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- // Enhanced Virtual Xbox controller
- const virtualController = {
- axes: [0, 0, 0, 0], // [leftStickX, leftStickY, rightStickX, rightStickY]
- buttons: Array(17).fill().map(() => ({ pressed: false, value: 0 })),
- connected: true,
- id: "Xbox 360 Controller (XInput STANDARD GAMEPAD)",
- index: 0,
- timestamp: performance.now(),
- mapping: "standard",
- vibrationActuator: { type: "dual-rumble", startDelay: 0, strongMagnitude: 0, weakMagnitude: 0 }
- };
- // Core state management
- let controllerInitialized = false;
- let aimAssistEnabled = true;
- let guiVisible = true;
- // Input state with improved smoothing
- let moveX = 0, moveY = 0;
- let targetAimX = 0, targetAimY = 0, currentAimX = 0, currentAimY = 0;
- let aimSmoothing = 0.25, aimAcceleration = 1.8;
- // Feature toggles
- let ultraLowDelay = false;
- let highBitrate = false;
- let zoomIn = false;
- let zoomOut = false;
- let zoomMore = false;
- let crosshairOn = false;
- let speedHack = false;
- let macroEnabled = false;
- // Macro configuration
- let editBindKey = null;
- let selectEditBindKey = null;
- let configuringMacro = false;
- let waitingForEditBind = false;
- let waitingForSelectEditBind = false;
- let macroActive = false;
- // Enhanced getGamepads override with improved implementation
- const originalGetGamepads = navigator.getGamepads;
- navigator.getGamepads = function() {
- // Create a proper array-like object
- const gamepads = Object.create(Array.prototype);
- // Only add the virtual controller when aim assist is enabled
- if (aimAssistEnabled) {
- Object.defineProperty(gamepads, '0', { enumerable: true, value: virtualController });
- }
- // Define remaining slots as null (standard behavior)
- for (let i = aimAssistEnabled ? 1 : 0; i < 4; i++) {
- Object.defineProperty(gamepads, i.toString(), { enumerable: true, value: null });
- }
- gamepads.length = 4;
- return gamepads;
- };
- // Create GUI elements
- function createGUI() {
- // Main GUI panel
- const gui = document.createElement('div');
- gui.id = 'cloud-gaming-cheat-gui';
- gui.style.cssText = `
- position: fixed; top: 10px; right: 10px; background: rgba(0, 0, 0, 0.85); color: white;
- padding: 12px; z-index: 9999; font-family: Arial, sans-serif; border-radius: 6px;
- box-shadow: 0 0 15px rgba(0,0,0,0.6); min-width: 220px; transition: opacity 0.2s;
- backdrop-filter: blur(5px); border: 1px solid rgba(255,255,255,0.1);
- `;
- document.body.appendChild(gui);
- // Mini-indicator when main GUI is hidden
- const miniIndicator = document.createElement('div');
- miniIndicator.id = 'cloud-gaming-cheat-indicator';
- miniIndicator.style.cssText = `
- position: fixed; top: 10px; right: 10px; background: rgba(0, 0, 0, 0.7); color: #3f3;
- padding: 6px 12px; z-index: 9999; font-family: Arial, sans-serif; border-radius: 4px;
- box-shadow: 0 0 10px rgba(0,0,0,0.5); font-size: 12px; display: none; font-weight: bold;
- border: 1px solid rgba(63, 255, 51, 0.4);
- `;
- miniIndicator.innerHTML = 'Fortnite Cheat [END]';
- document.body.appendChild(miniIndicator);
- // Enhanced crosshair with customizable design
- const enhancedCrosshair = document.createElement('div');
- enhancedCrosshair.id = 'enhanced-crosshair';
- enhancedCrosshair.style.cssText = `
- position: fixed; top: 50%; left: 50%; width: 24px; height: 24px;
- transform: translate(-50%, -50%); z-index: 9999; pointer-events: none; display: none;
- `;
- enhancedCrosshair.innerHTML = `
- <div style="position:absolute; top:50%; left:0; width:100%; height:2px; background:rgba(0,255,0,0.8); transform:translateY(-50%);"></div>
- <div style="position:absolute; top:0; left:50%; width:2px; height:100%; background:rgba(0,255,0,0.8); transform:translateX(-50%);"></div>
- <div style="position:absolute; top:50%; left:50%; width:6px; height:6px; background:rgba(255,0,0,0.9); border-radius:50%; transform:translate(-50%, -50%); box-shadow: 0 0 4px rgba(255,0,0,0.8);"></div>
- `;
- document.body.appendChild(enhancedCrosshair);
- return { gui, miniIndicator, enhancedCrosshair };
- }
- // Audio setup with better error handling and device detection
- let audioContext, gainNode, bassFilter, audioSource;
- function setupAudio() {
- try {
- // Initialize audio context with better browser compatibility
- audioContext = new (window.AudioContext || window.webkitAudioContext)();
- // Create gain node for volume control
- gainNode = audioContext.createGain();
- gainNode.gain.value = 1;
- // Create bass enhancement filter
- bassFilter = audioContext.createBiquadFilter();
- bassFilter.type = 'lowshelf';
- bassFilter.frequency.value = 200;
- bassFilter.gain.value = 0;
- // Function to connect to media elements
- const connectAudio = (element) => {
- try {
- audioSource = audioContext.createMediaElementSource(element);
- audioSource.connect(gainNode);
- gainNode.connect(bassFilter);
- bassFilter.connect(audioContext.destination);
- console.log("Audio enhancement active");
- return true;
- } catch (e) {
- console.warn("Failed to connect to media element:", e);
- return false;
- }
- };
- // First try: look for existing video elements
- let connected = false;
- document.querySelectorAll('video').forEach(video => {
- if (!connected && video.src) {
- connected = connectAudio(video);
- }
- });
- // Second try: wait for video elements to appear
- if (!connected) {
- const waitForVideo = setInterval(() => {
- const video = document.querySelector('video');
- if (video && video.src) {
- clearInterval(waitForVideo);
- connectAudio(video);
- }
- }, 1000);
- // Give up after 10 seconds
- setTimeout(() => clearInterval(waitForVideo), 10000);
- }
- // Third try: attempt tab audio capture as fallback
- setTimeout(() => {
- if (!audioSource && navigator.mediaDevices && navigator.mediaDevices.getUserMedia) {
- navigator.mediaDevices.getUserMedia({ audio: true })
- .then(stream => {
- audioSource = audioContext.createMediaStreamSource(stream);
- audioSource.connect(gainNode);
- gainNode.connect(bassFilter);
- bassFilter.connect(audioContext.destination);
- console.log("Audio connected via tab capture");
- })
- .catch(e => console.warn("Tab audio capture failed:", e));
- }
- }, 5000);
- } catch (e) {
- console.error("Audio setup failed:", e);
- }
- }
- // Anti-throttling with more reliable keep-alive mechanism
- const keepAliveAudio = new Audio('data:audio/wav;base64,UklGRiQAAABXQVZFZm10IBAAAAABAAEARKwAAIhYAQACABAAZGF0YQAAAAA=');
- keepAliveAudio.loop = true;
- keepAliveAudio.volume = 0.001; // Much quieter than before
- function activateKeepAlive() {
- if (ultraLowDelay) {
- keepAliveAudio.play().catch(e => console.warn("Keep-alive audio failed:", e));
- // More efficient keep-alive timer
- if (!window._keepAliveTimer) {
- window._keepAliveTimer = setInterval(() => {
- // Update controller timestamp to prevent timeout
- virtualController.timestamp = performance.now();
- // Trigger minor layout recalculation (less intrusive)
- document.body.classList.toggle('keepalive');
- }, 250); // More frequent update
- }
- } else {
- keepAliveAudio.pause();
- if (window._keepAliveTimer) {
- clearInterval(window._keepAliveTimer);
- window._keepAliveTimer = null;
- }
- }
- }
- // Update GUI display with a more organized layout
- function updateGUIDisplay(elements) {
- // Determine macro status text
- let macroStatus = macroEnabled ? 'ON' : 'OFF';
- if (macroEnabled) {
- if (waitingForEditBind) macroStatus = 'Press edit key...';
- else if (waitingForSelectEditBind) macroStatus = 'Press select edit key...';
- else if (editBindKey && selectEditBindKey) macroStatus = `ON [${editBindKey} + ${selectEditBindKey}]`;
- }
- // Update GUI content with improved organization and visual hierarchy
- elements.gui.innerHTML = `
- <div style="display:flex; justify-content:space-between; align-items:center; margin-bottom:8px">
- <h3 style="margin:0; font-size:16px; color:#3f3; font-weight:bold">Fortnite Cloud Gaming Cheat</h3>
- <span style="font-size:11px; color:#aaa">v2.0</span>
- </div>
- <div style="margin:5px 0; height:1px; background:rgba(255,255,255,0.2);"></div>
- <div style="display:grid; grid-template-columns:1fr 1fr; gap:4px 12px">
- <p style="margin:4px 0">Ultra Low Delay [I]:</p>
- <p style="margin:4px 0; text-align:right; color:${ultraLowDelay ? '#3f3' : '#f55'}">${ultraLowDelay ? 'ON' : 'OFF'}</p>
- <p style="margin:4px 0">Higher Bitrate [O]:</p>
- <p style="margin:4px 0; text-align:right; color:${highBitrate ? '#3f3' : '#f55'}">${highBitrate ? 'ON' : 'OFF'}</p>
- <p style="margin:4px 0">Zoom In [P]:</p>
- <p style="margin:4px 0; text-align:right; color:${zoomIn ? '#3f3' : '#f55'}">${zoomIn ? 'ON' : 'OFF'}</p>
- <p style="margin:4px 0">Zoom Out [L]:</p>
- <p style="margin:4px 0; text-align:right; color:${zoomOut ? '#3f3' : '#f55'}">${zoomOut ? 'ON' : 'OFF'}</p>
- <p style="margin:4px 0">Zoom More [;]:</p>
- <p style="margin:4px 0; text-align:right; color:${zoomMore ? '#3f3' : '#f55'}">${zoomMore ? 'ON' : 'OFF'}</p>
- <p style="margin:4px 0">Crosshair [K]:</p>
- <p style="margin:4px 0; text-align:right; color:${crosshairOn ? '#3f3' : '#f55'}">${crosshairOn ? 'ON' : 'OFF'}</p>
- <p style="margin:4px 0">Speed Hack [U]:</p>
- <p style="margin:4px 0; text-align:right; color:${speedHack ? '#3f3' : '#f55'}">${speedHack ? 'ON' : 'OFF'}</p>
- <p style="margin:4px 0">Controller [J]:</p>
- <p style="margin:4px 0; text-align:right; color:${aimAssistEnabled ? '#3f3' : '#f55'}">${aimAssistEnabled ? 'ON' : 'OFF'}</p>
- <p style="margin:4px 0">Macro [M]:</p>
- <p style="margin:4px 0; text-align:right; color:${macroEnabled ? '#3f3' : '#f55'}">${macroStatus}</p>
- </div>
- <div style="margin:8px 0; font-size:12px; padding-top:5px; border-top:1px solid rgba(255,255,255,0.1)">
- <p style="margin:3px 0">• Hold V for Volume + Bass Boost</p>
- <p style="margin:3px 0">• Press G to activate edit macro</p>
- <p style="margin:3px 0">• Press END to toggle UI visibility</p>
- </div>
- `;
- // Update mini indicator visibility
- elements.miniIndicator.style.display = guiVisible ? 'none' : 'block';
- // Update crosshair visibility
- elements.enhancedCrosshair.style.display = crosshairOn ? 'block' : 'none';
- }
- // Toggle GUI visibility with smooth transition
- function toggleGUI(elements) {
- guiVisible = !guiVisible;
- elements.gui.style.display = guiVisible ? 'block' : 'none';
- elements.miniIndicator.style.display = guiVisible ? 'none' : 'block';
- }
- // Improved video styling with more optimized performance
- function updateVideoStyle() {
- const videos = document.querySelectorAll('video');
- videos.forEach(video => {
- // Apply quality enhancements
- if (highBitrate) {
- video.style.filter = 'contrast(120%) saturate(110%) brightness(103%)';
- video.style.imageRendering = 'crisp-edges';
- } else {
- video.style.filter = '';
- video.style.imageRendering = 'auto';
- }
- // Apply zoom settings
- let scale = 1;
- if (zoomMore) scale = 2;
- else if (zoomIn) scale = 1.5;
- else if (zoomOut) scale = 0.75;
- video.style.transform = `scale(${scale})`;
- // Performance optimizations
- video.style.transition = ultraLowDelay ? 'none' : 'transform 0.1s ease';
- if (ultraLowDelay) {
- video.style.willChange = 'transform, filter';
- video.style.backfaceVisibility = 'hidden';
- video.style.transformStyle = 'preserve-3d';
- } else {
- video.style.willChange = 'auto';
- video.style.backfaceVisibility = 'visible';
- video.style.transformStyle = 'flat';
- }
- });
- }
- // Controller state update with smoother aim transitions
- function updateController() {
- // Update timestamp for freshness
- virtualController.timestamp = performance.now();
- // Apply advanced smoothing to aim controls
- if (Math.abs(targetAimX - currentAimX) > 0.01 || Math.abs(targetAimY - currentAimY) > 0.01) {
- // Calculate distance to target
- const distX = targetAimX - currentAimX;
- const distY = targetAimY - currentAimY;
- // Apply acceleration based on distance (more responsive)
- const accelX = Math.sign(distX) * Math.min(Math.abs(distX) * aimAcceleration, Math.abs(distX));
- const accelY = Math.sign(distY) * Math.min(Math.abs(distY) * aimAcceleration, Math.abs(distY));
- // Apply smoothing for natural feel
- currentAimX += accelX * aimSmoothing;
- currentAimY += accelY * aimSmoothing;
- }
- // Update controller axes
- virtualController.axes[0] = moveX; // Left stick X
- virtualController.axes[1] = moveY; // Left stick Y
- virtualController.axes[2] = currentAimX; // Right stick X
- virtualController.axes[3] = currentAimY; // Right stick Y
- // Initialize controller if needed
- if (aimAssistEnabled && !controllerInitialized) initializeController();
- }
- // Enhanced controller initialization
- function initializeController() {
- try {
- // Create gamepad connection event
- const connectEvent = new Event('gamepadconnected');
- Object.defineProperty(connectEvent, 'gamepad', { value: virtualController });
- window.dispatchEvent(connectEvent);
- // Update initialization status
- controllerInitialized = true;
- console.log("Virtual controller initialized");
- } catch (e) {
- console.error("Controller initialization failed:", e);
- }
- }
- // Fast macro execution with improved reliability
- function executeMacro() {
- if (!macroEnabled || !editBindKey || !selectEditBindKey) return;
- // Get the currently focused element or fallback to document body
- const targetElement = document.activeElement || document.body;
- // Track success for fallback mechanisms
- let editSent = false, selectSent = false;
- try {
- // Edit key press
- const editDown = new KeyboardEvent('keydown', {
- key: editBindKey,
- code: `Key${editBindKey.toUpperCase()}`,
- keyCode: editBindKey.toUpperCase().charCodeAt(0),
- bubbles: true,
- cancelable: true,
- composed: true // For Shadow DOM traversal
- });
- targetElement.dispatchEvent(editDown);
- editSent = true;
- // Schedule select key press
- setTimeout(() => {
- try {
- // Select key press
- const selectDown = new KeyboardEvent('keydown', {
- key: selectEditBindKey,
- code: `Key${selectEditBindKey.toUpperCase()}`,
- keyCode: selectEditBindKey.toUpperCase().charCodeAt(0),
- bubbles: true,
- cancelable: true,
- composed: true
- });
- targetElement.dispatchEvent(selectDown);
- selectSent = true;
- // Add mouse click for confirmation (especially useful in Fortnite)
- const clickEvent = new MouseEvent('click', {
- button: 0,
- buttons: 1,
- clientX: window.innerWidth / 2,
- clientY: window.innerHeight / 2,
- bubbles: true,
- cancelable: true,
- composed: true
- });
- targetElement.dispatchEvent(clickEvent);
- // Release keys after brief hold
- setTimeout(() => {
- // Release edit key
- if (editSent) {
- const editUp = new KeyboardEvent('keyup', {
- key: editBindKey,
- code: `Key${editBindKey.toUpperCase()}`,
- keyCode: editBindKey.toUpperCase().charCodeAt(0),
- bubbles: true,
- cancelable: true,
- composed: true
- });
- targetElement.dispatchEvent(editUp);
- }
- // Release select key
- if (selectSent) {
- const selectUp = new KeyboardEvent('keyup', {
- key: selectEditBindKey,
- code: `Key${selectEditBindKey.toUpperCase()}`,
- keyCode: selectEditBindKey.toUpperCase().charCodeAt(0),
- bubbles: true,
- cancelable: true,
- composed: true
- });
- targetElement.dispatchEvent(selectUp);
- }
- }, 15); // Shorter hold time for faster execution
- } catch (e) {
- console.warn("Error during select key:", e);
- }
- }, 8); // Faster sequence between keys
- } catch (e) {
- console.warn("Error during edit key:", e);
- }
- }
- // Configure macro bindings
- function configureMacro() {
- if (!macroEnabled) return;
- if (!editBindKey) {
- waitingForEditBind = true;
- waitingForSelectEditBind = false;
- return;
- }
- if (!selectEditBindKey) {
- waitingForEditBind = false;
- waitingForSelectEditBind = true;
- return;
- }
- waitingForEditBind = false;
- waitingForSelectEditBind = false;
- }
- // Input handling with improved debouncing
- function setupInputHandlers(elements) {
- let lastInputTime = 0;
- const debounceDelay = 5; // ms
- // Key press handler
- document.addEventListener('keydown', (e) => {
- // Skip if within debounce period
- const now = performance.now();
- if (now - lastInputTime < debounceDelay) return;
- lastInputTime = now;
- // Toggle GUI visibility
- if (e.key === 'End') {
- toggleGUI(elements);
- e.preventDefault();
- return;
- }
- // Handle macro configuration
- if (waitingForEditBind) {
- editBindKey = e.key.toLowerCase();
- configureMacro();
- updateGUIDisplay(elements);
- e.preventDefault();
- return;
- }
- if (waitingForSelectEditBind) {
- selectEditBindKey = e.key.toLowerCase();
- configureMacro();
- updateGUIDisplay(elements);
- e.preventDefault();
- return;
- }
- // Execute macro
- if (e.key.toLowerCase() === 'g' && macroEnabled && editBindKey && selectEditBindKey) {
- macroActive = true;
- executeMacro();
- e.preventDefault();
- return;
- }
- // Prevent default behavior for our control keys
- switch (e.key.toLowerCase()) {
- case 'w': case 's': case 'a': case 'd':
- case 'arrowup': case 'arrowdown': case 'arrowleft': case 'arrowright':
- case 'shift': case 't': case ' ': case 'v':
- case 'i': case 'o': case 'p': case 'l': case ';': case 'k': case 'u': case 'j': case 'm':
- e.preventDefault();
- break;
- }
- // Handle movement and controller inputs
- switch (e.key.toLowerCase()) {
- case 'w': moveY = -1; break;
- case 's': moveY = 1; break;
- case 'a': moveX = -1; break;
- case 'd': moveX = 1; break;
- case 'shift': virtualController.buttons[10].pressed = true; virtualController.buttons[10].value = 1; break; // Left stick press
- case 't': virtualController.buttons[6].pressed = true; virtualController.buttons[6].value = 1; break; // Right trigger
- case 'arrowup': targetAimY = -1; break;
- case 'arrowdown': targetAimY = 1; break;
- case 'arrowleft': targetAimX = -1; break;
- case 'arrowright': targetAimX = 1; break;
- case ' ': virtualController.buttons[7].pressed = true; virtualController.buttons[7].value = 1; break; // RT / Fire
- // Audio boost
- case 'v':
- if (gainNode && bassFilter) {
- gainNode.gain.value = 2.5;
- bassFilter.gain.value = 15;
- }
- break;
- // Toggle features
- case 'i':
- ultraLowDelay = !ultraLowDelay;
- activateKeepAlive();
- updateVideoStyle();
- updateGUIDisplay(elements);
- break;
- case 'o':
- highBitrate = !highBitrate;
- updateVideoStyle();
- updateGUIDisplay(elements);
- break;
- case 'p':
- zoomIn = !zoomIn;
- if (zoomIn) { zoomOut = false; zoomMore = false; }
- updateVideoStyle();
- updateGUIDisplay(elements);
- break;
- case 'l':
- zoomOut = !zoomOut;
- if (zoomOut) { zoomIn = false; zoomMore = false; }
- updateVideoStyle();
- updateGUIDisplay(elements);
- break;
- case ';':
- zoomMore = !zoomMore;
- if (zoomMore) { zoomIn = false; zoomOut = false; }
- updateVideoStyle();
- updateGUIDisplay(elements);
- break;
- case 'k':
- crosshairOn = !crosshairOn;
- elements.enhancedCrosshair.style.display = crosshairOn ? 'block' : 'none';
- updateGUIDisplay(elements);
- break;
- case 'u':
- speedHack = !speedHack;
- document.querySelectorAll('video').forEach(v => v.playbackRate = speedHack ? 1.5 : 1);
- updateGUIDisplay(elements);
- break;
- case 'j':
- aimAssistEnabled = !aimAssistEnabled;
- if (!aimAssistEnabled && controllerInitialized) {
- const disconnectEvent = new Event('gamepaddisconnected');
- Object.defineProperty(disconnectEvent, 'gamepad', { value: virtualController });
- window.dispatchEvent(disconnectEvent);
- controllerInitialized = false;
- }
- updateGUIDisplay(elements);
- break;
- case 'm':
- macroEnabled = !macroEnabled;
- if (macroEnabled) {
- editBindKey = null;
- selectEditBindKey = null;
- configureMacro();
- } else {
- waitingForEditBind = false;
- waitingForSelectEditBind = false;
- }
- updateGUIDisplay(elements);
- break;
- }
- // Update controller state
- updateController();
- });
- // Key release handler
- document.addEventListener('keyup', (e) => {
- // Skip if within debounce period
- const now = performance.now();
- if (now - lastInputTime < debounceDelay) return;
- lastInputTime = now;
- // Track macro state
- if (e.key.toLowerCase() === 'g' && macroActive) macroActive = false;
- // Handle movement and controller inputs
- switch (e.key.toLowerCase()) {
- case 'w': case 's': moveY = 0; break;
- case 'a': case 'd': moveX = 0; break;
- case 'shift': virtualController.buttons[10].pressed = false; virtualController.buttons[10].value = 0; break;
- case 't': virtualController.buttons[6].pressed = false; virtualController.buttons[6].value = 0; break;
- case 'arrowup': case 'arrowdown': targetAimY = 0; break;
- case 'arrowleft': case 'arrowright': targetAimX = 0; break;
- case ' ': virtualController.buttons[7].pressed = false; virtualController.buttons[7].value = 0; break;
- case 'v':
- if (gainNode && bassFilter) {
- gainNode.gain.value = 1;
- bassFilter.gain.value = 0;
- }
- break;
- }
- // Update controller state
- updateController();
- // Prevent default for our control keys
- switch (e.key.toLowerCase()) {
- case 'w': case 's': case 'a': case 'd':
- case 'arrowup': case 'arrowdown': case 'arrowleft': case 'arrowright':
- case 'shift': case 't': case ' ': case 'v':
- e.preventDefault();
- break;
- }
- });
- }
- // More efficient update loop with dynamic frame rate
- function startUpdateLoop() {
- let lastUpdateTime = 0;
- function updateLoop(timestamp) {
- // Only update at specified intervals based on mode
- const updateInterval = ultraLowDelay ? 3 : 16; // ~333fps in ultra mode, 60fps otherwise
- const timeDelta = timestamp - lastUpdateTime;
- if (timeDelta >= updateInterval) {
- lastUpdateTime = timestamp;
- updateController();
- }
- requestAnimationFrame(updateLoop);
- }
- requestAnimationFrame(updateLoop);
- }
- // Main initialization function
- function initializeCheat() {
- console.log("Initializing Fortnite Cloud Gaming Cheat v2.0");
- // Create GUI elements
- const elements = createGUI();
- // Set up audio processing
- setupAudio();
- // Set up input handlers
- setupInputHandlers(elements);
- // Initial display update
- updateGUIDisplay(elements);
- // Start controller update loop
- startUpdateLoop();
- console.log("Fortnite Cloud Gaming Cheat initialized successfully. Press END to toggle UI.");
- }
- // Start everything
- initializeCheat();
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