script_name(“CamHack”)
script_author(“sanek a.k.a Maks_Fender, edited by ANIKI”)
require “lib.moonloader”
local mad = require “MoonAdditions”

– GLOBAL VARIABLES AND CONSTANTS
local camHack_posX, camHack_posY, camHack_posZ = 0, 0, 0 – Camera’s positional coordinates
local camHack_angZ, camHack_angY = 0, 0 – Camera’s orientation angles (Z for horizontal rotation, Y for vertical)
local camHack_speed = 1.0 – Speed at which the camera moves
local camHack_flyModeActive = 0 – Fly mode status: 0 = inactive, 1 = active
local camHack_collisionEnabled = true – Toggle for collision checking

– Collision settings
local camHack_checkSolidObjects = true
local camHack_checkVehicles = false
local camHack_checkPeds = false
local camHack_checkObjects = true
local camHack_checkParticles = false
local camHack_seeThroughObjects = false
local camHack_ignoreSomeObjects = false
local camHack_allowShootThrough = false

– Function to check camera collision and adjust position if necessary
local function isCameraColliding(destX, destY, destZ)
if not camHack_collisionEnabled then
return false, nil, destX, destY, destZ
end

local result, colPoint = processLineOfSight(
camHack_posX, camHack_posY, camHack_posZ,
destX, destY, destZ,
camHack_checkSolidObjects, camHack_checkVehicles, camHack_checkPeds,
camHack_checkObjects, camHack_checkParticles, camHack_seeThroughObjects,
camHack_ignoreSomeObjects, camHack_allowShootThrough
)
if result then
– If collision is detected, reset position to the current camera position
return true, colPoint, camHack_posX, camHack_posY, camHack_posZ
end
return false, colPoint, destX, destY, destZ
end

– Main loop, runs continuously while the script is active
function main()
while true do wait(0)

– Check if Fly Mode is inactive
if camHack_flyModeActive == 0 then
– Check for the key combination to activate Fly Mode (C + 1)
if isKeyDown(VK_C) and isKeyDown(VK_1) then
– Enter Fly Mode: Disable radar and HUD, set initial camera position and angle
displayRadar(false)
displayHud(false)
camHack_posX, camHack_posY, camHack_posZ = getCharCoordinates(playerPed)
camHack_angZ = -getCharHeading(playerPed) – Invert to match the player heading
camHack_angY = 0.0
setFixedCameraPosition(camHack_posX, camHack_posY, camHack_posZ, 0.0, 0.0, 0.0) – Set initial camera position
lockPlayerControl(true) – Prevent player control while in Fly Mode
camHack_flyModeActive = 1 – Fly Mode is now active
end
else
– Handle Fly Mode if active
if not sampIsChatInputActive() and not isSampfuncsConsoleActive() then
– Update camera orientation based on mouse movement
local offMouX, offMouY = getPcMouseMovement()
camHack_angZ = (camHack_angZ + offMouX / 4.0) % 360 – Horizontal angle
camHack_angY = math.max(math.min(camHack_angY + offMouY / 4.0, 89.0), -89.0) – Vertical angle within bounds

– Calculate the movement vector based on the camera’s orientation
local radZ, radY = math.rad(camHack_angZ), math.rad(camHack_angY)
local sinZ, cosZ, sinY, cosY = math.sin(radZ), math.cos(radZ), math.sin(radY), math.cos(radY)
local movX, movY, movZ = cosY * sinZ, cosY * cosZ, sinY

local newX, newY, newZ = camHack_posX, camHack_posY, camHack_posZ

– Move the camera forward or backward (W/S keys)
if isKeyDown(VK_W) then
newX = camHack_posX + movX * camHack_speed
newY = camHack_posY + movY * camHack_speed
newZ = camHack_posZ + movZ * camHack_speed
elseif isKeyDown(VK_S) then
newX = camHack_posX - movX * camHack_speed
newY = camHack_posY - movY * camHack_speed
newZ = camHack_posZ - movZ * camHack_speed
end

– Move the camera left or right (A/D keys)
if isKeyDown(VK_A) or isKeyDown(VK_D) then
local sideOffset = isKeyDown(VK_A) and -math.pi / 2 or math.pi / 2 – Determine the direction based on the key
local sideZ = math.sin(math.rad(camHack_angZ) + sideOffset)
local sideX = math.cos(math.rad(camHack_angZ) + sideOffset)
newX = camHack_posX + sideZ * camHack_speed
newY = camHack_posY + sideX * camHack_speed
end

– Move the camera up or down (Space/Shift keys)
if isKeyDown(VK_SPACE) then
newZ = camHack_posZ + camHack_speed
elseif isKeyDown(VK_SHIFT) then
newZ = camHack_posZ - camHack_speed
end

– Check for collisions and adjust position
local collision, colPoint, adjX, adjY, adjZ = isCameraColliding(newX, newY, newZ)
camHack_posX, camHack_posY, camHack_posZ = adjX, adjY, adjZ

– Update camera position and point it in the direction of movement
setFixedCameraPosition(camHack_posX, camHack_posY, camHack_posZ, 0.0, 0.0, 0.0)
pointCameraAtPoint(camHack_posX + movX, camHack_posY + movY, camHack_posZ + movZ, 2)

– Adjust camera speed (Plus/Minus keys)
if isKeyDown(187) then – Increase speed with the ‘Plus’ key
camHack_speed = camHack_speed + 0.01
elseif isKeyDown(189) then – Decrease speed with the ‘Minus’ key
camHack_speed = math.max(camHack_speed - 0.01, 0.01) – Prevent speed from becoming negative or zero
end

– Debug info
local collisionText = collision and string.format(
“~ghhh~Collision Detected~n~" …
“~w~Entity: ~ph~%d~n~” …
“~w~Type: ~ph~%d~ph~ ~w~Surface: ~ph~%d~n~” …
“~w~Position: ~ph~(%.2f, %.2f, %.2f)~n~” …
“~w~Normal: ~ph~(%.2f, %.2f, %.2f)”,
colPoint.entity, colPoint.entityType, colPoint.surfaceType[1],
colPoint.pos[1], colPoint.pos[2], colPoint.pos[3],
colPoint.normal[1], colPoint.normal[2], colPoint.normal[3]
) or “~rhhh~No Collision”

– Formatting CamHack Debug Info
local text = string.format(
“~bhhh~CamHack Debug Info~n~” …
“~w~Position:~n~” …
" ~ph~(%.2f, %.2f, %.2f)~n~” …
“~w~Direction:~n~” …
" ~ph~(%.2f, %.2f, %.2f)~n~" …
“~w~Angle:~n~” …
" ~ph~Z: %.2f| ~ph~Y: %.2f|~n~" …
“~w~Speed:~n~” …
" ~ph~%.2f units/sec~n~" …
“~w~Collision Status:~n~” …
" %s",
camHack_posX, camHack_posY, camHack_posZ, – Position coordinates
camHack_posX + movX, camHack_posY + movY, camHack_posZ + movZ, – Approximate direction
camHack_angZ, camHack_angY, – Angles Z and Y
camHack_speed, – Camera speed
collisionText – Collision text
)

mad.draw_text(text, 45, 240, mad.font_style.BEFORE_TEXT, 0.40, 1.0, mad.font_align.LEFT, 9999, true, false, 255, 255, 255, 255, 1, 2, 0, 0, 0, 150)

– Check for Fly Mode deactivation (C + 2)
if isKeyDown(VK_C) and isKeyDown(VK_2) then
– Exit Fly Mode: Restore normal player control and camera behavior
lockPlayerControl(false)
restoreCameraJumpcut()
setCameraBehindPlayer()
camHack_flyModeActive = 0 – Fly Mode is now inactive
end
end
end
end
end

– Intercept player chat bubble events
local sampev = require “lib.samp.events”
– Modify the chat bubble display duration while in Fly Mode
function sampev.onPlayerChatBubble(id, col, dist, dur, msg)
if camHack_flyModeActive == 1 then return {id, col, 1488, dur, msg} end – Extend bubble duration in Fly Mode
end


при нажатии сразу вперед/назад и вбок одновременно движение становится оч странным, исправь код и дай мне исправленни