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trumpet boi

Apr 24th, 2019
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  1. --https://github.com/Mokiros/roblox-FE-compatibility
  2. if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
  3. local Player,game,owner = owner,game
  4. local RealPlayer = Player
  5. do print("FE Compatibility code V2 by Mokiros")local RealPlayer=RealPlayer;script.Parent=RealPlayer.Character;local a=function(b)b[1].f[b[2]]=nil end;local c={__index={disconnect=a,Disconnect=a}}local d={__index={Connect=function(b,e)local f=tostring(math.random(0,10000))while b.f[f]do f=tostring(math.random(0,10000))end;b.f[f]=e;return setmetatable({b,f},c)end}}d.__index.connect=d.__index.Connect;local function g()return setmetatable({f={}},d)end;local h={Hit=CFrame.new(),KeyUp=g(),KeyDown=g(),Button1Up=g(),Button1Down=g(),Button2Up=g(),Button2Down=g()}h.keyUp=h.KeyUp;h.keyDown=h.KeyDown;local i={InputBegan=g(),InputEnded=g()}local CAS={Actions={},BindAction=function(self,j,k,l,...)CAS.Actions[j]=k and{Name=j,Function=k,Keys={...}}or nil end}CAS.UnbindAction=CAS.BindAction;local function m(self,n,...)for o,e in pairs(self[n].f)do e(...)end end;h.T=m;i.T=m;local p=Instance.new("RemoteEvent")p.Name="UserInput_Event"p.OnServerEvent:Connect(function(q,r)if q~=RealPlayer then return end;h.Target=r.e;h.Hit=r.d;if not r.f then local s=r.c==Enum.UserInputState.Begin;if r.b==Enum.UserInputType.MouseButton1 then return h:T(s and"Button1Down"or"Button1Up")end;if r.b==Enum.UserInputType.MouseButton2 then return h:T(s and"Button2Down"or"Button2Up")end;for o,t in pairs(CAS.Actions)do for o,u in pairs(t.Keys)do if u==r.a then t.Function(t.Name,r.c,r)end end end;h:T(s and"KeyDown"or"KeyUp",r.a.Name:lower())i:T(s and"InputBegan"or"InputEnded",r,false)end end)p.Parent=NLS([==[local a=script:WaitForChild("UserInput_Event")local b=owner:GetMouse()local c=game:GetService("UserInputService")local d=function(e,f)if f then return end;a:FireServer({a=e.KeyCode,b=e.UserInputType,c=e.UserInputState,d=b.Hit,e=b.Target})end;c.InputBegan:Connect(d)c.InputEnded:Connect(d)local g,h;local i=game:GetService("RunService").Heartbeat;while true do if g~=b.Hit or h~=b.Target then g,h=b.Hit,b.Target;a:FireServer({f=1,Target=h,d=g})end;for j=1,2 do i:Wait()end end]==],script)local v=game;local w={__index=function(self,u)local x=rawget(self,"_RealService")if x then return typeof(x[u])=="function"and function(o,...)return x[u](x,...)end or x[u]end end,__newindex=function(self,u,y)local x=rawget(self,"_RealService")if x then x[u]=y end end}local function z(t,A)t._RealService=typeof(A)=="string"and v:GetService(A)or A;return setmetatable(t,w)end;local B={GetService=function(self,x)return rawget(self,x)or v:GetService(x)end,Players=z({LocalPlayer=z({GetMouse=function(self)return h end},Player)},"Players"),UserInputService=z(i,"UserInputService"),ContextActionService=z(CAS,"ContextActionService"),RunService=z({_btrs={},RenderStepped=v:GetService("RunService").Heartbeat,BindToRenderStep=function(self,j,o,k)self._btrs[j]=self.Heartbeat:Connect(k)end,UnbindFromRenderStep=function(self,j)self._btrs[j]:Disconnect()end},"RunService")}rawset(B.Players,"localPlayer",B.Players.LocalPlayer)B.service=B.GetService;z(B,game)game,owner=B,B.Players.LocalPlayer end
  6.  
  7. ----------------------------------------------
  8.  
  9. --Made by goodguyaiden------------------------
  10. --Remake on Iliketrains spider----------------
  11. --Replaced ITS TIME TO Stop with FBI OPEN UP--
  12.  
  13. ----------------------------------------------
  14.  
  15. wait(0.2)
  16. plr = game.Players.LocalPlayer
  17. repeat wait() until plr.Character
  18. char = plr.Character
  19. local mouse = plr:GetMouse()
  20. local Player = game:service'Players'.localPlayer
  21. local chara = Player.Character
  22. Player=game:GetService("Players").LocalPlayer
  23. Character=Player.Character
  24. PlayerGui=Player.PlayerGui
  25. Backpack=Player.Backpack
  26. Torso=Character.Torso
  27. Head=Character.Head
  28. Humanoid=Character.Humanoid
  29. m=Instance.new('Model',Character)
  30. LeftArm=Character["Left Arm"]
  31. LeftLeg=Character["Left Leg"]
  32. RightArm=Character["Right Arm"]
  33. RightLeg=Character["Right Leg"]
  34. LS=Torso["Left Shoulder"]
  35. LH=Torso["Left Hip"]
  36. RS=Torso["Right Shoulder"]
  37. RH=Torso["Right Hip"]
  38. Face = Head.face
  39. Neck=Torso.Neck
  40. it=Instance.new
  41. attacktype=1
  42. vt=Vector3.new
  43. cf=CFrame.new
  44. cl3=Color3.new
  45. rgb=Color3.fromRGB
  46. bcn=BrickColor.new
  47. euler=CFrame.fromEulerAnglesXYZ
  48. angles=CFrame.Angles
  49. Humanoid.WalkSpeed = 14
  50. Player = game:GetService("Players").LocalPlayer
  51. PlayerGui = Player.PlayerGui
  52. Cam = workspace.CurrentCamera
  53. Backpack = Player.Backpack
  54. Character = Player.Character
  55. Humanoid = Character.Humanoid
  56. Mouse = Player:GetMouse()
  57. RootPart = Character["HumanoidRootPart"]
  58. Torso = Character["Torso"]
  59. Head = Character["Head"]
  60. RightArm = Character["Right Arm"]
  61. LeftArm = Character["Left Arm"]
  62. RightLeg = Character["Right Leg"]
  63. LeftLeg = Character["Left Leg"]
  64. RootJoint = RootPart["RootJoint"]
  65. Neck = Torso["Neck"]
  66. RightShoulder = Torso["Right Shoulder"]
  67. LeftShoulder = Torso["Left Shoulder"]
  68. RightHip = Torso["Right Hip"]
  69. LeftHip = Torso["Left Hip"]
  70. Sound0 = Instance.new("Sound")
  71. Sound0.Volume = 8
  72. Sound0.Parent = game.Players.LocalPlayer.Character.Head
  73. Sound0.SoundId = "rbxassetid://1564751175"
  74. Sound0.Looped = true
  75. Sound0:Play()
  76. IT = Instance.new
  77. CF = CFrame.new
  78. VT = Vector3.new
  79. RAD = math.rad
  80. C3 = Color3.new
  81. UD2 = UDim2.new
  82. BRICKC = BrickColor.new
  83. ANGLES = CFrame.Angles
  84. EULER = CFrame.fromEulerAnglesXYZ
  85. COS = math.cos
  86. ACOS = math.acos
  87. SIN = math.sin
  88. ASIN = math.asin
  89. ABS = math.abs
  90. MRANDOM = math.random
  91. FLOOR = math.floor
  92. Animation_Speed = 3
  93. Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)
  94. local Speed = 12
  95. local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
  96. local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
  97. local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))
  98. local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))
  99. local DAMAGEMULTIPLIER = 1
  100. local ANIM = "Idle"
  101. local ATTACK = false
  102. local EQUIPPED = false
  103. local HOLD = false
  104. local COMBO = 1
  105. local Rooted = false
  106. local SINE = 0
  107. local KEYHOLD = false
  108. local CHANGE = 2 / Animation_Speed
  109. local WALKINGANIM = false
  110. local VALUE1 = false
  111. local VALUE2 = false
  112. local ROBLOXIDLEANIMATION = IT("Animation")
  113. ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
  114. ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
  115. --ROBLOXIDLEANIMATION.Parent = Humanoid
  116. local WEAPONGUI = IT("ScreenGui", PlayerGui)
  117. WEAPONGUI.Name = "Weapon GUI"
  118. local Weapon = IT("Model")
  119. Weapon.Name = "Adds"
  120. local Effects = IT("Folder", Weapon)
  121. Effects.Name = "Effects"
  122. local ANIMATOR = Humanoid.Animator
  123. local ANIMATE = Character.Animate
  124. local UNANCHOR = true
  125. local PLAYANIMS = true
  126. ArtificialHB = Instance.new("BindableEvent", script)
  127. ArtificialHB.Name = "ArtificialHB"
  128.  
  129. script:WaitForChild("ArtificialHB")
  130.  
  131. frame = Frame_Speed
  132. tf = 0
  133. allowframeloss = false
  134. tossremainder = false
  135. lastframe = tick()
  136. script.ArtificialHB:Fire()
  137.  
  138. function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
  139. return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
  140. end
  141.  
  142. function PositiveAngle(NUMBER)
  143. if NUMBER >= 0 then
  144. NUMBER = 0
  145. end
  146. return NUMBER
  147. end
  148.  
  149. function NegativeAngle(NUMBER)
  150. if NUMBER <= 0 then
  151. NUMBER = 0
  152. end
  153. return NUMBER
  154. end
  155.  
  156. function Swait(NUMBER)
  157. if NUMBER == 0 or NUMBER == nil then
  158. ArtificialHB.Event:wait()
  159. else
  160. for i = 1, NUMBER do
  161. ArtificialHB.Event:wait()
  162. end
  163. end
  164. end
  165.  
  166. function QuaternionFromCFrame(cf)
  167. local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
  168. local trace = m00 + m11 + m22
  169. if trace > 0 then
  170. local s = math.sqrt(1 + trace)
  171. local recip = 0.5 / s
  172. return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
  173. else
  174. local i = 0
  175. if m11 > m00 then
  176. i = 1
  177. end
  178. if m22 > (i == 0 and m00 or m11) then
  179. i = 2
  180. end
  181. if i == 0 then
  182. local s = math.sqrt(m00 - m11 - m22 + 1)
  183. local recip = 0.5 / s
  184. return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
  185. elseif i == 1 then
  186. local s = math.sqrt(m11 - m22 - m00 + 1)
  187. local recip = 0.5 / s
  188. return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
  189. elseif i == 2 then
  190. local s = math.sqrt(m22 - m00 - m11 + 1)
  191. local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
  192. end
  193. end
  194. end
  195.  
  196. function QuaternionToCFrame(px, py, pz, x, y, z, w)
  197. local xs, ys, zs = x + x, y + y, z + z
  198. local wx, wy, wz = w * xs, w * ys, w * zs
  199. local xx = x * xs
  200. local xy = x * ys
  201. local xz = x * zs
  202. local yy = y * ys
  203. local yz = y * zs
  204. local zz = z * zs
  205. 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))
  206. end
  207.  
  208. function QuaternionSlerp(a, b, t)
  209. local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
  210. local startInterp, finishInterp;
  211. if cosTheta >= 0.0001 then
  212. if (1 - cosTheta) > 0.0001 then
  213. local theta = ACOS(cosTheta)
  214. local invSinTheta = 1 / SIN(theta)
  215. startInterp = SIN((1 - t) * theta) * invSinTheta
  216. finishInterp = SIN(t * theta) * invSinTheta
  217. else
  218. startInterp = 1 - t
  219. finishInterp = t
  220. end
  221. else
  222. if (1 + cosTheta) > 0.0001 then
  223. local theta = ACOS(-cosTheta)
  224. local invSinTheta = 1 / SIN(theta)
  225. startInterp = SIN((t - 1) * theta) * invSinTheta
  226. finishInterp = SIN(t * theta) * invSinTheta
  227. else
  228. startInterp = t - 1
  229. finishInterp = t
  230. end
  231. end
  232. 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
  233. end
  234.  
  235. function Clerp(a, b, t)
  236. local qa = {QuaternionFromCFrame(a)}
  237. local qb = {QuaternionFromCFrame(b)}
  238. local ax, ay, az = a.x, a.y, a.z
  239. local bx, by, bz = b.x, b.y, b.z
  240. local _t = 1 - t
  241. return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
  242. end
  243.  
  244. function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
  245. local frame = IT("Frame")
  246. frame.BackgroundTransparency = TRANSPARENCY
  247. frame.BorderSizePixel = BORDERSIZEPIXEL
  248. frame.Position = POSITION
  249. frame.Size = SIZE
  250. frame.BackgroundColor3 = COLOR
  251. frame.BorderColor3 = BORDERCOLOR
  252. frame.Name = NAME
  253. frame.Parent = PARENT
  254. return frame
  255. end
  256.  
  257. function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
  258. local label = IT("TextLabel")
  259. label.BackgroundTransparency = 1
  260. label.Size = UD2(1, 0, 1, 0)
  261. label.Position = UD2(0, 0, 0, 0)
  262. label.TextColor3 = TEXTCOLOR
  263. label.TextStrokeTransparency = STROKETRANSPARENCY
  264. label.TextTransparency = TRANSPARENCY
  265. label.FontSize = TEXTFONTSIZE
  266. label.Font = TEXTFONT
  267. label.BorderSizePixel = BORDERSIZEPIXEL
  268. label.TextScaled = false
  269. label.Text = TEXT
  270. label.Name = NAME
  271. label.Parent = PARENT
  272. return label
  273. end
  274.  
  275. function NoOutlines(PART)
  276. PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
  277. end
  278.  
  279.  
  280. function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)
  281. local NEWWELD = IT(TYPE)
  282. NEWWELD.Part0 = PART0
  283. NEWWELD.Part1 = PART1
  284. NEWWELD.C0 = C0
  285. NEWWELD.C1 = C1
  286. NEWWELD.Parent = PARENT
  287. return NEWWELD
  288. end
  289.  
  290. local S = IT("Sound")
  291.  
  292. function CreateSound(ID, PARENT, VOLUME, PITCH)
  293. local NEWSOUND = nil
  294. coroutine.resume(coroutine.create(function()
  295. NEWSOUND = S:Clone()
  296. NEWSOUND.Parent = PARENT
  297. NEWSOUND.Volume = VOLUME
  298. NEWSOUND.Pitch = PITCH
  299. NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID
  300. Swait()
  301. NEWSOUND:play()
  302. game:GetService("Debris"):AddItem(NEWSOUND, 10)
  303. end))
  304. return NEWSOUND
  305. end
  306.  
  307. function CFrameFromTopBack(at, top, back)
  308. local right = top:Cross(back)
  309. 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)
  310. end
  311.  
  312. function CreateWave(SIZE,WAIT,CFRAME,DOESROT,ROT,COLOR,GROW)
  313. local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0,0,0))
  314. local mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "20329976", "", SIZE, VT(0,0,-SIZE.X/8))
  315. wave.CFrame = CFRAME
  316. coroutine.resume(coroutine.create(function(PART)
  317. for i = 1, WAIT do
  318. Swait()
  319. mesh.Scale = mesh.Scale + GROW
  320. mesh.Offset = VT(0,0,-(mesh.Scale.X/8))
  321. if DOESROT == true then
  322. wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0,ROT,0)
  323. end
  324. wave.Transparency = wave.Transparency + (0.5/WAIT)
  325. if wave.Transparency > 0.99 then
  326. wave:remove()
  327. end
  328. end
  329. end))
  330. end
  331.  
  332. function CreateRing(SIZE,DOESROT,ROT,WAIT,CFRAME,COLOR,GROW)
  333. local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0,0,0))
  334. local mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "559831844", "", SIZE, VT(0,0,0))
  335. wave.CFrame = CFRAME
  336. coroutine.resume(coroutine.create(function(PART)
  337. for i = 1, WAIT do
  338. Swait()
  339. mesh.Scale = mesh.Scale + GROW
  340. if DOESROT == true then
  341. wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0,ROT,0)
  342. end
  343. wave.Transparency = wave.Transparency + (0.5/WAIT)
  344. if wave.Transparency > 0.99 then
  345. wave:remove()
  346. end
  347. end
  348. end))
  349. end
  350.  
  351. function MagicSphere(SIZE,WAIT,CFRAME,COLOR,GROW)
  352. local wave = CreatePart(3, Effects, "Neon", 0, 0, BRICKC(COLOR), "Effect", VT(1,1,1), true)
  353. local mesh = CreateMesh("SpecialMesh", wave, "Sphere", "", "", SIZE, VT(0,0,0))
  354. wave.CFrame = CFRAME
  355. coroutine.resume(coroutine.create(function(PART)
  356. for i = 1, WAIT do
  357. Swait()
  358. mesh.Scale = mesh.Scale + GROW
  359. wave.Transparency = wave.Transparency + (1/WAIT)
  360. if wave.Transparency > 0.99 then
  361. wave:remove()
  362. end
  363. end
  364. end))
  365. end
  366.  
  367. function Slice(KIND,SIZE,WAIT,CFRAME,COLOR,GROW)
  368. local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(1,1,1), true)
  369. local mesh = nil
  370. if KIND == "Base" then
  371. mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "448386996", "", VT(0,SIZE/10,SIZE/10), VT(0,0,0))
  372. elseif KIND == "Thin" then
  373. mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "662586858", "", VT(SIZE/10,0,SIZE/10), VT(0,0,0))
  374. elseif KIND == "Round" then
  375. mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "662585058", "", VT(SIZE/10,0,SIZE/10), VT(0,0,0))
  376. end
  377. wave.CFrame = CFRAME
  378. coroutine.resume(coroutine.create(function(PART)
  379. for i = 1, WAIT do
  380. Swait()
  381. mesh.Scale = mesh.Scale + GROW/10
  382. wave.Transparency = wave.Transparency + (0.5/WAIT)
  383. if wave.Transparency > 0.99 then
  384. wave:remove()
  385. end
  386. end
  387. end))
  388. end
  389.  
  390. function MakeForm(PART,TYPE)
  391. if TYPE == "Cyl" then
  392. local MSH = IT("CylinderMesh",PART)
  393. elseif TYPE == "Ball" then
  394. local MSH = IT("SpecialMesh",PART)
  395. MSH.MeshType = "Sphere"
  396. elseif TYPE == "Wedge" then
  397. local MSH = IT("SpecialMesh",PART)
  398. MSH.MeshType = "Wedge"
  399. end
  400. end
  401.  
  402.  
  403. function CheckTableForString(Table, String)
  404. for i, v in pairs(Table) do
  405. if string.find(string.lower(String), string.lower(v)) then
  406. return true
  407. end
  408. end
  409. return false
  410. end
  411.  
  412. function CheckIntangible(Hit)
  413. local ProjectileNames = {"Water", "Arrow", "Projectile", "Effect", "Rail", "Lightning", "Bullet"}
  414. if Hit and Hit.Parent then
  415. if ((not Hit.CanCollide or CheckTableForString(ProjectileNames, Hit.Name)) and not Hit.Parent:FindFirstChild("Humanoid")) then
  416. return true
  417. end
  418. end
  419. return false
  420. end
  421.  
  422. Debris = game:GetService("Debris")
  423.  
  424. function CastZapRay(StartPos, Vec, Length, Ignore, DelayIfHit)
  425. local Direction = CFrame.new(StartPos, Vec).lookVector
  426. local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore})
  427. local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Direction * Length), Ignore)
  428. if RayHit and CheckIntangible(RayHit) then
  429. if DelayIfHit then
  430. wait()
  431. end
  432. RayHit, RayPos, RayNormal = CastZapRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit)
  433. end
  434. return RayHit, RayPos, RayNormal
  435. end
  436.  
  437. function turnto(position)
  438. RootPart.CFrame=CFrame.new(RootPart.CFrame.p,VT(position.X,RootPart.Position.Y,position.Z)) * CFrame.new(0, 0, 0)
  439. end
  440.  
  441.  
  442.  
  443. game:GetService("RunService").Heartbeat:connect(function(s, p)
  444. tf = tf + s
  445. if tf >= frame then
  446. if allowframeloss then
  447. script.ArtificialHB:Fire()
  448. lastframe = tick()
  449. else
  450. for i = 1, math.floor(tf / frame) do
  451. script.ArtificialHB:Fire()
  452. end
  453. lastframe = tick()
  454. end
  455. if tossremainder then
  456. tf = 0
  457. else
  458. tf = tf - frame * math.floor(tf / frame)
  459. end
  460. end
  461. end)
  462. function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
  463. return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
  464. end
  465.  
  466. function PositiveAngle(NUMBER)
  467. if NUMBER >= 0 then
  468. NUMBER = 0
  469. end
  470. return NUMBER
  471. end
  472.  
  473. function NegativeAngle(NUMBER)
  474. if NUMBER <= 0 then
  475. NUMBER = 0
  476. end
  477. return NUMBER
  478. end
  479.  
  480. function Swait(NUMBER)
  481. if NUMBER == 0 or NUMBER == nil then
  482. ArtificialHB.Event:wait()
  483. else
  484. for i = 1, NUMBER do
  485. ArtificialHB.Event:wait()
  486. end
  487. end
  488. end
  489.  
  490. function CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
  491. local NEWMESH = IT(MESH)
  492. if MESH == "SpecialMesh" then
  493. NEWMESH.MeshType = MESHTYPE
  494. if MESHID ~= "nil" and MESHID ~= "" then
  495. NEWMESH.MeshId = "http://www.roblox.com/asset/?id="..MESHID
  496. end
  497. if TEXTUREID ~= "nil" and TEXTUREID ~= "" then
  498. NEWMESH.TextureId = "http://www.roblox.com/asset/?id="..TEXTUREID
  499. end
  500. end
  501. NEWMESH.Offset = OFFSET or VT(0, 0, 0)
  502. NEWMESH.Scale = SCALE
  503. NEWMESH.Parent = PARENT
  504. return NEWMESH
  505. end
  506.  
  507. function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE, ANCHOR)
  508. local NEWPART = IT("Part")
  509. NEWPART.formFactor = FORMFACTOR
  510. NEWPART.Reflectance = REFLECTANCE
  511. NEWPART.Transparency = TRANSPARENCY
  512. NEWPART.CanCollide = false
  513. NEWPART.Locked = true
  514. NEWPART.Anchored = true
  515. if ANCHOR == false then
  516. NEWPART.Anchored = false
  517. end
  518. NEWPART.BrickColor = BRICKC(tostring(BRICKCOLOR))
  519. NEWPART.Name = NAME
  520. NEWPART.Size = SIZE
  521. NEWPART.Position = Torso.Position
  522. NEWPART.Material = MATERIAL
  523. NEWPART:BreakJoints()
  524. NEWPART.Parent = PARENT
  525. return NEWPART
  526. end
  527.  
  528. local function weldBetween(a, b)
  529. local weldd = Instance.new("ManualWeld")
  530. weldd.Part0 = a
  531. weldd.Part1 = b
  532. weldd.C0 = CFrame.new()
  533. weldd.C1 = b.CFrame:inverse() * a.CFrame
  534. weldd.Parent = a
  535. return weldd
  536. end
  537.  
  538.  
  539. function QuaternionFromCFrame(cf)
  540. local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
  541. local trace = m00 + m11 + m22
  542. if trace > 0 then
  543. local s = math.sqrt(1 + trace)
  544. local recip = 0.5 / s
  545. return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
  546. else
  547. local i = 0
  548. if m11 > m00 then
  549. i = 1
  550. end
  551. if m22 > (i == 0 and m00 or m11) then
  552. i = 2
  553. end
  554. if i == 0 then
  555. local s = math.sqrt(m00 - m11 - m22 + 1)
  556. local recip = 0.5 / s
  557. return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
  558. elseif i == 1 then
  559. local s = math.sqrt(m11 - m22 - m00 + 1)
  560. local recip = 0.5 / s
  561. return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
  562. elseif i == 2 then
  563. local s = math.sqrt(m22 - m00 - m11 + 1)
  564. local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
  565. end
  566. end
  567. end
  568.  
  569. function QuaternionToCFrame(px, py, pz, x, y, z, w)
  570. local xs, ys, zs = x + x, y + y, z + z
  571. local wx, wy, wz = w * xs, w * ys, w * zs
  572. local xx = x * xs
  573. local xy = x * ys
  574. local xz = x * zs
  575. local yy = y * ys
  576. local yz = y * zs
  577. local zz = z * zs
  578. 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))
  579. end
  580.  
  581. function QuaternionSlerp(a, b, t)
  582. local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
  583. local startInterp, finishInterp;
  584. if cosTheta >= 0.0001 then
  585. if (1 - cosTheta) > 0.0001 then
  586. local theta = ACOS(cosTheta)
  587. local invSinTheta = 1 / SIN(theta)
  588. startInterp = SIN((1 - t) * theta) * invSinTheta
  589. finishInterp = SIN(t * theta) * invSinTheta
  590. else
  591. startInterp = 1 - t
  592. finishInterp = t
  593. end
  594. else
  595. if (1 + cosTheta) > 0.0001 then
  596. local theta = ACOS(-cosTheta)
  597. local invSinTheta = 1 / SIN(theta)
  598. startInterp = SIN((t - 1) * theta) * invSinTheta
  599. finishInterp = SIN(t * theta) * invSinTheta
  600. else
  601. startInterp = t - 1
  602. finishInterp = t
  603. end
  604. end
  605. 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
  606. end
  607.  
  608. function Clerp(a, b, t)
  609. local qa = {QuaternionFromCFrame(a)}
  610. local qb = {QuaternionFromCFrame(b)}
  611. local ax, ay, az = a.x, a.y, a.z
  612. local bx, by, bz = b.x, b.y, b.z
  613. local _t = 1 - t
  614. return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
  615. end
  616.  
  617. function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
  618. local frame = IT("Frame")
  619. frame.BackgroundTransparency = TRANSPARENCY
  620. frame.BorderSizePixel = BORDERSIZEPIXEL
  621. frame.Position = POSITION
  622. frame.Size = SIZE
  623. frame.BackgroundColor3 = COLOR
  624. frame.BorderColor3 = BORDERCOLOR
  625. frame.Name = NAME
  626. frame.Parent = PARENT
  627. return frame
  628. end
  629.  
  630. function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
  631. local label = IT("TextLabel")
  632. label.BackgroundTransparency = 1
  633. label.Size = UD2(1, 0, 1, 0)
  634. label.Position = UD2(0, 0, 0, 0)
  635. label.TextColor3 = TEXTCOLOR
  636. label.TextStrokeTransparency = STROKETRANSPARENCY
  637. label.TextTransparency = TRANSPARENCY
  638. label.FontSize = TEXTFONTSIZE
  639. label.Font = TEXTFONT
  640. label.BorderSizePixel = BORDERSIZEPIXEL
  641. label.TextScaled = false
  642. label.Text = TEXT
  643. label.Name = NAME
  644. label.Parent = PARENT
  645. return label
  646. end
  647.  
  648. function NoOutlines(PART)
  649. PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
  650. end
  651.  
  652. function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)
  653. local NEWWELD = IT(TYPE)
  654. NEWWELD.Part0 = PART0
  655. NEWWELD.Part1 = PART1
  656. NEWWELD.C0 = C0
  657. NEWWELD.C1 = C1
  658. NEWWELD.Parent = PARENT
  659. return NEWWELD
  660. end
  661.  
  662. local S = IT("Sound")
  663. function CreateSound(ID, PARENT, VOLUME, PITCH, DOESLOOP)
  664. local NEWSOUND = nil
  665. coroutine.resume(coroutine.create(function()
  666. NEWSOUND = S:Clone()
  667. NEWSOUND.Parent = PARENT
  668. NEWSOUND.Volume = VOLUME
  669. NEWSOUND.Pitch = PITCH
  670. NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID
  671. NEWSOUND:play()
  672. if DOESLOOP == true then
  673. NEWSOUND.Looped = true
  674. else
  675. repeat wait(1) until NEWSOUND.Playing == false
  676. NEWSOUND:remove()
  677. end
  678. end))
  679. return NEWSOUND
  680. end
  681.  
  682. function MakeForm(PART,TYPE)
  683. if TYPE == "Cyl" then
  684. local MSH = IT("CylinderMesh",PART)
  685. elseif TYPE == "Ball" then
  686. local MSH = IT("SpecialMesh",PART)
  687. MSH.MeshType = "Sphere"
  688. elseif TYPE == "Wedge" then
  689. local MSH = IT("SpecialMesh",PART)
  690. MSH.MeshType = "Wedge"
  691. end
  692. end
  693.  
  694. function CFrameFromTopBack(at, top, back)
  695. local right = top:Cross(back)
  696. 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)
  697. end
  698.  
  699. function PuddleOfBlood(Position,MaxDrop,Model,MaxSize)
  700. local HITFLOOR, HITPOS, NORMAL = Raycast(Position, (CF(Position, Position + VT(0, -1, 0))).lookVector, MaxDrop, Model)
  701. if HITFLOOR ~= nil then
  702. if HITFLOOR.Parent ~= Weapon and HITFLOOR.Parent ~= Character then
  703. if HITFLOOR.Name == "BloodPuddle" then
  704. local DIST = (Position - HITFLOOR.Position).Magnitude
  705. 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
  706. HITFLOOR.Size = HITFLOOR.Size + VT(0.1,0,0.1)
  707. end
  708. else
  709. if HITFLOOR.Anchored == true then
  710. local BLOOD = CreatePart(3, Effects, "Glass", 0, 0, "Maroon", "BloodPuddle", VT(2,0,2))
  711. BLOOD.CFrame = CF(HITPOS,HITPOS+NORMAL)*ANGLES(RAD(90),RAD(0),RAD(0))
  712. MakeForm(BLOOD,"Cyl")
  713. coroutine.resume(coroutine.create(function()
  714. Swait(75)
  715. while true do
  716. Swait()
  717. BLOOD.Size = BLOOD.Size - VT(0.02,0,0.02)
  718. if BLOOD.Size.Z < 0.051 then
  719. BLOOD:remove()
  720. break
  721. end
  722. end
  723. end))
  724. end
  725. end
  726. end
  727. end
  728. end
  729.  
  730. function SprayBlood(POSITION,DIRECTION,BloodSize)
  731. local BLOOD = CreatePart(3, Effects, "Glass", 0, 0, "Maroon", "BloodPuddle", VT(0.3,0.3,0.3),false)
  732. BLOOD.CFrame = CF(POSITION)
  733. MakeForm(BLOOD,"Ball")
  734. local bv = Instance.new("BodyVelocity",BLOOD)
  735. bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
  736. bv.velocity = CF(POSITION,DIRECTION+VT(MRANDOM(-3,3)/30,MRANDOM(-3,3)/30,MRANDOM(-3,3)/30)).lookVector*75
  737. bv.Name = "MOVE"
  738. Debris:AddItem(bv,0.05)
  739. coroutine.resume(coroutine.create(function()
  740. local HASTOUCHEDGROUND = false
  741. local HIT = BLOOD.Touched:Connect(function(hit)
  742. if hit.Anchored == true then
  743. HASTOUCHEDGROUND = true
  744. PuddleOfBlood(BLOOD.Position+VT(0,1,0),2,BLOOD,BloodSize)
  745. end
  746. end)
  747. wait(5)
  748. if HASTOUCHEDGROUND == false then
  749. BLOOD:remove()
  750. end
  751. end))
  752. end
  753.  
  754. Debris = game:GetService("Debris")
  755.  
  756. function CastProperRay(StartPos, EndPos, Distance, Ignore)
  757. local DIRECTION = CF(StartPos,EndPos).lookVector
  758. return Raycast(StartPos, DIRECTION, Distance, Ignore)
  759. end
  760.  
  761. function turnto(position)
  762. RootPart.CFrame=CFrame.new(RootPart.CFrame.p,VT(position.X,RootPart.Position.Y,position.Z)) * CFrame.new(0, 0, 0)
  763. end
  764.  
  765. function recurse(root,callback,i)
  766. i= i or 0
  767. for _,v in pairs(root:GetChildren()) do
  768. i = i + 1
  769. callback(i,v)
  770.  
  771. if #v:GetChildren() > 0 then
  772. i = recurse(v,callback,i)
  773. end
  774. end
  775.  
  776. return i
  777. end
  778.  
  779. function ragdollJoint(character, part0, part1, attachmentName, className, properties)
  780. attachmentName = attachmentName.."RigAttachment"
  781. local constraint = Instance.new(className.."Constraint")
  782. constraint.Attachment0 = part0:FindFirstChild(attachmentName)
  783. constraint.Attachment1 = part1:FindFirstChild(attachmentName)
  784. constraint.Name = "RagdollConstraint"..part1.Name
  785.  
  786. for _,propertyData in next,properties or {} do
  787. constraint[propertyData[1]] = propertyData[2]
  788. end
  789.  
  790. constraint.Parent = character
  791. end
  792.  
  793. function getAttachment0(character, attachmentName)
  794. for _,child in next,character:GetChildren() do
  795. local attachment = child:FindFirstChild(attachmentName)
  796. if attachment then
  797. return attachment
  798. end
  799. end
  800. end
  801.  
  802. function R15Ragdoll(character)
  803. recurse(character, function(_,v)
  804. if v:IsA("Attachment") then
  805. v.Axis = Vector3.new(0, 1, 0)
  806. v.SecondaryAxis = Vector3.new(0, 0, 1)
  807. v.Rotation = Vector3.new(0, 0, 0)
  808. end
  809. end)
  810. for _,child in next,character:GetChildren() do
  811. if child:IsA("Accoutrement") then
  812. for _,part in next,child:GetChildren() do
  813. if part:IsA("BasePart") and part.Name ~= "HumanoidRootPart" then
  814. local attachment1 = part:FindFirstChildOfClass("Attachment")
  815. local attachment0 = getAttachment0(character,attachment1.Name)
  816. if attachment0 and attachment1 then
  817. local constraint = Instance.new("HingeConstraint")
  818. constraint.Attachment0 = attachment0
  819. constraint.Attachment1 = attachment1
  820. constraint.LimitsEnabled = true
  821. constraint.UpperAngle = 0
  822. constraint.LowerAngle = 0
  823. constraint.Parent = character
  824. end
  825. elseif part.Name == "HumanoidRootPart" then
  826. part:remove()
  827. end
  828. end
  829. end
  830. end
  831.  
  832. ragdollJoint(character,character.LowerTorso, character.UpperTorso, "Waist", "BallSocket", {
  833. {"LimitsEnabled",true};
  834. {"UpperAngle",5};
  835. })
  836. ragdollJoint(character,character.UpperTorso, character.Head, "Neck", "BallSocket", {
  837. {"LimitsEnabled",true};
  838. {"UpperAngle",15};
  839. })
  840.  
  841. local handProperties = {
  842. {"LimitsEnabled", true};
  843. {"UpperAngle",0};
  844. {"LowerAngle",0};
  845. }
  846. ragdollJoint(character,character.LeftLowerArm, character.LeftHand, "LeftWrist", "Hinge", handProperties)
  847. ragdollJoint(character,character.RightLowerArm, character.RightHand, "RightWrist", "Hinge", handProperties)
  848.  
  849. local shinProperties = {
  850. {"LimitsEnabled", true};
  851. {"UpperAngle", 0};
  852. {"LowerAngle", -75};
  853. }
  854. ragdollJoint(character,character.LeftUpperLeg, character.LeftLowerLeg, "LeftKnee", "Hinge", shinProperties)
  855. ragdollJoint(character,character.RightUpperLeg, character.RightLowerLeg, "RightKnee", "Hinge", shinProperties)
  856.  
  857. local footProperties = {
  858. {"LimitsEnabled", true};
  859. {"UpperAngle", 15};
  860. {"LowerAngle", -45};
  861. }
  862. ragdollJoint(character,character.LeftLowerLeg, character.LeftFoot, "LeftAnkle", "Hinge", footProperties)
  863. ragdollJoint(character,character.RightLowerLeg, character.RightFoot, "RightAnkle", "Hinge", footProperties)
  864.  
  865. ragdollJoint(character,character.UpperTorso, character.LeftUpperArm, "LeftShoulder", "BallSocket")
  866. ragdollJoint(character,character.LeftUpperArm, character.LeftLowerArm, "LeftElbow", "BallSocket")
  867. ragdollJoint(character,character.UpperTorso, character.RightUpperArm, "RightShoulder", "BallSocket")
  868. ragdollJoint(character,character.RightUpperArm, character.RightLowerArm, "RightElbow", "BallSocket")
  869. ragdollJoint(character,character.LowerTorso, character.LeftUpperLeg, "LeftHip", "BallSocket")
  870. ragdollJoint(character,character.LowerTorso, character.RightUpperLeg, "RightHip", "BallSocket")
  871. end
  872.  
  873. function Ragdoll(Character2,CharTorso)
  874. Character2:BreakJoints()
  875. local hum = Character2:findFirstChild("Humanoid")
  876. hum:remove()
  877. local function Scan(ch)
  878. local e
  879. for e = 1,#ch do
  880. Scan(ch[e]:GetChildren())
  881. if ch[e].ClassName == "Weld" or ch[e].ClassName == "Motor6D" then
  882. ch[e]:remove()
  883. end
  884. end
  885. end
  886. local NEWHUM = IT("Humanoid")
  887. NEWHUM.Name = "Corpse"
  888. NEWHUM.Health = 0
  889. NEWHUM.MaxHealth = 0
  890. NEWHUM.PlatformStand = true
  891. NEWHUM.Parent = Character2
  892. NEWHUM.DisplayDistanceType = "None"
  893.  
  894. local ch = Character2:GetChildren()
  895. local i
  896. for i = 1,#ch do
  897. if ch[i].Name == "THandle1" or ch[i].Name == "THandle2" then
  898. ch[i]:remove()
  899. end
  900. end
  901.  
  902. local Torso2 = Character2.Torso
  903. local movevector = Vector3.new()
  904.  
  905. if Torso2 then
  906. movevector = CFrame.new(CharTorso.Position,Torso2.Position).lookVector
  907. local Head = Character2:FindFirstChild("Head")
  908. if Head then
  909. local Neck = Instance.new("Weld")
  910. Neck.Name = "Neck"
  911. Neck.Part0 = Torso2
  912. Neck.Part1 = Head
  913. Neck.C0 = CFrame.new(0, 1.5, 0)
  914. Neck.C1 = CFrame.new()
  915. Neck.Parent = Torso2
  916.  
  917. end
  918. local Limb = Character2:FindFirstChild("Right Arm")
  919. if Limb then
  920.  
  921. Limb.CFrame = Torso2.CFrame * CFrame.new(1.5, 0, 0)
  922. local Joint = Instance.new("Glue")
  923. Joint.Name = "RightShoulder"
  924. Joint.Part0 = Torso2
  925. Joint.Part1 = Limb
  926. Joint.C0 = CFrame.new(1.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
  927. Joint.C1 = CFrame.new(-0, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
  928. Joint.Parent = Torso2
  929.  
  930. local B = Instance.new("Part")
  931. B.TopSurface = 0
  932. B.BottomSurface = 0
  933. B.formFactor = "Symmetric"
  934. B.Size = Vector3.new(1, 1, 1)
  935. B.Transparency = 1
  936. B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
  937. B.Parent = Character2
  938. local W = Instance.new("Weld")
  939. W.Part0 = Limb
  940. W.Part1 = B
  941. W.C0 = CFrame.new(0, -0.5, 0)
  942. W.Parent = Limb
  943.  
  944. end
  945. local Limb = Character2:FindFirstChild("Left Arm")
  946. if Limb then
  947.  
  948. Limb.CFrame = Torso2.CFrame * CFrame.new(-1.5, 0, 0)
  949. local Joint = Instance.new("Glue")
  950. Joint.Name = "LeftShoulder"
  951. Joint.Part0 = Torso2
  952. Joint.Part1 = Limb
  953. Joint.C0 = CFrame.new(-1.5, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
  954. Joint.C1 = CFrame.new(0, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
  955. Joint.Parent = Torso2
  956.  
  957. local B = Instance.new("Part")
  958. B.TopSurface = 0
  959. B.BottomSurface = 0
  960. B.formFactor = "Symmetric"
  961. B.Size = Vector3.new(1, 1, 1)
  962. B.Transparency = 1
  963. B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
  964. B.Parent = Character2
  965. local W = Instance.new("Weld")
  966. W.Part0 = Limb
  967. W.Part1 = B
  968. W.C0 = CFrame.new(0, -0.5, 0)
  969. W.Parent = Limb
  970.  
  971. end
  972. local Limb = Character2:FindFirstChild("Right Leg")
  973. if Limb then
  974.  
  975. Limb.CFrame = Torso2.CFrame * CFrame.new(0.5, -2, 0)
  976. local Joint = Instance.new("Glue")
  977. Joint.Name = "RightHip"
  978. Joint.Part0 = Torso2
  979. Joint.Part1 = Limb
  980. Joint.C0 = CFrame.new(0.5, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
  981. Joint.C1 = CFrame.new(0, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
  982. Joint.Parent = Torso2
  983.  
  984. local B = Instance.new("Part")
  985. B.TopSurface = 0
  986. B.BottomSurface = 0
  987. B.formFactor = "Symmetric"
  988. B.Size = Vector3.new(1, 1, 1)
  989. B.Transparency = 1
  990. B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
  991. B.Parent = Character2
  992. local W = Instance.new("Weld")
  993. W.Part0 = Limb
  994. W.Part1 = B
  995. W.C0 = CFrame.new(0, -0.5, 0)
  996. W.Parent = Limb
  997.  
  998. end
  999. local Limb = Character2:FindFirstChild("Left Leg")
  1000. if Limb then
  1001.  
  1002. Limb.CFrame = Torso2.CFrame * CFrame.new(-0.5, -2, 0)
  1003. local Joint = Instance.new("Glue")
  1004. Joint.Name = "LeftHip"
  1005. Joint.Part0 = Torso2
  1006. Joint.Part1 = Limb
  1007. Joint.C0 = CFrame.new(-0.5, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
  1008. Joint.C1 = CFrame.new(-0, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
  1009. Joint.Parent = Torso2
  1010.  
  1011. local B = Instance.new("Part")
  1012. B.TopSurface = 0
  1013. B.BottomSurface = 0
  1014. B.formFactor = "Symmetric"
  1015. B.Size = Vector3.new(1, 1, 1)
  1016. B.Transparency = 1
  1017. B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
  1018. B.Parent = Character2
  1019. local W = Instance.new("Weld")
  1020. W.Part0 = Limb
  1021. W.Part1 = B
  1022. W.C0 = CFrame.new(0, -0.5, 0)
  1023. W.Parent = Limb
  1024.  
  1025. end
  1026. --[
  1027. local Bar = Instance.new("Part")
  1028. Bar.TopSurface = 0
  1029. Bar.BottomSurface = 0
  1030. Bar.formFactor = "Symmetric"
  1031. Bar.Size = Vector3.new(1, 1, 1)
  1032. Bar.Transparency = 1
  1033. Bar.CFrame = Torso2.CFrame * CFrame.new(0, 0.5, 0)
  1034. Bar.Parent = Character2
  1035. local Weld = Instance.new("Weld")
  1036. Weld.Part0 = Torso2
  1037. Weld.Part1 = Bar
  1038. Weld.C0 = CFrame.new(0, 0.5, 0)
  1039. Weld.Parent = Torso2
  1040. --]]
  1041. end
  1042. Character2.Parent = workspace
  1043. Debris:AddItem(Character2,5)
  1044.  
  1045. return Character2,Torso2
  1046. end
  1047.  
  1048. local Trum = CreatePart(3, Character, "SmoothPlastic", 0, 0, "Really black", "Trum", VT(0, 0, 0),false)
  1049. local HandleMesh = CreateMesh("SpecialMesh", Trum, "FileMesh", "32316679", "32316694", VT(1,1,1), VT(0,0,0))
  1050. local Weld = CreateWeldOrSnapOrMotor("Weld", Trum, Head, Trum, CF(0, 0.003, -1.5) * ANGLES(RAD(90), RAD(0), RAD(0)), CF(0, 0, 0))
  1051.  
  1052. local SpeedofBullet = 150
  1053.  
  1054. function attacc()
  1055. CreateSound("1002948773", Head, 10, 1)
  1056. ATTACK = true
  1057. Rooted = true
  1058. for i=0, 1, 0.1 / Animation_Speed do
  1059. Swait()
  1060. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1061. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1062. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1063. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1064. 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)
  1065. 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)
  1066.  
  1067. end
  1068. local bullet = Instance.new("Part",workspace)
  1069. bullet.CanCollide = false
  1070. bullet.CFrame = Trum.CFrame
  1071. bullet.Transparency = 1
  1072. local vel = Instance.new("BodyVelocity",bullet)
  1073. vel.Velocity = mouse.Hit.lookVector * SpeedofBullet
  1074. game:GetService("Debris"):AddItem(bullet,10)
  1075. bullet.Touched:connect(function(part)
  1076. local human = part.Parent:FindFirstChildOfClass("Humanoid")
  1077. if human and human.Parent.Name ~= char.Name then
  1078. human.Health = 0
  1079. end
  1080. end)
  1081.  
  1082. ATTACK = false
  1083. Rooted = false
  1084. end
  1085.  
  1086. function Sucide()
  1087. Trum:remove()
  1088. local Gun = CreatePart(3, Character, "SmoothPlastic", 0, 0, "Really black", "Gun", VT(0, 0, 0),false)
  1089. local HandleMesh = CreateMesh("SpecialMesh", Gun, "FileMesh", "742046473", "742046691", VT(0.5,0.5,0.5), VT(0,0, 0))
  1090. local Weld = CreateWeldOrSnapOrMotor("Weld", Gun, RightArm, Gun, CF(0, -1.8, -0.2) * ANGLES(RAD(280), RAD(0), RAD(0)), CF(0, 0, 0))
  1091. CreateSound("795701916", Head, 10, 1)
  1092. ATTACK = true
  1093. Rooted = true
  1094. for i=0, 1, 0.1 / Animation_Speed do
  1095. Swait()
  1096. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1097. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1098. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(4, 1, 1) * ANGLES(RAD(90), RAD(0), RAD(-100)) * RIGHTSHOULDERC0, 0.5 / Animation_Speed)
  1099. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-2.5, 0.15, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.5 / Animation_Speed)
  1100. 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)
  1101. 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)
  1102.  
  1103. end
  1104. game.Players.LocalPlayer.Character.Humanoid.MaxHealth = -333333333
  1105. game.Players.LocalPlayer.Character.Humanoid.Health = -333333333
  1106. ATTACK = false
  1107. Rooted = false
  1108. end
  1109.  
  1110. function Ecks_Dee()
  1111. ATTACK = true
  1112. Rooted = true
  1113. CreateSound("1486343908", Head, 10, 1)
  1114. for i=0, 1, 0.1 / Animation_Speed do
  1115. Swait()
  1116. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1117. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1118. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1119. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.8) * ANGLES(RAD(0), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1120. 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)
  1121. 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)
  1122. end
  1123. for i=0, 1, 0.1 / Animation_Speed do
  1124. Swait()
  1125. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1126. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 2, 0 + ((1) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1127. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1128. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.8) * ANGLES(RAD(0), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1129. 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)
  1130. 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)
  1131. end
  1132. for i=0, 1, 0.1 / Animation_Speed do
  1133. Swait()
  1134. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1135. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1136. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1137. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.8) * ANGLES(RAD(0), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1138. 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)
  1139. 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)
  1140. end
  1141. wait(1)
  1142. ATTACK = false
  1143. Rooted = false
  1144. end
  1145.  
  1146. function FBI()
  1147. CreateSound("1609319959", Head, 10, 1)
  1148. wait(15)
  1149. ATTACK = true
  1150. Rooted = true
  1151. for i=0, 1, 0.1 / Animation_Speed do
  1152. Swait()
  1153. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.5 / Animation_Speed)
  1154. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1155. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1156. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.8) * ANGLES(RAD(190), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1157. 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)), 0.5 / Animation_Speed)
  1158. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(100), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1159. end
  1160. for i=0, 1, 0.1 / Animation_Speed do
  1161. Swait()
  1162. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.5 / Animation_Speed)
  1163. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1164. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1165. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.8) * ANGLES(RAD(190), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1166. 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)), 0.5 / Animation_Speed)
  1167. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(100), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1168. end
  1169. for i=0, 1, 0.1 / Animation_Speed do
  1170. Swait()
  1171. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.5 / Animation_Speed)
  1172. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1173. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1174. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.8) * ANGLES(RAD(190), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1175. 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)), 0.5 / Animation_Speed)
  1176. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(100), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1177. end
  1178. for i=0, 1, 0.1 / Animation_Speed do
  1179. Swait()
  1180. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.5 / Animation_Speed)
  1181. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1182. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1183. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.8) * ANGLES(RAD(190), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1184. 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)), 0.5 / Animation_Speed)
  1185. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(100), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1186. end
  1187. for i=0, 1, 0.1 / Animation_Speed do
  1188. Swait()
  1189. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.5 / Animation_Speed)
  1190. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1191. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1192. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.8) * ANGLES(RAD(190), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1193. 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)), 0.5 / Animation_Speed)
  1194. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(100), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1195. end
  1196. for i=0, 1, 0.1 / Animation_Speed do
  1197. Swait()
  1198. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.5 / Animation_Speed)
  1199. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1200. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1201. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.8) * ANGLES(RAD(190), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1202. 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)), 0.5 / Animation_Speed)
  1203. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(100), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1204. end
  1205. for i=0, 1, 0.1 / Animation_Speed do
  1206. Swait()
  1207. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.5 / Animation_Speed)
  1208. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1209. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1210. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.8) * ANGLES(RAD(190), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1211. 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)), 0.5 / Animation_Speed)
  1212. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(100), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1213. end
  1214. for i=0, 1, 0.1 / Animation_Speed do
  1215. Swait()
  1216. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.5 / Animation_Speed)
  1217. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1218. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1219. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.8) * ANGLES(RAD(190), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1220. 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)), 0.5 / Animation_Speed)
  1221. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(100), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1222. end
  1223. wait(1)
  1224. ATTACK = false
  1225. Rooted = false
  1226. end
  1227.  
  1228. function Bruh()
  1229. ATTACK = true
  1230. Rooted = true
  1231. CreateSound("170040190", Head, 10, 1)
  1232. for i=0, 1, 0.1 / Animation_Speed do
  1233. Swait()
  1234. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1235. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1236. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1237. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.8) * ANGLES(RAD(-190), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1238. 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)
  1239. 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)
  1240. end
  1241. wait(1)
  1242. ATTACK = false
  1243. Rooted = false
  1244. end
  1245.  
  1246. function youbetterstap()
  1247. ATTACK = true
  1248. Rooted = true
  1249. CreateSound("1246891273", Head, 10, 1)
  1250. for i=0, 1, 0.1 / Animation_Speed do
  1251. Swait()
  1252. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1253. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 2 + ((1) - 1)) * ANGLES(RAD(-40), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1254. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1255. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.8) * ANGLES(RAD(-190), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1256. 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)
  1257. 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)
  1258. end
  1259. for i=0, 1, 0.1 / Animation_Speed do
  1260. Swait()
  1261. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1262. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 2 + ((1) - 1)) * ANGLES(RAD(-40), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1263. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1264. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.8) * ANGLES(RAD(-190), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1265. 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)
  1266. 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)
  1267. end
  1268. for i=0, 1, 0.1 / Animation_Speed do
  1269. Swait()
  1270. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1271. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 2 + ((1) - 1)) * ANGLES(RAD(-40), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1272. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1273. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.8) * ANGLES(RAD(-190), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1274. 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)
  1275. 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)
  1276. end
  1277. for i=0, 1, 0.1 / Animation_Speed do
  1278. Swait()
  1279. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1280. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 2 + ((1) - 1)) * ANGLES(RAD(-40), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1281. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1282. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.8) * ANGLES(RAD(-190), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1283. 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)
  1284. 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)
  1285. end
  1286. for i=0, 1, 0.1 / Animation_Speed do
  1287. Swait()
  1288. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1289. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 2 + ((1) - 1)) * ANGLES(RAD(-40), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1290. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1291. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.8) * ANGLES(RAD(-190), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1292. 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)
  1293. 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)
  1294. end
  1295. for i=0, 1, 0.1 / Animation_Speed do
  1296. Swait()
  1297. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1298. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 2 + ((1) - 1)) * ANGLES(RAD(-40), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1299. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1300. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.8) * ANGLES(RAD(-190), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1301. 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)
  1302. 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)
  1303. end
  1304. for i=0, 1, 0.1 / Animation_Speed do
  1305. Swait()
  1306. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1307. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 2 + ((1) - 1)) * ANGLES(RAD(-40), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1308. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1309. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.8) * ANGLES(RAD(-190), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1310. 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)
  1311. 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)
  1312. end
  1313. for i=0, 1, 0.1 / Animation_Speed do
  1314. Swait()
  1315. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1316. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 2 + ((1) - 1)) * ANGLES(RAD(-40), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1317. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1318. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.8) * ANGLES(RAD(-190), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1319. 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)
  1320. 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)
  1321. end
  1322. for i=0, 1, 0.1 / Animation_Speed do
  1323. Swait()
  1324. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1325. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 2 + ((1) - 1)) * ANGLES(RAD(-40), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1326. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1327. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.8) * ANGLES(RAD(-190), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1328. 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)
  1329. 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)
  1330. end
  1331. for i=0, 1, 0.1 / Animation_Speed do
  1332. Swait()
  1333. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1334. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 2 + ((1) - 1)) * ANGLES(RAD(-40), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1335. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1336. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.8) * ANGLES(RAD(-190), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1337. 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)
  1338. 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)
  1339. end
  1340. for i=0, 1, 0.1 / Animation_Speed do
  1341. Swait()
  1342. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1343. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 2 + ((1) - 1)) * ANGLES(RAD(-40), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1344. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1345. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.8) * ANGLES(RAD(-190), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1346. 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)
  1347. 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)
  1348. end
  1349. for i=0, 1, 0.1 / Animation_Speed do
  1350. Swait()
  1351. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1352. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 2 + ((1) - 1)) * ANGLES(RAD(-40), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1353. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1354. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.8) * ANGLES(RAD(-190), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1355. 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)
  1356. 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)
  1357. end
  1358. wait(1)
  1359. ATTACK = false
  1360. Rooted = false
  1361. end
  1362.  
  1363. function LOOkATTHATXD()
  1364. ATTACK = true
  1365. Rooted = true
  1366. CreateSound("525498255", Head, 10, 1)
  1367. for i=0, 1, 0.1 / Animation_Speed do
  1368. Swait()
  1369. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1370. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1371. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1372. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.8) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1373. 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)
  1374. 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)
  1375. end
  1376. for i=0, 1, 0.1 / Animation_Speed do
  1377. Swait()
  1378. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1379. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1380. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1381. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.8) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1382. 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)
  1383. 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)
  1384. end
  1385. for i=0, 1, 0.1 / Animation_Speed do
  1386. Swait()
  1387. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1388. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1389. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1390. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.8) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1391. 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)
  1392. 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)
  1393. end
  1394. for i=0, 1, 0.1 / Animation_Speed do
  1395. Swait()
  1396. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1397. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1398. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1399. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.8) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1400. 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)
  1401. 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)
  1402. end
  1403. for i=0, 1, 0.1 / Animation_Speed do
  1404. Swait()
  1405. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1406. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 3 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1407. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1408. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -0.8) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1409. 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)
  1410. 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)
  1411. end
  1412. for i=0, 1, 0.1 / Animation_Speed do
  1413. Swait()
  1414. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1415. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1416. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1417. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 2) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1418. 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)
  1419. 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)
  1420. end
  1421. for i=0, 1, 0.1 / Animation_Speed do
  1422. Swait()
  1423. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1424. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 3 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1425. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1426. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -2) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1427. 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)
  1428. 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)
  1429. end
  1430.  
  1431. for i=0, 1, 0.1 / Animation_Speed do
  1432. Swait()
  1433. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1434. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1435. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1436. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 2) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1437. 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)
  1438. 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)
  1439. end
  1440. for i=0, 1, 0.1 / Animation_Speed do
  1441. Swait()
  1442. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1443. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 3 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1444. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1445. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -2) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1446. 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)
  1447. 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)
  1448. end
  1449. for i=0, 1, 0.1 / Animation_Speed do
  1450. Swait()
  1451. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1452. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1453. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1454. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 2) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1455. 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)
  1456. 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)
  1457. end
  1458. for i=0, 1, 0.1 / Animation_Speed do
  1459. Swait()
  1460. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1461. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 3 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1462. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1463. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -2) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1464. 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)
  1465. 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)
  1466. end
  1467. for i=0, 1, 0.1 / Animation_Speed do
  1468. Swait()
  1469. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1470. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1471. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1472. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 2) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1473. 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)
  1474. 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)
  1475. end
  1476. for i=0, 1, 0.1 / Animation_Speed do
  1477. Swait()
  1478. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1479. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 3 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1480. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1481. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -2) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1482. 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)
  1483. 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)
  1484. end
  1485. for i=0, 1, 0.1 / Animation_Speed do
  1486. Swait()
  1487. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1488. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1489. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1490. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 2) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1491. 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)
  1492. 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)
  1493. end
  1494. for i=0, 1, 0.1 / Animation_Speed do
  1495. Swait()
  1496. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1497. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 3 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1498. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1499. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -2) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1500. 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)
  1501. 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)
  1502. end
  1503. for i=0, 1, 0.1 / Animation_Speed do
  1504. Swait()
  1505. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1506. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1507. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1508. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 2) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1509. 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)
  1510. 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)
  1511. end
  1512. for i=0, 1, 0.1 / Animation_Speed do
  1513. Swait()
  1514. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1515. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 3 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1516. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1517. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -2) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1518. 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)
  1519. 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)
  1520. end
  1521. for i=0, 1, 0.1 / Animation_Speed do
  1522. Swait()
  1523. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1524. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1525. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1526. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 2) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1527. 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)
  1528. 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)
  1529. end
  1530. for i=0, 1, 0.1 / Animation_Speed do
  1531. Swait()
  1532. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1533. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 3 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1534. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1535. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -2) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1536. 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)
  1537. 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)
  1538. end
  1539. for i=0, 1, 0.1 / Animation_Speed do
  1540. Swait()
  1541. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1542. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1543. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1544. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 2) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1545. 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)
  1546. 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)
  1547. end
  1548. for i=0, 1, 0.1 / Animation_Speed do
  1549. Swait()
  1550. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1551. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 3 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1552. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1553. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -2) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1554. 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)
  1555. 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)
  1556. end
  1557. for i=0, 1, 0.1 / Animation_Speed do
  1558. Swait()
  1559. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1560. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1561. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1562. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 2) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1563. 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)
  1564. 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)
  1565. end
  1566. for i=0, 1, 0.1 / Animation_Speed do
  1567. Swait()
  1568. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1569. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 10 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1570. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1571. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -2) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1572. 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)
  1573. 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)
  1574. end
  1575. for i=0, 1, 0.1 / Animation_Speed do
  1576. Swait()
  1577. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1578. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1579. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1580. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 2) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1581. 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)
  1582. 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)
  1583. end
  1584. for i=0, 1, 0.1 / Animation_Speed do
  1585. Swait()
  1586. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1587. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 10 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1588. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1589. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -2) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1590. 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)
  1591. 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)
  1592. end
  1593. for i=0, 1, 0.1 / Animation_Speed do
  1594. Swait()
  1595. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1596. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1597. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1598. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 2) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1599. 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)
  1600. 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)
  1601. end
  1602. for i=0, 1, 0.1 / Animation_Speed do
  1603. Swait()
  1604. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1605. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 10 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1606. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1607. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -2) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1608. 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)
  1609. 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)
  1610. end
  1611. for i=0, 1, 0.1 / Animation_Speed do
  1612. Swait()
  1613. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1614. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1615. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1616. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 2) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1617. 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)
  1618. 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)
  1619. end
  1620. for i=0, 1, 0.1 / Animation_Speed do
  1621. Swait()
  1622. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1623. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 10 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1624. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1625. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -2) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1626. 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)
  1627. 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)
  1628. end
  1629. for i=0, 1, 0.1 / Animation_Speed do
  1630. Swait()
  1631. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1632. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1633. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1634. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 2) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1635. 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)
  1636. 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)
  1637. end
  1638. for i=0, 1, 0.1 / Animation_Speed do
  1639. Swait()
  1640. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1641. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 10 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1642. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1643. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -2) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1644. 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)
  1645. 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)
  1646. end
  1647. for i=0, 1, 0.1 / Animation_Speed do
  1648. Swait()
  1649. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1650. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1651. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1652. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 2) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1653. 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)
  1654. 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)
  1655. end
  1656. for i=0, 1, 0.1 / Animation_Speed do
  1657. Swait()
  1658. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1659. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 10 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1660. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1661. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -2) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1662. 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)
  1663. 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)
  1664. end
  1665. for i=0, 1, 0.1 / Animation_Speed do
  1666. Swait()
  1667. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1668. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1669. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1670. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 6) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1671. 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)
  1672. 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)
  1673. end
  1674. for i=0, 1, 0.1 / Animation_Speed do
  1675. Swait()
  1676. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1677. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 10 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1678. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1679. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -6) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1680. 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)
  1681. 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)
  1682. end
  1683. for i=0, 1, 0.1 / Animation_Speed do
  1684. Swait()
  1685. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1686. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1687. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1688. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 6) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1689. 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)
  1690. 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)
  1691. end
  1692. for i=0, 1, 0.1 / Animation_Speed do
  1693. Swait()
  1694. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1695. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 10 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1696. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1697. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -6) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1698. 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)
  1699. 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)
  1700. end
  1701. for i=0, 1, 0.1 / Animation_Speed do
  1702. Swait()
  1703. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1704. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1705. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1706. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 6) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1707. 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)
  1708. 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)
  1709. end
  1710. for i=0, 1, 0.1 / Animation_Speed do
  1711. Swait()
  1712. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1713. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 10 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1714. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1715. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -6) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1716. 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)
  1717. 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)
  1718. end
  1719. for i=0, 1, 0.1 / Animation_Speed do
  1720. Swait()
  1721. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1722. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1723. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1724. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 6) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1725. 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)
  1726. 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)
  1727. end
  1728. for i=0, 1, 0.1 / Animation_Speed do
  1729. Swait()
  1730. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1731. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 10 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1732. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1733. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -6) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1734. 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)
  1735. 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)
  1736. end
  1737. for i=0, 1, 0.1 / Animation_Speed do
  1738. Swait()
  1739. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1740. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1741. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1742. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 6) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1743. 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)
  1744. 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)
  1745. end
  1746. for i=0, 1, 0.1 / Animation_Speed do
  1747. Swait()
  1748. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1749. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 10 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1750. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1751. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -6) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1752. 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)
  1753. 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)
  1754. end
  1755. for i=0, 1, 0.1 / Animation_Speed do
  1756. Swait()
  1757. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1758. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1759. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1760. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 6) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1761. 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)
  1762. 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)
  1763. end
  1764. for i=0, 1, 0.1 / Animation_Speed do
  1765. Swait()
  1766. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1767. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 10 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1768. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1769. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -6) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1770. 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)
  1771. 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)
  1772. end
  1773. for i=0, 1, 0.1 / Animation_Speed do
  1774. Swait()
  1775. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1776. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1777. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1778. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 6) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1779. 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)
  1780. 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)
  1781. end
  1782. for i=0, 1, 0.1 / Animation_Speed do
  1783. Swait()
  1784. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1785. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 10 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1786. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1787. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -6) * ANGLES(RAD(-210), RAD(0), RAD(30)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1788. 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)
  1789. 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)
  1790. end
  1791. wait(1)
  1792. ATTACK = false
  1793. Rooted = false
  1794. end
  1795.  
  1796. function MouseUp(Mouse)
  1797. HOLD = false
  1798. end
  1799.  
  1800. function KeyDown(Key)
  1801. KEYHOLD = true
  1802. if Key == "q" and ATTACK == false then
  1803. Bruh()
  1804.  
  1805. end
  1806.  
  1807. if Key == "r" and ATTACK == false then
  1808. youbetterstap()
  1809.  
  1810. end
  1811.  
  1812. if Key == "p" and ATTACK == false then
  1813. FBI()
  1814.  
  1815. end
  1816.  
  1817. if Key == "x" and ATTACK == false then
  1818. attacc()
  1819.  
  1820. end
  1821.  
  1822. if Key == "v" and ATTACK == false then
  1823. Sucide()
  1824.  
  1825. end
  1826.  
  1827.  
  1828. if Key == "t" and ATTACK == false then
  1829. LOOkATTHATXD()
  1830.  
  1831. end
  1832.  
  1833. if Key == "e" and ATTACK == false then
  1834. Ecks_Dee()
  1835.  
  1836. end
  1837. end
  1838.  
  1839. function KeyUp(Key)
  1840. KEYHOLD = false
  1841. end
  1842.  
  1843. Mouse.Button1Down:connect(function(NEWKEY)
  1844. MouseDown(NEWKEY)
  1845. end)
  1846. Mouse.Button1Up:connect(function(NEWKEY)
  1847. MouseUp(NEWKEY)
  1848. end)
  1849. Mouse.KeyDown:connect(function(NEWKEY)
  1850. KeyDown(NEWKEY)
  1851. end)
  1852. Mouse.KeyUp:connect(function(NEWKEY)
  1853. KeyUp(NEWKEY)
  1854. end)
  1855.  
  1856.  
  1857. Humanoid.Changed:connect(function(Jump)
  1858. if Jump == "Jump" and (Disable_Jump == true) then
  1859. Humanoid.Jump = false
  1860. end
  1861. end)
  1862.  
  1863. while true do
  1864. Swait()
  1865. script.Parent = WEAPONGUI
  1866. ANIMATE.Parent = nil
  1867. for _,v in next, Humanoid:GetPlayingAnimationTracks() do
  1868. v:Stop();
  1869. end
  1870. SINE = SINE + CHANGE
  1871. local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
  1872. local TORSOVERTICALVELOCITY = RootPart.Velocity.y
  1873. local HITFLOOR = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4, Character)
  1874. local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16)
  1875. if ANIM == "Walk" and TORSOVELOCITY > 1 then
  1876. 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)
  1877. 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)
  1878. 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)
  1879. 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)
  1880. elseif (ANIM ~= "Walk") or (TORSOVELOCITY < 1) then
  1881. RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  1882. 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)
  1883. 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)
  1884. 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)
  1885. end
  1886. if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then
  1887. ANIM = "Jump"
  1888. if PLAYANIMS == true then
  1889. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  1890. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  1891. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
  1892. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
  1893. 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)
  1894. 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)
  1895. end
  1896. elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then
  1897. ANIM = "Fall"
  1898. if PLAYANIMS == true then
  1899. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 ) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  1900. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  1901. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
  1902. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
  1903. 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)
  1904. 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)
  1905. end
  1906. elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
  1907. ANIM = "Idle"
  1908. if PLAYANIMS == true then
  1909. 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)
  1910. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0 - 60*SIN(Sound0.PlaybackLoudness/300)), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1911. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140 + 250*SIN(Sound0.PlaybackLoudness/300)), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1912. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1913. 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)
  1914. 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)
  1915. end
  1916. elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
  1917. ANIM = "Walk"
  1918. if PLAYANIMS == true then
  1919. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1920. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  1921. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1922. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(40 * COS(SINE / WALKSPEEDVALUE)), RAD(0), RAD(-5)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1923. 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)
  1924. 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)
  1925.  
  1926. end
  1927. end
  1928. end
  1929. if Rooted == false then
  1930. Disable_Jump = false
  1931. Humanoid.WalkSpeed = Speed
  1932. elseif Rooted == true then
  1933. Disable_Jump = true
  1934. Humanoid.WalkSpeed = 0
  1935. end
  1936.  
  1937. Humanoid.Health = Humanoid.Health + 1
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