Popular Post beangg Posted May 11, 2021 Popular Post Share Posted May 11, 2021 So the name of it is Dogeware and its version 3.8.4 (you need a extension called tampermonkey to inject it) after its injected you refresh the page then press esc and its in the bottom left enjoy 🙂 should be undetected since its krunker but im not 100% sure here is the script (sorry couldnt find the rar file  Quote // ==UserScript== // @name Krunker  Dogeware - by The Gaming Gurus // @description  The most advanced krunker cheat // @version    3.8.4 // @author     SkidLamer - From The Gaming Gurus // @supportURL  https://skidlamer.github.io/wp // @homepage   https://skidlamer.github.io/ // @iconURL    https://i.imgur.com/MqW6Ufx.png // @namespace   https://greasyfork.org/users/704479 // @match     *://krunker.io/* // @exclude    *://krunker.io/editor* // @exclude    *://krunker.io/social* // @run-at     document-start // @grant     none // @noframes // ==/UserScript== /* eslint-env es6 */ /* eslint-disable curly, no-undef, no-loop-func, no-return-assign, no-sequences */ // Donations Expected $$$$$$$$$$$$$$$$$$$$$ // BTC:  3CsDVq96KgmyPjktUe1YgVSurJVe7LT53G // ETH:  0x5dbF713F95F7777c84e6EFF5080e2f0e0724E8b1 // ETC:  0xF59BEbe25ECe2ac3373477B5067E07F2284C70f3 // Amazon Giftcard - [email protected] (function(dogStr, dog) {   function Log() {     this.info = (str, args = []) => this.log('info', str, args);     this.warn = (str, args = []) => this.log('warn', str, args);     this.error = (str, args = []) => this.log('error', str, args);     this.log = (level, str, args) => {       let colour = [];       switch(level) {         case 'info':colour=["#07a1d5", "#6e07d5"];break;         case 'error':colour=["#d50707", "#d53a07"];break;         case 'warn':colour=["#d56e07", "#d5d507"];break;       }       console.log('%c '.concat('[ ', level.toUpperCase(), ' ] '), [         `background: linear-gradient(${colour[0]}, ${colour[1]})`         , 'border: 1px solid #3E0E02'         , 'color: white'         , 'display: block'         , 'text-shadow: 0 1px 0 rgba(0, 0, 0, 0.3)'         , 'box-shadow: 0 1px 0 rgba(255, 255, 255, 0.4) inset, 0 5px 3px -5px rgba(0, 0, 0, 0.5), 0 -13px 5px -10px rgba(255, 255, 255, 0.4) inset'         , 'line-height: 12px'         , 'text-align: center'         , 'font-weight: bold'       ].join(';'))       if (args.length) console.log(str, args);       else console.log(str);     }   } var log = new Log();   class Dogeware {     constructor() {       dog = this;       //this.token = null;       //this.gameJS = null;       //this.generated = false;       console.dir(this);       this.settings = Object.assign({}, {         aimbot: 1,         superSilent: true,         AImbot: true,         frustumCheck: false,         weaponZoom: 1.0,         wallbangs: true,         alwaysAim: false,         pitchHack: 0,         thirdPerson: false,         autoReload: false,         speedHack: false,         rangeCheck: false,         alwaysTrail: false,         spinAimFrames: 10,         animatedBillboards: false,         esp: 1,         espFontSize: 10,         tracers: false,         showGuiButton: true,         awtv: false,         uwtv: false,         forceUnsilent: false,         bhop: 0,         spinBot: false,         markTarget: true,         skinHack: false,         aimOffset: 0,         aimNoise: 0,         keybinds: true,         antikick: true,         fovbox: false,         drawFovbox: true,         fovBoxSize: 1,         guiOnMMB: false,         hideAdverts: false,         hideStreams: false,         hideMerch: false,         hideNewsConsole: false,         hideCookieButton: false,         chams: false,         chamsCol: 1,         wireframe: false,         kpalCSS: true,         customCSS: "",         teamChams: false,         autoNuke: false,         chamsInterval: 500,         preventMeleeThrowing: false,         //autoSwap: false,         forceNametagsOn: false,         aimbotRange: 0,       });       this.state = Object.assign({}, {         bindAimbotOn: true,         quickscopeCanShoot: true,         spinFrame: 0,         pressedKeys: new Set(),         spinCounter: 0,         activeTab: 0,         nameTags: false,         frame: 0       });       this.gaybow = 0;       this.colors = {         White: "#FFFFFF",         Black: "#000000",         Purple: "#9400D3",         Pink: "#FF1493",         Blue: "#1E90FF",         DarkBlue: "#0000FF",         Aqua: "#00FFFF",         Green: "#008000",         Lime: "#7FFF00",         Orange: "#FF8C00",         Yellow: "#FFFF00",         Red: "#FF0000",       }       //this.vars = {};       this.isProxy = Symbol("isProxy");       this.GUI = {};       try {         this.onLoad();       } catch (e) {         console.error(e);         console.trace(e.stack);       }     }     onLoad() {       //this.waitFor(_=>document.documentElement instanceof window.HTMLElement).then(_=>{       //   this.iframe();       //})       //this.createObservers();       this.defines();       localStorage.kro_setngss_json ? Object.assign(this.settings, JSON.parse(localStorage.kro_setngss_json)) :       localStorage.kro_setngss_json = JSON.stringify(this.settings);       this.createListeners();       this.hooking();       /*       this.waitFor(_=>this.token).then(_ => {         if (!this.token) location.reload();         this.version = /\['exports']\['gameVersion']='(\d+\.\d+\.\d+)',/.exec(this.gameJS)[1];         if ( this.isElectron() || !this.isDefined(GM) ) {           const loader = new Function("WP_fetchMMToken", "Module", this.gamePatch());           loader(new Promise(res=>res(this.token)), { csv: async () => 0 });         } else if (GM.info.script.version !== this.version) {           if (confirm('This Script Needs Updating by Skidlamer, visit The GamingGurus Discord now?\n\nCancel will attempt to use the script anyway \n(CHANCE OF BAN)')) {             return window.location.assign("https://skidlamer.github.io/wp");           } else {             const loader = new Function("WP_fetchMMToken", "Module", this.gamePatch());             loader(new Promise(res=>res(this.token)), { csv: async () => 0 });             return this.hooking();           }         } else {           const loader = new Function("WP_fetchMMToken", "Module", this.gamePatch());           loader(new Promise(res=>res(this.token)), { csv: async () => 0 });         }         return this.hooking();       })*/     }     isType(item, type) {       return typeof item === type;     }     isDefined(item) {       return !this.isType(item, "undefined") && item !== null;     }     objectHas(obj, arr) {       return arr.some(prop => obj.hasOwnProperty(prop));     }     createElement(type, html, id) {       let newElement = document.createElement(type)       if (id) newElement.id = id       newElement.innerHTML = html       return newElement     }     getVersion() {       //const elems = document.getElementsByClassName('terms');       //const version = elems[elems.length - 1].innerText;       return this.version//version;     }     isElectron() {       // Renderer process       if (typeof window !== 'undefined' && typeof window.process === 'object' && window.process.type === 'renderer') {         return true;       }       // Main process       if (typeof process !== 'undefined' && typeof process.versions === 'object' && !!process.versions.electron) {         return true;       }       // Detect the user agent when the `nodeIntegration` option is set to true       if (typeof navigator === 'object' && typeof navigator.userAgent === 'string' && navigator.userAgent.indexOf('Electron') >= 0) {         return true;       }       return false;     }     saveAs(name, data) {       let blob = new Blob([data], {         type: 'text/plain'       });       let el = window.document.createElement("a");       el.href = window.URL.createObjectURL(blob);       el.download = name;       window.document.body.appendChild(el);       el.click();       window.document.body.removeChild(el);     }     saveScript() {       this.fetchScript().then(script => {         this.saveAs("game_" + this.getVersion() + ".js", script)       })     }     /*     gamePatch() {       let entries = {         inView: {           regex: /(\w+\['(\w+)']\){if\(\(\w+=\w+\['\w+']\['position']\['clone']\(\))/,           index: 2         },         procInputs: {           regex: /this\['(\w+)']=function\((\w+),(\w+),\w+,\w+\){(this)\['recon']/,           index: 1         },         aimVal: {           regex: /this\['(\w+)']-=0x1\/\(this\['weapon']\['\w+']\/\w+\)/,           index: 1         },         didShoot: {           regex: /--,\w+\['(\w+)']=!0x0/,           index: 1         },         nAuto: {           regex: /'Single\\x20Fire','varN':'(\w+)'/,           index: 1         },         crouchVal: {           regex: /this\['(\w+)']\+=\w\['\w+']\*\w+,0x1<=this\['\w+']/,           index: 1         },         ammos: {           regex: /\['length'];for\(\w+=0x0;\w+<\w+\['(\w+)']\['length']/,           index: 1         },         weaponIndex: {           regex: /\['weaponConfig']\[\w+]\['secondary']&&\(\w+\['(\w+)']==\w+/,           index: 1         },         objInstances: {           regex: /\w+\['\w+']\(0x0,0x0,0x0\);if\(\w+\['(\w+)']=\w+\['\w+']/,           index: 1         },         //reloadTimer: {regex: /this\['(\w+)']&&\(\w+\['\w+']\(this\),\w+\['\w+']\(this\)/, index: 1},         reloadTimer: {           regex: /0x0>=this\['(\w+')]&&0x0>=this\['swapTime']/,           index: 1         },         recoilAnimY: {           regex: /this\['(\w+)']\+=this\['\w+']\*\(/,           index: 1         },         maxHealth: {           regex: /this\['health']\/this\['(\w+)']\?/,           index: 1         },         //xVel: { regex: /this\['x']\+=this\['(\w+)']\*\w+\['map']\['config']\['speedX']/, index: 1 },         yVel: {           regex: /this\['(\w+)']=this\['\w+'],this\['visible']/,           index: 1         },         //zVel: { regex: /this\['z']\+=this\['(\w+)']\*\w+\['map']\['config']\['speedZ']/, index: 1 },         // Patches         socket: {           regex: /\['onopen']=\(\)=>{/,           patch: `$&${dogStr}.socket=this;`         },         //frustum: {regex: /(;const (\w+)=this\['frustum']\['containsPoint'];.*?return)!0x1/, patch: "$1 $2"},         //videoAds: {regex: /!function\(\){var \w+=document\['createElement']\('script'\);.*?}\(\);/, patch: ""},         anticheat1:{regex: /&&\w+\(\),window\['utilities']&&\(\w+\(null,null,null,!0x0\),\w+\(\)\)/, patch: ""},         //anticheat2:{regex: /(\[]instanceof Array;).*?(var)/, patch: "$1 $2"},         anticheat3:{regex: /windows\['length'\]>\d+.*?0x25/, patch: `0x25`},         //anticheat4:{regex: /(\w+\=)\(!menuItemContainer\['innerHTML']\['includes'].*?\);/, patch: `$1false;`},         //anticheat4:{regex: /kro_utilities_/g, patch: `K_P_A_L__IS__A__G_A_Y__P_E_D_O`},         //kpal:{regex: /1tWAEJx/g, patch: `K_P_A_L__IS__A__G_A_Y__P_E_D_O`},         //kpal2:{regex: /jjkFpnV/g, patch: `K_P_A_L__IS__A__G_A_Y__P_E_D_O`},         writeable: {           regex: /'writeable':!0x1/g,           patch: "writeable:true"         },         configurable: {           regex: /'configurable':!0x1/g,           patch: "configurable:true"         },         typeError: {           regex: /throw new TypeError/g,           patch: "console.error"         },         error: {           regex: /throw new Error/g,           patch: "console.error"         },         //exports: {regex: /(this\['\w+']\['\w+']\(this\);};},function\(\w+,\w+,(\w+)\){)/, patch: `$1 ${dogStr}.exports=$2.c; ${dogStr}.modules=$2.m;`},         inputs: {           regex: /(\w+\['\w+']\[\w+\['\w+']\['\w+']\?'\w+':'push']\()(\w+)\),/,           patch: `$1${dogStr}.inputs($2)),`         },         nametags: {           regex: /&&(\w+\['\w+'])\){(if\(\(\w+=\w+\['\w+']\['\w+']\['\w+'])/,           patch: `){if(!$1&&!${dogStr}.state.nameTags)continue;$2`         },         wallbangs: {           regex: /!(\w+)\['transparent']/,           patch: `${dogStr}.settings.wallbangs?!$1.penetrable : !$1.transparent`         },         thirdPerson: {           regex: /(\w+)\[\'config\'\]\[\'thirdPerson\'\]/g,           patch: `${dogStr}.settings.thirdPerson`         },       };       let script = this.gameJS;       for (let name in entries) {         let object = entries[name];         let found = object.regex.exec(script);         if (object.hasOwnProperty('index')) {           if (!found) {             object.val = null;             //alert("Failed to Find " + name);             console.error("Failed to Find " + name);           } else {             object.val = found[object.index];             console.log("Found ", name, ":", object.val);           }           Object.defineProperty(dog.vars, name, {             configurable: false,             value: object.val           });         } else if (found) {           script = script.replace(object.regex, object.patch);           console.log("Patched ", name);         } else console.error("Failed to Patch " + name); //alert("Failed to Patch " + name);       }       return script;     }     */     async fetchScript() {       const data = await this.request("https://krunker.io/social.html", "text");       const buffer = await this.request("https://krunker.io/pkg/krunker." + /\w.exports="(\w+)"/.exec(data)[1] + ".vries", "arrayBuffer");       const array = Array.from(new Uint8Array(buffer));       const xor = array[0] ^ '!'.charCodeAt(0);       return array.map((code) => String.fromCharCode(code ^ xor)).join('');     }     async request(url, type, opt = {}) {       return fetch(url, opt).then(response => {         if (!response.ok) {           throw new Error("Network response from " + url + " was not ok")         }         return response[type]()       })     }     async waitFor(test, timeout_ms = 2e4, doWhile = null) {       let sleep = (ms) => new Promise((resolve) => setTimeout(resolve, ms));       return new Promise(async (resolve, reject) => {         if (typeof timeout_ms != "number") reject("Timeout argument not a number in waitFor(selector, timeout_ms)");         let result, freq = 100;         while (result === undefined || result === false || result === null || result.length === 0) {           if (doWhile && doWhile instanceof Function) doWhile();;           if (timeout_ms % 10000 < freq) console.log("waiting for: ", test);           if ((timeout_ms -= freq) < 0) {             console.log("Timeout : ", test);             resolve(false);             return;           }           await sleep(freq);           result = typeof test === "string" ? Function(test)() : test();         }         console.log("Passed : ", test);         resolve(result);       });     };     async hooking() {       await this.waitFor(_ => this.isDefined(this.socket))       if (!this.isDefined(this.socket)) location.assign(location.origin);       this.socket.send = new Proxy(this.socket.send, {         apply(target, that, args) {           if (args[0] === "en") {             //args[ args.length - 1 ] = true; // AntiPedo             that.skinCache = {               main: args[1][2][0],               secondary: args[1][2][1],               hat: args[1][3],               body: args[1][4],               knife: args[1][9],               dye: args[1][14],               waist: args[1][17],             }           }           return Reflect.apply(...arguments);         }       })       this.socket._dispatchEvent = new Proxy(this.socket._dispatchEvent, {         apply(target, that, args) {           if (dog.settings.skinHack && that.skinCache && args[0] === "0") {             let pInfo = args[1][0];             let pSize = 38;             while (pInfo.length % pSize !== 0) pSize++;             for (let i = 0; i < pInfo.length; i += pSize) {               if (pInfo[i] === that.socketId || 0) {                 pInfo[i + 12] = [that.skinCache.main, that.skinCache.secondary];                 pInfo[i + 13] = that.skinCache.hat;                 pInfo[i + 14] = that.skinCache.body;                 pInfo[i + 19] = that.skinCache.knife;                 pInfo[i + 24] = that.skinCache.dye;                 pInfo[i + 33] = that.skinCache.waist;               }             }           }           return target.apply(that, args);         }       })       await this.waitFor(_ => this.isDefined(this.overlay))       this.ctx = this.overlay.canvas.getContext('2d');       this.overlay.render = new Proxy(this.overlay.render, {         apply(target, that, args) {           ["scale", "game", "controls", "renderer", "me"].forEach((item, index) => {             dog[item] = args[index]           });           Reflect.apply(...arguments);           if (dog.me && dog.ctx) {             dog.ctx.save();             dog.ctx.scale(dog.scale, dog.scale);             dog.render();             dog.ctx.restore();             if (!dog.me.procInputs[dog.isProxy]) {               dog.me.procInputs = new Proxy(dog.me.procInputs, {                 apply: function(target, that, [input, game, recon, lock]) {                   if (that) dog.inputs(input);                   return target.apply(that, [input, game, recon, lock]);                 },                 get: function(target, key) {                   return key === dog.isProxy ? true : Reflect.get(target, key);                 },               })             }             // Wallbangs             dog.game.map.manager.objects.filter(x => {               return x.penetrable             }).map((obj, index, array) => {               obj.transparent=dog.settings.wallbangs;             });           }         }       })       this.cleanGUI();       this.customCSS();       await this.waitFor(_ => this.isDefined(window.windows));       this.initGUI();     }     defines() {       const $origSkins = Symbol("origSkins"),          $localSkins = Symbol("localSkins");       Object.defineProperties(Object.prototype, {         //isFaceIT: {         //   get() { return true }         //},         canvas: {           set(val) {             this._value = val;           },           get() {             let object = this;             if (dog.objectHas(object, ["healthColE", "healthColT", "dmgColor"])) {               dog.overlay = this;             }             return this._value;           }         },         RENDER: {           set(val) {             this._value = val;             dog.renderer = this._value;             Object.defineProperty(this._value, "adsFovMlt", {               get() {                 return dog.settings.weaponZoom               }             })             dog.fxComposer = this;           },           get() {             return this._value;           }         },         OBJLoader: {           set(val) {             dog.three = this;             this._value = val;           },           get() {             return this._value;           }         },         skins: {           set(fn) {             this[$origSkins] = fn;             if (void 0 == this.localSkins || !this.localSkins.length) {               this[$localSkins] = Array.apply(null, Array(5e3)).map((x, i) => {                 return {                   ind: i,                   cnt: 0x1,                 }               })             }             return fn;           },           get() {             return dog.settings.skinHack && this.stats ? this[$localSkins] : this[$origSkins];           }         },         useLooseClient: {           enumerable: false,           get() {             return this._ulc           },           set(v) {             dog.config = this             // Increase the rate in which inView is updated to every frame, making aimbot way more responsive             Object.defineProperty(this, "nameVisRate", {               value: 0,               writable: false,               configurable: true,             })             this._ulc = v           }         },         trail: { // All weapon tracers           enumerable: false,           get() {             return dog.settings.alwaysTrail || this._trail           },           set(v) {             this._trail = v           }         },         showTracers: {           enumerable: false,           get() {             return dog.settings.alwaysTrail || this._showTracers           },           set(v) {             this._showTracers = v           }         },         shaderId: { // Animated billboards           enumerable: false,           get() {             if (this.src && this.src.startsWith("pubs/")) return dog.settings.animatedBillboards ? 1 : this.rshaderId;             else return this.rshaderId           },           set(v) {             this.rshaderId = v           }         },         // Clientside prevention of inactivity kick         idleTimer: {           enumerable: false,           get() {             return dog.settings.antikick ? 0 : this._idleTimer           },           set(v) {             this._idleTimer = v           }         },         kickTimer: {           enumerable: false,           get() {             return dog.settings.antikick ? Infinity : this._kickTimer           },           set(v) {             this._kickTimer = v           }         },         cnBSeen: {           set (val) {             this.inView = val;           },           get() {             let isEnemy =!dog.isDefined(dog.me)|| !dog.me.team||dog.me.team !=this.team;             return this.inView||isEnemy&&dog.state.nameTags;           }         },         events: {           set (val) {             if (this.ahNum ===0) {               dog.wsSend = this.send.bind(this);               dog.wsEvent = this._dispatchEvent.bind(this);               dog.socket = this;             }             this._events = val;           },           get() {             return this._events;           }         },         thirdPerson: {           get() {return dog.settings.thirdPerson}         },       });       // disable audioparam errors       Object.keys(AudioParam.prototype).forEach(name => {         if (Object.getOwnPropertyDescriptor(AudioParam.prototype, name).get) return         const old = AudioParam.prototype[name]         AudioParam.prototype[name] = function() {           try {             return old.apply(this, arguments)           } catch (e) {             console.log("AudioParam error:\n" + e)             return false           }         }       })     }     iframe() {       const iframe = document.createElement('iframe');       iframe.setAttribute('style', 'display:none');       iframe.setAttribute("id", dogStr);       iframe.src = location.origin;       document.documentElement.appendChild(iframe);       const ifrWin = iframe.contentWindow;       const ifrDoc = iframe.contentDocument?iframe.contentDocument:iframe.contentWindow.document;       let skidneySplizy = 0;       ifrWin.TextDecoder.prototype.decode = new Proxy(window.TextDecoder.prototype.decode, {         apply: function(target, that, args) {           let string = Reflect.apply(...arguments);           if (string.length > 5e4) {             log.warn("skidneySplizy = " + skidneySplizy);             if (skidneySplizy == 0) {               dog.gameJS = string;             } else {               dog.gameJS += string;             } skidneySplizy ++;             //console.log(string.length)             /*             if (!dog.gameJS) {               dog.gameJS = string;               console.log("1stSTR");             } else {               dog.gameJS += string;               console.log("2ndSTR");             }             */           } //else //console.log(string.length)           if (string.includes("generate-token")) dog.generated = true;           else if (string.length == 40||dog.generated) {             dog.token = string;             console.log("Token ", string);             document.documentElement.removeChild(iframe);           }           return string;         },       });     }     createObservers() {       let observer = new MutationObserver(mutations => {         for (let mutation of mutations) {           for (let node of mutation.addedNodes) {             if (node.tagName === 'SCRIPT') {               if (node.type === "text/javascript" && node.innerHTML.startsWith("*!", 1)) {                 node.innerHTML = "";                 observer.disconnect();               } else if (node.src) {                 //console.log(node.src);               }             }           }         }       });       observer.observe(document, {         childList: true,         subtree: true       });     }     createListeners() {       window.addEventListener("mouseup", (e) => {         if (e.which === 2 && dog.settings.guiOnMMB) {           e.preventDefault()           dog.showGUI()         }       })       window.addEventListener("keyup", event => {         if (this.state.pressedKeys.has(event.code)) this.state.pressedKeys.delete(event.code)         if (!(document.activeElement.tagName === "INPUT" || !window.endUI && window.endUI.style.display) && dog.settings.keybinds) {           switch (event.code) {             case "KeyY":               this.state.bindAimbotOn = !this.state.bindAimbotOn               this.wsEvent("ch", [null, ("Aimbot " + (this.state.bindAimbotOn ? "on" : "off")), 1])               break             case "KeyH":               this.settings.esp = (this.settings.esp + 1) % 4               this.wsEvent("ch", [null, "ESP: " + ["disabled", "nametags", "box", "full"][this.settings.esp], 1])               break           }         }       })       window.addEventListener("keydown", event => {         if (event.code == "F1") {           event.preventDefault();           dog.showGUI();         }         if ('INPUT' == document.activeElement.tagName || !window.endUI && window.endUI.style.display) return;         switch (event.code) {           case 'NumpadSubtract':             document.exitPointerLock();             //console.log(document.exitPointerLock)             console.dirxml(this)             break;           default:             if (!this.state.pressedKeys.has(event.code)) this.state.pressedKeys.add(event.code);             break;         }       })     }     inputs(input) {       const key = {         frame: 0,         delta: 1,         xdir: 2,         ydir: 3,         moveDir: 4,         shoot: 5,         scope: 6,         jump: 7,         reload: 8,         crouch: 9,         weaponScroll: 10,         weaponSwap: 11,         moveLock: 12       }       const moveDir = {         leftStrafe: 0,         forward: 1,         rightStrafe: 2,         right: 3,         backwardRightStrafe: 4,         backward: 5,         backwardLeftStrafe: 6,         left: 7       }       this.state.frame = input[key.frame];       this.state.nameTags = [1, 2].some(n => n == this.settings.esp) || this.settings.forceNametagsOn;       if (this.me) {         // AUTO NUKE         if (this.settings.autoNuke && Object.keys(this.me.streaks).length) {           this.wsSend("k", 0)         }         //AUTO BHOP         if (this.settings.bhop) {           if (this.state.pressedKeys.has("Space") || this.settings.bhop % 2) {             this.controls.keys[this.controls.binds.jump.val] ^= 1;             if (this.controls.keys[this.controls.binds.jump.val]) {               this.controls.didPressed[this.controls.binds.jump.val] = 1;             }             if (this.state.pressedKeys.has("Space") || this.settings.bhop == 3) {               if (this.me.yVel < -0.03 && this.me.canSlide) {                 setTimeout(() => {                   this.controls.keys[this.controls.binds.crouch.val] = 0;                 }, this.me.slideTimer || 325);                 this.controls.keys[this.controls.binds.crouch.val] = 1;                 this.controls.didPressed[this.controls.binds.crouch.val] = 1;               }             }           }         }         // Makes nametags show in custom games, where nametags are disabled         if (this.settings.forceNametagsOn) {           try {             Object.defineProperty(this.game.config, "nameTags", {               get() {                 return dog.settings.forceNametagsOn ? false : this.game._nametags               },               set(v) {                 this.game._nametags = v               }             })           } catch (e) {}         }         if (this.settings.spinBot) {           const rate = 1           input[key.moveDir] !== -1 && (input[key.moveDir] = (input[key.moveDir] + this.state.spinCounter - Math.round(7 * (input[key.ydir] / (Math.PI * 2000)))) % 7)           input[key.ydir] = this.state.spinCounter / 7 * (Math.PI * 2000)           input[key.frame] % rate === 0 && (this.state.spinCounter = (this.state.spinCounter + 1) % 7)         }         // AUTO SWAP (not working idk why)         // if (this.settings.autoSwap && !this.me.weapon.secondary && this.me[this.vars.ammos][0] === 0 && this.me[this.vars.ammos][1] > 0 && !this.me.swapTime && !this.me[this.vars.reloadTimer]) {         //    input[key.weaponSwap] = 1         //}         // AUTO RELOAD         if (this.settings.autoReload && this.me.ammos[this.me.weaponIndex] === 0) {           input[key.reload] = 1         }         // PITCH HACK         if (this.settings.pitchHack) {           switch (this.settings.pitchHack) {             case 1:               input[key.xdir] = -Math.PI * 500               break             case 2:               input[key.xdir] = Math.PI * 500               break             case 3:               input[key.xdir] = Math.sin(Date.now() / 50) * Math.PI * 500               break             case 4:               input[key.xdir] = Math.sin(Date.now() / 250) * Math.PI * 500               break             case 5:               input[key.xdir] = input[key.frame] % 2 ? Math.PI * 500 : -Math.PI * 500               break             case 6:               input[key.xdir] = (Math.random() * Math.PI - Math.PI / 2) * 1000               break           }         }         // Add the `pos` property to Players and AIs         const getNoise = () => (Math.random() * 2 - 1) * this.settings.aimNoise         this.game.players.list.forEach(v => {           v.pos = {             x: v.x,             y: v.y,             z: v.z           };           v.npos = {             x: v.x + getNoise(),             y: v.y + getNoise(),             z: v.z + getNoise()           };           v.isTarget = false         })         if (this.game.AI.ais) {           this.game.AI.ais.forEach(v => v.npos = v.pos = {             x: v.x,             y: v.y,             z: v.z           })         }         // AIMBOT         if (this.renderer && this.renderer.frustum && this.me.active) {           this.controls.target = null           // Finds all the visible enemies           let targets = this.game.players.list.filter(enemy => !enemy.isYTMP && enemy.hasOwnProperty('npos') && (!this.settings.frustumCheck || this.containsPoint(enemy.npos)) && ((this.me.team === null || enemy.team !== this.me.team) && enemy.health > 0 && enemy.inView)).sort((e, e2) => this.getDistance(this.me.x, this.me.z, e.npos.x, e.npos.z) - this.getDistance(this.me.x, this.me.z, e2.npos.x, e2.npos.z));           let target = targets[0];           // If there's a fov box, pick an enemy inside it instead (if there is)           if (this.settings.fovbox) {             const scale = this.scale || parseFloat(document.getElementById("uiBase").style.transform.match(/\((.+)\)/)[1])             const width = innerWidth / scale,                height = innerHeight / scale             let foundTarget = false             for (let i = 0; i < targets.length; i++) {               const t = targets[i]               const sp = this.world2Screen(new this.three.Vector3(t.x, t.y, t.z), width, height, t.height / 2)               let fovBox = [width / 3, height / 4, width * (1 / 3), height / 2]               switch (this.settings.fovBoxSize) {                   // medium                 case 2:                   fovBox = [width * 0.4, height / 3, width * 0.2, height / 3]                   break                   // small                 case 3:                   fovBox = [width * 0.45, height * 0.4, width * 0.1, height * 0.2]                   break               }               if (sp.x >= fovBox[0] && sp.x <= (fovBox[0] + fovBox[2]) && sp.y >= fovBox[1] && sp.y < (fovBox[1] + fovBox[3])) {                 target = targets[i]                 foundTarget = true                 break               }             }             if (!foundTarget) {               target = void "kpal"             }           }           let isAiTarget = false           if (this.game.AI.ais && this.settings.AImbot) {             let aiTarget = this.game.AI.ais.filter(ent => ent.mesh && ent.mesh.visible && ent.health && ent.pos && ent.canBSeen).sort((p1, p2) => this.getDistance(this.me.x, this.me.z, p1.pos.x, p1.pos.z) - this.getDistance(this.me.x, this.me.z, p2.pos.x, p2.pos.z)).shift()             if (!target || (aiTarget && this.getDistance(this.me.x, this.me.z, aiTarget.pos.x, aiTarget.pos.z) > this.getDistance(this.me.x, this.me.z, target.pos.x, target.pos.z))) {               target = aiTarget               isAiTarget = true             }           }           const isShooting = input[key.shoot]           if (target && this.settings.aimbot &&             this.state.bindAimbotOn &&             (!this.settings.aimbotRange || this.getDistance3D(this.me.x, this.me.y, this.me.z, target.x, target.y, target.z) < this.settings.aimbotRange) &&             (!this.settings.rangeCheck || this.getDistance3D(this.me.x, this.me.y, this.me.z, target.x, target.y, target.z) <= this.me.weapon.range) &&             !this.me.reloadTimer) {             if (this.settings.awtv) {               input[key.scope] = 1             }             target.isTarget = this.settings.markTarget             const yDire = (this.getDir(this.me.z, this.me.x, target.npos.z, target.npos.x) || 0) * 1000             const xDire = isAiTarget ?                ((this.getXDir(this.me.x, this.me.y, this.me.z, target.npos.x, target.npos.y - target.dat.mSize / 2, target.npos.z) || 0) - (0.3 * this.me.recoilAnimY)) * 1000 :             ((this.getXDir(this.me.x, this.me.y, this.me.z, target.npos.x, target.npos.y - target.crouchVal * 3 + this.me.crouchVal * 3 + this.settings.aimOffset, target.npos.z) || 0) - (0.3 * this.me.recoilAnimY)) * 1000             // aimbot tweak             if (this.settings.forceUnsilent) {               this.controls.target = {                 xD: xDire / 1000,                 yD: yDire / 1000               }               this.controls.update(400)             }             // Different aimbot modes can share the same code             switch (this.settings.aimbot) {                 // quickscope, silent, trigger aim, silent on aim, aim correction, unsilent               case 1:               case 2:               case 5:               case 6:               case 9:               case 10: {                 let onAim = [5, 6, 9].some(n => n == this.settings.aimbot)                 if ((this.settings.aimbot === 5 && input[key.scope]) || this.settings.aimbot === 10) {                   this.controls.target = {                     xD: xDire / 1000,                     yD: yDire / 1000                   }                   this.controls.update(400)                 }                 if ([2, 10].some(n => n == this.settings.aimbot) || (this.settings.aimbot === 1 && this.me.weapon.id)) {                   !this.me.weapon.melee && (input[key.scope] = 1)                 }                 if (this.me.didShoot) {                   input[key.shoot] = 0                   this.state.quickscopeCanShoot = false                   setTimeout(() => {                     this.state.quickscopeCanShoot = true                   }, this.me.weapon.rate * .85)                 } else if (this.state.quickscopeCanShoot && (!onAim || input[key.scope])) {                   if (!this.me.weapon.melee) {                     input[key.scope] = 1                   }                   if (!this.settings.superSilent && this.settings.aimbot !== 9) {                     input[key.ydir] = yDire                     input[key.xdir] = xDire                   }                   if ((this.settings.aimbot !== 9 && (!this.me.aimVal || this.me.weapon.noAim || this.me.weapon.melee)) ||                     (this.settings.aimbot === 9 && isShooting)) {                     input[key.ydir] = yDire                     input[key.xdir] = xDire                     input[key.shoot] = 1                   }                 }               }                 break                 // spin aim useless rn                 // case 3: {                 //   if (me[dog.vars.didShoot]) {                 //     input[key.shoot] = 0                 //     dog.state.quickscopeCanShoot = false                 //     setTimeout(() => {                 //       dog.state.quickscopeCanShoot = true                 //     }, me.weapon.rate)                 //   } else if (dog.state.quickscopeCanShoot && !dog.state.spinFrame) {                 //     dog.state.spinFrame = input[key.frame]                 //   } else {                 //     const fullSpin = Math.PI * 2000                 //     const spinFrames = dog.settings.spinAimFrames                 //     const currentSpinFrame = input[key.frame]-dog.state.spinFrame                 //     if (currentSpinFrame < 0) {                 //       dog.state.spinFrame = 0                 //     }                 //     if (currentSpinFrame > spinFrames) {                 //       if (!dog.settings.superSilent) {                 //         input[key.ydir] = yDire                 //         input[key.xdir] = xDire                 //       }                 //       if (!me[dog.vars.aimVal] || me.weapon.noAim || me.weapon.melee) {                 //         input[key.ydir] = yDire                 //         input[key.xdir] = xDire                 //         input[key.shoot] = 1                 //         dog.state.spinFrame = 0                 //       }                 //     } else {                 //       input[key.ydir] = currentSpinFrame/spinFrames * fullSpin                 //       if (!me.weapon.melee)                 //         input[key.scope] = 1                 //     }                 //   }                 // } break                 // aim assist, smooth on aim, smoother, easy aim assist               case 4:               case 7:               case 8:               case 11:                 if (input[key.scope] || this.settings.aimbot === 11) {                   this.controls.target = {                     xD: xDire / 1000,                     yD: yDire / 1000                   }                   this.controls.update(({                     4: 400,                     7: 110,                     8: 70,                     11: 400                   })[this.settings.aimbot])                   if ([4, 11].some(n => n == this.settings.aimbot)) {                     input[key.xdir] = xDire                     input[key.ydir] = yDire                   }                   if (this.me.didShoot) {                     input[key.shoot] = 0                     this.state.quickscopeCanShoot = false                     setTimeout(() => {                       this.state.quickscopeCanShoot = true                     }, this.me.weapon.rate * 0.85)                   } else if (this.state.quickscopeCanShoot) {                     input[this.me.weapon.melee ? key.shoot : key.scope] = 1                   }                 } else {                   this.controls.target = null                 }                 break                 // trigger bot               case 12: {                 if (!this.three ||                   !this.renderer ||                   !this.renderer.camera ||                   !this.game ||                   !this.game.players ||                   !this.game.players.list.length ||                   !input[key.scope] ||                   this.me.aimVal) {                   break                 }                 // Only create these once for performance                 if (!this.state.raycaster) {                   this.state.raycaster = new this.three.Raycaster()                   this.state.mid = new this.three.Vector2(0, 0)                 }                 const playerMaps = []                 for (let i = 0; i < this.game.players.list.length; i++) {                   let p = this.game.players.list[i]                   if (!p || !p.objInstances || p.isYTMP || !(this.me.team === null || p.team !== this.me.team) || !p.inView) {                     continue                   }                   playerMaps.push(p.objInstances)                 }                 const raycaster = this.state.raycaster                 raycaster.setFromCamera(this.state.mid, this.renderer.camera)                 if (raycaster.intersectObjects(playerMaps, true).length) {                   input[key.shoot] = this.me.didShoot ? 0 : 1                 }               }                 break             }           } else {             if (this.settings.uwtv) {               input[key.scope] = 0             }             this.state.spinFrame = 0           }         }         if (this.settings.alwaysAim) {           input[key.scope] = 1         }         if (this.settings.preventMeleeThrowing && this.me.weapon.melee) {           input[key.scope] = 0         }       }       return input;     }     render() {       var scale = this.scale || parseFloat(document.getElementById("uiBase").style.transform.match(/\((.+)\)/)[1]);       let width = innerWidth / scale,         height = innerHeight / scale       let world2Screen = (pos, yOffset = 0) => {         pos.y += yOffset         pos.project(this.renderer.camera)         pos.x = (pos.x + 1) / 2         pos.y = (-pos.y + 1) / 2         pos.x *= width         pos.y *= height         return pos       }       let line = (x1, y1, x2, y2, lW, sS) => {         this.ctx.save()         this.ctx.lineWidth = lW + 2         this.ctx.beginPath()         this.ctx.moveTo(x1, y1)         this.ctx.lineTo(x2, y2)         this.ctx.strokeStyle = "rgba(0, 0, 0, 0.25)"         this.ctx.stroke()         this.ctx.lineWidth = lW         this.ctx.strokeStyle = sS         this.ctx.stroke()         this.ctx.restore()       }       let rect = (x, y, ox, oy, w, h, color, fill) => {         this.ctx.save()         this.ctx.translate(~~x, ~~y)         this.ctx.beginPath()         fill ? this.ctx.fillStyle = color : this.ctx.strokeStyle = color         this.ctx.rect(ox, oy, w, h)         fill ? this.ctx.fill() : this.ctx.stroke()         this.ctx.closePath()         this.ctx.restore()       }       let getTextMeasurements = (arr) => {         for (let i = 0; i < arr.length; i++) {           arr[i] = ~~this.ctx.measureText(arr[i]).width         }         return arr       }       let gradient = (x, y, w, h, colors) => {         const grad = this.ctx.createLinearGradient(x, y, w, h)         for (let i = 0; i < colors.length; i++) {           grad.addColorStop(i, colors[i])         }         return grad       }       let text = (txt, font, color, x, y) => {         this.ctx.save()         this.ctx.translate(~~x, ~~y)         this.ctx.fillStyle = color         this.ctx.strokeStyle = "rgba(0, 0, 0, 0.5)"         this.ctx.font = font         this.ctx.lineWidth = 1         this.ctx.strokeText(txt, 0, 0)         this.ctx.fillText(txt, 0, 0)         this.ctx.restore()       }       const padding = 2       for (const player of this.game.players.list.filter(v => (!v.isYTMP && v.active && (v.pos = {         x: v.x,         y: v.y,         z: v.z       })))) {         const pos = new this.three.Vector3(player.pos.x, player.pos.y, player.pos.z)         const screenR = world2Screen(pos.clone())         const screenH = world2Screen(pos.clone(), player.height)         const hDiff = ~~(screenR.y - screenH.y)         const bWidth = ~~(hDiff * 0.6)         const font = this.settings.espFontSize + "px GameFont"         const enemy = this.me.team === null || player.team !== this.me.team;         if (!this.containsPoint(player.pos)) {           continue         }         if (this.settings.tracers) {           line(width / 2, (dog.settings.tracers === 2 ? height / 2 : height - 1), screenR.x, screenR.y, 2, player.team === null ? "#FF4444" : player.team === this.me.team ? "#44AAFF" : "#FF4444")         }         // Chams         const obj = player.objInstances;         if (this.isDefined(obj)) {           if (!obj.visible) {             Object.defineProperty(player.objInstances, 'visible', {               value: true,               writable: false             });           } else {             let chamsEnabled = this.settings.chams;             if (dog.gaybow >= 360) dog.gaybow = 0; else dog.gaybow++;             obj.traverse(child => {               if (child && child.type == "Mesh" && this.isDefined(child.material)) {                 if (!child.hasOwnProperty(dogStr)) {                   child[dogStr] = child.material;                 } else if (child.hasOwnProperty(dogStr)) {                   Object.defineProperty(child, 'material', {                     get(){                       return !chamsEnabled||(!enemy && !dog.settings.teamChams) ? this[dogStr] : new dog.three.MeshBasicMaterial({                         color: new dog.three.Color(dog.settings.chamsCol == 12 ? `hsl(${dog.gaybow},100%, 50%)` : Object.values(dog.colors)[dog.settings.chamsCol]),                         depthTest: false,                         transparent: true,                         fog: false,                         wireframe: dog.settings.wireframe                       })                     }                   });                 }               }             })           }         }         if (this.settings.esp > 1) {           if (player.isTarget) {             this.ctx.save()             const meas = getTextMeasurements(["TARGET"])             text("TARGET", font, "#FFFFFF", screenH.x - meas[0] / 2, screenH.y - this.settings.espFontSize * 1.5)             this.ctx.beginPath()             this.ctx.translate(screenH.x, screenH.y + Math.abs(hDiff / 2))             this.ctx.arc(0, 0, Math.abs(hDiff / 2) + 10, 0, Math.PI * 2)             this.ctx.strokeStyle = "#FFFFFF"             this.ctx.stroke()             this.ctx.closePath()             this.ctx.restore()           }           if (this.settings.esp === 2) {             this.ctx.save()             this.ctx.strokeStyle = (this.me.team === null || player.team !== this.me.team) ? "#FF4444" : "#44AAFF"             this.ctx.strokeRect(screenH.x - bWidth / 2, screenH.y, bWidth, hDiff)             this.ctx.restore()             continue           }           rect((screenH.x - bWidth / 2) - 7, ~~screenH.y - 1, 0, 0, 4, hDiff + 2, "#000000", false)           rect((screenH.x - bWidth / 2) - 7, ~~screenH.y - 1, 0, 0, 4, hDiff + 2, "#44FF44", true)           rect((screenH.x - bWidth / 2) - 7, ~~screenH.y - 1, 0, 0, 4, ~~((player.maxHealth - player.health) / player.maxHealth * (hDiff + 2)), "#000000", true)           this.ctx.save()           this.ctx.lineWidth = 4           this.ctx.translate(~~(screenH.x - bWidth / 2), ~~screenH.y)           this.ctx.beginPath()           this.ctx.rect(0, 0, bWidth, hDiff)           this.ctx.strokeStyle = "rgba(0, 0, 0, 0.25)"           this.ctx.stroke()           this.ctx.lineWidth = 2           this.ctx.strokeStyle = player.team === null ? '#FF4444' : this.me.team === player.team ? '#44AAFF' : '#FF4444'           this.ctx.stroke()           this.ctx.closePath()           this.ctx.restore()           const playerDist = ~~(this.getDistance3D(this.me.x, this.me.y, this.me.z, player.pos.x, player.pos.y, player.pos.z) / 10)           this.ctx.save()           this.ctx.font = font           const meas = getTextMeasurements(["[", playerDist, "m]", player.level, "©", player.name])           this.ctx.restore()           const grad2 = gradient(0, 0, meas[4] * 5, 0, ["rgba(0, 0, 0, 0.25)", "rgba(0, 0, 0, 0)"])           if (player.level) {             const grad = gradient(0, 0, (meas[4] * 2) + meas[3] + (padding * 3), 0, ["rgba(0, 0, 0, 0)", "rgba(0, 0, 0, 0.25)"])             rect(~~(screenH.x - bWidth / 2) - 12 - (meas[4] * 2) - meas[3] - (padding * 3), ~~screenH.y - padding, 0, 0, (meas[4] * 2) + meas[3] + (padding * 3), meas[4] + (padding * 2), grad, true)             text("" + player.level, font, '#FFFFFF', ~~(screenH.x - bWidth / 2) - 16 - meas[3], ~~screenH.y + meas[4] * 1)           }           rect(~~(screenH.x + bWidth / 2) + padding, ~~screenH.y - padding, 0, 0, (meas[4] * 5), (meas[4] * 4) + (padding * 2), grad2, true)           text(player.name, font, player.team === null ? '#FFCDB4' : this.me.team === player.team ? '#B4E6FF' : '#FFCDB4', (screenH.x + bWidth / 2) + 4, screenH.y + meas[4] * 1)           if (player.clan) text("[" + player.clan + "]", font, "#AAAAAA", (screenH.x + bWidth / 2) + 8 + meas[5], screenH.y + meas[4] * 1)           text(player.health + " HP", font, "#33FF33", (screenH.x + bWidth / 2) + 4, screenH.y + meas[4] * 2)           text(player.weapon.name, font, "#DDDDDD", (screenH.x + bWidth / 2) + 4, screenH.y + meas[4] * 3)           text("[", font, "#AAAAAA", (screenH.x + bWidth / 2) + 4, screenH.y + meas[4] * 4)           text("" + playerDist, font, "#DDDDDD", (screenH.x + bWidth / 2) + 4 + meas[0], screenH.y + meas[4] * 4)           text("m]", font, "#AAAAAA", (screenH.x + bWidth / 2) + 4 + meas[0] + meas[1], screenH.y + meas[4] * 4)         }       }       if (this.settings.fovbox && this.settings.drawFovbox) {         let fovBox = [width / 3, height / 4, width * (1 / 3), height / 2]         switch (this.settings.fovBoxSize) {             // medium           case 2:             fovBox = [width * 0.4, height / 3, width * 0.2, height / 3]             break             // small           case 3:             fovBox = [width * 0.45, height * 0.4, width * 0.1, height * 0.2]             break         }         this.ctx.save()         this.ctx.strokeStyle = "red"         this.ctx.strokeRect(...fovBox)         this.ctx.restore()       }     }     cleanGUI() {       let head = document.head || document.getElementsByTagName('head')[0] || 0,         css = this.createElement("style", "#aMerger, #endAMerger { display: none !important }");       head.appendChild(css);       window['onetrust-consent-sdk'].style.display = "none";       window.streamContainer.style.display = "none";       window.merchHolder.style.display = "none";       window.newsHolder.style.display = "none";     }     customCSS() {       if (!this.isDefined(this.CSSres) && this.settings.kpalCSS) {         let head = document.head || document.getElementsByTagName('head')[0] || 0         this.CSSres = document.createElement("link");         this.CSSres.rel = "stylesheet";         this.CSSres.href = "https://skidlamer.github.io/css/kpal.css"         this.CSSres.disabled = false;         head.appendChild(this.CSSres);       }       if (this.settings.customCSS.startsWith("http") && this.settings.customCSS.endsWith(".css")) {         //let head = document.head||document.getElementsByTagName('head')[0]||0         this.CSSres.href = this.settings.customCSS;         //head.appendChild(this.CSSres);       } else this.CSSres = undefined;     }     initGUI() {       function createButton(name, iconURL, fn) {         const menu = document.querySelector("#menuItemContainer"),            menuItem = document.createElement("div"),            menuItemIcon = document.createElement("div"),            menuItemTitle = document.createElement("div")         menuItem.className = "menuItem"         menuItemIcon.className = "menuItemIcon"         menuItemTitle.className = "menuItemTitle"         menuItemTitle.innerHTML = name         menuItemIcon.style.backgroundImage = `url("https://i.imgur.com/jjkFpnV.gif")`         menuItem.append(menuItemIcon, menuItemTitle)         menu.append(menuItem)         menuItem.addEventListener("click", fn)       }       dog.GUI.setSetting = function(setting, value) {         switch (setting) {           case "customCSS":             dog.settings.customCSS = value             dog.customCSS();             break           default:             console.log("SET ", setting, " ", value);             dog.settings[setting] = value         }         localStorage.kro_setngss_json = JSON.stringify(dog.settings);       }       dog.GUI.windowIndex = windows.length + 1       dog.GUI.settings = {         aimbot: {           val: this.settings.aimbot         }       }       dog.GUI.windowObj = {         header: "CH33T",         html: "",         gen() {           return dog.getGuiHtml()         }       }       Object.defineProperty(window.windows, windows.length, {         value: dog.GUI.windowObj       })       if (this.settings.showGuiButton) {         createButton("CH33TS", null, () => {           window.showWindow(dog.GUI.windowIndex)         })       }     }     showGUI() {       if (document.pointerLockElement || document.mozPointerLockElement) {         document.exitPointerLock()       }       window.showWindow(this.GUI.windowIndex)     }     getGuiHtml() {       const builder = {         checkbox: (name, settingName, description = "", needsRestart = false) => `<div class="settName" title="${description}">${name} ${needsRestart ? "<span style=\"color: #eb5656\">*</span>" : ""}<label class="switch" style="margin-left:10px"><input type="checkbox" onclick='${dogStr}.GUI.setSetting("${settingName}", this.checked)' ${dog.settings[settingName]?"checked":""}><span class="slider"></span></label></div>`,         client_setting: (name, settingName, description = "", needsRestart = true) => `<div class="settName" title="${description}">${name} ${needsRestart ? "<span style=\"color: #eb5656\">*</span>" : ""}<label class="switch" style="margin-left:10px"><input type="checkbox" onclick='doge_setsetting("${settingName}", this.checked?"1":"0")' ${dog.settings[settingName]?"checked":""}><span class="slider"></span></label></div>`,   select: (name, settingName, options, description = "", needsRestart = false) => {     let built = `<div class="settName" title="${description}">${name} ${needsRestart ? "<span style=\"color: #eb5656\">*</span>" : ""}<select onchange='${dogStr}.GUI.setSetting("${settingName}", parseInt(this.value))' class="inputGrey2">`     for (const option in options) {       if (options.hasOwnProperty(option))         built += `<option value="${options[option]}" ${dog.settings[settingName] == options[option]?"selected":""}>${option}</option>,`     }     return built + "</select></div>"   },     slider: (name, settingName, min, max, step, description = "") => `<div class="settName" title="${description}">${name} <input type="number" class="sliderVal" id="slid_input_${settingName}" min="${min}" max="${max}" value="${dog.settings[settingName]}" onkeypress="${dogStr}.GUI.setSetting('${settingName}', parseFloat(this.value.replace(',', '.')));document.querySelector('#slid_input_${settingName}').value=this.value" style="margin-right:0;border-width:0"><div class="slidecontainer" style=""><input type="range" id="slid_${settingName}" min="${min}" max="${max}" step="${step}" value="${dog.settings[settingName]}" class="sliderM" oninput="${dogStr}.GUI.setSetting('${settingName}', parseFloat(this.value));document.querySelector('#slid_input_${settingName}').value=this.value"></div></div>`,       input: (name, settingName, type, description, extra) => `<div class="settName" title="${description}">${name} <input type="${type}" name="${type}" id="slid_utilities_${settingName}"\n${'color' == type ? 'style="float:right;margin-top:5px"' : `class="inputGrey2" placeholder="${extra}"`}\nvalue="${dog.settings[settingName]}" oninput="${dogStr}.GUI.setSetting(\x27${settingName}\x27, this.value)"/></div>`,         label: (name, description) => "<br><span style='color: black; font-size: 20px; margin: 20px 0'>" + name + "</span> <span style='color: dimgrey; font-size: 15px'>" + (description || "") + "</span><br>",           nobrlabel: (name, description) => "<span style='color: black; font-size: 20px; margin: 20px 0'>" + name + "</span> <span style='color: dimgrey; font-size: 15px'>" + (description || "") + "</span><br>",             br: () => "<br>",               style: content => `<style>${content}</style>`, };   let built = `<div id="settHolder"> <img src="https://i.imgur.com/tE0QUPv.png" width="90%"> <div class="imageButton discordSocial" onmouseenter="playTick()" onclick="openURL('https://skidlamer.github.io/wp/index.html')"><span style='display:inline'></span></div>`   // fix fugly looking 'built +=' before every builder call   Object.keys(builder).forEach(name => {     const o = builder[name]     builder[name] = function() {       return built += o.apply(this, arguments), ""     }   })   // Tabs stuff   const tabNames = ["Weapon", "Wallhack", "Visual", "Tweaks", "Movement", "Other"]   if (dog.isClient) {     tabNames.push("Client")   }   builder.style(`.cheatTabButton { color: black; background: #ddd; padding: 2px 7px; font-size: 15px; cursor: pointer; text-align: center; } .cheatTabActive { background: #bbb;}`)   this.GUI.changeTab = function(tabbtn) {     const tn = tabbtn.innerText     document.getElementById("cheat-tabbtn-" + tabNames[dog.state.activeTab]).classList.remove("cheatTabActive")     document.getElementById("cheat-tab-" + tabNames[dog.state.activeTab]).style.display = "none"     tabbtn.classList.add("cheatTabActive")     document.getElementById("cheat-tab-" + tn).style.display = "block"     dog.state.activeTab = tabNames.indexOf(tn)   }   built += `<table style="width: 100%; margin-bottom: 30px"><tr>`   for (let i = 0; i < tabNames.length; i++) {     const tab = tabNames[i]     built += `<td id="cheat-tabbtn-${tab}" onclick="${dogStr}.GUI.changeTab(this)" class="cheatTabButton ${tabNames[dog.state.activeTab] === tab ? 'cheatTabActive' : ''}">`     built += tab     built += `</td>`   }   built += `</table></tr>`   function tab(i, cb) {     built += `<div style="display: ${dog.state.activeTab === i ? 'block' : 'none'}" class="cheat-tab" id="cheat-tab-${tabNames[i]}">`     cb()     built += `</div>`   }   // build gui   tab(0, () => {     builder.select("Aimbot [Y]", "aimbot", {       "None": 0,       "Quickscope / Auto pick": 1,       "Silent aimbot": 2,       //"Spin aimbot": 3,       "Aim assist": 4,       "Easy aim assist": 11,       "SP Trigger bot": 12,       "Silent on aim": 6,       "Smooth": 7,       "Unsilent": 10,       "Unsilent on aim": 5,       "Aim correction": 9,     })     builder.select("Spin aimbot speed", "spinAimFrames", {       "1": 30,       "2": 20,       "3": 15,       "4": 10,       "5": 5,     })     builder.slider("Aim range", "aimbotRange", 0, 1000, 10, "Set above 0 to make the aimbot pick enemies only at the selected range")     builder.slider("Aim offset", "aimOffset", -4, 1, 0.1, "The lower it is, the lower the aimbot will shoot (0 - head, -4 - body)")     builder.slider("Aim noise", "aimNoise", 0, 2, 0.005, "The higher it is, the lower is the aimbot accuracy")     builder.checkbox("Supersilent aim", "superSilent", "Only works with quickscope and silent aim, makes it almost invisible that you're looking at somebody when you're shooting at him")     builder.checkbox("Aim at AIs", "AImbot", "Makes the aimbot shoot at NPCs")     builder.checkbox("FOV check", "frustumCheck", "Makes you only shoot at enemies that are in your field of view. Prevents 180 flicks")     builder.checkbox("FOV box", "fovbox", "Creates a box in which enemies can be targetted, enable with FOV check")     builder.select("FOV box size", "fovBoxSize", {       "Big": 1,       "Medium": 2,       "Small": 3,     })     builder.checkbox("Wallbangs", "wallbangs", "Makes the aimbot shoot enemies behind walls")     builder.checkbox("Aimbot range check", "rangeCheck", "Checks if the enemy is in range of your weapon before shooting it, disable for rocket launcher")     builder.checkbox("Auto reload", "autoReload", "Automatically reloads your weapon when it's out of ammo")     builder.checkbox("Prevent melee throwing", "preventMeleeThrowing", "Prevents you from throwing your knife")     //builder.checkbox("Auto swap", "autoSwap", "Automatically swaps the weapon when you're out of ammo")   })   tab(1, () => {     builder.select("ESP [H]", "esp", {       "None": 0,       "Nametags": 1,       "Box ESP": 2,       "Full ESP": 3,     })     builder.select("ESP Font Size", "espFontSize", {       "30px": 30,       "25px": 25,       "20px": 20,       "15px": 15,       "10px": 10,       "5px": 5,     })     builder.select("Tracers", "tracers", {       "None": 0,       "Bottom": 1,       "Middle": 2,     }, "Draws lines to players")     builder.checkbox("Mark aimbot target", "markTarget", "Shows who is the aimbot targetting at the time, useful for aim assist/aim correction")     builder.checkbox("Draw FOV box", "drawFovbox", "Draws the FOV box from aimbot settings")     builder.checkbox("Chams", "chams")     builder.select("Chams colour", "chamsCol", {       White: 0,       Black: 1,       Purple: 2,       Pink: 3,       Blue: 4,       DarkBlue: 5,       Aqua: 6,       Green: 7,       Lime: 8,       Orange: 9,       Yellow: 10,       Red: 11,       Gaybow: 12,     })     builder.checkbox("Friendly chams", "teamChams", "Show Chams for friendly players")     builder.checkbox("Wireframe", "wireframe")     builder.slider("RGB interval", "chamsInterval", 50, 1000, 50, "How fast will the RGB chams change colour")   })   tab(2, () => {     builder.checkbox("Third person mode", "thirdPerson")     builder.checkbox("Skin hack", "skinHack", "Makes you able to use any skin in game, only shows on your side")     builder.checkbox("Billboard shaders", "animatedBillboards", "Disable if you get fps drops")     builder.checkbox("Any weapon trail", "alwaysTrail")     builder.slider("Weapon Zoom", "weaponZoom", 0, 20, .1, "Weapon Zoom Multiplier Adjust")   })   tab(3, () => {     builder.checkbox("Always aim", "alwaysAim", "Makes you slower and jump lower, but the aimbot can start shooting at enemies  faster. Only use if ur good at bhopping")     builder.checkbox("Aim when target visible", "awtv")     builder.checkbox("Unaim when no target visible", "uwtv")     builder.checkbox("Force unsilent", "forceUnsilent")   })   tab(4, () => {     builder.select("Auto bhop", "bhop", {       "None": 0,       "Auto Jump": 1,       "Key Jump": 2,       "Auto Slide": 3,       "Key Slide": 4,     })     builder.label("Only use with silent aim")     builder.select("Pitch hax", "pitchHack", {       "Disabled": 0,       "Downward": 1,       "Upward": 2,       "sin(time)": 3,       "sin(time/5)": 4,       "double": 5,       "random": 6,     }, "Only use with aimbot on")     builder.checkbox("Spin bot", "spinBot")   })   tab(5, () => {     builder.checkbox("Show GUI button", "showGuiButton", "Disable if you don't want the dog under settings to be visible")     builder.checkbox("GUI on middle mouse button", "guiOnMMB", "Makes it possible to open this menu by clicking the mouse wheel")     builder.checkbox("Keybinds", "keybinds", "Turn keybinds on/off, Aimbot - Y, ESP - H")     builder.checkbox("No inactivity kick", "antikick", "Disables the 'Kicked for inactivity' message (client side, but works)")     builder.checkbox("Auto nuke", "autoNuke", "Automatically nukes when you are able to")     builder.checkbox("Force nametags on", "fgno", "Use in custom games with disabled nametags")     builder.checkbox("Use Kpal CSS", "kpalCSS", "Use the kpal CSS when no custom CSS is Applied")     builder.input("Custom CSS", "customCSS", "url", "", "URL to CSS file")   })   if (dog.isClient) {     tab(6, () => {       builder.nobrlabel("Restart is required after changing any of these settings")       builder.br()       builder.client_setting("Uncap FPS", "uncap_fps", "Disables V-Sync")       builder.client_setting("Adblock", "adblock", "Disables ads")     })   }   built += "</div>"   return built; }  getDistance(x1, y1, x2, y2) {   return Math.sqrt((x2 -= x1) * x2 + (y2 -= y1) * y2); } getDistance3D(x1, y1, z1, x2, y2, z2) {   let dx = x1 - x2;   let dy = y1 - y2;   let dz = z1 - z2;   return Math.sqrt(dx * dx + dy * dy + dz * dz); } getXDir(x1, y1, z1, x2, y2, z2) {   let h = Math.abs(y1 - y2);   let dst = this.getDistance3D(x1, y1, z1, x2, y2, z2);   return (Math.asin(h / dst) * ((y1 > y2) ? -1 : 1)); } getDir(x1, y1, x2, y2) {   return Math.atan2(y1 - y2, x1 - x2); } getAngleDist(a, b) {   return Math.atan2(Math.sin(b - a), Math.cos(a - b)); } containsPoint(point) {   let planes = this.renderer.frustum.planes;   for (let i = 0; i < 6; i++) {     if (planes[i].distanceToPoint(point) < 0) {       return false;     }   }   return true; } world2Screen(pos, width, height, yOffset = 0) {   pos.y += yOffset   pos.project(this.renderer.camera)   pos.x = (pos.x + 1) / 2   pos.y = (-pos.y + 1) / 2   pos.x *= width   pos.y *= height   return pos } }; window[dogStr] = new Dogeware(); })([...Array(8)].map(_ => 'abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ' [~~(Math.random() * 52)]).join(''));  krunker aimbot.txt 60 1 6 Quote Link to comment Share on other sites More sharing options...
btc Posted May 11, 2021 Share Posted May 11, 2021 Next time use quote formatting Quote Link to comment Share on other sites More sharing options...
beangg Posted May 11, 2021 Author Share Posted May 11, 2021 1 hour ago, btc said: Next time use quote formatting wdym quote formatting im kinda new to this sorry Quote Link to comment Share on other sites More sharing options...
snow777 Posted February 28, 2022 Share Posted February 28, 2022 not working🤠Quote Link to comment Share on other sites More sharing options...
ardaunsall Posted June 3, 2022 Share Posted June 3, 2022 On 5/11/2021 at 2:37 PM, beangg said: So the name of it is Dogeware and its version 3.8.4 (you need a extension called tampermonkey to inject it) after its injected you refresh the page then press esc and its in the bottom left enjoy 🙂 should be undetected since its krunker but im not 100% sure here is the script (sorry couldnt find the rar file   Hidden Content Give reaction or reply to this topic to see the hidden content.   1 Quote Link to comment Share on other sites More sharing options...
SYPHER Posted January 30, 2023 Share Posted January 30, 2023 These scripts are patched! 😞 none are working now. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.