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Copy the script and paste it into your executor.
({
string_replace = .gsub,
find_client_function = (context)
client = context[]
players = context[]
is_valid = context[]
= context[]
children = context[]
(target)
(target)
.(
(target, ),
)
target
found = {}
(obj)
found[obj] =
key, value children, obj
type_result = (value)
type_result ==
.(
(target, ),
)
value
type_result ~= found[obj]
result = (value)
result ~=
result
((target))
,
update_counter = (config, params)
counter_value = config[][]()
config[][] ~= config[][]
config[][] = (config[][] + counter_value)
{
config[][](
config[][],
config[][] - counter_value,
config[][] -
),
}
,
is_lua_function = (context)
type_check = context[]
get_type = context[]
(target)
(target) == (target, ) ~=
,
set_iron = (context)
iron_data = context[]
(value)
iron_data.iron = value
,
delayed_function = (context)
callback = context[]
delay_data = context[]
()
delayed_result = (()
( + )
)
delayed_result
,
set_box = (context)
box_data = context[]
(value)
box_data.box = value
,
get_value_20502 = (context, param1, data)
data = param1[]
data
,
set_nitrate = (context)
nitrate_data = context[]
(value)
nitrate_data.nitrate = value
,
conditional_handler = (context, data, config, value, result)
data <
data = context:(result, data, value)
data >
context:(config, result)
, data
, data
,
get_array_info = (context, param1, data, config)
param1 =
config = #data[][]
param1, config
,
string_sub = .sub,
cleanup_and_setup = (context, data, config, value)
result, counter
config[] =
(config)[] =
(config)[] =
(config)[] =
data =
data, result, counter = context:(value, data, counter, config)
result ==
result ~=
config[] = (value_data)
result_data = { config }
counter_loop = , ,
counter_loop >
(result_data[])[] =
(counter_loop < )
context:(result_data, value_data)
config[] =
config[] =
(config)[] =
data
,
bit_left_shift = bit32.lshift,
projectile_handler = (context)
hitmarker_data = context[]
silent_data = context[]
raycast_data = context[]
player_data = context[]
workspace_data = context[]
context_data = context[]
shot_count = context[]
velocity_data = context[]
time_data = context[]
gravity_data = context[]
camera_data = context[]
hitmarker_func = context[]
cframe_data = context[]
projectile_data = context[]
position_data = context[]
delta_data = context[]
raycast_result = context[]
(ray_args, ...)
environment = ()
(environment, )
(, (environment).__index)
ray_args_list = { ... }
ray_start = ray_args_list[]
ray_direction = ray_args_list[]
delta_data[][delta_data[]]
delta_data[][delta_data[]] = ray_start
player_data.silent.player
player_data.silent._OVERIDE_HITPOS
raycast_result.equippedItem
projectile_drop = raycast_result.equippedItem.ProjectileDrop
projectile_speed = raycast_result.equippedItem.ProjectileSpeed
silent_instance = player_data.silent.instance
velocity_data.enabled =
velocity_data.instance = silent_instance
velocity_data.deltaTime = (delta_data[][delta_data[]] - player_data.silent._OVERIDE_HITPOS).Magnitude
/ projectile_speed
velocity_data.simulated = (gravity_data * (
,
-projectile_drop ^ (velocity_data.deltaTime * projectile_drop) + ,
-velocity_data.deltaTime * projectile_speed
)).Position
raycast_result.shotBullets[shot_count] = silent_instance.Position
- silent_instance.Parent.PrimaryPart.Position
(, velocity_data.deltaTime)
velocity_data.enabled
silent_data[][silent_data[]]
(position_data)[silent_data[][silent_data[]]] >= .(velocity_data.deltaTime - , )
hitmarker_data[][hitmarker_data[]] =
(position_data, silent_data[][silent_data[]], velocity_data.deltaTime)
{
Distance = ray_direction.Magnitude,
= velocity_data.instance,
Position = velocity_data.simulated,
Material = .Material.Plastic,
Normal = .(, , ),
}
raycast_result_data = workspace_data:((ray_args_list))
raycast_result_data
hitmarker_data[][hitmarker_data[]] =
raycast_result_data
,
value_calculator = (context, param1, data, config)
data <
config = context[][]()
data =
(data > )
(config >= context[][])
data, { config - context[][] }, config
data, { config }, config
data, , config
,
main_init = (context)
data, config, value, result = {}
value, result = context:(value, data, result)
context:(data)
result = context:(result, value, data)
result = context:(result, value, data)
result = context:(result, value, data)
result = context:(result, data, value)
result = context:(result, value, data)
result = context:(data, value, result)
result = context:(result, value, data)
counter, context_data
counter, context_data, result = context:(data, value, context_data, result, counter)
shot_count
context_data, counter, shot_count, result = context:(result, counter, shot_count, context_data, data, value)
data[][] = context.Mh
result =
result ==
data[][] = context.p3
value[]
result = context:(result, value)
result = context:(result, value)
result ==
result = context:(value, data, result)
result ==
(data[])[] = context.DL;
(data[])[] = context.WL
value[]
(value)[] = -
+ (
(context.(value[], value[]))
+ value[]
+ value[]
- value[]
)
result = -
+ (
(
context.(
value[] + value[] <= value[]
value[]
value[],
value[]
)
) + value[]
)
value[] = result
result = value[]
result ==
data[][] = context.tL
velocity_data
result =
result, shot_count, config, velocity_data = context:(shot_count, result, counter, data, velocity_data, context_data, value)
config ==
config ~=
data[](shot_count, velocity_data)
,
random_generator = (context)
counter_data = context[]
callback = context[]
array_data = context[]
()
counter_data[][counter_data[]] >
random_value = (counter_data[][counter_data[]] % ) //
loop_count = random_value % +
array_size = random_value % +
array_index = random_value % array_size +
random_value = , loop_count
(array_data, array_size + random_value - , array_index)
counter_data[][counter_data[]] //=
,
calculate_hash_value = (context, data, config, value, result)
data = context.i3
config[] =
config[]
result = config[]
(config)[] =
+ (context.((context.(context.V3[] + config[] + context.V3[], config[]))))
result = (
+ (
(
context.(
context.V3[] - context.V3[] ~= config[] config[]
config[],
config[]
)
) - context.V3[]
)
);
(config)[] = result
result, data
,
cleanup_values = (context, param1)
param1[] =
param1[] =
param1[] =
,
hit_detector = (context)
hitmarker_data = context[]
remote_data = context[]
force_headshots = context[]
player_data = context[]
is_headshot = context[]
shot_data = context[]
zero_vector = context[]
(remote_function, hit_data)
remote_function ~= (is_headshot[][is_headshot[]].SendCodes, )
hit_data[] ~=
is_extended_hit = #hit_data ==
position_index =
hitpart_index =
is_extended_hit
position_index =
hitpart_index =
force_headshots.forceHeadshots.value (shot_data, hit_data[hitpart_index])
hit_data[hitpart_index] =
hit_data[position_index] = (, , )
shot_vector = player_data.shotBullets[hit_data[]]
is_extended_hit shot_vector
hit_data[position_index] = shot_vector
player_data.shotBullets[hit_data[]] =
,
initialize_environment = (context, data, config, value)
result
data = {}
(config)[] =
(config)[] =
config[] =
value =
result, value = context:(config, value, data)
result ==
result ==
config[] = context.b3;
(config)[] =
data, value
,
setup_constants = (context, data, config, value)
data[] = context.c3
data[] =
value[]
(value)[] =
+ (
(context.(context.V3[] + context.V3[], value[]))
- context.V3[]
+ context.V3[]
)
value[] = -
+ (context.((context.(context.V3[] + context.V3[] - context.V3[], value[]))))
config = (
-
+ (
(context.((context.((context.(context.V3[])), value[])), value[]))
+ context.V3[]
)
)
value[] = config
config = value[]
config
,
h3 = ,
process_command = (context, data, config, value)
result
config ==
config = context:(value, config)
config ~=
result = context:(data)
{ context.(result) }, config
, config
,
connection_manager = (context)
connection_data = context[]
event_data = context[]
callback_data = context[]
disconnect_data = context[]
(is_enabled)
is_enabled
connection_data.connection
connection_data.connection:()
connection_data.connection = callback_data.PreRender:(disconnect_data)
connection_data.connection
connection_data.connection:()
connection_data.connection =
npc_key, npc_value event_data.npcCache
npc_value:()
,
target_time_updater = (context)
silent_settings = context[]
update_callback = context[]
silent_graphics = context[]
mouse_settings = context[]
target_config = context[]
timing_config = context[]
(delta_time)
target_config.targetTime += delta_time
target_config.targetTime < timing_config.targettingTime
target_config.targetTime =
()
show_snapline =
silent_settings.silent.player
mouse_settings.silentAim_snapline.value
show_snapline =
silent_graphics.silent.snapline.To = silent_settings.silent.vector2
silent_graphics.silent.snapline.From = target_config.mousePos
silent_graphics.silent.snapline.Visible = show_snapline
,
calculate_value_20502 = (context, value, config)
value =
+ (
context.(
(
context.(
context.V3[] + context.V3[] > config[] context.V3[]
context.V3[]
)
),
config[]
)
);
(config)[] = value
value
,
get_metatable = ,
ambient_light_controller = (context)
lighting = context[]
settings = context[]
(ambient_color)
settings.ambient_toggle.value
lighting.Ambient = ambient_color
,
table_move = .move,
reset_variables = (param1, param2, value, result)
result =
param1 =
value =
result, param1, value
,
coroutine_yield = .yield,
coroutine_ref = ,
assign_value_10 = (target, index, value, data)
(target)[] = data
value =
value
,
fov_visibility_controller = (context)
settings = context[]
(visible)
settings.silent.fov.Visible = visible
,
calculate_value_8812 = (context, value, config)
config = (
-
+ (
context.(
(context.(context.V3[] - context.V3[], config[])) + config[],
config[]
)
)
);
(config)[] = config
config
,
mouse_position_handler = (context)
mouse = context[]
camera = context[]
settings = context[]
callback = context[]
(delta_time)
mouse.mousePos = camera:()
settings.silent.fov.Position = mouse.mousePos
(delta_time)
,
raycast_handler = (context)
= context[]
players = context[]
(origin, direction, character)
raycast_params = RaycastParams.()
raycast_params.FilterDescendantsInstances = { character, players }
raycast_params.CollisionGroup =
raycast_params.IgnoreWater =
result = :(origin, direction - origin, raycast_params)
result, result
,
weapon_checker = (context)
character = context[]
tool = context[]
remote_function = context[]
inventory = context[]
(action, item_id)
action
== (
character[][character[]].SendCodes,
)
inventory.equippedItem =
action ~= (character[][character[]].SendCodes, )
()
,
process_weapon_action = (param1, param2, value, counter, config)
counter >
counter =
config[][] = value
counter > counter <
param1, value = config[][](, config[][], config[][])
counter =
counter <
{ param1 }, value, counter, param1
, value, counter, param1
,
initialize_weapon_system = (context, weapon_data, config, counter)
weapon_data[] =
weapon_data[] =
counter =
counter <
counter = context:(config, counter, weapon_data)
counter >
context:(weapon_data)
weapon_data[] = ()
result, data = { weapon_data }
data = context:(result)
data ~=
context.(data)
weapon_data[] = {}
counter
,
VL = (param1, param2)
{ param1 }
,
t3 = (context)
data = context[]
(name)
data.name = name
,
j0 = (, index, value)
[index + ] =
,
DL = bit32.countlz,
O3 = ,
H0 = (param1, param2, param3)
result = (param1 / )
result
,
Nh = (context, data, config)
config = + (context.((context.(data[])) - data[] - data[]))
data[] = config
config
,
cL = (param1, param2, data)
data = param1[]
data
,
F3 = (context)
engine = context[]
config = context[]
(is_grass_enabled)
min_distance = is_grass_enabled -
max_distance = is_grass_enabled -
(engine, , min_distance)
(engine, , max_distance)
,
th = (param1, param2, value, data, config)
value <
param1[], param1[] = param1[], param1[]
, data, config
(value > )
param1[]
param1[], param1[] = , param1[]
config, data = param1[] , param1[]
, data, config
,
H = (context)
data = context[]
config = context[]
context_param = context[]
()
index = , #config
config[index] == context_param
context[][][context[][]] = index
,
sh = ,
D = ()
(reason)
players = :()
players.LocalPlayer
players:():()
players.LocalPlayer:(
,
a0 = (param1, param2, value, index, counter)
counter ==
(param1)[index + ] = value
counter =
counter =
index = #param1
index, counter
,
m3 = (context)
connection_state = context[]
render_context = context[]
entity_cache = context[]
callback = context[]
(is_enabled)
is_enabled
connection_state.connection
connection_state.connection:()
connection_state.connection = render_context.PreRender:(callback)
connection_state.connection
connection_state.connection:()
connection_state.connection =
entity_id, entity entity_cache.entityCache
entity:()
,
_3 = ,
C = (context)
check_function = context[]
settings = context[]
player_cache = context[]
()
player_id, player_data player_cache.playerCache
settings.ignoreSleepers (player_data.player, )
player_data:(settings)
player_data:()
,
C0 = (param1, param2)
param1 = (...)
(...)()
param1
,
x3 = (context)
world_check = context[]
visibility_check = context[]
sorted_groups = context[]
player_position = context[]
sort_callback = context[]
origin = context[]
()
group_index = , #sorted_groups
group = sorted_groups[group_index]
(group, (entity_a, entity_b)
entity_a.distance < entity_b.distance
)
entity_index = , #group
entity = group[entity_index]
position = entity.position
is_visible, result = (origin, position, player_position)
is_visible
adjusted_position = result.Position - (position - origin).Unit
(adjusted_position, player_position) (origin, adjusted_position, player_position)
adjusted_position
(position, player_position)
position
,
Z3 = (...)
(...)[...] =
,
a = (context)
inventory = context[]
vector3_new = context[]
log_function = context[]
type_check = context[]
vector3_zero = context[]
calculate_trajectory = context[]
(target_position, player_position, velocity)
equipped_item = inventory.equippedItem
(equipped_item) ~=
()
player_position
projectile_speed = equipped_item.ProjectileSpeed
projectile_drop = equipped_item.ProjectileDrop
projectile_speed projectile_drop
()
player_position
velocity_vector = velocity (velocity, ) (, , )
distance = (target_position - player_position).Magnitude
time_to_target = distance / projectile_speed
drop_offset = (target_position, player_position).UpVector * (projectile_drop ^ (time_to_target * projectile_drop) - )
velocity_offset = velocity_vector velocity_vector * (time_to_target * ) .zero
player_position + velocity_offset + drop_offset, time_to_target
,
X3 = (context)
box_data = context[]
(box)
box_data.box = box
,
f3 = (context)
config_path = context[]
string_sub = context[]
table_insert = context[]
config_data = context[]
()
file_list = {}
files = (config_path)
file_index = , #files
file = files[file_index]
(file_list, (file, #config_path + , #file))
config_name = config_data.configName.self
config_name.options = file_list
config_name.(file_list[] )
,
T0 = (param1, param2, value, result, config)
result =
value = ((param1 - config) / )
value, result
,
u3 = (context)
entity_cache = context[]
callback = context[]
sort_function = context[]
(param1, param2, entity_data)
(entity_cache.entityCache, param1, param2)
(entity_data)
,
PL = (context, data)
counter, result, value =
counter, result, value = context:(data, counter, value)
result ==
{ context.(result) }
,
k0 = (param1, param2, data)
data[] = param1
,
y3 = bit32,
zh = ,
Lh = (context, data, config)
data[] = -
+ ((context.(context.V3[] + data[] - data[])) - context.V3[])
config =
+ (
(
(context.(data[] - data[], data[])) == data[]
data[]
data[]
) - data[]
)
data[] = config
config
,
player_validator = (context)
player_cache = context[]
check_function = context[]
world_check = context[]
vector3_new = context[]
type_check = context[]
calculate_trajectory = context[]
(...)
lighting, property, value = ...
lighting_service = calculate_trajectory.Lighting
() lighting ~= check_function lighting_service.values[property] ==
player_cache[][player_cache[]](...)
result, success = (player_cache[][player_cache[]], lighting, property)
player_cache[][player_cache[]](...)
lighting_service.values[property] = value
lighting_service.returned[property] result
player_cache[][player_cache[]](lighting, property, success)
,
g3 = (context)
config_path = context[]
load_config = context[]
table_find = context[]
save_config = context[]
config_data = context[]
()
()
files = (config_path)
file_index = (files, )
file_index
(files[file_index])
()
,
Jh = .unpack,
nL = (context, data, config, value)
(data)[] = context.Q3
config[]
value = config[]
value =
+ (
(
(context.(config[], config[])) - context.V3[] <= value
config[]
config[]
) - config[]
);
(config)[] = value
value
,
A = (context)
distance_data = context[]
(distance)
distance_data.distance = distance
,
K = (context)
fov_data = context[]
(color)
fov_data.silent.fov.Color = color
,
G3 = ,
fL = (context, param1, data)
data = context[]
data
,
u = ()
(character)
head = character:()
head head.Teamtag.Enabled
,
rL = (context, data, value)
(data)[] = (
-
+ ((context.((context.(context.V3[] + context.V3[])), data[])) + data[])
);
(data)[] = (
- + (context.((context.((context.((context.(data[])))))), data[]))
)
value = (
- + (
(context.((context.((context.(data[], data[])))))) + data[]
)
)
data[] = value
value
,
O = (context)
callback = context[]
check_function = context[]
connection_data = context[]
event_name = context[]
(...)
event, signal_name = ...
()
event ~= event_name
(
signal_name ~=
signal_name ~=
)
callback[][callback[]](...)
{ Connect = connection_data }
,
w = (context)
handler = context[]
(...)
param1, param2 = ...
(param1, param2)
,
E0 = ()
{ < ~= }
,
V = (context)
camera = context[]
settings = context[]
world_to_screen = context[]
local_player = context[]
players = context[]
find_part = context[]
= context[]
silent_data = context[]
vector3_new = context[]
cframe_new = context[]
raycast = context[]
= context[]
run_service = context[]
entity_cache = context[]
get_closest = context[]
mouse = context[]
hitbox = context[]
()
settings.silentAim_toggle.value
silent_data.silent = {}
target_data = { distance = silent_data.silent.fov.Radius }
hitpart = settings.silentAim_hitpart.value
visible_check = settings.silentAim_visibleCheck.value
magic_bullet = settings.silentAim_magicBullet.value
check_enabled = visible_check magic_bullet
camera_position = camera.CFrame.Position
target_list = {}
player_id, player_data entity_cache, players.playerCache
(player_data, )
character_model = (player_data, )
(character_model) ~= (character_model)
target_part = character_model:(
hitpart ==
)
target_part
part_position = target_part.Position
screen_position, is_visible = (part_position)
is_visible
distance_from_mouse = (screen_position - players.mousePos).Magnitude
distance_from_mouse >= target_data.distance
check_enabled
target_data.player = player_data
target_data.distance = distance_from_mouse
target_data.vector3 = part_position
target_data.vector2 = screen_position
target_data.instance = target_part
(
target_list,
{
player = player_data,
distance = distance_from_mouse,
vector3 = part_position,
vector2 = screen_position,
model = character_model,
instance = target_part,
}
)
check_enabled
silent_data.silent = target_data
#target_list >
(target_list, (target_a, target_b)
target_a.distance < target_b.distance
)
target_index = , #target_list
target = target_list[target_index]
magic_bullet
hit_position = (camera_position, target.model, target.vector3)
hit_position
target._OVERIDE_HITPOS = hit_position
silent_data.silent = target
(camera_position, target.vector3, target.model)
silent_data.silent = target
target_list = {}
entity_id, entity_data entity_cache, players.entityCache
(entity_data) ~= (vector3_new[], (entity_data, ) )
entity_model = (entity_data, )
(entity_model) ~=
entity_part = entity_model:(
hitpart ==
)
entity_part
entity_position = entity_part.Position
entity_screen, entity_visible = (entity_position)
entity_visible
entity_distance = (entity_screen - players.mousePos).Magnitude
entity_distance >= target_data.distance
check_enabled
target_data.player = entity_data
target_data.distance = entity_distance
target_data.vector3 = entity_position
target_data.vector2 = entity_screen
target_data.instance = entity_part
(
target_list,
{
player = entity_data,
distance = entity_distance,
vector3 = entity_position,
vector2 = entity_screen,
model = entity_model,
instance = entity_part,
}
)
check_enabled
silent_data.silent = target_data
#target_list >
(target_list, (target_a, target_b)
target_a.distance < target_b.distance
)
target_index = , #target_list
target = target_list[target_index]
(camera_position, target.vector3, target.model)
magic_bullet
target._OVERIDE_HITPOS = target.vector3
silent_data.silent = target
silent_data.silent = target_data
,
_ = (context)
snapline_data = context[]
(color)
snapline_data.silent.snapline.Color = color
,
n0 = (param1, param2, data, config, value, result, counter, index)
value = config[][]()
data = config[][]()
result = data %
counter = config[][]()
param1 =
index =
index, data, value, param1, counter, result
,
array_iterator = ()
(...)
array, step, start_index = ...
found =
length = #array
current_index = start_index, length, step
found
found = array[current_index]
current_index + step > length
array[start_index] = array[current_index]
element = found
found = array[current_index]
array[current_index] = element
,
z0 = (param1, param2, data, value)
data[][][param1 + ] = value
,
j = (context)
settings = context[]
ui_context = context[]
()
ui_context.combat:(
{
flag = ,
text = ,
default = ,
},
)
ui_context.combat:(
{
flag = ,
text = ,
max = ,
min = ,
suffix = ,
increment = ,
default = ,
},
)
ui_context.combat:(
{
flag = ,
text = ,
options = { , },
default = ,
},
)
ui_context.combat:(
{
flag = ,
text = ,
default = ,
},
)
ui_context.combat:(
{
flag = ,
text = ,
default = ,
},
)
ui_context.combat:(
{
flag = ,
text = ,
default = ,
},
)
ui_context.combat:(
{
flag = ,
text = ,
default = ,
},
)
ui_context.combat:(
{
flag = ,
text = ,
default = ,
},
)
ui_context.combat
:(
{
flag = ,
text = ,
default = ,
},
)
:({
flag = ,
default = (, , ),
})
ui_context.combat:(
{
flag = ,
text = ,
default = ,
},
)
ui_context.combat
:(
{
flag = ,
text = ,
default = ,
},
})
:({
flag = ,
default = (, , ),
})
ui_context.combat:(
{
flag = ,
text = ,
max = ,
min = ,
suffix = ,
increment = ,
default = ,
},
)
ui_context.combat:(
{
flag = ,
text = ,
max = ,
min = ,
suffix = ,
increment = ,
default = ,
},
)
ui_context.combat:(
{
flag = ,
text = ,
max = ,
min = ,
suffix = ,
increment = ,
default = ,
},
)
ui_context.combat:(
{
flag = ,
text = ,
default = ,
},
)
ui_context.visuals:(
{
flag = ,
text = ,
default = ,
},
)
ui_context.visuals:(
{
flag = ,
text = ,
default = ,
},
)
ui_context.visuals:(
{
flag = ,
text = ,
default = ,
},
)
ui_context.visuals:(
{
flag = ,
text = ,
default = ,
},
)
ui_context.visuals:(
{
flag = ,
text = ,
default = ,
},
)
ui_context.visuals:(
{
flag = ,
text = ,
default = ,
},
)
ui_context.visuals.offsets[] +=
ui_context.visuals:(
{
flag = ,
text = ,
default = ,
},
)
ui_context.visuals:(
{
flag = ,
text = ,
default = ,
},
)
ui_context.visuals:(
{
flag = ,
text = ,
default = ,
},
)
ui_context.visuals:(
{
flag = ,
text = ,
default = ,
},
)
ui_context.visuals:(
{
flag = ,
text = ,
default = ,
},
)
ui_context.visuals:(
{
flag = ,
text = ,
default = ,
},
)
ui_context.visuals:(
{
flag = ,
text = ,
default = ,
},
)
ui_context.visuals:(
{
flag = ,
text = ,
default = ,
},
)
ui_context.visuals:(
{
flag = ,
text = ,
default = ,
},
)
ui_context.visuals:(
{
flag = ,
text = ,
default = ,
},
)
ui_context.visuals:(
{
flag = ,
text = ,
default = ,
},
)
ui_context.visuals:(
{
flag = ,
text = ,
default = ,
},
)
ui_context.visuals:(
{
flag = ,
text = ,
default = ,
},
)
ui_context.visuals:(
{
flag = ,
text = ,
default = ,
},
)
ui_context._local:(
{
flag = ,
text = ,
default = ,
},
)
ui_context._local:(
{
flag = ,
text = ,
default = ,
},
)
ui_context.world
:(
{
flag = ,
text = ,
default = ,
},
)
:({
flag = ,
default = (, , ),
})
ui_context.world:(
{
flag = ,
text = ,
default = ,
},
)
ui_context.world:(
{
flag = ,
text = ,
default = ,
},
)
ui_context.world:(
{
flag = ,
text = ,
default = ,
},
)
,
oh = bit32.band,
t = (context)
callback = context[]
max_value = context[]
current_value = context[]
increment_data = context[]
reset_function = context[]
(value)
value < current_value[][current_value[]]
increment_data[][increment_data[]](value + )
current_value[][current_value[]] +=
callback == max_value[][max_value[]]
(reset_function)
end
callback()
end
end,
W3 = function(context)
local npc_cache = context[1]
local settings = context[0]
return function()
for npc_id, npc_data in npc_cache.npcCache do
npc_data:loop(settings)
end
end
end,
QL = function(context, data, config, value)
config[27] = function()
local variables, counter, result, index = { config }, 43
while true do
if counter == 43 then
index, counter, result = context:bL(counter, index, variables, result)
continue
else
if counter == 14 then
if variables[1][12] ~= variables[1][6] then
variables[1][20] = index
end
return result
end
end
end
end
if not data[7826] then
(data)[11465] = -30
+ (
((context.Ih(data[17983])) - data[29122] > data[17983] and value or data[17983])
+ data[1593]
)
data[20372] = (
-113
+ (
(data[19984] - context.V3[8] ~= data[28599] and data[28599] or data[14277])
+ data[31300]
+ data[12926]
)
)
value = (
-1615238529 + (
data[16595]
- data[15067]
- data[20502]
+ context.V3[4]
- data[16595]
)
)
data[7826] = value
else
value = context:cL(data, value)
end
return value
end,
mh = bit32.rrotate,
Bh = bit32.rshift,
WL = bit32.bnot,
B0 = function(param1, param2, data, config, value, result)
config = (data % 8)
param1 = (result - value) / 8
return config, param1
end,
d = function(context)
local name_data = context[0]
return function(name)
name_data.name = name
end
end,
m0 = function(param1, param2, data, config, value, result, counter, index, element)
if config < 84 then
if index[1][24] == element then
return { 215 % 184 == index[1][30] }, element, config
end
(param1)[result] = counter
return 57345, element, config
else
config = 35
element = ((value - data) / 8)
end
return nil, element, config
end,
I3 = function(context)
local lighting_data = context[0]
local fog_settings = context[1]
return function(enabled)
local fog_end = enabled and 99999 or lighting_data.Lighting.values.FogEnd
local fog_start = enabled and 99999 or lighting_data.Lighting.values.FogStart
fog_settings.FogEnd = fog_end
fog_settings.FogStart = fog_start
lighting_data.Lighting.returned.FogEnd = enabled
lighting_data.Lighting.returned.FogStart = enabled
end
end,
h0 = function(param1, param2, data, config, value, result, counter, index, element)
if param1 <= 236 then
for current_index = 88, 209, 121 do
if current_index == 209 then
element, counter = result, value
else
config = index[1][17] / data
continue
end
end
end
return counter, element, config
end,
T = function(context)
local data = context[2]
local request_handler = context[0]
local players_service = context[1]
return function(url)
local response = data({ Url = url, Method = 'GET' })
if
request_handler(response) ~= 'table'
or request_handler(response.Body) ~= 'string'
or response.StatusCode ~= 200
then
return players_service:GetService('Players').LocalPlayer
:Kick(`request failed (1) {url}`)
end
local loaded_script = loadstring(response.Body)
if not loaded_script then
return players_service:GetService('Players').LocalPlayer
:Kick(`request failed (2) {url}`)
end
return loaded_script()
end
end,
RL = function(context, data, config, value)
(config)[2] = nil
if not data[6830] then
value = context:kL(value, data)
else
value = data[6830]
end
return value
end,
o0 = function(param1, data, config, value, result, counter, index)
if not (config < 180) then
(data)[result] = counter
return 61150
else
param1:F0(index, value, result)
return 12475
end
return nil
end,
A3 = bit32.lshift,
D3 = function(context)
local param1 = context[1]
local param2 = context[2]
local param3 = context[3]
local param0 = context[0]
return function(enabled)
if enabled then
if param0.connection then
param0.connection:Disconnect()
end
param0.connection = param1.PreRender:Connect(param2)
return
elseif not param0.connection then
return
end
param0.connection:Disconnect()
param0.connection = nil
for player_key, player_data in param3.playerCache do
player_data:hideDrawings()
end
end
end,
qL = function(param1, data, config, value)
local result
(value)[28] = nil
data = 82
while true do
if data <= 35 then
result, data = param1:hL(value, data, config)
if result == 9065 then
break
elseif result ~= 26546 then
else
continue
end
elseif data == 84 then
data = param1:QL(config, value, data)
continue
else
value[25] = param1._3
if not not config[18016] then
data = config[18016]
else
data = (
-90
+ (
(param1.Mh(param1.V3[7])) - config[28599] - config[6830]
~= data
and config[18991]
or param1.V3[4]
)
)
config[18016] = data
end
continue
end
end
(value)[29] = function()
local context = { value }
local result, value_result = context[1][14]('<i8', context[1][21], context[1][20])
if context[1][16] == context[1][6] then
return -context[1][17]
end
(context[1])[20] = value_result
return result
end
return data
end,
W0 = function(param1, data, config, value)
value[34] = nil
(value)[35] = nil
value[36] = nil
data = 34
while true do
if data == 34 then
value[34] = function()
local result, counter = { value }
counter = param1:pL(result)
return param1.HL(counter)
end
value[35] = function(...)
local result = { value }
local counter = result[1][28]('#', ...)
if counter ~= 0 then
else
return counter, result[1][13]
end
return counter, { ... }
end
if not not config[4109] then
data = config[4109]
else
data = param1:UL(data, config)
end
else
if data ~= 25 then
else
param1:D0(value)
break
end
end
end
(value)[37] = function(config, result, counter)
local context_data = { value, value[37], value[4], value[15] }
local value_data = config[8]
counter = config[11]
local ui_settings, camera_handler, trajectory_calculator, world_to_screen, hitmarker_data, silent_data, raycast_data, callback_function =
config[4], config[5], config[3], config[6], config[10], config[2], config[1]
if not (counter >= 12) then
if not (counter < 6) then
if counter < 9 then
if counter < 7 then
callback_function = function(...)
local context_array, index, result_data, local_data = context_data[1][1](value_data), 1
local param_data
local value_result, config_result
repeat
local operation_code = silent_data[index]
if not (operation_code >= 3) then
if operation_code < 1 then
local condition_result = false
if operation_code == 0 then
condition_result = context_array[raycast_data[index]] ~= 0
end
if not condition_result then
else
(context_array)[world_to_screen[index] + 3] = value_result
index = trajectory_calculator[index]
end
else
if operation_code == 2 then
index = trajectory_calculator[index]
else
context_array[1] = hitmarker_data[index]
index += 1
context_array[2] = result[trajectory_calculator[index]]
index += 1
(context_array)[2] = #context_array[2]
index += 1
(context_array)[3] = camera_handler[index]
index += 1
local_data = {
[3] = config_result,
[5] = local_data,
[4] = value_result,
[1] = result_data,
}
config_result = context_array[3]
result_data = context_array[2]
value_result = (context_array[1] - config_result)
index = ui_settings[index]
end
end
else
if not (C < 5) then
if C == 6 then
local d = result[o[x]];
(d[1])[d[3]] = Q[M[x]]
else
(Q)[5] = result[M[x]][Q[4]]
x += 1
local d = result[M[x]];
(Q)[6] = d[1][d[3]]
x += 1
if not not (Q[5] < Q[6]) then
else
x = o[x]
end
end
else
if C == 4 then
q = l[4]
R = l[1]
O = l[3]
l = l[5]
else
if not P then
else
for R, l in P do
if R >= 1 then
l[1] = l
l[2] = Q[R]
l[3] = 2
(P)[R] = nil
end
end
end
return
end
end
end
x += 1
until false
end
else
if counter == 8 then
F = function(...)
local Q, x, R = context_data[1][1](value_data), 1
local l
local P
local q
local O
repeat
local C = J[x]
if not (C < 4) then
if C < 6 then
if C == 5 then
local d = { ... }
(Q)[1] = d[1]
Q[2] = d[2];
(Q)[3] = d[3]
x += 1
(Q)[4] = Q[3]
x += 1
(Q)[5] = nil
x += 1
Q[6] = #Q[1]
x += 1
(Q)[7] = Q[3]
x += 1
Q[8] = Q[6]
x += 1
Q[9] = Q[2]
x += 1
P = {
[3] = l,
[1] = O,
[4] = q,
[5] = P,
}
l = Q[9]
O = Q[8]
q = Q[7] - l
x = k[x]
else
Q[o[x]][Q[k[x]]] = Q[M[x]]
end
else
if C >= 7 then
if C ~= 8 then
local d = false
q += l
if not (l <= 0) then
d = q <= O
else
d = q >= O
end
if not d then
else
(Q)[o[x] + 3] = q
x = k[x]
end
else
q = P[4]
O = P[1]
l = P[3]
P = P[5]
end
else
x = o[x]
end
end
else
if C >= 2 then
if C ~= 3 then
(Q)[11] = Q[1][Q[10]]
x += 1
(Q)[5] = Q[11]
x += 1
x = o[x]
else
if R then
for l, P in R do
if
not (l >= 1)
then
else
(P)[1] = P;
(P)[2] = Q[l];
(P)[3] = 2
(R)[l] = nil
end
end
end
return
end
else
if C ~= 1 then
Q[11] = Q[1][Q[10]]
x += 1
Q[1][Q[4]] = Q[11]
x += 1
(Q)[4] = Q[10]
x += 1
Q[11] = Q[10] + Q[2]
x += 1
if
not (Q[6] < Q[11])
then
x = M[x]
end
else
if Q[M[x]] ~= Q[k[x]] then
x = o[x]
end
end
end
end
x += 1
until false
end
else
F = function(...)
local Q = Z[1][1](G)
local x = 1
local R
repeat
local l = J[x]
if not (l >= 3) then
if not (l < 1) then
if l == 2 then
x = o[x]
else
Q[M[x]] = b[o[x]]
end
else
Q[1] = b[o[x]]
x += 1
(Q)[k[x]] = not Q[1]
x += 1
if not Q[M[x]] then
x = k[x]
end
end
else
if l < 5 then
if l == 4 then
Q[1] = b[o[x]]
x += 1
(Q)[k[x]] = (Q[o[x]] < N[x])
x += 1
if not not Q[M[x]] then
else
x = k[x]
end
else
Q[M[x]] = b[o[x]]
x += 1
Q[o[x]] = Q[1] + j[x]
x += 1
(Q)[2] = b[o[x]]
x += 1
Q[1] = (Q[1] + Q[M[x]])
x += 1
x = o[x]
end
elseif l ~= 6 then
if Q[o[x]] then
x = k[x]
end
else
if R then
for l, P in R do
if l >= 1 then
P[1] = P;
(P)[2] = Q[l]
P[3] = 2
(R)[l] = nil
end
end
end
return Q[k[x]]
end
end
x += 1
until false
end
end
end
else
if c < 10 then
F = function(...)
local Q, x, R, l, P = Z[1][1](G), 1, 1
local q, O, C = 1, 0
while true do
local d = J[x]
if d ~= 1 then
x = k[x]
else
O = 2
P, C = Z[1][35](...)
local O = 0
(Q)[1] = C[1]
local d = P + -3
Q[2] = C[2]
q = 3
x += 1
local P = 0
(Q)[4] = {}
x += 1
if d < 0 then
d = -1
end
for q = 5, 5 + d do
Q[q] = C[3 + O]
O += 1
end
O = Q[4]
R = 5 + d
x += 1
(Z[1][23])(Q, 5, R, 1, O)
x += 1
Q[5] = b[k[x]]
x += 1
(Q)[6] = Q[2]
x += 1
(Q)[7] = Q[4]
x += 1
(Q[5])(Q[6], Q[7])
R = 4
x += 1
Q[5] = b[o[x]]
x += 1
(Q)[6] = Q[2]
x += 1
Q[7] = Q[4]
x += 1
(Q[5])(Q[6], Q[7])
R = 4
x += 1
Q[5] = b[o[x]]
x += 1
Q[6] = b[o[x]]
x += 1
Q[7] = Q[2]
x += 1
Q[8] = unpack
x += 1
(Q)[9] = Q[4]
x += 1
R = 9
d, O = Z[1][35](
Q[8](Z[1][12](Q, 9, R))
)
d += 7
R = d
for q = 8, d do
P += 1
(Q)[q] = O[P]
end
x += 1
if not l then
else
for P, q in l do
if P >= 1 then
(q)[1] = q;
(q)[2] = Q[P];
(q)[3] = 2
l[P] = nil
end
end
end
return Q[5](
Z[1][12](Q, 6, R)
)
end
x += 1
end
end
else
if c == 11 then
F = function(...)
local Q = Z[1][1](G)
local x
local R = 1
local l = 1
repeat
local P = J[l]
if not (P < 2) then
if not (P < 3) then
if P == 4 then
Q[M[l]] = b[k[l]][V[l]]
l += 1
(Q)[k[l]] = Q[o[l]][N[l]]
l += 1
Q[3] = b[M[l]]
l += 1
local q = b[M[l]]
Q[4] =
q[1][q[3]][V[l]]
l += 1
Q[5] = N[l]
l += 1
Q[3] = Q[3](Q[4], Q[5])
R = 3
l += 1
(Q[k[l]])[N[l]] = Q[3]
l += 1
(Q)[2] = b[o[l]][j[l]]
l += 1
(Q)[2] = Q[2][j[l]]
l += 1
Q[3] = b[o[l]]
l += 1
q = b[o[l]];
(Q)[4] = q[1][q[3]][j[l]]
l += 1
Q[M[l]] = V[l]
l += 1
Q[3] =
Q[3](Q[4], Q[5])
R = 3
l += 1
(Q[M[l]])[V[l]] = Q[3]
l += 1
Q[2] = b[o[l]][j[l]]
l += 1
Q[M[l]] = Q[2][j[l]]
l += 1
(Q)[3] = b[o[l]]
l += 1
q = b[o[l]]
Q[M[l]] = q[1][q[3]][j[l]]
l += 1
Q[M[l]] = V[l]
l += 1
local O = M[l]
Q[O] = Q[O](
Q[O + 1],
Q[O + 2]
)
R = O
l += 1
Q[M[l]][V[l]] = Q[3]
l += 1
(Q)[2] = b[o[l]][j[l]]
l += 1
(Q)[M[l]] = Q[o[l]][j[l]]
l += 1
Q[M[l]] = b[o[l]]
l += 1
q = b[o[l]]
Q[4] = q[1][q[3]][j[l]]
l += 1
Q[5] = V[l]
l += 1
Q[3] =
Q[3](Q[4], Q[5])
R = 3
l += 1
(Q[M[l]])[V[l]] = Q[3]
l += 1
if x then
for R, q in x do
if R >= 1 then
q[1] = q
q[2] = Q[R]
q[3] = 2
(x)[R] = nil
end
end
end
return
else
if not Q[o[l]] then
else
l = k[l]
end
end
else
l = o[l]
end
elseif P ~= 1 then
local R = { ... }
for P = 1, k[l] do
Q[P] = R[P]
end
else
Q[M[l]] = b[k[l]][V[l]]
l += 1
(Q)[k[l]] = Q[2][N[l]]
l += 1
local R = N[l]
local P = R[9]
local q = #P
local O = (q > 0 and {})
local C = Z[2](R, O);
(Q)[3] = C
if O then
for d = 1, q do
local D = P[d]
local T = D[1]
local E = D[3]
if T == 0 then
if not not x then
else
x = {}
end
D = x[E]
if not not D then
else
D = { [3] = E, [1] = Q }
x[E] = D
end
(O)[d - 1] = D
elseif T == 1 then
(O)[d - 1] = Q[E]
else
O[d - 1] = b[E]
end
end
end
l += 1
Q[2][N[l]] = Q[o[l]]
l += 1
Q[M[l]] = b[o[l]][j[l]]
l += 1
(Q)[M[l]] = Q[2][j[l]]
l += 1
R = V[l]
P = R[9]
q = #P
O = q > 0 and {}
C = Z[2](R, O);
(Q)[M[l]] = C
if not O then
else
for d = 1, q do
local D = P[d]
local T = D[1]
local E = D[3]
if T == 0 then
if not not x then
else
x = {}
end
D = x[E]
if not D then
D = {
[1] = Q,
[3] = E,
}
(x)[E] = D
end
(O)[d - 1] = D
elseif T == 1 then
(O)[d - 1] = Q[E]
else
(O)[d - 1] = b[E]
end
end
end
l += 1
Q[M[l]][V[l]] = Q[3]
l += 1
(Q)[M[l]] = b[o[l]][j[l]]
l += 1
Q[M[l]] = Q[2][j[l]]
l += 1
R = V[l]
P = R[9]
q = #P
O = q > 0 and {}
C = Z[2](R, O)
Q[3] = C
if not O then
else
for d = 1, q do
local D = P[d]
local T = D[1]
local E = D[3]
if T == 0 then
if not x then
x = {}
end
D = x[E]
if not not D then
else
D = {
[1] = Q,
[3] = E,
}
x[E] = D
end
(O)[d - 1] = D
elseif T ~= 1 then
(O)[d - 1] = b[E]
else
O[d - 1] = Q[E]
end
end
end
l += 1
(Q[M[l]])[V[l]] = Q[3]
l += 1
Q[M[l]] = b[o[l]][j[l]]
l += 1
Q[2] = Q[2][j[l]]
l += 1
R = V[l]
P = R[9]
q = #P
O = q > 0 and {}
C = Z[2](R, O);
(Q)[M[l]] = C
if not O then
else
for d = 1, q do
C = P[d]
R = C[1]
local P = C[3]
if R == 0 then
if not x then
x = {}
end
local q = x[P]
if not q then
q = { [1] = Q, [3] = P }
(x)[P] = q
end
(O)[d - 1] = q
elseif R ~= 1 then
O[d - 1] = b[P]
else
(O)[d - 1] = Q[P]
end
end
end
l += 1
Q[2][V[l]] = Q[3]
l += 1
if x then
for R, P in x do
if not (R >= 1) then
else
P[1] = P
P[2] = Q[R]
P[3] = 2
(x)[R] = nil
end
end
end
return
end
l += 1
until false
end
else
F = function(...)
local Q = Z[1][1](G)
local x = 1
local R
local l = 1
while true do
local P = J[x]
if P >= 2 then
if P == 3 then
(Q)[1] = b[o[x]]
x += 1
local q = b[o[x]];
(Q)[2] = q[1][q[3]][N[x]]
x += 1
Q[3] = N[x]
x += 1
(Q)[1] =
Q[1](Q[2], Q[3])
l = 1
x += 1
Q[2] = b[o[x]]
x += 1
(Q)[3] = Q[1]
x += 1
Q[2] = Q[2](Q[3])
l = 2
x += 1
if not Q[2] then
else
x = M[x]
end
else
x = k[x]
end
else
if P == 1 then
Q[2] = b[o[x]]
x += 1
Q[3] = N[x]
x += 1
(Q[2])(Q[3])
l = 1
x += 1
Q[2] = nil
x += 1
(b[M[x]])[j[x]] = Q[2]
x += 1
if not R then
else
for P, q in R do
if P >= 1 then
q[1] = q
q[2] = Q[P];
(q)[3] = 2
(R)[P] = nil
end
end
end
return
else
Q[2] = b[o[x]]
x += 1
(Q)[3] = Q[1]
x += 1
(Q)[2] = Q[2](Q[3])
l = 2
x += 1
Q[2] = Q[2][j[x]]
x += 1
(b[M[x]])[j[x]] = Q[2]
x += 1
if not R then
else
for l, P in R do
if not (l >= 1) then
else
P[1] = P
P[2] = Q[l];
(P)[3] = 2
(R)[l] = nil
end
end
end
return
end
end
x += 1
end
end
end
end
end
else
if c < 3 then
if c >= 1 then
if c == 2 then
F = function(...)
local Q, x, R = 1, 1, Z[1][1](G)
local l
repeat
local P = J[Q]
if not (P < 2) then
if P < 3 then
R[o[Q]] = b[k[Q]]
Q += 1
(R)[M[Q]] = b[o[Q]]
Q += 1
if
not (R[3] <= R[o[Q]])
then
Q = k[Q]
end
else
if P == 4 then
Q = o[Q]
else
(R)[1] = j[Q]
Q += 1
local q = N[Q]
local O = q[9]
q = #O
local C = (q > 0 and {})
if not C then
else
for d = 1, q do
local q = O[d]
local D = q[1]
local T = q[3]
if D == 0 then
if
not not l
then
else
l = {}
end
q = l[T]
if not q then
q = {
[1] = R,
[3] = T,
}
(l)[T] = q
end
C[d - 1] = q
else
if D ~= 1 then
C[d - 1] =
b[T]
else
(C)[d - 1] =
R[T]
end
end
end
end
O = L[V[Q]](C);
(R)[k[Q]] = O
Q += 1
x = k[Q];
(R[x])()
x -= 1
Q += 1
R[2] = b[k[Q]]
Q += 1
(R)[o[Q]] = #R[M[Q]]
Q += 1
(R)[o[Q]] = R[2] + j[Q]
Q += 1
(b[o[Q]])[R[2]] = R[1]
Q += 1
if l then
for x, q in l do
if x >= 1 then
(q)[1] = q;
(q)[2] = R[x]
q[3] = 2
l[x] = nil
end
end
end
Q += 1
Q = o[Q]
end
end
else
if P ~= 1 then
if not l then
else
for x, P in l do
if x >= 1 then
(P)[1] = P;
(P)[2] = R[x];
(P)[3] = 2
l[x] = nil
end
end
end
return
else
(R)[o[Q]] = b[k[Q]]
Q += 1
R[M[Q]] = b[o[Q]]
Q += 1
if
not not (R[M[Q]] <= R[1])
then
else
Q = k[Q]
end
end
end
Q += 1
until false
end
else
F = function(...)
local Q = Z[1][1](G)
local x, R, l, P
local q = 1
local O
local C = 1
repeat
local d = J[q]
if not (d < 5) then
if not (d >= 8) then
if d < 6 then
l = R[4]
P = R[1]
O = R[3]
R = R[5]
q += 1
(Q)[o[q]] = Q[19]
+ Q[7]
q += 1
Q[27] = (Q[27] % V[q])
q += 1
Q[M[q]] = Q[20]
+ Q[8]
q += 1
Q[M[q]] = Q[29] % j[q]
q += 1
Q[31] = Q[21] + Q[9]
q += 1
Q[M[q]] = Q[31] % j[q]
q += 1
(Q)[M[q]] = (
Q[22] + Q[10]
)
q += 1
Q[33] = Q[33] % j[q]
q += 1
(Q)[7] = Q[27]
q += 1
(Q)[8] = Q[o[q]]
q += 1
(Q)[M[q]] = Q[31]
q += 1
Q[10] = Q[33]
q += 1
(Q)[M[q]] = Q[o[q]] + Q[11]
q += 1
Q[M[q]] = Q[27] % j[q]
q += 1
Q[M[q]] = (Q[24] + Q[12])
q += 1
Q[M[q]] = Q[29] % j[q]
q += 1
(Q)[31] = Q[25]
+ Q[k[q]]
q += 1
(Q)[31] = (
Q[31] % j[q]
)
q += 1
Q[M[q]] = (
Q[o[q]] + Q[14]
)
q += 1
Q[M[q]] = (Q[33] % j[q])
q += 1
Q[M[q]] = Q[27]
q += 1
Q[M[q]] = Q[29]
q += 1
(Q)[M[q]] = Q[o[q]]
q += 1
(Q)[M[q]] = Q[o[q]]
q += 1
q = M[q]
else
if d == 7 then
(Q)[31] = Q[23] % V[q]
q += 1
Q[o[q]] = Q[k[q]]
q += 1
(Q)[M[q]] = Q[23]
/ j[q]
q += 1
Q[32] = (
Q[o[q]] / j[q]
)
q += 1
Q[33] = (
Q[M[q]] * V[q]
)
q += 1
Q[M[q]] = (
Q[o[q]] % j[q]
)
q += 1
Q[k[q]] = b[M[q]]
q += 1
(Q)[M[q]] = Q[o[q]]
q += 1
Q[M[q]] = Q[24]
q += 1
local D = o[q]
Q[D] = Q[D](
Q[D + 1],
Q[D + 2]
)
C = D
q += 1
Q[36] = b[o[q]]
q += 1
Q[37] = (
j[q] - Q[o[q]]
)
q += 1
(Q)[38] = Q[o[q]]
q += 1
Q[36] = Q[36](
Q[37],
Q[38]
)
C = 36
q += 1
(Q)[o[q]] = Q[k[q]]
+ Q[36]
q += 1
Q[M[q]] = (
Q[35] + Q[k[q]]
)
q += 1
Q[o[q]] =
Q[6][Q[30]]
q += 1
Q[35] = (
Q[o[q]] + Q[k[q]]
)
q += 1
Q[36] = Q[5][Q[30]]
q += 1
(Q)[35] = (
Q[o[q]] + Q[k[q]]
)
q += 1
(Q)[M[q]] = b[o[q]]
q += 1
Q[M[q]] = (
Q[31] % j[q]
)
q += 1
(Q)[M[q]] = (
Q[o[q]] * j[q]
)
q += 1
(Q)[M[q]] = (
Q[37] + Q[k[q]]
)
q += 1
Q[M[q]] = Q[32] % j[q]
q += 1
Q[M[q]] = Q[38] * j[q]
q += 1
Q[38] = Q[38]
+ Q[k[q]]
q += 1
Q[39] = (
Q[M[q]] - Q[34]
)
q += 1
(Q)[39] = (
Q[o[q]] / j[q]
)
q += 1
(Q)[39] = Q[o[q]]
+ Q[39]
q += 1
D = M[q]
C = (D + 3);
(Q)[D] = Q[D](
Z[1][12](
Q,
D + 1,
C
)
)
C = D
q += 1
(Q)[M[q]] = Q[35]
+ Q[36]
q += 1
Q[26] = Q[25]
q += 1
Q[25] = Q[24]
q += 1
(Q)[24] = Q[o[q]]
q += 1
(Q)[36] = Q[35]
+ Q[22]
q += 1
Q[23] = Q[o[q]]
q += 1
(Q)[M[q]] = Q[o[q]]
q += 1
(Q)[M[q]] = Q[o[q]]
q += 1
Q[36] = Q[o[q]] % j[q]
q += 1
Q[20] = Q[36]
q += 1
Q[M[q]] = (
Q[o[q]] / j[q]
)
q += 1
(Q)[M[q]] = (
Q[o[q]] / j[q]
)
q += 1
(Q)[M[q]] = (
Q[o[q]] * j[q]
)
q += 1
Q[39] = Q[38]
% j[q]
q += 1
Q[M[q]] = b[o[q]]
q += 1
Q[41] = Q[o[q]]
q += 1
(Q)[42] = Q[o[q]]
q += 1
Q[40] = Q[40](
Q[41],
Q[42]
)
C = 40
q += 1
Q[40] = Q[o[q]]
+ Q[40]
q += 1
Q[41] = b[o[q]]
q += 1
Q[M[q]] = Q[20]
q += 1
Q[43] = b[o[q]]
q += 1
(Q)[M[q]] = Q[o[q]]
q += 1
(Q)[M[q]] = Q[21]
q += 1
D = o[q]
local T = M[q]
if T ~= 0 then
C = (D + T - 1)
end
local E, H, Y = k[q]
if T == 1 then
H, Y = Z[1][35](
Q[D]()
)
else
H, Y =
Z[1][35](
Q[D](
Z[1][12](
Q,
D
+ 1,
C
)
)
)
end
if E == 1 then
C = (D - 1)
else
if E == 0 then
H = H + D - 1
C = H
else
H = (D + E - 2)
C = (H + 1)
end
T = 0
for E = D, H do
T += 1
Q[E] = Y[T]
end
end
q += 1
D = k[q];
(Q)[D] = Q[D](
Z[1][12](
Q,
D + 1,
C
)
)
C = D
q += 1
(Q)[40] = (
Q[o[q]] + Q[41]
)
q += 1
(Q)[41] = b[o[q]]
q += 1
Q[42] = (
Q[36] % j[q]
)
q += 1
Q[42] = (
Q[42] * j[q]
)
q += 1
Q[M[q]] = (
Q[42]
+ Q[k[q]]
)
q += 1
(Q)[M[q]] = Q[37]
% j[q]
q += 1
Q[43] = (
Q[o[q]] * j[q]
)
q += 1
(Q)[M[q]] = (
Q[o[q]] + Q[37]
)
q += 1
Q[44] = Q[o[q]]
- Q[k[q]]
q += 1
(Q)[M[q]] = Q[44]
/ j[q]
q += 1
Q[44] = (
Q[39] + Q[44]
)
q += 1
D = M[q]
C = D + 3
(Q)[D] = Q[D](
Z[1][12](
Q,
D + 1,
C
)
)
C = D
q += 1
(Q)[40] = Q[40]
+ Q[k[q]]
q += 1
(Q)[19] = Q[40]
q += 1
q = M[q]
else
l = R[4]
P = R[1]
O = R[3]
R = R[5]
q += 1
Q[k[q]] = N[q]
q += 1
Q[M[q]] = V[q]
q += 1
(Q)[21] = V[q]
q += 1
R = {
[5] = R,
[1] = P,
[4] = l,
[3] = O,
}
local D = k[q]
O = Q[D + 2]
P = Q[D + 1]
l = (Q[D] - O)
q = o[q]
end
end
else
if not (d < 9) then
if d ~= 10 then
q = M[q]
else
l = R[4]
P = R[1]
O = R[3]
R = R[5]
q += 1
Q[k[q]][N[q]] = Q[o[q]]
q += 1
(Q[1])[V[q]] = Q[8]
q += 1
Q[M[q]][V[q]] = Q[9]
q += 1
Q[M[q]][V[q]] = Q[k[q]]
q += 1
Q[1][V[q]] = Q[k[q]]
q += 1
Q[1][V[q]] = Q[k[q]]
q += 1
(Q[M[q]])[V[q]] = Q[13]
q += 1
(Q[M[q]])[V[q]] = Q[14]
q += 1
if x then
for D, T in x do
if D >= 1 then
T[1] = T;
(T)[2] = Q[D]
T[3] = 2
x[D] = nil
end
end
end
return
end
else
(Q)[23] = Q[k[q]] + V[q]
q += 1
Q[o[q]] = Q[23]
q += 1
local x = b[k[q]]
Q[23] = x[1][x[3]]
q += 1
(Q)[24] = Q[2]
q += 1
Q[o[q]] = (Q[18] - N[q])
q += 1
x = 0
Q[26] = Q[18]
q += 1
C = 26
local D, T = Z[1][35](
Q[23](
Z[1][12](
Q,
24,
C
)
)
)
D = 26
C = D + 1
for E = 23, D do
x += 1
(Q)[E] = T[x]
end
q += 1
(Q)[k[q]] = Q[M[q]] * V[q]
q += 1
Q[27] = Q[27] + Q[M[q]]
q += 1
Q[M[q]] = (Q[27] * j[q])
q += 1
Q[27] = (Q[o[q]] + Q[25])
q += 1
(Q)[M[q]] = (Q[27] * j[q])
q += 1
Q[27] = (
Q[27] + Q[k[q]]
)
q += 1
Q[k[q]][Q[22]] = Q[o[q]]
q += 1
q = M[q]
end
end
else
if not (d >= 2) then
if d ~= 1 then
(Q)[k[q]] = N[q]
q += 1
(Q)[20] = V[q]
q += 1
Q[M[q]] = V[q]
q += 1
R = {
[5] = R,
[1] = P,
[4] = l,
[3] = O,
}
local x = k[q]
O = Q[x + 2]
P = Q[x + 1]
l = Q[x] - O
q = o[q]
else
Q[23] = Q[22]
- N[q]
q += 1
(Q)[23] = Q[5][Q[23]]
q += 1
Q[24] = Q[22] - j[q]
q += 1
(Q)[M[q]] = Q[5][Q[k[q]]]
q += 1
(Q)[25] = Q[o[q]] / j[q]
q += 1
(Q)[M[q]] = Q[o[q]] / j[q]
q += 1
(Q)[M[q]] = Q[o[q]] / j[q]
q += 1
Q[M[q]] = Q[o[q]] / j[q]
q += 1
(Q)[29] = b[M[q]]
q += 1
Q[30] = (
Q[25] % V[q]
)
q += 1
Q[k[q]] = Q[M[q]] * V[q]
q += 1
(Q)[30] = Q[30] + Q[25]
q += 1
(Q)[M[q]] = (Q[26] % j[q])
q += 1
Q[31] = (Q[31] * j[q])
q += 1
(Q)[M[q]] = Q[31] + Q[k[q]]
q += 1
Q[M[q]] = (Q[23] % j[q])
q += 1
Q[o[q]] = Q[M[q]] - Q[32]
q += 1
Q[32] = Q[o[q]] / j[q]
q += 1
C = (o[q] + 28);
(Q)[29] = Q[29](
Z[1][12](Q, 30, C)
)
C = 29
q += 1
(Q)[30] = Q[o[q]] - j[q]
q += 1
(Q)[M[q]] = Q[5][Q[30]]
q += 1
Q[M[q]] = (
Q[29] + Q[k[q]]
)
q += 1
Q[M[q]] = (Q[o[q]] - j[q])
q += 1
Q[30] = Q[o[q]][Q[k[q]]]
q += 1
(Q)[M[q]] = Q[o[q]]
+ Q[k[q]]
q += 1
Q[30] = b[o[q]]
q += 1
(Q)[M[q]] = (Q[27] % j[q])
q += 1
(Q)[M[q]] = Q[o[q]] * j[q]
q += 1
(Q)[M[q]] = (
Q[o[q]] + Q[27]
)
q += 1
Q[M[q]] = Q[o[q]] % j[q]
q += 1
Q[M[q]] = (Q[o[q]] * j[q])
q += 1
(Q)[M[q]] = (
Q[32] + Q[28]
)
q += 1
(Q)[33] = Q[o[q]] % j[q]
q += 1
(Q)[33] = Q[o[q]]
- Q[33]
q += 1
Q[33] = Q[33] / j[q]
q += 1
C = 33
Q[30] = Q[30](
Z[1][12](Q, 31, C)
)
C = 30
q += 1
(Q)[29] = Q[o[q]]
+ Q[k[q]]
q += 1
Q[29] = (Q[o[q]] % j[q])
q += 1
(Q[5])[Q[22]] = Q[29]
q += 1
q = M[q]
end
else
if d >= 3 then
if d ~= 4 then
local x = false
l += O
if O <= 0 then
x = (l >= P)
else
x = l <= P
end
if not x then
else
(Q)[o[q] + 3] = l
q = M[q]
end
else
local x = { ... }
(Q)[1] = x[1];
(Q)[2] = x[2]
Q[3] = x[3]
Q[4] = x[4]
q += 1
(Q)[5] = b[M[q]]
q += 1
Q[M[q]] = b[o[q]]
q += 1
(Q)[7] = Q[o[q]][N[q]]
q += 1
Q[M[q]] = Q[1][j[q]]
q += 1
(Q)[9] = Q[1][j[q]]
q += 1
Q[M[q]] = Q[1][j[q]]
q += 1
Q[11] = Q[1][j[q]]
q += 1
(Q)[12] = Q[1][j[q]]
q += 1
Q[13] = Q[1][j[q]]
q += 1
Q[M[q]] = Q[o[q]][j[q]]
q += 1
(Q)[15] = Q[k[q]]
q += 1
Q[o[q]] = Q[k[q]]
+ Q[4]
q += 1
(Q)[o[q]] = (
Q[16] - N[q]
)
q += 1
(Q)[k[q]] = N[q]
q += 1
R = {
[5] = R,
[1] = P,
[4] = l,
[3] = O,
}
O = Q[17]
P = Q[16]
l = (Q[15] - O)
q = o[q]
end
else
l = R[4]
P = R[1]
O = R[3]
R = R[5]
q += 1
Q[19] = Q[7]
q += 1
(Q)[20] = Q[8]
q += 1
Q[21] = Q[o[q]]
q += 1
Q[M[q]] = Q[10]
q += 1
(Q)[23] = Q[o[q]]
q += 1
Q[24] = Q[o[q]]
q += 1
Q[M[q]] = Q[13]
q += 1
(Q)[M[q]] = Q[o[q]]
q += 1
(Q)[k[q]] = N[q]
q += 1
Q[M[q]] = V[q]
q += 1
Q[29] = V[q]
q += 1
R = {
[5] = R,
[1] = P,
[4] = l,
[3] = O,
}
local x = k[q]
O = Q[x + 2]
P = Q[x + 1]
l = Q[x] - O
q = o[q]
end
end
end
q += 1
until false
end
end
else
F = function(...)
local Q, x = Z[1][1](G), 1
local R, l, P, q
local O, C
local d
repeat
local D = J[x]
if not (D < 3) then
if not (D >= 5) then
if D ~= 4 then
local T = false
l += R
if R <= 0 then
T = (l >= P)
else
T = l <= P
end
if T then
(Q)[o[x] + 3] = l
x = M[x]
end
else
x = k[x]
end
elseif D ~= 6 then
if Q[M[x]] == Q[k[x]] then
x = o[x]
end
else
l = q[4]
P = q[1]
R = q[3]
q = q[5]
x += 1
Q[6] = Q[5]
x += 1
if not O then
else
for T, E in O do
if not (T >= 1) then
else
(E)[1] = E;
(E)[2] = Q[T];
(E)[3] = 2
(O)[T] = nil
end
end
end
return Q[6]
end
else
if not (D < 1) then
if D == 2 then
d, C = Z[1][35](...)
local O = 0
x += 1
(Q)[2] = C[1 + O]
O += 1
Q[3] = C[1 + O]
O += 1
(Q)[4] = C[1 + O]
O += 1
x += 1
Q[4] = #Q[2]
x += 1
Q[5] = N[x]
x += 1
Q[6] = V[x]
x += 1
Q[7] = Q[4]
x += 1
Q[8] = V[x]
x += 1
q = {
[4] = l,
[3] = R,
[5] = q,
[1] = P,
}
R = Q[8]
P = Q[7]
l = Q[6] - R
x = M[x]
else
Q[o[x]] = (Q[k[x]] .. Q[M[x]])
end
else
(Q)[10] = Q[2][Q[9]]
x += 1
(Q)[5] = (Q[5] .. Q[10])
x += 1
if not Q[3] then
x = o[x]
end
end
end
x += 1
until false
end
end
else
if c >= 4 then
if c ~= 5 then
F = function(...)
local Q, x = (Z[1][1](G))
local R
local l = 1
local P, q, O, C = 1
while true do
local d = J[l]
if not (d < 8) then
if not (d >= 12) then
if d >= 10 then
if d == 11 then
C = q[4]
x = q[1]
R = q[3]
q = q[5]
else
(Q)[12] = Q[11] - V[l]
l += 1
Q[12] = (
Q[11] - Q[12]
)
l += 1
Q[11] = Q[12]
l += 1
l = M[l]
end
else
if d == 9 then
if not O then
else
for D, T in O do
if
not (
D >= 1
)
then
else
T[1] = T;
(T)[2] = Q[D]
T[3] = 2
(O)[D] = nil
end
end
end
return
else
if
not (Q[o[l]] < N[l])
then
l = k[l]
end
end
end
else
if not (d < 14) then
if not (d < 15) then
if d == 16 then
Q[11] = b[o[l]]
l += 1
Q[9] = (
Q[9] + Q[11]
)
l += 1
l = M[l]
else
Q[11] = Q[9]
* N[l]
l += 1
Q[11] = Q[11]
+ Q[10]
l += 1
l = M[l]
end
else
Q[o[l]] =
b[M[l]][Q[k[l]]]
end
else
if d == 13 then
if N[l] < Q[o[l]] then
l = k[l]
end
else
(b[M[l]])[Q[k[l]]] =
Q[o[l]]
end
end
end
else
if not (d < 4) then
if not (d < 6) then
if d ~= 7 then
Q[1] = V[l]
l += 1
(Q)[2] = b[o[l]]
l += 1
(Q)[2] = #Q[2]
l += 1
(Q)[3] = V[l]
l += 1
q = {
[1] = x,
[3] = R,
[5] = q,
[4] = C,
}
R = Q[3]
x = Q[2]
C = Q[1] - R
l = o[l]
else
Q[11] = b[o[l]]
l += 1
(Q)[10] = Q[10]
+ Q[11]
l += 1
l = M[l]
end
else
if d == 5 then
l = M[l]
else
if Q[k[l]] then
l = M[l]
end
end
end
else
if d < 2 then
if d == 1 then
(Q)[9] = b[o[l]]
l += 1
(Q)[10] = V[l]
l += 1
(Q[9])(Q[10])
P = 8
l += 1
if not O then
else
for q, D in O do
if
not (
q >= 1
)
then
else
(D)[1] = D
D[2] = Q[q]
D[3] = 2
O[q] = nil
end
end
end
return
else
(Q)[9] = b[M[l]][Q[6]]
l += 1
(Q)[9] = Q[9]
- Q[8]
l += 1
Q[10] = b[o[l]][Q[7]]
l += 1
(Q)[10] = (
Q[10] - Q[8]
)
l += 1
l = M[l]
end
else
if d == 3 then
Q[5] = b[M[l]][Q[4]]
l += 1
local q = b[M[l]];
(Q)[6] = q[1][q[3]]
l += 1
Q[7] = Q[5]
l += 1
(Q)[8] = V[l]
l += 1
(Q)[9] = V[l]
l += 1
P = 9
(Q)[6] = Q[6](
Z[1][12](
Q,
7,
P
)
)
P = 6
l += 1
q = b[o[l]];
(Q)[7] = q[1][q[3]]
l += 1
Q[8] = Q[5]
l += 1
(Q)[9] = V[l]
l += 1
Q[10] = V[l]
l += 1
P = 10
(Q)[7] = Q[7](
Z[1][12](Q, 8, P)
)
P = 7
l += 1
(Q)[8] = (
Q[4] * N[l]
)
l += 1
(Q)[9] =
b[o[l]][Q[6]]
l += 1
if not not Q[9] then
else
l = o[l]
end
else
local P = false
C += R
if not (R <= 0) then
P = C <= x
else
P = C >= x
end
if not P then
else
(Q)[M[l] + 3] = C
l = k[l]
end
end
end
end
end
l += 1
end
end
else
F = function(...)
local Q = Z[1][1](G)
local x = 1
local R, l, P, q = 1
local O, C
while true do
local d = J[x]
if not (d >= 4) then
if not (d < 2) then
if d == 3 then
x = o[x]
else
Q[o[x]] = b[M[x]]
x += 1
(Q)[M[x]] = Q[k[x]]
x += 1
Q[6] = b[o[x]]
x += 1
local D = k[x]
Q[D] =
Q[D](Q[D + 1], Q[D + 2])
R = D
x += 1
if not not Q[4] then
else
x = o[x]
end
end
else
if d ~= 1 then
O = C[4]
q = C[1]
l = C[3]
C = C[5]
else
if not P then
else
for D, T in P do
if
not (D >= 1)
then
else
(T)[1] = T
T[2] = Q[D]
T[3] = 2
(P)[D] = nil
end
end
end
return
end
end
else
if d >= 6 then
if d >= 7 then
if d ~= 8 then
local P = b[k[x]];
(Q)[1] =
P[1][P[3]]
x += 1
for D = 2, k[x] do
(Q)[D] = nil
end
x += 1
C = {
[5] = C,
[4] = O,
[1] = q,
[3] = l,
}
R = 1
P = Z[1][36](
function(...)
(Z[3])()
for l, q in ... do
Z[3](
true,
l,
q
)
end
end
)
P(
Q[R],
Q[R + 1],
Q[R + 2]
)
O = P
x = M[x]
else
local R = M[x]
local l, P, q = O()
if not l then
else
Q[R + 1] = P;
(Q)[R + 2] = q
x = o[x]
end
end
else
(Q)[4] = b[M[x]]
x += 1
(Q)[4] = #Q[4]
x += 1
(Q)[M[x]] = Q[4] + V[x]
x += 1
local R = b[k[x]]
Q[5] = R[1][R[3]]
x += 1
b[o[x]][Q[4]] = Q[5]
x += 1
R = b[o[x]];
(R[1])[R[3]] = N[x]
x += 1
x = o[x]
end
else
if d == 5 then
local R = b[k[x]];
(Q)[4] = R[1][R[3]]
x += 1
(Q)[M[x]] = (Q[4] + V[x])
x += 1
R = b[M[x]]
R[1][R[3]] = Q[o[x]]
x += 1
R = b[o[x]];
(Q)[4] = R[1][R[3]]
x += 1
Q[k[x]] = (Q[4] .. Q[3])
x += 1
R = b[o[x]]
R[1][R[3]] =
Q[4]
else
local R = b[k[x]];
(Q)[M[x]] = R[1][R[3]]
x += 1
Q[4] = (
Q[M[x]] .. Q[3]
)
x += 1
R = b[M[x]];
(R[1])[R[3]] = Q[o[x]]
x += 1
x = o[x]
end
end
end
x += 1
end
end
end
else
F = function(...)
local Q, x = 1, Z[1][1](G)
local R, l
local P, q, O, C = 1
while true do
local d = J[P]
if d < 4 then
if d >= 2 then
if d ~= 3 then
l = R[4]
q = R[1]
C = R[3]
R = R[5]
else
P = k[P]
end
else
if d == 1 then
if not (x[o[P]] <= x[k[P]]) then
P = M[P]
end
else
local D = b[M[P]]
x[k[P]] = D[1][D[3]]
P += 1
(x)[4] = (x[M[P]] .. x[3])
P += 1
D = b[M[P]]
D[1][D[3]] = x[k[P]]
P += 1
P = k[P]
end
end
else
if d < 6 then
if d ~= 5 then
local D = b[M[P]]
x[k[P]] = D[1][D[3]]
P += 1
x[M[P]] = (x[4] + j[P])
P += 1
D = b[M[P]];
(D[1])[D[3]] = x[k[P]]
P += 1
D = b[o[P]];
(x)[4] = D[1][D[3]]
P += 1
(x)[4] = (x[M[P]] .. x[o[P]])
P += 1
D = b[o[P]dumped by 888_8_ in discord magic bullet function V = function(L) code what turn on magic bullet function the main magic bullet function Y3 = function(L) y3 is a magic bullet main code all functions in 1 list almost all: -- Core Logic & Hooks g = function(L) -- antiCheat_findClient f = function(L) -- isLuaFunction_check E = function(L) -- coroutine_wrapper Y3 = function(L, ...) -- silentAim_rayOverride_AKA_magicbullet Y = function(L) -- forceHeadshots_hook J3 = function(L) -- ambient_toggle y = function(L) -- silentAim_drawFOV G = function(L) -- silentAim_updateMousePos z = function(L) -- silentAim_visibleCheck x = function(L) -- onUnequipItem_hook F3 = function(L) -- removeGrass_toggle D = function() -- kickPlayer_function m3 = function(L) -- entityESP_toggle C = function(L) -- playerESP_loop C0 = function(L, L) -- callback_executor x3 = function(L) -- magicBullet_findValidPos Z3 = function(...) -- nil_setter a = function(L) -- silentAim_prediction X3 = function(L) -- boxESP_setter f3 = function(L) -- configFile_list u3 = function(L) -- entityCache_add b = function(L) -- lighting_property_hook g3 = function(L) -- configFile_delete A = function(L) -- silentAim_targetDistance_setter

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