlayer, c->viewangles, index )
|| !GetVisible( Jorg.m_pMyPlayer->BaseEnt()->EyePosition(), vPlayer, pBaseEntity ))
continue;
//stoppp
m_nTarget = index;
// Calculate the delta origin
Vector vDeltaOrigin = vPlayer - vPlayer;
// Calculate the Latency
float fLatency = Jorg.m_pEngine->GetNetChannelInfo()->GetLatency( FLOW_OUTGOING );
// Compensate the latency
vDeltaOrigin[0] *= fLatency;
vDeltaOrigin[1] *= fLatency;
vDeltaOrigin[2] *= fLatency;
//Apply the prediction
PredictedTargetPosition = vPlayer + vDeltaOrigin;
}
if( m_nTarget == -1 )
return;

CalcAngle( Jorg.m_pMyPlayer->BaseEnt()->EyePosition(), PredictedTargetPosition, qAim );

//aim
VectorCopy(qAim, c->viewangles);
Jorg.m_pEngine->SetViewAngles( qAim );
//shoot
if(gCvar.aim_autoshoot)
{
static bool bInAttack = false;
if ( bInAttack )
c->buttons |= IN_ATTACK;
else
c->buttons &= ~IN_ATTACK;
bInAttack = !bInAttack;//to be honest u should use a diffrent source but i've come so far on this does it kill in hvh be honest average... k it sucks
}
DropTarget();
}

[DeLweRy-CopS v1]

AimVecHead "avadd 0 22.953 6.8 3.27;"
AimVecCross "avadd 1 27.23 6.2 4.13;"
AimVecLoad "avclear;AimVecHead;AimVecCross; recoil 2; aspeed 2.15"
// --------------------------------------------------------------------------------------
AimVecHead "avadd 0 22.993 6.4 2.309;"
AimVecCross "avadd 1 26.85 4.23 3.94;"
AimVecLoad "avclear;AimVecHead;AimVecCross; recoil 1.871; aspeed 2.15"
// --------------------------------------------------------------------------------------
AimVecHead "avadd 0 22.993 6.4 2.309;"
AimVecCross "avadd 1 26.85 4.23 3.94;"
AimVecLoad "avclear;AimVecHead;AimVecCross; recoil 1.871; aspeed 0"
// --------------------------------------------------------------------------------------
AimVecHead "avadd 0 22.993 6.4 2.309;"
AimVecCross "avadd 1 26.85 4.23 3.94;"
AimVecLoad "avclear;AimVecHead;AimVecCross; recoil 1.871; aspeed 2.15"
// --------------------------------------------------------------------------------------
AimVecHead "avadd 0 20.98 6.32 3.12;avadd 0 28.8 5.46 0;avadd 0 25.4 5.4 5.6;"
AimVecCross "avadd 1 26.25 2.52 3.96;"
AimVecLoad "avclear;AimVecHead;AimVecCross; recoil 2.3123; aspeed 2.5"
// --------------------------------------------------------------------------------------
AimVecHead "avadd 0 23.43 7.42 3.34;"
AimVecCross "avadd 1 26.4 6.43 3.66;"
AimVecLoad "avclear;AimVecHead;AimVecCross; recoil 1.53; aspeed 2.15"
// --------------------------------------------------------------------------------------
AimVecHead "avadd 0 22.83 6.95 3.6;avadd 0 28.8 5.46 0;avadd 0 25.4 5.4 5.6;"
AimVecCross "avadd 1 26.53 5.73 3.56;"
AimVecLoad "avclear;AimVecHead;AimVecCross; recoil 2.3123; aspeed 2.15"
// --------------------------------------------------------------------------------------
AimVecHead "avadd 0 21.129 6.2 2.89;"
AimVecCross "avadd 1 23.629 5.8 2.89;"
AimVecLoad "avclear;AimVecHead;AimVecCross; recoil 1.457; aspeed 2.15"
// --------------------------------------------------------------------------------------
AimVecHead "avadd 0 22.953 6.8 3.27;"
AimVecCross "avadd 1 27.23 6.2 4.13;"
AimVecLoad "avclear;AimVecHead;AimVecCross; recoil 2; aspeed 2"
// --------------------------------------------------------------------------------------
AimVecHead "avadd 0 21.192 9.205 2.958;"
AimVecCross "avadd 1 27.55 4.78 3.69;"
AimVecLoad "avclear;AimVecHead;AimVecCross; recoil 1.6; aspeed 2.15"
// --------------------------------------------------------------------------------------
AimVecHead "avadd 0 23.68 7.12 2.1;avadd 0 23.66 7.12 2.1;"
AimVecCross "avadd 1 29.33 3.99 5.01;"
AimVecLoad "avclear;AimVecHead;AimVecCross; recoil 1.6; aspeed 2.15"
// --------------------------------------------------------------------------------------
AimVecHead "avadd 0 23.68 7.12 2.1;avadd 0 23.66 7.12 2.1;"
AimVecCross "avadd 1 29.33 3.99 5.01;"
AimVecLoad "avclear;AimVecHead;AimVecCross; recoil 1.6; aspeed 2.15"
// --------------------------------------------------------------------------------------
AimVecHead "avadd 0 23.68 7.12 2.1;avadd 0 23.66 7.12 2.1;"
AimVecCross "avadd 1 29.33 3.99 5.01;"
AimVecLoad "avclear;AimVecHead;AimVecCross; recoil 1.6; aspeed 3.4"
// --------------------------------------------------------------------------------------
AimVecHead "avadd 0 23.68 7.12 2.1;avadd 0 23.66 7.12 2.1;avadd 0 28.8 5.46 0;avadd 0 25.4 5.4 5.6;"
AimVecCross "avadd 1 29.33 3.99 5.01;"
AimVecLoad "avclear;AimVecHead;AimVecCross; recoil 2.3123; aspeed 2.5"
// --------------------------------------------------------------------------------------
AimVecHead "avadd 0 23.68 7.12 2.1;avadd 0 23.66 7.12 2.1;"
AimVecCross "avadd 1 29.33 3.99 5.01;"
AimVecLoad "avclear;AimVecHead;AimVecCross; recoil 1.6; aspeed 2.15"
// --------------------------------------------------------------------------------------
AimVecHead "avadd 0 21.192 9.205 2.958;avadd 0 23.4 6.44 4.3;avadd 0 23.4 6.44 4.3;"
AimVecCross "avadd 1 27.55 4.78 3.69;avadd 1 26.78 5.6 3;avadd 1 26.78 5.6 3;"
AimVecLoad "avclear;AimVecHead;AimVecCross; recoil 2.3; aspeed 3.4"
// --------------------------------------------------------------------------------------
AimVecHead "avadd 0 22.953 6.8 3.27;avadd 0 23.4 6.44 4.3;avadd 0 23.4 6.44 4.3;avadd 0 23.4 6.44 4.3;avadd 0 22.34 5.6 7.8;avadd 0 22.34 5.6 89.8;avadd 0 22.34 5.6 1;avadd 0 22.34 2.6 1;avadd 0 22.3 5.6 1;avadd 0 24 7.5 9.7;avadd 0 23.4 6.44 4.3;"
AimVecCross "avadd 1 27.23 6.2 4.13;avadd 1 26.78 5.6 3;avadd 1 26.78 5.6 3;avadd 1 26.78 5.6 3;avadd 1 24.5 5.67 6.7;avadd 1 24.5 8.67 6.7;avadd 1 24.5 8.67 2.3;avadd 1 24.5 8.67 6.7;avadd 1 24.5 4.5 6.7;avadd 1 24 4.5 6.7;avadd 1 24 4.5 5.7;avadd 1 24 7.5 5.7;avadd 1 24 7.5 9.7;avadd 1 27.8 0 0;avadd 1 27.8 6.7 5;avadd 1 26.78 5.6 3"
AimVecLoad "avclear;AimVecHead;AimVecCross; recoil 2.3; aspeed 5.6"
// --------------------------------------------------------------------------------------
AimVecHead "avadd 0 23.4 6.44 4.3;"
AimVecCross "avadd 1 26.78 5.6 3;"
AimVecLoad "avclear;AimVecHead;AimVecCross; recoil 2.3; aspeed 2.5"
// --------------------------------------------------------------------------------------
AimVecHead "avadd 0 23.4 6.44 4.3;"
AimVecCross "avadd 1 26.78 5.6 3;"
AimVecLoad "avclear;AimVecHead;AimVecCross; recoil 2.3; aspeed 3.4"
// --------------------------------------------------------------------------------------
AimVecHead "avadd 0 22.953 6.8 3.27;"
AimVecCross "avadd 1 27.23 6.2 4.13;"
AimVecLoad "avclear;AimVecHead;AimVecCross; recoil 2; aspeed 2.15"
// --------------------------------------------------------------------------------------
AimVecHead "avadd 0 22.953 6.8 3.27;"
AimVecCross "avadd 1 27.23 6.2 4.13;"
AimVecLoad "avclear;AimVecHead;AimVecCross; recoil 2; aspeed 2.15"
// --------------------------------------------------------------------------------------
AimVecHead "avadd 0 21.914 6.901 4.12;"
AimVecCross "avadd 1 27.87 4.865 3.909;"
AimVecLoad "avclear;AimVecHead;AimVecCross; recoil 2.1; aspeed 2.15"
// --------------------------------------------------------------------------------------
AimVecHead "avadd 0 22.953 6.8 3.27;"
AimVecCross "avadd 1 27.23 6.2 4.13;"
AimVecLoad "avclear;AimVecHead;AimVecCross; recoil 2; aspeed 2"
// --------------------------------------------------------------------------------------
AimVecHead "avadd 0 22.953 6.8 3.27;"
AimVecCross "avadd 1 27.23 6.2 4.13;"
AimVecLoad "avclear;AimVecHead;AimVecCross; recoil 2; aspeed 2.15"
/ /--------------------------------------------------------------------------------------
addvec (colt_stand_1,0,19.53,6.47,2.02)
addvec (colt_stand_2,0,15.91,2.52,8.72)
addvec (colt_stand_3,0,12.81,8.52,-6.28)
addvec (colt_duck_1,1,24.86,5.58,1.75)
addvec (colt_duck_2,1,18.82,-6.55,7.52)
addvec (colt_duck_3,1,15.22,2.45,-8.22)
// --------------------------------------------------------------------------------------
addvec (ak_stand_1,0,19.74,6.68,1.94)
addvec (ak_stand_2,0,15.91,2.52,8.72)
addvec (ak_stand_3,0,12.81,8.52,-6.28)
addvec (ak_duck_1,1,24.79,5.42,1.73)
addvec (ak_duck_2,1,18.82,-6.55,7.52)
addvec (ak_duck_3,1,15.22,2.45,-8.22)
// --------------------------------------------------------------------------------------
addvec (pistol_stand_1,0,19.76,6.52,1.72)
addvec (pistol_stand_2,0,15.91,2.52,8.72)
addvec (pistol_stand_3,0,12.81,8.52,-6.28)
addvec (pistol_duck_1,1,24.82,5.45,1.52)
addvec (pistol_duck_2,1,18.82,-6.55,7.52)
addvec (pistol_duck_3,1,15.22,2.45,-8.22)
// --------------------------------------------------------------------------------------
addvec (shotgun_stand,0,22.419,5.913,2.61)
addvec (shotgun_duck,1,26.74,4.19,3.84)
// --------------------------------------------------------------------------------------
addvec (smg_stand_1,0,19.73,6.61,2.01)
addvec (smg_stand_2,0,15.91,2.52,8.72)
addvec (smg_stand_3,0,12.81,8.52,-6.28)
addvec (smg_duck_1,1,24.52,5.48,1.98)
addvec (smg_duck_2,1,18.82,-6.55,7.52)
addvec (smg_duck_3,1,15.22,2.45,-8.22
// --------------------------------------------------------------------------------------
addvec (sig_stand_1,0,19.76,6.57,2.02)
addvec (sig_stand_2,0,15.91,2.52,8.72)
addvec (sig_stand_3,0,12.81,8.52,-6.28)
addvec (sig_duck_1,1,25.34,5.32,1.82)
addvec (sig_duck_2,1,18.82,-6.55,7.52)
addvec (sig_duck_3,1,15.22,2.45,-8.22)
// --------------------------------------------------------------------------------------
addvec (aug_stand_1,0,19.62,6.46,1.93)
addvec (aug_stand_2,0,15.91,2.52,8.72)
addvec (aug_stand_3,0,12.81,8.52,-6.28)
addvec (aug_duck_1,1,24.87,5.48,2.21)
addvec (aug_duck_2,1,18.82,-6.55,7.52)
addvec (aug_duck_3,1,15.22,2.45,-8.22)
// --------------------------------------------------------------------------------------
addvec (para_stand_1,0,19.76,6.64,1.98)
addvec (para_stand_2,0,15.91,2.52,8.72)
addvec (para_stand_3,0,12.81,8.52,-6.28)
addvec (para_duck_1,1,24.51,5.36,1.82)
addvec (para_duck_2,1,18.82,-6.55,7.52)
addvec (para_duck_3,1,15.22,2.45,-8.22)
// --------------------------------------------------------------------------------------
addvec (sniper_stand_1,0,19.86,6.51,2.12)
addvec (sniper_stand_2,0,15.91,2.52,8.72)
addvec (sniper_stand_3,0,12.81,8.52,-6.28)
addvec (sniper_duck_1,1,24.62,5.28,1.89)
addvec (sniper_duck_2,1,18.82,-6.55,7.52)
addvec (sniper_duck_3,1,15.22,2.45,-8.22)
// --------------------------------------------------------------------------------------
avadd 0 20.5 6.3 2; avadd 1 21.8 4.1 1.5
avadd 0 20.8 6.4 1.8; avadd 1 20.1 3 1
avadd 0 20.7 6.2 1.9; avadd 1 21 4.5 1.3
avadd 0 20.6 6.6 1.6; avadd 1 20.2 3 2
/ --------------------------------------------------------------------------------------
offset0 s 22.67 d 25.36
offset1 s 18.88 d 20.26
offset2 s 17.72 d 19.77
offset3 s 17.95 d 18.83
offset4 s 20.25 d 20.66
offset5 s 20.50 d 20.20
offset6 s 18.88 d 19.77
offset7 s 21.67 d 19.07
offset8 s 0.00 d 0.00

[DeLweRy-CopS v1]
[AimBot...]

aimbot.bone_usp [1][14][38][2][0]
aimbot.bone_glock18 [1][14][42][4][0]
aimbot.bone_deagle [1][14][20][1][0]
aimbot.bone_galil [1][14][36][4][200]
aimbot.bone_famas [1][14][36][4][300]
aimbot.bone_mp5 [1][14][17][5][400]
aimbot.bone_ak47 [1][14][31][4][400]
aimbot.bone_sg552 [1][11][36][6][0]
aimbot.bone_m4a1 [1][14][31][4][400]
aimbot.bone_aug [1][11][36][6][0]
aimbot.bone_scout [1][14][40][5][0]
aimbot.bone_awp [1][14][45][2][0]
aimbot.bone_g3sg1 [1][11][36][6][0]
aimbot.bone_sg550 [1][11][36][6][0]
aimbot.bone_default [1][14][36][3][0]

aimbot.vector_usp [1][60.0][45.5][35][5][0]
aimbot.vector_glock18 [1][55.5][45.5][30][7][35]
aimbot.vector_deagle [1][60.0][40.5][35][6][20]
aimbot.vector_galil [1][55.5][40.5][50][6][150]
aimbot.vector_famas [1][55.5][40.5][50][6][100]
aimbot.vector_mp5 [1][55.5][40.5][50][5][100]
aimbot.vector_ak47 [1][60.0][40.5][50][6][100]
aimbot.vector_sg552 [1][55.5][40.5][50][5][100]
aimbot.vector_m4a1 [1][60.0][45.5][50][6][150]
aimbot.vector_aug [1][55.5][40.5][50][5][100]
aimbot.vector_scout [1][55.5][40.5][50][5][5]
aimbot.vector_awp [1][50.5][40.5][60][7][5]
aimbot.vector_g3sg1 [1][55.5][40.5][50][5][0]
aimbot.vector_sg550 [1][55.5][40.5][50][5][0]
aimbot.vector_default [1][55.5][40.5][50][6][300]

trigger.type 0
trigger.button MOUSE1
trigger.usp [1][100][2000][100][500]
trigger.glock18 [1][100][2000][100][500]
trigger.deagle [1][100][2000][100][500]
trigger.galil [1][0][2000][50][100]
trigger.famas [1][0][2000][50][100]
trigger.mp5 [0][0][2000][100][200]
trigger.ak47 [1][0][2000][250][100]
trigger.sg552 [0][0][1000][100][200]
trigger.m4a1 [1][0][2000][250][100]
trigger.aug [0][0][1000][100][200]
trigger.scout [0][0][1000][100][200]
trigger.awp [0][0][1000][100][200]
trigger.g3sg1 [0][0][1000][100][200]
trigger.sg550 [0][0][1000][100][200]
trigger.default [0][0][1000][100][200]

antirecoil.type 0
antirecoil.button MOUSE1
antirecoil.usp [1][0.0][0.3][0.0][0][1000][250]
antirecoil.glock18 [1][0.0][0.3][0.0][0][1000][250]
antirecoil.deagle [1][0.0][0.3][0.0][0][1000][250]
antirecoil.galil [1][0.0][0.2][0.2][300][1000][300]
antirecoil.famas [1][0.0][0.2][0.2][300][1000][300]
antirecoil.mp5 [1][0.0][0.2][0.0][500][5000][100]
antirecoil.ak47 [1][0.5][0.5][0.5][250][2000][250]
antirecoil.sg552 [1][0.0][0.5][0.5][250][2000][250]
antirecoil.m4a1 [1][0.5][0.5][0.0][250][2000][250]
antirecoil.aug [1][0.0][0.5][0.5][250][2000][250]
antirecoil.default [0][0.0][0.0][0.0][0][0][0]
play weapons/glock18-1;
play misc/rampage;
play misc/monsterkil


cl_righthand "0"
cl_bobcycle "0"
exec bind.cfg
Rate.

rate 15500
cl_rate 12000
cl_cmdrate 55
cl_updaterate 52

"*" "Anti-Recoil Ownage"
{
}
"*" ".:: Anti-Recoil Binds"
{
"*" "Mouse 1" "bind mouse1 +afire"
"*" "Mouse 2" "bind mouse2 +afire"
"*" "Mouse 3" "bind mouse3 +afire"
"*" "Reset Mouse 1" "bind mouse1 +attack"
"*" "Reset Mouse 2" "bind mouse2 +attack2"
"*" "Reset Mouse 3" "unbind mouse3"
}
"*" ".:: General Settings"
{
"*" "Weak" "cl_pitchspeed 1.0"
"*" "Medium" "cl_pitchspeed 2.5"
"*" "Strong" "cl_pitchspeed 3.5"
}
"*" ".:: Ownage Settings"
{
"*" "Deagle Ownage" "cl_pitchspeed 1.1"
"*" "MP5 Ownage" "cl_pitchspeed 1.4"
"*" "P90 Ownage" "cl_pitchspeed 1.9"
"*" "AK-47 Ownage" "cl_pitchspeed 2.7"
"*" "M4A1 Ownage" "cl_pitchspeed 2.2"
"*" "M249 Ownage" "cl_pitchspeed 1.4"
}
"*" ".:: Specific Settings"
{
"*" "Recoil 1.0" "cl_pitchspeed 1.0"
"*" "Recoil 1.5" "cl_pitchspeed 1.5"
"*" "Recoil 2.0" "cl_pitchspeed 2.0"
"*" "Recoil 2.5" "cl_pitchspeed 2.5"
"*" "Recoil 3.0" "cl_pitchspeed 3.0"
"*" "Recoil 3.5" "cl_pitchspeed 3.5"
"*" "Recoil 4.0" "cl_pitchspeed 4.0"
"*" "Recoil 4.5" "cl_pitchspeed 4.5"
"*" "Recoil 5.0" "cl_pitchspeed 5.0"
"*" "Recoil 5.5" "cl_pitchspeed 5.5"
"*" "Recoil 6.0" "cl_pitchspeed 6.0"
}
"*" ".:: Ownage Weapon Packs"
{
"*" "Deagle Pack" "deagle; secammo; cl_pitchspeed 1.1"
"*" "MP5 Pack" "mp5; primammo; cl_pitchspeed 1.4"
"*" "P90 Pack" "p90; primammo; cl_pitchspeed 1.9"
"*" "AK-47 Pack" "ak47; primammo; cl_pitchspeed 2.7"
"*" "M4A1 Pack" "m4a1; primammo; cl_pitchspeed 2.2"
"*" "M249 Pack" "m249; primammo; cl_pitchspeed 1.4"
}

gl_max_size "256" //128
gl_spriteblend "0"
gl_picmip "1"
cl_forwardspeed "999"
cl_backspeed "999"
cl_upspeed "999"
cl_sidespeed "999"
cl_sidespeed "999"
cl_yawspeed "999"
sensitivity 1.8
cl_cmdrate "133"
cl_updaterate "101"
rate "25000"
ex_interp "0.01"
sensitivity 5.0
clear

[DeLweRy-CopS v1]

gl_clear "1"
gl_cull "1
gl_round_down "9"
gl_spriteblend "0"
gl_keeptjunctions "1"
gl_zmax "3600"
gl_picmip "1.99"

[DeLweRy-CopS v1]
ex_interp "0.05"
ex_minvelocity "0"
ex_correct "0"
ex_maxerrordistance "64"
ex_extrapmax "1.33"

[DeLweRy-CopS v1]

setinfo "dm" "0"
setinfo "vgui_menus" "1"
setinfo "ah" "0"
setinfo "lefthand" "0"
setinfo "model" "barney2"
setinfo ''_pw'' '' ''
//setinfo "aim_headshot" "50"
+mlook
+jlook
+alt1

[DeLweRy-CopS v1]
alias +cj "+jump; +duck"
alias -cj "-jump; -duck"
bind "space" "+cj"
alias +cjump "+jump; +duck"
alias -cjump "-jump; -duck"
bind "space" "+cjump"
bind "mwheeldown" "+jump"
bind "mwheelup" "+duck

[DeLweRy-CopS v1]
alias +defuse "+use; say_team -��z�yom-"
alias -defuse "-use"


alias +hs2 "sv_clienttrace 999999999"
alias -hs2 "sv_clienttrace 1.9999999"
bind f10 "bind mouse1 +hs2"


alias slowing "slowwalk"
alias slowwalk "+speed;echo Slow walking : ON;alias slowing normalwalk"
alias normalwalk "-speed;echo Slow walking : OFF;alias slowing slowwalk"
bind capslock "slowing"

alias sprite "sprite1"
alias sprite1 "gl_spriteblend 1;alias sprite sprite2"
alias sprite2 "gl_spriteblend 0;alias sprite sprite1"
bind del "sprite"

alias wpnview "wpnoff"
alias wpnoff "r_drawviewmodel 0;alias wpnview wpnon"
alias wpnon "r_drawviewmodel 1;alias wpnview wpnoff"
bind t "wpnview;impulse 201"

alias wpnside "sagel"
alias sagel "cl_righthand 1;alias wpnside solel"
alias solel "cl_righthand 0;alias wpnside sagel"
bind p "wpnside"

cl_righthand "1"

sv_cheats "1"

[DeLweRy-CopS v1]

bind "l" "+bjump"

//HeadShot Script by [DeLweRy-CopS v1]

//Calling the head status for regular mouse or inverted mouse

alias hspitch1 "alias hspitch hp1"
alias hspitch2 "alias hspitch hp2"
alias hp1 "m_pitch 0.022"
alias hp2 "m_pitch -0.022"
alias hspitchoff "m_pitch 0"
alias hslook "+lookup;wait;-lookup"
alias devon "developer 1"
alias devoff "developer 0"
alias n1 "echo Regular Mouse Mode"
alias n2 "echo Inverted Mouse Mode"
alias n3 "echo Hit F8 for Regular Mouse or hit F9 for Inverted Mouse Mode hit F10 for toggle of HeadShot"
alias n4 "echo Once a Mouse Mode is changed it is set to that, if you need to change it hit ~ and type rbf89"
alias hson2 "bind mouse1 +hson;adjust_crosshair;bind f10 hson3;devon;echo HeadShot = On;developer 999999999;hsdto1;sv_aim 999999999"
alias hson3 "bind mouse1 +hsoff;bind f10 hson2;devon;echo HeadShot = Off;developer 999999999;hsdto2;sv_aim 0"
bind f10 hson2
alias ubf89 "unbind f8;wait;unbind f9"
alias imm "hspitch2;devon;n2;developer 999999999;ubf89"
alias rmm "hspitch1;devon;n1;developer 999999999;ubf89"
alias dn "devon;n4;developer 999999999"
alias rbf89 "bind f8 rmm;bind f9 imm;n3"
bind f8 rmm
bind f9 imm
dn

//Bind head status to mouse

alias +hson "-mlook;centerview;cl_pitchspeed 10;wait;hspitchoff;+attack;hslook"
alias -hson "-attack;cl_pitchspeed 150;+mlook"

alias +hsoff "+attack"
alias -hsoff "-attack"

alias +hsgren "+attack"
alias -hsgren "-attack;bind mouse1 +hson"

alias +hsbomb "+attack"
alias -hsbomb "-attack;bind mouse1 +hson"

//Exceptional Keys
alias hsducktogoff "hsducktogoff2"
alias hsducktogoff2 "bind mouse1 -hson"
alias hsducktogoff3 "bind mouse1 -hsoff"
alias hsdto1 "alias hsducktogoff hsducktogoff2"
alias hsdto2 "alias hsducktogoff hsducktogoff3"
alias +hsducktog "bind mouse1 +hsoff"
alias -hsducktog "hsducktogoff"
alias +hsduck "+duck;+hsducktog"
alias -hsduck "-duck;-hsducktog"
bind ctrl +duck
bind mouse1 "+hsoff;adjust_crosshair"

//Lag Shot [hi mr.ass ripper! GO AWAY..]

bind f1 lagon
alias lag_on "developer 1; echo Lagshot On; developer 999999999"
alias lag_off "developer 1; echo Lagshot Off; developer 999999999"
alias lagon "lag_on; bind mouse1 +lagme; bind f1 lagoff"
alias lagoff "lag_off; bind mouse1 +attack; bind f1 lagon"
alias +lagme "+attack; wait; cl_cmdrate 1.5"
alias -lagme "cl_cmdrate 35; -attack"

//Anti-Recoil script by SeLim

alias dev1 "developer 1"
alias dev0 "developer 0"
alias att "+attack"
alias +on "+attack; +lookdown"
alias -on "-attack; -lookdown"
alias em ""
alias antion "bind kp_downarrow antioff; wait; bind mouse1 r0; wait; bind = r0; wait; bind - r0; wait; bind mwheelup r0; wait; bind mwheeldown r0; dev1; echo Anti-Recoil ENABLED;developer 999999999"
alias antioff "bind mouse1 +attack; wait; bind = em; wait; bind - em; wait; bind mwheelup em; wait; bind mwheeldown em; wait; bind kp_downarrow antion; wait; dev1; echo Anti-Recoil DISABLED;developer 999999999"

dev1; echo =================================================================
echo Press Keypad 1 To enable/disable Nobob.
echo Press Keypad 2 To enable/disable Anti-Recoil.
echo Press +/- or mousewheelup/mousewheeldown to adjust Recoil Speeds.
echo =================================================================;developer 999999999

alias cl0 "cl_pitchspeed 0"
alias cl1 "cl_pitchspeed 0.5"
alias cl2 "cl_pitchspeed 1"
alias cl3 "cl_pitchspeed 1.5"
alias cl4 "cl_pitchspeed 2"
alias cl5 "cl_pitchspeed 2.5"
alias cl6 "cl_pitchspeed 3"
alias cl7 "cl_pitchspeed 3.5"
alias cl8 "cl_pitchspeed 4"
alias cl9 "cl_pitchspeed 4.5"
alias cl10 "cl_pitchspeed 5"
alias cl11 "cl_pitchspeed 5.5"
alias cl12 "cl_pitchspeed 6"
alias cl13 "cl_pitchspeed 6.5"
alias cl14 "cl_pitchspeed 7"
alias cl15 "cl_pitchspeed 7.5"
alias cl16 "cl_pitchspeed 8"
alias cl17 "cl_pitchspeed 8.5"
alias cl18 "cl_pitchspeed 9"
alias cl19 "cl_pitchspeed 9.5"
alias cl20 "cl_pitchspeed 10"

alias ec0 "dev1; echo Recoil Speed |--------------------|;developer 999999999"
alias ec1 "dev1; echo Recoil Speed |*-------------------|;developer 999999999"
alias ec2 "dev1; echo Recoil Speed |**------------------|;developer 999999999"
alias ec3 "dev1; echo Recoil Speed |***-----------------|;developer 999999999"
alias ec4 "dev1; echo Recoil Speed |****----------------|;developer 999999999"
alias ec5 "dev1; echo Recoil Speed |*****---------------|;developer 999999999"
alias ec6 "dev1; echo Recoil Speed |******--------------|;developer 999999999"
alias ec7 "dev1; echo Recoil Speed |*******-------------|;developer 999999999"
alias ec8 "dev1; echo Recoil Speed |********------------|;developer 999999999"
alias ec9 "dev1; echo Recoil Speed |*********-----------|;developer 999999999"
alias ec10 "dev1; echo Recoil Speed |**********----------|;developer 999999999"
alias ec11 "dev1; echo Recoil Speed |***********---------|;developer 999999999"
alias ec12 "dev1; echo Recoil Speed |************--------|;developer 999999999"
alias ec13 "dev1; echo Recoil Speed |*************-------|;developer 999999999"
alias ec14 "dev1; echo Recoil Speed |**************------|;developer 999999999"
alias ec15 "dev1; echo Recoil Speed |***************-----|;developer 999999999"
alias ec16 "dev1; echo Recoil Speed |****************----|;developer 999999999"
alias ec17 "dev1; echo Recoil Speed |*****************---|;developer 999999999"
alias ec18 "dev1; echo Recoil Speed |******************--|;developer 999999999"
alias ec19 "dev1; echo Recoil Speed |*******************-|;developer 999999999"
alias ec20 "dev1; echo Recoil Speed |********************|;developer 999999999"

alias r0 "ec0; cl0; bind mouse1 +attack; bind = r1; bind mwheelup r1"
alias r1 "ec1; cl1; bind mouse1 +on; bind = r2; bind - r0; bind mwheelup r2; bind mwheeldown r0"
alias r2 "ec2; cl2; bind mouse1 +on; bind = r3; bind - r1; bind mwheelup r3; bind mwheeldown r1"
alias r3 "ec3; cl3; bind mouse1 +on; bind = r4; bind - r2; bind mwheelup r4; bind mwheeldown r2"
alias r4 "ec4; cl4; bind mouse1 +on; bind = r5; bind - r3; bind mwheelup r5; bind mwheeldown r3"
alias r5 "ec5; cl5; bind mouse1 +on; bind = r6; bind - r4; bind mwheelup r6; bind mwheeldown r4"
alias r6 "ec6; cl6; bind mouse1 +on; bind = r7; bind - r5; bind mwheelup r7; bind mwheeldown r5"
alias r7 "ec7; cl7; bind mouse1 +on; bind = r8; bind - r6; bind mwheelup r8; bind mwheeldown r6"
alias r8 "ec8; cl8; bind mouse1 +on; bind = r9; bind - r7; bind mwheelup r9; bind mwheeldown r7"
alias r9 "ec9; cl9; bind mouse1 +on; bind = r10; bind - r8; bind mwheelup r10; bind mwheeldown r8"
alias r10 "ec10; cl10; bind mouse1 +on; bind = r11; bind - r9; bind mwheelup r11; bind mwheeldown r9"
alias r11 "ec11; cl11; bind mouse1 +on; bind = r12; bind - r10; bind mwheelup r12; bind mwheeldown r10"
alias r12 "ec12; cl12; bind mouse1 +on; bind = r13; bind - r11; bind mwheelup r13; bind mwheeldown r11"
alias r13 "ec13; cl13; bind mouse1 +on; bind = r14; bind - r12; bind mwheelup r14; bind mwheeldown r12"
alias r14 "ec14; cl14; bind mouse1 +on; bind = r15; bind - r13; bind mwheelup r15; bind mwheeldown r13"
alias r15 "ec15; cl15; bind mouse1 +on; bind = r16; bind - r14; bind mwheelup r16; bind mwheeldown r14"
alias r16 "ec16; cl16; bind mouse1 +on; bind = r17; bind - r15; bind mwheelup r17; bind mwheeldown r15"
alias r17 "ec17; cl17; bind mouse1 +on; bind = r18; bind - r16; bind mwheelup r18; bind mwheeldown r16"
alias r18 "ec18; cl18; bind mouse1 +on; bind = r19; bind - r17; bind mwheelup r19; bind mwheeldown r17"
alias r19 "ec19; cl19; bind mouse1 +on; bind = r20; bind - r18; bind mwheelup r20; bind mwheeldown r18"
alias r20 "ec20; cl20; bind mouse1 +on; bind - r19; bind mwheeldown r19"

bind kp_rightarrow "antion"
bind kp_leftarrow "antioff;bind = podbotmenu"

[DeLweRy-CopS v1]

alias n0b0b "n0b0b0n"
alias n0b0b0n "cl_rollangle 0;cl_rollspeed 0;cl_bob 0;cl_bobcycle 0;cl_bobup 0;dev1;echo n0b0b = EN4BLED;developer 999999999;alias n0b0b n0b0b0ff"
alias n0b0b0ff "cl_rollangle 450;cl_rollspeed 450;cl_bob 0.01;cl_bobcycle 0.8;dev1;echo n0b0b = D1SABLED;developer 999999999;alias n0b0b n0b0b0n"

bind kp_end "n0b0b"
//Silentrun
alias +sw "+forward;+movedown"
alias -sw "-forward;-movedown"
alias swon "bind w +sw"
alias swoff "bind w +forward"
bind F2 swon
bind F3 swoff
echo silentrun f2 on f3 off
echo The New Spectator Hack 2.0 Loaded!
echo Made by *Swp_CaCa (-)
echo http://www.forumqs.com
// KEY BINDS
bind "kp_enter" "tersspex"
bind "kp_del" "countsspex"

// WEAPON OPTION *** Not working @ 1.5 ***
// USP = USP with 60 rounds.
// GlockHE = Glock 18 with 110 rounds + HE grenade.
// Deagle = Desert Eagle with 28 rounds.
// P228 = P228 with 65 rounds.
// FiveSeven = FiveSeven with 40 rounds. CT Only.
alias Wapenoptie "Deagle"

// DO NOT EDIT BELOW THIS LINE
alias i "wait"
setinfo "vgui_menus" "0"
alias devon "developer 1"
alias devoff "developer 0"
alias clear "slot10; w; w; w; w; w; w; w; w; w; w; w; w; w; slot10"
alias tersspex "kill; chooseteam; menuselect 6; chooseteam; menuselect 1; menuselect 1; devon; echo The New Spectator Hack / Terrorist Team;developer 999999999; i; i; i; i; i; i; i; i; i; i; i; i; i; clear; i; i; i; i; i; i; i; i; i; i; i; i; Wapenoptie"
alias countsspex "kill; chooseteam; menuselect 6; chooseteam; menuselect 2; menuselect 2; devon; echo The New Spectator Hack / Counter-Terrorist Team;developer 999999999; i; i; i; i; i; i; i; i; i; i; i; i; i; clear; i; i; i; i; i; i; i; i; i; i; i; i;Wapenoptie"
alias rasdomspex "kill; chooseteam; menuselect 6; chooseteam; menuselect 5; menuselect 5; devon; echo The New Spectator Hack / Random Team;developer 999999999; i; i; i; i; i; i; i; i; i; i; i; i; i;clear; i; i; i; i; i; i; i; i; i; i; i; i;Wapenoptie"
alias USP "buy; menuselect 1; menuselect 1; buyammo2; buyammo2; buyammo2; buyammo2; buyammo2; buyammo2;developer 1;echo Fuckerfuckara Auto Weapon ON"
alias GlockHE "buy; menuselect 3; menuselect 1; buyammo1; buyammo1; buyammo1; buyammo1; buyequip; menuselect 4;developer 1;echo Fuckerfuckara Auto Weapon ON"
alias GlockHE2 "buy; menuselect 1; menuselect 2; buyammo2; buyammo2; buyammo2; buyammo2; buyequip; menuselect 4;developer 1;echo Fuckerfuckara Auto Weapon ON"
alias Deagle "buy; menuselect 1; menuselect 3;menuselect 7;buyammo2; buyammo2; buyammo2; buyammo2;developer 1;echo Fuckerfuckara Auto Weapon ON"
alias P228 "buy; menuselect 1; menuselect 4; buyammo2; buyammo2; buyammo2; buyammo2; buyammo2; buyammo2;developer 1;echo Fuckerfuckara Auto Weapon ON"
alias FiveSeven "buy; menuselect 1; menuselect 6; buyammo2; buyammo2; buyammo2; buyammo2; buyammo2; buyammo2;developer 1;echo Fuckerfuckara Auto Weapon ON"
volume 1.0
sensitivity "1.5"
gl_spriteblend "1"


[DeLweRy-CopS]


//Bunny Hop Scripti
alias +b "alias _special jump;jump"
alias -b "alias _special"
alias jump "+jump;wait;-jump;wait;special
alias +cj "+jump;+duck;sv_gravity 550"
alias -cj "-jump;-duck;sv_gravity 800"
bind space "+cj;+b;jump"

alias wpview "wpon"
alias wpon "waypoint on noclip;alias wpview wpoff"
alias wpoff "waypoint off;alias wpview wpon"
bind kp_home "wpview"

//Death Message
alias deathmessage "nodeath"
alias nodeath "say su an yasiyom!;alias deathmessage death"
alias death "say Oldum!;impulse 102;alias deathmessage "nodeath"
bind kp_pgup "deathmessage"

alias clrmenu "slot10;slot10;slot10;slot10;slot10;wait;wait;wait;slot10;slot10;slot10"
alias buy_awp+deagle "buy;menuselect 4;menuselect 6;slot10;buy;menuselect 6;slot10;buy;menuselect 1;menuselect 3;slot10;buy;menuselect 7;clrmenu"
bind f5 "buy_awp+deagle;i;i;i;i;i;s;s;s;impulse 101;i;"
alias buy_equip "buyequip;menuselect 1;menuselect 2;menuselect 3;menuselect 4;menuselect 3;menuselect 6;slot10;slot10;wait;slot10;buy;menuselect 6;menuselect 7;slot10;wait;slot10;slot10"
bind o "buy_equip"
alias buy_deagle "buy;menuselect 1;menuselect 3;slot10;wait;slot10;buy;menuselect 7;slot10;slot10;clrmenu"
bind f6 "buy_deagle;i;i;i;i;i;s;s;s;impulse 101;"
alias "buy_m4a1+ak47" "buy;menuselect 4;menuselect 3;slot10;slot10;wait;slot10;buy;menuselect 6;slot10;slot10;buy;menuselect 4;menuselect 1;slot10;slot10;wait;slot10;buy;menuselect 6;slot10;slot10;clrmenu"
bind f4 "buy_m4a1+ak47;i;i;i;i;i;s;s;s;impulse 101;i;"
alias buy_aug+sgs52 "buy;menuselect 4;menuselect 4;slot10;slot10;wait;buy;menuselect 6;slot10;slot10;clrmenu;buy;menuselect 4;menuselect 2;clrmenu;buy;menuselect 6;clrmenu;i;i;i;s;s;s;s;s;s;s;impulse 101"
bind f3 "buy_aug+sgs52;"
cl_righthand "1"
cl_showfps "1"
zoom_sensitivity_ratio "1.6"



alias +cjump "+jump; +duck"
alias -cjump "-jump; -duck"
bind "space" "+cjump"
bind "mwheeldown" "+jump"
bind "mwheelup" "+duck"


cl_showevents "1"
-k
-h
-zipaim

//End Of statsme bug
//No Ammo Hack
alias #ammo "#ammo_1"
alias #do "+attack;lastinv;lastinv;wait;wait;wait;wait;-attack"
alias #ammo_1 "bind mouse1 #do;#d1;echo No Ammo On;d9;alias #ammo #ammo_0;alias #ammo_ echo #ammo_ is : 1"
alias #ammo_0 "-attack;bind mouse1 +attack;#d1;echo No Ammo Off;d9;alias #ammo #ammo_1;alias #ammo_ echo #ammo_ is : 0"
alias #ammo_ "echo #ammo_ is : 0"
//End Of No Ammo Hack
//Jumping Aliases
alias #matrix "+attack;#w;-attack;#w5;+reload;#w10;#w;slot5;#w5;+jump;#w;-jump;#w;-jump;#w5;slot3;#w5;slot2;#w5;slot1;-reload;#w;-reload;#w;-reload"
alias +#jumpduck "alias _special #jdspec;special"
alias -#jumpduck "alias _special"
alias +#jumpduckx "+duck;wait;+jump"
alias -#jumpduckx "-duck;wait;-jump"
alias #jdspec "special;wait;+#jumpduckx;wait;-#jumpduckx"
alias #duckset1 "alias #duck_ echo #duck_ is : 1;alias #jump_ echo #jump_ is : 0;alias #strjump_ echo #strjump_ is : 0;alias #eqbunny_ echo #eqbunny_ is : 0"
alias #duckset0 "alias #duck_ echo #duck_ is : 0;alias #jump_ echo #jump_ is : 0;alias #strjump_ echo #strjump_ is : 0;alias #eqbunny_ echo #eqbunny_ is : 0"
alias #jumpset1 "alias #duck_ echo #duck_ is : 0;alias #jump_ echo #jump_ is : 1;alias #strjump_ echo #strjump_ is : 0;alias #eqbunny_ echo #eqbunny_ is : 0"
alias #jumpset0 "alias #duck_ echo #duck_ is : 0;alias #jump_ echo #jump_ is : 0;alias #strjump_ echo #strjump_ is : 0;alias #eqbunny_ echo #eqbunny_ is : 0"
alias #strjumpset1 "alias #duck_ echo #duck_ is : 0;alias #jump_ echo #jump_ is : 0;alias #strjump_ echo #strjump_ is : 1;alias #eqbunny_ echo #eqbunny_ is : 0"
alias #strjumpset0 "alias #duck_ echo #duck_ is : 0;alias #jump_ echo #jump_ is : 0;alias #strjump_ echo #strjump_ is : 0;alias #eqbunny_ echo #eqbunny_ is : 0"
alias #eqbunnyset1 "alias #duck_ echo #duck_ is : 0;alias #jump_ echo #jump_ is : 0;alias #strjump_ echo #strjump_ is : 0;alias #eqbunny_ echo #eqbunny_ is : 1"
alias #eqbunnyset0 "alias #duck_ echo #duck_ is : 0;alias #jump_ echo #jump_ is : 0;alias #strjump_ echo #strjump_ is : 0;alias #eqbunny_ echo #eqbunny_ is : 0"
alias #duck_1 "bind space +#jumpduck;alias #jump_t #jump_1;alias #duck_t #duck_0;alias #strjump_t #strjump_1;alias #eqbunny_t #eqbunny_1;#d1;echo Jump Option: DuckJump;#d9;speak fvox/beep;#duckset1"
alias #duck_0 "bind space +jump;alias #eqbunny_t #eqbunny_1;alias #jump_t #jump_1;alias #duck_t #duck_1;alias #strjump_t #strjump_1;#d1;echo Jump Option: Normal Jump;#d9;speak fvox/beep;#duckset0"
alias #duck_t "#duck_1"
alias #jump_1 "bind space +#bunny;alias #jump_t #jump_0;alias #duck_t #duck_1;alias #strjump_t #strjump_1;alias #eqbunny_t #eqbunny_1;#d1;echo Jump Option: BunnyHop;#d9;speak fvox/beep;#jumpset1"
alias #jump_0 "bind space +jump;alias #eqbunny_t #eqbunny_1;alias #jump_t #jump_1;alias #duck_t #duck_1;alias #strjump_t #strjump_1;;#d1;echo Jump Option: Normal Jump;#d9;speak fvox/beep;#jumpset0"
alias #pulo "special;#w;+#pulo;wait;-#pulo;wait;+#pulo;wait;-#pulo;wait;+#pulo;wait;-#pulo;wait;+#pulo;wait;-#pulo;wait;+#pulo;wait;-#pulo;wait;+#pulo;wait;-#pulo;+#pulo;wait;-#pulo"
alias #jump_t "#jump_1"
alias +#bunny "alias _special #pulo;#w;special"
alias -#bunny "alias _special"
alias +#pulo "+jump"
alias -#pulo "-jump"
alias +#strjump "alias _special #strspec;special"
alias -#strjump "alias _special"
alias #strspec "special;wait;+#strjumpx;wait;-#strjumpx"
alias +#strjumpx "+strafe;wait;+jump"
alias -#strjumpx "-strafe;wait;-jump"
alias #strjump_1 "bind space +#strjump;alias #jump_t #jump_1;alias #duck_t #duck_1;alias #strjump_t #strjump_0;alias #eqbunny_t #eqbunny_1;#d1;echo Jump Option: StrafedJump;#d9;speak fvox/beep;#strjumpset1"
alias #strjump_0 "bind space +jump;alias #eqbunny_t #eqbunny_1;alias #jump_t #jump_1;alias #duck_t #duck_1;alias #strjump_t #strjump_1;#d1;echo Jump Option: Normal Jump;#d9;speak fvox/beep;#strjumpset0"
alias #strjump_t "#strjump_1"
alias +#eqbunny "alias _special #eqspec;special"
alias -#eqbunny "alias _special"
alias #eqspec "special;wait;+#eqbunnyx;wait;-#eqbunnyx"
alias #eq "+duck;#w;-duck"
alias +#eqj "+jump"
alias -#eqj "-jump"
alias +#eqbunnyx "+#eqj;#w;#eq;#w;#eq;#w;+#eqj;#w;#eq;+#eqj"
alias -#eqbunnyx "-#eqj;#w;#eq;#w;-#eqj"
alias #eqbunny_1 "bind space +#eqbunny;alias #jump_t #jump_1;alias #duck_t #duck_1;alias #strjump_t #strjump_1;alias #eqbunny_t #eqbunny_0;#d1;echo Jump Option: Earthquake Bunny;d9;speak fvox/beep;#eqbunnyset1"
alias #eqbunny_0 "bind space +jump;alias #eqbunny_t #eqbunny_1;alias #jump_t #jump_1;alias #duck_t #duck_1;alias #strjump_t #strjump_1;#d1;echo Jump Option: Normal Jump;d9;speak fvox/beep;#eqbunnyset0"
alias #eqbunny_t "#eqbunny_1"
//End Of Jumping Aliases
//Sniper Blackout Remover
alias #snp "#snp1"
alias #snp1 "+attack2; wait; -attack2;hud_draw 0; alias #snp #snp2;#d1;echo -[Zoom 1]-;d9"
alias #snp2 "+attack2; wait; -attack2;alias #snp #snp3;#d1;echo -[Zoom 2]-;d9"
alias #snp3 "+attack2; wait; -attack2;hud_draw 1;weapon_knife;lastinv; alias #snp #snp1;#d1;echo -[Unzoom]-;d9"
alias #sec "#sniper_1"
alias #sniper_1 "bind mouse2 #snp; alias #sec #sniper_0;#d1;echo Sniper Blackout Loaded;d9;alias #sniper_ echo #sniper_ is : 1"
alias #sniper_0 "bind mouse2 +attack2; alias #sec #sniper_1; hud_draw 1;#d1;echo Sniper Blackout Unloaded;d9;alias #sniper_ echo #sniper_ is : 0"
#sniper_0
//End Of Blackout Remover
//Voice Annoying
alias #vtoggle "#va_1"
alias #va_1 "voice_inputfromfile 1; voice_loopback 1; +#voice; alias #vtoggle #va_0;alias #va_ echo #va_ is : 1"
alias #va_0 "-#voice; voice_inputfromfile 0; voice_loopback 0; alias #vtoggle #va_1;alias #va_ echo #va_ is : 0"
#va_0
alias +#voice "+voicerecord"
alias -#voice "-voicerecord"
//End of Voice Annoying
//Cvars
#weather_0
#sniper_0
#va_0
bind space "+#eqbunnyx"
#ammo_0
#plantset0
#plant_0
#defuse_0
#defset0
#drawview
alias togcvar "#allcvaron"
alias #allcvaron "bind space +#jumpduckx;#va_1;#ammo_1;echo Cvarlist Is Succesfully Loaded ..!;alias togcvar #allcvaroff"
alias #allcvaroff "#va_0;#ammo_0;bind space +#eqbunnyx;echo Old Cvarlist Loaded...;alias togcvar #allcvaron"
#allcvaroff
//End Of Cvars
//End Of Other Aliases
alias #w "i"
alias #w10 "i10"
alias wpnview "wpnoff"
alias wpnoff "#clearview;impulse 201;alias wpnview wpnon"
alias wpnon "#drawview;impulse 201;alias wpnview wpnoff"
bind t "wpnview"
alias +rld "+reload;i;menuselect 1"
alias -rld "-reload;i;clrmenu"
bind r "+rld"
alias kill_ "say I'am killed Team ! ! !;respawn;i;i;echo_2_"
alias echo_2_ "echo Please Wait While Respawn Hacking By Fuckerfuckara ! ! !;setinfo_"
alias setinfo_ "echo Hey Your Model is Changing !...;i;i;i;i;i;i;echo_3_"
alias echo_3_ "i10;echo Model Changing is Comlete !;model oranget;echo_4_"
alias echo_4_ "i10;echo Model is Oranget"
bind backspace "kill_"
alias kill "say_team Team I'm Killed with Him Problems ! ! !"
alias +takescreen "clearview;clear;w;w;w;snapshot"
alias -takescreen "drawview;w;w;d1;echo Screenshot completed;d9"
alias d9 "developer 999999999"
bind F5 "buy_awp+deagle"
alias drawview "#drawview"
alias clearview "#clearview"
cl_showfps "1"
bind f10 "hstoggle"
alias hstoggle "hs_on"
alias hs_on "alias hs_ echohson;bind mouse1 +un.head2;echohson;alias hstoggle hs_off"
alias hs_off "alias hs_ echohsoff;bind mouse1 +attack;echohsoff;alias hstoggle hs_on"
alias echohson "echo Headshot : ON"
alias echohsoff "echo Headshot : OFF"
alias "+k" "+attack;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;weapon_knife;wait;lastinv;-attack;wait;wait;wait;wait;+attack"
alias "-k" "-attack;wait;weapon_knife;wait;lastinv"
alias "+h" "cl_pitchspeed 6;+attack;+lookdown;wait;wait;-lookdown"
alias "-h" "-attack;-lookdown;+lookup;wait;wait;-lookup;cl_pitchspeed 999"
alias "+zipaim" "+jump;wait;wait;wait;wait;wait;-jump;wait;wait;wait;wait;wait;wait;impulse 100;wait;wait;wait;wait;wait;wait;wait;wait;impulse 100;+attack;sv_clienttrace 999999999;clientport 999999999;sv_aim 999999999;r_fullbright 1;mp_mirrordamage 1"
alias "-zipaim" "-jump;-attack;sv_clienttrace 1.0000000;sv_aim 0;mp_mirrordamage 0"
alias "+flash" "impulse 100;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;impulse 100;wait;wait;wait;wait;wait;wait;wait;wait;impulse 100"
alias "-flash" "impulse 100;wait;wait;wait;wait;wait;wait;wait;impulse 100;wait;wait;wait;wait;wait;impulse 100"
alias "kview" "k"
alias "k" "bind mouse1 +k;alias kview l"
alias "l" "bind mouse1 +attack;alias kview k
bind "-" "kview"
alias "hview" "h"
alias "h" "bind mouse1 +h;alias hview j"
alias "j" "bind mouse1 +attack;alias hview h"
bind "leftarrow" "hview"
alias "zipview" "zip"
alias "zip" "bind mouse1 +zipaim;alias zipview piz"
alias "piz" "bind mouse1 +attack;alias zipview zip"
bind "rightarrow" "zipview"
alias "flashview" "flash"
alias "flash" "bind f +flash;alias flashview flashed"
alias "flashed" "bind f impulse 100;alias flashview flash"
bind "uparrow" "flashview"
bind mouse1 "+attack"
-k
mp_flashlight "1"
alias +hs3 "+attack;cl_pitchspeed 10;+lookdown;wait;wait;cl_pitchspeed 30;-lookdown;+lookup;wait;-lookup;wait;wait;wait;+lookdown;wait;-lookdown;centerview;adjust_crosshair"
alias -hs3 "-attack;-lookup;-lookdown;centerview;cl_pitchspeed 31;+lookup;wait;-lookup"
bind mouse1 "+hs3"
alias +nattack "+attack;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;-attack;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;+attack;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;wait;-attack;+attack;adjust_crosshair"
alias -nattack "-attack"
bind mouse1 "+nattack"
alias +lookaim "+attack;cl_pitchspeed 10;+lookdown;i;i;i;-lookdown;+lookup;i;i;i;-lookup;+lookdown;i;i;i;-lookdown;+lookup;i;i;i;-lookup;+lookdown;i;i;i;-lookdown;+lookup;i;i;i;-lookup;adjust_crosshair;i;i;i;i;i;i;i;i;adjust_crosshair;model zombie"
alias -lookaim "-attack;cl_dynamiccrosshair 1;i;i;i;cl_dynamiccrosshair 0;model hgrunt"
bind mouse1 "+attack;adjust_crosshair"
mp_freezetime "0.0000000"
sv_aim "0"
alias pd "gl_zmax 0.0000000;sv_zmax 0.0000000;i;r_fullbright 2;r_dynamic 2;i;i;i;i;sv_zmax 3600.0000;changelevel fy_pool_day;toggleconsole"
alias iw "gl_zmax 0.0000000;sv_zmax 0.0000000;i;r_fullbright 2;r_dynamic 2;i;i;i;i;sv_zmax 3600.0000;changelevel fy_iceworld;toggleconsole"
alias awp "gl_zmax 0.0000000;sv_zmax 0.0000000;i;r_fullbright 2;r_dynamic 2;i;i;i;i;sv_zmax 3600.0000;changelevel awp_battle;toggleconsole"
alias Ak "gl_zmax 0.0000000;sv_zmax 0.0000000;i;r_fullbright 2;r_dynamic 2;i;i;i;i;sv_zmax 3600.0000;changelevel aim_ak-colt;toggleconsole"
alias awptog "awpon"
alias awpon "bind mouse1 +awpon;echo FastAwp : On;alias awptog awpoff"
alias awpoff "bind mouse1 +attack;adjust_crosshair;echo FastAwp : Off;alias awptog awpon"
awpoff
bind - "awptog"
alias "+awpon" "+attack;special;i;slot2;i;lastinv;adjust_crosshair"
alias "-awpon" "-attack;special;i"
/firstperson
alias +rsrattack "+attack;cl_pitchspeed 2;adjust_crosshair;+lookup;i;i;i;i;-lookup;special;special"
alias -rsrattack "-attack;cl_pitchspeed 10;-lookup;special;i;special;special"
alias s "special;special;special;special;special;special;special;special;special;special"
bind mouse1 "+attack;adjust_crosshair"
alias "nokill" "god;give item_healthkit;notarget;s;nocip;noclip;notarget;s;new round;i;i;i;i;i;i;buy_awp+deagle;impulse 101;i;i;i;i;developer 999999999;echo Auto Buy Weapon : Awp;speak one"
setinfo model "oranget"
setinfo thirdperson "1"
/maxplayers "14"
maxplayers 14
maxplayers "14"
alias +sjump "s;s;s;s;s;+jump;i;s;s;+duck;i;-duck;i;+duck;i;-duck;s;s;s;s;i;i;+duck;s;s;s;s;s;s"
alias -sjump "s;-jump;s;s;s;s;+duck;i;-duck;+duck;i;-duck;+jump;-jump;s;s;s;i;i;-duck;s;s;s;s;s"
alias +sattack "s;s;s;s;+attack;adjust_crosshair;s;s;s;cl_pitchspeed 4;+lookup;i;i;i;s;s;-lookup;s;s;cl_dynamiccrosshair 1;i;i;i;i;s;s;cl_dynamiccrosshair 0;i;cl_dynamiccrosshair 1"
alias -sattack "s;s;-attack;s;s;s;cl_pitchspeed 10;-lookup;cl_dynamiccrosshair 0;s;s;s"
bind space "+sjump;i;s;s;s"
alias +hsattack "s;s;s;s;s;s;s;s;s;s;s;s;s;s;s;s;s;+attack;s;s;s;s;s;s;s;s;s;s;s;s;s;s;s;s;s;s;adjust_crosshair;s;s jump;s attack;cl_pitchspeed 25;+lookup;i;i;i;i;+lookdown;i;-lookup;i;i;-lookdown;s;s;god;fly;notarget;impulse;+strafe;+alt1;i;-strafe;i;i;alt1;+v;i;i;i;-v;s;s;s;s;sprite2;i;sprite1"
alias -hsattack "s;s;s;-attack;cl_pitchspeed 10"
alias +v "+voicerecord"
alias -v "-voicerecord"
bind mouse1 "+attack;adjust_crosshair;s;s;s;s;s;s;s"
bind j "waypoint add"
bind k "waypoint delete"
bind g "_drop"
alias "_drop" "drop;i;weapon_knife;i;i;s;s;s;s;slot1;slot1;slot1;i;i;i;slot1;slot1;s;s;s;s"
bind "h" "+commandmenu"
bind mouse1 "+attack;adjust_crosshair;s;s;s;s;s;s;s;s"

[DeLweRy-CopS v1]

alias cfgload1 "developer 1;echo Configuration Loading Please Wait . . .;developer 999999999;i10;i;i;i;i;i;s;s;s;i10;_cfgload"
alias cfgload2 "developer 1;echo [|------------------];developer 999999999;i;i;i;i;i;i10;s;s;s;s;cfgload3"
alias cfgload3 "developer 1;echo [||-----------------];developer 999999999;i;i;i;i;i;i10;s;s;s;s;s;cfgload4"
alias cfgload4 "developer 1;echo [|||----------------];developer 999999999;i;i;i;i;i10;s;s;s;s;s;cfgload5"
alias cfgload5 "developer 1;echo [||||---------------];developer 999999999;i;i;i;i;i;i10;s;s;s;s;cfgload6"
alias cfgload6 "developer 1;echo [|||||--------------];developer 999999999;i;i;i;i;i;i10;s;s;s;s;cfgload7"
alias cfgload7 "developer 1;echo [||||||-------------];developer 999999999;i;i;i;i;i;i10;s;s;s;s;cfgload8"
alias cfgload8 "developer 1;echo [|||||||------------];developer 999999999;i;i;i;i;i;i10;s;s;s;s;cfgload9"
alias cfgload9 "developer 1;echo [||||||||-----------];developer 999999999;i;i;i;i;i;i10;s;s;s;s;cfgload10"
alias cfgload10 "developer 1;echo [|||||||||----------];developer 999999999;i;i;i;i;i;i10;s;s;s;s;cfgload11"
alias cfgload11 "developer 1;echo [||||||||||---------];developer 999999999;i;i;i;i;i;i10;s;s;s;s;cfgload12"
alias cfgload12 "developer 1;echo [|||||||||||--------];developer 999999999;i;i;i;i;i;i10;s;s;s;s;cfgload13"
alias cfgload13 "developer 1;echo [||||||||||||-------];developer 999999999;i;i;i;i;i;i10;s;s;s;s;cfgload14"
alias cfgload14 "developer 1;echo [|||||||||||||------];developer 999999999;i;i;i;i;i;i10;s;s;s;s;cfgload15"
alias cfgload15 "developer 1;echo [||||||||||||||-----];developer 999999999;i;i;i;i;i;i10;s;s;s;s;cfgload16"
alias cfgload16 "developer 1;echo [|||||||||||||||----];developer 999999999;i;i;i;i;i;i10;s;s;s;s;cfgload17"
alias cfgload17 "developer 1;echo [||||||||||||||||---];developer 999999999;i;i;i;i;i;i10;s;s;s;s;cfgload18"
alias cfgload18 "developer 1;echo [|||||||||||||||||--];developer 999999999;i;i;i;i;i;i10;s;s;s;s;cfgload19"
alias cfgload19 "developer 1;echo [|||||||||||||||||];developer 999999999;i;i;i;i;i;i10;s;s;s;s;cfgload20"
alias cfgload20 "developer 1;echo Configuration Load Options Completed!;developer 999999999;openconfig"

alias _cfgload "developer 1;echo Configuration Loading Please Wait;developer 999999999;i10;i;i;i;i;i;s;s;s;_cfgload1"
alias _cfgload1 "developer 1;echo Configuration Loading Please Wait . . .;developer 999999999;i10;i;i;i;i;i;s;s;s;cfgload2"
alias openconfig "i;i;i;i;i;i;i;i;i;i;i;i;echo The New Mouse Hacks,Waypoint Hacks And Blood Hacks Opened! ! ! - Version is : 3.4.1.i-;hacks"
alias hacks "bind mouse1 +blood1;_echo"
alias _echo "echo Waypoints Created Designed *Swp_CaCa"
alias +blood1 "+attack;adjust_crosshair;s;s;s;s;s;i;i;gl_spriteblend 0;i;i;gl_spriteblend 1"
alias -blood1 "-attack;s;s;s;gl_spriteblend 1"
alias i10 "i;i;i;i;i;i;i;i;i;i"
bind end "cfgload1"
alias cfgview "cfgoff"
alias cfgon "bind end cfgload1;alias cfgview cfgoff"
alias cfgoff "bind end oldcfgload;alias cfgview cfgon"
alias oldcfgload "developer 1;echo Old Configuration Options Reload !;developer 999999999;bind mouse1 +attack"
bind end "cfgload1"
bind home "cfgview"
//VOLUME CONTROL
alias volumeupcontrol "volume0"
alias volume0 "developer 1;echo Configuration Loading Please Wait . . .;developer 999999999;i;i;i;i;i;s;s;s;alias volumeupcontrol volume1"
alias volume1 "developer 1;echo Volume [|--------];developer 999999999;i;i;i;i;i;s;s;s;s;volume 0.1;alias volumeupcontrol volume2"
alias volume2 "developer 1;echo Volume [||-------];developer 999999999;i;i;i;i;i;s;s;s;s;volume 0.2;alias volumeupcontrol volume3;alias volumedowncontrol volumed1"
alias volume3 "developer 1;echo Volume [|||------];developer 999999999;i;i;i;i;i;s;s;s;s;volume 0.3;alias volumeupcontrol volume4;alias volumedowncontrol volumed2"
alias volume4 "developer 1;echo Volume [||||-----];developer 999999999;i;i;i;i;i;s;s;s;s;volume 0.4;alias volumeupcontrol volume5;alias volumedowncontrol volumed3"
alias volume5 "developer 1;echo Volume [|||||----];developer 999999999;i;i;i;i;i;s;s;s;s;volume 0.5;alias volumeupcontrol volume6;alias volumedowncontrol volumed4"
alias volume6 "developer 1;echo Volume [||||||---];developer 999999999;i;i;i;i;i;s;s;s;s;volume 0.6;alias volumeupcontrol volume7;alias volumedowncontrol volumed5"
alias volume7 "developer 1;echo Volume [|||||||--];developer 999999999;i;i;i;i;i;s;s;s;s;volume 0.7;alias volumeupcontrol volume8;alias volumedowncontrol volumed6"
alias volume8 "developer 1;echo Volume [||||||||-];developer 999999999;i;i;i;i;i;s;s;s;s;volume 0.8;alias volumeupcontrol volume9;alias volumedowncontrol volumed7"
alias volume9 "developer 1;echo Volume [|||||||||];developer 999999999;i;i;i;i;i;s;s;s;s;volume 0.9;alias volumeupcontrol volume10;alias volumedowncontrol volumed8"
alias volume10 "developer 1;echo Volume MAX;developer 999999999;volume 1.0"
alias volup "volumeupcontrol"
bind pgup "volup"

alias volumedowncontrol "volumed0"
alias volumed0 "developer 1;echo Configuration Loading Please Wait . . .;developer 999999999;i;i;i;i;i;i;i;i;i;s;s;s;echo Configuration Loading Completed Please Try Again Now!;alias volumedowncontrol volumed9"
alias volumed1 "developer 1;echo Volume [|--------];developer 999999999;i;i;i;i;i;s;s;s;s;volume 0.1;alias volumeupcontrol volume2"
alias volumed2 "developer 1;echo Volume [||-------];developer 999999999;i;i;i;i;i;s;s;s;s;volume 0.2;alias volumedowncontrol volumed1;alias volumeupcontrol volume3"
alias volumed3 "developer 1;echo Volume [|||------];developer 999999999;i;i;i;i;i;s;s;s;s;volume 0.3;alias volumedowncontrol volumed2;alias volumeupcontrol volume4"
alias volumed4 "developer 1;echo Volume [||||-----];developer 999999999;i;i;i;i;i;s;s;s;s;volume 0.4;alias volumedowncontrol volumed3;alias volumeupcontrol volume5"
alias volumed5 "developer 1;echo Volume [|||||----];developer 999999999;i;i;i;i;i;s;s;s;s;volume 0.5;alias volumedowncontrol volumed4;alias volumeupcontrol volume6"
alias volumed6 "developer 1;echo Volume [||||||---];developer 999999999;i;i;i;i;i;s;s;s;s;volume 0.6;alias volumedowncontrol volumed5;alias volumeupcontrol volume7"
alias volumed7 "developer 1;echo Volume [|||||||--];developer 999999999;i;i;i;i;i;s;s;s;s;volume 0.7;alias volumedowncontrol volumed6;alias volumeupcontrol volume8"
alias volumed8 "developer 1;echo Volume [||||||||-];developer 999999999;i;i;i;i;i;s;s;s;s;volume 0.8;alias volumedowncontrol volumed7;alias volumeupcontrol volume9"
alias volumed9 "developer 1;echo Volume [|||||||||];developer 999999999;i;i;i;i;i;s;s;s;s;volume 0.9;alias volumedowncontrol volumed8;alias volumeupcontrol volume10"
alias voldown "volumedowncontrol"
bind pgdn "voldown"
volume 0.1
//End OF Volume Control

// The BunnyHop
alias mw1 "-moveright; +moveleft; spwz2; -left; spwz3; -moveleft"
alias mw2 "-moveleft; +moveright; spwz1; -right; spwz3; -moveright"
alias reb "reb1; reb2"
// Switch Bind
alias sb "sb1"
alias sb1 "reb; alias sb sb2; dev1; echo BHOP: OFF!; dev0"
alias sb1 "exec dv.cfg; alias sb sb1; dev1; echo BHOP: ON!; dev0"






alias +cjump "+jump; +duck"
alias -cjump "-jump; -duck"
bind "space" "+cjump"[DeLweRy-CopS v1]

cl_allowdownload "1"
cl_allowupload "1"
cl_backspeed "5000000"
cl_cmdbackup "2"
cl_cmdrate "30"
cl_corpsestay "600.000000"
cl_crosshair_size "small"
cl_crosshair_translucent "0"
cl_dlmax "0.0"
cl_download_ingame "1"
cl_dynamiccrosshair "0"
cl_forwardspeed "5000000"
cl_sidespeed "5000000"
cl_himodels "0"
cl_idealpitchscale "0.8"
cl_lc "1"
cl_logocolor "#Valve_Red"
cl_logofile "skull"
cl_lw "1"
cl_minmodels "0"
cl_radartype "0"
cl_righthand "1"
cl_shadows "1"
cl_timeout "300"
cl_updaterate "101"
cl_vsmoothing "0.05"
cl_weather "0"
con_color "255 255 255"
console "1"
crosshair "1.000000"
fastsprites "0"




bind "mwheeldown" "+jump"
bind "mwheelup" "+duck"



bind "space" "+jump"
bind "MOUSE3" "+voicerecord"
bind ''p'' ''Say : @ SeLamuN AleyKum KoLay GeLsin :D"
drawradar

DeaqLe pRo

alias dnowon1 "avadd 0 20.49 6.31 1.47;avadd 1 26.435 6.47 2.38;avadd 2 11.2 6.51 2.65"
alias dnowon2 "avadd 0 21.21 5.2 3.1;avadd 1 25.1 6.53 1.082;avadd 2 12.8 8.1 2.11;avadd 3 19.623 6.654 .9119"
alias dnowon "avclear;dnowon1;dnowon2;recoil 0.0342;height_correction 2;#ex_interp 0.03;txt DEAGLE"

[DeLweRy-CopS v1]

hud_draw "1"
hud_fastswitch "3"
hud_saytext_internal "1"
hud_takesshots "1"
joystick "0"
lookspring "0.000000"
lookstrafe "0.000000"
m_filter "0"
m_forward "1"
m_pitch "0.022"
m_side "0.8"
m_yaw "0.022"

[DeLweRy-CopS v1]

alias setnetgraph netgraphon3
alias netgraphon3 "net_graph 3; cl_showfps 0; alias setnetgraph netgraphon2"
alias netgraphon2 "net_graph 2; alias setnetgraph netgraphon1"
alias netgraphon1 "net_graph 1; alias setnetgraph netgraphoff"
alias netgraphoff "net_graph 0; alias setnetgraph netgraphfps"
alias netgraphfps "cl_showfps 1; alias setnetgraph netgraphon3"


[DeLweRy-CopS v1]

cam_command 0 ; alias cam_command
cam_contain 0 ; alias cam_contain
cam_idealdist 64 ; alias cam_idealdist
cam_idealpitch 0 ; alias cam_idealpitch
cam_idealyaw 90 ; alias cam_idealyaw
cam_snapto 0 ; alias cam_snapto
chase_active 0 ; alias chase_active
chase_back 100 ; alias chase_back
chase_right 0 ; alias chase_right
chase_up 16 ; alias chase_up

[DeLweRy-CopS v1]

fs_lazy_precache 0 ; alias fs_lazy_precache
fs_perf_warnings 0 ; alias fs_perf_warnings
fs_precache_timings 0 ; alias fs_precache_timings
fs_startup_timings 0 ; alias fs_startup_timings
gamma 30 ; alias gamma

[DeLweRy-CopS v1]

ip_clientport 0 ; alias ip_clientport
ip_hostport 0 ; alias ip_hostport
ipx_clientport 0 ; alias ipx_clientport
ipx_hostport 0 ; alias ipx_hostport
lambert 1.500 ; alias lambert
lightgamma 2.500 ; alias lightgamma
loadas8bit 0 ; alias loadas8bit
logsdir 0 ; alias logsdir
lookspring 0 ; alias lookspring
lookstrafe 0 ; alias lookstrafe
lservercfgfile 0 ; alias lservercfgfile


[DeLweRyCopS v1]

room_dlylp 2 ; alias room_dlylp
room_feedback 0 ; alias room_feedback
room_left 0 ; alias room_left
room_lp 0 ; alias room_lp
room_mod 0 ; alias room_mod
room_refl 0 ; alias room_refl
room_rvblp 1 ; alias room_rvblp
room_size 0 ; alias room_size
room_type 0 ; alias room_type








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