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- repeat
- wait()
- until game.Players.LocalPlayer.Character
- wait(0.5)
- --// Variables
- local L_1_ = script.Parent
- local L_2_ = game.Players.LocalPlayer
- local L_3_ = L_2_.Character
- local L_4_ = L_2_:GetMouse()
- local L_5_ = workspace.CurrentCamera
- local L_6_ = L_3_:WaitForChild('Torso')
- local L_7_ = L_3_:WaitForChild('Head')
- local L_8_ = L_3_:WaitForChild('HumanoidRootPart')
- local L_9_ = L_8_:WaitForChild('RootJoint')
- local L_10_ = L_6_:WaitForChild('Right Hip')
- local L_11_ = L_6_:WaitForChild('Left Hip')
- --// Services
- local L_12_ = game:GetService('UserInputService')
- local L_13_ = game:GetService('RunService')
- local L_14_ = game:GetService('TweenService')
- --// Declarables
- local L_15_ = false
- local L_16_ = false
- local L_17_ = true
- local L_18_ = L_1_:WaitForChild('Resource')
- local L_19_ = L_18_:WaitForChild('FX')
- local L_20_ = L_18_:WaitForChild('Events')
- local L_21_ = L_18_:WaitForChild('HUD')
- local L_22_ = L_18_:WaitForChild('Modules')
- local L_23_ = L_18_:WaitForChild('SettingsModule')
- local L_24_ = require(L_23_:WaitForChild("ClientConfig"))
- local L_25_ = L_18_:WaitForChild('Vars')
- local L_26_
- local L_27_
- local L_28_
- local L_29_
- local L_30_
- local L_31_
- local L_32_
- local L_33_
- local L_34_
- local L_35_
- local L_36_
- local L_37_
- local L_38_
- local L_39_
- local L_40_
- local L_41_
- local L_42_
- local L_43_
- local L_44_
- local L_45_
- local L_46_
- local L_47_
- local L_48_
- local L_49_
- local L_50_ = L_24_.AimZoom
- local L_51_ = L_24_.MouseSensitivity
- local L_52_ = L_12_.MouseDeltaSensitivity
- local L_53_ = game.ReplicatedStorage:FindFirstChild('SoundIso_Network') or nil
- local L_54_
- if L_53_ then
- L_54_ = L_53_:WaitForChild('EventConnection')
- end
- local L_55_ = CFrame.Angles(0, 0, 0)
- --// Weapon Parts
- local L_56_ = L_1_:WaitForChild('AimPart')
- local L_57_
- local L_58_ = L_1_:WaitForChild('Grip')
- local L_59_ = L_1_:WaitForChild('FirePart')
- local L_60_
- local L_61_ = L_1_:WaitForChild('Mag')
- local L_62_ = L_1_:WaitForChild('Bolt')
- --// Probability
- local L_63_
- --// States
- local L_64_ = false
- local L_65_ = false
- local L_66_ = false
- local L_67_ = false
- local L_68_ = false
- local L_69_ = true
- local L_70_ = false
- local L_71_ = false
- local L_72_ = false
- local L_73_ = false
- local L_74_ = false
- local L_75_ = false
- local L_76_ = false
- local L_77_ = false
- local L_78_ = false
- local L_79_ = false
- local L_80_ = false
- local L_81_ = false
- local L_82_ = false
- local L_83_ = false
- local L_84_ = true
- local L_85_ = true
- local L_86_ = false
- local L_87_
- local L_88_
- local L_89_
- local L_90_
- local L_91_
- local L_92_ = L_24_.FireMode
- local L_93_ = 0
- local L_94_ = false
- local L_95_ = true
- local L_96_ = false
- local L_97_ = 70
- local L_98_ = L_2_.PlayerGui:FindFirstChild('AimSFX') or Instance.new('Sound')
- L_98_.Parent = L_2_.PlayerGui
- --// Tables
- local L_99_ = {
- "2389761679";
- "151130102";
- "151130171";
- "285421804";
- "287769483";
- "287769415";
- "285421687";
- "287769261";
- "287772525";
- "287772445";
- "287772351";
- "285421819";
- "287772163";
- }
- local L_100_ = {
- "2282590559";
- "2282583154";
- "2282584222";
- "2282584708";
- "2282585118";
- "2282586860";
- "2282587182";
- "2282587628";
- "2282588117";
- "2282588433";
- "2282576973";
- "2282577954";
- "2282578595";
- "2282579272";
- "2282579760";
- "2282580279";
- "2282580551";
- "2282580935";
- "2282582377";
- "2282582717";
- "2282449653";
- }
- local L_101_ = {
- "2297264589";
- "2297264920";
- "2297265171";
- "2297265394";
- "2297266410";
- "2297266774";
- "2297267106";
- "2297267463";
- "2297267748";
- "2297268261";
- "2297268486";
- "2297268707";
- "2297268894";
- "2297269092";
- "2297269542";
- "2297269946";
- "2297270243";
- "2297270591";
- "2297270984";
- "2297271381";
- "2297271626";
- "2297272112";
- "2297272424";
- }
- local L_102_ = {
- 2211580202;
- 2211580297;
- 2211580374;
- 2211580446;
- }
- local L_103_ = {
- 2211580506;
- 2211580587;
- 2211580721;
- 2211580791;
- }
- local L_104_ = workspace:FindFirstChild("BulletModel: " .. L_2_.Name) or Instance.new("Folder", workspace)
- L_104_.Name = "BulletModel: " .. L_2_.Name
- local L_105_
- local L_106_ = L_24_.Ammo
- local L_107_ = L_24_.StoredAmmo * L_24_.MagCount
- local L_108_ = L_24_.ExplosiveAmmo
- IgnoreList = {
- L_3_,
- L_104_,
- L_5_
- }
- --// Services
- local L_109_ = game:GetService('RunService').RenderStepped
- local L_110_ = game:GetService('UserInputService')
- --// Events
- local L_111_ = L_20_:WaitForChild('Equipped')
- local L_112_ = L_20_:WaitForChild('ShootEvent')
- local L_113_ = L_20_:WaitForChild('DamageEvent')
- local L_114_ = L_20_:WaitForChild('CreateOwner')
- local L_115_ = L_20_:WaitForChild('Stance')
- local L_116_ = L_20_:WaitForChild('HitEvent')
- local L_117_ = L_20_:WaitForChild('KillEvent')
- local L_118_ = L_20_:WaitForChild('AimEvent')
- local L_119_ = L_20_:WaitForChild('ExploEvent')
- local L_120_ = L_20_:WaitForChild('AttachEvent')
- local L_121_ = L_20_:WaitForChild('ServerFXEvent')
- local L_122_ = L_20_:WaitForChild('ChangeIDEvent')
- --// Modules
- local L_123_ = require(L_22_:WaitForChild("Utilities"))
- local L_124_ = require(L_22_:WaitForChild("Spring"))
- local L_125_ = require(L_22_:WaitForChild("Plugins"))
- local L_126_ = require(L_22_:WaitForChild("easing"))
- local L_127_ = L_123_.Fade
- local L_128_ = L_123_.SpawnCam
- local L_129_ = L_123_.FixCam
- local L_130_ = L_123_.tweenFoV
- local L_131_ = L_123_.tweenCam
- local L_132_ = L_123_.tweenRoll
- local L_133_ = L_123_.TweenJoint
- local L_134_ = L_123_.Weld
- --// Math
- local L_135_ = function(L_172_arg1, L_173_arg2, L_174_arg3)
- if L_172_arg1 > L_174_arg3 then
- return L_174_arg3
- elseif L_172_arg1 < L_173_arg2 then
- return L_173_arg2
- end
- return L_172_arg1
- end
- local L_136_ = L_124_.new(Vector3.new())
- L_136_.s = 30
- L_136_.d = 0.55
- local L_137_ = CFrame.Angles(0, 0, 0)
- --// Functions
- function MakeFakeArms()
- Arms = Instance.new("Model")
- Arms.Name = "Arms"
- Arms.Parent = L_5_
- local L_175_ = Instance.new("Humanoid")
- L_175_.MaxHealth = 0
- L_175_.Health = 0
- L_175_.Name = ""
- L_175_.Parent = Arms
- if L_3_:FindFirstChild("Shirt") then
- local L_180_ = L_3_:FindFirstChild("Shirt"):clone()
- L_180_.Parent = Arms
- end
- local L_176_ = L_3_:FindFirstChild("Right Arm"):clone()
- for L_181_forvar1, L_182_forvar2 in pairs(L_176_:GetChildren()) do
- if L_182_forvar2:IsA('Motor6D') then
- L_182_forvar2:Destroy()
- end
- end
- L_176_.Name = "Right Arm"
- L_176_.FormFactor = "Custom"
- L_176_.Size = Vector3.new(0.8, 2.5, 0.8)
- L_176_.Transparency = 0.0
- local L_177_ = Instance.new("Motor6D")
- L_177_.Part0 = L_176_
- L_177_.Part1 = L_3_:FindFirstChild("Right Arm")
- L_177_.C0 = CFrame.new()
- L_177_.C1 = CFrame.new()
- L_177_.Parent = L_176_
- L_176_.Parent = Arms
- local L_178_ = L_3_:FindFirstChild("Left Arm"):clone()
- L_178_.Name = "Left Arm"
- L_178_.FormFactor = "Custom"
- L_178_.Size = Vector3.new(0.8, 2.5, 0.8)
- L_178_.Transparency = 0.0
- local L_179_ = Instance.new("Motor6D")
- L_179_.Part0 = L_178_
- L_179_.Part1 = L_3_:FindFirstChild("Left Arm")
- L_179_.C0 = CFrame.new()
- L_179_.C1 = CFrame.new()
- L_179_.Parent = L_178_
- L_178_.Parent = Arms
- end
- function RemoveArmModel()
- if Arms then
- Arms:Destroy()
- Arms = nil
- end
- end
- local L_138_
- function CreateShell()
- L_138_ = time()
- local L_183_ = L_1_.Shell:clone()
- if L_183_:FindFirstChild('Shell') then
- L_183_.Shell:Destroy()
- end
- L_183_.CFrame = L_1_.Chamber.CFrame
- L_183_.Velocity = L_1_.Chamber.CFrame.lookVector * 30 + Vector3.new(0, 4, 0)
- --shell.RotVelocity = Vector3.new(-10,40,30)
- L_183_.Parent = L_104_
- L_183_.CanCollide = false
- game:GetService("Debris"):addItem(L_183_, 1)
- delay(0.5, function()
- if L_19_:FindFirstChild('ShellCasing') then
- local L_184_ = L_19_.ShellCasing:clone()
- L_184_.Parent = L_2_.PlayerGui
- L_184_:Play()
- game:GetService('Debris'):AddItem(L_184_, L_184_.TimeLength)
- end
- end)
- end
- -- 100 == 1 0 == 0 1/0.5
- function JamCalculation()
- local L_185_
- if (math.random(1, 100) <= L_24_.JamChance) then
- L_185_ = true
- L_75_ = true
- else
- L_185_ = false
- end
- return L_185_
- end
- function TracerCalculation()
- local L_186_
- if (math.random(1, 100) <= L_24_.TracerChance) then
- L_186_ = true
- else
- L_186_ = false
- end
- return L_186_
- end
- function ScreamCalculation()
- local L_187_
- if (math.random(1, 100) <= L_24_.SuppressCalloutChance) then
- L_187_ = true
- else
- L_187_ = false
- end
- return L_187_
- end
- function SearchResupply(L_188_arg1)
- local L_189_ = false
- local L_190_ = nil
- if L_188_arg1:FindFirstChild('ResupplyVal') or L_188_arg1.Parent:FindFirstChild('ResupplyVal') then
- L_189_ = true
- if L_188_arg1:FindFirstChild('ResupplyVal') then
- L_190_ = L_188_arg1.ResupplyVal
- elseif L_188_arg1.Parent:FindFirstChild('ResupplyVal') then
- L_190_ = L_188_arg1.Parent.ResupplyVal
- end
- end
- return L_189_, L_190_
- end
- function CheckReverb()
- local L_191_, L_192_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_6_.CFrame.p, (L_6_.CFrame.upVector).unit * 30), IgnoreList);
- if L_191_ then
- local L_193_ = L_59_:WaitForChild('Fire'):FindFirstChild('ReverbSoundEffect') or Instance.new("ReverbSoundEffect", L_59_:WaitForChild('Fire'))
- elseif not L_191_ then
- if L_59_:WaitForChild('Fire'):FindFirstChild('ReverbSoundEffect') then
- L_59_.Fire.ReverbSoundEffect:Destroy()
- end
- end
- end
- function UpdateAmmo()
- L_29_.Text = L_106_
- L_30_.Text = L_29_.Text
- L_31_.Text = '| ' .. math.ceil(L_107_ / L_24_.StoredAmmo)
- L_32_.Text = L_31_.Text
- if L_93_ == 0 then
- L_40_.Image = 'rbxassetid://' .. 1868007495
- elseif L_93_ == 1 then
- L_40_.Image = 'rbxassetid://' .. 1868007947
- elseif L_93_ == 2 then
- L_40_.Image = 'rbxassetid://' .. 1868008584
- end
- if L_92_ == 1 then
- L_35_.BackgroundTransparency = 0
- L_36_.BackgroundTransparency = 0.7
- L_37_.BackgroundTransparency = 0.7
- L_38_.BackgroundTransparency = 0.7
- L_39_.BackgroundTransparency = 0.7
- elseif L_92_ == 2 then
- L_35_.BackgroundTransparency = 0
- L_36_.BackgroundTransparency = 0
- L_37_.BackgroundTransparency = 0
- L_38_.BackgroundTransparency = 0
- L_39_.BackgroundTransparency = 0
- elseif L_92_ == 3 then
- L_35_.BackgroundTransparency = 0
- L_36_.BackgroundTransparency = 0
- L_37_.BackgroundTransparency = 0
- L_38_.BackgroundTransparency = 0.7
- L_39_.BackgroundTransparency = 0.7
- elseif L_92_ == 4 then
- L_35_.BackgroundTransparency = 0
- L_36_.BackgroundTransparency = 0
- L_37_.BackgroundTransparency = 0
- L_38_.BackgroundTransparency = 0
- L_39_.BackgroundTransparency = 0.7
- elseif L_92_ == 5 then
- L_35_.BackgroundTransparency = 0
- L_36_.BackgroundTransparency = 0.7
- L_37_.BackgroundTransparency = 0
- L_38_.BackgroundTransparency = 0.7
- L_39_.BackgroundTransparency = 0.7
- elseif L_92_ == 6 then
- L_35_.BackgroundTransparency = 0
- L_36_.BackgroundTransparency = 0.7
- L_37_.BackgroundTransparency = 0
- L_38_.BackgroundTransparency = 0
- L_39_.BackgroundTransparency = 0.7
- end
- end
- --// Connections
- L_111_.OnClientEvent:connect(function(L_194_arg1, L_195_arg2, L_196_arg3, L_197_arg4, L_198_arg5, L_199_arg6, L_200_arg7)
- if L_194_arg1 and not L_15_ then
- MakeFakeArms()
- L_42_ = L_2_.PlayerGui.MainGui
- L_26_ = L_42_:WaitForChild('Others')
- L_27_ = L_26_:WaitForChild('Kill')
- L_28_ = L_42_:WaitForChild('GameGui'):WaitForChild('AmmoFrame')
- L_29_ = L_28_:WaitForChild('Ammo')
- L_30_ = L_28_:WaitForChild('AmmoBackground')
- L_31_ = L_28_:WaitForChild('MagCount')
- L_32_ = L_28_:WaitForChild('MagCountBackground')
- L_33_ = L_28_:WaitForChild('DistDisp')
- L_34_ = L_28_:WaitForChild('Title')
- L_35_ = L_28_:WaitForChild('Mode1')
- L_36_ = L_28_:WaitForChild('Mode2')
- L_37_ = L_28_:WaitForChild('Mode3')
- L_38_ = L_28_:WaitForChild('Mode4')
- L_39_ = L_28_:WaitForChild('Mode5')
- L_40_ = L_28_:WaitForChild('Stances')
- L_41_ = L_42_:WaitForChild('Shading')
- L_41_.Visible = false
- L_34_.Text = L_1_.Name
- UpdateAmmo()
- L_43_ = L_195_arg2
- L_44_ = L_196_arg3
- L_45_ = L_197_arg4
- L_46_ = L_198_arg5
- L_47_ = L_199_arg6
- L_48_ = L_200_arg7
- L_49_ = L_62_.Bolt
- L_87_ = L_48_.C1
- L_88_ = L_48_.C0
- if L_1_:FindFirstChild('AimPart2') then
- L_57_ = L_1_:WaitForChild('AimPart2')
- end
- if L_1_:FindFirstChild('FirePart2') then
- L_60_ = L_1_.FirePart2
- end
- if L_24_.FirstPersonOnly then
- L_2_.CameraMode = Enum.CameraMode.LockFirstPerson
- end
- --uis.MouseIconEnabled = false
- L_5_.FieldOfView = 70
- L_15_ = true
- elseif L_15_ then
- if L_3_ and L_3_.Humanoid and L_3_.Humanoid.Health > 0 and L_9_ then
- Stand()
- Unlean()
- end
- L_93_ = 0
- L_80_ = false
- L_81_ = false
- L_82_ = false
- L_64_ = false
- L_67_ = false
- L_66_ = false
- Shooting = false
- L_97_ = 70
- RemoveArmModel()
- L_42_:Destroy()
- for L_201_forvar1, L_202_forvar2 in pairs(IgnoreList) do
- if L_202_forvar2 ~= L_3_ and L_202_forvar2 ~= L_5_ and L_202_forvar2 ~= L_104_ then
- table.remove(IgnoreList, L_201_forvar1)
- end
- end
- if L_3_:FindFirstChild('Right Arm') and L_3_:FindFirstChild('Left Arm') then
- L_3_['Right Arm'].LocalTransparencyModifier = 0
- L_3_['Left Arm'].LocalTransparencyModifier = 0
- end
- L_78_ = false
- L_69_ = true
- L_2_.CameraMode = Enum.CameraMode.Classic
- L_110_.MouseIconEnabled = true
- L_5_.FieldOfView = 70
- L_15_ = false
- L_110_.MouseDeltaSensitivity = L_52_
- L_4_.Icon = "http://www.roblox.com/asset?id=0"
- L_15_ = false
- L_4_.TargetFilter = nil
- end
- end)
- --// Firemode Functions
- function CreateBullet(L_203_arg1)
- local L_204_ = L_59_.Position
- local L_205_ = (L_4_.Hit.p - L_204_).unit
- local L_206_ = CFrame.Angles(math.rad(math.random(-L_203_arg1, L_203_arg1)), math.rad(math.random(-L_203_arg1, L_203_arg1)), math.rad(math.random(-L_203_arg1, L_203_arg1)))
- L_205_ = L_206_ * L_205_
- local L_207_ = CFrame.new(L_204_, L_204_ + L_205_)
- local L_208_ = Instance.new("Part", L_104_)
- game.Debris:AddItem(L_208_, 10)
- L_208_.Shape = Enum.PartType.Ball
- L_208_.Size = Vector3.new(1, 1, 12)
- L_208_.Name = "Bullet"
- L_208_.TopSurface = "Smooth"
- L_208_.BottomSurface = "Smooth"
- L_208_.BrickColor = BrickColor.new("Bright green")
- L_208_.Material = "Neon"
- L_208_.CanCollide = false
- --Bullet.CFrame = FirePart.CFrame + (Grip.CFrame.p - Grip.CFrame.p)
- L_208_.CFrame = L_207_
- local L_209_ = Instance.new("Sound")
- L_209_.SoundId = "rbxassetid://341519743"
- L_209_.Looped = true
- L_209_:Play()
- L_209_.Parent = L_208_
- L_209_.Volume = 0.4
- L_209_.MaxDistance = 30
- L_208_.Transparency = 1
- local L_210_ = L_208_:GetMass()
- local L_211_ = Instance.new('BodyForce', L_208_)
- if not L_83_ then
- L_211_.Force = L_24_.BulletPhysics
- L_208_.Velocity = L_205_ * L_24_.BulletSpeed
- else
- L_211_.Force = L_24_.ExploPhysics
- L_208_.Velocity = L_205_ * L_24_.ExploSpeed
- end
- local L_212_ = Instance.new('Attachment', L_208_)
- L_212_.Position = Vector3.new(0.1, 0, 0)
- local L_213_ = Instance.new('Attachment', L_208_)
- L_213_.Position = Vector3.new(-0.1, 0, 0)
- local L_214_ = TracerCalculation()
- if L_24_.TracerEnabled == true and L_214_ then
- local L_215_ = Instance.new('Trail', L_208_)
- L_215_.Attachment0 = L_212_
- L_215_.Attachment1 = L_213_
- L_215_.Transparency = NumberSequence.new(L_24_.TracerTransparency)
- L_215_.LightEmission = L_24_.TracerLightEmission
- L_215_.TextureLength = L_24_.TracerTextureLength
- L_215_.Lifetime = L_24_.TracerLifetime
- L_215_.FaceCamera = L_24_.TracerFaceCamera
- L_215_.Color = ColorSequence.new(L_24_.TracerColor.Color)
- end
- if L_1_:FindFirstChild('Shell') and not L_83_ then
- CreateShell()
- end
- delay(0.2, function()
- L_208_.Transparency = 0
- end)
- return L_208_
- end
- function CheckForHumanoid(L_216_arg1)
- local L_217_ = false
- local L_218_ = nil
- if L_216_arg1 then
- if (L_216_arg1.Parent:FindFirstChild("Humanoid") or L_216_arg1.Parent.Parent:FindFirstChild("Humanoid")) then
- L_217_ = true
- if L_216_arg1.Parent:FindFirstChild('Humanoid') then
- L_218_ = L_216_arg1.Parent.Humanoid
- elseif L_216_arg1.Parent.Parent:FindFirstChild('Humanoid') then
- L_218_ = L_216_arg1.Parent.Parent.Humanoid
- end
- else
- L_217_ = false
- end
- end
- return L_217_, L_218_
- end
- function CastRay(L_219_arg1)
- local L_220_, L_221_, L_222_
- local L_223_ = L_56_.Position;
- local L_224_ = L_219_arg1.Position;
- local L_225_ = 0
- local L_226_ = L_83_
- while true do
- L_109_:wait()
- L_224_ = L_219_arg1.Position;
- L_225_ = L_225_ + (L_224_ - L_223_).magnitude
- L_220_, L_221_, L_222_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_223_, (L_224_ - L_223_)), IgnoreList);
- local L_227_ = Vector3.new(0, 1, 0):Cross(L_222_)
- local L_228_ = math.asin(L_227_.magnitude) -- division by 1 is redundant
- if L_225_ > L_24_.BulletDecay then
- L_219_arg1:Destroy()
- break
- end
- if L_220_ and (L_220_ and L_220_.Transparency >= 1 or L_220_.CanCollide == false) and L_220_.Name ~= 'Right Arm' and L_220_.Name ~= 'Left Arm' and L_220_.Name ~= 'Right Leg' and L_220_.Name ~= 'Left Leg' and L_220_.Name ~= 'Armor' then
- table.insert(IgnoreList, L_220_)
- end
- if L_220_ then
- L_227_ = Vector3.new(0, 1, 0):Cross(L_222_)
- L_228_ = math.asin(L_227_.magnitude) -- division by 1 is redundant
- L_121_:FireServer(L_221_)
- local L_229_ = CheckForHumanoid(L_220_)
- if L_229_ == false then
- L_219_arg1:Destroy()
- L_116_:FireServer(L_221_, L_227_, L_228_, L_222_, "Part", L_220_)
- elseif L_229_ == true then
- L_219_arg1:Destroy()
- L_116_:FireServer(L_221_, L_227_, L_228_, L_222_, "Human", L_220_)
- end
- end
- if L_220_ and L_226_ then
- L_119_:FireServer(L_221_)
- end
- if L_220_ then
- local L_230_, L_231_ = CheckForHumanoid(L_220_)
- if L_230_ then
- L_114_:FireServer(L_231_)
- if L_24_.AntiTK then
- if game.Players:FindFirstChild(L_231_.Parent.Name) and game.Players:FindFirstChild(L_231_.Parent.Name).TeamColor ~= L_2_.TeamColor or L_231_.Parent:FindFirstChild('Vars') and game.Players:FindFirstChild(L_231_.Parent:WaitForChild('Vars'):WaitForChild('BotID').Value) and L_2_.TeamColor ~= L_231_.Parent:WaitForChild('Vars'):WaitForChild('teamColor').Value then
- if L_220_.Name == 'Head' then
- L_113_:FireServer(L_231_, L_24_.HeadDamage)
- local L_232_ = L_19_:WaitForChild('BodyHit'):clone()
- L_232_.Parent = L_2_.PlayerGui
- L_232_:Play()
- game:GetService("Debris"):addItem(L_232_, L_232_.TimeLength)
- end
- if L_220_.Name ~= 'Head' and not (L_220_.Parent:IsA('Accessory') or L_220_.Parent:IsA('Hat')) then
- if L_220_.Name ~= 'Torso' and L_220_.Name ~= 'HumanoidRootPart' and L_220_.Name ~= 'Armor' then
- L_113_:FireServer(L_231_, L_24_.LimbDamage)
- elseif L_220_.Name == 'Torso' or L_220_.Name == 'HumanoidRootPart' and L_220_.Name ~= 'Armor' then
- L_113_:FireServer(L_231_, L_24_.BaseDamage)
- elseif L_220_.Name == 'Armor' then
- L_113_:FireServer(L_231_, L_24_.ArmorDamage)
- end
- local L_233_ = L_19_:WaitForChild('BodyHit'):clone()
- L_233_.Parent = L_2_.PlayerGui
- L_233_:Play()
- game:GetService("Debris"):addItem(L_233_, L_233_.TimeLength)
- end
- if (L_220_.Parent:IsA('Accessory') or L_220_.Parent:IsA('Hat')) then
- L_113_:FireServer(L_231_, L_24_.HeadDamage)
- local L_234_ = L_19_:WaitForChild('BodyHit'):clone()
- L_234_.Parent = L_2_.PlayerGui
- L_234_:Play()
- game:GetService("Debris"):addItem(L_234_, L_234_.TimeLength)
- end
- end
- else
- if L_220_.Name == 'Head' then
- L_113_:FireServer(L_231_, L_24_.HeadDamage)
- local L_235_ = L_19_:WaitForChild('BodyHit'):clone()
- L_235_.Parent = L_2_.PlayerGui
- L_235_:Play()
- game:GetService("Debris"):addItem(L_235_, L_235_.TimeLength)
- end
- if L_220_.Name ~= 'Head' and not (L_220_.Parent:IsA('Accessory') or L_220_.Parent:IsA('Hat')) then
- if L_220_.Name ~= 'Torso' and L_220_.Name ~= 'HumanoidRootPart' and L_220_.Name ~= 'Armor' then
- L_113_:FireServer(L_231_, L_24_.LimbDamage)
- elseif L_220_.Name == 'Torso' or L_220_.Name == 'HumanoidRootPart' and L_220_.Name ~= 'Armor' then
- L_113_:FireServer(L_231_, L_24_.BaseDamage)
- elseif L_220_.Name == 'Armor' then
- L_113_:FireServer(L_231_, L_24_.ArmorDamage)
- end
- local L_236_ = L_19_:WaitForChild('BodyHit'):clone()
- L_236_.Parent = L_2_.PlayerGui
- L_236_:Play()
- game:GetService("Debris"):addItem(L_236_, L_236_.TimeLength)
- end
- if (L_220_.Parent:IsA('Accessory') or L_220_.Parent:IsA('Hat')) then
- L_113_:FireServer(L_231_, L_24_.HeadDamage)
- local L_237_ = L_19_:WaitForChild('BodyHit'):clone()
- L_237_.Parent = L_2_.PlayerGui
- L_237_:Play()
- game:GetService("Debris"):addItem(L_237_, L_237_.TimeLength)
- end
- end
- end
- end
- if L_220_ and L_220_.Parent:FindFirstChild("Humanoid") then
- return L_220_, L_221_;
- end
- L_223_ = L_224_;
- end
- end
- function fireSemi()
- if L_15_ then
- L_69_ = false
- Recoiling = true
- Shooting = true
- --CheckReverb()
- if L_54_ then
- L_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)
- else
- L_59_:WaitForChild('Fire'):Play()
- end
- L_112_:FireServer()
- L_105_ = CreateBullet(L_24_.BulletSpread)
- L_106_ = L_106_ - 1
- UpdateAmmo()
- RecoilFront = true
- local L_238_, L_239_ = spawn(function()
- CastRay(L_105_)
- end)
- if L_24_.CanBolt == true then
- BoltingBackAnim()
- delay(L_24_.Firerate / 2, function()
- if L_24_.CanSlideLock == false then
- BoltingForwardAnim()
- elseif L_24_.CanSlideLock == true then
- if L_106_ > 0 then
- BoltingForwardAnim()
- end
- end
- end)
- end
- delay(L_24_.Firerate / 2, function()
- Recoiling = false
- RecoilFront = false
- end)
- wait(L_24_.Firerate)
- local L_240_ = JamCalculation()
- if L_240_ then
- L_69_ = false
- else
- L_69_ = true
- end
- Shooting = false
- end
- end
- function fireExplo()
- if L_15_ then
- L_69_ = false
- Recoiling = true
- Shooting = true
- if L_54_ then
- L_54_:FireServer(L_60_:WaitForChild('Fire').SoundId, L_60_)
- else
- L_60_:WaitForChild('Fire'):Play()
- end
- L_112_:FireServer()
- L_105_ = CreateBullet(L_24_.BulletSpread)
- L_108_ = L_108_ - 1
- UpdateAmmo()
- RecoilFront = true
- local L_241_, L_242_ = spawn(function()
- CastRay(L_105_)
- end)
- delay(L_24_.Firerate / 2, function()
- Recoiling = false
- RecoilFront = false
- end)
- L_69_ = false
- Shooting = false
- end
- end
- function fireShot()
- if L_15_ then
- L_69_ = false
- Recoiling = true
- Shooting = true
- RecoilFront = true
- --CheckReverb()
- if L_54_ then
- L_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)
- else
- L_59_:WaitForChild('Fire'):Play()
- end
- L_112_:FireServer()
- for L_244_forvar1 = 1, L_24_.ShotNum do
- spawn(function()
- L_105_ = CreateBullet(L_24_.BulletSpread)
- end)
- local L_245_, L_246_ = spawn(function()
- CastRay(L_105_)
- end)
- end
- for L_247_forvar1, L_248_forvar2 in pairs(L_59_:GetChildren()) do
- if L_248_forvar2.Name:sub(1, 7) == "FlashFX" then
- L_248_forvar2.Enabled = true
- end
- end
- delay(1 / 30, function()
- for L_249_forvar1, L_250_forvar2 in pairs(L_59_:GetChildren()) do
- if L_250_forvar2.Name:sub(1, 7) == "FlashFX" then
- L_250_forvar2.Enabled = false
- end
- end
- end)
- if L_24_.CanBolt == true then
- BoltingBackAnim()
- delay(L_24_.Firerate / 2, function()
- if L_24_.CanSlideLock == false then
- BoltingForwardAnim()
- elseif L_24_.CanSlideLock == true then
- if L_106_ > 0 then
- BoltingForwardAnim()
- end
- end
- end)
- end
- delay(L_24_.Firerate / 2, function()
- Recoiling = false
- RecoilFront = false
- end)
- L_106_ = L_106_ - 1
- UpdateAmmo()
- wait(L_24_.Firerate)
- L_76_ = true
- BoltBackAnim()
- BoltForwardAnim()
- IdleAnim()
- L_76_ = false
- local L_243_ = JamCalculation()
- if L_243_ then
- L_69_ = false
- else
- L_69_ = true
- end
- Shooting = false
- end
- end
- function fireBoltAction()
- if L_15_ then
- L_69_ = false
- Recoiling = true
- Shooting = true
- --CheckReverb()
- if L_54_ then
- L_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)
- else
- L_59_:WaitForChild('Fire'):Play()
- end
- L_112_:FireServer()
- L_105_ = CreateBullet(L_24_.BulletSpread)
- L_106_ = L_106_ - 1
- UpdateAmmo()
- RecoilFront = true
- local L_251_, L_252_ = spawn(function()
- CastRay(L_105_)
- end)
- for L_254_forvar1, L_255_forvar2 in pairs(L_59_:GetChildren()) do
- if L_255_forvar2.Name:sub(1, 7) == "FlashFX" then
- L_255_forvar2.Enabled = true
- end
- end
- delay(1 / 30, function()
- for L_256_forvar1, L_257_forvar2 in pairs(L_59_:GetChildren()) do
- if L_257_forvar2.Name:sub(1, 7) == "FlashFX" then
- L_257_forvar2.Enabled = false
- end
- end
- end)
- if L_24_.CanBolt == true then
- BoltingBackAnim()
- delay(L_24_.Firerate / 2, function()
- if L_24_.CanSlideLock == false then
- BoltingForwardAnim()
- elseif L_24_.CanSlideLock == true then
- if L_106_ > 0 then
- BoltingForwardAnim()
- end
- end
- end)
- end
- delay(L_24_.Firerate / 2, function()
- Recoiling = false
- RecoilFront = false
- end)
- wait(L_24_.Firerate)
- L_76_ = true
- BoltBackAnim()
- BoltForwardAnim()
- IdleAnim()
- L_76_ = false
- local L_253_ = JamCalculation()
- if L_253_ then
- L_69_ = false
- else
- L_69_ = true
- end
- Shooting = false
- end
- end
- function fireAuto()
- while not Shooting and L_106_ > 0 and L_68_ and L_69_ and L_15_ do
- L_69_ = false
- Recoiling = true
- --CheckReverb()
- if L_54_ then
- L_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)
- else
- L_59_:WaitForChild('Fire'):Play()
- end
- L_112_:FireServer()
- L_106_ = L_106_ - 1
- UpdateAmmo()
- Shooting = true
- RecoilFront = true
- L_105_ = CreateBullet(L_24_.BulletSpread)
- local L_258_, L_259_ = spawn(function()
- CastRay(L_105_)
- end)
- for L_261_forvar1, L_262_forvar2 in pairs(L_59_:GetChildren()) do
- if L_262_forvar2.Name:sub(1, 7) == "FlashFX" then
- L_262_forvar2.Enabled = true
- end
- end
- delay(1 / 30, function()
- for L_263_forvar1, L_264_forvar2 in pairs(L_59_:GetChildren()) do
- if L_264_forvar2.Name:sub(1, 7) == "FlashFX" then
- L_264_forvar2.Enabled = false
- end
- end
- end)
- if L_24_.CanBolt == true then
- BoltingBackAnim()
- delay(L_24_.Firerate / 2, function()
- if L_24_.CanSlideLock == false then
- BoltingForwardAnim()
- elseif L_24_.CanSlideLock == true then
- if L_106_ > 0 then
- BoltingForwardAnim()
- end
- end
- end)
- end
- delay(L_24_.Firerate / 2, function()
- Recoiling = false
- RecoilFront = false
- end)
- wait(L_24_.Firerate)
- local L_260_ = JamCalculation()
- if L_260_ then
- L_69_ = false
- else
- L_69_ = true
- end
- Shooting = false
- end
- end
- function fireBurst()
- if not Shooting and L_106_ > 0 and L_68_ and L_15_ then
- for L_265_forvar1 = 1, L_24_.BurstNum do
- if L_106_ > 0 and L_68_ then
- L_69_ = false
- Recoiling = true
- --CheckReverb()
- if L_54_ then
- L_54_:FireServer(L_59_:WaitForChild('Fire').SoundId, L_59_)
- else
- L_59_:WaitForChild('Fire'):Play()
- end
- L_112_:FireServer()
- L_105_ = CreateBullet(L_24_.BulletSpread)
- local L_266_, L_267_ = spawn(function()
- CastRay(L_105_)
- end)
- for L_269_forvar1, L_270_forvar2 in pairs(L_59_:GetChildren()) do
- if L_270_forvar2.Name:sub(1, 7) == "FlashFX" then
- L_270_forvar2.Enabled = true
- end
- end
- delay(1 / 30, function()
- for L_271_forvar1, L_272_forvar2 in pairs(L_59_:GetChildren()) do
- if L_272_forvar2.Name:sub(1, 7) == "FlashFX" then
- L_272_forvar2.Enabled = false
- end
- end
- end)
- if L_24_.CanBolt == true then
- BoltingBackAnim()
- delay(L_24_.Firerate / 2, function()
- if L_24_.CanSlideLock == false then
- BoltingForwardAnim()
- elseif L_24_.CanSlideLock == true then
- if L_106_ > 0 then
- BoltingForwardAnim()
- end
- end
- end)
- end
- L_106_ = L_106_ - 1
- UpdateAmmo()
- RecoilFront = true
- delay(L_24_.Firerate / 2, function()
- Recoiling = false
- RecoilFront = false
- end)
- wait(L_24_.Firerate)
- local L_268_ = JamCalculation()
- if L_268_ then
- L_69_ = false
- else
- L_69_ = true
- end
- end
- Shooting = true
- end
- Shooting = false
- end
- end
- function Shoot()
- if L_15_ and L_69_ then
- if L_92_ == 1 then
- fireSemi()
- elseif L_92_ == 2 then
- fireAuto()
- elseif L_92_ == 3 then
- fireBurst()
- elseif L_92_ == 4 then
- fireBoltAction()
- elseif L_92_ == 5 then
- fireShot()
- elseif L_92_ == 6 then
- fireExplo()
- end
- end
- end
- --// Walk and Sway
- local L_139_
- local L_140_ = 0.6
- local L_141_ = 0.05 -- speed
- local L_142_ = -0.1 -- height
- local L_143_ = 0
- local L_144_ = 0
- local L_145_ = 35 --This is the limit of the mouse input for the sway
- local L_146_ = -9 --This is the magnitude of the sway when you're unaimed
- local L_147_ = -9 --This is the magnitude of the sway when you're aimed
- --local Sprinting =false
- local L_148_ = L_124_.new(Vector3.new())
- L_148_.s = 15
- L_148_.d = 0.5
- game:GetService("UserInputService").InputChanged:connect(function(L_273_arg1) --Get the mouse delta for the gun sway
- if L_273_arg1.UserInputType == Enum.UserInputType.MouseMovement then
- L_143_ = math.min(math.max(L_273_arg1.Delta.x, -L_145_), L_145_)
- L_144_ = math.min(math.max(L_273_arg1.Delta.y, -L_145_), L_145_)
- end
- end)
- L_4_.Idle:connect(function() --Reset the sway to 0 when the mouse is still
- L_143_ = 0
- L_144_ = 0
- end)
- local L_149_ = false
- local L_150_ = CFrame.new()
- local L_151_ = CFrame.new()
- local L_152_
- local L_153_
- local L_154_
- local L_155_
- local L_156_
- local L_157_
- local L_158_
- L_152_ = 0
- L_153_ = CFrame.new()
- L_154_ = 0.05
- L_155_ = 2
- L_156_ = 0
- L_157_ = 0.09
- L_158_ = 11
- local L_159_ = 0
- local L_160_ = 5
- local L_161_ = .3
- local L_162_, L_163_ = 0, 0
- local L_164_ = nil
- local L_165_ = nil
- local L_166_ = nil
- L_3_.Humanoid.Running:connect(function(L_274_arg1)
- if L_274_arg1 > 1 then
- L_149_ = true
- else
- L_149_ = false
- end
- end)
- --// Renders
- local L_167_
- L_109_:connect(function()
- if L_15_ then
- L_162_, L_163_ = L_162_ or 0, L_163_ or 0
- if L_165_ == nil or L_164_ == nil then
- L_165_ = L_45_.C0
- L_164_ = L_45_.C1
- end
- local L_275_ = (math.sin(L_156_ * L_158_ / 2) * L_157_)
- local L_276_ = (math.sin(L_156_ * L_158_) * L_157_)
- local L_277_ = CFrame.new(L_275_, L_276_, 0.02)
- local L_278_ = (math.sin(L_156_ * L_158_ / 2) * L_157_)
- local L_279_ = (math.sin(L_156_ * L_158_) * L_157_)
- local L_280_ = CFrame.new(L_275_, L_276_, 0.02) * CFrame.Angles((math.cos(L_156_ * L_158_) * L_157_), (math.cos(L_156_ * L_158_ / 2) * L_157_), 0)
- local L_281_ = (math.sin(L_152_ * L_155_ / 2) * L_154_)
- local L_282_ = (math.cos(L_152_ * L_155_) * L_154_)
- local L_283_ = CFrame.new(L_281_, L_282_, 0.02)
- if L_149_ then
- L_156_ = L_156_ + .017
- if L_24_.WalkAnimEnabled == true then
- L_150_ = L_280_
- else
- L_150_ = CFrame.new()
- end
- else
- L_156_ = 0
- L_150_ = CFrame.new()
- end
- L_148_.t = Vector3.new(L_143_, L_144_, 0)
- local L_284_ = L_148_.p
- local L_285_ = L_284_.X / L_145_ * (L_64_ and L_147_ or L_146_)
- local L_286_ = L_284_.Y / L_145_ * (L_64_ and L_147_ or L_146_)
- L_5_.CFrame = L_5_.CFrame:lerp(L_5_.CFrame * L_151_, 0.2)
- if L_64_ then
- L_139_ = CFrame.Angles(math.rad(-L_285_), math.rad(L_285_), math.rad(L_286_)) * CFrame.fromAxisAngle(Vector3.new(5, 0, -1), math.rad(L_285_))
- L_152_ = 0
- L_153_ = CFrame.new()
- elseif not L_64_ then
- L_139_ = CFrame.Angles(math.rad(-L_286_), math.rad(-L_285_), math.rad(-L_285_)) * CFrame.fromAxisAngle(L_44_.Position, math.rad(-L_286_))
- L_152_ = L_152_ + 0.017
- L_153_ = L_283_
- end
- if L_24_.SwayEnabled == true then
- L_45_.C0 = L_45_.C0:lerp(L_165_ * L_139_ * L_150_ * L_153_, 0.1)
- else
- L_45_.C0 = L_45_.C0:lerp(L_165_ * L_150_, 0.1)
- end
- if L_67_ and not L_70_ and L_72_ and not L_64_ and not L_66_ and not Shooting then
- L_45_.C1 = L_45_.C1:lerp(L_45_.C0 * L_24_.SprintPos, 0.1)
- elseif not L_67_ and not L_70_ and not L_72_ and not L_64_ and not L_66_ and not Shooting and not L_79_ then
- L_45_.C1 = L_45_.C1:lerp(CFrame.new() * L_137_, 0.05)
- end
- if L_64_ and not L_67_ then
- if not L_65_ then
- L_90_ = L_24_.AimCamRecoil
- L_89_ = L_24_.AimGunRecoil
- L_91_ = L_24_.AimKickback
- elseif L_65_ then
- if L_93_ == 1 then
- L_90_ = L_24_.AimCamRecoil / 1.5
- L_89_ = L_24_.AimGunRecoil / 1.5
- L_91_ = L_24_.AimKickback / 1.5
- end
- if L_93_ == 2 then
- L_90_ = L_24_.AimCamRecoil / 2
- L_89_ = L_24_.AimGunRecoil / 2
- L_91_ = L_24_.AimKickback / 2
- end
- end
- if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 then
- L_45_.C1 = L_45_.C1:lerp(L_45_.C0 * L_56_.CFrame:toObjectSpace(L_44_.CFrame), L_24_.AimSpeed)
- L_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = true
- L_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_51_
- L_110_.MouseDeltaSensitivity = L_51_
- end
- elseif not L_64_ and not L_67_ and L_15_ and not L_79_ then
- if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 then
- L_45_.C1 = L_45_.C1:lerp(CFrame.new() * L_137_, L_24_.UnaimSpeed)
- L_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = false
- L_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_51_
- L_110_.MouseDeltaSensitivity = L_52_
- end
- if not L_65_ then
- L_90_ = L_24_.camrecoil
- L_89_ = L_24_.gunrecoil
- L_91_ = L_24_.Kickback
- elseif L_65_ then
- if L_93_ == 1 then
- L_90_ = L_24_.camrecoil / 1.5
- L_89_ = L_24_.gunrecoil / 1.5
- L_91_ = L_24_.Kickback / 1.5
- end
- if L_93_ == 2 then
- L_90_ = L_24_.camrecoil / 2
- L_89_ = L_24_.gunrecoil / 2
- L_91_ = L_24_.Kickback / 2
- end
- end
- end
- if Recoiling then
- if not L_64_ then
- L_151_ = CFrame.fromEulerAnglesXYZ(math.rad(L_90_ * math.random(0, L_24_.CamShake)), math.rad(L_90_ * math.random(-L_24_.CamShake, L_24_.CamShake)), math.rad(L_90_ * math.random(-L_24_.CamShake, L_24_.CamShake)))--CFrame.Angles(camrecoil,0,0)
- else
- L_151_ = CFrame.fromEulerAnglesXYZ(math.rad(L_90_ * math.random(0, L_24_.AimCamShake)), math.rad(L_90_ * math.random(-L_24_.AimCamShake, L_24_.AimCamShake)), math.rad(L_90_ * math.random(-L_24_.AimCamShake, L_24_.AimCamShake)))
- end
- --cam.CoordinateFrame = cam.CoordinateFrame * CFrame.fromEulerAnglesXYZ(math.rad(camrecoil*math.random(0,3)), math.rad(camrecoil*math.random(-1,1)), math.rad(camrecoil*math.random(-1,1)))
- L_45_.C0 = L_45_.C0:lerp(L_45_.C0 * CFrame.new(0, 0, L_89_) * CFrame.Angles(-math.rad(L_91_), 0, 0), 0.3)
- elseif not Recoiling then
- L_151_ = CFrame.Angles(0, 0, 0)
- L_45_.C0 = L_45_.C0:lerp(CFrame.new(), 0.2)
- end
- if L_65_ then
- L_3_:WaitForChild('Humanoid').Jump = false
- end
- if L_15_ then
- L_5_.FieldOfView = L_5_.FieldOfView * (1 - L_24_.ZoomSpeed) + (L_97_ * L_24_.ZoomSpeed)
- if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude >= 2 then
- L_90_ = L_24_.AimCamRecoil
- L_89_ = L_24_.AimGunRecoil
- L_91_ = L_24_.AimKickback
- L_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = true
- L_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_51_
- L_110_.MouseDeltaSensitivity = L_51_
- elseif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 and not L_64_ and not L_65_ then
- L_90_ = L_24_.camrecoil
- L_89_ = L_24_.gunrecoil
- L_91_ = L_24_.Kickback
- L_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = false
- L_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_51_
- L_110_.MouseDeltaSensitivity = L_52_
- end
- end
- if L_15_ and L_24_.CameraGo then --and (char.Head.Position - cam.CoordinateFrame.p).magnitude < 2 then
- L_4_.TargetFilter = game.Workspace
- local L_287_ = L_3_:WaitForChild("HumanoidRootPart").CFrame * CFrame.new(0, 1.5, 0) * CFrame.new(L_3_:WaitForChild("Humanoid").CameraOffset)
- L_48_.C0 = L_8_.CFrame:toObjectSpace(L_287_)
- L_48_.C1 = CFrame.Angles(-math.asin((L_4_.Hit.p - L_4_.Origin.p).unit.y), 0, 0)
- L_110_.MouseIconEnabled = false
- end
- if L_15_ and (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude >= 2 then
- if L_4_.Icon ~= "http://www.roblox.com/asset?id=" .. L_24_.TPSMouseIcon then
- L_4_.Icon = "http://www.roblox.com/asset?id=" .. L_24_.TPSMouseIcon
- end
- L_110_.MouseIconEnabled = true
- if L_3_:FindFirstChild('Right Arm') and L_3_:FindFirstChild('Left Arm') then
- L_3_['Right Arm'].LocalTransparencyModifier = 1
- L_3_['Left Arm'].LocalTransparencyModifier = 1
- end
- end;
- end
- end)
- --// Stances
- function Prone()
- UpdateAmmo()
- L_115_:FireServer("Prone")
- L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
- CameraOffset = Vector3.new(0, -3, 0)
- }):Play()
- L_3_:WaitForChild("Humanoid").WalkSpeed = 4
- L_157_ = 0.01
- L_158_ = 4
- L_65_ = true
- Proned2 = Vector3.new(0, 0.5, 0.5)
- L_133_(L_9_, CFrame.new(0, -2.4201169, -0.0385534465, -0.99999994, -5.86197757e-012, -4.54747351e-013, 5.52669195e-012, 0.998915195, 0.0465667509, 0, 0.0465667509, -0.998915195), nil, function(L_288_arg1)
- return math.sin(math.rad(L_288_arg1))
- end, 0.25)
- L_133_(L_10_, CFrame.new(1.00000191, -1, -5.96046448e-008, 1.31237243e-011, -0.344507754, 0.938783348, 0, 0.938783467, 0.344507784, -1, 0, -1.86264515e-009) , nil, function(L_289_arg1)
- return math.sin(math.rad(L_289_arg1))
- end, 0.25)
- L_133_(L_11_, CFrame.new(-0.999996185, -1, -1.1920929e-007, -2.58566502e-011, 0.314521015, -0.949250221, 0, 0.94925046, 0.314521164, 1, 3.7252903e-009, 1.86264515e-009) , nil, function(L_290_arg1)
- return math.sin(math.rad(L_290_arg1))
- end, 0.25)
- end
- function Stand()
- UpdateAmmo()
- L_115_:FireServer("Stand")
- L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
- CameraOffset = Vector3.new(0, 0, 0)
- }):Play()
- L_65_ = false
- if not L_64_ then
- L_3_:WaitForChild("Humanoid").WalkSpeed = 16
- L_157_ = 0.09
- L_158_ = 11
- elseif L_64_ then
- L_157_ = 0.015
- L_158_ = 7
- L_3_:WaitForChild("Humanoid").WalkSpeed = 7
- end
- Proned2 = Vector3.new(0, 0, 0)
- L_133_(L_9_, CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0), nil, function(L_291_arg1)
- return math.sin(math.rad(L_291_arg1))
- end, 0.25)
- L_133_(L_10_, CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0), nil, function(L_292_arg1)
- return math.sin(math.rad(L_292_arg1))
- end, 0.25)
- L_133_(L_11_, CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0), nil, function(L_293_arg1)
- return math.sin(math.rad(L_293_arg1))
- end, 0.25)
- end
- function Crouch()
- UpdateAmmo()
- L_115_:FireServer("Crouch")
- L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
- CameraOffset = Vector3.new(0, -1, 0)
- }):Play()
- L_3_:WaitForChild("Humanoid").WalkSpeed = 9
- L_157_ = 0.015
- L_158_ = 9
- L_65_ = true
- Proned2 = Vector3.new(0, 0, 0)
- L_133_(L_9_, CFrame.new(0, -1.04933882, 0, -1, 0, -1.88871293e-012, 1.88871293e-012, -3.55271368e-015, 1, 0, 1, -3.55271368e-015), nil, function(L_294_arg1)
- return math.sin(math.rad(L_294_arg1))
- end, 0.25)
- L_133_(L_10_, CFrame.new(1, 0.0456044674, -0.494239986, 6.82121026e-013, -1.22639676e-011, 1, -0.058873821, 0.998265445, -1.09836602e-011, -0.998265445, -0.058873821, 0), nil, function(L_295_arg1)
- return math.sin(math.rad(L_295_arg1))
- end, 0.25)
- L_133_(L_11_, CFrame.new(-1.00000381, -0.157019258, -0.471293032, -8.7538865e-012, -8.7538865e-012, -1, 0.721672177, 0.692235112, 1.64406284e-011, 0.692235112, -0.721672177, 0), nil, function(L_296_arg1)
- return math.sin(math.rad(L_296_arg1))
- end, 0.25)
- L_133_(L_6_:WaitForChild("Neck"), nil, CFrame.new(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0), function(L_297_arg1)
- return math.sin(math.rad(L_297_arg1))
- end, 0.25)
- end
- function LeanRight()
- if L_93_ ~= 2 then
- L_115_:FireServer("LeanRight")
- L_133_(L_9_, nil, CFrame.new(0, 0.200000003, 0, -0.939692616, 0, -0.342020124, -0.342020124, 0, 0.939692616, 0, 1, 0), function(L_298_arg1)
- return math.sin(math.rad(L_298_arg1))
- end, 0.25)
- L_133_(L_10_, nil, CFrame.new(0.300000012, 0.600000024, 0, 0, 0.342020124, 0.939692616, 0, 0.939692616, -0.342020124, -1, 0, 0), function(L_299_arg1)
- return math.sin(math.rad(L_299_arg1))
- end, 0.25)
- L_133_(L_11_, nil, nil, function(L_300_arg1)
- return math.sin(math.rad(L_300_arg1))
- end, 0.25)
- L_133_(L_6_:WaitForChild("Clone"), nil, CFrame.new(-0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0), function(L_301_arg1)
- return math.sin(math.rad(L_301_arg1))
- end, 0.25)
- if not L_65_ then
- L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
- CameraOffset = Vector3.new(1, -0.5, 0)
- }):Play()
- elseif L_65_ then
- if L_93_ == 1 then
- L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
- CameraOffset = Vector3.new(1, -1.5, 0)
- }):Play()
- end
- end;
- end
- end
- function LeanLeft()
- if L_93_ ~= 2 then
- L_115_:FireServer("LeanLeft")
- L_133_(L_9_, nil, CFrame.new(0, 0.200000003, 0, -0.939692616, 0, 0.342020124, 0.342020124, 0, 0.939692616, 0, 1, 0), function(L_302_arg1)
- return math.sin(math.rad(L_302_arg1))
- end, 0.25)
- L_133_(L_10_, nil, nil, function(L_303_arg1)
- return math.sin(math.rad(L_303_arg1))
- end, 0.25)
- L_133_(L_11_, nil, CFrame.new(-0.300000012, 0.600000024, 0, 0, -0.342020124, -0.939692616, 0, 0.939692616, -0.342020124, 1, 0, 0), function(L_304_arg1)
- return math.sin(math.rad(L_304_arg1))
- end, 0.25)
- L_133_(L_6_:WaitForChild("Clone"), nil, CFrame.new(0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0), function(L_305_arg1)
- return math.sin(math.rad(L_305_arg1))
- end, 0.25)
- if not L_65_ then
- L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
- CameraOffset = Vector3.new(-1, -0.5, 0)
- }):Play()
- elseif L_65_ then
- if L_93_ == 1 then
- L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
- CameraOffset = Vector3.new(-1, -1.5, 0)
- }):Play()
- end
- end;
- end
- end
- function Unlean()
- if L_93_ ~= 2 then
- L_115_:FireServer("Unlean")
- L_133_(L_9_, nil, CFrame.new(0, 0, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), function(L_306_arg1)
- return math.sin(math.rad(L_306_arg1))
- end, 0.25)
- L_133_(L_10_, nil, CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0), function(L_307_arg1)
- return math.sin(math.rad(L_307_arg1))
- end, 0.25)
- L_133_(L_11_, nil, CFrame.new(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0), function(L_308_arg1)
- return math.sin(math.rad(L_308_arg1))
- end, 0.25)
- if L_6_:FindFirstChild('Clone') then
- L_133_(L_6_:WaitForChild("Clone"), nil, CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), function(L_309_arg1)
- return math.sin(math.rad(L_309_arg1))
- end, 0.25)
- end
- if not L_65_ then
- L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
- CameraOffset = Vector3.new(0, 0, 0)
- }):Play()
- elseif L_65_ then
- if L_93_ == 1 then
- L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
- CameraOffset = Vector3.new(0, -1, 0)
- }):Play()
- end
- end;
- end
- end
- local L_168_ = false
- L_110_.InputBegan:connect(function(L_310_arg1, L_311_arg2)
- if not L_311_arg2 and L_15_ == true then
- if L_15_ then
- if L_310_arg1.KeyCode == Enum.KeyCode.C or L_310_arg1.KeyCode == Enum.KeyCode.ButtonB then
- if L_93_ == 0 and not L_67_ and L_15_ then
- L_93_ = 1
- Crouch()
- L_94_ = false
- L_96_ = true
- L_95_ = false
- elseif L_93_ == 1 and not L_67_ and L_15_ then
- L_93_ = 2
- Prone()
- L_96_ = false
- L_94_ = true
- L_95_ = false
- L_168_ = true
- end
- end
- if L_310_arg1.KeyCode == Enum.KeyCode.X or L_310_arg1.KeyCode == Enum.KeyCode.ButtonY then
- if L_93_ == 2 and not L_67_ and L_15_ then
- L_168_ = false
- L_93_ = 1
- Crouch()
- L_94_ = false
- L_96_ = true
- L_95_ = false
- elseif L_93_ == 1 and not L_67_ and L_15_ then
- L_93_ = 0
- Stand()
- L_94_ = false
- L_96_ = false
- L_95_ = true
- end
- end
- end
- end
- end)
- --// Touch Connections
- L_3_:WaitForChild('Humanoid').Touched:connect(function(L_312_arg1)
- local L_313_, L_314_ = SearchResupply(L_312_arg1)
- if L_313_ and L_17_ then
- L_17_ = false
- L_106_ = L_24_.Ammo
- L_107_ = L_24_.StoredAmmo * L_24_.MagCount
- L_108_ = L_24_.ExplosiveAmmo
- if L_58_:FindFirstChild('Resupply') then
- L_58_.Resupply:Play()
- end
- wait(15)
- L_17_ = true
- end;
- end)
- --// Input Connections
- L_110_.InputBegan:connect(function(L_315_arg1, L_316_arg2)
- if not L_316_arg2 and L_15_ then
- if L_315_arg1.UserInputType == (Enum.UserInputType.MouseButton2 or L_315_arg1.KeyCode == Enum.KeyCode.ButtonL2) and not L_79_ and not L_78_ and not L_77_ and L_24_.CanAim and not L_74_ and L_15_ and not L_66_ and not L_67_ then
- if not L_64_ then
- if not L_65_ then
- L_157_ = 0.015
- L_158_ = 7
- L_3_:WaitForChild("Humanoid").WalkSpeed = 7
- end
- if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude <= 2 then
- L_97_ = L_50_
- end
- L_136_.target = L_56_.CFrame:toObjectSpace(L_44_.CFrame).p
- L_98_.SoundId = 'rbxassetid://' .. L_102_[math.random(1, #L_102_)]
- L_98_:Play()
- L_118_:FireServer(true)
- L_64_ = true
- end
- end;
- if L_315_arg1.KeyCode == Enum.KeyCode.A and L_15_ then
- L_137_ = CFrame.Angles(0, 0, 0.1)
- end;
- if L_315_arg1.KeyCode == Enum.KeyCode.D and L_15_ then
- L_137_ = CFrame.Angles(0, 0, -0.1)
- end;
- if L_315_arg1.KeyCode == Enum.KeyCode.E and L_15_ and not L_80_ and not L_81_ then
- L_80_ = true
- L_82_ = false
- L_81_ = true
- LeanRight()
- end
- if L_315_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and not L_80_ and not L_82_ then
- L_80_ = true
- L_81_ = false
- L_82_ = true
- LeanLeft()
- end
- if L_315_arg1.KeyCode == L_24_.AlternateAimKey and not L_79_ and not L_78_ and not L_77_ and L_24_.CanAim and not L_74_ and L_15_ and not L_66_ and not L_67_ then
- if not L_64_ then
- if not L_65_ then
- L_3_.Humanoid.WalkSpeed = 10
- L_158_ = 10
- L_157_ = 0.008
- end
- L_97_ = L_50_
- L_136_.target = L_56_.CFrame:toObjectSpace(L_44_.CFrame).p
- L_98_.SoundId = 'rbxassetid://' .. L_102_[math.random(1, #L_102_)]
- L_98_:Play()
- L_118_:FireServer(true)
- L_64_ = true
- end
- end;
- if L_315_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_315_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_79_ and not L_77_ and L_69_ and L_15_ and not L_66_ and not L_67_ and not L_74_ then
- L_68_ = true
- if not Shooting and L_15_ and not L_83_ then
- if L_106_ > 0 then
- Shoot()
- end
- elseif not Shooting and L_15_ and L_83_ then
- if L_108_ > 0 then
- Shoot()
- end
- end
- end;
- if L_315_arg1.KeyCode == (L_24_.LaserKey or L_315_arg1.KeyCode == Enum.KeyCode.DPadRight) and L_15_ and L_24_.LaserAttached then
- local L_317_ = L_1_:FindFirstChild("LaserLight")
- L_125_.KeyDown[1].Plugin()
- end;
- if L_315_arg1.KeyCode == (L_24_.LightKey or L_315_arg1.KeyCode == Enum.KeyCode.ButtonR3) and L_15_ and L_24_.LightAttached then
- local L_318_ = L_1_:FindFirstChild("FlashLight"):FindFirstChild('Light')
- local L_319_ = false
- L_318_.Enabled = not L_318_.Enabled
- end;
- if L_15_ and L_315_arg1.KeyCode == (L_24_.FireSelectKey or L_315_arg1.KeyCode == Enum.KeyCode.DPadUp) and not L_79_ and not L_70_ and not L_78_ then
- L_70_ = true
- if L_92_ == 1 then
- if Shooting then
- Shooting = false
- end
- if L_24_.AutoEnabled then
- L_92_ = 2
- L_83_ = false
- L_69_ = L_84_
- elseif not L_24_.AutoEnabled and L_24_.BurstEnabled then
- L_92_ = 3
- L_83_ = false
- L_69_ = L_84_
- elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then
- L_92_ = 4
- L_83_ = false
- L_69_ = L_84_
- elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then
- L_92_ = 6
- L_83_ = true
- L_84_ = L_69_
- L_69_ = L_85_
- elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled then
- L_92_ = 1
- L_83_ = false
- L_69_ = L_84_
- end
- elseif L_92_ == 2 then
- if Shooting then
- Shooting = false
- end
- if L_24_.BurstEnabled then
- L_92_ = 3
- L_83_ = false
- L_69_ = L_84_
- elseif not L_24_.BurstEnabled and L_24_.BoltAction then
- L_92_ = 4
- L_83_ = false
- L_69_ = L_84_
- elseif not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then
- L_92_ = 6
- L_83_ = true
- L_84_ = L_69_
- L_69_ = L_85_
- elseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then
- L_92_ = 1
- L_83_ = false
- L_69_ = L_84_
- elseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.SemiEnabled then
- L_92_ = 2
- L_83_ = false
- L_69_ = L_84_
- end
- elseif L_92_ == 3 then
- if Shooting then
- Shooting = false
- end
- if L_24_.BoltAction then
- L_92_ = 4
- L_83_ = false
- L_69_ = L_84_
- elseif not L_24_.BoltAction and L_24_.ExplosiveEnabled then
- L_92_ = 6
- L_83_ = true
- L_84_ = L_69_
- L_69_ = L_85_
- elseif not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then
- L_92_ = 1
- L_83_ = false
- L_69_ = L_84_
- elseif not L_24_.BoltAction and not L_24_.SemiEnabled and L_24_.AutoEnabled then
- L_92_ = 2
- L_83_ = false
- L_69_ = L_84_
- elseif not L_24_.BoltAction and not L_24_.SemiEnabled and not L_24_.AutoEnabled then
- L_92_ = 3
- L_83_ = false
- L_69_ = L_84_
- end
- elseif L_92_ == 4 then
- if Shooting then
- Shooting = false
- end
- if L_24_.ExplosiveEnabled then
- L_92_ = 6
- L_83_ = true
- L_84_ = L_69_
- L_69_ = L_85_
- elseif not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then
- L_92_ = 1
- L_83_ = false
- L_69_ = L_84_
- elseif not L_24_.SemiEnabled and L_24_.AutoEnabled then
- L_92_ = 2
- L_83_ = false
- L_69_ = L_84_
- elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then
- L_92_ = 3
- L_83_ = false
- L_69_ = L_84_
- elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled then
- L_92_ = 4
- L_83_ = false
- L_69_ = L_84_
- end
- elseif L_92_ == 6 then
- if Shooting then
- Shooting = false
- end
- L_85_ = L_69_
- if L_24_.SemiEnabled then
- L_92_ = 1
- L_83_ = false
- L_69_ = L_84_
- elseif not L_24_.SemiEnabled and L_24_.AutoEnabled then
- L_92_ = 2
- L_83_ = false
- L_69_ = L_84_
- elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then
- L_92_ = 3
- L_83_ = false
- L_69_ = L_84_
- elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then
- L_92_ = 4
- L_83_ = false
- L_69_ = L_84_
- elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction then
- L_92_ = 6
- L_83_ = true
- L_84_ = L_69_
- L_69_ = L_85_
- end
- end
- UpdateAmmo()
- FireModeAnim()
- IdleAnim()
- L_70_ = false
- end;
- if L_315_arg1.KeyCode == (Enum.KeyCode.F or L_315_arg1.KeyCode == Enum.KeyCode.DPadDown) and not L_79_ and not L_77_ and not L_78_ and not L_67_ and not L_70_ and not L_64_ and not L_66_ and not Shooting and not L_76_ then
- if not L_73_ and not L_74_ then
- L_74_ = true
- Shooting = false
- L_69_ = false
- L_138_ = time()
- delay(0.6, function()
- if L_106_ ~= L_24_.Ammo and L_106_ > 0 then
- CreateShell()
- end
- end)
- BoltBackAnim()
- L_73_ = true
- elseif L_73_ and L_74_ then
- BoltForwardAnim()
- Shooting = false
- L_69_ = true
- if L_106_ ~= L_24_.Ammo and L_106_ > 0 then
- L_106_ = L_106_ - 1
- elseif L_106_ >= L_24_.Ammo then
- L_69_ = true
- end
- L_73_ = false
- L_74_ = false
- IdleAnim()
- L_75_ = false
- end
- UpdateAmmo()
- end;
- if L_315_arg1.KeyCode == (Enum.KeyCode.LeftShift or L_315_arg1.KeyCode == Enum.KeyCode.ButtonL3) and not L_78_ and not L_77_ and L_149_ then
- L_71_ = true
- if L_15_ and not L_70_ and not L_67_ and L_71_ and not L_65_ and not L_74_ then
- Shooting = false
- L_64_ = false
- L_67_ = true
- delay(0, function()
- if L_67_ and not L_66_ then
- L_64_ = false
- L_72_ = true
- end
- end)
- L_97_ = 80
- L_157_ = 0.4
- L_158_ = 16
- L_3_.Humanoid.WalkSpeed = L_24_.SprintSpeed
- end
- end;
- if L_315_arg1.KeyCode == (Enum.KeyCode.R or L_315_arg1.KeyCode == Enum.KeyCode.ButtonX) and not L_79_ and not L_78_ and not L_77_ and L_15_ and not L_66_ and not L_64_ and not Shooting and not L_67_ and not L_74_ then
- if not L_83_ then
- if L_107_ > 0 and L_106_ < L_24_.Ammo then
- Shooting = false
- L_66_ = true
- for L_320_forvar1, L_321_forvar2 in pairs(game.Players:GetChildren()) do
- if L_321_forvar2 and L_321_forvar2:IsA('Player') and L_321_forvar2 ~= L_2_ and L_321_forvar2.TeamColor == L_2_.TeamColor then
- if (L_321_forvar2.Character.HumanoidRootPart.Position - L_3_.HumanoidRootPart.Position).magnitude <= 200 then
- if L_7_:FindFirstChild('AHH') and not L_7_.AHH.IsPlaying and L_24_.CanCallout then
- L_122_:FireServer(L_7_.AHH, L_101_[math.random(0, 23)])
- end
- end
- end
- end
- ReloadAnim()
- if L_106_ <= 0 then
- if not L_24_.CanSlideLock then
- BoltBackAnim()
- BoltForwardAnim()
- end
- end
- IdleAnim()
- L_69_ = true
- if L_106_ <= 0 then
- if (L_107_ - (L_24_.Ammo - L_106_)) < 0 then
- L_106_ = L_106_ + L_107_
- L_107_ = 0
- else
- L_107_ = L_107_ - (L_24_.Ammo - L_106_)
- L_106_ = L_24_.Ammo
- end
- elseif L_106_ > 0 then
- if (L_107_ - (L_24_.Ammo - L_106_)) < 0 then
- L_106_ = L_106_ + L_107_ + 1
- L_107_ = 0
- else
- L_107_ = L_107_ - (L_24_.Ammo - L_106_)
- L_106_ = L_24_.Ammo + 1
- end
- end
- L_66_ = false
- if not L_75_ then
- L_69_ = true
- end
- end;
- elseif L_83_ then
- if L_108_ > 0 then
- Shooting = false
- L_66_ = true
- nadeReload()
- IdleAnim()
- L_66_ = false
- L_69_ = true
- end
- end;
- UpdateAmmo()
- end;
- if L_315_arg1.KeyCode == Enum.KeyCode.RightBracket and L_64_ then
- if (L_51_ < 1) then
- L_51_ = L_51_ + L_24_.SensitivityIncrement
- end
- end
- if L_315_arg1.KeyCode == Enum.KeyCode.LeftBracket and L_64_ then
- if (L_51_ > 0.1) then
- L_51_ = L_51_ - L_24_.SensitivityIncrement
- end
- end
- if L_315_arg1.KeyCode == (Enum.KeyCode.T or L_315_arg1.KeyCode == Enum.KeyCode.DPadLeft) and L_1_:FindFirstChild("AimPart2") then
- if not L_86_ then
- L_56_ = L_1_:WaitForChild("AimPart2")
- L_50_ = L_24_.CycleAimZoom
- if L_64_ then
- L_97_ = L_24_.CycleAimZoom
- end
- L_86_ = true
- else
- L_56_ = L_1_:FindFirstChild("AimPart")
- L_50_ = L_24_.AimZoom
- if L_64_ then
- L_97_ = L_24_.AimZoom
- end
- L_86_ = false
- end;
- end;
- if L_315_arg1.KeyCode == L_24_.InspectionKey and not L_79_ and not L_78_ then
- if not L_77_ then
- L_77_ = true
- InspectAnim()
- IdleAnim()
- L_77_ = false
- end
- end;
- if L_315_arg1.KeyCode == L_24_.AttachmentKey and not L_79_ and not L_77_ then
- if L_15_ then
- if not L_78_ then
- L_67_ = false
- L_64_ = false
- L_69_ = false
- L_78_ = true
- AttachAnim()
- elseif L_78_ then
- L_67_ = false
- L_64_ = false
- L_69_ = true
- L_78_ = false
- IdleAnim()
- end
- end
- end;
- if L_315_arg1.KeyCode == Enum.KeyCode.P and not L_77_ and not L_78_ and not L_64_ and not L_67_ and not L_65_ and not L_66_ and not Recoiling and not L_67_ then
- if not L_79_ then
- L_79_ = true
- L_14_:Create(L_45_, TweenInfo.new(0.2), {
- C1 = L_24_.SprintPos
- }):Play()
- wait(0.2)
- L_115_:FireServer("Patrol", L_24_.SprintPos)
- else
- L_79_ = false
- L_14_:Create(L_45_, TweenInfo.new(0.2), {
- C1 = CFrame.new()
- }):Play()
- wait(0.2)
- L_115_:FireServer("Unpatrol")
- end
- end;
- end
- end)
- L_110_.InputEnded:connect(function(L_322_arg1, L_323_arg2)
- if not L_323_arg2 and L_15_ then
- if L_322_arg1.UserInputType == (Enum.UserInputType.MouseButton2 or L_322_arg1.KeyCode == Enum.KeyCode.ButtonL2) and not L_77_ and L_24_.CanAim and not L_78_ then
- if L_64_ then
- if not L_65_ then
- L_3_:WaitForChild("Humanoid").WalkSpeed = 16
- L_157_ = 0.09
- L_158_ = 11
- end
- L_97_ = 70
- L_136_.target = Vector3.new()
- L_98_.SoundId = 'rbxassetid://' .. L_103_[math.random(1, #L_103_)]
- L_98_:Play()
- L_118_:FireServer(false)
- L_64_ = false
- end
- end;
- if L_322_arg1.KeyCode == Enum.KeyCode.A and L_15_ then
- L_137_ = CFrame.Angles(0, 0, 0)
- end;
- if L_322_arg1.KeyCode == Enum.KeyCode.D and L_15_ then
- L_137_ = CFrame.Angles(0, 0, 0)
- end;
- if L_322_arg1.KeyCode == Enum.KeyCode.E and L_15_ and L_80_ then
- Unlean()
- L_80_ = false
- L_82_ = false
- L_81_ = false
- end
- if L_322_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and L_80_ then
- Unlean()
- L_80_ = false
- L_82_ = false
- L_81_ = false
- end
- if L_322_arg1.KeyCode == L_24_.AlternateAimKey and not L_77_ and L_24_.CanAim then
- if L_64_ then
- if not L_65_ then
- L_3_.Humanoid.WalkSpeed = 16
- L_158_ = 17
- L_157_ = .25
- end
- L_97_ = 70
- L_136_.target = Vector3.new()
- L_136_.target = Vector3.new()
- L_98_.SoundId = 'rbxassetid://' .. L_103_[math.random(1, #L_103_)]
- L_118_:FireServer(false)
- L_64_ = false
- end
- end;
- if L_322_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_322_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_77_ then
- L_68_ = false
- if Shooting then
- Shooting = false
- end
- end;
- if L_322_arg1.KeyCode == Enum.KeyCode.E and L_15_ then
- local L_324_ = L_42_:WaitForChild('GameGui')
- if L_16_ then
- L_324_:WaitForChild('AmmoFrame').Visible = false
- L_16_ = false
- end
- end;
- if L_322_arg1.KeyCode == (Enum.KeyCode.LeftShift or L_322_arg1.KeyCode == Enum.KeyCode.ButtonL3) and not L_77_ and not L_70_ and not L_65_ then -- SPRINT
- L_71_ = false
- if L_67_ and not L_64_ and not Shooting and not L_71_ then
- L_67_ = false
- L_72_ = false
- L_97_ = 70
- L_3_.Humanoid.WalkSpeed = 16
- L_157_ = 0.09
- L_158_ = 11
- end
- end;
- end
- end)
- L_110_.InputChanged:connect(function(L_325_arg1, L_326_arg2)
- if not L_326_arg2 and L_15_ and L_24_.FirstPersonOnly and L_64_ then
- if L_325_arg1.UserInputType == Enum.UserInputType.MouseWheel then
- if L_325_arg1.Position.Z == 1 and (L_51_ < 1) then
- L_51_ = L_51_ + L_24_.SensitivityIncrement
- elseif L_325_arg1.Position.Z == -1 and (L_51_ > 0.1) then
- L_51_ = L_51_ - L_24_.SensitivityIncrement
- end
- end
- end
- end)
- L_110_.InputChanged:connect(function(L_327_arg1, L_328_arg2)
- if not L_328_arg2 and L_15_ then
- local L_329_, L_330_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_56_.CFrame.p, (L_56_.CFrame.lookVector).unit * 10000), IgnoreList);
- if L_329_ then
- local L_331_ = (L_330_ - L_6_.Position).magnitude
- L_33_.Text = math.ceil(L_331_) .. ' m'
- end
- end
- end)
- --// Event Connections
- L_118_.OnClientEvent:connect(function(L_332_arg1, L_333_arg2)
- if L_332_arg1 ~= L_2_ then
- local L_334_ = L_332_arg1.Character
- local L_335_ = L_334_.AnimBase.AnimBaseW
- local L_336_ = L_335_.C1
- if L_333_arg2 then
- L_133_(L_335_, nil , L_334_.Head.CFrame, function(L_337_arg1)
- return math.sin(math.rad(L_337_arg1))
- end, 0.25)
- elseif not L_333_arg2 then
- L_133_(L_335_, nil , L_336_, function(L_338_arg1)
- return math.sin(math.rad(L_338_arg1))
- end, 0.25)
- end
- end
- end)
- L_121_.OnClientEvent:connect(function(L_339_arg1, L_340_arg2)
- if L_42_ and L_340_arg2 ~= L_2_ and L_24_.CanCallout then
- if (L_3_.HumanoidRootPart.Position - L_339_arg1).magnitude <= 10 then
- L_41_.Visible = true
- local L_341_ = ScreamCalculation()
- if L_341_ then
- if L_7_:FindFirstChild('AHH') and not L_7_.AHH.IsPlaying then
- L_122_:FireServer(L_7_.AHH, L_100_[math.random(0, 21)])
- end
- end
- L_14_:Create(L_41_, TweenInfo.new(0.1), {
- BackgroundTransparency = 0.4
- }):Play()
- delay(0.1, function()
- L_14_:Create(L_41_, TweenInfo.new(3), {
- BackgroundTransparency = 1
- }):Play()
- end)
- end
- end
- end)
- --// UI Tween Info
- local L_169_ = TweenInfo.new(
- 1,
- Enum.EasingStyle.Sine,
- Enum.EasingDirection.Out,
- 0,
- false,
- 0
- )
- local L_170_ = {
- TextTransparency = 1
- }
- --[[killEvent.OnClientEvent:connect(function()
- KillText.TextTransparency = 0
- delay(2, function()
- local testTween = tweenService:Create(KillText,killInfo,killGoals)
- testTween:Play()
- end)
- end)]]--
- --// Animations
- local L_171_
- function IdleAnim(L_342_arg1)
- L_24_.IdleAnim(L_3_, L_171_, {
- L_45_,
- L_46_,
- L_47_
- });
- end;
- function EquipAnim(L_343_arg1)
- L_24_.EquipAnim(L_3_, L_171_, {
- L_45_
- });
- end;
- function UnequipAnim(L_344_arg1)
- L_24_.UnequipAnim(L_3_, L_171_, {
- L_45_
- });
- end;
- function FireModeAnim(L_345_arg1)
- L_24_.FireModeAnim(L_3_, L_171_, {
- L_45_,
- L_47_,
- L_46_,
- L_58_
- });
- end
- function ReloadAnim(L_346_arg1)
- L_24_.ReloadAnim(L_3_, L_171_, {
- L_45_,
- L_46_,
- L_47_,
- L_61_,
- L_3_:WaitForChild('Left Arm'),
- L_58_,
- L_49_,
- L_3_:WaitForChild('Right Arm'),
- L_43_
- });
- end;
- function BoltingBackAnim(L_347_arg1)
- L_24_.BoltingBackAnim(L_3_, L_171_, {
- L_49_
- });
- end
- function BoltingForwardAnim(L_348_arg1)
- L_24_.BoltingForwardAnim(L_3_, L_171_, {
- L_49_
- });
- end
- function BoltingForwardAnim(L_349_arg1)
- L_24_.BoltingForwardAnim(L_3_, L_171_, {
- L_49_
- });
- end
- function BoltBackAnim(L_350_arg1)
- L_24_.BoltBackAnim(L_3_, L_171_, {
- L_49_,
- L_47_,
- L_46_,
- L_45_,
- L_62_
- });
- end
- function BoltForwardAnim(L_351_arg1)
- L_24_.BoltForwardAnim(L_3_, L_171_, {
- L_49_,
- L_47_,
- L_46_,
- L_45_,
- L_62_
- });
- end
- function InspectAnim(L_352_arg1)
- L_24_.InspectAnim(L_3_, L_171_, {
- L_47_,
- L_46_
- });
- end
- function nadeReload(L_353_arg1)
- L_24_.nadeReload(L_3_, L_171_, {
- L_46_,
- L_47_
- });
- end
- function AttachAnim(L_354_arg1)
- L_24_.AttachAnim(L_3_, L_171_, {
- L_46_,
- L_47_
- });
- end
- function PatrolAnim(L_355_arg1)
- L_24_.PatrolAnim(L_3_, L_171_, {
- L_46_,
- L_47_
- });
- end
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