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Azurev 4

The document loads services and variables, defines a Script table with functions and locals, and defines a Settings table. It contains utility functions for world to screen conversion, connections, mouse movement, and drawing creation. It also defines a wall check function.

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barber king
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© © All Rights Reserved
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0% found this document useful (0 votes)
62 views57 pages

Azurev 4

The document loads services and variables, defines a Script table with functions and locals, and defines a Settings table. It contains utility functions for world to screen conversion, connections, mouse movement, and drawing creation. It also defines a wall check function.

Uploaded by

barber king
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/ 57

-- # all credits go to linemaster, ignore horrid source

if (not LPH_OBFUSCATED) then


LPH_NO_VIRTUALIZE = function(...) return (...) end;
LPH_JIT_MAX = function(...) return (...) end;
LPH_JIT_ULTRA = function(...) return (...) end;
end

function load()
--// Services
local Players = game:GetService("Players")
local UserInputService = game:GetService("UserInputService")
local Workspace = game:GetService("Workspace")
local Lighting = game:GetService("Lighting")
local RunService = game:GetService("RunService")
local TweenService = game:GetService("TweenService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")

--// Variables
local LocalPlayer = Players.LocalPlayer
local Camera = Workspace:FindFirstChildWhichIsA("Camera")
local Hitsounds = {}

--// Script Table


local Script = {
Functions = {},
Locals = {
Target = nil,
IsTargetting = false,
Resolver = {
OldTick = tick(),
OldPos = Vector3.new(0, 0, 0),
ResolvedVelocity = Vector3.new(0, 0, 0)
},
AutoSelectTick = tick(),
AntiAimViewer = {
MouseRemoteFound = false,
MouseRemote = nil,
MouseRemoteArgs = nil,
MouseRemotePositionIndex = nil
},
HitEffect = nil,
Gun = {
PreviousGun = nil,
PreviousAmmo = 999,
Shotguns = {"[Double-Barrel SG]", "[TacticalShotgun]", "[Shotgun]"}
},
PlayerHealth = {},
JumpOffset = 0,
BulletPath = {
[4312377180] = Workspace:FindFirstChild("MAP") and
Workspace.MAP:FindFirstChild("Ignored") or nil,
[1008451066] = Workspace:FindFirstChild("Ignored") and
Workspace.Ignored:FindFirstChild("Siren") and
Workspace.Ignored.Siren:FindFirstChild("Radius") or nil,
[3985694250] = Workspace and Workspace:FindFirstChild("Ignored") or
nil,
[5106782457] = Workspace and Workspace:FindFirstChild("Ignored") or
nil,
[4937639028] = Workspace and Workspace:FindFirstChild("Ignored") or
nil,
[1958807588] = Workspace and Workspace:FindFirstChild("Ignored") or
nil
},
World = {
FogColor = Lighting.FogColor,
FogStart = Lighting.FogStart,
FogEnd = Lighting.FogEnd,
Ambient = Lighting.Ambient,
Brightness = Lighting.Brightness,
ClockTime = Lighting.ClockTime,
ExposureCompensation = Lighting.ExposureCompensation
},

NetworkPreviousTick = tick(),
NetworkShouldSleep = false,
FFlags = {
},
OriginalVelocity = {},
RotationAngle = 0
},
Utility = {
Drawings = {},
EspCache = {}
},
Connections = {
GunConnections = {}
},
AzureIgnoreFolder = Instance.new("Folder", game:GetService("Workspace"))
}

--// Settings Table


local Settings = {
Combat = {
Enabled = false,
AimPart = "HumanoidRootPart",
Silent = false,
Mouse = false,
Alerts = false,
LookAt = false,
Spectate = false,
AntiAimViewer = false,
AutoSelect = {
Enabled = false,
Cooldown = {
Enabled = false,
Amount = 0.5
}
},
Checks = {
Enabled = false,
Knocked = false,
Crew = false,
Wall = false,
Grabbed = false,
Vehicle = false
},
Smoothing = {
Horizontal = 1,
Vertical = 1
},
Prediction = {
Horizontal = 0.134,
Vertical = 0.134
},
Resolver = {
Enabled = false,
RefreshRate = 0
},
Fov = {
Enabled = false,
Visualize = {
Enabled = false,
Color = Color3.new(1, 1, 1)
},
Radius = 80
},
Visuals = {
Enabled = false,
Tracer = {
Enabled = false,
Color = Color3.new(1, 1, 1),
Thickness = 2
},
Dot = {
Enabled = false,
Color = Color3.new(1, 1, 1),
Filled = false,
Size = 6
},
Chams = {
Enabled = false,
Fill = {
Color = Color3.new(1, 1, 1),
Transparency = 0.5
},
Outline = {
Color = Color3.new(1, 1, 1),
Transparency = 0.5
}
}
},
Air = {
Enabled = false,
AirAimPart = {
Enabled = false,
HitPart = "LowerTorso"
},
JumpOffset = {
Enabled = false,
Offset = 0.09
}
}
},
Visuals = {
Esp = {
Enabled = false,
Boxes = {
Enabled = false,
Filled = {
Enabled = false,
Color = Color3.new(1, 1, 1),
Transparency = 0.3
},
Color = Color3.new(1, 1, 1)
}
},
BulletTracers = {
Enabled = false,
Color = {
Gradient1 = Color3.new(1, 1, 1),
Gradient2 = Color3.new(0, 0, 0)
},
Duration = 1,
Fade = {
Enabled = false,
Duration = 0.5
}
},
BulletImpacts = {
Enabled = false,
Color = Color3.new(1, 1, 1),
Duration = 1,
Size = 1,
Material = "SmoothPlastic",
Fade = {
Enabled = false,
Duration = 0.5
}
},
OnHit = {
Enabled = false,
Effect = {
Enabled = false,
Color = Color3.new(1, 1, 1)
},
Sound = {
Enabled = false,
Volume = 5,
Value = "Skeet"
},
Chams = {
Enabled = false,
Color = Color3.new(1, 1, 1),
Material = "ForceField",
Duration = 1
}
},
World = {
Enabled = false,
Fog = {
Enabled = false,
Color = Color3.new(1, 1, 1),
End = 1000,
Start = 10000
},
Ambient = {
Enabled = false,
Color = Color3.new(1, 1, 1)
},
Brightness = {
Enabled = false,
Value = 0
},
ClockTime = {
Enabled = false,
Value = 24
},
WorldExposure = {
Enabled = false,
Value = -0.1
}
},
Crosshair = {
Enabled = false,
Color = Color3.new(1, 1, 1),
Size = 10,
Gap = 2,
Rotation = {
Enabled = false,
Speed = 1
}
}
},
AntiAim = {
VelocitySpoofer = {
Enabled = false,
Visualize = {
Enabled = false,
Color = Color3.new(1, 1, 1),
Prediction = 0.134
},
Type = "Underground",
Roll = 0,
Pitch = 0,
Yaw = 0
},
CSync = {
Enabled = false,
Type = "Custom",
Visualize = {
Enabled = false,
Color = Color3.new(1, 1, 1)
},
RandomDistance = 16,
Custom = {
X = 0,
Y = 0,
Z = 0
},
TargetStrafe = {
Speed = 1,
Distance = 1,
Height = 1
}
},
Network = {
Enabled = false,
WalkingCheck = false,
Amount = 0.1
},
VelocityDesync = {
Enabled = false,
Range = 1
},
FFlagDesync = {
Enabled = false,
SetNew = false,
FFlags = {"S2PhysicsSenderRate"},
SetNewAmount = 15,
Amount = 2
},
},
Misc = {
Movement = {
Speed = {
Enabled = false,
Amount = 1
},
},
Exploits = {
Enabled = false,
NoRecoil = false,
NoJumpCooldown = false,
NoSlowDown = false
}
}
}

--// Functions
do
--// Utility Functions
do
Script.Functions.WorldToScreen = function(Position: Vector3)
if not Position then return end

local ViewportPointPosition, OnScreen =


Camera:WorldToViewportPoint(Position)
local ScreenPosition = Vector2.new(ViewportPointPosition.X,
ViewportPointPosition.Y)
return {
Position = ScreenPosition,
OnScreen = OnScreen
}
end

Script.Functions.Connection = function(ConnectionType: any, Function:


any)
local Connection = ConnectionType:Connect(Function)
return Connection
end

Script.Functions.MoveMouse = function(Position: Vector2, SmoothingX:


number, SmoothingY: number)
local MousePosition = UserInputService:GetMouseLocation()

mousemoverel((Position.X - MousePosition.X) / SmoothingX,


(Position.Y - MousePosition.Y) / SmoothingY)
end

Script.Functions.CreateDrawing = function(DrawingType: string,


Properties: any)
local DrawingObject = Drawing.new(DrawingType)

for Property, Value in pairs(Properties) do


DrawingObject[Property] = Value
end
return DrawingObject
end

Script.Functions.WallCheck = function(Part: any)


local RayCastParams = RaycastParams.new()
RayCastParams.FilterType = Enum.RaycastFilterType.Exclude
RayCastParams.IgnoreWater = true
RayCastParams.FilterDescendantsInstances =
Script.AzureIgnoreFolder:GetChildren()

local CameraPosition = Camera.CFrame.Position


local Direction = (Part.Position - CameraPosition).Unit
local RayCastResult = workspace:Raycast(CameraPosition, Direction *
10000, RayCastParams)

return RayCastResult.Instance and RayCastResult.Instance == Part


end

Script.Functions.Create = function(ObjectType: string, Properties: any)


local Object = Instance.new(ObjectType)

for Property, Value in pairs(Properties) do


Object[Property] = Value
end
return Object
end

Script.Functions.GetGun = function(Player: any)


local Info = {
Tool = nil,
Ammo = nil,
IsGunEquipped = false
}

local Tool = Player.Character:FindFirstChildWhichIsA("Tool")

if not Tool then return end

if game.GameId == 1958807588 then


local ArmoryGun =
Player.Information.Armory:FindFirstChild(Tool.Name)
if ArmoryGun then
Info.Tool = Tool
Info.Ammo = ArmoryGun.Ammo.Normal
Info.IsGunEquipped = true
else
for _, Object in pairs(Tool:GetChildren()) do
if Object.Name:lower():find("ammo") and not
Object.Name:lower():find("max") then
Info.Tool = Tool
Info.IsGunEquipped = true
Info.Ammo = Object
end
end
end
elseif game.GameId == 3634139746 then
for _, Object in pairs(Tool:getdescendants()) do
if Object.Name:lower():find("ammo") and not
Object.Name:lower():find("max") and not Object.Name:lower():find("no") then
Info.Tool = Tool
Info.Ammo = Object
Info.IsGunEquipped = true
end
end
else
for _, Object in pairs(Tool:GetChildren()) do
if Object.Name:lower():find("ammo") and not
Object.Name:lower():find("max") then
Info.Tool = Tool
Info.IsGunEquipped = true
Info.Ammo = Object
end
end
end

return Info
end

Script.Functions.Beam = function(StartPos: Vector3, EndPos: Vector3)


local ColorSequence = ColorSequence.new({
ColorSequenceKeypoint.new(0,
Settings.Visuals.BulletTracers.Color.Gradient1),
ColorSequenceKeypoint.new(1,
Settings.Visuals.BulletTracers.Color.Gradient2),
})
local Part = Instance.new("Part", Script.AzureIgnoreFolder)
Part.Size = Vector3.new(0, 0, 0)
Part.Massless = true
Part.Transparency = 1
Part.CanCollide = false
Part.Position = StartPos
Part.Anchored = true
local Attachment = Instance.new("Attachment", Part)
local Part2 = Instance.new("Part", Script.AzureIgnoreFolder)
Part2.Size = Vector3.new(0, 0, 0)
Part2.Transparency = 0
Part2.CanCollide = false
Part2.Position = EndPos
Part2.Anchored = true
Part2.Material = Enum.Material.ForceField
Part2.Color = Color3.fromRGB(255, 0, 212)
Part2.Massless = true
local Attachment2 = Instance.new("Attachment", Part2)
local Beam = Instance.new("Beam", Part)
Beam.FaceCamera = true
Beam.Color = ColorSequence
Beam.Attachment0 = Attachment
Beam.Attachment1 = Attachment2
Beam.LightEmission = 6
Beam.LightInfluence = 1
Beam.Width0 = 1.5
Beam.Width1 = 1.5
Beam.Texture = "http://www.roblox.com/asset/?id=446111271"
Beam.TextureSpeed = 2
Beam.TextureLength = 1
task.delay(Settings.Visuals.BulletTracers.Duration, function()
if Settings.Visuals.BulletTracers.Fade.Enabled then
local TweenValue = Instance.new("NumberValue")
TweenValue.Parent = Beam
local Tween = TweenService:Create(TweenValue,
TweenInfo.new(Settings.Visuals.BulletTracers.Fade.Duration), {Value = 1})
Tween:Play()

local Connection
Connection =
Script.Functions.Connection(TweenValue:GetPropertyChangedSignal("Value"),
function()
Beam.Transparency =
NumberSequence.new(TweenValue.Value, TweenValue.Value)
end)

Script.Functions.Connection(Tween.Completed, function()
Connection:Disconnect()
Part:Destroy()
Part2:Destroy()
end)
else
Part:Destroy()
Part2:Destroy()
end
end)
end

Script.Functions.Impact = function(Pos: Vector3)


local Part = Script.Functions.Create("Part", {
Parent = Script.AzureIgnoreFolder,
Color = Settings.Visuals.BulletImpacts.Color,
Size = Vector3.new(Settings.Visuals.BulletImpacts.Size,
Settings.Visuals.BulletImpacts.Size, Settings.Visuals.BulletImpacts.Size),
Position = Pos,
Anchored = true,
Material =
Enum.Material[Settings.Visuals.BulletImpacts.Material]
})

task.delay(Settings.Visuals.BulletImpacts.Duration, function()
if Settings.Visuals.BulletImpacts.Fade.Enabled then
local Tween = TweenService:Create(Part,
TweenInfo.new(Settings.Visuals.BulletImpacts.Fade.Duration), {Transparency = 1})
Tween:Play()

Script.Functions.Connection(Tween.Completed, function()
Part:Destroy()
end)
else
Part:Destroy()
end
end)
end

Script.Functions.GetClosestPlayerDamage = function(Position: Vector3,


MaxRadius: number)
local Radius = MaxRadius
local ClosestPlayer

for PlayerName, Health in pairs(Script.Locals.PlayerHealth) do


local Player = Players:FindFirstChild(PlayerName)
if Player and Player.Character then
local PlayerPosition =
Player.Character.PrimaryPart.Position
local Distance = (Position - PlayerPosition).Magnitude
local CurrentHealth = Player.Character.Humanoid.Health
if (Distance < Radius) and (CurrentHealth < Health) then
Radius = Distance
ClosestPlayer = Player
end
end
end
return ClosestPlayer
end

Script.Functions.Effect = function(Part, Color)


local Clone = Script.Locals.HitEffect:Clone()
Clone.Parent = Part

for _, Effect in pairs(Clone:GetChildren()) do


if Effect:IsA("ParticleEmitter") then
Effect.Color = ColorSequence.new({
ColorSequenceKeypoint.new(0, Color3.fromRGB(0, 0, 0)),
ColorSequenceKeypoint.new(0.495,
Settings.Visuals.OnHit.Effect.Color),
ColorSequenceKeypoint.new(1, Color3.fromRGB(0, 0, 0)),
})
Effect:Emit(1)
end
end

task.delay(2, function()
Clone:Destroy()
end)
end

Script.Functions.PlaySound = function(SoundId, Volume)


local Sound = Instance.new("Sound")
Sound.Parent = Script.AzureIgnoreFolder
Sound.Volume = Volume
Sound.SoundId = SoundId

Sound:Play()

Script.Functions.Connection(Sound.Ended, function()
Sound:Destroy()
end)
end

Script.Functions.Hitcham = function(Player, Color)


for _, BodyPart in pairs(Player.Character:GetChildren()) do
if BodyPart.Name ~= "HumanoidRootPart" and
BodyPart:IsA("BasePart") then
local Part = Instance.new("Part")
Part.Name = BodyPart.Name .. "_Clone"
Part.Parent = Script.AzureIgnoreFolder
Part.Material =
Enum.Material[Settings.Visuals.OnHit.Chams.Material]
Part.Color = Settings.Visuals.OnHit.Chams.Color
Part.Transparency = 0
Part.Anchored = true
Part.Size = BodyPart.Size
Part.CFrame = BodyPart.CFrame

task.delay(Settings.Visuals.OnHit.Chams.Duration,
function()
Part:Destroy()
end)
end
end
end

Script.Functions.Rotate = function(Vector, Origin, Angle)


local CosA = math.cos(Angle)
local SinA = math.sin(Angle)
local X = Vector.X - Origin.X
local Y = Vector.Y - Origin.Y
local NewX = X * CosA - Y * SinA
local NewY = X * SinA + Y * CosA
return Vector2.new(NewX + Origin.x, NewY + Origin.y)
end
end

--// General Functions


do
Script.Functions.GetClosestPlayer = function()
local Radius = Settings.Combat.Fov.Enabled and
Settings.Combat.Fov.Radius or math.huge
local ClosestPlayer
local Mouse = UserInputService:GetMouseLocation()

for _, Player in pairs(Players:GetPlayers()) do


if Player ~= LocalPlayer then
--// Variables
local ScreenPosition =
Script.Functions.WorldToScreen(Player.Character.PrimaryPart.Position)
local Distance = (Mouse -
ScreenPosition.Position).Magnitude
--// OnScreen Check
if not ScreenPosition.OnScreen then continue end

--// Checks
if (Settings.Combat.Checks.Enabled and
(Settings.Combat.Checks.Vehicle and Player.Character:FindFirstChild("[CarHitBox]"))
or (Settings.Combat.Checks.Knocked and Player.Character.BodyEffects["K.O"].Value ==
true) or (Settings.Combat.Checks.Grabbed and
Player.Character:FindFirstChild("GRABBING_CONSTRAINT")) or
(Settings.Combat.Checks.Crew and Player.DataFolder.Information.Crew.Value ==
LocalPlayer.DataFolder.Information.Crew.Value) or (Settings.Combat.Checks.Wall and
Script.Functions.WallCheck(Player.Character.PrimaryPart))) then continue end

if (Distance < Radius) then


Radius = Distance
ClosestPlayer = Player
end
end
end

return ClosestPlayer
end

Script.Functions.GetPredictedPosition = function()
local BodyPart =
Script.Locals.Target.Character[Settings.Combat.AimPart]
local Velocity = Settings.Combat.Resolver.Enabled and
Script.Locals.Resolver.ResolvedVelocity or
Script.Locals.Target.Character.HumanoidRootPart.Velocity
local Position = BodyPart.Position + Velocity *
Vector3.new(Settings.Combat.Prediction.Horizontal,
Settings.Combat.Prediction.Vertical, Settings.Combat.Prediction.Horizontal)

if Settings.Combat.Air.Enabled and
Settings.Combat.Air.JumpOffset.Enabled then
Position = Position + Vector3.new(0, Script.Locals.JumpOffset,
0)
end

return Position
end

Script.Functions.Resolve = function()
if Settings.Combat.Enabled and Settings.Combat.Resolver.Enabled and
Script.Locals.IsTargetting and Script.Locals.Target then
--// Variables
local HumanoidRootPart =
Script.Locals.Target.Character.HumanoidRootPart
local CurrentPosition = HumanoidRootPart.Position
local DeltaTime = tick() - Script.Locals.Resolver.OldTick
local NewVelocity = (CurrentPosition -
Script.Locals.Resolver.OldPos) / DeltaTime

--// Set the velocity


Script.Locals.Resolver.ResolvedVelocity = NewVelocity

--// Update the old tick and old position


if tick() - Script.Locals.Resolver.OldTick >= 1 /
Settings.Combat.Resolver.RefreshRate then
Script.Locals.Resolver.OldTick,
Script.Locals.Resolver.OldPos = tick(), HumanoidRootPart.Position
end
end
end

Script.Functions.MouseAim = function()
if Settings.Combat.Enabled and Settings.Combat.Mouse and
Script.Locals.IsTargetting and Script.Locals.Target then
local Position = Script.Functions.GetPredictedPosition()
local ScreenPosition = Script.Functions.WorldToScreen(Position)

if ScreenPosition.OnScreen then
Script.Functions.MoveMouse(ScreenPosition.Position,
Settings.Combat.Smoothing.Horizontal, Settings.Combat.Smoothing.Vertical)
end
end
end

Script.Functions.UpdateFieldOfView = function()
Script.Utility.Drawings["FieldOfViewVisualizer"].Visible =
Settings.Combat.Enabled and Settings.Combat.Fov.Enabled and
Settings.Combat.Fov.Visualize.Enabled
Script.Utility.Drawings["FieldOfViewVisualizer"].Color =
Settings.Combat.Fov.Visualize.Color
Script.Utility.Drawings["FieldOfViewVisualizer"].Radius =
Settings.Combat.Fov.Radius
Script.Utility.Drawings["FieldOfViewVisualizer"].Position =
UserInputService:GetMouseLocation()
end

Script.Functions.UpdateTargetVisuals = function()
--// ScreenPosition, Will be changed later
local Position

--// Variable to indicate if you"re targetting or not with a check


if the target visuals are enabled
local IsTargetting = Settings.Combat.Enabled and
Settings.Combat.Visuals.Enabled and Script.Locals.IsTargetting and
Script.Locals.Target or false

--// Change the position


if IsTargetting then
local PredictedPosition =
Script.Functions.GetPredictedPosition()
Position = Script.Functions.WorldToScreen(PredictedPosition)
end

--// Variable to indicate if the drawing elements should show


local TracerShow = IsTargetting and
Settings.Combat.Visuals.Tracer.Enabled and Position.OnScreen or false
local DotShow = IsTargetting and
Settings.Combat.Visuals.Dot.Enabled and Position.OnScreen or false
local ChamsShow = IsTargetting and
Settings.Combat.Visuals.Chams.Enabled and Script.Locals.Target and
Script.Locals.Target.Character or nil

--// Set the drawing elements visibility


Script.Utility.Drawings["TargetTracer"].Visible = TracerShow
Script.Utility.Drawings["TargetDot"].Visible = DotShow
Script.Utility.Drawings["TargetChams"].Parent = ChamsShow

--// Update the drawing elements


if TracerShow then
Script.Utility.Drawings["TargetTracer"].From =
UserInputService:GetMouseLocation()
Script.Utility.Drawings["TargetTracer"].To = Position.Position
Script.Utility.Drawings["TargetTracer"].Color =
Settings.Combat.Visuals.Tracer.Color
Script.Utility.Drawings["TargetTracer"].Thickness =
Settings.Combat.Visuals.Tracer.Thickness
end

if DotShow then
Script.Utility.Drawings["TargetDot"].Position =
Position.Position
Script.Utility.Drawings["TargetDot"].Radius =
Settings.Combat.Visuals.Dot.Size
Script.Utility.Drawings["TargetDot"].Filled =
Settings.Combat.Visuals.Dot.Filled
Script.Utility.Drawings["TargetDot"].Color =
Settings.Combat.Visuals.Dot.Color
end

if ChamsShow then
Script.Utility.Drawings["TargetChams"].FillColor =
Settings.Combat.Visuals.Chams.Fill.Color
Script.Utility.Drawings["TargetChams"].FillTransparency =
Settings.Combat.Visuals.Chams.Fill.Transparency
Script.Utility.Drawings["TargetChams"].OutlineTransparency =
Settings.Combat.Visuals.Chams.Outline.Transparency
Script.Utility.Drawings["TargetChams"].OutlineColor =
Settings.Combat.Visuals.Chams.Outline.Color
end
end

Script.Functions.AutoSelect = function()
if (Settings.Combat.Enabled and Settings.Combat.AutoSelect.Enabled)
and (tick() - Script.Locals.AutoSelectTick >=
Settings.Combat.AutoSelect.Cooldown.Amount and
Settings.Combat.AutoSelect.Cooldown.Enabled or true) then
local NewTarget = Script.Functions.GetClosestPlayer()
Script.Locals.Target = NewTarget or nil
Script.Locals.IsTargetting = NewTarget and true or false
Script.Locals.AutoSelectTick = tick()
end
end

Script.Functions.GunEvents = function()
local CurrentGun = Script.Functions.GetGun(LocalPlayer)

if CurrentGun and CurrentGun.IsGunEquipped and CurrentGun.Tool then


if CurrentGun.Tool ~= Script.Locals.Gun.PreviousGun then
Script.Locals.Gun.PreviousGun = CurrentGun.Tool
Script.Locals.Gun.PreviousAmmo = 999
--// Connections
for _, Connection in
pairs(Script.Connections.GunConnections) do
Connection:Disconnect()
end
Script.Connections.GunConnections = {}
end

if not Script.Connections.GunConnections["GunActivated"] and


Settings.Combat.Enabled and Settings.Combat.Silent and
Script.Locals.AntiAimViewer.MouseRemoteFound then
Script.Connections.GunConnections["GunActivated"] =
Script.Functions.Connection(CurrentGun.Tool.Activated, function()
if Script.Locals.IsTargetting and Script.Locals.Target
then
if Settings.Combat.AntiAimViewer then
local Arguments =
Script.Locals.AntiAimViewer.MouseRemoteArgs

Arguments[Script.Locals.AntiAimViewer.MouseRemotePositionIndex] =
Script.Functions.GetPredictedPosition()

Script.Locals.AntiAimViewer.MouseRemote:FireServer(unpack(Arguments))
end
end
end)
end

if not Script.Connections.GunConnections["GunAmmoChanged"] then


Script.Connections.GunConnections["GunAmmoChanged"] =
Script.Functions.Connection(CurrentGun.Ammo:GetPropertyChangedSignal("Value") ,
function()
local NewAmmo = CurrentGun.Ammo.Value
if (NewAmmo < Script.Locals.Gun.PreviousAmmo or
(game.GameId == 3985694250 and NewAmmo > Script.Locals.Gun.PreviousAmmo)) and
Script.Locals.Gun.PreviousAmmo then

local ChildAdded
local ChildrenAdded = 0
ChildAdded =
Script.Functions.Connection(Script.Locals.BulletPath[game.GameId].ChildAdded,
function(Object)
if Object.Name == "BULLET_RAYS" then
ChildrenAdded += 1
if (table.find(Script.Locals.Gun.Shotguns,
CurrentGun.Tool.Name) and ChildrenAdded <= 5) or (ChildrenAdded == 1) then
local GunBeam =
Object:WaitForChild("GunBeam")
local StartPos, EndPos =
Object.Position, GunBeam.Attachment1.WorldPosition

if
Settings.Visuals.BulletTracers.Enabled then
GunBeam:Destroy()
Script.Functions.Beam(StartPos,
EndPos)
end
if
Settings.Visuals.BulletImpacts.Enabled then
Script.Functions.Impact(EndPos)
end

if Settings.Visuals.OnHit.Enabled then
local Player =
Script.Functions.GetClosestPlayerDamage(EndPos, 20)
if Player then
if
Settings.Visuals.OnHit.Effect.Enabled then

Script.Functions.Effect(Player.Character.HumanoidRootPart)
end

if
Settings.Visuals.OnHit.Sound.Enabled then
local Sound =
string.format("hitsounds/%s", Settings.Visuals.OnHit.Sound.Value)

Script.Functions.PlaySound(getcustomasset(Sound),
Settings.Visuals.OnHit.Sound.Volume)
end

if
Settings.Visuals.OnHit.Chams.Enabled then

Script.Functions.Hitcham(Player, Settings.Visuals.OnHit.Chams.Color)
end
end
end
ChildAdded:Disconnect()
end
else
ChildAdded:Disconnect()
end
end)
end
Script.Locals.Gun.PreviousAmmo = NewAmmo
end)
end
end
end

Script.Functions.Air = function()
if Settings.Combat.Enabled and Script.Locals.IsTargetting and
Script.Locals.Target and Settings.Combat.Air.Enabled then
local Humanoid = Script.Locals.Target.Character.Humanoid

if Humanoid:GetState() == Enum.HumanoidStateType.Freefall then


Script.Locals.JumpOffset =
Settings.Combat.Air.JumpOffset.Offset
else
Script.Locals.JumpOffset = 0
end
end
end
Script.Functions.UpdateHealth = function()
if Settings.Visuals.OnHit.Enabled then
for _, Player in pairs(Players:GetPlayers()) do
if Player.Character and Player.Character.Humanoid then
Script.Locals.PlayerHealth[Player.Name] =
Player.Character.Humanoid.Health
end
end
end
end

Script.Functions.UpdateAtmosphere = function()
Lighting.FogColor = Settings.Visuals.World.Enabled and
Settings.Visuals.World.Fog.Enabled and Settings.Visuals.World.Fog.Color or
Script.Locals.World.FogColor
Lighting.FogStart = Settings.Visuals.World.Enabled and
Settings.Visuals.World.Fog.Enabled and Settings.Visuals.World.Fog.Start or
Script.Locals.World.FogStart
Lighting.FogEnd = Settings.Visuals.World.Enabled and
Settings.Visuals.World.Fog.Enabled and Settings.Visuals.World.Fog.End or
Script.Locals.World.FogEnd
Lighting.Ambient = Settings.Visuals.World.Enabled and
Settings.Visuals.World.Ambient.Enabled and Settings.Visuals.World.Ambient.Color or
Script.Locals.World.Ambient
Lighting.Brightness = Settings.Visuals.World.Enabled and
Settings.Visuals.World.Brightness.Enabled and
Settings.Visuals.World.Brightness.Value or Script.Locals.World.Brightness
Lighting.ClockTime = Settings.Visuals.World.Enabled and
Settings.Visuals.World.ClockTime.Enabled and Settings.Visuals.World.ClockTime.Value
or Script.Locals.World.ClockTime
Lighting.ExposureCompensation = Settings.Visuals.World.Enabled and
Settings.Visuals.World.WorldExposure.Enabled and
Settings.Visuals.World.WorldExposure.Value or
Script.Locals.World.ExposureCompensation
end

Script.Functions.VelocitySpoof = function()
local ShowVisualizerDot = Settings.AntiAim.VelocitySpoofer.Enabled
and Settings.AntiAim.VelocitySpoofer.Visualize.Enabled

Script.Utility.Drawings["VelocityDot"].Visible = ShowVisualizerDot

if Settings.AntiAim.VelocitySpoofer.Enabled then
--// Variables
local Type = Settings.AntiAim.VelocitySpoofer.Type
local HumanoidRootPart = LocalPlayer.Character.HumanoidRootPart
local Velocity = HumanoidRootPart.Velocity

--// Main
if Type == "Underground" then
HumanoidRootPart.Velocity = HumanoidRootPart.Velocity +
Vector3.new(0, -Settings.AntiAim.VelocitySpoofer.Yaw, 0)
elseif Type == "Sky" then
HumanoidRootPart.Velocity = HumanoidRootPart.Velocity +
Vector3.new(0, Settings.AntiAim.VelocitySpoofer.Yaw, 0)
elseif Type == "Multiplier" then
HumanoidRootPart.Velocity = HumanoidRootPart.Velocity +
Vector3.new(Settings.AntiAim.VelocitySpoofer.Yaw,
Settings.AntiAim.VelocitySpoofer.Pitch, Settings.AntiAim.VelocitySpoofer.Roll)
elseif Type == "Custom" then
HumanoidRootPart.Velocity =
Vector3.new(Settings.AntiAim.VelocitySpoofer.Yaw,
Settings.AntiAim.VelocitySpoofer.Pitch, Settings.AntiAim.VelocitySpoofer.Roll)
elseif Type == "Prediction Breaker" then
HumanoidRootPart.Velocity = Vector3.new(0, 0, 0)
end

if ShowVisualizerDot then
local ScreenPosition =
Script.Functions.WorldToScreen(LocalPlayer.Character.HumanoidRootPart.Position +
LocalPlayer.Character.HumanoidRootPart.Velocity *
Settings.AntiAim.VelocitySpoofer.Visualize.Prediction)

Script.Utility.Drawings["VelocityDot"].Position =
ScreenPosition.Position
Script.Utility.Drawings["VelocityDot"].Color =
Settings.AntiAim.VelocitySpoofer.Visualize.Color
end

RunService.RenderStepped:Wait()
HumanoidRootPart.Velocity = Velocity
end
end

Script.Functions.CSync = function()
Script.Utility.Drawings["CFrameVisualize"].Parent =
Settings.AntiAim.CSync.Visualize.Enabled and Settings.AntiAim.CSync.Enabled and
Script.AzureIgnoreFolder or nil

if Settings.AntiAim.CSync.Enabled then
local Type = Settings.AntiAim.CSync.Type
local FakeCFrame =
LocalPlayer.Character.HumanoidRootPart.CFrame
Script.Locals.SavedCFrame =
LocalPlayer.Character.HumanoidRootPart.CFrame
if Type == "Custom" then
FakeCFrame = FakeCFrame *
CFrame.new(Settings.AntiAim.CSync.Custom.X, Settings.AntiAim.CSync.Custom.Y,
Settings.AntiAim.CSync.Custom.Z)
elseif Type == "Target Strafe" and Script.Locals.IsTargetting
and Script.Locals.Target and Settings.Combat.Enabled then
local CurrentTime = tick()
FakeCFrame =
CFrame.new(Script.Locals.Target.Character.HumanoidRootPart.Position) *
CFrame.Angles(0, 2 * math.pi * CurrentTime *
Settings.AntiAim.CSync.TargetStrafe.Speed % (2 * math.pi), 0) * CFrame.new(0,
Settings.AntiAim.CSync.TargetStrafe.Height,
Settings.AntiAim.CSync.TargetStrafe.Distance)
elseif Type == "Local Strafe" then
local CurrentTime = tick()
FakeCFrame =
CFrame.new(LocalPlayer.Character.HumanoidRootPart.Position) * CFrame.Angles(0, 2 *
math.pi * CurrentTime * Settings.AntiAim.CSync.TargetStrafe.Speed % (2 * math.pi),
0) * CFrame.new(0, Settings.AntiAim.CSync.TargetStrafe.Height,
Settings.AntiAim.CSync.TargetStrafe.Distance)
elseif Type == "Random" then
FakeCFrame =
CFrame.new(LocalPlayer.Character.HumanoidRootPart.Position +
Vector3.new(math.random(-Settings.AntiAim.CSync.RandomDistance,
Settings.AntiAim.CSync.RandomDistance), math.random(-
Settings.AntiAim.CSync.RandomDistance, Settings.AntiAim.CSync.RandomDistance),
math.random(-Settings.AntiAim.CSync.RandomDistance,
Settings.AntiAim.CSync.RandomDistance))) * CFrame.Angles(math.rad(math.random(0,
360)), math.rad(math.random(0, 360)), math.rad(math.random(0, 360)))
elseif Type == "Random Target" and Script.Locals.IsTargetting
and Script.Locals.Target and Settings.Combat.Enabled then
FakeCFrame =
CFrame.new(Script.Locals.Target.Character.HumanoidRootPart.Position +
Vector3.new(math.random(-Settings.AntiAim.CSync.RandomDistance,
Settings.AntiAim.CSync.RandomDistance), math.random(-
Settings.AntiAim.CSync.RandomDistance, Settings.AntiAim.CSync.RandomDistance),
math.random(-Settings.AntiAim.CSync.RandomDistance,
Settings.AntiAim.CSync.RandomDistance))) * CFrame.Angles(math.rad(math.random(0,
360)), math.rad(math.random(0, 360)), math.rad(math.random(0, 360)))
end

Script.Utility.Drawings["CFrameVisualize"]:SetPrimaryPartCFrame(FakeCFrame)

for _, Part in
pairs(Script.Utility.Drawings["CFrameVisualize"]:GetChildren()) do
Part.Color = Settings.AntiAim.CSync.Visualize.Color
end

LocalPlayer.Character.HumanoidRootPart.CFrame = FakeCFrame
RunService.RenderStepped:Wait()
LocalPlayer.Character.HumanoidRootPart.CFrame =
Script.Locals.SavedCFrame
end
end

Script.Functions.Network = function()
if Settings.AntiAim.Network.Enabled then
if (tick() - Script.Locals.NetworkPreviousTick) >=
((Settings.AntiAim.Network.Amount / math.pi) / 10000) or
(Settings.AntiAim.Network.WalkingCheck and
LocalPlayer.Character.Humanoid.MoveDirection.Magnitude > 0) then
Script.Locals.NetworkShouldSleep = not
Script.Locals.NetworkShouldSleep
Script.Locals.NetworkPreviousTick = tick()
sethiddenproperty(LocalPlayer.Character.HumanoidRootPart,
"NetworkIsSleeping", Script.Locals.NetworkShouldSleep)
end
end
end

Script.Functions.Speed = function()
if Settings.Misc.Movement.Speed.Enabled then
LocalPlayer.Character.HumanoidRootPart.CFrame =
LocalPlayer.Character.HumanoidRootPart.CFrame +
LocalPlayer.Character.Humanoid.MoveDirection * Settings.Misc.Movement.Speed.Amount
end
end

Script.Functions.VelocityDesync = function()
if Settings.AntiAim.VelocityDesync.Enabled then
local HumanoidRootPart = LocalPlayer.Character.HumanoidRootPart
local Velocity = HumanoidRootPart.Velocity
local Amount = Settings.AntiAim.VelocityDesync.Range * 1000
HumanoidRootPart.Velocity = Vector3.new(math.random(-Amount,
Amount), math.random(-Amount, Amount), math.random(-Amount, Amount))
RunService.RenderStepped:Wait()
HumanoidRootPart.Velocity = Velocity
end
end

Script.Functions.FFlagDesync = function()
if Settings.AntiAim.FFlagDesync.Enabled then
for FFlag, _ in pairs(Settings.AntiAim.FFlagDesync.FFlags) do
local Value = Settings.AntiAim.FFlagDesync.Amount
setfflag(FFlag, tostring(Value))

RunService.RenderStepped:Wait()
if Settings.AntiAim.FFlagDesync.SetNew then
setfflag(FFlag,
Settings.AntiAim.FFlagDesync.SetNewAmount)
end
end
end
end

--// Invisible Desync

Script.Functions.NoSlowdown = function()
if Settings.Misc.Exploits.NoSlowDown then
for _, Slowdown in
pairs(LocalPlayer.Character.BodyEffects.Movement:GetChildren()) do
Slowdown:Destroy()
end
end
end

--// Horrid code


Script.Functions.UpdateCrosshair = function()
if Settings.Visuals.Crosshair.Enabled then
local MouseX, MouseY
local RotationAngle = Script.Locals.RotationAngle
local RealSize = Settings.Visuals.Crosshair.Size * 2

if not MouseX or not MouseY then


MouseX, MouseY = UserInputService:GetMouseLocation().X,
UserInputService:GetMouseLocation().Y
end

local Gap = Settings.Visuals.Crosshair.Gap


if Settings.Visuals.Crosshair.Rotation.Enabled then
Script.Locals.RotationAngle = Script.Locals.RotationAngle +
Settings.Visuals.Crosshair.Rotation.Speed
else
Script.Locals.RotationAngle = 0
end

Script.Utility.Drawings["CrosshairLeft"].Visible = true
Script.Utility.Drawings["CrosshairLeft"].Color =
Settings.Visuals.Crosshair.Color
Script.Utility.Drawings["CrosshairLeft"].Thickness = 1
Script.Utility.Drawings["CrosshairLeft"].Transparency = 1
Script.Utility.Drawings["CrosshairLeft"].From =
Vector2.new(MouseX + Gap, MouseY)
Script.Utility.Drawings["CrosshairLeft"].To =
Vector2.new(MouseX + RealSize, MouseY)
if Settings.Visuals.Crosshair.Rotation.Enabled then
Script.Utility.Drawings["CrosshairLeft"].From =
Script.Functions.Rotate(Script.Utility.Drawings["CrosshairLeft"].From,
Vector2.new(MouseX, MouseY), math.rad(RotationAngle))
Script.Utility.Drawings["CrosshairLeft"].To =
Script.Functions.Rotate(Script.Utility.Drawings["CrosshairLeft"].To,
Vector2.new(MouseX, MouseY), math.rad(RotationAngle))
end

Script.Utility.Drawings["CrosshairRight"].Visible = true
Script.Utility.Drawings["CrosshairRight"].Color =
Settings.Visuals.Crosshair.Color
Script.Utility.Drawings["CrosshairRight"].Thickness = 1
Script.Utility.Drawings["CrosshairRight"].Transparency = 1
Script.Utility.Drawings["CrosshairRight"].From =
Vector2.new(MouseX - Gap, MouseY)
Script.Utility.Drawings["CrosshairRight"].To =
Vector2.new(MouseX - RealSize, MouseY)
if Settings.Visuals.Crosshair.Rotation.Enabled then
Script.Utility.Drawings["CrosshairRight"].From =
Script.Functions.Rotate(Script.Utility.Drawings["CrosshairRight"].From,
Vector2.new(MouseX, MouseY), math.rad(RotationAngle))
Script.Utility.Drawings["CrosshairRight"].To =
Script.Functions.Rotate(Script.Utility.Drawings["CrosshairRight"].To,
Vector2.new(MouseX, MouseY), math.rad(RotationAngle))
end

Script.Utility.Drawings["CrosshairTop"].Visible = true
Script.Utility.Drawings["CrosshairTop"].Color =
Settings.Visuals.Crosshair.Color
Script.Utility.Drawings["CrosshairTop"].Thickness = 1
Script.Utility.Drawings["CrosshairTop"].Transparency = 1
Script.Utility.Drawings["CrosshairTop"].From =
Vector2.new(MouseX, MouseY + Gap)
Script.Utility.Drawings["CrosshairTop"].To =
Vector2.new(MouseX, MouseY + RealSize)
if Settings.Visuals.Crosshair.Rotation.Enabled then
Script.Utility.Drawings["CrosshairTop"].From =
Script.Functions.Rotate(Script.Utility.Drawings["CrosshairTop"].From,
Vector2.new(MouseX, MouseY), math.rad(RotationAngle))
Script.Utility.Drawings["CrosshairTop"].To =
Script.Functions.Rotate(Script.Utility.Drawings["CrosshairTop"].To,
Vector2.new(MouseX, MouseY), math.rad(RotationAngle))
end

Script.Utility.Drawings["CrosshairBottom"].Visible = true
Script.Utility.Drawings["CrosshairBottom"].Color =
Settings.Visuals.Crosshair.Color
Script.Utility.Drawings["CrosshairBottom"].Thickness = 1
Script.Utility.Drawings["CrosshairBottom"].Transparency = 1
Script.Utility.Drawings["CrosshairBottom"].From =
Vector2.new(MouseX, MouseY - Gap)
Script.Utility.Drawings["CrosshairBottom"].To =
Vector2.new(MouseX, MouseY - RealSize)
if Settings.Visuals.Crosshair.Rotation.Enabled then
Script.Utility.Drawings["CrosshairBottom"].From =
Script.Functions.Rotate(Script.Utility.Drawings["CrosshairBottom"].From,
Vector2.new(MouseX, MouseY), math.rad(RotationAngle))
Script.Utility.Drawings["CrosshairBottom"].To =
Script.Functions.Rotate(Script.Utility.Drawings["CrosshairBottom"].To,
Vector2.new(MouseX, MouseY), math.rad(RotationAngle))
end
else
Script.Utility.Drawings["CrosshairBottom"].Visible = false
Script.Utility.Drawings["CrosshairTop"].Visible = false
Script.Utility.Drawings["CrosshairRight"].Visible = false
Script.Utility.Drawings["CrosshairLeft"].Visible = false
end
end

Script.Functions.UpdateLookAt = function()
if Settings.Combat.Enabled and Settings.Combat.LookAt and
Script.Locals.IsTargetting and Script.Locals.Target then
LocalPlayer.Character.Humanoid.AutoRotate = false
LocalPlayer.Character.HumanoidRootPart.CFrame =
CFrame.new(LocalPlayer.Character.HumanoidRootPart.CFrame.Position,
Vector3.new(Script.Locals.Target.Character.HumanoidRootPart.CFrame.X,
LocalPlayer.Character.HumanoidRootPart.CFrame.Position.Y,
Script.Locals.Target.Character.HumanoidRootPart.CFrame.Z))
else
LocalPlayer.Character.Humanoid.AutoRotate = true
end
end

Script.Functions.UpdateSpectate = function()
if Settings.Combat.Enabled and Settings.Combat.Spectate and
Script.Locals.IsTargetting and Script.Locals.Target then
Camera.CameraSubject = Script.Locals.Target.Character.Humanoid
else
Camera.CameraSubject = LocalPlayer.Character.Humanoid
end
end
end

--// Esp Function


do

end
end

--// Drawing objects


do
Script.Utility.Drawings["FieldOfViewVisualizer"] =
Script.Functions.CreateDrawing("Circle", {
Visible = Settings.Combat.Fov.Visualize.Enabled,
Color = Settings.Combat.Fov.Visualize.Color,
Radius = Settings.Combat.Fov.Radius
})

Script.Utility.Drawings["TargetTracer"] =
Script.Functions.CreateDrawing("Line",{
Visible = false,
Color = Settings.Combat.Visuals.Tracer.Color,
Thickness = Settings.Combat.Visuals.Tracer.Thickness
})

Script.Utility.Drawings["TargetDot"] =
Script.Functions.CreateDrawing("Circle", {
Visible = false,
Color = Settings.Combat.Visuals.Dot.Color,
Radius = Settings.Combat.Visuals.Dot.Size
})

Script.Utility.Drawings["VelocityDot"] =
Script.Functions.CreateDrawing("Circle", {
Visible = false,
Color = Settings.AntiAim.VelocitySpoofer.Visualize.Color,
Radius = 6,
Filled = true
})

Script.Utility.Drawings["TargetChams"] =
Script.Functions.Create("Highlight", {
Parent = nil,
FillColor = Settings.Combat.Visuals.Chams.Fill.Color,
FillTransparency = Settings.Combat.Visuals.Chams.Fill.Transparency,
OutlineColor = Settings.Combat.Visuals.Chams.Fill.Color,
OutlineTransparency =
Settings.Combat.Visuals.Chams.Outline.Transparency
})

Script.Utility.Drawings["CrosshairTop"] =
Script.Functions.CreateDrawing("Line", {
Color = Color3.fromRGB(255, 255, 255),
Thickness = 1,
Visible = false,
ZIndex = 10000
})

Script.Utility.Drawings["CrosshairBottom"] =
Script.Functions.CreateDrawing("Line", {
Color = Color3.fromRGB(255, 255, 255),
Thickness = 1,
Visible = false,
ZIndex = 10000
})

Script.Utility.Drawings["CrosshairLeft"] =
Script.Functions.CreateDrawing("Line", {
Color = Color3.fromRGB(255, 255, 255),
Thickness = 1,
Visible = false,
ZIndex = 10000
})

Script.Utility.Drawings["CrosshairRight"] =
Script.Functions.CreateDrawing("Line", {
Color = Color3.fromRGB(255, 255, 255),
Thickness = 1,
Visible = false,
ZIndex = 10000
})

Script.Utility.Drawings["CFrameVisualize"] =
game:GetObjects("rbxassetid://9474737816")[1];
Script.Utility.Drawings["CFrameVisualize"].Head.Face:Destroy(); for _, v in
pairs(Script.Utility.Drawings["CFrameVisualize"]:GetChildren()) do v.Transparency =
v.Name == "HumanoidRootPart" and 1 or 0.70; v.Material = "Neon"; v.Color =
Settings.AntiAim.CSync.Visualize.Color; v.CanCollide = false; v.Anchored = false
end
end

--// Hitsounds
do
--// Hitsounds
Hitsounds = {
["ginos bubbles.wav"] =
"https://raw.githubusercontent.com/linemaster2/hitsounds/main/hitsound(3).wav",
["bell.wav"] =
"https://github.com/nyulachan/nyula/blob/main/Sounds/bell.wav?raw=true",
["bepis.wav"] =
"https://github.com/nyulachan/nyula/blob/main/Sounds/bepis.wav?raw=true",
["bubble.wav"] =
"https://github.com/nyulachan/nyula/blob/main/Sounds/bubble.wav?raw=true",
["cock.wav"] =
"https://github.com/nyulachan/nyula/blob/main/Sounds/cock.wav?raw=true",
["cod.wav"] =
"https://github.com/nyulachan/nyula/blob/main/Sounds/cod.wav?raw=true",
["fatality.wav"] =
"https://github.com/nyulachan/nyula/blob/main/Sounds/fatality.wav?raw=true",
["phonk.wav"] =
"https://github.com/nyulachan/nyula/blob/main/Sounds/phonk.wav?raw=true",
["sparkle.wav"] =
"https://github.com/nyulachan/nyula/blob/main/Sounds/sparkle.wav?raw=true",
["rust headshot.wav"] =
"https://raw.githubusercontent.com/linemaster2/hitsounds/main/eaolwpzhgsba.wav"
}

if not isfolder("hitsounds") then


makefolder("hitsounds")
end

for Name, Url in pairs(Hitsounds) do


local Path = "hitsounds" .. "/" .. Name
if not isfile(Path) then
writefile(Path, game:HttpGet(Url))
end
end
end

--// Hit Effects


do
--// Nova
do
local Part = Instance.new("Part")
Part.Parent = ReplicatedStorage
local Attachment = Instance.new("Attachment")
Attachment.Name = "Attachment"
Attachment.Parent = Part

Script.Locals.HitEffect = Attachment

local ParticleEmitter = Instance.new("ParticleEmitter")


ParticleEmitter.Name = "ParticleEmitter"
ParticleEmitter.Acceleration = Vector3.new(0, 0, 1)
ParticleEmitter.Color = ColorSequence.new({
ColorSequenceKeypoint.new(0, Color3.fromRGB(0, 0, 0)),
ColorSequenceKeypoint.new(0.495, Color3.fromRGB(255, 0, 0)),
ColorSequenceKeypoint.new(1, Color3.fromRGB(0, 0, 0)),
})
ParticleEmitter.Lifetime = NumberRange.new(0.5, 0.5)
ParticleEmitter.LightEmission = 1
ParticleEmitter.LockedToPart = true
ParticleEmitter.Rate = 1
ParticleEmitter.Rotation = NumberRange.new(0, 360)
ParticleEmitter.Size = NumberSequence.new({
NumberSequenceKeypoint.new(0, 1),
NumberSequenceKeypoint.new(1, 10),
NumberSequenceKeypoint.new(1, 1),
})
ParticleEmitter.Speed = NumberRange.new(0, 0)
ParticleEmitter.Texture = "rbxassetid://1084991215"
ParticleEmitter.Transparency = NumberSequence.new({
NumberSequenceKeypoint.new(0, 0),
NumberSequenceKeypoint.new(0, 0.1),
NumberSequenceKeypoint.new(0.534, 0.25),
NumberSequenceKeypoint.new(1, 0.5),
NumberSequenceKeypoint.new(1, 0),
})
ParticleEmitter.ZOffset = 1
ParticleEmitter.Parent = Attachment
local ParticleEmitter1 = Instance.new("ParticleEmitter")
ParticleEmitter1.Name = "ParticleEmitter"
ParticleEmitter1.Acceleration = Vector3.new(0, 1, -0.001)
ParticleEmitter1.Color = ColorSequence.new({
ColorSequenceKeypoint.new(0, Color3.fromRGB(0, 0, 0)),
ColorSequenceKeypoint.new(0.495, Color3.fromRGB(255, 0, 0)),
ColorSequenceKeypoint.new(1, Color3.fromRGB(0, 0, 0)),
})
ParticleEmitter1.Lifetime = NumberRange.new(0.5, 0.5)
ParticleEmitter1.LightEmission = 1
ParticleEmitter1.LockedToPart = true
ParticleEmitter1.Orientation =
Enum.ParticleOrientation.VelocityPerpendicular
ParticleEmitter1.Rate = 1
ParticleEmitter1.Rotation = NumberRange.new(0, 360)
ParticleEmitter1.Size = NumberSequence.new({
NumberSequenceKeypoint.new(0, 1),
NumberSequenceKeypoint.new(1, 10),
NumberSequenceKeypoint.new(1, 1),
})
ParticleEmitter1.Speed = NumberRange.new(0, 0)
ParticleEmitter1.Texture = "rbxassetid://1084991215"
ParticleEmitter1.Transparency = NumberSequence.new({
NumberSequenceKeypoint.new(0, 0),
NumberSequenceKeypoint.new(0, 0.1),
NumberSequenceKeypoint.new(0.534, 0.25),
NumberSequenceKeypoint.new(1, 0.5),
NumberSequenceKeypoint.new(1, 0),
})
ParticleEmitter1.ZOffset = 1
ParticleEmitter1.Parent = Attachment
end
end

--// Connections
do
--// Combat Connections
do
Script.Functions.Connection(RunService.Heartbeat, function()
Script.Functions.MouseAim()

Script.Functions.Resolve()

Script.Functions.Air()

Script.Functions.UpdateLookAt()
end)

Script.Functions.Connection(RunService.RenderStepped, function()
Script.Functions.UpdateFieldOfView()

Script.Functions.UpdateTargetVisuals()

Script.Functions.AutoSelect()

Script.Functions.UpdateSpectate()
end)
end

--// Visual Connections


do
Script.Functions.Connection(RunService.RenderStepped, function()
Script.Functions.GunEvents()

Script.Functions.UpdateHealth()

Script.Functions.UpdateAtmosphere()

Script.Functions.UpdateCrosshair()
end)
end

--// Anti Aim Connection


do
Script.Functions.Connection(RunService.Heartbeat, function()
Script.Functions.VelocitySpoof()

Script.Functions.CSync()

Script.Functions.Network()

Script.Functions.VelocityDesync()
Script.Functions.FFlagDesync()
end)
end

--// Movement Connections


do
Script.Functions.Connection(RunService.Heartbeat, function()
Script.Functions.Speed()

Script.Functions.NoSlowdown()
end)
end
end

--// Hooks
do
local __namecall
local __newindex
local __index

__index = hookmetamethod(game, "__index", LPH_NO_VIRTUALIZE(function(Self,


Index)
if not checkcaller() and Settings.AntiAim.CSync.Enabled and
Script.Locals.SavedCFrame and Index == "CFrame" and Self ==
LocalPlayer.Character.HumanoidRootPart then
return Script.Locals.SavedCFrame
end
return __index(Self, Index)
end))

__namecall = hookmetamethod(game, "__namecall",


LPH_NO_VIRTUALIZE(function(Self, ...)
local Arguments = {...}
local Method = tostring(getnamecallmethod())

if not checkcaller() and Method == "FireServer" then


for _, Argument in pairs(Arguments) do
if typeof(Argument) == "Vector3" then
Script.Locals.AntiAimViewer.MouseRemote = Self
Script.Locals.AntiAimViewer.MouseRemoteFound = true
Script.Locals.AntiAimViewer.MouseRemoteArgs = Arguments
Script.Locals.AntiAimViewer.MouseRemotePositionIndex = _

if Settings.Combat.Enabled and Settings.Combat.Silent and


not Settings.Combat.AntiAimViewer and Script.Locals.IsTargetting and
Script.Locals.Target then
Arguments[_] = Script.Functions.GetPredictedPosition()
end

return __namecall(Self, unpack(Arguments))


end
end
end
return __namecall(Self, ...)
end))

__newindex = hookmetamethod(game, "__newindex",


LPH_NO_VIRTUALIZE(function(Self, Property, Value)
local CallingScript = getcallingscript()
--// Atmosphere caching
if not checkcaller() and Self == Lighting and
Script.Locals.World[Property] ~= Value then
Script.Locals.World[Property] = Value
end

--// No Recoil
if CallingScript.Name == "Framework" and Self == Camera and Property ==
"CFrame" and Settings.Misc.Exploits.Enabled and Settings.Misc.Exploits.NoRecoil
then
return
end

--// No Jump Cooldown


if CallingScript.Name == "Framework" and Self ==
LocalPlayer.Character.Humanoid and Property == "JumpPower" and
Settings.Misc.Exploits.Enabled and Settings.Misc.Exploits.NoJumpCooldown then
return
end

return __newindex(Self, Property, Value)


end))
end

do
--// UI
local Library =
loadstring(game:HttpGet("https://raw.githubusercontent.com/Ziheim51000/test/main/
azurev4lib"))()
local SaveManager =
loadstring(game:HttpGet("https://raw.githubusercontent.com/violin-suzutsuki/
LinoriaLib/main/addons/SaveManager.lua"))()
local ThemeManager =
loadstring(game:HttpGet("https://raw.githubusercontent.com/caIIed/Linoria-Rewrite/
main/Theme%20Manager.lua"))()

--// Main Window


local Window = Library:CreateWindow({
Title = "Ratz V99 NiggersK -- farzad, Credits : LineMaster",
Center = true,
AutoShow = true,
TabPadding = 8,
MenuFadeTime = 0.2
})

local Tabs = {
Combat = Window:AddTab("Combat"),
Visuals = Window:AddTab("Visuals"),
AntiAim = Window:AddTab("Anti Aim"),
Misc = Window:AddTab("Misc"),
Settings = Window:AddTab("Settings")
}

local Sections = {
Combat = {
Main = Tabs.Combat:AddLeftGroupbox("Main"),
Checks = Tabs.Combat:AddRightGroupbox("Checks"),
AutoSelect = Tabs.Combat:AddRightGroupbox("Auto Select"),
Visuals = Tabs.Combat:AddRightGroupbox("Visuals"),
Smoothing = Tabs.Combat:AddLeftGroupbox("Smoothing"),
Resolver = Tabs.Combat:AddLeftGroupbox("Resolver"),
FieldOfView = Tabs.Combat:AddLeftGroupbox("Field Of View"),
Air = Tabs.Combat:AddRightGroupbox("Air")
},
Visuals = {
--// Esp = Tabs.Visuals:AddLeftGroupbox("Esp"),
Atmosphere = Tabs.Visuals:AddLeftGroupbox("Atmosphere"),
Crosshair = Tabs.Visuals:AddLeftGroupbox("Crosshair"),
BulletTracers = Tabs.Visuals:AddRightGroupbox("Bullet Tracers"),
BulletImpacts = Tabs.Visuals:AddRightGroupbox("Bullet Impacts"),
OnHit = Tabs.Visuals:AddRightGroupbox("On Hit")
},
AntiAim = {
CSync = Tabs.AntiAim:AddLeftGroupbox("C-Sync"),
Network = Tabs.AntiAim:AddLeftGroupbox("Network"),
VelocitySpoofer = Tabs.AntiAim:AddRightGroupbox("Velocity
Spoofer"),
VelocityDesync = Tabs.AntiAim:AddRightGroupbox("Velocity Desync"),
FFlag = Tabs.AntiAim:AddRightGroupbox("FFlag Desync"),
},
Misc = {
Speed = Tabs.Misc:AddLeftGroupbox("CFrame Speed"),
Exploits = Tabs.Misc:AddRightGroupbox("Exploits")
}
}

--// Combat Tab


do
--// Main
do
Sections.Combat.Main:AddToggle("CombatMainEnabled", {
Text = "Enabled",
Default = false,
Tooltip = nil
}):AddKeyPicker("CombatMainToggle", {
Default = "Q",
SyncToggleState = false,
Mode = "Toggle",
Text = "Targetting",
NoUI = false,
})

Toggles.CombatMainEnabled:OnChanged(function()
Settings.Combat.Enabled = Toggles.CombatMainEnabled.Value
end)

Options.CombatMainToggle:OnClick(function()
if Settings.Combat.Enabled then
Script.Locals.IsTargetting = not Script.Locals.IsTargetting

local NewTarget = Script.Functions.GetClosestPlayer()


Script.Locals.Target = Script.Locals.IsTargetting and
NewTarget.Character and NewTarget or nil

if Settings.Combat.Alerts then
Library:Notify(string.format("Targetting: %s",
Script.Locals.Target.Character.Humanoid.DisplayName))
end
end
end)

Sections.Combat.Main:AddToggle("CombatSilentEnabled", {
Text = "Silent",
Default = false,
Tooltip = nil
})

Toggles.CombatSilentEnabled:OnChanged(function()
Settings.Combat.Silent = Toggles.CombatSilentEnabled.Value
end)

Sections.Combat.Main:AddToggle("CombatMouseEnabled", {
Text = "Mouse",
Default = false,
Tooltip = nil
})

Toggles.CombatMouseEnabled:OnChanged(function()
Settings.Combat.Mouse = Toggles.CombatMouseEnabled.Value
end)

Sections.Combat.Main:AddToggle("CombatAlertsEnabled", {
Text = "Alerts",
Default = false,
Tooltip = nil
})

Toggles.CombatAlertsEnabled:OnChanged(function()
Settings.Combat.Alerts = Toggles.CombatAlertsEnabled.Value
end)

Sections.Combat.Main:AddToggle("CombatLookAtEnabled", {
Text = "Look At",
Default = false,
Tooltip = nil
})

Toggles.CombatLookAtEnabled:OnChanged(function()
Settings.Combat.LookAt = Toggles.CombatLookAtEnabled.Value
end)

Sections.Combat.Main:AddToggle("CombatSpectatEnabled", {
Text = "Spectate",
Default = false,
Tooltip = nil
})

Toggles.CombatSpectatEnabled:OnChanged(function()
Settings.Combat.Spectate = Toggles.CombatSpectatEnabled.Value
end)

Sections.Combat.Main:AddToggle("CombatAntiAimViewerEnabled", {
Text = "Anti AimViewer",
Default = false,
Tooltip = nil
})

Toggles.CombatAntiAimViewerEnabled:OnChanged(function()
Settings.Combat.AntiAimViewer =
Toggles.CombatAntiAimViewerEnabled.Value
end)

Sections.Combat.Main:AddDropdown("CombatHitPartDropdown", {
Values =
{"Head","HumanoidRootPart","LeftHand","RightHand","LeftLowerArm","RightLowerArm","L
eftUpperArm","RightUpperArm","LeftFoot","LeftLowerLeg","UpperTorso","LeftUpperLeg",
"RightFoot","RightLowerLeg","LowerTorso","RightUpperLeg"},
Default = 2,
Multi = false,

Text = "Aim Part",


Tooltip = nil
})

Options.CombatHitPartDropdown:OnChanged(function()
Settings.Combat.AimPart = Options.CombatHitPartDropdown.Value
end)

Sections.Combat.Main:AddInput("CombatVerticalPrediction", {
Default = nil,
Numeric = false,
Finished = false,

Text = "Vertical Prediction",


Tooltip = nil,

Placeholder = "Vertical Prediction Amount"


})

Options.CombatVerticalPrediction:OnChanged(function()
Settings.Combat.Prediction.Vertical =
tonumber(Options.CombatVerticalPrediction.Value)
end)

Sections.Combat.Main:AddInput("CombatHorizontalPrediction", {
Default = nil,
Numeric = false,
Finished = false,

Text = "Horizontal Prediction",


Tooltip = nil,

Placeholder = "Horizontal Prediction Amount"


})

Options.CombatHorizontalPrediction:OnChanged(function()
Settings.Combat.Prediction.Horizontal =
tonumber(Options.CombatHorizontalPrediction.Value)
end)
end

--// Checks
do
Sections.Combat.Checks:AddToggle("CombatChecksEnabled", {
Text = "Enabled",
Default = false,
Tooltip = nil
})

Toggles.CombatChecksEnabled:OnChanged(function()
Settings.Combat.Checks.Enabled =
Toggles.CombatChecksEnabled.Value
end)

Sections.Combat.Checks:AddToggle("CombatChecksKnockedEnabled", {
Text = "Knocked",
Default = false,
Tooltip = nil
})

Toggles.CombatChecksKnockedEnabled:OnChanged(function()
Settings.Combat.Checks.Knocked =
Toggles.CombatChecksKnockedEnabled.Value
end)

Sections.Combat.Checks:AddToggle("CombatChecksGrabbedEnabled", {
Text = "Grabbed",
Default = false,
Tooltip = nil
})

Toggles.CombatChecksGrabbedEnabled:OnChanged(function()
Settings.Combat.Checks.Grabbed =
Toggles.CombatChecksGrabbedEnabled.Value
end)

Sections.Combat.Checks:AddToggle("CombatChecksCrewEnabled", {
Text = "Crew",
Default = false,
Tooltip = nil
})

Toggles.CombatChecksCrewEnabled:OnChanged(function()
Settings.Combat.Checks.Crew =
Toggles.CombatChecksCrewEnabled.Value
end)

Sections.Combat.Checks:AddToggle("CombatChecksVehicleEnabled", {
Text = "Vehicle",
Default = false,
Tooltip = nil
})

Toggles.CombatChecksVehicleEnabled:OnChanged(function()
Settings.Combat.Checks.Vehicle =
Toggles.CombatChecksVehicleEnabled.Value
end)

Sections.Combat.Checks:AddToggle("CombatChecksWallEnabled", {
Text = "Wall",
Default = false,
Tooltip = nil
})

Toggles.CombatChecksWallEnabled:OnChanged(function()
Settings.Combat.Checks.Wall =
Toggles.CombatChecksWallEnabled.Value
end)
end

--// Auto Select


do
Sections.Combat.AutoSelect:AddToggle("CombatAutoSelectEnabled", {
Text = "Enabled",
Default = false,
Tooltip = nil
})

Toggles.CombatAutoSelectEnabled:OnChanged(function()
Settings.Combat.AutoSelect.Enabled =
Toggles.CombatAutoSelectEnabled.Value
end)

Sections.Combat.AutoSelect:AddToggle("CombatAutoSelectCooldownEnabled", {
Text = "Cooldown",
Default = false,
Tooltip = nil
})

Toggles.CombatAutoSelectCooldownEnabled:OnChanged(function()
Settings.Combat.AutoSelect.Cooldown.Enabled =
Toggles.CombatAutoSelectCooldownEnabled.Value
end)

Sections.Combat.AutoSelect:AddSlider("CombatAutoSelectCooldownAmount", {
Text = "Cooldown Amount (MS)",
Default = 0.1,
Min = 0,
Max = 1,
Rounding = 3,
Compact = false
})

Options.CombatAutoSelectCooldownAmount:OnChanged(function()
Settings.Combat.AutoSelect.Cooldown.Amount =
Options.CombatAutoSelectCooldownAmount.Value
end)
end

--// Smoothing
do
Sections.Combat.Smoothing:AddSlider("CombatSmoothingVertical", {
Text = "Vertical Smoothing",
Default = 10,
Min = 1,
Max = 50,
Rounding = 2,
Compact = false
})
Options.CombatSmoothingVertical:OnChanged(function()
Settings.Combat.Smoothing.Vertical =
Options.CombatSmoothingVertical.Value
end)

Sections.Combat.Smoothing:AddSlider("CombatSmoothingHorizontal", {
Text = "Horizontal Smoothing",
Default = 10,
Min = 1,
Max = 50,
Rounding = 2,
Compact = false
})

Options.CombatSmoothingHorizontal:OnChanged(function()
Settings.Combat.Smoothing.Horizontal =
Options.CombatSmoothingHorizontal.Value
end)
end

--// Resolver
do
Sections.Combat.Resolver:AddToggle("CombatResolverEnabled", {
Text = "Enabled",
Default = false,
Tooltip = nil
})

Toggles.CombatResolverEnabled:OnChanged(function()
Settings.Combat.Resolver.Enabled =
Toggles.CombatResolverEnabled.Value
end)

Sections.Combat.Resolver:AddSlider("CombatResolverRefreshRate", {
Text = "Refresh Rate",
Default = 200,
Min = 1,
Max = 200,
Rounding = 1,
Compact = false
})

Options.CombatResolverRefreshRate:OnChanged(function()
Settings.Combat.Resolver.RefreshRate =
Options.CombatResolverRefreshRate.Value
end)
end

--// Field Of View


do
Sections.Combat.FieldOfView:AddToggle("CombatFovEnabled", {
Text = "Enabled",
Default = false,
Tooltip = nil
})

Toggles.CombatFovEnabled:OnChanged(function()
Settings.Combat.Fov.Enabled = Toggles.CombatFovEnabled.Value
end)

Sections.Combat.FieldOfView:AddToggle("CombatFovVisualizeEnabled",
{
Text = "Visualize",
Default = false,
Tooltip = nil
}):AddColorPicker("CombatFovVisualizeColor", {
Default = Color3.new(1, 1, 1),
Title = "Fov Visualize Color",
Transparency = nil
})

Toggles.CombatFovVisualizeEnabled:OnChanged(function()
Settings.Combat.Fov.Visualize.Enabled =
Toggles.CombatFovVisualizeEnabled.Value
end)

Options.CombatFovVisualizeColor:OnChanged(function()
Settings.Combat.Fov.Visualize.Color =
Options.CombatFovVisualizeColor.Value
end)

Sections.Combat.FieldOfView:AddSlider("CombatFieldOfViewRadius", {
Text = "Radius",
Default = 80,
Min = 1,
Max = 800,
Rounding = 2,
Compact = false
})

Options.CombatFieldOfViewRadius:OnChanged(function()
Settings.Combat.Fov.Radius =
Options.CombatFieldOfViewRadius.Value
end)
end

--// Visuals
do
Sections.Combat.Visuals:AddToggle("CombatVisualsEnabled", {
Text = "Enabled",
Default = false,
Tooltip = nil
})

Toggles.CombatVisualsEnabled:OnChanged(function()
Settings.Combat.Visuals.Enabled =
Toggles.CombatVisualsEnabled.Value
end)

Sections.Combat.Visuals:AddToggle("CombatVisualsTracerEnabled", {
Text = "Tracer",
Default = false,
Tooltip = nil
}):AddColorPicker("CombatVisualsTracerColor", {
Default = Color3.new(1, 1, 1),
Title = "Tracer Color",
Transparency = nil
})

Toggles.CombatVisualsTracerEnabled:OnChanged(function()
Settings.Combat.Visuals.Tracer.Enabled =
Toggles.CombatVisualsTracerEnabled.Value
end)

Options.CombatVisualsTracerColor:OnChanged(function()
Settings.Combat.Visuals.Tracer.Color =
Options.CombatVisualsTracerColor.Value
end)

Sections.Combat.Visuals:AddSlider("CombatVisualsTracerThickness", {
Text = "Thickness",
Default = 2,
Min = 1,
Max = 10,
Rounding = 2,
Compact = false
})

Options.CombatVisualsTracerThickness:OnChanged(function()
Settings.Combat.Visuals.Tracer.Thickness =
Options.CombatVisualsTracerThickness.Value
end)

Sections.Combat.Visuals:AddToggle("CombatVisualsDotEnabled", {
Text = "Dot",
Default = false,
Tooltip = nil
}):AddColorPicker("CombatVisualsDotColor", {
Default = Color3.new(1, 1, 1),
Title = "Dot Color",
Transparency = nil
})

Toggles.CombatVisualsDotEnabled:OnChanged(function()
Settings.Combat.Visuals.Dot.Enabled =
Toggles.CombatVisualsDotEnabled.Value
end)

Options.CombatVisualsDotColor:OnChanged(function()
Settings.Combat.Visuals.Dot.Color =
Options.CombatVisualsDotColor.Value
end)

Sections.Combat.Visuals:AddToggle("CombatVisualsDotFilled", {
Text = "Dot Filled",
Default = false,
Tooltip = nil
})

Toggles.CombatVisualsDotFilled:OnChanged(function()
Settings.Combat.Visuals.Dot.Filled =
Toggles.CombatVisualsDotFilled.Value
end)

Sections.Combat.Visuals:AddSlider("CombatVisualsDotSize", {
Text = "Size",
Default = 6,
Min = 1,
Max = 20,
Rounding = 2,
Compact = false
})

Options.CombatVisualsDotSize:OnChanged(function()
Settings.Combat.Visuals.Dot.Size =
Options.CombatVisualsDotSize.Value
end)

local TargetChamsToggle =
Sections.Combat.Visuals:AddToggle("CombatVisualsChamsEnabled", {
Text = "Chams",
Default = false,
Tooltip = nil
})

TargetChamsToggle:AddColorPicker("CombatVisualsChamsFillColor", {
Default = Color3.new(1, 1, 1),
Title = "Fill Color",
Transparency = 0.5
})

TargetChamsToggle:AddColorPicker("CombatVisualsChamsOutlineColor",
{
Default = Color3.new(1, 1, 1),
Title = "Outline Color",
Transparency = 0.5
})

Toggles.CombatVisualsChamsEnabled:OnChanged(function()
Settings.Combat.Visuals.Chams.Enabled =
Toggles.CombatVisualsChamsEnabled.Value
end)

Options.CombatVisualsChamsFillColor:OnChanged(function()
Settings.Combat.Visuals.Chams.Fill.Color =
Options.CombatVisualsChamsFillColor.Value
Settings.Combat.Visuals.Chams.Fill.Transparency =
Options.CombatVisualsChamsFillColor.Transparency
end)

Options.CombatVisualsChamsOutlineColor:OnChanged(function()
Settings.Combat.Visuals.Chams.Outline.Color =
Options.CombatVisualsChamsOutlineColor.Value
Settings.Combat.Visuals.Chams.Outline.Transparency =
Options.CombatVisualsChamsOutlineColor.Transparency
end)
end

--// Air
do
Sections.Combat.Air:AddToggle("CombatAirEnabled", {
Text = "Enabled",
Default = false,
Tooltip = nil
})
Toggles.CombatAirEnabled:OnChanged(function()
Settings.Combat.Air.Enabled = Toggles.CombatAirEnabled.Value
end)

Sections.Combat.Air:AddToggle("CombatJumpOffsetEnabled", {
Text = "Jump Offset",
Default = false,
Tooltip = nil
})

Toggles.CombatJumpOffsetEnabled:OnChanged(function()
Settings.Combat.Air.JumpOffset.Enabled =
Toggles.CombatJumpOffsetEnabled.Value
end)

Sections.Combat.Air:AddSlider("CombatJumpOffSet", {
Text = "Offset",
Default = 0.09,
Min = -10,
Max = 10,
Rounding = 3,
Compact = false
})

Options.CombatJumpOffSet:OnChanged(function()
Settings.Combat.Air.JumpOffset.Offset =
Options.CombatJumpOffSet.Value
end)
end
end

--// Visuals tab


do

--// Bullet Tracers


do

local BulletTracersToggle =
Sections.Visuals.BulletTracers:AddToggle("VisualsBulletTracersEnabled", {
Text = "Enabled",
Default = false,
Tooltip = nil
})

BulletTracersToggle:AddColorPicker("VisualsBulletTracersColor1", {
Default = Color3.new(1, 1, 1),
Title = "Bullet Tracers Color Gradient 1",
Transparency = nil
})

BulletTracersToggle:AddColorPicker("VisualsBulletTracersColor2", {
Default = Color3.new(0, 0, 0),
Title = "Bullet Tracers Color Gradient 2",
Transparency = nil
})

Sections.Visuals.BulletTracers:AddToggle("VisualsBulletTracersFadeEnabled", {
Text = "Fade",
Default = false,
Tooltip = nil
})

Toggles.VisualsBulletTracersEnabled:OnChanged(function()
Settings.Visuals.BulletTracers.Enabled =
Toggles.VisualsBulletTracersEnabled.Value
end)

Toggles.VisualsBulletTracersFadeEnabled:OnChanged(function()
Settings.Visuals.BulletTracers.Fade.Enabled =
Toggles.VisualsBulletTracersFadeEnabled.Value
end)

Options.VisualsBulletTracersColor1:OnChanged(function()
Settings.Visuals.BulletTracers.Color.Gradient1 =
Options.VisualsBulletTracersColor1.Value
end)

Options.VisualsBulletTracersColor2:OnChanged(function()
Settings.Visuals.BulletTracers.Color.Gradient2 =
Options.VisualsBulletTracersColor2.Value
end)

Sections.Visuals.BulletTracers:AddSlider("VisualsBulletTracersDuration", {
Text = "Duration",
Default = 1,
Min = 0.1,
Max = 10,
Rounding = 1,
Compact = false
})

Sections.Visuals.BulletTracers:AddSlider("VisualsBulletTracersFadeDuration", {
Text = "Fade Duration",
Default = 0.5,
Min = 0.1,
Max = 10,
Rounding = 1,
Compact = false
})

Options.VisualsBulletTracersDuration:OnChanged(function()
Settings.Visuals.BulletTracers.Duration =
Options.VisualsBulletTracersDuration.Value
end)

Options.VisualsBulletTracersFadeDuration:OnChanged(function()
Settings.Visuals.BulletTracers.Fade.Duration =
Options.VisualsBulletTracersFadeDuration.Value
end)
end

--// Bullet Impacts


do
Sections.Visuals.BulletImpacts:AddToggle("VisualsBulletImpactsEnabled", {
Text = "Enabled",
Default = false,
Tooltip = nil
}):AddColorPicker("VisualsBulletImpactsColor", {
Default = Color3.new(1, 1, 1),
Title = "Bullet Impact Color",
Transparency = nil
})

Sections.Visuals.BulletImpacts:AddToggle("VisualsBulletImpactsFadeEnabled", {
Text = "Fade",
Default = false,
Tooltip = nil
})

Sections.Visuals.BulletImpacts:AddDropdown("VisualsBulletImpactsMaterial", {
Values = {"SmoothPlastic", "ForceField", "Neon"},
Default = 1,
Multi = false,

Text = "Material",
Tooltip = nil
})

Options.VisualsBulletImpactsMaterial:OnChanged(function()
Settings.Visuals.BulletImpacts.Material =
Options.VisualsBulletImpactsMaterial.Value
end)

Sections.Visuals.BulletImpacts:AddSlider("VisualsBulletImpactsSize", {
Text = "Size",
Default = 1,
Min = 0.1,
Max = 10,
Rounding = 2,
Compact = false
})

Sections.Visuals.BulletImpacts:AddSlider("VisualsBulletImpactsDuration", {
Text = "Duration",
Default = 1,
Min = 0.1,
Max = 10,
Rounding = 1,
Compact = false
})

Sections.Visuals.BulletImpacts:AddSlider("VisualsBulletImpactsFadeDuration", {
Text = "Fade Duration",
Default = 0.5,
Min = 0.1,
Max = 10,
Rounding = 1,
Compact = false
})

Options.VisualsBulletImpactsDuration:OnChanged(function()
Settings.Visuals.BulletImpacts.Duration =
Options.VisualsBulletImpactsDuration.Value
end)

Options.VisualsBulletImpactsSize:OnChanged(function()
Settings.Visuals.BulletImpacts.Size =
Options.VisualsBulletImpactsSize.Value
end)

Options.VisualsBulletImpactsFadeDuration:OnChanged(function()
Settings.Visuals.BulletImpacts.Fade.Duration =
Options.VisualsBulletImpactsFadeDuration.Value
end)

Toggles.VisualsBulletImpactsEnabled:OnChanged(function()
Settings.Visuals.BulletImpacts.Enabled =
Toggles.VisualsBulletImpactsEnabled.Value
end)

Toggles.VisualsBulletImpactsFadeEnabled:OnChanged(function()
Settings.Visuals.BulletImpacts.Fade.Enabled =
Toggles.VisualsBulletImpactsFadeEnabled.Value
end)

Options.VisualsBulletImpactsColor:OnChanged(function()
Settings.Visuals.BulletImpacts.Color =
Options.VisualsBulletImpactsColor.Value
end)
end

--// On Hit
do
Sections.Visuals.OnHit:AddToggle("VisualsOnHitEnabled", {
Text = "Enabled",
Default = false,
Tooltip = nil
})

Sections.Visuals.OnHit:AddToggle("VisualsOnHitEffectEnabled", {
Text = "Effect",
Default = false,
Tooltip = nil
}):AddColorPicker("VisualsOnHitEffectColor", {
Default = Color3.new(1, 1, 1),
Title = "Bullet Impact Color",
Transparency = nil
})

Sections.Visuals.OnHit:AddToggle("VisualsOnHiSoundEnabled", {
Text = "Sound",
Default = false,
Tooltip = nil
})
Sections.Visuals.OnHit:AddSlider("VisualsOnHitSoundVolume", {
Text = "Sound Volume",
Default = 5,
Min = 0.1,
Max = 10,
Rounding = 2,
Compact = false
})

local Sounds = {}

for Sound, _ in pairs(Hitsounds) do


table.insert(Sounds, Sound)
end

Sections.Visuals.OnHit:AddDropdown("VisualsOnHitSound", {
Values = Sounds,
Default = 1,
Multi = false,
Text = "Sound To Play",
Tooltip = nil
})

Sections.Visuals.OnHit:AddToggle("VisualsOnHitChamsEnabled", {
Text = "Chams",
Default = false,
Tooltip = nil
}):AddColorPicker("VisualsOnHitChamsColor", {
Default = Color3.new(1, 1, 1),
Title = "Hit Chams Color",
Transparency = nil
})

Sections.Visuals.OnHit:AddSlider("VisualsOnHitChamsDuration", {
Text = "Duration",
Default = 1,
Min = 0.1,
Max = 10,
Rounding = 2,
Compact = false
})

Sections.Visuals.OnHit:AddDropdown("VisualsOnHitChamsMaterial", {
Values = {"ForceField", "Neon"},
Default = 1,
Multi = false,
Text = "Material",
Tooltip = nil
})

Options.VisualsOnHitChamsDuration:OnChanged(function()
Settings.Visuals.OnHit.Chams.Duration =
Options.VisualsOnHitChamsDuration.Value
end)

Options.VisualsOnHitChamsMaterial:OnChanged(function()
Settings.Visuals.OnHit.Chams.Material =
Options.VisualsOnHitChamsMaterial.Value
end)

Options.VisualsBulletImpactsMaterial:OnChanged(function()
Settings.Visuals.BulletImpacts.Material =
Options.VisualsBulletImpactsMaterial.Value
end)

Toggles.VisualsOnHitEnabled:OnChanged(function()
Settings.Visuals.OnHit.Enabled =
Toggles.VisualsOnHitEnabled.Value
end)

Toggles.VisualsOnHitChamsEnabled:OnChanged(function()
Settings.Visuals.OnHit.Chams.Enabled =
Toggles.VisualsOnHitChamsEnabled.Value
end)

Options.VisualsOnHitChamsColor:OnChanged(function()
Settings.Visuals.OnHit.Chams.Color =
Options.VisualsOnHitChamsColor.Value
end)

Toggles.VisualsOnHitEffectEnabled:OnChanged(function()
Settings.Visuals.OnHit.Effect.Enabled =
Toggles.VisualsOnHitEffectEnabled.Value
end)

Options.VisualsOnHitEffectColor:OnChanged(function()
Settings.Visuals.OnHit.Effect.Color =
Options.VisualsOnHitEffectColor.Value
end)

Toggles.VisualsOnHiSoundEnabled:OnChanged(function()
Settings.Visuals.OnHit.Sound.Enabled =
Toggles.VisualsOnHiSoundEnabled.Value
end)

Options.VisualsOnHitSoundVolume:OnChanged(function()
Settings.Visuals.OnHit.Sound.Volume =
Options.VisualsOnHitSoundVolume.Value
end)

Options.VisualsOnHitSound:OnChanged(function()
Settings.Visuals.OnHit.Sound.Value =
Options.VisualsOnHitSound.Value
end)
end

--// Atmosphere
do
Sections.Visuals.Atmosphere:AddToggle("VisualsAtmosphereEnabled", {
Text = "Enabled",
Default = false,
Tooltip = nil,
})

Toggles.VisualsAtmosphereEnabled:OnChanged(function()
Settings.Visuals.World.Enabled =
Toggles.VisualsAtmosphereEnabled.Value
end)

Sections.Visuals.Atmosphere:AddToggle("VisualsAtmosphereFogEnabled", {
Text = "Fog",
Default = false,
Tooltip = nil,
}):AddColorPicker("VisualsAtmosphereFogColor", {
Default = Color3.new(1, 1, 1),
Title = "Fog Color",
Transparency = nil,
})

Toggles.VisualsAtmosphereFogEnabled:OnChanged(function()
Settings.Visuals.World.Fog.Enabled =
Toggles.VisualsAtmosphereFogEnabled.Value
end)

Options.VisualsAtmosphereFogColor:OnChanged(function()
Settings.Visuals.World.Fog.Color =
Options.VisualsAtmosphereFogColor.Value
end)

Sections.Visuals.Atmosphere:AddSlider("VisualsAtmosphereFogStart",
{
Text = "Fog Start",
Default = 1000,
Min = 1,
Max = 10000,
Rounding = 0,
Compact = false,
})

Sections.Visuals.Atmosphere:AddSlider("VisualsAtmosphereFogEnd", {
Text = "Fog End",
Default = 1000,
Min = 1,
Max = 10000,
Rounding = 0,
Compact = false,
})

Options.VisualsAtmosphereFogStart:OnChanged(function()
Settings.Visuals.World.Fog.Start =
Options.VisualsAtmosphereFogStart.Value
end)

Options.VisualsAtmosphereFogEnd:OnChanged(function()
Settings.Visuals.World.Fog.End =
Options.VisualsAtmosphereFogEnd.Value
end)

Sections.Visuals.Atmosphere:AddToggle("VisualsAtmosphereAmbientEnabled", {
Text = "Ambient",
Default = false,
Tooltip = nil,
}):AddColorPicker("VisualsAtmosphereAmbientColor", {
Default = Color3.new(1, 1, 1),
Title = "Ambient Color",
Transparency = nil,
})

Toggles.VisualsAtmosphereAmbientEnabled:OnChanged(function()
Settings.Visuals.World.Ambient.Enabled =
Toggles.VisualsAtmosphereAmbientEnabled.Value
end)

Options.VisualsAtmosphereAmbientColor:OnChanged(function()
Settings.Visuals.World.Ambient.Color =
Options.VisualsAtmosphereAmbientColor.Value
end)

Sections.Visuals.Atmosphere:AddToggle("VisualsAtmosphereBrightnessChangerEnabled",
{
Text = "Brightness Changer",
Default = false,
Tooltip = nil,
})

Sections.Visuals.Atmosphere:AddSlider("VisualsAtmosphereBrightnessChangerValue", {
Text = "Brightness Value",
Default = 0,
Min = 0,
Max = 10,
Rounding = 2,
Compact = false,
})

Toggles.VisualsAtmosphereBrightnessChangerEnabled:OnChanged(function()
Settings.Visuals.World.Brightness.Enabled =
Toggles.VisualsAtmosphereBrightnessChangerEnabled.Value
end)

Options.VisualsAtmosphereBrightnessChangerValue:OnChanged(function()
Settings.Visuals.World.Brightness.Value =
Options.VisualsAtmosphereBrightnessChangerValue.Value
end)

Sections.Visuals.Atmosphere:AddToggle("VisualsAtmosphereTimeChangerEnabled", {
Text = "Clock Time",
Default = false,
Tooltip = nil,
})

Sections.Visuals.Atmosphere:AddSlider("VisualsAtmosphereTimeChangerValue", {
Text = "Time",
Default = 1,
Min = 0.1,
Max = 24,
Rounding = 1,
Compact = false,
})

Toggles.VisualsAtmosphereTimeChangerEnabled:OnChanged(function()
Settings.Visuals.World.ClockTime.Enabled =
Toggles.VisualsAtmosphereTimeChangerEnabled.Value
end)

Options.VisualsAtmosphereTimeChangerValue:OnChanged(function()
Settings.Visuals.World.ClockTime.Value =
Options.VisualsAtmosphereTimeChangerValue.Value
end)

Sections.Visuals.Atmosphere:AddToggle("VisualsAtmosphereExposureChangerEnabled", {
Text = "Exposure Changer",
Default = false,
Tooltip = nil,
})

Sections.Visuals.Atmosphere:AddSlider("VisualsAtmosphereExposureChangerValue", {
Text = "Exposure",
Default = 1,
Min = -3,
Max = 3,
Rounding = 1,
Compact = false,
})

Toggles.VisualsAtmosphereExposureChangerEnabled:OnChanged(function()
Settings.Visuals.World.WorldExposure.Enabled =
Toggles.VisualsAtmosphereExposureChangerEnabled.Value
end)

Options.VisualsAtmosphereExposureChangerValue:OnChanged(function()
Settings.Visuals.World.WorldExposure.Value =
Options.VisualsAtmosphereExposureChangerValue.Value
end)
end

--// Crosshair
do
Sections.Visuals.Crosshair:AddToggle("VisualsCrosshairEnabled", {
Text = "Enabled",
Default = false,
Tooltip = nil,
}):AddColorPicker("VisualsCrossahairColor", {
Default = Color3.new(1, 1, 1),
Title = "Crosshair Color",
Transparency = nil,
})

Toggles.VisualsCrosshairEnabled:OnChanged(function()
Settings.Visuals.Crosshair.Enabled =
Toggles.VisualsCrosshairEnabled.Value
end)
Options.VisualsCrossahairColor:OnChanged(function()
Settings.Visuals.Crosshair.Color =
Options.VisualsCrossahairColor.Value
end)

Sections.Visuals.Crosshair:AddSlider("VisualsCrosshairSize", {
Text = "Size",
Default = 1,
Min = 0.1,
Max = 30,
Rounding = 3,
Compact = false,
})

Options.VisualsCrosshairSize:OnChanged(function()
Settings.Visuals.Crosshair.Size =
Options.VisualsCrosshairSize.Value
end)

Sections.Visuals.Crosshair:AddSlider("VisualsCrosshairGap", {
Text = "Gap",
Default = 2,
Min = 0.1,
Max = 10,
Rounding = 3,
Compact = false,
})

Options.VisualsCrosshairGap:OnChanged(function()
Settings.Visuals.Crosshair.Gap =
Options.VisualsCrosshairGap.Value
end)

Sections.Visuals.Crosshair:AddToggle("VisualsCrosshairRotateEnabled", {
Text = "Rotate",
Default = false,
Tooltip = nil,
})

Sections.Visuals.Crosshair:AddSlider("VisualsCrosshairRotateAmount", {
Text = "Rotation Speed",
Default = 1,
Min = 0.1,
Max = 10,
Rounding = 3,
Compact = false,
})

Toggles.VisualsCrosshairRotateEnabled:OnChanged(function()
Settings.Visuals.Crosshair.Rotation.Enabled =
Toggles.VisualsCrosshairRotateEnabled.Value
end)

Options.VisualsCrosshairRotateAmount:OnChanged(function()
Settings.Visuals.Crosshair.Rotation.Speed =
Options.VisualsCrosshairRotateAmount.Value
end)
end
end

--// Anti Aim


do

--// Velocity Spoofer


do

Sections.AntiAim.VelocitySpoofer:AddToggle("AntiAimVelocitySpooferEnabled", {
Text = "Enabled",
Default = false,
Tooltip = nil,
})

Toggles.AntiAimVelocitySpooferEnabled:OnChanged(function()
Settings.AntiAim.VelocitySpoofer.Enabled =
Toggles.AntiAimVelocitySpooferEnabled.Value
end)

Sections.AntiAim.VelocitySpoofer:AddDropdown("AntiAimVelocitySpooferType", {
Values = {"Underground", "Sky", "Multiplier", "Prediction
Breaker", "Custom"},
Default = 1,
Multi = false,

Text = "Type",
Tooltip = nil
})

Options.AntiAimVelocitySpooferType:OnChanged(function()
Settings.AntiAim.VelocitySpoofer.Type =
Options.AntiAimVelocitySpooferType.Value
end)

Sections.AntiAim.VelocitySpoofer:AddToggle("AntiAimVelocitySpooferVisualizeEnabled"
, {
Text = "Visualize",
Default = false,
Tooltip = nil,
}):AddColorPicker("AntiAimVelocitySpooferVisualizeColor", {
Default = Color3.new(1, 1, 1),
Title = "Velocity Visualize Color",
Transparency = nil,
})

Sections.AntiAim.VelocitySpoofer:AddInput("AntiAimVelocitySpooferVisualizePredictio
n", {
Default = nil,
Numeric = false,
Finished = false,

Text = "Visualize Prediction",


Tooltip = nil,
Placeholder = "Visualize Prediction Amount"
})

Options.AntiAimVelocitySpooferVisualizePrediction:OnChanged(function()
Settings.AntiAim.VelocitySpoofer.Visualize.Prediction =
tonumber(Options.AntiAimVelocitySpooferVisualizePrediction.Value)
end)

Toggles.AntiAimVelocitySpooferVisualizeEnabled:OnChanged(function()
Settings.AntiAim.VelocitySpoofer.Visualize.Enabled =
Toggles.AntiAimVelocitySpooferVisualizeEnabled.Value
end)

Options.AntiAimVelocitySpooferVisualizeColor:OnChanged(function()
Settings.AntiAim.VelocitySpoofer.Visualize.Color =
Options.AntiAimVelocitySpooferVisualizeColor.Value
end)

Sections.AntiAim.VelocitySpoofer:AddSlider("AntiAimVelocitySpooferYaw", {
Text = "Yaw",
Default = 0,
Min = 0,
Max = 100,
Rounding = 3,
Compact = false
})

Options.AntiAimVelocitySpooferYaw:OnChanged(function()
Settings.AntiAim.VelocitySpoofer.Yaw =
Options.AntiAimVelocitySpooferYaw.Value
end)

Sections.AntiAim.VelocitySpoofer:AddSlider("AntiAimVelocitySpooferPitch", {
Text = "Pitch",
Default = 0,
Min = 0,
Max = 100,
Rounding = 3,
Compact = false
})

Options.AntiAimVelocitySpooferPitch:OnChanged(function()
Settings.AntiAim.VelocitySpoofer.Pitch =
Options.AntiAimVelocitySpooferPitch.Value
end)

Sections.AntiAim.VelocitySpoofer:AddSlider("AntiAimVelocitySpooferRoll", {
Text = "Roll",
Default = 0,
Min = 0,
Max = 100,
Rounding = 3,
Compact = false
})
Options.AntiAimVelocitySpooferRoll:OnChanged(function()
Settings.AntiAim.VelocitySpoofer.Roll =
Options.AntiAimVelocitySpooferRoll.Value
end)
end

--// C-Sync
do
Sections.AntiAim.CSync:AddToggle("CSyncAntiAimEnabled", {
Text = "Enabled",
Default = false,
Tooltip = nil,
}):AddKeyPicker("CSyncAntiAimKeyPicker", {
Default = "b",
SyncToggleState = true,
Mode = "Toggle",

Text = "C-Sync",
NoUI = false,
})

Toggles.CSyncAntiAimEnabled:OnChanged(function()
Settings.AntiAim.CSync.Enabled =
Toggles.CSyncAntiAimEnabled.Value
end)

Sections.AntiAim.CSync:AddToggle("CSyncAntiAimVisualizeEnabled", {
Text = "Visualize",
Default = false,
Tooltip = nil,
}):AddColorPicker("CSyncAntiAimVisualizeColor", {
Default = Color3.new(1, 1, 1),
Title = "CFrame Visualize Color",
Transparency = nil,
})

Sections.AntiAim.CSync:AddDropdown("CSyncAntiAimType", {
Values = {"Custom", "Random", "Random Target", "Target Strafe",
"Local Strafe"},
Default = 1,
Multi = false,
Text = "Type",
Tooltip = nil,
})

Toggles.CSyncAntiAimVisualizeEnabled:OnChanged(function()
Settings.AntiAim.CSync.Visualize.Enabled =
Toggles.CSyncAntiAimVisualizeEnabled.Value
end)

Options.CSyncAntiAimVisualizeColor:OnChanged(function()
Settings.AntiAim.CSync.Visualize.Color =
Options.CSyncAntiAimVisualizeColor.Value
end)

Options.CSyncAntiAimType:OnChanged(function()
Settings.AntiAim.CSync.Type = Options.CSyncAntiAimType.Value
end)
Sections.AntiAim.CSync:AddSlider("CSyncAntiAimRandomRange", {
Text = "Random Range",
Default = 0.1,
Min = 0,
Max = 20,
Rounding = 1,
Compact = false,
})

Options.CSyncAntiAimRandomRange:OnChanged(function()
Settings.AntiAim.CSync.RandomDistance =
Options.CSyncAntiAimRandomRange.Value
end)

Sections.AntiAim.CSync:AddSlider("CSyncAntiAimCustomX", {
Text = "Custom X",
Default = 0.1,
Min = 0,
Max = 500,
Rounding = 1,
Compact = false,
})

Options.CSyncAntiAimCustomX:OnChanged(function()
Settings.AntiAim.CSync.Custom.X =
Options.CSyncAntiAimCustomX.Value
end)

Sections.AntiAim.CSync:AddSlider("CSyncAntiAimCustomY", {
Text = "Custom Y",
Default = 0.1,
Min = 0,
Max = 500,
Rounding = 1,
Compact = false,
})

Options.CSyncAntiAimCustomY:OnChanged(function()
Settings.AntiAim.CSync.Custom.Y =
Options.CSyncAntiAimCustomY.Value
end)

Sections.AntiAim.CSync:AddSlider("CSyncAntiAimCustomZ", {
Text = "Custom Z",
Default = 0.1,
Min = 0,
Max = 500,
Rounding = 1,
Compact = false,
})

Options.CSyncAntiAimCustomZ:OnChanged(function()
Settings.AntiAim.CSync.Custom.Z =
Options.CSyncAntiAimCustomZ.Value
end)

Sections.AntiAim.CSync:AddSlider("CSyncAntiAimTargetStrafeSpeed", {
Text = "Target Strafe Speed",
Default = 1,
Min = 0,
Max = 20,
Rounding = 1,
Compact = false,
})

Options.CSyncAntiAimTargetStrafeSpeed:OnChanged(function()
Settings.AntiAim.CSync.TargetStrafe.Speed =
Options.CSyncAntiAimTargetStrafeSpeed.Value
end)

Sections.AntiAim.CSync:AddSlider("CSyncAntiAimTargetStrafeDistance", {
Text = "Target Strafe Distance",
Default = 1,
Min = 0,
Max = 20,
Rounding = 1,
Compact = false,
})

Options.CSyncAntiAimTargetStrafeDistance:OnChanged(function()
Settings.AntiAim.CSync.TargetStrafe.Distance =
Options.CSyncAntiAimTargetStrafeDistance.Value
end)

Sections.AntiAim.CSync:AddSlider("CSyncAntiAimTargetStrafeHeight",
{
Text = "Target Strafe Height",
Default = 1,
Min = 0,
Max = 20,
Rounding = 1,
Compact = false,
})

Options.CSyncAntiAimTargetStrafeHeight:OnChanged(function()
Settings.AntiAim.CSync.TargetStrafe.Height =
Options.CSyncAntiAimTargetStrafeHeight.Value
end)
end

--// Fake Lag


do
Sections.AntiAim.Network:AddToggle("AntiAimNetworkEnabled", {
Text = "Enabled",
Default = false,
Tooltip = nil,
}):AddKeyPicker("AntiAimNetworkKeyPicker", {
Default = "b",
SyncToggleState = true,
Mode = "Toggle",

Text = "Network",
NoUI = false,
})

Toggles.AntiAimNetworkEnabled:OnChanged(function()
Settings.AntiAim.Network.Enabled =
Toggles.AntiAimNetworkEnabled.Value
end)

Sections.AntiAim.Network:AddToggle("AntiAimNetworkWalkingCheck", {
Text = "Walking Check",
Default = false,
Tooltip = nil,
})

Toggles.AntiAimNetworkWalkingCheck:OnChanged(function()
Settings.AntiAim.Network.WalkingCheck =
Toggles.AntiAimNetworkWalkingCheck.Value
end)

Sections.AntiAim.Network:AddSlider("AntiAimNetworkAmount", {
Text = "Amount",
Default = 0.1,
Min = 0,
Max = 30,
Rounding = 3,
Compact = false,
})

Options.AntiAimNetworkAmount:OnChanged(function()
Settings.AntiAim.Network.Amount =
Options.AntiAimNetworkAmount.Value
end)
end

--// Velocity Desync


do

Sections.AntiAim.VelocityDesync:AddToggle("AntiAimVelocityDesyncEnabled", {
Text = "Enabled",
Default = false,
Tooltip = nil,
}):AddKeyPicker("AntiAimVelocityDesyncKeyPicker", {
Default = "b",
SyncToggleState = true,
Mode = "Toggle",

Text = "Velocity Desync",


NoUI = false,
})

Toggles.AntiAimVelocityDesyncEnabled:OnChanged(function()
Settings.AntiAim.VelocityDesync.Enabled =
Toggles.AntiAimVelocityDesyncEnabled.Value
end)

Sections.AntiAim.VelocityDesync:AddSlider("AntiAimVelocityDesyncRange", {
Text = "Range",
Default = 1,
Min = 0.1,
Max = 10,
Rounding = 3,
Compact = false,
})
Options.AntiAimVelocityDesyncRange:OnChanged(function()
Settings.AntiAim.VelocityDesync.Range =
Options.AntiAimVelocityDesyncRange.Value
end)
end

--// FFlag Desync


do
Sections.AntiAim.FFlag:AddToggle("AntiAimFFlagDesyncEnabled", {
Text = "Enabled",
Default = false,
Tooltip = nil,
}):AddKeyPicker("AntiAimFFlagDesyncKeyPicker", {
Default = "b",
SyncToggleState = true,
Mode = "Toggle",

Text = "FFlag Desync",


NoUI = false,
})

Toggles.AntiAimFFlagDesyncEnabled:OnChanged(function()
Settings.AntiAim.FFlagDesync.Enabled =
Toggles.AntiAimFFlagDesyncEnabled.Value

if not Settings.AntiAim.FFlagDesync.Enabled then


for FFlag, Value in pairs(Script.Locals.FFlags) do
setfflag(FFlag, Value)
end
end
end)

Sections.AntiAim.FFlag:AddToggle("AntiAimFFlagDesyncSetNew", {
Text = "Set New",
Default = false,
Tooltip = nil,
})

Toggles.AntiAimFFlagDesyncSetNew:OnChanged(function()
Settings.AntiAim.FFlagDesync.SetNew =
Toggles.AntiAimFFlagDesyncSetNew.Value
end)

Sections.AntiAim.FFlag:AddDropdown("AntiAimFFlagDesyncFFlags", {
Values = {"S2PhysicsSenderRate",
"PhysicsSenderMaxBandwidthBps", "DataSenderMaxJoinBandwidthBps"},
Default = {"S2PhysicsSenderRate"},
Multi = true,
Text = "FFlags",
Tooltip = nil,
})

Options.AntiAimFFlagDesyncFFlags:OnChanged(function()
Settings.AntiAim.FFlagDesync.FFlags =
Options.AntiAimFFlagDesyncFFlags.Value
end)

Sections.AntiAim.FFlag:AddSlider("AntiAimFFlagDesyncAmount", {
Text = "Amount",
Default = 2,
Min = 0.1,
Max = 10,
Rounding = 3,
Compact = false,
})

Options.AntiAimFFlagDesyncAmount:OnChanged(function()
Settings.AntiAim.FFlagDesync.Amount =
Options.AntiAimFFlagDesyncAmount.Value
end)

Sections.AntiAim.FFlag:AddSlider("AntiAimFFlagDesyncSetnewAmount",
{
Text = "Set New Amount",
Default = 15,
Min = 0.1,
Max = 20,
Rounding = 3,
Compact = false,
})

Options.AntiAimFFlagDesyncSetnewAmount:OnChanged(function()
Settings.AntiAim.FFlagDesync.SetNewAmount =
Options.AntiAimFFlagDesyncSetnewAmount.Value
end)
end

--// Invisible Desync


end

--// Misc
do

--// Speed
do
Sections.Misc.Speed:AddToggle("MiscCFrameSpeedEnabled", {
Text = "Enabled",
Default = false,
Tooltip = nil,
}):AddKeyPicker("MiscCFrameSpeedKeybind", {
Default = "b",
SyncToggleState = true,
Mode = "Toggle",

Text = "Speed",
NoUI = false,
})

Toggles.MiscCFrameSpeedEnabled:OnChanged(function()
Settings.Misc.Movement.Speed.Enabled =
Toggles.MiscCFrameSpeedEnabled.Value
end)

Sections.Misc.Speed:AddSlider("MiscCFrameSpeedAmount", {
Text = "Amount",
Default = 0.1,
Min = 0,
Max = 10,
Rounding = 3,
Compact = false,
})

Options.MiscCFrameSpeedAmount:OnChanged(function()
Settings.Misc.Movement.Speed.Amount =
Options.MiscCFrameSpeedAmount.Value
end)
end

--// Exploits
do
Sections.Misc.Exploits:AddToggle("MiscExploitsEnabled", {
Text = "Enabled",
Default = false,
Tooltip = nil,
})

Toggles.MiscExploitsEnabled:OnChanged(function()
Settings.Misc.Exploits.Enabled =
Toggles.MiscExploitsEnabled.Value
end)

Sections.Misc.Exploits:AddToggle("MiscExploitsNoRecoil", {
Text = "No Recoil",
Default = false,
Tooltip = nil,
})

Toggles.MiscExploitsNoRecoil:OnChanged(function()
Settings.Misc.Exploits.NoRecoil =
Toggles.MiscExploitsNoRecoil.Value
end)

Sections.Misc.Exploits:AddToggle("MiscExploitsNoJumpCooldown", {
Text = "No Jumpcooldown",
Default = false,
Tooltip = nil,
})

Toggles.MiscExploitsNoJumpCooldown:OnChanged(function()
Settings.Misc.Exploits.NoJumpCooldown =
Toggles.MiscExploitsNoJumpCooldown.Value
end)

Sections.Misc.Exploits:AddToggle("MiscExploitsNoSlowdown", {
Text = "No Slowdown",
Default = false,
Tooltip = nil,
})

Toggles.MiscExploitsNoSlowdown:OnChanged(function()
Settings.Misc.Exploits.NoSlowDown =
Toggles.MiscExploitsNoSlowdown.Value
end)
end
end
--// Settings Tab
do
local MenuGroup = Tabs.Settings:AddLeftGroupbox("Menu")

Library.KeybindFrame.Visible = true

MenuGroup:AddToggle("KeybindsListEnabled", {
Text = "Keybinds List",
Default = true,
Tooltip = nil,
})

Toggles.KeybindsListEnabled:OnChanged(function()
Library.KeybindFrame.Visible = Toggles.KeybindsListEnabled.Value
end)

MenuGroup:AddButton("Unload", function() Library:Unload() end)


MenuGroup:AddLabel("Menu bind"):AddKeyPicker("MenuKeybind", { Default =
"End", NoUI = true, Text = "Menu keybind" })
Library.ToggleKeybind = Options.MenuKeybind

ThemeManager:SetLibrary(Library)
SaveManager:SetLibrary(Library)

ThemeManager:SetFolder("Azure")
SaveManager:SetFolder("Azure/Hood")

SaveManager:BuildConfigSection(Tabs.Settings)
ThemeManager:ApplyToTab(Tabs.Settings)
end
end
end

load()

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