1v1.LOL Aimbot, ESP & Wireframe View

Let's you see players behind walls. Comes with a wireframe view mode and an aimbot too. Press M, N and T to toggle them.

< Commentaires sur 1v1.LOL Aimbot, ESP & Wireframe View

Avis: OK - le script fonctionne, mais souffre de quelques problèmes

§
Posté le: 16/01/2024

The script is OK, I had to remove the coding for the AD because it would not let me get in the game.

how can you do that can you reply with the ad removed script?

§
Posté le: 09/02/2024

how?

§
Posté le: 28/05/2024

how can you do that can you reply with the ad removed script?

// ==UserScript==
// @name 1v1.LOL Aimbot, ESP & Wireframe View
// @namespace http://tampermonkey.net/
// @version 1.2
// @description Let's you see players behind walls. Comes with a wireframe view mode and an aimbot too. Press M, N and T to toggle them.
// @author Zertalious (Zert)
// @match *://1v1.lol/*
// @match *://1v1.school/*
// @icon https://www.google.com/s2/favicons?domain=1v1.lol
// @grant none
// @run-at document-start
// @antifeature ads
// @require https://cdn.jsdelivr.net/npm/lil-gui@0.19
// @downloadURL https://update.greasyfork.org/scripts/440267/1v1LOL%20Aimbot%2C%20ESP%20%20Wireframe%20View.user.js
// @updateURL https://update.greasyfork.org/scripts/440267/1v1LOL%20Aimbot%2C%20ESP%20%20Wireframe%20View.meta.js
// ==/UserScript==

const isSchoolLink = window.location.hostname.indexOf( '1v1.school' ) > - 1;

const searchSize = 300;
const threshold = 4.5;

const settings = {
aimbot: false,
aimbotSpeed: 0.15,
esp: true,
wireframe: true,
createdBy: 'Zertalious',
showHelp() {

dialogEl.style.display = dialogEl.style.display === '' ? 'none' : '';

}
};

let gui;

function initGui() {

gui = new lil.GUI();

const controllers = {};
for ( const key in settings ) {

controllers[ key ] = gui.add( settings, key ).name( fromCamel( key ) ).listen();

}
controllers.aimbotSpeed.min( 0.05 ).max( 0.5 ).step( 0.01 );
controllers.createdBy.disable();

}

function fromCamel( text ) {

const result = text.replace( /([A-Z])/g, ' $1' );
return result.charAt( 0 ).toUpperCase() + result.slice( 1 );

}

const WebGL = WebGL2RenderingContext.prototype;

HTMLCanvasElement.prototype.getContext = new Proxy( HTMLCanvasElement.prototype.getContext, {
apply( target, thisArgs, args ) {

if ( args[ 1 ] ) {

args[ 1 ].preserveDrawingBuffer = true;

}

return Reflect.apply( ...arguments );

}
} );

WebGL.shaderSource = new Proxy( WebGL.shaderSource, {
apply( target, thisArgs, args ) {

let [ shader, src ] = args;

if ( src.indexOf( 'gl_Position' ) > - 1 ) {

if ( src.indexOf( 'OutlineEnabled' ) > - 1 ) {

shader.isPlayerShader = true;

}

src = src.replace( 'void main', `

out float vDepth;
uniform bool enabled;
uniform float threshold;

void main

` ).replace( /return;/, `

vDepth = gl_Position.z;

if ( enabled && vDepth > threshold ) {

gl_Position.z = 1.0;

}

` );

} else if ( src.indexOf( 'SV_Target0' ) > - 1 ) {

src = src.replace( 'void main', `

in float vDepth;
uniform bool enabled;
uniform float threshold;

void main

` ).replace( /return;/, `

if ( enabled && vDepth > threshold ) {

SV_Target0 = vec4( 1.0, 0.0, 0.0, 1.0 );

}

` );

}

args[ 1 ] = src;

return Reflect.apply( ...arguments );

}
} );

WebGL.attachShader = new Proxy( WebGL.attachShader, {
apply( target, thisArgs, [ program, shader ] ) {

if ( shader.isPlayerShader ) program.isPlayerProgram = true;

return Reflect.apply( ...arguments );

}
} );

WebGL.getUniformLocation = new Proxy( WebGL.getUniformLocation, {
apply( target, thisArgs, [ program, name ] ) {

const result = Reflect.apply( ...arguments );

if ( result ) {

result.name = name;
result.program = program;

}

return result;

}
} );

WebGL.uniform4fv = new Proxy( WebGL.uniform4fv, {
apply( target, thisArgs, [ uniform ] ) {

const name = uniform && uniform.name;

if ( name === 'hlslcc_mtx4x4unity_ObjectToWorld' ||
name === 'hlslcc_mtx4x4unity_ObjectToWorld[0]' ) {

uniform.program.isUIProgram = true;

}

return Reflect.apply( ...arguments );

}
} );

let movementX = 0, movementY = 0;
let count = 0;

let gl;

const handler = {
apply( target, thisArgs, args ) {

const program = thisArgs.getParameter( thisArgs.CURRENT_PROGRAM );

if ( ! program.uniforms ) {

program.uniforms = {
enabled: thisArgs.getUniformLocation( program, 'enabled' ),
threshold: thisArgs.getUniformLocation( program, 'threshold' )
};

}

const couldBePlayer = ( isSchoolLink || program.isPlayerProgram ) && args[ 1 ] > 3000;

program.uniforms.enabled && thisArgs.uniform1i( program.uniforms.enabled, ( settings.esp || settings.aimbot ) && couldBePlayer );
program.uniforms.threshold && thisArgs.uniform1f( program.uniforms.threshold, threshold );

args[ 0 ] = settings.wireframe && ! program.isUIProgram && args[ 1 ] > 6 ? thisArgs.LINES : args[ 0 ];

if ( couldBePlayer ) {

gl = thisArgs;

}

Reflect.apply( ...arguments );

}
};

WebGL.drawElements = new Proxy( WebGL.drawElements, handler );
WebGL.drawElementsInstanced = new Proxy( WebGL.drawElementsInstanced, handler );

window.requestAnimationFrame = new Proxy( window.requestAnimationFrame, {
apply( target, thisArgs, args ) {

args[ 0 ] = new Proxy( args[ 0 ], {
apply() {

update();

return Reflect.apply( ...arguments );

}
} );

return Reflect.apply( ...arguments );

}
} );

function update() {

const isPlaying = document.querySelector( 'canvas' ).style.cursor === 'none';
rangeEl.style.display = isPlaying && settings.aimbot ? '' : 'none';

if ( settings.aimbot && gl ) {

const width = Math.min( searchSize, gl.canvas.width );
const height = Math.min( searchSize, gl.canvas.height );

const pixels = new Uint8Array( width * height * 4 );

const centerX = gl.canvas.width / 2;
const centerY = gl.canvas.height / 2;

const x = Math.floor( centerX - width / 2 );
const y = Math.floor( centerY - height / 2 );

gl.readPixels( x, y, width, height, gl.RGBA, gl.UNSIGNED_BYTE, pixels );

for ( let i = 0; i < pixels.length; i += 4 ) {

if ( pixels[ i ] === 255 && pixels[ i + 1 ] === 0 && pixels[ i + 2 ] === 0 && pixels[ i + 3 ] === 255 ) {

const idx = i / 4;

const dx = idx % width;
const dy = ( idx - dx ) / width;

movementX += ( x + dx - centerX );
movementY += - ( y + dy - centerY );

count ++;

}

}

}

if ( count > 0 && isPlaying ) {

const f = settings.aimbotSpeed / count;

movementX *= f;
movementY *= f;

window.dispatchEvent( new MouseEvent( 'mousemove', { movementX, movementY } ) );

rangeEl.classList.add( 'range-active' );

} else {

rangeEl.classList.remove( 'range-active' );

}

movementX = 0;
movementY = 0;
count = 0;

gl = null;

}

const value = parseInt( new URLSearchParams( window.location.search ).get( 'showAd' ), 16 );

const shouldShowAd = false

const el = document.createElement( 'div' );

el.innerHTML = `

${shouldShowAd ? `Loading ad...` : `
1v1.LOL Aimbot, ESP & Wireframe




[T] to toggle aimbot

[M] to toggle ESP

[N] to toggle wireframe

[H] to show/hide help

[/] to show/hide control panel



By Zertalious



Discord
Instagram
Twitter
More scripts
` }

`;

const msgEl = el.querySelector( '.msg' );
const dialogEl = el.querySelector( '.dialog' );

const rangeEl = el.querySelector( '.range' );

window.addEventListener( 'DOMContentLoaded', function () {

while ( el.children.length > 0 ) {

document.body.appendChild( el.children[ 0 ] );

}

initGui();

if ( shouldShowAd ) {

const url = new URL( window.location.href );

url.searchParams.set( 'showAd', Date.now().toString( 16 ) );
url.searchParams.set( 'scriptVersion', GM.info.script.version );

window.location.href = '' + new TextEncoder().encode( url.href ).toString();

}

} );

function toggleSetting( key ) {

settings[ key ] = ! settings[ key ];
showMsg( fromCamel( key ), settings[ key ] );

}

const keyToSetting = {
'KeyM': 'esp',
'KeyN': 'wireframe',
'KeyT': 'aimbot'
};

window.addEventListener( 'keyup', function ( event ) {

if ( document.activeElement && document.activeElement.value !== undefined ) return;

if ( keyToSetting[ event.code ] ) {

toggleSetting( keyToSetting[ event.code ] );

}

switch ( event.code ) {

case 'KeyH':
settings.showHelp();
break;

case 'Slash' :
gui._hidden ? gui.show() : gui.hide();
break;

}

} );

function showMsg( name, bool ) {

msgEl.innerText = name + ': ' + ( bool ? 'ON' : 'OFF' );

msgEl.style.display = 'none';
void msgEl.offsetWidth;
msgEl.style.display = '';

}

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