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Copy the script and paste it into your executor.
v_u_1 = {}
v_u_2 =
v_u_3 =
v_u_4 =
v_u_5 =
v_u_6 =
v_u_7 =
v_u_8 =
v_u_9 =
v_u_10 =
v_u_11 =
v_u_12 =
v_u_13 =
v_u_14 =
v_u_15 =
v_u_16 =
v_u_17 =
v_u_18 =
v_u_19 =
v_u_20 =
v_u_21 =
v_u_22 =
v_u_23 =
v_u_24 =
v_u_25 =
v_u_26 =
v_u_27 =
v_u_28 =
v_u_29 =
v_u_30 =
v_u_31 =
v_u_32 =
v_u_33 =
v_u_34 =
_, v35 ({
,
,
,
,
})
v36 = .()
v36.SoundId = v35
v36.Volume =
v36.Parent = .Workspace
.(v_u_1, v36)
(p37, p38, p39)
v_u_4 = p37
v_u_31 = v_u_4.Character
v_u_5 = v_u_31.HumanoidRootPart
v_u_16 = p38
v_u_21 = p39
v_u_17 =
v_u_6 =
v_u_32 = {
[] = ,
[] =
}
v_u_19 =
v_u_20 =
v_u_14 =
v_u_3 =
v_u_15 =
v_u_30 =
v_u_22 =
v_u_33 =
v_u_11 =
v_u_23 =
v_u_24 =
v_u_25 = v_u_30 + v_u_22
v_u_7 =
v_u_27 =
v_u_12 =
v_u_13 =
externalVelocityImpulse = .(, , )
()
v_u_8 = .(, v_u_5)
v_u_8.Name =
v_u_8.D = v_u_7
v_u_8.P = v_u_27
v_u_8.maxForce = .()
v_u_8.position = .()
v_u_28 = .(, v_u_5)
v_u_28.Name =
v_u_28.P = v_u_12
v_u_28.maxForce = .()
v_u_28.velocity = .()
v_u_29 = .(, v_u_5)
v_u_29.Name =
v40 = v_u_29
v41 = ( - v_u_13) *
v40.force = .(, v41, ) * ()
(p42)
v_u_26 = p42
()
v_u_18 = ()
v_u_9 = v_u_18.lookVector
v_u_9 ~=
v43, v44, v45, v46, v47 = ()
v_u_34 = v46
v_u_10 = v47
v_u_6 = v43 ~=
v48 = v_u_5.Velocity
v49 = v_u_5.Velocity.y
v_u_17 = v48 - .(, v49, )
v_u_6 (v_u_21.Space v_u_2)
v_u_2 =
v_u_2 =
()
v_u_2
()
v_u_6
(v44, v45)
()
()
()
v_u_32.forward = v_u_21.W ==
v_u_32.forward = v_u_21.S == v_u_32.forward - v_u_32.forward
v_u_32.side = v_u_21.A ==
v_u_32.side = v_u_21.D == v_u_32.side - v_u_32.side
v_u_50 =
()
v_u_6
v_u_28 v_u_28.velocity
v51 = v_u_28.velocity
v52 = v51.X
v53 = v51.Z
v54 = .(v52, , v53)
v55 = v54.Magnitude
v_u_50 < v55
v56 = v_u_50
v57 = v55 -
v58 = .(v57, v56)
v54 = v54.Unit * v58
v59 = v_u_28
v60 = v54.X
v61 = v51.Y
v62 = v54.Z
v59.velocity = .(v60, v61, v62)
v_u_63 = {}
v_u_64 =
()
.(v_u_63)
v65 = v_u_63
v66 = v_u_31
.(v65, v66)
v67 = v_u_63
v68 = v_u_16
.(v67, v68)
v_u_69 =
()
v_u_64 = v_u_64 + v_u_26
v_u_64 >= #v_u_63 ==
()
v_u_64 =
v_u_69
v_u_69 = RaycastParams.()
v_u_69.RespectCanCollide =
v_u_69.FilterType = .RaycastFilterType.Exclude
v_u_69.FilterDescendantsInstances = v_u_63
v70 = v_u_31.HumanoidRootPart.CFrame
v71 = {
v_u_31.HumanoidRootPart.Position,
(v70 * .(-, , )).p,
(v70 * .(, , )).p,
(v70 * .(, , )).p,
(v70 * .(, , -)).p
}
v72 = -v_u_25
v73 = .(, v72, )
v74 = {}
_, v75 (v71)
v76 = .Workspace:(v75, v73, v_u_69)
v76
v77 = { v76.Instance, v76.Position, v76.Normal }
.(v74, v77)
#v74 >
v74[][], v74[][], v74[][], ,
, , , ,
()
v78 = v_u_5.Position + v_u_16.CoordinateFrame.lookVector
v79 = v_u_5
v80 = .new
v81 = v_u_5.Position
v82 = v78.x
v83 = v_u_5.Position.y
v84 = v78.z
v79.CFrame = (v81, (.(v82, v83, v84)))
v_u_5.RotVelocity = .()
()
v_u_1[.(, #v_u_1)]:()
v85 = v_u_5
v86 = v_u_5.Velocity.x
v87 = v_u_33
v88 = v_u_5.Velocity.z
v85.Velocity = .(v86, v87, v88)
()
()
v_u_8.maxForce = .()
v_u_28.velocity = (v_u_5.Velocity, v_u_19, v_u_20)
v_u_28.velocity = v_u_28.velocity + externalVelocityImpulse
externalVelocityImpulse = .(, , )
v_u_28.maxForce = ()
(p89, _)
p89
v90 = v_u_5.Velocity.magnitude
v91 = v_u_5.Velocity
v90 ~=
v92 = v90 - v90 * v_u_15 * v_u_26
v91 = v91 * .(v92, ) / v90
v93 = v_u_30
v_u_8.position = p89 + .(, v93, )
v94 = v_u_11
v_u_8.maxForce = .(, v94, )
v_u_28.velocity = (v91, v_u_14, v_u_3)
v_u_28.velocity = v_u_28.velocity + externalVelocityImpulse
externalVelocityImpulse = .(, , )
v_u_28.maxForce = ()
v_u_28.P = v_u_12
(p95, p96, p97)
v98 = (v_u_9 * v_u_32.forward + (v_u_18 * .(, , )).lookVector * v_u_32.side).unit
v99 = v_u_32.forward == v_u_32.side == .(, , ) v98
v100 = p95:(v99)
v101 = p96 * v_u_26
p97 < v100 + v101
v102 = p97 - v100
v101 = .(v102, )
p95 + v99 * v101
()
v103 = v_u_23
v104 = v_u_23
.(v103, , v104)
()
v105 = (v_u_9 * v_u_32.forward + (v_u_18 * .(, , )).lookVector * v_u_32.side).unit
v106 = v_u_32.forward == v_u_32.side == .(, , ) v105
v107 = v106.x
v108 = .(v107)
v109 = v106.z
v110 = .(v109)
v111 = v_u_23 * v108
v112 = v_u_23 * v110
.(v111, , v112)
(p113)
v114 = -p113.x
v115 = -p113.z
v116 = .(v114, , v115)
v116.magnitude ==
,
v117 = v116.magnitude
v118 = p113.y
v119 = .(v117, v118) /
v120 = v_u_9.x
v121 = v_u_9.z
v122 = .(v120, , v121) * v119
v122:(v116), -v116:(v122).y
()
v_u_16.CoordinateFrame * .(-(), , )
()
v123 = v_u_16.CoordinateFrame.lookVector:(.(, , ))
- .(v123)
()
v_u_31.HumanoidRootPart:() + v_u_31.Head:()
(p124, p125)
v126 = p124 * p124 + p125 * p125
.(v126)
v_u_127 = {
[] = ,
[] = ,
[] = ,
[] = ,
[] =
}
v_u_128 =
v_u_129 =
v_u_130 =
v_u_131 = :().LocalPlayer
v_u_132 = .CurrentCamera
v_u_133 = :()
v_u_132.FieldOfView =
(p134, _)
v135
p134.UserInputState == .UserInputState.Begin
v135 =
p134.UserInputState ~= .UserInputState.End
v135 =
p134.UserInputType == .UserInputType.Keyboard
v136 = p134.KeyCode.Name
v_u_127[v136] ~=
v_u_127[v136] = v135
toggleKey = .KeyCode.F
.bhopEnabled =
()
v_u_133.InputBegan:((input)
input.KeyCode == toggleKey
()
)
v_u_133.InputBegan:(onInput)
v_u_133.InputEnded:(onInput)
()
v_u_131.Character v_u_131.Character:()
v_u_128 = v_u_128
.bhopEnabled = v_u_128
v_u_128
()
humanoid = v_u_131.Character:() v_u_131.Character:()
humanoid.PlatformStand =
(v_u_131, v_u_132, v_u_127)
()
()
v_u_64 =
v_u_130
v_u_130:()
v_u_130 = .Workspace.DescendantAdded:((p147)
v_u_128 (p147:() p147:())
p147.Disabled =
)
_, v148 (.Workspace:())
v148:() v148:()
v148.Disabled =
()
:():(, , updateLoop)
()
humanoid = v_u_131.Character:()
humanoid
humanoid.PlatformStand =
v_u_130
v_u_130:()
v_u_130 =
_, v152 (.Workspace:())
v152:() v152:()
v152.Disabled =
()
:():()
v_u_8
v_u_8:()
v_u_28
v_u_28:()
v_u_29
v_u_29:()
()
()
()
v_u_131.CharacterAdded:((_)
()
v_u_128 =
.()
)
()
()
()
()
()
v_u_162 =
v_u_163 =
()
v164 = ()
v_u_162 ==
v_u_163 =
v_u_163 = v164 - v_u_162
v_u_162 = v164
()
()
(v_u_163)
()amazing bhop yay decompiled with velocity