Josiahiscool73

cloud gaming cheat v4

Apr 2nd, 2025
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  1. // Enhanced Virtual Xbox controller
  2. const virtualController = {
  3. axes: [0, 0, 0, 0], // [leftStickX, leftStickY, rightStickX, rightStickY]
  4. buttons: Array(17).fill().map(() => ({ pressed: false, value: 0 })),
  5. connected: true,
  6. id: "Xbox 360 Controller (XInput STANDARD GAMEPAD)",
  7. index: 0,
  8. timestamp: performance.now(),
  9. mapping: "standard",
  10. vibrationActuator: { type: "dual-rumble", startDelay: 0, strongMagnitude: 0, weakMagnitude: 0 }
  11. };
  12.  
  13. // Core state management
  14. let controllerInitialized = false;
  15. let aimAssistEnabled = true;
  16. let guiVisible = true;
  17.  
  18. // Input state with improved smoothing
  19. let moveX = 0, moveY = 0;
  20. let targetAimX = 0, targetAimY = 0, currentAimX = 0, currentAimY = 0;
  21. let aimSmoothing = 0.25, aimAcceleration = 1.8;
  22.  
  23. // Feature toggles
  24. let ultraLowDelay = false;
  25. let highBitrate = false;
  26. let zoomIn = false;
  27. let zoomOut = false;
  28. let zoomMore = false;
  29. let crosshairOn = false;
  30. let speedHack = false;
  31. let macroEnabled = false;
  32.  
  33. // Macro configuration
  34. let editBindKey = null;
  35. let selectEditBindKey = null;
  36. let configuringMacro = false;
  37. let waitingForEditBind = false;
  38. let waitingForSelectEditBind = false;
  39. let macroActive = false;
  40.  
  41. // Enhanced getGamepads override with improved implementation
  42. const originalGetGamepads = navigator.getGamepads;
  43. navigator.getGamepads = function() {
  44. // Create a proper array-like object
  45. const gamepads = Object.create(Array.prototype);
  46.  
  47. // Only add the virtual controller when aim assist is enabled
  48. if (aimAssistEnabled) {
  49. Object.defineProperty(gamepads, '0', { enumerable: true, value: virtualController });
  50. }
  51.  
  52. // Define remaining slots as null (standard behavior)
  53. for (let i = aimAssistEnabled ? 1 : 0; i < 4; i++) {
  54. Object.defineProperty(gamepads, i.toString(), { enumerable: true, value: null });
  55. }
  56.  
  57. gamepads.length = 4;
  58. return gamepads;
  59. };
  60.  
  61. // Create GUI elements
  62. function createGUI() {
  63. // Main GUI panel
  64. const gui = document.createElement('div');
  65. gui.id = 'cloud-gaming-cheat-gui';
  66. gui.style.cssText = `
  67. position: fixed; top: 10px; right: 10px; background: rgba(0, 0, 0, 0.85); color: white;
  68. padding: 12px; z-index: 9999; font-family: Arial, sans-serif; border-radius: 6px;
  69. box-shadow: 0 0 15px rgba(0,0,0,0.6); min-width: 220px; transition: opacity 0.2s;
  70. backdrop-filter: blur(5px); border: 1px solid rgba(255,255,255,0.1);
  71. `;
  72. document.body.appendChild(gui);
  73.  
  74. // Mini-indicator when main GUI is hidden
  75. const miniIndicator = document.createElement('div');
  76. miniIndicator.id = 'cloud-gaming-cheat-indicator';
  77. miniIndicator.style.cssText = `
  78. position: fixed; top: 10px; right: 10px; background: rgba(0, 0, 0, 0.7); color: #3f3;
  79. padding: 6px 12px; z-index: 9999; font-family: Arial, sans-serif; border-radius: 4px;
  80. box-shadow: 0 0 10px rgba(0,0,0,0.5); font-size: 12px; display: none; font-weight: bold;
  81. border: 1px solid rgba(63, 255, 51, 0.4);
  82. `;
  83. miniIndicator.innerHTML = 'Fortnite Cheat [END]';
  84. document.body.appendChild(miniIndicator);
  85.  
  86. // Enhanced crosshair with customizable design
  87. const enhancedCrosshair = document.createElement('div');
  88. enhancedCrosshair.id = 'enhanced-crosshair';
  89. enhancedCrosshair.style.cssText = `
  90. position: fixed; top: 50%; left: 50%; width: 24px; height: 24px;
  91. transform: translate(-50%, -50%); z-index: 9999; pointer-events: none; display: none;
  92. `;
  93. enhancedCrosshair.innerHTML = `
  94. <div style="position:absolute; top:50%; left:0; width:100%; height:2px; background:rgba(0,255,0,0.8); transform:translateY(-50%);"></div>
  95. <div style="position:absolute; top:0; left:50%; width:2px; height:100%; background:rgba(0,255,0,0.8); transform:translateX(-50%);"></div>
  96. <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>
  97. `;
  98. document.body.appendChild(enhancedCrosshair);
  99.  
  100. return { gui, miniIndicator, enhancedCrosshair };
  101. }
  102.  
  103. // Audio setup with better error handling and device detection
  104. let audioContext, gainNode, bassFilter, audioSource;
  105. function setupAudio() {
  106. try {
  107. // Initialize audio context with better browser compatibility
  108. audioContext = new (window.AudioContext || window.webkitAudioContext)();
  109.  
  110. // Create gain node for volume control
  111. gainNode = audioContext.createGain();
  112. gainNode.gain.value = 1;
  113.  
  114. // Create bass enhancement filter
  115. bassFilter = audioContext.createBiquadFilter();
  116. bassFilter.type = 'lowshelf';
  117. bassFilter.frequency.value = 200;
  118. bassFilter.gain.value = 0;
  119.  
  120. // Function to connect to media elements
  121. const connectAudio = (element) => {
  122. try {
  123. audioSource = audioContext.createMediaElementSource(element);
  124. audioSource.connect(gainNode);
  125. gainNode.connect(bassFilter);
  126. bassFilter.connect(audioContext.destination);
  127. console.log("Audio enhancement active");
  128. return true;
  129. } catch (e) {
  130. console.warn("Failed to connect to media element:", e);
  131. return false;
  132. }
  133. };
  134.  
  135. // First try: look for existing video elements
  136. let connected = false;
  137. document.querySelectorAll('video').forEach(video => {
  138. if (!connected && video.src) {
  139. connected = connectAudio(video);
  140. }
  141. });
  142.  
  143. // Second try: wait for video elements to appear
  144. if (!connected) {
  145. const waitForVideo = setInterval(() => {
  146. const video = document.querySelector('video');
  147. if (video && video.src) {
  148. clearInterval(waitForVideo);
  149. connectAudio(video);
  150. }
  151. }, 1000);
  152.  
  153. // Give up after 10 seconds
  154. setTimeout(() => clearInterval(waitForVideo), 10000);
  155. }
  156.  
  157. // Third try: attempt tab audio capture as fallback
  158. setTimeout(() => {
  159. if (!audioSource && navigator.mediaDevices && navigator.mediaDevices.getUserMedia) {
  160. navigator.mediaDevices.getUserMedia({ audio: true })
  161. .then(stream => {
  162. audioSource = audioContext.createMediaStreamSource(stream);
  163. audioSource.connect(gainNode);
  164. gainNode.connect(bassFilter);
  165. bassFilter.connect(audioContext.destination);
  166. console.log("Audio connected via tab capture");
  167. })
  168. .catch(e => console.warn("Tab audio capture failed:", e));
  169. }
  170. }, 5000);
  171.  
  172. } catch (e) {
  173. console.error("Audio setup failed:", e);
  174. }
  175. }
  176.  
  177. // Anti-throttling with more reliable keep-alive mechanism
  178. const keepAliveAudio = new Audio('data:audio/wav;base64,UklGRiQAAABXQVZFZm10IBAAAAABAAEARKwAAIhYAQACABAAZGF0YQAAAAA=');
  179. keepAliveAudio.loop = true;
  180. keepAliveAudio.volume = 0.001; // Much quieter than before
  181.  
  182. function activateKeepAlive() {
  183. if (ultraLowDelay) {
  184. keepAliveAudio.play().catch(e => console.warn("Keep-alive audio failed:", e));
  185.  
  186. // More efficient keep-alive timer
  187. if (!window._keepAliveTimer) {
  188. window._keepAliveTimer = setInterval(() => {
  189. // Update controller timestamp to prevent timeout
  190. virtualController.timestamp = performance.now();
  191.  
  192. // Trigger minor layout recalculation (less intrusive)
  193. document.body.classList.toggle('keepalive');
  194. }, 250); // More frequent update
  195. }
  196. } else {
  197. keepAliveAudio.pause();
  198. if (window._keepAliveTimer) {
  199. clearInterval(window._keepAliveTimer);
  200. window._keepAliveTimer = null;
  201. }
  202. }
  203. }
  204.  
  205. // Update GUI display with a more organized layout
  206. function updateGUIDisplay(elements) {
  207. // Determine macro status text
  208. let macroStatus = macroEnabled ? 'ON' : 'OFF';
  209. if (macroEnabled) {
  210. if (waitingForEditBind) macroStatus = 'Press edit key...';
  211. else if (waitingForSelectEditBind) macroStatus = 'Press select edit key...';
  212. else if (editBindKey && selectEditBindKey) macroStatus = `ON [${editBindKey} + ${selectEditBindKey}]`;
  213. }
  214.  
  215. // Update GUI content with improved organization and visual hierarchy
  216. elements.gui.innerHTML = `
  217. <div style="display:flex; justify-content:space-between; align-items:center; margin-bottom:8px">
  218. <h3 style="margin:0; font-size:16px; color:#3f3; font-weight:bold">Fortnite Cloud Gaming Cheat</h3>
  219. <span style="font-size:11px; color:#aaa">v2.0</span>
  220. </div>
  221. <div style="margin:5px 0; height:1px; background:rgba(255,255,255,0.2);"></div>
  222.  
  223. <div style="display:grid; grid-template-columns:1fr 1fr; gap:4px 12px">
  224. <p style="margin:4px 0">Ultra Low Delay [I]:</p>
  225. <p style="margin:4px 0; text-align:right; color:${ultraLowDelay ? '#3f3' : '#f55'}">${ultraLowDelay ? 'ON' : 'OFF'}</p>
  226.  
  227. <p style="margin:4px 0">Higher Bitrate [O]:</p>
  228. <p style="margin:4px 0; text-align:right; color:${highBitrate ? '#3f3' : '#f55'}">${highBitrate ? 'ON' : 'OFF'}</p>
  229.  
  230. <p style="margin:4px 0">Zoom In [P]:</p>
  231. <p style="margin:4px 0; text-align:right; color:${zoomIn ? '#3f3' : '#f55'}">${zoomIn ? 'ON' : 'OFF'}</p>
  232.  
  233. <p style="margin:4px 0">Zoom Out [L]:</p>
  234. <p style="margin:4px 0; text-align:right; color:${zoomOut ? '#3f3' : '#f55'}">${zoomOut ? 'ON' : 'OFF'}</p>
  235.  
  236. <p style="margin:4px 0">Zoom More [;]:</p>
  237. <p style="margin:4px 0; text-align:right; color:${zoomMore ? '#3f3' : '#f55'}">${zoomMore ? 'ON' : 'OFF'}</p>
  238.  
  239. <p style="margin:4px 0">Crosshair [K]:</p>
  240. <p style="margin:4px 0; text-align:right; color:${crosshairOn ? '#3f3' : '#f55'}">${crosshairOn ? 'ON' : 'OFF'}</p>
  241.  
  242. <p style="margin:4px 0">Speed Hack [U]:</p>
  243. <p style="margin:4px 0; text-align:right; color:${speedHack ? '#3f3' : '#f55'}">${speedHack ? 'ON' : 'OFF'}</p>
  244.  
  245. <p style="margin:4px 0">Controller [J]:</p>
  246. <p style="margin:4px 0; text-align:right; color:${aimAssistEnabled ? '#3f3' : '#f55'}">${aimAssistEnabled ? 'ON' : 'OFF'}</p>
  247.  
  248. <p style="margin:4px 0">Macro [M]:</p>
  249. <p style="margin:4px 0; text-align:right; color:${macroEnabled ? '#3f3' : '#f55'}">${macroStatus}</p>
  250. </div>
  251.  
  252. <div style="margin:8px 0; font-size:12px; padding-top:5px; border-top:1px solid rgba(255,255,255,0.1)">
  253. <p style="margin:3px 0">• Hold V for Volume + Bass Boost</p>
  254. <p style="margin:3px 0">• Press G to activate edit macro</p>
  255. <p style="margin:3px 0">• Press END to toggle UI visibility</p>
  256. </div>
  257. `;
  258.  
  259. // Update mini indicator visibility
  260. elements.miniIndicator.style.display = guiVisible ? 'none' : 'block';
  261.  
  262. // Update crosshair visibility
  263. elements.enhancedCrosshair.style.display = crosshairOn ? 'block' : 'none';
  264. }
  265.  
  266. // Toggle GUI visibility with smooth transition
  267. function toggleGUI(elements) {
  268. guiVisible = !guiVisible;
  269. elements.gui.style.display = guiVisible ? 'block' : 'none';
  270. elements.miniIndicator.style.display = guiVisible ? 'none' : 'block';
  271. }
  272.  
  273. // Improved video styling with more optimized performance
  274. function updateVideoStyle() {
  275. const videos = document.querySelectorAll('video');
  276.  
  277. videos.forEach(video => {
  278. // Apply quality enhancements
  279. if (highBitrate) {
  280. video.style.filter = 'contrast(120%) saturate(110%) brightness(103%)';
  281. video.style.imageRendering = 'crisp-edges';
  282. } else {
  283. video.style.filter = '';
  284. video.style.imageRendering = 'auto';
  285. }
  286.  
  287. // Apply zoom settings
  288. let scale = 1;
  289. if (zoomMore) scale = 2;
  290. else if (zoomIn) scale = 1.5;
  291. else if (zoomOut) scale = 0.75;
  292.  
  293. video.style.transform = `scale(${scale})`;
  294.  
  295. // Performance optimizations
  296. video.style.transition = ultraLowDelay ? 'none' : 'transform 0.1s ease';
  297.  
  298. if (ultraLowDelay) {
  299. video.style.willChange = 'transform, filter';
  300. video.style.backfaceVisibility = 'hidden';
  301. video.style.transformStyle = 'preserve-3d';
  302. } else {
  303. video.style.willChange = 'auto';
  304. video.style.backfaceVisibility = 'visible';
  305. video.style.transformStyle = 'flat';
  306. }
  307. });
  308. }
  309.  
  310. // Controller state update with smoother aim transitions
  311. function updateController() {
  312. // Update timestamp for freshness
  313. virtualController.timestamp = performance.now();
  314.  
  315. // Apply advanced smoothing to aim controls
  316. if (Math.abs(targetAimX - currentAimX) > 0.01 || Math.abs(targetAimY - currentAimY) > 0.01) {
  317. // Calculate distance to target
  318. const distX = targetAimX - currentAimX;
  319. const distY = targetAimY - currentAimY;
  320.  
  321. // Apply acceleration based on distance (more responsive)
  322. const accelX = Math.sign(distX) * Math.min(Math.abs(distX) * aimAcceleration, Math.abs(distX));
  323. const accelY = Math.sign(distY) * Math.min(Math.abs(distY) * aimAcceleration, Math.abs(distY));
  324.  
  325. // Apply smoothing for natural feel
  326. currentAimX += accelX * aimSmoothing;
  327. currentAimY += accelY * aimSmoothing;
  328. }
  329.  
  330. // Update controller axes
  331. virtualController.axes[0] = moveX; // Left stick X
  332. virtualController.axes[1] = moveY; // Left stick Y
  333. virtualController.axes[2] = currentAimX; // Right stick X
  334. virtualController.axes[3] = currentAimY; // Right stick Y
  335.  
  336. // Initialize controller if needed
  337. if (aimAssistEnabled && !controllerInitialized) initializeController();
  338. }
  339.  
  340. // Enhanced controller initialization
  341. function initializeController() {
  342. try {
  343. // Create gamepad connection event
  344. const connectEvent = new Event('gamepadconnected');
  345. Object.defineProperty(connectEvent, 'gamepad', { value: virtualController });
  346. window.dispatchEvent(connectEvent);
  347.  
  348. // Update initialization status
  349. controllerInitialized = true;
  350. console.log("Virtual controller initialized");
  351. } catch (e) {
  352. console.error("Controller initialization failed:", e);
  353. }
  354. }
  355.  
  356. // Fast macro execution with improved reliability
  357. function executeMacro() {
  358. if (!macroEnabled || !editBindKey || !selectEditBindKey) return;
  359.  
  360. // Get the currently focused element or fallback to document body
  361. const targetElement = document.activeElement || document.body;
  362.  
  363. // Track success for fallback mechanisms
  364. let editSent = false, selectSent = false;
  365.  
  366. try {
  367. // Edit key press
  368. const editDown = new KeyboardEvent('keydown', {
  369. key: editBindKey,
  370. code: `Key${editBindKey.toUpperCase()}`,
  371. keyCode: editBindKey.toUpperCase().charCodeAt(0),
  372. bubbles: true,
  373. cancelable: true,
  374. composed: true // For Shadow DOM traversal
  375. });
  376. targetElement.dispatchEvent(editDown);
  377. editSent = true;
  378.  
  379. // Schedule select key press
  380. setTimeout(() => {
  381. try {
  382. // Select key press
  383. const selectDown = new KeyboardEvent('keydown', {
  384. key: selectEditBindKey,
  385. code: `Key${selectEditBindKey.toUpperCase()}`,
  386. keyCode: selectEditBindKey.toUpperCase().charCodeAt(0),
  387. bubbles: true,
  388. cancelable: true,
  389. composed: true
  390. });
  391. targetElement.dispatchEvent(selectDown);
  392. selectSent = true;
  393.  
  394. // Add mouse click for confirmation (especially useful in Fortnite)
  395. const clickEvent = new MouseEvent('click', {
  396. button: 0,
  397. buttons: 1,
  398. clientX: window.innerWidth / 2,
  399. clientY: window.innerHeight / 2,
  400. bubbles: true,
  401. cancelable: true,
  402. composed: true
  403. });
  404. targetElement.dispatchEvent(clickEvent);
  405.  
  406. // Release keys after brief hold
  407. setTimeout(() => {
  408. // Release edit key
  409. if (editSent) {
  410. const editUp = new KeyboardEvent('keyup', {
  411. key: editBindKey,
  412. code: `Key${editBindKey.toUpperCase()}`,
  413. keyCode: editBindKey.toUpperCase().charCodeAt(0),
  414. bubbles: true,
  415. cancelable: true,
  416. composed: true
  417. });
  418. targetElement.dispatchEvent(editUp);
  419. }
  420.  
  421. // Release select key
  422. if (selectSent) {
  423. const selectUp = new KeyboardEvent('keyup', {
  424. key: selectEditBindKey,
  425. code: `Key${selectEditBindKey.toUpperCase()}`,
  426. keyCode: selectEditBindKey.toUpperCase().charCodeAt(0),
  427. bubbles: true,
  428. cancelable: true,
  429. composed: true
  430. });
  431. targetElement.dispatchEvent(selectUp);
  432. }
  433. }, 15); // Shorter hold time for faster execution
  434.  
  435. } catch (e) {
  436. console.warn("Error during select key:", e);
  437. }
  438. }, 8); // Faster sequence between keys
  439.  
  440. } catch (e) {
  441. console.warn("Error during edit key:", e);
  442. }
  443. }
  444.  
  445. // Configure macro bindings
  446. function configureMacro() {
  447. if (!macroEnabled) return;
  448.  
  449. if (!editBindKey) {
  450. waitingForEditBind = true;
  451. waitingForSelectEditBind = false;
  452. return;
  453. }
  454.  
  455. if (!selectEditBindKey) {
  456. waitingForEditBind = false;
  457. waitingForSelectEditBind = true;
  458. return;
  459. }
  460.  
  461. waitingForEditBind = false;
  462. waitingForSelectEditBind = false;
  463. }
  464.  
  465. // Input handling with improved debouncing
  466. function setupInputHandlers(elements) {
  467. let lastInputTime = 0;
  468. const debounceDelay = 5; // ms
  469.  
  470. // Key press handler
  471. document.addEventListener('keydown', (e) => {
  472. // Skip if within debounce period
  473. const now = performance.now();
  474. if (now - lastInputTime < debounceDelay) return;
  475. lastInputTime = now;
  476.  
  477. // Toggle GUI visibility
  478. if (e.key === 'End') {
  479. toggleGUI(elements);
  480. e.preventDefault();
  481. return;
  482. }
  483.  
  484. // Handle macro configuration
  485. if (waitingForEditBind) {
  486. editBindKey = e.key.toLowerCase();
  487. configureMacro();
  488. updateGUIDisplay(elements);
  489. e.preventDefault();
  490. return;
  491. }
  492.  
  493. if (waitingForSelectEditBind) {
  494. selectEditBindKey = e.key.toLowerCase();
  495. configureMacro();
  496. updateGUIDisplay(elements);
  497. e.preventDefault();
  498. return;
  499. }
  500.  
  501. // Execute macro
  502. if (e.key.toLowerCase() === 'g' && macroEnabled && editBindKey && selectEditBindKey) {
  503. macroActive = true;
  504. executeMacro();
  505. e.preventDefault();
  506. return;
  507. }
  508.  
  509. // Prevent default behavior for our control keys
  510. switch (e.key.toLowerCase()) {
  511. case 'w': case 's': case 'a': case 'd':
  512. case 'arrowup': case 'arrowdown': case 'arrowleft': case 'arrowright':
  513. case 'shift': case 't': case ' ': case 'v':
  514. case 'i': case 'o': case 'p': case 'l': case ';': case 'k': case 'u': case 'j': case 'm':
  515. e.preventDefault();
  516. break;
  517. }
  518.  
  519. // Handle movement and controller inputs
  520. switch (e.key.toLowerCase()) {
  521. case 'w': moveY = -1; break;
  522. case 's': moveY = 1; break;
  523. case 'a': moveX = -1; break;
  524. case 'd': moveX = 1; break;
  525. case 'shift': virtualController.buttons[10].pressed = true; virtualController.buttons[10].value = 1; break; // Left stick press
  526. case 't': virtualController.buttons[6].pressed = true; virtualController.buttons[6].value = 1; break; // Right trigger
  527. case 'arrowup': targetAimY = -1; break;
  528. case 'arrowdown': targetAimY = 1; break;
  529. case 'arrowleft': targetAimX = -1; break;
  530. case 'arrowright': targetAimX = 1; break;
  531. case ' ': virtualController.buttons[7].pressed = true; virtualController.buttons[7].value = 1; break; // RT / Fire
  532.  
  533. // Audio boost
  534. case 'v':
  535. if (gainNode && bassFilter) {
  536. gainNode.gain.value = 2.5;
  537. bassFilter.gain.value = 15;
  538. }
  539. break;
  540.  
  541. // Toggle features
  542. case 'i':
  543. ultraLowDelay = !ultraLowDelay;
  544. activateKeepAlive();
  545. updateVideoStyle();
  546. updateGUIDisplay(elements);
  547. break;
  548. case 'o':
  549. highBitrate = !highBitrate;
  550. updateVideoStyle();
  551. updateGUIDisplay(elements);
  552. break;
  553. case 'p':
  554. zoomIn = !zoomIn;
  555. if (zoomIn) { zoomOut = false; zoomMore = false; }
  556. updateVideoStyle();
  557. updateGUIDisplay(elements);
  558. break;
  559. case 'l':
  560. zoomOut = !zoomOut;
  561. if (zoomOut) { zoomIn = false; zoomMore = false; }
  562. updateVideoStyle();
  563. updateGUIDisplay(elements);
  564. break;
  565. case ';':
  566. zoomMore = !zoomMore;
  567. if (zoomMore) { zoomIn = false; zoomOut = false; }
  568. updateVideoStyle();
  569. updateGUIDisplay(elements);
  570. break;
  571. case 'k':
  572. crosshairOn = !crosshairOn;
  573. elements.enhancedCrosshair.style.display = crosshairOn ? 'block' : 'none';
  574. updateGUIDisplay(elements);
  575. break;
  576. case 'u':
  577. speedHack = !speedHack;
  578. document.querySelectorAll('video').forEach(v => v.playbackRate = speedHack ? 1.5 : 1);
  579. updateGUIDisplay(elements);
  580. break;
  581. case 'j':
  582. aimAssistEnabled = !aimAssistEnabled;
  583. if (!aimAssistEnabled && controllerInitialized) {
  584. const disconnectEvent = new Event('gamepaddisconnected');
  585. Object.defineProperty(disconnectEvent, 'gamepad', { value: virtualController });
  586. window.dispatchEvent(disconnectEvent);
  587. controllerInitialized = false;
  588. }
  589. updateGUIDisplay(elements);
  590. break;
  591. case 'm':
  592. macroEnabled = !macroEnabled;
  593. if (macroEnabled) {
  594. editBindKey = null;
  595. selectEditBindKey = null;
  596. configureMacro();
  597. } else {
  598. waitingForEditBind = false;
  599. waitingForSelectEditBind = false;
  600. }
  601. updateGUIDisplay(elements);
  602. break;
  603. }
  604.  
  605. // Update controller state
  606. updateController();
  607. });
  608.  
  609. // Key release handler
  610. document.addEventListener('keyup', (e) => {
  611. // Skip if within debounce period
  612. const now = performance.now();
  613. if (now - lastInputTime < debounceDelay) return;
  614. lastInputTime = now;
  615.  
  616. // Track macro state
  617. if (e.key.toLowerCase() === 'g' && macroActive) macroActive = false;
  618.  
  619. // Handle movement and controller inputs
  620. switch (e.key.toLowerCase()) {
  621. case 'w': case 's': moveY = 0; break;
  622. case 'a': case 'd': moveX = 0; break;
  623. case 'shift': virtualController.buttons[10].pressed = false; virtualController.buttons[10].value = 0; break;
  624. case 't': virtualController.buttons[6].pressed = false; virtualController.buttons[6].value = 0; break;
  625. case 'arrowup': case 'arrowdown': targetAimY = 0; break;
  626. case 'arrowleft': case 'arrowright': targetAimX = 0; break;
  627. case ' ': virtualController.buttons[7].pressed = false; virtualController.buttons[7].value = 0; break;
  628. case 'v':
  629. if (gainNode && bassFilter) {
  630. gainNode.gain.value = 1;
  631. bassFilter.gain.value = 0;
  632. }
  633. break;
  634. }
  635.  
  636. // Update controller state
  637. updateController();
  638.  
  639. // Prevent default for our control keys
  640. switch (e.key.toLowerCase()) {
  641. case 'w': case 's': case 'a': case 'd':
  642. case 'arrowup': case 'arrowdown': case 'arrowleft': case 'arrowright':
  643. case 'shift': case 't': case ' ': case 'v':
  644. e.preventDefault();
  645. break;
  646. }
  647. });
  648. }
  649.  
  650. // More efficient update loop with dynamic frame rate
  651. function startUpdateLoop() {
  652. let lastUpdateTime = 0;
  653.  
  654. function updateLoop(timestamp) {
  655. // Only update at specified intervals based on mode
  656. const updateInterval = ultraLowDelay ? 3 : 16; // ~333fps in ultra mode, 60fps otherwise
  657. const timeDelta = timestamp - lastUpdateTime;
  658.  
  659. if (timeDelta >= updateInterval) {
  660. lastUpdateTime = timestamp;
  661. updateController();
  662. }
  663.  
  664. requestAnimationFrame(updateLoop);
  665. }
  666.  
  667. requestAnimationFrame(updateLoop);
  668. }
  669.  
  670. // Main initialization function
  671. function initializeCheat() {
  672. console.log("Initializing Fortnite Cloud Gaming Cheat v2.0");
  673.  
  674. // Create GUI elements
  675. const elements = createGUI();
  676.  
  677. // Set up audio processing
  678. setupAudio();
  679.  
  680. // Set up input handlers
  681. setupInputHandlers(elements);
  682.  
  683. // Initial display update
  684. updateGUIDisplay(elements);
  685.  
  686. // Start controller update loop
  687. startUpdateLoop();
  688.  
  689. console.log("Fortnite Cloud Gaming Cheat initialized successfully. Press END to toggle UI.");
  690. }
  691.  
  692. // Start everything
  693. initializeCheat();
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