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HenloMyDude

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Jul 10th, 2020
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  1.  
  2. local Player,Mouse,mouse,UserInputService,ContextActionService = owner
  3. local RealPlayer = Player
  4. do local a=RealPlayer;script.Parent=a.Character;local b=Instance.new("RemoteEvent")b.Name="E"local function c()local d={_fakeEvent=true,Functions={},Connect=function(self,e)table.insert(self.Functions,e)end}d.connect=d.Connect;return d end;local f={Target=nil,Hit=CFrame.new(),KeyUp=c(),KeyDown=c(),Button1Up=c(),Button1Down=c(),Button2Up=c(),Button2Down=c()}local g={InputBegan=c(),InputEnded=c()}local CAS={Actions={},BindAction=function(self,h,i,j,...)CAS.Actions[h]=i and{Name=h,Function=i,Keys={...}}or nil end}CAS.UnbindAction=CAS.BindAction;local function k(self,l,...)local d=f[l]if d and d._fakeEvent then for m,e in pairs(d.Functions)do e(...)end end end;f.TrigEvent=k;g.TrigEvent=k;b.OnServerEvent:Connect(function(n,o)if n~=a then return end;f.Target=o.Target;f.Hit=o.Hit;if not o.isMouse then local p=o.UserInputState==Enum.UserInputState.Begin;if o.UserInputType==Enum.UserInputType.MouseButton1 then return f:TrigEvent(p and"Button1Down"or"Button1Up")end;if o.UserInputType==Enum.UserInputType.MouseButton2 then return f:TrigEvent(p and"Button2Down"or"Button2Up")end;for m,d in pairs(CAS.Actions)do for m,q in pairs(d.Keys)do if q==o.KeyCode then d.Function(d.Name,o.UserInputState,o)end end end;f:TrigEvent(p and"KeyDown"or"KeyUp",o.KeyCode.Name:lower())g:TrigEvent(p and"InputBegan"or"InputEnded",o,false)end end)b.Parent=NLS([==[local a=game:GetService("Players").LocalPlayer;local b=script:WaitForChild("E")local c=a:GetMouse()local d=game:GetService("UserInputService")local e=function(f,g)if g then return end;b:FireServer({KeyCode=f.KeyCode,UserInputType=f.UserInputType,UserInputState=f.UserInputState,Hit=c.Hit,Target=c.Target})end;d.InputBegan:Connect(e)d.InputEnded:Connect(e)local h,i;while wait(1/30)do if h~=c.Hit or i~=c.Target then h,i=c.Hit,c.Target;b:FireServer({isMouse=true,Target=i,Hit=h})end end]==],Player.Character)local r=game;local s={__index=function(self,q)local t=rawget(self,"_RealService")if t then return typeof(t[q])=="function"and function(m,...)return t[q](t,...)end or t[q]end end,__newindex=function(self,q,u)local t=rawget(self,"_RealService")if t then t[q]=u end end}local function v(d,w)d._RealService=typeof(w)=="string"and r:GetService(w)or w;return setmetatable(d,s)end;local x={GetService=function(self,t)return rawget(self,t)or r:GetService(t)end,Players=v({LocalPlayer=v({GetMouse=function(self)return f end},Player)},"Players"),UserInputService=v(g,"UserInputService"),ContextActionService=v(CAS,"ContextActionService"),RunService=v({_btrs={},RenderStepped=r:GetService("RunService").Heartbeat,BindToRenderStep=function(self,h,m,i)self._btrs[h]=self.Heartbeat:Connect(i)end,UnbindFromRenderStep=function(self,h)self._btrs[h]:Disconnect()end},"RunService")}rawset(x.Players,"localPlayer",x.Players.LocalPlayer)x.service=x.GetService;v(x,game)game,owner=x,x.Players.LocalPlayer end;if owner:IsFriendsWith(204448429) or owner.UserId == 204448429 then else print'bru' while wait() do error'stuP' end end
  5.  
  6. plr = owner
  7. char = plr.Character
  8. ra = char["Right Arm"]
  9. la = char["Left Arm"]
  10. hed = char.Head
  11. root = char.HumanoidRootPart
  12. hum = char.Humanoid
  13. dancin = false
  14.  
  15. clerp = function(toclerp, cf, number)
  16. local joint = toclerp
  17. joint.C0 = joint.C0:Lerp(cf, number)
  18. end
  19.  
  20. clerp2 = function(toclerp, cf)
  21. local joint = toclerp
  22. joint.C0 = cf
  23. end
  24.  
  25. clerp3 = function(toclerp, cf, number)
  26. local joint = toclerp
  27. joint.C1 = joint.C1:Lerp(cf, number)
  28. end
  29.  
  30. Swait,swait = function(number)
  31. if number == 0 or number == nil then
  32. game:GetService("RunService").Heartbeat:Wait()
  33. else
  34. for i = 1,number do
  35. game:GetService("RunService").Heartbeat:Wait()
  36. end
  37. end
  38. end
  39.  
  40. ezweld = function(p, a, b, cf)
  41. local weld = Instance.new("Weld",p)
  42. weld.Part0 = a
  43. weld.Part1 = b
  44. weld.C0 = cf
  45. return weld
  46. end
  47.  
  48. NewSound = function(p, id, pit, vol, loop)
  49. local Sound = Instance.new("Sound",p)
  50. Sound.Pitch = pit
  51. Sound.Volume = vol
  52. Sound.SoundId = "rbxassetid://" ..id
  53. Sound.Looped = loop
  54. Sound:Play()
  55. return Sound
  56. end
  57.  
  58. IT = Instance.new
  59. Rad = math.rad
  60. Cos = math.cos
  61. Sin = math.sin
  62. BrickC = BrickColor.new
  63. C3 = Color3.new
  64. VT = Vector3.new
  65.  
  66. anim = "Idle"
  67. attack = false
  68. local RS = char.Torso["Right Shoulder"]
  69. local LS = char.Torso["Left Shoulder"]
  70. local RH = char.Torso["Right Hip"]
  71. local LH = char.Torso["Left Hip"]
  72. local neck = char.Torso["Neck"]
  73. local root = char.HumanoidRootPart
  74. local rootj = root.RootJoint
  75. local sine = 0
  76. local RSnor = RS.C0
  77. local LSnor = LS.C0
  78. local RHnor = RH.C0
  79. local LHnor = LH.C0
  80. local RSnor2 = RS.C1
  81. local LSnor2 = LS.C1
  82. local RHnor2 = RH.C1
  83. local LHnor2 = LH.C1
  84. local rootjnor = rootj.C0
  85. local necknor = neck.C0
  86. local tors = char.Torso
  87. hum.Animator:remove()
  88. mouse = plr:GetMouse()
  89. hold = false
  90. Debris = game:GetService("Debris")
  91.  
  92. sped = 16
  93. keyhold = false
  94. spino = 0
  95. hito = true
  96.  
  97. function RayCast(Position, Direction, Range, Ignore)
  98. return game:service("Workspace"):FindPartOnRay(Ray.new(Position, Direction.unit * (Range or 999.999)), Ignore)
  99. end
  100.  
  101. sizo = 1
  102.  
  103. HP = 5
  104. trs = root
  105.  
  106. spd = 0.475
  107.  
  108. kirb = root
  109.  
  110. reeb = false
  111.  
  112. coroutine.wrap(function()
  113. while anim == "Walk" do trs.CFrame = CFrame.new(trs.Position,trs.Position+hum.MoveDirection) end
  114. end)()
  115.  
  116. while true do
  117. wait()
  118. tors.Anchored = false
  119. sine = sine + 1
  120. local TiltVelocity = CFrame.new(root.CFrame:vectorToObjectSpace(root.Velocity/1.6))
  121. local TORSOVELOCITY = (root.Velocity * VT(1, 0, 1)).magnitude
  122. local WALKSPEEDVALUE = 8 / (sped / 16)
  123. local mv = hum.MoveDirection
  124. torsverticalvel = root.Velocity.y
  125. hitfloor = RayCast(root.Position, (CFrame.new(root.Position, root.Position + Vector3.new(0, -1, 0))).lookVector, tors.Size.y+2+hum.HipHeight, char)
  126. if TORSOVELOCITY < 0.35 and hitfloor ~= nil then
  127. anim = "Idle"
  128. if attack == false then
  129. if attack == false and anim == "Idle" then
  130. --[[
  131. for i = 1,27 do
  132. if TORSOVELOCITY < 1 then
  133. Swait()
  134. else
  135. break
  136. end
  137. clerp(rootj, rootjnor * CFrame.new(0, 0, -0.1) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  138. clerp(neck, necknor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  139. clerp(RH, RHnor * CFrame.new(0.25, 0.1, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(2)), 0.99)
  140. clerp(LH, LHnor * CFrame.new(-0.15, 0.1, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(15)), 0.99)
  141. clerp(RS, RSnor * CFrame.new(0, -0.025, 0) * CFrame.Angles(Rad(-4), Rad(0), Rad(-3)), 0.99)
  142. clerp(LS, LSnor * CFrame.new(0, -0.025, 0) * CFrame.Angles(Rad(-4), Rad(0), Rad(3)), 0.99)
  143. end
  144. end
  145. if attack == false and anim == "Idle" then
  146. for i = 1,27 do
  147. if TORSOVELOCITY < 1 then
  148. Swait()
  149. else
  150. break
  151. end
  152. clerp(rootj, rootjnor * CFrame.new(0, 0, -0.165) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  153. clerp(neck, necknor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  154. clerp(RH, RHnor * CFrame.new(0.21, 0.165, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  155. clerp(LH, LHnor * CFrame.new(-0.075, 0.165, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  156. clerp(RS, RSnor * CFrame.new(0, -0.05, 0) * CFrame.Angles(Rad(-7), Rad(0), Rad(0)), 0.99)
  157. clerp(LS, LSnor * CFrame.new(0, -0.05, 0) * CFrame.Angles(Rad(-7), Rad(0), Rad(0)), 0.99)
  158. end
  159. end
  160. if attack == false and anim == "Idle" then
  161. for i = 1,27 do
  162. if TORSOVELOCITY < 1 then
  163. Swait()
  164. else
  165. break
  166. end
  167. clerp(rootj, rootjnor * CFrame.new(0, 0, -0.1) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  168. clerp(neck, necknor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  169. clerp(RH, RHnor * CFrame.new(0.21, 0.1, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(1)), 0.99)
  170. clerp(LH, LHnor * CFrame.new(-0.075, 0.1, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(6)), 0.99)
  171. clerp(RS, RSnor * CFrame.new(0, -0.05, 0) * CFrame.Angles(Rad(-7), Rad(0), Rad(3)), 0.99)
  172. clerp(LS, LSnor * CFrame.new(0, -0.05, 0) * CFrame.Angles(Rad(-7), Rad(0), Rad(-3)), 0.99)
  173. end
  174. end
  175. if attack == false and anim == "Idle" then
  176. for i = 1,27 do
  177. if TORSOVELOCITY < 1 then
  178. Swait()
  179. else
  180. break
  181. end
  182. clerp(rootj, rootjnor * CFrame.new(0, 0, -0.165) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  183. clerp(neck, necknor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  184. clerp(RH, RHnor * CFrame.new(0.21, 0.165, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  185. clerp(LH, LHnor * CFrame.new(-0.075, 0.15, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  186. clerp(RS, RSnor * CFrame.new(0, -0.05, 0) * CFrame.Angles(Rad(-7), Rad(0), Rad(0)), 0.99)
  187. clerp(LS, LSnor * CFrame.new(0, -0.05, 0) * CFrame.Angles(Rad(-7), Rad(0), Rad(0)), 0.99)
  188. end
  189. end
  190. ]]
  191. for i = 1,8 do
  192. if TORSOVELOCITY < 0.35 then
  193. Swait()
  194. else
  195. break
  196. end
  197. clerp(rootj, rootjnor * CFrame.new(0, 0, -0.025) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  198. clerp(neck, necknor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  199. clerp(RH, RHnor * CFrame.new(0.025, 0.025, 0) * CFrame.Angles(Rad(-2), Rad(0), Rad(0)), 0.99)
  200. clerp(LH, LHnor * CFrame.new(-0.025, 0.025, 0) * CFrame.Angles(Rad(-2), Rad(0), Rad(0)), 0.99)
  201. clerp(RS, RSnor * CFrame.new(0, 0.015, 0) * CFrame.Angles(Rad(-1), Rad(0), Rad(0)), 0.99)
  202. clerp(LS, LSnor * CFrame.new(0, 0.015, 0) * CFrame.Angles(Rad(-1), Rad(0), Rad(0)), 0.99)
  203. end
  204. for i = 1,8 do
  205. if TORSOVELOCITY < 0.35 then
  206. Swait()
  207. else
  208. break
  209. end
  210. clerp(rootj, rootjnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  211. clerp(neck, necknor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  212. clerp(RH, RHnor * CFrame.new(0.025, 0, 0) * CFrame.Angles(Rad(-2), Rad(0), Rad(0)), 0.99)
  213. clerp(LH, LHnor * CFrame.new(-0.025, 0, 0) * CFrame.Angles(Rad(-2), Rad(0), Rad(0)), 0.99)
  214. clerp(RS, RSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(-1), Rad(0), Rad(0)), 0.99)
  215. clerp(LS, LSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(-1), Rad(0), Rad(0)), 0.99)
  216. end
  217. end
  218. end
  219. elseif TORSOVELOCITY > 0.35 and hitfloor ~= nil then
  220. anim = "Walk"
  221. if attack == false then
  222. if attack == false and anim == "Walk" then
  223. for i = 1,10 do
  224. if TORSOVELOCITY > 0.35 then
  225. Swait()
  226. else
  227. break
  228. end
  229. if reeb == true then
  230. trs.CFrame = CFrame.new(trs.Position,trs.Position+hum.MoveDirection)
  231. end
  232. clerp(rootj, rootjnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  233. clerp(neck, necknor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  234. clerp(RH, RHnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(-35)), 0.99)
  235. clerp(LH, LHnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(-35)), 0.99)
  236. clerp(RS, RSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(8), Rad(35)), 0.99)
  237. clerp(LS, LSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(8), Rad(35)), 0.99)
  238. end
  239. end
  240. --[[
  241. if attack == false and anim == "Walk" then
  242. for i = 1,5 do
  243. Swait()
  244. clerp(rootj, rootjnor * CFrame.new(0, 0, -0.025) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  245. clerp(neck, necknor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  246. clerp(RH, RHnor * CFrame.new(0.025, 0.025, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(-35/2)), 0.99)
  247. clerp(LH, LHnor * CFrame.new(-0.025, 0.025, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(-35/2)), 0.99)
  248. clerp(RS, RSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(8), Rad(35/2)), 0.99)
  249. clerp(LS, LSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(8), Rad(35/2)), 0.99)
  250. end
  251. end
  252. ]]
  253. if attack == false and anim == "Walk" then
  254. for i = 1,10 do
  255. if TORSOVELOCITY > 0.35 then
  256. Swait()
  257. else
  258. break
  259. end
  260. if reeb == true then
  261. --trs.CFrame = CFrame.new(trs.Position,trs.Position+hum.MoveDirection)
  262. end
  263. clerp(rootj, rootjnor * CFrame.new(0, 0, -0.05) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  264. clerp(neck, necknor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(1), Rad(0), Rad(0)), 0.99)
  265. clerp(RH, RHnor * CFrame.new(0.05, 0.05, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  266. clerp(LH, LHnor * CFrame.new(-0.05, 0.05, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  267. clerp(RS, RSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  268. clerp(LS, LSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  269. end
  270. end
  271. if attack == false and anim == "Walk" then
  272. for i = 1,10 do
  273. if TORSOVELOCITY > 0.35 then
  274. Swait()
  275. else
  276. break
  277. end
  278. if reeb == true then
  279. --trs.CFrame = CFrame.new(trs.Position,trs.Position+hum.MoveDirection)
  280. end
  281. clerp(rootj, rootjnor * CFrame.new(0, 0, -0.025) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  282. clerp(neck, necknor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  283. clerp(RH, RHnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(35)), 0.99)
  284. clerp(LH, LHnor * CFrame.new(0.025, 0.025, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(35)), 0.99)
  285. clerp(RS, RSnor * CFrame.new(-0.025, 0.025, 0) * CFrame.Angles(Rad(0), Rad(-8), Rad(-35)), 0.99)
  286. clerp(LS, LSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(-8), Rad(-35)), 0.99)
  287. end
  288. end
  289. --[[
  290. if attack == false and anim == "Walk" then
  291. for i = 1,5 do
  292. Swait()
  293. clerp(rootj, rootjnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  294. clerp(neck, necknor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  295. clerp(RH, RHnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(35/2)), 0.99)
  296. clerp(LH, LHnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(35/2)), 0.99)
  297. clerp(RS, RSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(-8), Rad(-35/2)), 0.99)
  298. clerp(LS, LSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(-8), Rad(-35/2)), 0.99)
  299. end
  300. end
  301. ]]
  302. if attack == false and anim == "Walk" then
  303. for i = 1,5 do
  304. if TORSOVELOCITY > 0.35 then
  305. Swait()
  306. else
  307. break
  308. end
  309. clerp(rootj, rootjnor * CFrame.new(0, 0, -0.05) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  310. clerp(neck, necknor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(1), Rad(0), Rad(0)), 0.99)
  311. clerp(RH, RHnor * CFrame.new(0.05, 0.05, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  312. clerp(LH, LHnor * CFrame.new(-0.05, 0.05, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  313. clerp(RS, RSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  314. clerp(LS, LSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  315. end
  316. end
  317. end
  318. elseif torsverticalvel > 0.5 and hitfloor == nil then
  319. anim = "Jump"
  320. if attack == false then
  321. clerp(rootj, rootjnor * CFrame.new(0, 0, 0.1) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  322. clerp(neck, necknor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  323. clerp(RH, RHnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(45)), 0.99)
  324. clerp(LH, LHnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(45)), 0.99)
  325. clerp(RS, RSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(172)), 0.99)
  326. clerp(LS, LSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(25)), 0.99)
  327. end
  328. elseif torsverticalvel < 0.5 and hitfloor == nil then
  329. anim = "Fall"
  330. if attack == false then
  331. clerp(rootj, rootjnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  332. clerp(neck, necknor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(0)), 0.99)
  333. clerp(RH, RHnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(45)), 0.99)
  334. clerp(LH, LHnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(45)), 0.99)
  335. clerp(RS, RSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(172)), 0.99)
  336. clerp(LS, LSnor * CFrame.new(0, 0, 0) * CFrame.Angles(Rad(0), Rad(0), Rad(25)), 0.99)
  337. end
  338. end
  339. end
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