Venge.io Hacks By CommanderPuli

Infinite Jump, Infinite ammo, Zero Recoil and custom fov for Venge.io!

Na nainštalovanie skriptu si budete musieť nainštalovať rozšírenie, ako napríklad Tampermonkey, Greasemonkey alebo Violentmonkey.

Na inštaláciu tohto skriptu je potrebné nainštalovať rozšírenie, ako napríklad Tampermonkey.

Na nainštalovanie skriptu si budete musieť nainštalovať rozšírenie, ako napríklad Tampermonkey, % alebo Violentmonkey.

Na nainštalovanie skriptu si budete musieť nainštalovať rozšírenie, ako napríklad Tampermonkey alebo Userscripts.

Na inštaláciu tohto skriptu je potrebné nainštalovať rozšírenie, ako napríklad Tampermonkey.

Na inštaláciu tohto skriptu je potrebné nainštalovať rozšírenie správcu používateľských skriptov.

(Už mám správcu používateľských skriptov, nechajte ma ho nainštalovať!)

Na inštaláciu tohto štýlu je potrebné nainštalovať rozšírenie, ako napríklad Stylus.

Na inštaláciu tohto štýlu je potrebné nainštalovať rozšírenie, ako napríklad Stylus.

Na inštaláciu tohto štýlu je potrebné nainštalovať rozšírenie, ako napríklad Stylus.

Na inštaláciu tohto štýlu je potrebné nainštalovať rozšírenie správcu používateľských štýlov.

Na inštaláciu tohto štýlu je potrebné nainštalovať rozšírenie správcu používateľských štýlov.

Na inštaláciu tohto štýlu je potrebné nainštalovať rozšírenie správcu používateľských štýlov.

(Už mám správcu používateľských štýlov, nechajte ma ho nainštalovať!)

// ==UserScript==
// @name         Venge.io Hacks By CommanderPuli
// @namespace    http://tampermonkey.net/
// @version      2.5
// @description  Infinite Jump, Infinite ammo, Zero Recoil and custom fov for Venge.io!
// @author       You
// @match        https://venge.io/
// @icon         https://www.google.com/s2/favicons?domain=venge.io
// @grant        none
// ==/UserScript==



// with this script, you get infinite ammo, fully custom fov, and infinite jump!

    // change this to what u want ur fov to be:
    var customFov = 103;


(function() {



    'use strict';
alert("Injected Hacks By The Krunkador")

    document.onkeypress = function (e) {
    e = e || window.event;
    console.log("lol")
        Movement.prototype.setMovementAnimation = function(t) {
        if (this.player.isDeath)
            return !1;
        var i = Math.sin(this.forwardCount / this.movementAnimationSpeed) * this.movementAnimationFactor * this.movementSpeed * this.animation.movementFactor * this.animation.movementFactorStatic * pc.settings.weaponBobbing,
            e = Math.cos(this.forwardCount / this.movementAnimationSpeed) * this.movementAnimationFactor * this.movementSpeed * this.animation.movementFactor * pc.settings.weaponBobbing,
            s = Math.cos(this.forwardCount / this.movementSwingSpeed) * Math.sin(this.forwardCount / this.movementSwingSpeed) * this.movementSwingFactor * 2 * this.movementSpeed * this.animation.movementFactor * this.animation.movementFactorStatic * pc.settings.weaponBobbing,
            n = Math.cos(this.forwardCount / this.movementSwingSpeed) * this.movementSwingFactor * this.movementSpeed * pc.settings.weaponBobbing;
        !this.isFocusing && this.movementSpeed > .8 ? this.animation.movementPositionZ = pc.math.lerp(this.animation.movementPositionZ, -.04, .08) : this.animation.movementPositionZ = pc.math.lerp(this.animation.movementPositionZ, 0, .1),
            this.isJumping ? (i = 0,
                e = 0,
                s = 0,
                this.animation.jumpHeight = pc.math.lerp(this.animation.jumpHeight, this.deltaHeight, .15)) : this.animation.jumpHeight = pc.math.lerp(this.animation.jumpHeight, 0, .1);
        var o = this.weaponPositionEntity,
            a = 1,
            h = this.defaultFov,
            r = this.defaultNonFov;
        this.isFocusing && this.isReloading < this.timestamp && this.currentWeapon.isFocusable ? (o = this.focusPositionEntity,
                a = .1,
                h = this.currentWeapon.focusFov,
                r = this.currentWeapon.focusFov,
                this.isFocused || (this.directionSenseX = 5),
                this.isFocused || this.currentWeapon.focus(),
                this.isFocused = !0) : this.isFocused = !1,
            this.isShooting > this.timestamp && (a = pc.math.lerp(a, 0, .1));
        var p = this.animation.jumpHeight * this.animation.jumpHeight * .01;
        p = Math.min(p, .08);
        var m = .4;
        "Shotgun" == this.currentWeapon.type && (m = .8);
        var c = this.handEntity.getLocalPosition().lerp(this.handEntity.getLocalPosition(), o.getLocalPosition(), m);
        "Sniper" == this.currentWeapon.type && this.isFocusing && this.now() - this.focusStartTime > 60 ? (this.currentWeapon.modelEntity.enabled = !1,
                this.currentWeapon.armEntity.enabled = !1) : (this.currentWeapon.modelEntity.enabled = !0,
                this.currentWeapon.armEntity.enabled = !0),
            this.handEntity.setLocalPosition(c),
            this.movementHolder.setLocalPosition(.1 * s * a + this.animation.bounceZ + this.animation.movementPositionZ, (i + p) * a + this.animation.landAngle * a, .2 * -s * a),
            this.takePoint.setLocalEulerAngles(this.animation.takeX, this.animation.takeY, this.animation.takeZ);
        var u = this.animation.cameraBounce;
        if (this.isFocusing && (u = 0),
            this.movementHolder.setLocalEulerAngles(u + this.animation.movementAngleX + this.animation.shootSwing + this.directionSenseX + s * this.movementAngleFactor * a + this.animation.jumpAngle * a * this.randomDirection, this.animation.movementAngleY + i + s * this.movementAngleFactor * a, this.animation.movementAngleZ + this.directionSenseZ + this.animation.jumpAngle * a),
            this.headEntity.setLocalEulerAngles(.2 * -this.animation.jumpAngle * a - this.animation.cameraShootBounce, 0, 0),
            this.weaponCenter.setLocalEulerAngles(this.animation.horizantalSpread + this.animation.weaponAngleX, -i * i + .1 * this.senseX + n + 20 * this.animation.bounceX + this.animation.weaponAngleY, this.animation.bounceAngle + this.animation.activeBounce + this.animation.weaponAngleZ + 80 * e * a),
            this.weaponFront.setLocalEulerAngles(0, 0, n + s * s * 2),
            this.isLeft ? (this.forwardCount += 1.25 * t,
                this.movementSpeed = 1) : this.isBackward || this.isRight ? (this.forwardCount -= 1.25 * t,
                this.movementSpeed = 1) : this.isForward ? (this.forwardCount += t,
                this.movementSpeed = 1) : this.currentSpeed > .1 && (this.forwardCount += t,
                this.movementSpeed = pc.math.lerp(this.movementSpeed, 0, .1)),
            this.isShooting < this.timestamp) {
            var l = 1;
            this.isFocusing && (l = .12),
                this.isLeft ? this.directionSenseX = pc.math.lerp(this.directionSenseX, -25 * l, .07) : this.isRight && (this.directionSenseX = pc.math.lerp(this.directionSenseX, 17 * l, .07)),
                this.isBackward && (this.directionSenseZ = pc.math.lerp(this.directionSenseZ, .8, .1))
        }
        if (this.directionSenseX *= pc.settings.weaponLeaning,
            this.directionSenseZ *= pc.settings.weaponLeaning,
            this.directionSenseX = pc.math.lerp(this.directionSenseX, 0, .1),
            this.directionSenseZ = pc.math.lerp(this.directionSenseZ, 0, .05),
            this.currentSpeed = this.entity.rigidbody.linearVelocity.length(),
            this.currentFov = pc.math.lerp(customFov, h, .4),
            this.currentNonFov = pc.math.lerp(this.currentNonFov, r, .4),
            this.cameraEntity.camera.fov = this.currentFov + this.animation.fov,
            this.cameraNonFOVEntity.camera.fov = this.currentNonFov + this.animation.fov,
            this.isForward || this.isBackward || (this.movementSpeed = pc.math.lerp(this.movementSpeed, 0, .05)),
            this.isLeft || this.isRight || (this.movementSpeed = pc.math.lerp(this.movementSpeed, 0, .01)),
            this.isJumping ? this.lastHeight > this.currentHeight ? this.deltaHeight += t * this.jumpHeightSpeed : this.deltaHeight -= t * this.jumpHeightSpeed : this.deltaHeight = pc.math.lerp(this.deltaHeight, 0, .01),
            this.now() - this.lastFootDate > this.footSpeed && this.currentSpeed > 1 && this.isLanded) {
            var d = this.groundMaterial + "-Run-" + (this.footCount + 1),
                y = this.currentSpeed;
            this.entity.sound.slots[d].pitch = 1 + .1 * Math.random(),
                this.entity.sound.slots[d].volume = .2 + .2 * Math.random() + .3 * this.footForce,
                this.entity.sound.play(d),
                (this.isLeft || this.isRight || this.isBackward) && (y += 50),
                y += 20 * this.footForce,
                this.lastFootDate = this.now() - y,
                this.footForce = pc.math.lerp(this.footForce, 0, .2),
                this.footCount = Math.floor(5 * Math.random())
        }
        pc.isFinished || this.locked || "Melee" != this.currentWeapon.type && (pc.settings.hideArms || (this.interface.crosshairEntity.enabled = !this.isFocusing),
                this.interface.focusBulletsEntity.enabled = this.isFocusing),
            "Sniper" == this.currentWeapon.type ? this.now() - this.focusStartTime > 60 && (this.currentWeapon.scopeOverlay.enabled = this.isFocusing) : this.isZoomEffectEnabled
    },
    Movement.prototype.playEffortSound = function(t) {
        var i = Math.floor(1.4 * Math.random()) + 1,
            e = "Throw-" + i;
        t && (e = "Grunt-" + i),
            this.app.fire("Character:Sound", e, .1 * Math.random())
    }
                    Movement.prototype.setShakeAnimation = function(t) {

            }
          Movement.prototype.setAmmoFull = function() {
        this.currentWeapon.ammo = 100000
            this.app.fire("Overlay:SetAmmo", !0)
    }
        Movement.prototype.jump = function() {

    if (this.jumpingTime = this.timestamp + this.jumpDuration,
    this.isJumping = !0,
    this.isLanded = !1,
    this.airTime = this.now(),
    this.randomDirection = Math.random() > .5 ? -1 : 1,
    this.previousVelocity,
    this.now() - this.lastImpactTime > 3e3) {
        var t = "Jump-" + (Math.round(1 * Math.random()) + 1);
        this.app.fire("Character:Sound", t, .1 * Math.random()),
        this.entity.sound.play("Only-Jump"),
        this.entity.sound.slots["Only-Jump"].pitch = .1 * Math.random() + 1.1
    }
    if (this.dynamicGravity = 0,
    this.app.fire("Overlay:Jump", !0),
    this.player.fireNetworkEvent("j"),
    this.isShooting > this.timestamp)
        return !1;
    this.app.tween(this.animation).to({
        jumpAngle: -11
    }, .15, pc.BackOut).start()
}
};


    
})();