Testing Lab
Analyzing: Silent Aim And Wallbang Open Source Bad Exec Not Supported
114
Lines
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Functions
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Security
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Performance
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Quality
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Issues
Source Code
114 lines
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local replicated_storage = game:GetService("ReplicatedStorage");
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local user_input_service = game:GetService("UserInputService");
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local run_service = game:GetService("RunService");
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local workspace = game:GetService("Workspace");
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local players = game:GetService("Players");
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local local_player = players.LocalPlayer;
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local camera = workspace.CurrentCamera;
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local my_camera = require(game:GetService("ReplicatedStorage").Modules.MyCameraModule);
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local bullet_constructor = require(replicated_storage.Modules.BulletConstructor);
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local map = workspace:WaitForChild("Map");
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if (map) then
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map.Parent = workspace.Bulletholes;
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end
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local silent_fov, current_target = 500, nil;
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local silent_aim_fov_outline = Drawing.new("Circle");
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local silent_aim_fov = Drawing.new("Circle");
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local snapline_outline = Drawing.new("Line");
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local snapline = Drawing.new("Line");
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do
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silent_aim_fov_outline.Position = Vector2.new(camera.ViewportSize.X / 2, camera.ViewportSize.Y / 2);
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silent_aim_fov_outline.Color = Color3.new(0, 0, 0)
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silent_aim_fov_outline.Visible = true;
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silent_aim_fov_outline.Thickness = 3;
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silent_aim_fov_outline.Radius = silent_fov;
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end
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do
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silent_aim_fov.Position = Vector2.new(camera.ViewportSize.X / 2, camera.ViewportSize.Y / 2);
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silent_aim_fov.Color = Color3.new(1, 1, 1)
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silent_aim_fov.Visible = true;
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silent_aim_fov.Thickness = 1;
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silent_aim_fov.Radius = silent_fov;
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end
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do
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snapline_outline.Color = Color3.new(0, 0, 0);
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snapline_outline.Thickness = 3;
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end
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do
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snapline.Color = Color3.new(1, 1, 1);
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snapline.Thickness = 1;
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end
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camera:GetPropertyChangedSignal("ViewportSize"):Connect(function()
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silent_aim_fov_outline.Position = Vector2.new(camera.ViewportSize.X / 2, camera.ViewportSize.Y / 2);
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silent_aim_fov.Position = silent_aim_fov_outline.Position;
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end)
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local function closest(radius: number)
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local closest_head, max_distance = nil, radius;
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local mouse = user_input_service:GetMouseLocation();
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for _, player in (players:GetChildren()) do
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if (player == local_player) then
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continue;
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end
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local character = player.Character;
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if (not character) then
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continue;
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end
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local humanoid = character:FindFirstChildWhichIsA("Humanoid");
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local head = character:FindFirstChild("Head");
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if (not head) or (not humanoid) or (humanoid.Health <= 0) then
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continue;
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end
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local screen_position, visible = camera:WorldToViewportPoint(head.Position);
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if (not visible) then
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continue;
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end
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local distance = (Vector2.new(screen_position.X, screen_position.Y) - Vector2.new(mouse.X, mouse.Y)).Magnitude;
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if (distance < max_distance) then
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max_distance = distance;
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closest_head = head;
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end
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end
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return closest_head;
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end
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run_service.RenderStepped:Connect(function()
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current_target = closest(silent_fov);
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if (current_target) then
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local screen_position = camera:WorldToViewportPoint(current_target.Position);
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snapline_outline.From = Vector2.new(camera.ViewportSize.X / 2, camera.ViewportSize.Y / 2);
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snapline_outline.To = Vector2.new(screen_position.X, screen_position.Y);
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snapline.From = snapline_outline.From;
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snapline.To = snapline_outline.To;
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snapline_outline.Visible = true;
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snapline.Visible = true;
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else
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snapline_outline.Visible = false;
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snapline.Visible = false;
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end
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end)
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local old; old = hookfunction(bullet_constructor.new, function(self)
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if (current_target) and (self.Player == local_player) then
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self.Direction = (current_target.Position - self.OriginCFrame.Position).Unit;
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self.ProjectileSpeed = 9e9;
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end
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return old(self);
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end)
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hookfunction(my_camera.Recoil, function()
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return;
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end)
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