maca client cryzen.io 1.5 aimbot+FLYHACK

W rizz

当前为 2025-04-06 提交的版本,查看 最新版本

您需要先安装一款用户脚本管理器扩展,例如 Tampermonkey 篡改猴Greasemonkey 油猴子Violentmonkey 暴力猴,才能安装此脚本。

您需要先安装一款用户脚本管理器扩展,例如 Tampermonkey 篡改猴,才能安装此脚本。

您需要先安装一款用户脚本管理器扩展,例如 Tampermonkey 篡改猴Violentmonkey 暴力猴,才能安装此脚本。

您需要先安装一款用户脚本管理器扩展,例如 Tampermonkey 篡改猴Userscripts ,才能安装此脚本。

您需要先安装一款用户脚本管理器扩展,例如 Tampermonkey 篡改猴,才能安装此脚本。

您需要先安装一款用户脚本管理器扩展后才能安装此脚本。

(我已经安装了用户脚本管理器,让我安装!)

您需要先安装一款用户样式管理器扩展,比如 Stylus,才能安装此样式。

您需要先安装一款用户样式管理器扩展,比如 Stylus,才能安装此样式。

您需要先安装一款用户样式管理器扩展,比如 Stylus,才能安装此样式。

您需要先安装一款用户样式管理器扩展后才能安装此样式。

您需要先安装一款用户样式管理器扩展后才能安装此样式。

您需要先安装一款用户样式管理器扩展后才能安装此样式。

(我已经安装了用户样式管理器,让我安装!)

// ==UserScript==
// @name         maca client cryzen.io 1.5 aimbot+FLYHACK
// @namespace    http://tampermonkey.net/
// @version      1.6
// @description  W rizz
// @author       You
// @match        https://cryzen.io/
// @icon         none
// @grant        none
// @license MIT
// ==/UserScript==

(function () {
    Object.defineProperty(Object.prototype, 'gameState', {
        set(state) {
            window._debugWorld = state;
            let isRightClickHeld = false;
            let closestEnemy = null;

            // Volo
            let flying = false;  // Stato del volo
            let targetHeight = 0;  // Altezza target durante il volo
            let verticalVelocity = 0;  // Velocità verticale
            const ascentSpeed = 1;  // Velocità di salita
            const descentSpeed = -1;  // Velocità di discesa
            const stopSpeed = 0;  // Velocità di stop
            const heightIncrement = 11;  // Incremento dell'altezza quando il volo è attivato

            // Interval to check for game state updates
            const gameWorldInterval = setInterval(() => {
                const { gameWorld } = window._debugWorld;
                if (gameWorld && gameWorld.server) {
                    clearInterval(gameWorldInterval);

                    const player = gameWorld.player;
                    const serverPlayers = gameWorld.server.players;

                    const calculateDistance = (playerPos, enemyPos) =>
                        Math.hypot(enemyPos.x - playerPos.x, enemyPos.y - playerPos.y, enemyPos.z - playerPos.z);

                    const updatePlayerRotationAndPosition = () => {
                        let closestDistance = Infinity;

                        // Reset closest enemy if they are dead
                        if (closestEnemy?.dead) closestEnemy = null;

                        // Find the closest enemy
                        Object.values(serverPlayers).forEach(enemy => {
                            if (enemy?.model?.position && enemy.isEnemy && !enemy.dead) {
                                const distance = calculateDistance(player.position, enemy.model.position);
                                if (distance < closestDistance) {
                                    closestDistance = distance;
                                    closestEnemy = enemy;
                                }
                            }
                        });

                        // Update player rotation and movement if scoped or right-click held
                        if (isRightClickHeld || player.weapon?.scoping) {
                            if (closestEnemy) {
                                const directionToEnemy = {
                                    x: closestEnemy.model.position.x - player.position.x,
                                    z: closestEnemy.model.position.z - player.position.z,
                                };

                                const rotationY = Math.atan2(directionToEnemy.x, directionToEnemy.z);
                                const verticalDistance = (closestEnemy.model.position.y + (closestEnemy.crouching ? 0.55 : 0.65)) - player.position.y;
                                const horizontalDistance = Math.hypot(directionToEnemy.x, directionToEnemy.z);
                                let rotationX = Math.atan2(verticalDistance, horizontalDistance);

                                // Constrain vertical rotation
                                rotationX = Math.max(Math.min(rotationX, Math.PI / 2), -Math.PI / 2);
                                const normalizedRotationY = (rotationY + Math.PI) % (2 * Math.PI);

                                // Apply rotations to player (without modifying materials)
                                player.rotation.y = normalizedRotationY;
                                player.rotation.x = rotationX;

                                // Move the player closer if too far from the enemy
                                const moveSpeed = 0.1;
                                const movement = { x: closestEnemy.model.position.x - player.position.x, z: closestEnemy.model.position.z - player.position.z };
                                const distanceToEnemy = Math.hypot(movement.x, movement.z);
                                if (distanceToEnemy > 1) {
                                    player.position.x += movement.x / distanceToEnemy * moveSpeed;
                                    player.position.z += movement.z / distanceToEnemy * moveSpeed;
                                }
                            }
                        }
                    };

                    // Event listeners for right-click hold
                    const onRightClickDown = (event) => { if (event.button === 2) isRightClickHeld = true; };
                    const onRightClickUp = (event) => { if (event.button === 2) isRightClickHeld = false; };

                    document.addEventListener('mousedown', onRightClickDown);
                    document.addEventListener('mouseup', onRightClickUp);

                    // Ascolta l'input da "F" per attivare/disattivare il volo
                    document.addEventListener('keydown', (event) => {
                        if (event.code === 'KeyF') {
                            flying = !flying;  // Inverti lo stato del volo

                            if (flying) {
                                // Ogni volta che premi "F", aggiungi 1100 unità all'altezza target
                                targetHeight = player.position.y + heightIncrement;
                                verticalVelocity = 0;  // Mantieni la velocità verticale a 0 quando sei in volo
                            } else {
                                verticalVelocity = 0;  // Fermati quando il volo è disattivato
                            }
                        }
                    });

                    // Funzione per aggiornare la posizione del giocatore
                    const updatePlayer = () => {
                        if (flying) {
                            // Se il volo è attivato, mantieni la posizione del giocatore
                            player.position.y = targetHeight;
                        }
                    };

                    setInterval(updatePlayer, 10); // Esegui l'aggiornamento ogni 10ms

                    // Start the update loop for rotation and movement (without modifying any rendering properties)
                    setInterval(updatePlayerRotationAndPosition, 2); // Update every 2ms
                }
            });
        },
        get() { return window._debugWorld; }
    });
})();