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do -- Setup
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if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
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local Player,game,owner = owner,game
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local RealPlayer = Player
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do
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	print("FE Compatibility code by Mokiros")
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	local rp = RealPlayer
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	script.Parent = rp.Character
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	--RemoteEvent for communicating
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	local Event = Instance.new("RemoteEvent")
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	Event.Name = "UserInput_Event"
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	--Fake event to make stuff like Mouse.KeyDown work
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	local function fakeEvent()
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		local t = {_fakeEvent=true,Functions={},Connect=function(self,f)table.insert(self.Functions,f) end}
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		t.connect = t.Connect
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		return t
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	end
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	--Creating fake input objects with fake variables
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    local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent()}
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	local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
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	local CAS = {Actions={},BindAction=function(self,name,fun,touch,...)
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		CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil
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	end}
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	--Merged 2 functions into one by checking amount of arguments
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	CAS.UnbindAction = CAS.BindAction
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	--This function will trigger the events that have been :Connect()'ed
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	local function te(self,ev,...)
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		local t = m[ev]
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		if t and t._fakeEvent then
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			for _,f in pairs(t.Functions) do
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				f(...)
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			end
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		end
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	end
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	m.TrigEvent = te
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	UIS.TrigEvent = te
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	Event.OnServerEvent:Connect(function(plr,io)
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	    if plr~=rp then return end
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		m.Target = io.Target
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		m.Hit = io.Hit
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		if not io.isMouse then
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			local b = io.UserInputState == Enum.UserInputState.Begin
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			if io.UserInputType == Enum.UserInputType.MouseButton1 then
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				return m:TrigEvent(b and "Button1Down" or "Button1Up")
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			end
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			for _,t in pairs(CAS.Actions) do
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				for _,k in pairs(t.Keys) do
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					if k==io.KeyCode then
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						t.Function(t.Name,io.UserInputState,io)
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					end
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				end
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			end
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			m:TrigEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower())
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			UIS:TrigEvent(b and "InputBegan" or "InputEnded",io,false)
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	    end
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	end)
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	Event.Parent = NLS([==[
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	local Player = game:GetService("Players").LocalPlayer
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	local Event = script:WaitForChild("UserInput_Event")
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	local Mouse = Player:GetMouse()
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	local UIS = game:GetService("UserInputService")
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	local input = function(io,a)
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		if a then return end
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		--Since InputObject is a client-side instance, we create and pass table instead
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		Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState,Hit=Mouse.Hit,Target=Mouse.Target})
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	end
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	UIS.InputBegan:Connect(input)
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	UIS.InputEnded:Connect(input)
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	local h,t
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	--Give the server mouse data 30 times every second, but only if the values changed
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	--If player is not moving their mouse, client won't fire events
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	while wait(1/30) do
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		if h~=Mouse.Hit or t~=Mouse.Target then
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			h,t=Mouse.Hit,Mouse.Target
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			Event:FireServer({isMouse=true,Target=t,Hit=h})
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		end
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	end]==],Player.Character)
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	----Sandboxed game object that allows the usage of client-side methods and services
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	--Real game object
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	local _rg = game
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	--Metatable for fake service
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	local fsmt = {
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		__index = function(self,k)
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			local s = rawget(self,"_RealService")
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			if s then return s[k] end
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		end,
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		__newindex = function(self,k,v)
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			local s = rawget(self,"_RealService")
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			if s then s[k]=v end
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		end,
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		__call = function(self,...)
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			local s = rawget(self,"_RealService")
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			if s then return s(...) end
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		end
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	}
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	local function FakeService(t,RealService)
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		t._RealService = typeof(RealService)=="string" and _rg:GetService(RealService) or RealService
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		return setmetatable(t,fsmt)
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	end
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	--Fake game object
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	local g = {
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		GetService = function(self,s)
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			return self[s]
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		end,
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		Players = FakeService({
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			LocalPlayer = FakeService({GetMouse=function(self)return m end},Player)
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		},"Players"),
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		UserInputService = FakeService(UIS,"UserInputService"),
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		ContextActionService = FakeService(CAS,"ContextActionService"),
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	}
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	rawset(g.Players,"localPlayer",g.Players.LocalPlayer)
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	g.service = g.GetService
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	g.RunService = FakeService({
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		RenderStepped = _rg:GetService("RunService").Heartbeat,
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		BindToRenderStep = function(self,name,_,fun)
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			self._btrs[name] = self.Heartbeat:Connect(fun)
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		end,
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		UnbindFromRenderStep = function(self,name)
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			self._btrs[name]:Disconnect()
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		end,
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	},"RunService")
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	setmetatable(g,{
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		__index=function(self,s)
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			return _rg:GetService(s) or typeof(_rg[s])=="function"
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			and function(_,...)return _rg[s](_rg,...)end or _rg[s]
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		end,
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		__newindex = fsmt.__newindex,
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		__call = fsmt.__call
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	})
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	--Changing owner to fake player object to support owner:GetMouse()
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	game,owner = g,g.Players.LocalPlayer
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end
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    print("Loading long neck script by Joji1000...")
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    Player = owner
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    Character = Player.Character
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    Create = function(DataList)
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        local Item = Instance.new(DataList[1])
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        for Name,Data in pairs(DataList) do
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            if Name~=1 then
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                Item[Name] = Data
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            end
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        end
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        return Item
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    end
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end
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do -- Sequence
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    Character.Torso.Neck:Destroy()
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    BottomHeadAttachment = Create{
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        "Attachment",
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        ["Parent"]= Character.Head,
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        ["Name"] = "BottomHeadAttachment",
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        ["Position"] = Vector3.new(0,-0.6,0)
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    }
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    NewNeck = Create{
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        "RodConstraint",
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        ["Parent"] = Character.Head,
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        ["Attachment0"] = Character.Torso.NeckAttachment,
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        ["Attachment1"] = BottomHeadAttachment,
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        ["Visible"] = true,
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        ["Name"] = "Neck",
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        ["Color"] = BrickColor.new(Character:WaitForChild("Body Colors").HeadColor3),
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        ["Thickness"] = 1
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    }
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    Trail = Create{
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        "Trail",
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        ["Parent"] = BottomHeadAttachment,
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        ["Attachment0"] = Character.Torso.NeckAttachment,
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        ["Attachment1"] = BottomHeadAttachment,
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        ["Color"] = ColorSequence.new(Character:WaitForChild("Body Colors").HeadColor3),
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        ["Color"] = ColorSequence.new(Character:WaitForChild("Cyan").HeadColor3),
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        ["Lifetime"] = .1,
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        ["Transparency"] = NumberSequence.new(0.5,1)
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    }
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    BodyForce = Create{
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        "BodyForce",
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        ["Parent"] = Character.Head,
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        ["force"] = Vector3.new(0,game.Workspace.Gravity*2,0)*Player.Character.Head:GetMass()
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    }
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    print("Enjoy your new neck!")
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end