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- local PLAYERS = game:GetService("Players")
- local characterConnections = {}
- local function hide(obj)
- if obj:IsA"BasePart" or obj:IsA"Decal" then
- obj.Transparency = 1
- elseif obj:IsA"ParticleEmitter" then
- obj:Destroy()
- end
- end
- local function makeInvisible(player)
- local character = player.Character or player.CharacterAdded:Wait()
- for _, thing in next, character:GetDescendants() do
- hide(thing)
- end
- if characterConnections[player.UserId] then
- characterConnections[player.UserId]:Disconnect();
- end
- characterConnections[player.UserId] = character.DescendantAdded:Connect(function(part)
- hide(part)
- end)
- end
- for _, player in next, PLAYERS:GetPlayers() do
- if player.Character then
- makeInvisible(player)
- end
- characterConnections[player.UserId .. "_charadded"] = player.CharacterAdded:Connect(function()
- makeInvisible(player)
- end)
- end
- local teamConnections = {}
- PLAYERS.PlayerAdded:Connect(function(player)
- if player.Character and player.Team == game.Teams.Fans then
- makeInvisible(player)
- end
- characterConnections[player.UserId .. "_charadded"] = player.CharacterAdded:Connect(function()
- if player.Team == game.Teams.Fans then
- makeInvisible(player)
- end
- end)
- teamConnections[player.UserId] = player:GetPropertyChangedSignal"Team":Connect(function()
- if player.Character and player.Team == game.Teams.Fans then
- makeInvisible(player)
- end
- end)
- end)
- PLAYERS.PlayerRemoving:Connect(function(player)
- if characterConnections[player.UserId .. "_charadded"] then
- characterConnections[player.UserId .. "_charadded"]:Disconnect(); characterConnections[player.UserId .. "_charadded"] = nil
- end
- if characterConnections[player.UserId] then
- characterConnections[player.UserId]:Disconnect(); characterConnections[player.UserId] = nil
- end
- if teamConnections[player.UserId] then
- teamConnections[player.UserId]:Disconnect(); teamConnections[player.UserId] = nil
- end
- end)
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