int aa_p = 18;
int aa_n = -18;
int aa_delay = 10;
int release = 10;
//Fortnite Enhancer (Aim Abuse)
int SensitiveAbuse = TRUE; // TAP "LEFT" to Enable/Disable
int aimabuse_hold;
int aimabuse_wait;
//Anti Recoil
int Anti_Recoil;
define ONLY_WITH_SCOPE = TRUE; // Use Anti-recoil only when aiming down sights
define ANTI_RECOIL = 3; // Change "25" to adjust recoil
//Layout
define FIRE_BTN = 4; //XB1_RB / PS4_R2
define ADS_BTN = 7; //XB1_LB / PS4_L2
define CROUCH_BTN = 5; //XB1_RS / PS4_R3
define RELOAD_BTN = 20; //XB1_X / PS4_SQAURE
define SPRINT_BTN = 8; //XB1_LS / PS4_L3
define JUMP_BTN = 19; //XB1_A / PS4_CROSS
define NEXT_PIECE = 3; //XB1_RT / PS4_R1
define RIGHT_BUMP = 3; // XB1_RB / PS4_R1
define LEFT_BUMP = 6; //ADS_BTN / PS4_L1
define SWAP_BTN = 17; //XB1_Y / PS4_TRIANGLE
define BUILD_BTN = 18; //XB1_B / PS4_CIRCLE
define R_X = 9; //XB1_R_X / PS4_R_X
define R_Y = 10; //XB1_R_Y / PS4_R_Y
define L_X = 11; //XB1_L_X / PS4_L_X
define L_Y = 12; //XB1_L_Y / PS4_L_Y
define UP = 13; //XB1_UP / PS4_UP
define DOWN = 14; //XB1_DOWN / PS4_DOWN
define LEFT = 15; //XB1_LEFT / PS4_LEFT
define RIGHT = 16; //XB1_RIGHT / PS4_RIGHT
main{
//AIM ASSIST
if(get_val(7) && !get_val(16)) combo_run(AA_XY);
else combo_stop(AA_XY);
//FORTNITE ENHANCER
if (event_press (LEFT)) {
if (event_press(LEFT)) {
SensitiveAbuse =!SensitiveAbuse ;
}
set_val(LEFT, 0);
}
if (SensitiveAbuse) {
if (get_val(ADS_BTN) > 95) {
aimabuse_hold = 164; // HOW LONG IS L2 HELD FOR
aimabuse_wait = 10; // HOW LONG IS L2 NOT HELD FOR
combo_run(AIM_ABUSE); //AIM ABUSE
}
else {
combo_stop(AIM_ABUSE);
}
//DEADZONE
if (abs(get_val(XB1_LY)) < 0 && abs(get_val(XB1_LX)) < 0 ){
set_val(XB1_LY,0);
set_val(XB1_LX,0);
}
if (abs(get_val(XB1_RY)) < 0 && abs(get_val(XB1_RX)) < 0 ){
set_val(XB1_RY,0);
set_val(XB1_RX,0);
}
if(!ONLY_WITH_SCOPE || get_val(ADS_BTN)) {
combo_run(AntiRecoil);
}
combo_run(Rainbow);
}}
//Combos:
combo AA_XY {
set_val(10,xy_val(10,aa_p));
wait(aa_delay)
set_val(9,xy_val(9,aa_p));
set_val(11,xy_val(11,aa_p));
wait(aa_delay)
set_val(10,xy_val(10,aa_n));
wait(aa_delay)
set_val(9,xy_val(9,aa_n));
set_val(11,xy_val(11,aa_n));
wait(aa_delay)
}
combo AIM_ABUSE { // RAPID AIM
set_val(ADS_BTN, 100);
wait(aimabuse_hold);
set_val(ADS_BTN, 0);
wait(aimabuse_wait);
}
combo AntiRecoil {
if(get_val(FIRE_BTN)) {
Anti_Recoil = get_val(10) + ANTI_RECOIL;
if(Anti_Recoil > 100) Anti_Recoil = 100;
set_val(10, Anti_Recoil);
}}
combo Rainbow {
LED(1,0,0,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,1,0,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,0,1,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,0,0,1);
wait(100);
LED(0,0,0,0);
wait(40);
LED(1,0,1,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,1,1,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(1,1,1,1);
wait(100);
LED(0,0,0,0);
wait(40);
LED(2,0,0,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,2,0,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,0,2,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,0,0,2);
wait(100);
LED(0,0,0,0);
wait(40);
LED(2,0,2,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,2,2,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(2,2,2,2);
wait(100);
LED(0,0,0,0);
wait(40);
LED(3,0,0,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,3,0,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,0,3,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,0,0,3);
wait(100);
LED(0,0,0,0);
wait(40);
LED(3,0,3,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(0,3,3,0);
wait(100);
LED(0,0,0,0);
wait(40);
LED(3,3,3,3);
wait(100);
LED(0,0,0,0);
wait(40);}
function LED(a,b,c,d) {
set_led(LED_1,a);
set_led(LED_2,b);
set_led(LED_3,c);
set_led(LED_4,d);}
function xy_val(f_axis,f_val) {
if(abs(get_val(f_axis)) < release)
return f_val;
return get_val(f_axis); }