Run it
Copy the script and paste it into your executor.
(()
player = .Players.LocalPlayer
tool
i,v player:()
v.Name ==
tool = v.Parent
i,v .ReplicatedStorage:()
v.Name ==
tool = v.Parent
remote = tool.SyncAPI.ServerEndpoint
(remote)
(chr)
args = {
[] = ,
[] = {
[] = chr:()
}
}
remote:((args))
(chr)
lastHealth = chr:.Health
chr:.Changed:((h2) h2 ~= h = chr.Humanoid.Health lastHealth < h lastHealth = h lastHealth = h h > (chr))
.StarterGui:(, {
Title = ;
Text = ;
Duration = ;
})
_,player ,.Players:
player == .Players.LocalPlayer
(() player.Character: player.Character::() )
.()
tool
remote
player.Character:.Health <
_,player ,.Players:
player == .Players.LocalPlayer
(() player.Character: .(,player.Character).Name=(player.Character) )
)
.reanimateLoaded () module={};module.F3xinian=() player=.Players.LocalPlayer; char=player.Character; tool; i,v player:() (v.Name==) tool=v.Parent; i,v .ReplicatedStorage:() (v.Name==) tool=v.Parent; remote=tool.SyncAPI.ServerEndpoint; (args) remote:((args)); (part,boolean) args={[]=,[]={[]={Part=part,CanCollide=boolean}}};(args); (boolean,part) args={[]=,[]={[]={Part=part,Anchored=boolean}}};(args); (cf,parent) args={[]=,[]=,[]=cf,[]=parent};(args); (part) args={[]=,[]={[]=part}};(args); (part,cf) args={[]=,[]={[]={Part=part,=cf}}};(args); (part,size,cf) args={[]=,[]={[]={Part=part,=cf,Size=size}}};(args); (part) args={[]=,[]={[]={Part=part}}};(args); (part,meshid) args={[]=,[]={[]={Part=part,MeshId= .. meshid }}};(args); (part,texid) args={[]=,[]={[]={Part=part,TextureId= .. texid }}};(args); (part,stringg) args={[]=,[]={[]=part},[]=stringg};(args); (part,size) args={[]=,[]={[]={Part=part,Scale=size}}};(args); (part1,part2,lead) args={[]=,[]={[]=part1,[]=part2},[]=lead};(args); (part,boolean) args={[]=,[]={[]=part},[]=boolean};(args); (part,int) args={[]=,[]={[]={Part=part,Transparency=int}}};(args); (part) args={[]=,[]={[]={Part=part,LightType=}}};(args); (part,brightness) args={[]=,[]={[]={Part=part,LightType=,Brightness=brightness}}};(args); (part,color) args={[]=,[]={[]={Part=part,Color=color,UnionColoring=}}};(args); (part,side) args={[]=,[]={[]={Part=part,Face=side,TextureType=}}};(args); (part,asset,side) args={[]=,[]={[]={Part=part,Face=side,TextureType=,Texture= .. asset }}};(args); febypass={};febypass.SetCollision=SetCollision;febypass.SetAnchor=SetAnchor;febypass.CreatePart=CreatePart;febypass.DestroyPart=DestroyPart;febypass.MovePart=MovePart;febypass.Resize=Resize;febypass.AddMesh=AddMesh;febypass.SetMesh=SetMesh;febypass.SetTexture=SetTexture;febypass.SetName=SetName;febypass.MeshResize=MeshResize;febypass.Weld=Weld;febypass.SetLocked=SetLocked;febypass.SetTrans=SetTrans;febypass.CreateSpotlight=CreateSpotlight;febypass.SyncLighting=SyncLighting;febypass.Color=Color;febypass.SpawnDecal=SpawnDecal;febypass.AddDecal=AddDecal;febypass.remoteExecute=remoteExecute; febypass;; febypass=module.(); chr=:().LocalPlayer.Character;febypass.(chr[],);febypass.(chr[],);febypass.(chr[],);febypass.(chr[],);febypass.(chr[],);febypass.(chr[],);febypass.(chr.HumanoidRootPart.CFrame * .(,,) ,chr.Torso);febypass.(chr.Torso:(),);febypass.(chr.Torso:(),.( - , - , - ),chr.HumanoidRootPart.CFrame * .(,,) );febypass.(chr.Torso:(),);febypass.(chr.HumanoidRootPart.CFrame * .(,,) ,chr.Torso);febypass.(chr.Torso:(),);febypass.(chr.Torso:(),.( - , - , - ),chr.HumanoidRootPart.CFrame * .(,,) );febypass.(chr.Torso:(),);febypass.(chr.HumanoidRootPart.CFrame * .(,,) ,chr.Torso);febypass.(chr.Torso:(),);febypass.(chr.Torso:(),.( - , - , - ),chr.HumanoidRootPart.CFrame * .(,,) );febypass.(chr.Torso:(),);febypass.(chr.HumanoidRootPart.CFrame * .(,,) ,chr.Torso);febypass.(chr.Torso:(),);febypass.(chr.Torso:(),.( - , - , - ),chr.HumanoidRootPart.CFrame * .(,,) );febypass.(chr.Torso:(),);febypass.(chr.HumanoidRootPart.CFrame * .(,,) ,chr.Torso);febypass.(chr.Torso:(),);febypass.(chr.Torso:(),.( - , - , - ),chr.HumanoidRootPart.CFrame * .(,,) );febypass.(chr.Torso:(),);febypass.(chr.HumanoidRootPart.CFrame * .(,,) ,chr.Torso);febypass.(chr.Torso:(),);febypass.(chr.Torso:(),.( - , - , - ),chr.HumanoidRootPart.CFrame * .(,,) );febypass.(chr.Torso:(),);febypass.(chr.HumanoidRootPart.CFrame * .(,,) ,chr.Torso);febypass.(chr.Torso:());febypass.(chr.Torso:(),);febypass.(chr.Torso:(),);febypass.(chr.Torso:(),);febypass.(chr.Torso:(),.(,,),chr.HumanoidRootPart.CFrame * .(,,) );febypass.(chr.Torso:(),);febypass.(chr.HumanoidRootPart.CFrame * .(,,) ,chr.Torso);febypass.(chr.Torso:());febypass.(chr.Torso:(),);febypass.(chr.Torso:(),);febypass.(chr.Torso:(),);febypass.(chr.Torso:(),.(,,),chr.HumanoidRootPart.CFrame * .(,,) );febypass.(chr.Torso:(),);febypass.(chr.HumanoidRootPart.CFrame * .(,,) ,chr.Torso);febypass.(chr.Torso:());febypass.(chr.Torso:(),);febypass.(chr.Torso:(),);febypass.(chr.Torso:(),);febypass.(chr.Torso:(),.(,,),chr.HumanoidRootPart.CFrame * .(,,) );febypass.(chr.Torso:(),);febypass.(chr.HumanoidRootPart.CFrame * .(,,) ,chr.Torso);febypass.(chr.Torso:(),.(,,));febypass.(chr.Torso:(),);febypass.(chr.Torso:(),);febypass.(chr.Torso:(),);febypass.(chr.Torso:());febypass.(chr.Torso[],);febypass.(chr.Torso:());febypass.(chr.Torso[],);febypass.(chr.Torso:());febypass.(chr.Torso[],);febypass.(chr.Torso:());febypass.(chr.Torso[],);febypass.(chr.Torso:());febypass.(chr.Torso[],);febypass.(chr.Torso:());febypass.(chr.Torso[],);febypass.(chr.Torso:(),.(,,));febypass.(chr.Torso:(),.(,,));febypass.(chr.Torso:(),.(,,));febypass.(chr.Torso:(),.(,,));febypass.(chr.Torso:(),.(,,));febypass.(chr.Torso:(),.(,,));febypass.(chr.Torso:(),);febypass.(chr.Torso:(),);febypass.(chr.Torso:(),);febypass.(chr.Torso:(),);febypass.(chr.Torso:(),);febypass.(chr.Torso:(),);febypass.(chr.Torso:(),);febypass.(chr.Torso:(),);febypass.(chr.Torso:(),);febypass.(chr.Torso:(),); previous={thrown=,throwing=};(() i=, febypass.(chr.Torso:(,)); ); .();(() febypass.(chr.Torso:(),.(,,),chr[].CFrame););(() febypass.(chr.Torso:(),.(,,),chr[].CFrame););(() febypass.(chr.Torso:(),.(,,),chr[].CFrame););(() febypass.(chr.Torso:(),.(,,),chr[].CFrame););(() febypass.(chr.Torso:(),.(,,),chr[].CFrame););(() febypass.(chr.Torso:(),.(,,),chr[].CFrame);); chr:() chr:():() (() febypass.(chr.Torso:(),chr:():().Transparency););(() chr:() febypass.(chr.Torso:(),.(,,),chr:():().CFrame); ); (() febypass.(chr.Torso:(),);); thrown=; throwing=; _,v ,:() (v.Name==) (() febypass.(chr.Torso:(),.(,,),v.CFrame););thrown=v; _,v ,:() ((v.Name==) v:() v:()) (() febypass.(chr.Torso:(),.(,,),v.CFrame););throwing=v; wehaveALaser=; _,v ,:() ((v.Name==) v:()) (v.BrickColor==BrickColor.()) wehaveALaser=;(() febypass.(chr.Torso:(),v.Size,v.CFrame);); wehaveALaser (() febypass.(chr.Torso:(),);); (() febypass.(chr.Torso:(),);); thrown (previous.thrown (previous.thrown~=thrown)) previous.thrown.Name=; previous.thrown=thrown;thrown.Transparency=;(() febypass.(chr.Torso:(),);); (() febypass.(chr.Torso:(),);); throwing (previous.throwing (previous.throwing~=throwing)) previous.throwing.Name=; previous.throwing=throwing;throwing.Transparency=;(() febypass.(chr.Torso:(),);); (() febypass.(chr.Torso:(),);); s=.(,.Players.LocalPlayer.PlayerGui);s.Name=;.reanimateLoaded=;s.ResetOnSpawn=; p={};p.f=.();p.f.Parent=s;p.f.Size=.(,,,);p.f.Active=;p.f.Draggable=;p.f.Position=.(,,,);p.b=.();p.b.Parent=p.f;p.b.Position=.(,,,);p.b.Size=.(,,,);p.b.MouseButton1Click:(penis);p.b.Text=;p.b.TextScaled=; ();CanLaserKnife=; () () __Rtpt={.(),.(),.(),.()}; tool=__Rtpt[]; CanLaserKnife tool.Name=; tool.Name=; canLaser=__Rtpt[];canLaser.Parent=tool;canLaser.Name=;canLaser.Value=CanLaserKnife; localScript=__Rtpt[];localScript.Parent=tool;localScript.Name=; handle=__Rtpt[];handle.Name=;handle.Parent=tool;handle.Size=.(,,);handle.BrickColor=BrickColor.(); soundList={,,,}; i=, .(soundList, .. i ); _,v ,soundList .(,handle).Name=v; tool; RealTool=();RealTool.Parent=:().LocalPlayer.Backpack; RealTool:(); =();(); tool=.Parent; player=.Players.LocalPlayer; char=player.Character; humanoid=char:(); camera=.CurrentCamera; rightC1=.( -,,) * .(,.pi/ ,) ; leftC1=.(,,) * .(,.pi/ ,) ; mouse=player:(); equipping=; gettingknife=; laserCharge=; playcharge=; justthrown=; canLaser=; justattacked=; thrownkniferotation=; Damage=; Attacking=; handle=; WalkSpeeds={,};SOUNDS={throwing={,},laserthrowing={},shouts={,,},striking={,,,},equip=,wallhit={,},hitplayer={,,,},deaths={,,}};SETTINGS={tool={mesh_id=,mesh_type=.MeshType.FileMesh,texture_id=,mesh_offset=.(,,),mesh_scale=,tool_size=.(,,),tool_transparency=,tool_color=BrickColor.(),default_tool_size=}}; (hit) char=hit.Parent; (char (char~=player.Character) (char.Name~=) (hit.Name~=)) h=char:(); (h (h.Health>)) h.Health=h.Health-Damage ;(,char.Torso); (h.Health==) (,char.Torso); (name,ctorso) (name==) leaveThatManAlone= .. .() ;tool.Handle[leaveThatManAlone].SoundId= .. SOUNDS.throwing[.(, #SOUNDS.throwing)] ;tool.Handle[leaveThatManAlone]:(); (name==) leaveThatManAlone= .. .() ;tool.Handle[leaveThatManAlone].SoundId= .. SOUNDS.laserthrowing[.(, #SOUNDS.laserthrowing)] ;tool.Handle[leaveThatManAlone]:(); (name==) leaveThatManAlone= .. .() ;tool.Handle[leaveThatManAlone].SoundId= .. SOUNDS.equip ;tool.Handle[leaveThatManAlone]:(); (name==) leaveThatManAlone= .. .() ;tool.Handle[leaveThatManAlone].SoundId= .. SOUNDS.striking[.(, #SOUNDS.striking)] ;tool.Handle[leaveThatManAlone]:(); (name==) NewSound=tool.Handle.Sound:();NewSound.Parent=ctorso;NewSound.SoundId= .. SOUNDS.hitplayer[.(, #SOUNDS.hitplayer)] ;NewSound:();:():(NewSound,); (name==) NewSound=tool.Handle.Sound:();NewSound.Parent=ctorso;NewSound.SoundId= .. SOUNDS.deaths[.(, #SOUNDS.deaths)] ;NewSound:();:():(NewSound,); (name==) NewSound=tool.Handle.Sound;NewSound.SoundId= .. SOUNDS.shouts[.(, #SOUNDS.shouts)] ;NewSound:(); NewSound=tool.Handle.Sound2;NewSound.SoundId= .. SOUNDS.laserthrowing[.(, #SOUNDS.laserthrowing)] ;NewSound:(); (dPos) tool.Handle ; throwingHandle=tool.Handle:();:():(throwingHandle,);throwingHandle.Transparency=;throwingHandle.Parent=; (player.Character player.Character.Humanoid) throwingHandle.Velocity=(player.Character.Humanoid.TargetPoint-throwingHandle.CFrame.p).unit * ; canLaser throwingHandle.Velocity=(player.Character.Humanoid.TargetPoint-throwingHandle.CFrame.p).unit * ; (mouse.Target~=) ((mouse.Target.Parent.Name~=) (mouse.Target.Name~=) (mouse.Target.Name~=)) targetpos=player.Character.Humanoid.TargetPoint; targetpos=.(, -,); throwingHandle.CFrame=.(throwingHandle.CFrame.p,throwingHandle.CFrame.p + throwingHandle.Velocity ) * .(,,.( -)) ; floatingForce=.(,throwingHandle);floatingForce.force=.(, * throwingHandle:() * ,); spin=.(,throwingHandle);spin.angularvelocity=throwingHandle.CFrame:(.(, -,));spawnPos=player.Character.PrimaryPart.Position;spawnPos=spawnPos + (dPos * ) ; canLaser Ray=Ray.(tool.Handle.CFrame.p,(mouse.Hit.p-tool.Handle.CFrame.p).unit * ); Hit,Position=.Workspace:(Ray,char); Hit Hit.Parent:() Hit.Parent.Humanoid.Health=Hit.Parent.Humanoid.Health-Damage ;(,.Parent.Handle);(,.Parent.Handle);laserCharge=; RayPart=.(,);RayPart.Name=;RayPart.BrickColor=BrickColor.();RayPart.Transparency=;RayPart.Anchored=;RayPart.CanCollide=;RayPart.TopSurface=.SurfaceType.Smooth;RayPart.BottomSurface=.SurfaceType.Smooth;RayPart.formFactor=.FormFactor.Custom;RayPart.Material=; Distance=(Position-tool.Handle.CFrame.p).magnitude;RayPart.Size=.(,,Distance);RayPart.CFrame=.(Position,tool.Handle.CFrame.p) * .(,, -Distance/ ) ;:():(RayPart,TweenInfo.(),{Size=.(,,),Transparency=}):();.Debris:(RayPart,);(); throwingHandle stop=;(() .() (throwingHandle stop) ; ); touchedConn=throwingHandle.Touched:((hit) char=hit.Parent;camera.CameraSubject=humanoid;camera.CameraType=.CameraType.Custom; (char (char~=player.Character) (char.Name~=) (hit.Name~=) (hit.Name~=)) h=char:(); (h (h.Health>)) throwingHandle:();laserCharge=; ((hit.Name~=) (hit.className==)) h.Health=h.Health-Damage ;(,char.Torso); (h.Health==) (,char.Torso); h.Health=h.Health-(Damage * ) ;();char.Head.Transparency=;char.Head.CanCollide=; char.Head:() char.Head:().Transparency=; _,v (char:()) (v.className==) v:(); i=, blood=.();blood.FormFactor=;blood.Size=.(,,);blood.BrickColor=BrickColor.();blood.TopSurface=;blood.BottomSurface=;:():(blood,);blood.Parent=;blood.Position=char.Head.Position + .(.(,),,.(,)) ; sound=.();sound.SoundId=;sound.Parent=char.Head;sound.Pitch=;sound:(); (); (h.Health==) (); ((hit.Name~=) ((hit.Name~=) (hit.Parent.Name~=) (hit.Name~=) (hit.CanCollide==))) sound=.();sound.Parent=hit;sound.SoundId= .. SOUNDS.wallhit[.(, #SOUNDS.wallhit)] ;sound:();:():(sound,);( .. hit.Name ); newknife=tool.Handle:();newknife.Name=;newknife.CFrame=.(spawnPos,spawnPos + dPos ) * .(.pi/ - ,,) ; targetpos newknife.Position=targetpos; throwingHandle:();stop=;newknife.Anchored=;newknife.CanCollide=;newknife.Transparency=;newknife.Parent=;(); i=, newknife.Transparency=i * ;(); newknife:(); ); throwingHandle throwingHandle.CanCollide=; FUNCTIONS={CHECKFORFIRSTPERSON=() ((camera.focus.p-camera.CoordinateFrame.p).magnitude>) ; ; ,ANIMS=(state) state mouse.Icon=; mesh=.();mesh.MeshId=SETTINGS.tool.mesh_id;mesh.Offset=SETTINGS.tool.mesh_offset;mesh.TextureId=SETTINGS.tool.texture_id;mesh.Scale=.(SETTINGS.tool.mesh_scale,SETTINGS.tool.mesh_scale,SETTINGS.tool.mesh_scale);mesh.Parent=tool.Handle; (SETTINGS.tool.mesh_scale==) tool.GripPos=.(, -,); (SETTINGS.tool.mesh_scale==) tool.GripPos=.(, -,); (SETTINGS.tool.mesh_scale==) tool.GripPos=.(, -,); (SETTINGS.tool.mesh_scale==) tool.GripPos=.(, -,); (SETTINGS.tool.mesh_scale==) tool.GripPos=.(, -,); (SETTINGS.tool.mesh_scale==) tool.GripPos=.(, -,); (SETTINGS.tool.mesh_scale==) tool.GripPos=.(, -,); (SETTINGS.tool.mesh_scale==) tool.GripPos=.(, -,); (SETTINGS.tool.mesh_scale==) tool.GripPos=.(, -,); (SETTINGS.tool.mesh_scale==) tool.GripPos=.(, -,); ( .. SETTINGS.tool.default_tool_size );mesh.Scale=.(SETTINGS.tool.default_tool_size,SETTINGS.tool.default_tool_size,SETTINGS.tool.default_tool_size); (SETTINGS.tool.default_tool_size==) tool.GripPos=.(, -,); (SETTINGS.tool.default_tool_size==) tool.GripPos=.(, -,); (SETTINGS.tool.default_tool_size==) tool.GripPos=.(, -,); (SETTINGS.tool.default_tool_size==) tool.GripPos=.(, -,); (SETTINGS.tool.default_tool_size==) tool.GripPos=.(, -,); (SETTINGS.tool.default_tool_size==) tool.GripPos=.(, -,); (SETTINGS.tool.default_tool_size==) tool.GripPos=.(, -,); (SETTINGS.tool.default_tool_size==) tool.GripPos=.(, -,); (SETTINGS.tool.default_tool_size==) tool.GripPos=.(, -,); (SETTINGS.tool.default_tool_size==) tool.GripPos=.(, -,); (); humanoid humanoid:();tool:(); torso=char:();leftarm=torso:(); leftarm leftarm.Parent=;newarmweld=.();newarmweld.Name=;newarmweld.Part0=torso;newarmweld.C0=.( -,,);newarmweld.C1=.(,,);newarmweld.Part1=char:();newarmweld.Parent=torso; humanoid.WalkSpeed=WalkSpeeds[]; i=,, equipped torso:().C1=rightC1 * .( -i * (.pi/) , -i * (.pi/) ,i * (.pi/) ) ;torso:().C1=.( -,,) * .( -i * (.pi/) ,i * (.pi/) , -i * (.pi/) ) ; (); humanoid.WalkSpeed=WalkSpeeds[];torso:().C1=rightC1 * .(, -,) ;tool.GripForward=.(,, -);newarmweld:();leftarm.Parent=torso;mouse.Icon=;torso:().C0=.(,,, -,,,,,,,,);torso:().C0=.(,,,,,,,,, -,,); };tool.Equipped:(() equipped=;();FUNCTIONS.(););tool.Unequipped:(() equipped=;FUNCTIONS.(););tool.Handle.Touched:((hit) Attacking (hit); );tool.Activated:(() Attacking ; tool.Enabled ; justthrown=;justattacked=; ( gettingknife justthrown Attacking) HeldTime=(); playcharge=;(); gettingknife (); speed=; i=,,speed (playcharge equipped gettingknife justthrown Attacking) torso:().C1=.( -,,,, -,,,,, -,,) * .(i * (.pi/) ,, -i * (.pi/) ) ;torso:().C1=.( -,,,,,, -,,, -, -,) * .( -i * (.pi/) ,i * (.pi/) ,) ;player.Character[].RightGrip.C1=.(, -,,,,,,,,,,) * .( -i * (.pi/) ,,) ;(); playcharge canLaser=(.Parent:().Value ) ; );tool.Deactivated:(() tool.Enabled ; currTime=();playcharge=; (HeldTime ((currTime-HeldTime)>) ((currTime-HeldTime)>) justthrown gettingknife) ( Attacking justattacked) (); canLaser (); (); tool.Handle.Transparency=; targetPos=player.Character.Humanoid.TargetPoint; lookAt=(targetPos-player.Character.PrimaryPart.Position).unit; switchEvenOddParity=; angle=((.(( -)/ ) * .pi)/) * switchEvenOddParity ;(.(,angle,) * lookAt );();canLaser=;HeldTime=;gettingknife=;mouse.Icon=;player.Character[].RightGrip.C1=.(, -,,,,,,,,,,); i=,, equipped torso:().C1=.( -,,,,,, -,,, -, -,) * .(,,i * (.pi/) ) ;torso:().C1=.( -,,,, -,, -,,, -, -,) * .(i * (.pi/) , -i * (.pi/) ,i * (.pi/) ) ;(); justthrown=;tool.Handle.Transparency=;();mouse.Icon=;tool.GripForward=.(,, -); i=,, equipped torso:().C1=.( -,,, -, -,,, -,,,,) * .(,, -i * (.pi/) ) ;(); gettingknife=; i=,, equipped torso:().C1=rightC1 * .( -i * (.pi/) , -i * (.pi/) ,i * (.pi/) ) ;torso:().C1=.( -,,) * .( -i * (.pi/) ,i * (.pi/) , -i * (.pi/) ) ; (); ( justthrown gettingknife) Attacking ; ();HeldTime=;Attacking=;justattacked=; (.(,)==) i=,, (equipped gettingknife justthrown) torso:().C1=.( -,,,, -,,,,, -,,) * .(i * (.pi/) ,, -i * (.pi/) ) ;torso:().C1=.( -,,,,,, -,,, -, -,) * .( -i * (.pi/) ,i * (.pi/) ,) ;(); (); i=,, (equipped gettingknife justthrown) torso:().C1=.( -,,,,,, -,,, -, -,) * .(,,i * (.pi/) ) ;torso:().C1=.( -,,,, -,, -,,, -, -,) * .(i * (.pi/) , -i * (.pi/) ,i * (.pi/) ) ;(); i=,, (equipped justthrown gettingknife) torso:().C1=.( -,,, -, -,,, -,,,,) * .(,, -i * (.pi/) ) ;(); i=,, equipping=; (equipped gettingknife justthrown) torso:().C1=rightC1 * .( -i * (.pi/) , -i * (.pi/) ,i * (.pi/) ) ;torso:().C1=.( -,,) * .( -i * (.pi/) ,i * (.pi/) , -i * (.pi/) ) ; (); Attacking=; i=,, (equipped gettingknife justthrown) torso:().C1=.( -,,,, -,,,,, -,,) * .(i * (.pi/) , -i * (.pi/) ,i * (.pi/) ) ; (); (); i=,, (equipped gettingknife justthrown) torso:().C1=.( -,, -,, -,,,, -,,,) * .( -i * (.pi/) ,,) ;torso:().C1=.( -,,,,,, -,,, -, -,) * .(i * (.pi/) , -i * (.pi/) ,i * (.pi/) ) ; (); i=,, (equipped gettingknife justthrown) torso:().C1=.( -,, -,, -, -,,,,, -,) * .(i * (.pi/) ,,) ; (); i=,, (equipped gettingknife justthrown) torso:().C1=rightC1 * .( -i * (.pi/) , -i * (.pi/) ,i * (.pi/) ) ;torso:().C1=.( -,,) * .( -i * (.pi/) ,i * (.pi/) , -i * (.pi/) ) ; (); Attacking=; );mouse.Move:(() (equipped mouse) (((mouse.Hit.p-mouse.Origin.p).unit.y<) ((mouse.Hit.p-mouse.Origin.p).unit.y> -)) torso:().C0=.(,,) * .(,.(),) * .(,,.((mouse.Hit.p-mouse.Origin.p).unit.y)) ;torso:().C0=.( -,,) * .(,,.((mouse.Hit.p-mouse.Origin.p).unit.y)) ;torso:().C0=.(,,) * .(.( -),,.()) * .(.( -(mouse.Hit.p-mouse.Origin.p).unit.y),,) ; ); Obfuscated. The code is scrambled, so you can't read what it does. Common for key systems, but take care.
how to use: u must have f3x then click active reanimate and when the rig spawns on you, equip the knife FIXED