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Pesitesiresi

The document outlines the configuration settings for a gaming tool called FalconWare, which includes features like Bullet Redirection, AimAssist, and TriggerBot. Each feature has adjustable parameters such as prediction values, hit chances, and keybinds for user control. The document also includes code for bypassing anti-cheat mechanisms in a game environment.

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hamitavdyli2016
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0% found this document useful (0 votes)
7 views35 pages

Pesitesiresi

The document outlines the configuration settings for a gaming tool called FalconWare, which includes features like Bullet Redirection, AimAssist, and TriggerBot. Each feature has adjustable parameters such as prediction values, hit chances, and keybinds for user control. The document also includes code for bypassing anti-cheat mechanisms in a game environment.

Uploaded by

hamitavdyli2016
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 35

getgenv().

FalconWare = {
['Global'] = {
['Checks'] = {
Friend = false,
Crew = false,
Wall = true
},
['Resolver'] = { Mode = 'Detection', DetectionValue = 50 },
['Memory Spoofer'] = { Percentage = 100 --[[ 0 to 100 ]] },
['Debug'] = true
-- Friend_Check = false,
-- Crew_Check = false,
},
['Bullet Redirection'] = {
Enabled = true,
Prediction = 0.1245,
HitChance = 100,
['Keybind'] = {
Bind = Enum.KeyCode.P,
Mode = 'Toggle' -- Hold , Toggle
},
['Gun Settings'] = {
Enabled = true,
['Distance Detections'] = {
Close = 35,
Mid = 65,
Far = math.huge
},
['Pistols'] = {
['FOV'] = { Close = 14, Mid = 12, Far = 7 },
['Prediction'] = { Close = 0.1185, Mid = 0.1165, Far = 0.105 },
['Hit Chance'] = { Close = 100, Mid = 100, Far = 100 }
},
['Shotguns'] = {
['FOV'] = { Close = 18, Mid = 14, Far = 7 },
['Prediction'] = { Close = 0.1225, Mid = 0.12, Far = 0.115 },
['Hit Chance'] = { Close = 100, Mid = 100, Far = 100 }
},
['Automatics'] = {
['FOV'] = { Close = 14, Mid = 12, Far = 7 },
['Prediction'] = { Close = 0.13, Mid = 0.1256, Far = 0.12125 },
['Hit Chance'] = { Close = 25, Mid = 50, Far = 75 }
},
['Other'] = {
['FOV'] = { Close = 14, Mid = 12, Far = 7 },
['Prediction'] = { Close = 0.13, Mid = 0.1256, Far = 0.12125 },
['Hit Chance'] = { Close = 25, Mid = 50, Far = 75 }
}
}
},
['AimAssist'] = {
Enabled = true,
Sensitivity = 2,
['Easing'] = {
Style = Enum.EasingStyle.Circular,
Direction = Enum.EasingDirection.InOut
},
['Ground'] = {
Part = 'Head',
Prediction = 0.12,
Smoothing = 0.1145
},
['Air'] = {
Part = 'Head',
Prediction = 0.14,
Smoothing = 0.12
},
['Checks'] = {
Disable_On_ThirdPerson = true,
Disable_On_Reload = true,
Disable_When_Not_Holding_Gun = false
},
['Keybind'] = {
Bind = Enum.KeyCode.C,
Mode = 'Toggle' -- Hold , Toggle
},
['Gun Settings'] = {
Enabled = false,
['Distance Detections'] = {
Close = 35,
Mid = 65,
Far = math.huge
},
['Pistols'] = {
['Part'] = { Close = "Head", Mid = "UpperTorso", Far = "UpperTorso"
},
['Air Part'] = { Close = "Head", Mid = "Head", Far = "Head" },
['Sensitivity'] = { Close = 2, Mid = 2, Far = 2 },
['Smoothing'] = { Close = 0.073, Mid = 0.0745, Far = 0.074 },
['Air Smoothing'] = { Close = 0.078, Mid = 0.077, Far = 0.074 },
['Prediction'] = { Close = 0.26, Mid = 0.22, Far = 0.2 },
['Air Prediction'] = { Close = 0.23, Mid = 0.2, Far = 0.19 }
},
['Shotguns'] = {
['Part'] = { Close = "Head", Mid = "UpperTorso", Far = "UpperTorso"
},
['Air Part'] = { Close = "Head", Mid = "Head", Far = "Head" },
['Sensitivity'] = { Close = 2, Mid = 2, Far = 2 },
['Smoothing'] = { Close = 0.073, Mid = 0.0745, Far = 0.074 },
['Air Smoothing'] = { Close = 0.078, Mid = 0.077, Far = 0.074 },
['Prediction'] = { Close = 0.26, Mid = 0.22, Far = 0.2 },
['Air Prediction'] = { Close = 0.23, Mid = 0.2, Far = 0.19 }
},
['Automatics'] = {
['Part'] = { Close = "Head", Mid = "UpperTorso", Far = "UpperTorso"
},
['Air Part'] = { Close = "Head", Mid = "Head", Far = "Head" },
['Sensitivity'] = { Close = 2, Mid = 2, Far = 2 },
['Smoothing'] = { Close = 0.073, Mid = 0.0745, Far = 0.074 },
['Air Smoothing'] = { Close = 0.078, Mid = 0.077, Far = 0.074 },
['Prediction'] = { Close = 0.26, Mid = 0.22, Far = 0.2 },
['Air Prediction'] = { Close = 0.23, Mid = 0.2, Far = 0.19 }
},
['Other'] = {
['Part'] = { Close = "Head", Mid = "UpperTorso", Far = "UpperTorso"
},
['Air Part'] = { Close = "Head", Mid = "Head", Far = "Head" },
['Sensitivity'] = { Close = 2, Mid = 2, Far = 2 },
['Smoothing'] = { Close = 0.073, Mid = 0.0745, Far = 0.074 },
['Air Smoothing'] = { Close = 0.078, Mid = 0.077, Far = 0.074 },
['Prediction'] = { Close = 0.26, Mid = 0.22, Far = 0.2 },
['Air Prediction'] = { Close = 0.23, Mid = 0.2, Far = 0.19 }
}
}
},
['TriggerBot'] = {
Enabled = false,
Prediction = 0.124,
Delay = 0.001,
Keybind = {
Bind = Enum.KeyCode.X,
Mode = 'Hold'
},
['Gun Prediction Settings'] = {
Enabled = false,
['Distance Detections'] = {
Close = 35,
Mid = 65,
Far = math.huge
},
['Pistols'] = { Close = 0.13, Mid = 0.1256, Far = 0.12125 },
['Shotguns'] = { Close = 0.132, Mid = 0.127, Far = 0.124 },
['Automatics'] = { Close = 0.132, Mid = 0.1256, Far = 0.1254 },
['Other'] = { Close = 0.132, Mid = 0.1256, Far = 0.1254 }
}
},
['FOVs'] = {
['Silent'] = {
FOVType = "Circle", -- Circle , Box
['Attach To Target'] = {
Enabled = false,
Prediction = true
},
Visible = false,
BoxWidth = 55,
BoxHeight = 85,
CircleRadius = 100,
Color = Color3.fromRGB(0, 0, 0),
Filled = false,
Transparency = 0.5
},
['Trigger Bot'] = {
FOVType = "Box", -- Circle , Box
['Attach To Target'] = {
Enabled = true,
Prediction = true
},
Visible = true,
BoxWidth = 55,
BoxHeight = 85,
CircleRadius = 300,
Color = Color3.fromRGB(255, 255, 255),
Filled = true,
Transparency = 0.5
}
}
--[[
Misc = {
MemorySpoofer = {
Percent = 100 -- // %
},
SpeedThreshold = 50,
}
]]
}

-- // Load Adonis Bypass


(function()
-- // Find the detected function
local DetectedF
for _, v in ipairs(getgc()) do
if (typeof(v) == "function" and islclosure(v) and
table.find(debug.getconstants(v), ":: Adonis Anti Cheat::\n") and
#debug.getupvalues(v) > 0) then
DetectedF = v
break
end
end

-- // Make sure found


if (not DetectedF) then
return
end

-- // Hook disconnect, kill


local DisconnectF = debug.getupvalue(DetectedF, 7)
local KillF = debug.getupvalue(DetectedF, 8)
hookfunction(DisconnectF, function() end)
hookfunction(KillF, function() end)

-- // Special hook for detected


local OldDetectedF
OldDetectedF = hookfunction(DetectedF, function(action, info, nocrash)
-- // Check if legit actions
if (action ~= "_") then
return coroutine.yield()
end

-- // Return default
return OldDetectedF(action, info, nocrash)
end)

-- // Load Anti Kick


do
-- // Services
local Players = game:GetService("Players")

-- // Vars
local LocalPlayer = Players.LocalPlayer
local BlockedMethods = {"Kick", "kick"}

-- // Index hook
hookfunction(LocalPlayer.Kick, function() end)

-- // Namecall hook
local __namecall
__namecall = hookmetamethod(game, "__namecall", function(self, ...)
-- // Check if kick attempt
if (self == LocalPlayer and table.find(BlockedMethods,
getnamecallmethod())) then
-- // Cancel it
return
end

-- // Return - so everything else that uses namecall does not break


return __namecall(self, ...)
end)
end
end)()

-- // Configuration
local Configuration = {
['Global'] = {
['Checks'] = {
Friend = false,
Crew = false,
Wall = true
},
['Resolver'] = { Mode = 'Always', DetectionValue = 50 },
['Memory Spoofer'] = { Percentage = 100 --[[ 0 to 100 ]] }
-- Friend_Check = false,
-- Crew_Check = false,
},
['Bullet Redirection'] = {
Enabled = true,
Prediction = 0.125765754365423622,
HitChance = 100,
['Keybind'] = {
Bind = Enum.KeyCode.P,
Mode = 'Hold' -- Hold , Toggle
},
['Gun Settings'] = {
Enabled = true,
['Distance Detections'] = {
Close = 35,
Mid = 65,
Far = math.huge
},
['Pistols'] = {
['FOV'] = { Close = 15, Mid = 13, Far = 7 },
['Prediction'] = { Close = 0.12, Mid = 0.1185, Far = 0.1085 },
['Hit Chance'] = { Close = 100, Mid = 100, Far = 100 }
},
['Shotguns'] = {
['FOV'] = { Close = 18, Mid = 14, Far = 7 },
['Prediction'] = { Close = 0.1245, Mid = 0.1225, Far = 0.12 },
['Hit Chance'] = { Close = 100, Mid = 100, Far = 100 }
},
['Automatics'] = {
['FOV'] = { Close = 14, Mid = 12, Far = 7 },
['Prediction'] = { Close = 0.13, Mid = 0.1256, Far = 0.12125 },
['Hit Chance'] = { Close = 25, Mid = 50, Far = 75 }
},
['Other'] = {
['FOV'] = { Close = 14, Mid = 12, Far = 7 },
['Prediction'] = { Close = 0.13, Mid = 0.1256, Far = 0.12125 },
['Hit Chance'] = { Close = 25, Mid = 50, Far = 75 }
}
}
},
['AimAssist'] = {
Enabled = false,
Sensitivity = 2,
['Easing'] = {
Style = Enum.EasingStyle.Circular,
Direction = Enum.EasingDirection.InOut
},
['Ground'] = {
Part = 'UpperTorso',
Prediction = 0.125,
Smoothing = 0.095
},
['Air'] = {
Part = 'Head',
Prediction = 0.13,
Smoothing = 0.105
},
['Checks'] = {
Disable_On_ThirdPerson = true,
Disable_On_Reload = true,
Disable_When_Not_Holding_Gun = false
},
['Keybind'] = {
Bind = Enum.KeyCode.C,
Mode = 'Hold' -- Hold , Toggle
},
['Gun Settings'] = {
Enabled = false,
['Distance Detections'] = {
Close = 35,
Mid = 65,
Far = math.huge
},
['Pistols'] = {
['Part'] = { Close = "Head", Mid = "UpperTorso", Far = "UpperTorso"
},
['Air Part'] = { Close = "Head", Mid = "Head", Far = "Head" },
['Sensitivity'] = { Close = 2, Mid = 2, Far = 2 },
['Smoothing'] = { Close = 0.073, Mid = 0.0745, Far = 0.074 },
['Air Smoothing'] = { Close = 0.078, Mid = 0.077, Far = 0.074 },
['Prediction'] = { Close = 0.26, Mid = 0.22, Far = 0.2 },
['Air Prediction'] = { Close = 0.23, Mid = 0.2, Far = 0.19 }
},
['Shotguns'] = {
['Part'] = { Close = "Head", Mid = "UpperTorso", Far = "UpperTorso"
},
['Air Part'] = { Close = "Head", Mid = "Head", Far = "Head" },
['Sensitivity'] = { Close = 2, Mid = 2, Far = 2 },
['Smoothing'] = { Close = 0.073, Mid = 0.0745, Far = 0.074 },
['Air Smoothing'] = { Close = 0.078, Mid = 0.077, Far = 0.074 },
['Prediction'] = { Close = 0.26, Mid = 0.22, Far = 0.2 },
['Air Prediction'] = { Close = 0.23, Mid = 0.2, Far = 0.19 }
},
['Automatics'] = {
['Part'] = { Close = "Head", Mid = "UpperTorso", Far = "UpperTorso"
},
['Air Part'] = { Close = "Head", Mid = "Head", Far = "Head" },
['Sensitivity'] = { Close = 2, Mid = 2, Far = 2 },
['Smoothing'] = { Close = 0.073, Mid = 0.0745, Far = 0.074 },
['Air Smoothing'] = { Close = 0.078, Mid = 0.077, Far = 0.074 },
['Prediction'] = { Close = 0.26, Mid = 0.22, Far = 0.2 },
['Air Prediction'] = { Close = 0.23, Mid = 0.2, Far = 0.19 }
},
['Other'] = {
['Part'] = { Close = "Head", Mid = "UpperTorso", Far = "UpperTorso"
},
['Air Part'] = { Close = "Head", Mid = "Head", Far = "Head" },
['Sensitivity'] = { Close = 2, Mid = 2, Far = 2 },
['Smoothing'] = { Close = 0.073, Mid = 0.0745, Far = 0.074 },
['Air Smoothing'] = { Close = 0.078, Mid = 0.077, Far = 0.074 },
['Prediction'] = { Close = 0.26, Mid = 0.22, Far = 0.2 },
['Air Prediction'] = { Close = 0.23, Mid = 0.2, Far = 0.19 }
}
}
},
['FOVs'] = {
['Silent'] = {
FOVType = "Circle", -- Circle , Box
['Attach To Target'] = {
Enabled = false,
Prediction = false
},
Visible = false,
BoxWidth = 55,
BoxHeight = 85,
CircleRadius = 110,
Color = Color3.fromRGB(255, 255, 255),
Filled = true,
Transparency = 0.5
},
['Trigger Bot'] = {
FOVType = "Box", -- Circle , Box
['Attach To Target'] = {
Enabled = true,
Prediction = true
},
Visible = true,
BoxWidth = 55,
BoxHeight = 85,
CircleRadius = 300,
Color = Color3.fromRGB(255, 255, 255),
Filled = true,
Transparency = 0.5
}
},
['TriggerBot'] = {
Enabled = true,
Prediction = 0.124,
Delay = 0.001,
Keybind = {
Bind = Enum.KeyCode.X,
Mode = 'Hold'
},
['Gun Prediction Settings'] = {
Enabled = false,
['Distance Detections'] = {
Close = 35,
Mid = 65,
Far = math.huge
},
['Pistols'] = { Close = 0.13, Mid = 0.1256, Far = 0.12125 },
['Shotguns'] = { Close = 0.132, Mid = 0.127, Far = 0.124 },
['Automatics'] = { Close = 0.132, Mid = 0.1256, Far = 0.1254 },
['Other'] = { Close = 0.132, Mid = 0.1256, Far = 0.1254 }
}
}
--[[
Misc = {
MemorySpoofer = {
Percent = 100 -- // %
},
SpeedThreshold = 50,
}
]]
}

-- // Combine two tables


local function CombineTables(Base, ToAdd)
-- // Default
Base = Base or {}
ToAdd = ToAdd or {}

-- // Loop through data we want to add


for i, v in pairs(ToAdd) do
-- // Recursive
local BaseValue = Base[i] or false
if (typeof(v) == "table" and typeof(BaseValue) == "table") then
CombineTables(BaseValue, v)
continue
end

-- // Set
Base[i] = v
end

-- // Return
return Base
end

-- // Setup configuration
Configuration = CombineTables(Configuration, getgenv().FalconWare)
getgenv().FalconWare = Configuration

-- // Services
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local TweenService = game:GetService("TweenService")
local UserInputService = game:GetService("UserInputService")
local Workspace = game:GetService("Workspace")
local CoreGui = game:GetService("CoreGui")
local Stats = game:GetService("Stats")
local VirtualInputManager = game:GetService("VirtualInputManager") -- // THIS CAN
BE DETECTED BUT BYPASSED :relieved:
local HttpService = game:GetService("HttpService")
local LogService = game:GetService("LogService")

-- // Setup Luraph
if (not LPH_OBFUSCATED) then
LPH_JIT_MAX = function(...)
return ...
end
end

-- // Dependencies
local KeybindHandler
do
-- // Vars
local Binds = {}

-- //
local Module = {
TestMode = false
}
do
-- // Returns all or one of the binds
function Module.Get(Id)
-- // Return all
if (not Id) then
return Binds
end

-- // Loop through each bind


local FoundI = -1
for i, Bind in ipairs(Binds) do
-- // Check if id matches
if (Bind.Id == Id) then
-- // Set
FoundI = i
break
end
end

-- // Make sure we got something


if (FoundI == -1) then
return false
end

-- // Return
return Binds[FoundI], FoundI
end

-- // Creates a bind
local ValidInputItems = {"KeyCode", "UserInputType"}
function Module.CreateBind(Data)
-- // Make sure we gave a keybind
local Keybind = typeof(Data.Keybind) == "function" and Data.Keybind()
or Data.Keybind
assert(typeof(Keybind) == "EnumItem" and table.find(ValidInputItems,
tostring(Keybind.EnumType)), "Invalid keybind")
-- // Add to binds
local Id = HttpService:GenerateGUID()
table.insert(Binds, {
Id = Id,
Keybind = Data.Keybind,
Callback = Data.Callback or function(State, Bind) end,
ProcessedCheck = Data.ProcessedCheck or false,
Hold = Data.Hold or false,
State = Data.State or false
})

-- // Return the Id
return Id
end

-- // Updates a bind's property


function Module.Update(Id, Property, NewValue)
-- // Get the bind
local Bind = Module.Get(Id)
if (not Bind) then
return false
end

-- // Set
Bind[Property] = NewValue
return true
end

-- // Updates a bind's keybind


function Module.UpdateKeybind(Id, NewKeybind)
return Module.Update(Id, "Keybind", NewKeybind)
end

-- // Updates a bind's callback


function Module.UpdateCallback(Id, NewCallback)
return Module.Update(Id, "Callback", NewCallback)
end

-- // Removes a bind
function Module.RemoveBind(Id)
-- // Get the bind
local _, FoundI = Module.Get(Id)
if (not FoundI) then
return false
end

-- // Remove
table.remove(Binds, FoundI)
return true
end

-- // Creates the connection


function Module.CreateConnection()
-- // Connects to whenever we make an input
Module.InputBeganConnection =
UserInputService.InputBegan:Connect(function(Input, gameProcessedEvent)
-- // Loop through all binds
for _, Bind in ipairs(Binds) do
-- // Check
local Keybind = Bind.Keybind
Keybind = typeof(Keybind) == "function" and Keybind() or
Keybind
local Property = tostring(Keybind.EnumType)
if (Input[Property] ~= Keybind) or (Bind.ProcessedCheck and
gameProcessedEvent) then
continue
end

-- // Fire
if (Bind.Hold) then
Bind.State = true
else
Bind.State = not Bind.State
end

Bind.Callback(Bind.State, Bind)
end
end)

-- // See whenever we lift up


Module.InputEndedConnection =
UserInputService.InputEnded:Connect(function(Input, gameProcessedEvent)
-- // Loop through all binds
for _, Bind in ipairs(Binds) do
-- // Make sure is a hold
if (not Bind.Hold) then
continue
end

-- // Check
local Keybind = Bind.Keybind
Keybind = typeof(Keybind) == "function" and Keybind() or
Keybind
local Property = tostring(Keybind.EnumType)
if (Input[Property] ~= Keybind) or (Bind.ProcessedCheck and
gameProcessedEvent) then
continue
end

-- // Fire
Bind.State = false
Bind.Callback(Bind.State, Bind)
end
end)
end

-- // Completely destroys everything


function Module.Destroy(KeepConnection)
-- // Destroy connection
if (not KeepConnection) then
if (Module.InputBeganConnection) then
Module.InputBeganConnection:Disconnect()
Module.InputBeganConnection = nil
end

if (Module.InputEndedConnection) then
Module.InputEndedConnection:Disconnect()
Module.InputEndedConnection = nil
end
end

-- // Empty binds
Binds = {}
end
end

-- // Start
Module.CreateConnection()

-- // Test + Example usage


if (Module.TestMode) then
Module.CreateBind({
Keybind = Enum.KeyCode.X,
ProcessedCheck = true,
Callback = function(State, Bind)
print(Bind.Keybind.Name .. " was pressed with state " ..
tostring(State))
end
})
Module.CreateBind({
Keybind = Enum.UserInputType.MouseButton2,
ProcessedCheck = true,
Callback = function(State, Bind)
print(Bind.Keybind.Name .. " was pressed with state " ..
tostring(State))
end
})

Module.CreateBind({
Keybind = Enum.UserInputType.MouseButton2,
ProcessedCheck = true,
Callback = function(State, Bind)
local Action = State and "pressed" or "released"
print(Bind.Keybind.Name .. " was " .. Action)
end,
Hold = true
})
end

-- // Return
KeybindHandler = Module
end

-- // Resolve all weapons


local PlaceId = game.PlaceId
local DaHoodId = {2788229376, 7213786345, 16033173781}
local HoodModdedId = {5602055394, 7951883376}
local HoodCustomId = {9825515356}

local Weapons = {
Pistols = {},
Shotguns = {},
Automatics = {},
Other = {}
}
if table.find(DaHoodId, PlaceId) then
Weapons = {
Pistols = {"[Revolver]", "[Glock]", "[Silencer]"},
Shotguns = {"[Shotgun]", "[Double-Barrel SG]", "[TacticalShotgun]"},
Automatics = {"[SMG]", "[P90]", "[LMG]", "[AR]", "[SilencerAR]", "[AK47]",
"[DrumGun]"},
Other = {"[Rifle]"}
}
elseif table.find(HoodCustomId, PlaceId) then
Weapons = {
Pistols = {"[Revolver]", "[Glock]", "[Silencer]"},
Shotguns = {"[Shotgun]", "[DoubleBarrel]", "[TacticalShotgun]"},
Automatics = {"[SMG]"},
Other = {}
}
elseif table.find(HoodModdedId, PlaceId) then
Weapons = {
Pistols = {"[Sniper]", "[Glock]", "[R8]", "[Revolver]", "[Deagle]"},
Shotguns = {"[TacticalShotgun]", "[Shotgun]", "[Double Barrel SG]"},
Automatics = {"[AA12]", "[AK-47]", "[Akimbo SMG]", "[AR]", "[Famas]",
"[Golden AK-47]", "[HMinigun]", "[LMG]", "[LMinigun]", "[P90]", "[Tec-9]", "[UMP]",
"[Vector]", "[DrumGun]", "[SCAR-H]", "[Silencer]", "[SilencerAR]", "[SMG]"},
Other = {"AUG", "[RPG]", "[Grenade Launcher]", "[Railgun]",
"[Flamethrower]", "[FlareGun]", "[Ray Gun]", "[Homing Launcher ]", "[PlasmaRifle]"}
}
else
return -- // UNSUPPORTED GAME
end

local function GetUpdatedMouseArg()


local MousePos

for i, v in ipairs(game:GetDescendants()) do
if v:IsA("LocalScript") or v:IsA("ModuleScript") then
local bytecode = getscriptbytecode(v)
bytecode = tostring(bytecode)

for l in bytecode:gmatch("%w+") do
if l:match("UpdateMousePosI") and l ~= 'UpdateMousePositionI' then
MousePos = l
end
end
end
end
return MousePos
end

-- // See what the game uses for updating mouse pos


local function GetUpdateMouseArg()
local Resolve = {
[2788229376] = GetUpdatedMouseArg(),
[16033173781] = GetUpdatedMouseArg(),
[7213786345] = GetUpdatedMouseArg(),
[5602055394] = "MousePos",
[7951883376] = "MousePos",
[9825515356] = "GetMousePos"
}
return Resolve[PlaceId] or "UpdateMousePosI"
end

-- // Find MainEvent
local function GetMainEvent()
-- // Check for special cases
if (table.find({5602055394, 7951883376}, PlaceId)) then
return ReplicatedStorage:FindFirstChild("Bullets")
end

-- // Default
return ReplicatedStorage:FindFirstChild("MainEvent")
end

-- // Vars
local R15_LIMBS = {
"Head", "UpperTorso", "LowerTorso", "LeftLowerLeg", "LeftUpperLeg",
"RightLowerLeg", "RightUpperLeg", "LeftHand", "LeftLowerArm",
"LeftUpperArm", "RightHand", "RightLowerArm", "RightUpperArm"
}

local LocalPlayer = Players.LocalPlayer


local Mouse = LocalPlayer:GetMouse()

local CurrentGun
local Target
local Hit
local CamlockTarget

local UpdateMouseArg = GetUpdateMouseArg()


local MainEvent = GetMainEvent()

-- // Wait for Data


local OurDataFolder = LocalPlayer:WaitForChild("DataFolder", 1/0)

-- // Create trigger part


local TriggerPart = Instance.new("Part")
TriggerPart.Name = tostring(math.random(1000000, 999999999))
TriggerPart.Size = Vector3.new(1.7, 6, 1.7)
TriggerPart.Parent = Workspace
TriggerPart.Anchored = true
TriggerPart.CanCollide = false
TriggerPart.Transparency = Configuration['Global']['Debug'] and 0.5 or 1

-- // Create FOV
local SilentFOV
local TriggerBotFOV
local AimAssistFOV
local function CreateFOV()
-- // Vars
local SilentCustomisation = Configuration['FOVs']['Silent']
local IsSquare = SilentCustomisation.FOVType == 'Box'
SilentFOV = Drawing.new(IsSquare and "Square" or "Circle")

-- // Set
SilentFOV.Visible = Configuration['FOVs']['Silent'].Visible
SilentFOV.Transparency = SilentCustomisation.Transparency
SilentFOV.Color = SilentCustomisation.Color
SilentFOV.Thickness = 0.1
SilentFOV.Filled = SilentCustomisation.Filled
-- // Individual properties
if (IsSquare) then
SilentFOV.Size = Vector2.new(SilentCustomisation.BoxWidth,
SilentCustomisation.BoxHeight)
else
SilentFOV.Radius = SilentCustomisation.CircleRadius
SilentFOV.NumSides = 100 / 3
end

-- // Return
return SilentFOV
end
CreateFOV()

-- // Update FOV
local function UpdateFOV()
local SilentCustomisation = Configuration['FOVs']['Silent']

-- // Circle
SilentFOV.Visible = SilentCustomisation.Visible
if (not SilentCustomisation['Attach To Target'].Enabled) then
SilentFOV.Position = UserInputService:GetMouseLocation()
return
end

-- // Make sure we have a target


if (not Target) then
SilentFOV.Visible = false
return
end

local CurrentCamera = Workspace.CurrentCamera


local TargetPart = Target.Character:FindFirstChild("UpperTorso")
if (not TargetPart) then
return
end

local TargetPosition = Target.Character.UpperTorso.Position


local TargetScreenPosition, _ =
CurrentCamera:WorldToViewportPoint(TargetPosition)
local TargetScreenPosition2 = Vector2.new(TargetScreenPosition.X,
TargetScreenPosition.Y)

if (SilentCustomisation['Attach To Target'].Enabled) then


local SilentAimConfiguration = Configuration['Bullet Redirection']
local Velocity = IsAntiAim and GetNewVelocity(TargetPart) or
TargetPart.Velocity

if SilentAimConfiguration.Prediction ~= nil then


Velocity = Velocity * SilentAimConfiguration.Prediction
end

if (SilentCustomisation.FOVType == 'Box') then


local ScaleFactor = 1 / (TargetScreenPosition.Z *
math.tan(math.rad(CurrentCamera.FieldOfView / 2)) * 2) * 100

if (SilentCustomisation['Attach To Target'].Prediction) then


SilentFOV.Size = Vector2.new(
math.floor(SilentCustomisation.BoxWidth * ScaleFactor),
math.floor(SilentCustomisation.BoxHeight * ScaleFactor)
)
else
SilentFOV.Size = Vector2.new(
math.floor(SilentCustomisation.BoxWidth * ScaleFactor),
math.floor(SilentCustomisation.BoxHeight * ScaleFactor)
)
end
SilentFOV.Position = SilentCustomisation['Attach To Target'].Prediction
and TargetScreenPosition2 + Vector2.new(Velocity.X, 0) - (SilentFOV.Size / 2) or
TargetScreenPosition2 - (SilentFOV.Size / 2)
else
local Distance = (CurrentCamera.CFrame.Position -
TargetPosition).Magnitude

SilentFOV.Radius = 100 * SilentCustomisation.CircleRadius / Distance


SilentFOV.Position = SilentCustomisation['Attach To Target'].Prediction
and TargetScreenPosition2 + Vector2.new(Velocity.X, 0) or TargetScreenPosition2
end
end
end

-- // Updates GunSpecific stuff


local function UpdateGunSpecific()
-- // Make sure target exists
if not (Target and CurrentGun) then
return
end

-- // Make sure is enabled


local SilentAimConfiguration = Configuration['Bullet Redirection']
local SilentCustomisation = Configuration['FOVs']['Silent']
local SilentGunSpecific = SilentAimConfiguration['Gun Settings']
local TriggerBotConfiguration = Configuration.TriggerBot
local TriggerBotGunSpecific = TriggerBotConfiguration['Gun Prediction
Settings']
local CamlockConfiguration = Configuration.AimAssist
local CamlockGunSpecific = CamlockConfiguration['Gun Settings']

if not (SilentGunSpecific.Enabled or TriggerBotGunSpecific.Enabled or


CamlockGunSpecific.Enabled) then
return
end

-- // Vars
local CurrentCamera = Workspace.CurrentCamera
local Distance = (CurrentCamera.CFrame.Position -
Target.Character.UpperTorso.Position).Magnitude

-- //
local function SetMatchedData(DetectionType)
-- // Silent
if (SilentGunSpecific.Enabled) then
-- // Set
local GunSpecificData = SilentGunSpecific[CurrentGun]
SilentAimConfiguration.Prediction =
GunSpecificData.Prediction[DetectionType]
SilentAimConfiguration.HitChance = GunSpecificData['Hit Chance']
[DetectionType]

-- // Type specific
if (not SilentCustomisation['Attach To Target'].Enabled) then
SilentFOV.Radius = GunSpecificData.FOV[DetectionType] * 3
end
end

-- // Triggerbot
if (TriggerBotGunSpecific.Enabled) then
TriggerBotConfiguration.Prediction = TriggerBotGunSpecific[CurrentGun]
[DetectionType]
end

-- // Camlock
if (CamlockGunSpecific.Enabled) then
-- // Set for each type
for _, Type in ipairs({"Prediction", "Air Prediction", "Smoothing",
"Air Smoothing", "Sensitivity", "Air Part", "Part"}) do
CamlockConfiguration[Type] = CamlockGunSpecific[CurrentGun][Type]
[DetectionType]
end
end
end

-- // Match the detection distances


local GunSpecificDetection = SilentGunSpecific['Distance Detections']
if (Distance <= GunSpecificDetection.Close) then
SetMatchedData("Close")
elseif (Distance <= GunSpecificDetection.Mid) then
SetMatchedData("Mid")
else
SetMatchedData("Far")
end
end

-- // Check if a vector is inside another


local function IsVectorInVector(A, B, Size)
return A.X >= B.X and A.Y >= B.Y and
A.X <= B.X + Size.X and A.Y <= B.Y + Size.Y
end

-- // Silent FOV Check


local function InFOV(Character)
-- // Vars
local MousePosition = UserInputService:GetMouseLocation()
local SilentCustomisation = Configuration['FOVs']['Silent']

if (SilentCustomisation['Attach To Target'].Enabled) then


-- // Box
if (SilentCustomisation.FOVType == 'Box') then
return IsVectorInVector(MousePosition, SilentFOV.Position,
SilentFOV.Size)
else
-- // Circle
local Distance = (MousePosition - SilentFOV.Position).Magnitude
return Distance <= SilentFOV.Radius
end
end
-- // FOV type 1
local SilentRadius = SilentFOV.Radius
local CurrentCamera = Workspace.CurrentCamera
for _, LimbName in ipairs(R15_LIMBS) do
-- // Grab the limb
local Limb = Character:FindFirstChild(LimbName)
if (not Limb) then
return
end

-- // Check
local Position = CurrentCamera:WorldToViewportPoint(Limb.Position)
local Distance = (Vector2.new(Position.X, Position.Y) -
MousePosition).Magnitude
if (Distance < SilentRadius )then
return true
end
end

-- // Default
return false
end

-- // Check if using velocity anti aim


local function AntiAiming(Player)
return Player.Character.HumanoidRootPart.Velocity.Magnitude >
Configuration['Global']['Resolver'].DetectionValue
end

-- // Hitchance
local function SilentHitChance()
return math.random(0, 100) <= Configuration['Bullet Redirection'].HitChance
end

-- // Check if holding gun


local function CheckHoldingGun()
-- // Check if we want to disable when not holding
if (Configuration['AimAssist']['Checks'].Disable_When_Not_Holding_Gun) then
return CurrentGun ~= nil
end

-- // Default
return true
end

-- // Crew Check
local function CrewCheck(Player)
-- // Make sure we actually want to check
if (not Configuration.Global.Crew_Check) then
return false
end

-- // PlaceId check
if (table.find({5602055394, 7951883376}, PlaceId)) then
-- // Make sure they have information
local OurInformation = LocalPlayer:FindFirstChild("Information")
local TheirInformation = Player:FindFirstChild("Information")
if not (OurInformation and TheirInformation) then
return false
end

-- // Return if match
return OurInformation.Crew.Value ~= TheirInformation.Crew.Value
end

-- // Make sure we have data folder


local TheirDataFolder = Player:FindFirstChild("DataFolder")
if (not TheirDataFolder) then
return false
end

-- // Grab their information


local TheirInformation = TheirDataFolder:FindFirstChild("Information")
if (not TheirInformation) then
return false
end

-- // Make sure we both have crew


local OurCrew = OurDataFolder.Information:FindFirstChild("Crew")
local TheirCrew = TheirInformation:FindFirstChild("Crew")
if not (OurCrew and TheirCrew) then
return false
end

-- // Check if either is nil


OurCrew = OurCrew.Value
TheirCrew = TheirCrew.Value
if (not OurCrew or OurCrew == "") or (not TheirCrew or TheirCrew == "") then
return false
end

-- // Check same
return OurCrew ~= TheirCrew
end

-- // Check if we are friends with player


local function FriendCheck(PlayerId)
-- // Make sure we want to check
if (not Configuration.Global.Friend_Check) then
return false
end

-- // Return
return LocalPlayer:IsFriendsWith(PlayerId)
end

-- // Check if we are in third person


local function DisableOnThirdPerson()
-- // Make sure we want to check
if (not Configuration['AimAssist']['Checks'].Disable_On_ThirdPerson) then
return true
end

-- // Return
local CurrentCamera = Workspace.CurrentCamera
return (CurrentCamera.CFrame.Position - CurrentCamera.Focus.Position).Magnitude
< 0.7 and UserInputService.MouseBehavior == Enum.MouseBehavior.LockCenter
end

-- // Get closest part


local function GetClosestPartToCursor(Character)
-- // Vars
local CurrentCamera = Workspace.CurrentCamera
local Closest
local Distance = 1/0

-- // Loop through children


for _, Part in ipairs(Character:GetChildren()) do
-- // Make sure is a part
if (not Part:IsA("BasePart")) then
continue
end

-- // Vars
local Position = CurrentCamera:WorldToViewportPoint(Part.Position)
Position = Vector2.new(Position.X, Position.Y)
local Magnitude = (UserInputService:GetMouseLocation() -
Position).Magnitude

-- // Check
if (Magnitude < Distance) then
Closest = Part
Distance = Magnitude
end
end

-- // Return
return Closest
end

-- // Check if reloading
local function IsReloading()
-- // Make sure we want to check
if (not Configuration['AimAssist']['Checks'].Disable_On_Reload) then
return true
end

-- // Specific game checks


if (PlaceId == 9825515356) then
return not LocalPlayer.Character.BodyEffects.Reloading.Value
end

if (table.find({5602055394, 7951883376}, PlaceId)) then


return not LocalPlayer.Character.I_LOADED_I.Reload.Value
end

-- // Default
return not LocalPlayer.Character.BodyEffects.Reload.Value
end

-- // Gets the closest point on a part


local function GetClosestPointOnPart(Part)
-- // Vars
local PartCFrame = Part.CFrame
local PartSize = Part.Size
local PartSizeTransformed = PartSize * (0.93 / 2)
local MousePosition = UserInputService:GetMouseLocation()
local CurrentCamera = Workspace.CurrentCamera

local MouseRay = CurrentCamera:ViewportPointToRay(MousePosition.X,


MousePosition.Y)
local Transformed = PartCFrame:PointToObjectSpace(MouseRay.Origin +
(MouseRay.Direction * MouseRay.Direction:Dot(PartCFrame.Position -
MouseRay.Origin)))

-- // Check if we are on target


if (Mouse.Target == Part) then
return Mouse.Hit
end

-- // Return transformed
return PartCFrame * Vector3.new(
math.clamp(Transformed.X, -PartSizeTransformed.X, PartSizeTransformed.X),
math.clamp(Transformed.Y, -PartSizeTransformed.Y, PartSizeTransformed.Y),
math.clamp(Transformed.Z, -PartSizeTransformed.Z, PartSizeTransformed.Z)
)
end

-- // Calculate velocity
local function GetNewVelocity(Part)
-- // Grab positions
local LastPosition = Part.Position
task.wait(0.085)
local CurrentPosition = Part.Position

-- // Calculate
local Velocity = (CurrentPosition - LastPosition) / 0.085
return Velocity * Vector3.new(1, 0, 1)
end

-- // Custom checks
local function CustomCheck(Player)
-- // Vars
local CurrentCameraPosition = Workspace.CurrentCamera.CFrame.Position
local PlayerCharacter = Player.Character
local PlayerHRP = PlayerCharacter.HumanoidRootPart
local Grabbed = PlayerCharacter:FindFirstChild("GRABBING_CONSTRAINT") ~= nil

-- // Cast a ray
local raycastParms = RaycastParams.new()
raycastParms.FilterDescendantsInstances = {
LocalPlayer.Character,
PlayerCharacter.Parent,
TriggerPart
}
local RaycastResult = Workspace:Raycast(CurrentCameraPosition,
PlayerHRP.Position - CurrentCameraPosition)

-- // KO Checks
local KOd = false
if (table.find({5602055394, 7951883376}, PlaceId) and
Player:FindFirstChild("Information") and Player.Information:FindFirstChild("KO"))
then
KOd = Player.Information.KO.Value
else
if (PlayerCharacter:FindFirstChild("BodyEffects") and
PlayerCharacter.BodyEffects:FindFirstChild("K.O")) then
KOd = PlayerCharacter.BodyEffects["K.O"].Value
end
end

-- // Return
return not (KOd or Grabbed)
end

-- // Apply normal prediction formula


local function ApplyNormalPredictionFormula(Part)

local Character = Part.Parent


local Humanoid = Character:FindFirstChild("Humanoid")
if (not Humanoid) then
return
end

local IsInAir = Humanoid:GetState() == Enum.HumanoidStateType.Freefall or


Humanoid:GetState() == Enum.HumanoidStateType.Jumping
local TargetPart = Part
local TargetVelocity = TargetPart.Velocity

local PredictionVelocity = Vector3.new(TargetVelocity.X, 0, TargetVelocity.Z) *


Configuration['Bullet Redirection'].Prediction
local Gravity = Workspace.Gravity

if IsInAir then
local TimeToHit = 2 * PredictionVelocity.Y / Gravity
local GravityAdjustment = Vector3.new(0, -0.5 * Gravity * TimeToHit *
TimeToHit, 0)
PredictionVelocity = PredictionVelocity + GravityAdjustment

local YOffset = Vector3.new(0, 0.85, 0)


PredictionVelocity = PredictionVelocity + YOffset
end

local ClosestPoint = GetClosestPointOnPart(Part)


local PredictedCFrame = ClosestPoint + PredictionVelocity

return PredictedCFrame
end

-- // Apply recalculated resolver prediction formula


local function ApplyRecalculatedPredictionFormula(Part)
-- // Grab closest point and add prediction to it
local ClosestPoint = GetClosestPointOnPart(Part)
local PredictionVelocity = GetNewVelocity(Part) * Configuration['Bullet
Redirection'].Prediction
local PredictedCFrame = ClosestPoint + PredictionVelocity

-- // Return
return PredictedCFrame
end
-- // Get the closest player to cursor
local function GetClosestPlayerToCursor()
-- // Vars
local CurrentCamera = Workspace.CurrentCamera
local MousePosition = UserInputService:GetMouseLocation()
local Closest
local Distance = 1/0

-- // Loop through all players


for _, Player in ipairs(Players:GetPlayers()) do
-- // Ignore local player
if (Player == LocalPlayer) then
continue
end

-- // Make sure they have a character


local Character = Player.Character
if (not Character) then
continue
end

-- // Make sure they have a HRP


local HumanoidRootPart = Character:FindFirstChild("HumanoidRootPart")
if (not HumanoidRootPart) then
continue
end

-- // Checks...
if (FriendCheck(Player.UserId) or CrewCheck(Player)) then
continue
end

-- // On screen check
local Position, OnScreen =
CurrentCamera:WorldToViewportPoint(HumanoidRootPart.Position)
if (not OnScreen) then
continue
end

-- // Custom check
if (not CustomCheck(Player)) then
continue
end

-- // Distance check (and custom)


local Magnitude = (Vector2.new(Position.X, Position.Y) -
MousePosition).Magnitude
if (Magnitude < Distance) then
Closest = Player
Distance = Magnitude
end
end

-- // Return player
return Closest
end

-- // Grabs the tool type


local function GetToolType(ToolName)
-- // Loop through all weapons
for Type, Guns in pairs(Weapons) do
-- // Check if inside
if (table.find(Guns, ToolName)) then
return Type
end
end
end

-- // See when our LocalPlayer's Character is spawned


local Activated
local function OnLocalCharacterAdded(Character)
-- // Check we have a character
if (not Character) then
return
end

-- // Vars
CurrentGun = nil

-- // See whenever we equip something


Character.ChildAdded:Connect(function(Tool)
-- // Make sure is a tool
if (not Tool:IsA("Tool")) then
return
end

-- // Set
CurrentGun = GetToolType(Tool.Name)

-- // See when the tool is activated


Activated = Tool.Activated:Connect(function()
-- // Make sure silent is enabled
if (not Configuration['Bullet Redirection'].Enabled ) then
return
end

-- // Make sure we have target in range


if not (Target and InFOV(Target.Character) and SilentHitChance()) then
return
end

-- // Fire
if (table.find({5602055394, 7951883376}, PlaceId)) then
MainEvent:FireServer(UpdateMouseArg, Hit, "P")
else
MainEvent:FireServer(UpdateMouseArg, Hit)
end
end)
end)

-- // See when we unequip something


Character.ChildRemoved:Connect(function(Tool)
-- // Make sure is a tool
if (not Tool:IsA("Tool")) then
return
end
-- // Set
CurrentGun = nil
Activated:Disconnect()
end)
end
OnLocalCharacterAdded(LocalPlayer.Character)
LocalPlayer.CharacterAdded:Connect(OnLocalCharacterAdded)

-- // See when pressed camlock bind


KeybindHandler.CreateBind({
Keybind = function() return Configuration['AimAssist'].Keybind.Bind end,
ProcessedCheck = true,
Hold = Configuration['AimAssist'].Keybind.Mode == 'Hold',
Callback = function(Value)
if (Value) then
CamlockTarget = GetClosestPlayerToCursor()
return
end
CamlockTarget = nil
end
})

-- // See when pressed silent bind


KeybindHandler.CreateBind({
Keybind = function() return Configuration['Bullet Redirection'].Keybind.Bind
end, -- Access the keybind
ProcessedCheck = true,
Hold = Configuration['Bullet Redirection'].Keybind.Mode == 'Hold',
Callback = function(Value)
if Configuration['Bullet Redirection'].Keybind.Mode == 'Hold' then
Configuration['Bullet Redirection'].Enabled = Value
return
end
Configuration['Bullet Redirection'].Enabled = not Configuration['Bullet
Redirection'].Enabled -- Toggle the 'Enabled' state
end
})

-- // See when pressed triggerbot bind


if Configuration['TriggerBot'].Enabled then
Configuration['TriggerBot'].Enabled = false
end

KeybindHandler.CreateBind({
Keybind = function() return Configuration['TriggerBot'].Keybind.Bind end,
ProcessedCheck = true,
Hold = Configuration['TriggerBot'].Keybind.Mode == 'Hold',
Callback = function(Value)
if Configuration['TriggerBot'].Keybind.Mode == 'Hold' then
Configuration['TriggerBot'].Enabled = Value
return
end
Configuration['TriggerBot'].Enabled = not
Configuration['TriggerBot'].Enabled -- Toggle the 'Enabled' state
end
})

-- // Memory Spoofer
do
-- // Configuration
local SelectedConfiguration = Configuration['Global']['Memory
Spoofer'].Percentage / 100

-- // Vars
local RobloxGui = CoreGui:WaitForChild("RobloxGui", 9e9)
local Debug = false

-- // Debug print
local function DebugPrint(...)
if (Debug) then
print(...)
end
end

-- // Rounds a number to a certain amount of decimal places


local function math_round(n, scale)
return ("%." .. (scale or 0) .. "f"):format(n)
end

-- // Calculate the amount of untracked memory


local function GetUntrackedMemory()
-- // Grab total memory
local TotalMemory = Stats:GetTotalMemoryUsageMb()

-- // Remove it all from total


for i = 0, 24 do
pcall(function()
TotalMemory = TotalMemory - Stats:GetMemoryUsageMbForTag(i)
end)
end

-- // Return
return TotalMemory
end

-- // Calculates fake memory


local function CalculateFakeMemoryTotal(Rounding, Remove)
Remove = Remove or 0

-- // Parse current value and decrease


local UntrackedMemory = math.clamp(GetUntrackedMemory() *
SelectedConfiguration, 0, 1/0)
local Removed = UntrackedMemory + Remove
local Value = 10000 - Stats:GetTotalMemoryUsageMb() - Removed
Value = math_round(Value, Rounding)

-- // Return
return Value, math_round(UntrackedMemory, Rounding), math_round(Removed,
Rounding)
end

-- // Done whenever PSViewer stuff is added


local function OnPSViewerChild(Frame)
-- // Ensure is frame
if (not Frame or Frame.Name ~= "Frame") then
return
end
DebugPrint("OnPSViewerChild called")

-- // Vars
local Type = Frame:WaitForChild("TextLabel", 9e9)
DebugPrint("OnPSViewerChild got vars")

-- // Check type
if not (Type.Text == "Memory") then
return
end

-- // Resolve labels by their name


local PSLabels = {}
for _, v in ipairs(Frame:GetChildren()) do
-- // Make sure is a label
if (v.Name ~= "PS_DecoratedValueLabel") then
continue
end

-- // Add
local Label = v:WaitForChild("Label", 9e9)
repeat task.wait() until Label.Text ~= "Label"
local Name = Label.Text:match("(%a+):")
PSLabels[Name] = Label
end
DebugPrint("Initialised PS_Viewer children")

-- // Set Current

local CurrentLabel = PSLabels.Current


CurrentLabel.Text = "Current: " .. CalculateFakeMemoryTotal(2) .. " MB"
CurrentLabel:GetPropertyChangedSignal("Text"):Connect(function()
-- // Set
CurrentLabel.Text = "Current: " .. CalculateFakeMemoryTotal(2) .. " MB"
DebugPrint("Set Memory Current (PerformanceStats 2)")
end)

-- // Set Average

local AverageLabel = PSLabels.Average


AverageLabel.Text = "Average: " .. CalculateFakeMemoryTotal(2,
math.random(10, 100) / 100) .. " MB"
AverageLabel:GetPropertyChangedSignal("Text"):Connect(function()
-- // Set
AverageLabel.Text = "Average: " .. CalculateFakeMemoryTotal(2,
math.random(10, 100) / 100) .. " MB"
DebugPrint("Set Memory Average (PerformanceStats 2)")
end)
end

-- // Done whenever performance stats exists


local function OnPerformanceStats(PerformanceStats)
-- // Make sure it exists
if (not PerformanceStats) then
return
end

-- // Vars
local PSViewer = PerformanceStats:WaitForChild("PS_Viewer", 9e9)
local PSButtons = {}

-- // Resolve buttons by their name


for _, v in ipairs(PerformanceStats:GetChildren()) do
-- // Make sure is a button
if (v.Name ~= "PS_Button") then
continue
end
-- // Set
PSButtons[v.StatsMiniTextPanelClass.TitleLabel.Text] = v
end
DebugPrint("Initialised PS_Button children")

-- // Constantly set memory in top left


local PSButtonsMem = PSButtons.Mem.StatsMiniTextPanelClass.ValueLabel
PSButtonsMem.Text = CalculateFakeMemoryTotal(2) .. " MB"
PSButtonsMem:GetPropertyChangedSignal("Text"):Connect(function()
-- // Set
PSButtonsMem.Text = CalculateFakeMemoryTotal(2) .. " MB"
DebugPrint("Set Memory (PerformanceStats)")
end)

-- // See when viewer added


OnPSViewerChild(PSViewer:FindFirstChild("Frame"))
PSViewer.ChildAdded:Connect(OnPSViewerChild)
end
OnPerformanceStats(RobloxGui:FindFirstChild("PerformanceStats"))
RobloxGui.ChildAdded:Connect(function(child)
if (child.Name == "PerformanceStats") then
OnPerformanceStats(child)
end
end)

-- // Whenever graphs spawns


local function OnLatestEntryText(LatestEntryText)
-- // Check
if (not LatestEntryText) then
DebugPrint("Fake LatestEntryText")
return
end

-- //
local function Set()
-- // Set
LatestEntryText.Text = CalculateFakeMemoryTotal(3)
DebugPrint("Set Memory (LatestEntryText)")
end

-- // See when LatestEntryText changes


Set()
LatestEntryText:GetPropertyChangedSignal("Text"):Connect(Set)
end
local function OnHoverTextY(HoverTextY)
-- // Check
if (not HoverTextY) then
return
end

-- //
local debounce = false
local function Set()
-- // Check
if (debounce) then
debounce = false
return
end
debounce = true

-- // Set
local _, _, Removed = CalculateFakeMemoryTotal(3)
local FakeValue = tonumber(HoverTextY.Text) - tonumber(Removed)
HoverTextY.Text = math_round(FakeValue, 3)
DebugPrint("Set Memory (HoverTextY)")
end

-- // See when HoverTextY changes


Set()
HoverTextY:GetPropertyChangedSignal("Text"):Connect(Set)
end
local function OnAxisTextY0(AxisTextY0)
-- // Check
if (not AxisTextY0) then
DebugPrint("Fake AxisTextY0")
return
end

-- //
local debounce = false
local function Set()
-- // Check
if (debounce) then
debounce = false
DebugPrint("AxisTextY0 debounce")
return
end
debounce = true

-- // Set
local _, _, Removed = CalculateFakeMemoryTotal(3)
local FakeValue = tonumber(AxisTextY0.Text) - tonumber(Removed)
AxisTextY0.Text = math_round(FakeValue, 3)
DebugPrint("Set Memory (AxisTextY0)")
end

-- // See when AxisTextY0 changes


Set()
AxisTextY0:GetPropertyChangedSignal("Text"):Connect(Set)
end
local function OnMemoryGraph(Graph)
-- // Check
if (not Graph) then
return
end

DebugPrint("Graph Added")

-- // Vars
local graph = Graph:WaitForChild("graph", 9e9)
local AxisTextY0 = graph:WaitForChild("AxisTextY0", 9e9)
local LatestEntryText = graph:FindFirstChild("LatestEntryText")
local HoverTextY = graph:FindFirstChild("HoverTextY", true)

-- // See whenever latest entry text shows


graph.DescendantAdded:Connect(function(child)
-- // Set
if (child.Name == "LatestEntryText") then
OnLatestEntryText(child)
end

-- // Set
if (child.Name == "HoverTextY") then
OnHoverTextY(child)
end

-- // Set
if (child.Name == "AxisTextY0") then
OnAxisTextY0(child)
end
end)

OnAxisTextY0(AxisTextY0)
OnLatestEntryText(LatestEntryText)
OnHoverTextY(HoverTextY)
end
local function GetErrorCount()
-- // Vars
local Count = 0

-- // Loop through LogHistory


for _, Log in ipairs(LogService:GetLogHistory()) do
-- // Add one if error and not bad error
if (not Log.message:find("depth exceeded for Instance.TextChanged") and
Log.messageType == Enum.MessageType.MessageError) then
Count += 1
end
end

-- // Return count
return Count
end

-- //
local function OnClientLog(ClientLog)
-- // Make sure we have a client log
if (not ClientLog) then
return
end

DebugPrint("ClientLog added")

-- // See whenever a message is added


ClientLog.ChildAdded:Connect(function(child)
-- // Make sure is a number
if (tonumber(child.Name) == nil) then
return
end
-- // Check the message
local Message = child:WaitForChild("msg", 9e9)
if (Message.Text:find("depth exceeded for Instance.TextChanged")) then
child.Visible = false
DebugPrint("Attempt to destroy error")
end
end)
end

-- // Below requires DevConsole


local function OnDevConsoleMaster()
-- // Ensure it exists
if (not CoreGui:FindFirstChild("DevConsoleMaster")) then
return
end

DebugPrint("DevConsoleMaster added")

-- // Vars
local DevConsoleUI = CoreGui.DevConsoleMaster.DevConsoleWindow.DevConsoleUI
local LiveStatsModule = DevConsoleUI.TopBar.LiveStatsModule
local MemoryUsageDevConsole = LiveStatsModule["MemoryUsage_MB"]

-- // Constantly set memory in dev console


MemoryUsageDevConsole.Text = CalculateFakeMemoryTotal(0) .. " MB"
MemoryUsageDevConsole:GetPropertyChangedSignal("Text"):Connect(function()
-- // Set
MemoryUsageDevConsole.Text = CalculateFakeMemoryTotal(0) .. " MB"
DebugPrint("Set Memory (DevConsole Top)")
end)
DebugPrint("Set MemoryUsageDevConsole")

-- // Constantly set errors


local LogErrorCount = LiveStatsModule.LogErrorCount
local Connection
Connection = RunService.RenderStepped:Connect(function()
-- // Check
if (not LogErrorCount.Parent) then
return Connection:Disconnect()
end

-- // Set
LogErrorCount.Text = tostring(GetErrorCount())
end)

-- // Below require on main view


local function OnMainView(DevConsoleEntries)
-- // Ensure it exists
local MainView = DevConsoleUI:FindFirstChild("MainView")
if (not MainView) then
return
end

DebugPrint("MainView added")

-- // See when child added


MainView.ChildAdded:Connect(function(child)
-- // Check
DebugPrint("MainView:", child)
if (child.Name == "ClientLog") then
OnClientLog(child)
end
end)
OnClientLog(MainView:FindFirstChild("ClientLog"))

-- // Vars
DevConsoleEntries = DevConsoleEntries or
MainView:WaitForChild("ClientMemory", 9e9):WaitForChild("Entries", 9e9)

-- // Set graph
local function SetGraph(Memory)
Memory.ChildAdded:Connect(function(child)
if (child.Name == "Graph") then
OnMemoryGraph(child)
end
end)
OnMemoryGraph(Memory:FindFirstChild("Graph"))
end

-- // Constantly set memory usage in memory tab


local function SetMemoryUsageDevConsole2()
-- // Ensure it exists
local MemoryUsageDevConsole2 =
DevConsoleEntries:FindFirstChild("Memory")
if (not MemoryUsageDevConsole2) then
return
end

-- // Vars
SetGraph(MemoryUsageDevConsole2)
MemoryUsageDevConsole2 = MemoryUsageDevConsole2.value
MemoryUsageDevConsole2.Text = CalculateFakeMemoryTotal(3)

MemoryUsageDevConsole2:GetPropertyChangedSignal("Text"):Connect(function()
-- // Set
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)

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