Venge.io HACKS NEW 2020 UNLIMTIED AMMO INF JUMP

Venge.io HACKS

K instalaci tototo skriptu si budete muset nainstalovat rozšíření jako Tampermonkey, Greasemonkey nebo Violentmonkey.

K instalaci tohoto skriptu si budete muset nainstalovat rozšíření jako Tampermonkey nebo Violentmonkey.

K instalaci tohoto skriptu si budete muset nainstalovat rozšíření jako Tampermonkey nebo Violentmonkey.

K instalaci tohoto skriptu si budete muset nainstalovat rozšíření jako Tampermonkey nebo Userscripts.

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

K instalaci tohoto skriptu si budete muset nainstalovat manažer uživatelských skriptů.

(Už mám manažer uživatelských skriptů, nechte mě ho nainstalovat!)

You will need to install an extension such as Stylus to install this style.

You will need to install an extension such as Stylus to install this style.

You will need to install an extension such as Stylus to install this style.

You will need to install a user style manager extension to install this style.

You will need to install a user style manager extension to install this style.

You will need to install a user style manager extension to install this style.

(Už mám manažer uživatelských stylů, nechte mě ho nainstalovat!)

// ==UserScript==
// @name         Venge.io HACKS NEW 2020 UNLIMTIED AMMO INF JUMP
// @version      0.2
// @description  Venge.io HACKS
// @author       Llama
// @match        https://venge.io/
// @grant        none
// @run-at       document-end
// @namespace https://greasyfork.org/users/662323
// ==/UserScript==

(async() => {
    while(!window.hasOwnProperty("Movement"))
        await new Promise(resolve => setTimeout(resolve, 1000));

    const update = Movement.prototype.update;
    Movement.prototype.update = function (t) {
        update.apply(this, [t]);
        this.setAmmoFull()
        this.player.throwCooldown = 0;
        this.lastThrowDate = 0;
        this.currentWeapon.spread = 0;
        this.currentWeapon.recoil = 0;
        this.currentWeapon.shootTime = .1;
        this.currentWeapon.isAutomatic = true;
        this.isLanded = true;
        this.bounceJumpTime = 0;
        this.isJumping = false;
        this.isHitting = false;
    };
})();// ==UserScript==
// @name         Venge.io Hacks By CommanderPuli
// @namespace    http://tampermonkey.net/
// @version      2.5
// @description  Infinite Jump, Infinite ammo, Zero Recoil and custom fov for Venge.io!
// @author       You
// @match        https://venge.io/
// @icon         https://www.google.com/s2/favicons?domain=venge.io
// @grant        none
// ==/UserScript==



// with this script, you get infinite ammo, fully custom fov, and infinite jump!

    // change this to what u want ur fov to be:
    var customFov = 103;


(function() {



    'use strict';
alert("Injected Hacks By The Krunkador")

    document.onkeypress = function (e) {
    e = e || window.event;
    console.log("lol")
        Movement.prototype.setMovementAnimation = function(t) {
        if (this.player.isDeath)
            return !1;
        var i = Math.sin(this.forwardCount / this.movementAnimationSpeed) * this.movementAnimationFactor * this.movementSpeed * this.animation.movementFactor * this.animation.movementFactorStatic * pc.settings.weaponBobbing,
            e = Math.cos(this.forwardCount / this.movementAnimationSpeed) * this.movementAnimationFactor * this.movementSpeed * this.animation.movementFactor * pc.settings.weaponBobbing,
            s = Math.cos(this.forwardCount / this.movementSwingSpeed) * Math.sin(this.forwardCount / this.movementSwingSpeed) * this.movementSwingFactor * 2 * this.movementSpeed * this.animation.movementFactor * this.animation.movementFactorStatic * pc.settings.weaponBobbing,
            n = Math.cos(this.forwardCount / this.movementSwingSpeed) * this.movementSwingFactor * this.movementSpeed * pc.settings.weaponBobbing;
        !this.isFocusing && this.movementSpeed > .8 ? this.animation.movementPositionZ = pc.math.lerp(this.animation.movementPositionZ, -.04, .08) : this.animation.movementPositionZ = pc.math.lerp(this.animation.movementPositionZ, 0, .1),
            this.isJumping ? (i = 0,
                e = 0,
                s = 0,
                this.animation.jumpHeight = pc.math.lerp(this.animation.jumpHeight, this.deltaHeight, .15)) : this.animation.jumpHeight = pc.math.lerp(this.animation.jumpHeight, 0, .1);
        var o = this.weaponPositionEntity,
            a = 1,
            h = this.defaultFov,
            r = this.defaultNonFov;
        this.isFocusing && this.isReloading < this.timestamp && this.currentWeapon.isFocusable ? (o = this.focusPositionEntity,
                a = .1,
                h = this.currentWeapon.focusFov,
                r = this.currentWeapon.focusFov,
                this.isFocused || (this.directionSenseX = 5),
                this.isFocused || this.currentWeapon.focus(),
                this.isFocused = !0) : this.isFocused = !1,
            this.isShooting > this.timestamp && (a = pc.math.lerp(a, 0, .1));
        var p = this.animation.jumpHeight * this.animation.jumpHeight * .01;
        p = Math.min(p, .08);
        var m = .4;
        "Shotgun" == this.currentWeapon.type && (m = .8);
        var c = this.handEntity.getLocalPosition().lerp(this.handEntity.getLocalPosition(), o.getLocalPosition(), m);
        "Sniper" == this.currentWeapon.type && this.isFocusing && this.now() - this.focusStartTime > 60 ? (this.currentWeapon.modelEntity.enabled = !1,
                this.currentWeapon.armEntity.enabled = !1) : (this.currentWeapon.modelEntity.enabled = !0,
                this.currentWeapon.armEntity.enabled = !0),
            this.handEntity.setLocalPosition(c),
            this.movementHolder.setLocalPosition(.1 * s * a + this.animation.bounceZ + this.animation.movementPositionZ, (i + p) * a + this.animation.landAngle * a, .2 * -s * a),
            this.takePoint.setLocalEulerAngles(this.animation.takeX, this.animation.takeY, this.animation.takeZ);
        var u = this.animation.cameraBounce;
        if (this.isFocusing && (u = 0),
            this.movementHolder.setLocalEulerAngles(u + this.animation.movementAngleX + this.animation.shootSwing + this.directionSenseX + s * this.movementAngleFactor * a + this.animation.jumpAngle * a * this.randomDirection, this.animation.movementAngleY + i + s * this.movementAngleFactor * a, this.animation.movementAngleZ + this.directionSenseZ + this.animation.jumpAngle * a),
            this.headEntity.setLocalEulerAngles(.2 * -this.animation.jumpAngle * a - this.animation.cameraShootBounce, 0, 0),
            this.weaponCenter.setLocalEulerAngles(this.animation.horizantalSpread + this.animation.weaponAngleX, -i * i + .1 * this.senseX + n + 20 * this.animation.bounceX + this.animation.weaponAngleY, this.animation.bounceAngle + this.animation.activeBounce + this.animation.weaponAngleZ + 80 * e * a),
            this.weaponFront.setLocalEulerAngles(0, 0, n + s * s * 2),
            this.isLeft ? (this.forwardCount += 1.25 * t,
                this.movementSpeed = 1) : this.isBackward || this.isRight ? (this.forwardCount -= 1.25 * t,
                this.movementSpeed = 1) : this.isForward ? (this.forwardCount += t,
                this.movementSpeed = 1) : this.currentSpeed > .1 && (this.forwardCount += t,
                this.movementSpeed = pc.math.lerp(this.movementSpeed, 0, .1)),
            this.isShooting < this.timestamp) {
            var l = 1;
            this.isFocusing && (l = .12),
                this.isLeft ? this.directionSenseX = pc.math.lerp(this.directionSenseX, -25 * l, .07) : this.isRight && (this.directionSenseX = pc.math.lerp(this.directionSenseX, 17 * l, .07)),
                this.isBackward && (this.directionSenseZ = pc.math.lerp(this.directionSenseZ, .8, .1))
        }
        if (this.directionSenseX *= pc.settings.weaponLeaning,
            this.directionSenseZ *= pc.settings.weaponLeaning,
            this.directionSenseX = pc.math.lerp(this.directionSenseX, 0, .1),
            this.directionSenseZ = pc.math.lerp(this.directionSenseZ, 0, .05),
            this.currentSpeed = this.entity.rigidbody.linearVelocity.length(),
            this.currentFov = pc.math.lerp(customFov, h, .4),
            this.currentNonFov = pc.math.lerp(this.currentNonFov, r, .4),
            this.cameraEntity.camera.fov = this.currentFov + this.animation.fov,
            this.cameraNonFOVEntity.camera.fov = this.currentNonFov + this.animation.fov,
            this.isForward || this.isBackward || (this.movementSpeed = pc.math.lerp(this.movementSpeed, 0, .05)),
            this.isLeft || this.isRight || (this.movementSpeed = pc.math.lerp(this.movementSpeed, 0, .01)),
            this.isJumping ? this.lastHeight > this.currentHeight ? this.deltaHeight += t * this.jumpHeightSpeed : this.deltaHeight -= t * this.jumpHeightSpeed : this.deltaHeight = pc.math.lerp(this.deltaHeight, 0, .01),
            this.now() - this.lastFootDate > this.footSpeed && this.currentSpeed > 1 && this.isLanded) {
            var d = this.groundMaterial + "-Run-" + (this.footCount + 1),
                y = this.currentSpeed;
            this.entity.sound.slots[d].pitch = 1 + .1 * Math.random(),
                this.entity.sound.slots[d].volume = .2 + .2 * Math.random() + .3 * this.footForce,
                this.entity.sound.play(d),
                (this.isLeft || this.isRight || this.isBackward) && (y += 50),
                y += 20 * this.footForce,
                this.lastFootDate = this.now() - y,
                this.footForce = pc.math.lerp(this.footForce, 0, .2),
                this.footCount = Math.floor(5 * Math.random())
        }
        pc.isFinished || this.locked || "Melee" != this.currentWeapon.type && (pc.settings.hideArms || (this.interface.crosshairEntity.enabled = !this.isFocusing),
                this.interface.focusBulletsEntity.enabled = this.isFocusing),
            "Sniper" == this.currentWeapon.type ? this.now() - this.focusStartTime > 60 && (this.currentWeapon.scopeOverlay.enabled = this.isFocusing) : this.isZoomEffectEnabled
    },
    Movement.prototype.playEffortSound = function(t) {
        var i = Math.floor(1.4 * Math.random()) + 1,
            e = "Throw-" + i;
        t && (e = "Grunt-" + i),
            this.app.fire("Character:Sound", e, .1 * Math.random())
    }
                    Movement.prototype.setShakeAnimation = function(t) {

            }
          Movement.prototype.setAmmoFull = function() {
        this.currentWeapon.ammo = 100000
            this.app.fire("Overlay:SetAmmo", !0)
    }
        Movement.prototype.jump = function() {

    if (this.jumpingTime = this.timestamp + this.jumpDuration,
    this.isJumping = !0,
    this.isLanded = !1,
    this.airTime = this.now(),
    this.randomDirection = Math.random() > .5 ? -1 : 1,
    this.previousVelocity,
    this.now() - this.lastImpactTime > 3e3) {
        var t = "Jump-" + (Math.round(1 * Math.random()) + 1);
        this.app.fire("Character:Sound", t, .1 * Math.random()),
        this.entity.sound.play("Only-Jump"),
        this.entity.sound.slots["Only-Jump"].pitch = .1 * Math.random() + 1.1
    }
    if (this.dynamicGravity = 0,
    this.app.fire("Overlay:Jump", !0),
    this.player.fireNetworkEvent("j"),
    this.isShooting > this.timestamp)
        return !1;
    this.app.tween(this.animation).to({
        jumpAngle: -11
    }, .15, pc.BackOut).start()
}
};


    
})();