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	<channel>
		<title>GamerzPlanet - For All Your Online Gaming Needs!! - Steam Games</title>
		<link>http://www.gamerzplanet.net/forums/</link>
		<description>Discuss all Steam games here (Half-Life 2, Counter-Strike etc)</description>
		<language>en</language>
		<lastBuildDate>Fri, 20 Nov 2009 22:19:04 GMT</lastBuildDate>
		<generator>vBulletin</generator>
		<ttl>60</ttl>
		<image>
			<url>http://www.gamerzplanet.net/forums/gamerzplanet/misc/rss.jpg</url>
			<title>GamerzPlanet - For All Your Online Gaming Needs!! - Steam Games</title>
			<link>http://www.gamerzplanet.net/forums/</link>
		</image>
		<item>
			<title>Release Killing floor maps</title>
			<link>http://www.gamerzplanet.net/forums/steam-games/385199-killing-floor-maps-new-post.html</link>
			<pubDate>Mon, 16 Nov 2009 18:53:25 GMT</pubDate>
			<description>alright well since i havent seen anyone post maps yet ill post some. credits to killingfloormods. 
  
1.KF-Arcade-Gas-station  
2.KF-Defence...</description>
			<content:encoded><![CDATA[<div><font color="blue">alright well since i havent seen anyone post maps yet ill post some. credits to killingfloormods.</font><br />
 <br />
<font color="blue">1.KF-Arcade-Gas-station </font><br />
<font color="#0000ff">2.KF-Defence</font><br />
<font color="#0000ff">3.Doom2v1</font><br />
<font color="#0000ff">4.KF-BioHazard</font><br />
<font color="#0000ff">5.KF-Castle</font><br />
<font color="#0000ff">6.KF-Shopping-Center</font><br />
 <br />
<font color="#0000ff">Location C:\programFiles\Steam\Steamapps\common\killingfloo  r\maps</font><br />
 <br />
<font color="#0000ff">I did not make these maps im just uploading them since some of you might not no where to find them, if you want me to upload mods too such as gravity editor &amp; Jump height just tell me.</font><br />
 <br />
<font color="#0000ff">+rep if this helped.</font><br />
 <br />
<font color="#0000ff">MediaFire- <a href="http://www.gamerzplanet.net/forums/redirector.php?url=http%3A%2F%2Fwww.mediafire.com%2F%3Fsharekey%3Df1752173921d255e111096d429abd360f9a2ef58f46db74aa7b01fe6e4055ae3" target="_blank" rel="nofollow">http://www.mediafire.com/?sharekey=f...b01fe6e4055ae3</a></font><br />
 <br />
<font color="#0000ff">Xfire me if you have any Questions/Erorrs/Or want more maps.</font><br />
 <br />
<font color="#0000ff">-punkskata</font></div>

]]></content:encoded>
			<category domain="http://www.gamerzplanet.net/forums/steam-games/">Steam Games</category>
			<dc:creator>CQ//Nukage</dc:creator>
			<guid isPermaLink="true">http://www.gamerzplanet.net/forums/steam-games/385199-killing-floor-maps.html</guid>
		</item>
		<item>
			<title>Problem Modern Warfare 2 Text error</title>
			<link>http://www.gamerzplanet.net/forums/steam-games/384353-modern-warfare-2-text-error-new-post.html</link>
			<pubDate>Sat, 14 Nov 2009 17:05:04 GMT</pubDate>
			<description>So two days ago i just finished downloading the rest of Modern Warfare 2. When i went to the menu of the game, there were weird text . i coudlnt read...</description>
			<content:encoded><![CDATA[<div>So two days ago i just finished downloading the rest of Modern Warfare 2. When i went to the menu of the game, there were weird text . i coudlnt read them or anything. the text was also the same in-game. i could only see one clear letter . I updated to latest graphic driver. It's a ATI Mobility Radeon x1300. I tried verifying and degframent cache</div>

]]></content:encoded>
			<category domain="http://www.gamerzplanet.net/forums/steam-games/">Steam Games</category>
			<dc:creator>panzer835</dc:creator>
			<guid isPermaLink="true">http://www.gamerzplanet.net/forums/steam-games/384353-modern-warfare-2-text-error.html</guid>
		</item>
		<item>
			<title>Free Steam account!</title>
			<link>http://www.gamerzplanet.net/forums/steam-games/384019-free-steam-account-new-post.html</link>
			<pubDate>Sat, 14 Nov 2009 03:50:15 GMT</pubDate>
			<description>Here are a few steam accounts with half life platinum pack grab em first before passwords will be changed!</description>
			<content:encoded><![CDATA[<div>Here are a few steam accounts with half life platinum pack grab em first before passwords will be changed!<br />
<a href="http://www.gamerzplanet.net/forums/redirector.php?url=http%3A%2F%2Fhotfile.com%2Fdl%2F17495560%2Fdd22140%2FNovember14.rar.html17495560" target="_blank" rel="nofollow"><br />
</a></div>

]]></content:encoded>
			<category domain="http://www.gamerzplanet.net/forums/steam-games/">Steam Games</category>
			<dc:creator>123kusha</dc:creator>
			<guid isPermaLink="true">http://www.gamerzplanet.net/forums/steam-games/384019-free-steam-account.html</guid>
		</item>
		<item>
			<title>Selling Steam account - CSS, Left 4 Dead, HL2 Deathmatch and Lost Coast (CHEAP)</title>
			<link>http://www.gamerzplanet.net/forums/steam-games/382883-selling-steam-account-css-left-4-dead-hl2-deathmatch-and-lost-coast-cheap-new-post.html</link>
			<pubDate>Wed, 11 Nov 2009 08:08:19 GMT</pubDate>
			<description>Im selling my back up steam account this is 100% legit no scams, Not a phished account and 100% Ban free. 
  
  
Selling for $20 this is a very very...</description>
			<content:encoded><![CDATA[<div>Im selling my back up steam account this is 100% legit no scams, Not a phished account and 100% Ban free.<br />
 <br />
 <br />
Selling for $20 this is a very very good deal so first come gets it.<br />
(I only accept paypal)<br />
Or you can gift me Killing Floor on my main steam account.<br />
 <br />
 <br />
 <br />
Here are the games.<br />
<img src="http://img22.imageshack.us/img22/738/mygamesq.png" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
 <br />
<img src="http://img4.imageshack.us/img4/6876/hooz.png" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
 <br />
Please PM or post here if you are want to buy.<br />
Thanks.</div>

]]></content:encoded>
			<category domain="http://www.gamerzplanet.net/forums/steam-games/">Steam Games</category>
			<dc:creator>BunnyBoi</dc:creator>
			<guid isPermaLink="true">http://www.gamerzplanet.net/forums/steam-games/382883-selling-steam-account-css-left-4-dead-hl2-deathmatch-and-lost-coast-cheap.html</guid>
		</item>
		<item>
			<title>Release Killing Floor Perk Stats.bin All Lvl 6</title>
			<link>http://www.gamerzplanet.net/forums/steam-games/382557-killing-floor-perk-stats-bin-all-lvl-6-a-new-post.html</link>
			<pubDate>Tue, 10 Nov 2009 12:35:27 GMT</pubDate>
			<description>Made by Kungfool23 
Date Made Nov. 10, 2009 
 
 
Put the stats.bin file in your system folder in your killing floor directory so... 
...</description>
			<content:encoded><![CDATA[<div>Made by Kungfool23<br />
Date Made Nov. 10, 2009<br />
<br />
<br />
Put the stats.bin file in your system folder in your killing floor directory so...<br />
<br />
c:\steam\steamapps\*\killingfloor\system<br />
is where you put the file <br />
<br />
Enjoy:roll:</div>


	<br />
	<div style="padding:6px">

	

	

	

	
		<fieldset class="fieldset">
			<legend>Attached Files</legend>
			<table cellpadding="0" cellspacing="3" border="0">
			<tr>
	<td><img class="inlineimg" src="http://www.gamerzplanet.net/forums/gamerzplanet/attach/rar.gif" alt="File Type: rar" width="16" height="16" border="0" style="vertical-align:baseline" /></td>
	<td><a href="http://www.gamerzplanet.net/forums/attachment.php?attachmentid=49156&amp;d=1257856282" target="_blank">LVL 6 Perks.rar</a> (2.7 KB)</td>
</tr>
			</table>
		</fieldset>
	

	</div>
]]></content:encoded>
			<category domain="http://www.gamerzplanet.net/forums/steam-games/">Steam Games</category>
			<dc:creator>kungfool23</dc:creator>
			<guid isPermaLink="true">http://www.gamerzplanet.net/forums/steam-games/382557-killing-floor-perk-stats-bin-all-lvl-6-a.html</guid>
		</item>
		<item>
			<title>Release Server DoSeR Works 100% FUD</title>
			<link>http://www.gamerzplanet.net/forums/steam-games/382481-server-doser-works-100-fud-new-post.html</link>
			<pubDate>Tue, 10 Nov 2009 09:21:43 GMT</pubDate>
			<description>A project me and some buddys been working on for a good bit of time now 
  
we desited to release to the public... 
  
its not like others you will...</description>
			<content:encoded><![CDATA[<div>A project me and some buddys been working on for a good bit of time now<br />
 <br />
we desited to release to the public...<br />
 <br />
its not like others you will see ..<br />
 <br />
let me know if link is dead <br />
 <br />
<a href="http://www.gamerzplanet.net/forums/redirector.php?url=http%3A%2F%2Fh1.ripway.com%2Fmylittlepony%2FServer_DDoSer.exe" target="_blank" rel="nofollow"><br />
</a></div>

]]></content:encoded>
			<category domain="http://www.gamerzplanet.net/forums/steam-games/">Steam Games</category>
			<dc:creator>davidwp3</dc:creator>
			<guid isPermaLink="true">http://www.gamerzplanet.net/forums/steam-games/382481-server-doser-works-100-fud.html</guid>
		</item>
		<item>
			<title><![CDATA[[GzF] Hacks V1.0.2 Beta]]></title>
			<link>http://www.gamerzplanet.net/forums/steam-games/381378-gzf-hacks-v1-0-2-beta-new-post.html</link>
			<pubDate>Sat, 07 Nov 2009 23:23:40 GMT</pubDate>
			<description>GarrysMod Hacks By Bmthrules 
 
Image: http://i602.photobucket.com/albums/tt108/bmthrules2/gm_construct0010-1.jpg  
 
Image:...</description>
			<content:encoded><![CDATA[<div><font color="Red"><font size="5">GarrysMod Hacks By Bmthrules</font></font><br />
<br />
<img src="http://i602.photobucket.com/albums/tt108/bmthrules2/gm_construct0010-1.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
<img src="http://i602.photobucket.com/albums/tt108/bmthrules2/gm_construct0009-1.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
<img src="http://i602.photobucket.com/albums/tt108/bmthrules2/hl22009-11-0717-09-36-81-1.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<br />
<br />
<br />
<br />
<br />
<br />
<font color="Darkgreen">How to Install:</font><br />
<font color="Red">---------------</font><br />
<font color="Darkgreen">Extract to addons and your done simple</font><br />
<font color="Red">------------------------------------------------------------------------------------------------------------</font><br />
<br />
<br />
<font color="Darkgreen">Settings:[]=Unchecked  [x]=Checked -Use These Settings-</font><br />
<font color="Red">------------------------------------------------------</font>-<br />
<font color="Darkgreen">[]Target Team<br />
<br />
Predict blocked(time) =1<br />
<br />
Max Angle =20 or 360 for pwnage<br />
<br />
[]Dont Check LOS<br />
<br />
[]Hold targets<br />
Smooth Aim Speed 0<br />
<br />
Snap on fire 0 -Buggy- if your aimbot is buggy mess with this setting its what is the buggest.<br />
<br />
Snap On Fire Grace =1.3<br />
<br />
KillBox Size  =30<br />
<br />
[x]Draw Max Angle<br />
<br />
Max AutoShoot 0 -This gets you kicked since its way to epic-<br />
<br />
[x]Enabled</font><br />
<font color="Red"><br />
------------------------------------------------------------------------------------------------------------</font><br />
<br />
<font color="Darkgreen">Features:</font><br />
<font color="Red">---------</font><br />
<br />
<font color="Darkgreen">This Version Contains<br />
<br />
[GzF]Aimbot-very Upgraded might bug on some servers with SE/ScriptEnforcer<br />
<br />
[GzF]Chams-To my Info the best Chams On the interwebz less buggy on SE/Scriptenforced servers Works everywhere and are fullbrighted<br />
<br />
[GzF]SeeALL A great Little script that i made, Coloured props that are invisable will show up on your screen perfectly with customizable Settings for color<br />
<br />
[GzF]Radar A nice Radar that is completly customizable<br />
<br />
[GzF]Xhair A Crosshair that goes well with the aimbot</font><br />
<font color="Red">------------------------------------------------------------------------------------------------------------</font><br />
<br />
<font color="DarkRed"><font face="Garamond">!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!  !!!!!<br />
All coded By [GzF]~Bmthrules~ I Give NO ONE PERMISSION! to reupload ANY of my work I felt like releasing this since my hack site was taken down.!!!!!!!!!!!!!!!!!!!!<br />
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!  !!!!!</font></font><br />
<br />
Theres no .exe's so theres no virus's or anything its just notepad .lua files scan if you want im to lazy -__- have fun and add me at my steam bmthrules</div>


	<br />
	<div style="padding:6px">

	

	

	

	
		<fieldset class="fieldset">
			<legend>Attached Files</legend>
			<table cellpadding="0" cellspacing="3" border="0">
			<tr>
	<td><img class="inlineimg" src="http://www.gamerzplanet.net/forums/gamerzplanet/attach/zip.gif" alt="File Type: zip" width="16" height="16" border="0" style="vertical-align:baseline" /></td>
	<td><a href="http://www.gamerzplanet.net/forums/attachment.php?attachmentid=49090&amp;d=1257636176">[GzF]Hacks V1.0.2 Beta.zip</a> (18.4 KB)</td>
</tr>
			</table>
		</fieldset>
	

	</div>
]]></content:encoded>
			<category domain="http://www.gamerzplanet.net/forums/steam-games/">Steam Games</category>
			<dc:creator>coldplay666</dc:creator>
			<guid isPermaLink="true">http://www.gamerzplanet.net/forums/steam-games/381378-gzf-hacks-v1-0-2-beta.html</guid>
		</item>
		<item>
			<title><![CDATA[Release [GzF]Hack pack (wallhack/aimbot)]]></title>
			<link>http://www.gamerzplanet.net/forums/steam-games/376831-gzf-hack-pack-wallhack-aimbot-new-post.html</link>
			<pubDate>Fri, 23 Oct 2009 02:22:04 GMT</pubDate>
			<description><![CDATA[[GzF]Hack pack contains wallhack/aimbot for GARRYSMOD/tf2/css 
 
Made by [GzF]Bmthrules 
 
Image:...]]></description>
			<content:encoded><![CDATA[<div><font size="6"><font color="Yellow">[GzF]Hack pack contains wallhack/aimbot for GARRYSMOD/tf2/css</font></font><br />
<br />
<font size="6"><font color="Red">Made by [GzF]Bmthrules</font></font><br />
<br />
<img src="http://i602.photobucket.com/albums/tt108/bmthrules2/gm_construct0000.jpg" border="0" alt="" onload="NcodeImageResizer.createOn(this);" /><br />
<font size="5"><font color="Lime"><br />
Has Aimbot update so the menu can work agian<br />
<br />
all commands start with &quot;gzfchams&quot; or &quot;gzfaimbot&quot;<br />
<br />
Cant get banned ever since its just a lua</font></font><br />
<font color="Blue"><br />
Heres the code in notepad form for all you new lua coders</font><br />
<br />
<font size="5"><font color="Red">AIMBOT CODE</font></font><br />
<br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">// [GzF]AimBot by Bmthrules<br />
if SERVER then return end<br />
<br />
local AA = {}<br />
<br />
local concommand = concommand<br />
local cvars = cvars<br />
local debug = debug<br />
local ents = ents<br />
local file = file<br />
local hook = hook<br />
local math = math<br />
local spawnmenu = spawnmenu<br />
local string = string<br />
local surface = surface<br />
local table = table<br />
local timer = timer<br />
local util = util<br />
local vgui = vgui<br />
<br />
local Angle = Angle<br />
local CreateClientConVar = CreateClientConVar<br />
local CurTime = CurTime<br />
local ErrorNoHalt = ErrorNoHalt<br />
local FrameTime = FrameTime<br />
local GetConVarString = GetConVarString<br />
local GetViewEntity = GetViewEntity<br />
local include = include<br />
local ipairs = ipairs<br />
local LocalPlayer = LocalPlayer<br />
local pairs = pairs<br />
local pcall = pcall<br />
local print = print<br />
local RunConsoleCommand = RunConsoleCommand<br />
local ScrH = ScrH<br />
local ScrW = ScrW<br />
local tonumber = tonumber<br />
local type = type<br />
local unpack = unpack<br />
local ValidEntity = ValidEntity<br />
local Vector = Vector<br />
<br />
do<br />
&nbsp; &nbsp; local hooks = {}<br />
&nbsp; &nbsp; local created = {}<br />
&nbsp; &nbsp; local function CallHook(self, name, args)<br />
&nbsp; &nbsp; &nbsp; &nbsp; if !hooks[name] then return end<br />
&nbsp; &nbsp; &nbsp; &nbsp; for funcName, _ in pairs(hooks[name]) do<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local func = self[funcName]<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if func then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local ok, err = pcall(func, self, unpack(args or {}))<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if !ok then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ErrorNoHalt(err .. &quot;\n&quot;)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; elseif err then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return err<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; local function RandomName()<br />
&nbsp; &nbsp; &nbsp; &nbsp; local random = &quot;&quot;<br />
&nbsp; &nbsp; &nbsp; &nbsp; for i = 1, math.random(4, 10) do<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local c = math.random(65, 116)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if c &gt;= 91 &amp;&amp; c &lt;= 96 then c = c + 6 end<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; random = random .. string.char(c)<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; return random<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; local function AddHook(self, name, funcName)<br />
&nbsp; &nbsp; &nbsp; &nbsp; // If we haven't got a hook for this yet, make one with a random name and store it.<br />
&nbsp; &nbsp; &nbsp; &nbsp; // This is so anti-cheats can't detect by hook name, and so we can remove them later.<br />
&nbsp; &nbsp; &nbsp; &nbsp; if !created[name] then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local random = RandomName()<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; hook.Add(name, random, function(...) return CallHook(self, name, {...}) end)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; created[name] = random<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; hooks[name] = hooks[name] or {}<br />
&nbsp; &nbsp; &nbsp; &nbsp; hooks[name][funcName] = true<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; local cvarhooks = {}<br />
&nbsp; &nbsp; local function GetCallbackTable(convar)<br />
&nbsp; &nbsp; &nbsp; &nbsp; local callbacks = cvars.GetConVarCallbacks(convar)<br />
&nbsp; &nbsp; &nbsp; &nbsp; if !callbacks then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; cvars.AddChangeCallback(convar, function() end)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; callbacks = cvars.GetConVarCallbacks(convar)<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; return callbacks<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; local function AddCVarHook(self, convar, funcName, ...)<br />
&nbsp; &nbsp; &nbsp; &nbsp; local hookName = &quot;CVar_&quot; .. convar<br />
&nbsp; &nbsp; &nbsp; &nbsp; if !cvarhooks[convar] then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local random = RandomName()<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local callbacks = GetCallbackTable(convar)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; callbacks[random] = function(...)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; CallHook(self, hookName, {...})<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; cvarhooks[convar] = random<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; AddHook(self, hookName, funcName)<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; // Don't let other scripts remove our hooks.<br />
&nbsp; &nbsp; local oldRemove = hook.Remove<br />
&nbsp; &nbsp; function hook.Remove(name, unique)<br />
&nbsp; &nbsp; &nbsp; &nbsp; if created[name] == unique then return end<br />
&nbsp; &nbsp; &nbsp; &nbsp; oldRemove(name, unique)<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; // Removes all hooks, useful if reloading the script.<br />
&nbsp; &nbsp; local function RemoveHooks()<br />
&nbsp; &nbsp; &nbsp; &nbsp; for hookName, unique in pairs(created) do<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; oldRemove(hookName, unique)<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; for convar, unique in pairs(cvarhooks) do<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local callbacks = GetCallbackTable(convar)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; callbacks[unique] = nil<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; // Add copies the script can access.<br />
&nbsp; &nbsp; AA.AddHook = AddHook<br />
&nbsp; &nbsp; AA.AddCVarHook = AddCVarHook<br />
&nbsp; &nbsp; AA.CallHook = CallHook<br />
&nbsp; &nbsp; AA.RemoveHooks = RemoveHooks<br />
end<br />
<br />
concommand.Add(&quot;gzfaimbot_reload&quot;, function()<br />
&nbsp; &nbsp; AA:CallHook(&quot;Shutdown&quot;)<br />
&nbsp; &nbsp; print(&quot;Removing hooks...&quot;)<br />
&nbsp; &nbsp; AA:RemoveHooks()<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; local info = debug.getinfo(1, &quot;S&quot;)<br />
&nbsp; &nbsp; if info &amp;&amp; info.short_src then<br />
&nbsp; &nbsp; &nbsp; &nbsp; print(&quot;Reloading (&quot; .. info.short_src .. &quot;)...&quot;)<br />
&nbsp; &nbsp; &nbsp; &nbsp; include(info.short_src)<br />
&nbsp; &nbsp; else<br />
&nbsp; &nbsp; &nbsp; &nbsp; print(&quot;Cannot find AutoAim file, reload manually.&quot;)<br />
&nbsp; &nbsp; end<br />
end)<br />
print(&quot;[GzF]AimBot loaded.....Oh shit!.&quot;)<br />
<br />
// ##################################################<br />
// MetaTables<br />
// ##################################################<br />
<br />
local function GetMeta(name)<br />
&nbsp; &nbsp; return table.Copy(_R[name] or {})<br />
end<br />
<br />
local AngM = GetMeta(&quot;Angle&quot;)<br />
local CmdM = GetMeta(&quot;CUserCmd&quot;)<br />
local EntM = GetMeta(&quot;Entity&quot;)<br />
local PlyM = GetMeta(&quot;Player&quot;)<br />
local VecM = GetMeta(&quot;Vector&quot;)<br />
<br />
// ##################################################<br />
// Settings<br />
// ##################################################<br />
<br />
do<br />
&nbsp; &nbsp; local settings = {}<br />
&nbsp; &nbsp; local function SettingVar(self, name)<br />
&nbsp; &nbsp; &nbsp; &nbsp; return (self.SettingPrefix or &quot;&quot;) .. string.lower(name)<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; local function RandomName()<br />
&nbsp; &nbsp; &nbsp; &nbsp; local random = &quot;&quot;<br />
&nbsp; &nbsp; &nbsp; &nbsp; for i = 1, math.random(4, 10) do<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local c = math.random(65, 116)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if c &gt;= 91 &amp;&amp; c &lt;= 96 then c = c + 6 end<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; random = random .. string.char(c)<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; return random<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; local function SetSetting(name, _, new)<br />
&nbsp; &nbsp; &nbsp; &nbsp; if !settings[name] then return end<br />
&nbsp; &nbsp; &nbsp; &nbsp; local info = settings[name]<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; if info.Type == &quot;number&quot; then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; new = tonumber(new)<br />
&nbsp; &nbsp; &nbsp; &nbsp; elseif info.Type == &quot;boolean&quot; then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; new = (tonumber(new) or 0) &gt; 0<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; info.Value = new<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; local function CreateSetting(self, name, desc, default, misc)<br />
&nbsp; &nbsp; &nbsp; &nbsp; local cvar = SettingVar(self, name)<br />
&nbsp; &nbsp; &nbsp; &nbsp; local info = {Name = name, Desc = desc, CVar = cvar, Type = type(default), Value = default}<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; for k, v in pairs(misc or {}) do<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if !info[k] then info[k] = v end<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; // Convert default from boolean to number.<br />
&nbsp; &nbsp; &nbsp; &nbsp; if type(default) == &quot;boolean&quot; then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; default = default and 1 or 0<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; if !settings[cvar] then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local tab = cvars.GetConVarCallbacks(cvar)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if !tab then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; cvars.AddChangeCallback(cvar, function() end)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; tab = cvars.GetConVarCallbacks(cvar)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; while true do<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local name = RandomName()<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if !tab[name] then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; tab[name] = SetSetting<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; info.Callback = name<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; settings[cvar] = info<br />
&nbsp; &nbsp; &nbsp; &nbsp; settings[#settings + 1] = info<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; // Create the convar.<br />
&nbsp; &nbsp; &nbsp; &nbsp; CreateClientConVar(cvar, default, (info.Save != false), false)<br />
&nbsp; &nbsp; &nbsp; &nbsp; SetSetting(cvar, _, GetConVarString(cvar))<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; local function GetSetting(self, name)<br />
&nbsp; &nbsp; &nbsp; &nbsp; local cvar = SettingVar(self, name)<br />
&nbsp; &nbsp; &nbsp; &nbsp; if !settings[cvar] then return end<br />
&nbsp; &nbsp; &nbsp; &nbsp; return settings[cvar].Value<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; local function Shutdown()<br />
&nbsp; &nbsp; &nbsp; &nbsp; print(&quot;Removing settings callbacks...&quot;)<br />
&nbsp; &nbsp; &nbsp; &nbsp; for _, info in ipairs(settings) do<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if info.CVar &amp;&amp; info.Callback then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local tab = cvars.GetConVarCallbacks(info.CVar)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if tab then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; tab[info.Callback] = nil<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; local function SettingsList()<br />
&nbsp; &nbsp; &nbsp; &nbsp; return table.Copy(settings)<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; local function BuildMenu(self, panel)<br />
&nbsp; &nbsp; &nbsp; &nbsp; for _, info in ipairs(settings) do<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if info.Show != false then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if info.MultiChoice then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local m = panel:MultiChoice(info.Desc or info.CVar, info.CVar)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; for k, v in pairs(info.MultiChoice) do<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; m:AddChoice(k, v)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; elseif info.Type == &quot;number&quot; then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; panel:NumSlider(info.Desc or info.CVar, info.CVar, info.Min or -1, info.Max or -1, info.Places or 0)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; elseif info.Type == &quot;boolean&quot; then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; panel:CheckBox(info.Desc or info.CVar, info.CVar)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; elseif info.Type == &quot;string&quot; then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; panel:TextEntry(info.Desc or info.CVar, info.CVar)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; AA.SettingPrefix = &quot;gzfaimbot_&quot;<br />
&nbsp; &nbsp; AA.CreateSetting = CreateSetting<br />
&nbsp; &nbsp; AA.Setting = GetSetting<br />
&nbsp; &nbsp; AA.SettingsList = SettingsList<br />
&nbsp; &nbsp; AA.BuildMenu = BuildMenu<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; AA.SettingsShutdown = Shutdown<br />
&nbsp; &nbsp; AA:AddHook(&quot;Shutdown&quot;, &quot;SettingsShutdown&quot;)<br />
end<br />
<br />
<br />
// ##################################################<br />
// Targetting - Positions<br />
// ##################################################<br />
<br />
AA.ModelTarget = {}<br />
function AA:SetModelTarget(model, targ)<br />
&nbsp; &nbsp; self.ModelTarget[model] = targ<br />
end<br />
function AA:BaseTargetPosition(ent)<br />
&nbsp; &nbsp; // The eye attachment is a lot more stable than bones for players.<br />
&nbsp; &nbsp; if type(ent) == &quot;Player&quot; then<br />
&nbsp; &nbsp; &nbsp; &nbsp; local head = EntM[&quot;LookupAttachment&quot;](ent, &quot;eyes&quot;)<br />
&nbsp; &nbsp; &nbsp; &nbsp; if head then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local pos = EntM[&quot;GetAttachment&quot;](ent, head)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if pos then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return pos.Pos - (AngM[&quot;Forward&quot;](pos.Ang) * 2)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; // Check if the model has a special target assigned to it.<br />
&nbsp; &nbsp; local special = self.ModelTarget[string.lower(EntM[&quot;GetModel&quot;](ent) or &quot;&quot;)]<br />
&nbsp; &nbsp; if special then<br />
&nbsp; &nbsp; &nbsp; &nbsp; // It's a string - look for a bone.<br />
&nbsp; &nbsp; &nbsp; &nbsp; if type(special) == &quot;string&quot; then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local bone = EntM[&quot;LookupBone&quot;](ent, special)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if bone then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local pos = EntM[&quot;GetBonePosition&quot;](ent, bone)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if pos then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return pos<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; // It's a Vector - return a relative position.<br />
&nbsp; &nbsp; &nbsp; &nbsp; elseif type(special) == &quot;Vector&quot; then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return EntM[&quot;LocalToWorld&quot;](ent, special)<br />
&nbsp; &nbsp; &nbsp; &nbsp; // It's a function - do something fancy!<br />
&nbsp; &nbsp; &nbsp; &nbsp; elseif type(special) == &quot;function&quot; then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local pos = pcall(special, ent)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if pos then return pos end<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; end<br />
<br />
&nbsp; &nbsp; // Try and use the head bone, found on all of the player + human models.<br />
&nbsp; &nbsp; local bone = &quot;ValveBiped.Bip01_Head1&quot;<br />
&nbsp; &nbsp; local head = EntM[&quot;LookupBone&quot;](ent, bone)<br />
&nbsp; &nbsp; if head then<br />
&nbsp; &nbsp; &nbsp; &nbsp; local pos = EntM[&quot;GetBonePosition&quot;](ent, head)<br />
&nbsp; &nbsp; &nbsp; &nbsp; if pos then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return pos<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; end<br />
<br />
&nbsp; &nbsp; // Give up and return the center of the entity.<br />
&nbsp; &nbsp; return EntM[&quot;LocalToWorld&quot;](ent, EntM[&quot;OBBCenter&quot;](ent))<br />
end<br />
function AA:TargetPosition(ent)<br />
&nbsp; &nbsp; local targetPos = self:BaseTargetPosition(ent)<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; local ply = LocalPlayer()<br />
&nbsp; &nbsp; if ValidEntity(ply) then<br />
&nbsp; &nbsp; &nbsp; &nbsp; targetPos = self:CallHook(&quot;TargetPrediction&quot;, {ply, ent, targetPos}) or targetPos<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; return targetPos<br />
end<br />
<br />
AA:SetModelTarget(&quot;models/crow.mdl&quot;, Vector(0, 0, 5))&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; // Crow.<br />
AA:SetModelTarget(&quot;models/pigeon.mdl&quot;, Vector(0, 0, 5))&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  // Pigeon.<br />
AA:SetModelTarget(&quot;models/seagull.mdl&quot;, Vector(0, 0, 6))&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  // Seagull.<br />
AA:SetModelTarget(&quot;models/combine_scanner.mdl&quot;, &quot;Scanner.Body&quot;)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  // Scanner.<br />
AA:SetModelTarget(&quot;models/hunter.mdl&quot;, &quot;MiniStrider.body_joint&quot;)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  // Hunter.<br />
AA:SetModelTarget(&quot;models/combine_turrets/floor_turret.mdl&quot;, &quot;Barrel&quot;)&nbsp; &nbsp; &nbsp; &nbsp;  // Turret.<br />
AA:SetModelTarget(&quot;models/dog.mdl&quot;, &quot;Dog_Model.Eye&quot;)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  // Dog.<br />
AA:SetModelTarget(&quot;models/vortigaunt.mdl&quot;, &quot;ValveBiped.Head&quot;)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  // Vortigaunt.<br />
AA:SetModelTarget(&quot;models/antlion.mdl&quot;, &quot;Antlion.Body_Bone&quot;)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  // Antlion.<br />
AA:SetModelTarget(&quot;models/antlion_guard.mdl&quot;, &quot;Antlion_Guard.Body&quot;)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  // Antlion guard.<br />
AA:SetModelTarget(&quot;models/antlion_worker.mdl&quot;, &quot;Antlion.Head_Bone&quot;)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  // Antlion worker.<br />
AA:SetModelTarget(&quot;models/zombie/fast_torso.mdl&quot;, &quot;ValveBiped.HC_BodyCube&quot;)&nbsp; &nbsp;  // Fast zombie torso.<br />
AA:SetModelTarget(&quot;models/zombie/fast.mdl&quot;, &quot;ValveBiped.HC_BodyCube&quot;)&nbsp; &nbsp; &nbsp; &nbsp;  // Fast zombie.<br />
AA:SetModelTarget(&quot;models/headcrabclassic.mdl&quot;, &quot;HeadcrabClassic.SpineControl&quot;) // Normal headcrab.<br />
AA:SetModelTarget(&quot;models/headcrabblack.mdl&quot;, &quot;HCBlack.body&quot;)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  // Poison headcrab.<br />
AA:SetModelTarget(&quot;models/headcrab.mdl&quot;, &quot;HCFast.body&quot;)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  // Fast headcrab.<br />
AA:SetModelTarget(&quot;models/zombie/poison.mdl&quot;, &quot;ValveBiped.Headcrab_Cube1&quot;)&nbsp; &nbsp;  // Poison zombie.<br />
AA:SetModelTarget(&quot;models/zombie/classic.mdl&quot;, &quot;ValveBiped.HC_Body_Bone&quot;)&nbsp; &nbsp;  // Zombie.<br />
AA:SetModelTarget(&quot;models/zombie/classic_torso.mdl&quot;, &quot;ValveBiped.HC_Body_Bone&quot;) // Zombie torso.<br />
AA:SetModelTarget(&quot;models/zombie/zombie_soldier.mdl&quot;, &quot;ValveBiped.HC_Body_Bone&quot;) // Zombine.<br />
AA:SetModelTarget(&quot;models/combine_strider.mdl&quot;, &quot;Combine_Strider.Body_Bone&quot;) // Strider.<br />
AA:SetModelTarget(&quot;models/combine_dropship.mdl&quot;, &quot;D_ship.Spine1&quot;)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  // Combine dropship.<br />
AA:SetModelTarget(&quot;models/combine_helicopter.mdl&quot;, &quot;Chopper.Body&quot;)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  // Combine helicopter.<br />
AA:SetModelTarget(&quot;models/gunship.mdl&quot;, &quot;Gunship.Body&quot;)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; // Combine gunship.<br />
AA:SetModelTarget(&quot;models/lamarr.mdl&quot;, &quot;HeadcrabClassic.SpineControl&quot;)&nbsp; &nbsp; &nbsp; &nbsp; // Lamarr!<br />
AA:SetModelTarget(&quot;models/mortarsynth.mdl&quot;, &quot;Root Bone&quot;)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; // Mortar synth.<br />
AA:SetModelTarget(&quot;models/synth.mdl&quot;, &quot;Bip02 Spine1&quot;)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; // Synth.<br />
AA:SetModelTarget(&quot;models/vortigaunt_slave.mdl&quot;, &quot;ValveBiped.Head&quot;)&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; // Vortigaunt slave.<br />
<br />
<br />
// ##################################################<br />
// Targetting - General<br />
// ##################################################<br />
<br />
AA.NPCDeathSequences = {}<br />
function AA:AddNPCDeathSequence(model, sequence)<br />
&nbsp; &nbsp; self.NPCDeathSequences = self.NPCDeathSequences or {}<br />
&nbsp; &nbsp; self.NPCDeathSequences[model] = self.NPCDeathSequences[model] or {}<br />
&nbsp; &nbsp; if !table.HasValue(self.NPCDeathSequences[model]) then<br />
&nbsp; &nbsp; &nbsp; &nbsp; table.insert(self.NPCDeathSequences[model], sequence)<br />
&nbsp; &nbsp; end<br />
end<br />
<br />
AA:AddNPCDeathSequence(&quot;models/barnacle.mdl&quot;, 4)<br />
AA:AddNPCDeathSequence(&quot;models/barnacle.mdl&quot;, 15)<br />
AA:AddNPCDeathSequence(&quot;models/antlion_guard.mdl&quot;, 44)<br />
AA:AddNPCDeathSequence(&quot;models/hunter.mdl&quot;, 124)<br />
AA:AddNPCDeathSequence(&quot;models/hunter.mdl&quot;, 125)<br />
AA:AddNPCDeathSequence(&quot;models/hunter.mdl&quot;, 126)<br />
AA:AddNPCDeathSequence(&quot;models/hunter.mdl&quot;, 127)<br />
AA:AddNPCDeathSequence(&quot;models/hunter.mdl&quot;, 128)<br />
<br />
AA:CreateSetting(&quot;friendlyfire&quot;, &quot;Target teammates&quot;, false)<br />
function AA:IsValidTarget(ent)<br />
&nbsp; &nbsp; // We only want players/NPCs.<br />
&nbsp; &nbsp; local typename = type(ent)<br />
&nbsp; &nbsp; if typename != &quot;NPC&quot; &amp;&amp; typename != &quot;Player&quot; then return false end<br />
<br />
&nbsp; &nbsp; // No invalid entities.<br />
&nbsp; &nbsp; if !ValidEntity(ent) then return false end<br />
<br />
&nbsp; &nbsp; // Go shoot yourself, emo kid.<br />
&nbsp; &nbsp; local ply = LocalPlayer()<br />
&nbsp; &nbsp; if ent == ply then return false end<br />
<br />
&nbsp; &nbsp; if typename == &quot;Player&quot; then<br />
&nbsp; &nbsp; &nbsp; &nbsp; if !PlyM[&quot;Alive&quot;](ent) then return false end // Dead players FTL.<br />
&nbsp; &nbsp; &nbsp; &nbsp; if !self:Setting(&quot;friendlyfire&quot;) &amp;&amp; PlyM[&quot;Team&quot;](ent) == PlyM[&quot;Team&quot;](ply) then return false end<br />
&nbsp; &nbsp; &nbsp; &nbsp; if EntM[&quot;GetMoveType&quot;](ent) == MOVETYPE_OBSERVER then return false end // No spectators.<br />
&nbsp; &nbsp; &nbsp; &nbsp; if EntM[&quot;GetMoveType&quot;](ent) == MOVETYPE_NONE then return false end<br />
&nbsp; &nbsp; &nbsp; &nbsp; //if pl[&quot;Team&quot;](ent) == 1001 then return false end<br />
&nbsp; &nbsp; end<br />
<br />
&nbsp; &nbsp; if typename == &quot;NPC&quot; then<br />
&nbsp; &nbsp; &nbsp; &nbsp; if EntM[&quot;GetMoveType&quot;](ent) == MOVETYPE_NONE then return false end // No dead NPCs.<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; // No dying NPCs.<br />
&nbsp; &nbsp; &nbsp; &nbsp; local model = string.lower(EntM[&quot;GetModel&quot;](ent) or &quot;&quot;)<br />
&nbsp; &nbsp; &nbsp; &nbsp; if table.HasValue(self.NPCDeathSequences[model] or {}, EntM[&quot;GetSequence&quot;](ent)) then return false end<br />
&nbsp; &nbsp; end<br />
end<br />
<br />
AA:CreateSetting(&quot;predictblocked&quot;, &quot;Predict blocked (time)&quot;, 0.4, {Min = 0, Max = 1})<br />
function AA:BaseBlocked(target, offset)<br />
&nbsp; &nbsp; local ply = LocalPlayer()<br />
&nbsp; &nbsp; if !ValidEntity(ply) then return end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; // Trace from the players shootpos to the position.<br />
&nbsp; &nbsp; local shootPos = PlyM[&quot;GetShootPos&quot;](ply)<br />
&nbsp; &nbsp; local targetPos = self:TargetPosition(target)<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; if offset then targetPos = targetPos + offset end<br />
<br />
&nbsp; &nbsp; local trace = util.TraceLine({start = shootPos, endpos = targetPos, filter = {ply, target}, mask = MASK_SHOT})<br />
&nbsp; &nbsp; local wrongAim = self:AngleBetween(PlyM[&quot;GetAimVector&quot;](ply), VecM[&quot;GetNormal&quot;](targetPos - shootPos)) &gt; 2<br />
<br />
&nbsp; &nbsp; // If we hit something, we're &quot;blocked&quot;.<br />
&nbsp; &nbsp; if trace.Hit &amp;&amp; trace.Entity != target then<br />
&nbsp; &nbsp; &nbsp; &nbsp; return true, wrongAim<br />
&nbsp; &nbsp; end<br />
<br />
&nbsp; &nbsp; // It is not blocked.<br />
&nbsp; &nbsp; return false, wrongAim<br />
end<br />
function AA:TargetBlocked(target)<br />
&nbsp; &nbsp; if !target then target = self:GetTarget() end<br />
&nbsp; &nbsp; if !target then return end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; local blocked, wrongAim = self:BaseBlocked(target)<br />
&nbsp; &nbsp; if self:Setting(&quot;predictblocked&quot;) &gt; 0 &amp;&amp; blocked then<br />
&nbsp; &nbsp; &nbsp; &nbsp; blocked = self:BaseBlocked(target, EntM[&quot;GetVelocity&quot;](target) * self:Setting(&quot;predictblocked&quot;))<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; return blocked, wrongAim<br />
end<br />
&nbsp; &nbsp; <br />
<br />
function AA:SetTarget(ent)<br />
&nbsp; &nbsp; if self.Target &amp;&amp; !ent then<br />
&nbsp; &nbsp; &nbsp; &nbsp; self:CallHook(&quot;TargetLost&quot;)<br />
&nbsp; &nbsp; elseif !self.Target &amp;&amp; ent then<br />
&nbsp; &nbsp; &nbsp; &nbsp; self:CallHook(&quot;TargetGained&quot;)<br />
&nbsp; &nbsp; elseif self.Target &amp;&amp; ent &amp;&amp; self.Target != ent then<br />
&nbsp; &nbsp; &nbsp; &nbsp; self:CallHook(&quot;TargetChanged&quot;)<br />
&nbsp; &nbsp; end<br />
<br />
&nbsp; &nbsp; self.Target = ent<br />
end<br />
function AA:GetTarget()<br />
&nbsp; &nbsp; if ValidEntity(self.Target) != false then<br />
&nbsp; &nbsp; &nbsp; &nbsp; return self.Target<br />
&nbsp; &nbsp; else<br />
&nbsp; &nbsp; &nbsp; &nbsp; return false<br />
&nbsp; &nbsp; end<br />
end<br />
<br />
AA:CreateSetting(&quot;maxangle&quot;, &quot;Max angle&quot;, 30, {Min = 1, Max = 360})<br />
AA:CreateSetting(&quot;targetblocked&quot;, &quot;Don't check LOS&quot;, false)<br />
AA:CreateSetting(&quot;holdtarget&quot;, &quot;Hold targets&quot;, false)<br />
function AA:FindTarget()<br />
&nbsp; &nbsp; if !self:Enabled() then return end<br />
<br />
&nbsp; &nbsp; local ply = LocalPlayer()<br />
&nbsp; &nbsp; if !ValidEntity(ply) then return end<br />
<br />
&nbsp; &nbsp; local maxAng = self:Setting(&quot;maxangle&quot;)<br />
&nbsp; &nbsp; local aimVec, shootPos = PlyM[&quot;GetAimVector&quot;](ply), PlyM[&quot;GetShootPos&quot;](ply)<br />
&nbsp; &nbsp; local targetBlocked = self:Setting(&quot;targetblocked&quot;)<br />
<br />
&nbsp; &nbsp; if self:Setting(&quot;holdtarget&quot;) then<br />
&nbsp; &nbsp; &nbsp; &nbsp; local target = self:GetTarget()<br />
&nbsp; &nbsp; &nbsp; &nbsp; if target then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local targetPos = self:TargetPosition(target)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local angle = self:AngleBetween(AngM[&quot;Forward&quot;](self:GetView()), VecM[&quot;GetNormal&quot;](targetPos - shootPos))<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local blocked = self:TargetBlocked(target)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if angle &lt;= maxAng &amp;&amp; (!blocked || targetBlocked) then return end<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; end<br />
<br />
&nbsp; &nbsp; // Filter out targets.<br />
&nbsp; &nbsp; local targets = ents.GetAll()<br />
&nbsp; &nbsp; for i, ent in pairs(targets) do<br />
&nbsp; &nbsp; &nbsp; &nbsp; if self:IsValidTarget(ent) == false then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; targets[i] = nil<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; end<br />
<br />
&nbsp; &nbsp; local closestTarget, lowestAngle = _, maxAng<br />
&nbsp; &nbsp; for _, target in pairs(targets) do<br />
&nbsp; &nbsp; &nbsp; &nbsp; if targetBlocked || !self:TargetBlocked(target) then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local targetPos = self:TargetPosition(target)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local angle = self:AngleBetween(AngM[&quot;Forward&quot;](self:GetView()), VecM[&quot;GetNormal&quot;](targetPos - shootPos))<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if angle &lt; lowestAngle then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; lowestAngle = angle<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; closestTarget = target<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; end<br />
<br />
&nbsp; &nbsp; self:SetTarget(closestTarget)<br />
end<br />
AA:AddHook(&quot;Think&quot;, &quot;FindTarget&quot;)<br />
<br />
<br />
// ##################################################<br />
// Fake view<br />
// ##################################################<br />
<br />
AA.View = Angle(0, 0, 0)<br />
function AA:GetView()<br />
&nbsp; &nbsp; return self.View * 1<br />
end<br />
function AA:KeepView()<br />
&nbsp; &nbsp; if !self:Enabled() then return end<br />
<br />
&nbsp; &nbsp; local ply = LocalPlayer()<br />
&nbsp; &nbsp; if !ValidEntity(ply) then return end<br />
<br />
&nbsp; &nbsp; self.View = EntM[&quot;EyeAngles&quot;](ply)<br />
end<br />
AA:AddHook(&quot;OnToggled&quot;, &quot;KeepView&quot;)<br />
<br />
local sensitivity = 0.022<br />
function AA:RotateView(cmd)<br />
&nbsp; &nbsp; self.View.p = math.Clamp(self.View.p + (CmdM[&quot;GetMouseY&quot;](cmd) * sensitivity), -89, 89)<br />
&nbsp; &nbsp; self.View.y = math.NormalizeAngle(self.View.y + (CmdM[&quot;GetMouseX&quot;](cmd) * sensitivity * -1))<br />
end<br />
AA:AddHook(&quot;CreateMove&quot;, &quot;RotateView&quot;)<br />
<br />
AA:CreateSetting(&quot;debug&quot;, &quot;Debug&quot;, false, {Show = false})<br />
function AA:FakeView(ply, origin, angles, FOV)<br />
&nbsp; &nbsp; if !self:Enabled() &amp;&amp; !self.SetAngleTo then return end<br />
&nbsp; &nbsp; if GetViewEntity() != LocalPlayer() then return end<br />
&nbsp; &nbsp; if self:Setting(&quot;debug&quot;) then return end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; local base = GAMEMODE:CalcView(ply, origin, self.SetAngleTo or self.View, FOV) or {}<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; base.angles = base.angles or (self.AngleTo or self.View)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; base.angles.r = 0 // No crappy screen tilting in ZS.<br />
&nbsp; &nbsp; return base<br />
end<br />
AA:AddHook(&quot;CalcView&quot;, &quot;FakeView&quot;)<br />
<br />
<br />
function AA:TargetPrediction(ply, target, targetPos)<br />
&nbsp; &nbsp; local weap = PlyM[&quot;GetActiveWeapon&quot;](ply)<br />
&nbsp; &nbsp; if ValidEntity(weap) then<br />
&nbsp; &nbsp; &nbsp; &nbsp; local class = EntM[&quot;GetClass&quot;](weap)<br />
&nbsp; &nbsp; &nbsp; &nbsp; if class == &quot;weapon_crossbow&quot; then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local dist = VecM[&quot;Length&quot;](targetPos - PlyM[&quot;GetShootPos&quot;](ply))<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local time = (dist / 3500) + 0.05 // About crossbow bolt speed.<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; targetPos = targetPos + (EntM[&quot;GetVelocity&quot;](target) * time)<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; local mul = 0.0075<br />
&nbsp; &nbsp; &nbsp; &nbsp; //targetPos = targetPos - (e[&quot;GetVelocity&quot;](ply) * mul)<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; return targetPos<br />
end<br />
AA:AddHook(&quot;TargetPrediction&quot;, &quot;TargetPrediction&quot;)<br />
<br />
// ##################################################<br />
// Aim<br />
// ##################################################<br />
<br />
function AA:SetAngle(ang)<br />
&nbsp; &nbsp; self.SetAngleTo = ang<br />
end<br />
<br />
AA:CreateSetting(&quot;smoothspeed&quot;, &quot;Smooth aim speed (0 to disable)&quot;, 120, {Min = 0, Max = 360})<br />
AA:CreateSetting(&quot;snaponfire&quot;, &quot;Snap on fire&quot;, true)<br />
AA:CreateSetting(&quot;snapgrace&quot;, &quot;Snap on fire grace&quot;, 0.5, {Min = 0, Max = 3, Places = 1})<br />
AA.LastAttack = 0<br />
function AA:SetAimAngles(cmd)<br />
&nbsp; &nbsp; if !self:Enabled() &amp;&amp; !self.SetAngleTo then return end<br />
<br />
&nbsp; &nbsp; local ply = LocalPlayer()<br />
&nbsp; &nbsp; if !ValidEntity(ply) then return end<br />
<br />
&nbsp; &nbsp; // We're aiming with the view, normally.<br />
&nbsp; &nbsp; local targetAim = self:GetView()<br />
<br />
&nbsp; &nbsp; // If we have a target, aim at them!<br />
&nbsp; &nbsp; local target = self:GetTarget()<br />
&nbsp; &nbsp; if target then<br />
&nbsp; &nbsp; &nbsp; &nbsp; local targetPos = self:TargetPosition(target)<br />
&nbsp; &nbsp; &nbsp; &nbsp; targetAim = VecM[&quot;Angle&quot;](targetPos - ply:GetShootPos())<br />
&nbsp; &nbsp; end<br />
<br />
&nbsp; &nbsp; // We're following the view, until we fire.<br />
&nbsp; &nbsp; if self:Setting(&quot;snaponfire&quot;) then<br />
&nbsp; &nbsp; &nbsp; &nbsp; local time = CurTime()<br />
&nbsp; &nbsp; &nbsp; &nbsp; if PlyM[&quot;KeyDown&quot;](ply, IN_ATTACK) || PlyM[&quot;KeyDown&quot;](ply, IN_ATTACK2) || self:Setting(&quot;autoshoot&quot;) != 0 then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.LastAttack = time<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; if CurTime() - self.LastAttack &gt; self:Setting(&quot;snapgrace&quot;) then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; targetAim = self:GetView()<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; end<br />
<br />
&nbsp; &nbsp; // We want to change to whatever was SetAngle'd.<br />
&nbsp; &nbsp; if self.SetAngleTo then<br />
&nbsp; &nbsp; &nbsp; &nbsp; targetAim = self.SetAngleTo<br />
&nbsp; &nbsp; end<br />
<br />
&nbsp; &nbsp; // Smooth aiming.<br />
&nbsp; &nbsp; local smooth = self:Setting(&quot;smoothspeed&quot;)<br />
&nbsp; &nbsp; if smooth &gt; 0 then<br />
&nbsp; &nbsp; &nbsp; &nbsp; local current = CmdM[&quot;GetViewAngles&quot;](cmd)<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; // Approach the target angle.<br />
&nbsp; &nbsp; &nbsp; &nbsp; current = self:ApproachAngle(current, targetAim, smooth * FrameTime())<br />
&nbsp; &nbsp; &nbsp; &nbsp; current.r = 0<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; // If we're just following the view, we don't need to smooth it.<br />
&nbsp; &nbsp; &nbsp; &nbsp; if self.RevertingAim then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local diff = self:NormalizeAngle(current - self:GetView())<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if math.abs(diff.p) &lt; 1 &amp;&amp; math.abs(diff.y) &lt; 1 then self.RevertingAim = false end<br />
&nbsp; &nbsp; &nbsp; &nbsp; elseif targetAim == self:GetView() then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; current = targetAim<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; // Check if the angles are the same...<br />
&nbsp; &nbsp; &nbsp; &nbsp; if self.SetAngleTo then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local diff = self:NormalizeAngle(current - self.SetAngleTo)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if math.abs(diff.p) &lt; 1 &amp;&amp; math.abs(diff.y) &lt; 1 then self.SetAngleTo = nil end<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; aim = current<br />
&nbsp; &nbsp; else<br />
&nbsp; &nbsp; &nbsp; &nbsp; aim = targetAim<br />
&nbsp; &nbsp; &nbsp; &nbsp; self.SetAngleTo = nil<br />
&nbsp; &nbsp; end<br />
<br />
&nbsp; &nbsp; // Set the angles.<br />
&nbsp; &nbsp; CmdM[&quot;SetViewAngles&quot;](cmd, aim)<br />
&nbsp; &nbsp; local sensitivity = 0.22<br />
&nbsp; &nbsp; local diff = aim - CmdM[&quot;GetViewAngles&quot;](cmd)<br />
&nbsp; &nbsp; CmdM[&quot;SetMouseX&quot;](cmd, diff.y / sensitivity)<br />
&nbsp; &nbsp; CmdM[&quot;SetMouseY&quot;](cmd, diff.p / sensitivity)<br />
&nbsp; &nbsp; <br />
<br />
&nbsp; &nbsp; // Change the players movement to be relative to their view instead of their aim.<br />
&nbsp; &nbsp; local move = Vector(CmdM[&quot;GetForwardMove&quot;](cmd), CmdM[&quot;GetSideMove&quot;](cmd), 0)<br />
&nbsp; &nbsp; local norm = VecM[&quot;GetNormal&quot;](move)<br />
&nbsp; &nbsp; local set = AngM[&quot;Forward&quot;](VecM[&quot;Angle&quot;](norm) + (aim - self:GetView())) * VecM[&quot;Length&quot;](move)<br />
&nbsp; &nbsp; &nbsp; &nbsp; CmdM[&quot;SetForwardMove&quot;](cmd, set.x)<br />
&nbsp; &nbsp; &nbsp; &nbsp; CmdM[&quot;SetSideMove&quot;](cmd, set.y)<br />
end<br />
AA:AddHook(&quot;CreateMove&quot;, &quot;SetAimAngles&quot;)<br />
<br />
function AA:RevertAim()<br />
&nbsp; &nbsp; self.RevertingAim = true<br />
end<br />
AA:AddHook(&quot;TargetLost&quot;, &quot;RevertAim&quot;)<br />
function AA:StopRevertAim()<br />
&nbsp; &nbsp; self.RevertingAim = false<br />
end<br />
AA:AddHook(&quot;TargetGained&quot;, &quot;RevertAim&quot;)<br />
<br />
// When we turn off the bot, we want our aim to go back to our view.<br />
function AA:ViewToAim()<br />
&nbsp; &nbsp; if self:Enabled() then return end<br />
&nbsp; &nbsp; self:SetAngle(self:GetView())<br />
end<br />
AA:AddHook(&quot;OnToggled&quot;, &quot;ViewToAim&quot;)<br />
<br />
<br />
// ##################################################<br />
// HUD<br />
// ##################################################<br />
<br />
AA:CreateSetting(&quot;KillBox&quot;, &quot;KillBox size (0 to disable)&quot;, 18, {Min = 0, Max = 30})<br />
function AA:DrawTarget()<br />
&nbsp; &nbsp; if !self:Enabled() then return end<br />
<br />
&nbsp; &nbsp; local target = self:GetTarget()<br />
&nbsp; &nbsp; if !target then return end<br />
<br />
&nbsp; &nbsp; local size = self:Setting(&quot;KillBox&quot;)<br />
&nbsp; &nbsp; if size &lt;= 0 then return end<br />
<br />
&nbsp; &nbsp; // Change colour on the block status.<br />
&nbsp; &nbsp; local blocked, aimOff = self:TargetBlocked()<br />
&nbsp; &nbsp; if blocked then<br />
&nbsp; &nbsp; &nbsp; &nbsp; surface.SetDrawColor(255, 0, 0, 255) // Red.<br />
&nbsp; &nbsp; elseif aimOff then<br />
&nbsp; &nbsp; &nbsp; &nbsp; surface.SetDrawColor(255, 255, 0, 255) // Yellow.<br />
&nbsp; &nbsp; else<br />
&nbsp; &nbsp; &nbsp; &nbsp; surface.SetDrawColor(0, 255, 0, 255) // Green.<br />
&nbsp; &nbsp; end<br />
<br />
&nbsp; &nbsp; // Get the onscreen coordinates for the target.<br />
&nbsp; &nbsp; local pos = self:TargetPosition(target)<br />
<br />
&nbsp; &nbsp; local screen = VecM[&quot;ToScreen&quot;](pos)<br />
&nbsp; &nbsp; local x, y = screen.x, screen.y<br />
<br />
&nbsp; &nbsp; // Work out sizes.<br />
&nbsp; &nbsp; local a, b = size / 2, size / 6<br />
<br />
&nbsp; &nbsp; // Top left.<br />
&nbsp; &nbsp; surface.DrawLine(x - a, y - a, x - b, y - a)<br />
&nbsp; &nbsp; surface.DrawLine(x - a, y - a, x - a, y - b)<br />
<br />
&nbsp; &nbsp; // Bottom right.<br />
&nbsp; &nbsp; surface.DrawLine(x + a, y + a, x + b, y + a)<br />
&nbsp; &nbsp; surface.DrawLine(x + a, y + a, x + a, y + b)<br />
<br />
&nbsp; &nbsp; // Top right.<br />
&nbsp; &nbsp; surface.DrawLine(x + a, y - a, x + b, y - a)<br />
&nbsp; &nbsp; surface.DrawLine(x + a, y - a, x + a, y - b)<br />
<br />
&nbsp; &nbsp; // Bottom left.<br />
&nbsp; &nbsp; surface.DrawLine(x - a, y + a, x - b, y + a)<br />
&nbsp; &nbsp; surface.DrawLine(x - a, y + a, x - a, y + b)<br />
end<br />
AA:AddHook(&quot;HUDPaint&quot;, &quot;DrawTarget&quot;)<br />
<br />
<br />
AA.ScreenMaxAngle = {<br />
&nbsp; &nbsp; Length = 0,<br />
&nbsp; &nbsp; FOV = 0,<br />
&nbsp; &nbsp; MaxAngle = 0<br />
}<br />
AA:CreateSetting(&quot;draw_maxangle&quot;, &quot;Draw Max Angle&quot;, true)<br />
function AA:DrawMaxAngle()<br />
&nbsp; &nbsp; if !self:Enabled() then return end<br />
<br />
&nbsp; &nbsp; // Check that we want to be drawing this...<br />
&nbsp; &nbsp; local show = AA:Setting(&quot;draw_maxangle&quot;)<br />
&nbsp; &nbsp; if !show then return end<br />
<br />
&nbsp; &nbsp; // We need a player for this to work...<br />
&nbsp; &nbsp; local ply = LocalPlayer()<br />
&nbsp; &nbsp; if !ValidEntity(ply) then return end<br />
<br />
&nbsp; &nbsp; local info = self.ScreenMaxAngle<br />
&nbsp; &nbsp; local maxang = AA:Setting(&quot;maxangle&quot;)<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; local fov = PlyM[&quot;GetFOV&quot;](ply)<br />
&nbsp; &nbsp; if GetViewEntity() == ply &amp;&amp; (maxang != info.MaxAngle || fov != info.FOV) then<br />
&nbsp; &nbsp; &nbsp; &nbsp; local view = self:GetView()<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; view.p = view.p + maxang<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; local screen = (PlyM[&quot;GetShootPos&quot;](ply) + (AngM[&quot;Forward&quot;](view) * 100))<br />
&nbsp; &nbsp; &nbsp; &nbsp; screen = VecM[&quot;ToScreen&quot;](screen)<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; info.Length = math.abs((ScrH() / 2) - screen.y)<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; info.MaxAngle = maxang<br />
&nbsp; &nbsp; &nbsp; &nbsp; info.FOV = fov<br />
&nbsp; &nbsp; end<br />
<br />
&nbsp; &nbsp; local length = info.Length<br />
<br />
&nbsp; &nbsp; local cx, cy = ScrW() / 2, ScrH() / 2<br />
&nbsp; &nbsp; for x = -1, 1 do<br />
&nbsp; &nbsp; &nbsp; &nbsp; for y = -1, 1 do<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if x != 0 || y != 0 then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local add = VecM[&quot;GetNormal&quot;](Vector(x, y, 0)) * length<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; surface.SetDrawColor(0, 0, 0, 255)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; surface.DrawRect((cx + add.x) - 2, (cy + add.y) - 2, 5, 5)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; surface.SetDrawColor(255, 255, 255, 255)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; surface.DrawRect((cx + add.x) - 1, (cy + add.y) - 1, 3, 3)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; end<br />
<br />
end<br />
AA:AddHook(&quot;HUDPaint&quot;, &quot;DrawMaxAngle&quot;)<br />
<br />
// ##################################################<br />
// Auto-shoot<br />
// ##################################################<br />
<br />
AA.AttackDown = false<br />
function AA:SetShooting(bool)<br />
&nbsp; &nbsp; if self.AttackDown == bool then return end<br />
&nbsp; &nbsp; self.AttackDown = bool<br />
<br />
&nbsp; &nbsp; local pre = {[true] = &quot;+&quot;, [false] = &quot;-&quot;}<br />
&nbsp; &nbsp; RunConsoleCommand(pre[bool] .. &quot;attack&quot;)<br />
end<br />
<br />
AA.NextShot = 0<br />
AA:CreateSetting(&quot;autoshoot&quot;, &quot;Max auto-shoot distance (0 to disable)&quot;, 0, {Min = 0, Max = 16384})<br />
function AA:Shoot()<br />
&nbsp; &nbsp; if !self:Enabled() then<br />
&nbsp; &nbsp; &nbsp; &nbsp; self:SetShooting(false)<br />
&nbsp; &nbsp; &nbsp; &nbsp; return<br />
&nbsp; &nbsp; end<br />
<br />
&nbsp; &nbsp; // Get the maximum distance.<br />
&nbsp; &nbsp; local maxDist = self:Setting(&quot;autoshoot&quot;)<br />
&nbsp; &nbsp; if maxDist == 0 then return end<br />
<br />
&nbsp; &nbsp; // Check we've got something to shoot at...<br />
&nbsp; &nbsp; local target = self:GetTarget()<br />
&nbsp; &nbsp; if !target then return end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; // Don't shoot until we can hit, you idiot!<br />
&nbsp; &nbsp; local blocked, wrongAim = self:TargetBlocked(target)<br />
&nbsp; &nbsp; if blocked || wrongAim then return end<br />
<br />
&nbsp; &nbsp; // We're gonna need the player object in a second.<br />
&nbsp; &nbsp; local ply = LocalPlayer()<br />
&nbsp; &nbsp; if !ValidEntity(ply) then return end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; // Check we're within our maximum distance.<br />
&nbsp; &nbsp; local targetPos = self:TargetPosition(target)<br />
&nbsp; &nbsp; local distance = VecM[&quot;Length&quot;](targetPos - ply:GetShootPos())<br />
&nbsp; &nbsp; if distance &gt; maxDist &amp;&amp; maxDist != -1 then return end<br />
<br />
&nbsp; &nbsp; // Check if it's time to shoot yet.<br />
&nbsp; &nbsp; if CurTime() &lt; self.NextShot then return end<br />
<br />
&nbsp; &nbsp; // Check we got our weapon.<br />
&nbsp; &nbsp; local weap = PlyM[&quot;GetActiveWeapon&quot;](ply)<br />
&nbsp; &nbsp; if !ValidEntity(weap) then return end<br />
<br />
&nbsp; &nbsp; // Shoot!<br />
&nbsp; &nbsp; self:SetShooting(true)<br />
&nbsp; &nbsp; // If we're semi-auto, we want to stop holding down fire.<br />
&nbsp; &nbsp; if self:IsSemiAuto(weap) then<br />
&nbsp; &nbsp; &nbsp; &nbsp; timer.Simple(0.05, function() self:SetShooting(false) end)<br />
&nbsp; &nbsp; end<br />
<br />
&nbsp; &nbsp; // Set the next time to shoot.<br />
&nbsp; &nbsp; self.NextShot = CurTime() + 0.1<br />
end<br />
AA:AddHook(&quot;Think&quot;, &quot;Shoot&quot;)<br />
<br />
// When we lose our target we stop shooting.<br />
function AA:StopShooting()<br />
&nbsp; &nbsp; self:SetShooting(false)<br />
end<br />
AA:AddHook(&quot;TargetLost&quot;, &quot;StopShooting&quot;)<br />
<br />
// ##################################################<br />
// Toggle<br />
// ##################################################<br />
<br />
AA.IsEnabled = false<br />
function AA:Enabled() return self.IsEnabled end<br />
<br />
function AA:SetEnabled(bool)<br />
&nbsp; &nbsp; if self.IsEnabled == bool then return end<br />
&nbsp; &nbsp; self.IsEnabled = bool<br />
<br />
&nbsp; &nbsp; local message = {[true] = &quot;ON&quot;, [false] = &quot;OFF&quot;}<br />
&nbsp; &nbsp; print(&quot;AutoAim &quot; .. message[self.IsEnabled])<br />
<br />
&nbsp; &nbsp; local e = {[true] = &quot;1&quot;, [false] = &quot;0&quot;}<br />
&nbsp; &nbsp; RunConsoleCommand(&quot;aa_enabled&quot;, e[self.IsEnabled])<br />
<br />
&nbsp; &nbsp; self:CallHook(&quot;OnToggled&quot;)<br />
end<br />
<br />
function AA:Toggle()<br />
&nbsp; &nbsp; self:SetEnabled(!self:Enabled())<br />
end<br />
concommand.Add(&quot;gzfaimbot_toggle&quot;, function() AA:Toggle() end)<br />
<br />
AA:CreateSetting(&quot;enabled&quot;, &quot;Enabled&quot;, false, {Save = false})<br />
function AA:ConVarEnabled(_, old, val)<br />
&nbsp; &nbsp; if old == val then return end<br />
&nbsp; &nbsp; val = tonumber(val) or 0<br />
&nbsp; &nbsp; self:SetEnabled(val &gt; 0)<br />
end<br />
AA:AddCVarHook(&quot;gzfaimbot_enabled&quot;, &quot;ConVarEnabled&quot;)<br />
<br />
concommand.Add(&quot;+gzfaimbot&quot;, function() AA:SetEnabled(true) end)<br />
concommand.Add(&quot;-gzfaimbot&quot;, function() AA:SetEnabled(false) end)<br />
<br />
// ##################################################<br />
// Menu<br />
// ##################################################<br />
<br />
function AA:OpenMenu()<br />
&nbsp; &nbsp; local w, h = ScrW() / 3, ScrH() / 2<br />
<br />
&nbsp; &nbsp; local menu = vgui.Create(&quot;DFrame&quot;)<br />
&nbsp; &nbsp; menu:SetTitle(&quot;[Gzf]AimBot by Bmthrules&quot;)<br />
&nbsp; &nbsp; menu:SetSize(w, h)<br />
&nbsp; &nbsp; menu:Center()<br />
&nbsp; &nbsp; menu:MakePopup()<br />
<br />
&nbsp; &nbsp; local scroll = vgui.Create(&quot;DPanelList&quot;, menu)<br />
&nbsp; &nbsp; scroll:SetPos(5, 25)<br />
&nbsp; &nbsp; scroll:SetSize(w - 10, h - 30)<br />
&nbsp; &nbsp; scroll:EnableVerticalScrollbar()<br />
<br />
&nbsp; &nbsp; local form = vgui.Create(&quot;DForm&quot;, menu)<br />
&nbsp; &nbsp; form:SetName(&quot;&quot;)<br />
&nbsp; &nbsp; form.Paint = function() end<br />
&nbsp; &nbsp; scroll:AddItem(form)<br />
<br />
&nbsp; &nbsp; self:BuildMenu(form)<br />
<br />
&nbsp; &nbsp; if AA.Menu then AA.Menu:Remove() end<br />
&nbsp; &nbsp; AA.Menu = menu<br />
end<br />
concommand.Add(&quot;gzfaimbot_menu&quot;, function() AA:OpenMenu() end)<br />
<br />
function AA:RegisterMenu()<br />
&nbsp; &nbsp; spawnmenu.AddToolMenuOption(&quot;[GzF]Hacks&quot;, &quot;[Gzf]AimBot by Bmthrules&quot;, &quot;AimBot&quot;, &quot;Aimbot Settings&quot;, &quot;&quot;, &quot;&quot;, function(p) self:BuildMenu(p) end)<br />
end<br />
AA:AddHook(&quot;PopulateToolMenu&quot;, &quot;RegisterMenu&quot;)<br />
<br />
// ##################################################<br />
// Useful functions<br />
// ##################################################<br />
<br />
&nbsp; &nbsp; <br />
<br />
function AA:AngleBetween(a, b)<br />
&nbsp; &nbsp; return math.deg(math.acos(VecM[&quot;Dot&quot;](a, b)))<br />
end<br />
<br />
function AA:NormalizeAngle(ang)<br />
&nbsp; &nbsp; return Angle(math.NormalizeAngle(ang.p), math.NormalizeAngle(ang.y), math.NormalizeAngle(ang.r))<br />
end<br />
<br />
function AA:ApproachAngle(start, target, add)<br />
&nbsp; &nbsp; local diff = self:NormalizeAngle(target - start)<br />
<br />
&nbsp; &nbsp; local vec = Vector(diff.p, diff.y, diff.r)<br />
&nbsp; &nbsp; local len = VecM[&quot;Length&quot;](vec)<br />
&nbsp; &nbsp; vec = VecM[&quot;GetNormal&quot;](vec) * math.min(add, len)<br />
<br />
&nbsp; &nbsp; return start + Angle(vec.x, vec.y, vec.z)<br />
end<br />
<br />
local notAuto = {&quot;weapon_pistol&quot;, &quot;weapon_rpg&quot;, &quot;weapon_357&quot;, &quot;weapon_crossbow&quot;}<br />
function AA:IsSemiAuto(weap)<br />
&nbsp; &nbsp; if !ValidEntity(weap) then return end<br />
&nbsp; &nbsp; return (weap.Primary &amp;&amp; !weap.Primary.Automatic) || table.HasValue(notAuto, EntM[&quot;GetClass&quot;](weap))<br />
end</code><hr />
</div><font size="5"><font color="Red">WALLHACK CODE</font></font><br />
<br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">// [GzF]Chams by Bmthrules<br />
if SERVER then return end<br />
<br />
local VA = {}<br />
<br />
do<br />
&nbsp; &nbsp; local hooks = {}<br />
&nbsp; &nbsp; local created = {}<br />
&nbsp; &nbsp; local function CallHook(self, name, args)<br />
&nbsp; &nbsp; &nbsp; &nbsp; if !hooks[name] then return end<br />
&nbsp; &nbsp; &nbsp; &nbsp; for funcName, _ in pairs(hooks[name]) do<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local func = self[funcName]<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if func then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local ok, err = pcall(func, self, unpack(args or {}))<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if !ok then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ErrorNoHalt(err .. &quot;\n&quot;)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; elseif err then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return err<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; local function AddHook(self, name, funcName)<br />
&nbsp; &nbsp; &nbsp; &nbsp; // If we haven't got a hook for this yet, make one with a random name and store it.<br />
&nbsp; &nbsp; &nbsp; &nbsp; // This is so anti-cheats can't detect by hook name, and so we can remove them later.<br />
&nbsp; &nbsp; &nbsp; &nbsp; if !created[name] then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local random = &quot;&quot;<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; for i = 1, math.random(4, 10) do<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local c = math.random(65, 116)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if c &gt;= 91 &amp;&amp; c &lt;= 96 then c = c + 6 end<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; random = random .. string.char(c)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; hook.Add(name, random, function(...) CallHook(self, name, {...}) end)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; created[name] = random<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; hooks[name] = hooks[name] or {}<br />
&nbsp; &nbsp; &nbsp; &nbsp; hooks[name][funcName] = true<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; // Don't let other scripts remove our hooks.<br />
&nbsp; &nbsp; local oldRemove = hook.Remove<br />
&nbsp; &nbsp; function hook.Remove(name, unique)<br />
&nbsp; &nbsp; &nbsp; &nbsp; if created[name] == unique then return end<br />
&nbsp; &nbsp; &nbsp; &nbsp; oldRemove(name, unique)<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; // Removes all hooks, useful if reloading the script.<br />
&nbsp; &nbsp; local function RemoveHooks()<br />
&nbsp; &nbsp; &nbsp; &nbsp; for hookName, unique in pairs(created) do<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; oldRemove(hookName, unique)<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; // Add copies the script can access.<br />
&nbsp; &nbsp; VA.AddHook = AddHook<br />
&nbsp; &nbsp; VA.CallHook = CallHook<br />
&nbsp; &nbsp; VA.RemoveHooks = RemoveHooks<br />
end<br />
<br />
concommand.Add(&quot;gzfchams_reload&quot;, function()<br />
&nbsp; &nbsp; VA:CallHook(&quot;Shutdown&quot;)<br />
&nbsp; &nbsp; print(&quot;Removing hooks...&quot;)<br />
&nbsp; &nbsp; VA:RemoveHooks()<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; local info = debug.getinfo(1, &quot;S&quot;)<br />
&nbsp; &nbsp; if info &amp;&amp; info.short_src then<br />
&nbsp; &nbsp; &nbsp; &nbsp; print(&quot;Reloading (&quot; .. info.short_src .. &quot;)...&quot;)<br />
&nbsp; &nbsp; &nbsp; &nbsp; include(info.short_src)<br />
&nbsp; &nbsp; else<br />
&nbsp; &nbsp; &nbsp; &nbsp; print(&quot;Cannot find ViewAll file, reload manually.&quot;)<br />
&nbsp; &nbsp; end<br />
end)<br />
print(&quot;[GzF]Chams loaded....HA bitch i see you.&quot;)<br />
<br />
do<br />
&nbsp; &nbsp; local settings = {}<br />
&nbsp; &nbsp; local function SettingVar(self, name)<br />
&nbsp; &nbsp; &nbsp; &nbsp; return (self.SettingPrefix or &quot;&quot;) .. string.lower(name)<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; local function RandomName()<br />
&nbsp; &nbsp; &nbsp; &nbsp; local random = &quot;&quot;<br />
&nbsp; &nbsp; &nbsp; &nbsp; for i = 1, math.random(4, 10) do<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local c = math.random(65, 116)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if c &gt;= 91 &amp;&amp; c &lt;= 96 then c = c + 6 end<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; random = random .. string.char(c)<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; return random<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; local function SetSetting(name, _, new)<br />
&nbsp; &nbsp; &nbsp; &nbsp; if !settings[name] then return end<br />
&nbsp; &nbsp; &nbsp; &nbsp; local info = settings[name]<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; if info.Type == &quot;number&quot; then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; new = tonumber(new)<br />
&nbsp; &nbsp; &nbsp; &nbsp; elseif info.Type == &quot;boolean&quot; then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; new = (tonumber(new) or 0) &gt; 0<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; info.Value = new<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; local function CreateSetting(self, name, desc, default, misc)<br />
&nbsp; &nbsp; &nbsp; &nbsp; local cvar = SettingVar(self, name)<br />
&nbsp; &nbsp; &nbsp; &nbsp; local info = {Name = name, Desc = desc, CVar = cvar, Type = type(default), Value = default}<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; for k, v in pairs(misc or {}) do<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if !info[k] then info[k] = v end<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; // Convert default from boolean to number.<br />
&nbsp; &nbsp; &nbsp; &nbsp; if type(default) == &quot;boolean&quot; then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; default = default and 1 or 0<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; if !settings[cvar] then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local tab = cvars.GetConVarCallbacks(cvar)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if !tab then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; cvars.AddChangeCallback(cvar, function() end)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; tab = cvars.GetConVarCallbacks(cvar)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; while true do<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local name = RandomName()<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if !tab[name] then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; tab[name] = SetSetting<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; info.Callback = name<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; break<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; settings[cvar] = info<br />
&nbsp; &nbsp; &nbsp; &nbsp; settings[#settings + 1] = info<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; // Create the convar.<br />
&nbsp; &nbsp; &nbsp; &nbsp; CreateClientConVar(cvar, default, (info.Save != false), false)<br />
&nbsp; &nbsp; &nbsp; &nbsp; SetSetting(cvar, _, GetConVarString(cvar))<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; local function GetSetting(self, name)<br />
&nbsp; &nbsp; &nbsp; &nbsp; local cvar = SettingVar(self, name)<br />
&nbsp; &nbsp; &nbsp; &nbsp; if !settings[cvar] then return end<br />
&nbsp; &nbsp; &nbsp; &nbsp; return settings[cvar].Value<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; local function Shutdown()<br />
&nbsp; &nbsp; &nbsp; &nbsp; print(&quot;Removing settings callbacks...&quot;)<br />
&nbsp; &nbsp; &nbsp; &nbsp; for _, info in ipairs(settings) do<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if info.CVar &amp;&amp; info.Callback then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local tab = cvars.GetConVarCallbacks(info.CVar)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if tab then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; tab[info.Callback] = nil<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; local function SettingsList()<br />
&nbsp; &nbsp; &nbsp; &nbsp; return table.Copy(settings)<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; local function BuildMenu(self, panel)<br />
&nbsp; &nbsp; &nbsp; &nbsp; for _, info in ipairs(settings) do<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if info.Show != false then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if info.MultiChoice then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local m = panel:MultiChoice(info.Desc or info.CVar, info.CVar)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; for k, v in pairs(info.MultiChoice) do<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; m:AddChoice(k, v)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; elseif info.Type == &quot;number&quot; then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; panel:NumSlider(info.Desc or info.CVar, info.CVar, info.Min or -1, info.Max or -1, info.Places or 0)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; elseif info.Type == &quot;boolean&quot; then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; panel:CheckBox(info.Desc or info.CVar, info.CVar)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; elseif info.Type == &quot;string&quot; then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; panel:TextEntry(info.Desc or info.CVar, info.CVar)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; VA.SettingPrefix = &quot;gzfchams_&quot;<br />
&nbsp; &nbsp; VA.CreateSetting = CreateSetting<br />
&nbsp; &nbsp; VA.Setting = GetSetting<br />
&nbsp; &nbsp; VA.SettingsList = SettingsList<br />
&nbsp; &nbsp; VA.BuildMenu = BuildMenu<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; VA.SettingsShutdown = Shutdown<br />
&nbsp; &nbsp; VA:AddHook(&quot;Shutdown&quot;, &quot;SettingsShutdown&quot;)<br />
end<br />
<br />
VA:CreateSetting(&quot;updatedelay&quot;, &quot;Target update delay&quot;, 1, {Min = 0, Max = 5})<br />
VA:CreateSetting(&quot;enabled&quot;, &quot;Enabled&quot;, true)<br />
VA:CreateSetting(&quot;fullbright&quot;, &quot;Fullbright&quot;, true)<br />
VA:CreateSetting(&quot;nodraw&quot;, &quot;NoDraw entities to increase performance&quot;, false)<br />
VA:CreateSetting(&quot;showfriendlies&quot;, &quot;Draw members of your own team&quot;, true)<br />
VA:CreateSetting(&quot;heldweapons&quot;, &quot;Draw held weapons&quot;, true)<br />
VA:CreateSetting(&quot;weapons&quot;, &quot;Draw dropped weapons&quot;, true)<br />
VA:CreateSetting(&quot;items&quot;, &quot;Draw items&quot;, true)<br />
VA:CreateSetting(&quot;ragdolls&quot;, &quot;Draw ragdolls&quot;, true)<br />
VA:CreateSetting(&quot;dangerous&quot;, &quot;Draw dangerous items&quot;, true)<br />
<br />
// ##################################################<br />
// Targeting<br />
// ##################################################<br />
<br />
VA.DeathSequences = {<br />
&nbsp; &nbsp; [&quot;models/barnacle.mdl&quot;] = {4, 15};<br />
&nbsp; &nbsp; [&quot;models/antlion_guard.mdl&quot;] = {44};<br />
&nbsp; &nbsp; [&quot;models/hunter.mdl&quot;] = {124, 125, 126, 127, 128};<br />
}<br />
VA.DangerousItems = {<br />
&nbsp; &nbsp; [&quot;npc_grenade_frag&quot;] = true; // Normal grenades.<br />
&nbsp; &nbsp; [&quot;npc_satchel&quot;] = true; // SLAM mines.<br />
&nbsp; &nbsp; [&quot;npc_tripmine&quot;] = true; // SLAM tripwires.<br />
&nbsp; &nbsp; [&quot;rpg_missile&quot;] = true; // RPG rockets.<br />
&nbsp; &nbsp; [&quot;crossbow_bolt&quot;] = true; // Crossbow bolts...<br />
&nbsp; &nbsp; [&quot;grenade_ar2&quot;] = true; // SMG grenades.<br />
}<br />
VA.EnemyNPCs = {<br />
&nbsp; &nbsp; [&quot;npc_headcrab&quot;] = true;<br />
&nbsp; &nbsp; [&quot;npc_antlionguard&quot;] = true;<br />
&nbsp; &nbsp; [&quot;npc_zombie&quot;] = true;<br />
&nbsp; &nbsp; [&quot;npc_zombine&quot;] = true;<br />
&nbsp; &nbsp; [&quot;npc_antlion_worker&quot;] = true;<br />
&nbsp; &nbsp; [&quot;npc_metropolice&quot;] = true;<br />
&nbsp; &nbsp; [&quot;npc_fastzombie_torso&quot;] = true;<br />
&nbsp; &nbsp; [&quot;npc_combine_s&quot;] = true;<br />
&nbsp; &nbsp; [&quot;npc_zombie_torso&quot;] = true;<br />
&nbsp; &nbsp; [&quot;npc_rollermine&quot;] = true;<br />
&nbsp; &nbsp; [&quot;npc_turret_floor&quot;] = true;<br />
&nbsp; &nbsp; [&quot;npc_barnacle&quot;] = true;<br />
&nbsp; &nbsp; [&quot;npc_poisonzombie&quot;] = true;<br />
&nbsp; &nbsp; [&quot;npc_manhack&quot;] = true;<br />
&nbsp; &nbsp; [&quot;npc_antlion&quot;] = true;<br />
&nbsp; &nbsp; [&quot;npc_headcrab_black&quot;] = true;<br />
&nbsp; &nbsp; [&quot;npc_headcrab_poison&quot;] = true;<br />
&nbsp; &nbsp; [&quot;npc_fastzombie&quot;] = true;<br />
&nbsp; &nbsp; [&quot;npc_combine_s&quot;] = true;<br />
&nbsp; &nbsp; [&quot;npc_hunter&quot;] = true;<br />
&nbsp; &nbsp; [&quot;npc_headcrab_fast&quot;] = true;<br />
&nbsp; &nbsp; [&quot;npc_combine_s&quot;] = true;<br />
&nbsp; &nbsp; [&quot;npc_cscanner&quot;] = true;<br />
&nbsp; &nbsp; [&quot;npc_strider&quot;] = true;<br />
}<br />
<br />
function VA:TargetInfo(ent)<br />
&nbsp; &nbsp; if !ValidEntity(ent) then return end<br />
&nbsp; &nbsp; local ply = LocalPlayer()<br />
&nbsp; &nbsp; if !ValidEntity(ply) then return end&nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; local class = ent:GetClass()<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; if ent:IsPlayer() then<br />
&nbsp; &nbsp; &nbsp; &nbsp; if ent:Alive() == false then return end<br />
&nbsp; &nbsp; &nbsp; &nbsp; if ply:Team() == ent:Team() &amp;&amp; !self:Setting(&quot;showfriendlies&quot;) then return end<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; local col = team.GetColor(ent:Team())<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; local name = team.GetName(ent:Team())<br />
&nbsp; &nbsp; &nbsp; &nbsp; if name == &quot;Spectator&quot; then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; col.a = 64<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; return true, col<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; if ent:IsNPC() then<br />
&nbsp; &nbsp; &nbsp; &nbsp; if ent:GetMoveType() == MOVETYPE_NONE then return end<br />
&nbsp; &nbsp; &nbsp; &nbsp; if ent.IsDead then return end<br />
<br />
&nbsp; &nbsp; &nbsp; &nbsp; local model = string.lower(ent:GetModel() or &quot;&quot;)<br />
&nbsp; &nbsp; &nbsp; &nbsp; if self.DeathSequences[model] then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if table.HasValue(self.DeathSequences[model], ent:GetSequence()) then return end<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; if self.EnemyNPCs[class] then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return true, Color(255, 0, 0)<br />
&nbsp; &nbsp; &nbsp; &nbsp; else<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return true, Color(0, 255, 0)<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; if ent:IsWeapon() then<br />
&nbsp; &nbsp; &nbsp; &nbsp; if ValidEntity(ent:GetOwner()) then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if self:Setting(&quot;heldweapons&quot;) then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return self:TargetInfo(ent:GetOwner()), nil<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; else<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return self:Setting(&quot;weapons&quot;), nil, true<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; return true<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; if self:Setting(&quot;items&quot;) then<br />
&nbsp; &nbsp; &nbsp; &nbsp; if string.find(class, &quot;item&quot;) then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return true<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; if self:Setting(&quot;ragdolls&quot;) then<br />
&nbsp; &nbsp; &nbsp; &nbsp; if class == &quot;prop_ragdoll&quot; || class == &quot;class C_ClientRagdoll&quot; then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return true, Color(255, 255, 0)<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; if self:Setting(&quot;dangerous&quot;) then<br />
&nbsp; &nbsp; &nbsp; &nbsp; if self.DangerousItems[class] then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; return true, Color(255, 0, 0)<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; end<br />
end<br />
function VA:TargetCreated(ent)<br />
&nbsp; &nbsp; if !ValidEntity(ent) then return end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; local pass, colour, prop = self:TargetInfo(ent)<br />
&nbsp; &nbsp; if pass == true then<br />
&nbsp; &nbsp; &nbsp; &nbsp; self:AddTarget(ent, colour, prop)<br />
&nbsp; &nbsp; elseif self:IsNoDraw(ent:GetOwner()) then<br />
&nbsp; &nbsp; &nbsp; &nbsp; self:SetNoDraw(ent, false)<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; if ent:GetClass() == &quot;raggib&quot; then<br />
&nbsp; &nbsp; &nbsp; &nbsp; local owner = ent:GetOwner()<br />
&nbsp; &nbsp; &nbsp; &nbsp; if ValidEntity(owner) &amp;&amp; owner:GetModel() != &quot;models/zombie/classic_torso.mdl&quot; then // They're a torso, not dead.<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; owner.IsDead = true<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; end<br />
end<br />
VA:AddHook(&quot;OnEntityCreated&quot;, &quot;TargetCreated&quot;)<br />
<br />
VA.Targets = {}<br />
VA.LastFindTargets = 0<br />
local targets<br />
function VA:FindTargets()<br />
&nbsp; &nbsp; if !self:Enabled() then return end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; if CurTime() &lt; self.LastFindTargets + self:Setting(&quot;updatedelay&quot;) then return end<br />
&nbsp; &nbsp; self.LastFindTargets = CurTime()<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; targets = {}<br />
&nbsp; &nbsp; for _, ent in pairs(ents.GetAll()) do<br />
&nbsp; &nbsp; &nbsp; &nbsp; local pass, colour, prop = self:TargetInfo(ent)<br />
&nbsp; &nbsp; &nbsp; &nbsp; if pass == true then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; targets[ent] = {colour or Color(255, 255, 255), prop == true}<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; for targ, _ in pairs(self.Targets) do<br />
&nbsp; &nbsp; &nbsp; &nbsp; if ValidEntity(targ) &amp;&amp; !targets[targ] then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self:RemoveTarget(ent)<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; self.Targets = targets<br />
end<br />
VA:AddHook(&quot;Think&quot;, &quot;FindTargets&quot;)<br />
<br />
function VA:AddTarget(ent, colour, prop)<br />
&nbsp; &nbsp; self.Targets[ent] = {colour or Color(255, 255, 255), prop == true}<br />
end<br />
function VA:RemoveTarget(ent)<br />
&nbsp; &nbsp; if !ent then return end<br />
&nbsp; &nbsp; if self:UseNoDraw() then<br />
&nbsp; &nbsp; &nbsp; &nbsp; self:SetNoDraw(ent, false)<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; self.Targets[ent] = nil<br />
end<br />
<br />
function VA:GetTargets()<br />
&nbsp; &nbsp; return self.Targets<br />
end<br />
<br />
// ##################################################<br />
// Materials<br />
// ##################################################<br />
<br />
VA.Materials = {}<br />
VA.MaterialNames = {}<br />
<br />
VA:CreateSetting(&quot;material&quot;, &quot;Material&quot;, &quot;wireframe&quot;, {MultiChoice = VA.MaterialNames})<br />
<br />
function VA:GetMaterial()<br />
&nbsp; &nbsp; local name = string.lower(self:Setting(&quot;material&quot;))<br />
&nbsp; &nbsp; return self.Materials[name]<br />
end<br />
function VA:AddMaterial(name, base, shader)<br />
&nbsp; &nbsp; if !shader then shader = &quot;VertexLitGeneric&quot; end<br />
&nbsp; &nbsp; name = string.lower(name)<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; local mat = CreateMaterial(&quot;viewall_&quot; .. name, shader, {<br />
&nbsp; &nbsp; &nbsp; &nbsp; [&quot;$basetexture&quot;] = base,<br />
&nbsp; &nbsp; &nbsp; &nbsp; [&quot;$ignorez&quot;] = 1<br />
&nbsp; &nbsp; })<br />
&nbsp; &nbsp; self.Materials[name] = mat<br />
&nbsp; &nbsp; self.MaterialNames[name] = name<br />
end<br />
function VA:GetMaterialList()<br />
&nbsp; &nbsp; return self.Materials<br />
end<br />
<br />
VA:AddMaterial(&quot;solid&quot;, &quot;models/debug/debugwhite&quot;)<br />
VA:AddMaterial(&quot;wireframe&quot;, &quot;models/wireframe&quot;, &quot;Wireframe&quot;)<br />
<br />
// ##################################################<br />
// Rendering<br />
// ##################################################<br />
<br />
local targets, colour, Draw<br />
function VA:RenderTargets()<br />
&nbsp; &nbsp; if !self:Enabled() then return end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; targets = self:GetTargets()<br />
&nbsp; &nbsp; //if #targets == 0 then return end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; local mat = self:GetMaterial(matName)<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; // NoDraw to save drawing, and weed out invalid entities.<br />
&nbsp; &nbsp; local pass<br />
&nbsp; &nbsp; for ent, info in pairs(targets) do<br />
&nbsp; &nbsp; &nbsp; &nbsp; pass = self:TargetInfo(ent)<br />
&nbsp; &nbsp; &nbsp; &nbsp; if pass then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if self:UseNoDraw() then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self:SetNoDraw(ent, true)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; else<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self:RemoveTarget(ent)<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; local fullbright = self:Setting(&quot;fullbright&quot;)<br />
&nbsp; &nbsp; if fullbright then<br />
&nbsp; &nbsp; &nbsp; &nbsp; render.SuppressEngineLighting(true)<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; if !ValidEntity(self.Prop) then<br />
&nbsp; &nbsp; &nbsp; &nbsp; self.Prop = ents.Create(&quot;prop_physics&quot;)<br />
&nbsp; &nbsp; &nbsp; &nbsp; self.Prop:SetNoDraw(true)<br />
&nbsp; &nbsp; &nbsp; &nbsp; self.Prop:Spawn()<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; function Draw(ent, r, g, b, a, prop)<br />
&nbsp; &nbsp; &nbsp; &nbsp; render.SetColorModulation(r / 255, g / 255, b / 255)<br />
&nbsp; &nbsp; &nbsp; &nbsp; render.SetBlend(a / 255)<br />
&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; if prop then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.Prop:SetModel(&quot;models/error.mdl&quot;)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.Prop:SetModel(ent:GetModel())<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.Prop:SetPos(ent:GetPos())<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.Prop:SetAngles(ent:GetAngles())<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; self.Prop:DrawModel()<br />
&nbsp; &nbsp; &nbsp; &nbsp; else<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ent:DrawModel()<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; end<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; cam.Start3D(EyePos(), EyeAngles())<br />
&nbsp; &nbsp; pcall(function()<br />
&nbsp; &nbsp; &nbsp; &nbsp; if mat != nil then<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; SetMaterialOverride(mat)<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; for ent, info in pairs(targets) do<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Draw(ent, info[1][&quot;r&quot;], info[1][&quot;g&quot;], info[1][&quot;b&quot;], info[1][&quot;a&quot;], info[2])<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; SetMaterialOverride(nil)<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; &nbsp; &nbsp; local r, g, b<br />
&nbsp; &nbsp; &nbsp; &nbsp; for ent, info in pairs(targets) do<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; r, g, b = ent:GetColor()<br />
&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Draw(ent, r, g, b, info[1][&quot;a&quot;], info[2])<br />
&nbsp; &nbsp; &nbsp; &nbsp; end<br />
&nbsp; &nbsp; end)<br />
&nbsp; &nbsp; cam.End3D()<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; render.SetBlend(1)<br />
&nbsp; &nbsp; <br />
&nbsp; &nbsp; if fullbright then<br />
&nbsp; &nbsp; &nbsp; &nbsp; render.SuppressEngineLighting(false)<br />
&nbsp; &nbsp; end<br />
end<br />
VA:AddHook(&quot;RenderScreenspaceEffects&quot;, &quot;RenderTargets&quot;)<br />
<br />
function VA:Enabled()<br />
&nbsp; &nbsp; return self:Setting(&quot;enabled&quot;)<br />
end<br />
<br />
VA.NoDraw = {}<br />
function VA:SetNoDraw(ent, bool)<br />
&nbsp; &nbsp; if !ValidEntity(ent) then return end<br />
&nbsp; &nbsp; if bool then<br />
&nbsp; &nbsp; &nbsp; &nbsp; ent:SetRenderMode(RENDERMODE_NONE)<br />
&nbsp; &nbsp; &nbsp; &nbsp; self.NoDraw[ent] = true<br />
&nbsp; &nbsp; else<br />
&nbsp; &nbsp; &nbsp; &nbsp; ent:SetRenderMode(RENDERMODE_NORMAL)<br />
&nbsp; &nbsp; &nbsp; &nbsp; self.NoDraw[ent] = nil<br />
&nbsp; &nbsp; end<br />
end<br />
function VA:IsNoDraw(ent)<br />
&nbsp; &nbsp; return self.NoDraw[ent] == true<br />
end<br />
function VA:UseNoDraw()<br />
&nbsp; &nbsp; return self:Setting(&quot;nodraw&quot;)<br />
end<br />
<br />
function VA:OpenMenu()<br />
&nbsp; &nbsp; local w, h = ScrW() / 3, ScrH() / 2<br />
<br />
&nbsp; &nbsp; local menu = vgui.Create(&quot;DFrame&quot;)<br />
&nbsp; &nbsp; menu:SetTitle(&quot;[GzF]Chams by Bmthrules&quot;)<br />
&nbsp; &nbsp; menu:SetSize(w, h)<br />
&nbsp; &nbsp; menu:Center()<br />
&nbsp; &nbsp; menu:MakePopup()<br />
<br />
&nbsp; &nbsp; local scroll = vgui.Create(&quot;DPanelList&quot;, menu)<br />
&nbsp; &nbsp; scroll:SetPos(5, 25)<br />
&nbsp; &nbsp; scroll:SetSize(w - 10, h - 30)<br />
&nbsp; &nbsp; scroll:EnableVerticalScrollbar()<br />
<br />
&nbsp; &nbsp; local form = vgui.Create(&quot;DForm&quot;, menu)<br />
&nbsp; &nbsp; form:SetName(&quot;&quot;)<br />
&nbsp; &nbsp; form.Paint = function() end<br />
&nbsp; &nbsp; scroll:AddItem(form)<br />
<br />
&nbsp; &nbsp; self:BuildMenu(form)<br />
<br />
&nbsp; &nbsp; if VA.Menu then VA.Menu:Remove() end<br />
&nbsp; &nbsp; VA.Menu = menu<br />
end<br />
concommand.Add(&quot;gzfchams_menu&quot;, function() VA:OpenMenu() end)<br />
<br />
function VA:RegisterMenu()<br />
&nbsp; &nbsp; spawnmenu.AddToolMenuOption(&quot;[GzF]Hacks&quot;, &quot;[Gzf]Chams by Bmthrules&quot;, &quot;Chams&quot;, &quot;Cham settings&quot;, &quot;&quot;, &quot;&quot;, function(p) self:BuildMenu(p) end)<br />
end<br />
VA:AddHook(&quot;PopulateToolMenu&quot;, &quot;RegisterMenu&quot;)</code><hr />
</div><font color="Magenta">DOWNLOAD DONT FORGET TO GIVE ME CREDIT/THX</font><br />
<br />
<font color="Red">Rapeshare:  <a href="http://www.gamerzplanet.net/forums/redirector.php?url=http%3A%2F%2Frapidshare.com%2Ffiles%2F296648779%2F_GzF_Hacks.zip.html" target="_blank" rel="nofollow">http://rapidshare.com/files/29664877...Hacks.zip.html</a></font><br />
<br />
<font color="Red">Garrysmod.org:    <a href="http://www.gamerzplanet.net/forums/redirector.php?url=http%3A%2F%2Fwww.garrysmod.org%2Fdownloads%2F%3Fa%3Dview%26id%3D81598" target="_blank" rel="nofollow">http://www.garrysmod.org/downloads/?a=view&amp;id=81598</a></font></div>


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		<fieldset class="fieldset">
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	<td><a href="http://www.gamerzplanet.net/forums/attachment.php?attachmentid=48754&amp;d=1256264287">[GzF]Hacks.zip</a> (33.1 KB)</td>
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]]></content:encoded>
			<category domain="http://www.gamerzplanet.net/forums/steam-games/">Steam Games</category>
			<dc:creator>coldplay666</dc:creator>
			<guid isPermaLink="true">http://www.gamerzplanet.net/forums/steam-games/376831-gzf-hack-pack-wallhack-aimbot.html</guid>
		</item>
		<item>
			<title><![CDATA[[Steam Shop]5/6/7/8 Digits for EXTREMELY CHEAP]]></title>
			<link>http://www.gamerzplanet.net/forums/steam-games/376482-steam-shop-5-6-7-8-digits-for-extremely-cheap-new-post.html</link>
			<pubDate>Thu, 22 Oct 2009 00:48:04 GMT</pubDate>
			<description>_*Known Imposters -  K-TARD@STEAMSHOPS.COM 
 
My MSN : K-TARD@allsteams.com (K-TARD@LIVE.COM) 
Yahoo : ajsmileydude@yahoo.com 
Xfire : thewall12 
...</description>
			<content:encoded><![CDATA[<div><u><font color="Red"><b><div align="center">Known Imposters -  <a href="mailto:K-TARD@STEAMSHOPS.COM">K-TARD@STEAMSHOPS.COM</a><br />
<br />
<font size="4">My MSN : <a href="mailto:K-TARD@LIVE.COM">K-TARD@allsteams.com</a><br />
Yahoo : <a href="mailto:ajsmileydude@yahoo.com">ajsmileydude@yahoo.com</a><br />
Xfire : thewall12<br />
 Extras:RapidShare Accounts<br />
Expiration Date 2010<br />
Insecure/Secure<br />
Contact me<br />
<br />
</font></div></b></font></u><br />
 <br />
<b><font size="3"><font color="lime"><u>4/5 Digits</u>:</font></font></b><br />
<font color="Red"><i><b>Sold out</b></i></font><br />
 <br />
<b><font size="3"><font color="lime"><u>6 Digits</u>: </font></font></b>  <br />
<font color="Red"><i><b>NEED SUPPLIER CHEAP CHEAP CHEAP CHEAP<br />
LIKE MEXICAN KIND OF CHEAP<br />
yea.... that works<br />
MEXICAN 6 DIGIT SUPPLIER PLEASE</b></i></font><b><font size="3"><font color="Lime"><u><br />
<br />
 7 Digits</u>:</font></font></b><br />
<b><font color="Blue">0:1:40AABBB</font></b> <b><font color="Lime">$10.00</font></b> <font color="Red"><b>Unique Digits</b></font><br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">Half Life 2<br />
Counter-Strike: Source<br />
Half-Life 2: Deathmatch</code><hr />
</div><font color="Blue"><b>0:1:6127XXX</b></font><b><font color="Lime"> $30.00</font></b><br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">Counter-Strike<br />
Team Fortress Classic<br />
Day of Defeat<br />
Deathmatch Classic<br />
Opposing Force<br />
Ricochet<br />
Half-Life<br />
Half-Life: Blue Shift<br />
Half Life 2<br />
Counter-Strike: Source<br />
Half-Life 2: Deathmatch <br />
Half-Life Deathmatch: Source<br />
Half-Life 2: Episode One<br />
SiN Episodes: Emergence<br />
SiN 1<br />
Call of Duty<br />
Call of Duty 2<br />
Call of Duty: United Offensive</code><hr />
</div><font color="Blue"><b>0:1:2024XXX</b></font> <b><font color="Lime">$12.00</font></b><br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">Counter-Strike<br />
Counter-Strike Condition Zero<br />
Team Fortress Classic<br />
Day of Defeat<br />
Deathmatch Classic<br />
Opposing Force<br />
Ricochet<br />
Half-Life<br />
Half-Life: Blue Shift<br />
Counter-Strike: Source<br />
Day of Defeat: Source<br />
Half-Life 2: Deathmatch</code><hr />
</div><font color="Blue"><b><br />
0:1:4135XXX</b></font> <b><font color="Lime">$30.00</font></b><br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">Counter-Strike<br />
Counter-Strike Condition Zero<br />
Team Fortress Classic<br />
Day of Defeat<br />
Deathmatch Classic<br />
Opposing Force<br />
Ricochet<br />
Half-Life<br />
Half-Life: Blue Shift<br />
Half Life 2<br />
Counter-Strike: Source<br />
Half Life: Source<br />
Day of Defeat: Source<br />
Half-Life 2: Deathmatch <br />
Half-Life Deathmatch: Source<br />
Half-Life 2: Episode One<br />
SiN Episodes: Emergence<br />
Dark Messiah of Might and Magic<br />
SiN 1</code><hr />
</div><font size="3"><font color="Lime"><u>8 Digits</u>:</font></font><br />
<font color="Blue"><b>0:1:11887XXX</b></font><b><font color="Lime"> $5.00</font></b><br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">Counter-Strike<br />
Counter-Strike Condition Zero<br />
Day of Defeat<br />
Deathmatch Classic<br />
Ricochet<br />
Counter-Strike: Source<br />
Day of Defeat: Source<br />
Half-Life 2: Deathmatch</code><hr />
</div><b><font color="Blue">0:1:16586XXX</font></b> <b><font color="Lime">$4.00</font></b><br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">Half Life 2<br />
Half-Life 2: Episode One<br />
Half-Life 2: Episode Two<br />
Portal<br />
Team Fortress 2</code><hr />
</div><b><font color="Blue">0:1:12133928</font><font color="Lime"> $2.50</font></b><br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">Counter-Strike<br />
Counter-Strike Condition Zero<br />
Day of Defeat<br />
Deathmatch Classic<br />
Ricochet</code><hr />
</div><b><font color="Blue">0:0:13886XXX</font><font color="Lime"> $13.00</font></b><br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">Counter-Strike<br />
Counter-Strike Condition Zero<br />
Day of Defeat<br />
Deathmatch Classic<br />
Ricochet<br />
Half Life 2<br />
Counter-Strike: Source<br />
Day of Defeat: Source<br />
Half-Life 2: Deathmatch <br />
Half-Life 2: Episode One<br />
Half-Life 2: Episode Two<br />
Portal<br />
Team Fortress 2<br />
Dark Messiah of Might and Magic<br />
Red Orchestra: Ostfront 41-45&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
Darkest Hour<br />
Mare Nostrum<br />
F.E.A.R. 2: Project Origin&quot;</code><hr />
</div><div align="center"><font color="Blue"><u><b>0:0:10941XXX - 146 games</b></u></font><br />
<br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">http://zhost.tk/1/a49f74c459ac6e571c263a796ff5af6a.jpg<br />
http://zhost.tk/1/f92535cdebf19a8acceceb38e122481a.jpg<br />
http://zhost.tk/1/8f8871ad8d5c81f6a38f4cc8f60885ec.jpg<br />
http://zhost.tk/1/591d1a347cdb7bcf21dbf5d949f91182.jpg<br />
http://zhost.tk/1/ab6ecf71af7e9142b80e4d6ef22f4f51.jpg</code><hr />
</div>offer me<br />
</div><b><font color="Blue">0:1:14836XXX</font></b> <font color="Lime"><b>$2.50</b></font><br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">Counter-Strike<br />
Counter-Strike Condition Zero<br />
Day of Defeat<br />
Deathmatch Classic<br />
Ricochet</code><hr />
</div><font color="Blue"><b>0:0:12415XXX</b></font><font color="Lime"><b> $2.50</b></font><br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">Counter-Strike<br />
Counter-Strike Condition Zero<br />
Day of Defeat<br />
Deathmatch Classic<br />
Ricochet</code><hr />
</div><font color="Blue"><b>0:1:13289XXX</b></font> <b><font color="Lime">$2.50</font></b><br />
<div style="margin:20px; margin-top:5px">
	<div class="smallfont" style="margin-bottom:2px">Code:</div>
	<hr /><code style="margin:0px" dir="ltr" style="text-align:left">Counter-Strike<br />
Counter-Strike Condition Zero<br />
Day of Defeat<br />
Deathmatch Classic<br />
Ricochet</code><hr />
</div><font color="Red"><b><u>- I am not responsible for whatever happens to the account after it is out of my possession.<br />
- I only accept payments through PayPal.<br />
- I will most likely not buy your accounts.<br />
- When buying, please send as &quot;Gift&quot; with a note saying: &quot;I am buying a virtual items and I will not dispute this transaction.&quot;<br />
- You go first. We can!!! Discuss about finding a middleman, preferably a OMM.<br />
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<div align="center"><font color="Lime"><font face="Arial Black"><b><font size="4"><u>Vouches will be given after each trade</u></font></b></font></font></div></div>

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			<dc:creator>K-Tard</dc:creator>
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