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getgenv().Key = Enum.KeyCode.Q
getgenv().Prediction = 0.1413
getgenv().Partz = "HumanoidRootPart" -- LowerTorso, HumanoidRootPart,Head,UpperTorso


local Locking = false
local Draw = Drawing.new
local Square = Drawing.new("Square")
Square.Visible = true
Square.Color = Color3.fromRGB(255, 0, 0)
Square.Thickness = 5
Square.Size = Vector2.new(8,8)
Square.Filled = true

game:GetService("UserInputService").InputBegan:Connect(function(keygo,ok)
if (not ok) then
if (keygo.KeyCode == getgenv().Key) then
Locking = not Locking
if Locking then
Plr = getClosestPlayerToCursor()
elseif not Locking then



end
end
end
end)
function getClosestPlayerToCursor()
local closestPlayer
local shortestDistance = math.huge

for i, v in pairs(game.Players:GetPlayers()) do
if v ~= game.Players.LocalPlayer and v.Character and v.Character:FindFirstChild("Humanoid") and v.Character.Humanoid.Health ~= 0 and v.Character:FindFirstChild("LowerTorso") then
local pos = game:GetService"Workspace".CurrentCamera:WorldToViewportPoint(v.Character.PrimaryPart.Position)
local magnitude = (Vector2.new(pos.X, pos.Y) - Vector2.new( game.Players.LocalPlayer:GetMouse().X, game.Players.LocalPlayer:GetMouse().Y)).magnitude
if magnitude < shortestDistance then
closestPlayer = v
shortestDistance = magnitude
end
end
end
return closestPlayer
end

local rawmetatable = getrawmetatable(game)
local old = rawmetatable.__namecall
setreadonly(rawmetatable, false)
rawmetatable.__namecall = newcclosure(function(...)
local args = {...}
if Locking and getnamecallmethod() == "FireServer" and args[2] == "GetMousePos" then
args[3] = Plr.Character[getgenv().Partz].Position+(Plr.Character[getgenv().Partz].Velocity*Prediction)
return old(unpack(args))
end
return old(...)
end)


game.RunService.Stepped:Connect(function()
if Plr ~= nil and Locking then
local Vector, OnScreen = workspace.CurrentCamera:worldToViewportPoint(Plr.Character[getgenv().Partz].Position+(Plr.Character[getgenv().Partz].Velocity*Prediction))
if OnScreen then
Square.Visible = true
Square.Position = Vector2.new(Vector.X,Vector.Y)
end
elseif not Locking then
Square.Visible = false
end

end)
     
 
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