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local game_client = {}
do -- Client Collector
local garbage = getgc(true)
for i = 1, #garbage do
local v = garbage[i]
if typeof(v) == "table" then
if rawget(v, "getCharacterObject") then -- Used for sending LocalPlayer
Character Data to Server
game_client.character_interface = v
elseif rawget(v, "getController") then -- Weapon Detection
game_client.weapon_controller_interface = v
end
end
end
end
RunService.RenderStepped:Connect(function()
if getgenv().bhop and UserInputService:IsKeyDown(Enum.KeyCode.Space) then
local character_object =
game_client.character_interface.getCharacterObject()
local weapon_controller =
game_client.weapon_controller_interface.getController()
local power = 4 -- This is the hardcoded value for jumping
if character_object and weapon_controller then
if character_object._floorMaterial == Enum.Material.Air then
return
end
-- Skip the else cause its gay and will stack velocity when you're near
walls for some reason
if character_object._movementMode == "prone" or
character_object._movementMode == "crouch" then
character_object:setMovementMode("stand")
return
end