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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.
< 1v1.LOL Aimbot, ESP & Wireframe Viewについてのフィードバック
how can you do that can you reply with the ad removed script?
how?
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 = `
`;
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 = '';
}
The script is OK, I had to remove the coding for the AD because it would not let me get in the game.