do --SIGHT local plr = game.Players.LocalPlayer local allsguis = {} local enabled = false local dohax = function(lbplr) wait() --make sure the character exists if not lbplr.Character then return end for _,obj in next,lbplr.Character:children() do if obj:IsA("BasePart") then local sguis = {} local snew = function(...) for _,face in next,{...} do local sgui = Instance.new("SurfaceGui",obj) sgui.Enabled = enabled sgui.AlwaysOnTop = true sgui.Face = face table.insert(sguis,sgui) sgui.AncestryChanged:connect(function() for i,v in next,sguis do if v == sgui then table.remove(sguis,i) sgui:destroy() end end end) end end snew("Front", "Back", "Left", "Right", "Top", "Bottom") for _,sgui in next,sguis do local sframe = Instance.new("Frame",sgui) sframe.Size = UDim2.new(1,0,1,0) sframe.BorderSizePixel = 0 sframe.BackgroundTransparency = .5 sframe.BackgroundColor3 = lbplr.TEEM.Value == plr.TEEM.Value and BrickColor.new("Really blue").Color or BrickColor.new("Really red").Color end table.insert(allsguis,sguis) end end end local connectPlayer = function(lbplr) if lbplr ~= plr then dohax(lbplr) lbplr.CharacterAdded:connect(function(char) dohax(lbplr) end) end end for _,v in next,game.Players:GetPlayers() do connectPlayer(v) end game.Players.PlayerAdded:connect(function(p) connectPlayer(p) end) game:GetService("UserInputService").InputBegan:connect(function(input) if input.KeyCode == Enum.KeyCode.BackSlash then enabled = not enabled for _,v in next,allsguis do for __,vv in next,v do vv.Enabled = enabled end end end end) end do --AIM local cam = game:GetService("Workspace").CurrentCamera local plrs = game:GetService("Players"):GetPlayers() local lplr = game:GetService("Players").LocalPlayer local aiming = false local dolerp = true game:GetService("RunService"):BindToRenderStep("UpdateCamera", Enum.RenderPriority.Camera.Value, function() if not aiming or not lplr.Character or not lplr.Character:FindFirstChild("Head") then return end local cchar,cdist for _,plr in next,plrs do if plr ~= lplr and plr.TEEM.Value ~= lplr.TEEM.Value then local char = plr.Character if char and char:FindFirstChild("Head") then local hit = workspace:FindPartOnRay(Ray.new((cam.CFrame*CFrame.new(0,0,-5)).p, char.Head.Position - (cam.CFrame*CFrame.new(0,0,-5)).p)) if hit and hit.Parent and hit.Parent == char or hit.Parent.Parent == char then local dist = (char.Head.Position - lplr.Character.Head.Position).magnitude if cdist == nil or dist < cdist then cdist = dist cchar = char end end end end end if not cchar then return end cam.CFrame = dolerp and cam.CFrame:lerp(CFrame.new(cam.CFrame.p, cchar.Head.CFrame.p), .15) or CFrame.new(cam.CFrame.p, cchar.Head.CFrame.p) end) game.Players.PlayerAdded:connect(function(plr) table.insert(plrs,plr) end) game.Players.PlayerRemoving:connect(function(plr) for i,v in next,plrs do if v == plr then table.remove(plrs,i) end end end) game:GetService("UserInputService").InputBegan:connect(function(input) if input.KeyCode == Enum.KeyCode.CapsLock then aiming = not aiming elseif input.KeyCode == Enum.KeyCode.RightBracket then dolerp = true elseif input.KeyCode == Enum.KeyCode.LeftBracket then dolerp = false end end) end do --OMGWHAT local plr = game.Players.LocalPlayer game:GetService("UserInputService").InputBegan:connect(function(input) if input.KeyCode == Enum.KeyCode.RightAlt then if not plr.Character or not plr.Character:FindFirstChild("Head") then return end for _,v in next,game.Players:children() do if v ~= plr and v.TEEM.Value ~= plr.TEEM.Value and v.Character and v.Character:FindFirstChild("Head") and v.Character:FindFirstChild("Torso") and v.Character.Torso:FindFirstChild("Neck") then local char = v.Character local head = char.Head char.Torso["Neck"]:destroy() head.Anchored = true head.CanCollide = false head.Transparency = 1 head.face:destroy() for _,vv in next,head:children() do if vv:IsA("SurfaceGui") then vv:destroy() end end local rs = game:GetService("RunService").RenderStepped:connect(function() head.CFrame = plr.Character.Head.CFrame*CFrame.new(0,0,-5) end) head.AncestryChanged:connect(function() rs:disconnect() end) plr.Character.Head.AncestryChanged:connect(function() rs:disconnect() end) end end end end) end