do local aa_pitch=gui.get_config_item("rage>anti-aim>angles>pitch");local aa_yaw=gui.get_config_item("rage>anti-aim>angles>yaw");local aa_yaw_e=gui.get_config_item("rage>anti-aim>angles>yaw add");local aa_yaw_add=gui.get_config_item("rage>anti-aim>angles>add");local aa_at_fov_target=gui.get_config_item("rage>anti-aim>angles>at fov target");local aa_spin_e=gui.get_config_item("rage>anti-aim>angles>spin");local aa_spin_range=gui.get_config_item("rage>anti-aim>angles>spin range");local aa_spin_speed=gui.get_config_item("rage>anti-aim>angles>spin speed");local aa_jitter_e=gui.get_config_item("rage>anti-aim>angles>jitter");local aa_jitter_random=gui.get_config_item("rage>anti-aim>angles>random");local aa_jitter_range=gui.get_config_item("rage>anti-aim>angles>jitter range");local aa_fake_e=gui.get_config_item("rage>anti-aim>desync>fake");local aa_fake_comp=gui.get_config_item("rage>anti-aim>desync>compensate angle");local aa_fake_amount=gui.get_config_item("rage>anti-aim>desync>fake amount");local aa_fake_jitter=gui.get_config_item("rage>anti-aim>desync>flip fake with jitter");local aa_fake_roll=gui.get_config_item("rage>anti-aim>desync>roll lean");local aa_fake_roll_amount=gui.get_config_item("rage>anti-aim>desync>lean amount");local aa_fake_roll_jitter=gui.get_config_item("rage>anti-aim>desync>flip lean with jitter");local aa_e=gui.add_checkbox("Enable AntiAim","lua>tab a");local aa_type=gui.add_listbox("AntiAim Type","lua>tab a",2,false,{"Real Angle","Fake Angle"});local aa_real_type=gui.add_listbox("Real Angle Selector","lua>tab a",4,false,{"Standing","Moving","In Air","Crouching"});local aa_real_standing_pitch=gui.add_combo("Standing Pitch","lua>tab b",{"None","Down","Up","Zero"});local aa_real_standing_yaw=gui.add_combo("Standing Yaw","lua>tab b",{"None","Backwards","Zero","Random"});local aa_real_standing_yaw_add_e=gui.add_checkbox("Enable Standing Yaw Add","lua>tab b");local aa_real_standing_yaw_add=gui.add_slider("Standing Yaw Add","lua>tab b", -180,180,1);local aa_real_standing_at_target_e=gui.add_checkbox("Standing At Target","lua>tab b");local aa_real_standing_spin_e=gui.add_checkbox("Enable Standing Spin","lua>tab b");local aa_real_standing_spin_range=gui.add_slider("Standing Spin Range","lua>tab b",0,360,1);local aa_real_standing_spin_speed=gui.add_slider("Standing Spin Speed","lua>tab b",0,360,1);local aa_real_standing_jitter_e=gui.add_checkbox("Enable Standing Jitter","lua>tab b");local aa_real_standing_jitter_random=gui.add_checkbox("Random Standing Jitter","lua>tab b");local aa_real_standing_jitter_range=gui.add_slider("Standing Jitter Range","lua>tab b",0,360,1);local aa_real_moving_pitch=gui.add_combo("Moving Pitch","lua>tab b",{"None","Down","Up","Zero"});local aa_real_moving_yaw=gui.add_combo("Moving Yaw","lua>tab b",{"None","Backwards","Zero","Random"});local aa_real_moving_yaw_add_e=gui.add_checkbox("Enable Moving Yaw Add","lua>tab b");local aa_real_moving_yaw_add=gui.add_slider("Moving Yaw Add","lua>tab b", -180,180,1);local aa_real_moving_at_target_e=gui.add_checkbox("Moving At Target","lua>tab b");local aa_real_moving_spin_e=gui.add_checkbox("Enable Moving Spin","lua>tab b");local aa_real_moving_spin_range=gui.add_slider("Moving Spin Range","lua>tab b",0,360,1);local aa_real_moving_spin_speed=gui.add_slider("Moving Spin Speed","lua>tab b",0,360,1);local aa_real_moving_jitter_e=gui.add_checkbox("Enable Moving Jitter","lua>tab b");local aa_real_moving_jitter_random=gui.add_checkbox("Random Moving Jitter","lua>tab b");local aa_real_moving_jitter_range=gui.add_slider("Moving Jitter Range","lua>tab b",0,360,1);local aa_real_air_pitch=gui.add_combo("Air Pitch","lua>tab b",{"None","Down","Up","Zero"});local aa_real_air_yaw=gui.add_combo("Air Yaw","lua>tab b",{"None","Backwards","Zero","Random"});local aa_real_air_yaw_add_e=gui.add_checkbox("Enable Air Yaw Add","lua>tab b");local aa_real_air_yaw_add=gui.add_slider("Air Yaw Add","lua>tab b", -180,180,1);local aa_real_air_at_target_e=gui.add_checkbox("Air At Target","lua>tab b");local aa_real_air_spin_e=gui.add_checkbox("Enable Air Spin","lua>tab b");local aa_real_air_spin_range=gui.add_slider("Air Spin Range","lua>tab b",0,360,1);local aa_real_air_spin_speed=gui.add_slider("Air Spin Speed","lua>tab b",0,360,1);local aa_real_air_jitter_e=gui.add_checkbox("Enable Air Jitter","lua>tab b");local aa_real_air_jitter_random=gui.add_checkbox("Random Air Jitter","lua>tab b");local aa_real_air_jitter_range=gui.add_slider("Air Jitter Range","lua>tab b",0,360,1);local aa_real_crouch_pitch=gui.add_combo("Crouching Pitch","lua>tab b",{"None","Down","Up","Zero"});local aa_real_crouch_yaw=gui.add_combo("Crouching Yaw","lua>tab b",{"None","Backwards","Zero","Random"});local aa_real_crouch_yaw_add_e=gui.add_checkbox("Enable Crouching Yaw Add","lua>tab b");local aa_real_crouch_yaw_add=gui.add_slider("Crouching Yaw Add","lua>tab b", -180,180,1);local aa_real_crouch_at_target_e=gui.add_checkbox("Crouching At Target","lua>tab b");local aa_real_crouch_spin_e=gui.add_checkbox("Enable Crouching Spin","lua>tab b");local aa_real_crouch_spin_range=gui.add_slider("Crouching Spin Range","lua>tab b",0,360,1);local aa_real_crouch_spin_speed=gui.add_slider("Crouching Spin Speed","lua>tab b",0,360,1);local aa_real_crouch_jitter_e=gui.add_checkbox("Enable Crouching Jitter","lua>tab b");local aa_real_crouch_jitter_random=gui.add_checkbox("Random Crouching Jitter","lua>tab b");local aa_real_crouch_jitter_range=gui.add_slider("Crouching Jitter Range","lua>tab b",0,360,1);local aa_fake_type=gui.add_listbox("Fake Angle Selector","lua>tab a",4,false,{"Standing","Moving","In Air","Crouching"});local aa_fake_standing_amount=gui.add_slider("Standing Fake","lua>tab b", -100,100,1);local aa_fake_standing_comp=gui.add_slider("Standing Comp","lua>tab b",0,100,1);local aa_fake_standing_jitter=gui.add_checkbox("Standing Fake Jitter","lua>tab b");local aa_fake_standing_roll=gui.add_combo("Standing Roll","lua>tab b",{"None","Static","Extend Fake","Invert Fake","Jitter"});local aa_fake_standing_roll_v=gui.add_slider("Standing Lean","lua>tab b", -50,50,1);local aa_fake_standing_roll_jitter=gui.add_checkbox("Standing Flip Lean With Jitter","lua>tab b");local aa_fake_moving_amount=gui.add_slider("Moving Fake","lua>tab b", -100,100,1);local aa_fake_moving_comp=gui.add_slider("Moving Comp","lua>tab b",0,100,1);local aa_fake_moving_jitter=gui.add_checkbox("Moving Fake Jitter","lua>tab b");local aa_fake_moving_roll=gui.add_combo("Moving Roll","lua>tab b",{"None","Static","Extend Fake","Invert Fake","Jitter"});local aa_fake_moving_roll_v=gui.add_slider("Moving Lean","lua>tab b", -50,50,1);local aa_fake_moving_roll_jitter=gui.add_checkbox("Moving Flip Lean With Jitter","lua>tab b");local aa_fake_air_amount=gui.add_slider("Air Fake","lua>tab b", -100,100,1);local aa_fake_air_comp=gui.add_slider("Air Comp","lua>tab b",0,100,1);local aa_fake_air_jitter=gui.add_checkbox("Air Fake Jitter","lua>tab b");local aa_fake_air_roll=gui.add_combo("Air Roll","lua>tab b",{"None","Static","Extend Fake","Invert Fake","Jitter"});local aa_fake_air_roll_v=gui.add_slider("Air Lean","lua>tab b", -50,50,1);local aa_fake_air_roll_jitter=gui.add_checkbox("Air Flip Lean With Jitter","lua>tab b");local aa_fake_crouch_amount=gui.add_slider("Crouching Fake","lua>tab b", -100,100,1);local aa_fake_crouch_comp=gui.add_slider("Crouching Comp","lua>tab b",0,100,1);local aa_fake_crouch_jitter=gui.add_checkbox("Crouching Fake Jitter","lua>tab b");local aa_fake_crouch_roll=gui.add_combo("Crouching Roll","lua>tab b",{"None","Static","Extend Fake","Invert Fake","Jitter"});local aa_fake_crouch_roll_v=gui.add_slider("Crouching Lean","lua>tab b", -50,50,1);local aa_fake_crouch_roll_jitter=gui.add_checkbox("Crouching Flip Lean With Jitter","lua>tab b");function aa_moving() aa_jitter_e:set_bool(aa_real_moving_jitter_e:get_bool());aa_jitter_range:set_int(aa_real_moving_jitter_range:get_int());aa_jitter_random:set_int(aa_real_moving_jitter_random:get_int());aa_pitch:set_int(aa_real_moving_pitch:get_int());aa_yaw:set_int(aa_real_moving_yaw:get_int());aa_yaw_e:set_bool(aa_real_moving_yaw_add_e:get_bool());aa_yaw_add:set_int(aa_real_moving_yaw_add:get_int());aa_at_fov_target:set_bool(aa_real_moving_at_target_e:get_bool());aa_spin_e:set_bool(aa_real_moving_spin_e:get_bool());aa_spin_range:set_int(aa_real_moving_spin_range:get_int());aa_spin_speed:set_int(aa_real_moving_spin_speed:get_int());aa_fake_comp:set_int(aa_fake_moving_comp:get_int());aa_fake_amount:set_int(aa_fake_moving_amount:get_int());aa_fake_jitter:set_bool(aa_fake_moving_jitter:get_bool());aa_fake_roll:set_int(aa_fake_moving_roll:get_int());aa_fake_roll_amount:set_int(aa_fake_moving_roll_v:get_int());aa_fake_roll_jitter:set_bool(aa_fake_moving_roll_jitter:get_bool());end function aa_standing() aa_jitter_e:set_bool(aa_real_standing_jitter_e:get_bool());aa_jitter_range:set_int(aa_real_standing_jitter_range:get_int());aa_jitter_random:set_int(aa_real_standing_jitter_random:get_int());aa_pitch:set_int(aa_real_standing_pitch:get_int());aa_yaw:set_int(aa_real_standing_yaw:get_int());aa_yaw_e:set_bool(aa_real_standing_yaw_add_e:get_bool());aa_yaw_add:set_int(aa_real_standing_yaw_add:get_int());aa_at_fov_target:set_bool(aa_real_standing_at_target_e:get_bool());aa_spin_e:set_bool(aa_real_standing_spin_e:get_bool());aa_spin_range:set_int(aa_real_standing_spin_range:get_int());aa_spin_speed:set_int(aa_real_standing_spin_speed:get_int());aa_fake_comp:set_int(aa_fake_standing_comp:get_int());aa_fake_amount:set_int(aa_fake_standing_amount:get_int());aa_fake_jitter:set_bool(aa_fake_standing_jitter:get_bool());aa_fake_roll:set_int(aa_fake_standing_roll:get_int());aa_fake_roll_amount:set_int(aa_fake_standing_roll_v:get_int());aa_fake_roll_jitter:set_bool(aa_fake_standing_roll_jitter:get_bool());end function aa_crouch() aa_jitter_e:set_bool(aa_real_crouch_jitter_e:get_bool());aa_jitter_range:set_int(aa_real_crouch_jitter_range:get_int());aa_jitter_random:set_int(aa_real_crouch_jitter_random:get_int());aa_pitch:set_int(aa_real_crouch_pitch:get_int());aa_yaw:set_int(aa_real_crouch_yaw:get_int());aa_yaw_e:set_bool(aa_real_crouch_yaw_add_e:get_bool());aa_yaw_add:set_int(aa_real_crouch_yaw_add:get_int());aa_at_fov_target:set_bool(aa_real_crouch_at_target_e:get_bool());aa_spin_e:set_bool(aa_real_crouch_spin_e:get_bool());aa_spin_range:set_int(aa_real_crouch_spin_range:get_int());aa_spin_speed:set_int(aa_real_crouch_spin_speed:get_int());aa_fake_comp:set_int(aa_fake_crouch_comp:get_int());aa_fake_amount:set_int(aa_fake_crouch_amount:get_int());aa_fake_jitter:set_bool(aa_fake_crouch_jitter:get_bool());aa_fake_roll:set_int(aa_fake_crouch_roll:get_int());aa_fake_roll_amount:set_int(aa_fake_crouch_roll_v:get_int());aa_fake_roll_jitter:set_bool(aa_fake_crouch_roll_jitter:get_bool());end function aa_air() aa_jitter_e:set_bool(aa_real_air_jitter_e:get_bool());aa_jitter_range:set_int(aa_real_air_jitter_range:get_int());aa_jitter_random:set_int(aa_real_air_jitter_random:get_int());aa_pitch:set_int(aa_real_air_pitch:get_int());aa_yaw:set_int(aa_real_air_yaw:get_int());aa_yaw_e:set_bool(aa_real_air_yaw_add_e:get_bool());aa_yaw_add:set_int(aa_real_air_yaw_add:get_int());aa_at_fov_target:set_bool(aa_real_air_at_target_e:get_bool());aa_spin_e:set_bool(aa_real_air_spin_e:get_bool());aa_spin_range:set_int(aa_real_air_spin_range:get_int());aa_spin_speed:set_int(aa_real_air_spin_speed:get_int());aa_fake_comp:set_int(aa_fake_air_comp:get_int());aa_fake_amount:set_int(aa_fake_air_amount:get_int());aa_fake_jitter:set_bool(aa_fake_air_jitter:get_bool());aa_fake_roll:set_int(aa_fake_air_roll:get_int());aa_fake_roll_amount:set_int(aa_fake_air_roll_v:get_int());aa_fake_roll_jitter:set_bool(aa_fake_air_roll_jitter:get_bool());end function aa_general() aa_fake_e:set_bool(true);if (engine.is_in_game()==false) then return;end local player=entities.get_entity(engine.get_local_player());local flag=player:get_prop("m_fFlags");local air=player:get_prop("m_hGroundEntity")== -1 ;local velocity_x=math.floor(player:get_prop("m_vecVelocity[0]"));local velocity_y=math.floor(player:get_prop("m_vecVelocity[1]"));local speed=math.sqrt((velocity_x^2) + (velocity_y^2) );local crouch=input.is_key_down(17);if (aa_e:get_bool()==true) then if ((speed>3) and not air and not crouch) then aa_moving();elseif ((speed<=2) and (flag==257)) then aa_standing();elseif crouch then aa_crouch();elseif (air and (flag~=262)) then aa_air();end end end gui.set_visible("lua>tab a>Real Angle Selector",aa_type:get_int()==0 );gui.set_visible("lua>tab a>Fake Angle Selector",aa_type:get_int()==1 );gui.set_visible("lua>tab b>Standing Pitch",(aa_type:get_int()==0) and (aa_real_type:get_int()==0) );gui.set_visible("lua>tab b>Standing Yaw",(aa_type:get_int()==0) and (aa_real_type:get_int()==0) );gui.set_visible("lua>tab b>Enable Standing Yaw Add",(aa_type:get_int()==0) and (aa_real_type:get_int()==0) );gui.set_visible("lua>tab b>Standing Yaw Add",(aa_type:get_int()==0) and (aa_real_type:get_int()==0) and aa_real_standing_yaw_add_e:get_bool() );gui.set_visible("lua>tab b>Standing At Target",(aa_type:get_int()==0) and (aa_real_type:get_int()==0) );gui.set_visible("lua>tab b>Enable Standing Spin",(aa_type:get_int()==0) and (aa_real_type:get_int()==0) );gui.set_visible("lua>tab b>Standing Spin Range",(aa_type:get_int()==0) and (aa_real_type:get_int()==0) and aa_real_standing_spin_e:get_bool() );gui.set_visible("lua>tab b>Standing Spin Speed",(aa_type:get_int()==0) and (aa_real_type:get_int()==0) and aa_real_standing_spin_e:get_bool() );gui.set_visible("lua>tab b>Enable Standing Jitter",(aa_type:get_int()==0) and (aa_real_type:get_int()==0) );gui.set_visible("lua>tab b>Random Standing Jitter",(aa_type:get_int()==0) and (aa_real_type:get_int()==0) and aa_real_standing_jitter_e:get_bool() );gui.set_visible("lua>tab b>Standing Jitter Range",(aa_type:get_int()==0) and (aa_real_type:get_int()==0) and aa_real_standing_jitter_e:get_bool() );gui.set_visible("lua>tab b>Moving Pitch",(aa_type:get_int()==0) and (aa_real_type:get_int()==1) );gui.set_visible("lua>tab b>Moving Yaw",(aa_type:get_int()==0) and (aa_real_type:get_int()==1) );gui.set_visible("lua>tab b>Enable Moving Yaw Add",(aa_type:get_int()==0) and (aa_real_type:get_int()==1) );gui.set_visible("lua>tab b>Moving Yaw Add",(aa_type:get_int()==0) and (aa_real_type:get_int()==1) and aa_real_moving_yaw_add_e:get_bool() );gui.set_visible("lua>tab b>Moving At Target",(aa_type:get_int()==0) and (aa_real_type:get_int()==1) );gui.set_visible("lua>tab b>Enable Moving Spin",(aa_type:get_int()==0) and (aa_real_type:get_int()==1) );gui.set_visible("lua>tab b>Moving Spin Range",(aa_type:get_int()==0) and (aa_real_type:get_int()==1) and aa_real_moving_spin_e:get_bool() );gui.set_visible("lua>tab b>Moving Spin Speed",(aa_type:get_int()==0) and (aa_real_type:get_int()==1) and aa_real_moving_spin_e:get_bool() );gui.set_visible("lua>tab b>Enable Moving Jitter",(aa_type:get_int()==0) and (aa_real_type:get_int()==1) );gui.set_visible("lua>tab b>Random Moving Jitter",(aa_type:get_int()==0) and (aa_real_type:get_int()==1) and aa_real_moving_jitter_e:get_bool() );gui.set_visible("lua>tab b>Moving Jitter Range",(aa_type:get_int()==0) and (aa_real_type:get_int()==1) and aa_real_moving_jitter_e:get_bool() );gui.set_visible("lua>tab b>Air Pitch",(aa_type:get_int()==0) and (aa_real_type:get_int()==2) );gui.set_visible("lua>tab b>Air Yaw",(aa_type:get_int()==0) and (aa_real_type:get_int()==2) );gui.set_visible("lua>tab b>Enable Air Yaw Add",(aa_type:get_int()==0) and (aa_real_type:get_int()==2) );gui.set_visible("lua>tab b>Air Yaw Add",(aa_type:get_int()==0) and (aa_real_type:get_int()==2) and aa_real_air_yaw_add_e:get_bool() );gui.set_visible("lua>tab b>Air At Target",(aa_type:get_int()==0) and (aa_real_type:get_int()==2) );gui.set_visible("lua>tab b>Enable Air Spin",(aa_type:get_int()==0) and (aa_real_type:get_int()==2) );gui.set_visible("lua>tab b>Air Spin Range",(aa_type:get_int()==0) and (aa_real_type:get_int()==2) and aa_real_air_spin_e:get_bool() );gui.set_visible("lua>tab b>Air Spin Speed",(aa_type:get_int()==0) and (aa_real_type:get_int()==2) and aa_real_air_spin_e:get_bool() );gui.set_visible("lua>tab b>Enable Air Jitter",(aa_type:get_int()==0) and (aa_real_type:get_int()==2) );gui.set_visible("lua>tab b>Random Air Jitter",(aa_type:get_int()==0) and (aa_real_type:get_int()==2) and aa_real_air_jitter_e:get_bool() );gui.set_visible("lua>tab b>Air Jitter Range",(aa_type:get_int()==0) and (aa_real_type:get_int()==2) and aa_real_air_jitter_e:get_bool() );gui.set_visible("lua>tab b>Crouching Pitch",(aa_type:get_int()==0) and (aa_real_type:get_int()==3) );gui.set_visible("lua>tab b>Crouching Yaw",(aa_type:get_int()==0) and (aa_real_type:get_int()==3) );gui.set_visible("lua>tab b>Enable Crouching Yaw Add",(aa_type:get_int()==0) and (aa_real_type:get_int()==3) );gui.set_visible("lua>tab b>Crouching Yaw Add",(aa_type:get_int()==0) and (aa_real_type:get_int()==3) and aa_real_crouch_yaw_add_e:get_bool() );gui.set_visible("lua>tab b>Crouching At Target",(aa_type:get_int()==0) and (aa_real_type:get_int()==3) );gui.set_visible("lua>tab b>Enable Crouching Spin",(aa_type:get_int()==0) and (aa_real_type:get_int()==3) );gui.set_visible("lua>tab b>Crouching Spin Range",(aa_type:get_int()==0) and (aa_real_type:get_int()==3) and aa_real_crouch_spin_e:get_bool() );gui.set_visible("lua>tab b>Crouching Spin Speed",(aa_type:get_int()==0) and (aa_real_type:get_int()==3) and aa_real_crouch_spin_e:get_bool() );gui.set_visible("lua>tab b>Enable Crouching Jitter",(aa_type:get_int()==0) and (aa_real_type:get_int()==3) );gui.set_visible("lua>tab b>Random Crouching Jitter",(aa_type:get_int()==0) and (aa_real_type:get_int()==3) and aa_real_crouch_jitter_e:get_bool() );gui.set_visible("lua>tab b>Crouching Jitter Range",(aa_type:get_int()==0) and (aa_real_type:get_int()==3) and aa_real_crouch_jitter_e:get_bool() );gui.set_visible("lua>tab b>Standing Fake",(aa_type:get_int()==1) and (aa_fake_type:get_int()==0) );gui.set_visible("lua>tab b>Standing Comp",(aa_type:get_int()==1) and (aa_fake_type:get_int()==0) );gui.set_visible("lua>tab b>Standing Fake Jitter",(aa_type:get_int()==1) and (aa_fake_type:get_int()==0) );gui.set_visible("lua>tab b>Standing Roll",(aa_type:get_int()==1) and (aa_fake_type:get_int()==0) );gui.set_visible("lua>tab b>Standing Lean",(aa_type:get_int()==1) and (aa_fake_type:get_int()==0) );gui.set_visible("lua>tab b>Standing Flip Lean With Jitter",(aa_type:get_int()==1) and (aa_fake_type:get_int()==0) );gui.set_visible("lua>tab b>Moving Fake",(aa_type:get_int()==1) and (aa_fake_type:get_int()==1) );gui.set_visible("lua>tab b>Moving Comp",(aa_type:get_int()==1) and (aa_fake_type:get_int()==1) );gui.set_visible("lua>tab b>Moving Fake Jitter",(aa_type:get_int()==1) and (aa_fake_type:get_int()==1) );gui.set_visible("lua>tab b>Moving Roll",(aa_type:get_int()==1) and (aa_fake_type:get_int()==1) );gui.set_visible("lua>tab b>Moving Lean",(aa_type:get_int()==1) and (aa_fake_type:get_int()==1) );gui.set_visible("lua>tab b>Moving Flip Lean With Jitter",(aa_type:get_int()==1) and (aa_fake_type:get_int()==1) );gui.set_visible("lua>tab b>Air Fake",(aa_type:get_int()==1) and (aa_fake_type:get_int()==2) );gui.set_visible("lua>tab b>Air Comp",(aa_type:get_int()==1) and (aa_fake_type:get_int()==2) );gui.set_visible("lua>tab b>Air Fake Jitter",(aa_type:get_int()==1) and (aa_fake_type:get_int()==2) );gui.set_visible("lua>tab b>Air Roll",(aa_type:get_int()==1) and (aa_fake_type:get_int()==2) );gui.set_visible("lua>tab b>Air Lean",(aa_type:get_int()==1) and (aa_fake_type:get_int()==2) );gui.set_visible("lua>tab b>Air Flip Lean With Jitter",(aa_type:get_int()==1) and (aa_fake_type:get_int()==2) );gui.set_visible("lua>tab b>Crouching Fake",(aa_type:get_int()==1) and (aa_fake_type:get_int()==3) );gui.set_visible("lua>tab b>Crouching Comp",(aa_type:get_int()==1) and (aa_fake_type:get_int()==3) );gui.set_visible("lua>tab b>Crouching Fake Jitter",(aa_type:get_int()==1) and (aa_fake_type:get_int()==3) );gui.set_visible("lua>tab b>Crouching Roll",(aa_type:get_int()==1) and (aa_fake_type:get_int()==3) );gui.set_visible("lua>tab b>Crouching Lean",(aa_type:get_int()==1) and (aa_fake_type:get_int()==3) );gui.set_visible("lua>tab b>Crouching Flip Lean With Jitter",(aa_type:get_int()==1) and (aa_fake_type:get_int()==3) );function on_paint() aa_general();end end