
Key RequiredUniversal

local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local LocalPlayer = Players.LocalPlayer
local WeaponPackets = require(ReplicatedStorage.Common.Packets.WeaponPackets)
local SilentAimEnabled = true
local FOVRadius = 9999
local FOVVisible = false
local TargetBone = "Head"
local HitChance = 100
local FOVCircle = Drawing.new("Circle")
FOVCircle.Thickness = 1
FOVCircle.NumSides = 64
FOVCircle.Filled = false
FOVCircle.Transparency = 0.8
FOVCircle.Color = Color3.fromRGB(240, 60, 60)
FOVCircle.Visible = false
local TargetDot = Drawing.new("Circle")
TargetDot.Thickness = 1
TargetDot.NumSides = 16
TargetDot.Filled = true
TargetDot.Radius = 4
TargetDot.Color = Color3.fromRGB(240, 60, 60)
TargetDot.Visible = false
local BoneMap = {
["Head"] = {"Hitbox_Head", "Head"},
["Torso"] = {"Hitbox_Torso", "HumanoidRootPart"},
["Left Arm"] = {"Hitbox_Left Arm", "Left Arm", "LeftHand"},
["Right Arm"] = {"Hitbox_Right Arm", "Right Arm", "RightHand"},
["Left Leg"] = {"Hitbox_Left Leg", "Left Leg", "LeftFoot"},
["Right Leg"] = {"Hitbox_Right Leg", "Right Leg", "RightFoot"},
}
local function FindInHitboxFolder(Character, BoneName)
local HitboxFolder = Character:FindFirstChild("Hitbox")
if HitboxFolder then
local Part = HitboxFolder:FindFirstChild(BoneName)
if Part then
return Part
end
end
return Character:FindFirstChild(BoneName) or Character:FindFirstChild(BoneName, true)
end
local function GetTargetPart(Character)
if TargetBone == "Random" then
local ValidParts = {}
for _, BoneList in BoneMap do
for _, BoneName in BoneList do
local Part = FindInHitboxFolder(Character, BoneName)
if Part then
table.insert(ValidParts, Part)
break
end
end
end
if #ValidParts > 0 then
return ValidParts[math.random(1, #ValidParts)]
end
return nil
end
local BoneList = BoneMap[TargetBone] or BoneMap["Head"]
for _, BoneName in BoneList do
local Part = FindInHitboxFolder(Character, BoneName)
if Part then
return Part
end
end
return nil
end
local function IsAlive(Character)
if not Character then
return false
end
if not Character:IsDescendantOf(workspace) then
return false
end
local Humanoid = Character:FindFirstChildOfClass("Humanoid")
if not Humanoid or Humanoid.Health <= 0 then
return false
end
if Character:FindFirstChildOfClass("ForceField") or Character:FindFirstChild("ForceField") then
return false
end
if not Character:GetAttribute("deployed") then
return false
end
return true
end
local function IsVisible(FromPosition, Character, TargetPart)
local Direction = (TargetPart.Position - FromPosition).Unit
local Distance = (TargetPart.Position - FromPosition).Magnitude
local Params = RaycastParams.new()
Params.FilterType = Enum.RaycastFilterType.Exclude
local MyChar = LocalPlayer.Character
local Effects = workspace:FindFirstChild("Effects")
local FilterList = {}
if MyChar then
table.insert(FilterList, MyChar)
end
if Effects then
table.insert(FilterList, Effects)
end
Params.FilterDescendantsInstances = FilterList
local RayResult = workspace:Raycast(FromPosition, Direction * Distance, Params)
if not RayResult then
return true
end
local HitModel = RayResult.Instance:FindFirstAncestorWhichIsA("Model")
return HitModel == Character
end
local function ShouldTargetPlayer(Player)
if Player == LocalPlayer then
return false
end
local Character = Player.Character
if not Character then
return false
end
if not IsAlive(Character) then
return false
end
return true
end
local function GetNearestTarget()
local Camera = workspace.CurrentCamera
local BestTarget = nil
local BestDistance = math.huge
local BestPart = nil
local ViewportSize = Camera.ViewportSize
local ScreenCenter = Vector2.new(ViewportSize.X / 2, ViewportSize.Y / 2)
local MyChar = LocalPlayer.Character
local MyHead = MyChar and MyChar:FindFirstChild("Head")
for _, Player in Players:GetPlayers() do
if ShouldTargetPlayer(Player) then
local Character = Player.Character
local HitPart = GetTargetPart(Character)
if HitPart then
local ScreenPos, OnScreen = Camera:WorldToViewportPoint(HitPart.Position)
if OnScreen then
local Distance = (Vector2.new(ScreenPos.X, ScreenPos.Y) - ScreenCenter).Magnitude
if Distance < FOVRadius and Distance < BestDistance then
if MyHead and IsVisible(MyHead.Position, Character, HitPart) then
BestDistance = Distance
BestTarget = Character
BestPart = HitPart
end
end
end
end
end
end
return BestTarget, BestPart
end
local function RollHitChance()
if HitChance >= 100 then
return true
end
return math.random(1, 100) <= HitChance
end
local OriginalSend = WeaponPackets.useWeapon.send
WeaponPackets.useWeapon.send = function(Data)
if SilentAimEnabled and RollHitChance() then
local TargetCharacter, TargetPart = GetNearestTarget()
if TargetCharacter and TargetPart then
Data.hitResult = TargetCharacter
Data.hitPart = TargetPart
Data.position = TargetPart.Position
Data.direction = (TargetPart.Position - Data.origin).Unit
end
end
return OriginalSend(Data)
end
RunService.RenderStepped:Connect(function()
local Camera = workspace.CurrentCamera
local ScreenCenter = Vector2.new(Camera.ViewportSize.X / 2, Camera.ViewportSize.Y / 2)
FOVCircle.Position = ScreenCenter
FOVCircle.Radius = FOVRadius
FOVCircle.Visible = FOVVisible and SilentAimEnabled
if SilentAimEnabled then
local _, TargetPart = GetNearestTarget()
if TargetPart then
local ScreenPos, OnScreen = Camera:WorldToViewportPoint(TargetPart.Position)
if OnScreen then
TargetDot.Position = Vector2.new(ScreenPos.X, ScreenPos.Y)
TargetDot.Visible = true
else
TargetDot.Visible = false
end
else
TargetDot.Visible = false
end
else
TargetDot.Visible = false
end
end)



wtf is this code lol
binary do you have money code for one tap