--// RUN IN LOBBY function Apply(Character) task.spawn(function() repeat task.wait() until Character and Character:IsDescendantOf(workspace) and Character:FindFirstChildOfClass("Tool") or Character.Parent == nil if not Character:IsDescendantOf(workspace) then return end Weapon = Character:FindFirstChildOfClass("Tool") if Weapon then Weapon:SetAttribute("spread", 0) Weapon:SetAttribute("rateOfFire", math.huge) Weapon:SetAttribute("reloadTime", 0) end end) end Apply(game.Players.LocalPlayer.Character) game.Players.LocalPlayer.CharacterAdded:Connect(function(Character) Character:WaitForChild("Humanoid") repeat task.wait() until Character:IsDescendantOf(workspace) Apply(Character) end) ------------------------------------------------------------------ local S1 = pcall(function() require(game:GetService("ReplicatedStorage").Blaster.Scripts.CameraRecoiler).recoil = function(...) end end) local S2 = pcall(function() local Constants = require(game:GetService("ReplicatedStorage").Blaster.Constants) local BlasterController = require(game:GetService("ReplicatedStorage").Blaster.Scripts.BlasterController) BlasterController.startShooting = function(Weapon) if Weapon.shooting then return end if Weapon.ammo == 0 then Weapon:reload() BlasterController.startShooting(Weapon) elseif Weapon:canShoot() then if Weapon.shooting then return else local FireMode = Weapon.blaster:GetAttribute(Constants.FIRE_MODE_ATTRIBUTE) local RateOfFire = Weapon.blaster:GetAttribute(Constants.RATE_OF_FIRE_ATTRIBUTE) if FireMode == Constants.FIRE_MODE.SEMI then Weapon.shooting = true Weapon:shoot() task.delay(60 / RateOfFire, function() Weapon.shooting = false if Weapon.ammo == 0 then Weapon:reload() end end) elseif FireMode == Constants.FIRE_MODE.AUTO then task.spawn(function() Weapon.shooting = true while Weapon.activated do --// basically inf ammo if Weapon.ammo == 0 then Weapon:reload() repeat task.wait() until Weapon.ammo > 0 -- wait until reload finishes end if not Weapon:canShoot() then task.wait() continue end Weapon:shoot() task.wait(60 / RateOfFire) end Weapon.shooting = false end) end end end end end) if not S1 and not S2 then game.Players.LocalPlayer:Kick("NO RECOIL AND INF AMMO NOT SUPPORTED BY EXECUTOR") end