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- if game:GetService('CoreGui'):FindFirstChild('PFX') then
- game:GetService('CoreGui').PFX:Destroy()
- end
- if PROTOSMASHER_LOADED and (not shared.repair) then
- warn("Loading ProtoSmasher Fixes, Ty wally and Classy")--credits to wally
- coroutine.wrap(function()
- pcall(function()
- loadstring(game:HttpGet("https://pastebin.com/raw/m8zyuQMv", true))()
- end)
- end)()
- repeat wait() until shared.repair
- end
- local getgc = (getgc or get_gc_objects);--200 iq for proto ;-;
- local getupvalues = (getupvalues or debug.getupvalues);--also 200 for proto
- local setupvalue = (setupvalue or debug.setupvalue);--another 200 for proto
- local getreg = (getreg or debug.getregistry);
- local Windows = {}
- local Spotted = {}
- local V = Vector3.new()
- local Client = {}
- for i,v in next, getgc() do
- if network and gamelogic and effects and char then
- break
- end
- if type(v) == "function" then
- for k,x in next, getupvalues(v) do
- if type(x) == "table" then
- for Func, Name in next, x do
- if Func == "loadgrenade" and "loadgun" then
- Client.char = x
- elseif Func == "breakwindows" then
- Client.effects = x
- elseif Func == "add" then
- Client.network = x
- Client.Funcs = x
- end
- end
- end
- end
- end
- end
- local counter1 = 1
- local counter2 = 0
- local openups = 1
- local cam = workspace.CurrentCamera
- function zigzag(X) return math.acos(math.cos(X*math.pi))/math.pi end
- local Char_Settings = {
- FallDamage = false,
- BreakWindows = false,
- InfJump = false,
- TimescaleMulti = false,
- NoClip = false
- }
- local walktimescale = {
- MaxSpeed = false
- }
- local Gun_Settings = {
- NoRecoil = false,
- NoFlash = false,
- NoSway = false,
- NoSpread = false,
- InstaReload = true,
- RapidFire = false,
- FullAuto = false,
- FireRate = false,
- InstaAim = false,
- BulletAcceleration = false
- }
- local Render_Settings = {
- SpotAll = false,
- Esp = false
- }
- local in_progress = {
- OneShot = false,
- InfCreds = false,
- InfFrags = false
- }
- local version = 'v.2.0.5.b'
- local Updated = '9/15/19'
- local DiscordLink = 'https://discord.gg/MyjGtee'
- local GoodStat = 'Hooked, Secured, Ready to use'
- local MainFrameFail = 'Failed to hook mainframe'
- local HookFuncFail = 'Failed to Hook Functions'
- local Failure = 'Failed to Hook func, or Mainframe'
- local P = game:GetService'Players'
- local client = game:GetService'Players'.LocalPlayer
- if Client then
- local LoadGun = Client.char.loadgun
- local LoadFrag = Client.char.loadgrenade
- local Char = Client.char
- local Network = Client.network
- local Effects = Client.effects
- local Send = Network.send
- local spotclients = Client.Funcs.spotplayer
- local function PlayerData()
- for i, v in ipairs(game:GetService'Players':GetPlayers'') do
- if v.TeamColor ~= client.TeamColor then
- table.insert(Spotted, v);
- end;
- end;
- return Spotted
- end
- function BreakWindex()--llol
- for i,v in next, workspace:GetDescendants() do
- if v.Name:lower() == "window" then
- table.insert(Windows,v)
- end
- end
- Effects:breakwindows(Windows)
- end
- do
- if Render_Settings.SpotAll then
- Client.spotclients(PlayerData())
- end
- end
- do
- Network.send = function(self, ...)
- local Args = {...};
- if #Args > 0 then
- local Name = Args[1];
- if Name == 'changehealthx' then
- if #Args > 4 and Args[5] == 'Falling' and Char_Settings.FallDamage then
- return
- else
- if args[1] == 'equip' then
- openups = args[2]
- end
- end
- end
- return Send(self, ...)
- end
- end
- --[[
- [TO DO LIST]
- {finished}
- ]]
- Char.loadgun = function(...)
- local args = {...}
- local data = args[2]
- local data2 = args[1]
- if Gun_Settings.NoRecoil then
- data.camkickmin = V
- data.camkickmax = V
- data.aimcamkickmin = V
- data.aimcamkickmax = V
- data.aimtranskickmin = V
- data.aimtranskickmax = V
- data.transkickmin = V
- data.transkickmax = V
- data.rotkickmin = V
- data.rotkickmax = V
- data.aimrotkickmin = V
- data.aimrotkickmax = V
- end
- if Gun_Settings.NoFlash then
- data.hideflash = true
- data.hideminimap = true
- end
- if Gun_Settings.NoSway then
- data.swayamp = 0
- data.swayspeed = 0
- data.steadyspeed = 0
- data.breathspeed = 0
- end
- if Gun_Settings.NoSpread then
- data.hipfirespreadrecover = 100
- data.hipfirespread = 0
- data.hipfirestability = 0
- end
- if Gun_Settings.RapidFire then
- data.firerate = 1500
- data.variablefirerate = false
- data.firemodes = {true, 3, 1}
- data.requirechamber = false
- end
- if Gun_Settings.FullAuto then
- data.variablefirerate = false
- data.firemodes = {true, 3, 1}
- data.requirechamber = false
- end
- if Gun_Settings.InstaAim then
- data.aimspeed = 100
- data.magnifyspeed = 100
- end
- --[[if Gun_Settings.FireRate then
- data.firerate = FireRateTXT.Text
- data.variablefirerate = false
- data.requirechamber = false
- end]]
- --[[if Gun_Settings.BulletAcceleration then
- data2.acceleration = V;
- error'error might of failed to load'
- end]]
- if walktimescale.MaxSpeed then
- data.walkspeed = 30
- end
- if Gun_Settings.InstaReload then
- for i, v in next, data.animations do
- if string.find(string.lower(i), "reload") then
- data.animations[i].timescale = 0.0
- elseif string.find(string.lower(i), "pullbolt") then
- data.animations[i].timescale = 0.0
- elseif string.find(string.lower(i), "tacticalreload") then
- data.animations[i].timescale = 0.0
- elseif string.find(string.lower(i), "onfire") then
- data.animations[i].timescale = 0.0
- elseif string.find(string.lower(i), "inspect") then
- data.animations[i].timescale = 0.0
- elseif string.find(string.lower(i), "spot") then
- data.animations[i].timescale = 0.0
- elseif string.find(string.lower(i), "parkour") then
- data.animations[i].timescale = 0.0
- end
- end
- end
- args[2] = data
- return LoadGun(unpack(args))
- end
- end
- end
- local function CreateRegEsp( ... )
- for _,p in pairs(game:GetChildren()) do
- if p.ClassName == ("Players") then
- plrs = p
- end
- end
- wait(0.1)
- for _, v in pairs(plrs:GetChildren()) do
- if v.TeamColor ~= plrs.LocalPlayer.TeamColor and not v.Character.Head:FindFirstChild("BillboardGui") then
- i = Instance.new("BillboardGui",v.Character.Head)
- i.Active = true
- i.AlwaysOnTop = true
- i.Size = UDim2.new(1,0,1,0)
- h = Instance.new("Frame",i)
- h.Size = UDim2.new(2,0,1,0)
- h.AnchorPoint = Vector2.new(0.25, 0)
- h.BackgroundColor3 = Color3.new(1,0,0)
- h.BorderSizePixel = 0
- h.BackgroundTransparency = 0.4
- i2 = Instance.new("BillboardGui",v.Character.Torso)
- i2.Active = true
- i2.AlwaysOnTop = true
- i2.Size = UDim2.new(2,0,2,0)
- t = Instance.new("Frame",i2)
- t.Size = UDim2.new(1,0,1,0)
- t.AnchorPoint = Vector2.new(0, 0)
- t.BackgroundColor3 = Color3.new(0,1,0)
- t.BorderSizePixel = 0
- t.BackgroundTransparency = 0.4
- i3 = Instance.new("BillboardGui",v.Character["Left Arm"])
- i3.Active = true
- i3.AlwaysOnTop = true
- i3.Size = UDim2.new(1,0,2,0)
- la = Instance.new("Frame",i3)
- la.Size = UDim2.new(1,0,1,0)
- la.AnchorPoint = Vector2.new(0, 0)
- la.BackgroundColor3 = Color3.new(0,0,1)
- la.BorderSizePixel = 0
- la.BackgroundTransparency = 0.4
- i4 = Instance.new("BillboardGui",v.Character["Right Arm"])
- i4.Active = true
- i4.AlwaysOnTop = true
- i4.Size = UDim2.new(1,0,2,0)
- ra = Instance.new("Frame",i4)
- ra.Size = UDim2.new(1,0,1,0)
- ra.AnchorPoint = Vector2.new(0, 0)
- ra.BackgroundColor3 = Color3.new(0,0,1)
- ra.BorderSizePixel = 0
- ra.BackgroundTransparency = 0.4
- i5 = Instance.new("BillboardGui",v.Character["Left Leg"])
- i5.Active = true
- i5.AlwaysOnTop = true
- i5.Size = UDim2.new(1,0,2,0)
- ll = Instance.new("Frame",i5)
- ll.Size = UDim2.new(1,0,1,0)
- ll.AnchorPoint = Vector2.new(0, 0)
- ll.BackgroundColor3 = Color3.new(0,0,1)
- ll.BorderSizePixel = 0
- ll.BackgroundTransparency = 0.4
- i6 = Instance.new("BillboardGui",v.Character["Right Leg"])
- i6.Active = true
- i6.AlwaysOnTop = true
- i6.Size = UDim2.new(1,0,2,0)
- rl = Instance.new("Frame",i6)
- rl.Size = UDim2.new(1,0,1,0)
- rl.AnchorPoint = Vector2.new(0, 0)
- rl.BackgroundColor3 = Color3.new(0,0,1)
- rl.BorderSizePixel = 0
- rl.BackgroundTransparency = 0.4
- end
- end
- end
- local function RemoveEsp()
- for k, x in next, workspace:GetChildren() do
- for i, v in next, x:GetChildren() do
- for a, b in next, v:GetChildren() do
- if b.ClassName == 'BillboardGui' then
- b:Destroy()
- end
- end
- end
- end
- end
- function InfJumpers()--Made by Exploit Revived(Old Lx friend ;-; he quit xd)
- local Player = game:GetService("Players").LocalPlayer;
- local UserInputService = game:GetService("UserInputService");
- local Bricks = {};
- local Space;
- local WalkInAir = false;
- UserInputService.InputBegan:Connect(function(
- InputObject,
- GameProcessedEvent
- )
- if (
- (not GameProcessedEvent) and
- (InputObject.UserInputType == Enum.UserInputType.Keyboard)
- ) then
- if (InputObject.KeyCode == Enum.KeyCode.P) then
- for Key, Value in next, Bricks do
- Value:Destroy();
- end;
- elseif (InputObject.KeyCode == Enum.KeyCode.Space) then
- Space = true;
- elseif (InputObject.KeyCode == Enum.KeyCode.L) then
- WalkInAir = (not WalkInAir);
- end;
- end;
- end);
- UserInputService.InputEnded:Connect(function(
- InputObject,
- GameProcessedEvent
- )
- if (
- (not GameProcessedEvent) and
- (InputObject.UserInputType == Enum.UserInputType.Keyboard)
- ) then
- if (InputObject.KeyCode == Enum.KeyCode.Space) then
- Space = nil;
- end;
- end;
- end);
- local LastPosition = Vector3.new(0, 0, 0);
- game:GetService("RunService").RenderStepped:Connect(function()
- local PositionChanged;
- local Torso = (
- Player.Character or
- Player.CharacterAdded:wait()
- ):WaitForChild("Torso");
- if ((Torso.Position - LastPosition).Magnitude > 0.75) then
- PositionChanged = true;
- end;
- if (Space or (WalkInAir and PositionChanged)) then
- local FlyBrick = Instance.new("Part",
- (
- Torso:GetChildren()[1] or
- Torso
- )
- );
- FlyBrick.Transparency = 1;
- FlyBrick.Anchored = true;
- FlyBrick.CFrame = (
- Torso.CFrame *
- CFrame.new(0, -2.25, 0)
- );
- FlyBrick.Size = Vector3.new(5, 0.05, 5);
- FlyBrick.BrickColor = BrickColor.new("Institutional white");
- FlyBrick.Locked = true;
- FlyBrick.TopSurface = Enum.SurfaceType.SmoothNoOutlines;
- FlyBrick.BottomSurface = FlyBrick.TopSurface;
- FlyBrick.RightSurface = FlyBrick.TopSurface;
- FlyBrick.LeftSurface = FlyBrick.TopSurface;
- FlyBrick.FrontSurface = FlyBrick.TopSurface;
- FlyBrick.BackSurface = FlyBrick.TopSurface;
- Bricks[#Bricks + 1] = FlyBrick;
- end;
- LastPosition = Torso.Position;
- end)
- end
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