Venge.io HACKS NEW 2020 UNLIMTIED AMMO INF JUMP

Venge.io HACKS

Tendrás que instalar una extensión para tu navegador como Tampermonkey, Greasemonkey o Violentmonkey si quieres utilizar este script.

Necesitarás instalar una extensión como Tampermonkey o Violentmonkey para instalar este script.

Necesitarás instalar una extensión como Tampermonkey o Violentmonkey para instalar este script.

Necesitarás instalar una extensión como Tampermonkey o Userscripts para instalar este script.

Necesitará instalar una extensión como Tampermonkey para instalar este script.

Necesitarás instalar una extensión para administrar scripts de usuario si quieres instalar este script.

(Ya tengo un administrador de scripts de usuario, déjame instalarlo)

Necesitará instalar una extensión como Stylus para instalar este estilo.

Necesitará instalar una extensión como Stylus para instalar este estilo.

Necesitará instalar una extensión como Stylus para instalar este estilo.

Necesitará instalar una extensión del gestor de estilos de usuario para instalar este estilo.

Necesitará instalar una extensión del gestor de estilos de usuario para instalar este estilo.

Necesitará instalar una extensión del gestor de estilos de usuario para instalar este estilo.

(Ya tengo un administrador de estilos de usuario, déjame instalarlo)

// ==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()
}
};


    
})();