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