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AA-MinDmg Override [Lofi].lua
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AA-MinDmg Override [Lofi].lua
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local Lofi = {
OldDamage = {},
Keybind = gui.Keybox( gui.Reference( "Ragebot", "Accuracy", "Position Adjustment" ), "lofi.mindmg", "Minimal Damage Override", 0 ),
Slider = gui.Slider( gui.Reference( "Ragebot", "Accuracy", "Position Adjustment" ), "lofi.override", "Override Damage", 0, 0, 100 ),
IsDown = false,
DamageReferences = {
"rbot.accuracy.weapon.asniper.mindmg",
"rbot.accuracy.weapon.hpistol.mindmg",
"rbot.accuracy.weapon.lmg.mindmg",
"rbot.accuracy.weapon.pistol.mindmg",
"rbot.accuracy.weapon.rifle.mindmg",
"rbot.accuracy.weapon.scout.mindmg",
"rbot.accuracy.weapon.smg.mindmg",
"rbot.accuracy.weapon.shotgun.mindmg",
"rbot.accuracy.weapon.shared.mindmg",
"rbot.accuracy.weapon.sniper.mindmg",
"rbot.accuracy.weapon.zeus.mindmg"
}
}
function Lofi:OnDraw()
if Lofi.Keybind:GetValue() == 0 then
return --// Keybind is nothing
end
local IsDown = input.IsButtonDown( Lofi.Keybind:GetValue() )
if IsDown and not Lofi.IsDown then
for i,v in next, Lofi.DamageReferences do
Lofi.OldDamage[i] = gui.GetValue( v )
end
end
if not IsDown and Lofi.IsDown then
for i,v in next, Lofi.DamageReferences do
gui.SetValue( v, Lofi.OldDamage[i] )
end
Lofi.IsDown = false
end
if IsDown and Lofi.IsDown then
for i,v in next, Lofi.DamageReferences do
gui.SetValue( v, Lofi.Slider:GetValue() )
end
end
Lofi.IsDown = IsDown
end
callbacks.Register( "Draw", Lofi.OnDraw )