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- --personsadminlol made this---
- - shortcuts
- v3 = Vector3.new
- cn = CFrame.new
- ca2 = CFrame.Angles
- mf = math.floor
- mran = math.random
- mrad = math.rad
- mdeg = math.deg
- ca = function(x,y,z) return ca2(mrad(x),mrad(y),mrad(z)) end
- mran2 = function(a,b) return mran(a*1000,b*1000)/1000 end
- ud=UDim2.new
- bn = BrickColor.new
- c3 = Color3.new
- -----
- --Player='Diitto'
- Players=game:service'Players'
- Player=Players.LocalPlayer --
- if tab.co then v.BrickColor=bn(tab.co) end
- if tab.tr then v.Transparency=tab.tr end
- if tab.rf then v.Reflectance=tab.rf end
- if tab.can then v.CanCollide=tab.can end
- if tab.cf then v.CFrame=tab.cf end
- if tab.an then v.Anchored=tab.an end
- if tab.na then v.Name=tab.na end
- if tab.ma then v.Material=tab.ma end
- v.Parent=tab[1]
- v:BreakJoints()
- LastMade=v
- return v
- end
- function getoutline(x,z,i)
- return math.sqrt(x^2+z^2)+(i or 0.05),mdeg(math.atan2(x,z))
- end
- function v32(cf)
- local x,y,z=cf:toEulerAnglesXYZ()
- return v3(mdeg(x),mdeg(y),mdeg(z))
- end
- WeldLib={}
- function GetWeld(weld,CO)
- if tab.co then v.BrickColor=bn(tab.co) end
- if tab.tr then v.Transparency=tab.tr end
- if tab.rf then v.Reflectance=tab.rf end
- if tab.can then v.CanCollide=tab.can end
- if tab.cf then v.CFrame=tab.cf end
- if tab.an then v.Anchored=tab.an end
- if tab.na then v.Name=tab.na end
- if tab.ma then v.Material=tab.ma end
- v.Parent=tab[1]
- v:BreakJoints()
- LastMade=v
- return v
- end
- function getoutline(x,z,i)
- return math.sqrt(x^2+z^2)+(i or 0.05),mdeg(math.atan2(x,z))
- end
- function v32(cf)
- local x,y,z=cf:toEulerAnglesXYZ()
- return v3(mdeg(x),mdeg(y),mdeg(z))
- end
- WeldLib={}
- function GetWeld(weld,CO)oy = math.abs(origangle.y - nextangle.y) *perc end
- if origangle.z > nextangle.z then toz = -math.abs(origangle.z - nextangle.z) *perc
- else toz = math.abs(origangle.z - nextangle.z) *perc end
- local tox2,toy2,toz2 = 0,0,0
- if origpos.x > nextpos.x then
- tox2 = -math.abs(origpos.x - nextpos.x) *perc
- else tox2 = math.abs(origpos.x - nextpos.x) *perc end
- if origpos.y > nextpos.y then
- toy2 = -math.abs(origpo
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