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На любой другой язык. Можно просто вбивать частями в яндекс переводчик и корректировать.

Скрытый текст

m_LangList["LEGIT_MAIN_GENERAL_ENABLED"] = u8"Enabled";
m_LangList["LEGIT_MAIN_GENERAL_ENABLED_DESC"] = u8"";
m_LangList["LEGIT_MAIN_GENERAL_FRIENDLY_FIRE"] = u8"Friendly fire";
m_LangList["LEGIT_MAIN_GENERAL_FRIENDLY_FIRE_DESC"] = u8"";
m_LangList["LEGIT_MAIN_GENERAL_SMOKE_CHECK"] = u8"Smoke check";
m_LangList["LEGIT_MAIN_GENERAL_SMOKE_CHECK_DESC"] = u8"Aimbot and triggerbot don't shoot in smokes.";
m_LangList["LEGIT_MAIN_GENERAL_POSITION_ADJUSTMENT"] = u8"Position adjustment";
m_LangList["LEGIT_MAIN_GENERAL_POSITION_ADJUSTMENT_DESC"] = u8"Exploit allowing you to shoot at multiple positions of the target.";
m_LangList["LEGIT_MAIN_GENERAL_DESYNC_HELPER"] = u8"Desync helper";
m_LangList["LEGIT_MAIN_GENERAL_DESYNC_HELPER_DESC"] = u8"Desync player model for other players. The more FPS, the better it works.";
m_LangList["LEGIT_MAIN_GENERAL_FLASHED_CHECK"] = u8"Flashed check";
m_LangList["LEGIT_MAIN_GENERAL_FLASHED_CHECK_DESC"] = u8"If flashed(%%) > limit, features don't work.";
m_LangList["LEGIT_MAIN_GENERAL_SHOOT_THROUGHT_TEAMMATES"] = u8"Shoot through teammates";
m_LangList["LEGIT_MAIN_GENERAL_SHOOT_THROUGHT_TEAMMATES_DESC"] = u8"";
m_LangList["LEGIT_MAIN_GENERAL_PSEUDO_PROFESSIONAL"] = u8"Pseudo proffesional";
m_LangList["LEGIT_MAIN_GENERAL_PSEUDO_PROFESSIONAL_DESC"] = u8"Rofl mode XD.";
m_LangList["LEGIT_MAIN_AIMBOT_KEY"] = u8"Key";
m_LangList["LEGIT_MAIN_AIMBOT_AUTO_FIRE_KEY"] = u8"Auto fire key";
m_LangList["LEGIT_MAIN_AIMBOT_PSILENT_KEY"] = u8"Perfect silent key";
m_LangList["LEGIT_MAIN_AIMBOT_DYNAMIC_FOV"] = u8"Dynamic fov";
m_LangList["LEGIT_MAIN_AIMBOT_DYNAMIC_FOV_DESC"] = u8"Formula: (aimbot fov * dynamic_fov) / distance";
m_LangList["LEGIT_MAIN_AIMBOT_MOUSE_EVENT"] = u8"Mouse event aiming";
m_LangList["LEGIT_MAIN_AIMBOT_MOUSE_EVENT_DESC"] = u8"Use mouse_event for aiming. Smooth will change (game sensitivity + cheat smooth). Demochecker and etc bypass.";
m_LangList["LEGIT_MAIN_AIMBOT_AUTO_SCOPE"] = u8"Auto scope";
m_LangList["LEGIT_MAIN_AIMBOT_AUTO_SCOPE_DESC"] = u8"";
m_LangList["LEGIT_MAIN_AIMBOT_SMOOTH_INDEPENDENCE_FPS"] = u8"Smooth independence FPS";
m_LangList["LEGIT_MAIN_AIMBOT_SMOOTH_INDEPENDENCE_FPS_DESC"] = u8"100 fps its normal value.";
m_LangList["LEGIT_MAIN_AIMBOT_DONT_SHOOT_IN_SHIELD"] = u8"Don't shoot in shield";
m_LangList["LEGIT_MAIN_AIMBOT_DONT_SHOOT_IN_SHIELD_DESC"] = u8"";
m_LangList["LEGIT_MAIN_AIMBOT_FOV_SCALE_BY_GAME_FOV"] = u8"FOV scale by game fov";
m_LangList["LEGIT_MAIN_AIMBOT_FOV_SCALE_BY_GAME_FOV_DESC"] = u8"Change FOV aimbot depending on the game FOV.";
m_LangList["LEGIT_MAIN_AIMBOT_BLOCK_ATTACK_AFTER_KILL"] = u8"Block attack after kill";
m_LangList["LEGIT_MAIN_AIMBOT_BLOCK_ATTACK_AFTER_KILL_DESC"] = u8"Block shot on N ms after kill enemy.";
m_LangList["LEGIT_MAIN_AIMBOT_RECOIL_STANDALONE"] = u8"Recoil compensation standalone";
m_LangList["LEGIT_MAIN_AIMBOT_RECOIL_STANDALONE_DESC"] = u8"It uses settings aimbot recoil control.";
m_LangList["LEGIT_MAIN_AIMBOT_RECOIL_STANDALONE_ITEM1"] = u8"None";
m_LangList["LEGIT_MAIN_AIMBOT_RECOIL_STANDALONE_ITEM2"] = u8"Default";
m_LangList["LEGIT_MAIN_AIMBOT_RECOIL_STANDALONE_ITEM3"] = u8"Return angles";
m_LangList["LEGIT_MAIN_AIMBOT_MOUSE_TRIGGER"] = u8"Mouse trigger";
m_LangList["LEGIT_MAIN_AIMBOT_MOUSE_TRIGGER_DESC"] = u8"If mouse not move, this triggering. Work only if m_rawinput >= 0.";
m_LangList["LEGIT_MAIN_AIMBOT_MOUSE_TRIGGER_MSG"] = u8"This feature is using mouse move detect.\nPlease, set m_rawinput to 1 for correct work.";
m_LangList["LEGIT_MAIN_AIMBOT_MOUSE_TRIGGER_ITEM1"] = u8"None";
m_LangList["LEGIT_MAIN_AIMBOT_MOUSE_TRIGGER_ITEM2"] = u8"Disable smooth auto";
m_LangList["LEGIT_MAIN_AIMBOT_MOUSE_TRIGGER_ITEM3"] = u8"Disable fully";

m_LangList["LEGIT_MAIN_TRIGGERBOT_KEY"] = u8"Key";
m_LangList["LEGIT_MAIN_TRIGGERBOT_SHOT_DELAY"] = u8"Shot delay";
m_LangList["LEGIT_MAIN_TRIGGERBOT_SHOT_DELAY_DESC"] = u8"";
m_LangList["LEGIT_MAIN_TRIGGERBOT_ACCURATE_TRACES"] = u8"Accurate traces";
m_LangList["LEGIT_MAIN_TRIGGERBOT_ACCURATE_TRACES_DESC"] = u8"Does not shoot if the selected hitbox closes the unselected one.";
m_LangList["LEGIT_MAIN_TRIGGERBOT_ONLY_SCOPED"] = u8"Only scoped";
m_LangList["LEGIT_MAIN_TRIGGERBOT_ONLY_SCOPED_DESC"] = u8"";
m_LangList["LEGIT_MAIN_TRIGGERBOT_DYNAMIC"] = u8"Dynamic";
m_LangList["LEGIT_MAIN_TRIGGERBOT_DYNAMIC_DESC"] = u8"Trigger don't shot, if angle between trigger spread pos and aim spread pos > aim fov.";
m_LangList["LEGIT_MAIN_TRIGGERBOT_TURN_OFF_AFTER_1_BULLET"] = u8"Turn off after 1 bullet";
m_LangList["LEGIT_MAIN_TRIGGERBOT_TURN_OFF_AFTER_1_BULLET_DESC"] = u8"";

m_LangList["LEGIT_WEAPON_GROUP_CURRENT"] = u8"Current";
m_LangList["LEGIT_WEAPON_GROUP_CURRENT_DESC"] = u8"";

m_LangList["LEGIT_WEAPON_TARGET_SWITCH_DELAY"] = u8"Switch delay";
m_LangList["LEGIT_WEAPON_TARGET_SWITCH_DELAY_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TARGET_SELECTION"] = u8"Aim selection";
m_LangList["LEGIT_WEAPON_TARGET_SELECTION_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TARGET_SELECTION_ITEM1"] = u8"Nearest";
m_LangList["LEGIT_WEAPON_TARGET_SELECTION_ITEM2"] = u8"Weights";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_HEAD"] = u8"Head weight";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_HEAD_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_NECK"] = u8"Neck weight";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_NECK_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_CHEST"] = u8"Chest weight";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_CHEST_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_STOMACH"] = u8"Stomach weight";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_STOMACH_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_ARMS"] = u8"Arms weight";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_ARMS_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_LEGS"] = u8"Legs weight";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_LEGS_DESC"] = u8"";

m_LangList["LEGIT_WEAPON_AIMBOT_ENABLED"] = u8"Enabled";
m_LangList["LEGIT_WEAPON_AIMBOT_ENABLED_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_AUTO_FIRE"] = u8"Auto fire";
m_LangList["LEGIT_WEAPON_AIMBOT_AUTO_FIRE_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_FOV"] = u8"Maximum FOV";
m_LangList["LEGIT_WEAPON_AIMBOT_FOV_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_HITBOXES"] = u8"Hitboxes";
m_LangList["LEGIT_WEAPON_AIMBOT_HITBOXES_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_HITBOXES_ITEM1"] = u8"Head";
m_LangList["LEGIT_WEAPON_AIMBOT_HITBOXES_ITEM2"] = u8"Neck";
m_LangList["LEGIT_WEAPON_AIMBOT_HITBOXES_ITEM3"] = u8"Chest";
m_LangList["LEGIT_WEAPON_AIMBOT_HITBOXES_ITEM4"] = u8"Stomach";
m_LangList["LEGIT_WEAPON_AIMBOT_HITBOXES_ITEM5"] = u8"Arms";
m_LangList["LEGIT_WEAPON_AIMBOT_HITBOXES_ITEM6"] = u8"Legs";
m_LangList["LEGIT_WEAPON_AIMBOT_SMOOTH_AUTO"] = u8"Smooth auto";
m_LangList["LEGIT_WEAPON_AIMBOT_SMOOTH_AUTO_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_SMOOTH_IN_ATTACK"] = u8"Smooth in attack";
m_LangList["LEGIT_WEAPON_AIMBOT_SMOOTH_IN_ATTACK_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_SMOOTH_SCALE_FOV"] = u8"Smooth scale - FOV";
m_LangList["LEGIT_WEAPON_AIMBOT_SMOOTH_SCALE_FOV_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_RECOIL_FOV"] = u8"Recoil compensation maximum FOV";
m_LangList["LEGIT_WEAPON_AIMBOT_RECOIL_FOV_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_RECOIL_SMOOTH"] = u8"Recoil compensation smooth";
m_LangList["LEGIT_WEAPON_AIMBOT_RECOIL_SMOOTH_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_RECOIL_PITCH"] = u8"Recoil compensation pitch";
m_LangList["LEGIT_WEAPON_AIMBOT_RECOIL_PITCH_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_RECOIL_YAW"] = u8"Recoil compensation yaw";
m_LangList["LEGIT_WEAPON_AIMBOT_RECOIL_YAW_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_RECOIL_START"] = u8"Recoil compensation start";
m_LangList["LEGIT_WEAPON_AIMBOT_RECOIL_START_DESC"] = u8"At what point does recoil control begin.";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_ANGLE"] = u8"Perfect silent maximum angle";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_ANGLE_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TYPE"] = u8"Perfect silent type";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TYPE_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TYPE_ITEM1"] = u8"Manual";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TYPE_ITEM2"] = u8"Auto fire";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TRIGGERS"] = u8"Perfect silent triggers";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TRIGGERS_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TRIGGERS_ITEM1"] = u8"Standing";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TRIGGERS_ITEM2"] = u8"In move (on land)";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TRIGGERS_ITEM3"] = u8"In air";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TAPPING_MODE"] = u8"Perfect silent tapping mode";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TAPPING_MODE_DESC"] = u8"Does not shoot if there is recoil.";
m_LangList["LEGIT_WEAPON_AIMBOT_MAXIMUM_LOCK_ON_TIME"] = u8"Maximum lock-on time";
m_LangList["LEGIT_WEAPON_AIMBOT_MAXIMUM_LOCK_ON_TIME_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_DELAY_BEFORE_AIMING"] = u8"Delay before aiming";
m_LangList["LEGIT_WEAPON_AIMBOT_DELAY_BEFORE_AIMING_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_DELAY_BEFORE_FIRING"] = u8"Delay before firing";
m_LangList["LEGIT_WEAPON_AIMBOT_DELAY_BEFORE_FIRING_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_ACCURACY_BOOST"] = u8"Accuracy boost";
m_LangList["LEGIT_WEAPON_AIMBOT_ACCURACY_BOOST_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_ACCURACY_BOOST_ITEM1"] = u8"None";
m_LangList["LEGIT_WEAPON_AIMBOT_ACCURACY_BOOST_ITEM2"] = u8"Bound box (Recoil)";
m_LangList["LEGIT_WEAPON_AIMBOT_ACCURACY_BOOST_ITEM3"] = u8"Bound box (Recoil / Spread)";
m_LangList["LEGIT_WEAPON_AIMBOT_ACCURACY_BOOST_ITEM4"] = u8"Recoil";
m_LangList["LEGIT_WEAPON_AIMBOT_ACCURACY_BOOST_ITEM5"] = u8"Recoil / Spread";
m_LangList["LEGIT_WEAPON_AIMBOT_AUTO_WALL"] = u8"Auto wall";
m_LangList["LEGIT_WEAPON_AIMBOT_AUTO_WALL_DESC"] = u8"Automatic aiming through the walls.";
m_LangList["LEGIT_WEAPON_AIMBOT_AUTO_WALL_MIN_DMG"] = u8"Auto wall minimum damage";
m_LangList["LEGIT_WEAPON_AIMBOT_AUTO_WALL_MIN_DMG_DESC"] = u8"Minimum damage for aiming through walls.";

m_LangList["LEGIT_WEAPON_TRIGGERBOT_ENABLED"] = u8"Enabled";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_ENABLED_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_HITBOXES"] = u8"Hitboxes";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_HITBOXES_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_HITBOXES_ITEM1"] = u8"Head";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_HITBOXES_ITEM2"] = u8"Neck";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_HITBOXES_ITEM3"] = u8"Chest";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_HITBOXES_ITEM4"] = u8"Stomach";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_HITBOXES_ITEM5"] = u8"Arms";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_HITBOXES_ITEM6"] = u8"Legs";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_HEAD_SCALE"] = u8"Head scale";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_HEAD_SCALE_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_NECK_SCALE"] = u8"Neck scale";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_NECK_SCALE_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_CHEST_SCALE"] = u8"Chest scale";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_CHEST_SCALE_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_STOMACH_SCALE"] = u8"Stomach scale";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_STOMACH_SCALE_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_ARMS_SCALE"] = u8"Arms scale";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_ARMS_SCALE_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_LEGS_SCALE"] = u8"Legs scale";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_LEGS_SCALE_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_ACCURACY_BOOST"] = u8"Accuracy boost";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_ACCURACY_BOOST_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_ACCURACY_BOOST_ITEM1"] = u8"None";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_ACCURACY_BOOST_ITEM2"] = u8"Recoil";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_ACCURACY_BOOST_ITEM3"] = u8"Recoil / Spread";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_AUTO_WALL"] = u8"Auto wall";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_AUTO_WALL_DESC"] = u8"Automatic shot through the walls.";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_AUTO_WALL_MIN_DMG"] = u8"Auto wall minimum damage";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_AUTO_WALL_MIN_DMG_DESC"] = u8"Minimum damage for shot through walls.";


m_LangList["RAGE_MAIN_GENERAL_ACTIVE"] = u8"Enabled";
m_LangList["RAGE_MAIN_GENERAL_ACTIVE_DESC"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_FRIENDLY_FIRE"] = u8"Friendly fire";
m_LangList["RAGE_MAIN_GENERAL_FRIENDLY_FIRE_DESC"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_AUTO_FIRE"] = u8"Auto fire";
m_LangList["RAGE_MAIN_GENERAL_AUTO_FIRE_DESC"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_FOV"] = u8"Maximum FOV";
m_LangList["RAGE_MAIN_GENERAL_FOV_DESC"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_TYPE"] = u8"Aim type";
m_LangList["RAGE_MAIN_GENERAL_TYPE_DESC"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_TYPE_ITEM1"] = u8"Visible";
m_LangList["RAGE_MAIN_GENERAL_TYPE_ITEM2"] = u8"Silent (Client-Side)";
m_LangList["RAGE_MAIN_GENERAL_TYPE_ITEM3"] = u8"Perfect silent (Server-Side)";
m_LangList["RAGE_MAIN_GENERAL_REMOVE_RECOIL"] = u8"Remove recoil";
m_LangList["RAGE_MAIN_GENERAL_REMOVE_RECOIL_DESC"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_REMOVE_SPREAD"] = u8"Remove spread";
m_LangList["RAGE_MAIN_GENERAL_REMOVE_SPREAD_DESC"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_REMOVE_SPREAD_ITEM1"] = u8"Use hitchance";
m_LangList["RAGE_MAIN_GENERAL_REMOVE_SPREAD_ITEM2"] = u8"Pitch / Roll";
m_LangList["RAGE_MAIN_GENERAL_REMOVE_SPREAD_ITEM3"] = u8"Yaw / Roll";
m_LangList["RAGE_MAIN_GENERAL_REMOVE_SPREAD_ITEM4"] = u8"Pitch / Yaw / Roll (1 method)";
m_LangList["RAGE_MAIN_GENERAL_REMOVE_SPREAD_ITEM5"] = u8"Pitch / Yaw / Roll (2 method)";
m_LangList["RAGE_MAIN_GENERAL_HITCHANCE_SEEDS"] = u8"Hitchance seeds";
m_LangList["RAGE_MAIN_GENERAL_HITCHANCE_SEEDS_DESC"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_REAIMDETECTOR_BYPASS"] = u8"ReAimDetector bypass";
m_LangList["RAGE_MAIN_GENERAL_REAIMDETECTOR_BYPASS_DESC"] = u8"Disable anti-aimbot for perfect work.";
m_LangList["RAGE_MAIN_GENERAL_AUTO_SCOPE"] = u8"Auto scope";
m_LangList["RAGE_MAIN_GENERAL_AUTO_SCOPE_DESC"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_AUTO_SCOPE_ITEM1"] = u8"None";
m_LangList["RAGE_MAIN_GENERAL_AUTO_SCOPE_ITEM2"] = u8"No unzoom";
m_LangList["RAGE_MAIN_GENERAL_AUTO_SCOPE_ITEM3"] = u8"Unzoom";
m_LangList["RAGE_MAIN_GENERAL_FORCE_BODY_KEY"] = u8"Force body aim";
m_LangList["RAGE_MAIN_GENERAL_FORCE_MIN_DAMAGE_KEY"] = u8"Force min. damage";
m_LangList["RAGE_MAIN_GENERAL_RESOLVER_PITCH"] = u8"Pitch resolver";
m_LangList["RAGE_MAIN_GENERAL_RESOLVER_PITCH_DESC"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_RESOLVER_PITCH_ITEM1"] = u8"None";
m_LangList["RAGE_MAIN_GENERAL_RESOLVER_PITCH_ITEM2"] = u8"Breakpoint 90°";
m_LangList["RAGE_MAIN_GENERAL_RESOLVER_YAW"] = u8"Yaw resolver";
m_LangList["RAGE_MAIN_GENERAL_RESOLVER_YAW_DESC"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_RESOLVER_YAW_ITEM1"] = u8"None";
m_LangList["RAGE_MAIN_GENERAL_RESOLVER_YAW_ITEM2"] = u8"Blend fix";
m_LangList["RAGE_MAIN_GENERAL_DELAYSHOT"] = u8"Delay shot";
m_LangList["RAGE_MAIN_GENERAL_DELAYSHOT_DESC"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_DELAYSHOT_ITEM1"] = u8"Unlag";
m_LangList["RAGE_MAIN_GENERAL_DELAYSHOT_ITEM2"] = u8"History";
m_LangList["RAGE_MAIN_GENERAL_TAPPING_MODE"] = u8"Tapping mode";
m_LangList["RAGE_MAIN_GENERAL_TAPPING_MODE_DESC"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_LOW_FPS_MITIGATIONS"] = u8"Low FPS mitigations";
m_LangList["RAGE_MAIN_GENERAL_LOW_FPS_MITIGATIONS_DESC"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_LOW_FPS_MITIGATIONS_ITEM1"] = u8"Traces only if can attack";
m_LangList["RAGE_MAIN_GENERAL_LOW_FPS_MITIGATIONS_ITEM2"] = u8"Don't trace arms points";
m_LangList["RAGE_MAIN_GENERAL_LOW_FPS_MITIGATIONS_ITEM3"] = u8"Don't trace legs points";
m_LangList["RAGE_MAIN_GENERAL_LOW_FPS_VALUE"] = u8"Low FPS value";
m_LangList["RAGE_MAIN_GENERAL_LOW_FPS_VALUE_DESC"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_SKIP_HEAD_IF_CLOSED"] = u8"Skip head if closed";
m_LangList["RAGE_MAIN_GENERAL_SKIP_HEAD_IF_CLOSED_DESC"] = u8"";

m_LangList["RAGE_MAIN_AA_MAIN_ENABLED"] = u8"Enabled";
m_LangList["RAGE_MAIN_AA_MAIN_ENABLED_DESC"] = u8"";
m_LangList["RAGE_MAIN_AA_MAIN_TEAMMATES"] = u8"Teammates";
m_LangList["RAGE_MAIN_AA_MAIN_TEAMMATES_DESC"] = u8"";
m_LangList["RAGE_MAIN_AA_MAIN_AT_TARGETS"] = u8"At targets";
m_LangList["RAGE_MAIN_AA_MAIN_AT_TARGETS_DESC"] = u8"";
m_LangList["RAGE_MAIN_AA_MAIN_AT_TARGETS_ITEM1"] = u8"None";
m_LangList["RAGE_MAIN_AA_MAIN_AT_TARGETS_ITEM2"] = u8"Closest by FOV";
m_LangList["RAGE_MAIN_AA_MAIN_AT_TARGETS_ITEM3"] = u8"Average";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL"] = u8"Roll";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_DESC"] = u8"";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_ITEM1"] = u8"None";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_ITEM2"] = u8"Sideways 50°";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_ITEM3"] = u8"Sideways 90°";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_ITEM4"] = u8"Sideways 180°";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_ITEM5"] = u8"Static";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_STATIC"] = u8"Roll static";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_STATIC_DESC"] = u8"";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_ADD_YAW_ON_JITTERING"] = u8"Roll add yaw on jittering";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_ADD_YAW_ON_JITTERING_DESC"] = u8"Add +180 yaw angle on jittering roll angle. Use for pitch jittering.";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_HIDE_HEAD"] = u8"Roll hide head";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_HIDE_HEAD_DESC"] = u8"";
m_LangList["RAGE_MAIN_AA_MAIN_CONDITIONS"] = u8"Conditions";
m_LangList["RAGE_MAIN_AA_MAIN_CONDITIONS_DESC"] = u8"";
m_LangList["RAGE_MAIN_AA_MAIN_CONDITIONS_ITEM1"] = u8"On knife";
m_LangList["RAGE_MAIN_AA_MAIN_CONDITIONS_ITEM2"] = u8"On grenades";
m_LangList["RAGE_MAIN_AA_MAIN_CONDITIONS_ITEM3"] = u8"On freeze period";
m_LangList["RAGE_MAIN_AA_MAIN_UNTRUSTED_CHECKS"] = u8"Untrusted checks";
m_LangList["RAGE_MAIN_AA_MAIN_UNTRUSTED_CHECKS_DESC"] = u8"Use only trusted angles.";

m_LangList["RAGE_MAIN_AA_STAND_PITCH"] = u8"Pitch";
m_LangList["RAGE_MAIN_AA_STAND_PITCH_DESC"] = u8"";
m_LangList["RAGE_MAIN_AA_STAND_PITCH_ITEM1"] = u8"None";
m_LangList["RAGE_MAIN_AA_STAND_PITCH_ITEM2"] = u8"Down";
m_LangList["RAGE_MAIN_AA_STAND_PITCH_ITEM3"] = u8"Up";
m_LangList["RAGE_MAIN_AA_STAND_PITCH_ITEM4"] = u8"Fake down";
m_LangList["RAGE_MAIN_AA_STAND_PITCH_ITEM5"] = u8"Fake up";
m_LangList["RAGE_MAIN_AA_STAND_PITCH_ITEM6"] = u8"Jitter";
m_LangList["RAGE_MAIN_AA_STAND_PITCH_ITEM7"] = u8"Fake jitter";
m_LangList["RAGE_MAIN_AA_STAND_YAW"] = u8"Yaw";
m_LangList["RAGE_MAIN_AA_STAND_YAW_DESC"] = u8"";
m_LangList["RAGE_MAIN_AA_STAND_YAW_ITEM1"] = u8"None";
m_LangList["RAGE_MAIN_AA_STAND_YAW_ITEM2"] = u8"Backwards";
m_LangList["RAGE_MAIN_AA_STAND_YAW_ITEM3"] = u8"Sideways 90°";
m_LangList["RAGE_MAIN_AA_STAND_YAW_ITEM4"] = u8"Sideways 140°";
m_LangList["RAGE_MAIN_AA_STAND_YAW_ITEM5"] = u8"Static";
m_LangList["RAGE_MAIN_AA_STAND_YAW_ITEM6"] = u8"Local view";
m_LangList["RAGE_MAIN_AA_STAND_YAW_ITEM7"] = u8"Backwards desyns";
m_LangList["RAGE_MAIN_AA_STAND_YAW_STATIC"] = u8"Yaw static";
m_LangList["RAGE_MAIN_AA_STAND_YAW_STATIC_DESC"] = u8"";
m_LangList["RAGE_MAIN_AA_STAND_DESYNC"] = u8"Desync";
m_LangList["RAGE_MAIN_AA_STAND_DESYNC_DESC"] = u8"";
m_LangList["RAGE_MAIN_AA_STAND_DESYNC_ITEM1"] = u8"None";
m_LangList["RAGE_MAIN_AA_STAND_DESYNC_ITEM2"] = u8"Default";
m_LangList["RAGE_MAIN_AA_STAND_DESYNC_ITEM3"] = u8"Max delta";
m_LangList["RAGE_MAIN_AA_STAND_DESYNC_HELPER"] = u8"Desync helper";
m_LangList["RAGE_MAIN_AA_STAND_DESYNC_HELPER_DESC"] = u8"";
m_LangList["RAGE_MAIN_AA_STAND_SIDE"] = u8"Side";
m_LangList["RAGE_MAIN_AA_STAND_SIDE_DESC"] = u8"";
m_LangList["RAGE_MAIN_AA_STAND_SIDE_ITEM1"] = u8"Left";
m_LangList["RAGE_MAIN_AA_STAND_SIDE_ITEM2"] = u8"Right";
m_LangList["RAGE_MAIN_AA_STAND_SIDE_KEY"] = u8"Side switch key";
m_LangList["RAGE_MAIN_AA_STAND_SIDE_CHANGE_UPON_DMG"] = u8"Side change upon damage";
m_LangList["RAGE_MAIN_AA_STAND_SIDE_CHANGE_UPON_DMG_DESC"] = u8"";

m_LangList["RAGE_MAIN_AA_MOVE_PITCH"] = u8"Pitch";
m_LangList["RAGE_MAIN_AA_MOVE_PITCH_DESC"] = u8"";
m_LangList["RAGE_MAIN_AA_MOVE_PITCH_ITEM1"] = u8"None";
m_LangList["RAGE_MAIN_AA_MOVE_PITCH_ITEM2"] = u8"Down";
m_LangList["RAGE_MAIN_AA_MOVE_PITCH_ITEM3"] = u8"Up";
m_LangList["RAGE_MAIN_AA_MOVE_PITCH_ITEM4"] = u8"Fake down";
m_LangList["RAGE_MAIN_AA_MOVE_PITCH_ITEM5"] = u8"Fake up";
m_LangList["RAGE_MAIN_AA_MOVE_PITCH_ITEM6"] = u8"Jitter";
m_LangList["RAGE_MAIN_AA_MOVE_PITCH_ITEM7"] = u8"Fake jitter";
m_LangList["RAGE_MAIN_AA_MOVE_YAW"] = u8"Yaw";
m_LangList["RAGE_MAIN_AA_MOVE_YAW_DESC"] = u8"";
m_LangList["RAGE_MAIN_AA_MOVE_YAW_ITEM1"] = u8"None";
m_LangList["RAGE_MAIN_AA_MOVE_YAW_ITEM2"] = u8"Backwards";
m_LangList["RAGE_MAIN_AA_MOVE_YAW_ITEM3"] = u8"Local view";
m_LangList["RAGE_MAIN_AA_MOVE_YAW_ITEM4"] = u8"Gait sideways 120°";
m_LangList["RAGE_MAIN_AA_MOVE_DESYNC"] = u8"Desync on first move";
m_LangList["RAGE_MAIN_AA_MOVE_DESYNC_DESC"] = u8"";

m_LangList["RAGE_MAIN_FAKELAG_ENABLED"] = u8"Enabled";
m_LangList["RAGE_MAIN_FAKELAG_ENABLED_DESC"] = u8"";
m_LangList["RAGE_MAIN_FAKELAG_TYPE"] = u8"Type";
m_LangList["RAGE_MAIN_FAKELAG_TYPE_DESC"] = u8"";
m_LangList["RAGE_MAIN_FAKELAG_TYPE_ITEM1"] = u8"Maximum";
m_LangList["RAGE_MAIN_FAKELAG_TYPE_ITEM2"] = u8"Break lag compensation";
m_LangList["RAGE_MAIN_FAKELAG_TRIGGERS"] = u8"Triggers";
m_LangList["RAGE_MAIN_FAKELAG_TRIGGERS_DESC"] = u8"";
m_LangList["RAGE_MAIN_FAKELAG_TRIGGERS_ITEM1"] = u8"On land";
m_LangList["RAGE_MAIN_FAKELAG_TRIGGERS_ITEM2"] = u8"In air";
m_LangList["RAGE_MAIN_FAKELAG_CHOKE_LIMIT"] = u8"Choke limit";
m_LangList["RAGE_MAIN_FAKELAG_WHILE_SHOOTING"] = u8"While shooting";
m_LangList["RAGE_MAIN_FAKELAG_WHILE_SHOOTING_DESC"] = u8"";
m_LangList["RAGE_MAIN_FAKELAG_ON_ENEMY_IN_PVS"] = u8"On enemy in PVS";
m_LangList["RAGE_MAIN_FAKELAG_ON_ENEMY_IN_PVS_DESC"] = u8"";
m_LangList["RAGE_MAIN_FAKELAG_ON_PEEK"] = u8"On peek";
m_LangList["RAGE_MAIN_FAKELAG_ON_PEEK_DESC"] = u8"";

m_LangList["RAGE_WEAPON_GROUP_CURRENT"] = u8"Current";
m_LangList["RAGE_WEAPON_GROUP_CURRENT_DESC"] = u8"";

m_LangList["RAGE_WEAPON_TARGET_SELECTION"] = u8"Selection";
m_LangList["RAGE_WEAPON_TARGET_SELECTION_DESC"] = u8"";
m_LangList["RAGE_WEAPON_TARGET_SELECTION_ITEM1"] = u8"Highest damage";
m_LangList["RAGE_WEAPON_TARGET_SELECTION_ITEM2"] = u8"Closest by FOV";
m_LangList["RAGE_WEAPON_TARGET_SELECTION_ITEM3"] = u8"Hitbox weights";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_DAMAGE"] = u8"Damage weight";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_DAMAGE_DESC"] = u8"";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_FOV"] = u8"FOV weight";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_FOV_DESC"] = u8"";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_HEAD"] = u8"Head weight";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_HEAD_DESC"] = u8"";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_NECK"] = u8"Neck weight";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_NECK_DESC"] = u8"";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_CHEST"] = u8"Chest weight";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_CHEST_DESC"] = u8"";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_STOMACH"] = u8"Stomach weight";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_STOMACH_DESC"] = u8"";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_ARMS"] = u8"Arms weight";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_ARMS_DESC"] = u8"";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_LEGS"] = u8"Legs weight";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_LEGS_DESC"] = u8"";

m_LangList["RAGE_WEAPON_AIMBOT_ENABLED"] = u8"Enabled";
m_LangList["RAGE_WEAPON_AIMBOT_ENABLED_DESC"] = u8"";
m_LangList["RAGE_WEAPON_AIMBOT_HITBOXES"] = u8"Hitboxes";
m_LangList["RAGE_WEAPON_AIMBOT_HITBOXES_DESC"] = u8"";
m_LangList["RAGE_WEAPON_AIMBOT_HITBOXES_ITEM1"] = u8"Head";
m_LangList["RAGE_WEAPON_AIMBOT_HITBOXES_ITEM2"] = u8"Neck";
m_LangList["RAGE_WEAPON_AIMBOT_HITBOXES_ITEM3"] = u8"Chest";
m_LangList["RAGE_WEAPON_AIMBOT_HITBOXES_ITEM4"] = u8"Stomach";
m_LangList["RAGE_WEAPON_AIMBOT_HITBOXES_ITEM5"] = u8"Arms";
m_LangList["RAGE_WEAPON_AIMBOT_HITBOXES_ITEM6"] = u8"Legs";
m_LangList["RAGE_WEAPON_AIMBOT_HEAD_SCALE"] = u8"Head scale";
m_LangList["RAGE_WEAPON_AIMBOT_HEAD_SCALE_DESC"] = u8"";
m_LangList["RAGE_WEAPON_AIMBOT_NECK_SCALE"] = u8"Neck scale";
m_LangList["RAGE_WEAPON_AIMBOT_NECK_SCALE_DESC"] = u8"";
m_LangList["RAGE_WEAPON_AIMBOT_CHEST_SCALE"] = u8"Chest scale";
m_LangList["RAGE_WEAPON_AIMBOT_CHEST_SCALE_DESC"] = u8"";
m_LangList["RAGE_WEAPON_AIMBOT_STOMACH_SCALE"] = u8"Stomach scale";
m_LangList["RAGE_WEAPON_AIMBOT_STOMACH_SCALE_DESC"] = u8"";
m_LangList["RAGE_WEAPON_AIMBOT_ARMS_SCALE"] = u8"Arms scale";
m_LangList["RAGE_WEAPON_AIMBOT_ARMS_SCALE_DESC"] = u8"";
m_LangList["RAGE_WEAPON_AIMBOT_LEGS_SCALE"] = u8"Legs scale";
m_LangList["RAGE_WEAPON_AIMBOT_LEGS_SCALE_DESC"] = u8"";

m_LangList["RAGE_WEAPON_ACCURACY_AUTO_WALL"] = u8"Auto wall";
m_LangList["RAGE_WEAPON_ACCURACY_AUTO_WALL_DESC"] = u8"";
m_LangList["RAGE_WEAPON_ACCURACY_AUTO_WALL_MIN_DMG"] = u8"Auto wall minimum damage";
m_LangList["RAGE_WEAPON_ACCURACY_AUTO_WALL_MIN_DMG_DESC"] = u8"";
m_LangList["RAGE_WEAPON_ACCURACY_AUTOSTOP"] = u8"Auto stop";
m_LangList["RAGE_WEAPON_ACCURACY_AUTOSTOP_DESC"] = u8"";
m_LangList["RAGE_WEAPON_ACCURACY_AUTOSTOP_ITEM1"] = u8"None";
m_LangList["RAGE_WEAPON_ACCURACY_AUTOSTOP_ITEM2"] = u8"Minimal speed";
m_LangList["RAGE_WEAPON_ACCURACY_AUTOSTOP_ITEM3"] = u8"Full stop";
m_LangList["RAGE_WEAPON_ACCURACY_AUTOSTOP_CROUCH"] = u8"Auto stop crouch";
m_LangList["RAGE_WEAPON_ACCURACY_AUTOSTOP_CROUCH_DESC"] = u8"";
m_LangList["RAGE_WEAPON_ACCURACY_HITCHANCE"] = u8"Hitchance";
m_LangList["RAGE_WEAPON_ACCURACY_HITCHANCE_DESC"] = u8"";


m_LangList["VISUALS_MAIN_ACTIVE"] = u8"Enabled";
m_LangList["VISUALS_MAIN_ACTIVE_DESC"] = u8"";
m_LangList["VISUALS_MAIN_PANIC_KEY"] = u8"Panic key";
m_LangList["VISUALS_MAIN_ANTISCREEN"] = u8"Antiscreen";
m_LangList["VISUALS_MAIN_ANTISCREEN_DESC"] = u8"";
m_LangList["VISUALS_MAIN_STREAMER_MODE"] = u8"Streamer mode";
m_LangList["VISUALS_MAIN_STREAMER_MODE_DESC"] = u8"All visual functions are not visible on the recording/broadcasting programs.";

m_LangList["VISUALS_MAIN_GENERAL_ALLOW_RESIZE"] = u8"Allow resize";
m_LangList["VISUALS_MAIN_GENERAL_ALLOW_RESIZE_DESC"] = u8"Allow resize menu window.";

m_LangList["VISUALS_MAIN_FONT_RASTERIZATION_TYPE"] = u8"Font rasterization type";
m_LangList["VISUALS_MAIN_FONT_RASTERIZATION_TYPE_DESC"] = u8"";
m_LangList["VISUALS_MAIN_FONT_RASTERIZATION_TYPE_ITEM1"] = u8"Stb (Default)";
m_LangList["VISUALS_MAIN_FONT_RASTERIZATION_TYPE_ITEM2"] = u8"FreeType";
m_LangList["VISUALS_MAIN_FONT_TRUETYPE_OVERSAMPLE_H"] = u8"Oversample H";
m_LangList["VISUALS_MAIN_FONT_TRUETYPE_OVERSAMPLE_H_DESC"] = u8"";
m_LangList["VISUALS_MAIN_FONT_TRUETYPE_OVERSAMPLE_V"] = u8"Oversample V";
m_LangList["VISUALS_MAIN_FONT_TRUETYPE_OVERSAMPLE_V_DESC"] = u8"";

m_LangList["VISUALS_MAIN_FONT_FREETYPE_NO_HINTING"] = u8"No hinting";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_NO_HINTING_DESC"] = u8"";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_NO_AUTO_HINT"] = u8"No auto hint";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_NO_AUTO_HINT_DESC"] = u8"";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_FORCE_AUTO_HINT"] = u8"Force auto hint";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_FORCE_AUTO_HINT_DESC"] = u8"";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_LIGHT_HINTING"] = u8"Light hinting";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_LIGHT_HINTING_DESC"] = u8"";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_MONO_HINTING"] = u8"Mono hinting";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_MONO_HINTING_DESC"] = u8"";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_BOLD"] = u8"Bold";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_BOLD_DESC"] = u8"";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_OBLIQUE"] = u8"Oblique";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_OBLIQUE_DESC"] = u8"";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_MONOCHROME"] = u8"Monochrome";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_MONOCHROME_DESC"] = u8"";

m_LangList["VISUALS_MAIN_SHADOW"] = u8"Enabled";
m_LangList["VISUALS_MAIN_SHADOW_DESC"] = u8"";
m_LangList["VISUALS_MAIN_SHADOW_LINEAR"] = u8"Linear";
m_LangList["VISUALS_MAIN_SHADOW_LINEAR_DESC"] = u8"";
m_LangList["VISUALS_MAIN_SHADOW_SIGMA"] = u8"Sigma";
m_LangList["VISUALS_MAIN_SHADOW_SIGMA_DESC"] = u8"";
m_LangList["VISUALS_MAIN_SHADOW_RINGS"] = u8"Rings";
m_LangList["VISUALS_MAIN_SHADOW_RINGS_DESC"] = u8"";
m_LangList["VISUALS_MAIN_SHADOW_SPACING_BETWEEN_RINGS"] = u8"Spacing between rings";
m_LangList["VISUALS_MAIN_SHADOW_SPACING_BETWEEN_RINGS_DESC"] = u8"";
m_LangList["VISUALS_MAIN_SHADOW_SAMPLES_PER_CORNER_SIDE"] = u8"Samples per corner side";
m_LangList["VISUALS_MAIN_SHADOW_SAMPLES_PER_CORNER_SIDE_DESC"] = u8"";
m_LangList["VISUALS_MAIN_SHADOW_SPACING_BETWEEN_SAMPLES"] = u8"Spacing between samples";
m_LangList["VISUALS_MAIN_SHADOW_SPACING_BETWEEN_SAMPLES_DESC"] = u8"";
m_LangList["VISUALS_MAIN_SHADOW_OFFSET_X"] = u8"Offset X";
m_LangList["VISUALS_MAIN_SHADOW_OFFSET_X_DESC"] = u8"";
m_LangList["VISUALS_MAIN_SHADOW_OFFSET_Y"] = u8"Offset Y";
m_LangList["VISUALS_MAIN_SHADOW_OFFSET_Y_DESC"] = u8"";

m_LangList["VISUALS_FILTERS_ITEM1"] = u8"Local";
m_LangList["VISUALS_FILTERS_ITEM2"] = u8"Enemies";
m_LangList["VISUALS_FILTERS_ITEM3"] = u8"Teammates";
m_LangList["VISUALS_FILTERS_WITHOUT_LOCAL_ITEM1"] = u8"Enemies";
m_LangList["VISUALS_FILTERS_WITHOUT_LOCAL_ITEM2"] = u8"Teammates";

m_LangList["VISUALS_ESP_PLAYER"] = u8"Enabled";
m_LangList["VISUALS_ESP_PLAYER_DESC"] = u8"Enable rendering of players.";
m_LangList["VISUALS_ESP_PLAYER_PLAYERS"] = u8"Players";
m_LangList["VISUALS_ESP_PLAYER_PLAYERS_DESC"] = u8"";
m_LangList["VISUALS_ESP_PLAYER_POS_ITEM1"] = u8"None";
m_LangList["VISUALS_ESP_PLAYER_POS_ITEM2"] = u8"Left";
m_LangList["VISUALS_ESP_PLAYER_POS_ITEM3"] = u8"Right";
m_LangList["VISUALS_ESP_PLAYER_POS_ITEM4"] = u8"Top";
m_LangList["VISUALS_ESP_PLAYER_POS_ITEM5"] = u8"Bot";
m_LangList["VISUALS_ESP_PLAYER_BOX"] = u8"Bound box";
m_LangList["VISUALS_ESP_PLAYER_BOX_DESC"] = u8"";
m_LangList["VISUALS_ESP_PLAYER_BOX_ITEM1"] = u8"None";
m_LangList["VISUALS_ESP_PLAYER_BOX_ITEM2"] = u8"Default";
m_LangList["VISUALS_ESP_PLAYER_BOX_ITEM3"] = u8"Corner";
m_LangList["VISUALS_ESP_PLAYER_BOX_ITEM4"] = u8"Round";
m_LangList["VISUALS_ESP_PLAYER_BOX_OUTLINE"] = u8"Bound box outline";
m_LangList["VISUALS_ESP_PLAYER_BOX_OUTLINE_DESC"] = u8"Draw the outline of the boxes.";
m_LangList["VISUALS_ESP_PLAYER_BOX_FILLED"] = u8"Bound box filled";
m_LangList["VISUALS_ESP_PLAYER_BOX_FILLED_DESC"] = u8"Transparency of the filled box.";
m_LangList["VISUALS_ESP_PLAYER_HEALTH"] = u8"Health bar";
m_LangList["VISUALS_ESP_PLAYER_HEALTH_DESC"] = u8"Draw a health bar.";
m_LangList["VISUALS_ESP_PLAYER_HEALTH_PERCENTAGE"] = u8"Health percentage";
m_LangList["VISUALS_ESP_PLAYER_HEALTH_PERCENTAGE_DESC"] = u8"Show health percentage on the bar.";
m_LangList["VISUALS_ESP_PLAYER_ARMOR"] = u8"Armor bar";
m_LangList["VISUALS_ESP_PLAYER_ARMOR_DESC"] = u8"Draw a armor bar.";
m_LangList["VISUALS_ESP_PLAYER_NAME"] = u8"Name";
m_LangList["VISUALS_ESP_PLAYER_NAME_DESC"] = u8"Display player name.";
m_LangList["VISUALS_ESP_PLAYER_WEAPON_TEXT"] = u8"Weapon text";
m_LangList["VISUALS_ESP_PLAYER_WEAPON_TEXT_DESC"] = u8"Display player's weapon in text.";
m_LangList["VISUALS_ESP_PLAYER_WEAPON_ICON"] = u8"Weapon icon";
m_LangList["VISUALS_ESP_PLAYER_WEAPON_ICON_DESC"] = u8"Display player's weapon with icon.";
m_LangList["VISUALS_ESP_PLAYER_MONEY"] = u8"Money";
m_LangList["VISUALS_ESP_PLAYER_MONEY_DESC"] = u8"Display player money.";
m_LangList["VISUALS_ESP_PLAYER_DISTANCE"] = u8"Distance";
m_LangList["VISUALS_ESP_PLAYER_DISTANCE_DESC"] = u8"Display player distance from you.";
m_LangList["VISUALS_ESP_PLAYER_DISTANCE_MEASUREMENT"] = u8"Distance measurement";
m_LangList["VISUALS_ESP_PLAYER_DISTANCE_MEASUREMENT_DESC"] = u8"";
m_LangList["VISUALS_ESP_PLAYER_DISTANCE_MEASUREMENT_ITEM1"] = u8"Units";
m_LangList["VISUALS_ESP_PLAYER_DISTANCE_MEASUREMENT_ITEM2"] = u8"Meters";
m_LangList["VISUALS_ESP_PLAYER_ACTIONS"] = u8"Actions";
m_LangList["VISUALS_ESP_PLAYER_ACTIONS_DESC"] = u8"Display player actions.";
m_LangList["VISUALS_ESP_PLAYER_ACTIONS_BAR"] = u8"Actions bar";
m_LangList["VISUALS_ESP_PLAYER_ACTIONS_BAR_DESC"] = u8"";
m_LangList["VISUALS_ESP_PLAYER_HAS_C4"] = u8"Has C4";
m_LangList["VISUALS_ESP_PLAYER_HAS_C4_DESC"] = u8"Display player with c4.";
m_LangList["VISUALS_ESP_PLAYER_HAS_DEFUSAL_KITS"] = u8"Has defusal kits";
m_LangList["VISUALS_ESP_PLAYER_HAS_DEFUSAL_KITS_DESC"] = u8"Display player with defusal kits.";
m_LangList["VISUALS_ESP_PLAYER_LINE_OF_SIGHT"] = u8"Line of sight";
m_LangList["VISUALS_ESP_PLAYER_LINE_OF_SIGHT_DESC"] = u8"Draw player line of sight.";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES"] = u8"Hitboxes";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_DESC"] = u8"Draw player hitboxes.";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_ITEM1"] = u8"None";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_ITEM2"] = u8"Only head";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_ITEM3"] = u8"All hitboxes";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_HIT_POSITION"] = u8"Hitboxes hit position";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_HIT_POSITION_DESC"] = u8"Draw player hitboxes in hit position.";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_HIT_POSITION_TIME"] = u8"Hitboxes hit position time";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_HIT_POSITION_TIME_DESC"] = u8"Display time of the player hitboxes in hit position.";
m_LangList["VISUALS_ESP_PLAYER_SKELETON"] = u8"Skeleton";
m_LangList["VISUALS_ESP_PLAYER_SKELETON_DESC"] = u8"Draw player skeleton.";
m_LangList["VISUALS_ESP_PLAYER_SKELETON_BACKTRACK"] = u8"Skeleton backtrack";
m_LangList["VISUALS_ESP_PLAYER_SKELETON_BACKTRACK_DESC"] = u8"Draw player skeleton on backtrack position.";

m_LangList["VISUALS_ESP_DORMANT_TIME"] = u8"Dormant time";
m_LangList["VISUALS_ESP_DORMANT_TIME_DESC"] = u8"Display time of dormant player in the last updated position.";
m_LangList["VISUALS_ESP_DORMANT_FADEOUT"] = u8"Dormant fade out";
m_LangList["VISUALS_ESP_DORMANT_FADEOUT_DESC"] = u8"Smooth fade out dormant player.";
m_LangList["VISUALS_ESP_DORMANT_UPDATE_BY_SOUND"] = u8"Dormant update by sound";
m_LangList["VISUALS_ESP_DORMANT_UPDATE_BY_SOUND_DESC"] = u8"Update dormant players by sound.";
m_LangList["VISUALS_ESP_INTERPOLATE_HISTORY"] = u8"Interpolate history";
m_LangList["VISUALS_ESP_INTERPOLATE_HISTORY_DESC"] = u8"Smooth movements of dormant players.";
m_LangList["VISUALS_ESP_FONT_SIZE"] = u8"Font size";
m_LangList["VISUALS_ESP_FONT_SIZE_DESC"] = u8"";

m_LangList["VISUALS_ESP_PLAYER_GLOW"] = u8"Enabled";
m_LangList["VISUALS_ESP_PLAYER_GLOW_DESC"] = u8"Turn on the glow of the players.";
m_LangList["VISUALS_ESP_PLAYER_GLOW_PLAYERS"] = u8"Players";
m_LangList["VISUALS_ESP_PLAYER_GLOW_PLAYERS_DESC"] = u8"Choose the players on whom the glow will work.";
m_LangList["VISUALS_ESP_PLAYER_GLOW_AMOUNT"] = u8"Amount";
m_LangList["VISUALS_ESP_PLAYER_GLOW_AMOUNT_DESC"] = u8"Amount of glow.";
m_LangList["VISUALS_ESP_PLAYER_GLOW_COLOR_HEALTH_BASED"] = u8"Color health based";
m_LangList["VISUALS_ESP_PLAYER_GLOW_COLOR_HEALTH_BASED_DESC"] = u8"Sets color based on health.";

m_LangList["VISUALS_ESP_PLAYER_SOUNDS"] = u8"Enabled";
m_LangList["VISUALS_ESP_PLAYER_SOUNDS_DESC"] = u8"Enable display of player sounds.";
m_LangList["VISUALS_ESP_PLAYER_SOUNDS_PLAYERS"] = u8"Players";
m_LangList["VISUALS_ESP_PLAYER_SOUNDS_PLAYERS_DESC"] = u8"Choose the players on whom the sound esp will work.";
m_LangList["VISUALS_ESP_PLAYER_SOUNDS_TIME"] = u8"Fade out time";
m_LangList["VISUALS_ESP_PLAYER_SOUNDS_TIME_DESC"] = u8"The time after which the player's sound disappears completely.";
m_LangList["VISUALS_ESP_PLAYER_SOUNDS_CIRCLE_RADIUS"] = u8"Circle radius";
m_LangList["VISUALS_ESP_PLAYER_SOUNDS_CIRCLE_RADIUS_DESC"] = u8"The circle radius of the drawn sound.";

m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV"] = u8"Enabled";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_DESC"] = u8"Enable display of players out of sight.";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_ITEM1"] = u8"Arrows";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_ITEM2"] = u8"Circles";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_ITEM3"] = u8"Rhombuses";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_DRAW_TYPE"] = u8"Draw type";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_DRAW_TYPE_DESC"] = u8"Type of drawing players out of sight.";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_PLAYERS"] = u8"Players";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_PLAYERS_DESC"] = u8"Choose the players on whom the out of fov will work.";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_ADDITIONAL_INFO"] = u8"Additional info";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_ADDITIONAL_INFO_DESC"] = u8"Enable display of player additional info out of sight.";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_ADDITIONAL_INFO_ITEM1"] = u8"Name";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_ADDITIONAL_INFO_ITEM2"] = u8"Weapon";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_ADDITIONAL_INFO_ITEM3"] = u8"Distance";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_SIZE"] = u8"Size";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_SIZE_DESC"] = u8"The size of the figures of the displayed players out of sight.";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_RADIUS"] = u8"Radius";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_RADIUS_DESC"] = u8"The radius of the drawn objects from the center of the screen of the displayed players are out of sight.";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_ASPECT_RATIO"] = u8"Aspect ratio";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_ASPECT_RATIO_DESC"] = u8"Follow aspect ratio.";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_IMPULSE_ALPHA"] = u8"Impulse alpha";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_IMPULSE_ALPHA_DESC"] = u8"Enable impulsive transparency change.";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_OUTLINE"] = u8"Outline";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_OUTLINE_DESC"] = u8"Draw the outline.";

m_LangList["VISUALS_COLORED_MODELS_PLAYERS"] = u8"Enabled";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_DESC"] = u8"Enable rendering of the players with the selected type of painting.";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_WIREFRAME"] = u8"Wireframe";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_WIREFRAME_DESC"] = u8"Enable rendering of the player in the grid.";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_PLAYERS"] = u8"Players";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_PLAYERS_DESC"] = u8"Choose the players on whom the chams will work.";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_BEHIND_WALL"] = u8"Behind wall";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_BEHIND_WALL_DESC"] = u8"Enable rendering of players behind the wall.";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_COLOR_HEALTH_BASED"] = u8"Color health based";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_COLOR_HEALTH_BASED_DESC"] = u8"Sets color based on health.";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_COLOR_HEALTH_BASED_ITEM1"] = u8"None";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_COLOR_HEALTH_BASED_ITEM2"] = u8"Visible";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_COLOR_HEALTH_BASED_ITEM3"] = u8"Always";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_ON_THE_DEAD"] = u8"On the dead";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_ON_THE_DEAD_DESC"] = u8"Sets color based on health.";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_HIT_POSITION"] = u8"Hit position";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_HIT_POSITION_DESC"] = u8"Enable rendering of the model in the hit position.";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_HIT_POSITION_TIME"] = u8"Hit position time";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_HIT_POSITION_TIME_DESC"] = u8"Display time of the hit position.";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_DESYNC_AA"] = u8"Desync AA";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_DESYNC_AA_DESC"] = u8"Enable desync local player rendering.";
m_LangList["VISUALS_COLORED_MODELS_TYPE_ITEM1"] = u8"None";
m_LangList["VISUALS_COLORED_MODELS_TYPE_ITEM2"] = u8"Flat";
m_LangList["VISUALS_COLORED_MODELS_TYPE_ITEM3"] = u8"Darkened";
m_LangList["VISUALS_COLORED_MODELS_TYPE_ITEM4"] = u8"Ligthed";
m_LangList["VISUALS_COLORED_MODELS_TYPE_ITEM5"] = u8"Texture";

m_LangList["VISUALS_COLORED_MODELS_DORMANT_TIME"] = u8"Dormant time";
m_LangList["VISUALS_COLORED_MODELS_DORMANT_TIME_DESC"] = u8"Display time of dormant player in the last updated position.";
m_LangList["VISUALS_COLORED_MODELS_DORMANT_FADEOUT"] = u8"Dormant fade out";
m_LangList["VISUALS_COLORED_MODELS_DORMANT_FADEOUT_DESC"] = u8"Enable smooth fade out dormant player.";
m_LangList["VISUALS_COLORED_MODELS_PAINT_PLAYERS_WEAPONS"] = u8"Paint players weapons";
m_LangList["VISUALS_COLORED_MODELS_PAINT_PLAYERS_WEAPONS_DESC"] = u8"Paint players weapons.";

m_LangList["VISUALS_COLORED_MODELS_BACKTRACK"] = u8"Enabled";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_DESC"] = u8"Enable rendering of the players in the backtrack position with the selected type of painting.";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_WIREFRAME"] = u8"Wireframe";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_WIREFRAME_DESC"] = u8"Enable rendering of the player in the backtrack position in the grid.";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_PLAYERS"] = u8"Players";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_PLAYERS_DESC"] = u8"Choose the players on whom the chams will work.";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_BEHIND_WALL"] = u8"Behind wall";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_BEHIND_WALL_DESC"] = u8"Enable rendering of players in the backtrack position behind the wall.";

m_LangList["VISUALS_COLORED_MODELS_DLIGHT"] = u8"Enabled";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_DESC"] = u8"Turn on the dlight on the players.";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_PLAYERS"] = u8"Players";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_PLAYERS_DESC"] = u8"Choose the players on whom the dlight will work.";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_ORIGIN"] = u8"Origin";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_ORIGIN_DESC"] = u8"Light source.";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_ORIGIN_ITEM1"] = u8"Legs";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_ORIGIN_ITEM2"] = u8"Body";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_ORIGIN_ITEM3"] = u8"Head";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_RADIUS"] = u8"Radius";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_RADIUS_DESC"] = u8"Lighting radius.";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_MINLIGHT"] = u8"Minlight";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_MINLIGHT_DESC"] = u8"Minimum light value.";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_FADING_LIGHTING"] = u8"Fading lighting";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_FADING_LIGHTING_DESC"] = u8"Enable fading lighting.";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_FADING_LIGHTING_SPEED"] = u8"Fading lighting speed";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_FADING_LIGHTING_SPEED_DESC"] = u8"Fading lighting speed.";

m_LangList["VISUALS_COLORED_MODELS_ELIGHT"] = u8"Enabled";
m_LangList["VISUALS_COLORED_MODELS_ELIGHT_DESC"] = u8"Turn on the elight on the players";
m_LangList["VISUALS_COLORED_MODELS_ELIGHT_PLAYERS"] = u8"Players";
m_LangList["VISUALS_COLORED_MODELS_ELIGHT_PLAYERS_DESC"] = u8"Choose the players on whom the elight will work.";
m_LangList["VISUALS_COLORED_MODELS_ELIGHT_RADIUS"] = u8"Radius";
m_LangList["VISUALS_COLORED_MODELS_ELIGHT_RADIUS_DESC"] = u8"Lighting radius.";

m_LangList["VISUALS_COLORED_MODELS_HANDS"] = u8"Enabled";
m_LangList["VISUALS_COLORED_MODELS_HANDS_DESC"] = u8"Enable hand rendering of the selected paint type.";
m_LangList["VISUALS_COLORED_MODELS_HANDS_WIREFRAME"] = u8"Wireframe";
m_LangList["VISUALS_COLORED_MODELS_HANDS_WIREFRAME_DESC"] = u8"Enable rendering of the hands in the grid";
m_LangList["VISUALS_COLORED_MODELS_HANDS_COLOR_RAINBOW"] = u8"Rainbow color";
m_LangList["VISUALS_COLORED_MODELS_HANDS_COLOR_RAINBOW_DESC"] = u8"Enable rainbow color change.";
m_LangList["VISUALS_COLORED_MODELS_HANDS_COLOR_RAINBOW_SPEED"] = u8"Rainbow speed";
m_LangList["VISUALS_COLORED_MODELS_HANDS_COLOR_RAINBOW_SPEED_DESC"] = u8"Color change rate.";

m_LangList["VISUALS_OTHER_WATERMARK"] = u8"Watermark";
m_LangList["VISUALS_OTHER_WATERMARK_DESC"] = u8"";
m_LangList["VISUALS_OTHER_WATERMARK_ELEMENTS"] = u8"Watermark elements";
m_LangList["VISUALS_OTHER_WATERMARK_ELEMENTS_DESC"] = u8"";
m_LangList["VISUALS_OTHER_WATERMARK_ELEMENTS_ITEM1"] = u8"Time";
m_LangList["VISUALS_OTHER_WATERMARK_ELEMENTS_ITEM2"] = u8"Name";
m_LangList["VISUALS_OTHER_WATERMARK_ELEMENTS_ITEM3"] = u8"Framerate";
m_LangList["VISUALS_OTHER_WATERMARK_ELEMENTS_ITEM4"] = u8"Latency";
m_LangList["VISUALS_OTHER_WATERMARK_ELEMENTS_ITEM5"] = u8"Server IP";
m_LangList["VISUALS_OTHER_SHARED_ESP"] = u8"Shared ESP";
m_LangList["VISUALS_OTHER_SHARED_ESP_DESC"] = u8"";

m_LangList["VISUALS_ESP_OTHER_LOCAL_AA_SIDE_ARROWS"] = u8"AA side arrows";
m_LangList["VISUALS_ESP_OTHER_LOCAL_AA_SIDE_ARROWS_DESC"] = u8"";
m_LangList["VISUALS_ESP_OTHER_LOCAL_SNIPER_CROSSHAIR"] = u8"Sniper crosshair";
m_LangList["VISUALS_ESP_OTHER_LOCAL_SNIPER_CROSSHAIR_DESC"] = u8"Enable crosshair on sniper rifles.";
m_LangList["VISUALS_ESP_OTHER_LOCAL_RECOIL_POINT"] = u8"Recoil point";
m_LangList["VISUALS_ESP_OTHER_LOCAL_RECOIL_POINT_DESC"] = u8"";
m_LangList["VISUALS_ESP_OTHER_LOCAL_SPREAD_POINT"] = u8"Spread point";
m_LangList["VISUALS_ESP_OTHER_LOCAL_SPREAD_POINT_DESC"] = u8"";
m_LangList["VISUALS_ESP_OTHER_LOCAL_SPREAD_CIRCLE"] = u8"Spread circle";
m_LangList["VISUALS_ESP_OTHER_LOCAL_SPREAD_CIRCLE_DESC"] = u8"";
m_LangList["VISUALS_ESP_OTHER_LOCAL_AIM_FOV"] = u8"Aim FOV";
m_LangList["VISUALS_ESP_OTHER_LOCAL_AIM_FOV_DESC"] = u8"Display aimbot field of view.";
m_LangList["VISUALS_ESP_OTHER_LOCAL_TOGGLE_STATUS"] = u8"Toggle status";
m_LangList["VISUALS_ESP_OTHER_LOCAL_TOGGLE_STATUS_DESC"] = u8"";
m_LangList["VISUALS_ESP_OTHER_LOCAL_FUNCTION_STATUS"] = u8"Function status";
m_LangList["VISUALS_ESP_OTHER_LOCAL_FUNCTION_STATUS_DESC"] = u8"";
m_LangList["VISUALS_ESP_OTHER_LOCAL_HOTKEY_LIST"] = u8"Hotkey list";
m_LangList["VISUALS_ESP_OTHER_LOCAL_HOTKEY_LIST_DESC"] = u8"";

m_LangList["VISUALS_ESP_OTHER_WORLD_BOMB"] = u8"Bomb";
m_LangList["VISUALS_ESP_OTHER_WORLD_BOMB_DESC"] = u8"";
m_LangList["VISUALS_ESP_OTHER_WORLD_BOMB_STATUS"] = u8"Bomb status";
m_LangList["VISUALS_ESP_OTHER_WORLD_BOMB_STATUS_DESC"] = u8"";

m_LangList["VISUALS_REMOVE_SCOPE"] = u8"Remove scope";
m_LangList["VISUALS_REMOVE_SCOPE_DESC"] = u8"";
m_LangList["VISUALS_REMOVE_VISUAL_RECOIL"] = u8"Remove visual recoil";
m_LangList["VISUALS_REMOVE_VISUAL_RECOIL_DESC"] = u8"";
m_LangList["VISUALS_REMOVE_SMOKE"] = u8"Remove smoke";
m_LangList["VISUALS_REMOVE_SMOKE_DESC"] = u8"";
m_LangList["VISUALS_REMOVE_SCREENSHAKE"] = u8"Remove screenshake";
m_LangList["VISUALS_REMOVE_SCREENSHAKE_DESC"] = u8"";

m_LangList["VISUALS_EFFECTS_HUD_CLEAR"] = u8"HUD clear";
m_LangList["VISUALS_EFFECTS_HUD_CLEAR_DESC"] = u8"Cleans the screen from annoying inscriptions.";
m_LangList["VISUALS_EFFECTS_THIRDPERSON"] = u8"Thirdperson";
m_LangList["VISUALS_EFFECTS_THIRDPERSON_DESC"] = u8"";
m_LangList["VISUALS_EFFECTS_THIRDPERSON_KEY"] = u8"Thirdperson key";
m_LangList["VISUALS_EFFECTS_CUSTOM_RENDER_FOV"] = u8"Custom render FOV";
m_LangList["VISUALS_EFFECTS_CUSTOM_RENDER_FOV_DESC"] = u8"";
m_LangList["VISUALS_EFFECTS_COLOR_FILTER"] = u8"Color filter";
m_LangList["VISUALS_EFFECTS_COLOR_FILTER_DESC"] = u8"";
m_LangList["VISUALS_EFFECTS_POLY_FILTER"] = u8"Poly filter";
m_LangList["VISUALS_EFFECTS_POLY_FILTER_DESC"] = u8"";
m_LangList["VISUALS_EFFECTS_SCREEN_FADE_LIMIT"] = u8"Screen fade limit";
m_LangList["VISUALS_EFFECTS_SCREEN_FADE_LIMIT_DESC"] = u8"";
m_LangList["VISUALS_EFFECTS_DONT_DRAW_TEAMMATES"] = u8"Don`t draw teammates";
m_LangList["VISUALS_EFFECTS_DONT_DRAW_TEAMMATES_DESC"] = u8"";

m_LangList["VISUALS_ESP_PLAYER_BOX_COLOR_T"] = u8"Bound box T";
m_LangList["VISUALS_ESP_PLAYER_BOX_COLOR_CT"] = u8"Bound box CT";
m_LangList["VISUALS_ESP_PLAYER_HEALTH_PERCENTAGE_COLOR"] = u8"Health percentage";
m_LangList["VISUALS_ESP_PLAYER_ARMOR_COLOR"] = u8"Armor";
m_LangList["VISUALS_ESP_PLAYER_NAME_COLOR"] = u8"Name";
m_LangList["VISUALS_ESP_PLAYER_WEAPON_TEXT_COLOR"] = u8"Weapon text";
m_LangList["VISUALS_ESP_PLAYER_WEAPON_ICON_COLOR"] = u8"Weapon icon";
m_LangList["VISUALS_ESP_PLAYER_MONEY_COLOR"] = u8"Money";
m_LangList["VISUALS_ESP_PLAYER_DISTANCE_COLOR"] = u8"Distance";
m_LangList["VISUALS_ESP_PLAYER_ACTIONS_COLOR"] = u8"Actions";
m_LangList["VISUALS_ESP_PLAYER_ACTIONS_BAR_COLOR"] = u8"Actions bar";
m_LangList["VISUALS_ESP_PLAYER_HAS_C4_COLOR"] = u8"Has C4";
m_LangList["VISUALS_ESP_PLAYER_HAS_DEFUSAL_KITS_COLOR"] = u8"Has defusal kits";
m_LangList["VISUALS_ESP_PLAYER_LINE_OF_SIGHT_COLOR"] = u8"Line of sight";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_COLOR"] = u8"Hitboxes";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_HIT_POSITION_COLOR"] = u8"Hitboxes hit position";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_HIT_POSITION_COLOR2"] = u8"Hitboxes hit position 2";
m_LangList["VISUALS_ESP_PLAYER_SKELETON_COLOR"] = u8"Skeleton";
m_LangList["VISUALS_ESP_PLAYER_SKELETON_BACKTRACK_COLOR"] = u8"Skeleton backtrack";
m_LangList["VISUALS_ESP_PLAYER_GLOW_COLOR_T"] = u8"Glow T";
m_LangList["VISUALS_ESP_PLAYER_GLOW_COLOR_CT"] = u8"Glow CT";
m_LangList["VISUALS_ESP_PLAYER_SOUNDS_COLOR_T"] = u8"Sound T";
m_LangList["VISUALS_ESP_PLAYER_SOUNDS_COLOR_CT"] = u8"Sound CT";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_COLOR_T"] = u8"Out of FOV T";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_COLOR_CT"] = u8"Out of FOV CT";

m_LangList["VISUALS_COLORED_MODELS_PLAYERS_COLOR_T_HIDE"] = u8"Hide T";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_COLOR_CT_HIDE"] = u8"Hide CT";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_COLOR_T_VIS"] = u8"Visible T";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_COLOR_CT_VIS"] = u8"Visible CT";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_ON_THE_DEAD_COLOR"] = u8"On the dead";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_HIT_POSITION_COLOR"] = u8"Hit position";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_DESYNC_AA_COLOR"] = u8"Desync AA";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_COLOR_T_HIDE"] = u8"Backtrack hide T";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_COLOR_CT_HIDE"] = u8"Backtrack hide CT";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_COLOR_T_VIS"] = u8"Backtrack visible T";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_COLOR_CT_VIS"] = u8"Backtrack visible CT";
m_LangList["VISUALS_COLORED_MODELS_HANDS_COLOR"] = u8"Hands";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_COLOR"] = u8"Dlight";
m_LangList["VISUALS_COLORED_MODELS_ELIGHT_COLOR"] = u8"Elight";

m_LangList["VISUALS_ESP_OTHER_LOCAL_RECOIL_POINT_COLOR"] = u8"Recoil point";
m_LangList["VISUALS_ESP_OTHER_LOCAL_SPREAD_POINT_COLOR"] = u8"Spread point";
m_LangList["VISUALS_ESP_OTHER_LOCAL_SPREAD_CIRCLE_COLOR"] = u8"Spread circle";
m_LangList["VISUALS_ESP_OTHER_LOCAL_SPREAD_CIRCLE_COLOR2"] = u8"Spread circle 2";
m_LangList["VISUALS_ESP_OTHER_LOCAL_AIM_FOV_COLOR"] = u8"Aim FOV";
m_LangList["VISUALS_ESP_OTHER_LOCAL_AIM_FOV_COLOR2"] = u8"Aim FOV 2";
m_LangList["VISUALS_ESP_OTHER_LOCAL_TOGGLE_STATUS_COLOR"] = u8"Toggle status";
m_LangList["VISUALS_ESP_OTHER_LOCAL_TOGGLE_STATUS_COLOR2"] = u8"Toggle status 2";
m_LangList["VISUALS_ESP_OTHER_WORLD_BOMB_COLOR"] = u8"Bomb";
m_LangList["VISUALS_ESP_OTHER_WORLD_BOMB_STATUS_COLOR"] = u8"Bomb status";
m_LangList["VISUALS_EFFECTS_COLOR_FILTER_COLOR"] = u8"Color filter color";
m_LangList["VISUALS_EFFECTS_POLY_FILTER_COLOR"] = u8"Poly filter color";

m_LangList["VISUALS_GUI_COLOR_TEXT"] = u8"Plain text";
m_LangList["VISUALS_GUI_COLOR_TEXT_BACKGROUND"] = u8"Selected background";
m_LangList["VISUALS_GUI_COLOR_LINK"] = u8"Link";
m_LangList["VISUALS_GUI_COLOR_LINK_HOVERED"] = u8"Link hovered";

m_LangList["VISUALS_GUI_COLOR_TITLE_TEXT"] = u8"Text";
m_LangList["VISUALS_GUI_COLOR_TITLE_BACKGROUND"] = u8"Background";
m_LangList["VISUALS_GUI_COLOR_TITLE_LINE"] = u8"Line";
m_LangList["VISUALS_GUI_COLOR_TITLE_UNDER_BACKGROUND"] = u8"Under background";

m_LangList["VISUALS_GUI_COLOR_SCROLLBAR_BACKGROUND"] = u8"Background";
m_LangList["VISUALS_GUI_COLOR_SCROLLBAR_GRAB"] = u8"Grab";
m_LangList["VISUALS_GUI_COLOR_SCROLLBAR_GRAB_HOVERED"] = u8"Grab hovered";
m_LangList["VISUALS_GUI_COLOR_SCROLLBAR_GRAB_ACTIVE"] = u8"Grab active";

m_LangList["VISUALS_GUI_COLOR_MAIN_TABLES"] = u8"Table";
m_LangList["VISUALS_GUI_COLOR_MAIN_TABLES_HOVERED"] = u8"Table hovered";
m_LangList["VISUALS_GUI_COLOR_MAIN_TABLES_ACTIVE"] = u8"Table active";
m_LangList["VISUALS_GUI_COLOR_MAIN_TABLES_ICON"] = u8"Icon";
m_LangList["VISUALS_GUI_COLOR_MAIN_TABLES_TEXT_HOVERED"] = u8"Text hovered";
m_LangList["VISUALS_GUI_COLOR_MAIN_TABLES_TEXT_ACTIVE"] = u8"Text active";

m_LangList["VISUALS_GUI_COLOR_TABLES"] = u8"Table";
m_LangList["VISUALS_GUI_COLOR_TABLES_HOVERED"] = u8"Table hovered";
m_LangList["VISUALS_GUI_COLOR_TABLES_ACTIVE"] = u8"Table active";
m_LangList["VISUALS_GUI_COLOR_TABLES_ICON"] = u8"Icon";
m_LangList["VISUALS_GUI_COLOR_TABLES_TEXT"] = u8"Text";
m_LangList["VISUALS_GUI_COLOR_TABLES_TEXT_HOVERED"] = u8"Text hovered";
m_LangList["VISUALS_GUI_COLOR_TABLES_TEXT_ACTIVE"] = u8"Text active";

m_LangList["VISUALS_GUI_COLOR_WINDOW_BACKGROUND"] = u8"Window background";
m_LangList["VISUALS_GUI_COLOR_GROUPBOX_BACKGROUND"] = u8"Groupbox background";
m_LangList["VISUALS_GUI_COLOR_POPUP_BACKGROUND"] = u8"Popup background";
m_LangList["VISUALS_GUI_COLOR_BORDER_WINDOW"] = u8"Border window";
m_LangList["VISUALS_GUI_COLOR_BORDER_GROUPBOX"] = u8"Border groupbox";

m_LangList["VISUALS_GUI_COLOR_SHADOW_WINDOW"] = u8"Window";
m_LangList["VISUALS_GUI_COLOR_SHADOW_GROUPBOX"] = u8"Groupbox";

m_LangList["VISUALS_GUI_COLOR_FRAME_BACKGROUND"] = u8"Frame";
m_LangList["VISUALS_GUI_COLOR_FRAME_HOVERED"] = u8"Frame hovered";
m_LangList["VISUALS_GUI_COLOR_FRAME_ACTIVE"] = u8"Frame active";
m_LangList["VISUALS_GUI_COLOR_FRAME_BORDER"] = u8"Frame border";
m_LangList["VISUALS_GUI_COLOR_CHECK_MARK"] = u8"Check mark";
m_LangList["VISUALS_GUI_COLOR_SLIDER_GRAB"] = u8"Slider grab";
m_LangList["VISUALS_GUI_COLOR_BUTTON"] = u8"Button";
m_LangList["VISUALS_GUI_COLOR_BUTTON_HOVERED"] = u8"Button hovered";
m_LangList["VISUALS_GUI_COLOR_BUTTON_ACTIVE"] = u8"Button active";
m_LangList["VISUALS_GUI_COLOR_BUTTON_TEXT"] = u8"Button text";


m_LangList["KREEDZ_BUNNYHOP_KEY"] = u8"Key";
m_LangList["KREEDZ_BUNNYHOP_ON_LADDER"] = u8"On ladder";
m_LangList["KREEDZ_BUNNYHOP_ON_LADDER_DESC"] = u8"Jump off from ladder with bunnyhop.";
m_LangList["KREEDZ_BUNNYHOP_COMPATIBLE_SERVERSIDE_AUTOBHOP"] = u8"Compatible server-side autobhop";
m_LangList["KREEDZ_BUNNYHOP_COMPATIBLE_SERVERSIDE_AUTOBHOP_DESC"] = u8"Enable bunnyhop compatibility with server-side automatic bunnyhop.";
m_LangList["KREEDZ_BUNNYHOP_BREAK_JUMP_ANIMATION"] = u8"Break jump animation";
m_LangList["KREEDZ_BUNNYHOP_BREAK_JUMP_ANIMATION_DESC"] = u8"Disables jump animation.";
m_LangList["KREEDZ_BUNNYHOP_SCROLL_EMULATION"] = u8"Scroll emulation";
m_LangList["KREEDZ_BUNNYHOP_SCROLL_EMULATION_DESC"] = u8"Enables mouse wheel scroll emulation (to bypass server-side anti-cheats).";
m_LangList["KREEDZ_BUNNYHOP_SCROLL_HELPER"] = u8"Scroll helper";
m_LangList["KREEDZ_BUNNYHOP_SCROLL_HELPER_DESC"] = u8"Turns on bunnyhop when scrolling the mouse wheel.";
m_LangList["KREEDZ_BUNNYHOP_IDEAL_PERCENT"] = u8"Ideal bhops percent";
m_LangList["KREEDZ_BUNNYHOP_IDEAL_PERCENT_DESC"] = u8"";
m_LangList["KREEDZ_BUNNYHOP_IDEAL_MAX_IN_A_ROW"] = u8"Max ideal bhops in a row";
m_LangList["KREEDZ_BUNNYHOP_IDEAL_MAX_IN_A_ROW_DESC"] = u8"";
m_LangList["KREEDZ_BUNNYHOP_FOG3_PERCENT"] = u8"FOG 3 chance";
m_LangList["KREEDZ_BUNNYHOP_FOG3_PERCENT_DESC"] = u8"";
m_LangList["KREEDZ_BUNNYHOP_STANDUP_AUTO"] = u8"Standup auto";
m_LangList["KREEDZ_BUNNYHOP_STANDUP_AUTO_DESC"] = u8"Enables automatic standup bunnyhop (sets the value of the height at which the duck will pressed).";

m_LangList["KREEDZ_GROUNDSTRAFE_KEY"] = u8"Key";
m_LangList["KREEDZ_GROUNDSTRAFE_STANDUP_KEY"] = u8"Standup key";
m_LangList["KREEDZ_GROUNDSTRAFE_SLOWDOWN_SCALE"] = u8"Slowdown scale";
m_LangList["KREEDZ_GROUNDSTRAFE_SLOWDOWN_SCALE_DESC"] = u8"The scale of the slowdown after ducks on the ground.";
m_LangList["KREEDZ_GROUNDSTRAFE_SLOWDOWN_GROUNDANGLE"] = u8"Slowdown ground angle";
m_LangList["KREEDZ_GROUNDSTRAFE_SLOWDOWN_GROUNDANGLE_DESC"] = u8"At what angle of the surface will work slowdown scale.";
m_LangList["KREEDZ_GROUNDSTRAFE_FALLRUN_PERCENTAGE"] = u8"Fallrun percentage";
m_LangList["KREEDZ_GROUNDSTRAFE_FALLRUN_PERCENTAGE_DESC"] = u8"Actuation percentage of fallrun.";
m_LangList["KREEDZ_GROUNDSTRAFE_JUMP_ANIMATION"] = u8"Jump animation";
m_LangList["KREEDZ_GROUNDSTRAFE_JUMP_ANIMATION_DESC"] = u8"Turn on jump animation.";
m_LangList["KREEDZ_GROUNDSTRAFE_SCROLL_EMULATION"] = u8"Scroll emulation";
m_LangList["KREEDZ_GROUNDSTRAFE_SCROLL_EMULATION_DESC"] = u8"Enables mouse wheel scroll emulation (to bypass server-side anti-cheats).";
m_LangList["KREEDZ_GROUNDSTRAFE_SCROLL_FILTER"] = u8"Scroll filter";
m_LangList["KREEDZ_GROUNDSTRAFE_SCROLL_FILTER_DESC"] = u8"Corrects bad ducks when scrolling the mouse wheel.";

m_LangList["KREEDZ_JUMPBUG_KEY"] = u8"Key";
m_LangList["KREEDZ_JUMPBUG_AUTO_MIN_DAMAGE"] = u8"Auto min. damage";
m_LangList["KREEDZ_JUMPBUG_AUTO_MIN_DAMAGE_DESC"] = u8"Automatically do jumpbug with a set damage value.";
m_LangList["KREEDZ_JUMPBUG_SLOWDOWN_VELOCITY"] = u8"Slowdown velocity";
m_LangList["KREEDZ_JUMPBUG_SLOWDOWN_VELOCITY_DESC"] = u8"Slowdown the movement speed if the ground angle is greater than 0.";

m_LangList["KREEDZ_EDGEBUG_KEY"] = u8"Key";
m_LangList["KREEDZ_EDGEBUG_AUTO_MIN_DAMAGE"] = u8"Auto min. damage";
m_LangList["KREEDZ_EDGEBUG_AUTO_MIN_DAMAGE_DESC"] = u8"";
m_LangList["KREEDZ_EDGEBUG_FACTOR"] = u8"Factor";
m_LangList["KREEDZ_EDGEBUG_FACTOR_DESC"] = u8"";

m_LangList["KREEDZ_WALLBUG_KEY"] = u8"Key";
m_LangList["KREEDZ_WALLBUG_AUTO_MIN_DAMAGE"] = u8"Auto min. damage";
m_LangList["KREEDZ_WALLBUG_AUTO_MIN_DAMAGE_DESC"] = u8"";
m_LangList["KREEDZ_WALLBUG_DISTANCE_TO_WALL"] = u8"Distance to wall";
m_LangList["KREEDZ_WALLBUG_DISTANCE_TO_WALL_DESC"] = u8"";
m_LangList["KREEDZ_WALLBUG_KEY_EMULATION"] = u8"Key emulation";
m_LangList["KREEDZ_WALLBUG_KEY_EMULATION_DESC"] = u8"";

m_LangList["KREEDZ_SLOWWALK_KEY"] = u8"Slowwalk key";

m_LangList["KREEDZ_RAGE_STRAFES_KEY"] = u8"Key";
m_LangList["KREEDZ_RAGE_STRAFES_NOSLOWDOWN"] = u8"Noslowdown";
m_LangList["KREEDZ_RAGE_STRAFES_NOSLOWDOWN_DESC"] = u8"";
m_LangList["KREEDZ_RAGE_STRAFES_DIRECTION"] = u8"Direction";
m_LangList["KREEDZ_RAGE_STRAFES_DIRECTION_DESC"] = u8"";
m_LangList["KREEDZ_RAGE_STRAFES_DIRECTION_ITEM1"] = u8"Forward";
m_LangList["KREEDZ_RAGE_STRAFES_DIRECTION_ITEM2"] = u8"Back";
m_LangList["KREEDZ_RAGE_STRAFES_DIRECTION_ITEM3"] = u8"Left";
m_LangList["KREEDZ_RAGE_STRAFES_DIRECTION_ITEM4"] = u8"Right";
m_LangList["KREEDZ_RAGE_STRAFES_DIRECTION_AUTO"] = u8"Direction auto";
m_LangList["KREEDZ_RAGE_STRAFES_DIRECTION_AUTO_DESC"] = u8"";
m_LangList["KREEDZ_RAGE_STRAFES_DIRECTION_AUTO_ITEM1"] = u8"On ground";
m_LangList["KREEDZ_RAGE_STRAFES_DIRECTION_AUTO_ITEM2"] = u8"In air";
m_LangList["KREEDZ_RAGE_STRAFES_FRAMERATE_HELPER"] = u8"Framerate helper";
m_LangList["KREEDZ_RAGE_STRAFES_FRAMERATE_HELPER_DESC"] = u8"";
m_LangList["KREEDZ_RAGE_STRAFES_LIMIT_VELOCITY"] = u8"Limit velocity";
m_LangList["KREEDZ_RAGE_STRAFES_LIMIT_VELOCITY_DESC"] = u8"";

m_LangList["KREEDZ_LEGIT_STRAFES_ENABLED"] = u8"Enabled";
m_LangList["KREEDZ_LEGIT_STRAFES_ENABLED_DESC"] = u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_KEY"] = u8"Key";
m_LangList["KREEDZ_LEGIT_STRAFES_START_VELOCITY"] = u8"Start velocity";
m_LangList["KREEDZ_LEGIT_STRAFES_START_VELOCITY_DESC"] = u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_DIRECTION"] = u8"Direction";
m_LangList["KREEDZ_LEGIT_STRAFES_DIRECTION_DESC"] = u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_IDEAL_ANGLES"] = u8"Ideal angles";
m_LangList["KREEDZ_LEGIT_STRAFES_IDEAL_ANGLES_DESC"] = u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_IDEAL_ANGLES_MAX"] = u8"Ideal angles max.";
m_LangList["KREEDZ_LEGIT_STRAFES_IDEAL_ANGLES_MAX_DESC"] = u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_IDEAL_STRAFES_PERCENTAGE"] = u8"Ideal strafes percentage";
m_LangList["KREEDZ_LEGIT_STRAFES_IDEAL_STRAFES_PERCENTAGE_DESC"] = u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_FAILURE_LEVEL"] = u8"Failure level";
m_LangList["KREEDZ_LEGIT_STRAFES_FAILURE_LEVEL_DESC"] = u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_MOVE"] = u8"Move";
m_LangList["KREEDZ_LEGIT_STRAFES_MOVE_DESC"] = u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_BOOST"] = u8"Boost";
m_LangList["KREEDZ_LEGIT_STRAFES_BOOST_DESC"] = u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_KEYS_EMULATION"] = u8"Keys emulation";
m_LangList["KREEDZ_LEGIT_STRAFES_KEYS_EMULATION_DESC"] = u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_FILTER_KEYS"] = u8"Filter keys";
m_LangList["KREEDZ_LEGIT_STRAFES_FILTER_KEYS_DESC"] = u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_DETECT_SLIDE_UNDER_MYSELF"] = u8"Detect slide under myself";
m_LangList["KREEDZ_LEGIT_STRAFES_DETECT_SLIDE_UNDER_MYSELF_DESC"] = u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_MSG_NAME"] = u8"Legit strafes";
m_LangList["KREEDZ_LEGIT_STRAFES_MSG_TEXT"] = u8"This feature is using mouse move detect.\nPlease, set m_rawinput to 1 for correct work.";

m_LangList["MISC_MAIN_KB_ENABLED"] = u8"Enabled";
m_LangList["MISC_MAIN_KB_ENABLED_DESC"] = u8"";
m_LangList["MISC_MAIN_KB_KEY"] = u8"Key";
m_LangList["MISC_MAIN_KB_FRIENDLY_FIRE"] = u8"Friendly fire";
m_LangList["MISC_MAIN_KB_FRIENDLY_FIRE_DESC"] = u8"";
m_LangList["MISC_MAIN_KB_FOV"] = u8"Maximum FOV";
m_LangList["MISC_MAIN_KB_FOV_DESC"] = u8"";
m_LangList["MISC_MAIN_KB_ATTACK_TYPE"] = u8"Attack type";
m_LangList["MISC_MAIN_KB_ATTACK_TYPE_DESC"] = u8"";
m_LangList["MISC_MAIN_KB_ATTACK_TYPE_ITEM1"] = u8"Swing";
m_LangList["MISC_MAIN_KB_ATTACK_TYPE_ITEM2"] = u8"Stab";
m_LangList["MISC_MAIN_KB_ATTACK_TYPE_KEY"] = u8"Attack type key";
m_LangList["MISC_MAIN_KB_SWING_DIST"] = u8"Swing distance";
m_LangList["MISC_MAIN_KB_SWING_DIST_DESC"] = u8"";
m_LangList["MISC_MAIN_KB_STAB_DIST"] = u8"Stab distance";
m_LangList["MISC_MAIN_KB_STAB_DIST_DESC"] = u8"";
m_LangList["MISC_MAIN_KB_AIM_TYPE"] = u8"Aim type";
m_LangList["MISC_MAIN_KB_AIM_TYPE_DESC"] = u8"";
m_LangList["MISC_MAIN_KB_AIM_TYPE_ITEM1"] = u8"Disabled";
m_LangList["MISC_MAIN_KB_AIM_TYPE_ITEM2"] = u8"Visible";
m_LangList["MISC_MAIN_KB_AIM_TYPE_ITEM3"] = u8"Silent (Client-Side)";
m_LangList["MISC_MAIN_KB_AIM_TYPE_ITEM4"] = u8"Perfect silent (Server-Side)";
m_LangList["MISC_MAIN_KB_AIM_HITBOXES"] = u8"Aim hitboxes";
m_LangList["MISC_MAIN_KB_AIM_HITBOXES_DESC"] = u8"";
m_LangList["MISC_MAIN_KB_AIM_HITBOXES_ITEM1"] = u8"Head";
m_LangList["MISC_MAIN_KB_AIM_HITBOXES_ITEM2"] = u8"Neck";
m_LangList["MISC_MAIN_KB_AIM_HITBOXES_ITEM3"] = u8"Chest";
m_LangList["MISC_MAIN_KB_AIM_HITBOXES_ITEM4"] = u8"Stomach";
m_LangList["MISC_MAIN_KB_AIM_HITBOXES_ITEM5"] = u8"Arms";
m_LangList["MISC_MAIN_KB_AIM_HITBOXES_ITEM6"] = u8"Legs";
m_LangList["MISC_MAIN_KB_CONDITIONS"] = u8"Conditions";
m_LangList["MISC_MAIN_KB_CONDITIONS_DESC"] = u8"";
m_LangList["MISC_MAIN_KB_CONDITIONS_ITEM1"] = u8"Don't shoot spectators";
m_LangList["MISC_MAIN_KB_CONDITIONS_ITEM2"] = u8"Don't shoot in back";
m_LangList["MISC_MAIN_KB_CONDITIONS_ITEM3"] = u8"Don't shoot in shield";
m_LangList["MISC_MAIN_KB_CONDITIONS_ITEM4"] = u8"Don't shoot invisible players";
m_LangList["MISC_MAIN_KB_CONDITIONS_ITEM5"] = u8"Don't shoot teleported players";
m_LangList["MISC_MAIN_KB_POSITION_ADJUSTMENT"] = u8"Position adjustment";
m_LangList["MISC_MAIN_KB_POSITION_ADJUSTMENT_DESC"] = u8"Exploit allowing you to shoot at multiple positions of the target.";
m_LangList["MISC_MAIN_KB_SKIP_DISTANT_PLAYERS"] = u8"Skip distant players";
m_LangList["MISC_MAIN_KB_SKIP_DISTANT_PLAYERS_DESC"] = u8"Low FPS mitigation.";

m_LangList["MISC_MAIN_NAMESTEALER"] = u8"Enabled";
m_LangList["MISC_MAIN_NAMESTEALER_DESC"] = u8"The function steals the names of players, changing Russian letters to English and vice versa.";
m_LangList["MISC_MAIN_NAMESTEALER_INTERVAL"] = u8"Interval";
m_LangList["MISC_MAIN_NAMESTEALER_INTERVAL_DESC"] = u8"";

m_LangList["MISC_MAIN_AUTO_RELOAD"] = u8"Auto reload";
m_LangList["MISC_MAIN_AUTO_RELOAD_DESC"] = u8"Reload weapon if clip <= 0.";
m_LangList["MISC_MAIN_AUTO_PISTOL"] = u8"Auto pistol";
m_LangList["MISC_MAIN_AUTO_PISTOL_DESC"] = u8"Automatically releases the attack key if it is impossible to fire.";
m_LangList["MISC_MAIN_AUTO_BLOCK"] = u8"Auto block press key";
m_LangList["MISC_MAIN_AUTO_BOOST"] = u8"Auto boost press key";

m_LangList["MISC_MAIN_PREDICT_LOCAL_PLAYER"] = u8"Predict local player";
m_LangList["MISC_MAIN_PREDICT_LOCAL_PLAYER_DESC"] = u8"For all features.";
m_LangList["MISC_MAIN_PREDICT_PLAYERS"] = u8"Predict players";
m_LangList["MISC_MAIN_PREDICT_PLAYERS_DESC"] = u8"For all features.";
m_LangList["MISC_MAIN_MOTD_BLOCK"] = u8"MOTD block";
m_LangList["MISC_MAIN_MOTD_BLOCK_DESC"] = u8"";
m_LangList["MISC_MAIN_REPLACE_MODELS_WITH_ORIGINAL"] = u8"Replace models with original";
m_LangList["MISC_MAIN_REPLACE_MODELS_WITH_ORIGINAL_DESC"] = u8"For a perfect cheat job.";
m_LangList["MISC_MAIN_STEAMID_SPOOFER"] = u8"SteamID spoofer";
m_LangList["MISC_MAIN_STEAMID_SPOOFER_DESC"] = u8"";
m_LangList["MISC_MAIN_STEAMID_SPOOFER_ITEM1"] = u8"None";
m_LangList["MISC_MAIN_STEAMID_SPOOFER_ITEM2"] = u8"RevEmu";
m_LangList["MISC_MAIN_STEAMID_SPOOFER_ITEM3"] = u8"SteamEmu";
m_LangList["MISC_MAIN_STEAMID_SPOOFER_ITEM4"] = u8"AVSMP";

m_LangList["MISC_MAIN_FRAME_SKIP_AMOUNT"] = u8"Frame skip amount", 0, 10, "%i";
m_LangList["MISC_MAIN_FRAME_SKIP_AMOUNT_DESC"] = u8"Increases gaming FPS by reducing real FPS.";

m_LangList["MISC_MAIN_MAXIMIZE_ON_RESPAWN"] = u8"Maximize on respawn";
m_LangList["MISC_MAIN_MAXIMIZE_ON_RESPAWN_DESC"] = u8"";
m_LangList["MISC_MAIN_CLIENT_SIDE_WEAPONS"] = u8"Client-side weapons";
m_LangList["MISC_MAIN_CLIENT_SIDE_WEAPONS_DESC"] = u8"Loss of accuracy. For bypass shit anti-cheats.";

m_LangList["MISC_MAIN_BYPASS_SV_CHEATS"] = u8"Bypass sv_cheats";

m_LangList["MISC_EXPLOITS_FAKELATENCY"] = u8"Enabled";
m_LangList["MISC_EXPLOITS_FAKELATENCY_DESC"] = u8"";
m_LangList["MISC_EXPLOITS_FAKELATENCY_AMOUNT"] = u8"Amount";
m_LangList["MISC_EXPLOITS_FAKELATENCY_AMOUNT_DESC"] = u8"";
m_LangList["MISC_EXPLOITS_FAKELATENCY_KEY"] = u8"Key";
m_LangList["MISC_EXPLOITS_FAKELATENCY_TYPE"] = u8"Type";
m_LangList["MISC_EXPLOITS_FAKELATENCY_TYPE_DESC"] = u8"";
m_LangList["MISC_EXPLOITS_FAKELATENCY_TYPE_ITEM1"] = u8"Synced";
m_LangList["MISC_EXPLOITS_FAKELATENCY_TYPE_ITEM2"] = u8"Instant";

m_LangList["MISC_EXPLOITS_TIMEBASE"] = u8"Enabled";
m_LangList["MISC_EXPLOITS_TIMEBASE_CMDS_STORED_MAX"] = u8"Max stored commands";
m_LangList["MISC_EXPLOITS_TIMEBASE_CMDS_STORED_MAX_DESC"] = u8"";
m_LangList["MISC_EXPLOITS_TIMEBASE_CMDS_STORAGE_SMOOTH"] = u8"Commands storage smooth";
m_LangList["MISC_EXPLOITS_TIMEBASE_CMDS_STORAGE_SMOOTH_DESC"] = u8"";
m_LangList["MISC_EXPLOITS_TIMEBASE_CMDS_STORAGE_TYPE"] = u8"Commands storage type";
m_LangList["MISC_EXPLOITS_TIMEBASE_CMDS_STORAGE_TYPE_DESC"] = u8"";
m_LangList["MISC_EXPLOITS_TIMEBASE_CMDS_STORAGE_TYPE_ITEM1"] = u8"Always";
m_LangList["MISC_EXPLOITS_TIMEBASE_CMDS_STORAGE_TYPE_ITEM2"] = u8"Enemy not in PVS (other team)";
m_LangList["MISC_EXPLOITS_TIMEBASE_SPLASH_METHOD"] = u8"Splash type";
m_LangList["MISC_EXPLOITS_TIMEBASE_SPLASH_METHOD_DESC"] = u8"";
m_LangList["MISC_EXPLOITS_TIMEBASE_SPLASH_METHOD_ITEM1"] = u8"Stored charge";
m_LangList["MISC_EXPLOITS_TIMEBASE_SPLASH_METHOD_ITEM2"] = u8"Static";
m_LangList["MISC_EXPLOITS_TIMEBASE_SPLASH_VALUE"] = u8"Splash value";
m_LangList["MISC_EXPLOITS_TIMEBASE_SPLASH_VALUE_DESC"] = u8"";
m_LangList["MISC_EXPLOITS_TIMEBASE_KEY"] = u8"On press key";
m_LangList["MISC_EXPLOITS_TIMEBASE_DOUBLE_TAP"] = u8"Double tap";
m_LangList["MISC_EXPLOITS_TIMEBASE_DOUBLE_TAP_DESC"] = u8"Need set splash value.";

m_LangList["MISC_EXPLOITS_CRASH_OPUS_KEY"] = u8"OPUS crash key";
m_LangList["MISC_EXPLOITS_CRASH_WAD3_KEY"] = u8"WAD3 crash key";
m_LangList["MISC_EXPLOITS_AIRSTUCK_KEY"] = u8"Airstuck key";

 

 

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m_LangList["LEGIT_MAIN_GENERAL_ENABLED"]=u8"启用";
m_LangList["LEGIT_MAIN_GENERAL_ENABLED_DESC"]=u8"";
m_LangList["LEGIT_MAIN_GENERAL_FRIENDLY_FIRE"]=u8"友军火力";
m_LangList["LEGIT_MAIN_GENERAL_FRIENDLY_FIRE_DESC"]=u8"";
m_LangList["LEGIT_MAIN_GENERAL_SMOKE_CHECK"]=u8"烟雾检查";
m_LangList["LEGIT_MAIN_GENERAL_SMOKE_CHECK_DESC"]=u8"瞄准机器人和触发机器人不要抽烟。";
m_LangList["LEGIT_MAIN_GENERAL_POSITION_ADJUSTMENT"]=u8"位置调整";
m_LangList["LEGIT_MAIN_GENERAL_POSITION_ADJUSTMENT_DESC"]=u8"漏洞允许您在目标的多个位置进行射击。";
m_LangList["LEGIT_MAIN_GENERAL_DESYNC_HELPER"]=u8"异步助手";
m_LangList["LEGIT_MAIN_GENERAL_DESYNC_HELPER_DESC"]=u8"其他玩家的异步玩家模型. FPS越多,效果越好。";
m_LangList["LEGIT_MAIN_GENERAL_FLASHED_CHECK"]=u8"闪过检查";
m_LangList["LEGIT_MAIN_GENERAL_FLASHED_CHECK_DESC"]=u8"如果闪过(%%)>限制,功能不起作用。";
m_LangList["LEGIT_MAIN_GENERAL_SHOOT_THROUGHT_TEAMMATES"]=u8"通过队友射击";
m_LangList["LEGIT_MAIN_GENERAL_SHOOT_THROUGHT_TEAMMATES_DESC"]=u8"";
m_LangList["LEGIT_MAIN_GENERAL_PSEUDO_PROFESSIONAL"]=u8"伪专业";
m_LangList["LEGIT_MAIN_GENERAL_PSEUDO_PROFESSIONAL_DESC"]=u8"Rofl模式XD.";
m_LangList["LEGIT_MAIN_AIMBOT_KEY"]=u8"键";
m_LangList["LEGIT_MAIN_AIMBOT_AUTO_FIRE_KEY"]=u8"自动火钥匙";
m_LangList["LEGIT_MAIN_AIMBOT_PSILENT_KEY"]=u8"完美无声键";
m_LangList["LEGIT_MAIN_AIMBOT_DYNAMIC_FOV"]=u8"动态fov";
隆隆隆隆路虏脢/)陇)貌)垄拢卢虏禄es陇)貌路Formula隆拢脳枚脢虏:麓脢/脱)it:录)禄庐戮:::";
m_LangList["LEGIT_MAIN_AIMBOT_MOUSE_EVENT"]=u8"鼠标事件瞄准";
m_LangList["LEGIT_MAIN_AIMBOT_MOUSE_EVENT_DESC"]=u8"使用mouse_event进行瞄准。 平滑会改变(游戏灵敏度+作弊平滑)。 Demochecker等旁路。";
m_LangList["LEGIT_MAIN_AIMBOT_AUTO_SCOPE"]=u8"自动范围";
m_LangList["LEGIT_MAIN_AIMBOT_AUTO_SCOPE_DESC"]=u8"";
m_LangList["LEGIT_MAIN_AIMBOT_SMOOTH_INDEPENDENCE_FPS"]=u8"平滑独立FPS";
m_LangList["LEGIT_MAIN_AIMBOT_SMOOTH_INDEPENDENCE_FPS_DESC"]=u8"100fps其正常值.";
m_LangList["LEGIT_MAIN_AIMBOT_DONT_SHOOT_IN_SHIELD"]=u8"不要在盾牌中射击";
m_LangList["LEGIT_MAIN_AIMBOT_DONT_SHOOT_IN_SHIELD_DESC"]=u8"";
m_LangList["LEGIT_MAIN_AIMBOT_FOV_SCALE_BY_GAME_FOV"]=u8"游戏视野的视野比例";
m_LangList["LEGIT_MAIN_AIMBOT_FOV_SCALE_BY_GAME_FOV_DESC"]=u8"根据游戏视野更改视野aimbot.";
m_LangList["LEGIT_MAIN_AIMBOT_BLOCK_ATTACK_AFTER_KILL"]=u8"杀死后阻止攻击";
m_LangList["LEGIT_MAIN_AIMBOT_BLOCK_ATTACK_AFTER_KILL_DESC"]=u8"杀死敌人后,在N毫秒内阻止射击。";
m_LangList["LEGIT_MAIN_AIMBOT_RECOIL_STANDALONE"]=u8"反冲补偿独立";
m_LangList["LEGIT_MAIN_AIMBOT_RECOIL_STANDALONE_DESC"]=u8"它使用设置aimbot反冲控制.";
m_LangList["LEGIT_MAIN_AIMBOT_RECOIL_STANDALONE_ITEM1"]=u8"无";
隆隆隆隆路虏脢[Default陇"貌"垄拢卢虏禄Default陇"貌路Default隆拢脳枚脢虏[麓脢[脱Default""录"禄庐戮"""""";
m_LangList["LEGIT_MAIN_AIMBOT_RECOIL_STANDALONE_ITEM3"]=u8"返回角度";
m_LangList["LEGIT_MAIN_AIMBOT_MOUSE_TRIGGER"]=u8"鼠标触发器";
m_LangList["LEGIT_MAIN_AIMBOT_MOUSE_TRIGGER_DESC"]=u8"如果鼠标不移动,此触发。 仅当m_rawinput>=0时才工作。";
m_LangList["LEGIT_MAIN_AIMBOT_MOUSE_TRIGGER_MSG"]=u8"此功能使用鼠标移动检测。\n请将m_rawinput设置为1以便正确工作。";
m_LangList["LEGIT_MAIN_AIMBOT_MOUSE_TRIGGER_ITEM1"]=u8"无";
m_LangList["LEGIT_MAIN_AIMBOT_MOUSE_TRIGGER_ITEM2"]=u8"禁用平滑自动";
m_LangList["LEGIT_MAIN_AIMBOT_MOUSE_TRIGGER_ITEM3"]=u8"完全禁用";

m_LangList["LEGIT_MAIN_TRIGGERBOT_KEY"]=u8"键";
m_LangList["LEGIT_MAIN_TRIGGERBOT_SHOT_DELAY"]=u8"拍摄延迟";
m_LangList["LEGIT_MAIN_TRIGGERBOT_SHOT_DELAY_DESC"]=u8"";
m_LangList["LEGIT_MAIN_TRIGGERBOT_ACCURATE_TRACES"]=u8"精确的痕迹";
m_LangList["LEGIT_MAIN_TRIGGERBOT_ACCURATE_TRACES_DESC"]=u8"如果选中的命中框关闭未选中的命中框,则不会拍摄。";
m_LangList["LEGIT_MAIN_TRIGGERBOT_ONLY_SCOPED"]=u8"仅限范围";
m_LangList["LEGIT_MAIN_TRIGGERBOT_ONLY_SCOPED_DESC"]=u8"";
m_LangList["LEGIT_MAIN_TRIGGERBOT_DYNAMIC"]=u8"动态";
m_LangList["LEGIT_MAIN_TRIGGERBOT_DYNAMIC_DESC"]=u8"如果触发传播pos和瞄准传播pos之间的夹角>瞄准视野,触发器不开枪。";
m_LangList["LEGIT_MAIN_TRIGGERBOT_TURN_OFF_AFTER_1_BULLET"]=u8"关闭后1子弹";
m_LangList["LEGIT_MAIN_TRIGGERBOT_TURN_OFF_AFTER_1_BULLET_DESC"]=u8"";

 

m_LangList["LEGIT_WEAPON_GROUP_CURRENT"]=u8"当前";
m_LangList["LEGIT_WEAPON_GROUP_CURRENT_DESC"]=u8"";

m_LangList["LEGIT_WEAPON_TARGET_SWITCH_DELAY"]=u8"切换延迟";
m_LangList["LEGIT_WEAPON_TARGET_SWITCH_DELAY_DESC"]=u8"";
m_LangList["LEGIT_WEAPON_TARGET_SELECTION"]=u8"目标选择";
m_LangList["LEGIT_WEAPON_TARGET_SELECTION_DESC"]=u8"";
m_LangList["LEGIT_WEAPON_TARGET_SELECTION_ITEM1"]=u8"最近";
m_LangList["LEGIT_WEAPON_TARGET_SELECTION_ITEM2"]=u8"权重";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_HEAD"]=u8"头重";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_HEAD_DESC"]=u8"";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_NECK"]=u8"颈部重量";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_NECK_DESC"]=u8"";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_CHEST"]=u8"胸部重量";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_CHEST_DESC"]=u8"";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_STOMACH"]=u8"胃重量";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_STOMACH_DESC"]=u8"";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_ARMS"]=u8"武器重量";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_ARMS_DESC"]=u8"";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_LEGS"]=u8"腿重量";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_LEGS_DESC"]=u8"";

m_LangList["LEGIT_WEAPON_AIMBOT_ENABLED"]=u8"启用";
m_LangList["LEGIT_WEAPON_AIMBOT_ENABLED_DESC"]=u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_AUTO_FIRE"]=u8"自动火";
m_LangList["LEGIT_WEAPON_AIMBOT_AUTO_FIRE_DESC"]=u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_FOV"]=u8"最大视野";
m_LangList["LEGIT_WEAPON_AIMBOT_FOV_DESC"]=u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_HITBOXES"]=u8"Hitboxes";
m_LangList["LEGIT_WEAPON_AIMBOT_HITBOXES_DESC"]=u8"";
碌""路拢"Head"Head拢脢Head胫""陆"酶赂Head Head Head胫"Head Head碌Head脢媒Head"录录脢玫Head Head A3露Head4f";
m_LangList["LEGIT_WEAPON_AIMBOT_HITBOXES_ITEM2"]=u8"脖子";
m_LangList["LEGIT_WEAPON_AIMBOT_HITBOXES_ITEM3"]=u8"胸部";
m_LangList["LEGIT_WEAPON_AIMBOT_HITBOXES_ITEM4"]=u8"胃";
m_LangList["LEGIT_WEAPON_AIMBOT_HITBOXES_ITEM5"]=u8"武器";
m_LangList["LEGIT_WEAPON_AIMBOT_HITBOXES_ITEM6"]=u8"腿";
m_LangList["LEGIT_WEAPON_AIMBOT_SMOOTH_AUTO"]=u8"平滑自动";
m_LangList["LEGIT_WEAPON_AIMBOT_SMOOTH_AUTO_DESC"]=u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_SMOOTH_IN_ATTACK"]=u8"平滑的攻击";
m_LangList["LEGIT_WEAPON_AIMBOT_SMOOTH_IN_ATTACK_DESC"]=u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_SMOOTH_SCALE_FOV"]=u8"平滑缩放-FOV";
m_LangList["LEGIT_WEAPON_AIMBOT_SMOOTH_SCALE_FOV_DESC"]=u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_RECOIL_FOV"]=u8"反冲补偿最大FOV";
m_LangList["LEGIT_WEAPON_AIMBOT_RECOIL_FOV_DESC"]=u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_RECOIL_SMOOTH"]=u8"反冲补偿平滑";
m_LangList["LEGIT_WEAPON_AIMBOT_RECOIL_SMOOTH_DESC"]=u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_RECOIL_PITCH"]=u8"反冲补偿间距";
m_LangList["LEGIT_WEAPON_AIMBOT_RECOIL_PITCH_DESC"]=u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_RECOIL_YAW"]=u8"反冲补偿偏航";
m_LangList["LEGIT_WEAPON_AIMBOT_RECOIL_YAW_DESC"]=u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_RECOIL_START"]=u8"反冲补偿开始";
m_LangList["LEGIT_WEAPON_AIMBOT_RECOIL_START_DESC"]=u8"反冲控制在什么时候开始。";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_ANGLE"]=u8"完美无声的最大角度";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_ANGLE_DESC"]=u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TYPE"]=u8"完美的静音类型";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TYPE_DESC"]=u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TYPE_ITEM1"]=u8"手册";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TYPE_ITEM2"]=u8"自动火";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TRIGGERS"]=u8"完美无声触发器";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TRIGGERS_DESC"]=u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TRIGGERS_ITEM1"]=u8"站立";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TRIGGERS_ITEM2"]=u8"在移动(在陆地上)";
隆隆隆隆路虏脢"In陇"貌In垄拢卢虏禄In陇In貌路In隆拢脳枚脢虏In麓脢In脱""In录"禄庐戮In""In air";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TAPPING_MODE"]=u8"完美的静音攻击模式";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TAPPING_MODE_DESC"]=u8"如果有后坐力,不会射击。";
m_LangList["LEGIT_WEAPON_AIMBOT_MAXIMUM_LOCK_ON_TIME"]=u8"最大锁定时间";
m_LangList["LEGIT_WEAPON_AIMBOT_MAXIMUM_LOCK_ON_TIME_DESC"]=u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_DELAY_BEFORE_AIMING"]=u8"瞄准前的延迟";
m_LangList["LEGIT_WEAPON_AIMBOT_DELAY_BEFORE_AIMING_DESC"]=u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_DELAY_BEFORE_FIRING"]=u8"发射前的延迟";
m_LangList["LEGIT_WEAPON_AIMBOT_DELAY_BEFORE_FIRING_DESC"]=u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_ACCURACY_BOOST"]=u8"精度提升";
m_LangList["LEGIT_WEAPON_AIMBOT_ACCURACY_BOOST_DESC"]=u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_ACCURACY_BOOST_ITEM1"]=u8"无";
m_LangList["LEGIT_WEAPON_AIMBOT_ACCURACY_BOOST_ITEM2"]=u8"绑定框(反冲)";
m_LangList["LEGIT_WEAPON_AIMBOT_ACCURACY_BOOST_ITEM3"]=u8"绑定框(反冲/传播)";
m_LangList["LEGIT_WEAPON_AIMBOT_ACCURACY_BOOST_ITEM4"]=u8"后坐力";
m_LangList["LEGIT_WEAPON_AIMBOT_ACCURACY_BOOST_ITEM5"]=u8"反冲/传播";
m_LangList["LEGIT_WEAPON_AIMBOT_AUTO_WALL"]=u8"自动墙";
m_LangList["LEGIT_WEAPON_AIMBOT_AUTO_WALL_DESC"]=u8"通过墙壁自动瞄准。";
m_LangList["LEGIT_WEAPON_AIMBOT_AUTO_WALL_MIN_DMG"]=u8"自动墙最小伤害";
m_LangList["LEGIT_WEAPON_AIMBOT_AUTO_WALL_MIN_DMG_DESC"]=u8"通过墙壁瞄准时的最小伤害.";

 

m_LangList["RAGE_MAIN_GENERAL_ACTIVE"]=u8"启用";
m_LangList["RAGE_MAIN_GENERAL_ACTIVE_DESC"]=u8"";
m_LangList["RAGE_MAIN_GENERAL_FRIENDLY_FIRE"]=u8"友军火力";
m_LangList["RAGE_MAIN_GENERAL_FRIENDLY_FIRE_DESC"]=u8"";
m_LangList["RAGE_MAIN_GENERAL_AUTO_FIRE"]=u8"自动火";
m_LangList["RAGE_MAIN_GENERAL_AUTO_FIRE_DESC"]=u8"";
m_LangList["RAGE_MAIN_GENERAL_FOV"]=u8"最大视野";
m_LangList["RAGE_MAIN_GENERAL_FOV_DESC"]=u8"";
m_LangList["RAGE_MAIN_GENERAL_TYPE"]=u8"目标类型";
m_LangList["RAGE_MAIN_GENERAL_TYPE_DESC"]=u8"";
m_LangList["RAGE_MAIN_GENERAL_TYPE_ITEM1"]=u8"可见";
m_LangList["RAGE_MAIN_GENERAL_TYPE_ITEM2"]=u8"沉默(客户端)";
m_LangList["RAGE_MAIN_GENERAL_TYPE_ITEM3"]=u8"完美无声(服务器端)";
m_LangList["RAGE_MAIN_GENERAL_REMOVE_RECOIL"]=u8"移除后坐力";
m_LangList["RAGE_MAIN_GENERAL_REMOVE_RECOIL_DESC"]=u8"";
m_LangList["RAGE_MAIN_GENERAL_REMOVE_SPREAD"]=u8"删除传播";
m_LangList["RAGE_MAIN_GENERAL_REMOVE_SPREAD_DESC"]=u8"";
m_LangList["RAGE_MAIN_GENERAL_REMOVE_SPREAD_ITEM1"]=u8"使用顺利";
m_LangList["RAGE_MAIN_GENERAL_REMOVE_SPREAD_ITEM2"]=u8"俯仰/滚动";
m_LangList["RAGE_MAIN_GENERAL_REMOVE_SPREAD_ITEM3"]=u8"偏航/滚动";
m_LangList["RAGE_MAIN_GENERAL_REMOVE_SPREAD_ITEM4"]=u8"俯仰/偏航/滚动(1方法)";
m_LangList["RAGE_MAIN_GENERAL_REMOVE_SPREAD_ITEM5"]=u8"俯仰/偏航/滚动(2方法)";
m_LangList["RAGE_MAIN_GENERAL_HITCHANCE_SEEDS"]=u8"顺风车种子";
m_LangList["RAGE_MAIN_GENERAL_HITCHANCE_SEEDS_DESC"]=u8"";
m_LangList["RAGE_MAIN_GENERAL_REAIMDETECTOR_BYPASS"]=u8"ReAimDetector旁路";
m_LangList["RAGE_MAIN_GENERAL_REAIMDETECTOR_BYPASS_DESC"]=u8"禁用反aimbot完美的工作.";
m_LangList["RAGE_MAIN_GENERAL_AUTO_SCOPE"]=u8"自动范围";
m_LangList["RAGE_MAIN_GENERAL_AUTO_SCOPE_DESC"]=u8"";
m_LangList["RAGE_MAIN_GENERAL_AUTO_SCOPE_ITEM1"]=u8"无";
m_LangList["RAGE_MAIN_GENERAL_AUTO_SCOPE_ITEM2"]=u8"没有取消还原";
碌""路拢[zoomzoomzoom拢脢zoom胫""陆zoom酶赂zoomzoom"胫""zoom碌zoom脢媒zoom"录录脢玫""A3露zoom4f";
m_LangList["RAGE_MAIN_GENERAL_FORCE_BODY_KEY"]=u8"力体目标";
m_LangList["RAGE_MAIN_GENERAL_FORCE_MIN_DAMAGE_KEY"]=u8"力分钟. 伤害";
m_LangList["RAGE_MAIN_GENERAL_RESOLVER_PITCH"]=u8"间距旋变器";
m_LangList["RAGE_MAIN_GENERAL_RESOLVER_PITCH_DESC"]=u8"";
碌"[路拢["""拢脢"胫""陆"酶赂1"]胫"1"碌=脢媒1"录录脢玫""a3露"4f";
m_LangList["RAGE_MAIN_GENERAL_RESOLVER_PITCH_ITEM2"]=u8"断点90°";
m_LangList["RAGE_MAIN_GENERAL_RESOLVER_YAW"]=u8"偏航解析器";
m_LangList["RAGE_MAIN_GENERAL_RESOLVER_YAW_DESC"]=u8"";
m_LangList["RAGE_MAIN_GENERAL_RESOLVER_YAW_ITEM1"]=u8"无";
m_LangList["RAGE_MAIN_GENERAL_RESOLVER_YAW_ITEM2"]=u8"混合修复";
m_LangList["RAGE_MAIN_GENERAL_DELAYSHOT"]=u8"延迟拍摄";
m_LangList["RAGE_MAIN_GENERAL_DELAYSHOT_DESC"]=u8"";
碌""路拢""""拢脢"胫""陆"酶赂"""胫"""碌"脢媒""录录脢玫""a3露"4f";
m_LangList["RAGE_MAIN_GENERAL_DELAYSHOT_ITEM2"]=u8"历史";
m_LangList["RAGE_MAIN_GENERAL_TAPPING_MODE"]=u8"攻丝模式";
m_LangList["RAGE_MAIN_GENERAL_TAPPING_MODE_DESC"]=u8"";
m_LangList["RAGE_MAIN_GENERAL_LOW_FPS_MITIGATIONS"]=u8"低FPS缓解措施";
m_LangList["RAGE_MAIN_GENERAL_LOW_FPS_MITIGATIONS_DESC"]=u8"";
m_LangList["RAGE_MAIN_GENERAL_LOW_FPS_MITIGATIONS_ITEM1"]=u8"只有可以攻击的痕迹";
m_LangList["RAGE_MAIN_GENERAL_LOW_FPS_MITIGATIONS_ITEM2"]=u8"不跟踪武器点";
m_LangList["RAGE_MAIN_GENERAL_LOW_FPS_MITIGATIONS_ITEM3"]=u8"不跟踪腿点";
m_LangList["RAGE_MAIN_GENERAL_LOW_FPS_VALUE"]=u8"低FPS值";
m_LangList["RAGE_MAIN_GENERAL_LOW_FPS_VALUE_DESC"]=u8"";
m_LangList["RAGE_MAIN_GENERAL_SKIP_HEAD_IF_CLOSED"]=u8"如果关闭则跳过头";
m_LangList["RAGE_MAIN_GENERAL_SKIP_HEAD_IF_CLOSED_DESC"]=u8"";

 

m_LangList["RAGE_MAIN_AA_MAIN_ENABLED"]=u8"启用";
m_LangList["RAGE_MAIN_AA_MAIN_ENABLED_DESC"]=u8"";
m_LangList["RAGE_MAIN_AA_MAIN_TEAMMATES"]=u8"队友";
m_LangList["RAGE_MAIN_AA_MAIN_TEAMMATES_DESC"]=u8"";
m_LangList["RAGE_MAIN_AA_MAIN_AT_TARGETS"]=u8"在目标";
m_LangList["RAGE_MAIN_AA_MAIN_AT_TARGETS_DESC"]=u8"";
m_LangList["RAGE_MAIN_AA_MAIN_AT_TARGETS_ITEM1"]=u8"无";
m_LangList["RAGE_MAIN_AA_MAIN_AT_TARGETS_ITEM2"]=u8"最接近的FOV";
m_LangList["RAGE_MAIN_AA_MAIN_AT_TARGETS_ITEM3"]=u8"平均";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL"]=u8"卷";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_DESC"]=u8"";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_ITEM1"]=u8"无";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_ITEM2"]=u8"横向50°";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_ITEM3"]=u8"横向90°";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_ITEM4"]=u8"横向180°";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_ITEM5"]=u8"静态";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_STATIC"]=u8"滚动静态";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_STATIC_DESC"]=u8"";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_ADD_YAW_ON_JITTERING"]=u8"滚加偏航抖动";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_ADD_YAW_ON_JITTERING_DESC"]=u8"添加+180偏航角抖动滚动角. 用于间距抖动。";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_HIDE_HEAD"]=u8"滚隐藏头";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_HIDE_HEAD_DESC"]=u8"";
m_LangList["RAGE_MAIN_AA_MAIN_CONDITIONS"]=u8"条件";
m_LangList["RAGE_MAIN_AA_MAIN_CONDITIONS_DESC"]=u8"";
m_LangList["RAGE_MAIN_AA_MAIN_CONDITIONS_ITEM1"]=u8"on knife";
m_langlist["RAGE_MAIN_AA_MAIN_CONDITIONS_ITEM2"]=u8"对手榴弹";
m_LangList["RAGE_MAIN_AA_MAIN_CONDITIONS_ITEM3"]=u8"在冻结期";
m_LangList["RAGE_MAIN_AA_MAIN_UNTRUSTED_CHECKS"]=u8"不可信检查";
m_LangList["RAGE_MAIN_AA_MAIN_UNTRUSTED_CHECKS_DESC"]=u8"仅使用可信角度。";

 

m_LangList["RAGE_MAIN_AA_STAND_PITCH"]=u8"间距";
m_LangList["RAGE_MAIN_AA_STAND_PITCH_DESC"]=u8"";
m_LangList["RAGE_MAIN_AA_STAND_PITCH_ITEM1"]=u8"无";
m_LangList["RAGE_MAIN_AA_STAND_PITCH_ITEM2"]=u8"向下";
m_LangList["RAGE_MAIN_AA_STAND_PITCH_ITEM3"]=u8"了";
m_LangList["RAGE_MAIN_AA_STAND_PITCH_ITEM4"]=u8"假下来";
m_LangList["RAGE_MAIN_AA_STAND_PITCH_ITEM5"]=u8"假了";
m_LangList["RAGE_MAIN_AA_STAND_PITCH_ITEM6"]=u8"抖动";
m_LangList["RAGE_MAIN_AA_STAND_PITCH_ITEM7"]=u8"假抖动";
m_LangList["RAGE_MAIN_AA_STAND_YAW"]=u8"偏航";
m_LangList["RAGE_MAIN_AA_STAND_YAW_DESC"]=u8"";
m_LangList["RAGE_MAIN_AA_STAND_YAW_ITEM1"]=u8"无";
m_LangList["RAGE_MAIN_AA_STAND_YAW_ITEM2"]=u8"向后";
m_LangList["RAGE_MAIN_AA_STAND_YAW_ITEM3"]=u8"横向90°";
m_LangList["RAGE_MAIN_AA_STAND_YAW_ITEM4"]=u8"横向140°";
m_LangList["RAGE_MAIN_AA_STAND_YAW_ITEM5"]=u8"静态";
m_LangList["RAGE_MAIN_AA_STAND_YAW_ITEM6"]=u8"本地视图";
m_LangList["RAGE_MAIN_AA_STAND_YAW_ITEM7"]=u8"倒退desyns";
m_LangList["RAGE_MAIN_AA_STAND_YAW_STATIC"]=u8"偏航静态";
m_LangList["RAGE_MAIN_AA_STAND_YAW_STATIC_DESC"]=u8"";
m_LangList["RAGE_MAIN_AA_STAND_DESYNC"]=u8"异步";
m_LangList["RAGE_MAIN_AA_STAND_DESYNC_DESC"]=u8"";
m_LangList["RAGE_MAIN_AA_STAND_DESYNC_ITEM1"]=u8"无";
m_LangList["RAGE_MAIN_AA_STAND_DESYNC_ITEM2"]=u8"默认";
m_LangList["RAGE_MAIN_AA_STAND_DESYNC_ITEM3"]=u8"最大增量";
m_LangList["RAGE_MAIN_AA_STAND_DESYNC_HELPER"]=u8"异步助手";
m_LangList["RAGE_MAIN_AA_STAND_DESYNC_HELPER_DESC"]=u8"";
m_LangList["RAGE_MAIN_AA_STAND_SIDE"]=u8"侧";
m_LangList["RAGE_MAIN_AA_STAND_SIDE_DESC"]=u8"";
m_LangList["RAGE_MAIN_AA_STAND_SIDE_ITEM1"]=u8"左";
m_LangList["RAGE_MAIN_AA_STAND_SIDE_ITEM2"]=u8"正确的";
m_LangList["RAGE_MAIN_AA_STAND_SIDE_KEY"]=u8"侧开关键";
m_LangList["RAGE_MAIN_AA_STAND_SIDE_CHANGE_UPON_DMG"]=u8"损坏时侧面变化";
m_LangList["RAGE_MAIN_AA_STAND_SIDE_CHANGE_UPON_DMG_DESC"]=u8"";

 

m_LangList["RAGE_MAIN_AA_MOVE_PITCH"]=u8"间距";
m_LangList["RAGE_MAIN_AA_MOVE_PITCH_DESC"]=u8"";
m_LangList["RAGE_MAIN_AA_MOVE_PITCH_ITEM1"]=u8"无";
m_LangList["RAGE_MAIN_AA_MOVE_PITCH_ITEM2"]=u8"向下";
m_LangList["RAGE_MAIN_AA_MOVE_PITCH_ITEM3"]=u8"了";
m_LangList["RAGE_MAIN_AA_MOVIE_PITCH_ITEM4"]=u8"假下来";
m_LangList["RAGE_MAIN_AA_MOVE_PITCH_ITEM5"]=u8"假了";
m_LangList["RAGE_MAIN_AA_MOVE_PITCH_ITEM6"]=u8"抖动";
m_LangList["RAGE_MAIN_AA_MOVE_PITCH_ITEM7"]=u8"假抖动";
m_LangList["RAGE_MAIN_AA_MOVE_YAW"]=u8"偏航";
m_LangList["RAGE_MAIN_AA_MOVE_YAW_DESC"]=u8"";
m_LangList["RAGE_MAIN_AA_MOVE_YAW_ITEM1"]=u8"无";
m_LangList["RAGE_MAIN_AA_MOVE_YAW_ITEM2"]=U8"向后";
m_LangList["RAGE_MAIN_AA_MOVE_YAW_ITEM3"]=u8"本地视图";
m_LangList["RAGE_MAIN_AA_MOVE_YAW_ITEM4"]=u8"步态侧身120°";
m_LangList["RAGE_MAIN_AA_MOVE_DESYNC"]=u8"第一次移动时的异步";
m_LangList["RAGE_MAIN_AA_MOVE_DESYNC_DESC"]=u8"";

 

m_LangList["RAGE_MAIN_FAKELAG_ENABLED"]=u8"启用";
m_LangList["RAGE_MAIN_FAKELAG_ENABLED_DESC"]=u8"";
m_LangList["RAGE_MAIN_FAKELAG_TYPE"]=u8"类型";
m_LangList["RAGE_MAIN_FAKELAG_TYPE_DESC"]=u8"";
m_LangList["RAGE_MAIN_FAKELAG_TYPE_ITEM1"]=u8"最大";
m_LangList["RAGE_MAIN_FAKELAG_TYPE_ITEM2"]=u8"中断延迟补偿";
m_LangList["RAGE_MAIN_FAKELAG_TRIGGERS"]=u8"触发器";
m_LangList["RAGE_MAIN_FAKELAG_TRIGGERS_DESC"]=u8"";
m_LangList["RAGE_MAIN_FAKELAG_TRIGGERS_ITEM1"]=u8"在陆地上";
m_LangList["RAGE_MAIN_FAKELAG_TRIGGERS_ITEM2"]=u8"在空气中";
m_LangList["RAGE_MAIN_FAKELAG_CHOKE_LIMIT"]=u8"扼流限制";
m_LangList["RAGE_MAIN_FAKELAG_WHILE_SHOOTING"]=u8"拍摄时";
m_LangList["RAGE_MAIN_FAKELAG_WHILE_SHOOTING_DESC"]=u8"";
m_LangList["RAGE_MAIN_FAKELAG_ON_ENEMY_IN_PVS"]=u8"在PVS中的敌人";
m_LangList["RAGE_MAIN_FAKELAG_ON_ENEMY_IN_PVS_DESC"]=u8"";
m_LangList["RAGE_MAIN_FAKELAG_ON_PEEK"]=u8"在偷看";
m_LangList["RAGE_MAIN_FAKELAG_ON_PEEK_DESC"]=u8"";

 

m_LangList["RAGE_WEAPON_GROUP_CURRENT"]=u8"当前";
m_LangList["RAGE_WEAPON_GROUP_CURRENT_DESC"]=u8"";

 

m_LangList["RAGE_WEAPON_TARGET_SELECTION"]=u8"选择";
m_LangList["RAGE_WEAPON_TARGET_SELECTION_DESC"]=u8"";
m_LangList["RAGE_WEAPON_TARGET_SELECTION_ITEM1"]=u8"最高伤害";
m_LangList["RAGE_WEAPON_TARGET_SELECTION_ITEM2"]=u8"最接近FOV";
m_LangList["RAGE_WEAPON_TARGET_SELECTION_ITEM3"]=u8"命中框权重";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_DAMAGE"]=u8"伤害重量";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_DAMAGE_DESC"]=u8"";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_FOV"]=u8"视场视野权重";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_FOV_DESC"]=u8"";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_HEAD"]=u8"头重";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_HEAD_DESC"]=u8"";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_NECK"]=u8"颈部重量";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_NECK_DESC"]=u8"";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_CHEST"]=u8"胸部重量";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_CHEST_DESC"]=u8"";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_STOMACH"]=u8"胃重量";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_STOMACH_DESC"]=u8"";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_ARMS"]=u8"武器重量";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_ARMS_DESC"]=u8"";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_LEGS"]=u8"腿重量";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_LEGS_DESC"]=u8"";

 

m_LangList["RAGE_WEAPON_AIMBOT_ENABLED"]=u8"启用";
m_LangList["RAGE_WEAPON_AIMBOT_ENABLED_DESC"]=u8"";
m_LangList["RAGE_WEAPON_AIMBOT_HITBOXES"]=u8"Hitboxes";
m_LangList["RAGE_WEAPON_AIMBOT_HITBOXES_DESC"]=u8"";
m_LangList["RAGE_WEAPON_AIMBOT_HITBOXES_ITEM1"]=u8"头";
m_LangList["RAGE_WEAPON_AIMBOT_HITBOXES_ITEM2"]=u8"脖子";
m_LangList["RAGE_WEAPON_AIMBOT_HITBOXES_ITEM3"]=u8"胸部";
m_LangList["RAGE_WEAPON_AIMBOT_HITBOXES_ITEM4"]=u8"胃";
m_LangList["RAGE_WEAPON_AIMBOT_HITBOXES_ITEM5"]=u8"武器";
m_LangList["RAGE_WEAPON_AIMBOT_HITBOXES_ITEM6"]=u8"腿";
m_LangList["RAGE_WEAPON_AIMBOT_HEAD_SCALE"]=u8"头秤";
m_LangList["RAGE_WEAPON_AIMBOT_HEAD_SCALE_DESC"]=u8"";
m_LangList["RAGE_WEAPON_AIMBOT_NECK_SCALE"]=u8"颈部刻度";
m_LangList["RAGE_WEAPON_AIMBOT_NECK_SCALE_DESC"]=u8"";
m_LangList["RAGE_WEAPON_AIMBOT_CHEST_SCALE"]=u8"胸部秤";
m_LangList["RAGE_WEAPON_AIMBOT_CHEST_SCALE_DESC"]=u8"";
m_LangList["RAGE_WEAPON_AIMBOT_STOMACH_SCALE"]=u8"胃秤";
m_LangList["RAGE_WEAPON_AIMBOT_STOMACH_SCALE_DESC"]=u8"";
m_LangList["RAGE_WEAPON_AIMBOT_ARMS_SCALE"]=u8"武器规模";
m_LangList["RAGE_WEAPON_AIMBOT_ARMS_SCALE_DESC"]=u8"";
m_LangList["RAGE_WEAPON_AIMBOT_LEGS_SCALE"]=u8"腿尺度";
m_LangList["RAGE_WEAPON_AIMBOT_LEGS_SCALE_DESC"]=u8"";

 

m_LangList["RAGE_WEAPON_ACCURACY_AUTO_WALL"]=u8"自动墙";
m_LangList["RAGE_WEAPON_ACCURACY_AUTO_WALL_DESC"]=u8"";
m_LangList["RAGE_WEAPON_ACCURACY_AUTO_WALL_MIN_DMG"]=u8"自动墙最小伤害";
m_LangList["RAGE_WEAPON_ACCURACY_AUTO_WALL_MIN_DMG_DESC"]=u8"";
m_LangList["RAGE_WEAPON_ACCURACY_AUTOSTOP"]=u8"自动停止";
m_LangList["RAGE_WEAPON_ACCURACY_AUTOSTOP_DESC"]=u8"";
m_LangList["RAGE_WEAPON_ACCURACY_AUTOSTOP_ITEM1"]=u8"无";
m_LangList["RAGE_WEAPON_ACCURACY_AUTOSTOP_ITEM2"]=u8"最小速度";
m_LangList["RAGE_WEAPON_ACCURACY_AUTOSTOP_ITEM3"]=u8"句号";
m_LangList["RAGE_WEAPON_ACCURACY_AUTOSTOP_CROUCH"]=u8"自动停止蹲伏";
m_LangList["RAGE_WEAPON_ACCURACY_AUTOSTOP_CROUCH_DESC"]=u8"";
m_LangList["RAGE_WEAPON_ACCURACY_HITCHANCE"]=u8"顺风车";
m_LangList["RAGE_WEAPON_ACCURACY_HITCHANCE_DESC"]=u8"";


m_LangList["VISUALS_MAIN_ACTIVE"]=u8"已启用";
m_LangList["VISUALS_MAIN_ACTIVE_DESC"]=u8"";
m_LangList["VISUALS_MAIN_PANIC_KEY"]=u8"紧急键";
m_LangList["VISUALS_MAIN_ANTISCREEN"]=u8"反筛查";
m_LangList["VISUALS_MAIN_ANTISCREEN_DESC"]=u8"";
m_LangList["VISUALS_MAIN_STREAMER_MODE"]=u8"流光模式";
m_LangList["VISUALS_MAIN_STREAMER_MODE_DESC"]=u8"所有可视功能在录制/广播节目中不可见。";

m_LangList["VISUALS_MAIN_GENERAL_ALLOW_SIZE"]=u8"允许调整大小";
m_LangList["VISUALS_MAIN_GENERAL_ALLOW_RESIZE_DESC"]=u8"允许调整菜单窗口大小。";

 

m_LangList["VISUALS_MAIN_FONT_RASTERIZATION_TYPE"]=u8"字体光栅化类型";
m_LangList["VISUALS_MAIN_FONT_RASTERIZATION_TYPE_DESC"]=u8"";
m_LangList["VISUALS_MAIN_FONT_RASTERIZATION_TYPE_ITEM1"]=u8"机顶盒(默认)";
m_LangList["VISUALS_MAIN_FONT_RASTERIZATION_TYPE_ITEM2"]=u8"FreeType";
m_LangList["VISUALS_MAIN_FONT_TRUETYPE_OVERSAMPLE_H"]=u8"过采样H";
m_LangList["VISUALS_MAIN_FONT_TRUETYPE_OVERSAMPLE_H_DESC"]=u8"";
m_LangList["VISUALS_MAIN_FONT_TRUETYPE_OVERSAMPLE_V"]=u8"过采样V";
m_LangList["VISUALS_MAIN_FONT_TRUETYPE_OVERSAMPLE_V_DESC"]=u8"";

m_LangList["VISUALS_MAIN_FONT_FREETYPE_NO_HINTING"]=u8"没有暗示";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_NO_HINTING_DESC"]=u8"";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_NO_AUTO_HINT"]=u8"没有自动提示";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_NO_AUTO_HINT_DESC"]=u8"";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_FORCE_AUTO_HINT"]=u8"强制自动提示";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_FORCE_AUTO_HINT_DESC"]=u8"";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_LIGHT_HINTING"]=u8"光暗示";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_LIGHT_HINTING_DESC"]=u8"";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_MONO_HINTING"]=u8"单声道提示";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_MONO_HINTING_DESC"]=u8"";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_BOLD"]=u8"粗体";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_BOLD_DESC"]=u8"";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_OBLIQUE"]=u8"倾斜";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_OBLIQUE_DESC"]=u8"";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_MONOCHROME"]=u8"单色";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_MONOCHROME_DESC"]=u8"";

 

m_LangList["VISUALS_MAIN_SHADOW"]=u8"已启用";
m_LangList["VISUALS_MAIN_SHADOW_DESC"]=u8"";
m_LangList["VISUALS_MAIN_SHADOW_LINEAR"]=u8"线性";
m_LangList["VISUALS_MAIN_SHADOW_LINEAR_DESC"]=u8"";
m_LangList["VISUALS_MAIN_SHADOW_SIGMA"]=u8"Sigma";
m_LangList["VISUALS_MAIN_SHADOW_SIGMA_DESC"]=u8"";
m_LangList["VISUALS_MAIN_SHADOW_RINGS"]=u8"戒指";
m_LangList["VISUALS_MAIN_SHADOW_RINGS_DESC"]=u8"";
m_LangList["VISUALS_MAIN_SHADOW_SPACING_BETWEEN_RINGS"]=u8"环之间的间距";
m_LangList["VISUALS_MAIN_SHADOW_SPACING_BETWEEN_RINGS_DESC"]=u8"";
m_LangList["VISUALS_MAIN_SHADOW_SAMPLES_PER_CORNER_SIDE"]=u8"每个角边的样本";
m_LangList["VISUALS_MAIN_SHADOW_SAMPLES_PER_CORNER_SIDE_DESC"]=u8"";
m_LangList["VISUALS_MAIN_SHADOW_SPACING_BETWEEN_SAMPLES"]=u8"样本之间的间距";
m_LangList["VISUALS_MAIN_SHADOW_SPACING_BETWEEN_SAMPLES_DESC"]=u8"";
m_LangList["VISUALS_MAIN_SHADOW_OFFSET_X"]=u8"偏移X";
m_LangList["VISUALS_MAIN_SHADOW_OFFSET_X_DESC"]=u8"";
m_LangList["VISUALS_MAIN_SHADOW_OFFSET_Y"]=u8"偏移Y";
m_LangList["VISUALS_MAIN_SHADOW_OFFSET_Y_DESC"]=u8"";

m_LangList["VISUALS_FILTERS_ITEM1"]=u8"本地";
m_LangList["VISUALS_FILTERS_ITEM2"]=u8"敌人";
m_LangList["VISUALS_FILTERS_ITEM3"]=u8"队友";
m_LangList["VISUALS_FILTERS_WITHOUT_LOCAL_ITEM1"]=u8"敌人";
m_LangList["VISUALS_FILTERS_WITHOUT_LOCAL_ITEM2"]=u8"队友";

m_LangList["VISUALS_ESP_PLAYER"]=u8"已启用";
m_LangList["VISUALS_ESP_PLAYER_DESC"]=u8"启用播放器的rendering染。";
m_LangList["VISUALS_ESP_PLAYER_PLAYERS"]=u8"玩家";
m_LangList["VISUALS_ESP_PLAYER_PLAYERS_DESC"]=u8"";
m_LangList["VISUALS_ESP_PLAYER_POS_ITEM1"]=u8"无";
m_LangList["VISUALS_ESP_PLAYER_POS_ITEM2"]=u8"左";
m_LangList["VISUALS_ESP_PLAYER_POS_ITEM3"]=u8"正确的";
m_LangList["VISUALS_ESP_PLAYER_POS_ITEM4"]=u8"Top";
m_LangList["VISUALS_ESP_PLAYER_POS_ITEM5"]=u8"机器人";
m_LangList["VISUALS_ESP_PLAYER_BOX"]=u8"绑定框";
m_LangList["VISUALS_ESP_PLAYER_BOX_DESC"]=u8"";
m_LangList["VISUALS_ESP_PLAYER_BOX_ITEM1"]=u8"无";
m_LangList["VISUALS_ESP_PLAYER_BOX_ITEM2"]=u8"默认";
m_LangList["VISUALS_ESP_PLAYER_BOX_ITEM3"]=u8"角落";
m_LangList["VISUALS_ESP_PLAYER_BOX_ITEM4"]=u8"圆";
m_LangList["VISUALS_ESP_PLAYER_BOX_OUTLINE"]=u8"绑定框轮廓";
m_LangList["VISUALS_ESP_PLAYER_BOX_OUTLINE_DESC"]=u8"绘制框的轮廓。";
m_LangList["VISUALS_ESP_PLAYER_BOX_FILLED"]=u8"已填充绑定框";
m_LangList["VISUALS_ESP_PLAYER_BOX_FILLED_DESC"]=u8"填充框的透明度。";
m_LangList["VISUALS_ESP_PLAYER_HEALTH"]=u8"健康栏";
m_LangList["VISUALS_ESP_PLAYER_HEALTH_DESC"]=u8"绘制健康条。";
m_LangList["VISUALS_ESP_PLAYER_HEALTH_PERCENTAGE"]=u8"运行状况百分比";
m_LangList["VISUALS_ESP_PLAYER_HEALTH_PERCENTAGE_DESC"]=u8"显示栏上的运行状况百分比。";
m_LangList["VISUALS_ESP_PLAYER_ARMOR"]=u8"装甲棒";
m_LangList["VISUALS_ESP_PLAYER_ARMOR_DESC"]=u8"绘制装甲栏。";
m_LangList["VISUALS_ESP_PLAYER_NAME"]=u8"名称";
m_LangList["VISUALS_ESP_PLAYER_NAME_DESC"]=u8"显示播放器名称。";
m_LangList["VISUALS_ESP_PLAYER_WEAPON_TEXT"]=u8"武器文本";
m_LangList["VISUALS_ESP_PLAYER_WEAPON_TEXT_DESC"]=u8"在文本中显示玩家的武器.";
m_LangList["VISUALS_ESP_PLAYER_WEAPON_ICON"]=u8"武器图标";
m_LangList["VISUALS_ESP_PLAYER_WEAPON_ICON_DESC"]=u8"用图标显示玩家的武器.";
m_LangList["VISUALS_ESP_PLAYER_MONEY"]=u8"钱";
m_LangList["VISUALS_ESP_PLAYER_MONEY_DESC"]=u8"显示玩家的钱.";
m_LangList["VISUALS_ESP_PLAYER_DISTANCE"]=u8"距离";
m_LangList["VISUALS_ESP_PLAYER_DISTANCE_DESC"]=u8"显示玩家距离你的距离。";
m_LangList["VISUALS_ESP_PLAYER_DISTANCE_MEASUREMENT"]=u8"距离测量";
m_LangList["VISUALS_ESP_PLAYER_DISTANCE_MEASUREMENT_DESC"]=u8"";
m_LangList["VISUALS_ESP_PLAYER_DISTANCE_MEASUREMENT_ITEM1"]=u8"单位";
m_LangList["VISUALS_ESP_PLAYER_DISTANCE_MEASUREMENT_ITEM2"]=u8"米";
m_LangList["VISUALS_ESP_PLAYER_ACTIONS"]=u8"动作";
m_LangList["VISUALS_ESP_PLAYER_ACTIONS_DESC"]=u8"显示播放器操作。";
m_LangList["VISUALS_ESP_PLAYER_ACTIONS_BAR"]=u8"操作栏";
m_LangList["VISUALS_ESP_PLAYER_ACTIONS_BAR_DESC"]=u8"";
m_LangList["VISUALS_ESP_PLAYER_HAS_C4"]=u8"有C4";
m_LangList["VISUALS_ESP_PLAYER_HAS_C4_DESC"]=u8"显示播放器c4.";
m_LangList["VISUALS_ESP_PLAYER_HAS_DEFUSAL_KITS"]=u8"具有脱耳套件";
m_LangList["VISUALS_ESP_PLAYER_HAS_DEFUSAL_KITS_DESC"]=u8"Display player with defusal kits.";
m_LangList["VISUALS_ESP_PLAYER_LINE_OF_SIGHT"]=u8"视线";
m_LangList["VISUALS_ESP_PLAYER_LINE_OF_SIGHT_DESC"]=u8"绘制玩家的视线。";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES"]=u8"Hitboxes";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_DESC"]=u8"Draw player hitboxes.";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_ITEM1"]=u8"无";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_ITEM2"]=u8"只有头";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_ITEM3"]=u8"所有命中框";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_HIT_POSITION"]=u8"命中框命中位置";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_HIT_POSITION_DESC"]=u8"在命中位置绘制玩家命中框。";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_HIT_POSITION_TIME"]=u8"命中框命中位置时间";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_HIT_POSITION_TIME_DESC"]=u8"显示玩家点击框在点击位置的时间。";
m_LangList["VISUALS_ESP_PLAYER_SKELETON"]=u8"骨架";
m_LangList["VISUALS_ESP_PLAYER_SKELETON_DESC"]=u8"绘制玩家骨架.";
m_LangList["VISUALS_ESP_PLAYER_SKELETON_BACKTRACK"]=u8"骨架回溯";
m_LangList["VISUALS_ESP_PLAYER_SKELETON_BACKTRACK_DESC"]=u8"在回溯位置绘制玩家骨架。";

 

m_LangList["VISUALS_ESP_DORMANT_TIME"]=u8"休眠时间";
m_LangList["VISUALS_ESP_DORMANT_TIME_DESC"]=u8"显示上次更新位置的休眠玩家的时间。";
m_LangList["VISUALS_ESP_DORMANT_FADEOUT"]=u8"休眠淡出";
m_LangList["VISUALS_ESP_DORMANT_FADEOUT_DESC"]=u8"平滑淡出休眠播放器。";
m_LangList["VISUALS_ESP_DORMANT_UPDATE_BY_SOUND"]=u8"通过声音进行休眠更新";
m_LangList["VISUALS_ESP_DORMANT_UPDATE_BY_SOUND_DESC"]=u8"通过声音更新休眠的玩家。";
m_LangList["VISUALS_ESP_INTERPOLATE_HISTORY"]=u8"插值历史";
m_LangList["VISUALS_ESP_INTERPOLATE_HISTORY_DESC"]=u8"休眠玩家的平稳移动。";
m_LangList["VISUALS_ESP_FONT_SIZE"]=u8"字体大小";
m_LangList["VISUALS_ESP_FONT_SIZE_DESC"]=u8"";

m_LangList["VISUALS_ESP_PLAYER_GLOW"]=u8"启用";
m_LangList["VISUALS_ESP_PLAYER_GLOW_DESC"]=u8"打开玩家的光芒。";
m_LangList["VISUALS_ESP_PLAYER_GLOW_PLAYERS"]=u8"玩家";
m_LangList["VISUALS_ESP_PLAYER_GLOW_PLAYERS_DESC"]=u8"选择发光的玩家。";
m_LangList["VISUALS_ESP_PLAYER_GLOW_AMOUNT"]=u8"金额";
m_LangList["VISUALS_ESP_PLAYER_GLOW_AMOUNT_DESC"]=u8"光晕量。";
m_LangList["VISUALS_ESP_PLAYER_GLOW_COLOR_HEALTH_BASED"]=u8"基于颜色的健康";
m_LangList["VISUALS_ESP_PLAYER_GLOW_COLOR_HEALTH_BASED_DESC"]=u8"根据健康状况设置颜色。";

m_LangList["VISUALS_ESP_PLAYER_SOUNDS"]=u8"启用";
m_LangList["VISUALS_ESP_PLAYER_SOUNDS_DESC"]=u8"启用播放器声音的显示。";
m_LangList["VISUALS_ESP_PLAYER_SOUNDS_PLAYERS"]=u8"玩家";
m_LangList["VISUALS_ESP_PLAYER_SOUNDS_PLAYERS_DESC"]=u8"选择声音esp将工作的播放器。";
m_LangList["VISUALS_ESP_PLAYER_SOUNDS_TIME"]=u8"淡出时间";
m_LangList["VISUALS_ESP_PLAYER_SOUNDS_TIME_DESC"]=u8"播放器声音完全消失的时间。";
m_LangList["VISUALS_ESP_PLAYER_SOUNDS_CIRCLE_RADIUS"]=u8"圆半径";
m_LangList["VISUALS_ESP_PLAYER_SOUNDS_CIRCLE_RADIUS_DESC"]=u8"绘制声音的圆半径。";

m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV"]=u8"启用";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_DESC"]=u8"允许玩家在视线之外显示。";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_ITEM1"]=u8"箭头";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_ITEM2"]=u8"圈子";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_ITEM3"]=u8"菱形";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_DRAW_TYPE"]=u8"绘制类型";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_DRAW_TYPE_DESC"]=u8"类型绘制玩家的视线.";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_PLAYERS"]=u8"玩家";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_PLAYERS_DESC"]=u8"选择对其进行视野外工作的玩家。";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_ADDITIONAL_INFO"]=u8"附加信息";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_ADDITIONAL_INFO_DESC"]=u8"允许显示玩家附加信息。";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_ADDITIONAL_INFO_ITEM1"]=u8"名称";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_ADDITIONAL_INFO_ITEM2"]=u8"武器";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_ADDITIONAL_INFO_ITEM3"]=u8"距离";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_SIZE"]=u8"大小";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_SIZE_DESC"]=u8"所显示的玩家视线之外的数字的大小。";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_RADIUS"]=u8"半径";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_RADIUS_DESC"]=u8"从所显示的播放器的屏幕的中心绘制对象的半径是在视线之外。";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_ASPECT_RATIO"]=u8"宽高比";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_ASPECT_RATIO_DESC"]=u8"遵循纵横比。";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_IMPULSE_ALPHA"]=u8"脉冲阿尔法";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_IMPULSE_ALPHA_DESC"]=u8"启用冲动透明度更改。";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_OUTLINE"]=u8"大纲";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_OUTLINE_DESC"]=u8"绘制轮廓。";

m_LangList["VISUALS_COLORED_MODELS_PLAYERS"]=u8"已启用";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_DESC"]=u8"启用所选绘画类型的播放器的rendering染。";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_WIREFRAME"]=u8"线框";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_WIREFRAME_DESC"]=u8"启用网格中播放器的rendering染。";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_PLAYERS"]=u8"玩家";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_PLAYERS_DESC"]=u8"选择游戏对象的玩家。";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_BEHIND_WALL"]=u8"墙后";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_BEHIND_WALL_DESC"]=u8"启用墙后玩家的rendering染.";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_COLOR_HEALTH_BASED"]=u8"基于颜色的健康";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_COLOR_HEALTH_BASED_DESC"]=u8"根据运行状况设置颜色。";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_COLOR_HEALTH_BASED_ITEM1"]=u8"无";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_COLOR_HEALTH_BASED_ITEM2"]=u8"可见";
隆隆隆隆路虏脢["陇"貌"垄拢卢虏禄ed陇"貌路"隆拢脳枚脢虏"麓脢[脱"""录"禄庐戮"""";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_ON_THE_DEAD"]=u8"死";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_ON_THE_DEAD_DESC"]=u8"根据运行状况设置颜色。";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_HIT_POSITION"]=u8"命中位置";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_HIT_POSITION_DESC"]=u8"在命中位置启用模型的rendering染。";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_HIT_POSITION_TIME"]=u8"点击位置时间";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_HIT_POSITION_TIME_DESC"]=u8"显示命中位置的时间。";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_DESYNC_AA"]=u8"反同步AA";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_DESYNC_AA_DESC"]=u8"启用本地播放器的异步rendering染。";
m_LangList["VISUALS_COLORED_MODELS_TYPE_ITEM1"]=u8"无";
m_LangList["VISUALS_COLORED_MODELS_TYPE_ITEM2"]=u8"平";
m_LangList["VISUALS_COLORED_MODELS_TYPE_ITEM3"]=u8"变暗";
m_LangList["VISUALS_COLORED_MODELS_TYPE_ITEM4"]=u8"Ligthed";
m_LangList["VISUALS_COLORED_MODELS_TYPE_ITEM5"]=u8"纹理";

 

m_LangList["VISUALS_COLORED_MODELS_DORMANT_TIME"]=u8"休眠时间";
m_LangList["VISUALS_COLORED_MODELS_DORMANT_TIME_DESC"]=u8"显示上次更新位置的休眠玩家的时间。";
m_LangList["VISUALS_COLORED_MODELS_DORMANT_FADEOUT"]=u8"休眠淡出";
m_LangList["VISUALS_COLORED_MODELS_DORMANT_FADEOUT_DESC"]=u8"启用平滑淡出休眠播放器.";
m_LangList["VISUALS_COLORED_MODELS_PAINT_PLAYERS_WEAPONS"]=u8"绘制玩家武器";
m_LangList["VISUALS_COLORED_MODELS_PAINT_PLAYERS_WEAPONS_DESC"]=u8"画玩家武器.";

m_LangList["VISUALS_COLORED_MODELS_BACKTRACK"]=u8"已启用";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_DESC"]=u8"使用所选绘画类型启用回溯位置的玩家的rendering染。";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_WIREFRAME"]=u8"线框";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_WIREFRAME_DESC"]=u8"在网格中的回溯位置启用播放器的rendering染。";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_PLAYERS"]=u8"玩家";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_PLAYERS_DESC"]=u8"选择游戏对象的玩家。";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_BEHIND_WALL"]=u8"墙后";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_BEHIND_WALL_DESC"]=u8"启用wall染墙后回溯位置的玩家。";

m_LangList["VISUALS_COLORED_MODELS_DLIGHT"]=u8"已启用";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_DESC"]=u8"打开玩家的dlight。";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_PLAYERS"]=u8"玩家";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_PLAYERS_DESC"]=u8"选择dlight将工作的玩家。";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_ORIGIN"]=u8"起源";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_ORIGIN_DESC"]=u8"光源。";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_ORIGIN_ITEM1"]=u8"腿";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_ORIGIN_ITEM2"]=u8"身体";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_ORIGIN_ITEM3"]=u8"头";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_RADIUS"]=u8"半径";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_RADIUS_DESC"]=u8"照明半径.";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_MINLIGHT"]=u8"Minlight";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_MINLIGHT_DESC"]=u8"最小光值。";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_FADING_LIGHTING"]=u8"褪色照明";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_FADING_LIGHTING_DESC"]=u8"启用衰落照明。";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_FADING_LIGHTING_SPEED"]=u8"褪色照明速度";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_FADING_LIGHTING_SPEED_DESC"]=u8"褪色照明速度。";

m_LangList["VISUALS_COLORED_MODELS_ELIGHT"]=u8"启用";
m_LangList["VISUALS_COLORED_MODELS_ELIGHT_DESC"]=u8"打开玩家的灯光";
m_LangList["VISUALS_COLORED_MODELS_ELIGHT_PLAYERS"]=u8"玩家";
m_LangList["VISUALS_COLORED_MODELS_ELIGHT_PLAYERS_DESC"]=u8"选择要在其上运行的玩家。";
m_LangList["VISUALS_COLORED_MODELS_ELIGHT_RADIUS"]=u8"半径";
m_LangList["VISUALS_COLORED_MODELS_ELIGHT_RADIUS_DESC"]=u8"照明半径.";

m_LangList["VISUALS_COLORED_MODELS_HANDS"]=u8"启用";
m_LangList["VISUALS_COLORED_MODELS_HANDS_DESC"]=u8"启用所选绘图类型的手工rendering染。";
m_LangList["VISUALS_COLORED_MODELS_HANDS_WIREFRAME"]=u8"线框";
m_LangList["VISUALS_COLORED_MODELS_HANDS_WIREFRAME_DESC"]=u8"在网格中启用手的rendering染";
m_LangList["VISUALS_COLORED_MODELS_HANDS_COLOR_RAINBOW"]=u8"彩虹色";
m_LangList["VISUALS_COLORED_MODELS_HANDS_COLOR_RAINBOW_DESC"]=u8"启用彩虹颜色更改。";
m_LangList["VISUALS_COLORED_MODELS_HANDS_COLOR_RAINBOW_SPEED"]=u8"彩虹速度";
m_LangList["VISUALS_COLORED_MODELS_HANDS_COLOR_RAINBOW_SPEED_DESC"]=u8"颜色变化率。";

m_LangList["VISUALS_OTHER_WATERMARK"]=u8"水印";
m_LangList["VISUALS_OTHER_WATERMARK_DESC"]=u8"";
m_LangList["VISUALS_OTHER_WATERMARK_ELEMENTS"]=u8"水印元素";
m_LangList["VISUALS_OTHER_WATERMARK_ELEMENTS_DESC"]=u8"";
m_LangList["VISUALS_OTHER_WATERMARK_ELEMENTS_ITEM1"]=u8"时间";
m_LangList["VISUALS_OTHER_WATERMARK_ELEMENTS_ITEM2"]=u8"名称";
m_LangList["VISUALS_OTHER_WATERMARK_ELEMENTS_ITEM3"]=u8"帧率";
m_LangList["VISUALS_OTHER_WATERMARK_ELEMENTS_ITEM4"]=u8"延迟";
m_LangList["VISUALS_OTHER_WATERMARK_ELEMENTS_ITEM5"]=u8"服务器IP";
m_LangList["VISUALS_OTHER_SHARED_ESP"]=u8"共享ESP";
m_LangList["VISUALS_OTHER_SHARED_ESP_DESC"]=u8"";

m_LangList["VISUALS_ESP_OTHER_LOCAL_AA_SIDE_ARROWS"]=u8"AA侧箭头";
m_LangList["VISUALS_ESP_OTHER_LOCAL_AA_SIDE_ARROWS_DESC"]=u8"";
m_LangList["VISUALS_ESP_OTHER_LOCAL_SNIPER_CROSSHAIR"]=u8"狙击十字准线";
m_LangList["VISUALS_ESP_OTHER_LOCAL_SNIPER_CROSSHAIR_DESC"]=u8"启用狙击步枪的十字准线。";
m_LangList["VISUALS_ESP_OTHER_LOCAL_RECOIL_POINT"]=u8"反冲点";
m_LangList["VISUALS_ESP_OTHER_LOCAL_RECOIL_POINT_DESC"]=u8"";
m_LangList["VISUALS_ESP_OTHER_LOCAL_SPREAD_POINT"]=u8"扩展点";
m_LangList["VISUALS_ESP_OTHER_LOCAL_SPREAD_POINT_DESC"]=u8"";
m_LangList["VISUALS_ESP_OTHER_LOCAL_SPREAD_CIRCLE"]=u8"传播圈";
m_LangList["VISUALS_ESP_OTHER_LOCAL_SPREAD_CIRCLE_DESC"]=u8"";
m_LangList["VISUALS_ESP_OTHER_LOCAL_AIM_FOV"]=u8"目标FOV";
m_LangList["VISUALS_ESP_OTHER_LOCAL_AIM_FOV_DESC"]=u8"显示aimbot视场。";
m_LangList["VISUALS_ESP_OTHER_LOCAL_TOGGLE_STATUS"]=u8"切换状态";
m_LangList["VISUALS_ESP_OTHER_LOCAL_TOGGLE_STATUS_DESC"]=u8"";
m_LangList["VISUALS_ESP_OTHER_LOCAL_FUNCTION_STATUS"]=u8"函数状态";
m_LangList["VISUALS_ESP_OTHER_LOCAL_FUNCTION_STATUS_DESC"]=u8"";
m_LangList["VISUALS_ESP_OTHER_LOCAL_HOTKEY_LIST"]=u8"热键列表";
m_LangList["VISUALS_ESP_OTHER_LOCAL_HOTKEY_LIST_DESC"]=u8"";

m_LangList["VISUALS_ESP_OTHER_WORLD_BOMB"]=u8"炸弹";
m_LangList["VISUALS_ESP_OTHER_WORLD_BOMB_DESC"]=u8"";
m_LangList["VISUALS_ESP_OTHER_WORLD_BOMB_STATUS"]=u8"炸弹状态";
m_LangList["VISUALS_ESP_OTHER_WORLD_BOMB_STATUS_DESC"]=u8"";

m_LangList["VISUALS_REMOVE_SCOPE"]=u8"删除范围";
m_LangList["VISUALS_REMOVE_SCOPE_DESC"]=u8"";
m_LangList["VISUALS_REMOVE_VISUAL_RECOIL"]=u8"移除视觉后坐力";
m_LangList["VISUALS_REMOVE_VISUAL_RECOIL_DESC"]=u8"";
m_LangList["VISUALS_REMOVE_SMOKE"]=u8"去除烟雾";
m_LangList["VISUALS_REMOVE_SMOKE_DESC"]=u8"";
m_LangList["VISUALS_REMOVE_SCREENSHAKE"]=u8"删除屏幕截图";
m_LangList["VISUALS_REMOVE_SCREENSHAKE_DESC"]=u8"";

m_LangList["VISUALS_EFFECTS_HUD_CLEAR"]=u8"HUD清除";
m_LangList["VISUALS_EFFECTS_HUD_CLEAR_DESC"]=u8"从恼人的铭文清除屏幕.";
m_LangList["VISUALS_EFFECTS_THIRDPERSON"]=u8"Thirdperson";
m_LangList["VISUALS_EFFECTS_THIRDPERSON_DESC"]=u8"";
m_LangList["VISUALS_EFFECTS_THIRDPERSON_KEY"]=u8"第三人密钥";
m_LangList["VISUALS_EFFECTS_CUSTOM_RENDER_FOV"]=u8"自定义render染FOV";
m_LangList["VISUALS_EFFECTS_CUSTOM_RENDER_FOV_DESC"]=u8"";
m_LangList["VISUALS_EFFECTS_COLOR_FILTER"]=u8"彩色滤光片";
m_LangList["VISUALS_EFFECTS_COLOR_FILTER_DESC"]=u8"";
m_LangList["VISUALS_EFFECTS_POLY_FILTER"]=u8"多滤镜";
m_LangList["VISUALS_EFFECTS_POLY_FILTER_DESC"]=u8"";
m_LangList["VISUALS_EFFECTS_SCREEN_FADE_LIMIT"]=u8"屏幕淡出限制";
m_LangList["VISUALS_EFFECTS_SCREEN_FADE_LIMIT_DESC"]=u8"";
m_LangList["VISUALS_EFFECTS_DONT_DRAW_TEAMMATES"]=u8"不要吸引队友";
m_LangList["VISUALS_EFFECTS_DONT_DRAW_TEAMMATES_DESC"]=u8"";

m_LangList["VISUALS_ESP_PLAYER_BOX_COLOR_T"]=u8"绑定框T";
m_LangList["VISUALS_ESP_PLAYER_BOX_COLOR_CT"]=u8"绑定框CT";
m_LangList["VISUALS_ESP_PLAYER_HEALTH_PERCENTAGE_COLOR"]=u8"运行状况百分比";
m_LangList["VISUALS_ESP_PLAYER_ARMOR_COLOR"]=u8"装甲";
m_LangList["VISUALS_ESP_PLAYER_NAME_COLOR"]=u8"名称";
m_LangList["VISUALS_ESP_PLAYER_WEAPON_TEXT_COLOR"]=u8"武器文本";
m_LangList["VISUALS_ESP_PLAYER_WEAPON_ICON_COLOR"]=u8"武器图标";
m_LangList["VISUALS_ESP_PLAYER_MONEY_COLOR"]=u8"钱";
m_LangList["VISUALS_ESP_PLAYER_DISTANCE_COLOR"]=u8"距离";
m_LangList["VISUALS_ESP_PLAYER_ACTIONS_COLOR"]=u8"操作";
m_LangList["VISUALS_ESP_PLAYER_ACTIONS_BAR_COLOR"]=u8"操作栏";
m_LangList["VISUALS_ESP_PLAYER_HAS_C4_COLOR"]=u8"有C4";
m_LangList["VISUALS_ESP_PLAYER_HAS_DEFUSAL_KITS_COLOR"]=u8"具有静音套件";
m_LangList["VISUALS_ESP_PLAYER_LINE_OF_SIGHT_COLOR"]=u8"视线";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_COLOR"]=u8"Hitboxes";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_HIT_POSITION_COLOR"]=u8"命中框命中位置";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_HIT_POSITION_COLOR2"]=u8"命中框命中位置2";
m_LangList["VISUALS_ESP_PLAYER_SKELETON_COLOR"]=u8"骨架";
m_LangList["VISUALS_ESP_PLAYER_SKELETON_BACKTRACK_COLOR"]=u8"骨架回溯";
m_LangList["VISUALS_ESP_PLAYER_GLOW_COLOR_T"]=u8"发光T";
m_LangList["VISUALS_ESP_PLAYER_GLOW_COLOR_CT"]=u8"发光CT";
m_LangList["VISUALS_ESP_PLAYER_SOUNDS_COLOR_T"]=u8"声音T";
m_LangList["VISUALS_ESP_PLAYER_SOUNDS_COLOR_CT"]=u8"声音CT";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_COLOR_T"]=u8"Out of FOV T";
隆隆隆隆路虏脢""陇"貌"垄拢卢虏禄of陇of貌路"隆拢脳枚脢虏"麓脢[脱""of录"禄庐戮""""of";

 

m_LangList["VISUALS_COLORED_MODELS_PLAYERS_COLOR_T_HIDE"]=u8"隐藏T";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_COLOR_CT_HIDE"]=u8"隐藏CT";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_COLOR_T_VIS"]=u8"可见T";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_COLOR_CT_VIS"]=u8"可见CT";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_ON_THE_DEAD_COLOR"]=u8"死";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_HIT_POSITION_COLOR"]=u8"命中位置";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_DESYNC_AA_COLOR"]=u8"Desync AA";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_COLOR_T_HIDE"]=u8"回溯隐藏T";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_COLOR_CT_HIDE"]=u8"回溯隐藏CT";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_COLOR_T_VIS"]=u8"回溯可见T";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_COLOR_CT_VIS"]=u8"回溯可见CT";
m_LangList["VISUALS_COLORED_MODELS_HANDS_COLOR"]=u8"手";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_COLOR"]=u8"Dlight";
m_LangList["VISUALS_COLORED_MODELS_ELIGHT_COLOR"]=u8"Elight";

m_LangList["VISUALS_ESP_OTHER_LOCAL_RECOIL_POINT_COLOR"]=u8"反冲点";
m_LangList["VISUALS_ESP_OTHER_LOCAL_SPREAD_POINT_COLOR"]=u8"扩展点";
m_LangList["VISUALS_ESP_OTHER_LOCAL_SPREAD_CIRCLE_COLOR"]=u8"传播圈";
m_LangList["VISUALS_ESP_OTHER_LOCAL_SPREAD_CIRCLE_COLOR2"]=u8"传播圈2";
m_LangList["VISUALS_ESP_OTHER_LOCAL_AIM_FOV_COLOR"]=u8"瞄准视野";
m_LangList["VISUALS_ESP_OTHER_LOCAL_AIM_FOV_COLOR2"]=u8"瞄准视野2";
m_LangList["VISUALS_ESP_OTHER_LOCAL_TOGGLE_STATUS_COLOR"]=u8"切换状态";
m_LangList["VISUALS_ESP_OTHER_LOCAL_TOGGLE_STATUS_COLOR2"]=u8"切换状态2";
m_LangList["VISUALS_ESP_OTHER_WORLD_BOMB_COLOR"]=u8"炸弹";
m_LangList["VISUALS_ESP_OTHER_WORLD_BOMB_STATUS_COLOR"]=u8"炸弹状态";
m_LangList["VISUALS_EFFECTS_COLOR_FILTER_COLOR"]=u8"滤色器颜色";
m_LangList["VISUALS_EFFECTS_POLY_FILTER_COLOR"]=u8"多滤色器颜色";

m_LangList["VISUALS_GUI_COLOR_TEXT"]=u8"纯文本";
m_LangList["VISUALS_GUI_COLOR_TEXT_BACKGROUND"]=u8"选定的背景";
m_LangList["VISUALS_GUI_COLOR_LINK"]=u8"链接";
m_LangList["VISUALS_GUI_COLOR_LINK_HOVERED"]=u8"链接overed徊";

m_LangList["VISUALS_GUI_COLOR_TITLE_TEXT"]=u8"文本";
m_LangList["VISUALS_GUI_COLOR_TITLE_BACKGROUND"]=u8"背景";
m_LangList["VISUALS_GUI_COLOR_TITLE_LINE"]=u8"行";
m_LangList["VISUALS_GUI_COLOR_TITLE_UNDER_BACKGROUND"]=u8"背景下";

m_LangList["VISUALS_GUI_COLOR_SCROLLBAR_BACKGROUND"]=u8"背景";
m_LangList["VISUALS_GUI_COLOR_SCROLLBAR_GRAB"]=u8"抢";
m_LangList["VISUALS_GUI_COLOR_SCROLLBAR_GRAB_HOVERED"]=u8"抢盘旋";
m_LangList["VISUALS_GUI_COLOR_SCROLLBAR_GRAB_ACTIVE"]=u8"抓取活动";

m_LangList["VISUALS_GUI_COLOR_MAIN_TABLES"]=u8"表";
m_LangList["VISUALS_GUI_COLOR_MAIN_TABLES_HOVERED"]=u8"表盘悬停";
m_LangList["VISUALS_GUI_COLOR_MAIN_TABLES_ACTIVE"]=u8"表活动";
m_LangList["VISUALS_GUI_COLOR_MAIN_TABLES_ICON"]=u8"图标";
m_LangList["VISUALS_GUI_COLOR_MAIN_TABLES_TEXT_HOVERED"]=u8"文本overed徊";
m_LangList["VISUALS_GUI_COLOR_MAIN_TABLES_TEXT_ACTIVE"]=u8"文本活动";

m_LangList["VISUALS_GUI_COLOR_TABLES"]=u8"表";
m_LangList["VISUALS_GUI_COLOR_TABLES_HOVERED"]=u8"表盘悬停";
m_LangList["VISUALS_GUI_COLOR_TABLES_ACTIVE"]=u8"表活动";
m_LangList["VISUALS_GUI_COLOR_TABLES_ICON"]=u8"图标";
m_LangList["VISUALS_GUI_COLOR_TABLES_TEXT"]=u8"文本";
m_LangList["VISUALS_GUI_COLOR_TABLES_TEXT_HOVERED"]=u8"文本overed徊";
m_LangList["VISUALS_GUI_COLOR_TABLES_TEXT_ACTIVE"]=u8"文本活动";

m_LangList["VISUALS_GUI_COLOR_WINDOW_BACKGROUND"]=u8"窗口背景";
m_LangList["VISUALS_GUI_COLOR_GROUPBOX_BACKGROUND"]=u8"群组框背景";
m_LangList["VISUALS_GUI_COLOR_POPUP_BACKGROUND"]=u8"弹出式背景";
m_LangList["VISUALS_GUI_COLOR_BORDER_WINDOW"]=u8"边框窗口";
m_LangList["VISUALS_GUI_COLOR_BORDER_GROUPBOX"]=u8"边框组框";

m_LangList["VISUALS_GUI_COLOR_SHADOW_WINDOW"]=u8"窗口";
m_LangList["VISUALS_GUI_COLOR_SHADOW_GROUPBOX"]=u8"群组框";

m_LangList["VISUALS_GUI_COLOR_FRAME_BACKGROUND"]=u8"框架";
m_LangList["VISUALS_GUI_COLOR_FRAME_HOVERED"]=u8"帧盘旋";
m_LangList["VISUALS_GUI_COLOR_FRAME_ACTIVE"]=u8"帧活动";
m_LangList["VISUALS_GUI_COLOR_FRAME_BORDER"]=u8"框架边框";
m_LangList["VISUALS_GUI_COLOR_CHECK_MARK"]=u8"复选框";
m_LangList["VISUALS_GUI_COLOR_SLIDER_GRAB"]=u8"滑块抓取";
m_LangList["VISUALS_GUI_COLOR_BUTTON"]=u8"按钮";
m_LangList["VISUALS_GUI_COLOR_BUTTON_HOVERED"]=u8"按钮overed徊";
m_LangList["VISUALS_GUI_COLOR_BUTTON_ACTIVE"]=u8"按钮激活";
m_LangList["VISUALS_GUI_COLOR_BUTTON_TEXT"]=u8"按钮文本";


m_LangList["KREEDZ_BUNNYHOP_KEY"]=u8"键";
m_LangList["kreedz_bunnyhop_on_ladder"]=u8"在梯子上";
m_LangList["KREEDZ_BUNNYHOP_ON_LADDER_DESC"]=u8"用bunnyhop从梯子上跳下来。";
m_LangList["KREEDZ_BUNNYHOP_COMPATIBLE_SERVERSIDE_AUTOBHOP"]=u8"兼容服务器端自动跳转";
m_LangList["KREEDZ_BUNNYHOP_COMPATIBLE_SERVERSIDE_AUTOBHOP_DESC"]=u8"启用bunnyhop与服务器端自动bunnyhop的兼容性.";
m_LangList["KREEDZ_BUNNYHOP_BREAK_JUMP_ANIMATION"]=u8"断裂跳转动画";
m_LangList["KREEDZ_BUNNYHOP_BREAK_JUMP_ANIMATION_DESC"]=u8"禁用跳转动画。";
m_LangList["KREEDZ_BUNNYHOP_SCROLL_EMULATION"]=u8"滚动仿真";
m_LangList["KREEDZ_BUNNYHOP_SCROLL_EMULATION_DESC"]=u8"启用鼠标滚轮滚动仿真(绕过服务器端反作弊)。";
m_LangList["KREEDZ_BUNNYHOP_SCROLL_HELPER"]=u8"滚动助手";
m_LangList["KREEDZ_BUNNYHOP_SCROLL_HELPER_DESC"]=u8"在滚动鼠标滚轮时打开bunnyhop。";
m_LangList["KREEDZ_BUNNYHOP_IDEAL_PERCENT"]=u8"理想bhops百分比";
m_LangList["KREEDZ_BUNNYHOP_IDEAL_PERCENT_DESC"]=u8"";
m_LangList["KREEDZ_BUNNYHOP_IDEAL_MAX_IN_A_ROW"]=u8"连续最大理想bhops";
m_LangList["KREEDZ_BUNNYHOP_IDEAL_MAX_IN_A_ROW_DESC"]=u8"";
m_LangList["KREEDZ_BUNNYHOP_FOG3_PERCENT"]=u8"雾3机会";
m_LangList["KREEDZ_BUNNYHOP_FOG3_PERCENT_DESC"]=u8"";
m_LangList["KREEDZ_BUNNYHOP_STANDUP_AUTO"]=u8"自动站立";
m_LangList["KREEDZ_BUNNYHOP_STANDUP_AUTO_DESC"]=u8"启用自动站立bunnyhop(设置鸭子按下的高度值)。";

m_LangList["KREEDZ_GROUNDSTRAFE_KEY"]=u8"键";
m_LangList["KREEDZ_GROUNDSTRAFE_STANDUP_KEY"]=u8"站立键";
m_LangList["KREEDZ_GROUNDSTRAFE_SLOWDOWN_SCALE"]=u8"减速规模";
m_LangList["KREEDZ_GROUNDSTRAFE_SLOWDOWN_SCALE_DESC"]=u8"鸭子放缓后在地面上的规模。";
m_LangList["KREEDZ_GROUNDSTRAFE_SLOWDOWN_GROUNDANGLE"]=u8"减速地面角度";
m_LangList["KREEDZ_GROUNDSTRAFE_SLOWDOWN_GROUNDANGLE_DESC"]=u8"在什么角度的表面将工作减速尺度。";
m_LangList["KREEDZ_GROUNDSTRAFE_FALLRUN_PERCENTAGE"]=u8"秋季运行百分比";
m_LangList["KREEDZ_GROUNDSTRAFE_FALLRUN_PERCENTAGE_DESC"]=u8"fallrun的致动百分比。";
m_LangList["KREEDZ_GROUNDSTRAFE_JUMP_ANIMATION"]=u8"跳转动画";
m_LangList["KREEDZ_GROUNDSTRAFE_JUMP_ANIMATION_DESC"]=u8"打开跳转动画。";
m_LangList["KREEDZ_GROUNDSTRAFE_SCROLL_EMULATION"]=u8"滚动仿真";
m_LangList["KREEDZ_GROUNDSTRAFE_SCROLL_EMULATION_DESC"]=u8"启用鼠标滚轮滚动仿真(绕过服务器端反作弊)。";
m_LangList["KREEDZ_GROUNDSTRAFE_SCROLL_FILTER"]=u8"滚动过滤器";
m_LangList["KREEDZ_GROUNDSTRAFE_SCROLL_FILTER_DESC"]=u8"在滚动鼠标滚轮时Correc正坏鸭子。";

 

m_LangList["KREEDZ_JUMPBUG_KEY"]=u8"键";
m_LangList["KREEDZ_JUMPBUG_AUTO_MIN_DAMAGE"]=u8"自动分钟。 伤害";
m_LangList["KREEDZ_JUMPBUG_AUTO_MIN_DAMAGE_DESC"]=u8"使用设定的伤害值自动跳跃。";
m_LangList["KREEDZ_JUMPBUG_SLOWDOWN_VELOCITY"]=u8"减速速度";
m_LangList["KREEDZ_JUMPBUG_SLOWDOWN_VELOCITY_DESC"]=u8"如果地面角度大于0,则减慢移动速度。";

m_LangList["KREEDZ_EDGEBUG_KEY"]=u8"键";
m_LangList["KREEDZ_EDGEBUG_AUTO_MIN_DAMAGE"]=u8"自动分钟. 伤害";
m_LangList["KREEDZ_EDGEBUG_AUTO_MIN_DAMAGE_DESC"]=u8"";
m_LangList["KREEDZ_EDGEBUG_FACTOR"]=u8"因子";
m_LangList["KREEDZ_EDGEBUG_FACTOR_DESC"]=u8"";

m_LangList["KREEDZ_WALLBUG_KEY"]=u8"键";
m_LangList["KREEDZ_WALLBUG_AUTO_MIN_DAMAGE"]=u8"自动分钟. 伤害";
m_LangList["KREEDZ_WALLBUG_AUTO_MIN_DAMAGE_DESC"]=u8"";
m_LangList["KREEDZ_WALLBUG_DISTANCE_TO_WALL"]=u8"到墙的距离";
m_LangList["KREEDZ_WALLBUG_DISTANCE_TO_WALL_DESC"]=u8"";
m_LangList["KREEDZ_WALLBUG_KEY_EMULATION"]=u8"密钥仿真";
m_LangList["KREEDZ_WALLBUG_KEY_EMULATION_DESC"]=u8"";

m_LangList["KREEDZ_SLOWWALK_KEY"]=u8"慢步键";

m_LangList["KREEDZ_RAGE_STRAFES_KEY"]=u8"键";
m_LangList["KREEDZ_RAGE_STRAFES_NOSLOWDOWN"]=u8"Noslowdown";
m_LangList["KREEDZ_RAGE_STRAFES_NOSLOWDOWN_DESC"]=u8"";
m_LangList["KREEDZ_RAGE_STRAFES_DIRECTION"]=u8"方向";
m_LangList["KREEDZ_RAGE_STRAFES_DIRECTION_DESC"]=u8"";
m_LangList["KREEDZ_RAGE_STRAFES_DIRECTION_ITEM1"]=u8"前进";
m_LangList["KREEDZ_RAGE_STRAFES_DIRECTION_ITEM2"]=u8"返回";
m_LangList["KREEDZ_RAGE_STRAFES_DIRECTION_ITEM3"]=u8"左";
碌""路拢[Right""拢脢Right胫""陆"酶赂"Right Right胫""Right碌"脢媒""录录脢玫""a3露Right4f";
m_LangList["KREEDZ_RAGE_STRAFES_DIRECTION_AUTO"]=u8"方向自动";
m_LangList["KREEDZ_RAGE_STRAFES_DIRECTION_AUTO_DESC"]=u8"";
m_LangList["kreedz_rage_strafes_direction_auto_item1"]=u8"地面";
隆隆隆隆路虏脢"In陇"貌In垄拢卢虏禄In陇In貌路In隆拢脳枚脢虏In麓脢In脱""In录"禄庐戮In"""air";
m_LangList["KREEDZ_RAGE_STRAFES_FRAMERATE_HELPER"]=u8"帧速率助手";
m_LangList["KREEDZ_RAGE_STRAFES_FRAMERATE_HELPER_DESC"]=u8"";
m_LangList["KREEDZ_RAGE_STRAFES_LIMIT_VELOCITY"]=u8"极限速度";
m_LangList["KREEDZ_RAGE_STRAFES_LIMIT_VELOCITY_DESC"]=u8"";

m_LangList["KREEDZ_LEGIT_STRAFES_ENABLED"]=u8"启用";
m_LangList["KREEDZ_LEGIT_STRAFES_ENABLED_DESC"]=u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_KEY"]=u8"键";
m_LangList["KREEDZ_LEGIT_STRAFES_START_VELOCITY"]=u8"启动速度";
m_LangList["KREEDZ_LEGIT_STRAFES_START_VELOCITY_DESC"]=u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_DIRECTION"]=u8"方向";
m_LangList["KREEDZ_LEGIT_STRAFES_DIRECTION_DESC"]=u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_IDEAL_ANGLES"]=u8"理想角度";
m_LangList["KREEDZ_LEGIT_STRAFES_IDEAL_ANGLES_DESC"]=u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_IDEAL_ANGLES_MAX"]=u8"理想角度最大值。";
m_LangList["KREEDZ_LEGIT_STRAFES_IDEAL_ANGLES_MAX_DESC"]=u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_IDEAL_STRAFES_PERCENTAGE"]=u8"理想扫描百分比";
m_LangList["KREEDZ_LEGIT_STRAFES_IDEAL_STRAFES_PERCENTAGE_DESC"]=u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_FAILURE_LEVEL"]=u8"失败级别";
m_LangList["KREEDZ_LEGIT_STRAFES_FAILURE_LEVEL_DESC"]=u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_MOVE"]=u8"移动";
m_LangList["KREEDZ_LEGIT_STRAFES_MOVE_DESC"]=u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_BOOST"]=u8"升压";
m_LangList["KREEDZ_LEGIT_STRAFES_BOOST_DESC"]=u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_KEYS_EMULATION"]=u8"密钥仿真";
m_LangList["KREEDZ_LEGIT_STRAFES_KEYS_EMULATION_DESC"]=u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_FILTER_KEYS"]=u8"过滤键";
m_LangList["KREEDZ_LEGIT_STRAFES_FILTER_KEYS_DESC"]=u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_DETECT_SLIDE_UNDER_MYSELF"]=u8"检测自己下面的滑动";
m_LangList["KREEDZ_LEGIT_STRAFES_DETECT_SLIDE_UNDER_MYSELF_DESC"]=u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_MSG_NAME"]=u8"合法strafes";
m_LangList["KREEDZ_LEGIT_STRAFES_MSG_TEXT"]=u8"此功能使用鼠标移动检测。\n请将m_rawinput设置为1以便正确工作。";

m_LangList["MISC_MAIN_KB_ENABLED"]=u8"已启用";
m_LangList["MISC_MAIN_KB_ENABLED_DESC"]=u8"";
m_LangList["MISC_MAIN_KB_KEY"]=u8"键";
m_LangList["MISC_MAIN_KB_FRIENDLY_FIRE"]=u8"友军火力";
m_LangList["MISC_MAIN_KB_FRIENDLY_FIRE_DESC"]=u8"";
m_LangList["MISC_MAIN_KB_FOV"]=u8"最大视野";
m_LangList["MISC_MAIN_KB_FOV_DESC"]=u8"";
m_LangList["MISC_MAIN_KB_ATTACK_TYPE"]=u8"攻击类型";
m_LangList["MISC_MAIN_KB_ATTACK_TYPE_DESC"]=u8"";
m_LangList["MISC_MAIN_KB_ATTACK_TYPE_ITEM1"]=u8"摇摆";
m_LangList["MISC_MAIN_KB_ATTACK_TYPE_ITEM2"]=u8"刺";
m_LangList["MISC_MAIN_KB_ATTACK_TYPE_KEY"]=u8"攻击类型密钥";
m_LangList["MISC_MAIN_KB_SWING_DIST"]=u8"摆动距离";
m_LangList["MISC_MAIN_KB_SWING_DIST_DESC"]=u8"";
m_LangList["MISC_MAIN_KB_STAB_DIST"]=u8"刺伤距离";
m_LangList["MISC_MAIN_KB_STAB_DIST_DESC"]=u8"";
m_LangList["MISC_MAIN_KB_AIM_TYPE"]=u8"目标类型";
m_LangList["MISC_MAIN_KB_AIM_TYPE_DESC"]=u8"";
m_LangList["MISC_MAIN_KB_AIM_TYPE_ITEM1"]=u8"禁用";
m_LangList["MISC_MAIN_KB_AIM_TYPE_ITEM2"]=u8"可见";
m_LangList["MISC_MAIN_KB_AIM_TYPE_ITEM3"]=u8"沉默(客户端)";
m_LangList["MISC_MAIN_KB_AIM_TYPE_ITEM4"]=u8"完美无声(服务器端)";
m_LangList["MISC_MAIN_KB_AIM_HITBOXES"]=u8"Aim hitboxes";
m_LangList["MISC_MAIN_KB_AIM_HITBOXES_DESC"]=u8"";
m_LangList["MISC_MAIN_KB_AIM_HITBOXES_ITEM1"]=u8"头";
m_LangList["MISC_MAIN_KB_AIM_HITBOXES_ITEM2"]=u8"脖子";
m_LangList["MISC_MAIN_KB_AIM_HITBOXES_ITEM3"]=u8"胸部";
m_LangList["MISC_MAIN_KB_AIM_HITBOXES_ITEM4"]=u8"胃";
m_LangList["MISC_MAIN_KB_AIM_HITBOXES_ITEM5"]=u8"武器";
m_LangList["MISC_MAIN_KB_AIM_HITBOXES_ITEM6"]=u8"腿";
m_LangList["MISC_MAIN_KB_CONDITIONS"]=u8"条件";
m_LangList["MISC_MAIN_KB_CONDITIONS_DESC"]=u8"";
m_LangList["MISC_MAIN_KB_CONDITIONS_ITEM1"]=u8"不要拍摄观众";
m_LangList["MISC_MAIN_KB_CONDITIONS_ITEM2"]=u8"不要在后面拍摄";
m_LangList["MISC_MAIN_KB_CONDITIONS_ITEM3"]=u8"不要在盾中射击";
m_LangList["MISC_MAIN_KB_CONDITIONS_ITEM4"]=u8"不要射击隐形玩家";
m_LangList["MISC_MAIN_KB_CONDITIONS_ITEM5"]=u8"不要射击传送的玩家";
m_LangList["MISC_MAIN_KB_POSITION_ADJUSTMENT"]=u8"位置调整";
m_LangList["MISC_MAIN_KB_POSITION_ADJUSTMENT_DESC"]=u8"漏洞允许您在目标的多个位置进行射击。";
m_LangList["MISC_MAIN_KB_SKIP_DISTANT_PLAYERS"]=u8"跳过远方玩家";
m_LangList["MISC_MAIN_KB_SKIP_DISTANT_PLAYERS_DESC"]=u8"低FPS缓解.";

m_LangList["MISC_MAIN_NAMESTEALER"]=u8"已启用";
m_LangList["MISC_MAIN_NAMESTEALER_DESC"]=u8"该函数窃取玩家的名字,将俄文字母更改为英文,反之亦然。";
m_LangList["MISC_MAIN_NAMESTEALER_INTERVAL"]=u8"间隔";
m_LangList["MISC_MAIN_NAMESTEALER_INTERVAL_DESC"]=u8"";

m_LangList["MISC_MAIN_AUTO_RELOAD"]=u8"自动重新加载";
m_LangList["MISC_MAIN_AUTO_RELOAD_DESC"]=u8"重新加载武器,如果夹<=0.";
m_LangList["MISC_MAIN_AUTO_PISTOL"]=u8"自动手枪";
m_LangList["MISC_MAIN_AUTO_PISTOL_DESC"]=u8"如果无法触发攻击键,则自动释放攻击键。";
m_LangList["MISC_MAIN_AUTO_BLOCK"]=u8"自动阻止按键";
m_LangList["MISC_MAIN_AUTO_BOOST"]=u8"自动升压按键";

m_LangList["MISC_MAIN_PREDICT_LOCAL_PLAYER"]=u8"预测本地播放器";
m_LangList["MISC_MAIN_PREDICT_LOCAL_PLAYER_DESC"]=u8"用于所有功能。";
m_LangList["MISC_MAIN_PREDICT_PLAYERS"]=u8"预测玩家";
m_LangList["MISC_MAIN_PREDICT_PLAYERS_DESC"]=u8"用于所有功能。";
m_LangList["MISC_MAIN_MOTD_BLOCK"]=u8"MOTD块";
m_LangList["MISC_MAIN_MOTD_BLOCK_DESC"]=u8"";
m_LangList["MISC_MAIN_REPLACE_MODELS_WITH_ORIGINAL"]=u8"用原始模型替换模型";
m_LangList["MISC_MAIN_REPLACE_MODELS_WITH_ORIGINAL_DESC"]=u8"一个完美的作弊工作.";
m_LangList["MISC_MAIN_STEAMID_SPOOFER"]=u8"SteamID欺骗";
m_LangList["MISC_MAIN_STEAMID_SPOOFER_DESC"]=u8"";
m_LangList["MISC_MAIN_STEAMID_SPOOFER_ITEM1"]=u8"无";
m_LangList["MISC_MAIN_STEAMID_SPOOFER_ITEM2"]=u8"RevEmu";
m_LangList["MISC_MAIN_STEAMID_SPOOFER_ITEM3"]=u8"SteamEmu";
m_LangList["MISC_MAIN_STEAMID_SPOOFER_ITEM4"]=u8"AVSMP";

m_LangList["MISC_MAIN_FRAME_SKIP_AMOUNT"]=u8"帧跳过量",0,10,"%i";
m_LangList["MISC_MAIN_FRAME_SKIP_AMOUNT_DESC"]=u8"通过降低真实FPS来提高游戏FPS。";

m_LangList["MISC_MAIN_MAXIMIZE_ON_RESPAWN"]=u8"重生时最大化";
m_LangList["MISC_MAIN_MAXIMIZE_ON_RESPAWN_DESC"]=u8"";
m_LangList["MISC_MAIN_CLIENT_SIDE_WEAPONS"]=u8"客户端武器";
m_LangList["MISC_MAIN_CLIENT_SIDE_WEAPONS_DESC"]=u8"失去准确性。 对于旁路狗屎反作弊。";

 

m_LangList["MISC_MAIN_BYPASS_SV_CHEATS"]=u8"绕过sv_cheats";

m_LangList["MISC_EXPLOITS_FAKELATENCY"]=u8"启用";
m_LangList["MISC_EXPLOITS_FAKELATENCY_DESC"]=u8"";
m_LangList["MISC_EXPLOITS_FAKELATENCY_AMOUNT"]=u8"金额";
m_LangList["MISC_EXPLOITS_FAKELATENCY_AMOUNT_DESC"]=u8"";
m_LangList["MISC_EXPLOITS_FAKELATENCY_KEY"]=u8"键";
m_LangList["MISC_EXPLOITS_FAKELATENCY_TYPE"]=u8"类型";
m_LangList["MISC_EXPLOITS_FAKELATENCY_TYPE_DESC"]=u8"";
碌""路拢""""拢脢"胫""陆"酶赂""ced胫""ced碌"脢媒""录录脢玫""a3露"4f";
碌""路拢""""拢脢Instant胫""陆"酶赂"Instant"胫""Instant碌"脢媒""录录脢玫""A3露"4f";

m_LangList["MISC_EXPLOITS_TIMEBASE"]=u8"启用";
m_LangList["MISC_EXPLOITS_TIMEBASE_CMDS_STORED_MAX"]=u8"最大存储命令";
m_LangList["MISC_EXPLOITS_TIMEBASE_CMDS_STORED_MAX_DESC"]=u8"";
m_LangList["MISC_EXPLOITS_TIMEBASE_CMDS_STORAGE_SMOOTH"]=u8"命令存储平稳";
m_LangList["MISC_EXPLOITS_TIMEBASE_CMDS_STORAGE_SMOOTH_DESC"]=u8"";
m_LangList["MISC_EXPLOITS_TIMEBASE_CMDS_STORAGE_TYPE"]=u8"命令存储类型";
m_LangList["MISC_EXPLOITS_TIMEBASE_CMDS_STORAGE_TYPE_DESC"]=u8"";
m_LangList["MISC_EXPLOITS_TIMEBASE_CMDS_STORAGE_TYPE_ITEM1"]=u8"总是";
m_LangList["MISC_EXPLOITS_TIMEBASE_CMDS_STORAGE_TYPE_ITEM2"]=u8"敌人不在PVS(其他团队)";
m_LangList["MISC_EXPLOITS_TIMEBASE_SPLASH_METHOD"]=u8"飞溅类型";
m_LangList["MISC_EXPLOITS_TIMEBASE_SPLASH_METHOD_DESC"]=u8"";
m_LangList["MISC_EXPLOITS_TIMEBASE_SPLASH_METHOD_ITEM1"]=u8"存储费用";
碌"[路拢""""拢脢Static胫""陆"酶赂"Static"胫""Static碌"脢媒Static"录录脢玫Static Static A3露"4f";
m_LangList["MISC_EXPLOITS_TIMEBASE_SPLASH_VALUE"]=u8"飞溅值";
m_LangList["MISC_EXPLOITS_TIMEBASE_SPLASH_VALUE_DESC"]=u8"";
m_LangList["MISC_EXPLOITS_TIMEBASE_KEY"]=u8"按键时";
m_LangList["MISC_EXPLOITS_TIMEBASE_DOUBLE_TAP"]=u8"双击";
m_LangList["MISC_EXPLOITS_TIMEBASE_DOUBLE_TAP_DESC"]=u8"需要设置飞溅值。";

m_LangList["MISC_EXPLOITS_CRASH_OPUS_KEY"]=u8"OPUS崩溃键";
m_LangList["MISC_EXPLOITS_CRASH_WAD3_KEY"]=u8"WAD3崩溃键";
m_LangList["MISC_EXPLOITS_AIRSTUCK_KEY"]=u8"Airstuck密钥";

 

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m_LangList["LEGIT_MAIN_GENERAL_ENABLED"] = u8"Включено";
m_LangList["LEGIT_MAIN_GENERAL_ENABLED_DESC"] = u8"";
m_LangList["LEGIT_MAIN_GENERAL_FRIENDLY_FIRE"] = u8"Наводка по своим";
m_LangList["LEGIT_MAIN_GENERAL_FRIENDLY_FIRE_DESC"] = u8"";
m_LangList["LEGIT_MAIN_GENERAL_SMOKE_CHECK"] = u8"Проверка на дым";
m_LangList["LEGIT_MAIN_GENERAL_SMOKE_CHECK_DESC"] = u8"Аим и триггербот не будут стрелять в дым.";
m_LangList["LEGIT_MAIN_GENERAL_POSITION_ADJUSTMENT"] = u8"Бэктрек";
m_LangList["LEGIT_MAIN_GENERAL_POSITION_ADJUSTMENT_DESC"] = u8"Уязвимость позволяющая стрелять в несколько последних позиций цели.";
m_LangList["LEGIT_MAIN_GENERAL_DESYNC_HELPER"] = u8"Помощь в десинхронизации";
m_LangList["LEGIT_MAIN_GENERAL_DESYNC_HELPER_DESC"] = u8"Десинхронизация модели для других игроков. Чем больше ФПС, тем лучше работает.";
m_LangList["LEGIT_MAIN_GENERAL_FLASHED_CHECK"] = u8"Проверка на ослепленность";
m_LangList["LEGIT_MAIN_GENERAL_FLASHED_CHECK_DESC"] = u8"Если ослеплен(%%) > лимита, функция не будет работать.";
m_LangList["LEGIT_MAIN_GENERAL_SHOOT_THROUGHT_TEAMMATES"] = u8"Стрелять через своих";
m_LangList["LEGIT_MAIN_GENERAL_SHOOT_THROUGHT_TEAMMATES_DESC"] = u8"";
m_LangList["LEGIT_MAIN_GENERAL_PSEUDO_PROFESSIONAL"] = u8"Псевдо профессионал";
m_LangList["LEGIT_MAIN_GENERAL_PSEUDO_PROFESSIONAL_DESC"] = u8"Функция для фана XD.";
m_LangList["LEGIT_MAIN_AIMBOT_KEY"] = u8"Клавиша";
m_LangList["LEGIT_MAIN_AIMBOT_AUTO_FIRE_KEY"] = u8"Клавиша для автоматической стрельбы";
m_LangList["LEGIT_MAIN_AIMBOT_PSILENT_KEY"] = u8"Клавиша для идеального тихого аима";
m_LangList["LEGIT_MAIN_AIMBOT_DYNAMIC_FOV"] = u8"Динамический FOV";
m_LangList["LEGIT_MAIN_AIMBOT_DYNAMIC_FOV_DESC"] = u8"Формула: (FOV аима * Динамический FOV) / дистанция";
m_LangList["LEGIT_MAIN_AIMBOT_MOUSE_EVENT"] = u8"Обход DemoChecker";
m_LangList["LEGIT_MAIN_AIMBOT_MOUSE_EVENT_DESC"] = u8"Использует mouse_event для наводки. Сглаживание изменит (Чувствительность мыши + плавность чита). Обходит Demochecker и так далее.";
m_LangList["LEGIT_MAIN_AIMBOT_AUTO_SCOPE"] = u8"Автоматический прицел";
m_LangList["LEGIT_MAIN_AIMBOT_AUTO_SCOPE_DESC"] = u8"";
m_LangList["LEGIT_MAIN_AIMBOT_SMOOTH_INDEPENDENCE_FPS"] = u8"Гладкая независимость ФПС";
m_LangList["LEGIT_MAIN_AIMBOT_SMOOTH_INDEPENDENCE_FPS_DESC"] = u8"100 ФПС нормальное значение.";
m_LangList["LEGIT_MAIN_AIMBOT_DONT_SHOOT_IN_SHIELD"] = u8"Не стрелять в щит";
m_LangList["LEGIT_MAIN_AIMBOT_DONT_SHOOT_IN_SHIELD_DESC"] = u8"";
m_LangList["LEGIT_MAIN_AIMBOT_FOV_SCALE_BY_GAME_FOV"] = u8"Масштабировать FOV по игровому FOV'у";
m_LangList["LEGIT_MAIN_AIMBOT_FOV_SCALE_BY_GAME_FOV_DESC"] = u8"Меняет FOV аима зависящая от игрового FOV.";
m_LangList["LEGIT_MAIN_AIMBOT_BLOCK_ATTACK_AFTER_KILL"] = u8"Блокировать стрельбу после убийства";
m_LangList["LEGIT_MAIN_AIMBOT_BLOCK_ATTACK_AFTER_KILL_DESC"] = u8"Блокирует стрельбу на N мс после убийства врага.";
m_LangList["LEGIT_MAIN_AIMBOT_RECOIL_STANDALONE"] = u8"Котнроль отдачи";
m_LangList["LEGIT_MAIN_AIMBOT_RECOIL_STANDALONE_DESC"] = u8"Использует настройки контроля отдачи из аима.";
m_LangList["LEGIT_MAIN_AIMBOT_RECOIL_STANDALONE_ITEM1"] = u8"Нету";
m_LangList["LEGIT_MAIN_AIMBOT_RECOIL_STANDALONE_ITEM2"] = u8"Обычный";
m_LangList["LEGIT_MAIN_AIMBOT_RECOIL_STANDALONE_ITEM3"] = u8"Возвращать углы";
m_LangList["LEGIT_MAIN_AIMBOT_MOUSE_TRIGGER"] = u8"Триггер мышью";
m_LangList["LEGIT_MAIN_AIMBOT_MOUSE_TRIGGER_DESC"] = u8"Если мышь не двигается, тогда срабатывает. Работает только если m_rawinput >= 0.";
m_LangList["LEGIT_MAIN_AIMBOT_MOUSE_TRIGGER_MSG"] = u8"Это функция работает при помощи обнаружения движения мыши.\nПожалуйста, сделайте m_rawinput на 1 для правильной работы.";
m_LangList["LEGIT_MAIN_AIMBOT_MOUSE_TRIGGER_ITEM1"] = u8"Нету";
m_LangList["LEGIT_MAIN_AIMBOT_MOUSE_TRIGGER_ITEM2"] = u8"Выключить авто сглаживание";
m_LangList["LEGIT_MAIN_AIMBOT_MOUSE_TRIGGER_ITEM3"] = u8"Выключить полностью";

m_LangList["LEGIT_MAIN_TRIGGERBOT_KEY"] = u8"Клавиша";
m_LangList["LEGIT_MAIN_TRIGGERBOT_SHOT_DELAY"] = u8"Задержка выстрела";
m_LangList["LEGIT_MAIN_TRIGGERBOT_SHOT_DELAY_DESC"] = u8"";
m_LangList["LEGIT_MAIN_TRIGGERBOT_ACCURATE_TRACES"] = u8"Точные выстрелы";
m_LangList["LEGIT_MAIN_TRIGGERBOT_ACCURATE_TRACES_DESC"] = u8"Не будет стрелять если выбранная кость закрывает не выбранную.";
m_LangList["LEGIT_MAIN_TRIGGERBOT_ONLY_SCOPED"] = u8"Только в прицеле";
m_LangList["LEGIT_MAIN_TRIGGERBOT_ONLY_SCOPED_DESC"] = u8"";
m_LangList["LEGIT_MAIN_TRIGGERBOT_DYNAMIC"] = u8"Динамический";
m_LangList["LEGIT_MAIN_TRIGGERBOT_DYNAMIC_DESC"] = u8"Триггер не будет работать, если угол между позиции разброса триггера и позиции разброса аима > радиуса срабатывания аима.";
m_LangList["LEGIT_MAIN_TRIGGERBOT_TURN_OFF_AFTER_1_BULLET"] = u8"Выключается сразу после 1 выстрела";
m_LangList["LEGIT_MAIN_TRIGGERBOT_TURN_OFF_AFTER_1_BULLET_DESC"] = u8"";

m_LangList["LEGIT_WEAPON_GROUP_CURRENT"] = u8"Текущее";
m_LangList["LEGIT_WEAPON_GROUP_CURRENT_DESC"] = u8"";

m_LangList["LEGIT_WEAPON_TARGET_SWITCH_DELAY"] = u8"Задержка между сменой цели";
m_LangList["LEGIT_WEAPON_TARGET_SWITCH_DELAY_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TARGET_SELECTION"] = u8"Позиция цели";
m_LangList["LEGIT_WEAPON_TARGET_SELECTION_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TARGET_SELECTION_ITEM1"] = u8"Ближайшая";
m_LangList["LEGIT_WEAPON_TARGET_SELECTION_ITEM2"] = u8"";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_HEAD"] = u8"Голова";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_HEAD_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_NECK"] = u8"Шея";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_NECK_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_CHEST"] = u8"Грудь";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_CHEST_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_STOMACH"] = u8"Живот";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_STOMACH_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_ARMS"] = u8"Руки";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_ARMS_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_LEGS"] = u8"Ноги";
m_LangList["LEGIT_WEAPON_TARGET_WEIGHT_LEGS_DESC"] = u8"";

m_LangList["LEGIT_WEAPON_AIMBOT_ENABLED"] = u8"Включено";
m_LangList["LEGIT_WEAPON_AIMBOT_ENABLED_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_AUTO_FIRE"] = u8"Автоматический выстрел при наводке";
m_LangList["LEGIT_WEAPON_AIMBOT_AUTO_FIRE_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_FOV"] = u8"Максимальный FOV";
m_LangList["LEGIT_WEAPON_AIMBOT_FOV_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_HITBOXES"] = u8"Кости";
m_LangList["LEGIT_WEAPON_AIMBOT_HITBOXES_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_HITBOXES_ITEM1"] = u8"Голова";
m_LangList["LEGIT_WEAPON_AIMBOT_HITBOXES_ITEM2"] = u8"Шея";
m_LangList["LEGIT_WEAPON_AIMBOT_HITBOXES_ITEM3"] = u8"Грудь";
m_LangList["LEGIT_WEAPON_AIMBOT_HITBOXES_ITEM4"] = u8"Живот";
m_LangList["LEGIT_WEAPON_AIMBOT_HITBOXES_ITEM5"] = u8"Руки";
m_LangList["LEGIT_WEAPON_AIMBOT_HITBOXES_ITEM6"] = u8"Ноги";
m_LangList["LEGIT_WEAPON_AIMBOT_SMOOTH_AUTO"] = u8"Плавность автоматической наводки";
m_LangList["LEGIT_WEAPON_AIMBOT_SMOOTH_AUTO_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_SMOOTH_IN_ATTACK"] = u8"Плавность при стрельбе";
m_LangList["LEGIT_WEAPON_AIMBOT_SMOOTH_IN_ATTACK_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_SMOOTH_SCALE_FOV"] = u8"Масштабирование плавности - FOV";
m_LangList["LEGIT_WEAPON_AIMBOT_SMOOTH_SCALE_FOV_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_RECOIL_FOV"] = u8"Максимальный FOV для контроля отдачи";
m_LangList["LEGIT_WEAPON_AIMBOT_RECOIL_FOV_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_RECOIL_SMOOTH"] = u8"Плавность контроля отдачи";
m_LangList["LEGIT_WEAPON_AIMBOT_RECOIL_SMOOTH_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_RECOIL_PITCH"] = u8"Высота контроля отдачи";
m_LangList["LEGIT_WEAPON_AIMBOT_RECOIL_PITCH_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_RECOIL_YAW"] = u8"Отклонение контроля отдачи";
m_LangList["LEGIT_WEAPON_AIMBOT_RECOIL_YAW_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_RECOIL_START"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_RECOIL_START_DESC"] = u8"В какой точке начинается контроль отдачи.";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_ANGLE"] = u8"Максимальный угол идеального тихого аима";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_ANGLE_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TYPE"] = u8"Тип тихого аима";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TYPE_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TYPE_ITEM1"] = u8"Ручной";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TYPE_ITEM2"] = u8"Автоматический";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TRIGGERS"] = u8"Идеальный тихий аим срабатывает";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TRIGGERS_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TRIGGERS_ITEM1"] = u8"Стоя на одном месте";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TRIGGERS_ITEM2"] = u8"В движении (на земле)";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TRIGGERS_ITEM3"] = u8"В воздухе";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TAPPING_MODE"] = u8"Режим по нажатию для идеального тихого аима";
m_LangList["LEGIT_WEAPON_AIMBOT_PSILENT_TAPPING_MODE_DESC"] = u8"Не стреляет когда есть отдача.";
m_LangList["LEGIT_WEAPON_AIMBOT_MAXIMUM_LOCK_ON_TIME"] = u8"Максимальное время наводки";
m_LangList["LEGIT_WEAPON_AIMBOT_MAXIMUM_LOCK_ON_TIME_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_DELAY_BEFORE_AIMING"] = u8"Задержка до наводки";
m_LangList["LEGIT_WEAPON_AIMBOT_DELAY_BEFORE_AIMING_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_DELAY_BEFORE_FIRING"] = u8"Задержка до стрельбы";
m_LangList["LEGIT_WEAPON_AIMBOT_DELAY_BEFORE_FIRING_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_ACCURACY_BOOST"] = u8"Помощь в точности";
m_LangList["LEGIT_WEAPON_AIMBOT_ACCURACY_BOOST_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_AIMBOT_ACCURACY_BOOST_ITEM1"] = u8"Нету";
m_LangList["LEGIT_WEAPON_AIMBOT_ACCURACY_BOOST_ITEM2"] = u8"Связанный (Отдача)";
m_LangList["LEGIT_WEAPON_AIMBOT_ACCURACY_BOOST_ITEM3"] = u8"Связанный (Отдача / Разброс)";
m_LangList["LEGIT_WEAPON_AIMBOT_ACCURACY_BOOST_ITEM4"] = u8"Отдача";
m_LangList["LEGIT_WEAPON_AIMBOT_ACCURACY_BOOST_ITEM5"] = u8"Отдачаl / Разброс";
m_LangList["LEGIT_WEAPON_AIMBOT_AUTO_WALL"] = u8"Автоматическая наводка через стену";
m_LangList["LEGIT_WEAPON_AIMBOT_AUTO_WALL_DESC"] = u8"Наводка через стену";
m_LangList["LEGIT_WEAPON_AIMBOT_AUTO_WALL_MIN_DMG"] = u8"Мин. урон для наводки";
m_LangList["LEGIT_WEAPON_AIMBOT_AUTO_WALL_MIN_DMG_DESC"] = u8"";

m_LangList["LEGIT_WEAPON_TRIGGERBOT_ENABLED"] = u8"Включено";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_ENABLED_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_HITBOXES"] = u8"Кости";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_HITBOXES_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_HITBOXES_ITEM1"] = u8"Голова";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_HITBOXES_ITEM2"] = u8"Шея";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_HITBOXES_ITEM3"] = u8"Тело";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_HITBOXES_ITEM4"] = u8"Живот";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_HITBOXES_ITEM5"] = u8"Руки";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_HITBOXES_ITEM6"] = u8"Ноги";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_HEAD_SCALE"] = u8"Область головы";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_HEAD_SCALE_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_NECK_SCALE"] = u8"Область шеи";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_NECK_SCALE_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_CHEST_SCALE"] = u8"Область тела";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_CHEST_SCALE_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_STOMACH_SCALE"] = u8"Область живота";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_STOMACH_SCALE_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_ARMS_SCALE"] = u8"Область рук";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_ARMS_SCALE_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_LEGS_SCALE"] = u8"Область ног";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_LEGS_SCALE_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_ACCURACY_BOOST"] = u8"Помощь в точности";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_ACCURACY_BOOST_DESC"] = u8"";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_ACCURACY_BOOST_ITEM1"] = u8"Нету";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_ACCURACY_BOOST_ITEM2"] = u8"Отдача";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_ACCURACY_BOOST_ITEM3"] = u8"Отдача / Разброс";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_AUTO_WALL"] = u8"Стрельба через стену";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_AUTO_WALL_DESC"] = u8"Автоматически стреляет через стену.";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_AUTO_WALL_MIN_DMG"] = u8"Минимальный урон";
m_LangList["LEGIT_WEAPON_TRIGGERBOT_AUTO_WALL_MIN_DMG_DESC"] = u8"Минимальный урон для срабатывания.";


m_LangList["RAGE_MAIN_GENERAL_ACTIVE"] = u8"Включено";
m_LangList["RAGE_MAIN_GENERAL_ACTIVE_DESC"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_FRIENDLY_FIRE"] = u8"Огонь по своим";
m_LangList["RAGE_MAIN_GENERAL_FRIENDLY_FIRE_DESC"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_AUTO_FIRE"] = u8"Автоматический выстрел";
m_LangList["RAGE_MAIN_GENERAL_AUTO_FIRE_DESC"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_FOV"] = u8"Максимальный FOV";
m_LangList["RAGE_MAIN_GENERAL_FOV_DESC"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_TYPE"] = u8"Тип аима";
m_LangList["RAGE_MAIN_GENERAL_TYPE_DESC"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_TYPE_ITEM1"] = u8"Видимый";
m_LangList["RAGE_MAIN_GENERAL_TYPE_ITEM2"] = u8"Тихий (Только у вас нету)";
m_LangList["RAGE_MAIN_GENERAL_TYPE_ITEM3"] = u8"Идеально тихий (Никто не видит)";
m_LangList["RAGE_MAIN_GENERAL_REMOVE_RECOIL"] = u8"Убрать отдачу";
m_LangList["RAGE_MAIN_GENERAL_REMOVE_RECOIL_DESC"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_REMOVE_SPREAD"] = u8"Убрать разброс";
m_LangList["RAGE_MAIN_GENERAL_REMOVE_SPREAD_DESC"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_REMOVE_SPREAD_ITEM1"] = u8"Использовать шанс попадания";
m_LangList["RAGE_MAIN_GENERAL_REMOVE_SPREAD_ITEM2"] = u8"Высота / Вращение";
m_LangList["RAGE_MAIN_GENERAL_REMOVE_SPREAD_ITEM3"] = u8"Отклонение / Вращение";
m_LangList["RAGE_MAIN_GENERAL_REMOVE_SPREAD_ITEM4"] = u8"Высота / Отклонение / Вращение (1 метод)";
m_LangList["RAGE_MAIN_GENERAL_REMOVE_SPREAD_ITEM5"] = u8"Высота / Отклонение / Вращение (2 метод)";
m_LangList["RAGE_MAIN_GENERAL_HITCHANCE_SEEDS"] = u8"Случайный шанс попадания";
m_LangList["RAGE_MAIN_GENERAL_HITCHANCE_SEEDS_DESC"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_REAIMDETECTOR_BYPASS"] = u8"Обход ReAimDetector";
m_LangList["RAGE_MAIN_GENERAL_REAIMDETECTOR_BYPASS_DESC"] = u8"Отключает анти-аим для идеальной работы.";
m_LangList["RAGE_MAIN_GENERAL_AUTO_SCOPE"] = u8"Автоматический прицел";
m_LangList["RAGE_MAIN_GENERAL_AUTO_SCOPE_DESC"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_AUTO_SCOPE_ITEM1"] = u8"Нету";
m_LangList["RAGE_MAIN_GENERAL_AUTO_SCOPE_ITEM2"] = u8"Без выхода из прицела";
m_LangList["RAGE_MAIN_GENERAL_AUTO_SCOPE_ITEM3"] = u8"Выход из прицела";
m_LangList["RAGE_MAIN_GENERAL_FORCE_BODY_KEY"] = u8"Принужденный аим в тело";
m_LangList["RAGE_MAIN_GENERAL_FORCE_MIN_DAMAGE_KEY"] = u8"Минимальный урон";
m_LangList["RAGE_MAIN_GENERAL_RESOLVER_PITCH"] = u8"Резольвер высоты";
m_LangList["RAGE_MAIN_GENERAL_RESOLVER_PITCH_DESC"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_RESOLVER_PITCH_ITEM1"] = u8"Нету";
m_LangList["RAGE_MAIN_GENERAL_RESOLVER_PITCH_ITEM2"] = u8"Точка остановки 90°";
m_LangList["RAGE_MAIN_GENERAL_RESOLVER_YAW"] = u8"Резольвер отклонения модели";
m_LangList["RAGE_MAIN_GENERAL_RESOLVER_YAW_DESC"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_RESOLVER_YAW_ITEM1"] = u8"Нету";
m_LangList["RAGE_MAIN_GENERAL_RESOLVER_YAW_ITEM2"] = u8"Фикс смешивания";
m_LangList["RAGE_MAIN_GENERAL_DELAYSHOT"] = u8"Задержка выстрела";
m_LangList["RAGE_MAIN_GENERAL_DELAYSHOT_DESC"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_DELAYSHOT_ITEM1"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_DELAYSHOT_ITEM2"] = u8"История";
m_LangList["RAGE_MAIN_GENERAL_TAPPING_MODE"] = u8"Режим выстрела по 1 пули";
m_LangList["RAGE_MAIN_GENERAL_TAPPING_MODE_DESC"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_LOW_FPS_MITIGATIONS"] = u8"Смягчение малого значения FPS";
m_LangList["RAGE_MAIN_GENERAL_LOW_FPS_MITIGATIONS_DESC"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_LOW_FPS_MITIGATIONS_ITEM1"] = u8"Traces only if can attack";
m_LangList["RAGE_MAIN_GENERAL_LOW_FPS_MITIGATIONS_ITEM2"] = u8"Don't trace arms points";
m_LangList["RAGE_MAIN_GENERAL_LOW_FPS_MITIGATIONS_ITEM3"] = u8"Don't trace legs points";
m_LangList["RAGE_MAIN_GENERAL_LOW_FPS_VALUE"] = u8"Малое значение FPS";
m_LangList["RAGE_MAIN_GENERAL_LOW_FPS_VALUE_DESC"] = u8"";
m_LangList["RAGE_MAIN_GENERAL_SKIP_HEAD_IF_CLOSED"] = u8"Пропустить голову если закрыта";
m_LangList["RAGE_MAIN_GENERAL_SKIP_HEAD_IF_CLOSED_DESC"] = u8"";

m_LangList["RAGE_MAIN_AA_MAIN_ENABLED"] = u8"Включено";
m_LangList["RAGE_MAIN_AA_MAIN_ENABLED_DESC"] = u8"";
m_LangList["RAGE_MAIN_AA_MAIN_TEAMMATES"] = u8"Союзники";
m_LangList["RAGE_MAIN_AA_MAIN_TEAMMATES_DESC"] = u8"";
m_LangList["RAGE_MAIN_AA_MAIN_AT_TARGETS"] = u8"На точках";
m_LangList["RAGE_MAIN_AA_MAIN_AT_TARGETS_DESC"] = u8"";
m_LangList["RAGE_MAIN_AA_MAIN_AT_TARGETS_ITEM1"] = u8"Нету";
m_LangList["RAGE_MAIN_AA_MAIN_AT_TARGETS_ITEM2"] = u8"Ближайший к FOV";
m_LangList["RAGE_MAIN_AA_MAIN_AT_TARGETS_ITEM3"] = u8"Средний";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL"] = u8"Вращение";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_DESC"] = u8"";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_ITEM1"] = u8"Нету";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_ITEM2"] = u8"Бок 50°";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_ITEM3"] = u8"Бок 90°";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_ITEM4"] = u8"Бок 180°";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_ITEM5"] = u8"Статичный";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_STATIC"] = u8"Статичное вращение";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_STATIC_DESC"] = u8"";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_ADD_YAW_ON_JITTERING"] = u8"Вращение добавляет отклонение в режиме дрожания";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_ADD_YAW_ON_JITTERING_DESC"] = u8"Добавляет +180 к углу отклонения в дрожащем углу вращения. Используйте для дрожения высоты.";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_HIDE_HEAD"] = u8"Спрятать голову при вращении";
m_LangList["RAGE_MAIN_AA_MAIN_ROLL_HIDE_HEAD_DESC"] = u8"";
m_LangList["RAGE_MAIN_AA_MAIN_CONDITIONS"] = u8"Условия";
m_LangList["RAGE_MAIN_AA_MAIN_CONDITIONS_DESC"] = u8"";
m_LangList["RAGE_MAIN_AA_MAIN_CONDITIONS_ITEM1"] = u8"С ножом";
m_LangList["RAGE_MAIN_AA_MAIN_CONDITIONS_ITEM2"] = u8"С гранатой";
m_LangList["RAGE_MAIN_AA_MAIN_CONDITIONS_ITEM3"] = u8"Во время заморозки";
m_LangList["RAGE_MAIN_AA_MAIN_UNTRUSTED_CHECKS"] = u8"Ненадежные проверки";
m_LangList["RAGE_MAIN_AA_MAIN_UNTRUSTED_CHECKS_DESC"] = u8"Использует только надежные углы.";

m_LangList["RAGE_MAIN_AA_STAND_PITCH"] = u8"Высота";
m_LangList["RAGE_MAIN_AA_STAND_PITCH_DESC"] = u8"";
m_LangList["RAGE_MAIN_AA_STAND_PITCH_ITEM1"] = u8"Нету";
m_LangList["RAGE_MAIN_AA_STAND_PITCH_ITEM2"] = u8"Вниз";
m_LangList["RAGE_MAIN_AA_STAND_PITCH_ITEM3"] = u8"Вверх";
m_LangList["RAGE_MAIN_AA_STAND_PITCH_ITEM4"] = u8"Поддельно вниз";
m_LangList["RAGE_MAIN_AA_STAND_PITCH_ITEM5"] = u8"Поддельно вверх";
m_LangList["RAGE_MAIN_AA_STAND_PITCH_ITEM6"] = u8"Дрожание";
m_LangList["RAGE_MAIN_AA_STAND_PITCH_ITEM7"] = u8"Поддельное дрожание";
m_LangList["RAGE_MAIN_AA_STAND_YAW"] = u8"Отклонение";
m_LangList["RAGE_MAIN_AA_STAND_YAW_DESC"] = u8"";
m_LangList["RAGE_MAIN_AA_STAND_YAW_ITEM1"] = u8"Нету";
m_LangList["RAGE_MAIN_AA_STAND_YAW_ITEM2"] = u8"Спиной";
m_LangList["RAGE_MAIN_AA_STAND_YAW_ITEM3"] = u8"Боком на 90°";
m_LangList["RAGE_MAIN_AA_STAND_YAW_ITEM4"] = u8"Боком на 140°";
m_LangList["RAGE_MAIN_AA_STAND_YAW_ITEM5"] = u8"Статично";
m_LangList["RAGE_MAIN_AA_STAND_YAW_ITEM6"] = u8"Локальный обзор";
m_LangList["RAGE_MAIN_AA_STAND_YAW_ITEM7"] = u8"Десинхроннизированно спиной";
m_LangList["RAGE_MAIN_AA_STAND_YAW_STATIC"] = u8"Статичное отклонение";
m_LangList["RAGE_MAIN_AA_STAND_YAW_STATIC_DESC"] = u8"";
m_LangList["RAGE_MAIN_AA_STAND_DESYNC"] = u8"Десинхроннизация";
m_LangList["RAGE_MAIN_AA_STAND_DESYNC_DESC"] = u8"";
m_LangList["RAGE_MAIN_AA_STAND_DESYNC_ITEM1"] = u8"Нету";
m_LangList["RAGE_MAIN_AA_STAND_DESYNC_ITEM2"] = u8"Обычная";
m_LangList["RAGE_MAIN_AA_STAND_DESYNC_ITEM3"] = u8"Максимальная дельта";
m_LangList["RAGE_MAIN_AA_STAND_DESYNC_HELPER"] = u8"Помощь в десинхронизации";
m_LangList["RAGE_MAIN_AA_STAND_DESYNC_HELPER_DESC"] = u8"";
m_LangList["RAGE_MAIN_AA_STAND_SIDE"] = u8"Сторона";
m_LangList["RAGE_MAIN_AA_STAND_SIDE_DESC"] = u8"";
m_LangList["RAGE_MAIN_AA_STAND_SIDE_ITEM1"] = u8"Левая";
m_LangList["RAGE_MAIN_AA_STAND_SIDE_ITEM2"] = u8"Правая";
m_LangList["RAGE_MAIN_AA_STAND_SIDE_KEY"] = u8"Клавиша для смены стороны";
m_LangList["RAGE_MAIN_AA_STAND_SIDE_CHANGE_UPON_DMG"] = u8"Смена стороны при получении урона";
m_LangList["RAGE_MAIN_AA_STAND_SIDE_CHANGE_UPON_DMG_DESC"] = u8"";

m_LangList["RAGE_MAIN_AA_MOVE_PITCH"] = u8"Высота";
m_LangList["RAGE_MAIN_AA_MOVE_PITCH_DESC"] = u8"";
m_LangList["RAGE_MAIN_AA_MOVE_PITCH_ITEM1"] = u8"Нету";
m_LangList["RAGE_MAIN_AA_MOVE_PITCH_ITEM2"] = u8"Вниз";
m_LangList["RAGE_MAIN_AA_MOVE_PITCH_ITEM3"] = u8"Вверх";
m_LangList["RAGE_MAIN_AA_MOVE_PITCH_ITEM4"] = u8"Поддельно вниз";
m_LangList["RAGE_MAIN_AA_MOVE_PITCH_ITEM5"] = u8"Поддельно вверх";
m_LangList["RAGE_MAIN_AA_MOVE_PITCH_ITEM6"] = u8"Дрожание";
m_LangList["RAGE_MAIN_AA_MOVE_PITCH_ITEM7"] = u8"Поддельное дрожание";
m_LangList["RAGE_MAIN_AA_MOVE_YAW"] = u8"Отклонение";
m_LangList["RAGE_MAIN_AA_MOVE_YAW_DESC"] = u8"";
m_LangList["RAGE_MAIN_AA_MOVE_YAW_ITEM1"] = u8"Нету";
m_LangList["RAGE_MAIN_AA_MOVE_YAW_ITEM2"] = u8"Боком";
m_LangList["RAGE_MAIN_AA_MOVE_YAW_ITEM3"] = u8"Локальный обзор";
m_LangList["RAGE_MAIN_AA_MOVE_YAW_ITEM4"] = u8"Боковая походка на 120°";
m_LangList["RAGE_MAIN_AA_MOVE_DESYNC"] = u8"Десинхроннизация на 1 движении";
m_LangList["RAGE_MAIN_AA_MOVE_DESYNC_DESC"] = u8"";

m_LangList["RAGE_MAIN_FAKELAG_ENABLED"] = u8"Включено";
m_LangList["RAGE_MAIN_FAKELAG_ENABLED_DESC"] = u8"";
m_LangList["RAGE_MAIN_FAKELAG_TYPE"] = u8"Тип";
m_LangList["RAGE_MAIN_FAKELAG_TYPE_DESC"] = u8"";
m_LangList["RAGE_MAIN_FAKELAG_TYPE_ITEM1"] = u8"Максимальный";
m_LangList["RAGE_MAIN_FAKELAG_TYPE_ITEM2"] = u8"Ломать компенсацию задержки";
m_LangList["RAGE_MAIN_FAKELAG_TRIGGERS"] = u8"Условия";
m_LangList["RAGE_MAIN_FAKELAG_TRIGGERS_DESC"] = u8"";
m_LangList["RAGE_MAIN_FAKELAG_TRIGGERS_ITEM1"] = u8"На земле";
m_LangList["RAGE_MAIN_FAKELAG_TRIGGERS_ITEM2"] = u8"В воздухе";
m_LangList["RAGE_MAIN_FAKELAG_CHOKE_LIMIT"] = u8"Ограничение глушки";
m_LangList["RAGE_MAIN_FAKELAG_WHILE_SHOOTING"] = u8"Во время стрельбы";
m_LangList["RAGE_MAIN_FAKELAG_WHILE_SHOOTING_DESC"] = u8"";
m_LangList["RAGE_MAIN_FAKELAG_ON_ENEMY_IN_PVS"] = u8"Когда противник в PVS";
m_LangList["RAGE_MAIN_FAKELAG_ON_ENEMY_IN_PVS_DESC"] = u8"";
m_LangList["RAGE_MAIN_FAKELAG_ON_PEEK"] = u8"При выходе на противника";
m_LangList["RAGE_MAIN_FAKELAG_ON_PEEK_DESC"] = u8"";

m_LangList["RAGE_WEAPON_GROUP_CURRENT"] = u8"Текущее";
m_LangList["RAGE_WEAPON_GROUP_CURRENT_DESC"] = u8"";

m_LangList["RAGE_WEAPON_TARGET_SELECTION"] = u8"Выбор цели";
m_LangList["RAGE_WEAPON_TARGET_SELECTION_DESC"] = u8"";
m_LangList["RAGE_WEAPON_TARGET_SELECTION_ITEM1"] = u8"Наивысший урон";
m_LangList["RAGE_WEAPON_TARGET_SELECTION_ITEM2"] = u8"Ближайший к FOV";
m_LangList["RAGE_WEAPON_TARGET_SELECTION_ITEM3"] = u8"Кость";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_DAMAGE"] = u8"Урон";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_DAMAGE_DESC"] = u8"";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_FOV"] = u8"FOV";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_FOV_DESC"] = u8"";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_HEAD"] = u8"Голова";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_HEAD_DESC"] = u8"";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_NECK"] = u8"Шея";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_NECK_DESC"] = u8"";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_CHEST"] = u8"Тело";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_CHEST_DESC"] = u8"";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_STOMACH"] = u8"Живот";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_STOMACH_DESC"] = u8"";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_ARMS"] = u8"Руки";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_ARMS_DESC"] = u8"";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_LEGS"] = u8"Ноги";
m_LangList["RAGE_WEAPON_TARGET_WEIGHT_LEGS_DESC"] = u8"";

m_LangList["RAGE_WEAPON_AIMBOT_ENABLED"] = u8"Включено";
m_LangList["RAGE_WEAPON_AIMBOT_ENABLED_DESC"] = u8"";
m_LangList["RAGE_WEAPON_AIMBOT_HITBOXES"] = u8"Кости";
m_LangList["RAGE_WEAPON_AIMBOT_HITBOXES_DESC"] = u8"";
m_LangList["RAGE_WEAPON_AIMBOT_HITBOXES_ITEM1"] = u8"Голова";
m_LangList["RAGE_WEAPON_AIMBOT_HITBOXES_ITEM2"] = u8"Шея";
m_LangList["RAGE_WEAPON_AIMBOT_HITBOXES_ITEM3"] = u8"Тело";
m_LangList["RAGE_WEAPON_AIMBOT_HITBOXES_ITEM4"] = u8"Живот";
m_LangList["RAGE_WEAPON_AIMBOT_HITBOXES_ITEM5"] = u8"Руки";
m_LangList["RAGE_WEAPON_AIMBOT_HITBOXES_ITEM6"] = u8"Ноги";
m_LangList["RAGE_WEAPON_AIMBOT_HEAD_SCALE"] = u8"Область головы";
m_LangList["RAGE_WEAPON_AIMBOT_HEAD_SCALE_DESC"] = u8"";
m_LangList["RAGE_WEAPON_AIMBOT_NECK_SCALE"] = u8"Область шеи";
m_LangList["RAGE_WEAPON_AIMBOT_NECK_SCALE_DESC"] = u8"";
m_LangList["RAGE_WEAPON_AIMBOT_CHEST_SCALE"] = u8"Область тела";
m_LangList["RAGE_WEAPON_AIMBOT_CHEST_SCALE_DESC"] = u8"";
m_LangList["RAGE_WEAPON_AIMBOT_STOMACH_SCALE"] = u8"Область живота";
m_LangList["RAGE_WEAPON_AIMBOT_STOMACH_SCALE_DESC"] = u8"";
m_LangList["RAGE_WEAPON_AIMBOT_ARMS_SCALE"] = u8"Область рук";
m_LangList["RAGE_WEAPON_AIMBOT_ARMS_SCALE_DESC"] = u8"";
m_LangList["RAGE_WEAPON_AIMBOT_LEGS_SCALE"] = u8"Област ног";
m_LangList["RAGE_WEAPON_AIMBOT_LEGS_SCALE_DESC"] = u8"";

m_LangList["RAGE_WEAPON_ACCURACY_AUTO_WALL"] = u8"Стрельба через стены";
m_LangList["RAGE_WEAPON_ACCURACY_AUTO_WALL_DESC"] = u8"";
m_LangList["RAGE_WEAPON_ACCURACY_AUTO_WALL_MIN_DMG"] = u8"Минимальный урон для выстрела";
m_LangList["RAGE_WEAPON_ACCURACY_AUTO_WALL_MIN_DMG_DESC"] = u8"";
m_LangList["RAGE_WEAPON_ACCURACY_AUTOSTOP"] = u8"Остановка движения";
m_LangList["RAGE_WEAPON_ACCURACY_AUTOSTOP_DESC"] = u8"";
m_LangList["RAGE_WEAPON_ACCURACY_AUTOSTOP_ITEM1"] = u8"Нету";
m_LangList["RAGE_WEAPON_ACCURACY_AUTOSTOP_ITEM2"] = u8"Минимальная скорость";
m_LangList["RAGE_WEAPON_ACCURACY_AUTOSTOP_ITEM3"] = u8"Полная остановка";
m_LangList["RAGE_WEAPON_ACCURACY_AUTOSTOP_CROUCH"] = u8"Полная остановка + присяд";
m_LangList["RAGE_WEAPON_ACCURACY_AUTOSTOP_CROUCH_DESC"] = u8"";
m_LangList["RAGE_WEAPON_ACCURACY_HITCHANCE"] = u8"Шанс попадания";
m_LangList["RAGE_WEAPON_ACCURACY_HITCHANCE_DESC"] = u8"";


m_LangList["VISUALS_MAIN_ACTIVE"] = u8"Включено";
m_LangList["VISUALS_MAIN_ACTIVE_DESC"] = u8"";
m_LangList["VISUALS_MAIN_PANIC_KEY"] = u8"Клавиша для выключения всех функций";
m_LangList["VISUALS_MAIN_ANTISCREEN"] = u8"Анти-скриншот";
m_LangList["VISUALS_MAIN_ANTISCREEN_DESC"] = u8"";
m_LangList["VISUALS_MAIN_STREAMER_MODE"] = u8"Режим стримера";
m_LangList["VISUALS_MAIN_STREAMER_MODE_DESC"] = u8"Все визуальные функции не будут видны на записывающих/транслирующих программах.";

m_LangList["VISUALS_MAIN_GENERAL_ALLOW_RESIZE"] = u8"Разрешить масштабирование";
m_LangList["VISUALS_MAIN_GENERAL_ALLOW_RESIZE_DESC"] = u8"Разрешает масштабировать меню чита.";

m_LangList["VISUALS_MAIN_FONT_RASTERIZATION_TYPE"] = u8"Растеризация шрифтов";
m_LangList["VISUALS_MAIN_FONT_RASTERIZATION_TYPE_DESC"] = u8"";
m_LangList["VISUALS_MAIN_FONT_RASTERIZATION_TYPE_ITEM1"] = u8"Обычная";
m_LangList["VISUALS_MAIN_FONT_RASTERIZATION_TYPE_ITEM2"] = u8"FreeType";
m_LangList["VISUALS_MAIN_FONT_TRUETYPE_OVERSAMPLE_H"] = u8"Oversample H";
m_LangList["VISUALS_MAIN_FONT_TRUETYPE_OVERSAMPLE_H_DESC"] = u8"";
m_LangList["VISUALS_MAIN_FONT_TRUETYPE_OVERSAMPLE_V"] = u8"Oversample V";
m_LangList["VISUALS_MAIN_FONT_TRUETYPE_OVERSAMPLE_V_DESC"] = u8"";

m_LangList["VISUALS_MAIN_FONT_FREETYPE_NO_HINTING"] = u8"Без хинтинга";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_NO_HINTING_DESC"] = u8"";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_NO_AUTO_HINT"] = u8"Без авто хинтинга";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_NO_AUTO_HINT_DESC"] = u8"";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_FORCE_AUTO_HINT"] = u8"Принужденный авто хинтинг";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_FORCE_AUTO_HINT_DESC"] = u8"";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_LIGHT_HINTING"] = u8"Слабый хинтинг";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_LIGHT_HINTING_DESC"] = u8"";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_MONO_HINTING"] = u8"Моно хинтинг";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_MONO_HINTING_DESC"] = u8"";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_BOLD"] = u8"Жирный";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_BOLD_DESC"] = u8"";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_OBLIQUE"] = u8"Наклонный";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_OBLIQUE_DESC"] = u8"";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_MONOCHROME"] = u8"Монохромный";
m_LangList["VISUALS_MAIN_FONT_FREETYPE_MONOCHROME_DESC"] = u8"";

m_LangList["VISUALS_MAIN_SHADOW"] = u8"Включено";
m_LangList["VISUALS_MAIN_SHADOW_DESC"] = u8"";
m_LangList["VISUALS_MAIN_SHADOW_LINEAR"] = u8"Линейный";
m_LangList["VISUALS_MAIN_SHADOW_LINEAR_DESC"] = u8"";
m_LangList["VISUALS_MAIN_SHADOW_SIGMA"] = u8"Сигма";
m_LangList["VISUALS_MAIN_SHADOW_SIGMA_DESC"] = u8"";
m_LangList["VISUALS_MAIN_SHADOW_RINGS"] = u8"Круг";
m_LangList["VISUALS_MAIN_SHADOW_RINGS_DESC"] = u8"";
m_LangList["VISUALS_MAIN_SHADOW_SPACING_BETWEEN_RINGS"] = u8"Место между кругов";
m_LangList["VISUALS_MAIN_SHADOW_SPACING_BETWEEN_RINGS_DESC"] = u8"";
m_LangList["VISUALS_MAIN_SHADOW_SAMPLES_PER_CORNER_SIDE"] = u8"Образцов на угловую сторону";
m_LangList["VISUALS_MAIN_SHADOW_SAMPLES_PER_CORNER_SIDE_DESC"] = u8"";
m_LangList["VISUALS_MAIN_SHADOW_SPACING_BETWEEN_SAMPLES"] = u8"Место между образцами";
m_LangList["VISUALS_MAIN_SHADOW_SPACING_BETWEEN_SAMPLES_DESC"] = u8"";
m_LangList["VISUALS_MAIN_SHADOW_OFFSET_X"] = u8"Смещение по X";
m_LangList["VISUALS_MAIN_SHADOW_OFFSET_X_DESC"] = u8"";
m_LangList["VISUALS_MAIN_SHADOW_OFFSET_Y"] = u8"Смещение по Y";
m_LangList["VISUALS_MAIN_SHADOW_OFFSET_Y_DESC"] = u8"";

m_LangList["VISUALS_FILTERS_ITEM1"] = u8"Игрок";
m_LangList["VISUALS_FILTERS_ITEM2"] = u8"Противники";
m_LangList["VISUALS_FILTERS_ITEM3"] = u8"Союзники";
m_LangList["VISUALS_FILTERS_WITHOUT_LOCAL_ITEM1"] = u8"Противники";
m_LangList["VISUALS_FILTERS_WITHOUT_LOCAL_ITEM2"] = u8"Союзники";

m_LangList["VISUALS_ESP_PLAYER"] = u8"Включено";
m_LangList["VISUALS_ESP_PLAYER_DESC"] = u8"Включить рендер ЕСП на игроках.";
m_LangList["VISUALS_ESP_PLAYER_PLAYERS"] = u8"Игроки";
m_LangList["VISUALS_ESP_PLAYER_PLAYERS_DESC"] = u8"";
m_LangList["VISUALS_ESP_PLAYER_POS_ITEM1"] = u8"Нету";
m_LangList["VISUALS_ESP_PLAYER_POS_ITEM2"] = u8"Слева";
m_LangList["VISUALS_ESP_PLAYER_POS_ITEM3"] = u8"Справа";
m_LangList["VISUALS_ESP_PLAYER_POS_ITEM4"] = u8"Сверху";
m_LangList["VISUALS_ESP_PLAYER_POS_ITEM5"] = u8"Снизу";
m_LangList["VISUALS_ESP_PLAYER_BOX"] = u8"Квадрат";
m_LangList["VISUALS_ESP_PLAYER_BOX_DESC"] = u8"";
m_LangList["VISUALS_ESP_PLAYER_BOX_ITEM1"] = u8"Нету";
m_LangList["VISUALS_ESP_PLAYER_BOX_ITEM2"] = u8"Обычный";
m_LangList["VISUALS_ESP_PLAYER_BOX_ITEM3"] = u8"Углы";
m_LangList["VISUALS_ESP_PLAYER_BOX_ITEM4"] = u8"Круглый";
m_LangList["VISUALS_ESP_PLAYER_BOX_OUTLINE"] = u8"Обводка квадрата";
m_LangList["VISUALS_ESP_PLAYER_BOX_OUTLINE_DESC"] = u8"Рисует обводку на квадрате.";
m_LangList["VISUALS_ESP_PLAYER_BOX_FILLED"] = u8"Прозрачность области внутри квадрата";
m_LangList["VISUALS_ESP_PLAYER_BOX_FILLED_DESC"] = u8"";
m_LangList["VISUALS_ESP_PLAYER_HEALTH"] = u8"Полоска здоровья";
m_LangList["VISUALS_ESP_PLAYER_HEALTH_DESC"] = u8"Показывает полоску здоровья";
m_LangList["VISUALS_ESP_PLAYER_HEALTH_PERCENTAGE"] = u8"Здоровье в процентах";
m_LangList["VISUALS_ESP_PLAYER_HEALTH_PERCENTAGE_DESC"] = u8"Показывает здоровье в процентах внутри полоски здоровья.";
m_LangList["VISUALS_ESP_PLAYER_ARMOR"] = u8"Полоска брони";
m_LangList["VISUALS_ESP_PLAYER_ARMOR_DESC"] = u8"";
m_LangList["VISUALS_ESP_PLAYER_NAME"] = u8"Никнейм";
m_LangList["VISUALS_ESP_PLAYER_NAME_DESC"] = u8"Отображает никнейм на квадрате.";
m_LangList["VISUALS_ESP_PLAYER_WEAPON_TEXT"] = u8"Оружие в руках (текст)";
m_LangList["VISUALS_ESP_PLAYER_WEAPON_TEXT_DESC"] = u8"Отображает оружие в руках текстом.";
m_LangList["VISUALS_ESP_PLAYER_WEAPON_ICON"] = u8"Оружие в руках (иконкой)";
m_LangList["VISUALS_ESP_PLAYER_WEAPON_ICON_DESC"] = u8"Отображает оружие в руках иконкой.";
m_LangList["VISUALS_ESP_PLAYER_MONEY"] = u8"Деньги";
m_LangList["VISUALS_ESP_PLAYER_MONEY_DESC"] = u8"Отображает деньги игрока на квадрате.";
m_LangList["VISUALS_ESP_PLAYER_DISTANCE"] = u8"Дистанция";
m_LangList["VISUALS_ESP_PLAYER_DISTANCE_DESC"] = u8"Отображение дистанции между вами и игроком";
m_LangList["VISUALS_ESP_PLAYER_DISTANCE_MEASUREMENT"] = u8"Измерение дистанции";
m_LangList["VISUALS_ESP_PLAYER_DISTANCE_MEASUREMENT_DESC"] = u8"";
m_LangList["VISUALS_ESP_PLAYER_DISTANCE_MEASUREMENT_ITEM1"] = u8"Юниты";
m_LangList["VISUALS_ESP_PLAYER_DISTANCE_MEASUREMENT_ITEM2"] = u8"Метрах";
m_LangList["VISUALS_ESP_PLAYER_ACTIONS"] = u8"Действия";
m_LangList["VISUALS_ESP_PLAYER_ACTIONS_DESC"] = u8"Отображает действие игрока на квадрате";
m_LangList["VISUALS_ESP_PLAYER_ACTIONS_BAR"] = u8"Полоска действия";
m_LangList["VISUALS_ESP_PLAYER_ACTIONS_BAR_DESC"] = u8"";
m_LangList["VISUALS_ESP_PLAYER_HAS_C4"] = u8"Имеет C4";
m_LangList["VISUALS_ESP_PLAYER_HAS_C4_DESC"] = u8"Показывает игрока у которого бомба.";
m_LangList["VISUALS_ESP_PLAYER_HAS_DEFUSAL_KITS"] = u8"Имеет дефуза";
m_LangList["VISUALS_ESP_PLAYER_HAS_DEFUSAL_KITS_DESC"] = u8"Показывает имеет ли игрок дефуза";
m_LangList["VISUALS_ESP_PLAYER_LINE_OF_SIGHT"] = u8"Поле зрения";
m_LangList["VISUALS_ESP_PLAYER_LINE_OF_SIGHT_DESC"] = u8"Отображает поле зрения игрока";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES"] = u8"Хитбоксы";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_DESC"] = u8"Рисует хитбоксы игрока";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_ITEM1"] = u8"Никакие";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_ITEM2"] = u8"Только голова";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_ITEM3"] = u8"Все хитбоксы";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_HIT_POSITION"] = u8"Последняя позиция попадания по хитбоксу";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_HIT_POSITION_DESC"] = u8"Рисует позицию в последнем месте попадания.";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_HIT_POSITION_TIME"] = u8"Время через которое исчезнет";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_HIT_POSITION_TIME_DESC"] = u8"Отображает время до исчезновения хитбокса.";
m_LangList["VISUALS_ESP_PLAYER_SKELETON"] = u8"Скелет";
m_LangList["VISUALS_ESP_PLAYER_SKELETON_DESC"] = u8"Рисует скелет игрока.";
m_LangList["VISUALS_ESP_PLAYER_SKELETON_BACKTRACK"] = u8"Скелет бэктрека";
m_LangList["VISUALS_ESP_PLAYER_SKELETON_BACKTRACK_DESC"] = u8"Рисует скелет игрока в позиции бэктрека";

m_LangList["VISUALS_ESP_DORMANT_TIME"] = u8"Время бездействия ЕСП";
m_LangList["VISUALS_ESP_DORMANT_TIME_DESC"] = u8"Отображает последнию позицию игрока если чит не может его обнаружить";
m_LangList["VISUALS_ESP_DORMANT_FADEOUT"] = u8"Затухание";
m_LangList["VISUALS_ESP_DORMANT_FADEOUT_DESC"] = u8"Плавное затухание";
m_LangList["VISUALS_ESP_DORMANT_UPDATE_BY_SOUND"] = u8"Обновление ЕСП по звуку";
m_LangList["VISUALS_ESP_DORMANT_UPDATE_BY_SOUND_DESC"] = u8"Обновляет последнию позицию по звуку (Выстрел, шаг)";
m_LangList["VISUALS_ESP_INTERPOLATE_HISTORY"] = u8"Интерполировать историю";
m_LangList["VISUALS_ESP_INTERPOLATE_HISTORY_DESC"] = u8"Плавное передвижение ЕСП последнего положения игрока.";
m_LangList["VISUALS_ESP_FONT_SIZE"] = u8"Размер шрифта";
m_LangList["VISUALS_ESP_FONT_SIZE_DESC"] = u8"";

m_LangList["VISUALS_ESP_PLAYER_GLOW"] = u8"Включено";
m_LangList["VISUALS_ESP_PLAYER_GLOW_DESC"] = u8"Включает свечение";
m_LangList["VISUALS_ESP_PLAYER_GLOW_PLAYERS"] = u8"Игроки";
m_LangList["VISUALS_ESP_PLAYER_GLOW_PLAYERS_DESC"] = u8"Выберите игроков на которых будет работать функция.";
m_LangList["VISUALS_ESP_PLAYER_GLOW_AMOUNT"] = u8"Количество свечения";
m_LangList["VISUALS_ESP_PLAYER_GLOW_AMOUNT_DESC"] = u8"";
m_LangList["VISUALS_ESP_PLAYER_GLOW_COLOR_HEALTH_BASED"] = u8"Цвет по текущему здоровью";
m_LangList["VISUALS_ESP_PLAYER_GLOW_COLOR_HEALTH_BASED_DESC"] = u8"";

m_LangList["VISUALS_ESP_PLAYER_SOUNDS"] = u8"Включено";
m_LangList["VISUALS_ESP_PLAYER_SOUNDS_DESC"] = u8"Отображение звуков ходьбы";
m_LangList["VISUALS_ESP_PLAYER_SOUNDS_PLAYERS"] = u8"Игроки";
m_LangList["VISUALS_ESP_PLAYER_SOUNDS_PLAYERS_DESC"] = u8"Выберите игроков на которых будет работать функция.";
m_LangList["VISUALS_ESP_PLAYER_SOUNDS_TIME"] = u8"Затухание";
m_LangList["VISUALS_ESP_PLAYER_SOUNDS_TIME_DESC"] = u8"Время через которое отображенный звук затухнет полностью";
m_LangList["VISUALS_ESP_PLAYER_SOUNDS_CIRCLE_RADIUS"] = u8"Радиус круга";
m_LangList["VISUALS_ESP_PLAYER_SOUNDS_CIRCLE_RADIUS_DESC"] = u8"Радиус круга отображенного звука";

m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV"] = u8"Включено";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_DESC"] = u8"Отображение фигур игроков которые за поле вашего зрения";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_ITEM1"] = u8"Стрелки";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_ITEM2"] = u8"Круги";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_ITEM3"] = u8"Ромбы";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_DRAW_TYPE"] = u8"Вид";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_DRAW_TYPE_DESC"] = u8"Вид";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_PLAYERS"] = u8"Игроки";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_PLAYERS_DESC"] = u8"Выберите игроков на которых будет работать функция";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_ADDITIONAL_INFO"] = u8"Дополнительная информация";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_ADDITIONAL_INFO_DESC"] = u8"";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_ADDITIONAL_INFO_ITEM1"] = u8"Никнейм";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_ADDITIONAL_INFO_ITEM2"] = u8"Оружие";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_ADDITIONAL_INFO_ITEM3"] = u8"Дистанция";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_SIZE"] = u8"Размер";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_SIZE_DESC"] = u8"Размер фигур";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_RADIUS"] = u8"Радиус";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_RADIUS_DESC"] = u8"Радиус от центра экрана где будет показаны фигуры";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_ASPECT_RATIO"] = u8"Соотношение сторон";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_ASPECT_RATIO_DESC"] = u8"Учитывать соотношение сторон";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_IMPULSE_ALPHA"] = u8"Импульсивная прозрачность";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_IMPULSE_ALPHA_DESC"] = u8"Включает быструю смену прозрачности на фигурах";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_OUTLINE"] = u8"Обводка";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_OUTLINE_DESC"] = u8"Рисует обводку.";

m_LangList["VISUALS_COLORED_MODELS_PLAYERS"] = u8"Включено";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_DESC"] = u8"Выберите игроков на которых будет работать функция.";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_WIREFRAME"] = u8"Сетка";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_WIREFRAME_DESC"] = u8"Делает из модели игроков прозрачную сетку.";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_PLAYERS"] = u8"Игроки";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_PLAYERS_DESC"] = u8"Выберите игроков на которых будет работать чамсы.";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_BEHIND_WALL"] = u8"За стеной";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_BEHIND_WALL_DESC"] = u8"Чамсы будут работать на игроков которые за стеной.";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_COLOR_HEALTH_BASED"] = u8"Цвет по текущему здоровью";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_COLOR_HEALTH_BASED_DESC"] = u8"";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_COLOR_HEALTH_BASED_ITEM1"] = u8"Никогда";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_COLOR_HEALTH_BASED_ITEM2"] = u8"Когда видно";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_COLOR_HEALTH_BASED_ITEM3"] = u8"Всегда";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_ON_THE_DEAD"] = u8"На мертвых";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_ON_THE_DEAD_DESC"] = u8"";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_HIT_POSITION"] = u8"Точка последнего попадания";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_HIT_POSITION_DESC"] = u8"Включает прорисовки последней позиции попадания по игроку";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_HIT_POSITION_TIME"] = u8"Время до исчезновения";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_HIT_POSITION_TIME_DESC"] = u8"Время через которое последняя позиция пропадет ";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_DESYNC_AA"] = u8"Десинхронизированный Анти-Аим";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_DESYNC_AA_DESC"] = u8"Включает рисование десинхроннизированной модели игрока.";
m_LangList["VISUALS_COLORED_MODELS_TYPE_ITEM1"] = u8"Нету";
m_LangList["VISUALS_COLORED_MODELS_TYPE_ITEM2"] = u8"Сплошной";
m_LangList["VISUALS_COLORED_MODELS_TYPE_ITEM3"] = u8"Затемненный";
m_LangList["VISUALS_COLORED_MODELS_TYPE_ITEM4"] = u8"Подсвеченный";
m_LangList["VISUALS_COLORED_MODELS_TYPE_ITEM5"] = u8"Текстура";

m_LangList["VISUALS_COLORED_MODELS_DORMANT_TIME"] = u8"Время бездействия чамсов";
m_LangList["VISUALS_COLORED_MODELS_DORMANT_TIME_DESC"] = u8"Отображает последнию позицию игрока если чит не может его обнаружить.";
m_LangList["VISUALS_COLORED_MODELS_DORMANT_FADEOUT"] = u8"Затухание";
m_LangList["VISUALS_COLORED_MODELS_DORMANT_FADEOUT_DESC"] = u8"Плавное затухание последней позиции чамсов.";
m_LangList["VISUALS_COLORED_MODELS_PAINT_PLAYERS_WEAPONS"] = u8"Цветные оружия игроков";
m_LangList["VISUALS_COLORED_MODELS_PAINT_PLAYERS_WEAPONS_DESC"] = u8"";

m_LangList["VISUALS_COLORED_MODELS_BACKTRACK"] = u8"Включено";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_DESC"] = u8"Включить прорисовку бэктрека игроков.";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_WIREFRAME"] = u8"Сетка";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_WIREFRAME_DESC"] = u8"Прорисовка бэктрека игроков сеткой.";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_PLAYERS"] = u8"Игроки";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_PLAYERS_DESC"] = u8"Выберите игроков на которых будет работать функция.";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_BEHIND_WALL"] = u8"За стеной";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_BEHIND_WALL_DESC"] = u8"Включить прорисовку бэктрека за стеной.";

m_LangList["VISUALS_COLORED_MODELS_DLIGHT"] = u8"Включено";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_DESC"] = u8"Включает DLIGHT на игроках.";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_PLAYERS"] = u8"Игроки";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_PLAYERS_DESC"] = u8"Выберите игроков на которых будет работать динамический свет.";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_ORIGIN"] = u8"Источник";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_ORIGIN_DESC"] = u8"Место откуда исходит динамический свет.";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_ORIGIN_ITEM1"] = u8"Ноги";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_ORIGIN_ITEM2"] = u8"Тело";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_ORIGIN_ITEM3"] = u8"Голова";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_RADIUS"] = u8"Радиус";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_RADIUS_DESC"] = u8"Радиус света.";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_MINLIGHT"] = u8"Минимальный свет";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_MINLIGHT_DESC"] = u8"Минимальное значение света.";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_FADING_LIGHTING"] = u8"Моргающий свет";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_FADING_LIGHTING_DESC"] = u8"Включить моргающий свет.";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_FADING_LIGHTING_SPEED"] = u8"Скорость затухания света";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_FADING_LIGHTING_SPEED_DESC"] = u8"";

m_LangList["VISUALS_COLORED_MODELS_ELIGHT"] = u8"Включено";
m_LangList["VISUALS_COLORED_MODELS_ELIGHT_DESC"] = u8"Включает ELIGHT на игроков";
m_LangList["VISUALS_COLORED_MODELS_ELIGHT_PLAYERS"] = u8"Players";
m_LangList["VISUALS_COLORED_MODELS_ELIGHT_PLAYERS_DESC"] = u8"Выберите игроков на которых будет работать динамический свет.";
m_LangList["VISUALS_COLORED_MODELS_ELIGHT_RADIUS"] = u8"Радиус света";
m_LangList["VISUALS_COLORED_MODELS_ELIGHT_RADIUS_DESC"] = u8"";

m_LangList["VISUALS_COLORED_MODELS_HANDS"] = u8"Включено";
m_LangList["VISUALS_COLORED_MODELS_HANDS_DESC"] = u8"Включает прорисовку рук персонажа в выбранном вами стиле";
m_LangList["VISUALS_COLORED_MODELS_HANDS_WIREFRAME"] = u8"Сетка";
m_LangList["VISUALS_COLORED_MODELS_HANDS_WIREFRAME_DESC"] = u8"Прорисовка рук сеткой";
m_LangList["VISUALS_COLORED_MODELS_HANDS_COLOR_RAINBOW"] = u8"Радужный цвет";
m_LangList["VISUALS_COLORED_MODELS_HANDS_COLOR_RAINBOW_DESC"] = u8"Включает радужный цвет рук.";
m_LangList["VISUALS_COLORED_MODELS_HANDS_COLOR_RAINBOW_SPEED"] = u8"Скорость смены цвета";
m_LangList["VISUALS_COLORED_MODELS_HANDS_COLOR_RAINBOW_SPEED_DESC"] = u8"";

m_LangList["VISUALS_OTHER_WATERMARK"] = u8"Логотип";
m_LangList["VISUALS_OTHER_WATERMARK_DESC"] = u8"";
m_LangList["VISUALS_OTHER_WATERMARK_ELEMENTS"] = u8"Элементы логотипа";
m_LangList["VISUALS_OTHER_WATERMARK_ELEMENTS_DESC"] = u8"";
m_LangList["VISUALS_OTHER_WATERMARK_ELEMENTS_ITEM1"] = u8"Время";
m_LangList["VISUALS_OTHER_WATERMARK_ELEMENTS_ITEM2"] = u8"Никнейм";
m_LangList["VISUALS_OTHER_WATERMARK_ELEMENTS_ITEM3"] = u8"Кол-во кадров";
m_LangList["VISUALS_OTHER_WATERMARK_ELEMENTS_ITEM4"] = u8"Пинг";
m_LangList["VISUALS_OTHER_WATERMARK_ELEMENTS_ITEM5"] = u8"IP сервера:";
m_LangList["VISUALS_OTHER_SHARED_ESP"] = u8"Общий ЕСП";
m_LangList["VISUALS_OTHER_SHARED_ESP_DESC"] = u8"";

m_LangList["VISUALS_ESP_OTHER_LOCAL_AA_SIDE_ARROWS"] = u8"Стрелки Анти-Аима";
m_LangList["VISUALS_ESP_OTHER_LOCAL_AA_SIDE_ARROWS_DESC"] = u8"";
m_LangList["VISUALS_ESP_OTHER_LOCAL_SNIPER_CROSSHAIR"] = u8"Прицел на снайперских винтовках";
m_LangList["VISUALS_ESP_OTHER_LOCAL_SNIPER_CROSSHAIR_DESC"] = u8"Включает обычный прицел на снайперских винтовках";
m_LangList["VISUALS_ESP_OTHER_LOCAL_RECOIL_POINT"] = u8"Точка отдачи";
m_LangList["VISUALS_ESP_OTHER_LOCAL_RECOIL_POINT_DESC"] = u8"";
m_LangList["VISUALS_ESP_OTHER_LOCAL_SPREAD_POINT"] = u8"Точка разброса";
m_LangList["VISUALS_ESP_OTHER_LOCAL_SPREAD_POINT_DESC"] = u8"";
m_LangList["VISUALS_ESP_OTHER_LOCAL_SPREAD_CIRCLE"] = u8"Круг разброса";
m_LangList["VISUALS_ESP_OTHER_LOCAL_SPREAD_CIRCLE_DESC"] = u8"";
m_LangList["VISUALS_ESP_OTHER_LOCAL_AIM_FOV"] = u8"FOV Аима";
m_LangList["VISUALS_ESP_OTHER_LOCAL_AIM_FOV_DESC"] = u8"Отображает FOV аима";
m_LangList["VISUALS_ESP_OTHER_LOCAL_TOGGLE_STATUS"] = u8"Статус переключения функций";
m_LangList["VISUALS_ESP_OTHER_LOCAL_TOGGLE_STATUS_DESC"] = u8"Показывает на экране включили или выключили вы функцию";
m_LangList["VISUALS_ESP_OTHER_LOCAL_FUNCTION_STATUS"] = u8"Статус функций";
m_LangList["VISUALS_ESP_OTHER_LOCAL_FUNCTION_STATUS_DESC"] = u8"";
m_LangList["VISUALS_ESP_OTHER_LOCAL_HOTKEY_LIST"] = u8"Список горячих клавиш";
m_LangList["VISUALS_ESP_OTHER_LOCAL_HOTKEY_LIST_DESC"] = u8"";

m_LangList["VISUALS_ESP_OTHER_WORLD_BOMB"] = u8"Бомба";
m_LangList["VISUALS_ESP_OTHER_WORLD_BOMB_DESC"] = u8"";
m_LangList["VISUALS_ESP_OTHER_WORLD_BOMB_STATUS"] = u8"Статус бомбы";
m_LangList["VISUALS_ESP_OTHER_WORLD_BOMB_STATUS_DESC"] = u8"";

m_LangList["VISUALS_REMOVE_SCOPE"] = u8"Убрать черное поле вокруг зума";
m_LangList["VISUALS_REMOVE_SCOPE_DESC"] = u8"";
m_LangList["VISUALS_REMOVE_VISUAL_RECOIL"] = u8"Убрать визуально отдачу";
m_LangList["VISUALS_REMOVE_VISUAL_RECOIL_DESC"] = u8"";
m_LangList["VISUALS_REMOVE_SMOKE"] = u8"Убрать дым";
m_LangList["VISUALS_REMOVE_SMOKE_DESC"] = u8"";
m_LangList["VISUALS_REMOVE_SCREENSHAKE"] = u8"Убрать тряску экрана";
m_LangList["VISUALS_REMOVE_SCREENSHAKE_DESC"] = u8"";

m_LangList["VISUALS_EFFECTS_HUD_CLEAR"] = u8"Очистка HUD";
m_LangList["VISUALS_EFFECTS_HUD_CLEAR_DESC"] = u8"Очищает экран от надоедливых надписей.";
m_LangList["VISUALS_EFFECTS_THIRDPERSON"] = u8"Вид от 3 лица";
m_LangList["VISUALS_EFFECTS_THIRDPERSON_DESC"] = u8"";
m_LangList["VISUALS_EFFECTS_THIRDPERSON_KEY"] = u8"Клавиша";
m_LangList["VISUALS_EFFECTS_CUSTOM_RENDER_FOV"] = u8"Поле зрения";
m_LangList["VISUALS_EFFECTS_CUSTOM_RENDER_FOV_DESC"] = u8"";
m_LangList["VISUALS_EFFECTS_COLOR_FILTER"] = u8"Фильтр цвета";
m_LangList["VISUALS_EFFECTS_COLOR_FILTER_DESC"] = u8"";
m_LangList["VISUALS_EFFECTS_POLY_FILTER"] = u8"Поли Фильтр";
m_LangList["VISUALS_EFFECTS_POLY_FILTER_DESC"] = u8"";
m_LangList["VISUALS_EFFECTS_SCREEN_FADE_LIMIT"] = u8"Лимит затухания экрана";
m_LangList["VISUALS_EFFECTS_SCREEN_FADE_LIMIT_DESC"] = u8"";
m_LangList["VISUALS_EFFECTS_DONT_DRAW_TEAMMATES"] = u8"Не прорисовывать союзников";
m_LangList["VISUALS_EFFECTS_DONT_DRAW_TEAMMATES_DESC"] = u8"";

m_LangList["VISUALS_ESP_PLAYER_BOX_COLOR_T"] = u8"Цвет квадрата Т";
m_LangList["VISUALS_ESP_PLAYER_BOX_COLOR_CT"] = u8"Цвет квадрата КТ";
m_LangList["VISUALS_ESP_PLAYER_HEALTH_PERCENTAGE_COLOR"] = u8"Проценты здоровья";
m_LangList["VISUALS_ESP_PLAYER_ARMOR_COLOR"] = u8"Броня";
m_LangList["VISUALS_ESP_PLAYER_NAME_COLOR"] = u8"Никнейм";
m_LangList["VISUALS_ESP_PLAYER_WEAPON_TEXT_COLOR"] = u8"Текст оружия";
m_LangList["VISUALS_ESP_PLAYER_WEAPON_ICON_COLOR"] = u8"Иконка оружия";
m_LangList["VISUALS_ESP_PLAYER_MONEY_COLOR"] = u8"Деньги";
m_LangList["VISUALS_ESP_PLAYER_DISTANCE_COLOR"] = u8"Дистанция";
m_LangList["VISUALS_ESP_PLAYER_ACTIONS_COLOR"] = u8"Действия";
m_LangList["VISUALS_ESP_PLAYER_ACTIONS_BAR_COLOR"] = u8"Полоска действий";
m_LangList["VISUALS_ESP_PLAYER_HAS_C4_COLOR"] = u8"Имеет бомбу";
m_LangList["VISUALS_ESP_PLAYER_HAS_DEFUSAL_KITS_COLOR"] = u8"Имеет дефуза";
m_LangList["VISUALS_ESP_PLAYER_LINE_OF_SIGHT_COLOR"] = u8"Поле зрения";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_COLOR"] = u8"Хитбоксы";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_HIT_POSITION_COLOR"] = u8"Последняя точка попадания в хитбокс 1";
m_LangList["VISUALS_ESP_PLAYER_HITBOXES_HIT_POSITION_COLOR2"] = u8"Последняя точка попадания в хитбокс 2";
m_LangList["VISUALS_ESP_PLAYER_SKELETON_COLOR"] = u8"Скелет";
m_LangList["VISUALS_ESP_PLAYER_SKELETON_BACKTRACK_COLOR"] = u8"Скелет бэктрека";
m_LangList["VISUALS_ESP_PLAYER_GLOW_COLOR_T"] = u8"Свечение Т";
m_LangList["VISUALS_ESP_PLAYER_GLOW_COLOR_CT"] = u8"Свечение КТ";
m_LangList["VISUALS_ESP_PLAYER_SOUNDS_COLOR_T"] = u8"Звук Т";
m_LangList["VISUALS_ESP_PLAYER_SOUNDS_COLOR_CT"] = u8"Звук КТ";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_COLOR_T"] = u8"Вне поля зрения Т";
m_LangList["VISUALS_ESP_PLAYER_OUT_OF_FOV_COLOR_CT"] = u8"Вне поля зрения КТ";

m_LangList["VISUALS_COLORED_MODELS_PLAYERS_COLOR_T_HIDE"] = u8"Не видно Т";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_COLOR_CT_HIDE"] = u8"Не видно КТ";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_COLOR_T_VIS"] = u8"Видно T";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_COLOR_CT_VIS"] = u8"Видно КТ";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_ON_THE_DEAD_COLOR"] = u8"Мертвый";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_HIT_POSITION_COLOR"] = u8"Последняя точка попадания";
m_LangList["VISUALS_COLORED_MODELS_PLAYERS_DESYNC_AA_COLOR"] = u8"Десинхронизированный Анти-Аим";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_COLOR_T_HIDE"] = u8"Не видно бэктрек Т";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_COLOR_CT_HIDE"] = u8"Не видно бэктрек КТ";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_COLOR_T_VIS"] = u8"Видно бэктрек Т";
m_LangList["VISUALS_COLORED_MODELS_BACKTRACK_COLOR_CT_VIS"] = u8"Видно бэктрек КТ";
m_LangList["VISUALS_COLORED_MODELS_HANDS_COLOR"] = u8"Руки";
m_LangList["VISUALS_COLORED_MODELS_DLIGHT_COLOR"] = u8"DLIGHT";
m_LangList["VISUALS_COLORED_MODELS_ELIGHT_COLOR"] = u8"ELIGHT";

m_LangList["VISUALS_ESP_OTHER_LOCAL_RECOIL_POINT_COLOR"] = u8"Точка отдачи";
m_LangList["VISUALS_ESP_OTHER_LOCAL_SPREAD_POINT_COLOR"] = u8"Точка разброса";
m_LangList["VISUALS_ESP_OTHER_LOCAL_SPREAD_CIRCLE_COLOR"] = u8"Круг разброса";
m_LangList["VISUALS_ESP_OTHER_LOCAL_SPREAD_CIRCLE_COLOR2"] = u8"Круг разброса 2";
m_LangList["VISUALS_ESP_OTHER_LOCAL_AIM_FOV_COLOR"] = u8"Поле зрения Аима";
m_LangList["VISUALS_ESP_OTHER_LOCAL_AIM_FOV_COLOR2"] = u8"Поле зрения Аима 2";
m_LangList["VISUALS_ESP_OTHER_LOCAL_TOGGLE_STATUS_COLOR"] = u8"Статус переключения 1";
m_LangList["VISUALS_ESP_OTHER_LOCAL_TOGGLE_STATUS_COLOR2"] = u8"Статус переключения 2";
m_LangList["VISUALS_ESP_OTHER_WORLD_BOMB_COLOR"] = u8"Бомба";
m_LangList["VISUALS_ESP_OTHER_WORLD_BOMB_STATUS_COLOR"] = u8"Статус бомбы";
m_LangList["VISUALS_EFFECTS_COLOR_FILTER_COLOR"] = u8"Фильтр цвета";
m_LangList["VISUALS_EFFECTS_POLY_FILTER_COLOR"] = u8"Цвет для поли фильтра";

m_LangList["VISUALS_GUI_COLOR_TEXT"] = u8"Текст";
m_LangList["VISUALS_GUI_COLOR_TEXT_BACKGROUND"] = u8"Выбранный фон";
m_LangList["VISUALS_GUI_COLOR_LINK"] = u8"Ссылка";
m_LangList["VISUALS_GUI_COLOR_LINK_HOVERED"] = u8"Наведение на ссылку";

m_LangList["VISUALS_GUI_COLOR_TITLE_TEXT"] = u8"Текст заголовка";
m_LangList["VISUALS_GUI_COLOR_TITLE_BACKGROUND"] = u8"Фон заголовка";
m_LangList["VISUALS_GUI_COLOR_TITLE_LINE"] = u8"Линия";
m_LangList["VISUALS_GUI_COLOR_TITLE_UNDER_BACKGROUND"] = u8"Под фоном";

m_LangList["VISUALS_GUI_COLOR_SCROLLBAR_BACKGROUND"] = u8"Фон скроллбара";
m_LangList["VISUALS_GUI_COLOR_SCROLLBAR_GRAB"] = u8"Цвет скроллбара";
m_LangList["VISUALS_GUI_COLOR_SCROLLBAR_GRAB_HOVERED"] = u8"При наведении";
m_LangList["VISUALS_GUI_COLOR_SCROLLBAR_GRAB_ACTIVE"] = u8"При скролле";

m_LangList["VISUALS_GUI_COLOR_MAIN_TABLES"] = u8"Плита";
m_LangList["VISUALS_GUI_COLOR_MAIN_TABLES_HOVERED"] = u8"Цвет при наведении";
m_LangList["VISUALS_GUI_COLOR_MAIN_TABLES_ACTIVE"] = u8"Цвет при активной вкладке";
m_LangList["VISUALS_GUI_COLOR_MAIN_TABLES_ICON"] = u8"Иконка";
m_LangList["VISUALS_GUI_COLOR_MAIN_TABLES_TEXT_HOVERED"] = u8"Текст при наведении";
m_LangList["VISUALS_GUI_COLOR_MAIN_TABLES_TEXT_ACTIVE"] = u8"Текст при активной вкладке";

m_LangList["VISUALS_GUI_COLOR_TABLES"] = u8"Плита";
m_LangList["VISUALS_GUI_COLOR_TABLES_HOVERED"] = u8"Цвет при наведении";
m_LangList["VISUALS_GUI_COLOR_TABLES_ACTIVE"] = u8"Цвет при активной вкладке";
m_LangList["VISUALS_GUI_COLOR_TABLES_ICON"] = u8"Цвет иконки";
m_LangList["VISUALS_GUI_COLOR_TABLES_TEXT"] = u8"Цвет текста";
m_LangList["VISUALS_GUI_COLOR_TABLES_TEXT_HOVERED"] = u8"Цвет при наведении";
m_LangList["VISUALS_GUI_COLOR_TABLES_TEXT_ACTIVE"] = u8"Цвет при активной вкладке";

m_LangList["VISUALS_GUI_COLOR_WINDOW_BACKGROUND"] = u8"Фон окна";
m_LangList["VISUALS_GUI_COLOR_GROUPBOX_BACKGROUND"] = u8"Фон внутри рамки функций";
m_LangList["VISUALS_GUI_COLOR_POPUP_BACKGROUND"] = u8"Фон всплывающего окна";
m_LangList["VISUALS_GUI_COLOR_BORDER_WINDOW"] = u8"Рамка окна";
m_LangList["VISUALS_GUI_COLOR_BORDER_GROUPBOX"] = u8"Рамка функций в меню";

m_LangList["VISUALS_GUI_COLOR_SHADOW_WINDOW"] = u8"Тень окна";
m_LangList["VISUALS_GUI_COLOR_SHADOW_GROUPBOX"] = u8"Тень рамки функций";

m_LangList["VISUALS_GUI_COLOR_FRAME_BACKGROUND"] = u8"Фрейм";
m_LangList["VISUALS_GUI_COLOR_FRAME_HOVERED"] = u8"Наведение на фрейм";
m_LangList["VISUALS_GUI_COLOR_FRAME_ACTIVE"] = u8"Фрейм активен";
m_LangList["VISUALS_GUI_COLOR_FRAME_BORDER"] = u8"Рамка фрейма";
m_LangList["VISUALS_GUI_COLOR_CHECK_MARK"] = u8"Цвет галки";
m_LangList["VISUALS_GUI_COLOR_SLIDER_GRAB"] = u8"Цвет слайдера при движении";
m_LangList["VISUALS_GUI_COLOR_BUTTON"] = u8"Кнопка";
m_LangList["VISUALS_GUI_COLOR_BUTTON_HOVERED"] = u8"Наведение на кнопку";
m_LangList["VISUALS_GUI_COLOR_BUTTON_ACTIVE"] = u8"Кнопка активна";
m_LangList["VISUALS_GUI_COLOR_BUTTON_TEXT"] = u8"Текст на кнопке";


m_LangList["KREEDZ_BUNNYHOP_KEY"] = u8"Клавиша";
m_LangList["KREEDZ_BUNNYHOP_ON_LADDER"] = u8"На лестнице";
m_LangList["KREEDZ_BUNNYHOP_ON_LADDER_DESC"] = u8"Спрыгивает с лестницы с включенной распрыжкой";
m_LangList["KREEDZ_BUNNYHOP_COMPATIBLE_SERVERSIDE_AUTOBHOP"] = u8"Совместимость с серверной авто-распрыжкой";
m_LangList["KREEDZ_BUNNYHOP_COMPATIBLE_SERVERSIDE_AUTOBHOP_DESC"] = u8"";
m_LangList["KREEDZ_BUNNYHOP_BREAK_JUMP_ANIMATION"] = u8"Ломать анимацию прыжка";
m_LangList["KREEDZ_BUNNYHOP_BREAK_JUMP_ANIMATION_DESC"] = u8"Ломает анимацию прыжка, со стороны выглядит как будто вы бежите по воздуху";
m_LangList["KREEDZ_BUNNYHOP_SCROLL_EMULATION"] = u8"Эмуляция колеса мыши";
m_LangList["KREEDZ_BUNNYHOP_SCROLL_EMULATION_DESC"] = u8"Эмулирует прокрутку колеса мыши чтобы обойти анти-читы";
m_LangList["KREEDZ_BUNNYHOP_SCROLL_HELPER"] = u8"Помощь в скролле";
m_LangList["KREEDZ_BUNNYHOP_SCROLL_HELPER_DESC"] = u8"Включает распрыжку во время прокрутки.";
m_LangList["KREEDZ_BUNNYHOP_IDEAL_PERCENT"] = u8"Процент идеальных прыжков";
m_LangList["KREEDZ_BUNNYHOP_IDEAL_PERCENT_DESC"] = u8"";
m_LangList["KREEDZ_BUNNYHOP_IDEAL_MAX_IN_A_ROW"] = u8"Кол-во идеальных прыжков подряд";
m_LangList["KREEDZ_BUNNYHOP_IDEAL_MAX_IN_A_ROW_DESC"] = u8"";
m_LangList["KREEDZ_BUNNYHOP_FOG3_PERCENT"] = u8"Шанс на 3 фрейма";
m_LangList["KREEDZ_BUNNYHOP_FOG3_PERCENT_DESC"] = u8"Делает 3 прыжка, что делает распрыжку менее подозрительной";
m_LangList["KREEDZ_BUNNYHOP_STANDUP_AUTO"] = u8"Автоматический Standup";
m_LangList["KREEDZ_BUNNYHOP_STANDUP_AUTO_DESC"] = u8"Выставляет значение при котором будет зажиматься прыжок.";

m_LangList["KREEDZ_GROUNDSTRAFE_KEY"] = u8"Клавиша";
m_LangList["KREEDZ_GROUNDSTRAFE_STANDUP_KEY"] = u8"Клавиша Standup стиля";
m_LangList["KREEDZ_GROUNDSTRAFE_SLOWDOWN_SCALE"] = u8"Величина замедления";
m_LangList["KREEDZ_GROUNDSTRAFE_SLOWDOWN_SCALE_DESC"] = u8"Величина замедления после присядов.";
m_LangList["KREEDZ_GROUNDSTRAFE_SLOWDOWN_GROUNDANGLE"] = u8"Угол замедления";
m_LangList["KREEDZ_GROUNDSTRAFE_SLOWDOWN_GROUNDANGLE_DESC"] = u8"Под каким углом на земле будет работать замедление";
m_LangList["KREEDZ_GROUNDSTRAFE_FALLRUN_PERCENTAGE"] = u8"Fallrun";
m_LangList["KREEDZ_GROUNDSTRAFE_FALLRUN_PERCENTAGE_DESC"] = u8"Процент срабатывания Fallrun'а.";
m_LangList["KREEDZ_GROUNDSTRAFE_JUMP_ANIMATION"] = u8"Анимация прыжка";
m_LangList["KREEDZ_GROUNDSTRAFE_JUMP_ANIMATION_DESC"] = u8"Включает анимацию прыжка.";
m_LangList["KREEDZ_GROUNDSTRAFE_SCROLL_EMULATION"] = u8"Эмуляция скролла";
m_LangList["KREEDZ_GROUNDSTRAFE_SCROLL_EMULATION_DESC"] = u8"Эмулирует прокрутку колеса мыши чтобы обойти анти-читы.";
m_LangList["KREEDZ_GROUNDSTRAFE_SCROLL_FILTER"] = u8"Фильтр скролла";
m_LangList["KREEDZ_GROUNDSTRAFE_SCROLL_FILTER_DESC"] = u8"Корректирует неудачные +duck во время прокрутки колеса мыши.";

m_LangList["KREEDZ_JUMPBUG_KEY"] = u8"Клавиша";
m_LangList["KREEDZ_JUMPBUG_AUTO_MIN_DAMAGE"] = u8"Мин. урон для автоматического срабатывания";
m_LangList["KREEDZ_JUMPBUG_AUTO_MIN_DAMAGE_DESC"] = u8"";
m_LangList["KREEDZ_JUMPBUG_SLOWDOWN_VELOCITY"] = u8"замедление скорости";
m_LangList["KREEDZ_JUMPBUG_SLOWDOWN_VELOCITY_DESC"] = u8"Замедляет скорость передвижения если угол земли больше 0.";

m_LangList["KREEDZ_EDGEBUG_KEY"] = u8"Клавиша";
m_LangList["KREEDZ_EDGEBUG_AUTO_MIN_DAMAGE"] = u8"Мин. урон для автоматического срабатывания";
m_LangList["KREEDZ_EDGEBUG_AUTO_MIN_DAMAGE_DESC"] = u8"";
m_LangList["KREEDZ_EDGEBUG_FACTOR"] = u8"Фактор";
m_LangList["KREEDZ_EDGEBUG_FACTOR_DESC"] = u8"";

m_LangList["KREEDZ_WALLBUG_KEY"] = u8"Клавиша";
m_LangList["KREEDZ_WALLBUG_AUTO_MIN_DAMAGE"] = u8"Мин. урон для автоматического срабатывания";
m_LangList["KREEDZ_WALLBUG_AUTO_MIN_DAMAGE_DESC"] = u8"";
m_LangList["KREEDZ_WALLBUG_DISTANCE_TO_WALL"] = u8"Дистанция до стенки";
m_LangList["KREEDZ_WALLBUG_DISTANCE_TO_WALL_DESC"] = u8"";
m_LangList["KREEDZ_WALLBUG_KEY_EMULATION"] = u8"Эмуляция клавиш";
m_LangList["KREEDZ_WALLBUG_KEY_EMULATION_DESC"] = u8"";

m_LangList["KREEDZ_SLOWWALK_KEY"] = u8"Клавиша";

m_LangList["KREEDZ_RAGE_STRAFES_KEY"] = u8"Клавиша";
m_LangList["KREEDZ_RAGE_STRAFES_NOSLOWDOWN"] = u8"Без замедления";
m_LangList["KREEDZ_RAGE_STRAFES_NOSLOWDOWN_DESC"] = u8"";
m_LangList["KREEDZ_RAGE_STRAFES_DIRECTION"] = u8"Направление";
m_LangList["KREEDZ_RAGE_STRAFES_DIRECTION_DESC"] = u8"";
m_LangList["KREEDZ_RAGE_STRAFES_DIRECTION_ITEM1"] = u8"Вперед";
m_LangList["KREEDZ_RAGE_STRAFES_DIRECTION_ITEM2"] = u8"Назад";
m_LangList["KREEDZ_RAGE_STRAFES_DIRECTION_ITEM3"] = u8"ВЛево";
m_LangList["KREEDZ_RAGE_STRAFES_DIRECTION_ITEM4"] = u8"Право";
m_LangList["KREEDZ_RAGE_STRAFES_DIRECTION_AUTO"] = u8"Авто";
m_LangList["KREEDZ_RAGE_STRAFES_DIRECTION_AUTO_DESC"] = u8"Автоматически указывает направление";
m_LangList["KREEDZ_RAGE_STRAFES_DIRECTION_AUTO_ITEM1"] = u8"На земле";
m_LangList["KREEDZ_RAGE_STRAFES_DIRECTION_AUTO_ITEM2"] = u8"В воздухе";
m_LangList["KREEDZ_RAGE_STRAFES_FRAMERATE_HELPER"] = u8"Фреймрейт помощник";
m_LangList["KREEDZ_RAGE_STRAFES_FRAMERATE_HELPER_DESC"] = u8"";
m_LangList["KREEDZ_RAGE_STRAFES_LIMIT_VELOCITY"] = u8"Лимит скорости";
m_LangList["KREEDZ_RAGE_STRAFES_LIMIT_VELOCITY_DESC"] = u8"";

m_LangList["KREEDZ_LEGIT_STRAFES_ENABLED"] = u8"Включено";
m_LangList["KREEDZ_LEGIT_STRAFES_ENABLED_DESC"] = u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_KEY"] = u8"Клавиша";
m_LangList["KREEDZ_LEGIT_STRAFES_START_VELOCITY"] = u8"Начальная скорость";
m_LangList["KREEDZ_LEGIT_STRAFES_START_VELOCITY_DESC"] = u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_DIRECTION"] = u8"Направление";
m_LangList["KREEDZ_LEGIT_STRAFES_DIRECTION_DESC"] = u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_IDEAL_ANGLES"] = u8"Идеальные углы";
m_LangList["KREEDZ_LEGIT_STRAFES_IDEAL_ANGLES_DESC"] = u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_IDEAL_ANGLES_MAX"] = u8"Максимум идеальных углов";
m_LangList["KREEDZ_LEGIT_STRAFES_IDEAL_ANGLES_MAX_DESC"] = u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_IDEAL_STRAFES_PERCENTAGE"] = u8"Процент идеальных стрейфов";
m_LangList["KREEDZ_LEGIT_STRAFES_IDEAL_STRAFES_PERCENTAGE_DESC"] = u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_FAILURE_LEVEL"] = u8"Частота неудачных стрейфов";
m_LangList["KREEDZ_LEGIT_STRAFES_FAILURE_LEVEL_DESC"] = u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_MOVE"] = u8"Движение";
m_LangList["KREEDZ_LEGIT_STRAFES_MOVE_DESC"] = u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_BOOST"] = u8"Ускорение";
m_LangList["KREEDZ_LEGIT_STRAFES_BOOST_DESC"] = u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_KEYS_EMULATION"] = u8"Эмуляция клавиш";
m_LangList["KREEDZ_LEGIT_STRAFES_KEYS_EMULATION_DESC"] = u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_FILTER_KEYS"] = u8"Фильтр клавиш";
m_LangList["KREEDZ_LEGIT_STRAFES_FILTER_KEYS_DESC"] = u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_DETECT_SLIDE_UNDER_MYSELF"] = u8"Обнаруживать скольжение под собой";
m_LangList["KREEDZ_LEGIT_STRAFES_DETECT_SLIDE_UNDER_MYSELF_DESC"] = u8"";
m_LangList["KREEDZ_LEGIT_STRAFES_MSG_NAME"] = u8"Легит стрейфы";
m_LangList["KREEDZ_LEGIT_STRAFES_MSG_TEXT"] = u8"Это функция работает при помощи обнаружения движения мыши.\nПожалуйста, сделайте m_rawinput на 1 для правильной работы.";

m_LangList["MISC_MAIN_KB_ENABLED"] = u8"Включено";
m_LangList["MISC_MAIN_KB_ENABLED_DESC"] = u8"";
m_LangList["MISC_MAIN_KB_KEY"] = u8"Клавиша";
m_LangList["MISC_MAIN_KB_FRIENDLY_FIRE"] = u8"Огонь по своим";
m_LangList["MISC_MAIN_KB_FRIENDLY_FIRE_DESC"] = u8"";
m_LangList["MISC_MAIN_KB_FOV"] = u8"Максимальный FOV";
m_LangList["MISC_MAIN_KB_FOV_DESC"] = u8"";
m_LangList["MISC_MAIN_KB_ATTACK_TYPE"] = u8"Тип атаки";
m_LangList["MISC_MAIN_KB_ATTACK_TYPE_DESC"] = u8"";
m_LangList["MISC_MAIN_KB_ATTACK_TYPE_ITEM1"] = u8"ЛКМ";
m_LangList["MISC_MAIN_KB_ATTACK_TYPE_ITEM2"] = u8"ПКМ";
m_LangList["MISC_MAIN_KB_ATTACK_TYPE_KEY"] = u8"Клавиша для типа смены атаки";
m_LangList["MISC_MAIN_KB_SWING_DIST"] = u8"Дистанция для слабого удара";
m_LangList["MISC_MAIN_KB_SWING_DIST_DESC"] = u8"";
m_LangList["MISC_MAIN_KB_STAB_DIST"] = u8"Дистанция для сильного удара";
m_LangList["MISC_MAIN_KB_STAB_DIST_DESC"] = u8"";
m_LangList["MISC_MAIN_KB_AIM_TYPE"] = u8"Вид наводки";
m_LangList["MISC_MAIN_KB_AIM_TYPE_DESC"] = u8"";
m_LangList["MISC_MAIN_KB_AIM_TYPE_ITEM1"] = u8"Отключен";
m_LangList["MISC_MAIN_KB_AIM_TYPE_ITEM2"] = u8"Заметный";
m_LangList["MISC_MAIN_KB_AIM_TYPE_ITEM3"] = u8"Тихий (Не видно только у вас)";
m_LangList["MISC_MAIN_KB_AIM_TYPE_ITEM4"] = u8"Идеально тихий (Не видно у всех)";
m_LangList["MISC_MAIN_KB_AIM_HITBOXES"] = u8"Кости";
m_LangList["MISC_MAIN_KB_AIM_HITBOXES_DESC"] = u8"";
m_LangList["MISC_MAIN_KB_AIM_HITBOXES_ITEM1"] = u8"Голова";
m_LangList["MISC_MAIN_KB_AIM_HITBOXES_ITEM2"] = u8"Шея";
m_LangList["MISC_MAIN_KB_AIM_HITBOXES_ITEM3"] = u8"Тело";
m_LangList["MISC_MAIN_KB_AIM_HITBOXES_ITEM4"] = u8"Живот";
m_LangList["MISC_MAIN_KB_AIM_HITBOXES_ITEM5"] = u8"Руки";
m_LangList["MISC_MAIN_KB_AIM_HITBOXES_ITEM6"] = u8"Ноги";
m_LangList["MISC_MAIN_KB_CONDITIONS"] = u8"Условия";
m_LangList["MISC_MAIN_KB_CONDITIONS_DESC"] = u8"";
m_LangList["MISC_MAIN_KB_CONDITIONS_ITEM1"] = u8"Не атаковать зрителей";
m_LangList["MISC_MAIN_KB_CONDITIONS_ITEM2"] = u8"Не атаковать в спину";
m_LangList["MISC_MAIN_KB_CONDITIONS_ITEM3"] = u8"Не атаковать в щит";
m_LangList["MISC_MAIN_KB_CONDITIONS_ITEM4"] = u8"Не атаковать невидимых игроков";
m_LangList["MISC_MAIN_KB_CONDITIONS_ITEM5"] = u8"Не атаковать только что телепортированных";
m_LangList["MISC_MAIN_KB_POSITION_ADJUSTMENT"] = u8"Бэктрек";
m_LangList["MISC_MAIN_KB_POSITION_ADJUSTMENT_DESC"] = u8"Уязвимость позволяющая атаковать в несколько последних позиций цели.";
m_LangList["MISC_MAIN_KB_SKIP_DISTANT_PLAYERS"] = u8"Пропустить удаленных игроков";
m_LangList["MISC_MAIN_KB_SKIP_DISTANT_PLAYERS_DESC"] = u8"Снижение FPS.";

m_LangList["MISC_MAIN_NAMESTEALER"] = u8"Включено";
m_LangList["MISC_MAIN_NAMESTEALER_DESC"] = u8"Ворует никнеймы игроков";
m_LangList["MISC_MAIN_NAMESTEALER_INTERVAL"] = u8"Интервал";
m_LangList["MISC_MAIN_NAMESTEALER_INTERVAL_DESC"] = u8"";

m_LangList["MISC_MAIN_AUTO_RELOAD"] = u8"Авто-перезарядка";
m_LangList["MISC_MAIN_AUTO_RELOAD_DESC"] = u8"Перезаряжает оружие если магазин <= 0.";
m_LangList["MISC_MAIN_AUTO_PISTOL"] = u8"Авто-пистолет";
m_LangList["MISC_MAIN_AUTO_PISTOL_DESC"] = u8"Стреляет с оружия настолько быстро на сколько это возможно.";
m_LangList["MISC_MAIN_AUTO_BLOCK"] = u8"Клавиша блокирования прохода";
m_LangList["MISC_MAIN_AUTO_BOOST"] = u8"Клавиша авто буста";

m_LangList["MISC_MAIN_PREDICT_LOCAL_PLAYER"] = u8"Предсказывать локального игрока";
m_LangList["MISC_MAIN_PREDICT_LOCAL_PLAYER_DESC"] = u8"Для всех функций.";
m_LangList["MISC_MAIN_PREDICT_PLAYERS"] = u8"Предсказывать игроков";
m_LangList["MISC_MAIN_PREDICT_PLAYERS_DESC"] = u8"Для всех функций.";
m_LangList["MISC_MAIN_MOTD_BLOCK"] = u8"Блокировка MOTD";
m_LangList["MISC_MAIN_MOTD_BLOCK_DESC"] = u8"";
m_LangList["MISC_MAIN_REPLACE_MODELS_WITH_ORIGINAL"] = u8"Замена моделей на оригинальные";
m_LangList["MISC_MAIN_REPLACE_MODELS_WITH_ORIGINAL_DESC"] = u8"Для идеальной работы";
m_LangList["MISC_MAIN_STEAMID_SPOOFER"] = u8"SteamID Ченжер";
m_LangList["MISC_MAIN_STEAMID_SPOOFER_DESC"] = u8"";
m_LangList["MISC_MAIN_STEAMID_SPOOFER_ITEM1"] = u8"Нету";
m_LangList["MISC_MAIN_STEAMID_SPOOFER_ITEM2"] = u8"RevEmu";
m_LangList["MISC_MAIN_STEAMID_SPOOFER_ITEM3"] = u8"SteamEmu";
m_LangList["MISC_MAIN_STEAMID_SPOOFER_ITEM4"] = u8"AVSMP";

m_LangList["MISC_MAIN_FRAME_SKIP_AMOUNT"] = u8"Пропуск кадров", 0, 10, "%i";
m_LangList["MISC_MAIN_FRAME_SKIP_AMOUNT_DESC"] = u8"Увеличение игрового FPS путем сокращения реального FPS.";

m_LangList["MISC_MAIN_MAXIMIZE_ON_RESPAWN"] = u8"Максимизация при респавне";
m_LangList["MISC_MAIN_MAXIMIZE_ON_RESPAWN_DESC"] = u8"";
m_LangList["MISC_MAIN_CLIENT_SIDE_WEAPONS"] = u8"Клиентские оружия";
m_LangList["MISC_MAIN_CLIENT_SIDE_WEAPONS_DESC"] = u8"Потеря точности. Для обхода помойных анти-читов.";

m_LangList["MISC_MAIN_BYPASS_SV_CHEATS"] = u8"Обход sv_cheats";

m_LangList["MISC_EXPLOITS_FAKELATENCY"] = u8"Включено";
m_LangList["MISC_EXPLOITS_FAKELATENCY_DESC"] = u8"";
m_LangList["MISC_EXPLOITS_FAKELATENCY_AMOUNT"] = u8"Количество";
m_LangList["MISC_EXPLOITS_FAKELATENCY_AMOUNT_DESC"] = u8"";
m_LangList["MISC_EXPLOITS_FAKELATENCY_KEY"] = u8"Клавиша";
m_LangList["MISC_EXPLOITS_FAKELATENCY_TYPE"] = u8"Вид";
m_LangList["MISC_EXPLOITS_FAKELATENCY_TYPE_DESC"] = u8"";
m_LangList["MISC_EXPLOITS_FAKELATENCY_TYPE_ITEM1"] = u8"Синхронизированные";
m_LangList["MISC_EXPLOITS_FAKELATENCY_TYPE_ITEM2"] = u8"Многовенных";

m_LangList["MISC_EXPLOITS_TIMEBASE"] = u8"Включено";
m_LangList["MISC_EXPLOITS_TIMEBASE_CMDS_STORED_MAX"] = u8"Максимум сохраненных команд";
m_LangList["MISC_EXPLOITS_TIMEBASE_CMDS_STORED_MAX_DESC"] = u8"";
m_LangList["MISC_EXPLOITS_TIMEBASE_CMDS_STORAGE_SMOOTH"] = u8"Сглаживание хранилища команд";
m_LangList["MISC_EXPLOITS_TIMEBASE_CMDS_STORAGE_SMOOTH_DESC"] = u8"";
m_LangList["MISC_EXPLOITS_TIMEBASE_CMDS_STORAGE_TYPE"] = u8"Вид";
m_LangList["MISC_EXPLOITS_TIMEBASE_CMDS_STORAGE_TYPE_DESC"] = u8"";
m_LangList["MISC_EXPLOITS_TIMEBASE_CMDS_STORAGE_TYPE_ITEM1"] = u8"Всегда";
m_LangList["MISC_EXPLOITS_TIMEBASE_CMDS_STORAGE_TYPE_ITEM2"] = u8"Враг не в PVS (Команда противника)";
m_LangList["MISC_EXPLOITS_TIMEBASE_SPLASH_METHOD"] = u8"Тип выплеска команд";
m_LangList["MISC_EXPLOITS_TIMEBASE_SPLASH_METHOD_DESC"] = u8"";
m_LangList["MISC_EXPLOITS_TIMEBASE_SPLASH_METHOD_ITEM1"] = u8"Сохраненный заряд";
m_LangList["MISC_EXPLOITS_TIMEBASE_SPLASH_METHOD_ITEM2"] = u8"Статично";
m_LangList["MISC_EXPLOITS_TIMEBASE_SPLASH_VALUE"] = u8"Команд для выплеска";
m_LangList["MISC_EXPLOITS_TIMEBASE_SPLASH_VALUE_DESC"] = u8"";
m_LangList["MISC_EXPLOITS_TIMEBASE_KEY"] = u8"При нажатии клавиши";
m_LangList["MISC_EXPLOITS_TIMEBASE_DOUBLE_TAP"] = u8"Двойной выстрел";
m_LangList["MISC_EXPLOITS_TIMEBASE_DOUBLE_TAP_DESC"] = u8"Нужно выставить кол-во команд для выплеска.";

m_LangList["MISC_EXPLOITS_CRASH_OPUS_KEY"] = u8"Клавиша для краша при помощи OPUS";
m_LangList["MISC_EXPLOITS_CRASH_WAD3_KEY"] = u8"Клавиша для краша при помощи WAD3";
m_LangList["MISC_EXPLOITS_AIRSTUCK_KEY"] = u8"Клавиша для зависания в воздухе";

 

 

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  • 3 месяца спустя...
16.05.2020 в 10:59, _xvi сказал:

китайский язык уже есть

допили сука полностью:
- русский языки в всех функциях;
- подсказки
(титлы блядь с обьяснением функции)
*допустим*  навёл на функцию, если там нет объяснение слева-снизу, то нажми

W в меню чтобы прочитать полностью титл)
сложно да, но сука это правильно, человек не должен купить чит с  миллионом функцией и юзать онли визуал чамсы красно синие.. (условно объяснил)
думаю меня многие поддержут в этом плане.
                                                                                               з.ы. хви возьми свое чсв и выкинь в помойку, пока чсв не выкинуло тебя брат

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1 час назад, kilabeez1337 сказал:

ну так помоги допилить, мы и так ебем мозг над написанием функционала, а тут еще с языками ебаться потому что английкский учить не хотят

Ну так ты тоже убери чсв, как и хви. похуй на функционал начните с себя, я тебя просил объяснить причину не вывода средств, кто-то ответил? хуй там. А насчет русского кому он нахуй нужен, если чел играет больше 3,4 месяцев с читом то он уже по спинному мозгу понимает что, куда. А вы блин не хотите нормально объяснить ошибки/или ответить на вопросы. Блять Рома серьёзно, почему ты в лс ничего не читаешь если я, реально хочу получить какую то инфу от тебя ты тупа игноришь сообщения. 

1 час назад, kilabeez1337 сказал:

ну так помоги допилить, мы и так ебем мозг над написанием функционала, а тут еще с языками ебаться потому что английкский учить не хотят

К тому же ты LUA API обещаешь обновить сколько уже времени?. Ладно уже хорошо что начел делать обновы это радует. Но луа апи блять на уровне "говна" если ты его не обновляешь в чем смысл его?. В ONETAP V3 API настолько пиздатое что можно аж другой чит сделать. а в В3 уже добавят JAVA Scripts 

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с себя начни ебанат по 300 сообщений написывает всем чтобы ему уделили время маму твою ебал чорт ебаный у тя мать на уровне говна щас я буду 24/7 сидеть кодить луа чтобы сделали чатспам на 12к строк

9 часов назад, SATANIZM сказал:

мне написать типо как по примеру, только на русском?

там же длинные фразы будут иногда , че делать будете нахуй ))000

длинные фразы можно сокращать, главное чтобы понятно было на русском что ето вообще за хуйня

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7 часов назад, kilabeez1337 сказал:

с себя начни ебанат по 300 сообщений написывает всем чтобы ему уделили время маму твою ебал чорт ебаный у тя мать на уровне говна щас я буду 24/7 сидеть кодить луа чтобы сделали чатспам на 12к строк

длинные фразы можно сокращать, главное чтобы понятно было на русском что ето вообще за хуйня

Ебанат, как с тобой по другому связаться если не написывать тебе 300 сообщений в ВК?. Есть куча диалогов, когда типы писали в хпп с просьбой помочь, ты или хви отвечали им "винду переустанови" это как норм?. А когда я просил сказать причину не вывода средств с форума мне кто то ответил? -нет. Тогда нахуй эта нужна продажа на форуме если деньги никак не получить? хпп купить? а если у тебя лт что с этими деньгами делать на форуме А? 

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  • _xvi закрыл тема

уебище тебе достаточно нажать кнопку "запросить вывод средств" и ждать пока одобряд, а не жать ее и сразу бежать писать везде КУ ВЫВЕДИ БАБКИ АЛО АЛО АЛО ВЫВЕДИ когда я смотрю порнуху и держу хуй в руках от тебя ебаната вылазиет шторка уведомлений в отвественный момент.

каждое твое тупое сообщение +1ч ожидания

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