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Input assistance engine with granular target bone selection supporting Standard Aim and Silent Client Aim modes, fully integrated with silent aim mechanics.
Operational field-of-view parameters featuring Static and Dynamic modes alongside configurable adaptive input smoothing controls.
Granular bone prioritization targeting Head, Neck, Body, Right Foot, Left Foot, or Any Foot, reinforced by Full Scan targeting routines.
Comprehensive target acquisition filters including Stick to Target, Visible Only line-of-sight filtering, Aim at Friendly Players, Target Bomb Drones, and exclusions for downed players and NPCs.
Target selection logic configurable by FOV or FOV + Distance, governed by an adjustable maximum target distance threshold.
Penetration-aware alignment assistance (Auto Wall) offering dedicated Default, HVH, and Full HVH performance presets.
Automated trigger sequencing firing automatically on acquired targets, coupled with high-frequency trigger modulation for enhanced semi-automatic rate of fire.
Dedicated aim override architecture featuring Primary and Secondary Override Bone selection with an independent override activation keybind.
Target information overlay displaying real-time target data with customizable text sizing, screen X/Y positioning, custom target colors, and an instant position reset utility.
Visual targeting indicators including an operational FOV boundary circle (with solid fill and custom color options), hitbone indicator with custom color selection, and integrated custom crosshair alignment.
Flexible input configuration featuring primary aim binds, priority aim binds, secondary override binds, quick bind support, and controller trigger activation support.
Recoil suppression engine equipped with fully adjustable recoil control parameters.
Trajectory stabilization delivering absolute weapon spread mitigation (No Spread).
Mechanical weapon handling enhancements including weapon motion removal, accelerated reloading, and automated reload cycling.
Dedicated sniper silent shot utility featuring configurable hold delay (1–20 frames) and configuration reset controls.
Directional orientation spoofing (Anti-Aim) with dedicated On/Off toggle keybinds and independent binding support.
Multi-axis Yaw orientation modes including Reverse, Spin, Jitter, +90°, and −90°.
Pitch orientation modes featuring Up, Down, Middle, and Custom angle adjustments with a full range from −90° to +90°.
Server-side orientation offset calibration with dedicated offset keybind integration.
Advanced movement integration featuring an Extended Slide / Super Slide utility with dedicated slide keybinding (Anti-Aim compatibility noted: orientation spoofing should be toggled off during extended slide maneuvers for optimal configuration).
Global match player flight utility (All-Player Fly).
Multi-style tactical visual overlays for players featuring 2D Box, 3D Box, Cornered Box, Filled Box, and Filled Corner Box styles.
Comprehensive player visual telemetry rendering player names, equipped weapons, distances, health bars, anatomical bone skeletons, enemy snaplines, bubble overlays, and projectile tracking.
Dedicated NPC visual overlay system rendering 2D bounding boxes, names, equipped weapons, distances, bone skeletons, and snaplines.
Independent color palette customization allowing separate color assignments for visible players, non-visible players, names, weapons, bounding boxes, skeletons, snaplines, distance indicators, and locked aim targets.
Player information overlays displaying clan tags, enemy team IDs, and an on-screen self-health bar monitor.
Real-time tactical threat warning alerts signaling "Enemy Looking At You" and "Enemy Aiming At You" with customizable warning colors.
Active target lock indicators with dynamic RGB color cycling options.
Target filtering options to display teammates, show NPCs, show bots, and apply advanced target filtering with render distance sliders up to maximum ESP distance.
High-precision 2D radar overlay with enable/disable toggling, player radar tracking, visible/non-visible color styling, and an adjustable size slider.
2D compass navigation overlay featuring independent visible/non-visible color customization and solid fill styling.
Tactical mini-map size adjustment slider.
Advanced crosshair personalization engine offering 6 unique styles (Plus / Gap, Traditional Cross, Original Gap, Dot, Dynamic Gap Cross, X Shape).
Precision crosshair geometry controls governing size, gap, line thickness, outline thickness, outline toggles, and center dot rendering.
Operational field-of-view boundary circle with custom color selection and solid fill options.
Dynamic player perspective field-of-view modifier adjustable from 0° to 180°.
Third-person camera mode alongside forced first-person aim-down-sights (ADS) camera control with quick bind support.
Minimalist visual clean-up toggles to eliminate view weapons/arms, suppress riot shield camera shake, and remove environmental shadows and fog.
Screen impairment filters removing flashbang blinding and concussion stun visual effects.
Real-time bullet tracer trajectory rendering displayed dynamically upon firing.
Global inventory asset unlock suite providing engine-level, one-click unlocking for all game items with visual completion confirmation.
Player report protection utility providing automated report bypass mechanisms.
User identity protection featuring profanity name filter bypass and custom name handling.
Built-in HvH penetration-aware weapon class reference table providing pre-optimized weapon and attachment specifications
(e.g. Cronen Squall with ZLR Talon 5, 6.8 Armor Piercing, 50 Round, Phantom Grip, HR6.8 Barrel, Any Distance).
Loadout naming editor supporting custom naming across loadout slots 1–10, individual loadout selection, and bulk renaming for all loadouts simultaneously.
Global clan tag customization editor with integrated support for Unicode formatting and color codes.
Native console command injection interface enabling custom cbuf command entry with one-click execution.
Live session player manager displaying player names, entity indices, clan tags, team affiliations, health values, distances, line-of-sight visibility, and equipped weapons.
Interactive player information panel and context menu supporting player selection, target prioritization, and priority removal.
Session management and administrative actions including session connectivity diagnostics, mass report submissions, and priority target highlights.
Automated lobby detection providing real-time match and lobby status indicators.
Comprehensive profile management system enabling users to create, load, save, rename, delete, and import configuration profiles.
Intelligent profile library organization with search filtering, active profile highlighting, and sorting modes (Name A–Z, Name Z–A, Active First).
One-click configuration path sharing and clipboard export alongside detailed profile metadata displaying file size, profile count, and last modified date/time.
Robust profile validation architecture featuring empty name protection, duplicate name prevention, invalid character detection, and specialized error handling for import, rename, and delete actions.
Pre-configured performance presets including rapid-deployment Rage Settings and Rage HVH Settings for instant configuration.
Modern ImGui user interface utilizing tab-based navigation, dedicated feature sections, and live status displays (Product: Wraith, Game: Modern Warfare II, Current Section, In Game / In Lobby status).
Triple-bind interface access system featuring 3 configurable menu open/close hotkeys.
Dedicated function keybinds for one-click unlock-all activation and instant match departure.
Universal key capture engine supporting keyboard input binding, feature-specific hotkeys, quick bind controls, and ESC key-clear functionality.
Built-in theme designer featuring preset color schemes (Default, Purple, Red, Blue, OLED), automated theme generation, theme reset, and custom .theme file creation, naming, saving, loading, and deletion.
Comprehensive ImGui interface color editor with searchable styling parameters, individual element color adjustment, and custom color clearing.
Underlying engine includes experimental and currently disabled capabilities [Currently Disabled / Experimental]: Controller Support, Disable on Kill, Skip Self Revive, Alternative FOV Styles, Override Visibility Check, Additional Enemy Distance Controls, Ignore Invisible Players, Silent Shot Cancel, and Additional targeting options.
Time-based digital service access
Orders are processed after payment confirmation (automatic or manual depending on payment method)
Access details are delivered digitally via email
Service information is also available in the order invoice within the store account area
Note: Feature availability may vary based on environment, configuration, and session state.