Panel different color
Panel different color
DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>1000% Accurate Auto Headshot</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>1000% Accurate Auto Headshot</h1>
<div class="options">
<button onclick="activateHeadshot()">Activate 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 = 50; // Extremely fast shooting
function activateHeadshot() {
headshotMode = true;
document.getElementById('log').textContent = "Status: 1000% Accurate
Auto Headshot Activated!";
console.log("Auto Headshot Mode ON: Absolute accuracy enabled.");
}
function deactivateHeadshot() {
headshotMode = false;
document.getElementById('log').textContent = "Status: Auto Headshot
Deactivated.";
console.log("Auto Headshot Mode OFF: Aiming disabled.");
}
const enemy = {
health: 100,
position: { x: 0, y: 0, z: 1.8 }, // Head height
distance: 5, // Distance from player
speed: 10, // Speed in m/s
direction: { x: 1, y: 0 }, // Movement direction
isJumping: false,
isSitting: false,
isElevated: false
};
function updateEnemyPosition() {
if (enemy.isJumping) {
enemy.position.z = 2.0; // Higher head height during jumping
} else if (enemy.isSitting) {
enemy.position.z = 1.5; // Lower head height while sitting
} else {
enemy.position.z = 1.8; // Normal head height
}
if (enemy.isElevated) {
enemy.position.z += 1; // 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;
guaranteedHeadshot(enemy);
}
}
});
function guaranteedHeadshot(target) {
updateEnemyPosition();
// Lock aim directly to the head
const aimAdjustment = lockAimToHead(target);
function lockAimToHead(target) {
const targetPosition = {
x: target.position.x, // Directly track the target's x
y: target.position.y, // Directly track the target's y
z: 1.8 // Always lock to the precise head height
};
return targetPosition;
}
</script>
</body>
</html>