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.Accuracy = {
[] = {
[] = ,
[] = ,
[] = ,
},
[] = {
[] = {
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},
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},
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},
[] = {
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},
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},
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},
},
}
Config = .Accuracy
Players = :()
UserInputService = :()
RunService = :()
Workspace = :()
Camera = Workspace.CurrentCamera
LocalPlayer = Players.LocalPlayer
Mouse = LocalPlayer:()
currentTarget =
isLocking =
triggerEnabled =
fovBox =
espLabels = {}
SpeedEnabled =
BaseSpeed =
lastVisibleTarget =
lastTriggerClick =
superJumpActive =
(t)
p =
.(, - * t) * .((t - p / ) * ( * .pi) / p) +
(t)
-(.(.pi * t) - ) /
(player)
Config[][]
player.Character
bodyEffects = player.Character:()
bodyEffects
ko = bodyEffects:()
ko ko.Value ==
knocked = bodyEffects:()
knocked knocked.Value ==
()
LocalPlayer.Character
bodyEffects = LocalPlayer.Character:()
bodyEffects
ko = bodyEffects:()
ko ko.Value ==
knocked = bodyEffects:()
knocked knocked.Value ==
(part)
Config[][]
part part.Parent
character = part.Parent
humanoid = character:()
humanoid
state = humanoid:()
isAirborne = (state == .HumanoidStateType.Jumping
state == .HumanoidStateType.Freefall
state == .HumanoidStateType.FallingDown)
root = character:()
velY = root .((root.AssemblyLinearVelocity root.Velocity .()).Y)
(isAirborne velY > ) isLocking
origin = Camera.CFrame.Position
direction = (part.Position - origin).Unit * (part.Position - origin).Magnitude
raycastParams = RaycastParams.()
raycastParams.FilterDescendantsInstances = {LocalPlayer.Character, character}
raycastParams.FilterType = .RaycastFilterType.Exclude
raycastParams.IgnoreWater =
rayResult = Workspace:(origin, direction, raycastParams)
rayResult == rayResult.Instance:(character)
(character)
closestPart =
shortestDist = .huge
bodyParts = {
character:(),
character:(),
character:(),
character:(),
character:(),
character:(),
character:(),
character:(),
character:(),
character:(),
character:(),
character:(),
character:(),
character:(),
character:(),
character:(),
}
_, part (bodyParts)
part
pos, onScreen = Camera:(part.Position)
screenCenter = .(Camera.ViewportSize.X / , Camera.ViewportSize.Y / )
dist = (.(pos.X, pos.Y) - screenCenter).Magnitude
dist < shortestDist
shortestDist = dist
closestPart = part
closestPart
(character)
Config[][]
character
rootPart = character:()
head = character:()
rootPart head
headPos, headOnScreen = Camera:(head.Position + .(, , ))
legPos, legOnScreen = Camera:(rootPart.Position - .(, , ))
headOnScreen legOnScreen
height = .(headPos.Y - legPos.Y)
width = height /
rootPos = Camera:(rootPart.Position)
padding =
topLeftX = rootPos.X - width/ - padding
topLeftY = headPos.Y - padding
bottomRightX = rootPos.X + width/ + padding
bottomRightY = legPos.Y + padding
mousePos = .(Mouse.X, Mouse.Y)
mousePos.X >= topLeftX mousePos.X <= bottomRightX mousePos.Y >= topLeftY mousePos.Y <= bottomRightY
()
closestTarget =
shortestDistance = .huge
_, player (Players:())
player ~= LocalPlayer player.Character player.Character:()
(player)
targetPart =
Config[][] ==
targetPart = (player.Character)
targetPart = player.Character:(Config[][])
targetPart (targetPart)
pos, onScreen = Camera:(targetPart.Position)
(player.Character)
screenCenter = .(Camera.ViewportSize.X / , Camera.ViewportSize.Y / )
dist = (.(pos.X, pos.Y) - screenCenter).Magnitude
dist < shortestDistance
shortestDistance = dist
closestTarget = targetPart
closestTarget
(part, config)
config[] part.Position
velocity = part.AssemblyLinearVelocity part.Velocity .(, , )
prediction = config[]
(prediction) ==
predX = prediction[]
predY = prediction[]
predZ = prediction[]
part.Position + .(velocity.X * predX, velocity.Y * predY, velocity.Z * predZ)
prediction ==
prediction =
part.Position + (velocity * prediction)
()
Config[][] currentTarget
player = Players:(currentTarget.Parent)
player (player)
targetPart =
Config[][] ==
targetPart = (currentTarget.Parent)
targetPart = currentTarget.Parent:(Config[][])
targetPart
(targetPart)
lastVisibleTarget = currentTarget
targetPart
currentTarget =
isLocking =
lastVisibleTarget =
()
()
isLocking
()
currentTarget =
isLocking =
lastVisibleTarget =
target = ()
target
targetPos = (target, Config[])
cameraCFrame = Camera.CFrame
targetCFrame = .(cameraCFrame.Position, targetPos)
smoothValue = Config[][]
baseAlpha = / smoothValue
elasticAlpha = (.(baseAlpha, ))
smoothCFrame = cameraCFrame:(targetCFrame, elasticAlpha * baseAlpha)
sineAlpha = (.(baseAlpha, ))
Camera.CFrame = smoothCFrame:(targetCFrame, sineAlpha * baseAlpha)
lastVisibleTarget
player = Players:(lastVisibleTarget.Parent)
player (player)
targetPart = lastVisibleTarget
targetPart (targetPart)
currentTarget = lastVisibleTarget
fovBox
fovBox = .()
fovBox.Visible =
fovBox.Thickness = Config[][]
fovBox.Color = Config[][]
fovBox.Filled =
fovBox.Size = .(, )
()
Config[][] Config[][]
fovBox.Visible =
currentTarget
character = currentTarget.Parent
character
rootPart = character:()
head = character:()
rootPart head
headPos, headOnScreen = Camera:(head.Position + .(, , ))
legPos, legOnScreen = Camera:(rootPart.Position - .(, , ))
headOnScreen legOnScreen
height = .(headPos.Y - legPos.Y)
width = height /
rootPos = Camera:(rootPart.Position)
padding =
topLeft = .(rootPos.X - width/ - padding, headPos.Y - padding)
fovBox.Size = .(width + padding * , height + padding * )
fovBox.Position = topLeft
fovBox.Visible =
fovBox.Visible =
()
Config[][]
triggerEnabled
() - lastTriggerClick < Config[][]
currentTarget
character = currentTarget.Parent
character
player = Players:(character)
player
(player)
(currentTarget)
Config[][] (character)
tool = LocalPlayer.Character LocalPlayer.Character:()
tool
Config[][][]
weaponValid =
_, weaponName (Config[][][])
cleanName = weaponName:(, ):(, )
tool.Name == weaponName tool.Name:(cleanName)
weaponValid =
weaponValid
tool:()
lastTriggerClick = ()
grm = ()
oldIndex = grm.__index
(grm, )
grm.__index = (self, key)
() self == Mouse Config[][]
key ==
currentTarget (self, key)
character = currentTarget.Parent
character (self, key)
player = Players:(character)
player (self, key)
(player) (self, key)
(currentTarget) (self, key)
Config[][] (character)
(self, key)
targetPart = currentTarget
targetPart
predictedPos = (targetPart, Config[])
.(predictedPos)
(self, key)
oldRandom
oldRandom = (.random, (...)
args = {...}
()
(...)
(#args == ) (args[] == - args[] == ) (args[] == -) (args[] == -)
Config[][]
Config[][][]
tool = LocalPlayer.Character LocalPlayer.Character:()
tool
weaponName = tool.Name
foundWeapon =
_, weapon (Config[][][])
weaponName == weapon
foundWeapon =
foundWeapon
(...) * (Config[][] / )
(...) * (Config[][] / )
(...)
)
(player)
player == LocalPlayer
esp = {
player = player,
nameTag = .(),
}
esp.nameTag.Size =
esp.nameTag.Center =
esp.nameTag.Outline =
esp.nameTag.OutlineColor = .(, , )
esp.nameTag.Color = Config[][]
esp.nameTag.Visible =
esp.nameTag.ZIndex =
espLabels[player.UserId] = esp
(player)
esp = espLabels[player.UserId]
esp
esp.nameTag:()
espLabels[player.UserId] =
()
Config[][]
_, esp (espLabels)
esp.nameTag.Visible =
userId, esp (espLabels)
player = esp.player
player player.Parent
esp.nameTag.Visible =
esp.nameTag:()
espLabels[userId] =
player.Character player.Character.Parent player.Character:() player.Character:()
humanoid = player.Character:()
humanoid humanoid.Health <=
esp.nameTag.Visible =
head = player.Character.Head
rootPart = player.Character.HumanoidRootPart
legPos, onScreen = Camera:(rootPart.Position - .(, , ))
onScreen legPos.Z >
esp.nameTag.Position = .(legPos.X, legPos.Y + )
player.DisplayName player.DisplayName ~=
esp.nameTag.Text = player.DisplayName
esp.nameTag.Text = player.Name
currentTarget currentTarget.Parent == player.Character
esp.nameTag.Color = Config[][]
esp.nameTag.Color = Config[][]
esp.nameTag.Visible =
esp.nameTag.Visible =
esp.nameTag.Visible =
_, player (Players:())
player ~= LocalPlayer player.Character player.Character:()
(player)
player.CharacterAdded:((char)
(player)
char:()
.()
(player)
)
player.CharacterRemoving:(()
(player)
)
Players.PlayerAdded:((player)
player ~= LocalPlayer
player.CharacterAdded:((char)
(player)
char:()
.()
(player)
)
player.CharacterRemoving:(()
(player)
)
)
Players.PlayerRemoving:((player)
(player)
)
RunService.Heartbeat:(()
Config[][]
character = LocalPlayer.Character
character
humanoid = character:()
rootPart = character:()
humanoid rootPart
holdingB = UserInputService:(.KeyCode[Config[][]])
holdingB (humanoid:() == .HumanoidStateType.Landed humanoid.FloorMaterial ~= .Material.Air)
rootPart.Velocity = .(
rootPart.Velocity.X,
Config[][],
rootPart.Velocity.Z
)
.(Config[][])
)
RunService.RenderStepped:(()
() isLocking
currentTarget =
isLocking =
lastVisibleTarget =
()
SpeedEnabled Config[][]
humanoid = LocalPlayer.Character LocalPlayer.Character:()
humanoid
targetSpeed = BaseSpeed * Config[][]
humanoid.WalkSpeed ~= targetSpeed
humanoid.WalkSpeed = targetSpeed
Config[][]
hrp = LocalPlayer.Character LocalPlayer.Character:()
hrp
vel = hrp.Velocity
vel.Y > vel.Y < -
hrp.Velocity = .(vel.X, , vel.Z)
Config[][]
_, player (Players:())
player ~= LocalPlayer player.Character
hrp = player.Character:()
hrp
hrp.Size = .(Config[][], Config[][], Config[][])
Config[][]
hrp.Transparency =
hrp.BrickColor = BrickColor.()
hrp.Material =
hrp.CanCollide =
hrp.Transparency =
Config[][]
humanoid = LocalPlayer.Character LocalPlayer.Character:()
hrp = LocalPlayer.Character LocalPlayer.Character:()
humanoid hrp
raycastParams = RaycastParams.()
raycastParams.FilterDescendantsInstances = {LocalPlayer.Character}
raycastParams.FilterType = .RaycastFilterType.Exclude
directions = {
hrp.CFrame.LookVector * ,
hrp.CFrame.RightVector * ,
-hrp.CFrame.RightVector * ,
}
foundWall =
_, direction (directions)
result = Workspace:(hrp.Position, direction, raycastParams)
result result.Instance
foundWall =
foundWall
humanoid:() ~= .HumanoidStateType.Climbing
humanoid:(.HumanoidStateType.Climbing, )
humanoid:(.HumanoidStateType.Climbing)
bodyVelocity = hrp:()
bodyVelocity
bodyVelocity = .()
bodyVelocity.Name =
bodyVelocity.MaxForce = .(, , )
bodyVelocity.Velocity = .(, , )
bodyVelocity.Parent = hrp
bodyVelocity = hrp:()
bodyVelocity
bodyVelocity:()
hrp = LocalPlayer.Character LocalPlayer.Character:()
hrp
bodyVelocity = hrp:()
bodyVelocity
bodyVelocity:()
()
()
Config[][]
()
)
UserInputService.InputBegan:((input, processed)
processed
input.KeyCode == .KeyCode[Config[][][]]
mode = Config[][][]
mode ==
Config[][]
isLocking
isLocking =
currentTarget =
lastVisibleTarget =
target = ()
target
currentTarget = target
lastVisibleTarget = target
isLocking =
isLocking = isLocking
mode ==
Config[][]
target = ()
target
currentTarget = target
lastVisibleTarget = target
isLocking =
isLocking =
input.KeyCode == .KeyCode[Config[][][]]
mode = Config[][][]
mode ==
triggerEnabled = triggerEnabled
mode ==
triggerEnabled =
input.KeyCode == .KeyCode[Config[][]]
humanoid = LocalPlayer.Character LocalPlayer.Character:()
humanoid
SpeedEnabled
BaseSpeed =
SpeedEnabled =
humanoid.WalkSpeed = BaseSpeed
SpeedEnabled =
input.KeyCode == .KeyCode[Config[][]]
Config[][] = Config[][]
input.KeyCode == .KeyCode[Config[][]]
superJumpActive = superJumpActive
( .. (superJumpActive ))
)
UserInputService.InputEnded:((input, processed)
processed
input.KeyCode == .KeyCode[Config[][][]]
mode = Config[][][]
mode ==
isLocking =
currentTarget =
lastVisibleTarget =
input.KeyCode == .KeyCode[Config[][][]]
mode = Config[][][]
mode ==
triggerEnabled =
)
LocalPlayer.CharacterAdded:(()
.()
)
rapidFireActive =
UserInputService.InputBegan:((input, gameProcessed)
gameProcessed
input.UserInputType == .UserInputType.MouseButton1
rapidFireActive =
)
UserInputService.InputEnded:((input, gameProcessed)
input.UserInputType == .UserInputType.MouseButton1
rapidFireActive =
)
RunService.Heartbeat:(()
Config[][] rapidFireActive
character = LocalPlayer.Character
character
tool = character:()
tool
Config[][][]
valid =
_, wName (Config[][][])
tool.Name == wName
valid =
valid
tool:()
.(Config[][])
)
infRangeActive =
UserInputService.InputBegan:((input, processed)
processed
input.KeyCode == .KeyCode[Config[][]]
infRangeActive = infRangeActive
( .. (infRangeActive ))
)
RunService.RenderStepped:(()
Config[][] infRangeActive
character = LocalPlayer.Character
character
tool = character:()
tool
rangeProps = {, , , , }
_, propName (rangeProps)
rangeValue = tool:(propName)
rangeValue rangeValue:()
rangeValue.Value = Config[][]
config = tool:() tool:()
config
r = config:(propName)
r r:()
r.Value = Config[][]
)
gui = .()
gui.Parent = .CoreGui
text = .()
text.Parent = gui
text.AnchorPoint = .(, )
text.Position = .(, , , -)
text.Size = .(, , , )
text.BackgroundTransparency =
text.TextXAlignment = .TextXAlignment.Center
text.TextYAlignment = .TextYAlignment.Bottom
text.Font = .Font.GothamBlack
text.TextSize =
text.RichText =
text.TextStrokeTransparency =
text.TextStrokeColor3 = .(, , )
:().RenderStepped:(()
lines = {}
.(lines, )
SpeedEnabled
.(lines, )
.(lines, )
Config[][] currentTarget
.(lines, )
.(lines, )
Config[][] triggerEnabled
.(lines, )
.(lines, )
infRangeActive
.(lines, )
.(lines, )
text.Text = .(lines, )
)
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