functional
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55
autoexec.lua
55
autoexec.lua
@@ -2,35 +2,62 @@ simulated_resolution = v2(1920, 1080)
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function coords_to_screenwriter(coord1, coord2)
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local x_left, x_right, y_top, y_bottom, width, height
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x_left = math.min(coord1.x, coord2.x)
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x_right = math.max(coord1.x, coord2.x)
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y_top = math.min(coord1.y, coord2.y)
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y_bottom = math.max(coord1.y, coord2.y)
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width_px = x_right - x_left
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height_px = y_bottom - y_top
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width = x_right - x_left
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height = y_bottom - y_top
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x_px = x_left + width_px / 2
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y_px = y_top + height_px / 2
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return coords_partial_to_screenwriter(v2(x_left, x_top), v2(width, height), 1)
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x = (x_px - simulated_resolution.x / 2) / simulated_resolution.x * 2
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y = (y_px - simulated_resolution.y / 2) / simulated_resolution.y * 2
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width = (width_px - simulated_resolution.x / 2) / simulated_resolution.x * 2
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height = (height_px - simulated_resolution.y / 2) / simulated_resolution.y * 2
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end
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function coords_partial_to_screenwriter(pos_px, scale_px, anchor)
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local x_px, y_px, x, y, width, height
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if anchor == 1 then --top left
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x_px = pos_px.x + scale_px.x / 2
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y_px = pos_px.y - scale_px.y / 2
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elseif anchor == 2 then --top right
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x_px = pos_px.x - scale_px.x / 2
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y_px = pos_px.y - scale_px.y / 2
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elseif anchor == 3 then --bottom right
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x_px = pos_px.x - scale_px.x / 2
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y_px = pos_px.y + scale_px.y / 2
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elseif anchor == 4 then --bottom left
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x_px = pos_px.x + scale_px.x / 2
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y_px = pos_px.y + scale_px.y / 2
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else --center
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x_px = pos_px.x
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y_px = pos_px.y
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end
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x = x_px / simulated_resolution.x * 2 - 1
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y = y_px / simulated_resolution.y * 2 - 1
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width = scale_px.x / simulated_resolution.x * 2
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height = scale_px.y / simulated_resolution.y * 2
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return v2(x, y), v2(width, height)
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end
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--menu.add_feature("player coords", "toggle", 0, function(f)
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local disable_bg = menu.add_feature("disable background", "toggle")
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menu.create_thread(function()
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local scale = -2
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--while f.on do
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while true do
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local pos, scale = coords_to_screenwriter(v2(1920, 0), v2(1728, 108))
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scriptdraw.draw_rect(pos, scale, 0xFF000000)
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local base = v2(320, 20)
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if (not(disable_bg.on)) then
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local pos, scale = coords_partial_to_screenwriter(base, v2(200, 200), 4)
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scriptdraw.draw_rect(pos, scale, 0xFF000000)
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end
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--scriptdraw.draw_text(scale, v2(0, 0), v2(1, 1), 1, 0XFFFFFFFF, 0)
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system.wait(0)
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end
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--end)
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end, nil)
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@@ -2,6 +2,8 @@ simulated_resolution = v2(1920, 1080)
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function screenwriter_to_coords(pos, scale)
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local x, y, width, height, x_px, y_px, width_px, height_px, x_left, x_right, y_top, y_bottom
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x = pos.x
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y = pos.y
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width = scale.x
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@@ -23,21 +25,45 @@ end
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function coords_to_screenwriter(coord1, coord2)
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local x_left, x_right, y_top, y_bottom, width, height
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x_left = math.min(coord1.x, coord2.x)
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x_right = math.max(coord1.x, coord2.x)
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y_top = math.min(coord1.y, coord2.y)
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y_bottom = math.max(coord1.y, coord2.y)
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width_px = x_right - x_left
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height_px = y_bottom - y_top
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width = x_right - x_left
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height = y_bottom - y_top
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x_px = x_left + width_px / 2
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y_px = y_top + height_px / 2
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return coords_partial_to_screenwriter(v2(x_left, x_top), v2(width, height), 1)
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x = (x_px - simulated_resolution.x / 2) / simulated_resolution.x * 2
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y = (y_px - simulated_resolution.y / 2) / simulated_resolution.y * 2
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width = (width_px - simulated_resolution.x / 2) / simulated_resolution.x * 2
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height = (height_px - simulated_resolution.y / 2) / simulated_resolution.y * 2
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end
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function coords_partial_to_screenwriter(pos_px, scale_px, anchor)
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local x_px, y_px, x, y, width, height
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if anchor == 1 then --top left
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x_px = pos_px.x + scale_px.x / 2
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y_px = pos_px.y + scale_px.y / 2
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elseif anchor == 2 then --top right
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x_px = pos_px.x - scale_px.x / 2
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y_px = pos_px.y + scale_px.y / 2
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elseif anchor == 3 then --bottom right
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x_px = pos_px.x - scale_px.x / 2
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y_px = pos_px.y - scale_px.y / 2
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elseif anchor == 4 then --bottom left
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x_px = pos_px.x + scale_px.x / 2
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y_px = pos_px.y - scale_px.y / 2
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else --center
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x_px = pos_px.x
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y_px = pos_px.y
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end
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x = x_px / simulated_resolution.x * 2 - 1
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y = y_px / simulated_resolution.y * 2 - 1
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width = scale_px.x / simulated_resolution.x * 2
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height = scale_px.y / simulated_resolution.y * 2
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return v2(x, y), v2(width, height)
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