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-- // Dependencies

local Aiming = loadstring(game:HttpGet(""))()


Aiming.TeamCheck(false)

-- // Services
local Workspace = game:GetService("Workspace")
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")

-- // Vars
local LocalPlayer = Players.LocalPlayer
local Mouse = LocalPlayer:GetMouse()
local CurrentCamera = Workspace.CurrentCamera

local DaHoodSettings = {
SilentAim = true,
AimLock = true,
Prediction = 0.165,
AimLockKeybind = Enum.KeyCode.E
}
getgenv().DaHoodSettings = DaHoodSettings

-- // Overwrite to account downed


function Aiming.Check()
-- // Check A
if not (Aiming.Enabled == true and Aiming.Selected ~= LocalPlayer and
Aiming.SelectedPart ~= nil) then
return false
end

-- // Check if downed
local Character = Aiming.Character(Aiming.Selected)
local KOd = Character:WaitForChild("BodyEffects")["K.O"].Value
local Grabbed = Character:FindFirstChild("GRABBING_CONSTRAINT") ~= nil

-- // Check B
if (KOd or Grabbed) then
return false
end

-- //
return true
end

-- // Hook
local __index
__index = hookmetamethod(game, "__index", function(t, k)
-- // Check if it trying to get our mouse's hit or target and see if we can use
it
if (t:IsA("Mouse") and (k == "Hit" or k == "Target") and Aiming.Check()) then
-- // Vars
local SelectedPart = Aiming.SelectedPart

-- // Hit/Target
if (DaHoodSettings.SilentAim and (k == "Hit" or k == "Target")) then
-- // Hit to account prediction
local Hit = SelectedPart.CFrame + (SelectedPart.Velocity *
DaHoodSettings.Prediction)
-- // Return modded val
return (k == "Hit" and Hit or SelectedPart)
end
end

-- // Return
return __index(t, k)
end)

-- // Aimlock
RunService:BindToRenderStep("AimLock", 0, function()
if (DaHoodSettings.AimLock and Aiming.Check() and
UserInputService:IsKeyDown(DaHoodSettings.AimLockKeybind)) then
-- // Vars
local SelectedPart = Aiming.SelectedPart

-- // Hit to account prediction


local Hit = SelectedPart.CFrame + (SelectedPart.Velocity *
DaHoodSettings.Prediction)

-- // Set the camera to face towards the Hit


CurrentCamera.CFrame = CFrame.lookAt(CurrentCamera.CFrame.Position,
Hit.Position)
end
end)

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