PITXIT244

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

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          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);

})();