// ==UserScript== // @name Venge.io Hacks By CommanderPuli // @namespace http://tampermonkey.net/ // @version 2 // @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 // @downloadURL 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 = 130; (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() } }; })();