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TWW.lua
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437 lines (376 loc) · 22.4 KB
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local ReplicatedStorage = game:GetService("ReplicatedStorage")
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
local PlayerService = game:GetService("Players")
local Workspace = game:GetService("Workspace")
local Camera = Workspace.CurrentCamera
local LocalPlayer = PlayerService.LocalPlayer
local SilentAim, Aimbot, Trigger = nil, false, false
LocalPlayer.PlayerScripts:WaitForChild("Client")
local Objectives = Workspace.World.Objectives
local NPCFolder = Workspace.Entities.Infected
local Items = Workspace.Ignore.Items
local RayModule = require(ReplicatedStorage.SharedModules.Utilities.Ray)
local Bullet = require(LocalPlayer.PlayerScripts.Modules.Other.Bullet)
local Interact = require(LocalPlayer.PlayerScripts.Client.Interact)
--local GuiModule = require(LocalPlayer.PlayerScripts.Client.Gui)
--local Client = getsenv(LocalPlayer.PlayerScripts.Client)
--local GlobalTable = getupvalue(Client.RHit, 2)
--[[local OCIFunction = nil
for Index, Function in pairs(getgc()) do
if islclosure(Function) and getconstants(Function)[1] == "GetCC" then
OCIFunction = Function
end
end if not OCIFunction then return end]]
-- Game Database
local ItemPickups = {
{"50 Cal", false}, {"Ammo", false}, {"Bandages", false}, {"Barbed Wire", false},
{"Body Armor", false}, {"Clap Bomb", false}, {"Energy Drink", false}, {"Frag", false},
{"Gas Mask", false}, {"Jack", false}, {"Medkit", false}, {"Molotov", false}, {"Nerve Gas", false}
}
local KnownBodyParts = {
{"Head", true}, {"HumanoidRootPart", true}, {"Torso", false},
{"Right Arm", false}, {"Left Arm", false},
{"Right Leg", false}, {"Left Leg", false}
}
local Window = Parvus.Utilities.UI:Window({
Name = ("Parvus Hub %s %s"):format(utf8.char(8212), Parvus.Game.Name),
Position = UDim2.new(0.5, -248 * 3, 0.5, -248)
}) do
local CombatTab = Window:Tab({Name = "Combat"}) do
local AimbotSection = CombatTab:Section({Name = "Aimbot", Side = "Left"}) do
AimbotSection:Toggle({Name = "Enabled", Flag = "Aimbot/Enabled", Value = false})
:Keybind({Flag = "Aimbot/Keybind", Value = "MouseButton2", Mouse = true, DisableToggle = true,
Callback = function(Key, KeyDown) Aimbot = Window.Flags["Aimbot/Enabled"] and KeyDown end})
AimbotSection:Toggle({Name = "Always Enabled", Flag = "Aimbot/AlwaysEnabled", Value = false})
AimbotSection:Toggle({Name = "Distance Check", Flag = "Aimbot/DistanceCheck", Value = false})
AimbotSection:Toggle({Name = "Visibility Check", Flag = "Aimbot/VisibilityCheck", Value = false})
AimbotSection:Slider({Name = "Sensitivity", Flag = "Aimbot/Sensitivity", Min = 0, Max = 100, Value = 20, Unit = "%"})
AimbotSection:Slider({Name = "Field Of View", Flag = "Aimbot/FOV/Radius", Min = 0, Max = 500, Value = 100, Unit = "r"})
AimbotSection:Slider({Name = "Distance Limit", Flag = "Aimbot/DistanceLimit", Min = 25, Max = 1000, Value = 250, Unit = "studs"})
local PriorityList, BodyPartsList = {{Name = "Closest", Mode = "Button", Value = true}}, {}
for Index, Value in pairs(KnownBodyParts) do
PriorityList[#PriorityList + 1] = {Name = Value[1], Mode = "Button", Value = false}
BodyPartsList[#BodyPartsList + 1] = {Name = Value[1], Mode = "Toggle", Value = Value[2]}
end
AimbotSection:Dropdown({Name = "Priority", Flag = "Aimbot/Priority", List = PriorityList})
AimbotSection:Dropdown({Name = "Body Parts", Flag = "Aimbot/BodyParts", List = BodyPartsList})
end
local AFOVSection = CombatTab:Section({Name = "Aimbot FOV Circle", Side = "Left"}) do
AFOVSection:Toggle({Name = "Enabled", Flag = "Aimbot/FOV/Enabled", Value = true})
AFOVSection:Toggle({Name = "Filled", Flag = "Aimbot/FOV/Filled", Value = false})
AFOVSection:Colorpicker({Name = "Color", Flag = "Aimbot/FOV/Color", Value = {1, 0.66666662693024, 1, 0.25, false}})
AFOVSection:Slider({Name = "NumSides", Flag = "Aimbot/FOV/NumSides", Min = 3, Max = 100, Value = 14})
AFOVSection:Slider({Name = "Thickness", Flag = "Aimbot/FOV/Thickness", Min = 1, Max = 10, Value = 2})
end
local SilentAimSection = CombatTab:Section({Name = "Silent Aim", Side = "Left"}) do
SilentAimSection:Toggle({Name = "Enabled", Flag = "SilentAim/Enabled", Value = false}):Keybind({Mouse = true, Flag = "SilentAim/Keybind"})
SilentAimSection:Toggle({Name = "Distance Check", Flag = "SilentAim/DistanceCheck", Value = false})
SilentAimSection:Toggle({Name = "Visibility Check", Flag = "SilentAim/VisibilityCheck", Value = false})
SilentAimSection:Slider({Name = "Hit Chance", Flag = "SilentAim/HitChance", Min = 0, Max = 100, Value = 100, Unit = "%"})
SilentAimSection:Slider({Name = "Field Of View", Flag = "SilentAim/FOV/Radius", Min = 0, Max = 500, Value = 100, Unit = "r"})
SilentAimSection:Slider({Name = "Distance Limit", Flag = "SilentAim/DistanceLimit", Min = 25, Max = 1000, Value = 250, Unit = "studs"})
local PriorityList, BodyPartsList = {{Name = "Closest", Mode = "Button", Value = true}, {Name = "Random", Mode = "Button"}}, {}
for Index, Value in pairs(KnownBodyParts) do
PriorityList[#PriorityList + 1] = {Name = Value[1], Mode = "Button", Value = false}
BodyPartsList[#BodyPartsList + 1] = {Name = Value[1], Mode = "Toggle", Value = Value[2]}
end
SilentAimSection:Dropdown({Name = "Priority", Flag = "SilentAim/Priority", List = PriorityList})
SilentAimSection:Dropdown({Name = "Body Parts", Flag = "SilentAim/BodyParts", List = BodyPartsList})
end
local SAFOVSection = CombatTab:Section({Name = "Silent Aim FOV Circle", Side = "Right"}) do
SAFOVSection:Toggle({Name = "Enabled", Flag = "SilentAim/FOV/Enabled", Value = true})
SAFOVSection:Toggle({Name = "Filled", Flag = "SilentAim/FOV/Filled", Value = false})
SAFOVSection:Colorpicker({Name = "Color", Flag = "SilentAim/FOV/Color",
Value = {0.6666666865348816, 0.6666666269302368, 1, 0.25, false}})
SAFOVSection:Slider({Name = "NumSides", Flag = "SilentAim/FOV/NumSides", Min = 3, Max = 100, Value = 14})
SAFOVSection:Slider({Name = "Thickness", Flag = "SilentAim/FOV/Thickness", Min = 1, Max = 10, Value = 2})
end
local TriggerSection = CombatTab:Section({Name = "Trigger", Side = "Right"}) do
TriggerSection:Toggle({Name = "Enabled", Flag = "Trigger/Enabled", Value = false})
:Keybind({Flag = "Trigger/Keybind", Value = "MouseButton2", Mouse = true, DisableToggle = true,
Callback = function(Key, KeyDown) Trigger = Window.Flags["Trigger/Enabled"] and KeyDown end})
TriggerSection:Toggle({Name = "Always Enabled", Flag = "Trigger/AlwaysEnabled", Value = false})
TriggerSection:Toggle({Name = "Hold Mouse Button", Flag = "Trigger/HoldMouseButton", Value = false})
TriggerSection:Toggle({Name = "Distance Check", Flag = "Trigger/DistanceCheck", Value = false})
TriggerSection:Toggle({Name = "Visibility Check", Flag = "Trigger/VisibilityCheck", Value = false})
TriggerSection:Slider({Name = "Click Delay", Flag = "Trigger/Delay", Min = 0, Max = 1, Precise = 2, Value = 0.15, Unit = "sec"})
TriggerSection:Slider({Name = "Distance Limit", Flag = "Trigger/DistanceLimit", Min = 25, Max = 1000, Value = 250, Unit = "studs"})
TriggerSection:Slider({Name = "Field Of View", Flag = "Trigger/FOV/Radius", Min = 0, Max = 500, Value = 25, Unit = "r"})
local PriorityList, BodyPartsList = {{Name = "Closest", Mode = "Button", Value = true}, {Name = "Random", Mode = "Button"}}, {}
for Index, Value in pairs(KnownBodyParts) do
PriorityList[#PriorityList + 1] = {Name = Value[1], Mode = "Button", Value = false}
BodyPartsList[#BodyPartsList + 1] = {Name = Value[1], Mode = "Toggle", Value = Value[2]}
end
TriggerSection:Dropdown({Name = "Priority", Flag = "Trigger/Priority", List = PriorityList})
TriggerSection:Dropdown({Name = "Body Parts", Flag = "Trigger/BodyParts", List = BodyPartsList})
end
local TFOVSection = CombatTab:Section({Name = "Trigger FOV Circle", Side = "Right"}) do
TFOVSection:Toggle({Name = "Enabled", Flag = "Trigger/FOV/Enabled", Value = true})
TFOVSection:Toggle({Name = "Filled", Flag = "Trigger/FOV/Filled", Value = false})
TFOVSection:Colorpicker({Name = "Color", Flag = "Trigger/FOV/Color", Value = {0.0833333358168602, 0.6666666269302368, 1, 0.25, false}})
TFOVSection:Slider({Name = "NumSides", Flag = "Trigger/FOV/NumSides", Min = 3, Max = 100, Value = 14})
TFOVSection:Slider({Name = "Thickness", Flag = "Trigger/FOV/Thickness", Min = 1, Max = 10, Value = 2})
end
end
local VisualsSection = Parvus.Utilities:ESPSection(Window, "Visuals", "ESP/NPC", true, true, true, true, true, true) do
VisualsSection:Colorpicker({Name = "Ally Color", Flag = "ESP/NPC/Ally", Value = {0.3333333432674408, 0.6666666269302368, 1, 0, false}})
VisualsSection:Colorpicker({Name = "Enemy Color", Flag = "ESP/NPC/Enemy", Value = {1, 0.6666666269302368, 1, 0, false}})
VisualsSection:Toggle({Name = "Team Check", Flag = "ESP/NPC/TeamCheck", Value = false})
VisualsSection:Toggle({Name = "Use Team Color", Flag = "ESP/NPC/TeamColor", Value = false})
VisualsSection:Toggle({Name = "Distance Check", Flag = "ESP/NPC/DistanceCheck", Value = false})
VisualsSection:Slider({Name = "Distance", Flag = "ESP/NPC/Distance", Min = 25, Max = 1000, Value = 250, Unit = "studs"})
end
local MiscTab = Window:Tab({Name = "Miscellaneous"}) do
local WeaponSection = MiscTab:Section({Name = "Weapon", Side = "Left"}) do
WeaponSection:Toggle({Name = "Wallbang", Flag = "TWR/Wallbang", Value = false}):Tooltip("Silent Aim required")
WeaponSection:Toggle({Name = "Instant Hit", Flag = "TWR/InstantHit", Value = false}):Tooltip("Silent Aim required\nAlso enables Wallbang")
WeaponSection:Divider()
WeaponSection:Toggle({Name = "Unlimited Ammo Mag", Flag = "TWR/InfMag", Value = false})
WeaponSection:Toggle({Name = "Unlimited Ammo Pool", Flag = "TWR/InfPool", Value = false})
--[[WeaponSection:Divider()
WeaponSection:Toggle({Name = "Damage Multiplier", Flag = "TWR/Damage/Enabled", Value = false})
WeaponSection:Slider({Name = "", Flag = "TWR/Damage/Value", Min = 100, Max = 200, Value = 100, Unit = "%", Wide = true})]]
--[[WeaponSection:Divider()
WeaponSection:Toggle({Name = "Firerate Multiplier", Flag = "TWR/Firerate/Enabled", Value = false})
WeaponSection:Slider({Name = "", Flag = "TWR/Firerate/Value", Min = 100, Max = 200, Value = 100, Unit = "%", Wide = true})
WeaponSection:Divider()
WeaponSection:Toggle({Name = "Recoil Control", Flag = "TWR/Recoil/Enabled", Value = false})
WeaponSection:Slider({Name = "Recoil Shake", Flag = "TWR/Recoil/RecoilShake", Min = 0, Max = 100, Value = 0, Unit = "%"})
WeaponSection:Slider({Name = "Verticle Recoil", Flag = "TWR/Recoil/VerticleRecoil", Min = 0, Max = 100, Value = 0, Unit = "%"})
WeaponSection:Slider({Name = "Horizontal Recoil", Flag = "TWR/Recoil/HorizontalRecoil", Min = 0, Max = 100, Value = 0, Unit = "%"})]]
end
local ItemSection = MiscTab:Section({Name = "Item ESP", Side = "Left"}) do local Items = {}
ItemSection:Toggle({Name = "Enabled", Flag = "TWR/ESP/Items/Enabled", Value = false})
ItemSection:Toggle({Name = "Distance Check", Flag = "TWR/ESP/Items/DistanceCheck", Value = false})
ItemSection:Slider({Name = "Distance", Flag = "TWR/ESP/Items/Distance", Min = 25, Max = 5000, Value = 1000, Unit = "studs"})
for Index, Data in pairs(ItemPickups) do
local ItemFlag = "TWR/ESP/Items/" .. Data[1]
Window.Flags[ItemFlag .. "/Enabled"] = Data[2]
Items[#Items + 1] = {
Name = Data[1], Mode = "Toggle", Value = Data[2],
Colorpicker = {Flag = ItemFlag .. "/Color", Value = {1, 0, 1, 0.5, false}},
Callback = function(Selected, Option) Window.Flags[ItemFlag .. "/Enabled"] = Option.Value end
}
end
ItemSection:Dropdown({Name = "ESP List", Flag = "TWR/Items", List = Items})
end
end Parvus.Utilities:SettingsSection(Window, "End", false)
end Parvus.Utilities.InitAutoLoad(Window)
Parvus.Utilities:SetupWatermark(Window)
Parvus.Utilities.Drawing.SetupCursor(Window)
Parvus.Utilities.Drawing.SetupCrosshair(Window.Flags)
Parvus.Utilities.Drawing.SetupFOV("Aimbot", Window.Flags)
Parvus.Utilities.Drawing.SetupFOV("Trigger", Window.Flags)
Parvus.Utilities.Drawing.SetupFOV("SilentAim", Window.Flags)
local WallCheckParams = RaycastParams.new()
WallCheckParams.FilterType = Enum.RaycastFilterType.Blacklist
WallCheckParams.IgnoreWater = true
local function Raycast(Origin, Direction, Filter)
WallCheckParams.FilterDescendantsInstances = Filter
return Workspace:Raycast(Origin, Direction, WallCheckParams)
end
local function InEnemyTeam(Enabled, Player)
if not Enabled then return true end
return LocalPlayer.Team ~= Player.Team
end
local function IsDistanceLimited(Enabled, Distance, Limit)
if not Enabled then return end
return Distance >= Limit
end
local function IsVisible(Enabled, Origin, Position, Character)
if not Enabled then return true end
return not Raycast(Origin, Position - Origin,
{Character, LocalPlayer.Character})
end
local function GetClosest(Enabled,
VisibilityCheck, DistanceCheck, DistanceLimit,
FieldOfView, Priority, BodyParts
)
if not Enabled then return end
local CameraPosition, Closest = Camera.CFrame.Position, nil
for Index, NPC in pairs(NPCFolder:GetChildren()) do
for Index, BodyPart in pairs(BodyParts) do
BodyPart = NPC:FindFirstChild(BodyPart)
if not BodyPart then continue end
local BodyPartPosition = BodyPart.Position
local Distance = (BodyPartPosition - CameraPosition).Magnitude
if IsDistanceLimited(DistanceCheck, Distance, DistanceLimit) then continue end
if not IsVisible(VisibilityCheck, CameraPosition, BodyPartPosition, NPC) then continue end
local ScreenPosition, OnScreen = Camera:WorldToViewportPoint(BodyPartPosition)
if not OnScreen then continue end
local Magnitude = (Vector2.new(ScreenPosition.X, ScreenPosition.Y) - UserInputService:GetMouseLocation()).Magnitude
if Magnitude >= FieldOfView then continue end
if Priority == "Random" then
Priority = KnownBodyParts[math.random(#KnownBodyParts)][1]
BodyPart = NPC:FindFirstChild(Priority)
if not BodyPart then continue end
BodyPartPosition = BodyPart.Position
ScreenPosition, OnScreen = Camera:WorldToViewportPoint(BodyPartPosition)
elseif Priority ~= "Closest" then
BodyPart = NPC:FindFirstChild(Priority)
if not BodyPart then continue end
BodyPartPosition = BodyPart.Position
ScreenPosition, OnScreen = Camera:WorldToViewportPoint(BodyPartPosition)
end
FieldOfView, Closest = Magnitude, {NPC, NPC, BodyPart, ScreenPosition}
end
end
return Closest
end
local function AimAt(Hitbox, Sensitivity)
if not Hitbox then return end
local MouseLocation = UserInputService:GetMouseLocation()
mousemoverel(Vector2.new(
(Hitbox[4].X - MouseLocation.X) * Sensitivity,
(Hitbox[4].Y - MouseLocation.Y) * Sensitivity
))
end
--[[OldOCIFunction = nil
OldOCIFunction = hookfunction(OCIFunction, function(...)
local ToReturn = OldOCIFunction(...)
print("OCI", repr(ToReturn), repr({...}))
for Index, Weapon in pairs(ToReturn.WC) do
Weapon.Pool = 0
Weapon.Mag = 1
end return ToReturn
end)]]
local OldNamecall = nil
OldNamecall = hookmetamethod(game, "__namecall", function(Self, ...)
if getnamecallmethod() == "FireServer" then
local Args = {...}
if Args[1] == "CheatKick" then
return
end
end
return OldNamecall(Self, ...)
end)
local OldCast = RayModule.Cast
RayModule.Cast = function(...)
local Args = {...}
if SilentAim and Args[4] == Enum.RaycastFilterType.Blacklist then
if Window.Flags["TWR/Wallbang"] then
Args[4] = Enum.RaycastFilterType.Whitelist
Args[3] = {SilentAim[2]}
end
if math.random(100) <= Window.Flags["SilentAim/HitChance"] then
if Window.Flags["TWR/InstantHit"] then
local LookVector = SilentAim[3].CFrame * CFrame.new(0, 0, -2)
Args[1] = LookVector.Position
Args[2] = SilentAim[3].Position - LookVector.Position
else
Args[1] = Camera.CFrame.Position
Args[2] = SilentAim[3].Position - Camera.CFrame.Position
end
end
return OldCast(unpack(Args))
end
return OldCast(...)
end
--[[local OldBulletUpdate = Bullet.Update
Bullet.Update = function(Self, ...)
if Window.Flags["TWR/Damage/Enabled"] then
Self.damage = Self.damage * Window.Flags["TWR/Damage/Value"] / 100
end
return OldBulletUpdate(Self, ...)
end]]
local OldInteractUpdate = Interact.Update
Interact.Update = function(Self, ...)
local Args = {...}
if Args[1].Equipped then
local Weapon = Args[3][Args[1].Equipped]
local WeaponStats = Args[1].WeaponModule.Stats
if WeaponStats.Mag and Window.Flags["TWR/InfMag"] then
Weapon.Mag = WeaponStats.Mag
end
if WeaponStats.Pool and Window.Flags["TWR/InfPool"] then
Weapon.Pool = WeaponStats.Pool
end
--[[if WeaponStats.RPM and Window.Flags["TWR/Firerate/Enabled"] then
Weapon.RPM = WeaponStats.RPM * Window.Flags["TWR/Firerate/Value"]
end
print(repr(Weapon))
if WeaponStats.RecoilShake and WeaponStats.VerticleRecoil and WeaponStats.HorizontalRecoil then
local Enabled = Window.Flags["TWR/Recoil/Enabled"]
Weapon.RecoilShake = Enabled and WeaponStats.RecoilShake * Window.Flags["TWR/Recoil/RecoilShake"] / 100 or WeaponStats.RecoilShake
Weapon.VerticleRecoil = Enabled and WeaponStats.VerticleRecoil * Window.Flags["TWR/Recoil/VerticleRecoil"] / 100 or WeaponStats.VerticleRecoil
Weapon.HorizontalRecoil = Enabled and WeaponStats.HorizontalRecoil * Window.Flags["TWR/Recoil/HorizontalRecoil"] / 100 or WeaponStats.HorizontalRecoil
end]]
return OldInteractUpdate(Self, unpack(Args))
end
return OldInteractUpdate(...)
end
Parvus.Utilities.NewThreadLoop(0, function()
if not (Aimbot or Window.Flags["Aimbot/AlwaysEnabled"]) then return end
AimAt(GetClosest(
Window.Flags["Aimbot/Enabled"],
Window.Flags["Aimbot/VisibilityCheck"],
Window.Flags["Aimbot/DistanceCheck"],
Window.Flags["Aimbot/DistanceLimit"],
Window.Flags["Aimbot/FOV/Radius"],
Window.Flags["Aimbot/Priority"][1],
Window.Flags["Aimbot/BodyParts"]
), Window.Flags["Aimbot/Sensitivity"] / 100)
end)
Parvus.Utilities.NewThreadLoop(0, function()
SilentAim = GetClosest(
Window.Flags["SilentAim/Enabled"],
Window.Flags["SilentAim/VisibilityCheck"],
Window.Flags["SilentAim/DistanceCheck"],
Window.Flags["SilentAim/DistanceLimit"],
Window.Flags["SilentAim/FOV/Radius"],
Window.Flags["SilentAim/Priority"][1],
Window.Flags["SilentAim/BodyParts"]
)
end)
Parvus.Utilities.NewThreadLoop(0, function()
if not (Trigger or Window.Flags["Trigger/AlwaysEnabled"]) then return end
if not isrbxactive() then return end
local TriggerClosest = GetClosest(
Window.Flags["Trigger/Enabled"],
Window.Flags["Trigger/VisibilityCheck"],
Window.Flags["Trigger/DistanceCheck"],
Window.Flags["Trigger/DistanceLimit"],
Window.Flags["Trigger/FOV/Radius"],
Window.Flags["Trigger/Priority"][1],
Window.Flags["Trigger/BodyParts"]
) if not TriggerClosest then return end
task.wait(Window.Flags["Trigger/Delay"]) mouse1press()
if Window.Flags["Trigger/HoldMouseButton"] then
while task.wait() do
TriggerClosest = GetClosest(
Window.Flags["Trigger/Enabled"],
Window.Flags["Trigger/VisibilityCheck"],
Window.Flags["Trigger/DistanceCheck"],
Window.Flags["Trigger/DistanceLimit"],
Window.Flags["Trigger/FOV/Radius"],
Window.Flags["Trigger/Priority"][1],
Window.Flags["Trigger/BodyParts"]
) if not TriggerClosest or not Trigger then break end
end
end mouse1release()
end)
Workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function()
Camera = Workspace.CurrentCamera
end)
for Index, Item in pairs(Items:GetChildren()) do
Parvus.Utilities.Drawing:AddObject(Item, Item.Name, Item.PrimaryPart.Position,
"TWR/ESP/Items", "TWR/ESP/Items/" .. Item.Name, Window.Flags)
end
Items.ChildAdded:Connect(function(Item)
repeat task.wait(1) until Item.PrimaryPart
Parvus.Utilities.Drawing:AddObject(Item, Item.Name, Item.PrimaryPart.Position,
"TWR/ESP/Items", "TWR/ESP/Items/" .. Item.Name, Window.Flags)
end)
Items.ChildRemoved:Connect(function(Item)
Parvus.Utilities.Drawing:RemoveObject(Item)
end)
for Index, NPC in pairs(NPCFolder:GetChildren()) do
Parvus.Utilities.Drawing:AddESP(NPC, "NPC", "ESP/NPC", Window.Flags)
end
NPCFolder.ChildAdded:Connect(function(NPC)
Parvus.Utilities.Drawing:AddESP(NPC, "NPC", "ESP/NPC", Window.Flags)
end)
NPCFolder.ChildRemoved:Connect(function(NPC)
Parvus.Utilities.Drawing:RemoveESP(NPC)
end)