Run it
Copy the script and paste it into your executor.
repo =
Library = (:(repo .. ))()
ThemeManager = (:(repo .. ))()
SaveManager = (:(repo .. ))()
HttpService = :()
RunService = :()
UserInputService = :()
Players = :()
Lighting = :()
TweenService = :()
ReplicatedFirst = :()
ReplicatedStorage = :()
ScriptContext = :()
Stats = :()
VirtualUser = :()
Camera = .CurrentCamera
LP = Players.LocalPlayer
sound_ids = {
[] = ,
[] = ,
[] = ,
[] =
}
current_sky = Lighting:()
default_sky = {
SkyboxBk = current_sky current_sky.SkyboxBk , SkyboxDn = current_sky current_sky.SkyboxDn ,
SkyboxFt = current_sky current_sky.SkyboxFt , SkyboxLf = current_sky current_sky.SkyboxLf ,
SkyboxRt = current_sky current_sky.SkyboxRt , SkyboxUp = current_sky current_sky.SkyboxUp
}
SkyBoxes = {
[] = default_sky,
[] = { [] = , [] = , [] = , [] = , [] = , [] = },
[] = { []=, []=, []=, []=, []=, []= },
[] = { []=, []=, []=, []=, []=, []= },
[] = { []=, []=, []=, []=, []=, []= },
[] = { []=, []=, []=, []=, []=, []= }
}
OriginalLighting = {
Ambient = Lighting.Ambient,
OutdoorAmbient = Lighting.OutdoorAmbient,
ColorShift_Bottom = Lighting.ColorShift_Bottom,
ColorShift_Top = Lighting.ColorShift_Top,
GlobalShadows = Lighting.GlobalShadows,
ClockTime = Lighting.ClockTime,
FogEnd = Lighting.FogEnd,
FogStart = Lighting.FogStart
}
game_atmosphere = Lighting:()
original_atmosphere_density = game_atmosphere game_atmosphere.Density
Framework, Classes, Libraries, Bullets, OldFire, Entities, Network
(()
Framework = (ReplicatedFirst:())
Framework.WaitForLoaded (() Framework:() )
Classes = Framework.Classes
Libraries = Framework.Libraries
Bullets = Libraries Libraries.Bullets
Entities = Libraries Libraries.Entities
Network = Libraries Libraries.Network
)
CHAR_FOLDER = :(, )
ZOMBIES = :()
CORPSES = :()
VEHICLES = :()
HitmarkerSound = .()
HitmarkerSound.Volume =
HitmarkerSound.Parent =
SilentFovCircle = .()
SilentFovCircle.Thickness = ; SilentFovCircle.NumSides = ; SilentFovCircle.Filled = ; SilentFovCircle.Visible =
AimLockFovCircle = .()
AimLockFovCircle.Thickness = ; AimLockFovCircle.NumSides = ; AimLockFovCircle.Filled = ; AimLockFovCircle.Visible =
AimTracer = .()
AimTracer.Thickness = ; AimTracer.Color = .(, , ); AimTracer.Visible =
TargetDot = .()
TargetDot.Thickness = ; TargetDot.Radius = ; TargetDot.Filled = ; TargetDot.Color = .(, , ); TargetDot.Visible =
CustomCrosshair = { Top = .(), Bottom = .(), Left = .(), Right = .() }
_, line (CustomCrosshair) line.Thickness = ; line.Color = .(, , ); line.Visible =
ESP_Table = {}
Corpse_Objects = {}
Vehicle_Data = {}
ItemESP_Cache = { Texts = {}, Nodes = {}, LastRefresh = }
LootBoxESP_Cache = { Texts = {}, Entries = {}, LastRefresh = }
CurrentSilentTarget, CurrentSilentRoot, SilentAimPoint = , ,
CurrentAimLockTarget, CurrentAimLockRoot, AimLockPoint = , ,
KnownPlayers = {}
() _, p (Players:()) KnownPlayers[p.Name] =
Players.PlayerAdded:((p) KnownPlayers[p.Name] = )
()
.(()
(()
getconnections _, Connection ((ScriptContext.Error)) Connection:()
)
)
originalHeadProps = {}
oldIndex
oldIndex = (, , (self, key)
() key == originalHeadProps[self]
originalHeadProps[self].Size
(self, key)
)
oldNewIndex
oldNewIndex = (, , (self, key, value)
() key == originalHeadProps[self]
originalHeadProps[self].Size = value
(self, key, value)
)
(character)
player = Players:(character)
player (player.DisplayName player.Name) character.Name
(character)
tool = character:()
tool tool.Name
equipFolder = character:() character:()
equipFolder
_, child (equipFolder:())
child:() child:() child.Name
(targetPos, targetCharacter, wallbangEnabled)
wallbangEnabled
rayParams = RaycastParams.()
rayParams.FilterType = .RaycastFilterType.Exclude
rayParams.FilterDescendantsInstances = {LP.Character, targetCharacter, Camera}
rayParams.IgnoreWater =
result = :(Camera.CFrame.Position, targetPos - Camera.CFrame.Position, rayParams)
result ==
(fovRadius, wallbangEnabled)
target, root, aimPoint = , ,
shortest = fovRadius
mouseLoc = UserInputService:()
CHAR_FOLDER , ,
_, char (CHAR_FOLDER:())
char:() char ~= LP.Character
head = char:()
rootPart = char:()
hum = char:()
head rootPart hum hum.Health >
pos, onScreen = Camera:(head.Position)
onScreen
magToCenter = (.(pos.X, pos.Y) - mouseLoc).Magnitude
magToCenter < (fovRadius + )
cf = head.CFrame
currentSize =
Toggles.HitboxEnabled Toggles.HitboxEnabled.Value Options.HitboxSize
currentSize = Options.HitboxSize.Value
offset = (currentSize / ) -
offset < offset =
points = {
head.Position,
head.Position + (cf.UpVector * offset),
head.Position - (cf.UpVector * offset),
head.Position + (cf.RightVector * offset),
head.Position - (cf.RightVector * offset),
head.Position + (cf.UpVector * offset) + (cf.RightVector * offset),
head.Position + (cf.UpVector * offset) - (cf.RightVector * offset),
head.Position - (cf.UpVector * offset) + (cf.RightVector * offset),
head.Position - (cf.UpVector * offset) - (cf.RightVector * offset)
}
validPoint =
_, pt (points)
(pt, char, wallbangEnabled)
validPoint = pt;
validPoint
exactPos, _ = Camera:(validPoint)
exactMag = (.(exactPos.X, exactPos.Y) - mouseLoc).Magnitude
exactMag < shortest
shortest = exactMag; target = head; root = rootPart; aimPoint = validPoint
target, root, aimPoint
()
success, ping = (() Stats.Network.ServerStatsItem[]:() )
success ping (ping / ) +
(origin, targetPos)
.(()
(origin) ~= (targetPos) ~=
distance = (origin - targetPos).Magnitude
distance <
tracer = .()
tracer.Anchored = ; tracer.CanCollide = ; tracer.CanTouch = ; tracer.CanQuery =
tracer.Massless = ; tracer.CastShadow = ; tracer.Material = .Material.ForceField
tracer.Color = Options.TracerColor Options.TracerColor.Value .(, , )
tracer.Size = .(, , distance)
tracer.CFrame = .(origin, targetPos) * .(, , -distance / )
tracer.Parent = Camera
tween = TweenService:(tracer, TweenInfo.(, .EasingStyle.Quad, .EasingDirection.Out), {Transparency = , Size = .(, , distance)})
tween:(); .(); tracer:()
)
()
chunking = ReplicatedStorage:() ReplicatedStorage:()
chunking chunking:() chunking:()
(instance)
(instance instance.Parent)
instance:() instance.Position
instance:() instance.WorldPosition
instance:() instance.Value.Position
instance:()
primary = instance.PrimaryPart instance:(, )
primary primary.Position
ok, pivot = (() instance:() )
ok (pivot) == pivot.Position
GrabAllRuntime = { Running = , LastRunAt = , MinInterval = }
()
now = ()
GrabAllRuntime.Running (now - GrabAllRuntime.LastRunAt) < GrabAllRuntime.MinInterval
GrabAllRuntime.Running = ; GrabAllRuntime.LastRunAt = now
.(()
(()
(Entities Network)
(Entities.Search) ~= (Network.Send) ~=
map = :()
elements = map map:()
elements
sentIds = {}
_, element (elements:())
detail = element:(, )
detail
_, instance (detail:())
okSearch, entity = (() Entities:(instance) )
okSearch entity entity.Type == entity.Id sentIds[entity.Id]
sentIds[entity.Id] =
(() Network:(, entity.Id) )
)
GrabAllRuntime.Running =
)
Bullets
OldFire = (Bullets.Fire, (self, ...)
Args = {...}
Toggles.SilentAimEnabled Toggles.SilentAimEnabled.Value SilentAimPoint CurrentSilentRoot
origin = Args[]
finalOrigin = (origin) == origin
finalOrigin
tool = LP.Character LP.Character:()
handle = tool (tool:() tool:() tool:() tool:())
finalOrigin = handle handle.Position Camera.CFrame.Position
predictionTime = ()
targetVelocity = CurrentSilentRoot.AssemblyLinearVelocity
predictedPosition = SilentAimPoint + (targetVelocity * predictionTime)
Args[] = (predictedPosition - finalOrigin).Unit
Toggles.HitSound.Value
(()
HitmarkerSound.SoundId = sound_ids[Options.HitSoundType.Value] sound_ids[]
HitmarkerSound:()
)
Toggles.BulletTracer.Value (finalOrigin, predictedPosition)
(self, (Args))
)
(obj)
ESP_Table[obj]
data = { BoxOutline = .(), Box = .(), Name = .(), Distance = .(), Weapon = .(), HealthBarBG = .(), HealthBar = .() }
data.BoxOutline.Thickness = ; data.BoxOutline.Color = .(,,); data.BoxOutline.Filled =
data.Box.Thickness = ; data.Box.Color = .(,,); data.Box.Filled =
data.Name.Size = ; data.Name.Center = ; data.Name.Outline = ; data.Name.Color = .(,,); data.Name.Font =
data.Distance.Size = ; data.Distance.Center = ; data.Distance.Outline = ; data.Distance.Color = .(, , ); data.Distance.Font =
data.Weapon.Size = ; data.Weapon.Center = ; data.Weapon.Outline = ; data.Weapon.Color = .(, , ); data.Weapon.Font =
data.HealthBarBG.Filled = ; data.HealthBarBG.Color = .(,,); data.HealthBarBG.Thickness =
data.HealthBar.Filled = ; data.HealthBar.Thickness =
ESP_Table[obj] = data
(dict, obj, color, icon)
dict[obj]
data = { Name = .(), Dist = .(), Highlight = .() }
data.Name.Size = ; data.Name.Center = ; data.Name.Outline = ; data.Name.Color = color; data.Name.Font =
data.Dist.Size = ; data.Dist.Center = ; data.Dist.Outline = ; data.Dist.Color = .(, , ); data.Dist.Font =
data.Highlight.Parent = obj; data.Highlight.FillColor = color; data.Highlight.FillTransparency = ; data.Highlight.OutlineColor = .(, , ); data.Highlight.DepthMode = .HighlightDepthMode.AlwaysOnTop
dict[obj] = {Drawings = data, Icon = icon}
(color)
t = .()
t.Size = ; t.Font = ; t.Outline = ; t.Center = ; t.Color = color; t.Visible =
t
AutoShootTick =
RunService.RenderStepped:(()
mouseLoc = UserInputService:()
current_atmosphere = Lighting:()
Toggles.FullBright Toggles.FullBright.Value
Lighting.Ambient = .(, , )
Lighting.OutdoorAmbient = .(, , )
Lighting.ColorShift_Bottom = .(, , )
Lighting.ColorShift_Top = .(, , )
Lighting.GlobalShadows =
Lighting.ClockTime =
Toggles.EveningMode Toggles.EveningMode.Value
Lighting.ClockTime =
Lighting.Ambient = .(, , )
Lighting.OutdoorAmbient = .(, , )
Lighting.GlobalShadows = OriginalLighting.GlobalShadows
Lighting.Ambient = OriginalLighting.Ambient
Lighting.OutdoorAmbient = OriginalLighting.OutdoorAmbient
Lighting.ColorShift_Bottom = OriginalLighting.ColorShift_Bottom
Lighting.ColorShift_Top = OriginalLighting.ColorShift_Top
Lighting.GlobalShadows = OriginalLighting.GlobalShadows
Lighting.ClockTime = OriginalLighting.ClockTime
Toggles.NoFog Toggles.NoFog.Value
Lighting.FogEnd =
Lighting.FogStart =
current_atmosphere current_atmosphere.Density =
Lighting.FogEnd = OriginalLighting.FogEnd
Lighting.FogStart = OriginalLighting.FogStart
current_atmosphere current_atmosphere.Density = original_atmosphere_density
Toggles.FOV_Active Toggles.FOV_Active.Value Camera.FieldOfView = Options.FOV_Value.Value
Toggles.ShowCrosshair Toggles.ShowCrosshair.Value
gap = Options.CrosshairGap.Value; len = Options.CrosshairLength.Value
CustomCrosshair.Top.From = .(mouseLoc.X, mouseLoc.Y - gap); CustomCrosshair.Top.To = .(mouseLoc.X, mouseLoc.Y - gap - len); CustomCrosshair.Top.Visible =
CustomCrosshair.Bottom.From = .(mouseLoc.X, mouseLoc.Y + gap); CustomCrosshair.Bottom.To = .(mouseLoc.X, mouseLoc.Y + gap + len); CustomCrosshair.Bottom.Visible =
CustomCrosshair.Left.From = .(mouseLoc.X - gap, mouseLoc.Y); CustomCrosshair.Left.To = .(mouseLoc.X - gap - len, mouseLoc.Y); CustomCrosshair.Left.Visible =
CustomCrosshair.Right.From = .(mouseLoc.X + gap, mouseLoc.Y); CustomCrosshair.Right.To = .(mouseLoc.X + gap + len, mouseLoc.Y); CustomCrosshair.Right.Visible =
_, line (CustomCrosshair) line.Visible =
AimLockFovCircle.Position = mouseLoc; AimLockFovCircle.Radius = Options.AimLockFov Options.AimLockFov.Value
AimLockFovCircle.Color = Options.AimLockFovColor Options.AimLockFovColor.Value .(, , )
AimLockFovCircle.Visible = Toggles.AimLockEnabled Toggles.AimLockEnabled.Value Toggles.ShowAimLockFov.Value
CurrentAimLockTarget, CurrentAimLockRoot, AimLockPoint = (Options.AimLockFov.Value, Toggles.AimLockWallHack.Value)
Toggles.AimLockEnabled Toggles.AimLockEnabled.Value Options.AimLockKey:() AimLockPoint
targetPos = AimLockPoint
predictionTime = ()
CurrentAimLockRoot targetPos = targetPos + (CurrentAimLockRoot.AssemblyLinearVelocity * predictionTime)
screenPos, onScreen = Camera:(targetPos)
onScreen mousemoverel
smooth = Options.AimLockSmoothness.Value
smooth < smooth =
((screenPos.X - mouseLoc.X) / smooth, (screenPos.Y - mouseLoc.Y) / smooth)
SilentFovCircle.Position = mouseLoc; SilentFovCircle.Radius = Options.SilentAimFov Options.SilentAimFov.Value
SilentFovCircle.Color = Options.SilentFovColor Options.SilentFovColor.Value .(, , )
SilentFovCircle.Visible = Toggles.SilentAimEnabled Toggles.SilentAimEnabled.Value Toggles.ShowSilentFov.Value
CurrentSilentTarget, CurrentSilentRoot, SilentAimPoint = (Options.SilentAimFov.Value, Toggles.SilentWallHack.Value)
Toggles.SilentAimEnabled Toggles.SilentAimEnabled.Value SilentAimPoint
screenPos, onScreen = Camera:(SilentAimPoint)
onScreen
TargetDot.Position = .(screenPos.X, screenPos.Y)
TargetDot.Visible =
Toggles.ShowAimTracer.Value
AimTracer.From = mouseLoc; AimTracer.To = .(screenPos.X, screenPos.Y); AimTracer.Visible =
AimTracer.Visible =
TargetDot.Visible =
AimTracer.Visible =
Toggles.AutoShootEnabled Toggles.AutoShootEnabled.Value Options.AutoShootKey:()
() - AutoShootTick >
AutoShootTick = ()
mouse1click
()
VirtualUser:(.(mouseLoc.X, mouseLoc.Y))
TargetDot.Visible =
AimTracer.Visible =
activePlayers = {}
Toggles.ESP_Enabled Toggles.ESP_Enabled.Value CHAR_FOLDER
_, char (CHAR_FOLDER:())
char:() char ~= LP.Character
hrp = char:(); hum = char:()
hrp hum hum.Health >
activePlayers[char] =
ESP_Table[char] (char)
data = ESP_Table[char]
pos, onScreen = Camera:(hrp.Position)
dist = (Camera.CFrame.Position - hrp.Position).Magnitude
onScreen dist <= Options.ESP_MaxDistance.Value
headPos = char:() char.Head.Position (hrp.Position + .(, , ))
legPos = hrp.Position - .(, , )
top, _ = Camera:(headPos + .(, , ))
bottom, _ = Camera:(legPos)
sizeY = .(top.Y - bottom.Y)
sizeX = sizeY *
topY = top.Y
data.BoxOutline.Visible = Toggles.ESP_Box.Value
data.BoxOutline.Size = .(sizeX, sizeY)
data.BoxOutline.Position = .(pos.X - sizeX / , topY)
data.Box.Visible = Toggles.ESP_Box.Value
data.Box.Size = .(sizeX, sizeY)
data.Box.Position = .(pos.X - sizeX / , topY)
data.Box.Color = Options.ESP_Color Options.ESP_Color.Value .(,,)
data.Name.Visible = Toggles.ESP_Name.Value
data.Name.Text = (char)
data.Name.Position = .(pos.X, topY - )
data.Distance.Visible = Toggles.ESP_Distance.Value
data.Distance.Text = .. .(dist) ..
data.Distance.Position = .(pos.X, topY + sizeY + )
Toggles.ESP_Weapon.Value
weaponName = (char)
weaponName
data.Weapon.Visible =
data.Weapon.Text = weaponName
data.Weapon.Position = .(pos.X, topY + sizeY + (Toggles.ESP_Distance.Value ))
data.Weapon.Visible =
data.Weapon.Visible =
Toggles.ESP_HealthBar.Value
healthPercent = .(hum.Health / hum.MaxHealth, , )
barHeight = .(sizeY * healthPercent)
data.HealthBarBG.Visible =
data.HealthBarBG.Size = .(, sizeY + )
data.HealthBarBG.Position = .(pos.X - (sizeX / ) - , topY - )
data.HealthBar.Visible =
data.HealthBar.Size = .(, barHeight)
data.HealthBar.Position = .(pos.X - (sizeX / ) - , topY + (sizeY - barHeight))
data.HealthBar.Color = .( - (healthPercent * ), healthPercent * , )
data.HealthBarBG.Visible = ; data.HealthBar.Visible =
_, v (data) v.Visible =
char, data (ESP_Table)
activePlayers[char]
_, v (data) (() v.Visible = )
(char) ~= char.Parent
_, v (data) (() v:() )
ESP_Table[char] =
activeCorpses = {}
Toggles.Corpse_Enabled Toggles.Corpse_Enabled.Value CORPSES
_, obj (CORPSES:())
obj:() KnownPlayers[obj.Name]
hrp = obj:() obj:()
hrp
activeCorpses[obj] =
Corpse_Objects[obj] (Corpse_Objects, obj, .(, , ), )
data = Corpse_Objects[obj]
pos, onScreen = Camera:(hrp.Position)
dist = (Camera.CFrame.Position - hrp.Position).Magnitude
onScreen dist <
data.Drawings.Name.Visible = Toggles.Corpse_Name.Value; data.Drawings.Name.Text = data.Icon .. .. obj.Name; data.Drawings.Name.Position = .(pos.X, pos.Y - )
data.Drawings.Dist.Visible = Toggles.Corpse_Distance.Value; data.Drawings.Dist.Text = .(dist) .. ; data.Drawings.Dist.Position = .(pos.X, pos.Y - )
data.Drawings.Highlight.Enabled = Toggles.Corpse_Chams.Value
data.Drawings.Name.Visible = ; data.Drawings.Dist.Visible = ; data.Drawings.Highlight.Enabled =
obj, data (Corpse_Objects)
activeCorpses[obj]
(() data.Drawings.Name.Visible = ; data.Drawings.Dist.Visible = ; data.Drawings.Highlight.Enabled = )
(obj) ~= obj.Parent
(() data.Drawings.Name:() ); (() data.Drawings.Dist:() ); (() data.Drawings.Highlight:() )
Corpse_Objects[obj] =
activeVehicles = {}
Toggles.Vehicle_Enabled Toggles.Vehicle_Enabled.Value VEHICLES
_, v (VEHICLES:())
primary = v:() v:(, )
primary
activeVehicles[v] =
Vehicle_Data[v] (Vehicle_Data, v, .(, , ), )
data = Vehicle_Data[v]
pos, onScreen = Camera:(primary.Position)
dist = (Camera.CFrame.Position - primary.Position).Magnitude
onScreen dist <
data.Drawings.Name.Visible = Toggles.Vehicle_Name.Value; data.Drawings.Name.Text = data.Icon .. .. v.Name; data.Drawings.Name.Position = .(pos.X, pos.Y - )
data.Drawings.Dist.Visible = Toggles.Vehicle_Distance.Value; data.Drawings.Dist.Text = .. .(dist) .. ; data.Drawings.Dist.Position = .(pos.X, pos.Y)
data.Drawings.Highlight.Enabled = Toggles.Vehicle_Chams.Value
data.Drawings.Name.Visible = ; data.Drawings.Dist.Visible = ; data.Drawings.Highlight.Enabled =
obj, data (Vehicle_Data)
activeVehicles[obj]
(() data.Drawings.Name.Visible = ; data.Drawings.Dist.Visible = ; data.Drawings.Highlight.Enabled = )
(obj) ~= obj.Parent
(() data.Drawings.Name:() ); (() data.Drawings.Dist:() ); (() data.Drawings.Highlight:() )
Vehicle_Data[obj] =
activeItems = {}
Toggles.ItemEspEnabled Toggles.ItemEspEnabled.Value
() - ItemESP_Cache.LastRefresh >
ItemESP_Cache.LastRefresh = ()
chunkData = ()
nodes = {}
chunkData
_, obj (chunkData:()) obj.Name == obj:() nodes[obj] =
map = :()
map map:()
_, el (map.Elements:())
d = el:(, )
d _, i (d:()) i:() i.Name == nodes[i] =
ItemESP_Cache.Nodes = nodes
node, _ (ItemESP_Cache.Nodes)
wPos = (node)
wPos
dist = (Camera.CFrame.Position - wPos).Magnitude
dist <= Options.ItemEspDistance.Value
vp, on = Camera:(wPos)
on vp.Z >
ItemESP_Cache.Texts[node] ItemESP_Cache.Texts[node] = (.(, , ))
txt = ItemESP_Cache.Texts[node]
txt.Text = .. .(dist) .. ; txt.Position = .(vp.X, vp.Y); txt.Visible =
activeItems[node] =
ItemESP_Cache.Texts[node] ItemESP_Cache.Texts[node].Visible =
ItemESP_Cache.Texts[node] ItemESP_Cache.Texts[node].Visible =
node, txt (ItemESP_Cache.Texts)
activeItems[node]
(() txt.Visible = )
(node) ~= node.Parent
(() txt:() ); ItemESP_Cache.Texts[node] =
activeLoot = {}
Toggles.LootBoxEspEnabled Toggles.LootBoxEspEnabled.Value
() - LootBoxESP_Cache.LastRefresh >
LootBoxESP_Cache.LastRefresh = ()
entries = {}
Entities Entities.Search
map = :()
map map:()
_, el (map.Elements:())
d = el:(, )
d
_, inst (d:())
(()
e = Entities:(inst)
e e.Type == entries[inst] =
)
LootBoxESP_Cache.Entries = entries
inst, _ (LootBoxESP_Cache.Entries)
wPos = (inst)
wPos
dist = (Camera.CFrame.Position - wPos).Magnitude
dist <= Options.LootBoxEspDistance.Value
vp, on = Camera:(wPos)
on vp.Z >
LootBoxESP_Cache.Texts[inst] LootBoxESP_Cache.Texts[inst] = (.(, , ))
txt = LootBoxESP_Cache.Texts[inst]
txt.Text = .. .(dist) .. ; txt.Position = .(vp.X, vp.Y); txt.Visible =
activeLoot[inst] =
LootBoxESP_Cache.Texts[inst] LootBoxESP_Cache.Texts[inst].Visible =
LootBoxESP_Cache.Texts[inst] LootBoxESP_Cache.Texts[inst].Visible =
inst, txt (LootBoxESP_Cache.Texts)
activeLoot[inst]
(() txt.Visible = )
(inst) ~= inst.Parent
(() txt:() ); LootBoxESP_Cache.Texts[inst] =
)
RunService.Heartbeat:(()
(()
character = LP.Character
humanoid = character character:()
hrp = character character:()
humanoid hrp
Toggles.InfJump Toggles.InfJump.Value UserInputService:(.KeyCode.Space) humanoid:(.HumanoidStateType.Jumping)
Toggles.AntiFallDamage Toggles.AntiFallDamage.Value hrp.Velocity.Y < -
hrp.Velocity = .(hrp.Velocity.X, -, hrp.Velocity.Z); humanoid:(.HumanoidStateType.Landed)
)
Toggles.ZOMBIE_ANCHOR ZOMBIES
freeze = Toggles.ZOMBIE_ANCHOR.Value
_, z (ZOMBIES:())
z:()
root = z:(); hum = z:()
root root.Anchored = freeze ; hum freeze hum.WalkSpeed =
Toggles.AutoGrabLoot Toggles.AutoGrabLoot.Value ()
Toggles.HitboxEnabled Toggles.HitboxEnabled.Value CHAR_FOLDER
sizeVal = Options.HitboxSize.Value
transVal = Options.HitboxTrans.Value
_, char (CHAR_FOLDER:())
char:() char ~= LP.Character
head = char:()
head head:()
originalHeadProps[head]
originalHeadProps[head] = { Size = head.Size, Transparency = head.Transparency }
head.Size.X ~= sizeVal head.Transparency ~= transVal
head.Size = .(sizeVal, sizeVal, sizeVal)
head.Transparency = transVal
head.CanCollide =
head.Massless =
head, props (originalHeadProps)
head head.Parent
head.Size ~= props.Size
head.Size = props.Size
head.Transparency = props.Transparency
)
NoclipConnection
()
Toggles.NoclipEnabled.Value
NoclipConnection
NoclipConnection = RunService.Stepped:(()
LP.Character
_, part (LP.Character:())
part:() part.CanCollide
part.CanCollide =
)
NoclipConnection
NoclipConnection:()
NoclipConnection =
Window = Library:({ Title = , Center = , AutoShow = , TabPadding = , MenuFadeTime = })
Tabs = {
Combat = Window:(),
Visuals = Window:(),
World = Window:(),
Local = Window:(),
[] = Window:()
}
AimLockBox = Tabs.Combat:()
HitboxUIBox = Tabs.Combat:()
SilentAimBox = Tabs.Combat:()
EffectsBox = Tabs.Combat:()
AimLockBox:(, { Text = , Default = }):(, { Default = , SyncToggleState = , Mode = , Text = })
AimLockBox:(, { Text = , Default = })
AimLockBox:(, { Text = , Default = }):(, { Default = .(, , ), Title = })
AimLockBox:(, { Text = , Default = , Min = , Max = , Rounding = })
AimLockBox:(, { Text = , Default = , Min = , Max = , Rounding = })
HitboxUIBox:(, { Text = , Default = })
HitboxUIBox:(, { Text = , Default = , Min = , Max = , Rounding = })
HitboxUIBox:(, { Text = , Default = , Min = , Max = , Rounding = })
SilentAimBox:(, { Text = , Default = })
SilentAimBox:(, { Text = , Default = })
SilentAimBox:(, { Text = , Default = }):(, { Default = .(, , ), Title = })
SilentAimBox:(, { Text = , Default = , Min = , Max = , Rounding = })
SilentAimBox:()
SilentAimBox:(, { Text = , Default = }):(, { Default = , SyncToggleState = , Mode = , Text = })
EffectsBox:(, { Text = , Default = })
EffectsBox:(, { Text = , Default = }):(, { Default = .(, , ), Title = })
EffectsBox:(, { Text = , Default = })
EffectsBox:(, { Text = , Default = , Min = , Max = , Rounding = })
EffectsBox:(, { Text = , Default = , Min = , Max = , Rounding = })
EffectsBox:()
EffectsBox:(, { Text = , Default = })
EffectsBox:(, { Values = { , , , }, Default = , Multi = , Text = })
EspBox = Tabs.Visuals:()
EspBox:(, { Text = , Default = })
EspBox:(, { Text = , Default = })
EspBox:(, { Text = , Default = }):(, { Default = .(, , ), Title = })
EspBox:(, { Text = , Default = })
EspBox:(, { Text = , Default = })
EspBox:(, { Text = , Default = })
EspBox:(, { Text = , Default = , Min = , Max = , Rounding = })
WorldVisualsBox = Tabs.Visuals:()
WorldVisualsBox:(, { Values = { , , , , , }, Default = , Multi = , Text = })
Options.SkyboxSelection:(()
selected = Options.SkyboxSelection.Value
skyData = SkyBoxes[selected]
skyData
sky = Lighting:()
sky
sky = .()
sky.Parent = Lighting
sky.SkyboxBk = skyData.SkyboxBk; sky.SkyboxDn = skyData.SkyboxDn; sky.SkyboxFt = skyData.SkyboxFt
sky.SkyboxLf = skyData.SkyboxLf; sky.SkyboxRt = skyData.SkyboxRt; sky.SkyboxUp = skyData.SkyboxUp
)
WorldVisualsBox:(, { Text = , Default = })
WorldVisualsBox:(, { Text = , Default = })
WorldVisualsBox:(, { Text = , Default = })
LootBoxUI = Tabs.World:()
CorpseBox = Tabs.World:()
VehicleBox = Tabs.World:()
LootBoxUI:(, { Text = , Default = }):(, { Default = , SyncToggleState = , Mode = , Text = })
LootBoxUI:()
LootBoxUI:()
LootBoxUI:(, { Text = , Default = })
LootBoxUI:(, { Text = , Default = , Min = , Max = , Rounding = })
LootBoxUI:(, { Text = , Default = })
LootBoxUI:(, { Text = , Default = , Min = , Max = , Rounding = })
CorpseBox:(, { Text = , Default = })
CorpseBox:(, { Text = , Default = })
CorpseBox:(, { Text = , Default = })
CorpseBox:(, { Text = , Default = })
VehicleBox:(, { Text = , Default = })
VehicleBox:(, { Text = , Default = })
VehicleBox:(, { Text = , Default = })
VehicleBox:(, { Text = , Default = })
MovementBox = Tabs.Local:()
MovementBox:(, { Text = , Default = }):(, { Default = , SyncToggleState = , Mode = , Text = })
Toggles.NoclipEnabled:(handleNoclip)
MovementBox:(, { Text = , Default = })
MovementBox:(, { Text = , Default = })
MovementBox:(, { Text = , Default = })
MovementBox:(, { Text = , Default = })
MovementBox:(, { Text = , Default = , Min = , Max = , Rounding = })
Library:()
FrameTimer = (); FrameCounter = ; FPS =
RunService.RenderStepped:(()
FrameCounter += ; (() - FrameTimer) >= FPS = FrameCounter; FrameTimer = (); FrameCounter =
ping = ; (() ping = .(Stats.Network.ServerStatsItem[]:()) )
Library:(():(.(FPS), ping))
)
Library.KeybindFrame.Visible =
MenuGroup = Tabs[]:()
MenuGroup:(, () Library:() )
MenuGroup:():(, { Default = , NoUI = , Text = })
Library.ToggleKeybind = Options.MenuKeybind
ThemeManager:(Library); SaveManager:(Library); SaveManager:(); SaveManager:({ })
ThemeManager:(); SaveManager:()
SaveManager:(Tabs[]); ThemeManager:(Tabs[])
SaveManager:()Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: raw.githubusercontent.com.
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