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// ==UserScript== // @name Krunker Powered WheelChair // @namespace https://github.com/hrt // @version 1.8.7 // @description WheelChair // @author hrt x ttap x MasterP // @match *://krunker.io/* // @run-at document-start // @require https://ajax.googleapis.com/ajax/libs/webfont/1/webfont.js // @require https://krunkr.com/assets/js/canvas.gui.js?ver=0.7 // @grant none // ==/UserScript== WebFont.load({ google: { families: ['Roboto'] } }); (function () { const options = { aimbot: true, silentAim: true, boxEsp: true, boxColor: "rgba(244,100,80,1)", weaponEsp: true, healthEsp: true, nameEsp: true, chams: true, autoReload: true, autoJump: true, orgNameTags: false, aimThroughWalls: false, chamsColorStr: "rgba(255,0,0,1)", chamsRed: 255, chamsBlue: 0, chamsGreen: 0, }; window.options = options; const styles = { fontFamily: "Roboto", itemHeight: 28, setup: { background: "#0B132B", color: "#4c698d", fontSize: "16px", header: { color: "#839cbc", fontSize: "20px", borderBottom: "#3A506B", paddingBottom: 20 }, steps: { background: "white", selected: "#5BC0BE", } }, profiles: { background: "#090F22", borderBottom: "#4c698d" }, folder: { header: { color: "#4c698d", fontSize: "15.4px", background: "#0B132B" } }, item: { color: "#839cbc", fontSize: "13.2px", background: "#1C2541" }, button: { background: "#1C2541", lineTop: "#5BC0BE", color: "#4c698d", hovered: "#5BC0BE", hoveredColor: "#242f53" }, checkbox: { background: "#242f53", checkedBg: "#5BC0BE", hovered: "rgba(91,192,190,0.3)", width: 18, height: 18 }, input: { background: "#242f53", color: "#4c698d", cursor: "#839cbc", width: 120, height: 22 }, select: { background: "#242f53", color: "#4c698d", hovered: "#3A506B", width: 80, height: 20, }, option: { background: "#242f53", color: "#4c698d", hovered: "#3A506B", hoveredColor: "white", outline: "#0B132B" }, slider: { background: "#242f53", color: "#5BC0BE", slider: "#5BC0BE", hovered: "#3A506B", width: 89, height: 20, leftPadding: 100, input: { width: 43, } } } const replace = String.prototype.replace; var hideHook = function (fn, oFn) { fn.toString = oFn.toString.bind(oFn); } const menu = new MyGUI(false, 0, 0, 250, 250, styles, "wheelchair", 1) menu.remember(window.options) window.menu = menu; const poweredWheelAimbot = menu.addFolder("Aimbot", true) const poweredWheelVisuals = menu.addFolder("Visuals", true) poweredWheelAimbot.add("Aimbot", window.options, "aimbot", "Check") poweredWheelAimbot.add("Silent Aim", window.options, "silentAim", "Check") poweredWheelAimbot.add("Auto Reload", window.options, "autoReload", "Check") poweredWheelAimbot.add("Aim Through Walls", window.options, "aimThroughWalls", "Check") poweredWheelVisuals.add("Game Esp", window.options, "orgNameTags", "Check") .onChange((val) => { if (val) { window.options.nameEsp = false; window.options.boxEsp = false; window.options.weaponEsp = false; window.options.healthEsp = false; } }) poweredWheelVisuals.add("Name Esp", window.options, "nameEsp", "Check") .onChange((val) => { if (val && window.options.orgNameTags) window.options.orgNameTags = !window.options.orgNameTags }) poweredWheelVisuals.add("Box Esp", window.options, "boxEsp", "Check") .onChange((val) => { if (val && window.options.orgNameTags) window.options.orgNameTags = !window.options.orgNameTags }) poweredWheelVisuals.add("Weapon Esp", window.options, "weaponEsp", "Check") .onChange((val) => { if (val && window.options.orgNameTags) window.options.orgNameTags = !window.options.orgNameTags }) poweredWheelVisuals.add("Health Esp", window.options, "healthEsp", "Check") .onChange((val) => { if (val && window.options.orgNameTags) window.options.orgNameTags = !window.options.orgNameTags }) poweredWheelVisuals.add("Chams", window.options, "chams", "Check") poweredWheelVisuals.add("Box Color", window.options, "boxColor", "Color") poweredWheelVisuals.add("Chams Color", window.options, "chamsColorStr", "Color") .onChange((val) => { const { 1: r, 2: g, 3: b } = val.match(/rgba\((\d+),(\d+),(\d+),\d+\)/) window.options.chamsRed = (r - 0) / (255 - 0) window.options.chamsGreen = (g - 0) / (255 - 0) window.options.chamsBlue = (b - 0) / (255 - 0) }) window.hrtCheat = function (me, inputs, world, consts, math) { var controls = world.controls; const SHOOT = 5, SCOPE = 6, xDr = 3, yDr = 2, JUMP = 7, CROUCH = 8; var isEnemy = function (player) { return !me.team || player.team != me.team }; var canHit = function (player) { return null == (window.options.aimThroughWalls ? world.canHit(me, player.x3, player.y3 - player.crouchVal * consts.crouchDst, player.z3) : world.canSee(me, player.x3, player.y3 - player.crouchVal * consts.crouchDst, player.z3)) }; var normaliseYaw = function (yaw) { return (yaw % Math.PI2 + Math.PI2) % Math.PI2; }; var dAngleTo = function (x, y, z) { var ty = normaliseYaw(math.getDir(controls.object.position.z, controls.object.position.x, z, x)); var tx = math.getXDire(controls.object.position.x, controls.object.position.y, controls.object.position.z, x, y, z); var oy = normaliseYaw(controls.object.rotation.y); var ox = controls.pchObjc.rotation.x; var dYaw = Math.min(Math.abs(ty - oy), Math.abs(ty - oy - Math.PI2), Math.abs(ty - oy + Math.PI2)); var dPitch = tx - ox; return Math.hypot(dYaw, dPitch); }; var calcAngleTo = function (player) { return dAngleTo(e.x3, e.y3 + consts.playerHeight - (consts.headScale + consts.hitBoxPad) / 2 - e.crouchVal * consts.crouchDst, e.z3); }; var calcDistanceTo = function (player) { return math.getD3D(player.x3, player.y3, player.z3, me.x, me.y, me.z) }; var isCloseEnough = function (player) { var distance = calcDistanceTo(player); return me.weapon.range >= distance && ("Shotgun" != me.weapon.name || distance < 70) && ("Akimbo Uzi" != me.weapon.name || distance < 100); }; var haveAmmo = function () { return me.ammos[me.weaponIndex]; }; // runs once if (!window.init) { window.init = true; /*************************************/ /* crimpeek / faster bullets removed */ /*************************************/ window.drawVisuals = function (c, scalingFactor, perspective) { if (!window.ctx) { window.ctx = c.getContext("2d") } c = window.ctx; var scaledWidth = c.canvas.width / scalingFactor; var scaledHeight = c.canvas.height / scalingFactor; var worldPosition = perspective.camera.getWorldPosition(); for (var i = 0; i < world.players.list.length; i++) { var player = world.players.list[i]; var e = players[i]; if (e.isYou || !e.active || !e.objInstances || !isEnemy(e)) { continue; } // find min x, max x, min y, max y // optimisation: we can already tell what ymin ymax is var xmin = Infinity; var xmax = -Infinity; var ymin = Infinity; var ymax = -Infinity; var br = false; for (var j = -1; !br && j < 2; j += 2) { for (var k = -1; !br && k < 2; k += 2) { for (var l = 0; !br && l < 2; l++) { var position = e.objInstances.position.clone(); position.x += j * consts.playerScale; position.z += k * consts.playerScale; position.y += l * (consts.playerHeight - e.crouchVal * consts.crouchDst); if (!perspective.frustum.containsPoint(position)) { br = true; break; } position.project(perspective.camera); xmin = Math.min(xmin, position.x); xmax = Math.max(xmax, position.x); ymin = Math.min(ymin, position.y); ymax = Math.max(ymax, position.y); } } } if (br) { continue; } xmin = (xmin + 1) / 2; ymin = (ymin + 1) / 2; xmax = (xmax + 1) / 2; ymax = (ymax + 1) / 2; c.save(); c.scale(scalingFactor, scalingFactor) // perfect box esp var distanceScale = Math.max(.3, 1 - math.getD3D(worldPosition.x, worldPosition.y, worldPosition.z, e.x, e.y, e.z) / 600); c.scale(distanceScale, distanceScale); var xScale = scaledWidth / distanceScale; var yScale = scaledHeight / distanceScale; ymin = yScale * (1 - ymin); ymax = yScale * (1 - ymax); xmin = xScale * xmin; xmax = xScale * xmax; if (window.options.boxEsp) { c.lineWidth = 5; c.strokeStyle = window.options.boxColor; c.beginPath(); c.moveTo(xmin, ymin); c.lineTo(xmin, ymax); c.lineTo(xmax, ymax); c.lineTo(xmax, ymin); c.lineTo(xmin, ymin); c.stroke(); } // health bar if (window.options.healthEsp) { c.fillStyle = "rgba(255,50,50,1)"; var barMaxHeight = ymax - ymin; c.fillRect(xmin - 7, ymin, -10, barMaxHeight); c.fillStyle = "#00FFFF"; c.fillRect(xmin - 7, ymin, -10, barMaxHeight * (e.health / e.maxHealth)); } // info var x = xmax + 7; var y = ymax; c.fillStyle = "white"; c.strokeStyle = 'black'; c.lineWidth = 1; if (window.options.nameEsp) { c.font = "60px Roboto"; c.fillText(e.name, x, y); c.strokeText(e.name, x, y); } c.font = "30px Sans-serif"; if (window.options.weaponEsp) { y += 35; c.fillText(e.weapon.name, x, y); c.strokeText(e.weapon.name, x, y); } if (window.options.healthEsp) { y += 35; c.fillText(e.health + ' HP', x, y); c.strokeText(e.health + ' HP', x, y); } c.restore(); // skelly chams // note: this should probably be else where - it affects all players var material = e.legMeshes[0].material; if (window.options.chams) { material.alphaTest = 1; material.depthTest = false; material.fog = false; material.emissive.r = window.options.chamsRed material.emissive.g = window.options.chamsGreen material.emissive.b = window.options.chamsBlue material.wireframe = true; } else if (!window.options.chams) { material.alphaTest = 0; material.depthTest = true; material.fog = true; material.emissive.r = 0; material.emissive.g = 0; material.emissive.b = 0; material.wireframe = false; } } } } // auto reload if (window.options.autoReload) controls.keys[controls.reloadKey] = !haveAmmo(); // auto jump if (window.options.autoJump) inputs[JUMP] = (controls.keys[controls.jumpKey] && !me.didJump) * 1; // target selector - based on closest to aim var closest = null, closestAngle = Infinity; var players = world.players.list; if (!window.options.aimbot) return; for (var i = 0; me.active && i < players.length; i++) { var e = players[i]; if (e.isYou || !e.active || !e.objInstances || !isEnemy(e)) { continue; } // experimental prediction // just use normal xyz values instead for potentially better aim :shrug: var scale = Math.min(1.6, e.dt / (consts.serverSendRate * consts.interpolation)); // this check is so that we don't shoot people that just respawn if (math.getD3D(e.x2, e.y2, e.z2, e.x, e.y, e.z) < 100) { e.x3 = e.x + (e.x2 - e.x) * scale; e.y3 = e.y + (e.y2 - e.y) * scale; e.z3 = e.z + (e.z2 - e.z) * scale; } else { e.x3 = e.x; e.y3 = e.y; e.z3 = e.z; } if (!isCloseEnough(e) || !canHit(e)) { continue; } var angle = calcAngleTo(e); if (angle < closestAngle) { closestAngle = angle; closest = e; } } // aimbot // hrt's big brain got a six pack var ty = controls.object.rotation.y, tx = controls.pchObjc.rotation.x; if (closest) { var target = closest; // No idea why public cheats are using target distance in aimbot calc // No idea why it's so difficult for people to not use magic numbers here var y = target.y3 + consts.playerHeight - (consts.headScale /* + consts.hitBoxPad*/ ) / 2 - target.crouchVal * consts.crouchDst; if (me.weapon.nAuto && me.didShoot) { inputs[SHOOT] = 0; } else if (!me.aimVal) { // me.recoilAnimY < 0.1 - if you want to shoot more slower and perhaps more accurately // inputs[CROUCH] = 1; // auto crouch inputs[SHOOT] = 1; inputs[SCOPE] = 1; } else { // inputs[CROUCH] = 1; // auto crouch inputs[SCOPE] = 1; } ty = math.getDir(controls.object.position.z, controls.object.position.x, target.z3, target.x3); tx = math.getXDire(controls.object.position.x, controls.object.position.y, controls.object.position.z, target.x3, y, target.z3); // perfect recoil control..? tx -= .3 * me.recoilAnimY; } else { inputs[SHOOT] = controls.mouseDownL; inputs[SCOPE] = controls.mouseDownR; // inputs[CROUCH] = controls.keys[controls.crouchKey] * 1; // auto crouch } // silent aim const newY = (ty % Math.PI2).round(3); const newX = (tx % Math.PI2).round(3); inputs[xDr] = newX; inputs[yDr] = newY; if (!window.options.silentAim) { controls.object.rotation.y = newY controls.pchObjc.rotation.x = newX } } // only big iq people read this ttap#4547 // big up my boy hrt and ttap for releasing const handler = { construct(target, args) { if (args.length == 2 && args[1].includes('Seen')) { var script = args[1]; // anti retard / version fix var version = script.match(/\w+\['exports'\]=(0[xX][0-9a-fA-F]+);/)[1]; if (version !== "0x14d41") { document.write('Version missmatch, wait for hrt'); document.write('Version missmatch ( ' + version + ')'); window.location.href = atob('aHR0cHM6Ly9naXRodWIuY29tL2hydC93aGVlbGNoYWly'); } var hook = /(\w+)\['tmpInputs'\]\['push'\]\((\w+)\),/; var tokens = script.match(hook); var inputs = tokens[2]; var world = script.match(/(\w+)\['players'\]\['updateMesh'\]/)[1]; var consts = script.match(/(\w+)\['thirdPX'\],/)[1]; var me = script.match(/\((\w+)\|\|window\['spectating'\]\)/)[1]; var math = script.match(/\['xDr'\]\+(\w+)\['getDir'\]/)[1]; var ttapParams = [me, inputs, world, consts, math]; // Doesn't make sense to hook aimbot anywhere else - unlike every other public cheat script = replace.call(script, hook, tokens[0] + '(' + hrtCheat.toString() + ')(' + ttapParams + '),'); //Remove clear rect inside overlay render. script = replace.call(script, /,\w+\['clearRect'\]\(0x0,0x0,\w+,\w+\)/, ""); // remove renders script = replace.call(script, /'none'==menuHolder\['style'\]\['display'\]&&'none'==endUI\['style'\]\['display'\]\)/g, '!window.options.boxEsp && !window.options.weaponEsp && !window.options.healthEsp && !window.options.healthEsp)'); //Hook overlay render and force menu to clear frame script = replace.call(script, /(\w+)\[\'render\'\]\((\w+),\w+,(\w+),\w+,\w+\),/, (a, b, c, d) => `window.menu.draw(${b}.canvas,true),(window.drawVisuals && window.drawVisuals(${b}.canvas,${c},${d})),${a} `); // all weapons trails on script = replace.call(script, /\w+\['weapon'\]&&\w+\['weapon'\]\['trail'\]/g, "true") // color blind mode script = replace.call(script, /#9eeb56/g, '#00FFFF'); // no zoom script = replace.call(script, /,'zoom':.+?(?=,)/g, ",'zoom':1"); // an extremely old canHit / autowall function creator that doesn't alter canSee // dumb asf but if it still works then should I touch it :thinking: var canSee = script.match(/this\['canSee'\]\=function.+?(?=return null;})/)[0] + "return null;}"; var canHit = replace.call(canSee, /canSee/g, "canHit"); canHit = replace.call(canHit, /\|\|0x0;/, "||0x0;var pcount=0;"); var player = canHit.match(/function\(([a-zA-Z0-9]*),/)[1]; var object = canHit.match(/([a-zA-Z0-9]*)\=this\['map'\]\['manager'\]\['objects'/)[1]; var statement = canHit.match(/\['transparent'\]\){(.+?(?=}))/)[1]; var ret = statement.match(/return [a-zA-Z0-9]*/)[0]; statement = replace.call(statement, ret, "{pcount+=1; if(pcount>1&&" + player + ".weapon.pierce>0.8){" + ret + "}}"); var search = canHit.match(/return [a-zA-Z0-9]*;\}/)[0]; canHit = replace.call(canHit, search, search + 'else if(' + object + '.active&&' + object + '.penetrable){' + statement + '}') search = canHit.match(/\![a-zA-Z0-9]*\['transparent'\]/)[0]; // todo: onhit logic doesn't make sense canHit = replace.call(canHit, search, "(!" + object + ".penetrable||!" + player + ".weapon.pierce)"); script = replace.call(script, ",this['canSee']", "," + canHit + ",this['canSee']"); args[1] = script; } return new target(...args); } }; // credits for bypass: https://github.com/hrt/ var original_Function = Function; Function = new Proxy(Function, handler); hideHook(Function, original_Function); })()

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The dashboard for the all-in-one, highly customizable Discord bot. Built from the 2PG Dashboard.

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My personal custom scripts that i've made / used for my vRP based server.

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