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()
Player = :().LocalPlayer
PlayerGui = Player.PlayerGui
Cam = .CurrentCamera
Backpack = Player.Backpack
Character = Player.Character
Humanoid = Character.Humanoid
Mouse = Player:()
RootPart = Character[]
Torso = Character[]
Head = Character[]
RightArm = Character[]
LeftArm = Character[]
RightLeg = Character[]
LeftLeg = Character[]
RootJoint = RootPart[]
Neck = Torso[]
RightShoulder = Torso[]
LeftShoulder = Torso[]
RightHip = Torso[]
LeftHip = Torso[]
sick = .(,RootPart)
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
Animation_Speed =
Frame_Speed = /
Speed =
ROOTC0 = (, , ) * ((-), (), ())
NECKC0 = (, , ) * ((-), (), ())
RIGHTSHOULDERC0 = (-, , ) * ((), (), ())
LEFTSHOULDERC0 = (, , ) * ((), (-), ())
DAMAGEMULTIPLIER =
ANIM =
ATTACK =
EQUIPPED =
HOLD =
COMBO =
Rooted =
SINE =
KEYHOLD =
CHANGE = / Animation_Speed
WALKINGANIM =
VALUE1 =
VALUE2 =
ROBLOXIDLEANIMATION = ()
ROBLOXIDLEANIMATION.Name =
ROBLOXIDLEANIMATION.AnimationId =
WEAPONGUI = (, PlayerGui)
WEAPONGUI.Name =
Weapon = ()
Weapon.Name =
Effects = (, Weapon)
Effects.Name =
ANIMATOR = Humanoid.Animator
ANIMATE = Character.Animate
UNANCHOR =
MODE =
ArtificialHB = .(, )
ArtificialHB.Name =
:()
frame = Frame_Speed
tf =
allowframeloss =
tossremainder =
lastframe = ()
.ArtificialHB:()
:().Heartbeat:((s, p)
tf = tf + s
tf >= frame
allowframeloss
.ArtificialHB:()
lastframe = ()
i = , .(tf / frame)
.ArtificialHB:()
lastframe = ()
tossremainder
tf =
tf = tf - frame * .(tf / frame)
)
(POSITION, DIRECTION, RANGE, IGNOREDECENDANTS)
:(Ray.(POSITION, DIRECTION.unit * RANGE), IGNOREDECENDANTS)
(NUMBER)
NUMBER >=
NUMBER =
NUMBER
(NUMBER)
NUMBER <=
NUMBER =
NUMBER
(NUMBER)
NUMBER == NUMBER ==
ArtificialHB.Event:()
i = , NUMBER
ArtificialHB.Event:()
(MESH, PARENT, MESHTYPE, MESHID, TEXTUREID, SCALE, OFFSET)
NEWMESH = (MESH)
MESH ==
NEWMESH.MeshType = MESHTYPE
MESHID ~= MESHID ~=
NEWMESH.MeshId = ..MESHID
TEXTUREID ~= TEXTUREID ~=
NEWMESH.TextureId = ..TEXTUREID
NEWMESH.Offset = OFFSET (, , )
NEWMESH.Scale = SCALE
NEWMESH.Parent = PARENT
NEWMESH
(FORMFACTOR, PARENT, MATERIAL, REFLECTANCE, TRANSPARENCY, BRICKCOLOR, NAME, SIZE, ANCHOR)
NEWPART = ()
NEWPART.formFactor = FORMFACTOR
NEWPART.Reflectance = REFLECTANCE
NEWPART.Transparency = TRANSPARENCY
NEWPART.CanCollide =
NEWPART.Locked =
NEWPART.Anchored =
ANCHOR ==
NEWPART.Anchored =
NEWPART.BrickColor = ((BRICKCOLOR))
NEWPART.Name = NAME
NEWPART.Size = SIZE
NEWPART.Position = Torso.Position
NEWPART.Material = MATERIAL
NEWPART:()
NEWPART.Parent = PARENT
NEWPART
(a, b)
weldd = .()
weldd.Part0 = a
weldd.Part1 = b
weldd.C0 = .()
weldd.C1 = b.CFrame:() * a.CFrame
weldd.Parent = a
weldd
(cf)
mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:()
trace = m00 + m11 + m22
trace >
s = .( + trace)
recip = / s
(m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s *
i =
m11 > m00
i =
m22 > (i == m00 m11)
i =
i ==
s = .(m00 - m11 - m22 + )
recip = / s
* s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip
i ==
s = .(m11 - m22 - m00 + )
recip = / s
(m01 + m10) * recip, * s, (m21 + m12) * recip, (m02 - m20) * recip
i ==
s = .(m22 - m00 - m11 + )
recip = / s (m02 + m20) * recip, (m12 + m21) * recip, * s, (m10 - m01) * recip
(px, py, pz, x, y, z, w)
xs, ys, zs = x + x, y + y, z + z
wx, wy, wz = w * xs, w * ys, w * zs
xx = x * xs
xy = x * ys
xz = x * zs
yy = y * ys
yz = y * zs
zz = z * zs
.(px, py, pz, - (yy + zz), xy - wz, xz + wy, xy + wz, - (xx + zz), yz - wx, xz - wy, yz + wx, - (xx + yy))
(a, b, t)
cosTheta = a[] * b[] + a[] * b[] + a[] * b[] + a[] * b[]
startInterp, finishInterp;
cosTheta >=
( - cosTheta) >
theta = (cosTheta)
invSinTheta = / (theta)
startInterp = (( - t) * theta) * invSinTheta
finishInterp = (t * theta) * invSinTheta
startInterp = - t
finishInterp = t
( + cosTheta) >
theta = (-cosTheta)
invSinTheta = / (theta)
startInterp = ((t - ) * theta) * invSinTheta
finishInterp = (t * theta) * invSinTheta
startInterp = t -
finishInterp = t
a[] * startInterp + b[] * finishInterp, a[] * startInterp + b[] * finishInterp, a[] * startInterp + b[] * finishInterp, a[] * startInterp + b[] * finishInterp
(a, b, t)
qa = {(a)}
qb = {(b)}
ax, ay, az = a.x, a.y, a.z
bx, by, bz = b.x, b.y, b.z
_t = - t
(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, (qa, qb, t))
(PARENT, TRANSPARENCY, BORDERSIZEPIXEL, POSITION, SIZE, COLOR, BORDERCOLOR, NAME)
frame = ()
frame.BackgroundTransparency = TRANSPARENCY
frame.BorderSizePixel = BORDERSIZEPIXEL
frame.Position = POSITION
frame.Size = SIZE
frame.BackgroundColor3 = COLOR
frame.BorderColor3 = BORDERCOLOR
frame.Name = NAME
frame.Parent = PARENT
frame
(PARENT, TEXT, TEXTCOLOR, TEXTFONTSIZE, TEXTFONT, TRANSPARENCY, BORDERSIZEPIXEL, STROKETRANSPARENCY, NAME)
label = ()
label.BackgroundTransparency =
label.Size = (, , , )
label.Position = (, , , )
label.TextColor3 = TEXTCOLOR
label.TextStrokeTransparency = STROKETRANSPARENCY
label.TextTransparency = TRANSPARENCY
label.FontSize = TEXTFONTSIZE
label.Font = TEXTFONT
label.BorderSizePixel = BORDERSIZEPIXEL
label.TextScaled =
label.Text = TEXT
label.Name = NAME
label.Parent = PARENT
label
(PART)
PART.TopSurface, PART.BottomSurface, PART.LeftSurface, PART.RightSurface, PART.FrontSurface, PART.BackSurface = , , , , ,
(TYPE, PARENT, PART0, PART1, C0, C1)
NEWWELD = (TYPE)
NEWWELD.Part0 = PART0
NEWWELD.Part1 = PART1
NEWWELD.C0 = C0
NEWWELD.C1 = C1
NEWWELD.Parent = PARENT
NEWWELD
S = ()
(ID, PARENT, VOLUME, PITCH, DOESLOOP)
NEWSOUND =
.(.(()
NEWSOUND = S:()
NEWSOUND.Parent = PARENT
NEWSOUND.Volume = VOLUME
NEWSOUND.Pitch = PITCH
NEWSOUND.SoundId = ..ID
NEWSOUND:()
DOESLOOP ==
NEWSOUND.Looped =
() NEWSOUND.Playing ==
NEWSOUND:()
))
NEWSOUND
(at, top, back)
right = top:(back)
(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z)
(Table)
TYPE = (Table.EffectType )
SIZE = (Table.Size (,,))
ENDSIZE = (Table.Size2 (,,))
TRANSPARENCY = (Table.Transparency )
ENDTRANSPARENCY = (Table.Transparency2 )
CFRAME = (Table.CFrame Torso.CFrame)
MOVEDIRECTION = (Table.MoveToPos )
ROTATION1 = (Table.RotationX )
ROTATION2 = (Table.RotationY )
ROTATION3 = (Table.RotationZ )
MATERIAL = (Table.Material )
COLOR = (Table.Color (,,))
TIME = (Table.Time )
SOUNDID = (Table.SoundID )
SOUNDPITCH = (Table.SoundPitch )
SOUNDVOLUME = (Table.SoundVolume )
.(.(()
PLAYSSOUND =
SOUND =
EFFECT = (, Effects, MATERIAL, , TRANSPARENCY, (), , (,,), )
SOUNDID ~= SOUNDPITCH ~= SOUNDVOLUME ~=
PLAYSSOUND =
SOUND = (SOUNDID, EFFECT, SOUNDVOLUME, SOUNDPITCH, )
EFFECT.Color = COLOR
MSH =
TYPE ==
MSH = (, EFFECT, , , , SIZE, (,,))
TYPE == TYPE ==
MSH = (,EFFECT)
MSH.Scale = SIZE
TYPE ==
MSH = (, EFFECT, , , , SIZE, (,,-SIZE.X/))
TYPE ==
MSH = (, EFFECT, , , , (SIZE.X,SIZE.X,), (,,))
TYPE ==
MSH = (, EFFECT, , , , (SIZE.X/,,SIZE.X/), (,,))
TYPE ==
MSH = (, EFFECT, , , , (SIZE.X/,,SIZE.X/), (,,))
TYPE ==
MSH = (, EFFECT, , , , SIZE, (,,))
TYPE ==
MSH = (, EFFECT, , , , SIZE, (,,))
TYPE ==
MSH = (, EFFECT, , , , SIZE, (,,))
MSH ~=
MOVESPEED =
MOVEDIRECTION ~=
MOVESPEED = (CFRAME.p - MOVEDIRECTION).Magnitude/TIME
GROWTH = SIZE - ENDSIZE
TRANS = TRANSPARENCY - ENDTRANSPARENCY
TYPE ==
EFFECT.CFrame = CFRAME*(((,)),((,)),((,)))
EFFECT.CFrame = CFRAME
LOOP = , TIME+
()
MSH.Scale = MSH.Scale - GROWTH/TIME
TYPE ==
MSH.Offset = (,,-MSH.Scale.X/)
EFFECT.Transparency = EFFECT.Transparency - TRANS/TIME
TYPE ==
EFFECT.CFrame = CFRAME*(((,)),((,)),((,)))
EFFECT.CFrame = EFFECT.CFrame*((ROTATION1),(ROTATION2),(ROTATION3))
MOVEDIRECTION ~=
ORI = EFFECT.Orientation
EFFECT.CFrame = (EFFECT.Position,MOVEDIRECTION)*(,,-MOVESPEED)
EFFECT.Orientation = ORI
PLAYSSOUND ==
EFFECT:()
() SOUND.Playing ==
EFFECT:()
PLAYSSOUND ==
EFFECT:()
() SOUND.Playing ==
EFFECT:()
))
(PART,TYPE)
TYPE ==
MSH = (,PART)
TYPE ==
MSH = (,PART)
MSH.MeshType =
TYPE ==
MSH = (,PART)
MSH.MeshType =
TYPE ==
MSH = (,PART)
MSH.Scale = (,,)
Debris = :()
(StartPos, EndPos, Distance, Ignore)
DIRECTION = (StartPos,EndPos).lookVector
(StartPos, DIRECTION, Distance, Ignore)
(COLOR,TIMER)
.(.(()
FADE = (,Effects)
FADE.Name =
_, c (Character:())
c.ClassName == c ~= RootPart
FADER = c:()
FADER.Color = COLOR
FADER.CFrame = c.CFrame
FADER.Parent = FADE
FADER.Anchored =
FADER.Transparency = +c.Transparency
FADER:()
FADER.Material =
FADER.Name ==
FADER:()
FADER.Size = (,,)
FADER.CanCollide =
TRANS = /TIMER
i = , TIMER
()
_, c (FADE:())
c.ClassName ==
c.Transparency = c.Transparency + TRANS
FADE:()
))
(Text,Timer)
chat = .(()
Character:()~=
Character:():()
naeeym2 = (,Character)
naeeym2.Size = (,,,)
naeeym2.StudsOffset = .(,,)
naeeym2.Adornee = Character.Head
naeeym2.Name =
naeeym2.AlwaysOnTop =
tecks2 = (,naeeym2)
tecks2.BackgroundTransparency =
tecks2.BorderSizePixel =
tecks2.Text =
tecks2.Font =
tecks2.TextSize =
tecks2.TextStrokeTransparency =
tecks2.TextColor3 = .(,,)
tecks2.TextStrokeColor3 = .(,,)
tecks2.Size = .(,,,)
i = ,.(Text),
(, Head, , (,)/, )
tecks2.Text = .(Text,,i)
(Timer)
()
naeeym2:()
)
()
FACE = (, Weapon, , , , , , (,,),)
(, FACE, Head, FACE, (,,) * ((), (), ()), (, , ))
(FACE,)
EYE = (, Weapon, , , , , , (,,),)
(, EYE, Head, EYE, (,,-) * ((), (), (-)), (, , ))
(EYE,)
top = .()
top.ShirtTemplate =
top.Parent = Character
top.Name =
bottom = .()
bottom.PantsTemplate =
bottom.Parent = Character
bottom.Name =
BATON = (, Weapon, , , , , , (, , ),)
(, BATON, , , , (,,), (,,))
BATONWELD = (, BATON, Torso, BATON, (,-,) * ((), (), ()), (, , ))
A = (,BATON)
B = (,BATON)
B.Position = (,,-)
A.Position = (,,)
Trail = (,BATON)
Trail.Attachment0 = A
Trail.Attachment1 = B
Trail.Lifetime =
Trail.Color = ColorSequence.((,,))
Trail.Transparency = NumberSequence.(, )
Trail.Enabled =
Trail.Texture =
GUN = (, Weapon, , , , , , (, , ),)
(, GUN, , , , (, , ), (,,))
GUNWELD = (, GUN, Torso, GUN, (-,-,) * ((), (), (-)), (, , ))
_, c (Weapon:())
c.ClassName ==
c.CustomPhysicalProperties = PhysicalProperties.(, , , , )
Weapon.Parent = Character
SKILLTEXTCOLOR = (,,)
SKILLFONT =
SKILLTEXTSIZE =
ATTACKSGOODCOP = {,,}
ATTACKSBADCOP = {,,}
GOODUI = {}
BADUI = {}
i = , #ATTACKSGOODCOP
SKILLFRAME = (WEAPONGUI, , , (, , -(*i), ), (, , , ), (,,), (, , ), )
SKILLTEXT = (SKILLFRAME, ..ATTACKSGOODCOP[i].., SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, , , , )
SKILLTEXT.TextXAlignment =
.(GOODUI,SKILLTEXT)
i = , #ATTACKSBADCOP
SKILLFRAME = (WEAPONGUI, , , (, , -(*i), ), (, , , ), (,,), (, , ), )
SKILLTEXT = (SKILLFRAME, ..ATTACKSBADCOP[i].., SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, , , , )
SKILLTEXT.TextXAlignment =
.(BADUI,SKILLTEXT)
SKILLFRAME = (WEAPONGUI, , , (, , , ), (, , , ), (,,), (, , ), )
SKILLTEXT = (SKILLFRAME, , SKILLTEXTCOLOR, SKILLTEXTSIZE, SKILLFONT, , , , )
(Humanoid,Damage)
Damage = Damage * DAMAGEMULTIPLIER
DEAD =
Humanoid.Health <
Humanoid.Health - Damage >
Humanoid.Health = Humanoid.Health - Damage
DEAD =
Humanoid.Parent:()
DEAD =
Humanoid.Parent:()
DEAD ==
MODE ==
TEXTS = {,,}
(TEXTS[(,#TEXTS)],)
MODE ==
TEXTS = {,,}
(TEXTS[(,#TEXTS)],)
()
ATTACK =
Rooted =
MODE ==
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , + * (SINE / )) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - - * (SINE / ), -) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ), -) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , + * (SINE / )) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , -) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - - * (SINE / ), -) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ), -) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
(, Torso, , , )
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , + * (SINE / )) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , -) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - - * (SINE / ), -) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ), -) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
(, Torso, , , )
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , + * (SINE / )) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (-), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , -) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - - * (SINE / ), -) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ), -) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
MODE =
MODE ==
(, Torso, , , )
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , + * (SINE / )) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, - - * (SINE / ), -) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, - - * (SINE / ), -) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
MODE =
ATTACK =
Rooted =
()
TARGET = Mouse.Target
TARGET ~=
TARGET.Parent:()
HUM = TARGET.Parent:()
LEG = TARGET.Parent:() TARGET.Parent:()
LEG HUM.Health >
Speed =
ATTACK =
Rooted =
GYRO = (,RootPart)
GYRO.D =
GYRO.P =
GYRO.MaxTorque = (,,)
.(.(()
()
GYRO.CFrame = (RootPart.Position,LEG.Position)
ATTACK ==
GYRO:()
))
HIT,POS = (RootPart.Position,LEG.Position,,Character)
PASS =
i=, , / Animation_Speed
()
HIT,POS = (RootPart.Position,LEG.Position,,Character)
HIT ==
PASS =
HIT.Parent ~= TARGET.Parent
PASS =
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, -) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, -) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
(, GUN, , , )
GUNWELD.Part0 = LeftArm
GUNWELD.C0 = (,-,) * ((), (), (-))
i=, , / Animation_Speed
()
HIT,POS = (RootPart.Position,LEG.Position,,Character)
HIT ==
PASS =
HIT.Parent ~= TARGET.Parent
PASS =
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), (-)), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, -) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
PASS ==
GUNPOS = GUN.CFrame*(, , ).p
DISTANCE = (LEG.Position - GUNPOS).Magnitude
(, LEG, , , )
HEAD = HUM.Parent:()
HEAD
(, HEAD, , , )
(HUM,)
HUM.WalkSpeed = HUM.WalkSpeed -
HUM.PlatformStand =
.(.(()
()
HUM.WalkSpeed >
HUM.PlatformStand =
))
({Time = , EffectType = , Size = (,,), Size2 = (,,), Transparency = , Transparency2 = , = (GUNPOS), MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Color = (,,), SoundID = , SoundPitch = , SoundVolume = })
({Time = , EffectType = , Size = (,,DISTANCE), Size2 = (,,DISTANCE), Transparency = , Transparency2 = , = (GUNPOS,LEG.Position)*(,,-DISTANCE/), MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Color = (,,), SoundID = , SoundPitch = , SoundVolume = })
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), (-)), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, -) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, -) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, -) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
GUNWELD.Part0 = Torso
GUNWELD.C0 = (-,-,) * ((), (), (-))
ATTACK =
Rooted =
Speed =
()
ATTACK =
Rooted =
Speed =
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), (-)), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, -) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, -) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
BATONWELD.Part0 = RightArm
BATONWELD.C0 = (,-,) * ((), (), ()) * (,,)
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), (-)), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, -) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, -) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
Speed =
(, BATON, , , )
Trail.Enabled =
BATON.CanCollide =
SPEAKING =
HITS = {}
TOUCH = BATON.Touched:((hit)
hit.Parent:()
HUM = hit.Parent:()
TORSO = hit.Parent:() hit.Parent:()
TORSO HUM.Health >
PASS =
i = , #HITS
HITS[i] == hit.Parent
PASS =
.(HITS,hit.Parent)
PASS ==
HUM.PlatformStand =
(HUM,)
bv = .(,TORSO)
bv.maxForce = .(, , )
bv.velocity = (Torso.Position-(,,),TORSO.Position).lookVector*
Debris:(bv,)
(, BATON, , , )
({Time = , EffectType = , Size = (,,), Size2 = (,,), Transparency = , Transparency2 = , = (TORSO.Position,BATON.Position)*(,,-), MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Glass = (,,), SoundID = , SoundPitch = , SoundVolume = })
.(.(()
()
HUM.WalkSpeed >
HUM.PlatformStand =
))
SPEAKING == (,) ==
SPEAKING =
(,)
)
i=, , / Animation_Speed
()
BATONWELD.C0 = (BATONWELD.C0,(,-,) * ((), (), ()) * (,,), / Animation_Speed)
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), (-)), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, ) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
TOUCH:()
BATON.CanCollide =
Speed =
Trail.Enabled =
i=, , / Animation_Speed
()
BATONWELD.C0 = (BATONWELD.C0,(,-,) * ((), (), ()) * (,,), / Animation_Speed)
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), (-)), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, -) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, -) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
BATONWELD.Part0 = Torso
BATONWELD.C0 = (,-,) * ((), (), ())
ATTACK =
Rooted =
()
TARGET = Mouse.Target
TARGET ~=
TARGET.Parent:()
HUM = TARGET.Parent:()
ROOT = TARGET.Parent:() TARGET.Parent:() TARGET.Parent:()
ROOT HUM.Health >
FOE = Mouse.Target.Parent
ATTACK =
Rooted =
((,,),)
RootPart.CFrame = ROOT.CFrame*(,,)
ROOT.Anchored =
(, RootPart, , , )
(,)
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, -) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, -) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
RIGHTCUFF =
LEFTCUFF =
ChainLink =
(, ROOT, , , )
_, c (FOE:())
c.Name == c.Name ==
LEFTCUFF = (, FOE, , , , , , (c.Size.X+, , c.Size.Z+),)
LEFTCUFF.CFrame = c.CFrame
(c,LEFTCUFF)
_, c (FOE:())
c.Name == c.Name ==
RIGHTCUFF = (, FOE, , , , , , (c.Size.X+, , c.Size.Z+),)
RIGHTCUFF.CFrame = c.CFrame
(c,RIGHTCUFF)
RIGHTCUFF LEFTCUFF
A = (,RIGHTCUFF)
B = (,LEFTCUFF)
ChainLink = (,FOE)
ChainLink.Texture =
ChainLink.Color = ColorSequence.((,,))
ChainLink.TextureSpeed =
ChainLink.Width0 =
ChainLink.Width1 =
ChainLink.Segments =
ChainLink.TextureLength =
ChainLink.Attachment0 = B
ChainLink.Attachment1 = A
ChainLink.FaceCamera =
ChainLink.Transparency = NumberSequence.()
.(.(()
()
RIGHTCUFF LEFTCUFF
RIGHTCUFF:()
LEFTCUFF:()
ChainLink:()
bv = .(,ROOT)
bv.maxForce = .(, , )
bv.velocity = (ROOT.Position-(,,),ROOT.Position).lookVector*
Debris:(bv,)
(HUM,)
HUM.PlatformStand =
({Time = , EffectType = , Size = (,,), Size2 = (,,), Transparency = , Transparency2 = , = (RIGHTCUFF.Position), MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Glass = (,,), SoundID = , SoundPitch = , SoundVolume = })
({Time = , EffectType = , Size = (,,), Size2 = (,,), Transparency = , Transparency2 = , = (LEFTCUFF.Position), MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Glass = (,,), SoundID = , SoundPitch = , SoundVolume = })
))
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, -) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, -) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
HUM.PlatformStand =
ROOT.CFrame = ROOT.CFrame * ((), (), ())
ROOT.Anchored =
(,)
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((-), (), (-)), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((-), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((-), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, -) * ((-), (), ()) * ((-), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
ATTACK =
Rooted =
()
Speed =
ATTACK =
Rooted =
GYRO = (,RootPart)
GYRO.D =
GYRO.P =
GYRO.MaxTorque = (,,)
.(.(()
()
GYRO.CFrame = (RootPart.Position,Mouse.Hit.p)
ATTACK ==
GYRO:()
))
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, -) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, -) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
AMMO =
FIRING =
SHOOTING =
TIMER =
(, GUN, , , )
GUNWELD.Part0 = LeftArm
GUNWELD.C0 = (,-,) * ((), (), (-))
MOUSE = Mouse.Button1Down:((NEWKEY)
SHOOTING == AMMO >
SHOOTING =
AMMO = AMMO -
GUNPOS = GUN.CFrame*(, , ).p
HIT,POS = (GUNPOS,Mouse.Hit.p,,Character)
DISTANCE = (POS - GUNPOS).Magnitude
HIT
HIT.Parent:()
HIT.Parent:().Health >
(, HIT, , , )
(HIT.Parent:(),)
TIMER =
({Time = , EffectType = , Size = (,,), Size2 = (,,), Transparency = , Transparency2 = , = (GUNPOS), MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Color = (,,), SoundID = , SoundPitch = , SoundVolume = })
({Time = , EffectType = , Size = (,,DISTANCE), Size2 = (,,DISTANCE), Transparency = , Transparency2 = , = (GUNPOS,POS)*(,,-DISTANCE/), MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Color = (,,), SoundID = , SoundPitch = , SoundVolume = })
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), (-)), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, -) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
AMMO <=
FIRING =
SHOOTING =
)
()
SHOOTING ==
TIMER = TIMER -
TIMER <=
FIRING =
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), (-)), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, -) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
FIRING == SHOOTING ==
MOUSE:()
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, -) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, -) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
GUNWELD.Part0 = Torso
GUNWELD.C0 = (-,-,) * ((), (), (-))
Speed =
ATTACK =
Rooted =
()
ATTACK =
Rooted =
Speed =
(,)
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), (-)), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, -) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, -) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
BATONWELD.Part0 = RightArm
BATONWELD.C0 = (,-,) * ((), (), ()) * (,,)
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), (-)), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((-), (-), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, -) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, -) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
Speed =
(, BATON, , , )
Trail.Enabled =
BATON.CanCollide =
SPEAKING =
HITS = {}
TOUCH = BATON.Touched:((hit)
hit.Parent:()
HUM = hit.Parent:()
TORSO = hit.Parent:() hit.Parent:()
TORSO HUM.Health >
PASS =
i = , #HITS
HITS[i] == hit.Parent
PASS =
.(HITS,hit.Parent)
PASS ==
(, BATON, , , )
({Time = , EffectType = , Size = (,,), Size2 = (,,), Transparency = , Transparency2 = , = (TORSO.Position,BATON.Position)*(,,-), MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Glass = (,,), SoundID = , SoundPitch = , SoundVolume = })
TORSO.Anchored =
POS = TORSO.CFrame
.(.(()
i = ,
()
TORSO.CFrame = POS*((-,)/,(-,)/,(-,)/)
HEAD = HUM.Parent:()
HUM.Parent:()
HEAD
(, HEAD, , , )
bv = .(,TORSO)
bv.maxForce = .(, , )
bv.velocity = (Torso.Position-(,,),HEAD.Position).lookVector*
Debris:(bv,)
TEXTS = {,}
(TEXTS[(,#TEXTS)],)
TORSO.Anchored =
))
)
i=, , / Animation_Speed
()
RootPart.CFrame = RootPart.CFrame * (,,-)
BATONWELD.C0 = (BATONWELD.C0,(,-,) * ((), (), ()) * (,,), / Animation_Speed)
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((-), (), (-)), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (-), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), (-)) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, ) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, ) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
TOUCH:()
BATON.CanCollide =
Speed =
Trail.Enabled =
i=, , / Animation_Speed
()
BATONWELD.C0 = (BATONWELD.C0,(,-,) * ((), (), ()) * (,,), / Animation_Speed)
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), (-)), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, -) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, -) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
BATONWELD.Part0 = Torso
BATONWELD.C0 = (,-,) * ((), (), ())
ATTACK =
Rooted =
()
TARGET = Mouse.Target
TARGET ~=
TARGET.Parent:()
HUM = TARGET.Parent:()
ROOT = TARGET.Parent:() TARGET.Parent:() TARGET.Parent:()
ROOT HUM.Health >
FOE = Mouse.Target.Parent
ATTACK =
Rooted =
((,,),)
RootPart.CFrame = ROOT.CFrame*(,,)
ROOT.Anchored =
(, RootPart, , , )
(,)
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, -) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, -) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
HUM.PlatformStand =
ROOT.CFrame = ROOT.CFrame * (,-*ROOT.Size.Z,) * ((-), (), ())
(, ROOT, , , )
.(.(()
()
ROOT.Anchored =
))
RootPart.CFrame = RootPart.CFrame*(,,-)
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , ) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((), (), (-)), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , ) * ((), (), ()) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, -) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, -) * ((), (-), ()) * ((), (), ()), / Animation_Speed)
OOFS = {,,,,,}
(OOFS[(,#OOFS)], ROOT, , , )
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , -) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((-), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, -) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
AMMO =
FIRING =
SHOOTING =
TIMER =
(, GUN, , , )
GUNWELD.Part0 = LeftArm
GUNWELD.C0 = (,-,) * ((), (), (-))
i=, , / Animation_Speed
()
RootJoint.C0 = (RootJoint.C0,ROOTC0 * (, , -) * ((), (), ()), / Animation_Speed)
Neck.C0 = (Neck.C0, NECKC0 * (, , + (() - )) * ((-), (), ()), / Animation_Speed)
RightShoulder.C0 = (RightShoulder.C0, (, , -) * ((), (), (-)) * RIGHTSHOULDERC0, / Animation_Speed)
LeftShoulder.C0 = (LeftShoulder.C0, (-, , ) * ((), (), ()) * LEFTSHOULDERC0, / Animation_Speed)
RightHip.C0 = (RightHip.C0, (, -, -) * ((), (), ()) * ((), (), ()), / Animation_Speed)
LeftHip.C0 = (LeftHip.C0, (-, -, -) * ((), (-), ()) * ((-), (), ()), / Animation_Speed)
i = ,
GUNPOS = GUN.CFrame*(, , ).p
DISTANCE = (FOE.Head.Position - GUNPOS).Magnitude
({Time = , EffectType = , Size = (,,), Size2 = (,,), Transparency = , Transparency2 = , = (GUNPOS), MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Color = (,,), SoundID = , SoundPitch = , SoundVolume = })
({Time = , EffectType = , Size = (,,DISTANCE), Size2 = (,,DISTANCE), Transparency = , Transparency2 = , = (GUNPOS,FOE.Head.Position)*(,,-DISTANCE/), MoveToPos = , RotationX = , RotationY = , RotationZ = , Material = , Color = (,,), SoundID = , SoundPitch = , SoundVolume = nil})
HUM.Health = HUM.Health/1.5
for i=0, 0.2, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.65) * ANGLES(RAD(45), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-5), RAD(0), RAD(15)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.45, 0.5, -0.75) * ANGLES(RAD(80), RAD(0), RAD(-10)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.4, 0.55, 0.6) * ANGLES(RAD(130), RAD(0), RAD(20)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.5, -0.45) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(45), RAD(-70), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
end
for i=0, 0.2, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.65) * ANGLES(RAD(45), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-5), RAD(0), RAD(15)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.45, 0.5, -0.75) * ANGLES(RAD(80), RAD(0), RAD(-10)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.4, 0.55, 0.6) * ANGLES(RAD(100), RAD(0), RAD(15)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -0.5, -0.45) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -0.5, -0.5) * ANGLES(RAD(45), RAD(-70), RAD(0)) * ANGLES(RAD(-3), RAD(0), RAD(0)), 1 / Animation_Speed)
end
end
FOE:BreakJoints()
ROOT.Anchored = false
for i=0, 0.3, 0.1 / Animation_Speed do
Swait()
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(25), RAD(0), RAD(15)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(0)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.525, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(5)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.01) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.01) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
GUNWELD.Part0 = Torso
GUNWELD.C0 = CF(-1.1,-1.1,0) * ANGLES(RAD(0), RAD(90), RAD(-90))
ATTACK = false
Rooted = false
end
end
end
end
--//=================================\\
--|| ASSIGN THINGS TO KEYS
--\\=================================//
function MouseDown(Mouse)
if ATTACK == false then
if MODE == "GoodCop" then
Warning()
elseif MODE == "BadCop" then
Silence()
end
end
end
function MouseUp(Mouse)
HOLD = false
end
function KeyDown(Key)
KEYHOLD = true
if Key == "q" and ATTACK == false then
if MODE == "GoodCop" then
BatonStun()
elseif MODE == "BadCop" then
BatonBreaker()
end
end
if Key == "e" and ATTACK == false then
if MODE == "GoodCop" then
Cuffs()
elseif MODE == "BadCop" then
TheRightToRemainSilent()
end
end
if Key == "t" and ATTACK == false then
if MODE == "GoodCop" then
Chatter("You should obey the law.",0.01)
elseif MODE == "BadCop" then
Chatter("I don't think so, Criminal!",0.01)
end
end
if Key == "f" and ATTACK == false then
Switch()
end
if Key == "0" and ATTACK == false then
if sick.Parent ~= RootPart then
sick = IT("Sound",RootPart)
end
end
end
function KeyUp(Key)
KEYHOLD = false
end
Mouse.Button1Down:connect(function(NEWKEY)
MouseDown(NEWKEY)
end)
Mouse.Button1Up:connect(function(NEWKEY)
MouseUp(NEWKEY)
end)
Mouse.KeyDown:connect(function(NEWKEY)
KeyDown(NEWKEY)
end)
Mouse.KeyUp:connect(function(NEWKEY)
KeyUp(NEWKEY)
end)
--//=================================\\
--\\=================================//
function unanchor()
for _, c in pairs(Character:GetChildren()) do
if c:IsA("BasePart") and c ~= RootPart then
c.Anchored = false
end
end
for _, c in pairs(Weapon:GetChildren()) do
if c:IsA("BasePart") and c ~= RootPart then
c.Anchored = false
end
end
if UNANCHOR == true then
RootPart.Anchored = false
else
RootPart.Anchored = true
end
end
--//=================================\\
--|| WRAP THE WHOLE SCRIPT UP
--\\=================================//
Humanoid.Changed:connect(function(Jump)
if Jump == "Jump" and (Disable_Jump == true) then
Humanoid.Jump = false
end
end)
while true do
Swait()
script.Parent = WEAPONGUI
ANIMATE.Parent = nil
for _,v in next, Humanoid:GetPlayingAnimationTracks() do
v:Stop();
end
SINE = SINE + CHANGE
local TORSOVELOCITY = (RootPart.Velocity * VT(1, 0, 1)).magnitude
local TORSOVERTICALVELOCITY = RootPart.Velocity.y
local HITFLOOR = Raycast(RootPart.Position, (CF(RootPart.Position, RootPart.Position + VT(0, -1, 0))).lookVector, 4, Character)
local WALKSPEEDVALUE = 6 / (Humanoid.WalkSpeed / 16)
if ANIM == "Walk" and TORSOVELOCITY > 1 then
RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0.05 * COS(SINE / (WALKSPEEDVALUE/2))) * ANGLES(RAD(0), RAD(0), RAD(0)), 2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(0), RAD(0), RAD(0) - Head.RotVelocity.Y / 30), 0.2 * (Humanoid.WalkSpeed / 16) / Animation_Speed)
RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 0.875 - 0.125 * SIN(SINE / WALKSPEEDVALUE) - 0.15 * COS(SINE / WALKSPEEDVALUE*2), 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(35 * COS(SINE / WALKSPEEDVALUE))), 0.6 / Animation_Speed)
LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 0.875 + 0.125 * SIN(SINE / WALKSPEEDVALUE) - 0.15 * COS(SINE / WALKSPEEDVALUE*2), 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(35 * COS(SINE / WALKSPEEDVALUE))), 0.6 / Animation_Speed)
elseif (ANIM ~= "Walk") or (TORSOVELOCITY < 1) then
RootJoint.C1 = Clerp(RootJoint.C1, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
Neck.C1 = Clerp(Neck.C1, CF(0, -0.5, 0) * ANGLES(RAD(-90), RAD(0), RAD(180)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
RightHip.C1 = Clerp(RightHip.C1, CF(0.5, 1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.7 / Animation_Speed)
LeftHip.C1 = Clerp(LeftHip.C1, CF(-0.5, 1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.7 / Animation_Speed)
end
if TORSOVERTICALVELOCITY > 1 and HITFLOOR == nil then
ANIM = "Jump"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(20)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(-40), RAD(0), RAD(-20)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, -0.3) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(-20)), 0.2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, -0.3) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(-5), RAD(0), RAD(20)), 0.2 / Animation_Speed)
end
elseif TORSOVERTICALVELOCITY < -1 and HITFLOOR == nil then
ANIM = "Fall"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0, ROOTC0 * CF(0, 0, 0) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.2 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0 , 0 + ((1) - 1)) * ANGLES(RAD(20), RAD(0), RAD(0)), 0.2 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(60)) * RIGHTSHOULDERC0, 0.2 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.5, 0.5, 0) * ANGLES(RAD(0), RAD(0), RAD(-60)) * LEFTSHOULDERC0, 0.2 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1, 0) * ANGLES(RAD(0), RAD(90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(20)), 0.2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-90), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(10)), 0.2 / Animation_Speed)
end
elseif TORSOVELOCITY < 1 and HITFLOOR ~= nil then
ANIM = "Idle"
if ATTACK == false then
if MODE == "GoodCop" then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0.05 * COS(SINE / 12), 0, 0 + 0.05 * SIN(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(15 - 2.5 * SIN(SINE / 12)), RAD(0), RAD(-25)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.5, 0.3) * ANGLES(RAD(-45), RAD(0), RAD(-45)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.5, 0.3) * ANGLES(RAD(-40), RAD(0), RAD(45)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1 + 0.05 * COS(SINE / 12), -1 - 0.05 * SIN(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(85), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 0.15 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1 + 0.05 * COS(SINE / 12), -1 - 0.05 * SIN(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-85), RAD(0)) * ANGLES(RAD(-1), RAD(0), RAD(0)), 0.15 / Animation_Speed)
elseif MODE == "BadCop" then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, 0 + 0.05 * COS(SINE / 12)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(-5 - 2.5 * COS(SINE / 12)), RAD(0), RAD(25)), 1 / Animation_Speed)
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.9, 0.5 + 0.05 * SIN(SINE / 12), -0.5) * ANGLES(RAD(100), RAD(0), RAD(-70)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-0.9, 0.25 + 0.05 * SIN(SINE / 12), -0.35) * ANGLES(RAD(70), RAD(0), RAD(80)) * LEFTSHOULDERC0, 1 / Animation_Speed)
RightHip.C0 = Clerp(RightHip.C0, CF(1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1 - 0.05 * COS(SINE / 12), -0.01) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(0)), 1 / Animation_Speed)
end
end
elseif TORSOVELOCITY > 1 and HITFLOOR ~= nil then
ANIM = "Walk"
if ATTACK == false then
RootJoint.C0 = Clerp(RootJoint.C0,ROOTC0 * CF(0, 0, -0.05) * ANGLES(RAD(0), RAD(0), RAD(0)), 0.15 / Animation_Speed)
Neck.C0 = Clerp(Neck.C0, NECKC0 * CF(0, 0, 0 + ((1) - 1)) * ANGLES(RAD(5), RAD(0), RAD(0)), 0.15 / Animation_Speed)
if MODE == "GoodCop" then
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(1.25, 0.5 + 0.05 * SIN(SINE / (WALKSPEEDVALUE/2)), 0.3) * ANGLES(RAD(-45), RAD(0), RAD(-45)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-1.25, 0.5 + 0.05 * SIN(SINE / (WALKSPEEDVALUE/2)), 0.3) * ANGLES(RAD(-40), RAD(0), RAD(45)) * LEFTSHOULDERC0, 1 / Animation_Speed)
elseif MODE == "BadCop" then
RightShoulder.C0 = Clerp(RightShoulder.C0, CF(0.9, 0.5 + 0.05 * SIN(SINE / (WALKSPEEDVALUE/2)), -0.5) * ANGLES(RAD(100), RAD(0), RAD(-70)) * RIGHTSHOULDERC0, 1 / Animation_Speed)
LeftShoulder.C0 = Clerp(LeftShoulder.C0, CF(-0.9, 0.25 + 0.05 * SIN(SINE / (WALKSPEEDVALUE/2)), -0.35) * ANGLES(RAD(70), RAD(0), RAD(80)) * LEFTSHOULDERC0, 1 / Animation_Speed)
end
RightHip.C0 = Clerp(RightHip.C0, CF(1 , -1, 0) * ANGLES(RAD(0), RAD(80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(-5)), 2 / Animation_Speed)
LeftHip.C0 = Clerp(LeftHip.C0, CF(-1, -1, 0) * ANGLES(RAD(0), RAD(-80), RAD(0)) * ANGLES(RAD(0), RAD(0), RAD(5)), 2 / Animation_Speed)
end
end
unanchor()
Humanoid.MaxHealth = 3e3
Humanoid.Health = 3e3
if Rooted == false then
Disable_Jump = false
Humanoid.WalkSpeed = Speed
elseif Rooted == true then
Disable_Jump = true
Humanoid.WalkSpeed = 0
end
for _, c in pairs(Character:GetChildren()) do
if (c.ClassName == "Shirt" or c.ClassName == "Pants") and c.Name ~= "Cloth" then
c:remove()
end
end
sick.SoundId = "rbxassetid://259554386"
sick.Looped = true
sick.Pitch = 1
sick.Volume = 4
sick.Playing = true
if MODE == "GoodCop" then
for E = 1, #GOODUI do
GOODUI[E].TextStrokeTransparency = 0
GOODUI[E].TextTransparency = 0
end
for E = 1, #BADUI do
BADUI[E].TextStrokeTransparency = 1
BADUI[E].TextTransparency = 0.5
end
elseif MODE == "BadCop" then
for E = 1, #GOODUI do
GOODUI[E].TextStrokeTransparency = 1
GOODUI[E].TextTransparency = 0.5
end
for E = 1, #BADUI do
BADUI[E].TextStrokeTransparency = 0
BADUI[E].TextTransparency = 0
end
end
end
--//=================================\\
--\\=================================//
--//====================================================\\--
--|| END OF SCRIPT
--\\====================================================//--
Universal