- debug.setconstant(require(game.Players.LocalPlayer.PlayerGui.GUI.Client.Functions.Weapons).getammo,13,"StoredAmmo_Spicy")--spoof stored ammo detector with a new value
- debug.setconstant(require(game.Players.LocalPlayer.PlayerGui.GUI.Client.Functions.Weapons).getsecondaryammo,7,"StoredAmmo_Spicy")--spoof stored ammo detector with a new value
- debug.setconstant(require(game.Players.LocalPlayer.PlayerGui.GUI.Client.Functions.Weapons).getprimaryammo,7,"StoredAmmo_Spicy")--spoof stored ammo detector with a new value
- debug.setconstant(require(game.Players.LocalPlayer.PlayerGui.GUI.Client.Functions.Weapons).countammo,61,"StoredAmmo_Spicy")--spoof stored ammo detector with a new value
- debug.setconstant(require(game.Players.LocalPlayer.PlayerGui.GUI.Client.Functions.Weapons).firebullet,347,"FireRate_Spicy")--spoof fire rate detector with a new value
- debug.setconstant(require(game.Players.LocalPlayer.PlayerGui.GUI.Client.Functions.Weapons).firebullet,344,"FireRate_Spicy")--spoof fire rate detector with a new value
- debug.setconstant(require(game.Players.LocalPlayer.PlayerGui.GUI.Client.Functions.Weapons).usethatgun,119,"RecoilControl_Spicy")--spoofs recoil detector with a new value
- debug.setconstant(require(game.Players.LocalPlayer.PlayerGui.GUI.Client.Functions.Weapons).reloadwep,88,"ReloadTime_Spicy")--spoofs reload time detector with a new value
- debug.setconstant(require(game.Players.LocalPlayer.PlayerGui.GUI.Client.Functions.Weapons).usethatgun,415,"EquipTime_Spicy")--spoofs equip time detector with a new value
- debug.setconstant(getsenv(game.Players.LocalPlayer.PlayerGui.GUI.Client).givetools,114,"StoredAmmo_Spicy")--spoof stored ammo detector with a new value
- debug.setconstant(getsenv(game.Players.LocalPlayer.PlayerGui.GUI.Client).updtprimary,9,"StoredAmmo_Spicy")--spoof stored ammo detector with a new value
- require(game.Players.LocalPlayer.PlayerGui.GUI.Client.Functions.Weapons).getammo=function()return 999 end --spoofs clip size (999 is the max)
- for _,v in pairs(game.ReplicatedStorage.Weapons:GetChildren())do
- pcall(function()
- --adds the spoofed stored ammo value
- local a=v.StoredAmmo:Clone()
- a.Name="StoredAmmo_Spicy"
- a.Parent=v
- a.Value=199
- end)
- pcall(function()
- --adds the spoofed fire rate value
- local a=v.FireRate:Clone()
- a.Name="FireRate_Spicy"
- a.Parent=v
- a.Value=0
- end)
- pcall(function()
- --adds the spoofed recoil value
- local a=v.RecoilControl:Clone()
- a.Name="RecoilControl_Spicy"
- a.Parent=v
- a.Value=0
- end)
- pcall(function()
- --adds the spoofed reload time value
- local a=v.ReloadTime:Clone()
- a.Name="ReloadTime_Spicy"
- a.Parent=v
- a.Value=0
- end)
- pcall(function()
- --adds the spoofed equip time value
- local a=v.EquipTime:Clone()
- a.Name="EquipTime_Spicy"
- a.Parent=v
- a.Value=0
- end)
- pcall(function()
- --knife range
- v.Range.Value=1000000
- end)
- --adds scopes to all guns
- local a=Instance.new("Folder")
- a.Parent=v
- a.Name="Scoped"
- end
- --removes black stuff on ur scope
- for i=1,4 do
- game:GetService("Players").LocalPlayer.PlayerGui.GUI.Crosshairs["Frame"..i].Transparency=1
- end
- game:GetService("Players").LocalPlayer.PlayerGui.GUI.Crosshairs.Scope.ImageTransparency=1
- game:GetService("Players").LocalPlayer.PlayerGui.GUI.Crosshairs.Scope.Scope.Size=UDim2.new(2,0,2,0)
- game:GetService("Players").LocalPlayer.PlayerGui.GUI.Crosshairs.Scope.Scope.Position=UDim2.new(-.5,0,-.5,0)
- local a=game:GetService("Players").LocalPlayer.PlayerGui.GUI.Crosshairs.Scope.Scope:Clone()
- a.Parent=game:GetService("Players").LocalPlayer.PlayerGui.GUI.Crosshairs.Scope
- a.Name="Scope2"
- --get current gun offset
- local offset=Vector3.new()
- game.RunService.RenderStepped:Connect(function()
- offset=Vector3.new()
- if game.Workspace.CurrentCamera:FindFirstChild("Arms")then
- for _,v in pairs(game.Workspace.CurrentCamera.Arms:GetChildren())do
- if v:IsA("Vector3Value")then
- offset=v.Value
- break
- end
- end
- end
- end)
- --custom no animation
- local noanim=Instance.new("Animation")
- noanim.AnimationId="rbxassetid://0"
- local mt=getrawmetatable(game)
- local oldNamecall=mt.__namecall
- local oldIndex=mt.__index
- local oldnewIndex=mt.__newindex
- setreadonly(mt,false)
- mt.__namecall=newcclosure(function(a,b,...)
- local method=getnamecallmethod()
- if tostring(method)=="LoadAnimation"then
- if tostring(a)=="Guy"then
- --force play backstab animation (looks alot cleaner not required)
- if tostring(b)=="fire"or tostring(b)=="fire2"or tostring(b)=="fire3"then
- if b.Parent then
- pcall(function()
- b=b.Parent.fire4
- end)
- end
- end
- --remove equip and reload animation (looks alot cleaner not required)
- if string.find(string.lower(tostring(b)),"reload")or string.find(string.lower(tostring(b)),"equip")then
- b=noanim
- end
- end
- elseif tostring(method)=="SetPrimaryPartCFrame"then
- if tostring(a)=="Arms"then
- --removes gun bob
- b=game.Workspace.CurrentCamera.CFrame*CFrame.new(offset)
- end
- elseif tostring(method)=="Play"then
- if tostring(a)=="idle"then
- --removes hip sway
- a:AdjustSpeed(0)
- end
- end
- return oldNamecall(a,b,...)
- end)
- mt.__newindex=newcclosure(function(a,b,c)
- if tostring(a)=="Camera"and tostring(b)=="FieldOfView"then
- --remove scope zoom
- return oldnewIndex(a,b,game:GetService("Players").LocalPlayer.Settings.FOV.Value)
- end
- return oldnewIndex(a,b,c)
- end)
- mt.__index=newcclosure(function(a,b)
- --no soread
- if tostring(a)=="currentspread"and tostring(b)=="Value"then
- return 0
- end
- if tostring(a)=="HumanoidRootPart"and tostring(b)=="CFrame"then
- --force backstabk internal bs
- if a~=game.Players.LocalPlayer.Character.HumanoidRootPart then
- return CFrame.new(a.Position,game.Players.LocalPlayer.Character.HumanoidRootPart.Position)*CFrame.Angles(0,math.rad(180),0)
- end
- end
- return oldIndex(a,b)
- end)
- --always automatic (new method)
- local mouse1=false
- game.Players.LocalPlayer:GetMouse().Button1Down:Connect(function()
- mouse1=true
- end)
- game.Players.LocalPlayer:GetMouse().Button1Up:Connect(function()
- mouse1=false
- end)
- coroutine.wrap(function()
- while game.RunService.RenderStepped:Wait()do
- if mouse1 then
- require(game.Players.LocalPlayer.PlayerGui.GUI.Client.Functions.Weapons).firebullet()
- end
- end
- end)()
- --respawn the player to reset some other bs
- game.ReplicatedStorage.Events.LoadCharacter:FireServer()