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--By Rufus14, works on r6 aswell on r15 (WORKS ON EVERY SERVER), press z to die (RUN AS LOCAL)
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if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
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local Player,game,owner = owner,game
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local RealPlayer = Player
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do
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	print("FE Compatibility code V2 by Mokiros")
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	local RealPlayer = RealPlayer
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	script.Parent = RealPlayer.Character
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	--Fake event to make stuff like Mouse.KeyDown work
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	local Disconnect_Function = function(this)
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		this[1].Functions[this[2]] = nil
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	end
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	local Disconnect_Metatable = {__index={disconnect=Disconnect_Function,Disconnect=Disconnect_Function}}
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	local FakeEvent_Metatable = {__index={
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		Connect = function(this,f)
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			local i = tostring(math.random(0,10000))
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			while this.Functions[i] do
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				i = tostring(math.random(0,10000))
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			end
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			this.Functions[i] = f
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			return setmetatable({this,i},Disconnect_Metatable)
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		end
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	}}
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	FakeEvent_Metatable.__index.connect = FakeEvent_Metatable.__index.Connect
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	local function fakeEvent()
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		return setmetatable({Functions={}},FakeEvent_Metatable)
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	end
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	--Creating fake input objects with fake variables
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    local FakeMouse = {Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent(),Button2Up=fakeEvent(),Button2Down=fakeEvent()}
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    FakeMouse.keyUp = FakeMouse.KeyUp
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    FakeMouse.keyDown = FakeMouse.KeyDown
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	local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
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	local CAS = {Actions={},BindAction=function(self,name,fun,touch,...)
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		CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil
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	end}
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	--Merged 2 functions into one by checking amount of arguments
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	CAS.UnbindAction = CAS.BindAction
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	--This function will trigger the events that have been :Connect()'ed
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	local function TriggerEvent(self,ev,...)
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		for _,f in pairs(self[ev].Functions) do
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			f(...)
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		end
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	end
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	FakeMouse.TriggerEvent = TriggerEvent
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	UIS.TriggerEvent = TriggerEvent
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	--Client communication
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	local Event = Instance.new("RemoteEvent")
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	Event.Name = "UserInput_Event"
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	Event.OnServerEvent:Connect(function(plr,io)
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	    if plr~=RealPlayer then return end
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		FakeMouse.Target = io.Target
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		FakeMouse.Hit = io.Hit
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		if not io.isMouse then
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			local b = io.UserInputState == Enum.UserInputState.Begin
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			if io.UserInputType == Enum.UserInputType.MouseButton1 then
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				return FakeMouse:TriggerEvent(b and "Button1Down" or "Button1Up")
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			end
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			if io.UserInputType == Enum.UserInputType.MouseButton2 then
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				return FakeMouse:TriggerEvent(b and "Button2Down" or "Button2Up")
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			end
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			for _,t in pairs(CAS.Actions) do
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				for _,k in pairs(t.Keys) do
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					if k==io.KeyCode then
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						t.Function(t.Name,io.UserInputState,io)
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					end
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				end
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			end
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			FakeMouse:TriggerEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower())
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			UIS:TriggerEvent(b and "InputBegan" or "InputEnded",io,false)
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	    end
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	end)
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	Event.Parent = NLS([==[local Event = script:WaitForChild("UserInput_Event")
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	local Mouse = owner:GetMouse()
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	local UIS = game:GetService("UserInputService")
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	local input = function(io,RobloxHandled)
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		if RobloxHandled then return end
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		--Since InputObject is a client-side instance, we create and pass table instead
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		Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState,Hit=Mouse.Hit,Target=Mouse.Target})
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	end
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	UIS.InputBegan:Connect(input)
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	UIS.InputEnded:Connect(input)
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	local h,t
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	--Give the server mouse data every second frame, but only if the values changed
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	--If player is not moving their mouse, client won't fire events
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	local HB = game:GetService("RunService").Heartbeat
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	while true do
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		if h~=Mouse.Hit or t~=Mouse.Target then
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			h,t=Mouse.Hit,Mouse.Target
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			Event:FireServer({isMouse=true,Target=t,Hit=h})
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		end
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		--Wait 2 frames
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		for i=1,2 do
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			HB:Wait()
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		end
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	end]==],script)
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	----Sandboxed game object that allows the usage of client-side methods and services
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	--Real game object
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	local RealGame = game
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	--Metatable for fake service
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	local FakeService_Metatable = {
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		__index = function(self,k)
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			local s = rawget(self,"_RealService")
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			if s then
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				return typeof(s[k])=="function"
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				and function(_,...)return s[k](s,...)end or s[k]
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			end
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		end,
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		__newindex = function(self,k,v)
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			local s = rawget(self,"_RealService")
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			if s then s[k]=v end
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		end
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	}
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	local function FakeService(t,RealService)
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		t._RealService = typeof(RealService)=="string" and RealGame:GetService(RealService) or RealService
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		return setmetatable(t,FakeService_Metatable)
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	end
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	--Fake game object
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	local FakeGame = {
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		GetService = function(self,s)
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			return rawget(self,s) or RealGame:GetService(s)
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		end,
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		Players = FakeService({
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			LocalPlayer = FakeService({GetMouse=function(self)return FakeMouse end},Player)
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		},"Players"),
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		UserInputService = FakeService(UIS,"UserInputService"),
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		ContextActionService = FakeService(CAS,"ContextActionService"),
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		RunService = FakeService({
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			_btrs = {},
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			RenderStepped = RealGame:GetService("RunService").Heartbeat,
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			BindToRenderStep = function(self,name,_,fun)
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				self._btrs[name] = self.Heartbeat:Connect(fun)
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			end,
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			UnbindFromRenderStep = function(self,name)
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				self._btrs[name]:Disconnect()
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			end,
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		},"RunService")
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	}
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	rawset(FakeGame.Players,"localPlayer",FakeGame.Players.LocalPlayer)
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	FakeGame.service = FakeGame.GetService
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	FakeService(FakeGame,game)
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	--Changing owner to fake player object to support owner:GetMouse()
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	game,owner = FakeGame,FakeGame.Players.LocalPlayer
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end
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character = game:GetService("Players").LocalPlayer.Character
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humanoid = character:findFirstChildOfClass("Humanoid")
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mouse = game:GetService("Players").LocalPlayer:GetMouse()
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canuncollide = true
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function die()
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	print("dead")
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	local rootcframe = character.HumanoidRootPart.CFrame
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	local deadsign = Instance.new("BoolValue", character)
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	deadsign.Name = "ImDead"
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	character.HumanoidRootPart:destroy()
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	for i,v in pairs(character:GetChildren()) do
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		if v.ClassName == "MeshPart" or v.ClassName == "Part" then
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			local position = Instance.new("CFrameValue", v)
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			position.Name = "LimbPosition"
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			position.Value = v.CFrame
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		end
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	end
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	if character:findFirstChild("UpperTorso") then
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		wait(1)
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	elseif character:findFirstChild("Torso") then
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		wait(3)
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	end
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	local function uncollide()
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		while game:GetService("RunService").Stepped:wait() and canuncollide do
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			if canuncollide then
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				if character:findFirstChild("Torso") then
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					character.Torso.CanCollide = false
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				end
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			end
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		end
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	end
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	for i,v in pairs(character:GetChildren()) do
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		if v.ClassName == "MeshPart" or v.ClassName == "Part" and v:findFirstChild("LimbPosition") then
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			local gyro = Instance.new("BodyGyro", v)
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			gyro.CFrame = v.LimbPosition.Value
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			if v.Name == "Torso" then
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				spawn(uncollide)
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			end
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			for i = 0,0.7 , 0.08 do
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				v.CFrame = v.CFrame:lerp(v.LimbPosition.Value, i)
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				game:GetService("RunService").RenderStepped:wait()
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			end
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			local bodypos = Instance.new("BodyPosition", v)
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			bodypos.Position = v.LimbPosition.Value.p
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			bodypos.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
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		end
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	end
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	while game:GetService("Players").LocalPlayer.Character:findFirstChild("ImDead") do
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		game:GetService("RunService").RenderStepped:wait()
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	end
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	canuncollide = false
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	print("teleporting")
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	game:GetService("Players").LocalPlayer.Character:WaitForChild("HumanoidRootPart")
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	if game:GetService("Players").LocalPlayer.Character:findFirstChild("ForceField") then
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		game:GetService("Players").LocalPlayer.Character:findFirstChild("ForceField"):destroy()
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	end
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	for i = 1,8 do
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		game:GetService("Players").LocalPlayer.Character.HumanoidRootPart.CFrame = rootcframe
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		wait()
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	end
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end
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function press(key)
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	key = key:lower()
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	if key == "z" and canuncollide then
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		humanoid.Health = 0
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	end
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end
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mouse.KeyDown:connect(press)
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humanoid.Died:connect(die)