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Rayfield = (:())()
Players = :()
LocalPlayer = Players.LocalPlayer
Camera = .CurrentCamera
RunService = :()
UserInputService = :()
UIS = UserInputService
ReplicatedStorage = :()
Players = :()
LocalPlayer = Players.LocalPlayer
camCFrame = Camera.CFrame
Players = :()
LocalPlayer = Players.LocalPlayer
UserInputService = :()
RunService = :()
ReplicatedStorage = :()
Camera = .CurrentCamera
discordInvite =
(discordInvite)
Rayfield:({
Title = ,
Content = ,
Duration = ,
Image = ,
Actions = { Ignore = { Name = , Callback = () () } }
})
Window = Rayfield:({
Name = ,
LoadingTitle = ,
LoadingSubtitle = ,
ShowText = ,
Theme = ,
ToggleUIKeybind = ,
KeySystem = ,
KeySettings = {
Title = ,
Subtitle = ,
Note = ,
FileName = ,
SaveKey = ,
GrabKeyFromSite = ,
Key = {}
},
ConfiglurationSaving = {
Enabled = ,
FileName =
},
Discord = { Enabled = , Invite = , RememberJoins = }
})
AimTab = Window:()
SilentTab = Window:()
GunTab = Window:()
ESPTab = Window:()
ColorTab = Window:()
Tab = Window:()
Players = :()
LocalPlayer = Players.LocalPlayer
Camera = .CurrentCamera
RunService = :()
UserInputService = :()
AimBotEnabled =
AimKeyHeld =
AimKey = .KeyCode.Q
MaxDistance =
AimFOV =
AimSmoothness =
ShowFOV =
VisibleCheckEnabled =
AimPart =
PredictionEnabled =
PredictionAmount =
FOVColor = .(,,)
(size, color)
gui = LocalPlayer:():() .()
gui.Name =
gui.ResetOnSpawn =
gui.Parent = LocalPlayer:()
frame = .()
frame.Name =
frame.Parent = gui
frame.AnchorPoint = .(,)
frame.Position = .(,,,)
frame.Size = .(,size*,,size*)
frame.BackgroundTransparency =
frame.BorderSizePixel =
frame.Visible = ShowFOV
stroke = .()
stroke.Parent = frame
stroke.Color = color
stroke.Thickness =
corner = .()
corner.Parent = frame
corner.CornerRadius = .(,)
frame, stroke
AimbotFOVCircle, AimbotFOVStroke = (AimFOV, FOVColor)
UserInputService.InputBegan:((input, gameProcessed)
gameProcessed input.KeyCode == AimKey
AimKeyHeld =
)
UserInputService.InputEnded:((input)
input.KeyCode == AimKey
AimKeyHeld =
)
(worldPos)
mousePos = UserInputService:()
screenPos, onScreen = Camera:(worldPos)
onScreen
dist = (.(screenPos.X, screenPos.Y) - .(mousePos.X, mousePos.Y)).Magnitude
dist <= AimFOV
(part)
origin = Camera.CFrame.Position
direction = (part.Position - origin)
rayParams = RaycastParams.()
rayParams.FilterDescendantsInstances = {LocalPlayer.Character}
rayParams.FilterType = .RaycastFilterType.Blacklist
result = :(origin, direction, rayParams)
result
result.Instance:(part.Parent)
(part)
PredictionEnabled part.Parent:()
velocity = part.Parent.HumanoidRootPart.Velocity
part.Position + velocity * PredictionAmount
part.Position
()
best, bestDist = , .huge
_, pl (Players:())
pl ~= LocalPlayer pl.Character pl.Character:(AimPart)
part = pl.Character[AimPart]
dist = (part.Position - Camera.CFrame.Position).Magnitude
visible =
VisibleCheckEnabled
visible = (part)
dist <= MaxDistance dist < bestDist (part.Position) visible
best = part
bestDist = dist
best
AimTab:({Name=, CurrentValue=AimBotEnabled, Callback=(val) AimBotEnabled=val })
AimTab:({Name=, CurrentKeybind=AimKey.Name, HoldToInteract=, Callback=(isHeld) AimKeyHeld=isHeld })
AimTab:({Name=, Range={,}, Increment=, CurrentValue=AimFOV, Callback=(val) AimFOV=val; AimbotFOVCircle AimbotFOVCircle.Size=.(,val*,,val*) })
AimTab:({Name=, Range={,}, Increment=, CurrentValue=MaxDistance, Callback=(val) MaxDistance=val })
AimTab:({Name=, Range={,}, Increment=, CurrentValue=AimSmoothness, Callback=(val) AimSmoothness=val })
AimTab:({Name=, Range={,}, Increment=, CurrentValue=PredictionAmount, Callback=(val) PredictionAmount=val })
AimTab:({Name=, CurrentValue=ShowFOV, Callback=(val) ShowFOV=val; AimbotFOVCircle AimbotFOVCircle.Visible=val })
AimTab:({Name=, CurrentValue=VisibleCheckEnabled, Callback=(val) VisibleCheckEnabled=val })
AimTab:({Name=, CurrentValue=PredictionEnabled, Callback=(val) PredictionEnabled=val })
AimTab:({Name=, Options={,,,}, CurrentOption={AimPart}, Callback=(opt) AimPart=opt[] })
RunService.RenderStepped:(()
AimbotFOVCircle
AimbotFOVCircle.Position = .(,,,)
AimBotEnabled AimKeyHeld
target = ()
target
targetPos = (target)
currentCFrame = Camera.CFrame
targetCFrame = .(currentCFrame.Position, targetPos)
Camera.CFrame = currentCFrame:(targetCFrame, AimSmoothness)
)
(part, basePrediction)
predictedPos = part.Position
part.Parent:()
velocity = part.Parent.HumanoidRootPart.Velocity
predictedPos = predictedPos + velocity * (basePrediction )
randomOffset = .(
.(-,)/,
.(-,)/,
.(-,)/
)
predictedPos = predictedPos + randomOffset
predictedPos
Players = :()
LocalPlayer = Players.LocalPlayer
Camera = .CurrentCamera
RunService = :()
UserInputService = :()
ReplicatedStorage = :()
SilentSettings = {
Enable = ,
FOV = ,
HitChance = ,
Delay = ,
LifeCheck = ,
VisibleCheck = ,
ShootThroughWalls = ,
ShowFOV = ,
PredictionEnabled = ,
PredictionAmount =
}
lastShot =
SilentFOVGui = .()
SilentFOVGui.Name =
SilentFOVGui.ResetOnSpawn =
SilentFOVGui.DisplayOrder =
SilentFOVGui.Parent = LocalPlayer:()
SilentFOVCircle = .()
SilentFOVCircle.AnchorPoint = .(,)
SilentFOVCircle.Position = .(,,,)
SilentFOVCircle.Size = .(, SilentSettings.FOV*, , SilentSettings.FOV*)
SilentFOVCircle.BackgroundTransparency =
SilentFOVCircle.BorderSizePixel =
SilentFOVCircle.Visible = SilentSettings.ShowFOV
SilentFOVCircle.Parent = SilentFOVGui
stroke = .()
stroke.Parent = SilentFOVCircle
stroke.Color = .(,,)
stroke.Thickness =
corner = .()
corner.Parent = SilentFOVCircle
corner.CornerRadius = .(,)
(worldPos)
mousePos = UserInputService:()
screenPos, onScreen = Camera:(worldPos)
onScreen
dist = (.(screenPos.X, screenPos.Y) - .(mousePos.X, mousePos.Y)).Magnitude
dist <= SilentSettings.FOV
(part)
origin = Camera.CFrame.Position
direction = (part.Position - origin)
rayParams = RaycastParams.()
rayParams.FilterDescendantsInstances = {LocalPlayer.Character}
rayParams.FilterType = .RaycastFilterType.Blacklist
result = :(origin, direction, rayParams)
result result.Instance:(part.Parent)
(part)
SilentSettings.PredictionEnabled part.Parent:()
part.Position + part.Parent.HumanoidRootPart.Velocity * SilentSettings.PredictionAmount
part.Position
RunService.RenderStepped:((dt)
SilentSettings.Enable
stroke.Color = .(,,)
lastShot = lastShot + dt
closest =
closestDist = SilentSettings.FOV
screenCenter = .(Camera.ViewportSize.X/, Camera.ViewportSize.Y/)
_, p (Players:())
p ~= LocalPlayer p.Character p.Character:()
hrp = p.Character.HumanoidRootPart
humanoid = p.Character:()
humanoid ( SilentSettings.LifeCheck humanoid.Health > )
screenPos, onScreen = Camera:(hrp.Position)
onScreen
delta = (.(screenPos.X,screenPos.Y)-screenCenter).Magnitude
delta <= closestDist (hrp.Position)
SilentSettings.ShootThroughWalls ( SilentSettings.ShootThroughWalls ( SilentSettings.VisibleCheck (hrp)))
closest = p
closestDist = delta
closest
stroke.Color = .(,,)
stroke.Color = .(,,)
closest lastShot >= SilentSettings.Delay .() <= SilentSettings.HitChance
weapon = LocalPlayer.Character LocalPlayer.Character:()
event = ReplicatedStorage:():()
weapon event
hrp = closest.Character.HumanoidRootPart
event:(weapon, (hrp), ((hrp)-weapon.Handle.Position).Unit)
lastShot =
)
SilentTab:({ Name=, CurrentValue=SilentSettings.Enable, Callback=(v) SilentSettings.Enable=v })
SilentTab:({ Name=, CurrentValue=SilentSettings.LifeCheck, Callback=(v) SilentSettings.LifeCheck=v })
SilentTab:({ Name=, CurrentValue=SilentSettings.VisibleCheck, Callback=(v) SilentSettings.VisibleCheck=v })
SilentTab:({ Name=, CurrentValue=SilentSettings.ShootThroughWalls, Callback=(v) SilentSettings.ShootThroughWalls=v })
SilentTab:({ Name=, CurrentValue=SilentSettings.ShowFOV, Callback=(v) SilentSettings.ShowFOV=v; SilentFOVCircle.Visible=v })
SilentTab:({ Name=, Range={,}, Increment=, CurrentValue=SilentSettings.FOV, Callback=(v)
SilentSettings.FOV=v
SilentFOVCircle.Size = .(,v*,,v*)
})
SilentTab:({ Name=, Range={,}, Increment=, CurrentValue=SilentSettings.HitChance, Callback=(v) SilentSettings.HitChance=v })
SilentTab:({ Name=, Range={,}, Increment=, CurrentValue=SilentSettings.Delay, Callback=(v) SilentSettings.Delay=v })
SilentTab:({ Name=, CurrentValue=SilentSettings.PredictionEnabled, Callback=(v) SilentSettings.PredictionEnabled=v })
SilentTab:({ Name=, Range={,}, Increment=, CurrentValue=SilentSettings.PredictionAmount, Callback=(v) SilentSettings.PredictionAmount=v })
rapidEnabled, rapidValue, noReloadEnabled, noRecoilEnabled, CrosshairSizeEnabled, AimDelayEnabled = ,,,,,
GunTab:({ Name=, CurrentValue=, Callback=(v) rapidEnabled=v })
GunTab:({ Name=, Range={,}, Increment=, CurrentValue=, Callback=(v) rapidValue=v })
GunTab:({ Name=, CurrentValue=, Callback=(v) noReloadEnabled=v })
GunTab:({ Name=, CurrentValue=, Callback=(v) noRecoilEnabled=v })
GunTab:({ Name=, CurrentValue=, Callback=(v) CrosshairSizeEnabled=v })
GunTab:({ Name=, CurrentValue=, Callback=(v) AimDelayEnabled=v })
.(()
.()
char = LocalPlayer.Character
char
tool = char:()
tool
rapidEnabled tool:() tool:(, rapidValue)
noReloadEnabled tool:() tool:(,)
noRecoilEnabled tool:() tool:(,)
CrosshairSizeEnabled tool:() tool:(,)
AimDelayEnabled tool:() tool:(,)
)
Button = Tab:({
Name = ,
Callback = ()
Module = LocalPlayer.PlayerScripts.Code.controllers.character.characterStaminaController
ClassModule = (Module).CharacterStaminaController
(ClassModule.useStamina, ()
)
,
})
InfinityJumpToggle = Tab:({
Name = ,
CurrentValue = ,
Flag = ,
Callback = (Value)
.InfinityJumpEnabled = Value
,
})
UIS.InputBegan:((input, gameProcessed)
gameProcessed .InfinityJumpEnabled input.KeyCode == .KeyCode.Space
character = LocalPlayer.Character
character character:()
character:():(.HumanoidStateType.Jumping)
)
GhostToggle = Tab:({
Name = ,
CurrentValue = ,
Flag = ,
Callback = (Value)
.GhostEnabled = Value
character = LocalPlayer.Character
character
_, part (character:())
part:() part.Name ~=
Value
part.Transparency =
highlight = .()
highlight.Name =
highlight.FillTransparency =
highlight.OutlineTransparency =
highlight.OutlineColor = .GhostColor .(,,)
highlight.Parent = part
p = .()
p.Name =
p.Texture =
p.Rate =
p.Lifetime = NumberRange.(,)
p.Size = NumberSequence.()
p.Transparency = NumberSequence.({NumberSequenceKeypoint.(,), NumberSequenceKeypoint.(,)})
p.Color = ColorSequence.(.GhostColor .(,,))
p.Parent = part
part.Transparency =
part:() part.GhostHighlight:()
part:() part.GhostParticles:()
,
})
GhostColorPicker = Tab:({
Name = ,
Color = .(,,),
Callback = (value)
.GhostColor = value
char = LocalPlayer.Character
char
_, part (char:())
part:()
part:()
part.GhostHighlight.OutlineColor = value
part:()
part.GhostParticles.Color = ColorSequence.(value)
,
})
TrailToggle = Tab:({
Name = ,
CurrentValue = ,
Flag = ,
Callback = (Value)
.TrailEnabled = Value
character = LocalPlayer.Character
character
hrp = character:()
hrp
Value
attachment0 = .()
attachment0.Name =
attachment0.Position = .(, , )
attachment0.Parent = hrp
attachment1 = .()
attachment1.Name =
attachment1.Position = .(, -, )
attachment1.Parent = hrp
trail = .()
trail.Name =
trail.Attachment0 = attachment0
trail.Attachment1 = attachment1
trail.Color = ColorSequence.(.TrailColor .(,,))
trail.Lifetime = .TrailLifetime
trail.Transparency = NumberSequence.(.TrailTransparency )
trail.MinLength =
trail.LightEmission =
trail.Enabled =
trail.Parent = hrp
_, obj (hrp:())
obj.Name == obj.Name == obj.Name ==
obj:()
,
})
TrailLifetimeSlider = Tab:({
Name = ,
Range = {, },
Increment = ,
Suffix = ,
CurrentValue = .TrailLifetime ,
Flag = ,
Callback = (Value)
.TrailLifetime = Value
hrp = LocalPlayer.Character LocalPlayer.Character:()
hrp
trail = hrp:()
trail
trail.Lifetime = Value
,
})
TrailTransparencySlider = Tab:({
Name = ,
Range = {, },
Increment = ,
CurrentValue = .TrailTransparency ,
Flag = ,
Callback = (Value)
.TrailTransparency = Value
hrp = LocalPlayer.Character LocalPlayer.Character:()
hrp
trail = hrp:()
trail
trail.Transparency = NumberSequence.(Value)
,
})
TrailColorPicker = Tab:({
Name = ,
Color = .(,,),
Callback = (value)
.TrailColor = value
char = LocalPlayer.Character
char
hrp = char:()
hrp hrp:()
hrp.GhostTrail.Color = ColorSequence.(value)
,
})
SpeedSlider = Tab:({
Name = ,
Range = {, },
Increment = ,
CurrentValue = ,
Flag = ,
Callback = (Value)
.Speed = Value
,
})
SpeedToggle = Tab:({
Name = ,
CurrentValue = ,
Flag = ,
Callback = (Value)
.SpeedEnabled = Value
,
})
speedMoveInput = {W=, A=, S=, D=}
UIS.InputBegan:((input)
input.KeyCode == .KeyCode.W speedMoveInput.W =
input.KeyCode == .KeyCode.A speedMoveInput.A =
input.KeyCode == .KeyCode.S speedMoveInput.S =
input.KeyCode == .KeyCode.D speedMoveInput.D =
)
UIS.InputEnded:((input)
input.KeyCode == .KeyCode.W speedMoveInput.W =
input.KeyCode == .KeyCode.A speedMoveInput.A =
input.KeyCode == .KeyCode.S speedMoveInput.S =
input.KeyCode == .KeyCode.D speedMoveInput.D =
)
(()
.SpeedEnabled LocalPlayer.Character LocalPlayer.Character:()
hrp = LocalPlayer.Character.HumanoidRootPart
camCFrame = Camera.CFrame
lookVector = .(camCFrame.LookVector.X, , camCFrame.LookVector.Z).Unit
rightVector = .(camCFrame.RightVector.X, , camCFrame.RightVector.Z).Unit
dir = .(,,)
speedMoveInput.W dir = dir + lookVector
speedMoveInput.S dir = dir - lookVector
speedMoveInput.A dir = dir - rightVector
speedMoveInput.D dir = dir + rightVector
dir.Magnitude >
dir = dir.Unit * .Speed *
hrp.CFrame = .(hrp.Position + .(dir.X, , dir.Z))
.()
)
FlyToggle = Tab:({
Name = ,
CurrentValue = ,
Flag = ,
Callback = (Value)
.FlyEnabled = Value
character character:()
character.Humanoid.PlatformStand = Value
,
})
FlySlider = Tab:({
Name = ,
Range = {, },
Increment = ,
CurrentValue = ,
Flag = ,
Callback = (Value)
.FlySpeed = Value
,
})
flyMoveInput = {W=, A=, S=, D=, Up=, Down=}
UIS.InputBegan:((input)
input.KeyCode == .KeyCode.W flyMoveInput.W =
input.KeyCode == .KeyCode.A flyMoveInput.A =
input.KeyCode == .KeyCode.S flyMoveInput.S =
input.KeyCode == .KeyCode.D flyMoveInput.D =
input.KeyCode == .KeyCode.Space flyMoveInput.Up =
input.KeyCode == .KeyCode.LeftShift flyMoveInput.Down =
)
UIS.InputEnded:((input)
input.KeyCode == .KeyCode.W flyMoveInput.W =
input.KeyCode == .KeyCode.A flyMoveInput.A =
input.KeyCode == .KeyCode.S flyMoveInput.S =
input.KeyCode == .KeyCode.D flyMoveInput.D =
input.KeyCode == .KeyCode.Space flyMoveInput.Up =
input.KeyCode == .KeyCode.LeftShift flyMoveInput.Down =
)
(()
.FlyEnabled LocalPlayer.Character LocalPlayer.Character:()
hrp = LocalPlayer.Character.HumanoidRootPart
camCFrame = Camera.CFrame
dir = .(,,)
flyMoveInput.W dir = dir + camCFrame.LookVector
flyMoveInput.S dir = dir - camCFrame.LookVector
flyMoveInput.A dir = dir - camCFrame.RightVector
flyMoveInput.D dir = dir + camCFrame.RightVector
flyMoveInput.Up dir = dir + .(,,)
flyMoveInput.Down dir = dir - .(,,)
dir.Magnitude >
hrp.CFrame = .(hrp.Position + dir.Unit * (.FlySpeed * ), hrp.Position + camCFrame.LookVector)
hrp.CFrame = .(hrp.Position, hrp.Position + camCFrame.LookVector)
hrp.AssemblyLinearVelocity = .zero
hrp.AssemblyAngularVelocity = .zero
.()
)
.GhostEnabled =
.GhostColor = .(,,)
.TrailEnabled =
.TrailLifetime =
.TrailTransparency =
.TrailColor = .(,,)
.SpeedEnabled =
.Speed =
.FlyEnabled =
.FlySpeed =
Settings = {
MaxDistance = ,
NameESP = ,
DistanceESP = ,
ItemESP = ,
LineESP = ,
HealthbarESP = ,
SkeletonESP = ,
TeamESP = ,
ESPEnabled =
}
Colors = {
Name = .(,,),
Distance = .(,,),
Item = .(,,),
Line = .(,,),
Healthbar = .(,,),
Skeleton = .(,,),
Wanted = .(,,)
}
TEAM_COLORS = {
ADAC = .(, , ),
BusCompany = .(, , ),
Citizen = .(, , ),
FireDepartment = .(, , ),
Police = .(, , ),
Prisoner = .(, , ),
TruckCompany = .(, , ),
}
DrawCache = {}
()
t = .()
t.Size =
t.Center =
t.Outline =
t.Font =
t.Visible =
t
()
l = .()
l.Thickness =
l.Visible =
l
(player)
DrawCache[player] DrawCache[player]
t = {
NameText = (),
DistanceText = (),
ItemText = (),
Line = (),
HealthBG = (),
Health = (),
Skeleton = {}
}
DrawCache[player] = t
t
(player)
t = DrawCache[player]
t
_, v (t)
(v)==
_, l (v) l l.Remove l:()
v.Remove
v:()
DrawCache[player] =
Players.PlayerRemoving:(cleanupDrawings)
(player)
team = player player.Team
Settings.TeamESP team TEAM_COLORS[team.Name]
team.Name, TEAM_COLORS[team.Name]
, Colors.Name
(p)
p = .(p,,)
.(-p,p,)
(char)
hum = char:()
hum {}
hum.RigType == .HumanoidRigType.R15
{{,},{,},
{,},{,},{,},
{,},{,},{,},
{,},{,},{,},
{,},{,},{,}}
{{,},{,},{,},{,},{,}}
(name, flag)
ESPTab:({
Name = name,
CurrentValue = Settings[name:(,)],
Flag = flag,
Callback = (v)
Settings[name:(,)] = v
name == v
_, player (Players:())
(player)
})
_, name ({,,,,,,,})
(name, name..)
ESPTab:({
Name = ,
Range = {,},
Increment = ,
Suffix = ,
CurrentValue = Settings.MaxDistance,
Flag = ,
Callback = (v) Settings.MaxDistance = v
})
k,v (Colors)
ColorTab:({
Name = k..,
Color = v,
Flag = ..k,
Callback = (c) Colors[k] = c
})
RunService.RenderStepped:(()
Settings.ESPEnabled
camPos = Camera.CFrame.Position
_, player (Players:())
player == LocalPlayer
char = player.Character
hrp = char char:()
hum = char char:()
hrp hum (player)
dist = (hrp.Position - camPos).Magnitude
sPos, onScreen = Camera:(hrp.Position)
dist > Settings.MaxDistance onScreen
(player)
drawings = (player)
teamLabel, teamColor = (player)
baseY = sPos.Y -
texts = {}
Settings.NameESP
displayName = player.Name
color = Colors.Name
teamLabel displayName = .(, player.Name, teamLabel) color = teamColor
.(texts, {drawings.NameText, displayName, color})
Settings.DistanceESP .(texts, {drawings.DistanceText, ..math.(dist).., Colors.Distance})
Settings.ItemESP
tool = char:()
tool .(texts, {drawings.ItemText, tool.Name, Colors.Item})
drawings.NameText.Visible =
drawings.DistanceText.Visible =
drawings.ItemText.Visible =
i, t (texts)
obj, txt, col = t[], t[], t[]
obj.Position = .(sPos.X, baseY + (i-)*)
obj.Text = txt
obj.Color = col
obj.Visible =
drawings.Line.Visible = Settings.LineESP
Settings.LineESP
drawings.Line.From = .(Camera.ViewportSize.X/, Camera.ViewportSize.Y/)
drawings.Line.To = .(sPos.X, sPos.Y)
drawings.Line.Color = teamColor Colors.Line
drawings.Health.Visible = Settings.HealthbarESP
drawings.HealthBG.Visible = Settings.HealthbarESP
Settings.HealthbarESP
offsetX =
topV = .(sPos.X + offsetX, sPos.Y - )
bottomV = .(sPos.X + offsetX, sPos.Y + )
drawings.HealthBG.From = topV
drawings.HealthBG.To = bottomV
drawings.HealthBG.Color = .(,,)
drawings.HealthBG.Thickness =
hpPct = hum.Health / hum.MaxHealth
drawings.Health.From = bottomV
drawings.Health.To = .(bottomV.X, bottomV.Y - ( * hpPct))
drawings.Health.Color = teamColor (hpPct)
drawings.Health.Thickness =
Settings.SkeletonESP
conns = (char)
#drawings.Skeleton < #conns
i=#drawings.Skeleton+,#conns .(drawings.Skeleton,())
i,pair (conns)
partA = char:(pair[])
partB = char:(pair[])
ln = drawings.Skeleton[i]
partA partB
aScr,_ = Camera:(partA.Position)
bScr,_ = Camera:(partB.Position)
ln.From = .(aScr.X,aScr.Y)
ln.To = .(bScr.X,bScr.Y)
ln.Color = teamColor Colors.Skeleton
ln.Visible =
ln.Visible=
_, ln (drawings.Skeleton) ln ln.Visible=
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