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Josiahiscool73

Xcloud Cheats Anti Recoil AA on kbm

Apr 11th, 2025 (edited)
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  1. // == Xbox Cloud Gaming Keyboard/Mouse to Controller Mapper v10.2 ==
  2. // == !! EXTREMELY EXPERIMENTAL - Micro-Movements & MANUAL Inventory-Based Anti-Recoil !! ==
  3. // == !! Focus: Chromebook Compatibility & Aggressive Key Capture for Aim Assist Maintenance !! ==
  4. // == !! ADS mapped to 'Q' key !! ==
  5. // == Adds simulated ADS Sens, MANUAL Anti-Recoil (Press 1-5), EXPERIMENTAL Aim Stick Micro-Movements when ADS ==
  6. // == WARNING: Micro-movements are highly speculative, may not work, may worsen aim, require tuning (RADIUS/SPEED) ==
  7. // == WARNING: Anti-Recoil requires MANUAL weapon type selection (keys 1-5) & tuning per type. See ANTI_RECOIL_STRENGTHS config ==
  8. // == WARNING: Script attempts to capture ALL common keys (letters, numbers, symbols) to potentially maintain controller input mode. ==
  9. // == tip for best aim assist: exit Fullscreen then click exit Fullscreen, execute the script and press ur fullscreen key on ur keyboard on Chromebook ==
  10. // == TOGGLE SCRIPT ON/OFF: Press the 'End' key. (May be Fn+RightArrow on Chromebooks. Change TOGGLE_KEY if needed) ==
  11. // == OPTIMAL AIM ASSIST TIP: Avoid browser fullscreen; use windowed or Chromebook's fullscreen KEY (if available). ==
  12.  
  13. (function() {
  14. let masterEnable = true; // Master toggle for the script
  15. const TOGGLE_KEY = 'end'; // Key to turn the script on/off. Change if needed (e.g., '[', ']')
  16.  
  17. console.log(`Initializing Experimental KBM Mapper v10.2 (Chromebook Focus, Q for ADS)... Toggle Key: ${TOGGLE_KEY.toUpperCase()}`);
  18. console.warn(">>> EXTREME WARNING: MICRO-MOVEMENTS & ANTI-RECOIL ACTIVE. HIGH BAN RISK. TUNE VALUES. HARD REFRESH FIRST! <<<");
  19. console.warn(">>> Micro-movements SPECULATIVE. Anti-Recoil requires MANUAL SELECTION (Keys 1-5) & TUNING. <<<");
  20. console.warn(">>> Capturing most standard keys to try and preserve Aim Assist. <<<");
  21. console.log(`>>> Press '${TOGGLE_KEY.toUpperCase()}' key to toggle the script ON/OFF <<<`);
  22.  
  23. // --- Configuration ---
  24. const MOUSE_SENSITIVITY_X = 0.025; // Adjust for touchpad feel
  25. const MOUSE_SENSITIVITY_Y = 0.025; // Adjust for touchpad feel
  26. const ADS_SENSITIVITY_MULTIPLIER = 1.75;
  27. const MOUSE_DECAY = 0.0; // Might need less decay with touchpad? Experiment.
  28. const STATE_POLLING_RATE_MS = 16; // ~60Hz
  29. const CONNECTION_DISPATCH_RATE_MS = 100;
  30. const AXIS_DEADZONE = 0.05;
  31.  
  32. // --- Anti-Recoil Configuration ---
  33. const FIRE_BUTTON_INDEX = 7; // RT (Right Trigger - Mapped to Mouse 0 / Touchpad Tap)
  34. const ENABLE_ANTI_RECOIL = true;
  35. const ANTI_RECOIL_STRENGTHS = { // TUNE THESE VALUES! Positive = Pull Down.
  36. 'default': 0.010, // Press '1'
  37. 'ar': 0.015, // Press '2'
  38. 'smg': 0.025, // Press '3'
  39. 'shotgun': 0.005, // Press '4'
  40. 'other': 0.008 // Press '5' (Pistol/Sniper etc)
  41. };
  42. let currentWeaponType = 'default'; // Tracks selected weapon type
  43.  
  44. // --- Micro-Movement Configuration ---
  45. const ADS_BUTTON_INDEX = 6; // LT (Left Trigger - Mapped to 'Q' key)
  46. const ENABLE_MICRO_MOVEMENTS = false;
  47. const MICRO_MOVEMENT_RADIUS = 0.02; // <<< TUNE THIS! (0.01 - 0.05)
  48. const MICRO_MOVEMENT_SPEED = 0.1; // <<< TUNE THIS! (0.05 - 0.3)
  49.  
  50. // --- Key Mapping --- (Focus on common Fortnite keys, 'Q' for ADS)
  51. const keyMap = {
  52. // Movement
  53. 'w': { t: 'a', a: 1, v: -1 }, // Left Stick Up
  54. 's': { t: 'a', a: 1, v: 1 }, // Left Stick Down
  55. 'a': { t: 'a', a: 0, v: -1 }, // Left Stick Left
  56. 'd': { t: 'a', a: 0, v: 1 }, // Left Stick Right
  57.  
  58. // Actions
  59. ' ': { t: 'b', i: 0 }, // Jump (A)
  60. 'shift': { t: 'b', i: 10 }, // Sprint (LS Click) - Use Left Shift
  61. 'control': { t: 'b', i: 11 }, // Crouch (RS Click) - Use Left Control
  62. 'r': { t: 'b', i: 2 }, // Reload (X)
  63. 'e': { t: 'b', i: 3 }, // Use/Interact (Y)
  64. 'f': { t: 'b', i: 5 }, // Pickaxe (RB)
  65. 'g': { t: 'b', i: 1 }, // Edit? / Alt Interact? (B) - Adjust as needed
  66. 'c': { t: 'b', i: 4 }, // Switch Mode? / Cycle? (LB) - Adjust as needed (WAS 'c')
  67.  
  68. // Inventory / Map / Menu
  69. 'escape': { t: 'b', i: 9 }, // Menu/Pause (Start)
  70. 'tab': { t: 'b', i: 8 }, // Inventory (View/Select)
  71. 'm': { t: 'b', i: 8 }, // Map (also View/Select - Fortnite often uses same)
  72.  
  73. // Aim / Fire
  74. 'q': { t: 'b', i: ADS_BUTTON_INDEX }, // *** ADS (LT) mapped to Q ***
  75.  
  76. // Building (Mapped to D-Pad - Adjust if needed)
  77. 'z': { t: 'b', i: 14 }, // D-pad Down (e.g., Floor)
  78. 'x': { t: 'b', i: 15 }, // D-pad Right (e.g., Stair)
  79. // 'c': { t: 'b', i: 13 }, // D-pad Left (e.g., Wall) - CONFLICTS with 'c' above, choose one or remap
  80. 'v': { t: 'b', i: 12 }, // D-pad Up (e.g., Roof)
  81.  
  82. // Keys '1' to '5' are reserved for anti-recoil selection below
  83. };
  84. const mouseMap = {
  85. 0: { t: 'b', i: FIRE_BUTTON_INDEX }, // Left Mouse / Touchpad Tap -> Fire (RT)
  86. // Mouse Button 2 (Right Click) is NOT mapped to ADS anymore
  87. // 1: Middle mouse? Map to something if needed (e.g., ping - D-Pad Up: i: 12)
  88. // 1: { t: 'b', i: 12 }, // Example: Middle Mouse -> Ping (D-Pad Up)
  89. };
  90.  
  91.  
  92. // --- State Tracking ---
  93. const controllerState = {
  94. axes: [0.0, 0.0, 0.0, 0.0],
  95. buttons: Array(17).fill(false).map((_, i) => ({ pressed: false, touched: false, value: 0.0, index: i })),
  96. axisKeyPresses: { 0: { neg: false, pos: false }, 1: { neg: false, pos: false } }, // For WASD axes
  97. mouseDeltaX: 0, mouseDeltaY: 0, isConnected: true, timestamp: performance.now(),
  98. microMovementAngle: 0
  99. };
  100. let pointerLocked = false;
  101. let stateIntervalId = null;
  102. let connectionIntervalId = null;
  103. let gameAreaElement = null;
  104. const originalGetGamepads = navigator.getGamepads; // Store original function
  105.  
  106. // --- Gamepad Object Construction --- (No changes needed)
  107. function createGamepadObject() {
  108. const axes = controllerState.axes.map(val => Math.abs(val) < AXIS_DEADZONE ? 0.0 : val);
  109. const buttons = controllerState.buttons.slice(0, 17).map(b => ({
  110. pressed: b.pressed, touched: b.touched, value: b.value,
  111. }));
  112. return {
  113. axes: axes, buttons: buttons, connected: controllerState.isConnected,
  114. id: "KBM Emulated Xbox Controller v10.2 (AR+MM, Q-ADS)", index: 0, mapping: "standard", timestamp: controllerState.timestamp,
  115. };
  116. }
  117.  
  118. // --- Core Simulation Function --- (No changes needed)
  119. function updateAndSimulateGamepad() {
  120. if (!masterEnable) return;
  121.  
  122. let currentSensX = MOUSE_SENSITIVITY_X;
  123. let currentSensY = MOUSE_SENSITIVITY_Y;
  124. const isADS = controllerState.buttons[ADS_BUTTON_INDEX].pressed; // Reads state from 'Q' key now
  125. const isFiring = controllerState.buttons[FIRE_BUTTON_INDEX].pressed; // Reads state from Mouse 0 / Tap
  126.  
  127. if (isADS) {
  128. currentSensX *= ADS_SENSITIVITY_MULTIPLIER;
  129. currentSensY *= ADS_SENSITIVITY_MULTIPLIER;
  130. }
  131.  
  132. let targetRX = controllerState.axes[2];
  133. let targetRY = controllerState.axes[3];
  134.  
  135. if (pointerLocked) {
  136. targetRX *= MOUSE_DECAY;
  137. targetRY *= MOUSE_DECAY;
  138. targetRX += controllerState.mouseDeltaX * currentSensX;
  139. targetRY += controllerState.mouseDeltaY * currentSensY;
  140.  
  141. if (ENABLE_MICRO_MOVEMENTS && isADS) {
  142. const angle = controllerState.microMovementAngle;
  143. const microX = Math.cos(angle) * MICRO_MOVEMENT_RADIUS;
  144. const microY = Math.sin(angle) * MICRO_MOVEMENT_RADIUS;
  145. targetRX += microX; targetRY += microY;
  146. controllerState.microMovementAngle = (angle + MICRO_MOVEMENT_SPEED) % (2 * Math.PI);
  147. }
  148.  
  149. if (ENABLE_ANTI_RECOIL && isFiring) {
  150. const recoilStrength = ANTI_RECOIL_STRENGTHS[currentWeaponType] || ANTI_RECOIL_STRENGTHS['default'];
  151. targetRY += recoilStrength;
  152. }
  153.  
  154. controllerState.mouseDeltaX = 0; controllerState.mouseDeltaY = 0;
  155. } else {
  156. targetRX = 0; targetRY = 0;
  157. controllerState.mouseDeltaX = 0; controllerState.mouseDeltaY = 0;
  158. controllerState.microMovementAngle = 0;
  159. }
  160.  
  161. controllerState.axes[0] = Math.max(-1, Math.min(1, controllerState.axes[0]));
  162. controllerState.axes[1] = Math.max(-1, Math.min(1, controllerState.axes[1]));
  163. controllerState.axes[2] = Math.max(-1, Math.min(1, targetRX));
  164. controllerState.axes[3] = Math.max(-1, Math.min(1, targetRY));
  165. controllerState.timestamp = performance.now();
  166. }
  167.  
  168. // --- Event Handlers --- (No changes needed in logic, just uses the updated keyMap/mouseMap)
  169. function shouldCaptureKey(key, code) {
  170. if (key === TOGGLE_KEY) return false;
  171. if (key.length === 1 && ((key >= 'a' && key <= 'z') || (key >= '0' && key <= '9'))) return true;
  172. const commonSymbols = ['`', '-', '=', '[', ']', '\\', ';', '\'', ',', '.', '/', '~', '_', '+', '{', '}', '|', ':', '"', '<', '>', '?'];
  173. if (commonSymbols.includes(key)) return true;
  174. const relevantCodes = ['Tab', 'CapsLock', 'Backspace', 'Enter', 'Escape', 'ArrowUp', 'ArrowDown', 'ArrowLeft', 'ArrowRight'];
  175. if (relevantCodes.includes(code)) return true;
  176. return false;
  177. }
  178.  
  179. function handleKeyDown(event) {
  180. const keyLower = event.key.toLowerCase();
  181. if (keyLower === TOGGLE_KEY) { toggleScript(); event.preventDefault(); event.stopPropagation(); return; }
  182. if (!masterEnable) return;
  183.  
  184. const mappedKey = (event.code === 'ControlLeft' || event.code === 'ControlRight') ? 'control' :
  185. (event.code === 'ShiftLeft' || event.code === 'ShiftRight') ? 'shift' : keyLower;
  186.  
  187. if (ENABLE_ANTI_RECOIL && ['1', '2', '3', '4', '5'].includes(mappedKey)) {
  188. const weaponTypes = ['default', 'ar', 'smg', 'shotgun', 'other'];
  189. const index = parseInt(mappedKey) - 1;
  190. if (index >= 0 && index < weaponTypes.length) {
  191. currentWeaponType = weaponTypes[index];
  192. console.log(`Anti-Recoil mode set to: ${currentWeaponType.toUpperCase()} (Strength: ${ANTI_RECOIL_STRENGTHS[currentWeaponType]})`);
  193. event.preventDefault(); event.stopPropagation(); return;
  194. }
  195. }
  196.  
  197. const mapping = keyMap[mappedKey];
  198. if (mapping) {
  199. event.preventDefault(); event.stopPropagation();
  200. if (mapping.t === 'b') {
  201. const button = controllerState.buttons[mapping.i];
  202. if (!button.pressed) { button.pressed = true; button.touched = true; button.value = 1.0; }
  203. } else if (mapping.t === 'a') {
  204. const axisState = controllerState.axisKeyPresses[mapping.a];
  205. if (mapping.v < 0) axisState.neg = true; else axisState.pos = true;
  206. if (axisState.neg && axisState.pos) controllerState.axes[mapping.a] = 0;
  207. else controllerState.axes[mapping.a] = axisState.neg ? -1.0 : 1.0;
  208. }
  209. } else if (shouldCaptureKey(mappedKey, event.code)) {
  210. event.preventDefault(); event.stopPropagation();
  211. }
  212. }
  213.  
  214. function handleKeyUp(event) {
  215. const keyLower = event.key.toLowerCase();
  216. if (keyLower === TOGGLE_KEY) { event.preventDefault(); event.stopPropagation(); return; }
  217. if (!masterEnable) return;
  218.  
  219. const mappedKey = (event.code === 'ControlLeft' || event.code === 'ControlRight') ? 'control' :
  220. (event.code === 'ShiftLeft' || event.code === 'ShiftRight') ? 'shift' : keyLower;
  221.  
  222. if (ENABLE_ANTI_RECOIL && ['1', '2', '3', '4', '5'].includes(mappedKey)) {
  223. event.preventDefault(); event.stopPropagation(); return;
  224. }
  225.  
  226. const mapping = keyMap[mappedKey];
  227. if (mapping) {
  228. event.preventDefault(); event.stopPropagation();
  229. if (mapping.t === 'b') {
  230. const button = controllerState.buttons[mapping.i];
  231. if (button.pressed) { button.pressed = false; button.touched = false; button.value = 0.0; }
  232. } else if (mapping.t === 'a') {
  233. const axisState = controllerState.axisKeyPresses[mapping.a];
  234. if (mapping.v < 0) axisState.neg = false; else axisState.pos = false;
  235. if (axisState.neg) controllerState.axes[mapping.a] = -1.0;
  236. else if (axisState.pos) controllerState.axes[mapping.a] = 1.0;
  237. else controllerState.axes[mapping.a] = 0.0;
  238. }
  239. } else if (shouldCaptureKey(mappedKey, event.code)) {
  240. event.preventDefault(); event.stopPropagation();
  241. }
  242. }
  243.  
  244. function handleMouseDown(event) { // Handles touchpad tap for firing
  245. if (!masterEnable) return;
  246. const mapping = mouseMap[event.button]; // Should only match button 0 now
  247. if (!mapping || (!pointerLocked && event.target !== gameAreaElement)) return;
  248. event.preventDefault(); event.stopPropagation();
  249. if (mapping.t === 'b') { // Fire button
  250. const button = controllerState.buttons[mapping.i];
  251. if (!button.pressed) { button.pressed = true; button.touched = true; button.value = 1.0; }
  252. }
  253. }
  254. function handleMouseUp(event) { // Handles touchpad tap release
  255. if (!masterEnable) return;
  256. const mapping = mouseMap[event.button]; // Should only match button 0
  257. if (!mapping) return;
  258. event.preventDefault(); event.stopPropagation();
  259. if (mapping.t === 'b') { // Fire button release
  260. const button = controllerState.buttons[mapping.i];
  261. if (button.pressed) { button.pressed = false; button.touched = false; button.value = 0.0; }
  262. }
  263. }
  264. function handleMouseMove(event) { // Handles touchpad movement for aiming
  265. if (!masterEnable || !pointerLocked) return;
  266. event.preventDefault(); event.stopPropagation();
  267. const movementX = event.movementX || 0; const movementY = event.movementY || 0;
  268. controllerState.mouseDeltaX += movementX; controllerState.mouseDeltaY += movementY;
  269. }
  270. function handlePointerLockChange() {
  271. const lockedElement = document.pointerLockElement;
  272. if (masterEnable && lockedElement === gameAreaElement) {
  273. console.log('%cPointer Locked', 'color: lightgreen; font-weight: bold;'); pointerLocked = true;
  274. } else {
  275. if (pointerLocked) { console.warn(`Pointer Unlocked.`); }
  276. pointerLocked = false;
  277. controllerState.axes[2] = 0; controllerState.axes[3] = 0;
  278. controllerState.mouseDeltaX = 0; controllerState.mouseDeltaY = 0;
  279. controllerState.microMovementAngle = 0;
  280. Object.values(mouseMap).forEach(mapping => { // Release Fire button if lock lost
  281. if (mapping.t === 'b') {
  282. const button = controllerState.buttons[mapping.i];
  283. button.pressed = false; button.touched = false; button.value = 0.0;
  284. }
  285. });
  286. // Also release ADS ('q') button if lock is lost
  287. const adsButton = controllerState.buttons[ADS_BUTTON_INDEX];
  288. if (adsButton.pressed) { adsButton.pressed = false; adsButton.touched = false; adsButton.value = 0.0; }
  289. }
  290. }
  291. function requestPointerLock() {
  292. if (!masterEnable) return;
  293. if (!gameAreaElement) { console.error("Cannot request pointer lock: Game area element not found."); return; }
  294. if (document.pointerLockElement !== gameAreaElement) {
  295. console.log("Requesting pointer lock on:", gameAreaElement);
  296. gameAreaElement.requestPointerLock().catch(e => { console.error("Pointer lock request failed:", e); });
  297. }
  298. }
  299. function dispatchConnectionEvent() {
  300. if (!masterEnable) return;
  301. try {
  302. const gamepad = navigator.getGamepads()[0];
  303. if (gamepad) {
  304. const gamepadConnectedEvent = new CustomEvent('gamepadconnected', { detail: { gamepad: gamepad } });
  305. gamepadConnectedEvent.gamepad = gamepad;
  306. window.dispatchEvent(gamepadConnectedEvent);
  307. }
  308. } catch (e) { console.error("Error dispatching periodic connection event:", e); }
  309. }
  310.  
  311. // --- Master Toggle Function --- (No changes needed)
  312. function toggleScript() {
  313. masterEnable = !masterEnable;
  314. if (masterEnable) {
  315. console.log("%cKBM Script ENABLED", "color: lightgreen; font-weight: bold;");
  316. navigator.getGamepads = function() { return [createGamepadObject(), null, null, null]; };
  317. console.log("Gamepad override RE-ENABLED.");
  318. if (gameAreaElement && !document.pointerLockElement) { requestPointerLock(); }
  319. console.log("Resuming simulation and connection dispatch.");
  320. } else {
  321. console.warn("%cKBM Script DISABLED", "color: orange; font-weight: bold;");
  322. controllerState.axes.fill(0.0);
  323. controllerState.buttons.forEach(b => { b.pressed = false; b.touched = false; b.value = 0.0; });
  324. controllerState.axisKeyPresses = { 0: { neg: false, pos: false }, 1: { neg: false, pos: false } };
  325. controllerState.mouseDeltaX = 0; controllerState.mouseDeltaY = 0;
  326. controllerState.microMovementAngle = 0;
  327. currentWeaponType = 'default';
  328. if (document.pointerLockElement) { document.exitPointerLock(); } else { pointerLocked = false; }
  329. navigator.getGamepads = function() { return [null, null, null, null]; };
  330. console.log("Gamepad override reports NO CONTROLLER.");
  331. try {
  332. const gamepadDisconnectedEvent = new CustomEvent('gamepaddisconnected', { detail: { gamepad: { index: 0 } } });
  333. window.dispatchEvent(gamepadDisconnectedEvent);
  334. console.log("Dispatched gamepad DISCONNECT event.");
  335. } catch(e) { console.error("Error dispatching disconnect event:", e); }
  336. console.log(`Input released. Press '${TOGGLE_KEY.toUpperCase()}' again to re-enable.`);
  337. }
  338. }
  339.  
  340. // --- Initialization --- (No changes needed)
  341. function initialize() {
  342. console.log("Attempting to find game area element...");
  343. gameAreaElement = document.getElementById('game-stream') || document.querySelector('video[playsinline]') || document.querySelector('video') || document.body;
  344. if (!gameAreaElement || gameAreaElement === document.body) {
  345. console.warn("Could not find specific game stream element, using document.body."); gameAreaElement = document.body;
  346. } else { console.log("Found game area element:", gameAreaElement); }
  347.  
  348. navigator.getGamepads = function() {
  349. if (!masterEnable) return [null, null, null, null];
  350. return [createGamepadObject(), null, null, null];
  351. };
  352. console.log("Initial navigator.getGamepads override set.");
  353.  
  354. window.addEventListener('keydown', handleKeyDown, { capture: true });
  355. window.addEventListener('keyup', handleKeyUp, { capture: true });
  356. const mouseEventTarget = gameAreaElement;
  357. mouseEventTarget.addEventListener('mousemove', handleMouseMove, { capture: true });
  358. mouseEventTarget.addEventListener('mousedown', handleMouseDown, { capture: true });
  359. mouseEventTarget.addEventListener('mouseup', handleMouseUp, { capture: true });
  360. document.addEventListener('pointerlockchange', handlePointerLockChange, false);
  361.  
  362. if (gameAreaElement) {
  363. gameAreaElement.addEventListener('click', requestPointerLock);
  364. console.log(">>> CLICK THE GAME AREA TO ENABLE MOUSE AIM (Touchpad Aim) <<<");
  365. } else { console.error("No suitable game area element found for pointer lock!"); }
  366.  
  367. if(masterEnable) {
  368. try { dispatchConnectionEvent(); console.log("Dispatched initial gamepadconnected event."); }
  369. catch (e) { console.error("Error dispatching initial connection event:", e); }
  370. }
  371.  
  372. stateIntervalId = setInterval(updateAndSimulateGamepad, STATE_POLLING_RATE_MS);
  373. connectionIntervalId = setInterval(dispatchConnectionEvent, CONNECTION_DISPATCH_RATE_MS);
  374.  
  375. console.log(`%cKBM Mapper V10.2 Active! State polling ID: ${stateIntervalId}, Connection dispatch ID: ${connectionIntervalId}.`, "color: yellow;");
  376. if (ENABLE_ANTI_RECOIL) console.log(`Manual Anti-Recoil ACTIVE. Press 1-5 for weapon type. Initial: ${currentWeaponType.toUpperCase()}. TUNE STRENGTHS!`); else console.log("Anti-Recoil DISABLED.");
  377. if (ENABLE_MICRO_MOVEMENTS) console.log(`Micro-Movements ACTIVE when ADS (Q). Radius: ${MICRO_MOVEMENT_RADIUS}, Speed: ${MICRO_MOVEMENT_SPEED}. TUNE THESE!`); else console.log("Micro-Movements DISABLED.");
  378. console.warn(">>> REMEMBER: HIGH BAN RISK with these features enabled. Use responsibly! <<<");
  379. console.log(`>>> Script is ON. Press '${TOGGLE_KEY.toUpperCase()}' to turn OFF. <<<`);
  380. console.log("To fully stop/remove, refresh page or type: stopKbmMapper();");
  381. }
  382.  
  383. // --- Cleanup Function --- (No changes needed)
  384. window.stopKbmMapper = function() {
  385. console.log("Stopping KBM Mapper V10.2...");
  386. masterEnable = false;
  387. if (stateIntervalId) clearInterval(stateIntervalId); if (connectionIntervalId) clearInterval(connectionIntervalId);
  388. stateIntervalId = null; connectionIntervalId = null;
  389.  
  390. window.removeEventListener('keydown', handleKeyDown, { capture: true }); window.removeEventListener('keyup', handleKeyUp, { capture: true });
  391. if (gameAreaElement) {
  392. gameAreaElement.removeEventListener('mousemove', handleMouseMove, { capture: true }); gameAreaElement.removeEventListener('mousedown', handleMouseDown, { capture: true });
  393. gameAreaElement.removeEventListener('mouseup', handleMouseUp, { capture: true }); gameAreaElement.removeEventListener('click', requestPointerLock);
  394. }
  395. document.removeEventListener('pointerlockchange', handlePointerLockChange, false);
  396. if (document.pointerLockElement) { document.exitPointerLock(); }
  397. pointerLocked = false;
  398. navigator.getGamepads = originalGetGamepads; // Restore original
  399. console.log("KBM Mapper stopped. Event listeners removed. Original Gamepad behavior restored. Refresh recommended.");
  400. };
  401.  
  402. // --- Start the script ---
  403. initialize();
  404.  
  405. })(); // End of IIFE
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