Run it
Copy the script and paste it into your executor.
Fling =
FlingBlockInvisible =
HighlightFlingBlock =
FlingHighlightColor = .(,,)
GunHatId =
HAT_NAME = :(..(GunHatId))[].Name
Bypass =
(:()[].Source)()
IsDead =
StateMover =
playerss = .non
bbv,bullet
Bypass ==
bullet = .Players.LocalPlayer.Character[]
bullet.Transparency = (FlingBlockInvisible ~= )
bullet.Massless =
bullet:()
_,v (bullet:())
v:()
v:()
bbv = .(,bullet)
bbv.Position = playerss.Torso.CFrame.p
Bypass ==
.(()
playerss playerss:() playerss:().Health <= IsDead = ;
StateMover
bbv.Position = playerss.Torso.CFrame.p
bullet.Position = playerss.Torso.CFrame.p
:().RenderStepped:()
)()
HighlightFlingBlock ~=
Highlight = .()
Highlight.Adornee = bullet
Highlight.Color3 = ((FlingHighlightColor)== FlingHighlightColor) (.(,,))
Highlight.Parent = bullet
Highlight.Name =
bbav = .(,bullet)
bbav.MaxTorque = .(.huge,.huge,.huge)
bbav.P =
bbav.AngularVelocity = .(,,)
CDDF = {}
DamageFling = (DmgPer)
Fling ~=
IsDead Bypass ~= (DmgPer.Name == playerss.Name DmgPer.Name == ) CDDF[DmgPer] DmgPer DmgPer:() DmgPer:().Health <=
CDDF[DmgPer] = ; StateMover =
PosFling = (DmgPer:() DmgPer:() .CFrame.p) (DmgPer:() DmgPer:().CFrame.p)
bullet.Rotation = playerss.Torso.Rotation
bbav = .(,bullet)
bbav.MaxTorque = .(.huge,.huge,.huge)
bbav.P =
bbav.AngularVelocity = .(,,)
_=,
bbv.Position = PosFling
bullet.Position = PosFling
()
bbav:()
bbv.Position = playerss.Torso.CFrame.p
bullet.Position = playerss.Torso.CFrame.p
CDDF[DmgPer] = ; StateMover =
()
i,v , :().LocalPlayer.Character:()
v:() v.Name ~=
:().Heartbeat:(()
v.Velocity = .(,,)
()
)
Aligns =
(Part0,Part1,Position,Rotation)
Aligns = Aligns +
a0,a1 = .(,Part0), .(,Part1)
a1.Position = Position .()
a1.Rotation = Rotation .()
ap = .(, Part0)
ap.Attachment0 = a0
ap.Attachment1 = a1
ao = .(, Part0)
ao.Name = ..Aligns
ap.Name = ..Aligns
ao.Attachment0 = a0
ao.Attachment1 = a1
ap.ApplyAtCenterOfMass = ;
ap.MaxForce = ;
ap.MaxVelocity = .huge/;
ap.ReactionForceEnabled = ;
ap.Responsiveness = ;
ap.RigidityEnabled = ;
ao.MaxAngularVelocity = .huge/;
ao.MaxTorque = ;
ao.PrimaryAxisOnly = ;
ao.ReactionTorqueEnabled = ;
ao.Responsiveness = ;
ao.RigidityEnabled = ;
a1
HumanoidIsDead =
Player=.Players.LocalPlayer
Character=.non
Gun = Character[HAT_NAME]
GunHandle = Gun.Handle
GunHandle.AccessoryWeld:()
GunHandle.SpecialMesh:()
()
GunHandle.Parent=
hum = Character.Humanoid
LeftArm=Character[]
LeftLeg=Character[]
RightArm=Character[]
RightLeg=Character[]
Root=Character[]
Head=Character[]
Torso=Character[]
Neck=Torso[]
mouse = Player:()
walking =
jumping =
attacking =
firsttime =
tauntdebounce =
position =
MseGuide =
running =
settime =
sine =
t =
ws =
change =
combo1 =
equip =
dgs =
combo2 =
switch1 =
switch2 =
firsttime2 =
combo3 =
gunallowance =
shooting =
RunSrv = :()
RenderStepped = :().RenderStepped
removeuseless = :()
.(()
()
Character Character:() Character:().Health <=
HumanoidIsDead =
)()
HEADLERP = .()
HEADLERP.Parent = Head
HEADLERP.Part0 = Head
HEADLERP.Part1 = Head
HEADLERP.C0 = .(, -, -) * .(.(), .(), .())
TORSOLERP = .()
TORSOLERP.Parent = Root
TORSOLERP.Part0 = Torso
TORSOLERP.C0 = .(, , ) * .(.(), .(), .())
ROOTLERP = .()
ROOTLERP.Parent = Root
ROOTLERP.Part0 = Root
ROOTLERP.Part1 = Torso
ROOTLERP.C0 = .(, , ) * .(.(), .(), .())
RIGHTARMLERP = .()
RIGHTARMLERP.Parent = RightArm
RIGHTARMLERP.Part0 = RightArm
RIGHTARMLERP.Part1 = Torso
RIGHTARMLERP.C0 = .(-, , -) * .(.(), .(), .())
LEFTARMLERP = .()
LEFTARMLERP.Parent = LeftArm
LEFTARMLERP.Part0 = LeftArm
LEFTARMLERP.Part1 = Torso
LEFTARMLERP.C0 = .(, , -) * .(.(), .(), .())
RIGHTLEGLERP = .()
RIGHTLEGLERP.Parent = RightLeg
RIGHTLEGLERP.Part0 = RightLeg
RIGHTLEGLERP.Part1 = Torso
RIGHTLEGLERP.C0 = .(-, , ) * .(.(), .(), .())
LEFTLEGLERP = .()
LEFTLEGLERP.Parent = LeftLeg
LEFTLEGLERP.Part0 = LeftLeg
LEFTLEGLERP.Part1 = Torso
LEFTLEGLERP.C0 = .(, , ) * .(.(), .(), .())
(a, b)
weld = .(, a)
weld.Part0 = a
weld.Part1 = b
weld.C0 = a.CFrame:() * b.CFrame
weld
(PARENT,POSITION1,POSITION2,LIFETIME,COLOR)
A = .(, PARENT)
A.Position = POSITION1
A.Name =
B = .(, PARENT)
B.Position = POSITION2
B.Name =
tr1 = .(, PARENT)
tr1.Attachment0 = A
tr1.Attachment1 = B
tr1.Enabled =
tr1.Lifetime = LIFETIME
tr1.TextureMode =
tr1.LightInfluence =
tr1.Color = COLOR
tr1.Transparency = NumberSequence.(, )
tommygun = .(,Character)
tommygun.Size = .(,,)
tommygun.CFrame = RightArm.CFrame
tommygun.CanCollide =
tommygun.Transparency=
tommygunweld = .(,tommygun)
GUN_A1=(GunHandle,tommygun,.(),.(,-,))
tommygunweld.Part0 = tommygun
tommygunweld.Part1 = RightArm
tommygunweld.C0 = tommygun.CFrame:() * RightArm.CFrame * .(,-,) * .(.(),.(),)
mtommygun = .(, tommygun)
mtommygun.MeshType =
mtommygun.Scale = .(, , )
mtommygun.MeshId,mtommygun.TextureId = ,
shootbox = .(,Character)
shootbox.Size = .(,,)
shootbox.Transparency=
shootbox.CanCollide =
shootbox.Transparency =
shootbox.CFrame = tommygun.CFrame
shootboxweld = (shootbox,tommygun)
shootboxweld.C0 = .(,-,)
light = .(, shootbox)
light.Color = BrickColor.().Color
light.Range =
light.Brightness =
light.Enabled =
particlemiter1 = .(, shootbox)
particlemiter1.Enabled =
particlemiter1.Texture =
particlemiter1.Lifetime = NumberRange.()
particlemiter1.Size = NumberSequence.(,)
particlemiter1.Rate =
particlemiter1.RotSpeed = NumberRange.()
particlemiter1.Speed = NumberRange.()
tommygunammo = .(,Character)
tommygunammo.Size = .(,,)
tommygunammo.CFrame = tommygun.CFrame
tommygunammo.CanCollide =
tommygunammoweld = .(,tommygunammo)
tommygunammoweld.Part0 = tommygunammo
tommygunammoweld.Part1 = tommygun
tommygunammo.Transparency =
tommygunammoweld.C0 = tommygun.CFrame:() * tommygun.CFrame * .(,,) * .(.(),.(),)
mtommygunammo = .(, tommygunammo)
mtommygunammo.MeshType =
mtommygunammo.Scale = .(, , )
mtommygunammo.MeshId,mtommygunammo.TextureId = ,
.(()
i,v (Character:())
v.Name == v:()
)()
(Radius,Position)
Returning = {}
_,v (:())
v~=Character v:() v:() v:()
v:()
Mag = (v.Torso.Position - Position).magnitude
Mag < Radius
.(Returning,v)
v:()
Mag = (v.UpperTorso.Position - Position).magnitude
Mag < Radius
.(Returning,v)
Returning
(num)
num == num ==
:().Stepped:()
i = , num
:().Stepped:()
doomtheme = .(, Torso)
doomtheme.Volume =
doomtheme.Name =
doomtheme.Looped =
doomtheme.SoundId =
doomtheme:()
Torso.ChildRemoved:((removed)
removed.Name ==
doomtheme = .(, Torso)
doomtheme.Volume =
doomtheme.Name =
doomtheme.Looped =
doomtheme.SoundId =
doomtheme:()
)
(PARENT,ID,VOL,LOOP,REMOVE)
so = .()
so.Parent = PARENT
so.SoundId = ..ID
so.Volume = VOL
so.Looped = LOOP
so:()
removeuseless:(so,REMOVE)
mouse.KeyDown:((Press)
Press=Press:()
Press==
tauntdebounce
tauntdebounce =
b1 = .(,Head)
b1.Size = .(,,,)
b1.StudsOffset = .(,,)
b1.Name =
b1.AlwaysOnTop =
b1.StudsOffset = .(,,)
b1.Adornee = Head
removeuseless:(b1,)
b2 = .(,b1)
b2.BackgroundTransparency =
b2.Text =
b2.Font =
b2.TextSize =
b2.Name =
b2.TextStrokeTransparency =
b2.TextColor3 = BrickColor.().Color
b2.TextStrokeColor3 = .(,,)
b2.Size = .(,,,)
laff = .(,Head)
laff.SoundId =
laff.Volume =
laff:()
()
laff:()
tauntdebounce =
)
mouse.KeyDown:((Press)
Press=Press:()
Press==
debounce
equip
g1:()
light.Enabled =
(()
temmy:()
)
i,v (tommygun:())
v.Name == v:()
light.Enabled =
particlemiter1.Enabled =
hum.CameraOffset = .(,,)
attacking =
equip =
shooting =
gunallowance =
ws =
g1 = .(, Root)
g1.D =
g1.P =
g1.MaxTorque = .(,,)
g1.CFrame = .(Root.Position,mouse.Hit.p)
attacking =
debounce =
equip =
.(()
equip
g1.CFrame = g1.CFrame:(.(Root.Position,mouse.Hit.p),)
ws =
()
Root.Velocity.y >
position =
Root.Velocity.y < -
position =
Root.Velocity.Magnitude > running == attacking ==
position =
Root.Velocity.Magnitude < running == attacking ==
position =
)()
.(()
equip
()
settime =
sine = sine + change
position == attacking running
change =
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, , ) * .(.(), .(), .()), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, , ) * .(.(), .(), .()), )
position == attacking running
change =
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, , ) * .(.(), .(), .()), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, , ) * .(.(), .(-), .()), )
position == attacking == running ==
change =
ROOTLERP.C0 = ROOTLERP.C0:(.(, *.(sine/), ) * .(.(), .(-), .()),)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, - * .(sine/)/, - .(sine/)/) * .(.() + -.(sine/)/, .()*.(sine/), .(), .( * .(sine/))), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, + * .(sine/)/, + .(sine/)/) * .(.() - -.(sine/)/, .()*.(sine/), .() , .( * .(sine/))), )
position == attacking == running ==
change =
ROOTLERP.C0 = ROOTLERP.C0:(.(, - + - * .(sine/), ) * .(.(), .(-), .()),)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:(.(,,) * .(.(),,),)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, - * .(sine/), ) * .(.(), .(), .(-)), )
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:(.(,,) * .(,,),)
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, - * .(sine/), ) * .(.(), .(), .()), )
)()
(RightArm,,,,)
i = ,
tommygunweld.C0 = tommygunweld.C0:(.(,-,) * .(.(),.(),.(-)),)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:(.(-, , ) * .(.(-), .(-), .()), )
LEFTARMLERP.C0 = LEFTARMLERP.C0:(.(, , ) * .(.(-), .(), .()), )
()
gunallowance =
mouse.Button1Down:(()
gunallowance
particlemiter1.Enabled =
temmy = .(,tommygun)
temmy.SoundId =
temmy.Volume =
temmy.Name =
temmy.Looped =
temmy:()
shooting =
)
mouse.Button1Up:(()
gunallowance
hum.CameraOffset = .(,,)
light.Enabled =
particlemiter1.Enabled =
(()
temmy:()
)
i,v (tommygun:())
v.Name == v:()
shooting =
)
.(()
firsttime2
firsttime2 =
()
shooting
switch1
switch1 =
switch2 =
light.Enabled =
switch2
switch1 =
switch2 =
light.Enabled =
(()
mouse.Target.Parent:()
(mouse.Target.Parent)
)
)()
.(()
firsttime
firsttime =
shooting
(()
mouse.Target.Parent:()
(mouse.Target.Parent)
)
LEFTARMLERP.C0 = LEFTARMLERP.C0:(.(, , ) * .(.(-), .( - * .(sine)), .()), )
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:(.(-, + * .(sine), ) * .(.(-), .(-), .()), )
shooting
()
)()
debounce =
)
mouse.KeyDown:((Press)
Press=Press:()
Press==
()
id =
doomtheme.SoundId = ..id
doomtheme:()
)
mouse.KeyDown:((Press)
Press=Press:()
Press==
()
id =
doomtheme.SoundId = ..id
doomtheme:()
)
mouse.KeyDown:((Press)
Press=Press:()
Press==
()
id =
doomtheme.SoundId = ..id
doomtheme:()
)
mouse.KeyDown:((Press)
Press=Press:()
Press==
()
id =
doomtheme.SoundId = ..id
doomtheme:()
)
mouse.KeyDown:((Press)
Press=Press:()
Press==
()
id =
doomtheme.SoundId = ..id
doomtheme:()
)
checks1 = .(()
HumanoidIsDead
Root.Velocity.y >
position =
Root.Velocity.y < -
position =
Root.Velocity.Magnitude <
position =
Root.Velocity.Magnitude <
position =
Root.Velocity.Magnitude >
position =
()
)
()
(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
:(Ray.(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
(StartPos, EndPos, Distance, Ignore)
DIRECTION = .(StartPos,EndPos).lookVector
(StartPos, DIRECTION, Distance, Ignore)
OrgnC0 = Neck.C0
movelimbs = .(()
RunSrv.RenderStepped:()
HumanoidIsDead
TrsoLV = Torso.CFrame.lookVector
Dist =
Diff =
MseGuide
()
_, Point = Workspace:(Ray.(Head.CFrame.p, mouse.Hit.lookVector), Workspace, , )
Dist = (Head.CFrame.p-Point).magnitude
Diff = Head.CFrame.Y-Point.Y
_, Point2 = Workspace:(Ray.(LeftArm.CFrame.p, mouse.Hit.lookVector), Workspace, , )
Dist2 = (LeftArm.CFrame.p-Point).magnitude
Diff2 = LeftArm.CFrame.Y-Point.Y
HEADLERP.C0 = .(, -, -) * .(.(), .(), .())
Neck.C0 = Neck.C0:(OrgnC0*.((.(Diff/Dist)*), , (((Head.CFrame.p-Point).Unit):(Torso.CFrame.lookVector)).Y*), )
)
()
immortal = {}
i,v (Character:())
v:() v.Name ~= v.Name ~=
v ~= Root v ~= Torso v ~= Head v ~= RightArm v ~= LeftArm v ~= RightLeg v.Name ~= v.Name ~= v ~= LeftLeg
v.CustomPhysicalProperties = PhysicalProperties.(, , , , )
.(immortal,{v,v.Parent,v.Material,v.Color,v.Transparency})
v:()
.(immortal,{v,v.Parent,,,})
e = , #immortal
immortal[e] ~=
STUFF = immortal[e]
PART = STUFF[]
PARENT = STUFF[]
MATERIAL = STUFF[]
COLOR = STUFF[]
TRANSPARENCY = STUFF[]
levitate
PART.ClassName == PART ~= Root PART.Name ~= eyo1 PART.Name ~= eyo2 PART.Name ~= PART.Name ~=
PART.Material = MATERIAL
PART.Color = COLOR
PART.Transparency = TRANSPARENCY
PART.AncestryChanged:(()
PART.Parent = PARENT
)
PART.ClassName == PART ~= Root PART.Name ~= PART.Name ~=
PART.Material = MATERIAL
PART.Color = COLOR
PART.Transparency = TRANSPARENCY
PART.AncestryChanged:(()
PART.Parent = PARENT
)
.(()
HumanoidIsDead
hum.Health <
deadsound = .(, Torso)
deadsound.Volume =
deadsound.SoundId =
deadsound:()
()
)()
anims = .(()
HumanoidIsDead
settime =
sine = sine + change
position == attacking ==
change =
tommygunweld.C0 = tommygunweld.C0:(.(,-,) * .(.(),.(),),)
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:(.(,,) * .(,,),)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:(.(,,) * .(.(),,),)
LEFTARMLERP.C1 = LEFTARMLERP.C1:(.(,,) * .(,,),)
ROOTLERP.C0 = ROOTLERP.C0:(.(, , ) * .(.(), .(), .()), )
LEFTARMLERP.C0 = LEFTARMLERP.C0:(.(,,-) * .(.(),.(-),.(-)), )
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, , ) * .(.(), .(), .()), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, , ) * .(.(), .(), .()), )
position == attacking ==
change =
ROOTLERP.C0 = ROOTLERP.C0:(.(, , ) * .(.(- - * .(sine/)), .( + * .(sine/)), .() + Root.RotVelocity.Y / , .( * .(sine/))), )
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:(.(,,) * .(,,),)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:(.(,,) * .(.(),,),)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:(.(-,,-) * .(.(),.( - * .(sine/)),.( - * .(sine/))), )
LEFTARMLERP.C0 = LEFTARMLERP.C0:(.(,,-) * .(.(),.(- + * .(sine/)),.(- + * .(sine/))), )
LEFTARMLERP.C1 = LEFTARMLERP.C1:(.(,,-),)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, + * .(sine/), ) * .(.( + * .(sine/)), .(), .()), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, + * .(sine/), + * .(sine/)) * .(.( + * .(sine/)), .(), .()), )
position == attacking ==
change =
tommygunweld.C0 = tommygunweld.C0:(.(,-,) * .(.(),.(),),)
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:(.(,,) * .(,,),)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:(.(,,) * .(.(),,),)
LEFTARMLERP.C1 = LEFTARMLERP.C1:(.(,,) * .(,,),)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, , ) * .(.(), .(), .()), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, , ) * .(.(), .(-), .()), )
LEFTARMLERP.C0 = LEFTARMLERP.C0:(.(, , ) * .(.(), .(), .()), )
position == attacking ==
change =
ROOTLERP.C0 = ROOTLERP.C0:(.(, , ) * .(.(- - * .(sine/)), .( + * .(sine/)), .() + Root.RotVelocity.Y / , .( * .(sine/))), )
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:(.(,,) * .(,,),)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:(.(,,) * .(.(),,),)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:(.(-,,-) * .(.(),.( - * .(sine/)),.( - * .(sine/))), )
LEFTARMLERP.C0 = LEFTARMLERP.C0:(.(,,-) * .(.(),.(- + * .(sine/)),.(- + * .(sine/))), )
LEFTARMLERP.C1 = LEFTARMLERP.C1:(.(,,-),)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, + * .(sine/), ) * .(.( + * .(sine/)), .(), .()), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, + * .(sine/), + * .(sine/)) * .(.( + * .(sine/)), .(), .()), )
position == attacking == running ==
change =
walking =
tommygunweld.C0 = tommygunweld.C0:(.(,-,) * .(.(),.(),),)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:(.(-,,) * .(.(),.(),.()), )
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:(.(,,) * .(,,),)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:(.(,,) * .(.(),,),)
LEFTARMLERP.C0 = LEFTARMLERP.C0:(.( + Root.RotVelocity.Y / ,,*.(sine/)) * .(.(-*.(sine/)),.(*.(sine/)),.( + Root.RotVelocity.Y / , .( * .(sine/)))),)
ROOTLERP.C0 = ROOTLERP.C0:(.(, *.(sine/), ) * .(.(-), .( * .(sine/)), .() + Root.RotVelocity.Y / , .( * .(sine/))), )
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, - * .(sine/)/, - .(sine/)/) * .(.() + -.(sine/)/, .()*.(sine/), .(), .( * .(sine/))), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, + * .(sine/)/, + .(sine/)/) * .(.() - -.(sine/)/, .()*.(sine/), .() , .( * .(sine/))), )
position == attacking == running ==
change =
tommygunweld.C0 = tommygunweld.C0:(.(,-,) * .(.(),.(),),)
ROOTLERP.C0 = ROOTLERP.C0:(.(, - + - * .(sine/), ) * .(.(),.(),.()),)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:(.(- + * .(sine/), + * .(sine/),) * .(.(),.(),.( + * .(sine/))), )
LEFTARMLERP.C0 = LEFTARMLERP.C0:(.( - * .(sine/), - * .(sine/), ) * .(.(-), .(), .( - * .(sine/))), )
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:(.(,,) * .(.(),,),)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, - * .(sine/), ) * .(.(), .(), .(-)), )
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:(.(,,) * .(,,),)
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, - * .(sine/), ) * .(.(), .(), .()), )
position == attacking == running ==
change =
ROOTLERP.C0 = ROOTLERP.C0:(.(,,) * .(.( - * .(sine/)),,),)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:(.(,,) * .(.(),,),)
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:(.(-,,) * .(,,),)
LEFTARMLERP.C1 = .(,,) * .(,,)
LEFTARMLERP.C0 = LEFTARMLERP.C0:(.(, - * .(sine/), ) * .(.(), .( + * .(sine/)), .( - * .(sine/))), )
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:(.(-, - * .(sine/), ) * .(.(), .( - * .(sine/)), .(- + * .(sine/))), )
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, + * .(sine/), ) * .(.( + * .(sine/)), .(), .()), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, ,) * .(.(), .(), .(- + * .(sine/))), )
position == attacking == running ==
ws =
ROOTLERP.C0 = ROOTLERP.C0:(.(, , ) * .(.(- - * .(sine/)), .( + * .(sine/)), .() + Root.RotVelocity.Y / , .( * .(sine/))), )
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:(.(,,) * .(,,),)
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:(.(,,) * .(.(),,),)
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:(.(-,,-) * .(.(),.( - * .(sine/)),.( - * .(sine/))), )
LEFTARMLERP.C0 = LEFTARMLERP.C0:(.(,,-) * .(.(),.(- + * .(sine/)),.(- + * .(sine/))), )
LEFTARMLERP.C1 = LEFTARMLERP.C1:(.(,,-),)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, + * .(sine/), ) * .(.( + * .(sine/)), .(), .()), )
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, + * .(sine/), + * .(sine/)) * .(.( + * .(sine/)), .(), .()), )
position == attacking ==
change =
RIGHTARMLERP.C0 = RIGHTARMLERP.C0:(.(, , )*.(.(),.(),.()), )
LEFTARMLERP.C1 = LEFTARMLERP.C1:(.(-+*.(sine/)/, , -*.(sine/))*.(.(+*.(sine/)/), .(), .(+*.(sine/))), )
LEFTARMLERP.C0 = LEFTARMLERP.C0:(.(,,)*.(.(),.(),.()),)
ROOTLERP.C0 = ROOTLERP.C0:(.(, -, ) * .(.(- - * .(sine/)), .( + * .(sine/)), .() + Root.RotVelocity.Y / , .( * .(sine/))), )
RIGHTLEGLERP.C1 = RIGHTLEGLERP.C1:(.(,,- + *-.(sine/)),)
RIGHTLEGLERP.C0 = RIGHTLEGLERP.C0:(.(-, +*.(sine/),*-.(sine/)) * .(.(+ - * .(sine/)),,),)
LEFTLEGLERP.C1 = LEFTLEGLERP.C1:(.(,,- + *.(sine/)),)
LEFTLEGLERP.C0 = LEFTLEGLERP.C0:(.(, -*.(sine/),*.(sine/)) * .(.( + * .(sine/)),,),)
()
)
()Ñ local GunHatId = "Hat ID Name"