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- _G.YouTubesOldGunScript = (function(Tool, Settings, script)
- local RANGE, SPEED, DROP = Settings.Range*2, 1500, 10
- local Orig_Spread = Settings.Spread
- local Orig_Grip = Tool.GripPos
- local Player = game.Players.LocalPlayer
- local Character = Player.Character
- local Camera = Workspace.CurrentCamera
- local Ammo, StoredAmmo = script.Ammo, script.StoredAmmo
- local Gui, CanUpdateGui = nil, true
- local Sprinting, Equipped
- local function Update_Gui()
- if Gui and CanUpdateGui then
- Gui.Frame.AmmoDisplay.Text = Ammo.Value .. "|" .. StoredAmmo.Value
- end
- end
- local Tween_C1 = function(weld, frames, time, from, to)
- weld.C1 = from
- local T_F, Ang_Dif, Last_Pos = time * frames, Vector3.new(to:toEulerAnglesXYZ()) - Vector3.new(from:toEulerAnglesXYZ())
- for i = 1, T_F do
- local Ang = Vector3.new(from:toEulerAnglesXYZ()) + (Ang_Dif/T_F * i)
- Last_Pos = CFrame.new(from.p + ((to.p - from.p)/T_F * i)) * CFrame.Angles(Ang.x, Ang.y, Ang.z)
- weld.C1 = Last_Pos
- wait(time/frames)
- if weld.C1 ~= Last_Pos then
- return
- end
- end
- weld.C1 = to
- end
- local Tween_C0 = function(weld, frames, time, from, to)
- weld.C0 = from
- local T_F, Ang_Dif, Last_Pos = time * frames, Vector3.new(to:toEulerAnglesXYZ()) - Vector3.new(from:toEulerAnglesXYZ())
- for i = 1, T_F do
- local Ang = Vector3.new(from:toEulerAnglesXYZ()) + (Ang_Dif/T_F * i)
- Last_Pos = CFrame.new(from.p + ((to.p - from.p)/T_F * i)) * CFrame.Angles(Ang.x, Ang.y, Ang.z)
- weld.C0 = Last_Pos
- wait(time/frames)
- if weld.C0 ~= Last_Pos then
- return
- end
- end
- weld.C0 = to
- end
- local Welded
- if Settings.Weld then
- Delay(0, function()
- local weldC0s = {}
- for i, v in pairs(Tool:GetChildren()) do
- if v:IsA("BasePart") and v ~= Tool.Handle then
- table.insert(weldC0s, {v, Tool.Handle.CFrame:toObjectSpace(v.CFrame)})
- v.Anchored = false
- end
- end
- Tool.Handle.Anchored = false
- local welds = {}
- Tool.Equipped:connect(function()
- for i, v in ipairs(welds) do
- v.Part1 = nil
- v:Destroy()
- end
- for i, v in ipairs(weldC0s) do
- if v[1] and v[2] then
- local w = Instance.new("Weld", Tool.Handle)
- w.Part0 = Tool.Handle
- w.Part1 = v[1]
- w.C0 = v[2]
- table.insert(welds, w)
- end
- end
- end)
- wait()
- Welded = true
- end)
- end
- local Left_Weld, Right_Weld
- Ammo.Changed:connect(Update_Gui)
- StoredAmmo.Changed:connect(Update_Gui)
- Settings.Range = math.min(Settings.Range, 999)
- Settings.AimAnim.Enabled = true
- local Ignore_Model = Workspace:FindFirstChild("Ray_Ignore") or Instance.new("Model", Workspace)
- Ignore_Model.Name = "Ray_Ignore"
- local Ray_Ignore = {Character, Ignore_Model, Camera}
- Character.Humanoid.Died:connect(function()
- Tool.Parent = Player.Backpack
- end)
- local IgnoreModel = Ignore_Model
- local function CastRay(from, dir, ign)
- local r = Ray.new(from, dir)
- local hit, pos = Workspace:FindPartOnRayWithIgnoreList(r, ign)
- return hit, pos
- end
- local function HandleHit(Hit, Pos)
- if not Hit then
- return false
- end
- if Hit and Hit.Parent:FindFirstChild("Humanoid") then
- local Hit_Player = game.Players:GetPlayerFromCharacter(Hit.Parent)
- if Settings.AntiTK and not Hit_Player.Neutral and Hit_Player.TeamColor == Player.TeamColor then
- return
- end
- local Humanoid = Hit.Parent.Humanoid
- local c = Instance.new("ObjectValue")
- c.Name = "creator"
- c.Value = Player
- game.Debris:AddItem(c, 3)
- c.Parent = Humanoid
- if Hit.Name == "Head" then
- Humanoid.Health = Humanoid.Health - math.random(Settings.HeadShotDamage[1], Settings.HeadShotDamage[2])
- else
- Humanoid.Health = Humanoid.Health - math.random(Settings.Damage[1], Settings.Damage[2])
- end
- elseif Hit then
- local Hit_Part = Instance.new("Part", Ignore_Model)
- Hit_Part.FormFactor = "Custom"
- Hit_Part.TopSurface = 0
- Hit_Part.BottomSurface = 0
- Hit_Part.Anchored = true
- Hit_Part.CanCollide = false
- Hit_Part.Size = Vector3.new()
- Hit_Part.CFrame = CFrame.new(Pos) * CFrame.Angles(math.random(0, 360), math.random(0, 360), math.random(0, 360))
- Hit_Part.BrickColor = BrickColor.new("Black")
- Instance.new("BlockMesh", Hit_Part).Scale = Vector3.new(0.5, 0.5, 0.5)
- game.Debris:AddItem(Hit_Part, Settings.ImpactDuration)
- if not Hit.Anchored then
- local w = Instance.new("Weld", Hit_Part)
- w.Part0 = Hit
- w.Part1 = Hit_Part
- w.C0 = Hit.CFrame:toObjectSpace(Hit_Part.CFrame)
- Hit_Part.Anchored = false
- end
- if Hit.Parent:IsA("Hat") and Settings.DropHats then
- Hit.Parent.Parent = workspace
- game.Debris:AddItem(Hit, 3)
- end
- end
- return true
- end
- local function Fire(Mouse, range, speed, drop)
- local Spread = CFrame.Angles(math.rad(math.random(-Settings.Spread, Settings.Spread)/10), math.rad(math.random(-Settings.Spread, Settings.Spread)/10), math.rad(math.random(-Settings.Spread, Settings.Spread)/10))
- local from, move, drop = Character.Head.Position, (Mouse.Hit*Spread).lookVector * speed, drop
- local p = Instance.new("Part", IgnoreModel)
- p.Anchored = true
- p.CanCollide = false
- p.FormFactor = "Custom"
- p.Size = Vector3.new(0.2, 0.2, 0.2)
- p.CFrame = CFrame.new(from)
- p.TopSurface = "Smooth"
- p.BottomSurface = "Smooth"
- p.BrickColor = BrickColor.new("Cool yellow")
- Instance.new("BlockMesh", p).Scale = Vector3.new(0.5, 0.5, 0.5)
- local g = Instance.new("PointLight", p)
- g.Color = Color3.new(0.8, 0.8, 0)
- g.Range = 5
- g.Shadows = true
- move, drop = move*0.05, drop*0.05
- for i = 0, math.floor(range/speed), 0.05 do
- move = move-Vector3.new(0, drop, 0)
- local hit, pos = CastRay(from, move, {Character, Workspace.CurrentCamera, IgnoreModel})
- if hit and HandleHit(hit, pos) then
- break
- end
- from = from+move
- p.CFrame = CFrame.new(from)
- wait(0.05)
- end
- if p then
- p:Destroy()
- end
- end
- local Can_Shoot = true
- local Reloading = false
- local First_Person = false
- local Mouse_Held
- Tool.Equipped:connect(function(Mouse)
- Equipped = true
- if Settings.Weld and not Welded then
- wait()
- Tool.Parent = Player.Backpack
- end
- Character = Player.Character
- if Gui then
- return
- end
- Ray_Ignore = {Character, Ignore_Model, Camera}
- Mouse.Icon = Settings.Icons.Idle
- Gui = script.Gui:Clone()
- Gui.Parent = Player.PlayerGui
- Gui.Frame.Position = UDim2.new(Settings.GuiPos.X, Gui.Frame.Position.X.Offset, 1.1, Gui.Frame.Position.Y.Offset)
- Gui.Frame:TweenPosition(UDim2.new(Settings.GuiPos.X, Gui.Frame.Position.X.Offset, Settings.GuiPos.Y, Gui.Frame.Position.Y.Offset), "Out", "Bounce", 1)
- CanUpdateGui = true
- Update_Gui()
- Mouse.Button1Down:connect(function()
- if Can_Shoot and Ammo.Value > 0 and Character.Humanoid.Health > 0 then
- Mouse_Held = true
- while true do
- Can_Shoot = false
- Delay(0, function()
- local t = math.min(Settings.FireMouseAnimTime/3, Settings.FireRate/3)
- if not Aiming then
- Mouse.Icon = Settings.Icons.Fire1
- end
- wait(t)
- if not Aiming then
- if Reloading then return end
- Mouse.Icon = Settings.Icons.Fire2
- end
- wait(t)
- if not Aiming then
- if Reloading then return end
- Mouse.Icon = Settings.Icons.Fire3
- end
- wait(t)
- if not Aiming then
- if Reloading then return end
- Mouse.Icon = Settings.Icons.Idle
- end
- end)
- --[[if Settings.Smoke then
- for i, v in pairs(Settings.Smokes) do
- local s = v[1]:Clone()
- s.Parent = Settings.SmokePart
- s.Enabled = true
- game.Debris:AddItem(s, v[2])
- if v[3] then
- Delay(v[3], function()
- s.Enabled = false
- end)
- end
- end
- end]]
- local flash = game.Lighting.Flash:Clone()
- flash.Parent = Settings.SmokePart
- flash.Enabled = true
- game.Debris:AddItem(flash, 0.06)
- for _ = 1, Settings.Bullets do
- Delay(0, function()
- Fire(Mouse, RANGE, SPEED, DROP)
- end)
- end
- local bg = Instance.new("BillboardGui", Settings.SmokePart)
- bg.Adornee = Settings.SmokePart
- local flashsize = math.random(5, 15)/10
- bg.Size = UDim2.new(flashsize, 0, flashsize, 0)
- local flash = Instance.new("ImageLabel", bg)
- flash.BackgroundTransparency = 1
- flash.Size = UDim2.new(1, 0, 1, 0)
- flash.Image = "rbxassetid://146076733"
- flash.Rotation = math.random(0, 360)
- game.Debris:AddItem(bg, 0.025)
- Delay(0, function()
- local r = math.abs(Settings.Recoil)
- local ran = math.random(-1, 1)
- Camera.CoordinateFrame = CFrame.new(Camera.Focus.p) * (Camera.CoordinateFrame - Camera.CoordinateFrame.p) * CFrame.Angles(r, r*ran, 0) * CFrame.new(0, 0, (Camera.Focus.p - Camera.CoordinateFrame.p).magnitude)
- local c = -r/20
- local cx = -(r*ran)/20
- for i = 1, math.random(15, 25) do
- if EquipId == curId then
- Camera.CoordinateFrame = CFrame.new(Camera.Focus.p) * (Camera.CoordinateFrame - Camera.CoordinateFrame.p) * CFrame.Angles(c, cx, 0) * CFrame.new(0, 0, (Camera.Focus.p - Camera.CoordinateFrame.p).magnitude)
- wait()
- else
- break
- end
- end
- end)
- if Tool.Handle:FindFirstChild("Shoot") then
- Tool.Handle.Shoot:Play()
- end
- Ammo.Value = Ammo.Value - 1
- wait(Settings.FireRate)
- if not Settings.Automatic or Ammo.Value <= 0 or Character.Humanoid.Health <= 0 or not Mouse_Held then
- break
- end
- end
- Can_Shoot = true
- elseif Can_Shoot and Character.Humanoid.Health > 0 and Tool.Handle:FindFirstChild("Click") then
- Tool.Handle.Click:Play()
- end
- end)
- Mouse.Button1Up:connect(function()
- Mouse_Held = false
- end)
- Mouse.KeyDown:connect(function(Key)
- if Key:upper() == Settings.ReloadKey:upper() and Can_Shoot and StoredAmmo.Value > 0 and not Aiming then
- if Settings.IncludeChamberedBullet and Ammo.Value == Settings.Ammo + 1 or not Settings.IncludeChamberedBullet and Ammo.Value == Settings.Ammo then
- return
- end
- Can_Shoot = false
- Reloading = true
- local TextLabel = Gui.Frame.AmmoDisplay
- Delay(0, function()
- CanUpdateGui = false
- TextLabel.Text = "Reloading."
- wait(Settings.ReloadTime/3)
- if TextLabel then
- TextLabel.Text = "Reloading.."
- end
- wait(Settings.ReloadTime/3)
- if TextLabel then
- TextLabel.Text = "Reloading..."
- end
- end)
- if Tool.Handle:FindFirstChild("Reload") then
- Tool.Handle.Reload:Play()
- end
- Mouse.Icon = Settings.Icons.Reload
- wait(Settings.ReloadTime)
- Mouse.Icon = Settings.Icons.Idle
- CanUpdateGui = true
- local m = Settings.Ammo
- if Ammo.Value > 0 and Settings.IncludeChamberedBullet then
- m = m + 1
- end
- if (StoredAmmo.Value - (m - Ammo.Value)) <= 0 then
- Ammo.Value = Ammo.Value + StoredAmmo.Value
- StoredAmmo.Value = 0
- else
- StoredAmmo.Value = StoredAmmo.Value - (m - Ammo.Value)
- Ammo.Value = m
- end
- Can_Shoot = true
- Reloading = false
- elseif Key:upper() == Settings.SprintKey:upper() and Settings.Sprint and not Aiming then
- Sprinting = true
- Character.Humanoid.WalkSpeed = Settings.SprintSpeed
- Settings.Spread = Settings.Spread + Settings.SprintSpreadIncrease
- end
- end)
- Mouse.KeyUp:connect(function(Key)
- if Key:upper() == Settings.SprintKey:upper() and Sprinting then
- Sprinting = false
- Character.Humanoid.WalkSpeed = 16
- Settings.Spread = Settings.Spread - Settings.SprintSpreadIncrease
- Right_Weld.C0 = CFrame.new(0, -1.5, 0)
- end
- end)
- Mouse.Button2Down:connect(function()
- if not Reloading and not Sprinting and not Aiming and (Camera.Focus.p - Camera.CoordinateFrame.p).magnitude < 1 then
- Aiming = true
- Mouse.Icon = Settings.Icons.Aim
- if Settings.AimAnim.Enabled then
- Right_Weld.C1 = CFrame.new()
- Right_Weld.C0 = CFrame.new()
- local dif = Settings.AimPart.CFrame:toObjectSpace(Character.Head.CFrame)
- Right_Weld.C1 = Settings.RightPos
- Right_Weld.C0 = CFrame.new(0, -1.5, 0)
- Delay(0, function()
- Tween_C0(Right_Weld, Settings.AimAnim.Frames, Settings.AimAnim.Time, CFrame.new(0, -1.5, 0), dif)
- end)
- Delay(0, function()
- Tween_C1(Right_Weld, Settings.AimAnim.Frames, Settings.AimAnim.Time, Settings.RightPos, CFrame.new())
- end)
- --[[Right_Weld.C0 = CFrame.new(0, -1.5, 0)
- Delay(0, function()
- Tween_C0(Right_Weld, Settings.AimAnim.Frames, Settings.AimAnim.Time, CFrame.new(0, -1.5, 0), CFrame.new())
- Right_Weld.C0 = CFrame.new()
- end)]]
- Delay(0, function()
- Tween_C1(Left_Weld, Settings.AimAnim.Frames, Settings.AimAnim.Time, Left_Weld.C1, Settings.LeftAimPos)
- end)
- Delay(0, function()
- if Settings.ChangeFOV[1] then
- Camera.FieldOfView = 70
- local Cam_Dif, T_F = 70 - Settings.ChangeFOV[2], Settings.AimAnim.Time * Settings.AimAnim.Frames
- for i = 1, T_F do
- local FOV = 70 - Cam_Dif/T_F * i
- Camera.FieldOfView = FOV
- wait(Settings.AimAnim.Time/Settings.AimAnim.Frames)
- if not Aiming then
- return
- end
- end
- Camera.FieldOfView = Settings.ChangeFOV[2]
- end
- end)
- else
- Right_Weld.C1 = CFrame.new()
- Right_Weld.C0 = CFrame.new()
- Right_Weld.C1 = Character.Head.CFrame:toObjectSpace(Settings.AimPart.CFrame)
- Left_Weld.C1 = Settings.LeftAimPos
- if Settings.ChangeFOV[1] then
- Camera.FieldOfView = Settings.ChangeFOV[2]
- end
- end
- Tool.GripPos = Orig_Grip + Settings.AimGripOffset
- Settings.Spread = Settings.Spread - Settings.SpreadReduction
- end
- end)
- Mouse.Button2Up:connect(function()
- if Aiming then
- Mouse.Icon = Settings.Icons.Idle
- Tool.GripPos = Orig_Grip
- if Settings.AimAnim.Enabled then
- Delay(0, function()
- Tween_C1(Right_Weld, Settings.AimAnim.Frames, Settings.AimAnim.Time, Right_Weld.C1, Settings.RightPos)
- end)
- Delay(0, function()
- Tween_C0(Right_Weld, Settings.AimAnim.Frames, Settings.AimAnim.Time, Right_Weld.C0, CFrame.new(0, -1.5, 0))
- end)
- Delay(0, function()
- Tween_C1(Left_Weld, Settings.AimAnim.Frames, Settings.AimAnim.Time, Left_Weld.C1, Settings.LeftPos)
- end)
- else
- Right_Weld.C1 = Settings.RightPos
- Right_Weld.C0 = CFrame.new(0, -1.5, 0)
- Left_Weld.C1 = Settings.LeftPos
- end
- if Settings.ChangeFOV[1] then
- Camera.FieldOfView = 70
- end
- Settings.Spread = Settings.Spread + Settings.SpreadReduction
- Character.Torso.Neck.C0 = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- Character.Torso.Neck.C1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- wait(0.25)
- Aiming = false
- end
- end)
- wait()
- Camera.Changed:connect(function()
- if (Camera.Focus.p - Camera.CoordinateFrame.p).magnitude < 1 and Equipped then
- Mouse.TargetFilter = workspace
- Character.Torso.Neck.C1 = CFrame.new()
- Character.Torso.Neck.C0 = CFrame.new(0, 1.5, 0) * CFrame.Angles(math.asin((Mouse.Hit.p - Mouse.Origin.p).unit.y), 0, 0)
- end
- end)
- Mouse.Idle:connect(function()
- if (Camera.Focus.p - Camera.CoordinateFrame.p).magnitude < 1 and Equipped then
- Mouse.TargetFilter = workspace
- Character.Torso.Neck.C1 = CFrame.new()
- Character.Torso.Neck.C0 = CFrame.new(0, 1.5, 0) * CFrame.Angles(math.asin((Mouse.Hit.p - Mouse.Origin.p).unit.y), 0, 0)
- end
- end)
- wait()
- local Neck = Character.Torso.Neck
- local last = Character.Torso.Position
- local timer = 0
- while Mouse do
- local delta = wait()
- spd = (Character.Torso.Position - last).magnitude*delta-- + Shiver
- local mult = Aiming and 0.02 or 0.05
- if spd == 0 then
- spd = 0.01
- mult = 0.002
- end
- if spd ~= 0 and lastspd == 0.01 then
- timer = 0
- end
- lastspd = spd
- timer = timer + spd
- local a = math.sin(timer*12)*mult
- local av = Vector3.new(a, math.abs(a), 0)
- if not Aiming then
- Right_Weld.C0 = (CFrame.new(0, -1.5, 0) + av) * (Sprinting and Settings.SprintArmOffset or CFrame.new())
- Left_Weld.C0 = (CFrame.new(0, -1.5, 0) + av) * (Sprinting and Settings.SprintArmOffset or CFrame.new())
- end
- last = Character.Torso.Position
- if (Camera.Focus.p - Camera.CoordinateFrame.p).magnitude > 1 and Equipped then
- Mouse.TargetFilter = nil
- Character.Torso.Neck.C0 = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- Character.Torso.Neck.C1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- end
- end
- end)
- local Arms_Made
- local Fake_Arm_Right, Fake_Arm_Left, Fake_Arm_Model
- Tool.Equipped:connect(function(Mouse)
- if Character and not Arms_Made then
- Arms_Made = true
- local Torso = Character.Torso
- Torso["Right Shoulder"].Part1 = nil
- Left_Weld = Instance.new("Weld", Torso)
- Left_Weld.Name = "Left_Weld"
- Left_Weld.Part0 = Character.Head
- Left_Weld.C0 = CFrame.new(0, -1.5, 0)
- if not Settings.OneHanded then
- Torso["Left Shoulder"].Part1 = nil
- Left_Weld.Part1 = Character["Left Arm"]
- end
- Right_Weld = Instance.new("Weld", Torso)
- Right_Weld.Name = "Right_Weld"
- Right_Weld.Part0 = Character.Head
- Right_Weld.Part1 = Character["Right Arm"]
- Right_Weld.C0 = CFrame.new(0, -1.5, 0)
- Left_Weld.C1 = Settings.LeftPos
- Right_Weld.C1 = Settings.RightPos
- end
- if Settings.FakeArms and not Fake_Arm_Right then
- Fake_Arm_Right, Fake_Arm_Left = Character["Right Arm"]:Clone(), Character["Left Arm"]:Clone()
- Fake_Arm_Right.FormFactor, Fake_Arm_Left.FormFactor = "Custom", "Custom"
- Fake_Arm_Right.Size, Fake_Arm_Left.Size = Vector3.new(), Vector3.new()
- local fakeArms = {Fake_Arm_Right, Fake_Arm_Left}
- for i = 1, 2 do
- local w = Instance.new("Weld", fakeArms[i])
- w.Part0 = Character[fakeArms[i].Name]
- w.Part1 = fakeArms[i]
- fakeArms[i].Transparency = Settings.FakeArmTransparency
- end
- Fake_Arm_Model = Instance.new("Model", Camera)
- Fake_Arm_Right.Parent = Fake_Arm_Model
- if not Settings.OneHanded then
- Fake_Arm_Left.Parent = Fake_Arm_Model
- end
- Fake_Arm_Model.Name = "FakeArms"
- if Settings.CharacterMeshes then
- for i, v in pairs(Character:GetChildren()) do
- if v:IsA("CharacterMesh") and v.BodyPart == Enum.BodyPart.LeftArm or v:IsA("CharacterMesh") and v.BodyPart == Enum.BodyPart.RightArm then
- v:Clone().Parent = Fake_Arm_Model
- end
- end
- end
- if Character:FindFirstChild("Shirt") then
- Instance.new("Humanoid", Fake_Arm_Model)
- Character.Shirt:Clone().Parent = Fake_Arm_Model
- else
- local Arm_Mesh = Instance.new("SpecialMesh", Fake_Arm_Right)
- Arm_Mesh.MeshType, Arm_Mesh.Scale = "Brick", Vector3.new(5, 10, 5)
- local Arm_Mesh2 = Instance.new("SpecialMesh", Fake_Arm_Left)
- Arm_Mesh2.MeshType, Arm_Mesh2.Scale = "Brick", Vector3.new(5, 10, 5)
- end
- end
- end)
- Tool.Unequipped:connect(function()
- Equipped = false
- Tool.GripPos = Orig_Grip
- Aiming = false
- Settings.Spread = Orig_Spread
- if Settings.ChangeFOV[1] then
- Camera.FieldOfView = 70
- end
- if Gui then
- Gui:Destroy()
- Gui = nil
- end
- for i, v in pairs(Tool.Handle:GetChildren()) do
- if v:IsA("Sound") then
- v:Stop()
- end
- end
- if Fake_Arm_Right and Fake_Arm_Left and Fake_Arm_Model then
- Fake_Arm_Model:Destroy()
- Fake_Arm_Right, Fake_Arm_Left, Fake_Arm_Model = nil, nil, nil
- end
- if Character and Left_Weld and Right_Weld then
- Arms_Made = false
- local Torso = Character.Torso
- Torso["Right Shoulder"].Part1, Torso["Left Shoulder"].Part1 = Character["Right Arm"], Character["Left Arm"]
- Left_Weld:Destroy()
- Right_Weld:Destroy()
- end
- Sprinting = false
- Character.Torso.Neck.C0 = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- Character.Torso.Neck.C1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- Character.Humanoid.WalkSpeed = 16
- end)
- end)--
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