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Analyzing: Silent Aim And Wallbang Open Source Bad Exec Not Supported

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114 Lines
-- Functions
-- Security
-- Performance
-- Quality
-- Issues
Source Code 114 lines
1 local replicated_storage = game:GetService("ReplicatedStorage");
2 local user_input_service = game:GetService("UserInputService");
3 local run_service = game:GetService("RunService");
4 local workspace = game:GetService("Workspace");
5 local players = game:GetService("Players");
6
7 local local_player = players.LocalPlayer;
8 local camera = workspace.CurrentCamera;
9
10 local my_camera = require(game:GetService("ReplicatedStorage").Modules.MyCameraModule);
11 local bullet_constructor = require(replicated_storage.Modules.BulletConstructor);
12
13 local map = workspace:WaitForChild("Map");
14 if (map) then
15 map.Parent = workspace.Bulletholes;
16 end
17
18 local silent_fov, current_target = 500, nil;
19
20 local silent_aim_fov_outline = Drawing.new("Circle");
21 local silent_aim_fov = Drawing.new("Circle");
22 local snapline_outline = Drawing.new("Line");
23 local snapline = Drawing.new("Line");
24
25 do
26 silent_aim_fov_outline.Position = Vector2.new(camera.ViewportSize.X / 2, camera.ViewportSize.Y / 2);
27 silent_aim_fov_outline.Color = Color3.new(0, 0, 0)
28 silent_aim_fov_outline.Visible = true;
29 silent_aim_fov_outline.Thickness = 3;
30 silent_aim_fov_outline.Radius = silent_fov;
31 end
32
33 do
34 silent_aim_fov.Position = Vector2.new(camera.ViewportSize.X / 2, camera.ViewportSize.Y / 2);
35 silent_aim_fov.Color = Color3.new(1, 1, 1)
36 silent_aim_fov.Visible = true;
37 silent_aim_fov.Thickness = 1;
38 silent_aim_fov.Radius = silent_fov;
39 end
40
41 do
42 snapline_outline.Color = Color3.new(0, 0, 0);
43 snapline_outline.Thickness = 3;
44 end
45
46 do
47 snapline.Color = Color3.new(1, 1, 1);
48 snapline.Thickness = 1;
49 end
50
51 camera:GetPropertyChangedSignal("ViewportSize"):Connect(function()
52 silent_aim_fov_outline.Position = Vector2.new(camera.ViewportSize.X / 2, camera.ViewportSize.Y / 2);
53 silent_aim_fov.Position = silent_aim_fov_outline.Position;
54 end)
55
56 local function closest(radius: number)
57 local closest_head, max_distance = nil, radius;
58
59 local mouse = user_input_service:GetMouseLocation();
60
61 for _, player in (players:GetChildren()) do
62 if (player == local_player) then
63 continue;
64 end
65 local character = player.Character;
66 if (not character) then
67 continue;
68 end
69 local humanoid = character:FindFirstChildWhichIsA("Humanoid");
70 local head = character:FindFirstChild("Head");
71 if (not head) or (not humanoid) or (humanoid.Health <= 0) then
72 continue;
73 end
74 local screen_position, visible = camera:WorldToViewportPoint(head.Position);
75 if (not visible) then
76 continue;
77 end
78 local distance = (Vector2.new(screen_position.X, screen_position.Y) - Vector2.new(mouse.X, mouse.Y)).Magnitude;
79 if (distance < max_distance) then
80 max_distance = distance;
81 closest_head = head;
82 end
83 end
84
85 return closest_head;
86 end
87
88 run_service.RenderStepped:Connect(function()
89 current_target = closest(silent_fov);
90 if (current_target) then
91 local screen_position = camera:WorldToViewportPoint(current_target.Position);
92 snapline_outline.From = Vector2.new(camera.ViewportSize.X / 2, camera.ViewportSize.Y / 2);
93 snapline_outline.To = Vector2.new(screen_position.X, screen_position.Y);
94 snapline.From = snapline_outline.From;
95 snapline.To = snapline_outline.To;
96 snapline_outline.Visible = true;
97 snapline.Visible = true;
98 else
99 snapline_outline.Visible = false;
100 snapline.Visible = false;
101 end
102 end)
103
104 local old; old = hookfunction(bullet_constructor.new, function(self)
105 if (current_target) and (self.Player == local_player) then
106 self.Direction = (current_target.Position - self.OriginCFrame.Position).Unit;
107 self.ProjectileSpeed = 9e9;
108 end
109 return old(self);
110 end)
111
112 hookfunction(my_camera.Recoil, function()
113 return;
114 end)

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