-- FABRICATED VALUES!!! local type_custom = typeof if not LPH_OBFUSCATED then LPH_JIT = function(...) return ...; end; LPH_JIT_MAX = function(...) return ...; end; LPH_NO_VIRTUALIZE = function(...) return ...; end; LPH_NO_UPVALUES = function(f) return (function(...) return f(...); end); end; LPH_ENCSTR = function(...) return ...; end; LPH_ENCNUM = function(...) return ...; end; LPH_ENCFUNC = function(func, key1, key2) if key1 ~= key2 then return print("LPH_ENCFUNC mismatch") end return func end LPH_CRASH = function() return print(debug.traceback()); end; SWG_DiscordUser = "swim" SWG_DiscordID = 1337 SWG_Private = true SWG_Dev = false SWG_Version = "free" SWG_Title = 'free swimhub.xyz %s - %s | discord.gg/priv9' SWG_ShortName = 'free' SWG_FullName = 'ts' SWG_FFA = false end; --- FABRICATED VALUES END!!! local workspace = cloneref(game:GetService("Workspace")) local Players = cloneref(game:GetService("Players")) local RunService = cloneref(game:GetService("RunService")) local Lighting = cloneref(game:GetService("Lighting")) local UserInputService = cloneref(game:GetService("UserInputService")) local HttpService = cloneref(game:GetService("HttpService")) local GuiInset = cloneref(game:GetService("GuiService")):GetGuiInset() local LocalPlayer = Players.LocalPlayer local Mouse = LocalPlayer:GetMouse() local Camera = workspace.CurrentCamera local function getfile(name) local repo = "https://raw.githubusercontent.com/SWIMHUBISWIMMING/swimhub/main/" local success, content = pcall(game.HttpGet, game, repo..name) if success then return content else return print("getfile returned error \""..content.."\"") end end local function isswimhubfile(file) return isfile("swimhub/new/files/"..file) end local function readswimhubfile(file) if not isswimhubfile(file) then return false end local success, returns = pcall(readfile, "swimhub/new/files/"..file) if success then return returns else return print(returns) end end local function loadswimhubfile(file) if not isswimhubfile(file) then return false end local success, returns = pcall(loadstring, readswimhubfile(file)) if success then return returns else return print(returns) end end local function getswimhubasset(file) if isswimhubfile(file) then return false end local success, returns = pcall(getcustomasset, "swimhub/new/files/"..file) if success then return returns else return print(returns) end end do if not isfolder("swimhub") then makefolder("swimhub") end if not isfolder("swimhub/new") then makefolder("swimhub/new") end if not isfolder("swimhub/new/files") then makefolder("swimhub/new/files") end local function getfiles(force, list) for _, file in list do if (force or not force and not isswimhubfile(file)) then writefile("swimhub/new/files/"..file, getfile(file)) end end end local gotassets = getfile("assets.json") local assets = HttpService:JSONDecode(gotassets) local localassets = readswimhubfile("assets.json") if localassets then localassets = HttpService:JSONDecode(localassets) if localassets.version ~= assets.version then writefile("swimhub/new/files/assets.json", gotassets) getfiles(true, assets.list) end else writefile("swimhub/new/files/assets.json", gotassets) end getfiles(false, assets.list) end -- swimhub main local cheat = { Library = nil, Toggles = nil, Options = nil, ThemeManager = nil, SaveManager = nil, connections = { heartbeats = {}, renderstepped = {} }, drawings = {}, hooks = {} } cheat.utility = {} do cheat.utility.new_heartbeat = function(func) local obj = {} cheat.connections.heartbeats[func] = func function obj:Disconnect() if func then cheat.connections.heartbeats[func] = nil func = nil end end return obj end cheat.utility.new_renderstepped = function(func) local obj = {} cheat.connections.renderstepped[func] = func function obj:Disconnect() if func then cheat.connections.renderstepped[func] = nil func = nil end end return obj end cheat.utility.new_drawing = function(drawobj, args) local obj = Drawing.new(drawobj) for i, v in pairs(args) do obj[i] = v end cheat.drawings[obj] = obj return obj end cheat.utility.new_hook = function(f, newf, usecclosure) LPH_NO_VIRTUALIZE(function() if usecclosure then local old; old = hookfunction(f, newcclosure(function(...) return newf(old, ...) end)) cheat.hooks[f] = old return old else local old; old = hookfunction(f, function(...) return newf(old, ...) end) cheat.hooks[f] = old return old end end)() end local connection; connection = RunService.Heartbeat:Connect(LPH_NO_VIRTUALIZE(function(delta) for _, func in pairs(cheat.connections.heartbeats) do func(delta) end end)) local connection1; connection1 = RunService.RenderStepped:Connect(LPH_NO_VIRTUALIZE(function(delta) for _, func in pairs(cheat.connections.renderstepped) do func(delta) end end)) cheat.utility.unload = function() connection:Disconnect() connection1:Disconnect() for key, _ in pairs(cheat.connections.heartbeats) do cheat.connections.heartbeats[key] = nil end for key, _ in pairs(cheat.connections.renderstepped) do cheat.connections.heartbeats[key] = nil end for _, drawing in pairs(cheat.drawings) do drawing:Remove() cheat.drawings[_] = nil end for hooked, original in pairs(cheat.hooks) do if type(original) == "function" then hookfunction(hooked, clonefunction(original)) else hookmetamethod(original["instance"], original["metamethod"], clonefunction(original["func"])) end end end end cheat.Library, cheat.Toggles, cheat.Options = loadswimhubfile("library_main.lua")() cheat.ThemeManager = loadswimhubfile("library_theme.lua")() cheat.SaveManager = loadswimhubfile("library_save.lua")() local ui = { window = cheat.Library:CreateWindow({ Title=string.format( SWG_Title, SWG_Version, SWG_FullName ), Center=true,AutoShow=true,TabPadding=8}) } local _CFramenew = CFrame.new local _Vector2new = Vector2.new local _Vector3new = Vector3.new local _IsDescendantOf = game.IsDescendantOf local _FindFirstChild = game.FindFirstChild local _FindFirstChildOfClass = game.FindFirstChildOfClass local _Raycast = workspace.Raycast local _IsKeyDown = UserInputService.IsKeyDown local _WorldToViewportPoint = Camera.WorldToViewportPoint local _Vector3zeromin = Vector3.zero.Min local _Vector2zeromin = Vector2.zero.Min local _Vector3zeromax = Vector3.zero.Max local _Vector2zeromax = Vector2.zero.Max local _IsA = game.IsA local tablecreate = table.create local mathfloor = math.floor local mathround = math.round local mathclamp = math.clamp local tostring = tostring local unpack = unpack local getupvalues = debug.getupvalues local getupvalue = debug.getupvalue local setupvalue = debug.setupvalue local getconstants = debug.getconstants local getconstant = debug.getconstant local setconstant = debug.setconstant local getstack = debug.getstack local setstack = debug.setstack local getinfo = debug.getinfo local rawget = rawget ui.tabs = { combat = ui.window:AddTab('combat'), visuals = ui.window:AddTab('visuals'), misc = ui.window:AddTab('misc'), config = ui.window:AddTab('config'), } ui.box = { aimbot = ui.tabs.combat:AddLeftTabbox(), esp = ui.tabs.visuals:AddLeftTabbox(), cheatvis = ui.tabs.visuals:AddRightTabbox(), world = ui.tabs.visuals:AddRightTabbox(), move = ui.tabs.misc:AddLeftTabbox(), atvfly = ui.tabs.misc:AddLeftTabbox(), misc = ui.tabs.misc:AddRightTabbox(), themeconfig = ui.tabs.config:AddLeftGroupbox('theme config'), } local trident = { loaded = false, lastpos = nil, middlepart = nil, tcp = nil, original_model = nil } --[[ -- no recoil debug.setconstant(debug.getupvalue(trident.recoil, 10), 2, rawget(rawget(trident.classes, "InputManager"), "InputDevice")) -- jump shoot -- no spread / silent local old; old = hookmetamethod(Random.new(), "__namecall", newcclosure(function(self, ...) local args = {...} if args[1] == -100 and args[2] == 100 then print('nospread') return old(self, -1, 1) end return old(self, ...) end)) ]] repeat if not pcall(function() trident.middlepart = workspace.Const.Ignore.LocalCharacter.Middle trident.original_model = game:GetService("ReplicatedStorage").Shared.entities.Player.Model trident.tcp = LocalPlayer.TCP end) then task.wait(0.5) end until trident.middlepart and trident.original_model and trident.tcp cheat.EspLibrary = {}; LPH_NO_VIRTUALIZE(function() local esp_table = {} local workspace = cloneref(game:GetService("Workspace")) local rservice = cloneref(game:GetService("RunService")) local plrs = cloneref(game:GetService("Players")) local lplr = plrs.LocalPlayer local container = Instance.new("Folder", game:GetService("CoreGui").RobloxGui) esp_table = { __loaded = false, main_settings = { textSize = 15, textFont = Drawing.Fonts.Monospace, distancelimit = false, maxdistance = 200, useteamcolor = false, teamcheck = false, sleepcheck = false, simplecalc = false }, main_object_settings = { textSize = 15, textFont = Drawing.Fonts.Monospace, distancelimit = false, maxdistance = 200, useteamcolor = false, teamcheck = false, sleepcheck = false, allowed = {} }, settings = { enemy = { enabled = false, box = false, box_fill = false, realname = false, dist = false, weapon = false, skeleton = false, box_outline = false, realname_outline = false, dist_outline = false, weapon_outline = false, box_color = { Color3.new(1, 1, 1), 1 }, box_fill_color = { Color3.new(1, 0, 0), 0.3 }, realname_color = { Color3.new(1, 1, 1), 1 }, dist_color = { Color3.new(1, 1, 1), 1 }, weapon_color = { Color3.new(1, 1, 1), 1 }, skeleton_color = { Color3.new(1, 1, 1), 1 }, box_outline_color = { Color3.new(), 1 }, realname_outline_color = Color3.new(), dist_outline_color = Color3.new(), weapon_outline_color = Color3.new(), chams = false, chams_visible_only = false, chams_fill_color = { Color3.new(1, 1, 1), 0.5 }, chamsoutline_color = { Color3.new(1, 1, 1), 0 } }, object = { enabled = false, realname = false, realname_outline = false, realname_color = { Color3.new(1, 1, 1), 1 }, realname_outline_color = Color3.new(), chams = false, chams_visible_only = false, chams_fill_color = { Color3.new(1, 1, 1), 0.5 }, chamsoutline_color = { Color3.new(1, 1, 1), 0 } } } } local loaded_plrs = {} -- (please update me) vars local camera = workspace.CurrentCamera -- constants local VERTICES = { _Vector3new(-1, -1, -1), _Vector3new(-1, 1, -1), _Vector3new(-1, 1, 1), _Vector3new(-1, -1, 1), _Vector3new(1, -1, -1), _Vector3new(1, 1, -1), _Vector3new(1, 1, 1), _Vector3new(1, -1, 1) } local skeleton_order = { ["LeftFoot"] = "LeftLowerLeg", ["LeftLowerLeg"] = "LeftUpperLeg", ["LeftUpperLeg"] = "LowerTorso", ["RightFoot"] = "RightLowerLeg", ["RightLowerLeg"] = "RightUpperLeg", ["RightUpperLeg"] = "LowerTorso", ["LeftHand"] = "LeftLowerArm", ["LeftLowerArm"] = "LeftUpperArm", ["LeftUpperArm"] = "Torso", ["RightHand"] = "RightLowerArm", ["RightLowerArm"] = "RightUpperArm", ["RightUpperArm"] = "Torso", ["LowerTorso"] = "Torso", ["Torso"] = "Head" } -- functions local esp = {} esp.create_obj = function(type, args) local obj = Drawing.new(type) for i, v in args do obj[i] = v end return obj end local function isBodyPart(name) return name == "Head" or name:find("Torso") or name:find("Leg") or name:find("Arm") end local function getBoundingBox(parts) local min, max for i = 1, #parts do local part = parts[i] local cframe, size = part.CFrame, part.Size min = _Vector3zeromin(min or cframe.Position, (cframe - size * 0.5).Position) max = _Vector3zeromax(max or cframe.Position, (cframe + size * 0.5).Position) end local center = (min + max) * 0.5 local front = _Vector3new(center.X, center.Y, max.Z) return _CFramenew(center, front), max - min end local function worldToScreen(world) local screen, inBounds = _WorldToViewportPoint(camera, world) return _Vector2new(screen.X, screen.Y), inBounds, screen.Z end local function calculateCorners(cframe, size) local corners = tablecreate(#VERTICES) for i = 1, #VERTICES do corners[i] = worldToScreen((cframe + size * 0.5 * VERTICES[i]).Position) end local min = _Vector2zeromin(camera.ViewportSize, unpack(corners)) local max = _Vector2zeromax(Vector2.zero, unpack(corners)) return { corners = corners, topLeft = _Vector2new(mathfloor(min.X), mathfloor(min.Y)), topRight = _Vector2new(mathfloor(max.X), mathfloor(min.Y)), bottomLeft = _Vector2new(mathfloor(min.X), mathfloor(max.Y)), bottomRight = _Vector2new(mathfloor(max.X), mathfloor(max.Y)) } end local function calculateCornersSimple(head, hrp) --[[ auto head_position = roblox::WorldToScreen(vector3_sub(head.GetPartPosition(), { 0, -0.5, 0 }), dimensions, viewmatrix); auto leg_position = roblox::WorldToScreen(vector3_sub(rootpart.GetPartPosition(), { 0, 3.5, 0 }), dimensions, viewmatrix); float height = leg_position.y - head_position.y; float width = height / 3.6f; corners = { { static_cast(round(head_position.x - width)), static_cast(round(head_position.y)) }, // up left corner { static_cast(round(head_position.x - width)), static_cast(round(leg_position.y)) }, // down left corner { static_cast(round(head_position.x + width)), static_cast(round(head_position.y)) }, // up right corner { static_cast(round(head_position.x + width)), static_cast(round(leg_position.y)) } // down right corner }; ]] local head_position = worldToScreen(head.Position - Vector3.yAxis * 0.5) local leg_position = worldToScreen(hrp.Position - Vector3.yAxis * 3.5) local headx, heady = head_position.X, head_position.Y local legx, legy = leg_position.X, leg_position.Y local height = legy - heady; local width = height / 3.6 return { topLeft = _Vector2new(headx - width, heady), topRight = _Vector2new(headx - width, legy), bottomLeft = _Vector2new(headx + width, heady), bottomRight =_Vector2new(headx + width, legy) } end local enttiyidentification = {} for i, v in game:GetService("ReplicatedStorage").Shared.entities:GetChildren() do local model = _FindFirstChild(v, "Model") if model and model.PrimaryPart then enttiyidentification[v.Name] = { CollisionGroup = model.PrimaryPart.CollisionGroup, Material = model.PrimaryPart.Material, Color = model.PrimaryPart.Color } end end local function identify_model(model) if model.ClassName ~= "Model" then return false, false end if _FindFirstChildOfClass(model, "MeshPart") and _FindFirstChildOfClass(model, "MeshPart").MeshId == "rbxassetid://12939036056" then if #model:GetChildren() == 1 then return "Stone", model:GetChildren()[1] else for _, part in model:GetChildren() do if part.Color == Color3.fromRGB(248, 248, 248) then return "Nitrate", part elseif part.Color == Color3.fromRGB(199, 172, 120) then return "Iron", part end end end end if not model.PrimaryPart then return end local primpart = model.PrimaryPart for name, entity in enttiyidentification do if entity.Color == primpart.Color and entity.Material == primpart.Material and entity.CollisionGroup == primpart.CollisionGroup then return name, primpart end end return false, false end local function deepcopy(original) local copy = {} for key, value in original do copy[key] = type(value) == "table" and deepcopy(value) or value end return copy end -- MAINN local function create_esp(model) if model and _FindFirstChild(model, "Head") and _FindFirstChild(model, "LowerTorso") then local settings = esp_table.settings.enemy loaded_plrs[model] = { obj = { box_fill = esp.create_obj("Square", { Filled = true, Visible = false }), box_outline = esp.create_obj("Square", { Filled = false, Thickness = 3, Visible = false, ZIndex = -1}), box = esp.create_obj("Square", { Filled = false, Thickness = 1, Visible = false }), realname = esp.create_obj("Text", { Center = true, Visible = false }), dist = esp.create_obj("Text", { Center = true, Visible = false }), weapon = esp.create_obj("Text", { Center = true, Visible = false }), }, esp = { current_gun = "", corners = nil, head = nil, character = nil }, chams_object = Instance.new("Highlight", container), } for required, _ in next, skeleton_order do loaded_plrs[model].obj["skeleton_" .. required] = esp.create_obj("Line", { Visible = false }) end local character = model local head = _FindFirstChild(character, "Head") local lowertorso = _FindFirstChild(character, "LowerTorso") local plr = loaded_plrs[model] local obj = plr.obj local cham = plr.chams_object local box = obj.box local box_outline = obj.box_outline local box_fill = obj.box_fill local realname = obj.realname local dist = obj.dist local weapon = obj.weapon local main_settings = deepcopy(esp_table.main_settings) local settings = deepcopy(esp_table.settings.enemy) local setvis_cache = false function plr:forceupdate() main_settings = deepcopy(esp_table.main_settings) settings = deepcopy(esp_table.settings.enemy) cham.DepthMode = settings.chams_visible_only and Enum.HighlightDepthMode.Occluded or not settings.chams_visible_only and Enum.HighlightDepthMode.AlwaysOnTop cham.FillColor = settings.chams_fill_color[1] cham.FillTransparency = settings.chams_fill_color[2] cham.OutlineColor = settings.chamsoutline_color[1] cham.OutlineTransparency = settings.chamsoutline_color[2] box.Transparency = settings.box_color[2] box.Color = settings.box_color[1] box_outline.Transparency = settings.box_outline_color[2] box_outline.Color = settings.box_outline_color[1] box_fill.Color = settings.box_fill_color[1] box_fill.Transparency = settings.box_fill_color[2] realname.Size = main_settings.textSize realname.Font = main_settings.textFont realname.Color = settings.realname_color[1] realname.Outline = settings.realname_outline realname.OutlineColor = settings.realname_outline_color realname.Transparency = settings.realname_color[2] dist.Size = main_settings.textSize dist.Font = main_settings.textFont dist.Color = settings.dist_color[1] dist.Outline = settings.dist_outline dist.OutlineColor = settings.dist_outline_color dist.Transparency = settings.dist_color[2] weapon.Size = main_settings.textSize weapon.Font = main_settings.textFont weapon.Color = settings.weapon_color[1] weapon.Outline = settings.weapon_outline weapon.OutlineColor = settings.weapon_outline_color weapon.Transparency = settings.weapon_color[2] cham.Enabled = setvis_cache box.Visible = setvis_cache box_outline.Visible = setvis_cache box_fill.Visible = setvis_cache realname.Visible = setvis_cache dist.Visible = setvis_cache weapon.Visible = setvis_cache for required, _ in next, skeleton_order do local skeletonobj = obj["skeleton_" .. required] if (skeletonobj) then skeletonobj.Color = settings.skeleton_color[1] skeletonobj.Transparency = settings.skeleton_color[2] skeletonobj.Visible = setvis_cache end end end function plr:togglevis(bool) if setvis_cache ~= bool then setvis_cache = bool if not bool then for _, v in obj do v.Visible = false end else cham.Enabled = settings.chams box.Visible = settings.box box_outline.Visible = settings.box_outline box_fill.Visible = settings.box_fill realname.Visible = settings.realname dist.Visible = settings.dist weapon.Visible = settings.weapon for required, _ in next, skeleton_order do local skeletonobj = obj["skeleton_" .. required] if (skeletonobj) then skeletonobj.Visible = settings.skeleton end end end end end plr.connection = cheat.utility.new_renderstepped(function(delta) if not ( settings.enabled and head and character ) then return plr:togglevis(false) end local distance = (camera.CFrame.p - head.Position).Magnitude if distance > 400 then return plr:togglevis(false) end local _, onScreen = worldToScreen(head.Position) if not onScreen then return plr:togglevis(false) end local distance = (camera.CFrame.p - head.Position).Magnitude local corners if main_settings.simplecalc then corners = calculateCornersSimple(head, lowertorso) else local cache = {} local children = character:GetChildren() for i = 1, #children do local part = children[i] if _IsA(part, "BasePart") and isBodyPart(part.Name) then cache[#cache + 1] = part end end corners = calculateCorners(getBoundingBox(cache)) end if not corners then return plr:togglevis(false) end plr:togglevis(true) cham.Adornee = character do local pos = corners.topLeft local size = corners.bottomRight - corners.topLeft box.Position = pos box.Size = size box_outline.Position = pos + Vector2.one box_outline.Size = size - Vector2.one box_fill.Position = pos box_fill.Size = size end do realname.Text = "Player" realname.Position = (corners.topLeft + corners.topRight) * 0.5 - Vector2.yAxis * realname.TextBounds.Y - _Vector2new(0, 2) end do local bottom = (corners.bottomLeft + corners.bottomRight) * 0.5 dist.Text = tostring(mathround(distance)) .. " studs" dist.Position = bottom weapon.Text = "unknown" weapon.Position = bottom + (dist.Visible and Vector2.yAxis * dist.TextBounds.Y - _Vector2new(0, 2) or Vector2.zero) end if settings.skeleton then for _, part in next, character:GetChildren() do local skeletonobj = obj["skeleton_" .. part.Name] local parent_part = skeleton_order[part.Name] and _FindFirstChild(character, skeleton_order[part.Name]) if skeletonobj and parent_part then local part_position, _ = _WorldToViewportPoint(camera, part.Position) local parent_part_position, _ = _WorldToViewportPoint( camera, parent_part.CFrame.p ) skeletonobj.From = _Vector2new(part_position.X, part_position.Y) skeletonobj.To = _Vector2new(parent_part_position.X, parent_part_position.Y) end end end end) plr:forceupdate() else local espname, mainpart = identify_model(model) if not (espname and mainpart) then return end loaded_plrs[model] = { obj = { name = esp.create_obj("Text", { Center = true, Visible = false, Text = espname }), } } local plr = loaded_plrs[model] local obj = plr.obj local realname = obj.name local main_settings = deepcopy(esp_table.main_object_settings) local settings = deepcopy(esp_table.settings.object) local allowedobjs = deepcopy(main_settings.allowed) local setvis_cache = false function plr:forceupdate() main_settings = deepcopy(esp_table.main_object_settings) settings = deepcopy(esp_table.settings.object) allowedobjs = deepcopy(main_settings.allowed) realname.Size = main_settings.textSize realname.Font = main_settings.textFont realname.Color = settings.realname_color[1] realname.Outline = settings.realname_outline realname.OutlineColor = settings.realname_outline_color realname.Transparency = settings.realname_color[2] end function plr:togglevis(bool) if setvis_cache ~= bool then for _, v in obj do v.Visible = bool end setvis_cache = bool end end plr.connection = cheat.utility.new_heartbeat(function(delta) local plr = loaded_plrs[model] if not (settings.enabled and mainpart and allowedobjs[espname]) then return plr:togglevis(false) end local distance = (camera.CFrame.p - mainpart.Position).Magnitude if distance > 400 then return plr:togglevis(false) end local position, onscreen = worldToScreen(mainpart.Position) if not onscreen then return plr:togglevis(false) end plr:togglevis(true) realname.Position = position end) plr:forceupdate() end end local function destroy_esp(model) local plr_object = loaded_plrs[model] if not plr_object then return end plr_object.connection:Disconnect() for i, v in plr_object.obj do v:Remove() end if plr_object.chams_object then plr_object.chams_object:Destroy() end loaded_plrs[model] = nil end function esp_table.load() assert(not esp_table.__loaded, "[ESP] already loaded"); for i, v in next, workspace:GetChildren() do create_esp(v) end esp_table.playerAdded = workspace.ChildAdded:Connect(create_esp); esp_table.playerRemoving = workspace.ChildRemoved:Connect(destroy_esp); esp_table.__loaded = true; end function esp_table.unload() assert(esp_table.__loaded, "[ESP] not loaded yet"); for i, v in next, workspace:GetChildren() do destroy_esp(v) end esp_table.playerAdded:Disconnect(); esp_table.playerRemoving:Disconnect(); esp_table.__loaded = false; end function esp_table.icaca() for _, v in loaded_plrs do task.spawn(function() v:forceupdate() end) end end cheat.EspLibrary = esp_table end)(); local aimbot = { enabled = false, camera = false, silent = false, -- camera, silent sleep_check = false, team_check = false, part = "Head", manipulation = false, manipulation_range = 5, fov = false, fov_show = false, fov_color = Color3.new(1, 1, 1), fov_outline = false, fov_outline_color = Color3.new(0, 0, 0), fov_size = 100, indicator = false, indicator_text = "", jumpshoot = false, noslowdown = false, nospread = false, forcehead = false, invis = false, mathhuge = false, hitboxes = false, hbbypass = false, instant = false, fly = false, silentwalk = false } do local validcharacters = {} local hbc, original_size, hbsize = nil, trident.original_model.Head.Size, _Vector3new(0.5, 1, 0.5) local dynamic, alwayshead = false, false local hitboxheadsizex, hitboxheadsizey, hitboxheadtransparency, cancollide = 10, 10, 0.5, false local function addtovc(obj) if not obj then return end if not obj:FindFirstChild("Head") and not obj:FindFirstChild("LowerTorso") then return end validcharacters[obj] = obj end local function removefromvc(obj) if not validcharacters[obj] then return end validcharacters[obj] = nil end for i, v in next, workspace:GetChildren() do addtovc(v) end workspace.ChildAdded:Connect(addtovc); workspace.ChildRemoved:Connect(removefromvc); local hbb = ui.box.aimbot:AddTab("hitbox") hbb:AddToggle('hitbox_enabled', { Text = 'hitbox expander', Default = false, Callback = function(value) aimbot.hitboxes = value if hbc then hbc:Disconnect() end if value then hbc = cheat.utility.new_heartbeat(function() local trans = hitboxheadtransparency for i, v in validcharacters do local primpart = v and _FindFirstChild(v, 'Head') if primpart then primpart.Size = hbsize primpart.Transparency = trans primpart.CanCollide = cancollide end end end) else if hbc then hbc:Disconnect() end for i, v in validcharacters do local primpart = v and _FindFirstChild(v, 'Head') if primpart then primpart.Size = original_size primpart.Transparency = 0 primpart.CanCollide = true end end end end }) hbb:AddToggle('hitbox_cancollide',{Text = 'can collide',Default = false,Callback = function(v) cancollide = v end}) hbb:AddSlider('hitbox_head_transparency', { Text = 'transparency', Default = 0.5, Min = 0, Max = 1, Rounding = 1, Compact = false }):OnChanged(function(State) hitboxheadtransparency = State end) hbb:AddSlider('hitbox_head_size_x', { Text = 'size x', Default = 10, Min = 1, Max = 15, Rounding = 1, Compact = false }):OnChanged(function(State) hitboxheadsizex = State hbsize = _Vector3new(hitboxheadsizex, hitboxheadsizey, hitboxheadsizex) end) hbb:AddSlider('hitbox_head_size_y', { Text = 'size y', Default = 10, Min = 1, Max = 15, Rounding = 1, Compact = false }):OnChanged(function(State) hitboxheadsizey = State hbsize = _Vector3new(hitboxheadsizex, hitboxheadsizey, hitboxheadsizex) end) end do local espb = ui.box.esp:AddTab("player esp") local es = cheat.EspLibrary.settings.enemy espb:AddDropdown('espfont', {Values = { 'UI', 'System', 'Plex', 'Monospace' },Default = 1,Multi = false,Text = 'esp font',Tooltip = 'select font',Callback = function(Value) cheat.EspLibrary.main_settings.textFont = Drawing.Fonts[Value] cheat.EspLibrary.icaca() end}) espb:AddSlider('espfontsize', { Text = 'esp font size', Default = 13, Min = 1, Max = 30, Rounding = 0, Compact = true }):OnChanged(function(State) cheat.EspLibrary.main_settings.textSize = State cheat.EspLibrary.icaca() end) espb:AddToggle('espsimplecalc', { Text = 'simpler corner calc (fps)', Default = false, Callback = function(first) cheat.EspLibrary.main_settings.simplecalc = first cheat.EspLibrary.icaca() end }) espb:AddToggle('espswitch', { Text = 'enable esp', Default = false, Callback = function(first) es.enabled = first cheat.EspLibrary.icaca() end }) espb:AddToggle('espteamswitch', { Text = 'team/ai check', Default = false, Callback = function(first) cheat.EspLibrary.main_settings.teamcheck = first cheat.EspLibrary.icaca() end }) espb:AddToggle('espsleeperswitch', { Text = 'sleeper check', Default = false, Callback = function(first) cheat.EspLibrary.main_settings.sleepcheck = first cheat.EspLibrary.icaca() end }) ---------------------------------------------------------- espb:AddToggle('espbox', { Text = 'box esp', Default = false, Callback = function(first) es.box = first cheat.EspLibrary.icaca() end }):AddColorPicker('espboxcolor', { Default = Color3.new(1, 1, 1), Title = 'box color', Transparency = 0, Callback = function(Value) es.box_color[1] = Value cheat.EspLibrary.icaca() end }) --- espb:AddToggle('espboxfill', { Text = 'box fill', Default = false, Callback = function(first) es.box_fill = first cheat.EspLibrary.icaca() end }):AddColorPicker('espboxfillcolor', { Default = Color3.new(1, 1, 1), Title = 'box fill color', Transparency = 0, Callback = function(Value) es.box_fill_color[1] = Value cheat.EspLibrary.icaca() end }) --- espb:AddToggle('espoutlinebox', { Text = 'box outline', Default = false, Callback = function(first) es.box_outline = first cheat.EspLibrary.icaca() end }):AddColorPicker('espboxoutlinecolor', { Default = Color3.new(), Title = 'box outline color', Transparency = 0, Callback = function(Value) es.box_outline_color[1] = Value cheat.EspLibrary.icaca() end }) --- espb:AddSlider('espboxtransparency', { Text = 'box transparency', Default = 0, Min = 0, Max = 1, Rounding = 1, Compact = false }):OnChanged(function( State) es.box_color[2] = 1-State cheat.EspLibrary.icaca() end) espb:AddSlider('espoutlineboxtransparency', { Text = 'box outline transparency', Default = 0, Min = 0, Max = 1, Rounding = 1, Compact = false }):OnChanged(function( State) es.box_outline_color[2] = State cheat.EspLibrary.icaca() end) espb:AddSlider('espboxfilltransparency', { Text = 'box fill transparency', Default = 0.5, Min = 0, Max = 1, Rounding = 1, Compact = false }):OnChanged(function( State) es.box_fill_color[2] = 1-State cheat.EspLibrary.icaca() end) ---------------------------------------------------------- espb:AddToggle('esprealname', { Text = 'name esp', Default = false, Callback = function(first) es.realname = first cheat.EspLibrary.icaca() end }):AddColorPicker('esprealnamecolor', { Default = Color3.new(1, 1, 1), Title = 'name color', Transparency = 0, Callback = function(Value) es.realname_color[1] = Value cheat.EspLibrary.icaca() end }) espb:AddSlider('esprealnametransparency', { Text = 'name transparency', Default = 0, Min = 0, Max = 1, Rounding = 1, Compact = false }):OnChanged(function( State) es.realname_color[2] = 1-State cheat.EspLibrary.icaca() end) --- espb:AddToggle('esprealnameoutline', { Text = 'name outline', Default = false, Callback = function(first) es.realname_outline = first cheat.EspLibrary.icaca() end }):AddColorPicker('esprealnameoutlinecolor', { Default = Color3.new(), Title = 'name outline color', Transparency = 0, Callback = function(Value) es.realname_outline_color = Value cheat.EspLibrary.icaca() end }) ---------------------------------------------------------- espb:AddToggle('espdistance', { Text = 'distance esp', Default = false, Callback = function(first) es.dist = first cheat.EspLibrary.icaca() end }):AddColorPicker('espdistancecolor', { Default = Color3.new(1, 1, 1), Title = 'distance color', Transparency = 0, Callback = function(Value) es.dist_color[1] = Value cheat.EspLibrary.icaca() end }) espb:AddSlider('espdistancetransparency', { Text = 'distance transparency', Default = 0, Min = 0, Max = 1, Rounding = 1, Compact = false }):OnChanged(function( State) es.dist_color[2] = 1-State cheat.EspLibrary.icaca() end) --- espb:AddToggle('espdistanceoutline', { Text = 'distance outline', Default = false, Callback = function(first) es.dist_outline = first cheat.EspLibrary.icaca() end }):AddColorPicker('espdistanceoutlinecolor', { Default = Color3.new(), Title = 'distance outline color', Transparency = 0, Callback = function(Value) es.dist_outline_color = Value cheat.EspLibrary.icaca() end }) ---------------------------------------------------------- espb:AddToggle('espweapon', { Text = 'weapon esp', Default = false, Callback = function(first) es.weapon = first cheat.EspLibrary.icaca() end }):AddColorPicker('espweaponcolor', { Default = Color3.new(1, 1, 1), Title = 'weapon color', Transparency = 0, Callback = function(Value) es.weapon_color[1] = Value cheat.EspLibrary.icaca() end }) espb:AddSlider('espweapontransparency', { Text = 'weapon transparency', Default = 0, Min = 0, Max = 1, Rounding = 1, Compact = false }):OnChanged(function( State) es.weapon_color[2] = 1-State cheat.EspLibrary.icaca() end) --- espb:AddToggle('espweaponoutline', { Text = 'weapon outline', Default = false, Callback = function(first) es.weapon_outline = first cheat.EspLibrary.icaca() end }):AddColorPicker('espweaponoutlinecolor', { Default = Color3.new(), Title = 'weapon outline color', Transparency = 0, Callback = function(Value) es.weapon_outline_color = Value cheat.EspLibrary.icaca() end }) ---------------------------------------------------------- espb:AddToggle('espskeleton', {Text = 'skeleton esp',Default = false,Callback = function(first) es.skeleton = first cheat.EspLibrary.icaca() end}):AddColorPicker('espskeletoncolor', {Default = Color3.new(1, 1, 1),Title = 'skeleton color',Transparency = 0,Callback = function(Value) es.skeleton_color[1] = Value cheat.EspLibrary.icaca() end}) espb:AddSlider('espskeletontransparency', { Text = 'skeleton transparency', Default = 0, Min = 0, Max = 1, Rounding = 1, Compact = false }):OnChanged(function(State) es.skeleton_color[2] = 1-State cheat.EspLibrary.icaca() end) ---------------------------------------------------------- espb:AddToggle('espchams', { Text = 'chams', Default = false, Callback = function(first) es.chams = first cheat.EspLibrary.icaca() end }) espb:AddToggle('espchamsvisibleonly', { Text = 'chams visible only', Default = false, Callback = function(first) es.chams_visible_only = first cheat.EspLibrary.icaca() end }) --- espb:AddLabel("chams fill color"):AddColorPicker('espchamsfillcolor', { Default = Color3.new(), Title = 'chams fill color', Transparency = 0, Callback = function(Value) es.chams_fill_color[1] = Value cheat.EspLibrary.icaca() end }) espb:AddLabel("chams outline color"):AddColorPicker('espchamsoutlinecolor', { Default = Color3.new(), Title = 'chams outline color', Transparency = 0, Callback = function(Value) es.chamsoutline_color[1] = Value cheat.EspLibrary.icaca() end }) --- espb:AddSlider('espchamsfilltransparency', { Text = 'fill transparency', Default = 0.5, Min = 0, Max = 1, Rounding = 1, Compact = false }):OnChanged(function( State) es.chams_fill_color[2] = State cheat.EspLibrary.icaca() end) espb:AddSlider('espchamsoutlinetransparency', { Text = 'outline transparency', Default = 0, Min = 0, Max = 1, Rounding = 1, Compact = false }):OnChanged(function( State) es.chamsoutline_color[2] = State cheat.EspLibrary.icaca() end) ---------------------------------------------------------- end do local espb = ui.box.esp:AddTab("object esp") local es = cheat.EspLibrary.settings.object espb:AddDropdown('objectespfont', {Values = { 'UI', 'System', 'Plex', 'Monospace' },Default = 1,Multi = false,Text = 'esp font',Tooltip = 'select font',Callback = function(Value) cheat.EspLibrary.main_object_settings.textFont = Drawing.Fonts[Value] cheat.EspLibrary.icaca() end}) espb:AddSlider('objectespfontsize', { Text = 'esp font size', Default = 13, Min = 1, Max = 30, Rounding = 0, Compact = true }):OnChanged(function(State) cheat.EspLibrary.main_object_settings.textSize = State cheat.EspLibrary.icaca() end) espb:AddDropdown('objectespallowed', {Values = { 'ATV', 'Stone', 'Nitrate', 'Iron', 'Backpack', 'Tree1', 'Tree2', 'Tree3', 'Tree4', 'TeslaPylon', 'GasTrap', 'ClaimTotem' },Default = 0,Multi = true,Text = 'objects',Tooltip = 'select objects thats gonna show up',Callback = function(Value) cheat.EspLibrary.main_object_settings.allowed = Value cheat.EspLibrary.icaca() end}) espb:AddToggle('objectespswitch', { Text = 'enable esp', Default = false, Callback = function(first) es.enabled = first cheat.EspLibrary.icaca() end }) espb:AddToggle('objectesprealname', { Text = 'name esp', Default = false, Callback = function(first) es.realname = first cheat.EspLibrary.icaca() end }):AddColorPicker('objectesprealnamecolor', { Default = Color3.new(1, 1, 1), Title = 'name color', Transparency = 0, Callback = function(Value) es.realname_color[1] = Value cheat.EspLibrary.icaca() end }) espb:AddSlider('objectesprealnametransparency', { Text = 'name transparency', Default = 0, Min = 0, Max = 1, Rounding = 1, Compact = false }):OnChanged(function( State) es.realname_color[2] = 1-State cheat.EspLibrary.icaca() end) espb:AddToggle('objectesprealnameoutline', { Text = 'name outline', Default = false, Callback = function(first) es.realname_outline = first cheat.EspLibrary.icaca() end }):AddColorPicker('objectesprealnameoutlinecolor', { Default = Color3.new(), Title = 'name outline color', Transparency = 0, Callback = function(Value) es.realname_outline_color = Value cheat.EspLibrary.icaca() end }) end local canuseimages = pcall(function() cheat.utility.new_drawing("Image", {}):Remove() end) and pcall(function() local a = cheat.utility.new_drawing("Image", {}) rawget(a, "_frame").Image = "" a:Remove() end) do local enabled, dynamic = false, false; local color1, color2 = Color3.new(1,1,1), Color3.new(); local watermarktab = ui.box.cheatvis:AddTab("watermark") local watermarktoggle = watermarktab:AddToggle('watermark_enabled', {Text = 'enabled',Default = false,Callback = function(first) enabled = first end}) watermarktoggle:AddColorPicker('watermark_color1',{Default = Color3.new(),Title = canuseimages and 'color left' or 'color',Transparency = 0,Callback = function(Value) color1 = Value if not canuseimages then color2 = Value end end}) if canuseimages then watermarktoggle:AddColorPicker('watermark_color2',{Default = Color3.new(),Title = 'color right',Transparency = 0,Callback = function(Value) color2 = Value end}); end watermarktab:AddToggle('watermark_rainbowcolor', {Text = 'rainbow',Default = false,Callback = function(first) dynamic = first end}) local leftcolor, rightcolor, watertext = Color3.new(0.000000, 0.666667, 0.333333), Color3.new(0.349020, 0.000000, 1.000000), "swimhub.xyz canary | Jul 28 2024 | fps: 63 "; local waterpos = Vector2.new(10, 10); local text = cheat.utility.new_drawing("Text", { ZIndex = 4, Visible = true, Transparency = 1, Position = waterpos + Vector2.new(6, 5), Color = Color3.new(1, 1, 1), Outline = true, OutlineColor = Color3.new(), Font = 0, Size = 14, Text = watertext }); local gradr, gradl = cheat.utility.new_drawing(canuseimages and "Image" or "Square", { ZIndex = 2, Visible = true, Transparency = 1, Position = waterpos, Size = Vector2.new(text.TextBounds.X + 10, text.TextBounds.Y + 10), Color = rightcolor }), cheat.utility.new_drawing(canuseimages and "Image" or "Square", { ZIndex = 2, Visible = true, Transparency = 1, Position = waterpos, Size = Vector2.new(text.TextBounds.X + 10, text.TextBounds.Y + 10), Color = leftcolor }); local gradbackground = cheat.utility.new_drawing("Square", { ZIndex = 1, Visible = true, Transparency = 1, Position = waterpos, Size = Vector2.new(text.TextBounds.X + 10, text.TextBounds.Y + 10), Color = leftcolor:Lerp(rightcolor, 0.5), Filled = true }); local textbackground = cheat.utility.new_drawing("Square", { ZIndex = 3, Visible = true, Transparency = 0.337, Position = waterpos + Vector2.new(2, 2), Size = Vector2.new(text.TextBounds.X + 6, text.TextBounds.Y + 6), Color = Color3.new(0,0,0), Filled = true, Thickness = 0, }); if canuseimages then rawget(gradr, "_frame").Image = getcustomasset("swimhub/new/files/grad90r.png"); end if canuseimages then rawget(gradl, "_frame").Image = getcustomasset("swimhub/new/files/grad90l.png"); end local hue1, hue2, fpstimer, fps, finalfps = 0, 0.15, tick(), 0, 60; cheat.utility.new_renderstepped(LPH_JIT_MAX(function(delta) fps = fps + 1; if fpstimer + 1 <= tick() then fpstimer = tick(); finalfps = fps; fps = 0; end; hue1, hue2 = tick() % 1, tick() % 1 + 0.15; if hue1 >= 1 then hue1 = 0 end if hue2 >= 1 then hue2 = 0 end rightcolor = dynamic and Color3.fromHSV(hue1, 1, 1) or color2; leftcolor = dynamic and Color3.fromHSV(hue2, 1, 1) or color1; watertext = ("swimhub %s | %s | %s | %s fps"):format(SWG_Version, SWG_ShortName, os.date("%b %d %Y"), tostring(finalfps)); gradr.Color = rightcolor; gradl.Color = leftcolor; gradbackground.Color = gradr.Color:Lerp(gradl.Color, 0.5); textbackground.Size = Vector2.new(text.TextBounds.X + 7, text.TextBounds.Y + 6); textbackground.Position = waterpos + Vector2.new(2, 2); gradbackground.Size = Vector2.new(text.TextBounds.X + 11, text.TextBounds.Y + 10); gradbackground.Position = waterpos; gradl.Position = waterpos; gradl.Size = Vector2.new(text.TextBounds.X + 11, text.TextBounds.Y + 10); gradr.Position = waterpos; gradr.Size = Vector2.new(text.TextBounds.X + 11, text.TextBounds.Y + 10); text.Position = waterpos + Vector2.new(6, 5); text.Text = watertext; text.Visible = enabled; gradl.Visible = enabled; gradr.Visible = enabled; gradbackground.Visible = enabled; textbackground.Visible = enabled; end)) end do local WorldTab = ui.box.world:AddTab("world visuals") local time = 12 local timechanger = false WorldTab:AddToggle('enabletimechanger', {Text = 'enable time changer',Default = false,Callback = function(first) timechanger = first end}) WorldTab:AddSlider('timechanger',{ Text = 'time changer', Default = mathround(Lighting.ClockTime), Min = 0, Max = 24, Rounding = 1, Compact = false }):OnChanged(function(State) time = State end) cheat.utility.new_heartbeat(function() if timechanger then Lighting.ClockTime = time end end) end do local cursor = { Enabled = false, CustomPos = false, Position = _Vector2new(0, 0), Speed = 5, Radius = 25, Color = Color3.fromRGB(180, 50, 255), Thickness = 1.7, Outline = false, Resize = false, Dot = false, Gap = 10, TheGap = false, Font = Drawing.Fonts.Monospace, Text = { Logo = false, LogoColor = Color3.new(1, 1, 1), Name = false, NameColor = Color3.new(1, 1, 1), LogoFadingOffset = 0, } } local CrosshairTab = ui.box.world:AddTab("crosshair") cursor.rainbow = false cursor.sussy = false CrosshairTab:AddDropdown('espfont', {Values = { 'UI', 'System', 'Plex', 'Monospace' },Default = 1,Multi = false,Text = 'esp font',Tooltip = 'select font',Callback = function(Value) cursor.Font = Drawing.Fonts[Value] end}) CrosshairTab:AddToggle('crosshairenable', {Text = 'enable crosshair',Default = false,Callback = function(first) cursor.Enabled = first end}):AddColorPicker('crosshaircolor', {Default = Color3.new(1, 1, 1),Title = 'crosshair color',Transparency = 0,Callback = function(Value) cursor.Color = Value end}) CrosshairTab:AddSlider('crosshairspeed', {Text = 'speed',Default = 3,Min = 0.1,Max = 15,Rounding = 1,Compact = true}):OnChanged(function(State) cursor.Speed = State / 10 end) CrosshairTab:AddSlider('crosshairradius', {Text = 'radius',Default = 25,Min = 0.1,Max = 100,Rounding = 1,Compact = true,}):OnChanged(function(State) cursor.Radius = State end) CrosshairTab:AddSlider('crosshairthickness', {Text = 'thickness',Default = 1.5,Min = 0.1,Max = 10,Rounding = 1,Compact = true,}):OnChanged(function(State) cursor.Thickness = State end) CrosshairTab:AddSlider('crosshairgapsize', {Text = 'gap',Default = 5,Min = 0,Max = 50,Rounding = 1,Compact = true,}):OnChanged(function(State) cursor.Gap = State end) CrosshairTab:AddToggle('crosshairenablegap', {Text = 'math divide gap',Default = false,Callback = function(first) cursor.TheGap = first end}) CrosshairTab:AddToggle('crosshairenableoutline', {Text = 'outline',Default = false,Callback = function(first) cursor.Outline = first end}) CrosshairTab:AddToggle('crosshairenableresize', {Text = 'resize animation',Default = false,Callback = function(first) cursor.Resize = first end}) CrosshairTab:AddToggle('crosshairenabledot', {Text = 'dot',Default = false,Callback = function(first) cursor.Dot = first end}) CrosshairTab:AddToggle('crosshairenablenazi', {Text = 'sussy',Default = false,Callback = function(first) cursor.sussy = first end}) CrosshairTab:AddToggle('crosshairenablefaggot', {Text = 'rainbow',Default = false,Callback = function(first) cursor.rainbow = first end}) CrosshairTab:AddToggle('crosshairtextLogo', {Text = 'text logo',Default = false,Callback = function(first) cursor.Text.Logo = first end}):AddColorPicker('crosshairlogocolor', {Default = Color3.new(1, 1, 1),Title = 'logo color',Transparency = 0,Callback = function(Value) cursor.Text.LogoColor = Value end}) CrosshairTab:AddToggle('crosshairtextName', {Text = 'text name',Default = false,Callback = function(first) cursor.Text.Name = first end}):AddColorPicker('crosshairtextcolor', {Default = Color3.new(1, 1, 1),Title = 'text color',Transparency = 0,Callback = function(Value) cursor.Text.NameColor = Value end}) CrosshairTab:AddSlider('crosshairlogooffset', {Text = 'logo fade offset',Default = 0,Min = 0,Max = 5,Rounding = 1,Compact = true}):OnChanged(function(State) cursor.Text.LogoFadingOffset = State end) -- // Initilisation local lines = {} -- // Drawings local outline = cheat.utility.new_drawing("Square", { Visible = true, Size = _Vector2new(4, 4), Color = Color3.fromRGB(0, 0, 0), Filled = true, ZIndex = 1, Transparency = 1 }) -- local dot = cheat.utility.new_drawing("Square", { Visible = true, Size = _Vector2new(2, 2), Color = cursor.Color, Filled = true, ZIndex = 2, Transparency = 1 }) -- local logotext = cheat.utility.new_drawing("Text", { Visible = false, Font = cursor.Font, Size = 13, Color = Color3.fromRGB(138, 128, 255), ZIndex = 3, Transparency = 1, Text = "swimhub.xyz", Center = true, Outline = true, }) for i = 1, 4 do local line_outline = cheat.utility.new_drawing("Line", { Visible = true, From = _Vector2new(200, 500), To = _Vector2new(200, 500), Color = Color3.fromRGB(0, 0, 0), Thickness = cursor.Thickness + 2.5, ZIndex = 1, Transparency = 1 }) local line = cheat.utility.new_drawing("Line", { Visible = true, From = _Vector2new(200, 500), To = _Vector2new(200, 500), Color = cursor.Color, Thickness = cursor.Thickness, ZIndex = 2, Transparency = 1 }) local naziline = cheat.utility.new_drawing("Line", { Visible = true, From = _Vector2new(200, 500), To = _Vector2new(200, 500), Color = cursor.Color, Thickness = cursor.Thickness, ZIndex = 2, Transparency = 1 }) lines[i] = { line, line_outline, naziline } end local angle = 0 local transp = 0 local reverse = false local function setreverse(value) if reverse ~= value then reverse = value end end -- local pos, rainbow, rotationdegree, color = Vector2.zero, 0, 0, Color3.new() local math_cos, math_atan, math_pi, math_sin = math.cos, math.atan, math.pi, math.sin local function DEG2RAD(x) return x * math_pi / 180 end local function RAD2DEG(x) return x * 180 / math_pi end cheat.utility.new_renderstepped(LPH_NO_VIRTUALIZE(function(delta) if cursor.Enabled then rainbow = rainbow + (delta * 0.5) if rainbow > 1.0 then rainbow = 0.0 end color = Color3.fromHSV(rainbow, 1, 1) if cursor.CustomPos then pos = cursor.Position else pos = _Vector2new( Mouse.X, Mouse.Y + GuiInset.Y) end if cursor.rainbow then color = Color3.fromHSV(rainbow, 1, 1) else color = cursor.Color end if transp <= 1.5 + cursor.Text.LogoFadingOffset and not reverse then transp = transp + (((cursor.Speed == 0 and 1 or cursor.Speed) * 10) * delta) if transp >= 1.5 + cursor.Text.LogoFadingOffset then setreverse(true) end elseif reverse then transp = transp - (((cursor.Speed == 0 and 1 or cursor.Speed) * 10) * delta) if transp <= 0 - cursor.Text.LogoFadingOffset then setreverse(false) end end logotext.Position = _Vector2new(pos.X, (pos + _Vector2new(0, cursor.Radius + 5)).Y) logotext.Transparency = transp logotext.Visible = cursor.Text.Logo logotext.Color = cursor.Text.LogoColor logotext.Font = cursor.Font if cursor.sussy then local frametime = delta local a = cursor.Radius - 10 local gamma = math_atan(a / a) if rotationdegree >= 90 then rotationdegree = 0 end for i = 1, 4 do local p_0 = (a * math_sin(DEG2RAD(rotationdegree + (i * 90)))) local p_1 = (a * math_cos(DEG2RAD(rotationdegree + (i * 90)))) local p_2 = ((a / math_cos(gamma)) * math_sin(DEG2RAD(rotationdegree + (i * 90) + RAD2DEG(gamma)))) local p_3 = ((a / math_cos(gamma)) * math_cos(DEG2RAD(rotationdegree + (i * 90) + RAD2DEG(gamma)))) lines[i][1].From = _Vector2new(pos.X, pos.Y) lines[i][1].To = _Vector2new(pos.X + p_0, pos.Y - p_1) lines[i][1].Color = color lines[i][1].Thickness = cursor.Thickness lines[i][1].Visible = true lines[i][3].From = _Vector2new(pos.X + p_0, pos.Y - p_1) lines[i][3].To = _Vector2new(pos.X + p_2, pos.Y - p_3) lines[i][3].Color = color lines[i][3].Thickness = cursor.Thickness lines[i][3].Visible = true end rotationdegree = rotationdegree + ((cursor.Speed * frametime) * 1000) else angle = (cursor.Speed == 0 and 0 or angle + ((cursor.Speed * 10) * delta)) if angle >= 90 then angle = 0 end -- dot.Visible = cursor.Dot dot.Color = color dot.Position = _Vector2new(pos.X - 1, pos.Y - 1) -- outline.Visible = cursor.Outline and cursor.Dot outline.Position = _Vector2new(pos.X - 2, pos.Y - 2) -- -- for index, line in pairs(lines) do index = index local x, y = {}, {} local x1, y1 = {}, {} if cursor.Resize then x = { pos.X + (math.cos(angle + (index * (math.pi / 2))) * (cursor.Radius + ((cursor.Radius * math.sin(angle)) / 9))), pos.X + (math.cos(angle + (index * (math.pi / 2))) * ((cursor.Radius - 20) - (cursor.TheGap and (((cursor.Radius - 20) * math.cos(angle)) / 4) or (((cursor.Radius - 20) * math.cos(angle)) - 4)))) } y = { pos.Y + (math.sin(angle + (index * (math.pi / 2))) * (cursor.Radius + ((cursor.Radius * math.sin(angle)) / 9))), pos.Y + (math.sin(angle + (index * (math.pi / 2))) * ((cursor.Radius - 20) - (cursor.TheGap and (((cursor.Radius - 20) * math.cos(angle)) / 4) or (((cursor.Radius - 20) * math.cos(angle)) - 4)))) } x1 = { pos.X + (math.cos(angle + (index * (math.pi / 2))) * (cursor.Radius + 1)), pos .X + (math.cos(angle + (index * (math.pi / 2))) * ((cursor.Radius - 20 + 1) - (cursor.TheGap and ((cursor.Radius - 20 + 1) / cursor.Gap) or ((cursor.Radius - 20 + 1) - cursor.Gap)))) } y1 = { pos.Y + (math.sin(angle + (index * (math.pi / 2))) * (cursor.Radius + 1)), pos .Y + (math.sin(angle + (index * (math.pi / 2))) * ((cursor.Radius - 20 + 1) - (cursor.TheGap and ((cursor.Radius - 20 + 1) / cursor.Gap) or ((cursor.Radius - 20 + 1) - cursor.Gap)))) } else x = { pos.X + (math.cos(angle + (index * (math.pi / 2))) * (cursor.Radius)), pos.X + (math.cos(angle + (index * (math.pi / 2))) * ((cursor.Radius - 20) - (cursor.TheGap and ((cursor.Radius - 20) / cursor.Gap) or ((cursor.Radius - 20) - cursor.Gap)))) } y = { pos.Y + (math.sin(angle + (index * (math.pi / 2))) * (cursor.Radius)), pos.Y + (math.sin(angle + (index * (math.pi / 2))) * ((cursor.Radius - 20) - (cursor.TheGap and ((cursor.Radius - 20) / cursor.Gap) or ((cursor.Radius - 20) - cursor.Gap)))) } x1 = { pos.X + (math.cos(angle + (index * (math.pi / 2))) * (cursor.Radius + 1)), pos .X + (math.cos(angle + (index * (math.pi / 2))) * ((cursor.Radius - 20 + 1) - (cursor.TheGap and ((cursor.Radius - 20 + 1) / cursor.Gap) or ((cursor.Radius - 20 + 1) - cursor.Gap)))) } y1 = { pos.Y + (math.sin(angle + (index * (math.pi / 2))) * (cursor.Radius + 1)), pos .Y + (math.sin(angle + (index * (math.pi / 2))) * ((cursor.Radius - 20 + 1) - (cursor.TheGap and ((cursor.Radius - 20 + 1) / cursor.Gap) or ((cursor.Radius - 20 + 1) - cursor.Gap)))) } end -- line[1].Visible = true line[1].Color = color line[1].From = _Vector2new(x[2], y[2]) line[1].To = _Vector2new(x[1], y[1]) line[1].Thickness = cursor.Thickness -- line[2].Visible = cursor.Outline line[2].From = _Vector2new(x1[2], y1[2]) line[2].To = _Vector2new(x1[1], y1[1]) line[2].Thickness = cursor.Thickness + 2.5 line[3].Visible = false end end else dot.Visible = false outline.Visible = false logotext.Visible = false -- for index, line in pairs(lines) do line[1].Visible = false line[2].Visible = false line[3].Visible = false end end end)) end do local mvb = ui.box.move:AddTab('speedhack') local bhop_enabled, speed = false, 55 local forcesprint = false mvb:AddToggle('speedhack_forcesprint', {Text = 'forcesprint',Default = false,Callback = function(first) forcesprint = first end}) mvb:AddToggle('speedhack_enabled', {Text = 'speedhack enabled',Default = false,Callback = function(first) bhop_enabled = first end}) mvb:AddSlider('speedhack_speed',{ Text = 'speed', Default = 55, Min = 55, Max = 70, Rounding = 0, Suffix = "sps", Compact = false }):OnChanged(function(State) speed = State end) local niga, wtf = speed, 0 local middle = trident.middlepart cheat.utility.new_renderstepped(LPH_JIT_MAX(function(delta) if bhop_enabled and middle and _IsKeyDown(UserInputService, Enum.KeyCode.C) and _IsKeyDown(UserInputService, Enum.KeyCode.LeftShift) then local cameralook = Camera.CFrame.LookVector cameralook = _Vector3new(cameralook.X, 0, cameralook.Z) local direction = Vector3.zero direction = _IsKeyDown(UserInputService, Enum.KeyCode.W) and direction + cameralook or direction; direction = _IsKeyDown(UserInputService, Enum.KeyCode.S) and direction - cameralook or direction; direction = _IsKeyDown(UserInputService, Enum.KeyCode.D) and direction + _Vector3new(- cameralook.Z, 0, cameralook.X) or direction; direction = _IsKeyDown(UserInputService, Enum.KeyCode.A) and direction + _Vector3new(cameralook.Z, 0, - cameralook.X) or direction; if not (direction == Vector3.zero) then direction = direction.Unit end niga = math.clamp(niga-delta*20, 17, speed) if wtf == 0 then middle.CFrame = middle.CFrame + _Vector3new(0, 6.5, 0) end middle.AssemblyLinearVelocity = _Vector3new( direction.X * niga, wtf < 0.85 and 0 or -7, direction.Z * niga ) wtf = wtf + delta else if forcesprint and middle then local cameralook = Camera.CFrame.LookVector cameralook = _Vector3new(cameralook.X, 0, cameralook.Z) local direction = Vector3.zero direction = _IsKeyDown(UserInputService, Enum.KeyCode.W) and direction + cameralook or direction; direction = _IsKeyDown(UserInputService, Enum.KeyCode.S) and direction - cameralook or direction; direction = _IsKeyDown(UserInputService, Enum.KeyCode.D) and direction + _Vector3new(- cameralook.Z, 0, cameralook.X) or direction; direction = _IsKeyDown(UserInputService, Enum.KeyCode.A) and direction + _Vector3new(cameralook.Z, 0, - cameralook.X) or direction; if not (direction == Vector3.zero) then direction = direction.Unit end middle.AssemblyLinearVelocity = _Vector3new( direction.X * 18, middle.AssemblyLinearVelocity.Y, direction.Z * 18 ) end niga = speed wtf = 0 end end)) end do local mvb = ui.box.move:AddTab('exploits') local enabled, speed = false, 55 local fakecrouch_timer = tick() mvb:AddToggle('fakecrouch', {Text = 'fake crouch',Default = false,Callback = function(first) aimbot.silentwalk = first end}):AddKeyPicker('silentwalk_bind', {Default = 'None',SyncToggleState = true,Mode = 'Toggle',Text = 'fake crouch',NoUI = false}) local freecamoffset = Vector3.zero local middle = workspace.Const.Ignore.LocalCharacter.Middle local bottom = workspace.Const.Ignore.LocalCharacter.Bottom local top = workspace.Const.Ignore.LocalCharacter.Top local originalprismcframe = top.Prism1.CFrame local pos = middle.CFrame mvb:AddToggle('longneck', {Text = 'long neck',Default = false,Callback = function(first) top.Prism1.CFrame = first and originalprismcframe - Vector3.yAxis * 5 or originalprismcframe end}):AddKeyPicker('longneck_bind', {Default = 'None',SyncToggleState = true,Mode = 'Toggle',Text = 'long neck',NoUI = false}) mvb:AddToggle('freecam_enabled', {Text = 'freecam enabled',Default = false,Callback = function(first) enabled = first middle.CanCollide = not first bottom.CanCollide = not first top.CanCollide = not first end}):AddKeyPicker('freecam_bind', {Default = 'None',SyncToggleState = true,Mode = 'Toggle',Text = 'freecam',NoUI = false}) mvb:AddSlider('freecam_speed',{ Text = 'speed', Default = 10, Min = 1, Max = 300, Rounding = 0, Suffix = "sps", Compact = false }):OnChanged(function(State) speed = State end) cheat.utility.new_heartbeat(LPH_JIT_MAX(function(delta) if tick() - fakecrouch_timer >= 0.15 then trident.tcp:FireServer(2, true) fakecrouch_timer = tick() end if enabled and middle then middle.CFrame = pos RunService.RenderStepped:Wait() if middle then local cameralook = Camera.CFrame.LookVector local direction = Vector3.zero direction = _IsKeyDown(UserInputService, Enum.KeyCode.W) and direction + cameralook or direction; direction = _IsKeyDown(UserInputService, Enum.KeyCode.S) and direction - cameralook or direction; direction = _IsKeyDown(UserInputService, Enum.KeyCode.D) and direction + _Vector3new(- cameralook.Z, 0, cameralook.X) or direction; direction = _IsKeyDown(UserInputService, Enum.KeyCode.A) and direction + _Vector3new(cameralook.Z, 0, - cameralook.X) or direction; if not direction == Vector3.zero then direction = direction.Unit end freecamoffset = freecamoffset + (direction * delta * speed) middle.CFrame = pos + freecamoffset middle.AssemblyLinearVelocity = Vector3.zero end elseif middle then freecamoffset = Vector3.zero pos = middle.CFrame end end)) end do local mvb = ui.box.atvfly:AddTab('atv fly') local carfly_enabled, speed, accel, upspeed = false, 55, 100, 15 mvb:AddToggle('carfly_enabled', {Text = 'car fly enabled',Default = false,Callback = function(first) carfly_enabled = first end}):AddKeyPicker('carfly_bind', {Default = 'None',SyncToggleState = true,Mode = 'Toggle',Text = 'car fly',NoUI = false}) mvb:AddSlider('carfly_speed',{ Text = 'speed', Default = 150, Min = 50, Max = 300, Rounding = 0, Suffix = "sps", Compact = false }):OnChanged(function(State) speed = State end) mvb:AddSlider('carfly_upspeed',{ Text = 'up speed', Default = 15, Min = 5, Max = 100, Rounding = 0, Suffix = "sps", Compact = false }):OnChanged(function(State) upspeed = State end) mvb:AddSlider('carfly_accel',{ Text = 'acceleration', Default = 100, Min = 10, Max = 300, Rounding = 0, Suffix = "sps", Compact = false }):OnChanged(function(State) accel = State end) mvb:AddLabel("hold V to go up") mvb:AddLabel("hold B to go down") local car, dist = nil, 50 local findcar = function() car, dist = nil, 50 for i,v in pairs(workspace:GetChildren()) do if v:FindFirstChild("Seat") and v:FindFirstChild("Frame") then if (v.Frame.Position - trident.middlepart.Position).Magnitude < dist then car = v dist = (v.Frame.Position - trident.middlepart.Position).Magnitude end end end end findcar() local buildup = 0 local lastdir = _Vector3new(1,0,0) cheat.utility.new_renderstepped(LPH_JIT_MAX(function(delta) if carfly_enabled and car and car:FindFirstChild("Frame") and (car.Frame.CFrame.p - Camera.CFrame.p).Magnitude <= 50 then local cameralook = Camera.CFrame.LookVector cameralook = _Vector3new(cameralook.X, 0, cameralook.Z) local direction = Vector3.zero direction = _IsKeyDown(UserInputService, Enum.KeyCode.W) and direction + cameralook or direction; direction = _IsKeyDown(UserInputService, Enum.KeyCode.S) and direction - cameralook or direction; direction = _IsKeyDown(UserInputService, Enum.KeyCode.D) and direction + _Vector3new(- cameralook.Z, 0, cameralook.X) or direction; direction = _IsKeyDown(UserInputService, Enum.KeyCode.A) and direction + _Vector3new(cameralook.Z, 0, - cameralook.X) or direction; direction = _IsKeyDown(UserInputService, Enum.KeyCode.V) and direction + Vector3.yAxis or direction; direction = _IsKeyDown(UserInputService, Enum.KeyCode.B) and direction - Vector3.yAxis or direction; if direction ~= Vector3.zero then direction = direction.Unit if direction ~= Vector3.yAxis and -direction ~= Vector3.yAxis then buildup = math.clamp(buildup + delta * accel, 0, speed) lastdir = direction end else direction = lastdir buildup = math.clamp(buildup - delta * 150, 0, speed) end for i,v in pairs(car:GetChildren()) do v.AssemblyLinearVelocity = _Vector3new(direction.X * buildup, direction.Y * upspeed, direction.Z * buildup) --v.AssemblyLinearVelocity = direction * SPEED + _Vector3new(0, 0.05, 0) --v.CFrame = _CFramenew(v.CFrame.Position) * CFrame.Angles(0, y+(math.pi/2), 0) end elseif not car or car and car:FindFirstChild("Frame") and (car.Frame.CFrame.p - Camera.CFrame.p).Magnitude > 50 then findcar() buildup = 0 else buildup = 0 end end)) end loadswimhubfile("chat_spam.lua")(cheat.Library, ui.box.misc:AddTab("chat spam"), function(word) trident.tcp:FireServer(23, word, "Global") end, 25, 100) ui.box.themeconfig:AddToggle('keybindshoww', {Text = 'show keybinds',Default = false,Callback = function(first)cheat.Library.KeybindFrame.Visible = first end}) cheat.ThemeManager:SetOptionsTEMP(cheat.Options, cheat.Toggles) cheat.SaveManager:SetOptionsTEMP(cheat.Options, cheat.Toggles) cheat.ThemeManager:SetLibrary(cheat.Library) cheat.SaveManager:SetLibrary(cheat.Library) cheat.SaveManager:IgnoreThemeSettings() cheat.ThemeManager:SetFolder('swimhub') cheat.SaveManager:SetFolder('swimhub') cheat.SaveManager:BuildConfigSection(ui.tabs.config) cheat.ThemeManager:ApplyToGroupbox(ui.box.themeconfig) cheat.EspLibrary.load()