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- --// Nosss did NOT make this, did he crack it though? Yes ofc.
- -- execute more than once sometimes it glitches
- getgenv().Desync = true
- for _, v in pairs(game.Players.LocalPlayer.Character:GetChildren()) do
- if v:IsA("Script") and v.Name ~= "Health" and v.Name ~= "Sound" and v:FindFirstChild("LocalScript") then
- v:Destroy()
- end
- end
- game.Players.LocalPlayer.CharacterAdded:Connect(function(char)
- repeat
- wait()
- until game.Players.LocalPlayer.Character
- char.ChildAdded:Connect(function(child)
- if child:IsA("Script") then
- wait(0.25)
- if child:FindFirstChild("LocalScript") then
- child.LocalScript:FireServer()
- end
- end
- end)
- end)
- game.RunService.Heartbeat:Connect(function()
- if Desync then
- local CurrentVelocity = game.Players.LocalPlayer.Character.HumanoidRootPart.Velocity
- game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame * CFrame.Angles(0,math.rad(0),0)
- game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame * CFrame.Angles(0,math.rad(0.01),0)
- game.Players.LocalPlayer.Character.HumanoidRootPart.Velocity = Vector3.new(3000, 3000 ,3000)
- game.RunService.RenderStepped:Wait()
- game.Players.LocalPlayer.Character.HumanoidRootPart.Velocity = CurrentVelocity
- end
- end)
- wait(0.1)
- getgenv().Desync = false
- wait(0.1)
- getgenv().Desync1 = true
- game.RunService.Heartbeat:Connect(function()
- if getgenv().Desync1 then
- local CurrentVelocity = game.Players.LocalPlayer.Character.HumanoidRootPart.Velocity
- game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame * CFrame.Angles(0,math.rad(0),0)
- game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame * CFrame.Angles(0,math.rad(0.01),0)
- game.Players.LocalPlayer.Character.HumanoidRootPart.AssemblyLinearVelocity = Vector3.new(math.random(3000),math.random(3000),math.random(3000))
- game.RunService.RenderStepped:Wait()
- game.Players.LocalPlayer.Character.HumanoidRootPart.Velocity = CurrentVelocity
- end
- end)
- wait(0.5)
- game.RunService.Heartbeat:Connect(function()
- if Desync then
- local CurrentVelocity = game.Players.LocalPlayer.Character.HumanoidRootPart.Velocity
- game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame * CFrame.Angles(0,math.rad(0),0)
- game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame * CFrame.Angles(0,math.rad(0.01),0)
- game.Players.LocalPlayer.Character.HumanoidRootPart.Velocity = Vector3.new(3000, 3000 ,3000)
- game.RunService.RenderStepped:Wait()
- game.Players.LocalPlayer.Character.HumanoidRootPart.Velocity = CurrentVelocity
- end
- end)
- wait(0.1)
- getgenv().Desync = false
- wait(0.1)
- getgenv().Desync1 = true
- game.RunService.Heartbeat:Connect(function()
- if getgenv().Desync1 then
- local CurrentVelocity = game.Players.LocalPlayer.Character.HumanoidRootPart.Velocity
- game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame * CFrame.Angles(0,math.rad(0),0)
- game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame * CFrame.Angles(0,math.rad(0.01),0)
- game.Players.LocalPlayer.Character.HumanoidRootPart.AssemblyLinearVelocity = Vector3.new(math.random(3000),math.random(3000),math.random(3000))
- game.RunService.RenderStepped:Wait()
- game.Players.LocalPlayer.Character.HumanoidRootPart.Velocity = CurrentVelocity
- end
- end)
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