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- _G.silentaimbotenabled = false;
- _G.silentfov = 90;
- local camera = workspace.CurrentCamera;
- local max_dist = 30000;
- local lp = game:service'Players'.LocalPlayer;
- local Network = {};
- local oldNetwork;
- --do
- -- loadstring(game:HttpGet('https://pastebin.com/raw/c1at5DzU', true))() -- getkey()
- --end
- for i,e in next, getreg() do
- if type(e) == 'function' then
- for i,v in next, debug.getupvalues(e) do
- if i == 'network' then
- oldNetwork = v
- elseif i == 'netkick' then
- debug.setupvalue(e, 'netkick', function() end)
- end
- end
- end
- end
- do
- debug.setupvalue(oldNetwork.send, 'settings', error)
- debug.setupvalue(oldNetwork.fetch, 'settings', error)
- end
- local remoteevent = game.ReplicatedStorage:WaitForChild("RemoteEvent")
- local remotefunc = game.ReplicatedStorage:WaitForChild("RemoteFunction")
- local fireserver = remoteevent.FireServer
- local invokeserver = remotefunc.InvokeServer
- local networkencode = require(game.ReplicatedStorage:WaitForChild("SharedModules"):WaitForChild("NetworkEncode"))
- local encode = networkencode.encode
- function Network:send(name, ...)
- local args = {
- ...
- }
- local success = pcall(fireserver, remoteevent, false, name, args)
- if not success then
- warn("needed encode")
- fireserver(remoteevent, true, name, encode(args))
- end
- end
- local lp = game:service'Players'.LocalPlayer
- --[[spawn(function()
- game:service'RunService'.RenderStepped:connect(function()
- pcall(function()
- local pos, vis = nil, nil
- for _, p in next, game:service'Players':GetPlayers() do
- if p.TeamColor ~= lp.TeamColor then
- pos, vis = camera:WorldToScreenPoint(p.Character.Head.Position)
- if vis then
- target = p;
- end
- end
- end
- if not vis then
- target = nil;
- end
- end)
- end)
- end)]]
- debug.setupvalue(oldNetwork.send, "pcall", function(args, ...)
- local real_args = {...}
- local name = real_args[3]
- if name == 'newbullet' then
- local barrel;
- local target;
- for _, p in next, game:service'Players':GetPlayers() do
- if p.TeamColor ~= lp.TeamColor then
- local PosOnScreen = camera:WorldToScreenPoint(p.Character.Head.Position)
- if PosOnScreen.X > ((camera.ViewportSize.X)/2 - _G.silentfov/2) and PosOnScreen.X < ((camera.ViewportSize.X)/2 + _G.silentfov/2) and PosOnScreen.Y > ((camera.ViewportSize.Y)/2 - _G.silentfov/2) and PosOnScreen.Y < ((camera.ViewportSize.Y)/2 + _G.silentfov/2) then
- local part, asd = workspace:FindPartOnRayWithIgnoreList(Ray.new(lp.Character.Head.Position, (p.Character.Head.CFrame.p - lp.Character.Head.CFrame.p).unit * max_dist), {lp.Character})
- if _G.silentsightbased then
- if part == p.Character.Head then
- target = p;
- end
- else
- target = p;
- end
- end
- end
- end
- for i,v in next, camera:GetDescendants() do
- if v.Name == 'Flame' then
- barrel = v
- end
- end
- if target and _G.silentaimbotenabled then
- local uni = (barrel.Position - target.Character.Head.Position).unit * 100000
- Network:send("newbullet", barrel.Position, uni, 1, 1, 1, tick(), 1)
- Network:send("bullethit", target, -100, tick() - .1, tick(), target.Character.Head.Position, barrel.Position, uni, target.Character.Head, "wallbang")
- return true
- end
- end
- --local name = debug.getlocal(2, "name")
- return pcall(args, ...)
- end)
- --[[
- local lp = game:service'Players'.LocalPlayer
- for i,p in next, game:service'Players':GetPlayers() do
- if p.TeamColor ~= lp.TeamColor then
- local uni = (barrel.Position - p.Character.Head.Position).unit * 100000
- Network:send("bullethit", target, -100, tick() - .1, tick(), target.Character.Torso.Position, barrel.Position, uni, target.Character.Torso, "wallbang")
- end
- end
- ]]
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