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.
< Feedback on 1v1.LOL Aimbot, ESP & Wireframe View
i used this instead it doesn't have an ad on it:1. // ==UserScript==2. // @name 1v1.LOL ESP & Wireframe View3. // @namespace http://tampermonkey.net/4. // @version 0.25. // @description Let's you see players behind walls. Comes with a wireframe view mode too. Press V and N to toggle them.6. // @author Zertalious (Zert)7. // @match *://1v1.lol/*8. // @icon https://www.google.com/s2/favicons?domain=1v1.lol9. // @grant none10. // @run-at document-start11. // @antifeature ads12. // ==/UserScript==13. 14. let espEnabled = true;15. let wireframeEnabled = false;16. 17. const WebGL = WebGL2RenderingContext.prototype;18. 19. const uniformName = 'myUniform';20. 21. WebGL.shaderSource = new Proxy( WebGL.shaderSource, {22. apply( target, thisArgs, args ) {23. 24. const isVertexShader = args[ 1 ].indexOf( 'gl_Position' ) > - 1;25. 26. if ( isVertexShader || args[ 1 ].indexOf( 'SV_Target0' ) > - 1 ) {27. 28. const varName = isVertexShader ? 'gl_Position.z' : 'SV_Target0';29. const value = isVertexShader ? '1.0' : 'vec4(1.0, 0.0, 0.0, 1.0)';30. 31. args[ 1 ] = args[ 1 ].replace( 'void main', 'uniform bool ' + uniformName + ';\nvoid main' )32. .replace( /return;/, `${varName} = ${uniformName} ? ${value} : ${varName};` );33. 34. }35. 36. return Reflect.apply( ...arguments );37. 38. }39. } );40. 41. WebGL.getUniformLocation = new Proxy( WebGL.getUniformLocation, {42. apply( target, thisArgs, [ program, name ] ) {43. 44. const result = Reflect.apply( ...arguments );45. 46. if ( result ) {47. 48. result.name = name;49. result.program = program;50. 51. }52. 53. return result;54. 55. }56. } );57. 58. WebGL.uniform4fv = new Proxy( WebGL.uniform4fv, {59. apply( target, thisArgs, args ) {60. 61. if ( args[ 0 ].name === 'hlslcc_mtx4x4unity_ObjectToWorld' ) {62. 63. args[ 0 ].program.isUIProgram = true;64. 65. }66. 67. return Reflect.apply( ...arguments );68. 69. }70. } );71. 72. WebGL.drawElements = new Proxy( WebGL.drawElements, {73. apply( target, thisArgs, args ) {74. 75. const program = thisArgs.getParameter( thisArgs.CURRENT_PROGRAM );76. 77. if ( ! program.uniformLocation ) {78. 79. program.uniformLocation = thisArgs.getUniformLocation( program, uniformName );80. 81. }82. 83. thisArgs.uniform1i( program.uniformLocation, espEnabled && args[ 1 ] > 4000 );84. 85. args[ 0 ] = wireframeEnabled && ! program.isUIProgram && args[ 1 ] > 6 ? thisArgs.LINES : args[ 0 ];86. 87. return Reflect.apply( ...arguments );88. 89. }90. } );91. 92. window.addEventListener( 'keyup', function ( event ) {93. 94. switch ( String.fromCharCode( event.keyCode ) ) {95. 96. case 'V' : espEnabled = ! espEnabled; break;97. case 'N' : wireframeEnabled = ! wireframeEnabled; break;98. 99. }100. 101. } );102.
Đăng nhập để bình luận
i used this instead it doesn't have an ad on it:
1. // ==UserScript==
2. // @name 1v1.LOL ESP & Wireframe View
3. // @namespace http://tampermonkey.net/
4. // @version 0.2
5. // @description Let's you see players behind walls. Comes with a wireframe view mode too. Press V and N to toggle them.
6. // @author Zertalious (Zert)
7. // @match *://1v1.lol/*
8. // @icon https://www.google.com/s2/favicons?domain=1v1.lol
9. // @grant none
10. // @run-at document-start
11. // @antifeature ads
12. // ==/UserScript==
13.
14. let espEnabled = true;
15. let wireframeEnabled = false;
16.
17. const WebGL = WebGL2RenderingContext.prototype;
18.
19. const uniformName = 'myUniform';
20.
21. WebGL.shaderSource = new Proxy( WebGL.shaderSource, {
22. apply( target, thisArgs, args ) {
23.
24. const isVertexShader = args[ 1 ].indexOf( 'gl_Position' ) > - 1;
25.
26. if ( isVertexShader || args[ 1 ].indexOf( 'SV_Target0' ) > - 1 ) {
27.
28. const varName = isVertexShader ? 'gl_Position.z' : 'SV_Target0';
29. const value = isVertexShader ? '1.0' : 'vec4(1.0, 0.0, 0.0, 1.0)';
30.
31. args[ 1 ] = args[ 1 ].replace( 'void main', 'uniform bool ' + uniformName + ';\nvoid main' )
32. .replace( /return;/, `${varName} = ${uniformName} ? ${value} : ${varName};` );
33.
34. }
35.
36. return Reflect.apply( ...arguments );
37.
38. }
39. } );
40.
41. WebGL.getUniformLocation = new Proxy( WebGL.getUniformLocation, {
42. apply( target, thisArgs, [ program, name ] ) {
43.
44. const result = Reflect.apply( ...arguments );
45.
46. if ( result ) {
47.
48. result.name = name;
49. result.program = program;
50.
51. }
52.
53. return result;
54.
55. }
56. } );
57.
58. WebGL.uniform4fv = new Proxy( WebGL.uniform4fv, {
59. apply( target, thisArgs, args ) {
60.
61. if ( args[ 0 ].name === 'hlslcc_mtx4x4unity_ObjectToWorld' ) {
62.
63. args[ 0 ].program.isUIProgram = true;
64.
65. }
66.
67. return Reflect.apply( ...arguments );
68.
69. }
70. } );
71.
72. WebGL.drawElements = new Proxy( WebGL.drawElements, {
73. apply( target, thisArgs, args ) {
74.
75. const program = thisArgs.getParameter( thisArgs.CURRENT_PROGRAM );
76.
77. if ( ! program.uniformLocation ) {
78.
79. program.uniformLocation = thisArgs.getUniformLocation( program, uniformName );
80.
81. }
82.
83. thisArgs.uniform1i( program.uniformLocation, espEnabled && args[ 1 ] > 4000 );
84.
85. args[ 0 ] = wireframeEnabled && ! program.isUIProgram && args[ 1 ] > 6 ? thisArgs.LINES : args[ 0 ];
86.
87. return Reflect.apply( ...arguments );
88.
89. }
90. } );
91.
92. window.addEventListener( 'keyup', function ( event ) {
93.
94. switch ( String.fromCharCode( event.keyCode ) ) {
95.
96. case 'V' : espEnabled = ! espEnabled; break;
97. case 'N' : wireframeEnabled = ! wireframeEnabled; break;
98.
99. }
100.
101. } );
102.