DarkHub No Key ESP, AIMBOT AND MORE! OP!
[π¨] SCP retroBreachUploaded byDescription
# Dark Hub v1.0 Feature Documentation --- ## Tab 1: Combat ### Groupbox: Targeting * Aimbot Control (Toggle | Default Key: E, Hold Mode): Automatically directs camera aim toward the closest visible hostile player within the FOV radius. * Adaptive Target Bone: Prioritizes the player's Head. If targeting headless anomalous SCP entities (such as SCP-173 or SCP-939), the targeting engine automatically falls back to the center of mass (HumanoidRootPart or Torso). * Team Check (Toggle): Prevents the aimbot from locking onto allied units, scientists, security guards, and friendly personnel, ensuring only hostile entities are targeted. * GOC Disposition (Dropdown: Automatic / Friendly / Hostile): Determines how the system handles members of the Global Occult Coalition (GOC): * Automatic: Dynamically detects whether the native game engine marked the player with a friendly highlight or if an allied relation exists in the active round. * Friendly: Forces the system to treat all GOC players as allies (ignored by aimbot, green ESP). * Hostile: Forces the system to treat all GOC players as enemies regardless of game state. * Visibility Check (Toggle): Multi-pass visibility raycast engine. Validates direct line-of-sight while explicitly ignoring transparent materials such as glass panes, observation windows, wire fences, and forcefields, allowing targets behind containment windows to be tracked. * FOV Radius (Slider: 30 to 600): Defines the pixel radius around the screen center/mouse cursor within which targets will be acquired. * Smoothness (Slider: 1 to 15): Adjusts the camera interpolation speed. A setting of 1 delivers an instant snap, while higher values provide smooth, humanized tracking. * Display FOV (Toggle + ColorPicker): Renders an on-screen circle representing the active aimbot acquisition zone, with a fully customizable color picker. --- ### Groupbox: Weapon Mechanics * Zero Recoil (Toggle): Injects directly into the engine state tables (u4.recoilControl = 1 and internal statistics cache) to completely eliminate vertical recoil, horizontal drift, and weapon kick impulses across all weapons. * Zero Spread (Toggle): Locks weapon spread multiplier to zero (u4.spreadControl = 1), ensuring all fired projectiles land precisely on the crosshair center regardless of travel distance. * No Screen Shake (Toggle): Zeros out the ViewPunch camera offset applied by the engine whenever a firearm is discharged. * Rapid Fire (Toggle): Significantly increases the cyclic fire rate of all equipped firearms. * Fire Rate Multiplier (Slider: 1.2x to 8.0x): Controls the specific velocity multiplier applied to the weapon's native fire rate. * Full Auto (Toggle): Converts semi-automatic and burst firearms (such as pistols, sniper rifles, and shotguns) into fully automatic weapons upon holding the trigger. * Run & Gun (Toggle): Permits unrestricted weapon firing while sprinting at maximum velocity. Bypasses the engine check that slows movement down to base walkspeed and suppresses the first-person downward sprint animation on the viewmodel. --- ## Tab 2: Visuals ### Groupbox: Player ESP * ESP Control (Toggle): Enables player Chams (Highlight). Implements distance-based prioritization capped at 28 simultaneous targets to remain within engine rendering limits and prevent frame stutter. * Team Colors (Toggle + ColorPickers): Color-codes targets based on team allegiance: dedicated color pickers for hostile targets (default: re

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