maca client cryzen.io 1.5 aimbot+FLYHACK

W rizz

目前為 2025-04-06 提交的版本,檢視 最新版本

您需要先安裝使用者腳本管理器擴展,如 TampermonkeyGreasemonkeyViolentmonkey 之後才能安裝該腳本。

You will need to install an extension such as Tampermonkey to install this script.

您需要先安裝使用者腳本管理器擴充功能,如 TampermonkeyViolentmonkey 後才能安裝該腳本。

您需要先安裝使用者腳本管理器擴充功能,如 TampermonkeyUserscripts 後才能安裝該腳本。

你需要先安裝一款使用者腳本管理器擴展,比如 Tampermonkey,才能安裝此腳本

您需要先安裝使用者腳本管理器擴充功能後才能安裝該腳本。

(我已經安裝了使用者腳本管理器,讓我安裝!)

你需要先安裝一款使用者樣式管理器擴展,比如 Stylus,才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展,比如 Stylus,才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展,比如 Stylus,才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展後才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展後才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展後才能安裝此樣式

(我已經安裝了使用者樣式管理器,讓我安裝!)

// ==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; }
    });
})();