Differences: Onetap v3 vs Onetap v3 Re:Run¶
The Onetap v3 Remastered Runtime is a project to make the onetap runtime better, remove code, simplify code and make it more intuitive.
If you ever need the original runtime for any reason, you can use the __reality module. (e.g. __reality.Entity.GetName(index))
Re:Run removes the Global module¶
The usage of the Global module was discouraged in our documentation and has been removed in Re:Run to simplify the runtime.
Re:Run adds proper Classes¶
Re:Run adds classes because Entity, Ragebot, or UI always need annoying arguments.
-
An instance of a
Reference()
class is a reference to an element in the Onetap UI and greatly removes unneeded code.// Normal runtime UI.AddCheckbox("Hello World"); UI.GetValue("Misc", "JAVASCRIPT", "Script Items", "Hello World"); // -> true // Re:Run reference = UI.AddCheckbox("Hello World"); reference.GetValue(); // -> true // reference to existing element reference = new Reference("Anti-Aim", "Fake-Lag", "Enabled");
-
An instance of an
Entity()
class is a reference to an entityindex.// Normal runtime players = Entity.GetPlayers(); for (i = 0, len = players.length; i < len; i++) { player = players[i]; Cheat.Print(Entity.GetName(player) + "\n"); } // Re:Run players = Entities.GetPlayers(); for (i = 0, len = players.length; i < len; i++) { player = players[i]; Cheat.Print(player.GetName() + "\n"); } // from entityindex player = new Entity(index); Cheat.Print(player.GetName() + "\n");
Note
The original Entity module has been renamed to Entities
-
An instance of a
Material()
class is a reference to a material.// Normal runtime Material.Create("test"); index = Material.Get("test"); Material.SetKeyValue(index, "test", "test"); Material.Refresh(index); Material.Destroy("test"); // Re:Run material = Materials.Create("test") material.SetKeyValue("test", "test"); material.Refresh(); material.Destroy(); // without Create() // both are equivalent material = new Material("test"); material = Materials.Get("test");
Vector2()
,Vector3()
,Angles()
,RGBA()
Re:Run simplifies Callbacks¶
Instead of having to create your callback function as a global variable, why not give it directly to Cheat.RegisterCallback ?
// Normal runtime
function onCreateMove() {
// called every tick
};
Cheat.RegisterCallback("CreateMove", "onCreateMove");
// Re:Run
Cheat.RegisterCallback("CreateMove", function() {
// called every tick
})
Re:Run also includes an exception handler for callbacks, because Onetap silently eats all errors in callbacks.
// Normal runtime
function onCreateMove() {
throw new Error("Hello World"); // throw an error
};
Cheat.RegisterCallback("CreateMove", "onCreateMove");
// silently eats all errors
// Re:Run
Cheat.RegisterCallback("CreateMove", function() {
throw new Error("Hello World"); // throw an error
})
// in console: [Onetap Re:Run] Error occured in CreateMove callback: Hello World