Message 2
Message 2
Message 2
-- OG SET 0.1413
--- Message Needed
print("THUSKY dot loaded!")
local Settings = {
rewrittenmain = {
Enabled = true,
Key = "c",
DOT = true,
AIRSHOT = true,
NOTIF = false,
AUTOPRED = false,
FOV = math.huge,
RESOVLER = false
}
}
local AnchorCount = 0
local MaxAnchor = 50
local CC = game:GetService"Workspace".CurrentCamera
local accomidationfactor = 0.11
local mouse = game.Players.LocalPlayer:GetMouse()
local placemarker = Instance.new("Part", game.Workspace)
local enabled = false
local Plr
spawn(function()
while wait() do
if player.Character then
end
end
end)
end
for i = 1, #data do
if data[i] ~= game.Players.LocalPlayer then
noob(data[i])
end
end
game.Players.PlayerAdded:connect(function(Player)
noob(Player)
end)
spawn(function()
placemarker.Anchored = true
placemarker.CanCollide = false
if Settings.rewrittenmain.DOT == true then
placemarker.Size = Vector3.new(8, 8, 8)
else
placemarker.Size = Vector3.new(0, 0, 0)
end
placemarker.Transparency = 0.75
if Settings.rewrittenmain.DOT then
makemarker(placemarker, placemarker, Color3.fromRGB(232, 186, 200), 0.40,
0)
end
end)
game.Players.LocalPlayer:GetMouse().KeyDown:Connect(function(k)
if k == Settings.rewrittenmain.Key and Settings.rewrittenmain.Enabled then
if enabled == true then
enabled = false
if Settings.rewrittenmain.NOTIF == true then
Plr = getClosestPlayerToCursor()
game.StarterGui:SetCore("SendNotification", {
Title = "";
Text = "Unlocked :)",
Duration = 2
})
end
else
Plr = getClosestPlayerToCursor()
enabled = true
if Settings.rewrittenmain.NOTIF == true then
game.StarterGui:SetCore("SendNotification", {
Title = "";
Text = "Target:
"..tostring(Plr.Character.Humanoid.DisplayName),
Duration = 2
})
end
end
end
end)
function getClosestPlayerToCursor()
local closestPlayer
local shortestDistance = Settings.rewrittenmain.FOV
for i, v in pairs(game.Players:GetPlayers()) do
if v ~= game.Players.LocalPlayer and v.Character and
v.Character:FindFirstChild("Humanoid") and v.Character.Humanoid.Health ~= 0 and
v.Character:FindFirstChild("HumanoidRootPart") then
local pos =
CC:WorldToViewportPoint(v.Character.PrimaryPart.Position)
local magnitude = (Vector2.new(pos.X, pos.Y) - Vector2.new(mouse.X,
mouse.Y)).magnitude
if magnitude < shortestDistance then
closestPlayer = v
shortestDistance = magnitude
end
end
end
return closestPlayer
end
game:GetService"RunService".Stepped:connect(function()
if enabled and Plr.Character ~= nil and
Plr.Character:FindFirstChild("HumanoidRootPart") then
placemarker.CFrame =
CFrame.new(Plr.Character.HumanoidRootPart.Position+
(Plr.Character.HumanoidRootPart.Velocity*accomidationfactor))
else
placemarker.CFrame = CFrame.new(0, 9999, 0)
end
if Settings.rewrittenmain.AUTOPRED == true then
pingvalue = game:GetService("Stats").Network.ServerStatsItem["Data
Ping"]:GetValueString()
split = string.split(pingvalue,'(')
ping = tonumber(split[1])
if ping < 130 then
PredictionValue = 0.151
elseif ping < 125 then
PredictionValue = 0.149
elseif ping < 110 then
PredictionValue = 0.146
elseif ping < 105 then
PredictionValue = 0.138
elseif ping < 90 then
PredictionValue = 0.136
elseif ping < 80 then
PredictionValue = 0.134
elseif ping < 70 then
PredictionValue = 0.131
elseif ping < 60 then
PredictionValue = 0.122405
elseif ping < 50 then
PredictionValue = 0.1243
elseif ping < 40 then
PredictionValue = 0.1145
end
end
end)
local mt = getrawmetatable(game)
local old = mt.__namecall
setreadonly(mt, false)
mt.__namecall = newcclosure(function(...)
local args = {...}
if enabled and getnamecallmethod() == "FireServer" and args[2] ==
"UpdateMousePos" and Settings.rewrittenmain.Enabled and Plr.Character ~= nil then
-- args[3] = Plr.Character.HumanoidRootPart.Position+
(Plr.Character.HumanoidRootPart.Velocity*accomidationfactor)
--[[
if Settings.rewrittenmain.AIRSHOT == true then
if game.Workspace.Players[Plr.Name].Humanoid:GetState() ==
Enum.HumanoidStateType.Freefall then --
Plr.Character:WaitForChild("Humanoid"):GetState() ==
Enum.HumanoidStateType.Freefall
--// Airshot
args[3] = Plr.Character.LeftFoot.Position+
(Plr.Character.LeftFoot.Velocity*PredictionValue)
else
args[3] = Plr.Character.HumanoidRootPart.Position+
(Plr.Character.HumanoidRootPart.Velocity*PredictionValue)
end
else
args[3] = Plr.Character.HumanoidRootPart.Position+
(Plr.Character.HumanoidRootPart.Velocity*PredictionValue)
end
]]
if Prediction == true then
args[3] = Plr.Character[SelectedPart].Position+
(Plr.Character[SelectedPart].Velocity*PredictionValue)
else
args[3] = Plr.Character[SelectedPart].Position
end
return old(unpack(args))
end
return old(...)
end)
game:GetService("RunService").RenderStepped:Connect(function()
if Settings.rewrittenmain.RESOVLER == true and Plr.Character ~= nil and
enabled and Settings.rewrittenmain.Enabled then
if Settings.rewrittenmain.AIRSHOT == true and enabled and Plr.Character ~=
nil then
if game.Workspace.Players[Plr.Name].Humanoid:GetState() ==
Enum.HumanoidStateType.Freefall then --
Plr.Character:WaitForChild("Humanoid"):GetState() ==
Enum.HumanoidStateType.Freefall
--// Airshot
SelectedPart = "LeftFoot"
else
--// Anchor Check
SelectedPart = "HumanoidRootPart"
end
else
SelectedPart = "HumanoidRootPart"
end
else
SelectedPart = "HumanoidRootPart"
end
end)