
Keyless
local replicated_storage = game:GetService("ReplicatedStorage");
local user_input_service = game:GetService("UserInputService");
local run_service = game:GetService("RunService");
local workspace = game:GetService("Workspace");
local players = game:GetService("Players");
local local_player = players.LocalPlayer;
local camera = workspace.CurrentCamera;
local framework = require(replicated_storage.Modules.Universal.Framework);
local framework_modules = framework.modules;
if (not IB_OBFUSCATED) then
getfenv().IB_NO_VIRTUALIZE = function(...)
return (...);
end
end
local IB_NO_UPVALUES = function(fn)
local identifier = `_{tostring(fn):gsub("function: ", "")}`;
return loadstring(`local b=...local c=function(...)return {identifier}(...)end;getfenv(c).{identifier}=b;return c`)(fn);
end
local hooked_functions = {}
local hookfunction = function(target, hook)
local original = getgenv().hookfunction(target, IB_NO_UPVALUES(hook))
hooked_functions[target] = original
return original
end
local silent_fov, current_target = 500, nil;
local silent_aim_fov_outline = Drawing.new("Circle");
local silent_aim_fov = Drawing.new("Circle");
local snapline_outline = Drawing.new("Line");
local snapline = Drawing.new("Line");
do
silent_aim_fov_outline.Position = Vector2.new(camera.ViewportSize.X / 2, camera.ViewportSize.Y / 2);
silent_aim_fov_outline.Color = Color3.new(0, 0, 0)
silent_aim_fov_outline.Visible = true;
silent_aim_fov_outline.Thickness = 3;
silent_aim_fov_outline.Radius = silent_fov;
end
do
silent_aim_fov.Position = Vector2.new(camera.ViewportSize.X / 2, camera.ViewportSize.Y / 2);
silent_aim_fov.Color = Color3.new(1, 1, 1)
silent_aim_fov.Visible = true;
silent_aim_fov.Thickness = 1;
silent_aim_fov.Radius = silent_fov;
end
do
snapline_outline.Color = Color3.new(0, 0, 0);
snapline_outline.Thickness = 3;
end
do
snapline.Color = Color3.new(1, 1, 1);
snapline.Thickness = 1;
end
camera:GetPropertyChangedSignal("ViewportSize"):Connect(function()
silent_aim_fov_outline.Position = Vector2.new(camera.ViewportSize.X / 2, camera.ViewportSize.Y / 2);
silent_aim_fov.Position = silent_aim_fov_outline.Position;
end)
local function is_visible(limb: BasePart)
local raycast = RaycastParams.new();
raycast.FilterType = Enum.RaycastFilterType.Exclude;
raycast.IgnoreWater = true;
raycast.FilterDescendantsInstances = { local_player.Character, camera };
local origin = camera.CFrame.Position;
local direction = limb.Position - origin;
local result = workspace:Raycast(origin, direction, raycast);
if (not result) then
return;
end
return (result.Instance:IsDescendantOf(limb.Parent));
end
local function closest(radius: number)
local closest_head, max_distance = nil, radius;
local mouse = user_input_service:GetMouseLocation();
for _, player in (players:GetChildren()) do
if (player == local_player) or (player.Team == local_player.Team) then
continue;
end
local character = player.Character;
if (not character) or (character:FindFirstChildWhichIsA("ForceField")) then
continue;
end
local humanoid = character:FindFirstChildWhichIsA("Humanoid");
local head = character:FindFirstChild("Head");
if (not head) or (not humanoid) or (humanoid.Health <= 0) then
continue;
end
local screen_position, visible = camera:WorldToViewportPoint(head.Position);
if (not visible) then
continue;
end
if (not is_visible(head)) then
continue;
end
local distance = (Vector2.new(screen_position.X, screen_position.Y) - Vector2.new(mouse.X, mouse.Y)).Magnitude;
if (distance < max_distance) then
max_distance = distance;
closest_head = head;
end
end
return closest_head;
end
run_service.RenderStepped:Connect(IB_NO_VIRTUALIZE(function()
current_target = closest(silent_fov);
if (current_target) then
local screen_position = camera:WorldToViewportPoint(current_target.Position);
snapline_outline.From = Vector2.new(camera.ViewportSize.X / 2, camera.ViewportSize.Y / 2);
snapline_outline.To = Vector2.new(screen_position.X, screen_position.Y);
snapline.From = snapline_outline.From;
snapline.To = snapline_outline.To;
snapline_outline.Visible = true;
snapline.Visible = true;
else
snapline_outline.Visible = false;
snapline.Visible = false;
end
end))
local old; old = hookfunction(framework_modules.Client_Bullet, function(player, held_gun, end_position, spread, ...)
if (current_target) then
end_position = current_target.Position;
spread = spread:Lerp(CFrame.identity, 1);
end
return old(player, held_gun, end_position, spread, ...);
end)
hookfunction(framework_modules.Shake_Camera, function()
return;
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