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Copy the script and paste it into your executor.
v1 = :();
v2 = :();
v3 = :();
v4 = :();
v5 = v4.LocalPlayer;
v6 = .CurrentCamera;
v7 = .AiZones;
v8, v9 = (, v3.Modules.FPS.Bullet);
v5:();
;
v8
v5:();
;
z1 = {
Enabled = ,
WallCheck = ,
HitPart = ,
Prediction = ,
Fov = {
Visible = ,
Radius =
}
};
(p1)
p1 p1.Character p1.Character:()
p1.Character:() p1.Character.Humanoid.Health > ;
;
(p2, p3, ...)
z4 = { v6, ... };
(v5)
.(z4, v5.Character);
;
z5 = :(Ray.(p2, p3.Position - p2), z4, , );
z5 z5:(p3.Parent);
;
()
z7 = {};
_, z8 v7:()
_, z9 z8:()
.(z7, z9);
;
;
z7;
;
(...)
z11, z12 = , z1.Fov.Radius;
_, z13 ()
z13:() ;
z14 = z13:(z1.HitPart);
z14 ;
z1.WallCheck (v6.CFrame.Position, z14, ...) ;
z15, z16 = v6:(z14.Position);
z16 ;
z17 = (.(z15.X, z15.Y) - v6.ViewportSize / ).Magnitude;
z17 < z12
z12 = z17;
z11 = z14;
;
;
i, z18 v4:()
z18 == v5 ;
(z18) ;
z19 = z18.Character:(z1.HitPart);
z19 ;
z1.WallCheck (v6.CFrame.Position, z19, ...) ;
z20, z21 = v6:(z19.Position);
z21 ;
z22 = (.(z20.X, z20.Y) - v6.ViewportSize / ).Magnitude;
z22 < z12
z12 = z22;
z11 = z19;
;
;
z11;
;
(a, b, c)
d = b^ - * a * c;
d < , ;
sqrtD = .(d);
r1 = (-b - sqrtD) / ( * a);
r2 = (-b + sqrtD) / ( * a);
r1, r2;
;
(dir, grav, speed)
r1, r2 = (
grav:(grav) / ,
grav:(dir) - speed^,
dir:(dir)
);
r1 r2
r1 > r1 < r2 .(r1) ;
r2 > r2 < r1 .(r2) ;
;
;
;
(o, t, spd, acc)
g = .yAxis * (acc * );
time = (t - o, g, spd);
* g * time^;
;
(t, o, spd, acc)
g = .yAxis * (acc * );
time = (t.Position - o, g, spd);
t.Position + (t.Velocity * time);
;
z27;
z27 = (v9.CreateBullet, (a, b, c, d, aim, e, ammo, tickVal, recoil)
z1.Enabled
(a, b, c, d, aim, e, ammo, tickVal, recoil);
;
t = (b, c, d, aim);
t
dat = v3.AmmoTypes:(ammo);
acc = dat:();
spd = dat:();
dat:(, );
pred = (z1.Prediction (t, aim.Position, spd, acc)) t.Position;
drop = (aim.Position, pred, spd, acc);
newAim = {
[] = .(aim.Position, pred + drop)
};
(a, b, c, d, newAim, e, ammo, tickVal, recoil);
;
(a, b, c, d, aim, e, ammo, tickVal, recoil);
);
()
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