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- local getgc = (getgc or get_gc_objects);
- local getupvalues = (getupvalues or debug.getupvalues);
- local setupvalue = (setupvalue or debug.setupvalue);
- local getreg = (getreg or debug.getregistry);
- local Windows = {}
- local Spotted = {}
- local V = Vector3.new()
- local Client = {}
- for i,v in next, getgc() do
- if network and gamelogic and effects and char then
- break
- end
- if type(v) == "function" then
- for k,x in next, getupvalues(v) do
- if type(x) == "table" then
- for Func, Name in next, x do
- if Func == "loadgrenade" and "loadgun" then
- Client.char = x
- elseif Func == "breakwindows" then
- Client.effects = x
- elseif Func == "add" then
- Client.network = x
- Client.Funcs = x
- end
- end
- end
- end
- end
- end
- local counter1 = 1
- local counter2 = 0
- local openups = 1
- local Gun_Settings = {
- NoRecoil = false,
- NoFlash = false,
- NoSway = false,
- NoSpread = false,
- InstaReload = false,
- RapidFire = false,
- FullAuto = false,
- FireRate = false,
- InstaAim = false,
- BulletAcceleration = false
- }
- local Char_Settings = {
- FallDamage = false,
- BreakWindows = false,
- InfJump = false,
- TimescaleMulti = false,
- NoClip = false
- }
- local walktimescale = {
- MaxSpeed = false
- }
- local Render_Settings = {
- SpotAll = false,
- Esp = false
- }
- local P = game:GetService'Players'
- local client = game:GetService'Players'.LocalPlayer
- if Client then
- local LoadGun = Client.char.loadgun
- local LoadFrag = Client.char.loadgrenade
- local Char = Client.char
- local Network = Client.network
- local Effects = Client.effects
- local Send = Network.send
- local spotclients = Client.Funcs.spotplayer
- local function PlayerData()
- for i, v in ipairs(game:GetService'Players':GetPlayers'') do
- if v.TeamColor ~= client.TeamColor then
- table.insert(Spotted, v);
- end;
- end;
- return Spotted
- end
- function BreakWindex()--llol
- for i,v in next, workspace:GetDescendants() do
- if v.Name:lower() == "window" then
- table.insert(Windows,v)
- end
- end
- Effects:breakwindows(Windows)
- end
- do
- if Render_Settings.SpotAll then
- Client.spotclients(PlayerData())
- end
- end
- do
- Network.send = function(self, ...)
- local Args = {...};
- if #Args > 0 then
- local Name = Args[1];
- if Name == 'changehealthx' then
- if #Args > 4 and Args[5] == 'Falling' and Char_Settings.FallDamage then
- return
- else
- if args[1] == 'equip' then
- openups = args[2]
- end
- end
- end
- return Send(self, ...)
- end
- end
- --[[
- [TO DO LIST]
- {finished}
- ]]
- Char.loadgun = function(...)
- local args = {...}
- local data = args[2]
- local data2 = args[1]
- if Gun_Settings.NoRecoil then
- data.camkickmin = V
- data.camkickmax = V
- data.aimcamkickmin = V
- data.aimcamkickmax = V
- data.aimtranskickmin = V
- data.aimtranskickmax = V
- data.transkickmin = V
- data.transkickmax = V
- data.rotkickmin = V
- data.rotkickmax = V
- data.aimrotkickmin = V
- data.aimrotkickmax = V
- end
- if Gun_Settings.NoFlash then
- data.hideflash = true
- data.hideminimap = true
- end
- if Gun_Settings.NoSway then
- data.swayamp = 0
- data.swayspeed = 0
- data.steadyspeed = 0
- data.breathspeed = 0
- end
- if Gun_Settings.NoSpread then
- data.hipfirespreadrecover = 100
- data.hipfirespread = 0
- data.hipfirestability = 0
- end
- if Gun_Settings.RapidFire then
- data.firerate = 1500
- data.variablefirerate = false
- data.firemodes = {true, 3, 1}
- data.requirechamber = false
- end
- if Gun_Settings.FullAuto then
- data.variablefirerate = false
- data.firemodes = {true, 3, 1}
- data.requirechamber = false
- end
- if Gun_Settings.InstaAim then
- data.aimspeed = 100
- data.magnifyspeed = 100
- end
- --[[if Gun_Settings.FireRate then
- data.firerate = FireRateTXT.Text
- data.variablefirerate = false
- data.requirechamber = false
- end]]
- --[[if Gun_Settings.BulletAcceleration then
- data2.acceleration = V;
- error'error might of failed to load'
- end]]
- if walktimescale.MaxSpeed then
- data.walkspeed = 30
- end
- if Gun_Settings.InstaReload then
- for i, v in next, data.animations do
- if string.find(string.lower(i), "reload") then
- data.animations[i].timescale = 0.0
- elseif string.find(string.lower(i), "pullbolt") then
- data.animations[i].timescale = 0.0
- elseif string.find(string.lower(i), "tacticalreload") then
- data.animations[i].timescale = 0.0
- elseif string.find(string.lower(i), "onfire") then
- data.animations[i].timescale = 0.0
- elseif string.find(string.lower(i), "inspect") then
- data.animations[i].timescale = 0.0
- elseif string.find(string.lower(i), "spot") then
- data.animations[i].timescale = 0.0
- elseif string.find(string.lower(i), "parkour") then
- data.animations[i].timescale = 0.0
- end
- end
- end
- args[2] = data
- return LoadGun(unpack(args))
- end
- end
- end
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