Run it
Copy the script and paste it into your executor.
.GameId ~=
FeatherLite = (:())()
Players = :()
RS = :()
RunService = :()
UIS = :()
Lighting = :()
CS = :()
LP = Players.LocalPlayer
G = ()
G.FeatherLongFlight G.FeatherLongFlight.stop (G.FeatherLongFlight.stop)
alive =
conns = {}
G.FeatherLongFlight = {}
(m) m ok, r = (, m) ok r
(group, notifyFn)
group:({ Name = , Description = , Callback = ()
setclipboard
(setclipboard, )
()
})
RS:() RS:()
W = FeatherLite:({ Title = , Folder = , Key = .KeyCode.RightShift })
(text) W:({ Title = , Text = text, Duration = })
tab = W:({ Name = , Icon = })
start = tab:()
start:({ Title = , Text = })
(tab:(), say)
()
G.FeatherLongFlight.stop = () (W.Unload, W)
IS = RS:(, )
IS
Remotes = IS:()
WorldFolder = RS:()
Weapons = RS:()
Begin = Remotes:()
EndRemote = Remotes:()
UpdateRemote = Remotes:()
UseItem = Remotes:()
SprintState = Remotes:()
GunFire = Weapons.Remotes:()
GunReload = Weapons.Remotes:()
RPGFire = Weapons.Remotes:()
Punch = Weapons.Remotes:()
WeaponAction = RS:():():()
ItemConfig = (WorldFolder:())
GunConfig = (Weapons:())
PunchConfig = (Weapons:()) { Cooldown = , Range = }
AircraftUtil = (IS:())
STUDS_PER_M =
Window
F = ({}, { __index = (_, k)
el = Window Window.Flags[k]
el el:()
})
(sig, fn) c = sig:(fn) conns[#conns + ] = c c
(text) Window Window:({ Title = , Text = text, Duration = })
() c = LP.Character c c:()
() c = LP.Character c c:()
(v) .(v.X, , v.Z)
(studs) .(studs / STUDS_PER_M)
(x)
x:() x.Position
x:() x:().Position
(list, v)
(list) ~=
_, x (list) x == v
espRoot = .()
espRoot.Name =
(() espRoot.Parent = (gethui ()) :() )
espRoot.Parent = LP:()
(adornee, color)
bb = .()
bb.AlwaysOnTop =
bb.Size = .(, )
bb.StudsOffset = .(, , )
bb.LightInfluence =
bb.Adornee = adornee
tl = .()
tl.BackgroundTransparency =
tl.Size = .(, )
tl.Font = .Font.GothamBold
tl.TextSize =
tl.TextColor3 = color
tl.TextStrokeTransparency =
tl.TextWrapped =
tl.Parent = bb
bb.Parent = espRoot
{ bb = bb, tl = tl }
(t) t (t.bb.Destroy, t.bb) t.hl (t.hl.Destroy, t.hl)
(store, list, highlight)
seen = {}
_, e (list)
seen[e.key] =
t = store[e.key]
t
t = (e.part, e.color)
e.offset t.bb.StudsOffset = e.offset
store[e.key] = t
t.bb.Adornee = e.part
t.tl.Text = e.text
t.tl.TextColor3 = e.color
highlight e.model
t.hl
t.hl = .()
t.hl.FillColor = e.color
t.hl.FillTransparency =
t.hl.OutlineColor = .(, , )
t.hl.DepthMode = .HighlightDepthMode.AlwaysOnTop
t.hl.Parent = espRoot
t.hl.Adornee = e.model
t.hl
t.hl:()
t.hl =
k, t (store)
seen[k] (t) store[k] =
lastPlane
()
h = ()
seat = h h.SeatPart
seat AircraftUtil
p = AircraftUtil.(seat)
p lastPlane = p p, seat
lastPlane lastPlane.Parent lastPlane,
_, m (:())
m:() m.Name:(, ) == m:() == LP.UserId m,
:(),
(p) p (p:() p.PrimaryPart)
()
mine = ()
out = {}
_, m (:())
m:() m ~= mine m.Name:(, ) == m:()
out[#out + ] = m
out
(m)
n = m.Name:(, ):(, ):(, )
n ~= n
()
out = {}
_, z (CS:())
h = z:()
h h.Health > z:() out[#out + ] = z
out
()
out, seen = {}, {}
(m)
m:() seen[m] m:() (m)
seen[m] =
out[#out + ] = m
_, m (CS:()) (m)
folder = :()
folder _, m (folder:()) (m)
out
(z, head)
(head z:()) z:() z:()
(includeBandits)
out = {}
_, z (())
p = (z, F.AimHead ~= )
p out[#out + ] = { model = z, part = p, kind = }
includeBandits
_, b (()) out[#out + ] = { model = b, part = (b), kind = }
out
rayParams = RaycastParams.()
rayParams.FilterType = .RaycastFilterType.Exclude
(from, to, targetModel)
skip = { LP.Character, targetModel }
items = :()
items skip[#skip + ] = items
plane = ()
plane skip[#skip + ] = plane
rayParams.FilterDescendantsInstances = skip
:(from, to - from, rayParams) ==
(origin, range)
cam = .CurrentCamera
center = cam.ViewportSize /
best, bestD
_, t ((F.AimBandits))
pos = t.part.Position
(pos - origin).Magnitude <= range
sp, onScreen = cam:(pos)
onScreen
d = (.(sp.X, sp.Y) - center).Magnitude
d <= (F.AimFov ) ( bestD d < bestD) ( F.WallCheck (origin, pos, t.model))
best, bestD = t, d
best
(from, range)
best, bd
_, b (())
r = (b)
d = (r.Position - from).Magnitude
d <= range ( bd d < bd) best, bd = b, d
best
(from, part, speed)
pos, vel = part.Position, part.AssemblyLinearVelocity
t = (pos - from).Magnitude / speed
_ = , t = ((pos + vel * t) - from).Magnitude / speed
pos + vel * t
fovGui = .()
fovGui.Name =
fovGui.IgnoreGuiInset =
fovGui.DisplayOrder =
fovGui.ResetOnSpawn =
fovGui.Parent = espRoot.Parent
fov = .()
fov.AnchorPoint = .(, )
fov.Position = .(, )
fov.BackgroundTransparency =
fov.Visible =
fov.Parent = fovGui
.(, fov).CornerRadius = .(, )
fovStroke = .(, fov)
fovStroke.Color = .(, , )
fovStroke.Transparency =
fovStroke.Thickness =
(RunService.RenderStepped, ()
show = F.SilentAim F.ShowFov
fov.Visible = show ==
show
r = F.AimFov
fov.Size = .(r * , r * )
)
hooks = {}
()
c = LP.Character
t = c c:()
t t:() t
(tool)
tool GunConfig GunConfig.Guns[tool:() ]
hooks[GunFire] = (tool, origin, dir)
F.SilentAim (origin) ~=
cfg = (tool)
t = (origin, cfg cfg.Range )
t
aim = t.kind == (origin, t.part, (cfg cfg.TracerSpeed) ) t.part.Position
.(tool, origin, (aim - origin).Unit)
hooks[WeaponAction] = (action, point, ...)
action ~= F.MountAim
plane = ()
r = (plane)
r
b = (r.Position, F.MountRange )
b
.(action, (r.Position, (b), ), ...)
hooks[RPGFire] = (lockTarget, look, point)
F.RPGLock lockTarget ~=
c = LP.Character
from = c c:().Position .CurrentCamera.CFrame.Position
b = (from, )
b
.(b, (look) == look ((b).Position - from).Unit)
hooks[SprintState] = (state)
F.InfStamina state == .()
oldNamecall
getnamecallmethod checkcaller
oldNamecall = (, , ((self, ...)
h = hooks[self]
h alive () () ==
ok, a = (h, ...)
ok a
(self, .(a, , a.n))
(self, ...)
))
gunOrig = {}
()
GunConfig GunConfig.Guns
id, g (GunConfig.Guns)
o = gunOrig[id]
o
o = {
SpreadHip = g.SpreadHip, SpreadAim = g.SpreadAim, SpreadMove = g.SpreadMove,
FireInterval = g.FireInterval, Automatic = g.Automatic, InfiniteAmmo = g.InfiniteAmmo,
ReloadTime = g.ReloadTime, ReloadEmptyTime = g.ReloadEmptyTime,
Recoil = (g.Recoil) == .(g.Recoil) ,
}
gunOrig[id] = o
nospread = F.NoSpread ==
g.SpreadHip = nospread o.SpreadHip
g.SpreadAim = nospread o.SpreadAim
g.SpreadMove = nospread o.SpreadMove
o.Recoil (g.Recoil) ==
k, v (o.Recoil)
(v) == g.Recoil[k] = F.NoRecoil v
o.FireInterval
g.FireInterval = F.RapidFire o.FireInterval / (F.FireRateMult ) o.FireInterval
g.Automatic = (F.FullAuto ) o.Automatic
g.InfiniteAmmo = (F.InfAmmo ) o.InfiniteAmmo
o.ReloadTime g.ReloadTime = F.FastReload o.ReloadTime * o.ReloadTime
o.ReloadEmptyTime g.ReloadEmptyTime = F.FastReload o.ReloadEmptyTime * o.ReloadEmptyTime
()
GunConfig GunConfig.Guns
id, o (gunOrig)
g = GunConfig.Guns[id]
g
k, v (o)
k ==
rk, rv (v) g.Recoil[rk] = rv
g[k] = v
auraLast, reloadUntil = ,
()
F.KillAura
tool = ()
cfg = (tool)
c = LP.Character
head = c c:()
tool cfg head
now = .()
now < reloadUntil now - auraLast < .(cfg.FireInterval , )
ammo = tool:()
ammo <=
(tool:() ) >
GunReload:(tool)
reloadUntil = now + (cfg.ReloadEmptyTime ) +
origin = .CurrentCamera.CFrame.Position
(origin - head.Position).Magnitude > origin = head.Position
best, bd
_, t ((F.AimBandits))
d = (t.part.Position - origin).Magnitude
d <= .(F.AuraRange , cfg.Range ) ( bd d < bd) (origin, t.part.Position, t.model)
best, bd = t, d
best
auraLast = now
aim = best.kind == (origin, best.part, cfg.TracerSpeed ) best.part.Position
GunFire:(tool, origin, (aim - origin).Unit)
punchLast =
()
F.PunchAura
c = LP.Character
h, r = (), ()
c h r h.SeatPart c:()
.() - punchLast < (PunchConfig.Cooldown ) +
reach = (PunchConfig.Range ) -
_, z (())
p = (z, )
p (p.Position - r.Position).Magnitude <= reach
punchLast = .()
Punch:((p.Position - .CurrentCamera.CFrame.Position).Unit)
(RunService.Heartbeat, ()
(auraTick)
(punchTick)
)
CATS = { , , , , , }
CAT_COLOR = {
[] = .(, , ),
[] = .(, , ),
[] = .(, , ),
[] = .(, , ),
[] = .(, , ),
[] = .(, , ),
}
items = {}
(m) m:() m:() items[m] =
_, tag ({ , })
_, m (CS:(tag)) (m)
(CS:(tag), addItem)
(m)
id = m:()
id ItemConfig ItemConfig.Items[id] {}
(m) (m).Use m:()
(m)
m:()
use = (m)
m:() m:() == use ==
use == use == use ==
use ==
use == use == m:() m:()
(m) (m).Name m:() m.Name
(m)
m:() m
m.PrimaryPart m:(, )
(m)
m.Parent ~= m:() m:() == m:()
(m)
parts = {}
k, v (m:())
k:(, ) == (v) == v >
parts[#parts + ] = .(, v, k:())
#parts > .(parts, )
itemTags = {}
()
list = {}
r = ()
cats = F.ItemCats
F.ItemESP r (cats) == #cats >
range = F.EspRange
found = {}
m (items)
m.Parent
items[m] =
(m)
cat = (m)
(cats, cat)
p = (m)
d = p (p - r.Position).Magnitude
d d <= range found[#found + ] = { m = m, cat = cat, d = d }
.(found, (a, b) a.d < b.d )
i = , .(#found, )
it = found[i]
part = (it.m)
part
name = (it.m)
it.cat == name = name .. .. (it.m) ..
list[#list + ] = {
key = it.m, part = part, color = CAT_COLOR[it.cat], offset = .(, , ),
text = .(, name, (it.d)),
}
(itemTags, list, )
(m)
p = (m)
p
ok, granted = (Begin.InvokeServer, Begin, m, p.Position)
ok granted
(m) (EndRemote.FireServer, EndRemote, m)
(m, cf)
p = (m)
p
m:()
m:(cf * p.CFrame:(m:()))
p.CFrame = cf
p.AssemblyLinearVelocity = .zero
p.AssemblyAngularVelocity = .zero
bringing =
taken = ({}, { __mode = })
(i)
plane = ()
floor = plane plane:(, )
floor floor:()
col, row = (i - ) % , .((i - ) / ) %
floor.CFrame * .((col - ) * , floor.Size.Y / + , (row - ) * ), floor
()
bringing
r, h = (), ()
r h
h.SeatPart ()
cats = F.BringCats
(cats) ~= #cats == ()
toCargo = F.BringTo ==
toCargo () ()
bringing =
start = r.CFrame
list = {}
m (items)
m.Parent taken[m] (m) (cats, (m))
p = (m)
d = p (p.Position - start.Position).Magnitude
plane = ()
inPlane = plane m:(plane)
d d > d <= (F.BringRange ) inPlane list[#list + ] = { m = m, d = d }
.(list, (a, b) a.d < b.d )
got =
i = , .(#list, F.BringMax )
m = list[i].m
alive r.Parent
p = (m)
p (m)
taken[m] =
r.CFrame = .(p.Position + .(, , ))
.()
(m)
.()
dest, stand
toCargo
spot, floor = (got + )
dest = spot
stand = .(floor.Position + floor.CFrame.ZVector * + .(, , ))
stand = start
dest = start * .((got % - ) * , -, -)
_ = ,
r.CFrame = stand
(m, dest)
RunService.Heartbeat:()
(m)
got +=
.()
r.Parent r.CFrame = start
bringing =
(got > ( .. got .. ) )
using =
(m, kind)
use = (m).Use
kind == use ==
m:() (m:() ) >
use == ({ eat = , drink = , heal = })[kind]
(kind)
r, h = (), ()
r h
reach = h.SeatPart (F.UseRange )
best, bd
m (items)
m.Parent (m) taken[m] (m, kind)
p = (m)
d = p (p.Position - r.Position).Magnitude
d d <= reach ( bd d < bd) best, bd = m, d
best
start = r.CFrame
hop = bd > h.SeatPart
hop r.CFrame = .((best).Position + .(, , )) .()
ok = (best)
ok
.()
(UseItem.InvokeServer, UseItem, best, {})
.()
best.Parent best:() == LP.UserId
hop r.Parent
_ = , r.CFrame = start (best, start * .(, -, -)) RunService.Heartbeat:()
(best)
taken[best] =
hop r.Parent r.CFrame = start
ok
lastUse =
()
using .() - lastUse <
h = ()
h h.Health <=
todo
F.AutoHeal h.Health / .(h.MaxHealth, ) * < (F.HealAt )
todo =
F.AutoEat (LP:() ) < (F.EatAt )
todo =
F.AutoDrink (LP:() ) < (F.DrinkAt )
todo =
todo
using, lastUse = , .()
(useNearest, todo)
using =
.(()
alive
(survivalTick)
.()
)
zombieTags, banditTags, placeTags, planeTags, playerTags = {}, {}, {}, {}, {}
()
r = ()
cam = .CurrentCamera
from = r r.Position cam.CFrame.Position
range = F.EspRange
zl = {}
F.ZombieESP
_, z (())
p = (z, )
h = z:()
d = p (p.Position - from).Magnitude
d d <= range
zl[#zl + ] = { key = z, part = p, model = z, color = .(, , ),
text = .(, .(h.Health), .(h.MaxHealth), (d)) }
.(zl, (a, b) (a.part.Position - from).Magnitude < (b.part.Position - from).Magnitude )
i = #zl, , - zl[i] =
(zombieTags, zl, F.ZombieHighlight)
bl = {}
F.BanditESP
_, b (())
p = (b)
bl[#bl + ] = { key = b, part = p, model = b, color = .(, , ), offset = .(, , ),
text = .(, ((p.Position - from).Magnitude)) }
(banditTags, bl, F.BanditESP)
pl = {}
F.PlaneESP
_, m (())
p = (m)
fuel = m:()
pl[#pl + ] = { key = m, part = p, color = .(, , ), offset = .(, , ),
text = .(, (m), fuel .(, .(fuel)) , ((p.Position - from).Magnitude)) }
(planeTags, pl, )
ll = {}
locs = :() .World:()
F.PlaceESP locs
_, l (locs:())
part = l:() (l.PrimaryPart l:(, )) (l:() l)
part
ll[#ll + ] = { key = l, part = part, color = .(, , ), offset = .(, , ),
text = .(, l:() l.Name, ((l:().Position - from).Magnitude)) }
(placeTags, ll, )
pp = {}
F.PlayerESP
_, p (Players:())
hrp = p ~= LP p.Character p.Character:()
hrp
pp[#pp + ] = { key = p, part = hrp, color = .(, , ),
text = .(, p.DisplayName, ((hrp.Position - from).Magnitude)) }
(playerTags, pp, )
.(()
alive
(updateEsp)
(updateItemEsp)
.()
)
flying =
(RunService.Heartbeat, (dt)
r, h = (), ()
F.SpeedBoost r h h.SeatPart flying h.MoveDirection.Magnitude >
r.CFrame += h.MoveDirection * (F.SpeedAmount ) * dt
F.InfStamina
LP:() ~= LP:(, )
LP:(, )
)
(UIS.JumpRequest, ()
h = ()
F.InfJump h h.SeatPart h:(.HumanoidStateType.Jumping)
)
flyVel, flyGyro
()
flying =
flyVel flyVel:() flyVel =
flyGyro flyGyro:() flyGyro =
(RunService.RenderStepped, ()
r, h = (), ()
F.Fly r h h.SeatPart flying ()
flying =
flyVel flyVel.Parent ~= r
flyVel flyVel:()
flyGyro flyGyro:()
flyVel = .()
flyVel.MaxForce = .(, , )
flyVel.Parent = r
flyGyro = .()
flyGyro.MaxTorque = .(, , )
flyGyro.P =
flyGyro.Parent = r
look = .CurrentCamera.CFrame.LookVector
move = h.MoveDirection
dir = move
move.Magnitude >
fwd = (look)
along = fwd.Magnitude > move:(fwd.Unit)
dir = move + .(, look.Y * along, )
UIS:(.KeyCode.Space) dir += .yAxis
UIS:(.KeyCode.LeftControl) dir -= .yAxis
flyVel.Velocity = dir.Magnitude > dir.Unit * (F.FlySpeed ) .zero
flyGyro.CFrame = .(r.Position, r.Position + (look) + .(, , ))
)
noclipped = {}
(RunService.Stepped, ()
c = LP.Character
F.Noclip c
_, p (c:())
p:() p.CanCollide
noclipped[p] =
p.CanCollide =
(noclipped)
p (noclipped) p.Parent p.CanCollide =
noclipped = {}
)
savedLight, savedFog
()
atm = Lighting:()
F.Fullbright
savedLight = savedLight { Ambient = Lighting.Ambient, OutdoorAmbient = Lighting.OutdoorAmbient, Brightness = Lighting.Brightness, GlobalShadows = Lighting.GlobalShadows, ClockTime = Lighting.ClockTime }
Lighting.Ambient = .(, , )
Lighting.OutdoorAmbient = .(, , )
Lighting.Brightness =
Lighting.GlobalShadows =
savedLight
k, v (savedLight) k ~= (() Lighting[k] = v )
savedLight =
F.NoFog
savedFog = savedFog { FogEnd = Lighting.FogEnd, FogStart = Lighting.FogStart, Density = atm atm.Density, Haze = atm atm.Haze }
Lighting.FogEnd =
Lighting.FogStart =
atm atm.Density = atm.Haze =
savedFog
Lighting.FogEnd = savedFog.FogEnd
Lighting.FogStart = savedFog.FogStart
atm savedFog.Density atm.Density = savedFog.Density atm.Haze = savedFog.Haze
savedFog =
LIGHT_BIND =
RunService:(LIGHT_BIND, .RenderPriority.Last.Value + , ()
F.Fullbright F.NoFog savedLight savedFog (lightTick)
)
hiddenFx = {}
()
F.NoWeather
gui = LP.PlayerGui:()
gui gui.Enabled hiddenFx[gui] = gui.Enabled =
_, name ({ , })
f = :(name)
f
_, d (f:())
(d:() d:() d:()) d.Enabled
hiddenFx[d] =
d.Enabled =
(hiddenFx)
d (hiddenFx) (() d.Enabled = )
hiddenFx = {}
.(()
alive
(weatherTick)
.()
)
(LP.Idled, ()
F.AntiAfk
VU = :()
VU:()
VU:(.())
)
()
out = {}
locs = :() .World:()
r = ()
locs
_, l (locs:())
name = l:() l.Name
d = r (l:().Position - r.Position).Magnitude
out[#out + ] = { name = .(, name, (d)), inst = l, d = d }
.(out, (a, b) a.d < b.d )
out
()
t = {}
_, p (()) t[#t + ] = p.name
#t == t[] =
t
()
r, h = (), ()
h h.SeatPart ()
h r
(name)
r = ()
r
_, p (())
p.name == name
r.CFrame = .(p.inst:().Position + .(, , ))
()
(m)
r = ()
pr = (m)
r
pr ()
r.CFrame = .(pr.Position + pr.CFrame.ZVector * + .(, , ))
(plane, grip)
target = plane
plane:() ~=
_, d (plane:())
d:() == target = d
ok, granted, info = (Begin.InvokeServer, Begin, target, grip)
ok granted
rel = (info) == (info.gripRel) == info.gripRel
target, rel (plane).CFrame:(grip)
()
r = ()
plane = ()
pr = (plane)
r pr
pr.CFrame.YVector.Y > ()
grip = pr.Position + .(, , )
r.CFrame = .(grip + (-pr.CFrame.ZVector).Unit * + .(, , ))
.()
target, rel = (plane, grip)
target ()
t0 = .()
alive .() - t0 < pr.CFrame.YVector.Y <
up = pr.CFrame.YVector
axis = up:(.yAxis)
axis.Magnitude < axis = -pr.CFrame.XVector
UpdateRemote:(target, { Hold = pr.CFrame:(rel) + .(, , ), Spin = axis.Unit * })
.()
(target)
Window = FeatherLite:({ Title = , Folder = , Key = .KeyCode.RightShift })
gates = {}
(test, els) gates[#gates + ] = { test = test, els = els }
tab = Window:({ Name = , Icon = })
plane = tab:()
plane:({ Name = , Callback = () ((())) })
plane:({ Name = , Description = , Callback = () .(unflip) })
tab = Window:({ Name = , Icon = })
aim = tab:()
aim:({ Name = , Flag = , Default = ,
Description = })
(, {
aim:({ Name = , Flag = , Default = }),
aim:({ Name = , Flag = , Default = }),
aim:({ Name = , Flag = , Default = }),
aim:({ Name = , Flag = , Min = , Max = , Step = , Default = , Suffix = }),
})
aim:({ Name = , Flag = , Default = ,
Description = })
aura = tab:({ Name = , Description = })
aura:({ Name = , Flag = , Default = ,
Description = })
(, {
aura:({ Name = , Flag = , Min = , Max = , Step = , Default = , Suffix = }),
})
aura:({ Name = , Flag = , Default = ,
Description = })
guns = tab:()
guns:({ Name = , Flag = , Default = })
guns:({ Name = , Flag = , Default = })
guns:({ Name = , Flag = , Default = , Description = })
guns:({ Name = , Flag = , Default = })
guns:({ Name = , Flag = , Default = })
guns:({ Name = , Flag = , Default = })
(, {
guns:({ Name = , Flag = , Min = , Max = , Step = , Default = , Suffix = }),
})
planeGuns = tab:()
planeGuns:({ Name = , Flag = , Default = ,
Description = })
(, {
planeGuns:({ Name = , Flag = , Min = , Max = , Step = , Default = , Suffix = }),
})
planeGuns:({ Name = , Flag = , Default = ,
Description = })
tab = Window:({ Name = , Icon = })
enemies = tab:()
enemies:({ Name = , Flag = , Default = })
(, {
enemies:({ Name = , Flag = , Default = }),
})
enemies:({ Name = , Flag = , Default = })
enemies:({ Name = , Flag = , Default = })
world = tab:()
world:({ Name = , Flag = , Default = , Description = })
world:({ Name = , Flag = , Default = , Description = })
world:({ Name = , Flag = , Min = , Max = , Step = , Default = , Suffix = })
look = tab:()
look:({ Name = , Flag = , Default = , Description = })
look:({ Name = , Flag = , Default = })
look:({ Name = , Flag = , Default = , Description = })
tab = Window:({ Name = , Icon = })
esp = tab:()
esp:({ Name = , Flag = , Default = })
(, {
esp:({ Name = , Flag = , Options = CATS, Multi = ,
Default = { , , , } }),
})
bring = tab:({ Name = , Description = })
bring:({ Name = , Flag = , Options = CATS, Multi = , Default = { , } })
bring:({ Name = , Flag = , Options = { , }, Default = })
bring:({ Name = , Flag = , Min = , Max = , Step = , Default = , Suffix = })
bring:({ Name = , Flag = , Min = , Max = , Step = , Default = })
bring:({ Name = , Callback = () .(bringItems) })
survive = tab:({ Name = , Description = })
survive:({ Name = , Flag = , Default = })
(, { survive:({ Name = , Flag = , Min = , Max = , Step = , Default = , Suffix = }) })
survive:({ Name = , Flag = , Default = , Description = })
(, { survive:({ Name = , Flag = , Min = , Max = , Step = , Default = , Suffix = }) })
survive:({ Name = , Flag = , Default = })
(, { survive:({ Name = , Flag = , Min = , Max = , Step = , Default = , Suffix = }) })
survive:({ Name = , Flag = , Min = , Max = , Step = , Default = , Suffix = })
tab = Window:({ Name = , Icon = })
move = tab:()
move:({ Name = , Flag = , Default = })
move:({ Name = , Flag = , Default = })
(, {
move:({ Name = , Flag = , Min = , Max = , Step = , Default = }),
})
move:({ Name = , Flag = , Default = })
move:({ Name = , Flag = , Default = ,
Description = })
(, {
move:({ Name = , Flag = , Min = , Max = , Step = , Default = }),
})
move:({ Name = , Flag = , Default = })
tab = Window:({ Name = , Icon = })
places = tab:({ Name = , Description = })
list = places:({ Name = , Flag = , Options = (), Default = ()[] })
places:({ Name = , Callback = ()
names = ()
list:(names)
list:(names[])
})
places:({ Name = , Callback = () (F.Place) })
planes = tab:({ Name = , Description = })
()
t = {}
_, m (()) t[#t + ] = m.Name
#t == t[] =
t
pList = planes:({ Name = , Flag = , Options = (), Default = ()[] })
planes:({ Name = , Callback = ()
names = ()
pList:(names)
pList:(names[])
})
planes:({ Name = , Callback = () (:(F.OtherPlane )) })
tab = Window:({ Name = , Icon = })
misc = tab:()
misc:({ Name = , Flag = , Default = , Description = })
community = tab:()
community:({ Title = , Text = })
(community, notify)
.(()
alive
_, g (gates)
onNow = F[g.test] ==
_, el (g.els)
el el.SetLocked (el.Locked == ) == onNow (el.SetLocked, el, onNow)
(applyGunMods)
.()
)
oldNamecall ()
()
alive
alive =
_, c (conns) (c.Disconnect, c)
(RunService.UnbindFromRenderStep, RunService, LIGHT_BIND)
hooks = {}
oldNamecall (, , , oldNamecall)
()
()
p (noclipped) p.Parent p.CanCollide =
d (hiddenFx) (() d.Enabled = )
savedLight k, v (savedLight) k ~= (() Lighting[k] = v )
atm = Lighting:()
savedFog
Lighting.FogEnd = savedFog.FogEnd
Lighting.FogStart = savedFog.FogStart
atm savedFog.Density atm.Density = savedFog.Density atm.Haze = savedFog.Haze
(espRoot.Destroy, espRoot)
(fovGui.Destroy, fovGui)
G.FeatherLongFlight.stop = () () (Window.Unload, Window)
Window:(stop)Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: github.com, raw.githubusercontent.com, discord.gg.
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