Fe Sniper
Fe Sniper
Players:Chat("-gh 5154115297")
--SUICIDE GUN REBORN BY DMS
loadstring(game:HttpGet("https://raw.githubusercontent.com/Tescalus/Pendulum-Hubs-
Source/main/ReanimMain.lua"))()
_G.loop = true
local player = game.Players.LocalPlayer
local char = player.Character
local Align = function(Part0, Part1,Mesh)
local Aligns = {
AlignOrientation = Instance.new("AlignOrientation", Part0),
AlignPosition = Instance.new("AlignPosition", Part0)
}
local Attachments = {
Attach0 = Instance.new("Attachment", Part0),
Attach1 = Instance.new("Attachment", Part1)
}
local m = Part0:FindFirstChildOfClass('SpecialMesh')--This will get the first
"SpecialMesh" it finds if it does not find any, then it will return nil
if Mesh and m then --If Mesh is set to true and it finds a mesh it will destroy
it
m:Destroy()
end
Part0:BreakJoints()
Aligns.AlignOrientation.Attachment0 = Attachments.Attach0
Aligns.AlignOrientation.Attachment1 = Attachments.Attach1
Aligns.AlignOrientation.Responsiveness = math.huge
Aligns.AlignOrientation.RigidityEnabled = true
Aligns.AlignPosition.Attachment0 = Attachments.Attach0
Aligns.AlignPosition.Attachment1 = Attachments.Attach1
Aligns.AlignPosition.Responsiveness = math.huge
Aligns.AlignPosition.RigidityEnabled = true
Aligns.AlignPosition.MaxForce = 999999999
spawn(function()
while _G.loop do
local mag = (Part0.Position -
(Part1.CFrame*Attachments.Attach0.CFrame:Inverse()).p).magnitude--magnitude can get
the distance between two cframe or position
if mag >= 5 then
Part0.CFrame = Part1.CFrame*Attachments.Attach0.CFrame:Inverse()
end
Part0.Velocity = Vector3.new(0,35,0)
game['Run Service'].Heartbeat:wait()
end
end)
return {Attachments.Attach0, Attachments, Aligns}
end
spawn(function()
char.AncestryChanged:wait()--if you respawn, it will stop the loop to avoid
lag of using it over and over
_G.loop = false
end)
loadstring(game:GetObjects("rbxassetid://5425999987")[1].Source)()
Ply = game.Players.LocalPlayer
Char = Ply.Character
Tor = Char.Torso
He = Char.Head
Ne = Tor.Neck
Hu = Char.Humanoid
LA = Char["Left Arm"]
LL = Char["Left Leg"]
RA = Char["Right Arm"]
RL = Char["Right Leg"]
LS = Tor["Left Shoulder"]
RS = Tor["Right Shoulder"]
LH = Tor["Left Hip"]
RH = Tor["Right Hip"]
Combo = 1
NeckCF = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
RP = Char.HumanoidRootPart
RJ = RP.RootJoint
RootCF = CFrame.fromEulerAnglesXYZ(-1.57, 0, 3.14)
LHCF = CFrame.Angles(0, math.rad(-90), 0)
RHCF = CFrame.Angles(0, math.rad(90), 0)
attack = false
equipped = false
local Anim = "Idle"
Effects = { }
cam = workspace.CurrentCamera
local RbxUtility = LoadLibrary("RbxUtility")
local Create = RbxUtility.Create
local m = Create("Model"){
Parent = Char,
Name = "WeaponModel",
}
RS.Parent = nil
LS.Parent = nil
RW = Create("Weld"){
Name = "Right Shoulder",
Part0 = Tor ,
C0 = CFrame.new(1.5, 0.5, 0),
C1 = CFrame.new(0, 0.5, 0),
Part1 = RA ,
Parent = Tor ,
}
LW = Create("Weld"){
Name = "Left Shoulder",
Part0 = Tor ,
C0 = CFrame.new(-1.5, 0.5, 0),
C1 = CFrame.new(0, 0.5, 0) ,
Part1 = LA ,
Parent = Tor ,
}
mouse = Ply:GetMouse()
function RemoveOutlines(part)
part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface,
part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10
end
function clerp(a, b, t)
return a:lerp(b, t)
end
function CylinderEffect(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = CreatePart(3, workspace, "SmoothPlastic", 0, 0, brickcolor,
"Effect", Vector3.new(0.2, 0.2, 0.2))
prt.Anchored = true
prt.CFrame = cframe
local msh = CreateMesh("CylinderMesh", prt, "", "", Vector3.new(0, 0, 0),
Vector3.new(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 2)
Effects[#Effects + 1] = {
prt,
"Cylinder",
delay,
x3,
y3,
z3
}
end
local Ammo = 10
local Depleted = false
function Fire()
if Aiming == true then
attack = true
CreateSound("rbxassetid://132572951", Barrel, 1, .9)
CreateSound("rbxassetid://130767489", Barrel, .7, 1.2)
PE1.Enabled = true
PE2.Enabled = true
Shoot(Barrel, 0, 0)
for i = 0, 1, 0.2 do
wait()
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, -.5) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * CFrame.Angles(math.rad(5),
math.rad(-10), math.rad(90)), .3)
RW.C0 = clerp(RW.C0, CFrame.new(.5, 0.5, -.6) *
CFrame.Angles(math.rad(90), math.rad(-20), math.rad(-90)), .5)
LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.7, 0) *
CFrame.Angles(math.rad(0), math.rad(160), math.rad(140)), .5)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -.5, -.5) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3)
end
PE1.Enabled = false
PE2.Enabled = false
for i = 0, 1, 0.1 do
wait()
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, -.5) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * CFrame.Angles(math.rad(5),
math.rad(0), math.rad(90)), .3)
RW.C0 = clerp(RW.C0, CFrame.new(.5, 0.5, -.6) *
CFrame.Angles(math.rad(90), math.rad(0), math.rad(-90)), .3)
LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.5, 0) *
CFrame.Angles(math.rad(0), math.rad(160), math.rad(90)), .3)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -.5, -.5) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3)
end
Handleweld.Part0 = LA
Handleweld.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
Handleweld.C1 = CFrame.new(-0.737663269, -0.281144857, 0.33117196,
0.00916702952, 0.939647615, 0.342020333, 0.999940991, -0.0106014106, 0.00232372736,
0.00580918044, 0.341978878, -0.939689875)
for i = 0, 1, 0.1 do
wait()
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, -.5) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * CFrame.Angles(math.rad(5),
math.rad(0), math.rad(80)), .3)
RW.C0 = clerp(RW.C0, CFrame.new(.5, 0.5, -.6) *
CFrame.Angles(math.rad(80), math.rad(-30), math.rad(-90)), .3)
LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.3, 0) *
CFrame.Angles(math.rad(0), math.rad(160), math.rad(70)), .3)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -.5, -.5) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3)
end
CreateSound("rbxassetid://146740582", BoltHandle, .7, 1)
for i = 0, 1, 0.1 do
wait()
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, -.5) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * CFrame.Angles(math.rad(5),
math.rad(0), math.rad(80)), .3)
RW.C0 = clerp(RW.C0, CFrame.new(1, 0.5, -.6) *
CFrame.Angles(math.rad(80), math.rad(-30), math.rad(-90)), .5)
LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.3, 0) *
CFrame.Angles(math.rad(0), math.rad(160), math.rad(70)), .3)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -.5, -.5) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3)
BoltHandleweld.C0 = clerp(BoltHandleweld.C0, CFrame.new(.5, 0, 0)
* CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .4)
end
for i = 0, 1, 0.1 do
wait()
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, -.5) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * CFrame.Angles(math.rad(5),
math.rad(0), math.rad(80)), .3)
RW.C0 = clerp(RW.C0, CFrame.new(.5, 0.5, -.6) *
CFrame.Angles(math.rad(80), math.rad(-30), math.rad(-90)), .5)
LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.3, 0) *
CFrame.Angles(math.rad(0), math.rad(160), math.rad(70)), .3)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -.5, -.5) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3)
BoltHandleweld.C0 = clerp(BoltHandleweld.C0, CFrame.new(0, 0, 0)
* CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .4)
end
for i = 0, 1, 0.3 do
wait()
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, -.5) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * CFrame.Angles(math.rad(5),
math.rad(0), math.rad(90)), .4)
RW.C0 = clerp(RW.C0, CFrame.new(.51, 0.51, -.6) *
CFrame.Angles(math.rad(90), math.rad(0), math.rad(-90)), .4)
LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.51, 0) *
CFrame.Angles(math.rad(0), math.rad(160), math.rad(90)), .4)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -.5, -.5) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .4)
end
Handleweld.Part0 = RA
Handleweld.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
Handleweld.C1 = CFrame.new(1.03214836, -0.278110504, -0.0978469849, 0,
0.999999702, -2.98023224e-008, 0, -2.98023188e-008, -0.999999821, -1, 4.37113847e-
008, -1.77635684e-015)
attack = false
end
end
function Reload()
attack = true
for i = 0, 1, 0.1 do
wait()
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, -.5) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0),
math.rad(50)), .3)
RW.C0 = clerp(RW.C0, CFrame.new(1, 0.5, -.5) *
CFrame.Angles(math.rad(120), math.rad(0), math.rad(-50)), .3)
LW.C0 = clerp(LW.C0, CFrame.new(-1.2, 0.5, -.5) *
CFrame.Angles(math.rad(0), math.rad(60), math.rad(120)), .3)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -.5, -.5) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3)
end
CreateSound("rbxassetid://131045401", FakeHandle, 1, 1)
MagHandleweld.Part0 = LA
MagHandleweld.C0 = CFrame.new(.5, -1, .6) * CFrame.Angles(1.5, 0, 1.5)
for i = 0, 1, 0.08 do
wait()
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, -.5) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * CFrame.Angles(math.rad(5), math.rad(5),
math.rad(50)), .3)
RW.C0 = clerp(RW.C0, CFrame.new(1, 0.5, -.5) *
CFrame.Angles(math.rad(120), math.rad(0), math.rad(-50)), .3)
LW.C0 = clerp(LW.C0, CFrame.new(-1.2, 0.5, -.3) *
CFrame.Angles(math.rad(0), math.rad(90), math.rad(20)), .3)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -.5, -.5) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3)
end
CreateSound("rbxassetid://131045429", FakeHandle, 1, 1)
for i = 0, 1, 0.08 do
wait()
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, -.5) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * CFrame.Angles(math.rad(0), math.rad(0),
math.rad(50)), .3)
RW.C0 = clerp(RW.C0, CFrame.new(1, 0.5, -.5) *
CFrame.Angles(math.rad(100), math.rad(0), math.rad(-50)), .5)
LW.C0 = clerp(LW.C0, CFrame.new(-1.2, 0.5, -.3) *
CFrame.Angles(math.rad(0), math.rad(60), math.rad(100)), .5)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -.5, -.5) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3)
end
MagHandleweld.Part0 = FakeHandle
MagHandleweld.C0 = CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0)
Ammo = 10
print(Ammo)
if Depleted == true then
Depleted = false
Handleweld.Part0 = LA
Handleweld.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
Handleweld.C1 = CFrame.new(-0.737663269, -0.281144857, 0.33117196,
0.00916702952, 0.939647615, 0.342020333, 0.999940991, -0.0106014106, 0.00232372736,
0.00580918044, 0.341978878, -0.939689875)
for i = 0, 1, 0.1 do
wait()
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, -.5) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * CFrame.Angles(math.rad(5),
math.rad(0), math.rad(80)), .3)
RW.C0 = clerp(RW.C0, CFrame.new(.5, 0.5, -.6) *
CFrame.Angles(math.rad(80), math.rad(-30), math.rad(-90)), .3)
LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.3, 0) *
CFrame.Angles(math.rad(0), math.rad(160), math.rad(70)), .3)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -.5, -.5) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3)
end
CreateSound("rbxassetid://146740582", BoltHandle, .7, 1)
for i = 0, 1, 0.1 do
wait()
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, -.5) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * CFrame.Angles(math.rad(5),
math.rad(0), math.rad(80)), .3)
RW.C0 = clerp(RW.C0, CFrame.new(1, 0.5, -.6) *
CFrame.Angles(math.rad(80), math.rad(-30), math.rad(-90)), .5)
LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.3, 0) *
CFrame.Angles(math.rad(0), math.rad(160), math.rad(70)), .3)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -.5, -.5) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3)
BoltHandleweld.C0 = clerp(BoltHandleweld.C0, CFrame.new(.5, 0, 0)
* CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .4)
end
for i = 0, 1, 0.3 do
wait()
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, -.5) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * CFrame.Angles(math.rad(5),
math.rad(0), math.rad(80)), .3)
RW.C0 = clerp(RW.C0, CFrame.new(.5, 0.5, -.6) *
CFrame.Angles(math.rad(80), math.rad(-30), math.rad(-90)), .5)
LW.C0 = clerp(LW.C0, CFrame.new(-1, 0.3, 0) *
CFrame.Angles(math.rad(0), math.rad(160), math.rad(70)), .3)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -.5, -.5) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3)
BoltHandleweld.C0 = clerp(BoltHandleweld.C0, CFrame.new(0, 0, 0)
* CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .4)
end
end
Handleweld.Part0 = RA
Handleweld.C0 = CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1)
Handleweld.C1 = CFrame.new(1.03214836, -0.278110504, -0.0978469849, 0,
0.999999702, -2.98023224e-008, 0, -2.98023188e-008, -0.999999821, -1, 4.37113847e-
008, -1.77635684e-015)
attack = false
end
mouse.Button1Down:connect(function()
if attack == false and Depleted == false then
Fire()
end
end)
mouse.KeyDown:connect(function(k)
k = k:lower()
if k == "r" and attack == false then
Reload()
elseif k == "f" and Aiming == false then
Aiming = true
elseif k == "f" and Aiming == true then
Aiming = false
elseif k == "c" and Aiming == true and Crouching == false then
Crouching = true
elseif k == "c" and Aiming == true and Crouching == true then
Crouching = false
elseif k == "z" and Aiming == true and Zoomed == false then
Zoomed = true
CreateSound("rbxassetid://180144779", FakeHandle, 1, 1)
for i = 0, 1, 0.2 do
wait()
cam.FieldOfView = cam.FieldOfView - 5
end
Ply.CameraMode = "LockFirstPerson"
--Ply.DevEnableMouseLock = false
cam.FieldOfView = 10
cam.CameraSubject = ScopeZoom
mouse.Icon = "rbxassetid://18006519"
elseif k == "z" and Aiming == true and Zoomed == true then
Zoomed = false
CreateSound("rbxassetid://190623951", FakeHandle, 1, 1)
for i = 0, 1, 0.2 do
wait()
cam.FieldOfView = cam.FieldOfView + 5
end
Ply.CameraMode = "Classic"
--Ply.DevEnableMouseLock = true
cam.FieldOfView = 80
cam.CameraSubject = Hu
mouse.Icon = ""
end
end)
local sine = 0
local change = 1
local val = 0
while true do
wait()
sine = sine + change
local torvel = (RP.Velocity * Vector3.new(1, 0, 1)).magnitude
local velderp = RP.Velocity.y
hitfloor, posfloor = rayCast(RP.Position, (CFrame.new(RP.Position,
RP.Position - Vector3.new(0, 1, 0))).lookVector, 4, Char)
if equipped == true or equipped == false then
if Aiming == true then
if Crouching == false and Aiming == true then
Hu.WalkSpeed = 10
elseif Crouching == true and Aiming == true then
Hu.WalkSpeed = 5
end
gyro.Parent = RP
local gunpos = Vector3.new(mouse.Hit.p.x, He.Position.Y,
mouse.Hit.p.z)
offset = (Tor.Position.y - mouse.Hit.p.y) / 60
local mag = (Tor.Position - mouse.Hit.p).magnitude / 80
offset = offset / mag
gyro.CFrame = CFrame.new(Vector3.new(),(mouse.Hit.p -
RP.CFrame.p).unit * 100)
elseif Aiming == false then
Hu.JumpPower = 50
Hu.WalkSpeed = 16
gyro.Parent = nil
end
if RP.Velocity.y > 1 and hitfloor == nil then
Anim = "Jump"
if attack == false and Aiming == false then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3)
Ne.C0 = clerp(Ne.C0, NeckCF * CFrame.Angles(math.rad(-20),
math.rad(0), math.rad(0)), .3)
RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.4, -.2) *
CFrame.Angles(math.rad(60), math.rad(0), math.rad(-40)), .3)
LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.5, -.4) *
CFrame.Angles(math.rad(0), math.rad(80), math.rad(60)), .3)
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * RHCF *
CFrame.Angles(math.rad(-4), math.rad(0), math.rad(-30)), .3)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-4), math.rad(0), math.rad(30)), .3)
FakeHandleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 0,
0) * CFrame.Angles(math.rad(0), math.rad(80), math.rad(0)), .3)
elseif attack == false and Aiming == true then
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, -.5) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * CFrame.Angles(math.rad(5),
math.rad(0), math.rad(90)), .4)
RW.C0 = clerp(RW.C0, CFrame.new(.51, 0.51, -.6) *
CFrame.Angles(math.rad(90), math.rad(0), math.rad(-90)), .4)
LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.51, 0) *
CFrame.Angles(math.rad(0), math.rad(160), math.rad(90)), .4)
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -.5, -.5) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 0,
0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .4)
end
elseif RP.Velocity.y < -1 and hitfloor == nil then
Anim = "Fall"
if attack == false and Aiming == false then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .3)
Ne.C0 = clerp(Ne.C0, NeckCF * CFrame.Angles(math.rad(20),
math.rad(0), math.rad(0)), .3)
RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.4, -.2) *
CFrame.Angles(math.rad(100), math.rad(0), math.rad(-40)), .3)
LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.5, -.4) *
CFrame.Angles(math.rad(0), math.rad(80), math.rad(100)), .3)
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * RHCF *
CFrame.Angles(math.rad(-4), math.rad(0), math.rad(30)), .3)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-4), math.rad(0), math.rad(-30)), .3)
FakeHandleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 0,
0) * CFrame.Angles(math.rad(0), math.rad(80), math.rad(0)), .3)
elseif attack == false and Aiming == true then
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, -.5) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * CFrame.Angles(math.rad(5),
math.rad(0), math.rad(90)), .4)
RW.C0 = clerp(RW.C0, CFrame.new(.51, 0.51, -.6) *
CFrame.Angles(math.rad(90), math.rad(0), math.rad(-90)), .4)
LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.51, 0) *
CFrame.Angles(math.rad(0), math.rad(160), math.rad(90)), .4)
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -.5, -.5) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 0,
0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .4)
end
elseif torvel < 1 and hitfloor ~= nil then
Anim = "Idle"
if attack == false and Aiming == false then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, -.5) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(50)), .3)
Ne.C0 = clerp(Ne.C0, NeckCF * CFrame.Angles(math.rad(5),
math.rad(0), math.rad(-50)), .3)
RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.4, 0) *
CFrame.Angles(math.rad(70), math.rad(0), math.rad(-40)), .3)
LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.5, -.4) *
CFrame.Angles(math.rad(0), math.rad(80), math.rad(70)), .3)
RH.C0 = clerp(RH.C0, CFrame.new(.9, -.5, .2) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(-50), math.rad(0)), .3)
LH.C0 = clerp(LH.C0, CFrame.new(-.5, -1, -1) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(-50), math.rad(50)), .3)
FakeHandleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 0,
0) * CFrame.Angles(math.rad(0), math.rad(70), math.rad(0)), .3)
elseif attack == false and Aiming == true then
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, -.5) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * CFrame.Angles(math.rad(5),
math.rad(0), math.rad(90)), .4)
RW.C0 = clerp(RW.C0, CFrame.new(.51, 0.51, -.6) *
CFrame.Angles(math.rad(90), math.rad(0), math.rad(-90)), .4)
LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.51, 0) *
CFrame.Angles(math.rad(0), math.rad(160), math.rad(90)), .4)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -.5, -.5) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 0,
0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .4)
end
elseif torvel > 2 and hitfloor ~= nil then
Anim = "Walk"
if attack == false and Aiming == false then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(30), math.rad(0), math.rad(0)), .3)
Ne.C0 = clerp(Ne.C0, NeckCF * CFrame.Angles(math.rad(-20),
math.rad(0), math.rad(0)), .3)
RW.C0 = clerp(RW.C0, CFrame.new(1.2, 0.4, -.2) *
CFrame.Angles(math.rad(50), math.rad(0), math.rad(-40)), .3)
LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.5, -.4) *
CFrame.Angles(math.rad(0), math.rad(80), math.rad(50)), .3)
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * RHCF *
CFrame.Angles(math.rad(-3), math.rad(0), math.rad(0)), .3)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-3), math.rad(0), math.rad(0)), .3)
FakeHandleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 0,
0) * CFrame.Angles(math.rad(0), math.rad(80), math.rad(0)), .3)
elseif attack == false and Aiming == true then
if Crouching == false and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, 0) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
elseif Crouching == true and Aiming == true then
RJ.C0 = clerp(RJ.C0, RootCF * CFrame.new(0, 0, -.5) *
CFrame.Angles(math.rad(0), math.rad(0), math.rad(-90)), .4)
end
Ne.C0 = clerp(Ne.C0, NeckCF * CFrame.Angles(math.rad(5),
math.rad(0), math.rad(90)), .4)
RW.C0 = clerp(RW.C0, CFrame.new(.51, 0.51, -.6) *
CFrame.Angles(math.rad(90), math.rad(0), math.rad(-90)), .4)
LW.C0 = clerp(LW.C0, CFrame.new(-1.3, 0.51, 0) *
CFrame.Angles(math.rad(0), math.rad(160), math.rad(90)), .4)
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
if Crouching == false and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -1, 0) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -1, 0) * LHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
elseif Crouching == true and Aiming == true then
RH.C0 = clerp(RH.C0, CFrame.new(1, -.1, -.5) * RHCF *
CFrame.Angles(math.rad(-5), math.rad(0), math.rad(0)), .4)
LH.C0 = clerp(LH.C0, CFrame.new(-1, -.1, -.2) * LHCF
* CFrame.Angles(math.rad(-5), math.rad(0), math.rad(50)), .4)
end
FakeHandleweld.C0 = clerp(Handleweld.C0, CFrame.new(0, 0,
0) * CFrame.Angles(math.rad(0), math.rad(0), math.rad(0)), .4)
end
end
end
if #Effects > 0 then
for e = 1, #Effects do
if Effects[e] ~= nil then
local Thing = Effects[e]
if Thing ~= nil then
local Part = Thing[1]
local Mode = Thing[2]
local Delay = Thing[3]
local IncX = Thing[4]
local IncY = Thing[5]
local IncZ = Thing[6]
if Thing[1].Transparency <= 1 then
if Thing[2] == "Block1" then
Thing[1].CFrame = Thing[1].CFrame *
CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-
50, 50))
Mesh = Thing[1].Mesh
Mesh.Scale = Mesh.Scale +
Vector3.new(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency =
Thing[1].Transparency + Thing[3]
elseif Thing[2] == "Cylinder" then
Mesh = Thing[1].Mesh
Mesh.Scale = Mesh.Scale +
Vector3.new(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency =
Thing[1].Transparency + Thing[3]
elseif Thing[2] == "Blood" then
Mesh = Thing[7]
Thing[1].CFrame = Thing[1].CFrame *
Vector3.new(0, .5, 0)
Mesh.Scale = Mesh.Scale +
Vector3.new(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency =
Thing[1].Transparency + Thing[3]
elseif Thing[2] == "Elec" then
Mesh = Thing[1].Mesh
Mesh.Scale = Mesh.Scale +
Vector3.new(Thing[7], Thing[8], Thing[9])
Thing[1].Transparency =
Thing[1].Transparency + Thing[3]
elseif Thing[2] == "Disappear" then
Thing[1].Transparency =
Thing[1].Transparency + Thing[3]
end
else
Part.Parent = nil
table.remove(Effects, e)
end
end
end
end
end
end