
KeylessUniversal

getgenv().AndrewTate = {
["GunFov"] = {
['Enabled'] = false,
['DoubleBarrel'] = 22.5,
['Revolver'] = 27.5,
['Shotgun'] = 35,
['TacticalShotgun'] = 35,
['Smg'] = 25,
['Silencer'] = 32.5,
},
["Resolver"] = {
['Enabled'] = 'false',
},
["Spin"] = {
['Enabled'] = true,
['SpinSpeed'] = 4900,
['Degrees'] = 360,
['Keybind'] = Enum.KeyCode.V,
},
["KOChecks"] = {
['Wall'] = true,
['Knocked'] = false,
['DisableOnDeath'] = true,
['DisableOutsideFov'] = false,
['AntiGroundShots'] = true,
},
["Fov"] = {
['HolSilentV'] = {
['Visible'] = false,
['Filled'] = false,
['Size'] = 50,
['Thickness'] = 2.5,
['Transparency'] = 0.15,
['Sides'] = 100,
['Color'] = Color3.fromRGB(0, 0, 0),
},
["AimAssist"] = {
['Visible'] = false,
['Filled'] = false,
['Size'] = 60,
['Thickness'] = 3,
['Transparency'] = 0.25,
['Sides'] = 100,
['Color'] = Color3.fromRGB(255, 0, 0),
},
},
["AimAssist"] = {
['Enabled'] = true,
['Keybind'] = 'c',
['Predict'] = true,
['Prediction'] = 0.129,
['SmoothnessValue'] = 0.9818,
['Shake'] = false,
['ShakeValue'] = 1,
['Aimpart'] = 'Head',
['NearestCursorAimpart'] = true,
},
["RobloxTextures"] = {
['Enabled'] = true,
['Material'] = Enum.Material.Brick,
['Color'] = Color3.fromRGB(244, 244, 244)
},
["Config"] = {
['Shake'] = false,
['Smoothness'] = true,
['AirShakeValue'] = 4,
['AirSmoothnessValue'] = 0.217,
['GroundShakeValue'] = 10,
['GroundSmoothnessValue'] = '0.0576',
},
["Range"] = {
['Enabled'] = false,
['Type'] = 'Fov',
['CloseDetection'] = 25,
['MidDetection'] = 60,
['FarDetection'] = 115,
['VeryFarDetection'] = math.huge,
['CloseFov'] = 60,
['ClosePrediction'] = 0.121,
['MidFov'] = 45,
['MidPrediction'] = 0.127,
['FarFov'] = 35,
['FarPrediction'] = 0.131,
['VeryFarFov'] = 20,
['VeryFarPrediction'] = 0.134,
},
["HolSilentV"] = {
['Enabled'] = true,
['UseKeybind'] = false,
['Keybind'] = 'j',
['Predict'] = true,
['Prediction'] = 0.116,
['Aimpart'] = 'UpperTorso',
['NearestCursorAimpart'] = false,
},
}
for Key, Object in pairs(getgc(true)) do
if type(Object) == "table" then
setreadonly(Object, false)
local indexInstance = rawget(Object, "indexInstance")
if type(indexInstance) == "table" and indexInstance[1] == "kick" then
setreadonly(indexInstance, false)
rawset(Object, "Table", {"kick", function() coroutine.yield() end}) --> By using coroutine.yield() we are preventing script table from communicating with the server.
warn("\n---[ INFO ]---\nBypassed Adonis Anti-Cheat/Anti-Exploit.\nBypass Method: Preventing Script Table From Communicating With The Server.")
break
end
end
end
if AndrewTate.RobloxTextures.Enabled then
local function safeSetProperty(obj, prop, value)
local success, err =
pcall(
function()
obj[prop] = value
end
)
return success
end
local function applyTextures(obj)
if obj:IsA("BasePart") and not obj:IsDescendantOf(game.Players.LocalPlayer.Character) then
safeSetProperty(obj, "Material", AndrewTate.RobloxTextures.Material)
safeSetProperty(obj, "Color", AndrewTate.RobloxTextures.Color)
elseif obj:IsA("Texture") or obj:IsA("Decal") then
pcall(
function()
obj.Transparency = 1
end
)
end
end
local function applyToExisting()
for _, obj in ipairs(workspace:GetDescendants()) do
applyTextures(obj)
if _ % 500 == 0 then
task.wait()
end -- Yield every 500 objects
end
end
-- Apply to new objects
local connection
connection = workspace.DescendantAdded:Connect(applyTextures)
-- Apply to existing objects and disconnect after a delay
task.spawn(
function()
applyToExisting()
task.wait(30) -- Run for 30 seconds, adjust as needed
if connection then
connection:Disconnect()
end
end
)
-- Reapply periodically to catch any missed changes
task.spawn(
function()
while AndrewTate.RobloxTextures.Enabled do
applyToExisting()
task.wait(60) -- Reapply every 60 seconds, adjust as needed
end
end
)
end
if getgenv().AndrewTate.Spin.Enabled == true then
local Players = game:GetService("Players")
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
local Camera = workspace.CurrentCamera
local Toggle = getgenv().AndrewTate.Spin.Enabled
local RotationSpeed = getgenv().AndrewTate.Spin.SpinSpeed
local Keybind = getgenv().AndrewTate.Spin.Keybind
local function OnKeyPress(Input, GameProcessedEvent)
if Input.KeyCode == Keybind and not GameProcessedEvent then
Toggle = not Toggle
end
end
UserInputService.InputBegan:Connect(OnKeyPress)
local LastRenderTime = 0
local TotalRotation = 0
local function RotateCamera()
if Toggle then
local CurrentTime = tick()
local TimeDelta = math.min(CurrentTime - LastRenderTime, 0.01)
LastRenderTime = CurrentTime
local RotationAngle = RotationSpeed * TimeDelta
local Rotation = CFrame.fromAxisAngle(Vector3.new(0, 1, 0), math.rad(RotationAngle))
Camera.CFrame = Camera.CFrame * Rotation
TotalRotation = TotalRotation + RotationAngle
if TotalRotation >= getgenv().AndrewTate.Spin.Degrees then
Toggle = false
TotalRotation = 0
end
end
end
RunService.RenderStepped:Connect(RotateCamera)
end
local targ = nil
local Plr = nil
local Players, Client, Mouse, RS, Camera =
game:GetService("Players"),
game:GetService("Players").LocalPlayer,
game:GetService("Players").LocalPlayer:GetMouse(),
game:GetService("RunService"),
game:GetService("Workspace").CurrentCamera
local HolSilentVcircle = Drawing.new("Circle")
local tracercircle = Drawing.new("Circle")
HolSilentVcircle.Transparency = getgenv().AndrewTate.Fov.HolSilentV.Transparency
HolSilentVcircle.Thickness = getgenv().AndrewTate.Fov.HolSilentV.Thickness
HolSilentVcircle.Color = getgenv().AndrewTate.Fov.HolSilentV.Color
HolSilentVcircle.Filled = getgenv().AndrewTate.Fov.HolSilentV.Filled
tracercircle.Transparency = getgenv().AndrewTate.Fov.AimAssist.Transparency
tracercircle.Thickness = getgenv().AndrewTate.Fov.AimAssist.Thickness
tracercircle.Color = getgenv().AndrewTate.Fov.AimAssist.Color
tracercircle.Filled = getgenv().AndrewTate.Fov.AimAssist.Filled
local UpdateFOV = function ()
if (not HolSilentVcircle and not tracercircle) then
return HolSilentVcircle and tracercircle
end
tracercircle.Visible = getgenv().AndrewTate.Fov.AimAssist.Visible
tracercircle.Radius = getgenv().AndrewTate.Fov.AimAssist.Size * 2
tracercircle.Filled = getgenv().AndrewTate.Fov.AimAssist.Filled
tracercircle.Thickness = getgenv().AndrewTate.Fov.AimAssist.Thickness
tracercircle.Transparency = getgenv().AndrewTate.Fov.AimAssist.Transparency
tracercircle.Position = Vector2.new(Mouse.X, Mouse.Y + (game:GetService("GuiService"):GetGuiInset().Y))
tracercircle.Color = getgenv().AndrewTate.Fov.AimAssist.Color
tracercircle.NumSides = getgenv().AndrewTate.Fov.AimAssist.Sides
HolSilentVcircle.Visible = getgenv().AndrewTate.Fov.HolSilentV.Visible
HolSilentVcircle.Radius = getgenv().AndrewTate.Fov.HolSilentV.Size * 2
HolSilentVcircle.Filled = getgenv().AndrewTate.Fov.HolSilentV.Filled
HolSilentVcircle.Thickness = getgenv().AndrewTate.Fov.HolSilentV.Thickness
HolSilentVcircle.Transparency = getgenv().AndrewTate.Fov.HolSilentV.Transparency
HolSilentVcircle.Position = Vector2.new(Mouse.X, Mouse.Y + (game:GetService("GuiService"):GetGuiInset().Y))
HolSilentVcircle.Color = getgenv().AndrewTate.Fov.HolSilentV.Color
HolSilentVcircle.NumSides = getgenv().AndrewTate.Fov.HolSilentV.Sides
return HolSilentVcircle and tracercircle
end
RS.Heartbeat:Connect(UpdateFOV)
local WallCheck = function(destination, ignore)
local Origin = Camera.CFrame.p
local CheckRay = Ray.new(Origin, destination - Origin)
local Hit = game.workspace:FindPartOnRayWithIgnoreList(CheckRay, ignore)
return Hit == nil
end
local WTS = function (Object)
local ObjectVector = Camera:WorldToScreenPoint(Object.Position)
return Vector2.new(ObjectVector.X, ObjectVector.Y)
end
local IsOnScreen = function (Object)
local IsOnScreen = Camera:WorldToScreenPoint(Object.Position)
return IsOnScreen
end
local FilterObjs = function (Object)
if string.find(Object.Name, "Gun") then
return
end
if table.find({"Part", "MeshPart", "BasePart"}, Object.ClassName) then
return true
end
end
local ClosestPlrFromMouse = function()
local Target, Closest = nil, 1/0
for _ ,v in pairs(Players:GetPlayers()) do
if getgenv().AndrewTate.KOChecks.Wall then
if (v.Character and v ~= Client and v.Character:FindFirstChild("HumanoidRootPart")) then
local Position, OnScreen = Camera:WorldToScreenPoint(v.Character.HumanoidRootPart.Position)
local Distance = (Vector2.new(Position.X, Position.Y) - Vector2.new(Mouse.X, Mouse.Y)).Magnitude
if (HolSilentVcircle.Radius * 1.27 > Distance and Distance < Closest and OnScreen) and WallCheck(v.Character.HumanoidRootPart.Position, {Client, v.Character}) then
Closest = Distance
Target = v
end
end
else
if (v.Character and v ~= Client and v.Character:FindFirstChild("HumanoidRootPart")) then
local Position, OnScreen = Camera:WorldToScreenPoint(v.Character.HumanoidRootPart.Position)
local Distance = (Vector2.new(Position.X, Position.Y) - Vector2.new(Mouse.X, Mouse.Y)).Magnitude
if (HolSilentVcircle.Radius * 1.27 > Distance and Distance < Closest and OnScreen) then
Closest = Distance
Target = v
end
end
end
end
return Target
end
local ClosestPlrFromMouse2 = function()
local Target, Closest = nil, tracercircle.Radius * 1.27
for _ ,v in pairs(Players:GetPlayers()) do
if (v.Character and v ~= Client and v.Character:FindFirstChild("HumanoidRootPart")) then
if getgenv().AndrewTate.KOChecks.Wall then
local Position, OnScreen = Camera:WorldToScreenPoint(v.Character.HumanoidRootPart.Position)
local Distance = (Vector2.new(Position.X, Position.Y) - Vector2.new(Mouse.X, Mouse.Y)).Magnitude
if (Distance < Closest and OnScreen) and WallCheck(v.Character.HumanoidRootPart.Position, {Client, v.Character}) then
Closest = Distance
Target = v
end
else
local Position, OnScreen = Camera:WorldToScreenPoint(v.Character.HumanoidRootPart.Position)
local Distance = (Vector2.new(Position.X, Position.Y) - Vector2.new(Mouse.X, Mouse.Y)).Magnitude
if (Distance < Closest and OnScreen) then
Closest = Distance
Target = v
end
end
end
end
return Target
end
local GetClosestBodyPart = function (character)
local ClosestDistance = 1/0
local BodyPart = nil
if (character and character:GetChildren()) then
for _, x in next, character:GetChildren() do
if FilterObjs(x) and IsOnScreen(x) then
local Distance = (WTS(x) - Vector2.new(Mouse.X, Mouse.Y)).Magnitude
if (HolSilentVcircle.Radius * 1.27 > Distance and Distance < ClosestDistance) then
ClosestDistance = Distance
BodyPart = x
end
end
end
end
return BodyPart
end
local GetClosestBodyPartV2 = function (character)
local ClosestDistance = 1/0
local BodyPart = nil
if (character and character:GetChildren()) then
for _, x in next, character:GetChildren() do
if FilterObjs(x) and IsOnScreen(x) then
local Distance = (WTS(x) - Vector2.new(Mouse.X, Mouse.Y)).Magnitude
if (Distance < ClosestDistance) then
ClosestDistance = Distance
BodyPart = x
end
end
end
end
return BodyPart
end
Mouse.KeyDown:Connect(function(Key)
local Keybind = getgenv().AndrewTate.AimAssist.Keybind:lower()
if (Key == Keybind) then
if getgenv().AndrewTate.AimAssist.Enabled == true then
IsTargetting = not IsTargetting
if IsTargetting then
Plr = ClosestPlrFromMouse2()
else
if Plr ~= nil then
Plr = nil
IsTargetting = false
end
end
end
end
end)
Mouse.KeyDown:Connect(function(Key)
local Keybind = getgenv().AndrewTate.HolSilentV.Keybind:lower()
if (Key == Keybind) and getgenv().AndrewTate.HolSilentV.UseKeybind == true then
if getgenv().AndrewTate.HolSilentV.Enabled == true then
getgenv().AndrewTate.HolSilentV.Enabled = false
if getgenv().AndrewTate.Options.Notifications == true then
local Notify = AkaliNotif.Notify;
Notify({
Description = "HolSilentV Disabled";
Title = "AndrewTate";
Duration = 1.5;
});
end
else
getgenv().AndrewTate.HolSilentV.Enabled = true
if getgenv().AndrewTate.Options.Notifications == true then
local Notify = AkaliNotif.Notify;
Notify({
Description = "HolSilentV Enabled";
Title = "AndrewTate";
Duration = 1.5;
});
end
end
end
end
)
-- Store the original metatable and index
local grmt = getrawmetatable(game)
local backupindex = grmt.__index
setreadonly(grmt, false)
-- Hook into the __index metamethod
grmt.__index = newcclosure(function(self, key)
if tostring(key) == "Hit" and self:IsA("Mouse") and getgenv().AndrewTate.HolSilentV.Enabled then
if targ and targ.Character then
local aimpart = getgenv().AndrewTate.HolSilentV.Aimpart or "HumanoidRootPart" -- Default to Head if not set
-- Get the target part
local targetPart = targ.Character:FindFirstChild(aimpart)
if targetPart then
-- Force direct aim at the target part
local endpoint = targetPart.Position
-- Return the CFrame of the exact target part
return CFrame.new(endpoint)
end
end
end
return backupindex(self, key)
end)
-- Restore readonly status
setreadonly(grmt, true)
RS.Heartbeat:Connect(function()
if getgenv().AndrewTate.HolSilentV.Enabled then
if targ and targ.Character and targ.Character:WaitForChild(getgenv().AndrewTate.HolSilentV.Aimpart) then
if getgenv().AndrewTate.Resolver.Enabled == true and targ.Character:WaitForChild("HumanoidRootPart").Velocity.magnitude > 70 then
pcall(function()
local TargetVel = targ.Character[getgenv().AndrewTate.HolSilentV.Aimpart]
TargetVel.Velocity = Vector3.new(0, 0, 0)
TargetVel.AssemblyLinearVelocity = Vector3.new(0, 0, 0)
end)
end
if getgenv().AndrewTate.KOChecks.AntiGroundShots == true and targ.Character:FindFirstChild("Humanoid") == Enum.HumanoidStateType.Freefall then
pcall(function()
local TargetVelv5 = targ.Character[getgenv().AndrewTate.HolSilentV.Aimpart]
TargetVelv5.Velocity = Vector3.new(TargetVelv5.Velocity.X, (TargetVelv5.Velocity.Y * 5), TargetVelv5.Velocity.Z)
TargetVelv5.AssemblyLinearVelocity = Vector3.new(TargetVelv5.Velocity.X, (TargetVelv5.Velocity.Y * 5), TargetVelv5.Velocity.Z)
end)
end
if getgenv().AndrewTate.Resolver.Enabled == true then
pcall(function()
local TargetVelv2 = targ.Character[getgenv().AndrewTate.HolSilentV.Aimpart]
TargetVelv2.Velocity = Vector3.new(TargetVelv2.Velocity.X, 0, TargetVelv2.Velocity.Z)
TargetVelv2.AssemblyLinearVelocity = Vector3.new(TargetVelv2.Velocity.X, 0, TargetVelv2.Velocity.Z)
end)
end
end
end
if getgenv().AndrewTate.Config.Shake == true then
if Plr.Character.Humanoid.FloorMaterial == Enum.Material.Air then
getgenv().AndrewTate.AimAssist.ShakeValue = getgenv().AndrewTate.Config.AirShakeValue
else
getgenv().AndrewTate.AimAssist.ShakeValue = getgenv().AndrewTate.Config.GroundShakeValue
end
end
if getgenv().AndrewTate.Config.Smoothness == true then
if Plr.Character.Humanoid.FloorMaterial == Enum.Material.Air then
getgenv().AndrewTate.AimAssist.SmoothnessValue = getgenv().AndrewTate.Config.AirSmoothnessValue
else
getgenv().AndrewTate.AimAssist.SmoothnessValue = getgenv().AndrewTate.Config.GroundSmoothnessValue
end
end
if getgenv().AndrewTate.AimAssist.Enabled == true then
if getgenv().AndrewTate.Resolver.Enabled == true and Plr and Plr.Character and Plr.Character:WaitForChild(getgenv().AndrewTate.AimAssist.Aimpart) and Plr.Character:WaitForChild("HumanoidRootPart").Velocity.magnitude > 70 then
pcall(function()
local TargetVelv3 = Plr.Character[getgenv().AndrewTate.AimAssist.Aimpart]
TargetVelv3.Velocity = Vector3.new(0, 0, 0)
TargetVelv3.AssemblyLinearVelocity = Vector3.new(0, 0, 0)
end)
end
if getgenv().AndrewTate.KOChecks.AntiGroundShots == true and Plr.Character:FindFirstChild("Humanoid") == Enum.HumanoidStateType.Freefall then
pcall(function()
local TargetVelv5 = Plr.Character[getgenv().AndrewTate.AimAssist.Aimpart]
TargetVelv5.Velocity = Vector3.new(TargetVelv5.Velocity.X, (TargetVelv5.Velocity.Y * 5), TargetVelv5.Velocity.Z)
TargetVelv5.AssemblyLinearVelocity = Vector3.new(TargetVelv5.Velocity.X, (TargetVelv5.Velocity.Y * 5), TargetVelv5.Velocity.Z)
end)
end
if getgenv().AndrewTate.Resolver.Enabled == true and Plr and Plr.Character and Plr.Character:WaitForChild(getgenv().AndrewTate.AimAssist.Aimpart) then
pcall(function()
local TargetVelv4 = Plr.Character[getgenv().AndrewTate.AimAssist.Aimpart]
TargetVelv4.Velocity = Vector3.new(TargetVelv4.Velocity.X, 0, TargetVelv4.Velocity.Z)
TargetVelv4.AssemblyLinearVelocity = Vector3.new(TargetVelv4.Velocity.X, 0, TargetVelv4.Velocity.Z)
end)
end
end
end)
RS.RenderStepped:Connect(function()
if getgenv().AndrewTate.HolSilentV.Enabled then
if getgenv().AndrewTate.KOChecks.Knocked == true and targ and targ.Character then
local KOd = targ.Character:WaitForChild("BodyEffects")["K.O"].Value
local Grabbed = targ.Character:FindFirstChild("GRABBING_CONSTRAINT") ~= nil
if KOd or Grabbed then
targ = nil
end
end
end
if getgenv().AndrewTate.AimAssist.Enabled == true then
if getgenv().AndrewTate.KOChecks.Knocked == true and Plr and Plr.Character then
local KOd = Plr.Character:WaitForChild("BodyEffects")["K.O"].Value
local Grabbed = Plr.Character:FindFirstChild("GRABBING_CONSTRAINT") ~= nil
if KOd or Grabbed then
Plr = nil
IsTargetting = false
end
end
if getgenv().AndrewTate.KOChecks.DisableOnDeath == true and Plr and Plr.Character:FindFirstChild("Humanoid") then
if Plr.Character.Humanoid.health < 2 then
Plr = nil
IsTargetting = false
end
end
if getgenv().AndrewTate.KOChecks.DisableOnDeath == true and Plr and Plr.Character:FindFirstChild("Humanoid") then
if Client.Character.Humanoid.health < 2 then
Plr = nil
IsTargetting = false
end
end
if getgenv().AndrewTate.KOChecks.DisableOutsideFov == true and Plr and Plr.Character and Plr.Character:WaitForChild("HumanoidRootPart") then
if
AimAssist.Radius <
(Vector2.new(
Camera:WorldToScreenPoint(Plr.Character.HumanoidRootPart.Position).X,
Camera:WorldToScreenPoint(Plr.Character.HumanoidRootPart.Position).Y
) - Vector2.new(Mouse.X, Mouse.Y)).Magnitude
then
Plr = nil
IsTargetting = false
end
end
if getgenv().AndrewTate.AimAssist.Predict and Plr and Plr.Character and Plr.Character:FindFirstChild(getgenv().AndrewTate.AimAssist.Aimpart) then
if getgenv().AndrewTate.AimAssist.Shake then
local Main = CFrame.new(Camera.CFrame.p,Plr.Character[getgenv().AndrewTate.AimAssist.Aimpart].Position + Plr.Character[getgenv().AndrewTate.AimAssist.Aimpart].Velocity * getgenv().AndrewTate.AimAssist.Prediction +
Vector3.new(
math.random(-getgenv().AndrewTate.AimAssist.ShakeValue, getgenv().AndrewTate.AimAssist.ShakeValue),
math.random(-getgenv().AndrewTate.AimAssist.ShakeValue, getgenv().AndrewTate.AimAssist.ShakeValue),
math.random(-getgenv().AndrewTate.AimAssist.ShakeValue, getgenv().AndrewTate.AimAssist.ShakeValue)
) * 0.1)
Camera.CFrame = Camera.CFrame:Lerp(Main, getgenv().AndrewTate.AimAssist.SmoothnessValue / 2, Enum.EasingStyle.Elastic, Enum.EasingDirection.InOut, Enum.EasingStyle.Sine, Enum.EasingDirection.Out)
else
local Main = CFrame.new(Camera.CFrame.p,Plr.Character[getgenv().AndrewTate.AimAssist.Aimpart].Position + Plr.Character[getgenv().AndrewTate.AimAssist.Aimpart].Velocity * getgenv().AndrewTate.AimAssist.Prediction)
Camera.CFrame = Camera.CFrame:Lerp(Main, getgenv().AndrewTate.AimAssist.SmoothnessValue / 2, Enum.EasingStyle.Elastic, Enum.EasingDirection.InOut, Enum.EasingStyle.Sine, Enum.EasingDirection.Out)
end
elseif getgenv().AndrewTate.AimAssist.Predict == false and Plr and Plr.Character and Plr.Character:FindFirstChild(getgenv().AndrewTate.AimAssist.Aimpart) then
if getgenv().AndrewTate.AimAssist.Shake then
local Main = CFrame.new(Camera.CFrame.p,Plr.Character[getgenv().AndrewTate.AimAssist.Aimpart].Position +
Vector3.new(
math.random(-getgenv().AndrewTate.AimAssist.ShakeValue, getgenv().AndrewTate.AimAssist.ShakeValue),
math.random(-getgenv().AndrewTate.AimAssist.ShakeValue, getgenv().AndrewTate.AimAssist.ShakeValue),
math.random(-getgenv().AndrewTate.AimAssist.ShakeValue, getgenv().AndrewTate.AimAssist.ShakeValue)
) * 0.1)
Camera.CFrame = Camera.CFrame:Lerp(Main, getgenv().AndrewTate.AimAssist.SmoothnessValue / 2, Enum.EasingStyle.Elastic, Enum.EasingDirection.InOut, Enum.EasingStyle.Sine, Enum.EasingDirection.Out)
else
local Main = CFrame.new(Camera.CFrame.p,Plr.Character[getgenv().AndrewTate.AimAssist.Aimpart].Position)
Camera.CFrame = Camera.CFrame:Lerp(Main, getgenv().AndrewTate.AimAssist.SmoothnessValue / 2, Enum.EasingStyle.Elastic, Enum.EasingDirection.InOut, Enum.EasingStyle.Sine, Enum.EasingDirection.Out)
end
end
end
end)
task.spawn(function ()
while task.wait() do
if getgenv().AndrewTate.HolSilentV.Enabled then
targ = ClosestPlrFromMouse()
end
if Plr then
if getgenv().AndrewTate.AimAssist.Enabled and (Plr.Character) and getgenv().AndrewTate.AimAssist.NearestCursorAimpart then
getgenv().AndrewTate.AimAssist.Aimpart = tostring(GetClosestBodyPartV2(Plr.Character))
end
end
if targ then
if getgenv().AndrewTate.HolSilentV.Enabled and (targ.Character) and getgenv().AndrewTate.HolSilentV.NearestCursorAimpart then
getgenv().AndrewTate.HolSilentV.Aimpart = tostring(GetClosestBodyPart(targ.Character))
end
end
end
end)
getgenv().uhpoop = {
["Enabled"] = (getgenv().AndrewTate.GunFov.Enabled),
["Double-Barrel SG"] = {["FOV"] = (getgenv().AndrewTate.GunFov.DoubleBarrel)}, --// Db
["DoubleBarrel"] = {["FOV"] = (getgenv().AndrewTate.GunFov.DoubleBarrel)}, --// Db
["Revolver"] = {["FOV"] = (getgenv().AndrewTate.GunFov.Revolver)}, --// Rev
["SMG"] = {["FOV"] = (getgenv().AndrewTate.GunFov.Smg)}, --// Uzi/Smg
["Shotgun"] = {["FOV"] = (getgenv().AndrewTate.GunFov.Shotgun)}, --// Sg
["TacticalShotgun"] = {["FOV"] = (getgenv().AndrewTate.GunFov.TacticalShotgun)}, --// Tac
["Silencer"] = {["FOV"] = (getgenv().AndrewTate.GunFov.Silencer)}, -- smg
}
local Script = {Functions = {}}
Script.Functions.getToolName = function(name)
local split = string.split(string.split(name, "[")[2], "]")[1]
return split
end
Script.Functions.getEquippedWeaponName = function()
if (Client.Character) and Client.Character:FindFirstChildWhichIsA("Tool") then
local Tool = Client.Character:FindFirstChildWhichIsA("Tool")
if string.find(Tool.Name, "%[") and string.find(Tool.Name, "%]") and not string.find(Tool.Name, "Wallet") and not string.find(Tool.Name, "Phone") then
return Script.Functions.getToolName(Tool.Name)
end
end
return nil
end
RS.RenderStepped:Connect(function()
if Script.Functions.getEquippedWeaponName() ~= nil then
local WeaponSettings = getgenv().uhpoop[Script.Functions.getEquippedWeaponName()]
if WeaponSettings ~= nil and getgenv().AndrewTate.GunFov.Enabled == true then
getgenv().AndrewTate.Fov.HolSilentV.Size = WeaponSettings.FOV
else
getgenv().AndrewTate.Fov.HolSilentV.Size = getgenv().AndrewTate.Fov.HolSilentV.Size
end
end
end)
local Aiming = loadstring(game:HttpGet("https://raw.githubusercontent.com/GravesFr/opensourceskidded/main/s"))()
Aiming.TeamCheck(false)
local Workspace = game:GetService("Workspace")
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
local LocalPlayer = Players.LocalPlayer
local Mouse = LocalPlayer:GetMouse()
local CurrentCamera = Workspace.CurrentCamera
Aiming.FOV = 50
--------------------------------------------------
--------------------------------------------------- -fov 5.5-6.6 is legit
function Aiming.Check()
if not (Aiming.Enabled == true and Aiming.Selected ~= LocalPlayer and Aiming.SelectedPart ~= nil) then
return false
end
end
game:GetService("RunService").Heartbeat:Connect(
function()
if
getgenv().AndrewTate.Range.Enabled == true and getgenv().AndrewTate.Range.Type == "Fov" and Aiming.Selected ~= nil and (Aiming.Selected.Character) and targ and targ.Character then
if
(game.Players[Aiming.Selected.Name].Character.HumanoidRootPart.Position -
game.Players.LocalPlayer.Character.HumanoidRootPart.Position).Magnitude <
getgenv().AndrewTate.Range.CloseDetection
then
getgenv().AndrewTate.Fov.HolSilentV.Size = getgenv().AndrewTate.Range.CloseFov
elseif
(game.Players[Aiming.Selected.Name].Character.HumanoidRootPart.Position -
game.Players.LocalPlayer.Character.HumanoidRootPart.Position).Magnitude <
getgenv().AndrewTate.Range.MidDetection
then
getgenv().AndrewTate.Fov.HolSilentV.Size = getgenv().AndrewTate.Range.MidFov
elseif
(game.Players[Aiming.Selected.Name].Character.HumanoidRootPart.Position -
game.Players.LocalPlayer.Character.HumanoidRootPart.Position).Magnitude <
getgenv().AndrewTate.Range.FarDetection
then
getgenv().AndrewTate.Fov.HolSilentV.Size = getgenv().AndrewTate.Range.FarFov
elseif
(game.Players[Aiming.Selected.Name].Character.HumanoidRootPart.Position -
game.Players.LocalPlayer.Character.HumanoidRootPart.Position).Magnitude <
getgenv().AndrewTate.Range.VeryFarDetection
then
getgenv().AndrewTate.Fov.HolSilentV.Size = getgenv().AndrewTate.Range.VeryFarFov
end
end
end
)
game:GetService("RunService").Heartbeat:Connect(
function()
if
getgenv().AndrewTate.Range.Enabled == true and getgenv().AndrewTate.Range.Type == "Prediction" and Aiming.Selected ~= nil and (Aiming.Selected.Character) and targ and Plr.Character then
if
(game.Players[Aiming.Selected.Name].Character.HumanoidRootPart.Position -
game.Players.LocalPlayer.Character.HumanoidRootPart.Position).Magnitude <
getgenv().AndrewTate.Range.CloseDetection
then
getgenv().AndrewTate.HolSilentV.Prediction = getgenv().AndrewTate.Range.ClosePrediction
elseif
(game.Players[Aiming.Selected.Name].Character.HumanoidRootPart.Position -
game.Players.LocalPlayer.Character.HumanoidRootPart.Position).Magnitude <
getgenv().AndrewTate.Range.MidDetection
then
getgenv().AndrewTate.HolSilentV.Prediction = getgenv().AndrewTate.Range.MidPrediction
elseif
(game.Players[Aiming.Selected.Name].Character.HumanoidRootPart.Position -
game.Players.LocalPlayer.Character.HumanoidRootPart.Position).Magnitude <
getgenv().AndrewTate.Range.FarDetection
then
getgenv().AndrewTate.HolSilentV.Prediction = getgenv().AndrewTate.Range.FarPrediction
elseif
(game.Players[Aiming.Selected.Name].Character.HumanoidRootPart.Position -
game.Players.LocalPlayer.Character.HumanoidRootPart.Position).Magnitude <
getgenv().AndrewTate.Range.VeryFarDetection
then
getgenv().AndrewTate.HolSilentV.Prediction = getgenv().AndrewTate.Range.VeryFarPrediction
end
end
end
)
game:GetService("RunService").Heartbeat:Connect(
function()
if
getgenv().AndrewTate.Range.Enabled == true and getgenv().AndrewTate.Range.Type == "Both" and Aiming.Selected ~= nil and (Aiming.Selected.Character) and targ and Plr.Character then
if
(game.Players[Aiming.Selected.Name].Character.HumanoidRootPart.Position -
game.Players.LocalPlayer.Character.HumanoidRootPart.Position).Magnitude <
getgenv().AndrewTate.Range.CloseDetection
then
getgenv().AndrewTate.Fov.HolSilentV.Size = getgenv().AndrewTate.Range.CloseFov
getgenv().AndrewTate.HolSilentV.Prediction = getgenv().AndrewTate.Range.ClosePrediction
elseif
(game.Players[Aiming.Selected.Name].Character.HumanoidRootPart.Position -
game.Players.LocalPlayer.Character.HumanoidRootPart.Position).Magnitude <
getgenv().AndrewTate.Range.MidDetection
then
getgenv().AndrewTate.Fov.HolSilentV.Size = getgenv().AndrewTate.Range.MidFov
getgenv().AndrewTate.HolSilentV.Prediction = getgenv().AndrewTate.Range.MidPrediction
elseif
(game.Players[Aiming.Selected.Name].Character.HumanoidRootPart.Position -
game.Players.LocalPlayer.Character.HumanoidRootPart.Position).Magnitude <
getgenv().AndrewTate.Range.FarDetection
then
getgenv().AndrewTate.Fov.HolSilentV.Size = getgenv().AndrewTate.Range.FarFov
getgenv().AndrewTate.HolSilentV.Prediction = getgenv().AndrewTate.Range.FarPrediction
elseif
(game.Players[Aiming.Selected.Name].Character.HumanoidRootPart.Position -
game.Players.LocalPlayer.Character.HumanoidRootPart.Position).Magnitude <
getgenv().AndrewTate.Range.VeryFarDetection
then
getgenv().AndrewTate.Fov.HolSilentV.Size = getgenv().AndrewTate.Range.VeryFarFov
getgenv().AndrewTate.HolSilentV.Prediction = getgenv().AndrewTate.Range.VeryFarPrediction
end
end
end
)
if getgenv().AndrewTate.Resolver.Enabled == true then
local hrp
local resolver = game:GetService("RunService")
demiseuwu.Heartbeat:Connect(function()
pcall(function()
for i,v in pairs(game.Players:GetChildren()) do
if v ~= game.Players.LocalPlayer then
hrp = v.Character.HumanoidRootPart
hrp.Velocity = Vector3.new(hrp.Velocity.X, 0, hrp.Velocity.Z)
end
end
end)
end)
end



hay kh v bro