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    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>𝐒𝐈𝐒𝐓𝐄𝐌𝐀 𝐃𝐄 𝐋𝐎𝐆𝐈𝐍</title>
    <script src="https://cdn.tailwindcss.com"></script>
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<body class="bg-black text-white flex flex-col items-center justify-center min-h-screen">

    <!-- Tela de Login -->
    <div id="loginScreen" class="text-center">
        <div class="mt-8">
            <input type="text" id="username" class="bg-gray-800 text-white p-2 rounded-l-md" value="wesszn" readonly>
            <button id="loginButton" class="bg-red-600 text-white p-2 rounded-r-md">𝐋𝐎𝐆𝐈𝐍</button>
        </div>
        <div class="mt-8">
            <p class="text-gray-500">WESSZN</p>
        </div>
    </div>

    <!-- Tela Pós-Login -->
    <div id="dashboardScreen" class="hidden max-w-4xl mx-auto p-8 bg-gray-900 text-white">
        <div class="border-b border-red-600 pb-4 mb-6">
            <div class="flex items-center space-x-4">
                <i class="fas fa-user text-2xl"></i>
                <span class="text-xl">𝐏𝐄𝐑𝐌𝐀𝐍𝐄𝐍𝐓𝐄</span>
                <div class="ml-auto">
                    <i class="fas fa-circle text-green-500 text-sm"></i>
                </div>
            </div>
        </div>

        <!-- Jogo Free Fire -->
        <div class="flex items-center space-x-4 mb-6">
            <img alt="Free Fire game icon" class="w-16 h-16" src="https://i.postimg.cc/j5PsX457/unnamed.png"/>
            <div class="flex-1 jogo-texto"> <!-- Adicione a classe jogo-texto aqui -->
                <span class="block text-sm">𝐅𝐑𝐄𝐄 𝐅𝐈𝐑𝐄</span>
                <span class="block text-xs text-gray-400">𝐂𝐋𝐈𝐂𝐊 𝐏𝐀𝐑𝐀 𝐉𝐎𝐆𝐀𝐑</span>
            </div>
            <button id="bypassButton" class="bg-green-500 text-white px-4 py-1 rounded">𝐁𝐘𝐏𝐀𝐒𝐒</button> <!-- Adicionei um ID ao botão -->
        </div>

        <!-- AimTrick -->
        <div class="mb-4">
            <div class="flex items-center space-x-2 mb-2">
                <i class="fas fa-crosshairs text-xl"></i>
                <span class="text-lg">𝐀𝐈𝐌𝐓𝐑𝐈𝐂𝐊</span>
            </div>
            <button class="bg-red-600 text-white w-full py-2 rounded aplicar-btn">𝐀𝐏𝐋𝐈𝐂𝐀𝐑</button>
            <!-- Barra de Carregamento -->
            <div id="loadingBarAimTrick" class="hidden mt-2 h-1 bg-red-600"></div> 
        </div>

        <!-- AimForce -->
        <div class="mb-4">
            <div class="flex items-center space-x-2 mb-2">
                <i class="fas fa-crosshairs text-xl"></i>
                <span class="text-lg">𝐀𝐈𝐌𝐅𝐎𝐑𝐂𝐄</span>
            </div>
            <button class="bg-red-600 text-white w-full py-2 rounded aplicar-btn">𝐀𝐏𝐋𝐈𝐂𝐀𝐑</button>
            <!-- Barra de Carregamento -->
            <div id="loadingBarAimForce" class="hidden mt-2 h-1 bg-red-600"></div> 
        </div>

        <!-- Status -->
        <div class="mt-4">
            <span class="text-sm">𝐒𝐓𝐀𝐓𝐔𝐒 : 𝐂𝐀𝐔𝐀 𝐈𝐎𝐒 🩸</span>
        </div>

    </div>

    <!-- Texto Adicional -->
    <footer class="mt-auto text-gray-500 text-sm">
        sayaHFWB8Gzrkpb7oFzdtsNJl08KnZD3oOiAvDSH
    </footer>

    <!-- Script de Validação e Substituição do Texto -->
<script>
    const loginButton = document.getElementById('loginButton');
    const loginScreen = document.getElementById('loginScreen');
    const dashboardScreen = document.getElementById('dashboardScreen');
    const jogoTexto = document.querySelector('.jogo-texto'); // Selecione o elemento que contém "Clique para jogar"
    const bypassButton = document.getElementById('bypassButton'); // Seleciona o botão BYPASS

    // Validação do Login
    loginButton.addEventListener('click', () => {
        const username = document.getElementById('username').value;

        if (username === "wesszn") {
            loginScreen.classList.add('hidden');
            dashboardScreen.classList.remove('hidden');
        } else {
            alert("Usuário inválido!");
        }
    });

    // Função para mostrar a barra de carregamento
    function showLoadingBar(loadingBar, button) {
        loadingBar.classList.remove('hidden'); // Mostra a barra
        let width = 0;

        const interval = setInterval(() => {
            if (width >= 100) {
                clearInterval(interval);
                loadingBar.classList.add('hidden'); // Esconde a barra após completar
                button.innerHTML = "sayaHFWB8Gzrkpb7oFzdtsNJl08KnZD3oOiAvDSH"; // Altera o texto do botão
                button.disabled = true; // Desabilita o botão
                return;
            }
            width++;
            loadingBar.style.width = width + "%"; // Atualiza a largura da barra
        }, 50); // Ajuste a velocidade da barra aqui (50ms)
    }

    // Adiciona evento de clique aos botões "APLICAR"
    document.querySelectorAll('.aplicar-btn').forEach(button => {
        button.addEventListener('click', () => {
            const loadingBar = button.nextElementSibling; // Seleciona a barra de carregamento correspondente
            showLoadingBar(loadingBar, button);
        });
    });

    // Adiciona evento ao botão BYPASS
    bypassButton.addEventListener('click', () => {
        let textos = ["buscando...", "Decodificando LIBX86...", "Clique para jogar"];
        let index = 0;

        const trocarTexto = () => {
            if (index < textos.length) {
                jogoTexto.innerHTML = textos[index];
                index++;
            }
        };

        const intervalo = setInterval(() => {
            trocarTexto();
            if (index === textos.length) {
                clearInterval(intervalo);
            }
        }, 2000);

        setTimeout(() => {
            jogoTexto.innerHTML = "Clique para jogar";
        }, 8000);
    });

    /* 
     * LUGAR PARA COLAR O TXT:
     * Cole seu texto aqui dentro da variável `txtContent` ou processe ele como quiser.
     */
    
    const txtContent = `
      #include <cmath>

struct $ {
    bool AimBot = true;
    bool AimFire = true;
    bool AimScope = true;
    bool DrawFov = true;
    

    float AimFov = 120.0f;
};

$ *FF = new $();

float DataDistance;

ImColor Pick = ImColor(255, 255, 0, 255); 

ImColor Pick2 = ImColor(255, 0, 0, 255); 

void DrawESP(ImDrawList *draw, int width, int height, bool fullscreen) {
    if (!FF->EspLine) return;

    // Get screen resolution
    get_Resolution(width, height, fullscreen);

    void *Match = get_Match();
    if (Match != nullptr) {
        void *LocalPlayer = get_CurrentLocalPlayer();
        if (LocalPlayer != nullptr) {
            LocalPlayer = get_LocalPlayerOrObServer();
        }

        if (LocalPlayer != nullptr) {
            Dictionary<uint8_t *, void **> *players = *(Dictionary<uint8_t *, void **> **)((uintptr_t) Match + 0x54);
            if (players != nullptr && get_main() != nullptr && players->getNumValues() >= 1) {
                
                for (int i = 0; i < players->getNumValues(); i++) {
                    void *LocalEnemy = players->getValues()[i];
                    if (LocalEnemy != nullptr && LocalEnemy != LocalPlayer) {
                        
                        if (get_IsVisible(LocalEnemy) && !get_IsLocalTeam(LocalEnemy)) {
                            // World-to-Screen positions
                            Vector3 PositionRoot = get_WorldToScreenPoint(get_main(), get_position(get_transform(LocalEnemy)));
                            Vector3 PositionHead = get_WorldToScreenPoint(get_main(), get_position(get_HeadTF(LocalEnemy)));
                            Vector3 PositionLeg = get_WorldToScreenPoint(get_main(), get_position(get_LegTF(LocalEnemy)));

                            if (PositionRoot.Z < 0.0f && PositionHead.Z < 0.0f && PositionLeg.Z < 0.0f) {
                                continue;
                            }

                            // Calculate distance and box dimensions
                            float distance = Vector3::Distance(get_position(get_transform(LocalPlayer)), get_position(get_transform(LocalEnemy)));
                            float boxHeight = abs(PositionHead.Y - PositionRoot.Y);
                            float boxWidth = boxHeight * 0.65f;
                            Rect rect = Rect(PositionHead.X - (boxWidth / 2), (glHeight - PositionHead.Y), boxWidth, boxHeight);

                            // Calculate gradient color based on distance
                            ImU32 gradientColor = (distance < 500) ? IM_COL32(255, 0, 0, 255) : IM_COL32(0, 255, 0, 255);

                            // Draw ESP Box with glow effect
                            if (FF->EspBox) {
                                for (float offset = 0.0f; offset <= 5.0f; offset += 1.0f) {
                                    draw->AddRect(ImVec2(rect.X - offset, rect.Y - offset), 
                                                  ImVec2(rect.X + rect.W + offset, rect.Y + rect.H + offset), 
                                                  IM_COL32(0, 128, 255, (255 - offset * 40)), 0, 0, 1.5f);
                                }
                            }

                      
                            // Draw Distance with futuristic font effect
                            if (FF->EspDistance) {
                                std::string distanceText = "[" + std::to_string((int)distance) + "m]";
                                draw->AddText(NULL, 16.0f, ImVec2(PositionRoot.X, glHeight - PositionRoot.Y - 15.0f), IM_COL32(255, 255, 255, 255), distanceText.c_str());
                            }

                            // Nearest Enemy Highlight
                            if (distance < 200) {
                                draw->AddCircle(ImVec2(PositionHead.X, glHeight - PositionHead.Y), 50.0f, IM_COL32(255, 0, 0, 150), 64, 2.0f);
                            }

                            // Line to Enemy (with curvature effect)
                            if (FF->EspLine) {
                                ImVec2 start = ImVec2(glWidth / 2, glHeight / 2); // Center of screen
                                ImVec2 end = ImVec2(PositionHead.X, glHeight - PositionHead.Y);
                                draw->AddBezierCurve(start, ImVec2(start.x, end.y / 2), ImVec2(end.x, start.y / 2), end, gradientColor, 1.5f);
                            }

                            // Name and Info Panel
                  
                        }
                    }
                }
            }
        }
    }
}


    `;

    console.log("Conteúdo do TXT colado:", txtContent); // Exibe no console

</script>

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</html>
