PITXIT244

Chams & aimbot for deadshot.io com opção de ligar/desligar

Tendrás que instalar una extensión para tu navegador como Tampermonkey, Greasemonkey o Violentmonkey si quieres utilizar este script.

You will need to install an extension such as Tampermonkey to install this script.

Tendrás que instalar una extensión como Tampermonkey o Violentmonkey para instalar este script.

Necesitarás instalar una extensión como Tampermonkey o Userscripts para instalar este script.

Tendrás que instalar una extensión como Tampermonkey antes de poder instalar este script.

Necesitarás instalar una extensión para administrar scripts de usuario si quieres instalar este script.

(Ya tengo un administrador de scripts de usuario, déjame instalarlo)

Tendrás que instalar una extensión como Stylus antes de poder instalar este script.

Tendrás que instalar una extensión como Stylus antes de poder instalar este script.

Tendrás que instalar una extensión como Stylus antes de poder instalar este script.

Para poder instalar esto tendrás que instalar primero una extensión de estilos de usuario.

Para poder instalar esto tendrás que instalar primero una extensión de estilos de usuario.

Para poder instalar esto tendrás que instalar primero una extensión de estilos de usuario.

(Ya tengo un administrador de estilos de usuario, déjame instalarlo)

// ==UserScript==
// @name          PITXIT244
// @namespace    http://tampermonkey.net/
// @version      1.0.2
// @description  Chams & aimbot for deadshot.io com opção de ligar/desligar
// @author       ovftank / editado por Gemini
// @match        *://*deadshot.io/*
// @grant        unsafeWindow
// @run-at       document-start
// ==/UserScript==
(() => {
    'use strict';

    const config = {
        fov: 250,
        sensitivity: 0.35,
        headOffset: 0.6,
        prediction: 2,
        chams: true // Valor inicial
    };

    const MENU_STYLE = `
        #cheat-menu {
            position: fixed; top: 20px; right: 20px; width: 220px;
            background: rgba(10, 10, 10, 0.9); backdrop-filter: blur(10px);
            border: 1px solid rgba(0, 255, 210, 0.5); border-radius: 8px;
            color: #fff; font-family: sans-serif; padding: 15px; z-index: 2147483647;
            box-shadow: 0 8px 32px rgba(0, 0, 0, 0.5); user-select: none; display: block;
            transition: opacity 0.2s ease;
        }
        .a-row { margin-bottom: 12px; }
        .a-label { display: block; font-size: 10px; color: #888; margin-bottom: 5px; text-transform: uppercase; }
        .a-val { float: right; color: #00ffd2; }
        .a-slider { width: 100%; height: 4px; background: #333; border-radius: 2px; appearance: none; outline: none; }
        .a-slider::-webkit-slider-thumb { appearance: none; width: 12px; height: 12px; background: #00ffd2; border-radius: 50%; cursor: pointer; box-shadow: 0 0 8px #00ffd2; }
        
        /* Estilo do Botão Toggle */
        .a-btn {
            width: 100%; background: rgba(0, 255, 210, 0.1); border: 1px solid #00ffd2;
            color: #00ffd2; padding: 5px; border-radius: 4px; cursor: pointer;
            font-size: 11px; text-transform: uppercase; transition: 0.2s;
        }
        .a-btn:hover { background: rgba(0, 255, 210, 0.2); }
        .a-btn.off { border-color: #ff4444; color: #ff4444; background: rgba(255, 68, 68, 0.1); }
    `;

    const createUI = () => {
        const style = document.createElement('style'); style.innerHTML = MENU_STYLE; document.head.appendChild(style);
        const menu = document.createElement('div'); menu.id = 'cheat-menu';
        menu.innerHTML = /* HTML */`
            <div class="a-row"><label class="a-label">Aim FOV <span id="v-fov" class="a-val">${config.fov}</span></label><input type="range" id="i-fov" class="a-slider" min="10" max="1000" value="${config.fov}"></div>
            <div class="a-row"><label class="a-label">Sensitivity <span id="v-sens" class="a-val">${config.sensitivity}</span></label><input type="range" id="i-sens" class="a-slider" min="0.1" max="2.5" step="0.05" value="${config.sensitivity}"></div>
            <div class="a-row"><label class="a-label">Prediction <span id="v-pred" class="a-val">${config.prediction}</span></label><input type="range" id="i-pred" class="a-slider" min="0" max="2" step="0.1" value="${config.prediction}"></div>
            <div class="a-row">
                <label class="a-label">Visuals</label>
                <button id="t-chams" class="a-btn ${config.chams ? '' : 'off'}">Chams: ${config.chams ? 'ON' : 'OFF'}</button>
            </div>
            <div style="font-size: 9px; color: #555; text-align: center; margin-top: 10px;">[Insert] Toggle Menu</div>
        `;
        document.body.appendChild(menu);

        const link = (id, key, valId) => {
            const el = document.getElementById(id), vEl = document.getElementById(valId);
            el.oninput = () => { config[key] = parseFloat(el.value); vEl.innerText = el.value; };
        };
        link('i-fov', 'fov', 'v-fov'); 
        link('i-sens', 'sensitivity', 'v-sens'); 
        link('i-pred', 'prediction', 'v-pred');

        // Lógica do Botão Chams
        const chamsBtn = document.getElementById('t-chams');
        chamsBtn.onclick = () => {
            config.chams = !config.chams;
            chamsBtn.innerText = `Chams: ${config.chams ? 'ON' : 'OFF'}`;
            chamsBtn.classList.toggle('off', !config.chams);
        };

        window.addEventListener('keydown', (e) => {
            if (e.key === 'Insert') menu.style.display = menu.style.display === 'none' ? 'block' : 'none';
        });
    };

    const detectedPlayers = [];
    let currentTarget = null, isAiming = false;
    const PLAYER_HISTORY = new Map();
    let viewProjMatrix = null;
    const PLAYER_VERTEX_SET = new Set([8829, 10392, 10944, 16413]);

    const uniformCache = new Map();
    let activeTextureUnit = 0;
    const textureUnitBindings = new Array(32).fill(null);
    const textureDataMap = new WeakMap();
    let currentProgram = null;
    let isDepthEnabled = false;

    const multiplyMatrixVec4 = (m, [x, y, z, w]) => [
        m[0] * x + m[4] * y + m[8] * z + m[12] * w, m[1] * x + m[5] * y + m[9] * z + m[13] * w,
        m[2] * x + m[6] * y + m[10] * z + m[14] * w, m[3] * x + m[7] * y + m[11] * z + m[15] * w,
    ];
    const worldToScreen = (pos) => {
        if (!viewProjMatrix) return null;
        const clip = multiplyMatrixVec4(viewProjMatrix, [...pos, 1]);
        if (clip[3] <= 0.001) return null;
        return [(clip[0] / clip[3] + 1) * 0.5 * window.innerWidth, (1 - clip[1] / clip[3]) * 0.5 * window.innerHeight];
    };

    class PlayerDetector {
        static getCachedMatrices = (program) => {
            const cache = uniformCache.get(program);
            if (!cache) return { vp: null, model: null, boneUnit: null, opacity: 1.0, isEnemy: true };
            let vp = null, model = null, boneUnit = null, opacity = 1.0, isEnemy = false;

            for (const [name, val] of cache) {
                if (val?.length === 16) {
                    if (val[11] !== 0 && Math.abs(val[15]) > 1.0) vp = val;
                    else if (/modelMatrix/i.test(name)) model = val;
                } else if (name === 'boneTexture') boneUnit = val;
                else if (name === 'opacity') opacity = val;
                else if (typeof val === 'number' && val === 1 && !['left', 'specMultMult', 'opacity'].includes(name) && name.length > 5) {
                    isEnemy = true;
                }
            }
            return { vp, model, boneUnit, opacity, isEnemy };
        };

        static processDrawCall = (gl, program, vertexCount) => {
            const { vp, model, boneUnit, opacity, isEnemy } = this.getCachedMatrices(program);
            if (vp) { viewProjMatrix = vp }
            if (!model || !PLAYER_VERTEX_SET.has(vertexCount) || opacity < 0.1 || !isEnemy) return;

            let pos = [model[12], model[13] + config.headOffset, model[14]];
            if (boneUnit !== null && textureUnitBindings[boneUnit]) {
                const boneData = textureDataMap.get(textureUnitBindings[boneUnit]);
                if (boneData?.length >= 23 * 16) {
                    const b22 = 22 * 16;
                    pos = [boneData[b22 + 12], boneData[b22 + 13] + config.headOffset, boneData[b22 + 14]];
                }
            }
            if (!pos.every(Number.isFinite)) return;

            const playerKey = `${vertexCount}_${model[12].toFixed(1)}_${model[14].toFixed(1)}`;
            let finalPos = [...pos];

            if (config.prediction > 0) {
                const hist = PLAYER_HISTORY.get(playerKey) || { last: pos, vel: [0, 0, 0], tick: Date.now() };
                const now = Date.now(), dt = (now - hist.tick) / 1000;
                if (dt > 0.001 && dt < 0.5) {
                    const instVel = [(pos[0] - hist.last[0]) / dt, (pos[1] - hist.last[1]) / dt, (pos[2] - hist.last[2]) / dt];
                    hist.vel = hist.vel.map((v, i) => v * 0.6 + instVel[i] * 0.4);

                    const lookAhead = 0.06 * config.prediction;
                    finalPos = pos.map((v, i) => v + hist.vel[i] * lookAhead);
                }
                PLAYER_HISTORY.set(playerKey, { last: pos, vel: hist.vel, tick: now });
            }

            if (finalPos.every(Number.isFinite)) {
                detectedPlayers.push({ position: finalPos });
            }
        };
    }

    const originalX = Object.getOwnPropertyDescriptor(MouseEvent.prototype, 'movementX').get;
    const originalY = Object.getOwnPropertyDescriptor(MouseEvent.prototype, 'movementY').get;

    const applyAimbot = (orig, isY) => {
        if (isAiming && currentTarget) {
            const sPos = worldToScreen(currentTarget.position);
            if (sPos && Number.isFinite(sPos[0]) && Number.isFinite(sPos[1])) {
                const delta = sPos[isY ? 1 : 0] - (window[isY ? 'innerHeight' : 'innerWidth'] / 2);
                let movement = Math.round(delta * config.sensitivity);
                if (Number.isFinite(movement)) {
                    const MAX_SNAP = 65;
                    return Math.max(-MAX_SNAP, Math.min(MAX_SNAP, movement));
                }
            }
        }
        return typeof orig === 'number' ? orig : 0;
    };

    Object.defineProperty(MouseEvent.prototype, 'movementX', { get: function () { return applyAimbot(originalX.call(this), false); } });
    Object.defineProperty(MouseEvent.prototype, 'movementY', { get: function () { return applyAimbot(originalY.call(this), true); } });

    const hookWebGL = (GL) => {
        if (!GL || GL._hooked) return;
        GL._hooked = true;

        GL.enable = new Proxy(GL.enable, { apply(target, thisArg, args) { if (args[0] === 2929) isDepthEnabled = true; return Reflect.apply(...arguments); } });
        GL.disable = new Proxy(GL.disable, { apply(target, thisArg, args) { if (args[0] === 2929) isDepthEnabled = false; return Reflect.apply(...arguments); } });
        GL.useProgram = new Proxy(GL.useProgram, { apply(target, thisArg, args) { currentProgram = args[0]; return Reflect.apply(...arguments); } });
        GL.getUniformLocation = new Proxy(GL.getUniformLocation, { apply(target, thisArg, args) { const loc = Reflect.apply(...arguments); if (loc) loc._name = args[1]; return loc; } });
        GL.activeTexture = new Proxy(GL.activeTexture, { apply(target, thisArg, args) { activeTextureUnit = args[0] - thisArg.TEXTURE0; return Reflect.apply(...arguments); } });
        GL.bindTexture = new Proxy(GL.bindTexture, { apply(target, thisArg, args) { if (args[0] === thisArg.TEXTURE_2D) textureUnitBindings[activeTextureUnit] = args[1]; return Reflect.apply(...arguments); } });

        GL.texImage2D = new Proxy(GL.texImage2D, {
            apply(target, thisArg, args) {
                const p = args[args.length - 1];
                if (p instanceof Float32Array) {
                    const tex = textureUnitBindings[activeTextureUnit];
                    if (tex) textureDataMap.set(tex, p);
                }
                return Reflect.apply(...arguments);
            }
        });

        ["uniformMatrix4fv", "uniform1f", "uniform1i"].forEach(s => {
            if (GL[s]) {
                GL[s] = new Proxy(GL[s], {
                    apply(target, thisArg, args) {
                        const loc = args[0];
                        if (currentProgram && loc?._name) {
                            if (!uniformCache.has(currentProgram)) uniformCache.set(currentProgram, new Map());
                            let val = s === "uniformMatrix4fv" ? args[2].slice() : args[1];
                            if (s === "uniformMatrix4fv" && val.length === 16) {
                                if (val[11] !== 0 && Math.abs(val[15]) > 1.0) viewProjMatrix = val;
                            }
                            uniformCache.get(currentProgram).set(loc._name, val);
                        }
                        return Reflect.apply(...arguments);
                    }
                });
            }
        });

        GL.drawElements = new Proxy(GL.drawElements, {
            apply(target, thisArg, args) {
                const gl = thisArg, vC = args[1];
                if (currentProgram && vC > 1000) PlayerDetector.processDrawCall(gl, currentProgram, vC);

                if (PLAYER_VERTEX_SET.has(vC)) {
                    const wasEnabled = isDepthEnabled;
                    // Só desativa o DEPTH_TEST se o config.chams for true
                    if (config.chams && wasEnabled) gl.disable(gl.DEPTH_TEST);
                    const r = Reflect.apply(...arguments);
                    if (config.chams && wasEnabled) gl.enable(gl.DEPTH_TEST);
                    return r;
                }
                return Reflect.apply(...arguments);
            }
        });
    };

    unsafeWindow.HTMLCanvasElement.prototype.getContext = new Proxy(unsafeWindow.HTMLCanvasElement.prototype.getContext, {
        apply(target, thisArg, args) {
            const ctx = Reflect.apply(...arguments);
            if (ctx && (args[0] === 'webgl2' || args[0] === 'webgl')) {
                if (args[1]) args[1].preserveDrawingBuffer = false;
                hookWebGL(Object.getPrototypeOf(ctx));
            }
            return ctx;
        }
    });

    if (unsafeWindow.WebGLRenderingContext) hookWebGL(unsafeWindow.WebGLRenderingContext.prototype);
    if (unsafeWindow.WebGL2RenderingContext) hookWebGL(unsafeWindow.WebGL2RenderingContext.prototype);

    const init = () => {
        createUI();
        window.addEventListener('mousedown', (e) => { if (e.button === 2) isAiming = true; });
        window.addEventListener('mouseup', (e) => { if (e.button === 2) isAiming = false; });

        const loop = () => {
            const cx = window.innerWidth / 2, cy = window.innerHeight / 2;
            let best = null, minDist = config.fov;
            detectedPlayers.forEach(p => {
                const sPos = worldToScreen(p.position);
                if (!sPos) return;
                const d = Math.hypot(sPos[0] - cx, sPos[1] - cy);
                if (d < minDist) { minDist = d; best = p; }
            });
            currentTarget = best;
            detectedPlayers.length = 0;

            if (PLAYER_HISTORY.size > 50) {
                const now = Date.now();
                for (const [id, data] of PLAYER_HISTORY) if (now - data.tick > 2000) PLAYER_HISTORY.delete(id);
            }
            requestAnimationFrame(loop);
        };
        requestAnimationFrame(loop);
    };

    if (document.readyState === 'complete') init();
    else window.addEventListener('load', init);

})();