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popster12345

Untitled

Feb 14th, 2016
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  1. --personsadminlol made this---
  2. - shortcuts
  3. v3 = Vector3.new
  4. cn = CFrame.new
  5. ca2 = CFrame.Angles
  6. mf = math.floor
  7. mran = math.random
  8. mrad = math.rad
  9. mdeg = math.deg
  10. ca = function(x,y,z) return ca2(mrad(x),mrad(y),mrad(z)) end
  11. mran2 = function(a,b) return mran(a*1000,b*1000)/1000 end
  12. ud=UDim2.new
  13. bn = BrickColor.new
  14. c3 = Color3.new
  15. -----
  16. --Player='Diitto'
  17. Players=game:service'Players'
  18. Player=Players.LocalPlayer --
  19. if tab.co then v.BrickColor=bn(tab.co) end
  20. if tab.tr then v.Transparency=tab.tr end
  21. if tab.rf then v.Reflectance=tab.rf end
  22. if tab.can then v.CanCollide=tab.can end
  23. if tab.cf then v.CFrame=tab.cf end
  24. if tab.an then v.Anchored=tab.an end
  25. if tab.na then v.Name=tab.na end
  26. if tab.ma then v.Material=tab.ma end
  27. v.Parent=tab[1]
  28. v:BreakJoints()
  29. LastMade=v
  30. return v
  31. end
  32. function getoutline(x,z,i)
  33. return math.sqrt(x^2+z^2)+(i or 0.05),mdeg(math.atan2(x,z))
  34. end
  35. function v32(cf)
  36. local x,y,z=cf:toEulerAnglesXYZ()
  37. return v3(mdeg(x),mdeg(y),mdeg(z))
  38. end
  39. WeldLib={}
  40. function GetWeld(weld,CO)
  41. if tab.co then v.BrickColor=bn(tab.co) end
  42. if tab.tr then v.Transparency=tab.tr end
  43. if tab.rf then v.Reflectance=tab.rf end
  44. if tab.can then v.CanCollide=tab.can end
  45. if tab.cf then v.CFrame=tab.cf end
  46. if tab.an then v.Anchored=tab.an end
  47. if tab.na then v.Name=tab.na end
  48. if tab.ma then v.Material=tab.ma end
  49. v.Parent=tab[1]
  50. v:BreakJoints()
  51. LastMade=v
  52. return v
  53. end
  54. function getoutline(x,z,i)
  55. return math.sqrt(x^2+z^2)+(i or 0.05),mdeg(math.atan2(x,z))
  56. end
  57. function v32(cf)
  58. local x,y,z=cf:toEulerAnglesXYZ()
  59. return v3(mdeg(x),mdeg(y),mdeg(z))
  60. end
  61. WeldLib={}
  62. function GetWeld(weld,CO)oy = math.abs(origangle.y - nextangle.y) *perc end
  63. if origangle.z > nextangle.z then toz = -math.abs(origangle.z - nextangle.z) *perc
  64. else toz = math.abs(origangle.z - nextangle.z) *perc end
  65. local tox2,toy2,toz2 = 0,0,0
  66. if origpos.x > nextpos.x then
  67. tox2 = -math.abs(origpos.x - nextpos.x) *perc
  68. else tox2 = math.abs(origpos.x - nextpos.x) *perc end
  69. if origpos.y > nextpos.y then
  70. toy2 = -math.abs(origpo
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