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// ==UserScript==

// @name MiniRoyale 2 Mod (updated)


// @version 2.0
// @description An updated version by unsingers (765593113942556712)
// @author ɹaɹoldxa ʇauɹaʇu! (467364222175805461) & Blockman_
(777789050865057802)
// @match *://miniroyale2.io/*
// @iconURL https://miniroyale2.io/favicon.ico
// ==/UserScript==
/*
...< Features >...

- Aimbot
- All Skins Unlocke
- Fly
- ESP
- Tracers
- Auto CTF
- No Zone Damages
- Infinite Ammo
- No Recoil
- No Spread
- Automatic Weapons
- 0 Fire rate
- Advanced Teleport
- Nuke
- Infinite Needles in BR

...< Chat Commands >...

/map = Check in which map you are currently on


/tp [x] [y] [z] = Teleport your body to X Y Z coordinates
/tp [username] = Teleport your body to an enemy with his username
/tp [@p] = Teleport your body to the closest enemy
/tp [@r] = Teleport your body to a random enemy
/tp [~x] [~y] [~z] = Translate your body (relative to your actual position)
/nuke = BOOM (Kill everyone)
*/
(function() {
'use strict';
Object.defineProperty(Object.prototype, "deployStart", {value:
"osamabenladen"});
var a = {};
a.display = !0, a.tracers = !0, a.aimbot = !0, a.esp = !0, a.names = !0, a.cf =
!1, a.fly = !0, document.addEventListener("keypress", b => {
var c;
switch(b.key) {
case "`":
a.display = !a.display;
break;
case "3":
a.aimbot = !a.aimbot, c =
document.getElementsByClassName("settings")[0], a.aimbot ? (c.innerHTML = "ON",
c.style.color = "#0F0") : (c.innerHTML = "OFF", c.style.color = "#F00"),
this.addMessage("Aimbot", a.aimbot);
break;
case "4":
a.esp = !a.esp, c = document.getElementsByClassName("settings")[1],
a.esp ? (c.innerHTML = "ON", c.style.color = "#0F0") : (c.innerHTML = "OFF",
c.style.color = "#F00");
break;
case "5":
a.tracers = !a.tracers, c =
document.getElementsByClassName("settings")[2], a.tracers ? (c.innerHTML = "ON",
c.style.color = "#0F0") : (c.innerHTML = "OFF", c.style.color = "#F00");
break;
case "6":
a.names = !a.names, c = document.getElementsByClassName("settings")
[3], a.names ? (c.innerHTML = "ON", c.style.color = "#0F0") : (c.innerHTML = "OFF",
c.style.color = "#F00");
break;
case "7":
a.cf = !a.cf, c = document.getElementsByClassName("settings")[4],
a.cf ? (c.innerHTML = "ON", c.style.color = "#0F0") : (c.innerHTML = "OFF",
c.style.color = "#F00");
break;
case "8":
a.fly = !a.fly, c = document.getElementsByClassName("settings")[5],
a.fly ? (c.innerHTML = "ON", c.style.color = "#0F0") : (c.innerHTML = "OFF",
c.style.color = "#F00");
}
});
var b = {};
b.getEntityByName = function(a) {
return Object.values(pc.app._entityIndex).find(b => b.name == a)
}, b.getEntitiesByName = function(a) {
return Object.values(pc.app._entityIndex).filter(b => b.name == a)
}, b.getEntityByProperty = function(a, b) {
return Object.values(pc.app._entityIndex).find(c => c[a] == b)
}, b.getEntitiesByProperty = function(a, b) {
return Object.values(pc.app._entityIndex).filter(c => c[a] == b)
}, b.dist3d = function(a, b) {
var c = a.x - b.x,
d = a.y - b.y,
e = a.z - b.z;
return Math.sqrt(c * c + d * d + e * e)
}, document.body.insertAdjacentHTML("beforeend", `<style>#gui{-webkit-touch-
callout: none; /* iOS Safari */ -webkit-user-select: none; /* Safari */ -khtml-
user-select: none; /* Konqueror HTML */ -moz-user-select: none; /* Old versions of
Firefox */ -ms-user-select: none; /* Internet Explorer/Edge */ user-select:
none; /* Non-prefixed version, currently supported by Chrome, Edge, Opera and
Firefox */ position: absolute; left:20vw; z-index: 999999; display: inline-block;
font-size: 18px; color: #fff; background: #000a; border-radius: 5px; padding:
2.5px; border-bottom: 1px solid #000}.b{color: #fff}.r{color: fff}.g{color:
fff}.gr{color: #aaa}</style><div id="gui" style="display: none;"> <code> <span
class="gr">[3]</span> Aimbot : <span class="settings"
style="color:#0F0;">ON</span><br><span class="gr">[4]</span> ESP : <span
class="settings" style="color:#0F0;">ON</span><br><span class="gr">[5]</span>
TRACERS : <span class="settings" style="color:#0F0;">ON</span><br><span
class="gr">[6]</span> NAMES : <span class="settings"
style="color:#0F0;">ON</span><br><span class="gr">[7]</span> Auto CTF : <span
class="settings" style="color:#F00;">OFF</span><br><span class="gr">[8]</span>
FLY : <span class="settings" style="color:#0F0;">ON</span><br><span
class="gr">Position :</span> <span class="b">x</span> <span class="r">y</span>
<span class="g">z</span></code></div>`);
const c = function() {
try {
"function" == typeof Environment && (Environment.prototype.update =
function() {
var b = this.playerCamera.getPosition().clone();
this.parachutePlayerEntity.enabled && (b =
this.parachutePlayerEntity.getPosition().clone());
var c = new pc.Vec3(b.x, 0, b.z),
d = b.sub(Utils.zeroVector.clone()).length();
if(this.domeEntity.setPosition(c), this.cloudsEntity.rotateLocal(0,
.005, 0), 42e3 < Date.now() - this.lastBirdSound && !this.bombFelt &&
(this.entity.sound.play("Seagull"), this.lastBirdSound = Date.now()), 2500 <
Date.now() - this.lastShadowUpdate && this.sunLight && this.sunLight &&
(this.sunLight.light.shadowUpdateMode = pc.SHADOWUPDATE_NONE, this.lastShadowUpdate
= Date.now(), this.nextFrameAffect = !0), this.nextFrameAffect && this.sunLight &&
(this.sunLight.light.shadowUpdateMode = pc.SHADOWUPDATE_THISFRAME,
this.sunLight.light.updateShadow(), this.nextFrameAffect = !1), d > this.mapLimit -
30) {
var e = Math.max((d - this.mapLimit) / 30, .1);
this.limitEntity.enabled = !0,
this.entity.sound.slots.Buzz.isPlaying || (this.entity.sound.slots.Buzz.volume = e,
this.entity.sound.play("Buzz")), this.limitMaterial.resource.opacity = e,
this.limitMaterial.resource.update(), .5 < (d - this.mapLimit) / 30 &&
this.playerEntity.enabled && this.playerEntity.script && !
this.playerEntity.script.movement.onParachute && 1e3 < Date.now() -
this.lastHurtTime && (console.log("lel"), this.lastHurtTime = Date.now())
} else this.limitEntity.enabled && (this.limitEntity.enabled = !1,
this.entity.sound.stop("Buzz"));
if(this.selectedRadiusEntity && "battle-royale" == pc.currentMode)
{
var f = this.currentCircleScale,
a =
b.sub(this.selectedRadiusEntity.getPosition().clone()).length();
if(this.bombFelt) {
var g = this.smokeCircle.getLocalPosition().clone(),
j = this.selectedRadiusEntity.getPosition().clone();
this.currentCirclePosition =
this.currentCirclePosition.lerp(g, j, .01),
this.smokeCircle.setLocalPosition(this.currentCirclePosition),
this.smokeCircle.setLocalScale(this.currentCircleScale, 1,
this.currentCircleScale), this.sunLight.light.intensity =
pc.math.lerp(this.sunLight.light.intensity, this.lightIntensity, .1), a > f *
this.limitFactor && 500 < Date.now() - this.lastHurtTime &&
(this.app.fire("Player:Cough", !0), console.log("lel"), this.lastHurtTime =
Date.now())
}
this.bombFelt || this.app.fire("Player:Warn", "evacuate", a > f
- 25)
}
}), "function" == typeof Profile && (Profile.prototype.getSkins =
function() {
this.setSkins({
success: !0,
skins: [{
name: "Biker",
quantity: 9999
}, {
name: "BusinessMan",
quantity: 9999
}, {
name: "Criminal",
quantity: 9999
}, {
name: "Hazmat",
quantity: 9999
}, {
name: "Homeless",
quantity: 9999
}, {
name: "Hunter",
quantity: 9999
}, {
name: "Islander",
quantity: 9999
}, {
name: "RiotCop",
quantity: 9999
}, {
name: "Sheriff",
quantity: 9999
}, {
name: "Soldier",
quantity: 9999
}]
})
});
var d = b.getEntityByName("NetworkManager"),
e = b.getEntityByName("Player"),
f = e.script.movement,
g = f.currentWeaponDetails,
h = Object.values(pc.app._entityIndex).filter(a => "Enemy" ==
a.name && a.script.enemy.username && a.team !== e.script.movement.team);
if(e) {
function b(a, b, c) {
e.rigidbody.teleport(a, b, c)
}
document.getElementById("gui").style.display = a.display ? "inline-
block" : "none", document.querySelector(".b").innerHTML = Math.round(e.position.x),
document.querySelector(".r").innerHTML = Math.round(e.position.y),
document.querySelector(".g").innerHTML = Math.round(e.position.z), a.cf && d &&
"capture-the-flag" == pc.currentMode && (d.script.network.setFlagBack(),
d.script.network.setSavedFlag(), d.script.network.setCaptureFlag()), "function" ==
typeof Chat && (Chat.prototype.sendMessage = function() {
try {
if(!this.entity.enabled) return !1;
var a = this.chatInput.script.input.getValue(),
c = a.split(" ");
if("/map" == c[0]) return this.addMessage("Map",
pc.selectedMap), this.chatInput.script.input.setValue(""), !1;
if("/tp" == c[0]) {
if(j.includes(c[1].toLowerCase()) && !c[2]) return
e.rigidbody.teleport(h.find(a => a.script.enemy.username.toLowerCase() ==
c[1].toLowerCase()).position), this.addMessage("Teleport", c[1]),
this.chatInput.script.input.setValue(""), !1;
if("@p" == c[1] && !c[2]) {
let a = h[0].position;
return b(a.x, a.y, a.z),
this.addMessage("Teleport", "Closest Player"),
this.chatInput.script.input.setValue(""), !1
}
if("@r" == c[1] && !c[2]) {
let a = h[Math.floor(Math.random() *
Math.floor(h.length - 1))].position;
return b(a.x, a.y, a.z),
this.addMessage("Teleport", "Random Player"),
this.chatInput.script.input.setValue(""), !1
}
if(c[1] && c[2] && c[3]) return "~" == c[1].substr(0,
1) && (c[1] = e.position.x + +c[1].slice(1)), "~" == c[2].substr(0, 1) && (c[2] =
e.position.y + +c[2].slice(1)), "~" == c[3].substr(0, 1) && (c[3] = e.position.z +
+c[3].slice(1)), b(c[1], c[2], c[3]), this.addMessage("Teleport", `${c[1]}, $
{c[2]}, ${c[3]}`), this.chatInput.script.input.setValue(""), !1
}
if("/nuke" == c[0] && h) return h.forEach(a => {
let b = a.position;
pc.controls.network.setExplosion(b.x, b.y, b.z)
}), this.addMessage("Nuke", "Boom !"),
this.chatInput.script.input.setValue(""), !1;
a && (this.app.fire("Event:SendChat", a),
this.chatInput.script.input.setValue(""))
} catch (a) {}
}), "function" == typeof PlayerNames && (a.names ?
PlayerNames.prototype.isVisible = function() {
return !1
} : PlayerNames.prototype.isVisible = function(a) {
var b =
this.app.systems.rigidbody.raycastFirst(this.lookPoint.getPosition(), a.clone());
return !b || !b.entity || "Enemy" != b.entity.name
})
}
if(f && (f.jump = a.fly ? function() {
this.disablePeek(), this.isCrouching = !1, this.isJumping = 2,
this.app.tween(this.animation).to({
jumpAngle: -11
}, .15, pc.BackOut).start(), this.isLanded = !1, this.airTime =
Date.now(), this.jumpingTime = this.fullTimestamp + this.jumpDuration,
this.dynamicGravity = 0;
var a = Math.floor(this.timestamp % 2) + 1;
this.entity.sound.play("Jump-" + a), f.setMovement = function()
{
if(!this.isMovementAllowed()) return !1;
var b = this.cameraEntity.forward,
c = this.cameraEntity.right;
this.allForce.x = 0;
var d, f, g, i = this.allForce.z = 0,
j = 0,
k = !1,
l = !1;
this.wasReleased("W") && (this.forwardCount = 0,
this.leftCount = 0, this.entity.sound.stop("HeavyBreath")), (this.wasReleased("A")
|| this.wasReleased("D")) && (this.leftCount = 0), this.isPressed("Z") &&
(this.isFocusing = !0, this.shootingTime = -1), this.wasReleased("Z") &&
(this.isFocusing = !1), this.jumpingTime + this.jumpLandTime < this.fullTimestamp
&& (this.isForward = !1, this.isBackward = !1, this.isLeft = !1, this.isRight = !
1), (this.isPressed("W") && !this.inControl || this.keyboard.up) && (this.isForward
= !0), (this.isPressed("A") && !this.inControl || this.keyboard.left) &&
(this.isLeft = !0), (this.isPressed("D") && !this.inControl || this.keyboard.right)
&& (this.isRight = !0), (this.isPressed("S") && !this.inControl ||
this.keyboard.down) && (this.isBackward = !0), this.isForward && (i += b.x, j +=
b.z, l = k = !0, this.isCrouching ? this.forwardCount += .5 : this.forwardCount++),
this.isLeft && (i -= c.x, j -= c.z, k = !0, this.leftCount++), this.isRight && (i
+= c.x, j += c.z, k = !0, this.leftCount--), this.isBackward && (i -= b.x, j -=
b.z, k = !0, this.isCrouching ? this.forwardCount -= .5 : this.forwardCount--),
this.inControl ? (this.keyboard.shift && (this.isShifting = !0, this.isCrouching
= !1, this.isFocusing = !1, this.disablePeek()), this.keyboard.jump && this.jump(),
this.keyboard.reload && this.reload(), this.isPeekingLeft = !!
this.keyboard.peek_left, this.isPeekingRight = !!this.keyboard.peek_right,
this.isCrouching = !!this.keyboard.crouch) : (this.wasPressed("SHIFT") &&
(this.isShifting = !0, this.isCrouching = !1, this.isFocusing = !1,
this.disablePeek()), this.wasReleased("SHIFT") && (this.isShifting = !1),
this.wasPressed("R") && this.reload(), this.isPressed("SPACE") && this.jump(),
this.wasPressed("C") && this.crouch(), this.wasPressed("X") && "battle-royale" ==
pc.currentMode && this.useNeedle(), this.wasPressed("Q") && (this.isPeekingLeft = !
0, this.peekLeft()), this.wasReleased("Q") && (this.isPeekingLeft = !1),
this.wasPressed("E") && (this.isPeekingRight = !0, this.peekRight()),
this.wasReleased("E") && (this.isPeekingRight = !1), this.wasReleased("F") &&
(this.doRaycast(!0), this.doAction()), this.wasReleased("V"), !
this.isThrowingStarted && this.isShooting && "Grenade" ==
this.currentWeaponDetails.type && this.startThrowing(), this.isThrowingStarted && !
this.isShooting && "Grenade" == this.currentWeaponDetails.type &&
this.throwGrenade(), this.wasPressed("1") &&
this.setWeapon(this.inventory.getItemByIndex(1)), this.wasPressed("2") &&
this.setWeapon(this.inventory.getItemByIndex(2)), this.wasPressed("3") &&
this.setWeapon(this.inventory.getItemByIndex(3)), this.wasPressed("4") &&
this.setWeapon(this.inventory.getItemByIndex(4)), this.wasPressed("5") &&
this.setWeapon(this.inventory.getItemByIndex(5)), this.wasPressed("TAB") &&
"capture-the-flag" == pc.currentMode && (this.isInBase ?
this.interface.toggleBuyMenu() : this.interface.showAlert("You can only select
weapons in-base.", "error", "flag"))), 0 !== i && 0 !== j ? (d = this.power,
this.isCrouching && (d *= .4), this.isFocusing && (d *= .8), "Handgun" ==
this.attachment.type && (d *= 1.2), this.isShifting || (d *= 1.35), 0 <
this.isJumping && (d *= 1.05), this.currentSpeed = d / this.animationSpeed, f =
this.lastCurrentPower, k && 1.5 > this.height && (this.forceX = i, this.forceZ = j,
this.lastCurrentPower = d), l || (f *= .7, this.currentSpeed = .7 *
this.currentSpeed), 0 < this.isVaccinate && (f *= .6), 60 > this.currentHealth &&
(f *= .95), 1e3 > this.currentDate - this.lastDamageTime && (f *= .85), 300 >
this.currentDate - this.lastShootTime && (f *= .5), g = this.currentSpeed *
this.vibrationFactor, this.runVibration = this.isFocusing || this.isCrouching ? 0 :
.2 * Math.cos(this.timestamp / g), this.runVibration =
pc.math.lerp(this.runVibration, 0, .05), this.force.set(this.forceX, 0,
this.forceZ).normalize().scale(f), this.allForce.x = this.force.x, this.allForce.z
= this.force.z, this.currentVibration++) : this.currentSpeed = 0, k ||
(this.currentSpeed = 0), 300 < this.forwardCount && .5 <= this.currentSpeed &&
(this.entity.sound.slot("HeavyBreath").isPlaying ||
this.entity.sound.play("HeavyBreath")), this.currentVelocity =
this.entity.rigidbody.linearVelocity.length(), this.checkRescueMode(),
this.setCrosshair(this.currentSpeed)
}
} : function() {
var a;
1.5 >= this.height && (this.disablePeek(), this.isCrouching = !
1, this.isJumping = 2, this.app.tween(this.animation).to({
jumpAngle: -11
}, .15, pc.BackOut).start(), this.isLanded = !1, this.airTime =
Date.now(), this.jumpingTime = this.fullTimestamp + this.jumpDuration,
this.dynamicGravity = 0, a = Math.floor(this.timestamp % 2) + 1,
this.entity.sound.play("Jump-" + a), f.setMovement = function() {
if(!this.isMovementAllowed()) return !1;
var b = this.cameraEntity.forward,
c = this.cameraEntity.right;
this.allForce.x = 0;
var d, f, g, i = this.allForce.z = 0,
j = 0,
k = !1,
l = !1;
this.wasReleased("W") && (this.forwardCount = 0,
this.leftCount = 0, this.entity.sound.stop("HeavyBreath")), (this.wasReleased("A")
|| this.wasReleased("D")) && (this.leftCount = 0), this.isPressed("Z") &&
(this.isFocusing = !0, this.shootingTime = -1), this.wasReleased("Z") &&
(this.isFocusing = !1), this.jumpingTime + this.jumpLandTime < this.fullTimestamp
&& (this.isForward = !1, this.isBackward = !1, this.isLeft = !1, this.isRight = !
1), (this.isPressed("W") && !this.inControl || this.keyboard.up) && (this.isForward
= !0), (this.isPressed("A") && !this.inControl || this.keyboard.left) &&
(this.isLeft = !0), (this.isPressed("D") && !this.inControl || this.keyboard.right)
&& (this.isRight = !0), (this.isPressed("S") && !this.inControl ||
this.keyboard.down) && (this.isBackward = !0), this.isForward && (i += b.x, j +=
b.z, l = k = !0, this.isCrouching ? this.forwardCount += .5 : this.forwardCount++),
this.isLeft && (i -= c.x, j -= c.z, k = !0, this.leftCount++), this.isRight && (i
+= c.x, j += c.z, k = !0, this.leftCount--), this.isBackward && (i -= b.x, j -=
b.z, k = !0, this.isCrouching ? this.forwardCount -= .5 : this.forwardCount--),
this.inControl ? (this.keyboard.shift && (this.isShifting = !0, this.isCrouching
= !1, this.isFocusing = !1, this.disablePeek()), this.keyboard.jump && this.jump(),
this.keyboard.reload && this.reload(), this.isPeekingLeft = !!
this.keyboard.peek_left, this.isPeekingRight = !!this.keyboard.peek_right,
this.isCrouching = !!this.keyboard.crouch) : (this.wasPressed("SHIFT") &&
(this.isShifting = !0, this.isCrouching = !1, this.isFocusing = !1,
this.disablePeek()), this.wasReleased("SHIFT") && (this.isShifting = !1),
this.wasPressed("R") && this.reload(), this.wasPressed("SPACE") && this.jump(),
this.wasPressed("C") && this.crouch(), this.wasPressed("X") && this.useNeedle(),
this.wasPressed("Q") && (this.isPeekingLeft = !0, this.peekLeft()),
this.wasReleased("Q") && (this.isPeekingLeft = !1), this.wasPressed("E") &&
(this.isPeekingRight = !0, this.peekRight()), this.wasReleased("E") &&
(this.isPeekingRight = !1), this.wasReleased("F") && (this.doRaycast(!0),
this.doAction()), this.wasReleased("V"), !this.isThrowingStarted && this.isShooting
&& "Grenade" == this.currentWeaponDetails.type && this.startThrowing(),
this.isThrowingStarted && !this.isShooting && "Grenade" ==
this.currentWeaponDetails.type && this.throwGrenade(), this.wasPressed("1") &&
this.setWeapon(this.inventory.getItemByIndex(1)), this.wasPressed("2") &&
this.setWeapon(this.inventory.getItemByIndex(2)), this.wasPressed("3") &&
this.setWeapon(this.inventory.getItemByIndex(3)), this.wasPressed("4") &&
this.setWeapon(this.inventory.getItemByIndex(4)), this.wasPressed("5") &&
this.setWeapon(this.inventory.getItemByIndex(5)), this.wasPressed("TAB") &&
"capture-the-flag" == pc.currentMode && (this.isInBase ?
this.interface.toggleBuyMenu() : this.interface.showAlert("You can only select
weapons in-base.", "error", "flag"))), 0 !== i && 0 !== j ? (d = this.power,
this.isCrouching && (d *= .4), this.isFocusing && (d *= .8), "Handgun" ==
this.attachment.type && (d *= 1.2), this.isShifting || (d *= 1.35), 0 <
this.isJumping && (d *= 1.05), this.currentSpeed = d / this.animationSpeed, f =
this.lastCurrentPower, k && 1.5 > this.height && (this.forceX = i, this.forceZ = j,
this.lastCurrentPower = d), l || (f *= .7, this.currentSpeed = .7 *
this.currentSpeed), 0 < this.isVaccinate && (f *= .6), 60 > this.currentHealth &&
(f *= .95), 1e3 > this.currentDate - this.lastDamageTime && (f *= .85), 300 >
this.currentDate - this.lastShootTime && (f *= .5), g = this.currentSpeed *
this.vibrationFactor, this.runVibration = this.isFocusing || this.isCrouching ? 0 :
.2 * Math.cos(this.timestamp / g), this.runVibration =
pc.math.lerp(this.runVibration, 0, .05), this.force.set(this.forceX, 0,
this.forceZ).normalize().scale(f), this.allForce.x = this.force.x, this.allForce.z
= this.force.z, this.currentVibration++) : this.currentSpeed = 0, k ||
(this.currentSpeed = 0), 300 < this.forwardCount && .5 <= this.currentSpeed &&
(this.entity.sound.slot("HeavyBreath").isPlaying ||
this.entity.sound.play("HeavyBreath")), this.currentVelocity =
this.entity.rigidbody.linearVelocity.length(), this.checkRescueMode(),
this.setCrosshair(this.currentSpeed)
})
}, Movement.prototype.useNeedle = function() {
this.onLeftHand = !0, this.attachmentsEntity.enabled = !1,
this.leftHandWeapons.enabled = !1, this.needleEntity.enabled = !0, this.isVaccinate
= 200, this.inventory.useStack("Needle", 1), setTimeout(function(a) {
a.entity.sound.play("Stab-Needle")
}, 1e3, this), setTimeout(function(a) {
a.entity.sound.play("Breath-out"), a.needleEntity.enabled =
!1, a.onLeftHand = !1, a.isVaccinate = 0;
var b = 100 - a.currentHealth;
0 < b && 100 > b && a.app.fire("Player:Heal", b),
a.interface.showFeeling("healing", 3, 1), a.leftHandWeapons.enabled = !0,
a.attachmentsEntity.enabled = !0, a.setAnimation("Takeout", 1, .2, !1, function()
{})
}, 2200, this), this.setAnimation("Left-Needle", 1, .2, !1,
function() {})
}), g && (g.currentAmmo = 1 / 0, g.spread = 0, g.automatic = !0,
g.shootRate = 0, g.recoil = 0), h) {
var j = [];
let c = 0;
h.forEach(d => {
if(j.push(d.script.enemy.username.toLowerCase()),
d.script.enemy.isDeath && h.splice(c, 1), a.esp && !d.script.enemy.isDeath ?
(d.children[2].enabled = !0, d.children[2].model.material.depthTest = !1,
d.children[2].model.material._opacity = .5) : d.children[2].enabled = !1, a.tracers
&& !d.script.enemy.isDeath) {
let a = new pc.Vec3(d.position.x, d.position.y,
d.position.z),
b = new pc.Vec3(e.position.x, e.position.y,
e.position.z),
c = new pc.Color(1, 0, 0);
pc.app.renderLine(a, b, c)
}
d.children[2].model.material.update(), d.distance =
b.dist3d(e.position, d.position), c++
}), h.sort((c, a) => c.distance > a.distance ? 1 : -1),
f.fireBullet = function() {
var b, c;
h[0] && a.aimbot ? (c = h[0].position, c.y += .6, b = c) : b =
this.raycast.to;
var d = this.currentWeaponDetails.spread,
e = .8 * this.currentWeaponDetails.damage + Math.random() *
this.currentWeaponDetails.damage;
e = Math.min(e, this.currentWeaponDetails.damage), e =
Math.floor(e), this.currentWeaponDetails.bigScope && !this.isFocusing ? (b.x += 60
* Math.random() - 60 * Math.random(), b.y += 60 * Math.random() - 60 *
Math.random(), b.z += 60 * Math.random() - 60 * Math.random()) :
this.currentWeaponDetails.isShotgun ? (b.x += (40 * Math.random() - 40 *
Math.random()) * d, b.y += (40 * Math.random() - 40 * Math.random()) * d, b.z +=
(40 * Math.random() - 40 * Math.random()) * d) : this.isFocusing ? (b.x += (1 *
this.currentRecoilForce * Math.random() - 1 * this.currentRecoilForce *
Math.random()) * d, b.y += (1 * this.currentRecoilForce * Math.random() - 1 *
this.currentRecoilForce * Math.random()) * d, b.z += (1 * this.currentRecoilForce *
Math.random() - 1 * this.currentRecoilForce * Math.random()) * d) : (b.x += (10 *
this.currentRecoilForce * Math.random() - 10 * this.currentRecoilForce *
Math.random()) * d, b.y += (10 * this.currentRecoilForce * Math.random() - 10 *
this.currentRecoilForce * Math.random()) * d, b.z += (10 * this.currentRecoilForce
* Math.random() - 10 * this.currentRecoilForce * Math.random()) * d),
this.app.fire("Bullet:Fire", this.hash, this.raycast.muzzle, b,
this.raycast.muzzle, e), this.shotgunBullets--
}
}
} catch (a) {}
window.requestAnimationFrame(c)
};
window.requestAnimationFrame(c)
})();

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