-- [[ Rscripts Risk Notice ]] -- This script is not verified by rscripts.net. Deal with caution. -- -- Stay safe: -- • Never log in on unofficial Roblox sites or lookalike domains. -- • Real Roblox links use roblox.com (check the .com ending). -- • Treat fake Roblox login / "claim reward" pages as phishing. -- [[ End Rscripts Risk Notice ]] local Players = game:GetService("Players") local RunService = game:GetService("RunService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local LocalPlayer = Players.LocalPlayer local Camera = workspace.CurrentCamera _G.KillAllSettings = { FireRateDelay = 0.04, TargetPart = "Head", PanicHealthThreshold = 40 } local CurrentShotTargets = {} local DeagleController = nil pcall(function() local PlayerScripts = LocalPlayer:WaitForChild("PlayerScripts") DeagleController = require(PlayerScripts:WaitForChild("ModuleLoader"):WaitForChild("DeagleController")) end) local function IsAliveAndValid(model) if not model or not model:IsA("Model") or model == LocalPlayer.Character then return false end local hum = model:FindFirstChildWhichIsA("Humanoid") if not hum or hum.Health <= 0 or hum:GetState() == Enum.HumanoidStateType.Dead then return false end local rootPart = model:FindFirstChild("HumanoidRootPart") or model:FindFirstChild("Torso") or model:FindFirstChild("UpperTorso") if not rootPart then return false end if model:FindFirstChild("Dead") or model:GetAttribute("IsDead") == true then return false end return true end local function GetAllPotentialTargets() local targets = {} for _, player in ipairs(Players:GetPlayers()) do if player ~= LocalPlayer and player.Character and IsAliveAndValid(player.Character) then if player.Team and player.Team == LocalPlayer.Team then continue end table.insert(targets, player.Character) end end local queue = {workspace} while #queue > 0 do local current = table.remove(queue, 1) for _, child in ipairs(current:GetChildren()) do if child:IsA("Model") and IsAliveAndValid(child) then if not table.find(targets, child) then local p = Players:GetPlayerFromCharacter(child) if not p then table.insert(targets, child) end end elseif child:IsA("Folder") or child.Name:lower():find("bot") or child.Name:lower():find("npc") then table.insert(queue, child) end end end return targets end local function IsTargetVisible(targetPart, myRootPart) local raycastParams = RaycastParams.new() raycastParams.FilterType = Enum.RaycastFilterType.Exclude raycastParams.FilterDescendantsInstances = {LocalPlayer.Character, targetPart.Parent} raycastParams.IgnoreWater = true local origin = myRootPart.Position local direction = targetPart.Position - origin local result = workspace:Raycast(origin, direction, raycastParams) return result == nil end -- CALCULATES PREDICTIVE AIM-COORDINATES BASED ON PLAYER VELOCITY AND PING local function GetPredictedPosition(targetPart) local character = targetPart.Parent local rootPart = character:FindFirstChild("HumanoidRootPart") or character:FindFirstChild("Torso") or character:FindFirstChild("UpperTorso") if rootPart and rootPart:IsA("BasePart") then local velocity = rootPart.AssemblyLinearVelocity -- Automatically fetches player network ping baseline, defaulting to low latency structure if missing local ping = LocalPlayer:GetNetworkPing() or 0.03 -- Multiplies spatial velocity across the connection timing threshold to offset player movement local predictionCompensation = velocity * (ping * 1.85) return targetPart.Position + predictionCompensation end return targetPart.Position end local function ExecuteAutomatedSweep() local myChar = LocalPlayer.Character local myRoot = myChar and (myChar:FindFirstChild("HumanoidRootPart") or myChar:FindFirstChild("Torso")) local myHum = myChar and myChar:FindFirstChildWhichIsA("Humanoid") if not myChar or not myRoot or not myHum or not DeagleController then return end local isVulnerable = (myHum.Health / myHum.MaxHealth * 100) <= _G.KillAllSettings.PanicHealthThreshold if typeof(DeagleController) == "table" then DeagleController.ShootCooldownUntil = 0 DeagleController.CanShoot = true DeagleController.CurrentSpread = 0 if DeagleController.WeaponStats then DeagleController.WeaponStats.Spread = 0 end end table.clear(CurrentShotTargets) local activePool = GetAllPotentialTargets() table.sort(activePool, function(a, b) local rootA = a:FindFirstChild("HumanoidRootPart") or a:FindFirstChild("Torso") local rootB = b:FindFirstChild("HumanoidRootPart") or b:FindFirstChild("Torso") if rootA and rootB then return (myRoot.Position - rootA.Position).Magnitude < (myRoot.Position - rootB.Position).Magnitude end return false end) if isVulnerable then local targetFound = false for _, child in ipairs(activePool) do local targetPart = child:FindFirstChild(_G.KillAllSettings.TargetPart) or child:FindFirstChild("Head") if targetPart and IsTargetVisible(targetPart, myRoot) then CurrentShotTargets[targetPart] = true -- Fires at the network back-calculated position vector local aimPosition = GetPredictedPosition(targetPart) pcall(function() if typeof(DeagleController.Shoot) == "function" then DeagleController.Shoot(aimPosition) elseif typeof(DeagleController.Fire) == "function" then DeagleController.Fire(aimPosition) end end) targetFound = true break end end if not targetFound then for _, child in ipairs(activePool) do local targetPart = child:FindFirstChild(_G.KillAllSettings.TargetPart) or child:FindFirstChild("Head") if targetPart then CurrentShotTargets[targetPart] = true local aimPosition = GetPredictedPosition(targetPart) pcall(function() if typeof(DeagleController.Shoot) == "function" then DeagleController.Shoot(aimPosition) elseif typeof(DeagleController.Fire) == "function" then DeagleController.Fire(aimPosition) end end) break end end end else for _, child in ipairs(activePool) do local targetPart = child:FindFirstChild(_G.KillAllSettings.TargetPart) or child:FindFirstChild("Head") if targetPart then CurrentShotTargets[targetPart] = true local aimPosition = GetPredictedPosition(targetPart) pcall(function() if typeof(DeagleController.Shoot) == "function" then DeagleController.Shoot(aimPosition) elseif typeof(DeagleController.Fire) == "function" then DeagleController.Fire(aimPosition) end end) end end end end local success, DeagleShared = pcall(function() return require(ReplicatedStorage:WaitForChild("Modules"):WaitForChild("Shared"):WaitForChild("DeagleShared")) end) if success and DeagleShared and DeagleShared.Raycast then local oldRaycast = DeagleShared.Raycast DeagleShared.Raycast = function(p1, p2, p3, ...) for targetPart, _ in pairs(CurrentShotTargets) do if targetPart and targetPart.Parent and IsAliveAndValid(targetPart.Parent) then return { Instance = targetPart, -- Matches raycast intersection positions with calculated prediction positions Position = GetPredictedPosition(targetPart), Normal = Vector3.new(0, 1, 0), Material = Enum.Material.Plastic } end end return oldRaycast(p1, p2, p3, ...) end end task.spawn(function() while true do task.wait(_G.KillAllSettings.FireRateDelay) pcall(ExecuteAutomatedSweep) end end)