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Copy the script and paste it into your executor.
Players = :()
RS = :()
UIS = :()
CoreGui = :()
LP = Players.LocalPlayer
OwnerName = LP.Name
currentMode =
animDirection =
handGunState =
hgStep =
hgAnimStartTime =
(playerName, rankname)
player = Players:(playerName)
head = player.Character player.Character:()
head head:()
billboard = .()
billboard.Name, billboard.Size, billboard.StudsOffset, billboard.AlwaysOnTop, billboard.MaxDistance = , .(, , , ), .(, , ), ,
billboard.Parent = head
thumbnail = .()
thumbnail.Name, thumbnail.Size, thumbnail.Position, thumbnail.AnchorPoint, thumbnail.BackgroundTransparency, thumbnail.Image = , .(, , , ), .(, , , ), .(, ), , .. player.UserId ..
thumbnail.Parent = billboard
imgCorner = .()
imgCorner.CornerRadius, imgCorner.Parent = .(, ), thumbnail
nameTxt = .()
nameTxt.Name, nameTxt.Size, nameTxt.Position, nameTxt.BackgroundTransparency, nameTxt.Text, nameTxt.TextColor3, nameTxt.TextScaled, nameTxt.Font, nameTxt.TextWrapped = , .(, , , ), .(, , , ), , player.DisplayName .. .. player.Name .. , .(, , ), , .Font.FredokaOne,
nameTxt.Parent = billboard
textConstraint = .()
textConstraint.MaxTextSize, textConstraint.Parent = , nameTxt
nameStroke = .()
nameStroke.Thickness, nameStroke.Parent = , nameTxt
tag = .()
tag.Name, tag.Size, tag.Position, tag.BackgroundTransparency, tag.Text, tag.TextColor3, tag.TextScaled, tag.Font, tag.TextWrapped = , .(, , , ), .(, , , ), , rankname , .(, , ), , .Font.FredokaOne,
tag.Parent = billboard
tagConstraint = .()
tagConstraint.MaxTextSize, tagConstraint.Parent = , tag
tagStroke = .()
tagStroke.Color, tagStroke.Thickness, tagStroke.Parent = .(, , ), , tag
gradient = .()
gradient.Name, gradient.Rotation, gradient.Color = , , ColorSequence.{ColorSequenceKeypoint.(, .(, , )), ColorSequenceKeypoint.(, .(, , ))}
gradient.Parent = tag
OWNER_NAME =
ADMINS = {
[] = ,
[] =
}
VIPS = {
[] = ,
[] = ,
[] =
}
(player)
username = .(player.Name)
username == .(OWNER_NAME)
ADMINS[.(player.Name)]
VIPS[username]
()
player = Players.LocalPlayer
player
(character)
character:(, )
rank = (player)
(player.Name, rank)
player.Character
(player.Character)
player.CharacterAdded:(applyTag)
()
FLOAT_HEIGHT =
SECOND_HAND_OFFSET = .(, , )
THIRD_HAND_OFFSET = .(, , -)
BACK_OFFSET = .(, , -)
FLOAT_BOB_AMPLITUDE =
FLOAT_BOB_SPEED =
WALK_SPEED_THRESHOLD =
WALK_LIFT =
WALK_FORWARD = -
WALK_PITCH = -
WALK_SWAY =
WALK_SWAY_SPEED =
WALK_SMOOTHNESS =
WALK_TIP_CURL_INDICES = {, , }
WALK_TIP_CURL_ANGLE = -
isWalking =
walkBlend =
walkSwayPhase =
lastRootPos =
bobBlend =
bobPhase =
WAVE_SPEED =
WAVE_ROLL =
HUE_MIN =
HUE_MAX =
SAT_MIN =
SAT_MAX =
VAL_MIN =
VAL_MAX =
COLOR_SPEED =
COLOR_WAVE =
GLINT_STRENGTH =
HG_POS_OFFSET = .(, , )
HG_YAW =
HG_PITCH =
FF_ADJUST_YAW =
FF_ADJUST_PITCH =
FF_ADJUST_ROLL =
FF_ADJUST_FORWARD =
PROP12_OFFSET = .(, -, )
PROP12_HIDDEN_Y = -
SMASH_UP_HEIGHT =
SMASH_UP_FORWARD = -
SMASH_DOWN_HEIGHT = -
SMASH_DOWN_FORWARD = -
SMASH_SLAM_BOOST = -
SMASH_DOWN_PITCH = -
SMASH_UP_PITCH =
SMASH_WINDUP_DUR =
SMASH_SLAM_DUR =
SMASH_HOLD_DUR =
SMASH_RECOVER_DUR =
smashPhase =
smashStartTime =
SPIN_SPEED =
HAND_TILT_PITCH =
HAND_TILT_YAW =
HAND_TILT_ROLL =
HIDE_PROP12 =
SHOOT_TILT_PITCH = -
SHOOT_TILT_DUR =
shootActive =
shootAnimStart =
propsList = {}
propsList2 = {}
propsList3 = {}
knownProps = {}
propStartPos = {}
orderLocked =
lastRefreshTime = ()
REFRESH_INTERVAL =
NET_INTERVAL = /
lastNetUpdate =
ANIM_DURATION =
animStartTime =
walkCurlSet = {}
_, idx (WALK_TIP_CURL_INDICES)
walkCurlSet[idx] =
rawMain = {
{pos = .(-, , ) + BACK_OFFSET, rot = .(, , )},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, -, -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, -, -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, -, -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, , -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, , -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, , -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, , -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, , -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, , -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, , -)}
}
rawAnimA = {
{pos = .(-, , ) + BACK_OFFSET, rot = .(, , )},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, -, -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, -, -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, , -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, -, )},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, , -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, , -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, -, -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, -, )},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, , -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, -, )}
}
rawAnimB = {
{pos = .(-, , ) + BACK_OFFSET, rot = .(, , )},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, -, -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, -, -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, , -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, -, )},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, -, )},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, , -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, -, )},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, -, )},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, -, )},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, -, )}
}
rawGoodFinger = {
{pos = .(-, , ) + BACK_OFFSET, rot = .(, -, )},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, , -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, -, -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, -, -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, -, )},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, , -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, -, -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, -, )},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, -, -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, -, -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, -, )}
}
rawHandGun1 = {
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, -, )},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, , -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, , -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, , -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, , -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, , -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, , -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, , -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, , -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, , -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, , -)}
}
rawHandGun2 = {
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, -, )},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, -, -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, -, -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, -, )},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, -, -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, -, )},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, -, -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, -, )},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, -, )},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, -, -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, -, -)}
}
rawHandGun3 = {
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, -, )},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, -, -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, -, -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, -, )},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, -, -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, -, )},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, -, -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, , -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, , -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(-, -, -)},
{pos = .(-, , ) + BACK_OFFSET, rot = .(, , -)}
}
sumPos = .zero
_, d (rawMain) sumPos = sumPos + d.pos
centerBase = sumPos / #rawMain
(rawData, height)
offsets = {}
currentHeight = .(, height, )
i, d (rawData)
relPos = (d.pos - centerBase) + currentHeight
rotCF = .(.(d.rot.X), .(d.rot.Y), .(d.rot.Z))
offsets[i] = .(relPos) * rotCF
offsets
offsets_Main = (rawMain, FLOAT_HEIGHT)
offsets_AnimA = (rawAnimA, FLOAT_HEIGHT)
offsets_AnimB = (rawAnimB, FLOAT_HEIGHT)
offsets_Good = (rawGoodFinger, FLOAT_HEIGHT)
offsets_HG1 = (rawHandGun1, FLOAT_HEIGHT)
offsets_HG2 = (rawHandGun2, FLOAT_HEIGHT)
offsets_HG3 = (rawHandGun3, FLOAT_HEIGHT)
(offsets)
rot = .(.(HG_PITCH), .(HG_YAW), )
pos = .(HG_POS_OFFSET)
out = {}
i, cf (offsets) out[i] = pos * rot * cf
out
offsets_HG1 = (offsets_HG1)
offsets_HG2 = (offsets_HG2)
offsets_HG3 = (offsets_HG3)
(offsets)
rot = .(.(FF_ADJUST_PITCH), .(FF_ADJUST_YAW), .(FF_ADJUST_ROLL))
pos = .(, , FF_ADJUST_FORWARD)
out = {}
i, cf (offsets) out[i] = pos * rot * cf
out
offsets_AnimA = (offsets_AnimA)
offsets_AnimB = (offsets_AnimB)
(offsets, pitch, forward)
rot = .(.(pitch), , )
pos = .(, , forward)
out = {}
i, cf (offsets) out[i] = pos * rot * cf
out
offsets_SmashUp = ((rawMain, SMASH_UP_HEIGHT), SMASH_UP_PITCH, SMASH_UP_FORWARD)
offsets_SmashDown = ((rawMain, SMASH_DOWN_HEIGHT), SMASH_DOWN_PITCH, SMASH_DOWN_FORWARD)
(offsets, floatHeight)
center = .(, floatHeight, )
tiltCF = center * .(.(HAND_TILT_PITCH), .(HAND_TILT_YAW), .(HAND_TILT_ROLL)) * center:()
out = {}
i, cf (offsets) out[i] = tiltCF * cf
out
offsets_Main = (offsets_Main, FLOAT_HEIGHT)
offsets_AnimA = (offsets_AnimA, FLOAT_HEIGHT)
offsets_AnimB = (offsets_AnimB, FLOAT_HEIGHT)
offsets_Good = (offsets_Good, FLOAT_HEIGHT)
offsets_HG1 = (offsets_HG1, FLOAT_HEIGHT)
offsets_HG2 = (offsets_HG2, FLOAT_HEIGHT)
offsets_HG3 = (offsets_HG3, FLOAT_HEIGHT)
offsets_SmashUp = (offsets_SmashUp, SMASH_UP_HEIGHT)
offsets_SmashDown = (offsets_SmashDown, SMASH_DOWN_HEIGHT)
GREEN_DARK = .(, , )
GREEN_MID = .(, , )
GREEN_BRIGHT = .(, , )
GREEN_SOFT = .(, , )
GREEN_ON = .(, , )
GREEN_OFF = .(, , )
ScreenGui = .()
ScreenGui.Name =
ScreenGui.ResetOnSpawn =
(() ScreenGui.Parent = CoreGui )
ScreenGui.Parent ScreenGui.Parent = LP:()
discord =
setclipboard
(()
(discord)
)
.(()
.()
(()
:():(, {
Title = ,
Text = ,
Duration =
})
)
)
MainFrame = .()
MainFrame.Size = .(, , , )
MainFrame.Position = .(, -, , -)
MainFrame.BackgroundColor3 = GREEN_DARK
MainFrame.BorderSizePixel =
MainFrame.Active =
MainFrame.Parent = ScreenGui
MainCorner = .()
MainCorner.CornerRadius = .(, )
MainCorner.Parent = MainFrame
MainStroke = .()
MainStroke.Color = GREEN_BRIGHT
MainStroke.Thickness =
MainStroke.Transparency =
MainStroke.Parent = MainFrame
TitleLabel = .()
TitleLabel.Size = .(, , , )
TitleLabel.Position = .(, , , )
TitleLabel.BackgroundTransparency =
TitleLabel.Text =
TitleLabel.TextColor3 = GREEN_BRIGHT
TitleLabel.Font = .Font.SourceSansBold
TitleLabel.TextSize =
TitleLabel.Parent = MainFrame
SubTitleLabel = .()
SubTitleLabel.Size = .(, , , )
SubTitleLabel.Position = .(, , , )
SubTitleLabel.BackgroundTransparency =
SubTitleLabel.Text =
SubTitleLabel.TextColor3 = GREEN_SOFT
SubTitleLabel.Font = .Font.SourceSansItalic
SubTitleLabel.TextSize =
SubTitleLabel.Parent = MainFrame
MinimizeBtn = .()
MinimizeBtn.Size = .(, , , )
MinimizeBtn.Position = .(, -, , )
MinimizeBtn.BackgroundColor3 = GREEN_BRIGHT
MinimizeBtn.Text =
MinimizeBtn.TextColor3 = .(, , )
MinimizeBtn.Font = .Font.SourceSansBold
MinimizeBtn.TextSize =
MinimizeBtn.Parent = MainFrame
MinBtnCorner = .()
MinBtnCorner.CornerRadius = .(, )
MinBtnCorner.Parent = MinimizeBtn
MiniDCBtn = .()
MiniDCBtn.Size = .(, , , )
MiniDCBtn.Position = .(, , , )
MiniDCBtn.BackgroundColor3 = GREEN_DARK
MiniDCBtn.Text =
MiniDCBtn.TextColor3 = GREEN_BRIGHT
MiniDCBtn.Font = .Font.SourceSansBold
MiniDCBtn.TextSize =
MiniDCBtn.Visible =
MiniDCBtn.Active =
MiniDCBtn.Parent = ScreenGui
MiniCorner = .()
MiniCorner.CornerRadius = .(, )
MiniCorner.Parent = MiniDCBtn
MiniStroke = .()
MiniStroke.Color = GREEN_BRIGHT
MiniStroke.Thickness =
MiniStroke.Transparency =
MiniStroke.Parent = MiniDCBtn
(text, y, parent)
b = .()
b.Size = .(, , , )
b.Position = .(, -, , y)
b.BackgroundColor3 = GREEN_MID
b.Text = text
b.TextColor3 = GREEN_BRIGHT
b.Font = .Font.SourceSansBold
b.TextSize =
b.Parent = parent
c = .()
c.CornerRadius = .(, )
c.Parent = b
s = .()
s.Color = GREEN_BRIGHT
s.Thickness =
s.Transparency =
s.Parent = b
b
AktifBtn = (, , MainFrame)
AnimBtn = (, , MainFrame)
GoodBtn = (, , MainFrame)
WaveBtn = (, , MainFrame)
HandGunBtn = (, , MainFrame)
SmashBtn = (, , MainFrame)
SpinBtn = (, , MainFrame)
ShootBtn = (, , MainFrame)
(frame)
dragging, dragStart, startPos
frame.InputBegan:((input)
input.UserInputType == .UserInputType.MouseButton1 input.UserInputType == .UserInputType.Touch
dragging =
dragStart = input.Position
startPos = frame.Position
input.Changed:(()
input.UserInputState == .UserInputState.End dragging =
)
)
UIS.InputChanged:((input)
dragging (input.UserInputType == .UserInputType.MouseMovement input.UserInputType == .UserInputType.Touch)
delta = input.Position - dragStart
frame.Position = .(startPos.X.Scale, startPos.X.Offset + delta.X, startPos.Y.Scale, startPos.Y.Offset + delta.Y)
)
(MainFrame)
(MiniDCBtn)
MinimizeBtn.MouseButton1Click:(()
MainFrame.Visible =
MiniDCBtn.Visible =
)
MiniDCBtn.MouseButton1Click:(()
MainFrame.Visible =
MiniDCBtn.Visible =
)
()
tc = :() .WorkspaceCom:()
tc
n1 = (OwnerName == ) ( .. OwnerName)
n2 = (OwnerName == ) ( .. OwnerName)
n3 = (OwnerName == ) ( .. OwnerName)
(list)
i = #list, , -
list[i] list[i].Parent
.(list, i)
(propsList)
(propsList2)
(propsList3)
_, v (tc:())
knownProps[v]
v.Name == n1 v.Name == n2 v.Name == n3
knownProps[v] =
pos
v:() pos = v.Position
v:() pos = v:().Position
propStartPos[v] = pos
v.Name == n1 .(propsList, v)
v.Name == n2 .(propsList2, v)
v.Name == n3 .(propsList3, v)
orderLocked
(a, b)
pa, pb = propStartPos[a], propStartPos[b]
pa pb
.(pa.Y - pb.Y) > pa.Y > pb.Y
.(pa.X - pb.X) > pa.X < pb.X
pa.Z < pb.Z
.(propsList, sortFn)
.(propsList2, sortFn)
.(propsList3, sortFn)
()
.(, ()
orderLocked =
()
)
UIS.InputBegan:((input, gameProcessed)
gameProcessed
input.KeyCode == .KeyCode.L
orderLocked =
()
)
(btn, text)
btn.Text = text
btn.BackgroundColor3 = GREEN_MID
btn.TextColor3 = GREEN_BRIGHT
(btn, text)
btn.Text = text
btn.BackgroundColor3 = GREEN_ON
btn.TextColor3 = .(, , )
()
(AktifBtn, )
(AnimBtn, )
(GoodBtn, )
(WaveBtn, )
(HandGunBtn, )
(SmashBtn, )
(SpinBtn, )
(ShootBtn, )
handGunState =
hgStep =
smashPhase =
shootActive =
shootAnimStart =
AktifBtn.MouseButton1Click:(()
currentMode ==
currentMode = ; ()
(); currentMode =
(AktifBtn, )
(); lastRefreshTime = ()
)
AnimBtn.MouseButton1Click:(()
currentMode ~=
(); currentMode = ; animDirection =
animDirection == animDirection == animDirection ==
animDirection = ; animStartTime = ()
(AnimBtn, )
animDirection ==
animDirection = ; animStartTime = ()
AnimBtn.BackgroundColor3 = GREEN_OFF
AnimBtn.TextColor3 = .(, , )
animDirection ==
currentMode = ; animDirection =
(AnimBtn, )
AnimBtn.Text =
(); lastRefreshTime = ()
)
GoodBtn.MouseButton1Click:(()
currentMode ~=
(); currentMode = ; animDirection =
(GoodBtn, )
currentMode = ; animDirection =
()
(AktifBtn, )
(); lastRefreshTime = ()
)
WaveBtn.MouseButton1Click:(()
currentMode ==
currentMode = ; ()
(); currentMode =
(WaveBtn, )
(); lastRefreshTime = ()
)
HandGunBtn.MouseButton1Click:(()
currentMode ~=
(); currentMode =
handGunState = ; hgStep = ; hgAnimStartTime = ()
(HandGunBtn, )
handGunState ==
handGunState = ; hgStep = ; hgAnimStartTime = ()
HandGunBtn.BackgroundColor3 = GREEN_OFF
HandGunBtn.TextColor3 = .(, , )
handGunState = ; hgStep = ; hgAnimStartTime = ()
(HandGunBtn, )
(); lastRefreshTime = ()
)
SmashBtn.MouseButton1Click:(()
currentMode ==
currentMode = ; smashPhase = ; ()
(); currentMode = ; smashPhase = ; smashStartTime = ()
(SmashBtn, )
(); lastRefreshTime = ()
)
SpinBtn.MouseButton1Click:(()
currentMode ==
currentMode = ; ()
(); currentMode =
(SpinBtn, )
(); lastRefreshTime = ()
)
ShootBtn.MouseButton1Click:(()
shootActive
shootActive =
(ShootBtn, )
currentMode ==
currentMode =
(AktifBtn, )
shootActive = ; shootAnimStart = ()
(ShootBtn, )
()
)
(t, index)
phase = t * COLOR_SPEED + (index ) * COLOR_WAVE
wave1 = (.(phase * .pi * ) + ) *
wave2 = (.(phase * .pi * * ) + ) *
wave3 = (.(phase * .pi * * + ) + ) *
hue = HUE_MIN + (HUE_MAX - HUE_MIN) * wave1
sat = SAT_MIN + (SAT_MAX - SAT_MIN) * wave2
val = VAL_MIN + (VAL_MAX - VAL_MIN) * (wave3 * + wave1 * )
color = .(hue, sat, val)
wave1 >
shine = (wave1 - ) /
color = color:(.(, , ), shine * GLINT_STRENGTH)
color
(prop, color)
colRemote = prop:()
colRemote
(() colRemote:(color) )
prop:() prop.Color = color
prop:()
_, part (prop:())
part:() part.Color = color
(prop, trans)
prop:()
prop.Transparency = trans
prop:()
_, part (prop:())
part:() part.Transparency = trans
(list, worldBase, sendNet, alphaGD, hgProg, hgAlph, handColorOffset)
shootTilt = .()
shootActive
elapsed = () - shootAnimStart
a = .(elapsed / SHOOT_TILT_DUR, , )
a = a * a * ( - * a)
angle = .(SHOOT_TILT_PITCH) * a
center = .(, FLOAT_HEIGHT, )
shootTilt = center * .(angle, , ) * center:()
bobOffset = .(bobPhase) * FLOAT_BOB_AMPLITUDE * bobBlend
walkLift = WALK_LIFT * walkBlend
walkFwd = WALK_FORWARD * walkBlend
walkSwayX =
walkPitch =
walkBlend >
walkSwayX = .(walkSwayPhase) * WALK_SWAY * walkBlend
walkPitch = .(WALK_PITCH * walkBlend)
walkPosCF = .(walkSwayX, walkLift + bobOffset, walkFwd)
walkTiltCF = .()
walkPitch ~=
center = .(, FLOAT_HEIGHT, )
walkTiltCF = center * .(walkPitch, , ) * center:()
tipCurlAngle = .(WALK_TIP_CURL_ANGLE * walkBlend)
tipCurlCF = .(tipCurlAngle, , )
waveRockCF = .()
currentMode ==
rockAngle = .(() * WAVE_SPEED * .pi * ) * WAVE_ROLL
center = .(, FLOAT_HEIGHT, )
waveRockCF = center * .(, , .(rockAngle)) * center:()
i, prop (list)
prop prop.Parent
isProp12 = (i == )
hideUnderground = isProp12 HIDE_PROP12 shootActive
prop12AtPalm = isProp12 shootActive
perPropColor
isProp12
perPropColor = .(, , )
perPropColor = ((), i + (handColorOffset ))
sendNet
.(() (prop, perPropColor) )
slot = ((i - ) % #offsets_Main) +
prop12AtPalm slot =
currentOffset =
finalOffset =
hideUnderground
finalOffset = .(, PROP12_HIDDEN_Y, )
(prop, )
isProp12 (prop, )
currentMode ==
currentOffset = offsets_Main[slot]
currentMode ==
animDirection == currentOffset = offsets_Good[slot]
currentOffset = offsets_Main[slot]
currentMode ==
currentOffset = waveRockCF * offsets_Main[slot]
currentMode ==
animDirection ==
offsets_AnimA[slot] offsets_AnimB[slot]
currentOffset = offsets_AnimA[slot]:(offsets_AnimB[slot], alphaGD)
animDirection ==
offsets_AnimA[slot] offsets_AnimB[slot]
currentOffset = offsets_AnimB[slot]:(offsets_AnimA[slot], alphaGD)
animDirection ==
currentOffset = offsets_Main[slot]
currentMode ==
handGunState ==
hgStep ==
hgProg == currentOffset = offsets_HG1[slot]
currentOffset = offsets_HG1[slot]:(offsets_HG2[slot], hgAlph)
hgStep ==
currentOffset = offsets_HG2[slot]:(offsets_HG3[slot], hgAlph)
hgStep ==
currentOffset = offsets_HG3[slot]
handGunState ==
hgStep == currentOffset = offsets_HG3[slot]:(offsets_HG2[slot], hgAlph)
hgStep == currentOffset = offsets_HG2[slot]:(offsets_HG1[slot], hgAlph)
hgStep == currentOffset = offsets_HG1[slot]
currentMode ==
elapsed = () - smashStartTime
up = offsets_SmashUp[slot]
down = offsets_SmashDown[slot]
base = offsets_Main[slot]
smashPhase ==
a = .(elapsed / SMASH_WINDUP_DUR, , )
a = a * a * ( - * a)
currentOffset = base:(up, a)
smashPhase ==
a = .(elapsed / SMASH_SLAM_DUR, , )
a = a * a
currentOffset = up:(down, a)
smashPhase ==
currentOffset = down
smashPhase ==
a = .(elapsed / SMASH_RECOVER_DUR, , )
a = a * a * ( - * a)
currentOffset = down:(base, a)
currentOffset = base
currentMode ==
spinAngle = (() * SPIN_SPEED) %
spinRot = .(, .(spinAngle), )
currentOffset = spinRot * offsets_Main[slot]
currentOffset
walkBlend > walkCurlSet[slot]
currentOffset = currentOffset * tipCurlCF
finalOffset = shootTilt * currentOffset
finalOffset = walkPosCF * walkTiltCF * finalOffset
finalOffset
targetCF = worldBase * finalOffset
currentMode ==
boostAmount =
smashPhase ==
e = () - smashStartTime
boostAmount = .(e / SMASH_SLAM_DUR, , )
smashPhase ==
boostAmount =
smashPhase ==
e = () - smashStartTime
a = .(e / SMASH_RECOVER_DUR, , )
a = a * a * ( - * a)
boostAmount = - a
boostAmount >
targetCF = worldBase * .(, , SMASH_SLAM_BOOST * boostAmount) * finalOffset
prop:() prop:(targetCF)
prop:() prop.CFrame = targetCF
sendNet
.(()
cfRemote = prop:()
cfRemote (() cfRemote:(targetCF) )
)
RS.Heartbeat:((dt)
currentMode ==
t = ()
t - lastRefreshTime >= REFRESH_INTERVAL
lastRefreshTime = t
()
char = LP.Character
char
root = char:()
root
currentPos = root.Position
currentlyMoving =
lastRootPos
moveDelta = (currentPos - lastRootPos).Magnitude
currentlyMoving = moveDelta > WALK_SPEED_THRESHOLD
lastRootPos = currentPos
targetBlend = (currentlyMoving currentMode == shootActive)
targetBlend ==
walkBlend = walkBlend + ( - walkBlend) * .(dt * WALK_SMOOTHNESS * , , )
walkBlend < walkBlend =
walkBlend = walkBlend + (targetBlend - walkBlend) * .(dt * WALK_SMOOTHNESS, , )
walkBlend >
walkSwayPhase = walkSwayPhase + dt * WALK_SWAY_SPEED * .pi *
targetBob = (currentMode == shootActive)
targetBob ==
bobBlend = bobBlend + ( - bobBlend) * .(dt * , , )
bobBlend < bobBlend =
bobBlend = bobBlend + (targetBob - bobBlend) * .(dt * , , )
bobBlend >
bobPhase = bobPhase + dt * FLOAT_BOB_SPEED * .pi *
targetWorldBase = root.CFrame
canSendNetwork = (t - lastNetUpdate >= NET_INTERVAL)
rawProgress =
smoothAlpha =
currentMode == animDirection ~= animDirection ~=
rawProgress = .((t - animStartTime) / ANIM_DURATION, , )
smoothAlpha = rawProgress * rawProgress * ( - * rawProgress)
currentMode == animDirection == rawProgress >=
animDirection =
(AnimBtn, )
hgProgress =
hgAlpha =
currentMode ==
hgProgress = .((t - hgAnimStartTime) / ANIM_DURATION, , )
hgAlpha = hgProgress * hgProgress * ( - * hgProgress)
hgProgress >=
handGunState ==
hgStep == hgStep = ; hgAnimStartTime = t
hgStep == hgStep = ; hgAnimStartTime = t
handGunState ==
hgStep == hgStep = ; hgAnimStartTime = t
hgStep == hgStep = ; hgAnimStartTime = t
hgStep ==
currentMode =
(AktifBtn, )
(HandGunBtn, )
currentMode ==
elapsed = t - smashStartTime
smashPhase ==
elapsed >= SMASH_WINDUP_DUR smashPhase = ; smashStartTime = t
smashPhase ==
elapsed >= SMASH_SLAM_DUR smashPhase = ; smashStartTime = t
smashPhase ==
elapsed >= SMASH_HOLD_DUR smashPhase = ; smashStartTime = t
smashPhase ==
elapsed >= SMASH_RECOVER_DUR
currentMode = ; smashPhase =
(SmashBtn, )
(AktifBtn, )
(propsList, targetWorldBase, canSendNetwork, smoothAlpha, hgProgress, hgAlpha, )
(propsList2, targetWorldBase * .(SECOND_HAND_OFFSET), canSendNetwork, smoothAlpha, hgProgress, hgAlpha, )
(propsList3, targetWorldBase * .(THIRD_HAND_OFFSET), canSendNetwork, smoothAlpha, hgProgress, hgAlpha, )
canSendNetwork lastNetUpdate = t
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