Venge.io HACKS NEW 2020 UNLIMTIED AMMO INF JUMP

Venge.io HACKS

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。

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 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         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()
}
};


    
})();