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Apr 19th, 2019
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  1. repeat wait(1) until game.Players.LocalPlayer.Character
  2.  
  3. camera = game.Workspace.CurrentCamera
  4. character = game.Players.LocalPlayer.Character
  5.  
  6. Z = 1
  7.  
  8. damping = character.Humanoid.WalkSpeed / 3
  9.  
  10. PI = 3.1415926
  11.  
  12. tick = 2
  13.  
  14. running = false
  15. strafing = false
  16.  
  17. character.Humanoid.Strafing:connect(function(bool)
  18. strafing = bool
  19. end)
  20.  
  21. character.Humanoid.Jumping:connect(function()
  22. running = false
  23. end)
  24.  
  25. character.Humanoid.Swimming:connect(function()
  26. running = false
  27. end)
  28.  
  29. character.Humanoid.Running:connect(function(speed)
  30. if speed > 0.1 then
  31. running = true
  32. else
  33. running = false
  34. end
  35. end)
  36.  
  37. function mix(par1, par2, factor)
  38. return par2 + (par1 - par2) * factor
  39. end
  40.  
  41. while true do
  42. game:GetService("RunService").RenderStepped:wait()
  43.  
  44. fps = (camera.CoordinateFrame.p - character.Head.Position).Magnitude
  45.  
  46. if fps < 0.52 then
  47. Z = 1
  48. else
  49. Z = 1
  50. end
  51.  
  52. if running == true and strafing == false then
  53. tick = tick + character.Humanoid.WalkSpeed / 92 --Calculate Bobbing speed.
  54. else
  55. if tick > 0 and tick < PI / 2 then
  56. tick = mix(tick, PI / 2, 0.9)
  57. end
  58. if tick > PI / 2 and tick < PI then
  59. tick = mix(tick, PI / 2, 0.9)
  60. end
  61. if tick > PI and tick < PI * 1.5 then
  62. tick = mix(tick, PI * 1.5, 0.9)
  63. end
  64. if tick > PI * 1.5 and tick < PI * 2 then
  65. tick = mix(tick, PI * 1.5, 0.9)
  66. end
  67. end
  68.  
  69. if tick >= PI * 2 then
  70. tick = 0
  71. end
  72.  
  73. camera.CoordinateFrame = camera.CoordinateFrame *
  74. CFrame.new(math.cos(tick) / damping, math.sin(tick * 2 ) / (damping * 2), x) *
  75. CFrame.Angles(0, 0, math.sin(tick - PI * 1.5) / (damping * 20)) --Set camera CFrame
  76. end
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