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No Big Deal SILENT AIM, WALLBANG & INSTANT BULLET

fhyitj

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0% found this document useful (0 votes)
3K views1 page

No Big Deal SILENT AIM, WALLBANG & INSTANT BULLET

fhyitj

Uploaded by

hidiscordusers
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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local Players = game:GetService('Players');

local Workspace = game:GetService('Workspace');


local ReplicatedStorage = game:GetService('ReplicatedStorage');
local UserInputService = game:GetService('UserInputService');
local LocalPlayer = Players.LocalPlayer;
local Camera = Workspace.CurrentCamera;

local Bullet = require(ReplicatedStorage.Components.BulletFactory);

--// More notable stuff if you want to add to it


-- local CanBulletPassThrough = Bullet.CanBulletPassThrough;
-- local CalcArc = Bullet.CalcArc;

function GetClosestToMouse()
local MouseLocation = UserInputService:GetMouseLocation();
local ClosestPlayer = nil;
local ClosestCharacter = nil;
local ClosestDistance = math.huge;

for _, Player in next, Players:GetPlayers() do


if (Player ~= LocalPlayer and Player.Character and
Player.Character:FindFirstChild('HumanoidRootPart')) then
local Character = Player.Character;
local RootPart = Character.HumanoidRootPart;

local ScreenPosition, OnScreen =


Camera:WorldToScreenPoint(RootPart.Position);
if (OnScreen) then
local Distance = (Vector2.new(ScreenPosition.X, ScreenPosition.Y) -
MouseLocation).Magnitude;
if (Distance < ClosestDistance) then
ClosestDistance = Distance;
ClosestPlayer = Player;
ClosestCharacter = Character;
end;
end;
end;
end;

return ClosestPlayer, ClosestCharacter;


end;

local OldFire; OldFire = hookfunction(Bullet.Fire, function(BulletId, Origin,


BulletPos, ...) -- ... incase they add params
local Player, Character = GetClosestToMouse();
if (Player and Character and Character:FindFirstChild('Head')) then
Origin = (Character.Head.CFrame * CFrame.new(0,0,1)).p; -- wallbang :p
BulletPos = (Character.Head.Position - Origin).Unit * 10000; -- istant
bullets :O
end;

return OldFire(BulletId, Origin, BulletPos, ...);


end);

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