ESP PRIVATE VOXIOM

ESP Voxiom Private

  1. // ==UserScript==
  2. // @name ESP PRIVATE VOXIOM
  3. // @namespace http://tampermonkey.net/
  4. // @version 0.69696971
  5. // @description ESP Voxiom Private
  6. // @author Whoami
  7. // @match *://voxiom.io/*
  8. // @license MIT
  9. // @icon data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==
  10. // @grant none
  11. // @require https://unpkg.com/three@latest/build/three.min.js
  12. // ==/UserScript==
  13.  
  14. let playersVisible = true;
  15.  
  16. window.addEventListener('keyup', function (event) {
  17. if (event.code === 'KeyV') {
  18. playersVisible = !playersVisible;
  19. console.log(`Players visible: ${playersVisible}`);
  20. }
  21. });
  22.  
  23. const THREE = window.THREE;
  24. const geo = new THREE.EdgesGeometry(new THREE.BoxGeometry(1.0, 1.0, 1.0).translate(0, 0.5, 0));
  25.  
  26. // Prevents items from getting dropped when detected
  27. Object.defineProperty(window, 'THREE', { get() { return undefined; } });
  28.  
  29. let currentColor = 0;
  30.  
  31. function makeHitbox() {
  32. let hitbox = new THREE.LineSegments(geo);
  33. hitbox.material = new THREE.RawShaderMaterial({
  34. vertexShader: `attribute vec3 position;uniform mat4 projectionMatrix;uniform mat4 modelViewMatrix;void main() {gl_Position = projectionMatrix*modelViewMatrix*vec4( position, 1.0 );gl_Position.z = 1.0;}`,
  35. fragmentShader: `precision mediump float;uniform vec3 color;void main() {gl_FragColor = vec4( color, 1.0 );}`,
  36. uniforms: { color: { value: new THREE.Color(`hsl(${currentColor}, 100%, 50%)`) } }
  37. });
  38. hitbox.scale.set(0.4, 1.2, 0.4);
  39. return hitbox;
  40. }
  41.  
  42. let gameScene;
  43. WeakMap.prototype.set = new Proxy(WeakMap.prototype.set, {
  44. apply(target, thisArg, [scene]) {
  45. if (scene.type === 'Scene') {
  46. if (scene.children.length === 9) {
  47. window.scene = scene;
  48. gameScene = scene;
  49. console.log('Game scene detected and set.');
  50. }
  51. }
  52. return Reflect.apply(target, thisArg, arguments);
  53. }
  54. });
  55.  
  56. window.requestAnimationFrame = new Proxy(window.requestAnimationFrame, {
  57. apply(target, thisArg, args) {
  58. args[0] = new Proxy(args[0], {
  59. apply(callback, callbackThis, callbackArgs) {
  60. if (gameScene == null) {
  61. return Reflect.apply(callback, callbackThis, callbackArgs);
  62. }
  63.  
  64. currentColor = (currentColor + 1) % 360; // Increment currentColor by 1 and reset to 0 when it reaches 360
  65.  
  66. const allEntities = gameScene.children[5].children;
  67. for (let i = 0; i < allEntities.length; i++) {
  68. const entity = allEntities[i];
  69. if (entity.children.length === 0) {
  70. continue;
  71. }
  72. if (!entity.HitBox) {
  73. const name = entity.children[0].name;
  74. // Game scene saves name as parachute, hence can be used to recognize a player
  75. if (name === 'Parachute') {
  76. entity.isPlayer = true;
  77. // Generate a hitbox for the player
  78. let hitbox = makeHitbox();
  79. entity.add(hitbox);
  80. entity.HitBox = hitbox;
  81. console.log('Hitbox added to player.');
  82. }
  83. }
  84. if (entity.HitBox != null) {
  85. entity.HitBox.material.uniforms.color.value = new THREE.Color(`hsl(${currentColor}, 100%, 50%)`); // Update hitbox color
  86. entity.HitBox.visible = playersVisible;
  87. }
  88. }
  89. return Reflect.apply(callback, callbackThis, callbackArgs);
  90. }
  91. });
  92. return Reflect.apply(target, thisArg, args);
  93. }
  94. });
  95.  
  96. console.log('Script loaded.');

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