Run it
Copy the script and paste it into your executor.
= (:())
Camera = .CurrentCamera
Aiming =
Flying, Atv, AtvSpeed = , ,
CurrentVelocity = .(,,)
BaseVelocity = .(,,)
UserInputService = :()
IsGrounded =
NoSprintBlock =
NoSway =
Library = (:())()
AimbotLibrary,AimbotLibraryFunctions = (:())()
EspLibrary,EspLibraryFunctions = (:())()
()
Settings = {
Aimbot = {
Enabled=,IgnoreSleepers = ,IgnoreNpc=,IgnoreTeam = ,HitPart=
};
Esp = {
IgnoreSleepers = ,IgnoreTeam = ,ItemAllowList={},IgnoreNpc=
};
Misc = {
LongNeck = ,LongNeckLength=,SlideSpeedBoost=
};
};
Modules = {
Character = ,
FPS=,
EntityClient=,
NetClient=,
InventoryClient=,
Camera=,
}
Functions = {};
Players = {};
Meshes = {[] = ;[] = ;[] = ;[] = ;[] = ;[] = ;[] = ;[] = ;[] = ;[] = ;[] = ;[] = ;[] = ;[] = ;[] = ;[] = ;};
GunInfo = {[] = {ProjectileSpeed=,ProjectileDrop=};[] = {ProjectileSpeed=,ProjectileDrop=};[] = {ProjectileSpeed=,ProjectileDrop=};[] = {ProjectileSpeed=,ProjectileDrop=};[] = {ProjectileSpeed=,ProjectileDrop=};[] = {ProjectileSpeed=,ProjectileDrop=};[] = {ProjectileSpeed=,ProjectileDrop=};[] = {ProjectileSpeed=,ProjectileDrop=};[] = {ProjectileSpeed=,ProjectileDrop=};[] = {ProjectileSpeed=,ProjectileDrop=};[] = {ProjectileSpeed=,ProjectileDrop=};[] = {ProjectileSpeed=,ProjectileDrop=};[] = {ProjectileSpeed=,ProjectileDrop=};[] = {ProjectileSpeed=,ProjectileDrop=};[] = {ProjectileSpeed=,ProjectileDrop=};[] = {ProjectileSpeed=,ProjectileDrop=};[] = {ProjectileSpeed=,ProjectileDrop=};}
playerData = {}
PlayerList,ItemList,IgnoreAimPlayers = {},{},{}
Functions:()
Players = {}
.(AimbotLibrary.Players)
_, v , :()
(v:() v.Name == v:() (v.Parent) ~= )
Players[v] = {Sleeping = }
.(AimbotLibrary.Players, v)
animationTracks = v.AnimationController.Animator:()
#animationTracks >
animationTracks[].Animation.AnimationId ==
Players[v].Sleeping =
PlayerList = Players
Players
Functions:()
_, Child (:():())
(Child:() Child:())
ItemList[Child] = {Name=,Type=}
Settings.Esp.ItemAllowList[]
.(EspLibrary.ObjectIgnoreList,Child)
Settings.Esp.ItemAllowList[] .(EspLibrary.ObjectIgnoreList,Child)
.(EspLibrary.ObjectIgnoreList,.(EspLibrary.ObjectIgnoreList,Child))
(Child:() Child:().Material == .Material.Fabric Child:().CollisionGroup == )
ItemList[Child] = {Name=,Type=}
Settings.Esp.ItemAllowList[]
.(EspLibrary.ObjectIgnoreList,Child)
Settings.Esp.ItemAllowList[] .(EspLibrary.ObjectIgnoreList,Child)
.(EspLibrary.ObjectIgnoreList,.(EspLibrary.ObjectIgnoreList,Child))
Child:() Child.Parachute.MeshId ==
ItemList[Child] = {Name=,Type=}
Settings.Esp.ItemAllowList[]
.(EspLibrary.ObjectIgnoreList,Child)
Settings.Esp.ItemAllowList[] .(EspLibrary.ObjectIgnoreList,Child)
.(EspLibrary.ObjectIgnoreList,.(EspLibrary.ObjectIgnoreList,Child))
i,v (:().LocalPlayer.PlayerGui:())
v ~= v:() v.Adornee ~= v.Adornee.Name ==
ItemList[v.Adornee] = {Name = v.Image.ID.Value....string.(v.TextLabel.Text,,)..,Type=}
Settings.Esp.ItemAllowList[]
.(EspLibrary.ObjectIgnoreList,v.Adornee)
Settings.Esp.ItemAllowList[] .(EspLibrary.ObjectIgnoreList,v.Adornee)
.(EspLibrary.ObjectIgnoreList,.(EspLibrary.ObjectIgnoreList,v.Adornee))
Functions:()
.Ignore:() .Ignore.FPSArms:()
.Ignore.FPSArms.HandModel:()
,.Ignore.FPSArms.HandModel
.Ignore.FPSArms.HandModel:() .Ignore.FPSArms.HandModel.Body.MeshId ~=
Meshes[.Ignore.FPSArms.HandModel.Body.MeshId],.Ignore.FPSArms.HandModel
.Ignore.FPSArms.HandModel:()
,.Ignore.FPSArms.HandModel
playerData = {}
Functions:(player)
playerData[player]
playerData[player] = {PreviousPosition = player.HumanoidRootPart.Position,LastUpdateTime = (),Velocity = .(, , )}
currentPos = player.HumanoidRootPart.Position
data = playerData[player]
deltaTime = () - data.LastUpdateTime
rawVelocity = .(, , )
deltaTime >
rawVelocity = (currentPos - data.PreviousPosition) / deltaTime
data.Velocity = data.Velocity:(rawVelocity, )
data.PreviousPosition = currentPos
data.LastUpdateTime = ()
data.Velocity
Functions:(Player)
Prediction = .(,,)
Drop =
EquippedInfo = {ProjectileSpeed = , ProjectileDrop = }
GunInfo[Functions:()] ~=
EquippedInfo, HandModel = GunInfo[Functions:()]
Distance = (Camera.CFrame.p - Player[Settings.Aimbot.HitPart].Position).Magnitude
Velocity = Functions:(Player)
TimeToHit = Distance / EquippedInfo.ProjectileSpeed
delta = ((Player[Settings.Aimbot.HitPart].Position + (Velocity * TimeToHit)) - Player[Settings.Aimbot.HitPart].Position).Magnitude
FinalSpeed = EquippedInfo.ProjectileSpeed * EquippedInfo.ProjectileSpeed ^ * TimeToHit ^
TimeToHit = TimeToHit + (delta / FinalSpeed)
Velocity TimeToHit
Prediction = .(TimeToHit) * (Velocity/)
NewDrop = EquippedInfo.ProjectileDrop ^ * TimeToHit ^
Drop = .(, NewDrop, )
Prediction = Prediction + Drop
Prediction
()
i,v (:():())
v:() v:() (:().CurrentCamera.CFrame.p - v:().p).Magnitude <
v
()
:().Ignore.FPSArms:() :().Ignore.FPSArms.HandModel:()
Muzzle = :().Ignore.FPSArms.HandModel.Muzzle
MuzzlePos = Muzzle.CFrame.Position + Muzzle.CFrame.UpVector
ScreenPos = Camera:(MuzzlePos)
ScreenPos .(,)
.(ScreenPos.X,ScreenPos.Y)
:().Ignore.FPSArms:() :().Ignore.FPSArms.HandModel:()
Muzzle = :().Ignore.FPSArms.HandModel.Arrow
MuzzlePos = Muzzle.CFrame.Position + -Muzzle.CFrame.LookVector
ScreenPos = Camera:(MuzzlePos)
ScreenPos .(,)
.(ScreenPos.X,ScreenPos.Y)
Camera.ViewportSize /
()
IgnoreAimPlayers = {}
Settings.Aimbot.IgnoreSleepers
i, v (PlayerList)
v.Sleeping == .(IgnoreAimPlayers, i)
.(IgnoreAimPlayers, i)
Settings.Aimbot.IgnoreTeam
i, v (PlayerList)
i.Head.Teamtag.Enabled == .(IgnoreAimPlayers, i)
.(IgnoreAimPlayers, i)
()
EspLibrary.IgnoreList = {}
Settings.Esp.IgnoreNpc
i, v (PlayerList)
i:() ==
.(EspLibrary.IgnoreList, i)
Settings.Esp.IgnoreTeam
i, v (PlayerList)
i.Head.Teamtag.Enabled ==
.(EspLibrary.IgnoreList, i)
Settings.Esp.IgnoreSleepers
i, v (PlayerList)
v.Sleeping ==
.(EspLibrary.IgnoreList, i)
Window = Library:({Title=,TweenTime=,Center=})
CombatTab = Window:()
VisualTab = Window:()
MiscTab = Window:()
AimbotGroupbox = CombatTab:()
FovGroupbox = CombatTab:()
SnaplineGroupbox = CombatTab:()
AimbotEnabledToggle = AimbotGroupbox:(,{Text = ,Default = ,Risky = })
AimbotEnabledKey = AimbotEnabledToggle:(,{Default = ,Mode = ,SyncToggleState = })
AimbotEnabledToggle:((value)
Settings.Aimbot.Enabled = value
)
Library.Options[]:((value)
AimbotLibrary.Vars.Aiming = value
)
IgnoreSleepersAimToggle = AimbotGroupbox:(,{Text = ,Default = ,Risky = })
IgnoreSleepersAimToggle:((value)
Settings.Aimbot.IgnoreSleepers = value
()
)
IgnoreTeamAimToggle = AimbotGroupbox:(,{Text = ,Default = ,Risky = })
IgnoreTeamAimToggle:((value)
Settings.Aimbot.IgnoreTeam = value
()
)
AimbotSensSlider = AimbotGroupbox:(,{Text = ,Default = ,Min = ,Max = ,Rounding = })
AimbotSensSlider:((Value)
AimbotLibrary.GeneralSettings.Sensitivity = Value
)
FovEnabledToggle = FovGroupbox:(,{Text = ,Default = ,Risky = })
FovEnabledToggle:((value)
AimbotLibrary.Fov.Enabled = value
)
FovColorPickerO = FovEnabledToggle:(,{Default = .(,,);Rainbow = })
FovColorPickerO:((Color)
AimbotLibrary.Fov.OutlineColor = Color
)
FovColorPicker = FovEnabledToggle:(,{Default = .(,,);Rainbow = })
FovColorPicker:((Color)
AimbotLibrary.Fov.Color = Color
)
FovSizeSlider = FovGroupbox:(,{Text = ,Default = ,Min = ,Max = ,Rounding = })
FovSizeSlider:((Value)
AimbotLibrary.Fov.FovSize=(Value)
)
FovOutlineToggle = FovGroupbox:(,{Text = ,Default = ,Risky = })
FovOutlineToggle:((value)
AimbotLibrary.Fov.FovOutline = value
)
FovFilledToggle = FovGroupbox:(,{Text = ,Default = ,Risky = })
FovFilledToggle:((value)
AimbotLibrary.Fov.FovFilled = value
)
FovFilledColorPicker = FovFilledToggle:(,{Default = .(,,);Rainbow = })
FovFilledColorPicker:((Color)
AimbotLibrary.Fov.FilledColor = Color
)
FovPositionDropdown = FovGroupbox:(,{Text = ,Values = {,,},Multi = ,Default=})
FovPositionDropdown:((Value)
AimbotLibrary.Fov.FovPositionType=Value
)
SnaplineEnabledToggle = SnaplineGroupbox:(,{Text = ,Default = ,Risky = })
SnaplineEnabledToggle:((value)
AimbotLibrary.Snapline.Enabled = value
)
SnaplineOEnabledToggle = SnaplineGroupbox:(,{Text = ,Default = ,Risky = })
SnaplineOEnabledToggle:((value)
AimbotLibrary.Snapline.Outline = value
)
SnaplineColorPickerO = SnaplineEnabledToggle:(,{Default = .(,,);Rainbow = })
SnaplineColorPickerO:((Color)
AimbotLibrary.Snapline.OutlineColor = Color
)
SnaplineColorPicker = SnaplineEnabledToggle:(,{Default = .(,,);Rainbow = })
SnaplineColorPicker:((Color)
AimbotLibrary.Snapline.Color = Color
)
PlayersVisualGroupbox = VisualTab:()
ObjectsVisualGroupbox = VisualTab:()
SettingsVisualGroupbox = VisualTab:()
VisualsSettingsDropdown = SettingsVisualGroupbox:(,{Text = , AllowNull = ,Values = {,,,,,},Multi = ,Default=})
VisualsSettingsDropdown:((Value)
EspLibrary.Distances.Conversion = Value
)
AiCheckToggle = SettingsVisualGroupbox:(, {Text = , Default = , Risky = })
AiCheckToggle:((value)
Settings.Esp.IgnoreNpc = value
()
)
PartyCheckToggle = SettingsVisualGroupbox:(, {Text = , Default = , Risky = })
PartyCheckToggle:((value)
Settings.Esp.IgnoreTeam = value
()
)
SleeperCheckToggle = SettingsVisualGroupbox:(, {Text = , Default = , Risky = })
SleeperCheckToggle:((value)
Settings.Esp.IgnoreSleepers = value
()
)
NameObjectsEnabledToggle = ObjectsVisualGroupbox:(,{Text = ,Default = ,Risky = })
NameObjectsEnabledToggle:((value)
EspLibrary.ItemNames.Enabled = value
)
NameObjectsColorPicker = NameObjectsEnabledToggle:(,{Default = .(,,);Rainbow = })
NameObjectsColorPicker:((Color)
EspLibrary.ItemNames.Color = Color
)
DistanceObjectsEnabledToggle = ObjectsVisualGroupbox:(,{Text = ,Default = ,Risky = })
DistanceObjectsEnabledToggle:((value)
EspLibrary.ItemDistances.Enabled = value
)
DistanceObjectsColorPicker = DistanceObjectsEnabledToggle:(,{Default = .(,,);Rainbow = })
DistanceObjectsColorPicker:((Color)
EspLibrary.ItemDistances.Color = Color
)
ItemAllowedDropdown = ObjectsVisualGroupbox:(,{Text = , AllowNull = ,Values = {,,,},Multi = ,Default=})
ItemAllowedDropdown:((Value)
Settings.Esp.ItemAllowList = Value
i, v (ItemList)
Settings.Esp.ItemAllowList[v.Type]
.(EspLibrary.ObjectIgnoreList,i)
Settings.Esp.ItemAllowList[v.Type] .(EspLibrary.ObjectIgnoreList,i)
.(EspLibrary.ObjectIgnoreList,.(EspLibrary.ObjectIgnoreList,i))
)
ItemRenderDistance = ObjectsVisualGroupbox:(,{Text = ,Default = ,Min = ,Max = ,Rounding = })
ItemRenderDistance:((Value)
EspLibrary.GeneralSettings.ItemRenderDistance = Value
)
BoxesPlayersEnabledToggle = PlayersVisualGroupbox:(,{Text = ,Default = ,Risky = })
BoxesPlayersEnabledToggle:((value)
EspLibrary.Boxes.Enabled = value
)
BoxColorPicker = BoxesPlayersEnabledToggle:(,{Default = .(,,);Rainbow = })
BoxColorPicker:((Color)
EspLibrary.Boxes.Color = Color
)
BoxesFilledPlayersEnabledToggle = PlayersVisualGroupbox:(,{Text = ,Default = ,Risky = })
BoxesFilledPlayersEnabledToggle:((value)
EspLibrary.Boxes.Filled = value
)
BoxFilledColorPicker = BoxesFilledPlayersEnabledToggle:(,{Default = .(,,);Rainbow = })
BoxFilledColorPicker:((Color)
EspLibrary.Boxes.FilledColor = Color
)
NamesPlayersEnabledToggle = PlayersVisualGroupbox:(,{Text = ,Default = ,Risky = })
NamesPlayersEnabledToggle:((value)
EspLibrary.Names.Enabled = value
)
NamesPlayersColorPicker = NamesPlayersEnabledToggle:(,{Default = .(,,);Rainbow = })
NamesPlayersColorPicker:((Color)
EspLibrary.Names.Color = Color
)
DistancePlayersEnabledToggle = PlayersVisualGroupbox:(,{Text = ,Default = ,Risky = })
DistancePlayersEnabledToggle:((value)
EspLibrary.Distances.Enabled = value
)
DistancePlayersColorPicker = DistancePlayersEnabledToggle:(,{Default = .(,,);Rainbow = })
DistancePlayersColorPicker:((Color)
EspLibrary.Distances.Color = Color
)
ToolsPlayersEnabledToggle = PlayersVisualGroupbox:(,{Text = ,Default = ,Risky = })
ToolsPlayersEnabledToggle:((value)
EspLibrary.Tools.Enabled = value
)
ToolsPlayersColorPicker = ToolsPlayersEnabledToggle:(,{Default = .(,,);Rainbow = })
ToolsPlayersColorPicker:((Color)
EspLibrary.Tools.Color = Color
)
SleepingPlayersEnabledToggle = PlayersVisualGroupbox:(,{Text = ,Default = ,Risky = })
SleepingPlayersEnabledToggle:((value)
EspLibrary[].Enabled = value
)
SleepersPlayersColorPicker = SleepingPlayersEnabledToggle:(,{Default = .(,,);Rainbow = })
SleepersPlayersColorPicker:((Color)
EspLibrary[].Color = Color
)
PlayersRenderDistance = PlayersVisualGroupbox:(,{Text = ,Default = ,Min = ,Max = ,Rounding = })
PlayersRenderDistance:((Value)
EspLibrary.GeneralSettings.RenderDistance = Value
)
ExploitsMiscGroupbox = MiscTab:()
WorldMiscGroupbox = MiscTab:()
GammaEnabledToggle = WorldMiscGroupbox:(,{Text = ,Default = ,Risky = })
GammaEnabledToggle:((Value)
Value
:().ExposureCompensation =
:().ExposureCompensation =
)
AtvFlyEnabledToggle = ExploitsMiscGroupbox:(,{Text = ,Default = ,Risky = })
AtvFlyEnabledToggle:()
AtvFlyEnabledKey = AtvFlyEnabledToggle:(,{Default = ,Mode = ,SyncToggleState = })
Library.Options[]:((value)
Atv = ();Flying = value
)
AtvSpeedSlider = ExploitsMiscGroupbox:(,{Text = ,Default = ,Min = ,Max = ,Rounding = })
AtvSpeedSlider:((Value)
AtvSpeed = Value
)
LongNeckEnabledToggle = ExploitsMiscGroupbox:(,{Text = ,Default = ,Risky = })
LongNeckEnabledKey = LongNeckEnabledToggle:(,{Default = ,Mode = ,SyncToggleState = })
Library.Options[]:((value)
Settings.Misc.LongNeck = value
value == :().Ignore.LocalCharacter.Bottom:()
:().Ignore.LocalCharacter.Bottom.PrismaticConstraint.UpperLimit = Settings.Misc.LongNeckLength +
:().Ignore.LocalCharacter.Bottom.PrismaticConstraint.LowerLimit = Settings.Misc.LongNeckLength
:().Ignore.LocalCharacter.Bottom.PrismaticConstraint.UpperLimit =
:().Ignore.LocalCharacter.Bottom.PrismaticConstraint.LowerLimit =
)
LongNeckSizeSlider = ExploitsMiscGroupbox:(,{Text = ,Default = ,Min = ,Max = ,Rounding = })
LongNeckSizeSlider:((Value)
Settings.Misc.LongNeckLength = Value
Settings.Misc.LongNeck == :().Ignore.LocalCharacter.Bottom:()
:().Ignore.LocalCharacter.Bottom.PrismaticConstraint.UpperLimit = Value +
:().Ignore.LocalCharacter.Bottom.PrismaticConstraint.LowerLimit = Value
:().Ignore.LocalCharacter.Bottom.PrismaticConstraint.UpperLimit =
:().Ignore.LocalCharacter.Bottom.PrismaticConstraint.LowerLimit =
)
getupvalue
JumpShootEnabledToggle = ExploitsMiscGroupbox:(,{Text = ,Default = ,Risky = })
JumpShootEnabledToggle:((Value)
IsGrounded = Value
)
SprintBlockEnabledToggle = ExploitsMiscGroupbox:(,{Text = ,Default = ,Risky = })
SprintBlockEnabledToggle:((Value)
NoSprintBlock = Value
)
SlideSpeedBoost = ExploitsMiscGroupbox:(,{Text = ,Default = ,Risky = })
SlideSpeedBoost:((Value)
Settings.Misc.SlideSpeedBoost = Value
)
Library:()
MainCon = :().Heartbeat:(()
AimbotLibrary.Vars.Aiming == Settings.Aimbot.Enabled ==
Player = AimbotLibraryFunctions:()
Player ~= .(IgnoreAimPlayers,Player)
Point = Camera:(Player[Settings.Aimbot.HitPart]:().p+Functions:(Player))
AimbotLibraryFunctions:(Point)
AimbotLibrary.Fov.FovPositionType ==
AimbotLibraryFunctions:(())
Settings.Misc.LongNeck ==
:().Ignore.LocalCharacter.Bottom.PrismaticConstraint.UpperLimit = Settings.Misc.LongNeckLength +
:().Ignore.LocalCharacter.Bottom.PrismaticConstraint.LowerLimit = Settings.Misc.LongNeckLength
:().Ignore.LocalCharacter.Bottom.PrismaticConstraint.UpperLimit =
:().Ignore.LocalCharacter.Bottom.PrismaticConstraint.LowerLimit =
Settings.Misc.SlideSpeedBoost == :():(.KeyCode.C) :().Ignore.LocalCharacter:()
newX = :().Ignore.LocalCharacter.Middle.AssemblyLinearVelocity.X *
newZ = :().Ignore.LocalCharacter.Middle.AssemblyLinearVelocity.Z *
:().Ignore.LocalCharacter.Middle.AssemblyLinearVelocity = :().Ignore.LocalCharacter.Middle.AssemblyLinearVelocity + .(newX,,newZ)
)
AtvCon = :().RenderStepped:(()
Atv ~= Flying == (:().CurrentCamera.CFrame.p - Atv:().p).Magnitude <
BaseVelocity = .(, , )
UserInputService:()
UserInputService:(.KeyCode.W)
BaseVelocity = BaseVelocity + (Camera.CFrame.LookVector * ) * AtvSpeed
UserInputService:(.KeyCode.A)
Atv.Frame.Flip.CFrame = Atv:() * .(, .(), )
UserInputService:(.KeyCode.S)
BaseVelocity = BaseVelocity - (Camera.CFrame.LookVector * ) * AtvSpeed
UserInputService:(.KeyCode.D)
Atv.Frame.Flip.CFrame = Atv:() * .(, .(-), )
CurrentVelocity = CurrentVelocity:(BaseVelocity, )
Atv:() Atv.Frame:()
Atv.Frame.Flip.Enabled =
Atv.Frame.Flip.RigidityEnabled =
Atv.Frame.Flip.Responsiveness = .huge
CurrentVelocity.X == CurrentVelocity.Z ==
Atv.Plastics.Velocity = .zero
Atv.Plastics.Velocity = CurrentVelocity
Atv ~= Atv:() Flying ==
Atv.Plastics.Velocity = Atv.Plastics.Velocity:(.(, Atv.Plastics.Velocity.Y, ), )
)
ChildAddedCon = :().ChildAdded:((child)
child
(child:() child:() (child.Parent) ~= )
EspLibrary.PlayerCache[child]
EspLibraryFunctions:(child)
PlayerList[child] = {Sleeping = }
child:(,)
.(AimbotLibrary.Players, child)
.(,()
animationTracks = child:().Animator:()
#animationTracks >
animationTracks[].Animation.AnimationId ==
PlayerList[child].Sleeping =
child:(,)
()
()
)
(child:() child:())
ItemList[child] = {Name=,Type=}
EspLibrary.ItemCache[child]
(child)
EspLibraryFunctions:(child,ItemList[child])
Settings.Esp.ItemAllowList[]
.(EspLibrary.ObjectIgnoreList,child)
Settings.Esp.ItemAllowList[] .(EspLibrary.ObjectIgnoreList,child)
.(EspLibrary.ObjectIgnoreList,.(EspLibrary.ObjectIgnoreList,child))
(child:() child:().Material == .Material.Fabric child:().CollisionGroup == )
ItemList[child] = {Name=,Type=}
EspLibrary.ItemCache[child]
(child)
EspLibraryFunctions:(child,ItemList[child])
Settings.Esp.ItemAllowList[]
.(EspLibrary.ObjectIgnoreList,child)
Settings.Esp.ItemAllowList[] .(EspLibrary.ObjectIgnoreList,child)
.(EspLibrary.ObjectIgnoreList,.(EspLibrary.ObjectIgnoreList,child))
child:() child.Parachute.MeshId ==
ItemList[child] = {Name=,Type=}
EspLibrary.ItemCache[child]
(child)
EspLibraryFunctions:(child,ItemList[child])
Settings.Esp.ItemAllowList[]
.(EspLibrary.ObjectIgnoreList,child)
Settings.Esp.ItemAllowList[] .(EspLibrary.ObjectIgnoreList,child)
.(EspLibrary.ObjectIgnoreList,.(EspLibrary.ObjectIgnoreList,child))
)
ChildRemovedCon = :().ChildRemoved:((child)
PlayerList[child]
PlayerList[child] =
AimbotLibrary.Players[child]
AimbotLibrary.Players[child] =
ItemList[child]
ItemList[child] =
)
DroppedItemCon = .Players.LocalPlayer.PlayerGui.ChildAdded:((child)
.(,()
child ~= child:() child.Adornee ~= child.Adornee.Name == child:()
ItemList[child.Adornee] = {Name = child.Image.ID.Value....string.(child.TextLabel.Text,,.(child.TextLabel.Text)+)..,Type=}
EspLibrary.ItemCache[child.Adornee]
EspLibraryFunctions:(child.Adornee,ItemList[child.Adornee])
Settings.Esp.ItemAllowList[]
.(EspLibrary.ObjectIgnoreList,child.Adornee)
Settings.Esp.ItemAllowList[] .(EspLibrary.ObjectIgnoreList,child.Adornee)
.(EspLibrary.ObjectIgnoreList,.(EspLibrary.ObjectIgnoreList,child.Adornee))
)
)
DroppedItemRemovedCon = .Players.LocalPlayer.PlayerGui.ChildRemoved:((child)
child ~= child:() child.Adornee ~= child.Adornee.Name ==
ItemList[child.Adornee] =
)
getupvalue
Modules.Character = ((:().LocalPlayer.PlayerScripts.Client.Client.src.Character).updateCharacter,)
Modules.FPS = ((:().LocalPlayer.PlayerScripts.Client.Client.src.Character).updateCharacter,)
Modules.EntityClient = ((:().LocalPlayer.PlayerScripts.Client.Client.src.Character).updateCharacter,)
Modules.NetClient = ((:().LocalPlayer.PlayerScripts.Client.Client.src.Character).updateCharacter,)
Modules.InventoryClient = ((:().LocalPlayer.PlayerScripts.Client.Client.src.Character).updateCharacter,)
Modules.Camera = ((:().LocalPlayer.PlayerScripts.Client.Client.src.Character).updateCharacter,)
oldGroundedHook; oldGroundedHook = (Modules.Character.IsGrounded,(...)
IsGrounded
(...)
)
oldSprintBlockHook; oldSprintBlockHook = (Modules.Character.SetSprintBlocked,(...)
NoSprintBlock
(...)
)
SettingsTab = Window:()
SettingsUI = SettingsTab:()
SettingsUnloadButton = SettingsUI:({Text=,Func=()
MainCon:()
AtvCon:()
ChildAddedCon:()
ChildRemovedCon:()
DroppedItemCon:()
DroppedItemRemovedCon:()
EspLibraryFunctions:()
Library:()
})
SettingsMenuLabel = SettingsUI:(,)
SettingsMenuKeyPicker = SettingsMenuLabel:(,{Default=,IgnoreKeybindFrame=})
Library.Options[]:(()
Library:()
)
SettingsNotiPositionDropdown = SettingsUI:(,{Text=,Values={,,,},Default=})
SettingsNotiPositionDropdown:((Value)
Library.NotificationPosition = Value
)
Library.ThemeManager:(Library)
Library.SaveManager:(Library)
Library.ThemeManager:(SettingsTab)
Library.SaveManager:()
Library.SaveManager:({,, , , , , , })
Library.SaveManager:()
Library.SaveManager:(SettingsTab)
Library.SaveManager:()
Functions:()
Functions:()
AimbotLibraryFunctions:()
AimbotLibrary.GeneralSettings.AimMode =
AimbotLibrary.GeneralSettings.IgnoreHumanoid =
EspLibrary.GeneralSettings.IgnoreHumanoid =
()
()
_,Child (PlayerList)
EspLibrary.PlayerCache[_]
EspLibraryFunctions:(_)
_, Child (ItemList)
EspLibrary.ItemCache[_]
EspLibraryFunctions:(_,{Name=Child.Name})
Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: gist.githubusercontent.com.
Aimbot -Ignore Sleepers -Ignore Team -Ignore NPC -Fov Pos to [Barrel,Mouse,Screen] Esp -Boxes -Sleeper -Distance -etc Misc -Atv Fly -Longneck -Jump Shoot -No Sprint Block for some features to work you may need getsenv | getupvalue

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