if not game:IsLoaded() then game.Loaded:Wait() end if not syn or not protectgui then getgenv().protectgui = function() end end if bypass_adonis then task.spawn(function() local g = getinfo or debug.getinfo local d = false local h = {} local x, y setthreadidentity(2) for i, v in getgc(true) do if typeof(v) == "table" then local a = rawget(v, "Detected") local b = rawget(v, "Kill") if typeof(a) == "function" and not x then x = a local o; o = hookfunction(x, function(c, f, n) if c ~= "_" then if d then warn(`Adonis AntiCheat flagged\nMethod: {c}\nInfo: {f}`) end end return true end) table.insert(h, x) end if rawget(v, "Variables") and rawget(v, "Process") and typeof(b) == "function" and not y then y = b local o; o = hookfunction(y, function(f) if d then warn(`Adonis AntiCheat tried to kill (fallback): {f}`) end end) table.insert(h, y) end end end local o; o = hookfunction(getrenv().debug.info, newcclosure(function(...) local a, f = ... if x and a == x then if d then warn(`zins | adonis bypassed`) end return coroutine.yield(coroutine.running()) end return o(...) end)) setthreadidentity(7) end) end local SilentAimSettings = { Enabled = false, ClassName = "PasteWare | github.com/FakeAngles", ToggleKey = "U", TeamCheck = false, TargetPart = "HumanoidRootPart", SilentAimMethod = "Raycast", FOVRadius = 130, ShowSilentAimTarget = false, HitChance = 100 } local Camera = workspace.CurrentCamera local Players = game:GetService("Players") local RunService = game:GetService("RunService") local GuiService = game:GetService("GuiService") local UserInputService = game:GetService("UserInputService") local HttpService = game:GetService("HttpService") local LocalPlayer = Players.LocalPlayer local Mouse = LocalPlayer:GetMouse() local GetChildren = game.GetChildren local GetPlayers = Players.GetPlayers local WorldToScreen = Camera.WorldToScreenPoint local WorldToViewportPoint = Camera.WorldToViewportPoint local GetPartsObscuringTarget = Camera.GetPartsObscuringTarget local FindFirstChild = game.FindFirstChild local RenderStepped = RunService.RenderStepped local GuiInset = GuiService.GetGuiInset local GetMouseLocation = UserInputService.GetMouseLocation local resume = coroutine.resume local create = coroutine.create local ValidTargetParts = {"Head", "HumanoidRootPart"} local PredictionAmount = 0.165 local ScreenGui = Instance.new("ScreenGui") ScreenGui.ResetOnSpawn = false ScreenGui.Parent = game.CoreGui local fov_circle = Drawing.new("Circle") fov_circle.Thickness = 1 fov_circle.NumSides = 100 fov_circle.Radius = 180 fov_circle.Filled = false fov_circle.Visible = false fov_circle.ZIndex = 999 fov_circle.Transparency = 1 fov_circle.Color = Color3.fromRGB(54, 57, 241) local ExpectedArguments = { ViewportPointToRay = { ArgCountRequired = 2, Args = { "number", "number" } }, ScreenPointToRay = { ArgCountRequired = 2, Args = { "number", "number" } }, Raycast = { ArgCountRequired = 3, Args = { "Instance", "Vector3", "Vector3", "RaycastParams" } }, FindPartOnRay = { ArgCountRequired = 2, Args = { "Ray", "Instance?", "boolean?", "boolean?" } }, FindPartOnRayWithIgnoreList = { ArgCountRequired = 2, Args = { "Ray", "table", "boolean?", "boolean?" } }, FindPartOnRayWithWhitelist = { ArgCountRequired = 2, Args = { "Ray", "table", "boolean?" } } } function CalculateChance(Percentage) Percentage = math.floor(Percentage) local chance = math.floor(Random.new().NextNumber(Random.new(), 0, 1) * 100) / 100 return chance <= Percentage / 100 end local function getPositionOnScreen(Vector) local Vec3, OnScreen = WorldToScreen(Camera, Vector) return Vector2.new(Vec3.X, Vec3.Y), OnScreen end local function ValidateArguments(Args, RayMethod) local Matches = 0 if #Args < RayMethod.ArgCountRequired then return false end for Pos, Argument in next, Args do local Expected = RayMethod.Args[Pos] if not Expected then break end local IsOptional = Expected:sub(-1) == "?" local BaseType = IsOptional and Expected:sub(1, -2) or Expected if typeof(Argument) == BaseType then Matches = Matches + 1 elseif IsOptional and Argument == nil then Matches = Matches + 1 end end return Matches >= RayMethod.ArgCountRequired end local function getDirection(Origin, Position) return (Position - Origin).Unit * 1000 end local function getMousePosition() return GetMouseLocation(UserInputService) end local function IsPlayerVisible(Player) -- safe guards if not Player or not Player.Character or not LocalPlayer.Character then return false end -- determine which part to raycast to (uses Options.TargetPart if present, falls back to HumanoidRootPart) local targetPartName = (Options and Options.TargetPart and Options.TargetPart.Value) or SilentAimSettings.TargetPart or "HumanoidRootPart" local TargetPart = FindFirstChild(Player.Character, targetPartName) or FindFirstChild(Player.Character, "HumanoidRootPart") if not TargetPart then return false end -- build cast points (center, slightly above, slightly below) to be a bit more robust local castPoints = { TargetPart.Position, TargetPart.Position + Vector3.new(0, 1.2, 0), TargetPart.Position + Vector3.new(0, -1.2, 0) } -- ignore both characters for occlusion checks local ignoreList = { LocalPlayer.Character, Player.Character } -- GetPartsObscuringTarget expects Vector3 positions for cast points local obscuring = GetPartsObscuringTarget(Camera, castPoints, ignoreList) return (#obscuring == 0) end local function getClosestPlayer() if not Options.TargetPart.Value then return end local Camera = workspace.CurrentCamera local Closest local DistanceToMouse local center = Vector2.new(Camera.ViewportSize.X/2, Camera.ViewportSize.Y/2.5) local ignoredPlayers = Options.PlayerDropdown.Value for _, Player in next, GetPlayers(Players) do if Player == LocalPlayer then continue end if ignoredPlayers and ignoredPlayers[Player.Name] then continue end if Toggles.TeamCheck.Value and Player.Team == LocalPlayer.Team then continue end local Character = Player.Character if not Character then continue end local HumanoidRootPart = FindFirstChild(Character, "HumanoidRootPart") local Humanoid = FindFirstChild(Character, "Humanoid") if not HumanoidRootPart or not Humanoid or Humanoid and Humanoid.Health <= 0 then continue end local ScreenPosition, OnScreen = getPositionOnScreen(HumanoidRootPart.Position) if not OnScreen then continue end -- 👇 Always enforce visible check if not IsPlayerVisible(Player) then continue end local Distance = (center - ScreenPosition).Magnitude if Distance <= (DistanceToMouse or Options.Radius.Value or 2000) then Closest = ((Options.TargetPart.Value == "Random" and Character[ValidTargetParts[math.random(1, #ValidTargetParts)]]) or Character[Options.TargetPart.Value]) DistanceToMouse = Distance end end return Closest end RunService.RenderStepped:Connect(function() if aimLockEnabled and lockEnabled and isLockedOn and targetPlayer and targetPlayer.Character then local partName = getBodyPart(targetPlayer.Character, bodyPartSelected) local part = targetPlayer.Character:FindFirstChild(partName) if part and targetPlayer.Character:FindFirstChildOfClass("Humanoid").Health > 0 then local predictedPosition = part.Position + (part.AssemblyLinearVelocity * predictionFactor) local currentCameraPosition = Camera.CFrame.Position Camera.CFrame = CFrame.new(currentCameraPosition, predictedPosition) * CFrame.new(0, 0, smoothingFactor) else isLockedOn = false targetPlayer = nil end end end) local Library = loadstring(game:HttpGet("https://raw.githubusercontent.com/FakeAngles/PasteWare/refs/heads/main/mobileLib.lua"))() local ThemeManager = loadstring(game:HttpGet("https://raw.githubusercontent.com/FakeAngles/PasteWare/refs/heads/main/manage2.lua"))() local SaveManager = loadstring(game:HttpGet("https://raw.githubusercontent.com/FakeAngles/PasteWare/refs/heads/main/manager.lua"))() local Window = Library:CreateWindow({ Title = 'PasteWare | github.com/FakeAngles', Center = true, AutoShow = true, TabPadding = 8, MenuFadeTime = 0.2 }) local GeneralTab = Window:AddTab("Main") local aimbox = GeneralTab:AddRightGroupbox("AimLock settings") local velbox = GeneralTab:AddRightGroupbox("Anti Lock") local frabox = GeneralTab:AddRightGroupbox("Movement") local ExploitTab = Window:AddTab("Exploits") local WarTycoonBox = ExploitTab:AddLeftGroupbox("War Tycoon") local ACSEngineBox = ExploitTab:AddRightGroupbox("weapon settings") local VisualsTab = Window:AddTab("Visuals") local settingsTab = Window:AddTab("Settings") local MenuGroup = settingsTab:AddLeftGroupbox("Menu") MenuGroup:AddButton("Unload", function() Library:Unload() end) ThemeManager:SetLibrary(Library) SaveManager:SetLibrary(Library) ThemeManager:ApplyToTab(settingsTab) SaveManager:BuildConfigSection(settingsTab) local ScreenGui = Instance.new("ScreenGui") local OpenButton = Instance.new("TextButton") ScreenGui.Parent = game.CoreGui ScreenGui.ZIndexBehavior = Enum.ZIndexBehavior.Sibling OpenButton.Parent = ScreenGui OpenButton.BackgroundColor3 = Color3.fromRGB(25, 25, 25) OpenButton.Size = UDim2.new(0, 80, 0, 30) OpenButton.Position = UDim2.new(1, -100, 0.5, -15) OpenButton.Text = "OPEN" OpenButton.TextColor3 = Color3.fromRGB(255, 255, 255) OpenButton.Font = Enum.Font.Code OpenButton.TextSize = 14 OpenButton.BorderSizePixel = 0 OpenButton.Active = true local UIStroke = Instance.new("UIStroke") UIStroke.Thickness = 1.5 UIStroke.Color = Color3.fromRGB(0, 110, 255) UIStroke.ApplyStrokeMode = Enum.ApplyStrokeMode.Border UIStroke.Parent = OpenButton OpenButton.MouseButton1Click:Connect(function() Library:Toggle() end) local dragging, dragInput, dragStart, startPos local function update(input) local delta = input.Position - dragStart OpenButton.Position = UDim2.new( startPos.X.Scale, startPos.X.Offset + delta.X, startPos.Y.Scale, startPos.Y.Offset + delta.Y ) end OpenButton.InputBegan:Connect(function(input) if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then dragging = true dragStart = input.Position startPos = OpenButton.Position input.Changed:Connect(function() if input.UserInputState == Enum.UserInputState.End then dragging = false end end) end end) OpenButton.InputChanged:Connect(function(input) if input.UserInputType == Enum.UserInputType.MouseMovement or input.UserInputType == Enum.UserInputType.Touch then dragInput = input end end) game:GetService("UserInputService").InputChanged:Connect(function(input) if input == dragInput and dragging then update(input) end end) aimbox:AddToggle("aimLock_Enabled", { Text = "enable/disable AimLock", Default = false, Tooltip = "Toggle the AimLock feature on or off.", Callback = function(value) aimLockEnabled = value if not aimLockEnabled then lockEnabled = false isLockedOn = false targetPlayer = nil end end }) aimbox:AddToggle("aim_Enabled", { Text = "aimlock keybind", Default = false, Tooltip = "Toggle AimLock on or off.", Callback = function(value) lockEnabled = value if not lockEnabled then isLockedOn = false targetPlayer = nil end end, }):AddKeyPicker("aim_Enabled_KeyPicker", { Default = "Q", SyncToggleState = true, Mode = "Toggle", Text = "AimLock Key", Tooltip = "Key to toggle AimLock", Callback = function() toggleLockOnPlayer() end, }) aimbox:AddSlider("Smoothing", { Text = "Camera Smoothing", Default = 0.1, Min = 0, Max = 1, Rounding = 2, Tooltip = "Adjust camera smoothing factor.", Callback = function(value) smoothingFactor = value end, }) aimbox:AddSlider("Prediction", { Text = "Prediction Factor", Default = 0.0, Min = 0, Max = 2, Rounding = 2, Tooltip = "Adjust prediction for target movement.", Callback = function(value) predictionFactor = value end, }) aimbox:AddDropdown("BodyParts", { Values = {"Head", "UpperTorso", "RightUpperArm", "LeftUpperLeg", "RightUpperLeg", "LeftUpperArm"}, Default = "Head", Multi = false, Text = "Target Body Part", Tooltip = "Select which body part to lock onto.", Callback = function(value) bodyPartSelected = value end, }) local reverseResolveIntensity = 5 getgenv().Desync = false getgenv().DesyncEnabled = false game:GetService("RunService").Heartbeat:Connect(function() if getgenv().DesyncEnabled then if getgenv().Desync then local player = game.Players.LocalPlayer local character = player.Character if not character then return end local humanoidRootPart = character:FindFirstChild("HumanoidRootPart") if not humanoidRootPart then return end local originalVelocity = humanoidRootPart.Velocity local randomOffset = Vector3.new( math.random(-1, 1) * reverseResolveIntensity * 1000, math.random(-1, 1) * reverseResolveIntensity * 1000, math.random(-1, 1) * reverseResolveIntensity * 1000 ) humanoidRootPart.Velocity = randomOffset humanoidRootPart.CFrame = humanoidRootPart.CFrame * CFrame.Angles( 0, math.random(-1, 1) * reverseResolveIntensity * 0.001, 0 ) game:GetService("RunService").RenderStepped:Wait() humanoidRootPart.Velocity = originalVelocity end end end) velbox:AddToggle("desyncMasterEnabled", { Text = "Enable Desync", Default = false, Tooltip = "Enable or disable the entire desync system.", Callback = function(value) getgenv().DesyncEnabled = value end }) velbox:AddToggle("desyncEnabled", { Text = "Desync keybind", Default = false, Tooltip = "Enable or disable reverse resolve desync.", Callback = function(value) getgenv().Desync = value end }):AddKeyPicker("desyncToggleKey", { Default = "V", SyncToggleState = true, Mode = "Toggle", Text = "Desync Toggle Key", Tooltip = "Toggle to enable/disable velocity desync.", Callback = function(value) getgenv().Desync = value end }) velbox:AddSlider("ReverseResolveIntensity", { Text = "velocity intensity", Default = 5, Min = 1, Max = 10, Rounding = 0, Tooltip = "Adjust the intensity of the reverse resolve effect.", Callback = function(value) reverseResolveIntensity = value end }) local antiLockEnabled = false local resolverIntensity = 1.0 local resolverMethod = "Recalculate" RunService.RenderStepped:Connect(function() if aimLockEnabled and isLockedOn and targetPlayer and targetPlayer.Character then local partName = getBodyPart(targetPlayer.Character, bodyPartSelected) local part = targetPlayer.Character:FindFirstChild(partName) if part and targetPlayer.Character:FindFirstChildOfClass("Humanoid").Health > 0 then local predictedPosition = part.Position + (part.AssemblyLinearVelocity * predictionFactor) if antiLockEnabled then if resolverMethod == "Recalculate" then predictedPosition = predictedPosition + (part.AssemblyLinearVelocity * resolverIntensity) elseif resolverMethod == "Randomize" then predictedPosition = predictedPosition + Vector3.new( math.random() * resolverIntensity - (resolverIntensity / 2), math.random() * resolverIntensity - (resolverIntensity / 2), math.random() * resolverIntensity - (resolverIntensity / 2) ) elseif resolverMethod == "Invert" then predictedPosition = predictedPosition - (part.AssemblyLinearVelocity * resolverIntensity * 2) end end local currentCameraPosition = Camera.CFrame.Position Camera.CFrame = CFrame.new(currentCameraPosition, predictedPosition) * CFrame.new(0, 0, smoothingFactor) else isLockedOn = false targetPlayer = nil end end end) aimbox:AddToggle("antiLock_Enabled", { Text = "Enable Anti Lock Resolver", Default = false, Tooltip = "Toggle the Anti Lock Resolver on or off.", Callback = function(value) antiLockEnabled = value end, }) aimbox:AddSlider("ResolverIntensity", { Text = "Resolver Intensity", Default = 1.0, Min = 0, Max = 5, Rounding = 2, Tooltip = "Adjust the intensity of the Anti Lock Resolver.", Callback = function(value) resolverIntensity = value end, }) aimbox:AddDropdown("ResolverMethods", { Values = {"Recalculate", "Randomize", "Invert"}, Default = "Recalculate", Multi = false, Text = "Resolver Method", Tooltip = "Select the method used by the Anti Lock Resolver.", Callback = function(value) resolverMethod = value end, }) local MainBOX = GeneralTab:AddLeftTabbox("silent aim") local Main = MainBOX:AddTab("silent aim") SilentAimSettings.BulletTP = false Main:AddToggle("aim_Enabled", {Text = "Enabled"}) :AddKeyPicker("aim_Enabled_KeyPicker", { Default = "U", SyncToggleState = true, Mode = "Toggle", Text = "Enabled", NoUI = false }) Options.aim_Enabled_KeyPicker:OnClick(function() SilentAimSettings.Enabled = not SilentAimSettings.Enabled Toggles.aim_Enabled.Value = SilentAimSettings.Enabled Toggles.aim_Enabled:SetValue(SilentAimSettings.Enabled) mouse_box.Visible = SilentAimSettings.Enabled end) Main:AddToggle("TeamCheck", { Text = "Team Check", Default = SilentAimSettings.TeamCheck }):OnChanged(function() SilentAimSettings.TeamCheck = Toggles.TeamCheck.Value end) Main:AddToggle("BulletTP", { Text = "Bullet Teleport", Default = SilentAimSettings.BulletTP, Tooltip = "Teleports bullet origin to target" }):OnChanged(function() SilentAimSettings.BulletTP = Toggles.BulletTP.Value end) Main:AddDropdown("TargetPart", { AllowNull = true, Text = "Target Part", De