New Panel (Modify)
New Panel (Modify)
DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Perfect Auto Headshot - Updated</title>
<style>
body {
margin: 0;
font-family: Arial, sans-serif;
background: #101010;
color: #fff;
display: flex;
justify-content: center;
align-items: center;
height: 100vh;
}
.panel {
background: #202020;
padding: 20px;
border-radius: 10px;
text-align: center;
width: 300px;
box-shadow: 0 0 15px rgba(0, 0, 0, 0.7);
}
.panel h1 {
color: #f39c12;
margin-bottom: 15px;
}
.options button {
background: #f39c12;
color: #000;
padding: 10px 20px;
border: none;
border-radius: 5px;
cursor: pointer;
font-size: 16px;
margin: 10px 0;
transition: background 0.3s;
}
.options button:hover {
background: #e67e22;
}
.log {
margin-top: 15px;
font-size: 14px;
color: #aaa;
}
</style>
</head>
<body>
<div class="panel">
<h1>Perfect Auto Headshot</h1>
<div class="options">
<button onclick="activateHeadshot()">Activate Auto Headshot</button>
<button onclick="deactivateHeadshot()">Deactivate</button>
</div>
<div class="log" id="log">Status: Waiting for input...</div>
</div>
<script>
let headshotMode = false;
let firingRate = 150; // Milliseconds between shots
function activateHeadshot() {
headshotMode = true;
document.getElementById('log').textContent = "Status: Auto Headshot
Activated!";
console.log("Auto Headshot Mode ON: Shots will hit the head 100% of the
time.");
}
function deactivateHeadshot() {
headshotMode = false;
document.getElementById('log').textContent = "Status: Auto Headshot
Deactivated.";
console.log("Auto Headshot Mode OFF: Regular aiming restored.");
}
const enemy = {
health: 100,
position: { x: 0, y: 0, z: 1.8 }, // Head height
distance: 5, // Distance from player
speed: 5, // Speed in m/s
direction: { x: 1, y: 0 }, // Movement direction
isJumping: false,
isElevated: false
};
function updateEnemyPosition() {
if (enemy.isJumping) {
enemy.position.z = 2.5; // Jump height
} else {
enemy.position.z = 1.8; // Normal head height
}
if (enemy.isElevated) {
enemy.position.z += 1; // Example: Elevated by 1 meter
}
}
let lastShotTime = 0;
document.addEventListener('keydown', (event) => {
if (event.key === " " && headshotMode) { // Spacebar simulates shooting
const currentTime = Date.now();
if (currentTime - lastShotTime >= firingRate) {
lastShotTime = currentTime;
autoHeadshot(enemy);
}
}
});
function autoHeadshot(target) {
updateEnemyPosition();
const aimAdjustment = calculateAim(target);
function calculateAim(target) {
const predictionFactor = 0.1; // Adjust based on latency/speed
const predictedPosition = {
x: target.position.x + target.direction.x * target.speed *
predictionFactor,
y: target.position.y + target.direction.y * target.speed *
predictionFactor,
z: target.position.z
};
if (target.isElevated) {
predictedPosition.z += 0.5; // Vertical compensation for elevated
targets
}
return predictedPosition;
}
</script>
</body>
</html>