View difference between Paste ID: q8Ps8GzC and 2cbvas7Y
SHOW: | | - or go back to the newest paste.
1
if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
2
local Player,game,owner = owner,game
3
local RealPlayer = Player
4
do
5
	print("FE Compatibility code by Mokiros")
6
	local rp = RealPlayer
7
	script.Parent = rp.Character
8
	
9
	--RemoteEvent for communicating
10
	local Event = Instance.new("RemoteEvent")
11
	Event.Name = "UserInput_Event"
12
13
	--Fake event to make stuff like Mouse.KeyDown work
14
	local function fakeEvent()
15
		local t = {_fakeEvent=true,Functions={},Connect=function(self,f)table.insert(self.Functions,f) end}
16
		t.connect = t.Connect
17
		return t
18
	end
19
20
	--Creating fake input objects with fake variables
21
    local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent()}
22
	local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
23
	local CAS = {Actions={},BindAction=function(self,name,fun,touch,...)
24
		CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil
25
	end}
26
	--Merged 2 functions into one by checking amount of arguments
27
	CAS.UnbindAction = CAS.BindAction
28
29
	--This function will trigger the events that have been :Connect()'ed
30
	local function te(self,ev,...)
31
		local t = m[ev]
32
		if t and t._fakeEvent then
33
			for _,f in pairs(t.Functions) do
34
				f(...)
35
			end
36
		end
37
	end
38
	m.TrigEvent = te
39
	UIS.TrigEvent = te
40
41
	Event.OnServerEvent:Connect(function(plr,io)
42
	    if plr~=rp then return end
43
		m.Target = io.Target
44
		m.Hit = io.Hit
45
		if not io.isMouse then
46
			local b = io.UserInputState == Enum.UserInputState.Begin
47
			if io.UserInputType == Enum.UserInputType.MouseButton1 then
48
				return m:TrigEvent(b and "Button1Down" or "Button1Up")
49
			end
50
			for _,t in pairs(CAS.Actions) do
51
				for _,k in pairs(t.Keys) do
52
					if k==io.KeyCode then
53
						t.Function(t.Name,io.UserInputState,io)
54
					end
55
				end
56
			end
57
			m:TrigEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower())
58
			UIS:TrigEvent(b and "InputBegan" or "InputEnded",io,false)
59
	    end
60
	end)
61
	Event.Parent = NLS([==[
62
	local Player = game:GetService("Players").LocalPlayer
63
	local Event = script:WaitForChild("UserInput_Event")
64
65
	local Mouse = Player:GetMouse()
66
	local UIS = game:GetService("UserInputService")
67
	local input = function(io,a)
68
		if a then return end
69
		--Since InputObject is a client-side instance, we create and pass table instead
70
		Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState,Hit=Mouse.Hit,Target=Mouse.Target})
71
	end
72
	UIS.InputBegan:Connect(input)
73
	UIS.InputEnded:Connect(input)
74
75
	local h,t
76
	--Give the server mouse data 30 times every second, but only if the values changed
77
	--If player is not moving their mouse, client won't fire events
78
	while wait(1/30) do
79
		if h~=Mouse.Hit or t~=Mouse.Target then
80
			h,t=Mouse.Hit,Mouse.Target
81
			Event:FireServer({isMouse=true,Target=t,Hit=h})
82
		end
83
	end]==],Player.Character)
84
85
	----Sandboxed game object that allows the usage of client-side methods and services
86
	--Real game object
87
	local _rg = game
88
89
	--Metatable for fake service
90
	local fsmt = {
91
		__index = function(self,k)
92
			local s = rawget(self,"_RealService")
93
			if s then return s[k] end
94
		end,
95
		__newindex = function(self,k,v)
96
			local s = rawget(self,"_RealService")
97
			if s then s[k]=v end
98
		end,
99
		__call = function(self,...)
100
			local s = rawget(self,"_RealService")
101
			if s then return s(...) end
102
		end
103
	}
104
	local function FakeService(t,RealService)
105
		t._RealService = typeof(RealService)=="string" and _rg:GetService(RealService) or RealService
106
		return setmetatable(t,fsmt)
107
	end
108
109
	--Fake game object
110
	local g = {
111
		GetService = function(self,s)
112
			return self[s]
113
		end,
114
		Players = FakeService({
115
			LocalPlayer = FakeService({GetMouse=function(self)return m end},Player)
116
		},"Players"),
117
		UserInputService = FakeService(UIS,"UserInputService"),
118
		ContextActionService = FakeService(CAS,"ContextActionService"),
119
	}
120
	rawset(g.Players,"localPlayer",g.Players.LocalPlayer)
121
	g.service = g.GetService
122
	
123
	g.RunService = FakeService({
124
		RenderStepped = _rg:GetService("RunService").Heartbeat,
125
		BindToRenderStep = function(self,name,_,fun)
126
			self._btrs[name] = self.Heartbeat:Connect(fun)
127
		end,
128
		UnbindFromRenderStep = function(self,name)
129
			self._btrs[name]:Disconnect()
130
		end,
131
	},"RunService")
132
133
	setmetatable(g,{
134
		__index=function(self,s)
135
			return _rg:GetService(s) or typeof(_rg[s])=="function"
136
			and function(_,...)return _rg[s](_rg,...)end or _rg[s]
137
		end,
138
		__newindex = fsmt.__newindex,
139
		__call = fsmt.__call
140
	})
141
	--Changing owner to fake player object to support owner:GetMouse()
142
	game,owner = g,g.Players.LocalPlayer
143
end
144
------------------------
145
146
--Made by goodguyaiden--
147
--Trumpet boi-----------
148
149
------------------------
150
151
wait(0.2)
152
local Player = game:service'Players'.localPlayer
153
local chara = Player.Character
154
Player=game:GetService("Players").LocalPlayer
155
Character=Player.Character 
156
PlayerGui=Player.PlayerGui
157
Backpack=Player.Backpack 
158
Torso=Character.Torso 
159
Head=Character.Head 
160
Humanoid=Character.Humanoid
161
m=Instance.new('Model',Character)
162
LeftArm=Character["Left Arm"] 
163
LeftLeg=Character["Left Leg"] 
164
RightArm=Character["Right Arm"] 
165
RightLeg=Character["Right Leg"] 
166
LS=Torso["Left Shoulder"] 
167
LH=Torso["Left Hip"] 
168
RS=Torso["Right Shoulder"] 
169
RH=Torso["Right Hip"] 
170
Face = Head.face
171
Neck=Torso.Neck
172
it=Instance.new
173
attacktype=1
174
vt=Vector3.new
175
cf=CFrame.new
176
cl3=Color3.new
177
rgb=Color3.fromRGB
178
bcn=BrickColor.new
179
euler=CFrame.fromEulerAnglesXYZ
180
angles=CFrame.Angles
181
Humanoid.WalkSpeed = 14
182
Player = game:GetService("Players").LocalPlayer
183
PlayerGui = Player.PlayerGui
184
Cam = workspace.CurrentCamera
185
Backpack = Player.Backpack
186
Character = Player.Character
187
Humanoid = Character.Humanoid
188
Mouse = Player:GetMouse()
189
RootPart = Character["HumanoidRootPart"]
190
Torso = Character["Torso"]
191
Head = Character["Head"]
192
RightArm = Character["Right Arm"]
193
LeftArm = Character["Left Arm"]
194
RightLeg = Character["Right Leg"]
195
LeftLeg = Character["Left Leg"]
196
RootJoint = RootPart["RootJoint"]
197
Neck = Torso["Neck"]
198
RightShoulder = Torso["Right Shoulder"]
199
LeftShoulder = Torso["Left Shoulder"]
200
RightHip = Torso["Right Hip"]
201
LeftHip = Torso["Left Hip"]
202
IT = Instance.new
203
CF = CFrame.new
204
VT = Vector3.new
205
RAD = math.rad
206
C3 = Color3.new
207
UD2 = UDim2.new
208
BRICKC = BrickColor.new
209
ANGLES = CFrame.Angles
210
EULER = CFrame.fromEulerAnglesXYZ
211
COS = math.cos
212
ACOS = math.acos
213
SIN = math.sin
214
ASIN = math.asin
215
ABS = math.abs
216
MRANDOM = math.random
217
FLOOR = math.floor
218
Animation_Speed = 3
219
Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)
220
local Speed = 12
221
local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
222
local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
223
local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))
224
local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))
225
local DAMAGEMULTIPLIER = 1
226
local ANIM = "Idle"
227
local ATTACK = false
228
local EQUIPPED = false
229
local HOLD = false
230
local COMBO = 1
231
local Rooted = false
232
local SINE = 0
233
local KEYHOLD = false
234
local CHANGE = 2 / Animation_Speed
235
local WALKINGANIM = false
236
local VALUE1 = false
237
local VALUE2 = false
238
local ROBLOXIDLEANIMATION = IT("Animation")
239
ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
240
ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
241
--ROBLOXIDLEANIMATION.Parent = Humanoid
242
local WEAPONGUI = IT("ScreenGui", PlayerGui)
243
WEAPONGUI.Name = "Weapon GUI"
244
local Weapon = IT("Model")
245
Weapon.Name = "Adds"
246
local Effects = IT("Folder", Weapon)
247
Effects.Name = "Effects"
248
local ANIMATOR = Humanoid.Animator
249
local ANIMATE = Character.Animate
250
local UNANCHOR = true
251
local PLAYANIMS = true
252
ArtificialHB = Instance.new("BindableEvent", script)
253
ArtificialHB.Name = "ArtificialHB"
254
255
script:WaitForChild("ArtificialHB")
256
257
frame = Frame_Speed
258
tf = 0
259
allowframeloss = false
260
tossremainder = false
261
lastframe = tick()
262
script.ArtificialHB:Fire()
263
264
function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
265
	return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
266
end
267
268
function PositiveAngle(NUMBER)
269
	if NUMBER >= 0 then
270
		NUMBER = 0
271
	end
272
	return NUMBER
273
end
274
275
function NegativeAngle(NUMBER)
276
	if NUMBER <= 0 then
277
		NUMBER = 0
278
	end
279
	return NUMBER
280
end
281
282
function Swait(NUMBER)
283
	if NUMBER == 0 or NUMBER == nil then
284
		ArtificialHB.Event:wait()
285
	else
286
		for i = 1, NUMBER do
287
			ArtificialHB.Event:wait()
288
		end
289
	end
290
end
291
292
function QuaternionFromCFrame(cf)
293
	local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
294
	local trace = m00 + m11 + m22
295
	if trace > 0 then 
296
		local s = math.sqrt(1 + trace)
297
		local recip = 0.5 / s
298
		return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
299
	else
300
		local i = 0
301
		if m11 > m00 then
302
			i = 1
303
		end
304
		if m22 > (i == 0 and m00 or m11) then
305
			i = 2
306
		end
307
		if i == 0 then
308
			local s = math.sqrt(m00 - m11 - m22 + 1)
309
			local recip = 0.5 / s
310
			return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
311
		elseif i == 1 then
312
			local s = math.sqrt(m11 - m22 - m00 + 1)
313
			local recip = 0.5 / s
314
			return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
315
		elseif i == 2 then
316
			local s = math.sqrt(m22 - m00 - m11 + 1)
317
			local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
318
		end
319
	end
320
end
321
 
322
function QuaternionToCFrame(px, py, pz, x, y, z, w)
323
	local xs, ys, zs = x + x, y + y, z + z
324
	local wx, wy, wz = w * xs, w * ys, w * zs
325
	local xx = x * xs
326
	local xy = x * ys
327
	local xz = x * zs
328
	local yy = y * ys
329
	local yz = y * zs
330
	local zz = z * zs
331
	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))
332
end
333
 
334
function QuaternionSlerp(a, b, t)
335
	local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
336
	local startInterp, finishInterp;
337
	if cosTheta >= 0.0001 then
338
		if (1 - cosTheta) > 0.0001 then
339
			local theta = ACOS(cosTheta)
340
			local invSinTheta = 1 / SIN(theta)
341
			startInterp = SIN((1 - t) * theta) * invSinTheta
342
			finishInterp = SIN(t * theta) * invSinTheta
343
		else
344
			startInterp = 1 - t
345
			finishInterp = t
346
		end
347
	else
348
		if (1 + cosTheta) > 0.0001 then
349
			local theta = ACOS(-cosTheta)
350
			local invSinTheta = 1 / SIN(theta)
351
			startInterp = SIN((t - 1) * theta) * invSinTheta
352
			finishInterp = SIN(t * theta) * invSinTheta
353
		else
354
			startInterp = t - 1
355
			finishInterp = t
356
		end
357
	end
358
	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
359
end
360
361
function Clerp(a, b, t)
362
	local qa = {QuaternionFromCFrame(a)}
363
	local qb = {QuaternionFromCFrame(b)}
364
	local ax, ay, az = a.x, a.y, a.z
365
	local bx, by, bz = b.x, b.y, b.z
366
	local _t = 1 - t
367
	return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
368
end
369
370
function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
371
	local frame = IT("Frame")
372
	frame.BackgroundTransparency = TRANSPARENCY
373
	frame.BorderSizePixel = BORDERSIZEPIXEL
374
	frame.Position = POSITION
375
	frame.Size = SIZE
376
	frame.BackgroundColor3 = COLOR
377
	frame.BorderColor3 = BORDERCOLOR
378
	frame.Name = NAME
379
	frame.Parent = PARENT
380
	return frame
381
end
382
383
function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
384
	local label = IT("TextLabel")
385
	label.BackgroundTransparency = 1
386
	label.Size = UD2(1, 0, 1, 0)
387
	label.Position = UD2(0, 0, 0, 0)
388
	label.TextColor3 = TEXTCOLOR
389
	label.TextStrokeTransparency = STROKETRANSPARENCY
390
	label.TextTransparency = TRANSPARENCY
391
	label.FontSize = TEXTFONTSIZE
392
	label.Font = TEXTFONT
393
	label.BorderSizePixel = BORDERSIZEPIXEL
394
	label.TextScaled = false
395
	label.Text = TEXT
396
	label.Name = NAME
397
	label.Parent = PARENT
398
	return label
399
end
400
401
function NoOutlines(PART)
402
	PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
403
end
404
405
406
function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)
407
	local NEWWELD = IT(TYPE)
408
	NEWWELD.Part0 = PART0
409
	NEWWELD.Part1 = PART1
410
	NEWWELD.C0 = C0
411
	NEWWELD.C1 = C1
412
	NEWWELD.Parent = PARENT
413
	return NEWWELD
414
end
415
416
local S = IT("Sound")
417
418
function CreateSound(ID, PARENT, VOLUME, PITCH)
419
	local NEWSOUND = nil
420
	coroutine.resume(coroutine.create(function()
421
		NEWSOUND = S:Clone()
422
		NEWSOUND.Parent = PARENT
423
		NEWSOUND.Volume = VOLUME
424
		NEWSOUND.Pitch = PITCH
425
		NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID
426
		Swait()
427
		NEWSOUND:play()
428
		game:GetService("Debris"):AddItem(NEWSOUND, 10)
429
	end))
430
	return NEWSOUND
431
end
432
433
function CFrameFromTopBack(at, top, back)
434
	local right = top:Cross(back)
435
	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)
436
end
437
438
function CreateWave(SIZE,WAIT,CFRAME,DOESROT,ROT,COLOR,GROW)
439
	local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0,0,0))
440
	local mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "20329976", "", SIZE, VT(0,0,-SIZE.X/8))
441
	wave.CFrame = CFRAME
442
	coroutine.resume(coroutine.create(function(PART)
443
		for i = 1, WAIT do
444
			Swait()
445
			mesh.Scale = mesh.Scale + GROW
446
			mesh.Offset = VT(0,0,-(mesh.Scale.X/8))
447
			if DOESROT == true then
448
				wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0,ROT,0)
449
			end
450
			wave.Transparency = wave.Transparency + (0.5/WAIT)
451
			if wave.Transparency > 0.99 then
452
				wave:remove()
453
			end
454
		end
455
	end))
456
end
457
458
function CreateRing(SIZE,DOESROT,ROT,WAIT,CFRAME,COLOR,GROW)
459
	local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0,0,0))
460
	local mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "559831844", "", SIZE, VT(0,0,0))
461
	wave.CFrame = CFRAME
462
	coroutine.resume(coroutine.create(function(PART)
463
		for i = 1, WAIT do
464
			Swait()
465
			mesh.Scale = mesh.Scale + GROW
466
			if DOESROT == true then
467
				wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0,ROT,0)
468
			end
469
			wave.Transparency = wave.Transparency + (0.5/WAIT)
470
			if wave.Transparency > 0.99 then
471
				wave:remove()
472
			end
473
		end
474
	end))
475
end
476
477
function MagicSphere(SIZE,WAIT,CFRAME,COLOR,GROW)
478
	local wave = CreatePart(3, Effects, "Neon", 0, 0, BRICKC(COLOR), "Effect", VT(1,1,1), true)
479
	local mesh = CreateMesh("SpecialMesh", wave, "Sphere", "", "", SIZE, VT(0,0,0))
480
	wave.CFrame = CFRAME
481
	coroutine.resume(coroutine.create(function(PART)
482
		for i = 1, WAIT do
483
			Swait()
484
			mesh.Scale = mesh.Scale + GROW
485
			wave.Transparency = wave.Transparency + (1/WAIT)
486
			if wave.Transparency > 0.99 then
487
				wave:remove()
488
			end
489
		end
490
	end))
491
end
492
493
function Slice(KIND,SIZE,WAIT,CFRAME,COLOR,GROW)
494
	local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(1,1,1), true)
495
	local mesh = nil
496
	if KIND == "Base" then
497
 		mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "448386996", "", VT(0,SIZE/10,SIZE/10), VT(0,0,0))
498
	elseif KIND == "Thin" then
499
 		mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "662586858", "", VT(SIZE/10,0,SIZE/10), VT(0,0,0))
500
	elseif KIND == "Round" then
501
 		mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "662585058", "", VT(SIZE/10,0,SIZE/10), VT(0,0,0))
502
	end
503
	wave.CFrame = CFRAME
504
	coroutine.resume(coroutine.create(function(PART)
505
		for i = 1, WAIT do
506
			Swait()
507
			mesh.Scale = mesh.Scale + GROW/10
508
			wave.Transparency = wave.Transparency + (0.5/WAIT)
509
			if wave.Transparency > 0.99 then
510
				wave:remove()
511
			end
512
		end
513
	end))
514
end
515
516
function MakeForm(PART,TYPE)
517
	if TYPE == "Cyl" then
518
		local MSH = IT("CylinderMesh",PART)
519
	elseif TYPE == "Ball" then
520
		local MSH = IT("SpecialMesh",PART)
521
		MSH.MeshType = "Sphere"
522
	elseif TYPE == "Wedge" then
523
		local MSH = IT("SpecialMesh",PART)
524
		MSH.MeshType = "Wedge"
525
	end
526
end
527
528
529
function CheckTableForString(Table, String)
530
	for i, v in pairs(Table) do
531
		if string.find(string.lower(String), string.lower(v)) then
532
			return true
533
		end
534
	end
535
	return false
536
end
537
538
function CheckIntangible(Hit)
539
	local ProjectileNames = {"Water", "Arrow", "Projectile", "Effect", "Rail", "Lightning", "Bullet"}
540
	if Hit and Hit.Parent then
541
		if ((not Hit.CanCollide or CheckTableForString(ProjectileNames, Hit.Name)) and not Hit.Parent:FindFirstChild("Humanoid")) then
542
			return true
543
		end
544
	end
545
	return false
546
end
547
548
Debris = game:GetService("Debris")
549
550
function CastZapRay(StartPos, Vec, Length, Ignore, DelayIfHit)
551
	local Direction = CFrame.new(StartPos, Vec).lookVector
552
	local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore})
553
	local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Direction * Length), Ignore)
554
	if RayHit and CheckIntangible(RayHit) then
555
		if DelayIfHit then
556
			wait()
557
		end
558
		RayHit, RayPos, RayNormal = CastZapRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit)
559
	end
560
	return RayHit, RayPos, RayNormal
561
end
562
563
function turnto(position)
564
	RootPart.CFrame=CFrame.new(RootPart.CFrame.p,VT(position.X,RootPart.Position.Y,position.Z)) * CFrame.new(0, 0, 0)
565
end
566
567
568
569
game:GetService("RunService").Heartbeat:connect(function(s, p)
570
	tf = tf + s
571
	if tf >= frame then
572
		if allowframeloss then
573
			script.ArtificialHB:Fire()
574
			lastframe = tick()
575
		else
576
			for i = 1, math.floor(tf / frame) do
577
				script.ArtificialHB:Fire()
578
			end
579
		lastframe = tick()
580
		end
581
		if tossremainder then
582
			tf = 0
583
		else
584
			tf = tf - frame * math.floor(tf / frame)
585
		end
586
	end
587
end)
588
function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
589
	return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
590
end
591
592
function PositiveAngle(NUMBER)
593
	if NUMBER >= 0 then
594
		NUMBER = 0
595
	end
596
	return NUMBER
597
end
598
599
function NegativeAngle(NUMBER)
600
	if NUMBER <= 0 then
601
		NUMBER = 0
602
	end
603
	return NUMBER
604
end
605
606
function Swait(NUMBER)
607
	if NUMBER == 0 or NUMBER == nil then
608
		ArtificialHB.Event:wait()
609
	else
610
		for i = 1, NUMBER do
611
			ArtificialHB.Event:wait()
612
		end
613
	end
614
end
615
616
function CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
617
	local NEWMESH = IT(MESH)
618
	if MESH == "SpecialMesh" then
619
		NEWMESH.MeshType = MESHTYPE
620
		if MESHID ~= "nil" and MESHID ~= "" then
621
			NEWMESH.MeshId = "http://www.roblox.com/asset/?id="..MESHID
622
		end
623
		if TEXTUREID ~= "nil" and TEXTUREID ~= "" then
624
			NEWMESH.TextureId = "http://www.roblox.com/asset/?id="..TEXTUREID
625
		end
626
	end
627
	NEWMESH.Offset = OFFSET or VT(0, 0, 0)
628
	NEWMESH.Scale = SCALE
629
	NEWMESH.Parent = PARENT
630
	return NEWMESH
631
end
632
633
function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE, ANCHOR)
634
	local NEWPART = IT("Part")
635
	NEWPART.formFactor = FORMFACTOR
636
	NEWPART.Reflectance = REFLECTANCE
637
	NEWPART.Transparency = TRANSPARENCY
638
	NEWPART.CanCollide = false
639
	NEWPART.Locked = true
640
	NEWPART.Anchored = true
641
	if ANCHOR == false then
642
		NEWPART.Anchored = false
643
	end
644
	NEWPART.BrickColor = BRICKC(tostring(BRICKCOLOR))
645
	NEWPART.Name = NAME
646
	NEWPART.Size = SIZE
647
	NEWPART.Position = Torso.Position
648
	NEWPART.Material = MATERIAL
649
	NEWPART:BreakJoints()
650
	NEWPART.Parent = PARENT
651
	return NEWPART
652
end
653
654
	local function weldBetween(a, b)
655
	    local weldd = Instance.new("ManualWeld")
656
	    weldd.Part0 = a
657
	    weldd.Part1 = b
658
	    weldd.C0 = CFrame.new()
659
	    weldd.C1 = b.CFrame:inverse() * a.CFrame
660
	    weldd.Parent = a
661
	    return weldd
662
	end
663
664
665
function QuaternionFromCFrame(cf)
666
	local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
667
	local trace = m00 + m11 + m22
668
	if trace > 0 then 
669
		local s = math.sqrt(1 + trace)
670
		local recip = 0.5 / s
671
		return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
672
	else
673
		local i = 0
674
		if m11 > m00 then
675
			i = 1
676
		end
677
		if m22 > (i == 0 and m00 or m11) then
678
			i = 2
679
		end
680
		if i == 0 then
681
			local s = math.sqrt(m00 - m11 - m22 + 1)
682
			local recip = 0.5 / s
683
			return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
684
		elseif i == 1 then
685
			local s = math.sqrt(m11 - m22 - m00 + 1)
686
			local recip = 0.5 / s
687
			return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
688
		elseif i == 2 then
689
			local s = math.sqrt(m22 - m00 - m11 + 1)
690
			local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
691
		end
692
	end
693
end
694
 
695
function QuaternionToCFrame(px, py, pz, x, y, z, w)
696
	local xs, ys, zs = x + x, y + y, z + z
697
	local wx, wy, wz = w * xs, w * ys, w * zs
698
	local xx = x * xs
699
	local xy = x * ys
700
	local xz = x * zs
701
	local yy = y * ys
702
	local yz = y * zs
703
	local zz = z * zs
704
	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))
705
end
706
 
707
function QuaternionSlerp(a, b, t)
708
	local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
709
	local startInterp, finishInterp;
710
	if cosTheta >= 0.0001 then
711
		if (1 - cosTheta) > 0.0001 then
712
			local theta = ACOS(cosTheta)
713
			local invSinTheta = 1 / SIN(theta)
714
			startInterp = SIN((1 - t) * theta) * invSinTheta
715
			finishInterp = SIN(t * theta) * invSinTheta
716
		else
717
			startInterp = 1 - t
718
			finishInterp = t
719
		end
720
	else
721
		if (1 + cosTheta) > 0.0001 then
722
			local theta = ACOS(-cosTheta)
723
			local invSinTheta = 1 / SIN(theta)
724
			startInterp = SIN((t - 1) * theta) * invSinTheta
725
			finishInterp = SIN(t * theta) * invSinTheta
726
		else
727
			startInterp = t - 1
728
			finishInterp = t
729
		end
730
	end
731
	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
732
end
733
734
function Clerp(a, b, t)
735
	local qa = {QuaternionFromCFrame(a)}
736
	local qb = {QuaternionFromCFrame(b)}
737
	local ax, ay, az = a.x, a.y, a.z
738
	local bx, by, bz = b.x, b.y, b.z
739
	local _t = 1 - t
740
	return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
741
end
742
743
function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
744
	local frame = IT("Frame")
745
	frame.BackgroundTransparency = TRANSPARENCY
746
	frame.BorderSizePixel = BORDERSIZEPIXEL
747
	frame.Position = POSITION
748
	frame.Size = SIZE
749
	frame.BackgroundColor3 = COLOR
750
	frame.BorderColor3 = BORDERCOLOR
751
	frame.Name = NAME
752
	frame.Parent = PARENT
753
	return frame
754
end
755
756
function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
757
	local label = IT("TextLabel")
758
	label.BackgroundTransparency = 1
759
	label.Size = UD2(1, 0, 1, 0)
760
	label.Position = UD2(0, 0, 0, 0)
761
	label.TextColor3 = TEXTCOLOR
762
	label.TextStrokeTransparency = STROKETRANSPARENCY
763
	label.TextTransparency = TRANSPARENCY
764
	label.FontSize = TEXTFONTSIZE
765
	label.Font = TEXTFONT
766
	label.BorderSizePixel = BORDERSIZEPIXEL
767
	label.TextScaled = false
768
	label.Text = TEXT
769
	label.Name = NAME
770
	label.Parent = PARENT
771
	return label
772
end
773
774
function NoOutlines(PART)
775
	PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
776
end
777
778
function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)
779
	local NEWWELD = IT(TYPE)
780
	NEWWELD.Part0 = PART0
781
	NEWWELD.Part1 = PART1
782
	NEWWELD.C0 = C0
783
	NEWWELD.C1 = C1
784
	NEWWELD.Parent = PARENT
785
	return NEWWELD
786
end
787
788
local S = IT("Sound")
789
function CreateSound(ID, PARENT, VOLUME, PITCH, DOESLOOP)
790
	local NEWSOUND = nil
791
	coroutine.resume(coroutine.create(function()
792
		NEWSOUND = S:Clone()
793
		NEWSOUND.Parent = PARENT
794
		NEWSOUND.Volume = VOLUME
795
		NEWSOUND.Pitch = PITCH
796
		NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID
797
		NEWSOUND:play()
798
		if DOESLOOP == true then
799
			NEWSOUND.Looped = true
800
		else
801
			repeat wait(1) until NEWSOUND.Playing == false
802
			NEWSOUND:remove()
803
		end
804
	end))
805
	return NEWSOUND
806
end
807
808
function MakeForm(PART,TYPE)
809
	if TYPE == "Cyl" then
810
		local MSH = IT("CylinderMesh",PART)
811
	elseif TYPE == "Ball" then
812
		local MSH = IT("SpecialMesh",PART)
813
		MSH.MeshType = "Sphere"
814
	elseif TYPE == "Wedge" then
815
		local MSH = IT("SpecialMesh",PART)
816
		MSH.MeshType = "Wedge"
817
	end
818
end
819
820
function CFrameFromTopBack(at, top, back)
821
	local right = top:Cross(back)
822
	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)
823
end
824
825
function PuddleOfBlood(Position,MaxDrop,Model,MaxSize)
826
	local HITFLOOR, HITPOS, NORMAL = Raycast(Position, (CF(Position, Position + VT(0, -1, 0))).lookVector, MaxDrop, Model)
827
	if HITFLOOR ~= nil then
828
		if HITFLOOR.Parent ~= Weapon and HITFLOOR.Parent ~= Character then
829
			if HITFLOOR.Name == "BloodPuddle" then
830
				local DIST = (Position - HITFLOOR.Position).Magnitude
831
				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
832
					HITFLOOR.Size = HITFLOOR.Size + VT(0.1,0,0.1)
833
				end
834
			else
835
				if HITFLOOR.Anchored == true then
836
					local BLOOD = CreatePart(3, Effects, "Glass", 0, 0, "Maroon", "BloodPuddle", VT(2,0,2))
837
					BLOOD.CFrame = CF(HITPOS,HITPOS+NORMAL)*ANGLES(RAD(90),RAD(0),RAD(0))
838
					MakeForm(BLOOD,"Cyl")
839
					coroutine.resume(coroutine.create(function()
840
						Swait(75)
841
						while true do
842
							Swait()
843
							BLOOD.Size = BLOOD.Size - VT(0.02,0,0.02)
844
							if BLOOD.Size.Z < 0.051 then
845
								BLOOD:remove()
846
								break
847
							end
848
						end
849
					end))
850
				end
851
			end
852
		end
853
	end
854
end
855
856
function SprayBlood(POSITION,DIRECTION,BloodSize)
857
	local BLOOD = CreatePart(3, Effects, "Glass", 0, 0, "Maroon", "BloodPuddle", VT(0.3,0.3,0.3),false)
858
	BLOOD.CFrame = CF(POSITION)
859
	MakeForm(BLOOD,"Ball")
860
	local bv = Instance.new("BodyVelocity",BLOOD) 
861
	bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
862
	bv.velocity = CF(POSITION,DIRECTION+VT(MRANDOM(-3,3)/30,MRANDOM(-3,3)/30,MRANDOM(-3,3)/30)).lookVector*75
863
	bv.Name = "MOVE"
864
	Debris:AddItem(bv,0.05)
865
	coroutine.resume(coroutine.create(function()
866
		local HASTOUCHEDGROUND = false
867
		local HIT = BLOOD.Touched:Connect(function(hit)
868
			if hit.Anchored == true then
869
				HASTOUCHEDGROUND = true
870
				PuddleOfBlood(BLOOD.Position+VT(0,1,0),2,BLOOD,BloodSize)
871
			end
872
		end)
873
		wait(5)
874
		if HASTOUCHEDGROUND == false then
875
			BLOOD:remove()
876
		end
877
	end))
878
end
879
880
Debris = game:GetService("Debris")
881
882
function CastProperRay(StartPos, EndPos, Distance, Ignore)
883
	local DIRECTION = CF(StartPos,EndPos).lookVector
884
	return Raycast(StartPos, DIRECTION, Distance, Ignore)
885
end
886
887
function turnto(position)
888
	RootPart.CFrame=CFrame.new(RootPart.CFrame.p,VT(position.X,RootPart.Position.Y,position.Z)) * CFrame.new(0, 0, 0)
889
end
890
891
function recurse(root,callback,i)
892
	i= i or 0
893
	for _,v in pairs(root:GetChildren()) do
894
		i = i + 1
895
		callback(i,v)
896
		
897
		if #v:GetChildren() > 0 then
898
			i = recurse(v,callback,i)
899
		end
900
	end
901
	
902
	return i
903
end
904
905
function ragdollJoint(character, part0, part1, attachmentName, className, properties)
906
	attachmentName = attachmentName.."RigAttachment"
907
	local constraint = Instance.new(className.."Constraint")
908
	constraint.Attachment0 = part0:FindFirstChild(attachmentName)
909
	constraint.Attachment1 = part1:FindFirstChild(attachmentName)
910
	constraint.Name = "RagdollConstraint"..part1.Name
911
	
912
	for _,propertyData in next,properties or {} do
913
		constraint[propertyData[1]] = propertyData[2]
914
	end
915
	
916
	constraint.Parent = character
917
end
918
919
function getAttachment0(character, attachmentName)
920
	for _,child in next,character:GetChildren() do
921
		local attachment = child:FindFirstChild(attachmentName)
922
		if attachment then
923
			return attachment
924
		end
925
	end
926
end
927
928
function R15Ragdoll(character)
929
	recurse(character, function(_,v)
930
		if v:IsA("Attachment") then
931
			v.Axis = Vector3.new(0, 1, 0)
932
			v.SecondaryAxis = Vector3.new(0, 0, 1)
933
			v.Rotation = Vector3.new(0, 0, 0)
934
		end
935
	end)
936
	for _,child in next,character:GetChildren() do
937
		if child:IsA("Accoutrement") then
938
			for _,part in next,child:GetChildren() do
939
				if part:IsA("BasePart") and part.Name ~= "HumanoidRootPart" then
940
					local attachment1 = part:FindFirstChildOfClass("Attachment")
941
					local attachment0 = getAttachment0(character,attachment1.Name)
942
					if attachment0 and attachment1 then
943
						local constraint = Instance.new("HingeConstraint")
944
						constraint.Attachment0 = attachment0
945
						constraint.Attachment1 = attachment1
946
						constraint.LimitsEnabled = true
947
						constraint.UpperAngle = 0
948
						constraint.LowerAngle = 0
949
						constraint.Parent = character
950
					end
951
				elseif part.Name == "HumanoidRootPart" then
952
					part:remove()
953
				end
954
			end
955
		end
956
	end
957
	
958
	ragdollJoint(character,character.LowerTorso, character.UpperTorso, "Waist", "BallSocket", {
959
		{"LimitsEnabled",true};
960
		{"UpperAngle",5};
961
	})
962
	ragdollJoint(character,character.UpperTorso, character.Head, "Neck", "BallSocket", {
963
		{"LimitsEnabled",true};
964
		{"UpperAngle",15};
965
	})
966
	
967
	local handProperties = {
968
		{"LimitsEnabled", true};
969
		{"UpperAngle",0};
970
		{"LowerAngle",0};
971
	}
972
	ragdollJoint(character,character.LeftLowerArm, character.LeftHand, "LeftWrist", "Hinge", handProperties)
973
	ragdollJoint(character,character.RightLowerArm, character.RightHand, "RightWrist", "Hinge", handProperties)
974
	
975
	local shinProperties = {
976
		{"LimitsEnabled", true};
977
		{"UpperAngle", 0};
978
		{"LowerAngle", -75};
979
	}
980
	ragdollJoint(character,character.LeftUpperLeg, character.LeftLowerLeg, "LeftKnee", "Hinge", shinProperties)
981
	ragdollJoint(character,character.RightUpperLeg, character.RightLowerLeg, "RightKnee", "Hinge", shinProperties)
982
	
983
	local footProperties = {
984
		{"LimitsEnabled", true};
985
		{"UpperAngle", 15};
986
		{"LowerAngle", -45};
987
	}
988
	ragdollJoint(character,character.LeftLowerLeg, character.LeftFoot, "LeftAnkle", "Hinge", footProperties)
989
	ragdollJoint(character,character.RightLowerLeg, character.RightFoot, "RightAnkle", "Hinge", footProperties)
990
	
991
	ragdollJoint(character,character.UpperTorso, character.LeftUpperArm, "LeftShoulder", "BallSocket")
992
	ragdollJoint(character,character.LeftUpperArm, character.LeftLowerArm, "LeftElbow", "BallSocket")
993
	ragdollJoint(character,character.UpperTorso, character.RightUpperArm, "RightShoulder", "BallSocket")
994
	ragdollJoint(character,character.RightUpperArm, character.RightLowerArm, "RightElbow", "BallSocket")
995
	ragdollJoint(character,character.LowerTorso, character.LeftUpperLeg, "LeftHip", "BallSocket")
996
	ragdollJoint(character,character.LowerTorso, character.RightUpperLeg, "RightHip", "BallSocket")
997
end
998
999
function Ragdoll(Character2,CharTorso)
1000
	Character2:BreakJoints()
1001
	local hum = Character2:findFirstChild("Humanoid")
1002
	hum:remove()
1003
	local function Scan(ch)
1004
		local e
1005
		for e = 1,#ch do
1006
			Scan(ch[e]:GetChildren())
1007
			if ch[e].ClassName == "Weld" or ch[e].ClassName == "Motor6D" then
1008
				ch[e]:remove()
1009
			end
1010
		end
1011
	end
1012
	local NEWHUM = IT("Humanoid")
1013
	NEWHUM.Name = "Corpse"
1014
	NEWHUM.Health = 0
1015
	NEWHUM.MaxHealth = 0
1016
	NEWHUM.PlatformStand = true
1017
	NEWHUM.Parent = Character2
1018
	NEWHUM.DisplayDistanceType = "None"
1019
1020
	local ch = Character2:GetChildren()
1021
	local i
1022
	for i = 1,#ch do
1023
		if ch[i].Name == "THandle1" or ch[i].Name == "THandle2" then
1024
			ch[i]:remove()
1025
		end
1026
	end
1027
1028
	local Torso2 = Character2.Torso
1029
	local movevector = Vector3.new()
1030
1031
	if Torso2 then
1032
		movevector = CFrame.new(CharTorso.Position,Torso2.Position).lookVector
1033
		local Head = Character2:FindFirstChild("Head")
1034
		if Head then
1035
			local Neck = Instance.new("Weld")
1036
			Neck.Name = "Neck"
1037
			Neck.Part0 = Torso2
1038
			Neck.Part1 = Head
1039
			Neck.C0 = CFrame.new(0, 1.5, 0)
1040
			Neck.C1 = CFrame.new()
1041
			Neck.Parent = Torso2
1042
1043
		end
1044
		local Limb = Character2:FindFirstChild("Right Arm")
1045
		if Limb then
1046
1047
			Limb.CFrame = Torso2.CFrame * CFrame.new(1.5, 0, 0)
1048
			local Joint = Instance.new("Glue")
1049
			Joint.Name = "RightShoulder"
1050
			Joint.Part0 = Torso2
1051
			Joint.Part1 = Limb
1052
			Joint.C0 = CFrame.new(1.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
1053
			Joint.C1 = CFrame.new(-0, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
1054
			Joint.Parent = Torso2
1055
1056
			local B = Instance.new("Part")
1057
			B.TopSurface = 0
1058
			B.BottomSurface = 0
1059
			B.formFactor = "Symmetric"
1060
			B.Size = Vector3.new(1, 1, 1)
1061
			B.Transparency = 1
1062
			B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
1063
			B.Parent = Character2
1064
			local W = Instance.new("Weld")
1065
			W.Part0 = Limb
1066
			W.Part1 = B
1067
			W.C0 = CFrame.new(0, -0.5, 0)
1068
			W.Parent = Limb
1069
1070
		end
1071
		local Limb = Character2:FindFirstChild("Left Arm")
1072
		if Limb then
1073
1074
			Limb.CFrame = Torso2.CFrame * CFrame.new(-1.5, 0, 0)
1075
			local Joint = Instance.new("Glue")
1076
			Joint.Name = "LeftShoulder"
1077
			Joint.Part0 = Torso2
1078
			Joint.Part1 = Limb
1079
			Joint.C0 = CFrame.new(-1.5, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
1080
			Joint.C1 = CFrame.new(0, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
1081
			Joint.Parent = Torso2
1082
1083
			local B = Instance.new("Part")
1084
			B.TopSurface = 0
1085
			B.BottomSurface = 0
1086
			B.formFactor = "Symmetric"
1087
			B.Size = Vector3.new(1, 1, 1)
1088
			B.Transparency = 1
1089
			B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
1090
			B.Parent = Character2
1091
			local W = Instance.new("Weld")
1092
			W.Part0 = Limb
1093
			W.Part1 = B
1094
			W.C0 = CFrame.new(0, -0.5, 0)
1095
			W.Parent = Limb
1096
1097
		end
1098
		local Limb = Character2:FindFirstChild("Right Leg")
1099
		if Limb then
1100
1101
			Limb.CFrame = Torso2.CFrame * CFrame.new(0.5, -2, 0)
1102
			local Joint = Instance.new("Glue")
1103
			Joint.Name = "RightHip"
1104
			Joint.Part0 = Torso2
1105
			Joint.Part1 = Limb
1106
			Joint.C0 = CFrame.new(0.5, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
1107
			Joint.C1 = CFrame.new(0, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
1108
			Joint.Parent = Torso2
1109
1110
			local B = Instance.new("Part")
1111
			B.TopSurface = 0
1112
			B.BottomSurface = 0
1113
			B.formFactor = "Symmetric"
1114
			B.Size = Vector3.new(1, 1, 1)
1115
			B.Transparency = 1
1116
			B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
1117
			B.Parent = Character2
1118
			local W = Instance.new("Weld")
1119
			W.Part0 = Limb
1120
			W.Part1 = B
1121
			W.C0 = CFrame.new(0, -0.5, 0)
1122
			W.Parent = Limb
1123
1124
		end
1125
		local Limb = Character2:FindFirstChild("Left Leg")
1126
		if Limb then
1127
1128
			Limb.CFrame = Torso2.CFrame * CFrame.new(-0.5, -2, 0)
1129
			local Joint = Instance.new("Glue")
1130
			Joint.Name = "LeftHip"
1131
			Joint.Part0 = Torso2
1132
			Joint.Part1 = Limb
1133
			Joint.C0 = CFrame.new(-0.5, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
1134
			Joint.C1 = CFrame.new(-0, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
1135
			Joint.Parent = Torso2
1136
1137
			local B = Instance.new("Part")
1138
			B.TopSurface = 0
1139
			B.BottomSurface = 0
1140
			B.formFactor = "Symmetric"
1141
			B.Size = Vector3.new(1, 1, 1)
1142
			B.Transparency = 1
1143
			B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
1144
			B.Parent = Character2
1145
			local W = Instance.new("Weld")
1146
			W.Part0 = Limb
1147
			W.Part1 = B
1148
			W.C0 = CFrame.new(0, -0.5, 0)
1149
			W.Parent = Limb
1150
1151
		end
1152
		--[
1153
		local Bar = Instance.new("Part")
1154
		Bar.TopSurface = 0
1155
		Bar.BottomSurface = 0
1156
		Bar.formFactor = "Symmetric"
1157
		Bar.Size = Vector3.new(1, 1, 1)
1158
		Bar.Transparency = 1
1159
		Bar.CFrame = Torso2.CFrame * CFrame.new(0, 0.5, 0)
1160
		Bar.Parent = Character2
1161
		local Weld = Instance.new("Weld")
1162
		Weld.Part0 = Torso2
1163
		Weld.Part1 = Bar
1164
		Weld.C0 = CFrame.new(0, 0.5, 0)
1165
		Weld.Parent = Torso2
1166
		--]]
1167
	end
1168
	Character2.Parent = workspace
1169
	Debris:AddItem(Character2,5)
1170
1171
	return Character2,Torso2
1172
end
1173
1174
		local Trum = CreatePart(3, Character, "SmoothPlastic", 0, 0, "Really black", "Trum", VT(0, 0, 0),false)
1175
		local HandleMesh = CreateMesh("SpecialMesh", Trum, "FileMesh", "32316679", "32316694", VT(1,1,1), VT(0,0,0))
1176
		local Weld = CreateWeldOrSnapOrMotor("Weld", Trum, Head, Trum, CF(0, 0.003, -1.5) * ANGLES(RAD(90), RAD(0), RAD(0)), CF(0, 0, 0))
1177
1178
1179
function punche()
1180
	ATTACK = true
1181
	Rooted = true
1182
	CreateSound("144195836", Head, 10, 1)
1183
	for i=0, 1, 0.1 / Animation_Speed do
1184
		Swait()
1185
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1186
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1187
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1188
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1189
		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)
1190
		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)
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(-30), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1196
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1197
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / 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
	end
1201
	for i=0, 1, 0.1 / Animation_Speed do
1202
		Swait()
1203
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1204
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1205
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1206
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1207
		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)
1208
		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)
1209
	end
1210
	for i=0, 1, 0.1 / Animation_Speed do
1211
		Swait()
1212
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1213
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-30), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1214
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1215
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1216
		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)
1217
		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)
1218
	end
1219
	for i=0, 1, 0.1 / Animation_Speed do
1220
		Swait()
1221
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1222
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1223
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1224
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1225
		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)
1226
		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)
1227
	end
1228
	for i=0, 1, 0.1 / Animation_Speed do
1229
		Swait()
1230
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1231
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-30), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1232
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1233
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1234
		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)
1235
		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)
1236
	end
1237
	for i=0, 1, 0.1 / Animation_Speed do
1238
		Swait()
1239
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1240
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1241
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1242
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1243
		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)
1244
		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)
1245
	end
1246
	for i=0, 1, 0.1 / Animation_Speed do
1247
		Swait()
1248
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1249
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-30), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1250
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1251
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1252
		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)
1253
		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)
1254
	end
1255
	for i=0, 1, 0.1 / Animation_Speed do
1256
		Swait()
1257
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1258
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1259
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1260
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1261
		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)
1262
		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)
1263
	end
1264
	for i=0, 1, 0.1 / Animation_Speed do
1265
		Swait()
1266
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1267
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-30), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1268
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1269
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1270
		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)
1271
		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)
1272
	end
1273
	for i=0, 1, 0.1 / Animation_Speed do
1274
		Swait()
1275
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1276
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1277
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1278
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1279
		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)
1280
		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)
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(-30), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1286
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1287
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / 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
	end
1291
	for i=0, 1, 0.1 / Animation_Speed do
1292
		Swait()
1293
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1294
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1295
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1296
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1297
		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)
1298
		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)
1299
	end
1300
	for i=0, 1, 0.1 / Animation_Speed do
1301
		Swait()
1302
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1303
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-30), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1304
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1305
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1306
		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)
1307
		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)
1308
	end
1309
	for i=0, 1, 0.1 / Animation_Speed do
1310
		Swait()
1311
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1312
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1313
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1314
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1315
		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)
1316
		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)
1317
	end
1318
	for i=0, 1, 0.1 / Animation_Speed do
1319
		Swait()
1320
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1321
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-30), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1322
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1323
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1324
		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)
1325
		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)
1326
	end
1327
	for i=0, 1, 0.1 / Animation_Speed do
1328
		Swait()
1329
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1330
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1331
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1332
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1333
		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)
1334
		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)
1335
	end
1336
	for i=0, 1, 0.1 / Animation_Speed do
1337
		Swait()
1338
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1339
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-30), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1340
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1341
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1342
		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)
1343
		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)
1344
	end
1345
	for i=0, 1, 0.1 / Animation_Speed do
1346
		Swait()
1347
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1348
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1349
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1350
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1351
		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)
1352
		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)
1353
	end
1354
	for i=0, 1, 0.1 / Animation_Speed do
1355
		Swait()
1356
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1357
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-30), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1358
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1359
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1360
		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)
1361
		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)
1362
	end
1363
	for i=0, 1, 0.1 / Animation_Speed do
1364
		Swait()
1365
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1366
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1367
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1368
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1369
		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)
1370
		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)
1371
	end
1372
	for i=0, 1, 0.1 / Animation_Speed do
1373
		Swait()
1374
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1375
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-30), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1376
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1377
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1378
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1379
		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)
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(-30), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1385
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1386
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / 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(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1389
	end
1390
	for i=0, 1, 0.1 / Animation_Speed do
1391
		Swait()
1392
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1393
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-30), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1394
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1395
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1396
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1397
		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)
1398
	end
1399
	for i=0, 1, 0.1 / Animation_Speed do
1400
		Swait()
1401
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1402
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1403
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1404
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1405
		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)
1406
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1407
	end
1408
	for i=0, 1, 0.1 / Animation_Speed do
1409
		Swait()
1410
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1411
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1412
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1413
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1414
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1415
		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)
1416
	end
1417
	for i=0, 1, 0.1 / Animation_Speed do
1418
		Swait()
1419
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1420
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1421
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1422
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1423
		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)
1424
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1425
	end
1426
	for i=0, 1, 0.1 / Animation_Speed do
1427
		Swait()
1428
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1429
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1430
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1431
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1432
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1433
		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)
1434
	end
1435
	for i=0, 1, 0.1 / Animation_Speed do
1436
		Swait()
1437
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1438
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1439
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1440
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1441
		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)
1442
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1443
	end
1444
	for i=0, 1, 0.1 / Animation_Speed do
1445
		Swait()
1446
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1447
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1448
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1449
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1450
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1451
		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)
1452
	end
1453
	for i=0, 1, 0.1 / Animation_Speed do
1454
		Swait()
1455
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1456
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1457
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1458
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1459
		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)
1460
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1461
	end
1462
	for i=0, 1, 0.1 / Animation_Speed do
1463
		Swait()
1464
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1465
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1466
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1467
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1468
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1469
		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)
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, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1476
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / 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(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1479
	end
1480
	for i=0, 1, 0.1 / Animation_Speed do
1481
		Swait()
1482
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1483
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1484
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1485
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1486
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1487
		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)
1488
	end
1489
	for i=0, 1, 0.1 / Animation_Speed do
1490
		Swait()
1491
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1492
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1493
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1494
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1495
		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)
1496
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1497
	end
1498
	for i=0, 1, 0.1 / Animation_Speed do
1499
		Swait()
1500
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1501
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1502
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1503
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1504
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1505
		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)
1506
	end
1507
	for i=0, 1, 0.1 / Animation_Speed do
1508
		Swait()
1509
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1510
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1511
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1512
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1513
		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)
1514
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1515
	end
1516
	for i=0, 1, 0.1 / Animation_Speed do
1517
		Swait()
1518
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1519
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1520
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1521
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1522
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1523
		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)
1524
	end
1525
	for i=0, 1, 0.1 / Animation_Speed do
1526
		Swait()
1527
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1528
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1529
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1530
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1531
		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)
1532
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1533
	end
1534
	for i=0, 1, 0.1 / Animation_Speed do
1535
		Swait()
1536
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1537
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1538
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1539
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1540
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1541
		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)
1542
	end
1543
	for i=0, 1, 0.1 / Animation_Speed do
1544
		Swait()
1545
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1546
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1547
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1548
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1549
		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)
1550
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1551
	end
1552
	for i=0, 1, 0.1 / Animation_Speed do
1553
		Swait()
1554
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1555
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1556
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1557
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1558
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1559
		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)
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, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1566
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / 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(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1569
	end
1570
	for i=0, 1, 0.1 / Animation_Speed do
1571
		Swait()
1572
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1573
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1574
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1575
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1576
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1577
		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)
1578
	end
1579
	for i=0, 1, 0.1 / Animation_Speed do
1580
		Swait()
1581
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1582
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1583
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1584
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1585
		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)
1586
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1587
	end
1588
	for i=0, 1, 0.1 / Animation_Speed do
1589
		Swait()
1590
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1591
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1592
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1593
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1594
		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)
1595
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1596
	end
1597
	for i=0, 1, 0.1 / Animation_Speed do
1598
		Swait()
1599
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1600
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1601
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1602
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1603
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1604
		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)
1605
	end
1606
	for i=0, 1, 0.1 / Animation_Speed do
1607
		Swait()
1608
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1609
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1610
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1611
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1612
		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)
1613
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1614
	end
1615
	for i=0, 1, 0.1 / Animation_Speed do
1616
		Swait()
1617
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1618
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1619
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1620
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1621
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1622
		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)
1623
	end
1624
	for i=0, 1, 0.1 / Animation_Speed do
1625
		Swait()
1626
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1627
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1628
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1629
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1630
		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)
1631
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1632
	end
1633
	for i=0, 1, 0.1 / Animation_Speed do
1634
		Swait()
1635
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1636
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1637
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1638
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1639
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1640
		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)
1641
	end
1642
	for i=0, 1, 0.1 / Animation_Speed do
1643
		Swait()
1644
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1645
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1646
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1647
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1648
		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)
1649
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1650
	end
1651
	for i=0, 1, 0.1 / Animation_Speed do
1652
		Swait()
1653
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1654
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1655
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1656
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1657
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1658
		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)
1659
	end
1660
	for i=0, 1, 0.1 / Animation_Speed do
1661
		Swait()
1662
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1663
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1664
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1665
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1666
		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)
1667
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1668
	end
1669
	for i=0, 1, 0.1 / Animation_Speed do
1670
		Swait()
1671
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1672
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1673
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1674
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1675
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1676
		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)
1677
	end
1678
	for i=0, 1, 0.1 / Animation_Speed do
1679
		Swait()
1680
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1681
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1682
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1683
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1684
		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)
1685
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1686
	end
1687
	for i=0, 1, 0.1 / Animation_Speed do
1688
		Swait()
1689
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1690
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1691
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1692
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1693
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1694
		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)
1695
	end
1696
	for i=0, 1, 0.1 / Animation_Speed do
1697
		Swait()
1698
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1699
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1700
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1701
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1702
		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)
1703
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1704
	end
1705
	for i=0, 1, 0.1 / Animation_Speed do
1706
		Swait()
1707
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1708
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1709
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1710
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1711
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1712
		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)
1713
	end
1714
	for i=0, 1, 0.1 / Animation_Speed do
1715
		Swait()
1716
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1717
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1718
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1719
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1720
		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)
1721
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1722
	end
1723
	for i=0, 1, 0.1 / Animation_Speed do
1724
		Swait()
1725
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1726
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1727
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1728
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1729
		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)
1730
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1731
	end
1732
	for i=0, 1, 0.1 / Animation_Speed do
1733
		Swait()
1734
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1735
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1736
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1737
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1738
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1739
		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)
1740
	end
1741
	for i=0, 1, 0.1 / Animation_Speed do
1742
		Swait()
1743
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1744
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1745
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1746
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1747
		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)
1748
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1749
	end
1750
	for i=0, 1, 0.1 / Animation_Speed do
1751
		Swait()
1752
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1753
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1754
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1755
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1756
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1757
		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)
1758
	end
1759
	for i=0, 1, 0.1 / Animation_Speed do
1760
		Swait()
1761
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1762
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1763
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1764
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1765
		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)
1766
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1767
	end
1768
	for i=0, 1, 0.1 / Animation_Speed do
1769
		Swait()
1770
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1771
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1772
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1773
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1774
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1775
		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)
1776
	end
1777
	for i=0, 1, 0.1 / Animation_Speed do
1778
		Swait()
1779
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1780
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1781
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1782
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1783
		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)
1784
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1785
	end
1786
	for i=0, 1, 0.1 / Animation_Speed do
1787
		Swait()
1788
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1789
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1790
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1791
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1792
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1793
		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)
1794
	end
1795
	for i=0, 1, 0.1 / Animation_Speed do
1796
		Swait()
1797
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1798
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1799
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1800
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1801
		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)
1802
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1803
	end
1804
	for i=0, 1, 0.1 / Animation_Speed do
1805
		Swait()
1806
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1807
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1808
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1809
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1810
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1811
		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)
1812
	end
1813
	for i=0, 1, 0.1 / Animation_Speed do
1814
		Swait()
1815
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1816
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1817
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1818
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1819
		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)
1820
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1821
	end
1822
	for i=0, 1, 0.1 / Animation_Speed do
1823
		Swait()
1824
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1825
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1826
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1827
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1828
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1829
		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)
1830
	end
1831
	for i=0, 1, 0.1 / Animation_Speed do
1832
		Swait()
1833
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1834
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1835
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1836
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1837
		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)
1838
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1839
	end
1840
	for i=0, 1, 0.1 / Animation_Speed do
1841
		Swait()
1842
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1843
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1844
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1845
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1846
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1847
		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)
1848
	end
1849
	for i=0, 1, 0.1 / Animation_Speed do
1850
		Swait()
1851
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1852
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1853
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1854
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1855
		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)
1856
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1857
	end
1858
	for i=0, 1, 0.1 / Animation_Speed do
1859
		Swait()
1860
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1861
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1862
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1863
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1864
		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)
1865
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1866
	end
1867
	for i=0, 1, 0.1 / Animation_Speed do
1868
		Swait()
1869
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1870
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1871
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1872
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1873
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1874
		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)
1875
	end
1876
	for i=0, 1, 0.1 / Animation_Speed do
1877
		Swait()
1878
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1879
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1880
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1881
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1882
		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)
1883
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1884
	end
1885
	for i=0, 1, 0.1 / Animation_Speed do
1886
		Swait()
1887
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1888
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1889
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1890
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1891
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1892
		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)
1893
	end
1894
	for i=0, 1, 0.1 / Animation_Speed do
1895
		Swait()
1896
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1897
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1898
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1899
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1900
		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)
1901
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1902
	end
1903
	for i=0, 1, 0.1 / Animation_Speed do
1904
		Swait()
1905
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1906
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1907
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1908
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1909
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1910
		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)
1911
	end
1912
	for i=0, 1, 0.1 / Animation_Speed do
1913
		Swait()
1914
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1915
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1916
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1917
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1918
		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)
1919
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1920
	end
1921
	for i=0, 1, 0.1 / Animation_Speed do
1922
		Swait()
1923
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1924
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1925
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1926
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1927
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1928
		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)
1929
	end
1930
	for i=0, 1, 0.1 / Animation_Speed do
1931
		Swait()
1932
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1933
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1934
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1935
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1936
		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)
1937
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1938
	end
1939
	for i=0, 1, 0.1 / Animation_Speed do
1940
		Swait()
1941
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1942
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1943
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1944
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1945
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1946
		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)
1947
	end
1948
	for i=0, 1, 0.1 / Animation_Speed do
1949
		Swait()
1950
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1951
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1952
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1953
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1954
		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)
1955
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1956
	end
1957
	for i=0, 1, 0.1 / Animation_Speed do
1958
		Swait()
1959
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1960
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1961
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1962
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1963
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1964
		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)
1965
	end
1966
	for i=0, 1, 0.1 / Animation_Speed do
1967
		Swait()
1968
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1969
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1970
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1971
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1972
		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)
1973
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1974
	end
1975
	for i=0, 1, 0.1 / Animation_Speed do
1976
		Swait()
1977
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1978
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1979
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1980
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1981
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1982
		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)
1983
	end
1984
	for i=0, 1, 0.1 / Animation_Speed do
1985
		Swait()
1986
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1987
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1988
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1989
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1990
		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)
1991
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1992
	end
1993
	for i=0, 1, 0.1 / Animation_Speed do
1994
		Swait()
1995
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1996
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
1997
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
1998
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
1999
		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)
2000
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2001
	end
2002
	for i=0, 1, 0.1 / Animation_Speed do
2003
		Swait()
2004
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2005
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2006
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2007
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2008
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2009
		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)
2010
	end
2011
	for i=0, 1, 0.1 / Animation_Speed do
2012
		Swait()
2013
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2014
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2015
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2016
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2017
		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)
2018
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2019
	end
2020
	for i=0, 1, 0.1 / Animation_Speed do
2021
		Swait()
2022
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2023
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2024
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2025
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2026
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2027
		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)
2028
	end
2029
	for i=0, 1, 0.1 / Animation_Speed do
2030
		Swait()
2031
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2032
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2033
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2034
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2035
		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)
2036
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2037
	end
2038
	for i=0, 1, 0.1 / Animation_Speed do
2039
		Swait()
2040
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2041
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2042
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2043
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2044
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2045
		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)
2046
	end
2047
	for i=0, 1, 0.1 / Animation_Speed do
2048
		Swait()
2049
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2050
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2051
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2052
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2053
		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)
2054
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2055
	end
2056
	for i=0, 1, 0.1 / Animation_Speed do
2057
		Swait()
2058
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2059
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2060
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2061
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2062
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2063
		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)
2064
	end
2065
	for i=0, 1, 0.1 / Animation_Speed do
2066
		Swait()
2067
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2068
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2069
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2070
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2071
		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)
2072
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2073
	end
2074
	for i=0, 1, 0.1 / Animation_Speed do
2075
		Swait()
2076
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2077
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2078
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2079
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2080
		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)
2081
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2082
	end
2083
	for i=0, 1, 0.1 / Animation_Speed do
2084
		Swait()
2085
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2086
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2087
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2088
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2089
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2090
		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)
2091
	end
2092
	for i=0, 1, 0.1 / Animation_Speed do
2093
		Swait()
2094
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2095
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2096
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2097
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2098
		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)
2099
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2100
	end
2101
	for i=0, 1, 0.1 / Animation_Speed do
2102
		Swait()
2103
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2104
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2105
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2106
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2107
		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)
2108
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2109
	end
2110
	for i=0, 1, 0.1 / Animation_Speed do
2111
		Swait()
2112
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2113
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2114
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2115
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2116
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2117
		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)
2118
	end
2119
	for i=0, 1, 0.1 / Animation_Speed do
2120
		Swait()
2121
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2122
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2123
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2124
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2125
		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)
2126
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2127
	end
2128
	for i=0, 1, 0.1 / Animation_Speed do
2129
		Swait()
2130
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2131
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2132
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2133
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2134
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2135
		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)
2136
	end
2137
	for i=0, 1, 0.1 / Animation_Speed do
2138
		Swait()
2139
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2140
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2141
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2142
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2143
		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)
2144
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2145
	end
2146
	for i=0, 1, 0.1 / Animation_Speed do
2147
		Swait()
2148
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2149
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2150
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2151
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2152
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2153
		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)
2154
	end
2155
	for i=0, 1, 0.1 / Animation_Speed do
2156
		Swait()
2157
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2158
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2159
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2160
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2161
		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)
2162
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2163
	end
2164
	for i=0, 1, 0.1 / Animation_Speed do
2165
		Swait()
2166
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2167
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2168
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2169
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2170
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2171
		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)
2172
	end
2173
	for i=0, 1, 0.1 / Animation_Speed do
2174
		Swait()
2175
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2176
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2177
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2178
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2179
		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)
2180
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2181
	end
2182
	for i=0, 1, 0.1 / Animation_Speed do
2183
		Swait()
2184
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2185
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2186
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2187
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2188
		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)
2189
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2190
	end
2191
	for i=0, 1, 0.1 / Animation_Speed do
2192
		Swait()
2193
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2194
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2195
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2196
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2197
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2198
		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)
2199
	end
2200
	for i=0, 1, 0.1 / Animation_Speed do
2201
		Swait()
2202
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2203
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2204
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2205
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2206
		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)
2207
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2208
	end
2209
	for i=0, 1, 0.1 / Animation_Speed do
2210
		Swait()
2211
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2212
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2213
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2214
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2215
		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)
2216
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2217
	end
2218
	for i=0, 1, 0.1 / Animation_Speed do
2219
		Swait()
2220
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2221
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2222
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2223
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2224
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2225
		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)
2226
	end
2227
	for i=0, 1, 0.1 / Animation_Speed do
2228
		Swait()
2229
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2230
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2231
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2232
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2233
		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)
2234
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2235
	end
2236
	for i=0, 1, 0.1 / Animation_Speed do
2237
		Swait()
2238
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2239
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2240
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2241
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2242
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2243
		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)
2244
	end
2245
	for i=0, 1, 0.1 / Animation_Speed do
2246
		Swait()
2247
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2248
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2249
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2250
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2251
		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)
2252
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2253
	end
2254
	for i=0, 1, 0.1 / Animation_Speed do
2255
		Swait()
2256
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2257
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2258
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2259
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2260
		RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2261
		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)
2262
	end
2263
	for i=0, 1, 0.1 / Animation_Speed do
2264
		Swait()
2265
		RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2266
		Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2267
		RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2268
		LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2269
		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)
2270
		LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
2271
	end
2272
	wait(1)
2273
	ATTACK = false
2274
	Rooted = false
2275
end
2276
2277
2278
2279
function MouseUp(Mouse)
2280
HOLD = false
2281
end
2282
2283
function KeyDown(Key)
2284
	KEYHOLD = true
2285
	if Key == "e" and ATTACK == false then
2286
		punche()
2287
2288
	end
2289
end
2290
2291
function KeyUp(Key)
2292
	KEYHOLD = false
2293
end
2294
2295
	Mouse.Button1Down:connect(function(NEWKEY)
2296
		MouseDown(NEWKEY)
2297
	end)
2298
	Mouse.Button1Up:connect(function(NEWKEY)
2299
		MouseUp(NEWKEY)
2300
	end)
2301
	Mouse.KeyDown:connect(function(NEWKEY)
2302
		KeyDown(NEWKEY)
2303
	end)
2304
	Mouse.KeyUp:connect(function(NEWKEY)
2305
		KeyUp(NEWKEY)
2306
	end)
2307
2308
2309
Humanoid.Changed:connect(function(Jump)
2310
	if Jump == "Jump" and (Disable_Jump == true) then
2311
		Humanoid.Jump = false
2312
	end
2313
end)
2314
2315
while true do
2316
	Swait()
2317
	script.Parent = WEAPONGUI
2318
	ANIMATE.Parent = nil
2319
	for _,v in next, Humanoid:GetPlayingAnimationTracks() do
2320
	    v:Stop();
2321
	end
2322
	SINE = SINE + CHANGE
2323
	local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
2324
	local TORSOVERTICALVELOCITY = RootPart.Velocity.y
2325
	local HITFLOOR = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4, Character)
2326
	local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16)
2327
	if ANIM == "Walk" and TORSOVELOCITY > 1 then
2328
		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)
2329
		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)
2330
		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)
2331
		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)
2332
	elseif (ANIM ~= "Walk") or (TORSOVELOCITY < 1) then
2333
		RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
2334
		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)
2335
		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)
2336
		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)
2337
	end
2338
	if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then
2339
		ANIM = "Jump"
2340
		if PLAYANIMS == true then
2341
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
2342
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
2343
			RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
2344
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
2345
			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)
2346
			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)
2347
	    end
2348
	elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then
2349
		ANIM = "Fall"
2350
		if PLAYANIMS == true then
2351
			RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 ) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
2352
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
2353
			RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
2354
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
2355
			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)
2356
			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)
2357
		end
2358
	elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
2359
		ANIM = "Idle"
2360
		if PLAYANIMS == true then
2361
			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)
2362
			Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.15 / Animation_Speed)
2363
			RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2364
			LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2365
			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)
2366
			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)
2367
		end
2368
	elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
2369
		ANIM = "Walk"
2370
		if PLAYANIMS == true then
2371
				RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
2372
				Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
2373
				RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
2374
				LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
2375
				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)
2376
				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)
2377
2378
			end
2379
		end
2380
	end
2381
	if Rooted == false then
2382
		Disable_Jump = false
2383
		Humanoid.WalkSpeed = Speed
2384
	elseif Rooted == true then
2385
		Disable_Jump = true
2386
		Humanoid.WalkSpeed = 0
2387
	end
2388
2389
	Humanoid.Health = Humanoid.Health + 1