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Players = :()
Me = Players.LocalPlayer
Char = Me.Character
necko = .(, , , -, -, -, , , , , , )
Asset =
EffectModel =
MeleeDmg =
Accuracy = {Minimum = , Maximum = , Momentum = }
Selected =
ReloadFlash =
Attacking =
ReloadHold =
Reloading =
Swinging =
Aiming =
ReloadOn =
Debounce =
Hurt =
ModelName =
ToolName =
Icon = Asset..()
()
EffectModel
EffectModel.Parent ~=
(() EffectModel:() )
EffectModel = .(,)
EffectModel.Name =
EffectModel = .(,)
EffectModel.Name =
Ammunition = {
MaxAmmo = ,
Ammo = ,
Ammoleft = ,
}
Images = {
Asset..(),
Asset..(),
Asset..(),
Asset..(),
}
Sounds = {
Fire = {Id = Asset..(), Pitch = , Volume = },
Reload = {Id = Asset..(), Pitch = , Volume = },
Slash = {Id = , Pitch = , Volume = },
Out = {Id = , Pitch = , Volume = },
Hit = {Id = Asset..(), Pitch = , Volume = },
PartHit = {Id = , Pitch = , Volume = },
}
ContentProvider = :()
_,v (Images) ContentProvider:(v)
V3 = .new
C3 = .new
BN = BrickColor.new
CN = .new
CA = .Angles
MR = .rad
MRA = .random
MP = .pi
MH = .huge
UD = .new
(Pos, Dir, Max, Ignore)
:(Ray.(Pos, Dir.unit * (Max )), Ignore)
(Start, En, MaxDist, Ignore)
(Start, (En - Start), MaxDist, Ignore)
(pos1, pos2)
(pos1, (pos2.x, pos1.y, pos2.z))
(pos, part)
surface =
pospos = part.CFrame
pos2 = pospos:(pos)
siz = part.Size
shaep = part.Shape
shaep == .PartType.Ball shaep == .PartType.Cylinder
surface = {, (pospos.p, pos)*(, , -(pospos.p - pos).magnitude+)*((-), , )}
pos2.Y > ((siz.Y/)-)
surface = {, (, , )}
pos2.Y < -((siz.Y/)-)
surface = {, (-MP, , )}
pos2.X > ((siz.X/)-)
surface = {, (, , (-))}
pos2.X < -((siz.X/)-)
surface = {, (, , ())}
pos2.Z > ((siz.Z/)-)
surface = {, ((), , )}
pos2.Z < -((siz.Z/)-)
surface = {, ((-), , )}
surface
(pos1, pos2)
pos3 = .(pos2.x, pos1.y, pos2.z)
(pos1, pos3)
(n, p)
c = p:(n)
c c
c = p.ChildAdded:()
c.Name == n c
(func)
.(.(()
()
))
C3 = .new
UD = .new
V2 = .new
Torso = (, Char)
Head = (, Char)
Rarm = (, Char)
Larm = (, Char)
Rleg = (, Char)
Lleg = (, Char)
Neck = (, Torso)
Hum = (, Char)
RSH = (, Torso)
LSH = (, Torso)
RH = (, Torso)
LH = (, Torso)
RSH.Part0 = Torso
LSH.Part0 = Torso
RH.Part0 = Torso
LH.Part0 = Torso
Classes = {, , , , , }
(Class, Par, Size, Pos, Color, Trans, Border, Borderc, Txt, TxtC, Img)
Mk =
_,v (Classes)
Class == v
Mk = v
g = .(Mk)
g.Size = Size
g.Position = Pos
g.BackgroundColor3 = Color
g.Transparency = Trans
g.BorderSizePixel = Border
g.BorderColor3 = Borderc
Mk == Mk == Mk ==
g.Text = Txt
g.TextColor3 = TxtC
Mk == Mk ==
g.Image = Img
g.Parent = Par
g
Gui = Me:()
Gui
_,v (Gui:()) v.Name == v:()
Screen = .()
Screen.Name =
AmmoTable = {}
AccuracyGuis = {}
lul = {
{unit = (, -), size = (, ), offset = (-, --)},
{unit = (, ), size = (, ), offset = (, -)},
{unit = (, ), size = (, ), offset = (-, -)},
{unit = (-, ), size = (, ), offset = (--, -)}
}
Main = (, Screen, (, , , ), (, --, , -), (, , ), , , ())
i = , Ammunition.MaxAmmo,
Fr = (, Main, (, , , ), (, -*i, , --), (, , ), , , ())
.(AmmoTable, Fr)
AmmoAtm = (, Main, (, , , ), (, , , ), (), , , (), , (, , ))
AmmoAtm.BackgroundTransparency =
AmmoAtm.TextXAlignment =
AmmoAtm.Font =
AmmoAtm.FontSize =
AmmoLeft = (, Main, (, , , ), (, -, , ), (), , , (), , (, , ))
AmmoLeft.BackgroundTransparency =
AmmoLeft.TextXAlignment =
AmmoLeft.Font =
AmmoLeft.FontSize =
ReloadGui = (, Main, (, , , ), (, -, , -), (), , , (), , (, , ))
ReloadGui.TextXAlignment =
ReloadGui.Font =
ReloadGui.FontSize =
_, prop (lul)
g = (, Screen, (, prop.size.x, , prop.size.y), (, prop.offset.x, , prop.offset.y), (, , ), , , ())
.(AccuracyGuis, {Gui = g, props = prop})
Screen.Parent = Gui
Offset =
Thing =
Speed1 =
Speed2 =
TempAcc =
AccTimesMax =
AccTime =
AccTimes = AccTimesMax
AccOn =
(Acc)
TempAcc = Acc
(()
()
AmmoAtm.Text = Ammunition.Ammo
AmmoLeft.Text = Ammunition.Ammoleft
i,v (AmmoTable)
v.Transparency =
i = , Ammunition.Ammo
AmmoTable[i].Transparency =
Ammunition.Ammo <= Ammunition.MaxAmmo/ ReloadFlash = ReloadFlash =
Speed = Torso.Velocity.magnitude
Offset =
Speed >
Speed1 = Speed
Thing = Thing*
Speed2 = Speed
lol =
AccOn lol = AccTime
Thing = Thing/lol
TempAcc ~=
Speed1 = TempAcc
Thing = TempAcc/
AccOn =
TempAcc ~=
AccTimes = AccTimes -
AccTimes < AccTimes = AccTimesMax (() () AccOn = ) TempAcc =
Thing < Thing = Thing > Thing =
Offset = Accuracy.Minimum + ((Speed1 - Speed1/Thing)/(Speed1 - Speed1/))*Accuracy.Maximum
Accuracy.Momentum = Offset
()
)
(()
ReloadFlash
ReloadOn
ReloadOn =
ReloadGui.Transparency =
ReloadOn =
ReloadGui.Transparency =
ReloadGui.Transparency =
()
)
Add = {
Head = (P, Scale)
m = .()
m.MeshType =
m.Scale = Scale (, , )
m.Parent = P
m
,
Sphere = (P, Scale)
m = .()
m.MeshType =
m.Scale = Scale (, , )
m.Parent = P
m
,
Wedge = (P, Scale)
m = .()
m.MeshType =
m.Scale = Scale (, , )
m.Parent = P
m
,
Block = (P, Scale, Bevel)
m = .()
m.Bevel = Bevel
m.Scale = Scale (,,)
m.Parent = P
m
}
_,v (Sounds)
ContentProvider:(v.Id)
(Sound, bool)
Pitch = Sound.Pitch
bool
Pitch = ((Sound.Pitch*)*, (Sound.Pitch*)*)/
a = .()
a.SoundId = Sound.Id
a.Volume = Sound.Volume
a.Pitch = Pitch
a.Name =
a.Parent = Torso
a:()
(()
()
a:()
)
(pos, dist)
parts = {}
(p)
_,v (p:())
v:()
(pos - v.Position).magnitude <= dist
.(parts, {v, (pos - v.Position).magnitude, v.Anchored})
(v)
()
parts
(P)
_,v (P:())
v:()
v.Health >
v
(Pos, Distance, Hit)
tab = {}
_,v (:())
h = (v)
t = v:()
h t v ~= Hit.Parent
(t.Position - Pos).magnitude <= Distance
.(tab, {h, v, (t.Position - Pos).magnitude})
Hit
h = (Hit.Parent)
h
.(tab, {h, Hit.Parent, })
tab
(Par, Anc, Colli, Tran, Ref, Col, Siz)
p = .()
p.formFactor =
p.TopSurface =
p.BottomSurface =
p.Transparency = Tran
p.Reflectance = Ref
p.Anchored = Anc
p.CanCollide = Colli
p.BrickColor = Col
p.Size = Siz
p.Locked =
p.Parent = Par
p:()
p
(P0, P1, C0, C1)
w = .()
w.Part0 = P0
w.Part1 = P1
C0
w.C0 = C0
C1
w.C1 = C1
w.Parent = P0
w
_,v (Char:())
v.Name == ModelName
v:()
_,v (Char:()) v.Name == ModelName v:()
Model = .()
Model.Name = ModelName
FTorso = (Model, , , , , Torso.BrickColor, (, , ))
FW = (Torso, FTorso)
RAB = (Model, , , , , (), (, , ))
LAB = (Model, , , , , (), (, , ))
RLB = (Model, , , , , (), (, , ))
LLB = (Model, , , , , (), (, , ))
RABW = (Torso, RAB, (), (-, -, ))
LABW = (Torso, LAB, (), (, -, ))
RLBW = (Torso, RLB, (), (-, , ))
LLBW = (Torso, LLB, (), (, , ))
RAW = (RAB, , (), (, , ))
LAW = (LAB, , (), (, , ))
RLW = (RLB, , (), (, , ))
LLW = (LLB, , (), (, , ))
TW = (Torso, , (-, -, ), ((), (-), ()))
FH = .(,Model)
FH.PlatformStand =
FH.MaxHealth = .huge
FH.Health = .huge
(() Torso:():().Parent = Model )
hh = (Model, , , , , (), (, , ))
hh.Name =
(FTorso, hh)
Weapon = .()
Weapon.Name =
HB = (Weapon, , , , , (), (, , ))
HBW = (Rarm, HB, (, -, ), ((-), (), ))
HW = (HB, , ((), (-), (-)) * (, -, -))
LHB = (Weapon, , , , , (), (, , ))
LHBW = (Larm, LHB, (, -, ), ((-), (), ))
LHW = (LHB, , ((-), (), (-)) * (-, , -))
LHWK = (LHB, , ((), , ))
Handle = (Weapon, , , , , (), (, , ))
TW.Part1 = Handle
Handle2 = (Weapon, , , , , (), (, , ))
(Handle, Handle2, ((-), , ), (, , -))
Handle3 = (Weapon, , , , , (), (, , ))
(Handle2, Handle3, ((), , ), (, -, -))
Pipe1 = (Weapon, , , , , (), (, , ))
Add.(Pipe1, (,,), )
(Handle3, Pipe1, (, , +))
Pipe2 = (Weapon, , , , , (), (, , ))
Add.(Pipe2, (,,), )
(Handle3, Pipe2, (, -, +))
Pipe3 = (Weapon, , , , , (), (, , ))
Add.(Pipe3, (,,), )
(Pipe2, Pipe3, (, , +))
Pump = (Weapon, , , , , (), (, , ))
Add.(Pump, (,,), /)
PumpWeld = (Pipe2, Pump, (, , ), (, , ))
Pump2 = (Weapon, , , , , (), (, , ))
Add.(Pump, (,,), )
(Pump, Pump2, (, , -))
degrees = -, ,
Derp = (Weapon, , , , , (), (, , ))
Add.(Derp, (,,), )
(Handle3, Derp, (, -, -) * ((degrees), , ), (, , -))
Derp = (Weapon, , , , , (), (, , ))
Add.(Derp, (,,), )
(Handle3, Derp, (, , -) * ((-), , ), (, , -))
Trigger = (Weapon, , , , , (), (, , ))
Add.(Trigger, (, , ), )
TriggerWeld = (Handle3, Trigger, (, -, -) * ((), , ))
Aim = (Weapon, , , , , (), (, , ))
Add.(Aim, (,,), )
(Pipe1, Aim, (, , ))
Aim1 = (Weapon, , , , , (), (, , ))
Add.(Aim1, (, , ))
(Aim, Aim1, (-, , -))
Aim2 = (Weapon, , , , , (), (, , ))
Add.(Aim2, (, , ))
(Aim, Aim2, (, , -))
Aim3 = (Weapon, , , , , (), (, , ))
Add.(Aim3, (, , ))
(Aim, Aim3, (, , ))
BulletFlip = (Weapon, , , , , (), (, , ))
Flip = (Handle3, BulletFlip, (-, , ) * (, (-), ))
BeltWelds = {}
BeltK =
i = -, ,
Belt = (Weapon, , , , , (), (, , ))
.(BeltWelds, (Torso, Belt, (, -, i)))
i = , -, -
Belt = (Weapon, , , , , (), (, , ))
.(BeltWelds, (Torso, Belt, (i, -, )))
BeltK = Belt
i = -, ,
Pocket = (Weapon, , , , , (), (, , ))
.(BeltWelds, (Torso, Pocket, (, -, -) * (, (-), ), (, , i)))
i = -, ,
Pocket = (Weapon, , , , , (), (, , ))
.(BeltWelds, (Torso, Pocket, (, -, -) * (, (-)+MP/, ), (, , i)))
Pocket = (Weapon, , , , , (), (, , ))
.(BeltWelds, (Torso, Pocket, (, -, -) * (, (-), )))
(P)
Shel = .()
Back = (Shel, , , , , (), (, , ))
Main = (Shel, , , , , (), (, , ))
Add.(Back, (,,), )
Add.(Main, (,,), )
(Main, Back, (, , -))
Shel.Parent = P
{Model = Shel, Back = Back, Main = Main}
y = , ,
x = -, ,
z = -, ,
sh = (Weapon)
(Pocket, sh.Main, (z-, y, x), (, MP/, ))
KnifeSheath = (Weapon, , , , , (), (, , ))
SheathWeld = (BeltK, KnifeSheath, (-, -, -) * ((-), , ))
KnifeHandle = (Weapon, , , , , (), (, , ))
KnifeWeld = (KnifeSheath, KnifeHandle, (MP, , ), (, , ))
KnifeHandle2 = (Weapon, , , , , (), (, , ))
(KnifeHandle, KnifeHandle2, (, , ))
KnifeBlade1 = (Weapon, , , , , (), (, , ))
Add.(KnifeBlade1, (, , ), )
(KnifeHandle2, KnifeBlade1, (, , ))
KnifeBlade2 = (Weapon, , , , , (), (, , ))
Add.(KnifeBlade2, (, , ), )
(KnifeBlade1, KnifeBlade2, (, , ), ((), , ))
(P, D, Area)
mo = .()
mo.Name = D
p = (mo, , , , , (), (, , ))
p.Name =
m = .()
m.MeshType =
m.Scale = .(, , )
m.Parent = p
h = .()
h.Health =
h.MaxHealth =
h.Name =
h.Parent = mo
nah =
mo.Parent =
cf = (P) * ((-Area*, Area*)/, (-Area*, Area*)/, (-Area*, Area*)/)
p.CFrame = cf
(()
(()
i = , ,
()
p.CFrame = cf * (, i, )
)
()
i = , ,
p.Transparency = i
nah mo.Name = nah = mo.Name = ..D nah =
()
mo:()
)
(part)
H = (part.Parent)
H Debounce Hurt
Debounce =
Dmg = (MeleeDmg/, MeleeDmg)
H.Health = H.Health - Dmg
(KnifeBlade2.Position, Dmg, )
KnifeBlade1.Touched:(Hit)
KnifeBlade2.Touched:(Hit)
Weapon.Parent = Model
Model.Parent = Char
.Parent.className ~=
h = .(, Me.Backpack)
h.Name = ToolName
.Parent = h
bin = .Parent
(t)
RSH.Part0 = t
LSH.Part0 = t
RH.Part0 = t
LH.Part0 = t
RABW.Part0 = t
LABW.Part0 = t
LLBW.Part0 = t
RLBW.Part0 = t
_,v (BeltWelds)
v.Part0 = t
t == Torso
FTorso.Transparency =
Torso.Transparency =
t.Transparency =
()
RAW.C0 = ((), , (-)) * (, -, )
LAW.C0 = ((), , (-)) * (, -, )
FW.C0 = (, (-), )
HW.C0 = ((), (), ()) * (, , -)
LHW.C0 = ((-), (), (-)) * (-, , -)
PumpWeld.C1 = (, , )
Flip.C1 = (, , )
(FTorso)
LHW.Part1 =
TW.Part1 =
LHWK.Part1 =
KnifeWeld.Part1 = KnifeHandle
Neck.C0 = necko
HW.Part1 = Handle
()
Swinging =
i = , ,
LAW.C0 = ((-*i), , (-+*i)) * (, -+*i, )
RAW.C0 = ((-*i), , (--*i)) * (+*i, -+*i, -*i)
HW.C0 = ((-*i), (+*i), ()) * (, , -)
FW.C0 = (, (-+*i), )
()
i = , ,
LAW.C0 = ((-*i), , (-+*i)) * (-*i, -+*i, )
RAW.C0 = ((-*i), , (--*i)) * (+*i, -+*i, --*i)
HW.C0 = ((--*i), (+*i), ()) * (, , -)
FW.C0 = (, (-+*i), )
()
LHWK.Part1 = KnifeHandle
KnifeWeld.Part1 =
(Sounds.Slash)
i = , ,
LAW.C0 = ((+*i), , (--*i)) * (-*i, -*i, )
RAW.C0 = ((-*i), , (--*i)) * (, -+*i, --*i)
HW.C0 = ((--*i), (+*i), ()) * (, , -)
FW.C0 = (, (-+*i), )
LHWK.C0 = (, -*i, *i) * ((), , (-*i))
()
Hurt =
Debounce =
i = , , .This Is A Script That Lets You To Get A Shotgun

Universal