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The Edited Script

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Jul 16th, 2018
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  1. ------------------------
  2.  
  3. --Made by sonverlady--
  4. --Alone---------------
  5.  
  6. ------------------------
  7.  
  8. wait(0.2)
  9. local Player = game:service'Players'.localPlayer
  10. local chara = Player.Character
  11. Player=game:GetService("Players").LocalPlayer
  12. Character=Player.Character
  13. PlayerGui=Player.PlayerGui
  14. Backpack=Player.Backpack
  15. Torso=Character.Torso
  16. Head=Character.Head
  17. Humanoid=Character.Humanoid
  18. m=Instance.new('Model',Character)
  19. LeftArm=Character["Left Arm"]
  20. LeftLeg=Character["Left Leg"]
  21. RightArm=Character["Right Arm"]
  22. RightLeg=Character["Right Leg"]
  23. LS=Torso["Left Shoulder"]
  24. LH=Torso["Left Hip"]
  25. RS=Torso["Right Shoulder"]
  26. RH=Torso["Right Hip"]
  27. Face = Head.face
  28. Neck=Torso.Neck
  29. it=Instance.new
  30. attacktype=1
  31. vt=Vector3.new
  32. cf=CFrame.new
  33. cl3=Color3.new
  34. rgb=Color3.fromRGB
  35. bcn=BrickColor.new
  36. euler=CFrame.fromEulerAnglesXYZ
  37. angles=CFrame.Angles
  38. Humanoid.WalkSpeed = 10
  39. Player = game:GetService("Players").LocalPlayer
  40. PlayerGui = Player.PlayerGui
  41. Cam = workspace.CurrentCamera
  42. Backpack = Player.Backpack
  43. Character = Player.Character
  44. Humanoid = Character.Humanoid
  45. Mouse = Player:GetMouse()
  46. RootPart = Character["HumanoidRootPart"]
  47. Torso = Character["Torso"]
  48. Head = Character["Head"]
  49. RightArm = Character["Right Arm"]
  50. LeftArm = Character["Left Arm"]
  51. RightLeg = Character["Right Leg"]
  52. LeftLeg = Character["Left Leg"]
  53. RootJoint = RootPart["RootJoint"]
  54. Neck = Torso["Neck"]
  55. RightShoulder = Torso["Right Shoulder"]
  56. LeftShoulder = Torso["Left Shoulder"]
  57. RightHip = Torso["Right Hip"]
  58. LeftHip = Torso["Left Hip"]
  59. Sound0 = Instance.new("Sound")
  60. Sound0.Volume = 5
  61. Sound0.Parent = game.Players.LocalPlayer.Character.Head
  62. Sound0.SoundId = "rbxassetid://1349382638"
  63. Sound0.Looped = true
  64. Sound0:Play()
  65. local txt = Instance.new("BillboardGui", chara)
  66. CV="Lime green"
  67.     txt.Adornee = chara.Head
  68.     txt.Name = "_status"
  69.     txt.Size = UDim2.new(2, 0, 1.2, 0)
  70.     txt.StudsOffset = Vector3.new(-9, 8, 0)
  71.     local text = Instance.new("TextLabel", txt)
  72.     text.Size = UDim2.new(10, 0, 7, 0)
  73.     text.FontSize = "Size24"
  74.     text.TextScaled = true
  75.     text.TextTransparency = 0
  76.     text.BackgroundTransparency = 1
  77.     text.TextTransparency = 0
  78.     text.TextStrokeTransparency = 0
  79.     text.Font = "Bodoni"
  80.     text.TextStrokeColor3 = BrickColor.new("Really black").Color
  81.     text.TextColor3 = BrickColor.new("Really black").Color
  82.     text.Text = "Alone"
  83. IT = Instance.new
  84. CF = CFrame.new
  85. VT = Vector3.new
  86. RAD = math.rad
  87. C3 = Color3.new
  88. UD2 = UDim2.new
  89. BRICKC = BrickColor.new
  90. ANGLES = CFrame.Angles
  91. EULER = CFrame.fromEulerAnglesXYZ
  92. COS = math.cos
  93. ACOS = math.acos
  94. SIN = math.sin
  95. ASIN = math.asin
  96. ABS = math.abs
  97. MRANDOM = math.random
  98. FLOOR = math.floor
  99. Animation_Speed = 3
  100. Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)
  101. local Speed = 12
  102. local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
  103. local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
  104. local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))
  105. local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))
  106. local DAMAGEMULTIPLIER = 1
  107. local ANIM = "Idle"
  108. local ATTACK = false
  109. local EQUIPPED = false
  110. local HOLD = false
  111. local COMBO = 1
  112. local Rooted = false
  113. local SINE = 0
  114. local KEYHOLD = false
  115. local CHANGE = 2 / Animation_Speed
  116. local WALKINGANIM = false
  117. local VALUE1 = false
  118. local VALUE2 = false
  119. local ROBLOXIDLEANIMATION = IT("Animation")
  120. ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
  121. ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
  122. --ROBLOXIDLEANIMATION.Parent = Humanoid
  123. local WEAPONGUI = IT("ScreenGui", PlayerGui)
  124. WEAPONGUI.Name = "Weapon GUI"
  125. local Weapon = IT("Model")
  126. Weapon.Name = "Adds"
  127. local Effects = IT("Folder", Weapon)
  128. Effects.Name = "Effects"
  129. local ANIMATOR = Humanoid.Animator
  130. local ANIMATE = Character.Animate
  131. local UNANCHOR = true
  132. local PLAYANIMS = true
  133. ArtificialHB = Instance.new("BindableEvent", script)
  134. ArtificialHB.Name = "ArtificialHB"
  135.  
  136. script:WaitForChild("ArtificialHB")
  137.  
  138. frame = Frame_Speed
  139. tf = 0
  140. allowframeloss = false
  141. tossremainder = false
  142. lastframe = tick()
  143. script.ArtificialHB:Fire()
  144.  
  145. function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
  146.     return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
  147. end
  148.  
  149. function PositiveAngle(NUMBER)
  150.     if NUMBER >= 0 then
  151.         NUMBER = 0
  152.     end
  153.     return NUMBER
  154. end
  155.  
  156. function NegativeAngle(NUMBER)
  157.     if NUMBER <= 0 then
  158.         NUMBER = 0
  159.     end
  160.     return NUMBER
  161. end
  162.  
  163. function Swait(NUMBER)
  164.     if NUMBER == 0 or NUMBER == nil then
  165.         ArtificialHB.Event:wait()
  166.     else
  167.         for i = 1, NUMBER do
  168.             ArtificialHB.Event:wait()
  169.         end
  170.     end
  171. end
  172.  
  173. function QuaternionFromCFrame(cf)
  174.     local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
  175.     local trace = m00 + m11 + m22
  176.     if trace > 0 then
  177.         local s = math.sqrt(1 + trace)
  178.         local recip = 0.5 / s
  179.         return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
  180.     else
  181.         local i = 0
  182.         if m11 > m00 then
  183.             i = 1
  184.         end
  185.         if m22 > (i == 0 and m00 or m11) then
  186.             i = 2
  187.         end
  188.         if i == 0 then
  189.             local s = math.sqrt(m00 - m11 - m22 + 1)
  190.             local recip = 0.5 / s
  191.             return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
  192.         elseif i == 1 then
  193.             local s = math.sqrt(m11 - m22 - m00 + 1)
  194.             local recip = 0.5 / s
  195.             return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
  196.         elseif i == 2 then
  197.             local s = math.sqrt(m22 - m00 - m11 + 1)
  198.             local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
  199.         end
  200.     end
  201. end
  202.  
  203. function QuaternionToCFrame(px, py, pz, x, y, z, w)
  204.     local xs, ys, zs = x + x, y + y, z + z
  205.     local wx, wy, wz = w * xs, w * ys, w * zs
  206.     local xx = x * xs
  207.     local xy = x * ys
  208.     local xz = x * zs
  209.     local yy = y * ys
  210.     local yz = y * zs
  211.     local zz = z * zs
  212.     return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
  213. end
  214.  
  215. function QuaternionSlerp(a, b, t)
  216.     local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
  217.     local startInterp, finishInterp;
  218.     if cosTheta >= 0.0001 then
  219.         if (1 - cosTheta) > 0.0001 then
  220.             local theta = ACOS(cosTheta)
  221.             local invSinTheta = 1 / SIN(theta)
  222.             startInterp = SIN((1 - t) * theta) * invSinTheta
  223.             finishInterp = SIN(t * theta) * invSinTheta
  224.         else
  225.             startInterp = 1 - t
  226.             finishInterp = t
  227.         end
  228.     else
  229.         if (1 + cosTheta) > 0.0001 then
  230.             local theta = ACOS(-cosTheta)
  231.             local invSinTheta = 1 / SIN(theta)
  232.             startInterp = SIN((t - 1) * theta) * invSinTheta
  233.             finishInterp = SIN(t * theta) * invSinTheta
  234.         else
  235.             startInterp = t - 1
  236.             finishInterp = t
  237.         end
  238.     end
  239.     return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
  240. end
  241.  
  242. function Clerp(a, b, t)
  243.     local qa = {QuaternionFromCFrame(a)}
  244.     local qb = {QuaternionFromCFrame(b)}
  245.     local ax, ay, az = a.x, a.y, a.z
  246.     local bx, by, bz = b.x, b.y, b.z
  247.     local _t = 1 - t
  248.     return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
  249. end
  250.  
  251. function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
  252.     local frame = IT("Frame")
  253.     frame.BackgroundTransparency = TRANSPARENCY
  254.     frame.BorderSizePixel = BORDERSIZEPIXEL
  255.     frame.Position = POSITION
  256.     frame.Size = SIZE
  257.     frame.BackgroundColor3 = COLOR
  258.     frame.BorderColor3 = BORDERCOLOR
  259.     frame.Name = NAME
  260.     frame.Parent = PARENT
  261.     return frame
  262. end
  263.  
  264. function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
  265.     local label = IT("TextLabel")
  266.     label.BackgroundTransparency = 1
  267.     label.Size = UD2(1, 0, 1, 0)
  268.     label.Position = UD2(0, 0, 0, 0)
  269.     label.TextColor3 = TEXTCOLOR
  270.     label.TextStrokeTransparency = STROKETRANSPARENCY
  271.     label.TextTransparency = TRANSPARENCY
  272.     label.FontSize = TEXTFONTSIZE
  273.     label.Font = TEXTFONT
  274.     label.BorderSizePixel = BORDERSIZEPIXEL
  275.     label.TextScaled = false
  276.     label.Text = TEXT
  277.     label.Name = NAME
  278.     label.Parent = PARENT
  279.     return label
  280. end
  281.  
  282. function NoOutlines(PART)
  283.     PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
  284. end
  285.  
  286.  
  287. function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)
  288.     local NEWWELD = IT(TYPE)
  289.     NEWWELD.Part0 = PART0
  290.     NEWWELD.Part1 = PART1
  291.     NEWWELD.C0 = C0
  292.     NEWWELD.C1 = C1
  293.     NEWWELD.Parent = PARENT
  294.     return NEWWELD
  295. end
  296.  
  297. local S = IT("Sound")
  298.  
  299. function CreateSound(ID, PARENT, VOLUME, PITCH)
  300.     local NEWSOUND = nil
  301.     coroutine.resume(coroutine.create(function()
  302.         NEWSOUND = S:Clone()
  303.         NEWSOUND.Parent = PARENT
  304.         NEWSOUND.Volume = VOLUME
  305.         NEWSOUND.Pitch = PITCH
  306.         NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID
  307.         Swait()
  308.         NEWSOUND:play()
  309.         game:GetService("Debris"):AddItem(NEWSOUND, 10)
  310.     end))
  311.     return NEWSOUND
  312. end
  313.  
  314. function CFrameFromTopBack(at, top, back)
  315.     local right = top:Cross(back)
  316.     return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
  317. end
  318.  
  319. function CreateWave(SIZE,WAIT,CFRAME,DOESROT,ROT,COLOR,GROW)
  320.     local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0,0,0))
  321.     local mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "20329976", "", SIZE, VT(0,0,-SIZE.X/8))
  322.     wave.CFrame = CFRAME
  323.     coroutine.resume(coroutine.create(function(PART)
  324.         for i = 1, WAIT do
  325.             Swait()
  326.             mesh.Scale = mesh.Scale + GROW
  327.             mesh.Offset = VT(0,0,-(mesh.Scale.X/8))
  328.             if DOESROT == true then
  329.                 wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0,ROT,0)
  330.             end
  331.             wave.Transparency = wave.Transparency + (0.5/WAIT)
  332.             if wave.Transparency > 0.99 then
  333.                 wave:remove()
  334.             end
  335.         end
  336.     end))
  337. end
  338.  
  339. function CreateRing(SIZE,DOESROT,ROT,WAIT,CFRAME,COLOR,GROW)
  340.     local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0,0,0))
  341.     local mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "559831844", "", SIZE, VT(0,0,0))
  342.     wave.CFrame = CFRAME
  343.     coroutine.resume(coroutine.create(function(PART)
  344.         for i = 1, WAIT do
  345.             Swait()
  346.             mesh.Scale = mesh.Scale + GROW
  347.             if DOESROT == true then
  348.                 wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0,ROT,0)
  349.             end
  350.             wave.Transparency = wave.Transparency + (0.5/WAIT)
  351.             if wave.Transparency > 0.99 then
  352.                 wave:remove()
  353.             end
  354.         end
  355.     end))
  356. end
  357.  
  358. function MagicSphere(SIZE,WAIT,CFRAME,COLOR,GROW)
  359.     local wave = CreatePart(3, Effects, "Neon", 0, 0, BRICKC(COLOR), "Effect", VT(1,1,1), true)
  360.     local mesh = CreateMesh("SpecialMesh", wave, "Sphere", "", "", SIZE, VT(0,0,0))
  361.     wave.CFrame = CFRAME
  362.     coroutine.resume(coroutine.create(function(PART)
  363.         for i = 1, WAIT do
  364.             Swait()
  365.             mesh.Scale = mesh.Scale + GROW
  366.             wave.Transparency = wave.Transparency + (1/WAIT)
  367.             if wave.Transparency > 0.99 then
  368.                 wave:remove()
  369.             end
  370.         end
  371.     end))
  372. end
  373.  
  374. function Slice(KIND,SIZE,WAIT,CFRAME,COLOR,GROW)
  375.     local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(1,1,1), true)
  376.     local mesh = nil
  377.     if KIND == "Base" then
  378.         mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "448386996", "", VT(0,SIZE/10,SIZE/10), VT(0,0,0))
  379.     elseif KIND == "Thin" then
  380.         mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "662586858", "", VT(SIZE/10,0,SIZE/10), VT(0,0,0))
  381.     elseif KIND == "Round" then
  382.         mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "662585058", "", VT(SIZE/10,0,SIZE/10), VT(0,0,0))
  383.     end
  384.     wave.CFrame = CFRAME
  385.     coroutine.resume(coroutine.create(function(PART)
  386.         for i = 1, WAIT do
  387.             Swait()
  388.             mesh.Scale = mesh.Scale + GROW/10
  389.             wave.Transparency = wave.Transparency + (0.5/WAIT)
  390.             if wave.Transparency > 0.99 then
  391.                 wave:remove()
  392.             end
  393.         end
  394.     end))
  395. end
  396.  
  397. function MakeForm(PART,TYPE)
  398.     if TYPE == "Cyl" then
  399.         local MSH = IT("CylinderMesh",PART)
  400.     elseif TYPE == "Ball" then
  401.         local MSH = IT("SpecialMesh",PART)
  402.         MSH.MeshType = "Sphere"
  403.     elseif TYPE == "Wedge" then
  404.         local MSH = IT("SpecialMesh",PART)
  405.         MSH.MeshType = "Wedge"
  406.     end
  407. end
  408.  
  409.  
  410. function CheckTableForString(Table, String)
  411.     for i, v in pairs(Table) do
  412.         if string.find(string.lower(String), string.lower(v)) then
  413.             return true
  414.         end
  415.     end
  416.     return false
  417. end
  418.  
  419. function CheckIntangible(Hit)
  420.     local ProjectileNames = {"Water", "Arrow", "Projectile", "Effect", "Rail", "Lightning", "Bullet"}
  421.     if Hit and Hit.Parent then
  422.         if ((not Hit.CanCollide or CheckTableForString(ProjectileNames, Hit.Name)) and not Hit.Parent:FindFirstChild("Humanoid")) then
  423.             return true
  424.         end
  425.     end
  426.     return false
  427. end
  428.  
  429. Debris = game:GetService("Debris")
  430.  
  431. function CastZapRay(StartPos, Vec, Length, Ignore, DelayIfHit)
  432.     local Direction = CFrame.new(StartPos, Vec).lookVector
  433.     local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore})
  434.     local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Direction * Length), Ignore)
  435.     if RayHit and CheckIntangible(RayHit) then
  436.         if DelayIfHit then
  437.             wait()
  438.         end
  439.         RayHit, RayPos, RayNormal = CastZapRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit)
  440.     end
  441.     return RayHit, RayPos, RayNormal
  442. end
  443.  
  444. function turnto(position)
  445.     RootPart.CFrame=CFrame.new(RootPart.CFrame.p,VT(position.X,RootPart.Position.Y,position.Z)) * CFrame.new(0, 0, 0)
  446. end
  447.  
  448.  
  449.  
  450. game:GetService("RunService").Heartbeat:connect(function(s, p)
  451.     tf = tf + s
  452.     if tf >= frame then
  453.         if allowframeloss then
  454.             script.ArtificialHB:Fire()
  455.             lastframe = tick()
  456.         else
  457.             for i = 1, math.floor(tf / frame) do
  458.                 script.ArtificialHB:Fire()
  459.             end
  460.         lastframe = tick()
  461.         end
  462.         if tossremainder then
  463.             tf = 0
  464.         else
  465.             tf = tf - frame * math.floor(tf / frame)
  466.         end
  467.     end
  468. end)
  469. function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
  470.     return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
  471. end
  472.  
  473. function PositiveAngle(NUMBER)
  474.     if NUMBER >= 0 then
  475.         NUMBER = 0
  476.     end
  477.     return NUMBER
  478. end
  479.  
  480. function NegativeAngle(NUMBER)
  481.     if NUMBER <= 0 then
  482.         NUMBER = 0
  483.     end
  484.     return NUMBER
  485. end
  486.  
  487. function Swait(NUMBER)
  488.     if NUMBER == 0 or NUMBER == nil then
  489.         ArtificialHB.Event:wait()
  490.     else
  491.         for i = 1, NUMBER do
  492.             ArtificialHB.Event:wait()
  493.         end
  494.     end
  495. end
  496.  
  497. function CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
  498.     local NEWMESH = IT(MESH)
  499.     if MESH == "SpecialMesh" then
  500.         NEWMESH.MeshType = MESHTYPE
  501.         if MESHID ~= "nil" and MESHID ~= "" then
  502.             NEWMESH.MeshId = "http://www.roblox.com/asset/?id="..MESHID
  503.         end
  504.         if TEXTUREID ~= "nil" and TEXTUREID ~= "" then
  505.             NEWMESH.TextureId = "http://www.roblox.com/asset/?id="..TEXTUREID
  506.         end
  507.     end
  508.     NEWMESH.Offset = OFFSET or VT(0, 0, 0)
  509.     NEWMESH.Scale = SCALE
  510.     NEWMESH.Parent = PARENT
  511.     return NEWMESH
  512. end
  513.  
  514. function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE, ANCHOR)
  515.     local NEWPART = IT("Part")
  516.     NEWPART.formFactor = FORMFACTOR
  517.     NEWPART.Reflectance = REFLECTANCE
  518.     NEWPART.Transparency = TRANSPARENCY
  519.     NEWPART.CanCollide = false
  520.     NEWPART.Locked = true
  521.     NEWPART.Anchored = true
  522.     if ANCHOR == false then
  523.         NEWPART.Anchored = false
  524.     end
  525.     NEWPART.BrickColor = BRICKC(tostring(BRICKCOLOR))
  526.     NEWPART.Name = NAME
  527.     NEWPART.Size = SIZE
  528.     NEWPART.Position = Torso.Position
  529.     NEWPART.Material = MATERIAL
  530.     NEWPART:BreakJoints()
  531.     NEWPART.Parent = PARENT
  532.     return NEWPART
  533. end
  534.  
  535.     local function weldBetween(a, b)
  536.         local weldd = Instance.new("ManualWeld")
  537.         weldd.Part0 = a
  538.         weldd.Part1 = b
  539.         weldd.C0 = CFrame.new()
  540.         weldd.C1 = b.CFrame:inverse() * a.CFrame
  541.         weldd.Parent = a
  542.         return weldd
  543.     end
  544.  
  545.  
  546. function QuaternionFromCFrame(cf)
  547.     local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
  548.     local trace = m00 + m11 + m22
  549.     if trace > 0 then
  550.         local s = math.sqrt(1 + trace)
  551.         local recip = 0.5 / s
  552.         return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
  553.     else
  554.         local i = 0
  555.         if m11 > m00 then
  556.             i = 1
  557.         end
  558.         if m22 > (i == 0 and m00 or m11) then
  559.             i = 2
  560.         end
  561.         if i == 0 then
  562.             local s = math.sqrt(m00 - m11 - m22 + 1)
  563.             local recip = 0.5 / s
  564.             return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
  565.         elseif i == 1 then
  566.             local s = math.sqrt(m11 - m22 - m00 + 1)
  567.             local recip = 0.5 / s
  568.             return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
  569.         elseif i == 2 then
  570.             local s = math.sqrt(m22 - m00 - m11 + 1)
  571.             local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
  572.         end
  573.     end
  574. end
  575.  
  576. function QuaternionToCFrame(px, py, pz, x, y, z, w)
  577.     local xs, ys, zs = x + x, y + y, z + z
  578.     local wx, wy, wz = w * xs, w * ys, w * zs
  579.     local xx = x * xs
  580.     local xy = x * ys
  581.     local xz = x * zs
  582.     local yy = y * ys
  583.     local yz = y * zs
  584.     local zz = z * zs
  585.     return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
  586. end
  587.  
  588. function QuaternionSlerp(a, b, t)
  589.     local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
  590.     local startInterp, finishInterp;
  591.     if cosTheta >= 0.0001 then
  592.         if (1 - cosTheta) > 0.0001 then
  593.             local theta = ACOS(cosTheta)
  594.             local invSinTheta = 1 / SIN(theta)
  595.             startInterp = SIN((1 - t) * theta) * invSinTheta
  596.             finishInterp = SIN(t * theta) * invSinTheta
  597.         else
  598.             startInterp = 1 - t
  599.             finishInterp = t
  600.         end
  601.     else
  602.         if (1 + cosTheta) > 0.0001 then
  603.             local theta = ACOS(-cosTheta)
  604.             local invSinTheta = 1 / SIN(theta)
  605.             startInterp = SIN((t - 1) * theta) * invSinTheta
  606.             finishInterp = SIN(t * theta) * invSinTheta
  607.         else
  608.             startInterp = t - 1
  609.             finishInterp = t
  610.         end
  611.     end
  612.     return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
  613. end
  614.  
  615. function Clerp(a, b, t)
  616.     local qa = {QuaternionFromCFrame(a)}
  617.     local qb = {QuaternionFromCFrame(b)}
  618.     local ax, ay, az = a.x, a.y, a.z
  619.     local bx, by, bz = b.x, b.y, b.z
  620.     local _t = 1 - t
  621.     return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
  622. end
  623.  
  624. function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
  625.     local frame = IT("Frame")
  626.     frame.BackgroundTransparency = TRANSPARENCY
  627.     frame.BorderSizePixel = BORDERSIZEPIXEL
  628.     frame.Position = POSITION
  629.     frame.Size = SIZE
  630.     frame.BackgroundColor3 = COLOR
  631.     frame.BorderColor3 = BORDERCOLOR
  632.     frame.Name = NAME
  633.     frame.Parent = PARENT
  634.     return frame
  635. end
  636.  
  637. function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
  638.     local label = IT("TextLabel")
  639.     label.BackgroundTransparency = 1
  640.     label.Size = UD2(1, 0, 1, 0)
  641.     label.Position = UD2(0, 0, 0, 0)
  642.     label.TextColor3 = TEXTCOLOR
  643.     label.TextStrokeTransparency = STROKETRANSPARENCY
  644.     label.TextTransparency = TRANSPARENCY
  645.     label.FontSize = TEXTFONTSIZE
  646.     label.Font = TEXTFONT
  647.     label.BorderSizePixel = BORDERSIZEPIXEL
  648.     label.TextScaled = false
  649.     label.Text = TEXT
  650.     label.Name = NAME
  651.     label.Parent = PARENT
  652.     return label
  653. end
  654.  
  655. function NoOutlines(PART)
  656.     PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
  657. end
  658.  
  659. function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)
  660.     local NEWWELD = IT(TYPE)
  661.     NEWWELD.Part0 = PART0
  662.     NEWWELD.Part1 = PART1
  663.     NEWWELD.C0 = C0
  664.     NEWWELD.C1 = C1
  665.     NEWWELD.Parent = PARENT
  666.     return NEWWELD
  667. end
  668.  
  669. local S = IT("Sound")
  670. function CreateSound(ID, PARENT, VOLUME, PITCH, DOESLOOP)
  671.     local NEWSOUND = nil
  672.     coroutine.resume(coroutine.create(function()
  673.         NEWSOUND = S:Clone()
  674.         NEWSOUND.Parent = PARENT
  675.         NEWSOUND.Volume = VOLUME
  676.         NEWSOUND.Pitch = PITCH
  677.         NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID
  678.         NEWSOUND:play()
  679.         if DOESLOOP == true then
  680.             NEWSOUND.Looped = true
  681.         else
  682.             repeat wait(1) until NEWSOUND.Playing == false
  683.             NEWSOUND:remove()
  684.         end
  685.     end))
  686.     return NEWSOUND
  687. end
  688.  
  689. function MakeForm(PART,TYPE)
  690.     if TYPE == "Cyl" then
  691.         local MSH = IT("CylinderMesh",PART)
  692.     elseif TYPE == "Ball" then
  693.         local MSH = IT("SpecialMesh",PART)
  694.         MSH.MeshType = "Sphere"
  695.     elseif TYPE == "Wedge" then
  696.         local MSH = IT("SpecialMesh",PART)
  697.         MSH.MeshType = "Wedge"
  698.     end
  699. end
  700.  
  701. function CFrameFromTopBack(at, top, back)
  702.     local right = top:Cross(back)
  703.     return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
  704. end
  705.  
  706. function PuddleOfBlood(Position,MaxDrop,Model,MaxSize)
  707.     local HITFLOOR, HITPOS, NORMAL = Raycast(Position, (CF(Position, Position + VT(0, -1, 0))).lookVector, MaxDrop, Model)
  708.     if HITFLOOR ~= nil then
  709.         if HITFLOOR.Parent ~= Weapon and HITFLOOR.Parent ~= Character then
  710.             if HITFLOOR.Name == "BloodPuddle" then
  711.                 local DIST = (Position - HITFLOOR.Position).Magnitude
  712.                 if (HITFLOOR.Size.Z <= 5 and HITFLOOR.Size.Z < MaxSize) or (HITFLOOR.Size.Z > 5 and HITFLOOR.Size.Z < MaxSize and DIST < HITFLOOR.Size.Z/3) then
  713.                     HITFLOOR.Size = HITFLOOR.Size + VT(0.1,0,0.1)
  714.                 end
  715.             else
  716.                 if HITFLOOR.Anchored == true then
  717.                     local BLOOD = CreatePart(3, Effects, "Glass", 0, 0, "Maroon", "BloodPuddle", VT(2,0,2))
  718.                     BLOOD.CFrame = CF(HITPOS,HITPOS+NORMAL)*ANGLES(RAD(90),RAD(0),RAD(0))
  719.                     MakeForm(BLOOD,"Cyl")
  720.                     coroutine.resume(coroutine.create(function()
  721.                         Swait(75)
  722.                         while true do
  723.                             Swait()
  724.                             BLOOD.Size = BLOOD.Size - VT(0.02,0,0.02)
  725.                             if BLOOD.Size.Z < 0.051 then
  726.                                 BLOOD:remove()
  727.                                 break
  728.                             end
  729.                         end
  730.                     end))
  731.                 end
  732.             end
  733.         end
  734.     end
  735. end
  736.  
  737. function SprayBlood(POSITION,DIRECTION,BloodSize)
  738.     local BLOOD = CreatePart(3, Effects, "Glass", 0, 0, "Maroon", "BloodPuddle", VT(0.3,0.3,0.3),false)
  739.     BLOOD.CFrame = CF(POSITION)
  740.     MakeForm(BLOOD,"Ball")
  741.     local bv = Instance.new("BodyVelocity",BLOOD)
  742.     bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
  743.     bv.velocity = CF(POSITION,DIRECTION+VT(MRANDOM(-3,3)/30,MRANDOM(-3,3)/30,MRANDOM(-3,3)/30)).lookVector*75
  744.     bv.Name = "MOVE"
  745.     Debris:AddItem(bv,0.05)
  746.     coroutine.resume(coroutine.create(function()
  747.         local HASTOUCHEDGROUND = false
  748.         local HIT = BLOOD.Touched:Connect(function(hit)
  749.             if hit.Anchored == true then
  750.                 HASTOUCHEDGROUND = true
  751.                 PuddleOfBlood(BLOOD.Position+VT(0,1,0),2,BLOOD,BloodSize)
  752.             end
  753.         end)
  754.         wait(5)
  755.         if HASTOUCHEDGROUND == false then
  756.             BLOOD:remove()
  757.         end
  758.     end))
  759. end
  760.  
  761. Debris = game:GetService("Debris")
  762.  
  763. function CastProperRay(StartPos, EndPos, Distance, Ignore)
  764.     local DIRECTION = CF(StartPos,EndPos).lookVector
  765.     return Raycast(StartPos, DIRECTION, Distance, Ignore)
  766. end
  767.  
  768. function turnto(position)
  769.     RootPart.CFrame=CFrame.new(RootPart.CFrame.p,VT(position.X,RootPart.Position.Y,position.Z)) * CFrame.new(0, 0, 0)
  770. end
  771.  
  772. function recurse(root,callback,i)
  773.     i= i or 0
  774.     for _,v in pairs(root:GetChildren()) do
  775.         i = i + 1
  776.         callback(i,v)
  777.        
  778.         if #v:GetChildren() > 0 then
  779.             i = recurse(v,callback,i)
  780.         end
  781.     end
  782.    
  783.     return i
  784. end
  785.  
  786. function ragdollJoint(character, part0, part1, attachmentName, className, properties)
  787.     attachmentName = attachmentName.."RigAttachment"
  788.     local constraint = Instance.new(className.."Constraint")
  789.     constraint.Attachment0 = part0:FindFirstChild(attachmentName)
  790.     constraint.Attachment1 = part1:FindFirstChild(attachmentName)
  791.     constraint.Name = "RagdollConstraint"..part1.Name
  792.    
  793.     for _,propertyData in next,properties or {} do
  794.         constraint[propertyData[1]] = propertyData[2]
  795.     end
  796.    
  797.     constraint.Parent = character
  798. end
  799.  
  800. function getAttachment0(character, attachmentName)
  801.     for _,child in next,character:GetChildren() do
  802.         local attachment = child:FindFirstChild(attachmentName)
  803.         if attachment then
  804.             return attachment
  805.         end
  806.     end
  807. end
  808.  
  809. function R15Ragdoll(character)
  810.     recurse(character, function(_,v)
  811.         if v:IsA("Attachment") then
  812.             v.Axis = Vector3.new(0, 1, 0)
  813.             v.SecondaryAxis = Vector3.new(0, 0, 1)
  814.             v.Rotation = Vector3.new(0, 0, 0)
  815.         end
  816.     end)
  817.     for _,child in next,character:GetChildren() do
  818.         if child:IsA("Accoutrement") then
  819.             for _,part in next,child:GetChildren() do
  820.                 if part:IsA("BasePart") and part.Name ~= "HumanoidRootPart" then
  821.                     local attachment1 = part:FindFirstChildOfClass("Attachment")
  822.                     local attachment0 = getAttachment0(character,attachment1.Name)
  823.                     if attachment0 and attachment1 then
  824.                         local constraint = Instance.new("HingeConstraint")
  825.                         constraint.Attachment0 = attachment0
  826.                         constraint.Attachment1 = attachment1
  827.                         constraint.LimitsEnabled = true
  828.                         constraint.UpperAngle = 0
  829.                         constraint.LowerAngle = 0
  830.                         constraint.Parent = character
  831.                     end
  832.                 elseif part.Name == "HumanoidRootPart" then
  833.                     part:remove()
  834.                 end
  835.             end
  836.         end
  837.     end
  838.    
  839.     ragdollJoint(character,character.LowerTorso, character.UpperTorso, "Waist", "BallSocket", {
  840.         {"LimitsEnabled",true};
  841.         {"UpperAngle",5};
  842.     })
  843.     ragdollJoint(character,character.UpperTorso, character.Head, "Neck", "BallSocket", {
  844.         {"LimitsEnabled",true};
  845.         {"UpperAngle",15};
  846.     })
  847.    
  848.     local handProperties = {
  849.         {"LimitsEnabled", true};
  850.         {"UpperAngle",0};
  851.         {"LowerAngle",0};
  852.     }
  853.     ragdollJoint(character,character.LeftLowerArm, character.LeftHand, "LeftWrist", "Hinge", handProperties)
  854.     ragdollJoint(character,character.RightLowerArm, character.RightHand, "RightWrist", "Hinge", handProperties)
  855.    
  856.     local shinProperties = {
  857.         {"LimitsEnabled", true};
  858.         {"UpperAngle", 0};
  859.         {"LowerAngle", -75};
  860.     }
  861.     ragdollJoint(character,character.LeftUpperLeg, character.LeftLowerLeg, "LeftKnee", "Hinge", shinProperties)
  862.     ragdollJoint(character,character.RightUpperLeg, character.RightLowerLeg, "RightKnee", "Hinge", shinProperties)
  863.    
  864.     local footProperties = {
  865.         {"LimitsEnabled", true};
  866.         {"UpperAngle", 15};
  867.         {"LowerAngle", -45};
  868.     }
  869.     ragdollJoint(character,character.LeftLowerLeg, character.LeftFoot, "LeftAnkle", "Hinge", footProperties)
  870.     ragdollJoint(character,character.RightLowerLeg, character.RightFoot, "RightAnkle", "Hinge", footProperties)
  871.    
  872.     ragdollJoint(character,character.UpperTorso, character.LeftUpperArm, "LeftShoulder", "BallSocket")
  873.     ragdollJoint(character,character.LeftUpperArm, character.LeftLowerArm, "LeftElbow", "BallSocket")
  874.     ragdollJoint(character,character.UpperTorso, character.RightUpperArm, "RightShoulder", "BallSocket")
  875.     ragdollJoint(character,character.RightUpperArm, character.RightLowerArm, "RightElbow", "BallSocket")
  876.     ragdollJoint(character,character.LowerTorso, character.LeftUpperLeg, "LeftHip", "BallSocket")
  877.     ragdollJoint(character,character.LowerTorso, character.RightUpperLeg, "RightHip", "BallSocket")
  878. end
  879.  
  880. function Ragdoll(Character2,CharTorso)
  881.     Character2:BreakJoints()
  882.     local hum = Character2:findFirstChild("Humanoid")
  883.     hum:remove()
  884.     local function Scan(ch)
  885.         local e
  886.         for e = 1,#ch do
  887.             Scan(ch[e]:GetChildren())
  888.             if ch[e].ClassName == "Weld" or ch[e].ClassName == "Motor6D" then
  889.                 ch[e]:remove()
  890.             end
  891.         end
  892.     end
  893.     local NEWHUM = IT("Humanoid")
  894.     NEWHUM.Name = "Corpse"
  895.     NEWHUM.Health = 0
  896.     NEWHUM.MaxHealth = 0
  897.     NEWHUM.PlatformStand = true
  898.     NEWHUM.Parent = Character2
  899.     NEWHUM.DisplayDistanceType = "None"
  900.  
  901.     local ch = Character2:GetChildren()
  902.     local i
  903.     for i = 1,#ch do
  904.         if ch[i].Name == "THandle1" or ch[i].Name == "THandle2" then
  905.             ch[i]:remove()
  906.         end
  907.     end
  908.  
  909.     local Torso2 = Character2.Torso
  910.     local movevector = Vector3.new()
  911.  
  912.     if Torso2 then
  913.         movevector = CFrame.new(CharTorso.Position,Torso2.Position).lookVector
  914.         local Head = Character2:FindFirstChild("Head")
  915.         if Head then
  916.             local Neck = Instance.new("Weld")
  917.             Neck.Name = "Neck"
  918.             Neck.Part0 = Torso2
  919.             Neck.Part1 = Head
  920.             Neck.C0 = CFrame.new(0, 1.5, 0)
  921.             Neck.C1 = CFrame.new()
  922.             Neck.Parent = Torso2
  923.  
  924.         end
  925.         local Limb = Character2:FindFirstChild("Right Arm")
  926.         if Limb then
  927.  
  928.             Limb.CFrame = Torso2.CFrame * CFrame.new(1.5, 0, 0)
  929.             local Joint = Instance.new("Glue")
  930.             Joint.Name = "RightShoulder"
  931.             Joint.Part0 = Torso2
  932.             Joint.Part1 = Limb
  933.             Joint.C0 = CFrame.new(1.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
  934.             Joint.C1 = CFrame.new(-0, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
  935.             Joint.Parent = Torso2
  936.  
  937.             local B = Instance.new("Part")
  938.             B.TopSurface = 0
  939.             B.BottomSurface = 0
  940.             B.formFactor = "Symmetric"
  941.             B.Size = Vector3.new(1, 1, 1)
  942.             B.Transparency = 1
  943.             B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
  944.             B.Parent = Character2
  945.             local W = Instance.new("Weld")
  946.             W.Part0 = Limb
  947.             W.Part1 = B
  948.             W.C0 = CFrame.new(0, -0.5, 0)
  949.             W.Parent = Limb
  950.  
  951.         end
  952.         local Limb = Character2:FindFirstChild("Left Arm")
  953.         if Limb then
  954.  
  955.             Limb.CFrame = Torso2.CFrame * CFrame.new(-1.5, 0, 0)
  956.             local Joint = Instance.new("Glue")
  957.             Joint.Name = "LeftShoulder"
  958.             Joint.Part0 = Torso2
  959.             Joint.Part1 = Limb
  960.             Joint.C0 = CFrame.new(-1.5, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
  961.             Joint.C1 = CFrame.new(0, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
  962.             Joint.Parent = Torso2
  963.  
  964.             local B = Instance.new("Part")
  965.             B.TopSurface = 0
  966.             B.BottomSurface = 0
  967.             B.formFactor = "Symmetric"
  968.             B.Size = Vector3.new(1, 1, 1)
  969.             B.Transparency = 1
  970.             B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
  971.             B.Parent = Character2
  972.             local W = Instance.new("Weld")
  973.             W.Part0 = Limb
  974.             W.Part1 = B
  975.             W.C0 = CFrame.new(0, -0.5, 0)
  976.             W.Parent = Limb
  977.  
  978.         end
  979.         local Limb = Character2:FindFirstChild("Right Leg")
  980.         if Limb then
  981.  
  982.             Limb.CFrame = Torso2.CFrame * CFrame.new(0.5, -2, 0)
  983.             local Joint = Instance.new("Glue")
  984.             Joint.Name = "RightHip"
  985.             Joint.Part0 = Torso2
  986.             Joint.Part1 = Limb
  987.             Joint.C0 = CFrame.new(0.5, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
  988.             Joint.C1 = CFrame.new(0, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
  989.             Joint.Parent = Torso2
  990.  
  991.             local B = Instance.new("Part")
  992.             B.TopSurface = 0
  993.             B.BottomSurface = 0
  994.             B.formFactor = "Symmetric"
  995.             B.Size = Vector3.new(1, 1, 1)
  996.             B.Transparency = 1
  997.             B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
  998.             B.Parent = Character2
  999.             local W = Instance.new("Weld")
  1000.             W.Part0 = Limb
  1001.             W.Part1 = B
  1002.             W.C0 = CFrame.new(0, -0.5, 0)
  1003.             W.Parent = Limb
  1004.  
  1005.         end
  1006.         local Limb = Character2:FindFirstChild("Left Leg")
  1007.         if Limb then
  1008.  
  1009.             Limb.CFrame = Torso2.CFrame * CFrame.new(-0.5, -2, 0)
  1010.             local Joint = Instance.new("Glue")
  1011.             Joint.Name = "LeftHip"
  1012.             Joint.Part0 = Torso2
  1013.             Joint.Part1 = Limb
  1014.             Joint.C0 = CFrame.new(-0.5, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
  1015.             Joint.C1 = CFrame.new(-0, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
  1016.             Joint.Parent = Torso2
  1017.  
  1018.             local B = Instance.new("Part")
  1019.             B.TopSurface = 0
  1020.             B.BottomSurface = 0
  1021.             B.formFactor = "Symmetric"
  1022.             B.Size = Vector3.new(1, 1, 1)
  1023.             B.Transparency = 1
  1024.             B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
  1025.             B.Parent = Character2
  1026.             local W = Instance.new("Weld")
  1027.             W.Part0 = Limb
  1028.             W.Part1 = B
  1029.             W.C0 = CFrame.new(0, -0.5, 0)
  1030.             W.Parent = Limb
  1031.  
  1032.         end
  1033.         --[
  1034.         local Bar = Instance.new("Part")
  1035.         Bar.TopSurface = 0
  1036.         Bar.BottomSurface = 0
  1037.         Bar.formFactor = "Symmetric"
  1038.         Bar.Size = Vector3.new(1, 1, 1)
  1039.         Bar.Transparency = 1
  1040.         Bar.CFrame = Torso2.CFrame * CFrame.new(0, 0.5, 0)
  1041.         Bar.Parent = Character2
  1042.         local Weld = Instance.new("Weld")
  1043.         Weld.Part0 = Torso2
  1044.         Weld.Part1 = Bar
  1045.         Weld.C0 = CFrame.new(0, 0.5, 0)
  1046.         Weld.Parent = Torso2
  1047.         --]]
  1048.     end
  1049.     Character2.Parent = workspace
  1050.     Debris:AddItem(Character2,5)
  1051.  
  1052.     return Character2,Torso2
  1053. end
  1054.  
  1055. punch = true
  1056.  
  1057.  
  1058. function help_me()
  1059.     ATTACK = true
  1060.     Rooted = true
  1061.     CreateSound("1010161686", Head, 10, 1)
  1062.     for i=0, 1, 0.1 / Animation_Speed do
  1063.         Swait()
  1064.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1065.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1066.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1067.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1068.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1069.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1070.    
  1071.     end
  1072.     for i=0, 1, 0.1 / Animation_Speed do
  1073.         Swait()
  1074.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1075.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1076.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1077.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1078.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1079.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1080.    
  1081.     end
  1082.     for i=0, 1, 0.1 / Animation_Speed do
  1083.         Swait()
  1084.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1085.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1086.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1087.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1088.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1089.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1090.    
  1091.     end
  1092.     for i=0, 1, 0.1 / Animation_Speed do
  1093.         Swait()
  1094.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1095.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1096.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1097.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1098.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1099.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1100.    
  1101.     end
  1102.     for i=0, 1, 0.1 / Animation_Speed do
  1103.         Swait()
  1104.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1105.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1106.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1107.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1108.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1109.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1110.    
  1111.     end
  1112.     for i=0, 1, 0.1 / Animation_Speed do
  1113.         Swait()
  1114.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1115.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1116.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1117.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1118.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1119.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1120.    
  1121.     end
  1122.     for i=0, 1, 0.1 / Animation_Speed do
  1123.         Swait()
  1124.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1125.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1126.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1127.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1128.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1129.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1130.    
  1131.     end
  1132.     for i=0, 1, 0.1 / Animation_Speed do
  1133.         Swait()
  1134.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1135.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1136.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1137.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1138.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1139.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1140.    
  1141.     end
  1142.     for i=0, 1, 0.1 / Animation_Speed do
  1143.         Swait()
  1144.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1145.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1146.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(170), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1147.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1148.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1149.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1150.    
  1151.     end
  1152.     for i=0, 1, 0.1 / Animation_Speed do
  1153.         Swait()
  1154.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1155.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1156.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(-40)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1157.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(40)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1158.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1159.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1160.    
  1161.     end
  1162.     for i=0, 1, 0.1 / Animation_Speed do
  1163.         Swait()
  1164.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1165.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1166.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1167.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1168.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1169.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1170.    
  1171.     end
  1172.     for i=0, 1, 0.1 / Animation_Speed do
  1173.         Swait()
  1174.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1175.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1176.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1177.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1178.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1179.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1180.    
  1181.     end
  1182.     for i=0, 1, 0.1 / Animation_Speed do
  1183.         Swait()
  1184.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1185.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1186.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1187.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1188.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1189.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1190.    
  1191.     end
  1192.     for i=0, 1, 0.1 / Animation_Speed do
  1193.         Swait()
  1194.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1195.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1196.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1197.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1198.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1199.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1200.    
  1201.     end
  1202.     for i=0, 1, 0.1 / Animation_Speed do
  1203.         Swait()
  1204.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1205.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1206.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1207.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1208.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1209.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1210.    
  1211.     end
  1212.     for i=0, 1, 0.1 / Animation_Speed do
  1213.         Swait()
  1214.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1215.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1216.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1217.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1218.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1219.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1220.    
  1221.     end
  1222.     for i=0, 1, 0.1 / Animation_Speed do
  1223.         Swait()
  1224.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1225.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1226.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1227.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1228.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1229.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1230.    
  1231.     end
  1232.     for i=0, 1, 0.1 / Animation_Speed do
  1233.         Swait()
  1234.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1235.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1236.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1237.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1238.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1239.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1240.    
  1241.     end
  1242.     for i=0, 1, 0.1 / Animation_Speed do
  1243.         Swait()
  1244.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1245.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1246.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(170), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1247.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1248.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1249.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1250.    
  1251.     end
  1252.     for i=0, 1, 0.1 / Animation_Speed do
  1253.         Swait()
  1254.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1255.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1256.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(-40)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1257.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(40)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1258.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1259.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1260.    
  1261.     end
  1262.     for i=0, 1, 0.1 / Animation_Speed do
  1263.         Swait()
  1264.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1265.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1266.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1267.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1268.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1269.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1270.    
  1271.     end
  1272.     for i=0, 1, 0.1 / Animation_Speed do
  1273.         Swait()
  1274.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1275.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1276.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1277.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1278.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1279.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1280.    
  1281.     end
  1282.     for i=0, 1, 0.1 / Animation_Speed do
  1283.         Swait()
  1284.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1285.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1286.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1287.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1288.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1289.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1290.    
  1291.     end
  1292.     for i=0, 1, 0.1 / Animation_Speed do
  1293.         Swait()
  1294.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1295.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1296.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1297.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1298.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1299.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1300.    
  1301.     end
  1302.     for i=0, 1, 0.1 / Animation_Speed do
  1303.         Swait()
  1304.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1305.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1306.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1307.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1308.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1309.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1310.    
  1311.     end
  1312.     for i=0, 1, 0.1 / Animation_Speed do
  1313.         Swait()
  1314.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1315.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1316.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1317.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1318.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1319.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1320.    
  1321.     end
  1322.     for i=0, 1, 0.1 / Animation_Speed do
  1323.         Swait()
  1324.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1325.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1326.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1327.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1328.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1329.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1330.    
  1331.     end
  1332.     for i=0, 1, 0.1 / Animation_Speed do
  1333.         Swait()
  1334.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1335.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1336.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1337.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1338.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1339.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1340.    
  1341.     end
  1342.     for i=0, 1, 0.1 / Animation_Speed do
  1343.         Swait()
  1344.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1345.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1346.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(170), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1347.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1348.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1349.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1350.    
  1351.     end
  1352.     for i=0, 1, 0.1 / Animation_Speed do
  1353.         Swait()
  1354.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1355.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1356.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(-40)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1357.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(40)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1358.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1359.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1360.     end
  1361.     for i=0, 1, 0.1 / Animation_Speed do
  1362.         Swait()
  1363.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1364.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1365.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1366.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1367.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1368.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1369.    
  1370.     end
  1371.     for i=0, 1, 0.1 / Animation_Speed do
  1372.         Swait()
  1373.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1374.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1375.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1376.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1377.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1378.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1379.    
  1380.     end
  1381.     for i=0, 1, 0.1 / Animation_Speed do
  1382.         Swait()
  1383.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1384.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1385.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1386.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1387.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1388.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1389.    
  1390.     end
  1391.     for i=0, 1, 0.1 / Animation_Speed do
  1392.         Swait()
  1393.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1394.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1395.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1396.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1397.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1398.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1399.    
  1400.     end
  1401.     for i=0, 1, 0.1 / Animation_Speed do
  1402.         Swait()
  1403.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1404.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1405.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1406.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1407.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1408.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1409.    
  1410.     end
  1411.     for i=0, 1, 0.1 / Animation_Speed do
  1412.         Swait()
  1413.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1414.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1415.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1416.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1417.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1418.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1419.    
  1420.     end
  1421.     for i=0, 1, 0.1 / Animation_Speed do
  1422.         Swait()
  1423.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1424.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1425.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1426.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1427.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1428.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1429.    
  1430.     end
  1431.     for i=0, 1, 0.1 / Animation_Speed do
  1432.         Swait()
  1433.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1434.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1435.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1436.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1437.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1438.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1439.    
  1440.     end
  1441.     for i=0, 1, 0.1 / Animation_Speed do
  1442.         Swait()
  1443.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1444.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1445.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(170), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1446.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1447.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1448.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1449.    
  1450.     end
  1451.     for i=0, 1, 0.1 / Animation_Speed do
  1452.         Swait()
  1453.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1454.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1455.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(-40)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1456.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(40)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1457.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1458.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1459.    
  1460.     end
  1461.     for i=0, 1, 0.1 / Animation_Speed do
  1462.         Swait()
  1463.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1464.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1465.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1466.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1467.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1468.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1469.    
  1470.     end
  1471.     for i=0, 1, 0.1 / Animation_Speed do
  1472.         Swait()
  1473.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1474.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1475.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1476.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1477.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1478.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1479.    
  1480.     end
  1481.     for i=0, 1, 0.1 / Animation_Speed do
  1482.         Swait()
  1483.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1484.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1485.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1486.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1487.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1488.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1489.    
  1490.     end
  1491.     for i=0, 1, 0.1 / Animation_Speed do
  1492.         Swait()
  1493.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1494.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1495.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1496.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1497.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1498.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1499.    
  1500.     end
  1501.     for i=0, 1, 0.1 / Animation_Speed do
  1502.         Swait()
  1503.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1504.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1505.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1506.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1507.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1508.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1509.    
  1510.     end
  1511.     for i=0, 1, 0.1 / Animation_Speed do
  1512.         Swait()
  1513.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1514.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1515.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1516.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1517.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1518.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1519.    
  1520.     end
  1521.     for i=0, 1, 0.1 / Animation_Speed do
  1522.         Swait()
  1523.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1524.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1525.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1526.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1527.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1528.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1529.    
  1530.     end
  1531.     for i=0, 1, 0.1 / Animation_Speed do
  1532.         Swait()
  1533.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1534.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1535.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1536.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1537.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1538.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1539.    
  1540.     end
  1541.     for i=0, 1, 0.1 / Animation_Speed do
  1542.         Swait()
  1543.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1544.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1545.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(170), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1546.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1547.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1548.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1549.    
  1550.     end
  1551.     for i=0, 1, 0.1 / Animation_Speed do
  1552.         Swait()
  1553.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1554.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1555.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(-40)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1556.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(40)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1557.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1558.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1559.    
  1560.     end
  1561.     for i=0, 1, 0.1 / Animation_Speed do
  1562.         Swait()
  1563.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1564.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1565.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1566.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1567.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1568.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1569.    
  1570.     end
  1571.     for i=0, 1, 0.1 / Animation_Speed do
  1572.         Swait()
  1573.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1574.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1575.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1576.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1577.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1578.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1579.    
  1580.     end
  1581.     for i=0, 1, 0.1 / Animation_Speed do
  1582.         Swait()
  1583.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1584.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1585.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1586.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1587.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1588.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1589.    
  1590.     end
  1591.     for i=0, 1, 0.1 / Animation_Speed do
  1592.         Swait()
  1593.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1594.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1595.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1596.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1597.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1598.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1599.    
  1600.     end
  1601.     for i=0, 1, 0.1 / Animation_Speed do
  1602.         Swait()
  1603.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1604.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1605.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1606.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1607.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1608.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1609.    
  1610.     end
  1611.     for i=0, 1, 0.1 / Animation_Speed do
  1612.         Swait()
  1613.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1614.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1615.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1616.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1617.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1618.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1619.    
  1620.     end
  1621.     for i=0, 1, 0.1 / Animation_Speed do
  1622.         Swait()
  1623.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1624.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1625.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1626.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1627.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1628.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1629.    
  1630.     end
  1631.     for i=0, 1, 0.1 / Animation_Speed do
  1632.         Swait()
  1633.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1634.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1635.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1636.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1637.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1638.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1639.    
  1640.     end
  1641.     for i=0, 1, 0.1 / Animation_Speed do
  1642.         Swait()
  1643.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1644.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1645.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(170), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1646.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1647.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1648.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1649.     end
  1650.     wait(1)
  1651.     ATTACK = false
  1652.     Rooted = false
  1653. end
  1654.  
  1655. function punche()
  1656. punch = true
  1657.     ATTACK = true
  1658.     Rooted = true
  1659.     CreateSound("0", Head, 10, 1)
  1660. game.Players.LocalPlayer.Character["Right Arm"].Touched:connect(function(hit)
  1661.     local humanoid = hit.Parent:findFirstChild("Humanoid")
  1662.     if punch == true then
  1663.         humanoid:TakeDamage(10)
  1664.     end
  1665. end)
  1666.     for i=0, 1, 0.1 / Animation_Speed do
  1667.         Swait()
  1668.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1669.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1670.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1671.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1672.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1673.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1674.    
  1675.     end
  1676.     for i=0, 1, 0.1 / Animation_Speed do
  1677.         Swait()
  1678.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1679.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1680.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1681.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1682.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1683.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1684.    
  1685.     end
  1686.     wait(1)
  1687. punch = false
  1688.     ATTACK = false
  1689.     Rooted = false
  1690. end
  1691.  
  1692.  
  1693.  
  1694. function MouseUp(Mouse)
  1695. HOLD = false
  1696. end
  1697.  
  1698. function KeyDown(Key)
  1699.     KEYHOLD = true
  1700.     if Key == "q" and ATTACK == false then
  1701.         help_me()
  1702.     end
  1703.  
  1704.     if Key == "e" and ATTACK == false then
  1705.         punche()
  1706.  
  1707.     end
  1708. end
  1709.  
  1710. function KeyUp(Key)
  1711.     KEYHOLD = false
  1712. end
  1713.  
  1714.     Mouse.Button1Down:connect(function(NEWKEY)
  1715.         MouseDown(NEWKEY)
  1716.     end)
  1717.     Mouse.Button1Up:connect(function(NEWKEY)
  1718.         MouseUp(NEWKEY)
  1719.     end)
  1720.     Mouse.KeyDown:connect(function(NEWKEY)
  1721.         KeyDown(NEWKEY)
  1722.     end)
  1723.     Mouse.KeyUp:connect(function(NEWKEY)
  1724.         KeyUp(NEWKEY)
  1725.     end)
  1726.  
  1727.  
  1728. Humanoid.Changed:connect(function(Jump)
  1729.     if Jump == "Jump" and (Disable_Jump == true) then
  1730.         Humanoid.Jump = false
  1731.     end
  1732. end)
  1733.  
  1734. while true do
  1735.     Swait()
  1736.     script.Parent = WEAPONGUI
  1737.     ANIMATE.Parent = nil
  1738.     for _,v in next, Humanoid:GetPlayingAnimationTracks() do
  1739.         v:Stop();
  1740.     end
  1741.     SINE = SINE + CHANGE
  1742.     local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
  1743.     local TORSOVERTICALVELOCITY = RootPart.Velocity.y
  1744.     local HITFLOOR = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4, Character)
  1745.     local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16)
  1746.     if ANIM == "Walk" and TORSOVELOCITY > 1 then
  1747.         RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.15 * COS(SINE / (WALKSPEEDVALUE / 2))) * ANGLES(RAD(0), RAD(0) - RootPart.RotVelocity.Y / 75, RAD(0)), 2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  1748.         Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0) - Head.RotVelocity.Y / 30), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  1749.         RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 0.875 - 0.125 * SIN(SINE / WALKSPEEDVALUE) - 0.15 * COS(SINE / WALKSPEEDVALUE*2), -0.125 * COS(SINE / WALKSPEEDVALUE) +0.2+ 0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(76 * COS(SINE / WALKSPEEDVALUE))), 0.3 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  1750.         LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 0.875 + 0.125 * SIN(SINE / WALKSPEEDVALUE) - 0.15 * COS(SINE / WALKSPEEDVALUE*2), 0.125 * COS(SINE / WALKSPEEDVALUE) +0.2+ -0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(76 * COS(SINE / WALKSPEEDVALUE))), 0.3 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  1751.     elseif (ANIM ~= "Walk") or (TORSOVELOCITY < 1) then
  1752.         RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  1753.         Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  1754.         RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  1755.         LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  1756.     end
  1757.     if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then
  1758.         ANIM = "Jump"
  1759.         if PLAYANIMS == true then
  1760.             RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  1761.             Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  1762.             RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
  1763.             LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
  1764.             RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.3) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
  1765.             LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.3) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed)
  1766.         end
  1767.     elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then
  1768.         ANIM = "Fall"
  1769.         if PLAYANIMS == true then
  1770.             RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 ) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  1771.             Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  1772.             RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
  1773.             LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
  1774.             RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
  1775.             LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
  1776.         end
  1777.     elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
  1778.         ANIM = "Idle"
  1779.         if PLAYANIMS == true then
  1780.             RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1781.             Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(25 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1782.             RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(170), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1783.             LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(170), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1784.             RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1785.             LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1786.         end
  1787.     elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
  1788.         ANIM = "Walk"
  1789.         if PLAYANIMS == true then
  1790.                 RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1791.             Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(25 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1792.                 RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(170 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(5)) * RIGHTSHOULDERC0, 0 / Animation_Speed)
  1793.                 LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(170 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(-5)) * LEFTSHOULDERC0, 0 / Animation_Speed)
  1794.                 RightHip.C0 = Clerp(RightHip.C0, CF(1 , -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-15)), 2 / Animation_Speed)
  1795.                 LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(15)), 2 / Animation_Speed)
  1796.  
  1797.             end
  1798.         end
  1799.     end
  1800.     if Rooted == false then
  1801.         Disable_Jump = false
  1802.         Humanoid.WalkSpeed = Speed
  1803.     elseif Rooted == true then
  1804.         Disable_Jump = true
  1805.         Humanoid.WalkSpeed = 0
  1806.     end
  1807.  
  1808.     Humanoid.Health = Humanoid.Health + 1------------------------
  1809.  
  1810. --Made by sonverlady--
  1811. --Alone---------------
  1812.  
  1813. ------------------------
  1814.  
  1815. wait(0.2)
  1816. local Player = game:service'Players'.localPlayer
  1817. local chara = Player.Character
  1818. Player=game:GetService("Players").LocalPlayer
  1819. Character=Player.Character
  1820. PlayerGui=Player.PlayerGui
  1821. Backpack=Player.Backpack
  1822. Torso=Character.Torso
  1823. Head=Character.Head
  1824. Humanoid=Character.Humanoid
  1825. m=Instance.new('Model',Character)
  1826. LeftArm=Character["Left Arm"]
  1827. LeftLeg=Character["Left Leg"]
  1828. RightArm=Character["Right Arm"]
  1829. RightLeg=Character["Right Leg"]
  1830. LS=Torso["Left Shoulder"]
  1831. LH=Torso["Left Hip"]
  1832. RS=Torso["Right Shoulder"]
  1833. RH=Torso["Right Hip"]
  1834. Face = Head.face
  1835. Neck=Torso.Neck
  1836. it=Instance.new
  1837. attacktype=1
  1838. vt=Vector3.new
  1839. cf=CFrame.new
  1840. cl3=Color3.new
  1841. rgb=Color3.fromRGB
  1842. bcn=BrickColor.new
  1843. euler=CFrame.fromEulerAnglesXYZ
  1844. angles=CFrame.Angles
  1845. Humanoid.WalkSpeed = 10
  1846. Player = game:GetService("Players").LocalPlayer
  1847. PlayerGui = Player.PlayerGui
  1848. Cam = workspace.CurrentCamera
  1849. Backpack = Player.Backpack
  1850. Character = Player.Character
  1851. Humanoid = Character.Humanoid
  1852. Mouse = Player:GetMouse()
  1853. RootPart = Character["HumanoidRootPart"]
  1854. Torso = Character["Torso"]
  1855. Head = Character["Head"]
  1856. RightArm = Character["Right Arm"]
  1857. LeftArm = Character["Left Arm"]
  1858. RightLeg = Character["Right Leg"]
  1859. LeftLeg = Character["Left Leg"]
  1860. RootJoint = RootPart["RootJoint"]
  1861. Neck = Torso["Neck"]
  1862. RightShoulder = Torso["Right Shoulder"]
  1863. LeftShoulder = Torso["Left Shoulder"]
  1864. RightHip = Torso["Right Hip"]
  1865. LeftHip = Torso["Left Hip"]
  1866. Sound0 = Instance.new("Sound")
  1867. Sound0.Volume = 5
  1868. Sound0.Parent = game.Players.LocalPlayer.Character.Head
  1869. Sound0.SoundId = "rbxassetid://1010161686"
  1870. Sound0.Looped = true
  1871. Sound0:Play()
  1872. local txt = Instance.new("BillboardGui", chara)
  1873. CV="Lime green"
  1874.     txt.Adornee = chara.Head
  1875.     txt.Name = "_status"
  1876.     txt.Size = UDim2.new(2, 0, 1.2, 0)
  1877.     txt.StudsOffset = Vector3.new(-9, 8, 0)
  1878.     local text = Instance.new("TextLabel", txt)
  1879.     text.Size = UDim2.new(10, 0, 7, 0)
  1880.     text.FontSize = "Size24"
  1881.     text.TextScaled = true
  1882.     text.TextTransparency = 0
  1883.     text.BackgroundTransparency = 1
  1884.     text.TextTransparency = 0
  1885.     text.TextStrokeTransparency = 0
  1886.     text.Font = "Bodoni"
  1887.     text.TextStrokeColor3 = BrickColor.new("Really black").Color
  1888.     text.TextColor3 = BrickColor.new("Really black").Color
  1889.     text.Text = "Sadness"
  1890. IT = Instance.new
  1891. CF = CFrame.new
  1892. VT = Vector3.new
  1893. RAD = math.rad
  1894. C3 = Color3.new
  1895. UD2 = UDim2.new
  1896. BRICKC = BrickColor.new
  1897. ANGLES = CFrame.Angles
  1898. EULER = CFrame.fromEulerAnglesXYZ
  1899. COS = math.cos
  1900. ACOS = math.acos
  1901. SIN = math.sin
  1902. ASIN = math.asin
  1903. ABS = math.abs
  1904. MRANDOM = math.random
  1905. FLOOR = math.floor
  1906. Animation_Speed = 3
  1907. Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)
  1908. local Speed = 12
  1909. local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
  1910. local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
  1911. local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))
  1912. local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))
  1913. local DAMAGEMULTIPLIER = 1
  1914. local ANIM = "Idle"
  1915. local ATTACK = false
  1916. local EQUIPPED = false
  1917. local HOLD = false
  1918. local COMBO = 1
  1919. local Rooted = false
  1920. local SINE = 0
  1921. local KEYHOLD = false
  1922. local CHANGE = 2 / Animation_Speed
  1923. local WALKINGANIM = false
  1924. local VALUE1 = false
  1925. local VALUE2 = false
  1926. local ROBLOXIDLEANIMATION = IT("Animation")
  1927. ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
  1928. ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
  1929. --ROBLOXIDLEANIMATION.Parent = Humanoid
  1930. local WEAPONGUI = IT("ScreenGui", PlayerGui)
  1931. WEAPONGUI.Name = "Weapon GUI"
  1932. local Weapon = IT("Model")
  1933. Weapon.Name = "Adds"
  1934. local Effects = IT("Folder", Weapon)
  1935. Effects.Name = "Effects"
  1936. local ANIMATOR = Humanoid.Animator
  1937. local ANIMATE = Character.Animate
  1938. local UNANCHOR = true
  1939. local PLAYANIMS = true
  1940. ArtificialHB = Instance.new("BindableEvent", script)
  1941. ArtificialHB.Name = "ArtificialHB"
  1942.  
  1943. script:WaitForChild("ArtificialHB")
  1944.  
  1945. frame = Frame_Speed
  1946. tf = 0
  1947. allowframeloss = false
  1948. tossremainder = false
  1949. lastframe = tick()
  1950. script.ArtificialHB:Fire()
  1951.  
  1952. function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
  1953.     return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
  1954. end
  1955.  
  1956. function PositiveAngle(NUMBER)
  1957.     if NUMBER >= 0 then
  1958.         NUMBER = 0
  1959.     end
  1960.     return NUMBER
  1961. end
  1962.  
  1963. function NegativeAngle(NUMBER)
  1964.     if NUMBER <= 0 then
  1965.         NUMBER = 0
  1966.     end
  1967.     return NUMBER
  1968. end
  1969.  
  1970. function Swait(NUMBER)
  1971.     if NUMBER == 0 or NUMBER == nil then
  1972.         ArtificialHB.Event:wait()
  1973.     else
  1974.         for i = 1, NUMBER do
  1975.             ArtificialHB.Event:wait()
  1976.         end
  1977.     end
  1978. end
  1979.  
  1980. function QuaternionFromCFrame(cf)
  1981.     local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
  1982.     local trace = m00 + m11 + m22
  1983.     if trace > 0 then
  1984.         local s = math.sqrt(1 + trace)
  1985.         local recip = 0.5 / s
  1986.         return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
  1987.     else
  1988.         local i = 0
  1989.         if m11 > m00 then
  1990.             i = 1
  1991.         end
  1992.         if m22 > (i == 0 and m00 or m11) then
  1993.             i = 2
  1994.         end
  1995.         if i == 0 then
  1996.             local s = math.sqrt(m00 - m11 - m22 + 1)
  1997.             local recip = 0.5 / s
  1998.             return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
  1999.         elseif i == 1 then
  2000.             local s = math.sqrt(m11 - m22 - m00 + 1)
  2001.             local recip = 0.5 / s
  2002.             return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
  2003.         elseif i == 2 then
  2004.             local s = math.sqrt(m22 - m00 - m11 + 1)
  2005.             local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
  2006.         end
  2007.     end
  2008. end
  2009.  
  2010. function QuaternionToCFrame(px, py, pz, x, y, z, w)
  2011.     local xs, ys, zs = x + x, y + y, z + z
  2012.     local wx, wy, wz = w * xs, w * ys, w * zs
  2013.     local xx = x * xs
  2014.     local xy = x * ys
  2015.     local xz = x * zs
  2016.     local yy = y * ys
  2017.     local yz = y * zs
  2018.     local zz = z * zs
  2019.     return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
  2020. end
  2021.  
  2022. function QuaternionSlerp(a, b, t)
  2023.     local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
  2024.     local startInterp, finishInterp;
  2025.     if cosTheta >= 0.0001 then
  2026.         if (1 - cosTheta) > 0.0001 then
  2027.             local theta = ACOS(cosTheta)
  2028.             local invSinTheta = 1 / SIN(theta)
  2029.             startInterp = SIN((1 - t) * theta) * invSinTheta
  2030.             finishInterp = SIN(t * theta) * invSinTheta
  2031.         else
  2032.             startInterp = 1 - t
  2033.             finishInterp = t
  2034.         end
  2035.     else
  2036.         if (1 + cosTheta) > 0.0001 then
  2037.             local theta = ACOS(-cosTheta)
  2038.             local invSinTheta = 1 / SIN(theta)
  2039.             startInterp = SIN((t - 1) * theta) * invSinTheta
  2040.             finishInterp = SIN(t * theta) * invSinTheta
  2041.         else
  2042.             startInterp = t - 1
  2043.             finishInterp = t
  2044.         end
  2045.     end
  2046.     return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
  2047. end
  2048.  
  2049. function Clerp(a, b, t)
  2050.     local qa = {QuaternionFromCFrame(a)}
  2051.     local qb = {QuaternionFromCFrame(b)}
  2052.     local ax, ay, az = a.x, a.y, a.z
  2053.     local bx, by, bz = b.x, b.y, b.z
  2054.     local _t = 1 - t
  2055.     return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
  2056. end
  2057.  
  2058. function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
  2059.     local frame = IT("Frame")
  2060.     frame.BackgroundTransparency = TRANSPARENCY
  2061.     frame.BorderSizePixel = BORDERSIZEPIXEL
  2062.     frame.Position = POSITION
  2063.     frame.Size = SIZE
  2064.     frame.BackgroundColor3 = COLOR
  2065.     frame.BorderColor3 = BORDERCOLOR
  2066.     frame.Name = NAME
  2067.     frame.Parent = PARENT
  2068.     return frame
  2069. end
  2070.  
  2071. function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
  2072.     local label = IT("TextLabel")
  2073.     label.BackgroundTransparency = 1
  2074.     label.Size = UD2(1, 0, 1, 0)
  2075.     label.Position = UD2(0, 0, 0, 0)
  2076.     label.TextColor3 = TEXTCOLOR
  2077.     label.TextStrokeTransparency = STROKETRANSPARENCY
  2078.     label.TextTransparency = TRANSPARENCY
  2079.     label.FontSize = TEXTFONTSIZE
  2080.     label.Font = TEXTFONT
  2081.     label.BorderSizePixel = BORDERSIZEPIXEL
  2082.     label.TextScaled = false
  2083.     label.Text = TEXT
  2084.     label.Name = NAME
  2085.     label.Parent = PARENT
  2086.     return label
  2087. end
  2088.  
  2089. function NoOutlines(PART)
  2090.     PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
  2091. end
  2092.  
  2093.  
  2094. function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)
  2095.     local NEWWELD = IT(TYPE)
  2096.     NEWWELD.Part0 = PART0
  2097.     NEWWELD.Part1 = PART1
  2098.     NEWWELD.C0 = C0
  2099.     NEWWELD.C1 = C1
  2100.     NEWWELD.Parent = PARENT
  2101.     return NEWWELD
  2102. end
  2103.  
  2104. local S = IT("Sound")
  2105.  
  2106. function CreateSound(ID, PARENT, VOLUME, PITCH)
  2107.     local NEWSOUND = nil
  2108.     coroutine.resume(coroutine.create(function()
  2109.         NEWSOUND = S:Clone()
  2110.         NEWSOUND.Parent = PARENT
  2111.         NEWSOUND.Volume = VOLUME
  2112.         NEWSOUND.Pitch = PITCH
  2113.         NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID
  2114.         Swait()
  2115.         NEWSOUND:play()
  2116.         game:GetService("Debris"):AddItem(NEWSOUND, 10)
  2117.     end))
  2118.     return NEWSOUND
  2119. end
  2120.  
  2121. function CFrameFromTopBack(at, top, back)
  2122.     local right = top:Cross(back)
  2123.     return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
  2124. end
  2125.  
  2126. function CreateWave(SIZE,WAIT,CFRAME,DOESROT,ROT,COLOR,GROW)
  2127.     local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0,0,0))
  2128.     local mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "20329976", "", SIZE, VT(0,0,-SIZE.X/8))
  2129.     wave.CFrame = CFRAME
  2130.     coroutine.resume(coroutine.create(function(PART)
  2131.         for i = 1, WAIT do
  2132.             Swait()
  2133.             mesh.Scale = mesh.Scale + GROW
  2134.             mesh.Offset = VT(0,0,-(mesh.Scale.X/8))
  2135.             if DOESROT == true then
  2136.                 wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0,ROT,0)
  2137.             end
  2138.             wave.Transparency = wave.Transparency + (0.5/WAIT)
  2139.             if wave.Transparency > 0.99 then
  2140.                 wave:remove()
  2141.             end
  2142.         end
  2143.     end))
  2144. end
  2145.  
  2146. function CreateRing(SIZE,DOESROT,ROT,WAIT,CFRAME,COLOR,GROW)
  2147.     local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0,0,0))
  2148.     local mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "559831844", "", SIZE, VT(0,0,0))
  2149.     wave.CFrame = CFRAME
  2150.     coroutine.resume(coroutine.create(function(PART)
  2151.         for i = 1, WAIT do
  2152.             Swait()
  2153.             mesh.Scale = mesh.Scale + GROW
  2154.             if DOESROT == true then
  2155.                 wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0,ROT,0)
  2156.             end
  2157.             wave.Transparency = wave.Transparency + (0.5/WAIT)
  2158.             if wave.Transparency > 0.99 then
  2159.                 wave:remove()
  2160.             end
  2161.         end
  2162.     end))
  2163. end
  2164.  
  2165. function MagicSphere(SIZE,WAIT,CFRAME,COLOR,GROW)
  2166.     local wave = CreatePart(3, Effects, "Neon", 0, 0, BRICKC(COLOR), "Effect", VT(1,1,1), true)
  2167.     local mesh = CreateMesh("SpecialMesh", wave, "Sphere", "", "", SIZE, VT(0,0,0))
  2168.     wave.CFrame = CFRAME
  2169.     coroutine.resume(coroutine.create(function(PART)
  2170.         for i = 1, WAIT do
  2171.             Swait()
  2172.             mesh.Scale = mesh.Scale + GROW
  2173.             wave.Transparency = wave.Transparency + (1/WAIT)
  2174.             if wave.Transparency > 0.99 then
  2175.                 wave:remove()
  2176.             end
  2177.         end
  2178.     end))
  2179. end
  2180.  
  2181. function Slice(KIND,SIZE,WAIT,CFRAME,COLOR,GROW)
  2182.     local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(1,1,1), true)
  2183.     local mesh = nil
  2184.     if KIND == "Base" then
  2185.         mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "448386996", "", VT(0,SIZE/10,SIZE/10), VT(0,0,0))
  2186.     elseif KIND == "Thin" then
  2187.         mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "662586858", "", VT(SIZE/10,0,SIZE/10), VT(0,0,0))
  2188.     elseif KIND == "Round" then
  2189.         mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "662585058", "", VT(SIZE/10,0,SIZE/10), VT(0,0,0))
  2190.     end
  2191.     wave.CFrame = CFRAME
  2192.     coroutine.resume(coroutine.create(function(PART)
  2193.         for i = 1, WAIT do
  2194.             Swait()
  2195.             mesh.Scale = mesh.Scale + GROW/10
  2196.             wave.Transparency = wave.Transparency + (0.5/WAIT)
  2197.             if wave.Transparency > 0.99 then
  2198.                 wave:remove()
  2199.             end
  2200.         end
  2201.     end))
  2202. end
  2203.  
  2204. function MakeForm(PART,TYPE)
  2205.     if TYPE == "Cyl" then
  2206.         local MSH = IT("CylinderMesh",PART)
  2207.     elseif TYPE == "Ball" then
  2208.         local MSH = IT("SpecialMesh",PART)
  2209.         MSH.MeshType = "Sphere"
  2210.     elseif TYPE == "Wedge" then
  2211.         local MSH = IT("SpecialMesh",PART)
  2212.         MSH.MeshType = "Wedge"
  2213.     end
  2214. end
  2215.  
  2216.  
  2217. function CheckTableForString(Table, String)
  2218.     for i, v in pairs(Table) do
  2219.         if string.find(string.lower(String), string.lower(v)) then
  2220.             return true
  2221.         end
  2222.     end
  2223.     return false
  2224. end
  2225.  
  2226. function CheckIntangible(Hit)
  2227.     local ProjectileNames = {"Water", "Arrow", "Projectile", "Effect", "Rail", "Lightning", "Bullet"}
  2228.     if Hit and Hit.Parent then
  2229.         if ((not Hit.CanCollide or CheckTableForString(ProjectileNames, Hit.Name)) and not Hit.Parent:FindFirstChild("Humanoid")) then
  2230.             return true
  2231.         end
  2232.     end
  2233.     return false
  2234. end
  2235.  
  2236. Debris = game:GetService("Debris")
  2237.  
  2238. function CastZapRay(StartPos, Vec, Length, Ignore, DelayIfHit)
  2239.     local Direction = CFrame.new(StartPos, Vec).lookVector
  2240.     local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore})
  2241.     local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Direction * Length), Ignore)
  2242.     if RayHit and CheckIntangible(RayHit) then
  2243.         if DelayIfHit then
  2244.             wait()
  2245.         end
  2246.         RayHit, RayPos, RayNormal = CastZapRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit)
  2247.     end
  2248.     return RayHit, RayPos, RayNormal
  2249. end
  2250.  
  2251. function turnto(position)
  2252.     RootPart.CFrame=CFrame.new(RootPart.CFrame.p,VT(position.X,RootPart.Position.Y,position.Z)) * CFrame.new(0, 0, 0)
  2253. end
  2254.  
  2255.  
  2256.  
  2257. game:GetService("RunService").Heartbeat:connect(function(s, p)
  2258.     tf = tf + s
  2259.     if tf >= frame then
  2260.         if allowframeloss then
  2261.             script.ArtificialHB:Fire()
  2262.             lastframe = tick()
  2263.         else
  2264.             for i = 1, math.floor(tf / frame) do
  2265.                 script.ArtificialHB:Fire()
  2266.             end
  2267.         lastframe = tick()
  2268.         end
  2269.         if tossremainder then
  2270.             tf = 0
  2271.         else
  2272.             tf = tf - frame * math.floor(tf / frame)
  2273.         end
  2274.     end
  2275. end)
  2276. function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
  2277.     return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
  2278. end
  2279.  
  2280. function PositiveAngle(NUMBER)
  2281.     if NUMBER >= 0 then
  2282.         NUMBER = 0
  2283.     end
  2284.     return NUMBER
  2285. end
  2286.  
  2287. function NegativeAngle(NUMBER)
  2288.     if NUMBER <= 0 then
  2289.         NUMBER = 0
  2290.     end
  2291.     return NUMBER
  2292. end
  2293.  
  2294. function Swait(NUMBER)
  2295.     if NUMBER == 0 or NUMBER == nil then
  2296.         ArtificialHB.Event:wait()
  2297.     else
  2298.         for i = 1, NUMBER do
  2299.             ArtificialHB.Event:wait()
  2300.         end
  2301.     end
  2302. end
  2303.  
  2304. function CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
  2305.     local NEWMESH = IT(MESH)
  2306.     if MESH == "SpecialMesh" then
  2307.         NEWMESH.MeshType = MESHTYPE
  2308.         if MESHID ~= "nil" and MESHID ~= "" then
  2309.             NEWMESH.MeshId = "http://www.roblox.com/asset/?id="..MESHID
  2310.         end
  2311.         if TEXTUREID ~= "nil" and TEXTUREID ~= "" then
  2312.             NEWMESH.TextureId = "http://www.roblox.com/asset/?id="..TEXTUREID
  2313.         end
  2314.     end
  2315.     NEWMESH.Offset = OFFSET or VT(0, 0, 0)
  2316.     NEWMESH.Scale = SCALE
  2317.     NEWMESH.Parent = PARENT
  2318.     return NEWMESH
  2319. end
  2320.  
  2321. function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE, ANCHOR)
  2322.     local NEWPART = IT("Part")
  2323.     NEWPART.formFactor = FORMFACTOR
  2324.     NEWPART.Reflectance = REFLECTANCE
  2325.     NEWPART.Transparency = TRANSPARENCY
  2326.     NEWPART.CanCollide = false
  2327.     NEWPART.Locked = true
  2328.     NEWPART.Anchored = true
  2329.     if ANCHOR == false then
  2330.         NEWPART.Anchored = false
  2331.     end
  2332.     NEWPART.BrickColor = BRICKC(tostring(BRICKCOLOR))
  2333.     NEWPART.Name = NAME
  2334.     NEWPART.Size = SIZE
  2335.     NEWPART.Position = Torso.Position
  2336.     NEWPART.Material = MATERIAL
  2337.     NEWPART:BreakJoints()
  2338.     NEWPART.Parent = PARENT
  2339.     return NEWPART
  2340. end
  2341.  
  2342.     local function weldBetween(a, b)
  2343.         local weldd = Instance.new("ManualWeld")
  2344.         weldd.Part0 = a
  2345.         weldd.Part1 = b
  2346.         weldd.C0 = CFrame.new()
  2347.         weldd.C1 = b.CFrame:inverse() * a.CFrame
  2348.         weldd.Parent = a
  2349.         return weldd
  2350.     end
  2351.  
  2352.  
  2353. function QuaternionFromCFrame(cf)
  2354.     local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
  2355.     local trace = m00 + m11 + m22
  2356.     if trace > 0 then
  2357.         local s = math.sqrt(1 + trace)
  2358.         local recip = 0.5 / s
  2359.         return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
  2360.     else
  2361.         local i = 0
  2362.         if m11 > m00 then
  2363.             i = 1
  2364.         end
  2365.         if m22 > (i == 0 and m00 or m11) then
  2366.             i = 2
  2367.         end
  2368.         if i == 0 then
  2369.             local s = math.sqrt(m00 - m11 - m22 + 1)
  2370.             local recip = 0.5 / s
  2371.             return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
  2372.         elseif i == 1 then
  2373.             local s = math.sqrt(m11 - m22 - m00 + 1)
  2374.             local recip = 0.5 / s
  2375.             return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
  2376.         elseif i == 2 then
  2377.             local s = math.sqrt(m22 - m00 - m11 + 1)
  2378.             local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
  2379.         end
  2380.     end
  2381. end
  2382.  
  2383. function QuaternionToCFrame(px, py, pz, x, y, z, w)
  2384.     local xs, ys, zs = x + x, y + y, z + z
  2385.     local wx, wy, wz = w * xs, w * ys, w * zs
  2386.     local xx = x * xs
  2387.     local xy = x * ys
  2388.     local xz = x * zs
  2389.     local yy = y * ys
  2390.     local yz = y * zs
  2391.     local zz = z * zs
  2392.     return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
  2393. end
  2394.  
  2395. function QuaternionSlerp(a, b, t)
  2396.     local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
  2397.     local startInterp, finishInterp;
  2398.     if cosTheta >= 0.0001 then
  2399.         if (1 - cosTheta) > 0.0001 then
  2400.             local theta = ACOS(cosTheta)
  2401.             local invSinTheta = 1 / SIN(theta)
  2402.             startInterp = SIN((1 - t) * theta) * invSinTheta
  2403.             finishInterp = SIN(t * theta) * invSinTheta
  2404.         else
  2405.             startInterp = 1 - t
  2406.             finishInterp = t
  2407.         end
  2408.     else
  2409.         if (1 + cosTheta) > 0.0001 then
  2410.             local theta = ACOS(-cosTheta)
  2411.             local invSinTheta = 1 / SIN(theta)
  2412.             startInterp = SIN((t - 1) * theta) * invSinTheta
  2413.             finishInterp = SIN(t * theta) * invSinTheta
  2414.         else
  2415.             startInterp = t - 1
  2416.             finishInterp = t
  2417.         end
  2418.     end
  2419.     return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
  2420. end
  2421.  
  2422. function Clerp(a, b, t)
  2423.     local qa = {QuaternionFromCFrame(a)}
  2424.     local qb = {QuaternionFromCFrame(b)}
  2425.     local ax, ay, az = a.x, a.y, a.z
  2426.     local bx, by, bz = b.x, b.y, b.z
  2427.     local _t = 1 - t
  2428.     return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
  2429. end
  2430.  
  2431. function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
  2432.     local frame = IT("Frame")
  2433.     frame.BackgroundTransparency = TRANSPARENCY
  2434.     frame.BorderSizePixel = BORDERSIZEPIXEL
  2435.     frame.Position = POSITION
  2436.     frame.Size = SIZE
  2437.     frame.BackgroundColor3 = COLOR
  2438.     frame.BorderColor3 = BORDERCOLOR
  2439.     frame.Name = NAME
  2440.     frame.Parent = PARENT
  2441.     return frame
  2442. end
  2443.  
  2444. function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
  2445.     local label = IT("TextLabel")
  2446.     label.BackgroundTransparency = 1
  2447.     label.Size = UD2(1, 0, 1, 0)
  2448.     label.Position = UD2(0, 0, 0, 0)
  2449.     label.TextColor3 = TEXTCOLOR
  2450.     label.TextStrokeTransparency = STROKETRANSPARENCY
  2451.     label.TextTransparency = TRANSPARENCY
  2452.     label.FontSize = TEXTFONTSIZE
  2453.     label.Font = TEXTFONT
  2454.     label.BorderSizePixel = BORDERSIZEPIXEL
  2455.     label.TextScaled = false
  2456.     label.Text = TEXT
  2457.     label.Name = NAME
  2458.     label.Parent = PARENT
  2459.     return label
  2460. end
  2461.  
  2462. function NoOutlines(PART)
  2463.     PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
  2464. end
  2465.  
  2466. function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)
  2467.     local NEWWELD = IT(TYPE)
  2468.     NEWWELD.Part0 = PART0
  2469.     NEWWELD.Part1 = PART1
  2470.     NEWWELD.C0 = C0
  2471.     NEWWELD.C1 = C1
  2472.     NEWWELD.Parent = PARENT
  2473.     return NEWWELD
  2474. end
  2475.  
  2476. local S = IT("Sound")
  2477. function CreateSound(ID, PARENT, VOLUME, PITCH, DOESLOOP)
  2478.     local NEWSOUND = nil
  2479.     coroutine.resume(coroutine.create(function()
  2480.         NEWSOUND = S:Clone()
  2481.         NEWSOUND.Parent = PARENT
  2482.         NEWSOUND.Volume = VOLUME
  2483.         NEWSOUND.Pitch = PITCH
  2484.         NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID
  2485.         NEWSOUND:play()
  2486.         if DOESLOOP == true then
  2487.             NEWSOUND.Looped = true
  2488.         else
  2489.             repeat wait(1) until NEWSOUND.Playing == false
  2490.             NEWSOUND:remove()
  2491.         end
  2492.     end))
  2493.     return NEWSOUND
  2494. end
  2495.  
  2496. function MakeForm(PART,TYPE)
  2497.     if TYPE == "Cyl" then
  2498.         local MSH = IT("CylinderMesh",PART)
  2499.     elseif TYPE == "Ball" then
  2500.         local MSH = IT("SpecialMesh",PART)
  2501.         MSH.MeshType = "Sphere"
  2502.     elseif TYPE == "Wedge" then
  2503.         local MSH = IT("SpecialMesh",PART)
  2504.         MSH.MeshType = "Wedge"
  2505.     end
  2506. end
  2507.  
  2508. function CFrameFromTopBack(at, top, back)
  2509.     local right = top:Cross(back)
  2510.     return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
  2511. end
  2512.  
  2513. function PuddleOfBlood(Position,MaxDrop,Model,MaxSize)
  2514.     local HITFLOOR, HITPOS, NORMAL = Raycast(Position, (CF(Position, Position + VT(0, -1, 0))).lookVector, MaxDrop, Model)
  2515.     if HITFLOOR ~= nil then
  2516.         if HITFLOOR.Parent ~= Weapon and HITFLOOR.Parent ~= Character then
  2517.             if HITFLOOR.Name == "BloodPuddle" then
  2518.                 local DIST = (Position - HITFLOOR.Position).Magnitude
  2519.                 if (HITFLOOR.Size.Z <= 5 and HITFLOOR.Size.Z < MaxSize) or (HITFLOOR.Size.Z > 5 and HITFLOOR.Size.Z < MaxSize and DIST < HITFLOOR.Size.Z/3) then
  2520.                     HITFLOOR.Size = HITFLOOR.Size + VT(0.1,0,0.1)
  2521.                 end
  2522.             else
  2523.                 if HITFLOOR.Anchored == true then
  2524.                     local BLOOD = CreatePart(3, Effects, "Glass", 0, 0, "Maroon", "BloodPuddle", VT(2,0,2))
  2525.                     BLOOD.CFrame = CF(HITPOS,HITPOS+NORMAL)*ANGLES(RAD(90),RAD(0),RAD(0))
  2526.                     MakeForm(BLOOD,"Cyl")
  2527.                     coroutine.resume(coroutine.create(function()
  2528.                         Swait(75)
  2529.                         while true do
  2530.                             Swait()
  2531.                             BLOOD.Size = BLOOD.Size - VT(0.02,0,0.02)
  2532.                             if BLOOD.Size.Z < 0.051 then
  2533.                                 BLOOD:remove()
  2534.                                 break
  2535.                             end
  2536.                         end
  2537.                     end))
  2538.                 end
  2539.             end
  2540.         end
  2541.     end
  2542. end
  2543.  
  2544. function SprayBlood(POSITION,DIRECTION,BloodSize)
  2545.     local BLOOD = CreatePart(3, Effects, "Glass", 0, 0, "Maroon", "BloodPuddle", VT(0.3,0.3,0.3),false)
  2546.     BLOOD.CFrame = CF(POSITION)
  2547.     MakeForm(BLOOD,"Ball")
  2548.     local bv = Instance.new("BodyVelocity",BLOOD)
  2549.     bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
  2550.     bv.velocity = CF(POSITION,DIRECTION+VT(MRANDOM(-3,3)/30,MRANDOM(-3,3)/30,MRANDOM(-3,3)/30)).lookVector*75
  2551.     bv.Name = "MOVE"
  2552.     Debris:AddItem(bv,0.05)
  2553.     coroutine.resume(coroutine.create(function()
  2554.         local HASTOUCHEDGROUND = false
  2555.         local HIT = BLOOD.Touched:Connect(function(hit)
  2556.             if hit.Anchored == true then
  2557.                 HASTOUCHEDGROUND = true
  2558.                 PuddleOfBlood(BLOOD.Position+VT(0,1,0),2,BLOOD,BloodSize)
  2559.             end
  2560.         end)
  2561.         wait(5)
  2562.         if HASTOUCHEDGROUND == false then
  2563.             BLOOD:remove()
  2564.         end
  2565.     end))
  2566. end
  2567.  
  2568. Debris = game:GetService("Debris")
  2569.  
  2570. function CastProperRay(StartPos, EndPos, Distance, Ignore)
  2571.     local DIRECTION = CF(StartPos,EndPos).lookVector
  2572.     return Raycast(StartPos, DIRECTION, Distance, Ignore)
  2573. end
  2574.  
  2575. function turnto(position)
  2576.     RootPart.CFrame=CFrame.new(RootPart.CFrame.p,VT(position.X,RootPart.Position.Y,position.Z)) * CFrame.new(0, 0, 0)
  2577. end
  2578.  
  2579. function recurse(root,callback,i)
  2580.     i= i or 0
  2581.     for _,v in pairs(root:GetChildren()) do
  2582.         i = i + 1
  2583.         callback(i,v)
  2584.        
  2585.         if #v:GetChildren() > 0 then
  2586.             i = recurse(v,callback,i)
  2587.         end
  2588.     end
  2589.    
  2590.     return i
  2591. end
  2592.  
  2593. function ragdollJoint(character, part0, part1, attachmentName, className, properties)
  2594.     attachmentName = attachmentName.."RigAttachment"
  2595.     local constraint = Instance.new(className.."Constraint")
  2596.     constraint.Attachment0 = part0:FindFirstChild(attachmentName)
  2597.     constraint.Attachment1 = part1:FindFirstChild(attachmentName)
  2598.     constraint.Name = "RagdollConstraint"..part1.Name
  2599.    
  2600.     for _,propertyData in next,properties or {} do
  2601.         constraint[propertyData[1]] = propertyData[2]
  2602.     end
  2603.    
  2604.     constraint.Parent = character
  2605. end
  2606.  
  2607. function getAttachment0(character, attachmentName)
  2608.     for _,child in next,character:GetChildren() do
  2609.         local attachment = child:FindFirstChild(attachmentName)
  2610.         if attachment then
  2611.             return attachment
  2612.         end
  2613.     end
  2614. end
  2615.  
  2616. function R15Ragdoll(character)
  2617.     recurse(character, function(_,v)
  2618.         if v:IsA("Attachment") then
  2619.             v.Axis = Vector3.new(0, 1, 0)
  2620.             v.SecondaryAxis = Vector3.new(0, 0, 1)
  2621.             v.Rotation = Vector3.new(0, 0, 0)
  2622.         end
  2623.     end)
  2624.     for _,child in next,character:GetChildren() do
  2625.         if child:IsA("Accoutrement") then
  2626.             for _,part in next,child:GetChildren() do
  2627.                 if part:IsA("BasePart") and part.Name ~= "HumanoidRootPart" then
  2628.                     local attachment1 = part:FindFirstChildOfClass("Attachment")
  2629.                     local attachment0 = getAttachment0(character,attachment1.Name)
  2630.                     if attachment0 and attachment1 then
  2631.                         local constraint = Instance.new("HingeConstraint")
  2632.                         constraint.Attachment0 = attachment0
  2633.                         constraint.Attachment1 = attachment1
  2634.                         constraint.LimitsEnabled = true
  2635.                         constraint.UpperAngle = 0
  2636.                         constraint.LowerAngle = 0
  2637.                         constraint.Parent = character
  2638.                     end
  2639.                 elseif part.Name == "HumanoidRootPart" then
  2640.                     part:remove()
  2641.                 end
  2642.             end
  2643.         end
  2644.     end
  2645.    
  2646.     ragdollJoint(character,character.LowerTorso, character.UpperTorso, "Waist", "BallSocket", {
  2647.         {"LimitsEnabled",true};
  2648.         {"UpperAngle",5};
  2649.     })
  2650.     ragdollJoint(character,character.UpperTorso, character.Head, "Neck", "BallSocket", {
  2651.         {"LimitsEnabled",true};
  2652.         {"UpperAngle",15};
  2653.     })
  2654.    
  2655.     local handProperties = {
  2656.         {"LimitsEnabled", true};
  2657.         {"UpperAngle",0};
  2658.         {"LowerAngle",0};
  2659.     }
  2660.     ragdollJoint(character,character.LeftLowerArm, character.LeftHand, "LeftWrist", "Hinge", handProperties)
  2661.     ragdollJoint(character,character.RightLowerArm, character.RightHand, "RightWrist", "Hinge", handProperties)
  2662.    
  2663.     local shinProperties = {
  2664.         {"LimitsEnabled", true};
  2665.         {"UpperAngle", 0};
  2666.         {"LowerAngle", -75};
  2667.     }
  2668.     ragdollJoint(character,character.LeftUpperLeg, character.LeftLowerLeg, "LeftKnee", "Hinge", shinProperties)
  2669.     ragdollJoint(character,character.RightUpperLeg, character.RightLowerLeg, "RightKnee", "Hinge", shinProperties)
  2670.    
  2671.     local footProperties = {
  2672.         {"LimitsEnabled", true};
  2673.         {"UpperAngle", 15};
  2674.         {"LowerAngle", -45};
  2675.     }
  2676.     ragdollJoint(character,character.LeftLowerLeg, character.LeftFoot, "LeftAnkle", "Hinge", footProperties)
  2677.     ragdollJoint(character,character.RightLowerLeg, character.RightFoot, "RightAnkle", "Hinge", footProperties)
  2678.    
  2679.     ragdollJoint(character,character.UpperTorso, character.LeftUpperArm, "LeftShoulder", "BallSocket")
  2680.     ragdollJoint(character,character.LeftUpperArm, character.LeftLowerArm, "LeftElbow", "BallSocket")
  2681.     ragdollJoint(character,character.UpperTorso, character.RightUpperArm, "RightShoulder", "BallSocket")
  2682.     ragdollJoint(character,character.RightUpperArm, character.RightLowerArm, "RightElbow", "BallSocket")
  2683.     ragdollJoint(character,character.LowerTorso, character.LeftUpperLeg, "LeftHip", "BallSocket")
  2684.     ragdollJoint(character,character.LowerTorso, character.RightUpperLeg, "RightHip", "BallSocket")
  2685. end
  2686.  
  2687. function Ragdoll(Character2,CharTorso)
  2688.     Character2:BreakJoints()
  2689.     local hum = Character2:findFirstChild("Humanoid")
  2690.     hum:remove()
  2691.     local function Scan(ch)
  2692.         local e
  2693.         for e = 1,#ch do
  2694.             Scan(ch[e]:GetChildren())
  2695.             if ch[e].ClassName == "Weld" or ch[e].ClassName == "Motor6D" then
  2696.                 ch[e]:remove()
  2697.             end
  2698.         end
  2699.     end
  2700.     local NEWHUM = IT("Humanoid")
  2701.     NEWHUM.Name = "Corpse"
  2702.     NEWHUM.Health = 0
  2703.     NEWHUM.MaxHealth = 0
  2704.     NEWHUM.PlatformStand = true
  2705.     NEWHUM.Parent = Character2
  2706.     NEWHUM.DisplayDistanceType = "None"
  2707.  
  2708.     local ch = Character2:GetChildren()
  2709.     local i
  2710.     for i = 1,#ch do
  2711.         if ch[i].Name == "THandle1" or ch[i].Name == "THandle2" then
  2712.             ch[i]:remove()
  2713.         end
  2714.     end
  2715.  
  2716.     local Torso2 = Character2.Torso
  2717.     local movevector = Vector3.new()
  2718.  
  2719.     if Torso2 then
  2720.         movevector = CFrame.new(CharTorso.Position,Torso2.Position).lookVector
  2721.         local Head = Character2:FindFirstChild("Head")
  2722.         if Head then
  2723.             local Neck = Instance.new("Weld")
  2724.             Neck.Name = "Neck"
  2725.             Neck.Part0 = Torso2
  2726.             Neck.Part1 = Head
  2727.             Neck.C0 = CFrame.new(0, 1.5, 0)
  2728.             Neck.C1 = CFrame.new()
  2729.             Neck.Parent = Torso2
  2730.  
  2731.         end
  2732.         local Limb = Character2:FindFirstChild("Right Arm")
  2733.         if Limb then
  2734.  
  2735.             Limb.CFrame = Torso2.CFrame * CFrame.new(1.5, 0, 0)
  2736.             local Joint = Instance.new("Glue")
  2737.             Joint.Name = "RightShoulder"
  2738.             Joint.Part0 = Torso2
  2739.             Joint.Part1 = Limb
  2740.             Joint.C0 = CFrame.new(1.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
  2741.             Joint.C1 = CFrame.new(-0, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
  2742.             Joint.Parent = Torso2
  2743.  
  2744.             local B = Instance.new("Part")
  2745.             B.TopSurface = 0
  2746.             B.BottomSurface = 0
  2747.             B.formFactor = "Symmetric"
  2748.             B.Size = Vector3.new(1, 1, 1)
  2749.             B.Transparency = 1
  2750.             B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
  2751.             B.Parent = Character2
  2752.             local W = Instance.new("Weld")
  2753.             W.Part0 = Limb
  2754.             W.Part1 = B
  2755.             W.C0 = CFrame.new(0, -0.5, 0)
  2756.             W.Parent = Limb
  2757.  
  2758.         end
  2759.         local Limb = Character2:FindFirstChild("Left Arm")
  2760.         if Limb then
  2761.  
  2762.             Limb.CFrame = Torso2.CFrame * CFrame.new(-1.5, 0, 0)
  2763.             local Joint = Instance.new("Glue")
  2764.             Joint.Name = "LeftShoulder"
  2765.             Joint.Part0 = Torso2
  2766.             Joint.Part1 = Limb
  2767.             Joint.C0 = CFrame.new(-1.5, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
  2768.             Joint.C1 = CFrame.new(0, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
  2769.             Joint.Parent = Torso2
  2770.  
  2771.             local B = Instance.new("Part")
  2772.             B.TopSurface = 0
  2773.             B.BottomSurface = 0
  2774.             B.formFactor = "Symmetric"
  2775.             B.Size = Vector3.new(1, 1, 1)
  2776.             B.Transparency = 1
  2777.             B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
  2778.             B.Parent = Character2
  2779.             local W = Instance.new("Weld")
  2780.             W.Part0 = Limb
  2781.             W.Part1 = B
  2782.             W.C0 = CFrame.new(0, -0.5, 0)
  2783.             W.Parent = Limb
  2784.  
  2785.         end
  2786.         local Limb = Character2:FindFirstChild("Right Leg")
  2787.         if Limb then
  2788.  
  2789.             Limb.CFrame = Torso2.CFrame * CFrame.new(0.5, -2, 0)
  2790.             local Joint = Instance.new("Glue")
  2791.             Joint.Name = "RightHip"
  2792.             Joint.Part0 = Torso2
  2793.             Joint.Part1 = Limb
  2794.             Joint.C0 = CFrame.new(0.5, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
  2795.             Joint.C1 = CFrame.new(0, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
  2796.             Joint.Parent = Torso2
  2797.  
  2798.             local B = Instance.new("Part")
  2799.             B.TopSurface = 0
  2800.             B.BottomSurface = 0
  2801.             B.formFactor = "Symmetric"
  2802.             B.Size = Vector3.new(1, 1, 1)
  2803.             B.Transparency = 1
  2804.             B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
  2805.             B.Parent = Character2
  2806.             local W = Instance.new("Weld")
  2807.             W.Part0 = Limb
  2808.             W.Part1 = B
  2809.             W.C0 = CFrame.new(0, -0.5, 0)
  2810.             W.Parent = Limb
  2811.  
  2812.         end
  2813.         local Limb = Character2:FindFirstChild("Left Leg")
  2814.         if Limb then
  2815.  
  2816.             Limb.CFrame = Torso2.CFrame * CFrame.new(-0.5, -2, 0)
  2817.             local Joint = Instance.new("Glue")
  2818.             Joint.Name = "LeftHip"
  2819.             Joint.Part0 = Torso2
  2820.             Joint.Part1 = Limb
  2821.             Joint.C0 = CFrame.new(-0.5, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
  2822.             Joint.C1 = CFrame.new(-0, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
  2823.             Joint.Parent = Torso2
  2824.  
  2825.             local B = Instance.new("Part")
  2826.             B.TopSurface = 0
  2827.             B.BottomSurface = 0
  2828.             B.formFactor = "Symmetric"
  2829.             B.Size = Vector3.new(1, 1, 1)
  2830.             B.Transparency = 1
  2831.             B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
  2832.             B.Parent = Character2
  2833.             local W = Instance.new("Weld")
  2834.             W.Part0 = Limb
  2835.             W.Part1 = B
  2836.             W.C0 = CFrame.new(0, -0.5, 0)
  2837.             W.Parent = Limb
  2838.  
  2839.         end
  2840.         --[
  2841.         local Bar = Instance.new("Part")
  2842.         Bar.TopSurface = 0
  2843.         Bar.BottomSurface = 0
  2844.         Bar.formFactor = "Symmetric"
  2845.         Bar.Size = Vector3.new(1, 1, 1)
  2846.         Bar.Transparency = 1
  2847.         Bar.CFrame = Torso2.CFrame * CFrame.new(0, 0.5, 0)
  2848.         Bar.Parent = Character2
  2849.         local Weld = Instance.new("Weld")
  2850.         Weld.Part0 = Torso2
  2851.         Weld.Part1 = Bar
  2852.         Weld.C0 = CFrame.new(0, 0.5, 0)
  2853.         Weld.Parent = Torso2
  2854.         --]]
  2855.     end
  2856.     Character2.Parent = workspace
  2857.     Debris:AddItem(Character2,5)
  2858.  
  2859.     return Character2,Torso2
  2860. end
  2861.  
  2862. punch = true
  2863.  
  2864.  
  2865. function help_me()
  2866.     ATTACK = true
  2867.     Rooted = true
  2868.     CreateSound("1010161686", Head, 10, 1)
  2869.     for i=0, 1, 0.1 / Animation_Speed do
  2870.         Swait()
  2871.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2872.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2873.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  2874.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  2875.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2876.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2877.    
  2878.     end
  2879.     for i=0, 1, 0.1 / Animation_Speed do
  2880.         Swait()
  2881.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2882.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2883.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  2884.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  2885.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2886.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2887.    
  2888.     end
  2889.     for i=0, 1, 0.1 / Animation_Speed do
  2890.         Swait()
  2891.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2892.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2893.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  2894.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  2895.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2896.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2897.    
  2898.     end
  2899.     for i=0, 1, 0.1 / Animation_Speed do
  2900.         Swait()
  2901.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2902.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2903.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  2904.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  2905.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2906.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2907.    
  2908.     end
  2909.     for i=0, 1, 0.1 / Animation_Speed do
  2910.         Swait()
  2911.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2912.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2913.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  2914.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  2915.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2916.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2917.    
  2918.     end
  2919.     for i=0, 1, 0.1 / Animation_Speed do
  2920.         Swait()
  2921.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2922.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2923.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  2924.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  2925.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2926.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2927.    
  2928.     end
  2929.     for i=0, 1, 0.1 / Animation_Speed do
  2930.         Swait()
  2931.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2932.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2933.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  2934.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  2935.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2936.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2937.    
  2938.     end
  2939.     for i=0, 1, 0.1 / Animation_Speed do
  2940.         Swait()
  2941.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2942.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2943.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  2944.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  2945.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2946.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2947.    
  2948.     end
  2949.     for i=0, 1, 0.1 / Animation_Speed do
  2950.         Swait()
  2951.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2952.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2953.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(170), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  2954.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  2955.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2956.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2957.    
  2958.     end
  2959.     for i=0, 1, 0.1 / Animation_Speed do
  2960.         Swait()
  2961.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2962.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2963.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(-40)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  2964.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(40)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  2965.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2966.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2967.    
  2968.     end
  2969.     for i=0, 1, 0.1 / Animation_Speed do
  2970.         Swait()
  2971.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2972.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2973.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  2974.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  2975.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2976.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2977.    
  2978.     end
  2979.     for i=0, 1, 0.1 / Animation_Speed do
  2980.         Swait()
  2981.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2982.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2983.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  2984.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  2985.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2986.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2987.    
  2988.     end
  2989.     for i=0, 1, 0.1 / Animation_Speed do
  2990.         Swait()
  2991.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2992.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2993.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  2994.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  2995.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2996.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2997.    
  2998.     end
  2999.     for i=0, 1, 0.1 / Animation_Speed do
  3000.         Swait()
  3001.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3002.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3003.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3004.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3005.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3006.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3007.    
  3008.     end
  3009.     for i=0, 1, 0.1 / Animation_Speed do
  3010.         Swait()
  3011.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3012.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3013.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3014.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3015.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3016.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3017.    
  3018.     end
  3019.     for i=0, 1, 0.1 / Animation_Speed do
  3020.         Swait()
  3021.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3022.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3023.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3024.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3025.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3026.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3027.    
  3028.     end
  3029.     for i=0, 1, 0.1 / Animation_Speed do
  3030.         Swait()
  3031.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3032.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3033.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3034.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3035.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3036.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3037.    
  3038.     end
  3039.     for i=0, 1, 0.1 / Animation_Speed do
  3040.         Swait()
  3041.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3042.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3043.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3044.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3045.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3046.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3047.    
  3048.     end
  3049.     for i=0, 1, 0.1 / Animation_Speed do
  3050.         Swait()
  3051.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3052.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3053.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(170), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3054.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3055.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3056.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3057.    
  3058.     end
  3059.     for i=0, 1, 0.1 / Animation_Speed do
  3060.         Swait()
  3061.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3062.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3063.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(-40)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3064.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(40)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3065.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3066.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3067.    
  3068.     end
  3069.     for i=0, 1, 0.1 / Animation_Speed do
  3070.         Swait()
  3071.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3072.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3073.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3074.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3075.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3076.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3077.    
  3078.     end
  3079.     for i=0, 1, 0.1 / Animation_Speed do
  3080.         Swait()
  3081.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3082.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3083.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3084.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3085.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3086.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3087.    
  3088.     end
  3089.     for i=0, 1, 0.1 / Animation_Speed do
  3090.         Swait()
  3091.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3092.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3093.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3094.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3095.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3096.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3097.    
  3098.     end
  3099.     for i=0, 1, 0.1 / Animation_Speed do
  3100.         Swait()
  3101.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3102.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3103.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3104.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3105.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3106.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3107.    
  3108.     end
  3109.     for i=0, 1, 0.1 / Animation_Speed do
  3110.         Swait()
  3111.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3112.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3113.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3114.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3115.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3116.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3117.    
  3118.     end
  3119.     for i=0, 1, 0.1 / Animation_Speed do
  3120.         Swait()
  3121.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3122.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3123.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3124.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3125.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3126.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3127.    
  3128.     end
  3129.     for i=0, 1, 0.1 / Animation_Speed do
  3130.         Swait()
  3131.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3132.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3133.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3134.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3135.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3136.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3137.    
  3138.     end
  3139.     for i=0, 1, 0.1 / Animation_Speed do
  3140.         Swait()
  3141.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3142.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3143.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3144.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3145.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3146.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3147.    
  3148.     end
  3149.     for i=0, 1, 0.1 / Animation_Speed do
  3150.         Swait()
  3151.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3152.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3153.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(170), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3154.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3155.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3156.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3157.    
  3158.     end
  3159.     for i=0, 1, 0.1 / Animation_Speed do
  3160.         Swait()
  3161.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3162.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3163.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(-40)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3164.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(40)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3165.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3166.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3167.     end
  3168.     for i=0, 1, 0.1 / Animation_Speed do
  3169.         Swait()
  3170.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3171.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3172.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3173.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3174.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3175.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3176.    
  3177.     end
  3178.     for i=0, 1, 0.1 / Animation_Speed do
  3179.         Swait()
  3180.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3181.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3182.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3183.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3184.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3185.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3186.    
  3187.     end
  3188.     for i=0, 1, 0.1 / Animation_Speed do
  3189.         Swait()
  3190.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3191.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3192.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3193.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3194.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3195.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3196.    
  3197.     end
  3198.     for i=0, 1, 0.1 / Animation_Speed do
  3199.         Swait()
  3200.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3201.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3202.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3203.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3204.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3205.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3206.    
  3207.     end
  3208.     for i=0, 1, 0.1 / Animation_Speed do
  3209.         Swait()
  3210.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3211.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3212.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3213.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3214.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3215.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3216.    
  3217.     end
  3218.     for i=0, 1, 0.1 / Animation_Speed do
  3219.         Swait()
  3220.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3221.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3222.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3223.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3224.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3225.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3226.    
  3227.     end
  3228.     for i=0, 1, 0.1 / Animation_Speed do
  3229.         Swait()
  3230.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3231.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3232.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3233.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3234.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3235.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3236.    
  3237.     end
  3238.     for i=0, 1, 0.1 / Animation_Speed do
  3239.         Swait()
  3240.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3241.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3242.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3243.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3244.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3245.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3246.    
  3247.     end
  3248.     for i=0, 1, 0.1 / Animation_Speed do
  3249.         Swait()
  3250.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3251.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3252.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(170), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3253.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3254.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3255.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3256.    
  3257.     end
  3258.     for i=0, 1, 0.1 / Animation_Speed do
  3259.         Swait()
  3260.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3261.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3262.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(-40)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3263.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(40)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3264.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3265.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3266.    
  3267.     end
  3268.     for i=0, 1, 0.1 / Animation_Speed do
  3269.         Swait()
  3270.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3271.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3272.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3273.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3274.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3275.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3276.    
  3277.     end
  3278.     for i=0, 1, 0.1 / Animation_Speed do
  3279.         Swait()
  3280.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3281.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3282.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3283.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3284.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3285.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3286.    
  3287.     end
  3288.     for i=0, 1, 0.1 / Animation_Speed do
  3289.         Swait()
  3290.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3291.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3292.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3293.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3294.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3295.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3296.    
  3297.     end
  3298.     for i=0, 1, 0.1 / Animation_Speed do
  3299.         Swait()
  3300.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3301.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3302.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3303.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3304.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3305.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3306.    
  3307.     end
  3308.     for i=0, 1, 0.1 / Animation_Speed do
  3309.         Swait()
  3310.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3311.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3312.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3313.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3314.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3315.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3316.    
  3317.     end
  3318.     for i=0, 1, 0.1 / Animation_Speed do
  3319.         Swait()
  3320.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3321.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3322.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3323.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3324.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3325.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3326.    
  3327.     end
  3328.     for i=0, 1, 0.1 / Animation_Speed do
  3329.         Swait()
  3330.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3331.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3332.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3333.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3334.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3335.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3336.    
  3337.     end
  3338.     for i=0, 1, 0.1 / Animation_Speed do
  3339.         Swait()
  3340.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3341.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3342.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3343.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3344.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3345.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3346.    
  3347.     end
  3348.     for i=0, 1, 0.1 / Animation_Speed do
  3349.         Swait()
  3350.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3351.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3352.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(170), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3353.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3354.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3355.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3356.    
  3357.     end
  3358.     for i=0, 1, 0.1 / Animation_Speed do
  3359.         Swait()
  3360.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3361.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3362.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(-40)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3363.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(40)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3364.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3365.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3366.    
  3367.     end
  3368.     for i=0, 1, 0.1 / Animation_Speed do
  3369.         Swait()
  3370.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3371.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3372.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3373.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3374.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3375.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3376.    
  3377.     end
  3378.     for i=0, 1, 0.1 / Animation_Speed do
  3379.         Swait()
  3380.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3381.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3382.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3383.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3384.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3385.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3386.    
  3387.     end
  3388.     for i=0, 1, 0.1 / Animation_Speed do
  3389.         Swait()
  3390.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3391.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3392.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3393.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3394.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3395.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3396.    
  3397.     end
  3398.     for i=0, 1, 0.1 / Animation_Speed do
  3399.         Swait()
  3400.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3401.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3402.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3403.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3404.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3405.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3406.    
  3407.     end
  3408.     for i=0, 1, 0.1 / Animation_Speed do
  3409.         Swait()
  3410.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3411.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3412.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3413.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3414.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3415.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3416.    
  3417.     end
  3418.     for i=0, 1, 0.1 / Animation_Speed do
  3419.         Swait()
  3420.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3421.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3422.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3423.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3424.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3425.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3426.    
  3427.     end
  3428.     for i=0, 1, 0.1 / Animation_Speed do
  3429.         Swait()
  3430.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3431.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3432.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3433.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3434.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3435.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3436.    
  3437.     end
  3438.     for i=0, 1, 0.1 / Animation_Speed do
  3439.         Swait()
  3440.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3441.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3442.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3443.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3444.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3445.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3446.    
  3447.     end
  3448.     for i=0, 1, 0.1 / Animation_Speed do
  3449.         Swait()
  3450.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3451.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3452.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(170), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3453.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3454.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3455.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3456.     end
  3457.     wait(1)
  3458.     ATTACK = false
  3459.     Rooted = false
  3460. end
  3461.  
  3462. function punche()
  3463. punch = true
  3464.     ATTACK = true
  3465.     Rooted = true
  3466.     CreateSound("0", Head, 10, 1)
  3467. game.Players.LocalPlayer.Character["Right Arm"].Touched:connect(function(hit)
  3468.     local humanoid = hit.Parent:findFirstChild("Humanoid")
  3469.     if punch == true then
  3470.         humanoid:TakeDamage(10)
  3471.     end
  3472. end)
  3473.     for i=0, 1, 0.1 / Animation_Speed do
  3474.         Swait()
  3475.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3476.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3477.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3478.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3479.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3480.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3481.    
  3482.     end
  3483.     for i=0, 1, 0.1 / Animation_Speed do
  3484.         Swait()
  3485.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3486.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3487.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  3488.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  3489.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3490.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  3491.    
  3492.     end
  3493.     wait(1)
  3494. punch = false
  3495.     ATTACK = false
  3496.     Rooted = false
  3497. end
  3498.  
  3499.  
  3500.  
  3501. function MouseUp(Mouse)
  3502. HOLD = false
  3503. end
  3504.  
  3505. function KeyDown(Key)
  3506.     KEYHOLD = true
  3507.     if Key == "q" and ATTACK == false then
  3508.         help_me()
  3509.     end
  3510.  
  3511.     if Key == "e" and ATTACK == false then
  3512.         punche()
  3513.  
  3514.     end
  3515. end
  3516.  
  3517. function KeyUp(Key)
  3518.     KEYHOLD = false
  3519. end
  3520.  
  3521.     Mouse.Button1Down:connect(function(NEWKEY)
  3522.         MouseDown(NEWKEY)
  3523.     end)
  3524.     Mouse.Button1Up:connect(function(NEWKEY)
  3525.         MouseUp(NEWKEY)
  3526.     end)
  3527.     Mouse.KeyDown:connect(function(NEWKEY)
  3528.         KeyDown(NEWKEY)
  3529.     end)
  3530.     Mouse.KeyUp:connect(function(NEWKEY)
  3531.         KeyUp(NEWKEY)
  3532.     end)
  3533.  
  3534.  
  3535. Humanoid.Changed:connect(function(Jump)
  3536.     if Jump == "Jump" and (Disable_Jump == true) then
  3537.         Humanoid.Jump = false
  3538.     end
  3539. end)
  3540.  
  3541. while true do
  3542.     Swait()
  3543.     script.Parent = WEAPONGUI
  3544.     ANIMATE.Parent = nil
  3545.     for _,v in next, Humanoid:GetPlayingAnimationTracks() do
  3546.         v:Stop();
  3547.     end
  3548.     SINE = SINE + CHANGE
  3549.     local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
  3550.     local TORSOVERTICALVELOCITY = RootPart.Velocity.y
  3551.     local HITFLOOR = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4, Character)
  3552.     local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16)
  3553.     if ANIM == "Walk" and TORSOVELOCITY > 1 then
  3554.         RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.15 * COS(SINE / (WALKSPEEDVALUE / 2))) * ANGLES(RAD(0), RAD(0) - RootPart.RotVelocity.Y / 75, RAD(0)), 2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3555.         Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0) - Head.RotVelocity.Y / 30), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3556.         RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 0.875 - 0.125 * SIN(SINE / WALKSPEEDVALUE) - 0.15 * COS(SINE / WALKSPEEDVALUE*2), -0.125 * COS(SINE / WALKSPEEDVALUE) +0.2+ 0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(76 * COS(SINE / WALKSPEEDVALUE))), 0.3 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3557.         LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 0.875 + 0.125 * SIN(SINE / WALKSPEEDVALUE) - 0.15 * COS(SINE / WALKSPEEDVALUE*2), 0.125 * COS(SINE / WALKSPEEDVALUE) +0.2+ -0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(76 * COS(SINE / WALKSPEEDVALUE))), 0.3 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  3558.     elseif (ANIM ~= "Walk") or (TORSOVELOCITY < 1) then
  3559.         RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3560.         Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3561.         RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3562.         LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3563.     end
  3564.     if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then
  3565.         ANIM = "Jump"
  3566.         if PLAYANIMS == true then
  3567.             RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3568.             Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3569.             RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
  3570.             LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
  3571.             RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.3) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
  3572.             LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.3) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed)
  3573.         end
  3574.     elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then
  3575.         ANIM = "Fall"
  3576.         if PLAYANIMS == true then
  3577.             RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 ) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3578.             Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  3579.             RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
  3580.             LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
  3581.             RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
  3582.             LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
  3583.         end
  3584.     elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
  3585.         ANIM = "Idle"
  3586.         if PLAYANIMS == true then
  3587.             RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  3588.             Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(25 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  3589.             RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(170), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  3590.             LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(170), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  3591.             RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  3592.             LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  3593.         end
  3594.     elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
  3595.         ANIM = "Walk"
  3596.         if PLAYANIMS == true then
  3597.                 RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  3598.             Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(25 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  3599.                 RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(170 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(5)) * RIGHTSHOULDERC0, 0 / Animation_Speed)
  3600.                 LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(170 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(-5)) * LEFTSHOULDERC0, 0 / Animation_Speed)
  3601.                 RightHip.C0 = Clerp(RightHip.C0, CF(1 , -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-15)), 2 / Animation_Speed)
  3602.                 LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(15)), 2 / Animation_Speed)
  3603.  
  3604.             end
  3605.         end
  3606.     end
  3607.     if Rooted == false then
  3608.         Disable_Jump = false
  3609.         Humanoid.WalkSpeed = Speed
  3610.     elseif Rooted == true then
  3611.         Disable_Jump = true
  3612.         Humanoid.WalkSpeed = 0
  3613.     end
  3614.  
  3615.     Humanoid.Health = Humanoid.Health + 1------------------------
  3616.  
  3617. --Made by sonverlady--
  3618. --Alone---------------
  3619.  
  3620. ------------------------
  3621.  
  3622. wait(0.2)
  3623. local Player = game:service'Players'.localPlayer
  3624. local chara = Player.Character
  3625. Player=game:GetService("Players").LocalPlayer
  3626. Character=Player.Character
  3627. PlayerGui=Player.PlayerGui
  3628. Backpack=Player.Backpack
  3629. Torso=Character.Torso
  3630. Head=Character.Head
  3631. Humanoid=Character.Humanoid
  3632. m=Instance.new('Model',Character)
  3633. LeftArm=Character["Left Arm"]
  3634. LeftLeg=Character["Left Leg"]
  3635. RightArm=Character["Right Arm"]
  3636. RightLeg=Character["Right Leg"]
  3637. LS=Torso["Left Shoulder"]
  3638. LH=Torso["Left Hip"]
  3639. RS=Torso["Right Shoulder"]
  3640. RH=Torso["Right Hip"]
  3641. Face = Head.face
  3642. Neck=Torso.Neck
  3643. it=Instance.new
  3644. attacktype=1
  3645. vt=Vector3.new
  3646. cf=CFrame.new
  3647. cl3=Color3.new
  3648. rgb=Color3.fromRGB
  3649. bcn=BrickColor.new
  3650. euler=CFrame.fromEulerAnglesXYZ
  3651. angles=CFrame.Angles
  3652. Humanoid.WalkSpeed = 10
  3653. Player = game:GetService("Players").LocalPlayer
  3654. PlayerGui = Player.PlayerGui
  3655. Cam = workspace.CurrentCamera
  3656. Backpack = Player.Backpack
  3657. Character = Player.Character
  3658. Humanoid = Character.Humanoid
  3659. Mouse = Player:GetMouse()
  3660. RootPart = Character["HumanoidRootPart"]
  3661. Torso = Character["Torso"]
  3662. Head = Character["Head"]
  3663. RightArm = Character["Right Arm"]
  3664. LeftArm = Character["Left Arm"]
  3665. RightLeg = Character["Right Leg"]
  3666. LeftLeg = Character["Left Leg"]
  3667. RootJoint = RootPart["RootJoint"]
  3668. Neck = Torso["Neck"]
  3669. RightShoulder = Torso["Right Shoulder"]
  3670. LeftShoulder = Torso["Left Shoulder"]
  3671. RightHip = Torso["Right Hip"]
  3672. LeftHip = Torso["Left Hip"]
  3673. Sound0 = Instance.new("Sound")
  3674. Sound0.Volume = 5
  3675. Sound0.Parent = game.Players.LocalPlayer.Character.Head
  3676. Sound0.SoundId = "rbxassetid://1010161686"
  3677. Sound0.Looped = true
  3678. Sound0:Play()
  3679. local txt = Instance.new("BillboardGui", chara)
  3680. CV="Lime green"
  3681.     txt.Adornee = chara.Head
  3682.     txt.Name = "_status"
  3683.     txt.Size = UDim2.new(2, 0, 1.2, 0)
  3684.     txt.StudsOffset = Vector3.new(-9, 8, 0)
  3685.     local text = Instance.new("TextLabel", txt)
  3686.     text.Size = UDim2.new(10, 0, 7, 0)
  3687.     text.FontSize = "Size24"
  3688.     text.TextScaled = true
  3689.     text.TextTransparency = 0
  3690.     text.BackgroundTransparency = 1
  3691.     text.TextTransparency = 0
  3692.     text.TextStrokeTransparency = 0
  3693.     text.Font = "Bodoni"
  3694.     text.TextStrokeColor3 = BrickColor.new("Really black").Color
  3695.     text.TextColor3 = BrickColor.new("Really black").Color
  3696.     text.Text = "Alone"
  3697. IT = Instance.new
  3698. CF = CFrame.new
  3699. VT = Vector3.new
  3700. RAD = math.rad
  3701. C3 = Color3.new
  3702. UD2 = UDim2.new
  3703. BRICKC = BrickColor.new
  3704. ANGLES = CFrame.Angles
  3705. EULER = CFrame.fromEulerAnglesXYZ
  3706. COS = math.cos
  3707. ACOS = math.acos
  3708. SIN = math.sin
  3709. ASIN = math.asin
  3710. ABS = math.abs
  3711. MRANDOM = math.random
  3712. FLOOR = math.floor
  3713. Animation_Speed = 3
  3714. Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)
  3715. local Speed = 12
  3716. local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
  3717. local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
  3718. local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))
  3719. local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))
  3720. local DAMAGEMULTIPLIER = 1
  3721. local ANIM = "Idle"
  3722. local ATTACK = false
  3723. local EQUIPPED = false
  3724. local HOLD = false
  3725. local COMBO = 1
  3726. local Rooted = false
  3727. local SINE = 0
  3728. local KEYHOLD = false
  3729. local CHANGE = 2 / Animation_Speed
  3730. local WALKINGANIM = false
  3731. local VALUE1 = false
  3732. local VALUE2 = false
  3733. local ROBLOXIDLEANIMATION = IT("Animation")
  3734. ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
  3735. ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
  3736. --ROBLOXIDLEANIMATION.Parent = Humanoid
  3737. local WEAPONGUI = IT("ScreenGui", PlayerGui)
  3738. WEAPONGUI.Name = "Weapon GUI"
  3739. local Weapon = IT("Model")
  3740. Weapon.Name = "Adds"
  3741. local Effects = IT("Folder", Weapon)
  3742. Effects.Name = "Effects"
  3743. local ANIMATOR = Humanoid.Animator
  3744. local ANIMATE = Character.Animate
  3745. local UNANCHOR = true
  3746. local PLAYANIMS = true
  3747. ArtificialHB = Instance.new("BindableEvent", script)
  3748. ArtificialHB.Name = "ArtificialHB"
  3749.  
  3750. script:WaitForChild("ArtificialHB")
  3751.  
  3752. frame = Frame_Speed
  3753. tf = 0
  3754. allowframeloss = false
  3755. tossremainder = false
  3756. lastframe = tick()
  3757. script.ArtificialHB:Fire()
  3758.  
  3759. function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
  3760.     return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
  3761. end
  3762.  
  3763. function PositiveAngle(NUMBER)
  3764.     if NUMBER >= 0 then
  3765.         NUMBER = 0
  3766.     end
  3767.     return NUMBER
  3768. end
  3769.  
  3770. function NegativeAngle(NUMBER)
  3771.     if NUMBER <= 0 then
  3772.         NUMBER = 0
  3773.     end
  3774.     return NUMBER
  3775. end
  3776.  
  3777. function Swait(NUMBER)
  3778.     if NUMBER == 0 or NUMBER == nil then
  3779.         ArtificialHB.Event:wait()
  3780.     else
  3781.         for i = 1, NUMBER do
  3782.             ArtificialHB.Event:wait()
  3783.         end
  3784.     end
  3785. end
  3786.  
  3787. function QuaternionFromCFrame(cf)
  3788.     local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
  3789.     local trace = m00 + m11 + m22
  3790.     if trace > 0 then
  3791.         local s = math.sqrt(1 + trace)
  3792.         local recip = 0.5 / s
  3793.         return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
  3794.     else
  3795.         local i = 0
  3796.         if m11 > m00 then
  3797.             i = 1
  3798.         end
  3799.         if m22 > (i == 0 and m00 or m11) then
  3800.             i = 2
  3801.         end
  3802.         if i == 0 then
  3803.             local s = math.sqrt(m00 - m11 - m22 + 1)
  3804.             local recip = 0.5 / s
  3805.             return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
  3806.         elseif i == 1 then
  3807.             local s = math.sqrt(m11 - m22 - m00 + 1)
  3808.             local recip = 0.5 / s
  3809.             return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
  3810.         elseif i == 2 then
  3811.             local s = math.sqrt(m22 - m00 - m11 + 1)
  3812.             local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
  3813.         end
  3814.     end
  3815. end
  3816.  
  3817. function QuaternionToCFrame(px, py, pz, x, y, z, w)
  3818.     local xs, ys, zs = x + x, y + y, z + z
  3819.     local wx, wy, wz = w * xs, w * ys, w * zs
  3820.     local xx = x * xs
  3821.     local xy = x * ys
  3822.     local xz = x * zs
  3823.     local yy = y * ys
  3824.     local yz = y * zs
  3825.     local zz = z * zs
  3826.     return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
  3827. end
  3828.  
  3829. function QuaternionSlerp(a, b, t)
  3830.     local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
  3831.     local startInterp, finishInterp;
  3832.     if cosTheta >= 0.0001 then
  3833.         if (1 - cosTheta) > 0.0001 then
  3834.             local theta = ACOS(cosTheta)
  3835.             local invSinTheta = 1 / SIN(theta)
  3836.             startInterp = SIN((1 - t) * theta) * invSinTheta
  3837.             finishInterp = SIN(t * theta) * invSinTheta
  3838.         else
  3839.             startInterp = 1 - t
  3840.             finishInterp = t
  3841.         end
  3842.     else
  3843.         if (1 + cosTheta) > 0.0001 then
  3844.             local theta = ACOS(-cosTheta)
  3845.             local invSinTheta = 1 / SIN(theta)
  3846.             startInterp = SIN((t - 1) * theta) * invSinTheta
  3847.             finishInterp = SIN(t * theta) * invSinTheta
  3848.         else
  3849.             startInterp = t - 1
  3850.             finishInterp = t
  3851.         end
  3852.     end
  3853.     return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
  3854. end
  3855.  
  3856. function Clerp(a, b, t)
  3857.     local qa = {QuaternionFromCFrame(a)}
  3858.     local qb = {QuaternionFromCFrame(b)}
  3859.     local ax, ay, az = a.x, a.y, a.z
  3860.     local bx, by, bz = b.x, b.y, b.z
  3861.     local _t = 1 - t
  3862.     return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
  3863. end
  3864.  
  3865. function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
  3866.     local frame = IT("Frame")
  3867.     frame.BackgroundTransparency = TRANSPARENCY
  3868.     frame.BorderSizePixel = BORDERSIZEPIXEL
  3869.     frame.Position = POSITION
  3870.     frame.Size = SIZE
  3871.     frame.BackgroundColor3 = COLOR
  3872.     frame.BorderColor3 = BORDERCOLOR
  3873.     frame.Name = NAME
  3874.     frame.Parent = PARENT
  3875.     return frame
  3876. end
  3877.  
  3878. function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
  3879.     local label = IT("TextLabel")
  3880.     label.BackgroundTransparency = 1
  3881.     label.Size = UD2(1, 0, 1, 0)
  3882.     label.Position = UD2(0, 0, 0, 0)
  3883.     label.TextColor3 = TEXTCOLOR
  3884.     label.TextStrokeTransparency = STROKETRANSPARENCY
  3885.     label.TextTransparency = TRANSPARENCY
  3886.     label.FontSize = TEXTFONTSIZE
  3887.     label.Font = TEXTFONT
  3888.     label.BorderSizePixel = BORDERSIZEPIXEL
  3889.     label.TextScaled = false
  3890.     label.Text = TEXT
  3891.     label.Name = NAME
  3892.     label.Parent = PARENT
  3893.     return label
  3894. end
  3895.  
  3896. function NoOutlines(PART)
  3897.     PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
  3898. end
  3899.  
  3900.  
  3901. function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)
  3902.     local NEWWELD = IT(TYPE)
  3903.     NEWWELD.Part0 = PART0
  3904.     NEWWELD.Part1 = PART1
  3905.     NEWWELD.C0 = C0
  3906.     NEWWELD.C1 = C1
  3907.     NEWWELD.Parent = PARENT
  3908.     return NEWWELD
  3909. end
  3910.  
  3911. local S = IT("Sound")
  3912.  
  3913. function CreateSound(ID, PARENT, VOLUME, PITCH)
  3914.     local NEWSOUND = nil
  3915.     coroutine.resume(coroutine.create(function()
  3916.         NEWSOUND = S:Clone()
  3917.         NEWSOUND.Parent = PARENT
  3918.         NEWSOUND.Volume = VOLUME
  3919.         NEWSOUND.Pitch = PITCH
  3920.         NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID
  3921.         Swait()
  3922.         NEWSOUND:play()
  3923.         game:GetService("Debris"):AddItem(NEWSOUND, 10)
  3924.     end))
  3925.     return NEWSOUND
  3926. end
  3927.  
  3928. function CFrameFromTopBack(at, top, back)
  3929.     local right = top:Cross(back)
  3930.     return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
  3931. end
  3932.  
  3933. function CreateWave(SIZE,WAIT,CFRAME,DOESROT,ROT,COLOR,GROW)
  3934.     local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0,0,0))
  3935.     local mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "20329976", "", SIZE, VT(0,0,-SIZE.X/8))
  3936.     wave.CFrame = CFRAME
  3937.     coroutine.resume(coroutine.create(function(PART)
  3938.         for i = 1, WAIT do
  3939.             Swait()
  3940.             mesh.Scale = mesh.Scale + GROW
  3941.             mesh.Offset = VT(0,0,-(mesh.Scale.X/8))
  3942.             if DOESROT == true then
  3943.                 wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0,ROT,0)
  3944.             end
  3945.             wave.Transparency = wave.Transparency + (0.5/WAIT)
  3946.             if wave.Transparency > 0.99 then
  3947.                 wave:remove()
  3948.             end
  3949.         end
  3950.     end))
  3951. end
  3952.  
  3953. function CreateRing(SIZE,DOESROT,ROT,WAIT,CFRAME,COLOR,GROW)
  3954.     local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0,0,0))
  3955.     local mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "559831844", "", SIZE, VT(0,0,0))
  3956.     wave.CFrame = CFRAME
  3957.     coroutine.resume(coroutine.create(function(PART)
  3958.         for i = 1, WAIT do
  3959.             Swait()
  3960.             mesh.Scale = mesh.Scale + GROW
  3961.             if DOESROT == true then
  3962.                 wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0,ROT,0)
  3963.             end
  3964.             wave.Transparency = wave.Transparency + (0.5/WAIT)
  3965.             if wave.Transparency > 0.99 then
  3966.                 wave:remove()
  3967.             end
  3968.         end
  3969.     end))
  3970. end
  3971.  
  3972. function MagicSphere(SIZE,WAIT,CFRAME,COLOR,GROW)
  3973.     local wave = CreatePart(3, Effects, "Neon", 0, 0, BRICKC(COLOR), "Effect", VT(1,1,1), true)
  3974.     local mesh = CreateMesh("SpecialMesh", wave, "Sphere", "", "", SIZE, VT(0,0,0))
  3975.     wave.CFrame = CFRAME
  3976.     coroutine.resume(coroutine.create(function(PART)
  3977.         for i = 1, WAIT do
  3978.             Swait()
  3979.             mesh.Scale = mesh.Scale + GROW
  3980.             wave.Transparency = wave.Transparency + (1/WAIT)
  3981.             if wave.Transparency > 0.99 then
  3982.                 wave:remove()
  3983.             end
  3984.         end
  3985.     end))
  3986. end
  3987.  
  3988. function Slice(KIND,SIZE,WAIT,CFRAME,COLOR,GROW)
  3989.     local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(1,1,1), true)
  3990.     local mesh = nil
  3991.     if KIND == "Base" then
  3992.         mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "448386996", "", VT(0,SIZE/10,SIZE/10), VT(0,0,0))
  3993.     elseif KIND == "Thin" then
  3994.         mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "662586858", "", VT(SIZE/10,0,SIZE/10), VT(0,0,0))
  3995.     elseif KIND == "Round" then
  3996.         mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "662585058", "", VT(SIZE/10,0,SIZE/10), VT(0,0,0))
  3997.     end
  3998.     wave.CFrame = CFRAME
  3999.     coroutine.resume(coroutine.create(function(PART)
  4000.         for i = 1, WAIT do
  4001.             Swait()
  4002.             mesh.Scale = mesh.Scale + GROW/10
  4003.             wave.Transparency = wave.Transparency + (0.5/WAIT)
  4004.             if wave.Transparency > 0.99 then
  4005.                 wave:remove()
  4006.             end
  4007.         end
  4008.     end))
  4009. end
  4010.  
  4011. function MakeForm(PART,TYPE)
  4012.     if TYPE == "Cyl" then
  4013.         local MSH = IT("CylinderMesh",PART)
  4014.     elseif TYPE == "Ball" then
  4015.         local MSH = IT("SpecialMesh",PART)
  4016.         MSH.MeshType = "Sphere"
  4017.     elseif TYPE == "Wedge" then
  4018.         local MSH = IT("SpecialMesh",PART)
  4019.         MSH.MeshType = "Wedge"
  4020.     end
  4021. end
  4022.  
  4023.  
  4024. function CheckTableForString(Table, String)
  4025.     for i, v in pairs(Table) do
  4026.         if string.find(string.lower(String), string.lower(v)) then
  4027.             return true
  4028.         end
  4029.     end
  4030.     return false
  4031. end
  4032.  
  4033. function CheckIntangible(Hit)
  4034.     local ProjectileNames = {"Water", "Arrow", "Projectile", "Effect", "Rail", "Lightning", "Bullet"}
  4035.     if Hit and Hit.Parent then
  4036.         if ((not Hit.CanCollide or CheckTableForString(ProjectileNames, Hit.Name)) and not Hit.Parent:FindFirstChild("Humanoid")) then
  4037.             return true
  4038.         end
  4039.     end
  4040.     return false
  4041. end
  4042.  
  4043. Debris = game:GetService("Debris")
  4044.  
  4045. function CastZapRay(StartPos, Vec, Length, Ignore, DelayIfHit)
  4046.     local Direction = CFrame.new(StartPos, Vec).lookVector
  4047.     local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore})
  4048.     local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Direction * Length), Ignore)
  4049.     if RayHit and CheckIntangible(RayHit) then
  4050.         if DelayIfHit then
  4051.             wait()
  4052.         end
  4053.         RayHit, RayPos, RayNormal = CastZapRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit)
  4054.     end
  4055.     return RayHit, RayPos, RayNormal
  4056. end
  4057.  
  4058. function turnto(position)
  4059.     RootPart.CFrame=CFrame.new(RootPart.CFrame.p,VT(position.X,RootPart.Position.Y,position.Z)) * CFrame.new(0, 0, 0)
  4060. end
  4061.  
  4062.  
  4063.  
  4064. game:GetService("RunService").Heartbeat:connect(function(s, p)
  4065.     tf = tf + s
  4066.     if tf >= frame then
  4067.         if allowframeloss then
  4068.             script.ArtificialHB:Fire()
  4069.             lastframe = tick()
  4070.         else
  4071.             for i = 1, math.floor(tf / frame) do
  4072.                 script.ArtificialHB:Fire()
  4073.             end
  4074.         lastframe = tick()
  4075.         end
  4076.         if tossremainder then
  4077.             tf = 0
  4078.         else
  4079.             tf = tf - frame * math.floor(tf / frame)
  4080.         end
  4081.     end
  4082. end)
  4083. function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
  4084.     return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
  4085. end
  4086.  
  4087. function PositiveAngle(NUMBER)
  4088.     if NUMBER >= 0 then
  4089.         NUMBER = 0
  4090.     end
  4091.     return NUMBER
  4092. end
  4093.  
  4094. function NegativeAngle(NUMBER)
  4095.     if NUMBER <= 0 then
  4096.         NUMBER = 0
  4097.     end
  4098.     return NUMBER
  4099. end
  4100.  
  4101. function Swait(NUMBER)
  4102.     if NUMBER == 0 or NUMBER == nil then
  4103.         ArtificialHB.Event:wait()
  4104.     else
  4105.         for i = 1, NUMBER do
  4106.             ArtificialHB.Event:wait()
  4107.         end
  4108.     end
  4109. end
  4110.  
  4111. function CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
  4112.     local NEWMESH = IT(MESH)
  4113.     if MESH == "SpecialMesh" then
  4114.         NEWMESH.MeshType = MESHTYPE
  4115.         if MESHID ~= "nil" and MESHID ~= "" then
  4116.             NEWMESH.MeshId = "http://www.roblox.com/asset/?id="..MESHID
  4117.         end
  4118.         if TEXTUREID ~= "nil" and TEXTUREID ~= "" then
  4119.             NEWMESH.TextureId = "http://www.roblox.com/asset/?id="..TEXTUREID
  4120.         end
  4121.     end
  4122.     NEWMESH.Offset = OFFSET or VT(0, 0, 0)
  4123.     NEWMESH.Scale = SCALE
  4124.     NEWMESH.Parent = PARENT
  4125.     return NEWMESH
  4126. end
  4127.  
  4128. function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE, ANCHOR)
  4129.     local NEWPART = IT("Part")
  4130.     NEWPART.formFactor = FORMFACTOR
  4131.     NEWPART.Reflectance = REFLECTANCE
  4132.     NEWPART.Transparency = TRANSPARENCY
  4133.     NEWPART.CanCollide = false
  4134.     NEWPART.Locked = true
  4135.     NEWPART.Anchored = true
  4136.     if ANCHOR == false then
  4137.         NEWPART.Anchored = false
  4138.     end
  4139.     NEWPART.BrickColor = BRICKC(tostring(BRICKCOLOR))
  4140.     NEWPART.Name = NAME
  4141.     NEWPART.Size = SIZE
  4142.     NEWPART.Position = Torso.Position
  4143.     NEWPART.Material = MATERIAL
  4144.     NEWPART:BreakJoints()
  4145.     NEWPART.Parent = PARENT
  4146.     return NEWPART
  4147. end
  4148.  
  4149.     local function weldBetween(a, b)
  4150.         local weldd = Instance.new("ManualWeld")
  4151.         weldd.Part0 = a
  4152.         weldd.Part1 = b
  4153.         weldd.C0 = CFrame.new()
  4154.         weldd.C1 = b.CFrame:inverse() * a.CFrame
  4155.         weldd.Parent = a
  4156.         return weldd
  4157.     end
  4158.  
  4159.  
  4160. function QuaternionFromCFrame(cf)
  4161.     local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
  4162.     local trace = m00 + m11 + m22
  4163.     if trace > 0 then
  4164.         local s = math.sqrt(1 + trace)
  4165.         local recip = 0.5 / s
  4166.         return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
  4167.     else
  4168.         local i = 0
  4169.         if m11 > m00 then
  4170.             i = 1
  4171.         end
  4172.         if m22 > (i == 0 and m00 or m11) then
  4173.             i = 2
  4174.         end
  4175.         if i == 0 then
  4176.             local s = math.sqrt(m00 - m11 - m22 + 1)
  4177.             local recip = 0.5 / s
  4178.             return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
  4179.         elseif i == 1 then
  4180.             local s = math.sqrt(m11 - m22 - m00 + 1)
  4181.             local recip = 0.5 / s
  4182.             return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
  4183.         elseif i == 2 then
  4184.             local s = math.sqrt(m22 - m00 - m11 + 1)
  4185.             local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
  4186.         end
  4187.     end
  4188. end
  4189.  
  4190. function QuaternionToCFrame(px, py, pz, x, y, z, w)
  4191.     local xs, ys, zs = x + x, y + y, z + z
  4192.     local wx, wy, wz = w * xs, w * ys, w * zs
  4193.     local xx = x * xs
  4194.     local xy = x * ys
  4195.     local xz = x * zs
  4196.     local yy = y * ys
  4197.     local yz = y * zs
  4198.     local zz = z * zs
  4199.     return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
  4200. end
  4201.  
  4202. function QuaternionSlerp(a, b, t)
  4203.     local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
  4204.     local startInterp, finishInterp;
  4205.     if cosTheta >= 0.0001 then
  4206.         if (1 - cosTheta) > 0.0001 then
  4207.             local theta = ACOS(cosTheta)
  4208.             local invSinTheta = 1 / SIN(theta)
  4209.             startInterp = SIN((1 - t) * theta) * invSinTheta
  4210.             finishInterp = SIN(t * theta) * invSinTheta
  4211.         else
  4212.             startInterp = 1 - t
  4213.             finishInterp = t
  4214.         end
  4215.     else
  4216.         if (1 + cosTheta) > 0.0001 then
  4217.             local theta = ACOS(-cosTheta)
  4218.             local invSinTheta = 1 / SIN(theta)
  4219.             startInterp = SIN((t - 1) * theta) * invSinTheta
  4220.             finishInterp = SIN(t * theta) * invSinTheta
  4221.         else
  4222.             startInterp = t - 1
  4223.             finishInterp = t
  4224.         end
  4225.     end
  4226.     return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
  4227. end
  4228.  
  4229. function Clerp(a, b, t)
  4230.     local qa = {QuaternionFromCFrame(a)}
  4231.     local qb = {QuaternionFromCFrame(b)}
  4232.     local ax, ay, az = a.x, a.y, a.z
  4233.     local bx, by, bz = b.x, b.y, b.z
  4234.     local _t = 1 - t
  4235.     return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
  4236. end
  4237.  
  4238. function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
  4239.     local frame = IT("Frame")
  4240.     frame.BackgroundTransparency = TRANSPARENCY
  4241.     frame.BorderSizePixel = BORDERSIZEPIXEL
  4242.     frame.Position = POSITION
  4243.     frame.Size = SIZE
  4244.     frame.BackgroundColor3 = COLOR
  4245.     frame.BorderColor3 = BORDERCOLOR
  4246.     frame.Name = NAME
  4247.     frame.Parent = PARENT
  4248.     return frame
  4249. end
  4250.  
  4251. function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
  4252.     local label = IT("TextLabel")
  4253.     label.BackgroundTransparency = 1
  4254.     label.Size = UD2(1, 0, 1, 0)
  4255.     label.Position = UD2(0, 0, 0, 0)
  4256.     label.TextColor3 = TEXTCOLOR
  4257.     label.TextStrokeTransparency = STROKETRANSPARENCY
  4258.     label.TextTransparency = TRANSPARENCY
  4259.     label.FontSize = TEXTFONTSIZE
  4260.     label.Font = TEXTFONT
  4261.     label.BorderSizePixel = BORDERSIZEPIXEL
  4262.     label.TextScaled = false
  4263.     label.Text = TEXT
  4264.     label.Name = NAME
  4265.     label.Parent = PARENT
  4266.     return label
  4267. end
  4268.  
  4269. function NoOutlines(PART)
  4270.     PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
  4271. end
  4272.  
  4273. function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)
  4274.     local NEWWELD = IT(TYPE)
  4275.     NEWWELD.Part0 = PART0
  4276.     NEWWELD.Part1 = PART1
  4277.     NEWWELD.C0 = C0
  4278.     NEWWELD.C1 = C1
  4279.     NEWWELD.Parent = PARENT
  4280.     return NEWWELD
  4281. end
  4282.  
  4283. local S = IT("Sound")
  4284. function CreateSound(ID, PARENT, VOLUME, PITCH, DOESLOOP)
  4285.     local NEWSOUND = nil
  4286.     coroutine.resume(coroutine.create(function()
  4287.         NEWSOUND = S:Clone()
  4288.         NEWSOUND.Parent = PARENT
  4289.         NEWSOUND.Volume = VOLUME
  4290.         NEWSOUND.Pitch = PITCH
  4291.         NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID
  4292.         NEWSOUND:play()
  4293.         if DOESLOOP == true then
  4294.             NEWSOUND.Looped = true
  4295.         else
  4296.             repeat wait(1) until NEWSOUND.Playing == false
  4297.             NEWSOUND:remove()
  4298.         end
  4299.     end))
  4300.     return NEWSOUND
  4301. end
  4302.  
  4303. function MakeForm(PART,TYPE)
  4304.     if TYPE == "Cyl" then
  4305.         local MSH = IT("CylinderMesh",PART)
  4306.     elseif TYPE == "Ball" then
  4307.         local MSH = IT("SpecialMesh",PART)
  4308.         MSH.MeshType = "Sphere"
  4309.     elseif TYPE == "Wedge" then
  4310.         local MSH = IT("SpecialMesh",PART)
  4311.         MSH.MeshType = "Wedge"
  4312.     end
  4313. end
  4314.  
  4315. function CFrameFromTopBack(at, top, back)
  4316.     local right = top:Cross(back)
  4317.     return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
  4318. end
  4319.  
  4320. function PuddleOfBlood(Position,MaxDrop,Model,MaxSize)
  4321.     local HITFLOOR, HITPOS, NORMAL = Raycast(Position, (CF(Position, Position + VT(0, -1, 0))).lookVector, MaxDrop, Model)
  4322.     if HITFLOOR ~= nil then
  4323.         if HITFLOOR.Parent ~= Weapon and HITFLOOR.Parent ~= Character then
  4324.             if HITFLOOR.Name == "BloodPuddle" then
  4325.                 local DIST = (Position - HITFLOOR.Position).Magnitude
  4326.                 if (HITFLOOR.Size.Z <= 5 and HITFLOOR.Size.Z < MaxSize) or (HITFLOOR.Size.Z > 5 and HITFLOOR.Size.Z < MaxSize and DIST < HITFLOOR.Size.Z/3) then
  4327.                     HITFLOOR.Size = HITFLOOR.Size + VT(0.1,0,0.1)
  4328.                 end
  4329.             else
  4330.                 if HITFLOOR.Anchored == true then
  4331.                     local BLOOD = CreatePart(3, Effects, "Glass", 0, 0, "Maroon", "BloodPuddle", VT(2,0,2))
  4332.                     BLOOD.CFrame = CF(HITPOS,HITPOS+NORMAL)*ANGLES(RAD(90),RAD(0),RAD(0))
  4333.                     MakeForm(BLOOD,"Cyl")
  4334.                     coroutine.resume(coroutine.create(function()
  4335.                         Swait(75)
  4336.                         while true do
  4337.                             Swait()
  4338.                             BLOOD.Size = BLOOD.Size - VT(0.02,0,0.02)
  4339.                             if BLOOD.Size.Z < 0.051 then
  4340.                                 BLOOD:remove()
  4341.                                 break
  4342.                             end
  4343.                         end
  4344.                     end))
  4345.                 end
  4346.             end
  4347.         end
  4348.     end
  4349. end
  4350.  
  4351. function SprayBlood(POSITION,DIRECTION,BloodSize)
  4352.     local BLOOD = CreatePart(3, Effects, "Glass", 0, 0, "Maroon", "BloodPuddle", VT(0.3,0.3,0.3),false)
  4353.     BLOOD.CFrame = CF(POSITION)
  4354.     MakeForm(BLOOD,"Ball")
  4355.     local bv = Instance.new("BodyVelocity",BLOOD)
  4356.     bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
  4357.     bv.velocity = CF(POSITION,DIRECTION+VT(MRANDOM(-3,3)/30,MRANDOM(-3,3)/30,MRANDOM(-3,3)/30)).lookVector*75
  4358.     bv.Name = "MOVE"
  4359.     Debris:AddItem(bv,0.05)
  4360.     coroutine.resume(coroutine.create(function()
  4361.         local HASTOUCHEDGROUND = false
  4362.         local HIT = BLOOD.Touched:Connect(function(hit)
  4363.             if hit.Anchored == true then
  4364.                 HASTOUCHEDGROUND = true
  4365.                 PuddleOfBlood(BLOOD.Position+VT(0,1,0),2,BLOOD,BloodSize)
  4366.             end
  4367.         end)
  4368.         wait(5)
  4369.         if HASTOUCHEDGROUND == false then
  4370.             BLOOD:remove()
  4371.         end
  4372.     end))
  4373. end
  4374.  
  4375. Debris = game:GetService("Debris")
  4376.  
  4377. function CastProperRay(StartPos, EndPos, Distance, Ignore)
  4378.     local DIRECTION = CF(StartPos,EndPos).lookVector
  4379.     return Raycast(StartPos, DIRECTION, Distance, Ignore)
  4380. end
  4381.  
  4382. function turnto(position)
  4383.     RootPart.CFrame=CFrame.new(RootPart.CFrame.p,VT(position.X,RootPart.Position.Y,position.Z)) * CFrame.new(0, 0, 0)
  4384. end
  4385.  
  4386. function recurse(root,callback,i)
  4387.     i= i or 0
  4388.     for _,v in pairs(root:GetChildren()) do
  4389.         i = i + 1
  4390.         callback(i,v)
  4391.        
  4392.         if #v:GetChildren() > 0 then
  4393.             i = recurse(v,callback,i)
  4394.         end
  4395.     end
  4396.    
  4397.     return i
  4398. end
  4399.  
  4400. function ragdollJoint(character, part0, part1, attachmentName, className, properties)
  4401.     attachmentName = attachmentName.."RigAttachment"
  4402.     local constraint = Instance.new(className.."Constraint")
  4403.     constraint.Attachment0 = part0:FindFirstChild(attachmentName)
  4404.     constraint.Attachment1 = part1:FindFirstChild(attachmentName)
  4405.     constraint.Name = "RagdollConstraint"..part1.Name
  4406.    
  4407.     for _,propertyData in next,properties or {} do
  4408.         constraint[propertyData[1]] = propertyData[2]
  4409.     end
  4410.    
  4411.     constraint.Parent = character
  4412. end
  4413.  
  4414. function getAttachment0(character, attachmentName)
  4415.     for _,child in next,character:GetChildren() do
  4416.         local attachment = child:FindFirstChild(attachmentName)
  4417.         if attachment then
  4418.             return attachment
  4419.         end
  4420.     end
  4421. end
  4422.  
  4423. function R15Ragdoll(character)
  4424.     recurse(character, function(_,v)
  4425.         if v:IsA("Attachment") then
  4426.             v.Axis = Vector3.new(0, 1, 0)
  4427.             v.SecondaryAxis = Vector3.new(0, 0, 1)
  4428.             v.Rotation = Vector3.new(0, 0, 0)
  4429.         end
  4430.     end)
  4431.     for _,child in next,character:GetChildren() do
  4432.         if child:IsA("Accoutrement") then
  4433.             for _,part in next,child:GetChildren() do
  4434.                 if part:IsA("BasePart") and part.Name ~= "HumanoidRootPart" then
  4435.                     local attachment1 = part:FindFirstChildOfClass("Attachment")
  4436.                     local attachment0 = getAttachment0(character,attachment1.Name)
  4437.                     if attachment0 and attachment1 then
  4438.                         local constraint = Instance.new("HingeConstraint")
  4439.                         constraint.Attachment0 = attachment0
  4440.                         constraint.Attachment1 = attachment1
  4441.                         constraint.LimitsEnabled = true
  4442.                         constraint.UpperAngle = 0
  4443.                         constraint.LowerAngle = 0
  4444.                         constraint.Parent = character
  4445.                     end
  4446.                 elseif part.Name == "HumanoidRootPart" then
  4447.                     part:remove()
  4448.                 end
  4449.             end
  4450.         end
  4451.     end
  4452.    
  4453.     ragdollJoint(character,character.LowerTorso, character.UpperTorso, "Waist", "BallSocket", {
  4454.         {"LimitsEnabled",true};
  4455.         {"UpperAngle",5};
  4456.     })
  4457.     ragdollJoint(character,character.UpperTorso, character.Head, "Neck", "BallSocket", {
  4458.         {"LimitsEnabled",true};
  4459.         {"UpperAngle",15};
  4460.     })
  4461.    
  4462.     local handProperties = {
  4463.         {"LimitsEnabled", true};
  4464.         {"UpperAngle",0};
  4465.         {"LowerAngle",0};
  4466.     }
  4467.     ragdollJoint(character,character.LeftLowerArm, character.LeftHand, "LeftWrist", "Hinge", handProperties)
  4468.     ragdollJoint(character,character.RightLowerArm, character.RightHand, "RightWrist", "Hinge", handProperties)
  4469.    
  4470.     local shinProperties = {
  4471.         {"LimitsEnabled", true};
  4472.         {"UpperAngle", 0};
  4473.         {"LowerAngle", -75};
  4474.     }
  4475.     ragdollJoint(character,character.LeftUpperLeg, character.LeftLowerLeg, "LeftKnee", "Hinge", shinProperties)
  4476.     ragdollJoint(character,character.RightUpperLeg, character.RightLowerLeg, "RightKnee", "Hinge", shinProperties)
  4477.    
  4478.     local footProperties = {
  4479.         {"LimitsEnabled", true};
  4480.         {"UpperAngle", 15};
  4481.         {"LowerAngle", -45};
  4482.     }
  4483.     ragdollJoint(character,character.LeftLowerLeg, character.LeftFoot, "LeftAnkle", "Hinge", footProperties)
  4484.     ragdollJoint(character,character.RightLowerLeg, character.RightFoot, "RightAnkle", "Hinge", footProperties)
  4485.    
  4486.     ragdollJoint(character,character.UpperTorso, character.LeftUpperArm, "LeftShoulder", "BallSocket")
  4487.     ragdollJoint(character,character.LeftUpperArm, character.LeftLowerArm, "LeftElbow", "BallSocket")
  4488.     ragdollJoint(character,character.UpperTorso, character.RightUpperArm, "RightShoulder", "BallSocket")
  4489.     ragdollJoint(character,character.RightUpperArm, character.RightLowerArm, "RightElbow", "BallSocket")
  4490.     ragdollJoint(character,character.LowerTorso, character.LeftUpperLeg, "LeftHip", "BallSocket")
  4491.     ragdollJoint(character,character.LowerTorso, character.RightUpperLeg, "RightHip", "BallSocket")
  4492. end
  4493.  
  4494. function Ragdoll(Character2,CharTorso)
  4495.     Character2:BreakJoints()
  4496.     local hum = Character2:findFirstChild("Humanoid")
  4497.     hum:remove()
  4498.     local function Scan(ch)
  4499.         local e
  4500.         for e = 1,#ch do
  4501.             Scan(ch[e]:GetChildren())
  4502.             if ch[e].ClassName == "Weld" or ch[e].ClassName == "Motor6D" then
  4503.                 ch[e]:remove()
  4504.             end
  4505.         end
  4506.     end
  4507.     local NEWHUM = IT("Humanoid")
  4508.     NEWHUM.Name = "Corpse"
  4509.     NEWHUM.Health = 0
  4510.     NEWHUM.MaxHealth = 0
  4511.     NEWHUM.PlatformStand = true
  4512.     NEWHUM.Parent = Character2
  4513.     NEWHUM.DisplayDistanceType = "None"
  4514.  
  4515.     local ch = Character2:GetChildren()
  4516.     local i
  4517.     for i = 1,#ch do
  4518.         if ch[i].Name == "THandle1" or ch[i].Name == "THandle2" then
  4519.             ch[i]:remove()
  4520.         end
  4521.     end
  4522.  
  4523.     local Torso2 = Character2.Torso
  4524.     local movevector = Vector3.new()
  4525.  
  4526.     if Torso2 then
  4527.         movevector = CFrame.new(CharTorso.Position,Torso2.Position).lookVector
  4528.         local Head = Character2:FindFirstChild("Head")
  4529.         if Head then
  4530.             local Neck = Instance.new("Weld")
  4531.             Neck.Name = "Neck"
  4532.             Neck.Part0 = Torso2
  4533.             Neck.Part1 = Head
  4534.             Neck.C0 = CFrame.new(0, 1.5, 0)
  4535.             Neck.C1 = CFrame.new()
  4536.             Neck.Parent = Torso2
  4537.  
  4538.         end
  4539.         local Limb = Character2:FindFirstChild("Right Arm")
  4540.         if Limb then
  4541.  
  4542.             Limb.CFrame = Torso2.CFrame * CFrame.new(1.5, 0, 0)
  4543.             local Joint = Instance.new("Glue")
  4544.             Joint.Name = "RightShoulder"
  4545.             Joint.Part0 = Torso2
  4546.             Joint.Part1 = Limb
  4547.             Joint.C0 = CFrame.new(1.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
  4548.             Joint.C1 = CFrame.new(-0, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
  4549.             Joint.Parent = Torso2
  4550.  
  4551.             local B = Instance.new("Part")
  4552.             B.TopSurface = 0
  4553.             B.BottomSurface = 0
  4554.             B.formFactor = "Symmetric"
  4555.             B.Size = Vector3.new(1, 1, 1)
  4556.             B.Transparency = 1
  4557.             B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
  4558.             B.Parent = Character2
  4559.             local W = Instance.new("Weld")
  4560.             W.Part0 = Limb
  4561.             W.Part1 = B
  4562.             W.C0 = CFrame.new(0, -0.5, 0)
  4563.             W.Parent = Limb
  4564.  
  4565.         end
  4566.         local Limb = Character2:FindFirstChild("Left Arm")
  4567.         if Limb then
  4568.  
  4569.             Limb.CFrame = Torso2.CFrame * CFrame.new(-1.5, 0, 0)
  4570.             local Joint = Instance.new("Glue")
  4571.             Joint.Name = "LeftShoulder"
  4572.             Joint.Part0 = Torso2
  4573.             Joint.Part1 = Limb
  4574.             Joint.C0 = CFrame.new(-1.5, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
  4575.             Joint.C1 = CFrame.new(0, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
  4576.             Joint.Parent = Torso2
  4577.  
  4578.             local B = Instance.new("Part")
  4579.             B.TopSurface = 0
  4580.             B.BottomSurface = 0
  4581.             B.formFactor = "Symmetric"
  4582.             B.Size = Vector3.new(1, 1, 1)
  4583.             B.Transparency = 1
  4584.             B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
  4585.             B.Parent = Character2
  4586.             local W = Instance.new("Weld")
  4587.             W.Part0 = Limb
  4588.             W.Part1 = B
  4589.             W.C0 = CFrame.new(0, -0.5, 0)
  4590.             W.Parent = Limb
  4591.  
  4592.         end
  4593.         local Limb = Character2:FindFirstChild("Right Leg")
  4594.         if Limb then
  4595.  
  4596.             Limb.CFrame = Torso2.CFrame * CFrame.new(0.5, -2, 0)
  4597.             local Joint = Instance.new("Glue")
  4598.             Joint.Name = "RightHip"
  4599.             Joint.Part0 = Torso2
  4600.             Joint.Part1 = Limb
  4601.             Joint.C0 = CFrame.new(0.5, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
  4602.             Joint.C1 = CFrame.new(0, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
  4603.             Joint.Parent = Torso2
  4604.  
  4605.             local B = Instance.new("Part")
  4606.             B.TopSurface = 0
  4607.             B.BottomSurface = 0
  4608.             B.formFactor = "Symmetric"
  4609.             B.Size = Vector3.new(1, 1, 1)
  4610.             B.Transparency = 1
  4611.             B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
  4612.             B.Parent = Character2
  4613.             local W = Instance.new("Weld")
  4614.             W.Part0 = Limb
  4615.             W.Part1 = B
  4616.             W.C0 = CFrame.new(0, -0.5, 0)
  4617.             W.Parent = Limb
  4618.  
  4619.         end
  4620.         local Limb = Character2:FindFirstChild("Left Leg")
  4621.         if Limb then
  4622.  
  4623.             Limb.CFrame = Torso2.CFrame * CFrame.new(-0.5, -2, 0)
  4624.             local Joint = Instance.new("Glue")
  4625.             Joint.Name = "LeftHip"
  4626.             Joint.Part0 = Torso2
  4627.             Joint.Part1 = Limb
  4628.             Joint.C0 = CFrame.new(-0.5, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
  4629.             Joint.C1 = CFrame.new(-0, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
  4630.             Joint.Parent = Torso2
  4631.  
  4632.             local B = Instance.new("Part")
  4633.             B.TopSurface = 0
  4634.             B.BottomSurface = 0
  4635.             B.formFactor = "Symmetric"
  4636.             B.Size = Vector3.new(1, 1, 1)
  4637.             B.Transparency = 1
  4638.             B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
  4639.             B.Parent = Character2
  4640.             local W = Instance.new("Weld")
  4641.             W.Part0 = Limb
  4642.             W.Part1 = B
  4643.             W.C0 = CFrame.new(0, -0.5, 0)
  4644.             W.Parent = Limb
  4645.  
  4646.         end
  4647.         --[
  4648.         local Bar = Instance.new("Part")
  4649.         Bar.TopSurface = 0
  4650.         Bar.BottomSurface = 0
  4651.         Bar.formFactor = "Symmetric"
  4652.         Bar.Size = Vector3.new(1, 1, 1)
  4653.         Bar.Transparency = 1
  4654.         Bar.CFrame = Torso2.CFrame * CFrame.new(0, 0.5, 0)
  4655.         Bar.Parent = Character2
  4656.         local Weld = Instance.new("Weld")
  4657.         Weld.Part0 = Torso2
  4658.         Weld.Part1 = Bar
  4659.         Weld.C0 = CFrame.new(0, 0.5, 0)
  4660.         Weld.Parent = Torso2
  4661.         --]]
  4662.     end
  4663.     Character2.Parent = workspace
  4664.     Debris:AddItem(Character2,5)
  4665.  
  4666.     return Character2,Torso2
  4667. end
  4668.  
  4669. punch = true
  4670.  
  4671.  
  4672. function help_me()
  4673.     ATTACK = true
  4674.     Rooted = true
  4675.     CreateSound("1010161686", Head, 10, 1)
  4676.     for i=0, 1, 0.1 / Animation_Speed do
  4677.         Swait()
  4678.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4679.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4680.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4681.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4682.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4683.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4684.    
  4685.     end
  4686.     for i=0, 1, 0.1 / Animation_Speed do
  4687.         Swait()
  4688.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4689.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4690.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4691.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4692.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4693.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4694.    
  4695.     end
  4696.     for i=0, 1, 0.1 / Animation_Speed do
  4697.         Swait()
  4698.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4699.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4700.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4701.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4702.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4703.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4704.    
  4705.     end
  4706.     for i=0, 1, 0.1 / Animation_Speed do
  4707.         Swait()
  4708.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4709.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4710.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4711.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4712.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4713.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4714.    
  4715.     end
  4716.     for i=0, 1, 0.1 / Animation_Speed do
  4717.         Swait()
  4718.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4719.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4720.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4721.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4722.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4723.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4724.    
  4725.     end
  4726.     for i=0, 1, 0.1 / Animation_Speed do
  4727.         Swait()
  4728.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4729.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4730.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4731.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4732.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4733.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4734.    
  4735.     end
  4736.     for i=0, 1, 0.1 / Animation_Speed do
  4737.         Swait()
  4738.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4739.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4740.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4741.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4742.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4743.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4744.    
  4745.     end
  4746.     for i=0, 1, 0.1 / Animation_Speed do
  4747.         Swait()
  4748.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4749.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4750.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4751.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4752.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4753.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4754.    
  4755.     end
  4756.     for i=0, 1, 0.1 / Animation_Speed do
  4757.         Swait()
  4758.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4759.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4760.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(170), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4761.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4762.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4763.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4764.    
  4765.     end
  4766.     for i=0, 1, 0.1 / Animation_Speed do
  4767.         Swait()
  4768.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4769.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4770.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(-40)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4771.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(40)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4772.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4773.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4774.    
  4775.     end
  4776.     for i=0, 1, 0.1 / Animation_Speed do
  4777.         Swait()
  4778.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4779.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4780.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4781.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4782.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4783.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4784.    
  4785.     end
  4786.     for i=0, 1, 0.1 / Animation_Speed do
  4787.         Swait()
  4788.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4789.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4790.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4791.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4792.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4793.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4794.    
  4795.     end
  4796.     for i=0, 1, 0.1 / Animation_Speed do
  4797.         Swait()
  4798.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4799.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4800.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4801.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4802.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4803.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4804.    
  4805.     end
  4806.     for i=0, 1, 0.1 / Animation_Speed do
  4807.         Swait()
  4808.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4809.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4810.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4811.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4812.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4813.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4814.    
  4815.     end
  4816.     for i=0, 1, 0.1 / Animation_Speed do
  4817.         Swait()
  4818.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4819.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4820.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4821.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4822.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4823.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4824.    
  4825.     end
  4826.     for i=0, 1, 0.1 / Animation_Speed do
  4827.         Swait()
  4828.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4829.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4830.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4831.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4832.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4833.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4834.    
  4835.     end
  4836.     for i=0, 1, 0.1 / Animation_Speed do
  4837.         Swait()
  4838.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4839.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4840.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4841.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4842.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4843.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4844.    
  4845.     end
  4846.     for i=0, 1, 0.1 / Animation_Speed do
  4847.         Swait()
  4848.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4849.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4850.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4851.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4852.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4853.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4854.    
  4855.     end
  4856.     for i=0, 1, 0.1 / Animation_Speed do
  4857.         Swait()
  4858.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4859.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4860.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(170), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4861.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4862.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4863.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4864.    
  4865.     end
  4866.     for i=0, 1, 0.1 / Animation_Speed do
  4867.         Swait()
  4868.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4869.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4870.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(-40)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4871.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(40)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4872.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4873.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4874.    
  4875.     end
  4876.     for i=0, 1, 0.1 / Animation_Speed do
  4877.         Swait()
  4878.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4879.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4880.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4881.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4882.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4883.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4884.    
  4885.     end
  4886.     for i=0, 1, 0.1 / Animation_Speed do
  4887.         Swait()
  4888.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4889.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4890.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4891.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4892.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4893.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4894.    
  4895.     end
  4896.     for i=0, 1, 0.1 / Animation_Speed do
  4897.         Swait()
  4898.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4899.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4900.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4901.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4902.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4903.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4904.    
  4905.     end
  4906.     for i=0, 1, 0.1 / Animation_Speed do
  4907.         Swait()
  4908.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4909.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4910.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4911.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4912.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4913.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4914.    
  4915.     end
  4916.     for i=0, 1, 0.1 / Animation_Speed do
  4917.         Swait()
  4918.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4919.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4920.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4921.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4922.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4923.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4924.    
  4925.     end
  4926.     for i=0, 1, 0.1 / Animation_Speed do
  4927.         Swait()
  4928.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4929.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4930.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4931.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4932.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4933.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4934.    
  4935.     end
  4936.     for i=0, 1, 0.1 / Animation_Speed do
  4937.         Swait()
  4938.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4939.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4940.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4941.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4942.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4943.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4944.    
  4945.     end
  4946.     for i=0, 1, 0.1 / Animation_Speed do
  4947.         Swait()
  4948.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4949.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4950.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4951.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4952.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4953.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4954.    
  4955.     end
  4956.     for i=0, 1, 0.1 / Animation_Speed do
  4957.         Swait()
  4958.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4959.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4960.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(170), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4961.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4962.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4963.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4964.    
  4965.     end
  4966.     for i=0, 1, 0.1 / Animation_Speed do
  4967.         Swait()
  4968.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4969.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4970.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(-40)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4971.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(40)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4972.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4973.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4974.     end
  4975.     for i=0, 1, 0.1 / Animation_Speed do
  4976.         Swait()
  4977.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4978.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4979.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4980.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4981.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4982.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4983.    
  4984.     end
  4985.     for i=0, 1, 0.1 / Animation_Speed do
  4986.         Swait()
  4987.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4988.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4989.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  4990.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  4991.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4992.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4993.    
  4994.     end
  4995.     for i=0, 1, 0.1 / Animation_Speed do
  4996.         Swait()
  4997.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4998.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  4999.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  5000.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  5001.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5002.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5003.    
  5004.     end
  5005.     for i=0, 1, 0.1 / Animation_Speed do
  5006.         Swait()
  5007.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5008.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5009.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  5010.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  5011.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5012.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5013.    
  5014.     end
  5015.     for i=0, 1, 0.1 / Animation_Speed do
  5016.         Swait()
  5017.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5018.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5019.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  5020.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  5021.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5022.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5023.    
  5024.     end
  5025.     for i=0, 1, 0.1 / Animation_Speed do
  5026.         Swait()
  5027.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5028.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5029.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  5030.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  5031.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5032.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5033.    
  5034.     end
  5035.     for i=0, 1, 0.1 / Animation_Speed do
  5036.         Swait()
  5037.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5038.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5039.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  5040.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  5041.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5042.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5043.    
  5044.     end
  5045.     for i=0, 1, 0.1 / Animation_Speed do
  5046.         Swait()
  5047.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5048.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5049.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  5050.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  5051.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5052.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5053.    
  5054.     end
  5055.     for i=0, 1, 0.1 / Animation_Speed do
  5056.         Swait()
  5057.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5058.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5059.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(170), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  5060.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  5061.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5062.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5063.    
  5064.     end
  5065.     for i=0, 1, 0.1 / Animation_Speed do
  5066.         Swait()
  5067.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5068.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5069.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(-40)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  5070.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(40)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  5071.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5072.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5073.    
  5074.     end
  5075.     for i=0, 1, 0.1 / Animation_Speed do
  5076.         Swait()
  5077.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5078.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5079.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  5080.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  5081.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5082.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5083.    
  5084.     end
  5085.     for i=0, 1, 0.1 / Animation_Speed do
  5086.         Swait()
  5087.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5088.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5089.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  5090.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  5091.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5092.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5093.    
  5094.     end
  5095.     for i=0, 1, 0.1 / Animation_Speed do
  5096.         Swait()
  5097.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5098.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5099.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  5100.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  5101.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5102.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5103.    
  5104.     end
  5105.     for i=0, 1, 0.1 / Animation_Speed do
  5106.         Swait()
  5107.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5108.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5109.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  5110.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  5111.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5112.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5113.    
  5114.     end
  5115.     for i=0, 1, 0.1 / Animation_Speed do
  5116.         Swait()
  5117.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5118.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5119.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  5120.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  5121.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5122.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5123.    
  5124.     end
  5125.     for i=0, 1, 0.1 / Animation_Speed do
  5126.         Swait()
  5127.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5128.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5129.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  5130.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  5131.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5132.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5133.    
  5134.     end
  5135.     for i=0, 1, 0.1 / Animation_Speed do
  5136.         Swait()
  5137.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5138.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5139.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  5140.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  5141.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5142.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5143.    
  5144.     end
  5145.     for i=0, 1, 0.1 / Animation_Speed do
  5146.         Swait()
  5147.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5148.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5149.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  5150.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  5151.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5152.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5153.    
  5154.     end
  5155.     for i=0, 1, 0.1 / Animation_Speed do
  5156.         Swait()
  5157.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5158.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5159.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(170), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  5160.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  5161.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5162.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5163.    
  5164.     end
  5165.     for i=0, 1, 0.1 / Animation_Speed do
  5166.         Swait()
  5167.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5168.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5169.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(-40)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  5170.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(40)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  5171.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5172.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5173.    
  5174.     end
  5175.     for i=0, 1, 0.1 / Animation_Speed do
  5176.         Swait()
  5177.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5178.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5179.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  5180.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  5181.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5182.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5183.    
  5184.     end
  5185.     for i=0, 1, 0.1 / Animation_Speed do
  5186.         Swait()
  5187.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5188.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5189.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  5190.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  5191.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5192.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5193.    
  5194.     end
  5195.     for i=0, 1, 0.1 / Animation_Speed do
  5196.         Swait()
  5197.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5198.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5199.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  5200.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  5201.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5202.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5203.    
  5204.     end
  5205.     for i=0, 1, 0.1 / Animation_Speed do
  5206.         Swait()
  5207.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5208.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5209.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  5210.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  5211.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5212.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5213.    
  5214.     end
  5215.     for i=0, 1, 0.1 / Animation_Speed do
  5216.         Swait()
  5217.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5218.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5219.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  5220.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  5221.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5222.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5223.    
  5224.     end
  5225.     for i=0, 1, 0.1 / Animation_Speed do
  5226.         Swait()
  5227.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5228.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5229.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  5230.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  5231.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5232.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5233.    
  5234.     end
  5235.     for i=0, 1, 0.1 / Animation_Speed do
  5236.         Swait()
  5237.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5238.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5239.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  5240.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  5241.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5242.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5243.    
  5244.     end
  5245.     for i=0, 1, 0.1 / Animation_Speed do
  5246.         Swait()
  5247.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5248.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5249.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  5250.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  5251.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5252.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5253.    
  5254.     end
  5255.     for i=0, 1, 0.1 / Animation_Speed do
  5256.         Swait()
  5257.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5258.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5259.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(170), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  5260.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  5261.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5262.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5263.     end
  5264.     wait(1)
  5265.     ATTACK = false
  5266.     Rooted = false
  5267. end
  5268.  
  5269. function punche()
  5270. punch = true
  5271.     ATTACK = true
  5272.     Rooted = true
  5273.     CreateSound("0", Head, 10, 1)
  5274. game.Players.LocalPlayer.Character["Right Arm"].Touched:connect(function(hit)
  5275.     local humanoid = hit.Parent:findFirstChild("Humanoid")
  5276.     if punch == true then
  5277.         humanoid:TakeDamage(10)
  5278.     end
  5279. end)
  5280.     for i=0, 1, 0.1 / Animation_Speed do
  5281.         Swait()
  5282.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5283.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5284.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  5285.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  5286.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5287.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5288.    
  5289.     end
  5290.     for i=0, 1, 0.1 / Animation_Speed do
  5291.         Swait()
  5292.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5293.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5294.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  5295.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  5296.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5297.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  5298.    
  5299.     end
  5300.     wait(1)
  5301. punch = false
  5302.     ATTACK = false
  5303.     Rooted = false
  5304. end
  5305.  
  5306.  
  5307.  
  5308. function MouseUp(Mouse)
  5309. HOLD = false
  5310. end
  5311.  
  5312. function KeyDown(Key)
  5313.     KEYHOLD = true
  5314.     if Key == "q" and ATTACK == false then
  5315.         help_me()
  5316.     end
  5317.  
  5318.     if Key == "e" and ATTACK == false then
  5319.         punche()
  5320.  
  5321.     end
  5322. end
  5323.  
  5324. function KeyUp(Key)
  5325.     KEYHOLD = false
  5326. end
  5327.  
  5328.     Mouse.Button1Down:connect(function(NEWKEY)
  5329.         MouseDown(NEWKEY)
  5330.     end)
  5331.     Mouse.Button1Up:connect(function(NEWKEY)
  5332.         MouseUp(NEWKEY)
  5333.     end)
  5334.     Mouse.KeyDown:connect(function(NEWKEY)
  5335.         KeyDown(NEWKEY)
  5336.     end)
  5337.     Mouse.KeyUp:connect(function(NEWKEY)
  5338.         KeyUp(NEWKEY)
  5339.     end)
  5340.  
  5341.  
  5342. Humanoid.Changed:connect(function(Jump)
  5343.     if Jump == "Jump" and (Disable_Jump == true) then
  5344.         Humanoid.Jump = false
  5345.     end
  5346. end)
  5347.  
  5348. while true do
  5349.     Swait()
  5350.     script.Parent = WEAPONGUI
  5351.     ANIMATE.Parent = nil
  5352.     for _,v in next, Humanoid:GetPlayingAnimationTracks() do
  5353.         v:Stop();
  5354.     end
  5355.     SINE = SINE + CHANGE
  5356.     local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
  5357.     local TORSOVERTICALVELOCITY = RootPart.Velocity.y
  5358.     local HITFLOOR = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4, Character)
  5359.     local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16)
  5360.     if ANIM == "Walk" and TORSOVELOCITY > 1 then
  5361.         RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.15 * COS(SINE / (WALKSPEEDVALUE / 2))) * ANGLES(RAD(0), RAD(0) - RootPart.RotVelocity.Y / 75, RAD(0)), 2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  5362.         Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0) - Head.RotVelocity.Y / 30), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  5363.         RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 0.875 - 0.125 * SIN(SINE / WALKSPEEDVALUE) - 0.15 * COS(SINE / WALKSPEEDVALUE*2), -0.125 * COS(SINE / WALKSPEEDVALUE) +0.2+ 0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(76 * COS(SINE / WALKSPEEDVALUE))), 0.3 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  5364.         LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 0.875 + 0.125 * SIN(SINE / WALKSPEEDVALUE) - 0.15 * COS(SINE / WALKSPEEDVALUE*2), 0.125 * COS(SINE / WALKSPEEDVALUE) +0.2+ -0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(76 * COS(SINE / WALKSPEEDVALUE))), 0.3 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  5365.     elseif (ANIM ~= "Walk") or (TORSOVELOCITY < 1) then
  5366.         RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  5367.         Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  5368.         RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  5369.         LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  5370.     end
  5371.     if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then
  5372.         ANIM = "Jump"
  5373.         if PLAYANIMS == true then
  5374.             RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  5375.             Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  5376.             RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
  5377.             LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
  5378.             RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.3) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
  5379.             LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.3) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed)
  5380.         end
  5381.     elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then
  5382.         ANIM = "Fall"
  5383.         if PLAYANIMS == true then
  5384.             RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 ) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  5385.             Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  5386.             RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
  5387.             LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
  5388.             RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
  5389.             LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
  5390.         end
  5391.     elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
  5392.         ANIM = "Idle"
  5393.         if PLAYANIMS == true then
  5394.             RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  5395.             Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(25 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  5396.             RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(170), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  5397.             LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(170), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  5398.             RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  5399.             LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  5400.         end
  5401.     elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
  5402.         ANIM = "Walk"
  5403.         if PLAYANIMS == true then
  5404.                 RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  5405.             Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(25 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  5406.                 RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(170 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(5)) * RIGHTSHOULDERC0, 0 / Animation_Speed)
  5407.                 LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(170 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(-5)) * LEFTSHOULDERC0, 0 / Animation_Speed)
  5408.                 RightHip.C0 = Clerp(RightHip.C0, CF(1 , -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-15)), 2 / Animation_Speed)
  5409.                 LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(15)), 2 / Animation_Speed)
  5410.  
  5411.             end
  5412.         end
  5413.     end
  5414.     if Rooted == false then
  5415.         Disable_Jump = false
  5416.         Humanoid.WalkSpeed = Speed
  5417.     elseif Rooted == true then
  5418.         Disable_Jump = true
  5419.         Humanoid.WalkSpeed = 0
  5420.     end
  5421.  
  5422.     Humanoid.Health = Humanoid.Health + 1------------------------
  5423.  
  5424. --Made by sonverlady--
  5425. --Alone---------------
  5426.  
  5427. ------------------------
  5428.  
  5429. wait(0.2)
  5430. local Player = game:service'Players'.localPlayer
  5431. local chara = Player.Character
  5432. Player=game:GetService("Players").LocalPlayer
  5433. Character=Player.Character
  5434. PlayerGui=Player.PlayerGui
  5435. Backpack=Player.Backpack
  5436. Torso=Character.Torso
  5437. Head=Character.Head
  5438. Humanoid=Character.Humanoid
  5439. m=Instance.new('Model',Character)
  5440. LeftArm=Character["Left Arm"]
  5441. LeftLeg=Character["Left Leg"]
  5442. RightArm=Character["Right Arm"]
  5443. RightLeg=Character["Right Leg"]
  5444. LS=Torso["Left Shoulder"]
  5445. LH=Torso["Left Hip"]
  5446. RS=Torso["Right Shoulder"]
  5447. RH=Torso["Right Hip"]
  5448. Face = Head.face
  5449. Neck=Torso.Neck
  5450. it=Instance.new
  5451. attacktype=1
  5452. vt=Vector3.new
  5453. cf=CFrame.new
  5454. cl3=Color3.new
  5455. rgb=Color3.fromRGB
  5456. bcn=BrickColor.new
  5457. euler=CFrame.fromEulerAnglesXYZ
  5458. angles=CFrame.Angles
  5459. Humanoid.WalkSpeed = 10
  5460. Player = game:GetService("Players").LocalPlayer
  5461. PlayerGui = Player.PlayerGui
  5462. Cam = workspace.CurrentCamera
  5463. Backpack = Player.Backpack
  5464. Character = Player.Character
  5465. Humanoid = Character.Humanoid
  5466. Mouse = Player:GetMouse()
  5467. RootPart = Character["HumanoidRootPart"]
  5468. Torso = Character["Torso"]
  5469. Head = Character["Head"]
  5470. RightArm = Character["Right Arm"]
  5471. LeftArm = Character["Left Arm"]
  5472. RightLeg = Character["Right Leg"]
  5473. LeftLeg = Character["Left Leg"]
  5474. RootJoint = RootPart["RootJoint"]
  5475. Neck = Torso["Neck"]
  5476. RightShoulder = Torso["Right Shoulder"]
  5477. LeftShoulder = Torso["Left Shoulder"]
  5478. RightHip = Torso["Right Hip"]
  5479. LeftHip = Torso["Left Hip"]
  5480. Sound0 = Instance.new("Sound")
  5481. Sound0.Volume = 5
  5482. Sound0.Parent = game.Players.LocalPlayer.Character.Head
  5483. Sound0.SoundId = "rbxassetid://860594509"
  5484. Sound0.Looped = true
  5485. Sound0:Play()
  5486. local txt = Instance.new("BillboardGui", chara)
  5487. CV="Lime green"
  5488.     txt.Adornee = chara.Head
  5489.     txt.Name = "_status"
  5490.     txt.Size = UDim2.new(2, 0, 1.2, 0)
  5491.     txt.StudsOffset = Vector3.new(-9, 8, 0)
  5492.     local text = Instance.new("TextLabel", txt)
  5493.     text.Size = UDim2.new(10, 0, 7, 0)
  5494.     text.FontSize = "Size24"
  5495.     text.TextScaled = true
  5496.     text.TextTransparency = 0
  5497.     text.BackgroundTransparency = 1
  5498.     text.TextTransparency = 0
  5499.     text.TextStrokeTransparency = 0
  5500.     text.Font = "Bodoni"
  5501.     text.TextStrokeColor3 = BrickColor.new("Really black").Color
  5502.     text.TextColor3 = BrickColor.new("Really black").Color
  5503.     text.Text = "Alone"
  5504. IT = Instance.new
  5505. CF = CFrame.new
  5506. VT = Vector3.new
  5507. RAD = math.rad
  5508. C3 = Color3.new
  5509. UD2 = UDim2.new
  5510. BRICKC = BrickColor.new
  5511. ANGLES = CFrame.Angles
  5512. EULER = CFrame.fromEulerAnglesXYZ
  5513. COS = math.cos
  5514. ACOS = math.acos
  5515. SIN = math.sin
  5516. ASIN = math.asin
  5517. ABS = math.abs
  5518. MRANDOM = math.random
  5519. FLOOR = math.floor
  5520. Animation_Speed = 3
  5521. Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)
  5522. local Speed = 12
  5523. local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
  5524. local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
  5525. local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))
  5526. local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))
  5527. local DAMAGEMULTIPLIER = 1
  5528. local ANIM = "Idle"
  5529. local ATTACK = false
  5530. local EQUIPPED = false
  5531. local HOLD = false
  5532. local COMBO = 1
  5533. local Rooted = false
  5534. local SINE = 0
  5535. local KEYHOLD = false
  5536. local CHANGE = 2 / Animation_Speed
  5537. local WALKINGANIM = false
  5538. local VALUE1 = false
  5539. local VALUE2 = false
  5540. local ROBLOXIDLEANIMATION = IT("Animation")
  5541. ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
  5542. ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
  5543. --ROBLOXIDLEANIMATION.Parent = Humanoid
  5544. local WEAPONGUI = IT("ScreenGui", PlayerGui)
  5545. WEAPONGUI.Name = "Weapon GUI"
  5546. local Weapon = IT("Model")
  5547. Weapon.Name = "Adds"
  5548. local Effects = IT("Folder", Weapon)
  5549. Effects.Name = "Effects"
  5550. local ANIMATOR = Humanoid.Animator
  5551. local ANIMATE = Character.Animate
  5552. local UNANCHOR = true
  5553. local PLAYANIMS = true
  5554. ArtificialHB = Instance.new("BindableEvent", script)
  5555. ArtificialHB.Name = "ArtificialHB"
  5556.  
  5557. script:WaitForChild("ArtificialHB")
  5558.  
  5559. frame = Frame_Speed
  5560. tf = 0
  5561. allowframeloss = false
  5562. tossremainder = false
  5563. lastframe = tick()
  5564. script.ArtificialHB:Fire()
  5565.  
  5566. function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
  5567.     return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
  5568. end
  5569.  
  5570. function PositiveAngle(NUMBER)
  5571.     if NUMBER >= 0 then
  5572.         NUMBER = 0
  5573.     end
  5574.     return NUMBER
  5575. end
  5576.  
  5577. function NegativeAngle(NUMBER)
  5578.     if NUMBER <= 0 then
  5579.         NUMBER = 0
  5580.     end
  5581.     return NUMBER
  5582. end
  5583.  
  5584. function Swait(NUMBER)
  5585.     if NUMBER == 0 or NUMBER == nil then
  5586.         ArtificialHB.Event:wait()
  5587.     else
  5588.         for i = 1, NUMBER do
  5589.             ArtificialHB.Event:wait()
  5590.         end
  5591.     end
  5592. end
  5593.  
  5594. function QuaternionFromCFrame(cf)
  5595.     local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
  5596.     local trace = m00 + m11 + m22
  5597.     if trace > 0 then
  5598.         local s = math.sqrt(1 + trace)
  5599.         local recip = 0.5 / s
  5600.         return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
  5601.     else
  5602.         local i = 0
  5603.         if m11 > m00 then
  5604.             i = 1
  5605.         end
  5606.         if m22 > (i == 0 and m00 or m11) then
  5607.             i = 2
  5608.         end
  5609.         if i == 0 then
  5610.             local s = math.sqrt(m00 - m11 - m22 + 1)
  5611.             local recip = 0.5 / s
  5612.             return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
  5613.         elseif i == 1 then
  5614.             local s = math.sqrt(m11 - m22 - m00 + 1)
  5615.             local recip = 0.5 / s
  5616.             return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
  5617.         elseif i == 2 then
  5618.             local s = math.sqrt(m22 - m00 - m11 + 1)
  5619.             local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
  5620.         end
  5621.     end
  5622. end
  5623.  
  5624. function QuaternionToCFrame(px, py, pz, x, y, z, w)
  5625.     local xs, ys, zs = x + x, y + y, z + z
  5626.     local wx, wy, wz = w * xs, w * ys, w * zs
  5627.     local xx = x * xs
  5628.     local xy = x * ys
  5629.     local xz = x * zs
  5630.     local yy = y * ys
  5631.     local yz = y * zs
  5632.     local zz = z * zs
  5633.     return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
  5634. end
  5635.  
  5636. function QuaternionSlerp(a, b, t)
  5637.     local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
  5638.     local startInterp, finishInterp;
  5639.     if cosTheta >= 0.0001 then
  5640.         if (1 - cosTheta) > 0.0001 then
  5641.             local theta = ACOS(cosTheta)
  5642.             local invSinTheta = 1 / SIN(theta)
  5643.             startInterp = SIN((1 - t) * theta) * invSinTheta
  5644.             finishInterp = SIN(t * theta) * invSinTheta
  5645.         else
  5646.             startInterp = 1 - t
  5647.             finishInterp = t
  5648.         end
  5649.     else
  5650.         if (1 + cosTheta) > 0.0001 then
  5651.             local theta = ACOS(-cosTheta)
  5652.             local invSinTheta = 1 / SIN(theta)
  5653.             startInterp = SIN((t - 1) * theta) * invSinTheta
  5654.             finishInterp = SIN(t * theta) * invSinTheta
  5655.         else
  5656.             startInterp = t - 1
  5657.             finishInterp = t
  5658.         end
  5659.     end
  5660.     return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
  5661. end
  5662.  
  5663. function Clerp(a, b, t)
  5664.     local qa = {QuaternionFromCFrame(a)}
  5665.     local qb = {QuaternionFromCFrame(b)}
  5666.     local ax, ay, az = a.x, a.y, a.z
  5667.     local bx, by, bz = b.x, b.y, b.z
  5668.     local _t = 1 - t
  5669.     return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
  5670. end
  5671.  
  5672. function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
  5673.     local frame = IT("Frame")
  5674.     frame.BackgroundTransparency = TRANSPARENCY
  5675.     frame.BorderSizePixel = BORDERSIZEPIXEL
  5676.     frame.Position = POSITION
  5677.     frame.Size = SIZE
  5678.     frame.BackgroundColor3 = COLOR
  5679.     frame.BorderColor3 = BORDERCOLOR
  5680.     frame.Name = NAME
  5681.     frame.Parent = PARENT
  5682.     return frame
  5683. end
  5684.  
  5685. function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
  5686.     local label = IT("TextLabel")
  5687.     label.BackgroundTransparency = 1
  5688.     label.Size = UD2(1, 0, 1, 0)
  5689.     label.Position = UD2(0, 0, 0, 0)
  5690.     label.TextColor3 = TEXTCOLOR
  5691.     label.TextStrokeTransparency = STROKETRANSPARENCY
  5692.     label.TextTransparency = TRANSPARENCY
  5693.     label.FontSize = TEXTFONTSIZE
  5694.     label.Font = TEXTFONT
  5695.     label.BorderSizePixel = BORDERSIZEPIXEL
  5696.     label.TextScaled = false
  5697.     label.Text = TEXT
  5698.     label.Name = NAME
  5699.     label.Parent = PARENT
  5700.     return label
  5701. end
  5702.  
  5703. function NoOutlines(PART)
  5704.     PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
  5705. end
  5706.  
  5707.  
  5708. function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)
  5709.     local NEWWELD = IT(TYPE)
  5710.     NEWWELD.Part0 = PART0
  5711.     NEWWELD.Part1 = PART1
  5712.     NEWWELD.C0 = C0
  5713.     NEWWELD.C1 = C1
  5714.     NEWWELD.Parent = PARENT
  5715.     return NEWWELD
  5716. end
  5717.  
  5718. local S = IT("Sound")
  5719.  
  5720. function CreateSound(ID, PARENT, VOLUME, PITCH)
  5721.     local NEWSOUND = nil
  5722.     coroutine.resume(coroutine.create(function()
  5723.         NEWSOUND = S:Clone()
  5724.         NEWSOUND.Parent = PARENT
  5725.         NEWSOUND.Volume = VOLUME
  5726.         NEWSOUND.Pitch = PITCH
  5727.         NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID
  5728.         Swait()
  5729.         NEWSOUND:play()
  5730.         game:GetService("Debris"):AddItem(NEWSOUND, 10)
  5731.     end))
  5732.     return NEWSOUND
  5733. end
  5734.  
  5735. function CFrameFromTopBack(at, top, back)
  5736.     local right = top:Cross(back)
  5737.     return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
  5738. end
  5739.  
  5740. function CreateWave(SIZE,WAIT,CFRAME,DOESROT,ROT,COLOR,GROW)
  5741.     local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0,0,0))
  5742.     local mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "20329976", "", SIZE, VT(0,0,-SIZE.X/8))
  5743.     wave.CFrame = CFRAME
  5744.     coroutine.resume(coroutine.create(function(PART)
  5745.         for i = 1, WAIT do
  5746.             Swait()
  5747.             mesh.Scale = mesh.Scale + GROW
  5748.             mesh.Offset = VT(0,0,-(mesh.Scale.X/8))
  5749.             if DOESROT == true then
  5750.                 wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0,ROT,0)
  5751.             end
  5752.             wave.Transparency = wave.Transparency + (0.5/WAIT)
  5753.             if wave.Transparency > 0.99 then
  5754.                 wave:remove()
  5755.             end
  5756.         end
  5757.     end))
  5758. end
  5759.  
  5760. function CreateRing(SIZE,DOESROT,ROT,WAIT,CFRAME,COLOR,GROW)
  5761.     local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0,0,0))
  5762.     local mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "559831844", "", SIZE, VT(0,0,0))
  5763.     wave.CFrame = CFRAME
  5764.     coroutine.resume(coroutine.create(function(PART)
  5765.         for i = 1, WAIT do
  5766.             Swait()
  5767.             mesh.Scale = mesh.Scale + GROW
  5768.             if DOESROT == true then
  5769.                 wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0,ROT,0)
  5770.             end
  5771.             wave.Transparency = wave.Transparency + (0.5/WAIT)
  5772.             if wave.Transparency > 0.99 then
  5773.                 wave:remove()
  5774.             end
  5775.         end
  5776.     end))
  5777. end
  5778.  
  5779. function MagicSphere(SIZE,WAIT,CFRAME,COLOR,GROW)
  5780.     local wave = CreatePart(3, Effects, "Neon", 0, 0, BRICKC(COLOR), "Effect", VT(1,1,1), true)
  5781.     local mesh = CreateMesh("SpecialMesh", wave, "Sphere", "", "", SIZE, VT(0,0,0))
  5782.     wave.CFrame = CFRAME
  5783.     coroutine.resume(coroutine.create(function(PART)
  5784.         for i = 1, WAIT do
  5785.             Swait()
  5786.             mesh.Scale = mesh.Scale + GROW
  5787.             wave.Transparency = wave.Transparency + (1/WAIT)
  5788.             if wave.Transparency > 0.99 then
  5789.                 wave:remove()
  5790.             end
  5791.         end
  5792.     end))
  5793. end
  5794.  
  5795. function Slice(KIND,SIZE,WAIT,CFRAME,COLOR,GROW)
  5796.     local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(1,1,1), true)
  5797.     local mesh = nil
  5798.     if KIND == "Base" then
  5799.         mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "448386996", "", VT(0,SIZE/10,SIZE/10), VT(0,0,0))
  5800.     elseif KIND == "Thin" then
  5801.         mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "662586858", "", VT(SIZE/10,0,SIZE/10), VT(0,0,0))
  5802.     elseif KIND == "Round" then
  5803.         mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "662585058", "", VT(SIZE/10,0,SIZE/10), VT(0,0,0))
  5804.     end
  5805.     wave.CFrame = CFRAME
  5806.     coroutine.resume(coroutine.create(function(PART)
  5807.         for i = 1, WAIT do
  5808.             Swait()
  5809.             mesh.Scale = mesh.Scale + GROW/10
  5810.             wave.Transparency = wave.Transparency + (0.5/WAIT)
  5811.             if wave.Transparency > 0.99 then
  5812.                 wave:remove()
  5813.             end
  5814.         end
  5815.     end))
  5816. end
  5817.  
  5818. function MakeForm(PART,TYPE)
  5819.     if TYPE == "Cyl" then
  5820.         local MSH = IT("CylinderMesh",PART)
  5821.     elseif TYPE == "Ball" then
  5822.         local MSH = IT("SpecialMesh",PART)
  5823.         MSH.MeshType = "Sphere"
  5824.     elseif TYPE == "Wedge" then
  5825.         local MSH = IT("SpecialMesh",PART)
  5826.         MSH.MeshType = "Wedge"
  5827.     end
  5828. end
  5829.  
  5830.  
  5831. function CheckTableForString(Table, String)
  5832.     for i, v in pairs(Table) do
  5833.         if string.find(string.lower(String), string.lower(v)) then
  5834.             return true
  5835.         end
  5836.     end
  5837.     return false
  5838. end
  5839.  
  5840. function CheckIntangible(Hit)
  5841.     local ProjectileNames = {"Water", "Arrow", "Projectile", "Effect", "Rail", "Lightning", "Bullet"}
  5842.     if Hit and Hit.Parent then
  5843.         if ((not Hit.CanCollide or CheckTableForString(ProjectileNames, Hit.Name)) and not Hit.Parent:FindFirstChild("Humanoid")) then
  5844.             return true
  5845.         end
  5846.     end
  5847.     return false
  5848. end
  5849.  
  5850. Debris = game:GetService("Debris")
  5851.  
  5852. function CastZapRay(StartPos, Vec, Length, Ignore, DelayIfHit)
  5853.     local Direction = CFrame.new(StartPos, Vec).lookVector
  5854.     local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore})
  5855.     local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Direction * Length), Ignore)
  5856.     if RayHit and CheckIntangible(RayHit) then
  5857.         if DelayIfHit then
  5858.             wait()
  5859.         end
  5860.         RayHit, RayPos, RayNormal = CastZapRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit)
  5861.     end
  5862.     return RayHit, RayPos, RayNormal
  5863. end
  5864.  
  5865. function turnto(position)
  5866.     RootPart.CFrame=CFrame.new(RootPart.CFrame.p,VT(position.X,RootPart.Position.Y,position.Z)) * CFrame.new(0, 0, 0)
  5867. end
  5868.  
  5869.  
  5870.  
  5871. game:GetService("RunService").Heartbeat:connect(function(s, p)
  5872.     tf = tf + s
  5873.     if tf >= frame then
  5874.         if allowframeloss then
  5875.             script.ArtificialHB:Fire()
  5876.             lastframe = tick()
  5877.         else
  5878.             for i = 1, math.floor(tf / frame) do
  5879.                 script.ArtificialHB:Fire()
  5880.             end
  5881.         lastframe = tick()
  5882.         end
  5883.         if tossremainder then
  5884.             tf = 0
  5885.         else
  5886.             tf = tf - frame * math.floor(tf / frame)
  5887.         end
  5888.     end
  5889. end)
  5890. function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
  5891.     return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
  5892. end
  5893.  
  5894. function PositiveAngle(NUMBER)
  5895.     if NUMBER >= 0 then
  5896.         NUMBER = 0
  5897.     end
  5898.     return NUMBER
  5899. end
  5900.  
  5901. function NegativeAngle(NUMBER)
  5902.     if NUMBER <= 0 then
  5903.         NUMBER = 0
  5904.     end
  5905.     return NUMBER
  5906. end
  5907.  
  5908. function Swait(NUMBER)
  5909.     if NUMBER == 0 or NUMBER == nil then
  5910.         ArtificialHB.Event:wait()
  5911.     else
  5912.         for i = 1, NUMBER do
  5913.             ArtificialHB.Event:wait()
  5914.         end
  5915.     end
  5916. end
  5917.  
  5918. function CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
  5919.     local NEWMESH = IT(MESH)
  5920.     if MESH == "SpecialMesh" then
  5921.         NEWMESH.MeshType = MESHTYPE
  5922.         if MESHID ~= "nil" and MESHID ~= "" then
  5923.             NEWMESH.MeshId = "http://www.roblox.com/asset/?id="..MESHID
  5924.         end
  5925.         if TEXTUREID ~= "nil" and TEXTUREID ~= "" then
  5926.             NEWMESH.TextureId = "http://www.roblox.com/asset/?id="..TEXTUREID
  5927.         end
  5928.     end
  5929.     NEWMESH.Offset = OFFSET or VT(0, 0, 0)
  5930.     NEWMESH.Scale = SCALE
  5931.     NEWMESH.Parent = PARENT
  5932.     return NEWMESH
  5933. end
  5934.  
  5935. function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE, ANCHOR)
  5936.     local NEWPART = IT("Part")
  5937.     NEWPART.formFactor = FORMFACTOR
  5938.     NEWPART.Reflectance = REFLECTANCE
  5939.     NEWPART.Transparency = TRANSPARENCY
  5940.     NEWPART.CanCollide = false
  5941.     NEWPART.Locked = true
  5942.     NEWPART.Anchored = true
  5943.     if ANCHOR == false then
  5944.         NEWPART.Anchored = false
  5945.     end
  5946.     NEWPART.BrickColor = BRICKC(tostring(BRICKCOLOR))
  5947.     NEWPART.Name = NAME
  5948.     NEWPART.Size = SIZE
  5949.     NEWPART.Position = Torso.Position
  5950.     NEWPART.Material = MATERIAL
  5951.     NEWPART:BreakJoints()
  5952.     NEWPART.Parent = PARENT
  5953.     return NEWPART
  5954. end
  5955.  
  5956.     local function weldBetween(a, b)
  5957.         local weldd = Instance.new("ManualWeld")
  5958.         weldd.Part0 = a
  5959.         weldd.Part1 = b
  5960.         weldd.C0 = CFrame.new()
  5961.         weldd.C1 = b.CFrame:inverse() * a.CFrame
  5962.         weldd.Parent = a
  5963.         return weldd
  5964.     end
  5965.  
  5966.  
  5967. function QuaternionFromCFrame(cf)
  5968.     local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
  5969.     local trace = m00 + m11 + m22
  5970.     if trace > 0 then
  5971.         local s = math.sqrt(1 + trace)
  5972.         local recip = 0.5 / s
  5973.         return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
  5974.     else
  5975.         local i = 0
  5976.         if m11 > m00 then
  5977.             i = 1
  5978.         end
  5979.         if m22 > (i == 0 and m00 or m11) then
  5980.             i = 2
  5981.         end
  5982.         if i == 0 then
  5983.             local s = math.sqrt(m00 - m11 - m22 + 1)
  5984.             local recip = 0.5 / s
  5985.             return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
  5986.         elseif i == 1 then
  5987.             local s = math.sqrt(m11 - m22 - m00 + 1)
  5988.             local recip = 0.5 / s
  5989.             return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
  5990.         elseif i == 2 then
  5991.             local s = math.sqrt(m22 - m00 - m11 + 1)
  5992.             local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
  5993.         end
  5994.     end
  5995. end
  5996.  
  5997. function QuaternionToCFrame(px, py, pz, x, y, z, w)
  5998.     local xs, ys, zs = x + x, y + y, z + z
  5999.     local wx, wy, wz = w * xs, w * ys, w * zs
  6000.     local xx = x * xs
  6001.     local xy = x * ys
  6002.     local xz = x * zs
  6003.     local yy = y * ys
  6004.     local yz = y * zs
  6005.     local zz = z * zs
  6006.     return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
  6007. end
  6008.  
  6009. function QuaternionSlerp(a, b, t)
  6010.     local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
  6011.     local startInterp, finishInterp;
  6012.     if cosTheta >= 0.0001 then
  6013.         if (1 - cosTheta) > 0.0001 then
  6014.             local theta = ACOS(cosTheta)
  6015.             local invSinTheta = 1 / SIN(theta)
  6016.             startInterp = SIN((1 - t) * theta) * invSinTheta
  6017.             finishInterp = SIN(t * theta) * invSinTheta
  6018.         else
  6019.             startInterp = 1 - t
  6020.             finishInterp = t
  6021.         end
  6022.     else
  6023.         if (1 + cosTheta) > 0.0001 then
  6024.             local theta = ACOS(-cosTheta)
  6025.             local invSinTheta = 1 / SIN(theta)
  6026.             startInterp = SIN((t - 1) * theta) * invSinTheta
  6027.             finishInterp = SIN(t * theta) * invSinTheta
  6028.         else
  6029.             startInterp = t - 1
  6030.             finishInterp = t
  6031.         end
  6032.     end
  6033.     return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
  6034. end
  6035.  
  6036. function Clerp(a, b, t)
  6037.     local qa = {QuaternionFromCFrame(a)}
  6038.     local qb = {QuaternionFromCFrame(b)}
  6039.     local ax, ay, az = a.x, a.y, a.z
  6040.     local bx, by, bz = b.x, b.y, b.z
  6041.     local _t = 1 - t
  6042.     return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
  6043. end
  6044.  
  6045. function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
  6046.     local frame = IT("Frame")
  6047.     frame.BackgroundTransparency = TRANSPARENCY
  6048.     frame.BorderSizePixel = BORDERSIZEPIXEL
  6049.     frame.Position = POSITION
  6050.     frame.Size = SIZE
  6051.     frame.BackgroundColor3 = COLOR
  6052.     frame.BorderColor3 = BORDERCOLOR
  6053.     frame.Name = NAME
  6054.     frame.Parent = PARENT
  6055.     return frame
  6056. end
  6057.  
  6058. function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
  6059.     local label = IT("TextLabel")
  6060.     label.BackgroundTransparency = 1
  6061.     label.Size = UD2(1, 0, 1, 0)
  6062.     label.Position = UD2(0, 0, 0, 0)
  6063.     label.TextColor3 = TEXTCOLOR
  6064.     label.TextStrokeTransparency = STROKETRANSPARENCY
  6065.     label.TextTransparency = TRANSPARENCY
  6066.     label.FontSize = TEXTFONTSIZE
  6067.     label.Font = TEXTFONT
  6068.     label.BorderSizePixel = BORDERSIZEPIXEL
  6069.     label.TextScaled = false
  6070.     label.Text = TEXT
  6071.     label.Name = NAME
  6072.     label.Parent = PARENT
  6073.     return label
  6074. end
  6075.  
  6076. function NoOutlines(PART)
  6077.     PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
  6078. end
  6079.  
  6080. function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)
  6081.     local NEWWELD = IT(TYPE)
  6082.     NEWWELD.Part0 = PART0
  6083.     NEWWELD.Part1 = PART1
  6084.     NEWWELD.C0 = C0
  6085.     NEWWELD.C1 = C1
  6086.     NEWWELD.Parent = PARENT
  6087.     return NEWWELD
  6088. end
  6089.  
  6090. local S = IT("Sound")
  6091. function CreateSound(ID, PARENT, VOLUME, PITCH, DOESLOOP)
  6092.     local NEWSOUND = nil
  6093.     coroutine.resume(coroutine.create(function()
  6094.         NEWSOUND = S:Clone()
  6095.         NEWSOUND.Parent = PARENT
  6096.         NEWSOUND.Volume = VOLUME
  6097.         NEWSOUND.Pitch = PITCH
  6098.         NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID
  6099.         NEWSOUND:play()
  6100.         if DOESLOOP == true then
  6101.             NEWSOUND.Looped = true
  6102.         else
  6103.             repeat wait(1) until NEWSOUND.Playing == false
  6104.             NEWSOUND:remove()
  6105.         end
  6106.     end))
  6107.     return NEWSOUND
  6108. end
  6109.  
  6110. function MakeForm(PART,TYPE)
  6111.     if TYPE == "Cyl" then
  6112.         local MSH = IT("CylinderMesh",PART)
  6113.     elseif TYPE == "Ball" then
  6114.         local MSH = IT("SpecialMesh",PART)
  6115.         MSH.MeshType = "Sphere"
  6116.     elseif TYPE == "Wedge" then
  6117.         local MSH = IT("SpecialMesh",PART)
  6118.         MSH.MeshType = "Wedge"
  6119.     end
  6120. end
  6121.  
  6122. function CFrameFromTopBack(at, top, back)
  6123.     local right = top:Cross(back)
  6124.     return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
  6125. end
  6126.  
  6127. function PuddleOfBlood(Position,MaxDrop,Model,MaxSize)
  6128.     local HITFLOOR, HITPOS, NORMAL = Raycast(Position, (CF(Position, Position + VT(0, -1, 0))).lookVector, MaxDrop, Model)
  6129.     if HITFLOOR ~= nil then
  6130.         if HITFLOOR.Parent ~= Weapon and HITFLOOR.Parent ~= Character then
  6131.             if HITFLOOR.Name == "BloodPuddle" then
  6132.                 local DIST = (Position - HITFLOOR.Position).Magnitude
  6133.                 if (HITFLOOR.Size.Z <= 5 and HITFLOOR.Size.Z < MaxSize) or (HITFLOOR.Size.Z > 5 and HITFLOOR.Size.Z < MaxSize and DIST < HITFLOOR.Size.Z/3) then
  6134.                     HITFLOOR.Size = HITFLOOR.Size + VT(0.1,0,0.1)
  6135.                 end
  6136.             else
  6137.                 if HITFLOOR.Anchored == true then
  6138.                     local BLOOD = CreatePart(3, Effects, "Glass", 0, 0, "Maroon", "BloodPuddle", VT(2,0,2))
  6139.                     BLOOD.CFrame = CF(HITPOS,HITPOS+NORMAL)*ANGLES(RAD(90),RAD(0),RAD(0))
  6140.                     MakeForm(BLOOD,"Cyl")
  6141.                     coroutine.resume(coroutine.create(function()
  6142.                         Swait(75)
  6143.                         while true do
  6144.                             Swait()
  6145.                             BLOOD.Size = BLOOD.Size - VT(0.02,0,0.02)
  6146.                             if BLOOD.Size.Z < 0.051 then
  6147.                                 BLOOD:remove()
  6148.                                 break
  6149.                             end
  6150.                         end
  6151.                     end))
  6152.                 end
  6153.             end
  6154.         end
  6155.     end
  6156. end
  6157.  
  6158. function SprayBlood(POSITION,DIRECTION,BloodSize)
  6159.     local BLOOD = CreatePart(3, Effects, "Glass", 0, 0, "Maroon", "BloodPuddle", VT(0.3,0.3,0.3),false)
  6160.     BLOOD.CFrame = CF(POSITION)
  6161.     MakeForm(BLOOD,"Ball")
  6162.     local bv = Instance.new("BodyVelocity",BLOOD)
  6163.     bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
  6164.     bv.velocity = CF(POSITION,DIRECTION+VT(MRANDOM(-3,3)/30,MRANDOM(-3,3)/30,MRANDOM(-3,3)/30)).lookVector*75
  6165.     bv.Name = "MOVE"
  6166.     Debris:AddItem(bv,0.05)
  6167.     coroutine.resume(coroutine.create(function()
  6168.         local HASTOUCHEDGROUND = false
  6169.         local HIT = BLOOD.Touched:Connect(function(hit)
  6170.             if hit.Anchored == true then
  6171.                 HASTOUCHEDGROUND = true
  6172.                 PuddleOfBlood(BLOOD.Position+VT(0,1,0),2,BLOOD,BloodSize)
  6173.             end
  6174.         end)
  6175.         wait(5)
  6176.         if HASTOUCHEDGROUND == false then
  6177.             BLOOD:remove()
  6178.         end
  6179.     end))
  6180. end
  6181.  
  6182. Debris = game:GetService("Debris")
  6183.  
  6184. function CastProperRay(StartPos, EndPos, Distance, Ignore)
  6185.     local DIRECTION = CF(StartPos,EndPos).lookVector
  6186.     return Raycast(StartPos, DIRECTION, Distance, Ignore)
  6187. end
  6188.  
  6189. function turnto(position)
  6190.     RootPart.CFrame=CFrame.new(RootPart.CFrame.p,VT(position.X,RootPart.Position.Y,position.Z)) * CFrame.new(0, 0, 0)
  6191. end
  6192.  
  6193. function recurse(root,callback,i)
  6194.     i= i or 0
  6195.     for _,v in pairs(root:GetChildren()) do
  6196.         i = i + 1
  6197.         callback(i,v)
  6198.        
  6199.         if #v:GetChildren() > 0 then
  6200.             i = recurse(v,callback,i)
  6201.         end
  6202.     end
  6203.    
  6204.     return i
  6205. end
  6206.  
  6207. function ragdollJoint(character, part0, part1, attachmentName, className, properties)
  6208.     attachmentName = attachmentName.."RigAttachment"
  6209.     local constraint = Instance.new(className.."Constraint")
  6210.     constraint.Attachment0 = part0:FindFirstChild(attachmentName)
  6211.     constraint.Attachment1 = part1:FindFirstChild(attachmentName)
  6212.     constraint.Name = "RagdollConstraint"..part1.Name
  6213.    
  6214.     for _,propertyData in next,properties or {} do
  6215.         constraint[propertyData[1]] = propertyData[2]
  6216.     end
  6217.    
  6218.     constraint.Parent = character
  6219. end
  6220.  
  6221. function getAttachment0(character, attachmentName)
  6222.     for _,child in next,character:GetChildren() do
  6223.         local attachment = child:FindFirstChild(attachmentName)
  6224.         if attachment then
  6225.             return attachment
  6226.         end
  6227.     end
  6228. end
  6229.  
  6230. function R15Ragdoll(character)
  6231.     recurse(character, function(_,v)
  6232.         if v:IsA("Attachment") then
  6233.             v.Axis = Vector3.new(0, 1, 0)
  6234.             v.SecondaryAxis = Vector3.new(0, 0, 1)
  6235.             v.Rotation = Vector3.new(0, 0, 0)
  6236.         end
  6237.     end)
  6238.     for _,child in next,character:GetChildren() do
  6239.         if child:IsA("Accoutrement") then
  6240.             for _,part in next,child:GetChildren() do
  6241.                 if part:IsA("BasePart") and part.Name ~= "HumanoidRootPart" then
  6242.                     local attachment1 = part:FindFirstChildOfClass("Attachment")
  6243.                     local attachment0 = getAttachment0(character,attachment1.Name)
  6244.                     if attachment0 and attachment1 then
  6245.                         local constraint = Instance.new("HingeConstraint")
  6246.                         constraint.Attachment0 = attachment0
  6247.                         constraint.Attachment1 = attachment1
  6248.                         constraint.LimitsEnabled = true
  6249.                         constraint.UpperAngle = 0
  6250.                         constraint.LowerAngle = 0
  6251.                         constraint.Parent = character
  6252.                     end
  6253.                 elseif part.Name == "HumanoidRootPart" then
  6254.                     part:remove()
  6255.                 end
  6256.             end
  6257.         end
  6258.     end
  6259.    
  6260.     ragdollJoint(character,character.LowerTorso, character.UpperTorso, "Waist", "BallSocket", {
  6261.         {"LimitsEnabled",true};
  6262.         {"UpperAngle",5};
  6263.     })
  6264.     ragdollJoint(character,character.UpperTorso, character.Head, "Neck", "BallSocket", {
  6265.         {"LimitsEnabled",true};
  6266.         {"UpperAngle",15};
  6267.     })
  6268.    
  6269.     local handProperties = {
  6270.         {"LimitsEnabled", true};
  6271.         {"UpperAngle",0};
  6272.         {"LowerAngle",0};
  6273.     }
  6274.     ragdollJoint(character,character.LeftLowerArm, character.LeftHand, "LeftWrist", "Hinge", handProperties)
  6275.     ragdollJoint(character,character.RightLowerArm, character.RightHand, "RightWrist", "Hinge", handProperties)
  6276.    
  6277.     local shinProperties = {
  6278.         {"LimitsEnabled", true};
  6279.         {"UpperAngle", 0};
  6280.         {"LowerAngle", -75};
  6281.     }
  6282.     ragdollJoint(character,character.LeftUpperLeg, character.LeftLowerLeg, "LeftKnee", "Hinge", shinProperties)
  6283.     ragdollJoint(character,character.RightUpperLeg, character.RightLowerLeg, "RightKnee", "Hinge", shinProperties)
  6284.    
  6285.     local footProperties = {
  6286.         {"LimitsEnabled", true};
  6287.         {"UpperAngle", 15};
  6288.         {"LowerAngle", -45};
  6289.     }
  6290.     ragdollJoint(character,character.LeftLowerLeg, character.LeftFoot, "LeftAnkle", "Hinge", footProperties)
  6291.     ragdollJoint(character,character.RightLowerLeg, character.RightFoot, "RightAnkle", "Hinge", footProperties)
  6292.    
  6293.     ragdollJoint(character,character.UpperTorso, character.LeftUpperArm, "LeftShoulder", "BallSocket")
  6294.     ragdollJoint(character,character.LeftUpperArm, character.LeftLowerArm, "LeftElbow", "BallSocket")
  6295.     ragdollJoint(character,character.UpperTorso, character.RightUpperArm, "RightShoulder", "BallSocket")
  6296.     ragdollJoint(character,character.RightUpperArm, character.RightLowerArm, "RightElbow", "BallSocket")
  6297.     ragdollJoint(character,character.LowerTorso, character.LeftUpperLeg, "LeftHip", "BallSocket")
  6298.     ragdollJoint(character,character.LowerTorso, character.RightUpperLeg, "RightHip", "BallSocket")
  6299. end
  6300.  
  6301. function Ragdoll(Character2,CharTorso)
  6302.     Character2:BreakJoints()
  6303.     local hum = Character2:findFirstChild("Humanoid")
  6304.     hum:remove()
  6305.     local function Scan(ch)
  6306.         local e
  6307.         for e = 1,#ch do
  6308.             Scan(ch[e]:GetChildren())
  6309.             if ch[e].ClassName == "Weld" or ch[e].ClassName == "Motor6D" then
  6310.                 ch[e]:remove()
  6311.             end
  6312.         end
  6313.     end
  6314.     local NEWHUM = IT("Humanoid")
  6315.     NEWHUM.Name = "Corpse"
  6316.     NEWHUM.Health = 0
  6317.     NEWHUM.MaxHealth = 0
  6318.     NEWHUM.PlatformStand = true
  6319.     NEWHUM.Parent = Character2
  6320.     NEWHUM.DisplayDistanceType = "None"
  6321.  
  6322.     local ch = Character2:GetChildren()
  6323.     local i
  6324.     for i = 1,#ch do
  6325.         if ch[i].Name == "THandle1" or ch[i].Name == "THandle2" then
  6326.             ch[i]:remove()
  6327.         end
  6328.     end
  6329.  
  6330.     local Torso2 = Character2.Torso
  6331.     local movevector = Vector3.new()
  6332.  
  6333.     if Torso2 then
  6334.         movevector = CFrame.new(CharTorso.Position,Torso2.Position).lookVector
  6335.         local Head = Character2:FindFirstChild("Head")
  6336.         if Head then
  6337.             local Neck = Instance.new("Weld")
  6338.             Neck.Name = "Neck"
  6339.             Neck.Part0 = Torso2
  6340.             Neck.Part1 = Head
  6341.             Neck.C0 = CFrame.new(0, 1.5, 0)
  6342.             Neck.C1 = CFrame.new()
  6343.             Neck.Parent = Torso2
  6344.  
  6345.         end
  6346.         local Limb = Character2:FindFirstChild("Right Arm")
  6347.         if Limb then
  6348.  
  6349.             Limb.CFrame = Torso2.CFrame * CFrame.new(1.5, 0, 0)
  6350.             local Joint = Instance.new("Glue")
  6351.             Joint.Name = "RightShoulder"
  6352.             Joint.Part0 = Torso2
  6353.             Joint.Part1 = Limb
  6354.             Joint.C0 = CFrame.new(1.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
  6355.             Joint.C1 = CFrame.new(-0, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
  6356.             Joint.Parent = Torso2
  6357.  
  6358.             local B = Instance.new("Part")
  6359.             B.TopSurface = 0
  6360.             B.BottomSurface = 0
  6361.             B.formFactor = "Symmetric"
  6362.             B.Size = Vector3.new(1, 1, 1)
  6363.             B.Transparency = 1
  6364.             B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
  6365.             B.Parent = Character2
  6366.             local W = Instance.new("Weld")
  6367.             W.Part0 = Limb
  6368.             W.Part1 = B
  6369.             W.C0 = CFrame.new(0, -0.5, 0)
  6370.             W.Parent = Limb
  6371.  
  6372.         end
  6373.         local Limb = Character2:FindFirstChild("Left Arm")
  6374.         if Limb then
  6375.  
  6376.             Limb.CFrame = Torso2.CFrame * CFrame.new(-1.5, 0, 0)
  6377.             local Joint = Instance.new("Glue")
  6378.             Joint.Name = "LeftShoulder"
  6379.             Joint.Part0 = Torso2
  6380.             Joint.Part1 = Limb
  6381.             Joint.C0 = CFrame.new(-1.5, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
  6382.             Joint.C1 = CFrame.new(0, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
  6383.             Joint.Parent = Torso2
  6384.  
  6385.             local B = Instance.new("Part")
  6386.             B.TopSurface = 0
  6387.             B.BottomSurface = 0
  6388.             B.formFactor = "Symmetric"
  6389.             B.Size = Vector3.new(1, 1, 1)
  6390.             B.Transparency = 1
  6391.             B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
  6392.             B.Parent = Character2
  6393.             local W = Instance.new("Weld")
  6394.             W.Part0 = Limb
  6395.             W.Part1 = B
  6396.             W.C0 = CFrame.new(0, -0.5, 0)
  6397.             W.Parent = Limb
  6398.  
  6399.         end
  6400.         local Limb = Character2:FindFirstChild("Right Leg")
  6401.         if Limb then
  6402.  
  6403.             Limb.CFrame = Torso2.CFrame * CFrame.new(0.5, -2, 0)
  6404.             local Joint = Instance.new("Glue")
  6405.             Joint.Name = "RightHip"
  6406.             Joint.Part0 = Torso2
  6407.             Joint.Part1 = Limb
  6408.             Joint.C0 = CFrame.new(0.5, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
  6409.             Joint.C1 = CFrame.new(0, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
  6410.             Joint.Parent = Torso2
  6411.  
  6412.             local B = Instance.new("Part")
  6413.             B.TopSurface = 0
  6414.             B.BottomSurface = 0
  6415.             B.formFactor = "Symmetric"
  6416.             B.Size = Vector3.new(1, 1, 1)
  6417.             B.Transparency = 1
  6418.             B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
  6419.             B.Parent = Character2
  6420.             local W = Instance.new("Weld")
  6421.             W.Part0 = Limb
  6422.             W.Part1 = B
  6423.             W.C0 = CFrame.new(0, -0.5, 0)
  6424.             W.Parent = Limb
  6425.  
  6426.         end
  6427.         local Limb = Character2:FindFirstChild("Left Leg")
  6428.         if Limb then
  6429.  
  6430.             Limb.CFrame = Torso2.CFrame * CFrame.new(-0.5, -2, 0)
  6431.             local Joint = Instance.new("Glue")
  6432.             Joint.Name = "LeftHip"
  6433.             Joint.Part0 = Torso2
  6434.             Joint.Part1 = Limb
  6435.             Joint.C0 = CFrame.new(-0.5, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
  6436.             Joint.C1 = CFrame.new(-0, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
  6437.             Joint.Parent = Torso2
  6438.  
  6439.             local B = Instance.new("Part")
  6440.             B.TopSurface = 0
  6441.             B.BottomSurface = 0
  6442.             B.formFactor = "Symmetric"
  6443.             B.Size = Vector3.new(1, 1, 1)
  6444.             B.Transparency = 1
  6445.             B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
  6446.             B.Parent = Character2
  6447.             local W = Instance.new("Weld")
  6448.             W.Part0 = Limb
  6449.             W.Part1 = B
  6450.             W.C0 = CFrame.new(0, -0.5, 0)
  6451.             W.Parent = Limb
  6452.  
  6453.         end
  6454.         --[
  6455.         local Bar = Instance.new("Part")
  6456.         Bar.TopSurface = 0
  6457.         Bar.BottomSurface = 0
  6458.         Bar.formFactor = "Symmetric"
  6459.         Bar.Size = Vector3.new(1, 1, 1)
  6460.         Bar.Transparency = 1
  6461.         Bar.CFrame = Torso2.CFrame * CFrame.new(0, 0.5, 0)
  6462.         Bar.Parent = Character2
  6463.         local Weld = Instance.new("Weld")
  6464.         Weld.Part0 = Torso2
  6465.         Weld.Part1 = Bar
  6466.         Weld.C0 = CFrame.new(0, 0.5, 0)
  6467.         Weld.Parent = Torso2
  6468.         --]]
  6469.     end
  6470.     Character2.Parent = workspace
  6471.     Debris:AddItem(Character2,5)
  6472.  
  6473.     return Character2,Torso2
  6474. end
  6475.  
  6476. punch = true
  6477.  
  6478.  
  6479. function help_me()
  6480.     ATTACK = true
  6481.     Rooted = true
  6482.     CreateSound("1010161686", Head, 10, 1)
  6483.     for i=0, 1, 0.1 / Animation_Speed do
  6484.         Swait()
  6485.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6486.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6487.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6488.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6489.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6490.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6491.    
  6492.     end
  6493.     for i=0, 1, 0.1 / Animation_Speed do
  6494.         Swait()
  6495.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6496.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6497.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6498.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6499.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6500.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6501.    
  6502.     end
  6503.     for i=0, 1, 0.1 / Animation_Speed do
  6504.         Swait()
  6505.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6506.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6507.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6508.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6509.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6510.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6511.    
  6512.     end
  6513.     for i=0, 1, 0.1 / Animation_Speed do
  6514.         Swait()
  6515.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6516.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6517.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6518.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6519.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6520.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6521.    
  6522.     end
  6523.     for i=0, 1, 0.1 / Animation_Speed do
  6524.         Swait()
  6525.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6526.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6527.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6528.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6529.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6530.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6531.    
  6532.     end
  6533.     for i=0, 1, 0.1 / Animation_Speed do
  6534.         Swait()
  6535.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6536.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6537.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6538.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6539.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6540.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6541.    
  6542.     end
  6543.     for i=0, 1, 0.1 / Animation_Speed do
  6544.         Swait()
  6545.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6546.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6547.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6548.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6549.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6550.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6551.    
  6552.     end
  6553.     for i=0, 1, 0.1 / Animation_Speed do
  6554.         Swait()
  6555.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6556.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6557.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6558.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6559.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6560.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6561.    
  6562.     end
  6563.     for i=0, 1, 0.1 / Animation_Speed do
  6564.         Swait()
  6565.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6566.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6567.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(170), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6568.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6569.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6570.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6571.    
  6572.     end
  6573.     for i=0, 1, 0.1 / Animation_Speed do
  6574.         Swait()
  6575.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6576.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6577.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(-40)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6578.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(40)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6579.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6580.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6581.    
  6582.     end
  6583.     for i=0, 1, 0.1 / Animation_Speed do
  6584.         Swait()
  6585.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6586.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6587.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6588.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6589.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6590.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6591.    
  6592.     end
  6593.     for i=0, 1, 0.1 / Animation_Speed do
  6594.         Swait()
  6595.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6596.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6597.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6598.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6599.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6600.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6601.    
  6602.     end
  6603.     for i=0, 1, 0.1 / Animation_Speed do
  6604.         Swait()
  6605.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6606.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6607.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6608.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6609.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6610.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6611.    
  6612.     end
  6613.     for i=0, 1, 0.1 / Animation_Speed do
  6614.         Swait()
  6615.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6616.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6617.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6618.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6619.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6620.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6621.    
  6622.     end
  6623.     for i=0, 1, 0.1 / Animation_Speed do
  6624.         Swait()
  6625.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6626.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6627.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6628.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6629.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6630.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6631.    
  6632.     end
  6633.     for i=0, 1, 0.1 / Animation_Speed do
  6634.         Swait()
  6635.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6636.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6637.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6638.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6639.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6640.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6641.    
  6642.     end
  6643.     for i=0, 1, 0.1 / Animation_Speed do
  6644.         Swait()
  6645.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6646.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6647.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6648.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6649.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6650.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6651.    
  6652.     end
  6653.     for i=0, 1, 0.1 / Animation_Speed do
  6654.         Swait()
  6655.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6656.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6657.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6658.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6659.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6660.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6661.    
  6662.     end
  6663.     for i=0, 1, 0.1 / Animation_Speed do
  6664.         Swait()
  6665.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6666.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6667.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(170), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6668.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6669.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6670.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6671.    
  6672.     end
  6673.     for i=0, 1, 0.1 / Animation_Speed do
  6674.         Swait()
  6675.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6676.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6677.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(-40)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6678.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(40)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6679.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6680.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6681.    
  6682.     end
  6683.     for i=0, 1, 0.1 / Animation_Speed do
  6684.         Swait()
  6685.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6686.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6687.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6688.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6689.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6690.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6691.    
  6692.     end
  6693.     for i=0, 1, 0.1 / Animation_Speed do
  6694.         Swait()
  6695.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6696.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6697.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6698.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6699.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6700.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6701.    
  6702.     end
  6703.     for i=0, 1, 0.1 / Animation_Speed do
  6704.         Swait()
  6705.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6706.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6707.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6708.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6709.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6710.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6711.    
  6712.     end
  6713.     for i=0, 1, 0.1 / Animation_Speed do
  6714.         Swait()
  6715.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6716.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6717.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6718.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6719.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6720.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6721.    
  6722.     end
  6723.     for i=0, 1, 0.1 / Animation_Speed do
  6724.         Swait()
  6725.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6726.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6727.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6728.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6729.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6730.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6731.    
  6732.     end
  6733.     for i=0, 1, 0.1 / Animation_Speed do
  6734.         Swait()
  6735.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6736.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6737.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6738.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6739.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6740.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6741.    
  6742.     end
  6743.     for i=0, 1, 0.1 / Animation_Speed do
  6744.         Swait()
  6745.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6746.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6747.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6748.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6749.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6750.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6751.    
  6752.     end
  6753.     for i=0, 1, 0.1 / Animation_Speed do
  6754.         Swait()
  6755.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6756.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6757.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6758.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6759.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6760.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6761.    
  6762.     end
  6763.     for i=0, 1, 0.1 / Animation_Speed do
  6764.         Swait()
  6765.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6766.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6767.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(170), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6768.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6769.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6770.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6771.    
  6772.     end
  6773.     for i=0, 1, 0.1 / Animation_Speed do
  6774.         Swait()
  6775.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6776.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6777.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(-40)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6778.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(40)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6779.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6780.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6781.     end
  6782.     for i=0, 1, 0.1 / Animation_Speed do
  6783.         Swait()
  6784.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6785.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6786.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6787.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6788.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6789.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6790.    
  6791.     end
  6792.     for i=0, 1, 0.1 / Animation_Speed do
  6793.         Swait()
  6794.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6795.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6796.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6797.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6798.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6799.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6800.    
  6801.     end
  6802.     for i=0, 1, 0.1 / Animation_Speed do
  6803.         Swait()
  6804.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6805.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6806.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6807.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6808.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6809.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6810.    
  6811.     end
  6812.     for i=0, 1, 0.1 / Animation_Speed do
  6813.         Swait()
  6814.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6815.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6816.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6817.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6818.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6819.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6820.    
  6821.     end
  6822.     for i=0, 1, 0.1 / Animation_Speed do
  6823.         Swait()
  6824.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6825.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6826.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6827.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6828.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6829.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6830.    
  6831.     end
  6832.     for i=0, 1, 0.1 / Animation_Speed do
  6833.         Swait()
  6834.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6835.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6836.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6837.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6838.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6839.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6840.    
  6841.     end
  6842.     for i=0, 1, 0.1 / Animation_Speed do
  6843.         Swait()
  6844.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6845.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6846.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6847.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6848.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6849.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6850.    
  6851.     end
  6852.     for i=0, 1, 0.1 / Animation_Speed do
  6853.         Swait()
  6854.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6855.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6856.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6857.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6858.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6859.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6860.    
  6861.     end
  6862.     for i=0, 1, 0.1 / Animation_Speed do
  6863.         Swait()
  6864.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6865.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6866.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(170), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6867.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6868.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6869.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6870.    
  6871.     end
  6872.     for i=0, 1, 0.1 / Animation_Speed do
  6873.         Swait()
  6874.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6875.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6876.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(-40)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6877.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(40)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6878.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6879.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6880.    
  6881.     end
  6882.     for i=0, 1, 0.1 / Animation_Speed do
  6883.         Swait()
  6884.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6885.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6886.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6887.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6888.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6889.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6890.    
  6891.     end
  6892.     for i=0, 1, 0.1 / Animation_Speed do
  6893.         Swait()
  6894.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6895.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6896.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6897.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6898.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6899.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6900.    
  6901.     end
  6902.     for i=0, 1, 0.1 / Animation_Speed do
  6903.         Swait()
  6904.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6905.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6906.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6907.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6908.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6909.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6910.    
  6911.     end
  6912.     for i=0, 1, 0.1 / Animation_Speed do
  6913.         Swait()
  6914.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6915.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6916.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6917.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6918.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6919.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6920.    
  6921.     end
  6922.     for i=0, 1, 0.1 / Animation_Speed do
  6923.         Swait()
  6924.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6925.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6926.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6927.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6928.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6929.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6930.    
  6931.     end
  6932.     for i=0, 1, 0.1 / Animation_Speed do
  6933.         Swait()
  6934.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6935.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6936.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6937.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6938.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6939.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6940.    
  6941.     end
  6942.     for i=0, 1, 0.1 / Animation_Speed do
  6943.         Swait()
  6944.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6945.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6946.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6947.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6948.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6949.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6950.    
  6951.     end
  6952.     for i=0, 1, 0.1 / Animation_Speed do
  6953.         Swait()
  6954.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6955.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6956.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6957.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6958.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6959.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6960.    
  6961.     end
  6962.     for i=0, 1, 0.1 / Animation_Speed do
  6963.         Swait()
  6964.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6965.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6966.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(170), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6967.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6968.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6969.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6970.    
  6971.     end
  6972.     for i=0, 1, 0.1 / Animation_Speed do
  6973.         Swait()
  6974.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6975.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6976.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(-40)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6977.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(40), RAD(0), RAD(40)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6978.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6979.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6980.    
  6981.     end
  6982.     for i=0, 1, 0.1 / Animation_Speed do
  6983.         Swait()
  6984.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6985.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6986.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6987.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6988.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6989.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6990.    
  6991.     end
  6992.     for i=0, 1, 0.1 / Animation_Speed do
  6993.         Swait()
  6994.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6995.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6996.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  6997.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  6998.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  6999.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7000.    
  7001.     end
  7002.     for i=0, 1, 0.1 / Animation_Speed do
  7003.         Swait()
  7004.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7005.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7006.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  7007.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  7008.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7009.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7010.    
  7011.     end
  7012.     for i=0, 1, 0.1 / Animation_Speed do
  7013.         Swait()
  7014.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7015.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7016.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  7017.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  7018.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7019.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7020.    
  7021.     end
  7022.     for i=0, 1, 0.1 / Animation_Speed do
  7023.         Swait()
  7024.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7025.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7026.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  7027.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  7028.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7029.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7030.    
  7031.     end
  7032.     for i=0, 1, 0.1 / Animation_Speed do
  7033.         Swait()
  7034.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7035.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7036.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  7037.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  7038.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7039.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7040.    
  7041.     end
  7042.     for i=0, 1, 0.1 / Animation_Speed do
  7043.         Swait()
  7044.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7045.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7046.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  7047.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(150), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  7048.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7049.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7050.    
  7051.     end
  7052.     for i=0, 1, 0.1 / Animation_Speed do
  7053.         Swait()
  7054.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7055.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7056.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  7057.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  7058.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7059.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7060.    
  7061.     end
  7062.     for i=0, 1, 0.1 / Animation_Speed do
  7063.         Swait()
  7064.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7065.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7066.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(170), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  7067.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  7068.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7069.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7070.     end
  7071.     wait(1)
  7072.     ATTACK = false
  7073.     Rooted = false
  7074. end
  7075.  
  7076. function punche()
  7077. punch = true
  7078.     ATTACK = true
  7079.     Rooted = true
  7080.     CreateSound("0", Head, 10, 1)
  7081. game.Players.LocalPlayer.Character["Right Arm"].Touched:connect(function(hit)
  7082.     local humanoid = hit.Parent:findFirstChild("Humanoid")
  7083.     if punch == true then
  7084.         humanoid:TakeDamage(10)
  7085.     end
  7086. end)
  7087.     for i=0, 1, 0.1 / Animation_Speed do
  7088.         Swait()
  7089.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7090.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7091.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(90), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  7092.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  7093.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7094.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7095.    
  7096.     end
  7097.     for i=0, 1, 0.1 / Animation_Speed do
  7098.         Swait()
  7099.         RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7100.         Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7101.         RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.55, 0) * ANGLES(RAD(130), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  7102.         LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.55, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  7103.         RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7104.         LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  7105.    
  7106.     end
  7107.     wait(1)
  7108. punch = false
  7109.     ATTACK = false
  7110.     Rooted = false
  7111. end
  7112.  
  7113.  
  7114.  
  7115. function MouseUp(Mouse)
  7116. HOLD = false
  7117. end
  7118.  
  7119. function KeyDown(Key)
  7120.     KEYHOLD = true
  7121.     if Key == "q" and ATTACK == false then
  7122.         help_me()
  7123.     end
  7124.  
  7125.     if Key == "e" and ATTACK == false then
  7126.         punche()
  7127.  
  7128.     end
  7129. end
  7130.  
  7131. function KeyUp(Key)
  7132.     KEYHOLD = false
  7133. end
  7134.  
  7135.     Mouse.Button1Down:connect(function(NEWKEY)
  7136.         MouseDown(NEWKEY)
  7137.     end)
  7138.     Mouse.Button1Up:connect(function(NEWKEY)
  7139.         MouseUp(NEWKEY)
  7140.     end)
  7141.     Mouse.KeyDown:connect(function(NEWKEY)
  7142.         KeyDown(NEWKEY)
  7143.     end)
  7144.     Mouse.KeyUp:connect(function(NEWKEY)
  7145.         KeyUp(NEWKEY)
  7146.     end)
  7147.  
  7148.  
  7149. Humanoid.Changed:connect(function(Jump)
  7150.     if Jump == "Jump" and (Disable_Jump == true) then
  7151.         Humanoid.Jump = false
  7152.     end
  7153. end)
  7154.  
  7155. while true do
  7156.     Swait()
  7157.     script.Parent = WEAPONGUI
  7158.     ANIMATE.Parent = nil
  7159.     for _,v in next, Humanoid:GetPlayingAnimationTracks() do
  7160.         v:Stop();
  7161.     end
  7162.     SINE = SINE + CHANGE
  7163.     local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
  7164.     local TORSOVERTICALVELOCITY = RootPart.Velocity.y
  7165.     local HITFLOOR = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4, Character)
  7166.     local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16)
  7167.     if ANIM == "Walk" and TORSOVELOCITY > 1 then
  7168.         RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.15 * COS(SINE / (WALKSPEEDVALUE / 2))) * ANGLES(RAD(0), RAD(0) - RootPart.RotVelocity.Y / 75, RAD(0)), 2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  7169.         Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0) - Head.RotVelocity.Y / 30), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  7170.         RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 0.875 - 0.125 * SIN(SINE / WALKSPEEDVALUE) - 0.15 * COS(SINE / WALKSPEEDVALUE*2), -0.125 * COS(SINE / WALKSPEEDVALUE) +0.2+ 0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(76 * COS(SINE / WALKSPEEDVALUE))), 0.3 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  7171.         LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 0.875 + 0.125 * SIN(SINE / WALKSPEEDVALUE) - 0.15 * COS(SINE / WALKSPEEDVALUE*2), 0.125 * COS(SINE / WALKSPEEDVALUE) +0.2+ -0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(76 * COS(SINE / WALKSPEEDVALUE))), 0.3 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  7172.     elseif (ANIM ~= "Walk") or (TORSOVELOCITY < 1) then
  7173.         RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  7174.         Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  7175.         RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  7176.         LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  7177.     end
  7178.     if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then
  7179.         ANIM = "Jump"
  7180.         if PLAYANIMS == true then
  7181.             RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  7182.             Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  7183.             RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
  7184.             LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
  7185.             RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.3) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
  7186.             LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.3) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed)
  7187.         end
  7188.     elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then
  7189.         ANIM = "Fall"
  7190.         if PLAYANIMS == true then
  7191.             RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 ) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  7192.             Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  7193.             RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
  7194.             LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
  7195.             RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
  7196.             LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
  7197.         end
  7198.     elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
  7199.         ANIM = "Idle"
  7200.         if PLAYANIMS == true then
  7201.             RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  7202.             Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(25 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  7203.             RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(170), RAD(0), RAD(-30)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  7204.             LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(170), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  7205.             RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  7206.             LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  7207.         end
  7208.     elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
  7209.         ANIM = "Walk"
  7210.         if PLAYANIMS == true then
  7211.                 RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  7212.             Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0) * ANGLES(RAD(25 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  7213.                 RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(170 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(5)) * RIGHTSHOULDERC0, 0 / Animation_Speed)
  7214.                 LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(170 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(-5)) * LEFTSHOULDERC0, 0 / Animation_Speed)
  7215.                 RightHip.C0 = Clerp(RightHip.C0, CF(1 , -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-15)), 2 / Animation_Speed)
  7216.                 LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(15)), 2 / Animation_Speed)
  7217.  
  7218.             end
  7219.         end
  7220.     end
  7221.     if Rooted == false then
  7222.         Disable_Jump = false
  7223.         Humanoid.WalkSpeed = Speed
  7224.     elseif Rooted == true then
  7225.         Disable_Jump = true
  7226.         Humanoid.WalkSpeed = 0
  7227.     end
  7228.  
  7229.     Humanoid.Health = Humanoid.Health + 1
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