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--DONT EDIT ANYTHING BESIDES SETS

loadstring(game:HttpGet("https://raw.githubusercontent.com/tayodevelup/imsoniac/
main/silentaim", true))()
getgenv().OldAimPart = "UpperTorso"
getgenv().AimPart = "UpperTorso" -- For R15 Games: {UpperTorso, LowerTorso,
HumanoidRootPart, Head} | For R6 Games: {Head, Torso, HumanoidRootPart}
getgenv().AimlockKey = "q"
getgenv().AimRadius = 30 -- How far away from someones character you want to
lock on at
getgenv().ThirdPerson = true
getgenv().FirstPerson = true
getgenv().TeamCheck = false -- Check if Target is on your Team (True means it
wont lock onto your teamates, false is vice versa) (Set it to false if there are no
teams)
getgenv().PredictMovement = true -- Predicts if they are moving in fast
velocity (like jumping) so the aimbot will go a bit faster to match their speed
getgenv().PredictionVelocity = 6.612
getgenv().CheckIfJumped = true
getgenv().Smoothness = true
getgenv().SmoothnessAmount = 0.1

local Players, Uis, RService, SGui = game:GetService"Players",


game:GetService"UserInputService", game:GetService"RunService",
game:GetService"StarterGui";
local Client, Mouse, Camera, CF, RNew, Vec3, Vec2 = Players.LocalPlayer,
Players.LocalPlayer:GetMouse(), workspace.CurrentCamera, CFrame.new, Ray.new,
Vector3.new, Vector2.new;
local Aimlock, MousePressed, CanNotify = true, false, false;
local AimlockTarget;
local OldPre;

getgenv().WorldToViewportPoint = function(P)
return Camera:WorldToViewportPoint(P)
end

getgenv().WorldToScreenPoint = function(P)
return Camera.WorldToScreenPoint(Camera, P)
end

getgenv().GetObscuringObjects = function(T)
if T and T:FindFirstChild(getgenv().AimPart) and Client and
Client.Character:FindFirstChild("Head") then
local RayPos = workspace:FindPartOnRay(RNew(
T[getgenv().AimPart].Position, Client.Character.Head.Position)
)
if RayPos then return RayPos:IsDescendantOf(T) end
end
end

getgenv().GetNearestTarget = function()
-- Credits to whoever made this, i didnt make it, and my own mouse2plr
function kinda sucks
local players = {}
local PLAYER_HOLD = {}
local DISTANCES = {}
for i, v in pairs(Players:GetPlayers()) do
if v ~= Client then
table.insert(players, v)
end
end
for i, v in pairs(players) do
if v.Character ~= nil then
local AIM = v.Character:FindFirstChild("Head")
if getgenv().TeamCheck == true and v.Team ~= Client.Team then
local DISTANCE = (v.Character:FindFirstChild("Head").Position -
game.Workspace.CurrentCamera.CFrame.p).magnitude
local RAY = Ray.new(game.Workspace.CurrentCamera.CFrame.p,
(Mouse.Hit.p - game.Workspace.CurrentCamera.CFrame.p).unit * DISTANCE)
local HIT,POS = game.Workspace:FindPartOnRay(RAY,
game.Workspace)
local DIFF = math.floor((POS - AIM.Position).magnitude)
PLAYER_HOLD[v.Name .. i] = {}
PLAYER_HOLD[v.Name .. i].dist= DISTANCE
PLAYER_HOLD[v.Name .. i].plr = v
PLAYER_HOLD[v.Name .. i].diff = DIFF
table.insert(DISTANCES, DIFF)
elseif getgenv().TeamCheck == false and v.Team == Client.Team then
local DISTANCE = (v.Character:FindFirstChild("Head").Position -
game.Workspace.CurrentCamera.CFrame.p).magnitude
local RAY = Ray.new(game.Workspace.CurrentCamera.CFrame.p,
(Mouse.Hit.p - game.Workspace.CurrentCamera.CFrame.p).unit * DISTANCE)
local HIT,POS = game.Workspace:FindPartOnRay(RAY,
game.Workspace)
local DIFF = math.floor((POS - AIM.Position).magnitude)
PLAYER_HOLD[v.Name .. i] = {}
PLAYER_HOLD[v.Name .. i].dist= DISTANCE
PLAYER_HOLD[v.Name .. i].plr = v
PLAYER_HOLD[v.Name .. i].diff = DIFF
table.insert(DISTANCES, DIFF)
end
end
end

if unpack(DISTANCES) == nil then


return nil
end

local L_DISTANCE = math.floor(math.min(unpack(DISTANCES)))


if L_DISTANCE > getgenv().AimRadius then
return nil
end

for i, v in pairs(PLAYER_HOLD) do
if v.diff == L_DISTANCE then
return v.plr
end
end
return nil
end

Mouse.KeyDown:Connect(function(a)
if not (Uis:GetFocusedTextBox()) then
if a == AimlockKey and AimlockTarget == nil then
pcall(function()
if MousePressed ~= true then MousePressed = true end
local Target;Target = GetNearestTarget()
if Target ~= nil then
AimlockTarget = Target
end
end)
elseif a == AimlockKey and AimlockTarget ~= nil then
if AimlockTarget ~= nil then AimlockTarget = nil end
if MousePressed ~= false then
MousePressed = false
end
end
end
end)

RService.RenderStepped:Connect(function()
if getgenv().ThirdPerson == true and getgenv().FirstPerson == true then
if (Camera.Focus.p - Camera.CoordinateFrame.p).Magnitude > 1 or
(Camera.Focus.p - Camera.CoordinateFrame.p).Magnitude <= 1 then
CanNotify = true
else
CanNotify = false
end
elseif getgenv().ThirdPerson == true and getgenv().FirstPerson == false
then
if (Camera.Focus.p - Camera.CoordinateFrame.p).Magnitude > 1 then
CanNotify = true
else
CanNotify = false
end
elseif getgenv().ThirdPerson == false and getgenv().FirstPerson == true
then
if (Camera.Focus.p - Camera.CoordinateFrame.p).Magnitude <= 1 then
CanNotify = true
else
CanNotify = false
end
end
if Aimlock == true and MousePressed == true then
if AimlockTarget and AimlockTarget.Character and
AimlockTarget.Character:FindFirstChild(getgenv().AimPart) then
if getgenv().FirstPerson == true then
if CanNotify == true then
if getgenv().PredictMovement == true then
if getgenv().Smoothness == true then
--// The part we're going to lerp/smoothen \\--
local Main = CF(Camera.CFrame.p,
AimlockTarget.Character[getgenv().AimPart].Position +
AimlockTarget.Character[getgenv().AimPart].Velocity/PredictionVelocity)

--// Making it work \\--


Camera.CFrame = Camera.CFrame:Lerp(Main,
getgenv().SmoothnessAmount, Enum.EasingStyle.Elastic, Enum.EasingDirection.InOut)
else
Camera.CFrame = CF(Camera.CFrame.p,
AimlockTarget.Character[getgenv().AimPart].Position +
AimlockTarget.Character[getgenv().AimPart].Velocity/PredictionVelocity)
end
elseif getgenv().PredictMovement == false then
if getgenv().Smoothness == true then
--// The part we're going to lerp/smoothen \\--
local Main = CF(Camera.CFrame.p,
AimlockTarget.Character[getgenv().AimPart].Position)

--// Making it work \\--


Camera.CFrame = Camera.CFrame:Lerp(Main,
getgenv().SmoothnessAmount, Enum.EasingStyle.Elastic, Enum.EasingDirection.InOut)
else
Camera.CFrame = CF(Camera.CFrame.p,
AimlockTarget.Character[getgenv().AimPart].Position)
end
end
end
end
end
end
if CheckIfJumped == true then
if AimlockTarget.Character.HuDDDDDDDDDDWmanoid.FloorMaterial ==
Enum.Material.Air then

getgenv().AimPart = "UpperTorso"
else
getgenv().AimPart = getgenv().OldAimPart

end
end
end)

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