Run it
Copy the script and paste it into your executor.
replicated_storage = :();
user_input_service = :();
run_service = :();
= :();
players = :();
local_player = players.LocalPlayer;
camera = .CurrentCamera;
framework = (replicated_storage.Modules.Universal.Framework);
framework_modules = framework.modules;
( IB_OBFUSCATED)
().IB_NO_VIRTUALIZE = (...)
(...);
IB_NO_UPVALUES = (fn)
identifier = ;
()(fn);
hooked_functions = {}
= (target, hook)
original = ().(target, (hook))
hooked_functions[target] = original
original
silent_fov, current_target = , ;
silent_aim_fov_outline = .();
silent_aim_fov = .();
snapline_outline = .();
snapline = .();
silent_aim_fov_outline.Position = .(camera.ViewportSize.X / , camera.ViewportSize.Y / );
silent_aim_fov_outline.Color = .(, , )
silent_aim_fov_outline.Visible = ;
silent_aim_fov_outline.Thickness = ;
silent_aim_fov_outline.Radius = silent_fov;
silent_aim_fov.Position = .(camera.ViewportSize.X / , camera.ViewportSize.Y / );
silent_aim_fov.Color = .(, , )
silent_aim_fov.Visible = ;
silent_aim_fov.Thickness = ;
silent_aim_fov.Radius = silent_fov;
snapline_outline.Color = .(, , );
snapline_outline.Thickness = ;
snapline.Color = .(, , );
snapline.Thickness = ;
camera:():(()
silent_aim_fov_outline.Position = .(camera.ViewportSize.X / , camera.ViewportSize.Y / );
silent_aim_fov.Position = silent_aim_fov_outline.Position;
)
(limb: BasePart)
raycast = RaycastParams.();
raycast.FilterType = .RaycastFilterType.Exclude;
raycast.IgnoreWater = ;
raycast.FilterDescendantsInstances = { local_player.Character, camera };
origin = camera.CFrame.Position;
direction = limb.Position - origin;
result = :(origin, direction, raycast);
( result)
;
(result.Instance:(limb.Parent));
(radius: number)
closest_head, max_distance = , radius;
mouse = user_input_service:();
_, player (players:())
(player == local_player) (player.Team == local_player.Team)
;
character = player.Character;
( character) (character:())
;
humanoid = character:();
head = character:();
( head) ( humanoid) (humanoid.Health <= )
;
screen_position, visible = camera:(head.Position);
( visible)
;
( (head))
;
distance = (.(screen_position.X, screen_position.Y) - .(mouse.X, mouse.Y)).Magnitude;
(distance < max_distance)
max_distance = distance;
closest_head = head;
closest_head;
run_service.RenderStepped:((()
current_target = (silent_fov);
(current_target)
screen_position = camera:(current_target.Position);
snapline_outline.From = .(camera.ViewportSize.X / , camera.ViewportSize.Y / );
snapline_outline.To = .(screen_position.X, screen_position.Y);
snapline.From = snapline_outline.From;
snapline.To = snapline_outline.To;
snapline_outline.Visible = ;
snapline.Visible = ;
snapline_outline.Visible = ;
snapline.Visible = ;
))
old; old = (framework_modules.Client_Bullet, (player, held_gun, end_position, spread, ...)
(current_target)
end_position = current_target.Position;
spread = spread:(.identity, );
(player, held_gun, end_position, spread, ...);
)
(framework_modules.Shake_Camera, ()
;
)Made by @kylosilly
D-DAY