local actor = getactors()[1] run_on_actor(actor, [=[ local Players = game:getService 'Players' local ReplicatedStorage = game:getService 'ReplicatedStorage' local LocalPlayer = Players . LocalPlayer local Character = LocalPlayer . Character or LocalPlayer . CharacterAdded:Wait() local Camera = workspace . CurrentCamera local UserInputService = game:getService 'UserInputService' local Characters = ReplicatedStorage . StreamedAssets . ChrModels local PlayerName = LocalPlayer . Name local Weapons = ReplicatedStorage . Weapons local RunService = game:getService 'RunService' local Event = ReplicatedStorage ["###zzz###"] local Items = ReplicatedStorage . ItemData . Images local functions = { effect=..., shoot=..., shoot2=..., } local data = { Data=..., Inventory=..., Loadout=..., } local InventoryData=... local Loadout=... local EquippedSkin=... local EquippedKillEffect=... for i,v in next, getgc(true) do if typeof(v) == 'table' and rawget(v, 'Loadout') and typeof(v.Items) == 'table' then data . Data=v data . Inventory=v . Items data . Loadout=v . Loadout InventoryData=v . Items Loadout=v . Loadout end end for i,v in next, getgc() do if typeof(v) == 'function' and islclosure(v) then if debug.info(v, 'l') == 54994 then functions . effect=v end end end for i,v in next, getgc() do if typeof(v) == 'function' and islclosure(v) then if #getupvalues(v) == 29 then local idekwhatthefuckthisis = getupvalue(v, 13) if typeof(idekwhatthefuckthisis) == "table" then for a,b in next, idekwhatthefuckthisis do if typeof(b) == "function" and #getconstants(b) ~= 76 and #debug.info(b, 'n') == 10 then functions . shoot=b end end end end end end for i,v in next, getgc() do if typeof(v) == 'function' and debug.info(v, 'n') == 'CreateProjectile' then functions . shoot2=v end end local KillEffect KillEffect = hookfunction(functions.killeffect, newcclosure(function(...) local args = {...} if args[11] and tostring(args[11]):find(PlayerName) then if not EquippedKillEffect then return end args[12] = EquippedKillEffect end return KillEffect(unpack(args)) end)) local function GetClosest() local ClosestPlayer=nil local ClosestDistance=math.huge for _,player in next, Players:GetPlayers() do if player == LocalPlayer then continue end local character=player . Character if not character then continue end local root=character:findFirstChild("HumanoidRootPart") if not root then continue end local humanoid=character:findFirstChild("Humanoid") if not humanoid or humanoid . Health <= 0 then continue end local sp,os=Camera:WorldToScreenPoint(root . Position) if not os then continue end local MousePos=UserInputService:GetMouseLocation() local distance=(Vector2.new(sp . X, sp . Y) - MousePos).Magnitude if distance < ClosestDistance then ClosestDistance=distance ClosestPlayer=player end end return ClosestPlayer end local BulletTP BulletTP=hookfunction(functions . shoot2, newcclosure(function(...) local args={...} local target=GetClosest() if target and target . Character and args[1] and tostring(args[1]):find(PlayerName) then local head=target . Character:findFirstChild("Head") if head then args[5]=head . Position end end return BulletTP(unpack(args)) end)) local SilentAim2 SilentAim2=hookfunction(functions . shoot, function(...) local results={SilentAim2(...)} local target=GetClosest() if target and target . Character then local head=target . Character:findFirstChild("Head") if head then results[1]=head results[2]=head . Position end end return unpack(results) end) local function AddEveryItem() if not InventoryData then return end for i,v in next, Items:GetChildren() do if InventoryData[v . Name] then for a,f in next, v:GetChildren() do if not InventoryData[v . Name][f . Name] then InventoryData[v . Name][f . Name]=1 end end end end end local function ChangeSkin(skinname) if LocalPlayer:findFirstChild("Data") and LocalPlayer.Data:findFirstChild("Skin") then LocalPlayer.Data.Skin.Value=skinname end end local function ChangeGunSkin(name) if LocalPlayer:findFirstChild("Equipped") then LocalPlayer.Equipped.Value=name end end local function ChangeMelee(skinname) if LocalPlayer:findFirstChild("Data") and LocalPlayer.Data:findFirstChild("Melee") then LocalPlayer.Data.Melee.Value=skinname end end local function ChangeKillEffect(skinname) if LocalPlayer:findFirstChild("Data") and LocalPlayer.Data:findFirstChild("KillEffect") then LocalPlayer.Data.KillEffect.Value=skinname end end local function ChangeAnnouncer(skinname) if LocalPlayer:findFirstChild("Data") and LocalPlayer.Data:findFirstChild("Announcer") then LocalPlayer.Data.Announcer.Value=skinname end end local function InfiniteAmmo() if ReplicatedStorage:findFirstChild("wkspc") and ReplicatedStorage.wkspc:findFirstChild("CurrentCurse") then ReplicatedStorage.wkspc.CurrentCurse.Value='Infinite Ammo' end end local function NoRecoil() for i,v in next, Weapons:GetChildren() do if v:findFirstChild("RecoilControl") then v.RecoilControl.Value=0 end end end local function FireRate() for i,v in next, Weapons:GetChildren() do if v:findFirstChild("FireRate") then v.FireRate.Value=0.01 end if v:findFirstChild("BFireRate") then v.BFireRate.Value=0.01 end end end local function NoSpread() for i,v in next, Weapons:GetChildren() do if v:findFirstChild("MaxSpread") then v.MaxSpread.Value=0.01 end if v:findFirstChild("SpreadRecovery") then v.SpreadRecovery.Value=0.01 end end end local function FastReload() for i,v in next, Weapons:GetChildren() do if v:findFirstChild("ReloadTime") then v.ReloadTime.Value=0.01 end end end if Loadout then local rl=table.clone(Loadout) setmetatable(Loadout,{ __index=rl, __newindex=function(s,i,v) warn("changed " .. i:lower() .. " to " .. v:lower()) if i == 'Skin' then EquippedSkin = v ChangeSkin(v) elseif i == 'Melee' then ChangeMelee(v) elseif i == 'WeaponSkins' then ChangeGunSkin(v) elseif i == 'KillEffect' then EquippedKillEffect = v ChangeKillEffect(v) elseif i == 'Announcer' then ChangeAnnouncer(v) end rl[i]=v end }) table.clear(Loadout) end RunService . Heartbeat:Connect(function() if not InventoryData then return end for _,v in next, Items:GetChildren() do if InventoryData[v . Name] then for _,f in next, v:GetChildren() do if not InventoryData[v . Name][f . Name] then AddEveryItem() return end end end end end) if Character and game:IsLoaded() then AddEveryItem() InfiniteAmmo() NoRecoil() FireRate() NoSpread() FastReload() end ]=])