// ==UserScript==
// @name Krunker Dogeware - by The Gaming Gurus
// @description The most advanced krunker cheat
// @version 2.04
// @author SkidLamer - From The Gaming Gurus
// @supportURL https://discord.gg/upA3nap6Ug
// @homepage https://skidlamer.github.io/
// @iconURL https://i.imgur.com/MqW6Ufx.png
// @match *.krunker.io/*
// @exclude *krunker.io/social*
// @run-at document-start
// @grant none
// @noframes
// @namespace https://greasyfork.org/users/704479
// ==/UserScript==
/* eslint-env es6 */
/* eslint-disable curly, no-undef, no-loop-func, no-return-assign, no-sequences */
/* Ip Dip Dog Shit Chonker Stood In It */
(function(){
// requestAnimationFrame - if there's an error, alert it
window.requestAnimationFrame = new Proxy(window.requestAnimationFrame, {
apply(target, thisArg, argArray) {
const cb = argArray[0];
argArray[0] = function () {
try {
return cb.apply(this, arguments)
} catch (e) {
alert("FATAL ERROR:\n"+e+"\n"+e.stack)
}
}
return target.apply(thisArg, argArray)
}
})
window.cheat = {
// default settings
settings: {
aimbot: 1,
superSilent: true,
AImbot: true,
frustumCheck: false,
staticWeaponZoom: false,
wallbangs: true,
alwaysAim: false,
pitchHack: 0,
thirdPerson: false,
autoReload: false,
speedHack: false,
rangeCheck: false,
alwaysTrail: false,
spinAimFrames: 10,
animatedBillboards: false,
esp: 1,
espFontSize: 10,
tracers: false,
showGuiButton: true,
awtv: false,
uwtv: false,
forceUnsilent: false,
bhop: 0,
spinBot: false,
markTarget: true,
skinHack: false,
aimOffset: 0,
aimNoise: 0,
keybinds: true,
antikick: true,
fovbox: false,
drawFovbox: true,
fovBoxSize: 1,
guiOnMMB: false,
chams: false,
wireframe: false,
chamsc: 0,
customCss: "",
selfChams: false,
autoNuke: false,
chamsInterval: 500,
preventMeleeThrowing: false,
//autoSwap: false,
forceNametagsOn: false,
aimbotRange: 0,
},
state: {
bindAimbotOn: true,
quickscopeCanShoot: true,
spinFrame: 0,
pressedKeys: new Set(),
shouldCrouch: false,
spinCounter: 0,
activeTab: 0,
frame: 0
// check if exist before accessing:
// me, game, players, controls, three, config, renderer, canvasScale, ctx
},
gui: {},
math: {
getDir: function(x1, y1, x2, y2) {
return Math.atan2(y1 - y2, x1 - x2)
},
getDistance: function(x1, y1, x2, y2) {
return Math.sqrt((x2 -= x1) * x2 + (y2 -= y1) * y2)
},
getD3D: function(x1, y1, z1, x2, y2, z2) {
const dx = x1 - x2, dy = y1 - y2, dz = z1 - z2
return Math.sqrt(dx * dx + dy * dy + dz * dz)
},
// getAngleDst: function(a, b) {k
// return Math.atan2(Math.sin(b - a), Math.cos(a - b))
// },
getXDire: function(x1, y1, z1, x2, y2, z2) {
const h = Math.abs(y1 - y2), dst = this.getD3D(x1, y1, z1, x2, y2, z2)
return (Math.asin(h / dst) * ((y1 > y2) ? -1 : 1))
},
lineInRect: function(lx1, lz1, ly1, dx, dz, dy, x1, z1, y1, x2, z2, y2) {
const t1 = (x1 - lx1) * dx, t2 = (x2 - lx1) * dx, t3 = (y1 - ly1) * dy
const t4 = (y2 - ly1) * dy, t5 = (z1 - lz1) * dz, t6 = (z2 - lz1) * dz
const tmin = Math.max(Math.max(Math.min(t1, t2), Math.min(t3, t4)), Math.min(t5, t6))
const tmax = Math.min(Math.min(Math.max(t1, t2), Math.max(t3, t4)), Math.max(t5, t6))
return (tmax < 0 || tmin > tmax) ? false : tmin
},
},
isClient: !!window.doge_work
}
localStorage.kro_setngss_json ? Object.assign(window.cheat.settings, JSON.parse(localStorage.kro_setngss_json)) : localStorage.kro_setngss_json = JSON.stringify(window.cheat.settings)
// disable audioparam errors
Object.keys(AudioParam.prototype).forEach(name => {
if (Object.getOwnPropertyDescriptor(AudioParam.prototype, name).get)
return
const old = AudioParam.prototype[name]
AudioParam.prototype[name] = function() {
try {
return old.apply(this, arguments)
} catch (e) {
console.log("AudioParam error:\n"+e)
return false
}
}
})
// object.prototype defines
Object.defineProperties(Object.prototype, {
thirdPerson: {
get() {return cheat.settings.thirdPerson}
},
renderer: { // Get renderer, mostly for stuff like frustum or camera
enumerable: false, get() {
if (this.camera) {
cheat.state.renderer = this
}
return this._renderer
}, set(v) {
this._renderer = v
}
},
OBJLoader: { // THREE
enumerable: false, get() {
return this._OBJLoader
}, set(v) {
cheat.state.three = this
this._OBJLoader = v
}
},
useLooseClient: {
enumerable: false, get() {
return this._ulc
}, set(v) {
cheat.state.config = this
// Increase the rate in which inView is updated to every frame, making aimbot way more responsive
Object.defineProperty(this, "nameVisRate", {
value: 0,
writable: false,
configurable: true,
})
this._ulc = v
}
},
trail: { // All weapon tracers
enumerable: false,
get() { return cheat.settings.alwaysTrail || this._trail },
set(v) { this._trail = v }
},
showTracers: {
enumerable: false,
get() { return cheat.settings.alwaysTrail || this._showTracers },
set(v) { this._showTracers = v }
},
shaderId: { // Animated billboards
enumerable: false,
get() {
if (this.src && this.src.startsWith("pubs/")) return cheat.settings.animatedBillboards ? 1 : this.rshaderId;
else return this.rshaderId
},
set(v) {
this.rshaderId = v
}
},
// Clientside prevention of inactivity kick
idleTimer: {
enumerable: false, get() {
return cheat.settings.antikick ? 0 : this._idleTimer
}, set(v) {
this._idleTimer = v
}
},
kickTimer: {
enumerable: false, get() {
return cheat.settings.antikick ? Infinity : this._kickTimer
}, set(v) {
this._kickTimer = v
}
}
});
function initCheatCanvas(inGameUI) {
cheat.canvas = document.createElement("canvas")
cheat.canvas.width = innerWidth
cheat.canvas.height = innerHeight
window.addEventListener("resize", () => {
const scale = cheat.state.canvasScale || 1
cheat.canvas.width = innerWidth/scale
cheat.canvas.height = innerHeight/scale
})
inGameUI.insertAdjacentElement("beforeend", cheat.canvas)
cheat.state.ctx = cheat.canvas.getContext("2d")
}
const itv = setInterval(() => {
if (document.getElementById("inGameUI")) {
clearInterval(itv)
initCheatCanvas(document.getElementById("inGameUI"))
}
}, 100)
function renderHook() {
if (!cheat.state.renderHookArgs) return
const [_, game, controls, renderer, me, delta] = cheat.state.renderHookArgs
cheat.state.canvasScale = parseFloat(document.getElementById("uiBase").style.transform.match(/\((.+)\)/)[1])
cheat.state.players = game.players
cheat.state.game = game
cheat.state.controls = controls
cheat.state.renderer = renderer
cheat.state.me = me
if (!cheat.state.renderer.frustum) return
if (me && me.weapon && !me.weapon.zoomHooked) {
me.weapon.zoomHooked = true
me.weapon._zoom = me.weapon.zoom
Object.defineProperty(me.weapon, "zoom", {
get() {return cheat.settings.staticWeaponZoom ? 1 : this._zoom }
})
}
const ctx = cheat.state.ctx
const scale = parseFloat(document.getElementById("uiBase").style.transform.match(/\((.+)\)/)[1])
const width = innerWidth/scale, height = innerHeight/scale
cheat.canvas.width = width
cheat.canvas.height = height
if (!ctx) return
function world2Screen(pos, yOffset = 0) {
pos.y += yOffset
pos.project(cheat.state.renderer.camera)
pos.x = (pos.x + 1) / 2
pos.y = (-pos.y + 1) / 2
pos.x *= width
pos.y *= height
return pos
}
function line(x1, y1, x2, y2, lW, sS) {
ctx.save()
ctx.lineWidth = lW + 2
ctx.beginPath()
ctx.moveTo(x1, y1)
ctx.lineTo(x2, y2)
ctx.strokeStyle = "rgba(0, 0, 0, 0.25)"
ctx.stroke()
ctx.lineWidth = lW
ctx.strokeStyle = sS
ctx.stroke()
ctx.restore()
}
function rect(x, y, ox, oy, w, h, color, fill) {
ctx.save()
ctx.translate(~~x, ~~y)
ctx.beginPath()
fill ? ctx.fillStyle = color : ctx.strokeStyle = color
ctx.rect(ox, oy, w, h)
fill ? ctx.fill() : ctx.stroke()
ctx.closePath()
ctx.restore()
}
function getTextMeasurements(arr) {
for (let i = 0; i < arr.length; i++) {
arr[i] = ~~ctx.measureText(arr[i]).width
}
return arr
}
function gradient(x, y, w, h, colors) {
const grad = ctx.createLinearGradient(x, y, w, h)
for (let i = 0; i < colors.length; i++) {
grad.addColorStop(i, colors[i])
}
return grad
}
function text(txt, font, color, x, y) {
ctx.save()
ctx.translate(~~x, ~~y)
ctx.fillStyle = color
ctx.strokeStyle = "rgba(0, 0, 0, 0.5)"
ctx.font = font
ctx.lineWidth = 1
ctx.strokeText(txt, 0, 0)
ctx.fillText(txt, 0, 0)
ctx.restore()
}
const padding = 2
ctx.clearRect(0, 0, width, height)
// tecchhchy (with some stuff by me)
if (cheat.settings.esp > 1) {
for(const player of cheat.state.players.list.filter(v => (!v.isYTMP && v.active && (v.pos = {x: v.x, y: v.y, z: v.z})))) {
const pos = new cheat.state.three.Vector3(player.pos.x, player.pos.y, player.pos.z)
const screenR = world2Screen(pos.clone())
const screenH = world2Screen(pos.clone(), player.height)
const hDiff = ~~(screenR.y - screenH.y)
const bWidth = ~~(hDiff * 0.6)
const font = cheat.settings.espFontSize+"px GameFont"
if (!cheat.state.renderer.frustum.containsPoint(player.pos)) {
continue
}
if (cheat.settings.tracers) {
line(width / 2, (cheat.settings.tracers === 2 ? height / 2 : height - 1), screenR.x, screenR.y, 2, player.team === null ? "#FF4444" : player.team === cheat.state.me.team ? "#44AAFF" : "#FF4444")
}
if (player.isTarget) {
ctx.save()
const meas = getTextMeasurements(["TARGET"])
text("TARGET", font, "#FFFFFF", screenH.x-meas[0]/2, screenH.y-cheat.settings.espFontSize*1.5)
ctx.beginPath()
ctx.translate(screenH.x, screenH.y+Math.abs(hDiff/2))
ctx.arc(0, 0, Math.abs(hDiff/2)+10, 0, Math.PI*2)
ctx.strokeStyle = "#FFFFFF"
ctx.stroke()
ctx.closePath()
ctx.restore()
}
if (cheat.settings.esp === 2) {
ctx.save()
ctx.strokeStyle = (me.team === null || player.team !== me.team) ? "#FF4444" : "#44AAFF"
ctx.strokeRect(screenH.x-bWidth/2, screenH.y, bWidth, hDiff)
ctx.restore()
continue
}
rect((screenH.x - bWidth / 2) - 7, ~~screenH.y - 1, 0, 0, 4, hDiff + 2, "#000000", false)
rect((screenH.x - bWidth / 2) - 7, ~~screenH.y - 1, 0, 0, 4, hDiff + 2, "#44FF44", true)
rect((screenH.x - bWidth / 2) - 7, ~~screenH.y - 1, 0, 0, 4, ~~((player[cheat.vars.maxHealth] - player.health) / player[cheat.vars.maxHealth] * (hDiff + 2)), "#000000", true)
ctx.save()
ctx.lineWidth = 4
ctx.translate(~~(screenH.x - bWidth / 2), ~~screenH.y)
ctx.beginPath()
ctx.rect(0, 0, bWidth, hDiff)
ctx.strokeStyle = "rgba(0, 0, 0, 0.25)"
ctx.stroke()
ctx.lineWidth = 2
ctx.strokeStyle = player.team === null ? '#FF4444' : cheat.state.me.team === player.team ? '#44AAFF' : '#FF4444'
ctx.stroke()
ctx.closePath()
ctx.restore()
const playerDist = ~~(cheat.math.getD3D(me.x, me.y, me.z, player.pos.x, player.pos.y, player.pos.z) / 10)
ctx.save()
ctx.font = font
const meas = getTextMeasurements(["[", playerDist, "m]", player.level, "©", player.name])
ctx.restore()
const grad2 = gradient(0, 0, meas[4] * 5, 0, ["rgba(0, 0, 0, 0.25)", "rgba(0, 0, 0, 0)"])
if (player.level) {
const grad = gradient(0, 0, (meas[4] * 2) + meas[3] + (padding * 3), 0, ["rgba(0, 0, 0, 0)", "rgba(0, 0, 0, 0.25)"])
rect(~~(screenH.x - bWidth / 2) - 12 - (meas[4] * 2) - meas[3] - (padding * 3), ~~screenH.y - padding, 0, 0, (meas[4] * 2) + meas[3] + (padding * 3), meas[4] + (padding * 2), grad, true)
text(""+player.level, font, '#FFFFFF', ~~(screenH.x - bWidth / 2) - 16 - meas[3], ~~screenH.y + meas[4] * 1)
}
rect(~~(screenH.x + bWidth / 2) + padding, ~~screenH.y - padding, 0, 0, (meas[4] * 5), (meas[4] * 4) + (padding * 2), grad2, true)
text(player.name, font, player.team === null ? '#FFCDB4' : me.team === player.team ? '#B4E6FF' : '#FFCDB4', (screenH.x + bWidth / 2) + 4, screenH.y + meas[4] * 1)
if (player.clan) text("["+player.clan+"]", font, "#AAAAAA", (screenH.x + bWidth / 2) + 8 + meas[5], screenH.y + meas[4] * 1)
text(player.health+" HP", font, "#33FF33", (screenH.x + bWidth / 2) + 4, screenH.y + meas[4] * 2)
text(player.weapon.name, font, "#DDDDDD", (screenH.x + bWidth / 2) + 4, screenH.y + meas[4] * 3)
text("[", font, "#AAAAAA", (screenH.x + bWidth / 2) + 4, screenH.y + meas[4] * 4)
text(""+playerDist, font, "#DDDDDD", (screenH.x + bWidth / 2) + 4 + meas[0], screenH.y + meas[4] * 4)
text("m]", font, "#AAAAAA", (screenH.x + bWidth / 2) + 4 + meas[0] + meas[1], screenH.y + meas[4] * 4)
}
}
// Chams
if (cheat.settings.chams && cheat.state.players) {
for (const player of cheat.state.players.list.filter(v => ((cheat.settings.selfChams || !v.isYTMP) && v.active && (v.pos = {x: v.x, y: v.y, z: v.z})))) {
const o = player[cheat.vars.objInstances]
if (!o) {
continue
}
// Reflect.defineProperty doesnt throw errors
if (!o.visible) {
Reflect.defineProperty(o, "visible", {
get() {
return cheat.settings.chams || this._visible
},
set(v){
this._visible = v
}
})
}
o.traverse(e => {
if (e.type === "Mesh") {
Reflect.defineProperty(e.material, "wireframe", {
get() {
return cheat.settings.wireframe || this._wf
},
set(v){
this._wf = v
}
})
e.visible = true
e.material.visible = true
e.material.depthTest = false
e.material.transparent = true
e.material.fog = false
const modes = [
null,
{r: 1},
{g: 1},
{b: 1},
{g: 1, b: 1},
{r: 1, b: 1},
{r: 1, g: 1}
]
if (cheat.settings.chamsc === 7) {
// epilepsy
e.material.emissive = modes[1+Math.floor(Math.random()*6)]
} else if (cheat.settings.chamsc === 8) {
// rgb
const cur = ~~((Date.now()%(cheat.settings.chamsInterval*6))/cheat.settings.chamsInterval)
e.material.emissive = modes[cur+1]
} else {
e.material.emissive = modes[cheat.settings.chamsc]
}
}
})
}
}
if (cheat.settings.fovbox && cheat.settings.drawFovbox) {
let fovBox = [width/3, height/4, width*(1/3), height/2]
switch (cheat.settings.fovBoxSize) {
// medium
case 2:
fovBox = [width*0.4, height/3, width*0.2, height/3]
break
// small
case 3:
fovBox = [width*0.45, height*0.4, width*0.1, height*0.2]
break
}
ctx.save()
ctx.strokeStyle = "red"
ctx.strokeRect(...fovBox)
ctx.restore()
}
}
const isDefined = (x) => typeof x !== "undefined" && x !== null
// Hook render and run renderHook
Object.defineProperty(Object.prototype, "render", {
enumerable: false, get() {
return this._render
}, set(v) {
if (isDefined(this.showHits)) {
this._render = new Proxy(v, {
apply(target, thisArg, argArray) {
const ret = target.apply(thisArg, argArray)
cheat.state.renderHookArgs = argArray
renderHook()
return ret
}
})
} else {
this._render = v
}
}
})
// skin hack
let skinConfig = {}
function s(c) {
window.dispatchWsEvent = c._dispatchEvent.bind(c)
window.sendWsMessage = c.send.bind(c)
c.send = new Proxy(c.send, {
apply(target, thisArg, msg) {
// Captures the skins selected from the "en" (enter game) message
if (msg[0] === "en")
skinConfig = {
main: msg[1][2][0],
secondary: msg[1][2][1],
hat: msg[1][3],
body: msg[1][4],
knife: msg[1][9],
dye: msg[1][14],
waist: msg[1][17],
}
return target.apply(thisArg, msg)
}
})
c._dispatchEvent = new Proxy(c._dispatchEvent, {
apply(target, thisArg, [type, msg]) {
// Modifies the skins in the incoming "0" message
if (skinConfig && type === "0" && cheat.settings.skinHack) {
const playersInfo = msg[0]
let perPlayerSize = 38
while (playersInfo.length % perPlayerSize !== 0) {
perPlayerSize++
}
for(let i = 0; i < playersInfo.length; i += perPlayerSize) {
if (playersInfo[i] === c.socketId) {
playersInfo[i + 12] = [skinConfig.main, skinConfig.secondary]
playersInfo[i + 13] = skinConfig.hat
playersInfo[i + 14] = skinConfig.body
playersInfo[i + 19] = skinConfig.knife
playersInfo[i + 25] = skinConfig.dye
playersInfo[i + 33] = skinConfig.waist
}
}
}
return target.apply(thisArg, arguments[2])
}
})
}
const events = Symbol("kpal")
// `events` is a property in the ws object
Object.defineProperty(Object.prototype, "events", {enumerable:!1,get(){return this[events]},set(v){if(this.ahNum===0){s(this)}this[events]=v}})
const skins = Symbol("lol anticheat")
// modifies the "skins" property to show the skins in GUI
Object.defineProperty(Object.prototype, "skins", {
enumerable: false,
get() {
if (this.stats && cheat.settings.skinHack) {
return this.fakeSkins
}
return this[skins]
},
set(v) {
if ("stats" in this) {
this.fakeSkins = []
for (let i = 0; i < 5000; i++) {
if (v[i]) {
this.fakeSkins.push({ind: i, cnt: v[i].cnt})
} else {
this.fakeSkins.push({ind: i, cnt: "SH"})
}
}
}
this[skins] = v
}
})
// gui
let initGUI;
function getGuiHtml() {
// name - Visible setting name
// settingName - name of the property in cheat.settings
// needsRestart - shows this red asterisk next to the setting name
// description - the description on mouse hover
const builder = {
checkbox: (name, settingName, description = "", needsRestart = false) =>
`<div class="settName" title="${description}">${name} ${needsRestart ? "<span style=\"color: #eb5656\">*</span>" : ""}<label class="switch" style="margin-left:10px"><input type="checkbox" onclick='cheat.gui.setSetting("${settingName}", this.checked)' ${cheat.settings[settingName]?"checked":""}><span class="slider"></span></label></div>`,
client_setting: (name, settingName, description = "", needsRestart = true) =>
`<div class="settName" title="${description}">${name} ${needsRestart ? "<span style=\"color: #eb5656\">*</span>" : ""}<label class="switch" style="margin-left:10px"><input type="checkbox" onclick='doge_setsetting("${settingName}", this.checked?"1":"0")' ${cheat.settings[settingName]?"checked":""}><span class="slider"></span></label></div>`,
select: (name, settingName, options, description = "", needsRestart = false) => {
let built = `<div class="settName" title="${description}">${name} ${needsRestart ? "<span style=\"color: #eb5656\">*</span>" : ""}<select onchange='cheat.gui.setSetting("${settingName}", parseInt(this.value))' class="inputGrey2">`
for (const option in options) {
if (options.hasOwnProperty(option))
built += `<option value="${options[option]}" ${cheat.settings[settingName] == options[option]?"selected":""}>${option}</option>,`
}
return built + "</select></div>"
},
slider: (name, settingName, min, max, step, description = "") =>
`<div class="settName" title="${description}">${name} <input type="number" class="sliderVal" id="slid_input_${settingName}" min="${min}" max="${max}" value="${cheat.settings[settingName]}" onkeypress="cheat.gui.setSetting('${settingName}', parseFloat(this.value.replace(',', '.')));document.querySelector('#slid_input_${settingName}').value=this.value" style="margin-right:0;border-width:0"><div class="slidecontainer" style=""><input type="range" id="slid_${settingName}" min="${min}" max="${max}" step="${step}" value="${cheat.settings[settingName]}" class="sliderM" oninput="cheat.gui.setSetting('${settingName}', parseFloat(this.value));document.querySelector('#slid_input_${settingName}').value=this.value"></div></div>`,
input: (name, settingName, type, description, extra) =>
`<div class="settName" title="${description}">${name} <input type="${type}" name="${type}" id="slid_utilities_${settingName}"\n${'color' == type ? 'style="float:right;margin-top:5px"' : `class="inputGrey2" placeholder="${extra}"`}\nvalue="${cheat.settings[settingName]}" oninput="cheat.gui.setSetting(\x27${settingName}\x27, this.value)"/></div>`,
label: (name, description) =>
"<br><span style='color: black; font-size: 20px; margin: 20px 0'>"+name+"</span> <span style='color: dimgrey; font-size: 15px'>"+(description||"")+"</span><br>",
nobrlabel: (name, description) =>
"<span style='color: black; font-size: 20px; margin: 20px 0'>"+name+"</span> <span style='color: dimgrey; font-size: 15px'>"+(description||"")+"</span><br>",
br: () => "<br>",
style: content => `<style>${content}</style>`,
}
let built = `<div id="settHolder">
<h3 style="margin-bottom: 10px">Dogeware v3</h3>
<h5 style="margin: 15px 0">Made by The Gaming Gurus, Join <a href="https://skidlamer.github.io/wp/index.html">The Gaming Gurus discord server</a> for more hacks.<br></h5>`
// fix ugly looking 'built +=' before every builder call
Object.keys(builder).forEach(name => {
const o = builder[name]
builder[name] = function () {
return built += o.apply(this, arguments), ""
}
})
// Tabs stuff
const tabNames = ["Weapon", "Wallhack", "Visual", "Tweaks", "Movement", "Other"]
if (cheat.isClient) {
tabNames.push("Client")
}
builder.style(`
.cheatTabButton {
color: black;
background: #ddd;
padding: 2px 7px;
font-size: 15px;
cursor: pointer;
text-align: center;
}
.cheatTabActive {
background: #bbb;
}
`)
cheat.gui.changeTab = function (tabbtn) {
const tn = tabbtn.innerText
document.getElementById("cheat-tabbtn-"+tabNames[cheat.state.activeTab]).classList.remove("cheatTabActive")
document.getElementById("cheat-tab-"+tabNames[cheat.state.activeTab]).style.display = "none"
tabbtn.classList.add("cheatTabActive")
document.getElementById("cheat-tab-"+tn).style.display = "block"
cheat.state.activeTab = tabNames.indexOf(tn)
}
built += `<table style="width: 100%; margin-bottom: 30px"><tr>`
for (let i = 0; i < tabNames.length; i++) {
const tab = tabNames[i]
built += `<td id="cheat-tabbtn-${tab}" onclick="cheat.gui.changeTab(this)" class="cheatTabButton ${tabNames[cheat.state.activeTab] === tab ? 'cheatTabActive' : ''}">`
built += tab
built += `</td>`
}
built += `</table></tr>`
function tab(i, cb) {
built += `<div style="display: ${cheat.state.activeTab === i ? 'block' : 'none'}" class="cheat-tab" id="cheat-tab-${tabNames[i]}">`
cb()
built += `</div>`
}
// build gui
tab(0, () => {
builder.select("Aimbot [Y]", "aimbot", {
"None": 0,
"Quickscope / Auto pick": 1,
"Silent aimbot": 2,
//"Spin aimbot": 3,
"Aim assist": 4,
"Easy aim assist": 11,
"SP Trigger bot": 12,
"Silent on aim": 6,
"Smooth": 7,
"Unsilent": 10,
"Unsilent on aim": 5,
"Aim correction": 9,
})
builder.select("Spin aimbot speed", "spinAimFrames", {
"1": 30,
"2": 20,
"3": 15,
"4": 10,
"5": 5,
})
builder.slider("Aim range", "aimbotRange", 0, 1000, 10, "Set above 0 to make the aimbot pick enemies only at the selected range")
builder.slider("Aim offset", "aimOffset", -4, 1, 0.1, "The lower it is, the lower the aimbot will shoot (0 - head, -4 - body)")
builder.slider("Aim noise", "aimNoise", 0, 2, 0.005, "The higher it is, the lower is the aimbot accuracy")
builder.checkbox("Supersilent aim", "superSilent", "Only works with quickscope and silent aim, makes it almost invisible that you're looking at somebody when you're shooting at him")
builder.checkbox("Aim at AIs", "AImbot", "Makes the aimbot shoot at NPCs")
builder.checkbox("FOV check", "frustumCheck", "Makes you only shoot at enemies that are in your field of view. Prevents 180 flicks")
builder.checkbox("FOV box", "fovbox", "Creates a box in which enemies can be targetted, enable with FOV check")
builder.select("FOV box size", "fovBoxSize", {
"Big": 1,
"Medium": 2,
"Small": 3,
})
builder.checkbox("Wallbangs", "wallbangs", "Makes the aimbot shoot enemies behind walls")
builder.checkbox("Aimbot range check", "rangeCheck", "Checks if the enemy is in range of your weapon before shooting it, disable for rocket launcher")
builder.checkbox("Auto reload", "autoReload", "Automatically reloads your weapon when it's out of ammo")
builder.checkbox("Prevent melee throwing", "preventMeleeThrowing", "Prevents you from throwing your knife")
//builder.checkbox("Auto swap", "autoSwap", "Automatically swaps the weapon when you're out of ammo")
})
tab(1, () => {
builder.select("ESP [H]", "esp", {
"None": 0,
"Nametags": 1,
"Box ESP": 2,
"Full ESP": 3,
})
builder.select("ESP Font Size", "espFontSize", {
"30px": 30,
"25px": 25,
"20px": 20,
"15px": 15,
"10px": 10,
"5px": 5,
})
builder.select("Tracers", "tracers", {
"None": 0,
"Bottom": 1,
"Middle": 2,
}, "Draws lines to players")
builder.checkbox("Mark aimbot target", "markTarget", "Shows who is the aimbot targetting at the time, useful for aim assist/aim correction")
builder.checkbox("Draw FOV box", "drawFovbox", "Draws the FOV box from aimbot settings")
builder.checkbox("Chams", "chams")
builder.select("Chams colour", "chamsc", {
"None": 0,
"Red": 1,
"Green": 2,
"Blue": 3,
"Cyan": 4,
"Pink": 5,
"Yellow": 6,
"RGB": 8,
"Epilepsy": 7,
})
builder.checkbox("Self chams", "selfChams", "Makes your weapon affected by chams")
builder.checkbox("Wireframe", "wireframe")
builder.slider("RGB interval", "chamsInterval", 50, 1000, 50, "How fast will the RGB chams change colour")
})
tab(2, () => {
builder.checkbox("Skin hack", "skinHack", "Makes you able to use any skin in game, only shows on your side")
builder.checkbox("Third person mode", "thirdPerson")
builder.checkbox("No weapon zoom", "staticWeaponZoom", "Removes the distracting weapon zoom animation")
builder.checkbox("Any weapon trail", "alwaysTrail")
builder.checkbox("Billboard shaders", "animatedBillboards", "Disable if you get fps drops")
})
tab(3, () => {
builder.checkbox("Always aim", "alwaysAim", "Makes you slower and jump lower, but the aimbot can start shooting at enemies faster. Only use if ur good at bhopping")
builder.checkbox("Aim when target visible", "awtv")
builder.checkbox("Unaim when no target visible", "uwtv")
builder.checkbox("Force unsilent", "forceUnsilent")
})
tab(4, () => {
builder.select("Auto bhop", "bhop", {
"None": 0,
"Auto Jump": 1,
"Key Jump": 2,
"Auto Slide": 3,
"Key Slide": 4,
})
builder.label("Only use with silent aim")
builder.select("Pitch hax", "pitchHack", {
"Disabled": 0,
"Downward": 1,
"Upward": 2,
"sin(time)": 3,
"sin(time/5)": 4,
"double": 5,
"random": 6,
}, "Only use with aimbot on")
builder.checkbox("Spin bot", "spinBot")
})
tab(5, () => {
builder.input("Custom CSS", "customCss", "url", "", "URL to CSS file")
builder.checkbox("Show GUI button", "showGuiButton", "Disable if you don't want the dog under settings to be visible")
builder.checkbox("GUI on middle mouse button", "guiOnMMB", "Makes it possible to open this menu by clicking the mouse wheel")
builder.checkbox("Keybinds", "keybinds", "Turn keybinds on/off, Aimbot - Y, ESP - H")
builder.checkbox("No inactivity kick", "antikick", "Disables the 'Kicked for inactivity' message (client side, but works)")
builder.checkbox("Auto nuke", "autoNuke", "Automatically nukes when you are able to")
builder.checkbox("Force nametags on", "fgno", "Use in custom games with disabled nametags")
})
if (cheat.isClient) {
tab(6, () => {
builder.nobrlabel("Restart is required after changing any of these settings")
builder.br()
builder.client_setting("Uncap FPS", "uncap_fps", "Disables V-Sync")
builder.client_setting("Adblock", "adblock", "Disables ads")
})
}
built += "</div>"
return built
}
initGUI = function() {
function createButton(name, iconURL, fn) {
const menu = document.querySelector("#menuItemContainer"),
menuItem = document.createElement("div"),
menuItemIcon = document.createElement("div"),
menuItemTitle = document.createElement("div")
menuItem.className = "menuItem"
menuItemIcon.className = "menuItemIcon"
menuItemTitle.className = "menuItemTitle"
menuItemTitle.innerHTML = name
menuItemIcon.style.backgroundImage = `url("https://i.imgur.com/QkEcRaR.png")`
menuItem.append(menuItemIcon, menuItemTitle)
menu.append(menuItem)
menuItem.addEventListener("click", fn)
}
cheat.gui.cssElem = document.createElement("link")
cheat.gui.cssElem.rel = "stylesheet"
cheat.gui.cssElem.href = cheat.settings.customCss
try {
document.head.appendChild(cheat.gui.cssElem)
} catch (e) {
alert("Error injecting custom CSS:\n"+e)
cheat.settings.customCss = ""
}
cheat.gui.setSetting = function(setting, value) {
switch (setting) {
case "customCss":
cheat.settings.customCss = value
break
default:
cheat.settings[setting] = value
}
localStorage.kro_setngss_json = JSON.stringify(cheat.settings);
}
cheat.gui.windowIndex = windows.length+1
cheat.gui.settings = {
aimbot: {
val: cheat.settings.aimbot
}
}
cheat.gui.windowObj = {
header: "CH33T",
html: "",
gen() {
return getGuiHtml()
}
}
Object.defineProperty(window.windows, windows.length, {
value: cheat.gui.windowObj
})
if (cheat.settings.showGuiButton) {
createButton("CH33TS", null, () => {
window.showWindow(cheat.gui.windowIndex)
})
}
}
function showGUI() {
if (document.pointerLockElement || document.mozPointerLockElement) {
document.exitPointerLock()
}
window.showWindow(cheat.gui.windowIndex)
}
// event listeners
// show gui
window.addEventListener("mouseup", (e) => {
if(e.which === 2 && cheat.settings.guiOnMMB) {
e.preventDefault()
showGUI()
}
})
window.addEventListener("keydown", ev => {
if (ev.key === "F1") {
ev.preventDefault()
showGUI()
}
})
window.addEventListener("keydown", ev => {
if (!cheat.state.pressedKeys.has(ev.code)) {
cheat.state.pressedKeys.add(ev.code)
}
})
window.addEventListener("keyup", ev => {
if (cheat.state.pressedKeys.has(ev.code)) {
cheat.state.pressedKeys.delete(ev.code)
}
if (!(document.activeElement.tagName === "INPUT" || !window.endUI && window.endUI.style.display) && cheat.settings.keybinds) {
switch (ev.code) {
case "KeyY":
cheat.state.bindAimbotOn = !cheat.state.bindAimbotOn
dispatchWsEvent("ch", [null, ("Aimbot "+(cheat.state.bindAimbotOn?"on":"off")), 1])
break
case "KeyH":
cheat.settings.esp = (cheat.settings.esp+1)%4
dispatchWsEvent("ch", [null, "ESP: "+["disabled", "nametags", "box", "full"][cheat.settings.esp], 1])
break
}
}
})
function procInputs(me, input, game, recon, lock) {
const key = {
frame: 0,
delta: 1,
xdir: 2,
ydir: 3,
moveDir: 4,
shoot: 5,
scope: 6,
jump: 7,
reload: 8,
crouch: 9,
weaponScroll: 10,
weaponSwap: 11,
moveLock: 12
}
const moveDir = {
leftStrafe: 0,
forward: 1,
rightStrafe: 2,
right: 3,
backwardRightStrafe: 4,
backward: 5,
backwardLeftStrafe: 6,
left: 7
}
cheat.state.frame = input[key.frame]
cheat.state.players = game.players
cheat.state.game = game
cheat.state.me = me
cheat.state.controls = game.controls
// AUTO NUKE
if (cheat.settings.autoNuke && me && Object.keys(me.streaks).length) {
sendWsMessage("k", 0)
}
// BHOP
const bhop = cheat.settings.bhop
if (bhop) {
if (cheat.state.pressedKeys.has("Space") || [1,3].includes(bhop)) {
cheat.state.controls.keys[cheat.state.controls.binds.jumpKey.val] ^= 1
if (cheat.state.controls.keys[cheat.state.controls.binds.jumpKey.val]) {
cheat.state.controls.didPressed[cheat.state.controls.binds.jumpKey.val] = 1
}
if ([3,4].includes(bhop) && ((cheat.state.pressedKeys.has('Space') || bhop === 3) && (cheat.state.me.canSlide))) {
setTimeout(() => {
cheat.state.shouldCrouch = false
}, 350)
cheat.state.shouldCrouch = true
}
}
}
if (cheat.state.shouldCrouch) {
input[key.crouch] = 1
}
// Makes nametags show in custom games, where nametags are disabled
if (cheat.settings.forceNametagsOn) {
try {
Object.defineProperty(game.config, "nameTags", {
get() {
return cheat.settings.forceNametagsOn ? false : game._nametags
},
set(v) {
game._nametags = v
}
})
} catch (e) {}
}
if (cheat.settings.spinBot) {
const rate = 1
input[key.moveDir] !== -1 && (input[key.moveDir] = (input[key.moveDir] + cheat.state.spinCounter - Math.round(7 * (input[key.ydir] / (Math.PI * 2000)))) % 7)
input[key.ydir] = cheat.state.spinCounter/7 * (Math.PI * 2000)
input[key.frame] % rate === 0 && (cheat.state.spinCounter = (cheat.state.spinCounter + 1) % 7)
}
// Auto swap (not working idk why)
// if (cheat.settings.autoSwap && !me.weapon.secondary && me[cheat.vars.ammos][0] === 0 && me[cheat.vars.ammos][1] > 0 && !me.swapTime && !me[cheat.vars.reloadTimer]) {
// input[key.weaponSwap] = 1
//}
// AUTO RELOAD
if (cheat.settings.autoReload && me[cheat.vars.ammos][me[cheat.vars.weaponIndex]] === 0) {
input[key.reload] = 1
}
// PITCH HACK
if (cheat.settings.pitchHack) {
switch (cheat.settings.pitchHack) {
case 1:
input[key.xdir] = -Math.PI*500
break
case 2:
input[key.xdir] = Math.PI*500
break
case 3:
input[key.xdir] = Math.sin(Date.now() / 50) * Math.PI * 500
break
case 4:
input[key.xdir] = Math.sin(Date.now() / 250) * Math.PI * 500
break
case 5:
input[key.xdir] = input[key.frame] % 2 ? Math.PI*500 : -Math.PI*500
break
case 6:
input[key.xdir] = (Math.random() * Math.PI - Math.PI/2) * 1000
break
}
}
// Add the `pos` property to Players and AIs
const getNoise = () => (Math.random()*2-1)*cheat.settings.aimNoise
game.players.list.forEach(v=>{v.pos={x:v.x,y:v.y,z:v.z}; v.npos={x:v.x+getNoise(),y:v.y+getNoise(),z:v.z+getNoise()}; v.isTarget=false})
if (game.AI.ais) {
game.AI.ais.forEach(v=>v.npos=v.pos={x:v.x,y:v.y,z:v.z})
}
// AIMBOT
if (cheat.state.renderer && cheat.state.renderer.frustum && me.active) {
game.controls.target = null
// Finds all the visible enemies
const targets = game.players.list.filter(enemy =>
!enemy.isYTMP &&
enemy.hasOwnProperty('npos') &&
(!cheat.settings.frustumCheck || cheat.state.renderer.frustum.containsPoint(enemy.npos)) &&
((me.team === null || enemy.team !== me.team) && enemy.health > 0 && enemy[cheat.vars.inView])
).sort((e, e2) => cheat.math.getDistance(me.x, me.z, e.npos.x, e.npos.z) - cheat.math.getDistance(me.x, me.z, e2.npos.x, e2.npos.z))
let target = targets[0]
// If there's a fov box, pick an enemy inside it instead (if there is)
if (cheat.settings.fovbox) {
// scale - idk why but that's needed to get working width and height
const scale = parseFloat(document.getElementById("uiBase").style.transform.match(/\((.+)\)/)[1])
const width = innerWidth/scale, height = innerHeight/scale
function world2Screen(pos, yOffset = 0) {
pos.y += yOffset
pos.project(cheat.state.renderer.camera)
pos.x = (pos.x + 1) / 2
pos.y = (-pos.y + 1) / 2
pos.x *= width
pos.y *= height
return pos
}
let foundTarget = false
for (let i = 0; i < targets.length; i++) {
const t = targets[i]
const sp = world2Screen(new cheat.state.three.Vector3(t.x, t.y, t.z), t.height/2)
let fovBox = [width/3, height/4, width*(1/3), height/2]
switch (cheat.settings.fovBoxSize) {
// medium
case 2:
fovBox = [width*0.4, height/3, width*0.2, height/3]
break
// small
case 3:
fovBox = [width*0.45, height*0.4, width*0.1, height*0.2]
break
}
if (sp.x >= fovBox[0] && sp.x <= (fovBox[0]+fovBox[2]) && sp.y >= fovBox[1] && sp.y < (fovBox[1]+fovBox[3])) {
target = targets[i]
foundTarget = true
break
}
}
if (!foundTarget) {
target = void "kpal"
}
}
let isAiTarget = false
if (game.AI.ais && cheat.settings.AImbot) {
let aiTarget = game.AI.ais.filter(ent => ent.mesh && ent.mesh.visible && ent.health && ent.pos && ent.canBSeen).sort((p1, p2) => cheat.math.getDistance(me.x, me.z, p1.pos.x, p1.pos.z) - cheat.math.getDistance(me.x, me.z, p2.pos.x, p2.pos.z)).shift()
if (!target || (aiTarget && cheat.math.getDistance(me.x, me.z, aiTarget.pos.x, aiTarget.pos.z) > cheat.math.getDistance(me.x, me.z, target.pos.x, target.pos.z))) {
target = aiTarget
isAiTarget = true
}
}
const isShooting = input[key.shoot]
if (target && cheat.settings.aimbot &&
cheat.state.bindAimbotOn &&
(!cheat.settings.aimbotRange || cheat.math.getD3D(me.x, me.y, me.z, target.x, target.y, target.z) < cheat.settings.aimbotRange) &&
(!cheat.settings.rangeCheck || cheat.math.getD3D(me.x, me.y, me.z, target.x, target.y, target.z) <= me.weapon.range) &&
!me[cheat.vars.reloadTimer]) {
if (cheat.settings.awtv) {
input[key.scope] = 1
}
target.isTarget = cheat.settings.markTarget
const yDire = (cheat.math.getDir(me.z, me.x, target.npos.z, target.npos.x) || 0) * 1000
const xDire = isAiTarget ?
((cheat.math.getXDire(me.x, me.y, me.z, target.npos.x, target.npos.y - target.dat.mSize/2, target.npos.z) || 0) - (0.3 * me[cheat.vars.recoilAnimY])) * 1000 :
((cheat.math.getXDire(me.x, me.y, me.z, target.npos.x, target.npos.y - target[cheat.vars.crouchVal] * 3 + me[cheat.vars.crouchVal] * 3 + cheat.settings.aimOffset, target.npos.z) || 0) - (0.3 * me[cheat.vars.recoilAnimY])) * 1000
// aimbot tweak
if (cheat.settings.forceUnsilent) {
game.controls.target = {
xD: xDire/1000,
yD: yDire/1000
}
game.controls.update(400)
}
// Different aimbot modes can share the same code
switch (cheat.settings.aimbot) {
// quickscope, silent, trigger aim, silent on aim, aim correction, unsilent
case 1: case 2: case 5: case 6: case 9: case 10: {
let onAim = [5, 6, 9].includes(cheat.settings.aimbot)
if ((cheat.settings.aimbot === 5 && input[key.scope]) || cheat.settings.aimbot === 10) {
game.controls.target = {
xD: xDire/1000,
yD: yDire/1000
}
game.controls.update(400)
}
if ([2, 10].includes(cheat.settings.aimbot) || (cheat.settings.aimbot === 1 && cheat.state.me.weapon.id)) {
!me.weapon.melee && (input[key.scope] = 1)
}
if ( /* me.weapon[cheat.vars.nAuto] && */ me[cheat.vars.didShoot]) {
input[key.shoot] = 0
cheat.state.quickscopeCanShoot = false
setTimeout(() => {
cheat.state.quickscopeCanShoot = true
}, me.weapon.rate)
} else if (cheat.state.quickscopeCanShoot && (!onAim || input[key.scope])) {
if (!me.weapon.melee) {
input[key.scope] = 1
}
if (!cheat.settings.superSilent && cheat.settings.aimbot !== 9) {
input[key.ydir] = yDire
input[key.xdir] = xDire
}
if ((cheat.settings.aimbot !== 9 && (!me[cheat.vars.aimVal] || me.weapon.noAim || me.weapon.melee)) ||
(cheat.settings.aimbot === 9 && isShooting)) {
input[key.ydir] = yDire
input[key.xdir] = xDire
input[key.shoot] = 1
}
}
} break
// spin aim useless rn
// case 3: {
// if (me[cheat.vars.didShoot]) {
// input[key.shoot] = 0
// cheat.state.quickscopeCanShoot = false
// setTimeout(() => {
// cheat.state.quickscopeCanShoot = true
// }, me.weapon.rate)
// } else if (cheat.state.quickscopeCanShoot && !cheat.state.spinFrame) {
// cheat.state.spinFrame = input[key.frame]
// } else {
// const fullSpin = Math.PI * 2000
// const spinFrames = cheat.settings.spinAimFrames
// const currentSpinFrame = input[key.frame]-cheat.state.spinFrame
// if (currentSpinFrame < 0) {
// cheat.state.spinFrame = 0
// }
// if (currentSpinFrame > spinFrames) {
// if (!cheat.settings.superSilent) {
// input[key.ydir] = yDire
// input[key.xdir] = xDire
// }
// if (!me[cheat.vars.aimVal] || me.weapon.noAim || me.weapon.melee) {
// input[key.ydir] = yDire
// input[key.xdir] = xDire
// input[key.shoot] = 1
// cheat.state.spinFrame = 0
// }
// } else {
// input[key.ydir] = currentSpinFrame/spinFrames * fullSpin
// if (!me.weapon.melee)
// input[key.scope] = 1
// }
// }
// } break
// aim assist, smooth on aim, smoother, easy aim assist
case 4: case 7: case 8: case 11:
if (input[key.scope] || cheat.settings.aimbot === 11) {
game.controls.target = {
xD: xDire/1000,
yD: yDire/1000
}
game.controls.update(({
4: 400,
7: 110,
8: 70,
11: 400
})[cheat.settings.aimbot])
if ([4,11].includes(cheat.settings.aimbot)) {
input[key.xdir] = xDire
input[key.ydir] = yDire
}
if (me[cheat.vars.didShoot]) {
input[key.shoot] = 0
cheat.state.quickscopeCanShoot = false
setTimeout(() => {
cheat.state.quickscopeCanShoot = true
}, me.weapon.rate)
} else if (cheat.state.quickscopeCanShoot) {
input[me.weapon.melee ? key.shoot : key.scope] = 1
}
} else {
game.controls.target = null
}
break
// trigger bot
case 12: {
if (!cheat.state.three ||
!cheat.state.renderer ||
!cheat.state.renderer.camera ||
!cheat.state.players ||
!cheat.state.players.list.length ||
!input[key.scope] ||
me[cheat.vars.aimVal]) {
break
}
// Only create these once for performance
if (!cheat.state.raycaster) {
cheat.state.raycaster = new cheat.state.three.Raycaster()
cheat.state.mid = new cheat.state.three.Vector2(0, 0)
}
const playerMaps = []
for (let i = 0; i < cheat.state.players.list.length; i++) {
let p = cheat.state.players.list[i]
if (!p || !p[cheat.vars.objInstances] || p.isYTMP || !(me.team === null || p.team !== me.team) || !p[cheat.vars.inView]) {
continue
}
playerMaps.push(p[cheat.vars.objInstances])
}
const raycaster = cheat.state.raycaster
raycaster.setFromCamera(cheat.state.mid, cheat.state.renderer.camera)
if (raycaster.intersectObjects(playerMaps, true).length) {
input[key.shoot] = me[cheat.vars.didShoot] ? 0 : 1
}
} break
}
} else {
if (cheat.settings.uwtv) {
input[key.scope] = 0
}
cheat.state.spinFrame = 0
}
}
if (cheat.settings.alwaysAim) {
input[key.scope] = 1
}
if (cheat.settings.preventMeleeThrowing && me.weapon.melee) {
input[key.scope] = 0
}
}
function onVars() {
Object.defineProperty(Object.prototype, cheat.vars.procInputs, {
enumerable: false,
get() {
return this._procInputs
},
set(v) {
if (typeof v === "function") {
this._procInputs = new Proxy(v, {
apply(target, thisArg, [input, game, recon, lock]) {
procInputs.apply(thisArg, [thisArg, input, game, recon, lock])
return target.apply(thisArg, [input, game, recon, lock])
}
})
} else {
this._procInputs = v
}
}
})
}
function setVars(script) {
//obfuscation bypass, not needed anymore
//script = script.replace(/\[(0x[a-zA-Z0-9]+,?)+]\['map']\(\w+=>String\['fromCharCode']\(\w+\)\)\['join']\(''\)/g, a => "'" + eval(a) + "'")
//-
cheat.vars = {}
const regexes = new Map()
.set("inView", [/&&!\w+\['\w+']&&\w+\['\w+']&&\w+\['(\w+)']\)/, 1])
//.set("canSee", [/\w+\['(\w+)']\(\w+,\w+\['x'],\w+\['y'],\w+\['z']\)\)&&/, 1])
.set("procInputs", [/this\['(\w+)']=function\((\w+),(\w+),\w+,\w+\){(this)\['recon']/, 1])
.set("aimVal", [/this\['(\w+)']-=0x1\/\(this\['weapon']\['\w+']\/\w+\)/, 1])
//.set("pchObjc", [/0x0,this\['(\w+)']=new \w+\['Object3D']\(\),this/, 1])
.set("didShoot", [/--,\w+\['(\w+)']=!0x0/, 1])
.set("nAuto", [/'Single\\x20Fire','varN':'(\w+)'/, 1])
.set("crouchVal", [/this\['(\w+)']\+=\w\['\w+']\*\w+,0x1<=this\['\w+']/, 1])
.set("ammos", [/\['length'];for\(\w+=0x0;\w+<\w+\['(\w+)']\['length']/, 1])
.set("weaponIndex", [/\['weaponConfig']\[\w+]\['secondary']&&\(\w+\['(\w+)']==\w+/, 1])
.set("objInstances", [/\(\w+=\w+\['players']\['list']\[\w+]\)\['active']&&\w+\['(\w+)']\)/, 1])
//.set("getWorldPosition", [/{\w+=\w+\['camera']\['(\w+)']\(\);/, 1])
//.set("mouseDownL", [/this\['\w+']=function\(\){this\['(\w+)']=\w*0,this\['(\w+)']=\w*0,this\['\w+']={}/, 1])
//.set("mouseDownR", [/this\['(\w+)']=0x0,this\['keys']=/, 1])
.set("reloadTimer", [/0x0>=this\['(\w+')]&&0x0>=this\['swapTime']/, 1])
.set("maxHealth", [/this\['health']\/this\['(\w+)']\?/, 1])
//.set("xVel", [/this\['x']\+=this\['(\w+)']\*\w+\['map']\['config']\['speedX']/, 1])
//.set("yVel", [/this\['y']\+=this\['(\w+)']\*\w+\['map']\['config']\['speedY']/, 1])
//.set("zVel", [/this\['z']\+=this\['(\w+)']\*\w+\['map']\['config']\['speedZ']/, 1])
.set("recoilAnimY", [/this\['(\w+)']\+=this\['\w+']\*\(/, 1])
for (const [name, arr] of regexes) {
const found = arr[0].exec(script)
if (!found) {
alert("Failed to find " + name)
cheat.vars[name] = name
} else {
cheat.vars[name] = found[arr[1]]
}
}
console.log("VARS:")
console.table(cheat.vars)
console.log(JSON.stringify(cheat.vars))
onVars()
}
function patch(gameCode) {
// nametags - makes the nametags always show when either nametags or boxesp are enabled, and never show when full esp is enabled
gameCode = gameCode.replace(/(&&!\w+\['\w+']&&\w+\['\w+'])&&(\w+\['\w+'])\)/, "$1 && ($2 || [1, 2].includes(cheat.settings.esp)) && cheat.settings.esp !== 3)")
// wallbangs
gameCode = gameCode.replace(/!(\w+)\['transparent']/, "(cheat.settings.wallbangs ? !$1.penetrable : !$1.transparent)")
// fix for client
gameCode = gameCode.replace("navigator['webdriver']", "false")
// gay prxoy rmeove
gameCode = gameCode.replace(",this['frustum']['containsPoint']=new Proxy(this['frustum']['containsPoint'],{'apply':function(){return!0x1;}})", "")
// aimbot (procinputs)
// moved to a object.defineproperty in the onVars() function
//gameCode = gameCode.replace(/(this\['\w+']=function\(\w+,\w+,\w+,\w+\){)(this\['recon'])/, "$1{\n"+window.chonkercheats+"};$2")
return gameCode
}
window.gameCodeInit = function(script) {
console.log("Initializing cheat")
return setVars(script), patch(script)
}
function when(fn, cb) {
if (fn()) {
return cb()
}
const itv = setInterval(() => {
if (fn()) {
clearInterval(itv)
cb()
}
}, 100)
}
when(() => window.windows, initGUI)
})()
async function onLoad() {
// Fetch and Load Game Script
const request = (url, type, opt = {}) => fetch(url, opt).then(response => response.ok ? response[type]() : null);
const data = await request("https://krunker.io/social.html", "text");
const buffer = await request("https://krunker.io/pkg/krunker." + /\w.exports="(\w+)"/.exec(data)[1] + ".vries", "arrayBuffer");
const array = Array.from(new Uint8Array(buffer));
const xor = array[0] ^ '!'.charCodeAt(0);
const script = array.map((code) => String.fromCharCode(code ^ xor)).join('');
const loader = new Function("__LOADER__mmTokenPromise", "Module", window.gameCodeInit(script));
loader(request("https://cli.sys32.dev/token", "json").then(json => json.token), { csv: async () => 0 });
}
let observer = new MutationObserver(mutations => {
for (let mutation of mutations) {
for (let node of mutation.addedNodes) {
if (node.tagName === 'SCRIPT' && node.type === "text/javascript" && node.innerHTML.startsWith("*!", 1)) {
node.innerHTML = onLoad.toString().concat("\n", "onLoad();");
observer.disconnect();
}
}
}
});
observer.observe(document, {
childList: true,
subtree: true
});