Voxiom.IO Aimbot, ESP & X-Ray
Voxiom.IO Aimbot, ESP & X-Ray
const settings = {
showPlayers: true,
showPlayerNames: true,
showItems: true,
showItemNames: false,
showBlocks: true,
showLines: true,
showOres: true,
worldWireframe: false,
aimbotEnabled: true,
aimbotOnRightMouse: false,
aimBehindWalls: false,
aimHeight: 0.9,
autoFire: true,
aimAtEveryone: false,
createdBy: 'Zertalious',
editAimbotBlacklist() {
aimbotBlacklist = {};
string.split( ',' )
.map( name => name.trim().toLowerCase() )
.filter( name => name.length > 0 )
.forEach( name => ( aimbotBlacklist[ name ] = true ) );
updateBlacklistBtn();
},
showHelp() {
}
};
const keyToSetting = {
'KeyV': 'showPlayers',
'KeyI': 'showItems',
'KeyN': 'showItemNames',
'KeyL': 'showBlocks',
'KeyB': 'aimbotEnabled',
'KeyT': 'aimbotOnRightMouse',
'KeyK': 'autoFire',
'Semicolon': 'worldWireframe',
'Comma': 'showOres'
};
let aimbotBlacklist = {
'Zertalious': true,
'Zert': true
};
function updateBlacklistBtn() {
controllers.editAimbotBlacklist.name( name );
},
writeable: true,
configurable: true
} );
let gui;
let controllers;
function initGui() {
const keyOverride = {
'Semicolon': ';',
'Comma': ','
};
enableDocumentOverride = true;
gui = new lil.GUI();
enableDocumentOverride = false;
controllers = {};
for ( const key in settings ) {
if ( shortKey ) {
} );
window.addEventListener( 'mouseup', event => {
} );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.domElement.id = 'overlayCanvas';
} );
const colors = {
enemy: 'red',
team: 'blue',
block: 'green',
item: 'gold'
};
for ( const key in colors ) {
const color = new THREE.Color( colors[ key ] );
color.rawColor = colors[ key ];
colors[ key ] = color;
void main() {
`,
fragmentShader: `
void main() {
`,
uniforms: {
color: { value: color }
}
} );
let target;
let gameCamera;
let projectionMatrixKey;
let matrixWorldKey;
let elementsKey;
function inject() {
return this._overrideMaterial;
},
configurable: true
} );
this._far = value;
},
get() {
checkCamera( this );
return this._far;
},
configurable: true
} );
window[postRunName] = function () {
const CTX = CanvasRenderingContext2D.prototype;
CTX.fillText = new Proxy( CTX.fillText, {
apply( target, ctx, [ text ] ) {
ctx.canvas.lastText = text;
}
} );
const blocks = [
[ 0, 3 ],
[ 1, 3 ],
[ 4, 2 ],
[ 5, 2 ],
[ 7, 3 ],
[ 2, 2 ],
[ 0, 4 ], [ 1, 4 ], [ 2, 4 ],
[ 0, 5 ], [ 1, 5 ], [ 2, 5 ],
[ 0, 6 ], [ 1, 6 ], [ 2, 6 ]
];
const blockCheck = blocks.map( ( [ x, y ] ) => `( p.x == ${x.toFixed( 1 )} &&
p.y == ${y.toFixed( 1 )} )` ).join( ' || ' );
WebGL.shaderSource = new Proxy( WebGL.shaderSource, {
apply( target, thisArgs, args ) {
void main()` )
.replace( 'vRealUv = realUv;', `vRealUv = realUv;
if ( showOres ) {
gl_Position.z = 0.99;
vAo += 0.25 + abs( sin( currTime * 2.0 ) ) *
0.5;
` );
shader.isChunkShader = true;
args[ 1 ] = src;
}
} );
}
} );
Reflect.apply( ...arguments );
if ( program.isChunkProgram ) {
if ( ! program.initialized ) {
program.uniforms = {
showOres: gl.getUniformLocation( program,
'showOres' ),
currTime: gl.getUniformLocation( program,
'currTime' )
};
program.initialized = true;
gl.uniform1i( program.uniforms.showOres,
settings.showOres );
gl.uniform1f( program.uniforms.currTime,
performance.now() / 1000 );
}
} );
setTimeout( function () {
window.setInterval = old;
inject();
}, 0 );
}
} );
return list;
}
} );
}
} );
}
} );
Object.getOwnPropertyDescriptors = new
Proxy( Object.getOwnPropertyDescriptors, {
apply( target, thisArgs, [ object ] ) {
return result;
}
} );
addElements();
tryToAddElements();
}
function removeQueries() {
elementsKey = prop;
projectionMatrixKey = key;
foundProjectionMatrix = true;
matrixWorldKey = match[ 1 ];
if ( ! foundProjectionMatrix ) return;
gameCamera = object;
}
} );
let worldScene;
let childrenKey;
worldScene = scene;
childrenKey = key;
console.log( { worldScene, childrenKey } );
return;
}
try {
} catch {
return false;
try {
} catch {
return false;
try {
entity.username = image.lastText;
return false;
} catch {}
return true;
}
const chunkMaterial = new THREE.MeshNormalMaterial();
const raycaster = new THREE.Raycaster();
const direction = new THREE.Vector3();
function animate() {
window.requestAnimationFrame( animate );
if ( ! chunk.geometry ) continue;
if ( ! myChunk ) {
if ( chunk.material ) chunk.material.wireframe =
settings.worldWireframe;
chunks.sort( ( a, b ) => {
} );
let lineCounter = 0;
const lineOrigin = camera.localToWorld( new THREE.Vector3( 0, 4, - 10 ) );
let targetPlayer;
let minDistance = Infinity;
if ( ! entity.myContainer ) {
if ( ! entity.myBox ) {
if ( isPlayer( entity ) ) {
entity.isPlayer = true;
entity.isEnemy = isEnemy( entity );
box.material = MyMaterial( entity.isEnemy ? colors.enemy :
colors.team );
box.scale.set( 0.5, 1.25, 0.5 );
} else {
if ( ! entity.isBlock ) {
entity.myBox = box;
entity.myContainer.add( entity.myBox );
if ( entity.isPlayer ) {
entity.myBox.visible = settings.showPlayers;
} else if ( entity.isBlock ) {
entity.myBox.visible = settings.showBlocks;
} else {
entity.myBox.visible = settings.showItems;
entity.mySprite.visible = settings.showItemNames;
if ( ! entity.isPlayer ) continue;
if ( isAimbotTarget ) {
if ( entity.usernameSprite ) entity.usernameSprite.visible =
settings.showPlayerNames;
//
if ( ! settings.aimBehindWalls ) {
direction.subVectors( entPos,
camera.position ).normalize();
raycaster.set( camera.position, direction );
if ( !
raycaster.ray.intersectsBox( chunk.box ) ) continue;
const hit =
raycaster.intersectObject( chunk )[ 0 ];
if ( hit && hit.distance < distance )
break aimbot;
targetPlayer = entity;
minDistance = distance;
if ( targetPlayer ) {
const p = targetPlayer.myContainer.position;
lookAt( gameCamera, p.x, p.y + settings.aimHeight, p.z );
} else {
setFire( false );
if ( settings.showLines ) {
linePositions.needsUpdate = true;
line.geometry.setDrawRange( 0, lineCounter );
scene.add( line );
object.rotation.set(
dummy.rotation.x,
dummy.rotation.y,
dummy.rotation.z,
dummy.rotation.order
);
if ( entity.usernameSprite ) {
entity.myContainer.remove( entity.usernameSprite );
entity.usernameSprite = null;
if ( entity.username ) {
ctx.font = font;
canvas.width = ctx.measureText( text ).width + strokeSize * 2;
canvas.height = fontSize + strokeSize * 2;
ctx.fillStyle = bgColor;
ctx.fillRect( 0, 0, canvas.width, canvas.height );
ctx.font = font;
ctx.fillStyle = 'white';
ctx.textBaseline = 'top';
ctx.textAlign = 'left';
ctx.lineWidth = strokeSize;
ctx.strokeText( text, strokeSize, strokeSize );
ctx.fillText( text, strokeSize, strokeSize );
sprite.scale.y = 0.035;
sprite.scale.x = sprite.scale.y * canvas.width / canvas.height;
return sprite;
window.requestAnimationFrame( animate );
if (!shouldShowAd) {
console.log('DUWAC killer by zert-chan <3');
try {
Object.defineProperty(Object.prototype, 'amogus', {
value: 69,
configurable: true
});
delete Object.prototype.amogus;
found = true;
code = `
setTimeout(window["${postRunName}"],0);
const toReplace = [
['DUWAC', 'UWUWAC'],
['y=I', 'y=function(){},_1=I'],
['Z=I', 'Z=function(){},_2=I'],
['W=I', 'W=function(){},_3=I'],
['!==Z', '!==Z&&false']
];
removeQueries();
} catch (error) {
if (document.documentElement) {
document.documentElement.innerHTML = `
<h2>Injecting script...</h2>
<p>Please be patient while the script injects itself.
Mutliple page reloads might occur. Don't panic!</p>
<i>Usually takes a few seconds. But in rare cases, it can
even take a few minutes.</i>
<br><br>
<div><b>Message: </b><span>${error.message}</span></div>
`;
}
el.innerHTML = `<style>
* {
pointer-events: all;
}
.dialog {
position: absolute;
left: 50%;
top: 50%;
padding: 20px;
background: rgba(50, 0, 0, 0.8);
border: 6px solid rgba(0, 0, 0, 0.2);
color: #fff;
transform: translate(-50%, -50%);
box-shadow: 0 0 0 10000px rgba(0, 0, 0, 0.3);
text-align: center;
z-index: 999999;
}
.dialog * {
color: #fff;
}
.close {
position: absolute;
right: 5px;
top: 5px;
width: 20px;
height: 20px;
opacity: 0.5;
cursor: pointer;
}
.close:before, .close:after {
content: ' ';
position: absolute;
left: 50%;
top: 50%;
width: 100%;
height: 20%;
transform: translate(-50%, -50%) rotate(-45deg);
background: #fff;
}
.close:after {
transform: translate(-50%, -50%) rotate(45deg);
}
.close:hover {
opacity: 1;
}
.dialog .btn {
cursor: pointer;
padding: 0.5em;
background: hsla(0, 67%, 44%, 0.7);
border: 3px solid rgba(0, 0, 0, 0.2);
}
.dialog .btn:active {
transform: scale(0.8);
}
.msg {
position: absolute;
left: 10px;
bottom: 10px;
background: rgba(50, 0, 0, 0.8);
color: #fff;
padding: 15px;
animation: msg 0.5s forwards, msg 0.5s reverse forwards 3s;
z-index: 999999;
pointer-events: none;
}
.msg, .dialog {
font-family: cursive;
}
@keyframes msg {
from {
transform: translate(-120%, 0);
}
to {
transform: none;
}
}
#overlayCanvas {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
pointer-events: none;
}
.my-lil-gui-desc {
font-size: 0.8em;
opacity: 0.8;
max-width: 100px;
line-height: 1;
white-space: normal !important;
}
</style>
<div class="dialog">${shouldShowAd ? `<big>Loading ad...</big>` : `<div
class="close" onclick="this.parentNode.style.display='none';"></div>
<big>Voxiom.IO Aimbot, ESP & X-Ray</big>
<br>
<br>
Keys:
<br>
[V] to show/hide players<br>
[I] to show/hide items<br>
[N] to show/hide item names<br>
[L] to show/hide blocks<br>
[H] to show/hide help<br>
[B] to toggle aimbot.<br>
[T] to toggle aimbot on right mouse.<br>
[K] to toggle aimbot auto fire.<br>
[/] to toggle control panel.<br>
[;] to toggle wireframe.<br>
[,] to show/hide ores<br>
<small>NOTE: If you get low FPS with aimbot <br>then enable "Aim Behind
Walls"</small>
<br>
<br>
By Zertalious
<br>
<br>
<div style="display: grid; grid-gap: 8px; grid-template-columns: 1fr 1fr;">
<div class="btn" onclick="window.open('https://discord.gg/K24Zxy88VM',
'_blank')">Discord</div>
<div class="btn"
onclick="window.open('https://www.instagram.com/zertalious/',
'_blank')">Instagram</div>
<div class="btn" onclick="window.open('https://twitter.com/Zertalious',
'_blank')">Twitter</div>
<div class="btn"
onclick="window.open('https://greasyfork.org/en/users/662330-zertalious',
'_blank')">More scripts</div>
</div>
` }
</div>
<div class="msg" style="display: none;"></div>`;
function addElements() {
shadow.appendChild( el.children[ 0 ] );
shadow.appendChild( renderer.domElement );
initGui();
function tryToAddElements() {
if ( document.body ) {
document.body.appendChild( shadowHost );
return;
if ( keyToSetting[ event.code ] ) {
switch ( event.code ) {
case 'KeyH':
settings.showHelp();
break;
case 'Slash' :
gui._hidden ? gui.show() : gui.hide();
break;
} );
msgEl.style.display = 'none';
void msgEl.offsetWidth;
msgEl.style.display = '';