--[[‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾ - SCRIPT NAME : TTK_Testing_Silent_Aim.luau - AUTHOR : .voltara. & _x_hexed_x_ - DESCRIPTION : Basic Silent aim - NOTE : No ai was used. - <3 don't use it kids it's not good for you. ______________________________________________________________________]]-- if (not game:IsLoaded()) then game.Loaded:Wait(); end; local CheckExist = function(test, name, _type) local localPlayer = game:GetService('Players').LocalPlayer; if (not localPlayer) then return game:Shutdown(); -- what how when where? elseif (not test or typeof(test) ~= _type) then local executor = if (identifyexecutor) then identifyexecutor() else nil; return localPlayer:Kick(`env error getgenv().{name} -> {test}\n{executor and `{executor} is not supported.` or 'current executor is not supported'}`); end; return; -- shh luau lsp warning end; local SafeCloneref = function(instance: T): T? return if (instance) then cloneref(instance) else nil; end; CheckExist(cloneref, 'cloneref', 'function'); CheckExist(debug, 'debug', 'table'); -- HOW BRO HOW CheckExist(debug.getupvalue, 'debug.getupvalue', 'function'); CheckExist(debug.setupvalue, 'debug.setupvalue', 'function'); CheckExist(debug.setstack, 'debug.setstack', 'function'); CheckExist(debug.info, 'debug.info', 'function'); -- what how? local runService = SafeCloneref(game:GetService('RunService')); local playerTable = debug.getupvalue(rawget(require(game.ReplicatedStorage.Modules.Client.Character.OperatorPresenter), 'RigOf'), 1); -- TODO: add a check :sob: local camera = SafeCloneref(workspace.CurrentCamera); local viewportMid = camera.ViewportSize / 2; camera:GetPropertyChangedSignal('ViewportSize'):Connect(function() viewportMid = camera.ViewportSize / 2; end); local WorldToScreen = function(pos: Vector3): (Vector2, boolean, number) local point, on = camera:WorldToViewportPoint(pos); return Vector2.new(point.X, point.Y), on, point.Z; end; local target = nil; runService.Heartbeat:Connect(function() local closest, dist = nil, math.huge; for self, data in (playerTable) do if (rawget(data, 'dead')) then continue; end; local rig: Model = SafeCloneref(rawget(data, 'rig')); if (not rig) then continue; end; local teammate = SafeCloneref(rig:FindFirstChildOfClass('Highlight')); -- jank if (teammate) then continue; end; local head: MeshPart = SafeCloneref(rig:FindFirstChild('Head')); if (not head) then continue; end; local point, on = WorldToScreen(head.Position); if (not on) then continue; end; local mag = (point - viewportMid).Magnitude; if (mag >= dist) then continue; end; dist, closest = mag, data; end; target = closest; end); -- TODO: add checks but im lazy. local randomConeDirection = rawget(require(game.ReplicatedStorage.Modules.Shared.SpreadUtil), 'RandomConeDirection'); local oldRandom: Random = debug.getupvalue(randomConeDirection, 1); local newRandom = newproxy(true); rawset(getmetatable(newRandom), '__index', function(_, idx) if (debug.info(3, 'n') == 'GetFireDirection' and target) then -- TODO: dose rig and head exist? debug.setstack(2, 1, CFrame.lookAt(camera.CFrame.Position, rawget(target, 'rig'):FindFirstChild('Head').Position).LookVector); end; return function() return oldRandom:NextNumber(); end; end); debug.setupvalue(randomConeDirection, 1, newRandom);