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i,v , :().LocalPlayer.Character:()
v:() v.Name ~=
:().Heartbeat:(()
v.Velocity = .(,,)
()
)
:():(, {
Title = ;
Text = ;
Icon = })
Duration = ;
HatChar = .Players.LocalPlayer.Character
Hat = HatChar:()
Hat.Handle.SpecialMesh:()
HumanDied =
reanim
(hat)
.OldCF=.Camera.CFrame
oldchar=.Players.LocalPlayer.Character
.Players.LocalPlayer.Character=[.Players.LocalPlayer.Name]
i,v , [.Players.LocalPlayer.Name][hat]:()
v:() v:()
v:()
.Players.LocalPlayer.Character=oldchar
()
.Camera.CFrame=.OldCF
.Players.LocalPlayer.Character=oldchar
.ClickFling=
(:((),))()
IT = .new
CF = .new
VT = .new
RAD = .rad
C3 = .new
UD2 = .new
BRICKC = BrickColor.new
ANGLES = .Angles
EULER = .fromEulerAnglesXYZ
COS = .cos
ACOS = .acos
SIN = .sin
ASIN = .asin
ABS = .abs
MRANDOM = .random
FLOOR = .floor
speed =
sine =
srv = :()
(yes,part,c1,c0,nm)
reanim[yes].Handle.AccessoryWeld.Part1=reanim[part]
reanim[yes].Handle.AccessoryWeld.C1=c1 .()
reanim[yes].Handle.AccessoryWeld.C0=c0 .()
nm==
(yes)
reanim = .Players.LocalPlayer.Character.CWExtra.NexoPD
RJ = reanim.HumanoidRootPart.RootJoint
RS = reanim.Torso[]
LS = reanim.Torso[]
RH = reanim.Torso[]
LH = reanim.Torso[]
Root = reanim.HumanoidRootPart
NECK = reanim.Torso.Neck
NECK.C0 = (,,)*((),(),())
NECK.C1 = (,-,)*((),(),())
RJ.C1 = (,,)*((),(),())
RJ.C0 = (,,)*((),(),())
RS.C1 = (-,,)*((),(),())
LS.C1 = (,,)*((),(),())
RH.C1 = (,,)*((),(),())
LH.C1 = (,,)*((),(),())
RH.C0 = (,,)*((),(),())
LH.C0 = (,,)*((),(),())
RS.C0 = (,,)*((),(),())
LS.C0 = (,,)*((),(),())
Mode=
mousechanger=.Players.LocalPlayer:().KeyDown:((k)
k ==
Mode=
k ==
Mode=
k ==
Mode=
)
attacklol=.Players.LocalPlayer:().Button1Down:(()
Mode=
()
Mode=
)
.(()
HumanDied mousechanger:()
sine = sine + speed
rlegray = Ray.(reanim[].Position + .(, , ), .(, -, ))
rlegpart, rlegendPoint = :(rlegray, char)
llegray = Ray.(reanim[].Position + .(, , ), .(, -, ))
llegpart, llegendPoint = :(llegray, char)
rightvector = (Root.Velocity * Root.CFrame.rightVector).X + (Root.Velocity * Root.CFrame.rightVector).Z
lookvector = (Root.Velocity * Root.CFrame.lookVector).X + (Root.Velocity * Root.CFrame.lookVector).Z
lookvector > reanim.Humanoid.WalkSpeed
lookvector = reanim.Humanoid.WalkSpeed
lookvector < -reanim.Humanoid.WalkSpeed
lookvector = -reanim.Humanoid.WalkSpeed
rightvector > reanim.Humanoid.WalkSpeed
rightvector = reanim.Humanoid.WalkSpeed
rightvector < -reanim.Humanoid.WalkSpeed
rightvector = -reanim.Humanoid.WalkSpeed
lookvel = lookvector / reanim.Humanoid.WalkSpeed
rightvel = rightvector / reanim.Humanoid.WalkSpeed
Mode ==
Root.Velocity.y >
Root.Velocity.y < -
Root.Velocity.Magnitude <
NECK.C0 = NECK.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RJ.C0 = RJ.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RS.C0 = RS.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
LS.C0 = LS.C0:((-+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RH.C0 = RH.C0:((+*.(sine/),-+-*.(sine/),+*.(sine/))*((+*.(sine/)),(-+*.(sine/)),(+*.(sine/))),)
LH.C0 = LH.C0:((-+*.(sine/),-+-*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
reanim[].Handle.AccessoryWeld.C0 = reanim[].Handle.AccessoryWeld.C0:((+*.(sine/),+*.(sine/),-+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
Root.Velocity.Magnitude <
NECK.C0 = NECK.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RJ.C0 = RJ.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RS.C0 = RS.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
LS.C0 = LS.C0:((-+*.(sine/),+*.(sine/),+*.(sine/))*((+-*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RH.C0 = RH.C0:((+*.(sine/),-+-*.(sine/),+*.(sine/))*((+-*.(sine/)),(-+*.(sine/)),(+*.(sine/))),)
LH.C0 = LH.C0:((-+*.(sine/),-+-*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
reanim[].Handle.AccessoryWeld.C0 = reanim[].Handle.AccessoryWeld.C0:((+*.(sine/),+*.(sine/),-+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
Root.Velocity.Magnitude >
Mode ==
Root.Velocity.y >
Root.Velocity.y < -
Root.Velocity.Magnitude <
NECK.C0 = NECK.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RJ.C0 = RJ.C0:((+*.(sine/),-+*.(sine/),+*.(sine/))*((-+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RS.C0 = RS.C0:((+*.(sine/),+-*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(-+*.(sine/))),)
LS.C0 = LS.C0:((+*.(sine/),+*.(sine/),+-*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RH.C0 = RH.C0:((+*.(sine/),+-*.(sine/),-+*.(sine/))*((+*.(sine/)),(-+*.(sine/)),(+*.(sine/))),)
LH.C0 = LH.C0:((-+*.(sine/),-+-*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
reanim[].Handle.AccessoryWeld.C0 = reanim[].Handle.AccessoryWeld.C0:((+*.(sine/),+*.(sine/),-+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
Root.Velocity.Magnitude <
NECK.C0 = NECK.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RJ.C0 = RJ.C0:((+*.(sine/),-+*.(sine/),+*.(sine/))*((-+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RS.C0 = RS.C0:((+*.(sine/),+-*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(-+*.(sine/))),)
LS.C0 = LS.C0:((+*.(sine/),+*.(sine/),+-*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RH.C0 = RH.C0:((+*.(sine/),+-*.(sine/),-+*.(sine/))*((+*.(sine/)),(-+*.(sine/)),(+*.(sine/))),)
LH.C0 = LH.C0:((-+*.(sine/),-+-*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
reanim[].Handle.AccessoryWeld.C0 = reanim[].Handle.AccessoryWeld.C0:((+*.(sine/),+*.(sine/),-+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
Root.Velocity.Magnitude >
Mode ==
Root.Velocity.y >
Root.Velocity.y < -
Root.Velocity.Magnitude <
Root.Velocity.Magnitude <
Root.Velocity.Magnitude >
Mode ==
NECK.C0 = NECK.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(-+*.(sine/)),(+*.(sine/))),)
RJ.C0 = RJ.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((-+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RS.C0 = RS.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
LS.C0 = LS.C0:((-+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(-+*.(sine/))),)
RH.C0 = RH.C0:((+*.(sine/),-+-*.(sine/),+*.(sine/))*((+*.(sine/)),(-+*.(sine/)),(+*.(sine/))),)
LH.C0 = LH.C0:((-+*.(sine/),-+-*.(sine/),+*.(sine/))*((+*.(sine/)),(-+*.(sine/)),(-+*.(sine/))),)
reanim[].Handle.AccessoryWeld.C0 = reanim[].Handle.AccessoryWeld.C0:((+*.(sine/),+*.(sine/),-+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
Mode ==
NECK.C0 = NECK.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
RJ.C0 = RJ.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((-+*.(sine/)),(-+*.(sine/)),(+*.(sine/))),)
RS.C0 = RS.C0:((+*.(sine/),+*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
LS.C0 = LS.C0:((-+*.(sine/),+*.(sine/),-+*.(sine/))*((+*.(sine/)),(-+*.(sine/)),(-+*.(sine/))),)
RH.C0 = RH.C0:((+*.(sine/),-+-*.(sine/),+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
LH.C0 = LH.C0:((-+*.(sine/),-+-*.(sine/),-+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(-+*.(sine/))),)
reanim[].Handle.AccessoryWeld.C0 = reanim[].Handle.AccessoryWeld.C0:((+*.(sine/),+*.(sine/),-+*.(sine/))*((+*.(sine/)),(+*.(sine/)),(+*.(sine/))),)
srv.RenderStepped:()
)()
muter =
ORGID =
ORVOL =
ORPIT =
kan = .(,char)
kan.Volume =
NoSound
kan.Volume =
kan.TimePosition =
kan.PlaybackSpeed =
kan.Pitch =
kan.SoundId =
kan.Name =
kan.Looped =
kan:()
Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: raw.githubusercontent.com.
(' FE Saitama Made by mugaga#2801') For The Script To Execute You Need: https://www.roblox.com/catalog/6470135113/Fan-Hand-Sign-Why-Dont-We-WDW Keybind R=Main Idle E=Barrage Click=Punch