
Key Required VerifiedUniversal

getgenv().toggled = true
getgenv().old = getgenv().old
or require(game:GetService('ReplicatedStorage').Module.RayCast).RayIgnoreNonCollideWithIgnoreList
local fovCircle = Drawing.new("Circle")
fovCircle.Visible = true
fovCircle.Radius = 100
fovCircle.Color = Color3.fromRGB(255, 255, 255)
fovCircle.Thickness = 1
fovCircle.Position = Vector2.new(game:GetService("Workspace").CurrentCamera.ViewportSize.X / 2, game:GetService("Workspace").CurrentCamera.ViewportSize.Y / 2)
local snapline = Drawing.new("Line")
snapline.Visible = false
snapline.Color = Color3.fromRGB(255, 255, 255)
snapline.Thickness = 1.2
local camera = game:GetService("Workspace").CurrentCamera
local player = game:GetService("Players").LocalPlayer
local function isInFOV(targetPos)
local playerPos = player.Character and player.Character.HumanoidRootPart.Position
if not playerPos then return false end
local directionToTarget = (targetPos - playerPos).Unit
local forwardVector = player.Character.HumanoidRootPart.CFrame.LookVector
local dotProduct = directionToTarget:Dot(forwardVector)
local fovAngle = math.rad(65 / 2)
local distance = (targetPos - playerPos).Magnitude
local screenPos, onScreen = camera:WorldToViewportPoint(targetPos)
local screenDistance = (Vector2.new(screenPos.X, screenPos.Y) - fovCircle.Position).Magnitude
return dotProduct > math.cos(fovAngle) and screenDistance <= fovCircle.Radius and onScreen
end
local function updateSnapline(target)
if target and target.Character and target.Character:FindFirstChild("HumanoidRootPart") then
local rootPos = target.Character.HumanoidRootPart.Position
local screenPos, onScreen = camera:WorldToViewportPoint(rootPos)
if onScreen then
snapline.Visible = true
snapline.From = Vector2.new(camera.ViewportSize.X / 2, camera.ViewportSize.Y / 2)
snapline.To = Vector2.new(screenPos.X, screenPos.Y)
else
snapline.Visible = false
end
else
snapline.Visible = false
end
end
if getgenv().toggled then
require(game:GetService('ReplicatedStorage').Module.RayCast).RayIgnoreNonCollideWithIgnoreList =
function(...)
local nearestDistance, nearestEnemy = fovCircle.Radius, nil
for i, v in pairs(game:GetService('Players'):GetPlayers()) do
if
v ~= player
and v.Team ~= player.Team
and v.Character
and v.Character:FindFirstChild('HumanoidRootPart')
and v.Character:FindFirstChild('Humanoid')
and v.Character.Humanoid.Health > 0
and isInFOV(v.Character.HumanoidRootPart.Position)
then
local screenPos = camera:WorldToViewportPoint(v.Character.HumanoidRootPart.Position)
local screenDistance = (Vector2.new(screenPos.X, screenPos.Y) - fovCircle.Position).Magnitude
if screenDistance < nearestDistance then
nearestDistance, nearestEnemy = screenDistance, v
end
end
end
updateSnapline(nearestEnemy)
local arg = { old(...) }
if
(
tostring(getfenv(2).script) == 'BulletEmitter'
or tostring(getfenv(2).script) == 'Taser'
) and nearestEnemy
then
arg[1] = nearestEnemy.Character.HumanoidRootPart
arg[2] = nearestEnemy.Character.HumanoidRootPart.Position
end
return unpack(arg)
end
game:GetService("RunService").RenderStepped:Connect(function()
if toggled then
local nearestEnemy = nil
local nearestDistance = fovCircle.Radius
for i, v in pairs(game:GetService('Players'):GetPlayers()) do
if
v ~= player
and v.Team ~= player.Team
and v.Character
and v.Character:FindFirstChild('HumanoidRootPart')
and v.Character:FindFirstChild('Humanoid')
and v.Character.Humanoid.Health > 0
and isInFOV(v.Character.HumanoidRootPart.Position)
then
local screenPos = camera:WorldToViewportPoint(v.Character.HumanoidRootPart.Position)
local screenDistance = (Vector2.new(screenPos.X, screenPos.Y) - fovCircle.Position).Magnitude
if screenDistance < nearestDistance then
nearestDistance, nearestEnemy = screenDistance, v
end
end
end
updateSnapline(nearestEnemy)
fovCircle.Visible = true
else
snapline.Visible = false
fovCircle.Visible = false
end
end)
else
require(game:GetService('ReplicatedStorage').Module.RayCast).RayIgnoreNonCollideWithIgnoreList = getgenv().old
snapline.Visible = false
snapline:Remove()
fovCircle.Visible = false
fovCircle:Remove()
end



could you lowk make wallbang false pls. Randomly shoots at other people im not even looking at would be really useful. Pls make a new repositories and make it so its just silent aim. FIRE work tho.