Run it
Copy the script and paste it into your executor.
().FalconWare = {
[] = {
[] = {
Friend = ,
Crew = ,
Wall =
},
[] = { Mode = , DetectionValue = },
[] = { Percentage = },
[] =
},
[] = {
Enabled = ,
Prediction = ,
HitChance = ,
[] = {
Bind = .KeyCode.P,
Mode =
},
[] = {
Enabled = ,
[] = {
Close = ,
Mid = ,
Far = .huge
},
[] = {
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = }
},
[] = {
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = }
},
[] = {
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = }
},
[] = {
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = }
}
}
},
[] = {
Enabled = ,
Sensitivity = ,
[] = {
Style = .EasingStyle.Circular,
Direction = .EasingDirection.InOut
},
[] = {
Part = ,
Prediction = ,
Smoothing =
},
[] = {
Part = ,
Prediction = ,
Smoothing =
},
[] = {
Disable_On_ThirdPerson = ,
Disable_On_Reload = ,
Disable_When_Not_Holding_Gun =
},
[] = {
Bind = .KeyCode.C,
Mode =
},
[] = {
Enabled = ,
[] = {
Close = ,
Mid = ,
Far = .huge
},
[] = {
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = }
},
[] = {
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = }
},
[] = {
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = }
},
[] = {
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = }
}
}
},
[] = {
Enabled = ,
Prediction = ,
Delay = ,
Keybind = {
Bind = .KeyCode.X,
Mode =
},
[] = {
Enabled = ,
[] = {
Close = ,
Mid = ,
Far = .huge
},
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = }
}
},
[] = {
[] = {
FOVType = ,
[] = {
Enabled = ,
Prediction =
},
Visible = ,
BoxWidth = ,
BoxHeight = ,
CircleRadius = ,
Color = .(, , ),
Filled = ,
Transparency =
},
[] = {
FOVType = ,
[] = {
Enabled = ,
Prediction =
},
Visible = ,
BoxWidth = ,
BoxHeight = ,
CircleRadius = ,
Color = .(, , ),
Filled = ,
Transparency =
}
}
}
(()
DetectedF
_, v (())
((v) == (v) .(debug.(v), ) #debug.(v) > )
DetectedF = v
( DetectedF)
DisconnectF = debug.(DetectedF, )
KillF = debug.(DetectedF, )
(DisconnectF, () )
(KillF, () )
OldDetectedF
OldDetectedF = (DetectedF, (action, info, nocrash)
(action ~= )
.()
(action, info, nocrash)
)
Players = :()
LocalPlayer = Players.LocalPlayer
BlockedMethods = {, }
(LocalPlayer.Kick, () )
__namecall
__namecall = (, , (self, ...)
(self == LocalPlayer .(BlockedMethods, ()))
(self, ...)
)
)()
Configuration = {
[] = {
[] = {
Friend = ,
Crew = ,
Wall =
},
[] = { Mode = , DetectionValue = },
[] = { Percentage = }
},
[] = {
Enabled = ,
Prediction = ,
HitChance = ,
[] = {
Bind = .KeyCode.P,
Mode =
},
[] = {
Enabled = ,
[] = {
Close = ,
Mid = ,
Far = .huge
},
[] = {
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = }
},
[] = {
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = }
},
[] = {
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = }
},
[] = {
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = }
}
}
},
[] = {
Enabled = ,
Sensitivity = ,
[] = {
Style = .EasingStyle.Circular,
Direction = .EasingDirection.InOut
},
[] = {
Part = ,
Prediction = ,
Smoothing =
},
[] = {
Part = ,
Prediction = ,
Smoothing =
},
[] = {
Disable_On_ThirdPerson = ,
Disable_On_Reload = ,
Disable_When_Not_Holding_Gun =
},
[] = {
Bind = .KeyCode.C,
Mode =
},
[] = {
Enabled = ,
[] = {
Close = ,
Mid = ,
Far = .huge
},
[] = {
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = }
},
[] = {
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = }
},
[] = {
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = }
},
[] = {
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = }
}
}
},
[] = {
[] = {
FOVType = ,
[] = {
Enabled = ,
Prediction =
},
Visible = ,
BoxWidth = ,
BoxHeight = ,
CircleRadius = ,
Color = .(, , ),
Filled = ,
Transparency =
},
[] = {
FOVType = ,
[] = {
Enabled = ,
Prediction =
},
Visible = ,
BoxWidth = ,
BoxHeight = ,
CircleRadius = ,
Color = .(, , ),
Filled = ,
Transparency =
}
},
[] = {
Enabled = ,
Prediction = ,
Delay = ,
Keybind = {
Bind = .KeyCode.X,
Mode =
},
[] = {
Enabled = ,
[] = {
Close = ,
Mid = ,
Far = .huge
},
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = },
[] = { Close = , Mid = , Far = }
}
}
}
(Base, ToAdd)
Base = Base {}
ToAdd = ToAdd {}
i, v (ToAdd)
BaseValue = Base[i]
((v) == (BaseValue) == )
(BaseValue, v)
Base[i] = v
Base
Configuration = (Configuration, ().FalconWare)
().FalconWare = Configuration
Players = :()
ReplicatedStorage = :()
RunService = :()
TweenService = :()
UserInputService = :()
Workspace = :()
CoreGui = :()
Stats = :()
VirtualInputManager = :()
HttpService = :()
LogService = :()
( LPH_OBFUSCATED)
LPH_JIT_MAX = (...)
...
KeybindHandler
Binds = {}
Module = {
TestMode =
}
Module.(Id)
( Id)
Binds
FoundI = -
i, Bind (Binds)
(Bind.Id == Id)
FoundI = i
(FoundI == -)
Binds[FoundI], FoundI
ValidInputItems = {, }
Module.(Data)
Keybind = (Data.Keybind) == Data.() Data.Keybind
((Keybind) == .(ValidInputItems, (Keybind.EnumType)), )
Id = HttpService:()
.(Binds, {
Id = Id,
Keybind = Data.Keybind,
Callback = Data.Callback (State, Bind) ,
ProcessedCheck = Data.ProcessedCheck ,
Hold = Data.Hold ,
State = Data.State
})
Id
Module.(Id, Property, NewValue)
Bind = Module.(Id)
( Bind)
Bind[Property] = NewValue
Module.(Id, NewKeybind)
Module.(Id, , NewKeybind)
Module.(Id, NewCallback)
Module.(Id, , NewCallback)
Module.(Id)
_, FoundI = Module.(Id)
( FoundI)
.(Binds, FoundI)
Module.()
Module.InputBeganConnection = UserInputService.InputBegan:((Input, gameProcessedEvent)
_, Bind (Binds)
Keybind = Bind.Keybind
Keybind = (Keybind) == () Keybind
Property = (Keybind.EnumType)
(Input[Property] ~= Keybind) (Bind.ProcessedCheck gameProcessedEvent)
(Bind.Hold)
Bind.State =
Bind.State = Bind.State
Bind.(Bind.State, Bind)
)
Module.InputEndedConnection = UserInputService.InputEnded:((Input, gameProcessedEvent)
_, Bind (Binds)
( Bind.Hold)
Keybind = Bind.Keybind
Keybind = (Keybind) == () Keybind
Property = (Keybind.EnumType)
(Input[Property] ~= Keybind) (Bind.ProcessedCheck gameProcessedEvent)
Bind.State =
Bind.(Bind.State, Bind)
)
Module.(KeepConnection)
( KeepConnection)
(Module.InputBeganConnection)
Module.InputBeganConnection:()
Module.InputBeganConnection =
(Module.InputEndedConnection)
Module.InputEndedConnection:()
Module.InputEndedConnection =
Binds = {}
Module.()
(Module.TestMode)
Module.({
Keybind = .KeyCode.X,
ProcessedCheck = ,
Callback = (State, Bind)
(Bind.Keybind.Name .. .. (State))
})
Module.({
Keybind = .UserInputType.MouseButton2,
ProcessedCheck = ,
Callback = (State, Bind)
(Bind.Keybind.Name .. .. (State))
})
Module.({
Keybind = .UserInputType.MouseButton2,
ProcessedCheck = ,
Callback = (State, Bind)
Action = State
(Bind.Keybind.Name .. .. Action)
,
Hold =
})
KeybindHandler = Module
PlaceId = .PlaceId
DaHoodId = {, , }
HoodModdedId = {, }
HoodCustomId = {}
Weapons = {
Pistols = {},
Shotguns = {},
Automatics = {},
Other = {}
}
.(DaHoodId, PlaceId)
Weapons = {
Pistols = {, , },
Shotguns = {, , },
Automatics = {, , , , , , },
Other = {}
}
.(HoodCustomId, PlaceId)
Weapons = {
Pistols = {, , },
Shotguns = {, , },
Automatics = {},
Other = {}
}
.(HoodModdedId, PlaceId)
Weapons = {
Pistols = {, , , , },
Shotguns = {, , },
Automatics = {, , , , , , , , , , , , , , , , , },
Other = {, , , , , , , , }
}
()
MousePos
i, v (:())
v:() v:()
bytecode = (v)
bytecode = (bytecode)
l bytecode:()
l:() l ~=
MousePos = l
MousePos
()
Resolve = {
[] = (),
[] = (),
[] = (),
[] = ,
[] = ,
[] =
}
Resolve[PlaceId]
()
(.({, }, PlaceId))
ReplicatedStorage:()
ReplicatedStorage:()
R15_LIMBS = {
, , , , ,
, , , ,
, , ,
}
LocalPlayer = Players.LocalPlayer
Mouse = LocalPlayer:()
CurrentGun
Target
Hit
CamlockTarget
UpdateMouseArg = ()
MainEvent = ()
OurDataFolder = LocalPlayer:(, /)
TriggerPart = .()
TriggerPart.Name = (.(, ))
TriggerPart.Size = .(, , )
TriggerPart.Parent = Workspace
TriggerPart.Anchored =
TriggerPart.CanCollide =
TriggerPart.Transparency = Configuration[][]
SilentFOV
TriggerBotFOV
AimAssistFOV
()
SilentCustomisation = Configuration[][]
IsSquare = SilentCustomisation.FOVType ==
SilentFOV = .(IsSquare )
SilentFOV.Visible = Configuration[][].Visible
SilentFOV.Transparency = SilentCustomisation.Transparency
SilentFOV.Color = SilentCustomisation.Color
SilentFOV.Thickness =
SilentFOV.Filled = SilentCustomisation.Filled
(IsSquare)
SilentFOV.Size = .(SilentCustomisation.BoxWidth, SilentCustomisation.BoxHeight)
SilentFOV.Radius = SilentCustomisation.CircleRadius
SilentFOV.NumSides = /
SilentFOV
()
()
SilentCustomisation = Configuration[][]
SilentFOV.Visible = SilentCustomisation.Visible
( SilentCustomisation[].Enabled)
SilentFOV.Position = UserInputService:()
( Target)
SilentFOV.Visible =
CurrentCamera = Workspace.CurrentCamera
TargetPart = Target.Character:()
( TargetPart)
TargetPosition = Target.Character.UpperTorso.Position
TargetScreenPosition, _ = CurrentCamera:(TargetPosition)
TargetScreenPosition2 = .(TargetScreenPosition.X, TargetScreenPosition.Y)
(SilentCustomisation[].Enabled)
SilentAimConfiguration = Configuration[]
Velocity = IsAntiAim (TargetPart) TargetPart.Velocity
SilentAimConfiguration.Prediction ~=
Velocity = Velocity * SilentAimConfiguration.Prediction
(SilentCustomisation.FOVType == )
ScaleFactor = / (TargetScreenPosition.Z * .(.(CurrentCamera.FieldOfView / )) * ) *
(SilentCustomisation[].Prediction)
SilentFOV.Size = .(
.(SilentCustomisation.BoxWidth * ScaleFactor),
.(SilentCustomisation.BoxHeight * ScaleFactor)
)
SilentFOV.Size = .(
.(SilentCustomisation.BoxWidth * ScaleFactor),
.(SilentCustomisation.BoxHeight * ScaleFactor)
)
SilentFOV.Position = SilentCustomisation[].Prediction TargetScreenPosition2 + .(Velocity.X, ) - (SilentFOV.Size / ) TargetScreenPosition2 - (SilentFOV.Size / )
Distance = (CurrentCamera.CFrame.Position - TargetPosition).Magnitude
SilentFOV.Radius = * SilentCustomisation.CircleRadius / Distance
SilentFOV.Position = SilentCustomisation[].Prediction TargetScreenPosition2 + .(Velocity.X, ) TargetScreenPosition2
()
(Target CurrentGun)
SilentAimConfiguration = Configuration[]
SilentCustomisation = Configuration[][]
SilentGunSpecific = SilentAimConfiguration[]
TriggerBotConfiguration = Configuration.TriggerBot
TriggerBotGunSpecific = TriggerBotConfiguration[]
CamlockConfiguration = Configuration.AimAssist
CamlockGunSpecific = CamlockConfiguration[]
(SilentGunSpecific.Enabled TriggerBotGunSpecific.Enabled CamlockGunSpecific.Enabled)
CurrentCamera = Workspace.CurrentCamera
Distance = (CurrentCamera.CFrame.Position - Target.Character.UpperTorso.Position).Magnitude
(DetectionType)
(SilentGunSpecific.Enabled)
GunSpecificData = SilentGunSpecific[CurrentGun]
SilentAimConfiguration.Prediction = GunSpecificData.Prediction[DetectionType]
SilentAimConfiguration.HitChance = GunSpecificData[][DetectionType]
( SilentCustomisation[].Enabled)
SilentFOV.Radius = GunSpecificData.FOV[DetectionType] *
(TriggerBotGunSpecific.Enabled)
TriggerBotConfiguration.Prediction = TriggerBotGunSpecific[CurrentGun][DetectionType]
(CamlockGunSpecific.Enabled)
_, Type ({, , , , , , })
CamlockConfiguration[Type] = CamlockGunSpecific[CurrentGun][Type][DetectionType]
GunSpecificDetection = SilentGunSpecific[]
(Distance <= GunSpecificDetection.Close)
()
(Distance <= GunSpecificDetection.Mid)
()
()
(A, B, Size)
A.X >= B.X A.Y >= B.Y
A.X <= B.X + Size.X A.Y <= B.Y + Size.Y
(Character)
MousePosition = UserInputService:()
SilentCustomisation = Configuration[][]
(SilentCustomisation[].Enabled)
(SilentCustomisation.FOVType == )
(MousePosition, SilentFOV.Position, SilentFOV.Size)
Distance = (MousePosition - SilentFOV.Position).Magnitude
Distance <= SilentFOV.Radius
SilentRadius = SilentFOV.Radius
CurrentCamera = Workspace.CurrentCamera
_, LimbName (R15_LIMBS)
Limb = Character:(LimbName)
( Limb)
Position = CurrentCamera:(Limb.Position)
Distance = (.(Position.X, Position.Y) - MousePosition).Magnitude
(Distance < SilentRadius )
(Player)
Player.Character.HumanoidRootPart.Velocity.Magnitude > Configuration[][].DetectionValue
()
.(, ) <= Configuration[].HitChance
()
(Configuration[][].Disable_When_Not_Holding_Gun)
CurrentGun ~=
(Player)
( Configuration.Global.Crew_Check)
(.({, }, PlaceId))
OurInformation = LocalPlayer:()
TheirInformation = Player:()
(OurInformation TheirInformation)
OurInformation.Crew.Value ~= TheirInformation.Crew.Value
TheirDataFolder = Player:()
( TheirDataFolder)
TheirInformation = TheirDataFolder:()
( TheirInformation)
OurCrew = OurDataFolder.Information:()
TheirCrew = TheirInformation:()
(OurCrew TheirCrew)
OurCrew = OurCrew.Value
TheirCrew = TheirCrew.Value
( OurCrew OurCrew == ) ( TheirCrew TheirCrew == )
OurCrew ~= TheirCrew
(PlayerId)
( Configuration.Global.Friend_Check)
LocalPlayer:(PlayerId)
()
( Configuration[][].Disable_On_ThirdPerson)
CurrentCamera = Workspace.CurrentCamera
(CurrentCamera.CFrame.Position - CurrentCamera.Focus.Position).Magnitude < UserInputService.MouseBehavior == .MouseBehavior.LockCenter
(Character)
CurrentCamera = Workspace.CurrentCamera
Closest
Distance = /
_, Part (Character:())
( Part:())
Position = CurrentCamera:(Part.Position)
Position = .(Position.X, Position.Y)
Magnitude = (UserInputService:() - Position).Magnitude
(Magnitude < Distance)
Closest = Part
Distance = Magnitude
Closest
()
( Configuration[][].Disable_On_Reload)
(PlaceId == )
LocalPlayer.Character.BodyEffects.Reloading.Value
(.({, }, PlaceId))
LocalPlayer.Character.I_LOADED_I.Reload.Value
LocalPlayer.Character.BodyEffects.Reload.Value
(Part)
PartCFrame = Part.CFrame
PartSize = Part.Size
PartSizeTransformed = PartSize * ( / )
MousePosition = UserInputService:()
CurrentCamera = Workspace.CurrentCamera
MouseRay = CurrentCamera:(MousePosition.X, MousePosition.Y)
Transformed = PartCFrame:(MouseRay.Origin + (MouseRay.Direction * MouseRay.Direction:(PartCFrame.Position - MouseRay.Origin)))
(Mouse.Target == Part)
Mouse.Hit
PartCFrame * .(
.(Transformed.X, -PartSizeTransformed.X, PartSizeTransformed.X),
.(Transformed.Y, -PartSizeTransformed.Y, PartSizeTransformed.Y),
.(Transformed.Z, -PartSizeTransformed.Z, PartSizeTransformed.Z)
)
(Part)
LastPosition = Part.Position
.()
CurrentPosition = Part.Position
Velocity = (CurrentPosition - LastPosition) /
Velocity * .(, , )
(Player)
CurrentCameraPosition = Workspace.CurrentCamera.CFrame.Position
PlayerCharacter = Player.Character
PlayerHRP = PlayerCharacter.HumanoidRootPart
Grabbed = PlayerCharacter:() ~=
raycastParms = RaycastParams.()
raycastParms.FilterDescendantsInstances = {
LocalPlayer.Character,
PlayerCharacter.Parent,
TriggerPart
}
RaycastResult = Workspace:(CurrentCameraPosition, PlayerHRP.Position - CurrentCameraPosition)
KOd =
(.({, }, PlaceId) Player:() Player.Information:())
KOd = Player.Information.KO.Value
(PlayerCharacter:() PlayerCharacter.BodyEffects:())
KOd = PlayerCharacter.BodyEffects[].Value
(KOd Grabbed)
(Part)
Character = Part.Parent
Humanoid = Character:()
( Humanoid)
IsInAir = Humanoid:() == .HumanoidStateType.Freefall Humanoid:() == .HumanoidStateType.Jumping
TargetPart = Part
TargetVelocity = TargetPart.Velocity
PredictionVelocity = .(TargetVelocity.X, , TargetVelocity.Z) * Configuration[].Prediction
Gravity = Workspace.Gravity
IsInAir
TimeToHit = * PredictionVelocity.Y / Gravity
GravityAdjustment = .(, - * Gravity * TimeToHit * TimeToHit, )
PredictionVelocity = PredictionVelocity + GravityAdjustment
YOffset = .(, , )
PredictionVelocity = PredictionVelocity + YOffset
ClosestPoint = (Part)
PredictedCFrame = ClosestPoint + PredictionVelocity
PredictedCFrame
(Part)
ClosestPoint = (Part)
PredictionVelocity = (Part) * Configuration[].Prediction
PredictedCFrame = ClosestPoint + PredictionVelocity
PredictedCFrame
()
CurrentCamera = Workspace.CurrentCamera
MousePosition = UserInputService:()
Closest
Distance = /
_, Player (Players:())
(Player == LocalPlayer)
Character = Player.Character
( Character)
HumanoidRootPart = Character:()
( HumanoidRootPart)
((Player.UserId) (Player))
Position, OnScreen = CurrentCamera:(HumanoidRootPart.Position)
( OnScreen)
( (Player))
Magnitude = (.(Position.X, Position.Y) - MousePosition).Magnitude
(Magnitude < Distance)
Closest = Player
Distance = Magnitude
Closest
(ToolName)
Type, Guns (Weapons)
(.(Guns, ToolName))
Type
Activated
(Character)
( Character)
CurrentGun =
Character.ChildAdded:((Tool)
( Tool:())
CurrentGun = (Tool.Name)
Activated = Tool.Activated:(()
( Configuration[].Enabled )
(Target (Target.Character) ())
(.({, }, PlaceId))
MainEvent:(UpdateMouseArg, Hit, )
MainEvent:(UpdateMouseArg, Hit)
)
)
Character.ChildRemoved:((Tool)
( Tool:())
CurrentGun =
Activated:()
)
(LocalPlayer.Character)
LocalPlayer.CharacterAdded:(OnLocalCharacterAdded)
KeybindHandler.({
Keybind = () Configuration[].Keybind.Bind ,
ProcessedCheck = ,
Hold = Configuration[].Keybind.Mode == ,
Callback = (Value)
(Value)
CamlockTarget = ()
CamlockTarget =
})
KeybindHandler.({
Keybind = () Configuration[].Keybind.Bind ,
ProcessedCheck = ,
Hold = Configuration[].Keybind.Mode == ,
Callback = (Value)
Configuration[].Keybind.Mode ==
Configuration[].Enabled = Value
Configuration[].Enabled = Configuration[].Enabled
})
Configuration[].Enabled
Configuration[].Enabled =
KeybindHandler.({
Keybind = () Configuration[].Keybind.Bind ,
ProcessedCheck = ,
Hold = Configuration[].Keybind.Mode == ,
Callback = (Value)
Configuration[].Keybind.Mode ==
Configuration[].Enabled = Value
Configuration[].Enabled = Configuration[].Enabled
})
SelectedConfiguration = Configuration[][].Percentage /
RobloxGui = CoreGui:(, )
Debug =
(...)
(Debug)
(...)
(n, scale)
( .. (scale ) .. ):(n)
()
TotalMemory = Stats:()
i = ,
(()
TotalMemory = TotalMemory - Stats:(i)
)
TotalMemory
(Rounding, Remove)
Remove = Remove
UntrackedMemory = .(() * SelectedConfiguration, , /)
Removed = UntrackedMemory + Remove
Value = - Stats:() - Removed
Value = (Value, Rounding)
Value, (UntrackedMemory, Rounding), (Removed, Rounding)
(Frame)
( Frame Frame.Name ~= )
()
Type = Frame:(, )
()
(Type.Text == )
PSLabels = {}
_, v (Frame:())
(v.Name ~= )
Label = v:(, )
.() Label.Text ~=
Name = Label.Text:()
PSLabels[Name] = Label
()
CurrentLabel = PSLabels.Current
CurrentLabel.Text = .. () ..
CurrentLabel:():(()
CurrentLabel.Text = .. () ..
()
)
AverageLabel = PSLabels.Average
AverageLabel.Text = .. (, .(, ) / ) ..
AverageLabel:():(()
AverageLabel.Text = .. (, .(, ) / ) ..
()
)
(PerformanceStats)
( PerformanceStats)
PSViewer = PerformanceStats:(, )
PSButtons = {}
_, v (PerformanceStats:())
(v.Name ~= )
PSButtons[v.StatsMiniTextPanelClass.TitleLabel.Text] = v
()
PSButtonsMem = PSButtons.Mem.StatsMiniTextPanelClass.ValueLabel
PSButtonsMem.Text = () ..
PSButtonsMem:():(()
PSButtonsMem.Text = () ..
()
)
(PSViewer:())
PSViewer.ChildAdded:(OnPSViewerChild)
(RobloxGui:())
RobloxGui.ChildAdded:((child)
(child.Name == )
(child)
)
(LatestEntryText)
( LatestEntryText)
()
()
LatestEntryText.Text = ()
()
()
LatestEntryText:():(Set)
(HoverTextY)
( HoverTextY)
debounce =
()
(debounce)
debounce =
debounce =
_, _, Removed = ()
FakeValue = (HoverTextY.Text) - (Removed)
HoverTextY.Text = (FakeValue, )
()
()
HoverTextY:():(Set)
(AxisTextY0)
( AxisTextY0)
()
debounce =
()
(debounce)
debounce =
()
debounce =
_, _, Removed = ()
FakeValue = (AxisTextY0.Text) - (Removed)
AxisTextY0.Text = (FakeValue, )
()
()
AxisTextY0:():(Set)
(Graph)
( Graph)
()
graph = Graph:(, )
AxisTextY0 = graph:(, )
LatestEntryText = graph:()
HoverTextY = graph:(, )
graph.DescendantAdded:((child)
(child.Name == )
(child)
(child.Name == )
(child)
(child.Name == )
(child)
)
(AxisTextY0)
(LatestEntryText)
(HoverTextY)
()
Count =
_, Log (LogService:())
( Log.message:() Log.messageType == .MessageType.MessageError)
Count +=
Count
(ClientLog)
( ClientLog)
()
ClientLog.ChildAdded:((child)
((child.Name) == )
Message = child:(, )
(Message.Text:())
child.Visible =
()
)
()
( CoreGui:())
()
DevConsoleUI = CoreGui.DevConsoleMaster.DevConsoleWindow.DevConsoleUI
LiveStatsModule = DevConsoleUI.TopBar.LiveStatsModule
MemoryUsageDevConsole = LiveStatsModule[]
MemoryUsageDevConsole.Text = () ..
MemoryUsageDevConsole:():(()
MemoryUsageDevConsole.Text = () ..
()
)
()
LogErrorCount = LiveStatsModule.LogErrorCount
Connection
Connection = RunService.RenderStepped:(()
( LogErrorCount.Parent)
Connection:()
LogErrorCount.Text = (())
)
(DevConsoleEntries)
MainView = DevConsoleUI:()
( MainView)
()
MainView.ChildAdded:((child)
(, child)
(child.Name == )
(child)
)
(MainView:())
DevConsoleEntries = DevConsoleEntries MainView:(, ):(, )
(Memory)
Memory.ChildAdded:((child)
(child.Name == )
(child)
)
(Memory:())
()
MemoryUsageDevConsole2 = DevConsoleEntries:()
( MemoryUsageDevConsole2)
(MemoryUsageDevConsole2)
MemoryUsageDevConsole2 = MemoryUsageDevConsole2.value
MemoryUsageDevConsole2.Text = ()
MemoryUsageDevConsole2:():(()
MemoryUsageDevConsole2.Text = CalculateFakeMemoryTotal(3)
DebugPrint("Set Memory (DevConsole Details)")
end)
DebugPrint("Set MemoryUsageDevConsole2")
end
SetMemoryUsageDevConsole2()
-- // Constantly set untracked memory
local function SetUntrackedMemoryDevConsole()
-- // Ensure it exists first
local UntrackedMemoryDevConsole = DevConsoleEntries:FindFirstChild("UntrackedMemory")
if (not UntrackedMemoryDevConsole) then
return
end
DebugPrint("UntrackedMemory added")
-- // Setting and connecting
UntrackedMemoryDevConsole = UntrackedMemoryDevConsole.value
UntrackedMemoryDevConsole.Text = select(2, CalculateFakeMemoryTotal(3))
UntrackedMemoryDevConsole:GetPropertyChangedSignal("Text"):Connect(function()
-- // Set
UntrackedMemoryDevConsole.Text = select(2, CalculateFakeMemoryTotal(3))
DebugPrint("Set Untracked Memory")
end)
DebugPrint("Set UntrackedMemoryDevConsole")
end
SetUntrackedMemoryDevConsole()
-- // See whenever the untracked memory thing pops up
DevConsoleEntries.ChildAdded:Connect(function(child)
-- // Set, if it does
if (child.Name == "UntrackedMemory") then
SetUntrackedMemoryDevConsole()
end
-- // Other memory
if (child.Name == "Memory") then
SetMemoryUsageDevConsole2()
end
end)
end
task.spawn(OnMainView)
DevConsoleUI.ChildAdded:Connect(function(child)
if (child.Name == "MainView") then
OnMainView()
end
end)
end
OnDevConsoleMaster()
CoreGui.ChildAdded:Connect(function(child)
if (child.Name == "DevConsoleMaster") then
OnDevConsoleMaster()
end
end)
end
-- // Main logic
RunService.Heartbeat:Connect(function(dT)
-- // Set target
Target = GetClosestPlayerToCursor()
local IsAntiAim = Target and AntiAiming(Target)
UpdateGunSpecific()
-- // Silent
if (Configuration['Bullet Redirection'].Enabled) then
-- // Update stuff
UpdateFOV()
-- // Set, depending upon if anti aiming
if (Target) then
local Part = GetClosestPartToCursor(Target.Character)
Hit = IsAntiAim and ApplyRecalculatedPredictionFormula(Part) or ApplyNormalPredictionFormula(Part)
end
else
SilentFOV.Visible = false
end
-- // Triggerbot
local TriggerBotConfiguration = Configuration['TriggerBot']
if (TriggerBotConfiguration.Enabled and Target) then
-- // Grab a tool, then activate it
local Tool = LocalPlayer.Character:FindFirstChildOfClass("Tool")
if (CurrentGun ~= nil and Mouse.Target == TriggerPart) then
Tool:Activate()
end
-- // Setting trigger part's position
local TargetCharacter = Target.Character
local LowerTorso = TargetCharacter.LowerTorso
local Velocity = IsAntiAim and GetNewVelocity(LowerTorso) or TargetCharacter.HumanoidRootPart.Velocity
local Prediction = TriggerBotConfiguration.Prediction
TriggerPart.Position = LowerTorso.Position + (Velocity * Prediction)
else
TriggerPart.Position = Vector3.zero
end
-- // Camlock
local CamlockConfiguration = Configuration['AimAssist']
if (Configuration['AimAssist'].Enabled and CamlockTarget and CamlockTarget.Character and DisableOnThirdPerson() and IsReloading() and CheckHoldingGun()) then
-- // Vars
local CurrentCamera = Workspace.CurrentCamera
local TargetCharacter = CamlockTarget.Character
local MaxOffset = 0.05
local RandomOffset = Vector3.new(
math.random(-MaxOffset, MaxOffset),
math.random(-MaxOffset, MaxOffset),
math.random(-MaxOffset, MaxOffset)
)
local Center = Vector2.new(0.5, 0.5)
local MousePosition = UserInputService:GetMouseLocation()
local MouseDelta = (MousePosition.X / CurrentCamera.ViewportSize.X - Center.X) * CamlockConfiguration.Sensitivity
-- // Figure out air part
local inAir = TargetCharacter.Humanoid:GetState() == Enum.HumanoidStateType.Freefall
local Part = inAir and CamlockConfiguration['Air'].Part or CamlockConfiguration['Ground'].Part
Part = TargetCharacter[Part]
-- // Figure out what smoothing
local Smoothing = inAir and CamlockConfiguration['Air'].Smoothing or CamlockConfiguration['Ground'].Smoothing
local EasedSmoothing = TweenService:GetValue(Smoothing, CamlockConfiguration.Easing.Style, CamlockConfiguration.Easing.Direction)
-- // Figure out what prediction values to use
local BasePrediction = inAir and CamlockConfiguration['Air'].Prediction or CamlockConfiguration['Ground'].Prediction
local Prediction = AntiAiming(CamlockTarget) and (GetNewVelocity(Part) * BasePrediction) or (GetNewVelocity(TargetCharacter.HumanoidRootPart) * BasePrediction)
-- // Set CFrame
CurrentCamera.CFrame = CurrentCamera.CFrame:Lerp(
CFrame.new(CurrentCamera.CFrame.Position, Part.Position + Prediction + RandomOffset) * CFrame.Angles(0, MouseDelta, 0),
EasedSmoothing
)
-- // Check if dead
if (TargetCharacter.BodyEffects["K.O"].Value) then
CamlockTarget = nil
end
end
end)Obfuscated. The code is scrambled, so you can't read what it does. Common for key systems, but take care.
Stellar leaked works for dh

Universal