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Jul 29th, 2018
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  1. if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
  2. local Player,game,owner = owner,game
  3. local RealPlayer = Player
  4. do
  5. print("FE Compatibility code by Mokiros")
  6. local rp = RealPlayer
  7. script.Parent = rp.Character
  8.  
  9. --RemoteEvent for communicating
  10. local Event = Instance.new("RemoteEvent")
  11. Event.Name = "UserInput_Event"
  12.  
  13. --Fake event to make stuff like Mouse.KeyDown work
  14. local function fakeEvent()
  15. local t = {_fakeEvent=true,Functions={},Connect=function(self,f)table.insert(self.Functions,f) end}
  16. t.connect = t.Connect
  17. return t
  18. end
  19.  
  20. --Creating fake input objects with fake variables
  21. local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent()}
  22. local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
  23. local CAS = {Actions={},BindAction=function(self,name,fun,touch,...)
  24. CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil
  25. end}
  26. --Merged 2 functions into one by checking amount of arguments
  27. CAS.UnbindAction = CAS.BindAction
  28.  
  29. --This function will trigger the events that have been :Connect()'ed
  30. local function te(self,ev,...)
  31. local t = m[ev]
  32. if t and t._fakeEvent then
  33. for _,f in pairs(t.Functions) do
  34. f(...)
  35. end
  36. end
  37. end
  38. m.TrigEvent = te
  39. UIS.TrigEvent = te
  40.  
  41. Event.OnServerEvent:Connect(function(plr,io)
  42. if plr~=rp then return end
  43. m.Target = io.Target
  44. m.Hit = io.Hit
  45. if not io.isMouse then
  46. local b = io.UserInputState == Enum.UserInputState.Begin
  47. if io.UserInputType == Enum.UserInputType.MouseButton1 then
  48. return m:TrigEvent(b and "Button1Down" or "Button1Up")
  49. end
  50. for _,t in pairs(CAS.Actions) do
  51. for _,k in pairs(t.Keys) do
  52. if k==io.KeyCode then
  53. t.Function(t.Name,io.UserInputState,io)
  54. end
  55. end
  56. end
  57. m:TrigEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower())
  58. UIS:TrigEvent(b and "InputBegan" or "InputEnded",io,false)
  59. end
  60. end)
  61. Event.Parent = NLS([==[
  62. local Player = game:GetService("Players").LocalPlayer
  63. local Event = script:WaitForChild("UserInput_Event")
  64.  
  65. local Mouse = Player:GetMouse()
  66. local UIS = game:GetService("UserInputService")
  67. local input = function(io,a)
  68. if a then return end
  69. --Since InputObject is a client-side instance, we create and pass table instead
  70. Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState,Hit=Mouse.Hit,Target=Mouse.Target})
  71. end
  72. UIS.InputBegan:Connect(input)
  73. UIS.InputEnded:Connect(input)
  74.  
  75. local h,t
  76. --Give the server mouse data 30 times every second, but only if the values changed
  77. --If player is not moving their mouse, client won't fire events
  78. while wait(1/30) do
  79. if h~=Mouse.Hit or t~=Mouse.Target then
  80. h,t=Mouse.Hit,Mouse.Target
  81. Event:FireServer({isMouse=true,Target=t,Hit=h})
  82. end
  83. end]==],Player.Character)
  84.  
  85. ----Sandboxed game object that allows the usage of client-side methods and services
  86. --Real game object
  87. local _rg = game
  88.  
  89. --Metatable for fake service
  90. local fsmt = {
  91. __index = function(self,k)
  92. local s = rawget(self,"_RealService")
  93. if s then return s[k] end
  94. end,
  95. __newindex = function(self,k,v)
  96. local s = rawget(self,"_RealService")
  97. if s then s[k]=v end
  98. end,
  99. __call = function(self,...)
  100. local s = rawget(self,"_RealService")
  101. if s then return s(...) end
  102. end
  103. }
  104. local function FakeService(t,RealService)
  105. t._RealService = typeof(RealService)=="string" and _rg:GetService(RealService) or RealService
  106. return setmetatable(t,fsmt)
  107. end
  108.  
  109. --Fake game object
  110. local g = {
  111. GetService = function(self,s)
  112. return self[s]
  113. end,
  114. Players = FakeService({
  115. LocalPlayer = FakeService({GetMouse=function(self)return m end},Player)
  116. },"Players"),
  117. UserInputService = FakeService(UIS,"UserInputService"),
  118. ContextActionService = FakeService(CAS,"ContextActionService"),
  119. }
  120. rawset(g.Players,"localPlayer",g.Players.LocalPlayer)
  121. g.service = g.GetService
  122.  
  123. g.RunService = FakeService({
  124. RenderStepped = _rg:GetService("RunService").Heartbeat,
  125. BindToRenderStep = function(self,name,_,fun)
  126. self._btrs[name] = self.Heartbeat:Connect(fun)
  127. end,
  128. UnbindFromRenderStep = function(self,name)
  129. self._btrs[name]:Disconnect()
  130. end,
  131. },"RunService")
  132.  
  133. setmetatable(g,{
  134. __index=function(self,s)
  135. return _rg:GetService(s) or typeof(_rg[s])=="function"
  136. and function(_,...)return _rg[s](_rg,...)end or _rg[s]
  137. end,
  138. __newindex = fsmt.__newindex,
  139. __call = fsmt.__call
  140. })
  141. --Changing owner to fake player object to support owner:GetMouse()
  142. game,owner = g,g.Players.LocalPlayer
  143. end
  144. ------------------------
  145.  
  146. --Made by goodguyaiden--
  147. --Trumpet boi-----------
  148.  
  149. ------------------------
  150.  
  151. wait(0.2)
  152. local Player = game:service'Players'.localPlayer
  153. local chara = Player.Character
  154. Player=game:GetService("Players").LocalPlayer
  155. Character=Player.Character
  156. PlayerGui=Player.PlayerGui
  157. Backpack=Player.Backpack
  158. Torso=Character.Torso
  159. Head=Character.Head
  160. Humanoid=Character.Humanoid
  161. m=Instance.new('Model',Character)
  162. LeftArm=Character["Left Arm"]
  163. LeftLeg=Character["Left Leg"]
  164. RightArm=Character["Right Arm"]
  165. RightLeg=Character["Right Leg"]
  166. LS=Torso["Left Shoulder"]
  167. LH=Torso["Left Hip"]
  168. RS=Torso["Right Shoulder"]
  169. RH=Torso["Right Hip"]
  170. Face = Head.face
  171. Neck=Torso.Neck
  172. it=Instance.new
  173. attacktype=1
  174. vt=Vector3.new
  175. cf=CFrame.new
  176. cl3=Color3.new
  177. rgb=Color3.fromRGB
  178. bcn=BrickColor.new
  179. euler=CFrame.fromEulerAnglesXYZ
  180. angles=CFrame.Angles
  181. Humanoid.WalkSpeed = 14
  182. Player = game:GetService("Players").LocalPlayer
  183. PlayerGui = Player.PlayerGui
  184. Cam = workspace.CurrentCamera
  185. Backpack = Player.Backpack
  186. Character = Player.Character
  187. Humanoid = Character.Humanoid
  188. Mouse = Player:GetMouse()
  189. RootPart = Character["HumanoidRootPart"]
  190. Torso = Character["Torso"]
  191. Head = Character["Head"]
  192. RightArm = Character["Right Arm"]
  193. LeftArm = Character["Left Arm"]
  194. RightLeg = Character["Right Leg"]
  195. LeftLeg = Character["Left Leg"]
  196. RootJoint = RootPart["RootJoint"]
  197. Neck = Torso["Neck"]
  198. RightShoulder = Torso["Right Shoulder"]
  199. LeftShoulder = Torso["Left Shoulder"]
  200. RightHip = Torso["Right Hip"]
  201. LeftHip = Torso["Left Hip"]
  202. IT = Instance.new
  203. CF = CFrame.new
  204. VT = Vector3.new
  205. RAD = math.rad
  206. C3 = Color3.new
  207. UD2 = UDim2.new
  208. BRICKC = BrickColor.new
  209. ANGLES = CFrame.Angles
  210. EULER = CFrame.fromEulerAnglesXYZ
  211. COS = math.cos
  212. ACOS = math.acos
  213. SIN = math.sin
  214. ASIN = math.asin
  215. ABS = math.abs
  216. MRANDOM = math.random
  217. FLOOR = math.floor
  218. Animation_Speed = 3
  219. Frame_Speed = 1 / 60 -- (1 / 30) OR (1 / 60)
  220. local Speed = 12
  221. local ROOTC0 = CF(0, 0, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
  222. local NECKC0 = CF(0, 1, 0) * ANGLES(RAD(-90), RAD(0), RAD(180))
  223. local RIGHTSHOULDERC0 = CF(-0.5, 0, 0) * ANGLES(RAD(0), RAD(90), RAD(0))
  224. local LEFTSHOULDERC0 = CF(0.5, 0, 0) * ANGLES(RAD(0), RAD(-90), RAD(0))
  225. local DAMAGEMULTIPLIER = 1
  226. local ANIM = "Idle"
  227. local ATTACK = false
  228. local EQUIPPED = false
  229. local HOLD = false
  230. local COMBO = 1
  231. local Rooted = false
  232. local SINE = 0
  233. local KEYHOLD = false
  234. local CHANGE = 2 / Animation_Speed
  235. local WALKINGANIM = false
  236. local VALUE1 = false
  237. local VALUE2 = false
  238. local ROBLOXIDLEANIMATION = IT("Animation")
  239. ROBLOXIDLEANIMATION.Name = "Roblox Idle Animation"
  240. ROBLOXIDLEANIMATION.AnimationId = "http://www.roblox.com/asset/?id=180435571"
  241. --ROBLOXIDLEANIMATION.Parent = Humanoid
  242. local WEAPONGUI = IT("ScreenGui", PlayerGui)
  243. WEAPONGUI.Name = "Weapon GUI"
  244. local Weapon = IT("Model")
  245. Weapon.Name = "Adds"
  246. local Effects = IT("Folder", Weapon)
  247. Effects.Name = "Effects"
  248. local ANIMATOR = Humanoid.Animator
  249. local ANIMATE = Character.Animate
  250. local UNANCHOR = true
  251. local PLAYANIMS = true
  252. ArtificialHB = Instance.new("BindableEvent", script)
  253. ArtificialHB.Name = "ArtificialHB"
  254.  
  255. script:WaitForChild("ArtificialHB")
  256.  
  257. frame = Frame_Speed
  258. tf = 0
  259. allowframeloss = false
  260. tossremainder = false
  261. lastframe = tick()
  262. script.ArtificialHB:Fire()
  263.  
  264. function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
  265. return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
  266. end
  267.  
  268. function PositiveAngle(NUMBER)
  269. if NUMBER >= 0 then
  270. NUMBER = 0
  271. end
  272. return NUMBER
  273. end
  274.  
  275. function NegativeAngle(NUMBER)
  276. if NUMBER <= 0 then
  277. NUMBER = 0
  278. end
  279. return NUMBER
  280. end
  281.  
  282. function Swait(NUMBER)
  283. if NUMBER == 0 or NUMBER == nil then
  284. ArtificialHB.Event:wait()
  285. else
  286. for i = 1, NUMBER do
  287. ArtificialHB.Event:wait()
  288. end
  289. end
  290. end
  291.  
  292. function QuaternionFromCFrame(cf)
  293. local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
  294. local trace = m00 + m11 + m22
  295. if trace > 0 then
  296. local s = math.sqrt(1 + trace)
  297. local recip = 0.5 / s
  298. return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
  299. else
  300. local i = 0
  301. if m11 > m00 then
  302. i = 1
  303. end
  304. if m22 > (i == 0 and m00 or m11) then
  305. i = 2
  306. end
  307. if i == 0 then
  308. local s = math.sqrt(m00 - m11 - m22 + 1)
  309. local recip = 0.5 / s
  310. return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
  311. elseif i == 1 then
  312. local s = math.sqrt(m11 - m22 - m00 + 1)
  313. local recip = 0.5 / s
  314. return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
  315. elseif i == 2 then
  316. local s = math.sqrt(m22 - m00 - m11 + 1)
  317. local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
  318. end
  319. end
  320. end
  321.  
  322. function QuaternionToCFrame(px, py, pz, x, y, z, w)
  323. local xs, ys, zs = x + x, y + y, z + z
  324. local wx, wy, wz = w * xs, w * ys, w * zs
  325. local xx = x * xs
  326. local xy = x * ys
  327. local xz = x * zs
  328. local yy = y * ys
  329. local yz = y * zs
  330. local zz = z * zs
  331. return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
  332. end
  333.  
  334. function QuaternionSlerp(a, b, t)
  335. local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
  336. local startInterp, finishInterp;
  337. if cosTheta >= 0.0001 then
  338. if (1 - cosTheta) > 0.0001 then
  339. local theta = ACOS(cosTheta)
  340. local invSinTheta = 1 / SIN(theta)
  341. startInterp = SIN((1 - t) * theta) * invSinTheta
  342. finishInterp = SIN(t * theta) * invSinTheta
  343. else
  344. startInterp = 1 - t
  345. finishInterp = t
  346. end
  347. else
  348. if (1 + cosTheta) > 0.0001 then
  349. local theta = ACOS(-cosTheta)
  350. local invSinTheta = 1 / SIN(theta)
  351. startInterp = SIN((t - 1) * theta) * invSinTheta
  352. finishInterp = SIN(t * theta) * invSinTheta
  353. else
  354. startInterp = t - 1
  355. finishInterp = t
  356. end
  357. end
  358. return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
  359. end
  360.  
  361. function Clerp(a, b, t)
  362. local qa = {QuaternionFromCFrame(a)}
  363. local qb = {QuaternionFromCFrame(b)}
  364. local ax, ay, az = a.x, a.y, a.z
  365. local bx, by, bz = b.x, b.y, b.z
  366. local _t = 1 - t
  367. return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
  368. end
  369.  
  370. function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
  371. local frame = IT("Frame")
  372. frame.BackgroundTransparency = TRANSPARENCY
  373. frame.BorderSizePixel = BORDERSIZEPIXEL
  374. frame.Position = POSITION
  375. frame.Size = SIZE
  376. frame.BackgroundColor3 = COLOR
  377. frame.BorderColor3 = BORDERCOLOR
  378. frame.Name = NAME
  379. frame.Parent = PARENT
  380. return frame
  381. end
  382.  
  383. function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
  384. local label = IT("TextLabel")
  385. label.BackgroundTransparency = 1
  386. label.Size = UD2(1, 0, 1, 0)
  387. label.Position = UD2(0, 0, 0, 0)
  388. label.TextColor3 = TEXTCOLOR
  389. label.TextStrokeTransparency = STROKETRANSPARENCY
  390. label.TextTransparency = TRANSPARENCY
  391. label.FontSize = TEXTFONTSIZE
  392. label.Font = TEXTFONT
  393. label.BorderSizePixel = BORDERSIZEPIXEL
  394. label.TextScaled = false
  395. label.Text = TEXT
  396. label.Name = NAME
  397. label.Parent = PARENT
  398. return label
  399. end
  400.  
  401. function NoOutlines(PART)
  402. PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
  403. end
  404.  
  405.  
  406. function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)
  407. local NEWWELD = IT(TYPE)
  408. NEWWELD.Part0 = PART0
  409. NEWWELD.Part1 = PART1
  410. NEWWELD.C0 = C0
  411. NEWWELD.C1 = C1
  412. NEWWELD.Parent = PARENT
  413. return NEWWELD
  414. end
  415.  
  416. local S = IT("Sound")
  417.  
  418. function CreateSound(ID, PARENT, VOLUME, PITCH)
  419. local NEWSOUND = nil
  420. coroutine.resume(coroutine.create(function()
  421. NEWSOUND = S:Clone()
  422. NEWSOUND.Parent = PARENT
  423. NEWSOUND.Volume = VOLUME
  424. NEWSOUND.Pitch = PITCH
  425. NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID
  426. Swait()
  427. NEWSOUND:play()
  428. game:GetService("Debris"):AddItem(NEWSOUND, 10)
  429. end))
  430. return NEWSOUND
  431. end
  432.  
  433. function CFrameFromTopBack(at, top, back)
  434. local right = top:Cross(back)
  435. return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
  436. end
  437.  
  438. function CreateWave(SIZE,WAIT,CFRAME,DOESROT,ROT,COLOR,GROW)
  439. local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0,0,0))
  440. local mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "20329976", "", SIZE, VT(0,0,-SIZE.X/8))
  441. wave.CFrame = CFRAME
  442. coroutine.resume(coroutine.create(function(PART)
  443. for i = 1, WAIT do
  444. Swait()
  445. mesh.Scale = mesh.Scale + GROW
  446. mesh.Offset = VT(0,0,-(mesh.Scale.X/8))
  447. if DOESROT == true then
  448. wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0,ROT,0)
  449. end
  450. wave.Transparency = wave.Transparency + (0.5/WAIT)
  451. if wave.Transparency > 0.99 then
  452. wave:remove()
  453. end
  454. end
  455. end))
  456. end
  457.  
  458. function CreateRing(SIZE,DOESROT,ROT,WAIT,CFRAME,COLOR,GROW)
  459. local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(0,0,0))
  460. local mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "559831844", "", SIZE, VT(0,0,0))
  461. wave.CFrame = CFRAME
  462. coroutine.resume(coroutine.create(function(PART)
  463. for i = 1, WAIT do
  464. Swait()
  465. mesh.Scale = mesh.Scale + GROW
  466. if DOESROT == true then
  467. wave.CFrame = wave.CFrame * CFrame.fromEulerAnglesXYZ(0,ROT,0)
  468. end
  469. wave.Transparency = wave.Transparency + (0.5/WAIT)
  470. if wave.Transparency > 0.99 then
  471. wave:remove()
  472. end
  473. end
  474. end))
  475. end
  476.  
  477. function MagicSphere(SIZE,WAIT,CFRAME,COLOR,GROW)
  478. local wave = CreatePart(3, Effects, "Neon", 0, 0, BRICKC(COLOR), "Effect", VT(1,1,1), true)
  479. local mesh = CreateMesh("SpecialMesh", wave, "Sphere", "", "", SIZE, VT(0,0,0))
  480. wave.CFrame = CFRAME
  481. coroutine.resume(coroutine.create(function(PART)
  482. for i = 1, WAIT do
  483. Swait()
  484. mesh.Scale = mesh.Scale + GROW
  485. wave.Transparency = wave.Transparency + (1/WAIT)
  486. if wave.Transparency > 0.99 then
  487. wave:remove()
  488. end
  489. end
  490. end))
  491. end
  492.  
  493. function Slice(KIND,SIZE,WAIT,CFRAME,COLOR,GROW)
  494. local wave = CreatePart(3, Effects, "Neon", 0, 0.5, BRICKC(COLOR), "Effect", VT(1,1,1), true)
  495. local mesh = nil
  496. if KIND == "Base" then
  497. mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "448386996", "", VT(0,SIZE/10,SIZE/10), VT(0,0,0))
  498. elseif KIND == "Thin" then
  499. mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "662586858", "", VT(SIZE/10,0,SIZE/10), VT(0,0,0))
  500. elseif KIND == "Round" then
  501. mesh = CreateMesh("SpecialMesh", wave, "FileMesh", "662585058", "", VT(SIZE/10,0,SIZE/10), VT(0,0,0))
  502. end
  503. wave.CFrame = CFRAME
  504. coroutine.resume(coroutine.create(function(PART)
  505. for i = 1, WAIT do
  506. Swait()
  507. mesh.Scale = mesh.Scale + GROW/10
  508. wave.Transparency = wave.Transparency + (0.5/WAIT)
  509. if wave.Transparency > 0.99 then
  510. wave:remove()
  511. end
  512. end
  513. end))
  514. end
  515.  
  516. function MakeForm(PART,TYPE)
  517. if TYPE == "Cyl" then
  518. local MSH = IT("CylinderMesh",PART)
  519. elseif TYPE == "Ball" then
  520. local MSH = IT("SpecialMesh",PART)
  521. MSH.MeshType = "Sphere"
  522. elseif TYPE == "Wedge" then
  523. local MSH = IT("SpecialMesh",PART)
  524. MSH.MeshType = "Wedge"
  525. end
  526. end
  527.  
  528.  
  529. function CheckTableForString(Table, String)
  530. for i, v in pairs(Table) do
  531. if string.find(string.lower(String), string.lower(v)) then
  532. return true
  533. end
  534. end
  535. return false
  536. end
  537.  
  538. function CheckIntangible(Hit)
  539. local ProjectileNames = {"Water", "Arrow", "Projectile", "Effect", "Rail", "Lightning", "Bullet"}
  540. if Hit and Hit.Parent then
  541. if ((not Hit.CanCollide or CheckTableForString(ProjectileNames, Hit.Name)) and not Hit.Parent:FindFirstChild("Humanoid")) then
  542. return true
  543. end
  544. end
  545. return false
  546. end
  547.  
  548. Debris = game:GetService("Debris")
  549.  
  550. function CastZapRay(StartPos, Vec, Length, Ignore, DelayIfHit)
  551. local Direction = CFrame.new(StartPos, Vec).lookVector
  552. local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore})
  553. local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Direction * Length), Ignore)
  554. if RayHit and CheckIntangible(RayHit) then
  555. if DelayIfHit then
  556. wait()
  557. end
  558. RayHit, RayPos, RayNormal = CastZapRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit)
  559. end
  560. return RayHit, RayPos, RayNormal
  561. end
  562.  
  563. function turnto(position)
  564. RootPart.CFrame=CFrame.new(RootPart.CFrame.p,VT(position.X,RootPart.Position.Y,position.Z)) * CFrame.new(0, 0, 0)
  565. end
  566.  
  567.  
  568.  
  569. game:GetService("RunService").Heartbeat:connect(function(s, p)
  570. tf = tf + s
  571. if tf >= frame then
  572. if allowframeloss then
  573. script.ArtificialHB:Fire()
  574. lastframe = tick()
  575. else
  576. for i = 1, math.floor(tf / frame) do
  577. script.ArtificialHB:Fire()
  578. end
  579. lastframe = tick()
  580. end
  581. if tossremainder then
  582. tf = 0
  583. else
  584. tf = tf - frame * math.floor(tf / frame)
  585. end
  586. end
  587. end)
  588. function Raycast(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
  589. return workspace:FindPartOnRay(Ray.new(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
  590. end
  591.  
  592. function PositiveAngle(NUMBER)
  593. if NUMBER >= 0 then
  594. NUMBER = 0
  595. end
  596. return NUMBER
  597. end
  598.  
  599. function NegativeAngle(NUMBER)
  600. if NUMBER <= 0 then
  601. NUMBER = 0
  602. end
  603. return NUMBER
  604. end
  605.  
  606. function Swait(NUMBER)
  607. if NUMBER == 0 or NUMBER == nil then
  608. ArtificialHB.Event:wait()
  609. else
  610. for i = 1, NUMBER do
  611. ArtificialHB.Event:wait()
  612. end
  613. end
  614. end
  615.  
  616. function CreateMesh(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
  617. local NEWMESH = IT(MESH)
  618. if MESH == "SpecialMesh" then
  619. NEWMESH.MeshType = MESHTYPE
  620. if MESHID ~= "nil" and MESHID ~= "" then
  621. NEWMESH.MeshId = "http://www.roblox.com/asset/?id="..MESHID
  622. end
  623. if TEXTUREID ~= "nil" and TEXTUREID ~= "" then
  624. NEWMESH.TextureId = "http://www.roblox.com/asset/?id="..TEXTUREID
  625. end
  626. end
  627. NEWMESH.Offset = OFFSET or VT(0, 0, 0)
  628. NEWMESH.Scale = SCALE
  629. NEWMESH.Parent = PARENT
  630. return NEWMESH
  631. end
  632.  
  633. function CreatePart(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE, ANCHOR)
  634. local NEWPART = IT("Part")
  635. NEWPART.formFactor = FORMFACTOR
  636. NEWPART.Reflectance = REFLECTANCE
  637. NEWPART.Transparency = TRANSPARENCY
  638. NEWPART.CanCollide = false
  639. NEWPART.Locked = true
  640. NEWPART.Anchored = true
  641. if ANCHOR == false then
  642. NEWPART.Anchored = false
  643. end
  644. NEWPART.BrickColor = BRICKC(tostring(BRICKCOLOR))
  645. NEWPART.Name = NAME
  646. NEWPART.Size = SIZE
  647. NEWPART.Position = Torso.Position
  648. NEWPART.Material = MATERIAL
  649. NEWPART:BreakJoints()
  650. NEWPART.Parent = PARENT
  651. return NEWPART
  652. end
  653.  
  654. local function weldBetween(a, b)
  655. local weldd = Instance.new("ManualWeld")
  656. weldd.Part0 = a
  657. weldd.Part1 = b
  658. weldd.C0 = CFrame.new()
  659. weldd.C1 = b.CFrame:inverse() * a.CFrame
  660. weldd.Parent = a
  661. return weldd
  662. end
  663.  
  664.  
  665. function QuaternionFromCFrame(cf)
  666. local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
  667. local trace = m00 + m11 + m22
  668. if trace > 0 then
  669. local s = math.sqrt(1 + trace)
  670. local recip = 0.5 / s
  671. return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5
  672. else
  673. local i = 0
  674. if m11 > m00 then
  675. i = 1
  676. end
  677. if m22 > (i == 0 and m00 or m11) then
  678. i = 2
  679. end
  680. if i == 0 then
  681. local s = math.sqrt(m00 - m11 - m22 + 1)
  682. local recip = 0.5 / s
  683. return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
  684. elseif i == 1 then
  685. local s = math.sqrt(m11 - m22 - m00 + 1)
  686. local recip = 0.5 / s
  687. return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip
  688. elseif i == 2 then
  689. local s = math.sqrt(m22 - m00 - m11 + 1)
  690. local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip
  691. end
  692. end
  693. end
  694.  
  695. function QuaternionToCFrame(px, py, pz, x, y, z, w)
  696. local xs, ys, zs = x + x, y + y, z + z
  697. local wx, wy, wz = w * xs, w * ys, w * zs
  698. local xx = x * xs
  699. local xy = x * ys
  700. local xz = x * zs
  701. local yy = y * ys
  702. local yz = y * zs
  703. local zz = z * zs
  704. return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy))
  705. end
  706.  
  707. function QuaternionSlerp(a, b, t)
  708. local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4]
  709. local startInterp, finishInterp;
  710. if cosTheta >= 0.0001 then
  711. if (1 - cosTheta) > 0.0001 then
  712. local theta = ACOS(cosTheta)
  713. local invSinTheta = 1 / SIN(theta)
  714. startInterp = SIN((1 - t) * theta) * invSinTheta
  715. finishInterp = SIN(t * theta) * invSinTheta
  716. else
  717. startInterp = 1 - t
  718. finishInterp = t
  719. end
  720. else
  721. if (1 + cosTheta) > 0.0001 then
  722. local theta = ACOS(-cosTheta)
  723. local invSinTheta = 1 / SIN(theta)
  724. startInterp = SIN((t - 1) * theta) * invSinTheta
  725. finishInterp = SIN(t * theta) * invSinTheta
  726. else
  727. startInterp = t - 1
  728. finishInterp = t
  729. end
  730. end
  731. return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp
  732. end
  733.  
  734. function Clerp(a, b, t)
  735. local qa = {QuaternionFromCFrame(a)}
  736. local qb = {QuaternionFromCFrame(b)}
  737. local ax, ay, az = a.x, a.y, a.z
  738. local bx, by, bz = b.x, b.y, b.z
  739. local _t = 1 - t
  740. return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t))
  741. end
  742.  
  743. function CreateFrame(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
  744. local frame = IT("Frame")
  745. frame.BackgroundTransparency = TRANSPARENCY
  746. frame.BorderSizePixel = BORDERSIZEPIXEL
  747. frame.Position = POSITION
  748. frame.Size = SIZE
  749. frame.BackgroundColor3 = COLOR
  750. frame.BorderColor3 = BORDERCOLOR
  751. frame.Name = NAME
  752. frame.Parent = PARENT
  753. return frame
  754. end
  755.  
  756. function CreateLabel(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
  757. local label = IT("TextLabel")
  758. label.BackgroundTransparency = 1
  759. label.Size = UD2(1, 0, 1, 0)
  760. label.Position = UD2(0, 0, 0, 0)
  761. label.TextColor3 = TEXTCOLOR
  762. label.TextStrokeTransparency = STROKETRANSPARENCY
  763. label.TextTransparency = TRANSPARENCY
  764. label.FontSize = TEXTFONTSIZE
  765. label.Font = TEXTFONT
  766. label.BorderSizePixel = BORDERSIZEPIXEL
  767. label.TextScaled = false
  768. label.Text = TEXT
  769. label.Name = NAME
  770. label.Parent = PARENT
  771. return label
  772. end
  773.  
  774. function NoOutlines(PART)
  775. PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = 10, 10, 10, 10, 10, 10
  776. end
  777.  
  778. function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1)
  779. local NEWWELD = IT(TYPE)
  780. NEWWELD.Part0 = PART0
  781. NEWWELD.Part1 = PART1
  782. NEWWELD.C0 = C0
  783. NEWWELD.C1 = C1
  784. NEWWELD.Parent = PARENT
  785. return NEWWELD
  786. end
  787.  
  788. local S = IT("Sound")
  789. function CreateSound(ID, PARENT, VOLUME, PITCH, DOESLOOP)
  790. local NEWSOUND = nil
  791. coroutine.resume(coroutine.create(function()
  792. NEWSOUND = S:Clone()
  793. NEWSOUND.Parent = PARENT
  794. NEWSOUND.Volume = VOLUME
  795. NEWSOUND.Pitch = PITCH
  796. NEWSOUND.SoundId = "http://www.roblox.com/asset/?id="..ID
  797. NEWSOUND:play()
  798. if DOESLOOP == true then
  799. NEWSOUND.Looped = true
  800. else
  801. repeat wait(1) until NEWSOUND.Playing == false
  802. NEWSOUND:remove()
  803. end
  804. end))
  805. return NEWSOUND
  806. end
  807.  
  808. function MakeForm(PART,TYPE)
  809. if TYPE == "Cyl" then
  810. local MSH = IT("CylinderMesh",PART)
  811. elseif TYPE == "Ball" then
  812. local MSH = IT("SpecialMesh",PART)
  813. MSH.MeshType = "Sphere"
  814. elseif TYPE == "Wedge" then
  815. local MSH = IT("SpecialMesh",PART)
  816. MSH.MeshType = "Wedge"
  817. end
  818. end
  819.  
  820. function CFrameFromTopBack(at, top, back)
  821. local right = top:Cross(back)
  822. return CF(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
  823. end
  824.  
  825. function PuddleOfBlood(Position,MaxDrop,Model,MaxSize)
  826. local HITFLOOR, HITPOS, NORMAL = Raycast(Position, (CF(Position, Position + VT(0, -1, 0))).lookVector, MaxDrop, Model)
  827. if HITFLOOR ~= nil then
  828. if HITFLOOR.Parent ~= Weapon and HITFLOOR.Parent ~= Character then
  829. if HITFLOOR.Name == "BloodPuddle" then
  830. local DIST = (Position - HITFLOOR.Position).Magnitude
  831. if (HITFLOOR.Size.Z <= 5 and HITFLOOR.Size.Z < MaxSize) or (HITFLOOR.Size.Z > 5 and HITFLOOR.Size.Z < MaxSize and DIST < HITFLOOR.Size.Z/3) then
  832. HITFLOOR.Size = HITFLOOR.Size + VT(0.1,0,0.1)
  833. end
  834. else
  835. if HITFLOOR.Anchored == true then
  836. local BLOOD = CreatePart(3, Effects, "Glass", 0, 0, "Maroon", "BloodPuddle", VT(2,0,2))
  837. BLOOD.CFrame = CF(HITPOS,HITPOS+NORMAL)*ANGLES(RAD(90),RAD(0),RAD(0))
  838. MakeForm(BLOOD,"Cyl")
  839. coroutine.resume(coroutine.create(function()
  840. Swait(75)
  841. while true do
  842. Swait()
  843. BLOOD.Size = BLOOD.Size - VT(0.02,0,0.02)
  844. if BLOOD.Size.Z < 0.051 then
  845. BLOOD:remove()
  846. break
  847. end
  848. end
  849. end))
  850. end
  851. end
  852. end
  853. end
  854. end
  855.  
  856. function SprayBlood(POSITION,DIRECTION,BloodSize)
  857. local BLOOD = CreatePart(3, Effects, "Glass", 0, 0, "Maroon", "BloodPuddle", VT(0.3,0.3,0.3),false)
  858. BLOOD.CFrame = CF(POSITION)
  859. MakeForm(BLOOD,"Ball")
  860. local bv = Instance.new("BodyVelocity",BLOOD)
  861. bv.maxForce = Vector3.new(1e9, 1e9, 1e9)
  862. bv.velocity = CF(POSITION,DIRECTION+VT(MRANDOM(-3,3)/30,MRANDOM(-3,3)/30,MRANDOM(-3,3)/30)).lookVector*75
  863. bv.Name = "MOVE"
  864. Debris:AddItem(bv,0.05)
  865. coroutine.resume(coroutine.create(function()
  866. local HASTOUCHEDGROUND = false
  867. local HIT = BLOOD.Touched:Connect(function(hit)
  868. if hit.Anchored == true then
  869. HASTOUCHEDGROUND = true
  870. PuddleOfBlood(BLOOD.Position+VT(0,1,0),2,BLOOD,BloodSize)
  871. end
  872. end)
  873. wait(5)
  874. if HASTOUCHEDGROUND == false then
  875. BLOOD:remove()
  876. end
  877. end))
  878. end
  879.  
  880. Debris = game:GetService("Debris")
  881.  
  882. function CastProperRay(StartPos, EndPos, Distance, Ignore)
  883. local DIRECTION = CF(StartPos,EndPos).lookVector
  884. return Raycast(StartPos, DIRECTION, Distance, Ignore)
  885. end
  886.  
  887. function turnto(position)
  888. RootPart.CFrame=CFrame.new(RootPart.CFrame.p,VT(position.X,RootPart.Position.Y,position.Z)) * CFrame.new(0, 0, 0)
  889. end
  890.  
  891. function recurse(root,callback,i)
  892. i= i or 0
  893. for _,v in pairs(root:GetChildren()) do
  894. i = i + 1
  895. callback(i,v)
  896.  
  897. if #v:GetChildren() > 0 then
  898. i = recurse(v,callback,i)
  899. end
  900. end
  901.  
  902. return i
  903. end
  904.  
  905. function ragdollJoint(character, part0, part1, attachmentName, className, properties)
  906. attachmentName = attachmentName.."RigAttachment"
  907. local constraint = Instance.new(className.."Constraint")
  908. constraint.Attachment0 = part0:FindFirstChild(attachmentName)
  909. constraint.Attachment1 = part1:FindFirstChild(attachmentName)
  910. constraint.Name = "RagdollConstraint"..part1.Name
  911.  
  912. for _,propertyData in next,properties or {} do
  913. constraint[propertyData[1]] = propertyData[2]
  914. end
  915.  
  916. constraint.Parent = character
  917. end
  918.  
  919. function getAttachment0(character, attachmentName)
  920. for _,child in next,character:GetChildren() do
  921. local attachment = child:FindFirstChild(attachmentName)
  922. if attachment then
  923. return attachment
  924. end
  925. end
  926. end
  927.  
  928. function R15Ragdoll(character)
  929. recurse(character, function(_,v)
  930. if v:IsA("Attachment") then
  931. v.Axis = Vector3.new(0, 1, 0)
  932. v.SecondaryAxis = Vector3.new(0, 0, 1)
  933. v.Rotation = Vector3.new(0, 0, 0)
  934. end
  935. end)
  936. for _,child in next,character:GetChildren() do
  937. if child:IsA("Accoutrement") then
  938. for _,part in next,child:GetChildren() do
  939. if part:IsA("BasePart") and part.Name ~= "HumanoidRootPart" then
  940. local attachment1 = part:FindFirstChildOfClass("Attachment")
  941. local attachment0 = getAttachment0(character,attachment1.Name)
  942. if attachment0 and attachment1 then
  943. local constraint = Instance.new("HingeConstraint")
  944. constraint.Attachment0 = attachment0
  945. constraint.Attachment1 = attachment1
  946. constraint.LimitsEnabled = true
  947. constraint.UpperAngle = 0
  948. constraint.LowerAngle = 0
  949. constraint.Parent = character
  950. end
  951. elseif part.Name == "HumanoidRootPart" then
  952. part:remove()
  953. end
  954. end
  955. end
  956. end
  957.  
  958. ragdollJoint(character,character.LowerTorso, character.UpperTorso, "Waist", "BallSocket", {
  959. {"LimitsEnabled",true};
  960. {"UpperAngle",5};
  961. })
  962. ragdollJoint(character,character.UpperTorso, character.Head, "Neck", "BallSocket", {
  963. {"LimitsEnabled",true};
  964. {"UpperAngle",15};
  965. })
  966.  
  967. local handProperties = {
  968. {"LimitsEnabled", true};
  969. {"UpperAngle",0};
  970. {"LowerAngle",0};
  971. }
  972. ragdollJoint(character,character.LeftLowerArm, character.LeftHand, "LeftWrist", "Hinge", handProperties)
  973. ragdollJoint(character,character.RightLowerArm, character.RightHand, "RightWrist", "Hinge", handProperties)
  974.  
  975. local shinProperties = {
  976. {"LimitsEnabled", true};
  977. {"UpperAngle", 0};
  978. {"LowerAngle", -75};
  979. }
  980. ragdollJoint(character,character.LeftUpperLeg, character.LeftLowerLeg, "LeftKnee", "Hinge", shinProperties)
  981. ragdollJoint(character,character.RightUpperLeg, character.RightLowerLeg, "RightKnee", "Hinge", shinProperties)
  982.  
  983. local footProperties = {
  984. {"LimitsEnabled", true};
  985. {"UpperAngle", 15};
  986. {"LowerAngle", -45};
  987. }
  988. ragdollJoint(character,character.LeftLowerLeg, character.LeftFoot, "LeftAnkle", "Hinge", footProperties)
  989. ragdollJoint(character,character.RightLowerLeg, character.RightFoot, "RightAnkle", "Hinge", footProperties)
  990.  
  991. ragdollJoint(character,character.UpperTorso, character.LeftUpperArm, "LeftShoulder", "BallSocket")
  992. ragdollJoint(character,character.LeftUpperArm, character.LeftLowerArm, "LeftElbow", "BallSocket")
  993. ragdollJoint(character,character.UpperTorso, character.RightUpperArm, "RightShoulder", "BallSocket")
  994. ragdollJoint(character,character.RightUpperArm, character.RightLowerArm, "RightElbow", "BallSocket")
  995. ragdollJoint(character,character.LowerTorso, character.LeftUpperLeg, "LeftHip", "BallSocket")
  996. ragdollJoint(character,character.LowerTorso, character.RightUpperLeg, "RightHip", "BallSocket")
  997. end
  998.  
  999. function Ragdoll(Character2,CharTorso)
  1000. Character2:BreakJoints()
  1001. local hum = Character2:findFirstChild("Humanoid")
  1002. hum:remove()
  1003. local function Scan(ch)
  1004. local e
  1005. for e = 1,#ch do
  1006. Scan(ch[e]:GetChildren())
  1007. if ch[e].ClassName == "Weld" or ch[e].ClassName == "Motor6D" then
  1008. ch[e]:remove()
  1009. end
  1010. end
  1011. end
  1012. local NEWHUM = IT("Humanoid")
  1013. NEWHUM.Name = "Corpse"
  1014. NEWHUM.Health = 0
  1015. NEWHUM.MaxHealth = 0
  1016. NEWHUM.PlatformStand = true
  1017. NEWHUM.Parent = Character2
  1018. NEWHUM.DisplayDistanceType = "None"
  1019.  
  1020. local ch = Character2:GetChildren()
  1021. local i
  1022. for i = 1,#ch do
  1023. if ch[i].Name == "THandle1" or ch[i].Name == "THandle2" then
  1024. ch[i]:remove()
  1025. end
  1026. end
  1027.  
  1028. local Torso2 = Character2.Torso
  1029. local movevector = Vector3.new()
  1030.  
  1031. if Torso2 then
  1032. movevector = CFrame.new(CharTorso.Position,Torso2.Position).lookVector
  1033. local Head = Character2:FindFirstChild("Head")
  1034. if Head then
  1035. local Neck = Instance.new("Weld")
  1036. Neck.Name = "Neck"
  1037. Neck.Part0 = Torso2
  1038. Neck.Part1 = Head
  1039. Neck.C0 = CFrame.new(0, 1.5, 0)
  1040. Neck.C1 = CFrame.new()
  1041. Neck.Parent = Torso2
  1042.  
  1043. end
  1044. local Limb = Character2:FindFirstChild("Right Arm")
  1045. if Limb then
  1046.  
  1047. Limb.CFrame = Torso2.CFrame * CFrame.new(1.5, 0, 0)
  1048. local Joint = Instance.new("Glue")
  1049. Joint.Name = "RightShoulder"
  1050. Joint.Part0 = Torso2
  1051. Joint.Part1 = Limb
  1052. Joint.C0 = CFrame.new(1.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
  1053. Joint.C1 = CFrame.new(-0, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
  1054. Joint.Parent = Torso2
  1055.  
  1056. local B = Instance.new("Part")
  1057. B.TopSurface = 0
  1058. B.BottomSurface = 0
  1059. B.formFactor = "Symmetric"
  1060. B.Size = Vector3.new(1, 1, 1)
  1061. B.Transparency = 1
  1062. B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
  1063. B.Parent = Character2
  1064. local W = Instance.new("Weld")
  1065. W.Part0 = Limb
  1066. W.Part1 = B
  1067. W.C0 = CFrame.new(0, -0.5, 0)
  1068. W.Parent = Limb
  1069.  
  1070. end
  1071. local Limb = Character2:FindFirstChild("Left Arm")
  1072. if Limb then
  1073.  
  1074. Limb.CFrame = Torso2.CFrame * CFrame.new(-1.5, 0, 0)
  1075. local Joint = Instance.new("Glue")
  1076. Joint.Name = "LeftShoulder"
  1077. Joint.Part0 = Torso2
  1078. Joint.Part1 = Limb
  1079. Joint.C0 = CFrame.new(-1.5, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
  1080. Joint.C1 = CFrame.new(0, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
  1081. Joint.Parent = Torso2
  1082.  
  1083. local B = Instance.new("Part")
  1084. B.TopSurface = 0
  1085. B.BottomSurface = 0
  1086. B.formFactor = "Symmetric"
  1087. B.Size = Vector3.new(1, 1, 1)
  1088. B.Transparency = 1
  1089. B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
  1090. B.Parent = Character2
  1091. local W = Instance.new("Weld")
  1092. W.Part0 = Limb
  1093. W.Part1 = B
  1094. W.C0 = CFrame.new(0, -0.5, 0)
  1095. W.Parent = Limb
  1096.  
  1097. end
  1098. local Limb = Character2:FindFirstChild("Right Leg")
  1099. if Limb then
  1100.  
  1101. Limb.CFrame = Torso2.CFrame * CFrame.new(0.5, -2, 0)
  1102. local Joint = Instance.new("Glue")
  1103. Joint.Name = "RightHip"
  1104. Joint.Part0 = Torso2
  1105. Joint.Part1 = Limb
  1106. Joint.C0 = CFrame.new(0.5, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
  1107. Joint.C1 = CFrame.new(0, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
  1108. Joint.Parent = Torso2
  1109.  
  1110. local B = Instance.new("Part")
  1111. B.TopSurface = 0
  1112. B.BottomSurface = 0
  1113. B.formFactor = "Symmetric"
  1114. B.Size = Vector3.new(1, 1, 1)
  1115. B.Transparency = 1
  1116. B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
  1117. B.Parent = Character2
  1118. local W = Instance.new("Weld")
  1119. W.Part0 = Limb
  1120. W.Part1 = B
  1121. W.C0 = CFrame.new(0, -0.5, 0)
  1122. W.Parent = Limb
  1123.  
  1124. end
  1125. local Limb = Character2:FindFirstChild("Left Leg")
  1126. if Limb then
  1127.  
  1128. Limb.CFrame = Torso2.CFrame * CFrame.new(-0.5, -2, 0)
  1129. local Joint = Instance.new("Glue")
  1130. Joint.Name = "LeftHip"
  1131. Joint.Part0 = Torso2
  1132. Joint.Part1 = Limb
  1133. Joint.C0 = CFrame.new(-0.5, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
  1134. Joint.C1 = CFrame.new(-0, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0)
  1135. Joint.Parent = Torso2
  1136.  
  1137. local B = Instance.new("Part")
  1138. B.TopSurface = 0
  1139. B.BottomSurface = 0
  1140. B.formFactor = "Symmetric"
  1141. B.Size = Vector3.new(1, 1, 1)
  1142. B.Transparency = 1
  1143. B.CFrame = Limb.CFrame * CFrame.new(0, -0.5, 0)
  1144. B.Parent = Character2
  1145. local W = Instance.new("Weld")
  1146. W.Part0 = Limb
  1147. W.Part1 = B
  1148. W.C0 = CFrame.new(0, -0.5, 0)
  1149. W.Parent = Limb
  1150.  
  1151. end
  1152. --[
  1153. local Bar = Instance.new("Part")
  1154. Bar.TopSurface = 0
  1155. Bar.BottomSurface = 0
  1156. Bar.formFactor = "Symmetric"
  1157. Bar.Size = Vector3.new(1, 1, 1)
  1158. Bar.Transparency = 1
  1159. Bar.CFrame = Torso2.CFrame * CFrame.new(0, 0.5, 0)
  1160. Bar.Parent = Character2
  1161. local Weld = Instance.new("Weld")
  1162. Weld.Part0 = Torso2
  1163. Weld.Part1 = Bar
  1164. Weld.C0 = CFrame.new(0, 0.5, 0)
  1165. Weld.Parent = Torso2
  1166. --]]
  1167. end
  1168. Character2.Parent = workspace
  1169. Debris:AddItem(Character2,5)
  1170.  
  1171. return Character2,Torso2
  1172. end
  1173.  
  1174. local Trum = CreatePart(3, Character, "SmoothPlastic", 0, 0, "Really black", "Trum", VT(0, 0, 0),false)
  1175. local HandleMesh = CreateMesh("SpecialMesh", Trum, "FileMesh", "32316679", "32316694", VT(1,1,1), VT(0,0,0))
  1176. local Weld = CreateWeldOrSnapOrMotor("Weld", Trum, Head, Trum, CF(0, 0.003, -1.5) * ANGLES(RAD(90), RAD(0), RAD(0)), CF(0, 0, 0))
  1177.  
  1178.  
  1179. function punche()
  1180. ATTACK = true
  1181. Rooted = true
  1182. CreateSound("144195836", Head, 10, 1)
  1183. for i=0, 1, 0.1 / Animation_Speed do
  1184. Swait()
  1185. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1186. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1187. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1188. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1189. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1190. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1191. end
  1192. for i=0, 1, 0.1 / Animation_Speed do
  1193. Swait()
  1194. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1195. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-30), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1196. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1197. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1198. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1199. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1200. end
  1201. for i=0, 1, 0.1 / Animation_Speed do
  1202. Swait()
  1203. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1204. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1205. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1206. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1207. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1208. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1209. end
  1210. for i=0, 1, 0.1 / Animation_Speed do
  1211. Swait()
  1212. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1213. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-30), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1214. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1215. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1216. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1217. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1218. end
  1219. for i=0, 1, 0.1 / Animation_Speed do
  1220. Swait()
  1221. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1222. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1223. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1224. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1225. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1226. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1227. end
  1228. for i=0, 1, 0.1 / Animation_Speed do
  1229. Swait()
  1230. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1231. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-30), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1232. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1233. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1234. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1235. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1236. end
  1237. for i=0, 1, 0.1 / Animation_Speed do
  1238. Swait()
  1239. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1240. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1241. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1242. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1243. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1244. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1245. end
  1246. for i=0, 1, 0.1 / Animation_Speed do
  1247. Swait()
  1248. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1249. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-30), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1250. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1251. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1252. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1253. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1254. end
  1255. for i=0, 1, 0.1 / Animation_Speed do
  1256. Swait()
  1257. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1258. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1259. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1260. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1261. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1262. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1263. end
  1264. for i=0, 1, 0.1 / Animation_Speed do
  1265. Swait()
  1266. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1267. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-30), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1268. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1269. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1270. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1271. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1272. end
  1273. for i=0, 1, 0.1 / Animation_Speed do
  1274. Swait()
  1275. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1276. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1277. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1278. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1279. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1280. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1281. end
  1282. for i=0, 1, 0.1 / Animation_Speed do
  1283. Swait()
  1284. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1285. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-30), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1286. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1287. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1288. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1289. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1290. end
  1291. for i=0, 1, 0.1 / Animation_Speed do
  1292. Swait()
  1293. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1294. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1295. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1296. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1297. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1298. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1299. end
  1300. for i=0, 1, 0.1 / Animation_Speed do
  1301. Swait()
  1302. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1303. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-30), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1304. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1305. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1306. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1307. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1308. end
  1309. for i=0, 1, 0.1 / Animation_Speed do
  1310. Swait()
  1311. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1312. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1313. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1314. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1315. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1316. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1317. end
  1318. for i=0, 1, 0.1 / Animation_Speed do
  1319. Swait()
  1320. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1321. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-30), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1322. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1323. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1324. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1325. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1326. end
  1327. for i=0, 1, 0.1 / Animation_Speed do
  1328. Swait()
  1329. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1330. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1331. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1332. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1333. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1334. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1335. end
  1336. for i=0, 1, 0.1 / Animation_Speed do
  1337. Swait()
  1338. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1339. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-30), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1340. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1341. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1342. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1343. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1344. end
  1345. for i=0, 1, 0.1 / Animation_Speed do
  1346. Swait()
  1347. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1348. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1349. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1350. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1351. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1352. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1353. end
  1354. for i=0, 1, 0.1 / Animation_Speed do
  1355. Swait()
  1356. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1357. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-30), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1358. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1359. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1360. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1361. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1362. end
  1363. for i=0, 1, 0.1 / Animation_Speed do
  1364. Swait()
  1365. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1366. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1367. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1368. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1369. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1370. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1371. end
  1372. for i=0, 1, 0.1 / Animation_Speed do
  1373. Swait()
  1374. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1375. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-30), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1376. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1377. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1378. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1379. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1380. end
  1381. for i=0, 1, 0.1 / Animation_Speed do
  1382. Swait()
  1383. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1384. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-30), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1385. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1386. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1387. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1388. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1389. end
  1390. for i=0, 1, 0.1 / Animation_Speed do
  1391. Swait()
  1392. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1393. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-30), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1394. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1395. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(190), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1396. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1397. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1398. end
  1399. for i=0, 1, 0.1 / Animation_Speed do
  1400. Swait()
  1401. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1402. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1403. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1404. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1405. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1406. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1407. end
  1408. for i=0, 1, 0.1 / Animation_Speed do
  1409. Swait()
  1410. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1411. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1412. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1413. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1414. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1415. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1416. end
  1417. for i=0, 1, 0.1 / Animation_Speed do
  1418. Swait()
  1419. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1420. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1421. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1422. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1423. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1424. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1425. end
  1426. for i=0, 1, 0.1 / Animation_Speed do
  1427. Swait()
  1428. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1429. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1430. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1431. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1432. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1433. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1434. end
  1435. for i=0, 1, 0.1 / Animation_Speed do
  1436. Swait()
  1437. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1438. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1439. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1440. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1441. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1442. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1443. end
  1444. for i=0, 1, 0.1 / Animation_Speed do
  1445. Swait()
  1446. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1447. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1448. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1449. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1450. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1451. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1452. end
  1453. for i=0, 1, 0.1 / Animation_Speed do
  1454. Swait()
  1455. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1456. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1457. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1458. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1459. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1460. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1461. end
  1462. for i=0, 1, 0.1 / Animation_Speed do
  1463. Swait()
  1464. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1465. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1466. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1467. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1468. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1469. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1470. end
  1471. for i=0, 1, 0.1 / Animation_Speed do
  1472. Swait()
  1473. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1474. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1475. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1476. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1477. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1478. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1479. end
  1480. for i=0, 1, 0.1 / Animation_Speed do
  1481. Swait()
  1482. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1483. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1484. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1485. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1486. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1487. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1488. end
  1489. for i=0, 1, 0.1 / Animation_Speed do
  1490. Swait()
  1491. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1492. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1493. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1494. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1495. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1496. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1497. end
  1498. for i=0, 1, 0.1 / Animation_Speed do
  1499. Swait()
  1500. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1501. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1502. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1503. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1504. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1505. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1506. end
  1507. for i=0, 1, 0.1 / Animation_Speed do
  1508. Swait()
  1509. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1510. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1511. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1512. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1513. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1514. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1515. end
  1516. for i=0, 1, 0.1 / Animation_Speed do
  1517. Swait()
  1518. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1519. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1520. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1521. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1522. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1523. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1524. end
  1525. for i=0, 1, 0.1 / Animation_Speed do
  1526. Swait()
  1527. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1528. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1529. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1530. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1531. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1532. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1533. end
  1534. for i=0, 1, 0.1 / Animation_Speed do
  1535. Swait()
  1536. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1537. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1538. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1539. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1540. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1541. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1542. end
  1543. for i=0, 1, 0.1 / Animation_Speed do
  1544. Swait()
  1545. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1546. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1547. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1548. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1549. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1550. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1551. end
  1552. for i=0, 1, 0.1 / Animation_Speed do
  1553. Swait()
  1554. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1555. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1556. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1557. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1558. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1559. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1560. end
  1561. for i=0, 1, 0.1 / Animation_Speed do
  1562. Swait()
  1563. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1564. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1565. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1566. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1567. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1568. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1569. end
  1570. for i=0, 1, 0.1 / Animation_Speed do
  1571. Swait()
  1572. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1573. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1574. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1575. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1576. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1577. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1578. end
  1579. for i=0, 1, 0.1 / Animation_Speed do
  1580. Swait()
  1581. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1582. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1583. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1584. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1585. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1586. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1587. end
  1588. for i=0, 1, 0.1 / Animation_Speed do
  1589. Swait()
  1590. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1591. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1592. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1593. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1594. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1595. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1596. end
  1597. for i=0, 1, 0.1 / Animation_Speed do
  1598. Swait()
  1599. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1600. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1601. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1602. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1603. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1604. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1605. end
  1606. for i=0, 1, 0.1 / Animation_Speed do
  1607. Swait()
  1608. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1609. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1610. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1611. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1612. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1613. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1614. end
  1615. for i=0, 1, 0.1 / Animation_Speed do
  1616. Swait()
  1617. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1618. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1619. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1620. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1621. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1622. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1623. end
  1624. for i=0, 1, 0.1 / Animation_Speed do
  1625. Swait()
  1626. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1627. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1628. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1629. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1630. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1631. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1632. end
  1633. for i=0, 1, 0.1 / Animation_Speed do
  1634. Swait()
  1635. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1636. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1637. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1638. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1639. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1640. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1641. end
  1642. for i=0, 1, 0.1 / Animation_Speed do
  1643. Swait()
  1644. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1645. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1646. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1647. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1648. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1649. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1650. end
  1651. for i=0, 1, 0.1 / Animation_Speed do
  1652. Swait()
  1653. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1654. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1655. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1656. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1657. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1658. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1659. end
  1660. for i=0, 1, 0.1 / Animation_Speed do
  1661. Swait()
  1662. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1663. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1664. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1665. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1666. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1667. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1668. end
  1669. for i=0, 1, 0.1 / Animation_Speed do
  1670. Swait()
  1671. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1672. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1673. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1674. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1675. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1676. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1677. end
  1678. for i=0, 1, 0.1 / Animation_Speed do
  1679. Swait()
  1680. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1681. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1682. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1683. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1684. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1685. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1686. end
  1687. for i=0, 1, 0.1 / Animation_Speed do
  1688. Swait()
  1689. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1690. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1691. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1692. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1693. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1694. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1695. end
  1696. for i=0, 1, 0.1 / Animation_Speed do
  1697. Swait()
  1698. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1699. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1700. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1701. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1702. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1703. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1704. end
  1705. for i=0, 1, 0.1 / Animation_Speed do
  1706. Swait()
  1707. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1708. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1709. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1710. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1711. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1712. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1713. end
  1714. for i=0, 1, 0.1 / Animation_Speed do
  1715. Swait()
  1716. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1717. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1718. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1719. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1720. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1721. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1722. end
  1723. for i=0, 1, 0.1 / Animation_Speed do
  1724. Swait()
  1725. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1726. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1727. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1728. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1729. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1730. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1731. end
  1732. for i=0, 1, 0.1 / Animation_Speed do
  1733. Swait()
  1734. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1735. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1736. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1737. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1738. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1739. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1740. end
  1741. for i=0, 1, 0.1 / Animation_Speed do
  1742. Swait()
  1743. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1744. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1745. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1746. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1747. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1748. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1749. end
  1750. for i=0, 1, 0.1 / Animation_Speed do
  1751. Swait()
  1752. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1753. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1754. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1755. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1756. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1757. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1758. end
  1759. for i=0, 1, 0.1 / Animation_Speed do
  1760. Swait()
  1761. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1762. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1763. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1764. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1765. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1766. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1767. end
  1768. for i=0, 1, 0.1 / Animation_Speed do
  1769. Swait()
  1770. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1771. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1772. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1773. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1774. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1775. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1776. end
  1777. for i=0, 1, 0.1 / Animation_Speed do
  1778. Swait()
  1779. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1780. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1781. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1782. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1783. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1784. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1785. end
  1786. for i=0, 1, 0.1 / Animation_Speed do
  1787. Swait()
  1788. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1789. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1790. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1791. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1792. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1793. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1794. end
  1795. for i=0, 1, 0.1 / Animation_Speed do
  1796. Swait()
  1797. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1798. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1799. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1800. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1801. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1802. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1803. end
  1804. for i=0, 1, 0.1 / Animation_Speed do
  1805. Swait()
  1806. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1807. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1808. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1809. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1810. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1811. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1812. end
  1813. for i=0, 1, 0.1 / Animation_Speed do
  1814. Swait()
  1815. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1816. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1817. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1818. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1819. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1820. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1821. end
  1822. for i=0, 1, 0.1 / Animation_Speed do
  1823. Swait()
  1824. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1825. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1826. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1827. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1828. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1829. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1830. end
  1831. for i=0, 1, 0.1 / Animation_Speed do
  1832. Swait()
  1833. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1834. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1835. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1836. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1837. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1838. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1839. end
  1840. for i=0, 1, 0.1 / Animation_Speed do
  1841. Swait()
  1842. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1843. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1844. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1845. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1846. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1847. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1848. end
  1849. for i=0, 1, 0.1 / Animation_Speed do
  1850. Swait()
  1851. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1852. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1853. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1854. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1855. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1856. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1857. end
  1858. for i=0, 1, 0.1 / Animation_Speed do
  1859. Swait()
  1860. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1861. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1862. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1863. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1864. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1865. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1866. end
  1867. for i=0, 1, 0.1 / Animation_Speed do
  1868. Swait()
  1869. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1870. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1871. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1872. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1873. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1874. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1875. end
  1876. for i=0, 1, 0.1 / Animation_Speed do
  1877. Swait()
  1878. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1879. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1880. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1881. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1882. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1883. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1884. end
  1885. for i=0, 1, 0.1 / Animation_Speed do
  1886. Swait()
  1887. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1888. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1889. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1890. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1891. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1892. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1893. end
  1894. for i=0, 1, 0.1 / Animation_Speed do
  1895. Swait()
  1896. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1897. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1898. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1899. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1900. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1901. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1902. end
  1903. for i=0, 1, 0.1 / Animation_Speed do
  1904. Swait()
  1905. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1906. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1907. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1908. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1909. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1910. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1911. end
  1912. for i=0, 1, 0.1 / Animation_Speed do
  1913. Swait()
  1914. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1915. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1916. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1917. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1918. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1919. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1920. end
  1921. for i=0, 1, 0.1 / Animation_Speed do
  1922. Swait()
  1923. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1924. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1925. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1926. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1927. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1928. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1929. end
  1930. for i=0, 1, 0.1 / Animation_Speed do
  1931. Swait()
  1932. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1933. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1934. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1935. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1936. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1937. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1938. end
  1939. for i=0, 1, 0.1 / Animation_Speed do
  1940. Swait()
  1941. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1942. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1943. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1944. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1945. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1946. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1947. end
  1948. for i=0, 1, 0.1 / Animation_Speed do
  1949. Swait()
  1950. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1951. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1952. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1953. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1954. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1955. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1956. end
  1957. for i=0, 1, 0.1 / Animation_Speed do
  1958. Swait()
  1959. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1960. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1961. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1962. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1963. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1964. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1965. end
  1966. for i=0, 1, 0.1 / Animation_Speed do
  1967. Swait()
  1968. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1969. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1970. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1971. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1972. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1973. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1974. end
  1975. for i=0, 1, 0.1 / Animation_Speed do
  1976. Swait()
  1977. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1978. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1979. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1980. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1981. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1982. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1983. end
  1984. for i=0, 1, 0.1 / Animation_Speed do
  1985. Swait()
  1986. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1987. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1988. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1989. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1990. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1991. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1992. end
  1993. for i=0, 1, 0.1 / Animation_Speed do
  1994. Swait()
  1995. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1996. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  1997. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  1998. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  1999. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2000. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2001. end
  2002. for i=0, 1, 0.1 / Animation_Speed do
  2003. Swait()
  2004. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2005. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2006. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2007. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2008. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2009. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2010. end
  2011. for i=0, 1, 0.1 / Animation_Speed do
  2012. Swait()
  2013. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2014. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2015. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2016. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2017. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2018. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2019. end
  2020. for i=0, 1, 0.1 / Animation_Speed do
  2021. Swait()
  2022. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2023. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2024. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2025. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2026. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2027. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2028. end
  2029. for i=0, 1, 0.1 / Animation_Speed do
  2030. Swait()
  2031. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2032. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2033. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2034. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2035. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2036. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2037. end
  2038. for i=0, 1, 0.1 / Animation_Speed do
  2039. Swait()
  2040. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2041. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2042. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2043. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2044. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2045. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2046. end
  2047. for i=0, 1, 0.1 / Animation_Speed do
  2048. Swait()
  2049. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2050. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2051. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2052. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2053. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2054. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2055. end
  2056. for i=0, 1, 0.1 / Animation_Speed do
  2057. Swait()
  2058. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2059. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2060. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2061. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2062. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2063. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2064. end
  2065. for i=0, 1, 0.1 / Animation_Speed do
  2066. Swait()
  2067. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2068. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2069. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2070. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2071. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2072. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2073. end
  2074. for i=0, 1, 0.1 / Animation_Speed do
  2075. Swait()
  2076. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2077. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2078. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2079. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2080. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2081. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2082. end
  2083. for i=0, 1, 0.1 / Animation_Speed do
  2084. Swait()
  2085. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2086. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2087. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2088. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2089. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2090. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2091. end
  2092. for i=0, 1, 0.1 / Animation_Speed do
  2093. Swait()
  2094. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2095. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2096. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2097. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2098. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2099. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2100. end
  2101. for i=0, 1, 0.1 / Animation_Speed do
  2102. Swait()
  2103. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2104. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2105. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2106. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2107. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2108. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2109. end
  2110. for i=0, 1, 0.1 / Animation_Speed do
  2111. Swait()
  2112. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2113. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2114. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2115. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2116. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2117. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2118. end
  2119. for i=0, 1, 0.1 / Animation_Speed do
  2120. Swait()
  2121. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2122. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2123. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2124. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2125. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2126. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2127. end
  2128. for i=0, 1, 0.1 / Animation_Speed do
  2129. Swait()
  2130. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2131. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2132. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2133. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2134. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2135. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2136. end
  2137. for i=0, 1, 0.1 / Animation_Speed do
  2138. Swait()
  2139. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2140. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2141. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2142. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2143. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2144. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2145. end
  2146. for i=0, 1, 0.1 / Animation_Speed do
  2147. Swait()
  2148. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2149. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2150. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2151. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2152. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2153. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2154. end
  2155. for i=0, 1, 0.1 / Animation_Speed do
  2156. Swait()
  2157. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2158. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2159. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2160. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2161. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2162. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2163. end
  2164. for i=0, 1, 0.1 / Animation_Speed do
  2165. Swait()
  2166. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2167. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2168. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2169. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2170. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2171. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2172. end
  2173. for i=0, 1, 0.1 / Animation_Speed do
  2174. Swait()
  2175. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2176. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2177. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2178. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2179. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2180. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2181. end
  2182. for i=0, 1, 0.1 / Animation_Speed do
  2183. Swait()
  2184. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2185. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2186. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2187. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2188. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2189. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2190. end
  2191. for i=0, 1, 0.1 / Animation_Speed do
  2192. Swait()
  2193. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2194. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2195. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2196. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2197. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2198. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2199. end
  2200. for i=0, 1, 0.1 / Animation_Speed do
  2201. Swait()
  2202. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2203. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2204. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2205. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2206. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2207. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2208. end
  2209. for i=0, 1, 0.1 / Animation_Speed do
  2210. Swait()
  2211. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2212. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2213. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2214. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2215. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2216. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2217. end
  2218. for i=0, 1, 0.1 / Animation_Speed do
  2219. Swait()
  2220. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2221. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2222. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2223. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2224. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2225. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2226. end
  2227. for i=0, 1, 0.1 / Animation_Speed do
  2228. Swait()
  2229. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2230. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2231. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2232. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2233. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2234. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2235. end
  2236. for i=0, 1, 0.1 / Animation_Speed do
  2237. Swait()
  2238. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2239. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2240. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2241. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2242. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2243. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2244. end
  2245. for i=0, 1, 0.1 / Animation_Speed do
  2246. Swait()
  2247. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2248. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2249. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2250. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2251. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2252. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2253. end
  2254. for i=0, 1, 0.1 / Animation_Speed do
  2255. Swait()
  2256. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2257. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-60), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2258. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2259. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(250), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2260. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2261. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2262. end
  2263. for i=0, 1, 0.1 / Animation_Speed do
  2264. Swait()
  2265. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2266. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2267. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2268. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2269. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2270. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(-255), RAD(-90), RAD(0)) * ANGLES(RAD(-8), RAD(0), RAD(0)), 0.5 / Animation_Speed)
  2271. end
  2272. wait(1)
  2273. ATTACK = false
  2274. Rooted = false
  2275. end
  2276.  
  2277.  
  2278.  
  2279. function MouseUp(Mouse)
  2280. HOLD = false
  2281. end
  2282.  
  2283. function KeyDown(Key)
  2284. KEYHOLD = true
  2285. if Key == "e" and ATTACK == false then
  2286. punche()
  2287.  
  2288. end
  2289. end
  2290.  
  2291. function KeyUp(Key)
  2292. KEYHOLD = false
  2293. end
  2294.  
  2295. Mouse.Button1Down:connect(function(NEWKEY)
  2296. MouseDown(NEWKEY)
  2297. end)
  2298. Mouse.Button1Up:connect(function(NEWKEY)
  2299. MouseUp(NEWKEY)
  2300. end)
  2301. Mouse.KeyDown:connect(function(NEWKEY)
  2302. KeyDown(NEWKEY)
  2303. end)
  2304. Mouse.KeyUp:connect(function(NEWKEY)
  2305. KeyUp(NEWKEY)
  2306. end)
  2307.  
  2308.  
  2309. Humanoid.Changed:connect(function(Jump)
  2310. if Jump == "Jump" and (Disable_Jump == true) then
  2311. Humanoid.Jump = false
  2312. end
  2313. end)
  2314.  
  2315. while true do
  2316. Swait()
  2317. script.Parent = WEAPONGUI
  2318. ANIMATE.Parent = nil
  2319. for _,v in next, Humanoid:GetPlayingAnimationTracks() do
  2320. v:Stop();
  2321. end
  2322. SINE = SINE + CHANGE
  2323. local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
  2324. local TORSOVERTICALVELOCITY = RootPart.Velocity.y
  2325. local HITFLOOR = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4, Character)
  2326. local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16)
  2327. if ANIM == "Walk" and TORSOVELOCITY > 1 then
  2328. RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, -0.15 * COS(SINE / (WALKSPEEDVALUE / 2))) * ANGLES(RAD(0), RAD(0) - RootPart.RotVelocity.Y / 75, RAD(0)), 2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  2329. Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(2.5 * SIN(SINE / (WALKSPEEDVALUE / 2))), RAD(0), RAD(0) - Head.RotVelocity.Y / 30), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  2330. RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 0.875 - 0.125 * SIN(SINE / WALKSPEEDVALUE) - 0.15 * COS(SINE / WALKSPEEDVALUE*2), -0.125 * COS(SINE / WALKSPEEDVALUE) +0.2+ 0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0) - RightLeg.RotVelocity.Y / 75, RAD(0), RAD(76 * COS(SINE / WALKSPEEDVALUE))), 0.3 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  2331. LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 0.875 + 0.125 * SIN(SINE / WALKSPEEDVALUE) - 0.15 * COS(SINE / WALKSPEEDVALUE*2), 0.125 * COS(SINE / WALKSPEEDVALUE) +0.2+ -0.2 * COS(SINE / WALKSPEEDVALUE)) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0) + LeftLeg.RotVelocity.Y / 75, RAD(0), RAD(76 * COS(SINE / WALKSPEEDVALUE))), 0.3 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
  2332. elseif (ANIM ~= "Walk") or (TORSOVELOCITY < 1) then
  2333. RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  2334. Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  2335. RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  2336. LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  2337. end
  2338. if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then
  2339. ANIM = "Jump"
  2340. if PLAYANIMS == true then
  2341. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  2342. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  2343. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
  2344. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
  2345. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.3) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
  2346. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.3) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed)
  2347. end
  2348. elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then
  2349. ANIM = "Fall"
  2350. if PLAYANIMS == true then
  2351. RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0 ) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  2352. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
  2353. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
  2354. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
  2355. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
  2356. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
  2357. end
  2358. elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
  2359. ANIM = "Idle"
  2360. if PLAYANIMS == true then
  2361. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  2362. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  2363. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2364. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2365. RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  2366. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  2367. end
  2368. elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
  2369. ANIM = "Walk"
  2370. if PLAYANIMS == true then
  2371. RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.1) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  2372. Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
  2373. RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(-50)) * RIGHTSHOULDERC0, 0.15 / Animation_Speed)
  2374. LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, -1) * ANGLES(RAD(140), RAD(0), RAD(50)) * LEFTSHOULDERC0, 0.15 / Animation_Speed)
  2375. RightHip.C0 = Clerp(RightHip.C0, CF(1 , -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-15)), 2 / Animation_Speed)
  2376. LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(15)), 2 / Animation_Speed)
  2377.  
  2378. end
  2379. end
  2380. end
  2381. if Rooted == false then
  2382. Disable_Jump = false
  2383. Humanoid.WalkSpeed = Speed
  2384. elseif Rooted == true then
  2385. Disable_Jump = true
  2386. Humanoid.WalkSpeed = 0
  2387. end
  2388.  
  2389. Humanoid.Health = Humanoid.Health + 1
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